diff --git a/bios/Arcade/Arcade/.variants/hiscore.dat.830660c5 b/bios/Arcade/Arcade/.variants/hiscore.dat.830660c5 new file mode 100644 index 00000000..24f062b8 --- /dev/null +++ b/bios/Arcade/Arcade/.variants/hiscore.dat.830660c5 @@ -0,0 +1,3982 @@ +;HISCORE.DAT Version 7.0 +;Data for the hi-score routines of MAME +;This file should be in the same directory of MAME.EXE . +; +;This file can be edited with a text editor, but keep the same format: +; all fields are separated by a colon (:) +; : +; :
::: +; [repeat the above as many times as necessary] + +;********1942.c +1942: +1942a: +1942b: +0:e800:190:00:00 +0:e9c0:1:1e:1e +0:e040:8:00:00 +0:e028:1:01:01 + +;********1943.c +1943: +0:e600:60:00:00 +0:e110:8:00:00 +0:d1be:1:24:24 +0:d1de:1:24:24 +0:d1fe:1:02:02 +0:d21e:1:00:00 +0:d23e:1:00:00 +0:d25e:1:00:00 +0:d27e:1:00:00 + +1943kai: +1943j: +0:e600:60:00:00 +0:e110:8:00:00 +0:d1be:1:24:24 +0:d1de:1:02:02 +0:d1fe:1:00:00 +0:d21e:1:00:00 +0:d23e:1:00:00 +0:d25e:1:00:00 +0:d27e:1:00:00 + +;********8080bw.c +280zzzap: +0:203d:2:00:00 +0:2029:4:00:00 + +alieninv: +0:20f4:2:00:50 + +;laser +;intruder: ;**** see below +;spcewarl: ;**** doesn't work at all +; updated when start a game +;0:2034:2:00:00 +;0:2f7c:2:3e:3e + +ballbomb: +0:20dc:03:00:00 + +bandido: +0:60f1:03:00:00 + +blueshrk: +0:200a:05:00:00 + +bowler: +0:22a0:08:00:00 + +clowns: +0:2015:02:00:00 + +desertgu: +0:2006:02:00:00 +0:200b:02:00:00 + +galxwars: +starw: +0:2005:06:00:00 + +;helifire: **** see below +;helifira: +; updated when start a game +;0:6008:3:00:00 + +cosmicmo: +invaders: +earthinv: +spaceatt: +sinvemag: +sitv: +sicv: +sisv: +sisv2: +alieninv: +spceking: +spcewars: +spacewr3: +sisv2: +0:20f4:02:00:00 + +invaderl: +0:20E0:03:00:00 + +;invadpt2: +;invdpt2m: +;0:20f4:2:00:05 +;;0:2340:a:1b:1b + +invrvnge: +invrvnga: +0:2019:3:00:00 + +jspecter: +0:20f4:2:00:00 +0:2300:2:00:00 + +lagunar: +0:2011:9:00:00 +0:2005:3:00:00 + +;lrescue: +;grescue: +;desterth: +; updated when start a game +;0:20db:1:0a:0a +;0:20cf:a:1b:1b +;0:20f4:2:00:05 + +lupin3: +0:20dc:03:00:00 + +ozmawars: +solfight: +spaceph: +0:2043:02:00:00 + +;phantom2: +;0:216f:3:00:5b +;0:2168:3:00:5b +;0:2161:03:00:5b + +polaris: +0:2314:02:00:00 + +polarisa: +0:2150:14:00:00 +0:2165:1e:2a:2a +0:2314:02:00:00 + + +rollingc: +0:2302:0f:00:00 + +schaser: +0:233f:03:01:00 + +seawolf: +0:2006:01:00:00 + +sfeverbw: +0:609d:3:00:00 +0:60a3:3:00:00 +0:60a9:3:00:00 +0:60af:3:00:00 +0:60b5:3:00:00 +0:60bb:3:00:00 +0:60c1:3:00:00 +0:60c7:3:00:00 +0:60cd:3:00:00 +0:60e7:3:00:00 +0:60ec:3:00:00 +0:60f1:3:00:00 + +spacefev: +0:60e7:3:00:00 +0:60f1:3:00:00 +0:60ec:3:00:00 + +spcenctr: +0:26f0:2:0e:0e +0:202e:2:00:00 +0:202b:2:00:00 + +yosakdon: +0:23ab:3:00:00 + +;********actfancr.c +actfancr: +0:1f0ce6:1e:05:45 +0:1f00be:3:00:00 + +;********aerofgt.c +aerofgt: +0:ffc1af:97:0b:64 + +;********airbustr.c +airbustr: +0:e160:40:01:01 +0:e19e:01:4f:4f + +;********ajax.c +ajax: +ajaxj: +0:2100:50:1a:00 +0:2050:4:00:00 + +;********aliens.c +aliens: +aliensj: +aliensu: +aliens2: +0:1e30:38:00:48 + +;********alpha68k.c +gangwars: +gangwarb: +0:43bb2:34:00:45 + +skysoldr: +0:204100:c0:00:0c +0:40030:4:00:00 + +;********amidar.c +amidar: +amidaru: +amidaro: +amigo: +0:8200:1e:00:01 +0:80a8:3:00:01 + +turtles: +turpin: +600: +0:8200:1e:00:00 +0:80a8:3:00:00 +0:9340:1:01:01 + +;********ambush.c +ambush: +0:8050:3:00:00 +0:800f:24:00:3a + +;********appoooh.c +appoooh: +0:e029:3:53:4d +0:e018:5:01:00 + +;********arabian.c +;******* doesn't save table right +arabian: +arabiana: +0:d384:3c:00:00 + +;********argus.c +argus: +0:fb80:40:00:00 +0:e039:6:00:00 +0:e03d:1:07:07 + +valtric: +0:fca0:28:00:53 +0:fc38:4:00:00 + +;********arkanoid.c +arkanoid: +arknoidu: +;arkbl2: ; game doesn't work yet +;arkbl3: ; testdriver not included in binary +;arkblock: ; testdriver not included in binary +arkbloc2: +arkangc: +0:ef79:23:00:52 +0:c4df:3:00:00 + +arknoidj: +0:ef75:23:00:52 +0:c4df:3:00:00 + +arkatayt: +0:ef79:23:00:42 +0:c4df:3:00:00 + +arkatour: +0:ef7c:23:00:52 +0:c4df:3:00:00 +0:c4e0:1:50:50 + +;********armedf.c +armedf: +0:611b6:4f:00:4a +0:61206:4:00:00 + +cclimbr2: +0:612a7:49:10:00 +0:612f2:1:50:50 + +terraf: +terrafu: +0:6066e:3c:00:4a +0:606b2:4:00:00 + +;********asteroid.c +asteroid: +asteroib: +0:001d:35:00:00 + +asteroi1: +0:001c:35:00:00 + +;********astrocde.c +gorf: ;* resetting screws up 2 scores and top score +gorfpgm1: +0:d010:22:00:00 + +robby: +0:e1c7:21:4a:4b +0:e161:1e:50:58 +0:e19d:2a:9e:47 +0:e13b:26:10:17 +0:e3c7:21:4a:4b +0:e361:1e:50:58 +0:e39d:2a:9e:47 +0:e33b:26:10:17 + +seawolf2:;*loading score seems to auto start a game? +0:c208:2:00:00 + +wow: ;*resetting screws up the 1st score +0:d004:14:00:00 +0:d304:14:00:00 + +;********astrof.c +astrof: +astrof2: +astrof3: +0:0084:2:00:00 + +tomahawk: +tomahaw5: +0:000d:2:00:00 + +;********asuka.c +asuka: +0:103458:66:41:01 +0:1033c4:4:00:20 + +earthjkr: +0:103204:2f:00:42 + +galmedes: +0:1031a0:4c:00:64 + +mofflott: +0:100aad:75:00:31 + +;********atarisy1.c +marble: +marble2: +marblea: +0:401e92:32:00:3a + +;********atarisy2.c +apb: +0:f42:9b:00:4d + +apb2: +0:f42:9b:00:50 + +;********atetris.c +atetris: +atetrisa: +atetrisb: +atetckt2: +atetcktl: +0:979:90:30:52 + + +;********avalnche.c +avalnche: +0:009b:2:00:00 + +;********badlands.c +badlands: +0:fffe96:4f:00:9a + +;********bagman.c +bagman: +bagnard: +bagmans: +bagmans2: +sbagman: +sbagmans: +0:6217:50:00:10 + +pickin: +0:719a:50:00:10 + +;********bankp.c +bankp: +0:e590:a0:00:00 +0:e018:7:00:00 + +;********baraduke.c +metrocrs: +0:1473:79:08:0e +0:4868:0b:2d:00 +0:1422:4:00:00 + +;********batman.c +batman: +0:10f23e:50:00:35 + +;********battlane.c +battlane: +battlan2: +battlan3: +0:0ca5:28:00:1a +0:005f:3:00:00 + +;********berzerk.c +berzerk: +berzerk1: +0:4302:3c:00:00 +0:4301:1:42:42 + +frenzy: +0:406e:3c:00:00 +0:405e:1:ff:ff + +;********bionicc.c +bionicc: +bionicc2: +topsecrt: +0:fff9e2:4f:00:4d +0:ffc57a:4:00:00 +0:fec0d9:1:20:20 +0:fec0db:1:20:20 +0:fec0dd:1:20:20 +0:fec0df:1:02:02 +0:fec0e1:1:00:00 +0:fec0e3:1:00:00 +0:fec0e5:1:00:00 +0:fec0e7:1:00:00 + +;*******bjtwin.c +bjtwin: +0:f9100:a0:00:4c + +macross: +0:f9100:a0:00:45 + +macross2: +0:1ffa00:80:00:50 +0:1ffb00:80:00:50 +0:1ffc00:80:00:50 + +sabotenb: +0:f6e00:6c:00:1e + +;********blktiger.c +blktiger: +bktigerb: +0:e200:50:00:20 +0:e1e0:8:00:00 + +blkdrgon: +blkdrgnb: +0:e200:50:00:26 +0:e1e0:8:00:00 + +;********blockout.c +blockout: 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+0:fff4b8:78:72:10 + +;********ccliber.c +cclimber: +cclimbrj: +ccboot: +ccboot2: +0:8083:55:02:00 + +ckong: +ckonga: +ckongjeu: +ckongo: +ckongalc: +monkeyd: +0:6100:AA:94:92 +0:60b8:3:50:00 + +swimmer: +swimmera: +0:84e0:2d:00:48 +0:8577:6:00:00 + +;*******centiped.c +centipb2: +centipd2: +centiped: +0:000b:0f:10:01 +0:0023:0f:04:12 + +centipdb: +0:000b:0f:17:01 +0:0023:0f:06:14 + +;********champbas.c +champbas: +0:8108:14F:31:4c ; *note not sure this line is needed* +0:8c30:30:40:00 + +;********cinemat.c +armora: +0:a2:4:00:00 + +ripoff: +0:e0:8:00:00 + +starcas: +starcas1: +0:1aa:4:00:00 + +;********circus.c +circus: +0:0036:2:00:00 + +crash: +0:000f:2:00:00 + +;********circusc.c +circusc: +circusc2: +circuscc: +circusce: +0:2160:32:01:FE +0:20A6:3:01:30 +0:35A7:1:00:00 +0:35C7:1:03:03 +0:35E7:1:08:08 +0:3607:1:09:09 +0:3627:1:01:01 +0:3647:1:10:10 + +;********cischeat.c (cisco heat) +cischeat: +0:f0c00:24f:00:00 +0:f0e42:1:49:49 +0:f0b00:28:00:00 + +f1gpstar: +0:f2803:5e3:04:4d + +;********citycon.c +citycon: +citycona: +cruisin: +0:0055:3:00:13 +0:0043:3:00:02 +0:0900:f0:53:90 + +;******cninja.c +cninja: +cninjau: +joemac: +0:1877fb:1:30:30 +0:1877fa:ae:00:00 + +cninja0: +stoneage: +0:1877f7:1:30:30 +0:1877f6:ae:00:00 + +;********combatsc.c +combasc: +combascb: +combascj: +combasct: +0:1320:46:02:07 +0:826:3:00:10 + +;********commando.c +commando: +commandu: +commandj: +spaceinv: +0:ee00:5b:00:2e +0:ee97:3:00:00 + +;********congo.c +congo: +tiptop: +0:8020:7e:90:a1 +0:80bd:3:00:00 + +;********contra.c +contra: +contrab: +contraj: +contrajb: +gryzor: +0:1120:40:1b:00 +0:1118:4:00:00 + +;********cop01.c +cop01: +0:c46d:28:00:01 + +cop01a: +0:c46e:28:00:01 + +;********cosmic.c +cosmica: +0:400e:3:00:00 + +cosmicg: +0:3C10:4:00:00 + +panic: +panica: +panicger: +0:40c1:5:00:00 +0:5c00:c:09:15 +0:4004:2:00:00 + +;********cps1.c +1941: +1941j: +0:ff9680:78:ff:00 +0:ff0d98:04:00:00 + +3wonders: +wonder3: +0:ffd0ce:14:ff:36 +0:ffd0f6:50:00:00 +0:ffd196:28:ff:06 +0:ffd1be:50:00:00 +0:ffd25e:28:ff:ce +0:ffd286:50:00:00 +0:ff0dae:0c:00:00 + +captcomm: +captcomu: +captcomj: +0:ff0000:50:08:00 +0:ffa8c2:04:00:00 + +cawing: +cawingj: +0:ffd9b4:28:00:00 +0:ffda04:14:ff:d4 +0:ffda2c:04:00:00 + +cworld2j: +0:ff0f68:04:00:01 +0:ff0f6c:9c:00:00 + +dino: +dinoj: +0:fff03e:310:00:00 +0:fff34e:010:99:00 + +dwj: +0:ffe2d6:3c:e2:00 +0:ff8158:04:00:00 + +ffight: +;ffightu: ;*doesn't work +ffightj: +0:ff850c:3c:ff:00 +0:ff80a0:04:00:00 + +forgottn: +lostwrld: +0:ffe142:50:00:20 +0:ffb2a0:04:00:00 + +ghouls: +ghoulsu: +ghoulsj: +0:ffbf4c:78:48:a8 +0:ff087a:04:00:00 + +knights: +knightsj: +0:ffe53a:002:00:08 +0:ffe53c:256:00:00 + +kod: +;kodj: ;*doesn't work +;kodb: ;*doesn't work +0:ff9d94:28:01:04 + +mbombrd: +mbombrdj: +0:ffa0cc:02:00:10 +0:ffa0ce:ae:00:00 + +megaman: +rockmanj: +0:ffeed0:28:00:00 +0:ffef10:28:00:02 + +mercs: +mercsu: +mercsj: +0:ff0fd0:a0:00:20 + +msword: +mswordu: +mswordj: +0:fffe32:98:00:00 +0:fffeca:02:04:00 +0:ffa890:04:00:00 + +mtwins: 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WORK: Stage completion information (Player name + Score) +;*0:920000:14:00:00 Address pointers +;*0:921004:08:00:00 Stage: St. Petersburg +;*0:921804:08:00:00 Stage: Siberian Wilderness +;*0:922004:08:00:00 Stage: Adventure In Amazon +;*0:922804:08:00:00 Stage: The Arial Battleship +;*0:923004:08:00:00 Stage: + + +unsquad: +area88: +0:ff101c:50:00:26 +0:ff107c:08:00:00 + +varth: +varthj: +varthu: +0:fff9ea:50:00:01 +0:fffa42:04:00:00 + +willow: +willowj: +0:ffefc6:50:00:20 +0:fff03e:04:00:00 + +wof: +wofa: +wofj: +0:ff77d8:78:ff:10 +0:ff63d4:04:00:00 + +;********crbaloon.c +crbaloon: +crbalon2: +0:4016:03:00:00 +0:417f:0a:11:00 + +;********crimfght.c +crimfght: +crimfgtj: +crimfgt2: +0:1a40:46:00:19 + +;********cvs.c +cosmos: +0:3c00:52:00:00 + +hero: +0:3c00:27:00:30 + +huncholy: +0:3c08:12:00:30 + +;********darius.c +darius: +dariuse: +0:822f2:729:00:2e + +dariuso: +dariusj: +0:822ec:723:00:41 + +;********darkseal.c +darkseal: +gatedoom: +gatedom1: +darkseaj: +darksea1: 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+twincobu: +0:315a2:16c:00:01 +0:317af:1:2d:2d +0:317b1:1:2d:2d +0:317b3:1:2d:2d +0:317b5:1:03:03 +0:317b7:1:00:00 +0:317b9:1:00:00 +0:317bb:1:00:00 +0:317bd:1:00:00 + +;********ultraman.c +ultraman: +0:8ff00:64:01:08 + +;********vaportra.c +vaportra: +vaportru: +kuhga: +0:fff5d4:78:2e:00 +0:ffc024:4:00:00 + +;********vendetta.c +vendetta: +vendett2: +vendettj: +0:2980:28:00:48 + +;*******vicdual.c +carnival: ;*note* resetting corrupts the screen not the file +carnvckt: +0:e397:3c:00:00 +0:e5a2:9:20:20 + +digger: +0:8386:b:53:00 + +headon: +headonb: +0:878a:f:30:30 + +headon2: +0:8390:12:30:30 + +;********vigilant.c +kikcubic: +0:fe30:c8:07:04 +0:fef8:3:07:35 + +vigilant: +0:e048:3f:00:48 + +;********vulgus.c +vulgus: +0:EE00:41:00:20 +0:EE47:03:00:00 + +vulgus2: +vulgusj: +0:EE00:41:00:2E +0:EE47:03:00:00 + +;********wardner.c +wardner: +wardnerj: +pyros: +0:7119:5a:00:01 +0:7116:3:00:00 + +;********warpwarp.c +warpwarp: +0:831d:3:00:00 + +;********wc90.c +wc90: +wc90b: +0:800f:1e:00:00 + +;********wecleman.c +hotchase: +0:610b0:50:00:0d +0:60034:4:00:00 + +;********wiping.c +wiping: +0:906f:82:03:54 + +rugrats: +0:906f:82:10:54 + +;********wiz.c +scion: +0:c070:50:00:1e +0:d062:7:10:00 + +stinger: +0:c031:1e:00:00 +0:c079:6:00:00 +0:c200:13:1d:23 + +wiz: +wizt: +0:c01e:32:00:43 + +;********xevious.c +xevious: +sxevious: +xevios: +xeviousa: +0:8510:50:00:00 +0:8024:3:00:00 + +;********xexex.c +xexex: ;*missing 1st digit? +0:85001:60:00:59 +0:80057:3:00:30 + +;********xmen.c +xmen: +xmen2pj: +xmen6p: ; * not working * +0:113301:167:0b:10 + +;********xybots.c +xybots: +0:ffac22:ca:00:a4 + +;********yard.c +yard: +vsyard: +vsyard2: +0:e600:8a:00:4a +0:e008:3:00:03 + +;********yiear.c +yiear: +0:5520:8c:00:10 +0:521c:3:00:40 + +yiear2: +0:5520:8c:00:10 +0:521c:3:00:70 + +;********xaccaria.c +jackrabt: +jackrab2: +jackrabs: +0:73ba:48:0a:00 +0:727d:3:00:00 +0:605e:1:00:00 +0:607e:1:00:00 +0:609e:1:ff:ff +0:60be:1:ff:ff +0:60de:1:ff:ff +0:60fe:1:ff:ff + +;********zaxxon.c +zaxxon: +zaxxon2: +zaxxonb: +szaxxon: +0:6100:7e:90:81 +0:6038:3:00:00 + +futspy: +0:6419:3c:00:41 + +razmataz: +0:66a4:1e:00:00 +0:6739:3c:25:3e + +;********zerozone.c +zerozone: +0:c17cd:77:53:00 +0:c23da:6:00:00 + +;********zodiack.c +dogfight: +0:587e:82:20:ff +0:b2df:1:24:24 +0:b2ff:1:24:24 +0:b31f:1:03:03 +0:b33f:1:05:05 +0:b35f:1:02:02 +0:b37f:1:00:00 +0:b39f:1:00:00 + +zodiack: +0:5857:37:00:24 +0:b2df:1:00:00 +0:b2ff:1:00:00 +0:b31f:1:01:01 +0:b33f:1:02:02 +0:b35f:1:08:08 +0:b37f:1:00:00 +0:b39f:1:00:00 + +;********momoko.c (momoko 120%) +momoko: +0:ce01:9f:20:20 +0:c049:7:20:30 diff --git a/bios/Arcade/MAME/.variants/cheat.dat.c0f20911 b/bios/Arcade/MAME/.variants/cheat.dat.c0f20911 new file mode 100644 index 00000000..f817dfcd --- /dev/null +++ b/bios/Arcade/MAME/.variants/cheat.dat.c0f20911 @@ -0,0 +1,35254 @@ +;****************************************************************************** +;* PUGSY'S CHEATS Release Date: 18 MAY 2000 (Base release for MAME 0.36Final) * +;* Also includes cheats for MAME 0.37 BETA 1 and 2 * +;* Cheat File *FULLY* compatible with *ALL* MAME versions mentioned above * +;* * +;* This CHEAT.DAT file was downloaded from Pugsy's MAME Cheat Page at:- * +;* http://cheat.retrogames.com * +;* * +;* If you have any new cheats not included in this cheat file then PLEASE * +;* send them to:- pugsy@usa.net * +;* * +;* This cheat.dat file can be freely distributed with MAME or any frontend. * +;* If you run a MAME page please feel free to put up the cheat.dat file on * +;* your webspace, if you do please let me know and I'll send you regular * +;* cheat.dat updates (only available to MAME Page maintainers). * +;****************************************************************************** +; +;Data for the cheat routine of Mame +;This file should be in the same directory as MAME.EXE (whichever platform). +; +;This file can be edited with a text editor, but keep the same format: +; all fields are separated by a colon (:) +; -Name of the game (short name) [zip file or directory] +; -No of the CPU usually 0, only different in multiple CPU games +; -Address in Hexadecimal (where to poke) +; -Data to put at this address in hexadecimal (what to poke) +; -Special (see below) usually 000 +; -000 : the byte is poked every time and the cheat remains in active list. +; -001 : the byte is poked once and the cheat is removed from active list. +; -002 : the byte is poked every one second and the cheat remains in active +; list. +; -003 : the byte is poked every two seconds and the cheat remains in active +; list. +; -004 : the byte is poked every five seconds and the cheat remains in active +; list. +; -005 : the byte is poked one second after the original value has changed +; and the cheat remains in active list. +; -006 : the byte is poked two seconds after the original value has changed +; and the cheat remains in active list. +; -007 : the byte is poked five seconds after the original value has changed +; and the cheat remains in active list. +; -008 : the byte is poked unless the original value in being decremented by +; 1 each frame and the cheat remains in active list. +; -009 : the byte is poked unless the original value in being decremented by +; 2 each frame and the cheat remains in active list. +; -010 : the byte is poked unless the original value in being decremented by +; 3 each frame and the cheat remains in active list. +; -011 : the byte is poked unless the original value in being decremented by +; 4 each frame and the cheat remains in active list. +; -020 : the bits are set every time and the cheat remains in active list. +; -021 : the bits are set once and the cheat is removed from active list. +; -040 : the bits are reset every time and the cheat remains in active list. +; -041 : the bits are reset once and the cheat is removed from active list. +; -060 : the user selects a decimal value from 0 to byte +; (display : 0 to byte) - the value is poked once when it changes and +; the cheat is removed from the active list. +; -061 : the user selects a decimal value from 0 to byte +; (display : 1 to byte+1) - the value is poked once when it changes +; and the cheat is removed from the active list. +; -062 : the user selects a decimal value from 1 to byte +; (display : 1 to byte) - the value is poked once when it changes and +; the cheat is removed from the active list. +; -063 : the user selects a BCD value from 0 to byte +; (display : 0 to byte) - the value is poked once when it changes and +; the cheat is removed from the active list. +; -064 : the user selects a BCD value from 0 to byte +; (display : 1 to byte+1) - the value is poked once when it changes +; and the cheat is removed from the active list. +; -065 : the user selects a BCD value from 1 to byte +; (display : 1 to byte) - the value is poked once when it changes and +; the cheat is removed from the active list. +; -070 : the user selects a decimal value from 0 to byte +; (display : 0 to byte) - the value is poked once and the cheat is +; removed from the active list. +; -071 : the user selects a decimal value from 0 to byte +; (display : 1 to byte+1) - the value is poked once and the cheat is +; removed from the active list. +; -072 : the user selects a decimal value from 1 to byte +; (display : 1 to byte) - the value is poked once and the cheat is +; removed from the active list. +; -073 : the user selects a BCD value from 0 to byte +; (display : 0 to byte) - the value is poked once and the cheat is +; removed from the active list. +; -074 : the user selects a BCD value from 0 to byte +; (display : 1 to byte+1) - the value is poked once and the cheat is +; removed from the active list. +; -075 : the user selects a BCD value from 1 to byte +; (display : 1 to byte) - the value is poked once and the cheat is +; removed from the active list. +; -500 to 575: These cheat types are identical to types 000 to 075 except +; they are used in linked cheats (i.e. of 1/8 type). The first +; cheat in the link list will be the normal type (eg type 000) +; and the remaining cheats (eg 2/8...8/8) will be of this type +; (eg type 500). +; -998 : this is used as a watch cheat, ideal for showing answers in quiz +; games . +; -999 : this is used for comments only, cannot be enabled/selected by the +; user. +; -Description of the cheat (29 characters max) +; -Extra Description line for above (29 characters max) +;****************************************************************************** +;NOTES: The cheat descriptions use the following terms, this is what they +; actually mean: +; +;Get+Now! means the cheat is a type 01 cheat and so it is a temporary cheat - +; it changes the memory and then deactivates. Type 01 is ideal for +; getting a particular weapon or feature, also needed for a Finish +; Level Now! cheat. +; +;Always means the cheat is permanent (several cheat types) idea for always +; having a certain weapon or feature eg always have 3 rainbows on +; Rainbow Islands. +; +;Infinite means exactly what it says - you will have an inexhaustible supply of +; the named item be it lives, time, ammo or something else. On some +; rare occasions you may need to deactivate the cheat before you can +; finish a level, if this need to be done you will see F5 at the end +; of the cheat description. NB: If using this cheat.dat with a version +; of MAME before 34B6 you will need to use F7 instead of F5. +; +;With the release of MAME 0.34B6 there is support for fully selectable level +;cheats, thanks to JCK's source code improvements - she's doing a wonderful +;job. Basically, there are two types of level select cheats and a score cheat: +; +;Select current level - Select a level and you can progress to it by losing a +; life. You should only activate this type of cheat +; during game play or according to the comments. +; +;Select next level - Select a level and when you complete the current level you +; will progress straight to the selected level. You can also +; activate this on the title/attract screens though the +; effects cannot always be guaranteed! (you will either +; start on the selected level or the next level after the +; selected one or level 1). A far better method if you want +; to select the starting level from the title screen is to +; use the method that I thought of for Metrocross. See +; Metrocross remarks for info. +;Select Score - This cheat allows you to select your score or/and the other +; player's score, ideal for sports games where you need a certain +; score to win and/or progress. It must ONLY be activated during +; game play. Also note the score may not display correctly until +; the score has changed properly! +; +;****************************************************************************** + +;****************************************************************************** +;* * +;* Main Cheats - Base Reference of MAME 0.36 Final * +;* ONLY CHEATS FOR GAMES IN THE *RELEASED MAME 0.36 FINAL GO HERE * +;* START OF MAME 0.36 FINAL CHEATS * +;* * +;****************************************************************************** + +; [ 005 ] +005:0:E382:0A:000:Infinite Lives PL1 +005:0:E383:0A:000:Infinite Lives PL2 + +; [ 1941 - Counter Attack (World) ] +1941:0:FF0DA5:07:000:Infinite Rolls PL1 +1941:0:FF0DFA:01:000:Invincibility PL1 +1941:0:FF0DE7:99:000:Infinite Weapon Time PL1 +1941:0:FF0DC8:00:000:Always have Normal Fire PL1 +1941:0:FF0DC8:01:000:Always have M. Gun PL1 +1941:0:FF0DC8:02:000:Always have S. Shell PL1 +1941:0:FF0DC8:03:000:Always have Missile PL1 +1941:0:FFC578:06:000:Extreme Firepower PL1 +1941:0:FF0DC8:00:001:Get Normal Fire Now! PL1 +1941:0:FF0DC8:01:001:Get M. Gun Now! PL1 +1941:0:FF0DC8:02:001:Get S. Shell Now! PL1 +1941:0:FF0DC8:03:001:Get Missile Now! PL1 +1941:0:FF0DA7:07:000:Infinite Rolls PL2 +1941:0:FF0DFB:01:000:Invincibility PL2 +1941:0:FF0DE8:99:000:Infinite Weapon Time PL2 +1941:0:FF0DCB:00:000:Always have Normal Fire PL2 +1941:0:FF0DCB:01:000:Always have M. Gun PL2 +1941:0:FF0DCB:02:000:Always have S. Shell PL2 +1941:0:FF0DCB:03:000:Always have Missile PL2 +1941:0:FF0DCB:00:001:Get Normal Fire Now! PL2 +1941:0:FF0DCB:01:001:Get M. Gun Now! PL2 +1941:0:FF0DCB:02:001:Get S. Shell Now! PL2 +1941:0:FF0DCB:03:001:Get Missile Now! PL2 + + +; [ 1941 - Counter Attack (Japan) ] +1941j:0:FF0DA5:07:000:Infinite Rolls PL1 +1941j:0:FF0DFA:01:000:Invincibility PL1 +1941j:0:FF0DE7:99:000:Infinite Weapon Time PL1 +1941j:0:FF0DC8:00:000:Always have Normal Fire PL1 +1941j:0:FF0DC8:01:000:Always have M. Gun PL1 +1941j:0:FF0DC8:02:000:Always have S. Shell PL1 +1941j:0:FF0DC8:03:000:Always have Missile PL1 +1941j:0:FFC578:06:000:Extreme Firepower PL1 +1941j:0:FF0DC8:00:001:Get Normal Fire Now! PL1 +1941j:0:FF0DC8:01:001:Get M. Gun Now! PL1 +1941j:0:FF0DC8:02:001:Get S. Shell Now! PL1 +1941j:0:FF0DC8:03:001:Get Missile Now! PL1 +1941j:0:FF0DA7:07:000:Infinite Rolls PL2 +1941j:0:FF0DFB:01:000:Invincibility PL2 +1941j:0:FF0DE8:99:000:Infinite Weapon Time PL2 +1941j:0:FF0DCB:00:000:Always have Normal Fire PL2 +1941j:0:FF0DCB:01:000:Always have M. Gun PL2 +1941j:0:FF0DCB:02:000:Always have S. Shell PL2 +1941j:0:FF0DCB:03:000:Always have Missile PL2 +1941j:0:FF0DCB:00:001:Get Normal Fire Now! PL2 +1941j:0:FF0DCB:01:001:Get M. Gun Now! PL2 +1941j:0:FF0DCB:02:001:Get S. Shell Now! PL2 +1941j:0:FF0DCB:03:001:Get Missile Now! PL2 + +; [ 1942 (set 1) ] +1942:0:E101:06:000:Infinite Lives +1942:0:E09B:06:000:Infinite Loops/Rs +1942:0:E0A5:02:000:Invincibility +1942:0:E164:00:000:Always have Normal Fire +1942:0:E164:80:000:Always have Power Up Fire +1942:0:E164:00:001:Get Normal Fire Now! +1942:0:E164:80:001:Get Power Up Fire Now! +1942:0:E103:1E:001:Goto Last level next +1942:0:E103:1F:001:Goto Last level on life lost +1942:0:E103:1F:071:Select current level +1942:0:E155:63:000:Always get 99% (1/2) +1942:0:E165:64:500:Always get 99% (2/2) + +; [ 1942 (set 2) ] +1942a:0:E101:06:000:Infinite Lives +1942a:0:E09B:06:000:Infinite Loops/Rs +1942a:0:E0A5:02:000:Invincibility +1942a:0:E164:00:000:Always have Normal Fire +1942a:0:E164:80:000:Always have Power Up Fire +1942a:0:E164:00:001:Get Normal Fire Now! +1942a:0:E164:80:001:Get Power Up Fire Now! +1942a:0:E103:1E:001:Goto Last level next +1942a:0:E103:1F:001:Goto Last level on life lost +1942a:0:E103:1F:071:Select current level +1942a:0:E155:63:000:Always get 99% (1/2) +1942a:0:E165:64:500:Always get 99% (2/2) + +; [ 1942 (set 3) ] +1942b:0:E101:06:000:Infinite Lives +1942b:0:E09B:06:000:Infinite Loops/Rs +1942b:0:E0A5:02:000:Invincibility +1942b:0:E164:00:000:Always have Normal Fire +1942b:0:E164:80:000:Always have Power Up Fire +1942b:0:E164:00:001:Get Normal Fire Now! +1942b:0:E164:80:001:Get Power Up Fire Now! +1942b:0:E103:1E:001:Goto Last level next +1942b:0:E103:1F:001:Goto Last level on life lost +1942b:0:E103:1F:071:Select current level +1942b:0:E155:63:000:Always get 99% (1/2) +1942b:0:E165:64:500:Always get 99% (2/2) + +; [ 1943 - The Battle of Midway (US) ] +1943:0:E12B:03:000:Infinite Loops +1943:0:E450:0E:061:Select next level +1943:0:F206:40:000:Invincibility PL1 +1943:0:F257:14:000:Infinite Weapon Time PL1 +1943:0:F251:00:000:Always have Normal Fire PL1 +1943:0:F251:01:000:Always have Auto Gun PL1 +1943:0:F251:02:000:Always have Shot Gun PL1 +1943:0:F251:03:000:Always have Mega Shot Gun PL1 +1943:0:F251:04:000:Always have Three Way Gun PL1 +1943:0:F251:08:000:Always have Shell Gun PL1 +1943:0:F251:10:000:Always have Laser Gun PL1 +1943:0:F251:00:001:Get Normal Fire Now! PL1 +1943:0:F251:01:001:Get Auto Gun Now! PL1 +1943:0:F251:02:001:Get Shot Gun Now! PL1 +1943:0:F251:03:001:Get Mega Shot Gun Now! PL1 +1943:0:F251:04:001:Get Three Way Gun Now! PL1 +1943:0:F251:08:001:Get Shell Gun Now! PL1 +1943:0:F251:10:001:Get Laser Gun Now! PL1 +1943:0:F204:01:000:Twin Planes ON PL1 (1/2) +1943:0:F210:14:500:Twin Planes ON PL1 (2/2) +1943:0:F204:00:001:Twin Planes OFF PL1 (1/2) +1943:0:F210:07:501:Twin Planes OFF PL1 (2/2) +1943:0:F286:40:000:Invincibility PL2 +1943:0:FD27:14:000:Infinite Weapon Time PL2 +1943:0:F2D1:00:000:Always have Normal Fire PL2 +1943:0:F2D1:01:000:Always have Auto Gun PL2 +1943:0:F2D1:02:000:Always have Shot Gun PL2 +1943:0:F2D1:03:000:Always have Mega Shot Gun PL2 +1943:0:F2D1:04:000:Always have Three Way Gun PL2 +1943:0:F2D1:08:000:Always have Shell Gun PL2 +1943:0:F2D1:10:000:Always have Laser Gun PL2 +1943:0:F2D1:00:001:Get Normal Fire Now! PL2 +1943:0:F2D1:01:001:Get Auto Gun Now! PL2 +1943:0:F2D1:02:001:Get Shot Gun Now! PL2 +1943:0:F2D1:03:001:Get Mega Shot Gun Now! PL2 +1943:0:F2D1:04:001:Get Three Way Gun Now! PL2 +1943:0:F2D1:08:001:Get Shell Gun Now! PL2 +1943:0:F2D1:10:001:Get Laser Gun Now! PL2 +1943:0:F284:01:000:Twin Planes ON PL2 (1/2) +1943:0:F290:14:500:Twin Planes ON PL2 (2/2) +1943:0:F284:00:001:Twin Planes OFF PL2 (1/2) +1943:0:F290:07:501:Twin Planes OFF PL2 (2/2) + +; [ 1943 - The Battle of Midway (Japan) ] +1943j:0:E12B:03:000:Infinite Loops +1943j:0:E450:0E:061:Select next level +1943j:0:F206:40:000:Invincibility PL1 +1943j:0:F257:14:000:Infinite Weapon Time PL1 +1943j:0:F251:00:000:Always have Normal Fire PL1 +1943j:0:F251:01:000:Always have Auto Gun PL1 +1943j:0:F251:02:000:Always have Shot Gun PL1 +1943j:0:F251:03:000:Always have Mega Shot Gun PL1 +1943j:0:F251:04:000:Always have Three Way Gun PL1 +1943j:0:F251:08:000:Always have Shell Gun PL1 +1943j:0:F251:10:000:Always have Laser Gun PL1 +1943j:0:F251:00:001:Get Normal Fire Now! PL1 +1943j:0:F251:01:001:Get Auto Gun Now! PL1 +1943j:0:F251:02:001:Get Shot Gun Now! PL1 +1943j:0:F251:03:001:Get Mega Shot Gun Now! PL1 +1943j:0:F251:04:001:Get Three Way Gun Now! PL1 +1943j:0:F251:08:001:Get Shell Gun Now! PL1 +1943j:0:F251:10:001:Get Laser Gun Now! PL1 +1943j:0:F204:01:000:Twin Planes ON PL1 (1/2) +1943j:0:F210:14:500:Twin Planes ON PL1 (2/2) +1943j:0:F204:00:001:Twin Planes OFF PL1 (1/2) +1943j:0:F210:07:501:Twin Planes OFF PL1 (2/2) +1943j:0:F286:40:000:Invincibility PL2 +1943j:0:FD27:14:000:Infinite Weapon Time PL2 +1943j:0:F2D1:00:000:Always have Normal Fire PL2 +1943j:0:F2D1:01:000:Always have Auto Gun PL2 +1943j:0:F2D1:02:000:Always have Shot Gun PL2 +1943j:0:F2D1:03:000:Always have Mega Shot Gun PL2 +1943j:0:F2D1:04:000:Always have Three Way Gun PL2 +1943j:0:F2D1:08:000:Always have Shell Gun PL2 +1943j:0:F2D1:10:000:Always have Laser Gun PL2 +1943j:0:F2D1:00:001:Get Normal Fire Now! PL2 +1943j:0:F2D1:01:001:Get Auto Gun Now! PL2 +1943j:0:F2D1:02:001:Get Shot Gun Now! PL2 +1943j:0:F2D1:03:001:Get Mega Shot Gun Now! PL2 +1943j:0:F2D1:04:001:Get Three Way Gun Now! PL2 +1943j:0:F2D1:08:001:Get Shell Gun Now! PL2 +1943j:0:F2D1:10:001:Get Laser Gun Now! PL2 +1943j:0:F284:01:000:Twin Planes ON PL2 (1/2) +1943j:0:F290:14:500:Twin Planes ON PL2 (2/2) +1943j:0:F284:00:001:Twin Planes OFF PL2 (1/2) +1943j:0:F290:07:501:Twin Planes OFF PL2 (2/2) + +; [ 1943 Kai ] +1943kai:0:E12B:03:000:Infinite Loops +1943kai:0:E451:08:061:Select next level +1943kai:0:F206:40:000:Invincibility PL1 +1943kai:0:F257:14:000:Infinite Weapon Time PL1 +1943kai:0:F251:00:000:Always have Normal Fire PL1 +1943kai:0:F251:01:000:Always have Auto Gun PL1 +1943kai:0:F251:02:000:Always have Shot Gun PL1 +1943kai:0:F251:03:000:Always have Mega Shot Gun PL1 +1943kai:0:F251:04:000:Always have Three Way Gun PL1 +1943kai:0:F251:08:000:Always have Shell Gun PL1 +1943kai:0:F251:10:000:Always have Laser Gun PL1 +1943kai:0:F251:30:000:Always have Laser+ Gun PL1 +1943kai:0:F251:00:001:Get Normal Fire Now! PL1 +1943kai:0:F251:01:001:Get Auto Gun Now! PL1 +1943kai:0:F251:02:001:Get Shot Gun Now! PL1 +1943kai:0:F251:03:001:Get Mega Shot Gun Now! PL1 +1943kai:0:F251:04:001:Get Three Way Gun Now! PL1 +1943kai:0:F251:08:001:Get Shell Gun Now! PL1 +1943kai:0:F251:10:001:Get Laser Gun Now! PL1 +1943kai:0:F251:30:001:Get Laser+ Gun Now! PL1 +1943kai:0:F204:01:000:Twin Planes ON PL1 (1/2) +1943kai:0:F210:14:500:Twin Planes ON PL1 (2/2) +1943kai:0:F204:00:001:Twin Planes OFF PL1 (1/2) +1943kai:0:F210:07:501:Twin Planes OFF PL1 (2/2) +1943kai:0:F286:40:000:Invincibility PL2 +1943kai:0:FD27:14:000:Infinite Weapon Time PL2 +1943kai:0:F2D1:00:000:Always have Normal Fire PL2 +1943kai:0:F2D1:01:000:Always have Auto Gun PL2 +1943kai:0:F2D1:02:000:Always have Shot Gun PL2 +1943kai:0:F2D1:03:000:Always have Mega Shot Gun PL2 +1943kai:0:F2D1:04:000:Always have Three Way Gun PL2 +1943kai:0:F2D1:08:000:Always have Shell Gun PL2 +1943kai:0:F2D1:10:000:Always have Laser Gun PL2 +1943kai:0:F2D1:30:000:Always have Laser+ Gun PL2 +1943kai:0:F2D1:00:001:Get Normal Fire Now! PL2 +1943kai:0:F2D1:01:001:Get Auto Gun Now! PL2 +1943kai:0:F2D1:02:001:Get Shot Gun Now! PL2 +1943kai:0:F2D1:03:001:Get Mega Shot Gun Now! PL2 +1943kai:0:F2D1:04:001:Get Three Way Gun Now! PL2 +1943kai:0:F2D1:08:001:Get Shell Gun Now! PL2 +1943kai:0:F2D1:10:001:Get Laser Gun Now! PL2 +1943kai:0:F2D1:30:001:Get Laser+ Gun Now! PL2 +1943kai:0:F284:01:000:Twin Planes ON PL2 (1/2) +1943kai:0:F290:14:500:Twin Planes ON PL2 (2/2) +1943kai:0:F284:00:001:Twin Planes OFF PL2 (1/2) +1943kai:0:F290:07:501:Twin Planes OFF PL2 (2/2) + +; [ 2020 Super Baseball (set 1) ] +2020bb:0:104290:59:000:Infinite Game Time +2020bb:0:100486:00:000:Infinite Strikes +2020bb:0:100487:00:000:Infinite Balls +2020bb:0:100488:00:000:Infinite Outs +2020bb:0:100486:02:001:Make the next Strike = 3 Now! +2020bb:0:100488:03:001:Quick Change Now! +2020bb:0:105BA4:02:000:Infinite Select Time +2020bb:0:10198B:00:000:Player 2 Score = 0 (1/2) +2020bb:0:10170B:00:500:Player 2 Score = 0 (2/2) +2020bb:0:101989:11:001:Bottom of Ninth (1/2) +2020bb:0:101709:11:501:Bottom of Ninth (2/2) +2020bb:0:101709:10:001:Top of Ninth (1/2) +2020bb:0:101989:10:501:Top of Ninth (2/2) +2020bb:0:000000:00:999:[These 2 cheats work only in] +2020bb:0:000000:00:999:[the world series (game 16).] +2020bb:0:103A0B:00:000:Player 2 Score =0 WS +2020bb:0:103A09:11:001:Bottom of Ninth WS + +; [ 2020 Super Baseball (set 2) ] +2020bbh:0:104290:59:000:Infinite Game Time +2020bbh:0:100486:00:000:Infinite Strikes +2020bbh:0:100487:00:000:Infinite Balls +2020bbh:0:100488:00:000:Infinite Outs +2020bbh:0:100486:02:001:Make the next Strike = 3 Now! +2020bbh:0:100488:03:001:Quick Change Now! +2020bbh:0:105BA4:02:000:Infinite Select Time +2020bbh:0:10198B:00:000:Player 2 Score = 0 (1/2) +2020bbh:0:10170B:00:500:Player 2 Score = 0 (2/2) +2020bbh:0:101989:11:001:Bottom of Ninth (1/2) +2020bbh:0:101709:11:501:Bottom of Ninth (2/2) +2020bbh:0:101709:10:001:Top of Ninth (1/2) +2020bbh:0:101989:10:501:Top of Ninth (2/2) +2020bbh:0:000000:00:999:[These 2 cheats work only in] +2020bbh:0:000000:00:999:[the world series (game 16).] +2020bbh:0:103A0B:00:000:Player 2 Score =0 WS +2020bbh:0:103A09:11:001:Bottom of Ninth WS + +; [ Datsun 280 Zzzap ] +280zzzap:0:2042:9A:000:Infinite Time + +; [ 3 Count Bout / Fire Suplex ] +3countb:0:10A19F:59:000:Infinite Time +3countb:0:1037A9:48:000:Infinite Energy PL1 +3countb:0:1038A9:48:000:Infinite Energy PL2 + +; [ Three Stooges ] +3stooges:0:0721:04:000:Infinite Lives PL1 +3stooges:0:0722:04:000:Infinite Lives PL2 +3stooges:0:0723:04:000:Infinite Lives PL3 +3stooges:0:08E4:3F:000:Invincibility for Moe +3stooges:0:0894:08:000:Moe Always carries Nothing +3stooges:0:0894:28:000:Moe Always carries a Pie +3stooges:0:0894:88:000:Moe Always carries a Hammer +3stooges:0:0894:08:001:Give Moe Nothing Now! +3stooges:0:0894:28:001:Give Moe a Pie Now! +3stooges:0:0894:88:001:Give Moe a Hammer Now! +3stooges:0:09CA:3F:000:Invincibility for Larry +3stooges:0:097A:08:000:Larry Always carries Nothing +3stooges:0:097A:28:000:Larry Always carries a Pie +3stooges:0:097A:88:000:Larry Always carries a Hammer +3stooges:0:097A:08:001:Give Larry Nothing Now! +3stooges:0:097A:28:001:Give Larry a Pie Now! +3stooges:0:097A:88:001:Give Larry a Hammer Now! +3stooges:0:0AB0:3F:000:Invincibility for Curly +3stooges:0:0A60:08:000:Curly Always carries Nothing +3stooges:0:0A60:28:000:Curly Always carries a Pie +3stooges:0:0A60:88:000:Curly Always carries a Hammer +3stooges:0:0A60:08:001:Give Curly Nothing Now! +3stooges:0:0A60:28:001:Give Curly a Pie Now! +3stooges:0:0A60:88:001:Give Curly a Hammer Now! + +; [ Three Wonders (US) ] +3wonders:0:000000:00:999:[Infinite Lives on all parts] +3wonders:0:FF0DE7:03:000:Infinite Lives PL1 +3wonders:0:FF0DE8:03:000:Infinite Lives PL2 +3wonders:0:000000:00:999:[MIDNIGHT WANDERERS (Action)] +3wonders:0:FF1011:09:000:Infinite Time +3wonders:0:FF1838:B4:000:Invincibility PL1 (1/2) +3wonders:0:FF17BA:80:520:Invincibility PL1 (2/2) +3wonders:0:FF0E17:63:000:One heart always=lifePL1(1/2) +3wonders:0:FF0E19:64:500:One heart always=lifePL1(2/2) +3wonders:0:FF0E17:63:001:One heart=life Now! PL1 (1/2) +3wonders:0:FF0E19:64:501:One heart=life Now! PL1 (2/2) +3wonders:0:FF18D8:B4:000:Invincibility PL2 (1/2) +3wonders:0:FF185A:80:520:Invincibility PL2 (2/2) +3wonders:0:FF0E1B:63:000:One heart always=lifePL2(1/2) +3wonders:0:FF0E1D:64:500:One heart always=lifePL2(2/2) +3wonders:0:FF0E1B:63:001:One heart=life Now! PL2 (1/2) +3wonders:0:FF0E1D:64:501:One heart=life Now! PL2 (2/2) +3wonders:0:000000:00:999:[CHARIOT (Shooting)] +3wonders:0:FF1838:B4:000:Invincibility PL1 (1/2) +3wonders:0:FF17BA:80:520:Invincibility PL1 (2/2) +3wonders:0:FF184D:59:000:One heart always=lifePL1(1/2) +3wonders:0:FF184C:5A:500:One heart always=lifePL1(2/2) +3wonders:0:FF184D:59:001:One heart=life Now! PL1 (1/2) +3wonders:0:FF184C:5A:501:One heart=life Now! PL1 (2/2) +3wonders:0:FF18D8:B4:000:Invincibility PL2 (1/2) +3wonders:0:FF185A:80:520:Invincibility PL2 (2/2) +3wonders:0:FF18ED:59:000:One heart always=lifePL2(1/2) +3wonders:0:FF18EC:5A:500:One heart always=lifePL2(2/2) +3wonders:0:FF18ED:59:001:One heart=life Now! PL2 (1/2) +3wonders:0:FF18EC:5A:501:One heart=life Now! PL2 (2/2) +3wonders:0:000000:00:999:[DON'T PULL (Puzzle)] +3wonders:0:FF0EC3:16:000:Next fruit always = 100000 +3wonders:0:FF0EC3:16:001:Next fruit = 100000 Now! +3wonders:0:FF17D2:01:000:Invincibility PL1 (1/2) +3wonders:0:FF17D3:2C:500:Invincibility PL1 (2/2) +3wonders:0:FF0EBC:62:000:One fruit always=lifePL1(1/2) +3wonders:0:FF0EBE:63:500:One fruit always=lifePL1(2/2) +3wonders:0:FF0EBC:62:001:One fruit = life Now!PL1(1/2) +3wonders:0:FF0EBE:63:501:One fruit = life Now!PL1(2/2) +3wonders:0:FF1872:01:000:Invincibility PL2 (1/2) +3wonders:0:FF1873:2C:500:Invincibility PL2 (2/2) +3wonders:0:FF0EBD:62:000:One fruit always=lifePL2(1/2) +3wonders:0:FF0EBF:63:500:One fruit always=lifePL2(2/2) +3wonders:0:FF0EBD:62:001:One fruit = life Now!PL2(1/2) +3wonders:0:FF0EBF:63:501:One fruit = life Now!PL2(2/2) +3wonders:0:FF104A:00:000:Skip round until turned off:Remember to turn it off! + +; [ 4-D Warriors ] +4dwarrio:0:C04E:07:000:Infinite Lives PL1 +4dwarrio:0:C04F:07:000:Infinite Lives PL2 +4dwarrio:0:C261:00:000:Invincibility (1/2) +4dwarrio:0:CA0A:00:500:Invincibility (2/2) + +; [ 600 ] +600:0:8630:09:000:Infinite Lives + +; [ 64th. Street - A Detective Story (Japan) ] +64streej:0:FF9DE4:5D:000:Infinite Time (1/2) +64streej:0:FF9DE5:BF:500:Infinite Time (2/2) +64streej:0:FF9F09:09:000:Infinite Lives PL1 +64streej:0:FF9F8D:D8:000:Infinite Energy PL1 +64streej:0:FF9F29:B3:000:Invincibility PL1 +64streej:0:FF9F85:29:000:Always have crowbar PL1 (1/3) +64streej:0:FF9FC5:29:500:Always have crowbar PL1 (2/3) +64streej:0:FF9FC8:04:500:Always have crowbar PL1 (3/3) +64streej:0:FF9F85:2A:000:Always have spanner PL1 (1/3) +64streej:0:FF9FC5:2A:500:Always have spanner PL1 (2/3) +64streej:0:FF9FC8:05:500:Always have spanner PL1 (3/3) +64streej:0:FF9F33:09:000:Infinite Lives PL2 +64streej:0:FFA04D:D8:000:Infinite Energy PL2 +64streej:0:FF9F59:B3:000:Invincibility PL2 +64streej:0:FFA045:29:000:Always have crowbar PL2 (1/3) +64streej:0:FFA085:29:500:Always have crowbar PL2 (2/3) +64streej:0:FFA088:04:500:Always have crowbar PL2 (3/3) +64streej:0:FFA045:2A:000:Always have spanner PL2 (1/3) +64streej:0:FFA085:2A:500:Always have spanner PL2 (2/3) +64streej:0:FFA088:05:500:Always have spanner PL2 (3/3) + +; [ 64th. Street - A Detective Story (World) ] +64street:0:FF9DE4:5D:000:Infinite Time (1/2) +64street:0:FF9DE5:BF:500:Infinite Time (2/2) +64street:0:FF9F09:09:000:Infinite Lives PL1 +64street:0:FF9F8D:D8:000:Infinite Energy PL1 +64street:0:FF9F29:B3:000:Invincibility PL1 +64street:0:FF9F85:29:000:Always have crowbar PL1 (1/3) +64street:0:FF9FC5:29:500:Always have crowbar PL1 (2/3) +64street:0:FF9FC8:04:500:Always have crowbar PL1 (3/3) +64street:0:FF9F85:2A:000:Always have spanner PL1 (1/3) +64street:0:FF9FC5:2A:500:Always have spanner PL1 (2/3) +64street:0:FF9FC8:05:500:Always have spanner PL1 (3/3) +64street:0:FF9F33:09:000:Infinite Lives PL2 +64street:0:FFA04D:D8:000:Infinite Energy PL2 +64street:0:FF9F59:B3:000:Invincibility PL2 +64street:0:FFA045:29:000:Always have crowbar PL2 (1/3) +64street:0:FFA085:29:500:Always have crowbar PL2 (2/3) +64street:0:FFA088:04:500:Always have crowbar PL2 (3/3) +64street:0:FFA045:2A:000:Always have spanner PL2 (1/3) +64street:0:FFA085:2A:500:Always have spanner PL2 (2/3) +64street:0:FFA088:05:500:Always have spanner PL2 (3/3) + +; [ 720 Degrees (set 1) ] +720:1:0048:1F:000:Fix No Sound card Problem +720:0:0254:96:000:Infinite Area Time +720:0:0F20:A0:009:Infinite Medal/Park Timer +720:0:0F1C:63:000:Infinite Park Time +720:0:0F1C:00:001:Finish Park Now! +720:0:0257:7C:000:Always have loads of Cash +720:0:025B:04:000:Infinite Tickets + +; [ 720 Degrees (set 2) ] +720b:1:0048:1F:000:Fix No Sound card Problem +720b:0:0254:96:000:Infinite Area Time +720b:0:0F20:A0:009:Infinite Medal/Park Timer +720b:0:0F1C:63:000:Infinite Park Time +720b:0:0F1C:00:001:Finish Park Now! +720b:0:0257:7C:000:Always have loads of Cash +720b:0:025B:04:000:Infinite Tickets + +; [ '88 Games ] +88games:0:0000:00:999:[It is best to turn off the ] +88games:0:0000:00:999:[event select cheats when ] +88games:0:0000:00:999:[you start the event or you ] +88games:0:0000:00:999:[will not progress events! ] +88games:0:20D4:00:000:Set event to 100m Dash +88games:0:20D4:01:000:Set event to Long Jump +88games:0:20D4:02:000:Set event to 400m Relay 1 +88games:0:20D4:03:000:Set event to Skeet Shooting +88games:0:20D4:04:000:Set event to 110m Hurdles +88games:0:20D4:05:000:Set event to Archery +88games:0:20D4:06:000:Set event to Javelin Throw +88games:0:20D4:07:000:Set event to High Jump +88games:0:20D4:08:000:Set event to 400m Relay 2:Only use before game starts! +88games:0:20D4:08:000:Finish Game after this event! +88games:0:0000:00:999:[Note Event cheats should be] +88games:0:0000:00:999:[turned off at end of event ] +88games:0:0000:00:999:[or sprite corruption will ] +88games:0:0000:00:999:[occur. Don't turn on max ] +88games:0:0000:00:999:[power cheats too soon! ] +88games:0:0000:00:999:[ 100M DASH ] +88games:0:2AB4:00:000:Infinite Time '00"00' (1/4) +88games:0:2AB3:00:500:Infinite Time '00"00' (2/4) +88games:0:2AB2:00:500:Infinite Time '00"00' (3/4) +88games:0:2AB1:00:500:Infinite Time '00"00' (4/4) +88games:0:2312:0A:000:Maximum Power PL1 (1/2) +88games:0:232A:0A:500:Maximum Power PL1 (2/2) +88games:0:3322:00:000:Infinite False Starts PL1 +88games:0:0000:00:999:[ LONG JUMP ] +88games:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +88games:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +88games:0:2364:45:000:Always jump at 45 deg. (1/2) +88games:0:2363:2D:500:Always jump at 45 deg. (2/2) +88games:0:0000:00:999:[ JAVELIN ] +88games:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +88games:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +88games:0:2364:45:000:Always throw at 45 deg. (1/2) +88games:0:2363:2D:500:Always throw at 45 deg. (2/2) +88games:0:2240:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ '99 The Last War ] +99lstwar:0:F8BF:0B:000:Infinite Lives PL1 +99lstwar:0:F8D3:0B:000:Infinite Lives PL2 +99lstwar:0:F652:0C:000:Infinite Energy (01/10) +99lstwar:0:F653:0C:500:Infinite Energy (02/10) +99lstwar:0:F654:0C:500:Infinite Energy (03/10) +99lstwar:0:F655:0C:500:Infinite Energy (04/10) +99lstwar:0:F656:0C:500:Infinite Energy (05/10) +99lstwar:0:F657:0C:500:Infinite Energy (06/10) +99lstwar:0:F658:0C:500:Infinite Energy (07/10) +99lstwar:0:F659:0C:500:Infinite Energy (08/10) +99lstwar:0:F65A:0C:500:Infinite Energy (09/10) +99lstwar:0:F65B:0C:500:Infinite Energy (10/10) +99lstwar:0:F5C7:58:000:Shield stays on longer (1/4):Buggy - cosmetic only? +99lstwar:0:F597:59:500:Shield stays on longer (2/4) +99lstwar:0:F5C5:5A:500:Shield stays on longer (3/4) +99lstwar:0:F595:5B:500:Shield stays on longer (4/4) +99lstwar:0:F0F0:0F:000:Enemies Don't Shoot +99lstwar:0:F109:80:000:Always have Normal Shoot +99lstwar:0:F109:81:000:Always have Fast Shoot +99lstwar:0:F109:80:001:Get Normal Shoot Now! +99lstwar:0:F109:81:001:Get Fast Shoot Now! + +; [ '99 The Last War (alternate) ] +99lstwra:0:F8BF:0B:000:Infinite Lives PL1 +99lstwra:0:F8D3:0B:000:Infinite Lives PL2 +99lstwra:0:F65A:0C:000:Infinite Energy +99lstwra:0:F0F0:0F:000:Enemies Don't Shoot + +; [ Atari Baseball (set 1) ] +abaseb:0:0070:00:000:Always First Strike PL1 +abaseb:0:0070:00:001:Reset to Strike 1 Now! PL1 +abaseb:0:006C:00:000:Never anybody out PL1 + +; [ Atari Baseball (set 2) ] +abaseb2:0:0070:00:000:Always First Strike PL1 +abaseb2:0:0070:00:001:Reset to Strike 1 Now! PL1 +abaseb2:0:006C:00:000:Never anybody out PL1 + +; [ Act-Fancer Cybernetick Hyper Weapon (World revision 1) ] +actfanc1:0:1F0C32:FF:000:Infinite Time - Robot +actfanc1:0:1F0C87:99:000:Infinite Time - Bubbles +actfanc1:0:1F00C6:05:000:Infinite Lives +actfanc1:0:1F0039:80:020:Invincibility "ON" +actfanc1:0:1F0039:80:041:Invincibility "OFF" +actfanc1:0:1F0C43:04:000:Maximum bubbles power +actfanc1:0:000000:00:999:[Remove current Robot cheats] +actfanc1:0:000000:00:999:[before selecting a new one.] +actfanc1:0:000000:00:999:[Robot level - Bubbles type ] +actfanc1:0:1F00D5:01:041:Robot 0 - None Now! (1/3) +actfanc1:0:1F00D5:02:541:Robot 0 - None Now! (2/3) +actfanc1:0:1F00D5:04:541:Robot 0 - None Now! (3/3) +actfanc1:0:1F00D5:01:021:Robot 1 - Normal Now! (1/3) +actfanc1:0:1F00D5:02:541:Robot 1 - Normal Now! (2/3) +actfanc1:0:1F00D5:04:541:Robot 1 - Normal Now! (3/3) +actfanc1:0:1F00D5:01:041:Robot 2 - Flames Now! (1/3) +actfanc1:0:1F00D5:02:521:Robot 2 - Flames Now! (2/3) +actfanc1:0:1F00D5:04:541:Robot 2 - Flames Now! (3/3) +actfanc1:0:1F00D5:01:021:Robot 3 - Air Now! (1/3) +actfanc1:0:1F00D5:02:521:Robot 3 - Air Now! (2/3) +actfanc1:0:1F00D5:04:541:Robot 3 - Air Now! (3/3) +actfanc1:0:1F00D5:01:041:Robot 4 - Beam Now! (1/3) +actfanc1:0:1F00D5:02:541:Robot 4 - Beam Now! (2/3) +actfanc1:0:1F00D5:04:521:Robot 4 - Beam Now! (3/3) +actfanc1:0:1F00D5:01:021:Robot 5 - Split Now! (1/3) +actfanc1:0:1F00D5:02:541:Robot 5 - Split Now! (2/3) +actfanc1:0:1F00D5:04:521:Robot 5 - Split Now! (3/3) +actfanc1:0:1F00D5:01:041:Robot 6 - Homing Now! (1/3) +actfanc1:0:1F00D5:02:521:Robot 6 - Homing Now! (2/3) +actfanc1:0:1F00D5:04:521:Robot 6 - Homing Now! (3/3) + +; [ Act-Fancer Cybernetick Hyper Weapon (Japan revision 1) ] +actfancj:0:1F0C32:FF:000:Infinite Time - Robot +actfancj:0:1F0C87:99:000:Infinite Time - Bubbles +actfancj:0:1F00C6:05:000:Infinite Lives +actfancj:0:1F0039:80:020:Invincibility "ON" +actfancj:0:1F0039:80:041:Invincibility "OFF" +actfancj:0:1F0C43:04:000:Maximum bubbles power +actfancj:0:000000:00:999:[Remove current Robot cheats] +actfancj:0:000000:00:999:[before selecting a new one.] +actfancj:0:000000:00:999:[Robot level - Bubbles type ] +actfancj:0:1F00D5:01:041:Robot 0 - None Now! (1/3) +actfancj:0:1F00D5:02:541:Robot 0 - None Now! (2/3) +actfancj:0:1F00D5:04:541:Robot 0 - None Now! (3/3) +actfancj:0:1F00D5:01:021:Robot 1 - Normal Now! (1/3) +actfancj:0:1F00D5:02:541:Robot 1 - Normal Now! (2/3) +actfancj:0:1F00D5:04:541:Robot 1 - Normal Now! (3/3) +actfancj:0:1F00D5:01:041:Robot 2 - Flames Now! (1/3) +actfancj:0:1F00D5:02:521:Robot 2 - Flames Now! (2/3) +actfancj:0:1F00D5:04:541:Robot 2 - Flames Now! (3/3) +actfancj:0:1F00D5:01:021:Robot 3 - Air Now! (1/3) +actfancj:0:1F00D5:02:521:Robot 3 - Air Now! (2/3) +actfancj:0:1F00D5:04:541:Robot 3 - Air Now! (3/3) +actfancj:0:1F00D5:01:041:Robot 4 - Beam Now! (1/3) +actfancj:0:1F00D5:02:541:Robot 4 - Beam Now! (2/3) +actfancj:0:1F00D5:04:521:Robot 4 - Beam Now! (3/3) +actfancj:0:1F00D5:01:021:Robot 5 - Split Now! (1/3) +actfancj:0:1F00D5:02:541:Robot 5 - Split Now! (2/3) +actfancj:0:1F00D5:04:521:Robot 5 - Split Now! (3/3) +actfancj:0:1F00D5:01:041:Robot 6 - Homing Now! (1/3) +actfancj:0:1F00D5:02:521:Robot 6 - Homing Now! (2/3) +actfancj:0:1F00D5:04:521:Robot 6 - Homing Now! (3/3) + +; [ Act-Fancer Cybernetick Hyper Weapon (World revision 2) ] +actfancr:0:1F0C32:FF:000:Infinite Time - Robot +actfancr:0:1F0C87:99:000:Infinite Time - Bubbles +actfancr:0:1F00C6:05:000:Infinite Lives +actfancr:0:1F0039:80:020:Invincibility "ON" +actfancr:0:1F0039:80:041:Invincibility "OFF" +actfancr:0:1F0C43:04:000:Maximum bubbles power +actfancr:0:000000:00:999:[Remove current Robot cheats] +actfancr:0:000000:00:999:[before selecting a new one.] +actfancr:0:000000:00:999:[Robot level - Bubbles type ] +actfancr:0:1F00D5:01:041:Robot 0 - None Now! (1/3) +actfancr:0:1F00D5:02:541:Robot 0 - None Now! (2/3) +actfancr:0:1F00D5:04:541:Robot 0 - None Now! (3/3) +actfancr:0:1F00D5:01:021:Robot 1 - Normal Now! (1/3) +actfancr:0:1F00D5:02:541:Robot 1 - Normal Now! (2/3) +actfancr:0:1F00D5:04:541:Robot 1 - Normal Now! (3/3) +actfancr:0:1F00D5:01:041:Robot 2 - Flames Now! (1/3) +actfancr:0:1F00D5:02:521:Robot 2 - Flames Now! (2/3) +actfancr:0:1F00D5:04:541:Robot 2 - Flames Now! (3/3) +actfancr:0:1F00D5:01:021:Robot 3 - Air Now! (1/3) +actfancr:0:1F00D5:02:521:Robot 3 - Air Now! (2/3) +actfancr:0:1F00D5:04:541:Robot 3 - Air Now! (3/3) +actfancr:0:1F00D5:01:041:Robot 4 - Beam Now! (1/3) +actfancr:0:1F00D5:02:541:Robot 4 - Beam Now! (2/3) +actfancr:0:1F00D5:04:521:Robot 4 - Beam Now! (3/3) +actfancr:0:1F00D5:01:021:Robot 5 - Split Now! (1/3) +actfancr:0:1F00D5:02:541:Robot 5 - Split Now! (2/3) +actfancr:0:1F00D5:04:521:Robot 5 - Split Now! (3/3) +actfancr:0:1F00D5:01:041:Robot 6 - Homing Now! (1/3) +actfancr:0:1F00D5:02:521:Robot 6 - Homing Now! (2/3) +actfancr:0:1F00D5:04:521:Robot 6 - Homing Now! (3/3) + +; [ Aeroboto ] +aeroboto:0:0224:05:000:Infinite Lives PL1 +aeroboto:0:0225:05:000:Infinite Lives PL2 + +; [ Aero Fighters ] +aerofgt:0:FF60DD:0A:000:Infinite Lives PL1 +aerofgt:0:FF60DF:06:000:Infinite Smart Bombs PL1 +aerofgt:0:FF60E1:03:000:Maximum fire power PL1 +aerofgt:0:FF60E1:07:000:Absurd fire power PL1 +aerofgt:0:FF06D3:B4:000:Invincibility PL1:Use it when sprite flickers +aerofgt:0:FF61DD:0A:000:Infinite Lives PL2 +aerofgt:0:FF61DF:06:000:Infinite Smart Bombs PL2 +aerofgt:0:FF61E1:03:000:Maximum fire power PL2 +aerofgt:0:FF61E1:07:000:Absurd fire power PL2 +aerofgt:0:FF0733:B4:000:Invincibility PL2:Use it when sprite flickers + +; [ Aero Fighters (Turbo Force hardware set 1) ] +aerofgtb:0:FF60DD:0A:000:Infinite Lives PL1 +aerofgtb:0:FF60DF:06:000:Infinite Smart Bombs PL1 +aerofgtb:0:FF60E1:03:000:Maximum fire power PL1 +aerofgtb:0:FF60E1:07:000:Absurd fire power PL1 +aerofgtb:0:FF06D3:B4:000:Invincibility PL1:Use it when sprite flickers +aerofgtb:0:FF61DD:0A:000:Infinite Lives PL2 +aerofgtb:0:FF61DF:06:000:Infinite Smart Bombs PL2 +aerofgtb:0:FF61E1:03:000:Maximum fire power PL2 +aerofgtb:0:FF61E1:07:000:Absurd fire power PL2 +aerofgtb:0:FF0733:B4:000:Invincibility PL2:Use it when sprite flickers + +; [ Aero Fighters (Turbo Force hardware set 2) ] +aerofgtc:0:FF60DD:0A:000:Infinite Lives PL1 +aerofgtc:0:FF60DF:06:000:Infinite Smart Bombs PL1 +aerofgtc:0:FF60E1:03:000:Maximum fire power PL1 +aerofgtc:0:FF60E1:07:000:Absurd fire power PL1 +aerofgtc:0:FF06D3:B4:000:Invincibility PL1:Use it when sprite flickers +aerofgtc:0:FF61DD:0A:000:Infinite Lives PL2 +aerofgtc:0:FF61DF:06:000:Infinite Smart Bombs PL2 +aerofgtc:0:FF61E1:03:000:Maximum fire power PL2 +aerofgtc:0:FF61E1:07:000:Absurd fire power PL2 +aerofgtc:0:FF0733:B4:000:Invincibility PL2:Use it when sprite flickers + +; [ Air Buster (Japan) ] +airbustr:0:F007:03:000:Infinite Lives PL1 +airbustr:0:C840:00:000:Invincibility PL1 +airbustr:0:E667:09:000:Maximum fire power PL1 +airbustr:0:E666:00:000:Always no extra weapons PL1 +airbustr:0:E666:01:000:Always have Side shot PL1 +airbustr:0:E666:02:000:Always have Rear shot PL1 +airbustr:0:E666:03:000:Always have 6-way PL1 +airbustr:0:E666:04:000:Always have Powerball PL1 +airbustr:0:E666:05:000:Always have B PL1 +airbustr:0:E666:06:000:Always have R Missiles PL1 +airbustr:0:E666:07:000:Always have G Missiles PL1 +airbustr:0:E666:00:001:No extra weapon Now! PL1 +airbustr:0:E666:01:001:Get Side shot Now! PL1 +airbustr:0:E666:02:001:Get Rear shot Now! PL1 +airbustr:0:E666:03:001:Get 6-way Now! PL1 +airbustr:0:E666:04:001:Get Powerball Now! PL1 +airbustr:0:E666:05:001:Get B Now! PL1 +airbustr:0:E666:06:001:Get R Missiles Now! PL1 +airbustr:0:E666:07:001:Get G Missiles Now! PL1 +airbustr:0:F008:03:000:Infinite Lives PL2 +airbustr:0:C848:00:000:Invincibility PL2 +airbustr:0:E67B:09:000:Maximum fire power PL2 +airbustr:0:E67A:00:000:Always no extra weapons PL2 +airbustr:0:E67A:01:000:Always have Side shot PL2 +airbustr:0:E67A:02:000:Always have Rear shot PL2 +airbustr:0:E67A:03:000:Always have 6-way PL2 +airbustr:0:E67A:04:000:Always have Powerball PL2 +airbustr:0:E67A:05:000:Always have B PL2 +airbustr:0:E67A:06:000:Always have R Missiles PL2 +airbustr:0:E67A:07:000:Always have G Missiles PL2 +airbustr:0:E67A:00:001:No extra weapon Now! PL2 +airbustr:0:E67A:01:001:Get Side shot Now! PL2 +airbustr:0:E67A:02:001:Get Rear shot Now! PL2 +airbustr:0:E67A:03:001:Get 6-way Now! PL2 +airbustr:0:E67A:04:001:Get Powerball Now! PL2 +airbustr:0:E67A:05:001:Get B Now! PL2 +airbustr:0:E67A:06:001:Get R Missiles Now! PL2 +airbustr:0:E67A:07:001:Get G Missiles Now! PL2 + +; [ Air Wolf ] +airwolf:0:E0C6:11:000:Infinite Lives PL1 +airwolf:0:E0E1:11:000:Infinite Lives PL2 +airwolf:0:E122:01:020:Invincibility "ON" +airwolf:0:E122:01:041:Invincibility "OFF" + +; [ Ajax ] +ajax:0:2098:FF:000:Infinite Lives +ajax:0:580C:09:020:Infinite POWs (1/2) +ajax:0:580C:06:540:Infinite POWs (2/2) +ajax:0:5560:80:020:Invincibility +ajax:0:558E:01:000:Always have Power Up Bomb 1 +ajax:0:558E:02:000:Always have Power Up Bomb 2 +ajax:0:558E:01:001:Get Power Up Bomb 1 Now! +ajax:0:558E:02:001:Get Power Up Bomb 2 Now! +ajax:0:558C:01:000:Always have 2nd Heli +ajax:0:558C:01:001:Get 2nd Heli Now! +ajax:0:0000:00:999:[These [1H] codes only apply] +ajax:0:0000:00:999:[to the 1st(main) Helicopter] +ajax:0:558D:00:000:Always have Normal Shot [1H] +ajax:0:558D:01:000:Always have Vulcan Shot [1H] +ajax:0:558D:02:000:Always have 3-Way Shot [1H] +ajax:0:558D:04:000:Always have Triple Shot [1H] +ajax:0:558D:05:000:Always have Laser Shot [1H] +ajax:0:558D:00:001:Get Normal Shot [1H] Now! +ajax:0:558D:01:001:Get Vulcan Shot [1H] Now! +ajax:0:558D:02:001:Get 3-Way Shot [1H] Now! +ajax:0:558D:04:001:Get Triple Shot [1H] Now! +ajax:0:558D:05:001:Get Laser Shot [1H] Now! +ajax:0:0000:00:999:[These [2H] codes only apply] +ajax:0:0000:00:999:[to the 2nd Helicopter. Earn] +ajax:0:0000:00:999:[it or use the 2nd Heli ] +ajax:0:0000:00:999:[cheat like everybody else! ] +ajax:0:55ED:00:000:Always have Normal Shot [2H] +ajax:0:55ED:01:000:Always have Vulcan Shot [2H] +ajax:0:55ED:02:000:Always have 3-Way Shot [2H] +ajax:0:55ED:04:000:Always have Triple Shot [2H] +ajax:0:55ED:05:000:Always have Laser Shot [2H] +ajax:0:55ED:00:001:Get Normal Shot [2H] Now! +ajax:0:55ED:01:001:Get Vulcan Shot [2H] Now! +ajax:0:55ED:02:001:Get 3-Way Shot [2H] Now! +ajax:0:55ED:04:001:Get Triple Shot [2H] Now! +ajax:0:55ED:05:001:Get Laser Shot [2H] Now! +ajax:0:5809:04:001:Lose a Life Now! +ajax:0:2809:F0:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Ajax (Japan) ] +ajaxj:0:2098:FF:000:Infinite Lives +ajaxj:0:580C:09:020:Infinite POWs (1/2) +ajaxj:0:580C:06:540:Infinite POWs (2/2) +ajaxj:0:5560:80:020:Invincibility +ajaxj:0:558E:01:000:Always have Power Up Bomb 1 +ajaxj:0:558E:02:000:Always have Power Up Bomb 2 +ajaxj:0:558E:01:001:Get Power Up Bomb 1 Now! +ajaxj:0:558E:02:001:Get Power Up Bomb 2 Now! +ajaxj:0:558C:01:000:Always have 2nd Heli +ajaxj:0:558C:01:001:Get 2nd Heli Now! +ajaxj:0:0000:00:999:[These [1H] codes only apply] +ajaxj:0:0000:00:999:[to the 1st(main) Helicopter] +ajaxj:0:558D:00:000:Always have Normal Shot [1H] +ajaxj:0:558D:01:000:Always have Vulcan Shot [1H] +ajaxj:0:558D:02:000:Always have 3-Way Shot [1H] +ajaxj:0:558D:04:000:Always have Triple Shot [1H] +ajaxj:0:558D:05:000:Always have Laser Shot [1H] +ajaxj:0:558D:00:001:Get Normal Shot [1H] Now! +ajaxj:0:558D:01:001:Get Vulcan Shot [1H] Now! +ajaxj:0:558D:02:001:Get 3-Way Shot [1H] Now! +ajaxj:0:558D:04:001:Get Triple Shot [1H] Now! +ajaxj:0:558D:05:001:Get Laser Shot [1H] Now! +ajaxj:0:0000:00:999:[These [2H] codes only apply] +ajaxj:0:0000:00:999:[to the 2nd Helicopter. Earn] +ajaxj:0:0000:00:999:[it or use the 2nd Heli ] +ajaxj:0:0000:00:999:[cheat like everybody else! ] +ajaxj:0:55ED:00:000:Always have Normal Shot [2H] +ajaxj:0:55ED:01:000:Always have Vulcan Shot [2H] +ajaxj:0:55ED:02:000:Always have 3-Way Shot [2H] +ajaxj:0:55ED:04:000:Always have Triple Shot [2H] +ajaxj:0:55ED:05:000:Always have Laser Shot [2H] +ajaxj:0:55ED:00:001:Get Normal Shot [2H] Now! +ajaxj:0:55ED:01:001:Get Vulcan Shot [2H] Now! +ajaxj:0:55ED:02:001:Get 3-Way Shot [2H] Now! +ajaxj:0:55ED:04:001:Get Triple Shot [2H] Now! +ajaxj:0:55ED:05:001:Get Laser Shot [2H] Now! +ajaxj:0:5809:04:001:Lose a Life Now! +ajaxj:0:2809:F0:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Alcon ] +alcon:0:C189:05:000:Infinite Lives +alcon:0:C18F:01:000:Always have One Star +alcon:0:C1DE:40:000:Always have Side Arms +alcon:0:C1DC:03:000:Always have Full Wings (1/3) +alcon:0:C209:82:500:Always have Full Wings (2/3) +alcon:0:C219:82:500:Always have Full Wings (3/3) +alcon:0:C1D7:01:000:Always have Bomb (1/2) +alcon:0:C1DD:05:500:Always have Bomb (2/2) +alcon:0:C1D7:02:000:Always have Laser (1/2) +alcon:0:C1DD:03:500:Always have Laser (2/2) +alcon:0:C1D7:03:000:Always have H Mis (1/2) +alcon:0:C1DD:07:500:Always have H Mis (2/2) +alcon:0:C190:82:000:Always have Shield (1/2) +alcon:0:C1BF:07:500:Always have Shield (2/2) +alcon:0:C18F:01:001:Now have One Star +alcon:0:C18F:02:001:Now have Two Stars +alcon:0:C18F:03:001:Now have Three Stars +alcon:0:C18F:04:001:Now have Four Stars +alcon:0:C18F:05:001:Now have Five Stars +alcon:0:C18F:06:001:Now have Six Stars +alcon:0:C18F:07:001:Now have Seven Stars +alcon:0:C18F:08:001:Now have Eight Stars + +; [ Alex Kidd (set 2) ] +alexkida:0:FFEF57:5A:000:Infinite Time PL1 +alexkida:0:FFEF50:06:000:Infinite Lives PL1 +alexkida:0:FFD840:03:000:Single Shot PL1 +alexkida:0:FFD84C:5D:000:Invincibility PL1 +alexkida:0:FFEF61:58:000:Infinite 'Shot 1' Time PL1 +alexkida:0:FFEF63:58:000:Infinite 'Shot 2' Time PL1 +alexkida:0:FFEF65:58:000:Infinite 'Jump' Time PL1 +alexkida:0:FFEF67:58:000:Infinite 'Speed' Time PL1 +alexkida:0:000000:00:999:[Don't use the 'Shot 1' and ] +alexkida:0:000000:00:999:[the 'Shot 2' simultaneously] +alexkida:0:000000:00:999:[The items will not be ] +alexkida:0:000000:00:999:[displayed correctly!! ] +alexkida:0:FFD840:02:020:Always have 'Shot 1' PL1 +alexkida:0:FFD840:02:041:Lose 'Shot 1' Now! PL1 +alexkida:0:FFD840:04:020:Always have 'Shot 2' PL1 +alexkida:0:FFD840:04:041:Lose 'Shot 2' Now! PL1 +alexkida:0:FFD840:08:020:Always have 'Jump' PL1 +alexkida:0:FFD840:08:041:Lose 'Jump' Now! PL1 +alexkida:0:FFD840:10:020:Always have 'Speed' PL1 +alexkida:0:FFD840:10:041:Lose 'Speed' Now! PL1 +alexkida:0:FFEFB7:5A:000:Infinite Time PL2 +alexkida:0:FFEFB0:06:000:Infinite Lives PL2 +alexkida:0:FFDA20:03:000:Single Shot PL2 +alexkida:0:FFDA2C:5D:000:Invincibility PL2 +alexkida:0:FFEFC1:58:000:Infinite 'Shot 1' Time PL2 +alexkida:0:FFEFC3:58:000:Infinite 'Shot 2' Time PL2 +alexkida:0:FFEFC5:58:000:Infinite 'Jump' Time PL2 +alexkida:0:FFEFC7:58:000:Infinite 'Speed' Time PL2 +alexkida:0:000000:00:999:[Don't use the 'Shot 1' and ] +alexkida:0:000000:00:999:[the 'Shot 2' simultaneously] +alexkida:0:000000:00:999:[The items will not be ] +alexkida:0:000000:00:999:[displayed correctly!! ] +alexkida:0:FFDA20:02:020:Always have 'Shot 1' PL2 +alexkida:0:FFDA20:02:041:Lose 'Shot 1' Now! PL2 +alexkida:0:FFDA20:04:020:Always have 'Shot 2' PL2 +alexkida:0:FFDA20:04:041:Lose 'Shot 2' Now! PL2 +alexkida:0:FFDA20:08:020:Always have 'Jump' PL2 +alexkida:0:FFDA20:08:041:Lose 'Jump' Now! PL2 +alexkida:0:FFDA20:10:020:Always have 'Speed' PL2 +alexkida:0:FFDA20:10:041:Lose 'Speed' Now! PL2 + +; [ Alex Kidd (set 1) ] +alexkidd:0:FFEF57:5A:000:Infinite Time PL1 +alexkidd:0:FFEF50:06:000:Infinite Lives PL1 +alexkidd:0:FFD840:03:000:Single Shot PL1 +alexkidd:0:FFD84C:5D:000:Invincibility PL1 +alexkidd:0:FFEF61:58:000:Infinite 'Shot 1' Time PL1 +alexkidd:0:FFEF63:58:000:Infinite 'Shot 2' Time PL1 +alexkidd:0:FFEF65:58:000:Infinite 'Jump' Time PL1 +alexkidd:0:FFEF67:58:000:Infinite 'Speed' Time PL1 +alexkidd:0:000000:00:999:[Don't use the 'Shot 1' and ] +alexkidd:0:000000:00:999:[the 'Shot 2' simultaneously] +alexkidd:0:000000:00:999:[The items will not be ] +alexkidd:0:000000:00:999:[displayed correctly!! ] +alexkidd:0:FFD840:02:020:Always have 'Shot 1' PL1 +alexkidd:0:FFD840:02:041:Lose 'Shot 1' Now! PL1 +alexkidd:0:FFD840:04:020:Always have 'Shot 2' PL1 +alexkidd:0:FFD840:04:041:Lose 'Shot 2' Now! PL1 +alexkidd:0:FFD840:08:020:Always have 'Jump' PL1 +alexkidd:0:FFD840:08:041:Lose 'Jump' Now! PL1 +alexkidd:0:FFD840:10:020:Always have 'Speed' PL1 +alexkidd:0:FFD840:10:041:Lose 'Speed' Now! PL1 +alexkidd:0:FFEFB7:5A:000:Infinite Time PL2 +alexkidd:0:FFEFB0:06:000:Infinite Lives PL2 +alexkidd:0:FFDA20:03:000:Single Shot PL2 +alexkidd:0:FFDA2C:5D:000:Invincibility PL2 +alexkidd:0:FFEFC1:58:000:Infinite 'Shot 1' Time PL2 +alexkidd:0:FFEFC3:58:000:Infinite 'Shot 2' Time PL2 +alexkidd:0:FFEFC5:58:000:Infinite 'Jump' Time PL2 +alexkidd:0:FFEFC7:58:000:Infinite 'Speed' Time PL2 +alexkidd:0:000000:00:999:[Don't use the 'Shot 1' and ] +alexkidd:0:000000:00:999:[the 'Shot 2' simultaneously] +alexkidd:0:000000:00:999:[The items will not be ] +alexkidd:0:000000:00:999:[displayed correctly!! ] +alexkidd:0:FFDA20:02:020:Always have 'Shot 1' PL2 +alexkidd:0:FFDA20:02:041:Lose 'Shot 1' Now! PL2 +alexkidd:0:FFDA20:04:020:Always have 'Shot 2' PL2 +alexkidd:0:FFDA20:04:041:Lose 'Shot 2' Now! PL2 +alexkidd:0:FFDA20:08:020:Always have 'Jump' PL2 +alexkidd:0:FFDA20:08:041:Lose 'Jump' Now! PL2 +alexkidd:0:FFDA20:10:020:Always have 'Speed' PL2 +alexkidd:0:FFDA20:10:041:Lose 'Speed' Now! PL2 + +;[ Ali Baba and 40 Thieves ] +alibaba:0:4E14:03:000:Infinite Lives +alibaba:0:4DA5:00:000:Invincibility + +; [ Alien Invasion Part II ] +alieninv:0:21FF:07:000:Infinite Lives PL1 +alieninv:0:22FF:07:000:Infinite Lives PL2 +alieninv:0:2009:78:000:Invaders never drop +alieninv:0:2069:00:000:Invaders don't fire (1/2) +alieninv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Aliens (World set 1) ] +aliens:0:1902:08:000:Infinite Energy PL1 +aliens:0:0A78:39:000:Invincibility PL1 +aliens:0:0A6B:19:000:Infinite Bombs PL1 +aliens:0:0A6B:29:000:Infinite Super Bombs PL1 +aliens:0:0A71:00:000:Always have Normal Weapon PL1 +aliens:0:0A71:01:000:Always have Super MissilesPL1 +aliens:0:0A71:02:000:Always have Flame Thrower PL1 +aliens:0:0A71:03:000:Always have 3-Way Gun PL1 +aliens:0:0A71:04:000:Always have Missiles PL1 +aliens:0:0A71:05:000:Always have Robot PL1:This cheat is buggy! +aliens:0:0A71:00:001:Get Normal Weapon Now! PL1 +aliens:0:0A71:01:001:Get Super Missiles Now! PL1 +aliens:0:0A71:02:001:Get Flame Thrower Now! PL1 +aliens:0:0A71:03:001:Get 3-Way Gun Now! PL1 +aliens:0:0A71:04:001:Get Missiles Now! PL1 +aliens:0:0A71:05:001:Get Robot Now! PL1:This cheat is buggy! +aliens:0:1942:08:000:Infinite Energy PL2 +aliens:0:0AB8:39:000:Invincibility PL2 +aliens:0:0AAB:19:000:Infinite Bombs PL2 +aliens:0:0AAB:29:000:Infinite Super Bombs PL2 +aliens:0:0AB1:00:000:Always have Normal Weapon PL2 +aliens:0:0AB1:01:000:Always have Super MissilesPL2 +aliens:0:0AB1:02:000:Always have Flame Thrower PL2 +aliens:0:0AB1:03:000:Always have 3-Way Gun PL2 +aliens:0:0AB1:04:000:Always have Missiles PL2 +aliens:0:0AB1:05:000:Always have Robot PL2:This cheat is buggy! +aliens:0:0AB1:00:001:Get Normal Weapon Now! PL2 +aliens:0:0AB1:01:001:Get Super Missiles Now! PL2 +aliens:0:0AB1:02:001:Get Flame Thrower Now! PL2 +aliens:0:0AB1:03:001:Get 3-Way Gun Now! PL2 +aliens:0:0AB1:04:001:Get Missiles Now! PL2 +aliens:0:0AB1:05:001:Get Robot Now! PL2:This cheat is buggy! +aliens:0:0812:FF:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Aliens (World set 2) ] +aliens2:0:1902:08:000:Infinite Energy PL1 +aliens2:0:0A78:39:000:Invincibility PL1 +aliens2:0:0A6B:19:000:Infinite Bombs PL1 +aliens2:0:0A6B:29:000:Infinite Super Bombs PL1 +aliens2:0:0A71:00:000:Always have Normal Weapon PL1 +aliens2:0:0A71:01:000:Always have Super MissilesPL1 +aliens2:0:0A71:02:000:Always have Flame Thrower PL1 +aliens2:0:0A71:03:000:Always have 3-Way Gun PL1 +aliens2:0:0A71:04:000:Always have Missiles PL1 +aliens2:0:0A71:05:000:Always have Robot PL1:This cheat is buggy! +aliens2:0:0A71:00:001:Get Normal Weapon Now! PL1 +aliens2:0:0A71:01:001:Get Super Missiles Now! PL1 +aliens2:0:0A71:02:001:Get Flame Thrower Now! PL1 +aliens2:0:0A71:03:001:Get 3-Way Gun Now! PL1 +aliens2:0:0A71:04:001:Get Missiles Now! PL1 +aliens2:0:0A71:05:001:Get Robot Now! PL1:This cheat is buggy! +aliens2:0:1942:08:000:Infinite Energy PL2 +aliens2:0:0AB8:39:000:Invincibility PL2 +aliens2:0:0AAB:19:000:Infinite Bombs PL2 +aliens2:0:0AAB:29:000:Infinite Super Bombs PL2 +aliens2:0:0AB1:00:000:Always have Normal Weapon PL2 +aliens2:0:0AB1:01:000:Always have Super MissilesPL2 +aliens2:0:0AB1:02:000:Always have Flame Thrower PL2 +aliens2:0:0AB1:03:000:Always have 3-Way Gun PL2 +aliens2:0:0AB1:04:000:Always have Missiles PL2 +aliens2:0:0AB1:05:000:Always have Robot PL2:This cheat is buggy! +aliens2:0:0AB1:00:001:Get Normal Weapon Now! PL2 +aliens2:0:0AB1:01:001:Get Super Missiles Now! PL2 +aliens2:0:0AB1:02:001:Get Flame Thrower Now! PL2 +aliens2:0:0AB1:03:001:Get 3-Way Gun Now! PL2 +aliens2:0:0AB1:04:001:Get Missiles Now! PL2 +aliens2:0:0AB1:05:001:Get Robot Now! PL2:This cheat is buggy! +aliens2:0:0812:FF:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Aliens (Japan) ] +aliensj:0:1902:08:000:Infinite Energy PL1 +aliensj:0:0A78:39:000:Invincibility PL1 +aliensj:0:0A6B:19:000:Infinite Bombs PL1 +aliensj:0:0A6B:29:000:Infinite Super Bombs PL1 +aliensj:0:0A71:00:000:Always have Normal Weapon PL1 +aliensj:0:0A71:01:000:Always have Super MissilesPL1 +aliensj:0:0A71:02:000:Always have Flame Thrower PL1 +aliensj:0:0A71:03:000:Always have 3-Way Gun PL1 +aliensj:0:0A71:04:000:Always have Missiles PL1 +aliensj:0:0A71:05:000:Always have Robot PL1:This cheat is buggy! +aliensj:0:0A71:00:001:Get Normal Weapon Now! PL1 +aliensj:0:0A71:01:001:Get Super Missiles Now! PL1 +aliensj:0:0A71:02:001:Get Flame Thrower Now! PL1 +aliensj:0:0A71:03:001:Get 3-Way Gun Now! PL1 +aliensj:0:0A71:04:001:Get Missiles Now! PL1 +aliensj:0:0A71:05:001:Get Robot Now! PL1:This cheat is buggy! +aliensj:0:1942:08:000:Infinite Energy PL2 +aliensj:0:0AB8:39:000:Invincibility PL2 +aliensj:0:0AAB:19:000:Infinite Bombs PL2 +aliensj:0:0AAB:29:000:Infinite Super Bombs PL2 +aliensj:0:0AB1:00:000:Always have Normal Weapon PL2 +aliensj:0:0AB1:01:000:Always have Super MissilesPL2 +aliensj:0:0AB1:02:000:Always have Flame Thrower PL2 +aliensj:0:0AB1:03:000:Always have 3-Way Gun PL2 +aliensj:0:0AB1:04:000:Always have Missiles PL2 +aliensj:0:0AB1:05:000:Always have Robot PL2:This cheat is buggy! +aliensj:0:0AB1:00:001:Get Normal Weapon Now! PL2 +aliensj:0:0AB1:01:001:Get Super Missiles Now! PL2 +aliensj:0:0AB1:02:001:Get Flame Thrower Now! PL2 +aliensj:0:0AB1:03:001:Get 3-Way Gun Now! PL2 +aliensj:0:0AB1:04:001:Get Missiles Now! PL2 +aliensj:0:0AB1:05:001:Get Robot Now! PL2:This cheat is buggy! +aliensj:0:0812:FF:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Aliens (US) ] +aliensu:0:1902:08:000:Infinite Energy PL1 +aliensu:0:0A78:39:000:Invincibility PL1 +aliensu:0:0A6B:19:000:Infinite Bombs PL1 +aliensu:0:0A6B:29:000:Infinite Super Bombs PL1 +aliensu:0:0A71:00:000:Always have Normal Weapon PL1 +aliensu:0:0A71:01:000:Always have Super MissilesPL1 +aliensu:0:0A71:02:000:Always have Flame Thrower PL1 +aliensu:0:0A71:03:000:Always have 3-Way Gun PL1 +aliensu:0:0A71:04:000:Always have Missiles PL1 +aliensu:0:0A71:05:000:Always have Robot PL1:This cheat is buggy! +aliensu:0:0A71:00:001:Get Normal Weapon Now! PL1 +aliensu:0:0A71:01:001:Get Super Missiles Now! PL1 +aliensu:0:0A71:02:001:Get Flame Thrower Now! PL1 +aliensu:0:0A71:03:001:Get 3-Way Gun Now! PL1 +aliensu:0:0A71:04:001:Get Missiles Now! PL1 +aliensu:0:0A71:05:001:Get Robot Now! PL1:This cheat is buggy! +aliensu:0:1942:08:000:Infinite Energy PL2 +aliensu:0:0AB8:39:000:Invincibility PL2 +aliensu:0:0AAB:19:000:Infinite Bombs PL2 +aliensu:0:0AAB:29:000:Infinite Super Bombs PL2 +aliensu:0:0AB1:00:000:Always have Normal Weapon PL2 +aliensu:0:0AB1:01:000:Always have Super MissilesPL2 +aliensu:0:0AB1:02:000:Always have Flame Thrower PL2 +aliensu:0:0AB1:03:000:Always have 3-Way Gun PL2 +aliensu:0:0AB1:04:000:Always have Missiles PL2 +aliensu:0:0AB1:05:000:Always have Robot PL2:This cheat is buggy! +aliensu:0:0AB1:00:001:Get Normal Weapon Now! PL2 +aliensu:0:0AB1:01:001:Get Super Missiles Now! PL2 +aliensu:0:0AB1:02:001:Get Flame Thrower Now! PL2 +aliensu:0:0AB1:03:001:Get 3-Way Gun Now! PL2 +aliensu:0:0AB1:04:001:Get Missiles Now! PL2 +aliensu:0:0AB1:05:001:Get Robot Now! PL2:This cheat is buggy! +aliensu:0:0812:FF:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Alien Syndrome (set 2) ] +aliensya:0:FFC113:9A:000:Infinite Time +aliensya:0:FFCBB0:01:000:Infinite Map Time +aliensya:0:FFC234:05:000:Infinite Lives PL1 +aliensya:0:FFC2B4:05:000:Infinite Lives PL2 +aliensya:0:FFC235:01:000:Invincibility PL1 +aliensya:0:FFC2B5:01:000:Invincibility PL2 +aliensya:0:FFC131:00:000:One Comrade Opens The Exit + +; [ Alien Syndrome (set 3) ] +aliensyb:0:FFC113:9A:000:Infinite Time +aliensyb:0:FFCBB0:01:000:Infinite Map Time +aliensyb:0:FFC234:05:000:Infinite Lives PL1 +aliensyb:0:FFC2B4:05:000:Infinite Lives PL2 +aliensyb:0:FFC235:01:000:Invincibility PL1 +aliensyb:0:FFC2B5:01:000:Invincibility PL2 +aliensyb:0:FFC131:00:000:One Comrade Opens The Exit + +; [ Alien Syndrome (Japan) ] +aliensyj:0:FFC113:9A:000:Infinite Time +aliensyj:0:FFCBB0:01:000:Infinite Map Time +aliensyj:0:FFC234:05:000:Infinite Lives PL1 +aliensyj:0:FFC2B4:05:000:Infinite Lives PL2 +aliensyj:0:FFC235:01:000:Invincibility PL1 +aliensyj:0:FFC2B5:01:000:Invincibility PL2 +aliensyj:0:FFC131:00:000:One Comrade Opens The Exit + +; [ Alien Syndrome (set 1) ] +aliensyn:0:FFC113:9A:000:Infinite Time +aliensyn:0:FFCBB0:01:000:Infinite Map Time +aliensyn:0:FFC234:05:000:Infinite Lives PL1 +aliensyn:0:FFC2B4:05:000:Infinite Lives PL2 +aliensyn:0:FFC235:01:000:Invincibility PL1 +aliensyn:0:FFC2B5:01:000:Invincibility PL2 +aliensyn:0:FFC131:00:000:One Comrade Opens The Exit + +; [ Alpha Mission II / ASO II - Last Guardian ] +alpham2:0:1010F2:02:000:Infinite Lives PL1 +alpham2:0:1010DD:18:000:Weapon Power Up PL1 +alpham2:0:101015:00:000:Invincibility PL1:Sprite flickers +alpham2:0:1011F2:02:000:Infinite Lives PL2 +alpham2:0:1011DD:18:000:Weapon Power Up PL2 +alpham2:0:101115:00:000:Invincibility PL2:Sprite flickers + +; [ Alpine Ski (set 1) ] +alpine:0:80F2:59:000:Infinite Time PL1 +alpine:0:80F5:59:000:Infinite Time PL2 + +; [ Alpine Ski (set 2) ] +alpinea:0:80F2:59:000:Infinite Time PL1 +alpinea:0:80F5:59:000:Infinite Time PL2 + +; [ Altered Beast (Version 1) ] +altbeast:0:FFE018:0B:000:Infinite Lives PL1 +altbeast:0:FFC04A:30:000:Invincibility PL1 +altbeast:0:FFC06A:00:000:Power-ups do nothing PL1(1/2) +altbeast:0:FFC06B:00:000:Power-ups do nothing PL1(2/2) +altbeast:0:FFC06A:01:000:Always Power Level 2 PL1(1/2) +altbeast:0:FFC06B:01:000:Always Power Level 2 PL1(2/2) +altbeast:0:FFC06A:02:000:Always Power Level 3 PL1(1/2) +altbeast:0:FFC06B:02:000:Always Power Level 3 PL1(2/2) +altbeast:0:FFC06A:03:000:Always Beast PL1 (1/2) +altbeast:0:FFC06B:03:000:Always Beast PL1 (2/2) +altbeast:0:FFE098:0B:000:Infinite Lives PL2 +altbeast:0:FFC44A:30:000:Invincibility PL2 +altbeast:0:FFC46A:00:000:Power-ups do nothing PL2(1/2) +altbeast:0:FFC46B:00:000:Power-ups do nothing PL2(2/2) +altbeast:0:FFC46A:01:000:Always Power Level 2 PL2(1/2) +altbeast:0:FFC46B:01:000:Always Power Level 2 PL2(2/2) +altbeast:0:FFC46A:02:000:Always Power Level 3 PL2(1/2) +altbeast:0:FFC46B:02:000:Always Power Level 3 PL2(2/2) +altbeast:0:FFC46A:03:000:Always Beast PL2 (1/2) +altbeast:0:FFC46B:03:000:Always Beast PL2 (2/2) + +; [ Altered Beast (Version 2) ] +altbeas2:0:FFE018:0B:000:Infinite Lives PL1 +altbeas2:0:FFC04A:30:000:Invincibility PL1 +altbeas2:0:FFC06A:00:000:Power-ups do nothing PL1(1/2) +altbeas2:0:FFC06B:00:000:Power-ups do nothing PL1(2/2) +altbeas2:0:FFC06A:01:000:Always Power Level 2 PL1(1/2) +altbeas2:0:FFC06B:01:000:Always Power Level 2 PL1(2/2) +altbeas2:0:FFC06A:02:000:Always Power Level 3 PL1(1/2) +altbeas2:0:FFC06B:02:000:Always Power Level 3 PL1(2/2) +altbeas2:0:FFC06A:03:000:Always Beast PL1 (1/2) +altbeas2:0:FFC06B:03:000:Always Beast PL1 (2/2) +altbeas2:0:FFE098:0B:000:Infinite Lives PL2 +altbeas2:0:FFC44A:30:000:Invincibility PL2 +altbeas2:0:FFC46A:00:000:Power-ups do nothing PL2(1/2) +altbeas2:0:FFC46B:00:000:Power-ups do nothing PL2(2/2) +altbeas2:0:FFC46A:01:000:Always Power Level 2 PL2(1/2) +altbeas2:0:FFC46B:01:000:Always Power Level 2 PL2(2/2) +altbeas2:0:FFC46A:02:000:Always Power Level 3 PL2(1/2) +altbeas2:0:FFC46B:02:000:Always Power Level 3 PL2(2/2) +altbeas2:0:FFC46A:03:000:Always Beast PL2 (1/2) +altbeas2:0:FFC46B:03:000:Always Beast PL2 (2/2) + +; [ Ambush ] +ambush:0:8434:00:000:Infinite Time +ambush:0:8059:03:000:Infinite Lives PL1 +ambush:0:805A:03:000:Infinite Lives PL2 + +; [ Amidar ] +amidar:0:8288:06:000:Infinite Lives +amidar:0:8285:06:000:Infinite Jump +amidar:0:81F5:FF:000:Invincibility (1/2) +amidar:0:81F6:0A:500:Invincibility (2/2) +amidar:0:81F1:01:000:No Monsters/Music +amidar:0:8352:FF:000:Always Paint + +; [ Amidar (Olympia) ] +amidaro:0:8288:06:000:Infinite Lives +amidaro:0:8285:06:000:Infinite Jump +amidaro:0:81F5:FF:000:Invincibility (1/2) +amidaro:0:81F6:0A:500:Invincibility (2/2) +amidaro:0:81F1:01:000:No Monsters/Music +amidaro:0:8352:FF:000:Always Paint + +; [ Amidar (Scramble hardware) ] +amidars:0:4288:06:000:Infinite Lives +amidars:0:4285:06:000:Infinite Jump +amidars:0:41F5:FF:000:Invincibility (1/2) +amidars:0:41F6:0A:500:Invincibility (2/2) +amidars:0:4352:FF:000:Always Paint +amidars:0:41F1:01:000:No Monsters/Music + +; [ Amidar (Stern) ] +amidaru:0:8288:06:000:Infinite Lives +amidaru:0:8285:06:000:Infinite Jump +amidaru:0:81F5:FF:000:Invincibility (1/2) +amidaru:0:81F6:0A:500:Invincibility (2/2) +amidaru:0:81F1:01:000:No Monsters/Music +amidaru:0:8352:FF:000:Always Paint + +; [ Amigo ] +amigo:0:8288:06:000:Infinite Lives +amigo:0:8285:06:000:Infinite Jump +amigo:0:81F5:FF:000:Invincibility (1/2) +amigo:0:81F6:0A:500:Invincibility (2/2) +amigo:0:8352:FF:000:Always Paint +amigo:0:81F1:01:000:No Monsters/Music + +; [ Andro Dunos ] +androdun:0:100343:03:000:Infinite Lives PL1 +androdun:0:100350:07:000:Max Blue Weapon PL1 +androdun:0:100351:05:000:Max Orange Weapon PL1 +androdun:0:100352:08:000:Max Yellow Weapon PL1 +androdun:0:100353:08:000:Max Green Weapon PL1 +androdun:0:100383:03:000:Infinite Lives PL2 +androdun:0:100390:07:000:Max Blue Weapon PL2 +androdun:0:100391:05:000:Max Orange Weapon PL2 +androdun:0:100392:08:000:Max Yellow Weapon PL2 +androdun:0:100393:08:000:Max Green Weapon PL2 + +; [ Anteater ] +anteater:0:8665:09:000:Infinite Lives +anteater:0:8666:62:071:Select current level +anteater:0:8666:62:061:Select next level +anteater:0:0000:00:999:[This cheat makes it easy to] +anteater:0:0000:00:999:[complete each level on the ] +anteater:0:0000:00:999:[second attempt. There will ] +anteater:0:0000:00:999:[only be the spider to worry] +anteater:0:0000:00:999:[about!! Use this cheat with] +anteater:0:0000:00:999:[the Infinite Lives cheat. ] +anteater:0:8278:01:000:2nd Level Attempt always easy + +; [ Aggressors of Dark Kombat / Tsuukai GANGAN Koushinkyoku ] +aodk:0:10B649:78:000:Infinite Time +aodk:0:100066:0B:000:Infinite Energy PL1 (1/2) +aodk:0:100067:FF:500:Infinite Energy PL1 (2/2) +aodk:0:100066:00:001:Drain PL1 Energy Now! (1/2) +aodk:0:100067:00:501:Drain PL1 Energy Now! (2/2) +aodk:0:100166:0B:000:Infinite Energy PL2 (1/2) +aodk:0:100167:FF:500:Infinite Energy PL2 (2/2) +aodk:0:100166:00:001:Drain PL2 Energy Now! (1/2) +aodk:0:100167:00:501:Drain PL2 Energy Now! (2/2) + +; [ Art of Fighting / Ryuuko no Ken ] +aof:0:108406:99:000:Infinite Time:Turn off at Ice Smash stage +aof:0:1092CD:60:000:Infinite Energy PL1 +aof:0:1092CD:01:001:Drain All Energy Now! PL1 +aof:0:1094A4:60:000:Infinite Chi PL1 +aof:0:1094A4:00:000:Always minimum Chi PL1 +aof:0:1092C3:09:071:Select Character PL1 +aof:0:1093CD:60:000:Infinite Energy PL2 +aof:0:1093CD:01:001:Drain All Energy Now! PL2 +aof:0:1095A4:60:000:Infinite Chi PL2 +aof:0:1095A4:00:000:Always minimum Chi PL2 +aof:0:1093C3:09:071:Select Character PL2 +aof:0:108406:00:001:Finish Fight Now! +aof:0:000000:00:999:[ Free player selection ] +aof:0:000000:00:999:[ Use at selection screen ] +aof:0:000000:00:999:[ For Story Mode only ] +aof:0:109EC4:00:001:Play with Ryo +aof:0:109EC4:01:001:Play with Robert +aof:0:109EC4:02:001:Play with Todo +aof:0:109EC4:03:001:Play with Jack +aof:0:109EC4:04:001:Play with Lee +aof:0:109EC4:05:001:Play with King +aof:0:109EC4:06:001:Play with Micky +aof:0:109EC4:07:001:Play with John +aof:0:109EC4:08:001:Play with Mr. Big +aof:0:000000:00:999:[ For Story & Vs. mode ] +aof:0:109EC4:09:001:Play with Masked Man PL1 +aof:0:109EC6:09:001:Play with Masked Man PL2 + +; [ Art of Fighting 2 / Ryuuko no Ken 2 ] +aof2:0:108406:61:000:Infinite Time +aof2:0:1092ED:60:000:Infinite Energy PL1 +aof2:0:1092ED:01:001:Drain All Energy Now! PL1 +aof2:0:1094A4:60:000:Infinite Chi PL1 +aof2:0:1094A4:00:000:Always minimum Chi PL1 +aof2:0:1093ED:60:000:Infinite Energy PL2 +aof2:0:1093ED:01:001:Drain All Energy Now! PL2 +aof2:0:1095A4:60:000:Infinite Chi PL2 +aof2:0:1095A4:00:000:Always minimum Chi PL2 +aof2:0:108406:00:001:Finish Fight Now! +aof2:0:108429:0E:001:Next fight = Boss Now! +aof2:0:108429:0F:001:Next fight = Special BossNow! +aof2:0:000000:00:999:[ Free player selection ] +aof2:0:000000:00:999:[ Can be used anytime ! ] +aof2:0:000000:00:999:[ At selection screen, use ] +aof2:0:000000:00:999:[ AFTER selection, however ] +aof2:0:000000:00:999:[ Some palette glitches. ] +aof2:0:1092E3:01:001:Play with Ryo PL1 +aof2:0:1092E3:02:001:Play with Robert PL1 +aof2:0:1092E3:03:001:Play with Kisuragi PL1 +aof2:0:1092E3:04:001:Play with Jack PL1 +aof2:0:1092E3:05:001:Play with Lee PL1 +aof2:0:1092E3:06:001:Play with King PL1 +aof2:0:1092E3:07:001:Play with Mickey PL1 +aof2:0:1092E3:08:001:Play with John PL1 +aof2:0:1092E3:09:001:Play with Big PL1 +aof2:0:1092E3:0A:001:Play with Takuma PL1 +aof2:0:1092E3:0B:001:Play with Yuri PL1 +aof2:0:1092E3:0C:001:Play with Temjin PL1 +aof2:0:1092E3:0D:001:Play with Howard Geese PL1:Win causes "Game Over" +aof2:0:1093E3:01:001:Play with Ryo PL2 +aof2:0:1093E3:02:001:Play with Robert PL2 +aof2:0:1093E3:03:001:Play with Kisuragi PL2 +aof2:0:1093E3:04:001:Play with Jack PL2 +aof2:0:1093E3:05:001:Play with Lee PL2 +aof2:0:1093E3:06:001:Play with King PL2 +aof2:0:1093E3:07:001:Play with Mickey PL2 +aof2:0:1093E3:08:001:Play with John PL2 +aof2:0:1093E3:09:001:Play with Big PL2 +aof2:0:1093E3:0A:001:Play with Takuma PL2 +aof2:0:1093E3:0B:001:Play with Yuri PL2 +aof2:0:1093E3:0C:001:Play with Temjin PL2 +aof2:0:1093E3:0D:001:Play with Howard Geese PL2:Win causes "Game Over" +aof2:0:000000:00:999:[These 4 Cheats are UNTESTED] +aof2:0:1094D6:99:000:Extended Energy Bar PL1 (1/2) +aof2:0:1094D7:99:500:Extended Energy Bar PL1 (2/2) +aof2:0:1095D6:99:000:Extended Energy Bar PL2 (1/2) +aof2:0:1095D7:99:500:Extended Energy Bar PL2 (2/2) + +; [ Art of Fighting 3 - The Path of the Warrior / Art of Fightin ] +aof3:0:10DF0F:3C:000:Infinite Time +aof3:0:100468:10:000:Infinite Energy PL1 +aof3:0:100468:01:001:Drain All Energy Now! PL1 +aof3:0:10046A:10:000:Infinite Chi PL1 (1/2) +aof3:0:10046B:00:500:Infinite Chi PL1 (2/2) +aof3:0:10046A:00:000:Always minimum Chi PL1 +aof3:0:100568:10:000:Infinite Energy PL2 +aof3:0:100568:01:001:Drain All Energy Now! PL2 +aof3:0:10056A:10:000:Infinite Chi PL2 (1/2) +aof3:0:10056B:00:500:Infinite Chi PL2 (2/2) +aof3:0:10056A:00:000:Always minimum Chi PL2 +aof3:0:000000:00:999:[The Go to Boss Now! Cheat ] +aof3:0:000000:00:999:[must be activated on the ] +aof3:0:000000:00:999:[character selection screen.] +aof3:0:104BEB:07:001:Go to First Boss Now! +aof3:0:104BEB:08:001:Go to Final Boss Now! +aof3:0:000000:00:999:[ Free player selection ] +aof3:0:000000:00:999:[ No secret characters ] +aof3:0:000000:00:999:[ Use between rounds only. ] +aof3:0:000000:00:999:[Doesn't work for 1st round.] +aof3:0:104C0D:00:001:Play with Robert Garcia PL1 +aof3:0:104C0D:01:001:Play with Ryo Sakazaki PL1 +aof3:0:104C0D:02:001:Play with Karman Cole PL1 +aof3:0:104C0D:03:001:Play with Kazumi Todoh PL1 +aof3:0:104C0D:04:001:Play with Rody Birts PL1 +aof3:0:104C0D:05:001:Play with Lenny Creston PL1 +aof3:0:104C0D:06:001:Play with Wang Koh San PL1 +aof3:0:104C0D:07:001:Play with Jin Fuha PL1 +aof3:0:104C0D:08:001:Play with Sinclair PL1 +aof3:0:104C0D:09:001:Play with Wyler PL1 +aof3:0:104C0F:00:001:Play with Robert Garcia PL2 +aof3:0:104C0F:01:001:Play with Ryo Sakazaki PL2 +aof3:0:104C0F:02:001:Play with Karman Cole PL2 +aof3:0:104C0F:03:001:Play with Kazumi Todoh PL2 +aof3:0:104C0F:04:001:Play with Rody Birts PL2 +aof3:0:104C0F:05:001:Play with Lenny Creston PL2 +aof3:0:104C0F:06:001:Play with Wang Koh San PL2 +aof3:0:104C0F:07:001:Play with Jin Fuha PL2 +aof3:0:104C0F:08:001:Play with Sinclair PL2 +aof3:0:104C0F:09:001:Play with Wyler PL2 + +; [ APB - All Points Bulletin (set 1) ] +apb:1:0035:1F:000:Fix No Sound card Problem +apb:0:0DD4:10:000:Infinite Time +apb:0:0D8B:FF:000:Infinite Gas +apb:0:0DD5:00:000:Infinite Demerits + +; [ APB - All Points Bulletin (set 2) ] +apb2:1:0035:1F:000:Fix No Sound card Problem +apb2:0:0DD4:10:000:Infinite Time +apb2:0:0D8B:FF:000:Infinite Gas +apb2:0:0DD5:00:000:Infinite Demerits + +; [ Appoooh ] +appoooh:0:E26D:09:000:Infinite Time +appoooh:0:E26B:00:000:Time Over Now! (1/3) +appoooh:0:E26C:00:501:Time Over Now! (2/3) +appoooh:0:E26D:00:501:Time Over Now! (3/3) + +; [ Arabian ] +arabian:0:D406:05:000:Infinite Lives PL1 +arabian:0:D407:05:000:Infinite Lives PL2 +arabian:0:D426:00:000:Always get ARABIAN bonus PL1 +arabian:0:D427:00:000:Always get ARABIAN bonus PL2 + +; [ Arabian (Atari) ] +arabiana:0:D406:05:000:Infinite Lives PL1 +arabiana:0:D407:05:000:Infinite Lives PL2 +arabiana:0:D426:00:000:Always get ARABIAN bonus PL1 +arabiana:0:D427:00:000:Always get ARABIAN bonus PL2 + +; [ Arcade Classics (prototype) ] +arcadecl:0:000000:00:999:[ Super Centipede ] +arcadecl:0:000000:00:999:[ ~~~~~~~~~~~~~~~ ] +arcadecl:0:3E0AE9:07:000:Infinite Lives PL1 +arcadecl:0:3E0B29:07:000:Infinite Lives PL2 +arcadecl:0:000000:00:999:[ ] +arcadecl:0:000000:00:999:[ Missile Command II ] +arcadecl:0:000000:00:999:[ ~~~~~~~~~~~~~~~~~~ ] +arcadecl:0:3E0AFA:0A:000:Infinite shots (Left) PL1 +arcadecl:0:3E0AFB:0A:000:Infinite shots (Center) PL1 +arcadecl:0:3E0AFC:0A:000:Infinite shots (Right) PL1 +arcadecl:0:3E0B3A:0A:000:Infinite shots (Left) PL2 +arcadecl:0:3E0B3B:0A:000:Infinite shots (Center) PL2 +arcadecl:0:3E0B3C:0A:000:Infinite shots (Right) PL2 +arcadecl:0:000000:00:999:[ EXTRA!! EXTRA!! EXTRA!! ] +arcadecl:0:000000:00:999:[Enter DIPs and turn Test ] +arcadecl:0:000000:00:999:[Mode ON. Set Extra Stuff & ] +arcadecl:0:000000:00:999:[More Extra Stuff ON. Turn ] +arcadecl:0:000000:00:999:[Test Mode OFF. Play! You'll] +arcadecl:0:000000:00:999:[notice some goodies in both] +arcadecl:0:000000:00:999:[Missile Command & Centipede] +arcadecl:0:000000:00:999:[like powerups & new enemies] + +; [ Arch Rivals (rev 2.0) ] +archriv2:0:061F2A:18:000:Infinite Shoot Time +archriv2:0:061F33:FF:000:Infinite Period Time +archriv2:0:061F33:00:001:Finish Period Now! +archriv2:0:0601E3:01:001:Make this Period 1 Now! +archriv2:0:0601E3:02:001:Make this Period 2 Now! +archriv2:0:0601E3:03:001:Make this Period 3 Now! +archriv2:0:0601E3:04:001:Make this Period 4 Now! +archriv2:0:0601E3:08:001:Make this Sudden Death Now! +archriv2:0:06020F:99:073:Select Score PL1 +archriv2:0:06020F:00:000:Score always = 0 PL1 +archriv2:0:06020F:10:000:Score always = 10 PL1 +archriv2:0:06020F:00:001:Score = 0 Now! PL1 +archriv2:0:06020F:10:001:Score = 10 Now! PL1 +archriv2:0:060213:99:073:Select Score PL2 +archriv2:0:060213:00:000:Score always = 0 PL2 +archriv2:0:060213:10:000:Score always = 10 PL2 +archriv2:0:060213:00:001:Score = 0 Now! PL2 +archriv2:0:060213:10:001:Score = 10 Now! PL2 + +; [ Arch Rivals (rev 4.0) ] +archrivl:0:061F2A:18:000:Infinite Shoot Time +archrivl:0:061F33:FF:000:Infinite Period Time +archrivl:0:061F33:00:001:Finish Period Now! +archrivl:0:0601E3:01:001:Make this Period 1 Now! +archrivl:0:0601E3:02:001:Make this Period 2 Now! +archrivl:0:0601E3:03:001:Make this Period 3 Now! +archrivl:0:0601E3:04:001:Make this Period 4 Now! +archrivl:0:0601E3:08:001:Make this Sudden Death Now! +archrivl:0:06020F:99:073:Select Score PL1 +archrivl:0:06020F:00:000:Score always = 0 PL1 +archrivl:0:06020F:10:000:Score always = 10 PL1 +archrivl:0:06020F:00:001:Score = 0 Now! PL1 +archrivl:0:06020F:10:001:Score = 10 Now! PL1 +archrivl:0:060213:99:073:Select Score PL2 +archrivl:0:060213:00:000:Score always = 0 PL2 +archrivl:0:060213:10:000:Score always = 10 PL2 +archrivl:0:060213:00:001:Score = 0 Now! PL2 +archrivl:0:060213:10:001:Score = 10 Now! PL2 + +; [ Area 88 (Japan) ] +area88:0:FFE00B:02:000:Pause/Unpause Shop Timer +area88:0:FF15CD:40:000:Invincibility PL1 +area88:0:FF15D3:06:000:Max 2nd Weapon (level 7) PL1 +area88:0:FF15E3:63:000:Infinite Second Weapon PL1 +area88:0:FF160B:09:000:Infinite Money PL1 +area88:0:FF164D:40:000:Invincibility PL2 +area88:0:FF1653:06:000:Max 2nd Weapon (level 7) PL2 +area88:0:FF1663:63:000:Infinite Second Weapon PL2 +area88:0:FF168B:09:000:Infinite Money PL2 +area88:0:FF2F00:05:000:Infinite Shield (1/6) +area88:0:FF2F03:05:500:Infinite Shield (2/6) +area88:0:FF15D7:02:500:Infinite Shield (3/6) +area88:0:FF2EA0:05:500:Infinite Shield (4/6) +area88:0:FF2EA3:05:500:Infinite Shield (5/6) +area88:0:FF1657:02:500:Infinite Shield (6/6) + +; [ Arkanoid - Revenge of DOH (Japan) ] +ark2jp:0:E00C:03:000:Infinite Lives PL1 +ark2jp:0:E011:03:000:Infinite Lives PL2 +ark2jp:0:E008:42:001:Goto Last Level Now! +ark2jp:0:E393:00:001:Finish Level Now! +ark2jp:0:E7EE:78:000:Infinite Time +ark2jp:0:E39D:80:020:Warp door (Always) +ark2jp:0:E39D:80:021:Warp door (Opened) +ark2jp:0:E39D:80:041:Warp door (Closed) +ark2jp:0:E39D:01:020:Always 10000 when next +ark2jp:0:E39D:01:021:Get 10000 when next Now! +ark2jp:0:E5EF:00:000:Always have Normal Bat +ark2jp:0:E5EF:01:000:Always have Laser Bat (1/2) +ark2jp:0:E5F0:01:500:Always have Laser Bat (2/2) +ark2jp:0:E5EF:02:000:Always have Enlarged Bat +ark2jp:0:E5EF:03:000:Always have Twin Bats +ark2jp:0:E5EF:06:000:Always have Catcher Bat +ark2jp:0:E5EF:07:000:Always have Tracing Bat +ark2jp:0:E5EF:08:000:Always have Reduced Bat +ark2jp:0:E5EF:00:001:Get Normal Bat Now! +ark2jp:0:E5EF:01:001:Get Laser Bat Now! (1/2) +ark2jp:0:E5F0:01:501:Get Laser Bat Now! (2/2) +ark2jp:0:E5EF:02:001:Get Enlarged Bat Now! +ark2jp:0:E5EF:03:001:Get Twin Bats Now! +ark2jp:0:E5EF:06:001:Get Catcher Bat Now! +ark2jp:0:E5EF:07:001:Get Tracing Bat Now! +ark2jp:0:E5EF:08:001:Get Reduced Bat Now! +ark2jp:0:E5F7:08:000:Always do BALL PLAQUE (1/2) +ark2jp:0:E5F6:00:500:Always do BALL PLAQUE (2/2) +ark2jp:0:E5F7:08:001:Do BALL PLAQUE Now! (1/2) +ark2jp:0:E5F6:00:501:Do BALL PLAQUE Now! (2/2) +ark2jp:0:0000:00:999:[Use the following cheats ] +ark2jp:0:0000:00:999:[only when you are playing ] +ark2jp:0:0000:00:999:[and when a pill is falling!] +ark2jp:0:0000:00:999:[ ] +ark2jp:0:0000:00:999:[L(Red) = Laser ] +ark2jp:0:0000:00:999:[E(Lt Blue) = Enlarged Bat ] +ark2jp:0:0000:00:999:[T(Dk Blue) = Twin Bats ] +ark2jp:0:0000:00:999:[C(Lt Green)= Catcher Bat ] +ark2jp:0:0000:00:999:[I(Dk Green)= Tracing Bat ] +ark2jp:0:0000:00:999:[R(Black) = Reduced Bat ] +ark2jp:0:0000:00:999:[P(Dk Grey) = Extra Life ] +ark2jp:0:0000:00:999:[M(Purple) = POW Multiballs] +ark2jp:0:0000:00:999:[S(Orange) = Slower Ball ] +ark2jp:0:0000:00:999:[B(Pink) = Warp Door ] +ark2jp:0:0000:00:999:[D(Cyan) = Multiballs ] +ark2jp:0:0000:00:999:[N(Lt Grey) = 3 Regen. Balls] +ark2jp:0:0000:00:999:[?(Multi) = Mystery ] +ark2jp:0:E5D6:81:001:1st pill's power - L +ark2jp:0:E5D6:82:001:1st pill's power - E +ark2jp:0:E5D6:83:001:1st pill's power - T +ark2jp:0:E5D6:86:001:1st pill's power - C +ark2jp:0:E5D6:87:001:1st pill's power - I +ark2jp:0:E5D6:88:001:1st pill's power - R +ark2jp:0:E5D6:8A:001:1st pill's power - P +ark2jp:0:E5D6:8D:001:1st pill's power - M +ark2jp:0:E5D6:8E:001:1st pill's power - S +ark2jp:0:E5D6:90:001:1st pill's power - B +ark2jp:0:E5D6:91:001:1st pill's power - D +ark2jp:0:E5D6:92:001:1st pill's power - N +ark2jp:0:E5D6:93:001:1st pill's power - ? +ark2jp:0:E5DA:81:001:2nd pill's power - L +ark2jp:0:E5DA:82:001:2nd pill's power - E +ark2jp:0:E5DA:83:001:2nd pill's power - T +ark2jp:0:E5DA:86:001:2nd pill's power - C +ark2jp:0:E5DA:87:001:2nd pill's power - I +ark2jp:0:E5DA:88:001:2nd pill's power - R +ark2jp:0:E5DA:8A:001:2nd pill's power - P +ark2jp:0:E5DA:8D:001:2nd pill's power - M +ark2jp:0:E5DA:8E:001:2nd pill's power - S +ark2jp:0:E5DA:90:001:2nd pill's power - B +ark2jp:0:E5DA:91:001:2nd pill's power - D +ark2jp:0:E5DA:92:001:2nd pill's power - N +ark2jp:0:E5DA:93:001:2nd pill's power - ? + +; [ Arkanoid - Revenge of DOH (US) ] +ark2us:0:E00C:03:000:Infinite Lives PL1 +ark2us:0:E011:03:000:Infinite Lives PL2 +ark2us:0:E008:42:001:Goto Last Level Now! +ark2us:0:E393:00:001:Finish Level Now! +ark2us:0:E7EE:78:000:Infinite Time +ark2us:0:E39D:80:020:Warp door (Always) +ark2us:0:E39D:80:021:Warp door (Opened) +ark2us:0:E39D:80:041:Warp door (Closed) +ark2us:0:E39D:01:020:Always 10000 when next +ark2us:0:E39D:01:021:Get 10000 when next Now! +ark2us:0:E5EF:00:000:Always have Normal Bat +ark2us:0:E5EF:01:000:Always have Laser Bat (1/2) +ark2us:0:E5F0:01:500:Always have Laser Bat (2/2) +ark2us:0:E5EF:02:000:Always have Enlarged Bat +ark2us:0:E5EF:03:000:Always have Twin Bats +ark2us:0:E5EF:06:000:Always have Catcher Bat +ark2us:0:E5EF:07:000:Always have Tracing Bat +ark2us:0:E5EF:08:000:Always have Reduced Bat +ark2us:0:E5EF:00:001:Get Normal Bat Now! +ark2us:0:E5EF:01:001:Get Laser Bat Now! (1/2) +ark2us:0:E5F0:01:501:Get Laser Bat Now! (2/2) +ark2us:0:E5EF:02:001:Get Enlarged Bat Now! +ark2us:0:E5EF:03:001:Get Twin Bats Now! +ark2us:0:E5EF:06:001:Get Catcher Bat Now! +ark2us:0:E5EF:07:001:Get Tracing Bat Now! +ark2us:0:E5EF:08:001:Get Reduced Bat Now! +ark2us:0:E5F7:08:000:Always do BALL PLAQUE (1/2) +ark2us:0:E5F6:00:500:Always do BALL PLAQUE (2/2) +ark2us:0:E5F7:08:001:Do BALL PLAQUE Now! (1/2) +ark2us:0:E5F6:00:501:Do BALL PLAQUE Now! (2/2) +ark2us:0:0000:00:999:[Use the following cheats ] +ark2us:0:0000:00:999:[only when you are playing ] +ark2us:0:0000:00:999:[and when a pill is falling!] +ark2us:0:0000:00:999:[ ] +ark2us:0:0000:00:999:[L(Red) = Laser ] +ark2us:0:0000:00:999:[E(Lt Blue) = Enlarged Bat ] +ark2us:0:0000:00:999:[T(Dk Blue) = Twin Bats ] +ark2us:0:0000:00:999:[C(Lt Green)= Catcher Bat ] +ark2us:0:0000:00:999:[I(Dk Green)= Tracing Bat ] +ark2us:0:0000:00:999:[R(Black) = Reduced Bat ] +ark2us:0:0000:00:999:[P(Dk Grey) = Extra Life ] +ark2us:0:0000:00:999:[M(Purple) = POW Multiballs] +ark2us:0:0000:00:999:[S(Orange) = Slower Ball ] +ark2us:0:0000:00:999:[B(Pink) = Warp Door ] +ark2us:0:0000:00:999:[D(Cyan) = Multiballs ] +ark2us:0:0000:00:999:[N(Lt Grey) = 3 Regen. Balls] +ark2us:0:0000:00:999:[?(Multi) = Mystery ] +ark2us:0:E5D6:81:001:1st pill's power - L +ark2us:0:E5D6:82:001:1st pill's power - E +ark2us:0:E5D6:83:001:1st pill's power - T +ark2us:0:E5D6:86:001:1st pill's power - C +ark2us:0:E5D6:87:001:1st pill's power - I +ark2us:0:E5D6:88:001:1st pill's power - R +ark2us:0:E5D6:8A:001:1st pill's power - P +ark2us:0:E5D6:8D:001:1st pill's power - M +ark2us:0:E5D6:8E:001:1st pill's power - S +ark2us:0:E5D6:90:001:1st pill's power - B +ark2us:0:E5D6:91:001:1st pill's power - D +ark2us:0:E5D6:92:001:1st pill's power - N +ark2us:0:E5D6:93:001:1st pill's power - ? +ark2us:0:E5DA:81:001:2nd pill's power - L +ark2us:0:E5DA:82:001:2nd pill's power - E +ark2us:0:E5DA:83:001:2nd pill's power - T +ark2us:0:E5DA:86:001:2nd pill's power - C +ark2us:0:E5DA:87:001:2nd pill's power - I +ark2us:0:E5DA:88:001:2nd pill's power - R +ark2us:0:E5DA:8A:001:2nd pill's power - P +ark2us:0:E5DA:8D:001:2nd pill's power - M +ark2us:0:E5DA:8E:001:2nd pill's power - S +ark2us:0:E5DA:90:001:2nd pill's power - B +ark2us:0:E5DA:91:001:2nd pill's power - D +ark2us:0:E5DA:92:001:2nd pill's power - N +ark2us:0:E5DA:93:001:2nd pill's power - ? + +; [ Arkanoid (Game Corporation bootleg) ] +arkangc:0:ED76:06:000:Infinite Lives PL1 +arkangc:0:ED7B:06:000:Infinite Lives PL2 +arkangc:0:ED72:20:000:Go to Last Level +arkangc:0:EF62:00:000:Don't die when ball is out +arkangc:0:C4CE:01:000:Warp door always open +arkangc:0:C4CE:00:000:Warp door never open +arkangc:0:C4CE:01:001:Open Warp door Now! +arkangc:0:C4CE:00:001:Shut Warp door Now! +arkangc:0:ED83:00:001:Finish this Level Now! +arkangc:0:EF62:01:001:Lose a Life Now! +arkangc:0:0000:00:999:[L (Red) = Laser ] +arkangc:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arkangc:0:0000:00:999:[C (Green) = Catcher Bat ] +arkangc:0:0000:00:999:[S (Orange) = Slower Ball ] +arkangc:0:0000:00:999:[B (Pink) = Warp Door ] +arkangc:0:0000:00:999:[D (Cyan) = Multiballs ] +arkangc:0:0000:00:999:[P (Grey) = Extra Life ] +arkangc:0:C658:80:000:No pills can fall +arkangc:0:C658:01:001:Drop Red Pill Now! +arkangc:0:C658:02:001:Drop Blue Pill Now! +arkangc:0:C658:03:001:Drop Green Pill Now! +arkangc:0:C658:04:001:Drop Orange Pill Now! +arkangc:0:C658:05:001:Drop Purple Pill Now! +arkangc:0:C658:06:001:Drop Cyan Pill Now! +arkangc:0:C658:07:001:Drop Black Pill Now! +arkangc:0:C658:01:004:Drop Red Pill every 5 s +arkangc:0:C658:02:004:Drop Blue Pill every 5 s +arkangc:0:C658:03:004:Drop Green Pill every 5 s +arkangc:0:C658:04:004:Drop Orange Pill every 5 s +arkangc:0:C658:05:004:Drop Purple Pill every 5 s +arkangc:0:C658:06:004:Drop Cyan Pill every 5 s +arkangc:0:C658:07:004:Drop Black Pill every 5 s +arkangc:0:C658:81:001:Change Pill to Red +arkangc:0:C658:82:001:Change Pill to Blue +arkangc:0:C658:83:001:Change Pill to Green +arkangc:0:C658:84:001:Change Pill to Orange +arkangc:0:C658:85:001:Change Pill to Purple +arkangc:0:C658:86:001:Change Pill to Cyan +arkangc:0:C658:87:001:Change Pill to Black + +; [ Arkanoid - Revenge of DOH (World) ] +arkanoi2:0:E00C:03:000:Infinite Lives PL1 +arkanoi2:0:E011:03:000:Infinite Lives PL2 +arkanoi2:0:E008:42:001:Goto Last Level Now! +arkanoi2:0:E393:00:001:Finish Level Now! +arkanoi2:0:E7EE:78:000:Infinite Time +arkanoi2:0:E39D:80:020:Warp door (Always) +arkanoi2:0:E39D:80:021:Warp door (Opened) +arkanoi2:0:E39D:80:041:Warp door (Closed) +arkanoi2:0:E39D:01:020:Always 10000 when next +arkanoi2:0:E39D:01:021:Get 10000 when next Now! +arkanoi2:0:E5EF:00:000:Always have Normal Bat +arkanoi2:0:E5EF:01:000:Always have Laser Bat (1/2) +arkanoi2:0:E5F0:01:500:Always have Laser Bat (2/2) +arkanoi2:0:E5EF:02:000:Always have Enlarged Bat +arkanoi2:0:E5EF:03:000:Always have Twin Bats +arkanoi2:0:E5EF:06:000:Always have Catcher Bat +arkanoi2:0:E5EF:07:000:Always have Tracing Bat +arkanoi2:0:E5EF:08:000:Always have Reduced Bat +arkanoi2:0:E5EF:00:001:Get Normal Bat Now! +arkanoi2:0:E5EF:01:001:Get Laser Bat Now! (1/2) +arkanoi2:0:E5F0:01:501:Get Laser Bat Now! (2/2) +arkanoi2:0:E5EF:02:001:Get Enlarged Bat Now! +arkanoi2:0:E5EF:03:001:Get Twin Bats Now! +arkanoi2:0:E5EF:06:001:Get Catcher Bat Now! +arkanoi2:0:E5EF:07:001:Get Tracing Bat Now! +arkanoi2:0:E5EF:08:001:Get Reduced Bat Now! +arkanoi2:0:E5F7:08:000:Always do BALL PLAQUE (1/2) +arkanoi2:0:E5F6:00:500:Always do BALL PLAQUE (2/2) +arkanoi2:0:E5F7:08:001:Do BALL PLAQUE Now! (1/2) +arkanoi2:0:E5F6:00:501:Do BALL PLAQUE Now! (2/2) +arkanoi2:0:0000:00:999:[Use the following cheats ] +arkanoi2:0:0000:00:999:[only when you are playing ] +arkanoi2:0:0000:00:999:[and when a pill is falling!] +arkanoi2:0:0000:00:999:[ ] +arkanoi2:0:0000:00:999:[L(Red) = Laser ] +arkanoi2:0:0000:00:999:[E(Lt Blue) = Enlarged Bat ] +arkanoi2:0:0000:00:999:[T(Dk Blue) = Twin Bats ] +arkanoi2:0:0000:00:999:[C(Lt Green)= Catcher Bat ] +arkanoi2:0:0000:00:999:[I(Dk Green)= Tracing Bat ] +arkanoi2:0:0000:00:999:[R(Black) = Reduced Bat ] +arkanoi2:0:0000:00:999:[P(Dk Grey) = Extra Life ] +arkanoi2:0:0000:00:999:[M(Purple) = POW Multiballs] +arkanoi2:0:0000:00:999:[S(Orange) = Slower Ball ] +arkanoi2:0:0000:00:999:[B(Pink) = Warp Door ] +arkanoi2:0:0000:00:999:[D(Cyan) = Multiballs ] +arkanoi2:0:0000:00:999:[N(Lt Grey) = 3 Regen. Balls] +arkanoi2:0:0000:00:999:[?(Multi) = Mystery ] +arkanoi2:0:E5D6:81:001:1st pill's power - L +arkanoi2:0:E5D6:82:001:1st pill's power - E +arkanoi2:0:E5D6:83:001:1st pill's power - T +arkanoi2:0:E5D6:86:001:1st pill's power - C +arkanoi2:0:E5D6:87:001:1st pill's power - I +arkanoi2:0:E5D6:88:001:1st pill's power - R +arkanoi2:0:E5D6:8A:001:1st pill's power - P +arkanoi2:0:E5D6:8D:001:1st pill's power - M +arkanoi2:0:E5D6:8E:001:1st pill's power - S +arkanoi2:0:E5D6:90:001:1st pill's power - B +arkanoi2:0:E5D6:91:001:1st pill's power - D +arkanoi2:0:E5D6:92:001:1st pill's power - N +arkanoi2:0:E5D6:93:001:1st pill's power - ? +arkanoi2:0:E5DA:81:001:2nd pill's power - L +arkanoi2:0:E5DA:82:001:2nd pill's power - E +arkanoi2:0:E5DA:83:001:2nd pill's power - T +arkanoi2:0:E5DA:86:001:2nd pill's power - C +arkanoi2:0:E5DA:87:001:2nd pill's power - I +arkanoi2:0:E5DA:88:001:2nd pill's power - R +arkanoi2:0:E5DA:8A:001:2nd pill's power - P +arkanoi2:0:E5DA:8D:001:2nd pill's power - M +arkanoi2:0:E5DA:8E:001:2nd pill's power - S +arkanoi2:0:E5DA:90:001:2nd pill's power - B +arkanoi2:0:E5DA:91:001:2nd pill's power - D +arkanoi2:0:E5DA:92:001:2nd pill's power - N +arkanoi2:0:E5DA:93:001:2nd pill's power - ? + +; [ Arkanoid (World) ] +arkanoid:0:ED76:06:000:Infinite Lives PL1 +arkanoid:0:ED7B:06:000:Infinite Lives PL2 +arkanoid:0:ED72:20:000:Go to Last Level +arkanoid:0:EF62:00:000:Don't die when ball is out +arkanoid:0:C4CE:01:000:Warp door always open +arkanoid:0:C4CE:00:000:Warp door never open +arkanoid:0:C4CE:01:001:Open Warp door Now! +arkanoid:0:C4CE:00:001:Shut Warp door Now! +arkanoid:0:ED83:00:001:Finish this Level Now! +arkanoid:0:EF62:01:001:Lose a Life Now! +arkanoid:0:0000:00:999:[L (Red) = Laser ] +arkanoid:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arkanoid:0:0000:00:999:[C (Green) = Catcher Bat ] +arkanoid:0:0000:00:999:[S (Orange) = Slower Ball ] +arkanoid:0:0000:00:999:[B (Pink) = Warp Door ] +arkanoid:0:0000:00:999:[D (Cyan) = Multiballs ] +arkanoid:0:0000:00:999:[P (Grey) = Extra Life ] +arkanoid:0:C658:80:000:No pills can fall +arkanoid:0:C658:01:001:Drop Red Pill Now! +arkanoid:0:C658:02:001:Drop Blue Pill Now! +arkanoid:0:C658:03:001:Drop Green Pill Now! +arkanoid:0:C658:04:001:Drop Orange Pill Now! +arkanoid:0:C658:05:001:Drop Purple Pill Now! +arkanoid:0:C658:06:001:Drop Cyan Pill Now! +arkanoid:0:C658:07:001:Drop Black Pill Now! +arkanoid:0:C658:01:004:Drop Red Pill every 5 s +arkanoid:0:C658:02:004:Drop Blue Pill every 5 s +arkanoid:0:C658:03:004:Drop Green Pill every 5 s +arkanoid:0:C658:04:004:Drop Orange Pill every 5 s +arkanoid:0:C658:05:004:Drop Purple Pill every 5 s +arkanoid:0:C658:06:004:Drop Cyan Pill every 5 s +arkanoid:0:C658:07:004:Drop Black Pill every 5 s +arkanoid:0:C658:81:001:Change Pill to Red +arkanoid:0:C658:82:001:Change Pill to Blue +arkanoid:0:C658:83:001:Change Pill to Green +arkanoid:0:C658:84:001:Change Pill to Orange +arkanoid:0:C658:85:001:Change Pill to Purple +arkanoid:0:C658:86:001:Change Pill to Cyan +arkanoid:0:C658:87:001:Change Pill to Black + +; [ Ark Area ] +arkarea:0:0000:00:999:[Only enable invincibility ] +arkarea:0:0000:00:999:[during gameplay!! ] +arkarea:0:D209:05:000:Infinite Lives PL1 +arkarea:0:D208:01:000:Infinite Weapon Time PL1 +arkarea:0:D200:1C:000:Always normal weapon PL1(1/3) +arkarea:0:D202:03:500:Always normal weapon PL1(2/3) +arkarea:0:D203:01:500:Always normal weapon PL1(3/3) +arkarea:0:D200:1F:000:Always tracer weapon PL1(1/3) +arkarea:0:D202:03:500:Always tracer weapon PL1(2/3) +arkarea:0:D203:01:500:Always tracer weapon PL1(3/3) +arkarea:0:D200:22:000:Always flamer weapon PL1(1/3) +arkarea:0:D202:03:500:Always flamer weapon PL1(2/3) +arkarea:0:D203:01:500:Always flamer weapon PL1(3/3) +arkarea:0:D200:25:000:Always 3-Way weapon PL1(1/3) +arkarea:0:D202:03:500:Always 3-Way weapon PL1(2/3) +arkarea:0:D203:03:500:Always 3-Way weapon PL1(3/3) +arkarea:0:D200:2C:000:Always 8-Way weapon PL1(1/3) +arkarea:0:D202:01:500:Always 8-Way weapon PL1(2/3) +arkarea:0:D203:08:500:Always 8-Way weapon PL1(3/3) +arkarea:0:D200:1C:001:Get normal weapon NowPL1(1/3) +arkarea:0:D202:03:501:Get normal weapon NowPL1(2/3) +arkarea:0:D203:01:501:Get normal weapon NowPL1(3/3) +arkarea:0:D200:1F:001:Get tracer weapon NowPL1(1/3) +arkarea:0:D202:03:501:Get tracer weapon NowPL1(2/3) +arkarea:0:D203:01:501:Get tracer weapon NowPL1(3/3) +arkarea:0:D200:22:001:Get flamer weapon NowPL1(1/3) +arkarea:0:D202:03:501:Get flamer weapon NowPL1(2/3) +arkarea:0:D203:01:501:Get flamer weapon NowPL1(3/3) +arkarea:0:D200:25:001:Get 3-Way weapon Now PL1(1/3) +arkarea:0:D202:03:501:Get 3-Way weapon Now PL1(2/3) +arkarea:0:D203:03:501:Get 3-Way weapon Now PL1(3/3) +arkarea:0:D200:2C:001:Get 8-Way weapon Now PL1(1/3) +arkarea:0:D202:01:501:Get 8-Way weapon Now PL1(2/3) +arkarea:0:D203:08:501:Get 8-Way weapon Now PL1(3/3) +arkarea:0:C00A:01:000:Invincibility "ON" PL1 +arkarea:0:C00A:00:001:Invincibility "OFF" PL1 +arkarea:0:D259:05:000:Infinite Lives PL2 +arkarea:0:D258:01:000:Infinite Weapon Time PL2 +arkarea:0:D250:1C:000:Always normal weapon PL2(1/3) +arkarea:0:D252:03:500:Always normal weapon PL2(2/3) +arkarea:0:D253:01:500:Always normal weapon PL2(3/3) +arkarea:0:D250:1F:000:Always tracer weapon PL2(1/3) +arkarea:0:D252:03:500:Always tracer weapon PL2(2/3) +arkarea:0:D253:01:500:Always tracer weapon PL2(3/3) +arkarea:0:D250:22:000:Always flamer weapon PL2(1/3) +arkarea:0:D252:03:500:Always flamer weapon PL2(2/3) +arkarea:0:D253:01:500:Always flamer weapon PL2(3/3) +arkarea:0:D250:25:000:Always 3-Way weapon PL2(1/3) +arkarea:0:D252:03:500:Always 3-Way weapon PL2(2/3) +arkarea:0:D253:03:500:Always 3-Way weapon PL2(3/3) +arkarea:0:D250:2C:000:Always 8-Way weapon PL2(1/3) +arkarea:0:D252:01:500:Always 8-Way weapon PL2(2/3) +arkarea:0:D253:08:500:Always 8-Way weapon PL2(3/3) +arkarea:0:D250:1C:001:Get normal weapon NowPL2(1/3) +arkarea:0:D252:03:501:Get normal weapon NowPL2(2/3) +arkarea:0:D253:01:501:Get normal weapon NowPL2(3/3) +arkarea:0:D250:1F:001:Get tracer weapon NowPL2(1/3) +arkarea:0:D252:03:501:Get tracer weapon NowPL2(2/3) +arkarea:0:D253:01:501:Get tracer weapon NowPL2(3/3) +arkarea:0:D250:22:001:Get flamer weapon NowPL2(1/3) +arkarea:0:D252:03:501:Get flamer weapon NowPL2(2/3) +arkarea:0:D253:01:501:Get flamer weapon NowPL2(3/3) +arkarea:0:D250:25:001:Get 3-Way weapon Now PL2(1/3) +arkarea:0:D252:03:501:Get 3-Way weapon Now PL2(2/3) +arkarea:0:D253:03:501:Get 3-Way weapon Now PL2(3/3) +arkarea:0:D250:2C:001:Get 8-Way weapon Now PL2(1/3) +arkarea:0:D252:01:501:Get 8-Way weapon Now PL2(2/3) +arkarea:0:D253:08:501:Get 8-Way weapon Now PL2(3/3) +arkarea:0:C00B:01:000:Invincibility "ON" PL2 +arkarea:0:C00B:00:001:Invincibility "OFF" PL2 + +; [ Arkanoid (Tayto bootleg, Japanese) ] +arkatayt:0:ED76:06:000:Infinite Lives PL1 +arkatayt:0:ED7B:06:000:Infinite Lives PL2 +arkatayt:0:ED72:20:000:Go to Last Level +arkatayt:0:EF62:00:000:Don't die when ball is out +arkatayt:0:C4CE:01:000:Warp door always open +arkatayt:0:C4CE:00:000:Warp door never open +arkatayt:0:C4CE:01:001:Open Warp door Now! +arkatayt:0:C4CE:00:001:Shut Warp door Now! +arkatayt:0:ED83:00:001:Finish this Level Now! +arkatayt:0:EF62:01:001:Lose a Life Now! +arkatayt:0:0000:00:999:[L (Red) = Laser ] +arkatayt:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arkatayt:0:0000:00:999:[C (Green) = Catcher Bat ] +arkatayt:0:0000:00:999:[S (Orange) = Slower Ball ] +arkatayt:0:0000:00:999:[B (Pink) = Warp Door ] +arkatayt:0:0000:00:999:[D (Cyan) = Multiballs ] +arkatayt:0:0000:00:999:[P (Grey) = Extra Life ] +arkatayt:0:C658:80:000:No pills can fall +arkatayt:0:C658:01:001:Drop Red Pill Now! +arkatayt:0:C658:02:001:Drop Blue Pill Now! +arkatayt:0:C658:03:001:Drop Green Pill Now! +arkatayt:0:C658:04:001:Drop Orange Pill Now! +arkatayt:0:C658:05:001:Drop Purple Pill Now! +arkatayt:0:C658:06:001:Drop Cyan Pill Now! +arkatayt:0:C658:07:001:Drop Black Pill Now! +arkatayt:0:C658:01:004:Drop Red Pill every 5 s +arkatayt:0:C658:02:004:Drop Blue Pill every 5 s +arkatayt:0:C658:03:004:Drop Green Pill every 5 s +arkatayt:0:C658:04:004:Drop Orange Pill every 5 s +arkatayt:0:C658:05:004:Drop Purple Pill every 5 s +arkatayt:0:C658:06:004:Drop Cyan Pill every 5 s +arkatayt:0:C658:07:004:Drop Black Pill every 5 s +arkatayt:0:C658:81:001:Change Pill to Red +arkatayt:0:C658:82:001:Change Pill to Blue +arkatayt:0:C658:83:001:Change Pill to Green +arkatayt:0:C658:84:001:Change Pill to Orange +arkatayt:0:C658:85:001:Change Pill to Purple +arkatayt:0:C658:86:001:Change Pill to Cyan +arkatayt:0:C658:87:001:Change Pill to Black + +; [ Arkanoid (Japanese bootleg Set 2) ] +arkbl2:0:ED76:06:000:Infinite Lives PL1 +arkbl2:0:ED7B:06:000:Infinite Lives PL2 +arkbl2:0:ED72:20:000:Go to Last Level +arkbl2:0:EF62:00:000:Don't die when ball is out +arkbl2:0:C4CE:01:000:Warp door always open +arkbl2:0:C4CE:00:000:Warp door never open +arkbl2:0:C4CE:01:001:Open Warp door Now! +arkbl2:0:C4CE:00:001:Shut Warp door Now! +arkbl2:0:ED83:00:001:Finish this Level Now! +arkbl2:0:EF62:01:001:Lose a Life Now! +arkbl2:0:0000:00:999:[L (Red) = Laser ] +arkbl2:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arkbl2:0:0000:00:999:[C (Green) = Catcher Bat ] +arkbl2:0:0000:00:999:[S (Orange) = Slower Ball ] +arkbl2:0:0000:00:999:[B (Pink) = Warp Door ] +arkbl2:0:0000:00:999:[D (Cyan) = Multiballs ] +arkbl2:0:0000:00:999:[P (Grey) = Extra Life ] +arkbl2:0:C658:80:000:No pills can fall +arkbl2:0:C658:01:001:Drop Red Pill Now! +arkbl2:0:C658:02:001:Drop Blue Pill Now! +arkbl2:0:C658:03:001:Drop Green Pill Now! +arkbl2:0:C658:04:001:Drop Orange Pill Now! +arkbl2:0:C658:05:001:Drop Purple Pill Now! +arkbl2:0:C658:06:001:Drop Cyan Pill Now! +arkbl2:0:C658:07:001:Drop Black Pill Now! +arkbl2:0:C658:01:004:Drop Red Pill every 5 s +arkbl2:0:C658:02:004:Drop Blue Pill every 5 s +arkbl2:0:C658:03:004:Drop Green Pill every 5 s +arkbl2:0:C658:04:004:Drop Orange Pill every 5 s +arkbl2:0:C658:05:004:Drop Purple Pill every 5 s +arkbl2:0:C658:06:004:Drop Cyan Pill every 5 s +arkbl2:0:C658:07:004:Drop Black Pill every 5 s +arkbl2:0:C658:81:001:Change Pill to Red +arkbl2:0:C658:82:001:Change Pill to Blue +arkbl2:0:C658:83:001:Change Pill to Green +arkbl2:0:C658:84:001:Change Pill to Orange +arkbl2:0:C658:85:001:Change Pill to Purple +arkbl2:0:C658:86:001:Change Pill to Cyan +arkbl2:0:C658:87:001:Change Pill to Black + +; [ Block (Game Corporation bootleg) ] +arkbloc2:0:ED76:06:000:Infinite Lives PL1 +arkbloc2:0:ED7B:06:000:Infinite Lives PL2 +arkbloc2:0:ED72:20:000:Go to Last Level +arkbloc2:0:EF62:00:000:Don't die when ball is out +arkbloc2:0:C4CE:01:000:Warp door always open +arkbloc2:0:C4CE:00:000:Warp door never open +arkbloc2:0:C4CE:01:001:Open Warp door Now! +arkbloc2:0:C4CE:00:001:Shut Warp door Now! +arkbloc2:0:ED83:00:001:Finish this Level Now! +arkbloc2:0:EF62:01:001:Lose a Life Now! +arkbloc2:0:0000:00:999:[L (Red) = Laser ] +arkbloc2:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arkbloc2:0:0000:00:999:[C (Green) = Catcher Bat ] +arkbloc2:0:0000:00:999:[S (Orange) = Slower Ball ] +arkbloc2:0:0000:00:999:[B (Pink) = Warp Door ] +arkbloc2:0:0000:00:999:[D (Cyan) = Multiballs ] +arkbloc2:0:0000:00:999:[P (Grey) = Extra Life ] +arkbloc2:0:C658:80:000:No pills can fall +arkbloc2:0:C658:01:001:Drop Red Pill Now! +arkbloc2:0:C658:02:001:Drop Blue Pill Now! +arkbloc2:0:C658:03:001:Drop Green Pill Now! +arkbloc2:0:C658:04:001:Drop Orange Pill Now! +arkbloc2:0:C658:05:001:Drop Purple Pill Now! +arkbloc2:0:C658:06:001:Drop Cyan Pill Now! +arkbloc2:0:C658:07:001:Drop Black Pill Now! +arkbloc2:0:C658:01:004:Drop Red Pill every 5 s +arkbloc2:0:C658:02:004:Drop Blue Pill every 5 s +arkbloc2:0:C658:03:004:Drop Green Pill every 5 s +arkbloc2:0:C658:04:004:Drop Orange Pill every 5 s +arkbloc2:0:C658:05:004:Drop Purple Pill every 5 s +arkbloc2:0:C658:06:004:Drop Cyan Pill every 5 s +arkbloc2:0:C658:07:004:Drop Black Pill every 5 s +arkbloc2:0:C658:81:001:Change Pill to Red +arkbloc2:0:C658:82:001:Change Pill to Blue +arkbloc2:0:C658:83:001:Change Pill to Green +arkbloc2:0:C658:84:001:Change Pill to Orange +arkbloc2:0:C658:85:001:Change Pill to Purple +arkbloc2:0:C658:86:001:Change Pill to Cyan +arkbloc2:0:C658:87:001:Change Pill to Black + +; [ Arkanoid (Japan) ] +arknoidj:0:ED76:06:000:Infinite Lives PL1 +arknoidj:0:ED7B:06:000:Infinite Lives PL2 +arknoidj:0:ED72:20:000:Go to Last Level +arknoidj:0:EF62:00:000:Don't die when ball is out +arknoidj:0:C4CE:01:000:Warp door always open +arknoidj:0:C4CE:00:000:Warp door never open +arknoidj:0:C4CE:01:001:Open Warp door Now! +arknoidj:0:C4CE:00:001:Shut Warp door Now! +arknoidj:0:ED83:00:001:Finish this Level Now! +arknoidj:0:EF62:01:001:Lose a Life Now! +arknoidj:0:0000:00:999:[L (Red) = Laser ] +arknoidj:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arknoidj:0:0000:00:999:[C (Green) = Catcher Bat ] +arknoidj:0:0000:00:999:[S (Orange) = Slower Ball ] +arknoidj:0:0000:00:999:[B (Pink) = Warp Door ] +arknoidj:0:0000:00:999:[D (Cyan) = Multiballs ] +arknoidj:0:0000:00:999:[P (Grey) = Extra Life ] +arknoidj:0:C658:80:000:No pills can fall +arknoidj:0:C658:01:001:Drop Red Pill Now! +arknoidj:0:C658:02:001:Drop Blue Pill Now! +arknoidj:0:C658:03:001:Drop Green Pill Now! +arknoidj:0:C658:04:001:Drop Orange Pill Now! +arknoidj:0:C658:05:001:Drop Purple Pill Now! +arknoidj:0:C658:06:001:Drop Cyan Pill Now! +arknoidj:0:C658:07:001:Drop Black Pill Now! +arknoidj:0:C658:01:004:Drop Red Pill every 5 s +arknoidj:0:C658:02:004:Drop Blue Pill every 5 s +arknoidj:0:C658:03:004:Drop Green Pill every 5 s +arknoidj:0:C658:04:004:Drop Orange Pill every 5 s +arknoidj:0:C658:05:004:Drop Purple Pill every 5 s +arknoidj:0:C658:06:004:Drop Cyan Pill every 5 s +arknoidj:0:C658:07:004:Drop Black Pill every 5 s +arknoidj:0:C658:81:001:Change Pill to Red +arknoidj:0:C658:82:001:Change Pill to Blue +arknoidj:0:C658:83:001:Change Pill to Green +arknoidj:0:C658:84:001:Change Pill to Orange +arknoidj:0:C658:85:001:Change Pill to Purple +arknoidj:0:C658:86:001:Change Pill to Cyan +arknoidj:0:C658:87:001:Change Pill to Black + +; [ Arkanoid (US) ] +arknoidu:0:ED76:06:000:Infinite Lives PL1 +arknoidu:0:ED7B:06:000:Infinite Lives PL2 +arknoidu:0:ED72:20:000:Go to Last Level +arknoidu:0:EF62:00:000:Don't die when ball is out +arknoidu:0:C4CE:01:000:Warp door always open +arknoidu:0:C4CE:00:000:Warp door never open +arknoidu:0:C4CE:01:001:Open Warp door Now! +arknoidu:0:C4CE:00:001:Shut Warp door Now! +arknoidu:0:ED83:00:001:Finish this Level Now! +arknoidu:0:EF62:01:001:Lose a Life Now! +arknoidu:0:0000:00:999:[L (Red) = Laser ] +arknoidu:0:0000:00:999:[E (Blue) = Enlarged Bat ] +arknoidu:0:0000:00:999:[C (Green) = Catcher Bat ] +arknoidu:0:0000:00:999:[S (Orange) = Slower Ball ] +arknoidu:0:0000:00:999:[B (Pink) = Warp Door ] +arknoidu:0:0000:00:999:[D (Cyan) = Multiballs ] +arknoidu:0:0000:00:999:[P (Grey) = Extra Life ] +arknoidu:0:C658:80:000:No pills can fall +arknoidu:0:C658:01:001:Drop Red Pill Now! +arknoidu:0:C658:02:001:Drop Blue Pill Now! +arknoidu:0:C658:03:001:Drop Green Pill Now! +arknoidu:0:C658:04:001:Drop Orange Pill Now! +arknoidu:0:C658:05:001:Drop Purple Pill Now! +arknoidu:0:C658:06:001:Drop Cyan Pill Now! +arknoidu:0:C658:07:001:Drop Black Pill Now! +arknoidu:0:C658:01:004:Drop Red Pill every 5 s +arknoidu:0:C658:02:004:Drop Blue Pill every 5 s +arknoidu:0:C658:03:004:Drop Green Pill every 5 s +arknoidu:0:C658:04:004:Drop Orange Pill every 5 s +arknoidu:0:C658:05:004:Drop Purple Pill every 5 s +arknoidu:0:C658:06:004:Drop Cyan Pill every 5 s +arknoidu:0:C658:07:004:Drop Black Pill every 5 s +arknoidu:0:C658:81:001:Change Pill to Red +arknoidu:0:C658:82:001:Change Pill to Blue +arknoidu:0:C658:83:001:Change Pill to Green +arknoidu:0:C658:84:001:Change Pill to Orange +arknoidu:0:C658:85:001:Change Pill to Purple +arknoidu:0:C658:86:001:Change Pill to Cyan +arknoidu:0:C658:87:001:Change Pill to Black + +; [ Armed Formation ] +armedf:0:061106:03:000:Infinite Lives PL1 +armedf:0:061126:03:000:Infinite Lives PL2 +armedf:0:0613D3:00:000:Invincibility +armedf:0:063C52:03:000:Infinite polymorphs:Get the F first +armedf:0:063C47:F8:000:Infinite polymorph time +armedf:0:063C46:00:001:No more morph time (1/2) +armedf:0:063C47:01:501:No more morph time (2/2) +armedf:0:063970:04:000:Maximum speed +armedf:0:063C4A:02:000:Maximum fire power +armedf:0:000000:00:999:[These extra weapon cheats ] +armedf:0:000000:00:999:[require you to have any ] +armedf:0:000000:00:999:[extra weapon first! ] +armedf:0:063C48:00:000:Extra weapon always Laser +armedf:0:063C48:02:000:Extra weapon always Bomb +armedf:0:063C48:04:000:Extra weapon always Cutter +armedf:0:063C48:06:000:Extra weapon always Homing +armedf:0:063C48:00:001:Extra weapon = Laser Now! +armedf:0:063C48:02:001:Extra weapon = Bomb Now! +armedf:0:063C48:04:001:Extra weapon = Cutter Now! +armedf:0:063C48:06:001:Extra weapon = Homing Now! + +; [ Armored Car (set 2) ] +armorca2:0:8628:FF:000:Infinite Lives +armorca2:0:8630:FF:000:Infinite Sawhorses +armorca2:0:885F:FF:000:Infinite Fuel (1/3) +armorca2:0:868F:5F:500:Infinite Fuel (2/3) +armorca2:0:8690:88:500:Infinite Fuel (3/3) +armorca2:0:869B:FF:000:Always have the key +armorca2:0:869B:FF:001:Get the key Now! + +; [ Armored Car (set 1) ] +armorcar:0:8628:FF:000:Infinite Lives +armorcar:0:8630:FF:000:Infinite Sawhorses +armorcar:0:885F:FF:000:Infinite Fuel (1/3) +armorcar:0:868F:5F:500:Infinite Fuel (2/3) +armorcar:0:8690:88:500:Infinite Fuel (3/3) +armorcar:0:869B:FF:000:Always have the key +armorcar:0:869B:FF:001:Get the key Now! + +; [ Arm Wrestling ] +armwrest:0:D0F4:00:000:Infinite Time +armwrest:0:D004:01:000:Level 1 - Texas Mac PL1 (1/2) +armwrest:0:D005:00:500:Level 1 - Texas Mac PL1 (2/2) +armwrest:0:D004:02:000:Level 2 - Kabuki PL1 (1/2) +armwrest:0:D005:01:500:Level 2 - Kabuki PL1 (2/2) +armwrest:0:D004:03:000:Level 3 - Mask X PL1 (1/2) +armwrest:0:D005:02:500:Level 3 - Mask X PL1 (2/2) +armwrest:0:D004:04:000:Level 4 - Ape III PL1 (1/2) +armwrest:0:D005:03:500:Level 4 - Ape III PL1 (2/2) +armwrest:0:D004:05:000:Level 5 - Frank Jr. PL1 (1/2) +armwrest:0:D005:04:500:Level 5 - Frank Jr. PL1 (2/2) + +; [ ASO - Armored Scrum Object ] +aso:0:DD00:2A:000:Maximum Power +aso:0:DCD5:00:000:Invincibility +aso:0:DCEB:09:000:Infinite Lives PL1 +aso:0:DD4F:03:000:Infinite Lives PL2 + +; [ Assault ] +assault:0:10012F:99:000:Infinite Time +assault:0:10010F:03:000:Infinite Lives + +; [ Assault (Japan) ] +assaultj:0:10012F:99:000:Infinite Time +assaultj:0:10010F:03:000:Infinite Lives + +; [ Assault Plus (Japan) ] +assaultp:0:10012F:99:000:Infinite Time +assaultp:0:10010F:03:000:Infinite Lives + +; [ Asteroids Deluxe (rev 1) ] +astdelu1:0:006F:06:000:Infinite Lives PL1 +astdelu1:0:0070:06:000:Infinite Lives PL2 +astdelu1:0:02EF:FF:000:Infinite Shield +astdelu1:0:0219:01:000:Invincibility (1/2) +astdelu1:0:02EB:00:500:Invincibility (2/2) +astdelu1:0:02E8:FF:000:No UFOs at all +astdelu1:0:02E8:01:002:Lots of UFOs + +; [ Asteroids Deluxe (rev 2) ] +astdelux:0:006F:06:000:Infinite Lives PL1 +astdelux:0:0070:06:000:Infinite Lives PL2 +astdelux:0:02EF:FF:000:Infinite Shield +astdelux:0:0219:01:000:Invincibility (1/2) +astdelux:0:02EB:00:500:Invincibility (2/2) +astdelux:0:02E8:FF:000:No UFOs at all +astdelux:0:02E8:01:002:Lots of UFOs + +; [ Asteroids (rev 1) ] +asteroi1:0:0056:05:000:Infinite Lives PL1 +asteroi1:0:0057:05:000:Infinite Lives PL2 +asteroi1:0:021B:01:000:Invincibility (1/2) +asteroi1:0:02FA:00:500:Invincibility (2/2) +asteroi1:0:02F7:FF:000:No UFOs at all +asteroi1:0:02F7:01:002:Lots of UFOs + +; [ Asteroids (bootleg on Lunar Lander hardware) ] +asteroib:0:0057:05:000:Infinite Lives PL1 +asteroib:0:0058:05:000:Infinite Lives PL2 +asteroib:0:021B:01:000:Invincibility (1/2) +asteroib:0:02FA:00:500:Invincibility (2/2) +asteroib:0:02F7:FF:000:No UFOs at all +asteroib:0:02F7:01:002:Lots of UFOs + +; [ Asteroids (rev 2) ] +asteroid:0:0057:05:000:Infinite Lives PL1 +asteroid:0:0058:05:000:Infinite Lives PL2 +asteroid:0:021B:01:000:Invincibility (1/2) +asteroid:0:02FA:00:500:Invincibility (2/2) +asteroid:0:02F7:FF:000:No UFOs at all +asteroid:0:02F7:01:002:Lots of UFOs + +; [ Astro Invader ] +astinvad:0:1D01:08:000:Infinite Lives +astinvad:0:1CD8:00:000:Invincibility + +; [ Alien Storm ] +astorm:0:000000:00:999:[Invincibility only works ] +astorm:0:000000:00:999:[for the following missions ] +astorm:0:000000:00:999:[ 1-1, 2-1, 2-3, 3-1, 3-5, ] +astorm:0:000000:00:999:[ 3-7, 4-1, 4-5, 5-1, 5-2, ] +astorm:0:000000:00:999:[ 5-4, 6-1, 6-2, 6-4, 6-5. ] +astorm:0:FFE00D:30:000:Infinite Life PL1 +astorm:0:FFE00E:80:000:Infinite Energy PL1 +astorm:0:FFC061:78:000:Invincibility PL1 +astorm:0:FFE031:00:000:No delay for extra weapon PL1 +astorm:0:FFE08D:30:000:Infinite Life PL2 +astorm:0:FFE08E:80:000:Infinite Energy PL2 +astorm:0:FFC461:78:000:Invincibility PL2 +astorm:0:FFE0B1:00:000:No delay for extra weapon PL2 +astorm:0:FFE10D:30:000:Infinite Life PL3 +astorm:0:FFE10E:80:000:Infinite Energy PL3 +astorm:0:FFC861:78:000:Invincibility PL3 +astorm:0:FFE131:00:000:No delay for extra weapon PL3 + +; [ Alien Storm (2 Player) ] +astorm2p:0:000000:00:999:[Invincibility only works ] +astorm2p:0:000000:00:999:[for the following missions ] +astorm2p:0:000000:00:999:[ 1-1, 2-1, 2-3, 3-1, 3-5, ] +astorm2p:0:000000:00:999:[ 3-7, 4-1, 4-5, 5-1, 5-2, ] +astorm2p:0:000000:00:999:[ 5-4, 6-1, 6-2, 6-4, 6-5. ] +astorm2p:0:FFE00D:30:000:Infinite Life PL1 +astorm2p:0:FFE00E:80:000:Infinite Energy PL1 +astorm2p:0:FFC061:78:000:Invincibility PL1 +astorm2p:0:FFE031:00:000:No delay for extra weapon PL1 +astorm2p:0:FFE08D:30:000:Infinite Life PL2 +astorm2p:0:FFE08E:80:000:Infinite Energy PL2 +astorm2p:0:FFC461:78:000:Invincibility PL2 +astorm2p:0:FFE0B1:00:000:No delay for extra weapon PL2 + +; [ Alien Storm (bootleg) ] +astormbl:0:000000:00:999:[Invincibility only works ] +astormbl:0:000000:00:999:[for the following missions ] +astormbl:0:000000:00:999:[ 1-1, 2-1, 2-3, 3-1, 3-5, ] +astormbl:0:000000:00:999:[ 3-7, 4-1, 4-5, 5-1, 5-2, ] +astormbl:0:000000:00:999:[ 5-4, 6-1, 6-2, 6-4, 6-5. ] +astormbl:0:FFE00D:30:000:Infinite Life PL1 +astormbl:0:FFE00E:80:000:Infinite Energy PL1 +astormbl:0:FFC061:78:000:Invincibility PL1 +astormbl:0:FFE031:00:000:No delay for extra weapon PL1 +astormbl:0:FFE08D:30:000:Infinite Life PL2 +astormbl:0:FFE08E:80:000:Infinite Energy PL2 +astormbl:0:FFC461:78:000:Invincibility PL2 +astormbl:0:FFE0B1:00:000:No delay for extra weapon PL2 +astormbl:0:FFE10D:30:000:Infinite Life PL3 +astormbl:0:FFE10E:80:000:Infinite Energy PL3 +astormbl:0:FFC861:78:000:Invincibility PL3 +astormbl:0:FFE131:00:000:No delay for extra weapon PL3 + +; [ Astro Blaster (version 2) ] +astrob:0:CCEE:1A:000:Infinite Lives PL1 +astrob:0:CCEF:1A:000:Infinite Lives PL2 +astrob:0:CCDC:FF:000:Infinite Fuel +astrob:0:CC7C:00:000:Invincibility +astrob:0:CD4A:05:000:Laser never overheats +astrob:0:CD4A:00:000:Anti-Firing Overheater +astrob:0:CCF3:FF:000:Warp always available + +; [ Astro Blaster (version 1) ] +astrob1:0:CCEE:1A:000:Infinite Lives PL1 +astrob1:0:CCEF:1A:000:Infinite Lives PL2 +astrob1:0:CCDC:FF:000:Infinite Fuel +astrob1:0:CC7C:00:000:Invincibility +astrob1:0:CD4A:05:000:Laser never overheats +astrob1:0:CD4A:00:000:Anti-Firing Overheater +astrob1:0:CCF3:FF:000:Warp always available + +; [ Astro Fighter (set 1) ] +astrof:0:0095:09:000:Infinite Lives PL1 +astrof:0:0096:09:000:Infinite Lives PL2 +astrof:0:0012:00:000:Invincibility + +; [ Astro Fighter (set 2) ] +astrof2:0:0095:05:000:Infinite Lives PL1 +astrof2:0:0096:05:000:Infinite Lives PL2 +astrof2:0:0012:00:000:Invincibility + +; [ Astro Fighter (set 3) ] +astrof3:0:0095:05:000:Infinite Lives PL1 +astrof3:0:0096:05:000:Infinite Lives PL2 +astrof3:0:0012:00:000:Invincibility + +; [ Astyanax, The ] +astyanax:0:000000:00:999:[Always have Shield cheats ] +astyanax:0:000000:00:999:[should be enabled on the ] +astyanax:0:000000:00:999:[title screen or it won't ] +astyanax:0:000000:00:999:[display until you've lost a] +astyanax:0:000000:00:999:[life!! ] +astyanax:0:FFFB72:01:000:Infinite Time (1/2) +astyanax:0:FFFB73:99:500:Infinite Time (2/2) +astyanax:0:FF8881:06:000:Infinite Lives PL1 +astyanax:0:FFD2B5:40:000:Infinite Energy PL1 +astyanax:0:FFD2B7:01:000:Invincibility 'ON' PL1 (1/2) +astyanax:0:FFD290:40:540:Invincibility 'ON' PL1 (2/2) +astyanax:0:FFD2B7:01:001:Invincibility 'OFF' PL1 (1/2) +astyanax:0:FFD290:40:521:Invincibility 'OFF' PL1 (2/2) +astyanax:0:FF8897:3C:000:Maximum fire power PL1 +astyanax:0:FF88AD:0B:000:Maximum magic power PL1 +astyanax:0:FFD31D:03:000:Infinite Shield PL1:Seems to be buggy! +astyanax:0:FF8889:01:000:Always have Shield PL1 +astyanax:0:FF8889:01:001:Get Shield Now! PL1 +astyanax:0:FF88C9:06:000:Infinite Lives PL2 +astyanax:0:FFD435:40:000:Infinite Energy PL2 +astyanax:0:FFD437:01:000:Invincibility 'ON' PL2 (1/2) +astyanax:0:FFD410:40:540:Invincibility 'ON' PL2 (2/2) +astyanax:0:FFD437:01:001:Invincibility 'OFF' PL2 (1/2) +astyanax:0:FFD410:40:521:Invincibility 'OFF' PL2 (2/2) +astyanax:0:FF88DF:3C:000:Maximum fire power PL2 +astyanax:0:FF88F5:0B:000:Maximum magic power PL2 +astyanax:0:FFD49D:03:000:Infinite Shield PL2:Seems to be buggy! +astyanax:0:FF81BF:01:000:Always have Shield PL2 +astyanax:0:FF81BF:01:001:Get Shield Now! PL2 + +; [ Atari Football (revision 2) ] +atarifb:0:005B:59:000:Infinite Time + +; [ Atari Football (revision 1) ] +atarifb1:0:005B:59:000:Infinite Time + +; [ Atari Football (4 players) ] +atarifb4:0:005B:59:000:Infinite Time + +; [ Tetris (Cocktail set 2) ] +atetckt2:0:0030:30:001:Finish This Level PL1 (1/2) +atetckt2:0:0031:30:501:Finish This Level PL1 (2/2) +atetckt2:0:0032:30:001:Finish This Level PL2 (1/2) +atetckt2:0:0033:30:501:Finish This Level PL2 (2/2) +atetckt2:0:008D:01:000:Always Red Shape PL1 +atetckt2:0:008D:02:000:Always Green Shape PL1 +atetckt2:0:008D:03:000:Always Dark Blue Shape PL1 +atetckt2:0:008D:04:000:Always Yellow Shape PL1 +atetckt2:0:008D:05:000:Always Purple Shape PL1 +atetckt2:0:008D:06:000:Always Light Blue Shape PL1 +atetckt2:0:008D:07:000:Always Orange Shape PL1 +atetckt2:0:008E:01:000:Always Red Shape PL2 +atetckt2:0:008E:02:000:Always Green Shape PL2 +atetckt2:0:008E:03:000:Always Dark Blue Shape PL2 +atetckt2:0:008E:04:000:Always Yellow Shape PL2 +atetckt2:0:008E:05:000:Always Purple Shape PL2 +atetckt2:0:008E:06:000:Always Light Blue Shape PL2 +atetckt2:0:008E:07:000:Always Orange Shape PL2 +atetckt2:0:008D:01:001:Red Shape Next PL1 +atetckt2:0:008D:02:001:Green Shape Next PL1 +atetckt2:0:008D:03:001:Dark Blue Shape Next PL1 +atetckt2:0:008D:04:001:Yellow Shape Next PL1 +atetckt2:0:008D:05:001:Purple Shape Next PL1 +atetckt2:0:008D:06:001:Light Blue Shape Next PL1 +atetckt2:0:008D:07:001:Orange Shape Next PL1 +atetckt2:0:008E:01:001:Red Shape Next PL2 +atetckt2:0:008E:02:001:Green Shape Next PL2 +atetckt2:0:008E:03:001:Dark Blue Shape Next PL2 +atetckt2:0:008E:04:001:Yellow Shape Next PL2 +atetckt2:0:008E:05:001:Purple Shape Next PL2 +atetckt2:0:008E:06:001:Light Blue Shape Next PL2 +atetckt2:0:008E:07:001:Orange Shape Next PL2 + +; [ Tetris (Cocktail set 1) ] +atetcktl:0:0030:30:001:Finish This Level PL1 (1/2) +atetcktl:0:0031:30:501:Finish This Level PL1 (2/2) +atetcktl:0:0032:30:001:Finish This Level PL2 (1/2) +atetcktl:0:0033:30:501:Finish This Level PL2 (2/2) +atetcktl:0:008D:01:000:Always Red Shape PL1 +atetcktl:0:008D:02:000:Always Green Shape PL1 +atetcktl:0:008D:03:000:Always Dark Blue Shape PL1 +atetcktl:0:008D:04:000:Always Yellow Shape PL1 +atetcktl:0:008D:05:000:Always Purple Shape PL1 +atetcktl:0:008D:06:000:Always Light Blue Shape PL1 +atetcktl:0:008D:07:000:Always Orange Shape PL1 +atetcktl:0:008E:01:000:Always Red Shape PL2 +atetcktl:0:008E:02:000:Always Green Shape PL2 +atetcktl:0:008E:03:000:Always Dark Blue Shape PL2 +atetcktl:0:008E:04:000:Always Yellow Shape PL2 +atetcktl:0:008E:05:000:Always Purple Shape PL2 +atetcktl:0:008E:06:000:Always Light Blue Shape PL2 +atetcktl:0:008E:07:000:Always Orange Shape PL2 +atetcktl:0:008D:01:001:Red Shape Next PL1 +atetcktl:0:008D:02:001:Green Shape Next PL1 +atetcktl:0:008D:03:001:Dark Blue Shape Next PL1 +atetcktl:0:008D:04:001:Yellow Shape Next PL1 +atetcktl:0:008D:05:001:Purple Shape Next PL1 +atetcktl:0:008D:06:001:Light Blue Shape Next PL1 +atetcktl:0:008D:07:001:Orange Shape Next PL1 +atetcktl:0:008E:01:001:Red Shape Next PL2 +atetcktl:0:008E:02:001:Green Shape Next PL2 +atetcktl:0:008E:03:001:Dark Blue Shape Next PL2 +atetcktl:0:008E:04:001:Yellow Shape Next PL2 +atetcktl:0:008E:05:001:Purple Shape Next PL2 +atetcktl:0:008E:06:001:Light Blue Shape Next PL2 +atetcktl:0:008E:07:001:Orange Shape Next PL2 + +; [ Tetris (set 1) ] +atetris:0:0030:30:001:Finish This Level PL1 (1/2) +atetris:0:0031:30:501:Finish This Level PL1 (2/2) +atetris:0:0032:30:001:Finish This Level PL2 (1/2) +atetris:0:0033:30:501:Finish This Level PL2 (2/2) +atetris:0:008D:01:000:Always Red Shape PL1 +atetris:0:008D:02:000:Always Green Shape PL1 +atetris:0:008D:03:000:Always Dark Blue Shape PL1 +atetris:0:008D:04:000:Always Yellow Shape PL1 +atetris:0:008D:05:000:Always Purple Shape PL1 +atetris:0:008D:06:000:Always Light Blue Shape PL1 +atetris:0:008D:07:000:Always Orange Shape PL1 +atetris:0:008E:01:000:Always Red Shape PL2 +atetris:0:008E:02:000:Always Green Shape PL2 +atetris:0:008E:03:000:Always Dark Blue Shape PL2 +atetris:0:008E:04:000:Always Yellow Shape PL2 +atetris:0:008E:05:000:Always Purple Shape PL2 +atetris:0:008E:06:000:Always Light Blue Shape PL2 +atetris:0:008E:07:000:Always Orange Shape PL2 +atetris:0:008D:01:001:Red Shape Next PL1 +atetris:0:008D:02:001:Green Shape Next PL1 +atetris:0:008D:03:001:Dark Blue Shape Next PL1 +atetris:0:008D:04:001:Yellow Shape Next PL1 +atetris:0:008D:05:001:Purple Shape Next PL1 +atetris:0:008D:06:001:Light Blue Shape Next PL1 +atetris:0:008D:07:001:Orange Shape Next PL1 +atetris:0:008E:01:001:Red Shape Next PL2 +atetris:0:008E:02:001:Green Shape Next PL2 +atetris:0:008E:03:001:Dark Blue Shape Next PL2 +atetris:0:008E:04:001:Yellow Shape Next PL2 +atetris:0:008E:05:001:Purple Shape Next PL2 +atetris:0:008E:06:001:Light Blue Shape Next PL2 +atetris:0:008E:07:001:Orange Shape Next PL2 + +; [ Tetris (set 2) ] +atetrisa:0:0030:30:001:Finish This Level PL1 (1/2) +atetrisa:0:0031:30:501:Finish This Level PL1 (2/2) +atetrisa:0:0032:30:001:Finish This Level PL2 (1/2) +atetrisa:0:0033:30:501:Finish This Level PL2 (2/2) +atetrisa:0:008D:01:000:Always Red Shape PL1 +atetrisa:0:008D:02:000:Always Green Shape PL1 +atetrisa:0:008D:03:000:Always Dark Blue Shape PL1 +atetrisa:0:008D:04:000:Always Yellow Shape PL1 +atetrisa:0:008D:05:000:Always Purple Shape PL1 +atetrisa:0:008D:06:000:Always Light Blue Shape PL1 +atetrisa:0:008D:07:000:Always Orange Shape PL1 +atetrisa:0:008E:01:000:Always Red Shape PL2 +atetrisa:0:008E:02:000:Always Green Shape PL2 +atetrisa:0:008E:03:000:Always Dark Blue Shape PL2 +atetrisa:0:008E:04:000:Always Yellow Shape PL2 +atetrisa:0:008E:05:000:Always Purple Shape PL2 +atetrisa:0:008E:06:000:Always Light Blue Shape PL2 +atetrisa:0:008E:07:000:Always Orange Shape PL2 +atetrisa:0:008D:01:001:Red Shape Next PL1 +atetrisa:0:008D:02:001:Green Shape Next PL1 +atetrisa:0:008D:03:001:Dark Blue Shape Next PL1 +atetrisa:0:008D:04:001:Yellow Shape Next PL1 +atetrisa:0:008D:05:001:Purple Shape Next PL1 +atetrisa:0:008D:06:001:Light Blue Shape Next PL1 +atetrisa:0:008D:07:001:Orange Shape Next PL1 +atetrisa:0:008E:01:001:Red Shape Next PL2 +atetrisa:0:008E:02:001:Green Shape Next PL2 +atetrisa:0:008E:03:001:Dark Blue Shape Next PL2 +atetrisa:0:008E:04:001:Yellow Shape Next PL2 +atetrisa:0:008E:05:001:Purple Shape Next PL2 +atetrisa:0:008E:06:001:Light Blue Shape Next PL2 +atetrisa:0:008E:07:001:Orange Shape Next PL2 + +; [ Tetris (bootleg) ] +atetrisb:0:0030:30:001:Finish This Level PL1 (1/2) +atetrisb:0:0031:30:501:Finish This Level PL1 (2/2) +atetrisb:0:0032:30:001:Finish This Level PL2 (1/2) +atetrisb:0:0033:30:501:Finish This Level PL2 (2/2) +atetrisb:0:008D:01:000:Always Red Shape PL1 +atetrisb:0:008D:02:000:Always Green Shape PL1 +atetrisb:0:008D:03:000:Always Dark Blue Shape PL1 +atetrisb:0:008D:04:000:Always Yellow Shape PL1 +atetrisb:0:008D:05:000:Always Purple Shape PL1 +atetrisb:0:008D:06:000:Always Light Blue Shape PL1 +atetrisb:0:008D:07:000:Always Orange Shape PL1 +atetrisb:0:008E:01:000:Always Red Shape PL2 +atetrisb:0:008E:02:000:Always Green Shape PL2 +atetrisb:0:008E:03:000:Always Dark Blue Shape PL2 +atetrisb:0:008E:04:000:Always Yellow Shape PL2 +atetrisb:0:008E:05:000:Always Purple Shape PL2 +atetrisb:0:008E:06:000:Always Light Blue Shape PL2 +atetrisb:0:008E:07:000:Always Orange Shape PL2 +atetrisb:0:008D:01:001:Red Shape Next PL1 +atetrisb:0:008D:02:001:Green Shape Next PL1 +atetrisb:0:008D:03:001:Dark Blue Shape Next PL1 +atetrisb:0:008D:04:001:Yellow Shape Next PL1 +atetrisb:0:008D:05:001:Purple Shape Next PL1 +atetrisb:0:008D:06:001:Light Blue Shape Next PL1 +atetrisb:0:008D:07:001:Orange Shape Next PL1 +atetrisb:0:008E:01:001:Red Shape Next PL2 +atetrisb:0:008E:02:001:Green Shape Next PL2 +atetrisb:0:008E:03:001:Dark Blue Shape Next PL2 +atetrisb:0:008E:04:001:Yellow Shape Next PL2 +atetrisb:0:008E:05:001:Purple Shape Next PL2 +atetrisb:0:008E:06:001:Light Blue Shape Next PL2 +atetrisb:0:008E:07:001:Orange Shape Next PL2 + +; [ Athena ] +athena:0:FE1C:59:000:Infinite Time +athena:0:FD2F:03:000:Infinite Lives PL1 +athena:0:FD17:0C:000:Infinite Energy PL1 +athena:0:FD18:0C:000:Infinite Strength PL1 +athena:0:FD16:01:000:Invincibility PL1 +athena:0:FD93:03:000:Infinite Lives PL2 +athena:0:FD7B:0C:000:Infinite Energy PL2 +athena:0:FD7C:0C:000:Infinite Strength PL2 +athena:0:FD7A:01:000:Invincibility PL2 +athena:0:FD38:20:000:Always have Bat (1/2) +athena:0:FD3A:23:500:Always have Bat (2/2) +athena:0:FD38:24:000:Always have Hammer (1/2) +athena:0:FD3A:27:500:Always have Hammer (2/2) +athena:0:FD38:34:000:Always have Crossbow (1/2) +athena:0:FD3A:37:500:Always have Crossbow (2/2) +athena:0:FD38:18:000:Always have Red Sword (1/2) +athena:0:FD3A:1B:500:Always have Red Sword (2/2) +athena:0:FD38:28:000:Always have Mace (1/2) +athena:0:FD3A:2B:500:Always have Mace (2/2) +athena:0:FD38:1C:000:Always have FlamingSword(1/2) +athena:0:FD3A:1C:500:Always have FlamingSword(2/2) +athena:0:FD38:20:001:Get Bat Now! (1/2) +athena:0:FD3A:23:501:Get Bat Now! (2/2) +athena:0:FD38:24:001:Get Hammer Now! (1/2) +athena:0:FD3A:27:501:Get Hammer Now! (2/2) +athena:0:FD38:34:001:Get Crossbow Now! (1/2) +athena:0:FD3A:37:501:Get Crossbow Now! (2/2) +athena:0:FD38:18:001:Get Red Sword Now! (1/2) +athena:0:FD3A:1B:501:Get Red Sword Now! (2/2) +athena:0:FD38:28:001:Get Mace Now! (1/2) +athena:0:FD3A:2B:501:Get Mace Now! (2/2) +athena:0:FD38:1C:001:Get Flaming Sword Now! (1/2) +athena:0:FD3A:1C:501:Get Flaming Sword Now! (2/2) + +; [ Battle of Atlantis (set 1) ] +atlantis:0:4022:06:000:Infinite Lives PL1 +atlantis:0:4025:06:000:Infinite Lives PL2 +atlantis:0:401A:64:000:Invincibility (1/8) +atlantis:0:4076:28:500:Invincibility (2/8) +atlantis:0:4078:04:500:Invincibility (3/8) +atlantis:0:43F2:2C:500:Invincibility (4/8) +atlantis:0:43F3:40:500:Invincibility (5/8) +atlantis:0:43FD:04:500:Invincibility (6/8) +atlantis:0:5041:28:500:Invincibility (7/8) +atlantis:0:5042:00:500:Invincibility (8/8) + +; [ Battle of Atlantis (set 2) ] +atlants2:0:4024:06:000:Infinite Lives PL1 +atlants2:0:4027:06:000:Infinite Lives PL2 + +; [ Atomic Point ] +atomicp:0:FFDBA6:00:000:Infinite Time PL1 +atomicp:0:FFDB80:62:001:Go to level 99 PL1:Use on "level select" screen +atomicp:0:FFDB80:62:061:Select next level PL1 +atomicp:0:FFDB81:00:000:Difficulty always set = 0 PL1 +atomicp:0:FFDBAE:80:000:Always "power" PL1 +atomicp:0:FFDB81:00:001:Set Difficulty to 0 Now! PL1 +atomicp:0:FFDBAE:80:001:Get "power" Now! PL1 +atomicp:0:FFDC50:00:000:Infinite Time PL2 +atomicp:0:FFDC2A:62:001:Go to level 99 PL2:Use on "level select" screen +atomicp:0:FFDC2A:62:061:Select next level PL2 +atomicp:0:FFDC2B:00:000:Difficulty always set = 0 PL2 +atomicp:0:FFDC58:80:000:Always "power" PL2 +atomicp:0:FFDC2B:00:001:Set Difficulty to 0 Now! PL2 +atomicp:0:FFDC58:80:001:Get "power" Now! PL2 + +; [ Aurail (set 1) ] +aurail:0:FFE741:04:000:Infinite Lives +aurail:0:FFE979:FF:000:Infinite Energy +aurail:0:FFC421:00:000:Invincibility + +; [ Aurail (set 2) ] +auraila:0:FFE741:04:000:Infinite Lives +auraila:0:FFE979:FF:000:Infinite Energy +auraila:0:FFC421:00:000:Invincibility + +; [ Avalanche ] +avalnche:0:0079:00:000:Infinite Lives + +; [ Avengers (set 2) ] +avenger2:0:C0EB:9A:000:Infinite Time (1/2) +avenger2:0:C0EA:09:500:Infinite Time (2/2) +avenger2:0:C0A4:9B:000:Infinite Lives PL1 +avenger2:0:C41D:08:000:Infinite Energy PL1 +avenger2:0:C400:80:040:Invincibility PL1 +avenger2:0:C0A5:9B:000:Infinite Lives PL2 +avenger2:0:C43D:08:000:Infinite Energy PL2 +avenger2:0:C420:80:040:Invincibility PL2 + +; [ Avengers (set 1) ] +avengers:0:C0EB:9A:000:Infinite Time (1/2) +avengers:0:C0EA:09:500:Infinite Time (2/2) +avengers:0:C0A4:9B:000:Infinite Lives PL1 +avengers:0:C41D:08:000:Infinite Energy PL1 +avengers:0:C400:80:040:Invincibility PL1 +avengers:0:C0A5:9B:000:Infinite Lives PL2 +avengers:0:C43D:08:000:Infinite Energy PL2 +avengers:0:C420:80:040:Invincibility PL2 + +; [ Avenging Spirit ] +avspirit:0:07A527:78:000:Invincibility +avspirit:0:079E55:C8:000:Infinite Energy (ghost) +avspirit:0:079F51:68:000:Infinite Energy (player) +avspirit:0:079F51:01:001:No more energy (player):Get hit to be a ghost +avspirit:0:07F038:28:000:Infinite Time for bosses + +; [ Aztarac ] +aztarac:0:000000:00:999:[The bases can STILL ] +aztarac:0:000000:00:999:[explode, but you will get ] +aztarac:0:000000:00:999:[the bonuses and progress ] +aztarac:0:000000:00:999:[ ] +aztarac:0:000000:00:999:[Normal game - Normal bonus] +aztarac:0:000000:00:999:[ ] +aztarac:0:FFE8F5:04:020:Infinite Bases (1/2) +aztarac:0:FFE1E0:10:520:Infinite Bases (2/2) +aztarac:0:000000:00:999:[ ] +aztarac:0:000000:00:999:[Easier game - Maximum bonus] +aztarac:0:000000:00:999:[In 'easier game',ALL aliens] +aztarac:0:000000:00:999:[will disappear when a base ] +aztarac:0:000000:00:999:[is hit. ] +aztarac:0:000000:00:999:[ ] +aztarac:0:FFE8F5:04:000:Infinite Bases (1/2) +aztarac:0:FFE1E0:0F:500:Infinite Bases (2/2) + +; [ Azurian Attack ] +azurian:0:401D:09:000:Infinite Lives +azurian:0:4001:00:000:Invincibility (buggy!) + +; [ Bad Lands ] +badlands:0:FFF2B6:63:000:Infinite Missiles PL1 +badlands:0:FFF2BB:63:000:Infinite Shields PL1 +badlands:0:FFF2C5:09:000:Infinite Wrenches PL1 +badlands:0:FFF2B7:06:000:Always have Maximum Tires PL1 +badlands:0:FFF2B8:06:000:Always have Maximum Speed PL1 +badlands:0:FFF2B9:06:000:Always have Maximum Turbo PL1 +badlands:0:FFF336:63:000:Infinite Missiles PL2 +badlands:0:FFF33B:63:000:Infinite Shields PL2 +badlands:0:FFF345:09:000:Infinite Wrenches PL2 +badlands:0:FFF337:06:000:Always have Maximum Tires PL2 +badlands:0:FFF338:06:000:Always have Maximum Speed PL2 +badlands:0:FFF339:06:000:Always have Maximum Turbo PL2 + +; [ Bad Dudes vs. Dragonninja (US) ] +baddudes:0:FFA8C6:99:000:Infinite Time +baddudes:0:FF95C0:01:001:Kill BOSS with One Hit Now! +baddudes:0:FFA39A:03:000:Infinite Lives PL1 +baddudes:0:FFA380:14:000:Infinite Energy PL1 +baddudes:0:FFA386:10:000:Invincibility PL1 +baddudes:0:FFA365:00:000:Always have No Weapon PL1 +baddudes:0:FFA365:02:000:Always have Nunchaku PL1 +baddudes:0:FFA365:04:000:Always have Knife PL1 +baddudes:0:FFA365:00:001:Get No Weapon Now! PL1 +baddudes:0:FFA365:02:001:Get Nunchaku Now! PL1 +baddudes:0:FFA365:04:001:Get Knife Now! PL1 +baddudes:0:FFA25A:03:000:Infinite Lives PL2 +baddudes:0:FFA240:14:000:Infinite Energy PL2 +baddudes:0:FFA246:10:000:Invincibility PL2 +baddudes:0:FFA225:00:000:Always have No Weapon PL2 +baddudes:0:FFA225:02:000:Always have Nunchaku PL2 +baddudes:0:FFA225:04:000:Always have Knife PL2 +baddudes:0:FFA225:00:001:Get No Weapon Now! PL2 +baddudes:0:FFA225:02:001:Get Nunchaku Now! PL2 +baddudes:0:FFA225:04:001:Get Knife Now! PL2 + +; [ Bagman ] +bagman:0:6056:05:000:Infinite Lives +bagman:0:61E8:99:000:Infinite Time +bagman:0:6025:00:000:Invincibility (1/2):You still die if you fall +bagman:0:6029:01:500:Invincibility (2/2) +bagman:0:61E8:00:001:Game Over Now! +bagman:0:61CF:01:000:Always carry a pick:Turn off when not needed! +bagman:0:61CF:01:001:Get the pick Now! + +; [ Bagman (Stern set 1) ] +bagmans:0:6056:05:000:Infinite Lives +bagmans:0:61E8:99:000:Infinite Time +bagmans:0:6025:00:000:Invincibility (1/2):You still die if you fall +bagmans:0:6029:01:500:Invincibility (2/2) +bagmans:0:61E8:00:001:Game Over Now! +bagmans:0:61CF:01:000:Always carry a pick:Turn off when not needed! +bagmans:0:61CF:01:001:Get the pick Now! + +; [ Bagman (Stern set 2) ] +bagmans2:0:6056:05:000:Infinite Lives +bagmans2:0:61E8:99:000:Infinite Time +bagmans2:0:6025:00:000:Invincibility (1/2):You still die if you fall +bagmans2:0:6029:01:500:Invincibility (2/2) +bagmans2:0:61E8:00:001:Game Over Now! +bagmans2:0:61CF:01:000:Always carry a pick:Turn off when not needed! +bagmans2:0:61CF:01:001:Get the pick Now! + +; [ Le Bagnard ] +bagnard:0:6056:05:000:Infinite Lives +bagnard:0:61E8:99:000:Infinite Time +bagnard:0:6025:00:000:Invincibility (1/2):You still die if you fall +bagnard:0:6029:01:500:Invincibility (2/2) +bagnard:0:61E8:00:001:Game Over Now! +bagnard:0:61CF:01:000:Always carry a pick:Turn off when not needed! +bagnard:0:61CF:01:001:Get the pick Now! + +; [ Bakatonosama Mahjong Manyuki ] +bakatono:0:1000FD:EF:000:Infinite Move Time +bakatono:0:000000:00:999:[The winning hand cheat must] +bakatono:0:000000:00:999:[be activated when there are] +bakatono:0:000000:00:999:[14 tiles in your hand, then] +bakatono:0:000000:00:999:[select 'RON' - the only ] +bakatono:0:000000:00:999:[yellow option. The tiles do] +bakatono:0:000000:00:999:[not visually change until ] +bakatono:0:000000:00:999:[you make a move. ] +bakatono:0:101844:31:501:Get winning hand Now! (01/14) +bakatono:0:101845:31:501:Get winning hand Now! (02/14) +bakatono:0:101846:31:501:Get winning hand Now! (03/14) +bakatono:0:101847:32:501:Get winning hand Now! (04/14) +bakatono:0:101848:32:501:Get winning hand Now! (05/14) +bakatono:0:101849:32:501:Get winning hand Now! (06/14) +bakatono:0:10184A:33:501:Get winning hand Now! (07/14) +bakatono:0:10184B:33:501:Get winning hand Now! (08/14) +bakatono:0:10184C:33:501:Get winning hand Now! (09/14) +bakatono:0:10184D:34:501:Get winning hand Now! (10/14) +bakatono:0:10184E:34:501:Get winning hand Now! (11/14) +bakatono:0:10184F:34:501:Get winning hand Now! (12/14) +bakatono:0:101850:35:501:Get winning hand Now! (13/14) +bakatono:0:101851:35:501:Get winning hand Now! (14/14) +bakatono:0:000000:00:999:[See this URL for mahjong ] +bakatono:0:000000:00:999:[rules (merge both lines!) ] +bakatono:0:000000:00:999:[www.tky.hut.fi/~kjmjm/ ] +bakatono:0:000000:00:999:[English/majiang/rules.html ] + +; [ Balloon Bomber ] +ballbomb:0:2127:03:000:Infinite Lives PL1 +ballbomb:0:2227:03:000:Infinite Lives PL2 +ballbomb:0:2083:C8:000:Stop bombs falling freely + +; [ Baluba-louk no Densetsu ] +baluba:0:841D:78:000:Infinite Time +baluba:0:8404:80:040:Invincibility +baluba:0:80FE:03:000:Infinite Lives PL1 +baluba:0:810B:01:001:One treasure needed Now! PL1 +baluba:0:812E:03:000:Infinite Lives PL2 +baluba:0:813B:01:001:One treasure needed Now! PL2 +baluba:0:0000:00:999:[These Select starting round] +baluba:0:0000:00:999:[cheats are *NOT* linked so ] +baluba:0:0000:00:999:[they must BOTH be selected ] +baluba:0:0000:00:999:[individually one after the ] +baluba:0:0000:00:999:[other! ] +baluba:0:0000:00:999:[ ] +baluba:0:0000:00:999:[You should enable these ] +baluba:0:0000:00:999:[cheats on the press 1 or 2 ] +baluba:0:0000:00:999:[player button screen. ] +baluba:0:811A:FF:021:Select starting round(1/2)PL1 +baluba:0:811A:1F:061:Select starting round(2/2)PL1:Round display wont be correct +baluba:0:814A:FF:021:Select starting round(1/2)PL2 +baluba:0:814A:1F:061:Select starting round(2/2)PL2:Round display wont be correct +baluba:0:0000:00:999:[ ] +baluba:0:811A:1F:061:Select next round PL1:Round display wont be correct +baluba:0:814A:1F:061:Select next round PL2:Round display wont be correct + +; [ Bandido ] +bandido:0:61FF:09:000:Infinite Lives PL1 +bandido:0:62FF:09:000:Infinite Lives PL2 +bandido:0:6035:FF:000:Invincibility + +; [ Bank Panic ] +bankp:0:E0A0:06:000:Infinite Lives +bankp:0:E0A5:38:000:Infinite Time +bankp:0:E0CC:0B:001:One Money Bag needed Now! + +; [ Baraduke ] +baraduke:0:00C0:08:000:Infinite Lives +baraduke:0:00D5:08:000:Infinite Shield (1/2) +baraduke:0:00D6:08:500:Infinite Shield (2/2) +baraduke:0:00DE:03:000:Always have Maximum Power Gun +baraduke:0:00C9:08:000:Maximum Saved Packet (Friend) + +; [ Batman ] +batman:0:104CED:64:000:Infinite Time +batman:0:103BEB:0D:000:Infinite Lives +batman:0:103BEC:06:000:Infinite Energy +batman:0:103BEE:63:000:Infinite Ammo:Get a weapon first +batman:0:103BED:02:000:Always have No weapon +batman:0:103BED:00:000:Always have Batarang +batman:0:103BED:01:000:Always have Bat Rope +batman:0:103BED:04:000:Always have Gas Grenades +batman:0:103BED:02:001:Lose all weapons Now! +batman:0:103BED:00:001:Get Batarang Now! +batman:0:103BED:01:001:Get Bat Rope Now! +batman:0:103BED:04:001:Get Gas Grenades Now! + +; [ Batsugun ] +batsugun:0:10139B:09:000:Infinite Lives PL1 +batsugun:0:101415:07:000:Infinite Bombs PL1 +batsugun:0:10141E:01:000:Invincibility PL1 +batsugun:0:101411:02:000:Always have Max Weapon PL1 +batsugun:0:101413:04:000:Always have Max Shot PowerPL1 +batsugun:0:101411:02:001:Get Max Weapon Now! PL1 +batsugun:0:101413:04:001:Get Max Shot Power Now! PL1 +batsugun:0:1013E7:09:000:Next 'P' always=10000 pts PL1:Get maximum fire power +batsugun:0:1013E7:09:001:Next 'P' = 10000 pts Now! PL1:Get maximum fire power +batsugun:0:101416:03:001:Up fire level Now! PL1 (1/2) +batsugun:0:101417:00:501:Up fire level Now! PL1 (2/2) +batsugun:0:10139D:09:000:Infinite Lives PL2 +batsugun:0:101455:07:000:Infinite Bombs PL2 +batsugun:0:10145E:01:000:Invincibility PL2 +batsugun:0:101451:02:000:Always have Max Weapon PL2 +batsugun:0:101453:04:000:Always have Max Shot PowerPL2 +batsugun:0:101451:02:001:Get Max Weapon Now! PL2 +batsugun:0:101453:04:001:Get Max Shot Power Now! PL2 +batsugun:0:1013EB:09:000:Next 'P' always=10000 pts PL2:Get maximum fire power +batsugun:0:1013EB:09:001:Next 'P' = 10000 pts Now! PL2:Get maximum fire power +batsugun:0:101456:03:001:Up fire level Now! PL2 (1/2) +batsugun:0:101457:00:501:Up fire level Now! PL2 (2/2) + +; [ Battle Lane Vol. 5 (set 2) ] +battlan2:0:0CDA:03:000:Infinite Lives PL1 +battlan2:0:0CE9:03:000:Infinite Lives PL2 + +; [ Battle Lane Vol. 5 (set 3) ] +battlan3:0:0CDA:03:000:Infinite Lives PL1 +battlan3:0:0CE9:03:000:Infinite Lives PL2 + +; [ Battle Lane Vol. 5 (set 1) ] +battlane:0:0CDA:03:000:Infinite Lives PL1 +battlane:0:0CE9:03:000:Infinite Lives PL2 + +; [ Battlantis (Japan) ] +battlntj:0:1090:FF:000:Infinite Lives +battlntj:0:10A4:00:000:Infinite Continues +battlntj:0:13B9:0C:000:Infinite Item Time +battlntj:0:0000:00:999:[Enable Infinite Item Time ] +battlntj:0:0000:00:999:[before using these codes. ] +battlntj:0:1399:00:000:Never any special item +battlntj:0:1399:02:000:Always have Machine Gun +battlntj:0:1399:03:000:Always have Harpoon +battlntj:0:1399:06:000:Always have Invisibility +battlntj:0:1399:07:000:Always have Bombs +battlntj:0:1399:08:000:Always have Side Shot +battlntj:0:1399:00:000:Lose any special item Now! +battlntj:0:1399:02:001:Get Machine Gun Now! +battlntj:0:1399:03:001:Get Harpoon Now! +battlntj:0:1399:06:001:Get Invisibility Now! +battlntj:0:1399:07:001:Get Bombs Now! +battlntj:0:1399:08:001:Get Side Shot Now! +battlntj:0:1B05:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Battlantis ] +battlnts:0:1090:FF:000:Infinite Lives +battlnts:0:10A4:00:000:Infinite Continues +battlnts:0:13B9:0C:000:Infinite Item Time +battlnts:0:0000:00:999:[Enable Infinite Item Time ] +battlnts:0:0000:00:999:[before using these codes. ] +battlnts:0:1399:00:000:Never any special item +battlnts:0:1399:02:000:Always have Machine Gun +battlnts:0:1399:03:000:Always have Harpoon +battlnts:0:1399:06:000:Always have Invisibility +battlnts:0:1399:07:000:Always have Bombs +battlnts:0:1399:08:000:Always have Side Shot +battlnts:0:1399:00:000:Lose any special item Now! +battlnts:0:1399:02:001:Get Machine Gun Now! +battlnts:0:1399:03:001:Get Harpoon Now! +battlnts:0:1399:06:001:Get Invisibility Now! +battlnts:0:1399:07:001:Get Bombs Now! +battlnts:0:1399:08:001:Get Side Shot Now! +battlnts:0:1B05:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Battle-Road, The ] +battroad:0:E305:60:000:Infinite Fuel + +; [ Bay Route (set 2) ] +bayrouta:0:500A15:99:000:Infinite Lives PL1 +bayrouta:0:500A14:02:000:Infinite Energy PL1 +bayrouta:0:500A17:3F:000:Invincibility PL1 +bayrouta:0:500A35:99:000:Infinite Lives PL2 +bayrouta:0:500A34:02:000:Infinite Energy PL2 +bayrouta:0:500A37:3F:000:Invincibility PL2 + +; [ Bay Route (set 1) ] +bayroute:0:500A15:99:000:Infinite Lives PL1 +bayroute:0:500A14:02:000:Infinite Energy PL1 +bayroute:0:500A17:3F:000:Invincibility PL1 +bayroute:0:500A35:99:000:Infinite Lives PL2 +bayroute:0:500A34:02:000:Infinite Energy PL2 +bayroute:0:500A37:3F:000:Invincibility PL2 + +; [ Bay Route (bootleg set 1) ] +bayrtbl1:0:500A15:99:000:Infinite Lives PL1 +bayrtbl1:0:500A14:02:000:Infinite Energy PL1 +bayrtbl1:0:500A17:3F:000:Invincibility PL1 +bayrtbl1:0:500A35:99:000:Infinite Lives PL2 +bayrtbl1:0:500A34:02:000:Infinite Energy PL2 +bayrtbl1:0:500A37:3F:000:Invincibility PL2 + +; [ Bay Route (bootleg set 2) ] +bayrtbl2:0:500A15:99:000:Infinite Lives PL1 +bayrtbl2:0:500A14:02:000:Infinite Energy PL1 +bayrtbl2:0:500A17:3F:000:Invincibility PL1 +bayrtbl2:0:500A35:99:000:Infinite Lives PL2 +bayrtbl2:0:500A34:02:000:Infinite Energy PL2 +bayrtbl2:0:500A37:3F:000:Invincibility PL2 + +; [ Buster Bros (US) ] +bbros:0:E221:5B:000:Invincibility (1/2) +bbros:0:E200:04:500:Invincibility (2/2) +bbros:0:E01A:99:000:Infinite Time +bbros:0:E027:01:001:Stop the Bubbles Now! +bbros:0:E027:00:001:Restart the Bubbles Now! +bbros:0:E028:8C:000:Infinite Balloon Freeze Time +bbros:0:E018:10:001:Goto Last level on comp.(1/2) +bbros:0:E019:30:501:Goto Last level on comp.(2/2) +bbros:0:E018:10:001:Goto Last level on death(1/2) +bbros:0:E019:31:501:Goto Last level on death(2/2) +bbros:0:E230:0A:000:Infinite Lives PL1 +bbros:0:E228:01:000:Always Have Protection PL1 +bbros:0:E229:00:000:Always Normal Weap. PL1 (1/3) +bbros:0:E22C:00:500:Always Normal Weap. PL1 (2/3) +bbros:0:E244:00:500:Always Normal Weap. PL1 (3/3) +bbros:0:E229:01:000:Always Double Weap. PL1 (1/3) +bbros:0:E22C:00:500:Always Double Weap. PL1 (2/3) +bbros:0:E244:00:500:Always Double Weap. PL1 (3/3) +bbros:0:E229:00:000:Always M. gun Weap. PL1 (1/3) +bbros:0:E22C:01:500:Always M. gun Weap. PL1 (2/3) +bbros:0:E244:00:500:Always M. gun Weap. PL1 (3/3) +bbros:0:E229:00:000:Always Blocker Weap.PL1 (1/3) +bbros:0:E22C:00:500:Always Blocker Weap.PL1 (2/3) +bbros:0:E244:01:500:Always Blocker Weap.PL1 (3/3) +bbros:0:E229:00:001:Get Normal Weap.PL1 Now!(1/3) +bbros:0:E22C:00:501:Get Normal Weap.PL1 Now!(2/3) +bbros:0:E244:00:501:Get Normal Weap.PL1 Now!(3/3) +bbros:0:E229:01:001:Get Double Weap.PL1 Now!(1/3) +bbros:0:E22C:00:501:Get Double Weap.PL1 Now!(2/3) +bbros:0:E244:00:501:Get Double Weap.PL1 Now!(3/3) +bbros:0:E229:00:001:Get M. gun Weap.PL1 Now!(1/3) +bbros:0:E22C:01:501:Get M. gun Weap.PL1 Now!(2/3) +bbros:0:E244:00:501:Get M. gun Weap.PL1 Now!(3/3) +bbros:0:E229:00:001:Get Blocker Weap.PL1 Now(1/3) +bbros:0:E22C:00:501:Get Blocker Weap.PL1 Now(2/3) +bbros:0:E244:01:501:Get Blocker Weap.PL1 Now(3/3) +bbros:0:E2B0:0A:000:Infinite Lives PL2 +bbros:0:E2A8:01:000:Always Have Protection PL2 +bbros:0:E2A9:00:000:Always Normal Weap. PL2 (1/3) +bbros:0:E2AC:00:500:Always Normal Weap. PL2 (2/3) +bbros:0:E2C4:00:500:Always Normal Weap. PL2 (3/3) +bbros:0:E2A9:01:000:Always Double Weap. PL2 (1/3) +bbros:0:E2AC:00:500:Always Double Weap. PL2 (2/3) +bbros:0:E2C4:00:500:Always Double Weap. PL2 (3/3) +bbros:0:E2A9:00:000:Always M. gun Weap. PL2 (1/3) +bbros:0:E2AC:01:500:Always M. gun Weap. PL2 (2/3) +bbros:0:E2C4:00:500:Always M. gun Weap. PL2 (3/3) +bbros:0:E2A9:00:000:Always Blocker Weap.PL2 (1/3) +bbros:0:E2AC:00:500:Always Blocker Weap.PL2 (2/3) +bbros:0:E2C4:01:500:Always Blocker Weap.PL2 (3/3) +bbros:0:E2A9:00:001:Get Normal Weap.PL2 Now!(1/3) +bbros:0:E2AC:00:501:Get Normal Weap.PL2 Now!(2/3) +bbros:0:E2C4:00:501:Get Normal Weap.PL2 Now!(3/3) +bbros:0:E2A9:01:001:Get Double Weap.PL2 Now!(1/3) +bbros:0:E2AC:00:501:Get Double Weap.PL2 Now!(2/3) +bbros:0:E2C4:00:501:Get Double Weap.PL2 Now!(3/3) +bbros:0:E2A9:00:001:Get M. gun Weap.PL2 Now!(1/3) +bbros:0:E2AC:01:501:Get M. gun Weap.PL2 Now!(2/3) +bbros:0:E2C4:00:501:Get M. gun Weap.PL2 Now!(3/3) +bbros:0:E2A9:00:001:Get Blocker Weap.PL2 Now(1/3) +bbros:0:E2AC:00:501:Get Blocker Weap.PL2 Now(2/3) +bbros:0:E2C4:01:501:Get Blocker Weap.PL2 Now(3/3) + +; [ Battle Chopper ] +bchopper:0:A3760:3F:000:Infinite Time (1/2) +bchopper:0:A3761:83:500:Infinite Time (2/2) +bchopper:0:A2964:0A:000:Infinite Lives +bchopper:0:A007E:FF:000:Infinite Energy +bchopper:0:A3754:90:000:Infinite Money (1/3) +bchopper:0:A3755:99:500:Infinite Money (2/3) +bchopper:0:A3756:99:500:Infinite Money (3/3) +bchopper:0:A001B:02:000:Maximum Power Bomb +bchopper:0:A001C:02:000:Maximum Power Shot +bchopper:0:A001D:02:000:Maximum Power Missile + +; [ Beastie Feastie ] +beastf:0:4C96:05:000:Infinite Lives PL1 +beastf:0:4C98:05:000:Infinite Lives PL2 +beastf:0:4C9D:A8:000:Infinite Energy + +; [ Beraboh Man (Japan) ] +berabohm:0:2064:78:000:Infinite Energy +berabohm:0:20C9:C0:000:Invincibility + +; [ Berlin Wall, The (set 1) ] +berlwall:0:202890:09:000:Infinite Time (1/2) +berlwall:0:202891:99:500:Infinite Time (2/2) +berlwall:0:202982:09:000:Infinite Lives PL1 +berlwall:0:20299D:EF:000:Invincibility PL1 +berlwall:0:2029C6:09:000:Infinite Lives PL2 +berlwall:0:2029E1:EF:000:Invincibility PL2 + +; [ Berlin Wall, The (set 2) ] +berlwalt:0:202890:09:000:Infinite Time (1/2) +berlwalt:0:202891:99:500:Infinite Time (2/2) +berlwalt:0:20297E:09:000:Infinite Lives PL1 +berlwalt:0:202999:EF:000:Invincibility PL1 +berlwalt:0:2029C0:09:000:Infinite Lives PL2 +berlwalt:0:2029DB:EF:000:Invincibility PL2 + +; [ Bermuda Triangle (US early version) ] +bermudaa:0:E400:99:000:Infinite Lives PL1 +bermudaa:0:E417:12:000:Infinite Energy PL1 +bermudaa:0:E42B:9D:000:Invincibility PL1 +bermudaa:0:E450:99:000:Infinite Lives PL2 +bermudaa:0:E467:12:000:Infinite Energy PL2 +bermudaa:0:E47B:9D:000:Invincibility PL2 + +; [ Bermuda Triangle (Japan) ] +bermudaj:0:E428:00:000:Infinite Time PL1 (1/2) +bermudaj:0:E429:30:500:Infinite Time PL1 (2/2) +bermudaj:0:E400:99:000:Infinite Lives PL1 +bermudaj:0:E417:BF:000:Infinite Energy PL1 +bermudaj:0:E42B:9D:000:Invincibility PL1 +bermudaj:0:E478:00:000:Infinite Time PL2 (1/2) +bermudaj:0:E479:30:500:Infinite Time PL2 (2/2) +bermudaj:0:E450:99:000:Infinite Lives PL2 +bermudaj:0:E467:BF:000:Infinite Energy PL2 +bermudaj:0:E47B:9D:000:Invincibility PL2 + +; [ Bermuda Triangle (US) ] +bermudat:0:E428:00:000:Infinite Time PL1 (1/2) +bermudat:0:E429:30:500:Infinite Time PL1 (2/2) +bermudat:0:E400:99:000:Infinite Lives PL1 +bermudat:0:E417:BF:000:Infinite Energy PL1 +bermudat:0:E42B:9D:000:Invincibility PL1 +bermudat:0:E478:00:000:Infinite Time PL2 (1/2) +bermudat:0:E479:30:500:Infinite Time PL2 (2/2) +bermudat:0:E450:99:000:Infinite Lives PL2 +bermudat:0:E467:BF:000:Infinite Energy PL2 +bermudat:0:E47B:9D:000:Invincibility PL2 + +; [ Berzerk (set 1) ] +berzerk:0:4349:05:000:Infinite Lives +berzerk:0:434E:0F:000:No Evil Otto +berzerk:0:434B:00:000:Robots Don't Fire +berzerk:0:437A:00:000:Robots shoot slow lasers +berzerk:0:437A:02:000:Robots shoot fast lasers + +; [ Berzerk (set 2) ] +berzerk1:0:4349:05:000:Infinite Lives +berzerk1:0:434E:0F:000:No Evil Otto +berzerk1:0:434B:00:000:Robots Don't Fire +berzerk1:0:437A:00:000:Robots shoot slow lasers +berzerk1:0:437A:02:000:Robots shoot fast lasers + +; [ Big Pro Wrestling!, The ] +bigprowr:0:00AC:10:000:Infinite Power + +; [ Big Striker ] +bigstrik:0:FF885D:09:000:Infinite Time (1/2) +bigstrik:0:FF885F:59:500:Infinite Time (2/2) +bigstrik:0:FF885D:00:001:Finish Game Now! (1/2) +bigstrik:0:FF885F:00:501:Finish Game Now! (2/2) +bigstrik:0:000000:00:999:[The score will not display ] +bigstrik:0:000000:00:999:[until the score changes! ] +bigstrik:0:FF8A79:99:073:Select Score PL1 +bigstrik:0:FF8A7B:99:073:Select Score PL2 + +; [ Billiards, The ] +billiard:0:81C0:03:000:Infinite Lives +billiard:0:81A6:03:000:Infinite Rests + +; [ Bio Attack ] +bioatack:0:8044:03:000:Infinite Lives +bioatack:0:8023:0D:007:Infinite Oxygen (1/2) +bioatack:0:8024:0B:507:Infinite Oxygen (2/2) + +; [ Bionic Commando (US set 1) ] +bionicc:0:FFC67B:BF:000:Invincibility (buggy!) +bionicc:0:FFC57E:08:000:Infinite Lives +bionicc:0:FFC5A1:99:000:Infinite Time +bionicc:0:FFC999:01:000:Always have fast arm "ON" +bionicc:0:FFC999:00:001:Turn fast arm "OFF" + +; [ Bionic Commando (US set 2) ] +bionicc2:0:FFC67B:BF:000:Invincibility (buggy!) +bionicc2:0:FFC57E:08:000:Infinite Lives +bionicc2:0:FFC5A1:99:000:Infinite Time +bionicc2:0:FFC999:01:000:Always have fast arm "ON" +bionicc2:0:FFC999:00:001:Turn fast arm "OFF" + +; [ Blue's Journey / Raguy ] +bjourney:0:106906:38:002:Infinite Time (1/2) +bjourney:0:106907:40:502:Infinite Time (2/2) +bjourney:0:10783F:09:000:Infinite Shop Time +bjourney:0:107000:09:000:Infinite Lives PL1 +bjourney:0:107009:7F:000:Invincibility PL1 +bjourney:0:107011:05:000:Infinite Hearts PL1 (1/2) +bjourney:0:107020:05:500:Infinite Hearts PL1 (2/2) +bjourney:0:107010:FF:001:Get 255 Roses Now! PL1 +bjourney:0:107010:FF:000:Infinite Money PL1 (1/2) +bjourney:0:10701B:FF:500:Infinite Money PL1 (2/2) +bjourney:0:107017:04:000:Always 1 cocoon for life PL1 +bjourney:0:107017:04:001:Get 1 cocoon for life Now!PL1 +bjourney:0:107012:02:000:Always have leaf PL1 (1/3) +bjourney:0:10702B:00:500:Always have leaf PL1 (2/3) +bjourney:0:10702C:00:500:Always have leaf PL1 (3/3) +bjourney:0:107012:00:000:Always have boomrang PL1(1/3) +bjourney:0:10702B:03:500:Always have boomrang PL1(2/3) +bjourney:0:10702C:00:500:Always have boomrang PL1(3/3) +bjourney:0:107012:00:000:Always have "bomb" PL1 (1/3) +bjourney:0:10702B:00:500:Always have "bomb" PL1 (2/3) +bjourney:0:10702C:03:500:Always have "bomb" PL1 (3/3) +bjourney:0:107012:02:001:Get leaf Now! PL1 (1/3) +bjourney:0:10702B:00:501:Get leaf Now! PL1 (2/3) +bjourney:0:10702C:00:501:Get leaf Now! PL1 (3/3) +bjourney:0:107012:00:001:Get boomrang Now! PL1(1/3) +bjourney:0:10702B:03:501:Get boomrang Now! PL1(2/3) +bjourney:0:10702C:00:501:Get boomrang Now! PL1(3/3) +bjourney:0:107012:00:001:Get "bomb" Now! PL1 (1/3) +bjourney:0:10702B:00:501:Get "bomb" Now! PL1 (2/3) +bjourney:0:10702C:03:501:Get "bomb" Now! PL1 (3/3) +bjourney:0:10701C:01:000:Never lose flowers PL1 +bjourney:0:107019:00:000:Never get cursed PL1 +bjourney:0:10701A:01:000:Get the lucky ring PL1 +bjourney:0:10701A:01:000:Always have the club PL1 +bjourney:0:107013:01:000:Always have the spikes PL1 +bjourney:0:107014:01:000:Always have the spring PL1 +bjourney:0:107015:01:000:Always have the swin fin PL1 +bjourney:0:107015:01:000:Always have the light safePL1 +bjourney:0:107015:02:000:Always have the super safePL1 +bjourney:0:10701A:01:001:Get the club Now! PL1 +bjourney:0:107013:01:001:Get the spikes Now! PL1 +bjourney:0:107014:01:001:Get the spring Now! PL1 +bjourney:0:107015:01:001:Get the swin fin Now! PL1 +bjourney:0:107015:01:001:Get the light safe Now!PL1 +bjourney:0:107015:02:001:Get the super safe Now!PL1 +bjourney:0:107400:09:000:Infinite Lives PL2 +bjourney:0:107409:7F:000:Invincibility PL2 +bjourney:0:107411:05:000:Infinite Hearts PL2 (1/2) +bjourney:0:107420:05:500:Infinite Hearts PL2 (2/2) +bjourney:0:107410:FF:001:Get 255 Roses Now! PL2 +bjourney:0:107410:FF:000:Infinite Money PL2 (1/2) +bjourney:0:10741B:FF:500:Infinite Money PL2 (2/2) +bjourney:0:107417:04:000:Always 1 cocoon for life PL2 +bjourney:0:107417:04:001:Get 1 cocoon for life Now!PL2 +bjourney:0:107412:02:000:Always have leaf PL2 (1/3) +bjourney:0:10742B:00:500:Always have leaf PL2 (2/3) +bjourney:0:10742C:00:500:Always have leaf PL2 (3/3) +bjourney:0:107412:00:000:Always have boomrang PL2(1/3) +bjourney:0:10742B:03:500:Always have boomrang PL2(2/3) +bjourney:0:10742C:00:500:Always have boomrang PL2(3/3) +bjourney:0:107412:00:000:Always have "bomb" PL2 (1/3) +bjourney:0:10742B:00:500:Always have "bomb" PL2 (2/3) +bjourney:0:10742C:03:500:Always have "bomb" PL2 (3/3) +bjourney:0:107412:02:001:Get leaf Now! PL2 (1/3) +bjourney:0:10742B:00:501:Get leaf Now! PL2 (2/3) +bjourney:0:10742C:00:501:Get leaf Now! PL2 (3/3) +bjourney:0:107412:00:001:Get boomrang Now! PL2(1/3) +bjourney:0:10742B:03:501:Get boomrang Now! PL2(2/3) +bjourney:0:10742C:00:501:Get boomrang Now! PL2(3/3) +bjourney:0:107412:00:001:Get "bomb" Now! PL2 (1/3) +bjourney:0:10742B:00:501:Get "bomb" Now! PL2 (2/3) +bjourney:0:10742C:03:501:Get "bomb" Now! PL2 (3/3) +bjourney:0:10741C:01:000:Never lose flowers PL2 +bjourney:0:107419:00:000:Never get cursed PL2 +bjourney:0:10741A:01:000:Get the lucky ring PL2 +bjourney:0:10741A:01:000:Always have the club PL2 +bjourney:0:107413:01:000:Always have the spikes PL2 +bjourney:0:107414:01:000:Always have the spring PL2 +bjourney:0:107415:01:000:Always have the swin fin PL2 +bjourney:0:107415:01:000:Always have the light safePL2 +bjourney:0:107415:02:000:Always have the super safePL2 +bjourney:0:10741A:01:001:Get the club Now! PL2 +bjourney:0:107413:01:001:Get the spikes Now! PL2 +bjourney:0:107414:01:001:Get the spring Now! PL2 +bjourney:0:107415:01:001:Get the swin fin Now! PL2 +bjourney:0:107415:01:001:Get the light safe Now!PL2 +bjourney:0:107415:02:001:Get the super safe Now!PL2 + +; [ Bombjack Twin ] +bjtwin:0:0F9003:09:000:Infinite Credits +bjtwin:0:0F9092:09:000:Infinite Bonus Game Time(1/2) +bjtwin:0:0F9093:90:500:Infinite Bonus Game Time(2/2) +bjtwin:0:0F1204:01:000:Infinite "Power" Time (1/2) +bjtwin:0:0F1205:40:500:Infinite "Power" Time (2/2) +bjtwin:0:0F9071:04:000:Always x5 Bonus Multiplier +bjtwin:0:0F9073:13:000:Always next bomb for "power" +bjtwin:0:0F9071:04:001:Get x5 Bonus Multiplier Next! +bjtwin:0:0F9073:13:001:Get next bomb for "power"Now! +bjtwin:0:0F1037:06:000:Infinite Lives PL1 +bjtwin:0:0F106F:FF:000:Invincibility PL1 +bjtwin:0:0F105D:63:000:Maximum items PL1 +bjtwin:0:0F106B:18:000:Max bombs (solo/bonus) PL1 +bjtwin:0:0F106D:17:000:Max fire bombs(solo/bonus)PL1 +bjtwin:0:0F106B:46:000:Max bombs (dual game) PL1 +bjtwin:0:0F106D:45:000:Max fire bombs (dual game)PL1 +bjtwin:0:0F1137:06:000:Infinite Lives PL2 +bjtwin:0:0F116F:FF:000:Invincibility PL2 +bjtwin:0:0F115D:63:000:Maximum items PL2 +bjtwin:0:0F116B:18:000:Max bombs (solo/bonus) PL2 +bjtwin:0:0F116D:17:000:Max fire bombs(solo/bonus)PL2 +bjtwin:0:0F116B:46:000:Max bombs (dual game) PL2 +bjtwin:0:0F116D:45:000:Max fire bombs (dual game)PL2 + +; [ Birdie King 2 ] +bking2:0:9336:39:000:Infinite Time +bking2:0:80C3:00:000:Infinite Strokes PL1 +bking2:0:80CC:12:000:Infinite Holes PL1 +bking2:0:80C3:00:001:Reset Strokes Now! PL1 +bking2:0:80C2:11:001:Goto last hole, next hole PL1 +bking2:0:80D3:00:000:Infinite Strokes PL2 +bking2:0:80DC:12:000:Infinite Holes PL2 +bking2:0:80D3:00:001:Reset Strokes Now! PL2 +bking2:0:80D2:11:001:Goto last hole, next hole PL2 + +; [ Black Tiger (bootleg) ] +bktigerb:0:F3A0:09:000:Infinite Lives +bktigerb:0:F3B1:3B:000:Infinite Time +bktigerb:0:F3AD:06:000:Infinite Shield +bktigerb:0:F3A8:FF:000:Infinite Money +bktigerb:0:F3B0:09:000:Infinite Potions +bktigerb:0:F3AB:09:000:Infinite Keys +bktigerb:0:F3AC:04:000:Have the Best weapon +bktigerb:0:F3A1:01:000:Level 2 Start +bktigerb:0:F3A1:02:000:Level 3 Start +bktigerb:0:F3A1:03:000:Level 4 Start +bktigerb:0:F3A1:04:000:Level 5 Start +bktigerb:0:F3A1:05:000:Level 6 Start +bktigerb:0:F3A1:06:000:Level 7 Start +bktigerb:0:F3A1:07:000:Level 8 Start +bktigerb:0:F3A1:07:071:Select current level +bktigerb:0:F3A1:07:061:Select next level + +; [ Blades of Steel (version T) ] +bladestl:0:4041:99:000:Infinite Time (1/2) +bladestl:0:4042:59:500:Infinite Time (2/2) +bladestl:0:4041:00:001:Finish Period Now! (1/2) +bladestl:0:4042:00:501:Finish Period Now! (2/2) +bladestl:0:4045:99:000:Infinite Play Time (1/2) +bladestl:0:4046:59:500:Infinite Play Time (2/2) +bladestl:0:4049:99:073:Select Score 0-99 PL1 +bladestl:0:4048:09:073:Select Score 100-900 PL1 +bladestl:0:404B:99:073:Select Score 0-99 PL2 +bladestl:0:404A:09:073:Select Score 100-900 PL2 +bladestl:0:41FF:FF:000:Sound Test Timer Stop:[Unknown]Next Code + +; [ Blades of Steel (version E) ] +bladstle:0:4041:99:000:Infinite Time (1/2) +bladstle:0:4042:59:500:Infinite Time (2/2) +bladstle:0:4041:00:001:Finish Period Now! (1/2) +bladstle:0:4042:00:501:Finish Period Now! (2/2) +bladstle:0:4045:99:000:Infinite Play Time (1/2) +bladstle:0:4046:59:500:Infinite Play Time (2/2) +bladstle:0:4049:99:073:Select Score 0-99 PL1 +bladstle:0:4048:09:073:Select Score 100-900 PL1 +bladstle:0:404B:99:073:Select Score 0-99 PL2 +bladstle:0:404A:09:073:Select Score 100-900 PL2 +bladstle:0:41FF:FF:000:Sound Test Timer Stop:[Unknown]Next Code + +; [ Blasted ] +blasted:0:060BBB:32:000:Infinite Energy PL1 +blasted:0:060E3B:32:000:Infinite Energy PL2 + +; [ Blaster ] +blaster:0:BD26:09:000:Infinite Lives +blaster:0:973E:03:000:Invincibility +blaster:0:BD29:13:000:Level 20 (Paradise) + +; [ Blasto ] +blasto:0:FF06:30:000:Infinite Time + +; [ Blast Off (Japan) ] +blastoff:0:431F:04:000:Infinite Lives PL1 +blastoff:0:435F:04:000:Infinite Lives PL2 +blastoff:0:4300:00:000:Invincibility + +; [ Blazer (Japan) ] +blazer:0:2040:0A:000:Infinite Lives +blazer:0:205C:66:000:Infinite Fuel +blazer:0:2065:00:000:Always have normal shot (1/2) +blazer:0:2063:00:500:Always have normal shot (2/2) +blazer:0:2065:01:000:Always have 4 way shot (1/2) +blazer:0:2063:00:500:Always have 4 way shot (2/2) +blazer:0:2063:01:000:Always have Torpedo shot(1/2) +blazer:0:2065:00:500:Always have Torpedo shot(2/2) +blazer:0:2065:00:001:Get normal shot Now! (1/2) +blazer:0:2063:00:501:Get normal shot Now! (2/2) +blazer:0:2065:01:001:Get 4 way shot Now! (1/2) +blazer:0:2063:00:501:Get 4 way shot Now! (2/2) +blazer:0:2063:01:001:Get Torpedo shot Now! (1/2) +blazer:0:2065:00:501:Get Torpedo shot Now! (2/2) + +; [ Blazing Star ] +blazstar:0:101BA1:09:000:Infinite Lives PL1 +blazstar:0:101B79:03:000:Max Power PL1 +blazstar:0:101B7C:01:005:Auto Fire PL1:Press F5 to stop fire +blazstar:0:101B9D:02:000:Invincibility PL1 (1/2) +blazstar:0:103805:01:520:Invincibility PL1 (2/2) +blazstar:0:101BA3:09:000:Infinite Lives PL2 +blazstar:0:101B7B:03:000:Max Power PL2 +blazstar:0:101B7E:01:005:Auto Fire PL2:Press F5 to stop fire +blazstar:0:101B9F:02:000:Invincibility PL2 (1/2) +blazstar:0:104405:01:520:Invincibility PL2 (2/2) +blazstar:0:000000:00:999:[These Select starting round] +blazstar:0:000000:00:999:[cheats are *NOT* linked so ] +blazstar:0:000000:00:999:[they must BOTH be selected ] +blazstar:0:000000:00:999:[individually one after the ] +blazstar:0:000000:00:999:[other! ] +blazstar:0:000000:00:999:[ ] +blazstar:0:000000:00:999:[You should enable these ] +blazstar:0:000000:00:999:[cheats on the press START ] +blazstar:0:000000:00:999:[button screen. ] +blazstar:0:101C87:FF:021:Select starting round (1/2) +blazstar:0:101C87:06:061:Select starting round (2/2) +blazstar:0:101C87:06:061:Select next round + +; [ Block Gal (bootleg) ] +blckgalb:0:C019:02:000:Infinite Lives + +; [ Block Out (set 2) ] +blckout2:0:1D5F15:63:000:Infinite bonus time PL1 +blckout2:0:1D5E8D:00:001:End round Now! PL1 +blckout2:0:1D5E95:01:000:PL1 One face to beat PL2 +blckout2:0:1D5E97:01:000:PL2 One face to beat PL1 +blckout2:0:1D5E95:01:001:PL1 One face to beat PL2 Now! +blckout2:0:1D5E97:01:001:PL2 One face to beat PL1 Now! +blckout2:0:1D5E91:00:000:Score always set to 0 PL1 +blckout2:0:1D5E93:00:000:Score always set to 0 PL2 +blckout2:0:1D5E91:00:001:Set score to 0 Now! PL1 +blckout2:0:1D5E93:00:001:Set score to 0 Now! PL2 + +; [ Black Dragon (bootleg) ] +blkdrgnb:0:F3A0:09:000:Infinite Lives +blkdrgnb:0:F3B1:3B:000:Infinite Time +blkdrgnb:0:F3AD:06:000:Infinite Shield +blkdrgnb:0:F3A8:FF:000:Infinite Money +blkdrgnb:0:F3B0:09:000:Infinite Potions +blkdrgnb:0:F3AB:09:000:Infinite Keys +blkdrgnb:0:F3AC:04:000:Have the Best weapon +blkdrgnb:0:F3A1:07:071:Select current level +blkdrgnb:0:F3A1:07:061:Select next level + +; [ Black Dragon ] +blkdrgon:0:F3A0:09:000:Infinite Lives +blkdrgon:0:F3B1:3B:000:Infinite Time +blkdrgon:0:F3AD:06:000:Infinite Shield +blkdrgon:0:F3A8:FF:000:Infinite Money +blkdrgon:0:F3B0:09:000:Infinite Potions +blkdrgon:0:F3AB:09:000:Infinite Keys +blkdrgon:0:F3AC:04:000:Have the Best weapon +blkdrgon:0:F3A1:07:071:Select current level +blkdrgon:0:F3A1:07:061:Select next level + +; [ Black Hole ] +blkhole:0:40F0:03:000:Infinite Lives PL1 +blkhole:0:4130:03:000:Infinite Lives PL1 + +; [ Black Tiger ] +blktiger:0:F3A0:09:000:Infinite Lives +blktiger:0:F3B1:3B:000:Infinite Time +blktiger:0:F3AD:06:000:Infinite Shield +blktiger:0:F3A8:FF:000:Infinite Money +blktiger:0:F3B0:09:000:Infinite Potions +blktiger:0:F3AB:09:000:Infinite Keys +blktiger:0:F3AC:04:000:Have the Best weapon +blktiger:0:F3A1:07:071:Select current level +blktiger:0:F3A1:07:061:Select next level + +; [ Block Block (World) ] +block:0:E05B:09:000:Infinite Bonus (1/2) +block:0:E05C:99:500:Infinite Bonus (2/2) +block:0:E045:31:001:Level 50 when level ends +block:0:E045:32:062:Select next level +block:0:E1AD:03:000:Infinite Lives PL1 +block:0:E1B5:B4:000:Infinite Magnet time PL1:Get the magnet first +block:0:E1B3:63:000:Bat never reduces PL1 (1/3) +block:0:E1AA:00:500:Bat never reduces PL1 (2/3) +block:0:E1AB:99:500:Bat never reduces PL1 (3/3) +block:0:E1B1:06:000:Maximum bat size PL1 +block:0:E1A9:00:000:Always have normal ball PL1 +block:0:E1A9:01:000:Always have super ball PL1 +block:0:E1B4:43:000:Always have magnet PL1 +block:0:E1A9:00:001:Get the normal ball Now! PL1 +block:0:E1A9:01:001:Get the super ball Now! PL1 +block:0:E1B4:43:001:Get the magnet Now! PL1 +block:0:E1B4:00:001:Lose the magnet Now! PL1 +block:0:E1ED:03:000:Infinite Lives PL2 +block:0:E1F5:B4:000:Infinite Magnet time PL2:Get the magnet first +block:0:E1F3:63:000:Bat never reduces PL2 (1/3) +block:0:E1EA:00:500:Bat never reduces PL2 (2/3) +block:0:E1EB:99:500:Bat never reduces PL2 (3/3) +block:0:E1F1:06:000:Maximum bat size PL2 +block:0:E1E9:01:000:Always have normal ball PL2 +block:0:E1E9:01:000:Always have super ball PL2 +block:0:E1F4:43:000:Always have magnet PL2 +block:0:E1E9:01:001:Get the normal ball Now! PL2 +block:0:E1E9:01:001:Get the super ball Now! PL2 +block:0:E1F4:43:001:Get the magnet Now! PL2 +block:0:E1F4:00:001:Lose the magnet Now! PL2 + +; [ Blockade ] +blockade:0:FF07:00:000:Score always set to 0 PL1 +blockade:0:FF08:00:000:Score always set to 0 PL2 +blockade:0:FF07:00:001:Set Score to 0 Now! PL1 +blockade:0:FF08:00:001:Set Score to 0 Now! PL2 +blockade:0:FF07:06:070:Select score PL1 +blockade:0:FF08:06:070:Select score PL2 + +; [ Block Block (bootleg) ] +blockbl:0:E05B:09:000:Infinite Bonus (1/2) +blockbl:0:E05C:99:500:Infinite Bonus (2/2) +blockbl:0:E045:31:001:Level 50 when level ends +blockbl:0:E045:32:062:Select next level +blockbl:0:E1AD:03:000:Infinite Lives PL1 +blockbl:0:E1B5:B4:000:Infinite Magnet time PL1:Get the magnet first +blockbl:0:E1B3:63:000:Bat never reduces PL1 (1/3) +blockbl:0:E1AA:00:500:Bat never reduces PL1 (2/3) +blockbl:0:E1AB:99:500:Bat never reduces PL1 (3/3) +blockbl:0:E1B1:06:000:Maximum bat size PL1 +blockbl:0:E1A9:00:000:Always have normal ball PL1 +blockbl:0:E1A9:01:000:Always have super ball PL1 +blockbl:0:E1B4:43:000:Always have magnet PL1 +blockbl:0:E1A9:00:001:Get the normal ball Now! PL1 +blockbl:0:E1A9:01:001:Get the super ball Now! PL1 +blockbl:0:E1B4:43:001:Get the magnet Now! PL1 +blockbl:0:E1B4:00:001:Lose the magnet Now! PL1 +blockbl:0:E1ED:03:000:Infinite Lives PL2 +blockbl:0:E1F5:B4:000:Infinite Magnet time PL2:Get the magnet first +blockbl:0:E1F3:63:000:Bat never reduces PL2 (1/3) +blockbl:0:E1EA:00:500:Bat never reduces PL2 (2/3) +blockbl:0:E1EB:99:500:Bat never reduces PL2 (3/3) +blockbl:0:E1F1:06:000:Maximum bat size PL2 +blockbl:0:E1E9:01:000:Always have normal ball PL2 +blockbl:0:E1E9:01:000:Always have super ball PL2 +blockbl:0:E1F4:43:000:Always have magnet PL2 +blockbl:0:E1E9:01:001:Get the normal ball Now! PL2 +blockbl:0:E1E9:01:001:Get the super ball Now! PL2 +blockbl:0:E1F4:43:001:Get the magnet Now! PL2 +blockbl:0:E1F4:00:001:Lose the magnet Now! PL2 + +; [ Block Gal ] +blockgal:0:C019:02:000:Infinite Lives + +; [ Block Hole ] +blockhl:0:40A0:02:000:Infinite Lives PL1 +blockhl:0:40B0:02:000:Infinite Lives PL2 +blockhl:0:4007:00:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Block Block (Japan) ] +blockj:0:E05B:09:000:Infinite Bonus (1/2) +blockj:0:E05C:99:500:Infinite Bonus (2/2) +blockj:0:E045:31:001:Level 50 when level ends +blockj:0:E045:32:062:Select next level +blockj:0:E1AD:03:000:Infinite Lives PL1 +blockj:0:E1B5:B4:000:Infinite Magnet time PL1:Get the magnet first +blockj:0:E1B3:63:000:Bat never reduces PL1 (1/3) +blockj:0:E1AA:00:500:Bat never reduces PL1 (2/3) +blockj:0:E1AB:99:500:Bat never reduces PL1 (3/3) +blockj:0:E1B1:06:000:Maximum bat size PL1 +blockj:0:E1A9:00:000:Always have normal ball PL1 +blockj:0:E1A9:01:000:Always have super ball PL1 +blockj:0:E1B4:43:000:Always have magnet PL1 +blockj:0:E1A9:00:001:Get the normal ball Now! PL1 +blockj:0:E1A9:01:001:Get the super ball Now! PL1 +blockj:0:E1B4:43:001:Get the magnet Now! PL1 +blockj:0:E1B4:00:001:Lose the magnet Now! PL1 +blockj:0:E1ED:03:000:Infinite Lives PL2 +blockj:0:E1F5:B4:000:Infinite Magnet time PL2:Get the magnet first +blockj:0:E1F3:63:000:Bat never reduces PL2 (1/3) +blockj:0:E1EA:00:500:Bat never reduces PL2 (2/3) +blockj:0:E1EB:99:500:Bat never reduces PL2 (3/3) +blockj:0:E1F1:06:000:Maximum bat size PL2 +blockj:0:E1E9:01:000:Always have normal ball PL2 +blockj:0:E1E9:01:000:Always have super ball PL2 +blockj:0:E1F4:43:000:Always have magnet PL2 +blockj:0:E1E9:01:001:Get the normal ball Now! PL2 +blockj:0:E1E9:01:001:Get the super ball Now! PL2 +blockj:0:E1F4:43:001:Get the magnet Now! PL2 +blockj:0:E1F4:00:001:Lose the magnet Now! PL2 + +; [ Block Out (set 1) ] +blockout:0:1D5F15:63:000:Infinite bonus time PL1 +blockout:0:1D5E8D:00:001:End round Now! PL1 +blockout:0:1D5E95:01:000:PL1 One face to beat PL2 +blockout:0:1D5E97:01:000:PL2 One face to beat PL1 +blockout:0:1D5E95:01:001:PL1 One face to beat PL2 Now! +blockout:0:1D5E97:01:001:PL2 One face to beat PL1 Now! +blockout:0:1D5E91:00:000:Score always set to 0 PL1 +blockout:0:1D5E93:00:000:Score always set to 0 PL2 +blockout:0:1D5E91:00:001:Set score to 0 Now! PL1 +blockout:0:1D5E93:00:001:Set score to 0 Now! PL2 + +; [ Blood Bros. ] +bloodbro:0:085C21:01:001:One enemy ends levelNow!(1/2):Also one hit for boss +bloodbro:0:085C22:02:501:One enemy ends levelNow!(2/2):Also one hit for boss +bloodbro:0:08086C:03:000:Infinite Lives PL1 +bloodbro:0:08086D:63:000:Infinite Bombs PL1 +bloodbro:0:080825:78:000:Invincibility PL1 (1/2) +bloodbro:0:080821:03:520:Invincibility PL1 (2/2) +bloodbro:0:080874:00:000:Always Use Normal Gun PL1 +bloodbro:0:080874:01:000:Always Use Semi-Auto Gun PL1 +bloodbro:0:080874:02:000:Always Use Full-Auto Gun PL1 +bloodbro:0:080874:00:001:Get Normal Gun Now! PL1 +bloodbro:0:080874:01:001:Get Semi-Auto Gun Now! PL1 +bloodbro:0:080874:02:001:Get Full-Auto Gun Now! PL1 +bloodbro:0:080F2C:03:000:Infinite Lives PL2 +bloodbro:0:080F2D:63:000:Infinite Bombs PL2 +bloodbro:0:080EE5:78:000:Invincibility PL2 (1/2) +bloodbro:0:080EE1:03:520:Invincibility PL2 (2/2) +bloodbro:0:080F34:00:000:Always Use Normal Gun PL2 +bloodbro:0:080F34:01:000:Always Use Semi-Auto Gun PL2 +bloodbro:0:080F34:02:000:Always Use Full-Auto Gun PL2 +bloodbro:0:080F34:00:001:Get Normal Gun Now! PL2 +bloodbro:0:080F34:01:001:Get Semi-Auto Gun Now! PL2 +bloodbro:0:080F34:02:001:Get Full-Auto Gun Now! PL2 + +; [ Blasteroids (version 2) ] +blstroi2:0:FFF60A:19:000:Fix No Soundcard Problem +blstroi2:0:FFE548:A0:000:Infinite Energy PL1 +blstroi2:0:FFE55E:63:000:Infinite Shields PL1 +blstroi2:0:FFE55C:80:020:Always Death Blossom PL1 +blstroi2:0:FFE55C:40:020:Always Blaster PL1 (1/2) +blstroi2:0:FFE5BD:A0:500:Always Blaster PL1 (2/2) +blstroi2:0:FFE55C:20:020:Always Power Shots PL1 +blstroi2:0:FFE55C:01:020:Always RipStar PL1 +blstroi2:0:FFE55D:08:020:Always Crystal Magnet PL1 +blstroi2:0:FFE55D:04:020:Always Booster PL1 +blstroi2:0:FFE55D:02:020:Always Cloak PL1 +blstroi2:0:FFE55D:01:020:Always Extra Fuel Tank PL1 +blstroi2:0:FFE55C:80:021:Get Death Blossom Now! PL1 +blstroi2:0:FFE55C:40:021:Get Blaster Now! PL1 (1/2) +blstroi2:0:FFE5BD:A0:501:Get Blaster Now! PL1 (2/2) +blstroi2:0:FFE55C:20:021:Get Power Shots Now! PL1 +blstroi2:0:FFE55C:01:021:Get RipStar Now! PL1 +blstroi2:0:FFE55D:08:021:Get Crystal Magnet Now! PL1 +blstroi2:0:FFE55D:04:021:Get Booster Now! PL1 +blstroi2:0:FFE55D:02:021:Get Cloak Now! PL1 +blstroi2:0:FFE55D:01:021:Get Extra Fuel Tank Now! PL1 +blstroi2:0:FFE578:A0:000:Infinite Energy PL2 +blstroi2:0:FFE58E:63:000:Infinite Shields PL2 +blstroi2:0:FFE58C:80:020:Always Death Blossom PL2 +blstroi2:0:FFE58C:40:020:Always Blaster PL2 (1/2) +blstroi2:0:FFE5ED:A0:500:Always Blaster PL2 (2/2) +blstroi2:0:FFE58C:20:020:Always Power Shots PL2 +blstroi2:0:FFE58C:01:020:Always RipStar PL2 +blstroi2:0:FFE58D:08:020:Always Crystal Magnet PL2 +blstroi2:0:FFE58D:04:020:Always Booster PL2 +blstroi2:0:FFE58D:02:020:Always Cloak PL2 +blstroi2:0:FFE58D:01:020:Always Extra Fuel Tank PL2 +blstroi2:0:FFE58C:80:021:Get Death Blossom Now! PL2 +blstroi2:0:FFE58C:40:021:Get Blaster Now! PL2 (1/2) +blstroi2:0:FFE5ED:A0:501:Get Blaster Now! PL2 (2/2) +blstroi2:0:FFE58C:20:021:Get Power Shots Now! PL2 +blstroi2:0:FFE58C:01:021:Get RipStar Now! PL2 +blstroi2:0:FFE58D:08:021:Get Crystal Magnet Now! PL2 +blstroi2:0:FFE58D:04:021:Get Booster Now! PL2 +blstroi2:0:FFE58D:02:021:Get Cloak Now! PL2 +blstroi2:0:FFE58D:01:021:Get Extra Fuel Tank Now! PL2 + +; [ Blasteroids (version 4) ] +blstroid:0:FFF60A:19:000:Fix No Soundcard Problem +blstroid:0:FFE548:A0:000:Infinite Energy PL1 +blstroid:0:FFE55E:63:000:Infinite Shields PL1 +blstroid:0:FFE55C:80:020:Always Death Blossom PL1 +blstroid:0:FFE55C:40:020:Always Blaster PL1 (1/2) +blstroid:0:FFE5BD:A0:500:Always Blaster PL1 (2/2) +blstroid:0:FFE55C:20:020:Always Power Shots PL1 +blstroid:0:FFE55C:01:020:Always RipStar PL1 +blstroid:0:FFE55D:08:020:Always Crystal Magnet PL1 +blstroid:0:FFE55D:04:020:Always Booster PL1 +blstroid:0:FFE55D:02:020:Always Cloak PL1 +blstroid:0:FFE55D:01:020:Always Extra Fuel Tank PL1 +blstroid:0:FFE55C:80:021:Get Death Blossom Now! PL1 +blstroid:0:FFE55C:40:021:Get Blaster Now! PL1 (1/2) +blstroid:0:FFE5BD:A0:501:Get Blaster Now! PL1 (2/2) +blstroid:0:FFE55C:20:021:Get Power Shots Now! PL1 +blstroid:0:FFE55C:01:021:Get RipStar Now! PL1 +blstroid:0:FFE55D:08:021:Get Crystal Magnet Now! PL1 +blstroid:0:FFE55D:04:021:Get Booster Now! PL1 +blstroid:0:FFE55D:02:021:Get Cloak Now! PL1 +blstroid:0:FFE55D:01:021:Get Extra Fuel Tank Now! PL1 +blstroid:0:FFE578:A0:000:Infinite Energy PL2 +blstroid:0:FFE58E:63:000:Infinite Shields PL2 +blstroid:0:FFE58C:80:020:Always Death Blossom PL2 +blstroid:0:FFE58C:40:020:Always Blaster PL2 (1/2) +blstroid:0:FFE5ED:A0:500:Always Blaster PL2 (2/2) +blstroid:0:FFE58C:20:020:Always Power Shots PL2 +blstroid:0:FFE58C:01:020:Always RipStar PL2 +blstroid:0:FFE58D:08:020:Always Crystal Magnet PL2 +blstroid:0:FFE58D:04:020:Always Booster PL2 +blstroid:0:FFE58D:02:020:Always Cloak PL2 +blstroid:0:FFE58D:01:020:Always Extra Fuel Tank PL2 +blstroid:0:FFE58C:80:021:Get Death Blossom Now! PL2 +blstroid:0:FFE58C:40:021:Get Blaster Now! PL2 (1/2) +blstroid:0:FFE5ED:A0:501:Get Blaster Now! PL2 (2/2) +blstroid:0:FFE58C:20:021:Get Power Shots Now! PL2 +blstroid:0:FFE58C:01:021:Get RipStar Now! PL2 +blstroid:0:FFE58D:08:021:Get Crystal Magnet Now! PL2 +blstroid:0:FFE58D:04:021:Get Booster Now! PL2 +blstroid:0:FFE58D:02:021:Get Cloak Now! PL2 +blstroid:0:FFE58D:01:021:Get Extra Fuel Tank Now! PL2 + +; [ Bells & Whistles ] +blswhstl:0:204096:06:000:Infinite Lives PL1 +blswhstl:0:3002D4:09:000:Maximum speed PL1 +blswhstl:0:3002C9:3F:000:Maximum fire charge PL1 +blswhstl:0:3002D7:09:000:Infinite Shields PL1:Get the red bell first +blswhstl:0:3002AA:00:000:Invincibility "ON" PL1 +blswhstl:0:3002AA:D7:001:Invincibility "OFF" PL1 +blswhstl:0:3002E0:7F:040:All items available PL1 +blswhstl:0:300344:00:000:Right arm "ON" PL1 (1/2) +blswhstl:0:300320:80:500:Right arm "ON" PL1 (2/2) +blswhstl:0:300344:01:001:Right arm "OFF" PL1 (1/2) +blswhstl:0:300320:00:501:Right arm "OFF" PL1 (2/2) +blswhstl:0:3003C4:00:000:Left arm "ON" PL1 (1/2) +blswhstl:0:3003A0:80:500:Left arm "ON" PL1 (2/2) +blswhstl:0:3003C4:01:001:Left arm "OFF" PL1 (1/2) +blswhstl:0:3003A0:00:501:Left arm "OFF" PL1 (2/2) +blswhstl:0:3002D8:01:001:Followers "ON" Now! PL1 +blswhstl:0:3002D8:00:001:Followers "OFF" Now! PL1 +blswhstl:0:3002DD:01:001:Tail shield "ON" Now! PL1 +blswhstl:0:3002DD:00:001:Tail shield "OFF" Now! PL1 +blswhstl:0:3002C0:00:000:Always have Single Fire PL1 +blswhstl:0:3002C0:01:000:Always have Double Fire PL1 +blswhstl:0:3002C0:02:000:Always have 3-way Fire PL1 +blswhstl:0:3002C0:00:001:Get Single Fire Now! PL1 +blswhstl:0:3002C0:01:001:Get Double Fire Now! PL1 +blswhstl:0:3002C0:02:001:Get 3-way Fire Now! PL1 +blswhstl:0:204097:06:000:Infinite Lives PL2 +blswhstl:0:3006D4:09:000:Maximum speed PL2 +blswhstl:0:3006C9:3F:000:Maximum fire charge PL2 +blswhstl:0:3006D7:09:000:Infinite Shields PL2:Get the red bell first +blswhstl:0:3006AA:00:000:Invincibility "ON" PL2 +blswhstl:0:3006AA:D7:001:Invincibility "OFF" PL2 +blswhstl:0:3006E0:7F:040:All items available PL2 +blswhstl:0:300744:00:000:Right arm "ON" PL2 (1/2) +blswhstl:0:300720:80:500:Right arm "ON" PL2 (2/2) +blswhstl:0:300744:01:001:Right arm "OFF" PL2 (1/2) +blswhstl:0:300720:00:501:Right arm "OFF" PL2 (2/2) +blswhstl:0:3007C4:00:000:Left arm "ON" PL2 (1/2) +blswhstl:0:3007A0:80:500:Left arm "ON" PL2 (2/2) +blswhstl:0:3007C4:01:001:Left arm "OFF" PL2 (1/2) +blswhstl:0:3007A0:00:501:Left arm "OFF" PL2 (2/2) +blswhstl:0:3006D8:01:001:Followers "ON" Now! PL2 +blswhstl:0:3006D8:00:001:Followers "OFF" Now! PL2 +blswhstl:0:3006DD:01:001:Tail shield "ON" Now! PL2 +blswhstl:0:3006DD:00:001:Tail shield "OFF" Now! PL2 +blswhstl:0:3006C0:00:000:Always have Single Fire PL2 +blswhstl:0:3006C0:01:000:Always have Double Fire PL2 +blswhstl:0:3006C0:02:000:Always have 3-way Fire PL2 +blswhstl:0:3006C0:00:001:Get Single Fire Now! PL2 +blswhstl:0:3006C0:01:001:Get Double Fire Now! PL2 +blswhstl:0:3006C0:02:001:Get 3-way Fire Now! PL2 +blswhstl:0:20406F:04:000:Yellow bell always = 50000pts +blswhstl:0:20406F:04:001:Yellow bell = 50000pts Now! +blswhstl:0:204011:F0:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Blue Print (Jaleco) ] +blueprnj:0:80E1:0A:000:Infinite Lives +blueprnj:0:80C0:FF:000:Infinite Run + +; [ Blue Print (Midway) ] +blueprnt:0:80E1:0A:000:Infinite Lives +blueprnt:0:80C0:FF:000:Infinite Run + +; [ Blue Shark ] +blueshrk:0:203C:99:000:Infinite Time + +; [ Blade Master (World) ] +bmaster:0:E7070:9A:000:Infinite Time +bmaster:0:00000:00:999:[These Start on Stage cheats] +bmaster:0:00000:00:999:[must be enabled on the ] +bmaster:0:00000:00:999:[character selection screen ] +bmaster:0:E704A:01:001:Start on Stage 2 +bmaster:0:E704A:02:001:Start on Stage 3A +bmaster:0:E704A:03:001:Start on Stage 3B +bmaster:0:E704A:04:001:Start on Stage 4 +bmaster:0:E704A:05:001:Start on Stage 5 +bmaster:0:E704A:06:001:Start on Stage 6 +bmaster:0:E704A:07:001:Start on Stage 7A +bmaster:0:E704A:08:001:Start on Stage 7B +bmaster:0:E704A:09:001:Start on Stage 7C +bmaster:0:E704A:0A:001:Start on Stage 7D +bmaster:0:E704A:0B:001:Start on Stage 7E(Final Boss) +bmaster:0:E74F2:0A:000:Infinite Lives PL1 +bmaster:0:E74F3:0A:000:Infinite Lives PL2 +bmaster:0:E6C31:08:000:Infinite Energy ROY +bmaster:0:E6C98:01:000:Invincibility ROY +bmaster:0:E6DF1:08:000:Infinite Energy ARNOLD +bmaster:0:E6E58:01:000:Invincibility ARNOLD + +; [ Bump 'n' Jump ] +bnj:0:001A:05:000:Infinite Lives +bnj:0:0090:01:000:Jump Always O.K. +bnj:0:0080:19:000:Never Come Down From Jump +bnj:0:0021:00:000:0 cars smashed (50000 pts) + +; [ Bobble Bobble ] +boblbobl:0:0000:00:999:[This game has got a LOT of ] +boblbobl:0:0000:00:999:[cheats. Don't go too mad as] +boblbobl:0:0000:00:999:[it may spoil the game!!! ] +boblbobl:0:E366:63:000:Infinite Credits +boblbobl:0:E645:06:000:Infinite Lives PL1 +boblbobl:0:E6B6:77:000:Invincibility PL1 +boblbobl:0:E6C1:0C:000:Speed Always Normal PL1 +boblbobl:0:E6C1:14:000:Speed Always Power-up PL1 +boblbobl:0:E6C1:28:000:Speed Always Ultimate PL1 +boblbobl:0:E6C1:0C:001:Speed to Normal Now! PL1 +boblbobl:0:E6C1:14:001:Speed to Power-up Now! PL1 +boblbobl:0:E6C1:28:001:Speed to Ultimate Now! PL1 +boblbobl:0:E6BF:14:001:Fire Speed to Normal Now! PL1 +boblbobl:0:E6BF:05:001:Fire Speed to Power-up NowPL1 +boblbobl:0:E6BF:01:000:Fire Speed Always UltimatePL1 +boblbobl:0:E6C2:80:000:Normal Range Bubbles PL1 +boblbobl:0:E6C2:80:000:Long Range Bubbles PL1 +boblbobl:0:E6C2:FF:000:Extra Long Range Bubbles PL1 +boblbobl:0:E6C0:03:001:Head Power to Normal Now! PL1 +boblbobl:0:E6C0:06:001:Head Power to Power-up NowPL1 +boblbobl:0:E6C0:09:000:Head Power Always UltimatePL1 +boblbobl:0:F60F:00:001:Fire bubbles Bubbles Now! PL1 +boblbobl:0:F60F:01:001:Fire lightnings Now! PL1 +boblbobl:0:E742:3F:001:Get EXTEND PL1 +boblbobl:0:E742:01:021:Get letter - E (red) PL1 +boblbobl:0:E742:02:021:Get letter - X (pink) PL1 +boblbobl:0:E742:04:021:Get letter - T (yellow) PL1 +boblbobl:0:E742:08:021:Get letter - E (green) PL1 +boblbobl:0:E742:10:021:Get letter - N (blue) PL1 +boblbobl:0:E742:20:021:Get letter - D (purple) PL1 +boblbobl:0:E64A:06:000:Infinite Lives PL2 +boblbobl:0:E6E8:77:000:Invincibility PL2 +boblbobl:0:E6F3:0C:000:Speed Always Normal PL2 +boblbobl:0:E6F3:14:000:Speed Always Power-up PL2 +boblbobl:0:E6F3:28:000:Speed Always Ultimate PL2 +boblbobl:0:E6F3:0C:001:Speed to Normal Now! PL2 +boblbobl:0:E6F3:14:001:Speed to Power-up Now! PL2 +boblbobl:0:E6F3:28:001:Speed to Ultimate Now! PL2 +boblbobl:0:E6F1:14:001:Fire Speed to Normal Now! PL2 +boblbobl:0:E6F1:05:001:Fire Speed to Power-up NowPL2 +boblbobl:0:E6F1:01:000:Fire Speed Always UltimatePL2 +boblbobl:0:E6F4:40:000:Normal Range Bubbles PL2 +boblbobl:0:E6F4:80:000:Long Range Bubbles PL2 +boblbobl:0:E6F4:FF:000:Extra Long Range Bubbles PL2 +boblbobl:0:E6F2:03:001:Head Power to Normal Now! PL2 +boblbobl:0:E6F2:06:001:Head Power to Power-up NowPL2 +boblbobl:0:E6F2:09:000:Head Power Always UltimatePL2 +boblbobl:0:F610:00:001:Fire bubbles Bubbles Now! PL2 +boblbobl:0:F610:01:001:Fire lightnings Now! PL2 +boblbobl:0:E743:3F:001:Get EXTEND PL2 +boblbobl:0:E743:01:021:Get letter - E (red) PL2 +boblbobl:0:E743:02:021:Get letter - X (pink) PL2 +boblbobl:0:E743:04:021:Get letter - T (yellow) PL2 +boblbobl:0:E743:08:021:Get letter - E (green) PL2 +boblbobl:0:E743:10:021:Get letter - N (blue) PL2 +boblbobl:0:E743:20:021:Get letter - D (purple) PL2 +boblbobl:0:E5DB:01:000:'Super' (1JBLRJ1R) +boblbobl:0:E5D1:01:000:'Original Game' (BJBJBJR1) +boblbobl:0:E5D2:01:000:'Power Up' (LJL1LBL1) +boblbobl:0:E613:01:000:Always get Bonus doors +boblbobl:0:F676:01:000:Constant Extend Letters +boblbobl:0:E603:01:000:Always Warn (Bell Item) +boblbobl:0:E5FA:03:000:Apple or Orange? You decide! +boblbobl:0:E608:01:000:Coke Can Item +boblbobl:0:6E30:01:000:Fireball Bubble - Always! +boblbobl:0:6E30:03:000:Fireball Bubble - 1 in 2 +boblbobl:0:6E30:05:000:Fireball Bubble - 1 in 3 +boblbobl:0:6E30:07:000:Fireball Bubble - 1 in 4 +boblbobl:0:6E30:15:000:Fireball Bubble - 1 in 16 +boblbobl:0:6E30:1D:000:Fireball Bubble - 1 in 256 +boblbobl:0:6E30:25:000:Fireball Bubble - 1 in 4096 +boblbobl:0:5C2B:C9:000:Disable Bubbles? +boblbobl:0:E6BB:05:001:Fireballs for 5 levels +boblbobl:0:E6BE:40:000:Fireballs +boblbobl:0:E5EE:07:000:Fireball Cross +boblbobl:0:0000:00:999:[Use these cheats only at ] +boblbobl:0:0000:00:999:[the begining of a level, ] +boblbobl:0:0000:00:999:[before the item appears!! ] +boblbobl:0:0000:00:999:[When you are given a ] +boblbobl:0:0000:00:999:[distribution, each bubble ] +boblbobl:0:0000:00:999:[turns into an object. ] +boblbobl:0:F45E:00:001:1st Item = pink sweet:Gives you power-up fire range +boblbobl:0:F45E:01:001:1st Item = blue sweet:Gives you power-up head power +boblbobl:0:F45E:02:001:1st Item = yellow sweet:Gives you power-up fire speed +boblbobl:0:F45E:03:001:1st Item = shoe:Gives you power-up speed +boblbobl:0:F45E:04:001:1st Item = clock:Slows down the monsters +boblbobl:0:F45E:05:001:1st Item = bomb:Turns monsters into diamonds +boblbobl:0:F45E:06:001:1st Item = brown umbrella:Warps you 3 levels farther +boblbobl:0:F45E:07:001:1st Item = red umbrella:Warps you 5 levels farther +boblbobl:0:F45E:08:001:1st Item = pink umbrella:Warps you 7 levels farther +boblbobl:0:F45E:09:001:1st Item = orange potion:Gives a potion of sunflowers +boblbobl:0:F45E:0A:001:1st Item = red potion:Gives a potion of flowers +boblbobl:0:F45E:0B:001:1st Item = green potion:Gives a potion of clovers +boblbobl:0:F45E:0C:001:1st Item = yellow potion:Gives a potion of rainbows +boblbobl:0:F45E:0D:001:1st Item = purple potion:Gives a potion of music notes +boblbobl:0:F45E:0E:001:1st Item = heart:Invincibility&freeze monsters +boblbobl:0:F45E:0F:001:1st Item = blue ring:Gives points when you walk +boblbobl:0:F45E:10:001:1st Item = pink ring:Gives points when you jump +boblbobl:0:F45E:11:001:1st Item = red ring:Gives points when you bubble +boblbobl:0:F45E:12:001:1st Item = blue cross:Fills screen with water +boblbobl:0:F45E:13:001:1st Item = yellow cross:Make lightning strike +boblbobl:0:F45E:14:001:1st Item = orange cross:Fire flames NOT bubbles +boblbobl:0:F45E:15:001:1st Item = blue tea-pot:Pts when you walk.jump&bubble +boblbobl:0:F45E:18:001:1st Item = yellow tea-pot:pwrup fire range+speed& h pwr +boblbobl:0:F45E:16:001:1st Item = red tea-pot:Above two teapots combined +boblbobl:0:F45E:17:001:1st Item = purple tea-pot:Turns monsters into diamonds +boblbobl:0:F45E:19:001:1st Item = book:Turns monsters into diamonds +boblbobl:0:F45E:1A:001:1st Item = grey "ring?":Makes stars fall +boblbobl:0:F45E:1B:001:1st Item = orange necklace:Gives you the EXTEND letters +boblbobl:0:F45E:1C:001:1st Item = grey necklace:Produces a big fireball +boblbobl:0:F45E:1D:001:1st Item = fork:Makes fruits fall +boblbobl:0:F45E:1E:001:1st Item = pink chest:Pink diamonds on level end +boblbobl:0:F45E:1F:001:1st Item = yellow chest:Yellow diamonds on level end +boblbobl:0:F45E:20:001:1st Item = red chest:Red diamonds on level end +boblbobl:0:F45E:21:001:1st Item = blue chest:Blue diamonds on level end +boblbobl:0:F45E:22:001:1st Item = grey chest:Grey diamonds on level end +boblbobl:0:F45E:23:001:1st Item = white candy-stick:Cakes on level end +boblbobl:0:F45E:24:001:1st Item = yellow candy-stick:Chocolate cakes on level end +boblbobl:0:F45E:25:001:1st Item = red candy-stick:Watermelons on level end +boblbobl:0:F45E:26:001:1st Item = orange candy-stick:Oranges on level end +boblbobl:0:F45E:27:001:1st Item = brown candy-stick:Ice Creams on level end +boblbobl:0:F45E:28:001:1st Item = blue candy-stick:Ice Creams on level end +boblbobl:0:F45E:29:001:1st Item = bell:Destructive Item warning +boblbobl:0:F45E:2A:001:1st Item = octopussy:Wood Crosses on level end +boblbobl:0:F45E:2B:001:1st Item = pink floyd:Aliens on level end +boblbobl:0:F45E:2C:001:1st Item = glass of beer:???? on level end +boblbobl:0:F45E:2D:001:1st Item = knife:Makes fruits fall +boblbobl:0:F45E:2E:001:1st Item = crystal ball:Gives level beginning items +boblbobl:0:F45E:30:001:1st Item = skeleton:"Hurry up !" the monsters +boblbobl:0:F45E:31:001:1st Item = bonus door lev. 20:Warps you to room of diamonds +boblbobl:0:F45E:32:001:1st Item = bonus door lev. 30:Warps you to room of diamonds +boblbobl:0:F45E:33:001:1st Item = bonus door lev. 40:Warps you to room of diamonds +boblbobl:0:F45E:34:001:1st Item = bonus door lev. 50:Warps you to Level 70 +boblbobl:0:F44C:2A:000:Fruit 2A +boblbobl:0:F44C:2B:000:Fruit 2B +boblbobl:0:F44C:2C:000:Fruit 2C +boblbobl:0:F44C:2D:000:Fruit 2D +boblbobl:0:F44C:2E:000:Fruit 2E +boblbobl:0:F44C:2F:000:Fruit 2F +boblbobl:0:F44C:30:000:Fruit 30 +boblbobl:0:F44C:31:000:Fruit 31 +boblbobl:0:F44C:32:000:Fruit 32 +boblbobl:0:F44C:33:000:Fruit 33 +boblbobl:0:F44C:34:000:Fruit 34 +boblbobl:0:F44C:35:000:Fruit 35 +boblbobl:0:F44C:36:000:Fruit 36 +boblbobl:0:F44C:37:000:Fruit 37 +boblbobl:0:F44C:38:000:Fruit 38 +boblbobl:0:F44C:39:000:Fruit 39 +boblbobl:0:F44C:3A:000:Fruit 3A +boblbobl:0:F44C:3B:000:Fruit 3B +boblbobl:0:F44D:01:000:Quick Fruit at start +boblbobl:0:E60A:01:000:Lipstick +boblbobl:0:E345:05:000:Stop the Baron +boblbobl:0:0000:00:999:[These five cheats will make] +boblbobl:0:0000:00:999:[a potion appear on the next] +boblbobl:0:0000:00:999:[screen. It will be of the ] +boblbobl:0:0000:00:999:[type requested unless you ] +boblbobl:0:0000:00:999:[have earned a higher potion] +boblbobl:0:0000:00:999:[or you have fallen off the ] +boblbobl:0:0000:00:999:[bottom of the screen since ] +boblbobl:0:0000:00:999:[setting the cheat. Falling ] +boblbobl:0:0000:00:999:[off the bottom will upgrade] +boblbobl:0:0000:00:999:[the potion to the next one!] +boblbobl:0:E5E7:0F:001:Sunflower Potion(next screen) +boblbobl:0:E5E7:10:001:Flower Potion (next screen) +boblbobl:0:E5E7:11:001:Clover Potion (next screen) +boblbobl:0:E5E7:12:001:Rainbow Potion (next screen) +boblbobl:0:E5E7:13:001:Musical Potion (next screen) +boblbobl:0:0000:00:999:[These two cheats are useful] +boblbobl:0:0000:00:999:[when you get stuck on one ] +boblbobl:0:0000:00:999:[screen. Use only one at a ] +boblbobl:0:0000:00:999:[time. ] +boblbobl:0:F590:01:001:Drown 'em All! Now! OR---> +boblbobl:0:E720:01:001:Throw The Book At Them Now! +boblbobl:0:0000:00:999:[These Select starting round] +boblbobl:0:0000:00:999:[cheats are *NOT* linked so ] +boblbobl:0:0000:00:999:[they must BOTH be selected ] +boblbobl:0:0000:00:999:[individually one after the ] +boblbobl:0:0000:00:999:[other! ] +boblbobl:0:0000:00:999:[ ] +boblbobl:0:0000:00:999:[You should enable these ] +boblbobl:0:0000:00:999:[cheats on the press 1 or 2 ] +boblbobl:0:0000:00:999:[player button screen. ] +boblbobl:0:E64B:FF:021:Select starting round (1/2) +boblbobl:0:E64B:63:061:Select starting round (2/2) +boblbobl:0:0000:00:999:[ ] +boblbobl:0:E64B:63:061:Select next round + +; [ Body Slam ] +bodyslam:0:FFC202:59:000:Infinite Time + +; [ Bogey Manor ] +bogeyman:0:0032:03:000:Infinite Lives +bogeyman:0:07BA:59:000:Infinite Time +bogeyman:0:069F:00:000:Invincibility +bogeyman:0:06FE:01:000:Transformation +bogeyman:0:07CF:00:000:Floor Lighting (1/4) +bogeyman:0:07D0:00:500:Floor Lighting (2/4) +bogeyman:0:07D1:00:500:Floor Lighting (3/4) +bogeyman:0:07D2:00:500:Floor Lighting (4/4) +bogeyman:0:071C:E0:000:Open Exit Door Now! +bogeyman:0:07D8:08:001:Finish Floor Now! +bogeyman:0:040A:00:998:Display Remain Crystal +bogeyman:0:002A:01:000:House Select (1/2) +bogeyman:0:152E:39:500:House Select (2/2) + +; [ Bomb Bee ] +bombbee:0:22A4:01:000:Infinite Balls + +; [ Bomb Jack (set 2) ] +bombjac2:0:819B:05:000:Infinite Lives +bombjac2:0:824A:1E:000:Invincibility +bombjac2:0:81AC:04:000:Always Bonus Multiplier x 5 +bombjac2:0:81AC:04:001:Bonus Multiplier x 5 Now! +bombjac2:0:8036:FF:000:Infinite Power Time +bombjac2:0:81A2:00:001:Finish this Level Now! +bombjac2:0:81AB:23:000:Always Perfect Firebombs +bombjac2:0:81AB:23:001:Perfect Firebombs Now! +bombjac2:0:890C:01:000:Bonus gives multiplier +bombjac2:0:890C:02:000:Bonus gives extra life +bombjac2:0:890C:03:000:Bonus gives extra credit +bombjac2:0:81A7:14:000:P always present + +; [ Bomb Jack (set 1) ] +bombjack:0:819B:05:000:Infinite Lives +bombjack:0:824A:1E:000:Invincibility +bombjack:0:81AC:04:000:Always Bonus Multiplier x 5 +bombjack:0:81AC:04:001:Bonus Multiplier x 5 Now! +bombjack:0:8036:FF:000:Infinite Power Time +bombjack:0:81A2:00:001:Finish this Level Now! +bombjack:0:81AB:23:000:Always Perfect Firebombs +bombjack:0:81AB:23:001:Perfect Firebombs Now! +bombjack:0:890C:01:000:Bonus gives multiplier +bombjack:0:890C:02:000:Bonus gives extra life +bombjack:0:890C:03:000:Bonus gives extra credit +bombjack:0:81A7:14:000:P always present + +; [ Boot Camp ] +bootcamp:0:0A8D:99:000:Infinite Time PL1 +bootcamp:0:0A8C:00:001:Reset Timer Now! PL1 (1/2) +bootcamp:0:0A8D:01:501:Reset Timer Now! PL1 (2/2) +bootcamp:0:0855:70:000:Always done 70 targets PL1 +bootcamp:0:0855:70:001:Get 70 targets Now! PL1 +bootcamp:0:0AAD:99:000:Infinite Time PL2 +bootcamp:0:0AAC:00:001:Reset Timer Now! PL2 (1/2) +bootcamp:0:0AAD:01:501:Reset Timer Now! PL2 (2/2) +bootcamp:0:0857:70:000:Always done 70 targets PL2 +bootcamp:0:0857:70:001:Get 70 targets Now! PL2 +bootcamp:0:0C76:01:001:One hit for Instructor Now! +bootcamp:0:0000:00:999:[Ensure the infinite damage ] +bootcamp:0:0000:00:999:[cheat is NOT turned on for ] +bootcamp:0:0000:00:999:[the Assault Course!! ] +bootcamp:0:0C16:08:000:Infinite Damage PL1 +bootcamp:0:0C46:08:000:Infinite Damage PL2 +bootcamp:0:0000:00:999:[Enable these cheats on the ] +bootcamp:0:0000:00:999:[Player 1/2 Intro page, ie. ] +bootcamp:0:0000:00:999:[before the Obstacle Course ] +bootcamp:0:0991:02:001:Goto the Firing Range 1 Now! +bootcamp:0:0991:03:001:Goto the Iron Man Race Now! +bootcamp:0:0991:05:001:Goto the Firing Range 2 Now! +bootcamp:0:0991:06:001:Goto the Arm Wrestle Now! +bootcamp:0:0991:07:001:Goto the Firing Range 3 Now! +bootcamp:0:0991:09:001:Goto the Instructor Now! +bootcamp:0:0991:0E:001:Goto the Mission Now! +bootcamp:0:0000:00:999:[The invincibility cheat is ] +bootcamp:0:0000:00:999:[buggy, you have to turn it ] +bootcamp:0:0000:00:999:[off with F5 to jump or to ] +bootcamp:0:0000:00:999:[walk down stairs-YOU MUST!!] +bootcamp:0:0C01:02:020:Mission Invincibility (1/3) +bootcamp:0:0C01:F8:540:Mission Invincibility (2/3) +bootcamp:0:0C16:08:500:Mission Invincibility (3/3) + +; [ Boot Hill ] +boothill:0:2008:60:000:Infinite Time +boothill:0:205A:00:000:Infinite Bullets PL1 +boothill:0:2059:00:000:Infinite Bullets PL2 +boothill:0:200E:00:000:Score Always = 0 PL1 +boothill:0:200D:00:000:Score Always = 0 PL2 +boothill:0:200E:00:001:Set Score to 0 Now! PL1 +boothill:0:200D:00:001:Set Score to 0 Now! PL2 +boothill:0:200E:99:073:Select Score PL1 +boothill:0:200D:99:073:Select Score PL2 + +; [ Bosconian (new version) ] +bosco:0:83E2:05:000:Infinite Lives + +; [ Bosconian (Midway, new version) ] +boscomd:0:83E2:05:000:Infinite Lives + +; [ Bosconian (Midway, old version) ] +boscomdo:0:83E2:05:000:Infinite Lives + +; [ Bosconian (old version) ] +boscoo:0:83E2:05:000:Infinite Lives + +; [ Bottom of the Ninth (version T) ] +bottom9:0:410E:63:070:Select score PL1 +bottom9:0:411E:63:070:Select score PL2 +bottom9:0:4098:59:000:Infinite Time (1/3) +bottom9:0:4097:59:500:Infinite Time (2/3) +bottom9:0:4096:99:500:Infinite Time (3/3) +bottom9:0:4120:00:000:Infinite Strikes +bottom9:0:4121:00:000:Infinite Balls +bottom9:0:4122:00:000:Infinite Outs +bottom9:0:4098:00:001:Set Play Time to 0 Now! (1/3) +bottom9:0:4097:00:501:Set Play Time to 0 Now! (2/3) +bottom9:0:4096:00:501:Set Play Time to 0 Now! (3/3) +bottom9:0:4120:00:001:Set Strikes to 0 Now! +bottom9:0:4120:03:001:Set Strikes to 3 Now! +bottom9:0:4121:00:001:Set Balls to 0 Now! +bottom9:0:4121:04:001:Set Balls to 4 Now! +bottom9:0:4122:00:001:Set Outs to 0 Now! +bottom9:0:4122:03:001:Set Outs to 3 Now! +bottom9:0:4012:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Bottom of the Ninth (version N) ] +bottom9n:0:410E:63:070:Select score PL1 +bottom9n:0:411E:63:070:Select score PL2 +bottom9n:0:4098:59:000:Infinite Time (1/3) +bottom9n:0:4097:59:500:Infinite Time (2/3) +bottom9n:0:4096:99:500:Infinite Time (3/3) +bottom9n:0:4120:00:000:Infinite Strikes +bottom9n:0:4121:00:000:Infinite Balls +bottom9n:0:4122:00:000:Infinite Outs +bottom9n:0:4098:00:001:Set Play Time to 0 Now! (1/3) +bottom9n:0:4097:00:501:Set Play Time to 0 Now! (2/3) +bottom9n:0:4096:00:501:Set Play Time to 0 Now! (3/3) +bottom9n:0:4120:00:001:Set Strikes to 0 Now! +bottom9n:0:4120:03:001:Set Strikes to 3 Now! +bottom9n:0:4121:00:001:Set Balls to 0 Now! +bottom9n:0:4121:04:001:Set Balls to 4 Now! +bottom9n:0:4122:00:001:Set Outs to 0 Now! +bottom9n:0:4122:03:001:Set Outs to 3 Now! +bottom9n:0:4012:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Boulder Dash / Boulder Dash Part 2 (World) ] +bouldash:0:306959:63:000:Infinite Time +bouldash:0:306E05:99:000:Infinite reserve time +bouldash:0:306AF7:05:000:Infinite Lives +bouldash:0:306991:00:000:Exit always Open +bouldash:0:306991:00:001:Open Exit Now! +bouldash:0:306959:01:001:Zero Timer Now! (bonus level) + +; [ 4 Player Bowling ] +bowler:0:0000:00:999:[Pin is always Top Left, and] +bowler:0:0000:00:999:[you will score 9 pts aswell] +bowler:0:2234:01:000:Always 1 pin left to drop +bowler:0:2234:01:001:1 pin left to drop Now! + +; [ Bowl-O-Rama ] +bowlrama:0:5297:10:000:Infinite Time +bowlrama:0:5629:07:000:Always 800 (Flash-O-Matic) + +; [ Brain ] +brain:0:C04E:06:000:Infinite Lives PL1 +brain:0:C04F:06:000:Infinite Lives PL2 +brain:0:CE94:09:000:Infinite Bombs +brain:0:EEA6:37:000:Infinite Air +brain:0:CE82:00:000:Invincibility (1/2):This cheat is Buggy +brain:0:F038:7E:500:Invincibility (2/2):This cheat is Buggy +brain:0:CE92:00:000:Always Single/normal shot +brain:0:CE92:01:000:Always Double/heavy shot +brain:0:CE92:00:001:Get Single/normal shot Now! +brain:0:CE92:01:001:Get Double/heavy shot Now! + +; [ Breakers ] +breakers:0:107C0B:64:000:Infinite Time +breakers:0:107332:1E:000:Infinite Energy PL1 +breakers:0:107332:00:001:Drain All Energy Now! PL1 +breakers:0:107345:03:000:Infinite Chi PL1 +breakers:0:107345:00:000:Always minimum Chi PL1 +breakers:0:107892:1E:000:Infinite Energy PL2 +breakers:0:107892:00:001:Drain All Energy Now! PL2 +breakers:0:1078A5:03:000:Infinite Chi PL2 +breakers:0:1078A5:00:000:Always minimum Chi PL1 +breakers:0:000000:00:999:[The Goto Boss Fight Screen ] +breakers:0:000000:00:999:[should be activated on the ] +breakers:0:000000:00:999:[character selection screen.] +breakers:0:000000:00:999:[If you activate it during ] +breakers:0:000000:00:999:[any fight however you will ] +breakers:0:000000:00:999:[see the ENDING after you ] +breakers:0:000000:00:999:[you win that match! ] +breakers:0:1070C5:09:001:Goto Boss Fight Screen Now! +breakers:0:000000:00:999:[ Use on selection screen ] +breakers:0:107155:08:000:Play with Bai-Hu PL1 +breakers:0:1076B5:08:000:Play with Bai-Hu PL2 + +; [ Breakers Revenge ] +breakrev:0:107C27:63:000:Infinite Time +breakrev:0:10734E:1E:000:Infinite Energy PL1 +breakrev:0:10734E:00:001:Drain All Energy Now! PL1 +breakrev:0:107361:03:000:Infinite Chi PL1 +breakrev:0:107361:00:000:Always minimum Chi PL1 +breakrev:0:1078AE:1E:000:Infinite Energy PL2 +breakrev:0:1078AE:00:001:Drain All Energy Now! PL2 +breakrev:0:1078C1:03:000:Infinite Chi PL2 +breakrev:0:1078C1:00:000:Always minimum Chi PL2 +breakrev:0:000000:00:999:[The Goto Boss Fight Screen ] +breakrev:0:000000:00:999:[should be activated on the ] +breakrev:0:000000:00:999:[character selection screen.] +breakrev:0:000000:00:999:[If you activate it during ] +breakrev:0:000000:00:999:[any fight however you will ] +breakrev:0:000000:00:999:[see the ENDING after you ] +breakrev:0:000000:00:999:[you win that match! ] +breakrev:0:1070D1:0A:001:Goto Boss Fight Screen Now! + +; [ Breywood (Japan revision 2) ] +breywood:0:00A8:09:000:Infinite Energy PL1 (1/3) +breywood:0:00A8:99:500:Infinite Energy PL1 (2/3) +breywood:0:00A9:99:500:Infinite Energy PL1 (3/3) +breywood:0:00B4:08:000:Infinite Keys PL1 +breywood:0:00C2:09:000:Infinite Energy PL2 (1/3) +breywood:0:00C3:99:500:Infinite Energy PL2 (2/3) +breywood:0:00C4:99:500:Infinite Energy PL2 (3/3) +breywood:0:00CF:08:000:Infinite Keys PL2 + +; [ Brix ] +brix:0:460E:05:000:Infinite Lives + +; [ Break Thru (US) ] +brkthru:0:040F:99:000:Infinite Lives +brkthru:0:0492:63:000:Infinite Powerup Time +brkthru:0:05A3:80:000:Always 3-Way Powerup +brkthru:0:05A3:80:001:Get 3-Way Powerup Now! +brkthru:0:0426:01:000:Invincible Flying Jeep +brkthru:0:0000:00:999:[These Select starting level] +brkthru:0:0000:00:999:[cheats are *NOT* linked so ] +brkthru:0:0000:00:999:[they must BOTH be selected ] +brkthru:0:0000:00:999:[individually one after the ] +brkthru:0:0000:00:999:[other! ] +brkthru:0:0000:00:999:[ ] +brkthru:0:0000:00:999:[Enable on the title screen,] +brkthru:0:0000:00:999:[press 1 or 2 before it ] +brkthru:0:0000:00:999:[enters the demo mode which ] +brkthru:0:0000:00:999:[would disable the cheat. ] +brkthru:0:040E:FF:021:Select starting level (1/2) +brkthru:0:040E:04:061:Select starting level (2/2) +brkthru:0:0000:00:999:[ ] +brkthru:0:040E:04:061:Select next level +brkthru:0:040E:04:071:Select current level + +; [ Kyohkoh-Toppa (Japan) ] +brkthruj:0:040F:99:000:Infinite Lives +brkthruj:0:0492:63:000:Infinite Powerup Time +brkthruj:0:05A3:80:000:Always 3-Way Powerup +brkthruj:0:05A3:80:001:Get 3-Way Powerup Now! +brkthruj:0:0426:01:000:Invincible Flying Jeep +brkthruj:0:0000:00:999:[These Select starting level] +brkthruj:0:0000:00:999:[cheats are *NOT* linked so ] +brkthruj:0:0000:00:999:[they must BOTH be selected ] +brkthruj:0:0000:00:999:[individually one after the ] +brkthruj:0:0000:00:999:[other! ] +brkthruj:0:0000:00:999:[ ] +brkthruj:0:0000:00:999:[Enable on the title screen,] +brkthruj:0:0000:00:999:[press 1 or 2 before it ] +brkthruj:0:0000:00:999:[enters the demo mode which ] +brkthruj:0:0000:00:999:[would disable the cheat. ] +brkthruj:0:040E:FF:021:Select starting level (1/2) +brkthruj:0:040E:04:061:Select starting level (2/2) +brkthruj:0:0000:00:999:[ ] +brkthruj:0:040E:04:061:Select next level +brkthruj:0:040E:04:071:Select current level + +; [ Burnin' Rubber ] +brubber:0:001A:05:000:Infinite Lives +brubber:0:0090:01:000:Jump Always O.K. +brubber:0:0080:19:000:Never Come Down From Jump +brubber:0:0021:00:000:0 cars smashed (50000 pts) + +; [ Basketball ] +bsktball:0:008A:59:000:Infinite Time + +; [ Baseball Stars Professional ] +bstars:0:10004B:60:000:Infinite Time + +; [ Baseball Stars 2 ] +bstars2:0:1041D9:39:000:Infinite Time +bstars2:0:104422:63:000:Always have Max POW PL1 +bstars2:0:104423:63:000:Always have Max POW PL2 +bstars2:0:1043F2:99:000:Always win game PL1 +bstars2:0:1043F3:99:000:Always win game PL2 +bstars2:0:104422:63:001:Get Max POW Now! PL1 +bstars2:0:104423:63:001:Get Max POW Now! PL2 +bstars2:0:1043F2:99:000:Win this game Now! PL1 +bstars2:0:1043F3:99:000:Win this game Now! PL2 +bstars2:0:104422:63:070:Select POW Points Now! PL1 +bstars2:0:104423:63:070:Select POW Points Now! PL2 +bstars2:0:1043F2:99:073:Select Score PL1 +bstars2:0:1043F3:99:073:Select Score PL2 + +; [ Burger Time (Data East set 1) ] +btime:0:0029:05:000:Infinite Lives PL1 +btime:0:002B:99:000:Infinite Pepper PL1 +btime:0:002A:05:000:Infinite Lives PL2 +btime:0:002C:99:000:Infinite Pepper PL2 +btime:0:0000:00:999:[Turn off Invincibility ] +btime:0:0000:00:999:[with F5 before you drop the] +btime:0:0000:00:999:[last top burger bun!!! ] +btime:0:006F:00:000:Invincibility (1/2) +btime:0:00A0:01:500:Invincibility (2/2) + +; [ Burger Time (Data East set 2) ] +btime2:0:0029:05:000:Infinite Lives PL1 +btime2:0:002B:99:000:Infinite Pepper PL1 +btime2:0:002A:05:000:Infinite Lives PL2 +btime2:0:002C:99:000:Infinite Pepper PL2 +btime2:0:0000:00:999:[Turn off Invincibility ] +btime2:0:0000:00:999:[with F5 before you drop the] +btime2:0:0000:00:999:[last top burger bun!!! ] +btime2:0:006F:00:000:Invincibility (1/2) +btime2:0:00A0:01:500:Invincibility (2/2) + +; [ Burger Time (Midway) ] +btimem:0:0029:05:000:Infinite Lives PL1 +btimem:0:002B:99:000:Infinite Pepper PL1 +btimem:0:002A:05:000:Infinite Lives PL2 +btimem:0:002C:99:000:Infinite Pepper PL2 +btimem:0:0000:00:999:[Turn off Invincibility ] +btimem:0:0000:00:999:[with F5 before you drop the] +btimem:0:0000:00:999:[last top burger bun!!! ] +btimem:0:006F:00:000:Invincibility (1/2) +btimem:0:00A0:01:500:Invincibility (2/2) + +; [ Battlefield (Japan) ] +btlfield:0:04041F:99:000:Infinite Lives PL1 +btlfield:0:04041E:80:000:Infinite Ammo PL1:Get a weapon first +btlfield:0:040163:64:000:Infinite Bombs PL1 +btlfield:0:040419:80:000:Invincibility PL1 +btlfield:0:04043F:99:000:Infinite Lives PL2 +btlfield:0:04043E:80:000:Infinite Ammo PL2:Get a weapon first +btlfield:0:040165:64:000:Infinite Bombs PL2 +btlfield:0:040439:80:000:Invincibility PL2 + +; [ Bubbles ] +bubbles:0:9866:05:000:Infinite Lives +bubbles:0:9867:12:000:Always have mouth +bubbles:0:986C:00:000:No brushes +bubbles:0:986D:00:000:No sponges +bubbles:0:9870:00:000:No razors + +; [ Bubbles (Solid Red label) ] +bubblesr:0:9866:05:000:Infinite Lives +bubblesr:0:9867:12:000:Always have mouth +bubblesr:0:986C:00:000:No brushes +bubblesr:0:986D:00:000:No sponges +bubblesr:0:9870:00:000:No razors + +; [ Bubble Bobble (US set 2) ] +bubbobr1:0:0000:00:999:[This game has got a LOT of ] +bubbobr1:0:0000:00:999:[cheats. Don't go too mad as] +bubbobr1:0:0000:00:999:[it may spoil the game!!! ] +bubbobr1:0:E366:63:000:Infinite Credits +bubbobr1:0:E645:06:000:Infinite Lives PL1 +bubbobr1:0:E6B6:77:000:Invincibility PL1 +bubbobr1:0:E6C1:0C:000:Speed Always Normal PL1 +bubbobr1:0:E6C1:14:000:Speed Always Power-up PL1 +bubbobr1:0:E6C1:28:000:Speed Always Ultimate PL1 +bubbobr1:0:E6C1:0C:001:Speed to Normal Now! PL1 +bubbobr1:0:E6C1:14:001:Speed to Power-up Now! PL1 +bubbobr1:0:E6C1:28:001:Speed to Ultimate Now! PL1 +bubbobr1:0:E6BF:14:001:Fire Speed to Normal Now! PL1 +bubbobr1:0:E6BF:05:001:Fire Speed to Power-up NowPL1 +bubbobr1:0:E6BF:01:000:Fire Speed Always UltimatePL1 +bubbobr1:0:E6C2:80:000:Normal Range Bubbles PL1 +bubbobr1:0:E6C2:80:000:Long Range Bubbles PL1 +bubbobr1:0:E6C2:FF:000:Extra Long Range Bubbles PL1 +bubbobr1:0:E6C0:03:001:Head Power to Normal Now! PL1 +bubbobr1:0:E6C0:06:001:Head Power to Power-up NowPL1 +bubbobr1:0:E6C0:09:000:Head Power Always UltimatePL1 +bubbobr1:0:F60F:00:001:Fire bubbles Bubbles Now! PL1 +bubbobr1:0:F60F:01:001:Fire lightnings Now! PL1 +bubbobr1:0:E742:3F:001:Get EXTEND PL1 +bubbobr1:0:E742:01:021:Get letter - E (red) PL1 +bubbobr1:0:E742:02:021:Get letter - X (pink) PL1 +bubbobr1:0:E742:04:021:Get letter - T (yellow) PL1 +bubbobr1:0:E742:08:021:Get letter - E (green) PL1 +bubbobr1:0:E742:10:021:Get letter - N (blue) PL1 +bubbobr1:0:E742:20:021:Get letter - D (purple) PL1 +bubbobr1:0:E64A:06:000:Infinite Lives PL2 +bubbobr1:0:E6E8:77:000:Invincibility PL2 +bubbobr1:0:E6F3:0C:000:Speed Always Normal PL2 +bubbobr1:0:E6F3:14:000:Speed Always Power-up PL2 +bubbobr1:0:E6F3:28:000:Speed Always Ultimate PL2 +bubbobr1:0:E6F3:0C:001:Speed to Normal Now! PL2 +bubbobr1:0:E6F3:14:001:Speed to Power-up Now! PL2 +bubbobr1:0:E6F3:28:001:Speed to Ultimate Now! PL2 +bubbobr1:0:E6F1:14:001:Fire Speed to Normal Now! PL2 +bubbobr1:0:E6F1:05:001:Fire Speed to Power-up NowPL2 +bubbobr1:0:E6F1:01:000:Fire Speed Always UltimatePL2 +bubbobr1:0:E6F4:40:000:Normal Range Bubbles PL2 +bubbobr1:0:E6F4:80:000:Long Range Bubbles PL2 +bubbobr1:0:E6F4:FF:000:Extra Long Range Bubbles PL2 +bubbobr1:0:E6F2:03:001:Head Power to Normal Now! PL2 +bubbobr1:0:E6F2:06:001:Head Power to Power-up NowPL2 +bubbobr1:0:E6F2:09:000:Head Power Always UltimatePL2 +bubbobr1:0:F610:00:001:Fire bubbles Bubbles Now! PL2 +bubbobr1:0:F610:01:001:Fire lightnings Now! PL2 +bubbobr1:0:E743:3F:001:Get EXTEND PL2 +bubbobr1:0:E743:01:021:Get letter - E (red) PL2 +bubbobr1:0:E743:02:021:Get letter - X (pink) PL2 +bubbobr1:0:E743:04:021:Get letter - T (yellow) PL2 +bubbobr1:0:E743:08:021:Get letter - E (green) PL2 +bubbobr1:0:E743:10:021:Get letter - N (blue) PL2 +bubbobr1:0:E743:20:021:Get letter - D (purple) PL2 +bubbobr1:0:E5DB:01:000:'Super' (1JBLRJ1R) +bubbobr1:0:E5D1:01:000:'Original Game' (BJBJBJR1) +bubbobr1:0:E5D2:01:000:'Power Up' (LJL1LBL1) +bubbobr1:0:E613:01:000:Always get Bonus doors +bubbobr1:0:F676:01:000:Constant Extend Letters +bubbobr1:0:E603:01:000:Always Warn (Bell Item) +bubbobr1:0:E5FA:03:000:Apple or Orange? You decide! +bubbobr1:0:E608:01:000:Coke Can Item +bubbobr1:0:6E30:01:000:Fireball Bubble - Always! +bubbobr1:0:6E30:03:000:Fireball Bubble - 1 in 2 +bubbobr1:0:6E30:05:000:Fireball Bubble - 1 in 3 +bubbobr1:0:6E30:07:000:Fireball Bubble - 1 in 4 +bubbobr1:0:6E30:15:000:Fireball Bubble - 1 in 16 +bubbobr1:0:6E30:1D:000:Fireball Bubble - 1 in 256 +bubbobr1:0:6E30:25:000:Fireball Bubble - 1 in 4096 +bubbobr1:0:5C2B:C9:000:Disable Bubbles? +bubbobr1:0:E6BB:05:001:Fireballs for 5 levels +bubbobr1:0:E6BE:40:000:Fireballs +bubbobr1:0:E5EE:07:000:Fireball Cross +bubbobr1:0:0000:00:999:[Use these cheats only at ] +bubbobr1:0:0000:00:999:[the begining of a level, ] +bubbobr1:0:0000:00:999:[before the item appears!! ] +bubbobr1:0:0000:00:999:[When you are given a ] +bubbobr1:0:0000:00:999:[distribution, each bubble ] +bubbobr1:0:0000:00:999:[turns into an object. ] +bubbobr1:0:F45E:00:001:1st Item = pink sweet:Gives you power-up fire range +bubbobr1:0:F45E:01:001:1st Item = blue sweet:Gives you power-up head power +bubbobr1:0:F45E:02:001:1st Item = yellow sweet:Gives you power-up fire speed +bubbobr1:0:F45E:03:001:1st Item = shoe:Gives you power-up speed +bubbobr1:0:F45E:04:001:1st Item = clock:Slows down the monsters +bubbobr1:0:F45E:05:001:1st Item = bomb:Turns monsters into diamonds +bubbobr1:0:F45E:06:001:1st Item = brown umbrella:Warps you 3 levels farther +bubbobr1:0:F45E:07:001:1st Item = red umbrella:Warps you 5 levels farther +bubbobr1:0:F45E:08:001:1st Item = pink umbrella:Warps you 7 levels farther +bubbobr1:0:F45E:09:001:1st Item = orange potion:Gives a potion of sunflowers +bubbobr1:0:F45E:0A:001:1st Item = red potion:Gives a potion of flowers +bubbobr1:0:F45E:0B:001:1st Item = green potion:Gives a potion of clovers +bubbobr1:0:F45E:0C:001:1st Item = yellow potion:Gives a potion of rainbows +bubbobr1:0:F45E:0D:001:1st Item = purple potion:Gives a potion of music notes +bubbobr1:0:F45E:0E:001:1st Item = heart:Invincibility&freeze monsters +bubbobr1:0:F45E:0F:001:1st Item = blue ring:Gives points when you walk +bubbobr1:0:F45E:10:001:1st Item = pink ring:Gives points when you jump +bubbobr1:0:F45E:11:001:1st Item = red ring:Gives points when you bubble +bubbobr1:0:F45E:12:001:1st Item = blue cross:Fills screen with water +bubbobr1:0:F45E:13:001:1st Item = yellow cross:Make lightning strike +bubbobr1:0:F45E:14:001:1st Item = orange cross:Fire flames NOT bubbles +bubbobr1:0:F45E:15:001:1st Item = blue tea-pot:Pts when you walk.jump&bubble +bubbobr1:0:F45E:18:001:1st Item = yellow tea-pot:pwrup fire range+speed& h pwr +bubbobr1:0:F45E:16:001:1st Item = red tea-pot:Above two teapots combined +bubbobr1:0:F45E:17:001:1st Item = purple tea-pot:Turns monsters into diamonds +bubbobr1:0:F45E:19:001:1st Item = book:Turns monsters into diamonds +bubbobr1:0:F45E:1A:001:1st Item = grey "ring?":Makes stars fall +bubbobr1:0:F45E:1B:001:1st Item = orange necklace:Gives you the EXTEND letters +bubbobr1:0:F45E:1C:001:1st Item = grey necklace:Produces a big fireball +bubbobr1:0:F45E:1D:001:1st Item = fork:Makes fruits fall +bubbobr1:0:F45E:1E:001:1st Item = pink chest:Pink diamonds on level end +bubbobr1:0:F45E:1F:001:1st Item = yellow chest:Yellow diamonds on level end +bubbobr1:0:F45E:20:001:1st Item = red chest:Red diamonds on level end +bubbobr1:0:F45E:21:001:1st Item = blue chest:Blue diamonds on level end +bubbobr1:0:F45E:22:001:1st Item = grey chest:Grey diamonds on level end +bubbobr1:0:F45E:23:001:1st Item = white candy-stick:Cakes on level end +bubbobr1:0:F45E:24:001:1st Item = yellow candy-stick:Chocolate cakes on level end +bubbobr1:0:F45E:25:001:1st Item = red candy-stick:Watermelons on level end +bubbobr1:0:F45E:26:001:1st Item = orange candy-stick:Oranges on level end +bubbobr1:0:F45E:27:001:1st Item = brown candy-stick:Ice Creams on level end +bubbobr1:0:F45E:28:001:1st Item = blue candy-stick:Ice Creams on level end +bubbobr1:0:F45E:29:001:1st Item = bell:Destructive Item warning +bubbobr1:0:F45E:2A:001:1st Item = octopussy:Wood Crosses on level end +bubbobr1:0:F45E:2B:001:1st Item = pink floyd:Aliens on level end +bubbobr1:0:F45E:2C:001:1st Item = glass of beer:???? on level end +bubbobr1:0:F45E:2D:001:1st Item = knife:Makes fruits fall +bubbobr1:0:F45E:2E:001:1st Item = crystal ball:Gives level beginning items +bubbobr1:0:F45E:30:001:1st Item = skeleton:"Hurry up !" the monsters +bubbobr1:0:F45E:31:001:1st Item = bonus door lev. 20:Warps you to room of diamonds +bubbobr1:0:F45E:32:001:1st Item = bonus door lev. 30:Warps you to room of diamonds +bubbobr1:0:F45E:33:001:1st Item = bonus door lev. 40:Warps you to room of diamonds +bubbobr1:0:F45E:34:001:1st Item = bonus door lev. 50:Warps you to Level 70 +bubbobr1:0:F44C:2A:000:Fruit 2A +bubbobr1:0:F44C:2B:000:Fruit 2B +bubbobr1:0:F44C:2C:000:Fruit 2C +bubbobr1:0:F44C:2D:000:Fruit 2D +bubbobr1:0:F44C:2E:000:Fruit 2E +bubbobr1:0:F44C:2F:000:Fruit 2F +bubbobr1:0:F44C:30:000:Fruit 30 +bubbobr1:0:F44C:31:000:Fruit 31 +bubbobr1:0:F44C:32:000:Fruit 32 +bubbobr1:0:F44C:33:000:Fruit 33 +bubbobr1:0:F44C:34:000:Fruit 34 +bubbobr1:0:F44C:35:000:Fruit 35 +bubbobr1:0:F44C:36:000:Fruit 36 +bubbobr1:0:F44C:37:000:Fruit 37 +bubbobr1:0:F44C:38:000:Fruit 38 +bubbobr1:0:F44C:39:000:Fruit 39 +bubbobr1:0:F44C:3A:000:Fruit 3A +bubbobr1:0:F44C:3B:000:Fruit 3B +bubbobr1:0:F44D:01:000:Quick Fruit at start +bubbobr1:0:E60A:01:000:Lipstick +bubbobr1:0:E345:05:000:Stop the Baron +bubbobr1:0:0000:00:999:[These five cheats will make] +bubbobr1:0:0000:00:999:[a potion appear on the next] +bubbobr1:0:0000:00:999:[screen. It will be of the ] +bubbobr1:0:0000:00:999:[type requested unless you ] +bubbobr1:0:0000:00:999:[have earned a higher potion] +bubbobr1:0:0000:00:999:[or you have fallen off the ] +bubbobr1:0:0000:00:999:[bottom of the screen since ] +bubbobr1:0:0000:00:999:[setting the cheat. Falling ] +bubbobr1:0:0000:00:999:[off the bottom will upgrade] +bubbobr1:0:0000:00:999:[the potion to the next one!] +bubbobr1:0:E5E7:0F:001:Sunflower Potion(next screen) +bubbobr1:0:E5E7:10:001:Flower Potion (next screen) +bubbobr1:0:E5E7:11:001:Clover Potion (next screen) +bubbobr1:0:E5E7:12:001:Rainbow Potion (next screen) +bubbobr1:0:E5E7:13:001:Musical Potion (next screen) +bubbobr1:0:0000:00:999:[These two cheats are useful] +bubbobr1:0:0000:00:999:[when you get stuck on one ] +bubbobr1:0:0000:00:999:[screen. Use only one at a ] +bubbobr1:0:0000:00:999:[time. ] +bubbobr1:0:F590:01:001:Drown 'em All! Now! OR---> +bubbobr1:0:E720:01:001:Throw The Book At Them Now! +bubbobr1:0:0000:00:999:[These Select starting round] +bubbobr1:0:0000:00:999:[cheats are *NOT* linked so ] +bubbobr1:0:0000:00:999:[they must BOTH be selected ] +bubbobr1:0:0000:00:999:[individually one after the ] +bubbobr1:0:0000:00:999:[other! ] +bubbobr1:0:0000:00:999:[ ] +bubbobr1:0:0000:00:999:[You should enable these ] +bubbobr1:0:0000:00:999:[cheats on the press 1 or 2 ] +bubbobr1:0:0000:00:999:[player button screen. ] +bubbobr1:0:E64B:FF:021:Select starting round (1/2) +bubbobr1:0:E64B:63:061:Select starting round (2/2) +bubbobr1:0:0000:00:999:[ ] +bubbobr1:0:E64B:63:061:Select next round + +; [ Bubble Bobble ] +bublbobl:0:0000:00:999:[This game has got a LOT of ] +bublbobl:0:0000:00:999:[cheats. Don't go too mad as] +bublbobl:0:0000:00:999:[it may spoil the game!!! ] +bublbobl:0:E366:63:000:Infinite Credits +bublbobl:0:E645:06:000:Infinite Lives PL1 +bublbobl:0:E6B6:77:000:Invincibility PL1 +bublbobl:0:E6C1:0C:000:Speed Always Normal PL1 +bublbobl:0:E6C1:14:000:Speed Always Power-up PL1 +bublbobl:0:E6C1:28:000:Speed Always Ultimate PL1 +bublbobl:0:E6C1:0C:001:Speed to Normal Now! PL1 +bublbobl:0:E6C1:14:001:Speed to Power-up Now! PL1 +bublbobl:0:E6C1:28:001:Speed to Ultimate Now! PL1 +bublbobl:0:E6BF:14:001:Fire Speed to Normal Now! PL1 +bublbobl:0:E6BF:05:001:Fire Speed to Power-up NowPL1 +bublbobl:0:E6BF:01:000:Fire Speed Always UltimatePL1 +bublbobl:0:E6C2:80:000:Normal Range Bubbles PL1 +bublbobl:0:E6C2:80:000:Long Range Bubbles PL1 +bublbobl:0:E6C2:FF:000:Extra Long Range Bubbles PL1 +bublbobl:0:E6C0:03:001:Head Power to Normal Now! PL1 +bublbobl:0:E6C0:06:001:Head Power to Power-up NowPL1 +bublbobl:0:E6C0:09:000:Head Power Always UltimatePL1 +bublbobl:0:F60F:00:001:Fire bubbles Bubbles Now! PL1 +bublbobl:0:F60F:01:001:Fire lightnings Now! PL1 +bublbobl:0:E742:3F:001:Get EXTEND PL1 +bublbobl:0:E742:01:021:Get letter - E (red) PL1 +bublbobl:0:E742:02:021:Get letter - X (pink) PL1 +bublbobl:0:E742:04:021:Get letter - T (yellow) PL1 +bublbobl:0:E742:08:021:Get letter - E (green) PL1 +bublbobl:0:E742:10:021:Get letter - N (blue) PL1 +bublbobl:0:E742:20:021:Get letter - D (purple) PL1 +bublbobl:0:E64A:06:000:Infinite Lives PL2 +bublbobl:0:E6E8:77:000:Invincibility PL2 +bublbobl:0:E6F3:0C:000:Speed Always Normal PL2 +bublbobl:0:E6F3:14:000:Speed Always Power-up PL2 +bublbobl:0:E6F3:28:000:Speed Always Ultimate PL2 +bublbobl:0:E6F3:0C:001:Speed to Normal Now! PL2 +bublbobl:0:E6F3:14:001:Speed to Power-up Now! PL2 +bublbobl:0:E6F3:28:001:Speed to Ultimate Now! PL2 +bublbobl:0:E6F1:14:001:Fire Speed to Normal Now! PL2 +bublbobl:0:E6F1:05:001:Fire Speed to Power-up NowPL2 +bublbobl:0:E6F1:01:000:Fire Speed Always UltimatePL2 +bublbobl:0:E6F4:40:000:Normal Range Bubbles PL2 +bublbobl:0:E6F4:80:000:Long Range Bubbles PL2 +bublbobl:0:E6F4:FF:000:Extra Long Range Bubbles PL2 +bublbobl:0:E6F2:03:001:Head Power to Normal Now! PL2 +bublbobl:0:E6F2:06:001:Head Power to Power-up NowPL2 +bublbobl:0:E6F2:09:000:Head Power Always UltimatePL2 +bublbobl:0:F610:00:001:Fire bubbles Bubbles Now! PL2 +bublbobl:0:F610:01:001:Fire lightnings Now! PL2 +bublbobl:0:E743:3F:001:Get EXTEND PL2 +bublbobl:0:E743:01:021:Get letter - E (red) PL2 +bublbobl:0:E743:02:021:Get letter - X (pink) PL2 +bublbobl:0:E743:04:021:Get letter - T (yellow) PL2 +bublbobl:0:E743:08:021:Get letter - E (green) PL2 +bublbobl:0:E743:10:021:Get letter - N (blue) PL2 +bublbobl:0:E743:20:021:Get letter - D (purple) PL2 +bublbobl:0:E5DB:01:000:'Super' (1JBLRJ1R) +bublbobl:0:E5D1:01:000:'Original Game' (BJBJBJR1) +bublbobl:0:E5D2:01:000:'Power Up' (LJL1LBL1) +bublbobl:0:E613:01:000:Always get Bonus doors +bublbobl:0:F676:01:000:Constant Extend Letters +bublbobl:0:E603:01:000:Always Warn (Bell Item) +bublbobl:0:E5FA:03:000:Apple or Orange? You decide! +bublbobl:0:E608:01:000:Coke Can Item +bublbobl:0:6E30:01:000:Fireball Bubble - Always! +bublbobl:0:6E30:03:000:Fireball Bubble - 1 in 2 +bublbobl:0:6E30:05:000:Fireball Bubble - 1 in 3 +bublbobl:0:6E30:07:000:Fireball Bubble - 1 in 4 +bublbobl:0:6E30:15:000:Fireball Bubble - 1 in 16 +bublbobl:0:6E30:1D:000:Fireball Bubble - 1 in 256 +bublbobl:0:6E30:25:000:Fireball Bubble - 1 in 4096 +bublbobl:0:5C2B:C9:000:Disable Bubbles? +bublbobl:0:E6BB:05:001:Fireballs for 5 levels +bublbobl:0:E6BE:40:000:Fireballs +bublbobl:0:E5EE:07:000:Fireball Cross +bublbobl:0:0000:00:999:[Use these cheats only at ] +bublbobl:0:0000:00:999:[the begining of a level, ] +bublbobl:0:0000:00:999:[before the item appears!! ] +bublbobl:0:0000:00:999:[When you are given a ] +bublbobl:0:0000:00:999:[distribution, each bubble ] +bublbobl:0:0000:00:999:[turns into an object. ] +bublbobl:0:F45E:00:001:1st Item = pink sweet:Gives you power-up fire range +bublbobl:0:F45E:01:001:1st Item = blue sweet:Gives you power-up head power +bublbobl:0:F45E:02:001:1st Item = yellow sweet:Gives you power-up fire speed +bublbobl:0:F45E:03:001:1st Item = shoe:Gives you power-up speed +bublbobl:0:F45E:04:001:1st Item = clock:Slows down the monsters +bublbobl:0:F45E:05:001:1st Item = bomb:Turns monsters into diamonds +bublbobl:0:F45E:06:001:1st Item = brown umbrella:Warps you 3 levels farther +bublbobl:0:F45E:07:001:1st Item = red umbrella:Warps you 5 levels farther +bublbobl:0:F45E:08:001:1st Item = pink umbrella:Warps you 7 levels farther +bublbobl:0:F45E:09:001:1st Item = orange potion:Gives a potion of sunflowers +bublbobl:0:F45E:0A:001:1st Item = red potion:Gives a potion of flowers +bublbobl:0:F45E:0B:001:1st Item = green potion:Gives a potion of clovers +bublbobl:0:F45E:0C:001:1st Item = yellow potion:Gives a potion of rainbows +bublbobl:0:F45E:0D:001:1st Item = purple potion:Gives a potion of music notes +bublbobl:0:F45E:0E:001:1st Item = heart:Invincibility&freeze monsters +bublbobl:0:F45E:0F:001:1st Item = blue ring:Gives points when you walk +bublbobl:0:F45E:10:001:1st Item = pink ring:Gives points when you jump +bublbobl:0:F45E:11:001:1st Item = red ring:Gives points when you bubble +bublbobl:0:F45E:12:001:1st Item = blue cross:Fills screen with water +bublbobl:0:F45E:13:001:1st Item = yellow cross:Make lightning strike +bublbobl:0:F45E:14:001:1st Item = orange cross:Fire flames NOT bubbles +bublbobl:0:F45E:15:001:1st Item = blue tea-pot:Pts when you walk.jump&bubble +bublbobl:0:F45E:18:001:1st Item = yellow tea-pot:pwrup fire range+speed& h pwr +bublbobl:0:F45E:16:001:1st Item = red tea-pot:Above two teapots combined +bublbobl:0:F45E:17:001:1st Item = purple tea-pot:Turns monsters into diamonds +bublbobl:0:F45E:19:001:1st Item = book:Turns monsters into diamonds +bublbobl:0:F45E:1A:001:1st Item = grey "ring?":Makes stars fall +bublbobl:0:F45E:1B:001:1st Item = orange necklace:Gives you the EXTEND letters +bublbobl:0:F45E:1C:001:1st Item = grey necklace:Produces a big fireball +bublbobl:0:F45E:1D:001:1st Item = fork:Makes fruits fall +bublbobl:0:F45E:1E:001:1st Item = pink chest:Pink diamonds on level end +bublbobl:0:F45E:1F:001:1st Item = yellow chest:Yellow diamonds on level end +bublbobl:0:F45E:20:001:1st Item = red chest:Red diamonds on level end +bublbobl:0:F45E:21:001:1st Item = blue chest:Blue diamonds on level end +bublbobl:0:F45E:22:001:1st Item = grey chest:Grey diamonds on level end +bublbobl:0:F45E:23:001:1st Item = white candy-stick:Cakes on level end +bublbobl:0:F45E:24:001:1st Item = yellow candy-stick:Chocolate cakes on level end +bublbobl:0:F45E:25:001:1st Item = red candy-stick:Watermelons on level end +bublbobl:0:F45E:26:001:1st Item = orange candy-stick:Oranges on level end +bublbobl:0:F45E:27:001:1st Item = brown candy-stick:Ice Creams on level end +bublbobl:0:F45E:28:001:1st Item = blue candy-stick:Ice Creams on level end +bublbobl:0:F45E:29:001:1st Item = bell:Destructive Item warning +bublbobl:0:F45E:2A:001:1st Item = octopussy:Wood Crosses on level end +bublbobl:0:F45E:2B:001:1st Item = pink floyd:Aliens on level end +bublbobl:0:F45E:2C:001:1st Item = glass of beer:???? on level end +bublbobl:0:F45E:2D:001:1st Item = knife:Makes fruits fall +bublbobl:0:F45E:2E:001:1st Item = crystal ball:Gives level beginning items +bublbobl:0:F45E:30:001:1st Item = skeleton:"Hurry up !" the monsters +bublbobl:0:F45E:31:001:1st Item = bonus door lev. 20:Warps you to room of diamonds +bublbobl:0:F45E:32:001:1st Item = bonus door lev. 30:Warps you to room of diamonds +bublbobl:0:F45E:33:001:1st Item = bonus door lev. 40:Warps you to room of diamonds +bublbobl:0:F45E:34:001:1st Item = bonus door lev. 50:Warps you to Level 70 +bublbobl:0:F44C:2A:000:Fruit 2A +bublbobl:0:F44C:2B:000:Fruit 2B +bublbobl:0:F44C:2C:000:Fruit 2C +bublbobl:0:F44C:2D:000:Fruit 2D +bublbobl:0:F44C:2E:000:Fruit 2E +bublbobl:0:F44C:2F:000:Fruit 2F +bublbobl:0:F44C:30:000:Fruit 30 +bublbobl:0:F44C:31:000:Fruit 31 +bublbobl:0:F44C:32:000:Fruit 32 +bublbobl:0:F44C:33:000:Fruit 33 +bublbobl:0:F44C:34:000:Fruit 34 +bublbobl:0:F44C:35:000:Fruit 35 +bublbobl:0:F44C:36:000:Fruit 36 +bublbobl:0:F44C:37:000:Fruit 37 +bublbobl:0:F44C:38:000:Fruit 38 +bublbobl:0:F44C:39:000:Fruit 39 +bublbobl:0:F44C:3A:000:Fruit 3A +bublbobl:0:F44C:3B:000:Fruit 3B +bublbobl:0:F44D:01:000:Quick Fruit at start +bublbobl:0:E60A:01:000:Lipstick +bublbobl:0:E345:05:000:Stop the Baron +bublbobl:0:0000:00:999:[These five cheats will make] +bublbobl:0:0000:00:999:[a potion appear on the next] +bublbobl:0:0000:00:999:[screen. It will be of the ] +bublbobl:0:0000:00:999:[type requested unless you ] +bublbobl:0:0000:00:999:[have earned a higher potion] +bublbobl:0:0000:00:999:[or you have fallen off the ] +bublbobl:0:0000:00:999:[bottom of the screen since ] +bublbobl:0:0000:00:999:[setting the cheat. Falling ] +bublbobl:0:0000:00:999:[off the bottom will upgrade] +bublbobl:0:0000:00:999:[the potion to the next one!] +bublbobl:0:E5E7:0F:001:Sunflower Potion(next screen) +bublbobl:0:E5E7:10:001:Flower Potion (next screen) +bublbobl:0:E5E7:11:001:Clover Potion (next screen) +bublbobl:0:E5E7:12:001:Rainbow Potion (next screen) +bublbobl:0:E5E7:13:001:Musical Potion (next screen) +bublbobl:0:0000:00:999:[These two cheats are useful] +bublbobl:0:0000:00:999:[when you get stuck on one ] +bublbobl:0:0000:00:999:[screen. Use only one at a ] +bublbobl:0:0000:00:999:[time. ] +bublbobl:0:F590:01:001:Drown 'em All! Now! OR---> +bublbobl:0:E720:01:001:Throw The Book At Them Now! +bublbobl:0:0000:00:999:[These Select starting round] +bublbobl:0:0000:00:999:[cheats are *NOT* linked so ] +bublbobl:0:0000:00:999:[they must BOTH be selected ] +bublbobl:0:0000:00:999:[individually one after the ] +bublbobl:0:0000:00:999:[other! ] +bublbobl:0:0000:00:999:[ ] +bublbobl:0:0000:00:999:[You should enable these ] +bublbobl:0:0000:00:999:[cheats on the press 1 or 2 ] +bublbobl:0:0000:00:999:[player button screen. ] +bublbobl:0:E64B:FF:021:Select starting round (1/2) +bublbobl:0:E64B:63:061:Select starting round (2/2) +bublbobl:0:0000:00:999:[ ] +bublbobl:0:E64B:63:061:Select next round + +; [ Bubble Bobble (US set 1) ] +bublbobr:0:0000:00:999:[This game has got a LOT of ] +bublbobr:0:0000:00:999:[cheats. Don't go too mad as] +bublbobr:0:0000:00:999:[it may spoil the game!!! ] +bublbobr:0:E366:63:000:Infinite Credits +bublbobr:0:E645:06:000:Infinite Lives PL1 +bublbobr:0:E6B6:77:000:Invincibility PL1 +bublbobr:0:E6C1:0C:000:Speed Always Normal PL1 +bublbobr:0:E6C1:14:000:Speed Always Power-up PL1 +bublbobr:0:E6C1:28:000:Speed Always Ultimate PL1 +bublbobr:0:E6C1:0C:001:Speed to Normal Now! PL1 +bublbobr:0:E6C1:14:001:Speed to Power-up Now! PL1 +bublbobr:0:E6C1:28:001:Speed to Ultimate Now! PL1 +bublbobr:0:E6BF:14:001:Fire Speed to Normal Now! PL1 +bublbobr:0:E6BF:05:001:Fire Speed to Power-up NowPL1 +bublbobr:0:E6BF:01:000:Fire Speed Always UltimatePL1 +bublbobr:0:E6C2:80:000:Normal Range Bubbles PL1 +bublbobr:0:E6C2:80:000:Long Range Bubbles PL1 +bublbobr:0:E6C2:FF:000:Extra Long Range Bubbles PL1 +bublbobr:0:E6C0:03:001:Head Power to Normal Now! PL1 +bublbobr:0:E6C0:06:001:Head Power to Power-up NowPL1 +bublbobr:0:E6C0:09:000:Head Power Always UltimatePL1 +bublbobr:0:F60F:00:001:Fire bubbles Bubbles Now! PL1 +bublbobr:0:F60F:01:001:Fire lightnings Now! PL1 +bublbobr:0:E742:3F:001:Get EXTEND PL1 +bublbobr:0:E742:01:021:Get letter - E (red) PL1 +bublbobr:0:E742:02:021:Get letter - X (pink) PL1 +bublbobr:0:E742:04:021:Get letter - T (yellow) PL1 +bublbobr:0:E742:08:021:Get letter - E (green) PL1 +bublbobr:0:E742:10:021:Get letter - N (blue) PL1 +bublbobr:0:E742:20:021:Get letter - D (purple) PL1 +bublbobr:0:E64A:06:000:Infinite Lives PL2 +bublbobr:0:E6E8:77:000:Invincibility PL2 +bublbobr:0:E6F3:0C:000:Speed Always Normal PL2 +bublbobr:0:E6F3:14:000:Speed Always Power-up PL2 +bublbobr:0:E6F3:28:000:Speed Always Ultimate PL2 +bublbobr:0:E6F3:0C:001:Speed to Normal Now! PL2 +bublbobr:0:E6F3:14:001:Speed to Power-up Now! PL2 +bublbobr:0:E6F3:28:001:Speed to Ultimate Now! PL2 +bublbobr:0:E6F1:14:001:Fire Speed to Normal Now! PL2 +bublbobr:0:E6F1:05:001:Fire Speed to Power-up NowPL2 +bublbobr:0:E6F1:01:000:Fire Speed Always UltimatePL2 +bublbobr:0:E6F4:40:000:Normal Range Bubbles PL2 +bublbobr:0:E6F4:80:000:Long Range Bubbles PL2 +bublbobr:0:E6F4:FF:000:Extra Long Range Bubbles PL2 +bublbobr:0:E6F2:03:001:Head Power to Normal Now! PL2 +bublbobr:0:E6F2:06:001:Head Power to Power-up NowPL2 +bublbobr:0:E6F2:09:000:Head Power Always UltimatePL2 +bublbobr:0:F610:00:001:Fire bubbles Bubbles Now! PL2 +bublbobr:0:F610:01:001:Fire lightnings Now! PL2 +bublbobr:0:E743:3F:001:Get EXTEND PL2 +bublbobr:0:E743:01:021:Get letter - E (red) PL2 +bublbobr:0:E743:02:021:Get letter - X (pink) PL2 +bublbobr:0:E743:04:021:Get letter - T (yellow) PL2 +bublbobr:0:E743:08:021:Get letter - E (green) PL2 +bublbobr:0:E743:10:021:Get letter - N (blue) PL2 +bublbobr:0:E743:20:021:Get letter - D (purple) PL2 +bublbobr:0:E5DB:01:000:'Super' (1JBLRJ1R) +bublbobr:0:E5D1:01:000:'Original Game' (BJBJBJR1) +bublbobr:0:E5D2:01:000:'Power Up' (LJL1LBL1) +bublbobr:0:E613:01:000:Always get Bonus doors +bublbobr:0:F676:01:000:Constant Extend Letters +bublbobr:0:E603:01:000:Always Warn (Bell Item) +bublbobr:0:E5FA:03:000:Apple or Orange? You decide! +bublbobr:0:E608:01:000:Coke Can Item +bublbobr:0:6E30:01:000:Fireball Bubble - Always! +bublbobr:0:6E30:03:000:Fireball Bubble - 1 in 2 +bublbobr:0:6E30:05:000:Fireball Bubble - 1 in 3 +bublbobr:0:6E30:07:000:Fireball Bubble - 1 in 4 +bublbobr:0:6E30:15:000:Fireball Bubble - 1 in 16 +bublbobr:0:6E30:1D:000:Fireball Bubble - 1 in 256 +bublbobr:0:6E30:25:000:Fireball Bubble - 1 in 4096 +bublbobr:0:5C2B:C9:000:Disable Bubbles? +bublbobr:0:E6BB:05:001:Fireballs for 5 levels +bublbobr:0:E6BE:40:000:Fireballs +bublbobr:0:E5EE:07:000:Fireball Cross +bublbobr:0:0000:00:999:[Use these cheats only at ] +bublbobr:0:0000:00:999:[the begining of a level, ] +bublbobr:0:0000:00:999:[before the item appears!! ] +bublbobr:0:0000:00:999:[When you are given a ] +bublbobr:0:0000:00:999:[distribution, each bubble ] +bublbobr:0:0000:00:999:[turns into an object. ] +bublbobr:0:F45E:00:001:1st Item = pink sweet:Gives you power-up fire range +bublbobr:0:F45E:01:001:1st Item = blue sweet:Gives you power-up head power +bublbobr:0:F45E:02:001:1st Item = yellow sweet:Gives you power-up fire speed +bublbobr:0:F45E:03:001:1st Item = shoe:Gives you power-up speed +bublbobr:0:F45E:04:001:1st Item = clock:Slows down the monsters +bublbobr:0:F45E:05:001:1st Item = bomb:Turns monsters into diamonds +bublbobr:0:F45E:06:001:1st Item = brown umbrella:Warps you 3 levels farther +bublbobr:0:F45E:07:001:1st Item = red umbrella:Warps you 5 levels farther +bublbobr:0:F45E:08:001:1st Item = pink umbrella:Warps you 7 levels farther +bublbobr:0:F45E:09:001:1st Item = orange potion:Gives a potion of sunflowers +bublbobr:0:F45E:0A:001:1st Item = red potion:Gives a potion of flowers +bublbobr:0:F45E:0B:001:1st Item = green potion:Gives a potion of clovers +bublbobr:0:F45E:0C:001:1st Item = yellow potion:Gives a potion of rainbows +bublbobr:0:F45E:0D:001:1st Item = purple potion:Gives a potion of music notes +bublbobr:0:F45E:0E:001:1st Item = heart:Invincibility&freeze monsters +bublbobr:0:F45E:0F:001:1st Item = blue ring:Gives points when you walk +bublbobr:0:F45E:10:001:1st Item = pink ring:Gives points when you jump +bublbobr:0:F45E:11:001:1st Item = red ring:Gives points when you bubble +bublbobr:0:F45E:12:001:1st Item = blue cross:Fills screen with water +bublbobr:0:F45E:13:001:1st Item = yellow cross:Make lightning strike +bublbobr:0:F45E:14:001:1st Item = orange cross:Fire flames NOT bubbles +bublbobr:0:F45E:15:001:1st Item = blue tea-pot:Pts when you walk.jump&bubble +bublbobr:0:F45E:18:001:1st Item = yellow tea-pot:pwrup fire range+speed& h pwr +bublbobr:0:F45E:16:001:1st Item = red tea-pot:Above two teapots combined +bublbobr:0:F45E:17:001:1st Item = purple tea-pot:Turns monsters into diamonds +bublbobr:0:F45E:19:001:1st Item = book:Turns monsters into diamonds +bublbobr:0:F45E:1A:001:1st Item = grey "ring?":Makes stars fall +bublbobr:0:F45E:1B:001:1st Item = orange necklace:Gives you the EXTEND letters +bublbobr:0:F45E:1C:001:1st Item = grey necklace:Produces a big fireball +bublbobr:0:F45E:1D:001:1st Item = fork:Makes fruits fall +bublbobr:0:F45E:1E:001:1st Item = pink chest:Pink diamonds on level end +bublbobr:0:F45E:1F:001:1st Item = yellow chest:Yellow diamonds on level end +bublbobr:0:F45E:20:001:1st Item = red chest:Red diamonds on level end +bublbobr:0:F45E:21:001:1st Item = blue chest:Blue diamonds on level end +bublbobr:0:F45E:22:001:1st Item = grey chest:Grey diamonds on level end +bublbobr:0:F45E:23:001:1st Item = white candy-stick:Cakes on level end +bublbobr:0:F45E:24:001:1st Item = yellow candy-stick:Chocolate cakes on level end +bublbobr:0:F45E:25:001:1st Item = red candy-stick:Watermelons on level end +bublbobr:0:F45E:26:001:1st Item = orange candy-stick:Oranges on level end +bublbobr:0:F45E:27:001:1st Item = brown candy-stick:Ice Creams on level end +bublbobr:0:F45E:28:001:1st Item = blue candy-stick:Ice Creams on level end +bublbobr:0:F45E:29:001:1st Item = bell:Destructive Item warning +bublbobr:0:F45E:2A:001:1st Item = octopussy:Wood Crosses on level end +bublbobr:0:F45E:2B:001:1st Item = pink floyd:Aliens on level end +bublbobr:0:F45E:2C:001:1st Item = glass of beer:???? on level end +bublbobr:0:F45E:2D:001:1st Item = knife:Makes fruits fall +bublbobr:0:F45E:2E:001:1st Item = crystal ball:Gives level beginning items +bublbobr:0:F45E:30:001:1st Item = skeleton:"Hurry up !" the monsters +bublbobr:0:F45E:31:001:1st Item = bonus door lev. 20:Warps you to room of diamonds +bublbobr:0:F45E:32:001:1st Item = bonus door lev. 30:Warps you to room of diamonds +bublbobr:0:F45E:33:001:1st Item = bonus door lev. 40:Warps you to room of diamonds +bublbobr:0:F45E:34:001:1st Item = bonus door lev. 50:Warps you to Level 70 +bublbobr:0:F44C:2A:000:Fruit 2A +bublbobr:0:F44C:2B:000:Fruit 2B +bublbobr:0:F44C:2C:000:Fruit 2C +bublbobr:0:F44C:2D:000:Fruit 2D +bublbobr:0:F44C:2E:000:Fruit 2E +bublbobr:0:F44C:2F:000:Fruit 2F +bublbobr:0:F44C:30:000:Fruit 30 +bublbobr:0:F44C:31:000:Fruit 31 +bublbobr:0:F44C:32:000:Fruit 32 +bublbobr:0:F44C:33:000:Fruit 33 +bublbobr:0:F44C:34:000:Fruit 34 +bublbobr:0:F44C:35:000:Fruit 35 +bublbobr:0:F44C:36:000:Fruit 36 +bublbobr:0:F44C:37:000:Fruit 37 +bublbobr:0:F44C:38:000:Fruit 38 +bublbobr:0:F44C:39:000:Fruit 39 +bublbobr:0:F44C:3A:000:Fruit 3A +bublbobr:0:F44C:3B:000:Fruit 3B +bublbobr:0:F44D:01:000:Quick Fruit at start +bublbobr:0:E60A:01:000:Lipstick +bublbobr:0:E345:05:000:Stop the Baron +bublbobr:0:0000:00:999:[These five cheats will make] +bublbobr:0:0000:00:999:[a potion appear on the next] +bublbobr:0:0000:00:999:[screen. It will be of the ] +bublbobr:0:0000:00:999:[type requested unless you ] +bublbobr:0:0000:00:999:[have earned a higher potion] +bublbobr:0:0000:00:999:[or you have fallen off the ] +bublbobr:0:0000:00:999:[bottom of the screen since ] +bublbobr:0:0000:00:999:[setting the cheat. Falling ] +bublbobr:0:0000:00:999:[off the bottom will upgrade] +bublbobr:0:0000:00:999:[the potion to the next one!] +bublbobr:0:E5E7:0F:001:Sunflower Potion(next screen) +bublbobr:0:E5E7:10:001:Flower Potion (next screen) +bublbobr:0:E5E7:11:001:Clover Potion (next screen) +bublbobr:0:E5E7:12:001:Rainbow Potion (next screen) +bublbobr:0:E5E7:13:001:Musical Potion (next screen) +bublbobr:0:0000:00:999:[These two cheats are useful] +bublbobr:0:0000:00:999:[when you get stuck on one ] +bublbobr:0:0000:00:999:[screen. Use only one at a ] +bublbobr:0:0000:00:999:[time. ] +bublbobr:0:F590:01:001:Drown 'em All! Now! OR---> +bublbobr:0:E720:01:001:Throw The Book At Them Now! +bublbobr:0:0000:00:999:[These Select starting round] +bublbobr:0:0000:00:999:[cheats are *NOT* linked so ] +bublbobr:0:0000:00:999:[they must BOTH be selected ] +bublbobr:0:0000:00:999:[individually one after the ] +bublbobr:0:0000:00:999:[other! Use before starting ] +bublbobr:0:0000:00:999:[other! ] +bublbobr:0:0000:00:999:[ ] +bublbobr:0:0000:00:999:[You should enable these ] +bublbobr:0:0000:00:999:[cheats on the press 1 or 2 ] +bublbobr:0:0000:00:999:[player button screen. ] +bublbobr:0:E64B:FF:021:Select starting round (1/2) +bublbobr:0:E64B:63:061:Select starting round (2/2) +bublbobr:0:0000:00:999:[ ] +bublbobr:0:E64B:63:061:Select next round + +; [ Tougyuu, The (Japan) ] +bullfgtj:0:C061:06:000:Infinite Lives PL1 +bullfgtj:0:C062:06:000:Infinite Lives PL2 +bullfgtj:0:F8E3:7E:000:Invincibility (1/2) +bullfgtj:0:F903:7E:500:Invincibility (2/2) + +; [ Burning Force (Japan) ] +burnforc:0:40AC39:03:000:Infinite Lives +burnforc:0:40ABE9:06:000:Infinite Missiles +burnforc:0:409049:0A:000:Invincibility +burnforc:0:40AC2B:01:001:Get Laser Now! +burnforc:0:40AC2B:02:001:Get Fireball Now! +burnforc:0:40AC2B:03:001:Get Multishot Now! +burnforc:0:40AC2B:01:000:Always have Laser +burnforc:0:40AC2B:02:000:Always have Fireball +burnforc:0:40AC2B:03:000:Always have Multishot +burnforc:0:40AC41:70:000:Infinite Time (F5):Turn off at level end +burnforc:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Burning Fight (set 1) ] +burningf:0:10D002:99:000:Infinite Time +burningf:0:100230:09:000:Infinite Lives PL1 +burningf:0:100221:FF:000:Infinite Energy PL1 +burningf:0:1002B0:09:000:Infinite Lives PL2 +burningf:0:1002A1:FF:000:Infinite Energy PL2 + +; [ Burning Fight (set 2) ] +burningh:0:10D002:99:000:Infinite Time +burningh:0:100230:09:000:Infinite Lives PL1 +burningh:0:100221:FF:000:Infinite Energy PL1 +burningh:0:1002B0:09:000:Infinite Lives PL2 +burningh:0:1002A1:FF:000:Infinite Energy PL2 + +; [ Black Widow ] +bwidow:0:0440:06:000:Infinite Lives + +; [ Battle Zone (set 1) ] +bzone:0:00CC:06:000:Infinite Lives +bzone:0:0026:00:000:Enemy Tanks Can't Fire + +; [ Battle Zone (set 2) ] +bzone2:0:00CC:06:000:Infinite Lives +bzone2:0:0026:00:000:Enemy Tanks Can't Fire + +; [ Cabal (US set 1) ] +cabal:0:040084:01:001:One enemy ends level Now!:Also one hit for boss +cabal:0:04005E:03:000:Infinite Lives PL1 +cabal:0:040052:99:000:Infinite Bombs PL1 +cabal:0:041658:01:000:Invincibility PL1 +cabal:0:04005F:03:000:Infinite Lives PL2 +cabal:0:040053:99:000:Infinite Bombs PL2 +cabal:0:041659:01:000:Invincibility PL2 + +; [ Cabal (US set 2) ] +cabal2:0:040084:01:001:One enemy ends level Now!:Also one hit for boss +cabal2:0:04005E:03:000:Infinite Lives PL1 +cabal2:0:040052:99:000:Infinite Bombs PL1 +cabal2:0:041658:01:000:Invincibility PL1 +cabal2:0:04005F:03:000:Infinite Lives PL2 +cabal2:0:040053:99:000:Infinite Bombs PL2 +cabal2:0:041659:01:000:Invincibility PL2 + +; [ Cabal (bootleg) ] +cabalbl:0:040084:01:001:One enemy ends level Now!:Also one hit for boss +cabalbl:0:04005E:03:000:Infinite Lives PL1 +cabalbl:0:040052:99:000:Infinite Bombs PL1 +cabalbl:0:041658:01:000:Invincibility PL1 +cabalbl:0:04005F:03:000:Infinite Lives PL2 +cabalbl:0:040053:99:000:Infinite Bombs PL2 +cabalbl:0:041659:01:000:Invincibility PL2 + +; [ Cachat (Japan) ] +cachat:0:0000:00:999:[The game makes you complete] +cachat:0:0000:00:999:[a no. of pipes before you ] +cachat:0:0000:00:999:[finish that level.The cheat] +cachat:0:0000:00:999:[enables you to select the ] +cachat:0:0000:00:999:[number of pipes completed. ] +cachat:0:0000:00:999:[BUT, the number of pipes ] +cachat:0:0000:00:999:[required for eact level is ] +cachat:0:0000:00:999:[semi random, Sometimes ] +cachat:0:0000:00:999:[level 1 needs 10 pipes & ] +cachat:0:0000:00:999:[sometimes more. ] +cachat:0:8DB4:99:070:Select No. of pipes completed +cachat:0:8DA0:10:021:Finish Level Now! PL1 +cachat:0:8DD0:10:021:Finish Level Now! PL2 + +; [ Calipso ] +calipso:0:8633:06:000:Infinite Lives PL1 +calipso:0:8691:09:000:Infinite Air PL1 +calipso:0:8647:06:000:Infinite Lives PL2 +calipso:0:8695:09:000:Infinite Air PL2 + +; [ Canyon Bomber (prototype) ] +canbprot:0:0024:09:000:Infinite Misses (Black) PL1 +canbprot:0:0025:09:000:Infinite Misses (White) PL2 + +; [ Canyon Bomber ] +canyon:0:0024:09:000:Infinite Misses (Black) PL1 +canyon:0:0025:09:000:Infinite Misses (White) PL2 + +; [ Capcom Bowling (set 1) ] +capbowl:0:50E1:00:000:Infinite Time +capbowl:0:5083:0A:000:Always make a strike + +; [ Capcom Bowling (set 2) ] +capbowl2:0:50E1:00:000:Infinite Time +capbowl2:0:5083:0A:000:Always make a strike + +; [ Captain Commando (Japan) ] +captcomj:0:FFAA7C:64:000:Infinite Lives PL1 +captcomj:0:FFA9D1:48:000:Infinite Energy PL1 +captcomj:0:FFAA41:02:000:Infinite Ammo on pickup PL1 +captcomj:0:FFAA69:C8:000:Invincibility PL1 +captcomj:0:FFAB7C:64:000:Infinite Lives PL2 +captcomj:0:FFAAD1:48:000:Infinite Energy PL2 +captcomj:0:FFAB41:02:000:Infinite Ammo on pickup PL2 +captcomj:0:FFAB69:C8:000:Invincibility PL2 +captcomj:0:FFAC7C:64:000:Infinite Lives PL3 +captcomj:0:FFABD1:48:000:Infinite Energy PL3 +captcomj:0:FFAC41:02:000:Infinite Ammo on pickup PL3 +captcomj:0:FFAC69:C8:000:Invincibility PL3 +captcomj:0:FFAD7C:64:000:Infinite Lives PL4 +captcomj:0:FFACD1:48:000:Infinite Energy PL4 +captcomj:0:FFAD41:02:000:Infinite Ammo on pickup PL4 +captcomj:0:FFAD69:C8:000:Invincibility PL4 + +; [ Captain Commando (World) ] +captcomm:0:FFAA7C:64:000:Infinite Lives PL1 +captcomm:0:FFA9D1:48:000:Infinite Energy PL1 +captcomm:0:FFAA41:02:000:Infinite Ammo on pickup PL1 +captcomm:0:FFAA69:C8:000:Invincibility PL1 +captcomm:0:FFAB7C:64:000:Infinite Lives PL2 +captcomm:0:FFAAD1:48:000:Infinite Energy PL2 +captcomm:0:FFAB41:02:000:Infinite Ammo on pickup PL2 +captcomm:0:FFAB69:C8:000:Invincibility PL2 +captcomm:0:FFAC7C:64:000:Infinite Lives PL3 +captcomm:0:FFABD1:48:000:Infinite Energy PL3 +captcomm:0:FFAC41:02:000:Infinite Ammo on pickup PL3 +captcomm:0:FFAC69:C8:000:Invincibility PL3 +captcomm:0:FFAD7C:64:000:Infinite Lives PL4 +captcomm:0:FFACD1:48:000:Infinite Energy PL4 +captcomm:0:FFAD41:02:000:Infinite Ammo on pickup PL4 +captcomm:0:FFAD69:C8:000:Invincibility PL4 + +; [ Captain Commando (US) ] +captcomu:0:FFAA7C:64:000:Infinite Lives PL1 +captcomu:0:FFA9D1:48:000:Infinite Energy PL1 +captcomu:0:FFAA41:02:000:Infinite Ammo on pickup PL1 +captcomu:0:FFAA69:C8:000:Invincibility PL1 +captcomu:0:FFAB7C:64:000:Infinite Lives PL2 +captcomu:0:FFAAD1:48:000:Infinite Energy PL2 +captcomu:0:FFAB41:02:000:Infinite Ammo on pickup PL2 +captcomu:0:FFAB69:C8:000:Invincibility PL2 +captcomu:0:FFAC7C:64:000:Infinite Lives PL3 +captcomu:0:FFABD1:48:000:Infinite Energy PL3 +captcomu:0:FFAC41:02:000:Infinite Ammo on pickup PL3 +captcomu:0:FFAC69:C8:000:Invincibility PL3 +captcomu:0:FFAD7C:64:000:Infinite Lives PL4 +captcomu:0:FFACD1:48:000:Infinite Energy PL4 +captcomu:0:FFAD41:02:000:Infinite Ammo on pickup PL4 +captcomu:0:FFAD69:C8:000:Invincibility PL4 + +; [ Car Action ] +caractn:0:001A:04:000:Infinite Lives +caractn:0:0090:01:000:Jump Always O.K. +caractn:0:0080:19:000:Never Come Down From Jump +caractn:0:0021:00:000:0 cars smashed (50000 pts) + +; [ Carnival (Upright) ] +carnival:0:E590:30:007:Infinite Ammo + +; [ Carnival (Cocktail) ] +carnvckt:0:E590:30:007:Infinite Ammo + +; [ Cosmic Avenger ] +cavenger:0:60E7:06:000:Infinite Lives PL1 +cavenger:0:6216:06:000:Infinite Lives PL2 +cavenger:0:0000:00:999:[Activate during play only!] +cavenger:0:6354:AA:000:Invincibility + +; [ Carrier Air Wing (World) ] +cawing:0:FF800B:99:000:Infinite Time +cawing:0:FF838D:60:000:Infinite Energy PL1 (1/2) +cawing:0:FF838F:60:500:Infinite Energy PL1 (2/2) +cawing:0:FF8341:02:000:Invincibility PL1 +cawing:0:FF83BB:99:000:Infinite Ammo PL1 +cawing:0:FF83B3:90:000:Infinite Money PL1 +cawing:0:FF83BD:04:000:Infinite Shield on pickup PL1 +cawing:0:FF83B0:05:000:Weapon level 6 (max) PL1 +cawing:0:FF848D:60:000:Infinite Energy PL2 (1/2) +cawing:0:FF848F:60:500:Infinite Energy PL2 (2/2) +cawing:0:FF8400:02:000:Invincibility PL2 +cawing:0:FF84BB:99:000:Infinite Ammo.PL2 +cawing:0:FF84B3:90:000:Infinite Money PL2 +cawing:0:FF84BD:04:000:Infinite Shield on pickup PL2 +cawing:0:FF84B0:05:000:Weapon level 6 (max) PL2 + +; [ U.S. Navy (Japan) ] +cawingj:0:FF800B:99:000:Infinite Time +cawingj:0:FF838D:60:000:Infinite Energy PL1 (1/2) +cawingj:0:FF838F:60:500:Infinite Energy PL1 (2/2) +cawingj:0:FF8341:02:000:Invincibility PL1 +cawingj:0:FF83BB:99:000:Infinite Ammo PL1 +cawingj:0:FF83B3:90:000:Infinite Money PL1 +cawingj:0:FF83BD:04:000:Infinite Shield on pickup PL1 +cawingj:0:FF83B0:05:000:Weapon level 6 (max) PL1 +cawingj:0:FF848D:60:000:Infinite Energy PL2 (1/2) +cawingj:0:FF848F:60:500:Infinite Energy PL2 (2/2) +cawingj:0:FF8400:02:000:Invincibility PL2 +cawingj:0:FF84BB:99:000:Infinite Ammo.PL2 +cawingj:0:FF84B3:90:000:Infinite Money PL2 +cawingj:0:FF84BD:04:000:Infinite Shield on pickup PL2 +cawingj:0:FF84B0:05:000:Weapon level 6 (max) PL2 + +; [ Capcom Baseball (Japan) ] +cbasebal:0:F19A:99:073:Select score PL1 +cbasebal:0:F19B:99:073:Select score PL2 +cbasebal:0:F1B9:00:000:Infinite Strikes +cbasebal:0:F1BA:00:000:Infinite Balls +cbasebal:0:F1BB:00:000:Infinite Outs +cbasebal:0:F1B9:00:001:Set Strikes to 0 Now! +cbasebal:0:F1B9:03:001:Set Strikes to 3 Now! +cbasebal:0:F1BA:00:001:Set Balls to 0 Now! +cbasebal:0:F1BA:04:001:Set Balls to 4 Now! +cbasebal:0:F1BB:00:001:Set Outs to 0 Now! +cbasebal:0:F1BB:03:001:Set Outs to 3 Now! + +; [ Crude Buster (World FX version) ] +cbuster:0:080043:99:000:Infinite Time (1/2) +cbuster:0:080042:09:500:Infinite Time (2/2) +cbuster:0:081005:00:001:1 hit to kill enemy Now!(1/5) +cbuster:0:081045:00:501:1 hit to kill enemy Now!(2/5) +cbuster:0:081085:00:501:1 hit to kill enemy Now!(3/5) +cbuster:0:0810C5:00:501:1 hit to kill enemy Now!(4/5) +cbuster:0:081105:00:501:1 hit to kill enemy Now!(5/5) +cbuster:0:080114:09:000:Infinite Lives PL1 +cbuster:0:080113:38:000:Infinite Energy PL1 +cbuster:0:080137:02:000:Invincibility PL1:Sprite Flickers +cbuster:0:080194:09:000:Infinite Lives PL2 +cbuster:0:080193:38:000:Infinite Energy PL2 +cbuster:0:0801B7:02:000:Invincibility PL2:Sprite Flickers + +; [ Crude Buster (Japan) ] +cbusterj:0:080043:99:000:Infinite Time (1/2) +cbusterj:0:080042:09:500:Infinite Time (2/2) +cbusterj:0:081005:00:001:1 hit to kill enemy Now!(1/5) +cbusterj:0:081045:00:501:1 hit to kill enemy Now!(2/5) +cbusterj:0:081085:00:501:1 hit to kill enemy Now!(3/5) +cbusterj:0:0810C5:00:501:1 hit to kill enemy Now!(4/5) +cbusterj:0:081105:00:501:1 hit to kill enemy Now!(5/5) +cbusterj:0:080114:09:000:Infinite Lives PL1 +cbusterj:0:080113:38:000:Infinite Energy PL1 +cbusterj:0:080137:02:000:Invincibility PL1:Sprite Flickers +cbusterj:0:080194:09:000:Infinite Lives PL2 +cbusterj:0:080193:38:000:Infinite Energy PL2 +cbusterj:0:0801B7:02:000:Invincibility PL2:Sprite Flickers + +; [ Crude Buster (World FU version) ] +cbusterw:0:080043:99:000:Infinite Time (1/2) +cbusterw:0:080042:09:500:Infinite Time (2/2) +cbusterw:0:081005:00:001:1 hit to kill enemy Now!(1/5) +cbusterw:0:081045:00:501:1 hit to kill enemy Now!(2/5) +cbusterw:0:081085:00:501:1 hit to kill enemy Now!(3/5) +cbusterw:0:0810C5:00:501:1 hit to kill enemy Now!(4/5) +cbusterw:0:081105:00:501:1 hit to kill enemy Now!(5/5) +cbusterw:0:080114:09:000:Infinite Lives PL1 +cbusterw:0:080113:38:000:Infinite Energy PL1 +cbusterw:0:080137:02:000:Invincibility PL1:Sprite Flickers +cbusterw:0:080194:09:000:Infinite Lives PL2 +cbusterw:0:080193:38:000:Infinite Energy PL2 +cbusterw:0:0801B7:02:000:Invincibility PL2:Sprite Flickers + +; [ Crystal Castles (set 2) ] +ccastle2:0:840A:08:000:Infinite Lives +ccastle2:0:862E:FF:000:Invincibility +ccastle2:0:006B:00:001:Finish Screen Now! (1/2) +ccastle2:0:006C:00:501:Finish Screen Now! (2/2) + +; [ Crystal Castles (set 1) ] +ccastles:0:840A:08:000:Infinite Lives +ccastles:0:862E:FF:000:Invincibility +ccastles:0:006C:00:001:Finish Screen Now! (1/2) +ccastles:0:006D:00:501:Finish Screen Now! (2/2) + +; [ Crazy Climber (bootleg set 1) ] +ccboot:0:80D8:06:000:Infinite Lives +ccboot:0:80E5:89:007:Infinite Bonus +ccboot:0:82AD:FF:000:No Closing Windows +ccboot:0:0000:00:999:[You still have to look out ] +ccboot:0:0000:00:999:[for falling 'Crazy Climber'] +ccboot:0:0000:00:999:[Boards and watch out for ] +ccboot:0:0000:00:999:[one beam in the 4th Buildng] +ccboot:0:815C:00:000:Dumb Enemies (1/3) +ccboot:0:8164:00:500:Dumb Enemies (2/3) +ccboot:0:816C:00:500:Dumb Enemies (3/3) + +; [ Crazy Climber (bootleg set 2) ] +ccboot2:0:80D8:06:000:Infinite Lives +ccboot2:0:80E5:89:007:Infinite Bonus +ccboot2:0:82AD:FF:000:No Closing Windows +ccboot2:0:0000:00:999:[You still have to look out ] +ccboot2:0:0000:00:999:[for falling 'Crazy Climber'] +ccboot2:0:0000:00:999:[Boards and watch out for ] +ccboot2:0:0000:00:999:[one beam in the 4th Buildng] +ccboot2:0:815C:00:000:Dumb Enemies (1/3) +ccboot2:0:8164:00:500:Dumb Enemies (2/3) +ccboot2:0:816C:00:500:Dumb Enemies (3/3) + +; [ Cosmic Chasm (set 1) ] +cchasm:0:FFEC9B:06:000:Infinite Lives PL1 +cchasm:0:FFEC9D:06:000:Infinite Lives PL2 + +; [ Cosmic Chasm (set 2) ] +cchasm1:0:FFEC9B:06:000:Infinite Lives PL1 +cchasm1:0:FFEC9D:06:000:Infinite Lives PL2 + +; [ Crazy Climber (US) ] +cclimber:0:80D8:06:000:Infinite Lives +cclimber:0:80E5:89:007:Infinite Bonus +cclimber:0:82AD:FF:000:No Closing Windows +cclimber:0:0000:00:999:[You still have to look out ] +cclimber:0:0000:00:999:[for falling 'Crazy Climber'] +cclimber:0:0000:00:999:[Boards and watch out for ] +cclimber:0:0000:00:999:[one beam in the 4th Buildng] +cclimber:0:815C:00:000:Dumb Enemies (1/3) +cclimber:0:8164:00:500:Dumb Enemies (2/3) +cclimber:0:816C:00:500:Dumb Enemies (3/3) + +; [ Crazy Climber 2 (Japan) ] +cclimbr2:0:0611F3:0A:000:Infinite Lives PL1 +cclimbr2:0:0611F4:03:000:Infinite Continues PL1 +cclimbr2:0:06121D:0A:000:Infinite Lives PL2 +cclimbr2:0:06121E:03:000:Infinite Continues PL2 +cclimbr2:0:0625AA:99:000:Infinite Bonus (F5):F5 at the end of level +cclimbr2:0:000000:00:999:[These Select starting round] +cclimbr2:0:000000:00:999:[cheats are *NOT* linked so ] +cclimbr2:0:000000:00:999:[they must BOTH be selected ] +cclimbr2:0:000000:00:999:[individually one after the ] +cclimbr2:0:000000:00:999:[other! ] +cclimbr2:0:000000:00:999:[ ] +cclimbr2:0:000000:00:999:[You should enable these ] +cclimbr2:0:000000:00:999:[cheats on the select PL1/2 ] +cclimbr2:0:000000:00:999:[screen. These cheats only ] +cclimbr2:0:000000:00:999:[work for PL1!! ] +cclimbr2:0:062623:FF:021:Select starting round (1/2) +cclimbr2:0:062623:05:061:Select starting round (2/2) +cclimbr2:0:000000:00:999:[These Select round cheats ] +cclimbr2:0:000000:00:999:[work for whichever player ] +cclimbr2:0:000000:00:999:[is playing at the time that] +cclimbr2:0:000000:00:999:[you enable it. ] +cclimbr2:0:062623:05:071:Select current round +cclimbr2:0:062623:05:061:Select next round +cclimbr2:0:000000:00:999:[These Start on Round cheats] +cclimbr2:0:000000:00:999:[must be enabled on the ] +cclimbr2:0:000000:00:999:[title screen and turned off] +cclimbr2:0:000000:00:999:[when you start the round. ] +cclimbr2:0:000000:00:999:[They will work for PL2 if ] +cclimbr2:0:000000:00:999:[you it OFF during PL2s game] +cclimbr2:0:062623:01:000:Start on Round 2 +cclimbr2:0:062623:02:000:Start on Round 3 +cclimbr2:0:062623:03:000:Start on Round 4 +cclimbr2:0:062623:04:000:Start on Round 5 +cclimbr2:0:062623:05:000:Start on Round 6 + +; [ Crazy Climber (Japan) ] +cclimbrj:0:80D8:06:000:Infinite Lives +cclimbrj:0:80E5:89:007:Infinite Bonus +cclimbrj:0:82AD:FF:000:No Closing Windows +cclimbrj:0:0000:00:999:[You still have to look out ] +cclimbrj:0:0000:00:999:[for falling 'Crazy Climber'] +cclimbrj:0:0000:00:999:[Boards and watch out for ] +cclimbrj:0:0000:00:999:[one beam in the 4th Buildng] +cclimbrj:0:815C:00:000:Dumb Enemies (1/3) +cclimbrj:0:8164:00:500:Dumb Enemies (2/3) +cclimbrj:0:816C:00:500:Dumb Enemies (3/3) + +; [ Centipede (bootleg set 2) ] +centipb2:0:00A5:06:000:Infinite Lives PL1 +centipb2:0:00A6:06:000:Infinite Lives PL2 +centipb2:0:0070:F8:000:No Fleas and Scorpions +centipb2:0:0061:FF:000:No Spiders +centipb2:0:00B5:00:000:No Spider sound +centipb2:0:0070:3B:000:Alter Flea Behaviour 1 +centipb2:0:0040:2C:000:Alter Flea Behaviour 2 + +; [ Centipede (revision 2) ] +centipd2:0:00A5:06:000:Infinite Lives PL1 +centipd2:0:00A6:06:000:Infinite Lives PL2 +centipd2:0:0070:F8:000:No Fleas and Scorpions +centipd2:0:0061:FF:000:No Spiders +centipd2:0:00B5:00:000:No Spider sound +centipd2:0:0070:3B:000:Alter Flea Behaviour 1 +centipd2:0:0040:2C:000:Alter Flea Behaviour 2 + +; [ Centipede (bootleg set 1) ] +centipdb:0:00A5:06:000:Infinite Lives PL1 +centipdb:0:00A6:06:000:Infinite Lives PL2 +centipdb:0:0070:F8:000:No Fleas and Scorpions +centipdb:0:0061:FF:000:No Spiders +centipdb:0:00B5:00:000:No Spider sound +centipdb:0:0070:3B:000:Alter Flea Behaviour 1 +centipdb:0:0040:2C:000:Alter Flea Behaviour 2 + +; [ Centipede (revision 3) ] +centiped:0:00A5:06:000:Infinite Lives PL1 +centiped:0:00A6:06:000:Infinite Lives PL2 +centiped:0:0070:F8:000:No Fleas and Scorpions +centiped:0:0061:FF:000:No Spiders +centiped:0:00B5:00:000:No Spider sound +centiped:0:0070:3B:000:Alter Flea Behaviour 1 +centiped:0:0040:2C:000:Alter Flea Behaviour 2 + +; [ Challenger ] +challeng:0:00BE:09:000:Infinite Lives PL1 +challeng:0:00BF:09:000:Infinite Lives PL2 +challeng:0:004C:01:000:Infinite Bombs +challeng:0:0000:00:999:[The Worms Invincibility ] +challeng:0:0000:00:999:[cheat must be turned OFF ] +challeng:0:0000:00:999:[with the 'OFF' cheat if you] +challeng:0:0000:00:999:[get hit by anything else!! ] +challeng:0:0023:00:000:Worms Invincibility 'ON' +challeng:0:0023:01:001:Worms Invincibility 'OFF' + +; [ Champion Baseball ] +champbas:0:8C97:00:000:Infinite Outs +champbas:0:8C98:00:000:Infinite Strikes +champbas:0:8C99:00:000:Infinite Balls +champbas:0:8C97:03:001:Change sides +champbas:0:8C99:04:001:Base on balls +champbas:0:8C83:09:000:Your R1 score always = 9 +champbas:0:8C84:09:000:Your R2 score always = 9 +champbas:0:8C85:09:000:Your R3 score always = 9 +champbas:0:8C86:09:000:Your R4 score always = 9 +champbas:0:8C87:09:000:Your R5 score always = 9 +champbas:0:8C88:09:000:Your R6 score always = 9 +champbas:0:8C89:09:000:Your R7 score always = 9 +champbas:0:8C8A:09:000:Your R8 score always = 9 +champbas:0:8C8B:09:000:Your R9 score always = 9 +champbas:0:8C8D:00:000:CPUs R1 score always = 0 +champbas:0:8C8E:00:000:CPUs R2 score always = 0 +champbas:0:8C8F:00:000:CPUs R3 score always = 0 +champbas:0:8C90:00:000:CPUs R4 score always = 0 +champbas:0:8C91:00:000:CPUs R5 score always = 0 +champbas:0:8C92:00:000:CPUs R6 score always = 0 +champbas:0:8C93:00:000:CPUs R7 score always = 0 +champbas:0:8C94:00:000:CPUs R8 score always = 0 +champbas:0:8C95:00:000:CPUs R9 score always = 0 +champbas:0:8C83:09:001:Your R1 score = 9 Now! +champbas:0:8C84:09:001:Your R2 score = 9 Now! +champbas:0:8C85:09:001:Your R3 score = 9 Now! +champbas:0:8C86:09:001:Your R4 score = 9 Now! +champbas:0:8C87:09:001:Your R5 score = 9 Now! +champbas:0:8C88:09:001:Your R6 score = 9 Now! +champbas:0:8C89:09:001:Your R7 score = 9 Now! +champbas:0:8C8A:09:001:Your R8 score = 9 Now! +champbas:0:8C8B:09:001:Your R9 score = 9 Now! +champbas:0:8C8D:00:001:CPUs R1 score = 0 Now! +champbas:0:8C8E:00:001:CPUs R2 score = 0 Now! +champbas:0:8C8F:00:001:CPUs R3 score = 0 Now! +champbas:0:8C90:00:001:CPUs R4 score = 0 Now! +champbas:0:8C91:00:001:CPUs R5 score = 0 Now! +champbas:0:8C92:00:001:CPUs R6 score = 0 Now! +champbas:0:8C93:00:001:CPUs R7 score = 0 Now! +champbas:0:8C94:00:001:CPUs R8 score = 0 Now! +champbas:0:8C95:00:001:CPUs R9 score = 0 Now! +champbas:0:8C83:79:070:Select your R1 Score +champbas:0:8C84:79:070:Select your R2 Score +champbas:0:8C85:79:070:Select your R3 Score +champbas:0:8C86:79:070:Select your R4 Score +champbas:0:8C87:79:070:Select your R5 Score +champbas:0:8C88:79:070:Select your R6 Score +champbas:0:8C89:79:070:Select your R7 Score +champbas:0:8C8A:79:070:Select your R8 Score +champbas:0:8C8B:79:070:Select your R9 Score +champbas:0:8C8D:79:070:Select CPUs R1 Score +champbas:0:8C8E:79:070:Select CPUs R2 Score +champbas:0:8C8F:79:070:Select CPUs R3 Score +champbas:0:8C90:79:070:Select CPUs R4 Score +champbas:0:8C91:79:070:Select CPUs R5 Score +champbas:0:8C92:79:070:Select CPUs R6 Score +champbas:0:8C93:79:070:Select CPUs R7 Score +champbas:0:8C94:79:070:Select CPUs R8 Score +champbas:0:8C95:79:070:Select CPUs R9 Score + +; [ Champion Wrestler (World) ] +champwr:0:8A8A:09:000:Infinite Round Time +champwr:0:8A88:00:001:Round Time Up Now! (1/3) +champwr:0:8A89:00:501:Round Time Up Now! (2/3) +champwr:0:8A8A:00:501:Round Time Up Now! (3/3) +champwr:0:0000:00:999:[The Referee never counts ] +champwr:0:0000:00:999:[cheat gives you Infinite ] +champwr:0:0000:00:999:[Time out of the ring, when ] +champwr:0:0000:00:999:[you are on the corner and ] +champwr:0:0000:00:999:[makes it impossible to get ] +champwr:0:0000:00:999:[a fall. Either disable it ] +champwr:0:0000:00:999:[or use the CORRECT 'Time ='] +champwr:0:0000:00:999:[cheats. These can also be ] +champwr:0:0000:00:999:[useful to enable when it's ] +champwr:0:0000:00:999:[to your advantage!! ;-) ] +champwr:0:A83C:01:000:Referee never counts +champwr:0:A83C:14:001:Out of Ring Time = 20 Now! +champwr:0:A83C:03:001:Fall Count Time = 3 Now!(1/2) +champwr:0:A83D:03:501:Fall Count Time = 3 Now!(2/2) +champwr:0:A83C:04:001:Corner Count Time = 4 Now! +champwr:0:0000:00:999:[ ] +champwr:0:A039:A0:000:Infinite Energy PL1 (1/2) +champwr:0:A66E:A0:500:Infinite Energy PL1 (2/2) +champwr:0:A66D:A0:000:Infinite Power PL1 +champwr:0:A039:00:001:Drain all Energy Now!PL1(1/2) +champwr:0:A039:00:501:Drain all Energy Now!PL1(2/2) +champwr:0:A66D:00:001:Drain all Power Now! PL1 +champwr:0:A139:A0:000:Infinite Energy PL2 (1/2) +champwr:0:A670:A0:500:Infinite Energy PL2 (2/2) +champwr:0:A66F:A0:000:Infinite Power PL2 +champwr:0:A139:00:001:Drain all Energy Now!PL2(1/2) +champwr:0:A670:00:501:Drain all Energy Now!PL2(2/2) +champwr:0:A66F:00:001:Drain all Power Now! PL2 + +; [ Champion Wrestler (Japan) ] +champwrj:0:8A8A:09:000:Infinite Round Time +champwrj:0:8A88:00:001:Round Time Up Now! (1/3) +champwrj:0:8A89:00:501:Round Time Up Now! (2/3) +champwrj:0:8A8A:00:501:Round Time Up Now! (3/3) +champwrj:0:0000:00:999:[The Referee never counts ] +champwrj:0:0000:00:999:[cheat gives you Infinite ] +champwrj:0:0000:00:999:[Time out of the ring, when ] +champwrj:0:0000:00:999:[you are on the corner and ] +champwrj:0:0000:00:999:[makes it impossible to get ] +champwrj:0:0000:00:999:[a fall. Either disable it ] +champwrj:0:0000:00:999:[or use the CORRECT 'Time ='] +champwrj:0:0000:00:999:[cheats. These can also be ] +champwrj:0:0000:00:999:[useful to enable when it's ] +champwrj:0:0000:00:999:[to your advantage!! ;-) ] +champwrj:0:A83C:01:000:Referee never counts +champwrj:0:A83C:14:001:Out of Ring Time = 20 Now! +champwrj:0:A83C:03:001:Fall Count Time = 3 Now!(1/2) +champwrj:0:A83D:03:501:Fall Count Time = 3 Now!(2/2) +champwrj:0:A83C:04:001:Corner Count Time = 4 Now! +champwrj:0:0000:00:999:[ ] +champwrj:0:A039:A0:000:Infinite Energy PL1 (1/2) +champwrj:0:A66E:A0:500:Infinite Energy PL1 (2/2) +champwrj:0:A66D:A0:000:Infinite Power PL1 +champwrj:0:A039:00:001:Drain all Energy Now!PL1(1/2) +champwrj:0:A039:00:501:Drain all Energy Now!PL1(2/2) +champwrj:0:A66D:00:001:Drain all Power Now! PL1 +champwrj:0:A139:A0:000:Infinite Energy PL2 (1/2) +champwrj:0:A670:A0:500:Infinite Energy PL2 (2/2) +champwrj:0:A66F:A0:000:Infinite Power PL2 +champwrj:0:A139:00:001:Drain all Energy Now!PL2(1/2) +champwrj:0:A670:00:501:Drain all Energy Now!PL2(2/2) +champwrj:0:A66F:00:001:Drain all Power Now! PL2 + +; [ Champion Wrestler (US) ] +champwru:0:8A8A:09:000:Infinite Round Time +champwru:0:8A88:00:001:Round Time Up Now! (1/3) +champwru:0:8A89:00:501:Round Time Up Now! (2/3) +champwru:0:8A8A:00:501:Round Time Up Now! (3/3) +champwru:0:0000:00:999:[The Referee never counts ] +champwru:0:0000:00:999:[cheat gives you Infinite ] +champwru:0:0000:00:999:[Time out of the ring, when ] +champwru:0:0000:00:999:[you are on the corner and ] +champwru:0:0000:00:999:[makes it impossible to get ] +champwru:0:0000:00:999:[a fall. Either disable it ] +champwru:0:0000:00:999:[or use the CORRECT 'Time ='] +champwru:0:0000:00:999:[cheats. These can also be ] +champwru:0:0000:00:999:[useful to enable when it's ] +champwru:0:0000:00:999:[to your advantage!! ;-) ] +champwru:0:A83C:01:000:Referee never counts +champwru:0:A83C:14:001:Out of Ring Time = 20 Now! +champwru:0:A83C:03:001:Fall Count Time = 3 Now!(1/2) +champwru:0:A83D:03:501:Fall Count Time = 3 Now!(2/2) +champwru:0:A83C:04:001:Corner Count Time = 4 Now! +champwru:0:0000:00:999:[ ] +champwru:0:A039:A0:000:Infinite Energy PL1 (1/2) +champwru:0:A66E:A0:500:Infinite Energy PL1 (2/2) +champwru:0:A66D:A0:000:Infinite Power PL1 +champwru:0:A039:00:001:Drain all Energy Now!PL1(1/2) +champwru:0:A039:00:501:Drain all Energy Now!PL1(2/2) +champwru:0:A66D:00:001:Drain all Power Now! PL1 +champwru:0:A139:A0:000:Infinite Energy PL2 (1/2) +champwru:0:A670:A0:500:Infinite Energy PL2 (2/2) +champwru:0:A66F:A0:000:Infinite Power PL2 +champwru:0:A139:00:001:Drain all Energy Now!PL2(1/2) +champwru:0:A670:00:501:Drain all Energy Now!PL2(2/2) +champwru:0:A66F:00:001:Drain all Power Now! PL2 + +; [ Changes ] +changes:0:8026:09:020:Invincibility +changes:0:8029:09:000:Infinite Lives PL1 +changes:0:8027:63:062:Select next round PL1 +changes:0:8027:63:072:Select current round PL1 +changes:0:802A:09:000:Infinite Lives PL2 +changes:0:8028:63:062:Select next round PL2 +changes:0:8028:63:072:Select current round PL2 +changes:0:0000:00:999:[These Select starting round] +changes:0:0000:00:999:[cheats are *NOT* linked so ] +changes:0:0000:00:999:[they must BOTH be selected ] +changes:0:0000:00:999:[individually one after the ] +changes:0:0000:00:999:[other! Enable each time you] +changes:0:0000:00:999:[need them, use before start] +changes:0:8027:FF:021:Select starting roundPL1(1/2) +changes:0:8027:63:062:Select starting roundPL1(2/2) +changes:0:8028:FF:021:Select starting roundPL2(1/2) +changes:0:8028:63:062:Select starting roundPL2(2/2) + +; [ Checkman (Japan) ] +checkmaj:0:4102:07:000:Infinite Lives +checkmaj:0:4101:00:000:Infinite Time + +; [ Checkman ] +checkman:0:8107:07:000:Infinite Lives +checkman:0:8106:00:000:Infinite Time + +; [ Checkmate ] +checkmat:0:2008:05:000:Infinite Rounds +checkmat:0:2027:00:000:Score always = 0 PL1 +checkmat:0:2028:00:000:Score always = 0 PL2 +checkmat:0:2029:00:000:Score always = 0 PL3 +checkmat:0:202A:00:000:Score always = 0 PL4 +checkmat:0:2027:00:001:Set Score = 0 Now! PL1 +checkmat:0:2028:00:001:Set Score = 0 Now! PL2 +checkmat:0:2029:00:001:Set Score = 0 Now! PL3 +checkmat:0:202A:00:001:Set Score = 0 Now! PL4 +checkmat:0:2027:99:073:Select Score PL1 +checkmat:0:2028:99:073:Select Score PL2 +checkmat:0:2029:99:073:Select Score PL3 +checkmat:0:202A:99:073:Select Score PL4 + +; [ Cheeky Mouse ] +cheekyms:0:3012:09:000:Infinite Lives PL1 +cheekyms:0:3013:09:000:Infinite Lives PL2 + +; [ Chelnov - Atomic Runner (US) ] +chelnov:0:060182:09:000:Infinite Lives +chelnov:0:000000:00:999:[You must turn Invincibility] +chelnov:0:000000:00:999:[off with the 'OFF' cheat ] +chelnov:0:000000:00:999:[when you fall down a pit!! ] +chelnov:0:000000:00:999:[At all other times to turn ] +chelnov:0:000000:00:999:[it off just deselect the ] +chelnov:0:000000:00:999:[Invincibility 'ON' cheat ] +chelnov:0:060194:00:000:Invincibility 'ON' +chelnov:0:060194:FF:001:Invincibility 'OFF':This actually kills you! +chelnov:0:060191:07:000:Always Long shot +chelnov:0:060192:08:000:Always Power shot +chelnov:0:060193:04:000:Always Rapid shot +chelnov:0:060190:00:000:Always have Laser +chelnov:0:060190:01:000:Always have Fireball +chelnov:0:060190:02:000:Always have Rotating Balls +chelnov:0:060190:03:000:Always have Bouncing Ls +chelnov:0:060190:04:000:Always have Chain +chelnov:0:060190:05:000:Always have Missile +chelnov:0:060190:00:001:Get Laser Now! +chelnov:0:060190:01:001:Get Fireball Now! +chelnov:0:060190:02:001:Get Rotating Balls Now! +chelnov:0:060190:03:001:Get Bouncing Ls Now! +chelnov:0:060190:04:001:Get Chain Now! +chelnov:0:060190:05:001:Get Missile Now! +chelnov:0:000000:00:999:[These Select starting level] +chelnov:0:000000:00:999:[cheats are *NOT* linked so ] +chelnov:0:000000:00:999:[they must BOTH be selected ] +chelnov:0:000000:00:999:[individually one after the ] +chelnov:0:000000:00:999:[other! Use before starting ] +chelnov:0:000000:00:999:[other! ] +chelnov:0:000000:00:999:[ ] +chelnov:0:000000:00:999:[You should enable these ] +chelnov:0:000000:00:999:[cheats on the 'Press Start'] +chelnov:0:000000:00:999:[screen ie. after credits ] +chelnov:0:000000:00:999:[have been inserted! ] +chelnov:0:060189:FF:021:Select starting level (1/2) +chelnov:0:060189:06:061:Select starting level (2/2) +chelnov:0:000000:00:999:[ ] +chelnov:0:060189:06:071:Select current level +chelnov:0:060189:06:061:Select next level +chelnov:0:060189:06:001:Go to last level when you die + +; [ Chelnov - Atomic Runner (Japan) ] +chelnovj:0:060182:09:000:Infinite Lives +chelnovj:0:000000:00:999:[You must turn Invincibility] +chelnovj:0:000000:00:999:[off with the 'OFF' cheat ] +chelnovj:0:000000:00:999:[when you fall down a pit!! ] +chelnovj:0:000000:00:999:[At all other times to turn ] +chelnovj:0:000000:00:999:[it off just deselect the ] +chelnovj:0:000000:00:999:[Invincibility 'ON' cheat ] +chelnovj:0:060194:00:000:Invincibility 'ON' +chelnovj:0:060194:FF:001:Invincibility 'OFF':This actually kills you! +chelnovj:0:060191:07:000:Always Long shot +chelnovj:0:060192:08:000:Always Power shot +chelnovj:0:060193:04:000:Always Rapid shot +chelnovj:0:060190:00:000:Always have Laser +chelnovj:0:060190:01:000:Always have Fireball +chelnovj:0:060190:02:000:Always have Rotating Balls +chelnovj:0:060190:03:000:Always have Bouncing Ls +chelnovj:0:060190:04:000:Always have Chain +chelnovj:0:060190:05:000:Always have Missile +chelnovj:0:060190:00:001:Get Laser Now! +chelnovj:0:060190:01:001:Get Fireball Now! +chelnovj:0:060190:02:001:Get Rotating Balls Now! +chelnovj:0:060190:03:001:Get Bouncing Ls Now! +chelnovj:0:060190:04:001:Get Chain Now! +chelnovj:0:060190:05:001:Get Missile Now! +chelnovj:0:000000:00:999:[These Select starting level] +chelnovj:0:000000:00:999:[cheats are *NOT* linked so ] +chelnovj:0:000000:00:999:[they must BOTH be selected ] +chelnovj:0:000000:00:999:[individually one after the ] +chelnovj:0:000000:00:999:[other! Use before starting ] +chelnovj:0:000000:00:999:[other! ] +chelnovj:0:000000:00:999:[ ] +chelnovj:0:000000:00:999:[You should enable these ] +chelnovj:0:000000:00:999:[cheats on the 'Press Start'] +chelnovj:0:000000:00:999:[screen ie. after credits ] +chelnovj:0:000000:00:999:[have been inserted! ] +chelnovj:0:060189:FF:021:Select starting level (1/2) +chelnovj:0:060189:06:061:Select starting level (2/2) +chelnovj:0:000000:00:999:[ ] +chelnovj:0:060189:06:071:Select current level +chelnovj:0:060189:06:061:Select next level +chelnovj:0:060189:06:001:Go to last level when you die + +; [ Cheyenne (version 1.0) ] +cheyenne:0:381C:83:000:Infinite Lives PL1 +cheyenne:0:3806:00:000:No time between bullets PL1 +cheyenne:0:3830:00:000:Only 2 enemies to kill PL1:To be used on level select +cheyenne:0:0000:00:999:[* Hit F5 when cashing in *] +cheyenne:0:3825:99:000:Bonus always x99 (1/2) +cheyenne:0:3834:63:500:Bonus always x99 (2/2) +cheyenne:0:3825:00:070:Select x Bonus Now! (1/2) +cheyenne:0:3834:C8:500:Select x Bonus Now! (2/2) +cheyenne:0:0000:00:999:[Use only when the gang to ] +cheyenne:0:0000:00:999:[capture is displayed ] +cheyenne:0:3831:05:001:Goto Saloon Level Now! PL1 +cheyenne:0:3831:06:001:Goto Old mine Level Now! PL1 +cheyenne:0:3831:07:001:Goto Desert Level Now! PL1 +cheyenne:0:3831:08:001:Goto Ghost town Level Now!PL1 +cheyenne:0:3831:09:001:Goto Forrest Level Now! PL1 +cheyenne:0:3831:0A:001:Goto Hills Level Now! PL1 +cheyenne:0:3831:0B:001:Goto Graveyard Level Now! PL1 + +; [ Chiki Chiki Boys (Japan) ] +chikij:0:FF0F69:59:000:Infinite Time +chikij:0:FF147B:03:000:Infinite Lives PL1 +chikij:0:FF149B:7F:000:Invincibility PL1 +chikij:0:FF14AB:40:000:Infinite Energy PL1 +chikij:0:FF14D3:06:000:Infinite Magic PL1 +chikij:0:FF153B:03:000:Infinite Lives PL2 +chikij:0:FF155B:7F:000:Invincibility PL2 +chikij:0:FF156B:40:000:Infinite Energy PL2 +chikij:0:FF1593:06:000:Infinite Magic PL2 + +; [ Chiller (version 3.0) ] +chiller:0:3415:00:000:No time between bullets +chiller:0:3438:80:000:Infinite Time PL1 +chiller:0:3435:01:001:1 Monster to go Now! PL1 +chiller:0:3435:10:001:10 Monsters to go Now! PL1 +chiller:0:344D:80:000:Infinite Time PL2 +chiller:0:344A:01:001:1 Monster to go Now! PL2 +chiller:0:344A:10:001:10 Monsters to go Now! PL2 + +; [ Chimera Beast ] +chimerab:0:FFCBCF:09:000:Infinite Lives PL1 +chimerab:0:FFCBCB:09:000:Infinite Energy PL1 +chimerab:0:FFCCD3:00:000:Invincibility PL1 +chimerab:0:FFCC7F:09:000:Infinite Lives PL2 +chimerab:0:FFCC7B:09:000:Infinite Energy PL2 +chimerab:0:FFE053:00:000:Invincibility PL2 + +; [ Chopper I ] +chopper:0:E3A0:03:000:Infinite Lives PL1 +chopper:0:E3B9:55:000:Infinite Plane Bombs PL1 +chopper:0:E3B9:AA:000:Infinite Circle Bombs PL1 +chopper:0:E3B9:FF:000:Infinite Atomic Bombs PL1 +chopper:0:E3F0:03:000:Infinite Lives PL2 +chopper:0:E409:55:000:Infinite Plane Bombs PL2 +chopper:0:E409:AA:000:Infinite Circle Bombs PL2 +chopper:0:E409:FF:000:Infinite Atomic Bombs PL2 + +; [ Choplifter ] +chplft:0:C02D:95:000:Infinite Lives +chplft:0:E118:C8:000:Infinite Fuel +chplft:0:C303:41:000:Invincibility +chplft:0:C084:01:000:Always Have Prisoners +chplft:0:C085:20:001:Finish Level Level Now! +chplft:0:C083:00:001:No dead hostages +chplft:0:C084:08:001:Max. load hostages = 08 +chplft:0:C084:20:001:Max. load hostages = 20 + +; [ Choplifter (alternate) ] +chplftb:0:C02D:95:000:Infinite Lives +chplftb:0:E118:C8:000:Infinite Fuel +chplftb:0:C303:41:000:Invincibility +chplftb:0:C084:01:000:Always Have Prisoners +chplftb:0:C085:20:001:Finish Level Level Now! +chplftb:0:C083:00:001:No dead hostages +chplftb:0:C084:08:001:Max. load hostages = 08 +chplftb:0:C084:20:001:Max. load hostages = 20 + +; [ Choplifter (bootleg) ] +chplftbl:0:C02D:95:000:Infinite Lives PL1 +chplftbl:0:E118:C8:000:Infinite Fuel +chplftbl:0:C303:41:000:Invincibility +chplftbl:0:C084:01:000:Always Have Prisoners +chplftbl:0:C085:20:001:Finish Level Level Now! +chplftbl:0:C083:00:001:No dead hostages +chplftbl:0:C084:08:001:Max. load hostages = 08 +chplftbl:0:C084:20:001:Max. load hostages = 20 + +; [ Chuka Taisen (Japan) ] +chukatai:0:EE28:10:000:Infinite Shop Time +chukatai:0:E218:64:000:Infinite Lives +chukatai:0:E26B:00:000:Invincibility +chukatai:0:E214:08:000:Always have Max Fire Power +chukatai:0:E214:08:071:Select Fire Power Now! +chukatai:0:E217:06:000:Always have Maximum speed +chukatai:0:E217:06:071:Select Speed Now! +chukatai:0:E220:01:000:Infinite Special Shot "ON":Enable to use Special Shots +chukatai:0:E220:00:001:Infinite Special Shot "OFF" +chukatai:0:E223:01:000:Turn Auto fire ON +chukatai:0:E223:00:001:Turn Auto fire OFF +chukatai:0:0000:00:999:[ Special Shots Below ] +chukatai:0:E215:00:000:Always have Shield Flames 1 +chukatai:0:E215:01:000:Always have Shield Flames 2 +chukatai:0:E215:02:000:Always have Side + Rear Shot +chukatai:0:E215:03:000:Always have Diagonal Shot +chukatai:0:E215:04:000:Always have Little Men Shot +chukatai:0:E215:05:000:Always have Banana Shot +chukatai:0:E215:06:000:Always have Big Banana Shot +chukatai:0:E215:08:000:Always have Circle Shot +chukatai:0:E215:09:000:Always have Splitting Bombs +chukatai:0:E215:0A:000:Always have Normal Bombs +chukatai:0:E215:0B:000:Always have Homing Bombs +chukatai:0:E215:0C:000:Always have Bouncing Bombs +chukatai:0:E215:0D:000:Always have Bouncing Flames +chukatai:0:E215:00:001:Get Shield Flames 1 Now! +chukatai:0:E215:01:001:Get Shield Flames 2 Now! +chukatai:0:E215:02:001:Get Side + Rear Shot Now! +chukatai:0:E215:03:001:Get Diagonal Shot Now! +chukatai:0:E215:04:001:Get Little Men Shot Now! +chukatai:0:E215:05:001:Get Banana Shot Now! +chukatai:0:E215:06:001:Get Big Banana Shot Now! +chukatai:0:E215:08:001:Get Circle Shot Now! +chukatai:0:E215:09:001:Get Splitting Bombs Now! +chukatai:0:E215:0A:001:Get Normal Bombs Now! +chukatai:0:E215:0B:001:Get Homing Bombs Now! +chukatai:0:E215:0C:001:Get Bouncing Bombs Now! +chukatai:0:E215:0D:001:Get Bouncing Flames Now! +chukatai:0:0000:00:999:[ Level associated cheats ] +chukatai:0:E219:04:071:Select current level +chukatai:0:E219:04:061:Select next level +chukatai:0:E219:04:001:Go to last level Now! +chukatai:0:E219:70:001:Go to begining of level Now! +chukatai:0:E219:70:001:Go to boss - levels 1&3 Now! +chukatai:0:E219:80:001:Go to boss - levels 2&4 Now! +chukatai:0:E219:A0:001:Go to boss - level 5 Now! + +; [ Circus ] +circus:0:002C:0A:000:Infinite Lives/Jumps +circus:0:0038:80:000:Always get a free jump +circus:0:0038:80:001:Get a free jump Now! + +; [ Circus Charlie ] +circusc:0:2200:07:000:Infinite Lives +circusc:0:227C:07:000:Infinite Time + +; [ Circus Charlie (no level select) ] +circusc2:0:2200:07:000:Infinite Lives +circusc2:0:227C:07:000:Infinite Time +circusc2:0:2201:01:000:Start on Level 2 +circusc2:0:2201:02:000:Start on Level 3 +circusc2:0:2201:03:000:Start on Level 4 +circusc2:0:2201:04:000:Start on Level 5 +circusc2:0:2201:05:000:Start on Level 6 + +; [ Circus Charlie (Centuri) ] +circuscc:0:2200:07:000:Infinite Lives +circuscc:0:227C:07:000:Infinite Time + +; [ Circus Charlie (Centuri, earlier) ] +circusce:0:2200:07:000:Infinite Lives +circusce:0:227C:07:000:Infinite Time + +; [ Cisco Heat ] +cischeat:0:000000:00:999:[Only enable Infinite Time ] +cischeat:0:000000:00:999:[during the race, make sure ] +cischeat:0:000000:00:999:[it's OFF during the start ] +cischeat:0:000000:00:999:[countdown!! ] +cischeat:0:0F0280:27:000:Infinite Time (1/2) +cischeat:0:0F0281:0F:500:Infinite Time (2/2) +cischeat:0:0F0280:00:001:No time left Now! (1/2) +cischeat:0:0F0281:01:501:No time left Now! (2/2) + +; [ City Connection (set 1) ] +citycon:0:004C:03:000:Infinite Lives PL1 +citycon:0:00AE:01:000:Infinite Oil PL1 +citycon:0:004D:03:000:Infinite Lives PL2 +citycon:0:00AF:01:000:Infinite Oil PL2 +citycon:0:0000:02:000:Invincibility +citycon:0:0000:07:001:Finish Stage Now! +citycon:0:0000:00:999:[NOTE- Both parts of the ] +citycon:0:0000:00:999:[select stage cheats must be] +citycon:0:0000:00:999:[enabled individually. You ] +citycon:0:0000:00:999:[must select the same value!] +citycon:0:0002:0B:071:Select current stage (1/2) +citycon:0:0003:0B:071:Select current stage (2/2) +citycon:0:0002:0B:061:Select next stage (1/2) +citycon:0:0003:0B:061:Select next stage (2/2) + +; [ City Connection (set 2) ] +citycona:0:004C:03:000:Infinite Lives PL1 +citycona:0:00AE:01:000:Infinite Oil PL1 +citycona:0:004D:03:000:Infinite Lives PL2 +citycona:0:00AF:01:000:Infinite Oil PL2 +citycona:0:0000:02:000:Invincibility +citycona:0:0000:07:001:Finish Stage Now! +citycona:0:0000:00:999:[NOTE- Both parts of the ] +citycona:0:0000:00:999:[select stage cheats must be] +citycona:0:0000:00:999:[enabled individually. You ] +citycona:0:0000:00:999:[must select the same value!] +citycona:0:0002:0B:071:Select current stage (1/2) +citycona:0:0003:0B:071:Select current stage (2/2) +citycona:0:0002:0B:061:Select next stage (1/2) +citycona:0:0003:0B:061:Select next stage (2/2) + +; [ Crazy Kong (set 1) ] +ckong:0:6228:06:000:Infinite Lives +ckong:0:6394:0F:002:Infinite hammer upon pickup +ckong:0:62B1:63:000:Infinite bonus time (1/2) +ckong:0:638C:99:502:Infinite bonus time (2/2) +ckong:0:62B9:00:000:No fireballs on ramps +ckong:0:6403:00:000:No fireballs on factory +ckong:0:65A0:00:000:No pies on factory +ckong:0:6400:00:000:No fireballs on rivets +ckong:0:6500:00:000:No jacks on elevators +ckong:0:6392:00:000:No barrels on ramps +ckong:0:6215:01:000:Always climb +ckong:0:6215:00:001:Deactivate climb +ckong:0:6217:01:000:Hammer (1/2) +ckong:0:6691:01:500:Hammer (2/2) +ckong:0:6290:00:001:Finish sub-level 4 Now! +ckong:0:6229:FF:072:Select current round +ckong:0:6229:FF:062:Select next round + +; [ Crazy Kong (set 2) ] +ckonga:0:6228:06:000:Infinite Lives +ckonga:0:6394:0F:002:Infinite hammer upon pickup +ckonga:0:62B1:63:000:Infinite bonus time (1/2) +ckonga:0:638C:99:502:Infinite bonus time (2/2) +ckonga:0:62B9:00:000:No fireballs on ramps +ckonga:0:6403:00:000:No fireballs on factory +ckonga:0:65A0:00:000:No pies on factory +ckonga:0:6400:00:000:No fireballs on rivets +ckonga:0:6500:00:000:No jacks on elevators +ckonga:0:6392:00:000:No barrels on ramps +ckonga:0:6215:01:000:Always climb +ckonga:0:6215:00:001:Deactivate climb +ckonga:0:6217:01:000:Hammer (1/2) +ckonga:0:6691:01:500:Hammer (2/2) +ckonga:0:6290:00:001:Finish sub-level 4 Now! +ckonga:0:6229:FF:072:Select current round +ckonga:0:6229:FF:062:Select next round + +; [ Crazy Kong (Alca bootleg) ] +ckongalc:0:6228:06:000:Infinite Lives +ckongalc:0:6394:0F:002:Infinite hammer upon pickup +ckongalc:0:62B1:63:000:Infinite bonus time (1/2) +ckongalc:0:638C:99:502:Infinite bonus time (2/2) +ckongalc:0:62B9:00:000:No fireballs on ramps +ckongalc:0:6403:00:000:No fireballs on factory +ckongalc:0:65A0:00:000:No pies on factory +ckongalc:0:6400:00:000:No fireballs on rivets +ckongalc:0:6500:00:000:No jacks on elevators +ckongalc:0:6392:00:000:No barrels on ramps +ckongalc:0:6215:01:000:Always climb +ckongalc:0:6215:00:001:Deactivate climb +ckongalc:0:6217:01:000:Hammer (1/2) +ckongalc:0:6691:01:500:Hammer (2/2) +ckongalc:0:6290:00:001:Finish sub-level 4 Now! +ckongalc:0:6229:FF:072:Select current round +ckongalc:0:6229:FF:062:Select next round + +; [ Crazy Kong (Jeutel bootleg) ] +ckongjeu:0:6228:06:000:Infinite Lives +ckongjeu:0:6394:0F:002:Infinite hammer upon pickup +ckongjeu:0:62B1:63:000:Infinite bonus time (1/2) +ckongjeu:0:638C:99:502:Infinite bonus time (2/2) +ckongjeu:0:62B9:00:000:No fireballs on ramps +ckongjeu:0:6403:00:000:No fireballs on factory +ckongjeu:0:65A0:00:000:No pies on factory +ckongjeu:0:6400:00:000:No fireballs on rivets +ckongjeu:0:6500:00:000:No jacks on elevators +ckongjeu:0:6392:00:000:No barrels on ramps +ckongjeu:0:6215:01:000:Always climb +ckongjeu:0:6215:00:001:Deactivate climb +ckongjeu:0:6217:01:000:Hammer (1/2) +ckongjeu:0:6691:01:500:Hammer (2/2) +ckongjeu:0:6290:00:001:Finish sub-level 4 Now! +ckongjeu:0:6229:FF:072:Select current round +ckongjeu:0:6229:FF:062:Select next round + +; [ Crazy Kong (Orca bootleg) ] +ckongo:0:6228:06:000:Infinite Lives +ckongo:0:6394:0F:002:Infinite hammer upon pickup +ckongo:0:62B1:63:000:Infinite bonus time (1/2) +ckongo:0:638C:99:502:Infinite bonus time (2/2) +ckongo:0:62B9:00:000:No fireballs on ramps +ckongo:0:6403:00:000:No fireballs on factory +ckongo:0:65A0:00:000:No pies on factory +ckongo:0:6400:00:000:No fireballs on rivets +ckongo:0:6500:00:000:No jacks on elevators +ckongo:0:6392:00:000:No barrels on ramps +ckongo:0:6215:01:000:Always climb +ckongo:0:6215:00:001:Deactivate climb +ckongo:0:6217:01:000:Hammer (1/2) +ckongo:0:6691:01:500:Hammer (2/2) +ckongo:0:6290:00:001:Finish sub-level 4 Now! +ckongo:0:6229:FF:072:Select current round +ckongo:0:6229:FF:062:Select next round + +; [ Crazy Kong (Scramble hardware) ] +ckongs:0:6228:06:000:Infinite Lives +ckongs:0:6394:0F:002:Infinite hammer upon pickup +ckongs:0:62B1:63:000:Infinite bonus time (1/2) +ckongs:0:638C:99:502:Infinite bonus time (2/2) +ckongs:0:62B9:00:000:No fireballs on ramps +ckongs:0:6403:00:000:No fireballs on factory +ckongs:0:65A0:00:000:No pies on factory +ckongs:0:6400:00:000:No fireballs on rivets +ckongs:0:6500:00:000:No jacks on elevators +ckongs:0:6392:00:000:No barrels on ramps +ckongs:0:6215:01:000:Always climb +ckongs:0:6215:00:001:Deactivate climb +ckongs:0:6217:01:000:Hammer (1/2) +ckongs:0:6691:01:500:Hammer (2/2) +ckongs:0:6290:00:001:Finish sub-level 4 Now! +ckongs:0:6229:FF:072:Select current round +ckongs:0:6229:FF:062:Select next round + +; [ Clay Pigeon (version 2.0) ] +claypign:0:2236:03:000:Infinite Shoots +claypign:0:3024:00:000:No time between bullets + +; [ Coors Light Bowling ] +clbowl:0:50E1:00:000:Infinite Time +clbowl:0:5083:0A:000:Always make a strike + +; [ Cloak & Dagger ] +cloak:0:027D:05:000:Infinite Lives PL1 +cloak:0:02BF:05:000:Infinite Lives PL2 +cloak:0:0279:1F:001:Go to level 33 +cloak:0:0279:00:001:Go to level 1 + +; [ Cloud 9 (prototype) ] +cloud9:0:00EC:04:000:Infinite Lives +cloud9:0:0018:04:000:No Monsters +cloud9:0:0015:04:000:No Birds + +; [ Clowns ] +clowns:0:2010:09:000:Infinite Jumps + +; [ Caveman Ninja (World revision 3) ] +cninja:0:184D99:03:000:Infinite Lives PL1 +cninja:0:184E4D:12:000:Infinite Energy PL1 +cninja:0:184DD9:03:000:Infinite Lives PL2 +cninja:0:184ECD:12:000:Infinite Energy PL2 +cninja:0:18534D:01:001:One hit for boss 1 Now! +cninja:0:18654D:01:001:One hit for boss 2-1 Now! +cninja:0:18654D:01:001:One hit for boss 2-2 Now! +cninja:0:1877F4:01:001:One hit for boss 3-1 Now! +cninja:0:186CCD:01:001:One hit for boss 3-2 Now! +cninja:0:18654D:01:001:One hit for boss 4-1 Now! +cninja:0:186BCD:01:001:One hit for boss 4-2 Now! +cninja:0:18654D:01:001:One hit for boss 5-1 Now! +cninja:0:1868CD:01:001:One hit for boss 5-2 Now! +cninja:0:18654D:01:001:One hit for boss 5-3 Now! + +; [ Caveman Ninja (World revision 0) ] +cninja0:0:184D99:03:000:Infinite Lives PL1 +cninja0:0:184E4D:12:000:Infinite Energy PL1 +cninja0:0:184DD9:03:000:Infinite Lives PL2 +cninja0:0:184ECD:12:000:Infinite Energy PL2 +cninja0:0:18534D:01:001:One hit for boss 1 Now! +cninja0:0:18654D:01:001:One hit for boss 2-1 Now! +cninja0:0:18654D:01:001:One hit for boss 2-2 Now! +cninja0:0:1877F4:01:001:One hit for boss 3-1 Now! +cninja0:0:186CCD:01:001:One hit for boss 3-2 Now! +cninja0:0:18654D:01:001:One hit for boss 4-1 Now! +cninja0:0:186BCD:01:001:One hit for boss 4-2 Now! +cninja0:0:18654D:01:001:One hit for boss 5-1 Now! +cninja0:0:1868CD:01:001:One hit for boss 5-2 Now! +cninja0:0:18654D:01:001:One hit for boss 5-3 Now! + +; [ Caveman Ninja (US) ] +cninjau:0:184D99:03:000:Infinite Lives PL1 +cninjau:0:184E4D:12:000:Infinite Energy PL1 +cninjau:0:184DD9:03:000:Infinite Lives PL2 +cninjau:0:184ECD:12:000:Infinite Energy PL2 +cninjau:0:18534D:01:001:One hit for boss 1 Now! +cninjau:0:18654D:01:001:One hit for boss 2-1 Now! +cninjau:0:18654D:01:001:One hit for boss 2-2 Now! +cninjau:0:1877F4:01:001:One hit for boss 3-1 Now! +cninjau:0:186CCD:01:001:One hit for boss 3-2 Now! +cninjau:0:18654D:01:001:One hit for boss 4-1 Now! +cninjau:0:186BCD:01:001:One hit for boss 4-2 Now! +cninjau:0:18654D:01:001:One hit for boss 5-1 Now! +cninjau:0:1868CD:01:001:One hit for boss 5-2 Now! +cninjau:0:18654D:01:001:One hit for boss 5-3 Now! + +; [ Cobra-Command (Japan) ] +cobracmj:0:011F:09:000:Infinite Lives PL1 +cobracmj:0:0120:09:000:Infinite Lives PL2 +cobracmj:0:003B:01:000:Get the laser +cobracmj:0:0037:02:000:Maximum speed +cobracmj:0:0038:03:000:Maximum fire power +cobracmj:0:0039:03:000:Maximum missile power +cobracmj:0:0143:00:000:Always 1 hit to kill boss +cobracmj:0:0143:00:001:1 hit to kill this boss Now! +cobracmj:0:0000:00:999:[Turn OFF the following ] +cobracmj:0:0000:00:999:[cheat if you crash into the] +cobracmj:0:0000:00:999:[scenery! You also need to ] +cobracmj:0:0000:00:999:[turn it OFF on the last ] +cobracmj:0:0000:00:999:[screen to turn the copter ] +cobracmj:0:0000:00:999:[around! ] +cobracmj:0:001D:00:000:No Sprite/Sprite Collision +cobracmj:0:0000:00:999:[Enable these select ] +cobracmj:0:0000:00:999:[starting stage/scene cheats] +cobracmj:0:0000:00:999:[on the 'Good Luck' screens.] +cobracmj:0:011D:04:071:Select the Starting Stage +cobracmj:0:011E:02:071:Select the Starting Scene + +; [ Cobra-Command (World revision 5) ] +cobracom:0:011F:09:000:Infinite Lives PL1 +cobracom:0:0120:09:000:Infinite Lives PL2 +cobracom:0:003B:01:000:Get the laser +cobracom:0:0037:02:000:Maximum speed +cobracom:0:0038:03:000:Maximum fire power +cobracom:0:0039:03:000:Maximum missile power +cobracom:0:0143:00:000:Always 1 hit to kill boss +cobracom:0:0143:00:001:1 hit to kill this boss Now! +cobracom:0:0000:00:999:[Turn OFF the following ] +cobracom:0:0000:00:999:[cheat if you crash into the] +cobracom:0:0000:00:999:[scenery! You also need to ] +cobracom:0:0000:00:999:[turn it OFF on the last ] +cobracom:0:0000:00:999:[screen to turn the copter ] +cobracom:0:0000:00:999:[around! ] +cobracom:0:001D:00:000:No Sprite/Sprite Collision +cobracom:0:0000:00:999:[Enable these select ] +cobracom:0:0000:00:999:[starting stage/scene cheats] +cobracom:0:0000:00:999:[on the 'Good Luck' screens.] +cobracom:0:011D:04:071:Select the Starting Stage +cobracom:0:011E:02:071:Select the Starting Scene + +; [ Colony 7 (set 1) ] +colony7:0:A00C:00:000:Infinite Lives +colony7:0:A07F:00:000:Infinite Scatter Shots +colony7:0:A073:02:000:Keep Shooting after Gun Loss +colony7:0:0000:00:999:[To set Fighters to One, ] +colony7:0:0000:00:999:[press F5 in game twice. ] +colony7:0:A020:01:000:Set Fighters to One + +; [ Colony 7 (set 2) ] +colony7a:0:A00C:00:000:Infinite Lives +colony7a:0:A07F:00:000:Infinite Scatter Shots +colony7a:0:A073:02:000:Keep Shooting after Gun Loss +colony7a:0:0000:00:999:[To set Fighters to One, ] +colony7a:0:0000:00:999:[press F5 in game twice. ] +colony7a:0:A020:01:000:Set Fighters to One + +; [ Combat School (joystick) ] +combasc:0:0A8D:99:000:Infinite Time PL1 +combasc:0:0A8C:00:001:Reset Timer Now! PL1 (1/2) +combasc:0:0A8D:01:501:Reset Timer Now! PL1 (2/2) +combasc:0:0855:70:000:Always done 70 targets PL1 +combasc:0:0855:70:001:Get 70 targets Now! PL1 +combasc:0:0AAD:99:000:Infinite Time PL2 +combasc:0:0AAC:00:001:Reset Timer Now! PL2 (1/2) +combasc:0:0AAD:01:501:Reset Timer Now! PL2 (2/2) +combasc:0:0857:70:000:Always done 70 targets PL2 +combasc:0:0857:70:001:Get 70 targets Now! PL2 +combasc:0:0C76:01:001:One hit for Instructor Now! +combasc:0:0000:00:999:[Ensure the infinite damage ] +combasc:0:0000:00:999:[cheat is NOT turned on for ] +combasc:0:0000:00:999:[the Assault Course!! ] +combasc:0:0C16:08:000:Infinite Damage PL1 +combasc:0:0C46:08:000:Infinite Damage PL2 +combasc:0:0000:00:999:[Enable these cheats on the ] +combasc:0:0000:00:999:[Player 1/2 Intro page, ie. ] +combasc:0:0000:00:999:[before the Obstacle Course ] +combasc:0:0991:02:001:Goto the Firing Range 1 Now! +combasc:0:0991:03:001:Goto the Iron Man Race Now! +combasc:0:0991:05:001:Goto the Firing Range 2 Now! +combasc:0:0991:06:001:Goto the Arm Wrestle Now! +combasc:0:0991:07:001:Goto the Firing Range 3 Now! +combasc:0:0991:09:001:Goto the Instructor Now! +combasc:0:0991:0E:001:Goto the Mission Now! +combasc:0:0000:00:999:[The invincibility cheat is ] +combasc:0:0000:00:999:[buggy, you have to turn it ] +combasc:0:0000:00:999:[off with F5 to jump or to ] +combasc:0:0000:00:999:[walk down stairs-YOU MUST!!] +combasc:0:0C01:02:020:Mission Invincibility (1/3) +combasc:0:0C01:F8:540:Mission Invincibility (2/3) +combasc:0:0C16:08:500:Mission Invincibility (3/3) + +; [ Combat School (bootleg) ] +combascb:0:0A8D:99:000:Infinite Time PL1 +combascb:0:0A8C:00:001:Reset Timer Now! PL1 (1/2) +combascb:0:0A8D:01:501:Reset Timer Now! PL1 (2/2) +combascb:0:0855:70:000:Always done 70 targets PL1 +combascb:0:0855:70:001:Get 70 targets Now! PL1 +combascb:0:0AAD:99:000:Infinite Time PL2 +combascb:0:0AAC:00:001:Reset Timer Now! PL2 (1/2) +combascb:0:0AAD:01:501:Reset Timer Now! PL2 (2/2) +combascb:0:0857:70:000:Always done 70 targets PL2 +combascb:0:0857:70:001:Get 70 targets Now! PL2 +combascb:0:0C76:01:001:One hit for Instructor Now! +combascb:0:0000:00:999:[Ensure the infinite damage ] +combascb:0:0000:00:999:[cheat is NOT turned on for ] +combascb:0:0000:00:999:[the Assault Course!! ] +combascb:0:0C16:08:000:Infinite Damage PL1 +combascb:0:0C46:08:000:Infinite Damage PL2 +combascb:0:0000:00:999:[Enable these cheats on the ] +combascb:0:0000:00:999:[Player 1/2 Intro page, ie. ] +combascb:0:0000:00:999:[before the Obstacle Course ] +combascb:0:0991:02:001:Goto the Firing Range 1 Now! +combascb:0:0991:03:001:Goto the Iron Man Race Now! +combascb:0:0991:05:001:Goto the Firing Range 2 Now! +combascb:0:0991:06:001:Goto the Arm Wrestle Now! +combascb:0:0991:07:001:Goto the Firing Range 3 Now! +combascb:0:0991:09:001:Goto the Instructor Now! +combascb:0:0991:0E:001:Goto the Mission Now! +combascb:0:0000:00:999:[The invincibility cheat is ] +combascb:0:0000:00:999:[buggy, you have to turn it ] +combascb:0:0000:00:999:[off with F5 to jump or to ] +combascb:0:0000:00:999:[walk down stairs-YOU MUST!!] +combascb:0:0C01:02:020:Mission Invincibility (1/3) +combascb:0:0C01:F8:540:Mission Invincibility (2/3) +combascb:0:0C16:08:500:Mission Invincibility (3/3) + +; [ Combat School (Japan trackball) ] +combascj:0:0A8D:99:000:Infinite Time PL1 +combascj:0:0A8C:00:001:Reset Timer Now! PL1 (1/2) +combascj:0:0A8D:01:501:Reset Timer Now! PL1 (2/2) +combascj:0:0855:70:000:Always done 70 targets PL1 +combascj:0:0855:70:001:Get 70 targets Now! PL1 +combascj:0:0AAD:99:000:Infinite Time PL2 +combascj:0:0AAC:00:001:Reset Timer Now! PL2 (1/2) +combascj:0:0AAD:01:501:Reset Timer Now! PL2 (2/2) +combascj:0:0857:70:000:Always done 70 targets PL2 +combascj:0:0857:70:001:Get 70 targets Now! PL2 +combascj:0:0C76:01:001:One hit for Instructor Now! +combascj:0:0000:00:999:[Ensure the infinite damage ] +combascj:0:0000:00:999:[cheat is NOT turned on for ] +combascj:0:0000:00:999:[the Assault Course!! ] +combascj:0:0C16:08:000:Infinite Damage PL1 +combascj:0:0C46:08:000:Infinite Damage PL2 +combascj:0:0000:00:999:[Enable these cheats on the ] +combascj:0:0000:00:999:[Player 1/2 Intro page, ie. ] +combascj:0:0000:00:999:[before the Obstacle Course ] +combascj:0:0991:02:001:Goto the Firing Range 1 Now! +combascj:0:0991:03:001:Goto the Iron Man Race Now! +combascj:0:0991:05:001:Goto the Firing Range 2 Now! +combascj:0:0991:06:001:Goto the Arm Wrestle Now! +combascj:0:0991:07:001:Goto the Firing Range 3 Now! +combascj:0:0991:09:001:Goto the Instructor Now! +combascj:0:0991:0E:001:Goto the Mission Now! +combascj:0:0000:00:999:[The invincibility cheat is ] +combascj:0:0000:00:999:[buggy, you have to turn it ] +combascj:0:0000:00:999:[off with F5 to jump or to ] +combascj:0:0000:00:999:[walk down stairs-YOU MUST!!] +combascj:0:0C01:02:020:Mission Invincibility (1/3) +combascj:0:0C01:F8:540:Mission Invincibility (2/3) +combascj:0:0C16:08:500:Mission Invincibility (3/3) + +; [ Combat School (trackball) ] +combasct:0:0A8D:99:000:Infinite Time PL1 +combasct:0:0A8C:00:001:Reset Timer Now! PL1 (1/2) +combasct:0:0A8D:01:501:Reset Timer Now! PL1 (2/2) +combasct:0:0855:70:000:Always done 70 targets PL1 +combasct:0:0855:70:001:Get 70 targets Now! PL1 +combasct:0:0AAD:99:000:Infinite Time PL2 +combasct:0:0AAC:00:001:Reset Timer Now! PL2 (1/2) +combasct:0:0AAD:01:501:Reset Timer Now! PL2 (2/2) +combasct:0:0857:70:000:Always done 70 targets PL2 +combasct:0:0857:70:001:Get 70 targets Now! PL2 +combasct:0:0C76:01:001:One hit for Instructor Now! +combasct:0:0000:00:999:[Ensure the infinite damage ] +combasct:0:0000:00:999:[cheat is NOT turned on for ] +combasct:0:0000:00:999:[the Assault Course!! ] +combasct:0:0C16:08:000:Infinite Damage PL1 +combasct:0:0C46:08:000:Infinite Damage PL2 +combasct:0:0000:00:999:[Enable these cheats on the ] +combasct:0:0000:00:999:[Player 1/2 Intro page, ie. ] +combasct:0:0000:00:999:[before the Obstacle Course ] +combasct:0:0991:02:001:Goto the Firing Range 1 Now! +combasct:0:0991:03:001:Goto the Iron Man Race Now! +combasct:0:0991:05:001:Goto the Firing Range 2 Now! +combasct:0:0991:06:001:Goto the Arm Wrestle Now! +combasct:0:0991:07:001:Goto the Firing Range 3 Now! +combasct:0:0991:09:001:Goto the Instructor Now! +combasct:0:0991:0E:001:Goto the Mission Now! +combasct:0:0000:00:999:[The invincibility cheat is ] +combasct:0:0000:00:999:[buggy, you have to turn it ] +combasct:0:0000:00:999:[off with F5 to jump or to ] +combasct:0:0000:00:999:[walk down stairs-YOU MUST!!] +combasct:0:0C01:02:020:Mission Invincibility (1/3) +combasct:0:0C01:F8:540:Mission Invincibility (2/3) +combasct:0:0C16:08:500:Mission Invincibility (3/3) + +; [ Combat (version 3.0) ] +combat:0:3318:00:000:No time between bullets + +; [ Senjo no Ookami ] +commandj:0:EDA0:06:000:Infinite Lives +commandj:0:E100:FF:000:Invincibilty +commandj:0:EDA8:09:000:Infinite Grenades + +; [ Commando (World) ] +commando:0:EDA0:06:000:Infinite Lives +commando:0:E100:FF:000:Invincibilty +commando:0:EDA8:09:000:Infinite Grenades + +; [ Commando (US) ] +commandu:0:EDA0:06:000:Infinite Lives +commandu:0:E100:FF:000:Invincibilty +commandu:0:EDA8:09:000:Infinite Grenades + +; [ Commando (Sega) ] +commsega:0:9BE4:05:000:Infinite Lives PL1 +commsega:0:9BE5:05:000:Infinite Lives PL2 + +; [ Comotion ] +comotion:0:E36E:08:000:Infinite Lives Bottom Player +comotion:0:E00D:0A:000:Infinite Lives Top Player +comotion:0:E180:09:000:Infinite Lives Left Player +comotion:0:E17F:0B:000:Infinite Lives Right Player + +; [ Congo Bongo ] +congo:0:8220:06:000:Infinite Lives +congo:0:8304:99:000:Infinite Bonus +congo:0:840D:00:000:No sprite/sprite collision +congo:0:0000:00:999:[Use 'Walk on water' with ] +congo:0:0000:00:999:[caution. To complete the ] +congo:0:0000:00:999:[level you must press F5. ] +congo:0:8417:00:000:Walk on water + +; [ Contra (US) ] +contra:0:3B1C:09:000:Infinite Time +contra:0:1081:99:000:Infinite Lives PL1 +contra:0:1245:01:000:Invincibility PL1 (1/2) +contra:0:1246:7F:500:Invincibility PL1 (2/2) +contra:0:1215:01:000:Always Use Normal Weapon PL1 +contra:0:1215:02:000:Always Use Long Laser PL1 +contra:0:1215:03:000:Always Use Short Laser PL1 +contra:0:1215:04:000:Always Use Rapid Cannon PL1 +contra:0:1215:0A:000:Always Use Spread Cannon PL1 +contra:0:1215:14:000:Always Use Fireball PL1 +contra:0:1215:00:001:Get Normal weapon Now! PL1 +contra:0:1215:02:001:Get Long Laser Now! PL1 +contra:0:1215:03:001:Get Short Laser Now! PL1 +contra:0:1215:04:001:Get Rapid Cannon Now! PL1 +contra:0:1215:0A:001:Get Spread Cannon Now! PL1 +contra:0:1215:14:001:Get Fireball Now! PL1 +contra:0:108D:99:000:Infinite Lives PL2 +contra:0:1305:01:000:Invincibility PL2 (1/2) +contra:0:1306:7F:500:Invincibility PL2 (2/2) +contra:0:12D5:01:000:Always Use Normal Weapon PL2 +contra:0:12D5:02:000:Always Use Long Laser PL2 +contra:0:12D5:03:000:Always Use Short Laser PL2 +contra:0:12D5:04:000:Always Use Rapid Cannon PL2 +contra:0:12D5:0A:000:Always Use Spread Cannon PL2 +contra:0:12D5:14:000:Always Use Fireball PL2 +contra:0:12D5:00:001:Get Normal weapon Now! PL2 +contra:0:12D5:02:001:Get Long Laser Now! PL2 +contra:0:12D5:03:001:Get Short Laser Now! PL2 +contra:0:12D5:04:001:Get Rapid Cannon Now! PL2 +contra:0:12D5:0A:001:Get Spread Cannon Now! PL2 +contra:0:12D5:14:001:Get Fireball Now! PL2 +contra:0:1809:F0:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Contra (US bootleg) ] +contrab:0:3B1C:09:000:Infinite Time +contrab:0:1081:99:000:Infinite Lives PL1 +contrab:0:1245:01:000:Invincibility PL1 (1/2) +contrab:0:1246:7F:500:Invincibility PL1 (2/2) +contrab:0:1215:01:000:Always Use Normal Weapon PL1 +contrab:0:1215:02:000:Always Use Long Laser PL1 +contrab:0:1215:03:000:Always Use Short Laser PL1 +contrab:0:1215:04:000:Always Use Rapid Cannon PL1 +contrab:0:1215:0A:000:Always Use Spread Cannon PL1 +contrab:0:1215:14:000:Always Use Fireball PL1 +contrab:0:1215:00:001:Get Normal weapon Now! PL1 +contrab:0:1215:02:001:Get Long Laser Now! PL1 +contrab:0:1215:03:001:Get Short Laser Now! PL1 +contrab:0:1215:04:001:Get Rapid Cannon Now! PL1 +contrab:0:1215:0A:001:Get Spread Cannon Now! PL1 +contrab:0:1215:14:001:Get Fireball Now! PL1 +contrab:0:108D:99:000:Infinite Lives PL2 +contrab:0:1305:01:000:Invincibility PL2 (1/2) +contrab:0:1306:7F:500:Invincibility PL2 (2/2) +contrab:0:12D5:01:000:Always Use Normal Weapon PL2 +contrab:0:12D5:02:000:Always Use Long Laser PL2 +contrab:0:12D5:03:000:Always Use Short Laser PL2 +contrab:0:12D5:04:000:Always Use Rapid Cannon PL2 +contrab:0:12D5:0A:000:Always Use Spread Cannon PL2 +contrab:0:12D5:14:000:Always Use Fireball PL2 +contrab:0:12D5:00:001:Get Normal weapon Now! PL2 +contrab:0:12D5:02:001:Get Long Laser Now! PL2 +contrab:0:12D5:03:001:Get Short Laser Now! PL2 +contrab:0:12D5:04:001:Get Rapid Cannon Now! PL2 +contrab:0:12D5:0A:001:Get Spread Cannon Now! PL2 +contrab:0:12D5:14:001:Get Fireball Now! PL2 +contrab:0:1809:F0:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Contra (Japan) ] +contraj:0:3B1C:09:000:Infinite Time +contraj:0:1081:99:000:Infinite Lives PL1 +contraj:0:1245:01:000:Invincibility PL1 (1/2) +contraj:0:1246:7F:500:Invincibility PL1 (2/2) +contraj:0:1215:01:000:Always Use Normal Weapon PL1 +contraj:0:1215:02:000:Always Use Long Laser PL1 +contraj:0:1215:03:000:Always Use Short Laser PL1 +contraj:0:1215:04:000:Always Use Rapid Cannon PL1 +contraj:0:1215:0A:000:Always Use Spread Cannon PL1 +contraj:0:1215:14:000:Always Use Fireball PL1 +contraj:0:1215:00:001:Get Normal weapon Now! PL1 +contraj:0:1215:02:001:Get Long Laser Now! PL1 +contraj:0:1215:03:001:Get Short Laser Now! PL1 +contraj:0:1215:04:001:Get Rapid Cannon Now! PL1 +contraj:0:1215:0A:001:Get Spread Cannon Now! PL1 +contraj:0:1215:14:001:Get Fireball Now! PL1 +contraj:0:108D:99:000:Infinite Lives PL2 +contraj:0:1305:01:000:Invincibility PL2 (1/2) +contraj:0:1306:7F:500:Invincibility PL2 (2/2) +contraj:0:12D5:01:000:Always Use Normal Weapon PL2 +contraj:0:12D5:02:000:Always Use Long Laser PL2 +contraj:0:12D5:03:000:Always Use Short Laser PL2 +contraj:0:12D5:04:000:Always Use Rapid Cannon PL2 +contraj:0:12D5:0A:000:Always Use Spread Cannon PL2 +contraj:0:12D5:14:000:Always Use Fireball PL2 +contraj:0:12D5:00:001:Get Normal weapon Now! PL2 +contraj:0:12D5:02:001:Get Long Laser Now! PL2 +contraj:0:12D5:03:001:Get Short Laser Now! PL2 +contraj:0:12D5:04:001:Get Rapid Cannon Now! PL2 +contraj:0:12D5:0A:001:Get Spread Cannon Now! PL2 +contraj:0:12D5:14:001:Get Fireball Now! PL2 +contraj:0:1809:F0:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Contra (Japan bootleg) ] +contrajb:0:3B1C:09:000:Infinite Time +contrajb:0:1081:99:000:Infinite Lives PL1 +contrajb:0:1245:01:000:Invincibility PL1 (1/2) +contrajb:0:1246:7F:500:Invincibility PL1 (2/2) +contrajb:0:1215:01:000:Always Use Normal Weapon PL1 +contrajb:0:1215:02:000:Always Use Long Laser PL1 +contrajb:0:1215:03:000:Always Use Short Laser PL1 +contrajb:0:1215:04:000:Always Use Rapid Cannon PL1 +contrajb:0:1215:0A:000:Always Use Spread Cannon PL1 +contrajb:0:1215:14:000:Always Use Fireball PL1 +contrajb:0:1215:00:001:Get Normal weapon Now! PL1 +contrajb:0:1215:02:001:Get Long Laser Now! PL1 +contrajb:0:1215:03:001:Get Short Laser Now! PL1 +contrajb:0:1215:04:001:Get Rapid Cannon Now! PL1 +contrajb:0:1215:0A:001:Get Spread Cannon Now! PL1 +contrajb:0:1215:14:001:Get Fireball Now! PL1 +contrajb:0:108D:99:000:Infinite Lives PL2 +contrajb:0:1305:01:000:Invincibility PL2 (1/2) +contrajb:0:1306:7F:500:Invincibility PL2 (2/2) +contrajb:0:12D5:01:000:Always Use Normal Weapon PL2 +contrajb:0:12D5:02:000:Always Use Long Laser PL2 +contrajb:0:12D5:03:000:Always Use Short Laser PL2 +contrajb:0:12D5:04:000:Always Use Rapid Cannon PL2 +contrajb:0:12D5:0A:000:Always Use Spread Cannon PL2 +contrajb:0:12D5:14:000:Always Use Fireball PL2 +contrajb:0:12D5:00:001:Get Normal weapon Now! PL2 +contrajb:0:12D5:02:001:Get Long Laser Now! PL2 +contrajb:0:12D5:03:001:Get Short Laser Now! PL2 +contrajb:0:12D5:04:001:Get Rapid Cannon Now! PL2 +contrajb:0:12D5:0A:001:Get Spread Cannon Now! PL2 +contrajb:0:12D5:14:001:Get Fireball Now! PL2 +contrajb:0:1809:F0:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Cook Race ] +cookrace:0:0028:05:000:Infinite Lives PL1 +cookrace:0:002A:99:000:Infinite Pepper PL1 +cookrace:0:0029:05:000:Infinite Lives PL2 +cookrace:0:002B:99:000:Infinite Pepper PL2 +cookrace:0:0000:00:999:[Turn off Invincibility ] +cookrace:0:0000:00:999:[with F5 before you drop the] +cookrace:0:0000:00:999:[last top burger bun!!! ] +cookrace:0:006B:00:000:Invincibility (1/2) +cookrace:0:009C:01:500:Invincibility (2/2) + +; [ Cop 01 (set 1) ] +cop01:0:C41D:63:000:Infinite Lives +cop01:0:C041:07:000:Invincibility +cop01:0:C426:FF:000:Charge Always = 255 + +; [ Cop 01 (set 2) ] +cop01a:0:C41E:63:000:Infinite Lives +cop01a:0:C042:07:000:Invincibility +cop01a:0:C427:FF:000:Charge Always = 255 + +; [ Cops'n Robbers ] +copsnrob:0:0054:39:000:Infinite Time + +; [ Cosmic Alien ] +cosmica:0:4003:06:000:Infinite Lives PL1 +cosmica:0:4004:06:000:Infinite Lives PL2 +cosmica:0:4000:40:000:Invincibility (1/2) +cosmica:0:404A:A0:500:Invincibility (2/2) + +; [ Cosmic Alien (older) ] +cosmica2:0:4003:06:000:Infinite Lives PL1 +cosmica2:0:4004:06:000:Infinite Lives PL2 +cosmica2:0:4000:40:000:Invincibility (1/2) +cosmica2:0:404A:A0:500:Invincibility (2/2) + +; [ Cosmic Guerilla ] +cosmicg:0:3C05:05:000:Infinite Lives PL1 +cosmicg:0:3C07:05:000:Infinite Lives PL2 + +; [ Cosmic Monsters ] +cosmicmo:0:21FF:03:000:Infinite Lives PL1 +cosmicmo:0:22FF:07:000:Infinite Lives PL2 +cosmicmo:0:2009:78:000:Invaders never drop +cosmicmo:0:2069:00:000:Invaders don't fire (1/2) +cosmicmo:0:206A:30:500:Invaders don't fire (2/2) + +; [ Cosmo Gang the Video (US) ] +cosmogng:0:409B29:03:000:Infinite Lives +cosmogng:0:100715:22:000:Double Shot PL1 +cosmogng:0:1008CD:08:000:Bonus Multiplier always=9 PL1 +cosmogng:0:10100B:01:000:Invincibility PL1 +cosmogng:0:100717:22:000:Double Shot PL2 +cosmogng:0:1008CF:08:000:Bonus Multiplier always=9 PL2 +cosmogng:0:101089:01:000:Invincibility PL2 +cosmogng:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Cosmo Gang the Video (Japan) ] +cosmognj:0:409B29:03:000:Infinite Lives +cosmognj:0:100715:22:000:Double Shot PL1 +cosmognj:0:1008CD:08:000:Bonus Multiplier always=9 PL1 +cosmognj:0:10100B:01:000:Invincibility PL1 +cosmognj:0:100717:22:000:Double Shot PL2 +cosmognj:0:1008CF:08:000:Bonus Multiplier always=9 PL2 +cosmognj:0:101089:01:000:Invincibility PL2 +cosmognj:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Cotocoto Cottong ] +cottong:0:9900:06:000:Infinite Lives + +; [ Crackshot (version 2.0) ] +cracksht:0:3317:00:000:No time between bullets +cracksht:0:333A:80:004:Infinite Time PL1 +cracksht:0:3335:00:001:Finish level Now! PL1 (1/3) +cracksht:0:3336:00:501:Finish level Now! PL1 (2/3) +cracksht:0:3337:00:501:Finish level Now! PL1 (3/3) +cracksht:0:334E:80:004:Infinite Time PL2 +cracksht:0:3349:00:001:Finish level Now! PL2 (1/3) +cracksht:0:334A:00:501:Finish level Now! PL2 (2/3) +cracksht:0:334B:00:501:Finish level Now! PL2 (3/3) + +; [ Crash ] +crash:0:000E:02:000:Infinite Lives + +; [ Crater Raider ] +crater:0:F4F3:04:000:Infinite Lives +crater:0:F4F4:09:000:Infinite Time +crater:0:F4F1:80:000:Infinite Energy + +; [ Crazy Cop (Japan) ] +crazycop:0:0000:00:999:[Only enable invincibility ] +crazycop:0:0000:00:999:[during gameplay and press ] +crazycop:0:0000:00:999:[F5 to arrest the gangster ] +crazycop:0:0000:00:999:[whenever the Message ] +crazycop:0:0000:00:999:['Good Luck' appears! ] +crazycop:0:0000:00:999:[Reactivate cheat with F5. ] +crazycop:0:40A0:06:000:Infinite Lives PL1 +crazycop:0:4801:01:000:Invincibility PL1 +crazycop:0:40B0:06:000:Infinite Lives PL2 +crazycop:0:4891:01:000:Invincibility PL2 +crazycop:0:500A:A0:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Crazy Balloon (set 2) ] +crbalon2:0:40F0:05:000:Infinite Lives PL1 +crbalon2:0:40F1:05:000:Infinite Lives PL2 + +; [ Crazy Balloon (set 1) ] +crbaloon:0:40F0:05:000:Infinite Lives PL1 +crbaloon:0:40F1:05:000:Infinite Lives PL2 + +; [ Crime Fighters (US 4 players) ] +crimfght:0:0562:99:000:Infinite Energy PL1 (1/2) +crimfght:0:0563:99:500:Infinite Energy PL1 (2/2) +crimfght:0:093C:FF:000:Invincibility PL1:Only in "fair" fights +crimfght:0:091C:0F:000:Infinite Ammo PL1 +crimfght:0:0918:01:000:Always have Knife PL1 (1/3) +crimfght:0:04E0:60:500:Always have Knife PL1 (2/3) +crimfght:0:04E1:84:500:Always have Knife PL1 (3/3) +crimfght:0:0918:02:000:Always have Pipe PL1 (1/3) +crimfght:0:04E0:61:500:Always have Pipe PL1 (2/3) +crimfght:0:04E1:02:500:Always have Pipe PL1 (3/3) +crimfght:0:0918:03:000:Always have Gun PL1 (1/3) +crimfght:0:04E0:61:500:Always have Gun PL1 (2/3) +crimfght:0:04E1:80:500:Always have Gun PL1 (3/3) +crimfght:0:0918:01:001:Get Knife Now! PL1 (1/3) +crimfght:0:04E0:60:501:Get Knife Now! PL1 (2/3) +crimfght:0:04E1:84:501:Get Knife Now! PL1 (3/3) +crimfght:0:0918:02:001:Get Pipe Now! PL1 (1/3) +crimfght:0:04E0:61:501:Get Pipe Now! PL1 (2/3) +crimfght:0:04E1:02:501:Get Pipe Now! PL1 (3/3) +crimfght:0:0918:03:001:Get Gun Now! PL1 (1/3) +crimfght:0:04E0:61:501:Get Gun Now! PL1 (2/3) +crimfght:0:04E1:80:501:Get Gun Now! PL1 (3/3) +crimfght:0:0564:99:000:Infinite Energy PL2 (1/2) +crimfght:0:0565:99:500:Infinite Energy PL2 (2/2) +crimfght:0:097C:FF:000:Invincibility PL2:Only in "fair" fights +crimfght:0:095C:0F:000:Infinite Ammo PL2 +crimfght:0:0958:01:000:Always have Knife PL2 (1/3) +crimfght:0:04E2:60:500:Always have Knife PL2 (2/3) +crimfght:0:04E3:84:500:Always have Knife PL2 (3/3) +crimfght:0:0958:02:000:Always have Pipe PL2 (1/3) +crimfght:0:04E2:61:500:Always have Pipe PL2 (2/3) +crimfght:0:04E3:02:500:Always have Pipe PL2 (3/3) +crimfght:0:0958:03:000:Always have Gun PL2 (1/3) +crimfght:0:04E2:61:500:Always have Gun PL2 (2/3) +crimfght:0:04E3:80:500:Always have Gun PL2 (3/3) +crimfght:0:0958:01:001:Get Knife Now! PL2 (1/3) +crimfght:0:04E2:60:501:Get Knife Now! PL2 (2/3) +crimfght:0:04E3:84:501:Get Knife Now! PL2 (3/3) +crimfght:0:0958:02:001:Get Pipe Now! PL2 (1/3) +crimfght:0:04E2:61:501:Get Pipe Now! PL2 (2/3) +crimfght:0:04E3:02:501:Get Pipe Now! PL2 (3/3) +crimfght:0:0958:03:001:Get Gun Now! PL2 (1/3) +crimfght:0:04E2:61:501:Get Gun Now! PL2 (2/3) +crimfght:0:04E3:80:501:Get Gun Now! PL2 (3/3) +crimfght:0:0566:99:000:Infinite Energy PL3 (1/2) +crimfght:0:0567:99:500:Infinite Energy PL3 (2/2) +crimfght:0:09BC:FF:000:Invincibility PL3:Only in "fair" fights +crimfght:0:099C:0F:000:Infinite Ammo PL3 +crimfght:0:0998:01:000:Always have Knife PL3 (1/3) +crimfght:0:04E4:60:500:Always have Knife PL3 (2/3) +crimfght:0:04E5:84:500:Always have Knife PL3 (3/3) +crimfght:0:0998:02:000:Always have Pipe PL3 (1/3) +crimfght:0:04E4:61:500:Always have Pipe PL3 (2/3) +crimfght:0:04E5:02:500:Always have Pipe PL3 (3/3) +crimfght:0:0998:03:000:Always have Gun PL3 (1/3) +crimfght:0:04E4:61:500:Always have Gun PL3 (2/3) +crimfght:0:04E5:80:500:Always have Gun PL3 (3/3) +crimfght:0:0998:01:001:Get Knife Now! PL3 (1/3) +crimfght:0:04E4:60:501:Get Knife Now! PL3 (2/3) +crimfght:0:04E5:84:501:Get Knife Now! PL3 (3/3) +crimfght:0:0998:02:001:Get Pipe Now! PL3 (1/3) +crimfght:0:04E4:61:501:Get Pipe Now! PL3 (2/3) +crimfght:0:04E5:02:501:Get Pipe Now! PL3 (3/3) +crimfght:0:0998:03:001:Get Gun Now! PL3 (1/3) +crimfght:0:04E4:61:501:Get Gun Now! PL3 (2/3) +crimfght:0:04E5:80:501:Get Gun Now! PL3 (3/3) +crimfght:0:0568:99:000:Infinite Energy PL4 (1/2) +crimfght:0:0569:99:500:Infinite Energy PL4 (2/2) +crimfght:0:09FC:FF:000:Invincibility PL4:Only in "fair" fights +crimfght:0:09DC:0F:000:Infinite Ammo PL4 +crimfght:0:09D8:01:000:Always have Knife PL4 (1/3) +crimfght:0:04E6:60:500:Always have Knife PL4 (2/3) +crimfght:0:04E7:84:500:Always have Knife PL4 (3/3) +crimfght:0:09D8:02:000:Always have Pipe PL4 (1/3) +crimfght:0:04E6:61:500:Always have Pipe PL4 (2/3) +crimfght:0:04E7:02:500:Always have Pipe PL4 (3/3) +crimfght:0:09D8:03:000:Always have Gun PL4 (1/3) +crimfght:0:04E6:61:500:Always have Gun PL4 (2/3) +crimfght:0:04E7:80:500:Always have Gun PL4 (3/3) +crimfght:0:09D8:01:001:Get Knife Now! PL4 (1/3) +crimfght:0:04E6:60:501:Get Knife Now! PL4 (2/3) +crimfght:0:04E7:84:501:Get Knife Now! PL4 (3/3) +crimfght:0:09D8:02:001:Get Pipe Now! PL4 (1/3) +crimfght:0:04E6:61:501:Get Pipe Now! PL4 (2/3) +crimfght:0:04E7:02:501:Get Pipe Now! PL4 (3/3) +crimfght:0:09D8:03:001:Get Gun Now! PL4 (1/3) +crimfght:0:04E6:61:501:Get Gun Now! PL4 (2/3) +crimfght:0:04E7:80:501:Get Gun Now! PL4 (3/3) +crimfght:0:1645:FF:000:Sound Test Timer Stop:[PL2 Shot2]Next Code + +; [ Crime Fighters (World 2 Players) ] +crimfgt2:0:0527:9A:000:Infinite Time +crimfgt2:0:052B:0A:000:Infinite Lives PL1 +crimfgt2:0:0562:20:000:Infinite Energy PL1 +crimfgt2:0:093C:FF:000:Invincibility PL1:Only in "fair" fights +crimfgt2:0:0918:01:000:Always have Knife PL1 (1/3) +crimfgt2:0:04E0:60:500:Always have Knife PL1 (2/3) +crimfgt2:0:04E1:84:500:Always have Knife PL1 (3/3) +crimfgt2:0:0918:02:000:Always have Pipe PL1 (1/3) +crimfgt2:0:04E0:61:500:Always have Pipe PL1 (2/3) +crimfgt2:0:04E1:02:500:Always have Pipe PL1 (3/3) +crimfgt2:0:0918:03:000:Always have Gun PL1 (1/3) +crimfgt2:0:04E0:61:500:Always have Gun PL1 (2/3) +crimfgt2:0:04E1:80:500:Always have Gun PL1 (3/3) +crimfgt2:0:0918:01:001:Get Knife Now! PL1 (1/3) +crimfgt2:0:04E0:60:501:Get Knife Now! PL1 (2/3) +crimfgt2:0:04E1:84:501:Get Knife Now! PL1 (3/3) +crimfgt2:0:0918:02:001:Get Pipe Now! PL1 (1/3) +crimfgt2:0:04E0:61:501:Get Pipe Now! PL1 (2/3) +crimfgt2:0:04E1:02:501:Get Pipe Now! PL1 (3/3) +crimfgt2:0:0918:03:001:Get Gun Now! PL1 (1/3) +crimfgt2:0:04E0:61:501:Get Gun Now! PL1 (2/3) +crimfgt2:0:04E1:80:501:Get Gun Now! PL1 (3/3) +crimfgt2:0:052C:0A:000:Infinite Lives PL2 +crimfgt2:0:0564:20:000:Infinite Energy PL2 +crimfgt2:0:097C:FF:000:Invincibility PL2:Only in "fair" fights +crimfgt2:0:0958:01:000:Always have Knife PL2 (1/3) +crimfgt2:0:04E2:60:500:Always have Knife PL2 (2/3) +crimfgt2:0:04E3:84:500:Always have Knife PL2 (3/3) +crimfgt2:0:0958:02:000:Always have Pipe PL2 (1/3) +crimfgt2:0:04E2:61:500:Always have Pipe PL2 (2/3) +crimfgt2:0:04E3:02:500:Always have Pipe PL2 (3/3) +crimfgt2:0:0958:03:000:Always have Gun PL2 (1/3) +crimfgt2:0:04E2:61:500:Always have Gun PL2 (2/3) +crimfgt2:0:04E3:80:500:Always have Gun PL2 (3/3) +crimfgt2:0:0958:01:001:Get Knife Now! PL2 (1/3) +crimfgt2:0:04E2:60:501:Get Knife Now! PL2 (2/3) +crimfgt2:0:04E3:84:501:Get Knife Now! PL2 (3/3) +crimfgt2:0:0958:02:001:Get Pipe Now! PL2 (1/3) +crimfgt2:0:04E2:61:501:Get Pipe Now! PL2 (2/3) +crimfgt2:0:04E3:02:501:Get Pipe Now! PL2 (3/3) +crimfgt2:0:0958:03:001:Get Gun Now! PL2 (1/3) +crimfgt2:0:04E2:61:501:Get Gun Now! PL2 (2/3) +crimfgt2:0:04E3:80:501:Get Gun Now! PL2 (3/3) +crimfgt2:0:1645:FF:000:Sound Test Timer Stop:[PL2 Shot2]Next Code + +; [ Crime Fighters (Japan 2 Players) ] +crimfgtj:0:0527:9A:000:Infinite Time +crimfgtj:0:052B:0A:000:Infinite Lives PL1 +crimfgtj:0:0562:20:000:Infinite Energy PL1 +crimfgtj:0:093C:FF:000:Invincibility PL1:Only in "fair" fights +crimfgtj:0:0918:01:000:Always have Knife PL1 (1/3) +crimfgtj:0:04E0:60:500:Always have Knife PL1 (2/3) +crimfgtj:0:04E1:84:500:Always have Knife PL1 (3/3) +crimfgtj:0:0918:02:000:Always have Pipe PL1 (1/3) +crimfgtj:0:04E0:61:500:Always have Pipe PL1 (2/3) +crimfgtj:0:04E1:02:500:Always have Pipe PL1 (3/3) +crimfgtj:0:0918:03:000:Always have Gun PL1 (1/3) +crimfgtj:0:04E0:61:500:Always have Gun PL1 (2/3) +crimfgtj:0:04E1:80:500:Always have Gun PL1 (3/3) +crimfgtj:0:0918:01:001:Get Knife Now! PL1 (1/3) +crimfgtj:0:04E0:60:501:Get Knife Now! PL1 (2/3) +crimfgtj:0:04E1:84:501:Get Knife Now! PL1 (3/3) +crimfgtj:0:0918:02:001:Get Pipe Now! PL1 (1/3) +crimfgtj:0:04E0:61:501:Get Pipe Now! PL1 (2/3) +crimfgtj:0:04E1:02:501:Get Pipe Now! PL1 (3/3) +crimfgtj:0:0918:03:001:Get Gun Now! PL1 (1/3) +crimfgtj:0:04E0:61:501:Get Gun Now! PL1 (2/3) +crimfgtj:0:04E1:80:501:Get Gun Now! PL1 (3/3) +crimfgtj:0:052C:0A:000:Infinite Lives PL2 +crimfgtj:0:0564:20:000:Infinite Energy PL2 +crimfgtj:0:097C:FF:000:Invincibility PL2:Only in "fair" fights +crimfgtj:0:0958:01:000:Always have Knife PL2 (1/3) +crimfgtj:0:04E2:60:500:Always have Knife PL2 (2/3) +crimfgtj:0:04E3:84:500:Always have Knife PL2 (3/3) +crimfgtj:0:0958:02:000:Always have Pipe PL2 (1/3) +crimfgtj:0:04E2:61:500:Always have Pipe PL2 (2/3) +crimfgtj:0:04E3:02:500:Always have Pipe PL2 (3/3) +crimfgtj:0:0958:03:000:Always have Gun PL2 (1/3) +crimfgtj:0:04E2:61:500:Always have Gun PL2 (2/3) +crimfgtj:0:04E3:80:500:Always have Gun PL2 (3/3) +crimfgtj:0:0958:01:001:Get Knife Now! PL2 (1/3) +crimfgtj:0:04E2:60:501:Get Knife Now! PL2 (2/3) +crimfgtj:0:04E3:84:501:Get Knife Now! PL2 (3/3) +crimfgtj:0:0958:02:001:Get Pipe Now! PL2 (1/3) +crimfgtj:0:04E2:61:501:Get Pipe Now! PL2 (2/3) +crimfgtj:0:04E3:02:501:Get Pipe Now! PL2 (3/3) +crimfgtj:0:0958:03:001:Get Gun Now! PL2 (1/3) +crimfgtj:0:04E2:61:501:Get Gun Now! PL2 (2/3) +crimfgtj:0:04E3:80:501:Get Gun Now! PL2 (3/3) +crimfgtj:0:1645:FF:000:Sound Test Timer Stop:[PL2 Shot2]Next Code + +; [ Crossbow (version 2.0) ] +crossbow:0:3902:00:000:No time between bullets +crossbow:0:0000:00:999:["get em back" codes,survive] +crossbow:0:0000:00:999:[the level w/anyone, and you] +crossbow:0:0000:00:999:[get whoever you want back ] +crossbow:0:0000:00:999:[when it's time to pick your] +crossbow:0:0000:00:999:[path! ] +crossbow:0:2200:FF:000:Always get Ranger back +crossbow:0:2201:FF:000:Always get Dwarf back +crossbow:0:2202:FF:000:Always get Valkyrie back +crossbow:0:2203:FF:000:Always get Zulu back +crossbow:0:2204:FF:000:Always get Monk back +crossbow:0:2205:FF:000:Always get Thief back +crossbow:0:2206:FF:000:Always get Wizard back +crossbow:0:2207:FF:000:Always get Child back + +; [ Crossed Swords ] +crsword:0:10405B:64:000:Infinite Energy PL1 +crsword:0:104052:FF:000:Max Power Bar PL1 +crsword:0:10405C:63:000:Infinite Bombs PL1 +crsword:0:104066:FF:000:Infinite Gold PL1 (1/2) +crsword:0:104067:FF:500:Infinite Gold PL1 (2/2) +crsword:0:1040DB:64:000:Infinite Energy PL2 +crsword:0:1040D2:FF:000:Max Power Bar PL2 +crsword:0:1040DC:63:000:Infinite Bombs PL2 +crsword:0:1040E6:FF:000:Infinite Gold PL2 (1/2) +crsword:0:1040E7:FF:500:Infinite Gold PL2 (2/2) + +; [ Cruisin ] +cruisin:0:004C:03:000:Infinite Lives PL1 +cruisin:0:00AE:01:000:Infinite Oil PL1 +cruisin:0:004D:03:000:Infinite Lives PL2 +cruisin:0:00AF:01:000:Infinite Oil PL2 +cruisin:0:0000:02:000:Invincibility +cruisin:0:0000:07:001:Finish Stage Now! +cruisin:0:0000:00:999:[NOTE- Both parts of the ] +cruisin:0:0000:00:999:[select stage cheats must be] +cruisin:0:0000:00:999:[enabled individually. You ] +cruisin:0:0000:00:999:[must select the same value!] +cruisin:0:0002:0B:071:Select current stage (1/2) +cruisin:0:0003:0B:071:Select current stage (2/2) +cruisin:0:0002:0B:061:Select next stage (1/2) +cruisin:0:0003:0B:061:Select next stage (2/2) + +; [ Crush Roller (Kural Samno) ] +crush:0:4C1C:06:000:Infinite Lives PL1 +crush:0:4C1D:06:000:Infinite Lives PL2 +crush:0:4C1E:09:000:Infinite Credits +crush:0:4FC8:4C:000:Yellow can't eat you +crush:0:4FCA:4C:000:Green can't eat you +crush:0:4FC8:E0:001:Yellow can eat you +crush:0:4FCA:E0:001:Green can eat you + +; [ Crush Roller (Kural Esco - bootleg?) ] +crush2:0:4C1C:06:000:Infinite Lives PL1 +crush2:0:4C1D:06:000:Infinite Lives PL2 +crush2:0:4C1E:09:000:Infinite Credits +crush2:0:4FC8:4C:000:Yellow can't eat you +crush2:0:4FCA:4C:000:Green can't eat you +crush2:0:4FC8:E0:001:Yellow can eat you +crush2:0:4FCA:E0:001:Green can eat you + +; [ Crush Roller (Kural - bootleg?) ] +crush3:0:4C1C:06:000:Infinite Lives PL1 +crush3:0:4C1D:06:000:Infinite Lives PL2 +crush3:0:4C1E:09:000:Infinite Credits +crush3:0:4FC8:4C:000:Yellow can't eat you +crush3:0:4FCA:4C:000:Green can't eat you +crush3:0:4FC8:E0:001:Yellow can eat you +crush3:0:4FCA:E0:001:Green can eat you + +; [ Chicken Shift ] +cshift:0:019D:03:000:Infinite Lives + +; [ Captain Silver (Japan) ] +csilver:0:0054:03:000:Infinite Lives +csilver:0:003E:F0:000:Infinite Time +csilver:0:003C:01:000:Invincibility +csilver:0:1107:ED:000:Flickering OFF +csilver:0:0C1D:01:000:Always have Key +csilver:0:0C16:30:000:Always have Sword +csilver:0:0C15:80:000:Always have Hyper Sword +csilver:0:0C18:30:000:Always have Boots +csilver:0:0C17:80:000:Always have Hyper Boots +csilver:0:0C1A:30:000:Always have Invicible Potion +csilver:0:0C1B:30:000:Always have Clock +csilver:0:0C54:01:000:Always Magic Power Level 1 +csilver:0:0C54:02:000:Always Magic Power Level 2 +csilver:0:0C54:03:000:Always Magic Power Level 3 +csilver:0:0C54:04:000:Always Magic Power Level 4 +csilver:0:0C54:05:000:Always Magic Power Level 5 +csilver:0:0C54:06:000:Always Magic Power Level 6 +csilver:0:0C1D:01:000:Get Key Now! +csilver:0:0C16:30:000:Get Sword Now! +csilver:0:0C15:80:000:Get Hyper Sword Now! +csilver:0:0C18:30:000:Get Boots Now! +csilver:0:0C17:80:000:Get Hyper Boots Now! +csilver:0:0C1A:30:000:Get Invicible Potion Now! +csilver:0:0C1B:30:000:Get Clock Now! +csilver:0:0C54:01:000:Get Magic Power Level 1 Now! +csilver:0:0C54:02:000:Get Magic Power Level 2 Now! +csilver:0:0C54:03:000:Get Magic Power Level 3 Now! +csilver:0:0C54:04:000:Get Magic Power Level 4 Now! +csilver:0:0C54:05:000:Get Magic Power Level 5 Now! +csilver:0:0C54:06:000:Get Magic Power Level 6 Now! +csilver:0:0C1F:01:001:Get CAPTAIN SILVER (1/3) +csilver:0:0C20:3F:501:Get CAPTAIN SILVER (2/3) +csilver:0:0C21:3F:501:Get CAPTAIN SILVER (3/3) +csilver:0:0C1F:01:021:Get letter - C +csilver:0:0C20:20:021:Get letter - A (first) +csilver:0:0C20:10:021:Get letter - P +csilver:0:0C20:08:021:Get letter - T +csilver:0:0C20:04:021:Get letter - A (second) +csilver:0:0C20:02:021:Get letter - I (first) +csilver:0:0C20:01:021:Get letter - N +csilver:0:0C21:20:021:Get letter - S +csilver:0:0C21:10:021:Get letter - I (second) +csilver:0:0C21:08:021:Get letter - L +csilver:0:0C21:04:021:Get letter - V +csilver:0:0C21:02:021:Get letter - E +csilver:0:0C21:01:021:Get letter - R +csilver:0:0000:99:000:Infinite Gold (1/3) +csilver:0:0001:99:500:Infinite Gold (2/3) +csilver:0:0002:99:500:Infinite Gold (3/3) + +; [ Championship Sprint ] +csprint:0:0D7D:1F:000:Fix No Soundcard Problem(1/2) +csprint:0:0D7C:1F:500:Fix No Soundcard Problem(2/2) +csprint:0:0DC8:03:000:Infinite Wrenches PL1 +csprint:0:0DCC:05:000:Max Top Speed PL1 +csprint:0:0DD0:05:000:Max Traction PL1 +csprint:0:0DD4:05:000:Max Acceleration PL1 +csprint:0:0DD8:05:000:Fastest Chopper PL1 +csprint:0:0DC9:03:000:Infinite Wrenches PL2 +csprint:0:0DCD:05:000:Max Top Speed PL2 +csprint:0:0DD1:05:000:Max Traction PL2 +csprint:0:0DD5:05:000:Max Acceleration PL2 +csprint:0:0DD9:05:000:Fastest Chopper PL2 +csprint:0:0596:04:001:Make Blue Car Win Now! +csprint:0:0597:04:001:Make Red Car Win Now! +csprint:0:0598:04:001:Make Yellow Car Win Now! +csprint:0:0599:04:001:Make Green Car Win Now! +csprint:0:0596:00:000:Stop Blue Car Winning +csprint:0:0597:00:000:Stop Red Car Winning +csprint:0:0598:00:000:Stop Yellow Car Winning +csprint:0:0599:00:000:Stop Green Car Winning + +; [ Combatribes, The (US) ] +ctribe:0:1C0078:09:000:Infinite Time (1/2) +ctribe:0:1C0079:99:500:Infinite Time (2/2) +ctribe:0:1C013C:09:000:Infinite Energy PL1 (1/2) +ctribe:0:1C013D:99:500:Infinite Energy PL1 (2/2) +ctribe:0:1C01F0:09:000:Infinite Energy PL2 (1/2) +ctribe:0:1C01F1:99:500:Infinite Energy PL2 (2/2) + +; [ Combatribes, The (bootleg) ] +ctribeb:0:1C0078:09:000:Infinite Time (1/2) +ctribeb:0:1C0079:99:500:Infinite Time (2/2) +ctribeb:0:1C013C:09:000:Infinite Energy PL1 (1/2) +ctribeb:0:1C013D:99:500:Infinite Energy PL1 (2/2) +ctribeb:0:1C01F0:09:000:Infinite Energy PL2 (1/2) +ctribeb:0:1C01F1:99:500:Infinite Energy PL2 (2/2) + +; [ Cuebrick ] +cuebrick:2:060009:64:000:Infinite Play Time +cuebrick:2:06002F:C8:000:Infinite Stop Time +cuebrick:2:06000D:64:000:Infinite Warp Time +cuebrick:2:06000D:01:001:Open Warp Tunnel Now! +cuebrick:2:000000:00:999:[You can either enable these] +cuebrick:2:000000:00:999:[Goto/Start on Stage cheats ] +cuebrick:2:000000:00:999:[on the title screen or in ] +cuebrick:2:000000:00:999:[game, if you have enabled ] +cuebrick:2:000000:00:999:[them in-game you will need ] +cuebrick:2:000000:00:999:[to finish the level or die ] +cuebrick:2:000000:00:999:[to see the effects of the ] +cuebrick:2:000000:00:999:[cheat. Once you are on the ] +cuebrick:2:000000:00:999:[desired level you must turn] +cuebrick:2:000000:00:999:[the cheat OFF or you will ] +cuebrick:2:000000:00:999:[keep playing that level!! ] +cuebrick:2:06000E:08:000:Goto/Start on Stage 02-01 +cuebrick:2:06000E:0D:000:Goto/Start on Stage 03-01 +cuebrick:2:06000E:12:000:Goto/Start on Stage 04-01 +cuebrick:2:06000E:17:000:Goto/Start on Stage 05-01 +cuebrick:2:06000E:1C:000:Goto/Start on Stage 06-01 +cuebrick:2:06000E:21:000:Goto/Start on Stage 07-01 +cuebrick:2:06000E:26:000:Goto/Start on Stage 08-01 +cuebrick:2:06000E:2B:000:Goto/Start on Stage 09-01 +cuebrick:2:06000E:30:000:Goto/Start on Stage 10-01 +cuebrick:2:06000E:35:000:Goto/Start on Stage 11-01 +cuebrick:2:06000E:3A:000:Goto/Start on Stage 12-01 +cuebrick:2:06000E:3F:000:Goto/Start on Stage 13-01 +cuebrick:2:06000E:44:000:Goto/Start on Stage 14-01 +cuebrick:2:06000E:49:000:Goto/Start on Stage 15-01 +cuebrick:2:06000E:4E:000:Goto/Start on Stage 16-01 +cuebrick:2:06000E:53:000:Goto/Start on Stage 17-01 +cuebrick:2:06000E:58:000:Goto/Start on Stage 18-01 +cuebrick:2:06000E:5D:000:Goto/Start on Stage 19-01 +cuebrick:2:06000E:62:000:Goto/Start on Stage 20-01 +cuebrick:2:06000E:67:000:Goto/Start on Stage END +cuebrick:2:060302:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Curve Ball ] +curvebal:0:0183:00:000:Infinite Strikes +curvebal:0:0132:00:000:Infinite Outs +curvebal:0:012D:00:000:Infinite Balls + +; [ Cutie Q ] +cutieq:0:20F4:08:000:Infinite Balls + +; [ Capcom World (Japan) ] +cworld:0:FA45:05:000:Infinite Vitality PL1 +cworld:0:FAC5:05:000:Infinite Vitality PL2 +cworld:0:0000:00:999:[Watch out for these values ] +cworld:0:0000:00:999:[ 01=1, 02=2, 03=3, 04=4 ] +cworld:0:FC42:00:998:Watch me for good answer +cworld:0:F0AB:07:001:Good answer ends quiz Now! +cworld:0:F0A4:0A:000:Infinite Questions + +; [ Capcom World 2 (Japan) ] +cworld2j:0:FF11DB:05:000:Infinite Vitality PL1 +cworld2j:0:FF14AB:05:000:Infinite Vitality PL2 +cworld2j:0:000000:00:999:[Watch out for these values ] +cworld2j:0:000000:00:999:[ 00=1, 01=2, 02=3, 03=4 ] +cworld2j:0:FFEA03:00:998:Watch me for good answer +cworld2j:0:FF10D7:00:001:Good answer ends quiz Now! + +; [ Cybattler ] +cybattlr:0:1FB03D:71:000:Infinite Fire Lvl1 PL1 +cybattlr:0:1F0035:80:000:Infinite Health PL1 (1/5) +cybattlr:0:1F0037:80:500:Infinite Health PL1 (2/5) +cybattlr:0:1FB015:80:500:Infinite Health PL1 (3/5) +cybattlr:0:1FB033:80:500:Infinite Health PL1 (4/5) +cybattlr:0:1FC5C5:80:500:Infinite Health PL1 (5/5) +cybattlr:0:1FB042:03:000:Lvl 2 3 shot PL1 +cybattlr:0:1FB0BD:71:000:Infinite Fire Lvl1 PL2 +cybattlr:0:1F0055:80:000:Infinite Health PL2 (1/5) +cybattlr:0:1F0057:80:500:Infinite Health PL2 (2/5) +cybattlr:0:1FB095:80:500:Infinite Health PL2 (3/5) +cybattlr:0:1FB0B3:80:500:Infinite Health PL2 (4/5) +cybattlr:0:1FE645:80:500:Infinite Health PL2 (5/5) +cybattlr:0:1FB0C2:03:000:Lvl 2 3 shot PL2 + +; [ Cyber-Lip ] +cyberlip:0:107E25:59:000:Infinite Time +cyberlip:0:10209D:99:000:Infinite Lives PL1 +cyberlip:0:1020EC:99:000:Infinite Auto Gun PL1 (1/2) +cyberlip:0:1020ED:99:500:Infinite Auto Gun PL1 (2/2) +cyberlip:0:1020F0:99:000:Infinite Wide Gun PL1 (1/2) +cyberlip:0:1020F1:99:500:Infinite Wide Gun PL1 (2/2) +cyberlip:0:1020F2:99:000:Infinite Bazooka PL1 (1/2) +cyberlip:0:1020F3:99:500:Infinite Bazooka PL1 (2/2) +cyberlip:0:1020EE:99:000:Infinite Fire PL1 (1/2) +cyberlip:0:1020EF:99:500:Infinite Fire PL1 (2/2) +cyberlip:0:1020F4:99:000:Infinite Grenades PL1 (1/2) +cyberlip:0:1020F5:99:500:Infinite Grenades PL1 (2/2) +cyberlip:0:000000:00:999:[Use Invincibility with care] +cyberlip:0:000000:00:999:[Turn it off and on with F5 ] +cyberlip:0:000000:00:999:[when you disappear don't ] +cyberlip:0:000000:00:999:[use too many other cheats ] +cyberlip:0:102043:FF:000:Invincibility PL1 (1/2):This cheat is buggy +cyberlip:0:102044:FF:500:Invincibility PL1 (2/2):This cheat is buggy +cyberlip:0:10219D:99:000:Infinite Lives PL2 +cyberlip:0:1021EC:99:000:Infinite Auto Gun PL2 (1/2) +cyberlip:0:1021ED:99:500:Infinite Auto Gun PL2 (2/2) +cyberlip:0:1021F0:99:000:Infinite Wide Gun PL2 (1/2) +cyberlip:0:1021F1:99:500:Infinite Wide Gun PL2 (2/2) +cyberlip:0:1021F2:99:000:Infinite Bazooka PL2 (1/2) +cyberlip:0:1021F3:99:500:Infinite Bazooka PL2 (2/2) +cyberlip:0:1021EE:99:000:Infinite Fire PL2 (1/2) +cyberlip:0:1021EF:99:500:Infinite Fire PL2 (2/2) +cyberlip:0:1021F4:99:000:Infinite Grenades PL2 (1/2) +cyberlip:0:1021F5:99:500:Infinite Grenades PL2 (2/2) +cyberlip:0:000000:00:999:[Use Invincibility with care] +cyberlip:0:000000:00:999:[Turn it off and on with F5 ] +cyberlip:0:000000:00:999:[when you disappear don't ] +cyberlip:0:000000:00:999:[use too many other cheats ] +cyberlip:0:102143:FF:000:Invincibility PL2 (1/2):This cheat is buggy +cyberlip:0:102144:FF:500:Invincibility PL2 (2/2):This cheat is buggy + +; [ Cyberball 2072 (2 player) ] +cyberb2p:0:FFA94F:3B:000:Infinite Time +cyberb2p:0:FFA950:01:001:Finish Match Now! (1/2) +cyberb2p:0:FFA94F:00:501:Finish Match Now! (2/2) + +; [ Cyberball ] +cyberbal:0:FFA94F:3B:000:Infinite Time +cyberbal:0:FFA950:01:001:Finish Match Now! (1/2) +cyberbal:0:FFA94F:00:501:Finish Match Now! (2/2) + +; [ Tournament Cyberball 2072 ] +cyberbt:0:FFA94F:3B:000:Infinite Time +cyberbt:0:FFA950:01:001:Finish Match Now! (1/2) +cyberbt:0:FFA94F:00:501:Finish Match Now! (2/2) + +; [ Dai Ressya Goutou (Japan) ] +dairesya:0:3270:0A:000:Infinite Lives +dairesya:0:3442:00:000:Infinite Time +dairesya:0:3604:03:000:Infinite Ammo +dairesya:0:3205:04:000:Invincibility +dairesya:0:0000:00:999:[Use these cheats with the ] +dairesya:0:0000:00:999:[Infinite Ammo cheat ON for ] +dairesya:0:0000:00:999:[the best effect!! ] +dairesya:0:3605:00:000:Always have Fire +dairesya:0:3605:01:000:Always have Rope +dairesya:0:3605:02:000:Always have Bomb +dairesya:0:3605:00:001:Get Fire Now! +dairesya:0:3605:01:001:Get Rope Now! +dairesya:0:3605:02:001:Get Bomb Now! + +; [ Dangar - Ufo Robo (12/1/1986) ] +dangar:0:EC1F:03:000:Infinite polymorphs +dangar:0:EC19:F4:000:Infinite polymorph time +dangar:0:EC19:02:001:No more morph time (1/2) +dangar:0:EC1A:00:501:No more morph time (2/2) +dangar:0:EC01:84:001:Get Formation Robot Now!(1/2) +dangar:0:EC04:02:541:Get Formation Robot Now!(2/2) +dangar:0:EC04:02:000:Invincibility "ON" +dangar:0:EC04:00:001:Invincibility "OFF" +dangar:0:E38C:05:000:Infinite Lives PL1 +dangar:0:E38D:03:000:Infinite Lives PL2 + +; [ Dangar - Ufo Robo (9/26/1986) ] +dangar2:0:EC1F:03:000:Infinite polymorphs +dangar2:0:EC19:F4:000:Infinite polymorph time +dangar2:0:EC19:02:001:No more morph time (1/2) +dangar2:0:EC1A:00:501:No more morph time (2/2) +dangar2:0:EC01:84:001:Get Formation Robot Now!(1/2) +dangar2:0:EC04:02:541:Get Formation Robot Now!(2/2) +dangar2:0:EC04:02:000:Invincibility "ON" +dangar2:0:EC04:00:001:Invincibility "OFF" +dangar2:0:E38C:05:000:Infinite Lives PL1 +dangar2:0:E38D:03:000:Infinite Lives PL2 + +; [ Dangar - Ufo Robo (bootleg) ] +dangarb:0:EC1F:03:000:Infinite polymorphs +dangarb:0:EC19:F4:000:Infinite polymorph time +dangarb:0:EC19:02:001:No more morph time (1/2) +dangarb:0:EC1A:00:501:No more morph time (2/2) +dangarb:0:EC01:84:001:Get Formation Robot Now!(1/2) +dangarb:0:EC04:02:541:Get Formation Robot Now!(2/2) +dangarb:0:EC04:02:000:Invincibility "ON" +dangarb:0:EC04:00:001:Invincibility "OFF" +dangarb:0:E38C:05:000:Infinite Lives PL1 +dangarb:0:E38D:03:000:Infinite Lives PL2 + +; [ Dangerous Seed (Japan) ] +dangseed:0:0050:05:000:Infinite Energy +dangseed:0:0000:00:999:[These weapon cheats may not] +dangseed:0:0000:00:999:[work till you've picked the] +dangseed:0:0000:00:999:[item up. Only enable ONE of] +dangseed:0:0000:00:999:[them at a time. ] +dangseed:0:060D:02:000:Infinite Homing Missile +dangseed:0:060E:01:000:Infinite Megabomb +dangseed:0:0003:00:000:Flicking Off +dangseed:0:0051:01:000:Invincibility On:Invalid use Bomb,Enemy Shot +dangseed:0:0051:00:001:Invincibility Off +dangseed:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Dark Adventure ] +darkadv:2:041011:9A:000:Infinite Lives PL1 +darkadv:2:041017:FF:000:Infinite Energy PL1 +darkadv:2:04106A:01:000:Always have the Key PL1 +darkadv:2:041016:01:000:Invincibility PL1 (1/2):Turn off Stage end +darkadv:2:04106C:13:500:Invincibility PL1 (2/2):Turn off Stage end +darkadv:2:041066:01:000:Always have Speed Up PL1 +darkadv:2:041087:20:000:Always have Dynamite PL1 +darkadv:2:04106F:B0:020:Always have the Shield PL1 +darkadv:2:041066:01:001:Get the Speed Up Now! PL1 +darkadv:2:041087:20:001:Get the Dynamite Now! PL1 +darkadv:2:04106F:B0:021:Get the Shield Now! PL1 +darkadv:2:04106F:B0:041:Lose the Shield Now! PL1 +darkadv:2:04106F:01:021:Get Sword Now! PL1 (1/2) +darkadv:2:04106F:0E:541:Get Sword Now! PL1 (2/2) +darkadv:2:04106F:02:021:Get Spear Now! PL1 (1/2) +darkadv:2:04106F:0D:541:Get Spear Now! PL1 (2/2) +darkadv:2:04106F:03:021:Get Whip Now! PL1 (1/2) +darkadv:2:04106F:0C:541:Get Whip Now! PL1 (2/2) +darkadv:2:04106F:05:021:Get Fire Now! PL1 (1/2) +darkadv:2:04106F:0A:541:Get Fire Now! PL1 (2/2) +darkadv:2:04106F:06:021:Get Laser Now! PL1 (1/2) +darkadv:2:04106F:09:541:Get Laser Now! PL1 (2/2) +darkadv:2:04106F:07:021:Get P-Sword Now! PL1 (1/3) +darkadv:2:04106F:08:541:Get P-Sword Now! PL1 (2/3) +darkadv:2:041068:01:501:Get P-Sword Now! PL1 (3/3) +darkadv:2:04106F:08:021:Get P-Spear Now! PL1 (1/3) +darkadv:2:04106F:07:541:Get P-Spear Now! PL1 (2/3) +darkadv:2:041068:01:501:Get P-Spear Now! PL1 (3/3) +darkadv:2:04106F:09:021:Get P-Whip Now! PL1 (1/3) +darkadv:2:04106F:06:541:Get P-Whip Now! PL1 (2/3) +darkadv:2:041068:01:501:Get P-Whip Now! PL1 (3/3) +darkadv:2:041111:9A:000:Infinite Lives PL2 +darkadv:2:041117:FF:000:Infinite Energy PL2 +darkadv:2:04116A:01:000:Always have the Key PL2 +darkadv:2:041116:01:000:Invincibility PL2 (1/2):Turn off Stage end +darkadv:2:04116C:13:500:Invincibility PL2 (2/2):Turn off Stage end +darkadv:2:041166:01:000:Always have Speed Up PL2 +darkadv:2:041187:20:000:Always have Dynamite PL2 +darkadv:2:04116F:B0:020:Always have the Shield PL2 +darkadv:2:041166:01:001:Get the Speed Up Now! PL2 +darkadv:2:041187:20:001:Get the Dynamite Now! PL2 +darkadv:2:04116F:B0:021:Get the Shield Now! PL2 +darkadv:2:04116F:B0:041:Lose the Shield Now! PL2 +darkadv:2:04116F:01:021:Get Sword Now! PL2 (1/2) +darkadv:2:04116F:0E:541:Get Sword Now! PL2 (2/2) +darkadv:2:04116F:02:021:Get Spear Now! PL2 (1/2) +darkadv:2:04116F:0D:541:Get Spear Now! PL2 (2/2) +darkadv:2:04116F:03:021:Get Whip Now! PL2 (1/2) +darkadv:2:04116F:0C:541:Get Whip Now! PL2 (2/2) +darkadv:2:04116F:05:021:Get Fire Now! PL2 (1/2) +darkadv:2:04116F:0A:541:Get Fire Now! PL2 (2/2) +darkadv:2:04116F:06:021:Get Laser Now! PL2 (1/2) +darkadv:2:04116F:09:541:Get Laser Now! PL2 (2/2) +darkadv:2:04116F:07:021:Get P-Sword Now! PL2 (1/3) +darkadv:2:04116F:08:541:Get P-Sword Now! PL2 (2/3) +darkadv:2:041168:01:501:Get P-Sword Now! PL2 (3/3) +darkadv:2:04116F:08:021:Get P-Spear Now! PL2 (1/3) +darkadv:2:04116F:07:541:Get P-Spear Now! PL2 (2/3) +darkadv:2:041168:01:501:Get P-Spear Now! PL2 (3/3) +darkadv:2:04116F:09:021:Get P-Whip Now! PL2 (1/3) +darkadv:2:04116F:06:541:Get P-Whip Now! PL2 (2/3) +darkadv:2:041168:01:501:Get P-Whip Now! PL2 (3/3) +darkadv:2:041211:9A:000:Infinite Lives PL3 +darkadv:2:041217:FF:000:Infinite Energy PL3 +darkadv:2:04126A:01:000:Always have the Key PL3 +darkadv:2:041216:01:000:Invincibility PL3 (1/2):Turn off Stage end +darkadv:2:04126C:13:500:Invincibility PL3 (2/2):Turn off Stage end +darkadv:2:041266:01:000:Always have Speed Up PL3 +darkadv:2:041287:20:000:Always have Dynamite PL3 +darkadv:2:04126F:B0:020:Always have the Shield PL3 +darkadv:2:041266:01:001:Get the Speed Up Now! PL3 +darkadv:2:041287:20:001:Get the Dynamite Now! PL3 +darkadv:2:04126F:B0:021:Get the Shield Now! PL3 +darkadv:2:04126F:B0:041:Lose the Shield Now! PL3 +darkadv:2:04126F:01:021:Get Sword Now! PL3 (1/2) +darkadv:2:04126F:0E:541:Get Sword Now! PL3 (2/2) +darkadv:2:04126F:02:021:Get Spear Now! PL3 (1/2) +darkadv:2:04126F:0D:541:Get Spear Now! PL3 (2/2) +darkadv:2:04126F:03:021:Get Whip Now! PL3 (1/2) +darkadv:2:04126F:0C:541:Get Whip Now! PL3 (2/2) +darkadv:2:04126F:05:021:Get Fire Now! PL3 (1/2) +darkadv:2:04126F:0A:541:Get Fire Now! PL3 (2/2) +darkadv:2:04126F:06:021:Get Laser Now! PL3 (1/2) +darkadv:2:04126F:09:541:Get Laser Now! PL3 (2/2) +darkadv:2:04126F:07:021:Get P-Sword Now! PL3 (1/3) +darkadv:2:04126F:08:541:Get P-Sword Now! PL3 (2/3) +darkadv:2:041268:01:501:Get P-Sword Now! PL3 (3/3) +darkadv:2:04126F:08:021:Get P-Spear Now! PL3 (1/3) +darkadv:2:04126F:07:541:Get P-Spear Now! PL3 (2/3) +darkadv:2:041268:01:501:Get P-Spear Now! PL3 (3/3) +darkadv:2:04126F:09:021:Get P-Whip Now! PL3 (1/3) +darkadv:2:04126F:06:541:Get P-Whip Now! PL3 (2/3) +darkadv:2:041268:01:501:Get P-Whip Now! PL3 (3/3) +darkadv:2:060002:FF:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Dark Planet ] +darkplnt:0:8695:07:000:Infinite Lives + +; [ Dark Seal (World revision 1) ] +darksea1:0:100B3B:00:000:Kill Dragon Now!! +darksea1:0:100036:07:000:Infinite Lives PL1 +darksea1:0:100037:0C:000:Infinite Energy PL1 +darksea1:0:10003E:80:001:Fill Magic Bar to Top PL1 +darksea1:0:10003E:80:000:Stop Magic Bar decreasing PL1 +darksea1:0:10004B:C0:000:Invincibility PL1:To be used when you blink +darksea1:0:100086:0A:000:Infinite Gloves PL1 (1/3) +darksea1:0:100038:10:520:Infinite Gloves PL1 (2/3) +darksea1:0:100017:40:501:Infinite Gloves PL1 (3/3) +darksea1:0:100084:0A:000:Infinite Boots PL1 (1/3) +darksea1:0:100038:20:520:Infinite Boots PL1 (2/3) +darksea1:0:100048:02:501:Infinite Boots PL1 (3/3) +darksea1:0:1000B6:07:000:Infinite Lives PL2 +darksea1:0:1000B7:0A:000:Infinite Energy PL2 +darksea1:0:1000BE:80:001:Fill Magic Bar to Top PL2 +darksea1:0:1000BE:80:000:Stop Magic Bar decreasing PL2 +darksea1:0:1000CB:C0:000:Invincibility PL2:To be used when you blink +darksea1:0:100106:0A:000:Infinite Gloves PL2 (1/3) +darksea1:0:1000B8:10:520:Infinite Gloves PL2 (2/3) +darksea1:0:100097:40:501:Infinite Gloves PL2 (3/3) +darksea1:0:100104:0A:000:Infinite Boots PL2 (1/3) +darksea1:0:1000B8:20:520:Infinite Boots PL2 (2/3) +darksea1:0:1000C8:02:501:Infinite Boots PL2 (3/3) + +; [ Dark Seal (Japan) ] +darkseaj:0:100B3B:00:000:Kill Dragon Now!! +darkseaj:0:100036:07:000:Infinite Lives PL1 +darkseaj:0:100037:0C:000:Infinite Energy PL1 +darkseaj:0:10003E:80:001:Fill Magic Bar to Top PL1 +darkseaj:0:10003E:80:000:Stop Magic Bar decreasing PL1 +darkseaj:0:10004B:C0:000:Invincibility PL1:To be used when you blink +darkseaj:0:100086:0A:000:Infinite Gloves PL1 (1/3) +darkseaj:0:100038:10:520:Infinite Gloves PL1 (2/3) +darkseaj:0:100017:40:501:Infinite Gloves PL1 (3/3) +darkseaj:0:100084:0A:000:Infinite Boots PL1 (1/3) +darkseaj:0:100038:20:520:Infinite Boots PL1 (2/3) +darkseaj:0:100048:02:501:Infinite Boots PL1 (3/3) +darkseaj:0:1000B6:07:000:Infinite Lives PL2 +darkseaj:0:1000B7:0A:000:Infinite Energy PL2 +darkseaj:0:1000BE:80:001:Fill Magic Bar to Top PL2 +darkseaj:0:1000BE:80:000:Stop Magic Bar decreasing PL2 +darkseaj:0:1000CB:C0:000:Invincibility PL2:To be used when you blink +darkseaj:0:100106:0A:000:Infinite Gloves PL2 (1/3) +darkseaj:0:1000B8:10:520:Infinite Gloves PL2 (2/3) +darkseaj:0:100097:40:501:Infinite Gloves PL2 (3/3) +darkseaj:0:100104:0A:000:Infinite Boots PL2 (1/3) +darkseaj:0:1000B8:20:520:Infinite Boots PL2 (2/3) +darkseaj:0:1000C8:02:501:Infinite Boots PL2 (3/3) + +; [ Dark Seal (World revision 3) ] +darkseal:0:100B3B:00:000:Kill Dragon Now!! +darkseal:0:100036:07:000:Infinite Lives PL1 +darkseal:0:100037:0C:000:Infinite Energy PL1 +darkseal:0:10003E:80:001:Fill Magic Bar to Top PL1 +darkseal:0:10003E:80:000:Stop Magic Bar decreasing PL1 +darkseal:0:10004B:C0:000:Invincibility PL1:To be used when you blink +darkseal:0:100086:0A:000:Infinite Gloves PL1 (1/3) +darkseal:0:100038:10:520:Infinite Gloves PL1 (2/3) +darkseal:0:100017:40:501:Infinite Gloves PL1 (3/3) +darkseal:0:100084:0A:000:Infinite Boots PL1 (1/3) +darkseal:0:100038:20:520:Infinite Boots PL1 (2/3) +darkseal:0:100048:02:501:Infinite Boots PL1 (3/3) +darkseal:0:1000B6:07:000:Infinite Lives PL2 +darkseal:0:1000B7:0A:000:Infinite Energy PL2 +darkseal:0:1000BE:80:001:Fill Magic Bar to Top PL2 +darkseal:0:1000BE:80:000:Stop Magic Bar decreasing PL2 +darkseal:0:1000CB:C0:000:Invincibility PL2:To be used when you blink +darkseal:0:100106:0A:000:Infinite Gloves PL2 (1/3) +darkseal:0:1000B8:10:520:Infinite Gloves PL2 (2/3) +darkseal:0:100097:40:501:Infinite Gloves PL2 (3/3) +darkseal:0:100104:0A:000:Infinite Boots PL2 (1/3) +darkseal:0:1000B8:20:520:Infinite Boots PL2 (2/3) +darkseal:0:1000C8:02:501:Infinite Boots PL2 (3/3) + +; [ Darwin 4078 (Japan) ] +darwin:0:1B88:09:000:Infinite Lives PL1 +darwin:0:1B89:09:000:Infinite Lives PL2 +darwin:0:17E3:00:000:Invincibility (1/3) +darwin:0:17EA:A6:500:Invincibility (2/3) +darwin:0:17EB:01:500:Invincibility (3/3) + +; [ Double Dynamites, The ] +dbldyn:0:02F2E:A0:000:Infinite Energy PL1 +dbldyn:0:02F38:E8:000:Infinite Ammo PL1 (1/2) +dbldyn:0:02F39:03:500:Infinite Ammo PL1 (2/2) +dbldyn:0:02F3C:08:000:Infinite MegaPunch PL1 +dbldyn:0:02F32:F4:000:Full Autofire "ON" PL1 (1/2) +dbldyn:0:02F74:01:500:Full Autofire "ON" PL1 (2/2) +dbldyn:0:02F32:00:001:Full Autofire "OFF" PL1 (1/2) +dbldyn:0:02F74:00:501:Full Autofire "OFF" PL1 (2/2) +dbldyn:0:02FB2:A0:000:Infinite Energy PL2 +dbldyn:0:02FBC:E8:000:Infinite Ammo PL2 (1/2) +dbldyn:0:02FBD:03:500:Infinite Ammo PL2 (2/2) +dbldyn:0:02FC0:08:000:Infinite MegaPunch PL2 +dbldyn:0:02FB6:F4:000:Full Autofire "ON" PL2 (1/2) +dbldyn:0:02FF8:01:500:Full Autofire "ON" PL2 (2/2) +dbldyn:0:02FB6:00:001:Full Autofire "OFF" PL2 (1/2) +dbldyn:0:02FF8:00:501:Full Autofire "OFF" PL2 (2/2) + +; [ Dragon Breed ] +dbreed:0:9095A:58:000:Infinite Time (1/2) +dbreed:0:9095B:09:000:Infinite Time (2/2) +dbreed:0:90958:05:000:Infinite Lives +dbreed:0:90CEE:01:000:Invincibility +dbreed:0:90D84:0B:000:Always Dragon Roll +dbreed:0:90D85:03:000:Always Roll Shot(Gold Drgn) +dbreed:0:90960:00:000:Always have Green Dragon +dbreed:0:90960:02:000:Always have Blue Dragon +dbreed:0:90960:04:000:Always have Copper Dragon +dbreed:0:90960:06:000:Always have Silver Dragon +dbreed:0:90960:08:000:Always have Gold Dragon +dbreed:0:90D84:0B:001:Get Dragon Roll Now! +dbreed:0:90D85:03:001:Get Roll Shot(Gold Drgn) Now! +dbreed:0:90960:00:001:Get Green Dragon Now! +dbreed:0:90960:02:001:Get Blue Dragon Now! +dbreed:0:90960:04:001:Get Copper Dragon Now! +dbreed:0:90960:06:001:Get Silver Dragon Now! +dbreed:0:90960:08:001:Get Gold Dragon Now! + +; [ D-Con ] +dcon:0:0804AD:00:000:Infinite Damage +dcon:0:0408CC:0A:000:Infinite Missiles +dcon:0:0804CC:63:000:Infinite Super Missiles PL1 +dcon:0:0805C6:63:000:Infinite Super Missiles PL2 + +; [ D-Day ] +dday:0:6015:09:000:Infinite Lives PL1 +dday:0:6226:99:000:Infinite Time PL1 +dday:0:6230:09:000:Infinite Lives PL2 +dday:0:6228:99:000:Infinite Time PL2 + +; [ D-Day (Centuri) ] +ddayc:0:6015:09:000:Infinite Lives PL1 +ddayc:0:6226:99:000:Infinite Time PL1 +ddayc:0:6230:09:000:Infinite Lives PL2 +ddayc:0:6228:99:000:Infinite Time PL2 + +; [ Double Dragon 3 - The Rosetta Stone (bootleg) ] +ddrago3b:0:1C001E:09:000:Infinite Time (1/2) +ddrago3b:0:1C001F:99:500:Infinite Time (2/2) +ddrago3b:0:1C0023:30:000:Infinite Shop Time +ddrago3b:0:1C002F:99:000:Infinite Coins +ddrago3b:0:1C207B:03:000:Infinite Lives PL1 +ddrago3b:0:1C2014:03:000:Infinite Energy PL1 (1/2) +ddrago3b:0:1C2015:E7:500:Infinite Energy PL1 (2/2) +ddrago3b:0:1C217B:03:000:Infinite Lives PL2 +ddrago3b:0:1C2174:03:000:Infinite Energy PL2 (1/2) +ddrago3b:0:1C2175:E7:500:Infinite Energy PL2 (2/2) + +; [ Double Dragon ] +ddragon:0:03EA:09:000:Infinite Lives PL1 +ddragon:0:0448:09:000:Infinite Lives PL2 +ddragon:0:0E5E:99:000:Infinite Time +ddragon:0:03C1:35:000:Invincibility PL1 +ddragon:0:041F:35:000:Invincibility PL2 + +; [ Double Dragon II - The Revenge ] +ddragon2:0:03EA:09:000:Infinite Lives PL1 +ddragon2:0:0449:09:000:Infinite Lives PL2 +ddragon2:0:0F49:99:000:Infinite Time +ddragon2:0:03C1:35:000:Infinite Energy PL1 +ddragon2:0:0420:35:000:Infinite Energy PL2 + +; [ Double Dragon 3 - The Rosetta Stone ] +ddragon3:0:1C001E:09:000:Infinite Time (1/2) +ddragon3:0:1C001F:99:500:Infinite Time (2/2) +ddragon3:0:1C0023:30:000:Infinite Shop Time +ddragon3:0:1C002F:99:000:Infinite Coins +ddragon3:0:1C207B:03:000:Infinite Lives PL1 +ddragon3:0:1C2014:03:000:Infinite Energy PL1 (1/2) +ddragon3:0:1C2015:E7:500:Infinite Energy PL1 (2/2) +ddragon3:0:1C217B:03:000:Infinite Lives PL2 +ddragon3:0:1C2174:03:000:Infinite Energy PL2 (1/2) +ddragon3:0:1C2175:E7:500:Infinite Energy PL2 (2/2) + +; [ Double Dragon (bootleg) ] +ddragonb:0:03EA:09:000:Infinite Lives PL1 +ddragonb:0:0448:09:000:Infinite Lives PL2 +ddragonb:0:0E5E:99:000:Infinite Time +ddragonb:0:03C1:35:000:Invincibility PL1 +ddragonb:0:041F:35:000:Invincibility PL2 + +; [ Double Dribble ] +ddribble:0:4025:59:000:Infinite Time +ddribble:0:5150:FE:000:Sound Test Code Stop:[Unknown]Next Code + +; [ Dynamite Dux (bootleg) ] +dduxbl:0:FFD435:09:000:Infinite Lives PL1 +dduxbl:0:FFD471:1C:000:Infinite Energy PL1 +dduxbl:0:FFD437:09:000:Infinite Lives PL2 +dduxbl:0:FFD475:1C:000:Infinite Energy PL2 + +; [ Dead Eye ] +deadeye:0:0E3A:02:000:Infinite Lives + +; [ Defense Command (set 1) ] +defcmnd:0:A1A1:05:000:Infinite Lives PL1 +defcmnd:0:A1A3:05:000:Infinite Smart Bombs PL1 +defcmnd:0:A1DE:05:000:Infinite Lives PL2 +defcmnd:0:A1E0:05:000:Infinite Smart Bombs PL2 +defcmnd:0:A0D2:0A:000:Never go into space + +; [ Defence Command ] +defence:0:A1DE:05:000:Infinite Lives PL1 +defence:0:A1E0:05:000:Infinite Smart Bombs PL1 +defence:0:A21B:05:000:Infinite Lives PL2 +defence:0:A21D:05:000:Infinite Smart Bombs PL2 +defence:0:A11F:0A:000:Never go into space + +; [ Defender (Red label) ] +defender:0:A1C9:05:000:Infinite Lives PL1 +defender:0:A1CB:05:000:Infinite Smart Bombs PL1 +defender:0:A206:05:000:Infinite Lives PL2 +defender:0:A208:05:000:Infinite Smart Bombs PL2 +defender:0:A0FA:0A:000:Never go into space +defender:0:A1CA:19:001:Go to Attack Wave 25 +defender:0:A1CA:32:001:Go to Attack Wave 50 +defender:0:A1CA:4B:001:Go to Attack Wave 75 +defender:0:A1CA:64:001:Go to Attack Wave 100 +defender:0:A1CA:7D:001:Go to Attack Wave 125 +defender:0:A1CA:96:001:Go to Attack Wave 150 +defender:0:A1CA:AF:001:Go to Attack Wave 175 +defender:0:A1CA:C8:001:Go to Attack Wave 200 +defender:0:A1CA:E1:001:Go to Attack Wave 225 +defender:0:A1CA:FA:001:Go to Atttack Wave 250 + +; [ Defender (Green label) ] +defendg:0:A1A4:05:000:Infinite Lives PL1 +defendg:0:A1A6:05:000:Infinite Smart Bombs PL1 +defendg:0:A1E1:05:000:Infinite Lives PL2 +defendg:0:A1E3:05:000:Infinite Smart Bombs PL2 +defendg:0:A0D5:0A:000:Never go into space + +; [ Defender (White label) ] +defendw:0:A1A4:05:000:Infinite Lives PL1 +defendw:0:A1A6:05:000:Infinite Smart Bombs PL1 +defendw:0:A1E1:05:000:Infinite Lives PL2 +defendw:0:A1E3:05:000:Infinite Smart Bombs PL2 +defendw:0:A0D5:0A:000:Never go into space + +; [ Demon's World / Horror Story ] +demonwld:0:C002F9:0A:000:Infinite Lives PL1 +demonwld:0:C00049:04:020:Invincibility PL1 +demonwld:0:C002FB:0A:000:Infinite Lives PL2 +demonwld:0:C00071:04:020:Invincibility PL2 + +; [ Depthcharge ] +depthch:0:E002:99:000:Infinite Time +depthch:0:8468:00:000:Invincibility + +; [ Desert Gun ] +desertgu:0:2008:99:000:Infinite Time +desertgu:0:20B9:06:000:No Reloading + +; [ Demolition Derby ] +destderb:0:E0B3:00:000:No Damage PL1 +destderb:0:E121:00:000:No Damage PL2 +destderb:0:E18F:00:000:No Damage PL3 +destderb:0:E1FD:00:000:No Damage PL4 +destderb:0:E0B7:40:000:Recover maximum damage PL1 +destderb:0:E125:40:000:Recover maximum damage PL2 +destderb:0:E193:40:000:Recover maximum damage PL3 +destderb:0:E201:40:000:Recover maximum damage PL4 + +; [ Demolition Derby (2-Player Mono Board Version) ] +destderm:0:E0B3:00:000:No Damage PL1 +destderm:0:E121:00:000:No Damage PL2 +destderm:0:E0B7:40:000:Recover maximum damage PL1 +destderm:0:E125:40:000:Recover maximum damage PL2 + +; [ Destination Earth ] +desterth:0:21AC:06:000:Infinite Lives PL1 +desterth:0:21A2:80:000:Infinite Fuel PL1 +desterth:0:22AC:06:000:Infinite Lives PL2 +desterth:0:22A2:80:000:Infinite Fuel PL2 +desterth:0:218D:00:000:Enemies once per Round: Also no Fireballs +desterth:0:21AB:00:000:Always Round 1 (Slow Enemies) +desterth:0:21AE:05:001:1 Rescue Ends Round Now!(1/2) +desterth:0:212D:01:501:1 Rescue Ends Round Now!(2/2) +desterth:0:21A0:01:501:1 Rescue Ends Round Now!(3/2) + +; [ Detana!! Twin Bee (Japan) ] +detatwin:0:204096:06:000:Infinite Lives PL1 +detatwin:0:3002D4:09:000:Maximum speed PL1 +detatwin:0:3002C9:3F:000:Maximum fire charge PL1 +detatwin:0:3002D7:09:000:Infinite Shields PL1:Get the red bell first +detatwin:0:3002AA:00:000:Invincibility "ON" PL1 +detatwin:0:3002AA:D7:001:Invincibility "OFF" PL1 +detatwin:0:3002E0:7F:040:All items available PL1 +detatwin:0:300344:00:000:Right arm "ON" PL1 (1/2) +detatwin:0:300320:80:500:Right arm "ON" PL1 (2/2) +detatwin:0:300344:01:001:Right arm "OFF" PL1 (1/2) +detatwin:0:300320:00:501:Right arm "OFF" PL1 (2/2) +detatwin:0:3003C4:00:000:Left arm "ON" PL1 (1/2) +detatwin:0:3003A0:80:500:Left arm "ON" PL1 (2/2) +detatwin:0:3003C4:01:001:Left arm "OFF" PL1 (1/2) +detatwin:0:3003A0:00:501:Left arm "OFF" PL1 (2/2) +detatwin:0:3002D8:01:001:Followers "ON" Now! PL1 +detatwin:0:3002D8:00:001:Followers "OFF" Now! PL1 +detatwin:0:3002DD:01:001:Tail shield "ON" Now! PL1 +detatwin:0:3002DD:00:001:Tail shield "OFF" Now! PL1 +detatwin:0:3002C0:00:000:Always have Single Fire PL1 +detatwin:0:3002C0:01:000:Always have Double Fire PL1 +detatwin:0:3002C0:02:000:Always have 3-way Fire PL1 +detatwin:0:3002C0:00:001:Get Single Fire Now! PL1 +detatwin:0:3002C0:01:001:Get Double Fire Now! PL1 +detatwin:0:3002C0:02:001:Get 3-way Fire Now! PL1 +detatwin:0:204097:06:000:Infinite Lives PL2 +detatwin:0:3006D4:09:000:Maximum speed PL2 +detatwin:0:3006C9:3F:000:Maximum fire charge PL2 +detatwin:0:3006D7:09:000:Infinite Shields PL2:Get the red bell first +detatwin:0:3006AA:00:000:Invincibility "ON" PL2 +detatwin:0:3006AA:D7:001:Invincibility "OFF" PL2 +detatwin:0:3006E0:7F:040:All items available PL2 +detatwin:0:300744:00:000:Right arm "ON" PL2 (1/2) +detatwin:0:300720:80:500:Right arm "ON" PL2 (2/2) +detatwin:0:300744:01:001:Right arm "OFF" PL2 (1/2) +detatwin:0:300720:00:501:Right arm "OFF" PL2 (2/2) +detatwin:0:3007C4:00:000:Left arm "ON" PL2 (1/2) +detatwin:0:3007A0:80:500:Left arm "ON" PL2 (2/2) +detatwin:0:3007C4:01:001:Left arm "OFF" PL2 (1/2) +detatwin:0:3007A0:00:501:Left arm "OFF" PL2 (2/2) +detatwin:0:3006D8:01:001:Followers "ON" Now! PL2 +detatwin:0:3006D8:00:001:Followers "OFF" Now! PL2 +detatwin:0:3006DD:01:001:Tail shield "ON" Now! PL2 +detatwin:0:3006DD:00:001:Tail shield "OFF" Now! PL2 +detatwin:0:3006C0:00:000:Always have Single Fire PL2 +detatwin:0:3006C0:01:000:Always have Double Fire PL2 +detatwin:0:3006C0:02:000:Always have 3-way Fire PL2 +detatwin:0:3006C0:00:001:Get Single Fire Now! PL2 +detatwin:0:3006C0:01:001:Get Double Fire Now! PL2 +detatwin:0:3006C0:02:001:Get 3-way Fire Now! PL2 +detatwin:0:20406F:04:000:Yellow bell always = 50000pts +detatwin:0:20406F:04:001:Yellow bell = 50000pts Now! +detatwin:0:204011:F0:002:Sound Test Code Stop:[PL2 Start]Next Code + +; [ Devil Fish (Galaxian hardware, bootleg?) ] +devilfsg:0:410E:03:000:Infinite Lives +devilfsg:0:412E:10:000:Infinite Fish + +; [ Devil Fish ] +devilfsh:0:410E:03:000:Infinite Lives +devilfsh:0:412E:10:000:Infinite Fish + +; [ Devil World ] +devilw:2:041011:9A:000:Infinite Lives PL1 +devilw:1:041017:FF:000:Infinite Energy PL1 +devilw:2:04106A:01:000:Always have the Key PL1 +devilw:2:041016:01:000:Invincibility PL1 (1/2) +devilw:2:04106C:13:500:Invincibility PL1 (2/2) +devilw:2:041066:01:000:Always have Speed Up PL1 +devilw:2:041087:20:000:Always have Dynamite PL1 +devilw:2:041061:13:000:Always have Machine Gun PL1 +devilw:2:041061:05:000:Always have Fire PL1 +devilw:2:041061:15:000:Always have Bazooka PL1 +devilw:2:041061:12:000:Always have Shotgun PL1 +devilw:2:041061:06:000:Always have Laser PL1 +devilw:2:04106F:0B:000:Always have Shield PL1 +devilw:2:041066:01:001:Get the Speed Up Now! PL1 +devilw:2:041087:20:001:Get the Dynamite Now! PL1 +devilw:2:041061:13:001:Get the Machine Gun Now! PL1 +devilw:2:041061:05:001:Get the Fire Now! PL1 +devilw:2:041061:15:001:Get the Bazooka Now! PL1 +devilw:2:041061:12:001:Get the Shotgun Now! PL1 +devilw:2:041061:06:001:Get the Laser Now! PL1 +devilw:2:04106F:0B:001:Get the Shield Now! PL1 +devilw:2:041111:9A:000:Infinite Lives PL2 +devilw:1:041117:FF:000:Infinite Energy PL2 +devilw:2:04116A:01:000:Always have the Key PL2 +devilw:2:041116:01:000:Invincibility PL2 (1/2) +devilw:2:04116C:13:500:Invincibility PL2 (2/2) +devilw:2:041166:01:000:Always have Speed Up PL2 +devilw:2:041187:20:000:Always have Dynamite PL2 +devilw:2:041161:13:000:Always have Machine Gun PL2 +devilw:2:041161:05:000:Always have Fire PL2 +devilw:2:041161:15:000:Always have Bazooka PL2 +devilw:2:041161:12:000:Always have Shotgun PL2 +devilw:2:041161:06:000:Always have Laser PL2 +devilw:2:04116F:0B:000:Always have Shield PL2 +devilw:2:041166:01:001:Get the Speed Up Now! PL2 +devilw:2:041187:20:001:Get the Dynamite Now! PL2 +devilw:2:041161:13:001:Get the Machine Gun Now! PL2 +devilw:2:041161:05:001:Get the Fire Now! PL2 +devilw:2:041161:15:001:Get the Bazooka Now! PL2 +devilw:2:041161:12:001:Get the Shotgun Now! PL2 +devilw:2:041161:06:001:Get the Laser Now! PL2 +devilw:2:04116F:0B:001:Get the Shield Now! PL2 +devilw:2:060002:FF:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Devastators (version X) ] +devstor2:0:4103:60:000:Infinite Time +devstor2:0:410C:09:000:Infinite Lives PL1 +devstor2:0:410D:99:000:Infinite Grenades PL1 +devstor2:0:410E:09:000:Infinite Ammo PL1 +devstor2:0:4480:82:000:Invincibility PL1 +devstor2:0:4116:09:000:Infinite Lives PL2 +devstor2:0:4117:99:000:Infinite Grenades PL2 +devstor2:0:4118:09:000:Infinite Ammo PL2 +devstor2:0:45C0:82:000:Invincibility PL2 +devstor2:0:4011:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Devastators (version V) ] +devstor3:0:4103:60:000:Infinite Time +devstor3:0:410C:09:000:Infinite Lives PL1 +devstor3:0:410D:99:000:Infinite Grenades PL1 +devstor3:0:410E:09:000:Infinite Ammo PL1 +devstor3:0:4480:82:000:Invincibility PL1 +devstor3:0:4116:09:000:Infinite Lives PL2 +devstor3:0:4117:99:000:Infinite Grenades PL2 +devstor3:0:4118:09:000:Infinite Ammo PL2 +devstor3:0:45C0:82:000:Invincibility PL2 +devstor3:0:4011:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Devastators (version Z) ] +devstors:0:4103:60:000:Infinite Time +devstors:0:410C:09:000:Infinite Lives PL1 +devstors:0:410D:99:000:Infinite Grenades PL1 +devstors:0:410E:09:000:Infinite Ammo PL1 +devstors:0:4480:82:000:Invincibility PL1 +devstors:0:4116:09:000:Infinite Lives PL2 +devstors:0:4117:99:000:Infinite Grenades PL2 +devstors:0:4118:09:000:Infinite Ammo PL2 +devstors:0:45C0:82:000:Invincibility PL2 +devstors:0:4011:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Devil Zone ] +devzone:0:6015:03:000:Infinite Lives PL1 +devzone:0:6016:03:000:Infinite Lives PL2 +devzone:0:60AF:80:000:Invincibility + +; [ Diamond Run ] +diamond:0:049C:06:000:Infinite Lives +diamond:0:049B:05:000:Start on level 5 +diamond:0:049B:0A:000:Start on level 10 +diamond:0:1000:00:001:Need 1 Diamond Now! (1/2) +diamond:0:1001:00:501:Need 1 Diamond Now! (2/2) +diamond:0:1001:00:000:Need 1 Diamond Only (1/2) +diamond:0:1000:00:500:Need 1 Diamond Only (2/2) + +; [ Dig Dug (set 1) ] +digdug:0:840A:06:000:Infinite Lives PL1 +digdug:0:840B:06:000:Infinite Lives PL2 +digdug:0:8401:80:040:Invincibility +digdug:0:840D:63:072:Select current level +digdug:0:840D:63:062:Select next level + +; [ Dig Dug II (set 1) ] +digdug2:0:1703:06:000:Infinite Lives + +; [ Dig Dug II (set 2) ] +digdug2a:0:1703:06:000:Infinite Lives + +; [ Dig Dug (Atari) ] +digdugat:0:840A:06:000:Infinite Lives PL1 +digdugat:0:840B:06:000:Infinite Lives PL2 +digdugat:0:8401:80:040:Invincibility +digdugat:0:840D:63:072:Select current level +digdugat:0:840D:63:062:Select next level + +; [ Dig Dug (set 2) ] +digdugb:0:840A:06:000:Infinite Lives PL1 +digdugb:0:840B:06:000:Infinite Lives PL2 +digdugb:0:8401:80:040:Invincibility +digdugb:0:840D:63:072:Select current level +digdugb:0:840D:63:062:Select next level + +;[ Digger ] +digger:0:E464:03:000:Infinite Lives PL1 +digger:0:E465:03:000:Infinite Lives PL2 + +; [ Cadillacs and Dinosaurs (World) ] +dino:0:FF84E9:09:000:Infinite Time +dino:0:FFB317:03:000:Infinite Lives PL1 +dino:0:FFB2E1:64:000:Infinite Energy PL1 +dino:0:FFB360:01:000:Invincibility PL1 (1/2) +dino:0:FFB361:68:500:Invincibility PL1 (2/2) +dino:0:FFB497:03:000:Infinite Lives PL2 +dino:0:FFB461:64:000:Infinite Energy PL2 +dino:0:FFB4E0:01:000:Invincibility PL2 (1/2) +dino:0:FFB4E1:68:500:Invincibility PL2 (2/2) +dino:0:FFB617:03:000:Infinite Lives PL3 +dino:0:FFB5E1:64:000:Infinite Energy PL3 +dino:0:FFB660:01:000:Invincibility PL3 (1/2) +dino:0:FFB661:68:500:Invincibility PL3 (2/2) + +; [ Cadillacs Kyouryuu-Shinseiki (Japan) ] +dinoj:0:FF84E9:09:000:Infinite Time +dinoj:0:FFB317:03:000:Infinite Lives PL1 +dinoj:0:FFB2E1:64:000:Infinite Energy PL1 +dinoj:0:FFB360:01:000:Invincibility PL1 (1/2) +dinoj:0:FFB361:68:500:Invincibility PL1 (2/2) +dinoj:0:FFB497:03:000:Infinite Lives PL2 +dinoj:0:FFB461:64:000:Infinite Energy PL2 +dinoj:0:FFB4E0:01:000:Invincibility PL2 (1/2) +dinoj:0:FFB4E1:68:500:Invincibility PL2 (2/2) +dinoj:0:FFB617:03:000:Infinite Lives PL3 +dinoj:0:FFB5E1:64:000:Infinite Energy PL3 +dinoj:0:FFB660:01:000:Invincibility PL3 (1/2) +dinoj:0:FFB661:68:500:Invincibility PL3 (2/2) + +; [ Disco No.1 ] +disco:0:0015:03:000:Infinite Lives + +; [ Daiku no Gensan (Japan) ] +dkgensan:0:E0A47:0A:000:Infinite Lives PL1 +dkgensan:0:E0A57:0A:000:Infinite Lives PL2 +dkgensan:0:E00FD:5A:000:Infinite Time (1/2) +dkgensan:0:E00FE:09:500:Infinite Time (2/2) +dkgensan:0:E0C08:00:000:Invincibility +dkgensan:0:00000:00:999:[The Select current level ] +dkgensan:0:00000:00:999:[can be enabled on the intro] +dkgensan:0:00000:00:999:[screen it doesn't work if ] +dkgensan:0:00000:00:999:[enabled on the title screen] +dkgensan:0:E0A48:05:071:Select current level +dkgensan:0:E0A48:05:061:Select next level + +; [ Donkey Kong Junior (bootleg?) ] +dkjrbl:0:6228:06:000:Infinite Lives +dkjrbl:0:62B1:63:000:Infinite bonus time (1/2) +dkjrbl:0:638C:99:502:Infinite bonus time (2/2) + +; [ Donkey Kong Junior (Japan) ] +dkjrjp:0:6228:06:000:Infinite Lives +dkjrjp:0:62B1:63:000:Infinite bonus time (1/2) +dkjrjp:0:638C:99:502:Infinite bonus time (2/2) + +; [ Donkey Kong Jr. (Original Japanese) ] +dkngjrjp:0:6228:06:000:Infinite Lives +dkngjrjp:0:62B1:63:000:Infinite bonus time (1/2) +dkngjrjp:0:638C:99:502:Infinite bonus time (2/2) + +; [ Donkey Kong (US) ] +dkong:0:6228:06:000:Infinite Lives +dkong:0:6394:0F:002:Infinite hammer upon pickup +dkong:0:62B1:63:000:Infinite bonus time (1/2) +dkong:0:638C:99:502:Infinite bonus time (2/2) +dkong:0:62B9:00:000:No fireballs on ramps +dkong:0:6403:00:000:No fireballs on factory +dkong:0:65A0:00:000:No pies on factory +dkong:0:6400:00:000:No fireballs on rivets +dkong:0:6500:00:000:No jacks on elevators +dkong:0:6392:00:000:No barrels on ramps +dkong:0:6215:01:000:Always climb +dkong:0:6215:00:001:Deactivate climb +dkong:0:6217:01:000:Hammer (1/2) +dkong:0:6691:01:500:Hammer (2/2) +dkong:0:6290:00:001:Finish sub-level 4 Now! +dkong:0:6229:FF:072:Select current round +dkong:0:6229:FF:062:Select next round + +; [ Donkey Kong 3 (US) ] +dkong3:0:601A:06:000:Infinite Lives +dkong3:0:603D:00:000:Infinite SShooter upon pickup + +; [ Donkey Kong 3 (Japan) ] +dkong3j:0:601A:06:000:Infinite Lives +dkong3j:0:603D:00:000:Infinite SShooter upon pickup + +; [ Donkey Kong (Japan set 1) ] +dkongjp:0:6228:06:000:Infinite Lives +dkongjp:0:6394:0F:002:Infinite hammer upon pickup +dkongjp:0:62B1:63:000:Infinite bonus time (1/2) +dkongjp:0:638C:99:502:Infinite bonus time (2/2) +dkongjp:0:62B9:00:000:No fireballs on ramps +dkongjp:0:6403:00:000:No fireballs on factory +dkongjp:0:65A0:00:000:No pies on factory +dkongjp:0:6400:00:000:No fireballs on rivets +dkongjp:0:6500:00:000:No jacks on elevators +dkongjp:0:6392:00:000:No barrels on ramps +dkongjp:0:6215:01:000:Always climb +dkongjp:0:6215:00:001:Deactivate climb +dkongjp:0:6217:01:000:Hammer (1/2) +dkongjp:0:6691:01:500:Hammer (2/2) +dkongjp:0:6290:00:001:Finish sub-level 4 Now! +dkongjp:0:6229:FF:072:Select current round +dkongjp:0:6229:FF:062:Select next round + +; [ Donkey Kong (Japan set 2) ] +dkongjpo:0:6228:06:000:Infinite Lives +dkongjpo:0:6394:0F:002:Infinite hammer upon pickup +dkongjpo:0:62B1:63:000:Infinite bonus time (1/2) +dkongjpo:0:638C:99:502:Infinite bonus time (2/2) +dkongjpo:0:62B9:00:000:No fireballs on ramps +dkongjpo:0:6403:00:000:No fireballs on factory +dkongjpo:0:65A0:00:000:No pies on factory +dkongjpo:0:6400:00:000:No fireballs on rivets +dkongjpo:0:6500:00:000:No jacks on elevators +dkongjpo:0:6392:00:000:No barrels on ramps +dkongjpo:0:6215:01:000:Always climb +dkongjpo:0:6215:00:001:Deactivate climb +dkongjpo:0:6217:01:000:Hammer (1/2) +dkongjpo:0:6691:01:500:Hammer (2/2) +dkongjpo:0:6290:00:001:Finish sub-level 4 Now! +dkongjpo:0:6229:FF:072:Select current round +dkongjpo:0:6229:FF:062:Select next round + +; [ Donkey Kong Junior (US) ] +dkongjr:0:6228:06:000:Infinite Lives +dkongjr:0:62B1:63:000:Infinite bonus time (1/2) +dkongjr:0:638C:99:502:Infinite bonus time (2/2) + +; [ Mr. Do's Castle (set 2) ] +docastl2:0:8103:07:000:Infinite Lives +docastl2:0:8150:04:040:Invincibility + +; [ Mr. Do's Castle (set 1) ] +docastle:0:8103:07:000:Infinite Lives +docastle:0:8150:04:040:Invincibility + +; [ Dog Fight ] +dogfight:0:5833:08:000:Infinite Lives PL1 +dogfight:0:5834:08:000:Infinite Lives PL2 +dogfight:0:590C:80:000:Invincibility +dogfight:0:5831:FF:072:Select current level +dogfight:0:5831:FF:062:Select next level + +; [ Dogou Souken ] +dogosoke:0:FDC6:99:000:Infinite Lives PL1 +dogosoke:0:FDE8:B4:000:Invincibility PL1 +dogosoke:0:FDB7:02:020:Always have armour PL1 +dogosoke:0:FDB7:02:041:Lose armour Now! PL1 +dogosoke:0:FDB7:04:040:Always have black grenadesPL1 +dogosoke:0:FDB7:04:020:Always have red grenades PL1 +dogosoke:0:FDB7:04:041:Get black grenades Now! PL1 +dogosoke:0:FDB7:04:021:Get red grenades Now! PL1 +dogosoke:0:FDBB:02:000:Always have flamethrower PL1 +dogosoke:0:FDBB:03:000:Always have sword PL1 +dogosoke:0:FDBB:04:000:Always have boomerang PL1 +dogosoke:0:FDBB:02:001:Get flamethrower Now! PL1 +dogosoke:0:FDBB:03:001:Get sword Now! PL1 +dogosoke:0:FDBB:04:001:Get boomerang Now! PL1 +dogosoke:0:FE16:99:000:Infinite Lives PL2 +dogosoke:0:FE38:B4:000:Invincibility PL2 +dogosoke:0:FE07:02:020:Always have armour PL2 +dogosoke:0:FE07:02:041:Lose armour Now! PL2 +dogosoke:0:FE07:04:040:Always have black grenadesPL2 +dogosoke:0:FE07:04:020:Always have red grenades PL2 +dogosoke:0:FE07:04:041:Get black grenades Now! PL2 +dogosoke:0:FE07:04:021:Get red grenades Now! PL2 +dogosoke:0:FE0B:02:000:Always have flamethrower PL2 +dogosoke:0:FE0B:03:000:Always have sword PL2 +dogosoke:0:FE0B:04:000:Always have boomerang PL2 +dogosoke:0:FE0B:02:001:Get flamethrower Now! PL2 +dogosoke:0:FE0B:03:001:Get sword Now! PL2 +dogosoke:0:FE0B:04:001:Get boomerang Now! PL2 + +; [ Dog Patch ] +dogpatch:0:2003:99:000:Endless Play +dogpatch:0:2003:25:001:Have 25 shots left + +; [ Dogyuun ] +dogyuun:0:10025F:FF:000:Quicker level restarts +dogyuun:0:1003E9:07:000:Infinite Lives PL1 +dogyuun:0:102A6F:0C:000:Always have Bombs PL1:This is the Special Weapon! +dogyuun:0:102A6F:04:000:Always have Speed-Up PL1:This is the Special Weapon! +dogyuun:0:102A69:00:000:Always have Blue Laser PL1 +dogyuun:0:102A69:04:000:Always have Red Laser PL1 +dogyuun:0:102A69:08:000:Always have Purple Laser PL1 +dogyuun:0:102A69:0C:000:Always have Green Laser PL1 +dogyuun:0:102A69:00:001:Get Blue Laser Now! PL1 +dogyuun:0:102A69:04:001:Get Red Laser Now! PL1 +dogyuun:0:102A69:08:001:Get Purple Laser Now! PL1 +dogyuun:0:102A69:0C:001:Get Green Laser Now! PL1 +dogyuun:0:1003EB:07:000:Infinite Lives PL2 +dogyuun:0:102B2F:0C:000:Always have Bombs PL2:This is the Special Weapon! +dogyuun:0:102B2F:04:000:Always have Speed-Up PL2:This is the Special Weapon! +dogyuun:0:102B29:00:000:Always have Blue Laser PL2 +dogyuun:0:102B29:04:000:Always have Red Laser PL2 +dogyuun:0:102B29:08:000:Always have Purple Laser PL2 +dogyuun:0:102B29:0C:000:Always have Green Laser PL2 +dogyuun:0:102B29:00:001:Get Blue Laser Now! PL2 +dogyuun:0:102B29:04:001:Get Red Laser Now! PL2 +dogyuun:0:102B29:08:001:Get Purple Laser Now! PL2 +dogyuun:0:102B29:0C:001:Get Green Laser Now! PL2 + +; [ Dokaben (Japan) ] +dokaben:0:E08C:09:000:Infinite Time PL1 +dokaben:0:E18C:09:000:Infinite Time PL2 + +; [ Domino Man ] +domino:0:C1B5:08:000:Infinite Lives +domino:0:0000:00:999:[Use Freeze only if object ] +domino:0:0000:00:999:[is on the screen. ] +domino:0:F024:3C:000:Freeze the Bee +domino:0:F01C:D6:000:Freeze Big Man + +; [ Dominos ] +dominos:0:0052:00:000:Stop PL2 (White) winning +dominos:0:0050:00:000:Stop PL1 (Black) winning +dominos:0:0050:06:070:Select Score PL1 +dominos:0:0052:06:070:Select Score PL2 + +; [ Do! Run Run (set 2) ] +dorunru2:0:2203:07:000:Infinite Lives +dorunru2:0:2D38:78:000:Always Have Powerball +dorunru2:0:2206:00:000:No green monsters +dorunru2:0:2212:00:000:No blue monsters +dorunru2:0:0000:00:999:[Activate Invincibility ] +dorunru2:0:0000:00:999:[during play only! ] +dorunru2:0:21C0:00:000:Invincibility (1/2) +dorunru2:0:2D20:A0:111:Invincibility (2/2) + +; [ Do! Run Run (Do's Castle hardware) ] +dorunruc:0:8203:07:000:Infinite Lives +dorunruc:0:8D38:78:000:Always Have Powerball +dorunruc:0:8206:00:000:No green monsters +dorunruc:0:8212:00:000:No blue monsters +dorunruc:0:0000:00:999:[Activate Invincibility ] +dorunruc:0:0000:00:999:[during play only! ] +dorunruc:0:81C0:00:000:Invincibility (1/2) +dorunruc:0:8D20:A0:111:Invincibility (2/2) + +; [ Do! Run Run (set 1) ] +dorunrun:0:2203:07:000:Infinite Lives +dorunrun:0:2D38:78:000:Always Have Powerball +dorunrun:0:2206:00:000:No green monsters +dorunrun:0:2212:00:000:No blue monsters +dorunrun:0:0000:00:999:[Activate Invincibility ] +dorunrun:0:0000:00:999:[during play only! ] +dorunrun:0:21C0:00:000:Invincibility (1/2) +dorunrun:0:2D20:A0:111:Invincibility (2/2) + +; [ Discs of Tron (Upright) ] +dotron:0:E00C:06:000:Infinite Lives +dotron:0:E43A:09:000:Infinite Shields +dotron:0:0000:00:999:[These level cheats should ] +dotron:0:0000:00:999:[be activated in a game for ] +dotron:0:0000:00:999:[just a few seconds when you] +dotron:0:0000:00:999:[finish the current level,it] +dotron:0:0000:00:999:[will jump to level 6 or 7. ] +dotron:0:0000:00:999:[REMEMBER to turn the cheat ] +dotron:0:0000:00:999:[OFF!!!!! ] +dotron:0:E012:06:000:Level 6 before animation +dotron:0:E012:07:000:Level 7 after animation + +; [ Discs of Tron (Environmental) ] +dotrone:0:E00C:06:000:Infinite Lives +dotrone:0:E43A:09:000:Infinite Shields +dotrone:0:0000:00:999:[These level cheats should ] +dotrone:0:0000:00:999:[be activated in a game for ] +dotrone:0:0000:00:999:[just a few seconds when you] +dotrone:0:0000:00:999:[finish the current level,it] +dotrone:0:0000:00:999:[will jump to level 6 or 7. ] +dotrone:0:0000:00:999:[REMEMBER to turn the cheat ] +dotrone:0:0000:00:999:[OFF!!!!! ] +dotrone:0:E012:06:000:Level 6 before animation +dotrone:0:E012:07:000:Level 7 after animation + +; [ Dottori Kun (old version) ] +dotriku2:0:86CE:01:040:Invincibility +dotriku2:0:860B:00:001:Finish this Level Now! +dotriku2:0:0000:00:999:[The Select next level ] +dotriku2:0:0000:00:999:[(display) cheat is cosmetic] +dotriku2:0:0000:00:999:[only after level 11 the ] +dotriku2:0:0000:00:999:[gets no harder only the ] +dotriku2:0:0000:00:999:[displayed number increases!] +dotriku2:0:86CC:0A:061:Select next level (actual) +dotriku2:0:86CD:98:063:Select next level (display) + +; [ Dottori Kun (new version) ] +dotrikun:0:86CE:01:040:Invincibility +dotrikun:0:860B:00:001:Finish this Level Now! +dotrikun:0:0000:00:999:[The Select next level ] +dotrikun:0:0000:00:999:[(display) cheat is cosmetic] +dotrikun:0:0000:00:999:[only after level 11 the ] +dotrikun:0:0000:00:999:[gets no harder only the ] +dotrikun:0:0000:00:999:[displayed number increases!] +dotrikun:0:86CC:0A:061:Select next level (actual) +dotrikun:0:86CD:98:063:Select next level (display) + +; [ Double Dragon (Neo Geo) ] +doubledr:0:102242:9A:000:Infinite Time +doubledr:0:100450:00:000:Infinite Energy PL1 +doubledr:0:100510:68:000:Infinite Charge PL1 +doubledr:0:100550:00:000:Infinite Energy PL2 +doubledr:0:100610:68:000:Infinite Charge PL2 +doubledr:0:000000:00:999:[ Free player selection ] +doubledr:0:000000:00:999:[ Can be used anytime ! ] +doubledr:0:000000:00:999:[ Use on selection screen. ] +doubledr:0:000000:00:999:[ Some palette glitches. ] +doubledr:0:100445:00:001:Play with Billy Now! PL1 +doubledr:0:100445:01:001:Play with Super Billy Now!PL1:Become Billy after win +doubledr:0:100445:02:001:Play with Jimmy Now! PL1 +doubledr:0:100445:03:001:Play with Super Jimmy Now!PL1:Become Jimmy after win +doubledr:0:100445:04:001:Play with Marian Now! PL1 +doubledr:0:100445:05:001:Play with Abobo Now! PL1 +doubledr:0:100445:06:001:Play with Amon Now! PL1 +doubledr:0:100445:07:001:Play with Eddie Now! PL1 +doubledr:0:100445:08:001:Play with Rebecca Now! PL1 +doubledr:0:100445:09:001:Play with Dulton Now! PL1 +doubledr:0:100445:0A:001:Play with Cheng-Fu Now! PL1 +doubledr:0:100445:0B:001:Play with Burnov Now! PL1 +doubledr:0:100445:0C:001:Play with Duke Now! PL1 +doubledr:0:100445:0D:001:Play with Shuko Now! PL1 +doubledr:0:100545:00:001:Play with Billy Now! PL2 +doubledr:0:100545:01:001:Play with Super Billy Now!PL2:Become Billy after win +doubledr:0:100545:02:001:Play with Jimmy Now! PL2 +doubledr:0:100545:03:001:Play with Super Jimmy Now!PL2:Become Jimmy after win +doubledr:0:100545:04:001:Play with Marian Now! PL2 +doubledr:0:100545:05:001:Play with Abobo Now! PL2 +doubledr:0:100545:06:001:Play with Amon Now! PL2 +doubledr:0:100545:07:001:Play with Eddie Now! PL2 +doubledr:0:100545:08:001:Play with Rebecca Now! PL2 +doubledr:0:100545:09:001:Play with Dulton Now! PL2 +doubledr:0:100545:0A:001:Play with Cheng-Fu Now! PL2 +doubledr:0:100545:0B:001:Play with Burnov Now! PL2 +doubledr:0:100545:0C:001:Play with Duke Now! PL2 +doubledr:0:100545:0D:001:Play with Shuko Now! PL2 + +; [ Mr. Do vs. Unicorns ] +douni:0:8103:07:000:Infinite Lives +douni:0:8150:04:040:Invincibility + +; [ Mr. Do's Wild Ride ] +dowild:0:2103:07:000:Infinite Lives +dowild:0:226F:99:000:Infinite Time (F5) + +; [ Double Play ] +dplay:0:22E4:00:000:Infinite Balls +dplay:0:22E5:00:000:Infinite Strikes +dplay:0:22E5:00:001:Another 3 Strikes +dplay:0:22E6:00:000:Always 0 Outs + +; [ Dragon Buster ] +drgnbstr:0:4865:80:000:Infinite Vitality +drgnbstr:0:4C00:02:000:Infinite Fireball +drgnbstr:0:4C00:04:000:Infinite 4-Way Fireball +drgnbstr:0:4866:01:000:Always have Shield +drgnbstr:0:4867:01:000:Always have Sword +drgnbstr:0:4868:01:000:Always have Crown +drgnbstr:0:4869:01:000:Always have Cepter +drgnbstr:0:4866:01:001:Get Shield Now! +drgnbstr:0:4867:01:001:Get Sword Now! +drgnbstr:0:4868:01:001:Get Crown Now! +drgnbstr:0:4869:01:001:Get Cepter Now! +drgnbstr:0:4D61:00:001:Kill Dragon Now! + +; [ Dragonninja (Japan) ] +drgninja:0:FFA8C6:99:000:Infinite Time +drgninja:0:FF95C0:01:001:Kill BOSS with One Hit Now! +drgninja:0:FFA39A:03:000:Infinite Lives PL1 +drgninja:0:FFA380:14:000:Infinite Energy PL1 +drgninja:0:FFA386:10:000:Invincibility PL1 +drgninja:0:FFA365:00:000:Always have No Weapon PL1 +drgninja:0:FFA365:02:000:Always have Nunchaku PL1 +drgninja:0:FFA365:04:000:Always have Knife PL1 +drgninja:0:FFA365:00:001:Get No Weapon Now! PL1 +drgninja:0:FFA365:02:001:Get Nunchaku Now! PL1 +drgninja:0:FFA365:04:001:Get Knife Now! PL1 +drgninja:0:FFA25A:03:000:Infinite Lives PL2 +drgninja:0:FFA240:14:000:Infinite Energy PL2 +drgninja:0:FFA246:10:000:Invincibility PL2 +drgninja:0:FFA225:00:000:Always have No Weapon PL2 +drgninja:0:FFA225:02:000:Always have Nunchaku PL2 +drgninja:0:FFA225:04:000:Always have Knife PL2 +drgninja:0:FFA225:00:001:Get No Weapon Now! PL2 +drgninja:0:FFA225:02:001:Get Nunchaku Now! PL2 +drgninja:0:FFA225:04:001:Get Knife Now! PL2 + +; [ Dr. Toppel's Tankentai (Japan) ] +drtoppel:0:E006:07:000:Infinite Lives PL1 +drtoppel:0:E012:07:000:Infinite Lives PL2 + +; [ Dragon Saber ] +dsaber:0:10C683:03:000:Infinite Lives PL1 +dsaber:0:10900F:01:000:Invincibility PL1 +dsaber:0:109079:00:000:Always have 1 Head PL1 (1/3) +dsaber:0:10C69F:8C:500:Always have 1 Head PL1 (2/3) +dsaber:0:10C6A7:D2:500:Always have 1 Head PL1 (3/3) +dsaber:0:109079:01:000:Always have 2 Heads PL1 (1/3) +dsaber:0:10C69F:AE:500:Always have 2 Heads PL1 (2/3) +dsaber:0:10C6A7:E6:500:Always have 2 Heads PL1 (3/3) +dsaber:0:109079:02:000:Always have 3 Heads PL1 (1/3) +dsaber:0:10C69F:BA:500:Always have 3 Heads PL1 (2/3) +dsaber:0:10C6A7:FA:500:Always have 3 Heads PL1 (3/3) +dsaber:0:10C6E1:00:000:Always have L1 shot PL1 +dsaber:0:10C6E1:01:000:Always have L2 shot PL1 +dsaber:0:10C6E1:02:000:Always have L3 shot PL1 +dsaber:0:109079:00:001:Get 1 Head Now! PL1 (1/3) +dsaber:0:10C69F:8C:501:Get 1 Head Now! PL1 (2/3) +dsaber:0:10C6A7:D2:501:Get 1 Head Now! PL1 (3/3) +dsaber:0:109079:01:001:Get 2 Heads Now! PL1 (1/3) +dsaber:0:10C69F:AE:501:Get 2 Heads Now! PL1 (2/3) +dsaber:0:10C6A7:E6:501:Get 2 Heads Now! PL1 (3/3) +dsaber:0:109079:02:001:Get 3 Heads Now! PL1 (1/3) +dsaber:0:10C69F:BA:501:Get 3 Heads Now! PL1 (2/3) +dsaber:0:10C6A7:FA:501:Get 3 Heads Now! PL1 (3/3) +dsaber:0:10C6E1:00:001:Get L1 shot Now! PL1 +dsaber:0:10C6E1:01:001:Get L2 shot Now! PL1 +dsaber:0:10C6E1:02:001:Get L3 shot Now! PL1 +dsaber:0:10C703:03:000:Infinite Lives PL2 +dsaber:0:10908F:01:000:Invincibility PL2 +dsaber:0:1090F9:00:000:Always have 1 Head PL2 (1/3) +dsaber:0:10C71F:8C:500:Always have 1 Head PL2 (2/3) +dsaber:0:10C727:D2:500:Always have 1 Head PL2 (3/3) +dsaber:0:1090F9:01:000:Always have 2 Heads PL2 (1/3) +dsaber:0:10C71F:AE:500:Always have 2 Heads PL2 (2/3) +dsaber:0:10C727:E6:500:Always have 2 Heads PL2 (3/3) +dsaber:0:1090F9:02:000:Always have 3 Heads PL2 (1/3) +dsaber:0:10C71F:BA:500:Always have 3 Heads PL2 (2/3) +dsaber:0:10C727:FA:500:Always have 3 Heads PL2 (3/3) +dsaber:0:10C761:00:000:Always have L1 shot PL2 +dsaber:0:10C761:01:000:Always have L2 shot PL2 +dsaber:0:10C761:02:000:Always have L3 shot PL2 +dsaber:0:1090F9:00:001:Get 1 Head Now! PL2 (1/3) +dsaber:0:10C71F:8C:501:Get 1 Head Now! PL2 (2/3) +dsaber:0:10C727:D2:501:Get 1 Head Now! PL2 (3/3) +dsaber:0:1090F9:01:001:Get 2 Heads Now! PL2 (1/3) +dsaber:0:10C71F:AE:501:Get 2 Heads Now! PL2 (2/3) +dsaber:0:10C727:E6:501:Get 2 Heads Now! PL2 (3/3) +dsaber:0:1090F9:02:001:Get 3 Heads Now! PL2 (1/3) +dsaber:0:10C71F:BA:501:Get 3 Heads Now! PL2 (2/3) +dsaber:0:10C727:FA:501:Get 3 Heads Now! PL2 (3/3) +dsaber:0:10C761:00:001:Get L1 shot Now! PL2 +dsaber:0:10C761:01:001:Get L2 shot Now! PL2 +dsaber:0:10C761:02:001:Get L3 shot Now! PL2 +dsaber:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Dragon Saber (Japan) ] +dsaberj:0:000000:00:999:[Please NOTE this game has ] +dsaberj:0:000000:00:999:[problems displaying the ] +dsaberj:0:000000:00:999:[multiple heads - please use] +dsaberj:0:000000:00:999:[the other version - dsaber.] +dsaberj:0:10C683:03:000:Infinite Lives PL1 +dsaberj:0:10900F:01:000:Invincibility PL1 +dsaberj:0:109079:00:000:Always have 1 Head PL1 (1/3) +dsaberj:0:10C69F:8C:500:Always have 1 Head PL1 (2/3) +dsaberj:0:10C6A7:D2:500:Always have 1 Head PL1 (3/3) +dsaberj:0:109079:01:000:Always have 2 Heads PL1 (1/3) +dsaberj:0:10C69F:AE:500:Always have 2 Heads PL1 (2/3) +dsaberj:0:10C6A7:E6:500:Always have 2 Heads PL1 (3/3) +dsaberj:0:109079:02:000:Always have 3 Heads PL1 (1/3) +dsaberj:0:10C69F:BA:500:Always have 3 Heads PL1 (2/3) +dsaberj:0:10C6A7:FA:500:Always have 3 Heads PL1 (3/3) +dsaberj:0:10C6E1:00:000:Always have L1 shot PL1 +dsaberj:0:10C6E1:01:000:Always have L2 shot PL1 +dsaberj:0:10C6E1:02:000:Always have L3 shot PL1 +dsaberj:0:109079:00:001:Get 1 Head Now! PL1 (1/3) +dsaberj:0:10C69F:8C:501:Get 1 Head Now! PL1 (2/3) +dsaberj:0:10C6A7:D2:501:Get 1 Head Now! PL1 (3/3) +dsaberj:0:109079:01:001:Get 2 Heads Now! PL1 (1/3) +dsaberj:0:10C69F:AE:501:Get 2 Heads Now! PL1 (2/3) +dsaberj:0:10C6A7:E6:501:Get 2 Heads Now! PL1 (3/3) +dsaberj:0:109079:02:001:Get 3 Heads Now! PL1 (1/3) +dsaberj:0:10C69F:BA:501:Get 3 Heads Now! PL1 (2/3) +dsaberj:0:10C6A7:FA:501:Get 3 Heads Now! PL1 (3/3) +dsaberj:0:10C6E1:00:001:Get L1 shot Now! PL1 +dsaberj:0:10C6E1:01:001:Get L2 shot Now! PL1 +dsaberj:0:10C6E1:02:001:Get L3 shot Now! PL1 +dsaberj:0:10C703:03:000:Infinite Lives PL2 +dsaberj:0:10908F:01:000:Invincibility PL2 +dsaberj:0:1090F9:00:000:Always have 1 Head PL2 (1/3) +dsaberj:0:10C71F:8C:500:Always have 1 Head PL2 (2/3) +dsaberj:0:10C727:D2:500:Always have 1 Head PL2 (3/3) +dsaberj:0:1090F9:01:000:Always have 2 Heads PL2 (1/3) +dsaberj:0:10C71F:AE:500:Always have 2 Heads PL2 (2/3) +dsaberj:0:10C727:E6:500:Always have 2 Heads PL2 (3/3) +dsaberj:0:1090F9:02:000:Always have 3 Heads PL2 (1/3) +dsaberj:0:10C71F:BA:500:Always have 3 Heads PL2 (2/3) +dsaberj:0:10C727:FA:500:Always have 3 Heads PL2 (3/3) +dsaberj:0:10C761:00:000:Always have L1 shot PL2 +dsaberj:0:10C761:01:000:Always have L2 shot PL2 +dsaberj:0:10C761:02:000:Always have L3 shot PL2 +dsaberj:0:1090F9:00:001:Get 1 Head Now! PL2 (1/3) +dsaberj:0:10C71F:8C:501:Get 1 Head Now! PL2 (2/3) +dsaberj:0:10C727:D2:501:Get 1 Head Now! PL2 (3/3) +dsaberj:0:1090F9:01:001:Get 2 Heads Now! PL2 (1/3) +dsaberj:0:10C71F:AE:501:Get 2 Heads Now! PL2 (2/3) +dsaberj:0:10C727:E6:501:Get 2 Heads Now! PL2 (3/3) +dsaberj:0:1090F9:02:001:Get 3 Heads Now! PL2 (1/3) +dsaberj:0:10C71F:BA:501:Get 3 Heads Now! PL2 (2/3) +dsaberj:0:10C727:FA:501:Get 3 Heads Now! PL2 (3/3) +dsaberj:0:10C761:00:001:Get L1 shot Now! PL2 +dsaberj:0:10C761:01:001:Get L2 shot Now! PL2 +dsaberj:0:10C761:02:001:Get L3 shot Now! PL2 +dsaberj:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Dream Soccer '94 ] +dsoccr94:0:EACB8:09:000:Infinite Time (1/3) +dsoccr94:0:EACB7:05:500:Infinite Time (2/3) +dsoccr94:0:EACB6:09:500:Infinite Time (3/3) +dsoccr94:0:EACB8:00:001:Finish Game Now! (1/3) +dsoccr94:0:EACB7:00:501:Finish Game Now! (2/3) +dsoccr94:0:EACB6:00:501:Finish Game Now! (3/3) +dsoccr94:0:00000:00:999:[The Score won't be shown ] +dsoccr94:0:00000:00:999:[until a goal is scored! ] +dsoccr94:0:E1255:09:070:Select Score (tens) PL2 +dsoccr94:0:E1254:09:070:Select Score (units) PL2 + +; [ Dragon Spirit (new version) ] +dspirit:0:4007:0B:000:Infinite Lives +dspirit:0:41B0:05:000:Infinite Energy +dspirit:0:41A0:01:000:Invincibility +dspirit:0:41BF:00:000:Always have L1 shot +dspirit:0:41BF:01:000:Always have L2 shot +dspirit:0:41BF:02:000:Always have L3 shot +dspirit:0:41BE:00:000:Always have normal dragon +dspirit:0:41BE:01:000:Always have 2 headed dragon +dspirit:0:41BE:02:000:Always have 3 headed dragon +dspirit:0:41BE:03:000:Always have small dragon +dspirit:0:41BE:04:000:Always EarthQuake dragon +dspirit:0:41C7:00:000:Always Normal Fire +dspirit:0:41C7:01:000:Always Long Fire +dspirit:0:41C7:02:000:Always 3 way Fire +dspirit:0:41C7:03:000:Always Homing Star Fire +dspirit:0:41C7:04:000:Always Penetration Fire +dspirit:0:41BF:00:001:Get L1 shot Now! +dspirit:0:41BF:01:001:Get L2 shot Now! +dspirit:0:41BF:02:001:Get L3 shot Now! +dspirit:0:41BE:00:001:Get normal dragon Now! +dspirit:0:41BE:01:001:Get 2 headed dragon Now! +dspirit:0:41BE:02:001:Get 3 headed dragon Now! +dspirit:0:41BE:03:001:Get small dragon Now! +dspirit:0:41BE:04:001:Get EarthQuake dragon Now! +dspirit:0:41C7:00:001:Get Normal Fire Now! +dspirit:0:41C7:01:001:Get Long Fire Now! +dspirit:0:41C7:02:001:Get 3 way Fire Now! +dspirit:0:41C7:03:001:Get Homing Star Fire Now! +dspirit:0:41C7:04:001:Get Penetration Fire Now! +dspirit:0:0000:00:999:[The current area cheat ] +dspirit:0:0000:00:999:[should only be activated in] +dspirit:0:0000:00:999:[the game before you lose a ] +dspirit:0:0000:00:999:[life - ie no inf. energy!!!] +dspirit:0:0000:00:999:[Best activated on the hill ] +dspirit:0:0000:00:999:[sword/lightning screen ] +dspirit:0:4001:08:061:Select next area +dspirit:0:4001:08:071:Select current area + +; [ Dragon Spirit (old version) ] +dspirito:0:4007:0B:000:Infinite Lives +dspirito:0:41B0:05:000:Infinite Energy +dspirito:0:41A0:01:000:Invincibility +dspirito:0:41BF:00:000:Always have L1 shot +dspirito:0:41BF:01:000:Always have L2 shot +dspirito:0:41BF:02:000:Always have L3 shot +dspirito:0:41BE:00:000:Always have normal dragon +dspirito:0:41BE:01:000:Always have 2 headed dragon +dspirito:0:41BE:02:000:Always have 3 headed dragon +dspirito:0:41BE:03:000:Always have small dragon +dspirito:0:41BE:04:000:Always EarthQuake dragon +dspirito:0:41C7:00:000:Always Normal Fire +dspirito:0:41C7:01:000:Always Long Fire +dspirito:0:41C7:02:000:Always 3 way Fire +dspirito:0:41C7:03:000:Always Homing Star Fire +dspirito:0:41C7:04:000:Always Penetration Fire +dspirito:0:41BF:00:001:Get L1 shot Now! +dspirito:0:41BF:01:001:Get L2 shot Now! +dspirito:0:41BF:02:001:Get L3 shot Now! +dspirito:0:41BE:00:001:Get normal dragon Now! +dspirito:0:41BE:01:001:Get 2 headed dragon Now! +dspirito:0:41BE:02:001:Get 3 headed dragon Now! +dspirito:0:41BE:03:001:Get small dragon Now! +dspirito:0:41BE:04:001:Get EarthQuake dragon Now! +dspirito:0:41C7:00:001:Get Normal Fire Now! +dspirito:0:41C7:01:001:Get Long Fire Now! +dspirito:0:41C7:02:001:Get 3 way Fire Now! +dspirito:0:41C7:03:001:Get Homing Star Fire Now! +dspirito:0:41C7:04:001:Get Penetration Fire Now! +dspirito:0:0000:00:999:[The current area cheat ] +dspirito:0:0000:00:999:[should only be activated in] +dspirito:0:0000:00:999:[the game before you lose a ] +dspirito:0:0000:00:999:[life - ie no inf. energy!!!] +dspirito:0:0000:00:999:[Best activated on the hill ] +dspirito:0:0000:00:999:[sword/lightning screen ] +dspirito:0:4001:08:061:Select next area +dspirito:0:4001:08:071:Select current area + +; [ Dump Matsumoto (Japan) ] +dumpmtmt:0:FFC202:59:000:Infinite Time + +; [ Tenchi wo Kurau (Japan) ] +dwj:0:FF82E6:0E:000:Invincibility PL1 +dwj:0:FF8289:99:000:Infinite Energy PL1 (1/2) +dwj:0:FF8288:09:500:Infinite Energy PL1 (2/2) +dwj:0:FF82EE:07:000:Character level 8 (max) PL1 +dwj:0:FF82E9:07:000:Weapon level 8 (max) PL1 +dwj:0:FF82E2:0B:000:Maximum weap. power PL1 (1/2) +dwj:0:FF82EF:07:500:Maximum weap. power PL1 (2/2) +dwj:0:FF82E1:02:000:Maximum blue balls PL1 +dwj:0:FF8386:0E:000:Invincibility PL2 +dwj:0:FF8329:99:000:Infinite Energy PL2 (1/2) +dwj:0:FF8328:09:500:Infinite Energy PL2 (2/2) +dwj:0:FF838E:07:000:Character level 8 (max) PL2 +dwj:0:FF8389:07:000:Weapon level 8 (max) PL2 +dwj:0:FF8382:0B:000:Maximum weap. power PL2 (1/2) +dwj:0:FF838F:07:500:Maximum weap. power PL2 (2/2) +dwj:0:FF8381:02:000:Maximum blue balls PL2 + +; [ Dyger ] +dyger:0:C110:14:000:Infinite Lives +dyger:0:C012:2E:000:Infinite Ammo +dyger:0:C100:01:000:Invincibility + +; [ Dynamite Duke ] +dynduke:0:012EA:96:000:Infinite Energy +dynduke:0:012F4:E8:000:Infinite Ammo (1/2) +dynduke:0:012F5:03:500:Infinite Ammo (2/2) +dynduke:0:012F8:08:000:Infinite MegaPunch +dynduke:0:02864:2D:000:Constant MegaPunch +dynduke:0:012EE:F4:000:Full Autofire "ON" +dynduke:0:012EE:00:001:Full Autofire "OFF" + +; [ Zig Zag (Dig Dug hardware) ] +dzigzag:0:840A:06:000:Infinite Lives PL1 +dzigzag:0:840B:06:000:Infinite Lives PL2 +dzigzag:0:8401:80:040:Invincibility +dzigzag:0:840D:63:072:Select current level +dzigzag:0:840D:63:062:Select next level + +; [ Eagle (set 1) ] +eagle:0:809D:01:000:Infinite Lives (1/2) +eagle:0:809E:00:500:Infinite Lives (2/2) +eagle:0:8230:30:000:Infinite Time to dock +eagle:0:8230:00:001:No more dock time Now! (1/2) +eagle:0:8231:01:501:No more dock time Now! (2/2) +eagle:0:823C:01:000:Only 1 to kill per screen + +; [ Eagle (set 2) ] +eagle2:0:809D:01:000:Infinite Lives (1/2) +eagle2:0:809E:00:500:Infinite Lives (2/2) +eagle2:0:8230:30:000:Infinite Time to dock +eagle2:0:8230:00:001:No more dock time Now! (1/2) +eagle2:0:8231:01:501:No more dock time Now! (2/2) +eagle2:0:823C:01:000:Only 1 to kill per screen + +; [ Super Earth Invasion ] +earthinv:0:21FF:07:000:Infinite Lives PL1 +earthinv:0:22FF:07:000:Infinite Lives PL2 +earthinv:0:2009:78:000:Invaders never drop +earthinv:0:2069:00:000:Invaders don't fire (1/2) +earthinv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Earth Defense Force ] +edf:0:0616F5:03:000:Infinite Lives PL1 +edf:0:000000:00:999:[Disable invincibility with ] +edf:0:000000:00:999:[F5 to finish each level. ] +edf:0:0616F3:B2:000:Invincibility PL1 +edf:0:0616F7:04:000:Weapon level 5 (max) PL1 +edf:0:061737:00:001:Get Valcan Weapon Now! PL1 +edf:0:061737:01:001:Get Laser Weapon Now! PL1 +edf:0:061737:02:001:Get Atomic Weapon Now! PL1 +edf:0:061737:03:001:Get Homing Weapon Now! PL1 +edf:0:061955:03:000:Infinite Lives PL2 +edf:0:000000:00:999:[Disable invincibility with ] +edf:0:000000:00:999:[F5 to finish each level. ] +edf:0:061953:B2:000:Invincibility PL2 +edf:0:061957:04:000:Weapon level 5 (max) PL2 +edf:0:061997:00:001:Get Valcan Weapon Now! PL2 +edf:0:061997:01:001:Get Laser Weapon Now! PL2 +edf:0:061997:02:001:Get Atomic Weapon Now! PL2 +edf:0:061997:03:001:Get Homing Weapon Now! PL2 + +; [ Eggs ] +eggs:0:0055:07:000:Infinite Lives PL1 +eggs:0:005F:07:000:Infinite Lives PL2 + +; [ Eight Man ] +eightman:0:100482:99:000:Infinite Time +eightman:0:100CF7:63:000:Infinite Lives PL1 +eightman:0:100CF6:06:000:Infinite Life PL1 +eightman:0:100CF5:06:000:Infinite Bombs PL1 +eightman:0:100CF8:02:000:Max Weapon Power PL1 +eightman:0:100CDC:01:000:Invincibility PL1 +eightman:0:100CC2:01:000:Permanent "8 Power" PL1 +eightman:0:1011F7:63:000:Infinite Lives PL2 +eightman:0:1011F6:06:000:Infinite Life PL2 +eightman:0:1011F5:06:000:Infinite Bombs PL2 +eightman:0:1011F8:02:000:Max Weapon Power PL2 +eightman:0:1011DC:01:000:Invincibility PL2 +eightman:0:1011C2:01:000:Permanent "8 Power" PL2 + +; [ Extra Innings ] +einnings:0:22E4:00:000:Infinite Balls +einnings:0:22E5:00:000:Infinite Strikes +einnings:0:22E5:00:001:Another 3 Strikes +einnings:0:22E6:00:000:Always 0 Outs + +; [ Electric Yo-Yo, The (set 2) ] +elecyoy2:0:8740:03:000:Infinite Lives + +; [ Electric Yo-Yo, The (set 1) ] +elecyoyo:0:8740:03:000:Infinite Lives + +; [ Elevator Action (bootleg) ] +elevatob:0:8234:14:000:Infinite Lives +elevatob:0:0000:00:999:[Disable invincibility with ] +elevatob:0:0000:00:999:[F5 to enter the car and ] +elevatob:0:0000:00:999:[finish each level. ] +elevatob:0:8523:00:000:Invincibility +elevatob:0:8240:FF:000:Lamps never fall +elevatob:0:8211:08:000:Always No red door on fl. 1 +elevatob:0:8212:08:000:Always No red door on fl. 2 +elevatob:0:8213:08:000:Always No red door on fl. 3 +elevatob:0:8214:08:000:Always No red door on fl. 4 +elevatob:0:8215:08:000:Always No red door on fl. 5 +elevatob:0:8216:08:000:Always No red door on fl. 6 +elevatob:0:8217:08:000:Always No red door on fl. 7 +elevatob:0:8218:08:000:Always No red door on fl. 8 +elevatob:0:8219:08:000:Always No red door on fl. 9 +elevatob:0:821A:08:000:Always No red door on fl. 10 +elevatob:0:821B:08:000:Always No red door on fl. 11 +elevatob:0:821C:08:000:Always No red door on fl. 12 +elevatob:0:821D:08:000:Always No red door on fl. 13 +elevatob:0:821E:08:000:Always No red door on fl. 14 +elevatob:0:821F:08:000:Always No red door on fl. 15 +elevatob:0:8220:08:000:Always No red door on fl. 16 +elevatob:0:8221:08:000:Always No red door on fl. 17 +elevatob:0:8222:08:000:Always No red door on fl. 18 +elevatob:0:8223:08:000:Always No red door on fl. 19 +elevatob:0:8224:08:000:Always No red door on fl. 20 +elevatob:0:8225:08:000:Always No red door on fl. 21 +elevatob:0:8226:08:000:Always No red door on fl. 22 +elevatob:0:8227:08:000:Always No red door on fl. 23 +elevatob:0:8228:08:000:Always No red door on fl. 24 +elevatob:0:8229:08:000:Always No red door on fl. 25 +elevatob:0:822A:08:000:Always No red door on fl. 26 +elevatob:0:822B:08:000:Always No red door on fl. 27 +elevatob:0:822C:08:000:Always No red door on fl. 28 +elevatob:0:822D:08:000:Always No red door on fl. 29 +elevatob:0:822E:08:000:Always No red door on fl. 30 +elevatob:0:8211:08:001:No red door on fl. 1 Now! +elevatob:0:8212:08:001:No red door on fl. 2 Now! +elevatob:0:8213:08:001:No red door on fl. 3 Now! +elevatob:0:8214:08:001:No red door on fl. 4 Now! +elevatob:0:8215:08:001:No red door on fl. 5 Now! +elevatob:0:8216:08:001:No red door on fl. 6 Now! +elevatob:0:8217:08:001:No red door on fl. 7 Now! +elevatob:0:8218:08:001:No red door on fl. 8 Now! +elevatob:0:8219:08:001:No red door on fl. 9 Now! +elevatob:0:821A:08:001:No red door on fl. 10 Now! +elevatob:0:821B:08:001:No red door on fl. 11 Now! +elevatob:0:821C:08:001:No red door on fl. 12 Now! +elevatob:0:821D:08:001:No red door on fl. 13 Now! +elevatob:0:821E:08:001:No red door on fl. 14 Now! +elevatob:0:821F:08:001:No red door on fl. 15 Now! +elevatob:0:8220:08:001:No red door on fl. 16 Now! +elevatob:0:8221:08:001:No red door on fl. 17 Now! +elevatob:0:8222:08:001:No red door on fl. 18 Now! +elevatob:0:8223:08:001:No red door on fl. 19 Now! +elevatob:0:8224:08:001:No red door on fl. 20 Now! +elevatob:0:8225:08:001:No red door on fl. 21 Now! +elevatob:0:8226:08:001:No red door on fl. 22 Now! +elevatob:0:8227:08:001:No red door on fl. 23 Now! +elevatob:0:8228:08:001:No red door on fl. 24 Now! +elevatob:0:8229:08:001:No red door on fl. 25 Now! +elevatob:0:822A:08:001:No red door on fl. 26 Now! +elevatob:0:822B:08:001:No red door on fl. 27 Now! +elevatob:0:822C:08:001:No red door on fl. 28 Now! +elevatob:0:822D:08:001:No red door on fl. 29 Now! +elevatob:0:822E:08:001:No red door on fl. 30 Now! +elevatob:0:8237:04:001:Level 5 (Highlander test) + +; [ Elevator Action ] +elevator:0:8234:14:000:Infinite Lives +elevator:0:0000:00:999:[Disable invincibility with ] +elevator:0:0000:00:999:[F5 to enter the car and ] +elevator:0:0000:00:999:[finish each level. ] +elevator:0:8523:00:000:Invincibility +elevator:0:8240:FF:000:Lamps never fall +elevator:0:8211:08:000:Always No red door on fl. 1 +elevator:0:8212:08:000:Always No red door on fl. 2 +elevator:0:8213:08:000:Always No red door on fl. 3 +elevator:0:8214:08:000:Always No red door on fl. 4 +elevator:0:8215:08:000:Always No red door on fl. 5 +elevator:0:8216:08:000:Always No red door on fl. 6 +elevator:0:8217:08:000:Always No red door on fl. 7 +elevator:0:8218:08:000:Always No red door on fl. 8 +elevator:0:8219:08:000:Always No red door on fl. 9 +elevator:0:821A:08:000:Always No red door on fl. 10 +elevator:0:821B:08:000:Always No red door on fl. 11 +elevator:0:821C:08:000:Always No red door on fl. 12 +elevator:0:821D:08:000:Always No red door on fl. 13 +elevator:0:821E:08:000:Always No red door on fl. 14 +elevator:0:821F:08:000:Always No red door on fl. 15 +elevator:0:8220:08:000:Always No red door on fl. 16 +elevator:0:8221:08:000:Always No red door on fl. 17 +elevator:0:8222:08:000:Always No red door on fl. 18 +elevator:0:8223:08:000:Always No red door on fl. 19 +elevator:0:8224:08:000:Always No red door on fl. 20 +elevator:0:8225:08:000:Always No red door on fl. 21 +elevator:0:8226:08:000:Always No red door on fl. 22 +elevator:0:8227:08:000:Always No red door on fl. 23 +elevator:0:8228:08:000:Always No red door on fl. 24 +elevator:0:8229:08:000:Always No red door on fl. 25 +elevator:0:822A:08:000:Always No red door on fl. 26 +elevator:0:822B:08:000:Always No red door on fl. 27 +elevator:0:822C:08:000:Always No red door on fl. 28 +elevator:0:822D:08:000:Always No red door on fl. 29 +elevator:0:822E:08:000:Always No red door on fl. 30 +elevator:0:8211:08:001:No red door on fl. 1 Now! +elevator:0:8212:08:001:No red door on fl. 2 Now! +elevator:0:8213:08:001:No red door on fl. 3 Now! +elevator:0:8214:08:001:No red door on fl. 4 Now! +elevator:0:8215:08:001:No red door on fl. 5 Now! +elevator:0:8216:08:001:No red door on fl. 6 Now! +elevator:0:8217:08:001:No red door on fl. 7 Now! +elevator:0:8218:08:001:No red door on fl. 8 Now! +elevator:0:8219:08:001:No red door on fl. 9 Now! +elevator:0:821A:08:001:No red door on fl. 10 Now! +elevator:0:821B:08:001:No red door on fl. 11 Now! +elevator:0:821C:08:001:No red door on fl. 12 Now! +elevator:0:821D:08:001:No red door on fl. 13 Now! +elevator:0:821E:08:001:No red door on fl. 14 Now! +elevator:0:821F:08:001:No red door on fl. 15 Now! +elevator:0:8220:08:001:No red door on fl. 16 Now! +elevator:0:8221:08:001:No red door on fl. 17 Now! +elevator:0:8222:08:001:No red door on fl. 18 Now! +elevator:0:8223:08:001:No red door on fl. 19 Now! +elevator:0:8224:08:001:No red door on fl. 20 Now! +elevator:0:8225:08:001:No red door on fl. 21 Now! +elevator:0:8226:08:001:No red door on fl. 22 Now! +elevator:0:8227:08:001:No red door on fl. 23 Now! +elevator:0:8228:08:001:No red door on fl. 24 Now! +elevator:0:8229:08:001:No red door on fl. 25 Now! +elevator:0:822A:08:001:No red door on fl. 26 Now! +elevator:0:822B:08:001:No red door on fl. 27 Now! +elevator:0:822C:08:001:No red door on fl. 28 Now! +elevator:0:822D:08:001:No red door on fl. 29 Now! +elevator:0:822E:08:001:No red door on fl. 30 Now! +elevator:0:8237:04:001:Level 5 (Highlander test) + +; [ Eliminator (2 Players, set 1) ] +elim2:0:C997:99:000:Infinite Lives PL1 +elim2:0:C998:99:000:Infinite Lives PL2 + +; [ Eliminator (2 Players, set 2) ] +elim2a:0:C997:99:000:Infinite Lives PL1 +elim2a:0:C998:99:000:Infinite Lives PL2 + +; [ Eliminator (4 Players) ] +elim4:0:CC43:99:000:Infinite Lives PL1 +elim4:0:CC44:99:000:Infinite Lives PL2 +elim4:0:CC46:99:000:Infinite Lives PL3 +elim4:0:CC45:99:000:Infinite Lives PL4 + +; [ Empire City: 1931 (bootleg?) ] +empcity:0:F004:0B:000:Infinite Lives +empcity:0:F008:70:007:Infinite Ammo +empcity:0:E532:00:000:Invincibility + +; [ Empire City: 1931 (Japan) ] +empcityj:0:F004:0B:000:Infinite Lives +empcityj:0:F008:70:007:Infinite Ammo +empcityj:0:E532:00:000:Invincibility + +; [ Enduro Racer (bootleg set 2) ] +endurob2:0:040460:99:000:Infinite Time + +; [ Enduro Racer (bootleg set 1) ] +endurobl:0:040460:99:000:Infinite Time + +; [ Enduro Racer ] +enduror:0:040460:99:000:Infinite Time + +; [ Escape from the Planet of the Robot Monsters (set 1) ] +eprom:0:3F7F55:19:000:Fix No Soundcard Problem +eprom:2:16CB11:09:000:Infinite Lives/Energy PL1 +eprom:2:16D04C:63:000:Infinite Bombs PL1 +eprom:2:16CB13:09:000:Infinite Lives/Energy PL2 +eprom:2:16D04D:63:000:Infinite Bombs PL2 + +; [ Escape from the Planet of the Robot Monsters (set 2) ] +eprom2:0:3F7F55:19:000:Fix No Soundcard Problem +eprom2:2:16CB11:09:000:Infinite Lives/Energy PL1 +eprom2:2:16D04C:63:000:Infinite Bombs PL1 +eprom2:2:16CB13:09:000:Infinite Lives/Energy PL2 +eprom2:2:16D04D:63:000:Infinite Bombs PL2 + +; [ Empire Strikes Back, The ] +esb:0:4860:05:000:Infinite Shields +esb:0:4BFE:04:000:Infinite Tow Cables + +; [ Espial (US?) ] +espial:0:582B:07:000:Infinite Lives PL1 +espial:0:582C:07:000:Infinite Lives PL2 +espial:0:59EC:83:000:Invincibility (1/2) +espial:0:58FA:83:500:Invincibility (2/2) + +; [ Espial (Europe) ] +espiale:0:582B:07:000:Infinite Lives PL1 +espiale:0:582C:07:000:Infinite Lives PL2 +espiale:0:59EC:83:000:Invincibility (1/2) +espiale:0:58FA:83:500:Invincibility (2/2) + +; [ E-Swat ] +eswat:0:FFC460:64:000:Infinite Time +eswat:0:FFC821:09:000:Infinite Lives PL1 +eswat:0:FFC810:2F:000:Infinite Energy PL1 +eswat:0:FFD15A:00:000:Invincibility PL1 +eswat:0:FFD157:6C:000:Invincibility Half PL1 +eswat:0:FFC815:E7:000:Infinite Ammo PL1 (1/2) +eswat:0:FFC814:03:500:Infinite Ammo PL1 (2/2) +eswat:0:FFC861:09:000:Infinite Lives PL2 +eswat:0:FFC850:2F:000:Infinite Energy PL2 +eswat:0:FFD067:66:000:Invincibility Half PL2 +eswat:0:FFC855:E7:000:Infinite Ammo PL2 (1/2) +eswat:0:FFC854:03:500:Infinite Ammo PL2 (2/2) + +; [ E-Swat (bootleg) ] +eswatbl:0:FFC460:64:000:Infinite Time +eswatbl:0:FFC821:09:000:Infinite Lives PL1 +eswatbl:0:FFC810:2F:000:Infinite Energy PL1 +eswatbl:0:FFD15A:00:000:Invincibility PL1 +eswatbl:0:FFD157:6C:000:Invincibility Half PL1 +eswatbl:0:FFC815:E7:000:Infinite Ammo PL1 (1/2) +eswatbl:0:FFC814:03:500:Infinite Ammo PL1 (2/2) +eswatbl:0:FFC861:09:000:Infinite Lives PL2 +eswatbl:0:FFC850:2F:000:Infinite Energy PL2 +eswatbl:0:FFD067:66:000:Invincibility Half PL2 +eswatbl:0:FFC855:E7:000:Infinite Ammo PL2 (1/2) +eswatbl:0:FFC854:03:500:Infinite Ammo PL2 (2/2) + +; [ Exciting Hour ] +excthour:0:02CF:59:000:Infinite Time +excthour:0:0000:00:999:[The Referee never counts ] +excthour:0:0000:00:999:[cheat gives you Infinite ] +excthour:0:0000:00:999:[Time out of the ring, when ] +excthour:0:0000:00:999:[you are on the corner and ] +excthour:0:0000:00:999:[makes it impossible to get ] +excthour:0:0000:00:999:[a fall. Either disable it ] +excthour:0:0000:00:999:[or use the CORRECT 'Time ='] +excthour:0:0000:00:999:[cheats. These can also be ] +excthour:0:0000:00:999:[useful to enable when it's ] +excthour:0:0000:00:999:[to your advantage!! ;-) ] +excthour:0:00E6:01:000:Referee never counts +excthour:0:00E6:19:001:Out of Ring Time = 19 Now! +excthour:0:00E6:02:001:Fall Count Time = 2 Now! +excthour:0:00E6:04:001:Corner Count Time = 4 Now! +excthour:0:0000:00:999:[ ] +excthour:0:004A:FF:000:Infinite Energy PL1 +excthour:0:004A:00:001:Drain all Energy Now! PL1 +excthour:0:0059:00:000:Infinite Jumps on Corner PL1 +excthour:0:004B:FF:000:Infinite Energy PL2 +excthour:0:004B:00:001:Drain all Energy Now! PL2 +excthour:0:0059:00:000:Infinite Jumps on Corner PL2 +excthour:0:0000:00:999:[The Infinite Attacks cheats] +excthour:0:0000:00:999:[prevents the other player ] +excthour:0:0000:00:999:[attacking you after you've ] +excthour:0:0000:00:999:[attacked them three times ] +excthour:0:0000:00:999:[in a row. ] +excthour:0:0039:00:000:Infinite Attacks PL1 +excthour:0:003A:00:000:Infinite Attacks PL2 + +; [ Exciting Soccer II ] +exctscc2:0:7C0D:99:000:Infinite Time (1/2) +exctscc2:0:7C0E:59:500:Infinite Time (2/2) +exctscc2:0:7C0D:00:001:Finish Match Now! (1/2) +exctscc2:0:7C0E:01:501:Finish Match Now! (2/2) +exctscc2:0:7C19:09:070:Select Score PL1 +exctscc2:0:7C1C:09:070:Select Score PL2 + +; [ Exciting Soccer (alternate music) ] +exctscca:0:7C0D:99:000:Infinite Time (1/2) +exctscca:0:7C0E:59:500:Infinite Time (2/2) +exctscca:0:7C0D:00:001:Finish Match Now! (1/2) +exctscca:0:7C0E:01:501:Finish Match Now! (2/2) +exctscca:0:7C19:09:070:Select Score PL1 +exctscca:0:7C1C:09:070:Select Score PL2 + +; [ Exciting Soccer (bootleg) ] +exctsccb:0:7C0D:99:000:Infinite Time (1/2) +exctsccb:0:7C0E:59:500:Infinite Time (2/2) +exctsccb:0:7C0D:00:001:Finish Match Now! (1/2) +exctsccb:0:7C0E:01:501:Finish Match Now! (2/2) +exctsccb:0:7C19:09:070:Select Score PL1 +exctsccb:0:7C1C:09:070:Select Score PL2 + +; [ Exciting Soccer ] +exctsccr:0:7C0D:99:000:Infinite Time (1/2) +exctsccr:0:7C0E:59:500:Infinite Time (2/2) +exctsccr:0:7C0D:00:001:Finish Match Now! (1/2) +exctsccr:0:7C0E:01:501:Finish Match Now! (2/2) +exctsccr:0:7C19:09:070:Select Score PL1 +exctsccr:0:7C1C:09:070:Select Score PL2 + +; [ Exed Exes ] +exedexes:0:E040:03:000:Infinite Bombs +exedexes:0:F007:06:000:Infinite Lives PL1 +exedexes:0:F011:C9:000:Invincibility PL1 +exedexes:0:F015:06:000:Always 1-way fire PL1 +exedexes:0:F015:07:000:Always 2-way fire PL1 +exedexes:0:F015:08:000:Always 3-way fire PL1 +exedexes:0:F015:0F:000:Always Super Weapon PL1 +exedexes:0:F015:06:001:Get 1-way fire PL1 Now! +exedexes:0:F015:07:001:Get 2-way fire PL1 Now! +exedexes:0:F015:08:001:Get 3-way fire PL1 Now! +exedexes:0:F015:0F:001:Get Super Weapon PL1 Now! +exedexes:0:F087:06:000:Infinite Lives PL2 +exedexes:0:F091:C9:000:Invincibility PL2 +exedexes:0:F095:06:000:Always 1-way fire PL2 +exedexes:0:F095:07:000:Always 2-way fire PL2 +exedexes:0:F095:08:000:Always 3-way fire PL2 +exedexes:0:F095:0F:000:Always Super Weapon PL2 +exedexes:0:F095:06:001:Get 1-way fire PL2 Now! +exedexes:0:F095:07:001:Get 2-way fire PL2 Now! +exedexes:0:F095:08:001:Get 3-way fire PL2 Now! +exedexes:0:F095:0F:001:Get Super Weapon PL2 Now! + +; [ Exerion ] +exerion:0:6046:50:000:Infinite Firepower +exerion:0:6048:06:000:Infinite Lives + +; [ Exerion (bootleg) ] +exerionb:0:6046:50:000:Infinite Firepower +exerionb:0:6048:06:000:Infinite Lives + +; [ Exerion (Taito) ] +exeriont:0:6046:50:000:Infinite Firepower +exeriont:0:6048:06:000:Infinite Lives + +; [ Express Raider (US) ] +exprraid:0:000C:99:000:Infinite Lives +exprraid:0:0012:05:001:Get 1 more to finish Exp2 car +exprraid:0:0056:00:000:Stop Train Bombs +exprraid:0:0000:00:999:[This Infinite Energy cheat ] +exprraid:0:0000:00:999:[may have to be turned OFF ] +exprraid:0:0000:00:999:[with F5 if you get pushed ] +exprraid:0:0000:00:999:[off the train or encounter ] +exprraid:0:0000:00:999:[problems with the box ] +exprraid:0:0000:00:999:[pusher. Turn the cheat back] +exprraid:0:0000:00:999:[ON with the F5 key. ] +exprraid:0:0031:50:000:Infinite Energy +exprraid:0:0000:00:999:[This Infinite Time cheat ] +exprraid:0:0000:00:999:[should be disabled when you] +exprraid:0:0000:00:999:[you reach the engine with ] +exprraid:0:0000:00:999:[F5 or better use the Lose ] +exprraid:0:0000:00:999:[All Exp2 Time Now! cheat ] +exprraid:0:0028:59:000:Infinite Exp2 Time +exprraid:0:0028:01:001:Lose All Exp2 Time Now! + +; [ Exterminator ] +exterm:0:00000000:00:999:[These cheats are a work in ] +exterm:0:00000000:00:999:[progress, they require a ] +exterm:0:00000000:00:999:[lot of work to get them ] +exterm:0:00000000:00:999:[working. There are two ] +exterm:0:00000000:00:999:[methods of activated cheats] +exterm:0:00000000:00:999:[for this game. Method 1 is ] +exterm:0:00000000:00:999:[probably the easiest for ] +exterm:0:00000000:00:999:[most people to get working.] +exterm:0:00000000:00:999:[These cheats are for Method] +exterm:0:00000000:00:999:[2! Read the cheat.dat file ] +exterm:0:00000000:00:999:[for more info about the two] +exterm:0:00000000:00:999:[methods only email me about] +exterm:0:00000000:00:999:[this game if you have an ] +exterm:0:00000000:00:999:[easier method or cheats ] +exterm:0:00000000:00:999:[that work 100%! PLEASE!!! ] +exterm:0:00000000:00:999:[PUGSY 10 OCT 99 ] +exterm:0:00192F20:78:000:Infinite Health PL1 +exterm:0:0019293D:74:001:Determines HealthPL1 location +; +;How to find EXTERMINATOR cheats from Rodney Norton (BOTH METHODS) +;METHOD 1: +; +;This game is weird. EVERY time you play, no matter if u die, restart (F3) or +;quit MAME and restart it the memory location changes that stores your life. I +;have found an easy way to find the position each and every time (sorry, only +;way to do it for now). +; +;Start a game and when you are fully into the game search for this value: +; 120 (078) +; +;Now each and every time the bar moves down ONE notch, its a reduction by ONE +;! So shoot until the bar drops one notch, and search for (077). This should +;give you only ONE memory location. +; +;Another way is too search for (078)(using the health search), and shoot until +;you lose one notch of life/health/what ever the h**k it is. Then search for +;changed -001. Do this several times and you will be left with just one mem +;location as well. +; +; +;METHOD 2: +; +;It's not perfect, and at current rate it never will be. Until the cheat +;engine gets an overhaul, we're stuck with mediocrity... +; +;Heres the locations, I'll explain how to get them working... +; +;exterm:0:00192F20:78:000:Infinite Health PL1 +;exterm:0:0019293D:74:001:Determines the mem location for PL1 health +; +;Ok, here's an explanation of why... 0019293D is the memory location that +;chooses which of the 16 or so mem locations store the health for either +;player. I am guessing there must be another choosing location, and I'll look +;for that later. +;The Value of '74' corresponds to 00192F20. I have mapped out most of the mem +;locations and their corresponding values, as well, so changing it is not a +;problem. +; +;Now, the main problem is we cannot set 0019293D as a static 74, it appears to +;be reused once inside the game. Setting it static causes the game to crash. +;Setting it once has problems too. We have to set it at exactly the right time +;for it too be effective ! This is the tricky bit. +; +;Do this, and you're set: +; +;Start the game +;Press [F3] +;When the screen goes green PAUSE +;Activate the 0019293D cheat (The game will freeze on this green screen) +;Press [3] [1] [3], one after another +;Press [F3] (resets) +;Now start a game [1] +;Mem location 00192F20 should now contain 78. Now activate the inf health +;cheat +; +;If you can find an easier way, please let Rodney know !! +;AND ME!! pugsy@usa.net + +; [ Extermination (US) ] +extrmatn:0:E78E:99:000:Infinite Life PL1 (1/2) +extrmatn:0:E78F:99:500:Infinite Life PL1 (2/2) +extrmatn:0:E7AE:99:000:Infinite Life PL2 (1/2) +extrmatn:0:E7AF:99:500:Infinite Life PL2 (2/2) + +; [ Eyes (Digitrex Techstar) ] +eyes:0:4CEC:0A:000:Infinite Lives PL1 +eyes:0:4CED:0A:000:Infinite Lives PL2 +eyes:0:4E45:00:000:Invincibility + +; [ Eyes (Techstar Inc.) ] +eyes2:0:4CEC:0A:000:Infinite Lives PL1 +eyes2:0:4CED:0A:000:Infinite Lives PL2 +eyes2:0:4E45:00:000:Invincibility + +; [ F-1 Dream ] +f1dream:0:FFF2A1:00:000:Infinite Time +f1dream:0:FFCEAE:D6:000:Infinite G/B +f1dream:0:FFCEB0:DD:000:Infinite Tires + +; [ F-1 Dream (bootleg) ] +f1dreamb:0:FFF2A1:00:000:Infinite Time +f1dreamb:0:FFCEAE:D6:000:Infinite G/B +f1dreamb:0:FFCEB0:DD:000:Infinite Tires + +; [ F1 Grand Prix Star ] +f1gpstar:0:0FA008:03:000:Infinite Time (1/2) +f1gpstar:0:0FA009:E7:500:Infinite Time (2/2) +f1gpstar:0:0FA30D:00:000:Always in Position 1 +f1gpstar:0:0FA30D:00:001:Get Position 1 Now! +f1gpstar:0:0FA30D:07:071:Select Position Now! + +; [ Face Off (Japan) ] +faceoff:0:4112:09:000:Infinite Period Time (1/2) +faceoff:0:4113:99:500:Infinite Period Time (2/2) +faceoff:0:4112:00:001:Finish Period Now! (1/2) +faceoff:0:4113:00:501:Finish Period Now! (2/2) +faceoff:0:4128:99:073:Select Score PL1 +faceoff:0:4128:00:000:Score always = 0 PL1 +faceoff:0:4128:10:000:Score always = 10 PL1 +faceoff:0:4128:00:001:Score = 0 Now! PL1 +faceoff:0:4128:10:001:Score = 10 Now! PL1 +faceoff:0:412C:99:073:Select Score PL2 +faceoff:0:412C:00:000:Score always = 0 PL2 +faceoff:0:412C:10:000:Score always = 10 PL2 +faceoff:0:412C:00:001:Score = 0 Now! PL2 +faceoff:0:412C:10:001:Score = 10 Now! PL2 + +; [ Fantasy (US) ] +fantasy:0:00C1:08:000:Infinite Lives +fantasy:0:00A8:C0:000:Invincibility + +; [ Fantasy (Japan) ] +fantasyj:0:00C1:08:000:Infinite Lives +fantasyj:0:00A8:C0:000:Invincibility + +; [ Fantazia ] +fantazia:0:809D:01:000:Infinite Lives (1/2) +fantazia:0:809E:00:500:Infinite Lives (2/2) +fantazia:0:8230:30:000:Infinite Time to dock +fantazia:0:8230:00:001:No more dock time Now! (1/2) +fantazia:0:8231:01:501:No more dock time Now! (2/2) +fantazia:0:823C:01:000:Only 1 to kill per screen + +; [ Fantasy Zone (Japan New Ver.) ] +fantzone:0:FFC40C:99:000:Infinite Gold PL1 (1/4) +fantzone:0:FFC40D:99:500:Infinite Gold PL1 (2/4) +fantzone:0:FFC40E:99:500:Infinite Gold PL1 (3/4) +fantzone:0:FFC40F:99:500:Infinite Gold PL1 (4/4) +fantzone:0:FFC41C:99:000:Infinite Gold PL2 (1/4) +fantzone:0:FFC41D:99:500:Infinite Gold PL2 (2/4) +fantzone:0:FFC41E:99:500:Infinite Gold PL2 (3/4) +fantzone:0:FFC41F:99:500:Infinite Gold PL2 (4/4) +fantzone:0:FFC003:06:000:Infinite Lives +fantzone:0:FFC23B:08:040:Invincibility +fantzone:0:FFC23B:10:021:Stage clear in 7 seconds Now! +fantzone:0:FFC23B:80:021:Go to Parts Shop or Menu Now! +fantzone:0:FFC23B:04:021:Switch to PL2 Now! +fantzone:0:FFC23B:04:041:Switch to PL1 Now! +fantzone:0:FFC23B:01:021:Switch DEMO Mode "ON" Now! +fantzone:0:FFC23B:01:041:Switch DEMO Mode "OFF" Now! +fantzone:0:FFC3FE:99:000:Infinite Shop Time +fantzone:0:FFC00B:30:000:Infinite Menu Time +fantzone:0:FFC4AD:FF:000:Infinite Weapon Time +fantzone:0:FFC065:0A:000:Infinite Fire Bomb +fantzone:0:FFC067:0A:000:Infinite Smart Bomb +fantzone:0:FFC069:0A:000:Infinite Heavy Bomb +fantzone:0:FFC2FB:00:000:Always have Small Wing +fantzone:0:FFC2FB:01:000:Always have Big Wing +fantzone:0:FFC2FB:02:000:Always have Jet Engine +fantzone:0:FFC2FB:03:000:Always have Turbo Engine +fantzone:0:FFC2FB:04:000:Always have Rocket Engine +fantzone:0:FFC2EB:00:000:Always have Single Bomb +fantzone:0:FFC2EB:01:000:Always have Twin Bomb +fantzone:0:FFC2EB:02:000:Always have Fire Bomb +fantzone:0:FFC2EB:03:000:Always have Smart Bomb +fantzone:0:FFC2EB:04:000:Always have Heavy Bomb +fantzone:0:FFC2DB:00:000:Always have Twin Shot +fantzone:0:FFC2DB:01:000:Always have Laser Beam Shot +fantzone:0:FFC2DB:02:000:Always have Wide Beam Shot +fantzone:0:FFC2DB:03:000:Always have 7-way Shot +fantzone:0:FFC2FB:00:001:Get Small Wing Now! +fantzone:0:FFC2FB:01:001:Get Big Wing Now! +fantzone:0:FFC2FB:02:001:Get Jet Engine Now! +fantzone:0:FFC2FB:03:001:Get Turbo Engine Now! +fantzone:0:FFC2FB:04:001:Get Rocket Engine Now! +fantzone:0:FFC2EB:00:001:Get Single Bomb Now! +fantzone:0:FFC2EB:01:001:Get Twin Bomb Now! +fantzone:0:FFC2EB:02:001:Get Fire Bomb Now! +fantzone:0:FFC2EB:03:001:Get Smart Bomb Now! +fantzone:0:FFC2EB:04:001:Get Heavy Bomb Now! +fantzone:0:FFC2DB:00:001:Get Twin Shot Now! +fantzone:0:FFC2DB:01:001:Get Laser Beam Shot Now! +fantzone:0:FFC2DB:02:001:Get Wide Beam Shot Now! +fantzone:0:FFC2DB:03:001:Get 7-way Shot Now! +fantzone:0:FFC023:FF:001:Get All Parts Now! (01/11) +fantzone:0:FFC025:FF:501:Get All Parts Now! (02/11) +fantzone:0:FFC027:FF:501:Get All Parts Now! (03/11) +fantzone:0:FFC029:FF:501:Get All Parts Now! (04/11) +fantzone:0:FFC043:FF:501:Get All Parts Now! (05/11) +fantzone:0:FFC045:FF:501:Get All Parts Now! (06/11) +fantzone:0:FFC047:FF:501:Get All Parts Now! (07/11) +fantzone:0:FFC063:FF:501:Get All Parts Now! (08/11) +fantzone:0:FFC065:0A:501:Get All Parts Now! (09/11) +fantzone:0:FFC067:0A:501:Get All Parts Now! (10/11) +fantzone:0:FFC069:0A:501:Get All Parts Now! (11/11) + +; [ Fantasy Zone (Old Ver.) ] +fantzono:0:FFC40C:99:000:Infinite Gold PL1 (1/4) +fantzono:0:FFC40D:99:500:Infinite Gold PL1 (2/4) +fantzono:0:FFC40E:99:500:Infinite Gold PL1 (3/4) +fantzono:0:FFC40F:99:500:Infinite Gold PL1 (4/4) +fantzono:0:FFC41C:99:000:Infinite Gold PL2 (1/4) +fantzono:0:FFC41D:99:500:Infinite Gold PL2 (2/4) +fantzono:0:FFC41E:99:500:Infinite Gold PL2 (3/4) +fantzono:0:FFC41F:99:500:Infinite Gold PL2 (4/4) +fantzono:0:FFC003:06:000:Infinite Lives +fantzono:0:FFC23B:08:040:Invincibility +fantzono:0:FFC23B:10:021:Stage clear in 7 seconds Now! +fantzono:0:FFC23B:80:021:Go to Parts Shop or Menu Now! +fantzono:0:FFC23B:04:021:Switch to PL2 Now! +fantzono:0:FFC23B:04:041:Switch to PL1 Now! +fantzono:0:FFC23B:01:021:Switch DEMO Mode "ON" Now! +fantzono:0:FFC23B:01:041:Switch DEMO Mode "OFF" Now! +fantzono:0:FFC3FE:99:000:Infinite Shop Time +fantzono:0:FFC00B:30:000:Infinite Menu Time +fantzono:0:FFC4AD:FF:000:Infinite Weapon Time +fantzono:0:FFC065:0A:000:Infinite Fire Bomb +fantzono:0:FFC067:0A:000:Infinite Smart Bomb +fantzono:0:FFC069:0A:000:Infinite Heavy Bomb +fantzono:0:FFC2FB:00:000:Always have Small Wing +fantzono:0:FFC2FB:01:000:Always have Big Wing +fantzono:0:FFC2FB:02:000:Always have Jet Engine +fantzono:0:FFC2FB:03:000:Always have Turbo Engine +fantzono:0:FFC2FB:04:000:Always have Rocket Engine +fantzono:0:FFC2EB:00:000:Always have Single Bomb +fantzono:0:FFC2EB:01:000:Always have Twin Bomb +fantzono:0:FFC2EB:02:000:Always have Fire Bomb +fantzono:0:FFC2EB:03:000:Always have Smart Bomb +fantzono:0:FFC2EB:04:000:Always have Heavy Bomb +fantzono:0:FFC2DB:00:000:Always have Twin Shot +fantzono:0:FFC2DB:01:000:Always have Laser Beam Shot +fantzono:0:FFC2DB:02:000:Always have Wide Beam Shot +fantzono:0:FFC2DB:03:000:Always have 7-way Shot +fantzono:0:FFC2FB:00:001:Get Small Wing Now! +fantzono:0:FFC2FB:01:001:Get Big Wing Now! +fantzono:0:FFC2FB:02:001:Get Jet Engine Now! +fantzono:0:FFC2FB:03:001:Get Turbo Engine Now! +fantzono:0:FFC2FB:04:001:Get Rocket Engine Now! +fantzono:0:FFC2EB:00:001:Get Single Bomb Now! +fantzono:0:FFC2EB:01:001:Get Twin Bomb Now! +fantzono:0:FFC2EB:02:001:Get Fire Bomb Now! +fantzono:0:FFC2EB:03:001:Get Smart Bomb Now! +fantzono:0:FFC2EB:04:001:Get Heavy Bomb Now! +fantzono:0:FFC2DB:00:001:Get Twin Shot Now! +fantzono:0:FFC2DB:01:001:Get Laser Beam Shot Now! +fantzono:0:FFC2DB:02:001:Get Wide Beam Shot Now! +fantzono:0:FFC2DB:03:001:Get 7-way Shot Now! +fantzono:0:FFC023:FF:001:Get All Parts Now! (01/11) +fantzono:0:FFC025:FF:501:Get All Parts Now! (02/11) +fantzono:0:FFC027:FF:501:Get All Parts Now! (03/11) +fantzono:0:FFC029:FF:501:Get All Parts Now! (04/11) +fantzono:0:FFC043:FF:501:Get All Parts Now! (05/11) +fantzono:0:FFC045:FF:501:Get All Parts Now! (06/11) +fantzono:0:FFC047:FF:501:Get All Parts Now! (07/11) +fantzono:0:FFC063:FF:501:Get All Parts Now! (08/11) +fantzono:0:FFC065:0A:501:Get All Parts Now! (09/11) +fantzono:0:FFC067:0A:501:Get All Parts Now! (10/11) +fantzono:0:FFC069:0A:501:Get All Parts Now! (11/11) + +; [ Far West ] +farwest:0:3270:0A:000:Infinite Lives +farwest:0:3442:00:000:Infinite Time +farwest:0:3604:03:000:Infinite Ammo +farwest:0:3205:04:000:Invincibility +farwest:0:0000:00:999:[Use these cheats with the ] +farwest:0:0000:00:999:[Infinite Ammo cheat ON for ] +farwest:0:0000:00:999:[the best effect!! ] +farwest:0:3605:00:000:Always have Fire +farwest:0:3605:01:000:Always have Rope +farwest:0:3605:02:000:Always have Bomb +farwest:0:3605:00:001:Get Fire Now! +farwest:0:3605:01:001:Get Rope Now! +farwest:0:3605:02:001:Get Bomb Now! + +; [ Fast Freddie ] +fastfred:0:C005:09:000:Infinite Lives PL1 +fastfred:0:C391:00:000:Infinite Kick PL1 +fastfred:0:C006:09:000:Infinite Lives PL2 +fastfred:0:C392:00:000:Infinite Kick PL2 +fastfred:0:C336:00:000:A Easier Game!! + +; [ Fast Lane ] +fastlane:0:3400:FF:000:Inifinite Lives PL1 +fastlane:0:3440:FF:000:Inifinite Lives PL2 + +; [ Fatal Fury Special / Garou Densetsu Special ] +fatfursp:0:10092A:99:000:Infinite Time +fatfursp:0:10092A:00:001:Finish Round Now! +fatfursp:0:10049A:60:000:Infinite Energy PL1 +fatfursp:0:10049A:00:001:Drain all Energy Now! PL1 +fatfursp:0:10059A:60:000:Infinite Energy PL2 +fatfursp:0:10059A:00:001:Drain all Energy Now! PL2 +fatfursp:0:000000:00:999:[ Free player selection ] +fatfursp:0:000000:00:999:[ Use at selection screen ] +fatfursp:0:101E93:10:001:Play with Ryo Sakazaki PL1 +fatfursp:0:101F93:10:001:Play with Ryo Sakazaki PL2 + +; [ Fatal Fury - King of Fighters / Garou Densetsu - shukumei no ] +fatfury1:0:1042F3:99:000:Infinite Time +fatfury1:0:1042F5:FF:001:Quick Timer ON +fatfury1:0:1042F5:1E:001:Quick Timer OFF +fatfury1:0:1042F3:01:001:Finish Round Now! +fatfury1:0:1003B8:60:000:Infinite Energy PL1 (1/2) +fatfury1:0:1003B9:60:500:Infinite Energy PL1 (2/2) +fatfury1:0:1003B8:01:001:Drain Energy Now! PL1 (1/2) +fatfury1:0:1003B9:01:501:Drain Energy Now! PL1 (2/2) +fatfury1:0:1005B8:60:000:Infinite Energy PL2 (1/2) +fatfury1:0:1005B9:60:500:Infinite Energy PL2 (2/2) +fatfury1:0:1005B8:01:001:Drain Energy Now! PL2 (1/2) +fatfury1:0:1005B9:01:501:Drain Energy Now! PL2 (2/2) +fatfury1:0:1005B8:60:000:Infinite Energy CPU (1/2) +fatfury1:0:1005B9:60:100:Infinite Energy CPU (2/2) +fatfury1:0:1005B8:01:001:Drain Energy Now! CPU (1/2) +fatfury1:0:1005B9:01:001:Drain Energy Now! CPU (2/2) +fatfury1:0:000000:00:999:[ Free player selection ] +fatfury1:0:000000:00:999:[ Can be used anytime ! ] +fatfury1:0:000000:00:999:[ May causes some glitches ] +fatfury1:0:000000:00:999:[ Get a "normal" player ] +fatfury1:0:000000:00:999:[ during bonus rounds. ] +fatfury1:0:000000:00:999:[ For PL1 ] +fatfury1:0:100331:01:001:Play with Terry Bogard +fatfury1:0:100331:02:001:Play with Andy Bogard +fatfury1:0:100331:03:001:Play with Joe Higashi +fatfury1:0:100331:04:001:Play with Duck King +fatfury1:0:100331:05:001:Play with Richard Myer +fatfury1:0:100331:06:001:Play with Michael Max +fatfury1:0:100331:07:001:Play with Tung Fu Rue +fatfury1:0:100331:08:001:Play with Hwa Jai +fatfury1:0:100331:09:001:Play with Raiden +fatfury1:0:100331:0A:001:Play with Billy Kane +fatfury1:0:100331:0B:001:Play with Geese Howard +fatfury1:0:100331:0C:001:Play with "Reverse" Myer +fatfury1:0:100331:0D:001:Play with "Beast" Tung Fu Rue +fatfury1:0:100331:0E:001:Play with "Drunk" Hwa Jai +fatfury1:0:000000:00:999:[ For PL2 ] +fatfury1:0:100431:01:001:Play with Terry Bogard +fatfury1:0:100431:02:001:Play with Andy Bogard +fatfury1:0:100431:03:001:Play with Joe Higashi +fatfury1:0:100431:04:001:Play with Duck King +fatfury1:0:100431:05:001:Play with Richard Myer +fatfury1:0:100431:06:001:Play with Michael Max +fatfury1:0:100431:07:001:Play with Tung Fu Rue +fatfury1:0:100431:08:001:Play with Hwa Jai +fatfury1:0:100431:09:001:Play with Raiden +fatfury1:0:100431:0A:001:Play with Billy Kane +fatfury1:0:100431:0B:001:Play with Geese Howard +fatfury1:0:100431:0C:001:Play with "Reverse" Myer +fatfury1:0:100431:0D:001:Play with "Beast" Tung Fu Rue +fatfury1:0:100431:0E:001:Play with "Drunk" Hwa Jai +fatfury1:0:000000:00:999:[ For CPU ] +fatfury1:0:100531:01:001:Play with Terry Bogard +fatfury1:0:100531:02:001:Play with Andy Bogard +fatfury1:0:100531:03:001:Play with Joe Higashi +fatfury1:0:100531:04:001:Play with Duck King +fatfury1:0:100531:05:001:Play with Richard Myer +fatfury1:0:100531:06:001:Play with Michael Max +fatfury1:0:100531:07:001:Play with Tung Fu Rue +fatfury1:0:100531:08:001:Play with Hwa Jai +fatfury1:0:100531:09:001:Play with Raiden +fatfury1:0:100531:0A:001:Play with Billy Kane +fatfury1:0:100531:0B:001:Play with Geese Howard +fatfury1:0:100531:0C:001:Play with "Reverse" Myer +fatfury1:0:100531:0D:001:Play with "Beast" Tung Fu Rue +fatfury1:0:100531:0E:001:Play with "Drunk" Hwa Jai + +; [ Fatal Fury 2 / Garou Densetsu 2 - arata-naru tatakai ] +fatfury2:0:10092A:99:000:Infinite Time +fatfury2:0:10092A:00:001:Finish Round Now! +fatfury2:0:1003CB:60:000:Infinite Energy PL1 +fatfury2:0:1003CB:00:001:Drain all Energy Now! PL1 +fatfury2:0:1004CB:60:000:Infinite Energy PL2 +fatfury2:0:1004CB:00:001:Drain all Energy Now! PL2 +fatfury2:0:000000:00:999:[ Free player selection ] +fatfury2:0:000000:00:999:[ Use at selection screen ] +fatfury2:0:000000:00:999:[ If it doesn't work, then ] +fatfury2:0:000000:00:999:[ press F3 in order to ] +fatfury2:0:000000:00:999:[ reset the machine. ] +fatfury2:0:102693:09:001:Play with Billy Kane PL1 +fatfury2:0:102693:0A:001:Play with Axel Hawk PL1 +fatfury2:0:102693:0B:001:Play with Laurence Blood PL1 +fatfury2:0:102693:0C:001:Play with Wolfgang KrauserPL1 +fatfury2:0:102793:09:001:Play with Billy Kane PL2 +fatfury2:0:102793:0A:001:Play with Axel Hawk PL2 +fatfury2:0:102793:0B:001:Play with Laurence Blood PL2 +fatfury2:0:102793:0C:001:Play with Wolfgang KrauserPL2 + +; [ Fatal Fury 3 - Road to the Final Victory / Garou Densetsu 3 ] +fatfury3:0:105680:61:000:Infinite Time +fatfury3:0:105680:00:001:Finish Round Now! +fatfury3:0:100489:60:000:Infinite Energy PL1 +fatfury3:0:100489:00:001:Drain all Energy Now! PL1 +fatfury3:0:100589:60:000:Infinite Energy PL2 +fatfury3:0:100589:00:001:Drain all Energy Now! PL2 +fatfury3:0:000000:00:999:[ Free player selection ] +fatfury3:0:000000:00:999:[ Use between rounds ] +fatfury3:0:10561D:01:000:Play with Terry Bogard PL1 +fatfury3:0:10561D:02:000:Play with Andy Bogard PL1 +fatfury3:0:10561D:03:000:Play with Joe Higashi PL1 +fatfury3:0:10561D:04:000:Play with Mai Shiranui PL1 +fatfury3:0:10561D:05:000:Play with Geese Howard PL1 +fatfury3:0:10561D:06:000:Play with Sokaku PL1 +fatfury3:0:10561D:07:000:Play with Bob Wilson PL1 +fatfury3:0:10561D:08:000:Play with Hon Fu PL1 +fatfury3:0:10561D:09:000:Play with Blue Mary PL1 +fatfury3:0:10561D:0A:000:Play with Franco Bash PL1 +fatfury3:0:10561D:0B:000:Play with Ryuji Yamazaki PL1 +fatfury3:0:10561D:0C:000:Play with Jin Chonrei PL1 +fatfury3:0:10561D:0D:000:Play with Jin Chonshu PL1 +fatfury3:0:10561F:01:000:Play with Terry Bogard PL2 +fatfury3:0:10561F:02:000:Play with Andy Bogard PL2 +fatfury3:0:10561F:03:000:Play with Joe Higashi PL2 +fatfury3:0:10561F:04:000:Play with Mai Shiranui PL2 +fatfury3:0:10561F:05:000:Play with Geese Howard PL2 +fatfury3:0:10561F:06:000:Play with Sokaku PL2 +fatfury3:0:10561F:07:000:Play with Bob Wilson PL2 +fatfury3:0:10561F:08:000:Play with Hon Fu PL2 +fatfury3:0:10561F:09:000:Play with Blue Mary PL2 +fatfury3:0:10561F:0A:000:Play with Franco Bash PL2 +fatfury3:0:10561F:0B:000:Play with Ryuji Yamazaki PL2 +fatfury3:0:10561F:0C:000:Play with Jin Chonrei PL2 +fatfury3:0:10561F:0D:000:Play with Jin Chonshu PL2 + +; [ Fax ] +fax:0:009C:36:000:Stop the Clock +fax:0:00A3:09:003:Stop points reaching zero +fax:0:0000:00:999:[Watch out for these values ] +fax:0:0000:00:999:[ 00=A, 01=B, 02=C, 03=D ] +fax:0:00A7:00:998:Watch me for good answer + +; [ Football Frenzy ] +fbfrenzy:0:100AD8:99:000:Infinite Time (1/2) +fbfrenzy:0:100AD9:99:500:Infinite Time (2/2) +fbfrenzy:0:100AD8:00:001:Finish Quarter Now! (1/2) +fbfrenzy:0:100AD9:00:501:Finish Quarter Now! (2/2) +fbfrenzy:0:104368:00:000:Score always zero PL1 (1/2) +fbfrenzy:0:104369:00:500:Score always zero PL1 (2/2) +fbfrenzy:0:104368:99:000:Score always 99 PL1 (1/2) +fbfrenzy:0:104369:99:500:Score always 99 PL1 (2/2) +fbfrenzy:0:104468:00:000:Score always zero PL2 (1/2) +fbfrenzy:0:104469:00:500:Score always zero PL2 (2/2) +fbfrenzy:0:104468:99:000:Score always 99 PL2 (1/2) +fbfrenzy:0:104469:99:500:Score always 99 PL2 (2/2) + +; [ Fighting Fantasy (Japan) ] +ffantasy:0:FF805E:05:000:Infinite Lives PL1 +ffantasy:0:FF8032:14:000:Infinite Energy PL1 +ffantasy:0:FF8051:80:000:Infinite Gold PL1 +ffantasy:0:FF805D:99:000:Infinite Necklaces PL1 +ffantasy:0:FF809E:05:000:Infinite Lives PL2 +ffantasy:0:FF8072:10:000:Infinite Energy PL2 +ffantasy:0:FF8091:80:000:Infinite Gold PL2 +ffantasy:0:FF809D:99:000:Infinite Necklaces PL2 +ffantasy:0:FF87FD:59:000:Infinite Time +ffantasy:0:FF8010:04:000:Level Skip +ffantasy:0:FF800C:00:000:Enemy has more energy +ffantasy:0:FF8033:10:000:Invincibility +ffantasy:0:FF82F4:00:000:Always 1 hit to kill boss + +; [ Final Fight (World) ] +ffight:0:FF80AF:99:000:Infinite Time +ffight:0:FF8129:01:001:Clear this Scene Now!:Turn Off Bonus Stage +ffight:0:FF85E8:09:000:Infinite Lives PL1 +ffight:0:FF85C9:FE:000:Invincibility PL1 +ffight:0:FF8581:90:000:Infinite Energy PL1 +ffight:0:FF86A8:09:000:Infinite Lives PL2 +ffight:0:FF8689:FE:000:Invincibility PL2 +ffight:0:FF8641:90:000:Infinite Energy PL2 + +; [ Final Fight (Japan) ] +ffightj:0:FF80AF:99:000:Infinite Time +ffightj:0:FF8129:01:001:Clear this Scene Now!:Turn Off Bonus Stage +ffightj:0:FF85E8:09:000:Infinite Lives PL1 +ffightj:0:FF85C9:FE:000:Invincibility PL1 +ffightj:0:FF8581:90:000:Infinite Energy PL1 +ffightj:0:FF86A8:09:000:Infinite Lives PL2 +ffightj:0:FF8689:FE:000:Invincibility PL2 +ffightj:0:FF8641:90:000:Infinite Energy PL2 + +; [ Final Fight (US) ] +ffightu:0:FF80AF:99:000:Infinite Time +ffightu:0:FF8129:01:001:Clear this Scene Now!:Turn Off Bonus Stage +ffightu:0:FF85E8:09:000:Infinite Lives PL1 +ffightu:0:FF85C9:FE:000:Invincibility PL1 +ffightu:0:FF8581:90:000:Infinite Energy PL1 +ffightu:0:FF86A8:09:000:Infinite Lives PL2 +ffightu:0:FF8689:FE:000:Invincibility PL2 +ffightu:0:FF8641:90:000:Infinite Energy PL2 + +; [ Fighting Hawk (Japan) ] +fhawk:0:A249:0A:000:Infinite Lives PL1 +fhawk:0:A24D:0A:000:Infinite Lives PL2 +fhawk:0:9012:09:000:Infinite Bombs +fhawk:0:9010:07:000:Maximum fire power +fhawk:0:9013:00:000:Invincibility +fhawk:0:9001:0A:062:Select Next level +fhawk:0:9001:0A:072:Select Current level + +; [ Fight Fever / Crystal Legacy ] +fightfev:0:108110:99:000:Infinite Time +fightfev:0:108110:00:001:Finish Round Now! +fightfev:0:10C602:78:000:Infinite Energy PL1 +fightfev:0:10C602:00:001:Drain all Energy Now! PL1 +fightfev:0:10C702:78:000:Infinite Energy PL2 +fightfev:0:10C702:00:001:Drain all Energy Now! PL2 + +; [ Finalizer - Super Transformation (bootleg) ] +finalizb:0:3D00:FF:000:Infinite Lives PL1 +finalizb:0:3D80:FF:000:Infinite Lives PL2 +finalizb:0:39A8:FF:000:Invincibility +finalizb:0:0000:00:999:[These weapon cheats don't ] +finalizb:0:0000:00:999:[appear to work?? ] +finalizb:0:39C7:10:001:Left Ammo Vulcan +finalizb:0:39C7:11:001:Left Ammo Cannon +finalizb:0:39C7:12:001:Left Ammo ShotGun 1 +finalizb:0:39C7:13:001:Left Ammo ShotGun 2 +finalizb:0:39C7:14:001:Left Ammo Punch +finalizb:0:39DF:10:001:Right Ammo Vulcan +finalizb:0:39DF:11:001:Right Ammo Cannon +finalizb:0:39DF:12:001:Right Ammo ShotGun 1 +finalizb:0:39DF:13:001:Right Ammo ShotGun 2 +finalizb:0:39DF:14:001:Right Ammo Punch +finalizb:0:39DF:15:001:Right Ammo Shield + +; [ Finalizer - Super Transformation ] +finalizr:0:3D00:FF:000:Infinite Lives PL1 +finalizr:0:3D80:FF:000:Infinite Lives PL2 +finalizr:0:39A8:FF:000:Invincibility +finalizr:0:0000:00:999:[These weapon cheats don't ] +finalizr:0:0000:00:999:[appear to work?? ] +finalizr:0:39C7:10:001:Left Ammo Vulcan +finalizr:0:39C7:11:001:Left Ammo Cannon +finalizr:0:39C7:12:001:Left Ammo ShotGun 1 +finalizr:0:39C7:13:001:Left Ammo ShotGun 2 +finalizr:0:39C7:14:001:Left Ammo Punch +finalizr:0:39DF:10:001:Right Ammo Vulcan +finalizr:0:39DF:11:001:Right Ammo Cannon +finalizr:0:39DF:12:001:Right Ammo ShotGun 1 +finalizr:0:39DF:13:001:Right Ammo ShotGun 2 +finalizr:0:39DF:14:001:Right Ammo Punch +finalizr:0:39DF:15:001:Right Ammo Shield + +; [ Finest Hour (Japan) ] +finehour:0:409480:00:000:No Temperature +finehour:0:107D25:EA:002:Invincibility:Character Flickers +finehour:0:1031A3:0F:000:Display Time & Ladder (1/3):Causes lots of sprite flicker +finehour:0:1031A3:00:510:Display Time & Ladder (2/3) +finehour:0:1031A1:00:510:Display Time & Ladder (3/3) +finehour:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Fire One ] +fireone:0:837C:3C:000:Infinite Time + +; [ Fire Shark ] +fireshrk:0:0C1EA7:0A:000:Infinite Lives +fireshrk:0:0C16E9:08:000:Infinite Bombs +fireshrk:0:000000:00:999:[Invincibility "ON" stops ] +fireshrk:0:000000:00:999:[you from picking up bonuses] +fireshrk:0:0C16DA:00:000:Invincibility "ON" PL1 +fireshrk:0:0C16DA:80:001:Invincibility "OFF" PL1 +fireshrk:0:0C1EBD:03:001:Get Shot Level Up Now! PL1 +fireshrk:0:0C16E7:03:000:Always Maximum Shot Power PL1 +fireshrk:0:0C16E3:00:000:Always have Normal Weapon PL1 +fireshrk:0:0C16E3:08:000:Always have Laser Weapon PL1 +fireshrk:0:0C16E3:10:000:Always have Fire Weapon PL1 +fireshrk:0:0C16E7:03:001:Get Maximum Shot PowerNow!PL1 +fireshrk:0:0C16E3:00:001:Get Normal Weapon Now! PL1 +fireshrk:0:0C16E3:08:001:Get Laser Weapon Now! PL1 +fireshrk:0:0C16E3:10:001:Get Fire Weapon Now! PL1 +fireshrk:0:000000:00:999:[Invincibility "ON" stops ] +fireshrk:0:000000:00:999:[you from picking up bonuses] +fireshrk:0:0C173A:00:000:Invincibility "ON" PL2 +fireshrk:0:0C173A:80:001:Invincibility "OFF" PL2 +fireshrk:0:0C1EBF:03:001:Get Shot Level Up Now! PL2 +fireshrk:0:0C1747:03:000:Always Maximum Shot Power PL2 +fireshrk:0:0C1743:00:000:Always have Normal Weapon PL2 +fireshrk:0:0C1743:08:000:Always have Laser Weapon PL2 +fireshrk:0:0C1743:10:000:Always have Fire Weapon PL2 +fireshrk:0:0C1747:03:001:Get Maximum Shot PowerNow!PL2 +fireshrk:0:0C1743:00:001:Get Normal Weapon Now! PL2 +fireshrk:0:0C1743:08:001:Get Laser Weapon Now! PL2 +fireshrk:0:0C1743:10:001:Get Fire Weapon Now! PL2 + +; [ Fire Trap (Japan bootleg) ] +firetpbl:0:C143:08:000:Infinite Lives PL1 +firetpbl:0:C149:9A:000:Infinite Time PL1 +firetpbl:0:C151:08:000:Infinite Lives PL2 +firetpbl:0:C157:9A:000:Infinite Time PL2 +firetpbl:0:C145:02:000:3-Way Powerup + +; [ Fire Trap ] +firetrap:0:C143:08:000:Infinite Lives PL1 +firetrap:0:C149:9A:000:Infinite Time PL1 +firetrap:0:C151:08:000:Infinite Lives PL2 +firetrap:0:C157:9A:000:Infinite Time PL2 +firetrap:0:C145:02:000:3-Way Powerup + +; [ Fighting Golf ] +fitegolf:0:FD21:09:000:Infinite Holes PL1 +fitegolf:0:FD18:00:000:Infinite Strokes PL1 +fitegolf:0:FD28:99:000:Infinite Time PL1 +fitegolf:0:FD81:09:000:Infinite Holes PL2 +fitegolf:0:FD78:00:000:Infinite Strokes PL2 +fitegolf:0:FD88:99:000:Infinite Time PL2 + +; [ Fitter ] +fitter:0:8040:13:000:Infinite Lives + +; [ Flash Gal ] +flashgal:0:F0C5:0B:000:Infinite Lives PL1 +flashgal:0:F0DF:0B:000:Infinite Lives PL2 +flashgal:0:F61A:0C:006:Infinite Energy (01/10) +flashgal:0:F61B:0C:506:Infinite Energy (02/10) +flashgal:0:F61C:0C:506:Infinite Energy (03/10) +flashgal:0:F61D:0C:506:Infinite Energy (04/10) +flashgal:0:F61E:0C:506:Infinite Energy (05/10) +flashgal:0:F61F:0C:506:Infinite Energy (06/10) +flashgal:0:F620:0C:506:Infinite Energy (07/10) +flashgal:0:F621:0C:506:Infinite Energy (08/10) +flashgal:0:F622:0C:506:Infinite Energy (09/10) +flashgal:0:F623:0C:506:Infinite Energy (10/10) +flashgal:0:0000:00:999:[Invincibility doesn't work ] +flashgal:0:0000:00:999:[against dogs!! ] +flashgal:1:A11F:00:000:Invincibility +flashgal:0:0000:00:999:[If you use these weapon ] +flashgal:0:0000:00:999:[cheats make sure you use ] +flashgal:0:0000:00:999:[Lose all weapons cheat at ] +flashgal:0:0000:00:999:[the end of the level!! ] +flashgal:0:F0B9:00:001:Lose all weapons Now! +flashgal:0:F0B9:01:001:Get Sword Now! +flashgal:0:F0B9:02:001:Get Gun Now! +flashgal:0:F0B9:03:001:Get Motor Cycle Now! +flashgal:0:F0B9:04:001:Get Helicopter Now! +flashgal:0:F0B9:05:001:Get Jet Ski Now! + +; [ Flicky (set 1) ] +flicky:0:C002:09:000:Infinite Lives PL1 +flicky:0:C003:09:000:Infinite Lives PL2 +flicky:0:C010:00:007:Infinite Time +flicky:0:F928:7E:000:Invincibility (1/4) +flicky:0:F948:7E:500:Invincibility (2/4) +flicky:0:FB28:7E:500:Invincibility (3/4) +flicky:0:FB08:7E:500:Invincibility (4/4) + +; [ Flicky (set 2) ] +flicky2:0:C002:09:000:Infinite Lives PL1 +flicky2:0:C003:09:000:Infinite Lives PL2 +flicky2:0:C010:00:007:Infinite Time +flicky2:0:F928:7E:000:Invincibility (1/4) +flicky2:0:F948:7E:500:Invincibility (2/4) +flicky2:0:FB28:7E:500:Invincibility (3/4) +flicky2:0:FB08:7E:500:Invincibility (4/4) + +;[ Battle Flip Shot ] +flipshot:0:1037AE:99:000:Infinite Time + +; [ Flak Attack (Japan) ] +flkatck:0:397E:09:000:Infinite Lives PL1 +flkatck:0:39DE:09:000:Infinite Lives PL2 +flkatck:0:0000:00:999:[Invincibility should only ] +flkatck:0:0000:00:999:[be activated ingame. You ] +flkatck:0:0000:00:999:[should disable them when ] +flkatck:0:0000:00:999:[you have finished with them] +flkatck:0:0000:00:999:[IE. Switch the Normal Mode ] +flkatck:0:0000:00:999:[cheat to the Boss Battle ] +flkatck:0:0000:00:999:[when you get to the Boss ] +flkatck:0:0000:00:999:[Battle. And turn the Boss ] +flkatck:0:0000:00:999:[Batle cheat OFF before the ] +flkatck:0:0000:00:999:[Boss disappears!!! ] +flkatck:0:3000:04:000:Invincibility Normal Mode +flkatck:0:3000:07:000:Invincibility Boss Battle +flkatck:0:0000:00:999:[ ] +flkatck:0:3011:00:000:Always Normal Shot +flkatck:0:3011:01:000:Always Single Laser +flkatck:0:3011:02:000:Always Double Laser +flkatck:0:3012:00:000:Always Single Bomb (Normal) +flkatck:0:3012:01:000:Always X3 Bombs +flkatck:0:3012:02:000:Always X5 Bombs +flkatck:0:3003:00:000:Always slow speed (Normal) +flkatck:0:3003:01:000:Always medium speed +flkatck:0:3003:02:000:Always fast speed +flkatck:0:3003:03:000:Always superfast speed +flkatck:0:3011:00:001:Get Normal Shot Now! +flkatck:0:3011:01:001:Get Single Laser Now! +flkatck:0:3011:02:001:Get Double Laser Now! +flkatck:0:3012:00:001:Get Single Bomb (Normal) Now! +flkatck:0:3012:01:001:Get X3 Bombs Now! +flkatck:0:3012:02:001:Get X5 Bombs Now! +flkatck:0:3003:00:001:Get slow speed (Normal) Now! +flkatck:0:3003:01:001:Get medium speed Now! +flkatck:0:3003:02:001:Get fast speed Now! +flkatck:0:3003:03:001:Get superfast speed Now! +flkatck:0:390C:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Fly-Boy ] +flyboy:0:C005:09:000:Infinite Lives PL1 +flyboy:0:C391:00:000:Infinite Kick PL1 +flyboy:0:C006:09:000:Infinite Lives PL2 +flyboy:0:C392:00:000:Infinite Kick PL2 +flyboy:0:C336:00:000:A Easier Game!! + +; [ Fly-Boy (bootleg) ] +flyboyb:0:C005:09:000:Infinite Lives PL1 +flyboyb:0:C391:00:000:Infinite Kick PL1 +flyboyb:0:C006:09:000:Infinite Lives PL2 +flyboyb:0:C392:00:000:Infinite Kick PL2 +flyboyb:0:C336:00:000:A Easier Game!! + +; [ Food Fight ] +foodf:0:01862B:05:000:Infinite Lives PL1 +foodf:0:018651:05:000:Infinite Lives PL2 + +; [ Forgotten Worlds (US) ] +forgottn:0:FFE1D2:21:000:Infinite Shop Time +forgottn:0:000000:00:999:[These Start on Stage cheats] +forgottn:0:000000:00:999:[must be enabled on the ] +forgottn:0:000000:00:999:[title screen and turned off] +forgottn:0:000000:00:999:[when you start the stage. ] +forgottn:0:FFB2B2:01:000:Start on Stage 2 +forgottn:0:FFB2B2:02:000:Start on Stage 3 +forgottn:0:FFB2B2:03:000:Start on Stage 4 +forgottn:0:FFB2B2:04:000:Start on Stage 5 +forgottn:0:FFB2B2:05:000:Start on Stage 6 +forgottn:0:FFB2B2:06:000:Start on Stage 7 +forgottn:0:FFB2B2:07:000:Start on Stage 8 +forgottn:0:FFB2B2:08:000:Start on Stage 9 +forgottn:0:FFB2B2:08:061:Select next stage +forgottn:0:FF9035:38:000:Infinite Energy PL1 +forgottn:0:FFB342:02:000:Invincibility PL1 (1/4) +forgottn:0:FFB38C:01:500:Invincibility PL1 (2/4) +forgottn:0:FF9035:38:520:Invincibility PL1 (3/4) +forgottn:0:FF9035:C7:540:Invincibility PL1 (4/4) +forgottn:0:FFE192:99:000:Infinite Zenny PL1 (1/3) +forgottn:0:FFE193:99:500:Infinite Zenny PL1 (2/3) +forgottn:0:FFE194:99:500:Infinite Zenny PL1 (3/3) +forgottn:0:FFE192:01:001:Reduce Zenny Now! PL1 (1/3) +forgottn:0:FFE193:01:501:Reduce Zenny Now! PL1 (2/3) +forgottn:0:FFE194:01:501:Reduce Zenny Now! PL1 (3/3) +forgottn:0:FFCEE2:01:000:Always Laser PL1 (1/2) +forgottn:0:FFCF18:00:500:Always Laser PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Beam PL1 (1/2) +forgottn:0:FFCF18:02:500:Always Beam PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Missile PL1 (1/2) +forgottn:0:FFCF18:04:500:Always Missile PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Balcan Cannon PL1(1/2) +forgottn:0:FFCF18:06:500:Always Balcan Cannon PL1(2/2) +forgottn:0:FFCEE2:01:000:Always Napalm Bomb PL1 (1/2) +forgottn:0:FFCF18:08:500:Always Napalm Bomb PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always V-Cannon PL1 (1/2) +forgottn:0:FFCF18:0A:500:Always V-Cannon PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Burner PL1 (1/2) +forgottn:0:FFCF18:0C:500:Always Burner PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Multi-Way PL1 (1/2) +forgottn:0:FFCF18:0E:500:Always Multi-Way PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Bound Shot PL1 (1/2) +forgottn:0:FFCF18:10:500:Always Bound Shot PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Power Laser PL1 (1/2) +forgottn:0:FFCF18:12:500:Always Power Laser PL1 (2/2) +forgottn:0:FFCEE2:01:000:Always Homing Laser PL1 (1/2) +forgottn:0:FFCF18:14:500:Always Homing Laser PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Laser Now! PL1 (1/2) +forgottn:0:FFCF18:00:501:Get Laser Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Beam Now! PL1 (1/2) +forgottn:0:FFCF18:02:501:Get Beam Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Missile Now! PL1 (1/2) +forgottn:0:FFCF18:04:501:Get Missile Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Balcan CannonNow!PL1(1/2) +forgottn:0:FFCF18:06:501:Get Balcan CannonNow!PL1(2/2) +forgottn:0:FFCEE2:01:001:Get Napalm Bomb Now! PL1(1/2) +forgottn:0:FFCF18:08:501:Get Napalm Bomb Now! PL1(2/2) +forgottn:0:FFCEE2:01:001:Get V-Cannon Now! PL1 (1/2) +forgottn:0:FFCF18:0A:501:Get V-Cannon Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Burner Now! PL1 (1/2) +forgottn:0:FFCF18:0C:501:Get Burner Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Multi-Way Now! PL1 (1/2) +forgottn:0:FFCF18:0E:501:Get Multi-Way Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Bound Shot Now! PL1 (1/2) +forgottn:0:FFCF18:10:501:Get Bound Shot Now! PL1 (2/2) +forgottn:0:FFCEE2:01:001:Get Power Laser Now! PL1(1/2) +forgottn:0:FFCF18:12:501:Get Power Laser Now! PL1(2/2) +forgottn:0:FFCEE2:01:001:Get Homing Laser Now!PL1(1/2) +forgottn:0:FFCF18:14:501:Get Homing Laser Now!PL1(2/2) +forgottn:0:FF9055:38:000:Infinite Energy PL2 +forgottn:0:FFB392:02:000:Invincibility PL2 (1/4) +forgottn:0:FFB3DC:01:500:Invincibility PL2 (2/4) +forgottn:0:FF9055:38:520:Invincibility PL2 (3/4) +forgottn:0:FF9055:C7:540:Invincibility PL2 (4/4) +forgottn:0:FFE196:99:000:Infinite Zenny PL2 (1/3) +forgottn:0:FFE197:99:500:Infinite Zenny PL2 (2/3) +forgottn:0:FFE198:99:500:Infinite Zenny PL2 (3/3) +forgottn:0:FFE196:01:001:Reduce Zenny Now! PL2 (1/3) +forgottn:0:FFE197:01:501:Reduce Zenny Now! PL2 (2/3) +forgottn:0:FFE198:01:501:Reduce Zenny Now! PL2 (3/3) +forgottn:0:FFCF32:01:000:Always Laser PL2 (1/2) +forgottn:0:FFCF68:00:500:Always Laser PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Beam PL2 (1/2) +forgottn:0:FFCF68:02:500:Always Beam PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Missile PL2 (1/2) +forgottn:0:FFCF68:04:500:Always Missile PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Balcan Cannon PL2(1/2) +forgottn:0:FFCF68:06:500:Always Balcan Cannon PL2(2/2) +forgottn:0:FFCF32:01:000:Always Napalm Bomb PL2 (1/2) +forgottn:0:FFCF68:08:500:Always Napalm Bomb PL2 (2/2) +forgottn:0:FFCF32:01:000:Always V-Cannon PL2 (1/2) +forgottn:0:FFCF68:0A:500:Always V-Cannon PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Burner PL2 (1/2) +forgottn:0:FFCF68:0C:500:Always Burner PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Multi-Way PL2 (1/2) +forgottn:0:FFCF68:0E:500:Always Multi-Way PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Bound Shot PL2 (1/2) +forgottn:0:FFCF68:10:500:Always Bound Shot PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Power Laser PL2 (1/2) +forgottn:0:FFCF68:12:500:Always Power Laser PL2 (2/2) +forgottn:0:FFCF32:01:000:Always Homing Laser PL2 (1/2) +forgottn:0:FFCF68:14:500:Always Homing Laser PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Laser Now! PL2 (1/2) +forgottn:0:FFCF68:00:501:Get Laser Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Beam Now! PL2 (1/2) +forgottn:0:FFCF68:02:501:Get Beam Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Missile Now! PL2 (1/2) +forgottn:0:FFCF68:04:501:Get Missile Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Balcan CannonNow!PL2(1/2) +forgottn:0:FFCF68:06:501:Get Balcan CannonNow!PL2(2/2) +forgottn:0:FFCF32:01:001:Get Napalm Bomb Now! PL2(1/2) +forgottn:0:FFCF68:08:501:Get Napalm Bomb Now! PL2(2/2) +forgottn:0:FFCF32:01:001:Get V-Cannon Now! PL2 (1/2) +forgottn:0:FFCF68:0A:501:Get V-Cannon Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Burner Now! PL2 (1/2) +forgottn:0:FFCF68:0C:501:Get Burner Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Multi-Way Now! PL2 (1/2) +forgottn:0:FFCF68:0E:501:Get Multi-Way Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Bound Shot Now! PL2 (1/2) +forgottn:0:FFCF68:10:501:Get Bound Shot Now! PL2 (2/2) +forgottn:0:FFCF32:01:001:Get Power Laser Now! PL2(1/2) +forgottn:0:FFCF68:12:501:Get Power Laser Now! PL2(2/2) +forgottn:0:FFCF32:01:001:Get Homing Laser Now!PL2(1/2) +forgottn:0:FFCF68:14:501:Get Homing Laser Now!PL2(2/2) + +; [ Formation Z ] +formatz:0:0224:05:000:Infinite Lives PL1 +formatz:0:0225:05:000:Infinite Lives PL2 + +; [ Flash Point ] +fpoint:0:FFE373:E7:000:Infinite Time PL1 (1/2) +fpoint:0:FFE372:03:500:Infinite Time PL1 (2/2) +fpoint:0:FFE3F3:E7:000:Infinite Time PL2 (1/2) +fpoint:0:FFE3F2:03:500:Infinite Time PL2 (2/2) +fpoint:0:FFE309:01:000:Next shape always green PL1 +fpoint:0:FFE309:02:000:Next shape always purple PL1 +fpoint:0:FFE309:03:000:Next shape always yellow PL1 +fpoint:0:FFE309:04:000:Next shape always cyan PL1 +fpoint:0:FFE309:05:000:Next shape always orange PL1 +fpoint:0:FFE309:06:000:Next shape always blue PL1 +fpoint:0:FFE309:07:000:Next shape always red PL1 +fpoint:0:FFE389:01:000:Next shape always green PL2 +fpoint:0:FFE389:02:000:Next shape always purple PL2 +fpoint:0:FFE389:03:000:Next shape always yellow PL2 +fpoint:0:FFE389:04:000:Next shape always cyan PL2 +fpoint:0:FFE389:05:000:Next shape always orange PL2 +fpoint:0:FFE389:06:000:Next shape always blue PL2 +fpoint:0:FFE389:07:000:Next shape always red PL2 +fpoint:0:FFE309:01:001:Next shape will be green PL1 +fpoint:0:FFE309:02:001:Next shape will be purple PL1 +fpoint:0:FFE309:03:001:Next shape will be yellow PL1 +fpoint:0:FFE309:04:001:Next shape will be cyan PL1 +fpoint:0:FFE309:05:001:Next shape will be orange PL1 +fpoint:0:FFE309:06:001:Next shape will be blue PL1 +fpoint:0:FFE309:07:001:Next shape will be red PL1 +fpoint:0:FFE389:01:001:Next shape will be green PL2 +fpoint:0:FFE389:02:001:Next shape will be purple PL2 +fpoint:0:FFE389:03:001:Next shape will be yellow PL2 +fpoint:0:FFE389:04:001:Next shape will be cyan PL2 +fpoint:0:FFE389:05:001:Next shape will be orange PL2 +fpoint:0:FFE389:06:001:Next shape will be blue PL2 +fpoint:0:FFE389:07:001:Next shape will be red PL2 + +; [ Flash Point (bootleg) ] +fpointbl:0:FFE373:E7:000:Infinite Time PL1 (1/2) +fpointbl:0:FFE372:03:500:Infinite Time PL1 (2/2) +fpointbl:0:FFE3F3:E7:000:Infinite Time PL2 (1/2) +fpointbl:0:FFE3F2:03:500:Infinite Time PL2 (2/2) +fpointbl:0:FFE309:01:000:Next shape always green PL1 +fpointbl:0:FFE309:02:000:Next shape always purple PL1 +fpointbl:0:FFE309:03:000:Next shape always yellow PL1 +fpointbl:0:FFE309:04:000:Next shape always cyan PL1 +fpointbl:0:FFE309:05:000:Next shape always orange PL1 +fpointbl:0:FFE309:06:000:Next shape always blue PL1 +fpointbl:0:FFE309:07:000:Next shape always red PL1 +fpointbl:0:FFE389:01:000:Next shape always green PL2 +fpointbl:0:FFE389:02:000:Next shape always purple PL2 +fpointbl:0:FFE389:03:000:Next shape always yellow PL2 +fpointbl:0:FFE389:04:000:Next shape always cyan PL2 +fpointbl:0:FFE389:05:000:Next shape always orange PL2 +fpointbl:0:FFE389:06:000:Next shape always blue PL2 +fpointbl:0:FFE389:07:000:Next shape always red PL2 +fpointbl:0:FFE309:01:001:Next shape will be green PL1 +fpointbl:0:FFE309:02:001:Next shape will be purple PL1 +fpointbl:0:FFE309:03:001:Next shape will be yellow PL1 +fpointbl:0:FFE309:04:001:Next shape will be cyan PL1 +fpointbl:0:FFE309:05:001:Next shape will be orange PL1 +fpointbl:0:FFE309:06:001:Next shape will be blue PL1 +fpointbl:0:FFE309:07:001:Next shape will be red PL1 +fpointbl:0:FFE389:01:001:Next shape will be green PL2 +fpointbl:0:FFE389:02:001:Next shape will be purple PL2 +fpointbl:0:FFE389:03:001:Next shape will be yellow PL2 +fpointbl:0:FFE389:04:001:Next shape will be cyan PL2 +fpointbl:0:FFE389:05:001:Next shape will be orange PL2 +fpointbl:0:FFE389:06:001:Next shape will be blue PL2 +fpointbl:0:FFE389:07:001:Next shape will be red PL2 + +; [ Freeze ] +freeze:0:435C:03:000:Infinite Lives +freeze:0:4356:FF:000:Maximum Flamer Power + +; [ Frenzy ] +frenzy:0:400C:06:000:Infinite Lives +frenzy:0:4010:0F:000:No Evil Otto +frenzy:0:400E:00:000:Robots Don't Fire + +; [ Frisky Tom ] +friskyt:0:784B:03:000:Infinite Lives PL1 +friskyt:0:7857:03:000:Infinite Lives PL2 + +; [ Frogger ] +frogger:0:83E5:06:000:Infinite Lives PL1 +frogger:0:83E6:06:000:Infinite Lives PL2 +frogger:0:8004:00:000:Limited Invincibility +frogger:0:83DD:39:000:Infinite Time +frogger:0:825C:05:000:5 already done + +; [ Frog ] +froggers:0:43E5:06:000:Infinite Lives PL1 +froggers:0:43E6:06:000:Infinite Lives PL2 +froggers:0:4004:00:000:Limited Invincibility +froggers:0:43DD:39:000:Infinite Time +froggers:0:425C:05:000:5 already done + +; [ Frogger (modified Moon Cresta hardware) ] +froggrmc:0:83E5:06:000:Infinite Lives PL1 +froggrmc:0:83E6:06:000:Infinite Lives PL2 +froggrmc:0:8004:00:000:Limited Invincibility +froggrmc:0:83DD:39:000:Infinite Time +froggrmc:0:825C:05:000:5 already done + +; [ Frogs ] +frogs:0:E431:09:000:Infinite Time + +; [ Frogger (Sega set 1) ] +frogseg1:0:83E5:06:000:Infinite Lives PL1 +frogseg1:0:83E6:06:000:Infinite Lives PL2 +frogseg1:0:8004:00:000:Limited Invincibility +frogseg1:0:83DD:39:000:Infinite Time +frogseg1:0:825C:05:000:5 already done + +; [ Frogger (Sega set 2) ] +frogseg2:0:83E5:06:000:Infinite Lives PL1 +frogseg2:0:83E6:06:000:Infinite Lives PL2 +frogseg2:0:8004:00:000:Limited Invincibility +frogseg2:0:83DD:39:000:Infinite Time +frogseg2:0:825C:05:000:5 already done + +; [ Front Line ] +frontlin:0:8620:06:000:Infinite Lives + +; [ Final Round ] +fround:1:040143:30:000:Infinite Time [Intro] +fround:1:04013E:09:000:Infinite Time [In Game] (1/2) +fround:1:04013F:59:500:Infinite Time [In Game] (2/2) +fround:1:04013E:00:001:Finish Round Now! (1/2) +fround:1:04013F:00:501:Finish Round Now! (2/2) +fround:1:042096:20:000:Infinite Energy PL1 +fround:1:042096:00:001:Drain All Energy Now! PL1 +fround:1:042196:20:000:Infinite Energy PL2 +fround:1:042196:00:001:Drain All Energy Now! PL2 +fround:1:043008:F0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Flying Shark (World) ] +fshark:0:030429:08:000:Infinite Lives +fshark:0:0304D3:0A:007:Infinite Smart Bombs (F5):Turn off with F5 at level end +fshark:0:0304D5:06:000:Always Maximum Shot Power +fshark:0:03049E:80:000:Invincibility + +; [ Flying Shark (bootleg) ] +fsharkbt:0:030429:08:000:Infinite Lives +fsharkbt:0:0304D3:0A:007:Infinite Smart Bombs (F5):Turn off with F5 at level end +fsharkbt:0:0304D5:06:000:Always Maximum Shot Power +fsharkbt:0:03049E:80:000:Invincibility + +; [ Fighting Soccer ] +ftsoccer:0:E10B:99:000:Infinite Time (1/2) +ftsoccer:0:E10C:59:000:Infinite Time (2/2) +ftsoccer:0:E10B:00:001:Finish Game Now! (1/2) +ftsoccer:0:E10C:00:501:Finish Game Now! (2/2) +ftsoccer:0:E118:99:073:Select Score Team 1 +ftsoccer:0:E118:00:000:Score always = 0 Team 1 +ftsoccer:0:E118:10:000:Score always = 10 Team 1 +ftsoccer:0:E118:00:001:Score = 0 Now! Team 1 +ftsoccer:0:E118:10:001:Score = 10 Now! Team 1 +ftsoccer:0:E119:99:073:Select Score Team 2 +ftsoccer:0:E119:00:000:Score always = 0 Team 2 +ftsoccer:0:E119:10:000:Score always = 10 Team 2 +ftsoccer:0:E119:00:001:Score = 0 Now! Team 2 +ftsoccer:0:E119:10:001:Score = 10 Now! Team 2 + +; [ Funky Bee ] +funkybee:0:8021:08:000:Infinite Lives PL1 +funkybee:0:8022:08:000:Infinite Lives PL2 +funkybee:0:8113:80:000:Invincibility +funkybee:0:801F:63:072:Select current round +funkybee:0:801F:63:062:Select next round + +; [ Future Spy ] +futspy:0:645B:09:000:Infinite Lives +futspy:0:65CC:00:000:Invincibility + +; [ Ninja Gaiden ] +gaiden:0:061E89:99:000:Infinite Time +gaiden:0:061E8E:03:000:Infinite Lives PL1 +gaiden:0:061EC3:09:000:Infinite Energy PL1 +gaiden:0:061EBA:0A:000:Infinite Sword PL1 +gaiden:0:061EB0:2C:000:Invincibility PL1 +gaiden:0:061E8F:03:000:Infinite Lives PL2 +gaiden:0:061F03:09:000:Infinite Energy PL2 +gaiden:0:061EFA:0A:000:Infinite Sword PL2 +gaiden:0:061EF1:2C:000:Invincibility PL2 + +; [ Galaga '88 (set 2) ] +galag88b:0:4076:0A:000:Infinite Lives +galag88b:0:40D0:75:000:Invincibility +galag88b:0:4064:01:000:Always Dual Ships +galag88b:0:40A8:02:000:Always 2 'Bombs' +galag88b:0:4064:02:000:Mega Ship (fires 3 shots) +galag88b:0:40BC:40:000:Score Perfect Bonus Stages +galag88b:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Galaga '88 (Japan) ] +galag88j:0:4076:0A:000:Infinite Lives +galag88j:0:40D0:75:000:Invincibility +galag88j:0:4064:01:000:Always Dual Ships +galag88j:0:40A8:02:000:Always 2 'Bombs' +galag88j:0:4064:02:000:Mega Ship (fires 3 shots) +galag88j:0:40BC:40:000:Score Perfect Bonus Stages +galag88j:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Galaga (Namco) ] +galaga:0:9820:06:000:Infinite Lives +galaga:0:9288:28:000:Perfect challenge stage +galaga:0:9821:04:000:Start on level 5 +galaga:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +galaga:0:9825:00:000:All challenge stages +galaga:0:9825:01:000:No challenge stages +galaga:0:9827:01:000:Double Ship (1/4) +galaga:0:9361:29:500:Double Ship (2/4) +galaga:0:8B61:09:500:Double Ship (3/4) +galaga:0:8B60:06:500:Double Ship (4/4) +galaga:0:9368:00:000:Aliens don't shoot (1/8) +galaga:0:9369:00:500:Aliens don't shoot (2/8) +galaga:0:936A:00:500:Aliens don't shoot (3/8) +galaga:0:936B:00:500:Aliens don't shoot (4/8) +galaga:0:936C:00:500:Aliens don't shoot (5/8) +galaga:0:936D:00:500:Aliens don't shoot (6/8) +galaga:0:936E:00:500:Aliens don't shoot (7/8) +galaga:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Galaga 3 (set 1) ] +galaga3:0:1104:03:000:Infinite Lives PL1 +galaga3:0:1105:03:000:Infinite Lives PL2 +galaga3:0:101A:FF:000:Invincibility +galaga3:0:1177:01:001:Get SideWinder Shot Now! +galaga3:0:0F16:7F:001:Change Hypership Now! (1/2) +galaga3:0:10D4:A8:501:Change Hypership Now! (2/2) +galaga3:0:1685:EE:000:Stop Queen (1/2) +galaga3:0:1687:DE:500:Stop Queen (2/2) +galaga3:0:0EA2:3F:001:Get Twin Shot Now! (1/4) +galaga3:0:0EA4:3F:501:Get Twin Shot Now! (2/4) +galaga3:0:0EA6:3F:501:Get Twin Shot Now! (3/4) +galaga3:0:0EA8:3F:501:Get Twin Shot Now! (4/4) + +; [ Galaga 3 (set 2) ] +galaga3a:0:1104:03:000:Infinite Lives PL1 +galaga3a:0:1105:03:000:Infinite Lives PL2 +galaga3a:0:101A:FF:000:Invincibility +galaga3a:0:1177:01:001:Get SideWinder Shot Now! +galaga3a:0:0F16:7F:001:Change Hypership Now! (1/2) +galaga3a:0:10D4:A8:501:Change Hypership Now! (2/2) +galaga3a:0:1685:EE:000:Stop Queen (1/2) +galaga3a:0:1687:DE:500:Stop Queen (2/2) +galaga3a:0:0EA2:3F:001:Get Twin Shot Now! (1/4) +galaga3a:0:0EA4:3F:501:Get Twin Shot Now! (2/4) +galaga3a:0:0EA6:3F:501:Get Twin Shot Now! (3/4) +galaga3a:0:0EA8:3F:501:Get Twin Shot Now! (4/4) + +; [ Galaga '84 ] +galaga84:0:9820:06:000:Infinite Lives +galaga84:0:9288:28:000:Perfect challenge stage +galaga84:0:9821:04:000:Start on level 5 +galaga84:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +galaga84:0:9825:00:000:All challenge stages +galaga84:0:9825:01:000:No challenge stages +galaga84:0:9827:01:000:Double Ship (1/4) +galaga84:0:9361:29:500:Double Ship (2/4) +galaga84:0:8B61:09:500:Double Ship (3/4) +galaga84:0:8B60:06:500:Double Ship (4/4) +galaga84:0:9368:00:000:Aliens don't shoot (1/8) +galaga84:0:9369:00:500:Aliens don't shoot (2/8) +galaga84:0:936A:00:500:Aliens don't shoot (3/8) +galaga84:0:936B:00:500:Aliens don't shoot (4/8) +galaga84:0:936C:00:500:Aliens don't shoot (5/8) +galaga84:0:936D:00:500:Aliens don't shoot (6/8) +galaga84:0:936E:00:500:Aliens don't shoot (7/8) +galaga84:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Galaga '88 (set 1) ] +galaga88:0:4076:0A:000:Infinite Lives +galaga88:0:40D0:75:000:Invincibility +galaga88:0:4064:01:000:Always Dual Ships +galaga88:0:40A8:02:000:Always 2 'Bombs' +galaga88:0:4064:02:000:Mega Ship (fires 3 shots) +galaga88:0:40BC:40:000:Score Perfect Bonus Stages +galaga88:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Galaga (bootleg) ] +galagab2:0:9820:06:000:Infinite Lives +galagab2:0:9288:28:000:Perfect challenge stage +galagab2:0:9821:04:000:Start on level 5 +galagab2:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +galagab2:0:9825:00:000:All challenge stages +galagab2:0:9825:01:000:No challenge stages +galagab2:0:9827:01:000:Double Ship (1/4) +galagab2:0:9361:29:500:Double Ship (2/4) +galagab2:0:8B61:09:500:Double Ship (3/4) +galagab2:0:8B60:06:500:Double Ship (4/4) +galagab2:0:9368:00:000:Aliens don't shoot (1/8) +galagab2:0:9369:00:500:Aliens don't shoot (2/8) +galagab2:0:936A:00:500:Aliens don't shoot (3/8) +galagab2:0:936B:00:500:Aliens don't shoot (4/8) +galagab2:0:936C:00:500:Aliens don't shoot (5/8) +galagab2:0:936D:00:500:Aliens don't shoot (6/8) +galagab2:0:936E:00:500:Aliens don't shoot (7/8) +galagab2:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Galaga (fast shoot) ] +galagads:0:9820:06:000:Infinite Lives +galagads:0:9288:28:000:Perfect challenge stage +galagads:0:9821:04:000:Start on level 5 +galagads:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +galagads:0:9825:00:000:All challenge stages +galagads:0:9825:01:000:No challenge stages +galagads:0:9827:01:000:Double Ship (1/4) +galagads:0:9361:29:500:Double Ship (2/4) +galagads:0:8B61:09:500:Double Ship (3/4) +galagads:0:8B60:06:500:Double Ship (4/4) +galagads:0:9368:00:000:Aliens don't shoot (1/8) +galagads:0:9369:00:500:Aliens don't shoot (2/8) +galagads:0:936A:00:500:Aliens don't shoot (3/8) +galagads:0:936B:00:500:Aliens don't shoot (4/8) +galagads:0:936C:00:500:Aliens don't shoot (5/8) +galagads:0:936D:00:500:Aliens don't shoot (6/8) +galagads:0:936E:00:500:Aliens don't shoot (7/8) +galagads:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Galaga (Midway) ] +galagamw:0:9820:06:000:Infinite Lives +galagamw:0:9288:28:000:Perfect challenge stage +galagamw:0:9821:04:000:Start on level 5 +galagamw:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +galagamw:0:9825:00:000:All challenge stages +galagamw:0:9825:01:000:No challenge stages +galagamw:0:9827:01:000:Double Ship (1/4) +galagamw:0:9361:29:500:Double Ship (2/4) +galagamw:0:8B61:09:500:Double Ship (3/4) +galagamw:0:8B60:06:500:Double Ship (4/4) +galagamw:0:9368:00:000:Aliens don't shoot (1/8) +galagamw:0:9369:00:500:Aliens don't shoot (2/8) +galagamw:0:936A:00:500:Aliens don't shoot (3/8) +galagamw:0:936B:00:500:Aliens don't shoot (4/8) +galagamw:0:936C:00:500:Aliens don't shoot (5/8) +galagamw:0:936D:00:500:Aliens don't shoot (6/8) +galagamw:0:936E:00:500:Aliens don't shoot (7/8) +galagamw:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Space Invaders Galactica ] +galap1:0:421D:06:000:Infinite Lives +galap1:0:4200:01:000:Invincibility (1/2) +galap1:0:4205:00:500:Invincibility (2/2) + +; [ Galaxian Part 4 ] +galap4:0:421D:06:000:Infinite Lives +galap4:0:4200:01:000:Invincibility (1/2) +galap4:0:4205:00:500:Invincibility (2/2) + +; [ Galaxian Part X ] +galapx:0:421D:06:000:Infinite Lives +galapx:0:4200:01:000:Invincibility (1/2) +galapx:0:4205:00:500:Invincibility (2/2) + +; [ Galaxian (bootleg) ] +galaxb:0:421D:05:000:Infinite Lives +galaxb:0:4200:01:000:Invincibility (1/2) +galaxb:0:4205:00:500:Invincibility (2/2) + +; [ Galaxian (Namco) ] +galaxian:0:421D:05:000:Infinite Lives +galaxian:0:4200:01:000:Invincibility (1/2) +galaxian:0:4205:00:500:Invincibility (2/2) + +; [ Galaxy Fight - Universal Warriors ] +galaxyfg:0:101252:9B:000:Infinite Time +galaxyfg:0:105C7F:03:000:Play with Felden PL1:Use on selection screen +galaxyfg:0:105C7F:0B:000:Play with Rouwe PL1:Works for only 1 round +galaxyfg:0:10103C:FF:000:Infinite Energy PL1 +galaxyfg:0:10103C:00:001:Drain all Energy Now! PL1 +galaxyfg:0:101152:FF:000:Infinite Energy PL2 +galaxyfg:0:101152:00:001:Drain all Energy Now! PL2 +galaxyfg:0:000000:00:999:[The boss cheats must be ] +galaxyfg:0:000000:00:999:[activated at the selection ] +galaxyfg:0:000000:00:999:[screen. If activated during] +galaxyfg:0:000000:00:999:[any stage and you win that ] +galaxyfg:0:000000:00:999:[stage, the first boss cheat] +galaxyfg:0:000000:00:999:[brings you to the final ] +galaxyfg:0:000000:00:999:[boss, the final boss cheat ] +galaxyfg:0:000000:00:999:[let's you see the ending ] +galaxyfg:0:000000:00:999:[and the secret boss cheat ] +galaxyfg:0:000000:00:999:[let's you see the special ] +galaxyfg:0:000000:00:999:[ending. ] +galaxyfg:0:105C49:08:001:Fight First Boss Now! +galaxyfg:0:105C49:09:001:Fight Final Boss Now! +galaxyfg:0:105C49:0A:001:Fight Secret Boss Now! + +; [ Gallag ] +gallag:0:9820:06:000:Infinite Lives +gallag:0:9288:28:000:Perfect challenge stage +gallag:0:9821:04:000:Start on level 5 +gallag:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +gallag:0:9825:00:000:All challenge stages +gallag:0:9825:01:000:No challenge stages +gallag:0:9827:01:000:Double Ship (1/4) +gallag:0:9361:29:500:Double Ship (2/4) +gallag:0:8B61:09:500:Double Ship (3/4) +gallag:0:8B60:06:500:Double Ship (4/4) +gallag:0:9368:00:000:Aliens don't shoot (1/8) +gallag:0:9369:00:500:Aliens don't shoot (2/8) +gallag:0:936A:00:500:Aliens don't shoot (3/8) +gallag:0:936B:00:500:Aliens don't shoot (4/8) +gallag:0:936C:00:500:Aliens don't shoot (5/8) +gallag:0:936D:00:500:Aliens don't shoot (6/8) +gallag:0:936E:00:500:Aliens don't shoot (7/8) +gallag:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Gallop - Armed police Unit (Japan) ] +gallop:0:A0548:07:000:Infinite Lives PL1:May only work in 1 Plyr game +gallop:0:A3D7D:68:000:Laser never overheats + +; [ Galivan - Cosmo Police (12/16/1985) ] +galivan:0:E284:09:000:Infinite Lives PL1 +galivan:0:E285:09:000:Infinite Lives PL2 +galivan:0:E286:80:000:Infinite Power +galivan:0:E3B2:01:000:Infinite Weapon Time +galivan:0:E3A6:00:000:Always be Human +galivan:0:E3A6:05:000:Always be Galivan +galivan:0:E3A7:00:000:Always have Normal shot +galivan:0:E3A7:10:000:Always have Beam shot +galivan:0:E3A7:20:000:Always have 3-way shot +galivan:0:E3A6:00:001:Change to Human Now! +galivan:0:E3A6:05:001:Change to Galivan Now! +galivan:0:E3A7:00:001:Get Normal shot Now! +galivan:0:E3A7:10:001:Get Beam shot Now! +galivan:0:E3A7:20:001:Get 3-way shot Now! + +; [ Galivan - Cosmo Police (12/11/1985) ] +galivan2:0:E284:09:000:Infinite Lives PL1 +galivan2:0:E285:09:000:Infinite Lives PL2 +galivan2:0:E286:80:000:Infinite Power +galivan2:0:E3B2:01:000:Infinite Weapon Time +galivan2:0:E3A6:00:000:Always be Human +galivan2:0:E3A6:05:000:Always be Galivan +galivan2:0:E3A7:00:000:Always have Normal shot +galivan2:0:E3A7:10:000:Always have Beam shot +galivan2:0:E3A7:20:000:Always have 3-way shot +galivan2:0:E3A6:00:001:Change to Human Now! +galivan2:0:E3A6:05:001:Change to Galivan Now! +galivan2:0:E3A7:00:001:Get Normal shot Now! +galivan2:0:E3A7:10:001:Get Beam shot Now! +galivan2:0:E3A7:20:001:Get 3-way shot Now! + +; [ Galaxian (Midway) ] +galmidw:0:421D:06:000:Infinite Lives +galmidw:0:4200:01:000:Invincibility (1/2) +galmidw:0:4205:00:500:Invincibility (2/2) + +; [ Gals Panic ] +galpanic:0:53D064:09:000:Infinite Credits +galpanic:0:53E78D:14:000:Infinite Energy (1/2) +galpanic:0:53E793:1C:000:Infinite Energy (2/2) +galpanic:0:53E7E7:3B:000:Infinite Time +galpanic:0:53E7D4:06:000:Infinite Lives PL1 +galpanic:0:53E7D5:06:000:Infinite Lives PL2 +galpanic:0:53C0CD:64:001:End round with 100% Now!(1/2) +galpanic:0:53C0CF:00:501:End round with 100% Now!(2/2) +galpanic:0:000000:00:999:[Use these when the ] +galpanic:0:000000:00:999:[silhouette is displayed. ] +galpanic:0:53E7DD:02:001:Last sub-level (naked girl) +galpanic:0:53D535:01:000:Challenge stage (special) + +; [ Galaxian Turbo ] +galturbo:0:421D:06:000:Infinite Lives +galturbo:0:4200:01:000:Invincibility (1/2) +galturbo:0:4205:00:500:Invincibility (2/2) + +; [ Galaxy Wars ] +galxwars:0:2061:05:000:Infinite Lives + +; [ Gang Wars (bootleg) ] +gangwarb:0:043062:59:000:Infinite Time +gangwarb:0:043408:03:000:Infinite Lives PL1 +gangwarb:0:04062A:FA:000:Infinite Energy PL1 +gangwarb:0:043430:02:000:Infinite Upgrade Points PL1 +gangwarb:0:04063E:1E:000:Invincibility PL1 (1/2) +gangwarb:0:04063B:01:520:Invincibility PL1 (2/2) +gangwarb:0:043409:03:000:Infinite Lives PL2 +gangwarb:0:04066A:FA:000:Infinite Energy PL2 +gangwarb:0:043431:02:000:Infinite Upgrade Points PL2 +gangwarb:0:04067E:1E:000:Invincibility PL2 (1/2) +gangwarb:0:04067B:01:520:Invincibility PL2 (2/2) + +; [ Gang Wars ] +gangwars:0:043062:59:000:Infinite Time +gangwars:0:043408:03:000:Infinite Lives PL1 +gangwars:0:04062A:FA:000:Infinite Energy PL1 +gangwars:0:043430:02:000:Infinite Upgrade Points PL1 +gangwars:0:04063E:1E:000:Invincibility PL1 (1/2) +gangwars:0:04063B:01:520:Invincibility PL1 (2/2) +gangwars:0:043409:03:000:Infinite Lives PL2 +gangwars:0:04066A:FA:000:Infinite Energy PL2 +gangwars:0:043431:02:000:Infinite Upgrade Points PL2 +gangwars:0:04067E:1E:000:Invincibility PL2 (1/2) +gangwars:0:04067B:01:520:Invincibility PL2 (2/2) + +; [ Gaplus (set 1) ] +gaplus:0:1104:03:000:Infinite Lives PL1 +gaplus:0:1105:03:000:Infinite Lives PL2 +gaplus:0:101A:FF:000:Invincibility +gaplus:0:1177:01:001:Get SideWinder Shot Now! +gaplus:0:0F16:7F:001:Change Hypership Now! (1/2) +gaplus:0:10D4:A8:501:Change Hypership Now! (2/2) +gaplus:0:1685:EE:000:Stop Queen (1/2) +gaplus:0:1687:DE:500:Stop Queen (2/2) +gaplus:0:0EA2:3F:001:Get Twin Shot Now! (1/4) +gaplus:0:0EA4:3F:501:Get Twin Shot Now! (2/4) +gaplus:0:0EA6:3F:501:Get Twin Shot Now! (3/4) +gaplus:0:0EA8:3F:501:Get Twin Shot Now! (4/4) + +; [ Gaplus (set 2) ] +gaplusa:0:1104:03:000:Infinite Lives PL1 +gaplusa:0:1105:03:000:Infinite Lives PL2 +gaplusa:0:101A:FF:000:Invincibility +gaplusa:0:1177:01:001:Get SideWinder Shot Now! +gaplusa:0:0F16:7F:001:Get Hypership Now! (1/2) +gaplusa:0:10D4:A8:501:Get Hypership Now! (2/2) +gaplusa:0:1685:EE:000:Stop Queen (1/2) +gaplusa:0:1687:DE:500:Stop Queen (2/2) +gaplusa:0:0EA2:3F:001:Get Twin Shot Now! (1/4) +gaplusa:0:0EA4:3F:501:Get Twin Shot Now! (2/4) +gaplusa:0:0EA6:3F:501:Get Twin Shot Now! (3/4) +gaplusa:0:0EA8:3F:501:Get Twin Shot Now! (4/4) + +; [ Garuka (Japan) ] +garuka:0:4103:60:000:Infinite Time +garuka:0:410C:09:000:Infinite Lives PL1 +garuka:0:410D:99:000:Infinite Grenades PL1 +garuka:0:410E:09:000:Infinite Ammo PL1 +garuka:0:4480:82:000:Invincibility PL1 +garuka:0:4116:09:000:Infinite Lives PL2 +garuka:0:4117:99:000:Infinite Grenades PL2 +garuka:0:4118:09:000:Infinite Ammo PL2 +garuka:0:45C0:82:000:Invincibility PL2 +garuka:0:4011:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Garyo Retsuden (Japan) ] +garyoret:0:0027:08:000:Infinite Lives PL1 +garyoret:0:0019:03:000:Infinite Energy PL1 +garyoret:0:0020:05:000:Infinite Orbs PL1 +garyoret:0:0067:08:000:Infinite Lives PL2 +garyoret:0:0059:03:000:Infinite Energy PL2 +garyoret:0:0060:05:000:Infinite Orbs PL2 + +; [ Gate of Doom (US revision 1) ] +gatedom1:0:100B3B:00:000:Kill Dragon Now!! +gatedom1:0:100036:07:000:Infinite Lives PL1 +gatedom1:0:100037:0C:000:Infinite Energy PL1 +gatedom1:0:10003E:80:001:Fill Magic Bar to Top PL1 +gatedom1:0:10003E:80:000:Stop Magic Bar decreasing PL1 +gatedom1:0:10004B:C0:000:Invincibility PL1:To be used when you blink +gatedom1:0:100086:0A:000:Infinite Gloves PL1 (1/3) +gatedom1:0:100038:10:520:Infinite Gloves PL1 (2/3) +gatedom1:0:100017:40:501:Infinite Gloves PL1 (3/3) +gatedom1:0:100084:0A:000:Infinite Boots PL1 (1/3) +gatedom1:0:100038:20:520:Infinite Boots PL1 (2/3) +gatedom1:0:100048:02:501:Infinite Boots PL1 (3/3) +gatedom1:0:1000B6:07:000:Infinite Lives PL2 +gatedom1:0:1000B7:0A:000:Infinite Energy PL2 +gatedom1:0:1000BE:80:001:Fill Magic Bar to Top PL2 +gatedom1:0:1000BE:80:000:Stop Magic Bar decreasing PL2 +gatedom1:0:1000CB:C0:000:Invincibility PL2:To be used when you blink +gatedom1:0:100106:0A:000:Infinite Gloves PL2 (1/3) +gatedom1:0:1000B8:10:520:Infinite Gloves PL2 (2/3) +gatedom1:0:100097:40:501:Infinite Gloves PL2 (3/3) +gatedom1:0:100104:0A:000:Infinite Boots PL2 (1/3) +gatedom1:0:1000B8:20:520:Infinite Boots PL2 (2/3) +gatedom1:0:1000C8:02:501:Infinite Boots PL2 (3/3) + +; [ Gate of Doom (US revision 4) ] +gatedoom:0:100B3B:00:000:Kill Dragon Now!! +gatedoom:0:100036:07:000:Infinite Lives PL1 +gatedoom:0:100037:0C:000:Infinite Energy PL1 +gatedoom:0:10003E:80:001:Fill Magic Bar to Top PL1 +gatedoom:0:10003E:80:000:Stop Magic Bar decreasing PL1 +gatedoom:0:10004B:C0:000:Invincibility PL1:To be used when you blink +gatedoom:0:100086:0A:000:Infinite Gloves PL1 (1/3) +gatedoom:0:100038:10:520:Infinite Gloves PL1 (2/3) +gatedoom:0:100017:40:501:Infinite Gloves PL1 (3/3) +gatedoom:0:100084:0A:000:Infinite Boots PL1 (1/3) +gatedoom:0:100038:20:520:Infinite Boots PL1 (2/3) +gatedoom:0:100048:02:501:Infinite Boots PL1 (3/3) +gatedoom:0:1000B6:07:000:Infinite Lives PL2 +gatedoom:0:1000B7:0A:000:Infinite Energy PL2 +gatedoom:0:1000BE:80:001:Fill Magic Bar to Top PL2 +gatedoom:0:1000BE:80:000:Stop Magic Bar decreasing PL2 +gatedoom:0:1000CB:C0:000:Invincibility PL2:To be used when you blink +gatedoom:0:100106:0A:000:Infinite Gloves PL2 (1/3) +gatedoom:0:1000B8:10:520:Infinite Gloves PL2 (2/3) +gatedoom:0:100097:40:501:Infinite Gloves PL2 (3/3) +gatedoom:0:100104:0A:000:Infinite Boots PL2 (1/3) +gatedoom:0:1000B8:20:520:Infinite Boots PL2 (2/3) +gatedoom:0:1000C8:02:501:Infinite Boots PL2 (3/3) + +; [ Gauntlet II ] +gaunt2:0:90490C:04:001:Open all doors Now! (1/2) +gaunt2:0:90490D:9F:501:Open all doors Now! (2/2) +gaunt2:0:9048C6:51:001:Turn walls to exits Now!(1/2) +gaunt2:0:9048C7:F7:501:Turn walls to exits Now!(1/2) +gaunt2:0:904980:27:000:Infinite Health-Red (1/2) +gaunt2:0:904983:10:500:Infinite Health-Red (2/2) +gaunt2:0:90405A:03:000:Infinite Keys (Red) +gaunt2:0:904055:03:000:Infinite Potions (Red) +gaunt2:0:9048E0:01:020:Always Invisible (Red) +gaunt2:0:9048E0:02:020:Always Repulsive (Red) +gaunt2:0:9048E0:04:020:Reflective Shots (Red) +gaunt2:0:9048E0:08:020:Transportability (Red) +gaunt2:0:9048E0:10:020:Supershots (Red) (1/2) +gaunt2:0:905F68:0A:500:Supershots (Red) (2/2) +gaunt2:0:9048E0:20:021:Always Invulnerable (Red) +gaunt2:0:9048E1:01:021:Get Enhanced Speed (Red) +gaunt2:0:9048E1:02:021:Get Enhanced Armor (Red) +gaunt2:0:9048E1:04:021:Get More Fight Power (Red) +gaunt2:0:9048E1:08:021:Get Faster Shot (Red) +gaunt2:0:9048E1:10:021:Get More Shot Power (Red) +gaunt2:0:9048E1:20:021:Get Enhanced Magic (Red) +gaunt2:0:904984:27:000:Infinite Health-Blue (1/2) +gaunt2:0:904987:10:500:Infinite Health-Blue (2/2) +gaunt2:0:90405B:03:000:Infinite Keys (Blue) +gaunt2:0:904056:03:000:Infinite Potions (Blue) +gaunt2:0:9048E2:01:020:Always Invisible (Blue) +gaunt2:0:9048E2:02:020:Always Repulsive (Blue) +gaunt2:0:9048E2:04:020:Reflective Shots (Blue) +gaunt2:0:9048E2:08:020:Transportability (Blue) +gaunt2:0:9048E2:10:020:Supershots (Blue) (1/2) +gaunt2:0:905F69:0A:500:Supershots (Blue) (2/2) +gaunt2:0:9048E2:20:021:Always Invulnerable (Blue) +gaunt2:0:9048E3:01:021:Get Enhanced Speed (Blue) +gaunt2:0:9048E3:02:021:Get Enhanced Armor (Blue) +gaunt2:0:9048E3:04:021:Get More Fight Power (Blue) +gaunt2:0:9048E3:08:021:Get Faster Shot (Blue) +gaunt2:0:9048E3:10:021:Get More Shot Power (Blue) +gaunt2:0:9048E3:20:021:Get Enhanced Magic (Blue) +gaunt2:0:904988:27:000:Infinite Health-Yellow (1/2) +gaunt2:0:90498B:10:500:Infinite Health-Yellow (2/2) +gaunt2:0:90405C:03:000:Infinite Keys (Yellow) +gaunt2:0:904057:03:000:Infinite Potions (Yellow) +gaunt2:0:9048E4:01:020:Always Invisible (Yellow) +gaunt2:0:9048E4:02:020:Always Repulsive (Yellow) +gaunt2:0:9048E4:04:020:Reflective Shots (Yellow) +gaunt2:0:9048E4:08:020:Transportability (Yellow) +gaunt2:0:9048E4:10:020:Supershots (Yellow) (1/2) +gaunt2:0:905F6A:0A:500:Supershots (Yellow) (2/2) +gaunt2:0:9048E4:20:021:Always Invulnerable (Yellow) +gaunt2:0:9048E5:01:021:Get Enhanced Speed (Yellow) +gaunt2:0:9048E5:02:021:Get Enhanced Armor (Yellow) +gaunt2:0:9048E5:04:021:Get More Fight Power (Yellow) +gaunt2:0:9048E5:08:021:Get Faster Shot (Yellow) +gaunt2:0:9048E5:10:021:Get More Shot Power (Yellow) +gaunt2:0:9048E5:20:021:Get Enhanced Magic (Yellow) +gaunt2:0:90498C:27:000:Infinite Health-Green (1/2) +gaunt2:0:90498F:10:500:Infinite Health-Green (2/2) +gaunt2:0:90405D:03:000:Infinite Keys (Green) +gaunt2:0:904058:03:000:Infinite Potions (Green) +gaunt2:0:9048E6:01:020:Always Invisible (Green) +gaunt2:0:9048E6:02:020:Always Repulsive (Green) +gaunt2:0:9048E6:04:020:Reflective Shots (Green) +gaunt2:0:9048E6:08:020:Transportability (Green) +gaunt2:0:9048E6:10:020:Supershots (Green) (1/2) +gaunt2:0:905F6B:0A:500:Supershots (Green) (2/2) +gaunt2:0:9048E6:20:021:Always Invulnerable (Green) +gaunt2:0:9048E7:01:021:Get Enhanced Speed (Green) +gaunt2:0:9048E7:02:021:Get Enhanced Armor (Green) +gaunt2:0:9048E7:04:021:Get More Fight Power (Green) +gaunt2:0:9048E7:08:021:Get Faster Shot (Green) +gaunt2:0:9048E7:10:021:Get More Shot Power (Green) +gaunt2:0:9048E7:20:021:Get Enhanced Magic (Green) + +; [ Gauntlet (2 Players) ] +gaunt2p:0:904001:99:070:Select Next Level +gaunt2p:0:904B1C:0A:001:Open all doors Now! (1/2) +gaunt2p:0:904B1D:7B:501:Open all doors Now! (2/2) +gaunt2p:0:904B28:2E:001:Turn walls to exits Now!(1/2) +gaunt2p:0:904B29:CF:501:Turn walls to exits Now!(2/2) +gaunt2p:0:904007:35:000:Freeze All Enemies +gaunt2p:0:9048DC:27:000:Infinite Health Warrior (1/2) +gaunt2p:0:9048DF:10:500:Infinite Health Warrior (2/2) +gaunt2p:0:904AFF:00:001:No Pwr Warrior +gaunt2p:0:904AFF:01:021:Partial Invis Warrior +gaunt2p:0:904AFF:02:021:Extra Fight Pwr Warrior +gaunt2p:0:904AFF:04:021:Extra Magic Pwr Warrior +gaunt2p:0:904AFF:08:021:Extra Shot Speed Warrior +gaunt2p:0:904AFF:16:021:Sun Warrior +gaunt2p:0:904AFF:32:021:Get Shield Warrior +gaunt2p:0:904AFF:64:021:Extra Speed Warrior +gaunt2p:0:904AFF:7E:001:Max Pwr Warrior +gaunt2p:0:9048F0:06:000:Infinite Keys Warrior +gaunt2p:0:9048F0:00:000:Never Have Keys Warrior +gaunt2p:0:9048EC:06:000:Infinite Potions Warrior +gaunt2p:0:9048E0:27:000:Infinite Health Valkyrie(1/2) +gaunt2p:0:9048E3:10:500:Infinite Health Valkyrie(2/2) +gaunt2p:0:904B01:00:001:No Pwr Valkyrie +gaunt2p:0:904B01:01:021:Partial Invis Valkyrie +gaunt2p:0:904B01:02:021:Extra Fight Pwr Valkyrie +gaunt2p:0:904B01:04:021:Extra Magic Pwr Valkyrie +gaunt2p:0:904B01:08:021:Extra Shot Speed Valkyrie +gaunt2p:0:904B01:16:021:Sun Valkyrie +gaunt2p:0:904B01:32:021:Get Shield Valkyrie +gaunt2p:0:904B01:64:021:Extra Speed Valkyrie +gaunt2p:0:904B01:7E:001:Max Pwr Valkyrie +gaunt2p:0:9048F1:06:000:Infinite Keys Valkyrie +gaunt2p:0:9048F1:00:000:Never Have Keys Valkyrie +gaunt2p:0:9048ED:06:000:Infinite Potions Valkyrie +gaunt2p:0:9048E4:27:000:Infinite Health Wizard (1/2) +gaunt2p:0:9048E7:10:500:Infinite Health Wizard (2/2) +gaunt2p:0:904B03:00:001:No Pwr Wizard +gaunt2p:0:904B03:01:021:Partial Invis Wizard +gaunt2p:0:904B03:02:021:Extra Fight Pwr Wizard +gaunt2p:0:904B03:04:021:Extra Magic Pwr Wizard +gaunt2p:0:904B03:08:021:Extra Shot SPeed Wizard +gaunt2p:0:904B03:16:021:Sun Wizard +gaunt2p:0:904B03:32:021:Get Shield Wizard +gaunt2p:0:904B03:64:021:Extra Speed Wizard +gaunt2p:0:904B03:7E:001:Max Pwr Wizard +gaunt2p:0:9048F2:06:000:Infinite Keys Wizard +gaunt2p:0:9048F2:00:000:Never Have Keys Wizard +gaunt2p:0:9048EE:06:000:Infinite Potions Wizard +gaunt2p:0:9048E8:27:000:Infinite Health Elf (1/2) +gaunt2p:0:9048EB:10:500:Infinite Health Elf (2/2) +gaunt2p:0:904B05:00:001:No Pwr Elf +gaunt2p:0:904B05:01:021:Partial Invis Elf +gaunt2p:0:904B05:02:021:Extra Fight Pwr Elf +gaunt2p:0:904B05:04:021:Extra Magic Pwr Elf +gaunt2p:0:904B05:08:021:Extra Shot Speed Elf +gaunt2p:0:904B05:16:021:Sun Elf +gaunt2p:0:904B05:32:021:Get Shield Elf +gaunt2p:0:904B05:64:021:Extra Speed Elf +gaunt2p:0:904B05:7E:001:Max Pwr Elf +gaunt2p:0:9048F3:06:000:Infinite Keys Elf +gaunt2p:0:9048F3:00:000:Never Have Keys Elf +gaunt2p:0:9048EF:06:000:Infinite Potions Elf + +; [ Gauntlet (Intermediate Release 1) ] +gauntir1:0:904B14:0A:001:Open all doors Now! (1/2) +gauntir1:0:904B15:7B:501:Open all doors Now! (2/2) +gauntir1:0:9048D4:27:000:Infinite Health-Warrior (1/2) +gauntir1:0:9048D7:10:500:Infinite Health-Warrior (2/2) +gauntir1:0:9048E8:06:000:Infinite Keys (Warrior) +gauntir1:0:9048E8:00:000:Never Have Keys (Warrior) +gauntir1:0:9048E4:06:000:Infinite Potions (Warrior) +gauntir1:0:9048D8:27:000:Infinite Health-Valkyrie(1/2) +gauntir1:0:9048DB:10:500:Infinite Health-Valkyrie(2/2) +gauntir1:0:9048E9:06:000:Infinite Keys (Valkyrie) +gauntir1:0:9048E9:00:000:Never Have Keys (Valkyrie) +gauntir1:0:9048E5:06:000:Infinite Potions (Valkyrie) +gauntir1:0:9048DC:27:000:Infinite Health-Wizard (1/2) +gauntir1:0:9048DF:10:500:Infinite Health-Wizard (2/2) +gauntir1:0:9048EA:06:000:Infinite Keys (Wizard) +gauntir1:0:9048EA:00:000:Never Have Keys (Wizard) +gauntir1:0:9048E6:06:000:Infinite Potions (Wizard) +gauntir1:0:9048E0:27:000:Infinite Health-Elf (1/2) +gauntir1:0:9048E3:10:500:Infinite Health-Elf (2/2) +gauntir1:0:9048EB:06:000:Infinite Keys (Elf) +gauntir1:0:9048EB:00:000:Never Have Keys (Elf) +gauntir1:0:9048E7:06:000:Infinite Potions (Elf) + +; [ Gauntlet (Intermediate Release 2) ] +gauntir2:0:904B14:0A:001:Open all doors Now! (1/2) +gauntir2:0:904B15:7B:501:Open all doors Now! (2/2) +gauntir2:0:904B20:2E:001:Turn walls to exits Now!(1/2) +gauntir2:0:904B21:CF:501:Turn walls to exits Now!(2/2) +gauntir2:0:9048D4:27:000:Infinite Health-Warrior (1/2) +gauntir2:0:9048D7:10:500:Infinite Health-Warrior (2/2) +gauntir2:0:9048E8:06:000:Infinite Keys (Warrior) +gauntir2:0:9048E8:00:000:Never Have Keys (Warrior) +gauntir2:0:9048E4:06:000:Infinite Potions (Warrior) +gauntir2:0:9048D8:27:000:Infinite Health-Valkyrie(1/2) +gauntir2:0:9048DB:10:500:Infinite Health-Valkyrie(2/2) +gauntir2:0:9048E9:06:000:Infinite Keys (Valkyrie) +gauntir2:0:9048E9:00:000:Never Have Keys (Valkyrie) +gauntir2:0:9048E5:06:000:Infinite Potions (Valkyrie) +gauntir2:0:9048DC:27:000:Infinite Health-Wizard (1/2) +gauntir2:0:9048DF:10:500:Infinite Health-Wizard (2/2) +gauntir2:0:9048EA:06:000:Infinite Keys (Wizard) +gauntir2:0:9048EA:00:000:Never Have Keys (Wizard) +gauntir2:0:9048E6:06:000:Infinite Potions (Wizard) +gauntir2:0:9048E0:27:000:Infinite Health-Elf (1/2) +gauntir2:0:9048E3:10:500:Infinite Health-Elf (2/2) +gauntir2:0:9048EB:06:000:Infinite Keys (Elf) +gauntir2:0:9048EB:00:000:Never Have Keys (Elf) +gauntir2:0:9048E7:06:000:Infinite Potions (Elf) + +; [ Gauntlet ] +gauntlet:0:904001:99:070:Select Next Level +gauntlet:0:90484C:04:000:Infinite Time Bonus Levels +gauntlet:0:904B16:0A:001:Open all doors Now! (1/2) +gauntlet:0:904B17:7B:501:Open all doors Now! (2/2) +gauntlet:0:904B22:2E:001:Turn walls to exits Now!(1/2) +gauntlet:0:904B23:CF:501:Turn walls to exits Now!(2/2) +gauntlet:0:904007:35:000:Freeze All Enemies +gauntlet:0:9048D6:27:000:Infinite Health Warrior (1/2) +gauntlet:0:9048D9:10:500:Infinite Health Warrior (2/2) +gauntlet:0:904AF9:00:000:No Pwr Up Warrior +gauntlet:0:904AF9:01:021:Partial Invis Warrior +gauntlet:0:904AF9:02:021:Extra Shot Pwr Warrior +gauntlet:0:904AF9:04:021:Extra Magic Pwr Warrior +gauntlet:0:904AF9:08:021:Extra Shot Speed Warrior +gauntlet:0:904AF9:16:021:Sun Warrior +gauntlet:0:904AF9:32:021:Extra Shield Warrior +gauntlet:0:904AF9:64:021:Extra Speed Warrior +gauntlet:0:904AF9:7E:000:Max Power Warrior +gauntlet:0:9048EA:05:000:Infinite Keys Warrior +gauntlet:0:9048EA:00:000:Never Have Keys Warrior +gauntlet:0:9048E6:06:000:Infinite Potions Warrior +gauntlet:0:9048DA:27:000:Infinite Health Valkyrie(1/2) +gauntlet:0:9048DD:10:500:Infinite Health Valkyrie(2/2) +gauntlet:0:904AFB:00:000:No Pwr Up Valkyrie +gauntlet:0:904AFB:01:021:Partial Invis Valkyrie +gauntlet:0:904AFB:02:021:Extra Shot Pwr Valkyrie +gauntlet:0:904AFB:04:021:Extra Magic Pwr Valkyrie +gauntlet:0:904AFB:08:021:Extra Shot Speed Valkyrie +gauntlet:0:904AFB:16:021:Sun Valkyrie +gauntlet:0:904AFB:32:021:Extra Shield Valkyrie +gauntlet:0:904AFB:64:021:Extra Speed Valkyrie +gauntlet:0:904AFB:7E:000:Max Power Valkyrie +gauntlet:0:9048EB:05:000:Infinite Keys Valkyrie +gauntlet:0:9048EB:00:000:Never Have Keys Valkyrie +gauntlet:0:9048E7:06:000:Infinite Potions Valkyrie +gauntlet:0:9048DE:27:000:Infinite Health Wizard (1/2) +gauntlet:0:9048E1:10:500:Infinite Health Wizard (2/2) +gauntlet:0:904AFD:00:000:No Pwr Up Wizard +gauntlet:0:904AFD:01:021:Partial Invis Wizard +gauntlet:0:904AFD:02:021:Extra Shot Pwr Wizard +gauntlet:0:904AFD:04:021:Extra Magic Pwr Wizard +gauntlet:0:904AFD:08:021:Extra Shot Speed Wizard +gauntlet:0:904AFD:16:021:Sun Wizard +gauntlet:0:904AFD:32:021:Extra Shield Wizard +gauntlet:0:904AFD:64:021:Extra Speed Wizard +gauntlet:0:904AFD:7E:000:Max Power Wizard +gauntlet:0:9048EC:05:000:Infinite Keys Wizard +gauntlet:0:9048EC:00:000:Never Have Keys Wizard +gauntlet:0:9048E8:06:000:Infinite Potions Wizard +gauntlet:0:9048E2:27:000:Infinite Health Elf (1/2) +gauntlet:0:9048E5:10:500:Infinite Health Elf (2/2) +gauntlet:0:904AFF:00:000:No Pwr Up Elf +gauntlet:0:904AFF:01:021:Partial Invis Elf +gauntlet:0:904AFF:02:021:Extra Shot Pwr Elf +gauntlet:0:904AFF:04:021:Extra Magic Pwr Elf +gauntlet:0:904AFF:08:021:Extra Shot Speed Elf +gauntlet:0:904AFF:16:021:Sun Elf +gauntlet:0:904AFF:32:021:Extra Shield Elf +gauntlet:0:904AFF:64:021:Extra Speed Elf +gauntlet:0:904AFF:7E:000:Max Power Elf +gauntlet:0:9048ED:05:000:Infinite Keys Elf +gauntlet:0:9048ED:00:000:Never Have Keys Elf +gauntlet:0:9048E9:06:000:Infinite Potions Elf + +; [ Green Beret ] +gberet:0:DBB0:05:000:Infinite Lives +gberet:0:D229:05:000:Infinite Ammo +gberet:0:DBB1:01:000:Start on Level 2 +gberet:0:DBB1:02:000:Start on Level 3 +gberet:0:DBB1:03:000:Start on Level 4 +gberet:0:DBB1:03:071:Select current level +gberet:0:DBB1:03:061:Select next level +gberet:0:D201:03:000:Always have bazooka +gberet:0:D201:06:000:Always have flamethrower +gberet:0:D201:04:000:Always have grenades +gberet:0:D201:00:001:Lose all weapons Now! +gberet:0:D201:03:001:Get bazooka Now! +gberet:0:D201:06:001:Get flamethrower Now! +gberet:0:D201:04:001:Get grenades Now! + +; [ Green Beret (bootleg) ] +gberetb:0:DBB0:05:000:Infinite Lives +gberetb:0:D229:05:000:Infinite Ammo +gberetb:0:DBB1:01:000:Start on Level 2 +gberetb:0:DBB1:02:000:Start on Level 3 +gberetb:0:DBB1:03:000:Start on Level 4 +gberetb:0:DBB1:03:071:Select current level +gberetb:0:DBB1:03:061:Select next level +gberetb:0:D201:03:000:Always have bazooka +gberetb:0:D201:06:000:Always have flamethrower +gberetb:0:D201:04:000:Always have grenades +gberetb:0:D201:00:001:Lose all weapons Now! +gberetb:0:D201:03:001:Get bazooka Now! +gberetb:0:D201:06:001:Get flamethrower Now! +gberetb:0:D201:04:001:Get grenades Now! + +; [ Gang Busters ] +gbusters:0:0000:00:999:[Only enable invincibility ] +gbusters:0:0000:00:999:[during gameplay and press ] +gbusters:0:0000:00:999:[F5 to arrest the gangster ] +gbusters:0:0000:00:999:[whenever the Message ] +gbusters:0:0000:00:999:['Good Luck' appears! ] +gbusters:0:0000:00:999:[Reactivate cheat with F5. ] +gbusters:0:40A0:06:000:Infinite Lives PL1 +gbusters:0:4801:01:000:Invincibility PL1 +gbusters:0:40B0:06:000:Infinite Lives PL2 +gbusters:0:4891:01:000:Invincibility PL2 +gbusters:0:500A:A0:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Gee Bee ] +geebee:0:400A:01:000:Infinite Balls + +; [ Gee Bee (Gremlin) ] +geebeeg:0:400A:01:000:Infinate Balls + +; [ Gemini Wing ] +gemini:0:C303:0A:000:Infinite Lives PL1 +gemini:0:C067:50:000:Invincibility PL1 +gemini:0:C302:01:000:Infinite POWs PL1 +gemini:0:C8E9:00:000:Always POW=3-way PL1 +gemini:0:C8E9:04:000:Always POW=Flame PL1 +gemini:0:C8E9:08:000:Always POW=Stars PL1 +gemini:0:C8E9:0C:000:Always POW=Blue wind PL1 +gemini:0:C8E9:10:000:Always POW=Missiles PL1 +gemini:0:C8E9:14:000:Always POW=Extra life PL1 +gemini:0:C8E9:18:000:Always POW=Speed up PL1 +gemini:0:C8E9:1C:000:Always POW=20000 pts PL1 +gemini:0:C8E9:20:000:Always POW=50000 pts PL1 +gemini:0:C8E9:24:000:Always POW=100000 pts PL1 +gemini:0:C8E9:00:001:Make POW=3-way Now! PL1 +gemini:0:C8E9:04:001:Make POW=Flame Now! PL1 +gemini:0:C8E9:08:001:Make POW=Stars Now! PL1 +gemini:0:C8E9:0C:001:Make POW=Blue wind Now! PL1 +gemini:0:C8E9:10:001:Make POW=Missiles Now! PL1 +gemini:0:C8E9:14:001:Make POW=Extra life Now! PL1 +gemini:0:C8E9:18:001:Make POW=Speed up Now! PL1 +gemini:0:C8E9:1C:001:Make POW=20000 pts Now! PL1 +gemini:0:C8E9:20:001:Make POW=50000 pts Now! PL1 +gemini:0:C8E9:24:001:Make POW=100000 pts Now! PL1 +gemini:0:C343:0A:000:Infinite Lives PL2 +gemini:0:C06A:10:000:Invincibility PL2 +gemini:0:C342:01:000:Infinite POWs PL2 +gemini:0:C871:00:000:Always POW=3-way PL2 +gemini:0:C871:04:000:Always POW=Flame PL2 +gemini:0:C871:08:000:Always POW=Stars PL2 +gemini:0:C871:0C:000:Always POW=Blue wind PL2 +gemini:0:C871:10:000:Always POW=Missiles PL2 +gemini:0:C871:14:000:Always POW=Extra life PL2 +gemini:0:C871:18:000:Always POW=Speed up PL2 +gemini:0:C871:1C:000:Always POW=20000 pts PL2 +gemini:0:C871:20:000:Always POW=50000 pts PL2 +gemini:0:C871:24:000:Always POW=100000 pts PL2 +gemini:0:C871:00:001:Make POW=3-way Now! PL2 +gemini:0:C871:04:001:Make POW=Flame Now! PL2 +gemini:0:C871:08:001:Make POW=Stars Now! PL2 +gemini:0:C871:0C:001:Make POW=Blue wind Now! PL2 +gemini:0:C871:10:001:Make POW=Missiles Now! PL2 +gemini:0:C871:14:001:Make POW=Extra life Now! PL2 +gemini:0:C871:18:001:Make POW=Speed up Now! PL2 +gemini:0:C871:1C:001:Make POW=20000 pts Now! PL2 +gemini:0:C871:20:001:Make POW=50000 pts Now! PL2 +gemini:0:C871:24:001:Make POW=100000 pts Now! PL2 + +; [ Genpei ToumaDen ] +genpeitd:0:442A:32:000:Infinite Energy +genpeitd:0:442B:63:000:Infinite Money +genpeitd:0:442C:63:000:Infinite Sword Power +genpeitd:0:44CA:FF:000:Infinite SENPUU-KEN:= Rolling Sword +genpeitd:0:44BB:03:000:Infinite HADOU-KEN:= Beam Sword +genpeitd:0:442E:01:000:Always have Divine jewel +genpeitd:0:442F:01:000:Always have Divine sword +genpeitd:0:4430:01:000:Always have Divine mirror + +; [ Genshi-Tou 1930's ] +gensitou:0:07012F:03:000:Infinite Lives PL1 +gensitou:0:07012D:B4:000:Invincibility PL1:To be used when you blink +gensitou:0:0706AD:B4:000:Invincibility PL2:To be used when you blink +gensitou:0:0706AF:03:000:Infinite Lives PL2 + +; [ Guardian ] +getstar:0:C21D:0A:000:Infinite Lives +getstar:0:C239:04:000:Infinite Energy +getstar:0:C23B:20:000:Infinite Ammo/Time +getstar:0:C23A:00:000:One hit to kill boss + +; [ Get Star (bootleg) ] +getstarb:0:C21D:0A:000:Infinite Lives +getstarb:0:C239:04:000:Infinite Energy +getstarb:0:C23B:20:000:Infinite Ammo/Time +getstarb:0:C23A:00:000:One hit to kill boss + +; [ Get Star (Japan) ] +getstarj:0:C21D:0A:000:Infinite Lives +getstarj:0:C239:04:000:Infinite Energy +getstarj:0:C23B:20:000:Infinite Ammo/Time +getstarj:0:C23A:00:000:One hit to kill boss + +; [ Goalie Ghost ] +gghost:0:0093:FF:000:Infinite Time +gghost:0:0000:00:999:[The score will not display ] +gghost:0:0000:00:999:[correctly until you score! ] +gghost:0:037D:99:073:Select Score PL1 +gghost:0:03B6:99:073:Select Score PL2 + +; [ Real Ghostbusters, The (US 2 Players) ] +ghostb:0:006E:59:000:Infinite Time +ghostb:0:0238:01:000:Always have Slimer +ghostb:0:0238:01:001:Get Slimer Now! +ghostb:0:010F:03:000:Infinite Lives PL1 +ghostb:0:0110:02:000:Infinite Energy PL1 (1/2) +ghostb:0:0111:00:500:Infinite Energy PL1 (2/2) +ghostb:0:0105:1F:000:Invincibility PL1 +ghostb:0:0121:08:000:Get maximum ghosts PL1 (1/2) +ghostb:0:0122:99:500:Get maximum ghosts PL1 (2/2) +ghostb:0:010C:03:000:Maximum Shot Power PL1 +ghostb:0:014F:03:000:Infinite Lives PL2 +ghostb:0:0150:02:000:Infinite Energy PL2 (1/2) +ghostb:0:0151:00:500:Infinite Energy PL2 (2/2) +ghostb:0:0145:1F:000:Invincibility PL2 +ghostb:0:0161:08:000:Get maximum ghosts PL2 (1/2) +ghostb:0:0162:99:500:Get maximum ghosts PL2 (2/2) +ghostb:0:014C:03:000:Maximum Shot Power PL2 + +; [ Real Ghostbusters, The (US 3 Players) ] +ghostb3:0:006E:59:000:Infinite Time +ghostb3:0:0238:01:000:Always have Slimer +ghostb3:0:0238:01:001:Get Slimer Now! +ghostb3:0:010F:03:000:Infinite Lives PL1 +ghostb3:0:0110:02:000:Infinite Energy PL1 (1/2) +ghostb3:0:0111:00:500:Infinite Energy PL1 (2/2) +ghostb3:0:0105:1F:000:Invincibility PL1 +ghostb3:0:0121:08:000:Get maximum ghosts PL1 (1/2) +ghostb3:0:0122:99:500:Get maximum ghosts PL1 (2/2) +ghostb3:0:010C:03:000:Maximum Shot Power PL1 +ghostb3:0:014F:03:000:Infinite Lives PL2 +ghostb3:0:0150:02:000:Infinite Energy PL2 (1/2) +ghostb3:0:0151:00:500:Infinite Energy PL2 (2/2) +ghostb3:0:0145:1F:000:Invincibility PL2 +ghostb3:0:014C:03:000:Maximum Shot Power PL2 +ghostb3:0:0161:08:000:Get maximum ghosts PL2 (1/2) +ghostb3:0:0162:99:500:Get maximum ghosts PL2 (2/2) +ghostb3:0:018F:03:000:Infinite Lives PL3 +ghostb3:0:0190:02:000:Infinite Energy PL3 (1/2) +ghostb3:0:0191:00:500:Infinite Energy PL3 (2/2) +ghostb3:0:0185:1F:000:Invincibility PL3 +ghostb3:0:01A1:08:000:Get maximum ghosts PL3 (1/2) +ghostb3:0:01A2:99:500:Get maximum ghosts PL3 (2/2) +ghostb3:0:018C:03:000:Maximum Shot Power PL3 + +; [ Ghouls'n Ghosts (World) ] +ghouls:0:FF06D3:59:000:Infinite Time +ghouls:0:FF0931:FF:000:Invincibility "ON" +ghouls:0:FF0931:00:001:Invincibility "OFF" +ghouls:0:FF095E:01:000:Always have Powerup +ghouls:0:FF095E:01:001:Get Powerup Now! +ghouls:0:FF07AD:08:000:Infinite Lives PL1 +ghouls:0:FF07AA:00:000:Always naked PL1 (1/2) +ghouls:0:FF07AC:01:500:Always naked PL1 (2/2) +ghouls:0:FF07AA:01:000:Always golden armour PL1(1/2) +ghouls:0:FF07AC:03:500:Always golden armour PL1(2/2) +ghouls:0:FF07AA:01:000:Always silver armour PL1(1/2) +ghouls:0:FF07AC:02:500:Always silver armour PL1(2/2) +ghouls:0:FF07C6:00:000:Always have Weapon=Lance PL1 +ghouls:0:FF07C6:01:000:Always have Weapon=Knife PL1 +ghouls:0:FF07C6:02:000:Always have Weapon=Torch PL1 +ghouls:0:FF07C6:03:000:Always have Weapon=Sword PL1 +ghouls:0:FF07C6:04:000:Always have Weapon=Axe PL1 +ghouls:0:FF07C6:05:000:Always have Weapon=Shield PL1 +ghouls:0:FF07C6:06:000:Always have Weapon=Fireb. PL1 +ghouls:0:FF07AA:00:001:Get naked Now! PL1 (1/2) +ghouls:0:FF07AC:01:501:Get naked Now! PL1 (2/2) +ghouls:0:FF07AA:01:001:Get golden armourNow!PL1(1/2) +ghouls:0:FF07AC:03:501:Get golden armourNow!PL1(2/2) +ghouls:0:FF07AA:01:001:Get silver armourNow!PL1(1/2) +ghouls:0:FF07AC:02:501:Get silver armourNow!PL1(2/2) +ghouls:0:FF07C6:00:001:Get Weapon=Lance Now! PL1 +ghouls:0:FF07C6:01:001:Get Weapon=Knife Now! PL1 +ghouls:0:FF07C6:02:001:Get Weapon=Torch Now! PL1 +ghouls:0:FF07C6:03:001:Get Weapon=Sword Now! PL1 +ghouls:0:FF07C6:04:001:Get Weapon=Axe Now! PL1 +ghouls:0:FF07C6:05:001:Get Weapon=Shield Now! PL1 +ghouls:0:FF07C6:06:001:Get Weapon=Fireball Now! PL1 +ghouls:0:FF080D:08:000:Infinite Lives PL2 +ghouls:0:FF080A:00:000:Always naked PL2 (1/2) +ghouls:0:FF080C:01:500:Always naked PL2 (2/2) +ghouls:0:FF080A:01:000:Always golden armour PL2(1/2) +ghouls:0:FF080C:03:500:Always golden armour PL2(2/2) +ghouls:0:FF080A:01:000:Always silver armour PL2(1/2) +ghouls:0:FF080C:02:500:Always silver armour PL2(2/2) +ghouls:0:FF0826:00:000:Always have Weapon=Lance PL2 +ghouls:0:FF0826:01:000:Always have Weapon=Knife PL2 +ghouls:0:FF0826:02:000:Always have Weapon=Torch PL2 +ghouls:0:FF0826:03:000:Always have Weapon=Sword PL2 +ghouls:0:FF0826:04:000:Always have Weapon=Axe PL2 +ghouls:0:FF0826:05:000:Always have Weapon=Shield PL2 +ghouls:0:FF0826:06:000:Always have Weapon=Fireb. PL2 +ghouls:0:FF080A:00:001:Get naked Now! PL2 (1/2) +ghouls:0:FF080C:01:501:Get naked Now! PL2 (2/2) +ghouls:0:FF080A:01:001:Get golden armourNow!PL2(1/2) +ghouls:0:FF080C:03:501:Get golden armourNow!PL2(2/2) +ghouls:0:FF080A:01:001:Get silver armourNow!PL2(1/2) +ghouls:0:FF080C:02:501:Get silver armourNow!PL2(2/2) +ghouls:0:FF0826:00:001:Get Weapon=Lance Now! PL2 +ghouls:0:FF0826:01:001:Get Weapon=Knife Now! PL2 +ghouls:0:FF0826:02:001:Get Weapon=Torch Now! PL2 +ghouls:0:FF0826:03:001:Get Weapon=Sword Now! PL2 +ghouls:0:FF0826:04:001:Get Weapon=Axe Now! PL2 +ghouls:0:FF0826:05:001:Get Weapon=Shield Now! PL2 +ghouls:0:FF0826:06:001:Get Weapon=Fireball Now! PL2 +ghouls:0:FF07AC:04:000:Always be duck (BUGGY) +ghouls:0:FF07C4:42:000:Always be old man (BUGGY) +ghouls:0:FF07C4:44:000:Dance Routine (BUGGY) +ghouls:0:FFD0BB:00:001:Polymorph = duck (normal)? +ghouls:0:FFD0BB:00:000:Polymorph = duck (never)? +ghouls:0:FF0954:C3:001:Round Clear Now!!(1/2) +ghouls:0:FF0955:1C:501:Round Clear Now!!(2/2) +ghouls:0:FF07C8:02:001:Go to Round 1(1/3) +ghouls:0:FF0954:C3:501:Go to Round 1(2/3) +ghouls:0:FF0955:1C:501:Go to Round 1(3/3) +ghouls:0:FF07C8:00:001:Go to Round 2(1/3) +ghouls:0:FF0954:C3:501:Go to Round 2(2/3) +ghouls:0:FF0955:1C:501:Go to Round 2(3/3) +ghouls:0:FF07C8:01:001:Go to Round 3(1/3) +ghouls:0:FF0954:C3:501:Go to Round 3(2/3) +ghouls:0:FF0955:1C:501:Go to Round 3(3/3) +ghouls:0:FF07C8:03:001:Go to Round 4(1/3) +ghouls:0:FF0954:C3:501:Go to Round 4(2/3) +ghouls:0:FF0955:1C:501:Go to Round 4(3/3) +ghouls:0:FF07C8:05:001:Go to Round 5(1/3) +ghouls:0:FF0954:C3:501:Go to Round 5(2/3) +ghouls:0:FF0955:1C:501:Go to Round 5(3/3) +ghouls:0:FF07C8:07:001:Go to Final Round(1/5) +ghouls:0:FF0954:C3:501:Go to Final Round(2/5) +ghouls:0:FF0955:1C:501:Go to Final Round(3/5) +ghouls:0:FF07D5:01:501:Go to Final Round(4/5):Loop Check +ghouls:0:FF07C6:06:501:Go to Final Round(5/5):Item Check + +; [ Dai Makai-Mura (Japan) ] +ghoulsj:0:FF06D3:59:000:Infinite Time +ghoulsj:0:FF0931:FF:000:Invincibility "ON" +ghoulsj:0:FF0931:00:001:Invincibility "OFF" +ghoulsj:0:FF095E:01:000:Always have Powerup +ghoulsj:0:FF095E:01:001:Get Powerup Now! +ghoulsj:0:FF07AD:08:000:Infinite Lives PL1 +ghoulsj:0:FF07AA:00:000:Always naked PL1 (1/2) +ghoulsj:0:FF07AC:01:500:Always naked PL1 (2/2) +ghoulsj:0:FF07AA:01:000:Always golden armour PL1(1/2) +ghoulsj:0:FF07AC:03:500:Always golden armour PL1(2/2) +ghoulsj:0:FF07AA:01:000:Always silver armour PL1(1/2) +ghoulsj:0:FF07AC:02:500:Always silver armour PL1(2/2) +ghoulsj:0:FF07C6:00:000:Always have Weapon=Lance PL1 +ghoulsj:0:FF07C6:01:000:Always have Weapon=Knife PL1 +ghoulsj:0:FF07C6:02:000:Always have Weapon=Torch PL1 +ghoulsj:0:FF07C6:03:000:Always have Weapon=Sword PL1 +ghoulsj:0:FF07C6:04:000:Always have Weapon=Axe PL1 +ghoulsj:0:FF07C6:05:000:Always have Weapon=Shield PL1 +ghoulsj:0:FF07C6:06:000:Always have Weapon=Fireb. PL1 +ghoulsj:0:FF07AA:00:001:Get naked Now! PL1 (1/2) +ghoulsj:0:FF07AC:01:501:Get naked Now! PL1 (2/2) +ghoulsj:0:FF07AA:01:001:Get golden armourNow!PL1(1/2) +ghoulsj:0:FF07AC:03:501:Get golden armourNow!PL1(2/2) +ghoulsj:0:FF07AA:01:001:Get silver armourNow!PL1(1/2) +ghoulsj:0:FF07AC:02:501:Get silver armourNow!PL1(2/2) +ghoulsj:0:FF07C6:00:001:Get Weapon=Lance Now! PL1 +ghoulsj:0:FF07C6:01:001:Get Weapon=Knife Now! PL1 +ghoulsj:0:FF07C6:02:001:Get Weapon=Torch Now! PL1 +ghoulsj:0:FF07C6:03:001:Get Weapon=Sword Now! PL1 +ghoulsj:0:FF07C6:04:001:Get Weapon=Axe Now! PL1 +ghoulsj:0:FF07C6:05:001:Get Weapon=Shield Now! PL1 +ghoulsj:0:FF07C6:06:001:Get Weapon=Fireball Now! PL1 +ghoulsj:0:FF080D:08:000:Infinite Lives PL2 +ghoulsj:0:FF080A:00:000:Always naked PL2 (1/2) +ghoulsj:0:FF080C:01:500:Always naked PL2 (2/2) +ghoulsj:0:FF080A:01:000:Always golden armour PL2(1/2) +ghoulsj:0:FF080C:03:500:Always golden armour PL2(2/2) +ghoulsj:0:FF080A:01:000:Always silver armour PL2(1/2) +ghoulsj:0:FF080C:02:500:Always silver armour PL2(2/2) +ghoulsj:0:FF0826:00:000:Always have Weapon=Lance PL2 +ghoulsj:0:FF0826:01:000:Always have Weapon=Knife PL2 +ghoulsj:0:FF0826:02:000:Always have Weapon=Torch PL2 +ghoulsj:0:FF0826:03:000:Always have Weapon=Sword PL2 +ghoulsj:0:FF0826:04:000:Always have Weapon=Axe PL2 +ghoulsj:0:FF0826:05:000:Always have Weapon=Shield PL2 +ghoulsj:0:FF0826:06:000:Always have Weapon=Fireb. PL2 +ghoulsj:0:FF080A:00:001:Get naked Now! PL2 (1/2) +ghoulsj:0:FF080C:01:501:Get naked Now! PL2 (2/2) +ghoulsj:0:FF080A:01:001:Get golden armourNow!PL2(1/2) +ghoulsj:0:FF080C:03:501:Get golden armourNow!PL2(2/2) +ghoulsj:0:FF080A:01:001:Get silver armourNow!PL2(1/2) +ghoulsj:0:FF080C:02:501:Get silver armourNow!PL2(2/2) +ghoulsj:0:FF0826:00:001:Get Weapon=Lance Now! PL2 +ghoulsj:0:FF0826:01:001:Get Weapon=Knife Now! PL2 +ghoulsj:0:FF0826:02:001:Get Weapon=Torch Now! PL2 +ghoulsj:0:FF0826:03:001:Get Weapon=Sword Now! PL2 +ghoulsj:0:FF0826:04:001:Get Weapon=Axe Now! PL2 +ghoulsj:0:FF0826:05:001:Get Weapon=Shield Now! PL2 +ghoulsj:0:FF0826:06:001:Get Weapon=Fireball Now! PL2 +ghoulsj:0:FF07AC:04:000:Always be duck (BUGGY) +ghoulsj:0:FF07C4:42:000:Always be old man (BUGGY) +ghoulsj:0:FF07C4:44:000:Dance Routine (BUGGY) +ghoulsj:0:FFD0BB:00:001:Polymorph = duck (normal)? +ghoulsj:0:FFD0BB:00:000:Polymorph = duck (never)? +ghoulsj:0:FF0931:FF:000:Invincibility ON(fixed) +ghoulsj:0:FF0931:00:001:Invincibility OFF(fixed) +ghoulsj:0:FF0955:16:001:Round Clear Now!! +ghoulsj:0:FF07C8:02:001:Go to Round 1(1/2) +ghoulsj:0:FF0955:16:501:Go to Round 1(2/2) +ghoulsj:0:FF07C8:00:001:Go to Round 2(1/2) +ghoulsj:0:FF0955:16:501:Go to Round 2(2/2) +ghoulsj:0:FF07C8:01:001:Go to Round 3(1/2) +ghoulsj:0:FF0955:16:501:Go to Round 3(2/2) +ghoulsj:0:FF07C8:03:001:Go to Round 4(1/2) +ghoulsj:0:FF0955:16:501:Go to Round 4(2/2) +ghoulsj:0:FF07C8:05:001:Go to Round 5(1/2) +ghoulsj:0:FF0955:16:501:Go to Round 5(2/2) +ghoulsj:0:FF07C8:07:001:Go to Final Round(1/4) +ghoulsj:0:FF0955:16:501:Go to Final Round(2/4) +ghoulsj:0:FF07D5:01:501:Go to Final Round(3/4):Loop Check +ghoulsj:0:FF07C6:06:501:Go to Final Round(4/4):Item Check + +; [ Ghouls'n Ghosts (US) ] +ghoulsu:0:FF06D3:59:000:Infinite Time +ghoulsu:0:FF0931:FF:000:Invincibility "ON" +ghoulsu:0:FF0931:00:001:Invincibility "OFF" +ghoulsu:0:FF095E:01:000:Always have Powerup +ghoulsu:0:FF095E:01:001:Get Powerup Now! +ghoulsu:0:FF07AD:08:000:Infinite Lives PL1 +ghoulsu:0:FF07AA:00:000:Always naked PL1 (1/2) +ghoulsu:0:FF07AC:01:500:Always naked PL1 (2/2) +ghoulsu:0:FF07AA:01:000:Always golden armour PL1(1/2) +ghoulsu:0:FF07AC:03:500:Always golden armour PL1(2/2) +ghoulsu:0:FF07AA:01:000:Always silver armour PL1(1/2) +ghoulsu:0:FF07AC:02:500:Always silver armour PL1(2/2) +ghoulsu:0:FF07C6:00:000:Always have Weapon=Lance PL1 +ghoulsu:0:FF07C6:01:000:Always have Weapon=Knife PL1 +ghoulsu:0:FF07C6:02:000:Always have Weapon=Torch PL1 +ghoulsu:0:FF07C6:03:000:Always have Weapon=Sword PL1 +ghoulsu:0:FF07C6:04:000:Always have Weapon=Axe PL1 +ghoulsu:0:FF07C6:05:000:Always have Weapon=Shield PL1 +ghoulsu:0:FF07C6:06:000:Always have Weapon=Fireb. PL1 +ghoulsu:0:FF07AA:00:001:Get naked Now! PL1 (1/2) +ghoulsu:0:FF07AC:01:501:Get naked Now! PL1 (2/2) +ghoulsu:0:FF07AA:01:001:Get golden armourNow!PL1(1/2) +ghoulsu:0:FF07AC:03:501:Get golden armourNow!PL1(2/2) +ghoulsu:0:FF07AA:01:001:Get silver armourNow!PL1(1/2) +ghoulsu:0:FF07AC:02:501:Get silver armourNow!PL1(2/2) +ghoulsu:0:FF07C6:00:001:Get Weapon=Lance Now! PL1 +ghoulsu:0:FF07C6:01:001:Get Weapon=Knife Now! PL1 +ghoulsu:0:FF07C6:02:001:Get Weapon=Torch Now! PL1 +ghoulsu:0:FF07C6:03:001:Get Weapon=Sword Now! PL1 +ghoulsu:0:FF07C6:04:001:Get Weapon=Axe Now! PL1 +ghoulsu:0:FF07C6:05:001:Get Weapon=Shield Now! PL1 +ghoulsu:0:FF07C6:06:001:Get Weapon=Fireball Now! PL1 +ghoulsu:0:FF080D:08:000:Infinite Lives PL2 +ghoulsu:0:FF080A:00:000:Always naked PL2 (1/2) +ghoulsu:0:FF080C:01:500:Always naked PL2 (2/2) +ghoulsu:0:FF080A:01:000:Always golden armour PL2(1/2) +ghoulsu:0:FF080C:03:500:Always golden armour PL2(2/2) +ghoulsu:0:FF080A:01:000:Always silver armour PL2(1/2) +ghoulsu:0:FF080C:02:500:Always silver armour PL2(2/2) +ghoulsu:0:FF0826:00:000:Always have Weapon=Lance PL2 +ghoulsu:0:FF0826:01:000:Always have Weapon=Knife PL2 +ghoulsu:0:FF0826:02:000:Always have Weapon=Torch PL2 +ghoulsu:0:FF0826:03:000:Always have Weapon=Sword PL2 +ghoulsu:0:FF0826:04:000:Always have Weapon=Axe PL2 +ghoulsu:0:FF0826:05:000:Always have Weapon=Shield PL2 +ghoulsu:0:FF0826:06:000:Always have Weapon=Fireb. PL2 +ghoulsu:0:FF080A:00:001:Get naked Now! PL2 (1/2) +ghoulsu:0:FF080C:01:501:Get naked Now! PL2 (2/2) +ghoulsu:0:FF080A:01:001:Get golden armourNow!PL2(1/2) +ghoulsu:0:FF080C:03:501:Get golden armourNow!PL2(2/2) +ghoulsu:0:FF080A:01:001:Get silver armourNow!PL2(1/2) +ghoulsu:0:FF080C:02:501:Get silver armourNow!PL2(2/2) +ghoulsu:0:FF0826:00:001:Get Weapon=Lance Now! PL2 +ghoulsu:0:FF0826:01:001:Get Weapon=Knife Now! PL2 +ghoulsu:0:FF0826:02:001:Get Weapon=Torch Now! PL2 +ghoulsu:0:FF0826:03:001:Get Weapon=Sword Now! PL2 +ghoulsu:0:FF0826:04:001:Get Weapon=Axe Now! PL2 +ghoulsu:0:FF0826:05:001:Get Weapon=Shield Now! PL2 +ghoulsu:0:FF0826:06:001:Get Weapon=Fireball Now! PL2 +ghoulsu:0:FF07AC:04:000:Always be duck (BUGGY) +ghoulsu:0:FF07C4:42:000:Always be old man (BUGGY) +ghoulsu:0:FF07C4:44:000:Dance Routine (BUGGY) +ghoulsu:0:FFD0BB:00:001:Polymorph = duck (normal)? +ghoulsu:0:FFD0BB:00:000:Polymorph = duck (never)? +ghoulsu:0:FF0954:C3:001:Round Clear Now!!(1/2) +ghoulsu:0:FF0955:1C:501:Round Clear Now!!(2/2) +ghoulsu:0:FF07C8:02:001:Go to Round 1(1/3) +ghoulsu:0:FF0954:C3:501:Go to Round 1(2/3) +ghoulsu:0:FF0955:1C:501:Go to Round 1(3/3) +ghoulsu:0:FF07C8:00:001:Go to Round 2(1/3) +ghoulsu:0:FF0954:C3:501:Go to Round 2(2/3) +ghoulsu:0:FF0955:1C:501:Go to Round 2(3/3) +ghoulsu:0:FF07C8:01:001:Go to Round 3(1/3) +ghoulsu:0:FF0954:C3:501:Go to Round 3(2/3) +ghoulsu:0:FF0955:1C:501:Go to Round 3(3/3) +ghoulsu:0:FF07C8:03:001:Go to Round 4(1/3) +ghoulsu:0:FF0954:C3:501:Go to Round 4(2/3) +ghoulsu:0:FF0955:1C:501:Go to Round 4(3/3) +ghoulsu:0:FF07C8:05:001:Go to Round 5(1/3) +ghoulsu:0:FF0954:C3:501:Go to Round 5(2/3) +ghoulsu:0:FF0955:1C:501:Go to Round 5(3/3) +ghoulsu:0:FF07C8:07:001:Go to Final Round(1/5) +ghoulsu:0:FF0954:C3:501:Go to Final Round(2/5) +ghoulsu:0:FF0955:1C:501:Go to Final Round(3/5) +ghoulsu:0:FF07D5:01:501:Go to Final Round(4/5):Loop Check +ghoulsu:0:FF07C6:06:501:Go to Final Round(5/5):Item Check + +; [ Ghox ] +ghox:0:08063F:08:000:Infinite Lives PL1 +ghox:0:080643:01:000:Infinite Bombs PL1 +ghox:0:080672:84:000:Long Paddle PL1 +ghox:0:080673:24:000:Option Paddle PL1 +ghox:0:080673:2E:000:Option + Arrow Paddle PL1 +ghox:0:080673:FF:000:Ultimate Paddle PL1 +ghox:0:080641:08:000:Infinite Lives PL2 +ghox:0:080645:01:000:Infinite Bombs PL2 +ghox:0:080479:FF:000:Round will never complete:Don't USE THIS!!!! +ghox:0:080479:00:001:Finish this Round Now!! +ghox:0:080663:FF:071:Select Current Stage +ghox:0:080663:FF:061:Select Next Stage +ghox:0:080661:FF:071:Select Start Stage + +; [ Gimme A Break ] +gimeabrk:0:0180:11:000:Infinite Time +gimeabrk:0:01C1:0C:000:Infinite Shots PL1 +gimeabrk:0:01DF:01:000:Infinite Shots PL2 + +; [ Ginga NinkyouDen ] +ginganin:0:0200A5:99:000:Infinite Time (1/2) +ginganin:0:0200A4:09:500:Infinite Time (2/2) +ginganin:0:0200A9:08:000:Infinite Energy +ginganin:0:02024D:14:000:Infinite Beam +ginganin:0:02008D:03:000:Infinite Sword +ginganin:0:020059:05:000:Infinite Lives PL1 +ginganin:0:02005D:05:000:Infinite Lives PL2 + +; [ Gladiator (US) ] +gladiatr:0:C680:05:000:Infinite Lives +gladiatr:0:C194:20:000:Infinite Shield +gladiatr:0:F582:02:000:Infinite Helmet +gladiatr:0:F562:02:000:Infinite Breastplate +gladiatr:0:F4E2:02:000:Infinite Iron Briefs +gladiatr:0:F4C2:02:000:Infinite Right Thigh +gladiatr:0:F482:02:000:Infinite Left Thigh +gladiatr:0:F4A2:02:000:Infinite Right Lower Leg +gladiatr:0:F462:02:000:Infinite Left Lower Leg +gladiatr:0:F522:02:000:Infinite Left Forearm +gladiatr:0:F502:02:000:Infinite Right Upper Arm +gladiatr:0:F542:02:000:Infinite Left Upper Arm +gladiatr:0:0000:00:999:[The following cheats are ] +gladiatr:0:0000:00:999:[for your enemy - so don't ] +gladiatr:0:0000:00:999:[use the Infinite cheats if ] +gladiatr:0:0000:00:999:[you want to win!!! ] +gladiatr:0:F472:02:000:Infinite Right leg(enemy) +gladiatr:0:F492:02:000:Infinite Right thigh(enemy) +gladiatr:0:F4B2:02:000:Infinite Left leg(enemy) +gladiatr:0:F4D2:02:000:Infinite Left thigh(enemy) +gladiatr:0:F4F2:02:000:Infinite Briefs(enemy) +gladiatr:0:F512:02:000:Infinite Right arm(enemy) +gladiatr:0:F532:02:000:Infinite Right hand(enemy) +gladiatr:0:F572:02:000:Infinite chest(enemy) +gladiatr:0:F592:02:000:Infinite head(enemy) +gladiatr:0:F5B2:02:000:Infinite Left arm(enemy) +gladiatr:0:F5D2:02:000:Infinite Left hand(enemy) +gladiatr:0:F472:00:001:Break Right leg(enemy) Now! +gladiatr:0:F492:00:001:Break Right thigh(enemy) Now! +gladiatr:0:F4B2:00:001:Break Left leg(enemy) Now! +gladiatr:0:F4D2:00:001:Break Left thigh(enemy) Now! +gladiatr:0:F4F2:00:001:Break Briefs(enemy) Now! +gladiatr:0:F512:00:001:Break Right arm(enemy) Now! +gladiatr:0:F532:00:001:Break Right hand(enemy) Now! +gladiatr:0:F572:00:001:Break chest(enemy) Now! +gladiatr:0:F592:00:001:Break head(enemy) Now! +gladiatr:0:F5B2:00:001:Break Left arm(enemy) Now! +gladiatr:0:F5D2:00:001:Break Left hand(enemy) Now! + +; [ Guided Missile ] +gmissile:0:20E9:99:000:Infinite Time + +; [ Ghosts'n Goblins (World? set 1) ] +gng:0:0060:08:000:Infinite Lives +gng:0:00AD:7F:000:Invincibility +gng:0:00AB:76:000:Infinite Time +gng:0:00AC:00:000:Always Have Armour +gng:0:00AC:01:000:Never Have Armour +gng:0:0073:00:000:Always Have Torch +gng:0:0073:01:000:Always Have Lance +gng:0:0073:02:000:Always Have Axe +gng:0:0073:03:000:Always Have Shield +gng:0:0073:04:000:Always Have Sword +gng:0:0073:00:001:Get the Torch Now! +gng:0:0073:01:001:Get the Lance Now! +gng:0:0073:02:001:Get the Axe Now! +gng:0:0073:03:001:Get the Shield Now! +gng:0:0073:04:001:Get the Sword Now! +gng:0:050A:FF:001:Warp To Top Of Screen +gng:0:0503:04:001:Turn into frog +gng:0:0528:01:000:Never change into frog +gng:0:0072:00:001:Goto Level 1 Next +gng:0:0072:01:001:Goto Level 2 Next +gng:0:0072:02:001:Goto Level 3 Next +gng:0:0072:03:001:Goto Level 4 Next +gng:0:0072:04:001:Goto Level 5 Next +gng:0:0072:05:001:Goto Level 6 Next +gng:0:0072:06:001:Goto Last level Next +gng:0:0072:06:071:Select current level +gng:0:0072:06:061:Select next level + +; [ Ghosts'n Goblins (World? set 2) ] +gnga:0:0060:08:000:Infinite Lives +gnga:0:00AD:7F:000:Invincibility +gnga:0:00AB:76:000:Infinite Time +gnga:0:00AC:00:000:Always Have Armour +gnga:0:00AC:01:000:Never Have Armour +gnga:0:0073:00:000:Always Have Torch +gnga:0:0073:01:000:Always Have Lance +gnga:0:0073:02:000:Always Have Axe +gnga:0:0073:03:000:Always Have Shield +gnga:0:0073:04:000:Always Have Sword +gnga:0:0073:00:001:Get the Torch Now! +gnga:0:0073:01:001:Get the Lance Now! +gnga:0:0073:02:001:Get the Axe Now! +gnga:0:0073:03:001:Get the Shield Now! +gnga:0:0073:04:001:Get the Sword Now! +gnga:0:050A:FF:001:Warp To Top Of Screen +gnga:0:0503:04:001:Turn into frog +gnga:0:0528:01:000:Never change into frog +gnga:0:0072:00:001:Goto Level 1 Next +gnga:0:0072:01:001:Goto Level 2 Next +gnga:0:0072:02:001:Goto Level 3 Next +gnga:0:0072:03:001:Goto Level 4 Next +gnga:0:0072:04:001:Goto Level 5 Next +gnga:0:0072:05:001:Goto Level 6 Next +gnga:0:0072:06:001:Goto Last level Next +gnga:0:0072:06:071:Select current level +gnga:0:0072:06:061:Select next level + +; [ Ghosts'n Goblins (US) ] +gngt:0:0060:08:000:Infinite Lives +gngt:0:00AD:7F:000:Invincibility +gngt:0:00AB:76:000:Infinite Time +gngt:0:00AC:00:000:Always Have Armour +gngt:0:00AC:01:000:Never Have Armour +gngt:0:0073:00:000:Always Have Torch +gngt:0:0073:01:000:Always Have Lance +gngt:0:0073:02:000:Always Have Axe +gngt:0:0073:03:000:Always Have Shield +gngt:0:0073:04:000:Always Have Sword +gngt:0:0073:00:001:Get the Torch Now! +gngt:0:0073:01:001:Get the Lance Now! +gngt:0:0073:02:001:Get the Axe Now! +gngt:0:0073:03:001:Get the Shield Now! +gngt:0:0073:04:001:Get the Sword Now! +gngt:0:050A:FF:001:Warp To Top Of Screen +gngt:0:0503:04:001:Turn into frog +gngt:0:0528:01:000:Never change into frog +gngt:0:0072:00:001:Goto Level 1 Next +gngt:0:0072:01:001:Goto Level 2 Next +gngt:0:0072:02:001:Goto Level 3 Next +gngt:0:0072:03:001:Goto Level 4 Next +gngt:0:0072:04:001:Goto Level 5 Next +gngt:0:0072:05:001:Goto Level 6 Next +gngt:0:0072:06:001:Goto Last level Next +gngt:0:0072:06:071:Select current level +gngt:0:0072:06:061:Select next level + +; [ Goal! Goal! Goal! ] +goalx3:0:1004E5:3C:000:Infinite Time +goalx3:0:1004E2:00:001:Goto Injury Time Now! (1/3) +goalx3:0:1004E3:00:501:Goto Injury Time Now! (2/3) +goalx3:0:1004E4:00:501:Goto Injury Time Now! (3/3) +goalx3:0:000000:00:999:[The score is not updated ] +goalx3:0:000000:00:999:[until somebody scores! ] +goalx3:0:1004F1:63:073:Select Score Now! PL1 +goalx3:0:1004F3:63:073:Select Score Now! PL2 +goalx3:0:1004F1:00:000:Score always = 0 PL1 +goalx3:0:1004F3:00:000:Score always = 0 PL2 +goalx3:0:1004F1:63:000:Score always = 99 PL1 +goalx3:0:1004F3:63:000:Score always = 99 PL2 +goalx3:0:1004F1:00:001:Set score = 0 Now! PL1 +goalx3:0:1004F3:00:001:Set score = 0 Now! PL2 +goalx3:0:1004F1:63:001:Set score = 99 Now! PL1 +goalx3:0:1004F3:63:001:Set score = 99 Now! PL2 + +; [ Goindol ] +goindol:0:C054:03:000:Infinite Lives PL1 +goindol:0:C050:61:001:Next level = 99 PL1 (1/2) +goindol:0:C051:98:001:Next level = 99 PL1 (2/2) +goindol:0:C055:03:000:Infinite Lives PL2 +goindol:0:C052:61:001:Next level = 99 PL2 (1/2) +goindol:0:C053:98:001:Next level = 99 PL2 (2/2) +goindol:0:C014:99:000:Infinite Time +goindol:0:C1C2:00:000:No shots for homo-sapiens +goindol:0:C120:02:000:Always have the superball POW +goindol:0:C120:02:001:Get the superball POW Now! +goindol:0:C120:00:001:No more superball POW Now! +goindol:0:C114:01:001:Get the "fire" POW Now! +goindol:0:C114:02:001:Lose one life +goindol:0:C325:10:000:Always One brick for power +goindol:0:C325:10:001:Get One brick for power Now! +goindol:0:C320:00:000:Falling POW is always '-' +goindol:0:C320:01:000:Falling POW is always '+' +goindol:0:C320:02:000:Falling POW is always 'H' +goindol:0:C320:03:000:Falling POW is always 'L' +goindol:0:C320:04:000:Falling POW is always 'R' +goindol:0:C320:05:000:Falling POW is always 'S' +goindol:0:C320:06:000:Falling POW is always 'F' +goindol:0:C320:07:000:Falling POW is always 'B' +goindol:0:C320:00:001:Make Falling POW a '-' Now! +goindol:0:C320:01:001:Make Falling POW a '+' Now! +goindol:0:C320:02:001:Make Falling POW a 'H' Now! +goindol:0:C320:03:001:Make Falling POW a 'L' Now! +goindol:0:C320:04:001:Make Falling POW a 'R' Now! +goindol:0:C320:05:001:Make Falling POW a 'S' Now! +goindol:0:C320:06:001:Make Falling POW a 'F' Now! +goindol:0:C320:07:001:Make Falling POW a 'B' Now! + +; [ Golden Axe (bootleg) ] +goldnabl:0:FFE018:05:000:Infinite Lives PL1 +goldnabl:0:FFC070:30:000:Infinite Energy PL1 +goldnabl:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnabl:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnabl:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnabl:0:FFE098:05:000:Infinite Lives PL2 +goldnabl:0:FFC270:30:000:Infinite Energy PL2 +goldnabl:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnabl:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnabl:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Golden Axe (Version 2) ] +goldnaxa:0:FFE018:05:000:Infinite Lives PL1 +goldnaxa:0:FFC070:30:000:Infinite Energy PL1 +goldnaxa:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnaxa:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnaxa:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnaxa:0:FFE098:05:000:Infinite Lives PL2 +goldnaxa:0:FFC270:30:000:Infinite Energy PL2 +goldnaxa:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnaxa:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnaxa:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Golden Axe (Version 2 317-0110) ] +goldnaxb:0:FFE018:05:000:Infinite Lives PL1 +goldnaxb:0:FFC070:30:000:Infinite Energy PL1 +goldnaxb:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnaxb:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnaxb:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnaxb:0:FFE098:05:000:Infinite Lives PL2 +goldnaxb:0:FFC270:30:000:Infinite Energy PL2 +goldnaxb:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnaxb:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnaxb:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Golden Axe (Version 2 317-0122) ] +goldnaxc:0:FFE018:05:000:Infinite Lives PL1 +goldnaxc:0:FFC070:30:000:Infinite Energy PL1 +goldnaxc:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnaxc:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnaxc:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnaxc:0:FFE098:05:000:Infinite Lives PL2 +goldnaxc:0:FFC270:30:000:Infinite Energy PL2 +goldnaxc:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnaxc:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnaxc:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Golden Axe (Version 1) ] +goldnaxe:0:FFE018:05:000:Infinite Lives PL1 +goldnaxe:0:FFC070:30:000:Infinite Energy PL1 +goldnaxe:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnaxe:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnaxe:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnaxe:0:FFE098:05:000:Infinite Lives PL2 +goldnaxe:0:FFC270:30:000:Infinite Energy PL2 +goldnaxe:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnaxe:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnaxe:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Golden Axe (Version 1, Japan) ] +goldnaxj:0:FFE018:05:000:Infinite Lives PL1 +goldnaxj:0:FFC070:30:000:Infinite Energy PL1 +goldnaxj:0:FFE030:04:000:Infinite Magic - Green D PL1 +goldnaxj:0:FFE030:06:000:Infinite Magic - Blue W PL1 +goldnaxj:0:FFE030:09:000:Infinite Magic - Red V PL1 +goldnaxj:0:FFE098:05:000:Infinite Lives PL2 +goldnaxj:0:FFC270:30:000:Infinite Energy PL2 +goldnaxj:0:FFE0B0:04:000:Infinite Magic - Green D PL2 +goldnaxj:0:FFE0B0:06:000:Infinite Magic - Blue W PL2 +goldnaxj:0:FFE0B0:09:000:Infinite Magic - Red V PL2 + +; [ Gondomania (US) ] +gondo:0:14DB:03:000:Infinite Lives PL1 +gondo:0:14D7:99:000:Infinite Money PL1 +gondo:0:0100:20:020:Invincibility PL1 +gondo:0:14E2:99:000:Infinite Main W Ammo PL1 +gondo:0:14E4:99:000:Infinite Ext W1 Ammo PL1:Get extra weapon first +gondo:0:14E6:99:000:Infinite Ext W2 Ammo PL1:Get extra weapon first +gondo:0:14E8:99:000:Infinite Ext W3 Ammo PL1:Get extra weapon first +gondo:0:14EA:99:000:Infinite Ext W4 Ammo PL1:Get extra weapon first +gondo:0:14E1:00:000:Main W always Single fire PL1 +gondo:0:14E1:01:000:Main W always Triple fire PL1 +gondo:0:14E1:02:000:Main W always 6-way fire PL1 +gondo:0:14E1:03:000:Main W always Single mis. PL1 +gondo:0:14E1:04:000:Main W always Triple mis. PL1 +gondo:0:14E1:05:000:Main W always Laser PL1 +gondo:0:14E1:06:000:Main W always 5-way sonar PL1 +gondo:0:14E1:07:000:Main W always Big "sonar" PL1 +gondo:0:14E1:00:001:Main W = Single fire Now! PL1 +gondo:0:14E1:01:001:Main W = Triple fire Now! PL1 +gondo:0:14E1:02:001:Main W = 6-way fire Now! PL1 +gondo:0:14E1:03:001:Main W = Single mis. Now! PL1 +gondo:0:14E1:04:001:Main W = Triple mis. Now! PL1 +gondo:0:14E1:05:001:Main W = Laser Now! PL1 +gondo:0:14E1:06:001:Main W = 5-way sonar Now! PL1 +gondo:0:14E1:07:001:Main W = Big "sonar" Now! PL1 +gondo:0:14E3:00:001:No extra weapon 1 Now! PL1 +gondo:0:14E3:81:001:Ext W1 = Big knife Now! PL1 +gondo:0:14E3:82:001:Ext W1 = Small axe Now! PL1 +gondo:0:14E3:83:001:Ext W1 = Big axe Now! PL1 +gondo:0:14E3:84:001:Ext W1 = Shuriken Now! PL1 +gondo:0:14E3:85:001:Ext W1 = Flame balls Now! PL1 +gondo:0:14E3:86:001:Ext W1 = Grenade Now! PL1 +gondo:0:14E3:87:001:Ext W1 = 4-way bomb Now! PL1 +gondo:0:14E5:00:001:No extra weapon 2 Now! PL1 +gondo:0:14E5:81:001:Ext W2 = Big knife Now! PL1:Get extra weapon 1 first +gondo:0:14E5:82:001:Ext W2 = Small axe Now! PL1:Get extra weapon 1 first +gondo:0:14E5:83:001:Ext W2 = Big axe Now! PL1:Get extra weapon 1 first +gondo:0:14E5:84:001:Ext W2 = Shuriken Now! PL1:Get extra weapon 1 first +gondo:0:14E5:85:001:Ext W2 = Flame balls Now! PL1:Get extra weapon 1 first +gondo:0:14E5:86:001:Ext W2 = Grenade Now! PL1:Get extra weapon 1 first +gondo:0:14E5:87:001:Ext W2 = 4-way bomb Now! PL1:Get extra weapon 1 first +gondo:0:14E7:00:001:No extra weapon 3 Now! PL1 +gondo:0:14E7:81:001:Ext W3 = Big knife Now! PL1:Get extra weapon 2 first +gondo:0:14E7:82:001:Ext W3 = Small axe Now! PL1:Get extra weapon 2 first +gondo:0:14E7:83:001:Ext W3 = Big axe Now! PL1:Get extra weapon 2 first +gondo:0:14E7:84:001:Ext W3 = Shuriken Now! PL1:Get extra weapon 2 first +gondo:0:14E7:85:001:Ext W3 = Flame balls Now! PL1:Get extra weapon 2 first +gondo:0:14E7:86:001:Ext W3 = Grenade Now! PL1:Get extra weapon 2 first +gondo:0:14E7:87:001:Ext W3 = 4-way bomb Now! PL1:Get extra weapon 2 first +gondo:0:14E9:00:001:No extra weapon 4 Now! PL1 +gondo:0:14E9:81:001:Ext W4 = Big knife Now! PL1:Get extra weapon 3 first +gondo:0:14E9:82:001:Ext W4 = Small axe Now! PL1:Get extra weapon 3 first +gondo:0:14E9:83:001:Ext W4 = Big axe Now! PL1:Get extra weapon 3 first +gondo:0:14E9:84:001:Ext W4 = Shuriken Now! PL1:Get extra weapon 3 first +gondo:0:14E9:85:001:Ext W4 = Flame balls Now! PL1:Get extra weapon 3 first +gondo:0:14E9:86:001:Ext W4 = Grenade Now! PL1:Get extra weapon 3 first +gondo:0:14E9:87:001:Ext W4 = 4-way bomb Now! PL1:Get extra weapon 3 first +gondo:0:0100:08:020:Always have the armour PL1 +gondo:0:0100:10:020:Always have the jets PL1 +gondo:0:0100:08:021:Get the armour Now! PL1 +gondo:0:0100:10:021:Get the jets Now! PL1 +gondo:0:0100:10:041:Lose the jets Now! PL1 +gondo:0:0100:08:041:Lose the armour Now! PL1 +gondo:0:14E0:03:000:Infinite Lives PL2 +gondo:0:14DC:99:000:Infinite Money PL2 +gondo:0:0128:20:020:Invincibility PL2 +gondo:0:14EC:99:000:Infinite Main W Ammo PL2 +gondo:0:14EE:99:000:Infinite Ext W1 Ammo PL2:Get extra weapon first +gondo:0:14F0:99:000:Infinite Ext W2 Ammo PL2:Get extra weapon first +gondo:0:14F2:99:000:Infinite Ext W3 Ammo PL2:Get extra weapon first +gondo:0:14F4:99:000:Infinite Ext W4 Ammo PL2:Get extra weapon first +gondo:0:14EB:00:000:Main W always Single fire PL2 +gondo:0:14EB:01:000:Main W always Triple fire PL2 +gondo:0:14EB:02:000:Main W always 6-way fire PL2 +gondo:0:14EB:03:000:Main W always Single mis. PL2 +gondo:0:14EB:04:000:Main W always Triple mis. PL2 +gondo:0:14EB:05:000:Main W always Laser PL2 +gondo:0:14EB:06:000:Main W always 5-way sonar PL2 +gondo:0:14EB:07:000:Main W always Big "sonar" PL2 +gondo:0:14EB:00:001:Main W = Single fire Now! PL2 +gondo:0:14EB:01:001:Main W = Triple fire Now! PL2 +gondo:0:14EB:02:001:Main W = 6-way fire Now! PL2 +gondo:0:14EB:03:001:Main W = Single mis. Now! PL2 +gondo:0:14EB:04:001:Main W = Triple mis. Now! PL2 +gondo:0:14EB:05:001:Main W = Laser Now! PL2 +gondo:0:14EB:06:001:Main W = 5-way sonar Now! PL2 +gondo:0:14EB:07:001:Main W = Big "sonar" Now! PL2 +gondo:0:14ED:00:001:No extra weapon 1 Now! PL2 +gondo:0:14ED:81:001:Ext W1 = Big knife Now! PL2 +gondo:0:14ED:82:001:Ext W1 = Small axe Now! PL2 +gondo:0:14ED:83:001:Ext W1 = Big axe Now! PL2 +gondo:0:14ED:84:001:Ext W1 = Shuriken Now! PL2 +gondo:0:14ED:85:001:Ext W1 = Flame balls Now! PL2 +gondo:0:14ED:86:001:Ext W1 = Grenade Now! PL2 +gondo:0:14ED:87:001:Ext W1 = 4-way bomb Now! PL2 +gondo:0:14EF:00:001:No extra weapon 2 Now! PL2 +gondo:0:14EF:81:001:Ext W2 = Big knife Now! PL2:Get extra weapon 1 first +gondo:0:14EF:82:001:Ext W2 = Small axe Now! PL2:Get extra weapon 1 first +gondo:0:14EF:83:001:Ext W2 = Big axe Now! PL2:Get extra weapon 1 first +gondo:0:14EF:84:001:Ext W2 = Shuriken Now! PL2:Get extra weapon 1 first +gondo:0:14EF:85:001:Ext W2 = Flame balls Now! PL2:Get extra weapon 1 first +gondo:0:14EF:86:001:Ext W2 = Grenade Now! PL2:Get extra weapon 1 first +gondo:0:14EF:87:001:Ext W2 = 4-way bomb Now! PL2:Get extra weapon 1 first +gondo:0:14F1:00:001:No extra weapon 3 Now! PL2 +gondo:0:14F1:81:001:Ext W3 = Big knife Now! PL2:Get extra weapon 2 first +gondo:0:14F1:82:001:Ext W3 = Small axe Now! PL2:Get extra weapon 2 first +gondo:0:14F1:83:001:Ext W3 = Big axe Now! PL2:Get extra weapon 2 first +gondo:0:14F1:84:001:Ext W3 = Shuriken Now! PL2:Get extra weapon 2 first +gondo:0:14F1:85:001:Ext W3 = Flame balls Now! PL2:Get extra weapon 2 first +gondo:0:14F1:86:001:Ext W3 = Grenade Now! PL2:Get extra weapon 2 first +gondo:0:14F1:87:001:Ext W3 = 4-way bomb Now! PL2:Get extra weapon 2 first +gondo:0:14F3:00:001:No extra weapon 4 Now! PL2 +gondo:0:14F3:81:001:Ext W4 = Big knife Now! PL2:Get extra weapon 3 first +gondo:0:14F3:82:001:Ext W4 = Small axe Now! PL2:Get extra weapon 3 first +gondo:0:14F3:83:001:Ext W4 = Big axe Now! PL2:Get extra weapon 3 first +gondo:0:14F3:84:001:Ext W4 = Shuriken Now! PL2:Get extra weapon 3 first +gondo:0:14F3:85:001:Ext W4 = Flame balls Now! PL2:Get extra weapon 3 first +gondo:0:14F3:86:001:Ext W4 = Grenade Now! PL2:Get extra weapon 3 first +gondo:0:14F3:87:001:Ext W4 = 4-way bomb Now! PL2:Get extra weapon 3 first +gondo:0:0128:08:020:Always have the armour PL2 +gondo:0:0128:10:020:Always have the jets PL2 +gondo:0:0128:08:021:Get the armour Now! PL2 +gondo:0:0128:10:021:Get the jets Now! PL2 +gondo:0:0128:10:041:Lose the jets Now! PL2 +gondo:0:0128:08:041:Lose the armour Now! PL2 + +; [ Gorf ] +gorf:0:D032:05:000:Infinite Lives PL1 +gorf:0:D033:05:000:Infinite Lives PL2 + +; [ Gorf (Program 1) ] +gorfpgm1:0:D032:05:000:Infinite Lives PL1 +gorfpgm1:0:D033:05:000:Infinite Lives PL2 + +; [ Got-Ya (12/24/1981, prototype?) ] +gotya:0:5087:06:000:Infinite Lives PL1 +gotya:0:5088:06:000:Infinite Lives PL2 + +; [ Voltage Fighter - Gowcaizer / Choujin Gakuen Gowcaizer ] +gowcaizr:0:1062E1:3C:000:Infinite Time +gowcaizr:0:102D09:64:000:Infinite Energy PL1 +gowcaizr:0:1035BF:64:000:Infinite Energy PL2 +gowcaizr:0:000000:00:999:[ Free player selection ] +gowcaizr:0:000000:00:999:[Use at ANY selection screen] +gowcaizr:0:000000:00:999:[Ohga vs. Ohga doesn't work ] +gowcaizr:0:10464D:00:001:Play with Gowcaizer PL1 +gowcaizr:0:10464D:01:001:Play with Captain PL1 +gowcaizr:0:10464D:02:001:Play with Karin PL1 +gowcaizr:0:10464D:03:001:Play with Fudomaru PL1 +gowcaizr:0:10464D:04:001:Play with Marion PL1 +gowcaizr:0:10464D:05:001:Play with Shaia PL1 +gowcaizr:0:10464D:06:001:Play with Shenlong PL1 +gowcaizr:0:10464D:07:001:Play with Kyosuke PL1 +gowcaizr:0:10464D:08:001:Play with Stinger PL1 +gowcaizr:0:10464D:09:001:Play with Brider PL1 +gowcaizr:0:10464D:0A:001:Play with Platonic Twins PL1 +gowcaizr:0:10464D:0B:001:Play with Ohga PL1:Loses cause end of game +gowcaizr:0:10467D:00:001:Play with Gowcaizer PL2 +gowcaizr:0:10467D:01:001:Play with Captain PL2 +gowcaizr:0:10467D:02:001:Play with Karin PL2 +gowcaizr:0:10467D:03:001:Play with Fudomaru PL2 +gowcaizr:0:10467D:04:001:Play with Marion PL2 +gowcaizr:0:10467D:05:001:Play with Shaia PL2 +gowcaizr:0:10467D:06:001:Play with Shenlong PL2 +gowcaizr:0:10467D:07:001:Play with Kyosuke PL2 +gowcaizr:0:10467D:08:001:Play with Stinger PL2 +gowcaizr:0:10467D:09:001:Play with Brider PL2 +gowcaizr:0:10467D:0A:001:Play with Platonic Twins PL2 +gowcaizr:0:10467D:0B:001:Play with Ohga PL2:Loses cause end of game + +; [ Ghost Pilots ] +gpilots:0:103F37:09:000:Infinite Lives PL1 +gpilots:0:103F40:09:000:Infinite Bombs PL1 +gpilots:0:103F44:99:001:Get 99 Stars Now! PL1 +gpilots:0:103F3D:1C:000:Maximum Weapon Power PL1 +gpilots:0:102526:27:000:Invincibility PL1 +gpilots:0:103FB7:09:000:Infinite Lives PL2 +gpilots:0:103FC0:09:000:Infinite Bombs PL2 +gpilots:0:103FC4:99:001:Get 99 Stars Now! PL2 +gpilots:0:103FBD:1C:000:Maximum Weapon Power PL2 +gpilots:0:103226:27:000:Invincibility PL2 + +; [ Gradius ] +gradius:0:0702A0:05:000:Infinite Lives +gradius:0:070800:01:000:Invincibility (1/3) +gradius:0:07080A:02:500:Invincibility (2/3) +gradius:0:070819:00:500:Invincibility (3/3) +gradius:0:07080E:02:000:Constant Speedup Speed=2 +gradius:0:07080E:03:000:Constant Speedup Speed=3 +gradius:0:07080E:04:000:Constant Speedup Speed=4 +gradius:0:07080E:05:000:Constant Speedup Speed=5 +gradius:0:07080E:06:000:Constant Speedup Speed=6-FULL +gradius:0:070825:01:000:Constant Missile +gradius:0:070827:01:000:Constant Double +gradius:0:070827:02:000:Constant Laser +gradius:0:0702AC:05:000:Infinite 5 Coins +gradius:0:0702AC:06:000:Infinite 6 Coins +gradius:0:0705E3:FF:002:Sound Test Timer Stop:[PL2 Start]Next Code +gradius:0:01FF06:FF:000:WakeUp Music Timer Stop:Start again after the use + +; [ Gradius II - Gofer no Yabou (Japan set 1) ] +gradius2:2:060400:09:000:Infinite Lives +gradius2:2:14007E:00:000:Invincibility (1/2):Not perfect yet +gradius2:2:140055:10:500:Invincibility (2/2):Not perfect yet +gradius2:2:06040F:0C:000:Next Capsule Blue +gradius2:2:060420:01:001:Gauge = SpeedUp Now! +gradius2:2:060420:02:001:Gauge = Missile Now! +gradius2:2:060420:03:001:Gauge = Double Now! +gradius2:2:060420:04:001:Gauge = Laser Now! +gradius2:2:060420:05:001:Gauge = Option Now! +gradius2:2:060420:06:001:Gauge = Shield Now! +gradius2:2:060420:06:071:Gauge = Bar Select Now! +gradius2:2:060002:FF:000:Sound Test Timer Stop:[PL1 Shot3]Next Code + +; [ Gradius III (Japan) ] +gradius3:0:101050:03:000:Infinite Lives +gradius3:0:10101B:00:000:Invincibility(Sprite Only) +gradius3:0:101001:02:000:Invincibility(Object+Sprite):Can't Move!! +gradius3:0:10101B:08:000:Invincibility+4Normal Options +gradius3:0:10101B:0A:000:Invincibility+4Snake Options +gradius3:0:10106A:01:001:Gauge [SPEED UP] +gradius3:0:10106A:02:001:Gauge [MISSILE] +gradius3:0:10106A:03:001:Gauge [DOUBLE] +gradius3:0:10106A:04:001:Gauge [LASER] +gradius3:0:10106A:05:001:Gauge [OPTION] +gradius3:0:10106A:06:001:Gauge [?] +gradius3:0:10106A:07:001:Gauge [!] +gradius3:0:10106A:01:000:Gauge Hold [SPEED UP] +gradius3:0:10106A:02:000:Gauge Hold [MISSILE] +gradius3:0:10106A:03:000:Gauge Hold [DOUBLE] +gradius3:0:10106A:04:000:Gauge Hold [LASER] +gradius3:0:10106A:05:000:Gauge Hold [OPTION] +gradius3:0:10106A:06:000:Gauge Hold [?] +gradius3:0:10106A:07:000:Gauge Hold [!] +gradius3:0:000000:00:999:[ Change Current Speed Now!!] +gradius3:0:10102C:01:001:1st Speed(1/2) +gradius3:0:10102D:00:501:1st Speed(2/2) +gradius3:0:10102C:01:001:2nd Speed(1/2) +gradius3:0:10102D:C0:501:2nd Speed(2/2) +gradius3:0:10102C:02:001:3rd Speed(1/2) +gradius3:0:10102D:80:501:3rd Speed(2/2) +gradius3:0:10102C:03:001:4th Speed(1/2) +gradius3:0:10102D:40:501:4th Speed(2/2) +gradius3:0:10102C:04:001:5th Speed(1/2) +gradius3:0:10102D:00:501:5th Speed(2/2) +gradius3:0:10102C:04:001:Top Speed(1/2) +gradius3:0:10102D:C0:501:Top Speed(2/2) +gradius3:0:000000:00:999:[ Equip with Missile Now!! ] +gradius3:0:10106D:00:001:Lost Missile +gradius3:0:10106D:01:001:Normal +gradius3:0:10106D:02:001:Photon Torpedo +gradius3:0:10106D:03:001:Spread Bomb +gradius3:0:10106D:04:001:2Way +gradius3:0:10106D:06:001:Control +gradius3:0:10106D:07:001:Upper +gradius3:0:10106D:08:001:S.Spread +gradius3:0:000000:00:999:[ Equip with MainShot Now!! ] +gradius3:0:10106C:00:001:Normal Shot +gradius3:0:10106C:01:001:TailGun +gradius3:0:10106C:02:001:Vertical +gradius3:0:10106C:03:001:Double +gradius3:0:10106C:04:001:Normal Laser +gradius3:0:10106C:05:001:C.Laser +gradius3:0:10106C:06:001:Twin Laser +gradius3:0:10106C:07:001:Ripple +gradius3:0:10106C:08:001:Free Way +gradius3:0:10106C:09:001:Spread Gun +gradius3:0:10106C:0A:001:E.Laser +gradius3:0:000000:00:999:[ Hold Current Speed ] +gradius3:0:10102C:01:000:1st Speed (1/2) +gradius3:0:10102D:00:500:1st Speed (2/2) +gradius3:0:10102C:01:000:2nd Speed (1/2) +gradius3:0:10102D:C0:500:2nd Speed (2/2) +gradius3:0:10102C:02:000:3rd Speed (1/2) +gradius3:0:10102D:80:500:3rd Speed (2/2) +gradius3:0:10102C:03:000:4th Speed (1/2) +gradius3:0:10102D:40:500:4th Speed (2/2) +gradius3:0:10102C:04:000:5th Speed (1/2) +gradius3:0:10102D:00:500:5th Speed (2/2) +gradius3:0:10102C:04:000:Top Speed (1/2) +gradius3:0:10102D:C0:500:Top Speed (2/2) +gradius3:0:000000:00:999:[ Always have equip Missile ] +gradius3:0:10106D:00:000:Lost Missile +gradius3:0:10106D:01:000:Normal +gradius3:0:10106D:02:000:Photon Torpedo +gradius3:0:10106D:03:000:Spread Bomb +gradius3:0:10106D:04:000:2Way +gradius3:0:10106D:06:000:Control +gradius3:0:10106D:07:000:Upper +gradius3:0:10106D:08:000:S.Spread +gradius3:0:000000:00:999:[ Always have equip MainShot] +gradius3:0:10106C:00:000:Normal Shot +gradius3:0:10106C:01:000:TailGun +gradius3:0:10106C:02:000:Vertical +gradius3:0:10106C:03:000:Double +gradius3:0:10106C:04:000:Normal Laser +gradius3:0:10106C:05:000:C.Laser +gradius3:0:10106C:06:000:Twin Laser +gradius3:0:10106C:07:000:Ripple +gradius3:0:10106C:08:000:Free Way +gradius3:0:10106C:09:000:Spread Gun +gradius3:0:10106C:0A:000:E.Laser +gradius3:0:000000:00:999:[ Edit Current Weapon Type ] +gradius3:0:10106E:00:001:Weapon Type A +gradius3:0:10106E:01:001:Weapon Type B +gradius3:0:10106E:02:001:Weapon Type C +gradius3:0:10106E:03:001:Weapon Type D +gradius3:0:10106E:05:001:Weapon Type EDIT +gradius3:0:000000:00:999:[ Edit Current Missile Type ] +gradius3:0:101075:02:000:Normal Missile +gradius3:0:101075:03:000:Photon Torpedo +gradius3:0:101075:04:000:Spread Bomb +gradius3:0:101075:05:000:2Way +gradius3:0:101075:16:000:Control +gradius3:0:101075:1C:000:Upper +gradius3:0:101075:1D:000:S.Spread +gradius3:0:000000:00:999:[ Edit Current Double Type ] +gradius3:0:101077:06:000:Tail Gun +gradius3:0:101077:07:000:Vertical +gradius3:0:101077:08:000:Normal Double +gradius3:0:101077:13:000:Free Way +gradius3:0:101077:17:000:Spread +gradius3:0:000000:00:999:[ Edit Current Laser Type ] +gradius3:0:101079:09:000:Normal Laser +gradius3:0:101079:0A:000:C.Laser +gradius3:0:101079:0B:000:Twin Laser +gradius3:0:101079:0C:000:Ripple +gradius3:0:101079:18:000:E.Laser +gradius3:0:000000:00:999:[ Edit Current Option Type ] +gradius3:0:10107B:0D:000:Normal Option +gradius3:0:10107B:0E:000:Snake Option +gradius3:0:000000:00:999:[ Edit Current Shield Type ] +gradius3:0:10107D:10:000:Shield +gradius3:0:10107D:12:000:Force Shield +gradius3:0:10107D:11:000:Free Shield +gradius3:0:10107D:1A:000:Reduce +gradius3:0:000000:00:999:[ Edit Current Special Type ] +gradius3:0:10107F:14:000:Flash +gradius3:0:10107F:1B:000:Normal +gradius3:0:10107F:19:000:Speed Down +gradius3:0:10107F:1E:000:Option +gradius3:0:000000:00:999:[ Round Select ] +gradius3:0:1039C3:FF:071:Select Lap +gradius3:0:101051:0C:071:Select Round +gradius3:0:1038F1:00:000:Start area 0 +gradius3:0:1038F1:01:000:Start area 1 +gradius3:0:1038F1:02:000:Start area 2 +gradius3:0:1038F1:03:000:Start area 3 +gradius3:0:1038F1:04:000:Start area 4 +gradius3:0:1038F1:05:000:Start area 5 +gradius3:0:1038F1:06:000:Start area 6 +gradius3:0:1038F1:07:000:Start area 7 +gradius3:0:1038F1:08:000:Start area 8 +gradius3:0:1038F1:09:000:Start area 9 +gradius3:0:1038F1:0A:000:Start area 10 +gradius3:0:1038F1:0B:000:Start area 11 +gradius3:0:1038F1:0C:000:Start area 12 +gradius3:0:1038F1:0D:000:Start area 13 +gradius3:0:1038F1:0E:000:Start area 14 +gradius3:0:1038F1:0F:000:Start area 15 +gradius3:0:1038F1:10:000:Start area 16 +gradius3:0:1038F1:11:000:Start area 17 +gradius3:0:1038F1:12:000:Start area 18 +gradius3:0:1038F1:13:000:Start area 19 +gradius3:0:1038F1:14:000:Start area 20 +gradius3:0:1038F1:15:000:Start area 21 +gradius3:0:1038F1:16:000:Start area 22 +gradius3:0:1038F1:17:000:Start area 23 +gradius3:0:1038F1:18:000:Start area 24 +gradius3:0:1038F1:19:000:Start area 25 +gradius3:0:1038F1:1A:000:Start area 26 +gradius3:0:1038F1:1B:000:Start area 27 +gradius3:0:1038F1:1C:000:Start area 28 +gradius3:0:1038F1:1D:000:Start area 29 +gradius3:0:1038F1:1E:000:Start area 30 +gradius3:0:1038F1:1F:000:Start area 31 +gradius3:0:1038F1:20:000:Start area 32 +gradius3:0:040002:41:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Gravitar (version 3) ] +gravitar:0:0042:06:000:Infinite Lives PL1 +gravitar:0:016C:99:000:Infinite Fuel PL1 +gravitar:0:0043:06:000:Infinite Lives PL1 +gravitar:0:0169:99:000:Infinite Fuel PL1 + +; [ Gravitar (version 2) ] +gravitr2:0:0042:06:000:Infinite Lives PL1 +gravitr2:0:016C:99:000:Infinite Fuel PL1 +gravitr2:0:0043:06:000:Infinite Lives PL1 +gravitr2:0:0169:99:000:Infinite Fuel PL1 + +; [ Gradius II - Gofer no Yabou (Japan set 2) ] +grdius2a:2:060400:09:000:Infinite Lives +grdius2a:2:14007E:00:000:Invincibility (1/2):Not perfect yet +grdius2a:2:140055:10:500:Invincibility (2/2):Not perfect yet +grdius2a:2:06040F:0C:000:Next Capsule Blue +grdius2a:2:060420:01:001:Gauge = SpeedUp Now! +grdius2a:2:060420:02:001:Gauge = Missile Now! +grdius2a:2:060420:03:001:Gauge = Double Now! +grdius2a:2:060420:04:001:Gauge = Laser Now! +grdius2a:2:060420:05:001:Gauge = Option Now! +grdius2a:2:060420:06:001:Gauge = Shield Now! +grdius2a:2:060420:06:071:Gauge = Bar Select Now! +grdius2a:2:060002:FF:000:Sound Test Timer Stop:[PL1 Shot3]Next Code + +; [ Gradius II - Gofer no Yabou (Japan set 3) ] +grdius2b:2:060400:09:000:Infinite Lives +grdius2b:2:14007E:00:000:Invincibility (1/2):Not perfect yet +grdius2b:2:140055:10:500:Invincibility (2/2):Not perfect yet +grdius2b:2:06040F:0C:000:Next Capsule Blue +grdius2b:2:060420:01:001:Gauge = SpeedUp Now! +grdius2b:2:060420:02:001:Gauge = Missile Now! +grdius2b:2:060420:03:001:Gauge = Double Now! +grdius2b:2:060420:04:001:Gauge = Laser Now! +grdius2b:2:060420:05:001:Gauge = Option Now! +grdius2b:2:060420:06:001:Gauge = Shield Now! +grdius2b:2:060420:06:071:Gauge = Bar Select Now! +grdius2b:2:060002:FF:000:Sound Test Timer Stop:[PL1 Shot3]Next Code + +; [ Gradius III (Asia) ] +grdius3a:0:101050:03:000:Infinite Lives +grdius3a:0:10101B:00:000:Invincibility(Sprite Only) +grdius3a:0:101001:02:000:Invincibility(Object+Sprite):Can't Move!! +grdius3a:0:10101B:08:000:Invincibility+4Normal Options +grdius3a:0:10101B:0A:000:Invincibility+4Snake Options +grdius3a:0:10106A:01:001:Gauge [SPEED UP] +grdius3a:0:10106A:02:001:Gauge [MISSILE] +grdius3a:0:10106A:03:001:Gauge [DOUBLE] +grdius3a:0:10106A:04:001:Gauge [LASER] +grdius3a:0:10106A:05:001:Gauge [OPTION] +grdius3a:0:10106A:06:001:Gauge [?] +grdius3a:0:10106A:07:001:Gauge [!] +grdius3a:0:10106A:01:000:Gauge Hold [SPEED UP] +grdius3a:0:10106A:02:000:Gauge Hold [MISSILE] +grdius3a:0:10106A:03:000:Gauge Hold [DOUBLE] +grdius3a:0:10106A:04:000:Gauge Hold [LASER] +grdius3a:0:10106A:05:000:Gauge Hold [OPTION] +grdius3a:0:10106A:06:000:Gauge Hold [?] +grdius3a:0:10106A:07:000:Gauge Hold [!] +grdius3a:0:000000:00:999:[ Change Current Speed Now!!] +grdius3a:0:10102C:01:001:1st Speed(1/2) +grdius3a:0:10102D:00:501:1st Speed(2/2) +grdius3a:0:10102C:01:001:2nd Speed(1/2) +grdius3a:0:10102D:C0:501:2nd Speed(2/2) +grdius3a:0:10102C:02:001:3rd Speed(1/2) +grdius3a:0:10102D:80:501:3rd Speed(2/2) +grdius3a:0:10102C:03:001:4th Speed(1/2) +grdius3a:0:10102D:40:501:4th Speed(2/2) +grdius3a:0:10102C:04:001:5th Speed(1/2) +grdius3a:0:10102D:00:501:5th Speed(2/2) +grdius3a:0:10102C:04:001:Top Speed(1/2) +grdius3a:0:10102D:C0:501:Top Speed(2/2) +grdius3a:0:000000:00:999:[ Equip with Missile Now!! ] +grdius3a:0:10106D:00:001:Lost Missile +grdius3a:0:10106D:01:001:Normal +grdius3a:0:10106D:02:001:Photon Torpedo +grdius3a:0:10106D:03:001:Spread Bomb +grdius3a:0:10106D:04:001:2Way +grdius3a:0:10106D:06:001:Control +grdius3a:0:10106D:07:001:Upper +grdius3a:0:10106D:08:001:S.Spread +grdius3a:0:000000:00:999:[ Equip with MainShot Now!! ] +grdius3a:0:10106C:00:001:Normal Shot +grdius3a:0:10106C:01:001:TailGun +grdius3a:0:10106C:02:001:Vertical +grdius3a:0:10106C:03:001:Double +grdius3a:0:10106C:04:001:Normal Laser +grdius3a:0:10106C:05:001:C.Laser +grdius3a:0:10106C:06:001:Twin Laser +grdius3a:0:10106C:07:001:Ripple +grdius3a:0:10106C:08:001:Free Way +grdius3a:0:10106C:09:001:Spread Gun +grdius3a:0:10106C:0A:001:E.Laser +grdius3a:0:000000:00:999:[ Hold Current Speed ] +grdius3a:0:10102C:01:000:1st Speed (1/2) +grdius3a:0:10102D:00:500:1st Speed (2/2) +grdius3a:0:10102C:01:000:2nd Speed (1/2) +grdius3a:0:10102D:C0:500:2nd Speed (2/2) +grdius3a:0:10102C:02:000:3rd Speed (1/2) +grdius3a:0:10102D:80:500:3rd Speed (2/2) +grdius3a:0:10102C:03:000:4th Speed (1/2) +grdius3a:0:10102D:40:500:4th Speed (2/2) +grdius3a:0:10102C:04:000:5th Speed (1/2) +grdius3a:0:10102D:00:500:5th Speed (2/2) +grdius3a:0:10102C:04:000:Top Speed (1/2) +grdius3a:0:10102D:C0:500:Top Speed (2/2) +grdius3a:0:000000:00:999:[ Always have equip Missile ] +grdius3a:0:10106D:00:000:Lost Missile +grdius3a:0:10106D:01:000:Normal +grdius3a:0:10106D:02:000:Photon Torpedo +grdius3a:0:10106D:03:000:Spread Bomb +grdius3a:0:10106D:04:000:2Way +grdius3a:0:10106D:06:000:Control +grdius3a:0:10106D:07:000:Upper +grdius3a:0:10106D:08:000:S.Spread +grdius3a:0:000000:00:999:[ Always have equip MainShot] +grdius3a:0:10106C:00:000:Normal Shot +grdius3a:0:10106C:01:000:TailGun +grdius3a:0:10106C:02:000:Vertical +grdius3a:0:10106C:03:000:Double +grdius3a:0:10106C:04:000:Normal Laser +grdius3a:0:10106C:05:000:C.Laser +grdius3a:0:10106C:06:000:Twin Laser +grdius3a:0:10106C:07:000:Ripple +grdius3a:0:10106C:08:000:Free Way +grdius3a:0:10106C:09:000:Spread Gun +grdius3a:0:10106C:0A:000:E.Laser +grdius3a:0:000000:00:999:[ Edit Current Weapon Type ] +grdius3a:0:10106E:00:001:Weapon Type A +grdius3a:0:10106E:01:001:Weapon Type B +grdius3a:0:10106E:02:001:Weapon Type C +grdius3a:0:10106E:03:001:Weapon Type D +grdius3a:0:10106E:05:001:Weapon Type EDIT +grdius3a:0:000000:00:999:[ Edit Current Missile Type ] +grdius3a:0:101075:02:000:Normal Missile +grdius3a:0:101075:03:000:Photon Torpedo +grdius3a:0:101075:04:000:Spread Bomb +grdius3a:0:101075:05:000:2Way +grdius3a:0:101075:16:000:Control +grdius3a:0:101075:1C:000:Upper +grdius3a:0:101075:1D:000:S.Spread +grdius3a:0:000000:00:999:[ Edit Current Double Type ] +grdius3a:0:101077:06:000:Tail Gun +grdius3a:0:101077:07:000:Vertical +grdius3a:0:101077:08:000:Normal Double +grdius3a:0:101077:13:000:Free Way +grdius3a:0:101077:17:000:Spread +grdius3a:0:000000:00:999:[ Edit Current Laser Type ] +grdius3a:0:101079:09:000:Normal Laser +grdius3a:0:101079:0A:000:C.Laser +grdius3a:0:101079:0B:000:Twin Laser +grdius3a:0:101079:0C:000:Ripple +grdius3a:0:101079:18:000:E.Laser +grdius3a:0:000000:00:999:[ Edit Current Option Type ] +grdius3a:0:10107B:0D:000:Normal Option +grdius3a:0:10107B:0E:000:Snake Option +grdius3a:0:000000:00:999:[ Edit Current Shield Type ] +grdius3a:0:10107D:10:000:Shield +grdius3a:0:10107D:12:000:Force Shield +grdius3a:0:10107D:11:000:Free Shield +grdius3a:0:10107D:1A:000:Reduce +grdius3a:0:000000:00:999:[ Edit Current Special Type ] +grdius3a:0:10107F:14:000:Flash +grdius3a:0:10107F:1B:000:Normal +grdius3a:0:10107F:19:000:Speed Down +grdius3a:0:10107F:1E:000:Option +grdius3a:0:000000:00:999:[ Round Select ] +grdius3a:0:1039C3:FF:071:Select Lap +grdius3a:0:101051:0C:071:Select Round +grdius3a:0:1038F1:00:000:Start area 0 +grdius3a:0:1038F1:01:000:Start area 1 +grdius3a:0:1038F1:02:000:Start area 2 +grdius3a:0:1038F1:03:000:Start area 3 +grdius3a:0:1038F1:04:000:Start area 4 +grdius3a:0:1038F1:05:000:Start area 5 +grdius3a:0:1038F1:06:000:Start area 6 +grdius3a:0:1038F1:07:000:Start area 7 +grdius3a:0:1038F1:08:000:Start area 8 +grdius3a:0:1038F1:09:000:Start area 9 +grdius3a:0:1038F1:0A:000:Start area 10 +grdius3a:0:1038F1:0B:000:Start area 11 +grdius3a:0:1038F1:0C:000:Start area 12 +grdius3a:0:1038F1:0D:000:Start area 13 +grdius3a:0:1038F1:0E:000:Start area 14 +grdius3a:0:1038F1:0F:000:Start area 15 +grdius3a:0:1038F1:10:000:Start area 16 +grdius3a:0:1038F1:11:000:Start area 17 +grdius3a:0:1038F1:12:000:Start area 18 +grdius3a:0:1038F1:13:000:Start area 19 +grdius3a:0:1038F1:14:000:Start area 20 +grdius3a:0:1038F1:15:000:Start area 21 +grdius3a:0:1038F1:16:000:Start area 22 +grdius3a:0:1038F1:17:000:Start area 23 +grdius3a:0:1038F1:18:000:Start area 24 +grdius3a:0:1038F1:19:000:Start area 25 +grdius3a:0:1038F1:1A:000:Start area 26 +grdius3a:0:1038F1:1B:000:Start area 27 +grdius3a:0:1038F1:1C:000:Start area 28 +grdius3a:0:1038F1:1D:000:Start area 29 +grdius3a:0:1038F1:1E:000:Start area 30 +grdius3a:0:1038F1:1F:000:Start area 31 +grdius3a:0:1038F1:20:000:Start area 32 +grdius3a:0:040002:41:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Galaxy Rescue ] +grescue:0:21AC:06:000:Infinite Lives PL1 +grescue:0:21A2:80:000:Infinite Fuel PL1 +grescue:0:22AC:06:000:Infinite Lives PL2 +grescue:0:22A2:80:000:Infinite Fuel PL2 +grescue:0:218D:00:000:Enemies once per Round: Also no Fireballs +grescue:0:21AB:00:000:Always Round 1 (Slow Enemies) +grescue:0:21AE:05:001:1 Rescue Ends Round Now!(1/2) +grescue:0:212D:01:501:1 Rescue Ends Round Now!(2/2) +grescue:0:21A0:01:501:1 Rescue Ends Round Now!(3/2) + +; [ Gridiron Fight ] +gridiron:0:C00C:5B:000:Infinite Time +gridiron:0:C106:00:000:Always First Down +gridiron:0:C106:00:001:Make it the First Down Now! +gridiron:0:C108:00:001:Make it the 1st Quarter Now! +gridiron:0:C108:01:001:Make it the 2nd Quarter Now! +gridiron:0:C108:02:001:Make it the 3rd Quarter Now! +gridiron:0:C108:03:001:Make it the Last Quarter Now! +gridiron:0:C00C:01:001:Finish Quarter Time Now! + +; [ Grobda (set 1) ] +grobda:0:0916:04:000:Infinite Lives +grobda:0:091C:27:000:Infinite Energy +grobda:0:09E7:00:000:Invincibility + +; [ Grobda (set 2) ] +grobda2:0:0916:04:000:Infinite Lives +grobda2:0:091C:27:000:Infinite Energy +grobda2:0:09E7:00:000:Invincibility + +; [ Grobda (set 3) ] +grobda3:0:0916:04:000:Infinite Lives +grobda3:0:091C:27:000:Infinite Energy +grobda3:0:09E7:00:000:Invincibility + +; [ Growl (World) ] +growl:0:107869:28:000:Infinite Energy PL1 +growl:0:1078C5:EE:000:Invincibility PL1 +growl:0:107845:06:000:Infinite Ammo PL1 +growl:0:000000:00:999:[Note these weapon cheats ] +growl:0:000000:00:999:[must be used with ] +growl:0:000000:00:999:[invincibility enabled and a] +growl:0:000000:00:999:[weapon in use at the time. ] +growl:0:1078BB:00:001:Lose Weapon Now! PL1 +growl:0:1078BB:01:001:Change to Knife Now! PL1 +growl:0:1078BB:02:001:Change to Revolver Now! PL1 +growl:0:1078BB:03:001:Change to Whip Now! PL1 +growl:0:1078BB:05:001:Change to Ass. Rifle Now! PL1 +growl:0:1078BB:06:001:Change to R Launcher Now! PL1 +growl:0:1078BB:07:001:Change to Grenade Now! PL1 +growl:0:1078BB:08:001:Change to Crow Bar Now! PL1 +growl:0:1078BB:09:001:Change to Sword Now! PL1 +growl:0:107969:28:000:Infinite Energy PL2 +growl:0:1079C5:EE:000:Invincibility PL2 +growl:0:107945:06:000:Infinite Ammo PL2 +growl:0:000000:00:999:[Note these weapon cheats ] +growl:0:000000:00:999:[must be used with ] +growl:0:000000:00:999:[invincibility enabled and a] +growl:0:000000:00:999:[weapon in use at the time. ] +growl:0:1079BB:00:001:Lose Weapon Now! PL2 +growl:0:1079BB:01:001:Change to Knife Now! PL2 +growl:0:1079BB:02:001:Change to Revolver Now! PL2 +growl:0:1079BB:03:001:Change to Whip Now! PL2 +growl:0:1079BB:05:001:Change to Ass. Rifle Now! PL2 +growl:0:1079BB:06:001:Change to R Launcher Now! PL2 +growl:0:1079BB:07:001:Change to Grenade Now! PL2 +growl:0:1079BB:08:001:Change to Crow Bar Now! PL2 +growl:0:1079BB:09:001:Change to Sword Now! PL2 + +; [ Growl (US) ] +growlu:0:107869:28:000:Infinite Energy PL1 +growlu:0:1078C5:EE:000:Invincibility PL1 +growlu:0:107845:06:000:Infinite Ammo PL1 +growlu:0:000000:00:999:[Note these weapon cheats ] +growlu:0:000000:00:999:[must be used with ] +growlu:0:000000:00:999:[invincibility enabled and a] +growlu:0:000000:00:999:[weapon in use at the time. ] +growlu:0:1078BB:00:001:Lose Weapon Now! PL1 +growlu:0:1078BB:01:001:Change to Knife Now! PL1 +growlu:0:1078BB:02:001:Change to Revolver Now! PL1 +growlu:0:1078BB:03:001:Change to Whip Now! PL1 +growlu:0:1078BB:05:001:Change to Ass. Rifle Now! PL1 +growlu:0:1078BB:06:001:Change to R Launcher Now! PL1 +growlu:0:1078BB:07:001:Change to Grenade Now! PL1 +growlu:0:1078BB:08:001:Change to Crow Bar Now! PL1 +growlu:0:1078BB:09:001:Change to Sword Now! PL1 +growlu:0:107969:28:000:Infinite Energy PL2 +growlu:0:1079C5:EE:000:Invincibility PL2 +growlu:0:107945:06:000:Infinite Ammo PL2 +growlu:0:000000:00:999:[Note these weapon cheats ] +growlu:0:000000:00:999:[must be used with ] +growlu:0:000000:00:999:[invincibility enabled and a] +growlu:0:000000:00:999:[weapon in use at the time. ] +growlu:0:1079BB:00:001:Lose Weapon Now! PL2 +growlu:0:1079BB:01:001:Change to Knife Now! PL2 +growlu:0:1079BB:02:001:Change to Revolver Now! PL2 +growlu:0:1079BB:03:001:Change to Whip Now! PL2 +growlu:0:1079BB:05:001:Change to Ass. Rifle Now! PL2 +growlu:0:1079BB:06:001:Change to R Launcher Now! PL2 +growlu:0:1079BB:07:001:Change to Grenade Now! PL2 +growlu:0:1079BB:08:001:Change to Crow Bar Now! PL2 +growlu:0:1079BB:09:001:Change to Sword Now! PL2 + +; [ Gryzor ] +gryzor:0:3B1C:09:000:Infinite Time +gryzor:0:1081:99:000:Infinite Lives PL1 +gryzor:0:1245:01:000:Invincibility PL1 (1/2) +gryzor:0:1246:7F:500:Invincibility PL1 (2/2) +gryzor:0:1215:01:000:Always Use Normal Weapon PL1 +gryzor:0:1215:02:000:Always Use Long Laser PL1 +gryzor:0:1215:03:000:Always Use Short Laser PL1 +gryzor:0:1215:04:000:Always Use Rapid Cannon PL1 +gryzor:0:1215:0A:000:Always Use Spread Cannon PL1 +gryzor:0:1215:14:000:Always Use Fireball PL1 +gryzor:0:1215:00:001:Get Normal weapon Now! PL1 +gryzor:0:1215:02:001:Get Long Laser Now! PL1 +gryzor:0:1215:03:001:Get Short Laser Now! PL1 +gryzor:0:1215:04:001:Get Rapid Cannon Now! PL1 +gryzor:0:1215:0A:001:Get Spread Cannon Now! PL1 +gryzor:0:1215:14:001:Get Fireball Now! PL1 +gryzor:0:108D:99:000:Infinite Lives PL2 +gryzor:0:1305:01:000:Invincibility PL2 (1/2) +gryzor:0:1306:7F:500:Invincibility PL2 (2/2) +gryzor:0:12D5:01:000:Always Use Normal Weapon PL2 +gryzor:0:12D5:02:000:Always Use Long Laser PL2 +gryzor:0:12D5:03:000:Always Use Short Laser PL2 +gryzor:0:12D5:04:000:Always Use Rapid Cannon PL2 +gryzor:0:12D5:0A:000:Always Use Spread Cannon PL2 +gryzor:0:12D5:14:000:Always Use Fireball PL2 +gryzor:0:12D5:00:001:Get Normal weapon Now! PL2 +gryzor:0:12D5:02:001:Get Long Laser Now! PL2 +gryzor:0:12D5:03:001:Get Short Laser Now! PL2 +gryzor:0:12D5:04:001:Get Rapid Cannon Now! PL2 +gryzor:0:12D5:0A:001:Get Spread Cannon Now! PL2 +gryzor:0:12D5:14:001:Get Fireball Now! PL2 +gryzor:0:1809:F0:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Great Swordsman ] +gsword:0:9A1C:17:000:Infinite Time +gsword:0:924B:00:000:Stop Computer Winning Game +gsword:0:914B:00:000:Stop Player Winning Game +gsword:0:914B:05:001:Make Player Win This Game +gsword:0:9871:01:001:Go to Fencing 2 Next +gsword:0:9871:02:001:Go to Fencing 3 Next +gsword:0:9871:03:001:Go to Fencing 4/Bonus Next +gsword:0:9871:04:001:Go to Kendo 1 Next +gsword:0:9871:05:001:Go to Kendo 2 Next +gsword:0:9871:06:001:Go to Kendo 3 Next +gsword:0:9871:07:001:Go to Kendo 4 Next +gsword:0:9871:08:001:Go to Kendo 5/Bonus Next +gsword:0:9871:09:001:Go to Roman 1 Next +gsword:0:9871:0A:001:Go to Roman 2 Next +gsword:0:9871:0B:001:Go to Roman 3 Next +gsword:0:9871:0C:001:Go to Roman 4 Next +gsword:0:9871:0D:001:Go to Roman 5 Next +gsword:0:9871:0E:001:Go to Roman 6 Next +gsword:0:9871:0E:001:Go to Roman 7/End Next + +; [ Gingateikoku No Gyakushu ] +gteikoku:0:421D:06:000:Infinite Lives +gteikoku:0:4200:01:000:Invincibility (1/2) +gteikoku:0:4205:00:500:Invincibility (2/2) + +; [ Great 1000 Miles Rally ] +gtmr:0:102DE5:00:000:Infinite Time + +; [ Great 1000 Miles Rally (Evolution Model) ] +gtmre:0:1035ED:00:000:Infinite Time + +; [ Gun Dealer (set 2) ] +gundeala:0:ED5F:0F:000:Winning Score Now! PL1 (1/2) +gundeala:0:ED60:27:500:Winning Score Now! PL1 (2/2) +gundeala:0:ED61:0F:000:Winning Score Now! PL2 (1/2) +gundeala:0:ED62:27:500:Winning Score Now! PL2 (2/2) +gundeala:0:ECAB:34:001:Finish level Now! + +; [ Gun Dealer (set 1) ] +gundealr:0:ED5F:0F:000:Winning Score Now! PL1 (1/2) +gundealr:0:ED60:27:500:Winning Score Now! PL1 (2/2) +gundealr:0:ED61:0F:000:Winning Score Now! PL2 (1/2) +gundealr:0:ED62:27:500:Winning Score Now! PL2 (2/2) +gundealr:0:ECAB:34:001:Finish level Now! + +; [ Gun Fight ] +gunfight:0:2011:00:000:Infinite Bullets PL1 +gunfight:0:2010:00:000:Infinite Bullets PL2 +gunfight:0:2004:99:000:Infinite Time +gunfight:0:2005:00:000:PL1 score always 0 +gunfight:0:2002:00:000:PL2 score always 0 +gunfight:0:2005:00:001:Set PL1 score to 0 Now! +gunfight:0:2002:00:001:Set PL2 score to 0 Now! +gunfight:0:200E:99:073:Select score PL1 +gunfight:0:200D:99:073:Select score PL2 + +; [ Gunforce - Battle Fire Engulfed Terror Island (World) ] +gunforce:0:E6370:63:000:Infinite Time +gunforce:0:00000:00:999:[These Start on Level cheats] +gunforce:0:00000:00:999:[must be enabled on the ] +gunforce:0:00000:00:999:[title screen and turned off] +gunforce:0:00000:00:999:[when you start the level. ] +gunforce:0:E0002:01:000:Start on Level 2 +gunforce:0:E0002:02:000:Start on Level 3 +gunforce:0:E0002:03:000:Start on Level 4 +gunforce:0:E0002:04:000:Start on Level 5 +gunforce:0:E0002:05:000:Start on Level 5 +gunforce:0:E0002:05:061:Select next level +gunforce:0:E61C2:09:000:Infinite Lives PL1 +gunforce:0:E011E:64:000:Invincibility PL1 +gunforce:0:E61C4:09:000:Infinite Lives PL2 +gunforce:0:E015E:64:000:Invincibility PL2 + +; [ Gunforce - Battle Fire Engulfed Terror Island (US) ] +gunforcu:0:E6370:63:000:Infinite Time +gunforcu:0:00000:00:999:[These Start on Level cheats] +gunforcu:0:00000:00:999:[must be enabled on the ] +gunforcu:0:00000:00:999:[title screen and turned off] +gunforcu:0:00000:00:999:[when you start the level. ] +gunforcu:0:E0002:01:000:Start on Level 2 +gunforcu:0:E0002:02:000:Start on Level 3 +gunforcu:0:E0002:03:000:Start on Level 4 +gunforcu:0:E0002:04:000:Start on Level 5 +gunforcu:0:E0002:05:000:Start on Level 5 +gunforcu:0:E0002:05:061:Select next level +gunforcu:0:E61C2:09:000:Infinite Lives PL1 +gunforcu:0:E011E:64:000:Invincibility PL1 +gunforcu:0:E61C4:09:000:Infinite Lives PL2 +gunforcu:0:E015E:64:000:Invincibility PL2 + +; [ Gun Hohki (Japan) ] +gunhohki:0:E3540:0A:000:Infinite Lives PL1 +gunhohki:0:E22C0:0A:000:Infinite Lives PL2 + +; [ Gun.Smoke (US set 2) ] +gunsmoka:0:E040:06:000:Infinite Lives +gunsmoka:0:E037:FF:000:Horse (Invincibility) +gunsmoka:0:E041:06:000:Infinite Boots (Speed) +gunsmoka:0:E042:06:000:Infinite Bullets (Shot Speed) +gunsmoka:0:E043:06:000:Infinite Rifles (Range) +gunsmoka:0:F790:01:001:One hit to kill boss Now! +gunsmoka:0:0000:00:999:[Only Bosses & some Indians ] +gunsmoka:0:0000:00:999:[shoot with this cheat. ] +gunsmoka:0:E470:18:000:Almost no enemies shoot +gunsmoka:0:0000:00:999:[Brown Enemies don't appear ] +gunsmoka:0:0000:00:999:[appear with the bosses. ] +gunsmoka:0:E420:FF:000:No Common Guys at Boss + +; [ Gun.Smoke (World) ] +gunsmoke:0:E040:06:000:Infinite Lives +gunsmoke:0:E037:FF:000:Horse (Invincibility) +gunsmoke:0:E041:06:000:Infinite Boots (Speed) +gunsmoke:0:E042:06:000:Infinite Bullets (Shot Speed) +gunsmoke:0:E043:06:000:Infinite Rifles (Range) +gunsmoke:0:F790:01:001:One hit to kill boss Now! +gunsmoke:0:0000:00:999:[Only Bosses & some Indians ] +gunsmoke:0:0000:00:999:[shoot with this cheat. ] +gunsmoke:0:E470:18:000:Almost no enemies shoot +gunsmoke:0:0000:00:999:[Brown Enemies don't appear ] +gunsmoke:0:0000:00:999:[appear with the bosses. ] +gunsmoke:0:E420:FF:000:No Common Guys at Boss + +; [ Gun.Smoke (Japan) ] +gunsmokj:0:E040:06:000:Infinite Lives +gunsmokj:0:E037:FF:000:Horse (Invincibility) +gunsmokj:0:E041:06:000:Infinite Boots (Speed) +gunsmokj:0:E042:06:000:Infinite Bullets (Shot Speed) +gunsmokj:0:E043:06:000:Infinite Rifles (Range) +gunsmokj:0:F790:01:001:One hit to kill boss Now! +gunsmokj:0:0000:00:999:[Only Bosses & some Indians ] +gunsmokj:0:0000:00:999:[shoot with this cheat. ] +gunsmokj:0:E470:18:000:Almost no enemies shoot +gunsmokj:0:0000:00:999:[Brown Enemies don't appear ] +gunsmokj:0:0000:00:999:[appear with the bosses. ] +gunsmokj:0:E420:FF:000:No Common Guys at Boss + +; [ Gun.Smoke (US set 1) ] +gunsmrom:0:E040:06:000:Infinite Lives +gunsmrom:0:E037:FF:000:Horse (Invincibility) +gunsmrom:0:E041:06:000:Infinite Boots (Speed) +gunsmrom:0:E042:06:000:Infinite Bullets (Shot Speed) +gunsmrom:0:E043:06:000:Infinite Rifles (Range) +gunsmrom:0:F790:01:001:One hit to kill boss Now! +gunsmrom:0:0000:00:999:[Only Bosses & some Indians ] +gunsmrom:0:0000:00:999:[shoot with this cheat. ] +gunsmrom:0:E470:18:000:Almost no enemies shoot +gunsmrom:0:0000:00:999:[Brown Enemies don't appear ] +gunsmrom:0:0000:00:999:[appear with the bosses. ] +gunsmrom:0:E420:FF:000:No Common Guys at Boss + +; [ Gururin ] +gururin:0:101C5D:00:000:No more level gain:Solo only +gururin:0:000000:00:999:[Note on some games you only] +gururin:0:000000:00:999:[have 2 people, when this ] +gururin:0:000000:00:999:[happens there is no CENTRE.] +gururin:0:000000:00:999:[CENTRE becomes LEFT for PL1] +gururin:0:000000:00:999:[and CENTRE becomes RIGHT ] +gururin:0:000000:00:999:[for PL2. With what was LEFT] +gururin:0:000000:00:999:[and RIGHT become clear. ] +gururin:0:101D03:01:000:Curr LEFT always Clear PL1 +gururin:0:101D03:01:000:Curr LEFT always Pink PL1 +gururin:0:101D03:02:000:Curr LEFT always Yellow PL1 +gururin:0:101D03:03:000:Curr LEFT always Purple PL1 +gururin:0:101D03:04:000:Curr LEFT always Red PL1 +gururin:0:101D03:05:000:Curr LEFT always Grey PL1 +gururin:0:101D03:06:000:Curr LEFT always Green PL1 +gururin:0:101D03:07:000:Curr LEFT always Blue PL1 +gururin:0:101D23:01:000:Curr CENTRE always Clear PL1 +gururin:0:101D23:01:000:Curr CENTRE always Pink PL1 +gururin:0:101D23:02:000:Curr CENTRE always Yellow PL1 +gururin:0:101D23:03:000:Curr CENTRE always Purple PL1 +gururin:0:101D23:04:000:Curr CENTRE always Red PL1 +gururin:0:101D23:05:000:Curr CENTRE always Grey PL1 +gururin:0:101D23:06:000:Curr CENTRE always Green PL1 +gururin:0:101D23:07:000:Curr CENTRE always Blue PL1 +gururin:0:101D43:01:000:Curr RIGHT always Clear PL1 +gururin:0:101D43:01:000:Curr RIGHT always Pink PL1 +gururin:0:101D43:02:000:Curr RIGHT always Yellow PL1 +gururin:0:101D43:03:000:Curr RIGHT always Purple PL1 +gururin:0:101D43:04:000:Curr RIGHT always Red PL1 +gururin:0:101D43:05:000:Curr RIGHT always Grey PL1 +gururin:0:101D43:06:000:Curr RIGHT always Green PL1 +gururin:0:101D43:07:000:Curr RIGHT always Blue PL1 +gururin:0:101D03:00:001:Curr LEFT is Clear Now! PL1 +gururin:0:101D03:01:001:Curr LEFT is Pink Now! PL1 +gururin:0:101D03:02:001:Curr LEFT is Yellow Now! PL1 +gururin:0:101D03:03:001:Curr LEFT is Purple Now! PL1 +gururin:0:101D03:04:001:Curr LEFT is Red Now! PL1 +gururin:0:101D03:05:001:Curr LEFT is Grey Now! PL1 +gururin:0:101D03:06:001:Curr LEFT is Green Now! PL1 +gururin:0:101D03:07:001:Curr LEFT is Blue Now! PL1 +gururin:0:101D23:00:001:Curr CENTRE is Clear Now! PL1 +gururin:0:101D23:01:001:Curr CENTRE is Pink Now! PL1 +gururin:0:101D23:02:001:Curr CENTRE is Yellow Now!PL1 +gururin:0:101D23:03:001:Curr CENTRE is Purple Now!PL1 +gururin:0:101D23:04:001:Curr CENTRE is Red Now! PL1 +gururin:0:101D23:05:001:Curr CENTRE is Grey Now! PL1 +gururin:0:101D23:06:001:Curr CENTRE is Green Now! PL1 +gururin:0:101D23:07:001:Curr CENTRE is Blue Now! PL1 +gururin:0:101D43:00:001:Curr RIGHT is Clear Now! PL1 +gururin:0:101D43:01:001:Curr RIGHT is Pink Now! PL1 +gururin:0:101D43:02:001:Curr RIGHT is Yellow Now! PL1 +gururin:0:101D43:03:001:Curr RIGHT is Purple Now! PL1 +gururin:0:101D43:04:001:Curr RIGHT is Red Now! PL1 +gururin:0:101D43:05:001:Curr RIGHT is Grey Now! PL1 +gururin:0:101D43:06:001:Curr RIGHT is Green Now! PL1 +gururin:0:101D43:07:001:Curr RIGHT is Blue Now! PL1 +gururin:0:101D63:01:000:Next LEFT always Clear PL1 +gururin:0:101D63:01:000:Next LEFT always Pink PL1 +gururin:0:101D63:02:000:Next LEFT always Yellow PL1 +gururin:0:101D63:03:000:Next LEFT always Purple PL1 +gururin:0:101D63:04:000:Next LEFT always Red PL1 +gururin:0:101D63:05:000:Next LEFT always Grey PL1 +gururin:0:101D63:06:000:Next LEFT always Green PL1 +gururin:0:101D63:07:000:Next LEFT always Blue PL1 +gururin:0:101D83:01:000:Next CENTRE always Clear PL1 +gururin:0:101D83:01:000:Next CENTRE always Pink PL1 +gururin:0:101D83:02:000:Next CENTRE always Yellow PL1 +gururin:0:101D83:03:000:Next CENTRE always Purple PL1 +gururin:0:101D83:04:000:Next CENTRE always Red PL1 +gururin:0:101D83:05:000:Next CENTRE always Grey PL1 +gururin:0:101D83:06:000:Next CENTRE always Green PL1 +gururin:0:101D83:07:000:Next CENTRE always Blue PL1 +gururin:0:101DA3:01:000:Next RIGHT always Clear PL1 +gururin:0:101DA3:01:000:Next RIGHT always Pink PL1 +gururin:0:101DA3:02:000:Next RIGHT always Yellow PL1 +gururin:0:101DA3:03:000:Next RIGHT always Purple PL1 +gururin:0:101DA3:04:000:Next RIGHT always Red PL1 +gururin:0:101DA3:05:000:Next RIGHT always Grey PL1 +gururin:0:101DA3:06:000:Next RIGHT always Green PL1 +gururin:0:101DA3:07:000:Next RIGHT always Blue PL1 +gururin:0:101D63:00:001:Next LEFT is Clear Now! PL1 +gururin:0:101D63:01:001:Next LEFT is Pink Now! PL1 +gururin:0:101D63:02:001:Next LEFT is Yellow Now! PL1 +gururin:0:101D63:03:001:Next LEFT is Purple Now! PL1 +gururin:0:101D63:04:001:Next LEFT is Red Now! PL1 +gururin:0:101D63:05:001:Next LEFT is Grey Now! PL1 +gururin:0:101D63:06:001:Next LEFT is Green Now! PL1 +gururin:0:101D63:07:001:Next LEFT is Blue Now! PL1 +gururin:0:101D83:00:001:Next CENTRE is Clear Now! PL1 +gururin:0:101D83:01:001:Next CENTRE is Pink Now! PL1 +gururin:0:101D83:02:001:Next CENTRE is Yellow Now!PL1 +gururin:0:101D83:03:001:Next CENTRE is Purple Now!PL1 +gururin:0:101D83:04:001:Next CENTRE is Red Now! PL1 +gururin:0:101D83:05:001:Next CENTRE is Grey Now! PL1 +gururin:0:101D83:06:001:Next CENTRE is Green Now! PL1 +gururin:0:101D83:07:001:Next CENTRE is Blue Now! PL1 +gururin:0:101DA3:00:001:Next RIGHT is Clear Now! PL1 +gururin:0:101DA3:01:001:Next RIGHT is Pink Now! PL1 +gururin:0:101DA3:02:001:Next RIGHT is Yellow Now! PL1 +gururin:0:101DA3:03:001:Next RIGHT is Purple Now! PL1 +gururin:0:101DA3:04:001:Next RIGHT is Red Now! PL1 +gururin:0:101DA3:05:001:Next RIGHT is Grey Now! PL1 +gururin:0:101DA3:06:001:Next RIGHT is Green Now! PL1 +gururin:0:101DA3:07:001:Next RIGHT is Blue Now! PL1 +gururin:0:101F03:01:000:Curr LEFT always Clear PL2 +gururin:0:101F03:01:000:Curr LEFT always Pink PL2 +gururin:0:101F03:02:000:Curr LEFT always Yellow PL2 +gururin:0:101F03:03:000:Curr LEFT always Purple PL2 +gururin:0:101F03:04:000:Curr LEFT always Red PL2 +gururin:0:101F03:05:000:Curr LEFT always Grey PL2 +gururin:0:101F03:06:000:Curr LEFT always Green PL2 +gururin:0:101F03:07:000:Curr LEFT always Blue PL2 +gururin:0:101F23:01:000:Curr CENTRE always Clear PL2 +gururin:0:101F23:01:000:Curr CENTRE always Pink PL2 +gururin:0:101F23:02:000:Curr CENTRE always Yellow PL2 +gururin:0:101F23:03:000:Curr CENTRE always Purple PL2 +gururin:0:101F23:04:000:Curr CENTRE always Red PL2 +gururin:0:101F23:05:000:Curr CENTRE always Grey PL2 +gururin:0:101F23:06:000:Curr CENTRE always Green PL2 +gururin:0:101F23:07:000:Curr CENTRE always Blue PL2 +gururin:0:101F43:01:000:Curr RIGHT always Clear PL2 +gururin:0:101F43:01:000:Curr RIGHT always Pink PL2 +gururin:0:101F43:02:000:Curr RIGHT always Yellow PL2 +gururin:0:101F43:03:000:Curr RIGHT always Purple PL2 +gururin:0:101F43:04:000:Curr RIGHT always Red PL2 +gururin:0:101F43:05:000:Curr RIGHT always Grey PL2 +gururin:0:101F43:06:000:Curr RIGHT always Green PL2 +gururin:0:101F43:07:000:Curr RIGHT always Blue PL2 +gururin:0:101F03:00:001:Curr LEFT is Clear Now! PL2 +gururin:0:101F03:01:001:Curr LEFT is Pink Now! PL2 +gururin:0:101F03:02:001:Curr LEFT is Yellow Now! PL2 +gururin:0:101F03:03:001:Curr LEFT is Purple Now! PL2 +gururin:0:101F03:04:001:Curr LEFT is Red Now! PL2 +gururin:0:101F03:05:001:Curr LEFT is Grey Now! PL2 +gururin:0:101F03:06:001:Curr LEFT is Green Now! PL2 +gururin:0:101F03:07:001:Curr LEFT is Blue Now! PL2 +gururin:0:101F23:00:001:Curr CENTRE is Clear Now! PL2 +gururin:0:101F23:01:001:Curr CENTRE is Pink Now! PL2 +gururin:0:101F23:02:001:Curr CENTRE is Yellow Now!PL2 +gururin:0:101F23:03:001:Curr CENTRE is Purple Now!PL2 +gururin:0:101F23:04:001:Curr CENTRE is Red Now! PL2 +gururin:0:101F23:05:001:Curr CENTRE is Grey Now! PL2 +gururin:0:101F23:06:001:Curr CENTRE is Green Now! PL2 +gururin:0:101F23:07:001:Curr CENTRE is Blue Now! PL2 +gururin:0:101F43:00:001:Curr RIGHT is Clear Now! PL2 +gururin:0:101F43:01:001:Curr RIGHT is Pink Now! PL2 +gururin:0:101F43:02:001:Curr RIGHT is Yellow Now! PL2 +gururin:0:101F43:03:001:Curr RIGHT is Purple Now! PL2 +gururin:0:101F43:04:001:Curr RIGHT is Red Now! PL2 +gururin:0:101F43:05:001:Curr RIGHT is Grey Now! PL2 +gururin:0:101F43:06:001:Curr RIGHT is Green Now! PL2 +gururin:0:101F43:07:001:Curr RIGHT is Blue Now! PL2 +gururin:0:101F63:01:000:Next LEFT always Clear PL2 +gururin:0:101F63:01:000:Next LEFT always Pink PL2 +gururin:0:101F63:02:000:Next LEFT always Yellow PL2 +gururin:0:101F63:03:000:Next LEFT always Purple PL2 +gururin:0:101F63:04:000:Next LEFT always Red PL2 +gururin:0:101F63:05:000:Next LEFT always Grey PL2 +gururin:0:101F63:06:000:Next LEFT always Green PL2 +gururin:0:101F63:07:000:Next LEFT always Blue PL2 +gururin:0:101F83:01:000:Next CENTRE always Clear PL2 +gururin:0:101F83:01:000:Next CENTRE always Pink PL2 +gururin:0:101F83:02:000:Next CENTRE always Yellow PL2 +gururin:0:101F83:03:000:Next CENTRE always Purple PL2 +gururin:0:101F83:04:000:Next CENTRE always Red PL2 +gururin:0:101F83:05:000:Next CENTRE always Grey PL2 +gururin:0:101F83:06:000:Next CENTRE always Green PL2 +gururin:0:101F83:07:000:Next CENTRE always Blue PL2 +gururin:0:101FA3:01:000:Next RIGHT always Clear PL2 +gururin:0:101FA3:01:000:Next RIGHT always Pink PL2 +gururin:0:101FA3:02:000:Next RIGHT always Yellow PL2 +gururin:0:101FA3:03:000:Next RIGHT always Purple PL2 +gururin:0:101FA3:04:000:Next RIGHT always Red PL2 +gururin:0:101FA3:05:000:Next RIGHT always Grey PL2 +gururin:0:101FA3:06:000:Next RIGHT always Green PL2 +gururin:0:101FA3:07:000:Next RIGHT always Blue PL2 +gururin:0:101F63:00:001:Next LEFT is Clear Now! PL2 +gururin:0:101F63:01:001:Next LEFT is Pink Now! PL2 +gururin:0:101F63:02:001:Next LEFT is Yellow Now! PL2 +gururin:0:101F63:03:001:Next LEFT is Purple Now! PL2 +gururin:0:101F63:04:001:Next LEFT is Red Now! PL2 +gururin:0:101F63:05:001:Next LEFT is Grey Now! PL2 +gururin:0:101F63:06:001:Next LEFT is Green Now! PL2 +gururin:0:101F63:07:001:Next LEFT is Blue Now! PL2 +gururin:0:101F83:00:001:Next CENTRE is Clear Now! PL2 +gururin:0:101F83:01:001:Next CENTRE is Pink Now! PL2 +gururin:0:101F83:02:001:Next CENTRE is Yellow Now!PL2 +gururin:0:101F83:03:001:Next CENTRE is Purple Now!PL2 +gururin:0:101F83:04:001:Next CENTRE is Red Now! PL2 +gururin:0:101F83:05:001:Next CENTRE is Grey Now! PL2 +gururin:0:101F83:06:001:Next CENTRE is Green Now! PL2 +gururin:0:101F83:07:001:Next CENTRE is Blue Now! PL2 +gururin:0:101FA3:00:001:Next RIGHT is Clear Now! PL2 +gururin:0:101FA3:01:001:Next RIGHT is Pink Now! PL2 +gururin:0:101FA3:02:001:Next RIGHT is Yellow Now! PL2 +gururin:0:101FA3:03:001:Next RIGHT is Purple Now! PL2 +gururin:0:101FA3:04:001:Next RIGHT is Red Now! PL2 +gururin:0:101FA3:05:001:Next RIGHT is Grey Now! PL2 +gururin:0:101FA3:06:001:Next RIGHT is Green Now! PL2 +gururin:0:101FA3:07:001:Next RIGHT is Blue Now! PL2 + +; [ Guttang Gottong ] +gutangtn:0:9900:06:000:Infinite Lives + +; [ Guzzler ] +guzzler:0:801E:06:000:Infinite Lives PL1 +guzzler:0:801F:06:000:Infinite Lives PL2 +guzzler:0:C015:09:006:Max bonus time +guzzler:0:836C:01:000:Infinite Water + +; [ Guerrilla War (US) ] +gwar:0:E3EC:0D:000:Infinite Lives PL1 +gwar:0:E40B:99:000:Infinite Grenades PL1 +gwar:0:E40E:99:000:Infinite Special Ammo PL1 +gwar:0:E405:13:000:Infinite Tank Fuel PL1 +gwar:0:E404:80:000:Invincibility PL1:Sprite will Flicker +gwar:0:E450:0D:000:Infinite Lives PL2 +gwar:0:E46F:99:000:Infinite Grenades PL2 +gwar:0:E472:99:000:Infinite Special Ammo PL2 +gwar:0:E469:13:000:Infinite Tank Fuel PL2 +gwar:0:E468:80:000:Invincibility PL2:Sprite will Flicker + +; [ Guerrilla War (Version 1) ] +gwara:0:E3EC:0D:000:Infinite Lives PL1 +gwara:0:E40B:99:000:Infinite Grenades PL1 +gwara:0:E40E:99:000:Infinite Special Ammo PL1 +gwara:0:E405:13:000:Infinite Tank Fuel PL1 +gwara:0:E404:80:000:Invincibility PL1:Sprite will Flicker +gwara:0:E450:0D:000:Infinite Lives PL2 +gwara:0:E46F:99:000:Infinite Grenades PL2 +gwara:0:E472:99:000:Infinite Special Ammo PL2 +gwara:0:E469:13:000:Infinite Tank Fuel PL2 +gwara:0:E468:80:000:Invincibility PL2:Sprite will Flicker + +; [ Guerrilla War (bootleg) ] +gwarb:0:E3EC:0D:000:Infinite Lives PL1 +gwarb:0:E40B:99:000:Infinite Grenades PL1 +gwarb:0:E40E:99:000:Infinite Special Ammo PL1 +gwarb:0:E405:13:000:Infinite Tank Fuel PL1 +gwarb:0:E404:80:000:Invincibility PL1:Sprite will Flicker +gwarb:0:E450:0D:000:Infinite Lives PL2 +gwarb:0:E46F:99:000:Infinite Grenades PL2 +gwarb:0:E472:99:000:Infinite Special Ammo PL2 +gwarb:0:E469:13:000:Infinite Tank Fuel PL2 +gwarb:0:E468:80:000:Invincibility PL2:Sprite will Flicker + +; [ Guevara (Japan) ] +gwarj:0:E3EC:0D:000:Infinite Lives PL1 +gwarj:0:E40B:99:000:Infinite Grenades PL1 +gwarj:0:E40E:99:000:Infinite Special Ammo PL1 +gwarj:0:E405:13:000:Infinite Tank Fuel PL1 +gwarj:0:E404:80:000:Invincibility PL1:Sprite will Flicker +gwarj:0:E450:0D:000:Infinite Lives PL2 +gwarj:0:E46F:99:000:Infinite Grenades PL2 +gwarj:0:E472:99:000:Infinite Special Ammo PL2 +gwarj:0:E469:13:000:Infinite Tank Fuel PL2 +gwarj:0:E468:80:000:Invincibility PL2:Sprite will Flicker + +; [ Galactic Warriors ] +gwarrior:0:01F803:03:000:Infinite Lives +gwarrior:0:01F8E2:8E:006:Infinite Energy +gwarrior:0:01F8E1:59:000:Infinite Time +gwarrior:0:01F8E3:01:001:One hit to kill enemy Now! +gwarrior:0:01F766:FF:000:Sound Test Code Stop:[Unknown]Next Code +gwarrior:0:01FF06:FF:000:WakeUp Music Timer Stop:Start again after the use + +; [ Gypsy Juggler ] +gypsyjug:0:0E3D:09:000:Infinite Misses + +; [ Gyrodine ] +gyrodine:0:FB53:0F:000:Infinite Lives +gyrodine:0:F3B0:00:000:Invincibility + +; [ Gyruss (Konami) ] +gyruss:0:9600:06:000:Infinite Lives +gyruss:0:9000:FF:000:Invincibility (1/2) +gyruss:0:9543:00:500:Invincibility (2/2) +gyruss:0:930E:01:000:Always Double Firepower +gyruss:0:930E:01:000:Always Normal Firepower +gyruss:0:930E:01:001:Get Double Firepower Now! +gyruss:0:930E:01:001:Get Normal Firepower Now! + +; [ Gyruss (Centuri) ] +gyrussce:0:9600:06:000:Infinite Lives +gyrussce:0:9000:FF:000:Invincibility (1/2) +gyrussce:0:9543:00:500:Invincibility (2/2) +gyrussce:0:930E:01:000:Always Double Firepower +gyrussce:0:930E:01:000:Always Normal Firepower +gyrussce:0:930E:01:001:Get Double Firepower Now! +gyrussce:0:930E:01:001:Get Normal Firepower Now! + +; [ Hachoo! ] +hachoo:0:0F5004:7F:000:Infinite Energy PL1 +hachoo:0:0F7029:05:000:Power Up PL1 +hachoo:0:0F5084:7F:000:Infinite Energy PL2 +hachoo:0:0F70A9:05:000:Power Up PL2 + +; [ HAL21 ] +hal21:0:FC7C:08:000:Infinite Lives PL1 +hal21:0:FC71:00:000:Invincibility PL1 +hal21:0:FCB8:08:000:Infinite Lives PL2 +hal21:0:FCAD:00:000:Invincibility PL2 + +; [ HAL21 (Japan) ] +hal21j:0:FC7C:08:000:Infinite Lives PL1 +hal21j:0:FC71:00:000:Invincibility PL1 +hal21j:0:FCB8:08:000:Infinite Lives PL2 +hal21j:0:FCAD:00:000:Invincibility PL2 + +; [ Hangly-Man (set 1) ] +hangly:0:4E14:06:000:Infinite Lives (1/2) +hangly:0:4E15:05:500:Infinite Lives (2/2) +hangly:0:0000:00:999:[------Starting Levels------] +hangly:0:0000:00:999:[Deactivate the cheats after] +hangly:0:0000:00:999:[starting the level or leave] +hangly:0:0000:00:999:[active to repeat the level.] +hangly:0:4E0A:7E:000:Start at Strawberry (1/2) +hangly:0:4E13:01:500:Start at Strawberry (2/2) +hangly:0:4E0A:7F:000:Start at 1st Orange (1/2) +hangly:0:4E13:02:500:Start at 1st Orange (2/2) +hangly:0:4E0A:80:000:Start at 2nd Orange (1/2) +hangly:0:4E13:03:500:Start at 2nd Orange (2/2) +hangly:0:4E0A:81:000:Start at 1st Apple (1/2) +hangly:0:4E13:04:500:Start at 1st Apple (2/2) +hangly:0:4E0A:82:000:Start at 2nd Apple (1/2) +hangly:0:4E13:05:500:Start at 2nd Apple (2/2) +hangly:0:4E0A:83:000:Start at 1st Pineapple (1/2) +hangly:0:4E13:06:500:Start at 1st Pineapple (2/2) +hangly:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +hangly:0:4E13:07:500:Start at 2nd Pineapple (2/2) +hangly:0:4E0A:85:000:Start at 1st Galaxian (1/2) +hangly:0:4E13:08:500:Start at 1st Galaxian (2/2) +hangly:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +hangly:0:4E13:09:500:Start at 2nd Galaxian (2/2) +hangly:0:4E0A:87:000:Start at 1st Bell (1/2) +hangly:0:4E13:0A:500:Start at 1st Bell (2/2) +hangly:0:4E0A:88:000:Start at 2nd Bell (1/2) +hangly:0:4E13:0B:500:Start at 2nd Bell (2/2) +hangly:0:4E0A:87:000:Start at 1st Key (1/2) +hangly:0:4E13:0C:500:Start at 1st Key (2/2) +hangly:0:4E0A:88:000:Start at 2nd Key (1/2) +hangly:0:4E13:0D:500:Start at 2nd Key (2/2) +hangly:0:0000:00:999:[------Practice Levels------] +hangly:0:4E13:00:000:Practice Cherry +hangly:0:4E13:01:000:Practice Strawberry +hangly:0:4E13:02:000:Practice 1st Orange +hangly:0:4E13:03:000:Practice 2nd Orange +hangly:0:4E13:04:000:Practice 1st Apple +hangly:0:4E13:05:000:Practice 2nd Apple +hangly:0:4E13:06:000:Practice 1st Pineapple +hangly:0:4E13:07:000:Practice 2nd Pineapple +hangly:0:4E13:08:000:Practice 1st Galaxian +hangly:0:4E13:09:000:Practice 2nd Galaxian +hangly:0:4E13:0A:000:Practice 1st Bell +hangly:0:4E13:0B:000:Practice 2nd Bell +hangly:0:4E13:0C:000:Practice 1st Key +hangly:0:4E13:0D:000:Practice 2nd Key +hangly:0:4E13:FF:000:Split-Screen (Unplayable) +hangly:0:4E13:FE:000:No maze or dots(Unfinishable) +hangly:0:0000:00:999:[------Practice Speeds------] +hangly:0:4DBD:00:000:Stay blue until eaten (1/2) +hangly:0:4DBE:00:500:Stay blue until eaten (2/2) +hangly:0:4DBD:58:000:Slow changeback (1/2) +hangly:0:4DBE:02:500:Slow changeback (2/2) +hangly:0:4DBD:68:000:Moderate changeback (1/2) +hangly:0:4DBE:01:500:Moderate changeback (2/2) +hangly:0:4DBD:F0:000:Quick changeback (1/2) +hangly:0:4DBE:00:500:Quick changeback (2/2) +hangly:0:4DBD:78:000:Lightning changeback (1/2) +hangly:0:4DBE:00:500:Lightning changeback (2/2) +hangly:0:4DBD:01:000:No change to blue (1/2) +hangly:0:4DBE:00:500:No change to blue (2/2) +hangly:0:0000:00:999:[-------Ghost Status--------] +hangly:0:4DA7:01:000:Red always blue +hangly:0:4DA8:01:000:Pink always blue +hangly:0:4DA9:01:000:Green always blue +hangly:0:4DAA:01:000:Orange always blue +hangly:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Hangly-Man (set 2) ] +hangly2:0:4E14:06:000:Infinite Lives (1/2) +hangly2:0:4E15:05:500:Infinite Lives (2/2) +hangly2:0:0000:00:999:[------Starting Levels------] +hangly2:0:0000:00:999:[Deactivate the cheats after] +hangly2:0:0000:00:999:[starting the level or leave] +hangly2:0:0000:00:999:[active to repeat the level.] +hangly2:0:4E0A:7E:000:Start at Strawberry (1/2) +hangly2:0:4E13:01:500:Start at Strawberry (2/2) +hangly2:0:4E0A:7F:000:Start at 1st Orange (1/2) +hangly2:0:4E13:02:500:Start at 1st Orange (2/2) +hangly2:0:4E0A:80:000:Start at 2nd Orange (1/2) +hangly2:0:4E13:03:500:Start at 2nd Orange (2/2) +hangly2:0:4E0A:81:000:Start at 1st Apple (1/2) +hangly2:0:4E13:04:500:Start at 1st Apple (2/2) +hangly2:0:4E0A:82:000:Start at 2nd Apple (1/2) +hangly2:0:4E13:05:500:Start at 2nd Apple (2/2) +hangly2:0:4E0A:83:000:Start at 1st Pineapple (1/2) +hangly2:0:4E13:06:500:Start at 1st Pineapple (2/2) +hangly2:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +hangly2:0:4E13:07:500:Start at 2nd Pineapple (2/2) +hangly2:0:4E0A:85:000:Start at 1st Galaxian (1/2) +hangly2:0:4E13:08:500:Start at 1st Galaxian (2/2) +hangly2:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +hangly2:0:4E13:09:500:Start at 2nd Galaxian (2/2) +hangly2:0:4E0A:87:000:Start at 1st Bell (1/2) +hangly2:0:4E13:0A:500:Start at 1st Bell (2/2) +hangly2:0:4E0A:88:000:Start at 2nd Bell (1/2) +hangly2:0:4E13:0B:500:Start at 2nd Bell (2/2) +hangly2:0:4E0A:87:000:Start at 1st Key (1/2) +hangly2:0:4E13:0C:500:Start at 1st Key (2/2) +hangly2:0:4E0A:88:000:Start at 2nd Key (1/2) +hangly2:0:4E13:0D:500:Start at 2nd Key (2/2) +hangly2:0:0000:00:999:[------Practice Levels------] +hangly2:0:4E13:00:000:Practice Cherry +hangly2:0:4E13:01:000:Practice Strawberry +hangly2:0:4E13:02:000:Practice 1st Orange +hangly2:0:4E13:03:000:Practice 2nd Orange +hangly2:0:4E13:04:000:Practice 1st Apple +hangly2:0:4E13:05:000:Practice 2nd Apple +hangly2:0:4E13:06:000:Practice 1st Pineapple +hangly2:0:4E13:07:000:Practice 2nd Pineapple +hangly2:0:4E13:08:000:Practice 1st Galaxian +hangly2:0:4E13:09:000:Practice 2nd Galaxian +hangly2:0:4E13:0A:000:Practice 1st Bell +hangly2:0:4E13:0B:000:Practice 2nd Bell +hangly2:0:4E13:0C:000:Practice 1st Key +hangly2:0:4E13:0D:000:Practice 2nd Key +hangly2:0:4E13:FF:000:Split-Screen (Unplayable) +hangly2:0:4E13:FE:000:No maze or dots(Unfinishable) +hangly2:0:0000:00:999:[------Practice Speeds------] +hangly2:0:4DBD:00:000:Stay blue until eaten (1/2) +hangly2:0:4DBE:00:500:Stay blue until eaten (2/2) +hangly2:0:4DBD:58:000:Slow changeback (1/2) +hangly2:0:4DBE:02:500:Slow changeback (2/2) +hangly2:0:4DBD:68:000:Moderate changeback (1/2) +hangly2:0:4DBE:01:500:Moderate changeback (2/2) +hangly2:0:4DBD:F0:000:Quick changeback (1/2) +hangly2:0:4DBE:00:500:Quick changeback (2/2) +hangly2:0:4DBD:78:000:Lightning changeback (1/2) +hangly2:0:4DBE:00:500:Lightning changeback (2/2) +hangly2:0:4DBD:01:000:No change to blue (1/2) +hangly2:0:4DBE:00:500:No change to blue (2/2) +hangly2:0:0000:00:999:[-------Ghost Status--------] +hangly2:0:4DA7:01:000:Red always blue +hangly2:0:4DA8:01:000:Pink always blue +hangly2:0:4DA9:01:000:Green always blue +hangly2:0:4DAA:01:000:Orange always blue +hangly2:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Hang-On ] +hangon:0:20C500:99:000:Infinite Time + +; [ Hard Hat ] +hardhat:0:0070:05:000:Infinite Lives PL1 +hardhat:0:0071:05:000:Infinite Lives PL2 +hardhat:0:01FC:89:000:Invincibility + +; [ Adventure Quiz 2 Hatena Hatena no Dai-Bouken (Japan) ] +hatena:0:F975:05:000:Infinite Vitality PL1 +hatena:0:F9F5:05:000:Infinite Vitality PL2 +hatena:0:F077:0A:000:Infinite Time +hatena:0:F061:0A:000:Infinite questions +hatena:0:0000:00:999:[Watch out for these values ] +hatena:0:0000:00:999:[ 01=1, 02=2, 03=3, 04=4 ] +hatena:0:FB62:00:998:Watch me for good answer +hatena:0:F068:08:001:Good answer ends quiz Now! + +; [ Hat Trick ] +hattrick:0:009A:FF:000:Infinite Time +hattrick:0:015F:99:073:Select Score RED TEAM +hattrick:0:013A:99:073:Select Score BLUE TEAM + +; [ Heavy Barrel (US) ] +hbarrel:0:FF8032:80:000:Invincibility PL1 +hbarrel:0:FF8033:80:000:Super Invincibility PL1 +hbarrel:0:FF8052:04:000:Infinite Keys PL1 +hbarrel:0:FF8034:05:000:Infinite Lives PL1 +hbarrel:0:FF8043:99:000:Infinite Fire Gun PL1 +hbarrel:0:FF8045:99:000:Infinite Multi-Way Shot PL1 +hbarrel:0:FF8047:99:000:Infinite Flamethrower PL1 +hbarrel:0:FF804D:99:000:Infinite Grenades PL1 +hbarrel:0:FF804F:99:000:Infinite Smoke Bomb PL1 +hbarrel:0:FF8051:99:000:Infinite Chain Thrower PL1 +hbarrel:0:FF8711:99:000:Infinite Super Weapon PL1 +hbarrel:0:FF8049:00:000:Always have Normal GrenadePL1 +hbarrel:0:FF8049:01:000:Always have Red Grenade PL1 +hbarrel:0:FF803C:00:001:Get Basic Weapon PL1 +hbarrel:0:FF803C:01:001:Get Laser Weapon PL1 +hbarrel:0:FF803C:02:001:Get Multi-Way Shot PL1 +hbarrel:0:FF803C:03:001:Get Flamethrower PL1 +hbarrel:0:FF8710:80:001:Get the Super weapon PL1 +hbarrel:0:FF8049:00:001:Get Normal Grenade Now! PL1 +hbarrel:0:FF8049:01:001:Get have Red Grenade Now! PL1 +hbarrel:0:FF8710:80:000:Super Gun PL1 +hbarrel:0:FFA59F:D8:000:Special Weapon Ammo PL1 +hbarrel:0:FF8076:80:000:Invincibility PL2 +hbarrel:0:FF8077:80:000:Super Invincibility PL2 +hbarrel:0:FF8096:04:000:Infinite Keys PL2 +hbarrel:0:FF8078:05:000:Infinite Lives PL2 +hbarrel:0:FF8087:99:000:Infinite Fire Gun PL2 +hbarrel:0:FF8089:99:000:Infinite Multi-Way Shot PL2 +hbarrel:0:FF808B:99:000:Infinite Flamethrower PL2 +hbarrel:0:FF8091:99:000:Infinite Grenades PL2 +hbarrel:0:FF8093:99:000:Infinite Smoke Bomb PL2 +hbarrel:0:FF8095:99:000:Infinite Chain Thrower PL2 +hbarrel:0:FF8755:99:000:Infinite Super Weapon PL2 +hbarrel:0:FF808D:00:000:Always have Normal GrenadePL2 +hbarrel:0:FF808D:01:000:Always have Red Grenade PL2 +hbarrel:0:FF8080:00:001:Get Basic Weapon PL2 +hbarrel:0:FF8080:01:001:Get Laser Weapon PL2 +hbarrel:0:FF8080:02:001:Get Multi-Way Shot PL2 +hbarrel:0:FF8080:03:001:Get Flamethrower PL2 +hbarrel:0:FF8754:80:001:Get the Super weapon PL2 +hbarrel:0:FF808D:00:001:Get Normal Grenade Now! PL2 +hbarrel:0:FF808D:01:001:Get Red Grenade Now! PL2 + +; [ Heavy Barrel (World) ] +hbarrelw:0:FF8032:80:000:Invincibility PL1 +hbarrelw:0:FF8033:80:000:Super Invincibility PL1 +hbarrelw:0:FF8052:04:000:Infinite Keys PL1 +hbarrelw:0:FF8034:05:000:Infinite Lives PL1 +hbarrelw:0:FF8043:99:000:Infinite Fire Gun PL1 +hbarrelw:0:FF8045:99:000:Infinite Multi-Way Shot PL1 +hbarrelw:0:FF8047:99:000:Infinite Flamethrower PL1 +hbarrelw:0:FF804D:99:000:Infinite Grenades PL1 +hbarrelw:0:FF804F:99:000:Infinite Smoke Bomb PL1 +hbarrelw:0:FF8051:99:000:Infinite Chain Thrower PL1 +hbarrelw:0:FF8711:99:000:Infinite Super Weapon PL1 +hbarrelw:0:FF8049:00:000:Always have Normal GrenadePL1 +hbarrelw:0:FF8049:01:000:Always have Red Grenade PL1 +hbarrelw:0:FF803C:00:001:Get Basic Weapon PL1 +hbarrelw:0:FF803C:01:001:Get Laser Weapon PL1 +hbarrelw:0:FF803C:02:001:Get Multi-Way Shot PL1 +hbarrelw:0:FF803C:03:001:Get Flamethrower PL1 +hbarrelw:0:FF8710:80:001:Get the Super weapon PL1 +hbarrelw:0:FF8049:00:001:Get Normal Grenade Now! PL1 +hbarrelw:0:FF8049:01:001:Get have Red Grenade Now! PL1 +hbarrelw:0:FF8710:80:000:Super Gun PL1 +hbarrelw:0:FFA59F:D8:000:Special Weapon Ammo PL1 +hbarrelw:0:FF8076:80:000:Invincibility PL2 +hbarrelw:0:FF8077:80:000:Super Invincibility PL2 +hbarrelw:0:FF8096:04:000:Infinite Keys PL2 +hbarrelw:0:FF8078:05:000:Infinite Lives PL2 +hbarrelw:0:FF8087:99:000:Infinite Fire Gun PL2 +hbarrelw:0:FF8089:99:000:Infinite Multi-Way Shot PL2 +hbarrelw:0:FF808B:99:000:Infinite Flamethrower PL2 +hbarrelw:0:FF8091:99:000:Infinite Grenades PL2 +hbarrelw:0:FF8093:99:000:Infinite Smoke Bomb PL2 +hbarrelw:0:FF8095:99:000:Infinite Chain Thrower PL2 +hbarrelw:0:FF8755:99:000:Infinite Super Weapon PL2 +hbarrelw:0:FF808D:00:000:Always have Normal GrenadePL2 +hbarrelw:0:FF808D:01:000:Always have Red Grenade PL2 +hbarrelw:0:FF8080:00:001:Get Basic Weapon PL2 +hbarrelw:0:FF8080:01:001:Get Laser Weapon PL2 +hbarrelw:0:FF8080:02:001:Get Multi-Way Shot PL2 +hbarrelw:0:FF8080:03:001:Get Flamethrower PL2 +hbarrelw:0:FF8754:80:001:Get the Super weapon PL2 +hbarrelw:0:FF808D:00:001:Get Normal Grenade Now! PL2 +hbarrelw:0:FF808D:01:001:Get Red Grenade Now! PL2 + +; [ Haunted Castle (set 1) ] +hcastle:0:1F13:59:000:Infinite Time +hcastle:0:080C:10:000:Infinite Energy +hcastle:0:1012:FF:000:Invincibility +hcastle:0:0819:99:000:Infinite Hearts +hcastle:0:080F:01:001:Finish this Stage Now! +hcastle:0:1010:00:000:Weapon always Wip +hcastle:0:1010:01:000:Weapon always Hammer +hcastle:0:1010:02:000:Weapon always Sword +hcastle:0:1010:00:001:Change weapon to Wip Now! +hcastle:0:1010:01:001:Change weapon to Hammer Now! +hcastle:0:1010:02:001:Change weapon to Sword Now! +hcastle:0:1E99:00:001:Item Window empty Now! +hcastle:0:1E99:01:001:Item Window = Bomb Now! +hcastle:0:1E99:02:001:Item Window = Fire Now! +hcastle:0:1E99:03:001:Item Window = Boomerang Now! +hcastle:0:1E99:04:001:Item Window = Cross Now! +hcastle:0:1E99:05:001:Item Window = Clock Now! +hcastle:0:0000:00:999:[The Select current level ] +hcastle:0:0000:00:999:[can be enabled on the intro] +hcastle:0:0000:00:999:[screen it doesn't work if ] +hcastle:0:0000:00:999:[enabled on the title screen] +hcastle:0:0806:05:071:Select current level +hcastle:0:0806:05:061:Select next level +hcastle:0:18CC:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Haunted Castle (set 2) ] +hcastlea:0:1F13:59:000:Infinite Time +hcastlea:0:080C:10:000:Infinite Energy +hcastlea:0:1012:FF:000:Invincibility +hcastlea:0:0819:99:000:Infinite Hearts +hcastlea:0:080F:01:001:Finish this Stage Now! +hcastlea:0:1010:00:000:Weapon always Wip +hcastlea:0:1010:01:000:Weapon always Hammer +hcastlea:0:1010:02:000:Weapon always Sword +hcastlea:0:1010:00:001:Change weapon to Wip Now! +hcastlea:0:1010:01:001:Change weapon to Hammer Now! +hcastlea:0:1010:02:001:Change weapon to Sword Now! +hcastlea:0:1E99:00:001:Item Window empty Now! +hcastlea:0:1E99:01:001:Item Window = Bomb Now! +hcastlea:0:1E99:02:001:Item Window = Fire Now! +hcastlea:0:1E99:03:001:Item Window = Boomerang Now! +hcastlea:0:1E99:04:001:Item Window = Cross Now! +hcastlea:0:1E99:05:001:Item Window = Clock Now! +hcastlea:0:0000:00:999:[The Select current level ] +hcastlea:0:0000:00:999:[can be enabled on the intro] +hcastlea:0:0000:00:999:[screen it doesn't work if ] +hcastlea:0:0000:00:999:[enabled on the title screen] +hcastlea:0:0806:05:071:Select current level +hcastlea:0:0806:05:061:Select next level +hcastlea:0:18CC:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Akuma-Jou Dracula (Japan) ] +hcastlej:0:1F13:59:000:Infinite Time +hcastlej:0:080C:10:000:Infinite Energy +hcastlej:0:1012:FF:000:Invincibility +hcastlej:0:0819:99:000:Infinite Hearts +hcastlej:0:080F:01:001:Finish this Stage Now! +hcastlej:0:1010:00:000:Weapon always Wip +hcastlej:0:1010:01:000:Weapon always Hammer +hcastlej:0:1010:02:000:Weapon always Sword +hcastlej:0:1010:00:001:Change weapon to Wip Now! +hcastlej:0:1010:01:001:Change weapon to Hammer Now! +hcastlej:0:1010:02:001:Change weapon to Sword Now! +hcastlej:0:1E99:00:001:Item Window empty Now! +hcastlej:0:1E99:01:001:Item Window = Bomb Now! +hcastlej:0:1E99:02:001:Item Window = Fire Now! +hcastlej:0:1E99:03:001:Item Window = Boomerang Now! +hcastlej:0:1E99:04:001:Item Window = Cross Now! +hcastlej:0:1E99:05:001:Item Window = Clock Now! +hcastlej:0:0000:00:999:[The Select current level ] +hcastlej:0:0000:00:999:[can be enabled on the intro] +hcastlej:0:0000:00:999:[screen it doesn't work if ] +hcastlej:0:0000:00:999:[enabled on the title screen] +hcastlej:0:0806:05:071:Select current level +hcastlej:0:0806:05:061:Select next level +hcastlej:0:18CC:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Head On (2 players) ] +headon:0:E5BE:08:000:Infinite Lives PL1 +headon:0:E5BF:08:000:Infinite Lives PL2 + +; [ Head On 2 ] +headon2:0:E40D:07:000:Infinite Lives PL1 +headon2:0:E40E:07:000:Infinite Lives PL2 + +; [ Head On (1 player) ] +headonb:0:E593:08:000:Infinite Lives + +; [ Heiankyo Alien ] +heiankyo:0:8475:03:000:Infinite Lives PL1 +heiankyo:0:8479:03:000:Infinite Lives PL2 + +; [ HeliFire (revision A) ] +helifira:0:7D07:09:000:Infinite Lives PL1 +helifira:0:7D08:09:000:Infinite Lives PL2 + +; [ HeliFire (revision B) ] +helifire:0:7D07:09:000:Infinite Lives PL1 +helifire:0:7D08:09:000:Infinite Lives PL2 + +; [ Hellfire ] +hellfire:0:04264D:03:000:Infinite Lives PL1 +hellfire:0:041D33:05:000:Maximum Power PL1 +hellfire:0:041D37:28:000:Maximum Speed PL1 +hellfire:0:041D31:20:000:Invincibility PL1 +hellfire:0:041D3D:A9:000:Super Invincibility PL1 +hellfire:0:04264F:03:000:Infinite Lives PL2 +hellfire:0:041D93:05:000:Maximum Power PL2 +hellfire:0:041D97:28:000:Maximum Speed PL2 +hellfire:0:041D91:20:000:Invincibility PL2 +hellfire:0:041D9D:A9:000:Super Invincibility PL2 + +; [ Herbie at the Olympics (DK conversion) ] +herbiedk:0:0000:00:999:[You must disable Infinite ] +herbiedk:0:0000:00:999:[Time before you finish a ] +herbiedk:0:0000:00:999:[race or the game HANGS!! ] +herbiedk:0:1E54:00:000:Infinite Time +herbiedk:0:1ECA:FF:000:Top Speed +herbiedk:0:1C51:03:000:Infinite Lives PL1 +herbiedk:0:1E95:05:070:Set High Jump Bar Height PL1 +herbiedk:0:1E95:00:001:Set HJ Bar = Minimum Now! PL1 +herbiedk:0:1E95:05:001:Set HJ Bar = Maximum Now! PL1 +herbiedk:0:1C52:03:000:Infinite Lives PL2 +herbiedk:0:1E96:05:070:Set High Jump Bar Height PL2 +herbiedk:0:1E96:00:001:Set HJ Bar = Minimum Now! PL2 +herbiedk:0:1E96:05:001:Set HJ Bar = Maximum Now! PL2 +herbiedk:0:0000:00:999:[A neato trick is to set the] +herbiedk:0:0000:00:999:[HJ (High Jump) bar to the ] +herbiedk:0:0000:00:999:[minimum (0) and after you ] +herbiedk:0:0000:00:999:[have cleared the bar ] +herbiedk:0:0000:00:999:[quickly hit HOME and set ] +herbiedk:0:0000:00:999:[the bar to the maximum (5).] +herbiedk:0:0000:00:999:[You then pass at the ] +herbiedk:0:0000:00:999:[highest setting, it clocks ] +herbiedk:0:0000:00:999:[the game, and you are back ] +herbiedk:0:0000:00:999:[to the 100m Dash. ] + +; [ Hexa ] +hexa:0:C746:FF:000:Infinite Pobies + +; [ Hammerin' Harry (World) ] +hharry:0:A0A47:0A:000:Infinite Lives PL1 +hharry:0:A0A57:0A:000:Infinite Lives PL2 +hharry:0:A00FD:5A:000:Infinite Time (1/2) +hharry:0:A00FE:09:500:Infinite Time (2/2) +hharry:0:A0C08:00:000:Invincibility +hharry:0:00000:00:999:[The Select current level ] +hharry:0:00000:00:999:[can be enabled on the intro] +hharry:0:00000:00:999:[screen it doesn't work if ] +hharry:0:00000:00:999:[enabled on the title screen] +hharry:0:A0A48:05:071:Select current level +hharry:0:A0A48:05:061:Select next level + +; [ Hammerin' Harry (US) ] +hharryu:0:E0A47:0A:000:Infinite Lives PL1 +hharryu:0:E0A57:0A:000:Infinite Lives PL2 +hharryu:0:E00FD:5A:000:Infinite Time (1/2) +hharryu:0:E00FE:09:500:Infinite Time (2/2) +hharryu:0:E0C08:00:000:Invincibility +hharryu:0:00000:00:999:[The Select current level ] +hharryu:0:00000:00:999:[can be enabled on the intro] +hharryu:0:00000:00:999:[screen it doesn't work if ] +hharryu:0:00000:00:999:[enabled on the title screen] +hharryu:0:E0A48:05:071:Select current level +hharryu:0:E0A48:05:061:Select next level + +; [ Pirate Ship HigeMaru ] +higemaru:0:E630:06:000:Infinite Lives PL1 +higemaru:0:E660:06:000:Infinite Lives PL2 +higemaru:0:E100:FF:000:Invincibility + +; [ High Impact Football (rev LA3 12/27/90) ] +hiimpact:0:0020A57C:E7:000:Infinite Time PL1 (1/2) +hiimpact:0:0020A57D:03:500:Infinite Time PL1 (2/2) +hiimpact:0:0020A57E:E7:000:Infinite Time PL2 (1/2) +hiimpact:0:0020A57F:03:500:Infinite Time PL2 (2/2) +hiimpact:0:0020A580:E7:000:Infinite Time PL3 (1/2) +hiimpact:0:0020A581:03:500:Infinite Time PL3 (2/2) +hiimpact:0:0020A582:E7:000:Infinite Time PL4 (1/2) +hiimpact:0:0020A583:03:500:Infinite Time PL4 (2/2) +hiimpact:0:0020A570:3B:000:Infinite Quarter Time +hiimpact:0:0020A56E:00:001:Finish Quarter Now! (1/2) +hiimpact:0:0020A570:00:501:Finish Quarter Now! (2/2) + +; [ Hippodrome (US) ] +hippodrm:0:FF805E:05:000:Infinite Lives PL1 +hippodrm:0:FF8032:14:000:Infinite Energy PL1 +hippodrm:0:FF8051:80:000:Infinite Gold PL1 +hippodrm:0:FF805D:99:000:Infinite Necklaces PL1 +hippodrm:0:FF809E:05:000:Infinite Lives PL2 +hippodrm:0:FF8072:10:000:Infinite Energy PL2 +hippodrm:0:FF8091:80:000:Infinite Gold PL2 +hippodrm:0:FF809D:99:000:Infinite Necklaces PL2 +hippodrm:0:FF87FD:59:000:Infinite Time +hippodrm:0:FF8010:04:000:Level Skip +hippodrm:0:FF800C:00:000:Enemy has more energy +hippodrm:0:FF8033:10:000:Invincibility +hippodrm:0:FF82F4:00:000:Always 1 hit to kill boss + +; [ Hishou Zame (Japan) ] +hishouza:0:030429:08:000:Infinite Lives +hishouza:0:0304D3:0A:007:Infinite Smart Bombs (F5):Turn off with F5 at level end +hishouza:0:0304D5:06:000:Always Maximum Shot Power +hishouza:0:03049E:80:000:Invincibility + +; [ Hit 'n Miss (version 2.0) ] +hitnmis2:0:2205:00:000:Infinite Teddy bears +hitnmis2:0:3317:00:000:No time between bullets +hitnmis2:0:333A:80:004:Infinite Time PL1 +hitnmis2:0:3335:00:001:Finish level Now! PL1 (1/3) +hitnmis2:0:3336:00:501:Finish level Now! PL1 (2/3) +hitnmis2:0:3337:00:501:Finish level Now! PL1 (3/3) +hitnmis2:0:334E:80:004:Infinite Time PL2 +hitnmis2:0:3349:00:001:Finish level Now! PL2 (1/3) +hitnmis2:0:334A:00:501:Finish level Now! PL2 (2/3) +hitnmis2:0:334B:00:501:Finish level Now! PL2 (3/3) + +; [ Hit 'n Miss (version 3.0) ] +hitnmiss:0:2205:00:000:Infinite Teddy bears +hitnmiss:0:3317:00:000:No time between bullets +hitnmiss:0:333A:80:004:Infinite Time PL1 +hitnmiss:0:3335:00:001:Finish level Now! PL1 (1/3) +hitnmiss:0:3336:00:501:Finish level Now! PL1 (2/3) +hitnmiss:0:3337:00:501:Finish level Now! PL1 (3/3) +hitnmiss:0:334E:80:004:Infinite Time PL2 +hitnmiss:0:3349:00:001:Finish level Now! PL2 (1/3) +hitnmiss:0:334A:00:501:Finish level Now! PL2 (2/3) +hitnmiss:0:334B:00:501:Finish level Now! PL2 (3/3) + +; [ Hoccer (set 1) ] +hoccer:0:8204:09:000:Infinite Lives (1/2) +hoccer:0:8206:09:000:Infinite Lives (2/2) +hoccer:0:8211:02:001:Only 1 man left on level Now! + +; [ Hoccer (set 2) ] +hoccer2:0:8204:09:000:Infinite Lives (1/2) +hoccer2:0:8206:09:000:Infinite Lives (2/2) +hoccer2:0:824C:09:000:Infinite Time +hoccer2:0:8211:02:001:Only 1 man left on level Now! + +; [ Homo ] +homo:0:C054:03:000:Infinite Lives PL1 +homo:0:C050:61:001:Next level = 99 PL1 (1/2) +homo:0:C051:98:001:Next level = 99 PL1 (2/2) +homo:0:C055:03:000:Infinite Lives PL2 +homo:0:C052:61:001:Next level = 99 PL2 (1/2) +homo:0:C053:98:001:Next level = 99 PL2 (2/2) +homo:0:C014:99:000:Infinite Time +homo:0:C1C2:00:000:No shots for homo-sapiens +homo:0:C120:02:000:Always have the superball POW +homo:0:C120:02:001:Get the superball POW Now! +homo:0:C120:00:001:No more superball POW Now! +homo:0:C114:01:001:Get the "fire" POW Now! +homo:0:C114:02:001:Lose one life +homo:0:C325:10:000:Always One brick for power +homo:0:C325:10:001:Get One brick for power Now! +homo:0:C320:00:000:Falling POW is always '-' +homo:0:C320:01:000:Falling POW is always '+' +homo:0:C320:02:000:Falling POW is always 'H' +homo:0:C320:03:000:Falling POW is always 'L' +homo:0:C320:04:000:Falling POW is always 'R' +homo:0:C320:05:000:Falling POW is always 'S' +homo:0:C320:06:000:Falling POW is always 'F' +homo:0:C320:07:000:Falling POW is always 'B' +homo:0:C320:00:001:Make Falling POW a '-' Now! +homo:0:C320:01:001:Make Falling POW a '+' Now! +homo:0:C320:02:001:Make Falling POW a 'H' Now! +homo:0:C320:03:001:Make Falling POW a 'L' Now! +homo:0:C320:04:001:Make Falling POW a 'R' Now! +homo:0:C320:05:001:Make Falling POW a 'S' Now! +homo:0:C320:06:001:Make Falling POW a 'F' Now! +homo:0:C320:07:001:Make Falling POW a 'B' Now! + +; [ Hook (World) ] +hook:0:E92F0:3C:000:Infinite Time +hook:0:E831E:64:000:Infinite Lives PL1 +hook:0:E8339:32:000:Infinite Energy PL1 +hook:0:E839E:64:000:Infinite Lives PL2 +hook:0:E83B9:32:000:Infinite Energy PL2 + +; [ Hook (US) ] +hooku:0:E92F0:3C:000:Infinite Time +hooku:0:E831E:64:000:Infinite Lives PL1 +hooku:0:E8339:32:000:Infinite Energy PL1 +hooku:0:E839E:64:000:Infinite Lives PL2 +hooku:0:E83B9:32:000:Infinite Energy PL2 + +; [ Hopping Mappy ] +hopmappy:0:5707:03:000:Infinite Lives PL1 + +; [ Hopper Robo ] +hopprobo:0:8270:09:000:Infinite Energy (1/2) +hopprobo:0:826F:63:500:Infinite Energy (2/2) +hopprobo:0:8032:03:000:Infinite Lives PL1 +hopprobo:0:8033:03:000:Infinite Lives PL2 + +; [ American Horseshoes (US) ] +horshoes:0:8E3C:29:000:Infinite Time + +; [ Hot Chase ] +hotchase:0:06102C:7E:000:Infinite Time + +; [ Hot Shocker ] +hotshock:0:4105:09:000:Infinite Lives +hotshock:0:4104:FD:000:Infinite Wire + +; [ Hyper Olympics '84 ] +hpolym84:0:0000:00:999:[Turn the 'Start on' cheats ] +hpolym84:0:0000:00:999:[ON on the title screen and ] +hpolym84:0:0000:00:999:[DON'T forget to turn off ] +hpolym84:0:0000:00:999:[them OFF when you are on ] +hpolym84:0:0000:00:999:[the event or you won't ] +hpolym84:0:0000:00:999:[progress any further!! ] +hpolym84:0:3068:01:000:Start on Skeet shooting +hpolym84:0:3068:02:000:Start on Long horse +hpolym84:0:3068:03:000:Start on Archery +hpolym84:0:3068:04:000:Start on Triple jump +hpolym84:0:3068:05:000:Start on Weightlifting +hpolym84:0:3068:06:000:Start on Pole vault +hpolym84:0:3157:00:000:No breath on Swimming PL1&PL3 +hpolym84:0:31B7:00:000:No breath on Swimming PL2&PL4 +hpolym84:0:3502:00:000:Always first try PL1 +hpolym84:0:3522:00:000:Always first try PL2 +hpolym84:0:3542:00:000:Always first try PL3 +hpolym84:0:3562:00:000:Always first try PL4 +hpolym84:0:3503:00:000:No False Starts PL1 +hpolym84:0:3523:00:000:No False Starts PL2 +hpolym84:0:3543:00:000:No False Starts PL3 +hpolym84:0:3563:00:000:No False Starts PL4 +hpolym84:0:3071:01:000:Skeet Target Practise +hpolym84:0:3070:09:001:Add 90 seconds for skeet +hpolym84:0:30C4:2D:000:Auto 45 degrees angle +hpolym84:0:30EF:19:000:25 Turns on the Long Horse +hpolym84:0:3111:0F:000:Faster Swimmer and Skeets +hpolym84:0:30B1:09:000:Fast in TJ,PV and WL +hpolym84:0:0000:00:999:[The Full Speed cheat works ] +hpolym84:0:0000:00:999:[well for the Weighlifting ] +hpolym84:0:0000:00:999:[and the Pole Vault. ] +hpolym84:0:30B0:01:000:Full Speed (1/3) +hpolym84:0:30B1:07:500:Full Speed (2/3) +hpolym84:0:30B2:00:500:Full Speed (3/3) +hpolym84:0:0000:00:999:[Use the Fast Enough for TJ ] +hpolym84:0:0000:00:999:[cheat instead of the Full ] +hpolym84:0:0000:00:999:[Speed on the Triple Jump. ] +hpolym84:0:30B0:01:000:Fast Enough for TJ (1/2) +hpolym84:0:30B1:02:500:Fast Enough for TJ (2/2) + +; [ Hard Puncher (Japan) ] +hpuncher:1:040143:30:000:Infinite Time [Intro] +hpuncher:1:04013E:09:000:Infinite Time [In Game] (1/2) +hpuncher:1:04013F:59:500:Infinite Time [In Game] (2/2) +hpuncher:1:04013E:00:001:Finish Round Now! (1/2) +hpuncher:1:04013F:00:501:Finish Round Now! (2/2) +hpuncher:1:042096:20:000:Infinite Energy PL1 +hpuncher:1:042096:00:001:Drain All Energy Now! PL1 +hpuncher:1:042196:20:000:Infinite Energy PL2 +hpuncher:1:042196:00:001:Drain All Energy Now! PL2 +hpuncher:1:043008:F0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Hunchback (Donkey Kong conversion) ] +hunchbkd:0:1C88:05:000:Infinite Lives PL1 +hunchbkd:0:1C89:05:000:Infinite Lives PL2 +hunchbkd:0:1DE0:2A:000:Infinite Time (F5): F5 when Ezmarelda is Rescued +hunchbkd:0:1E01:04:001:Next Bell = Super Bonus Now! +hunchbkd:0:1E71:20:000:Never any Arrows or Balls +hunchbkd:0:1E7D:20:000:Guards never Attack (1/3) +hunchbkd:0:1E7E:20:500:Guards never Attack (2/3) +hunchbkd:0:1E7F:20:500:Guards never Attack (3/3) + +; [ Hunchback (Scramble conversion) ] +hunchbks:0:1C6F:05:000:Infinite Lives PL1 +hunchbks:0:1C70:05:000:Infinite Lives PL2 +hunchbks:0:1F72:00:000:Infinite Time (F5): F5 when Ezmarelda is Rescued +hunchbks:0:1ED8:04:001:Next Bell = Super Bonus Now! +hunchbks:0:1F40:49:000:Never any Arrows or Balls +hunchbks:0:1F4E:30:000:Guards never Attack (1/3) +hunchbks:0:1F4D:30:500:Guards never Attack (2/3) +hunchbks:0:1F4C:30:500:Guards never Attack (3/3) + +; [ Hustle ] +hustle:0:FF2A:07:000:Infinite Time + +; [ Video Hustler ] +hustler:0:81C0:03:000:Infinite Lives +hustler:0:81A6:03:000:Infinite Rests + +; [ Video Hustler (bootleg) ] +hustlerb:0:81C0:03:000:Infinite Lives +hustlerb:0:81A6:03:000:Infinite Rests + +; [ Heavy Metal ] +hvymetal:0:C200:07:000:Infinite Lives PL1 +hvymetal:0:C180:07:000:Infinite Lives PL2 +hvymetal:0:C2A2:00:000:No weapon overheat +hvymetal:0:C2D0:01:020:Always have Invincibility +hvymetal:0:C2D0:02:020:Always have Shot PowerUp +hvymetal:0:C2D0:04:020:Always have Missile PowerUp +hvymetal:0:C2D0:01:021:Get Invincibility Now! +hvymetal:0:C2D0:02:021:Get Shot PowerUp Now! +hvymetal:0:C2D0:04:021:Get Missile PowerUp Now! + +; [ Heavyweight Champ ] +hwchamp:0:FFC532:03:000:Infinite Time (1/2) +hwchamp:0:FFC533:60:500:Infinite Time (2/2) +hwchamp:0:FFC628:10:000:Infinite Energy +hwchamp:0:FFC728:10:000:Infinite Energy for Opponent +hwchamp:0:FFC728:00:001:Drain Opponent's Energy Now! +hwchamp:0:FFC532:00:001:Finish Round Now! (1/2) +hwchamp:0:FFC533:00:501:Finish Round Now! (2/2) + +; [ High Way Race ] +hwrace:0:8179:09:000:Infinite Fuel (1/2) +hwrace:0:8178:FF:500:Infinite Fuel (2/2) +hwrace:0:8158:00:000:Invincibility +hwrace:0:81C6:F1:000:No Opposite Car + +; [ Hydra ] +hydra:0:FFADA1:FF:000:Infinite Fuel (Main) +hydra:0:FFADA3:5F:000:Infinite Fuel (Reserve) +hydra:0:FFA568:09:000:Infinite Boosts + +; [ Hydra (prototype) ] +hydrap:0:FFAD97:FF:000:Infinite Fuel (Main) +hydrap:0:FFAD99:5F:000:Infinite Fuel (Reserve) +hydrap:0:FFA568:09:000:Infinite Boosts + +; [ Hyper Sports ] +hyperspt:0:0000:00:999:[Turn the 'Start on' cheats ] +hyperspt:0:0000:00:999:[ON on the title screen and ] +hyperspt:0:0000:00:999:[DON'T forget to turn off ] +hyperspt:0:0000:00:999:[them OFF when you are on ] +hyperspt:0:0000:00:999:[the event or you won't ] +hyperspt:0:0000:00:999:[progress any further!! ] +hyperspt:0:3068:01:000:Start on Skeet shooting +hyperspt:0:3068:02:000:Start on Long horse +hyperspt:0:3068:03:000:Start on Archery +hyperspt:0:3068:04:000:Start on Triple jump +hyperspt:0:3068:05:000:Start on Weightlifting +hyperspt:0:3068:06:000:Start on Pole vault +hyperspt:0:3157:00:000:No breath on Swimming PL1&PL3 +hyperspt:0:31B7:00:000:No breath on Swimming PL2&PL4 +hyperspt:0:3502:00:000:Always first try PL1 +hyperspt:0:3522:00:000:Always first try PL2 +hyperspt:0:3542:00:000:Always first try PL3 +hyperspt:0:3562:00:000:Always first try PL4 +hyperspt:0:3503:00:000:No False Starts PL1 +hyperspt:0:3523:00:000:No False Starts PL2 +hyperspt:0:3543:00:000:No False Starts PL3 +hyperspt:0:3563:00:000:No False Starts PL4 +hyperspt:0:3071:01:000:Skeet Target Practise +hyperspt:0:3070:09:001:Add 90 seconds for skeet +hyperspt:0:30C4:2D:000:Auto 45 degrees angle +hyperspt:0:30EF:19:000:25 Turns on the Long Horse +hyperspt:0:3111:0F:000:Faster Swimmer and Skeets +hyperspt:0:30B1:09:000:Fast in TJ,PV and WL +hyperspt:0:0000:00:999:[The Full Speed cheat works ] +hyperspt:0:0000:00:999:[well for the Weighlifting ] +hyperspt:0:0000:00:999:[and the Pole Vault. ] +hyperspt:0:30B0:01:000:Full Speed (1/3) +hyperspt:0:30B1:07:500:Full Speed (2/3) +hyperspt:0:30B2:00:500:Full Speed (3/3) +hyperspt:0:0000:00:999:[Use the Fast Enough for TJ ] +hyperspt:0:0000:00:999:[cheat instead of the Full ] +hyperspt:0:0000:00:999:[Speed on the Triple Jump. ] +hyperspt:0:30B0:01:000:Fast Enough for TJ (1/2) +hyperspt:0:30B1:02:500:Fast Enough for TJ (2/2) + +; [ Hyper Olympic (bootleg) ] +hyprolyb:0:287F:01:000:Always Qualify in u 2 sec +hyprolyb:0:28D9:00:000:No False Starts PL1 & PL3 +hyprolyb:0:28F9:00:000:No False Starts PL2 & PL4 +hyprolyb:0:28C9:00:000:No Long Jump fouls +hyprolyb:0:2B9F:00:000:No High Jump Faults PL1 +hyprolyb:0:2BBF:00:000:No High Jump Faults PL2 +hyprolyb:0:2BDF:00:000:No High Jump Faults PL3 +hyprolyb:0:2BFF:00:000:No High Jump Faults PL4 +hyprolyb:0:2B81:02:000:Infinite Lives PL1 +hyprolyb:0:2BA1:02:000:Infinite Lives PL2 +hyprolyb:0:2BC1:02:000:Infinite Lives PL3 +hyprolyb:0:2BE1:02:000:Infinite Lives PL4 +hyprolyb:0:2A38:2D:000:Super Hammer Throw +hyprolyb:0:0000:00:999:[Turn the 'Start on' cheats ] +hyprolyb:0:0000:00:999:[ON on the title screen and ] +hyprolyb:0:0000:00:999:[DON'T forget to turn off ] +hyprolyb:0:0000:00:999:[them OFF when you are on ] +hyprolyb:0:0000:00:999:[the event or you won't ] +hyprolyb:0:0000:00:999:[progress any further!! ] +hyprolyb:0:2884:00:000:Start on 100 Meter Dash +hyprolyb:0:2884:01:000:Start on Long Jump +hyprolyb:0:2884:02:000:Start on Javelin Throw +hyprolyb:0:2884:03:000:Start on 110 Meter Hurdles +hyprolyb:0:2884:04:000:Start on Hammer Throw +hyprolyb:0:2884:05:000:Start on High Jump +hyprolyb:0:0000:00:999:[The Superman cheat allows ] +hyprolyb:0:0000:00:999:[you to leap tall buildings ] +hyprolyb:0:0000:00:999:[in one bound - handy for ] +hyprolyb:0:0000:00:999:[the High Jump!! It DOES NOT] +hyprolyb:0:0000:00:999:[work well with the Auto ] +hyprolyb:0:0000:00:999:[Angle cheat so turn ONE ] +hyprolyb:0:0000:00:999:[of them OFF!!!!! ] +hyprolyb:0:28B3:09:000:Superman +hyprolyb:0:28D8:2D:000:Auto 45 degrees angle +hyprolyb:0:0000:00:999:[On the High Jump it's best ] +hyprolyb:0:0000:00:999:[to disable the Full Speed ] +hyprolyb:0:0000:00:999:[and use the Superman cheat.] +hyprolyb:0:28B0:01:000:Full Speed (1/3) +hyprolyb:0:28B1:05:500:Full Speed (2/3) +hyprolyb:0:28B2:00:500:Full Speed (3/3) +hyprolyb:0:0000:00:999:[Don't use the Full Speed ] +hyprolyb:0:0000:00:999:[cheat on the Hurdles - it ] +hyprolyb:0:0000:00:999:[is TOO fast, use Fast for ] +hyprolyb:0:0000:00:999:[Hurdles instead. ] +hyprolyb:0:28B0:01:000:Fast for Hurdles (1/3) +hyprolyb:0:28B1:02:500:Fast for Hurdles (2/3) +hyprolyb:0:28B2:00:500:Fast for Hurdles (3/3) +hyprolyb:0:0000:00:999:[The Take steroids cheat is ] +hyprolyb:0:0000:00:999:[better than the Full Speed ] +hyprolyb:0:0000:00:999:[cheat. However, you must be] +hyprolyb:0:0000:00:999:[careful with it or you'll ] +hyprolyb:0:0000:00:999:[run off the pitch and the ] +hyprolyb:0:0000:00:999:[anti-doping control will ] +hyprolyb:0:0000:00:999:[catch you!! ;-) ] +hyprolyb:0:2834:00:000:Take steroids + +; [ Hyper Olympic ] +hyprolym:0:287F:01:000:Always Qualify in u 2 sec +hyprolym:0:28D9:00:000:No False Starts PL1 & PL3 +hyprolym:0:28F9:00:000:No False Starts PL2 & PL4 +hyprolym:0:28C9:00:000:No Long Jump fouls +hyprolym:0:2B9F:00:000:No High Jump Faults PL1 +hyprolym:0:2BBF:00:000:No High Jump Faults PL2 +hyprolym:0:2BDF:00:000:No High Jump Faults PL3 +hyprolym:0:2BFF:00:000:No High Jump Faults PL4 +hyprolym:0:2B81:02:000:Infinite Lives PL1 +hyprolym:0:2BA1:02:000:Infinite Lives PL2 +hyprolym:0:2BC1:02:000:Infinite Lives PL3 +hyprolym:0:2BE1:02:000:Infinite Lives PL4 +hyprolym:0:2A38:2D:000:Super Hammer Throw +hyprolym:0:0000:00:999:[Turn the 'Start on' cheats ] +hyprolym:0:0000:00:999:[ON on the title screen and ] +hyprolym:0:0000:00:999:[DON'T forget to turn off ] +hyprolym:0:0000:00:999:[them OFF when you are on ] +hyprolym:0:0000:00:999:[the event or you won't ] +hyprolym:0:0000:00:999:[progress any further!! ] +hyprolym:0:2884:00:000:Start on 100 Meter Dash +hyprolym:0:2884:01:000:Start on Long Jump +hyprolym:0:2884:02:000:Start on Javelin Throw +hyprolym:0:2884:03:000:Start on 110 Meter Hurdles +hyprolym:0:2884:04:000:Start on Hammer Throw +hyprolym:0:2884:05:000:Start on High Jump +hyprolym:0:0000:00:999:[The Superman cheat allows ] +hyprolym:0:0000:00:999:[you to leap tall buildings ] +hyprolym:0:0000:00:999:[in one bound - handy for ] +hyprolym:0:0000:00:999:[the High Jump!! It DOES NOT] +hyprolym:0:0000:00:999:[work well with the Auto ] +hyprolym:0:0000:00:999:[Angle cheat so turn ONE ] +hyprolym:0:0000:00:999:[of them OFF!!!!! ] +hyprolym:0:28B3:09:000:Superman +hyprolym:0:28D8:2D:000:Auto 45 degrees angle +hyprolym:0:0000:00:999:[On the High Jump it's best ] +hyprolym:0:0000:00:999:[to disable the Full Speed ] +hyprolym:0:0000:00:999:[and use the Superman cheat.] +hyprolym:0:28B0:01:000:Full Speed (1/3) +hyprolym:0:28B1:05:500:Full Speed (2/3) +hyprolym:0:28B2:00:500:Full Speed (3/3) +hyprolym:0:0000:00:999:[Don't use the Full Speed ] +hyprolym:0:0000:00:999:[cheat on the Hurdles - it ] +hyprolym:0:0000:00:999:[is TOO fast, use Fast for ] +hyprolym:0:0000:00:999:[Hurdles instead. ] +hyprolym:0:28B0:01:000:Fast for Hurdles (1/3) +hyprolym:0:28B1:02:500:Fast for Hurdles (2/3) +hyprolym:0:28B2:00:500:Fast for Hurdles (3/3) +hyprolym:0:0000:00:999:[The Take steroids cheat is ] +hyprolym:0:0000:00:999:[better than the Full Speed ] +hyprolym:0:0000:00:999:[cheat. However, you must be] +hyprolym:0:0000:00:999:[careful with it or you'll ] +hyprolym:0:0000:00:999:[run off the pitch and the ] +hyprolym:0:0000:00:999:[anti-doping control will ] +hyprolym:0:0000:00:999:[catch you!! ;-) ] +hyprolym:0:2834:00:000:Take steroids + +; [ Hyper Sports Special (Japan) ] +hypsptsp:0:0000:00:999:[It is best to turn off the ] +hypsptsp:0:0000:00:999:[event select cheats when ] +hypsptsp:0:0000:00:999:[you start the event or you ] +hypsptsp:0:0000:00:999:[will not progress events! ] +hypsptsp:0:20D4:00:000:Set event to 100m Dash +hypsptsp:0:20D4:01:000:Set event to Long Jump +hypsptsp:0:20D4:02:000:Set event to 400m Relay 1 +hypsptsp:0:20D4:03:000:Set event to Skeet Shooting +hypsptsp:0:20D4:04:000:Set event to 110m Hurdles +hypsptsp:0:20D4:05:000:Set event to Archery +hypsptsp:0:20D4:06:000:Set event to Javelin Throw +hypsptsp:0:20D4:07:000:Set event to High Jump +hypsptsp:0:20D4:08:000:Set event to 400m Relay 2:Only use before game starts! +hypsptsp:0:20D4:08:000:Finish Game after this event! +hypsptsp:0:0000:00:999:[Note Event cheats should be] +hypsptsp:0:0000:00:999:[turned off at end of event ] +hypsptsp:0:0000:00:999:[or sprite corruption will ] +hypsptsp:0:0000:00:999:[occur. Don't turn on max ] +hypsptsp:0:0000:00:999:[power cheats too soon! ] +hypsptsp:0:0000:00:999:[ 100M DASH ] +hypsptsp:0:2AB4:00:000:Infinite Time '00"00' (1/4) +hypsptsp:0:2AB3:00:500:Infinite Time '00"00' (2/4) +hypsptsp:0:2AB2:00:500:Infinite Time '00"00' (3/4) +hypsptsp:0:2AB1:00:500:Infinite Time '00"00' (4/4) +hypsptsp:0:2312:0A:000:Maximum Power PL1 (1/2) +hypsptsp:0:232A:0A:500:Maximum Power PL1 (2/2) +hypsptsp:0:3322:00:000:Infinite False Starts PL1 +hypsptsp:0:0000:00:999:[ LONG JUMP ] +hypsptsp:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +hypsptsp:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +hypsptsp:0:2364:45:000:Always jump at 45 deg. (1/2) +hypsptsp:0:2363:2D:500:Always jump at 45 deg. (2/2) +hypsptsp:0:0000:00:999:[ JAVELIN ] +hypsptsp:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +hypsptsp:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +hypsptsp:0:2364:45:000:Always throw at 45 deg. (1/2) +hypsptsp:0:2363:2D:500:Always throw at 45 deg. (2/2) +hypsptsp:0:2240:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Iga Ninjyutsuden (Japan) ] +iganinju:0:0F0029:09:000:Infinite Lives PL1 +iganinju:0:0F002B:09:000:Infinite Lives PL2 +iganinju:0:0F007F:03:006:Infinite Life +iganinju:0:0F0177:99:007:Infinite Time +iganinju:0:0F007B:28:000:Limited Invincibility +iganinju:0:0F00BD:01:000:Always have Grapple Hook Shot +iganinju:0:0F00BD:02:000:Always have Shuriken Shot +iganinju:0:0F00BD:03:000:Always have Knife Shot +iganinju:0:0F00BD:04:000:Always have 3 Knife Shot +iganinju:0:0F00CF:01:000:Always have Power Shot Lvl1 +iganinju:0:0F00CF:02:000:Always have Power Shot Lvl2 +iganinju:0:0F00CF:03:000:Always have Power Shot Lvl3 +iganinju:0:0F00CF:04:000:Always have Power Shot Lvl4 +iganinju:0:0F00CF:05:000:Always have Power Shot Lvl5 +iganinju:0:0F00BD:01:001:Get Grapple Hook Shot Now! +iganinju:0:0F00BD:02:001:Get Shuriken Shot Now! +iganinju:0:0F00BD:03:001:Get Knife Shot Now! +iganinju:0:0F00BD:04:001:Get 3 Knife Shot Now! +iganinju:0:000000:00:999:[These Get Power Shot Lvl ] +iganinju:0:000000:00:999:[cheats only work for a very] +iganinju:0:000000:00:999:[few goes. ] +iganinju:0:0F00CF:01:001:Get Power Shot Lvl1 Now! +iganinju:0:0F00CF:01:001:Get Power Shot Lvl1 Now! +iganinju:0:0F00CF:01:001:Get Power Shot Lvl1 Now! +iganinju:0:0F00CF:02:001:Get Power Shot Lvl2 Now! +iganinju:0:0F00CF:03:001:Get Power Shot Lvl3 Now! +iganinju:0:0F00CF:04:001:Get Power Shot Lvl4 Now! +iganinju:0:0F00CF:05:001:Get Power Shot Lvl5 Now! + +; [ Ikari Warriors (US) ] +ikari:0:FDC6:08:000:Infinite Lives PL1 +ikari:0:FDEB:99:000:Infinite Ammo PL1 +ikari:0:FDEC:99:000:Infinite Grenades PL1 +ikari:0:FDB4:00:000:Invincibility PL1 +ikari:0:FDB7:01:040:Always have slow fire PL1 +ikari:0:FDB7:01:020:Always have fast fire PL1 +ikari:0:FDB7:02:040:Always have slow speed PL1 +ikari:0:FDB7:02:020:Always have fast speed PL1 +ikari:0:FDB7:04:040:Always have black grenadesPL1 +ikari:0:FDB7:04:020:Always have red grenades PL1 +ikari:0:FDB7:08:040:Always have black bullets PL1 +ikari:0:FDB7:08:020:Always have red bullets PL1 +ikari:0:FDB7:01:041:Get slow fire Now! PL1 +ikari:0:FDB7:01:021:Get fast fire Now! PL1 +ikari:0:FDB7:02:041:Get slow speed Now! PL1 +ikari:0:FDB7:02:021:Get fast speed Now! PL1 +ikari:0:FDB7:04:041:Get black grenades Now! PL1 +ikari:0:FDB7:04:021:Get red grenades Now! PL1 +ikari:0:FDB7:08:041:Get black bullets Now! PL1 +ikari:0:FDB7:08:021:Get red bullets Now! PL1 +ikari:0:FE16:08:000:Infinite Lives PL2 +ikari:0:FE3B:99:000:Infinite Ammo PL2 +ikari:0:FE3C:99:000:Infinite Grenades PL2 +ikari:0:FE04:00:000:Invincibility PL2 +ikari:0:FE07:01:040:Always have slow fire PL2 +ikari:0:FE07:01:020:Always have fast fire PL2 +ikari:0:FE07:02:040:Always have slow speed PL2 +ikari:0:FE07:02:020:Always have fast speed PL2 +ikari:0:FE07:04:040:Always have black grenadesPL2 +ikari:0:FE07:04:020:Always have red grenades PL2 +ikari:0:FE07:08:040:Always have black bullets PL2 +ikari:0:FE07:08:020:Always have red bullets PL2 +ikari:0:FE07:01:041:Get slow fire Now! PL2 +ikari:0:FE07:01:021:Get fast fire Now! PL2 +ikari:0:FE07:02:041:Get slow speed Now! PL2 +ikari:0:FE07:02:021:Get fast speed Now! PL2 +ikari:0:FE07:04:041:Get black grenades Now! PL2 +ikari:0:FE07:04:021:Get red grenades Now! PL2 +ikari:0:FE07:08:041:Get black bullets Now! PL2 +ikari:0:FE07:08:021:Get red bullets Now! PL2 + +; [ Ikari III - The Rescue ] +ikari3:0:040B64:99:000:Infinite Lives PL1 +ikari3:0:040B16:14:000:Infinite Energy PL1 +ikari3:0:040B62:01:000:Invincibility PL1 (1/2) +ikari3:0:040B63:2C:500:Invincibility PL1 (2/2) +ikari3:0:040BC4:99:000:Infinite Lives PL2 +ikari3:0:040B76:14:000:Infinite Energy PL2 +ikari3:0:040BC2:01:000:Invincibility PL2 (1/2) +ikari3:0:040BC3:2C:500:Invincibility PL2 (2/2) + +; [ Ikari Warriors (Japan) ] +ikarijp:0:FDC6:08:000:Infinite Lives PL1 +ikarijp:0:FDEB:99:000:Infinite Ammo PL1 +ikarijp:0:FDEC:99:000:Infinite Grenades PL1 +ikarijp:0:FDB4:00:000:Invincibility PL1 +ikarijp:0:FDB7:01:040:Always have slow fire PL1 +ikarijp:0:FDB7:01:020:Always have fast fire PL1 +ikarijp:0:FDB7:02:040:Always have slow speed PL1 +ikarijp:0:FDB7:02:020:Always have fast speed PL1 +ikarijp:0:FDB7:04:040:Always have black grenadesPL1 +ikarijp:0:FDB7:04:020:Always have red grenades PL1 +ikarijp:0:FDB7:08:040:Always have black bullets PL1 +ikarijp:0:FDB7:08:020:Always have red bullets PL1 +ikarijp:0:FDB7:01:041:Get slow fire Now! PL1 +ikarijp:0:FDB7:01:021:Get fast fire Now! PL1 +ikarijp:0:FDB7:02:041:Get slow speed Now! PL1 +ikarijp:0:FDB7:02:021:Get fast speed Now! PL1 +ikarijp:0:FDB7:04:041:Get black grenades Now! PL1 +ikarijp:0:FDB7:04:021:Get red grenades Now! PL1 +ikarijp:0:FDB7:08:041:Get black bullets Now! PL1 +ikarijp:0:FDB7:08:021:Get red bullets Now! PL1 +ikarijp:0:FE16:08:000:Infinite Lives PL2 +ikarijp:0:FE3B:99:000:Infinite Ammo PL2 +ikarijp:0:FE3C:99:000:Infinite Grenades PL2 +ikarijp:0:FE04:00:000:Invincibility PL2 +ikarijp:0:FE07:01:040:Always have slow fire PL2 +ikarijp:0:FE07:01:020:Always have fast fire PL2 +ikarijp:0:FE07:02:040:Always have slow speed PL2 +ikarijp:0:FE07:02:020:Always have fast speed PL2 +ikarijp:0:FE07:04:040:Always have black grenadesPL2 +ikarijp:0:FE07:04:020:Always have red grenades PL2 +ikarijp:0:FE07:08:040:Always have black bullets PL2 +ikarijp:0:FE07:08:020:Always have red bullets PL2 +ikarijp:0:FE07:01:041:Get slow fire Now! PL2 +ikarijp:0:FE07:01:021:Get fast fire Now! PL2 +ikarijp:0:FE07:02:041:Get slow speed Now! PL2 +ikarijp:0:FE07:02:021:Get fast speed Now! PL2 +ikarijp:0:FE07:04:041:Get black grenades Now! PL2 +ikarijp:0:FE07:04:021:Get red grenades Now! PL2 +ikarijp:0:FE07:08:041:Get black bullets Now! PL2 +ikarijp:0:FE07:08:021:Get red bullets Now! PL2 + +; [ Ikari Warriors (Japan bootleg) ] +ikarijpb:0:FDC6:08:000:Infinite Lives PL1 +ikarijpb:0:FDEB:99:000:Infinite Ammo PL1 +ikarijpb:0:FDEC:99:000:Infinite Grenades PL1 +ikarijpb:0:FDB4:00:000:Invincibility PL1 +ikarijpb:0:FDB7:01:040:Always have slow fire PL1 +ikarijpb:0:FDB7:01:020:Always have fast fire PL1 +ikarijpb:0:FDB7:02:040:Always have slow speed PL1 +ikarijpb:0:FDB7:02:020:Always have fast speed PL1 +ikarijpb:0:FDB7:04:040:Always have black grenadesPL1 +ikarijpb:0:FDB7:04:020:Always have red grenades PL1 +ikarijpb:0:FDB7:08:040:Always have black bullets PL1 +ikarijpb:0:FDB7:08:020:Always have red bullets PL1 +ikarijpb:0:FDB7:01:041:Get slow fire Now! PL1 +ikarijpb:0:FDB7:01:021:Get fast fire Now! PL1 +ikarijpb:0:FDB7:02:041:Get slow speed Now! PL1 +ikarijpb:0:FDB7:02:021:Get fast speed Now! PL1 +ikarijpb:0:FDB7:04:041:Get black grenades Now! PL1 +ikarijpb:0:FDB7:04:021:Get red grenades Now! PL1 +ikarijpb:0:FDB7:08:041:Get black bullets Now! PL1 +ikarijpb:0:FDB7:08:021:Get red bullets Now! PL1 +ikarijpb:0:FE16:08:000:Infinite Lives PL2 +ikarijpb:0:FE3B:99:000:Infinite Ammo PL2 +ikarijpb:0:FE3C:99:000:Infinite Grenades PL2 +ikarijpb:0:FE04:00:000:Invincibility PL2 +ikarijpb:0:FE07:01:040:Always have slow fire PL2 +ikarijpb:0:FE07:01:020:Always have fast fire PL2 +ikarijpb:0:FE07:02:040:Always have slow speed PL2 +ikarijpb:0:FE07:02:020:Always have fast speed PL2 +ikarijpb:0:FE07:04:040:Always have black grenadesPL2 +ikarijpb:0:FE07:04:020:Always have red grenades PL2 +ikarijpb:0:FE07:08:040:Always have black bullets PL2 +ikarijpb:0:FE07:08:020:Always have red bullets PL2 +ikarijpb:0:FE07:01:041:Get slow fire Now! PL2 +ikarijpb:0:FE07:01:021:Get fast fire Now! PL2 +ikarijpb:0:FE07:02:041:Get slow speed Now! PL2 +ikarijpb:0:FE07:02:021:Get fast speed Now! PL2 +ikarijpb:0:FE07:04:041:Get black grenades Now! PL2 +ikarijpb:0:FE07:04:021:Get red grenades Now! PL2 +ikarijpb:0:FE07:08:041:Get black bullets Now! PL2 +ikarijpb:0:FE07:08:021:Get red bullets Now! PL2 + +; [ Image Fight (Japan) ] +imgfight:0:A32FA:09:000:Infinite Lives PL1 +imgfight:0:A331B:09:000:Infinite Lives PL2 +imgfight:0:A0044:28:000:Invincibility + +; [ I'm Sorry (US) ] +imsorry:0:C04E:06:000:Infinite Lives PL1 +imsorry:0:C04F:06:000:Infinite Lives PL2 +imsorry:0:EF2B:59:005:Infinite Time +imsorry:0:C259:2F:000:No enemies ( 1/10) +imsorry:0:C279:2F:500:No enemies ( 2/10) +imsorry:0:C299:2F:500:No enemies ( 3/10) +imsorry:0:C2B9:2F:500:No enemies ( 4/10) +imsorry:0:C2D9:2F:500:No enemies ( 5/10) +imsorry:0:C2F9:2F:500:No enemies ( 6/10) +imsorry:0:C319:2F:500:No enemies ( 7/10) +imsorry:0:C339:2F:500:No enemies ( 8/10) +imsorry:0:C359:2F:500:No enemies ( 9/10) +imsorry:0:C379:2F:500:No enemies (10/10) + +; [ I'm Sorry (Japan) ] +imsorryj:0:C04E:06:000:Infinite Lives PL1 +imsorryj:0:C04F:06:000:Infinite Lives PL2 +imsorryj:0:EF2B:59:005:Infinite Time +imsorryj:0:C259:2F:000:No enemies ( 1/10) +imsorryj:0:C279:2F:500:No enemies ( 2/10) +imsorryj:0:C299:2F:500:No enemies ( 3/10) +imsorryj:0:C2B9:2F:500:No enemies ( 4/10) +imsorryj:0:C2D9:2F:500:No enemies ( 5/10) +imsorryj:0:C2F9:2F:500:No enemies ( 6/10) +imsorryj:0:C319:2F:500:No enemies ( 7/10) +imsorryj:0:C339:2F:500:No enemies ( 8/10) +imsorryj:0:C359:2F:500:No enemies ( 9/10) +imsorryj:0:C379:2F:500:No enemies (10/10) + +; [ Indiana Jones and the Temple of Doom (set 2) ] +indytem2:0:401FF5:19:000:Fix No Soundcard Problem +indytem2:0:4005EB:06:000:Infinite Lives PL1 +indytem2:0:4005EF:06:000:Infinite Lives PL2 +indytem2:0:000000:00:999:[For the following cheats, ] +indytem2:0:000000:00:999:[you MUST rescue at least ] +indytem2:0:000000:00:999:[one kid for the game to ] +indytem2:0:000000:00:999:[re-read the value. ] +indytem2:0:400C91:00:000:All Children Rescued PL1 +indytem2:0:400C95:00:000:All Children Rescued PL2 +indytem2:0:000000:00:999:[Don't be too silly with the] +indytem2:0:000000:00:999:[Invincibility please!! ] +indytem2:0:000000:00:999:[Turn Invincibility OFF on ] +indytem2:0:000000:00:999:[the Cart Scene!IMPORTANT!! ] +indytem2:0:400BBA:00:000:Invincibility + +; [ Indiana Jones and the Temple of Doom (set 3) ] +indytem3:0:401FF5:19:000:Fix No Soundcard Problem +indytem3:0:4005EB:06:000:Infinite Lives PL1 +indytem3:0:4005EF:06:000:Infinite Lives PL2 +indytem3:0:000000:00:999:[For the following cheats, ] +indytem3:0:000000:00:999:[you MUST rescue at least ] +indytem3:0:000000:00:999:[one kid for the game to ] +indytem3:0:000000:00:999:[re-read the value. ] +indytem3:0:400C91:00:000:All Children Rescued PL1 +indytem3:0:400C95:00:000:All Children Rescued PL2 +indytem3:0:000000:00:999:[Don't be too silly with the] +indytem3:0:000000:00:999:[Invincibility please!! ] +indytem3:0:000000:00:999:[Turn Invincibility OFF on ] +indytem3:0:000000:00:999:[the Cart Scene!IMPORTANT!! ] +indytem3:0:400B76:00:000:Invincibility + +; [ Indiana Jones and the Temple of Doom (set 4) ] +indytem4:0:401FF5:19:000:Fix No Soundcard Problem +indytem4:0:40062F:06:000:Infinite Lives PL1 +indytem4:0:400633:06:000:Infinite Lives PL2 +indytem4:0:000000:00:999:[For the following cheats, ] +indytem4:0:000000:00:999:[you MUST rescue at least ] +indytem4:0:000000:00:999:[one kid for the game to ] +indytem4:0:000000:00:999:[re-read the value. ] +indytem4:0:400CD5:00:000:All Children Rescued PL1 +indytem4:0:400CD9:00:000:All Children Rescued PL2 +indytem4:0:000000:00:999:[Don't be too silly with the] +indytem4:0:000000:00:999:[Invincibility please!! ] +indytem4:0:000000:00:999:[Turn Invincibility OFF on ] +indytem4:0:000000:00:999:[the Cart Scene!IMPORTANT!! ] +indytem4:0:400BBA:00:000:Invincibility + +; [ Indiana Jones and the Temple of Doom (set 1) ] +indytemp:0:401FF5:19:000:Fix No Soundcard Problem +indytemp:0:40062F:06:000:Infinite Lives PL1 +indytemp:0:400633:06:000:Infinite Lives PL2 +indytemp:0:000000:00:999:[For the following cheats, ] +indytemp:0:000000:00:999:[you MUST rescue at least ] +indytemp:0:000000:00:999:[one kid for the game to ] +indytemp:0:000000:00:999:[re-read the value. ] +indytemp:0:400CD5:00:000:All Children Rescued PL1 +indytemp:0:400CD9:00:000:All Children Rescued PL2 +indytemp:0:000000:00:999:[Don't be too silly with the] +indytemp:0:000000:00:999:[Invincibility please!! ] +indytemp:0:000000:00:999:[Turn Invincibility OFF on ] +indytemp:0:000000:00:999:[the Cart Scene!IMPORTANT!! ] +indytemp:0:400BBA:00:000:Invincibility + +; [ Inferno ] +inferno:0:9030:04:000:Infinite Lives PL1 (1/2) +inferno:0:9031:05:500:Infinite Lives PL1 (2/2) +inferno:0:903F:04:000:Infinite Lives PL2 (1/2) +inferno:0:9040:05:500:Infinite Lives PL2 (2/2) + +; [ Insector X (World) ] +insectx:0:E01A:03:000:Infinite Lives PL1 +insectx:0:E01B:03:000:Infinite Lives PL2 +insectx:0:E1E3:07:000:Maximum power +insectx:0:E025:07:001:Maximum speed +insectx:0:E01C:00:000:Invincibility +insectx:0:E484:00:000:Kill Boss Quickly +insectx:0:E428:00:000:Infinite Time To Kill Boss +insectx:0:E1E2:01:000:Always Extra Weapon A +insectx:0:E1E2:02:000:Always Extra Weapon B +insectx:0:E1E2:03:000:Always Extra Weapon C +insectx:0:E1E2:04:000:Always Extra Weapon D +insectx:0:E1E2:05:000:Always Extra Weapon E +insectx:0:E1E2:06:000:Always Extra Weapon F +insectx:0:E1E2:07:000:Always Extra Weapon G +insectx:0:E1E2:08:000:Always Extra Weapon H + +; [ In The Hunt (World) ] +inthunt:0:EB8A0:63:000:Infinite Time +inthunt:0:E0118:09:000:Infinite Lives PL1 +inthunt:0:E0A0A:01:000:Invincibility 'ON' PL1 +inthunt:0:E0A0A:00:001:Invincibility 'OFF' PL1 +inthunt:0:00000:00:999:[Torpedo is the front weapon] +inthunt:0:00000:00:999:[Ammo is the top weapon ] +inthunt:0:E0110:00:000:Always Normal torpedoPL1(1/2) +inthunt:0:E0112:00:500:Always Normal torpedoPL1(2/2) +inthunt:0:E0110:02:000:Always Power torpedo PL1(1/2) +inthunt:0:E0112:03:500:Always Power torpedo PL1(2/2) +inthunt:0:E0110:04:000:Always Wave torpedo PL1(1/2) +inthunt:0:E0112:03:500:Always Wave torpedo PL1(2/2) +inthunt:0:E0110:06:000:Always Spread torpedoPL1(1/2) +inthunt:0:E0112:03:500:Always Spread torpedoPL1(2/2) +inthunt:0:E0114:00:000:Always Normal Ammo PL1 (1/2) +inthunt:0:E0116:00:500:Always Normal Ammo PL1 (2/2) +inthunt:0:E0114:02:000:Always A Ammo PL1 (1/2) +inthunt:0:E0116:05:500:Always A Ammo PL1 (2/2) +inthunt:0:E0114:04:000:Always M Ammo PL1 (1/2) +inthunt:0:E0116:05:500:Always M Ammo PL1 (2/2) +inthunt:0:E0110:00:001:Get Normal torpedoNowPL1(1/2) +inthunt:0:E0112:00:501:Get Normal torpedoNowPL1(2/2) +inthunt:0:E0110:02:001:Get Power torpedo NowPL1(1/2) +inthunt:0:E0112:03:501:Get Power torpedo NowPL1(2/2) +inthunt:0:E0110:04:001:Get Wave torpedo NowPL1(1/2) +inthunt:0:E0112:03:501:Get Wave torpedo NowPL1(2/2) +inthunt:0:E0110:06:001:Get Spread torpedoNowPL1(1/2) +inthunt:0:E0112:03:501:Get Spread torpedoNowPL1(2/2) +inthunt:0:E0114:00:001:Get Normal Ammo Now! PL1(1/2) +inthunt:0:E0116:00:501:Get Normal Ammo Now! PL1(2/2) +inthunt:0:E0114:02:001:Get A Ammo Now! PL1 (1/2) +inthunt:0:E0116:05:501:Get A Ammo Now! PL1 (2/2) +inthunt:0:E0114:04:001:Get M Ammo Now! PL1 (1/2) +inthunt:0:E0116:05:501:Get M Ammo Now! PL1 (2/2) +inthunt:0:E0158:09:000:Infinite Lives PL2 +inthunt:0:E098A:01:000:Invincibility 'ON' PL2 +inthunt:0:E098A:00:001:Invincibility 'OFF' PL2 +inthunt:0:0000:00:999:[Torpedo is the front weapon] +inthunt:0:0000:00:999:[Ammo is the top weapon ] +inthunt:0:E0150:00:000:Always Normal torpedoPL2(1/2) +inthunt:0:E0152:00:500:Always Normal torpedoPL2(2/2) +inthunt:0:E0150:02:000:Always Power torpedo PL2(1/2) +inthunt:0:E0152:03:500:Always Power torpedo PL2(2/2) +inthunt:0:E0150:04:000:Always Wave torpedo PL2(1/2) +inthunt:0:E0152:03:500:Always Wave torpedo PL2(2/2) +inthunt:0:E0150:06:000:Always Spread torpedoPL2(1/2) +inthunt:0:E0152:03:500:Always Spread torpedoPL2(2/2) +inthunt:0:E0154:00:000:Always Normal Ammo PL2 (1/2) +inthunt:0:E0156:00:500:Always Normal Ammo PL2 (2/2) +inthunt:0:E0154:02:000:Always A Ammo PL2 (1/2) +inthunt:0:E0156:05:500:Always A Ammo PL2 (2/2) +inthunt:0:E0154:04:000:Always M Ammo PL2 (1/2) +inthunt:0:E0156:05:500:Always M Ammo PL2 (2/2) +inthunt:0:E0150:00:001:Get Normal torpedoNowPL2(1/2) +inthunt:0:E0152:00:501:Get Normal torpedoNowPL2(2/2) +inthunt:0:E0150:02:001:Get Power torpedo NowPL2(1/2) +inthunt:0:E0152:03:501:Get Power torpedo NowPL2(2/2) +inthunt:0:E0150:04:001:Get Wave torpedo NowPL2(1/2) +inthunt:0:E0152:03:501:Get Wave torpedo NowPL2(2/2) +inthunt:0:E0150:06:001:Get Spread torpedoNowPL2(1/2) +inthunt:0:E0152:03:501:Get Spread torpedoNowPL2(2/2) +inthunt:0:E0154:00:001:Get Normal Ammo Now! PL2(1/2) +inthunt:0:E0156:00:501:Get Normal Ammo Now! PL2(2/2) +inthunt:0:E0154:02:001:Get A Ammo Now! PL2 (1/2) +inthunt:0:E0156:05:501:Get A Ammo Now! PL2 (2/2) +inthunt:0:E0154:04:001:Get M Ammo Now! PL2 (1/2) +inthunt:0:E0156:05:501:Get M Ammo Now! PL2 (2/2) +inthunt:0:00000:00:999:[These Start on Stage cheats] +inthunt:0:00000:00:999:[must be enabled on the ] +inthunt:0:00000:00:999:[title screen and turned off] +inthunt:0:00000:00:999:[when you start the stage. ] +inthunt:0:E0084:01:000:Start on Stage 2 +inthunt:0:E0084:02:000:Start on Stage 3 +inthunt:0:E0084:03:000:Start on Stage 4 +inthunt:0:E0084:04:000:Start on Stage 5 +inthunt:0:E0084:05:000:Start on Stage 6 +inthunt:0:E0084:06:000:Start on Last Battle(Stage 7) +inthunt:0:E0084:07:000:Start on End Screen (Stage 8) +inthunt:0:E0084:07:061:Select next stage + +; [ Intrepid (set 2) ] +intrepi2:0:8101:09:000:Infinite Lives +intrepi2:0:808E:99:000:Infinite Bonus + +; [ Intrepid (set 1) ] +intrepid:0:8101:09:000:Infinite Lives +intrepid:0:808E:99:000:Infinite Bonus + +; [ Space Invaders II (Midway, cocktail) ] +invad2ct:0:2247:06:000:Infinite Lives PL1 +invad2ct:0:2245:06:000:Infinite Lives PL2 + +; [ Space Invaders (Logitec) ] +invaderl:0:21FF:07:000:Infinite Lives PL1 +invaderl:0:22FF:07:000:Infinite Lives PL2 +invaderl:0:2009:78:000:Invaders never drop +invaderl:0:2069:00:000:Invaders don't fire (1/2) +invaderl:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders ] +invaders:0:21FF:07:000:Infinite Lives PL1 +invaders:0:22FF:07:000:Infinite Lives PL2 +invaders:0:2009:78:000:Invaders never drop +invaders:0:2069:00:000:Invaders don't fire (1/2) +invaders:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders Part II (Taito) ] +invadpt2:0:21FF:07:000:Infinite Lives PL1 +invadpt2:0:22FF:07:000:Infinite Lives PL2 +invadpt2:0:2009:78:000:Invaders never drop +invadpt2:0:2069:00:000:Invaders don't fire (1/2) +invadpt2:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders Part II (Midway) ] +invdpt2m:0:21FF:07:000:Infinite Lives PL1 +invdpt2m:0:22FF:07:000:Infinite Lives PL2 +invdpt2m:0:2009:78:000:Invaders never drop +invdpt2m:0:2069:00:000:Invaders don't fire (1/2) +invdpt2m:0:206A:30:500:Invaders don't fire (2/2) + +; [ Invinco / Deep Scan ] +invds:0:E48C:05:000:Infinite Lives PL1 Invinco +invds:0:E4C3:05:000:Infinite Lives PL2 Invinco +invds:0:E511:05:000:Infinite Lives PL1 D. Scan +invds:0:E512:05:000:Infinite Lives PL2 D. Scan +invds:0:E53D:3B:000:Infinite Bombs +invds:0:8516:07:000:Invincibility D. Scan + +; [ Invinco / Head On 2 ] +invho2:0:E3DA:09:000:Infinite Lives PL1 Invinco +invho2:0:E411:09:000:Infinite Lives PL2 Invinco +invho2:0:E3D9:06:000:Infinite Lives PL1 Head on +invho2:0:E3DA:06:000:Infinite Lives PL2 Head on + +; [ Invinco ] +invinco:0:E3BC:09:000:Infinite Lives PL1 +invinco:0:E3F3:09:000:Infinite Lives PL2 +invinco:0:961E:50:000:Enemies Don't Shoot + +; [ Invader's Revenge (Dutchford) ] +invrvnga:0:2083:06:000:Infinite Lives PL1 +invrvnga:0:2085:40:000:Infinite Energy PL1 +invrvnga:0:20C3:06:000:Infinite Lives PL2 +invrvnga:0:20C5:40:000:Infinite Energy PL2 + +; [ Invader's Revenge ] +invrvnge:0:2083:06:000:Infinite Lives PL1 +invrvnge:0:2085:40:000:Infinite Energy PL1 +invrvnge:0:20C3:06:000:Infinite Lives PL2 +invrvnge:0:20C5:40:000:Infinite Energy PL2 + +; [ I, Robot ] +irobot:0:03A6:63:000:Infinite Time (1/2) +irobot:0:06F7:0F:000:Infinite Time (2/2) +irobot:0:0303:04:000:Infinite Lives + +; [ Iron Horse ] +ironhors:0:3270:0A:000:Infinite Lives +ironhors:0:3442:00:000:Infinite Time +ironhors:0:3604:03:000:Infinite Ammo +ironhors:0:3205:04:000:Invincibility +ironhors:0:0000:00:999:[Use these cheats with the ] +ironhors:0:0000:00:999:[Infinite Ammo cheat ON for ] +ironhors:0:0000:00:999:[the best effect!! ] +ironhors:0:3605:00:000:Always have Fire +ironhors:0:3605:01:000:Always have Rope +ironhors:0:3605:02:000:Always have Bomb +ironhors:0:3605:00:001:Get Fire Now! +ironhors:0:3605:01:001:Get Rope Now! +ironhors:0:3605:02:001:Get Bomb Now! + +; [ Irritating Maze / Ultra Denryu Iraira Bou, The ] +irrmaze:0:10A857:32:000:Infinite Time +irrmaze:0:10808F:02:000:Infinite Lives + +; [ Jack the Giantkiller (set 1) ] +jack:0:449A:06:000:Infinite Lives PL1 +jack:0:40F1:63:000:Infinite Ammo PL1 +jack:0:449B:06:000:Infinite Lives PL2 +jack:0:40F2:63:000:Infinite Ammo PL2 + +; [ Jack the Giantkiller (set 2) ] +jack2:0:449A:06:000:Infinite Lives PL1 +jack2:0:40F1:63:000:Infinite Ammo PL1 +jack2:0:449B:06:000:Infinite Lives PL2 +jack2:0:40F2:63:000:Infinite Ammo PL2 + +; [ Jack the Giantkiller (set 3) ] +jack3:0:449A:06:000:Infinite Lives PL1 +jack3:0:40F1:63:000:Infinite Ammo PL1 +jack3:0:449B:06:000:Infinite Lives PL2 +jack3:0:40F2:63:000:Infinite Ammo PL2 + +; [ Jackal (World) ] +jackal:0:1478:09:000:Infinite Lives PL1 +jackal:0:0B06:01:000:Invincibility PL1 +jackal:0:0AFD:04:000:Always Full Power Ups PL1 +jackal:0:0AFC:08:001:Get 8 rescued prisoners PL1 +jackal:0:14B8:09:000:Infinite Lives PL2 +jackal:0:0B7E:01:000:Invincibility PL2 +jackal:0:0B75:04:000:Always Full Power Ups PL2 +jackal:0:0B74:08:001:Get 8 rescued prisoners PL2 + +; [ Tokushu Butai Jackal (Japan) ] +jackalj:0:1478:09:000:Infinite Lives PL1 +jackalj:0:0B06:01:000:Invincibility PL1 +jackalj:0:0AFD:04:000:Always Full Power Ups PL1 +jackalj:0:0AFC:08:001:Get 8 rescued prisoners PL1 +jackalj:0:14B8:09:000:Infinite Lives PL2 +jackalj:0:0B7E:01:000:Invincibility PL2 +jackalj:0:0B75:04:000:Always Full Power Ups PL2 +jackalj:0:0B74:08:001:Get 8 rescued prisoners PL2 + +; [ Jack Rabbit (set 2) ] +jackrab2:0:7277:06:000:Infinite Lives PL1 +jackrab2:0:7278:06:000:Infinite Lives PL2 + +; [ Jack Rabbit (special) ] +jackrabs:0:7277:06:000:Infinite Lives PL1 +jackrabs:0:7278:06:000:Infinite Lives PL2 + +; [ Jack Rabbit (set 1) ] +jackrabt:0:7277:06:000:Infinite Lives PL1 +jackrabt:0:7278:06:000:Infinite Lives PL2 + +; [ Jail Break ] +jailbrek:0:15CE:08:000:Infinite Lives PL1 +jailbrek:0:15FE:08:000:Infinite Lives PL2 +jailbrek:0:16C9:00:000:Invincibility (1/2) +jailbrek:0:11C1:00:500:Invincibility (2/2) +jailbrek:0:1598:03:000:Always have all weapons +jailbrek:0:1598:03:001:Get all weapons Now! + +; [ Jyanshin Densetsu - Quest of Jongmaster ] +janshin:0:108418:05:000:Infinite Move Time +janshin:0:000000:00:999:[The winning hand cheat must] +janshin:0:000000:00:999:[be used when you've got 14 ] +janshin:0:000000:00:999:[tiles in your hand, then ] +janshin:0:000000:00:999:[you must select 'AGARI'. ] +janshin:0:000000:00:999:[The tiles do not visually ] +janshin:0:000000:00:999:[change, until you make a ] +janshin:0:000000:00:999:[move. ] +janshin:0:000000:00:999:[There are more than 15 ] +janshin:0:000000:00:999:[cheats to activate to have ] +janshin:0:000000:00:999:[a winning hand so, you must] +janshin:0:000000:00:999:[activate them in 2 parts. ] +janshin:0:000000:00:999:[First activate on 01/28, ] +janshin:0:000000:00:999:[then return to the game ] +janshin:0:000000:00:999:[briefly and then hit the ] +janshin:0:000000:00:999:['home' key and activate the] +janshin:0:000000:00:999:[15/28 cheat. ] +janshin:0:108220:04:501:Get winning hand Now! (01/28) +janshin:0:108221:00:501:Get winning hand Now! (02/28) +janshin:0:108224:04:501:Get winning hand Now! (03/28) +janshin:0:108225:00:501:Get winning hand Now! (04/28) +janshin:0:108228:04:501:Get winning hand Now! (05/28) +janshin:0:108229:00:501:Get winning hand Now! (06/28) +janshin:0:10822c:04:501:Get winning hand Now! (07/28) +janshin:0:10822d:01:501:Get winning hand Now! (08/28) +janshin:0:108230:04:501:Get winning hand Now! (09/28) +janshin:0:108231:01:501:Get winning hand Now! (10/28) +janshin:0:108234:04:501:Get winning hand Now! (11/28) +janshin:0:108235:01:501:Get winning hand Now! (12/28) +janshin:0:108238:04:501:Get winning hand Now! (13/28) +janshin:0:108239:02:501:Get winning hand Now! (14/28) +janshin:0:10823C:04:501:Get winning hand Now! (15/28) +janshin:0:10823D:02:501:Get winning hand Now! (16/28) +janshin:0:108240:04:501:Get winning hand Now! (17/28) +janshin:0:108241:02:501:Get winning hand Now! (18/28) +janshin:0:108244:04:501:Get winning hand Now! (19/28) +janshin:0:108245:03:501:Get winning hand Now! (20/28) +janshin:0:108248:04:501:Get winning hand Now! (21/28) +janshin:0:108249:03:501:Get winning hand Now! (22/28) +janshin:0:10824c:04:501:Get winning hand Now! (23/28) +janshin:0:10824d:03:501:Get winning hand Now! (24/28) +janshin:0:108250:04:501:Get winning hand Now! (25/28) +janshin:0:108251:04:501:Get winning hand Now! (26/28) +janshin:0:108254:04:501:Get winning hand Now! (27/28) +janshin:0:108255:04:501:Get winning hand Now! (28/28) +janshin:0:000000:00:999:[See this URL for mahjong ] +janshin:0:000000:00:999:[rules (merge both lines!) ] +janshin:0:000000:00:999:[www.tky.hut.fi/~kjmjm/ ] +janshin:0:000000:00:999:[English/majiang/rules.html ] + +; [ Return of the Jedi ] +jedi:0:0013:03:000:Infinite Lives + +; [ Jumping Jack ] +jjack:0:2103:09:000:Infinite Lives + +; [ Joe & Mac (Japan) ] +joemac:0:184D99:03:000:Infinite Lives PL1 +joemac:0:184E4D:12:000:Infinite Energy PL1 +joemac:0:184DD9:03:000:Infinite Lives PL2 +joemac:0:184ECD:12:000:Infinite Energy PL2 +joemac:0:18534D:01:001:One hit for boss 1 Now! +joemac:0:18654D:01:001:One hit for boss 2-1 Now! +joemac:0:18654D:01:001:One hit for boss 2-2 Now! +joemac:0:1877F4:01:001:One hit for boss 3-1 Now! +joemac:0:186CCD:01:001:One hit for boss 3-2 Now! +joemac:0:18654D:01:001:One hit for boss 4-1 Now! +joemac:0:186BCD:01:001:One hit for boss 4-2 Now! +joemac:0:18654D:01:001:One hit for boss 5-1 Now! +joemac:0:1868CD:01:001:One hit for boss 5-2 Now! +joemac:0:18654D:01:001:One hit for boss 5-3 Now! + +; [ Journey ] +journey:0:C213:06:000:Infinite Lives + +; [ Joust (White/Green label) ] +joust:0:A051:04:000:Infinite Lives PL1 (1/2) +joust:0:A052:05:500:Infinite Lives PL1 (2/2) +joust:0:A05B:04:000:Infinite Lives PL2 (1/2) +joust:0:A05C:05:500:Infinite Lives PL2 (2/2) + +; [ Joust 2 - Survival of the Fittest (set 1) ] +joust2:0:A059:04:000:Infinite Lives PL1 (1/2) +joust2:0:A05A:05:500:Infinite Lives PL1 (2/2) +joust2:0:A063:04:000:Infinite Lives PL2 (1/2) +joust2:0:A064:05:500:Infinite Lives PL2 (2/2) + +; [ Joust (Solid Red label) ] +joustr:0:A051:04:000:Infinite Lives PL1 (1/2) +joustr:0:A052:05:500:Infinite Lives PL1 (2/2) +joustr:0:A05B:04:000:Infinite Lives PL2 (1/2) +joustr:0:A05C:05:500:Infinite Lives PL2 (2/2) + +; [ Joust (White/Red label) ] +joustwr:0:A051:04:000:Infinite Lives PL1 (1/2) +joustwr:0:A052:05:500:Infinite Lives PL1 (2/2) +joustwr:0:A05B:04:000:Infinite Lives PL2 (1/2) +joustwr:0:A05C:05:500:Infinite Lives PL2 (2/2) + +; [ Joyful Road (US) ] +joyfulr:0:811F:78:000:Infinite Fuel +joyfulr:0:82DC:00:000:Invincibility +joyfulr:0:8138:06:000:Infinite Lives PL1 +joyfulr:0:8139:06:000:Infinite Lives PL2 + +; [ Puzzled / Joy Joy Kid ] +joyjoy:0:100642:00:000:No more acceleration PL1 +joyjoy:0:100904:0C:000:Max L-Ball PL1 +joyjoy:0:100952:00:000:No more acceleration PL2 +joyjoy:0:100C14:0C:000:Max L-Ball PL2 +joyjoy:0:000000:00:999:[USE THESE DURING PLAY ONLY!] +joyjoy:0:000000:00:999:[THESE CHEATS ARE PERMENEANT] +joyjoy:0:100673:00:000:Next shape always Red PL1 +joyjoy:0:100673:01:000:Next shape always Purple PL1 +joyjoy:0:100673:02:000:Next shape always Orange PL1 +joyjoy:0:100673:03:000:Next shape always Blue PL1 +joyjoy:0:100673:04:000:Next shape always Yellow PL1 +joyjoy:0:100673:05:000:Next shape always Green PL1 +joyjoy:0:100673:06:000:Next shape always Cyan PL1 +joyjoy:0:000000:00:999:[THESE CHEATS ARE TEMPORARY ] +joyjoy:0:100673:00:001:Next shape Red Now! PL1 +joyjoy:0:100673:01:001:Next shape Purple Now! PL1 +joyjoy:0:100673:02:001:Next shape Orange Now! PL1 +joyjoy:0:100673:03:001:Next shape Blue Now! PL1 +joyjoy:0:100673:04:001:Next shape Yellow Now! PL1 +joyjoy:0:100673:05:001:Next shape Green Now! PL1 +joyjoy:0:100673:06:001:Next shape Cyan Now! PL1 +joyjoy:0:000000:00:999:[THESE CHEATS ARE PERMENEANT] +joyjoy:0:100983:00:000:Next shape always Red PL2 +joyjoy:0:100983:01:000:Next shape always Purple PL2 +joyjoy:0:100983:02:000:Next shape always Orange PL2 +joyjoy:0:100983:03:000:Next shape always Blue PL2 +joyjoy:0:100983:04:000:Next shape always Yellow PL2 +joyjoy:0:100983:05:000:Next shape always Green PL2 +joyjoy:0:100983:06:000:Next shape always Cyan PL2 +joyjoy:0:000000:00:999:[THESE CHEATS ARE TEMPORARY ] +joyjoy:0:100983:00:001:Next shape Red Now! PL2 +joyjoy:0:100983:01:001:Next shape Purple Now! PL2 +joyjoy:0:100983:02:001:Next shape Orange Now! PL2 +joyjoy:0:100983:03:001:Next shape Blue Now! PL2 +joyjoy:0:100983:04:001:Next shape Yellow Now! PL2 +joyjoy:0:100983:05:001:Next shape Green Now! PL2 +joyjoy:0:100983:06:001:Next shape Cyan Now! PL2 + +; [ Jr. Pac-Man ] +jrpacman:0:4E14:06:000:Infinite Lives (1/2) +jrpacman:0:4E15:05:500:Infinite Lives (2/2) +jrpacman:0:0000:00:999:[------Starting Levels------] +jrpacman:0:0000:00:999:[Deactivate the cheats after] +jrpacman:0:0000:00:999:[starting the level or leave] +jrpacman:0:0000:00:999:[active to repeat the level.] +jrpacman:0:4E0A:7E:000:Start at Kite (1/2) +jrpacman:0:4E13:01:500:Start at Kite (2/2) +jrpacman:0:4E0A:7F:000:Start at Drum (1/2) +jrpacman:0:4E13:02:500:Start at Drum (2/2) +jrpacman:0:4E0A:80:000:Start at Balloon (1/2) +jrpacman:0:4E13:03:500:Start at Balloon (2/2) +jrpacman:0:4E0A:81:000:Start at Train (1/2) +jrpacman:0:4E13:04:500:Start at Train (2/2) +jrpacman:0:4E0A:82:000:Start at Cat (1/2) +jrpacman:0:4E13:05:500:Start at Cat (2/2) +jrpacman:0:4E0A:83:000:Start at Beer (1/2) +jrpacman:0:4E13:06:500:Start at Beer (2/2) +jrpacman:0:0000:00:999:[------Practice Levels------] +jrpacman:0:4E13:00:000:Practice Bike +jrpacman:0:4E13:01:000:Practice Kite +jrpacman:0:4E13:02:000:Practice Drum +jrpacman:0:4E13:03:000:Practice Balloon +jrpacman:0:4E13:04:000:Practice Train +jrpacman:0:4E13:05:000:Practice Cat +jrpacman:0:4E13:06:000:Practice Beer +jrpacman:0:0000:00:999:[------Practice Speeds------] +jrpacman:0:4DBD:00:000:Stay blue until eaten (1/2) +jrpacman:0:4DBE:00:500:Stay blue until eaten (2/2) +jrpacman:0:4DBD:58:000:Slow changeback (1/2) +jrpacman:0:4DBE:02:500:Slow changeback (2/2) +jrpacman:0:4DBD:68:000:Moderate changeback (1/2) +jrpacman:0:4DBE:01:500:Moderate changeback (2/2) +jrpacman:0:4DBD:F0:000:Quick changeback (1/2) +jrpacman:0:4DBE:00:500:Quick changeback (2/2) +jrpacman:0:4DBD:78:000:Lightning changeback (1/2) +jrpacman:0:4DBE:00:500:Lightning changeback (2/2) +jrpacman:0:4DBD:01:000:No change to blue (1/2) +jrpacman:0:4DBE:00:500:No change to blue (2/2) +jrpacman:0:0000:00:999:[-------Ghost Status--------] +jrpacman:0:4DA7:01:000:Red always blue +jrpacman:0:4DA8:01:000:Pink always blue +jrpacman:0:4DA9:01:000:Green always blue +jrpacman:0:4DAA:01:000:Orange always blue +jrpacman:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Jatre Specter ] +jspecter:0:21FF:07:000:Infinite Lives PL1 +jspecter:0:22FF:07:000:Infinite Lives PL2 +jspecter:0:2009:78:000:Invaders never drop +jspecter:0:2069:00:000:Invaders don't fire (1/2) +jspecter:0:206A:30:500:Invaders don't fire (2/2) + +; [ Jump Bug ] +jumpbug:0:4219:05:000:Infinite Lives PL1 +jumpbug:0:421A:05:000:Infinite Lives PL2 + +; [ Jump Bug (bootleg) ] +jumpbugb:0:4219:05:000:Infinite Lives PL1 +jumpbugb:0:421A:05:000:Infinite Lives PL2 + +; [ Jump Coaster ] +jumpcoas:0:C005:07:000:Infinite Lives PL1 +jumpcoas:0:C006:07:000:Infinite Lives PL2 +jumpcoas:0:C00C:01:001:Go to Level 2 +jumpcoas:0:C00C:02:001:Go to Level 3 +jumpcoas:0:C00C:03:001:Go to Level 4 +jumpcoas:0:C144:00:000:Stop Cop 1 sprite +jumpcoas:0:C148:00:000:Stop Cop 2 sprite +jumpcoas:0:C158:00:000:Stop Cop 3 sprite +jumpcoas:0:C15C:00:000:Stop Cop 4 sprite +jumpcoas:0:C150:00:000:Stop Hat 1 sprite +jumpcoas:0:C154:00:000:Stop Hat 2 sprite +jumpcoas:0:C14C:00:000:Stop Gorilla sprite + +; [ Jumping ] +jumping:0:10D127:D2:000:Infinite Time +jumping:0:10E1FF:04:000:Infinite Lives PL1 +jumping:0:10E20F:04:000:Infinite Lives PL2 +jumping:0:10D1FC:01:000:Invincibility (1/2) +jumping:0:10D1FF:E3:500:Invincibility (2/2) +jumping:0:10D05F:01:000:Always X2 Rainbow +jumping:0:10D05F:02:000:Always X3 Rainbow +jumping:0:10D05F:03:000:Always X4 Rainbow +jumping:0:10D05F:04:000:Always X5 Rainbow +jumping:0:10D05F:05:000:Always X6 Rainbow +jumping:0:10D060:00:000:Always Normal Rainbows +jumping:0:10D060:01:000:Always Fast Rainbows +jumping:0:10D060:07:000:Always Very Fast Rainbows +jumping:0:10E20C:01:000:Always have ROYGBIV PL1 +jumping:0:10E21C:01:000:Always have ROYGBIV PL2 +jumping:0:10D05F:01:001:Get X2 Rainbow Now! +jumping:0:10D05F:02:001:Get X3 Rainbow Now! +jumping:0:10D05F:03:001:Get X4 Rainbow Now! +jumping:0:10D05F:04:001:Get X5 Rainbow Now! +jumping:0:10D05F:05:001:Get X6 Rainbow Now! +jumping:0:10D060:00:001:Get Normal Rainbows Now! +jumping:0:10D060:01:001:Get Fast Rainbows Now! +jumping:0:10D060:07:001:Get Very Fast Rainbows Now! +jumping:0:10E20C:01:001:Get ROYGBIV PL1 Now! +jumping:0:10E21C:01:001:Get ROYGBIV PL2 Now! +jumping:0:10E20D:00:000:Always Monsters+items PL1 +jumping:0:10E20D:01:000:No Monsters+items ever! PL1 +jumping:0:10E21D:00:000:Always Monsters+items PL2 +jumping:0:10E21D:01:000:No Monsters+items ever! PL2 +jumping:0:000000:00:999:[You should enable this ] +jumping:0:000000:00:999:[speed power-up cheat on the] +jumping:0:000000:00:999:[title screen or before ] +jumping:0:000000:00:999:[losing a life! ] +jumping:0:10D061:00:000:Always have normal speed +jumping:0:10D061:01:000:Always have power-up speed +jumping:0:10D061:03:000:Always have max speed +jumping:0:10D055:7F:001:Get 7 big diamonds (1/2) +jumping:0:10D054:00:501:Get 7 big diamonds (2/2) +jumping:0:10D055:80:001:Get 3 mirrors (1/2) +jumping:0:10D054:03:501:Get 3 mirrors (2/2) +jumping:0:10D055:FF:001:Get 7 big D and 3 M (1/2) +jumping:0:10D054:03:501:Get 7 big D and 3 M (2/2) +jumping:0:10D055:01:021:Get big diamond - red Now! +jumping:0:10D055:02:021:Get big diamond - orange Now! +jumping:0:10D055:04:021:Get big diamond - yellow Now! +jumping:0:10D055:08:021:Get big diamond - green Now! +jumping:0:10D055:10:021:Get big diamond - blue Now! +jumping:0:10D055:20:021:Get big diamond - indigo Now! +jumping:0:10D055:40:021:Get big diamond - purple Now! +jumping:0:10D055:80:021:Get mirror - red Now! +jumping:0:10D054:01:021:Get mirror - grey Now! +jumping:0:10D054:02:021:Get mirror - yellow Now! +jumping:0:10E1B9:00:001:Kill Island Guardian Now! +jumping:0:10E1B9:00:000:Kill all IslandGuardians fast +jumping:0:10D041:C7:000:All permanent POWs (1/2) +jumping:0:10D040:02:500:All permanent POWs (2/2) +jumping:0:10D056:01:000:Always have Bonus door +jumping:0:10D1C0:01:000:Always have wing power +jumping:0:10C96B:05:000:Always have the fairy (1/2) +jumping:0:10DF22:FF:500:Always have the fairy (2/2) +jumping:0:10D1C0:01:001:Get wing power Now! +jumping:0:10C96B:05:001:Get the fairy Now! (1/2) +jumping:0:10DF22:FF:501:Get the fairy Now! (2/2) +jumping:0:000000:00:999:[These round select cheats ] +jumping:0:000000:00:999:[have two numbers, the first] +jumping:0:000000:00:999:[one is the round you go to ] +jumping:0:000000:00:999:[if you die and the second ] +jumping:0:000000:00:999:[one is the round you go to ] +jumping:0:000000:00:999:[if you complete the round ] +jumping:0:000000:00:999:[you are on (Eg If you have ] +jumping:0:000000:00:999:[Invincibility enabled). ] +jumping:0:10D049:03:001:Go to Round 4/5 Next +jumping:0:10D049:07:001:Go to Round 8/9 Next +jumping:0:10D049:0B:001:Go to Round 12/13 Next +jumping:0:10D049:0F:001:Go to Round 16/17 Next +jumping:0:10D049:13:001:Go to Round 20/21 Next +jumping:0:10D049:17:001:Go to Round 24/25 Next +jumping:0:10D049:1B:001:Go to First End Next +jumping:0:10D049:1C:001:Go to Round 30 Next +jumping:0:10D049:26:001:Go to Last Round on complete +jumping:0:10D049:27:001:Go to Last Round on death + +; [ Jungle Hunt (US) ] +jungleh:0:842F:99:000:Infinite Time +jungleh:0:8457:30:000:Infinite Oxygen +jungleh:0:8425:1F:000:Infinite Lives PL1 +jungleh:0:8426:1F:000:Infinite Lives PL2 + +; [ Jungle King (Japan) ] +junglek:0:842F:99:000:Infinite Time +junglek:0:8457:30:000:Infinite Oxygen +junglek:0:8425:1F:000:Infinite Lives PL1 +junglek:0:8426:1F:000:Infinite Lives PL2 + +; [ Jungler ] +jungler:0:9F00:04:000:Infinite Lives PL1 +jungler:0:9F40:04:000:Infinite Lives PL2 +jungler:0:9904:08:000:Invincibility + +; [ Jungler (Stern) ] +junglers:0:9F00:04:000:Infinite Lives PL1 +junglers:0:9F40:04:000:Infinite Lives PL2 +junglers:0:9904:08:000:Invincibility + +; [ Jungle King (Japan, earlier) ] +junglkj2:0:842F:99:000:Infinite Time +junglkj2:0:8457:30:000:Infinite Oxygen +junglkj2:0:8425:1F:000:Infinite Lives PL1 +junglkj2:0:8426:1F:000:Infinite Lives PL2 + +; [ Juno First ] +junofrst:0:8888:63:000:Infinite Time +junofrst:0:8880:0A:000:Infinite Lives +junofrst:0:888A:02:000:Infinite Warps +junofrst:0:0000:00:999:[Only turn ON Invincibility ] +junofrst:0:0000:00:999:[during play! ] +junofrst:0:8802:01:000:Invincibility + +; [ Jyuohki (Japan) ] +jyuohki:0:FFE018:0B:000:Infinite Lives PL1 +jyuohki:0:FFC04A:30:000:Invincibility PL1 +jyuohki:0:FFC06A:00:000:Power-ups do nothing PL1(1/2) +jyuohki:0:FFC06B:00:000:Power-ups do nothing PL1(2/2) +jyuohki:0:FFC06A:01:000:Always Power Level 2 PL1(1/2) +jyuohki:0:FFC06B:01:000:Always Power Level 2 PL1(2/2) +jyuohki:0:FFC06A:02:000:Always Power Level 3 PL1(1/2) +jyuohki:0:FFC06B:02:000:Always Power Level 3 PL1(2/2) +jyuohki:0:FFC06A:03:000:Always Beast PL1 (1/2) +jyuohki:0:FFC06B:03:000:Always Beast PL1 (2/2) +jyuohki:0:FFE098:0B:000:Infinite Lives PL2 +jyuohki:0:FFC44A:30:000:Invincibility PL2 +jyuohki:0:FFC46A:00:000:Power-ups do nothing PL2(1/2) +jyuohki:0:FFC46B:00:000:Power-ups do nothing PL2(2/2) +jyuohki:0:FFC46A:01:000:Always Power Level 2 PL2(1/2) +jyuohki:0:FFC46B:01:000:Always Power Level 2 PL2(2/2) +jyuohki:0:FFC46A:02:000:Always Power Level 3 PL2(1/2) +jyuohki:0:FFC46B:02:000:Always Power Level 3 PL2(2/2) +jyuohki:0:FFC46A:03:000:Always Beast PL2 (1/2) +jyuohki:0:FFC46B:03:000:Always Beast PL2 (2/2) + +; [ Kabuki Klash - Far East of Eden / Tengai Makyou Shinden - Fa ] +kabukikl:0:000000:00:999:[Use these cheats on the ] +kabukikl:0:000000:00:999:[selection screen only!!! ] +kabukikl:0:102E17:08:001:Play with Manto Ace PL1 +kabukikl:0:102E17:09:001:Play with Karakuri PL1 +kabukikl:0:102E17:0A:001:Play with Jyashinsai PL1 +kabukikl:0:102E17:0B:001:Play with Lucifeller PL1 +kabukikl:0:102E18:08:001:Play with Manto Ace PL2 +kabukikl:0:102E18:09:001:Play with Karakuri PL2 +kabukikl:0:102E18:0A:001:Play with Jyashinsai PL2 +kabukikl:0:102E18:0B:001:Play with Lucifeller PL2 + +; [ Kageki (US) ] +kageki:0:E75C:00:000:Infinite Player Energy +kageki:0:E7FC:00:000:Infinite Enemy Energy +kageki:0:0000:00:999:[These Drain cheats will NOT] +kageki:0:0000:00:999:[allow energy recovery!! ] +kageki:0:E75C:80:001:Drain all Player Energy Now! +kageki:0:E7FC:80:001:Drain all Enemy Energy Now! +kageki:0:0000:00:999:[You MUST enable the Select ] +kageki:0:0000:00:999:[starting round cheat on the] +kageki:0:0000:00:999:[screen with the face pics! ] +kageki:0:E007:08:071:Select starting round PL1 +kageki:0:E007:08:061:Select next round PL1 +kageki:0:E00E:08:071:Select starting round PL2 +kageki:0:E00E:08:061:Select next round PL2 + +; [ Kageki (Japan) ] +kagekij:0:E75C:00:000:Infinite Player Energy +kagekij:0:E7FC:00:000:Infinite Enemy Energy +kagekij:0:0000:00:999:[These Drain cheats will NOT] +kagekij:0:0000:00:999:[allow energy recovery!! ] +kagekij:0:E75C:80:001:Drain all Player Energy Now! +kagekij:0:E7FC:80:001:Drain all Enemy Energy Now! +kagekij:0:0000:00:999:[You MUST enable the Select ] +kagekij:0:0000:00:999:[starting round cheat on the] +kagekij:0:0000:00:999:[screen with the face pics! ] +kagekij:0:E007:08:071:Select starting round PL1 +kagekij:0:E007:08:061:Select next round PL1 +kagekij:0:E00E:08:071:Select starting round PL2 +kagekij:0:E00E:08:061:Select next round PL2 + +; [ Kaitei Daisensou (Japan) ] +kaiteids:0:EB8A0:63:000:Infinite Time +kaiteids:0:E0118:09:000:Infinite Lives PL1 +kaiteids:0:E0A0A:01:000:Invincibility 'ON' PL1 +kaiteids:0:E0A0A:00:001:Invincibility 'OFF' PL1 +kaiteids:0:00000:00:999:[Torpedo is the front weapon] +kaiteids:0:00000:00:999:[Ammo is the top weapon ] +kaiteids:0:E0110:00:000:Always Normal torpedoPL1(1/2) +kaiteids:0:E0112:00:500:Always Normal torpedoPL1(2/2) +kaiteids:0:E0110:02:000:Always Power torpedo PL1(1/2) +kaiteids:0:E0112:03:500:Always Power torpedo PL1(2/2) +kaiteids:0:E0110:04:000:Always Wave torpedo PL1(1/2) +kaiteids:0:E0112:03:500:Always Wave torpedo PL1(2/2) +kaiteids:0:E0110:06:000:Always Spread torpedoPL1(1/2) +kaiteids:0:E0112:03:500:Always Spread torpedoPL1(2/2) +kaiteids:0:E0114:00:000:Always Normal Ammo PL1 (1/2) +kaiteids:0:E0116:00:500:Always Normal Ammo PL1 (2/2) +kaiteids:0:E0114:02:000:Always A Ammo PL1 (1/2) +kaiteids:0:E0116:05:500:Always A Ammo PL1 (2/2) +kaiteids:0:E0114:04:000:Always M Ammo PL1 (1/2) +kaiteids:0:E0116:05:500:Always M Ammo PL1 (2/2) +kaiteids:0:E0110:00:001:Get Normal torpedoNowPL1(1/2) +kaiteids:0:E0112:00:501:Get Normal torpedoNowPL1(2/2) +kaiteids:0:E0110:02:001:Get Power torpedo NowPL1(1/2) +kaiteids:0:E0112:03:501:Get Power torpedo NowPL1(2/2) +kaiteids:0:E0110:04:001:Get Wave torpedo NowPL1(1/2) +kaiteids:0:E0112:03:501:Get Wave torpedo NowPL1(2/2) +kaiteids:0:E0110:06:001:Get Spread torpedoNowPL1(1/2) +kaiteids:0:E0112:03:501:Get Spread torpedoNowPL1(2/2) +kaiteids:0:E0114:00:001:Get Normal Ammo Now! PL1(1/2) +kaiteids:0:E0116:00:501:Get Normal Ammo Now! PL1(2/2) +kaiteids:0:E0114:02:001:Get A Ammo Now! PL1 (1/2) +kaiteids:0:E0116:05:501:Get A Ammo Now! PL1 (2/2) +kaiteids:0:E0114:04:001:Get M Ammo Now! PL1 (1/2) +kaiteids:0:E0116:05:501:Get M Ammo Now! PL1 (2/2) +kaiteids:0:E0158:09:000:Infinite Lives PL2 +kaiteids:0:E098A:01:000:Invincibility 'ON' PL2 +kaiteids:0:E098A:00:001:Invincibility 'OFF' PL2 +kaiteids:0:00000:00:999:[Torpedo is the front weapon] +kaiteids:0:00000:00:999:[Ammo is the top weapon ] +kaiteids:0:E0150:00:000:Always Normal torpedoPL2(1/2) +kaiteids:0:E0152:00:500:Always Normal torpedoPL2(2/2) +kaiteids:0:E0150:02:000:Always Power torpedo PL2(1/2) +kaiteids:0:E0152:03:500:Always Power torpedo PL2(2/2) +kaiteids:0:E0150:04:000:Always Wave torpedo PL2(1/2) +kaiteids:0:E0152:03:500:Always Wave torpedo PL2(2/2) +kaiteids:0:E0150:06:000:Always Spread torpedoPL2(1/2) +kaiteids:0:E0152:03:500:Always Spread torpedoPL2(2/2) +kaiteids:0:E0154:00:000:Always Normal Ammo PL2 (1/2) +kaiteids:0:E0156:00:500:Always Normal Ammo PL2 (2/2) +kaiteids:0:E0154:02:000:Always A Ammo PL2 (1/2) +kaiteids:0:E0156:05:500:Always A Ammo PL2 (2/2) +kaiteids:0:E0154:04:000:Always M Ammo PL2 (1/2) +kaiteids:0:E0156:05:500:Always M Ammo PL2 (2/2) +kaiteids:0:E0150:00:001:Get Normal torpedoNowPL2(1/2) +kaiteids:0:E0152:00:501:Get Normal torpedoNowPL2(2/2) +kaiteids:0:E0150:02:001:Get Power torpedo NowPL2(1/2) +kaiteids:0:E0152:03:501:Get Power torpedo NowPL2(2/2) +kaiteids:0:E0150:04:001:Get Wave torpedo NowPL2(1/2) +kaiteids:0:E0152:03:501:Get Wave torpedo NowPL2(2/2) +kaiteids:0:E0150:06:001:Get Spread torpedoNowPL2(1/2) +kaiteids:0:E0152:03:501:Get Spread torpedoNowPL2(2/2) +kaiteids:0:E0154:00:001:Get Normal Ammo Now! PL2(1/2) +kaiteids:0:E0156:00:501:Get Normal Ammo Now! PL2(2/2) +kaiteids:0:E0154:02:001:Get A Ammo Now! PL2 (1/2) +kaiteids:0:E0156:05:501:Get A Ammo Now! PL2 (2/2) +kaiteids:0:E0154:04:001:Get M Ammo Now! PL2 (1/2) +kaiteids:0:E0156:05:501:Get M Ammo Now! PL2 (2/2) +kaiteids:0:00000:00:999:[These Start on Stage cheats] +kaiteids:0:00000:00:999:[must be enabled on the ] +kaiteids:0:00000:00:999:[title screen and turned off] +kaiteids:0:00000:00:999:[when you start the stage. ] +kaiteids:0:E0084:01:000:Start on Stage 2 +kaiteids:0:E0084:02:000:Start on Stage 3 +kaiteids:0:E0084:03:000:Start on Stage 4 +kaiteids:0:E0084:04:000:Start on Stage 5 +kaiteids:0:E0084:05:000:Start on Stage 6 +kaiteids:0:E0084:06:000:Start on Last Battle(Stage 7) +kaiteids:0:E0084:07:000:Start on End Screen (Stage 8) +kaiteids:0:E0084:07:061:Select next stage + +; [ Kaitei Takara Sagashi (Namco) ] +kaitein:0:4020:13:000:Infinite Lives + +; [ Kamikaze ] +kamikaze:0:1D01:08:000:Infinite Lives +kamikaze:0:1CD8:00:000:Invincibility + +; [ Kangaroo (Atari) ] +kangaroa:0:E06A:06:000:Infinite Lives PL1 +kangaroa:0:E06B:06:000:Infinite Lives PL2 +kangaroa:0:E167:99:000:Infinite Bonus Time + +; [ Kangaroo (bootleg) ] +kangarob:0:E06A:06:000:Infinite Lives PL1 +kangarob:0:E06B:06:000:Infinite Lives PL2 +kangarob:0:E167:99:000:Infinite Bonus Time + +; [ Kangaroo ] +kangaroo:0:E06A:06:000:Infinite Lives PL1 +kangaroo:0:E06B:06:000:Infinite Lives PL2 +kangaroo:0:E167:99:000:Infinite Bonus Time + +; [ Kaos ] +kaos:0:03B0:07:000:Infinite Lives PL1 +kaos:0:03B1:07:000:Infinite Lives PL2 +kaos:0:03B4:00:001:1 coin to end level Now! PL1 +kaos:0:03B5:00:001:1 coin to end level Now! PL2 +kaos:0:0191:43:000:Always be the King + +; [ Karate Dou (Japan) ] +karatedo:0:C167:99:007:Infinite Time +karatedo:0:C91C:00:000:Stop Red/PL2 Winning +karatedo:0:C91A:00:000:Stop White/PL1 Winning +karatedo:0:C91A:01:001:One hit to win Now! PL1 (1/2) +karatedo:0:C91B:01:501:One hit to win Now! PL1 (2/2) +karatedo:0:C91C:01:001:One hit to win Now! PL2 (1/2) +karatedo:0:C91D:01:501:One hit to win Now! PL2 (2/2) +karatedo:0:C91A:00:001:Set PL1 Points to 0 Now!(1/2) +karatedo:0:C91B:00:501:Set PL1 Points to 0 Now!(2/2) +karatedo:0:C91C:00:001:Set PL2 Points to 0 Now!(1/2) +karatedo:0:C91D:00:501:Set PL2 Points to 0 Now!(2/2) + +; [ Taisen Karate Dou (Japan VS version) ] +karatevs:0:C167:99:007:Infinite Time +karatevs:0:C91C:00:000:Stop Red/PL2 Winning +karatevs:0:C91A:00:000:Stop White/PL1 Winning +karatevs:0:C91A:01:001:One hit to win Now! PL1 (1/2) +karatevs:0:C91B:01:501:One hit to win Now! PL1 (2/2) +karatevs:0:C91C:01:001:One hit to win Now! PL2 (1/2) +karatevs:0:C91D:01:501:One hit to win Now! PL2 (2/2) +karatevs:0:C91A:00:001:Set PL1 Points to 0 Now!(1/2) +karatevs:0:C91B:00:501:Set PL1 Points to 0 Now!(2/2) +karatevs:0:C91C:00:001:Set PL2 Points to 0 Now!(1/2) +karatevs:0:C91D:00:501:Set PL2 Points to 0 Now!(2/2) + +; [ Karnov (US) ] +karnov:0:060066:02:000:Infinite Lives +karnov:0:06007B:99:000:Infinite Time +karnov:0:060072:09:000:Infinite Bombs +karnov:0:06030E:99:000:Infinite Super Fireball +karnov:0:060070:99:000:Infinite Ks +karnov:0:060201:FE:040:Invincibility +karnov:0:060201:20:001:Finish Present Scene +karnov:0:060200:3F:000:Full Weapon Ammo +karnov:0:060071:01:000:Always Have Jump Shoes +karnov:0:060073:01:000:Always Have Ladder +karnov:0:060075:01:000:Always Have Super Fireball +karnov:0:060074:01:000:Always Have Boomerang +karnov:0:060077:01:000:Always Have Diving Helmet +karnov:0:060076:01:000:Always Have Wings +karnov:0:060079:01:000:Always Have Speed Shoes +karnov:0:060078:01:000:Always Have Mask +karnov:0:060071:01:001:Get the Jump Shoes Now! +karnov:0:060073:01:001:Get the Ladder Now! +karnov:0:060075:01:001:Get the Super Fireball Now! +karnov:0:060074:01:001:Get the Boomerang Now! +karnov:0:060077:01:001:Get the Diving Helmet Now! +karnov:0:060076:01:001:Get the Wings Now! +karnov:0:060079:01:001:Get the Speed Shoes Now! +karnov:0:060078:01:001:Get the Mask Now! + +; [ Karnov (Japan) ] +karnovj:0:060066:02:000:Infinite Lives +karnovj:0:06007B:99:000:Infinite Time +karnovj:0:060072:09:000:Infinite Bombs +karnovj:0:06030E:99:000:Infinite Super Fireball +karnovj:0:060070:99:000:Infinite Ks +karnovj:0:060201:FE:040:Invincibility +karnovj:0:060201:20:001:Finish Present Scene +karnovj:0:060200:3F:000:Full weapon ammo +karnovj:0:060071:01:000:Always Have Jump Shoes +karnovj:0:060073:01:000:Always Have Ladder +karnovj:0:060075:01:000:Always Have Super Fireball +karnovj:0:060074:01:000:Always Have Boomerang +karnovj:0:060077:01:000:Always Have Diving Helmet +karnovj:0:060076:01:000:Always Have Wings +karnovj:0:060079:01:000:Always Have Speed Shoes +karnovj:0:060078:01:000:Always Have Mask +karnovj:0:060071:01:001:Get the Jump Shoes Now! +karnovj:0:060073:01:001:Get the Ladder Now! +karnovj:0:060075:01:001:Get the Super Fireball Now! +karnovj:0:060074:01:001:Get the Boomerang Now! +karnovj:0:060077:01:001:Get the Diving Helmet Now! +karnovj:0:060076:01:001:Get the Wings Now! +karnovj:0:060079:01:001:Get the Speed Shoes Now! +karnovj:0:060078:01:001:Get the Mask Now! + +; [ Karnov's Revenge / Fighter's History Dynamite ] +karnovr:0:103A70:63:000:Infinite Time +karnovr:0:1037B7:FF:000:Infinite Energy PL1 (1/2) +karnovr:0:1037B8:FF:500:Infinite Energy PL1 (2/2) +karnovr:0:1039B7:FF:000:Infinite Energy PL2 (1/2) +karnovr:0:1039B8:FF:500:Infinite Energy PL2 (2/2) +karnovr:0:000000:00:999:[ Free player selection ] +karnovr:0:000000:00:999:[ Can be used anytime ! ] +karnovr:0:000000:00:999:[ Some glitches, however ] +karnovr:0:103671:00:001:Play with Ray PL1 +karnovr:0:103671:01:001:Play with Feilin PL1 +karnovr:0:103671:02:001:Play with Ryoko PL1 +karnovr:0:103671:03:001:Play with Matlock PL1 +karnovr:0:103671:04:001:Play with Samchay PL1 +karnovr:0:103671:05:001:Play with Lee PL1 +karnovr:0:103671:06:001:Play with Mizoguchi PL1 +karnovr:0:103671:07:001:Play with Jean PL1 +karnovr:0:103671:08:001:Play with Marstorius PL1 +karnovr:0:103671:09:001:Play with Yungmie PL1 +karnovr:0:103671:0A:001:Play with Zazie PL1 +karnovr:0:103671:0B:001:Play with Clown PL1 +karnovr:0:103671:0C:001:Play with Karnov PL1 +karnovr:0:103671:0D:001:Play with Bull PL1 +karnovr:0:103871:00:001:Play with Ray PL2 +karnovr:0:103871:01:001:Play with Feilin PL2 +karnovr:0:103871:02:001:Play with Ryoko PL2 +karnovr:0:103871:03:001:Play with Matlock PL2 +karnovr:0:103871:04:001:Play with Samchay PL2 +karnovr:0:103871:05:001:Play with Lee PL2 +karnovr:0:103871:06:001:Play with Mizoguchi PL2 +karnovr:0:103871:07:001:Play with Jean PL2 +karnovr:0:103871:08:001:Play with Marstorius PL2 +karnovr:0:103871:09:001:Play with Yungmie PL2 +karnovr:0:103871:0A:001:Play with Zazie PL2 +karnovr:0:103871:0B:001:Play with Clown PL2 +karnovr:0:103871:0C:001:Play with Karnov PL2 +karnovr:0:103871:0D:001:Play with Bull PL2 + +;[ Knuckle Bash ] +kbash:0:000000:00:999:[A lot of these cheats need ] +kbash:0:000000:00:999:[to be deactivated at the ] +kbash:0:000000:00:999:[end of the round. Use F5 to] +kbash:0:000000:00:999:[disable then F5 to reenable] +kbash:0:000000:00:999:[when the next round starts ] +kbash:0:10023D:99:000:Infinite Time +kbash:0:1001D5:09:000:Infinite Lives PL1 +kbash:0:10151C:70:000:Infinite Energy PL1 +kbash:0:101659:99:001:Get 153 Pts Sub Game PL1 +kbash:0:101659:00:001:Get 0 Pts Sub Game PL1 +kbash:0:10020D:09:000:Infinite Lives PL2 +kbash:0:1015C4:70:000:Infinite Energy PL2 +kbash:0:101701:99:001:Get 153 Pts Sub Game PL2 +kbash:0:101701:00:001:Get 0 Pts Sub Game PL2 + +; [ Karate Champ (US) ] +kchamp:0:C167:99:007:Infinite Time +kchamp:0:C91C:00:000:Stop Red/PL2 Winning +kchamp:0:C91A:00:000:Stop White/PL1 Winning +kchamp:0:C91A:01:001:One hit to win Now! PL1 (1/2) +kchamp:0:C91B:01:501:One hit to win Now! PL1 (2/2) +kchamp:0:C91C:01:001:One hit to win Now! PL2 (1/2) +kchamp:0:C91D:01:501:One hit to win Now! PL2 (2/2) +kchamp:0:C91A:00:001:Set PL1 Points to 0 Now!(1/2) +kchamp:0:C91B:00:501:Set PL1 Points to 0 Now!(2/2) +kchamp:0:C91C:00:001:Set PL2 Points to 0 Now!(1/2) +kchamp:0:C91D:00:501:Set PL2 Points to 0 Now!(2/2) + +; [ Karate Champ (US VS version) ] +kchampvs:0:C167:99:007:Infinite Time +kchampvs:0:C91C:00:000:Stop Red/PL2 Winning +kchampvs:0:C91A:00:000:Stop White/PL1 Winning +kchampvs:0:C91A:01:001:One hit to win Now! PL1 (1/2) +kchampvs:0:C91B:01:501:One hit to win Now! PL1 (2/2) +kchampvs:0:C91C:01:001:One hit to win Now! PL2 (1/2) +kchampvs:0:C91D:01:501:One hit to win Now! PL2 (2/2) +kchampvs:0:C91A:00:001:Set PL1 Points to 0 Now!(1/2) +kchampvs:0:C91B:00:501:Set PL1 Points to 0 Now!(2/2) +kchampvs:0:C91C:00:001:Set PL2 Points to 0 Now!(1/2) +kchampvs:0:C91D:00:501:Set PL2 Points to 0 Now!(2/2) + +; [ Kick (mirror version) ] +kick:0:72BE:06:000:Infinite Lives PL1 +kick:0:72E4:06:000:Infinite Lives PL2 + +; [ Kick (upright version) ] +kicka:0:72BF:06:000:Infinite Lives PL1 +kicka:0:72E5:06:000:Infinite Lives PL2 + +; [ Kicker ] +kicker:0:2A78:07:000:Infinite Lives +kicker:0:3101:01:005:Infinite Energy +kicker:0:2A87:01:001:Only 1 to kill on this level +kicker:0:32B4:04:001:1 hit to kill boss Now! +kicker:0:3175:01:000:Always purple weapon next +kicker:0:3175:02:000:Always yellow weapon next +kicker:0:3175:03:000:Always green weapon next +kicker:0:3175:01:001:Purple weapon next Now! +kicker:0:3175:02:001:Yellow weapon next Now! +kicker:0:3175:03:001:Green weapon next Now! +kicker:0:2A13:60:000:Sound Test Code Stop:[Unknown]Next Code + +; [ Kick and Run ] +kicknrun:0:E842:45:000:Infinite Time +kicknrun:0:E842:45:000:Finish this Half Now! + +; [ Kick Off (Japan) ] +kickoff:0:0F0129:09:000:Infinite Time (1/2) +kickoff:0:0F012B:5A:500:Infinite Time (2/2) +kickoff:0:0F0129:00:001:Finish Game Now! (1/2) +kickoff:0:0F012B:00:501:Finish Game Now! (2/2) +kickoff:0:000000:00:999:[The score will not display ] +kickoff:0:000000:00:999:[until the score changes! ] +kickoff:0:0F012D:09:070:Select Score PL1 +kickoff:0:0F012F:09:070:Select Score PL2 + +; [ Kick Rider ] +kickridr:0:2106:49:007:Infinite Time +kickridr:0:2220:00:000:Invincibility + +; [ Kid Niki - Radical Ninja (US) ] +kidniki:0:E122:5A:000:Infinite Time +kidniki:0:E200:09:000:Infinite Lives +kidniki:0:E54A:08:000:Infinite POW +kidniki:0:E21E:30:000:No Enemies +kidniki:0:0000:00:999:[After you kill the End of ] +kidniki:0:0000:00:999:[Level Guardian make sure ] +kidniki:0:0000:00:999:[you turn OFF Invincibility ] +kidniki:0:0000:00:999:[before picking up the ] +kidniki:0:0000:00:999:[cracker. OR YOU WILL NOT ] +kidniki:0:0000:00:999:[PROGRESS!! You can use F5. ] +kidniki:0:E003:01:040:Invincibility +kidniki:0:0000:00:999:[If you happen to fall down ] +kidniki:0:0000:00:999:[a gap when you have ] +kidniki:0:0000:00:999:[invincibilty enabled and ] +kidniki:0:0000:00:999:[you can't recover it then ] +kidniki:0:0000:00:999:[use the following cheat!! ] +kidniki:0:E003:03:001:Start this Level Again! +kidniki:0:0000:00:999:[You can use the Select ] +kidniki:0:0000:00:999:[current level cheat to ] +kidniki:0:0000:00:999:[choose the starting level, ] +kidniki:0:0000:00:999:[just enable it on the press] +kidniki:0:0000:00:999:[1 or 2 player button screen] +kidniki:0:E202:07:071:Select current level +kidniki:0:E202:07:061:Select next level + +; [ Meikyu Jima (Japan) ] +kikcubic:0:E007:99:000:Infinite Time +kikcubic:0:E000:0A:000:Infinite Lives +kikcubic:0:E001:14:072:Select current level +kikcubic:0:0000:00:999:[You can use the Select next] +kikcubic:0:0000:00:999:[level cheat on the title ] +kikcubic:0:0000:00:999:[screen to choose the start ] +kikcubic:0:0000:00:999:[level if you wish. BUT you ] +kikcubic:0:0000:00:999:[MUST enable it before you ] +kikcubic:0:0000:00:999:[you insert ANY coins!!! ] +kikcubic:0:E001:14:062:Select next level + +; [ KiKi KaiKai ] +kikikai:0:D957:09:000:Infinite Lives + +; [ Killer Comet ] +killcom:0:007E:05:000:Infinite Lives PL1 +killcom:0:007F:05:000:Infinite Lives PL2 + +; [ King & Balloon (Japan) ] +kingbalj:0:800A:04:000:Infinite Lives +kingbalj:0:82D0:01:000:Stop Disappearing when hit + +; [ King & Balloon (US) ] +kingball:0:800A:04:000:Infinite Lives +kingball:0:82D0:01:000:Stop Disappearing when hit + +; [ King of Boxer (English) ] +kingofb:0:C059:FF:000:Infinite Energy +kingofb:0:C019:00:000:Weak opponent +kingofb:0:C190:00:000:Infinite Time +kingofb:0:C190:3B:001:Finish round Now! +kingofb:0:C061:FA:000:Ply's hits always set to 250 +kingofb:0:C021:00:000:CPU's hits always set to 0 +kingofb:0:C061:FA:001:Set Ply's hits set = 250 Now! +kingofb:0:C021:00:001:Set CPU's hits set to 0 Now! +kingofb:0:C061:FF:070:Select Player's hits +kingofb:0:C021:FF:070:Select Computer's hits + +; [ Kizuna Encounter - Super Tag Battle / Fu'un Super Tag Battle ] +kizuna:0:10892A:99:000:Infinite Time +kizuna:0:108313:C0:000:Infinite Energy PL1 +kizuna:0:108513:C0:000:Infinite Energy PL2 +kizuna:0:000000:00:999:[ Free player selection ] +kizuna:0:000000:00:999:[ Use just after selection ] +kizuna:0:000000:00:999:[screen, or between matches.] +kizuna:0:000000:00:999:[Note - Bosses plays *alone*] +kizuna:0:000000:00:999:[Little bug in selection, if] +kizuna:0:000000:00:999:[ you enable a boss. ] +kizuna:0:000000:00:999:[ First team-mate ] +kizuna:0:1088EC:00:001:Play with Hayate PL1 +kizuna:0:1088EC:01:001:Play with Eagle PL1 +kizuna:0:1088EC:02:001:Play with Gozu PL1 +kizuna:0:1088EC:03:001:Play with Mezu PL1 +kizuna:0:1088EC:04:001:Play with Rosa PL1 +kizuna:0:1088EC:05:001:Play with King Young-Mok PL1 +kizuna:0:1088EC:06:001:Play with Joker PL1 +kizuna:0:1088EC:07:001:Play with Chung PL1 +kizuna:0:1088EC:0B:001:Play with Angry Chung PL1 +kizuna:0:1088EC:08:001:Play with Gordon PL1 +kizuna:0:1088EC:09:001:Play with King Lion PL1 +kizuna:0:1088ED:00:001:Play with Hayate PL2 +kizuna:0:1088ED:01:001:Play with Eagle PL2 +kizuna:0:1088ED:02:001:Play with Gozu PL2 +kizuna:0:1088ED:03:001:Play with Mezu PL2 +kizuna:0:1088ED:04:001:Play with Rosa PL2 +kizuna:0:1088ED:05:001:Play with King Young-Mok PL2 +kizuna:0:1088ED:06:001:Play with Joker PL2 +kizuna:0:1088ED:07:001:Play with Chung PL2 +kizuna:0:1088ED:0B:001:Play with Angry Chung PL2 +kizuna:0:1088ED:08:001:Play with Gordon PL2 +kizuna:0:1088ED:09:001:Play with King Lion PL2 +kizuna:0:000000:00:999:[ Second team-mate ] +kizuna:0:1088EE:00:001:Play with Hayate PL1 +kizuna:0:1088EE:01:001:Play with Eagle PL1 +kizuna:0:1088EE:02:001:Play with Gozu PL1 +kizuna:0:1088EE:03:001:Play with Mezu PL1 +kizuna:0:1088EE:04:001:Play with Rosa PL1 +kizuna:0:1088EE:05:001:Play with King Young-Mok PL1 +kizuna:0:1088EE:06:001:Play with Joker PL1 +kizuna:0:1088EE:07:001:Play with Chung PL1 +kizuna:0:1088EE:0B:001:Play with Angry Chung PL1 +kizuna:0:1088EE:08:001:Play with Gordon PL1 +kizuna:0:1088EE:09:001:Play with King Lion PL1 +kizuna:0:1088EF:00:001:Play with Hayate PL2 +kizuna:0:1088EF:01:001:Play with Eagle PL2 +kizuna:0:1088EF:02:001:Play with Gozu PL2 +kizuna:0:1088EF:03:001:Play with Mezu PL2 +kizuna:0:1088EF:04:001:Play with Rosa PL2 +kizuna:0:1088EF:05:001:Play with King Young-Mok PL2 +kizuna:0:1088EF:06:001:Play with Joker PL2 +kizuna:0:1088EF:07:001:Play with Chung PL2 +kizuna:0:1088EF:0B:001:Play with Angry Chung PL2 +kizuna:0:1088EF:08:001:Play with Gordon PL2 +kizuna:0:1088EF:09:001:Play with King Lion PL2 +kizuna:0:000000:00:999:[ Boss selection ] +kizuna:0:1088EC:0A:001:Play with Super King Lion PL1 +kizuna:0:1088EC:0C:001:Play with Crow Boss PL1 +kizuna:0:1088ED:0A:001:Play with Super King Lion PL2 +kizuna:0:1088ED:0C:001:Play with Crow Boss PL2 + +; [ Klax (set 1) ] +klax:0:3F369D:00:000:Infinite Tile Drops PL1 +klax:0:3F3705:02:001:End Points level Now!PL1(1/4) +klax:0:3F36F5:00:501:End Points level Now!PL1(2/4) +klax:0:3F36F6:00:501:End Points level Now!PL1(3/4) +klax:0:3F36F7:00:501:End Points level Now!PL1(4/4) +klax:0:3F36F7:00:001:End other level types Now!PL1 +klax:0:3F3705:02:001:Need klaxs Now! PL1 +klax:0:3F3705:03:001:Need points Now! PL1 +klax:0:3F3705:04:001:Need tiles Now! PL1 +klax:0:3F3705:05:001:Need diagonals Now! PL1 +klax:0:3F3705:06:001:Need horizontals Now! PL1 +klax:0:3F3709:08:001:Goto Wave 10 PL1 +klax:0:3F3709:12:001:Goto Wave 20 PL1 +klax:0:3F3709:1C:001:Goto Wave 30 PL1 +klax:0:3F3709:26:001:Goto Wave 40 PL1 +klax:0:3F3709:30:001:Goto Wave 50 PL1 +klax:0:3F3709:3A:001:Goto Wave 60 PL1 +klax:0:3F3709:44:001:Goto Wave 70 PL1 +klax:0:3F3709:4E:001:Goto Wave 80 PL1 +klax:0:3F3709:58:001:Goto Wave 90 PL1 +klax:0:3F3709:62:001:Goto Wave 100 PL1 +klax:0:3F369F:00:000:Infinite Tile Drops PL2 +klax:0:3F3707:02:001:End Points level Now!PL2(1/4) +klax:0:3F36F9:00:501:End Points level Now!PL2(2/4) +klax:0:3F36FA:00:501:End Points level Now!PL2(3/4) +klax:0:3F36FB:00:501:End Points level Now!PL2(4/4) +klax:0:3F36FB:00:001:End other level types Now!PL2 +klax:0:3F3707:02:001:Need klaxs Now! PL2 +klax:0:3F3707:03:001:Need points Now! PL2 +klax:0:3F3707:04:001:Need tiles Now! PL2 +klax:0:3F3707:05:001:Need diagonals Now! PL2 +klax:0:3F3707:06:001:Need horizontals Now! PL2 +klax:0:3F370B:08:001:Goto Wave 10 PL2 +klax:0:3F370B:12:001:Goto Wave 20 PL2 +klax:0:3F370B:1C:001:Goto Wave 30 PL2 +klax:0:3F370B:26:001:Goto Wave 40 PL2 +klax:0:3F370B:30:001:Goto Wave 50 PL2 +klax:0:3F370B:3A:001:Goto Wave 60 PL2 +klax:0:3F370B:44:001:Goto Wave 70 PL2 +klax:0:3F370B:4E:001:Goto Wave 80 PL2 +klax:0:3F370B:58:001:Goto Wave 90 PL2 +klax:0:3F370B:62:001:Goto Wave 100 PL2 + +; [ Klax (set 2) ] +klax2:0:3F369D:00:000:Infinite Tile Drops PL1 +klax2:0:3F3705:02:001:End Points level Now!PL1(1/4) +klax2:0:3F36F5:00:501:End Points level Now!PL1(2/4) +klax2:0:3F36F6:00:501:End Points level Now!PL1(3/4) +klax2:0:3F36F7:00:501:End Points level Now!PL1(4/4) +klax2:0:3F36F7:00:001:End other level types Now!PL1 +klax2:0:3F3705:02:001:Need klaxs Now! PL1 +klax2:0:3F3705:03:001:Need points Now! PL1 +klax2:0:3F3705:04:001:Need tiles Now! PL1 +klax2:0:3F3705:05:001:Need diagonals Now! PL1 +klax2:0:3F3705:06:001:Need horizontals Now! PL1 +klax2:0:3F3709:08:001:Goto Wave 10 PL1 +klax2:0:3F3709:12:001:Goto Wave 20 PL1 +klax2:0:3F3709:1C:001:Goto Wave 30 PL1 +klax2:0:3F3709:26:001:Goto Wave 40 PL1 +klax2:0:3F3709:30:001:Goto Wave 50 PL1 +klax2:0:3F3709:3A:001:Goto Wave 60 PL1 +klax2:0:3F3709:44:001:Goto Wave 70 PL1 +klax2:0:3F3709:4E:001:Goto Wave 80 PL1 +klax2:0:3F3709:58:001:Goto Wave 90 PL1 +klax2:0:3F3709:62:001:Goto Wave 100 PL1 +klax2:0:3F369F:00:000:Infinite Tile Drops PL2 +klax2:0:3F3707:02:001:End Points level Now!PL2(1/4) +klax2:0:3F36F9:00:501:End Points level Now!PL2(2/4) +klax2:0:3F36FA:00:501:End Points level Now!PL2(3/4) +klax2:0:3F36FB:00:501:End Points level Now!PL2(4/4) +klax2:0:3F36FB:00:001:End other level types Now!PL2 +klax2:0:3F3707:02:001:Need klaxs Now! PL2 +klax2:0:3F3707:03:001:Need points Now! PL2 +klax2:0:3F3707:04:001:Need tiles Now! PL2 +klax2:0:3F3707:05:001:Need diagonals Now! PL2 +klax2:0:3F3707:06:001:Need horizontals Now! PL2 +klax2:0:3F370B:08:001:Goto Wave 10 PL2 +klax2:0:3F370B:12:001:Goto Wave 20 PL2 +klax2:0:3F370B:1C:001:Goto Wave 30 PL2 +klax2:0:3F370B:26:001:Goto Wave 40 PL2 +klax2:0:3F370B:30:001:Goto Wave 50 PL2 +klax2:0:3F370B:3A:001:Goto Wave 60 PL2 +klax2:0:3F370B:44:001:Goto Wave 70 PL2 +klax2:0:3F370B:4E:001:Goto Wave 80 PL2 +klax2:0:3F370B:58:001:Goto Wave 90 PL2 +klax2:0:3F370B:62:001:Goto Wave 100 PL2 + +; [ Klax (set 3) ] +klax3:0:3F369D:00:000:Infinite Tile Drops PL1 +klax3:0:3F3705:02:001:End Points level Now!PL1(1/4) +klax3:0:3F36F5:00:501:End Points level Now!PL1(2/4) +klax3:0:3F36F6:00:501:End Points level Now!PL1(3/4) +klax3:0:3F36F7:00:501:End Points level Now!PL1(4/4) +klax3:0:3F36F7:00:001:End other level types Now!PL1 +klax3:0:3F3705:02:001:Need klaxs Now! PL1 +klax3:0:3F3705:03:001:Need points Now! PL1 +klax3:0:3F3705:04:001:Need tiles Now! PL1 +klax3:0:3F3705:05:001:Need diagonals Now! PL1 +klax3:0:3F3705:06:001:Need horizontals Now! PL1 +klax3:0:3F3709:08:001:Goto Wave 10 PL1 +klax3:0:3F3709:12:001:Goto Wave 20 PL1 +klax3:0:3F3709:1C:001:Goto Wave 30 PL1 +klax3:0:3F3709:26:001:Goto Wave 40 PL1 +klax3:0:3F3709:30:001:Goto Wave 50 PL1 +klax3:0:3F3709:3A:001:Goto Wave 60 PL1 +klax3:0:3F3709:44:001:Goto Wave 70 PL1 +klax3:0:3F3709:4E:001:Goto Wave 80 PL1 +klax3:0:3F3709:58:001:Goto Wave 90 PL1 +klax3:0:3F3709:62:001:Goto Wave 100 PL1 +klax3:0:3F369F:00:000:Infinite Tile Drops PL2 +klax3:0:3F3707:02:001:End Points level Now!PL2(1/4) +klax3:0:3F36F9:00:501:End Points level Now!PL2(2/4) +klax3:0:3F36FA:00:501:End Points level Now!PL2(3/4) +klax3:0:3F36FB:00:501:End Points level Now!PL2(4/4) +klax3:0:3F36FB:00:001:End other level types Now!PL2 +klax3:0:3F3707:02:001:Need klaxs Now! PL2 +klax3:0:3F3707:03:001:Need points Now! PL2 +klax3:0:3F3707:04:001:Need tiles Now! PL2 +klax3:0:3F3707:05:001:Need diagonals Now! PL2 +klax3:0:3F3707:06:001:Need horizontals Now! PL2 +klax3:0:3F370B:08:001:Goto Wave 10 PL2 +klax3:0:3F370B:12:001:Goto Wave 20 PL2 +klax3:0:3F370B:1C:001:Goto Wave 30 PL2 +klax3:0:3F370B:26:001:Goto Wave 40 PL2 +klax3:0:3F370B:30:001:Goto Wave 50 PL2 +klax3:0:3F370B:3A:001:Goto Wave 60 PL2 +klax3:0:3F370B:44:001:Goto Wave 70 PL2 +klax3:0:3F370B:4E:001:Goto Wave 80 PL2 +klax3:0:3F370B:58:001:Goto Wave 90 PL2 +klax3:0:3F370B:62:001:Goto Wave 100 PL2 + +; [ Klax (Japan) ] +klaxj:0:3F369D:00:000:Infinite Tile Drops PL1 +klaxj:0:3F3705:02:001:End Points level Now!PL1(1/4) +klaxj:0:3F36F5:00:501:End Points level Now!PL1(2/4) +klaxj:0:3F36F6:00:501:End Points level Now!PL1(3/4) +klaxj:0:3F36F7:00:501:End Points level Now!PL1(4/4) +klaxj:0:3F36F7:00:001:End other level types Now!PL1 +klaxj:0:3F3705:02:001:Need klaxs Now! PL1 +klaxj:0:3F3705:03:001:Need points Now! PL1 +klaxj:0:3F3705:04:001:Need tiles Now! PL1 +klaxj:0:3F3705:05:001:Need diagonals Now! PL1 +klaxj:0:3F3705:06:001:Need horizontals Now! PL1 +klaxj:0:3F3709:08:001:Goto Wave 10 PL1 +klaxj:0:3F3709:12:001:Goto Wave 20 PL1 +klaxj:0:3F3709:1C:001:Goto Wave 30 PL1 +klaxj:0:3F3709:26:001:Goto Wave 40 PL1 +klaxj:0:3F3709:30:001:Goto Wave 50 PL1 +klaxj:0:3F3709:3A:001:Goto Wave 60 PL1 +klaxj:0:3F3709:44:001:Goto Wave 70 PL1 +klaxj:0:3F3709:4E:001:Goto Wave 80 PL1 +klaxj:0:3F3709:58:001:Goto Wave 90 PL1 +klaxj:0:3F3709:62:001:Goto Wave 100 PL1 +klaxj:0:3F369F:00:000:Infinite Tile Drops PL2 +klaxj:0:3F3707:02:001:End Points level Now!PL2(1/4) +klaxj:0:3F36F9:00:501:End Points level Now!PL2(2/4) +klaxj:0:3F36FA:00:501:End Points level Now!PL2(3/4) +klaxj:0:3F36FB:00:501:End Points level Now!PL2(4/4) +klaxj:0:3F36FB:00:001:End other level types Now!PL2 +klaxj:0:3F3707:02:001:Need klaxs Now! PL2 +klaxj:0:3F3707:03:001:Need points Now! PL2 +klaxj:0:3F3707:04:001:Need tiles Now! PL2 +klaxj:0:3F3707:05:001:Need diagonals Now! PL2 +klaxj:0:3F3707:06:001:Need horizontals Now! PL2 +klaxj:0:3F370B:08:001:Goto Wave 10 PL2 +klaxj:0:3F370B:12:001:Goto Wave 20 PL2 +klaxj:0:3F370B:1C:001:Goto Wave 30 PL2 +klaxj:0:3F370B:26:001:Goto Wave 40 PL2 +klaxj:0:3F370B:30:001:Goto Wave 50 PL2 +klaxj:0:3F370B:3A:001:Goto Wave 60 PL2 +klaxj:0:3F370B:44:001:Goto Wave 70 PL2 +klaxj:0:3F370B:4E:001:Goto Wave 80 PL2 +klaxj:0:3F370B:58:001:Goto Wave 90 PL2 +klaxj:0:3F370B:62:001:Goto Wave 100 PL2 + +; [ Knights of the Round (World) ] +knights:0:FFE7DA:59:000:Infinite Time +knights:0:FFE84D:00:000:Infinite Continues (1/4) +knights:0:FFAC88:00:000:Infinite Continues (2/4) +knights:0:FFADA8:00:000:Infinite Continues (3/4) +knights:0:FFAEC8:00:000:Infinite Continues (4/4) +knights:0:FFA4C4:06:001:Go to last level Now! +knights:0:FFAC76:03:000:Infinite Lives PL1 +knights:0:FFABA5:50:000:Infinite Energy PL1 +knights:0:FFAC7A:78:000:Invincibility PL1 +knights:0:FFAC4E:0F:001:Character level 16 PL1 (1/5):Also gain 99999999 EP +knights:0:FFAC8C:99:501:Character level 16 PL1 (2/5) +knights:0:FFAC8D:99:501:Character level 16 PL1 (3/5) +knights:0:FFAC8E:99:501:Character level 16 PL1 (4/5) +knights:0:FFAC8F:99:501:Character level 16 PL1 (5/5) +knights:0:FFAD96:03:000:Infinite Lives PL2 +knights:0:FFACC5:50:000:Infinite Energy PL2 +knights:0:FFAD9A:78:000:Invincibility PL2 +knights:0:FFAD6E:0F:001:Character level 16 PL2 (1/5):Also gain 99999999 EP +knights:0:FFADAC:99:501:Character level 16 PL2 (2/5) +knights:0:FFADAD:99:501:Character level 16 PL2 (3/5) +knights:0:FFADAE:99:501:Character level 16 PL2 (4/5) +knights:0:FFADAF:99:501:Character level 16 PL2 (5/5) +knights:0:FFAEB6:03:000:Infinite Lives PL3 +knights:0:FFADE5:50:000:Infinite Energy PL3 +knights:0:FFAEBA:78:000:Invincibility PL3 +knights:0:FFAD8E:0F:001:Character level 16 PL3 (1/5):Also gain 99999999 EP +knights:0:FFAECC:99:501:Character level 16 PL3 (2/5) +knights:0:FFAECD:99:501:Character level 16 PL3 (3/5) +knights:0:FFAECE:99:501:Character level 16 PL3 (4/5) +knights:0:FFAECF:99:501:Character level 16 PL3 (5/5) + +; [ Knights of the Round (Japan) ] +knightsj:0:FFE7DA:59:000:Infinite Time +knightsj:0:FFE84D:00:000:Infinite Continues (1/4) +knightsj:0:FFAC88:00:000:Infinite Continues (2/4) +knightsj:0:FFADA8:00:000:Infinite Continues (3/4) +knightsj:0:FFAEC8:00:000:Infinite Continues (4/4) +knightsj:0:FFA4C4:06:001:Go to last level Now! +knightsj:0:FFAC76:03:000:Infinite Lives PL1 +knightsj:0:FFABA5:50:000:Infinite Energy PL1 +knightsj:0:FFAC7A:78:000:Invincibility PL1 +knightsj:0:FFAC4E:0F:001:Character level 16 PL1 (1/5):Also gain 99999999 EP +knightsj:0:FFAC8C:99:501:Character level 16 PL1 (2/5) +knightsj:0:FFAC8D:99:501:Character level 16 PL1 (3/5) +knightsj:0:FFAC8E:99:501:Character level 16 PL1 (4/5) +knightsj:0:FFAC8F:99:501:Character level 16 PL1 (5/5) +knightsj:0:FFAD96:03:000:Infinite Lives PL2 +knightsj:0:FFACC5:50:000:Infinite Energy PL2 +knightsj:0:FFAD9A:78:000:Invincibility PL2 +knightsj:0:FFAD6E:0F:001:Character level 16 PL2 (1/5):Also gain 99999999 EP +knightsj:0:FFADAC:99:501:Character level 16 PL2 (2/5) +knightsj:0:FFADAD:99:501:Character level 16 PL2 (3/5) +knightsj:0:FFADAE:99:501:Character level 16 PL2 (4/5) +knightsj:0:FFADAF:99:501:Character level 16 PL2 (5/5) +knightsj:0:FFAEB6:03:000:Infinite Lives PL3 +knightsj:0:FFADE5:50:000:Infinite Energy PL3 +knightsj:0:FFAEBA:78:000:Invincibility PL3 +knightsj:0:FFAD8E:0F:001:Character level 16 PL3 (1/5):Also gain 99999999 EP +knightsj:0:FFAECC:99:501:Character level 16 PL3 (2/5) +knightsj:0:FFAECD:99:501:Character level 16 PL3 (3/5) +knightsj:0:FFAECE:99:501:Character level 16 PL3 (4/5) +knightsj:0:FFAECF:99:501:Character level 16 PL3 (5/5) + +; [ Knock Out !! ] +knockout:0:4108:08:000:Infinite Lives +knockout:0:0000:00:999:[For invincibility enable ] +knockout:0:0000:00:999:[all cheats (A/B/C) only ] +knockout:0:0000:00:999:[during gameplay. ] +knockout:0:4300:01:000:Invincibility (A) +knockout:0:4302:01:000:Invincibility (B) +knockout:0:4793:01:000:Invincibility (C) + +; [ King of Dragons, The (World) ] +kod:0:FFE084:63:000:Infinite Time +kod:0:FF431B:00:001:Kill Guardian with 1 hit Now! +kod:0:FF125D:03:000:Infinite Lives PL1 +kod:0:FF129B:63:000:Infinite Energy PL1 +kod:0:FF128E:64:000:Invincibility PL1 +kod:0:FF12A2:17:000:Make Character=24 (max) PL1 +kod:0:FF12A3:07:000:Make Weapon=8 (max) PL1 +kod:0:FF12A4:07:000:Make Protection=8 (max) PL1 +kod:0:000000:00:999:[EP = Experience Points ] +kod:0:000000:00:999:[99999999 EP = char level 24] +kod:0:FF12C2:99:000:Have 99999999 EP PL1 (1/4) +kod:0:FF12C3:99:500:Have 99999999 EP PL1 (2/4) +kod:0:FF12C4:99:500:Have 99999999 EP PL1 (3/4) +kod:0:FF12C5:99:500:Have 99999999 EP PL1 (4/4) +kod:0:FF135D:03:000:Infinite Lives PL2 +kod:0:FF139B:63:000:Infinite Energy PL2 +kod:0:FF138E:64:000:Invincibility PL2 +kod:0:FF13A2:17:000:Make Character=24 (max) PL2 +kod:0:FF13A3:07:000:Make Weapon=8 (max) PL2 +kod:0:FF13A4:07:000:Make Protection=8 (max) PL2 +kod:0:000000:00:999:[EP = Experience Points ] +kod:0:000000:00:999:[99999999 EP = char level 24] +kod:0:FF13C2:99:000:Have 99999999 EP PL2 (1/4) +kod:0:FF13C3:99:500:Have 99999999 EP PL2 (2/4) +kod:0:FF13C4:99:500:Have 99999999 EP PL2 (3/4) +kod:0:FF13C5:99:500:Have 99999999 EP PL2 (4/4) +kod:0:FF145D:03:000:Infinite Lives PL3 +kod:0:FF149B:63:000:Infinite Energy PL3 +kod:0:FF148E:64:000:Invincibility PL3 +kod:0:FF14A2:17:000:Make Character=24 (max) PL3 +kod:0:FF14A3:07:000:Make Weapon=8 (max) PL3 +kod:0:FF14A4:07:000:Make Protection=8 (max) PL3 +kod:0:000000:00:999:[EP = Experience Points ] +kod:0:000000:00:999:[99999999 EP = char level 24] +kod:0:FF14C2:99:000:Have 99999999 EP PL3 (1/4) +kod:0:FF14C3:99:500:Have 99999999 EP PL3 (2/4) +kod:0:FF14C4:99:500:Have 99999999 EP PL3 (3/4) +kod:0:FF14C5:99:500:Have 99999999 EP PL3 (4/4) +kod:0:FF0E49:0E:001:Go to last level + +; [ King of Dragons, The (bootleg) ] +kodb:0:FFE084:63:000:Infinite Time +kodb:0:FF431B:00:001:Kill Guardian with 1 hit Now! +kodb:0:FF125D:03:000:Infinite Lives PL1 +kodb:0:FF129B:63:000:Infinite Energy PL1 +kodb:0:FF128E:64:000:Invincibility PL1 +kodb:0:FF12A2:17:000:Make Character=24 (max) PL1 +kodb:0:FF12A3:07:000:Make Weapon=8 (max) PL1 +kodb:0:FF12A4:07:000:Make Protection=8 (max) PL1 +kodb:0:000000:00:999:[EP = Experience Points ] +kodb:0:000000:00:999:[99999999 EP = char level 24] +kodb:0:FF12C2:99:000:Have 99999999 EP PL1 (1/4) +kodb:0:FF12C3:99:500:Have 99999999 EP PL1 (2/4) +kodb:0:FF12C4:99:500:Have 99999999 EP PL1 (3/4) +kodb:0:FF12C5:99:500:Have 99999999 EP PL1 (4/4) +kodb:0:FF135D:03:000:Infinite Lives PL2 +kodb:0:FF139B:63:000:Infinite Energy PL2 +kodb:0:FF138E:64:000:Invincibility PL2 +kodb:0:FF13A2:17:000:Make Character=24 (max) PL2 +kodb:0:FF13A3:07:000:Make Weapon=8 (max) PL2 +kodb:0:FF13A4:07:000:Make Protection=8 (max) PL2 +kodb:0:000000:00:999:[EP = Experience Points ] +kodb:0:000000:00:999:[99999999 EP = char level 24] +kodb:0:FF13C2:99:000:Have 99999999 EP PL2 (1/4) +kodb:0:FF13C3:99:500:Have 99999999 EP PL2 (2/4) +kodb:0:FF13C4:99:500:Have 99999999 EP PL2 (3/4) +kodb:0:FF13C5:99:500:Have 99999999 EP PL2 (4/4) +kodb:0:FF145D:03:000:Infinite Lives PL3 +kodb:0:FF149B:63:000:Infinite Energy PL3 +kodb:0:FF148E:64:000:Invincibility PL3 +kodb:0:FF14A2:17:000:Make Character=24 (max) PL3 +kodb:0:FF14A3:07:000:Make Weapon=8 (max) PL3 +kodb:0:FF14A4:07:000:Make Protection=8 (max) PL3 +kodb:0:000000:00:999:[EP = Experience Points ] +kodb:0:000000:00:999:[99999999 EP = char level 24] +kodb:0:FF14C2:99:000:Have 99999999 EP PL3 (1/4) +kodb:0:FF14C3:99:500:Have 99999999 EP PL3 (2/4) +kodb:0:FF14C4:99:500:Have 99999999 EP PL3 (3/4) +kodb:0:FF14C5:99:500:Have 99999999 EP PL3 (4/4) +kodb:0:FF0E49:0E:001:Go to last level + +; [ King of Dragons, The (Japan) ] +kodj:0:FFE084:63:000:Infinite Time +kodj:0:FF431B:00:001:Kill Guardian with 1 hit Now! +kodj:0:FF125D:03:000:Infinite Lives PL1 +kodj:0:FF129B:63:000:Infinite Energy PL1 +kodj:0:FF128E:64:000:Invincibility PL1 +kodj:0:FF12A2:17:000:Make Character=24 (max) PL1 +kodj:0:FF12A3:07:000:Make Weapon=8 (max) PL1 +kodj:0:FF12A4:07:000:Make Protection=8 (max) PL1 +kodj:0:000000:00:999:[EP = Experience Points ] +kodj:0:000000:00:999:[99999999 EP = char level 24] +kodj:0:FF12C2:99:000:Have 99999999 EP PL1 (1/4) +kodj:0:FF12C3:99:500:Have 99999999 EP PL1 (2/4) +kodj:0:FF12C4:99:500:Have 99999999 EP PL1 (3/4) +kodj:0:FF12C5:99:500:Have 99999999 EP PL1 (4/4) +kodj:0:FF135D:03:000:Infinite Lives PL2 +kodj:0:FF139B:63:000:Infinite Energy PL2 +kodj:0:FF138E:64:000:Invincibility PL2 +kodj:0:FF13A2:17:000:Make Character=24 (max) PL2 +kodj:0:FF13A3:07:000:Make Weapon=8 (max) PL2 +kodj:0:FF13A4:07:000:Make Protection=8 (max) PL2 +kodj:0:000000:00:999:[EP = Experience Points ] +kodj:0:000000:00:999:[99999999 EP = char level 24] +kodj:0:FF13C2:99:000:Have 99999999 EP PL2 (1/4) +kodj:0:FF13C3:99:500:Have 99999999 EP PL2 (2/4) +kodj:0:FF13C4:99:500:Have 99999999 EP PL2 (3/4) +kodj:0:FF13C5:99:500:Have 99999999 EP PL2 (4/4) +kodj:0:FF145D:03:000:Infinite Lives PL3 +kodj:0:FF149B:63:000:Infinite Energy PL3 +kodj:0:FF148E:64:000:Invincibility PL3 +kodj:0:FF14A2:17:000:Make Character=24 (max) PL3 +kodj:0:FF14A3:07:000:Make Weapon=8 (max) PL3 +kodj:0:FF14A4:07:000:Make Protection=8 (max) PL3 +kodj:0:000000:00:999:[EP = Experience Points ] +kodj:0:000000:00:999:[99999999 EP = char level 24] +kodj:0:FF14C2:99:000:Have 99999999 EP PL3 (1/4) +kodj:0:FF14C3:99:500:Have 99999999 EP PL3 (2/4) +kodj:0:FF14C4:99:500:Have 99999999 EP PL3 (3/4) +kodj:0:FF14C5:99:500:Have 99999999 EP PL3 (4/4) +kodj:0:FF0E49:0E:001:Go to last level + +; [ Kodure Ookami (Japan) ] +kodure:0:063510:99:000:Infinite Time (1/2) +kodure:0:063511:99:500:Infinite Time (2/2) +kodure:0:061057:08:000:Infinite Energy +kodure:0:06379A:9A:000:Infinite Lives PL1 +kodure:0:0637BA:9A:000:Infinite Lives PL2 + +; [ King of Fighters '94, The ] +kof94:0:10882E:60:006:Infinite Time +kof94:0:10882E:00:001:Finish Round Now! +kof94:0:108221:CF:000:Infinite Energy PL1 +kof94:0:108221:00:001:Drain all Energy Now! PL1 +kof94:0:108219:7F:000:Always have Max POW PL1 +kof94:0:108219:7F:001:Get Max POW Now! PL1 +kof94:0:108421:CF:000:Infinite Energy PL2 +kof94:0:108421:00:001:Drain all Energy Now! PL2 +kof94:0:108419:7F:000:Always have Max POW PL2 +kof94:0:108419:7F:001:Get Max POW Now! PL2 +kof94:0:000000:00:999:[ Use at selection screen ] +kof94:0:108231:08:001:Play with Rugal PL1 +kof94:0:108431:08:001:Play with Rugal PL2 + +; [ King of Fighters '95, The ] +kof95:0:10A836:60:007:Infinite Time +kof95:0:10A836:00:001:Finish Round Now! +kof95:0:108221:CF:000:Infinite Energy PL1 +kof95:0:108221:00:001:Drain all Energy Now! PL1 +kof95:0:108219:7F:000:Always have Max POW PL1 +kof95:0:108219:7F:001:Get Max POW Now! PL1 +kof95:0:108421:CF:000:Infinite Energy PL2 +kof95:0:108421:00:001:Drain all Energy Now! PL2 +kof95:0:108419:7F:000:Always have Max POW PL2 +kof95:0:108419:7F:001:Get Max POW Now! PL2 +kof95:0:000000:00:999:[ Free player selection ] +kof95:0:100000:04:000:Boss code & Timer stop +kof95:0:000000:00:999:[ Use just after selection ] +kof95:0:000000:00:999:[ First character ] +kof95:0:10A843:18:001:Play with Saisyu Kusanagi PL1 +kof95:0:10A843:19:001:Play with Omega Rugal PL1 +kof95:0:10A853:18:001:Play with Saisyu Kusanagi PL2 +kof95:0:10A853:19:001:Play with Omega Rugal PL2 +kof95:0:000000:00:999:[ Second character ] +kof95:0:10A844:18:001:Play with Saisyu Kusanagi PL1 +kof95:0:10A844:19:001:Play with Omega Rugal PL1 +kof95:0:10A854:18:001:Play with Saisyu Kusanagi PL2 +kof95:0:10A854:19:001:Play with Omega Rugal PL2 +kof95:0:000000:00:999:[ Third character ] +kof95:0:10A845:18:001:Play with Saisyu Kusanagi PL1 +kof95:0:10A845:19:001:Play with Omega Rugal PL1 +kof95:0:10A855:18:001:Play with Saisyu Kusanagi PL2 +kof95:0:10A855:19:001:Play with Omega Rugal PL2 + +; [ King of Fighters '96, The ] +kof96:0:10A836:60:005:Infinite Time +kof96:0:108239:67:000:Infinite Energy PL1 +kof96:0:1081E8:80:000:Infinite Power PL1 (1/3) +kof96:0:1081EA:3C:500:Infinite Power PL1 (2/3) +kof96:0:10824D:04:500:Infinite Power PL1 (3/3) +kof96:0:108439:67:000:Infinite Energy PL2 +kof96:0:1083E8:80:000:Infinite Power PL2 (1/3) +kof96:0:1083EA:3C:500:Infinite Power PL2 (2/3) +kof96:0:10844D:04:500:Infinite Power PL2 (3/3) +kof96:0:000000:00:999:[ Free player selection ] +kof96:0:100000:04:000:Boss code & Timer stop +kof96:0:000000:00:999:[ Use after selection ] +kof96:0:000000:00:999:[ First team member ] +kof96:0:10A846:1B:001:Play with Chizuku Kagura PL1 +kof96:0:10A846:1C:001:Play with Goenitz PL1 +kof96:0:10A857:1B:001:Play with Chizuku Kagura PL2 +kof96:0:10A857:1C:001:Play with Goenitz PL2 +kof96:0:000000:00:999:[ Second team member ] +kof96:0:10A847:1B:001:Play with Chizuku Kagura PL1 +kof96:0:10A847:1C:001:Play with Goenitz PL1 +kof96:0:10A858:1B:001:Play with Chizuku Kagura PL2 +kof96:0:10A858:1C:001:Play with Goenitz PL2 +kof96:0:000000:00:999:[ Third team member ] +kof96:0:10A848:1B:001:Play with Chizuku Kagura PL1 +kof96:0:10A848:1C:001:Play with Goenitz PL1 +kof96:0:10A859:1B:001:Play with Chizuku Kagura PL2 +kof96:0:10A859:1C:001:Play with Goenitz PL2 + +; [ King of Fighters '97, The ] +kof97:0:10A83A:60:006:Infinite Time +kof97:0:108239:67:000:Infinite Energy PL1 +kof97:0:108439:67:000:Infinite Energy PL2 +kof97:0:000000:00:999:[Cheats in "Advanced" mode] +kof97:0:1082E3:03:000:Infinite Power PL1 (1/4) +kof97:0:1081EA:40:500:Infinite Power PL1 (2/4) +kof97:0:10825F:23:500:Infinite Power PL1 (3/4) +kof97:0:1081E0:10:520:Infinite Power PL1 (4/4) +kof97:0:1084E3:03:000:Infinite Power PL2 (1/4) +kof97:0:1083EA:40:500:Infinite Power PL2 (2/4) +kof97:0:10845F:23:500:Infinite Power PL2 (3/4) +kof97:0:1083E0:10:520:Infinite Power PL2 (4/4) +kof97:0:000000:00:999:[Cheats in "Extra" mode] +kof97:0:1081E0:10:020:Maximum Power PL1 (1/4) +kof97:0:1081E8:81:500:Maximum Power PL1 (2/4) +kof97:0:1081EA:3F:500:Maximum Power PL1 (3/4) +kof97:0:10824D:04:500:Maximum Power PL1 (4/4) +kof97:0:1083E0:10:020:Maximum Power PL2 (1/4) +kof97:0:1083E8:81:500:Maximum Power PL2 (2/4) +kof97:0:1083EA:3F:500:Maximum Power PL2 (3/4) +kof97:0:10844D:04:500:Maximum Power PL2 (4/4) +kof97:0:000000:00:999:[ Free player selection ] +kof97:0:000000:00:999:[ The following cheat is ] +kof97:0:000000:00:999:[ the only way to enable ] +kof97:0:000000:00:999:[ the "special" team, ] +kof97:0:000000:00:999:[ met just before Orochi ] +kof97:0:100000:04:000:Boss code & Timer stop:Don't enable Orochi +kof97:0:000000:00:999:[ Use just after selection ] +kof97:0:000000:00:999:[ First team member ] +kof97:0:10A84B:1C:001:Play with 'Beast' Iori PL1 +kof97:0:10A84B:1D:001:Play with 'Beast' Leona PL1 +kof97:0:10A84B:1E:001:Play with Orochi PL1 +kof97:0:10A85C:1C:001:Play with 'Beast' Iori PL2 +kof97:0:10A85C:1D:001:Play with 'Beast' Leona PL2 +kof97:0:10A85C:1E:001:Play with Orochi PL2 +kof97:0:000000:00:999:[ Second team member ] +kof97:0:10A84C:1C:001:Play with 'Beast' Iori PL1 +kof97:0:10A84C:1D:001:Play with 'Beast' Leona PL1 +kof97:0:10A84C:1E:001:Play with Orochi PL1 +kof97:0:10A85D:1C:001:Play with 'Beast' Iori PL2 +kof97:0:10A85D:1D:001:Play with 'Beast' Leona PL2 +kof97:0:10A85D:1E:001:Play with Orochi PL2 +kof97:0:000000:00:999:[ Third team member ] +kof97:0:10A84D:1C:001:Play with 'Beast' Iori PL1 +kof97:0:10A84D:1D:001:Play with 'Beast' Leona PL1 +kof97:0:10A84D:1E:001:Play with Orochi PL1 +kof97:0:10A85E:1C:001:Play with 'Beast' Iori PL2 +kof97:0:10A85E:1D:001:Play with 'Beast' Leona PL2 +kof97:0:10A85E:1E:001:Play with Orochi PL2 + +; [ King of Fighters '98 - The Slugfest / King of Fighters '98 - ] +kof98:0:000000:00:999:[All these to be verified ] +kof98:0:10A83A:60:006:Infinite Time +kof98:0:108239:67:000:Infinite Energy PL1 +kof98:0:108439:67:000:Infinite Energy PL2 +kof98:0:000000:00:999:[Cheats in "Advanced" mode ] +kof98:0:1082E3:04:000:Infinite Chi PL1 (1/4) +kof98:0:1081EA:40:500:Infinite Chi PL1 (2/4) +kof98:0:108254:0D:500:Infinite Chi PL1 (3/4) +kof98:0:10821F:09:500:Infinite Chi PL1 (4/4) +kof98:0:1084E3:04:000:Infinite Chi PL2 (1/4) +kof98:0:1083EA:40:500:Infinite Chi PL2 (2/4) +kof98:0:108454:0D:500:Infinite Chi PL2 (3/4) +kof98:0:10841F:09:500:Infinite Chi PL2 (4/4) +kof98:0:000000:00:999:[Cheats in "Extra" mode ] +kof98:0:1081E8:A0:000:Infinite Chi PL1 (1/4) +kof98:0:1081EA:40:500:Infinite Chi PL1 (2/4) +kof98:0:10821F:08:500:Infinite Chi PL1 (3/4) +kof98:0:10824D:04:500:Infinite Chi PL1 (4/4) +kof98:0:1083E8:A0:000:Infinite Chi PL2 (1/4) +kof98:0:1083EA:40:500:Infinite Chi PL2 (2/4) +kof98:0:10841F:08:500:Infinite Chi PL2 (3/4) +kof98:0:10844D:04:500:Infinite Chi PL2 (4/4) +kof98:0:000000:00:999:[ Free Boss selection ] +kof98:0:000000:00:999:[ Use just after selection ] +kof98:0:000000:00:999:[ You could have now Rugal ] +kof98:0:000000:00:999:[ and Omega Rugal in the ] +kof98:0:000000:00:999:[ same team. ] +kof98:0:000000:00:999:[ Note - To avoid energy ] +kof98:0:000000:00:999:[problems, Rugal must be the] +kof98:0:000000:00:999:[ third character. ] +kof98:0:000000:00:999:[ Omega Rugal can only be ] +kof98:0:000000:00:999:[ the first character. ] +kof98:0:000000:00:999:[ For ] +kof98:0:10A85A:01:001:Enable Omega Rugal PL1 (1/2) +kof98:0:10A84E:24:501:Enable Omega Rugal PL1 (2/2) +kof98:0:10A850:24:001:Play with Rugal 3rd pos. PL1 +kof98:0:10A86B:01:001:Enable Omega Rugal PL2 (1/2) +kof98:0:10A85F:24:501:Enable Omega Rugal PL2 (2/2) +kof98:0:10A861:24:001:Play with Rugal 3rd pos. PL2 + +; [ Konami '88 ] +konami88:0:0000:00:999:[It is best to turn off the ] +konami88:0:0000:00:999:[event select cheats when ] +konami88:0:0000:00:999:[you start the event or you ] +konami88:0:0000:00:999:[will not progress events! ] +konami88:0:20D4:00:000:Set event to 100m Dash +konami88:0:20D4:01:000:Set event to Long Jump +konami88:0:20D4:02:000:Set event to 400m Relay 1 +konami88:0:20D4:03:000:Set event to Skeet Shooting +konami88:0:20D4:04:000:Set event to 110m Hurdles +konami88:0:20D4:05:000:Set event to Archery +konami88:0:20D4:06:000:Set event to Javelin Throw +konami88:0:20D4:07:000:Set event to High Jump +konami88:0:20D4:08:000:Set event to 400m Relay 2:Only use before game starts! +konami88:0:20D4:08:000:Finish Game after this event! +konami88:0:0000:00:999:[Note Event cheats should be] +konami88:0:0000:00:999:[turned off at end of event ] +konami88:0:0000:00:999:[or sprite corruption will ] +konami88:0:0000:00:999:[occur. Don't turn on max ] +konami88:0:0000:00:999:[power cheats too soon! ] +konami88:0:0000:00:999:[ 100M DASH ] +konami88:0:2AB4:00:000:Infinite Time '00"00' (1/4) +konami88:0:2AB3:00:500:Infinite Time '00"00' (2/4) +konami88:0:2AB2:00:500:Infinite Time '00"00' (3/4) +konami88:0:2AB1:00:500:Infinite Time '00"00' (4/4) +konami88:0:2312:0A:000:Maximum Power PL1 (1/2) +konami88:0:232A:0A:500:Maximum Power PL1 (2/2) +konami88:0:3322:00:000:Infinite False Starts PL1 +konami88:0:0000:00:999:[ LONG JUMP ] +konami88:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +konami88:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +konami88:0:2364:45:000:Always jump at 45 deg. (1/2) +konami88:0:2363:2D:500:Always jump at 45 deg. (2/2) +konami88:0:0000:00:999:[ JAVELIN ] +konami88:0:2365:E0:000:Maximum Power (1/2):Press fire to get body back +konami88:0:37EA:50:500:Maximum Power (2/2):Press fire to get body back +konami88:0:2364:45:000:Always throw at 45 deg. (1/2) +konami88:0:2363:2D:500:Always throw at 45 deg. (2/2) +konami88:0:2240:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Konami GT ] +konamigt:0:060204:47:000:Infinite Fuel +konamigt:0:060210:00:000:Always have max speed +konamigt:0:06002C:96:002:Sound Test Timer Stop:[PL1 Shot2]Next Code + +; [ King of the Monsters ] +kotm:0:101FB7:31:000:Infinite Time +kotm:0:10206B:3C:000:Infinite Energy PL1 +kotm:0:1020C1:0A:001:10 Powers PL1 +kotm:0:10216B:3C:000:Infinite Energy PL2 +kotm:0:1021C1:0A:001:10 Powers PL2 +kotm:0:10226B:01:001:Drain Energy Enemy 1 Now! +kotm:0:10236B:01:001:Drain Energy Enemy 2 Now! +kotm:0:10226B:3C:000:Infinite Energy Enemy 1 +kotm:0:10236B:3C:000:Infinite Energy Enemy 2 + +; [ King of the Monsters 2 - The Next Thing ] +kotm2:0:1013D2:60:000:Infinite Time +kotm2:0:1013B8:09:000:Infinite Lives PL1 +kotm2:0:101417:40:000:Infinite Energy PL1 +kotm2:0:1013E3:02:001:Enable Max Power Now! PL1 +kotm2:0:1013B9:09:000:Infinite Lives PL2 +kotm2:0:101517:40:000:Infinite Energy PL2 +kotm2:0:1014E3:02:001:Enable Max Power Now! PL2 +kotm2:0:101617:00:001:Drain Boss Energy Now! (1/4) +kotm2:0:101917:00:501:Drain Boss Energy Now! (2/4) +kotm2:0:101717:00:501:Drain Boss Energy Now! (3/4) +kotm2:0:101697:00:501:Drain Boss Energy Now! (4/4) + +; [ Kram (set 1) ] +kram:0:86D6:03:000:Infinite Lives PL1 +kram:0:86D7:03:000:Infinite Lives PL2 + +; [ Kram (set 2) ] +kram2:0:86D6:03:000:Infinite Lives PL1 +kram2:0:86D7:03:000:Infinite Lives PL2 + +; [ Kozmik Kroozr ] +kroozr:0:C2DF:64:000:Infinite Shield +kroozr:0:C03C:27:000:Invincibility +kroozr:0:0000:00:999:[The Infinite Lives cheat ] +kroozr:0:0000:00:999:[has been removed because ] +kroozr:0:0000:00:999:[your life counter must be ] +kroozr:0:0000:00:999:[zero to jump to the next ] +kroozr:0:0000:00:999:[level. ] + +; [ Krull ] +krull:0:0D88:07:000:Infinite Lives + +; [ Kyukyoku Tiger (Japan) ] +ktiger:0:031871:0A:000:Infinite Lives PL1 +ktiger:0:03004D:09:000:Infinite Bombs PL1 +ktiger:0:030023:2E:000:Invincibility PL1 (1/2) +ktiger:0:030038:80:500:Invincibility PL1 (2/2) +ktiger:0:000000:00:999:[You must enable the max ] +ktiger:0:000000:00:999:[fire power cheat to use the] +ktiger:0:000000:00:999:[4 fire type cheats ] +ktiger:0:03004B:28:000:Always max fire power PL1 +ktiger:0:03005B:00:000:Always Normal fire PL1 +ktiger:0:03005B:2C:000:Always Laser PL1 +ktiger:0:03005B:58:000:Always Multiway fire PL1 +ktiger:0:03005B:84:000:Always 4-sides fire PL1 +ktiger:0:03005B:00:001:Get Normal fire Now! PL1 +ktiger:0:03005B:2C:001:Get Laser Now! PL1 +ktiger:0:03005B:58:001:Get Multiway fire Now! PL1 +ktiger:0:03005B:84:001:Get 4-sides fire Now! PL1 +ktiger:0:031873:0A:000:Infinite Lives PL2 +ktiger:0:0300AD:09:000:Infinite Bombs PL2 +ktiger:0:030083:2F:000:Invincibility PL2 (1/2) +ktiger:0:030098:80:500:Invincibility PL2 (2/2) +ktiger:0:000000:00:999:[You must enable the max ] +ktiger:0:000000:00:999:[fire power cheat to use the] +ktiger:0:000000:00:999:[4 fire type cheats ] +ktiger:0:0300AB:28:000:Always max fire power PL2 +ktiger:0:0300BB:00:000:Always Normal fire PL2 +ktiger:0:0300BB:2C:000:Always Laser PL2 +ktiger:0:0300BB:58:000:Always Multiway fire PL2 +ktiger:0:0300BB:84:000:Always 4-sides fire PL2 +ktiger:0:0300BB:00:001:Get Normal fire Now! PL2 +ktiger:0:0300BB:2C:001:Get Laser Now! PL2 +ktiger:0:0300BB:58:001:Get Multiway fire Now! PL2 +ktiger:0:0300BB:84:001:Get 4-sides fire Now! PL2 + +; [ Kuhga - Operation Code 'Vapor Trail' (Japan revision 3) ] +kuhga:0:FFD7B9:9A:000:Infinite Time(Final Attack) +kuhga:0:FFC1F8:03:000:Infinite Lives PL1 +kuhga:0:FFC1F9:03:000:Infinite Energy PL1 +kuhga:0:FFC256:1F:001:Refill "roll" power Now! PL1:Use after "roll" has ended +kuhga:0:FFC213:03:000:Invincibility 'ON' PL1 +kuhga:0:FFC213:00:001:Invincibility 'OFF' PL1 +kuhga:0:FFC1FE:05:071:Select Current Speed PL1 +kuhga:0:FFC255:06:000:Infinite Smart Bombs PL1 +kuhga:0:FFC2A8:00:000:Always Roll PL1 +kuhga:0:FFC1FB:0C:000:Maximum Shot Power PL1 +kuhga:0:FFC1FD:00:000:Always Normal Shot PL1 +kuhga:0:FFC1FD:04:000:Always Bomb Shot PL1 +kuhga:0:FFC1FD:08:000:Always Missile Shot PL1 +kuhga:0:FFC1FD:0C:000:Always Defender Shot PL1 +kuhga:0:FFC1FD:10:000:Always Special Shot PL1 +kuhga:0:FFC1FD:00:001:Get Normal Shot Now! PL1 +kuhga:0:FFC1FD:04:001:Get Bomb Shot Now! PL1 +kuhga:0:FFC1FD:08:001:Get Missile Shot Now! PL1 +kuhga:0:FFC1FD:0C:001:Get Defender Shot Now! PL1 +kuhga:0:FFC1FD:10:001:Get Special Shot Now! PL1 +kuhga:0:FFC2B8:03:000:Infinite Lives PL2 +kuhga:0:FFC2B9:03:000:Infinite Energy PL2 +kuhga:0:FFC316:1F:001:Refill "roll" power Now! PL2:Use after "roll" has ended +kuhga:0:FFC2D3:03:000:Invincibility 'ON' PL2 +kuhga:0:FFC2D3:00:001:Invincibility 'OFF' PL2 +kuhga:0:FFC2BE:05:071:Select Current Speed PL2 +kuhga:0:FFC315:06:000:Infinite Smart Bombs PL2 +kuhga:0:FFC368:00:000:Always Roll PL2 +kuhga:0:FFC2BB:0C:000:Maximum Shot Power PL2 +kuhga:0:FFC2BD:00:000:Always Normal Shot PL2 +kuhga:0:FFC2BD:04:000:Always Bomb Shot PL2 +kuhga:0:FFC2BD:08:000:Always Missile Shot PL2 +kuhga:0:FFC2BD:0C:000:Always Defender Shot PL2 +kuhga:0:FFC2BD:10:000:Always Special Shot PL2 +kuhga:0:FFC2BD:00:001:Get Normal Shot Now! PL2 +kuhga:0:FFC2BD:04:001:Get Bomb Shot Now! PL2 +kuhga:0:FFC2BD:08:001:Get Missile Shot Now! PL2 +kuhga:0:FFC2BD:0C:001:Get Defender Shot Now! PL2 +kuhga:0:FFC2BD:10:001:Get Special Shot Now! PL2 +kuhga:0:000000:00:999:[Use the Select current ] +kuhga:0:000000:00:999:[level cheat on the select ] +kuhga:0:000000:00:999:[fighter screen to start on ] +kuhga:0:000000:00:999:[that level. ] +kuhga:0:FFC04D:05:071:Select current level +kuhga:0:FFC04D:05:061:Select next level + +; [ Kung Fu Master (bootleg set 1) ] +kungfub:0:E084:06:000:Infinite Lives +kungfub:0:E004:05:005:Infinite Time +kungfub:0:E709:3F:009:Infinite Energy + +; [ Kung Fu Master (bootleg set 2) ] +kungfub2:0:E084:06:000:Infinite Lives +kungfub2:0:E004:05:005:Infinite Time +kungfub2:0:E709:3F:009:Infinite Energy + +; [ Kung Fu Master (Data East) ] +kungfud:0:E084:06:000:Infinite Lives +kungfud:0:E004:05:005:Infinite Time +kungfud:0:E709:3F:009:Infinite Energy + +; [ Kung Fu Master ] +kungfum:0:E084:06:000:Infinite Lives +kungfum:0:E004:05:005:Infinite Time +kungfum:0:E709:3F:009:Infinite Energy + +; [ Nekketsu Kouha Kunio-kun (Japan bootleg) ] +kuniokub:0:0039:05:000:Infinite Lives +kuniokub:0:1018:59:000:Infinite Time +kuniokub:0:0220:30:000:Infinite Energy +kuniokub:0:0220:00:001:Lose a Life Now! +kuniokub:0:0221:01:001:One hit to kill boss Now! +kuniokub:0:0000:00:999:[Enable these level select ] +kuniokub:0:0000:00:999:[cheats on the title screen ] +kuniokub:0:0000:00:999:[+ disable before you finish] +kuniokub:0:0000:00:999:[the level ] +kuniokub:0:1000:01:000:Start on Level 2 (see note) +kuniokub:0:1000:02:000:Start on Level 3 (see note) +kuniokub:0:1000:03:000:Start on Level 4 (see note) +kuniokub:0:1000:04:000:Start on Level 5 (see note) +kuniokub:0:1000:05:000:Start on Level 6 (see note) +kuniokub:0:0000:00:999:[The following 9 cheats make] +kuniokub:0:0000:00:999:[individual enemies die ] +kuniokub:0:0000:00:999:[after one knockdown ] +kuniokub:0:0000:00:999:[ ] +kuniokub:0:0000:00:999:[These two enemies are the ] +kuniokub:0:0000:00:999:[truncheon-wielders on levs ] +kuniokub:0:0000:00:999:[1+2, the chain-wielders on ] +kuniokub:0:0000:00:999:[lev 3 + standard on level 4] +kuniokub:0:0000:00:999:[ (room 1) ] +kuniokub:0:0222:00:000:Weak Enemy #1 +kuniokub:0:0223:00:000:Weak Enemy #2 +kuniokub:0:0000:00:999:[This one is a standrd enemy] +kuniokub:0:0000:00:999:[on levs 1,2,4 (room 1), and] +kuniokub:0:0000:00:999:[chain-wielder on level 3 ] +kuniokub:0:0224:00:000:Weak Enemy #3 +kuniokub:0:0000:00:999:[This one is a standrd enemy] +kuniokub:0:0000:00:999:[on levels 1-4 (room 1) ] +kuniokub:0:0225:00:000:Weak Enemy #4 +kuniokub:0:0000:00:999:[These two are standard ] +kuniokub:0:0000:00:999:[enemies on levs 1-3 &4(rm2)] +kuniokub:0:0226:00:000:Weak Enemy #5 +kuniokub:0:0227:00:000:Weak Enemy #6 +kuniokub:0:0000:00:999:[This one is a standrd enemy] +kuniokub:0:0000:00:999:[on levels 3 and 4 (room 2) ] +kuniokub:0:0228:00:000:Weak Enemy #7 +kuniokub:0:0000:00:999:[This one is a standrd enemy] +kuniokub:0:0000:00:999:[on level 4 (room 2) ] +kuniokub:0:0229:00:000:Weak Enemy #8 + +; [ Nekketsu Kouha Kunio-kun (Japan) ] +kuniokun:0:0039:05:000:Infinite Lives +kuniokun:0:1018:59:000:Infinite Time +kuniokun:0:0220:30:000:Infinite Energy +kuniokun:0:0220:00:001:Lose a Life Now! +kuniokun:0:0221:01:001:One hit to kill boss Now! +kuniokun:0:0000:00:999:[Enable these level select ] +kuniokun:0:0000:00:999:[cheats on the title screen ] +kuniokun:0:0000:00:999:[+ disable before you finish] +kuniokun:0:0000:00:999:[the level ] +kuniokun:0:1000:01:000:Start on Level 2 (see note) +kuniokun:0:1000:02:000:Start on Level 3 (see note) +kuniokun:0:1000:03:000:Start on Level 4 (see note) +kuniokun:0:1000:04:000:Start on Level 5 (see note) +kuniokun:0:1000:05:000:Start on Level 6 (see note) +kuniokun:0:0000:00:999:[The following 9 cheats make] +kuniokun:0:0000:00:999:[individual enemies die ] +kuniokun:0:0000:00:999:[after one knockdown ] +kuniokun:0:0000:00:999:[ ] +kuniokun:0:0000:00:999:[These two enemies are the ] +kuniokun:0:0000:00:999:[truncheon-wielders on levs ] +kuniokun:0:0000:00:999:[1+2, the chain-wielders on ] +kuniokun:0:0000:00:999:[lev 3 + standard on level 4] +kuniokun:0:0000:00:999:[ (room 1) ] +kuniokun:0:0222:00:000:Weak Enemy #1 +kuniokun:0:0223:00:000:Weak Enemy #2 +kuniokun:0:0000:00:999:[This one is a standrd enemy] +kuniokun:0:0000:00:999:[on levs 1,2,4 (room 1), and] +kuniokun:0:0000:00:999:[chain-wielder on level 3 ] +kuniokun:0:0224:00:000:Weak Enemy #3 +kuniokun:0:0000:00:999:[This one is a standrd enemy] +kuniokun:0:0000:00:999:[on levels 1-4 (room 1) ] +kuniokun:0:0225:00:000:Weak Enemy #4 +kuniokun:0:0000:00:999:[These two are standard ] +kuniokun:0:0000:00:999:[enemies on levs 1-3 &4(rm2)] +kuniokun:0:0226:00:000:Weak Enemy #5 +kuniokun:0:0227:00:000:Weak Enemy #6 +kuniokun:0:0000:00:999:[This one is a standrd enemy] +kuniokun:0:0000:00:999:[on levels 3 and 4 (room 2) ] +kuniokun:0:0228:00:000:Weak Enemy #7 +kuniokun:0:0000:00:999:[This one is a standrd enemy] +kuniokun:0:0000:00:999:[on level 4 (room 2) ] +kuniokun:0:0229:00:000:Weak Enemy #8 + +; [ Kyuukai Douchuuki (Japan new version) ] +kyukaidk:0:409717:63:070:Select Score PL1 +kyukaidk:0:409737:63:070:Select Score PL2 +kyukaidk:0:409601:00:000:Infinite Strikes +kyukaidk:0:409603:00:000:Infinite Balls +kyukaidk:0:409605:00:000:Infinite Outs +kyukaidk:0:409601:00:001:Set Strikes to 0 Now! +kyukaidk:0:409601:03:001:Set Strikes to 3 Now! +kyukaidk:0:409603:00:001:Set Balls to 0 Now! +kyukaidk:0:409603:03:001:Set Balls to 3 Now! +kyukaidk:0:409605:00:001:Set Outs to 0 Now! +kyukaidk:0:409605:03:001:Set Outs to 3 Now! + +; [ Kyuukai Douchuuki (Japan old version) ] +kyukaido:0:409717:63:070:Select Score PL1 +kyukaido:0:409737:63:070:Select Score PL2 +kyukaido:0:409601:00:000:Infinite Strikes +kyukaido:0:409603:00:000:Infinite Balls +kyukaido:0:409605:00:000:Infinite Outs +kyukaido:0:409601:00:001:Set Strikes to 0 Now! +kyukaido:0:409601:03:001:Set Strikes to 3 Now! +kyukaido:0:409603:00:001:Set Balls to 0 Now! +kyukaido:0:409603:03:001:Set Balls to 3 Now! +kyukaido:0:409605:00:001:Set Outs to 0 Now! +kyukaido:0:409605:03:001:Set Outs to 3 Now! + +; [ Labyrinth Runner (Japan) ] +labyrunr:0:0000:00:999:[Turn ALL cheats OFF with F5] +labyrunr:0:0000:00:999:[at the end of each level!! ] +labyrunr:0:2489:01:000:Infinite Time (1/2) +labyrunr:0:248A:59:500:Infinite Time (2/2) +labyrunr:0:2C81:02:040:Invincibility (flickering) +labyrunr:0:2401:05:000:Infinite Lives PL1 +labyrunr:0:2441:05:000:Infinite Lives PL2 + +; [ Lady Bug ] +ladybug:0:6066:06:000:Infinite Lives PL1 +ladybug:0:6067:02:000:Infinite Lives PL2 +ladybug:0:0000:00:999:[Red bonuses are for SPECIAL] +ladybug:0:0000:00:999:[Yellow bonuses arefor EXTRA] +ladybug:0:0000:00:999:[Blue bonuses only score ] +ladybug:0:0000:00:999:[But hearts will increase ] +ladybug:0:0000:00:999:[the multiplier ] +ladybug:0:6199:10:000:Bonuses always red:Scores 800*multiplier +ladybug:0:6199:70:000:Bonuses always yellow:Scores 300*multiplier +ladybug:0:6199:C0:000:Bonuses always blue:Scores 100*multiplier +ladybug:0:60A9:01:001:Get one object to end level! +ladybug:0:0000:00:999:[None of the cheats that ] +ladybug:0:0000:00:999:[follow update the display ] +ladybug:0:609F:03:000:Multiplier always x5 PL1 +ladybug:0:0000:00:999:[Get the missing letter ] +ladybug:0:0000:00:999:[whilst bonuses are yellow ] +ladybug:0:0000:00:999:[to complete 'EXTRA' ] +ladybug:0:609E:F0:001:Get EXTR- Now! PL1 +ladybug:0:609E:E8:001:Get EXT-A Now! PL1 +ladybug:0:609E:E4:001:Get EX-RA Now! PL1 +ladybug:0:609E:E2:001:Get E-TRA Now! PL1 +ladybug:0:609E:E1:001:Get -XTRA Now! PL1 +ladybug:0:0000:00:999:[Get the missing letter ] +ladybug:0:0000:00:999:[whilst bonuses are red ] +ladybug:0:0000:00:999:[to complete 'SPECIAL' ] +ladybug:0:609D:C0:001:Get SPECIA- Now! PL1 +ladybug:0:609D:A0:001:Get SPECI-L Now! PL1 +ladybug:0:609D:90:001:Get SPEC-AL Now! PL1 +ladybug:0:609D:88:001:Get SPE-IAL Now! PL1 +ladybug:0:609D:84:001:Get SP-CIAL Now! PL1 +ladybug:0:609D:82:001:Get S-ECIAL Now! PL1 +ladybug:0:609D:81:001:Get -PECIAL Now! PL1 +ladybug:0:60A2:03:000:Multiplier always x5 PL2 +ladybug:0:0000:00:999:[Get the missing letter ] +ladybug:0:0000:00:999:[whilst bonuses are yellow ] +ladybug:0:0000:00:999:[to complete 'EXTRA' ] +ladybug:0:60A1:F0:001:Get EXTR- Now! PL2 +ladybug:0:60A1:E8:001:Get EXT-A Now! PL2 +ladybug:0:60A1:E4:001:Get EX-RA Now! PL2 +ladybug:0:60A1:E2:001:Get E-TRA Now! PL2 +ladybug:0:60A1:E1:001:Get -XTRA Now! PL2 +ladybug:0:0000:00:999:[Get the missing letter ] +ladybug:0:0000:00:999:[whilst bonuses are red ] +ladybug:0:0000:00:999:[to complete 'SPECIAL' ] +ladybug:0:60A0:C0:001:Get SPECIA- Now! PL2 +ladybug:0:60A0:A0:001:Get SPECI-L Now! PL2 +ladybug:0:60A0:90:001:Get SPEC-AL Now! PL2 +ladybug:0:60A0:88:001:Get SPE-IAL Now! PL2 +ladybug:0:60A0:84:001:Get SP-CIAL Now! PL2 +ladybug:0:60A0:82:001:Get S-ECIAL Now! PL2 +ladybug:0:60A0:81:001:Get -PECIAL Now! PL2 + +; [ Lady Bug (bootleg) ] +ladybugb:0:6066:06:000:Infinite Lives PL1 +ladybugb:0:6067:02:000:Infinite Lives PL2 +ladybugb:0:0000:00:999:[Red bonuses are for SPECIAL] +ladybugb:0:0000:00:999:[Yellow bonuses arefor EXTRA] +ladybugb:0:0000:00:999:[Blue bonuses only score ] +ladybugb:0:0000:00:999:[But hearts will increase ] +ladybugb:0:0000:00:999:[the multiplier ] +ladybugb:0:6199:10:000:Bonuses always red:Scores 800*multiplier +ladybugb:0:6199:70:000:Bonuses always yellow:Scores 300*multiplier +ladybugb:0:6199:C0:000:Bonuses always blue:Scores 100*multiplier +ladybugb:0:60A9:01:001:Get one object to end level! +ladybugb:0:0000:00:999:[None of the cheats that ] +ladybugb:0:0000:00:999:[follow update the display ] +ladybugb:0:609F:03:000:Multiplier always x5 PL1 +ladybugb:0:0000:00:999:[Get the missing letter ] +ladybugb:0:0000:00:999:[whilst bonuses are yellow ] +ladybugb:0:0000:00:999:[to complete 'EXTRA' ] +ladybugb:0:609E:F0:001:Get EXTR- Now! PL1 +ladybugb:0:609E:E8:001:Get EXT-A Now! PL1 +ladybugb:0:609E:E4:001:Get EX-RA Now! PL1 +ladybugb:0:609E:E2:001:Get E-TRA Now! PL1 +ladybugb:0:609E:E1:001:Get -XTRA Now! PL1 +ladybugb:0:0000:00:999:[Get the missing letter ] +ladybugb:0:0000:00:999:[whilst bonuses are red ] +ladybugb:0:0000:00:999:[to complete 'SPECIAL' ] +ladybugb:0:609D:C0:001:Get SPECIA- Now! PL1 +ladybugb:0:609D:A0:001:Get SPECI-L Now! PL1 +ladybugb:0:609D:90:001:Get SPEC-AL Now! PL1 +ladybugb:0:609D:88:001:Get SPE-IAL Now! PL1 +ladybugb:0:609D:84:001:Get SP-CIAL Now! PL1 +ladybugb:0:609D:82:001:Get S-ECIAL Now! PL1 +ladybugb:0:609D:81:001:Get -PECIAL Now! PL1 +ladybugb:0:60A2:03:000:Multiplier always x5 PL2 +ladybugb:0:0000:00:999:[Get the missing letter ] +ladybugb:0:0000:00:999:[whilst bonuses are yellow ] +ladybugb:0:0000:00:999:[to complete 'EXTRA' ] +ladybugb:0:60A1:F0:001:Get EXTR- Now! PL2 +ladybugb:0:60A1:E8:001:Get EXT-A Now! PL2 +ladybugb:0:60A1:E4:001:Get EX-RA Now! PL2 +ladybugb:0:60A1:E2:001:Get E-TRA Now! PL2 +ladybugb:0:60A1:E1:001:Get -XTRA Now! PL2 +ladybugb:0:0000:00:999:[Get the missing letter ] +ladybugb:0:0000:00:999:[whilst bonuses are red ] +ladybugb:0:0000:00:999:[to complete 'SPECIAL' ] +ladybugb:0:60A0:C0:001:Get SPECIA- Now! PL2 +ladybugb:0:60A0:A0:001:Get SPECI-L Now! PL2 +ladybugb:0:60A0:90:001:Get SPEC-AL Now! PL2 +ladybugb:0:60A0:88:001:Get SPE-IAL Now! PL2 +ladybugb:0:60A0:84:001:Get SP-CIAL Now! PL2 +ladybugb:0:60A0:82:001:Get S-ECIAL Now! PL2 +ladybugb:0:60A0:81:001:Get -PECIAL Now! PL2 + +; [ Laguna Racer ] +lagunar:0:2004:99:000:Infinite Time + +; [ Laser ] +laser:0:202B:00:000:Enemy Can't Shoot +laser:0:2008:FF:000:Laser is always long +laser:0:201A:09:000:Infinite Lives PL1 +laser:0:2008:64:000:Infinite Fuel PL1 +laser:0:201B:09:000:Infinite Lives PL2 +laser:0:202B:40:000:Infinite Fuel PL2 (1/2) +laser:0:202E:99:500:Infinite Fuel PL2 (2/2) + +; [ Lasso ] +lasso:0:0047:06:000:Infinite Lives +lasso:0:0045:FF:001:Complete this round on Death +lasso:0:0000:00:999:[These 2 cheats will not be ] +lasso:0:0000:00:999:[completely effective if ] +lasso:0:0000:00:999:[there are more than one on ] +lasso:0:0000:00:999:[the screen at the time. Not] +lasso:0:0000:00:999:[a problem for the Dog cheat] +lasso:0:0000:00:999:[but you will have to die ] +lasso:0:0000:00:999:[for the lasso cheat to show] +lasso:0:0000:00:999:[properly. In addition if ] +lasso:0:0000:00:999:[you lasso 2 or more animals] +lasso:0:0000:00:999:[after enabling the cheat ] +lasso:0:0000:00:999:[you will advance to the ] +lasso:0:0000:00:999:[next round on death. ] +lasso:0:0046:00:001:Only 1 more dog Now! +lasso:0:0045:00:001:Only 1 animal to lasso Now! + +; [ Last Blade / Bakumatsu Roman - Gekkano Kenshi, The ] +lastblad:0:10E32B:61:000:Infinite Time +lastblad:0:000000:00:999:[ Free player selection ] +lastblad:0:000000:00:999:[ Use at technique select ] +lastblad:0:000000:00:999:[ screen only. ] +lastblad:0:10EAAD:0C:001:Play with Musashi PL1 +lastblad:0:10EAAD:0D:001:Play with Kagami PL1 +lastblad:0:10EAAD:0E:001:Play with Blond Kaede PL1:Need to be touched one time +lastblad:0:10EAAF:0C:001:Play with Musashi PL2 +lastblad:0:10EAAF:0D:001:Play with Kagami PL2 +lastblad:0:10EAAF:0E:001:Play with Blond Kaede PL2:Need to be touched one time +lastblad:0:000000:00:999:[Both story cheats are ] +lastblad:0:000000:00:999:[useful when using KAEDE, ] +lastblad:0:000000:00:999:[YUKI or MORIYA. ] +lastblad:0:000000:00:999:[Story Part 2 cheat is ] +lastblad:0:000000:00:999:[useful for JUZOH, AKARI, ] +lastblad:0:000000:00:999:[WASHIZUKA, SHIKYOH, OKINA, ] +lastblad:0:000000:00:999:[and SHINGEN. ] +lastblad:0:000000:00:999:[They MUST be activated on ] +lastblad:0:000000:00:999:[the character selection ] +lastblad:0:000000:00:999:[screen. ] +lastblad:0:10AC43:06:001:Story Part 1 (Stage 7) +lastblad:0:10AC43:07:001:Story Part 2 (Stage 8) +lastblad:0:000000:00:999:[The boss cheat must be ] +lastblad:0:000000:00:999:[activated on the character ] +lastblad:0:000000:00:999:[selection screen. ] +lastblad:0:10AC43:08:001:First Boss +lastblad:0:10AC43:09:001:Final Boss. +lastblad:0:000000:00:999:[The cinematic cheat must be] +lastblad:0:000000:00:999:[activated during any fight.] +lastblad:0:000000:00:999:[after winning, you can see ] +lastblad:0:000000:00:999:[the cinematic. ] +lastblad:0:10AC43:03:001:Middle cinematic +lastblad:0:10AC43:07:001:First boss cinematic +lastblad:0:10AC43:08:001:Inbetween Bosses cinematic +lastblad:0:10AC43:09:001:Ending cinematic + +; [ Last Blade 2 / Bakumatsu Roman - Dai Ni Maku Gekkano Kenshi, ] +lastbld2:0:10E595:60:000:Infinite Time +lastbld2:0:10E595:00:001:Finish fight Now! +lastbld2:0:000000:00:999:[By themselves these cheats ] +lastbld2:0:000000:00:999:[for infinite health DO NOT ] +lastbld2:0:000000:00:999:[WORK ! But if you do a ] +lastbld2:0:000000:00:999:[search for 'FF' (the start ] +lastbld2:0:000000:00:999:[value) and watch the value ] +lastbld2:0:000000:00:999:[in this location and search] +lastbld2:0:000000:00:999:[for that value too as it ] +lastbld2:0:000000:00:999:[in this location and search] +lastbld2:0:000000:00:999:[drops then 2 more should ] +lastbld2:0:000000:00:999:[show up. Add those two and ] +lastbld2:0:000000:00:999:[this one, and you should ] +lastbld2:0:000000:00:999:[get infinite health. ] +lastbld2:0:10E591:FF:000:Infinite Health PL1 +lastbld2:0:10E593:FF:500:Infinite Health PL2 +lastbld2:0:000000:00:999:[The 2 boss cheats must be ] +lastbld2:0:000000:00:999:[activated at the selection ] +lastbld2:0:000000:00:999:[screen. If it is activated ] +lastbld2:0:000000:00:999:[during the first stage and ] +lastbld2:0:000000:00:999:[that you win, the character] +lastbld2:0:000000:00:999:[boss cheat bring you to the] +lastbld2:0:000000:00:999:[final boss and the final ] +lastbld2:0:000000:00:999:[boss cheat let you see the ] +lastbld2:0:000000:00:999:[ending. ] +lastbld2:0:10E581:06:001:Go to character Boss +lastbld2:0:10E581:07:001:Go to final Boss + +; [ Last Duel (US set 1) ] +lastduel:0:FF8819:99:000:Infinite Time +lastduel:0:FF8826:0B:000:Infinite Lives PL1 +lastduel:0:FF897B:80:002:Invincibility PL1 +lastduel:0:FF8978:06:000:Infinite Rolling PL1 +lastduel:0:FF8977:06:000:Maximum homing missiles PL1 +lastduel:0:FF993C:01:000:Pod ON - Left PL1 +lastduel:0:FF999C:01:000:Pod ON - Right PL1 +lastduel:0:FF8972:60:001:Get Maximum speed - car PL1 +lastduel:0:FF8972:0C:001:Get Maximum speed - plane PL1 +lastduel:0:FF8979:00:000:Rapid fire - Weapon PL1 +lastduel:0:FF897A:00:000:Rapid fire - H. missiles PL1 +lastduel:0:FF996E:00:000:Rapid fire - Left pod PL1 +lastduel:0:FF99CE:00:000:Rapid fire - Right pod PL1 +lastduel:0:FF8976:00:000:Always have normal weapon PL1 +lastduel:0:FF8976:02:000:Always have Double PL1 +lastduel:0:FF8976:04:000:Always have 3-way PL1 +lastduel:0:FF8976:06:000:Always have Shotgun PL1 +lastduel:0:FF8976:08:000:Always have Flame PL1 +lastduel:0:FF8976:00:001:Get normal weapon Now! PL1 +lastduel:0:FF8976:02:001:Get Double Now! PL1 +lastduel:0:FF8976:04:001:Get 3-way Now! PL1 +lastduel:0:FF8976:06:001:Get Shotgun Now! PL1 +lastduel:0:FF8976:08:001:Get Flame Now! PL1 +lastduel:0:FF8827:0B:000:Infinite Lives PL2 +lastduel:0:FF89FB:80:002:Invincibility PL2 +lastduel:0:FF89F8:06:000:Infinite Rolling PL2 +lastduel:0:FF89F7:06:000:Maximum homing missiles PL2 +lastduel:0:FF99FC:01:000:Pod ON - Left PL2 +lastduel:0:FF9A5C:01:000:Pod ON - Right PL2 +lastduel:0:FF89F2:60:001:Get Maximum speed - car PL2 +lastduel:0:FF89F2:0C:001:Get Maximum speed - plane PL2 +lastduel:0:FF89F9:00:000:Rapid fire - Weapon PL2 +lastduel:0:FF89FA:00:000:Rapid fire - H. missiles PL2 +lastduel:0:FF9A2E:00:000:Rapid fire - Left pod PL2 +lastduel:0:FF9A8E:00:000:Rapid fire - Right pod PL2 +lastduel:0:FF89F6:00:000:Always have normal weapon PL2 +lastduel:0:FF89F6:02:000:Always have Double PL2 +lastduel:0:FF89F6:04:000:Always have 3-way PL2 +lastduel:0:FF89F6:06:000:Always have Shotgun PL2 +lastduel:0:FF89F6:08:000:Always have Flame PL2 +lastduel:0:FF89F6:00:001:Get normal weapon Now! PL2 +lastduel:0:FF89F6:02:001:Get Double Now! PL2 +lastduel:0:FF89F6:04:001:Get 3-way Now! PL2 +lastduel:0:FF89F6:06:001:Get Shotgun Now! PL2 +lastduel:0:FF89F6:08:001:Get Flame Now! PL2 + +; [ Last Mission (US revision 6) ] +lastmiss:0:0984:03:000:Infinite Lives PL1 +lastmiss:0:099C:03:000:Infinite Lives PL2 +lastmiss:0:0069:00:000:Invincibility + +; [ Last Mission (US revision 5) ] +lastmss2:0:0984:03:000:Infinite Lives PL1 +lastmss2:0:099C:03:000:Infinite Lives PL2 +lastmss2:0:0069:00:000:Invincibility + +; [ Lazer Command ] +lazercmd:0:1C28:59:000:Infinite Time + +; [ League Bowling ] +lbowling:0:1010A5:99:000:Infinite Time + +; [ Lode Runner (set 1) ] +ldrun:0:E58F:09:000:Infinite Lives +ldrun:0:E58B:99:004:Infinite Time +ldrun:0:E4FC:00:000:Never any gold needed +ldrun:0:E4FC:01:001:One more gold needed Now! +ldrun:0:E5B2:99:000:Infinite Credits +ldrun:0:0000:00:999:[Rounds greater than 99 dont] +ldrun:0:0000:00:999:[show correct round number. ] +ldrun:0:0000:00:999:[These only alter round for ] +ldrun:0:0000:00:999:[player currently playing. ] +ldrun:0:E58E:FF:072:Select current round +ldrun:0:E58E:FF:062:Select next round + +; [ Lode Runner II - The Bungeling Strikes Back ] +ldrun2:0:E5E3:09:000:Infinite Lives +ldrun2:0:E5DF:99:004:Infinite Time +ldrun2:0:E5E9:00:000:Never any gold needed +ldrun2:0:E5E9:01:001:One more gold needed Now! +ldrun2:0:E68A:99:000:Infinite Credits +ldrun2:0:0000:00:999:[Rounds greater than 99 dont] +ldrun2:0:0000:00:999:[show correct round number. ] +ldrun2:0:0000:00:999:[These only alter round for ] +ldrun2:0:0000:00:999:[player currently playing. ] +ldrun2:0:E5E2:FF:072:Select current round +ldrun2:0:E5E2:FF:062:Select next round + +; [ Lode Runner III - Majin No Fukkatsu ] +ldrun3:0:E5E3:09:000:Infinite Lives +ldrun3:0:E5DF:99:004:Infinite Time +ldrun3:0:E5E9:00:000:Never any gold needed +ldrun3:0:E5E9:01:001:One more gold needed Now! +ldrun3:0:E68A:99:000:Infinite Credits +ldrun3:0:0000:00:999:[Rounds greater than 99 dont] +ldrun3:0:0000:00:999:[show correct round number. ] +ldrun3:0:0000:00:999:[These only alter round for ] +ldrun3:0:0000:00:999:[player currently playing. ] +ldrun3:0:E5E2:FF:072:Select current round +ldrun3:0:E5E2:FF:062:Select next round + +; [ Lode Runner IV - Teikoku Karano Dasshutsu ] +ldrun4:0:E65B:09:000:Infinite Lives +ldrun4:0:E658:99:004:Infinite Time +ldrun4:0:E661:00:000:Never any gold needed +ldrun4:0:E661:01:001:One more gold needed Now! +ldrun4:0:E702:99:000:Infinite Credits +ldrun4:0:0000:00:999:[Rounds greater than 99 dont] +ldrun4:0:0000:00:999:[show correct round number. ] +ldrun4:0:0000:00:999:[These only alter round for ] +ldrun4:0:0000:00:999:[player currently playing. ] +ldrun4:0:E65A:FF:072:Select current round +ldrun4:0:E65A:FF:062:Select next round + +; [ Lode Runner (set 2) ] +ldruna:0:E58F:09:000:Infinite Lives +ldruna:0:E58B:99:004:Infinite Time +ldruna:0:E4FC:00:000:Never any gold needed +ldruna:0:E4FC:01:001:One more gold needed Now! +ldruna:0:E5B2:99:000:Infinite Credits +ldruna:0:0000:00:999:[Rounds greater than 99 dont] +ldruna:0:0000:00:999:[show correct round number. ] +ldruna:0:0000:00:999:[These only alter round for ] +ldruna:0:0000:00:999:[player currently playing. ] +ldruna:0:E58E:FF:072:Select current round +ldruna:0:E58E:FF:062:Select next round + +; [ Led Storm (US) ] +ledstorm:0:FF8844:0B:000:Infinite Energy (1/2) +ledstorm:0:FF8846:1C:500:Infinite Energy (2/2) +ledstorm:0:FF910E:01:000:Infinite Protection (1/2) +ledstorm:0:FF910F:EF:500:Infinite Protection (2/2) +ledstorm:0:FF8827:00:000:Infinite Time +ledstorm:0:000000:00:999:[Stage select cheats must be] +ledstorm:0:000000:00:999:[activated on the car ] +ledstorm:0:000000:00:999:[selection screen. ] +ledstorm:0:FF881E:01:501:Go to stage 2 (1/2) +ledstorm:0:FF881F:01:501:Go to stage 2 (2/2) +ledstorm:0:FF881E:02:501:Go to stage 3 (1/2) +ledstorm:0:FF881F:02:501:Go to stage 3 (2/2) +ledstorm:0:FF881E:03:501:Go to stage 4 (1/2) +ledstorm:0:FF881F:03:501:Go to stage 4 (2/2) +ledstorm:0:FF881E:04:501:Go to stage 5 (1/2) +ledstorm:0:FF881F:04:501:Go to stage 5 (2/2) +ledstorm:0:FF881E:05:501:Go to stage 6 (1/2) +ledstorm:0:FF881F:05:501:Go to stage 6 (2/2) +ledstorm:0:FF881E:06:501:Go to stage 7 (1/2) +ledstorm:0:FF881F:06:501:Go to stage 7 (2/2) +ledstorm:0:FF881E:07:501:Go to stage 8 (1/2) +ledstorm:0:FF881F:07:501:Go to stage 8 (2/2) +ledstorm:0:FF881E:08:501:Go to stage 9 (1/2) +ledstorm:0:FF881F:08:501:Go to stage 9 (2/2) + +; [ Legend of Success Joe / Ashitano Joe Densetsu ] +legendos:0:100369:00:000:Infinite Time +legendos:0:100363:78:000:Infinite Energy PL1 +legendos:0:100463:01:001:Drain PL1's Opponent +legendos:0:100763:78:000:Infinite Energy PL2 +legendos:0:100863:01:001:Drain PL2's Opponent + +; [ Koukuu Kihei Monogatari - The Legend of Air Cavalry ] +legofair:0:E3A0:03:000:Infinite Lives PL1 +legofair:0:E3B9:55:000:Infinite Plane Bombs PL1 +legofair:0:E3B9:AA:000:Infinite Circle Bombs PL1 +legofair:0:E3B9:FF:000:Infinite Atomic Bombs PL1 +legofair:0:E3F0:03:000:Infinite Lives PL2 +legofair:0:E409:55:000:Infinite Plane Bombs PL2 +legofair:0:E409:AA:000:Infinite Circle Bombs PL2 +legofair:0:E409:FF:000:Infinite Atomic Bombs PL2 + +; [ Leprechaun ] +leprechn:0:0123:08:000:Infinite Lives PL1 +leprechn:0:0134:08:000:Infinite Lives PL2 +leprechn:0:028C:B4:000:Freeze Leprechaun (1/2) +leprechn:0:028D:9C:500:Freeze Leprechaun (2/2) + +; [ Lethal Thunder (World) ] +lethalth:0:E0144:06:000:Infinite Lives PL1 +lethalth:0:E3A38:01:000:Invincibility PL1 +lethalth:0:E3A41:F0:000:Max Shot Power PL1 +lethalth:0:E3A3E:01:000:Always have Laser Shot PL1 +lethalth:0:E3A3E:02:000:Always have Flame Shot PL1 +lethalth:0:E3A3E:03:000:Always have Ball Shot PL1 +lethalth:0:E3A3E:01:001:Get Laser Shot Now! PL1 +lethalth:0:E3A3E:02:001:Get Flame Shot Now! PL1 +lethalth:0:E3A3E:03:001:Get Ball Shot Now! PL1 +lethalth:0:E0174:06:000:Infinite Lives PL2 +lethalth:0:E3AD8:01:000:Invincibility PL2 +lethalth:0:E3AE1:F0:000:Max Shot Power PL2 +lethalth:0:E3ADE:01:000:Always have Laser Shot PL2 +lethalth:0:E3ADE:02:000:Always have Flame Shot PL2 +lethalth:0:E3ADE:03:000:Always have Ball Shot PL2 +lethalth:0:E3ADE:01:001:Get Laser Shot Now! PL2 +lethalth:0:E3ADE:02:001:Get Flame Shot Now! PL2 +lethalth:0:E3ADE:03:001:Get Ball Shot Now! PL2 + +; [ Levers ] +levers:0:4175:63:000:Infinite Lives PL1 +levers:0:4176:63:000:Infinite Lives PL2 + +; [ Lightning Fighters (US) ] +lgtnfght:0:000000:00:999:[Enable invincibility during] +lgtnfght:0:000000:00:999:[game play ONLY!! ] +lgtnfght:0:090200:64:000:Infinite Lives PL1 +lgtnfght:0:0902A0:01:000:Infinite Beam S. Weapon PL1 +lgtnfght:0:0902A0:02:000:Infinite Flame S. Weapon PL1 +lgtnfght:0:092952:01:000:Invincibility PL1 (1/3) +lgtnfght:0:092954:00:500:Invincibility PL1 (2/3) +lgtnfght:0:09295A:00:500:Invincibility PL1 (3/3) +lgtnfght:0:090300:64:000:Infinite Lives PL2 +lgtnfght:0:0902B0:01:000:Infinite Beam S. Weapon PL2 +lgtnfght:0:0902B0:02:000:Infinite Flame S. Weapon PL2 +lgtnfght:0:092A32:01:000:Invincibility PL2 (1/3) +lgtnfght:0:092A34:00:500:Invincibility PL2 (2/3) +lgtnfght:0:092A3A:00:500:Invincibility PL2 (3/3) +lgtnfght:0:092C88:F0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Liberator (set 1) ] +liberatr:0:0020:04:000:Infinite Lives PL1 +liberatr:0:0021:04:000:Infinite Lives PL2 +liberatr:0:0069:01:001:Get 1 base to end level Now! + +; [ Lifeforce (US) ] +lifefrce:0:080380:03:000:Infinite Lives PL1 +lifefrce:0:080500:40:040:Invincibility PL1 +lifefrce:0:0803C0:03:000:Infinite Lives PL2 +lifefrce:0:080530:40:040:Invincibility PL2 +lifefrce:0:083006:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Lifeforce (Japan) ] +lifefrcj:0:080380:03:000:Infinite Lives PL1 +lifefrcj:0:080500:40:040:Invincibility PL1 +lifefrcj:0:0803C0:03:000:Infinite Lives PL2 +lifefrcj:0:080530:40:040:Invincibility PL2 +lifefrcj:0:083006:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Liquid Kids (World) ] +liquidk:0:109522:03:000:Infinite Lives +liquidk:0:109504:08:020:Invincibility (1/2) +liquidk:0:102C6B:5A:500:Invincibility (2/2) + +; [ Liquid Kids (US) ] +liquidku:0:109522:03:000:Infinite Lives +liquidku:0:109504:08:020:Invincibility (1/2) +liquidku:0:102C6B:5A:500:Invincibility (2/2) + +; [ Lizard Wizard ] +lizwiz:0:4DA1:09:000:Infinite Lives PL1 +lizwiz:0:4DA2:09:000:Infinite Lives PL2 + +; [ Legend of Kage, The ] +lkage:0:E225:63:000:Infinite Lives PL1 +lkage:0:E22C:63:000:Infinite Lives PL2 +lkage:0:E44E:00:000:Invincibility + +; [ Legend of Kage, The (bootleg) ] +lkageb:0:E225:63:000:Infinite Lives PL1 +lkageb:0:E22C:63:000:Infinite Lives PL2 +lkageb:0:E44E:00:000:Invincibility + +; [ Lunar Lander (rev 2) ] +llander:0:01AD:99:000:Infinite Fuel +llander:0:019C:00:000:Infinite Time + +; [ Lunar Lander (rev 1) ] +llander1:0:01AD:99:000:Infinite Fuel +llander1:0:019C:00:000:Infinite Time + +; [ Lock'n'Chase ] +lnc:0:000F:02:000:Infinite Lives PL1 +lnc:0:001E:02:000:Infinite Lives PL2 +lnc:0:0000:00:999:[Disable invincibility with ] +lnc:0:0000:00:999:[F5 before you go 'OUT' ] +lnc:0:003B:11:000:Invincibility + +; [ Loco-Motion ] +locomotn:0:9900:06:000:Infinite Lives + +; [ Legend of Hero Tonma ] +loht:0:A3B46:59:000:Infinite Time +loht:0:A2311:40:000:Invincibility +loht:0:A3AE4:0A:000:Infinite Lives PL1 +loht:0:A3AE5:0A:000:Infinite Lives PL2 + +; [ Legend of Makai (World) ] +lomakai:0:0FC021:05:000:Infinite Lives +lomakai:0:0FC00B:03:000:Infinite Energy +lomakai:0:0FC01B:09:000:Infinite Time +lomakai:0:0FC022:90:000:Infinite Money (1/2) +lomakai:0:0FC023:00:500:Infinite Money (2/2) +lomakai:0:0FC06E:01:000:Infinite Jumps +lomakai:0:0FC070:01:000:Invincibility +lomakai:0:0FCE06:00:001:One hit for boss Now! (1/2) +lomakai:0:0FCE07:01:501:One hit for boss Now! (2/2) +lomakai:0:0FC032:03:020:Always have all keys (1/2) +lomakai:0:0FC033:80:520:Always have all keys (2/2) +lomakai:0:0FC032:01:020:Always have green key +lomakai:0:0FC032:02:020:Always have red key +lomakai:0:0FC033:80:020:Always have blue key +lomakai:0:0FC033:10:020:Always have silver shield +lomakai:0:0FC033:20:020:Always have gold shield +lomakai:0:0FC032:08:020:Always have jump potion +lomakai:0:0FC032:10:020:Always have strength potion +lomakai:0:0FC031:08:020:Always have the boots +lomakai:0:0FC031:07:040:Always have no extra weapon +lomakai:0:000000:00:999:[ EW = Extra Weapon ] +lomakai:0:0FC031:01:020:Always have knife EW (1/2) +lomakai:0:0FC031:06:540:Always have knife EW (2/2) +lomakai:0:0FC031:02:020:Always have singleaxe EW(1/2) +lomakai:0:0FC031:05:540:Always have singleaxe EW(2/2) +lomakai:0:0FC031:04:020:Always have doubleaxe EW(1/2) +lomakai:0:0FC031:03:540:Always have doubleaxe EW(2/2) +lomakai:0:0FC032:08:020:Always have story-teller bird +lomakai:0:0FC032:03:021:Get all keys Now! (1/2) +lomakai:0:0FC033:80:521:Get all keys Now! (1/2) +lomakai:0:0FC032:01:021:Get green key Now! +lomakai:0:0FC032:02:021:Get red key Now! +lomakai:0:0FC033:80:021:Get blue key Now! +lomakai:0:0FC033:10:021:Get silver shield Now! +lomakai:0:0FC033:20:021:Get gold shield Now! +lomakai:0:0FC032:08:021:Get jump potion Now! +lomakai:0:0FC032:10:021:Get strength potion Now! +lomakai:0:0FC031:08:021:Get the boots Now! +lomakai:0:0FC031:07:041:Lose extra weapon Now! +lomakai:0:0FC031:01:021:Get knife EW Now! (1/2) +lomakai:0:0FC031:06:541:Get knife EW Now! (2/2) +lomakai:0:0FC031:02:021:Get single axe EW Now! (1/2) +lomakai:0:0FC031:05:541:Get single axe EW Now! (2/2) +lomakai:0:0FC031:04:021:Get double axe EW Now! (1/2) +lomakai:0:0FC031:03:541:Get double axe EW Now! (2/2) +lomakai:0:0FC032:08:021:Get story-teller bird Now! + +; [ Looper ] +looper:0:8026:09:020:Invincibility +looper:0:8029:09:000:Infinite Lives PL1 +looper:0:8027:63:062:Select next round PL1 +looper:0:8027:63:072:Select current round PL1 +looper:0:802A:09:000:Infinite Lives PL2 +looper:0:8028:63:062:Select next round PL2 +looper:0:8028:63:072:Select current round PL2 +looper:0:0000:00:999:[These Select starting round] +looper:0:0000:00:999:[cheats are *NOT* linked so ] +looper:0:0000:00:999:[they must BOTH be selected ] +looper:0:0000:00:999:[individually one after the ] +looper:0:0000:00:999:[other! Enable each time you] +looper:0:0000:00:999:[need them, use before start] +looper:0:8027:FF:021:Select starting roundPL1(1/2) +looper:0:8027:63:062:Select starting roundPL1(2/2) +looper:0:8028:FF:021:Select starting roundPL2(1/2) +looper:0:8028:63:062:Select starting roundPL2(2/2) + +; [ Lord of King, The (Japan) ] +lordofk:0:000000:00:999:[Always have Shield cheats ] +lordofk:0:000000:00:999:[should be enabled on the ] +lordofk:0:000000:00:999:[title screen or it won't ] +lordofk:0:000000:00:999:[display until you've lost a] +lordofk:0:000000:00:999:[life!! ] +lordofk:0:FFFB72:01:000:Infinite Time (1/2) +lordofk:0:FFFB73:99:500:Infinite Time (2/2) +lordofk:0:FF8899:06:000:Infinite Lives PL1 +lordofk:0:FFD2B5:40:000:Infinite Energy PL1 +lordofk:0:FFD2B7:01:000:Invincibility 'ON' PL1 (1/2) +lordofk:0:FFD290:40:540:Invincibility 'ON' PL1 (2/2) +lordofk:0:FFD2B7:01:001:Invincibility 'OFF' PL1 (1/2) +lordofk:0:FFD290:40:521:Invincibility 'OFF' PL1 (2/2) +lordofk:0:FF88AF:3C:000:Maximum fire power PL1 +lordofk:0:FF88C5:0B:000:Maximum magic power PL1 +lordofk:0:FFD31D:03:000:Infinite Shield PL1:Seems to be buggy! +lordofk:0:FF8889:01:000:Always have Shield PL1 +lordofk:0:FF8889:01:001:Get Shield Now! PL1 +lordofk:0:FF88E1:06:000:Infinite Lives PL2 +lordofk:0:FFD435:40:000:Infinite Energy PL2 +lordofk:0:FFD437:01:000:Invincibility 'ON' PL2 (1/2) +lordofk:0:FFD410:40:540:Invincibility 'ON' PL2 (2/2) +lordofk:0:FFD437:01:001:Invincibility 'OFF' PL2 (1/2) +lordofk:0:FFD410:40:521:Invincibility 'OFF' PL2 (2/2) +lordofk:0:FF88F7:3C:000:Maximum fire power PL2 +lordofk:0:FF890D:0B:000:Maximum magic power PL2 +lordofk:0:FFD49D:03:000:Infinite Shield PL2:Seems to be buggy! +lordofk:0:FF81BF:01:000:Always have Shield PL2 +lordofk:0:FF81BF:01:001:Get Shield Now! PL2 + +; [ Lost Tomb (hard) ] +losttmbh:0:868D:50:000:Infinite Time (1/2) +losttmbh:0:84C6:E0:000:Infinite Time (2/2) +losttmbh:0:8617:06:000:Infinite Lives +losttmbh:0:8618:08:000:Infinite Ammo +losttmbh:0:861B:02:000:Infinite Zapper +losttmbh:0:8255:00:000:Limited Invincibility +losttmbh:0:861C:0C:072:Select next Level:Use before stair room +losttmbh:0:861D:5B:072:Select next Room:Use before stair room + +; [ Lost Tomb (easy) ] +losttomb:0:868D:50:000:Infinite Time (1/2) +losttomb:0:84C6:E0:000:Infinite Time (2/2) +losttomb:0:8617:06:000:Infinite Lives +losttomb:0:8618:08:000:Infinite Ammo +losttomb:0:861B:02:000:Infinite Zapper +losttomb:0:8255:00:000:Limited Invincibility +losttomb:0:861C:0C:072:Select next Level:Use before stair room +losttomb:0:861D:5B:072:Select next Room:Use before stair room + +; [ Lost Worlds (Japan) ] +lostwrld:0:FFE1D2:21:000:Infinite Shop Time +lostwrld:0:000000:00:999:[These Start on Stage cheats] +lostwrld:0:000000:00:999:[must be enabled on the ] +lostwrld:0:000000:00:999:[title screen and turned off] +lostwrld:0:000000:00:999:[when you start the stage. ] +lostwrld:0:FFB2B2:01:000:Start on Stage 2 +lostwrld:0:FFB2B2:02:000:Start on Stage 3 +lostwrld:0:FFB2B2:03:000:Start on Stage 4 +lostwrld:0:FFB2B2:04:000:Start on Stage 5 +lostwrld:0:FFB2B2:05:000:Start on Stage 6 +lostwrld:0:FFB2B2:06:000:Start on Stage 7 +lostwrld:0:FFB2B2:07:000:Start on Stage 8 +lostwrld:0:FFB2B2:08:000:Start on Stage 9 +lostwrld:0:FFB2B2:08:061:Select next stage +lostwrld:0:FF9035:38:000:Infinite Energy PL1 +lostwrld:0:FFB342:02:000:Invincibility PL1 (1/4) +lostwrld:0:FFB38C:01:500:Invincibility PL1 (2/4) +lostwrld:0:FF9035:38:520:Invincibility PL1 (3/4) +lostwrld:0:FF9035:C7:540:Invincibility PL1 (4/4) +lostwrld:0:FFE192:99:000:Infinite Zenny PL1 (1/3) +lostwrld:0:FFE193:99:500:Infinite Zenny PL1 (2/3) +lostwrld:0:FFE194:99:500:Infinite Zenny PL1 (3/3) +lostwrld:0:FFE192:01:001:Reduce Zenny Now! PL1 (1/3) +lostwrld:0:FFE193:01:501:Reduce Zenny Now! PL1 (2/3) +lostwrld:0:FFE194:01:501:Reduce Zenny Now! PL1 (3/3) +lostwrld:0:FFCEE2:01:000:Always Laser PL1 (1/2) +lostwrld:0:FFCF18:00:500:Always Laser PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Beam PL1 (1/2) +lostwrld:0:FFCF18:02:500:Always Beam PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Missile PL1 (1/2) +lostwrld:0:FFCF18:04:500:Always Missile PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Balcan Cannon PL1(1/2) +lostwrld:0:FFCF18:06:500:Always Balcan Cannon PL1(2/2) +lostwrld:0:FFCEE2:01:000:Always Napalm Bomb PL1 (1/2) +lostwrld:0:FFCF18:08:500:Always Napalm Bomb PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always V-Cannon PL1 (1/2) +lostwrld:0:FFCF18:0A:500:Always V-Cannon PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Burner PL1 (1/2) +lostwrld:0:FFCF18:0C:500:Always Burner PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Multi-Way PL1 (1/2) +lostwrld:0:FFCF18:0E:500:Always Multi-Way PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Bound Shot PL1 (1/2) +lostwrld:0:FFCF18:10:500:Always Bound Shot PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Power Laser PL1 (1/2) +lostwrld:0:FFCF18:12:500:Always Power Laser PL1 (2/2) +lostwrld:0:FFCEE2:01:000:Always Homing Laser PL1 (1/2) +lostwrld:0:FFCF18:14:500:Always Homing Laser PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Laser Now! PL1 (1/2) +lostwrld:0:FFCF18:00:501:Get Laser Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Beam Now! PL1 (1/2) +lostwrld:0:FFCF18:02:501:Get Beam Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Missile Now! PL1 (1/2) +lostwrld:0:FFCF18:04:501:Get Missile Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Balcan CannonNow!PL1(1/2) +lostwrld:0:FFCF18:06:501:Get Balcan CannonNow!PL1(2/2) +lostwrld:0:FFCEE2:01:001:Get Napalm Bomb Now! PL1(1/2) +lostwrld:0:FFCF18:08:501:Get Napalm Bomb Now! PL1(2/2) +lostwrld:0:FFCEE2:01:001:Get V-Cannon Now! PL1 (1/2) +lostwrld:0:FFCF18:0A:501:Get V-Cannon Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Burner Now! PL1 (1/2) +lostwrld:0:FFCF18:0C:501:Get Burner Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Multi-Way Now! PL1 (1/2) +lostwrld:0:FFCF18:0E:501:Get Multi-Way Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Bound Shot Now! PL1 (1/2) +lostwrld:0:FFCF18:10:501:Get Bound Shot Now! PL1 (2/2) +lostwrld:0:FFCEE2:01:001:Get Power Laser Now! PL1(1/2) +lostwrld:0:FFCF18:12:501:Get Power Laser Now! PL1(2/2) +lostwrld:0:FFCEE2:01:001:Get Homing Laser Now!PL1(1/2) +lostwrld:0:FFCF18:14:501:Get Homing Laser Now!PL1(2/2) +lostwrld:0:FF9055:38:000:Infinite Energy PL2 +lostwrld:0:FFB392:02:000:Invincibility PL2 (1/4) +lostwrld:0:FFB3DC:01:500:Invincibility PL2 (2/4) +lostwrld:0:FF9055:38:520:Invincibility PL2 (3/4) +lostwrld:0:FF9055:C7:540:Invincibility PL2 (4/4) +lostwrld:0:FFE196:99:000:Infinite Zenny PL2 (1/3) +lostwrld:0:FFE197:99:500:Infinite Zenny PL2 (2/3) +lostwrld:0:FFE198:99:500:Infinite Zenny PL2 (3/3) +lostwrld:0:FFE196:01:001:Reduce Zenny Now! PL2 (1/3) +lostwrld:0:FFE197:01:501:Reduce Zenny Now! PL2 (2/3) +lostwrld:0:FFE198:01:501:Reduce Zenny Now! PL2 (3/3) +lostwrld:0:FFCF32:01:000:Always Laser PL2 (1/2) +lostwrld:0:FFCF68:00:500:Always Laser PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Beam PL2 (1/2) +lostwrld:0:FFCF68:02:500:Always Beam PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Missile PL2 (1/2) +lostwrld:0:FFCF68:04:500:Always Missile PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Balcan Cannon PL2(1/2) +lostwrld:0:FFCF68:06:500:Always Balcan Cannon PL2(2/2) +lostwrld:0:FFCF32:01:000:Always Napalm Bomb PL2 (1/2) +lostwrld:0:FFCF68:08:500:Always Napalm Bomb PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always V-Cannon PL2 (1/2) +lostwrld:0:FFCF68:0A:500:Always V-Cannon PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Burner PL2 (1/2) +lostwrld:0:FFCF68:0C:500:Always Burner PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Multi-Way PL2 (1/2) +lostwrld:0:FFCF68:0E:500:Always Multi-Way PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Bound Shot PL2 (1/2) +lostwrld:0:FFCF68:10:500:Always Bound Shot PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Power Laser PL2 (1/2) +lostwrld:0:FFCF68:12:500:Always Power Laser PL2 (2/2) +lostwrld:0:FFCF32:01:000:Always Homing Laser PL2 (1/2) +lostwrld:0:FFCF68:14:500:Always Homing Laser PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Laser Now! PL2 (1/2) +lostwrld:0:FFCF68:00:501:Get Laser Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Beam Now! PL2 (1/2) +lostwrld:0:FFCF68:02:501:Get Beam Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Missile Now! PL2 (1/2) +lostwrld:0:FFCF68:04:501:Get Missile Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Balcan CannonNow!PL2(1/2) +lostwrld:0:FFCF68:06:501:Get Balcan CannonNow!PL2(2/2) +lostwrld:0:FFCF32:01:001:Get Napalm Bomb Now! PL2(1/2) +lostwrld:0:FFCF68:08:501:Get Napalm Bomb Now! PL2(2/2) +lostwrld:0:FFCF32:01:001:Get V-Cannon Now! PL2 (1/2) +lostwrld:0:FFCF68:0A:501:Get V-Cannon Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Burner Now! PL2 (1/2) +lostwrld:0:FFCF68:0C:501:Get Burner Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Multi-Way Now! PL2 (1/2) +lostwrld:0:FFCF68:0E:501:Get Multi-Way Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Bound Shot Now! PL2 (1/2) +lostwrld:0:FFCF68:10:501:Get Bound Shot Now! PL2 (2/2) +lostwrld:0:FFCF32:01:001:Get Power Laser Now! PL2(1/2) +lostwrld:0:FFCF68:12:501:Get Power Laser Now! PL2(2/2) +lostwrld:0:FFCF32:01:001:Get Homing Laser Now!PL2(1/2) +lostwrld:0:FFCF68:14:501:Get Homing Laser Now!PL2(2/2) + +; [ Lot Lot ] +lotlot:0:E847:03:000:Infinite lives + +; [ Lunar Rescue ] +lrescue:0:21AC:06:000:Infinite Lives PL1 +lrescue:0:21A2:80:000:Infinite Fuel PL1 +lrescue:0:22AC:06:000:Infinite Lives PL2 +lrescue:0:22A2:80:000:Infinite Fuel PL2 +lrescue:0:218D:00:000:Enemies once per Round: Also no Fireballs +lrescue:0:21AB:00:000:Always Round 1 (Slow Enemies) +lrescue:0:21AE:05:001:1 Rescue Ends Round Now!(1/2) +lrescue:0:212D:01:501:1 Rescue Ends Round Now!(2/2) +lrescue:0:21A0:01:501:1 Rescue Ends Round Now!(3/2) + +; [ Last Resort ] +lresort:0:108030:02:000:Infinite Lives PL1 +lresort:0:104229:7D:000:Invincibility PL1 +lresort:0:104265:04:000:Max Power Up PL1 +lresort:0:104267:05:000:Max Speed PL1 +lresort:0:108031:02:000:Infinite Lives PL2 +lresort:0:1042A9:7D:000:Invincibility PL2 +lresort:0:1042E5:04:000:Max Power Up PL2 +lresort:0:1042E7:05:000:Max Speed PL2 + +; [ Last Duel (US set 2) ] +lstduela:0:FF8819:99:000:Infinite Time +lstduela:0:FF8826:0B:000:Infinite Lives PL1 +lstduela:0:FF897B:80:002:Invincibility PL1 +lstduela:0:FF8978:06:000:Infinite Rolling PL1 +lstduela:0:FF8977:06:000:Maximum homing missiles PL1 +lstduela:0:FF993C:01:000:Pod ON - Left PL1 +lstduela:0:FF999C:01:000:Pod ON - Right PL1 +lstduela:0:FF8972:60:001:Get Maximum speed - car PL1 +lstduela:0:FF8972:0C:001:Get Maximum speed - plane PL1 +lstduela:0:FF8979:00:000:Rapid fire - Weapon PL1 +lstduela:0:FF897A:00:000:Rapid fire - H. missiles PL1 +lstduela:0:FF996E:00:000:Rapid fire - Left pod PL1 +lstduela:0:FF99CE:00:000:Rapid fire - Right pod PL1 +lstduela:0:FF8976:00:000:Always have normal weapon PL1 +lstduela:0:FF8976:02:000:Always have Double PL1 +lstduela:0:FF8976:04:000:Always have 3-way PL1 +lstduela:0:FF8976:06:000:Always have Shotgun PL1 +lstduela:0:FF8976:08:000:Always have Flame PL1 +lstduela:0:FF8976:00:001:Get normal weapon Now! PL1 +lstduela:0:FF8976:02:001:Get Double Now! PL1 +lstduela:0:FF8976:04:001:Get 3-way Now! PL1 +lstduela:0:FF8976:06:001:Get Shotgun Now! PL1 +lstduela:0:FF8976:08:001:Get Flame Now! PL1 +lstduela:0:FF8827:0B:000:Infinite Lives PL2 +lstduela:0:FF89FB:80:002:Invincibility PL2 +lstduela:0:FF89F8:06:000:Infinite Rolling PL2 +lstduela:0:FF89F7:06:000:Maximum homing missiles PL2 +lstduela:0:FF99FC:01:000:Pod ON - Left PL2 +lstduela:0:FF9A5C:01:000:Pod ON - Right PL2 +lstduela:0:FF89F2:60:001:Get Maximum speed - car PL2 +lstduela:0:FF89F2:0C:001:Get Maximum speed - plane PL2 +lstduela:0:FF89F9:00:000:Rapid fire - Weapon PL2 +lstduela:0:FF89FA:00:000:Rapid fire - H. missiles PL2 +lstduela:0:FF9A2E:00:000:Rapid fire - Left pod PL2 +lstduela:0:FF9A8E:00:000:Rapid fire - Right pod PL2 +lstduela:0:FF89F6:00:000:Always have normal weapon PL2 +lstduela:0:FF89F6:02:000:Always have Double PL2 +lstduela:0:FF89F6:04:000:Always have 3-way PL2 +lstduela:0:FF89F6:06:000:Always have Shotgun PL2 +lstduela:0:FF89F6:08:000:Always have Flame PL2 +lstduela:0:FF89F6:00:001:Get normal weapon Now! PL2 +lstduela:0:FF89F6:02:001:Get Double Now! PL2 +lstduela:0:FF89F6:04:001:Get 3-way Now! PL2 +lstduela:0:FF89F6:06:001:Get Shotgun Now! PL2 +lstduela:0:FF89F6:08:001:Get Flame Now! PL2 + +; [ Last Duel (bootleg) ] +lstduelb:0:FF8819:99:000:Infinite Time +lstduelb:0:FF8826:0B:000:Infinite Lives PL1 +lstduelb:0:FF897B:80:002:Invincibility PL1 +lstduelb:0:FF8978:06:000:Infinite Rolling PL1 +lstduelb:0:FF8977:06:000:Maximum homing missiles PL1 +lstduelb:0:FF993C:01:000:Pod ON - Left PL1 +lstduelb:0:FF999C:01:000:Pod ON - Right PL1 +lstduelb:0:FF8972:60:001:Get Maximum speed - car PL1 +lstduelb:0:FF8972:0C:001:Get Maximum speed - plane PL1 +lstduelb:0:FF8979:00:000:Rapid fire - Weapon PL1 +lstduelb:0:FF897A:00:000:Rapid fire - H. missiles PL1 +lstduelb:0:FF996E:00:000:Rapid fire - Left pod PL1 +lstduelb:0:FF99CE:00:000:Rapid fire - Right pod PL1 +lstduelb:0:FF8976:00:000:Always have normal weapon PL1 +lstduelb:0:FF8976:02:000:Always have Double PL1 +lstduelb:0:FF8976:04:000:Always have 3-way PL1 +lstduelb:0:FF8976:06:000:Always have Shotgun PL1 +lstduelb:0:FF8976:08:000:Always have Flame PL1 +lstduelb:0:FF8976:00:001:Get normal weapon Now! PL1 +lstduelb:0:FF8976:02:001:Get Double Now! PL1 +lstduelb:0:FF8976:04:001:Get 3-way Now! PL1 +lstduelb:0:FF8976:06:001:Get Shotgun Now! PL1 +lstduelb:0:FF8976:08:001:Get Flame Now! PL1 +lstduelb:0:FF8827:0B:000:Infinite Lives PL2 +lstduelb:0:FF89FB:80:002:Invincibility PL2 +lstduelb:0:FF89F8:06:000:Infinite Rolling PL2 +lstduelb:0:FF89F7:06:000:Maximum homing missiles PL2 +lstduelb:0:FF99FC:01:000:Pod ON - Left PL2 +lstduelb:0:FF9A5C:01:000:Pod ON - Right PL2 +lstduelb:0:FF89F2:60:001:Get Maximum speed - car PL2 +lstduelb:0:FF89F2:0C:001:Get Maximum speed - plane PL2 +lstduelb:0:FF89F9:00:000:Rapid fire - Weapon PL2 +lstduelb:0:FF89FA:00:000:Rapid fire - H. missiles PL2 +lstduelb:0:FF9A2E:00:000:Rapid fire - Left pod PL2 +lstduelb:0:FF9A8E:00:000:Rapid fire - Right pod PL2 +lstduelb:0:FF89F6:00:000:Always have normal weapon PL2 +lstduelb:0:FF89F6:02:000:Always have Double PL2 +lstduelb:0:FF89F6:04:000:Always have 3-way PL2 +lstduelb:0:FF89F6:06:000:Always have Shotgun PL2 +lstduelb:0:FF89F6:08:000:Always have Flame PL2 +lstduelb:0:FF89F6:00:001:Get normal weapon Now! PL2 +lstduelb:0:FF89F6:02:001:Get Double Now! PL2 +lstduelb:0:FF89F6:04:001:Get 3-way Now! PL2 +lstduelb:0:FF89F6:06:001:Get Shotgun Now! PL2 +lstduelb:0:FF89F6:08:001:Get Flame Now! PL2 + +; [ Lupin III ] +lupin3:0:2127:03:000:Infinite Lives PL1 +lupin3:0:2142:00:000:Infinite Energy PL1 +lupin3:0:214C:90:000:Infinite Bonus PL1 +lupin3:0:2125:07:001:Get 1 bag to end level PL1 +lupin3:0:2227:03:000:Infinite Lives PL2 +lupin3:0:2242:00:000:Infinite Energy PL2 +lupin3:0:224C:90:000:Infinite Bonus PL2 +lupin3:0:2225:07:001:Get 1 bag to end level PL2 + +; [ Legendary Wings (US set 1) ] +lwings:0:C09F:9A:000:Infinite Time +lwings:0:C070:06:000:Infinite Lives PL1 +lwings:0:C100:FF:000:Invincibility PL1 +lwings:0:C118:00:000:Always normal fire PL1 +lwings:0:C118:02:000:Always 2-way fire PL1 +lwings:0:C118:04:000:Always 3-way fire PL1 +lwings:0:C118:05:000:Always max weapon fire PL1 +lwings:0:C118:00:001:Get normal fire Now! PL1 +lwings:0:C118:02:001:Get 2-way fire Now! PL1 +lwings:0:C118:04:001:Get 3-way fire Now! PL1 +lwings:0:C118:05:001:Get max weapon fire Now! PL1 +lwings:0:C071:06:000:Infinite Lives PL2 +lwings:0:C120:FF:000:Invincibility PL2 +lwings:0:C138:00:000:Always normal fire PL2 +lwings:0:C138:02:000:Always 2-way fire PL2 +lwings:0:C138:04:000:Always 3-way fire PL2 +lwings:0:C138:05:000:Always max weapon fire PL2 +lwings:0:C138:00:001:Get normal fire Now! PL2 +lwings:0:C138:02:001:Get 2-way fire Now! PL2 +lwings:0:C138:04:001:Get 3-way fire Now! PL2 +lwings:0:C138:05:001:Get max weapon fire Now! PL2 +lwings:0:C072:00:001:Goto Level 1 Next +lwings:0:C072:01:001:Goto Level 2 Next +lwings:0:C072:02:001:Goto Level 3 Next +lwings:0:C072:03:001:Goto Level 4 Next +lwings:0:C072:04:001:Goto Level 5 Next +lwings:0:C072:04:061:Select next level + +; [ Legendary Wings (US set 2) ] +lwings2:0:C09F:9A:000:Infinite Time +lwings2:0:C070:06:000:Infinite Lives PL1 +lwings2:0:C100:FF:000:Invincibility PL1 +lwings2:0:C118:00:000:Always normal fire PL1 +lwings2:0:C118:02:000:Always 2-way fire PL1 +lwings2:0:C118:04:000:Always 3-way fire PL1 +lwings2:0:C118:05:000:Always max weapon fire PL1 +lwings2:0:C118:00:001:Get normal fire Now! PL1 +lwings2:0:C118:02:001:Get 2-way fire Now! PL1 +lwings2:0:C118:04:001:Get 3-way fire Now! PL1 +lwings2:0:C118:05:001:Get max weapon fire Now! PL1 +lwings2:0:C071:06:000:Infinite Lives PL2 +lwings2:0:C120:FF:000:Invincibility PL2 +lwings2:0:C138:00:000:Always normal fire PL2 +lwings2:0:C138:02:000:Always 2-way fire PL2 +lwings2:0:C138:04:000:Always 3-way fire PL2 +lwings2:0:C138:05:000:Always max weapon fire PL2 +lwings2:0:C138:00:001:Get normal fire Now! PL2 +lwings2:0:C138:02:001:Get 2-way fire Now! PL2 +lwings2:0:C138:04:001:Get 3-way fire Now! PL2 +lwings2:0:C138:05:001:Get max weapon fire Now! PL2 +lwings2:0:C072:00:001:Goto Level 1 Next +lwings2:0:C072:01:001:Goto Level 2 Next +lwings2:0:C072:02:001:Goto Level 3 Next +lwings2:0:C072:03:001:Goto Level 4 Next +lwings2:0:C072:04:001:Goto Level 5 Next +lwings2:0:C072:04:061:Select next level + +; [ Ales no Tsubasa (Japan) ] +lwingsjp:0:C09F:9A:000:Infinite Time +lwingsjp:0:C070:06:000:Infinite Lives PL1 +lwingsjp:0:C100:FF:000:Invincibility PL1 +lwingsjp:0:C118:00:000:Always normal fire PL1 +lwingsjp:0:C118:02:000:Always 2-way fire PL1 +lwingsjp:0:C118:04:000:Always 3-way fire PL1 +lwingsjp:0:C118:05:000:Always max weapon fire PL1 +lwingsjp:0:C118:00:001:Get normal fire Now! PL1 +lwingsjp:0:C118:02:001:Get 2-way fire Now! PL1 +lwingsjp:0:C118:04:001:Get 3-way fire Now! PL1 +lwingsjp:0:C118:05:001:Get max weapon fire Now! PL1 +lwingsjp:0:C071:06:000:Infinite Lives PL2 +lwingsjp:0:C120:FF:000:Invincibility PL2 +lwingsjp:0:C138:00:000:Always normal fire PL2 +lwingsjp:0:C138:02:000:Always 2-way fire PL2 +lwingsjp:0:C138:04:000:Always 3-way fire PL2 +lwingsjp:0:C138:05:000:Always max weapon fire PL2 +lwingsjp:0:C138:00:001:Get normal fire Now! PL2 +lwingsjp:0:C138:02:001:Get 2-way fire Now! PL2 +lwingsjp:0:C138:04:001:Get 3-way fire Now! PL2 +lwingsjp:0:C138:05:001:Get max weapon fire Now! PL2 +lwingsjp:0:C072:00:001:Goto Level 1 Next +lwingsjp:0:C072:01:001:Goto Level 2 Next +lwingsjp:0:C072:02:001:Goto Level 3 Next +lwingsjp:0:C072:03:001:Goto Level 4 Next +lwingsjp:0:C072:04:001:Goto Level 5 Next +lwingsjp:0:C072:04:061:Select next level + +; [ M-4 ] +m4:0:20B9:99:000:Infinite Time + +; [ M79 Ambush ] +m79amb:0:400C:99:000:Infinite Time + +; [ M.A.C.H. 3 ] +mach3:0:0722:03:000:Infinite Lives + +; [ Macho Mouse ] +machomou:0:8200:1A:000:Infinite Lives PL1 +machomou:0:8300:1A:000:Infinite Lives PL2 +machomou:0:841F:01:000:Invincibility + +; [ Mad Crasher ] +madcrash:0:C668:0C:000:Infinite Lives +madcrash:0:C4C3:A4:000:Invincibility + +; [ Mad Gear (US) ] +madgear:0:FF8844:0B:000:Infinite Energy (1/2) +madgear:0:FF8846:1C:500:Infinite Energy (2/2) +madgear:0:FF910E:01:000:Infinite Protection (1/2) +madgear:0:FF910F:EF:500:Infinite Protection (2/2) +madgear:0:FF8827:00:000:Infinite Time +madgear:0:000000:00:999:[Stage select cheats must be] +madgear:0:000000:00:999:[activated on the car ] +madgear:0:000000:00:999:[selection screen. ] +madgear:0:FF881E:01:501:Go to stage 2 (1/2) +madgear:0:FF881F:01:501:Go to stage 2 (2/2) +madgear:0:FF881E:02:501:Go to stage 3 (1/2) +madgear:0:FF881F:02:501:Go to stage 3 (2/2) +madgear:0:FF881E:03:501:Go to stage 4 (1/2) +madgear:0:FF881F:03:501:Go to stage 4 (2/2) +madgear:0:FF881E:04:501:Go to stage 5 (1/2) +madgear:0:FF881F:04:501:Go to stage 5 (2/2) +madgear:0:FF881E:05:501:Go to stage 6 (1/2) +madgear:0:FF881F:05:501:Go to stage 6 (2/2) +madgear:0:FF881E:06:501:Go to stage 7 (1/2) +madgear:0:FF881F:06:501:Go to stage 7 (2/2) +madgear:0:FF881E:07:501:Go to stage 8 (1/2) +madgear:0:FF881F:07:501:Go to stage 8 (2/2) +madgear:0:FF881E:08:501:Go to stage 9 (1/2) +madgear:0:FF881F:08:501:Go to stage 9 (2/2) + +; [ Mad Gear (Japan) ] +madgearj:0:FF8844:0B:000:Infinite Energy (1/2) +madgearj:0:FF8846:1C:500:Infinite Energy (2/2) +madgearj:0:FF910E:01:000:Infinite Protection (1/2) +madgearj:0:FF910F:EF:500:Infinite Protection (2/2) +madgearj:0:FF8827:00:000:Infinite Time +madgearj:0:000000:00:999:[Stage select cheats must be] +madgearj:0:000000:00:999:[activated on the car ] +madgearj:0:000000:00:999:[selection screen. ] +madgearj:0:FF881E:01:501:Go to stage 2 (1/2) +madgearj:0:FF881F:01:501:Go to stage 2 (2/2) +madgearj:0:FF881E:02:501:Go to stage 3 (1/2) +madgearj:0:FF881F:02:501:Go to stage 3 (2/2) +madgearj:0:FF881E:03:501:Go to stage 4 (1/2) +madgearj:0:FF881F:03:501:Go to stage 4 (2/2) +madgearj:0:FF881E:04:501:Go to stage 5 (1/2) +madgearj:0:FF881F:04:501:Go to stage 5 (2/2) +madgearj:0:FF881E:05:501:Go to stage 6 (1/2) +madgearj:0:FF881F:05:501:Go to stage 6 (2/2) +madgearj:0:FF881E:06:501:Go to stage 7 (1/2) +madgearj:0:FF881F:06:501:Go to stage 7 (2/2) +madgearj:0:FF881E:07:501:Go to stage 8 (1/2) +madgearj:0:FF881F:07:501:Go to stage 8 (2/2) +madgearj:0:FF881E:08:501:Go to stage 9 (1/2) +madgearj:0:FF881F:08:501:Go to stage 9 (2/2) + +; [ Mad Motor ] +madmotor:0:3E041D:0A:000:Infinite Lives PL1 +madmotor:0:3E041F:0A:000:Infinite Lives PL2 + +; [ Magical Drop II ] +magdrop2:0:100A5F:00:000:No more level gain:Puzzle game only + +; [ Magical Drop III ] +magdrop3:0:100626:00:000:No more level gain:Survival game only +magdrop3:0:100611:01:002:Always have Quota 001 PL1:Battle game only + +; [ Magician Lord (set 1) ] +maglord:0:1039FE:25:000:Infinite Time (1/2) +maglord:0:1039FF:80:500:Infinite Time (2/2) +maglord:0:103B00:09:000:Infinite Lives PL1 +maglord:0:103B07:05:000:Infinite Health Points PL1 +maglord:0:103B04:02:000:Infinite Power PL1 +maglord:0:103B09:9F:000:Invincibility PL1 +maglord:0:103C00:09:000:Infinite Lives PL2 +maglord:0:103C07:05:000:Infinite Health Points PL2 +maglord:0:103C04:02:000:Infinite Power PL2 +maglord:0:103C09:9F:000:Invincibility PL2 +maglord:0:000000:00:999:[Transformations, enable one] +maglord:0:000000:00:999:[of these cheats and when ] +maglord:0:000000:00:999:[you die this will be the ] +maglord:0:000000:00:999:[character you become ] +maglord:0:103B05:0D:000:Always become Ninja PL1 +maglord:0:103B05:09:000:Always become Triton PL1 +maglord:0:103B05:0E:000:Always become Samourai PL1 +maglord:0:103B05:05:000:Always become Dragon PL1 +maglord:0:103B05:0A:000:Always become Atlant PL1 +maglord:0:103B05:0F:000:Always become Mutant PL1 +maglord:0:103C05:0D:000:Always become Ninja PL2 +maglord:0:103C05:09:000:Always become Triton PL2 +maglord:0:103C05:0E:000:Always become Samourai PL2 +maglord:0:103C05:05:000:Always become Dragon PL2 +maglord:0:103C05:0A:000:Always become Atlant PL2 +maglord:0:103C05:0F:000:Always become Mutant PL2 + +; [ Magician Lord (set 2) ] +maglordh:0:103A0E:25:000:Infinite Time (1/2) +maglordh:0:103A0F:80:500:Infinite Time (2/2) +maglordh:0:103C00:09:000:Infinite Lives PL1 +maglordh:0:103C07:05:000:Infinite Health Points PL1 +maglordh:0:103C04:02:000:Infinite Power PL1 +maglordh:0:103C09:9F:000:Invincibility PL1 +maglordh:0:103C80:09:000:Infinite Lives PL2 +maglordh:0:103C87:05:000:Infinite Health Points PL2 +maglordh:0:103C84:02:000:Infinite Power PL2 +maglordh:0:103C89:9F:000:Invincibility PL2 +maglordh:0:000000:00:999:[Transformations, enable one] +maglordh:0:000000:00:999:[of these cheats and when ] +maglordh:0:000000:00:999:[you die this will be the ] +maglordh:0:000000:00:999:[character you become ] +maglordh:0:103C05:0D:000:Always become Ninja PL1 +maglordh:0:103C05:09:000:Always become Triton PL1 +maglordh:0:103C05:0E:000:Always become Samourai PL1 +maglordh:0:103C05:05:000:Always become Dragon PL1 +maglordh:0:103C05:0A:000:Always become Atlant PL1 +maglordh:0:103C05:0F:000:Always become Mutant PL1 +maglordh:0:103C85:0D:000:Always become Ninja PL2 +maglordh:0:103C85:09:000:Always become Triton PL2 +maglordh:0:103C85:0E:000:Always become Samourai PL2 +maglordh:0:103C85:05:000:Always become Dragon PL2 +maglordh:0:103C85:0A:000:Always become Atlant PL2 +maglordh:0:103C85:0F:000:Always become Mutant PL2 + +; [ Magical Spot II ] +magspot2:0:6013:03:000:Infinite Lives PL1 +magspot2:0:6014:03:000:Infinite Lives PL2 +magspot2:0:608C:80:000:Invincibility + +; [ Mahjong Kyoretsuden ] +mahretsu:0:10019D:FF:000:Infinite Main Game Time +mahretsu:0:100227:FF:000:Infinite Move Time +mahretsu:0:000000:00:999:[After the winning hand ] +mahretsu:0:000000:00:999:[cheat has been activated, ] +mahretsu:0:000000:00:999:[you must wait for one of ] +mahretsu:0:000000:00:999:[the two missing tiles you ] +mahretsu:0:000000:00:999:[still need to win before ] +mahretsu:0:000000:00:999:[using 'RON'. ] +mahretsu:0:10158F:11:000:Get winning hand Now! (01/14) +mahretsu:0:10158F:11:501:Get winning hand Now! (02/14) +mahretsu:0:101591:11:501:Get winning hand Now! (03/14) +mahretsu:0:101593:11:501:Get winning hand Now! (04/14) +mahretsu:0:101595:41:501:Get winning hand Now! (05/14) +mahretsu:0:101597:41:501:Get winning hand Now! (06/14) +mahretsu:0:101599:41:501:Get winning hand Now! (07/14) +mahretsu:0:10159B:42:501:Get winning hand Now! (08/14) +mahretsu:0:10159D:42:501:Get winning hand Now! (09/14) +mahretsu:0:10159F:42:501:Get winning hand Now! (10/14) +mahretsu:0:1015A1:43:501:Get winning hand Now! (11/14) +mahretsu:0:1015A3:43:501:Get winning hand Now! (12/14) +mahretsu:0:1015A5:44:501:Get winning hand Now! (13/14) +mahretsu:0:1015A7:44:501:Get winning hand Now! (14/14) +mahretsu:0:000000:00:999:[See this URL for mahjong ] +mahretsu:0:000000:00:999:[rules (merge both lines!) ] +mahretsu:0:000000:00:999:[www.tky.hut.fi/~kjmjm/ ] +mahretsu:0:000000:00:999:[English/majiang/rules.html ] + +; [ Main Event, The (version Y) ] +mainevt:0:4125:99:000:Infinite Energy PL1 +mainevt:0:4135:99:000:Infinite Energy PL2 +mainevt:0:4145:99:000:Infinite Energy PL3 +mainevt:0:4155:99:000:Infinite Energy PL4 +mainevt:0:4017:00:000:Sound Test Timer Stop:[PL1 Shot2]Next Code + +; [ Main Event, The (version F) ] +mainevt2:0:4125:99:000:Infinite Energy PL1 +mainevt2:0:4135:99:000:Infinite Energy PL2 +mainevt2:0:4145:99:000:Infinite Energy PL3 +mainevt2:0:4155:99:000:Infinite Energy PL4 +mainevt2:0:4017:00:000:Sound Test Timer Stop:[PL1 Shot2]Next Code + +; [ Majestic Twelve - The Space Invaders Part IV (Japan) ] +majest12:0:203619:0A:000:Infinite Lives PL1 +majest12:0:205291:09:000:Infinite Shields PL1 +majest12:0:20361B:0A:000:Infinite Lives PL2 +majest12:0:2052DF:09:000:Infinite Shields PL2 +majest12:0:20553D:30:000:Long Lasting Weapons + +; [ Major Title 2 (World) ] +majtitl2:0:ED45E:01:000:Always score Hole in Ones PL1 +majtitl2:0:ED45E:00:001:This shot=1st Shot Now! PL1 +majtitl2:0:ED460:01:000:Always score Hole in Ones PL2 +majtitl2:0:ED460:00:001:This shot=1st Shot Now! PL2 +majtitl2:0:ED462:01:000:Always score Hole in Ones PL3 +majtitl2:0:ED462:00:001:This shot=1st Shot Now! PL3 +majtitl2:0:ED464:01:000:Always score Hole in Ones PL4 +majtitl2:0:ED464:00:001:This shot=1st Shot Now! PL4 + +; [ Major Title (Japan) ] +majtitle:0:D26BA:06:000:Always have 6 holes PL1 +majtitle:0:D26B2:01:000:Always score Hole in Ones PL1 +majtitle:0:D26B2:00:001:This shot=1st Shot Now! PL1 +majtitle:0:D26BC:06:000:Always have 6 holes PL2 +majtitle:0:D26B4:01:000:Always score Hole in Ones PL2 +majtitle:0:D26B4:00:001:This shot=1st Shot Now! PL2 +majtitle:0:D26BE:06:000:Always have 6 holes PL3 +majtitle:0:D26B6:01:000:Always score Hole in Ones PL3 +majtitle:0:D26B6:00:001:This shot=1st Shot Now! PL3 +majtitle:0:D26C0:06:000:Always have 6 holes PL4 +majtitle:0:D26B8:01:000:Always score Hole in Ones PL4 +majtitle:0:D26B8:00:001:This shot=1st Shot Now! PL4 + +; [ Majuu no Ohkoku ] +majuu:2:041011:9A:000:Infinite Lives PL1 +majuu:1:041017:FF:000:Infinite Energy PL1 +majuu:2:04106A:01:000:Always have the Key PL1 +majuu:2:041016:01:000:Invincibility PL1 (1/2) +majuu:2:04106C:13:500:Invincibility PL1 (2/2) +majuu:2:041066:01:000:Always have Speed Up PL1 +majuu:2:041087:20:000:Always have Dynamite PL1 +majuu:2:041061:13:000:Always have Machine Gun PL1 +majuu:2:041061:05:000:Always have Fire PL1 +majuu:2:041061:15:000:Always have Bazooka PL1 +majuu:2:041061:12:000:Always have Shotgun PL1 +majuu:2:041061:06:000:Always have Laser PL1 +majuu:2:04106F:0B:000:Always have Shield PL1 +majuu:2:041066:01:001:Get the Speed Up Now! PL1 +majuu:2:041087:20:001:Get the Dynamite Now! PL1 +majuu:2:041061:13:001:Get the Machine Gun Now! PL1 +majuu:2:041061:05:001:Get the Fire Now! PL1 +majuu:2:041061:15:001:Get the Bazooka Now! PL1 +majuu:2:041061:12:001:Get the Shotgun Now! PL1 +majuu:2:041061:06:001:Get the Laser Now! PL1 +majuu:2:04106F:0B:001:Get the Shield Now! PL1 +majuu:2:041111:9A:000:Infinite Lives PL2 +majuu:1:041117:FF:000:Infinite Energy PL2 +majuu:2:04116A:01:000:Always have the Key PL2 +majuu:2:041116:01:000:Invincibility PL2 (1/2) +majuu:2:04116C:13:500:Invincibility PL2 (2/2) +majuu:2:041166:01:000:Always have Speed Up PL2 +majuu:2:041187:20:000:Always have Dynamite PL2 +majuu:2:041161:13:000:Always have Machine Gun PL2 +majuu:2:041161:05:000:Always have Fire PL2 +majuu:2:041161:15:000:Always have Bazooka PL2 +majuu:2:041161:12:000:Always have Shotgun PL2 +majuu:2:041161:06:000:Always have Laser PL2 +majuu:2:04116F:0B:000:Always have Shield PL2 +majuu:2:041166:01:001:Get the Speed Up Now! PL2 +majuu:2:041187:20:001:Get the Dynamite Now! PL2 +majuu:2:041161:13:001:Get the Machine Gun Now! PL2 +majuu:2:041161:05:001:Get the Fire Now! PL2 +majuu:2:041161:15:001:Get the Bazooka Now! PL2 +majuu:2:041161:12:001:Get the Shotgun Now! PL2 +majuu:2:041161:06:001:Get the Laser Now! PL2 +majuu:2:04116F:0B:001:Get the Shield Now! PL2 +majuu:2:060002:FF:000:Sound Test Timer Stop:[PL1 Start]Next Code + +; [ Makai Densetsu (Japan) ] +makaiden:0:0FC021:05:000:Infinite Lives +makaiden:0:0FC00B:03:000:Infinite Energy +makaiden:0:0FC01B:09:000:Infinite Time +makaiden:0:0FC022:90:000:Infinite Money (1/2) +makaiden:0:0FC023:00:500:Infinite Money (2/2) +makaiden:0:0FC06E:01:000:Infinite Jumps +makaiden:0:0FC070:01:000:Invincibility +makaiden:0:0FCE06:00:001:One hit for boss Now! (1/2) +makaiden:0:0FCE07:01:501:One hit for boss Now! (2/2) +makaiden:0:0FC032:03:020:Always have all keys (1/2) +makaiden:0:0FC033:80:520:Always have all keys (2/2) +makaiden:0:0FC032:01:020:Always have green key +makaiden:0:0FC032:02:020:Always have red key +makaiden:0:0FC033:80:020:Always have blue key +makaiden:0:0FC033:10:020:Always have silver shield +makaiden:0:0FC033:20:020:Always have gold shield +makaiden:0:0FC032:08:020:Always have jump potion +makaiden:0:0FC032:10:020:Always have strength potion +makaiden:0:0FC031:08:020:Always have the boots +makaiden:0:0FC031:07:040:Always have no extra weapon +makaiden:0:000000:00:999:[ EW = Extra Weapon ] +makaiden:0:0FC031:01:020:Always have knife EW (1/2) +makaiden:0:0FC031:06:540:Always have knife EW (2/2) +makaiden:0:0FC031:02:020:Always have singleaxe EW(1/2) +makaiden:0:0FC031:05:540:Always have singleaxe EW(2/2) +makaiden:0:0FC031:04:020:Always have doubleaxe EW(1/2) +makaiden:0:0FC031:03:540:Always have doubleaxe EW(2/2) +makaiden:0:0FC032:08:020:Always have story-teller bird +makaiden:0:0FC032:03:021:Get all keys Now! (1/2) +makaiden:0:0FC033:80:521:Get all keys Now! (1/2) +makaiden:0:0FC032:01:021:Get green key Now! +makaiden:0:0FC032:02:021:Get red key Now! +makaiden:0:0FC033:80:021:Get blue key Now! +makaiden:0:0FC033:10:021:Get silver shield Now! +makaiden:0:0FC033:20:021:Get gold shield Now! +makaiden:0:0FC032:08:021:Get jump potion Now! +makaiden:0:0FC032:10:021:Get strength potion Now! +makaiden:0:0FC031:08:021:Get the boots Now! +makaiden:0:0FC031:07:041:Lose extra weapon Now! +makaiden:0:0FC031:01:021:Get knife EW Now! (1/2) +makaiden:0:0FC031:06:541:Get knife EW Now! (2/2) +makaiden:0:0FC031:02:021:Get single axe EW Now! (1/2) +makaiden:0:0FC031:05:541:Get single axe EW Now! (2/2) +makaiden:0:0FC031:04:021:Get double axe EW Now! (1/2) +makaiden:0:0FC031:03:541:Get double axe EW Now! (2/2) +makaiden:0:0FC032:08:021:Get story-teller bird Now! + +; [ Makai-Mura (Revision C) ] +makaimuc:0:0060:08:000:Infinite Lives +makaimuc:0:00AD:7F:000:Invincibility +makaimuc:0:00AB:76:000:Infinite Time +makaimuc:0:00AC:00:000:Always Have Armour +makaimuc:0:00AC:01:000:Never Have Armour +makaimuc:0:0073:00:000:Always Have Torch +makaimuc:0:0073:01:000:Always Have Lance +makaimuc:0:0073:02:000:Always Have Axe +makaimuc:0:0073:03:000:Always Have Shield +makaimuc:0:0073:04:000:Always Have Sword +makaimuc:0:0073:00:001:Get the Torch Now! +makaimuc:0:0073:01:001:Get the Lance Now! +makaimuc:0:0073:02:001:Get the Axe Now! +makaimuc:0:0073:03:001:Get the Shield Now! +makaimuc:0:0073:04:001:Get the Sword Now! +makaimuc:0:050A:FF:001:Warp To Top Of Screen +makaimuc:0:0503:04:001:Turn into frog +makaimuc:0:0528:01:000:Never change into frog +makaimuc:0:0072:00:001:Goto Level 1 Next +makaimuc:0:0072:01:001:Goto Level 2 Next +makaimuc:0:0072:02:001:Goto Level 3 Next +makaimuc:0:0072:03:001:Goto Level 4 Next +makaimuc:0:0072:04:001:Goto Level 5 Next +makaimuc:0:0072:05:001:Goto Level 6 Next +makaimuc:0:0072:06:001:Goto Last level Next +makaimuc:0:0072:06:071:Select current level +makaimuc:0:0072:06:061:Select next level + +; [ Makai-Mura (Revision G) ] +makaimug:0:0060:08:000:Infinite Lives +makaimug:0:00AD:7F:000:Invincibility +makaimug:0:00AB:76:000:Infinite Time +makaimug:0:00AC:00:000:Always Have Armour +makaimug:0:00AC:01:000:Never Have Armour +makaimug:0:0073:00:000:Always Have Torch +makaimug:0:0073:01:000:Always Have Lance +makaimug:0:0073:02:000:Always Have Axe +makaimug:0:0073:03:000:Always Have Shield +makaimug:0:0073:04:000:Always Have Sword +makaimug:0:0073:00:001:Get the Torch Now! +makaimug:0:0073:01:001:Get the Lance Now! +makaimug:0:0073:02:001:Get the Axe Now! +makaimug:0:0073:03:001:Get the Shield Now! +makaimug:0:0073:04:001:Get the Sword Now! +makaimug:0:050A:FF:001:Warp To Top Of Screen +makaimug:0:0503:04:001:Turn into frog +makaimug:0:0528:01:000:Never change into frog +makaimug:0:0072:00:001:Goto Level 1 Next +makaimug:0:0072:01:001:Goto Level 2 Next +makaimug:0:0072:02:001:Goto Level 3 Next +makaimug:0:0072:03:001:Goto Level 4 Next +makaimug:0:0072:04:001:Goto Level 5 Next +makaimug:0:0072:05:001:Goto Level 6 Next +makaimug:0:0072:06:001:Goto Last level Next +makaimug:0:0072:06:071:Select current level +makaimug:0:0072:06:061:Select next level + +; [ Makai-Mura ] +makaimur:0:0060:08:000:Infinite Lives +makaimur:0:00AD:7F:000:Invincibility +makaimur:0:00AB:76:000:Infinite Time +makaimur:0:00AC:00:000:Always Have Armour +makaimur:0:00AC:01:000:Never Have Armour +makaimur:0:0073:00:000:Always Have Torch +makaimur:0:0073:01:000:Always Have Lance +makaimur:0:0073:02:000:Always Have Axe +makaimur:0:0073:03:000:Always Have Shield +makaimur:0:0073:04:000:Always Have Sword +makaimur:0:0073:00:001:Get the Torch Now! +makaimur:0:0073:01:001:Get the Lance Now! +makaimur:0:0073:02:001:Get the Axe Now! +makaimur:0:0073:03:001:Get the Shield Now! +makaimur:0:0073:04:001:Get the Sword Now! +makaimur:0:050A:FF:001:Warp To Top Of Screen +makaimur:0:0503:04:001:Turn into frog +makaimur:0:0528:01:000:Never change into frog +makaimur:0:0072:00:001:Goto Level 1 Next +makaimur:0:0072:01:001:Goto Level 2 Next +makaimur:0:0072:02:001:Goto Level 3 Next +makaimur:0:0072:03:001:Goto Level 4 Next +makaimur:0:0072:04:001:Goto Level 5 Next +makaimur:0:0072:05:001:Goto Level 6 Next +makaimur:0:0072:06:001:Goto Last level Next +makaimur:0:0072:06:071:Select current level +makaimur:0:0072:06:061:Select next level + +; [ Make Trax ] +maketrax:0:4C1C:06:000:Infinite Lives PL1 +maketrax:0:4C1D:06:000:Infinite Lives PL2 +maketrax:0:4C1E:09:000:Infinite Credits +maketrax:0:4C1E:09:000:Infinite Credits +maketrax:0:4FC8:4C:000:Yellow can't eat you +maketrax:0:4FCA:4C:000:Green can't eat you +maketrax:0:4FC8:E0:001:Yellow can eat you +maketrax:0:4FCA:E0:001:Green can eat you + +; [ Makyou Senshi (Japan) ] +makyosen:0:14DB:03:000:Infinite Lives PL1 +makyosen:0:14D7:99:000:Infinite Money PL1 +makyosen:0:0100:20:020:Invincibility PL1 +makyosen:0:14E2:99:000:Infinite Main W Ammo PL1 +makyosen:0:14E4:99:000:Infinite Ext W1 Ammo PL1:Get extra weapon first +makyosen:0:14E6:99:000:Infinite Ext W2 Ammo PL1:Get extra weapon first +makyosen:0:14E8:99:000:Infinite Ext W3 Ammo PL1:Get extra weapon first +makyosen:0:14EA:99:000:Infinite Ext W4 Ammo PL1:Get extra weapon first +makyosen:0:14E1:00:000:Main W always Single fire PL1 +makyosen:0:14E1:01:000:Main W always Triple fire PL1 +makyosen:0:14E1:02:000:Main W always 6-way fire PL1 +makyosen:0:14E1:03:000:Main W always Single mis. PL1 +makyosen:0:14E1:04:000:Main W always Triple mis. PL1 +makyosen:0:14E1:05:000:Main W always Laser PL1 +makyosen:0:14E1:06:000:Main W always 5-way sonar PL1 +makyosen:0:14E1:07:000:Main W always Big "sonar" PL1 +makyosen:0:14E1:00:001:Main W = Single fire Now! PL1 +makyosen:0:14E1:01:001:Main W = Triple fire Now! PL1 +makyosen:0:14E1:02:001:Main W = 6-way fire Now! PL1 +makyosen:0:14E1:03:001:Main W = Single mis. Now! PL1 +makyosen:0:14E1:04:001:Main W = Triple mis. Now! PL1 +makyosen:0:14E1:05:001:Main W = Laser Now! PL1 +makyosen:0:14E1:06:001:Main W = 5-way sonar Now! PL1 +makyosen:0:14E1:07:001:Main W = Big "sonar" Now! PL1 +makyosen:0:14E3:00:001:No extra weapon 1 Now! PL1 +makyosen:0:14E3:81:001:Ext W1 = Big knife Now! PL1 +makyosen:0:14E3:82:001:Ext W1 = Small axe Now! PL1 +makyosen:0:14E3:83:001:Ext W1 = Big axe Now! PL1 +makyosen:0:14E3:84:001:Ext W1 = Shuriken Now! PL1 +makyosen:0:14E3:85:001:Ext W1 = Flame balls Now! PL1 +makyosen:0:14E3:86:001:Ext W1 = Grenade Now! PL1 +makyosen:0:14E3:87:001:Ext W1 = 4-way bomb Now! PL1 +makyosen:0:14E5:00:001:No extra weapon 2 Now! PL1 +makyosen:0:14E5:81:001:Ext W2 = Big knife Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:82:001:Ext W2 = Small axe Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:83:001:Ext W2 = Big axe Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:84:001:Ext W2 = Shuriken Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:85:001:Ext W2 = Flame balls Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:86:001:Ext W2 = Grenade Now! PL1:Get extra weapon 1 first +makyosen:0:14E5:87:001:Ext W2 = 4-way bomb Now! PL1:Get extra weapon 1 first +makyosen:0:14E7:00:001:No extra weapon 3 Now! PL1 +makyosen:0:14E7:81:001:Ext W3 = Big knife Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:82:001:Ext W3 = Small axe Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:83:001:Ext W3 = Big axe Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:84:001:Ext W3 = Shuriken Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:85:001:Ext W3 = Flame balls Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:86:001:Ext W3 = Grenade Now! PL1:Get extra weapon 2 first +makyosen:0:14E7:87:001:Ext W3 = 4-way bomb Now! PL1:Get extra weapon 2 first +makyosen:0:14E9:00:001:No extra weapon 4 Now! PL1 +makyosen:0:14E9:81:001:Ext W4 = Big knife Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:82:001:Ext W4 = Small axe Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:83:001:Ext W4 = Big axe Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:84:001:Ext W4 = Shuriken Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:85:001:Ext W4 = Flame balls Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:86:001:Ext W4 = Grenade Now! PL1:Get extra weapon 3 first +makyosen:0:14E9:87:001:Ext W4 = 4-way bomb Now! PL1:Get extra weapon 3 first +makyosen:0:0100:08:020:Always have the armour PL1 +makyosen:0:0100:10:020:Always have the jets PL1 +makyosen:0:0100:08:021:Get the armour Now! PL1 +makyosen:0:0100:10:021:Get the jets Now! PL1 +makyosen:0:0100:10:041:Lose the jets Now! PL1 +makyosen:0:0100:08:041:Lose the armour Now! PL1 +makyosen:0:14E0:03:000:Infinite Lives PL2 +makyosen:0:14DC:99:000:Infinite Money PL2 +makyosen:0:0128:20:020:Invincibility PL2 +makyosen:0:14EC:99:000:Infinite Main W Ammo PL2 +makyosen:0:14EE:99:000:Infinite Ext W1 Ammo PL2:Get extra weapon first +makyosen:0:14F0:99:000:Infinite Ext W2 Ammo PL2:Get extra weapon first +makyosen:0:14F2:99:000:Infinite Ext W3 Ammo PL2:Get extra weapon first +makyosen:0:14F4:99:000:Infinite Ext W4 Ammo PL2:Get extra weapon first +makyosen:0:14EB:00:000:Main W always Single fire PL2 +makyosen:0:14EB:01:000:Main W always Triple fire PL2 +makyosen:0:14EB:02:000:Main W always 6-way fire PL2 +makyosen:0:14EB:03:000:Main W always Single mis. PL2 +makyosen:0:14EB:04:000:Main W always Triple mis. PL2 +makyosen:0:14EB:05:000:Main W always Laser PL2 +makyosen:0:14EB:06:000:Main W always 5-way sonar PL2 +makyosen:0:14EB:07:000:Main W always Big "sonar" PL2 +makyosen:0:14EB:00:001:Main W = Single fire Now! PL2 +makyosen:0:14EB:01:001:Main W = Triple fire Now! PL2 +makyosen:0:14EB:02:001:Main W = 6-way fire Now! PL2 +makyosen:0:14EB:03:001:Main W = Single mis. Now! PL2 +makyosen:0:14EB:04:001:Main W = Triple mis. Now! PL2 +makyosen:0:14EB:05:001:Main W = Laser Now! PL2 +makyosen:0:14EB:06:001:Main W = 5-way sonar Now! PL2 +makyosen:0:14EB:07:001:Main W = Big "sonar" Now! PL2 +makyosen:0:14ED:00:001:No extra weapon 1 Now! PL2 +makyosen:0:14ED:81:001:Ext W1 = Big knife Now! PL2 +makyosen:0:14ED:82:001:Ext W1 = Small axe Now! PL2 +makyosen:0:14ED:83:001:Ext W1 = Big axe Now! PL2 +makyosen:0:14ED:84:001:Ext W1 = Shuriken Now! PL2 +makyosen:0:14ED:85:001:Ext W1 = Flame balls Now! PL2 +makyosen:0:14ED:86:001:Ext W1 = Grenade Now! PL2 +makyosen:0:14ED:87:001:Ext W1 = 4-way bomb Now! PL2 +makyosen:0:14EF:00:001:No extra weapon 2 Now! PL2 +makyosen:0:14EF:81:001:Ext W2 = Big knife Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:82:001:Ext W2 = Small axe Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:83:001:Ext W2 = Big axe Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:84:001:Ext W2 = Shuriken Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:85:001:Ext W2 = Flame balls Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:86:001:Ext W2 = Grenade Now! PL2:Get extra weapon 1 first +makyosen:0:14EF:87:001:Ext W2 = 4-way bomb Now! PL2:Get extra weapon 1 first +makyosen:0:14F1:00:001:No extra weapon 3 Now! PL2 +makyosen:0:14F1:81:001:Ext W3 = Big knife Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:82:001:Ext W3 = Small axe Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:83:001:Ext W3 = Big axe Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:84:001:Ext W3 = Shuriken Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:85:001:Ext W3 = Flame balls Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:86:001:Ext W3 = Grenade Now! PL2:Get extra weapon 2 first +makyosen:0:14F1:87:001:Ext W3 = 4-way bomb Now! PL2:Get extra weapon 2 first +makyosen:0:14F3:00:001:No extra weapon 4 Now! PL2 +makyosen:0:14F3:81:001:Ext W4 = Big knife Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:82:001:Ext W4 = Small axe Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:83:001:Ext W4 = Big axe Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:84:001:Ext W4 = Shuriken Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:85:001:Ext W4 = Flame balls Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:86:001:Ext W4 = Grenade Now! PL2:Get extra weapon 3 first +makyosen:0:14F3:87:001:Ext W4 = 4-way bomb Now! PL2:Get extra weapon 3 first +makyosen:0:0128:08:020:Always have the armour PL2 +makyosen:0:0128:10:020:Always have the jets PL2 +makyosen:0:0128:08:021:Get the armour Now! PL2 +makyosen:0:0128:10:021:Get the jets Now! PL2 +makyosen:0:0128:10:041:Lose the jets Now! PL2 +makyosen:0:0128:08:041:Lose the armour Now! PL2 + +; [ Mania Challenge (set 1) ] +maniach:0:02CC:59:000:Infinite Time +maniach:0:0000:00:999:[The Referee never counts ] +maniach:0:0000:00:999:[cheat gives you Infinite ] +maniach:0:0000:00:999:[Time out of the ring, when ] +maniach:0:0000:00:999:[you are on the corner and ] +maniach:0:0000:00:999:[makes it impossible to get ] +maniach:0:0000:00:999:[a fall. Either disable it ] +maniach:0:0000:00:999:[or use the CORRECT 'Time ='] +maniach:0:0000:00:999:[cheats. These can also be ] +maniach:0:0000:00:999:[useful to enable when it's ] +maniach:0:0000:00:999:[to your advantage!! ;-) ] +maniach:0:00EE:01:000:Referee never counts +maniach:0:00EE:19:001:Out of Ring Time = 19 Now! +maniach:0:00EE:02:001:Fall Count Time = 2 Now! +maniach:0:00EE:04:001:Corner Count Time = 4 Now! +maniach:0:0000:00:999:[ ] +maniach:0:0050:FF:000:Infinite Energy PL1 +maniach:0:0050:00:001:Drain all Energy Now! PL1 +maniach:0:005E:00:000:Infinite Jumps on Corner PL1 +maniach:0:0051:FF:000:Infinite Energy PL2 +maniach:0:0051:00:001:Drain all Energy Now! PL2 +maniach:0:005F:00:000:Infinite Jumps on Corner PL2 +maniach:0:0000:00:999:[The Infinite Attacks cheats] +maniach:0:0000:00:999:[prevents the other player ] +maniach:0:0000:00:999:[attacking you after you've ] +maniach:0:0000:00:999:[attacked them three times ] +maniach:0:0000:00:999:[in a row. ] +maniach:0:003F:00:000:Infinite Attacks PL1 +maniach:0:0040:00:000:Infinite Attacks PL2 + +; [ Mania Challenge (set 2) ] +maniach2:0:02CC:59:000:Infinite Time +maniach2:0:0000:00:999:[The Referee never counts ] +maniach2:0:0000:00:999:[cheat gives you Infinite ] +maniach2:0:0000:00:999:[Time out of the ring, when ] +maniach2:0:0000:00:999:[you are on the corner and ] +maniach2:0:0000:00:999:[makes it impossible to get ] +maniach2:0:0000:00:999:[a fall. Either disable it ] +maniach2:0:0000:00:999:[or use the CORRECT 'Time ='] +maniach2:0:0000:00:999:[cheats. These can also be ] +maniach2:0:0000:00:999:[useful to enable when it's ] +maniach2:0:0000:00:999:[to your advantage!! ;-) ] +maniach2:0:00EE:01:000:Referee never counts +maniach2:0:00EE:19:001:Out of Ring Time = 19 Now! +maniach2:0:00EE:02:001:Fall Count Time = 2 Now! +maniach2:0:00EE:04:001:Corner Count Time = 4 Now! +maniach2:0:0000:00:999:[ ] +maniach2:0:0050:FF:000:Infinite Energy PL1 +maniach2:0:0050:00:001:Drain all Energy Now! PL1 +maniach2:0:005E:00:000:Infinite Jumps on Corner PL1 +maniach2:0:0051:FF:000:Infinite Energy PL2 +maniach2:0:0051:00:001:Drain all Energy Now! PL2 +maniach2:0:005F:00:000:Infinite Jumps on Corner PL2 +maniach2:0:0000:00:999:[The Infinite Attacks cheats] +maniach2:0:0000:00:999:[prevents the other player ] +maniach2:0:0000:00:999:[attacking you after you've ] +maniach2:0:0000:00:999:[attacked them three times ] +maniach2:0:0000:00:999:[in a row. ] +maniach2:0:003F:00:000:Infinite Attacks PL1 +maniach2:0:0040:00:000:Infinite Attacks PL2 + +; [ Mappy (US) ] +mappy:0:2030:06:000:Infinite Lives +mappy:0:2033:00:000:Invincibility + +; [ Mappy (Japan) ] +mappyjp:0:2030:06:000:Infinite Lives +mappyjp:0:2033:00:000:Invincibility + +; [ Marble Madness (set 1) ] +marble:0:400083:64:000:Infinite Time PL1 +marble:0:400165:64:000:Infinite Time PL2 +marble:0:401FF5:19:000:Fix No Soundcard Problem + +; [ Marble Madness (set 2) ] +marble2:0:400083:64:000:Infinite Time PL1 +marble2:0:400165:64:000:Infinite Time PL2 +marble2:0:401FF5:19:000:Fix No Soundcard Problem + +; [ Marble Madness (set 3) ] +marblea:0:400083:64:000:Infinite Time PL1 +marblea:0:400165:64:000:Infinite Time PL2 +marblea:0:401FF5:19:000:Fix No Soundcard Problem + +; [ Marine Boy ] +marineb:0:8031:09:000:Infinite Lives PL1 +marineb:0:8032:09:000:Infinite Lives PL2 +marineb:0:803B:28:000:Infinite Oxygen + +; [ Mariner ] +mariner:0:4108:05:000:Infinite Lives +mariner:0:4105:FF:000:Infinite Fuel +mariner:0:0000:00:999:[Use the invincibility with ] +mariner:0:0000:00:999:[a lot of caution and only ] +mariner:0:0000:00:999:[activate during play!! ] +mariner:0:4115:00:000:Buggy Invincibility (1/3) +mariner:0:4380:01:500:Buggy Invincibility (2/3) +mariner:0:4382:01:500:Buggy Invincibility (3/3) +mariner:0:0000:00:999:[Level 6 = Base ] +mariner:0:411E:05:071:Select current level +mariner:0:411E:05:061:Select next level + +; [ Mario Bros. (US) ] +mario:0:6116:07:000:Infinite Lives PL1 +mario:0:6156:07:000:Infinite Lives PL2 +mario:0:6860:02:000:Infinite POW +mario:0:603B:05:000:Start on Level 5 +mario:0:603B:0A:000:Start on Level 10 +mario:0:603B:0F:000:Start on Level 15 +mario:0:603B:14:000:Start on Level 20 +mario:0:603B:7F:000:Start on Level 127 +mario:0:603B:FF:000:Start on Level 255 + +; [ Mario Bros. (Japan) ] +mariojp:0:6116:07:000:Infinite Lives PL1 +mariojp:0:6156:07:000:Infinite Lives PL2 +mariojp:0:6860:02:000:Infinite POW +mariojp:0:603B:05:000:Start on Level 5 +mariojp:0:603B:0A:000:Start on Level 10 +mariojp:0:603B:0F:000:Start on Level 15 +mariojp:0:603B:14:000:Start on Level 20 +mariojp:0:603B:7F:000:Start on Level 127 +mariojp:0:603B:FF:000:Start on Level 255 + +; [ Mars ] +mars:0:4100:06:000:Infinite Lives +mars:0:4101:99:000:Infinite Fuel +mars:0:0000:00:999:[Only enable Invincibility ] +mars:0:0000:00:999:[during gameplay. ] +mars:0:42A2:01:000:Invincibility + +; [ Super Marukin-Ban ] +marukin:0:E6A4:03:002:Infinite Power (1/3) +marukin:0:E6A5:00:502:Infinite Power (2/3) +marukin:0:E6A6:00:502:Infinite Power (3/3) +marukin:0:0000:00:999:[The winning hand cheat must] +marukin:0:0000:00:999:[be activated when there are] +marukin:0:0000:00:999:[14 tiles in your hand, then] +marukin:0:0000:00:999:[press the RON key . ] +marukin:0:0000:00:999:[('Z' by default). The tiles] +marukin:0:0000:00:999:[do not visually change ] +marukin:0:0000:00:999:[until you make a move. ] +marukin:0:E2C0:31:001:Get winning hand 1Now!(01/14) +marukin:0:E2C1:31:501:Get winning hand 1Now!(02/14) +marukin:0:E2C2:31:501:Get winning hand 1Now!(03/14) +marukin:0:E2C3:32:501:Get winning hand 1Now!(04/14) +marukin:0:E2C4:32:501:Get winning hand 1Now!(05/14) +marukin:0:E2C5:32:501:Get winning hand 1Now!(06/14) +marukin:0:E2C6:33:501:Get winning hand 1Now!(07/14) +marukin:0:E2C7:33:501:Get winning hand 1Now!(08/14) +marukin:0:E2C8:33:501:Get winning hand 1Now!(09/14) +marukin:0:E2C9:34:501:Get winning hand 1Now!(10/14) +marukin:0:E2CA:34:501:Get winning hand 1Now!(11/14) +marukin:0:E2CB:34:501:Get winning hand 1Now!(12/14) +marukin:0:E2CC:35:501:Get winning hand 1Now!(13/14) +marukin:0:E2CD:35:501:Get winning hand 1Now!(14/14) +marukin:0:0000:00:999:[Use this winning hand for ] +marukin:0:0000:00:999:[less points. Useful if you ] +marukin:0:0000:00:999:[want to see the alternate ] +marukin:0:0000:00:999:[bonus screen. You must play] +marukin:0:0000:00:999:[a bit to avoid being given ] +marukin:0:0000:00:999:['first shot winning' making] +marukin:0:0000:00:999:[ you unable to see the ] +marukin:0:0000:00:999:[alternate bonus screen. ] +marukin:0:0000:00:999:[This doesnt work every time] +marukin:0:E2C0:02:501:Get winning hand 2Now!(01/14) +marukin:0:E2C1:03:501:Get winning hand 2Now!(02/14) +marukin:0:E2C2:04:501:Get winning hand 2Now!(03/14) +marukin:0:E2C3:17:501:Get winning hand 2Now!(04/14) +marukin:0:E2C4:17:501:Get winning hand 2Now!(05/14) +marukin:0:E2C5:17:501:Get winning hand 2Now!(06/14) +marukin:0:E2C6:25:501:Get winning hand 2Now!(07/14) +marukin:0:E2C7:26:501:Get winning hand 2Now!(08/14) +marukin:0:E2C8:27:501:Get winning hand 2Now!(09/14) +marukin:0:E2C9:28:501:Get winning hand 2Now!(10/14) +marukin:0:E2CA:28:501:Get winning hand 2Now!(11/14) +marukin:0:E2CB:28:501:Get winning hand 2Now!(12/14) +marukin:0:E2CC:29:501:Get winning hand 2Now!(13/14) +marukin:0:E2CD:29:501:Get winning hand 2Now!(14/14) +marukin:0:0000:00:999:[See this URL for mahjong ] +marukin:0:0000:00:999:[rules (merge both lines!) ] +marukin:0:0000:00:999:[www.tky.hut.fi/~kjmjm/ ] +marukin:0:0000:00:999:[English/majiang/rules.html ] + +; [ Chibi Marukochan Deluxe Quiz ] +marukodq:0:100429:0F:000:Infinite Answer Time +marukodq:0:000000:00:999:[Watch out for these values ] +marukodq:0:000000:00:999:[ 01=A, 02=B, 03=C, 04=D ] +marukodq:0:10040D:00:998:Watch me for good answer + +; [ Marvin's Maze ] +marvins:0:D565:0A:000:Infinite Lives + +; [ Marvel Land (US) ] +marvland:0:40AB18:1B:000:Infinite Time +marvland:0:40900B:04:000:Infinite Lives PL1 +marvland:0:40904B:04:000:Infinite Lives PL2 +marvland:0:000000:00:999:[Invincibility causes player] +marvland:0:000000:00:999:[to flicker and vanish at ] +marvland:0:000000:00:999:[times. ] +marvland:0:100079:4E:000:Invincibility +marvland:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Marvel Land (Japan) ] +marvlanj:0:40AB18:1B:000:Infinite Time +marvlanj:0:40900B:04:000:Infinite Lives PL1 +marvlanj:0:40904B:04:000:Infinite Lives PL2 +marvlanj:0:000000:00:999:[Invincibility causes player] +marvlanj:0:000000:00:999:[to flicker and vanish at ] +marvlanj:0:000000:00:999:[times. ] +marvlanj:0:100079:4E:000:Invincibility +marvlanj:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Masao ] +masao:0:6116:07:000:Infinite Lives PL1 +masao:0:6156:07:000:Infinite Lives PL2 +masao:0:6860:02:000:Infinite POW +masao:0:603B:05:000:Start on Level 5 +masao:0:603B:0A:000:Start on Level 10 +masao:0:603B:0F:000:Start on Level 15 +masao:0:603B:14:000:Start on Level 20 +masao:0:603B:7F:000:Start on Level 127 +masao:0:603B:FF:000:Start on Level 255 + +; [ Mat Mania ] +matmania:0:02CF:59:000:Infinite Time +matmania:0:0000:00:999:[The Referee never counts ] +matmania:0:0000:00:999:[cheat gives you Infinite ] +matmania:0:0000:00:999:[Time out of the ring, when ] +matmania:0:0000:00:999:[you are on the corner and ] +matmania:0:0000:00:999:[makes it impossible to get ] +matmania:0:0000:00:999:[a fall. Either disable it ] +matmania:0:0000:00:999:[or use the CORRECT 'Time ='] +matmania:0:0000:00:999:[cheats. These can also be ] +matmania:0:0000:00:999:[useful to enable when it's ] +matmania:0:0000:00:999:[to your advantage!! ;-) ] +matmania:0:00E6:01:000:Referee never counts +matmania:0:00E6:19:001:Out of Ring Time = 19 Now! +matmania:0:00E6:02:001:Fall Count Time = 2 Now! +matmania:0:00E6:04:001:Corner Count Time = 4 Now! +matmania:0:0000:00:999:[ ] +matmania:0:004A:FF:000:Infinite Energy PL1 +matmania:0:004A:00:001:Drain all Energy Now! PL1 +matmania:0:0059:00:000:Infinite Jumps on Corner PL1 +matmania:0:004B:FF:000:Infinite Energy PL2 +matmania:0:004B:00:001:Drain all Energy Now! PL2 +matmania:0:0059:00:000:Infinite Jumps on Corner PL2 +matmania:0:0000:00:999:[The Infinite Attacks cheats] +matmania:0:0000:00:999:[prevents the other player ] +matmania:0:0000:00:999:[attacking you after you've ] +matmania:0:0000:00:999:[attacked them three times ] +matmania:0:0000:00:999:[in a row. ] +matmania:0:0039:00:000:Infinite Attacks PL1 +matmania:0:003A:00:000:Infinite Attacks PL2 + +; [ Max RPM ] +maxrpm:0:E022:00:000:Infinite Time PL1 +maxrpm:0:E081:00:000:Infinite Time PL2 + +; [ Mayday (set 1) ] +mayday:0:A1A1:05:000:Infinite Lives PL1 +mayday:0:A1A3:05:000:Infinite Smart Bombs PL1 +mayday:0:A1DE:05:000:Infinite Lives PL2 +mayday:0:A1E0:05:000:Infinite Smart Bombs PL2 +mayday:0:A0D2:0A:000:Never go into space + +; [ Mayday (set 2) ] +maydaya:0:A1A1:05:000:Infinite Lives PL1 +maydaya:0:A1A3:05:000:Infinite Smart Bombs PL1 +maydaya:0:A1DE:05:000:Infinite Lives PL2 +maydaya:0:A1E0:05:000:Infinite Smart Bombs PL2 +maydaya:0:A0D2:0A:000:Never go into space + +; [ Amazing Maze ] +maze:0:202E:03:000:Infinite Mazes to play +maze:0:2019:00:000:Infinite Time +maze:0:202B:59:000:Infinite Overall Time + +; [ Magic Brush ] +mbrush:0:4C1C:06:000:Infinite Lives PL1 +mbrush:0:4C1D:06:000:Infinite Lives PL2 +mbrush:0:4C1E:09:000:Infinite Credits +mbrush:0:4FC8:4C:000:Yellow can't eat you +mbrush:0:4FCA:4C:000:Green can't eat you +mbrush:0:4FC8:E0:001:Yellow can eat you +mbrush:0:4FCA:E0:001:Green can eat you + +; [ Mega Force ] +megaforc:0:8166:09:000:Infinite Lives PL1 +megaforc:0:8198:09:000:Infinite Lives PL2 +megaforc:0:8547:80:000:Always Fast Shooting +megaforc:0:8179:77:062:Select next level +megaforc:0:8179:77:072:Select current level + +; [ Mega Man - The Power Battle (Asia) ] +megaman:0:FF8119:45:000:Infinite Time +megaman:0:FFD851:00:001:One hit for Crash-man +megaman:0:FFDA51:00:001:One hit for other enemies +megaman:0:FFD951:00:001:Kill small enemies - Lv 7 +megaman:0:FFDA51:00:001:One hit for prof - hands +megaman:0:FFD751:00:001:One hit for prof - nails +megaman:0:FFD951:00:001:One hit for prof - head +megaman:0:FF8351:10:000:Infinite Energy PL1 +megaman:0:FF8352:78:000:Invincibility PL1 +megaman:0:FF8453:1C:000:Infinite extra weapon 1 PL1 +megaman:0:FF8455:1C:000:Infinite extra weapon 2 PL1 +megaman:0:FF8457:1C:000:Infinite extra weapon 3 PL1 +megaman:0:FF8459:1C:000:Infinite extra weapon 4 PL1 +megaman:0:FF845B:1C:000:Infinite extra weapon 5 PL1 +megaman:0:FF845D:1C:000:Infinite extra weapon 6 PL1 +megaman:0:FF8449:01:000:Always extra weapon 1 PL1 +megaman:0:FF844A:01:000:Always extra weapon 2 PL1 +megaman:0:FF844B:01:000:Always extra weapon 3 PL1 +megaman:0:FF844C:01:000:Always extra weapon 4 PL1 +megaman:0:FF844D:01:000:Always extra weapon 5 PL1 +megaman:0:FF844E:01:000:Always extra weapon 6 PL1 +megaman:0:FF8449:00:001:Lose extra weapon 1 PL1 +megaman:0:FF844A:00:001:Lose extra weapon 2 PL1 +megaman:0:FF844B:00:001:Lose extra weapon 3 PL1 +megaman:0:FF844C:00:001:Lose extra weapon 4 PL1 +megaman:0:FF844D:00:001:Lose extra weapon 5 PL1 +megaman:0:FF844E:00:001:Lose extra weapon 6 PL1 +megaman:0:FF8751:10:000:Infinite Energy PL2 +megaman:0:FF8752:78:000:Invincibility PL2 +megaman:0:FF8853:1C:000:Infinite extra weapon 1 PL2 +megaman:0:FF8855:1C:000:Infinite extra weapon 2 PL2 +megaman:0:FF8857:1C:000:Infinite extra weapon 3 PL2 +megaman:0:FF8859:1C:000:Infinite extra weapon 4 PL2 +megaman:0:FF885B:1C:000:Infinite extra weapon 5 PL2 +megaman:0:FF885D:1C:000:Infinite extra weapon 6 PL2 +megaman:0:FF8849:01:000:Always extra weapon 1 PL2 +megaman:0:FF884A:01:000:Always extra weapon 2 PL2 +megaman:0:FF884B:01:000:Always extra weapon 3 PL2 +megaman:0:FF884C:01:000:Always extra weapon 4 PL2 +megaman:0:FF884D:01:000:Always extra weapon 5 PL2 +megaman:0:FF884E:01:000:Always extra weapon 6 PL2 +megaman:0:FF8849:00:001:Lose extra weapon 1 PL2 +megaman:0:FF884A:00:001:Lose extra weapon 2 PL2 +megaman:0:FF884B:00:001:Lose extra weapon 3 PL2 +megaman:0:FF884C:00:001:Lose extra weapon 4 PL2 +megaman:0:FF884D:00:001:Lose extra weapon 5 PL2 +megaman:0:FF884E:00:001:Lose extra weapon 6 PL2 + +; [ MegaTack ] +megatack:0:00B5:09:000:Infinite Lives PL1 +megatack:0:00B6:09:000:Infinite Lives PL2 + +; [ Mega Zone (Kosuka) ] +megaznik:0:3BA0:0D:000:Infinite Lives + +; [ Mega Zone ] +megazone:0:3BA0:03:000:Infinite Lives + +; [ Meikyuu Hunter G (Japan) ] +meikyuh:0:0068:59:000:Infinite Time +meikyuh:0:0238:01:000:Always have Slimer +meikyuh:0:0238:01:001:Get Slimer Now! +meikyuh:0:010F:03:000:Infinite Lives PL1 +meikyuh:0:0110:02:000:Infinite Energy PL1 (1/2) +meikyuh:0:0111:00:500:Infinite Energy PL1 (2/2) +meikyuh:0:0105:1F:000:Invincibility PL1 +meikyuh:0:0121:08:000:Get maximum ghosts PL1 (1/2) +meikyuh:0:0122:99:500:Get maximum ghosts PL1 (2/2) +meikyuh:0:010C:03:000:Maximum Shot Power PL1 +meikyuh:0:014F:03:000:Infinite Lives PL2 +meikyuh:0:0150:02:000:Infinite Energy PL2 (1/2) +meikyuh:0:0151:00:500:Infinite Energy PL2 (2/2) +meikyuh:0:0145:1F:000:Invincibility PL2 +meikyuh:0:0161:08:000:Get maximum ghosts PL2 (1/2) +meikyuh:0:0162:99:500:Get maximum ghosts PL2 (2/2) +meikyuh:0:014C:03:000:Maximum Shot Power PL2 + +; [ Mercs (World) ] +mercs:0:FF0ECD:09:000:Infinite Time +mercs:0:FF1175:30:000:Infinite Energy PL1 +mercs:0:FF1190:59:000:Invincibility PL1 +mercs:0:FF117C:99:000:Infinite Missiles PL1 +mercs:0:FF1225:30:000:Infinite Energy PL2 +mercs:0:FF1240:59:000:Invincibility PL2 +mercs:0:FF122C:99:000:Infinite Missiles PL2 +mercs:0:FF12D5:30:000:Infinite Energy PL3 +mercs:0:FF12F0:59:000:Invincibility PL3 +mercs:0:FF12DC:99:000:Infinite Missiles PL3 + +; [ Senjo no Ookami II (Japan) ] +mercsj:0:FF0ECD:09:000:Infinite Time +mercsj:0:FF1175:30:000:Infinite Energy PL1 +mercsj:0:FF1190:59:000:Invincibility PL1 +mercsj:0:FF117C:99:000:Infinite Missiles PL1 +mercsj:0:FF1225:30:000:Infinite Energy PL2 +mercsj:0:FF1240:59:000:Invincibility PL2 +mercsj:0:FF122C:99:000:Infinite Missiles PL2 +mercsj:0:FF12D5:30:000:Infinite Energy PL3 +mercsj:0:FF12F0:59:000:Invincibility PL3 +mercsj:0:FF12DC:99:000:Infinite Missiles PL3 + +; [ Mercs (US) ] +mercsu:0:FF0ECD:09:000:Infinite Time +mercsu:0:FF1175:30:000:Infinite Energy PL1 +mercsu:0:FF1190:59:000:Invincibility PL1 +mercsu:0:FF117C:99:000:Infinite Missiles PL1 +mercsu:0:FF1225:30:000:Infinite Energy PL2 +mercsu:0:FF1240:59:000:Invincibility PL2 +mercsu:0:FF122C:99:000:Infinite Missiles PL2 +mercsu:0:FF12D5:30:000:Infinite Energy PL3 +mercsu:0:FF12F0:59:000:Invincibility PL3 +mercsu:0:FF12DC:99:000:Infinite Missiles PL3 + +; [ Meteoroids ] +meteor:0:4102:05:000:Infinite Lives PL1 +meteor:0:4202:05:000:Infinite Lives PL2 +meteor:0:40E0:0B:000:Invincibility + +; [ Metro-Cross ] +metrocrs:0:1543:01:000:Infinite Time +metrocrs:0:0A7A:13:000:Always have Invisible Board +metrocrs:0:0A7A:13:001:Get Invisible Board Now! +metrocrs:0:0A7A:00:001:Lose Invisible Board Now! +metrocrs:0:0000:00:999:[This Select next round ] +metrocrs:0:0000:00:999:[cheat works for whichever ] +metrocrs:0:0000:00:999:[player is playing at the ] +metrocrs:0:0000:00:999:[time you enable it. ] +metrocrs:0:1701:1F:061:Select next round +; +;New way of doing a Select starting level cheat, this method should work on +;most games. As long as the first cheat conforms to that shown here. In other +;words, take the 'Select next level' cheat rename it to 'Select starting level (2/2)'. +;Then make a new cheat called 'Select starting level (1/2)' which uses the same +;location as the 2/2 cheat but pokes it with 'FF' or some other unlikely value +;[PLEASE KEEP THIS TO FF AS IT WILL BE EASIER TO FIX IF THE CHEAT ENGINE IS AMMENDED!], +;you should make sure the Cheat type is '021' as this will allow the two cheats +;to be active at the same time - essential for this cheat to work!! +; +;The comments may change according to the game, for example in Metrocross the game will +;enter attract mode if a coin is not inserted and this will screw up the cheat +;as it will reset the memory location to zero. However, for most games it shouldn't +;matter if you enable the cheat on the title screen, the player select or the attract +;screens. Poke the value of the level to something like '05' [not '00' or '01'!] on the +;title screen then put a watch on it - if it changes at all then you will need to add +;a comment to show the problem area or when the cheat should be enabled. If there's no +;problem area then the first 4 comment lines are sufficient. Feel free to interchange +;level, round and stage whenever the game calls them that. +; +;This is cheat method is just a workaround, ideally there should be a new cheat +;type to implement this so the comments would be largely unneeded. However, as +;nobody is improving the cheat engine at the moment this will have to do! +; +;These remarks will stay in until a new cheat type is implemented. [Pugsy:19 DEC 99] +; +metrocrs:0:0000:00:999:[These Select starting round] +metrocrs:0:0000:00:999:[cheats are *NOT* linked so ] +metrocrs:0:0000:00:999:[they must BOTH be selected ] +metrocrs:0:0000:00:999:[individually one after the ] +metrocrs:0:0000:00:999:[other! ] +metrocrs:0:0000:00:999:[ ] +metrocrs:0:0000:00:999:[You should enable these ] +metrocrs:0:0000:00:999:[cheats on the select PL1/2 ] +metrocrs:0:0000:00:999:[screen. These cheats only ] +metrocrs:0:0000:00:999:[work for PL1!! ] +metrocrs:0:1701:FF:021:Select starting round (1/2) +metrocrs:0:1701:1F:061:Select starting round (2/2) + +; [ Mexico 86 ] +mexico86:0:E842:45:000:Infinite Time +mexico86:0:E842:45:000:Finish this Half Now! + +; [ Mahjong Gakuen ] +mgakuen:0:E67C:09:001:Get 9999 Power (1/4) +mgakuen:0:E67D:09:501:Get 9999 Power (2/4) +mgakuen:0:E67E:09:501:Get 9999 Power (3/4) +mgakuen:0:E67F:09:501:Get 9999 Power (4/4) +mgakuen:0:0000:00:999:[The winning hand cheat must] +mgakuen:0:0000:00:999:[be activated when there are] +mgakuen:0:0000:00:999:[14 tiles in your hand, then] +mgakuen:0:0000:00:999:[press the RON key . ] +mgakuen:0:0000:00:999:[('Z' by default). The tiles] +mgakuen:0:0000:00:999:[do not visually change ] +mgakuen:0:0000:00:999:[until you make a move. ] +mgakuen:0:E1C0:31:501:Get winning hand Now! (01/14) +mgakuen:0:E1C1:31:501:Get winning hand Now! (02/14) +mgakuen:0:E1C2:31:501:Get winning hand Now! (03/14) +mgakuen:0:E1C3:32:501:Get winning hand Now! (04/14) +mgakuen:0:E1C4:32:501:Get winning hand Now! (05/14) +mgakuen:0:E1C5:32:501:Get winning hand Now! (06/14) +mgakuen:0:E1C6:33:501:Get winning hand Now! (07/14) +mgakuen:0:E1C7:33:501:Get winning hand Now! (08/14) +mgakuen:0:E1C8:33:501:Get winning hand Now! (09/14) +mgakuen:0:E1C9:34:501:Get winning hand Now! (10/14) +mgakuen:0:E1CA:34:501:Get winning hand Now! (11/14) +mgakuen:0:E1CB:34:501:Get winning hand Now! (12/14) +mgakuen:0:E1CC:35:501:Get winning hand Now! (13/14) +mgakuen:0:E1CD:35:501:Get winning hand Now! (14/14) +mgakuen:0:0000:00:999:[See this URL for mahjong ] +mgakuen:0:0000:00:999:[rules (merge both lines!) ] +mgakuen:0:0000:00:999:[www.tky.hut.fi/~kjmjm/ ] +mgakuen:0:0000:00:999:[English/majiang/rules.html ] + +; [ Mahjong Gakuen 2 Gakuen-chou no Fukushuu ] +mgakuen2:0:E6CC:09:002:Infinite Power (1/4) +mgakuen2:0:E6CD:09:502:Infinite Power (2/4) +mgakuen2:0:E6CE:09:502:Infinite Power (3/4) +mgakuen2:0:E6CF:09:502:Infinite Power (4/4) +mgakuen2:0:0000:00:999:[The winning hand cheat must] +mgakuen2:0:0000:00:999:[be activated when there are] +mgakuen2:0:0000:00:999:[14 tiles in your hand, then] +mgakuen2:0:0000:00:999:[press the RON key . ] +mgakuen2:0:0000:00:999:[('Z' by default). The tiles] +mgakuen2:0:0000:00:999:[do not visually change ] +mgakuen2:0:0000:00:999:[until you make a move. ] +mgakuen2:0:E1C0:31:501:Get winning hand Now! (01/14) +mgakuen2:0:E1C1:31:501:Get winning hand Now! (02/14) +mgakuen2:0:E1C2:31:501:Get winning hand Now! (03/14) +mgakuen2:0:E1C3:32:501:Get winning hand Now! (04/14) +mgakuen2:0:E1C4:32:501:Get winning hand Now! (05/14) +mgakuen2:0:E1C5:32:501:Get winning hand Now! (06/14) +mgakuen2:0:E1C6:33:501:Get winning hand Now! (07/14) +mgakuen2:0:E1C7:33:501:Get winning hand Now! (08/14) +mgakuen2:0:E1C8:33:501:Get winning hand Now! (09/14) +mgakuen2:0:E1C9:34:501:Get winning hand Now! (10/14) +mgakuen2:0:E1CA:34:501:Get winning hand Now! (11/14) +mgakuen2:0:E1CB:34:501:Get winning hand Now! (12/14) +mgakuen2:0:E1CC:35:501:Get winning hand Now! (13/14) +mgakuen2:0:E1CD:35:501:Get winning hand Now! (14/14) +mgakuen2:0:0000:00:999:[See this URL for mahjong ] +mgakuen2:0:0000:00:999:[rules (merge both lines!) ] +mgakuen2:0:0000:00:999:[www.tky.hut.fi/~kjmjm/ ] +mgakuen2:0:0000:00:999:[English/majiang/rules.html ] + +; [ Major Havoc (rev 3) ] +mhavoc:0:088F:0A:000:Infinite Lives PL1 +mhavoc:0:0890:0A:000:Infinite Lives PL2 +mhavoc:0:088D:FE:000:Infinite Oxygen +mhavoc:0:088A:99:000:Infinite Reactor Time +mhavoc:0:08AE:80:000:Infinite Shields + +; [ Major Havoc (rev 2) ] +mhavoc2:0:088F:0A:000:Infinite Lives PL1 +mhavoc2:0:0890:0A:000:Infinite Lives PL2 +mhavoc2:0:088D:FE:000:Infinite Oxygen +mhavoc2:0:088A:99:000:Infinite Reactor Time +mhavoc2:0:08AE:80:000:Infinite Shields + +; [ Major Havoc (prototype) ] +mhavocp:0:088F:0A:000:Infinite Lives PL1 +mhavocp:0:0890:0A:000:Infinite Lives PL2 +mhavocp:0:088D:FE:000:Infinite Oxygen +mhavocp:0:088A:99:000:Infinite Reactor Time +mhavocp:0:08AE:80:000:Infinite Shields + +; [ Major Havoc (Return to Vax) ] +mhavocrv:0:088F:0A:000:Infinite Lives PL1 +mhavocrv:0:0890:0A:000:Infinite Lives PL2 +mhavocrv:0:088D:FE:000:Infinite Oxygen +mhavocrv:0:088A:99:000:Infinite Reactor Time +mhavocrv:0:08AE:80:000:Infinite Shields + +; [ Missing in Action (version T) ] +mia:0:000000:00:999:[If you 'always' have an EW1] +mia:0:000000:00:999:[then EW2,3 & 4 will not be ] +mia:0:000000:00:999:[effectively selectable ] +mia:0:060006:0D:000:Infinite Lives PL1 +mia:0:060015:78:000:Invincibility PL1 +mia:0:000000:00:999:[EW1= Extra Weapon No. 1 ] +mia:0:060019:64:000:Infinite Ammo EW1 PL1:Makes Ammo EW2-4 pointless +mia:0:060018:00:001:Lose EW1 Now! PL1 +mia:0:060018:01:001:Get grenade EW1 Now! PL1 +mia:0:060018:02:001:Get rifle EW1 Now! PL1 +mia:0:060018:03:001:Get bazooka EW1 Now! PL1 +mia:0:060018:04:001:Get flamethrower EW1 Now! PL1 +mia:0:060018:00:000:Always have no EW1 PL1 +mia:0:060018:01:000:Always have grenade EW1 PL1 +mia:0:060018:02:000:Always have rifle EW1 PL1 +mia:0:060018:03:000:Always have bazooka EW1 PL1 +mia:0:060018:04:000:Always have flamethro EW1 PL1 +mia:0:000000:00:999:[EW2= Extra Weapon No. 2 ] +mia:0:06001B:63:000:Ammo always=99 for EW2 PL1:Pointless with Ammo EW1 +mia:0:06001A:00:001:Lose EW2 Now! PL1 +mia:0:06001A:01:001:Get grenade EW2 Now! PL1 +mia:0:06001A:02:001:Get rifle EW2 Now! PL1 +mia:0:06001A:03:001:Get bazooka EW2 Now! PL1 +mia:0:06001A:04:001:Get flamethrower EW2 Now! PL1 +mia:0:06001A:00:000:Always have no EW2 PL1 +mia:0:06001A:01:000:Always have grenade EW2 PL1 +mia:0:06001A:02:000:Always have rifle EW2 PL1 +mia:0:06001A:03:000:Always have bazooka EW2 PL1 +mia:0:06001A:04:000:Always have flamethro EW2 PL1 +mia:0:000000:00:999:[EW3= Extra Weapon No. 3 ] +mia:0:06001D:63:000:Ammo always=99 for EW3 PL1:Pointless with Ammo EW1 +mia:0:06001C:00:001:Lose EW3 Now! PL1 +mia:0:06001C:01:001:Get grenade EW3 Now! PL1 +mia:0:06001C:02:001:Get rifle EW3 Now! PL1 +mia:0:06001C:03:001:Get bazooka EW3 Now! PL1 +mia:0:06001C:04:001:Get flamethrower EW3 Now! PL1 +mia:0:06001C:00:000:Always have no EW3 PL1 +mia:0:06001C:01:000:Always have grenade EW3 PL1 +mia:0:06001C:02:000:Always have rifle EW3 PL1 +mia:0:06001C:03:000:Always have bazooka EW3 PL1 +mia:0:06001C:04:000:Always have flamethro EW3 PL1 +mia:0:000000:00:999:[EW4= Extra Weapon No. 4 ] +mia:0:06001F:63:000:Ammo always=99 for EW4 PL1:Pointless with Ammo EW1 +mia:0:06001E:00:001:Lose EW4 Now! PL1 +mia:0:06001E:01:001:Get grenade EW4 Now! PL1 +mia:0:06001E:02:001:Get rifle EW4 Now! PL1 +mia:0:06001E:03:001:Get bazooka EW4 Now! PL1 +mia:0:06001E:04:001:Get flamethrower EW4 Now! PL1 +mia:0:06001E:00:000:Always have no EW4 PL1 +mia:0:06001E:01:000:Always have grenade EW4 PL1 +mia:0:06001E:02:000:Always have rifle EW4 PL1 +mia:0:06001E:03:000:Always have bazooka EW4 PL1 +mia:0:06001E:04:000:Always have flamethro EW4 PL1 +mia:0:060086:0D:000:Infinite Lives PL2 +mia:0:060095:78:000:Invincibility PL2 +mia:0:000000:00:999:[EW1= Extra Weapon No. 1 ] +mia:0:060099:64:000:Infinite Ammo EW1 PL2:Makes Ammo EW2 pointless +mia:0:060098:00:001:Lose EW1 Now! PL2 +mia:0:060098:01:001:Get grenade EW1 Now! PL2 +mia:0:060098:02:001:Get rifle EW1 Now! PL2 +mia:0:060098:03:001:Get bazooka EW1 Now! PL2 +mia:0:060098:04:001:Get flamethrower EW1 Now! PL2 +mia:0:060098:00:000:Always have no EW1 PL2 +mia:0:060098:01:000:Always have grenade EW1 PL2 +mia:0:060098:02:000:Always have rifle EW1 PL2 +mia:0:060098:03:000:Always have bazooka EW1 PL2 +mia:0:060098:04:000:Always have flamethro EW1 PL2 +mia:0:000000:00:999:[EW2= Extra Weapon No. 2 ] +mia:0:06009B:63:000:Ammo always=99 for EW2 PL2:Pointless with Ammo EW1 +mia:0:06009A:00:001:Lose EW2 Now! PL2 +mia:0:06009A:01:001:Get grenade EW2 Now! PL2 +mia:0:06009A:02:001:Get rifle EW2 Now! PL2 +mia:0:06009A:03:001:Get bazooka EW2 Now! PL2 +mia:0:06009A:04:001:Get flamethrower EW2 Now! PL2 +mia:0:06009A:00:000:Always have no EW2 PL2 +mia:0:06009A:01:000:Always have grenade EW2 PL2 +mia:0:06009A:02:000:Always have rifle EW2 PL2 +mia:0:06009A:03:000:Always have bazooka EW2 PL2 +mia:0:06009A:04:000:Always have flamethro EW2 PL2 +mia:0:000000:00:999:[EW3= Extra Weapon No. 3 ] +mia:0:06009D:63:000:Ammo always=99 for EW3 PL2:Pointless with Ammo EW1 +mia:0:06009C:00:001:Lose EW3 Now! PL2 +mia:0:06009C:01:001:Get grenade EW3 Now! PL2 +mia:0:06009C:02:001:Get rifle EW3 Now! PL2 +mia:0:06009C:03:001:Get bazooka EW3 Now! PL2 +mia:0:06009C:04:001:Get flamethrower EW3 Now! PL2 +mia:0:06009C:00:000:Always have no EW3 PL2 +mia:0:06009C:01:000:Always have grenade EW3 PL2 +mia:0:06009C:02:000:Always have rifle EW3 PL2 +mia:0:06009C:03:000:Always have bazooka EW3 PL2 +mia:0:06009C:04:000:Always have flamethro EW3 PL2 +mia:0:000000:00:999:[EW4= Extra Weapon No. 4 ] +mia:0:06009F:63:000:Ammo always=99 for EW4 PL2:Pointless with Ammo EW1 +mia:0:06009E:00:001:Lose EW4 Now! PL2 +mia:0:06009E:01:001:Get grenade EW4 Now! PL2 +mia:0:06009E:02:001:Get rifle EW4 Now! PL2 +mia:0:06009E:03:001:Get bazooka EW4 Now! PL2 +mia:0:06009E:04:001:Get flamethrower EW4 Now! PL2 +mia:0:06009E:00:000:Always have no EW4 PL2 +mia:0:06009E:01:000:Always have grenade EW4 PL2 +mia:0:06009E:02:000:Always have rifle EW4 PL2 +mia:0:06009E:03:000:Always have bazooka EW4 PL2 +mia:0:06009E:04:000:Always have flamethro EW4 PL2 +mia:0:062037:00:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Missing in Action (version S) ] +mia2:0:000000:00:999:[If you 'always' have an EW1] +mia2:0:000000:00:999:[then EW2,3 & 4 will not be ] +mia2:0:000000:00:999:[effectively selectable ] +mia2:0:060006:0D:000:Infinite Lives PL1 +mia2:0:060015:78:000:Invincibility PL1 +mia2:0:000000:00:999:[EW1= Extra Weapon No. 1 ] +mia2:0:060019:64:000:Infinite Ammo EW1 PL1:Makes Ammo EW2-4 pointless +mia2:0:060018:00:001:Lose EW1 Now! PL1 +mia2:0:060018:01:001:Get grenade EW1 Now! PL1 +mia2:0:060018:02:001:Get rifle EW1 Now! PL1 +mia2:0:060018:03:001:Get bazooka EW1 Now! PL1 +mia2:0:060018:04:001:Get flamethrower EW1 Now! PL1 +mia2:0:060018:00:000:Always have no EW1 PL1 +mia2:0:060018:01:000:Always have grenade EW1 PL1 +mia2:0:060018:02:000:Always have rifle EW1 PL1 +mia2:0:060018:03:000:Always have bazooka EW1 PL1 +mia2:0:060018:04:000:Always have flamethro EW1 PL1 +mia2:0:000000:00:999:[EW2= Extra Weapon No. 2 ] +mia2:0:06001B:63:000:Ammo always=99 for EW2 PL1:Pointless with Ammo EW1 +mia2:0:06001A:00:001:Lose EW2 Now! PL1 +mia2:0:06001A:01:001:Get grenade EW2 Now! PL1 +mia2:0:06001A:02:001:Get rifle EW2 Now! PL1 +mia2:0:06001A:03:001:Get bazooka EW2 Now! PL1 +mia2:0:06001A:04:001:Get flamethrower EW2 Now! PL1 +mia2:0:06001A:00:000:Always have no EW2 PL1 +mia2:0:06001A:01:000:Always have grenade EW2 PL1 +mia2:0:06001A:02:000:Always have rifle EW2 PL1 +mia2:0:06001A:03:000:Always have bazooka EW2 PL1 +mia2:0:06001A:04:000:Always have flamethro EW2 PL1 +mia2:0:000000:00:999:[EW3= Extra Weapon No. 3 ] +mia2:0:06001D:63:000:Ammo always=99 for EW3 PL1:Pointless with Ammo EW1 +mia2:0:06001C:00:001:Lose EW3 Now! PL1 +mia2:0:06001C:01:001:Get grenade EW3 Now! PL1 +mia2:0:06001C:02:001:Get rifle EW3 Now! PL1 +mia2:0:06001C:03:001:Get bazooka EW3 Now! PL1 +mia2:0:06001C:04:001:Get flamethrower EW3 Now! PL1 +mia2:0:06001C:00:000:Always have no EW3 PL1 +mia2:0:06001C:01:000:Always have grenade EW3 PL1 +mia2:0:06001C:02:000:Always have rifle EW3 PL1 +mia2:0:06001C:03:000:Always have bazooka EW3 PL1 +mia2:0:06001C:04:000:Always have flamethro EW3 PL1 +mia2:0:000000:00:999:[EW4= Extra Weapon No. 4 ] +mia2:0:06001F:63:000:Ammo always=99 for EW4 PL1:Pointless with Ammo EW1 +mia2:0:06001E:00:001:Lose EW4 Now! PL1 +mia2:0:06001E:01:001:Get grenade EW4 Now! PL1 +mia2:0:06001E:02:001:Get rifle EW4 Now! PL1 +mia2:0:06001E:03:001:Get bazooka EW4 Now! PL1 +mia2:0:06001E:04:001:Get flamethrower EW4 Now! PL1 +mia2:0:06001E:00:000:Always have no EW4 PL1 +mia2:0:06001E:01:000:Always have grenade EW4 PL1 +mia2:0:06001E:02:000:Always have rifle EW4 PL1 +mia2:0:06001E:03:000:Always have bazooka EW4 PL1 +mia2:0:06001E:04:000:Always have flamethro EW4 PL1 +mia2:0:060086:0D:000:Infinite Lives PL2 +mia2:0:060095:78:000:Invincibility PL2 +mia2:0:000000:00:999:[EW1= Extra Weapon No. 1 ] +mia2:0:060099:63:000:Infinite Ammo EW1 PL2:Makes Ammo EW2 pointless +mia2:0:060098:00:001:Lose EW1 Now! PL2 +mia2:0:060098:01:001:Get grenade EW1 Now! PL2 +mia2:0:060098:02:001:Get rifle EW1 Now! PL2 +mia2:0:060098:03:001:Get bazooka EW1 Now! PL2 +mia2:0:060098:04:001:Get flamethrower EW1 Now! PL2 +mia2:0:060098:00:000:Always have no EW1 PL2 +mia2:0:060098:01:000:Always have grenade EW1 PL2 +mia2:0:060098:02:000:Always have rifle EW1 PL2 +mia2:0:060098:03:000:Always have bazooka EW1 PL2 +mia2:0:060098:04:000:Always have flamethro EW1 PL2 +mia2:0:000000:00:999:[EW2= Extra Weapon No. 2 ] +mia2:0:06009B:63:000:Ammo always=99 for EW2 PL2:Pointless with Ammo EW1 +mia2:0:06009A:00:001:Lose EW2 Now! PL2 +mia2:0:06009A:01:001:Get grenade EW2 Now! PL2 +mia2:0:06009A:02:001:Get rifle EW2 Now! PL2 +mia2:0:06009A:03:001:Get bazooka EW2 Now! PL2 +mia2:0:06009A:04:001:Get flamethrower EW2 Now! PL2 +mia2:0:06009A:00:000:Always have no EW2 PL2 +mia2:0:06009A:01:000:Always have grenade EW2 PL2 +mia2:0:06009A:02:000:Always have rifle EW2 PL2 +mia2:0:06009A:03:000:Always have bazooka EW2 PL2 +mia2:0:06009A:04:000:Always have flamethro EW2 PL2 +mia2:0:000000:00:999:[EW3= Extra Weapon No. 3 ] +mia2:0:06009D:63:000:Ammo always=99 for EW3 PL2:Pointless with Ammo EW1 +mia2:0:06009C:00:001:Lose EW3 Now! PL2 +mia2:0:06009C:01:001:Get grenade EW3 Now! PL2 +mia2:0:06009C:02:001:Get rifle EW3 Now! PL2 +mia2:0:06009C:03:001:Get bazooka EW3 Now! PL2 +mia2:0:06009C:04:001:Get flamethrower EW3 Now! PL2 +mia2:0:06009C:00:000:Always have no EW3 PL2 +mia2:0:06009C:01:000:Always have grenade EW3 PL2 +mia2:0:06009C:02:000:Always have rifle EW3 PL2 +mia2:0:06009C:03:000:Always have bazooka EW3 PL2 +mia2:0:06009C:04:000:Always have flamethro EW3 PL2 +mia2:0:000000:00:999:[EW4= Extra Weapon No. 4 ] +mia2:0:06009F:63:000:Ammo always=99 for EW4 PL2:Pointless with Ammo EW1 +mia2:0:06009E:00:001:Lose EW4 Now! PL2 +mia2:0:06009E:01:001:Get grenade EW4 Now! PL2 +mia2:0:06009E:02:001:Get rifle EW4 Now! PL2 +mia2:0:06009E:03:001:Get bazooka EW4 Now! PL2 +mia2:0:06009E:04:001:Get flamethrower EW4 Now! PL2 +mia2:0:06009E:00:000:Always have no EW4 PL2 +mia2:0:06009E:01:000:Always have grenade EW4 PL2 +mia2:0:06009E:02:000:Always have rifle EW4 PL2 +mia2:0:06009E:03:000:Always have bazooka EW4 PL2 +mia2:0:06009E:04:000:Always have flamethro EW4 PL2 +mia2:0:062037:00:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Missing in Action (Japan) ] +miaj:2:000000:00:999:[If you 'always' have an EW1] +miaj:2:000000:00:999:[then EW2,3 & 4 will not be ] +miaj:2:000000:00:999:[effectively selectable ] +miaj:2:060006:0D:000:Infinite Lives PL1 +miaj:2:060015:78:000:Invincibility PL1 +miaj:2:000000:00:999:[EW1= Extra Weapon No. 1 ] +miaj:2:060019:64:000:Infinite Ammo EW1 PL1:Makes Ammo EW2-4 pointless +miaj:2:060018:00:001:Lose EW1 Now! PL1 +miaj:2:060018:01:001:Get grenade EW1 Now! PL1 +miaj:2:060018:02:001:Get rifle EW1 Now! PL1 +miaj:2:060018:03:001:Get bazooka EW1 Now! PL1 +miaj:2:060018:04:001:Get flamethrower EW1 Now! PL1 +miaj:2:060018:00:000:Always have no EW1 PL1 +miaj:2:060018:01:000:Always have grenade EW1 PL1 +miaj:2:060018:02:000:Always have rifle EW1 PL1 +miaj:2:060018:03:000:Always have bazooka EW1 PL1 +miaj:2:060018:04:000:Always have flamethro EW1 PL1 +miaj:2:000000:00:999:[EW2= Extra Weapon No. 2 ] +miaj:2:06001B:63:000:Ammo always=99 for EW2 PL1:Pointless with Ammo EW1 +miaj:2:06001A:00:001:Lose EW2 Now! PL1 +miaj:2:06001A:01:001:Get grenade EW2 Now! PL1 +miaj:2:06001A:02:001:Get rifle EW2 Now! PL1 +miaj:2:06001A:03:001:Get bazooka EW2 Now! PL1 +miaj:2:06001A:04:001:Get flamethrower EW2 Now! PL1 +miaj:2:06001A:00:000:Always have no EW2 PL1 +miaj:2:06001A:01:000:Always have grenade EW2 PL1 +miaj:2:06001A:02:000:Always have rifle EW2 PL1 +miaj:2:06001A:03:000:Always have bazooka EW2 PL1 +miaj:2:06001A:04:000:Always have flamethro EW2 PL1 +miaj:2:000000:00:999:[EW3= Extra Weapon No. 3 ] +miaj:2:06001D:63:000:Ammo always=99 for EW3 PL1:Pointless with Ammo EW1 +miaj:2:06001C:00:001:Lose EW3 Now! PL1 +miaj:2:06001C:01:001:Get grenade EW3 Now! PL1 +miaj:2:06001C:02:001:Get rifle EW3 Now! PL1 +miaj:2:06001C:03:001:Get bazooka EW3 Now! PL1 +miaj:2:06001C:04:001:Get flamethrower EW3 Now! PL1 +miaj:2:06001C:00:000:Always have no EW3 PL1 +miaj:2:06001C:01:000:Always have grenade EW3 PL1 +miaj:2:06001C:02:000:Always have rifle EW3 PL1 +miaj:2:06001C:03:000:Always have bazooka EW3 PL1 +miaj:2:06001C:04:000:Always have flamethro EW3 PL1 +miaj:2:000000:00:999:[EW4= Extra Weapon No. 4 ] +miaj:2:06001F:63:000:Ammo always=99 for EW4 PL1:Pointless with Ammo EW1 +miaj:2:06001E:00:001:Lose EW4 Now! PL1 +miaj:2:06001E:01:001:Get grenade EW4 Now! PL1 +miaj:2:06001E:02:001:Get rifle EW4 Now! PL1 +miaj:2:06001E:03:001:Get bazooka EW4 Now! PL1 +miaj:2:06001E:04:001:Get flamethrower EW4 Now! PL1 +miaj:2:06001E:00:000:Always have no EW4 PL1 +miaj:2:06001E:01:000:Always have grenade EW4 PL1 +miaj:2:06001E:02:000:Always have rifle EW4 PL1 +miaj:2:06001E:03:000:Always have bazooka EW4 PL1 +miaj:2:06001E:04:000:Always have flamethro EW4 PL1 +miaj:2:060086:0D:000:Infinite Lives PL2 +miaj:2:060095:78:000:Invincibility PL2 +miaj:2:000000:00:999:[EW1= Extra Weapon No. 1 ] +miaj:2:060099:64:000:Infinite Ammo EW1 PL2:Makes Ammo EW2 pointless +miaj:2:060098:00:001:Lose EW1 Now! PL2 +miaj:2:060098:01:001:Get grenade EW1 Now! PL2 +miaj:2:060098:02:001:Get rifle EW1 Now! PL2 +miaj:2:060098:03:001:Get bazooka EW1 Now! PL2 +miaj:2:060098:04:001:Get flamethrower EW1 Now! PL2 +miaj:2:060098:00:000:Always have no EW1 PL2 +miaj:2:060098:01:000:Always have grenade EW1 PL2 +miaj:2:060098:02:000:Always have rifle EW1 PL2 +miaj:2:060098:03:000:Always have bazooka EW1 PL2 +miaj:2:060098:04:000:Always have flamethro EW1 PL2 +miaj:2:000000:00:999:[EW2= Extra Weapon No. 2 ] +miaj:2:06009B:63:000:Ammo always=99 for EW2 PL2:Pointless with Ammo EW1 +miaj:2:06009A:00:001:Lose EW2 Now! PL2 +miaj:2:06009A:01:001:Get grenade EW2 Now! PL2 +miaj:2:06009A:02:001:Get rifle EW2 Now! PL2 +miaj:2:06009A:03:001:Get bazooka EW2 Now! PL2 +miaj:2:06009A:04:001:Get flamethrower EW2 Now! PL2 +miaj:2:06009A:00:000:Always have no EW2 PL2 +miaj:2:06009A:01:000:Always have grenade EW2 PL2 +miaj:2:06009A:02:000:Always have rifle EW2 PL2 +miaj:2:06009A:03:000:Always have bazooka EW2 PL2 +miaj:2:06009A:04:000:Always have flamethro EW2 PL2 +miaj:2:000000:00:999:[EW3= Extra Weapon No. 3 ] +miaj:2:06009D:63:000:Ammo always=99 for EW3 PL2:Pointless with Ammo EW1 +miaj:2:06009C:00:001:Lose EW3 Now! PL2 +miaj:2:06009C:01:001:Get grenade EW3 Now! PL2 +miaj:2:06009C:02:001:Get rifle EW3 Now! PL2 +miaj:2:06009C:03:001:Get bazooka EW3 Now! PL2 +miaj:2:06009C:04:001:Get flamethrower EW3 Now! PL2 +miaj:2:06009C:00:000:Always have no EW3 PL2 +miaj:2:06009C:01:000:Always have grenade EW3 PL2 +miaj:2:06009C:02:000:Always have rifle EW3 PL2 +miaj:2:06009C:03:000:Always have bazooka EW3 PL2 +miaj:2:06009C:04:000:Always have flamethro EW3 PL2 +miaj:2:000000:00:999:[EW4= Extra Weapon No. 4 ] +miaj:2:06009F:63:000:Ammo always=99 for EW4 PL2:Pointless with Ammo EW1 +miaj:2:06009E:00:001:Lose EW4 Now! PL2 +miaj:2:06009E:01:001:Get grenade EW4 Now! PL2 +miaj:2:06009E:02:001:Get rifle EW4 Now! PL2 +miaj:2:06009E:03:001:Get bazooka EW4 Now! PL2 +miaj:2:06009E:04:001:Get flamethrower EW4 Now! PL2 +miaj:2:06009E:00:000:Always have no EW4 PL2 +miaj:2:06009E:01:000:Always have grenade EW4 PL2 +miaj:2:06009E:02:000:Always have rifle EW4 PL2 +miaj:2:06009E:03:000:Always have bazooka EW4 PL2 +miaj:2:06009E:04:000:Always have flamethro EW4 PL2 +miaj:2:062037:00:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Midnight Resistance (World) ] +midres:0:102177:02:000:Infinite Lives PL1 +midres:0:10217D:06:000:Infinite Keys PL1 +midres:0:102173:80:020:Invincibility PL1 +midres:0:102180:01:000:Always Have Full Auto PL1 +midres:0:102180:02:000:Always Have 3-Way PL1 +midres:0:102180:03:000:Always Have Fire PL1 +midres:0:102180:04:000:Always Have Shotgun PL1 +midres:0:102196:01:000:Always Have H.M. PL1 +midres:0:102196:02:000:Always Have Nitro PL1 +midres:0:102196:03:000:Always Have Shower PL1 +midres:0:1021A4:08:000:Always Have Barrier PL1 +midres:0:102189:99:000:Infinite Full Auto Ammo PL1 +midres:0:10218D:99:000:Infinite 3-Way Ammo PL1 +midres:0:102191:99:000:Infinite Fire Ammo PL1 +midres:0:102195:99:000:Infinite Shotgun Ammo PL1 +midres:0:10219D:99:000:Infinite H.M Ammo PL1 +midres:0:10219F:99:000:Infinite Nitro Ammo PL1 +midres:0:1021A1:99:000:Infinite Shower Ammo PL1 +midres:0:102186:01:000:Always S-Charge Full Auto PL1 +midres:0:10218A:01:000:Always S-Charge 3-Way PL1 +midres:0:10218E:01:000:Always S-Charge Fire PL1 +midres:0:102192:01:000:Always S-Charge Shotgun PL1 +midres:0:102180:01:001:Get Full Auto Now! PL1 +midres:0:102180:02:001:Get 3-Way Now! PL1 +midres:0:102180:03:001:Get Fire Now! PL1 +midres:0:102180:04:001:Get Shotgun Now! PL1 +midres:0:102196:01:001:Get H.M. Now! PL1 +midres:0:102196:02:001:Get Nitro Now! PL1 +midres:0:102196:03:001:Get Shower Now! PL1 +midres:0:1021A4:08:001:Get Barrier Now! PL1 +midres:0:102186:01:001:S-Charge Full Auto Now! PL1 +midres:0:10218A:01:001:S-Charge 3-Way Now! PL1 +midres:0:10218E:01:001:S-Charge Fire Now! PL1 +midres:0:102192:01:001:S-Charge Shotgun Now! PL1 +midres:0:1021F3:02:000:Infinite Lives PL2 +midres:0:1021F9:06:000:Infinite Keys PL2 +midres:0:1021EF:80:020:Invincibility PL2 +midres:0:1021FC:01:000:Always Have Full Auto PL2 +midres:0:1021FC:02:000:Always Have 3-Way PL2 +midres:0:1021FC:03:000:Always Have Fire PL2 +midres:0:1021FC:04:000:Always Have Shotgun PL2 +midres:0:102212:01:000:Always Have H.M. PL2 +midres:0:102212:02:000:Always Have Nitro PL2 +midres:0:102212:03:000:Always Have Shower PL2 +midres:0:102220:01:000:Always Have Barrier PL2 +midres:0:102205:99:000:Infinite Full Auto Ammo PL2 +midres:0:102209:99:000:Infinite 3-Way Ammo PL2 +midres:0:10220D:99:000:Infinite Fire Ammo PL2 +midres:0:102211:99:000:Infinite Shotgun Ammo PL2 +midres:0:102219:99:000:Infinite H.M. Ammo PL2 +midres:0:10221B:99:000:Infinite Nitro Ammo PL2 +midres:0:10221D:99:000:Infinite Shower Ammo PL2 +midres:0:102202:01:000:Always S-Charge Full Auto PL2 +midres:0:102206:01:000:Always S-Charge 3-Way PL2 +midres:0:10220A:01:000:Always S-Charge Fire PL2 +midres:0:10220E:01:000:Always S-Charge Shotgun PL2 +midres:0:1021FC:01:001:Get Full Auto Now! PL2 +midres:0:1021FC:02:001:Get 3-Way Now! PL2 +midres:0:1021FC:03:001:Get Fire Now! PL2 +midres:0:1021FC:04:001:Get Shotgun Now! PL2 +midres:0:102212:01:001:Get H.M. Now! PL2 +midres:0:102212:02:001:Get Nitro Now! PL2 +midres:0:102212:03:001:Get Shower Now! PL2 +midres:0:102220:01:001:Get Barrier Now! PL2 +midres:0:102202:01:001:S-Charge Full Auto Now! PL2 +midres:0:102206:01:001:S-Charge 3-Way Now! PL2 +midres:0:10220A:01:001:S-Charge Fire Now! PL2 +midres:0:10220E:01:001:S-Charge Shotgun Now! PL2 + +; [ Midnight Resistance (Japan) ] +midresj:0:102177:02:000:Infinite Lives PL1 +midresj:0:10217D:06:000:Infinite Keys PL1 +midresj:0:102173:80:020:Invincibility PL1 +midresj:0:102180:01:000:Always Have Full Auto PL1 +midresj:0:102180:02:000:Always Have 3-Way PL1 +midresj:0:102180:03:000:Always Have Fire PL1 +midresj:0:102180:04:000:Always Have Shotgun PL1 +midresj:0:102196:01:000:Always Have H.M. PL1 +midresj:0:102196:02:000:Always Have Nitro PL1 +midresj:0:102196:03:000:Always Have Shower PL1 +midresj:0:1021A4:08:000:Always Have Barrier PL1 +midresj:0:102189:99:000:Infinite Full Auto Ammo PL1 +midresj:0:10218D:99:000:Infinite 3-Way Ammo PL1 +midresj:0:102191:99:000:Infinite Fire Ammo PL1 +midresj:0:102195:99:000:Infinite Shotgun Ammo PL1 +midresj:0:10219D:99:000:Infinite H.M Ammo PL1 +midresj:0:10219F:99:000:Infinite Nitro Ammo PL1 +midresj:0:1021A1:99:000:Infinite Shower Ammo PL1 +midresj:0:102186:01:000:Always S-Charge Full Auto PL1 +midresj:0:10218A:01:000:Always S-Charge 3-Way PL1 +midresj:0:10218E:01:000:Always S-Charge Fire PL1 +midresj:0:102192:01:000:Always S-Charge Shotgun PL1 +midresj:0:102180:01:001:Get Full Auto Now! PL1 +midresj:0:102180:02:001:Get 3-Way Now! PL1 +midresj:0:102180:03:001:Get Fire Now! PL1 +midresj:0:102180:04:001:Get Shotgun Now! PL1 +midresj:0:102196:01:001:Get H.M. Now! PL1 +midresj:0:102196:02:001:Get Nitro Now! PL1 +midresj:0:102196:03:001:Get Shower Now! PL1 +midresj:0:1021A4:08:001:Get Barrier Now! PL1 +midresj:0:102186:01:001:S-Charge Full Auto Now! PL1 +midresj:0:10218A:01:001:S-Charge 3-Way Now! PL1 +midresj:0:10218E:01:001:S-Charge Fire Now! PL1 +midresj:0:102192:01:001:S-Charge Shotgun Now! PL1 +midresj:0:1021F3:02:000:Infinite Lives PL2 +midresj:0:1021F9:06:000:Infinite Keys PL2 +midresj:0:1021EF:80:020:Invincibility PL2 +midresj:0:1021FC:01:000:Always Have Full Auto PL2 +midresj:0:1021FC:02:000:Always Have 3-Way PL2 +midresj:0:1021FC:03:000:Always Have Fire PL2 +midresj:0:1021FC:04:000:Always Have Shotgun PL2 +midresj:0:102212:01:000:Always Have H.M. PL2 +midresj:0:102212:02:000:Always Have Nitro PL2 +midresj:0:102212:03:000:Always Have Shower PL2 +midresj:0:102220:01:000:Always Have Barrier PL2 +midresj:0:102205:99:000:Infinite Full Auto Ammo PL2 +midresj:0:102209:99:000:Infinite 3-Way Ammo PL2 +midresj:0:10220D:99:000:Infinite Fire Ammo PL2 +midresj:0:102211:99:000:Infinite Shotgun Ammo PL2 +midresj:0:102219:99:000:Infinite H.M. Ammo PL2 +midresj:0:10221B:99:000:Infinite Nitro Ammo PL2 +midresj:0:10221D:99:000:Infinite Shower Ammo PL2 +midresj:0:102202:01:000:Always S-Charge Full Auto PL2 +midresj:0:102206:01:000:Always S-Charge 3-Way PL2 +midresj:0:10220A:01:000:Always S-Charge Fire PL2 +midresj:0:10220E:01:000:Always S-Charge Shotgun PL2 +midresj:0:1021FC:01:001:Get Full Auto Now! PL2 +midresj:0:1021FC:02:001:Get 3-Way Now! PL2 +midresj:0:1021FC:03:001:Get Fire Now! PL2 +midresj:0:1021FC:04:001:Get Shotgun Now! PL2 +midresj:0:102212:01:001:Get H.M. Now! PL2 +midresj:0:102212:02:001:Get Nitro Now! PL2 +midresj:0:102212:03:001:Get Shower Now! PL2 +midresj:0:102220:01:001:Get Barrier Now! PL2 +midresj:0:102202:01:001:S-Charge Full Auto Now! PL2 +midresj:0:102206:01:001:S-Charge 3-Way Now! PL2 +midresj:0:10220A:01:001:S-Charge Fire Now! PL2 +midresj:0:10220E:01:001:S-Charge Shotgun Now! PL2 + +; [ Midnight Resistance (US) ] +midresu:0:102177:02:000:Infinite Lives PL1 +midresu:0:10217D:06:000:Infinite Keys PL1 +midresu:0:102173:80:020:Invincibility PL1 +midresu:0:102180:01:000:Always Have Full Auto PL1 +midresu:0:102180:02:000:Always Have 3-Way PL1 +midresu:0:102180:03:000:Always Have Fire PL1 +midresu:0:102180:04:000:Always Have Shotgun PL1 +midresu:0:102196:01:000:Always Have H.M. PL1 +midresu:0:102196:02:000:Always Have Nitro PL1 +midresu:0:102196:03:000:Always Have Shower PL1 +midresu:0:1021A4:08:000:Always Have Barrier PL1 +midresu:0:102189:99:000:Infinite Full Auto Ammo PL1 +midresu:0:10218D:99:000:Infinite 3-Way Ammo PL1 +midresu:0:102191:99:000:Infinite Fire Ammo PL1 +midresu:0:102195:99:000:Infinite Shotgun Ammo PL1 +midresu:0:10219D:99:000:Infinite H.M Ammo PL1 +midresu:0:10219F:99:000:Infinite Nitro Ammo PL1 +midresu:0:1021A1:99:000:Infinite Shower Ammo PL1 +midresu:0:102186:01:000:Always S-Charge Full Auto PL1 +midresu:0:10218A:01:000:Always S-Charge 3-Way PL1 +midresu:0:10218E:01:000:Always S-Charge Fire PL1 +midresu:0:102192:01:000:Always S-Charge Shotgun PL1 +midresu:0:102180:01:001:Get Full Auto Now! PL1 +midresu:0:102180:02:001:Get 3-Way Now! PL1 +midresu:0:102180:03:001:Get Fire Now! PL1 +midresu:0:102180:04:001:Get Shotgun Now! PL1 +midresu:0:102196:01:001:Get H.M. Now! PL1 +midresu:0:102196:02:001:Get Nitro Now! PL1 +midresu:0:102196:03:001:Get Shower Now! PL1 +midresu:0:1021A4:08:001:Get Barrier Now! PL1 +midresu:0:102186:01:001:S-Charge Full Auto Now! PL1 +midresu:0:10218A:01:001:S-Charge 3-Way Now! PL1 +midresu:0:10218E:01:001:S-Charge Fire Now! PL1 +midresu:0:102192:01:001:S-Charge Shotgun Now! PL1 +midresu:0:1021F3:02:000:Infinite Lives PL2 +midresu:0:1021F9:06:000:Infinite Keys PL2 +midresu:0:1021EF:80:020:Invincibility PL2 +midresu:0:1021FC:01:000:Always Have Full Auto PL2 +midresu:0:1021FC:02:000:Always Have 3-Way PL2 +midresu:0:1021FC:03:000:Always Have Fire PL2 +midresu:0:1021FC:04:000:Always Have Shotgun PL2 +midresu:0:102212:01:000:Always Have H.M. PL2 +midresu:0:102212:02:000:Always Have Nitro PL2 +midresu:0:102212:03:000:Always Have Shower PL2 +midresu:0:102220:01:000:Always Have Barrier PL2 +midresu:0:102205:99:000:Infinite Full Auto Ammo PL2 +midresu:0:102209:99:000:Infinite 3-Way Ammo PL2 +midresu:0:10220D:99:000:Infinite Fire Ammo PL2 +midresu:0:102211:99:000:Infinite Shotgun Ammo PL2 +midresu:0:102219:99:000:Infinite H.M. Ammo PL2 +midresu:0:10221B:99:000:Infinite Nitro Ammo PL2 +midresu:0:10221D:99:000:Infinite Shower Ammo PL2 +midresu:0:102202:01:000:Always S-Charge Full Auto PL2 +midresu:0:102206:01:000:Always S-Charge 3-Way PL2 +midresu:0:10220A:01:000:Always S-Charge Fire PL2 +midresu:0:10220E:01:000:Always S-Charge Shotgun PL2 +midresu:0:1021FC:01:001:Get Full Auto Now! PL2 +midresu:0:1021FC:02:001:Get 3-Way Now! PL2 +midresu:0:1021FC:03:001:Get Fire Now! PL2 +midresu:0:1021FC:04:001:Get Shotgun Now! PL2 +midresu:0:102212:01:001:Get H.M. Now! PL2 +midresu:0:102212:02:001:Get Nitro Now! PL2 +midresu:0:102212:03:001:Get Shower Now! PL2 +midresu:0:102220:01:001:Get Barrier Now! PL2 +midresu:0:102202:01:001:S-Charge Full Auto Now! PL2 +midresu:0:102206:01:001:S-Charge 3-Way Now! PL2 +midresu:0:10220A:01:001:S-Charge Fire Now! PL2 +midresu:0:10220E:01:001:S-Charge Shotgun Now! PL2 + +; [ Money Puzzle Exchanger / Money Idol Exchanger ] +miexchng:0:107546:00:000:No more level gain:Solo game only +miexchng:0:1030FB:09:000:Always Max Chain 09 +miexchng:0:1030FB:0A:000:Always Max Chain 10 +miexchng:0:1030FB:0B:000:Always Max Chain 11 +miexchng:0:1030FB:0C:000:Always Max Chain 12 +miexchng:0:1030FB:0D:000:Always Max Chain 13 +miexchng:0:1030FB:1E:070:Select Max Chain Value +miexchng:0:1030FD:96:070:Select Chain Number:Solo Play +miexchng:0:107546:32:070:Select Level:Solo Play + +; [ Mikie ] +mikie:0:2970:03:000:Infinite Lives +mikie:0:2908:04:000:Invincibility +mikie:0:2923:09:004:Infinite Credits +mikie:0:2C39:0A:000:Freeze Enemy 1 +mikie:0:2ED9:0A:000:Freeze Enemy 2 +mikie:0:2DF9:0A:000:Freeze Enemy 3 +mikie:0:2C71:0A:000:Freeze Enemy 4 +mikie:0:2CA9:0A:000:Freeze Enemy 5 +mikie:0:2E31:0A:000:Freeze Enemy 6 +mikie:0:0000:00:999:[Use these cheats instead of] +mikie:0:0000:00:999:[the FREEZE cheats because ] +mikie:0:0000:00:999:[enemies may still hit you ] +mikie:0:0000:00:999:[making some situations ] +mikie:0:0000:00:999:[completely impossible!! ] +mikie:0:2C3B:32:000:Enemies KO when hitted (1/6):Chicken or balls does same +mikie:0:2EDB:C4:500:Enemies KO when hitted (2/6):Also Hallway buckets disap. +mikie:0:2DFB:73:500:Enemies KO when hitted (3/6):Enemies behave strangely +mikie:0:2E33:B4:500:Enemies KO when hitted (4/6) +mikie:0:2C73:20:500:Enemies KO when hitted (5/6) +mikie:0:2CAB:20:500:Enemies KO when hitted (6/6) + +; [ Mikie (High School Graffiti) ] +mikiehs:0:2970:03:000:Infinite Lives +mikiehs:0:2908:04:000:Invincibility +mikiehs:0:2923:09:004:Infinite Credits +mikiehs:0:2C39:0A:000:Freeze Enemy 1 +mikiehs:0:2ED9:0A:000:Freeze Enemy 2 +mikiehs:0:2DF9:0A:000:Freeze Enemy 3 +mikiehs:0:2C71:0A:000:Freeze Enemy 4 +mikiehs:0:2CA9:0A:000:Freeze Enemy 5 +mikiehs:0:2E31:0A:000:Freeze Enemy 6 +mikiehs:0:0000:00:999:[Use these cheats instead of] +mikiehs:0:0000:00:999:[the FREEZE cheats because ] +mikiehs:0:0000:00:999:[enemies may still hit you ] +mikiehs:0:0000:00:999:[making some situations ] +mikiehs:0:0000:00:999:[completely impossible!! ] +mikiehs:0:2C3B:32:000:Enemies KO when hitted (1/6):Chicken or balls does same +mikiehs:0:2EDB:C4:500:Enemies KO when hitted (2/6):Also Hallway buckets disap. +mikiehs:0:2DFB:73:500:Enemies KO when hitted (3/6):Enemies behave strangely +mikiehs:0:2E33:B4:500:Enemies KO when hitted (4/6) +mikiehs:0:2C73:20:500:Enemies KO when hitted (5/6) +mikiehs:0:2CAB:20:500:Enemies KO when hitted (6/6) + +; [ Shinnyuushain Tooru-kun ] +mikiej:0:2970:03:000:Infinite Lives +mikiej:0:2908:04:000:Invincibility +mikiej:0:2923:09:004:Infinite Credits +mikiej:0:2C39:0A:000:Freeze Enemy 1 +mikiej:0:2ED9:0A:000:Freeze Enemy 2 +mikiej:0:2DF9:0A:000:Freeze Enemy 3 +mikiej:0:2C71:0A:000:Freeze Enemy 4 +mikiej:0:2CA9:0A:000:Freeze Enemy 5 +mikiej:0:2E31:0A:000:Freeze Enemy 6 +mikiej:0:0000:00:999:[Use these cheats instead of] +mikiej:0:0000:00:999:[the FREEZE cheats because ] +mikiej:0:0000:00:999:[enemies may still hit you ] +mikiej:0:0000:00:999:[making some situations ] +mikiej:0:0000:00:999:[completely impossible!! ] +mikiej:0:2C3B:32:000:Enemies KO when hitted (1/6):Chicken or balls does same +mikiej:0:2EDB:C4:500:Enemies KO when hitted (2/6):Also Hallway buckets disap. +mikiej:0:2DFB:73:500:Enemies KO when hitted (3/6):Enemies behave strangely +mikiej:0:2E33:B4:500:Enemies KO when hitted (4/6) +mikiej:0:2C73:20:500:Enemies KO when hitted (5/6) +mikiej:0:2CAB:20:500:Enemies KO when hitted (6/6) + +; [ Millipede ] +milliped:0:00B3:06:000:Infinite Lives PL1 +milliped:0:00B4:06:000:Infinite Lives PL2 +milliped:0:005D:B9:000:No Spiders +milliped:0:00C3:00:000:Lower Spider Sound +milliped:0:00F9:00:000:No Beetles +milliped:0:002C:00:000:Ant can't move +milliped:0:00C9:00:000:No Ant Sound +milliped:0:005C:00:000:No Flies +milliped:0:002C:00:000:Earwig Can't Move +milliped:0:00C9:00:000:No Earwig Sound +milliped:0:005C:00:000:No Mosquitos +milliped:0:13F0:00:000:No Inchworms +milliped:0:0000:00:999:[If invincibility is enabled] +milliped:0:0000:00:999:[,kill the complete frozen ] +milliped:0:0000:00:999:[millipede to continue. ] +milliped:0:02CE:00:000:Invincibility + +; [ Minnasanno Okagesamadesu ] +minasan:0:1000CD:F4:000:Infinite Move Time +minasan:0:000000:00:999:[winning hand cheat must be ] +minasan:0:000000:00:999:[activated when there is ] +minasan:0:000000:00:999:[14 tiles in hand. ] +minasan:0:000000:00:999:[The tiles do not visually ] +minasan:0:000000:00:999:[change, until you make a ] +minasan:0:000000:00:999:[move. ] +minasan:0:000000:00:999:[After the cheat is enabled,] +minasan:0:000000:00:999:[you must select 'RON' ] +minasan:0:10119A:31:501:Get winning hand Now! (01/14) +minasan:0:10119B:31:501:Get winning hand Now! (02/14) +minasan:0:10119C:31:501:Get winning hand Now! (03/14) +minasan:0:10119D:32:501:Get winning hand Now! (04/14) +minasan:0:10119E:32:501:Get winning hand Now! (05/14) +minasan:0:10119F:32:501:Get winning hand Now! (06/14) +minasan:0:1011A0:33:501:Get winning hand Now! (07/14) +minasan:0:1011A1:33:501:Get winning hand Now! (08/14) +minasan:0:1011A2:33:501:Get winning hand Now! (09/14) +minasan:0:1011A3:34:501:Get winning hand Now! (10/14) +minasan:0:1011A4:34:501:Get winning hand Now! (11/14) +minasan:0:1011A5:34:501:Get winning hand Now! (12/14) +minasan:0:1011A6:35:501:Get winning hand Now! (13/14) +minasan:0:1011A7:35:501:Get winning hand Now! (14/14) +minasan:0:000000:00:999:[Number of steps must be ] +minasan:0:000000:00:999:[activated after winning. ] +minasan:0:10131C:01:000:Always make 1 step (always) +minasan:0:10131C:01:001:Make 1 step Now! +minasan:0:10131C:02:000:Always make 2 steps (always) +minasan:0:10131C:02:001:Make 2 step Now! +minasan:0:000000:00:999:[See this URL for mahjong ] +minasan:0:000000:00:999:[rules (merge both lines!) ] +minasan:0:000000:00:999:[www.tky.hut.fi/~kjmjm/ ] +minasan:0:000000:00:999:[English/majiang/rules.html ] + +; [ Minefield ] +minefld:0:8669:09:000:Infinite Lives +minefld:0:86F1:63:000:Infinite Missiles + +; [ Mini Golf (set 2) ] +minigol2:0:01C0:80:000:Infinite Time +minigol2:0:012C:01:000:Infinite Shots PL1 +minigol2:0:0134:03:000:Infinite Holes PL1 +minigol2:0:012E:01:000:Infinite Shots PL2 +minigol2:0:0136:03:000:Infinite Holes PL2 + +; [ Mini Golf (set 1) ] +minigolf:0:01C0:80:000:Infinite Time +minigolf:0:012C:01:000:Infinite Shots PL1 +minigolf:0:0134:03:000:Infinite Holes PL1 +minigolf:0:012E:01:000:Infinite Shots PL2 +minigolf:0:0136:03:000:Infinite Holes PL2 + +; [ Mirai Ninja (Japan) ] +mirninja:0:40A101:99:000:Infinite Energy +mirninja:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Missile Command (set 1) ] +missile:0:00A0:0B:004:Infinite shots (Left) +missile:0:00A1:0B:004:Infinite shots (Center) +missile:0:00A2:0B:004:Infinite shots (Right) +missile:0:00C0:06:000:Infinite cities PL1 +missile:0:00C1:06:000:Infinite cities PL2 + +; [ Missile Command (set 2) ] +missile2:0:008E:0B:004:Infinite shots (Left) +missile2:0:008F:0B:004:Infinite shots (Center) +missile2:0:0090:0B:004:Infinite shots (Right) +missile2:0:00AE:06:000:Infinite cities PL1 +missile2:0:00AF:06:000:Infinite cities PL2 + +; [ Mizubaku Daibouken (Japan) ] +mizubaku:0:109522:03:000:Infinite Lives +mizubaku:0:109504:08:020:Invincibility (1/2) +mizubaku:0:102C6B:5A:500:Invincibility (2/2) + +; [ Major League ] +mjleague:0:FFC109:63:070:Select score PL1 +mjleague:0:FFC209:63:070:Select score PL2 +mjleague:0:FFC08D:00:000:Infinite Strikes +mjleague:0:FFC08F:00:000:Infinite Balls +mjleague:0:FFC08B:00:000:Infinite Outs +mjleague:0:FFC08D:00:001:Set Strikes to 0 Now! +mjleague:0:FFC08D:03:001:Set Strikes to 3 Now! +mjleague:0:FFC08F:00:001:Set Balls to 0 Now! +mjleague:0:FFC08F:04:001:Set Balls to 4 Now! +mjleague:0:FFC08B:00:001:Set Outs to 0 Now! +mjleague:0:FFC08B:03:001:Set Outs to 3 Now! + +; [ Mortal Kombat (rev 1.0 08/08/92) ] +mkla1:0:00209A04:A1:000:Infinite Energy PL1 +mkla1:0:00209A04:00:001:Set Energy=0 Now! PL1 +mkla1:0:00209A60:A1:000:Infinite Energy PL2 +mkla1:0:00209A60:00:001:Set Energy=0 Now! PL2 +mkla1:0:00209AA8:05:071:Select current level +mkla1:0:00209AA8:05:061:Select next level +mkla1:0:00000000:00:999:[Enable these character ] +mkla1:0:00000000:00:999:[select cheats after the ] +mkla1:0:00000000:00:999:[level select screen or the ] +mkla1:0:00000000:00:999:[game may crash!! ] +mkla1:0:00000000:00:999:[These are the values you ] +mkla1:0:00000000:00:999:[need to select for each ] +mkla1:0:00000000:00:999:[character currently known ] +mkla1:0:00000000:00:999:[ 00=Cage 01=Kano 02=Rayden ] +mkla1:0:00000000:00:999:[ 03=Kang 04=Scorpion ] +mkla1:0:00000000:00:999:[ 05=Sub Zero 06=Sonya ] +mkla1:0:00000000:00:999:[ 07=Goro 08=Shang Tsung ] +mkla1:0:002099F6:08:070:Select Character PL1 +mkla1:0:00209A52:08:070:Select Character PL2 + +; [ Mortal Kombat (rev 2.0 08/18/92) ] +mkla2:0:00209A04:A1:000:Infinite Energy PL1 +mkla2:0:00209A04:00:001:Set Energy=0 Now! PL1 +mkla2:0:00209A60:A1:000:Infinite Energy PL2 +mkla2:0:00209A60:00:001:Set Energy=0 Now! PL2 +mkla2:0:00209AA8:05:071:Select current level +mkla2:0:00209AA8:05:061:Select next level +mkla2:0:00000000:00:999:[Enable these character ] +mkla2:0:00000000:00:999:[select cheats after the ] +mkla2:0:00000000:00:999:[level select screen or the ] +mkla2:0:00000000:00:999:[game may crash!! ] +mkla2:0:00000000:00:999:[These are the values you ] +mkla2:0:00000000:00:999:[need to select for each ] +mkla2:0:00000000:00:999:[character currently known ] +mkla2:0:00000000:00:999:[ 00=Cage 01=Kano 02=Rayden ] +mkla2:0:00000000:00:999:[ 03=Kang 04=Scorpion ] +mkla2:0:00000000:00:999:[ 05=Sub Zero 06=Sonya ] +mkla2:0:00000000:00:999:[ 07=Goro 08=Shang Tsung ] +mkla2:0:002099F6:08:070:Select Character PL1 +mkla2:0:00209A52:08:070:Select Character PL2 + +; [ Mortal Kombat (rev 3.0 08/31/92) ] +mkla3:0:00209A04:A1:000:Infinite Energy PL1 +mkla3:0:00209A04:00:001:Set Energy=0 Now! PL1 +mkla3:0:00209A60:A1:000:Infinite Energy PL2 +mkla3:0:00209A60:00:001:Set Energy=0 Now! PL2 +mkla3:0:00209AA8:05:071:Select current level +mkla3:0:00209AA8:05:061:Select next level +mkla3:0:00000000:00:999:[Enable the go to the bottom] +mkla3:0:00000000:00:999:[of the pit cheat on the ] +mkla3:0:00000000:00:999:[character selection screen.] +mkla3:0:00209AA8:09:001:Go to the bottom of the Pit +mkla3:0:00000000:00:999:[Enable these character ] +mkla3:0:00000000:00:999:[select cheats after the ] +mkla3:0:00000000:00:999:[level select screen or the ] +mkla3:0:00000000:00:999:[game may crash!! ] +mkla3:0:00000000:00:999:[These are the values you ] +mkla3:0:00000000:00:999:[need to select for each ] +mkla3:0:00000000:00:999:[character currently known ] +mkla3:0:00000000:00:999:[ 00=Cage 01=Kano 02=Rayden ] +mkla3:0:00000000:00:999:[ 03=Kang 04=Scorpion ] +mkla3:0:00000000:00:999:[ 05=Sub Zero 06=Sonya ] +mkla3:0:00000000:00:999:[ 07=Goro 08=Shang Tsung ] +mkla3:0:002099F6:08:070:Select Character PL1 +mkla3:0:00209A52:08:070:Select Character PL2 + +; [ Mortal Kombat (rev 4.0 09/28/92) ] +mkla4:0:00209A04:A1:000:Infinite Energy PL1 +mkla4:0:00209A04:00:001:Set Energy=0 Now! PL1 +mkla4:0:00209A60:A1:000:Infinite Energy PL2 +mkla4:0:00209A60:00:001:Set Energy=0 Now! PL2 +mkla4:0:00209AA8:05:071:Select current level +mkla4:0:00209AA8:05:061:Select next level +mkla4:0:00000000:00:999:[Enable the go to the bottom] +mkla4:0:00000000:00:999:[of the pit cheat on the ] +mkla4:0:00000000:00:999:[character selection screen.] +mkla4:0:00209AA8:09:001:Go to the bottom of the Pit +mkla4:0:00000000:00:999:[Enable these character ] +mkla4:0:00000000:00:999:[select cheats after the ] +mkla4:0:00000000:00:999:[level select screen or the ] +mkla4:0:00000000:00:999:[game may crash!! ] +mkla4:0:00000000:00:999:[These are the values you ] +mkla4:0:00000000:00:999:[need to select for each ] +mkla4:0:00000000:00:999:[character currently known ] +mkla4:0:00000000:00:999:[ 00=Cage 01=Kano 02=Rayden ] +mkla4:0:00000000:00:999:[ 03=Kang 04=Scorpion ] +mkla4:0:00000000:00:999:[ 05=Sub Zero 06=Sonya ] +mkla4:0:00000000:00:999:[ 07=Goro 08=Shang Tsung ] +mkla4:0:002099F6:08:070:Select Character PL1 +mkla4:0:00209A52:08:070:Select Character PL2 + +; [ Mortal Kombat (rev 5.0 T-Unit 03/19/93) ] +mk:0:00209A04:A1:000:Infinite Energy PL1 +mk:0:00209A04:00:001:Set Energy=0 Now! PL1 +mk:0:00209A60:A1:000:Infinite Energy PL2 +mk:0:00209A60:00:001:Set Energy=0 Now! PL2 +mk:0:00209AA8:05:071:Select current level +mk:0:00209AA8:05:061:Select next level +mk:0:00000000:00:999:[Enable the go to the bottom] +mk:0:00000000:00:999:[of the pit cheat on the ] +mk:0:00000000:00:999:[character selection screen.] +mk:0:00209AA8:09:001:Go to the bottom of the Pit +mk:0:00000000:00:999:[Enable these character ] +mk:0:00000000:00:999:[select cheats after the ] +mk:0:00000000:00:999:[level select screen or the ] +mk:0:00000000:00:999:[game may crash!! ] +mk:0:00000000:00:999:[These are the values you ] +mk:0:00000000:00:999:[need to select for each ] +mk:0:00000000:00:999:[character currently known ] +mk:0:00000000:00:999:[ 00=Cage 01=Kano 02=Rayden ] +mk:0:00000000:00:999:[ 03=Kang 04=Scorpion ] +mk:0:00000000:00:999:[ 05=Sub Zero 06=Sonya ] +mk:0:00000000:00:999:[ 07=Goro 08=Shang Tsung ] +mk:0:002099F6:08:070:Select Character PL1 +mk:0:00209A52:08:070:Select Character PL2 + +; [ Marchen Maze (Japan) ] +mmaze:0:11F1:05:000:Invincibility +mmaze:0:1301:06:000:Infinite Lives PL1 +mmaze:0:1381:06:000:Infinite Lives PL2 + +; [ Minky Monkey ] +mmonkey:0:005D:99:000:Infinite Time +mmonkey:0:0055:08:000:Infinite Lives +mmonkey:0:0075:00:000:Invincibility +mmonkey:0:005B:04:001:One success ends level Now! +mmonkey:0:005C:00:000:No failures + +; [ Munch Mobile (Japan) ] +mnchmobl:0:811F:78:000:Infinite Fuel +mnchmobl:0:82DC:00:000:Invincibility +mnchmobl:0:8138:06:000:Infinite Lives PL1 +mnchmobl:0:8139:06:000:Infinite Lives PL2 + +; [ Mutant Night ] +mnight:0:C195:99:000:Infinite Time +mnight:0:C195:01:001:Lose remaining time Now! +mnight:0:C02A:08:000:Infinite Lives PL1 +mnight:0:C052:08:000:Infinite Lives PL2 +mnight:0:CB1C:00:000:Invincibility +mnight:0:0000:00:999:[ Normal size to enter trap ] +mnight:0:0000:00:999:[ Big size == invincibility ] +mnight:0:CDB0:00:001:Size is Normal Now! +mnight:0:CDB0:02:001:Size is Big Now! +mnight:0:CDB0:03:001:Size is Small Now! +mnight:0:CDB3:80:000:Always Multiway shot (1/3) +mnight:0:CDB5:B0:500:Always Multiway shot (2/3) +mnight:0:CDB6:04:500:Always Multiway shot (3/3) +mnight:0:CDB3:80:000:Get Multiway shot Now! (1/3) +mnight:0:CDB5:B0:500:Get Multiway shot Now! (2/3) +mnight:0:CDB6:04:501:Get Multiway shot Now! (3/3) +mnight:0:CDB3:00:001:Get Normal shot Now! (1/3) +mnight:0:CDB5:01:501:Get Normal shot Now! (2/3) +mnight:0:CDB6:00:501:Get Normal shot Now! (3/3) + +; [ Moguchan ] +moguchan:0:5824:09:000:Infinite Lives PL1 +moguchan:0:5825:09:000:Infinite Lives PL2 +moguchan:0:5890:00:000:Invincibility + +; [ Mole Attack ] +mole:0:02F2:25:000:Infinite Time +mole:0:02F2:00:001:Time Up Now! +mole:0:02F7:99:001:Round Points = 990 Now!! + +; [ Monkey Donkey ] +monkeyd:0:6228:06:000:Infinite Lives +monkeyd:0:6394:0F:002:Infinite hammer upon pickup +monkeyd:0:62B1:63:000:Infinite bonus time (1/2) +monkeyd:0:638C:99:502:Infinite bonus time (2/2) +monkeyd:0:62B9:00:000:No fireballs on ramps +monkeyd:0:6403:00:000:No fireballs on factory +monkeyd:0:65A0:00:000:No pies on factory +monkeyd:0:6400:00:000:No fireballs on rivets +monkeyd:0:6500:00:000:No jacks on elevators +monkeyd:0:6392:00:000:No barrels on ramps +monkeyd:0:6215:01:000:Always climb +monkeyd:0:6215:00:001:Deactivate climb +monkeyd:0:6217:01:000:Hammer (1/2) +monkeyd:0:6691:01:500:Hammer (2/2) +monkeyd:0:6290:00:001:Finish sub-level 4 Now! +monkeyd:0:6229:FF:072:Select current round +monkeyd:0:6229:FF:062:Select next round + +; [ Monster Bash ] +monsterb:0:E382:06:000:Infinite Lives PL1 +monsterb:0:E383:06:000:Infinite Lives PL2 + +; [ Moon War II (set 2) ] +monwar2a:0:8744:09:000:Infinite Lives + +; [ Money Money ] +monymony:0:7267:0A:000:Infinite Lives PL1 +monymony:0:7268:0A:000:Infinite Lives PL2 +monymony:0:0000:00:999:[Invincibility doesn't ] +monymony:0:0000:00:999:[protect you from falls!! ] +monymony:0:7272:10:000:Invincibility (1/2) +monymony:0:7431:01:500:Invincibility (2/2) + +; [ Moon Alien Part 2 ] +moonal2:0:821D:05:000:Infinite Lives +moonal2:0:8200:01:000:Invincibility (1/3) +moonal2:0:8205:00:500:Invincibility (2/3) +moonal2:0:8201:00:500:Invincibility (3/3) + +; [ Moon Alien Part 2 (older version) ] +moonal2b:0:821D:05:000:Infinite Lives +moonal2b:0:8200:01:000:Invincibility (1/3) +moonal2b:0:8205:00:500:Invincibility (2/3) +moonal2b:0:8201:00:500:Invincibility (3/3) + +; [ Moon Cresta (bootleg on Galaxian hardware) ] +mooncrgx:0:409D:01:000:Infinite Lives (1/2) +mooncrgx:0:409E:00:500:Infinite Lives (2/2) +mooncrgx:0:4230:30:000:Infinite Time to dock +mooncrgx:0:4230:00:001:No more dock time Now! (1/2) +mooncrgx:0:4231:01:501:No more dock time Now! (2/2) +mooncrgx:0:423C:01:000:Only 1 to kill per screen + +; [ Moon Cresta (bootleg set 2) ] +mooncrs2:0:809D:01:000:Infinite Lives (1/2) +mooncrs2:0:809E:00:500:Infinite Lives (2/2) +mooncrs2:0:8230:30:000:Infinite Time to dock +mooncrs2:0:8230:00:001:No more dock time Now! (1/2) +mooncrs2:0:8231:01:501:No more dock time Now! (2/2) +mooncrs2:0:823C:01:000:Only 1 to kill per screen + +; [ Moon Cresta (bootleg set 1) ] +mooncrsb:0:809D:01:000:Infinite Lives (1/2) +mooncrsb:0:809E:00:500:Infinite Lives (2/2) +mooncrsb:0:8230:30:000:Infinite Time to dock +mooncrsb:0:8230:00:001:No more dock time Now! (1/2) +mooncrsb:0:8231:01:501:No more dock time Now! (2/2) +mooncrsb:0:823C:01:000:Only 1 to kill per screen + +; [ Moon Cresta (Gremlin) ] +mooncrsg:0:809D:01:000:Infinite Lives (1/2) +mooncrsg:0:809E:00:500:Infinite Lives (2/2) +mooncrsg:0:8230:30:000:Infinite Time to dock +mooncrsg:0:8230:00:001:No more dock time Now! (1/2) +mooncrsg:0:8231:01:501:No more dock time Now! (2/2) +mooncrsg:0:823C:01:000:Only 1 to kill per screen + +; [ Moon Cresta (Nichibutsu) ] +mooncrst:0:809D:01:000:Infinite Lives (1/2) +mooncrst:0:809E:00:500:Infinite Lives (2/2) +mooncrst:0:8230:30:000:Infinite Time to dock +mooncrst:0:8230:00:001:No more dock time Now! (1/2) +mooncrst:0:8231:01:501:No more dock time Now! (2/2) +mooncrst:0:823C:01:000:Only 1 to kill per screen + +; [ Moon Quasar ] +moonqsr:0:8087:F8:000:Infinite Fuel + +; [ Moon Walker (Set 1) ] +moonwalk:0:FFDA58:03:000:Infinite Lives PL1 +moonwalk:0:FFC01C:40:000:Infinite Energy PL1 +moonwalk:0:FFDA79:01:000:Infinite Magic PL1 +moonwalk:0:FFDA7D:45:000:Invincibility PL1 +moonwalk:0:FFC04C:04:000:Always Robot PL1:Best enabled on title screen +moonwalk:0:FFC04C:04:001:Become Robot Now! PL1:Buggy +moonwalk:0:FFDA98:03:000:Infinite Lives PL2 +moonwalk:0:FFC0DC:40:000:Infinite Energy PL2 +moonwalk:0:FFDAB9:01:000:Infinite Magic PL2 +moonwalk:0:FFDABD:45:000:Invincibility PL2 +moonwalk:0:FFC10C:04:000:Always Robot PL2:Best enabled on title screen +moonwalk:0:FFC10C:04:001:Become Robot Now! PL2:Buggy +moonwalk:0:FFDAD8:03:000:Infinite Lives PL3 +moonwalk:0:FFC19C:28:000:Infinite Energy PL3 +moonwalk:0:FFDAF9:01:000:Infinite Magic PL3 +moonwalk:0:FFDAFD:45:000:Invincibility PL3 +moonwalk:0:FFC1CC:04:000:Always Robot PL3:Best enabled on title screen +moonwalk:0:FFC1CC:04:001:Become Robot Now! PL3:Buggy + +; [ Moon War II (set 1) ] +moonwar2:0:8744:09:000:Infinite Lives + +; [ Moon Walker (Set 2) ] +moonwlka:0:FFDA58:03:000:Infinite Lives PL1 +moonwlka:0:FFC01C:40:000:Infinite Energy PL1 +moonwlka:0:FFDA79:01:000:Infinite Magic PL1 +moonwlka:0:FFDA7D:45:000:Invincibility PL1 +moonwlka:0:FFC04C:04:000:Always Robot PL1:Best enabled on title screen +moonwlka:0:FFC04C:04:001:Become Robot Now! PL1:Buggy +moonwlka:0:FFDA98:03:000:Infinite Lives PL2 +moonwlka:0:FFC0DC:40:000:Infinite Energy PL2 +moonwlka:0:FFDAB9:01:000:Infinite Magic PL2 +moonwlka:0:FFDABD:45:000:Invincibility PL2 +moonwlka:0:FFC10C:04:000:Always Robot PL2:Best enabled on title screen +moonwlka:0:FFC10C:04:001:Become Robot Now! PL2:Buggy +moonwlka:0:FFDAD8:03:000:Infinite Lives PL3 +moonwlka:0:FFC19C:28:000:Infinite Energy PL3 +moonwlka:0:FFDAF9:01:000:Infinite Magic PL3 +moonwlka:0:FFDAFD:45:000:Invincibility PL3 +moonwlka:0:FFC1CC:04:000:Always Robot PL3:Best enabled on title screen +moonwlka:0:FFC1CC:04:001:Become Robot Now! PL3:Buggy + +;[ Moon Walker (bootleg) ] +moonwlkb:0:FFDA58:03:000:Infinite Lives PL1 +moonwlkb:0:FFC01C:40:000:Infinite Energy PL1 +moonwlkb:0:FFDA79:01:000:Infinite Magic PL1 +moonwlkb:0:FFDA7D:45:000:Invincibility PL1 +moonwlkb:0:FFC04C:04:000:Always Robot PL1:Best enabled on title screen +moonwlkb:0:FFC04C:04:001:Become Robot Now! PL1:Buggy +moonwlkb:0:FFDA98:03:000:Infinite Lives PL2 +moonwlkb:0:FFC0DC:40:000:Infinite Energy PL2 +moonwlkb:0:FFDAB9:01:000:Infinite Magic PL2 +moonwlkb:0:FFDABD:45:000:Invincibility PL2 +moonwlkb:0:FFC10C:04:000:Always Robot PL2:Best enabled on title screen +moonwlkb:0:FFC10C:04:001:Become Robot Now! PL2:Buggy +moonwlkb:0:FFDAD8:03:000:Infinite Lives PL3 +moonwlkb:0:FFC19C:28:000:Infinite Energy PL3 +moonwlkb:0:FFDAF9:01:000:Infinite Magic PL3 +moonwlkb:0:FFDAFD:45:000:Invincibility PL3 +moonwlkb:0:FFC1CC:04:000:Always Robot PL3:Best enabled on title screen +moonwlkb:0:FFC1CC:04:001:Become Robot Now! PL3:Buggy + +; [ Syougi No Tatsujin - Master of Syougi ] +mosyougi:0:10B064:3B:000:Infinite Time:Mode Left Course Only + +; [ MotoRace USA ] +motorace:0:E70D:01:000:Rank always set to 1st +motorace:0:0000:00:999:[Infinite Fuel must be ] +motorace:0:0000:00:999:[turned off at New York. ] +motorace:0:E708:1E:000:Infinite Fuel +motorace:0:0000:00:999:[Invincibility must be ] +motorace:0:0000:00:999:[turned OFF before entering ] +motorace:0:0000:00:999:[the final straight of ] +motorace:0:0000:00:999:[each city. ] +motorace:0:E300:03:000:Invincibility + +; [ Motos ] +motos:0:1826:03:000:Infinite Lives +motos:0:182D:FF:000:Infinite Power +motos:0:182C:63:000:Infinite Jumps + +; [ Moon Patrol ] +mpatrol:0:E511:00:000:Infinite Time +mpatrol:0:E515:0A:000:Infinite Lives +mpatrol:0:0000:00:999:[Crazy Invincibility doesn't] +mpatrol:0:0000:00:999:[allow you to jump - and the] +mpatrol:0:0000:00:999:[sprite has problems.. ] +mpatrol:0:E300:02:000:Crazy Invincibility + +; [ Moon Patrol (Williams) ] +mpatrolw:0:E511:00:000:Infinite Time +mpatrolw:0:E515:0A:000:Infinite Lives +mpatrolw:0:0000:00:999:[Crazy Invincibility doesn't] +mpatrolw:0:0000:00:999:[allow you to jump - and the] +mpatrolw:0:0000:00:999:[sprite has problems.. ] +mpatrolw:0:E300:02:000:Crazy Invincibility + +; [ Mad Planets ] +mplanets:0:130A:06:000:Infinite Lives +mplanets:0:012F0:00:000:Invincibility + +; [ Moon Ranger ] +mranger:0:E511:00:000:Infinite Time +mranger:0:E515:0A:000:Infinite Lives +mranger:0:0000:00:999:[Crazy Invincibility doesn't] +mranger:0:0000:00:999:[allow you to jump - and the] +mranger:0:0000:00:999:[sprite has problems.. ] +mranger:0:E300:02:000:Crazy Invincibility + +; [ Mr. Do! (Universal) ] +mrdo:0:E1C5:18:040:Invincibility +mrdo:0:E097:06:000:Infinite Lives PL1 +mrdo:0:E0A1:21:000:MANY red monsters PL1 +mrdo:0:E0A1:01:000:One red monster PL1 +mrdo:0:E0A1:00:000:NO red monsters PL1 +mrdo:0:E11C:06:000:Infinite Lives PL2 +mrdo:0:E126:21:000:MANY red monsters PL2 +mrdo:0:E126:01:000:One red monster PL2 +mrdo:0:E126:00:000:NO red monsters PL2 + +; [ Mr. Do! (bugfixed) ] +mrdofix:0:E1C5:18:040:Invincibility +mrdofix:0:E097:06:000:Infinite Lives PL1 +mrdofix:0:E0A1:21:000:MANY red monsters PL1 +mrdofix:0:E0A1:01:000:One red monster PL1 +mrdofix:0:E0A1:00:000:NO red monsters PL1 +mrdofix:0:E11C:06:000:Infinite Lives PL2 +mrdofix:0:E126:21:000:MANY red monsters PL2 +mrdofix:0:E126:01:000:One red monster PL2 +mrdofix:0:E126:00:000:NO red monsters PL2 + +; [ Mr. Do! (Taito) ] +mrdot:0:E1C5:18:040:Invincibility +mrdot:0:E097:06:000:Infinite Lives PL1 +mrdot:0:E0A1:21:000:MANY red monsters PL1 +mrdot:0:E0A1:01:000:One red monster PL1 +mrdot:0:E0A1:00:000:NO red monsters PL1 +mrdot:0:E11C:06:000:Infinite Lives PL2 +mrdot:0:E126:21:000:MANY red monsters PL2 +mrdot:0:E126:01:000:One red monster PL2 +mrdot:0:E126:00:000:NO red monsters PL2 + +; [ Mr. Do! (Yukidaruma) ] +mrdoy:0:E091:06:000:Infinite Lives PL1 +mrdoy:0:E09B:21:000:MANY red monsters PL1 +mrdoy:0:E09B:01:000:One red monster PL1 +mrdoy:0:E09B:00:000:NO red monsters PL1 +mrdoy:0:E0E9:06:000:Infinite Lives PL2 +mrdoy:0:E0F3:21:000:MANY red monsters PL2 +mrdoy:0:E0F3:01:000:One red monster PL2 +mrdoy:0:E0F3:00:000:NO red monsters PL2 + +; [ Mr. Du! ] +mrdu:0:E1C5:18:040:Invincibility +mrdu:0:E097:06:000:Infinite Lives PL1 +mrdu:0:E0A1:21:000:MANY red monsters PL1 +mrdu:0:E0A1:01:000:One red monster PL1 +mrdu:0:E0A1:00:000:NO red monsters PL1 +mrdu:0:E11C:06:000:Infinite Lives PL2 +mrdu:0:E126:21:000:MANY red monsters PL2 +mrdu:0:E126:01:000:One red monster PL2 +mrdu:0:E126:00:000:NO red monsters PL2 + +; [ Mr. Goemon (Japan) ] +mrgoemon:0:DBB0:06:000:Infinite Lives +mrgoemon:0:DB13:40:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Mr. HELI no Dai-Bouken ] +mrheli:0:A3760:3F:000:Infinite Time (1/2) +mrheli:0:A3761:83:500:Infinite Time (2/2) +mrheli:0:A2964:0A:000:Infinite Lives +mrheli:0:A007E:FF:000:Infinite Energy +mrheli:0:A3754:90:000:Infinite Money (1/3) +mrheli:0:A3755:99:500:Infinite Money (2/3) +mrheli:0:A3756:99:500:Infinite Money (3/3) +mrheli:0:A001B:02:000:Maximum Power Bomb +mrheli:0:A001C:02:000:Maximum Power Shot +mrheli:0:A001D:02:000:Maximum Power Missile + +; [ Mr. Lo! ] +mrlo:0:E1C5:18:040:Invincibility +mrlo:0:E097:06:000:Infinite Lives PL1 +mrlo:0:E0A1:21:000:MANY red monsters PL1 +mrlo:0:E0A1:01:000:One red monster PL1 +mrlo:0:E0A1:00:000:NO red monsters PL1 +mrlo:0:E11C:06:000:Infinite Lives PL2 +mrlo:0:E126:21:000:MANY red monsters PL2 +mrlo:0:E126:01:000:One red monster PL2 +mrlo:0:E126:00:000:NO red monsters PL2 + +; [ Mr. TNT ] +mrtnt:0:4CA6:09:000:Infinite Lives PL1 +mrtnt:0:4CA7:09:000:Infinite Lives PL2 + +; [ Mister Viking ] +mrviking:0:C161:08:000:Infinite Lives PL1 +mrviking:0:C162:08:000:Infinite Lives PL2 + +; [ Mister Viking (Japan) ] +mrvikinj:0:C161:08:000:Infinite Lives PL1 +mrvikinj:0:C162:08:000:Infinite Lives PL2 + +; [ Metal Slug - Super Vehicle-001 ] +mslug:0:106E93:3C:000:Infinite Time +mslug:0:1005E7:30:000:Infinite Tank Gas +mslug:0:100610:0A:000:Infinite Tank Cannon +mslug:0:100377:03:000:Infinite Lives PL1 +mslug:0:1004C2:FF:000:Infinite Ammo PL1 +mslug:0:1004C0:0A:000:Infinite Bombs PL1 +mslug:0:100610:0A:000:Infinite Cannon PL1 +mslug:0:100485:40:000:Invincibility PL1 +mslug:0:1004B1:00:000:Always Normal Gun PL1 +mslug:0:1004B1:01:000:Always Shotgun PL1 +mslug:0:1004B1:02:000:Always Flamer PL1 +mslug:0:1004B1:03:000:Always Rocket Launcher PL1 +mslug:0:1004B1:04:000:Always Machine Gun PL1 +mslug:0:1004B1:00:001:Get Normal Gun Now! PL1 +mslug:0:1004B1:01:001:Get Shotgun Now! PL1 +mslug:0:1004B1:02:001:Get Flamer Now! PL1 +mslug:0:1004B1:03:001:Get Rocket Launcher Now! PL1 +mslug:0:1004B1:04:001:Get Machine Gun Now! PL1 +mslug:0:100417:03:000:Infinite Lives PL2 +mslug:0:100562:FF:000:Infinite Ammo PL2 +mslug:0:100560:0A:000:Infinite Bombs PL2 +mslug:0:100610:0A:000:Infinite Cannon PL2 +mslug:0:100525:40:000:Invincibility PL2 +mslug:0:100551:00:000:Always Normal Gun PL2 +mslug:0:100551:01:000:Always Shotgun PL2 +mslug:0:100551:02:000:Always Flamer PL2 +mslug:0:100551:03:000:Always Rocket Launcher PL2 +mslug:0:100551:04:000:Always Machine Gun PL2 +mslug:0:100551:00:001:Get Normal Gun Now! PL2 +mslug:0:100551:01:001:Get Shotgun Now! PL2 +mslug:0:100551:02:001:Get Flamer Now! PL2 +mslug:0:100551:03:001:Get Rocket Launcher Now! PL2 +mslug:0:100551:04:001:Get Machine Gun Now! PL2 + +; [ Metal Slug 2 - Super Vehicle-001/II ] +mslug2:0:1013B4:3C:000:Infinite Time +mslug2:0:101276:63:000:Infinite Lives PL1 +mslug2:0:10C348:63:000:Infinite Bombs PL1 +mslug2:0:10C34D:FF:000:Infinite Ammo PL1 +mslug2:0:10E8A1:0A:000:Infinite Cannon PL1 +mslug2:0:101517:77:000:Invincibility PL1 +mslug2:0:10E8A1:0A:000:Infinite Vehicle Cannon PL1 +mslug2:0:10E89B:30:000:Infinite Vehicle Energy PL1 +mslug2:0:101525:00:001:Become Normal PL1 +mslug2:0:101525:02:001:Become Fat Bloater PL1 +mslug2:0:101525:03:001:Become Mummy PL1 +mslug2:0:10C346:FF:001:Get Normal Gun PL1 +mslug2:0:10C346:00:001:Get Shotgun PL1 (1/2) +mslug2:0:101525:01:501:Get Shotgun PL1 (2/2) +mslug2:0:10C346:01:001:Get Rocket Launcher PL1(1/2) +mslug2:0:101525:01:501:Get Rocket Launcher PL1(2/2) +mslug2:0:10C346:02:001:Get Flamethrower PL1 (1/2) +mslug2:0:101525:01:501:Get Flamethrower PL1 (2/2) +mslug2:0:10C346:03:001:Get Machine Gun PL1 (1/2) +mslug2:0:101525:01:501:Get Machine Gun PL1 (2/2) +mslug2:0:10C346:04:001:Get Laser PL1 (1/2) +mslug2:0:101525:01:501:Get Laser PL1 (2/2) +mslug2:0:10131E:63:000:Infinite Lives PL2 +mslug2:0:10C349:63:000:Infinite Bombs PL2 +mslug2:0:10C34F:FF:000:Infinite Ammo PL2 +mslug2:0:10E8C5:0A:000:Infinite Cannon PL2 +mslug2:0:1015BF:77:000:Invincibility PL2 +mslug2:0:10E8C5:0A:000:Infinite Vehicle Cannon PL2 +mslug2:0:10E8BF:30:000:Infinite Vehicle Energy PL2 +mslug2:0:1015CD:00:001:Become Normal Now! PL2 +mslug2:0:1015CD:02:001:Become Fat Bloater Now! PL2 +mslug2:0:1015CD:03:001:Become Mummy Now! PL2 +mslug2:0:10C347:FF:001:Get Normal Gun PL2 +mslug2:0:10C347:00:001:Get Shotgun PL2 (1/2) +mslug2:0:1015CD:01:501:Get Shotgun PL2 (2/2) +mslug2:0:10C347:01:001:Get Rocket Launcher PL2(1/2) +mslug2:0:1015CD:01:501:Get Rocket Launcher PL2(2/2) +mslug2:0:10C347:02:001:Get Flamethrower PL2 (1/2) +mslug2:0:1015CD:01:501:Get Flamethrower PL2 (2/2) +mslug2:0:10C347:03:001:Get Machine Gun PL2 (1/2) +mslug2:0:1015CD:01:501:Get Machine Gun PL2 (2/2) +mslug2:0:10C347:04:001:Get Laser PL2 (1/2) +mslug2:0:1015CD:01:501:Get Laser PL2 (2/2) + +; [ Ms. Pac-Man Plus ] +mspacatk:0:4E14:06:000:Infinite Lives (1/2) +mspacatk:0:4E15:05:500:Infinite Lives (2/2) +mspacatk:0:0000:00:999:[------Starting Levels------] +mspacatk:0:0000:00:999:[Deactivate the cheats after] +mspacatk:0:0000:00:999:[starting the level or leave] +mspacatk:0:0000:00:999:[active to repeat the level.] +mspacatk:0:4E0A:7E:000:Start at Strawberry (1/2) +mspacatk:0:4E13:01:500:Start at Strawberry (2/2) +mspacatk:0:4E0A:7F:000:Start at Orange (1/2) +mspacatk:0:4E13:02:500:Start at Orange (2/2) +mspacatk:0:4E0A:80:000:Start at Pretzel (1/2) +mspacatk:0:4E13:03:500:Start at Pretzel (2/2) +mspacatk:0:4E0A:81:000:Start at Apple (1/2) +mspacatk:0:4E13:04:500:Start at Apple (2/2) +mspacatk:0:4E0A:82:000:Start at Pear (1/2) +mspacatk:0:4E13:05:500:Start at Pear (2/2) +mspacatk:0:4E0A:83:000:Start at Banana (1/2) +mspacatk:0:4E13:06:500:Start at Banana (2/2) +mspacatk:0:4E0A:84:000:Start at Multifruit 1a (1/2) +mspacatk:0:4E13:07:500:Start at Multifruit 1a (2/2) +mspacatk:0:4E0A:85:000:Start at Multifruit 1b (1/2) +mspacatk:0:4E13:08:500:Start at Multifruit 1b (2/2) +mspacatk:0:4E0A:86:000:Start at Multifruit 2 (1/2) +mspacatk:0:4E13:09:500:Start at Multifruit 2 (2/2) +mspacatk:0:0000:00:999:[------Practice Levels------] +mspacatk:0:4E13:00:000:Practice Cherry +mspacatk:0:4E13:01:000:Practice Strawberry +mspacatk:0:4E13:02:000:Practice Orange +mspacatk:0:4E13:03:000:Practice Pretzel +mspacatk:0:4E13:04:000:Practice Apple +mspacatk:0:4E13:05:000:Practice Pear +mspacatk:0:4E13:06:000:Practice Banana +mspacatk:0:4E13:07:000:Practice Multifruit (board 1) +mspacatk:0:4E13:09:000:Practice Multifruit (board 2) +mspacatk:0:4E13:FF:000:Split-Screen (Unplayable) +mspacatk:0:4E13:FE:000:No maze or dots(Unfinishable) +mspacatk:0:0000:00:999:[------Practice Speeds------] +mspacatk:0:4DBD:00:000:Stay blue until eaten (1/2) +mspacatk:0:4DBE:00:500:Stay blue until eaten (2/2) +mspacatk:0:4DBD:58:000:Slow changeback (1/2) +mspacatk:0:4DBE:02:500:Slow changeback (2/2) +mspacatk:0:4DBD:68:000:Moderate changeback (1/2) +mspacatk:0:4DBE:01:500:Moderate changeback (2/2) +mspacatk:0:4DBD:F0:000:Quick changeback (1/2) +mspacatk:0:4DBE:00:500:Quick changeback (2/2) +mspacatk:0:4DBD:78:000:Lightning changeback (1/2) +mspacatk:0:4DBE:00:500:Lightning changeback (2/2) +mspacatk:0:4DBD:01:000:No change to blue (1/2) +mspacatk:0:4DBE:00:500:No change to blue (2/2) +mspacatk:0:0000:00:999:[-------Ghost Status--------] +mspacatk:0:4DA7:01:000:Red always blue +mspacatk:0:4DA8:01:000:Pink always blue +mspacatk:0:4DA9:01:000:Green always blue +mspacatk:0:4DAA:01:000:Orange always blue +mspacatk:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Ms. Pac-Man ] +mspacman:0:4E14:06:000:Infinite Lives (1/2) +mspacman:0:4E15:05:500:Infinite Lives (2/2) +mspacman:0:0000:00:999:[------Starting Levels------] +mspacman:0:0000:00:999:[Deactivate the cheats after] +mspacman:0:0000:00:999:[starting the level or leave] +mspacman:0:0000:00:999:[active to repeat the level.] +mspacman:0:4E0A:7E:000:Start at Strawberry (1/2) +mspacman:0:4E13:01:500:Start at Strawberry (2/2) +mspacman:0:4E0A:7F:000:Start at Orange (1/2) +mspacman:0:4E13:02:500:Start at Orange (2/2) +mspacman:0:4E0A:80:000:Start at Pretzel (1/2) +mspacman:0:4E13:03:500:Start at Pretzel (2/2) +mspacman:0:4E0A:81:000:Start at Apple (1/2) +mspacman:0:4E13:04:500:Start at Apple (2/2) +mspacman:0:4E0A:82:000:Start at Pear (1/2) +mspacman:0:4E13:05:500:Start at Pear (2/2) +mspacman:0:4E0A:83:000:Start at Banana (1/2) +mspacman:0:4E13:06:500:Start at Banana (2/2) +mspacman:0:4E0A:84:000:Start at Multifruit 1a (1/2) +mspacman:0:4E13:07:500:Start at Multifruit 1a (2/2) +mspacman:0:4E0A:85:000:Start at Multifruit 1b (1/2) +mspacman:0:4E13:08:500:Start at Multifruit 1b (2/2) +mspacman:0:4E0A:86:000:Start at Multifruit 2 (1/2) +mspacman:0:4E13:09:500:Start at Multifruit 2 (2/2) +mspacman:0:0000:00:999:[------Practice Levels------] +mspacman:0:4E13:00:000:Practice Cherry +mspacman:0:4E13:01:000:Practice Strawberry +mspacman:0:4E13:02:000:Practice Orange +mspacman:0:4E13:03:000:Practice Pretzel +mspacman:0:4E13:04:000:Practice Apple +mspacman:0:4E13:05:000:Practice Pear +mspacman:0:4E13:06:000:Practice Banana +mspacman:0:4E13:07:000:Practice Multifruit (board 1) +mspacman:0:4E13:09:000:Practice Multifruit (board 2) +mspacman:0:4E13:FF:000:Split-Screen (Unplayable) +mspacman:0:4E13:FE:000:No maze or dots(Unfinishable) +mspacman:0:0000:00:999:[------Practice Speeds------] +mspacman:0:4DBD:00:000:Stay blue until eaten (1/2) +mspacman:0:4DBE:00:500:Stay blue until eaten (2/2) +mspacman:0:4DBD:58:000:Slow changeback (1/2) +mspacman:0:4DBE:02:500:Slow changeback (2/2) +mspacman:0:4DBD:68:000:Moderate changeback (1/2) +mspacman:0:4DBE:01:500:Moderate changeback (2/2) +mspacman:0:4DBD:F0:000:Quick changeback (1/2) +mspacman:0:4DBE:00:500:Quick changeback (2/2) +mspacman:0:4DBD:78:000:Lightning changeback (1/2) +mspacman:0:4DBE:00:500:Lightning changeback (2/2) +mspacman:0:4DBD:01:000:No change to blue (1/2) +mspacman:0:4DBE:00:500:No change to blue (2/2) +mspacman:0:0000:00:999:[-------Ghost Status--------] +mspacman:0:4DA7:01:000:Red always blue +mspacman:0:4DA8:01:000:Pink always blue +mspacman:0:4DA9:01:000:Green always blue +mspacman:0:4DAA:01:000:Orange always blue +mspacman:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Magic Sword - Heroic Fantasy (World) ] +msword:0:FFFF4B:99:000:Infinite Time +msword:0:FFA9BC:99:000:Infinite Magic PL1 +msword:0:FFA9E0:7C:000:Invincibility (Player) PL1 +msword:0:FFB7C5:75:000:Invincibility (Partner) PL1 +msword:0:FFA9E9:09:000:Infinite Keys PL1 (1/3) +msword:0:FFA9EB:09:500:Infinite Keys PL1 (2/3) +msword:0:FFA9EA:09:500:Infinite Keys PL1 (3/3) +msword:0:FFAA7C:99:000:Infinite Magic PL2 +msword:0:FFAAA0:7C:000:Invincibility (Player) PL2 +msword:0:FFB8C5:75:000:Invincibility (Player) PL2 +msword:0:FFAAA9:09:000:Infinite Keys PL2 (1/3) +msword:0:FFAAAB:09:500:Infinite Keys PL2 (2/3) +msword:0:FFAAAA:09:500:Infinite Keys PL2 (3/3) + +; [ Magic Sword (Japan) ] +mswordj:0:FFFF4B:99:000:Infinite Time +mswordj:0:FFA9BC:99:000:Infinite Magic PL1 +mswordj:0:FFA9E0:7C:000:Invincibility (Player) PL1 +mswordj:0:FFB7C5:75:000:Invincibility (Partner) PL1 +mswordj:0:FFA9E9:09:000:Infinite Keys PL1 (1/3) +mswordj:0:FFA9EB:09:500:Infinite Keys PL1 (2/3) +mswordj:0:FFA9EA:09:500:Infinite Keys PL1 (3/3) +mswordj:0:FFAA7C:99:000:Infinite Magic PL2 +mswordj:0:FFAAA0:7C:000:Invincibility (Player) PL2 +mswordj:0:FFB8C5:75:000:Invincibility (Player) PL2 +mswordj:0:FFAAA9:09:000:Infinite Keys PL2 (1/3) +mswordj:0:FFAAAB:09:500:Infinite Keys PL2 (2/3) +mswordj:0:FFAAAA:09:500:Infinite Keys PL2 (3/3) + +; [ Magic Sword - Heroic Fantasy (US) ] +mswordu:0:FFFF4B:99:000:Infinite Time +mswordu:0:FFA9BC:99:000:Infinite Magic PL1 +mswordu:0:FFA9E0:7C:000:Invincibility (Player) PL1 +mswordu:0:FFB7C5:75:000:Invincibility (Partner) PL1 +mswordu:0:FFA9E9:09:000:Infinite Keys PL1 (1/3) +mswordu:0:FFA9EB:09:500:Infinite Keys PL1 (2/3) +mswordu:0:FFA9EA:09:500:Infinite Keys PL1 (3/3) +mswordu:0:FFAA7C:99:000:Infinite Magic PL2 +mswordu:0:FFAAA0:7C:000:Invincibility (Player) PL2 +mswordu:0:FFB8C5:75:000:Invincibility (Player) PL2 +mswordu:0:FFAAA9:09:000:Infinite Keys PL2 (1/3) +mswordu:0:FFAAAB:09:500:Infinite Keys PL2 (2/3) +mswordu:0:FFAAAA:09:500:Infinite Keys PL2 (3/3) + +; [ Mouse Trap (version 5) ] +mtrap:0:005A:06:000:Infinite Lives PL1 +mtrap:0:006C:06:000:Infinite Bones PL1 +mtrap:0:005B:06:000:Infinite Lives PL2 +mtrap:0:006D:06:000:Infinite Bones PL2 +mtrap:0:006E:93:000:Always have a Dog +mtrap:0:01FD:AD:000:Invincibility + +; [ Mouse Trap (version 3) ] +mtrap3:0:005A:06:000:Infinite Lives PL1 +mtrap3:0:006C:06:000:Infinite Bones PL1 +mtrap3:0:005B:06:000:Infinite Lives PL2 +mtrap3:0:006D:06:000:Infinite Bones PL2 +mtrap3:0:006E:93:000:Always have a Dog +mtrap3:0:01FD:AD:000:Invincibility + +; [ Mouse Trap (version 4) ] +mtrap4:0:005A:06:000:Infinite Lives PL1 +mtrap4:0:006C:06:000:Infinite Bones PL1 +mtrap4:0:005B:06:000:Infinite Lives PL2 +mtrap4:0:006D:06:000:Infinite Bones PL2 +mtrap4:0:006E:93:000:Always have a Dog +mtrap4:0:01FD:AD:000:Invincibility + +; [ Mega Twins (World) ] +mtwins:0:FF0F69:59:000:Infinite Time +mtwins:0:FF147B:03:000:Infinite Lives PL1 +mtwins:0:FF14AB:40:000:Infinite Energy PL1 +mtwins:0:FF149B:B4:000:Invincibility PL1 +mtwins:0:FF14D3:06:000:Infinite Magic PL1 +mtwins:0:FF153B:03:000:Infinite Lives PL2 +mtwins:0:FF156B:40:000:Infinite Energy PL2 +mtwins:0:FF155B:B4:000:Invincibility PL2 +mtwins:0:FF1593:06:000:Infinite Magic PL2 + +; [ Mutation Nation ] +mutnat:0:102019:40:000:Infinite Energy PL1 +mutnat:0:10153F:03:000:Infinite Special Attack PL1 +mutnat:0:10153E:00:001:No Special Attack PL1 +mutnat:0:10153E:01:001:Get Special Attack A PL1 +mutnat:0:10153E:02:001:Get Special Attack B PL1 +mutnat:0:10153E:03:001:Get Special Attack C PL1 +mutnat:0:10153E:04:001:Get Special Attack D PL1 +mutnat:0:102119:40:000:Infinite Energy PL2 +mutnat:0:101541:03:000:Infinite Special Attack PL2 +mutnat:0:101540:00:001:No Special Attack PL2 +mutnat:0:101540:01:001:Get Special Attack A PL2 +mutnat:0:101540:02:001:Get Special Attack B PL2 +mutnat:0:101540:03:001:Get Special Attack C PL2 +mutnat:0:101540:04:001:Get Special Attack D PL2 + +; [ MX5000 ] +mx5000:0:397E:09:000:Infinite Lives PL1 +mx5000:0:39DE:09:000:Infinite Lives PL2 +mx5000:0:0000:00:999:[Invincibility should only ] +mx5000:0:0000:00:999:[be activated ingame. You ] +mx5000:0:0000:00:999:[should disable them when ] +mx5000:0:0000:00:999:[you have finished with them] +mx5000:0:0000:00:999:[IE. Switch the Normal Mode ] +mx5000:0:0000:00:999:[cheat to the Boss Battle ] +mx5000:0:0000:00:999:[when you get to the Boss ] +mx5000:0:0000:00:999:[Battle. And turn the Boss ] +mx5000:0:0000:00:999:[Batle cheat OFF before the ] +mx5000:0:0000:00:999:[Boss disappears!!! ] +mx5000:0:3000:04:000:Invincibility Normal Mode +mx5000:0:3000:07:000:Invincibility Boss Battle +mx5000:0:0000:00:999:[ ] +mx5000:0:3011:00:000:Always Normal Shot +mx5000:0:3011:01:000:Always Single Laser +mx5000:0:3011:02:000:Always Double Laser +mx5000:0:3012:00:000:Always Single Bomb (Normal) +mx5000:0:3012:01:000:Always X3 Bombs +mx5000:0:3012:02:000:Always X5 Bombs +mx5000:0:3003:00:000:Always slow speed (Normal) +mx5000:0:3003:01:000:Always medium speed +mx5000:0:3003:02:000:Always fast speed +mx5000:0:3003:03:000:Always superfast speed +mx5000:0:3011:00:001:Get Normal Shot Now! +mx5000:0:3011:01:001:Get Single Laser Now! +mx5000:0:3011:02:001:Get Double Laser Now! +mx5000:0:3012:00:001:Get Single Bomb (Normal) Now! +mx5000:0:3012:01:001:Get X3 Bombs Now! +mx5000:0:3012:02:001:Get X5 Bombs Now! +mx5000:0:3003:00:001:Get slow speed (Normal) Now! +mx5000:0:3003:01:001:Get medium speed Now! +mx5000:0:3003:02:001:Get fast speed Now! +mx5000:0:3003:03:001:Get superfast speed Now! +mx5000:0:390C:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ My Hero (US) ] +myhero:0:C04E:06:000:Infinite Lives PL1 +myhero:0:C04F:06:000:Infinite Lives PL2 +myhero:0:C200:80:040:Invincibility + +; [ Seishun Scandal (Japan) ] +myheroj:0:C04E:06:000:Infinite Lives PL1 +myheroj:0:C04F:06:000:Infinite Lives PL2 +myheroj:0:C200:80:040:Invincibility + +; [ My Hero (Korea) ] +myherok:0:C04E:06:000:Infinite Lives PL1 +myherok:0:C04F:06:000:Infinite Lives PL2 +myherok:0:C200:80:040:Invincibility + +; [ Mystic Marathon ] +mysticm:0:D006:01:000:Set Rank to 1st PL1 +mysticm:0:D062:01:000:Set Rank to 1st PL2 + +; [ Mystic Riders (World) ] +mysticri:0:E3540:0A:000:Infinite Lives PL1 +mysticri:0:E22C0:0A:000:Infinite Lives PL2 + +; [ Mysterious Stones ] +mystston:0:0040:00:000:Infinite Time +mystston:0:0031:06:000:Infinite Lives +mystston:0:0000:00:999:[Invincibility doesn't stop ] +mystston:0:0000:00:999:[bouncing containers hurting] +mystston:0:004A:BF:040:Invincibility & Clear Enemies + +; [ NAM-1975 ] +nam1975:0:10109E:89:005:Infinite Lives PL1 +nam1975:0:1010E7:99:000:Infinite Ammo PL1 +nam1975:0:1010ED:99:000:Infinite Grenades PL1 +nam1975:0:1010F0:02:000:Invincibility PL1 +nam1975:0:1010E6:02:000:Always have Flamethrower PL1 +nam1975:0:1010E6:08:000:Always have Bazooka PL1 +nam1975:0:1010E6:01:000:Always have Machine Gun PL1 +nam1975:0:1010E6:02:001:Get Flamethrower Now PL1 +nam1975:0:1010E6:08:001:Get Bazooka Now PL1 +nam1975:0:1010E6:01:001:Get Machine Gun Now PL1 +nam1975:0:10119E:89:005:Infinite Lives PL2 +nam1975:0:1011E7:99:000:Infinite Ammo PL2 +nam1975:0:1011ED:99:000:Infinite Grenades PL2 +nam1975:0:1011F0:02:000:Invincibility PL2 +nam1975:0:1011E6:02:000:Always have Flamethrower PL2 +nam1975:0:1011E6:08:000:Always have Bazooka PL2 +nam1975:0:1011E6:01:000:Always have Machine Gun PL2 +nam1975:0:1011E6:02:001:Get Flamethrower Now PL2 +nam1975:0:1011E6:08:001:Get Bazooka Now PL2 +nam1975:0:1011E6:01:001:Get Machine Gun Now PL2 + +; [ Name That Tune ] +nametune:0:02EC:85:000:Always Max Song Value +nametune:0:02EE:99:000:Always Max Song Bonus +nametune:0:0000:00:999:[Watch out for these values ] +nametune:0:0000:00:999:[ 00=1, 01=2, 02=3, 03=4 ] +nametune:0:012A:00:998:Watch me for good answer + +; [ Narc (rev 7.00) ] +narc:0:002016FC:03:000:Infinite Lives PL1 +narc:0:002016E0:23:000:Infinite Energy PL1 +narc:0:002016B8:10:000:Invincibility PL1 +narc:0:002016F0:64:000:Infinite Bullets PL1 +narc:0:002016E2:64:000:Infinite Rockets PL1 +narc:0:002016EA:64:001:Get 100 dollars Now! PL1 +narc:0:002016E8:64:001:Get 100 drugs Now! PL1 +narc:0:002016EC:32:001:Get 50 "bust" Now! PL1 +narc:0:00201778:03:000:Infinite Lives PL2 +narc:0:0020175C:23:000:Infinite Energy PL2 +narc:0:00201734:10:000:Invincibility PL2 +narc:0:0020176C:64:000:Infinite Bullets PL2 +narc:0:0020175E:64:000:Infinite Rockets PL2 +narc:0:00201766:64:001:Get 100 dollars Now! PL2 +narc:0:00201764:64:001:Get 100 drugs Now! PL2 +narc:0:00201768:32:001:Get 50 "bust" Now! PL2 + +; [ Naughty Boy (bootleg) ] +naughtya:0:4028:05:000:Infinite Lives +naughtya:0:408B:99:000:Infinite Time +naughtya:0:0000:00:999:[Activate the following two ] +naughtya:0:0000:00:999:[cheats during game play NOT] +naughtya:0:0000:00:999:[on the attract screens! ] +naughtya:0:4040:02:000:Invincibility +naughtya:0:4040:04:001:Finish this level + +; [ Naughty Boy ] +naughtyb:0:4028:05:000:Infinite Lives +naughtyb:0:408B:99:000:Infinite Time +naughtyb:0:0000:00:999:[Activate the following two ] +naughtyb:0:0000:00:999:[cheats during game play NOT] +naughtyb:0:0000:00:999:[on the attract screens! ] +naughtyb:0:4040:02:000:Invincibility +naughtyb:0:4040:04:001:Finish this level + +; [ Naughty Boy (Cinematronics) ] +naughtyc:0:4028:05:000:Infinite Lives +naughtyc:0:408B:99:000:Infinite Time +naughtyc:0:0000:00:999:[Activate the following two ] +naughtyc:0:0000:00:999:[cheats during game play NOT] +naughtyc:0:0000:00:999:[on the attract screens! ] +naughtyc:0:4040:02:000:Invincibility +naughtyc:0:4040:04:001:Finish this level + +; [ Navalone ] +navalone:0:4050:05:000:Infinite Lives + +; [ Ninja Combat ] +ncombat:0:1032DD:05:060:Stage Select +ncombat:0:100632:14:500:Infinite Energy PL1 +ncombat:0:1018C0:03:000:Max Power PL1 +ncombat:0:1018C1:02:000:Max Speed PL1 +ncombat:0:100682:14:500:Infinite Energy PL2 +ncombat:0:1018E0:03:000:Max Power PL2 +ncombat:0:1018E1:02:000:Max Speed PL2 + +; [ Ninja Commando ] +ncommand:0:106030:02:000:Infinite Energy PL1 +ncommand:0:106130:02:000:Infinite Energy PL2 + +; [ Nebulous Bee ] +nebulbee:0:9820:06:000:Infinite Lives +nebulbee:0:9288:28:000:Perfect challenge stage +nebulbee:0:9821:04:000:Start on level 5 +nebulbee:0:9821:09:000:Start on level 10 +;These can be modified of course for any level... +nebulbee:0:9825:00:000:All challenge stages +nebulbee:0:9825:01:000:No challenge stages +nebulbee:0:9827:01:000:Double Ship (1/4) +nebulbee:0:9361:29:500:Double Ship (2/4) +nebulbee:0:8B61:09:500:Double Ship (3/4) +nebulbee:0:8B60:06:500:Double Ship (4/4) +nebulbee:0:9368:00:000:Aliens don't shoot (1/8) +nebulbee:0:9369:00:500:Aliens don't shoot (2/8) +nebulbee:0:936A:00:500:Aliens don't shoot (3/8) +nebulbee:0:936B:00:500:Aliens don't shoot (4/8) +nebulbee:0:936C:00:500:Aliens don't shoot (5/8) +nebulbee:0:936D:00:500:Aliens don't shoot (6/8) +nebulbee:0:936E:00:500:Aliens don't shoot (7/8) +nebulbee:0:936F:00:500:Aliens don't shoot (8/8) + +; [ Nemesis (hacked?) ] +nemesis:0:0602A0:05:000:Infinite Lives +nemesis:0:060800:01:000:Invincibility (1/3) +nemesis:0:06080A:02:500:Invincibility (2/3) +nemesis:0:060819:00:500:Invincibility (3/3) +nemesis:0:06080E:02:000:Constant Speedup Speed=2 +nemesis:0:06080E:03:000:Constant Speedup Speed=3 +nemesis:0:06080E:04:000:Constant Speedup Speed=4 +nemesis:0:06080E:05:000:Constant Speedup Speed=5 +nemesis:0:06080E:06:000:Constant Speedup Speed=6-FULL +nemesis:0:060825:01:000:Constant Missile +nemesis:0:060827:01:000:Constant Double +nemesis:0:060827:02:000:Constant Laser +nemesis:0:0602AC:05:000:Infinite 5 Coins +nemesis:0:0602AC:06:000:Infinite 6 Coins +nemesis:0:0605E3:FF:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Nemesis (World?) ] +nemesuk:0:0602A0:05:000:Infinite Lives +nemesuk:0:060800:01:000:Invincibility (1/3) +nemesuk:0:06080A:02:500:Invincibility (2/3) +nemesuk:0:060819:00:500:Invincibility (3/3) +nemesuk:0:06080E:02:000:Constant Speedup Speed=2 +nemesuk:0:06080E:03:000:Constant Speedup Speed=3 +nemesuk:0:06080E:04:000:Constant Speedup Speed=4 +nemesuk:0:06080E:05:000:Constant Speedup Speed=5 +nemesuk:0:06080E:06:000:Constant Speedup Speed=6-FULL +nemesuk:0:060825:01:000:Constant Missile +nemesuk:0:060827:01:000:Constant Double +nemesuk:0:060827:02:000:Constant Laser +nemesuk:0:0602AC:05:000:Infinite 5 Coins +nemesuk:0:0602AC:06:000:Infinite 6 Coins +nemesuk:0:0605E3:FF:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Nemo (World) ] +nemo:0:FF8525:59:000:Infinite Time +nemo:0:FF8398:0A:000:Infinite Lives PL1 +nemo:0:FF838F:30:000:Invincibility PL1 +nemo:0:FF838D:08:000:Infinite S. Attacks PL1 (1/2) +nemo:0:FF838C:01:500:Infinite S. Attacks PL1 (2/2) +nemo:0:FF8498:0A:000:Infinite Lives PL2 +nemo:0:FF848F:30:000:Invincibility PL2 +nemo:0:FF848D:08:000:Infinite S. Attacks PL2 (1/2) +nemo:0:FF848C:01:500:Infinite S. Attacks PL2 (2/2) +nemo:0:FFCCAF:00:000:Kill the Round 3&5 Boss +nemo:0:FFB12F:00:000:Kill the Round 4 Boss + +; [ Nemo (Japan) ] +nemoj:0:FF8525:59:000:Infinite Time +nemoj:0:FF8398:0A:000:Infinite Lives PL1 +nemoj:0:FF838F:30:000:Invincibility PL1 +nemoj:0:FF838D:08:000:Infinite S. Attacks PL1 (1/2) +nemoj:0:FF838C:01:500:Infinite S. Attacks PL1 (2/2) +nemoj:0:FF8498:0A:000:Infinite Lives PL2 +nemoj:0:FF848F:30:000:Invincibility PL2 +nemoj:0:FF848D:08:000:Infinite S. Attacks PL2 (1/2) +nemoj:0:FF848C:01:500:Infinite S. Attacks PL2 (2/2) +nemoj:0:FFCCAF:00:000:Kill the Round 3&5 Boss +nemoj:0:FFB12F:00:000:Kill the Round 4 Boss + +; [ Neo Bomberman ] +neobombe:0:000000:00:999:[Activate all these cheats ] +neobombe:0:000000:00:999:[during play only or they ] +neobombe:0:000000:00:999:[may not work at all!!!! ] +neobombe:0:10A877:00:000:Displayed door always open +neobombe:0:10A877:00:001:Open displayed door Now! +neobombe:0:101658:09:000:Infinite Lives PL1 +neobombe:0:101655:FF:000:Invincibility PL1 +neobombe:0:101656:FF:000:Max Speed PL1 +neobombe:0:101671:05:000:Max Firepower PL1 +neobombe:0:101672:00:000:Simultaneous Bombs PL1 +neobombe:0:1016D8:09:000:Infinite Lives PL2 +neobombe:0:1016D5:FF:000:Invincibility PL2 +neobombe:0:1016D6:FF:000:Max Speed PL2 +neobombe:0:1016F1:05:000:Max Firepower PL2 +neobombe:0:1016F2:00:000:Simultaneous Bombs PL2 +neobombe:0:1017FF:59:000:Infinite Time on Level 1-1 +neobombe:0:1035FF:59:000:Infinite Time on Level 1-2 +neobombe:0:101EFF:59:000:Infinite Time on Level 1-3 +neobombe:0:10247F:59:000:Infinite Time on Level 1-4 +neobombe:0:1011FF:59:000:Infinite Time on Level 1-5 +neobombe:0:100A7F:59:000:Infinite Time on Level 1-6 +neobombe:0:10197F:59:000:Infinite Time on Level 2-1 +neobombe:0:10267F:59:000:Infinite Time on Level 2-2 +neobombe:0:1001FF:59:000:Infinite Time on Level 2-3 +neobombe:0:100A7F:59:000:Infinite Time on Level 2-4 +neobombe:0:100CFF:59:000:Infinite Time on Level 2-5 +neobombe:0:10277F:59:000:Infinite Time on Level 2-6 + +; [ Neo-Geo Cup '98 - The Road to the Victory ] +neocup98:0:1051EA:63:070:Select Score PL1 +neocup98:0:1051EE:63:070:Select Score PL2 + +; [ Neo Drift Out - New Technology ] +neodrift:0:103335:99:000:Infinite Time +neodrift:0:103379:BC:000:Stop Total Time Practice +neodrift:0:10339B:00:000:Stop Total Time Stage 1 +neodrift:0:1033BD:00:000:Stop Total Time Stage 2 +neodrift:0:1033DF:00:000:Stop Total Time Stage 3 +neodrift:0:103401:00:000:Stop Total Time Stage 4 +neodrift:0:103423:00:000:Stop Total Time Stage 5 +neodrift:0:103445:00:000:Stop Total Time Stage 6 + +; [ Neo Mr. Do! ] +neomrdo:0:10465B:FF:000:Infinite Lives PL1 +neomrdo:0:100E55:82:000:Invincibility PL1 +neomrdo:0:10465D:FF:000:Infinite Lives PL2 +neomrdo:0:100E71:82:000:Invincibility PL2 + +; [ New Sinbad 7 ] +newsin7:0:4550:08:000:Infinite Lives +newsin7:0:4558:60:000:Infinite Energy +newsin7:0:0000:00:999:[Only turn invincibility ON ] +newsin7:0:0000:00:999:[when ship is on screen and ] +newsin7:0:0000:00:999:[turn OFF during level warp ] +newsin7:0:0000:00:999:[use F5 to toggle ON and OFF] +newsin7:0:442F:01:000:Invincibility (1/2) +newsin7:0:443F:FF:500:Invincibility (2/2) + +; [ Nibbler (set 1) ] +nibbler:0:00A3:63:004:Infinite Time +nibbler:0:00B0:32:000:Infinite Lives PL1 +nibbler:0:00B1:32:000:Infinite Lives PL2 +nibbler:0:0000:00:999:[Only enable Invincibility ] +nibbler:0:0000:00:999:[during play and you must ] +nibbler:0:0000:00:999:[disable Invincibility with ] +nibbler:0:0000:00:999:[F5 to finish each level. ] +nibbler:0:00FC:00:000:Invincibility + +; [ Nibbler (set 2) ] +nibblera:0:00A3:63:004:Infinite Time +nibblera:0:00B0:32:000:Infinite Lives PL1 +nibblera:0:00B1:32:000:Infinite Lives PL2 +nibblera:0:0000:00:999:[Only enable Invincibility ] +nibblera:0:0000:00:999:[during play and you must ] +nibblera:0:0000:00:999:[disable Invincibility with ] +nibblera:0:0000:00:999:[F5 to finish each level. ] +nibblera:0:00FC:00:000:Invincibility + +; [ Ninja Kid II (set 2) ] +ninjak2a:0:E20D:3C:000:Infinite Time +ninjak2a:0:E130:07:000:Infinite Lives PL1 +ninjak2a:0:E169:07:000:Infinite Lives PL2 +ninjak2a:0:ECF2:00:000:Invincibility +ninjak2a:0:E113:04:000:All Ammo (1/4) +ninjak2a:0:E117:02:500:All Ammo (2/4) +ninjak2a:0:E118:03:500:All Ammo (3/4) +ninjak2a:0:E119:04:500:All Ammo (4/4) +ninjak2a:0:E111:FF:000:Infinite Fireballs +ninjak2a:0:EC05:00:000:Enemies NEVER shoot +ninjak2a:0:E110:06:001:Clear this Round Now! +ninjak2a:0:E100:1F:061:Select the Scene + +; [ Ninja Kid II (set 3) ] +ninjak2b:0:E20B:3C:000:Infinite Time +ninjak2b:0:E12F:07:000:Infinite Lives PL1 +ninjak2b:0:E167:07:000:Infinite Lives PL2 +ninjak2b:0:ECF0:00:000:Invincibility +ninjak2b:0:E112:04:000:All Ammo (1/4) +ninjak2b:0:E116:02:500:All Ammo (2/4) +ninjak2b:0:E117:03:500:All Ammo (3/4) +ninjak2b:0:E118:04:500:All Ammo (4/4) +ninjak2b:0:E110:FF:000:Infinite Fireballs +ninjak2b:0:EC04:00:000:Enemies NEVER shoot +ninjak2b:0:E10F:06:001:Clear this Round Now! +ninjak2b:0:E0FF:1F:061:Select the Scene + +; [ Ninja Kid II (set 1) ] +ninjakd2:0:E20B:3C:000:Infinite Time +ninjakd2:0:E12F:07:000:Infinite Lives PL1 +ninjakd2:0:E167:07:000:Infinite Lives PL2 +ninjakd2:0:ECF0:00:000:Invincibility +ninjakd2:0:E112:04:000:All Ammo (1/4) +ninjakd2:0:E116:02:500:All Ammo (2/4) +ninjakd2:0:E117:03:500:All Ammo (3/4) +ninjakd2:0:E118:04:500:All Ammo (4/4) +ninjakd2:0:E110:FF:000:Infinite Fireballs +ninjakd2:0:EC04:00:000:Enemies NEVER shoot +ninjakd2:0:E10F:06:001:Clear this Round Now! +ninjakd2:0:E0FF:1F:061:Select the Scene + +; [ Ninja Master's - haoh-ninpo-cho ] +ninjamas:0:10C021:9A:000:Infinite Time +ninjamas:0:100050:D0:000:Infinite Energy PL1 +ninjamas:0:100050:00:001:Drain All Energy Now! PL1 +ninjamas:0:1000AE:60:000:Infinite Power PL1 +ninjamas:0:1000AE:00:001:Drain All Power Now! PL1 +ninjamas:0:1000AE:00:000:Always have No Power PL1 +ninjamas:0:101050:D0:000:Infinite Energy PL2 +ninjamas:0:101050:00:001:Drain All Energy Now! PL2 +ninjamas:0:1010AE:60:000:Infinite Power PL2 +ninjamas:0:1010AE:00:001:Drain All Power Now! PL2 +ninjamas:0:1010AE:00:000:Always have No Power PL2 +ninjamas:0:000000:00:999:[ Free player selection ] +ninjamas:0:10C007:01:000:Boss Code:Reset for cancel +ninjamas:0:000000:00:999:[ Use at selection screen ] +ninjamas:0:000000:00:999:[ Work, but doesn't show ] +ninjamas:0:000000:00:999:[ anything before select. ] +ninjamas:0:10C044:0A:001:Play with Ranmaru PL1 +ninjamas:0:10C044:0B:001:Play with Nobunaga PL1 +ninjamas:0:10C084:0A:001:Play with Ranmaru PL2 +ninjamas:0:10C084:0B:001:Play with Nobunaga PL2 +ninjamas:0:000000:00:999:[The Boss selection cheat ] +ninjamas:0:000000:00:999:[must be activated on the ] +ninjamas:0:000000:00:999:[character selection screen.] +ninjamas:0:10C017:0A:001:Goto to First Boss Now! +ninjamas:0:10C017:0B:001:Goto to Final Boss Now! +ninjamas:0:10C017:0C:001:Goto Ending Now! + +; [ Ninja Emaki (US) ] +ninjemak:0:E4E6:03:000:Infinite Lives +ninjemak:0:E789:03:000:Infinite Energy + +; [ Night Driver ] +nitedrvr:0:0092:90:000:Infinite Time + +; [ No Man's Land ] +nomnlnd:0:6012:07:000:Infinite Lives PL1 +nomnlnd:0:6013:07:000:Infinite Lives PL2 +nomnlnd:0:611E:04:040:Invincibility (1/2) +nomnlnd:0:611E:40:540:Invincibility (2/2) + +; [ No Man's Land (Gottlieb) ] +nomnlndg:0:6015:07:000:Infinite Lives PL1 +nomnlndg:0:6016:07:000:Infinite Lives PL2 +nomnlndg:0:6125:04:040:Invincibility (1/2) +nomnlndg:0:6125:40:540:Invincibility (2/2) + +; [ Nova 2001 (US) ] +nov2001u:0:E120:05:000:Infinite Lives +nov2001u:0:E10F:03:007:Bonus Always > 3000 Pts +nov2001u:0:E100:04:001:Go to Level 5 on Death (1/2) +nov2001u:0:E101:04:501:Go to Level 5 on Death (2/2) +nov2001u:0:E100:09:001:Go to Level 10 on Death (1/2) +nov2001u:0:E101:09:501:Go to Level 10 on Death (2/2) +nov2001u:0:E100:14:001:Go to Level 15 on Death (1/2) +nov2001u:0:E101:14:501:Go to Level 15 on Death (2/2) + +; [ Nova 2001 (Japan) ] +nova2001:0:E120:05:000:Infinite Lives +nova2001:0:E10F:03:007:Bonus Always > 3000 Pts +nova2001:0:E100:04:001:Go to Level 5 on Death (1/2) +nova2001:0:E101:04:501:Go to Level 5 on Death (2/2) +nova2001:0:E100:09:001:Go to Level 10 on Death (1/2) +nova2001:0:E101:09:501:Go to Level 10 on Death (2/2) +nova2001:0:E100:14:001:Go to Level 15 on Death (1/2) +nova2001:0:E101:14:501:Go to Level 15 on Death (2/2) + +; [ PuckMan (harder?) ] +npacmod:0:4E14:06:000:Infinite Lives (1/2) +npacmod:0:4E15:05:500:Infinite Lives (2/2) +npacmod:0:0000:00:999:[------Starting Levels------] +npacmod:0:0000:00:999:[Deactivate the cheats after] +npacmod:0:0000:00:999:[starting the level or leave] +npacmod:0:0000:00:999:[active to repeat the level.] +npacmod:0:4E0A:7E:000:Start at Strawberry (1/2) +npacmod:0:4E13:01:500:Start at Strawberry (2/2) +npacmod:0:4E0A:7F:000:Start at 1st Orange (1/2) +npacmod:0:4E13:02:500:Start at 1st Orange (2/2) +npacmod:0:4E0A:80:000:Start at 2nd Orange (1/2) +npacmod:0:4E13:03:500:Start at 2nd Orange (2/2) +npacmod:0:4E0A:81:000:Start at 1st Apple (1/2) +npacmod:0:4E13:04:500:Start at 1st Apple (2/2) +npacmod:0:4E0A:82:000:Start at 2nd Apple (1/2) +npacmod:0:4E13:05:500:Start at 2nd Apple (2/2) +npacmod:0:4E0A:83:000:Start at 1st Pineapple (1/2) +npacmod:0:4E13:06:500:Start at 1st Pineapple (2/2) +npacmod:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +npacmod:0:4E13:07:500:Start at 2nd Pineapple (2/2) +npacmod:0:4E0A:85:000:Start at 1st Galaxian (1/2) +npacmod:0:4E13:08:500:Start at 1st Galaxian (2/2) +npacmod:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +npacmod:0:4E13:09:500:Start at 2nd Galaxian (2/2) +npacmod:0:4E0A:87:000:Start at 1st Bell (1/2) +npacmod:0:4E13:0A:500:Start at 1st Bell (2/2) +npacmod:0:4E0A:88:000:Start at 2nd Bell (1/2) +npacmod:0:4E13:0B:500:Start at 2nd Bell (2/2) +npacmod:0:4E0A:87:000:Start at 1st Key (1/2) +npacmod:0:4E13:0C:500:Start at 1st Key (2/2) +npacmod:0:4E0A:88:000:Start at 2nd Key (1/2) +npacmod:0:4E13:0D:500:Start at 2nd Key (2/2) +npacmod:0:0000:00:999:[------Practice Levels------] +npacmod:0:4E13:00:000:Practice Cherry +npacmod:0:4E13:01:000:Practice Strawberry +npacmod:0:4E13:02:000:Practice 1st Orange +npacmod:0:4E13:03:000:Practice 2nd Orange +npacmod:0:4E13:04:000:Practice 1st Apple +npacmod:0:4E13:05:000:Practice 2nd Apple +npacmod:0:4E13:06:000:Practice 1st Pineapple +npacmod:0:4E13:07:000:Practice 2nd Pineapple +npacmod:0:4E13:08:000:Practice 1st Galaxian +npacmod:0:4E13:09:000:Practice 2nd Galaxian +npacmod:0:4E13:0A:000:Practice 1st Bell +npacmod:0:4E13:0B:000:Practice 2nd Bell +npacmod:0:4E13:0C:000:Practice 1st Key +npacmod:0:4E13:0D:000:Practice 2nd Key +npacmod:0:4E13:FF:000:Split-Screen (Unplayable) +npacmod:0:4E13:FE:000:No maze or dots(Unfinishable) +npacmod:0:0000:00:999:[------Practice Speeds------] +npacmod:0:4DBD:00:000:Stay blue until eaten (1/2) +npacmod:0:4DBE:00:500:Stay blue until eaten (2/2) +npacmod:0:4DBD:58:000:Slow changeback (1/2) +npacmod:0:4DBE:02:500:Slow changeback (2/2) +npacmod:0:4DBD:68:000:Moderate changeback (1/2) +npacmod:0:4DBE:01:500:Moderate changeback (2/2) +npacmod:0:4DBD:F0:000:Quick changeback (1/2) +npacmod:0:4DBE:00:500:Quick changeback (2/2) +npacmod:0:4DBD:78:000:Lightning changeback (1/2) +npacmod:0:4DBE:00:500:Lightning changeback (2/2) +npacmod:0:4DBD:01:000:No change to blue (1/2) +npacmod:0:4DBE:00:500:No change to blue (2/2) +npacmod:0:0000:00:999:[-------Ghost Status--------] +npacmod:0:4DA7:01:000:Red always blue +npacmod:0:4DA8:01:000:Pink always blue +npacmod:0:4DA9:01:000:Green always blue +npacmod:0:4DAA:01:000:Orange always blue +npacmod:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Ninja Princess ] +nprinces:0:C02C:09:000:Infinite Lives PL1 +nprinces:0:C02D:09:000:Infinite Lives PL2 +nprinces:0:C039:00:000:Infinite Time (1/3) +nprinces:0:EEF8:14:500:Infinite Time (2/3) +nprinces:0:C08C:F8:500:Infinite Time (3/3) +nprinces:0:C303:40:000:Invincibility 'ON':This cheat is Buggy +nprinces:0:C303:C0:001:Invincibility 'OFF' + +; [ Ninja Princess (bootleg?) ] +nprincsb:0:C02C:09:000:Infinite Lives PL1 +nprincsb:0:C02D:09:000:Infinite Lives PL2 +nprincsb:0:C039:00:000:Infinite Time (1/3) +nprincsb:0:EEF8:14:500:Infinite Time (2/3) +nprincsb:0:C08C:F8:500:Infinite Time (3/3) +nprincsb:0:C303:40:000:Invincibility 'ON':This cheat is Buggy +nprincsb:0:C303:C0:001:Invincibility 'OFF' + +; [ Ninja Princess (not encrypted) ] +nprincsu:0:C02C:09:000:Infinite Lives PL1 +nprincsu:0:C02D:09:000:Infinite Lives PL2 +nprincsu:0:C039:00:000:Infinite Time (1/3) +nprincsu:0:EEF8:14:500:Infinite Time (2/3) +nprincsu:0:C08C:F8:500:Infinite Time (3/3) +nprincsu:0:C303:40:000:Invincibility 'ON':This cheat is Buggy +nprincsu:0:C303:C0:001:Invincibility 'OFF' + +; [ New Rally X ] +nrallyx:0:800F:04:000:Infinite Lives PL1 +nrallyx:0:826B:06:022:Infinite Fuel PL1 +nrallyx:0:8010:04:000:Infinite Lives PL2 +nrallyx:0:826D:06:022:Infinite Fuel PL2 +nrallyx:0:81B0:02:000:Always 3 red cars +nrallyx:0:824E:00:000:No red cars per level +nrallyx:0:824E:01:000:Only 1 red car per level +nrallyx:0:824E:01:000:7 red cars per level +nrallyx:0:8251:00:000:No rocks +nrallyx:0:8088:88:000:Red car 1 doesn't move +nrallyx:0:80A8:88:000:Red car 2 doesn't move +nrallyx:0:80C8:88:000:Red car 3 doesn't move +nrallyx:0:80E8:88:000:Red car 4 doesn't move +nrallyx:0:8108:88:000:Red car 5 doesn't move +nrallyx:0:8128:88:000:Red car 6 doesn't move +nrallyx:0:8148:88:000:Red car 7 doesn't move +nrallyx:0:8168:88:000:Red car 8 doesn't move:Only there in later levels! +nrallyx:0:8027:20:000:Car always Very Slow (1/2) +nrallyx:0:8028:00:500:Car always Very Slow (2/2) +nrallyx:0:8027:C0:000:Car always Slow (1/2) +nrallyx:0:8028:00:500:Car always Slow (2/2) +nrallyx:0:8027:20:000:Car always Normal Speed (1/2) +nrallyx:0:8028:02:500:Car always Normal Speed (2/2) +nrallyx:0:8027:20:000:Car always Very Fast (1/2) +nrallyx:0:8028:05:500:Car always Very Fast (2/2) +nrallyx:0:8027:20:000:Car always Ultra Fast (1/2) +nrallyx:0:8028:0A:500:Car always Ultra Fast (2/2) + +; [ Ninja Spirit ] +nspirit:0:A38EB:06:000:Infinite Lives PL1 +nspirit:0:A38F1:06:000:Infinite Lives PL2 +nspirit:0:A39C1:DE:000:Infinite Time +nspirit:0:A009E:00:000:Invincibility +nspirit:0:A0093:0F:000:Always Max Power for all Ammo +nspirit:0:A0073:01:000:Always have 1 Shadow Man +nspirit:0:A0073:02:000:Always have 2 Shadow Men +nspirit:0:A0073:01:001:Get 1 Shadow Man Now! +nspirit:0:A0073:02:001:Get 2 Shadow Men Now! +nspirit:0:A0073:00:001:Lose Shadow Men Now! + +; [ Saigo no Nindou (Japan) ] +nspiritj:0:A38EB:06:000:Infinite Lives PL1 +nspiritj:0:A38F1:06:000:Infinite Lives PL2 +nspiritj:0:A39C1:DE:000:Infinite Time +nspiritj:0:A009E:00:000:Invincibility +nspiritj:0:A0093:0F:000:Always Max Power for all Ammo +nspiritj:0:A0073:01:000:Always have 1 Shadow Man +nspiritj:0:A0073:02:000:Always have 2 Shadow Men +nspiritj:0:A0073:01:001:Get 1 Shadow Man Now! +nspiritj:0:A0073:02:001:Get 2 Shadow Men Now! +nspiritj:0:A0073:00:001:Lose Shadow Men Now! + +; [ Night Stocker ] +nstocker:0:0288:15:000:Infinite Shields +nstocker:0:0287:9A:000:Infinite Shots +nstocker:0:0295:00:001:Distance/Enemies left=0 Now! + +; [ Nunchackun ] +nunchaku:0:C30D:02:000:Infinite Time (1/3) +nunchaku:0:C30E:02:500:Infinite Time (2/3) +nunchaku:0:C30F:01:500:Infinite Time (3/3) +nunchaku:0:C8F2:00:000:Infinite Energy (Main Game) +nunchaku:0:C53F:08:000:Infinite Energy (Sub Games) +nunchaku:0:C00C:06:000:Infinite Lives PL1 +nunchaku:0:C00D:06:000:Infinite Lives PL2 + +; [ Off the Wall (2-player cocktail) ] +offtwalc:0:3FDF4A:0A:000:Infinite Lives PL1 +offtwalc:0:3FDFCA:0A:000:Infinite Lives PL2 + +; [ Off the Wall (2/3-player upright) ] +offtwall:0:000000:00:999:[When there are only two ] +offtwall:0:000000:00:999:[players then PL3 will be ] +offtwall:0:000000:00:999:[the 2nd player! ] +offtwall:0:3FDF44:0A:000:Infinite Lives PL1 +offtwall:0:3FDF84:03:000:Infinite Lives PL2 +offtwall:0:3FDFC4:0A:000:Infinite Lives PL3 + +; [ Ohgon no Siro (Japan) ] +ogonsiro:0:C680:05:000:Infinite Lives +ogonsiro:0:C194:20:000:Infinite Shield +ogonsiro:0:F582:02:000:Infinite Helmet +ogonsiro:0:F562:02:000:Infinite Breastplate +ogonsiro:0:F4E2:02:000:Infinite Iron Briefs +ogonsiro:0:F4C2:02:000:Infinite Right Thigh +ogonsiro:0:F482:02:000:Infinite Left Thigh +ogonsiro:0:F4A2:02:000:Infinite Right Lower Leg +ogonsiro:0:F462:02:000:Infinite Left Lower Leg +ogonsiro:0:F522:02:000:Infinite Left Forearm +ogonsiro:0:F502:02:000:Infinite Right Upper Arm +ogonsiro:0:F542:02:000:Infinite Left Upper Arm +ogonsiro:0:0000:00:999:[The following cheats are ] +ogonsiro:0:0000:00:999:[for your enemy - so don't ] +ogonsiro:0:0000:00:999:[use the Infinite cheats if ] +ogonsiro:0:0000:00:999:[you want to win!!! ] +ogonsiro:0:F472:02:000:Infinite Right leg(enemy) +ogonsiro:0:F492:02:000:Infinite Right thigh(enemy) +ogonsiro:0:F4B2:02:000:Infinite Left leg(enemy) +ogonsiro:0:F4D2:02:000:Infinite Left thigh(enemy) +ogonsiro:0:F4F2:02:000:Infinite Briefs(enemy) +ogonsiro:0:F512:02:000:Infinite Right arm(enemy) +ogonsiro:0:F532:02:000:Infinite Right hand(enemy) +ogonsiro:0:F572:02:000:Infinite chest(enemy) +ogonsiro:0:F592:02:000:Infinite head(enemy) +ogonsiro:0:F5B2:02:000:Infinite Left arm(enemy) +ogonsiro:0:F5D2:02:000:Infinite Left hand(enemy) +ogonsiro:0:F472:00:001:Break Right leg(enemy) Now! +ogonsiro:0:F492:00:001:Break Right thigh(enemy) Now! +ogonsiro:0:F4B2:00:001:Break Left leg(enemy) Now! +ogonsiro:0:F4D2:00:001:Break Left thigh(enemy) Now! +ogonsiro:0:F4F2:00:001:Break Briefs(enemy) Now! +ogonsiro:0:F512:00:001:Break Right arm(enemy) Now! +ogonsiro:0:F532:00:001:Break Right hand(enemy) Now! +ogonsiro:0:F572:00:001:Break chest(enemy) Now! +ogonsiro:0:F592:00:001:Break head(enemy) Now! +ogonsiro:0:F5B2:00:001:Break Left arm(enemy) Now! +ogonsiro:0:F5D2:00:001:Break Left hand(enemy) Now! + +; [ Omega Race ] +omegrace:0:4066:05:000:Infinite Lives + +; [ Orbitron ] +orbitron:0:4039:08:000:Infinite Lives PL1 +orbitron:0:4041:08:000:Infinite Lives PL2 + +; [ Ordyne (Japan) ] +ordyne:0:40900B:08:000:Infinite Lives PL1 +ordyne:0:409501:01:000:Invincibility PL1 (1/2) +ordyne:0:409529:03:500:Invincibility PL1 (2/2) +ordyne:0:40900F:99:000:Infinite Crystal PL1 (1/2) +ordyne:0:40900E:99:500:Infinite Crystal PL1 (2/2) +ordyne:0:409538:16:000:Infinite Weapon PL1 +ordyne:0:409531:00:001:Get Normal Shot PL1 +ordyne:0:409531:01:001:Get Vulcan Shot PL1 (1/2) +ordyne:0:409538:16:501:Get Vulcan Shot PL1 (2/2) +ordyne:0:409531:02:001:Get Penetration Shot PL1(1/2) +ordyne:0:409538:16:501:Get Penetration Shot PL1(2/2) +ordyne:0:409531:03:001:Get 3Way Shot PL1 (1/2) +ordyne:0:409538:16:501:Get 3Way Shot PL1 (2/2) +ordyne:0:409531:04:001:Get Wide Shot PL1 (1/2) +ordyne:0:409538:16:501:Get Wide Shot PL1 (2/2) +ordyne:0:409531:05:001:Get Stock Bomber ShotPL1(1/2) +ordyne:0:40BCC1:01:501:Get Stock Bomber ShotPL1(2/2) +ordyne:0:40BD09:0A:000:Maximum Power Stock BomberPL1 +ordyne:0:40953B:06:000:Infinite Bombs PL1 +ordyne:0:409533:00:001:Get Normal Bomb PL1 +ordyne:0:409533:01:001:Get Horming Missile PL1 (1/2) +ordyne:0:40953B:06:501:Get Horming Missile PL1 (2/2) +ordyne:0:409533:02:001:Get Upper Bomb PL1 (1/2) +ordyne:0:40953B:06:501:Get Upper Bomb PL1 (2/2) +ordyne:0:409533:03:001:Get Fire Bomb PL1 (1/2) +ordyne:0:40953B:06:501:Get Fire Bomb PL1 (2/2) +ordyne:0:40902B:08:000:Infinite Lives PL2 +ordyne:0:409561:01:000:Invincibility PL2 (1/2) +ordyne:0:409589:03:500:Invincibility PL2 (2/2) +ordyne:0:40902F:99:000:Infinite Crystal PL2 (1/2) +ordyne:0:40902E:99:500:Infinite Crystal PL2 (2/2) +ordyne:0:409598:16:000:Infinite Weapon PL2 +ordyne:0:409591:00:001:Get Normal Shot PL2 +ordyne:0:409591:01:001:Get Vulcan Shot PL2 (1/2) +ordyne:0:409598:16:501:Get Vulcan Shot PL2 (2/2) +ordyne:0:409591:02:001:Get Penetration Shot PL2(1/2) +ordyne:0:409598:16:501:Get Penetration Shot PL2(2/2) +ordyne:0:409591:03:001:Get 3Way Shot PL2 (1/2) +ordyne:0:409598:16:501:Get 3Way Shot PL2 (2/2) +ordyne:0:409591:04:001:Get Wide Shot PL2 (1/2) +ordyne:0:409598:16:501:Get Wide Shot PL2 (2/2) +ordyne:0:409591:05:001:Get Stock Bomber ShotPL2(1/2) +ordyne:0:40BD21:01:501:Get Stock Bomber ShotPL2(2/2) +ordyne:0:40BD69:0A:000:Maximum Power Stock BomberPL2 +ordyne:0:40959B:06:000:Infinite Bombs PL2 +ordyne:0:409593:00:001:Get Normal Bomb PL2 +ordyne:0:409593:01:001:Get Horming Missile PL2 (1/2) +ordyne:0:40959B:06:501:Get Horming Missile PL2 (2/2) +ordyne:0:409593:02:001:Get Upper Bomb PL2 (1/2) +ordyne:0:40959B:06:501:Get Upper Bomb PL2 (2/2) +ordyne:0:409593:03:001:Get Fire Bomb PL2 (1/2) +ordyne:0:40959B:06:501:Get Fire Bomb PL2 (2/2) +ordyne:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Psycho-Nics Oscar (US) ] +oscar:0:003E:99:004:Infinite Time +oscar:0:007D:05:000:Infinite Lives +oscar:0:0042:06:000:Infinite Energy +oscar:0:0043:1F:000:Invincibility:To be used when you blink +oscar:0:0092:03:000:Always Max Jump Power Up +oscar:0:0000:00:999:[These highlight cheats dont] +oscar:0:0000:00:999:[actually display on status ] +oscar:0:0000:00:999:[bar, effects memory only! ] +oscar:0:0091:01:001:Highlight "JUMP" +oscar:0:0091:02:001:Highlight "GRENADE" +oscar:0:0091:03:001:Highlight "MISSILE" +oscar:0:0091:04:001:Highlight "P.C.U." +oscar:0:0091:05:001:Highlight "GUN/ARMOR" + +; [ Psycho-Nics Oscar (Japan) ] +oscarj:0:003E:99:004:Infinite Time +oscarj:0:007D:05:000:Infinite Lives +oscarj:0:0042:06:000:Infinite Energy +oscarj:0:0043:1F:000:Invincibility:To be used when you blink +oscarj:0:0092:03:000:Always Max Jump Power Up +oscarj:0:0000:00:999:[These highlight cheats dont] +oscarj:0:0000:00:999:[actually display on status ] +oscarj:0:0000:00:999:[bar, effects memory only! ] +oscarj:0:0091:01:001:Highlight "JUMP" +oscarj:0:0091:02:001:Highlight "GRENADE" +oscarj:0:0091:03:001:Highlight "MISSILE" +oscarj:0:0091:04:001:Highlight "P.C.U." +oscarj:0:0091:05:001:Highlight "GUN/ARMOR" + +; [ Off the Wall (Sente) ] +otwalls:0:0000:00:999:[The score will not display ] +otwalls:0:0000:00:999:[correctly until you score! ] +otwalls:0:0140:0B:070:Select Score PL1 +otwalls:0:0141:0B:070:Select Score PL2 + +; [ Out Run (set 1) ] +outrun:0:060861:99:000:Infinite Time +outrun:0:000000:00:999:[The Speed always=999 cheat ] +outrun:0:000000:00:999:[makes the game seriously ] +outrun:0:000000:00:999:[easy, you can drive through] +outrun:0:000000:00:999:[obstacles too! Watch out ] +outrun:0:000000:00:999:[for other vehicles though. ] +outrun:0:26079C:03:000:Speed always = 999 (1/2) +outrun:0:26079D:E6:500:Speed always = 999 (2/2) + +; [ Out Run (set 2) ] +outruna:0:060861:99:000:Infinite Time +outruna:0:000000:00:999:[The Speed always=999 cheat ] +outruna:0:000000:00:999:[makes the game seriously ] +outruna:0:000000:00:999:[easy, you can drive through] +outruna:0:000000:00:999:[obstacles too! Watch out ] +outruna:0:000000:00:999:[for other vehicles though. ] +outruna:0:26079C:03:000:Speed always = 999 (1/2) +outruna:0:26079D:E6:500:Speed always = 999 (2/2) + +; [ Out Run (set 3) ] +outrunb:0:060861:99:000:Infinite Time +outrunb:0:000000:00:999:[The Speed always=999 cheat ] +outrunb:0:000000:00:999:[makes the game seriously ] +outrunb:0:000000:00:999:[easy, you can drive through] +outrunb:0:000000:00:999:[obstacles too! Watch out ] +outrunb:0:000000:00:999:[for other vehicles though. ] +outrunb:0:26079C:03:000:Speed always = 999 (1/2) +outrunb:0:26079D:E6:500:Speed always = 999 (2/2) + +; [ Out Zone ] +outzone:0:000000:00:999:[If you want to skip the ] +outzone:0:000000:00:999:[level or see the game very ] +outzone:0:000000:00:999:[fast then enable Infinite ] +outzone:0:000000:00:999:[Bombs AND Invincibility and] +outzone:0:000000:00:999:[put frameskip to 11 and hit] +outzone:0:000000:00:999:[F10 to put speed to max.The] +outzone:0:000000:00:999:[faster the puter the better] +outzone:0:000000:00:999:[Just walk UP and use bomb ] +outzone:0:000000:00:999:[to kill the boss. ] +outzone:0:240BCF:09:000:Infinite Lives PL1 +outzone:0:241E7A:D0:000:Infinite Energy PL1 +outzone:0:241E53:0B:000:Infinite Bombs PL1 +outzone:0:241E5D:0A:000:Invincibility PL1 +outzone:0:241E4F:02:001:Get Max Firepower Now! PL1 +outzone:0:241E38:4B:041:Get Normal Weapon Now! PL1 +outzone:0:241E38:4A:041:Get 3-Way Weapon Now!PL1(1/2) +outzone:0:241E38:01:521:Get 3-Way Weapon Now!PL1(2/2) +outzone:0:241E38:08:021:Get Super Ball Now! PL1 +outzone:0:241E38:40:021:Get Super Burner Now!PL1(1/2) +outzone:0:241E38:08:541:Get Super Burner Now!PL1(2/2) +outzone:0:241E38:20:021:Get Speed Up Now! PL1 +outzone:0:241E38:80:021:Get Shield Now! PL1 +outzone:0:240BD1:09:000:Infinite Lives PL2 +outzone:0:241EFA:D0:000:Infinite Energy PL2 +outzone:0:241ED3:0B:000:Infinite Bombs PL2 +outzone:0:241EDD:0A:000:Invincibility PL2 +outzone:0:241ECF:02:001:Get Max Firepower Now! PL2 +outzone:0:241EB8:4B:041:Get Normal Weapon Now! PL2 +outzone:0:241EB8:4A:041:Get 3-Way Weapon Now!PL2(1/2) +outzone:0:241EB8:01:521:Get 3-Way Weapon Now!PL2(2/2) +outzone:0:241EB8:08:021:Get Super Ball Now! PL2 +outzone:0:241EB8:40:021:Get Super Burner Now!PL2(1/2) +outzone:0:241EB8:08:541:Get Super Burner Now!PL2(2/2) +outzone:0:241EB8:20:021:Get Speed Up Now! PL2 +outzone:0:241EB8:80:021:Get Shield Now! PL2 + +; [ Out Zone (bootleg) ] +outzonep:0:000000:00:999:[If you want to skip the ] +outzonep:0:000000:00:999:[level or see the game very ] +outzonep:0:000000:00:999:[fast then enable Infinite ] +outzonep:0:000000:00:999:[Bombs AND Invincibility and] +outzonep:0:000000:00:999:[put frameskip to 11 and hit] +outzonep:0:000000:00:999:[F10 to put speed to max.The] +outzonep:0:000000:00:999:[faster the puter the better] +outzonep:0:000000:00:999:[Just walk UP and use bomb ] +outzonep:0:000000:00:999:[to kill the boss. ] +outzonep:0:240BCF:09:000:Infinite Lives PL1 +outzonep:0:241E7E:D0:000:Infinite Energy PL1 +outzonep:0:241E57:0B:000:Infinite Bombs PL1 +outzonep:0:241E61:0A:000:Invincibility PL1 +outzonep:0:241E53:02:001:Get Max Firepower Now! PL1 +outzonep:0:241E3C:4B:041:Get Normal Weapon Now! PL1 +outzonep:0:241E3C:4A:041:Get 3-Way Weapon Now!PL1(1/2) +outzonep:0:241E3C:01:521:Get 3-Way Weapon Now!PL1(2/2) +outzonep:0:241E3C:08:021:Get Super Ball Now! PL1 +outzonep:0:241E3C:40:021:Get Super Burner Now!PL1(1/2) +outzonep:0:241E3C:08:541:Get Super Burner Now!PL1(2/2) +outzonep:0:241E3C:20:021:Get Speed Up Now! PL1 +outzonep:0:241E3C:80:021:Get Shield Now! PL1 +outzonep:0:240BD1:09:000:Infinite Lives PL2 +outzonep:0:241EFE:D0:000:Infinite Energy PL2 +outzonep:0:241ED7:0B:000:Infinite Bombs PL2 +outzonep:0:241EE1:0A:000:Invincibility PL2 +outzonep:0:241ED3:02:001:Get Max Firepower Now! PL2 +outzonep:0:241EBC:4B:041:Get Normal Weapon Now! PL2 +outzonep:0:241EBC:4A:041:Get 3-Way Weapon Now!PL2(1/2) +outzonep:0:241EBC:01:521:Get 3-Way Weapon Now!PL2(2/2) +outzonep:0:241EBC:08:021:Get Super Ball Now! PL2 +outzonep:0:241EBC:40:021:Get Super Burner Now!PL2(1/2) +outzonep:0:241EBC:08:541:Get Super Burner Now!PL2(2/2) +outzonep:0:241EBC:20:021:Get Speed Up Now! PL2 +outzonep:0:241EBC:80:021:Get Shield Now! PL2 + +; [ Over Top ] +overtop:0:10B004:99:000:Infinite Time +overtop:0:10B066:12:000:Infinite Select Time +overtop:0:10E0FD:00:000:Always Finish 1st Place +overtop:0:104851:FF:000:Go at max speed - take care!:Turn off with F5 when stuck! +overtop:0:104851:FF:005:Get to Max Speed in 1 sec +overtop:0:104851:FF:006:Get to Max Speed in 3 secs +overtop:0:104851:FF:007:Get to Max Speed in 5 secs + +; [ Ozma Wars ] +ozmawars:0:203B:0F:000:Infinite Energy (1/2) +ozmawars:0:203C:27:500:Infinite Energy (2/2) +ozmawars:0:0000:00:999:[Use the Invincibility "OFF"] +ozmawars:0:0000:00:999:[cheat when you dock!! ] +ozmawars:0:21A8:1B:000:Invincibility "ON" +ozmawars:0:21A8:00:001:Invincibility "OFF" + +; [ P-47 - The Phantom Fighter (World) ] +p47:0:0F0847:03:000:Infinite Lives PL1 +p47:0:0F080B:A0:000:Invincibility PL1 +p47:0:0F084D:00:001:Lose extra weapons Now! PL1 +p47:0:0F084D:01:001:Get Extra weapon - M Now! PL1 +p47:0:0F084D:02:001:Get Extra weapon - E Now! PL1 +p47:0:0F084D:03:001:Get Extra weapon - T Now! PL1 +p47:0:0F084D:04:001:Get Extra weapon - B Now! PL1 +p47:0:0F0C39:03:000:Infinite Lives PL2 +p47:0:0F0C03:A0:000:Invincibility PL2 +p47:0:0F0C3F:00:001:Lose extra weapons Now! PL2 +p47:0:0F0C3F:01:001:Get Extra weapon - M Now! PL2 +p47:0:0F0C3F:02:001:Get Extra weapon - E Now! PL2 +p47:0:0F0C3F:03:001:Get Extra weapon - T Now! PL2 +p47:0:0F0C3F:04:001:Get Extra weapon - B Now! PL2 + +; [ P-47 - The Freedom Fighter (Japan) ] +p47j:0:0F0847:03:000:Infinite Lives PL1 +p47j:0:0F080B:A0:000:Invincibility PL1 +p47j:0:0F084D:00:001:Lose extra weapons Now! PL1 +p47j:0:0F084D:01:001:Get Extra weapon - M Now! PL1 +p47j:0:0F084D:02:001:Get Extra weapon - E Now! PL1 +p47j:0:0F084D:03:001:Get Extra weapon - T Now! PL1 +p47j:0:0F084D:04:001:Get Extra weapon - B Now! PL1 +p47j:0:0F0C39:03:000:Infinite Lives PL2 +p47j:0:0F0C03:A0:000:Invincibility PL2 +p47j:0:0F0C3F:00:001:Lose extra weapons Now! PL2 +p47j:0:0F0C3F:01:001:Get Extra weapon - M Now! PL2 +p47j:0:0F0C3F:02:001:Get Extra weapon - E Now! PL2 +p47j:0:0F0C3F:03:001:Get Extra weapon - T Now! PL2 +p47j:0:0F0C3F:04:001:Get Extra weapon - B Now! PL2 + +; [ Pac-Gal ] +pacgal:0:4E14:06:000:Infinite Lives (1/2) +pacgal:0:4E15:05:500:Infinite Lives (2/2) +pacgal:0:0000:00:999:[------Starting Levels------] +pacgal:0:0000:00:999:[Deactivate the cheats after] +pacgal:0:0000:00:999:[starting the level or leave] +pacgal:0:0000:00:999:[active to repeat the level.] +pacgal:0:4E0A:7E:000:Start at Strawberry (1/2) +pacgal:0:4E13:01:500:Start at Strawberry (2/2) +pacgal:0:4E0A:7F:000:Start at Orange (1/2) +pacgal:0:4E13:02:500:Start at Orange (2/2) +pacgal:0:4E0A:80:000:Start at Pretzel (1/2) +pacgal:0:4E13:03:500:Start at Pretzel (2/2) +pacgal:0:4E0A:81:000:Start at Apple (1/2) +pacgal:0:4E13:04:500:Start at Apple (2/2) +pacgal:0:4E0A:82:000:Start at Pear (1/2) +pacgal:0:4E13:05:500:Start at Pear (2/2) +pacgal:0:4E0A:83:000:Start at Banana (1/2) +pacgal:0:4E13:06:500:Start at Banana (2/2) +pacgal:0:4E0A:84:000:Start at Multifruit 1a (1/2) +pacgal:0:4E13:07:500:Start at Multifruit 1a (2/2) +pacgal:0:4E0A:85:000:Start at Multifruit 1b (1/2) +pacgal:0:4E13:08:500:Start at Multifruit 1b (2/2) +pacgal:0:4E0A:86:000:Start at Multifruit 2 (1/2) +pacgal:0:4E13:09:500:Start at Multifruit 2 (2/2) +pacgal:0:0000:00:999:[------Practice Levels------] +pacgal:0:4E13:00:000:Practice Cherry +pacgal:0:4E13:01:000:Practice Strawberry +pacgal:0:4E13:02:000:Practice Orange +pacgal:0:4E13:03:000:Practice Pretzel +pacgal:0:4E13:04:000:Practice Apple +pacgal:0:4E13:05:000:Practice Pear +pacgal:0:4E13:06:000:Practice Banana +pacgal:0:4E13:07:000:Practice Multifruit (board 1) +pacgal:0:4E13:09:000:Practice Multifruit (board 2) +pacgal:0:4E13:FF:000:Split-Screen (Unplayable) +pacgal:0:4E13:FE:000:No maze or dots(Unfinishable) +pacgal:0:0000:00:999:[------Practice Speeds------] +pacgal:0:4DBD:00:000:Stay blue until eaten (1/2) +pacgal:0:4DBE:00:500:Stay blue until eaten (2/2) +pacgal:0:4DBD:58:000:Slow changeback (1/2) +pacgal:0:4DBE:02:500:Slow changeback (2/2) +pacgal:0:4DBD:68:000:Moderate changeback (1/2) +pacgal:0:4DBE:01:500:Moderate changeback (2/2) +pacgal:0:4DBD:F0:000:Quick changeback (1/2) +pacgal:0:4DBE:00:500:Quick changeback (2/2) +pacgal:0:4DBD:78:000:Lightning changeback (1/2) +pacgal:0:4DBE:00:500:Lightning changeback (2/2) +pacgal:0:4DBD:01:000:No change to blue (1/2) +pacgal:0:4DBE:00:500:No change to blue (2/2) +pacgal:0:0000:00:999:[-------Ghost Status--------] +pacgal:0:4DA7:01:000:Red always blue +pacgal:0:4DA8:01:000:Pink always blue +pacgal:0:4DA9:01:000:Green always blue +pacgal:0:4DAA:01:000:Orange always blue +pacgal:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Man (Hearts) ] +pacheart:0:4E14:06:000:Infinite Lives (1/2) +pacheart:0:4E15:05:500:Infinite Lives (2/2) +pacheart:0:0000:00:999:[------Starting Levels------] +pacheart:0:0000:00:999:[Deactivate the cheats after] +pacheart:0:0000:00:999:[starting the level or leave] +pacheart:0:0000:00:999:[active to repeat the level.] +pacheart:0:4E0A:7E:000:Start at Strawberry (1/2) +pacheart:0:4E13:01:500:Start at Strawberry (2/2) +pacheart:0:4E0A:7F:000:Start at 1st Orange (1/2) +pacheart:0:4E13:02:500:Start at 1st Orange (2/2) +pacheart:0:4E0A:80:000:Start at 2nd Orange (1/2) +pacheart:0:4E13:03:500:Start at 2nd Orange (2/2) +pacheart:0:4E0A:81:000:Start at 1st Apple (1/2) +pacheart:0:4E13:04:500:Start at 1st Apple (2/2) +pacheart:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacheart:0:4E13:05:500:Start at 2nd Apple (2/2) +pacheart:0:4E0A:83:000:Start at 1st Pineapple (1/2) +pacheart:0:4E13:06:500:Start at 1st Pineapple (2/2) +pacheart:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +pacheart:0:4E13:07:500:Start at 2nd Pineapple (2/2) +pacheart:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacheart:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacheart:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacheart:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacheart:0:4E0A:87:000:Start at 1st Bell (1/2) +pacheart:0:4E13:0A:500:Start at 1st Bell (2/2) +pacheart:0:4E0A:88:000:Start at 2nd Bell (1/2) +pacheart:0:4E13:0B:500:Start at 2nd Bell (2/2) +pacheart:0:4E0A:87:000:Start at 1st Key (1/2) +pacheart:0:4E13:0C:500:Start at 1st Key (2/2) +pacheart:0:4E0A:88:000:Start at 2nd Key (1/2) +pacheart:0:4E13:0D:500:Start at 2nd Key (2/2) +pacheart:0:0000:00:999:[------Practice Levels------] +pacheart:0:4E13:00:000:Practice Cherry +pacheart:0:4E13:01:000:Practice Strawberry +pacheart:0:4E13:02:000:Practice 1st Orange +pacheart:0:4E13:03:000:Practice 2nd Orange +pacheart:0:4E13:04:000:Practice 1st Apple +pacheart:0:4E13:05:000:Practice 2nd Apple +pacheart:0:4E13:06:000:Practice 1st Pineapple +pacheart:0:4E13:07:000:Practice 2nd Pineapple +pacheart:0:4E13:08:000:Practice 1st Galaxian +pacheart:0:4E13:09:000:Practice 2nd Galaxian +pacheart:0:4E13:0A:000:Practice 1st Bell +pacheart:0:4E13:0B:000:Practice 2nd Bell +pacheart:0:4E13:0C:000:Practice 1st Key +pacheart:0:4E13:0D:000:Practice 2nd Key +pacheart:0:4E13:FF:000:Split-Screen (Unplayable) +pacheart:0:4E13:FE:000:No maze or dots(Unfinishable) +pacheart:0:0000:00:999:[------Practice Speeds------] +pacheart:0:4DBD:00:000:Stay blue until eaten (1/2) +pacheart:0:4DBE:00:500:Stay blue until eaten (2/2) +pacheart:0:4DBD:58:000:Slow changeback (1/2) +pacheart:0:4DBE:02:500:Slow changeback (2/2) +pacheart:0:4DBD:68:000:Moderate changeback (1/2) +pacheart:0:4DBE:01:500:Moderate changeback (2/2) +pacheart:0:4DBD:F0:000:Quick changeback (1/2) +pacheart:0:4DBE:00:500:Quick changeback (2/2) +pacheart:0:4DBD:78:000:Lightning changeback (1/2) +pacheart:0:4DBE:00:500:Lightning changeback (2/2) +pacheart:0:4DBD:01:000:No change to blue (1/2) +pacheart:0:4DBE:00:500:No change to blue (2/2) +pacheart:0:0000:00:999:[-------Ghost Status--------] +pacheart:0:4DA7:01:000:Red always blue +pacheart:0:4DA8:01:000:Pink always blue +pacheart:0:4DA9:01:000:Green always blue +pacheart:0:4DAA:01:000:Orange always blue +pacheart:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Land (set 1) ] +pacland:0:2100:06:000:Infinite Lives PL1 +pacland:0:2101:06:000:Infinite Lives PL2 +pacland:0:221B:09:000:Infinite Time +pacland:0:2115:01:000:Always Have Hard Hat +pacland:0:20FD:01:000:Always Have Magic Boots +pacland:0:2115:01:001:Get Hard Hat Now! +pacland:0:20FD:01:001:Get Magic Boots Now! + +; [ Pac-Land (set 2) ] +pacland2:0:2100:06:000:Infinite Lives PL1 +pacland2:0:2101:06:000:Infinite Lives PL2 +pacland2:0:221B:09:000:Infinite Time +pacland2:0:2115:01:000:Always Have Hard Hat +pacland2:0:20FD:01:000:Always Have Magic Boots +pacland2:0:2115:01:001:Get Hard Hat Now! +pacland2:0:20FD:01:001:Get Magic Boots Now! + +; [ Pac-Land (set 3) ] +pacland3:0:2100:06:000:Infinite Lives PL1 +pacland3:0:2101:06:000:Infinite Lives PL2 +pacland3:0:221B:09:000:Infinite Time +pacland3:0:2115:01:000:Always Have Hard Hat +pacland3:0:20FD:01:000:Always Have Magic Boots +pacland3:0:2115:01:001:Get Hard Hat Now! +pacland3:0:20FD:01:001:Get Magic Boots Now! + +; [ Pac-Land (Midway) ] +paclandm:0:2100:06:000:Infinite Lives PL1 +paclandm:0:2101:06:000:Infinite Lives PL2 +paclandm:0:221B:09:000:Infinite Time +paclandm:0:2115:01:000:Always Have Hard Hat +paclandm:0:20FD:01:000:Always Have Magic Boots +paclandm:0:2115:01:001:Get Hard Hat Now! +paclandm:0:20FD:01:001:Get Magic Boots Now! + +; [ PuckMan (Japan set 1) ] +pacman:0:4E14:06:000:Infinite Lives (1/2) +pacman:0:4E15:05:500:Infinite Lives (2/2) +pacman:0:0000:00:999:[------Starting Levels------] +pacman:0:0000:00:999:[Deactivate the cheats after] +pacman:0:0000:00:999:[starting the level or leave] +pacman:0:0000:00:999:[active to repeat the level.] +pacman:0:4E0A:7E:000:Start at Strawberry (1/2) +pacman:0:4E13:01:500:Start at Strawberry (2/2) +pacman:0:4E0A:7F:000:Start at 1st Orange (1/2) +pacman:0:4E13:02:500:Start at 1st Orange (2/2) +pacman:0:4E0A:80:000:Start at 2nd Orange (1/2) +pacman:0:4E13:03:500:Start at 2nd Orange (2/2) +pacman:0:4E0A:81:000:Start at 1st Apple (1/2) +pacman:0:4E13:04:500:Start at 1st Apple (2/2) +pacman:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacman:0:4E13:05:500:Start at 2nd Apple (2/2) +pacman:0:4E0A:83:000:Start at 1st Pineapple (1/2) +pacman:0:4E13:06:500:Start at 1st Pineapple (2/2) +pacman:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +pacman:0:4E13:07:500:Start at 2nd Pineapple (2/2) +pacman:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacman:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacman:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacman:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacman:0:4E0A:87:000:Start at 1st Bell (1/2) +pacman:0:4E13:0A:500:Start at 1st Bell (2/2) +pacman:0:4E0A:88:000:Start at 2nd Bell (1/2) +pacman:0:4E13:0B:500:Start at 2nd Bell (2/2) +pacman:0:4E0A:87:000:Start at 1st Key (1/2) +pacman:0:4E13:0C:500:Start at 1st Key (2/2) +pacman:0:4E0A:88:000:Start at 2nd Key (1/2) +pacman:0:4E13:0D:500:Start at 2nd Key (2/2) +pacman:0:0000:00:999:[------Practice Levels------] +pacman:0:4E13:00:000:Practice Cherry +pacman:0:4E13:01:000:Practice Strawberry +pacman:0:4E13:02:000:Practice 1st Orange +pacman:0:4E13:03:000:Practice 2nd Orange +pacman:0:4E13:04:000:Practice 1st Apple +pacman:0:4E13:05:000:Practice 2nd Apple +pacman:0:4E13:06:000:Practice 1st Pineapple +pacman:0:4E13:07:000:Practice 2nd Pineapple +pacman:0:4E13:08:000:Practice 1st Galaxian +pacman:0:4E13:09:000:Practice 2nd Galaxian +pacman:0:4E13:0A:000:Practice 1st Bell +pacman:0:4E13:0B:000:Practice 2nd Bell +pacman:0:4E13:0C:000:Practice 1st Key +pacman:0:4E13:0D:000:Practice 2nd Key +pacman:0:4E13:FF:000:Split-Screen (Unplayable) +pacman:0:4E13:FE:000:No maze or dots(Unfinishable) +pacman:0:0000:00:999:[------Practice Speeds------] +pacman:0:4DBD:00:000:Stay blue until eaten (1/2) +pacman:0:4DBE:00:500:Stay blue until eaten (2/2) +pacman:0:4DBD:58:000:Slow changeback (1/2) +pacman:0:4DBE:02:500:Slow changeback (2/2) +pacman:0:4DBD:68:000:Moderate changeback (1/2) +pacman:0:4DBE:01:500:Moderate changeback (2/2) +pacman:0:4DBD:F0:000:Quick changeback (1/2) +pacman:0:4DBE:00:500:Quick changeback (2/2) +pacman:0:4DBD:78:000:Lightning changeback (1/2) +pacman:0:4DBE:00:500:Lightning changeback (2/2) +pacman:0:4DBD:01:000:No change to blue (1/2) +pacman:0:4DBE:00:500:No change to blue (2/2) +pacman:0:0000:00:999:[-------Ghost Status--------] +pacman:0:4DA7:01:000:Red always blue +pacman:0:4DA8:01:000:Pink always blue +pacman:0:4DA9:01:000:Green always blue +pacman:0:4DAA:01:000:Orange always blue +pacman:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Man (bootleg on Galaxian hardware) ] +pacmanbl:0:4214:06:000:Infinite Lives (1/2) +pacmanbl:0:4215:05:500:Infinite Lives (2/2) +pacmanbl:0:0000:00:999:[------Starting Levels------] +pacmanbl:0:0000:00:999:[Deactivate the cheats after] +pacmanbl:0:0000:00:999:[starting the level or leave] +pacmanbl:0:0000:00:999:[active to repeat the level.] +pacmanbl:0:420A:7E:000:Start at Strawberry (1/2) +pacmanbl:0:4213:01:500:Start at Strawberry (2/2) +pacmanbl:0:420A:7F:000:Start at 1st Orange (1/2) +pacmanbl:0:4213:02:500:Start at 1st Orange (2/2) +pacmanbl:0:420A:80:000:Start at 2nd Orange (1/2) +pacmanbl:0:4213:03:500:Start at 2nd Orange (2/2) +pacmanbl:0:420A:81:000:Start at 1st Apple (1/2) +pacmanbl:0:4213:04:500:Start at 1st Apple (2/2) +pacmanbl:0:420A:82:000:Start at 2nd Apple (1/2) +pacmanbl:0:4213:05:500:Start at 2nd Apple (2/2) +pacmanbl:0:420A:83:000:Start at 1st Pineapple (1/2) +pacmanbl:0:4213:06:500:Start at 1st Pineapple (2/2) +pacmanbl:0:420A:84:000:Start at 2nd Pineapple (1/2) +pacmanbl:0:4213:07:500:Start at 2nd Pineapple (2/2) +pacmanbl:0:420A:85:000:Start at 1st Galaxian (1/2) +pacmanbl:0:4213:08:500:Start at 1st Galaxian (2/2) +pacmanbl:0:420A:86:000:Start at 2nd Galaxian (1/2) +pacmanbl:0:4213:09:500:Start at 2nd Galaxian (2/2) +pacmanbl:0:420A:87:000:Start at 1st Bell (1/2) +pacmanbl:0:4213:0A:500:Start at 1st Bell (2/2) +pacmanbl:0:420A:88:000:Start at 2nd Bell (1/2) +pacmanbl:0:4213:0B:500:Start at 2nd Bell (2/2) +pacmanbl:0:420A:87:000:Start at 1st Key (1/2) +pacmanbl:0:4213:0C:500:Start at 1st Key (2/2) +pacmanbl:0:420A:88:000:Start at 2nd Key (1/2) +pacmanbl:0:4213:0D:500:Start at 2nd Key (2/2) +pacmanbl:0:0000:00:999:[------Practice Levels------] +pacmanbl:0:4213:00:000:Practice Cherry +pacmanbl:0:4213:01:000:Practice Strawberry +pacmanbl:0:4213:02:000:Practice 1st Orange +pacmanbl:0:4213:03:000:Practice 2nd Orange +pacmanbl:0:4213:04:000:Practice 1st Apple +pacmanbl:0:4213:05:000:Practice 2nd Apple +pacmanbl:0:4213:06:000:Practice 1st Pineapple +pacmanbl:0:4213:07:000:Practice 2nd Pineapple +pacmanbl:0:4213:08:000:Practice 1st Galaxian +pacmanbl:0:4213:09:000:Practice 2nd Galaxian +pacmanbl:0:4213:0A:000:Practice 1st Bell +pacmanbl:0:4213:0B:000:Practice 2nd Bell +pacmanbl:0:4213:0C:000:Practice 1st Key +pacmanbl:0:4213:0D:000:Practice 2nd Key +pacmanbl:0:4213:FF:000:Split-Screen (Unplayable) +pacmanbl:0:4213:FE:000:No maze or dots(Unfinishable) +pacmanbl:0:0000:00:999:[------Practice Speeds------] +pacmanbl:0:41BD:00:000:Stay blue until eaten (1/2) +pacmanbl:0:41BE:00:500:Stay blue until eaten (2/2) +pacmanbl:0:41BD:58:000:Slow changeback (1/2) +pacmanbl:0:41BE:02:500:Slow changeback (2/2) +pacmanbl:0:41BD:68:000:Moderate changeback (1/2) +pacmanbl:0:41BE:01:500:Moderate changeback (2/2) +pacmanbl:0:41BD:F0:000:Quick changeback (1/2) +pacmanbl:0:41BE:00:500:Quick changeback (2/2) +pacmanbl:0:41BD:78:000:Lightning changeback (1/2) +pacmanbl:0:41BE:00:500:Lightning changeback (2/2) +pacmanbl:0:41BD:01:000:No change to blue (1/2) +pacmanbl:0:41BE:00:500:No change to blue (2/2) +pacmanbl:0:0000:00:999:[-------Ghost Status--------] +pacmanbl:0:41A7:01:000:Red always blue +pacmanbl:0:41A8:01:000:Pink always blue +pacmanbl:0:41A9:01:000:Green always blue +pacmanbl:0:41AA:01:000:Orange always blue +pacmanbl:0:41A5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Mania ] +pacmania:0:0059:FF:000:Ghosts stay blue until eaten +pacmania:0:0621:0E:000:Infinite Lives PL1 +pacmania:0:0222:01:001:Finish level Now! PL1 (1/2) +pacmania:0:0074:01:501:Finish level Now! PL1 (2/2) +pacmania:0:0622:0E:000:Infinite Lives PL2 +pacmania:0:0222:02:001:Finish level Now! PL2 (1/2) +pacmania:0:0075:02:501:Finish level Now! PL2 (2/2) +pacmania:0:0000:00:999:[Use these Select current ] +pacmania:0:0000:00:999:[level cheats during the ] +pacmania:0:0000:00:999:["slideshow" between levels] +pacmania:0:0000:00:999:[ ] +pacmania:0:0000:00:999:[For reference the levels -] +pacmania:0:0000:00:999:[1,8,9,10 BLOCK TOWN ] +pacmania:0:0000:00:999:[2,3,11,12,13 PACMAN'S PARK] +pacmania:0:0000:00:999:[4,5,14,15,16 SANDBOX LAND ] +pacmania:0:0000:00:999:[6,7,17,18,19 JUNGLY STEPS ] +pacmania:0:0623:13:072:Select current level PL1 +pacmania:0:0624:13:072:Select current level PL2 +pacmania:0:0000:00:999:[ ] +pacmania:0:0623:13:062:Select next level PL1 +pacmania:0:0624:13:062:Select next level PL2 +pacmania:0:0000:00:999:[ ] +pacmania:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Pac-Mania (Japan) ] +pacmanij:0:0059:FF:000:Ghosts stay blue until eaten +pacmanij:0:0621:0E:000:Infinite Lives PL1 +pacmanij:0:0222:01:001:Finish level Now! PL1 (1/2) +pacmanij:0:0074:01:501:Finish level Now! PL1 (2/2) +pacmanij:0:0622:0E:000:Infinite Lives PL2 +pacmanij:0:0222:02:001:Finish level Now! PL2 (1/2) +pacmanij:0:0075:02:501:Finish level Now! PL2 (2/2) +pacmanij:0:0000:00:999:[Use these Select current ] +pacmanij:0:0000:00:999:[level cheats during the ] +pacmanij:0:0000:00:999:["slideshow" between levels] +pacmanij:0:0000:00:999:[ ] +pacmanij:0:0000:00:999:[For reference the levels -] +pacmanij:0:0000:00:999:[1,8,9,10 BLOCK TOWN ] +pacmanij:0:0000:00:999:[2,3,11,12,13 PACMAN'S PARK] +pacmanij:0:0000:00:999:[4,5,14,15,16 SANDBOX LAND ] +pacmanij:0:0000:00:999:[6,7,17,18,19 JUNGLY STEPS ] +pacmanij:0:0623:13:072:Select current level PL1 +pacmanij:0:0624:13:072:Select current level PL2 +pacmanij:0:0000:00:999:[ ] +pacmanij:0:0623:13:062:Select next level PL1 +pacmanij:0:0624:13:062:Select next level PL2 +pacmanij:0:0000:00:999:[ ] +pacmanij:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ PuckMan (Japan set 2) ] +pacmanjp:0:4E14:06:000:Infinite Lives (1/2) +pacmanjp:0:4E15:05:500:Infinite Lives (2/2) +pacmanjp:0:0000:00:999:[------Starting Levels------] +pacmanjp:0:0000:00:999:[Deactivate the cheats after] +pacmanjp:0:0000:00:999:[starting the level or leave] +pacmanjp:0:0000:00:999:[active to repeat the level.] +pacmanjp:0:4E0A:7E:000:Start at Strawberry (1/2) +pacmanjp:0:4E13:01:500:Start at Strawberry (2/2) +pacmanjp:0:4E0A:7F:000:Start at 1st Orange (1/2) +pacmanjp:0:4E13:02:500:Start at 1st Orange (2/2) +pacmanjp:0:4E0A:80:000:Start at 2nd Orange (1/2) +pacmanjp:0:4E13:03:500:Start at 2nd Orange (2/2) +pacmanjp:0:4E0A:81:000:Start at 1st Apple (1/2) +pacmanjp:0:4E13:04:500:Start at 1st Apple (2/2) +pacmanjp:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacmanjp:0:4E13:05:500:Start at 2nd Apple (2/2) +pacmanjp:0:4E0A:83:000:Start at 1st Pineapple (1/2) +pacmanjp:0:4E13:06:500:Start at 1st Pineapple (2/2) +pacmanjp:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +pacmanjp:0:4E13:07:500:Start at 2nd Pineapple (2/2) +pacmanjp:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacmanjp:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacmanjp:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacmanjp:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacmanjp:0:4E0A:87:000:Start at 1st Bell (1/2) +pacmanjp:0:4E13:0A:500:Start at 1st Bell (2/2) +pacmanjp:0:4E0A:88:000:Start at 2nd Bell (1/2) +pacmanjp:0:4E13:0B:500:Start at 2nd Bell (2/2) +pacmanjp:0:4E0A:87:000:Start at 1st Key (1/2) +pacmanjp:0:4E13:0C:500:Start at 1st Key (2/2) +pacmanjp:0:4E0A:88:000:Start at 2nd Key (1/2) +pacmanjp:0:4E13:0D:500:Start at 2nd Key (2/2) +pacmanjp:0:0000:00:999:[------Practice Levels------] +pacmanjp:0:4E13:00:000:Practice Cherry +pacmanjp:0:4E13:01:000:Practice Strawberry +pacmanjp:0:4E13:02:000:Practice 1st Orange +pacmanjp:0:4E13:03:000:Practice 2nd Orange +pacmanjp:0:4E13:04:000:Practice 1st Apple +pacmanjp:0:4E13:05:000:Practice 2nd Apple +pacmanjp:0:4E13:06:000:Practice 1st Pineapple +pacmanjp:0:4E13:07:000:Practice 2nd Pineapple +pacmanjp:0:4E13:08:000:Practice 1st Galaxian +pacmanjp:0:4E13:09:000:Practice 2nd Galaxian +pacmanjp:0:4E13:0A:000:Practice 1st Bell +pacmanjp:0:4E13:0B:000:Practice 2nd Bell +pacmanjp:0:4E13:0C:000:Practice 1st Key +pacmanjp:0:4E13:0D:000:Practice 2nd Key +pacmanjp:0:4E13:FF:000:Split-Screen (Unplayable) +pacmanjp:0:4E13:FE:000:No maze or dots(Unfinishable) +pacmanjp:0:0000:00:999:[------Practice Speeds------] +pacmanjp:0:4DBD:00:000:Stay blue until eaten (1/2) +pacmanjp:0:4DBE:00:500:Stay blue until eaten (2/2) +pacmanjp:0:4DBD:58:000:Slow changeback (1/2) +pacmanjp:0:4DBE:02:500:Slow changeback (2/2) +pacmanjp:0:4DBD:68:000:Moderate changeback (1/2) +pacmanjp:0:4DBE:01:500:Moderate changeback (2/2) +pacmanjp:0:4DBD:F0:000:Quick changeback (1/2) +pacmanjp:0:4DBE:00:500:Quick changeback (2/2) +pacmanjp:0:4DBD:78:000:Lightning changeback (1/2) +pacmanjp:0:4DBE:00:500:Lightning changeback (2/2) +pacmanjp:0:4DBD:01:000:No change to blue (1/2) +pacmanjp:0:4DBE:00:500:No change to blue (2/2) +pacmanjp:0:0000:00:999:[-------Ghost Status--------] +pacmanjp:0:4DA7:01:000:Red always blue +pacmanjp:0:4DA8:01:000:Pink always blue +pacmanjp:0:4DA9:01:000:Green always blue +pacmanjp:0:4DAA:01:000:Orange always blue +pacmanjp:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Man (Midway) ] +pacmanm:0:4E14:06:000:Infinite Lives (1/2) +pacmanm:0:4E15:05:500:Infinite Lives (2/2) +pacmanm:0:0000:00:999:[------Starting Levels------] +pacmanm:0:0000:00:999:[Deactivate the cheats after] +pacmanm:0:0000:00:999:[starting the level or leave] +pacmanm:0:0000:00:999:[active to repeat the level.] +pacmanm:0:4E0A:7E:000:Start at Strawberry (1/2) +pacmanm:0:4E13:01:500:Start at Strawberry (2/2) +pacmanm:0:4E0A:7F:000:Start at 1st Orange (1/2) +pacmanm:0:4E13:02:500:Start at 1st Orange (2/2) +pacmanm:0:4E0A:80:000:Start at 2nd Orange (1/2) +pacmanm:0:4E13:03:500:Start at 2nd Orange (2/2) +pacmanm:0:4E0A:81:000:Start at 1st Apple (1/2) +pacmanm:0:4E13:04:500:Start at 1st Apple (2/2) +pacmanm:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacmanm:0:4E13:05:500:Start at 2nd Apple (2/2) +pacmanm:0:4E0A:83:000:Start at 1st Pineapple (1/2) +pacmanm:0:4E13:06:500:Start at 1st Pineapple (2/2) +pacmanm:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +pacmanm:0:4E13:07:500:Start at 2nd Pineapple (2/2) +pacmanm:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacmanm:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacmanm:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacmanm:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacmanm:0:4E0A:87:000:Start at 1st Bell (1/2) +pacmanm:0:4E13:0A:500:Start at 1st Bell (2/2) +pacmanm:0:4E0A:88:000:Start at 2nd Bell (1/2) +pacmanm:0:4E13:0B:500:Start at 2nd Bell (2/2) +pacmanm:0:4E0A:87:000:Start at 1st Key (1/2) +pacmanm:0:4E13:0C:500:Start at 1st Key (2/2) +pacmanm:0:4E0A:88:000:Start at 2nd Key (1/2) +pacmanm:0:4E13:0D:500:Start at 2nd Key (2/2) +pacmanm:0:0000:00:999:[------Practice Levels------] +pacmanm:0:4E13:00:000:Practice Cherry +pacmanm:0:4E13:01:000:Practice Strawberry +pacmanm:0:4E13:02:000:Practice 1st Orange +pacmanm:0:4E13:03:000:Practice 2nd Orange +pacmanm:0:4E13:04:000:Practice 1st Apple +pacmanm:0:4E13:05:000:Practice 2nd Apple +pacmanm:0:4E13:06:000:Practice 1st Pineapple +pacmanm:0:4E13:07:000:Practice 2nd Pineapple +pacmanm:0:4E13:08:000:Practice 1st Galaxian +pacmanm:0:4E13:09:000:Practice 2nd Galaxian +pacmanm:0:4E13:0A:000:Practice 1st Bell +pacmanm:0:4E13:0B:000:Practice 2nd Bell +pacmanm:0:4E13:0C:000:Practice 1st Key +pacmanm:0:4E13:0D:000:Practice 2nd Key +pacmanm:0:4E13:FF:000:Split-Screen (Unplayable) +pacmanm:0:4E13:FE:000:No maze or dots(Unfinishable) +pacmanm:0:0000:00:999:[------Practice Speeds------] +pacmanm:0:4DBD:00:000:Stay blue until eaten (1/2) +pacmanm:0:4DBE:00:500:Stay blue until eaten (2/2) +pacmanm:0:4DBD:58:000:Slow changeback (1/2) +pacmanm:0:4DBE:02:500:Slow changeback (2/2) +pacmanm:0:4DBD:68:000:Moderate changeback (1/2) +pacmanm:0:4DBE:01:500:Moderate changeback (2/2) +pacmanm:0:4DBD:F0:000:Quick changeback (1/2) +pacmanm:0:4DBE:00:500:Quick changeback (2/2) +pacmanm:0:4DBD:78:000:Lightning changeback (1/2) +pacmanm:0:4DBE:00:500:Lightning changeback (2/2) +pacmanm:0:4DBD:01:000:No change to blue (1/2) +pacmanm:0:4DBE:00:500:No change to blue (2/2) +pacmanm:0:0000:00:999:[-------Ghost Status--------] +pacmanm:0:4DA7:01:000:Red always blue +pacmanm:0:4DA8:01:000:Pink always blue +pacmanm:0:4DA9:01:000:Green always blue +pacmanm:0:4DAA:01:000:Orange always blue +pacmanm:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Man (Midway, harder) ] +pacmod:0:4E14:06:000:Infinite Lives (1/2) +pacmod:0:4E15:05:500:Infinite Lives (2/2) +pacmod:0:0000:00:999:[------Starting Levels------] +pacmod:0:0000:00:999:[Deactivate the cheats after] +pacmod:0:0000:00:999:[starting the level or leave] +pacmod:0:0000:00:999:[active to repeat the level.] +pacmod:0:4E0A:7E:000:Start at Strawberry (1/2) +pacmod:0:4E13:01:500:Start at Strawberry (2/2) +pacmod:0:4E0A:7F:000:Start at 1st Orange (1/2) +pacmod:0:4E13:02:500:Start at 1st Orange (2/2) +pacmod:0:4E0A:80:000:Start at 2nd Orange (1/2) +pacmod:0:4E13:03:500:Start at 2nd Orange (2/2) +pacmod:0:4E0A:81:000:Start at 1st Apple (1/2) +pacmod:0:4E13:04:500:Start at 1st Apple (2/2) +pacmod:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacmod:0:4E13:05:500:Start at 2nd Apple (2/2) +pacmod:0:4E0A:83:000:Start at 1st Pineapple (1/2) +pacmod:0:4E13:06:500:Start at 1st Pineapple (2/2) +pacmod:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +pacmod:0:4E13:07:500:Start at 2nd Pineapple (2/2) +pacmod:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacmod:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacmod:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacmod:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacmod:0:4E0A:87:000:Start at 1st Bell (1/2) +pacmod:0:4E13:0A:500:Start at 1st Bell (2/2) +pacmod:0:4E0A:88:000:Start at 2nd Bell (1/2) +pacmod:0:4E13:0B:500:Start at 2nd Bell (2/2) +pacmod:0:4E0A:87:000:Start at 1st Key (1/2) +pacmod:0:4E13:0C:500:Start at 1st Key (2/2) +pacmod:0:4E0A:88:000:Start at 2nd Key (1/2) +pacmod:0:4E13:0D:500:Start at 2nd Key (2/2) +pacmod:0:0000:00:999:[------Practice Levels------] +pacmod:0:4E13:00:000:Practice Cherry +pacmod:0:4E13:01:000:Practice Strawberry +pacmod:0:4E13:02:000:Practice 1st Orange +pacmod:0:4E13:03:000:Practice 2nd Orange +pacmod:0:4E13:04:000:Practice 1st Apple +pacmod:0:4E13:05:000:Practice 2nd Apple +pacmod:0:4E13:06:000:Practice 1st Pineapple +pacmod:0:4E13:07:000:Practice 2nd Pineapple +pacmod:0:4E13:08:000:Practice 1st Galaxian +pacmod:0:4E13:09:000:Practice 2nd Galaxian +pacmod:0:4E13:0A:000:Practice 1st Bell +pacmod:0:4E13:0B:000:Practice 2nd Bell +pacmod:0:4E13:0C:000:Practice 1st Key +pacmod:0:4E13:0D:000:Practice 2nd Key +pacmod:0:4E13:FF:000:Split-Screen (Unplayable) +pacmod:0:4E13:FE:000:No maze or dots(Unfinishable) +pacmod:0:0000:00:999:[------Practice Speeds------] +pacmod:0:4DBD:00:000:Stay blue until eaten (1/2) +pacmod:0:4DBE:00:500:Stay blue until eaten (2/2) +pacmod:0:4DBD:58:000:Slow changeback (1/2) +pacmod:0:4DBE:02:500:Slow changeback (2/2) +pacmod:0:4DBD:68:000:Moderate changeback (1/2) +pacmod:0:4DBE:01:500:Moderate changeback (2/2) +pacmod:0:4DBD:F0:000:Quick changeback (1/2) +pacmod:0:4DBE:00:500:Quick changeback (2/2) +pacmod:0:4DBD:78:000:Lightning changeback (1/2) +pacmod:0:4DBE:00:500:Lightning changeback (2/2) +pacmod:0:4DBD:01:000:No change to blue (1/2) +pacmod:0:4DBE:00:500:No change to blue (2/2) +pacmod:0:0000:00:999:[-------Ghost Status--------] +pacmod:0:4DA7:01:000:Red always blue +pacmod:0:4DA8:01:000:Pink always blue +pacmod:0:4DA9:01:000:Green always blue +pacmod:0:4DAA:01:000:Orange always blue +pacmod:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pac-Man & Chomp Chomp ] +pacnchmp:0:1175:07:000:Infinite Lives +pacnchmp:0:1111:18:000:Infinite "power" time +pacnchmp:0:1110:01:000:"Power" always available +pacnchmp:0:1222:01:001:Orange ghost is stoned Now! +pacnchmp:0:1232:01:001:Green ghost is stoned Now! +pacnchmp:0:1242:01:001:Pink ghost is stoned Now! +pacnchmp:0:1252:01:001:Red ghost is stoned Now! + +; [ Pac & Pal ] +pacnpal:0:1175:07:000:Infinite Lives +pacnpal:0:1111:18:000:Infinite "power" time +pacnpal:0:1110:01:000:"Power" always available +pacnpal:0:1222:01:001:Orange ghost is stoned Now! +pacnpal:0:1232:01:001:Green ghost is stoned Now! +pacnpal:0:1242:01:001:Pink ghost is stoned Now! +pacnpal:0:1252:01:001:Red ghost is stoned Now! + +; [ Pac-Man Plus ] +pacplus:0:4E14:06:000:Infinite Lives (1/2) +pacplus:0:4E15:05:500:Infinite Lives (2/2) +pacplus:0:0000:00:999:[------Starting Levels------] +pacplus:0:0000:00:999:[Deactivate the cheats after] +pacplus:0:0000:00:999:[starting the level or leave] +pacplus:0:0000:00:999:[active to repeat the level.] +pacplus:0:4E0A:7E:000:Start at Vimto (1/2) +pacplus:0:4E13:01:500:Start at Vimto (2/2) +pacplus:0:4E0A:7F:000:Start at 1st Peas (1/2) +pacplus:0:4E13:02:500:Start at 1st Peas (2/2) +pacplus:0:4E0A:80:000:Start at 2nd Peas (1/2) +pacplus:0:4E13:03:500:Start at 2nd Peas (2/2) +pacplus:0:4E0A:81:000:Start at 1st Apple (1/2) +pacplus:0:4E13:04:500:Start at 1st Apple (2/2) +pacplus:0:4E0A:82:000:Start at 2nd Apple (1/2) +pacplus:0:4E13:05:500:Start at 2nd Apple (2/2) +pacplus:0:4E0A:83:000:Start at 1st Grapes (1/2) +pacplus:0:4E13:06:500:Start at 1st Grapes (2/2) +pacplus:0:4E0A:84:000:Start at 2nd Grapes (1/2) +pacplus:0:4E13:07:500:Start at 2nd Grapes (2/2) +pacplus:0:4E0A:85:000:Start at 1st Galaxian (1/2) +pacplus:0:4E13:08:500:Start at 1st Galaxian (2/2) +pacplus:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +pacplus:0:4E13:09:500:Start at 2nd Galaxian (2/2) +pacplus:0:4E0A:87:000:Start at 1st Bread (1/2) +pacplus:0:4E13:0A:500:Start at 1st Bread (2/2) +pacplus:0:4E0A:88:000:Start at 2nd Bread (1/2) +pacplus:0:4E13:0B:500:Start at 2nd Bread (2/2) +pacplus:0:4E0A:89:000:Start at 1st Pancakes (1/2) +pacplus:0:4E13:0C:500:Start at 1st Pancakes (2/2) +pacplus:0:4E0A:8A:000:Start at 2nd Pancakes (1/2) +pacplus:0:4E13:0D:500:Start at 2nd Pancakes (2/2) +pacplus:0:0000:00:999:[------Practice Levels------] +pacplus:0:4E13:00:000:Practice Coke +pacplus:0:4E13:01:000:Practice Vimto +pacplus:0:4E13:02:000:Practice 1st Peas +pacplus:0:4E13:03:000:Practice 2nd Peas +pacplus:0:4E13:04:000:Practice 1st Apple +pacplus:0:4E13:05:000:Practice 2nd Apple +pacplus:0:4E13:06:000:Practice 1st Grapes +pacplus:0:4E13:07:000:Practice 2nd Grapes +pacplus:0:4E13:08:000:Practice 1st Galaxian +pacplus:0:4E13:09:000:Practice 2nd Galaxian +pacplus:0:4E13:0A:000:Practice 1st Bread +pacplus:0:4E13:0B:000:Practice 2nd Bread +pacplus:0:4E13:0C:000:Practice 1st Pancakes +pacplus:0:4E13:0D:000:Practice 2nd Pancakes +pacplus:0:4E13:FF:000:Split-Screen (Unplayable) +pacplus:0:4E13:FE:000:No maze or dots(Unfinishable) +pacplus:0:0000:00:999:[------Practice Speeds------] +pacplus:0:4DBD:00:000:Stay blue until eaten (1/2) +pacplus:0:4DBE:00:500:Stay blue until eaten (2/2) +pacplus:0:4DBD:58:000:Slow changeback (1/2) +pacplus:0:4DBE:02:500:Slow changeback (2/2) +pacplus:0:4DBD:68:000:Moderate changeback (1/2) +pacplus:0:4DBE:01:500:Moderate changeback (2/2) +pacplus:0:4DBD:F0:000:Quick changeback (1/2) +pacplus:0:4DBE:00:500:Quick changeback (2/2) +pacplus:0:4DBD:78:000:Lightning changeback (1/2) +pacplus:0:4DBE:00:500:Lightning changeback (2/2) +pacplus:0:4DBD:01:000:No change to blue (1/2) +pacplus:0:4DBE:00:500:No change to blue (2/2) +pacplus:0:0000:00:999:[-------Ghost Status--------] +pacplus:0:4DA7:01:000:Red always blue +pacplus:0:4DA8:01:000:Pink always blue +pacplus:0:4DA9:01:000:Green always blue +pacplus:0:4DAA:01:000:Orange always blue +pacplus:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Paint Roller ] +paintrlr:0:4C1C:06:000:Infinite Lives PL1 +paintrlr:0:4C1D:06:000:Infinite Lives PL2 +paintrlr:0:4C1E:09:000:Infinite Credits +paintrlr:0:4FC8:4C:000:Yellow can't eat you +paintrlr:0:4FCA:4C:000:Green can't eat you +paintrlr:0:4FC8:E0:001:Yellow can eat you +paintrlr:0:4FCA:E0:001:Green can eat you + +; [ Pandora's Palace ] +pandoras:0:6092:99:000:Infinite Time +pandoras:0:6060:FF:000:Infinite Lives +pandoras:0:6008:04:000:Invincibility (1/2) +pandoras:0:609A:00:500:Invincibility (2/2) + +; [ Pang (World) ] +pang:0:E221:5B:000:Invincibility (1/2) +pang:0:E200:04:500:Invincibility (2/2) +pang:0:E01A:99:000:Infinite Time +pang:0:E027:01:001:Stop the Bubbles Now! +pang:0:E027:00:001:Restart the Bubbles Now! +pang:0:E028:8C:000:Infinite Balloon Freeze Time +pang:0:E018:10:001:Goto Last level on comp.(1/2) +pang:0:E019:30:501:Goto Last level on comp.(2/2) +pang:0:E018:10:001:Goto Last level on death(1/2) +pang:0:E019:31:501:Goto Last level on death(2/2) +pang:0:E230:0A:000:Infinite Lives PL1 +pang:0:E228:01:000:Always Have Protection PL1 +pang:0:E229:00:000:Always Normal Weap. PL1 (1/3) +pang:0:E22C:00:500:Always Normal Weap. PL1 (2/3) +pang:0:E244:00:500:Always Normal Weap. PL1 (3/3) +pang:0:E229:01:000:Always Double Weap. PL1 (1/3) +pang:0:E22C:00:500:Always Double Weap. PL1 (2/3) +pang:0:E244:00:500:Always Double Weap. PL1 (3/3) +pang:0:E229:00:000:Always M. gun Weap. PL1 (1/3) +pang:0:E22C:01:500:Always M. gun Weap. PL1 (2/3) +pang:0:E244:00:500:Always M. gun Weap. PL1 (3/3) +pang:0:E229:00:000:Always Blocker Weap.PL1 (1/3) +pang:0:E22C:00:500:Always Blocker Weap.PL1 (2/3) +pang:0:E244:01:500:Always Blocker Weap.PL1 (3/3) +pang:0:E229:00:001:Get Normal Weap.PL1 Now!(1/3) +pang:0:E22C:00:501:Get Normal Weap.PL1 Now!(2/3) +pang:0:E244:00:501:Get Normal Weap.PL1 Now!(3/3) +pang:0:E229:01:001:Get Double Weap.PL1 Now!(1/3) +pang:0:E22C:00:501:Get Double Weap.PL1 Now!(2/3) +pang:0:E244:00:501:Get Double Weap.PL1 Now!(3/3) +pang:0:E229:00:001:Get M. gun Weap.PL1 Now!(1/3) +pang:0:E22C:01:501:Get M. gun Weap.PL1 Now!(2/3) +pang:0:E244:00:501:Get M. gun Weap.PL1 Now!(3/3) +pang:0:E229:00:001:Get Blocker Weap.PL1 Now(1/3) +pang:0:E22C:00:501:Get Blocker Weap.PL1 Now(2/3) +pang:0:E244:01:501:Get Blocker Weap.PL1 Now(3/3) +pang:0:E2B0:0A:000:Infinite Lives PL2 +pang:0:E2A8:01:000:Always Have Protection PL2 +pang:0:E2A9:00:000:Always Normal Weap. PL2 (1/3) +pang:0:E2AC:00:500:Always Normal Weap. PL2 (2/3) +pang:0:E2C4:00:500:Always Normal Weap. PL2 (3/3) +pang:0:E2A9:01:000:Always Double Weap. PL2 (1/3) +pang:0:E2AC:00:500:Always Double Weap. PL2 (2/3) +pang:0:E2C4:00:500:Always Double Weap. PL2 (3/3) +pang:0:E2A9:00:000:Always M. gun Weap. PL2 (1/3) +pang:0:E2AC:01:500:Always M. gun Weap. PL2 (2/3) +pang:0:E2C4:00:500:Always M. gun Weap. PL2 (3/3) +pang:0:E2A9:00:000:Always Blocker Weap.PL2 (1/3) +pang:0:E2AC:00:500:Always Blocker Weap.PL2 (2/3) +pang:0:E2C4:01:500:Always Blocker Weap.PL2 (3/3) +pang:0:E2A9:00:001:Get Normal Weap.PL2 Now!(1/3) +pang:0:E2AC:00:501:Get Normal Weap.PL2 Now!(2/3) +pang:0:E2C4:00:501:Get Normal Weap.PL2 Now!(3/3) +pang:0:E2A9:01:001:Get Double Weap.PL2 Now!(1/3) +pang:0:E2AC:00:501:Get Double Weap.PL2 Now!(2/3) +pang:0:E2C4:00:501:Get Double Weap.PL2 Now!(3/3) +pang:0:E2A9:00:001:Get M. gun Weap.PL2 Now!(1/3) +pang:0:E2AC:01:501:Get M. gun Weap.PL2 Now!(2/3) +pang:0:E2C4:00:501:Get M. gun Weap.PL2 Now!(3/3) +pang:0:E2A9:00:001:Get Blocker Weap.PL2 Now(1/3) +pang:0:E2AC:00:501:Get Blocker Weap.PL2 Now(2/3) +pang:0:E2C4:01:501:Get Blocker Weap.PL2 Now(3/3) +;Disable the Infinite Time cheat just before travelling to a different city +;otherwise the game will freeze! Also disable all Invicibility cheats just +;before ending a level or else the level will not end! + +; [ Pang! 3 (Japan) ] +pang3:0:000000:00:999:[The weapon cheats dont show] +pang3:0:000000:00:999:[the correct weapon icon. ] +pang3:0:FF8BAE:3B:000:Infinite Time +pang3:0:FF8BED:12:000:Stop the Bubbles Now! +pang3:0:FF8BED:00:001:Restart the Bubbles Now! +pang3:0:FF8BB4:09:000:Infinite Lives PL1 +pang3:0:FFABF4:01:000:Always Have Protection PL1 +pang3:0:FFABF4:00:000:Never Have Protection PL1 +pang3:0:FFABB7:BB:000:Invincibility PL1 +pang3:0:FFABF4:01:001:Get Protection Now! PL1 +pang3:0:FFABF4:00:001:Lose Protection Now! PL1 +pang3:0:FFABC8:00:000:Always Normal Weap. PL1 +pang3:0:FFABC8:01:000:Always Blocker Weap.PL1 +pang3:0:FFABC8:02:000:Always Water Weap. PL1 +pang3:0:FFABC8:03:000:Always Double Weap. PL1 +pang3:0:FFABC8:00:001:Get Normal Weap. Now! PL1 +pang3:0:FFABC8:01:001:Get Blocker Weap.Now! PL1 +pang3:0:FFABC8:02:001:Get Water Weap. Now! PL1 +pang3:0:FFABC8:03:001:Get Double Weap. Now! PL1 +pang3:0:FF8BB5:09:000:Infinite Lives PL2 +pang3:0:FFACB4:01:000:Always Have Protection PL2 +pang3:0:FFACB4:00:000:Never Have Protection PL2 +pang3:0:FFAC77:BB:000:Invincibility PL2 +pang3:0:FFACB4:01:001:Get Protection Now! PL2 +pang3:0:FFACB4:00:001:Lose Protection Now! PL2 +pang3:0:FFAC88:00:000:Always Normal Weap. PL2 +pang3:0:FFAC88:01:000:Always Blocker Weap.PL2 +pang3:0:FFAC88:02:000:Always Water Weap. PL2 +pang3:0:FFAC88:03:000:Always Double Weap. PL2 +pang3:0:FFAC88:00:001:Get Normal Weap. Now! PL2 +pang3:0:FFAC88:01:001:Get Blocker Weap.Now! PL2 +pang3:0:FFAC88:02:001:Get Water Weap. Now! PL2 +pang3:0:FFAC88:03:001:Get Double Weap. Now! PL2 +pang3:0:000000:00:999:[Normal Mode level select ] +pang3:0:FF8BC6:09:071:Select current level +pang3:0:FF8BC6:09:061:Select next level +pang3:0:000000:00:999:[Challenge Mode level select] +pang3:0:FF8BDF:00:071:Select current level +pang3:0:FF8BDF:00:061:Select next level + +; [ Pang (bootleg) ] +pangb:0:E221:5B:000:Invincibility (1/2) +pangb:0:E200:04:500:Invincibility (2/2) +pangb:0:E01A:99:000:Infinite Time +pangb:0:E027:01:001:Stop the Bubbles Now! +pangb:0:E027:00:001:Restart the Bubbles Now! +pangb:0:E028:8C:000:Infinite Balloon Freeze Time +pangb:0:E018:10:001:Goto Last level on comp.(1/2) +pangb:0:E019:30:501:Goto Last level on comp.(2/2) +pangb:0:E018:10:001:Goto Last level on death(1/2) +pangb:0:E019:31:501:Goto Last level on death(2/2) +pangb:0:E230:0A:000:Infinite Lives PL1 +pangb:0:E228:01:000:Always Have Protection PL1 +pangb:0:E229:00:000:Always Normal Weap. PL1 (1/3) +pangb:0:E22C:00:500:Always Normal Weap. PL1 (2/3) +pangb:0:E244:00:500:Always Normal Weap. PL1 (3/3) +pangb:0:E229:01:000:Always Double Weap. PL1 (1/3) +pangb:0:E22C:00:500:Always Double Weap. PL1 (2/3) +pangb:0:E244:00:500:Always Double Weap. PL1 (3/3) +pangb:0:E229:00:000:Always M. gun Weap. PL1 (1/3) +pangb:0:E22C:01:500:Always M. gun Weap. PL1 (2/3) +pangb:0:E244:00:500:Always M. gun Weap. PL1 (3/3) +pangb:0:E229:00:000:Always Blocker Weap.PL1 (1/3) +pangb:0:E22C:00:500:Always Blocker Weap.PL1 (2/3) +pangb:0:E244:01:500:Always Blocker Weap.PL1 (3/3) +pangb:0:E229:00:001:Get Normal Weap.PL1 Now!(1/3) +pangb:0:E22C:00:501:Get Normal Weap.PL1 Now!(2/3) +pangb:0:E244:00:501:Get Normal Weap.PL1 Now!(3/3) +pangb:0:E229:01:001:Get Double Weap.PL1 Now!(1/3) +pangb:0:E22C:00:501:Get Double Weap.PL1 Now!(2/3) +pangb:0:E244:00:501:Get Double Weap.PL1 Now!(3/3) +pangb:0:E229:00:001:Get M. gun Weap.PL1 Now!(1/3) +pangb:0:E22C:01:501:Get M. gun Weap.PL1 Now!(2/3) +pangb:0:E244:00:501:Get M. gun Weap.PL1 Now!(3/3) +pangb:0:E229:00:001:Get Blocker Weap.PL1 Now(1/3) +pangb:0:E22C:00:501:Get Blocker Weap.PL1 Now(2/3) +pangb:0:E244:01:501:Get Blocker Weap.PL1 Now(3/3) +pangb:0:E2B0:0A:000:Infinite Lives PL2 +pangb:0:E2A8:01:000:Always Have Protection PL2 +pangb:0:E2A9:00:000:Always Normal Weap. PL2 (1/3) +pangb:0:E2AC:00:500:Always Normal Weap. PL2 (2/3) +pangb:0:E2C4:00:500:Always Normal Weap. PL2 (3/3) +pangb:0:E2A9:01:000:Always Double Weap. PL2 (1/3) +pangb:0:E2AC:00:500:Always Double Weap. PL2 (2/3) +pangb:0:E2C4:00:500:Always Double Weap. PL2 (3/3) +pangb:0:E2A9:00:000:Always M. gun Weap. PL2 (1/3) +pangb:0:E2AC:01:500:Always M. gun Weap. PL2 (2/3) +pangb:0:E2C4:00:500:Always M. gun Weap. PL2 (3/3) +pangb:0:E2A9:00:000:Always Blocker Weap.PL2 (1/3) +pangb:0:E2AC:00:500:Always Blocker Weap.PL2 (2/3) +pangb:0:E2C4:01:500:Always Blocker Weap.PL2 (3/3) +pangb:0:E2A9:00:001:Get Normal Weap.PL2 Now!(1/3) +pangb:0:E2AC:00:501:Get Normal Weap.PL2 Now!(2/3) +pangb:0:E2C4:00:501:Get Normal Weap.PL2 Now!(3/3) +pangb:0:E2A9:01:001:Get Double Weap.PL2 Now!(1/3) +pangb:0:E2AC:00:501:Get Double Weap.PL2 Now!(2/3) +pangb:0:E2C4:00:501:Get Double Weap.PL2 Now!(3/3) +pangb:0:E2A9:00:001:Get M. gun Weap.PL2 Now!(1/3) +pangb:0:E2AC:01:501:Get M. gun Weap.PL2 Now!(2/3) +pangb:0:E2C4:00:501:Get M. gun Weap.PL2 Now!(3/3) +pangb:0:E2A9:00:001:Get Blocker Weap.PL2 Now(1/3) +pangb:0:E2AC:00:501:Get Blocker Weap.PL2 Now(2/3) +pangb:0:E2C4:01:501:Get Blocker Weap.PL2 Now(3/3) + +; [ Space Panic (set 1) ] +panic:0:40D0:05:000:Infinite Lives +panic:0:40B2:09:000:Infinite Oxygen + +; [ Space Panic (set 2) ] +panica:0:40D0:05:000:Infinite Lives +panica:0:40B2:09:000:Infinite Oxygen + +; [ Panic Bomber ] +panicbom:0:1038CD:00:000:Always Minimum Power Up PL1 +panicbom:0:1038CD:08:000:Always Maximum Power Up PL1 +panicbom:0:103941:00:000:No more level gain PL1 +panicbom:0:103B6F:00:000:Always Minimum Power Up PL1 +panicbom:0:103B6F:08:000:Always Maximum Power Up PL1 +panicbom:0:103BE3:00:000:No more level gain PL2 + +; [ Space Panic (German) ] +panicger:0:40D0:05:000:Infinite Lives +panicger:0:40B2:09:000:Infinite Oxygen + +; [ Paperboy ] +paperboy:1:002A:63:000:Fix No Soundcard Problem +paperboy:0:0CC3:0A:000:Infinite Papers +paperboy:0:0CCA:05:000:Infinite Lives PL1 +paperboy:0:0CCB:05:000:Infinite Lives PL2 + +;comments left in for now +; [ Parodius DA! (Japan) ] +parodius:0:1867:10:000:Infinite Lives PL1 +parodius:0:1868:10:000:Infinite Lives PL2 +parodius:0:18B1:01:001:Invincibility ON::Can't catch Bells either +parodius:0:18B1:00:001:Invincibility OFF +;Comments from Hman +;Still open issues: +;- the green bell power, "zoom" activation ? +;- the red bell power +;- what is the white bell supposed to do ? +;- the Missile/Laser issue: both work as Get+Now or Always, but you can't mix them - activate Missile first, +; turn it off then (if you used the Always cheat) and then activate the Laser cheat. +;- the "option", found the counter, how to activate it ? +parodius:0:1893:01:001:Select Speed +parodius:0:1893:02:001:Select Missile +parodius:0:1893:03:001:Select Double +parodius:0:1893:04:001:Select Laser +parodius:0:1893:05:001:Select Option +parodius:0:1893:06:001:Select "?" +parodius:0:1893:07:001:Select Shield +parodius:0:0000:00:999:[Don't activate Missile & ] +parodius:0:0000:00:999:[Laser cheats at the same ] +parodius:0:0000:00:999:[time - they won't work! Use] +parodius:0:0000:00:999:[one after the other. Make ] +parodius:0:0000:00:999:[sure one is off when you ] +parodius:0:0000:00:999:[activate the other cheat!!!] +parodius:0:1891:01:021:Get Missile Now! (1/2):Don't use with Laser cheats +parodius:0:18A0:01:521:Get Missile Now! (2/2) +parodius:0:1891:01:021:Get Laser Now! (1/4):Don't use with Missile cheats +parodius:0:18A0:04:521:Get Laser Now! (2/4) +parodius:0:1891:08:541:Get Laser Now! (3/4) +parodius:0:18A0:03:541:Get Laser Now! (4/4) +parodius:0:1891:01:020:Always have Missile (1/2):Don't use with Laser cheats +parodius:0:18A0:01:520:Always have Missile (2/2) +parodius:0:1891:01:020:Always have Laser (1/4):Don't use with Missile cheats +parodius:0:18A0:04:520:Always have Laser (2/4) +parodius:0:1891:08:540:Always have Laser (3/4) +parodius:0:18A0:03:540:Always have Laser (4/4) +parodius:0:1894:01:001:Get Speed 1 Now! +parodius:0:1894:02:001:Get Speed 2 Now! +parodius:0:1894:03:001:Get Speed 3 Now! +parodius:0:1894:04:001:Get Speed 4 Now! +parodius:0:18AC:89:001:Get Blue Bellpower Now! (1/2) +parodius:0:18AD:01:501:Get Blue Bellpower Now! (2/2) +parodius:0:1894:01:000:Always have Speed 1 +parodius:0:1894:02:000:Always have Speed 2 +parodius:0:1894:03:000:Always have Speed 3 +parodius:0:1894:04:000:Always have Speed 4 +parodius:0:18AC:89:000:Always Blue Bellpower (1/2) +parodius:0:18AD:01:500:Always Blue Bellpower (2/2) +;18B0=C0 and 18B1=01 when Green Bell (giant player( is activated; still not able to activate Giant Player at will +parodius:0:18B0:C0:001:Can't shoot Now!:As with Green Bell but small +parodius:0:18B0:00:001:Reset "Can't shoot" Now! +;189F holds the counter of Main ship + additional shooting ships; +;however I wasn't able to find where the additional ships are activated; +;also incrementing 189F won't give multiple ships at next activation +;of "option". +parodius:0:189F:00:998:Show "Option" counter +parodius:0:1BAE:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + + +; [ Passing Shot (4 Players) (bootleg) ] +passht4b:0:FFE87E:99:000:Infinite Points +passht4b:0:FFE865:05:001:Goto Last match Now! +passht4b:0:FFE87B:00:000:Always be first serve +passht4b:0:FFE86F:06:000:Always win set to win game +passht4b:0:FFE871:00:000:CPUs sets always set to 0 +passht4b:0:FFE86F:06:001:Win set to win game Now! +passht4b:0:FFE871:00:001:CPUs sets set to 0 Now! +passht4b:0:FFE873:03:000:Always win point to win set +passht4b:0:FFE875:00:000:Always set CPUs score to 0 +passht4b:0:FFE873:03:001:Win point to win set Now! +passht4b:0:FFE875:00:001:Set CPUs score to 0 Now! + +; [ Passing Shot (2 Players) ] +passsht:0:FFE87E:99:000:Infinite Points +passsht:0:FFE865:05:001:Goto Last match Now! +passsht:0:FFE87B:00:000:Always be first serve +passsht:0:FFE86F:06:000:Always win set to win game +passsht:0:FFE871:00:000:CPUs sets always set to 0 +passsht:0:FFE86F:06:001:Win set to win game Now! +passsht:0:FFE871:00:001:CPUs sets set to 0 Now! +passsht:0:FFE873:03:000:Always win point to win set +passsht:0:FFE875:00:000:Always set CPUs score to 0 +passsht:0:FFE873:03:001:Win point to win set Now! +passsht:0:FFE875:00:001:Set CPUs score to 0 Now! + +; [ Passing Shot (2 Players) (bootleg) ] +passshtb:0:FFE87E:99:000:Infinite Points +passshtb:0:FFE865:05:001:Goto Last match Now! +passshtb:0:FFE87B:00:000:Always be first serve +passshtb:0:FFE86F:06:000:Always win set to win game +passshtb:0:FFE871:00:000:CPUs sets always set to 0 +passshtb:0:FFE86F:06:001:Win set to win game Now! +passshtb:0:FFE871:00:001:CPUs sets set to 0 Now! +passshtb:0:FFE873:03:000:Always win point to win set +passshtb:0:FFE875:00:000:Always set CPUs score to 0 +passshtb:0:FFE873:03:001:Win point to win set Now! +passshtb:0:FFE875:00:001:Set CPUs score to 0 Now! + +; [ Pinball Action (set 2) ] +pbactio2:0:C15B:09:000:Infinite Balls PL1 +pbactio2:0:C15C:09:000:Infinite Balls PL2 +pbactio2:0:C16D:63:000:99 Bonus +pbactio2:0:C16D:63:001:99 Bonus on current ball +pbactio2:0:C1BC:05:000:5X Bonus Multiplier +pbactio2:0:C11A:01:020:Slots-Red Door Always Open +pbactio2:0:C11A:01:040:Slots-Red Door Never Open +pbactio2:0:C11A:02:020:Slots-Post Always Up +pbactio2:0:C11A:02:040:Slots-Post Always Down +pbactio2:0:C11A:04:020:Slots-Side Safety Always ON +pbactio2:0:C11A:04:040:Slots-Side Safety Always OFF +pbactio2:0:C11A:07:000:Slots-Always Door+post+safety +pbactio2:0:C11A:00:000:Slots-Board Inaccessible +pbactio2:0:C11A:01:021:Slots-Open Red Door Now! +pbactio2:0:C11A:01:041:Slots-Shut Red Door Now! +pbactio2:0:C11A:02:021:Slots-Post Up Now! +pbactio2:0:C11A:02:041:Slots-Post Down Now! +pbactio2:0:C11A:04:021:Slots-Side Safety ON Now! +pbactio2:0:C11A:04:041:Slots-Side Safety OFF Now! +pbactio2:0:C11B:01:020:Bowls-Green Door Always Open +pbactio2:0:C11B:01:040:Bowls-Green Door Never Open +pbactio2:0:C11B:02:020:Bowls-Post Always Up +pbactio2:0:C11B:02:040:Bowls-Post Always Down +pbactio2:0:C11B:04:020:Bowls-Side Safety Always ON +pbactio2:0:C11B:04:040:Bowls-Side Safety Always OFF +pbactio2:0:C11B:07:000:Bowls-Always Door+post+safety +pbactio2:0:C11B:00:000:Bowls-Board Inaccessible +pbactio2:0:C11B:01:021:Bowls-Open Green Door Now! +pbactio2:0:C11B:01:041:Bowls-Shut Green Door Now! +pbactio2:0:C11B:02:021:Bowls-Post Up Now! +pbactio2:0:C11B:02:041:Bowls-Post Down Now! +pbactio2:0:C11B:04:021:Bowls-Side Safety ON Now! +pbactio2:0:C11B:04:041:Bowls-Side Safety OFF Now! +pbactio2:0:C11C:01:020:Cards-Blue Door Always Open +pbactio2:0:C11C:01:040:Cards-Blue Door Never Open +pbactio2:0:C11C:02:020:Cards-Post Always Up +pbactio2:0:C11C:02:040:Cards-Post Always Down +pbactio2:0:C11C:04:020:Cards-Side Safety Always ON +pbactio2:0:C11C:04:040:Cards-Side Safety Always OFF +pbactio2:0:C11C:07:000:Cards-Always Door+post+safety +pbactio2:0:C11C:00:000:Cards-Board Inaccessible +pbactio2:0:C11C:01:021:Cards-Open Blue Door Now! +pbactio2:0:C11C:01:041:Cards-Shut Blue Door Now! +pbactio2:0:C11C:02:020:Cards-Post Up Now! +pbactio2:0:C11C:02:040:Cards-Post Down Now! +pbactio2:0:C11C:04:020:Cards-Side Safety ON Now! +pbactio2:0:C11C:04:040:Cards-Side Safety OFF Now! + +; [ Pinball Action (set 1) ] +pbaction:0:C15B:09:000:Infinite Balls PL1 +pbaction:0:C15C:09:000:Infinite Balls PL2 +pbaction:0:C16D:63:000:99 Bonus +pbaction:0:C16D:63:001:99 Bonus on current ball +pbaction:0:C1BC:05:000:5X Bonus Multiplier +pbaction:0:C11A:01:020:Slots-Red Door Always Open +pbaction:0:C11A:01:040:Slots-Red Door Never Open +pbaction:0:C11A:02:020:Slots-Post Always Up +pbaction:0:C11A:02:040:Slots-Post Always Down +pbaction:0:C11A:04:020:Slots-Side Safety Always ON +pbaction:0:C11A:04:040:Slots-Side Safety Always OFF +pbaction:0:C11A:07:000:Slots-Always Door+post+safety +pbaction:0:C11A:00:000:Slots-Board Inaccessible +pbaction:0:C11A:01:021:Slots-Open Red Door Now! +pbaction:0:C11A:01:041:Slots-Shut Red Door Now! +pbaction:0:C11A:02:021:Slots-Post Up Now! +pbaction:0:C11A:02:041:Slots-Post Down Now! +pbaction:0:C11A:04:021:Slots-Side Safety ON Now! +pbaction:0:C11A:04:041:Slots-Side Safety OFF Now! +pbaction:0:C11B:01:020:Bowls-Green Door Always Open +pbaction:0:C11B:01:040:Bowls-Green Door Never Open +pbaction:0:C11B:02:020:Bowls-Post Always Up +pbaction:0:C11B:02:040:Bowls-Post Always Down +pbaction:0:C11B:04:020:Bowls-Side Safety Always ON +pbaction:0:C11B:04:040:Bowls-Side Safety Always OFF +pbaction:0:C11B:07:000:Bowls-Always Door+post+safety +pbaction:0:C11B:00:000:Bowls-Board Inaccessible +pbaction:0:C11B:01:021:Bowls-Open Green Door Now! +pbaction:0:C11B:01:041:Bowls-Shut Green Door Now! +pbaction:0:C11B:02:021:Bowls-Post Up Now! +pbaction:0:C11B:02:041:Bowls-Post Down Now! +pbaction:0:C11B:04:021:Bowls-Side Safety ON Now! +pbaction:0:C11B:04:041:Bowls-Side Safety OFF Now! +pbaction:0:C11C:01:020:Cards-Blue Door Always Open +pbaction:0:C11C:01:040:Cards-Blue Door Never Open +pbaction:0:C11C:02:020:Cards-Post Always Up +pbaction:0:C11C:02:040:Cards-Post Always Down +pbaction:0:C11C:04:020:Cards-Side Safety Always ON +pbaction:0:C11C:04:040:Cards-Side Safety Always OFF +pbaction:0:C11C:07:000:Cards-Always Door+post+safety +pbaction:0:C11C:00:000:Cards-Board Inaccessible +pbaction:0:C11C:01:021:Cards-Open Blue Door Now! +pbaction:0:C11C:01:041:Cards-Shut Blue Door Now! +pbaction:0:C11C:02:020:Cards-Post Up Now! +pbaction:0:C11C:02:040:Cards-Post Down Now! +pbaction:0:C11C:04:020:Cards-Side Safety ON Now! +pbaction:0:C11C:04:040:Cards-Side Safety OFF Now! + +; [ Pioneer Balloon ] +pballoon:0:00A8:08:000:Infinite Lives +pballoon:0:009F:96:000:Infinite Energy +pballoon:0:0094:C0:000:Invincibility + +; [ Puzzle Bobble / Bust-A-Move ] +pbobble:0:102271:02:001:Go to Round 4 Next (1/2) +pbobble:0:102273:02:501:Go to Round 4 Next (2/2) +pbobble:0:102271:06:001:Go to Round 8 Next (1/2) +pbobble:0:102273:06:501:Go to Round 8 Next (2/2) +pbobble:0:102271:0A:001:Go to Round 12 Next (1/2) +pbobble:0:102273:0A:501:Go to Round 12 Next (2/2) +pbobble:0:102271:0E:001:Go to Round 16 Next (1/2) +pbobble:0:102273:0E:501:Go to Round 16 Next (2/2) +pbobble:0:102271:12:001:Go to Round 20 Next (1/2) +pbobble:0:102273:12:501:Go to Round 20 Next (2/2) +pbobble:0:102271:16:001:Go to Round 24 Next (1/2) +pbobble:0:102273:16:501:Go to Round 24 Next (2/2) +pbobble:0:102271:1A:001:Go to Round 28 Next (1/2) +pbobble:0:102273:1A:501:Go to Round 28 Next (2/2) +pbobble:0:102271:1C:001:Go to Round 30 Next (1/2) +pbobble:0:102273:1C:501:Go to Round 30 Next (2/2) +pbobble:0:102271:20:001:See End Sequence Next (1/2) +pbobble:0:102273:20:501:See End Sequence Next (2/2) +pbobble:0:000000:00:999:[Best activate Quick Finish ] +pbobble:0:000000:00:999:[when at least one wall has ] +pbobble:0:000000:00:999:[decended,just complete 3 ] +pbobble:0:000000:00:999:[matching colours to drop ] +pbobble:0:000000:00:999:[the whole screen! ] +pbobble:0:105A9D:00:001:Quick Finish Cheat (1/2) +pbobble:0:105AB1:00:501:Quick Finish Cheat (2/2) +pbobble:0:108287:01:000:Help line ON PL1 +pbobble:0:108287:00:001:Help line OFF PL1 +pbobble:0:000000:00:999:[Cur. is short for Current ] +pbobble:0:000000:00:999:['always' means permanent ] +pbobble:0:000000:00:999:['will be' means temporary ] +pbobble:0:10821F:00:000:Cur. bubble always blue PL1 +pbobble:0:10821F:01:000:Cur. bubble always red PL1 +pbobble:0:10821F:02:000:Cur. bubble always yellow PL1 +pbobble:0:10821F:03:000:Cur. bubble always green PL1 +pbobble:0:10821F:04:000:Cur. bubble always purple PL1 +pbobble:0:10821F:05:000:Cur. bubble always orange PL1 +pbobble:0:10821F:06:000:Cur. bubble always black PL1 +pbobble:0:10821F:07:000:Cur. bubble always gray PL1 +pbobble:0:10823D:00:000:Next bubble always blue PL1 +pbobble:0:10823D:01:000:Next bubble always red PL1 +pbobble:0:10823D:02:000:Next bubble always yellow PL1 +pbobble:0:10823D:03:000:Next bubble always green PL1 +pbobble:0:10823D:04:000:Next bubble always purple PL1 +pbobble:0:10823D:05:000:Next bubble always orange PL1 +pbobble:0:10823D:06:000:Next bubble always black PL1 +pbobble:0:10823D:07:000:Next bubble always gray PL1 +pbobble:0:10821F:00:001:Cur. bubble will be blue PL1 +pbobble:0:10821F:01:001:Cur. bubble will be red PL1 +pbobble:0:10821F:02:001:Cur. bubble will be yellowPL1 +pbobble:0:10821F:03:001:Cur. bubble will be green PL1 +pbobble:0:10821F:04:001:Cur. bubble will be purplePL1 +pbobble:0:10821F:05:001:Cur. bubble will be orangePL1 +pbobble:0:10821F:06:001:Cur. bubble will be black PL1 +pbobble:0:10821F:07:001:Cur. bubble will be gray PL1 +pbobble:0:10823D:00:001:Next bubble will be blue PL1 +pbobble:0:10823D:01:001:Next bubble will be red PL1 +pbobble:0:10823D:02:001:Next bubble will be yellowPL1 +pbobble:0:10823D:03:001:Next bubble will be green PL1 +pbobble:0:10823D:04:001:Next bubble will be purplePL1 +pbobble:0:10823D:05:001:Next bubble will be orangePL1 +pbobble:0:10823D:06:001:Next bubble will be black PL1 +pbobble:0:10823D:07:001:Next bubble will be gray PL1 +pbobble:0:1082BB:00:000:Cur. bubble always blue PL2 +pbobble:0:1082BB:01:000:Cur. bubble always red PL2 +pbobble:0:1082BB:02:000:Cur. bubble always yellow PL2 +pbobble:0:1082BB:03:000:Cur. bubble always green PL2 +pbobble:0:1082BB:04:000:Cur. bubble always purple PL2 +pbobble:0:1082BB:05:000:Cur. bubble always orange PL2 +pbobble:0:1082BB:06:000:Cur. bubble always black PL2 +pbobble:0:1082BB:07:000:Cur. bubble always gray PL2 +pbobble:0:1082D9:00:000:Next bubble always blue PL2 +pbobble:0:1082D9:01:000:Next bubble always red PL2 +pbobble:0:1082D9:02:000:Next bubble always yellow PL2 +pbobble:0:1082D9:03:000:Next bubble always green PL2 +pbobble:0:1082D9:04:000:Next bubble always purple PL2 +pbobble:0:1082D9:05:000:Next bubble always orange PL2 +pbobble:0:1082D9:06:000:Next bubble always black PL2 +pbobble:0:1082D9:07:000:Next bubble always gray PL2 +pbobble:0:1082BB:00:001:Cur. bubble will be blue PL2 +pbobble:0:1082BB:01:001:Cur. bubble will be red PL2 +pbobble:0:1082BB:02:001:Cur. bubble will be yellowPL2 +pbobble:0:1082BB:03:001:Cur. bubble will be green PL2 +pbobble:0:1082BB:04:001:Cur. bubble will be purplePL2 +pbobble:0:1082BB:05:001:Cur. bubble will be orangePL2 +pbobble:0:1082BB:06:001:Cur. bubble will be black PL2 +pbobble:0:1082BB:07:001:Cur. bubble will be gray PL2 +pbobble:0:1082D9:00:001:Next bubble will be blue PL2 +pbobble:0:1082D9:01:001:Next bubble will be red PL2 +pbobble:0:1082D9:02:001:Next bubble will be yellowPL2 +pbobble:0:1082D9:03:001:Next bubble will be green PL2 +pbobble:0:1082D9:04:001:Next bubble will be purplePL2 +pbobble:0:1082D9:05:001:Next bubble will be orangePL2 +pbobble:0:1082D9:06:001:Next bubble will be black PL2 +pbobble:0:1082D9:07:001:Next bubble will be gray PL2 + +; [ Pocket Gal (Japan) ] +pcktgal:0:008A:03:000:Infinite Lives +pcktgal:0:04F1:6E:000:Infinite Time +pcktgal:0:04FA:6E:000:Infinite Bonus Time +pcktgal:0:0098:64:000:Infinite Champ Level + +; [ Pocket Gal 2 (World?) ] +pcktgal2:0:008A:03:000:Infinite Lives +pcktgal2:0:04F1:6E:000:Infinite Time +pcktgal2:0:04FA:6E:000:Infinite Bonus Time +pcktgal2:0:0098:64:000:Infinite Champ Level + +; [ Pocket Gal (bootleg) ] +pcktgalb:0:008A:03:000:Infinite Lives +pcktgalb:0:04F1:6E:000:Infinite Time +pcktgalb:0:04FA:6E:000:Infinite Bonus Time +pcktgalb:0:0098:64:000:Infinite Champ Level + +; [ Peek-a-Boo! ] +peekaboo:0:1F02E7:09:000:Infinite Lives PL1 +peekaboo:0:1F02E9:09:000:Infinite Lives PL2 +peekaboo:0:1F30AD:00:000:Always Slow Ball +peekaboo:0:1F1001:00:998:Watch number of Tiles +peekaboo:0:1F3089:02:001:Get Catch Now! +peekaboo:0:1F3089:05:001:Get Hyperball Now! +peekaboo:0:1F3089:02:000:Always Catch +peekaboo:0:1F3089:05:000:Always Hyperball +peekaboo:0:1F80D1:00:998:Watch Bonus Effect +peekaboo:0:1F807F:00:998:Watch Bonus Letter +peekaboo:0:1F30D1:01:005:Every Bonus is Extend (1/2) +peekaboo:0:1F807F:52:505:Every Bonus is Extend (2/2) +peekaboo:0:1F30D1:02:005:Every Bonus is Catch (1/2) +peekaboo:0:1F807F:51:505:Every Bonus is Catch (2/2) +peekaboo:0:1F30D1:03:005:Every Bonus is Laser (1/2) +peekaboo:0:1F807F:4D:505:Every Bonus is Laser (2/2) +peekaboo:0:1F30D1:04:005:Every Bonus is Multi (1/2) +peekaboo:0:1F807F:50:505:Every Bonus is Multi (2/2) +peekaboo:0:1F30D1:05:005:Every Bonus is Hyper (1/2) +peekaboo:0:1F807F:4F:505:Every Bonus is Hyper (2/2) +peekaboo:0:1F30D1:06:005:Every Bonus is Speed (1/2) +peekaboo:0:1F807F:4E:505:Every Bonus is Speed (2/2) +peekaboo:0:1F30D1:07:005:Every Bonus is Find (1/2) +peekaboo:0:1F807F:53:505:Every Bonus is Find (2/2) +peekaboo:0:1F30D1:08:005:Every Bonus is Bombs (1/2) +peekaboo:0:1F807F:54:505:Every Bonus is Bombs (2/2) +peekaboo:0:000000:00:999:[Haven't had the luck yet to] +peekaboo:0:000000:00:999:[see a natural 1UP Bonus, if] +peekaboo:0:000000:00:999:[you see one pause the game,] +peekaboo:0:000000:00:999:[Enable Watch Bonus Letter ] +peekaboo:0:000000:00:999:[and replace the 4C in (2/2)] +peekaboo:0:000000:00:999:[with the watched value. ] +peekaboo:0:000000:00:999:[Send a copy to: ] +peekaboo:0:000000:00:999:[ pugsy@usa.net ] +peekaboo:0:1F30D1:09:005:Every Bonus is 1UP (1/2) +peekaboo:0:1F807F:4C:505:Every Bonus is 1UP (2/2) +peekaboo:0:1F30D1:0A:005:Every Bonus=Finish Level(1/2) +peekaboo:0:1F807F:55:505:Every Bonus=Finish Level(2/2) +;Not a slideshow but still rather easy, particulary if you combine the Infinite +;Lives, Slow Ball and Bonus Finish Level cheats. +;Open issues: +;- catch every bonus OR catch the ball always - would need a cheat type capable +; of reading the value at one location (found) and write it at another one, +; this could be used for several other games, too... cheat engine enhancement +; anyone? +;- Bigger Ball. There are a couple of locations easily found with contain 0,1 +; or 2 (the three sizes), but patching those won't do a thing... where's the +; trigger ? +;- Finish Level Now!. There's a counter with the exact number of tiles +; remaining, however it seems to be a copy of something else yet to find since +; patching it won't do a thing, it becomes reset immediately. + +; [ Pengo (set 1) ] +pengo:0:8814:05:000:Infinite Lives PL1 +pengo:0:8815:05:000:Infinite Lives PL2 +pengo:0:8D1F:04:000:Always Stone Monster 1 +pengo:0:8D3F:04:000:Always Stone Monster 2 +pengo:0:8D5F:04:000:Always Stone Monster 3 +pengo:0:8D1F:04:001:Stone Monster 1 Now! +pengo:0:8D3F:04:001:Stone Monster 2 Now! +pengo:0:8D5F:04:001:Stone Monster 3 Now! + +; [ Pengo (set 2) ] +pengo2:0:8814:05:000:Infinite Lives PL1 +pengo2:0:8815:05:000:Infinite Lives PL2 +pengo2:0:8D1F:04:000:Always Stone Monster 1 +pengo2:0:8D3F:04:000:Always Stone Monster 2 +pengo2:0:8D5F:04:000:Always Stone Monster 3 +pengo2:0:8D1F:04:001:Stone Monster 1 Now! +pengo2:0:8D3F:04:001:Stone Monster 2 Now! +pengo2:0:8D5F:04:001:Stone Monster 3 Now! + +; [ Pengo (set 2 not encrypted) ] +pengo2u:0:8814:05:000:Infinite Lives PL1 +pengo2u:0:8815:05:000:Infinite Lives PL2 +pengo2u:0:8D1F:04:000:Always Stone Monster 1 +pengo2u:0:8D3F:04:000:Always Stone Monster 2 +pengo2u:0:8D5F:04:000:Always Stone Monster 3 +pengo2u:0:8D1F:04:001:Stone Monster 1 Now! +pengo2u:0:8D3F:04:001:Stone Monster 2 Now! +pengo2u:0:8D5F:04:001:Stone Monster 3 Now! + +; [ Penta ] +penta:0:8814:05:000:Infinite Lives PL1 +penta:0:8815:05:000:Infinite Lives PL2 +penta:0:8D1F:04:000:Always Stone Monster 1 +penta:0:8D3F:04:000:Always Stone Monster 2 +penta:0:8D5F:04:000:Always Stone Monster 3 +penta:0:8D1F:04:001:Stone Monster 1 Now! +penta:0:8D3F:04:001:Stone Monster 2 Now! +penta:0:8D5F:04:001:Stone Monster 3 Now! + +; [ Pepper II ] +pepper2:0:0052:09:000:Infinite Lives PL1 +pepper2:0:0053:09:000:Infinite Lives PL2 +pepper2:0:0083:01:000:Invincibility +pepper2:0:00AF:01:000:No Darkness + +; [ Percussor, The ] +percuss:0:587E:2F:000:Infinite Fuel +percuss:0:5822:63:000:Infinite Lives PL1 +percuss:0:5823:63:000:Infinite Lives PL2 + +; [ Peter Pack-Rat ] +peterpak:0:4010E0:06:000:Infinite Lives PL1 +peterpak:0:40113A:06:000:Infinite Lives PL2 +peterpak:0:4011E7:FF:000:Infinite Time +peterpak:0:401FF5:19:000:Fix No Soundcard Problem + +; [ Pleasure Goal / Futsal - 5 on 5 Mini Soccer ] +pgoal:0:104C28:6F:000:Infinite Normal Time +pgoal:0:104C28:00:001:Go into Injury Time Now! +pgoal:0:1069C9:63:070:Select Score PL1 +pgoal:0:1069CB:63:070:Select Score PL2 + +; [ Phantasm (Japan) ] +phantasm:0:FF9E51:C8:000:Infinite Ghost Energy (1/3) +phantasm:0:FF9E53:C8:500:Infinite Ghost Energy (2/3) +phantasm:0:FFFFBF:C8:500:Infinite Ghost Energy (3/3) +phantasm:0:FF9F2D:64:000:Infinite Player Energy +phantasm:0:FF9F2D:01:001:Set Player Energy = 0 Now!:Get hit to be Ghost +phantasm:0:FF9ED6:80:000:Invincibility +phantasm:0:FFE835:01:001:Next Shot Kills Boss Now! + +; [ Phantom II ] +phantom2:0:20AA:99:000:Infinite Time +phantom2:0:2157:00:000:Don't Count Deaths + +; [ Phelios (Japan) ] +phelios:0:1006C4:03:000:Infinite Lives +phelios:0:1006CD:03:000:Infinite Life +phelios:0:1006F5:8C:000:Max Weapon Shot +phelios:0:1006E6:04:000:Max Orbs +phelios:0:1006DE:99:070:Level Select - NEEDS WORK!! +phelios:0:10FE66:02:000:Sound Test Timer Stop:Works for all Namco Sys 2 + +; [ Phoenix (Amstar) ] +phoenix:0:4390:09:000:Infinite Lives +phoenix:0:43A6:DD:000:Never have shields +phoenix:0:43A6:00:003:Shield Always Ready +phoenix:0:43C0:84:000:Infinite Shields +phoenix:0:0000:00:999:[The Invincibility cheat ] +phoenix:0:0000:00:999:[must be turned OFF on the ] +phoenix:0:0000:00:999:[mothership level before you] +phoenix:0:0000:00:999:[fire the 'death' shot!! ] +phoenix:0:43A4:03:008:Invincibility + +; [ Phoenix (T.P.N.) ] +phoenix3:0:4390:09:000:Infinite Lives +phoenix3:0:43A6:DD:000:Never have shields +phoenix3:0:43A6:00:003:Shield Always Ready +phoenix3:0:43C0:84:000:Infinite Shields +phoenix3:0:0000:00:999:[The Invincibility cheat ] +phoenix3:0:0000:00:999:[must be turned OFF on the ] +phoenix3:0:0000:00:999:[mothership level before you] +phoenix3:0:0000:00:999:[fire the 'death' shot!! ] +phoenix3:0:43A4:03:008:Invincibility + +; [ Phoenix (Centuri) ] +phoenixa:0:4390:09:000:Infinite Lives +phoenixa:0:43A6:DD:000:Never have shields +phoenixa:0:43A6:00:003:Shield Always Ready +phoenixa:0:43C0:84:000:Infinite Shields +phoenixa:0:0000:00:999:[The Invincibility cheat ] +phoenixa:0:0000:00:999:[must be turned OFF on the ] +phoenixa:0:0000:00:999:[mothership level before you] +phoenixa:0:0000:00:999:[fire the 'death' shot!! ] +phoenixa:0:43A4:03:008:Invincibility + +; [ Phoenix (IRECSA, G.G.I Corp) ] +phoenixc:0:4390:09:000:Infinite Lives +phoenixc:0:43A6:DD:000:Never have shields +phoenixc:0:43A6:00:003:Shield Always Ready +phoenixc:0:43C0:84:000:Infinite Shields +phoenixc:0:0000:00:999:[The Invincibility cheat ] +phoenixc:0:0000:00:999:[must be turned OFF on the ] +phoenixc:0:0000:00:999:[mothership level before you] +phoenixc:0:0000:00:999:[fire the 'death' shot!! ] +phoenixc:0:43A4:03:008:Invincibility + +; [ Phoenix (Taito) ] +phoenixt:0:4390:09:000:Infinite Lives +phoenixt:0:43A6:DD:000:Never have shields +phoenixt:0:43A6:00:003:Shield Always Ready +phoenixt:0:43C0:84:000:Infinite Shields +phoenixt:0:0000:00:999:[The Invincibility cheat ] +phoenixt:0:0000:00:999:[must be turned OFF on the ] +phoenixt:0:0000:00:999:[mothership level before you] +phoenixt:0:0000:00:999:[fire the 'death' shot!! ] +phoenixt:0:43A4:03:008:Invincibility + +; [ Phozon ] +phozon:0:1000:06:000:Infinite Lives +phozon:0:1830:88:000:Invincibility (1/7) +phozon:0:1831:21:500:Invincibility (2/7) +phozon:0:1833:81:500:Invincibility (3/7) +phozon:0:1834:87:500:Invincibility (4/7) +phozon:0:1835:CA:500:Invincibility (5/7) +phozon:0:1836:8A:500:Invincibility (6/7) +phozon:0:1837:5D:500:Invincibility (7/7) + +; [ Pickin' ] +pickin:0:71F7:99:000:Infinite Bonus + +; [ Pig Newton (Revision C) ] +pignewt:0:CF20:05:000:Infinite Lives PL1 +pignewt:0:CF27:05:000:Infinite Lives PL2 + +; [ Pig Newton (Revision A) ] +pignewta:0:CF21:05:000:Infinite Lives PL1 +pignewta:0:CF28:05:000:Infinite Lives PL2 + +; [ Pigskin 621AD ] +pigskin:0:14263F:99:073:Select Score 0-99 PL1 +pigskin:0:14263E:09:073:Select Score 100-900 PL1 +pigskin:0:142641:99:073:Select Score 0-99 PL2 +pigskin:0:142640:09:073:Select Score 100-900 PL2 +pigskin:0:142821:FF:000:Infinite Period Time +pigskin:0:142821:00:001:Set Period Time =0 Now! + +; [ Pinbo ] +pinbo:0:00D0:03:000:Infinite Balls + +; [ Pinbo (Strike) ] +pinbos:0:00D0:03:000:Infinite Balls + +; [ Ping Pong ] +pingpong:0:94A9:07:000:Infinite Service Time +pingpong:0:9192:15:001:Win game on next ball PL1 +pingpong:0:9193:15:001:Win game on next ball PL2 +pingpong:0:9192:00:000:Score always = 0 PL1 +pingpong:0:9193:00:000:Score always = 0 PL2 +pingpong:0:9192:00:001:Set score = 0 Now! PL1 +pingpong:0:9193:00:001:Set score = 0 Now! PL2 +pingpong:0:9192:15:073:Select score PL1 +pingpong:0:9193:15:073:Select score PL2 +pingpong:0:9190:FF:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Pipi & Bibis / Whoopee (Japan) ] +pipibibs:0:08066B:04:001:Always 4 Coins +pipibibs:0:080671:77:000:Stop End-of-Level Bomb Timer:Turn off to leave level +pipibibs:0:08073D:01:007:Only 1 Computer Left +pipibibs:0:08063F:05:000:Infinite Lives PL1 +pipibibs:0:080687:1B:000:Invincibility PL1 +pipibibs:0:08064D:05:000:Infinite Lives PL2 +pipibibs:0:0806E7:7D:000:Invincibility PL2 + +; [ Piranha ] +piranha:0:4E14:06:000:Infinite Lives (1/2) +piranha:0:4E15:05:500:Infinite Lives (2/2) +piranha:0:0000:00:999:[------Starting Levels------] +piranha:0:0000:00:999:[Deactivate the cheats after] +piranha:0:0000:00:999:[starting the level or leave] +piranha:0:0000:00:999:[active to repeat the level.] +piranha:0:4E0A:7E:000:Start at 2nd Crab (1/2) +piranha:0:4E13:01:500:Start at 2nd Crab (2/2) +piranha:0:4E0A:7F:000:Start at 1st Fish (1/2) +piranha:0:4E13:02:500:Start at 1st Fish (2/2) +piranha:0:4E0A:80:000:Start at 2nd Fish (1/2) +piranha:0:4E13:03:500:Start at 2nd Fish (2/2) +piranha:0:4E0A:81:000:Start at 1st Red Anchor (1/2) +piranha:0:4E13:04:500:Start at 1st Red Anchor (2/2) +piranha:0:4E0A:82:000:Start at 2nd Red Anchor (1/2) +piranha:0:4E13:05:500:Start at 2nd Red Anchor (2/2) +piranha:0:4E0A:83:000:Start at 1st Cyan Whale (1/2) +piranha:0:4E13:06:500:Start at 1st Cyan Whale (2/2) +piranha:0:4E0A:84:000:Start at 2nd Cyan Whale (1/2) +piranha:0:4E13:07:500:Start at 2nd Cyan Whale (2/2) +piranha:0:4E0A:85:000:Start at 1st Blue Whale (1/2) +piranha:0:4E13:08:500:Start at 1st Blue Whale (2/2) +piranha:0:4E0A:86:000:Start at 2nd Blue Whale (1/2) +piranha:0:4E13:09:500:Start at 2nd Blue Whale (2/2) +piranha:0:4E0A:87:000:Start at 1st Yel. Anchor(1/2) +piranha:0:4E13:0A:500:Start at 1st Yel. Anchor(2/2) +piranha:0:4E0A:88:000:Start at 2nd Yel. Anchor(1/2) +piranha:0:4E13:0B:500:Start at 2nd Yel. Anchor(2/2) +piranha:0:0000:00:999:[------Practice Levels------] +piranha:0:4E13:00:000:Practice 1st Crab +piranha:0:4E13:01:000:Practice 2nd Crab +piranha:0:4E13:02:000:Practice 1st Fish +piranha:0:4E13:03:000:Practice 2nd Fish +piranha:0:4E13:04:000:Practice 1st Red Anchor +piranha:0:4E13:05:000:Practice 2nd Red Anchor +piranha:0:4E13:06:000:Practice 1st Cyan Whale +piranha:0:4E13:07:000:Practice 2nd Cyan Whale +piranha:0:4E13:08:000:Practice 1st Blue Whale +piranha:0:4E13:09:000:Practice 2nd Blue Whale +piranha:0:4E13:0A:000:Practice 1st Yellow Anchor +piranha:0:4E13:0B:000:Practice 2nd Yellow Anchor +piranha:0:4E13:FF:000:Split-Screen (Unplayable) +piranha:0:4E13:FE:000:No maze or dots(Unfinishable) +piranha:0:0000:00:999:[------Practice Speeds------] +piranha:0:4DBD:00:000:Stay blue until eaten (1/2) +piranha:0:4DBE:00:500:Stay blue until eaten (2/2) +piranha:0:4DBD:58:000:Slow changeback (1/2) +piranha:0:4DBE:02:500:Slow changeback (2/2) +piranha:0:4DBD:68:000:Moderate changeback (1/2) +piranha:0:4DBE:01:500:Moderate changeback (2/2) +piranha:0:4DBD:F0:000:Quick changeback (1/2) +piranha:0:4DBE:00:500:Quick changeback (2/2) +piranha:0:4DBD:78:000:Lightning changeback (1/2) +piranha:0:4DBE:00:500:Lightning changeback (2/2) +piranha:0:4DBD:01:000:No change to blue (1/2) +piranha:0:4DBE:00:500:No change to blue (2/2) +piranha:0:0000:00:999:[-------Ghost Status--------] +piranha:0:4DA7:01:000:Red always blue +piranha:0:4DA8:01:000:Pink always blue +piranha:0:4DA9:01:000:Green always blue +piranha:0:4DAA:01:000:Orange always blue +piranha:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pisces ] +pisces:0:4110:03:000:Infinite Lives PL1 +pisces:0:53A0:03:000:Infinite Lives PL2 +pisces:0:5160:69:000:Infinite Fuel + +; [ Pistol Daimyo no Bouken (Japan) ] +pistoldm:0:0320:05:000:Infinite Lives +pistoldm:0:022D:39:000:Invincibility +pistoldm:0:0314:01:000:Always have Wooden Armour +pistoldm:0:0314:02:000:Always have Metal Armour +pistoldm:0:0314:01:001:Get Wooden Armour Now! +pistoldm:0:0314:02:001:Get Metal Armour Now! +pistoldm:0:2211:01:001:One hit to kill Boss Now! +pistoldm:0:2591:01:001:One hit to kill last BossNow! +pistoldm:0:0000:00:999:[Use the Select current ] +pistoldm:0:0000:00:999:[round cheat for best effect] +pistoldm:0:0000:00:999:[on the course select screen] +pistoldm:0:0313:15:071:Select current round +pistoldm:0:0000:00:999:[ ] +pistoldm:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Pitfall II ] +pitfall2:0:C121:04:000:Infinite Lives PL1 +pitfall2:0:C122:04:000:Infinite Lives PL2 +pitfall2:0:C461:3B:000:Infinite Time + +; [ Pitfall II (not encrypted) ] +pitfallu:0:C121:04:000:Infinite Lives PL1 +pitfallu:0:C122:04:000:Infinite Lives PL2 +pitfallu:0:C461:3B:000:Infinite Time + +; [ Pit Fighter (version 3) ] +pitfigh3:0:FFC49A:00:000:Infinite Time (1/2) +pitfigh3:0:FFC49B:00:500:Infinite Time (2/2) +pitfigh3:0:FFEDB2:00:001:One hit for enemy Now! (1/2) +pitfigh3:0:FFEDB3:01:501:One hit for enemy Now! (2/2) +pitfigh3:0:FFEAAC:00:000:Infinite Energy PL1 (1/2) +pitfigh3:0:FFEAAD:A0:500:Infinite Energy PL1 (2/2) +pitfigh3:0:FFEAAC:00:000:Energy always = 0 PL1 (1/2) +pitfigh3:0:FFEAAD:01:500:Energy always = 0 PL1 (2/2) +pitfigh3:0:FFEAAC:00:001:Energy = 0 Now! PL1 (1/2) +pitfigh3:0:FFEAAD:01:501:Energy = 0 Now! PL1 (1/2) +pitfigh3:0:FFEBAE:00:000:Infinite Energy PL2 (1/2) +pitfigh3:0:FFEBAF:A0:500:Infinite Energy PL2 (2/2) +pitfigh3:0:FFEBAE:00:000:Energy always = 0 PL2 (1/2) +pitfigh3:0:FFEBAF:01:500:Energy always = 0 PL2 (2/2) +pitfigh3:0:FFEBAE:00:001:Energy = 0 Now! PL2 (1/2) +pitfigh3:0:FFEBAF:01:501:Energy = 0 Now! PL2 (1/2) +pitfigh3:0:FFECB0:00:000:Infinite Energy PL3 (1/2) +pitfigh3:0:FFECB1:A0:500:Infinite Energy PL3 (2/2) +pitfigh3:0:FFECB0:00:000:Energy always = 0 PL3 (1/2) +pitfigh3:0:FFECB1:01:500:Energy always = 0 PL3 (2/2) +pitfigh3:0:FFECB0:00:001:Energy = 0 Now! PL3 (1/2) +pitfigh3:0:FFECB1:01:501:Energy = 0 Now! PL3 (1/2) + +; [ Pit Fighter (version 4) ] +pitfight:0:FFC49A:00:000:Infinite Time (1/2) +pitfight:0:FFC49B:00:500:Infinite Time (2/2) +pitfight:0:FFEDB2:00:001:One hit for enemy Now! (1/2) +pitfight:0:FFEDB3:01:501:One hit for enemy Now! (2/2) +pitfight:0:FFEAAC:00:000:Infinite Energy PL1 (1/2) +pitfight:0:FFEAAD:A0:500:Infinite Energy PL1 (2/2) +pitfight:0:FFEAAC:00:000:Energy always = 0 PL1 (1/2) +pitfight:0:FFEAAD:01:500:Energy always = 0 PL1 (2/2) +pitfight:0:FFEAAC:00:001:Energy = 0 Now! PL1 (1/2) +pitfight:0:FFEAAD:01:501:Energy = 0 Now! PL1 (1/2) +pitfight:0:FFEBAE:00:000:Infinite Energy PL2 (1/2) +pitfight:0:FFEBAF:A0:500:Infinite Energy PL2 (2/2) +pitfight:0:FFEBAE:00:000:Energy always = 0 PL2 (1/2) +pitfight:0:FFEBAF:01:500:Energy always = 0 PL2 (2/2) +pitfight:0:FFEBAE:00:001:Energy = 0 Now! PL2 (1/2) +pitfight:0:FFEBAF:01:501:Energy = 0 Now! PL2 (1/2) +pitfight:0:FFECB0:00:000:Infinite Energy PL3 (1/2) +pitfight:0:FFECB1:A0:500:Infinite Energy PL3 (2/2) +pitfight:0:FFECB0:00:000:Energy always = 0 PL3 (1/2) +pitfight:0:FFECB1:01:500:Energy always = 0 PL3 (2/2) +pitfight:0:FFECB0:00:001:Energy = 0 Now! PL3 (1/2) +pitfight:0:FFECB1:01:501:Energy = 0 Now! PL3 (1/2) + +; [ Poker Ladies ] +pkladies:0:E703:09:000:Infinite points (1/5) +pkladies:0:E704:09:500:Infinite points (2/5) +pkladies:0:E705:09:500:Infinite points (3/5) +pkladies:0:E706:09:500:Infinite points (4/5) +pkladies:0:E707:09:500:Infinite points (5/5) +pkladies:0:E70F:09:000:Infinite Hands +pkladies:0:0000:00:999:[ Back card must be visible ] +pkladies:0:0000:00:999:[when you activate the codes] +pkladies:0:E220:09:001:Get RF - 5000 pts Now! (1/6) +pkladies:0:E200:31:501:Get RF - 5000 pts Now! (2/6) +pkladies:0:E201:3D:501:Get RF - 5000 pts Now! (3/6) +pkladies:0:E202:3C:501:Get RF - 5000 pts Now! (4/6) +pkladies:0:E203:3B:501:Get RF - 5000 pts Now! (5/6) +pkladies:0:E204:3A:501:Get RF - 5000 pts Now! (6/6) +pkladies:0:E220:08:001:Get SF - 2000 pts Now! (1/6) +pkladies:0:E200:16:501:Get SF - 2000 pts Now! (2/6) +pkladies:0:E201:17:501:Get SF - 2000 pts Now! (3/6) +pkladies:0:E202:18:501:Get SF - 2000 pts Now! (4/6) +pkladies:0:E203:19:501:Get SF - 2000 pts Now! (5/6) +pkladies:0:E204:1A:501:Get SF - 2000 pts Now! (6/6) +pkladies:0:E220:07:001:Get FK - 1000 pts Now! (1/6) +pkladies:0:E200:14:501:Get FK - 1000 pts Now! (2/6) +pkladies:0:E201:24:501:Get FK - 1000 pts Now! (3/6) +pkladies:0:E202:34:501:Get FK - 1000 pts Now! (4/6) +pkladies:0:E203:44:501:Get FK - 1000 pts Now! (5/6) +pkladies:0:E204:27:501:Get FK - 1000 pts Now! (6/6) +pkladies:0:E220:06:001:Get FH - 700 pts Now! (1/6) +pkladies:0:E200:29:501:Get FH - 700 pts Now! (2/6) +pkladies:0:E201:49:501:Get FH - 700 pts Now! (3/6) +pkladies:0:E202:18:501:Get FH - 700 pts Now! (4/6) +pkladies:0:E203:28:501:Get FH - 700 pts Now! (5/6) +pkladies:0:E204:38:501:Get FH - 700 pts Now! (6/6) +pkladies:0:E220:05:001:Get FL - 500 pts Now! (1/6) +pkladies:0:E200:2C:501:Get FL - 500 pts Now! (2/6) +pkladies:0:E201:2B:501:Get FL - 500 pts Now! (3/6) +pkladies:0:E202:27:501:Get FL - 500 pts Now! (4/6) +pkladies:0:E203:25:501:Get FL - 500 pts Now! (5/6) +pkladies:0:E204:22:501:Get FL - 500 pts Now! (6/6) +pkladies:0:E220:04:001:Get ST - 300 pts Now! (1/6) +pkladies:0:E200:37:501:Get ST - 300 pts Now! (2/6) +pkladies:0:E201:26:501:Get ST - 300 pts Now! (3/6) +pkladies:0:E202:45:501:Get ST - 300 pts Now! (4/6) +pkladies:0:E203:44:501:Get ST - 300 pts Now! (5/6) +pkladies:0:E204:23:501:Get ST - 300 pts Now! (6/6) +pkladies:0:E220:03:001:Get TK - 200 pts Now! (1/6) +pkladies:0:E200:12:501:Get TK - 200 pts Now! (2/6) +pkladies:0:E201:32:501:Get TK - 200 pts Now! (3/6) +pkladies:0:E202:42:501:Get TK - 200 pts Now! (4/6) +pkladies:0:E203:4B:501:Get TK - 200 pts Now! (5/6) +pkladies:0:E204:1A:501:Get TK - 200 pts Now! (6/6) +pkladies:0:E220:02:001:Get TP - 100 pts Now! (1/6) +pkladies:0:E200:25:501:Get TP - 100 pts Now! (2/6) +pkladies:0:E201:35:501:Get TP - 100 pts Now! (3/6) +pkladies:0:E202:13:501:Get TP - 100 pts Now! (4/6) +pkladies:0:E203:43:501:Get TP - 100 pts Now! (5/6) +pkladies:0:E204:29:501:Get TP - 100 pts Now! (6/6) +pkladies:0:E220:01:001:Get JB - 50 pts Now! (1/6) +pkladies:0:E200:1D:501:Get JB - 50 pts Now! (2/6) +pkladies:0:E201:4D:501:Get JB - 50 pts Now! (3/6) +pkladies:0:E202:1C:501:Get JB - 50 pts Now! (4/6) +pkladies:0:E203:28:501:Get JB - 50 pts Now! (5/6) +pkladies:0:E204:36:501:Get JB - 50 pts Now! (6/6) + +; [ Penguin-Kun Wars (US) ] +pkunwar:0:C346:59:000:Infinite Time +pkunwar:0:C346:01:001:Finish Level Now! +pkunwar:0:0000:00:999:[These Ball cheats are not ] +pkunwar:0:0000:00:999:[visual they only effect the] +pkunwar:0:0000:00:999:[the ball count in memory. ] +pkunwar:0:C398:05:000:Enemy always has 5 Balls +pkunwar:0:C399:05:000:Player always has 5 Balls +pkunwar:0:0000:00:999:[You should only use these ] +pkunwar:0:0000:00:999:["Win Now!" cheats once a ] +pkunwar:0:0000:00:999:[ball has bee kicked! ] +pkunwar:0:C346:01:001:Player Win Now! (1/2) +pkunwar:0:C398:0A:501:Player Win Now! (2/2) +pkunwar:0:C346:01:001:Enemy Win Now! (1/2) +pkunwar:0:C399:0A:501:Enemy Win Now! (2/2) + +; [ Penguin-Kun Wars (Japan) ] +pkunwarj:0:C346:59:000:Infinite Time +pkunwarj:0:C346:01:001:Finish Level Now! +pkunwarj:0:0000:00:999:[These Ball cheats are not ] +pkunwarj:0:0000:00:999:[visual they only effect the] +pkunwarj:0:0000:00:999:[the ball count in memory. ] +pkunwarj:0:C398:05:000:Enemy always has 5 Balls +pkunwarj:0:C399:05:000:Player always has 5 Balls +pkunwarj:0:0000:00:999:[You should only use these ] +pkunwarj:0:0000:00:999:["Win Now!" cheats once a ] +pkunwarj:0:0000:00:999:[ball has bee kicked! ] +pkunwarj:0:C346:01:001:Player Win Now! (1/2) +pkunwarj:0:C398:0A:501:Player Win Now! (2/2) +pkunwarj:0:C346:01:001:Enemy Win Now! (1/2) +pkunwarj:0:C399:0A:501:Enemy Win Now! (2/2) + +; [ Pleiads (bootleg) ] +pleiadbl:0:4390:09:000:Infinite Lives PL1 +pleiadbl:0:4391:09:000:Infinite Lives PL2 +pleiadbl:0:43A6:DD:000:Never have shields +pleiadbl:0:43A6:00:003:Shield Always Ready + +; [ Pleiads (Centuri) ] +pleiadce:0:4390:09:000:Infinite Lives PL1 +pleiadce:0:4391:09:000:Infinite Lives PL2 +pleiadce:0:43A6:DD:000:Never have shields +pleiadce:0:43A6:00:003:Shield Always Ready + +; [ Pleiads (Tehkan) ] +pleiads:0:4390:09:000:Infinite Lives PL1 +pleiads:0:4391:09:000:Infinite Lives PL2 +pleiads:0:43A6:DD:000:Never have shields +;these linked cheats work fine, but they don't display +;correctly in the active cheats list in MAME 034RC2 BUG?? +pleiads:0:43A6:00:003:Shield Always Ready + +; [ Plotting (World) ] +plotting:0:860C:3B:000:Infinite Time PL1 +plotting:0:860F:04:000:Infinite Wild Blocks PL1 +plotting:0:8B0C:3B:000:Infinite Time PL2 +plotting:0:8B0F:04:000:Infinite Wild Blocks PL2 + +; [ Plump Pop (Japan) ] +plumppop:0:E479:02:000:Infinite Lives PL1 +plumppop:0:E483:02:000:Infinite Lives PL2 + +; [ Plus Alpha ] +plusalph:0:0F30A1:05:000:Infinite Lives PL1 +plusalph:0:0F30BD:02:000:Change Colour PL1 +plusalph:0:0F30A3:05:000:Infinite Lives PL2 +plusalph:0:0F30BD:01:000:Change Colour PL2 +plusalph:0:0F30C1:02:000:Invincibility +plusalph:0:0F30C1:04:000:Pulsing Invincibility ;-) +plusalph:0:0F3131:09:000:Infinite Special Shots +plusalph:0:0F312B:00:000:Always 2Shot +plusalph:0:0F312B:01:000:Always 2Shot +1 +plusalph:0:0F312B:02:000:Always Blade +1 +plusalph:0:0F312B:03:000:Always Blade +2 +plusalph:0:0F312B:04:000:Always 4Shot +1 +plusalph:0:0F312B:05:000:Always 4Shot +3 +plusalph:0:0F312B:06:000:Always 2Blade+3 +plusalph:0:0F312B:07:000:Always 2Blade+3 +plusalph:0:0F312B:08:000:Always 2Shot +Wide !P +plusalph:0:0F312B:09:000:Always 2Shot +Balls ! JH +plusalph:0:0F312B:0A:000:Always Blade +Balls ! JH +plusalph:0:0F312B:0B:000:Always ? !PJH +plusalph:0:0F312B:0C:000:Always ? !PJH +plusalph:0:0F312B:0D:000:Always ? !PJH +plusalph:0:0F312B:0E:000:Always ? !PJH +plusalph:0:0F312B:0F:000:Always 4Shot +Wide ! JH +plusalph:0:0F312B:10:000:Always Ray +plusalph:0:0F312B:00:001:Get 2Shot +plusalph:0:0F312B:01:001:Get 2Shot +1 +plusalph:0:0F312B:02:001:Get Blade +1 +plusalph:0:0F312B:03:001:Get Blade +2 +plusalph:0:0F312B:04:001:Get 4Shot +1 +plusalph:0:0F312B:05:001:Get 4Shot +3 +plusalph:0:0F312B:06:001:Get 2Blade+3 +plusalph:0:0F312B:07:001:Get 2Blade+3 +plusalph:0:0F312B:08:001:Get 2Shot +Wide !P +plusalph:0:0F312B:09:001:Get 2Shot +Balls ! JH +plusalph:0:0F312B:0A:001:Get Blade +Balls ! JH +plusalph:0:0F312B:0B:001:Get ? !PJH +plusalph:0:0F312B:0C:001:Get ? !PJH +plusalph:0:0F312B:0D:001:Get ? !PJH +plusalph:0:0F312B:0E:001:Get ? !PJH +plusalph:0:0F312B:0F:001:Get 4Shot +Wide ! JH +plusalph:0:0F312B:10:001:Get Ray +plusalph:0:000000:00:999:[The Shot type is NOT good ] +plusalph:0:000000:00:999:[for weapon P/J/H if the ] +plusalph:0:000000:00:999:[cheat is named !P/J/H ] +plusalph:0:000000:00:999:[ P=Plane, J=Jet, H=Heli ] +plusalph:0:0F30C7:00:000:Always Weapon P (Shots) +plusalph:0:0F30C7:01:000:Always Weapon J (Balls) +plusalph:0:0F30C7:02:000:Always Weapon H (Triangles) +plusalph:0:0F30C7:00:001:Get Weapon P (Shots) Now! +plusalph:0:0F30C7:01:001:Get Weapon J (Balls) Now! +plusalph:0:0F30C7:02:001:Get Weapon H (Triangles) Now! +plusalph:0:000000:00:999:[These Start on Level cheats] +plusalph:0:000000:00:999:[must be enabled on the ] +plusalph:0:000000:00:999:[title screen and turned off] +plusalph:0:000000:00:999:[when you start the level. ] +plusalph:0:0F2EE5:02:000:Start on Level 2 +plusalph:0:0F2EE5:03:000:Start on Level 3 +plusalph:0:0F2EE5:04:000:Start on Level 4 +plusalph:0:0F2EE5:05:000:Start on Level 5 +plusalph:0:0F2EE5:06:000:Start on Level 6 +plusalph:0:0F2EE5:07:000:Start on Level 7 +plusalph:0:0F2EE5:07:062:Select next level + +; [ Pnickies (Japan) ] +pnickj:0:000000:00:999:[B=Bottom Shape, T=Top Shape] +pnickj:0:000000:00:999:[* after the colour means ] +pnickj:0:000000:00:999:[the shape includes a star!!] +pnickj:0:000000:00:999:[always means permanent ] +pnickj:0:000000:00:999:[Now! means next shape only!] +pnickj:0:FF2429:00:000:Next T always Green PL1 (1/2) +pnickj:0:FF88F4:00:500:Next T always Green PL1 (2/2) +pnickj:0:FF2429:01:000:Next T always Red PL1 (1/2) +pnickj:0:FF88F4:01:500:Next T always Red PL1 (2/2) +pnickj:0:FF2429:02:000:Next T always Blue PL1 (1/2) +pnickj:0:FF88F4:02:500:Next T always Blue PL1 (2/2) +pnickj:0:FF2429:03:000:Next T always Yellow PL1(1/2) +pnickj:0:FF88F4:03:500:Next T always Yellow PL1(2/2) +pnickj:0:FF2429:00:000:Next T always Green* PL1(1/2) +pnickj:0:FF88F4:08:500:Next T always Green* PL1(2/2) +pnickj:0:FF2429:01:000:Next T always Red* PL1 (1/2) +pnickj:0:FF88F4:09:500:Next T always Red* PL1 (2/2) +pnickj:0:FF2429:02:000:Next T always Blue* PL1 (1/2) +pnickj:0:FF88F4:0A:500:Next T always Blue* PL1 (2/2) +pnickj:0:FF2429:03:000:Next T always Yellow*PL1(1/2) +pnickj:0:FF88F4:0B:500:Next T always Yellow*PL1(2/2) +pnickj:0:FF242D:00:000:Next B always Green PL1 (1/2) +pnickj:0:FF88F5:00:500:Next B always Green PL1 (2/2) +pnickj:0:FF242D:01:000:Next B always Red PL1 (1/2) +pnickj:0:FF88F5:01:500:Next B always Red PL1 (2/2) +pnickj:0:FF242D:02:000:Next B always Blue PL1 (1/2) +pnickj:0:FF88F5:02:500:Next B always Blue PL1 (2/2) +pnickj:0:FF242D:03:000:Next B always Yellow PL1(1/2) +pnickj:0:FF88F5:03:500:Next B always Yellow PL1(2/2) +pnickj:0:FF2429:00:001:Next T=Green Now! PL1 (1/2) +pnickj:0:FF88F4:00:501:Next T=Green Now! PL1 (2/2) +pnickj:0:FF2429:01:001:Next T=Red Now! PL1 (1/2) +pnickj:0:FF88F4:01:501:Next T=Red Now! PL1 (2/2) +pnickj:0:FF2429:02:001:Next T=Blue Now! PL1 (1/2) +pnickj:0:FF88F4:02:501:Next T=Blue Now! PL1 (2/2) +pnickj:0:FF2429:03:001:Next T=Yellow Now! PL1 (1/2) +pnickj:0:FF88F4:03:501:Next T=Yellow Now! PL1 (2/2) +pnickj:0:FF2429:00:001:Next T=Green* Now! PL1 (1/2) +pnickj:0:FF88F4:08:501:Next T=Green* Now! PL1 (2/2) +pnickj:0:FF2429:01:001:Next T=Red* Now! PL1 (1/2) +pnickj:0:FF88F4:09:501:Next T=Red* Now! PL1 (2/2) +pnickj:0:FF2429:02:001:Next T=Blue* Now! PL1 (1/2) +pnickj:0:FF88F4:0A:501:Next T=Blue* Now! PL1 (2/2) +pnickj:0:FF2429:03:001:Next T=Yellow* Now! PL1 (1/2) +pnickj:0:FF88F4:0B:501:Next T=Yellow* Now! PL1 (2/2) +pnickj:0:FF242D:00:001:Next B=Green Now! PL1 (1/2) +pnickj:0:FF88F5:00:501:Next B=Green Now! PL1 (2/2) +pnickj:0:FF242D:01:001:Next B=Red Now! PL1 (1/2) +pnickj:0:FF88F5:01:501:Next B=Red Now! PL1 (2/2) +pnickj:0:FF242D:02:001:Next B=Blue Now! PL1 (1/2) +pnickj:0:FF88F5:02:501:Next B=Blue Now! PL1 (2/2) +pnickj:0:FF242D:03:001:Next B=Yellow Now! PL1 (1/2) +pnickj:0:FF88F5:03:501:Next B=Yellow Now! PL1 (2/2) +pnickj:0:FF2449:00:000:Next T always Green PL2 (1/2) +pnickj:0:FF8954:00:500:Next T always Green PL2 (2/2) +pnickj:0:FF2449:01:000:Next T always Red PL2 (1/2) +pnickj:0:FF8954:01:500:Next T always Red PL2 (2/2) +pnickj:0:FF2449:02:000:Next T always Blue PL2 (1/2) +pnickj:0:FF8954:02:500:Next T always Blue PL2 (2/2) +pnickj:0:FF2449:03:000:Next T always Yellow PL2(1/2) +pnickj:0:FF8954:03:500:Next T always Yellow PL2(2/2) +pnickj:0:FF2449:00:000:Next T always Green* PL2(1/2) +pnickj:0:FF8954:08:500:Next T always Green* PL2(2/2) +pnickj:0:FF2449:01:000:Next T always Red* PL2 (1/2) +pnickj:0:FF8954:09:500:Next T always Red* PL2 (2/2) +pnickj:0:FF2449:02:000:Next T always Blue* PL2 (1/2) +pnickj:0:FF8954:0A:500:Next T always Blue* PL2 (2/2) +pnickj:0:FF2449:03:000:Next T always Yellow*PL2(1/2) +pnickj:0:FF8954:0B:500:Next T always Yellow*PL2(2/2) +pnickj:0:FF244D:00:000:Next B always Green PL2 (1/2) +pnickj:0:FF8955:00:500:Next B always Green PL2 (2/2) +pnickj:0:FF244D:01:000:Next B always Red PL2 (1/2) +pnickj:0:FF8955:01:500:Next B always Red PL2 (2/2) +pnickj:0:FF244D:02:000:Next B always Blue PL2 (1/2) +pnickj:0:FF8955:02:500:Next B always Blue PL2 (2/2) +pnickj:0:FF244D:03:000:Next B always Yellow PL2(1/2) +pnickj:0:FF8955:03:500:Next B always Yellow PL2(2/2) +pnickj:0:FF2449:00:001:Next T=Green Now! PL2 (1/2) +pnickj:0:FF8954:00:501:Next T=Green Now! PL2 (2/2) +pnickj:0:FF2449:01:001:Next T=Red Now! PL2 (1/2) +pnickj:0:FF8954:01:501:Next T=Red Now! PL2 (2/2) +pnickj:0:FF2449:02:001:Next T=Blue Now! PL2 (1/2) +pnickj:0:FF8954:02:501:Next T=Blue Now! PL2 (2/2) +pnickj:0:FF2449:03:001:Next T=Yellow Now! PL2 (1/2) +pnickj:0:FF8954:03:501:Next T=Yellow Now! PL2 (2/2) +pnickj:0:FF2449:00:001:Next T=Green* Now! PL2 (1/2) +pnickj:0:FF8954:08:501:Next T=Green* Now! PL2 (2/2) +pnickj:0:FF2449:01:001:Next T=Red* Now! PL2 (1/2) +pnickj:0:FF8954:09:501:Next T=Red* Now! PL2 (2/2) +pnickj:0:FF2449:02:001:Next T=Blue* Now! PL2 (1/2) +pnickj:0:FF8954:0A:501:Next T=Blue* Now! PL2 (2/2) +pnickj:0:FF2449:03:001:Next T=Yellow* Now! PL2 (1/2) +pnickj:0:FF8954:0B:501:Next T=Yellow* Now! PL2 (2/2) +pnickj:0:FF244D:00:001:Next B=Green Now! PL2 (1/2) +pnickj:0:FF8955:00:501:Next B=Green Now! PL2 (2/2) +pnickj:0:FF244D:01:001:Next B=Red Now! PL2 (1/2) +pnickj:0:FF8955:01:501:Next B=Red Now! PL2 (2/2) +pnickj:0:FF244D:02:001:Next B=Blue Now! PL2 (1/2) +pnickj:0:FF8955:02:501:Next B=Blue Now! PL2 (2/2) +pnickj:0:FF244D:03:001:Next B=Yellow Now! PL2 (1/2) +pnickj:0:FF8955:03:501:Next B=Yellow Now! PL2 (2/2) +pnickj:0:000000:00:999:[Level piccy only changes on] +pnickj:0:000000:00:999:[certain levels including ] +pnickj:0:000000:00:999:[10, 30 and 50. ] +pnickj:0:FF8644:63:070:Select current level PL1 +pnickj:0:FF8644:63:060:Select next level PL1 +pnickj:0:FF8644:63:001:Go to last level Now! PL1 +pnickj:0:FF8664:63:070:Select current level PL2 +pnickj:0:FF8664:63:060:Select next level PL2 +pnickj:0:FF8664:63:001:Go to last level Now! PL2 + +; [ Pomping World (Japan) ] +pompingw:0:E221:5B:000:Invincibility (1/2) +pompingw:0:E200:04:500:Invincibility (2/2) +pompingw:0:E01A:99:000:Infinite Time +pompingw:0:E027:01:001:Stop the Bubbles Now! +pompingw:0:E027:00:001:Restart the Bubbles Now! +pompingw:0:E028:8C:000:Infinite Balloon Freeze Time +pompingw:0:E018:10:001:Goto Last level on comp.(1/2) +pompingw:0:E019:30:501:Goto Last level on comp.(2/2) +pompingw:0:E018:10:001:Goto Last level on death(1/2) +pompingw:0:E019:31:501:Goto Last level on death(2/2) +pompingw:0:E230:0A:000:Infinite Lives PL1 +pompingw:0:E228:01:000:Always Have Protection PL1 +pompingw:0:E229:00:000:Always Normal Weap. PL1 (1/3) +pompingw:0:E22C:00:500:Always Normal Weap. PL1 (2/3) +pompingw:0:E244:00:500:Always Normal Weap. PL1 (3/3) +pompingw:0:E229:01:000:Always Double Weap. PL1 (1/3) +pompingw:0:E22C:00:500:Always Double Weap. PL1 (2/3) +pompingw:0:E244:00:500:Always Double Weap. PL1 (3/3) +pompingw:0:E229:00:000:Always M. gun Weap. PL1 (1/3) +pompingw:0:E22C:01:500:Always M. gun Weap. PL1 (2/3) +pompingw:0:E244:00:500:Always M. gun Weap. PL1 (3/3) +pompingw:0:E229:00:000:Always Blocker Weap.PL1 (1/3) +pompingw:0:E22C:00:500:Always Blocker Weap.PL1 (2/3) +pompingw:0:E244:01:500:Always Blocker Weap.PL1 (3/3) +pompingw:0:E229:00:001:Get Normal Weap.PL1 Now!(1/3) +pompingw:0:E22C:00:501:Get Normal Weap.PL1 Now!(2/3) +pompingw:0:E244:00:501:Get Normal Weap.PL1 Now!(3/3) +pompingw:0:E229:01:001:Get Double Weap.PL1 Now!(1/3) +pompingw:0:E22C:00:501:Get Double Weap.PL1 Now!(2/3) +pompingw:0:E244:00:501:Get Double Weap.PL1 Now!(3/3) +pompingw:0:E229:00:001:Get M. gun Weap.PL1 Now!(1/3) +pompingw:0:E22C:01:501:Get M. gun Weap.PL1 Now!(2/3) +pompingw:0:E244:00:501:Get M. gun Weap.PL1 Now!(3/3) +pompingw:0:E229:00:001:Get Blocker Weap.PL1 Now(1/3) +pompingw:0:E22C:00:501:Get Blocker Weap.PL1 Now(2/3) +pompingw:0:E244:01:501:Get Blocker Weap.PL1 Now(3/3) +pompingw:0:E2B0:0A:000:Infinite Lives PL2 +pompingw:0:E2A8:01:000:Always Have Protection PL2 +pompingw:0:E2A9:00:000:Always Normal Weap. PL2 (1/3) +pompingw:0:E2AC:00:500:Always Normal Weap. PL2 (2/3) +pompingw:0:E2C4:00:500:Always Normal Weap. PL2 (3/3) +pompingw:0:E2A9:01:000:Always Double Weap. PL2 (1/3) +pompingw:0:E2AC:00:500:Always Double Weap. PL2 (2/3) +pompingw:0:E2C4:00:500:Always Double Weap. PL2 (3/3) +pompingw:0:E2A9:00:000:Always M. gun Weap. PL2 (1/3) +pompingw:0:E2AC:01:500:Always M. gun Weap. PL2 (2/3) +pompingw:0:E2C4:00:500:Always M. gun Weap. PL2 (3/3) +pompingw:0:E2A9:00:000:Always Blocker Weap.PL2 (1/3) +pompingw:0:E2AC:00:500:Always Blocker Weap.PL2 (2/3) +pompingw:0:E2C4:01:500:Always Blocker Weap.PL2 (3/3) +pompingw:0:E2A9:00:001:Get Normal Weap.PL2 Now!(1/3) +pompingw:0:E2AC:00:501:Get Normal Weap.PL2 Now!(2/3) +pompingw:0:E2C4:00:501:Get Normal Weap.PL2 Now!(3/3) +pompingw:0:E2A9:01:001:Get Double Weap.PL2 Now!(1/3) +pompingw:0:E2AC:00:501:Get Double Weap.PL2 Now!(2/3) +pompingw:0:E2C4:00:501:Get Double Weap.PL2 Now!(3/3) +pompingw:0:E2A9:00:001:Get M. gun Weap.PL2 Now!(1/3) +pompingw:0:E2AC:01:501:Get M. gun Weap.PL2 Now!(2/3) +pompingw:0:E2C4:00:501:Get M. gun Weap.PL2 Now!(3/3) +pompingw:0:E2A9:00:001:Get Blocker Weap.PL2 Now(1/3) +pompingw:0:E2AC:00:501:Get Blocker Weap.PL2 Now(2/3) +pompingw:0:E2C4:01:501:Get Blocker Weap.PL2 Now(3/3) +;Disable the Infinite Time cheat just before travelling to a different city +;otherwise the game will freeze! Also disable all Invicibility cheats just +;before ending a level or else the level will not end! + +; [ Polaris (set 1) ] +polaris:0:214F:07:000:Infinite Lives PL1 +polaris:0:224F:07:000:Infinite Lives PL2 + +; [ Polaris (set 2) ] +polarisa:0:214F:07:000:Infinite Lives PL1 +polarisa:0:224F:07:000:Infinite Lives PL2 + +; [ Pole Position ] +polepos:0:5401:78:000:Infinite Time +polepos:1:A817:00:000:Always be in Pole Position +polepos:0:4630:01:000:Invincibility + +; [ Pole Position (Atari version 1) ] +polepos1:0:5401:78:000:Infinite Time +polepos1:1:A817:00:000:Always be in Pole Position +polepos1:0:4630:01:000:Invincibility + +; [ Pole Position II ] +polepos2:0:5401:78:000:Infinite Time +polepos2:1:A817:00:000:Always be in Pole Position +polepos2:0:4630:01:000:Invincibility + +; [ Pole Position (Atari version 2) ] +poleposa:0:5401:78:000:Infinite Time +poleposa:1:A817:00:000:Always be in Pole Position +poleposa:0:4630:01:000:Invincibility + +; [ Pole Position II (Atari) ] +poleps2a:0:5401:78:000:Infinite Time +poleps2a:1:A817:00:000:Always be in Pole Position +poleps2a:0:4630:01:000:Invincibility + +; [ Pole Position II (Atari bootleg 1) ] +poleps2b:0:5401:78:000:Infinite Time +poleps2b:1:A817:00:000:Always be in Pole Position +poleps2b:0:4630:01:000:Invincibility + +; [ Pole Position II (Atari bootleg 2) ] +poleps2c:0:5401:78:000:Infinite Time +poleps2c:1:A817:00:000:Always be in Pole Position +poleps2c:0:4630:01:000:Invincibility + +; [ Ponpoko ] +ponpoko:0:4C64:A1:000:Infinite Time +ponpoko:0:4C48:0A:000:Infinite Lives PL1 +ponpoko:0:4C49:0A:000:Infinite Lives PL2 + +; [ Ponpoko (Venture Line) ] +ponpokov:0:4C64:A1:000:Infinite Time +ponpokov:0:4C48:0A:000:Infinite Lives PL1 +ponpokov:0:4C49:0A:000:Infinite Lives PL2 + +; [ Pootan ] +pootan:0:8908:05:000:Infinite Lives +pootan:0:8901:01:001:1 wolf left +pootan:0:8D32:00:000:Invincibility to wolves&rocks +pootan:0:8F30:01:000:Meat Mania! + +; [ Pooyan ] +pooyan:0:8908:05:000:Infinite Lives +pooyan:0:8901:01:001:1 wolf left +pooyan:0:8D32:00:000:Invincibility to wolves&rocks +pooyan:0:8F30:01:000:Meat Mania + +; [ Pooyan (Stern) ] +pooyans:0:8908:05:000:Infinite Lives +pooyans:0:8901:01:001:1 wolf left +pooyans:0:8D32:00:000:Invincibility to wolves&rocks +pooyans:0:8F30:01:000:Meat Mania + +; [ Pop 'n Bounce / Gapporin ] +popbounc:0:10823D:63:000:Infinite Lives PL1 +popbounc:0:10824B:63:000:Infinite Lives PL2 +popbounc:0:10820B:00:001:Finish this Stage Now! + +; [ Popeye (set 1) ] +popeye:0:8000:08:000:Infinite Lives +popeye:0:810F:7D:000:Always Have Spinach Power +popeye:0:8116:70:000:Extra Speed +popeye:0:8C03:04:000:Always Red +popeye:0:80C8:10:000:Change Music +popeye:0:810F:7C:000:Freeze falling objects +popeye:0:8005:01:000:New Spinach with Each Life +popeye:0:8130:0C:000:Disco Bluto +; +popeye:0:8147:FF:000:Bluto is Scared of Staircases +;Bonus: if that one is activated when Bluto has a barrel +;on his head, the barrel will stay on for the rest of +;the level. +; +popeye:0:8C65:7F:000:Spinach Stays on Top +popeye:0:8C65:57:000:Spinach Stays on Bottom +popeye:0:81E1:28:000:Errant Spinach (^) +popeye:0:81E1:D8:000:Errant Spinach (v) +popeye:0:8158:01:000:Errant Olive (>) +popeye:0:8158:02:000:Errant Olive (<) +popeye:0:810A:00:000:One Heart at a Time + +; [ Popeye (set 2) ] +popeye2:0:8000:08:000:Infinite Lives +popeye2:0:810F:7D:000:Always Have Spinach Power +popeye2:0:8116:70:000:Extra Speed +popeye2:0:8C03:04:000:Always Red +popeye2:0:80C8:10:000:Change Music +popeye2:0:810F:7C:000:Freeze falling objects +popeye2:0:8005:01:000:New Spinach with Each Life +popeye2:0:8130:0C:000:Disco Bluto +; +popeye2:0:8147:FF:000:Bluto is Scared of Staircases +;Bonus: if that one is activated when Bluto has a barrel +;on his head, the barrel will stay on for the rest of +;the level. +; +popeye2:0:8C65:7F:000:Spinach Stays on Top +popeye2:0:8C65:57:000:Spinach Stays on Bottom +popeye2:0:81E1:28:000:Errant Spinach (^) +popeye2:0:81E1:D8:000:Errant Spinach (v) +popeye2:0:8158:01:000:Errant Olive (>) +popeye2:0:8158:02:000:Errant Olive (<) +popeye2:0:810A:00:000:One Heart at a Time + +; [ Popeye (bootleg) ] +popeyebl:0:8000:08:000:Infinite Lives +popeyebl:0:810F:7D:000:Always Have Spinach Power +popeyebl:0:8116:70:000:Extra Speed +popeyebl:0:8C03:04:000:Always Red +popeyebl:0:80C8:10:000:Change Music +popeyebl:0:810F:7C:000:Freeze falling objects +popeyebl:0:8005:01:000:New Spinach with Each Life +popeyebl:0:8130:0C:000:Disco Bluto +; +popeyebl:0:8147:FF:000:Bluto is Scared of Staircases +;Bonus: if that one is activated when Bluto has a barrel +;on his head, the barrel will stay on for the rest of +;the level. +; +popeyebl:0:8C65:7F:000:Spinach Stays on Top +popeyebl:0:8C65:57:000:Spinach Stays on Bottom +popeyebl:0:81E1:28:000:Errant Spinach (^) +popeyebl:0:81E1:D8:000:Errant Spinach (v) +popeyebl:0:8158:01:000:Errant Olive (>) +popeyebl:0:8158:02:000:Errant Olive (<) +popeyebl:0:810A:00:000:One Heart at a Time + +; [ Pop Flamer (set 2) ] +popflama:0:4028:03:000:Infinite Lives +popflama:0:4292:0C:000:Constant full length flame +popflama:0:4292:18:000:Constant X2 length flame + +; [ Pop Flamer (set 1) ] +popflame:0:4028:03:000:Infinite Lives +popflame:0:4292:0C:000:Constant full length flame +popflame:0:4292:18:000:Constant X2 length flame + +; [ Port Man ] +portman:0:8050:05:000:Infinite Lives + +; [ Pot of Gold ] +potogold:0:0123:08:000:Infinite Lives PL1 +potogold:0:0134:08:000:Infinite Lives PL2 +potogold:0:028C:B4:000:Freeze Leprechaun (1/2) +potogold:0:028D:9C:500:Freeze Leprechaun (2/2) + +; [ P.O.W. - Prisoners of War (US) ] +pow:0:04003B:63:000:Infinite Lives PL1 +pow:0:040036:1F:000:Infinite Energy PL1 +pow:0:040039:79:000:Infinite Ammo PL1 +pow:0:040052:00:000:Invincibility PL1 (1/2) +pow:0:040053:FF:500:Invincibility PL1 (2/2) +pow:0:040015:00:005:Always have No weapon PL1 +pow:0:040015:01:005:Always have Machine Gun PL1 +pow:0:040015:03:005:Always have Knife PL1 +pow:0:040015:00:001:Lose all weapons Now! PL1 +pow:0:040015:01:001:Get Machine Gun Now! PL1 +pow:0:040015:03:001:Get Knife Now! PL1 +pow:0:04009B:63:000:Infinite Lives PL2 +pow:0:040096:1F:000:Infinite Energy PL2 +pow:0:040099:79:000:Infinite Ammo PL2 +pow:0:0400B2:00:000:Invincibility PL2 (1/2) +pow:0:0400B3:FF:500:Invincibility PL2 (2/2) +pow:0:040075:00:005:Always have No weapon PL2 +pow:0:040075:01:005:Always have Machine Gun PL2 +pow:0:040075:03:005:Always have Knife PL2 +pow:0:040075:00:001:Lose all weapons Now! PL2 +pow:0:040075:01:001:Get Machine Gun Now! PL2 +pow:0:040075:03:001:Get Knife Now! PL2 + +; [ Power Drive ] +powerdrv:0:E023:00:000:Infinite Official Time (1/2) +powerdrv:0:E024:00:500:Infinite Official Time (2/2) + +; [ Datsugoku - Prisoners of War (Japan) ] +powj:0:04003B:63:000:Infinite Lives PL1 +powj:0:040036:1F:000:Infinite Energy PL1 +powj:0:040039:79:000:Infinite Ammo PL1 +powj:0:040052:00:000:Invincibility PL1 (1/2) +powj:0:040053:FF:500:Invincibility PL1 (2/2) +powj:0:040015:00:005:Always have No weapon PL1 +powj:0:040015:01:005:Always have Machine Gun PL1 +powj:0:040015:03:005:Always have Knife PL1 +powj:0:040015:00:001:Lose all weapons Now! PL1 +powj:0:040015:01:001:Get Machine Gun Now! PL1 +powj:0:040015:03:001:Get Knife Now! PL1 +powj:0:04009B:63:000:Infinite Lives PL2 +powj:0:040096:1F:000:Infinite Energy PL2 +powj:0:040099:79:000:Infinite Ammo PL2 +powj:0:0400B2:00:000:Invincibility PL2 (1/2) +powj:0:0400B3:FF:500:Invincibility PL2 (2/2) +powj:0:040075:00:005:Always have No weapon PL2 +powj:0:040075:01:005:Always have Machine Gun PL2 +powj:0:040075:03:005:Always have Knife PL2 +powj:0:040075:00:001:Lose all weapons Now! PL2 +powj:0:040075:01:001:Get Machine Gun Now! PL2 +powj:0:040075:03:001:Get Knife Now! PL2 + +; [ Prehistoric Isle in 1930 (World) ] +prehisle:0:07012F:03:000:Infinite Lives PL1 +prehisle:0:07012D:B4:000:Invincibility PL1:To be used when you blink +prehisle:0:0706AD:B4:000:Invincibility PL2:To be used when you blink +prehisle:0:0706AF:03:000:Infinite Lives PL2 + +; [ Prehistoric Isle in 1930 (US) ] +prehislu:0:07012F:03:000:Infinite Lives PL1 +prehislu:0:07012D:B4:000:Invincibility PL1:To be used when you blink +prehislu:0:0706AD:B4:000:Invincibility PL2:To be used when you blink +prehislu:0:0706AF:03:000:Infinite Lives PL2 + +; [ Perfect Soldiers (Japan) ] +psoldier:0:E7113:99:000:Infinite Time +psoldier:0:E30A8:80:000:Infinite Energy PL1 +psoldier:0:E30A8:00:001:Drain Energy Now! PL1 +psoldier:0:E3128:80:000:Infinite Energy PL2 +psoldier:0:E3128:00:001:Drain Energy Now! PL2 + +; [ Power Spikes (Korea) ] +pspikes:0:1016B5:3B:000:Infinite Time +pspikes:0:10168F:11:001:End ball to win a game PL1 +pspikes:0:10168F:00:000:Score always set to 0 PL1 +pspikes:0:10168F:00:001:Set score to 0 Now! PL1 +pspikes:0:10168F:11:070:Select score PL1 +pspikes:0:101691:11:001:End ball to win a game PL2 +pspikes:0:101691:00:000:Score always set to 0 PL2 +pspikes:0:101691:00:001:Set score to 0 Now! PL2 +pspikes:0:101691:11:070:Select score PL2 + +; [ Power Spikes II ] +pspikes2:0:102B4D:3B:000:Infinite Game Time (1/2) +pspikes2:0:102B4B:3B:501:Infinite Game Time (2/2) +pspikes2:0:102B4D:01:001:Finish Game Now! (1/2) +pspikes2:0:102B4B:00:501:Finish Game Now! (2/2) +pspikes2:0:1018F9:60:000:Always Full Energy PL1 (1/2) +pspikes2:0:102CD5:60:500:Always Full Energy PL1 (2/2) +pspikes2:0:102CD9:30:000:Always have Max Power PL1 +pspikes2:0:102CD9:00:000:Always have Min Power PL1 +pspikes2:0:1018F9:00:001:Set Energy to 0 Now! PL1(1/2) +pspikes2:0:102CD5:00:501:Set Energy to 0 Now! PL1(2/2) +pspikes2:0:1018FB:60:000:Always Full Energy PL2 (1/2) +pspikes2:0:102CD7:60:500:Always Full Energy PL2 (2/2) +pspikes2:0:102CDB:30:000:Always have Max Power PL2 +pspikes2:0:102CDB:00:000:Always have Min Power PL2 +pspikes2:0:1018FB:00:001:Set Energy to 0 Now! PL2(1/2) +pspikes2:0:102CD7:00:501:Set Energy to 0 Now! PL2(2/2) + +; [ Power Surge ] +psurge:0:A89B:03:000:Infinite Lives +psurge:0:A885:FF:000:Infinite Energy +psurge:0:A893:05:000:Infinite Bombs + +; [ Psychic 5 ] +psychic5:0:E004:05:000:Infinite Lives +psychic5:0:FA15:59:000:Infinite Time +psychic5:0:FA18:80:000:Always have the Witch's Broom +psychic5:0:FA18:80:001:Get the Witch's Broom Now! +psychic5:0:FA17:01:000:Always have the Mega Hammer +psychic5:0:FA17:01:001:Get the Mega Hammer Now! +psychic5:0:E0B3:01:000:Always Have x2 Bonus +psychic5:0:E0B3:02:000:Always Have x4 Bonus +psychic5:0:E0B3:03:000:Always Have x8 Bonus +psychic5:0:E003:04:020:Always have fat guy +psychic5:0:E003:08:020:Always have slim guy +psychic5:0:E003:10:020:Always have old man +psychic5:0:0000:00:999:[Activate these level cheats] +psychic5:0:0000:00:999:[before you die or before ] +psychic5:0:0000:00:999:[choosing esper ] +psychic5:0:E001:01:001:Go to level 2 Next +psychic5:0:E001:02:001:Go to level 3 Next +psychic5:0:E001:03:001:Go to level 4 Next +psychic5:0:E001:04:001:Go to level 5 Next +psychic5:0:E001:05:001:Go to level 6 Next +psychic5:0:E001:06:001:Go to level 7 Next +psychic5:0:E001:07:001:Go to level 8 Next + +; [ Psycho Soldier (US) ] +psychos:0:F77E:03:000:Infinite Lives PL1 (1/2) +psychos:0:F77F:03:500:Infinite Lives PL1 (2/2) +psychos:0:F790:0C:000:Infinite Powerballs PL1 +psychos:0:F78E:14:000:Maximum energy PL1 +psychos:0:0000000:00:999:[Dont get stuck in Dead Ends] +psychos:0:0000000:00:999:[Turn Invincibility OFF if ] +psychos:0:0000000:00:999:[you do!! ] +psychos:0:F780:0C:000:Invincibility PL1 +psychos:0:F7D4:03:000:Infinite Lives PL2 (1/2) +psychos:0:F7D5:03:500:Infinite Lives PL2 (2/2) +psychos:0:F7E6:0C:000:Infinite Powerballs PL2 +psychos:0:F7E4:14:000:Maximum energy PL2 +psychos:0:0000000:00:999:[Dont get stuck in Dead Ends] +psychos:0:0000000:00:999:[Turn Invincibility OFF if ] +psychos:0:0000000:00:999:[you do!! ] +psychos:0:F7D6:0C:000:Invincibility PL2 + +; [ Psycho Soldier (Japan) ] +psychosj:0:F77E:03:000:Infinite Lives PL1 (1/2) +psychosj:0:F77F:03:500:Infinite Lives PL1 (2/2) +psychosj:0:F790:0C:000:Infinite Powerballs PL1 +psychosj:0:F78E:14:000:Maximum energy PL1 +psychosj:0:0000000:00:999:[Dont get stuck in Dead Ends] +psychosj:0:0000000:00:999:[Turn Invincibility OFF if ] +psychosj:0:0000000:00:999:[you do!! ] +psychosj:0:F780:0C:000:Invincibility PL1 +psychosj:0:F7D4:03:000:Infinite Lives PL2 (1/2) +psychosj:0:F7D5:03:500:Infinite Lives PL2 (2/2) +psychosj:0:F7E6:0C:000:Infinite Powerballs PL2 +psychosj:0:F7E4:14:000:Maximum energy PL2 +psychosj:0:0000000:00:999:[Dont get stuck in Dead Ends] +psychosj:0:0000000:00:999:[Turn Invincibility OFF if ] +psychosj:0:0000000:00:999:[you do!! ] +psychosj:0:F7D6:0C:000:Invincibility PL2 + +; [ New Puck-X ] +puckman:0:4E14:06:000:Infinite Lives (1/2) +puckman:0:4E15:05:500:Infinite Lives (2/2) +puckman:0:0000:00:999:[------Starting Levels------] +puckman:0:0000:00:999:[Deactivate the cheats after] +puckman:0:0000:00:999:[starting the level or leave] +puckman:0:0000:00:999:[active to repeat the level.] +puckman:0:4E0A:7E:000:Start at Strawberry (1/2) +puckman:0:4E13:01:500:Start at Strawberry (2/2) +puckman:0:4E0A:7F:000:Start at 1st Orange (1/2) +puckman:0:4E13:02:500:Start at 1st Orange (2/2) +puckman:0:4E0A:80:000:Start at 2nd Orange (1/2) +puckman:0:4E13:03:500:Start at 2nd Orange (2/2) +puckman:0:4E0A:81:000:Start at 1st Apple (1/2) +puckman:0:4E13:04:500:Start at 1st Apple (2/2) +puckman:0:4E0A:82:000:Start at 2nd Apple (1/2) +puckman:0:4E13:05:500:Start at 2nd Apple (2/2) +puckman:0:4E0A:83:000:Start at 1st Pineapple (1/2) +puckman:0:4E13:06:500:Start at 1st Pineapple (2/2) +puckman:0:4E0A:84:000:Start at 2nd Pineapple (1/2) +puckman:0:4E13:07:500:Start at 2nd Pineapple (2/2) +puckman:0:4E0A:85:000:Start at 1st Galaxian (1/2) +puckman:0:4E13:08:500:Start at 1st Galaxian (2/2) +puckman:0:4E0A:86:000:Start at 2nd Galaxian (1/2) +puckman:0:4E13:09:500:Start at 2nd Galaxian (2/2) +puckman:0:4E0A:87:000:Start at 1st Bell (1/2) +puckman:0:4E13:0A:500:Start at 1st Bell (2/2) +puckman:0:4E0A:88:000:Start at 2nd Bell (1/2) +puckman:0:4E13:0B:500:Start at 2nd Bell (2/2) +puckman:0:4E0A:87:000:Start at 1st Key (1/2) +puckman:0:4E13:0C:500:Start at 1st Key (2/2) +puckman:0:4E0A:88:000:Start at 2nd Key (1/2) +puckman:0:4E13:0D:500:Start at 2nd Key (2/2) +puckman:0:0000:00:999:[------Practice Levels------] +puckman:0:4E13:00:000:Practice Cherry +puckman:0:4E13:01:000:Practice Strawberry +puckman:0:4E13:02:000:Practice 1st Orange +puckman:0:4E13:03:000:Practice 2nd Orange +puckman:0:4E13:04:000:Practice 1st Apple +puckman:0:4E13:05:000:Practice 2nd Apple +puckman:0:4E13:06:000:Practice 1st Pineapple +puckman:0:4E13:07:000:Practice 2nd Pineapple +puckman:0:4E13:08:000:Practice 1st Galaxian +puckman:0:4E13:09:000:Practice 2nd Galaxian +puckman:0:4E13:0A:000:Practice 1st Bell +puckman:0:4E13:0B:000:Practice 2nd Bell +puckman:0:4E13:0C:000:Practice 1st Key +puckman:0:4E13:0D:000:Practice 2nd Key +puckman:0:4E13:FF:000:Split-Screen (Unplayable) +puckman:0:4E13:FE:000:No maze or dots(Unfinishable) +puckman:0:0000:00:999:[------Practice Speeds------] +puckman:0:4DBD:00:000:Stay blue until eaten (1/2) +puckman:0:4DBE:00:500:Stay blue until eaten (2/2) +puckman:0:4DBD:58:000:Slow changeback (1/2) +puckman:0:4DBE:02:500:Slow changeback (2/2) +puckman:0:4DBD:68:000:Moderate changeback (1/2) +puckman:0:4DBE:01:500:Moderate changeback (2/2) +puckman:0:4DBD:F0:000:Quick changeback (1/2) +puckman:0:4DBE:00:500:Quick changeback (2/2) +puckman:0:4DBD:78:000:Lightning changeback (1/2) +puckman:0:4DBE:00:500:Lightning changeback (2/2) +puckman:0:4DBD:01:000:No change to blue (1/2) +puckman:0:4DBE:00:500:No change to blue (2/2) +puckman:0:0000:00:999:[-------Ghost Status--------] +puckman:0:4DA7:01:000:Red always blue +puckman:0:4DA8:01:000:Pink always blue +puckman:0:4DA9:01:000:Green always blue +puckman:0:4DAA:01:000:Orange always blue +puckman:0:4DA5:00:000:Ghosts Always Edible (No Pts) + +; [ Pulsar ] +pulsar:0:E596:06:000:Infinite Lives PL1 +pulsar:0:E63B:06:000:Infinite Lives PL2 +pulsar:0:E3C5:0E:000:Infinite Fuel +pulsar:0:E388:60:000:Invincibility + +; [ Pulstar ] +pulstar:0:1017DE:07:000:Max Speed +pulstar:0:10132A:02:000:Infinite Lives PL1 +pulstar:0:1016AD:A4:000:Invincibility PL1 +pulstar:0:10132B:02:000:Infinite Lives PL2 +pulstar:0:000000:00:999:[The remaining cheats have ] +pulstar:0:000000:00:999:[NOT been tested yet! ] +pulstar:0:1017E1:67:000:Full Powerups and addons +pulstar:0:1017DF:01:000:bomb +pulstar:0:1017E0:01:000:Laser 1 +pulstar:0:1017E0:02:000:Laser 2 +pulstar:0:1017E0:03:000:Laser 3 +pulstar:0:1017E0:04:000:Laser 4 +pulstar:0:1017E1:FF:000:Max Power +pulstar:0:101AB5:05:000:Space 5 +pulstar:0:101ADD:05:000:Space 5 +pulstar:0:101AB5:06:000:Space 6 +pulstar:0:101ADD:06:000:Space 6 +pulstar:0:101AB5:07:000:Space 7 +pulstar:0:101ADD:07:000:Space 7 +pulstar:0:101AB5:08:000:Final Space 8 +pulstar:0:101ADD:08:000:Final Space 8 +pulstar:0:101696:FF:000:Full Charge PL1 +pulstar:0:1017DE:07:000:Max Speed + +; [ Punch-Out!! ] +punchout:0:D022:70:000:Invincibility PL1 +punchout:0:D048:1A:000:KO Power +punchout:0:D7F2:03:000:Infinite Time +punchout:0:D024:00:001:Drain Other Fighter Now! +punchout:0:D024:00:000:Quick KDs/KOs + +; [ Punisher, The (World) ] +punisher:0:FF18AB:BF:000:Infinite Time +punisher:0:FF5BA4:03:000:Infinite Lives PL1 +punisher:0:FF8E9F:88:000:Infinite Energy PL1 +punisher:0:FF5BCA:09:000:Infinite Bombs PL1 +punisher:0:FF8EB5:F0:000:Invincibility PL1 +punisher:0:FF8F9F:88:000:Infinite Energy PL2 +punisher:0:FF5BCB:09:000:Infinite Bombs PL2 +punisher:0:FF5BA5:03:000:Infinite Lives PL2 +punisher:0:FF8FB5:F0:000:Invincibility PL2 + +; [ Punisher, The (Japan) ] +punishrj:0:FF18AB:BF:000:Infinite Time +punishrj:0:FF5BA4:03:000:Infinite Lives PL1 +punishrj:0:FF8E9F:88:000:Infinite Energy PL1 +punishrj:0:FF5BCA:09:000:Infinite Bombs PL1 +punishrj:0:FF8EB5:F0:000:Invincibility PL1 +punishrj:0:FF8F9F:88:000:Infinite Energy PL2 +punishrj:0:FF5BCB:09:000:Infinite Bombs PL2 +punishrj:0:FF5BA5:03:000:Infinite Lives PL2 +punishrj:0:FF8FB5:F0:000:Invincibility PL2 + +; [ Punisher, The (US) ] +punishru:0:FF18AB:BF:000:Infinite Time +punishru:0:FF5BA4:03:000:Infinite Lives PL1 +punishru:0:FF8E9F:88:000:Infinite Energy PL1 +punishru:0:FF5BCA:09:000:Infinite Bombs PL1 +punishru:0:FF8EB5:F0:000:Invincibility PL1 +punishru:0:FF8F9F:88:000:Infinite Energy PL2 +punishru:0:FF5BCB:09:000:Infinite Bombs PL2 +punishru:0:FF5BA5:03:000:Infinite Lives PL2 +punishru:0:FF8FB5:F0:000:Invincibility PL2 + +; [ Punk Shot (4 Players) ] +punkshot:0:0802B3:3B:000:Infinite Time +punkshot:0:080005:8E:000:Infinite Energy PL1+PL3 +punkshot:0:080485:0A:000:Score always = 10 PL1 +punkshot:0:080485:00:000:Score always = 0 PL1 +punkshot:0:080485:0A:001:Set score = 10 Now! PL1 +punkshot:0:080485:00:001:Set score = 0 Now! PL1 +punkshot:0:080085:8E:000:Infinite Energy PL2+PL4 +punkshot:0:080487:0A:000:Score always = 10 PL2 +punkshot:0:080487:00:000:Score always = 0 PL2 +punkshot:0:080487:0A:001:Set score = 10 Now! PL2 +punkshot:0:080487:00:001:Set score = 0 Now! PL2 +punkshot:0:080282:FF:002:Sound Test Timer Stop:[PL2 Shot1]Next Code + +; [ Punk Shot (2 Players) ] +punksht2:0:0802B3:3B:000:Infinite Time +punksht2:0:080005:8E:000:Infinite Energy PL1+PL3 +punksht2:0:080485:0A:000:Score always = 10 PL1 +punksht2:0:080485:00:000:Score always = 0 PL1 +punksht2:0:080485:0A:001:Set score = 10 Now! PL1 +punksht2:0:080485:00:001:Set score = 0 Now! PL1 +punksht2:0:080085:8E:000:Infinite Energy PL2+PL4 +punksht2:0:080487:0A:000:Score always = 10 PL2 +punksht2:0:080487:00:000:Score always = 0 PL2 +punksht2:0:080487:0A:001:Set score = 10 Now! PL2 +punksht2:0:080487:00:001:Set score = 0 Now! PL2 +punksht2:0:080282:FF:002:Sound Test Timer Stop:[PL2 Shot1]Next Code + +; [ Puzzle Club (Japan prototype) ] +puzlclub:0:2480:63:000:Infinite Time +puzlclub:0:2004:00:001:Shuffle Again Now! +puzlclub:0:216C:01:001:Round Clear Now! (1/2) +puzlclub:0:2004:0A:501:Round Clear Now! (2/2) + +; [ Puzzle De Pon R ] +puzzldpr:0:107D23:78:000:Infinite Time (Solo) +puzzldpr:0:000000:00:999:[Cur. is short for Current ] +puzzldpr:0:000000:00:999:['always' means permanent ] +puzzldpr:0:000000:00:999:['will be' means temporary ] +puzzldpr:0:000000:00:999:[Cheats for one player game ] +puzzldpr:0:1020FF:02:000:Always have help line (1/2) +puzzldpr:0:107D41:0A:500:Always have help line (2/2) +puzzldpr:0:1020FF:02:001:Get the help line Now! (1/2) +puzzldpr:0:107D41:0A:501:Get the help line Now! (2/2) +puzzldpr:0:1001E5:25:001:Level 39 when level ends +puzzldpr:0:000000:00:999:[The star and help bubbles ] +puzzldpr:0:000000:00:999:[only work in 1 player games] +puzzldpr:0:1023B5:01:000:Cur. bubble always blue PL1 +puzzldpr:0:1023B5:02:000:Cur. bubble always red PL1 +puzzldpr:0:1023B5:03:000:Cur. bubble always orange PL1 +puzzldpr:0:1023B5:04:000:Cur. bubble always green PL1 +puzzldpr:0:1023B5:05:000:Cur. bubble always yellow PL1 +puzzldpr:0:1023B5:06:000:Cur. bubble always gray PL1 +puzzldpr:0:1023B5:07:000:Cur. bubble always purple PL1 +puzzldpr:0:1023B5:08:000:Cur. bubble always black PL1 +puzzldpr:0:1023B5:09:000:Cur. bubble always a star PL1 +puzzldpr:0:1023B5:0A:000:Cur. bubble always help PL1 +puzzldpr:0:1023B5:0B:000:Cur. bubble always a bomb PL1 +puzzldpr:0:10212B:01:000:Next bubble always blue PL1 +puzzldpr:0:10212B:02:000:Next bubble always red PL1 +puzzldpr:0:10212B:03:000:Next bubble always orange PL1 +puzzldpr:0:10212B:04:000:Next bubble always green PL1 +puzzldpr:0:10212B:05:000:Next bubble always yellow PL1 +puzzldpr:0:10212B:06:000:Next bubble always gray PL1 +puzzldpr:0:10212B:07:000:Next bubble always purple PL1 +puzzldpr:0:10212B:08:000:Next bubble always black PL1 +puzzldpr:0:10212B:09:000:Next bubble always a star PL1 +puzzldpr:0:10212B:0A:000:Next bubble always help PL1 +puzzldpr:0:10212B:0B:000:Next bubble always a bomb PL1 +puzzldpr:0:1023B5:01:001:Cur. bubble will be blue PL1 +puzzldpr:0:1023B5:02:001:Cur. bubble will be red PL1 +puzzldpr:0:1023B5:03:001:Cur. bubble will be orangePL1 +puzzldpr:0:1023B5:04:001:Cur. bubble will be green PL1 +puzzldpr:0:1023B5:05:001:Cur. bubble will be yellowPL1 +puzzldpr:0:1023B5:06:001:Cur. bubble will be gray PL1 +puzzldpr:0:1023B5:07:001:Cur. bubble will be purplePL1 +puzzldpr:0:1023B5:08:001:Cur. bubble will be black PL1 +puzzldpr:0:1023B5:0B:001:Cur. bubble will be a bombPL1 +puzzldpr:0:10212B:01:001:Next bubble will be blue PL1 +puzzldpr:0:10212B:02:001:Next bubble will be red PL1 +puzzldpr:0:10212B:03:001:Next bubble will be orangePL1 +puzzldpr:0:10212B:04:001:Next bubble will be green PL1 +puzzldpr:0:10212B:05:001:Next bubble will be yellowPL1 +puzzldpr:0:10212B:06:001:Next bubble will be gray PL1 +puzzldpr:0:10212B:07:001:Next bubble will be purplePL1 +puzzldpr:0:10212B:08:001:Next bubble will be black PL1 +puzzldpr:0:10212B:0B:001:Next bubble will be a bombPL1 +puzzldpr:0:104B9D:01:000:Cur. bubble always blue PL2 +puzzldpr:0:104B9D:02:000:Cur. bubble always red PL2 +puzzldpr:0:104B9D:03:000:Cur. bubble always orange PL2 +puzzldpr:0:104B9D:04:000:Cur. bubble always green PL2 +puzzldpr:0:104B9D:05:000:Cur. bubble always yellow PL2 +puzzldpr:0:104B9D:06:000:Cur. bubble always gray PL2 +puzzldpr:0:104B9D:07:000:Cur. bubble always purple PL2 +puzzldpr:0:104B9D:08:000:Cur. bubble always black PL2 +puzzldpr:0:104B9D:0B:000:Cur. bubble always a bomb PL2 +puzzldpr:0:104913:01:000:Next bubble always blue PL2 +puzzldpr:0:104913:02:000:Next bubble always red PL2 +puzzldpr:0:104913:03:000:Next bubble always orange PL2 +puzzldpr:0:104913:04:000:Next bubble always green PL2 +puzzldpr:0:104913:05:000:Next bubble always yellow PL2 +puzzldpr:0:104913:06:000:Next bubble always gray PL2 +puzzldpr:0:104913:07:000:Next bubble always purple PL2 +puzzldpr:0:104913:08:000:Next bubble always black PL2 +puzzldpr:0:104913:0B:000:Next bubble always a bomb PL2 +puzzldpr:0:104B9D:01:001:Cur. bubble will be blue PL2 +puzzldpr:0:104B9D:02:001:Cur. bubble will be red PL2 +puzzldpr:0:104B9D:03:001:Cur. bubble will be orangePL2 +puzzldpr:0:104B9D:04:001:Cur. bubble will be green PL2 +puzzldpr:0:104B9D:05:001:Cur. bubble will be yellowPL2 +puzzldpr:0:104B9D:06:001:Cur. bubble will be gray PL2 +puzzldpr:0:104B9D:07:001:Cur. bubble will be purplePL2 +puzzldpr:0:104B9D:08:001:Cur. bubble will be black PL2 +puzzldpr:0:104B9D:0B:001:Cur. bubble will be a bombPL2 +puzzldpr:0:104913:01:001:Next bubble will be blue PL2 +puzzldpr:0:104913:02:001:Next bubble will be red PL2 +puzzldpr:0:104913:03:001:Next bubble will be orangePL2 +puzzldpr:0:104913:04:001:Next bubble will be green PL2 +puzzldpr:0:104913:05:001:Next bubble will be yellowPL2 +puzzldpr:0:104913:06:001:Next bubble will be gray PL2 +puzzldpr:0:104913:07:001:Next bubble will be purplePL2 +puzzldpr:0:104913:08:001:Next bubble will be black PL2 +puzzldpr:0:104913:0B:001:Next bubble will be a bombPL2 + +; [ Puzzle De Pon ] +puzzledp:0:107D23:78:000:Infinite Time (Solo) +puzzledp:0:000000:00:999:[Cur. is short for Current ] +puzzledp:0:000000:00:999:['always' means permanent ] +puzzledp:0:000000:00:999:['will be' means temporary ] +puzzledp:0:000000:00:999:[Cheats for one player game ] +puzzledp:0:1020FF:02:000:Always have help line (1/2) +puzzledp:0:107D41:0A:500:Always have help line (2/2) +puzzledp:0:1020FF:02:001:Get the help line Now! (1/2) +puzzledp:0:107D41:0A:501:Get the help line Now! (2/2) +puzzledp:0:1001E5:25:001:Level 39 when level ends +puzzledp:0:000000:00:999:[The star and help bubbles ] +puzzledp:0:000000:00:999:[only work in 1 player games] +puzzledp:0:1023B5:01:000:Cur. bubble always blue PL1 +puzzledp:0:1023B5:02:000:Cur. bubble always red PL1 +puzzledp:0:1023B5:03:000:Cur. bubble always orange PL1 +puzzledp:0:1023B5:04:000:Cur. bubble always green PL1 +puzzledp:0:1023B5:05:000:Cur. bubble always yellow PL1 +puzzledp:0:1023B5:06:000:Cur. bubble always gray PL1 +puzzledp:0:1023B5:07:000:Cur. bubble always purple PL1 +puzzledp:0:1023B5:08:000:Cur. bubble always black PL1 +puzzledp:0:1023B5:09:000:Cur. bubble always a star PL1 +puzzledp:0:1023B5:0A:000:Cur. bubble always help PL1 +puzzledp:0:1023B5:0B:000:Cur. bubble always a bomb PL1 +puzzledp:0:10212B:01:000:Next bubble always blue PL1 +puzzledp:0:10212B:02:000:Next bubble always red PL1 +puzzledp:0:10212B:03:000:Next bubble always orange PL1 +puzzledp:0:10212B:04:000:Next bubble always green PL1 +puzzledp:0:10212B:05:000:Next bubble always yellow PL1 +puzzledp:0:10212B:06:000:Next bubble always gray PL1 +puzzledp:0:10212B:07:000:Next bubble always purple PL1 +puzzledp:0:10212B:08:000:Next bubble always black PL1 +puzzledp:0:10212B:09:000:Next bubble always a star PL1 +puzzledp:0:10212B:0A:000:Next bubble always help PL1 +puzzledp:0:10212B:0B:000:Next bubble always a bomb PL1 +puzzledp:0:1023B5:01:001:Cur. bubble will be blue PL1 +puzzledp:0:1023B5:02:001:Cur. bubble will be red PL1 +puzzledp:0:1023B5:03:001:Cur. bubble will be orangePL1 +puzzledp:0:1023B5:04:001:Cur. bubble will be green PL1 +puzzledp:0:1023B5:05:001:Cur. bubble will be yellowPL1 +puzzledp:0:1023B5:06:001:Cur. bubble will be gray PL1 +puzzledp:0:1023B5:07:001:Cur. bubble will be purplePL1 +puzzledp:0:1023B5:08:001:Cur. bubble will be black PL1 +puzzledp:0:1023B5:0B:001:Cur. bubble will be a bombPL1 +puzzledp:0:10212B:01:001:Next bubble will be blue PL1 +puzzledp:0:10212B:02:001:Next bubble will be red PL1 +puzzledp:0:10212B:03:001:Next bubble will be orangePL1 +puzzledp:0:10212B:04:001:Next bubble will be green PL1 +puzzledp:0:10212B:05:001:Next bubble will be yellowPL1 +puzzledp:0:10212B:06:001:Next bubble will be gray PL1 +puzzledp:0:10212B:07:001:Next bubble will be purplePL1 +puzzledp:0:10212B:08:001:Next bubble will be black PL1 +puzzledp:0:10212B:0B:001:Next bubble will be a bombPL1 +puzzledp:0:104B9D:01:000:Cur. bubble always blue PL2 +puzzledp:0:104B9D:02:000:Cur. bubble always red PL2 +puzzledp:0:104B9D:03:000:Cur. bubble always orange PL2 +puzzledp:0:104B9D:04:000:Cur. bubble always green PL2 +puzzledp:0:104B9D:05:000:Cur. bubble always yellow PL2 +puzzledp:0:104B9D:06:000:Cur. bubble always gray PL2 +puzzledp:0:104B9D:07:000:Cur. bubble always purple PL2 +puzzledp:0:104B9D:08:000:Cur. bubble always black PL2 +puzzledp:0:104B9D:0B:000:Cur. bubble always a bomb PL2 +puzzledp:0:104913:01:000:Next bubble always blue PL2 +puzzledp:0:104913:02:000:Next bubble always red PL2 +puzzledp:0:104913:03:000:Next bubble always orange PL2 +puzzledp:0:104913:04:000:Next bubble always green PL2 +puzzledp:0:104913:05:000:Next bubble always yellow PL2 +puzzledp:0:104913:06:000:Next bubble always gray PL2 +puzzledp:0:104913:07:000:Next bubble always purple PL2 +puzzledp:0:104913:08:000:Next bubble always black PL2 +puzzledp:0:104913:0B:000:Next bubble always a bomb PL2 +puzzledp:0:104B9D:01:001:Cur. bubble will be blue PL2 +puzzledp:0:104B9D:02:001:Cur. bubble will be red PL2 +puzzledp:0:104B9D:03:001:Cur. bubble will be orangePL2 +puzzledp:0:104B9D:04:001:Cur. bubble will be green PL2 +puzzledp:0:104B9D:05:001:Cur. bubble will be yellowPL2 +puzzledp:0:104B9D:06:001:Cur. bubble will be gray PL2 +puzzledp:0:104B9D:07:001:Cur. bubble will be purplePL2 +puzzledp:0:104B9D:08:001:Cur. bubble will be black PL2 +puzzledp:0:104B9D:0B:001:Cur. bubble will be a bombPL2 +puzzledp:0:104913:01:001:Next bubble will be blue PL2 +puzzledp:0:104913:02:001:Next bubble will be red PL2 +puzzledp:0:104913:03:001:Next bubble will be orangePL2 +puzzledp:0:104913:04:001:Next bubble will be green PL2 +puzzledp:0:104913:05:001:Next bubble will be yellowPL2 +puzzledp:0:104913:06:001:Next bubble will be gray PL2 +puzzledp:0:104913:07:001:Next bubble will be purplePL2 +puzzledp:0:104913:08:001:Next bubble will be black PL2 +puzzledp:0:104913:0B:001:Next bubble will be a bombPL2 + +; [ Puzznic (Japan) ] +puzznic:0:811C:03:007:Infinite Time PL1 (1/2) +puzznic:0:811D:00:507:Infinite Time PL1 (2/2) +puzznic:0:8132:09:000:Infinite Retries PL1 +puzznic:0:810A:00:001:Finish this stage Now! PL1 +puzznic:0:819C:03:007:Infinite Time PL2 (1/2) +puzznic:0:819D:00:507:Infinite Time PL2 (2/2) +puzznic:0:81B2:09:000:Infinite Retries PL2 +puzznic:0:818A:00:001:Finish this stage Now! PL2 +puzznic:0:0000:00:999:[ ] +puzznic:0:0000:00:999:[All the remaining codes are] +puzznic:0:0000:00:999:[to do with the pictures and] +puzznic:0:0000:00:999:[not the gameplay! ] +puzznic:0:0000:00:999:[ ] +puzznic:0:0000:00:999:[Slide Show Mode requires ] +puzznic:0:0000:00:999:[Infinite Time enabled for ] +puzznic:0:0000:00:999:[best effect!! ] +puzznic:0:810A:00:000:Slide Show Mode PL1 +puzznic:0:818A:00:000:Slide Show Mode PL2 +puzznic:0:0000:00:999:[ (x) is picture number for ] +puzznic:0:0000:00:999:["select girl picture" codes] +puzznic:0:0000:00:999:[Use codes after the bonus ] +puzznic:0:0000:00:999:[award at the end of a level] +puzznic:0:0000:00:999:[ ] +puzznic:0:0000:00:999:[ Codes - 1 player game ] +puzznic:0:0000:00:999:[ ] +puzznic:0:8A08:FF:001:Reset girl picture PL1 +puzznic:0:8A06:00:001:Girl picture - Tina (0) PL1 +puzznic:0:8A06:01:001:Girl picture - Judy (1) PL1 +puzznic:0:8A06:02:001:Girl picture - Karen (2) PL1 +puzznic:0:8A06:03:001:Girl picture - Patty (3) PL1 +puzznic:0:8A06:04:001:Girl picture - Candy (4) PL1 +puzznic:0:8A06:05:001:Girl picture - Alicia (5) PL1 +puzznic:0:8A06:06:001:Girl picture - Tracie (6) PL1 +puzznic:0:8A06:07:001:Girl picture - Lisa (7) PL1 +puzznic:0:8A06:08:001:Girl picture - Brenda (8) PL1 +puzznic:0:8A06:09:001:Girl picture - Meg (9) PL1 +puzznic:0:8A06:09:070:Select current girl pic. PL1:"Complete" a girl before ! +puzznic:0:8A06:09:060:Select next girl picture PL1 +puzznic:0:0000:00:999:[ ] +puzznic:0:0000:00:999:[ Codes - 2 player game ] +puzznic:0:0000:00:999:[ ] +puzznic:0:0000:00:999:[Use PL1 when PL2 is playing] +puzznic:0:0000:00:999:[Use PL2 when PL1 is playing] +puzznic:0:0000:00:999:[ ] +puzznic:0:8A88:FF:001:Reset girl picture PL1 +puzznic:0:8A86:00:001:Girl picture - Tina (0) PL1 +puzznic:0:8A86:01:001:Girl picture - Judy (1) PL1 +puzznic:0:8A86:02:001:Girl picture - Karen (2) PL1 +puzznic:0:8A86:03:001:Girl picture - Patty (3) PL1 +puzznic:0:8A86:04:001:Girl picture - Candy (4) PL1 +puzznic:0:8A86:05:001:Girl picture - Alicia (5) PL1 +puzznic:0:8A86:06:001:Girl picture - Tracie (6) PL1 +puzznic:0:8A86:07:001:Girl picture - Lisa (7) PL1 +puzznic:0:8A86:08:001:Girl picture - Brenda (8) PL1 +puzznic:0:8A86:09:001:Girl picture - Meg (9) PL1 +puzznic:0:8A86:09:070:Select current girl pic. PL1 +puzznic:0:8A86:09:060:Select next girl picture PL1 +puzznic:0:0000:00:999:[ ] +puzznic:0:8B08:FF:001:Reset girl picture PL2 +puzznic:0:8B06:00:001:Girl picture - Tina (0) PL2 +puzznic:0:8B06:01:001:Girl picture - Judy (1) PL2 +puzznic:0:8B06:02:001:Girl picture - Karen (2) PL2 +puzznic:0:8B06:03:001:Girl picture - Patty (3) PL2 +puzznic:0:8B06:04:001:Girl picture - Candy (4) PL2 +puzznic:0:8B06:05:001:Girl picture - Alicia (5) PL2 +puzznic:0:8B06:06:001:Girl picture - Tracie (6) PL2 +puzznic:0:8B06:07:001:Girl picture - Lisa (7) PL2 +puzznic:0:8B06:08:001:Girl picture - Brenda (8) PL2 +puzznic:0:8B06:09:001:Girl picture - Meg (9) PL2 +puzznic:0:8B06:09:070:Select current girl pic. PL2 +puzznic:0:8B06:09:060:Select next girl picture PL2 + +; [ Pyros (US) ] +pyros:0:72BC:59:002:Infinite Time +pyros:0:71B9:0A:000:Infinite Lives +pyros:0:71BC:01:020:Always have the Magic Mantle +pyros:0:71BC:02:020:Always have the Mystery Clock +pyros:0:71BC:04:020:Always have the Fairy +pyros:0:71BC:08:020:Always have the Silver Key +pyros:0:71BC:10:020:Always have the Gold Key +pyros:0:71BC:40:020:Always have the Needle & Darn +pyros:0:71BC:5F:020:Always have All above items +pyros:0:71BA:70:000:Always have max ammo +pyros:0:71BB:00:000:Always have weapon 0 +pyros:0:71BB:01:000:Always have weapon 1 +pyros:0:71BB:02:000:Always have weapon 2 +pyros:0:71BB:03:000:Always have weapon 3 +pyros:0:0000:00:999:[It is best not to use these] +pyros:0:0000:00:999:[Get and lose cheats with ] +pyros:0:0000:00:999:[the Always have type cheats] +pyros:0:71BC:01:021:Get the Magic Mantle Now! +pyros:0:71BC:02:021:Get the Mystery Clock Now! +pyros:0:71BC:08:021:Get the Silver Key Now! +pyros:0:71BC:10:021:Get the Gold Key Now! +pyros:0:71BC:40:021:Get the Needle & Darn Now! +pyros:0:71BC:5F:021:Get All items Now! +pyros:0:71BC:01:041:Lose the Magic Mantle Now! +pyros:0:71BC:02:041:Lose the Mystery Clock Now! +pyros:0:71BC:08:041:Lose the Silver Key Now! +pyros:0:71BC:10:041:Lose the Gold Key Now! +pyros:0:71BC:40:041:Lose the Needle & Darn Now! +pyros:0:71BC:5F:041:Lose All items Now! +pyros:0:71BA:6F:001:Get max ammo Now ! +pyros:0:71BB:00:001:Get weapon 0 Now ! +pyros:0:71BB:01:001:Get weapon 1 Now ! +pyros:0:71BB:02:001:Get weapon 2 Now ! +pyros:0:71BB:03:001:Get weapon 3 Now ! +pyros:0:71BE:99:000:Gold always = 99990 (1/2) +pyros:0:71BF:99:500:Gold always = 99990 (2/2) +pyros:0:71BE:99:001:Gold = 99990 Now! (1/2) +pyros:0:71BF:99:501:Gold = 99990 Now! (2/2) + +; [ Quiz & Dragons (US) ] +qad:0:FFE477:05:000:Infinite Vitality PL1 +qad:0:FFE479:05:000:Infinite Vitality PL2 +qad:0:000000:00:999:[Watch out for these values ] +qad:0:000000:00:999:[ 00=1, 01=2, 02=3, 03=4 ] +qad:0:FFE004:00:998:Watch me for good answer +qad:0:FFE965:01:001:Good answer ends quiz Now! +qad:0:FFE026:0A:001:End quiz to end level 1:Woods of legend +qad:0:FFE026:12:001:End quiz to end level 2-1:Beast of mountain +qad:0:FFE026:20:001:End quiz to end level 2-2:Flat field +qad:0:FFE026:2A:001:End quiz to end level 3:Chateau of Avalon +qad:0:FFE026:13:001:End quiz to end level 4:Fairy lake +qad:0:FFE026:1A:001:End quiz to end level 5-1:Destroyed town +qad:0:FFE026:13:001:End quiz to end level 5-2:Midnight forrest +qad:0:FFE026:2A:001:End quiz to end level 6:Dungeon +qad:0:FFE026:22:001:End quiz to end level 7:Gordian's palace +qad:0:FFE967:01:001:Get the shortcut Now! +qad:0:FFE967:02:001:Get the magic scroll Now! +qad:0:FFE967:03:001:Get the magic staff Now! +qad:0:FFE967:04:001:Get the magic sword Now! +qad:0:FF7FC1:00:001:Quiz cat. - Art +qad:0:FF7FC1:01:001:Quiz cat. - Books +qad:0:FF7FC1:02:001:Quiz cat. - Entertainment +qad:0:FF7FC1:03:001:Quiz cat. - Food & drink +qad:0:FF7FC1:04:001:Quiz cat. - Geography +qad:0:FF7FC1:05:001:Quiz cat. - Health +qad:0:FF7FC1:06:001:Quiz cat. - History +qad:0:FF7FC1:07:001:Quiz cat. - Pot pourri +qad:0:FF7FC1:08:001:Quiz cat. - Movies +qad:0:FF7FC1:09:001:Quiz cat. - Music +qad:0:FF7FC1:0A:001:Quiz cat. - Mythology +qad:0:FF7FC1:0B:001:Quiz cat. - Science +qad:0:FF7FC1:0C:001:Quiz cat. - Sports +qad:0:FF7FC1:0D:001:Quiz cat. - Television +qad:0:FF7FC1:FF:001:Quiz cat. - Miscellaneous + +; [ Quiz & Dragons (Japan) ] +qadj:0:FF81A7:05:000:Infinite Vitality PL1 +qadj:0:FF82A7:05:000:Infinite Vitality PL2 +qadj:0:000000:00:999:[Watch out for these values ] +qadj:0:000000:00:999:[ 10=1, 20=2, 40=3, 80=4 ] +qadj:0:FFB698:00:998:Watch me for good answer +qadj:0:FF8C0D:01:001:Good answer ends quiz Now! +qadj:0:FF8CCE:01:000:Always make 1 step +qadj:0:FF8CCE:02:000:Always make 2 steps +qadj:0:FF8CCE:03:000:Always make 3 steps +qadj:0:FF8CCE:04:000:Always make 4 steps +qadj:0:FF8CCE:05:000:Always make 5 steps +qadj:0:FF8CCE:06:000:Always make 6 steps +qadj:0:FF8CCE:32:000:Always make 50 steps + +; [ Q*bert (US) ] +qbert:0:00D00:03:000:Infinite Lives +qbert:0:0008A:E1:000:Green ball freeze endless +qbert:0:00085:80:000:No Enemies + +; [ Q*bert (Japan) ] +qbertjp:0:01000:04:000:Infinite Lives + +; [ Q*bert's Qubes ] +qbertqub:0:00819:04:000:Infinite Lives +qbertqub:0:00799:01:000:Invincibility +qbertqub:0:0079A:80:000:All enemies frozen (1/1) +qbertqub:0:00799:01:500:All enemies frozen (2/2) + +; [ Qix (set 1) ] +qix:0:8319:01:000:Infinite Lives +qix:0:836E:26:000:Stop Skill Timer +qix:0:8541:50:000:No Sparx Timer + +; [ Qix II (Tournament) ] +qix2:0:8306:02:000:Infinite Lives +qix2:0:836E:26:000:Stop Skill Timer + +; [ Qix (set 2) ] +qixa:0:8319:01:000:Infinite Lives +qixa:0:836E:26:000:Stop Skill Timer +qixa:0:8541:50:000:No Sparx Timer + +; [ Qix (set 3) ] +qixb:0:8319:01:000:Infinite Lives +qixb:0:836E:26:000:Stop Skill Timer +qixb:0:8541:50:000:No Sparx Timer + +; [ Quiz Sangokushi (Japan) ] +qsangoku:0:E8C3:05:000:Infinite Lives PL1 +qsangoku:0:E8F3:05:000:Infinite Lives PL2 +qsangoku:0:0000:00:999:[Watch out for these values ] +qsangoku:0:0000:00:999:[ 00=1, 01=2, 02=3, 03=4 ] +qsangoku:0:E920:00:998:Watch me for good answer +qsangoku:0:E943:01:001:Good answer ends quiz Now! + +; [ Quiz Tonosama no Yabou (Japan) ] +qtono1:0:E631:03:000:Infinite Lives PL1 +qtono1:0:E632:03:000:Infinite Lives PL2 +qtono1:0:0000:00:999:[Watch out for these values ] +qtono1:0:0000:00:999:[ 00=1, 01=2, 02=3, 03=4 ] +qtono1:0:E7DA:03:998:Watch me for good answer +qtono1:0:E652:01:001:Good ANS ends quiz Now! (1/2) +qtono1:0:E7DB:00:501:Good ANS ends quiz Now! (2/2) + +; [ Quiz Tonosama no Yabou 2 Zenkoku-ban (Japan) ] +qtono2:0:FF81A5:05:000:Infinite Lives PL1 +qtono2:0:FF82A5:05:000:Infinite Lives PL2 +qtono2:0:000000:00:999:[Watch out for these values ] +qtono2:0:000000:00:999:[ 10=1, 20=2, 30=3, 40=4 ] +qtono2:0:FFB653:00:998:Watch me for good answer +qtono2:0:FFB825:01:001:Good answer ends quiz Now! + +; [ Quantum (rev 2) ] +quantum:0:01BE3B:0A:000:Infinite Lives PL1 +quantum:0:01BE5B:0A:000:Infinite Lives PL2 + +; [ Quantum (rev 1) ] +quantum1:0:01BE3B:0A:000:Infinite Lives PL1 +quantum1:0:01BE5B:0A:000:Infinite Lives PL2 + +; [ Quantum (prototype) ] +quantump:0:01BE3B:0A:000:Infinite Lives PL1 +quantump:0:01BE5B:0A:000:Infinite Lives PL2 + +;[ Quartet ] +quartet:0:000000:00:999:[ PL1 is Blue (Lee) ] +quartet:0:000000:00:999:[ PL2 is Yellow (Joe) ] +quartet:0:000000:00:999:[ PL3 is Red (Mary) ] +quartet:0:000000:00:999:[ PL4 is Green (Edgar) ] +quartet:0:FFC810:09:000:Infinite Energy PL1 (1/2) +quartet:0:FFC811:00:500:Infinite Energy PL1 (2/2) +quartet:0:FFD02B:77:000:Invincibility PL1 (1/2) +quartet:0:FFD028:08:520:Invincibility PL1 (2/2) +quartet:0:FFC812:09:000:Infinite Energy PL2 (1/2) +quartet:0:FFC813:00:500:Infinite Energy PL2 (2/2) +quartet:0:FFD07B:77:000:Invincibility PL2 (1/2) +quartet:0:FFD078:08:520:Invincibility PL2 (2/2) +quartet:0:FFC814:09:000:Infinite Energy PL3 (1/2) +quartet:0:FFC815:00:500:Infinite Energy PL3 (2/2) +quartet:0:FFD0CB:77:000:Invincibility PL3 (1/2) +quartet:0:FFD0C8:08:520:Invincibility PL3 (2/2) +quartet:0:FFC816:09:000:Infinite Energy PL4 (1/2) +quartet:0:FFC817:00:500:Infinite Energy PL4 (2/2) +quartet:0:FFD11B:77:000:Invincibility PL4 (1/2) +quartet:0:FFD118:08:520:Invincibility PL4 (2/2) + +; [ Quartet II ] +quartet2:0:000000:00:999:[ PL1 is Blue (Lee) ] +quartet2:0:000000:00:999:[ PL2 is Yellow (Joe) ] +quartet2:0:000000:00:999:[ PL3 is Red (Mary) ] +quartet2:0:000000:00:999:[ PL4 is Green (Edgar) ] +quartet2:0:FFC810:09:000:Infinite Energy PL1 (1/2) +quartet2:0:FFC811:00:500:Infinite Energy PL1 (2/2) +quartet2:0:FFD02B:77:000:Invincibility PL1 (1/2) +quartet2:0:FFD028:08:520:Invincibility PL1 (2/2) +quartet2:0:FFC812:09:000:Infinite Energy PL2 (1/2) +quartet2:0:FFC813:00:500:Infinite Energy PL2 (2/2) +quartet2:0:FFD07B:77:000:Invincibility PL2 (1/2) +quartet2:0:FFD078:08:520:Invincibility PL2 (2/2) +quartet2:0:FFC814:09:000:Infinite Energy PL3 (1/2) +quartet2:0:FFC815:00:500:Infinite Energy PL3 (2/2) +quartet2:0:FFD0CB:77:000:Invincibility PL3 (1/2) +quartet2:0:FFD0C8:08:520:Invincibility PL3 (2/2) +quartet2:0:FFC816:09:000:Infinite Energy PL4 (1/2) +quartet2:0:FFC817:00:500:Infinite Energy PL4 (2/2) +quartet2:0:FFD11B:77:000:Invincibility PL4 (1/2) +quartet2:0:FFD118:08:520:Invincibility PL4 (2/2) + +; [ Quartet (Japan) ] +quartetj:0:000000:00:999:[ PL1 is Blue (Lee) ] +quartetj:0:000000:00:999:[ PL2 is Yellow (Joe) ] +quartetj:0:000000:00:999:[ PL3 is Red (Mary) ] +quartetj:0:000000:00:999:[ PL4 is Green (Edgar) ] +quartetj:0:FFC810:09:000:Infinite Energy PL1 (1/2) +quartetj:0:FFC811:00:500:Infinite Energy PL1 (2/2) +quartetj:0:FFD02B:77:000:Invincibility PL1 (1/2) +quartetj:0:FFD028:08:520:Invincibility PL1 (2/2) +quartetj:0:FFC812:09:000:Infinite Energy PL2 (1/2) +quartetj:0:FFC813:00:500:Infinite Energy PL2 (2/2) +quartetj:0:FFD07B:77:000:Invincibility PL2 (1/2) +quartetj:0:FFD078:08:520:Invincibility PL2 (2/2) +quartetj:0:FFC814:09:000:Infinite Energy PL3 (1/2) +quartetj:0:FFC815:00:500:Infinite Energy PL3 (2/2) +quartetj:0:FFD0CB:77:000:Invincibility PL3 (1/2) +quartetj:0:FFD0C8:08:520:Invincibility PL3 (2/2) +quartetj:0:FFC816:09:000:Infinite Energy PL4 (1/2) +quartetj:0:FFC817:00:500:Infinite Energy PL4 (2/2) +quartetj:0:FFD11B:77:000:Invincibility PL4 (1/2) +quartetj:0:FFD118:08:520:Invincibility PL4 (2/2) + +; [ Quarth (Japan) ] +quarth:0:40A0:02:000:Infinite Lives PL1 +quarth:0:40B0:02:000:Infinite Lives PL2 +quarth:0:4007:00:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Quester (Japan) ] +quester:0:011A:0F:000:Infinite Lives +quester:0:2019:20:000:Always have Giant Paddle +quester:0:2019:20:000:Get Giant Paddle Now! +quester:0:011C:00:001:Finish this Level Now! +quester:0:0000:00:999:[The bounce line is the line] +quester:0:0000:00:999:[across the bottom when you ] +quester:0:0000:00:999:[catch the L it bounces the ] +quester:0:0000:00:999:[ball back up when hit ] +quester:0:0000:00:999:[instead of the ball going ] +quester:0:0000:00:999:[out of play! ] +quester:0:6008:01:001:Get Bounce Line Now! (01/13) +quester:0:6010:01:501:Get Bounce Line Now! (02/13) +quester:0:6018:01:501:Get Bounce Line Now! (03/13) +quester:0:6020:01:501:Get Bounce Line Now! (04/13) +quester:0:6028:01:501:Get Bounce Line Now! (05/13) +quester:0:6030:01:501:Get Bounce Line Now! (06/13) +quester:0:6038:01:501:Get Bounce Line Now! (07/13) +quester:0:6040:01:501:Get Bounce Line Now! (08/13) +quester:0:6048:01:501:Get Bounce Line Now! (09/13) +quester:0:6050:01:501:Get Bounce Line Now! (10/13) +quester:0:6058:01:501:Get Bounce Line Now! (11/13) +quester:0:6060:01:501:Get Bounce Line Now! (12/13) +quester:0:6068:01:501:Get Bounce Line Now! (13/13) +quester:0:0000:00:999:[This cheat makes the bounce] +quester:0:0000:00:999:[line not count off blocks ] +quester:0:0000:00:999:[when it is hit. Oherwise ] +quester:0:0000:00:999:[when the ball hits the line] +quester:0:0000:00:999:[it will look like a block ] +quester:0:0000:00:999:[got hit and then reduces ] +quester:0:0000:00:999:[the number of blocks ] +quester:0:0000:00:999:[remaining by 1 even though ] +quester:0:0000:00:999:[you didn't hit a block. ] +quester:0:0000:00:999:[THIS CHEAT IS TEMPORARY TOO] +quester:0:0000:00:999:[YOU NEED TO ENABLE IT EACH ] +quester:0:0000:00:999:[TIME YOU NEED TO. ] +quester:0:6009:67:001:Bounce Line dont count(01/13) +quester:0:6011:67:501:Bounce Line dont count(02/13) +quester:0:6019:67:501:Bounce Line dont count(03/13) +quester:0:6021:67:501:Bounce Line dont count(04/13) +quester:0:6029:67:501:Bounce Line dont count(05/13) +quester:0:6031:67:501:Bounce Line dont count(06/13) +quester:0:6039:67:501:Bounce Line dont count(07/13) +quester:0:6041:67:501:Bounce Line dont count(08/13) +quester:0:6049:67:501:Bounce Line dont count(09/13) +quester:0:6051:67:501:Bounce Line dont count(10/13) +quester:0:6059:67:501:Bounce Line dont count(11/13) +quester:0:6061:67:501:Bounce Line dont count(12/13) +quester:0:6069:67:501:Bounce Line dont count(13/13) + +; [ Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2 ] +quizdai2:0:101AC4:05:000:Infinite Life PL1 +quizdai2:0:101FC4:05:000:Infinite Life PL2 +quizdai2:0:100956:ff:000:Infinite Gold (1/2) +quizdai2:0:100957:ff:500:Infinite Gold (2/2) +quizdai2:0:100990:01:000:Always choose from 3 answers +quizdai2:0:100990:02:000:Always choose from 2 answers +quizdai2:0:100990:03:000:Always choose from 1 answer +quizdai2:0:101A2B:00:000:Rapidshot Quiz gauge +quizdai2:0:10097B:01:000:Always normal points = 1 +quizdai2:0:10097B:03:000:Always normal points = 3 +quizdai2:0:10097B:05:000:Always normal points = 5 +quizdai2:0:000000:00:999:[Watch out for these values ] +quizdai2:0:000000:00:999:[ 00=A, 01=B, 02=C, 03=D ] +quizdai2:0:100977:00:998:Watch me for good answer + +; [ Quiz Daisousa Sen - The Last Count Down ] +quizdais:0:1022B3:04:000:Infinite Life PL1 +quizdais:0:1023B3:04:000:Infinite Life PL2 +quizdais:0:105A72:03:000:Always choose from 3 answers +quizdais:0:105A72:02:000:Always choose from 2 answers +quizdais:0:000000:00:999:[Watch out for these values ] +quizdais:0:000000:00:999:[ 00=A, 01=B, 02=C, 03=D ] +quizdais:0:105A8E:00:998:Watch me for good answer + +; [ Quiz King of Fighters ] +quizkof:0:000000:00:999:[Watch out for these values ] +quizkof:0:000000:00:999:[ 00=A, 01=B, 02=C, 03=D ] +quizkof:0:10446B:00:998:Watch me for good answer +quizkof:0:10150A:05:000:Infinite Lives PL1 +quizkof:0:10158A:05:000:Infinite Lives PL2 +quizkof:0:1085F5:59:000:Infinite Bonus Time + +; [ Qwak (prototype) ] +qwakprot:0:0000:00:999:[Note,the ducks will die and] +qwakprot:0:0000:00:999:[come back on next screen ] +qwakprot:0:0000:00:999:[just get one duck across! ] +qwakprot:0:005F:05:000:Infinite Little Ducks + +; [ Radar Scope ] +radarscp:0:621D:05:000:Infinite Lives +radarscp:0:60AD:00:000:Infinite Damage + +; [ Radical Radial ] +radrad:0:7820:05:000:Infinite Lives PL1 +radrad:0:7865:05:000:Infinite Lives PL2 +radrad:0:78BB:99:000:Infinite bonus time + +; [ Operation Ragnagard / Shin-Oh-Ken ] +ragnagrd:0:000000:00:999:[Use this cheat ONLY during ] +ragnagrd:0:000000:00:999:[a round - it's the MAIN ] +ragnagrd:0:000000:00:999:[timer, and it blocks MANY ] +ragnagrd:0:000000:00:999:[game events ! ] +ragnagrd:0:100227:2B:000:Infinite Time +ragnagrd:0:000000:00:999:[ Free player selection ] +ragnagrd:0:000000:00:999:[ Use at selection screen ] +ragnagrd:0:108D4C:08:001:Play with Behemoth PL1 +ragnagrd:0:108D4C:09:001:Play with Eelis PL1 +ragnagrd:0:108D4C:0A:001:Play with Lucifer PL1 +ragnagrd:0:108D4C:0B:001:Play with Gilfer PL1 +ragnagrd:0:108D4D:08:001:Play with Behemoth PL2 +ragnagrd:0:108D4D:09:001:Play with Eelis PL2 +ragnagrd:0:108D4D:0A:001:Play with Lucifer PL2 +ragnagrd:0:108D4D:0B:001:Play with Gilfer PL2 + +; [ Raiden ] +raiden:0:00BD5:0A:000:Infinite Lives PL1 +raiden:0:00BE3:06:000:Infinite Bombs PL1 +raiden:0:01215:0B:000:Invincibility PL1 +raiden:0:00BDB:08:000:Always Max Normal weapon PL1 +raiden:0:00BDD:08:000:Always Max Laser weapon PL1 +raiden:0:00BDF:04:000:Always Max Rocket weapon PL1 +raiden:0:00BE1:04:000:Always Max Missile weapon PL1 +raiden:0:00BDB:08:001:Get Max Normal weapon Now!PL1 +raiden:0:00BDD:08:001:Get Max Laser weapon Now! PL1 +raiden:0:00BDF:04:001:Get Max Rocket weapon Now!PL1 +raiden:0:00BE1:04:001:Get Max Missile weaponNow!PL1 +raiden:0:00BFB:0A:000:Infinite Lives PL2 +raiden:0:00C09:06:000:Infinite Bombs PL2 +raiden:0:01285:0C:000:Invincibility PL2 +raiden:0:00C01:08:000:Always Max Normal weapon PL2 +raiden:0:00C03:08:000:Always Max Laser weapon PL2 +raiden:0:00C05:04:000:Always Max Rocket weapon PL2 +raiden:0:00C07:04:000:Always Max Missile weapon PL2 +raiden:0:00C01:08:001:Get Max Normal weapon Now!PL2 +raiden:0:00C03:08:001:Get Max Laser weapon Now! PL2 +raiden:0:00C05:04:001:Get Max Rocket weapon Now!PL2 +raiden:0:00C07:04:001:Get Max Missile weaponNow!PL2 + +; [ Raiden (Alternate Hardware) ] +raidena:0:00B85:0A:000:Infinite Lives PL1 +raidena:0:00B93:06:000:Infinite Bombs PL1 +raidena:0:011C5:0B:000:Invincibility PL1 +raidena:0:00B8B:08:000:Always Max Normal weapon PL1 +raidena:0:00B8D:08:000:Always Max Laser weapon PL1 +raidena:0:00B8F:04:000:Always Max Rocket weapon PL1 +raidena:0:00B91:04:000:Always Max Missile weapon PL1 +raidena:0:00B8B:08:001:Get Max Normal weapon Now!PL1 +raidena:0:00B8D:08:001:Get Max Laser weapon Now! PL1 +raidena:0:00B8F:04:001:Get Max Rocket weapon Now!PL1 +raidena:0:00B91:04:001:Get Max Missile weaponNow!PL1 +raidena:0:00BAB:0A:000:Infinite Lives PL2 +raidena:0:00BB9:06:000:Infinite Bombs PL2 +raidena:0:01235:0C:000:Invincibility PL2 +raidena:0:00BB1:08:000:Always Max Normal weapon PL2 +raidena:0:00BB3:08:000:Always Max Laser weapon PL2 +raidena:0:00BB5:04:000:Always Max Rocket weapon PL2 +raidena:0:00BB7:04:000:Always Max Missile weapon PL2 +raidena:0:00BB1:08:001:Get Max Normal weapon Now!PL2 +raidena:0:00BB3:08:001:Get Max Laser weapon Now! PL2 +raidena:0:00BB5:04:001:Get Max Rocket weapon Now!PL2 +raidena:0:00BB7:04:001:Get Max Missile weaponNow!PL2 + +; [ Raiden (Korea) ] +raidenk:0:00B85:0A:000:Infinite Lives PL1 +raidenk:0:00B93:06:000:Infinite Bombs PL1 +raidenk:0:011C5:0B:000:Invincibility PL1 +raidenk:0:00B8B:08:000:Always Max Normal weapon PL1 +raidenk:0:00B8D:08:000:Always Max Laser weapon PL1 +raidenk:0:00B8F:04:000:Always Max Rocket weapon PL1 +raidenk:0:00B91:04:000:Always Max Missile weapon PL1 +raidenk:0:00B8B:08:001:Get Max Normal weapon Now!PL1 +raidenk:0:00B8D:08:001:Get Max Laser weapon Now! PL1 +raidenk:0:00B8F:04:001:Get Max Rocket weapon Now!PL1 +raidenk:0:00B91:04:001:Get Max Missile weaponNow!PL1 +raidenk:0:00BAB:0A:000:Infinite Lives PL2 +raidenk:0:00BB9:06:000:Infinite Bombs PL2 +raidenk:0:01235:0C:000:Invincibility PL2 +raidenk:0:00BB1:08:000:Always Max Normal weapon PL2 +raidenk:0:00BB3:08:000:Always Max Laser weapon PL2 +raidenk:0:00BB5:04:000:Always Max Rocket weapon PL2 +raidenk:0:00BB7:04:000:Always Max Missile weapon PL2 +raidenk:0:00BB1:08:001:Get Max Normal weapon Now!PL2 +raidenk:0:00BB3:08:001:Get Max Laser weapon Now! PL2 +raidenk:0:00BB5:04:001:Get Max Rocket weapon Now!PL2 +raidenk:0:00BB7:04:001:Get Max Missile weaponNow!PL2 + +; [ Raimais (Japan) ] +raimais:0:A22D:27:000:Infinite Lives PL1 +raimais:0:A233:27:000:Infinite Lives PL2 +raimais:0:AA74:3C:000:Invincibility +raimais:0:AA71:04:000:Maximum fire power +raimais:0:AA71:55:000:Invincibility &Max fire power + +; [ Rainbow Islands ] +rainbow:0:10D127:D2:000:Infinite Time +rainbow:0:10E1FF:04:000:Infinite Lives PL1 +rainbow:0:10E20F:04:000:Infinite Lives PL2 +rainbow:0:10D1FC:01:000:Invincibility (1/2) +rainbow:0:10D1FF:E3:500:Invincibility (2/2) +rainbow:0:10D05F:01:000:Always X2 Rainbow +rainbow:0:10D05F:02:000:Always X3 Rainbow +rainbow:0:10D05F:03:000:Always X4 Rainbow +rainbow:0:10D05F:04:000:Always X5 Rainbow +rainbow:0:10D05F:05:000:Always X6 Rainbow +rainbow:0:10D060:00:000:Always Normal Speed Rainbows +rainbow:0:10D060:01:000:Always Fast Rainbows +rainbow:0:10D060:07:000:Always Very Fast Rainbows +rainbow:0:10E20C:01:000:Always have ROYGBIV PL1 +rainbow:0:10E21C:01:000:Always have ROYGBIV PL2 +rainbow:0:10D05F:01:001:Get X2 Rainbow Now! +rainbow:0:10D05F:02:001:Get X3 Rainbow Now! +rainbow:0:10D05F:03:001:Get X4 Rainbow Now! +rainbow:0:10D05F:04:001:Get X5 Rainbow Now! +rainbow:0:10D05F:05:001:Get X6 Rainbow Now! +rainbow:0:10D060:00:001:Get Normal Rainbows Now! +rainbow:0:10D060:01:001:Get Fast Rainbows Now! +rainbow:0:10D060:07:001:Get Very Fast Rainbows Now! +rainbow:0:10E20C:01:001:Get ROYGBIV PL1 Now! +rainbow:0:10E21C:01:001:Get ROYGBIV PL2 Now! +rainbow:0:10E20D:00:000:Always Monsters+items PL1 +rainbow:0:10E20D:01:000:No Monsters+items ever! PL1 +rainbow:0:10E21D:00:000:Always Monsters+items PL2 +rainbow:0:10E21D:01:000:No Monsters+items ever! PL2 +rainbow:0:000000:00:999:[You should enable this ] +rainbow:0:000000:00:999:[speed power-up cheat on the] +rainbow:0:000000:00:999:[title screen or before ] +rainbow:0:000000:00:999:[losing a life! ] +rainbow:0:10D061:00:000:Always have normal speed +rainbow:0:10D061:01:000:Always have power-up speed +rainbow:0:10D061:03:000:Always have max speed +rainbow:0:10D055:7F:001:Get 7 big diamonds (1/2) +rainbow:0:10D054:00:501:Get 7 big diamonds (2/2) +rainbow:0:10D055:80:001:Get 3 mirrors (1/2) +rainbow:0:10D054:03:501:Get 3 mirrors (2/2) +rainbow:0:10D055:FF:001:Get 7 big D and 3 M (1/2) +rainbow:0:10D054:03:501:Get 7 big D and 3 M (2/2) +rainbow:0:10D055:01:021:Get big diamond - red Now! +rainbow:0:10D055:02:021:Get big diamond - orange Now! +rainbow:0:10D055:04:021:Get big diamond - yellow Now! +rainbow:0:10D055:08:021:Get big diamond - green Now! +rainbow:0:10D055:10:021:Get big diamond - blue Now! +rainbow:0:10D055:20:021:Get big diamond - indigo Now! +rainbow:0:10D055:40:021:Get big diamond - purple Now! +rainbow:0:10D055:80:021:Get mirror - red Now! +rainbow:0:10D054:01:021:Get mirror - grey Now! +rainbow:0:10D054:02:021:Get mirror - yellow Now! +rainbow:0:10E1B9:00:001:Kill Island Guardian Now! +rainbow:0:10E1B9:00:000:Kill all IslandGuardians fast +rainbow:0:10D041:C7:000:All permanent POWs (1/2) +rainbow:0:10D040:02:500:All permanent POWs (2/2) +rainbow:0:10D056:01:000:Always have Bonus door +rainbow:0:10D1C0:01:000:Always have wing power +rainbow:0:10C96B:05:000:Always have the fairy (1/2) +rainbow:0:10DF22:FF:500:Always have the fairy (2/2) +rainbow:0:10D1C0:01:001:Get wing power Now! +rainbow:0:10C96B:05:001:Get the fairy Now! (1/2) +rainbow:0:10DF22:FF:501:Get the fairy Now! (2/2) +rainbow:0:000000:00:999:[These round select cheats ] +rainbow:0:000000:00:999:[have two numbers, the first] +rainbow:0:000000:00:999:[one is the round you go to ] +rainbow:0:000000:00:999:[if you die and the second ] +rainbow:0:000000:00:999:[one is the round you go to ] +rainbow:0:000000:00:999:[if you complete the round ] +rainbow:0:000000:00:999:[you are on (Eg If you have ] +rainbow:0:000000:00:999:[Invincibility enabled). ] +rainbow:0:10D049:03:001:Go to Round 4/5 Next +rainbow:0:10D049:07:001:Go to Round 8/9 Next +rainbow:0:10D049:0B:001:Go to Round 12/13 Next +rainbow:0:10D049:0F:001:Go to Round 16/17 Next +rainbow:0:10D049:13:001:Go to Round 20/21 Next +rainbow:0:10D049:17:001:Go to Round 24/25 Next +rainbow:0:10D049:1B:001:Go to First End Next +rainbow:0:10D049:1C:001:Go to Round 30 Next +rainbow:0:10D049:26:001:Go to Last Round on complete +rainbow:0:10D049:27:001:Go to Last Round on death + +; [ Rainbow Islands (Extra) ] +rainbowe:0:10E1C3:04:000:Infinite Lives PL1 +rainbowe:0:10E1D3:04:000:Infinite Lives PL2 +rainbowe:0:10D206:01:000:Invincibility (1/2) +rainbowe:0:10D209:E3:500:Invincibility (2/2) +rainbowe:0:10D063:01:000:Always X2 Rainbow +rainbowe:0:10D063:02:000:Always X3 Rainbow +rainbowe:0:10D063:03:000:Always X4 Rainbow +rainbowe:0:10D063:04:000:Always X5 Rainbow +rainbowe:0:10D063:05:000:Always X6 Rainbow +rainbowe:0:10D064:00:000:Always Normal Rainbows +rainbowe:0:10D064:01:000:Always Fast Rainbows +rainbowe:0:10D064:07:000:Always Very Fast Rainbows +rainbowe:0:10E1D0:01:000:Always have ROYGBIV PL1 +rainbowe:0:10E1E0:01:000:Always have ROYGBIV PL2 +rainbowe:0:10D063:01:001:Get X2 Rainbow Now! +rainbowe:0:10D063:02:001:Get X3 Rainbow Now! +rainbowe:0:10D063:03:001:Get X4 Rainbow Now! +rainbowe:0:10D063:04:001:Get X5 Rainbow Now! +rainbowe:0:10D063:05:001:Get X6 Rainbow Now! +rainbowe:0:10D064:00:001:Get Normal Rainbows Now! +rainbowe:0:10D064:01:001:Get Fast Rainbows Now! +rainbowe:0:10D064:07:001:Get Very Fast Rainbows Now! +rainbowe:0:10E1D0:01:001:Get ROYGBIV PL1 Now! +rainbowe:0:10E1E0:01:001:Get ROYGBIV PL2 Now! +rainbowe:0:10E1D1:00:000:Always Monsters+items PL1 +rainbowe:0:10E1D1:01:000:No Monsters+items ever! PL1 +rainbowe:0:10E1E1:00:000:Always Monsters+items PL2 +rainbowe:0:10E1E1:01:000:No Monsters+items ever! PL2 +rainbowe:0:000000:00:999:[You should enable this ] +rainbowe:0:000000:00:999:[speed power-up cheat on the] +rainbowe:0:000000:00:999:[title screen or before ] +rainbowe:0:000000:00:999:[losing a life! ] +rainbowe:0:10D065:00:000:Always have normal speed +rainbowe:0:10D065:01:000:Always have power-up speed +rainbowe:0:10D065:03:000:Always have max speed +rainbowe:0:10D057:7F:001:Get 7 big diamonds (1/2) +rainbowe:0:10D056:00:501:Get 7 big diamonds (2/2) +rainbowe:0:10D057:80:001:Get 3 mirrors (1/2) +rainbowe:0:10D056:03:501:Get 3 mirrors (2/2) +rainbowe:0:10D057:FF:001:Get 7 big D and 3 M (1/2) +rainbowe:0:10D056:03:501:Get 7 big D and 3 M (2/2) +rainbowe:0:10D057:01:021:Get big diamond - red Now! +rainbowe:0:10D057:02:021:Get big diamond - orange Now! +rainbowe:0:10D057:04:021:Get big diamond - yellow Now! +rainbowe:0:10D057:08:021:Get big diamond - green Now! +rainbowe:0:10D057:10:021:Get big diamond - blue Now! +rainbowe:0:10D057:20:021:Get big diamond - indigo Now! +rainbowe:0:10D057:40:021:Get big diamond - purple Now! +rainbowe:0:10D057:80:021:Get mirror - red Now! +rainbowe:0:10D056:01:021:Get mirror - grey Now! +rainbowe:0:10D056:02:021:Get mirror - yellow Now! +rainbowe:0:10D043:C7:000:All permanent POWs (1/2) +rainbowe:0:10D042:02:500:All permanent POWs (2/2) +rainbowe:0:10D058:01:000:Always have Bonus door +rainbowe:0:10D1C8:01:000:Always have wing power +rainbowe:0:10D1C8:01:001:Get wing power Now! +rainbowe:0:000000:00:999:[These round select cheats ] +rainbowe:0:000000:00:999:[have two numbers, the first] +rainbowe:0:000000:00:999:[one is the round you go to ] +rainbowe:0:000000:00:999:[if you die and the second ] +rainbowe:0:000000:00:999:[one is the round you go to ] +rainbowe:0:000000:00:999:[if you complete the round ] +rainbowe:0:000000:00:999:[you are on (Eg If you have ] +rainbowe:0:000000:00:999:[Invincibility enabled). ] +rainbowe:0:10D04B:03:001:Go to Round 4/5 Next +rainbowe:0:10D04B:07:001:Go to Round 8/9 Next +rainbowe:0:10D04B:0B:001:Go to Round 12/13 Next +rainbowe:0:10D04B:0F:001:Go to Round 16/17 Next +rainbowe:0:10D04B:13:001:Go to Round 20/21 Next +rainbowe:0:10D04B:17:001:Go to Round 24/25 Next +rainbowe:0:10D04B:1B:001:Go to First End Next +rainbowe:0:10D04B:1C:001:Go to Round 30 Next +rainbowe:0:10D04B:26:001:Go to Last Round on complete +rainbowe:0:10D04B:27:001:Go to Last Round on death + +; [ Rally Bike / Dash Yarou ] +rallybik:0:000000:00:999:[Don't collect Gas dropped ] +rallybik:0:000000:00:999:[by the helicopter!!! ] +rallybik:0:0805FC:7F:007:Infinite Gas +rallybik:0:0805FB:01:005:Rank always 1st +rallybik:0:000000:00:999:[The invincibility cheats ] +rallybik:0:000000:00:999:[must be activated during ] +rallybik:0:000000:00:999:[play and deactivated during] +rallybik:0:000000:00:999:[fuel refill and BEFORE ] +rallybik:0:000000:00:999:[crossing the GOAL line!! ] +rallybik:0:08072A:00:000:Invincibility (1/2) +rallybik:0:080739:00:500:Invincibility (2/2) + +; [ Rally X ] +rallyx:0:800F:04:000:Infinite Lives PL1 +rallyx:0:826B:06:022:Infinite Fuel PL1 +rallyx:0:8010:04:000:Infinite Lives PL2 +rallyx:0:826D:06:022:Infinite Fuel PL2 +rallyx:0:81B0:02:000:Always 3 red cars +rallyx:0:824E:00:000:No red cars per level +rallyx:0:824E:01:000:Only 1 red car per level +rallyx:0:824E:01:000:7 red cars per level +rallyx:0:8251:00:000:No rocks +rallyx:0:8088:88:000:Red car 1 doesn't move +rallyx:0:80A8:88:000:Red car 2 doesn't move +rallyx:0:80C8:88:000:Red car 3 doesn't move +rallyx:0:80E8:88:000:Red car 4 doesn't move +rallyx:0:8108:88:000:Red car 5 doesn't move +rallyx:0:8128:88:000:Red car 6 doesn't move +rallyx:0:8148:88:000:Red car 7 doesn't move +rallyx:0:8168:88:000:Red car 8 doesn't move:Only there in later levels! +rallyx:0:8027:20:000:Car always Very Slow (1/2) +rallyx:0:8028:00:500:Car always Very Slow (2/2) +rallyx:0:8027:C0:000:Car always Slow (1/2) +rallyx:0:8028:00:500:Car always Slow (2/2) +rallyx:0:8027:20:000:Car always Normal Speed (1/2) +rallyx:0:8028:02:500:Car always Normal Speed (2/2) +rallyx:0:8027:20:000:Car always Very Fast (1/2) +rallyx:0:8028:05:500:Car always Very Fast (2/2) +rallyx:0:8027:20:000:Car always Ultra Fast (1/2) +rallyx:0:8028:0A:500:Car always Ultra Fast (2/2) + +; [ Rally X (Midway) ] +rallyxm:0:800F:04:000:Infinite Lives PL1 +rallyxm:0:826B:06:022:Infinite Fuel PL1 +rallyxm:0:8010:04:000:Infinite Lives PL2 +rallyxm:0:826D:06:022:Infinite Fuel PL2 +rallyxm:0:81B0:02:000:Always 3 red cars +rallyxm:0:824E:00:000:No red cars per level +rallyxm:0:824E:01:000:Only 1 red car per level +rallyxm:0:824E:01:000:7 red cars per level +rallyxm:0:8251:00:000:No rocks +rallyxm:0:8088:88:000:Red car 1 doesn't move +rallyxm:0:80A8:88:000:Red car 2 doesn't move +rallyxm:0:80C8:88:000:Red car 3 doesn't move +rallyxm:0:80E8:88:000:Red car 4 doesn't move +rallyxm:0:8108:88:000:Red car 5 doesn't move +rallyxm:0:8128:88:000:Red car 6 doesn't move +rallyxm:0:8148:88:000:Red car 7 doesn't move +rallyxm:0:8168:88:000:Red car 8 doesn't move:Only there in later levels! +rallyxm:0:8027:20:000:Car always Very Slow (1/2) +rallyxm:0:8028:00:500:Car always Very Slow (2/2) +rallyxm:0:8027:C0:000:Car always Slow (1/2) +rallyxm:0:8028:00:500:Car always Slow (2/2) +rallyxm:0:8027:20:000:Car always Normal Speed (1/2) +rallyxm:0:8028:02:500:Car always Normal Speed (2/2) +rallyxm:0:8027:20:000:Car always Very Fast (1/2) +rallyxm:0:8028:05:500:Car always Very Fast (2/2) +rallyxm:0:8027:20:000:Car always Ultra Fast (1/2) +rallyxm:0:8028:0A:500:Car always Ultra Fast (2/2) + +; [ Rampage (revision 3) ] +rampage:0:E49E:C7:000:Infinite Damage PL1 +rampage:0:E4EE:C7:000:Infinite Damage PL2 +rampage:0:E53E:C7:000:Infinite Damage PL3 +rampage:0:E58B:03:001:Go to Day 5 Next +rampage:0:E58B:08:001:Go to Day 10 Next +rampage:0:E58B:0D:001:Go to Day 15 Next +rampage:0:E58B:1C:001:Go to Day 30 Next +rampage:0:E58B:62:001:Go to Day 100 Next +rampage:0:E58B:7C:001:Go to Day 127 Next +rampage:0:E58B:FC:001:Go to Day 255 Next +rampage:0:E58B:FE:001:Go to Last Day=768 Next (1/2) +rampage:0:E58C:02:501:Go to Last Day=768 Next (2/2) + +; [ Rampage (revision 2) ] +rampage2:0:E49E:C7:000:Infinite Damage PL1 +rampage2:0:E4EE:C7:000:Infinite Damage PL2 +rampage2:0:E53E:C7:000:Infinite Damage PL3 +rampage2:0:E58B:03:001:Go to Day 5 Next +rampage2:0:E58B:08:001:Go to Day 10 Next +rampage2:0:E58B:0D:001:Go to Day 15 Next +rampage2:0:E58B:1C:001:Go to Day 30 Next +rampage2:0:E58B:62:001:Go to Day 100 Next +rampage2:0:E58B:7C:001:Go to Day 127 Next +rampage2:0:E58B:FC:001:Go to Day 255 Next +rampage2:0:E58B:FE:001:Go to Last Day=768 Next (1/2) +rampage2:0:E58C:02:501:Go to Last Day=768 Next (2/2) + +; [ Rampart (3-player Trackball) ] +rampart:0:3E197D:09:000:Infinite Cannons PL1 +rampart:0:3E19FB:09:000:Infinite Cannons PL2 +rampart:0:3E1A79:09:000:Infinite Cannons PL3 +rampart:0:3E1870:63:000:Infinite Building Time +rampart:0:3E1870:00:001:No more Building Time + +; [ Rampart (Japan, 2-player Joystick) ] +rampartj:0:3E1993:09:000:Infinite Cannons PL1 +rampartj:0:3E1A11:09:000:Infinite Cannons PL2 +rampartj:0:3E18AC:63:000:Infinite Building Time +rampartj:0:3E18AC:00:001:No more Building Time + +; [ Rampart (2-player Joystick) ] +ramprt2p:0:3E1997:09:000:Infinite Cannons PL1 +ramprt2p:0:3E1A15:09:000:Infinite Cannons PL2 +ramprt2p:0:3E18B0:63:000:Infinite Building Time +ramprt2p:0:3E18B0:00:001:No more Building Time + +; [ Rastan (World) ] +rastan:0:10C13A:30:000:Infinite Energy +rastan:0:10C101:03:000:Infinite Lives +rastan:0:10D2FB:01:000:Always have Sword +rastan:0:10D2FB:02:000:Always have Big Axe +rastan:0:10D2FB:03:000:Always have Ball & Chain +rastan:0:10D2FB:04:000:Always have Fire Sword +rastan:0:10D2FB:05:000:Always have No Weapons +rastan:0:10D2FB:01:001:Get Sword Now! +rastan:0:10D2FB:02:001:Get Big Axe Now! +rastan:0:10D2FB:03:001:Get Ball & Chain Now! +rastan:0:10D2FB:04:001:Get Fire Sword Now! +rastan:0:10D2FB:05:001:Lose All Weapons Now! + +; [ Rastan (US set 1) ] +rastanu:0:10C13A:30:000:Infinite Energy +rastanu:0:10C101:03:000:Infinite Lives +rastanu:0:10D2FB:01:000:Always have Sword +rastanu:0:10D2FB:02:000:Always have Big Axe +rastanu:0:10D2FB:03:000:Always have Ball & Chain +rastanu:0:10D2FB:04:000:Always have Fire Sword +rastanu:0:10D2FB:05:000:Always have No Weapons +rastanu:0:10D2FB:01:001:Get Sword Now! +rastanu:0:10D2FB:02:001:Get Big Axe Now! +rastanu:0:10D2FB:03:001:Get Ball & Chain Now! +rastanu:0:10D2FB:04:001:Get Fire Sword Now! +rastanu:0:10D2FB:05:001:Lose All Weapons Now! + +; [ Rastan (US set 2) ] +rastanu2:0:10C13A:30:000:Infinite Energy +rastanu2:0:10C101:03:000:Infinite Lives +rastanu2:0:10D2FB:01:000:Always have Sword +rastanu2:0:10D2FB:02:000:Always have Big Axe +rastanu2:0:10D2FB:03:000:Always have Ball & Chain +rastanu2:0:10D2FB:04:000:Always have Fire Sword +rastanu2:0:10D2FB:05:000:Always have No Weapons +rastanu2:0:10D2FB:01:001:Get Sword Now! +rastanu2:0:10D2FB:02:001:Get Big Axe Now! +rastanu2:0:10D2FB:03:001:Get Ball & Chain Now! +rastanu2:0:10D2FB:04:001:Get Fire Sword Now! +rastanu2:0:10D2FB:05:001:Lose All Weapons Now! + +; [ Rastan Saga (Japan) ] +rastsaga:0:10C13A:30:000:Infinite Energy +rastsaga:0:10C101:03:000:Infinite Lives +rastsaga:0:10D2FB:01:000:Always have Sword +rastsaga:0:10D2FB:02:000:Always have Big Axe +rastsaga:0:10D2FB:03:000:Always have Ball & Chain +rastsaga:0:10D2FB:04:000:Always have Fire Sword +rastsaga:0:10D2FB:05:000:Always have No Weapons +rastsaga:0:10D2FB:01:001:Get Sword Now! +rastsaga:0:10D2FB:02:001:Get Big Axe Now! +rastsaga:0:10D2FB:03:001:Get Ball & Chain Now! +rastsaga:0:10D2FB:04:001:Get Fire Sword Now! +rastsaga:0:10D2FB:05:001:Lose All Weapons Now! + +; [ Razzmatazz ] +razmataz:0:62D0:03:000:Infinite Lives PL1 +razmataz:0:62D1:03:000:Infinite Lives PL2 + +; [ Real Bout Fatal Fury / Real Bout Garou Densetsu ] +rbff1:0:106AA8:61:000:Infinite Time +rbff1:0:100489:C0:000:Infinite Energy PL1 +rbff1:0:100489:00:001:Drain All Energy Now! PL1 +rbff1:0:1004BA:3C:000:Infinite Power PL1 +rbff1:0:100589:C0:000:Infinite Energy PL2 +rbff1:0:100589:00:001:Drain All Energy Now! PL2 +rbff1:0:1005BA:3C:000:Infinite Power PL2 +rbff1:0:000000:00:999:[ Free player selection ] +rbff1:0:000000:00:999:[ Use at selection screen ] +rbff1:0:000000:00:999:[ For PL1 *ONLY* ] +rbff1:0:102483:00:001:Play with another Billy Kane +rbff1:0:000000:00:999:[The Goto Boss Fight Screen ] +rbff1:0:000000:00:999:[should be activated on the ] +rbff1:0:000000:00:999:[character selection screen.] +rbff1:0:000000:00:999:[If you activate it during ] +rbff1:0:000000:00:999:[any fight however you will ] +rbff1:0:000000:00:999:[see the ENDING after you ] +rbff1:0:000000:00:999:[you win that match! ] +rbff1:0:106A37:0D:001:Goto Boss Fight Screen Now! + +; [ Real Bout Fatal Fury 2 - The Newcomers / Real Bout Garou Den ] +rbff2:0:107C28:60:000:Infinite Time +rbff2:0:10048B:C0:000:Infinite Energy PL1 +rbff2:0:10048B:00:001:Drain All Energy Now! PL1 +rbff2:0:1004BC:3C:000:Infinite Power PL1 +rbff2:0:10058B:C0:000:Infinite Energy PL2 +rbff2:0:10058B:00:001:Drain All Energy Now! PL2 +rbff2:0:1005BC:3C:000:Infinite Power PL2 +rbff2:0:000000:00:999:[ Free player selection ] +rbff2:0:000000:00:999:[ Activate between rounds ] +rbff2:0:000000:00:999:[ or after selection ] +rbff2:0:107BA5:17:001:Play with Alfred PL1 +rbff2:0:107BA7:17:001:Play with Alfred PL2 +rbff2:0:000000:00:999:[ This cheat is futile ] +rbff2:0:000000:00:999:[ but it permits to make ] +rbff2:0:000000:00:999:[ differences between ] +rbff2:0:000000:00:999:[ normal and special moves ] +rbff2:0:1004CD:5F:000:Motion blur for PL1 +rbff2:0:1005CD:5F:000:Motion blur for PL2 + +; [ Real Bout Fatal Fury Special / Real Bout Garou Densetsu Spec ] +rbffspec:0:106AB4:60:000:Infinite Time +rbffspec:0:10048B:C0:000:Infinite Energy PL1 +rbffspec:0:10048B:00:001:Drain All Energy Now! PL1 +rbffspec:0:1004BC:3C:000:Infinite Power PL1 +rbffspec:0:10058B:C0:000:Infinite Energy PL2 +rbffspec:0:10058B:00:001:Drain All Energy Now! PL2 +rbffspec:0:1005BC:3C:000:Infinite Power PL2 +rbffspec:0:000000:00:999:[ Free player selection ] +rbffspec:0:000000:00:999:[ Use at selection screen ] +rbffspec:0:102585:05:001:Play as Geese Howard PL1(1/2) +rbffspec:0:10258D:05:101:Play as Geese Howard PL1(2/2) +rbffspec:0:102588:0A:000:Infinite Select Time PL1 +rbffspec:0:102685:05:001:Play as Geese Howard PL2(1/2) +rbffspec:0:10268D:05:101:Play as Geese Howard PL2(2/2) +rbffspec:0:102688:0A:000:Infinite Select Time PL2 +rbffspec:0:000000:00:999:[The Geese cheat only takes ] +rbffspec:0:000000:00:999:[effect when there is a ] +rbffspec:0:000000:00:999:[screen change. ] +rbffspec:0:106A25:04:001:Fight as Geese +rbffspec:0:000000:00:999:[The Goto Boss Fight Screen ] +rbffspec:0:000000:00:999:[should be activated on the ] +rbffspec:0:000000:00:999:[character selection screen.] +rbffspec:0:000000:00:999:[If you activate it during ] +rbffspec:0:000000:00:999:[any fight however you will ] +rbffspec:0:000000:00:999:[see the ENDING after you ] +rbffspec:0:000000:00:999:[you win that match! ] +rbffspec:0:106A35:09:001:Goto Boss (Krauser) Now! +rbffspec:0:106A35:0A:001:Goto Secret Boss (Geese) Now! + +; [ Tapper (Root Beer) ] +rbtapper:0:E4A7:06:000:Infinite Lives +rbtapper:0:E711:01:001:Serve one beer on this level +rbtapper:0:0000:00:999:[This Nonstop Dancing Girls ] +rbtapper:0:0000:00:999:[cheat doesn't start until ] +rbtapper:0:0000:00:999:[after you get the money. ] +rbtapper:0:0000:00:999:[Also new customers are NOT ] +rbtapper:0:0000:00:999:[distracted by them!! ] +rbtapper:0:E712:FF:000:Nonstop Dancing Girls +rbtapper:0:E4A8:62:071:Select current level +rbtapper:0:E4A8:62:061:Select next level +rbtapper:0:0000:00:999:[These Start on Level cheats] +rbtapper:0:0000:00:999:[should be enabled on the ] +rbtapper:0:0000:00:999:[title screen and turned off] +rbtapper:0:0000:00:999:[when you start the level. ] +rbtapper:0:E4A8:01:000:Start on Level 2 +rbtapper:0:E4A8:02:000:Start on Level 3 +rbtapper:0:E4A8:03:000:Start on Level 4 +rbtapper:0:E4A8:04:000:Start on Level 5 +rbtapper:0:E4A8:05:000:Start on Level 6 +rbtapper:0:E4A8:06:000:Start on Level 7 +rbtapper:0:E4A8:07:000:Start on Level 8 +rbtapper:0:E4A8:08:000:Start on Level 9 +rbtapper:0:E4A8:09:000:Start on Level 10(the aliens) + +; [ Rad Action ] +rdaction:0:E20D:3C:000:Infinite Time +rdaction:0:E130:07:000:Infinite Lives PL1 +rdaction:0:E169:07:000:Infinite Lives PL2 +rdaction:0:ECF2:00:000:Invincibility +rdaction:0:E113:04:000:All Ammo (1/4) +rdaction:0:E117:02:500:All Ammo (2/4) +rdaction:0:E118:03:500:All Ammo (3/4) +rdaction:0:E119:04:500:All Ammo (4/4) +rdaction:0:E111:FF:000:Infinite Fireballs +rdaction:0:EC05:00:000:Enemies NEVER shoot +rdaction:0:E110:06:001:Clear this Round Now! +rdaction:0:E100:1F:061:Select the Scene + +; [ Reactor ] +reactor:0:023C:15:000:Infinite Lives PL1 +reactor:0:0405:15:000:Infinite Lives PL2 +reactor:0:0247:14:000:Infinite Decoys PL1 +reactor:0:0410:14:000:Infinite Decoys PL2 + +; [ Red Alert ] +redalert:0:0025:03:000:Infinite Lives PL1 +redalert:0:002D:03:000:Infinite Lives PL2 +redalert:0:0031:10:000:Infinite Time + +; [ Red Baron ] +redbaron:0:00B0:09:000:Infinite Lives + +; [ Defend the Terra Attack on the Red UFO ] +redufo:0:421D:05:000:Infinite Lives +redufo:0:4200:01:000:Invincibility (1/2) +redufo:0:4205:00:500:Invincibility (2/2) + +; [ Regulus ] +regulus:0:C002:08:000:Infinite Lives PL1 +regulus:0:C003:08:000:Infinite Lives PL2 + +; [ Regulus (not encrypted) ] +regulusu:0:C002:08:000:Infinite Lives PL1 +regulusu:0:C003:08:000:Infinite Lives PL2 + +; [ Relief Pitcher (set 1) ] +relief:0:FF9D43:02:001:Next Strike will be Strike 3 +relief:0:FF9D43:00:000:Infinite Strikes +relief:0:FF9D45:03:001:Next Ball will be Ball 4 +relief:0:FF9D45:00:000:Infinite Balls + +; [ Relief Pitcher (set 2) ] +relief2:0:FF9D53:02:001:Next Strike will be Strike 3 +relief2:0:FF9D53:00:000:Infinite Strikes +relief2:0:FF9D55:03:001:Next Ball will be Ball 4 +relief2:0:FF9D55:00:000:Infinite Balls + +; [ Renegade (US) ] +renegade:0:0039:05:000:Infinite Lives +renegade:0:1018:59:000:Infinite Time +renegade:0:0220:30:000:Infinite Energy +renegade:0:0220:00:001:Lose a Life Now! +renegade:0:0221:01:001:One hit to kill boss Now! +renegade:0:0000:00:999:[Enable these level select ] +renegade:0:0000:00:999:[cheats on the title screen ] +renegade:0:0000:00:999:[+ disable before you finish] +renegade:0:0000:00:999:[the level ] +renegade:0:1000:01:000:Start on Level 2 (see note) +renegade:0:1000:02:000:Start on Level 3 (see note) +renegade:0:1000:03:000:Start on Level 4 (see note) +renegade:0:1000:04:000:Start on Level 5 (see note) +renegade:0:1000:05:000:Start on Level 6 (see note) +renegade:0:0000:00:999:[The following 9 cheats make] +renegade:0:0000:00:999:[individual enemies die ] +renegade:0:0000:00:999:[after one knockdown ] +renegade:0:0000:00:999:[ ] +renegade:0:0000:00:999:[These two enemies are the ] +renegade:0:0000:00:999:[truncheon-wielders on levs ] +renegade:0:0000:00:999:[1+2, the chain-wielders on ] +renegade:0:0000:00:999:[lev 3 + standard on level 4] +renegade:0:0000:00:999:[ (room 1) ] +renegade:0:0222:00:000:Weak Enemy #1 +renegade:0:0223:00:000:Weak Enemy #2 +renegade:0:0000:00:999:[This one is a standrd enemy] +renegade:0:0000:00:999:[on levs 1,2,4 (room 1), and] +renegade:0:0000:00:999:[chain-wielder on level 3 ] +renegade:0:0224:00:000:Weak Enemy #3 +renegade:0:0000:00:999:[This one is a standrd enemy] +renegade:0:0000:00:999:[on levels 1-4 (room 1) ] +renegade:0:0225:00:000:Weak Enemy #4 +renegade:0:0000:00:999:[These two are standard ] +renegade:0:0000:00:999:[enemies on levs 1-3 &4(rm2)] +renegade:0:0226:00:000:Weak Enemy #5 +renegade:0:0227:00:000:Weak Enemy #6 +renegade:0:0000:00:999:[This one is a standrd enemy] +renegade:0:0000:00:999:[on levels 3 and 4 (room 2) ] +renegade:0:0228:00:000:Weak Enemy #7 +renegade:0:0000:00:999:[This one is a standrd enemy] +renegade:0:0000:00:999:[on level 4 (room 2) ] +renegade:0:0229:00:000:Weak Enemy #8 + +; [ Repulse ] +repulse:0:F8BF:0B:000:Infinite Lives PL1 +repulse:0:F8D3:0B:000:Infinite Lives PL2 +repulse:0:F652:0C:000:Infinite Energy (01/10) +repulse:0:F653:0C:500:Infinite Energy (02/10) +repulse:0:F654:0C:500:Infinite Energy (03/10) +repulse:0:F655:0C:500:Infinite Energy (04/10) +repulse:0:F656:0C:500:Infinite Energy (05/10) +repulse:0:F657:0C:500:Infinite Energy (06/10) +repulse:0:F658:0C:500:Infinite Energy (07/10) +repulse:0:F659:0C:500:Infinite Energy (08/10) +repulse:0:F65A:0C:500:Infinite Energy (09/10) +repulse:0:F65B:0C:500:Infinite Energy (10/10) +repulse:0:F5C7:58:000:Shield stays on longer (1/4):Buggy - cosmetic only? +repulse:0:F597:59:500:Shield stays on longer (2/4) +repulse:0:F5C5:5A:500:Shield stays on longer (3/4) +repulse:0:F595:5B:500:Shield stays on longer (4/4) +repulse:0:F0F0:0F:000:Enemies Don't Shoot +repulse:0:F109:80:000:Always have Normal Shoot +repulse:0:F109:81:000:Always have Fast Shoot +repulse:0:F109:80:001:Get Normal Shoot Now! +repulse:0:F109:81:001:Get Fast Shoot Now! + +; [ Rescue Raider ] +rescraid:0:0140:05:000:Infinite Lives +rescraid:0:0142:7F:000:Infinite Fuel + +; [ Rescue ] +rescue:0:8669:09:000:Infinite Lives +rescue:0:8273:01:000:Fire always enabled +rescue:0:868F:01:001:One man needed to land Now! + +; [ Return of the Invaders (bootleg set 1) ] +retofin1:0:9928:09:000:Infinite Lives PL1 +retofin1:0:9929:09:000:Infinite Lives PL2 + +; [ Return of the Invaders (bootleg set 2) ] +retofin2:0:9928:09:000:Infinite Lives PL1 +retofin2:0:9929:09:000:Infinite Lives PL2 + +; [ Return of the Invaders ] +retofinv:0:9928:09:000:Infinite Lives PL1 +retofinv:0:9929:09:000:Infinite Lives PL2 + +; [ Konami RF2 - Red Fighter ] +rf2:0:01E204:47:000:Infinite Fuel +rf2:0:01E02C:96:002:Sound Test Timer Stop:[PL1 Shot2]Next Code + +; [ Riding Hero ] +ridhero:0:100F79:04:000:Infinite Turbos +ridhero:0:100F89:01:000:Win every race (as 1st) + +; [ Ring King (set 2) ] +ringkin2:0:C059:FF:000:Infinite Energy +ringkin2:0:C019:00:000:Weak opponent +ringkin2:0:C190:00:000:Infinite Time +ringkin2:0:C190:3B:001:Finish round Now! +ringkin2:0:C061:FA:000:Ply's hits always set to 250 +ringkin2:0:C021:00:000:CPU's hits always set to 0 +ringkin2:0:C061:FA:001:Set Ply's hits set = 250 Now! +ringkin2:0:C021:00:001:Set CPU's hits set to 0 Now! +ringkin2:0:C061:FF:070:Select Player's hits +ringkin2:0:C021:FF:070:Select Computer's hits + +; [ Ring King (set 3) ] +ringkin3:0:C059:FF:000:Infinite Energy +ringkin3:0:C019:00:000:Weak opponent +ringkin3:0:C190:00:000:Infinite Time +ringkin3:0:C190:3B:001:Finish round Now! +ringkin3:0:C061:FA:000:Ply's hits always set to 250 +ringkin3:0:C021:00:000:CPU's hits always set to 0 +ringkin3:0:C061:FA:001:Set Ply's hits set = 250 Now! +ringkin3:0:C021:00:001:Set CPU's hits set to 0 Now! +ringkin3:0:C061:FF:070:Select Player's hits +ringkin3:0:C021:FF:070:Select Computer's hits + +; [ Ring King (set 1) ] +ringking:0:C059:FF:000:Infinite Energy +ringking:0:C019:00:000:Weak opponent +ringking:0:C190:00:000:Infinite Time +ringking:0:C190:3B:001:Finish round Now! +ringking:0:C061:FA:000:Ply's hits always set to 250 +ringking:0:C021:00:000:CPU's hits always set to 0 +ringking:0:C061:FA:001:Set Ply's hits set = 250 Now! +ringking:0:C021:00:001:Set CPU's hits set to 0 Now! +ringking:0:C061:FF:070:Select Player's hits +ringking:0:C021:FF:070:Select Computer's hits + +; [ Ring no Ohja (Japan) ] +ringohja:0:4125:99:000:Infinite Energy PL1 +ringohja:0:4135:99:000:Infinite Energy PL2 +ringohja:0:4145:99:000:Infinite Energy PL3 +ringohja:0:4155:99:000:Infinite Energy PL4 +ringohja:0:4017:00:000:Sound Test Timer Stop:[PL1 Shot2]Next Code + +; [ Riot City ] +riotcity:0:FFECF9:63:000:Infinite Time +riotcity:0:FFF011:03:000:Infinite Lives PL1 +riotcity:0:FFDAD5:70:000:Infinite Energy PL1 +riotcity:0:FFF00D:F0:000:Invincibility PL1 (1/2) +riotcity:0:FFE8D5:10:540:Invincibility PL1 (2/2) +riotcity:0:FFF03D:03:000:Infinite Lives PL2 +riotcity:0:FFDAD9:70:000:Infinite Energy PL2 +riotcity:0:FFF039:F0:000:Invincibility PL2 (1/2) +riotcity:0:FFE8D9:20:540:Invincibility PL2 (2/2) + +; [ Rip Cord ] +ripcord:0:002C:09:000:Infinite Jumps + +; [ Road Blasters ] +roadblst:0:401FF5:19:000:Fix No Soundcard Problem +roadblst:0:4001E1:E0:000:Infinite Fuel +roadblst:0:401135:DA:000:Infinite Special Weapon +roadblst:0:40013B:00:000:Always No Special Weapon +roadblst:0:40013B:01:000:Always Nitro Injector +roadblst:0:40013B:02:000:Always Cruise Missile +roadblst:0:40013B:03:000:Always Electro Shield +roadblst:0:40013B:04:000:Always U.Z. Cannon +roadblst:0:40013B:00:001:Lose Special Weapons Now! +roadblst:0:40013B:01:001:Get Nitro Injector Now! +roadblst:0:40013B:02:001:Get Cruise Missile Now! +roadblst:0:40013B:03:001:Get Electro Shield Now! +roadblst:0:40013B:04:001:Get U.Z. Cannon Now! + +; [ Road Fighter (set 1) ] +roadf:0:30AE:FF:000:Infinite Fuel +roadf:0:30B7:00:000:Infinite Time + +; [ Road Fighter (set 2) ] +roadf2:0:30AE:FF:000:Infinite Fuel +roadf2:0:30B7:00:000:Infinite Time + +; [ Road Runner ] +roadrunn:0:401FF5:19:000:Fix No Soundcard Problem +roadrunn:0:400C8C:09:000:Infinite Lives PL1 +roadrunn:0:400C8D:09:000:Infinite Lives PL2 +roadrunn:0:401590:05:000:No missed birdseed + +; [ Robby Roto ] +robby:0:E388:04:000:Infinite Lives PL1 +robby:0:E389:04:000:Infinite Lives PL2 +robby:0:E38A:01:000:Infinite Magic PL1 +robby:0:E38B:01:000:Infinite Magic PL2 + +; [ Robo Army ] +roboarmy:0:1000D3:0A:000:Infinite Energy PL1 +roboarmy:0:1000D4:06:000:Infinite Bombs PL1 +roboarmy:0:1000D2:09:000:Always X9 Pow PL1 +roboarmy:0:1001D3:0A:000:Infinite Energy PL2 +roboarmy:0:1001D4:06:000:Infinite Bombs PL2 +roboarmy:0:1001D2:09:000:Always X9 Pow PL2 + +; [ Robocop (World revision 3) ] +robocop:0:FFB243:79:000:Maximum Energy Capacity +robocop:0:FFB242:79:000:Infinite Energy +robocop:0:FF8FB7:59:000:Infinite Time +robocop:0:FFB248:99:000:Infinite Ammo +robocop:0:FFB247:00:000:Always have Normal Gun +robocop:0:FFB247:01:000:Always have 3 Way Gun +robocop:0:FFB247:02:000:Always have Dual Laser +robocop:0:FFB247:03:000:Always have Cobra Gun +robocop:0:FFB247:00:001:Get Normal Gun Now! +robocop:0:FFB247:01:001:Get 3 Way Gun Now! +robocop:0:FFB247:02:001:Get Dual Laser Now! +robocop:0:FFB247:03:001:Get Cobra Gun Now! +robocop:0:FFB242:99:000:Suicide (untested) +robocop:0:000000:00:999:[The stage select cheat ] +robocop:0:000000:00:999:[should be deactivated after] +robocop:0:000000:00:999:[finishing stage 1 ] +robocop:0:FFB21D:01:000:Go To Stage 3 after Stage 1 +robocop:0:FFB21D:02:000:Go To Stage 4 after Stage 1 +robocop:0:FFB21D:03:000:Go To Stage 5 after Stage 1 +robocop:0:FFB21D:04:000:Go To Stage 6 after Stage 1 +robocop:0:FFB21D:05:000:Go To Stage 7 after Stage 1 +robocop:0:FFB21D:06:000:Go To Stage 8 after Stage 1 +robocop:0:FFB21D:07:000:Go To Stage 9 after Stage 1 +robocop:0:FFB4D1:1E:000:Infinite Time on Bonus Stage + +; [ Robocop (World bootleg) ] +robocopb:0:FFB243:79:000:Maximum Energy Capacity +robocopb:0:FFB242:79:000:Infinite Energy +robocopb:0:FF8FB7:59:000:Infinite Time +robocopb:0:FFB248:99:000:Infinite Ammo +robocopb:0:FFB247:00:000:Always have Normal Gun +robocopb:0:FFB247:01:000:Always have 3 Way Gun +robocopb:0:FFB247:02:000:Always have Dual Laser +robocopb:0:FFB247:03:000:Always have Cobra Gun +robocopb:0:FFB247:00:001:Get Normal Gun Now! +robocopb:0:FFB247:01:001:Get 3 Way Gun Now! +robocopb:0:FFB247:02:001:Get Dual Laser Now! +robocopb:0:FFB247:03:001:Get Cobra Gun Now! +robocopb:0:FFB242:99:000:Suicide (untested) +robocopb:0:000000:00:999:[The stage select cheat ] +robocopb:0:000000:00:999:[should be deactivated after] +robocopb:0:000000:00:999:[finishing stage 1 ] +robocopb:0:FFB21D:01:000:Go To Stage 3 after Stage 1 +robocopb:0:FFB21D:02:000:Go To Stage 4 after Stage 1 +robocopb:0:FFB21D:03:000:Go To Stage 5 after Stage 1 +robocopb:0:FFB21D:04:000:Go To Stage 6 after Stage 1 +robocopb:0:FFB21D:05:000:Go To Stage 7 after Stage 1 +robocopb:0:FFB21D:06:000:Go To Stage 8 after Stage 1 +robocopb:0:FFB21D:07:000:Go To Stage 9 after Stage 1 +robocopb:0:FFB4D1:1E:000:Infinite Time on Bonus Stage + +; [ Robocop (US revision 1) ] +robocopu:0:FFB243:79:000:Maximum Energy Capacity +robocopu:0:FFB242:79:000:Infinite Energy +robocopu:0:FF8FB7:59:000:Infinite Time +robocopu:0:FFB248:99:000:Infinite Ammo +robocopu:0:FFB247:00:000:Always have Normal Gun +robocopu:0:FFB247:01:000:Always have 3 Way Gun +robocopu:0:FFB247:02:000:Always have Dual Laser +robocopu:0:FFB247:03:000:Always have Cobra Gun +robocopu:0:FFB247:00:001:Get Normal Gun Now! +robocopu:0:FFB247:01:001:Get 3 Way Gun Now! +robocopu:0:FFB247:02:001:Get Dual Laser Now! +robocopu:0:FFB247:03:001:Get Cobra Gun Now! +robocopu:0:FFB242:99:000:Suicide (untested) +robocopu:0:000000:00:999:[The stage select cheat ] +robocopu:0:000000:00:999:[should be deactivated after] +robocopu:0:000000:00:999:[finishing stage 1 ] +robocopu:0:FFB21D:01:000:Go To Stage 3 after Stage 1 +robocopu:0:FFB21D:02:000:Go To Stage 4 after Stage 1 +robocopu:0:FFB21D:03:000:Go To Stage 5 after Stage 1 +robocopu:0:FFB21D:04:000:Go To Stage 6 after Stage 1 +robocopu:0:FFB21D:05:000:Go To Stage 7 after Stage 1 +robocopu:0:FFB21D:06:000:Go To Stage 8 after Stage 1 +robocopu:0:FFB21D:07:000:Go To Stage 9 after Stage 1 +robocopu:0:FFB4D1:1E:000:Infinite Time on Bonus Stage + +; [ Robocop (US revision 0) ] +robocpu0:0:FFB243:79:000:Maximum Energy Capacity +robocpu0:0:FFB242:79:000:Infinite Energy +robocpu0:0:FF8FB7:59:000:Infinite Time +robocpu0:0:FFB248:99:000:Infinite Ammo +robocpu0:0:FFB247:00:000:Always have Normal Gun +robocpu0:0:FFB247:01:000:Always have 3 Way Gun +robocpu0:0:FFB247:02:000:Always have Dual Laser +robocpu0:0:FFB247:03:000:Always have Cobra Gun +robocpu0:0:FFB247:00:001:Get Normal Gun Now! +robocpu0:0:FFB247:01:001:Get 3 Way Gun Now! +robocpu0:0:FFB247:02:001:Get Dual Laser Now! +robocpu0:0:FFB247:03:001:Get Cobra Gun Now! +robocpu0:0:FFB242:99:000:Suicide (untested) +robocpu0:0:000000:00:999:[The stage select cheat ] +robocpu0:0:000000:00:999:[should be deactivated after] +robocpu0:0:000000:00:999:[finishing stage 1 ] +robocpu0:0:FFB21D:01:000:Go To Stage 3 after Stage 1 +robocpu0:0:FFB21D:02:000:Go To Stage 4 after Stage 1 +robocpu0:0:FFB21D:03:000:Go To Stage 5 after Stage 1 +robocpu0:0:FFB21D:04:000:Go To Stage 6 after Stage 1 +robocpu0:0:FFB21D:05:000:Go To Stage 7 after Stage 1 +robocpu0:0:FFB21D:06:000:Go To Stage 8 after Stage 1 +robocpu0:0:FFB21D:07:000:Go To Stage 9 after Stage 1 +robocpu0:0:FFB4D1:1E:000:Infinite Time on Bonus Stage + +; [ Robotron (Solid Blue label) ] +robotron:0:BDEC:08:000:Infinite Lives PL1 +robotron:0:BE28:08:000:Infinite Lives PL2 + +; [ Robotron (Yellow/Orange label) ] +robotryo:0:BDEC:08:000:Infinite Lives PL1 +robotryo:0:BE28:08:000:Infinite Lives PL2 + +; [ Rockman - The Power Battle (Japan) ] +rockmanj:0:FFD851:00:001:One hit for Crash-man +rockmanj:0:FFDA51:00:001:One hit for other enemies +rockmanj:0:FFD951:00:001:Kill small enemies - Lv 7 +rockmanj:0:FFDA51:00:001:One hit for prof - hands +rockmanj:0:FFD751:00:001:One hit for prof - nails +rockmanj:0:FFD951:00:001:One hit for prof - head +rockmanj:0:FF8119:45:000:Infinite Time +rockmanj:0:FF8351:10:000:Infinite Energy PL1 +rockmanj:0:FF8352:78:000:Invincibility PL1 +rockmanj:0:FF8453:1C:000:Infinite extra weapon 1 PL1 +rockmanj:0:FF8455:1C:000:Infinite extra weapon 2 PL1 +rockmanj:0:FF8457:1C:000:Infinite extra weapon 3 PL1 +rockmanj:0:FF8459:1C:000:Infinite extra weapon 4 PL1 +rockmanj:0:FF845B:1C:000:Infinite extra weapon 5 PL1 +rockmanj:0:FF845D:1C:000:Infinite extra weapon 6 PL1 +rockmanj:0:FF8449:01:000:Always have ex. weapon 1 PL1 +rockmanj:0:FF844A:01:000:Always have ex. weapon 2 PL1 +rockmanj:0:FF844B:01:000:Always have ex. weapon 3 PL1 +rockmanj:0:FF844C:01:000:Always have ex. weapon 4 PL1 +rockmanj:0:FF844D:01:000:Always have ex. weapon 5 PL1 +rockmanj:0:FF844E:01:000:Always have ex. weapon 6 PL1 +rockmanj:0:FF8449:00:001:Lose extra weapon 1 Now! PL1 +rockmanj:0:FF844A:00:001:Lose extra weapon 2 Now! PL1 +rockmanj:0:FF844B:00:001:Lose extra weapon 3 Now! PL1 +rockmanj:0:FF844C:00:001:Lose extra weapon 4 Now! PL1 +rockmanj:0:FF844D:00:001:Lose extra weapon 5 Now! PL1 +rockmanj:0:FF844E:00:001:Lose extra weapon 6 Now! PL1 +rockmanj:0:FF8751:10:000:Infinite Energy PL2 +rockmanj:0:FF8752:78:000:Invincibility PL2 +rockmanj:0:FF8853:1C:000:Infinite extra weapon 1 PL2 +rockmanj:0:FF8855:1C:000:Infinite extra weapon 2 PL2 +rockmanj:0:FF8857:1C:000:Infinite extra weapon 3 PL2 +rockmanj:0:FF8859:1C:000:Infinite extra weapon 4 PL2 +rockmanj:0:FF885B:1C:000:Infinite extra weapon 5 PL2 +rockmanj:0:FF885D:1C:000:Infinite extra weapon 6 PL2 +rockmanj:0:FF8849:01:000:Always have ex. weapon 1 PL2 +rockmanj:0:FF884A:01:000:Always have ex. weapon 2 PL2 +rockmanj:0:FF884B:01:000:Always have ex. weapon 3 PL2 +rockmanj:0:FF884C:01:000:Always have ex. weapon 4 PL2 +rockmanj:0:FF884D:01:000:Always have ex. weapon 5 PL2 +rockmanj:0:FF884E:01:000:Always have ex. weapon 6 PL2 +rockmanj:0:FF8849:00:001:Lose extra weapon 1 Now! PL2 +rockmanj:0:FF884A:00:001:Lose extra weapon 2 Now! PL2 +rockmanj:0:FF884B:00:001:Lose extra weapon 3 Now! PL2 +rockmanj:0:FF884C:00:001:Lose extra weapon 4 Now! PL2 +rockmanj:0:FF884D:00:001:Lose extra weapon 5 Now! PL2 +rockmanj:0:FF884E:00:001:Lose extra weapon 6 Now! PL2 + +; [ Rock 'n Rage (World?) ] +rockrage:0:4F8C:03:000:Invincibility +rockrage:0:48E0:09:000:Infinite Lives PL1 +rockrage:0:5800:02:001:Get Little Shot Now! PL1 +rockrage:0:5800:08:001:Get 3 Shot Now! PL1 +rockrage:0:5800:10:001:Get Big Shot Now! PL1 +rockrage:0:5800:04:001:Get Small Shield Now! PL1 +rockrage:0:5800:05:001:Get Big Shield Now! PL1 +rockrage:0:5800:02:000:Always Little Shot PL1 +rockrage:0:5800:08:000:Always 3 Shot PL2 +rockrage:0:5800:10:000:Always Big Shot PL1 +rockrage:0:5800:04:000:Always Small Shield PL1 +rockrage:0:5800:05:000:Always Big Shield PL1 +rockrage:0:48EE:09:000:Infinite Lives PL2 +rockrage:0:5801:02:001:Get Little Shot Now! PL2 +rockrage:0:5801:08:001:Get 3 Shot Now! PL2 +rockrage:0:5801:10:001:Get Big Shot Now! PL2 +rockrage:0:5801:04:001:Get Small Shield Now! PL2 +rockrage:0:5801:05:001:Get Big Shield Now! PL2 +rockrage:0:5801:02:000:Always Little Shot PL2 +rockrage:0:5801:08:000:Always 3 Shot PL2 +rockrage:0:5801:10:000:Always Big Shot PL2 +rockrage:0:5801:04:000:Always Small Shield PL2 +rockrage:0:5801:05:000:Always Big Shield PL2 +rockrage:0:486C:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Koi no Hotrock (Japan) ] +rockragj:0:4F8C:03:000:Invincibility +rockragj:0:48E0:09:000:Infinite Lives PL1 +rockragj:0:5800:02:001:Get Little Shot Now! PL1 +rockragj:0:5800:08:001:Get 3 Shot Now! PL1 +rockragj:0:5800:10:001:Get Big Shot Now! PL1 +rockragj:0:5800:04:001:Get Small Shield Now! PL1 +rockragj:0:5800:05:001:Get Big Shield Now! PL1 +rockragj:0:5800:02:000:Always Little Shot PL1 +rockragj:0:5800:08:000:Always 3 Shot PL2 +rockragj:0:5800:10:000:Always Big Shot PL1 +rockragj:0:5800:04:000:Always Small Shield PL1 +rockragj:0:5800:05:000:Always Big Shield PL1 +rockragj:0:48EE:09:000:Infinite Lives PL2 +rockragj:0:5801:02:001:Get Little Shot Now! PL2 +rockragj:0:5801:08:001:Get 3 Shot Now! PL2 +rockragj:0:5801:10:001:Get Big Shot Now! PL2 +rockragj:0:5801:04:001:Get Small Shield Now! PL2 +rockragj:0:5801:05:001:Get Big Shield Now! PL2 +rockragj:0:5801:02:000:Always Little Shot PL2 +rockragj:0:5801:08:000:Always 3 Shot PL2 +rockragj:0:5801:10:000:Always Big Shot PL2 +rockragj:0:5801:04:000:Always Small Shield PL2 +rockragj:0:5801:05:000:Always Big Shield PL2 +rockragj:0:486C:FF:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Roc'n Rope ] +rocnrope:0:50C0:0A:000:Infinite Lives +rocnrope:0:51C0:02:000:Invulnerable to enemies +rocnrope:0:0000:00:999:[Take care with the sprite ] +rocnrope:0:0000:00:999:[collision cheat - if you ] +rocnrope:0:0000:00:999:[fall you must turn it OFF ] +rocnrope:0:0000:00:999:[to be able to restart. ] +rocnrope:0:5005:01:000:No sprite\sprite collisions +rocnrope:0:509B:99:000:Infinite Bonus + +; [ Roc'n Rope (Kosuka) ] +rocnropk:0:50C0:0A:000:Infinite Lives +rocnropk:0:51C0:02:000:Invulnerable to enemies +rocnropk:0:0000:00:999:[Take care with the sprite ] +rocnropk:0:0000:00:999:[collision cheat - if you ] +rocnropk:0:0000:00:999:[fall you must turn it OFF ] +rocnropk:0:0000:00:999:[to be able to restart. ] +rocnropk:0:5005:01:000:No sprite\sprite collisions +rocnropk:0:509B:99:000:Infinite Bonus + +; [ RodLand (World) ] +rodland:0:0F48B1:01:001:Turn "Extra Game" ON (1/3) +rodland:0:0F3072:FF:501:Turn "Extra Game" ON (2/3) +rodland:0:0F3073:FF:501:Turn "Extra Game" ON (3/3) +rodland:0:0F413B:03:000:Infinite Lives PL1 +rodland:0:0F413D:B4:000:Invincibility PL1 +rodland:0:0F422F:1F:001:Get EXTRA Now! PL1:"Extra Game" must be ON +rodland:0:0F4231:01:021:Get letter - E Now! PL1:"Extra Game" must be ON +rodland:0:0F4231:02:021:Get letter - X Now! PL1:"Extra Game" must be ON +rodland:0:0F4231:04:021:Get letter - T Now! PL1:"Extra Game" must be ON +rodland:0:0F4231:08:021:Get letter - R Now! PL1:"Extra Game" must be ON +rodland:0:0F4231:10:021:Get letter - A Now! PL1:"Extra Game" must be ON +rodland:0:0F41BB:03:000:Infinite Lives PL2 +rodland:0:0F41BD:B4:000:Invincibility PL2 +rodland:0:0F4233:1F:001:Get EXTRA Now! PL2:"Extra Game" must be ON +rodland:0:0F4233:01:021:Get letter - E Now! PL2:"Extra Game" must be ON +rodland:0:0F4233:02:021:Get letter - X Now! PL2:"Extra Game" must be ON +rodland:0:0F4233:04:021:Get letter - T Now! PL2:"Extra Game" must be ON +rodland:0:0F4233:08:021:Get letter - R Now! PL2:"Extra Game" must be ON +rodland:0:0F4233:10:021:Get letter - A Now! PL2:"Extra Game" must be ON +rodland:0:000000:00:999:[ EXTRA GAME INFO ] +rodland:0:000000:00:999:[To access PART 2 of the ] +rodland:0:000000:00:999:[ game, after you have ] +rodland:0:000000:00:999:[inserted a credit press ] +rodland:0:000000:00:999:[DOWN 3 times then press ] +rodland:0:000000:00:999:[start!!! ] + +; [ RodLand (Japan) ] +rodlandj:0:0F48AF:01:001:Turn "Extra Game" ON (1/3) +rodlandj:0:0F3070:FF:501:Turn "Extra Game" ON (2/3) +rodlandj:0:0F3071:FF:501:Turn "Extra Game" ON (3/3) +rodlandj:0:0F4139:03:000:Infinite Lives PL1 +rodlandj:0:0F413B:B4:000:Invincibility PL1 +rodlandj:0:0F422F:1F:001:Get EXTRA Now! PL1:"Extra Game" must be ON +rodlandj:0:0F422F:01:021:Get letter - E Now! PL1:"Extra Game" must be ON +rodlandj:0:0F422F:02:021:Get letter - X Now! PL1:"Extra Game" must be ON +rodlandj:0:0F422F:04:021:Get letter - T Now! PL1:"Extra Game" must be ON +rodlandj:0:0F422F:08:021:Get letter - R Now! PL1:"Extra Game" must be ON +rodlandj:0:0F422F:10:021:Get letter - A Now! PL1:"Extra Game" must be ON +rodlandj:0:0F41B9:03:000:Infinite Lives PL2 +rodlandj:0:0F41BB:B4:000:Invincibility PL2 +rodlandj:0:0F4231:1F:001:Get EXTRA Now! PL2:"Extra Game" must be ON +rodlandj:0:0F4231:01:021:Get letter - E Now! PL2:"Extra Game" must be ON +rodlandj:0:0F4231:02:021:Get letter - X Now! PL2:"Extra Game" must be ON +rodlandj:0:0F4231:04:021:Get letter - T Now! PL2:"Extra Game" must be ON +rodlandj:0:0F4231:08:021:Get letter - R Now! PL2:"Extra Game" must be ON +rodlandj:0:0F4231:10:021:Get letter - A Now! PL2:"Extra Game" must be ON +rodlandj:0:000000:00:999:[ EXTRA GAME INFO ] +rodlandj:0:000000:00:999:[To access PART 2 of the ] +rodlandj:0:000000:00:999:[ game, after you have ] +rodlandj:0:000000:00:999:[inserted a credit press ] +rodlandj:0:000000:00:999:[UP 3 times then press start] + +; [ Return of Ishtar, The ] +roishtar:0:1ECD:00:000:Invincibility + +; [ Rollergames (US) ] +rollerg:0:2062:64:000:Infinite Time +rollerg:0:2062:01:001:Finish Quarter Now! +rollerg:0:2096:63:000:Infinite Lives PL1 +rollerg:0:11B7:88:000:Infinite Energy PL1 (1/2) +rollerg:0:302A:40:500:Infinite Energy PL1 (2/2) +rollerg:0:203E:03:001:Set score = 999 Now! PL1(1/2) +rollerg:0:203F:E7:501:Set score = 999 Now! PL1(2/2) +rollerg:0:203E:03:000:Score always = 999 PL1 (1/2) +rollerg:0:203F:E7:500:Score always = 999 PL1 (2/2) +rollerg:0:203F:FF:070:Select score PL1 +;Player 2 poking value for Infinite Lives is strange! +rollerg:0:2097:E7:000:Infinite Lives PL2 +rollerg:0:11E7:58:000:Infinite Energy PL2 (1/2) +rollerg:0:308A:40:500:Infinite Energy PL2 (2/2) +rollerg:0:2040:03:001:Set score = 999 Now! PL2(1/2) +rollerg:0:2041:E7:501:Set score = 999 Now! PL2(2/2) +rollerg:0:2040:03:000:Score always = 999 PL2 (1/2) +rollerg:0:2041:E7:500:Score always = 999 PL2 (2/2) +rollerg:0:2041:FF:070:Select score PL2 +rollerg:0:300C:80:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Rollergames (Japan) ] +rollergj:0:2062:64:000:Infinite Time +rollergj:0:2062:01:001:Finish Quarter Now! +rollergj:0:2096:63:000:Infinite Lives PL1 +rollergj:0:11B7:88:000:Infinite Energy PL1 (1/2) +rollergj:0:302A:40:500:Infinite Energy PL1 (2/2) +rollergj:0:203E:03:001:Set score = 999 Now! PL1(1/2) +rollergj:0:203F:E7:501:Set score = 999 Now! PL1(2/2) +rollergj:0:203E:03:000:Score always = 999 PL1 (1/2) +rollergj:0:203F:E7:500:Score always = 999 PL1 (2/2) +rollergj:0:203F:FF:070:Select score PL1 +;Player 2 poking value for Infinite Lives is strange! +rollergj:0:2097:E7:000:Infinite Lives PL2 +rollergj:0:11E7:58:000:Infinite Energy PL2 (1/2) +rollergj:0:308A:40:500:Infinite Energy PL2 (2/2) +rollergj:0:2040:03:001:Set score = 999 Now! PL2(1/2) +rollergj:0:2041:E7:501:Set score = 999 Now! PL2(2/2) +rollergj:0:2040:03:000:Score always = 999 PL2 (1/2) +rollergj:0:2041:E7:500:Score always = 999 PL2 (2/2) +rollergj:0:2041:FF:070:Select score PL2 +rollergj:0:300C:80:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Rolling Crash / Moon Base ] +rollingc:0:2010:04:000:Infinite Lives + +; [ Rompers (Japan) ] +rompers:0:3BB7:09:000:Infinite Time +rompers:0:0148:05:000:Infinite Lives +rompers:0:103A:00:000:Invincibility +rompers:0:0154:01:001:Next Key finishes level Now! +rompers:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Rompers (Japan old version) ] +romperso:0:3BB7:09:000:Infinite Time +romperso:0:0148:05:000:Infinite Lives +romperso:0:103A:00:000:Invincibility +romperso:0:0154:01:001:Next Key finishes level Now! +romperso:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Round-Up ] +roundup:0:8040:13:000:Infinite Lives + +; [ Route 16 ] +route16:0:40C7:99:000:Infinite Fuel +route16:0:406A:06:000:Infinite Lives PL1 +route16:0:406B:06:000:Infinite Lives PL2 + +; [ Route 16 (bootleg) ] +route16b:0:40C7:99:000:Infinite Fuel +route16b:0:406A:06:000:Infinite Lives PL1 +route16b:0:406B:06:000:Infinite Lives PL2 + +; [ River Patrol (bootleg) ] +rpatrolb:0:8019:09:000:Infinite Lives PL1 +rpatrolb:0:801A:09:000:Infinite Lives PL2 +rpatrolb:0:801B:FF:007:Infinite Water +rpatrolb:0:8116:00:001:Finish Round Now! + +; [ Rolling Thunder 2 ] +rthun2:0:100615:99:000:Infinite Time +rthun2:0:100367:04:000:Infinite Lives PL1 +rthun2:0:10036B:02:000:Infinite Life PL1 +rthun2:0:100365:99:000:Infinite Normal Ammo PL1 +rthun2:0:10036D:40:000:Infinite Machine Gun Ammo PL1:Automatically have the m gun +rthun2:0:100355:80:000:Invincibility PL1 +rthun2:0:1003F1:04:000:Infinite Lives PL2 +rthun2:0:1003F5:02:000:Infinite Life PL2 +rthun2:0:1003EF:30:000:Infinite Normal Ammo PL2 +rthun2:0:1003F7:80:000:Infinite Machine Gun Ammo PL2:Automatically have the m gun +rthun2:0:1003DF:80:000:Invincibility PL2 +rthun2:0:1001C1:07:071:Select the current round + +; [ Rolling Thunder 2 (Japan) ] +rthun2j:0:100615:99:000:Infinite Time +rthun2j:0:100367:04:000:Infinite Lives PL1 +rthun2j:0:10036B:02:000:Infinite Life PL1 +rthun2j:0:100365:99:000:Infinite Normal Ammo PL1 +rthun2j:0:10036D:40:000:Infinite Machine Gun Ammo PL1:Automatically have the m gun +rthun2j:0:100355:80:000:Invincibility PL1 +rthun2j:0:1003F1:04:000:Infinite Lives PL2 +rthun2j:0:1003F5:02:000:Infinite Life PL2 +rthun2j:0:1003EF:30:000:Infinite Normal Ammo PL2 +rthun2j:0:1003F7:80:000:Infinite Machine Gun Ammo PL2:Automatically have the m gun +rthun2j:0:1003DF:80:000:Invincibility PL2 +rthun2j:0:1001C1:07:071:Select the current round + +; [ Rolling Thunder (new version) ] +rthunder:0:5480:99:000:Infinite Lives PL1 +rthunder:0:54A0:99:000:Infinite Lives PL2 +rthunder:0:5612:99:003:Infinite Time +rthunder:0:56C1:40:000:Infinite Energy +rthunder:0:56CB:99:000:Infinite Bullets +rthunder:0:56CD:99:000:Infinite Machine Gun ammo +rthunder:0:56CE:01:000:Always have Machine Gun +rthunder:0:56CE:01:001:Get Machine Gun Now! + +; [ Rolling Thunder (old version) ] +rthundro:0:5480:99:000:Infinite Lives PL1 +rthundro:0:54A0:99:000:Infinite Lives PL2 +rthundro:0:5612:99:003:Infinite Time +rthundro:0:56C1:40:000:Infinite Energy +rthundro:0:56CB:99:000:Infinite Bullets +rthundro:0:56CD:99:000:Infinite Machine Gun ammo +rthundro:0:56CE:01:000:Always have Machine Gun +rthundro:0:56CE:01:001:Get Machine Gun Now! + +; [ R-Type (Japan) ] +rtype:0:42F2E:0A:000:Infinite Lives PL1 +rtype:0:42F36:0A:000:Infinite Lives PL2 +rtype:0:4003A:01:000:Always have Max Beam (1/2) +rtype:0:4003D:80:500:Always have Max Beam (2/2) +rtype:0:42FC1:01:000:Invincibility "ON" +rtype:0:42FC1:00:001:Invincibility "OFF" +rtype:0:4003E:01:000:Always Orb Shot +rtype:0:4003E:02:000:Always Orb Shot + Laser +rtype:0:4003E:03:000:Always S. Orb Shot + ZigZag +rtype:0:4003E:01:001:Get Orb Shot Now! +rtype:0:4003E:02:001:Get Orb Shot + Laser Now! +rtype:0:4003E:03:001:Get S. Orb Shot + ZigZag Now! + +; [ R-Type II ] +rtype2:0:E381A:0A:000:Infinite Lives PL1 +rtype2:0:E3822:0A:000:Infinite Lives PL2 +rtype2:0:E38BD:01:000:Invincibility "ON" +rtype2:0:E38BD:00:001:Invincibility "OFF" +rtype2:0:E003E:01:001:Get Force Now! +rtype2:0:E003E:03:001:Get Maximum Force Now! +rtype2:0:E0042:FF:000:Always Maximum Beam +rtype2:0:E0043:01:000:Diffusion beam + +; [ R-Type II (Japan) ] +rtype2j:0:E381A:0A:000:Infinite Lives PL1 +rtype2j:0:E3822:0A:000:Infinite Lives PL2 +rtype2j:0:E38BD:01:000:Invincibility "ON" +rtype2j:0:E38BD:00:001:Invincibility "OFF" +rtype2j:0:E003E:01:001:Get Force Now! +rtype2j:0:E003E:03:001:Get Maximum Force Now! +rtype2j:0:E0042:FF:000:Always Maximum Beam +rtype2j:0:E0043:01:000:Diffusion beam + +; [ R-Type (bootleg) ] +rtypeb:0:42F32:0A:000:Infinite Lives PL1 +rtypeb:0:42F3A:0A:000:Infinite Lives PL2 +rtypeb:0:4003A:01:000:Always have Max Beam (1/2) +rtypeb:0:4003D:80:500:Always have Max Beam (2/2) +rtypeb:0:42FC6:01:000:Invincibility "ON" +rtypeb:0:42FC6:00:001:Invincibility "OFF" +rtypeb:0:4003E:01:000:Always Orb Shot +rtypeb:0:4003E:02:000:Always Orb Shot + Laser +rtypeb:0:4003E:03:000:Always S. Orb Shot + ZigZag +rtypeb:0:4003E:01:001:Get Orb Shot Now! +rtypeb:0:4003E:02:001:Get Orb Shot + Laser Now! +rtypeb:0:4003E:03:001:Get S. Orb Shot + ZigZag Now! + +; [ R-Type (US) ] +rtypeu:0:42F32:0A:000:Infinite Lives PL1 +rtypeu:0:42F3A:0A:000:Infinite Lives PL2 +rtypeu:0:4003A:01:000:Always have Max Beam (1/2) +rtypeu:0:4003D:80:500:Always have Max Beam (2/2) +rtypeu:0:42FC6:01:000:Invincibility "ON" +rtypeu:0:42FC6:00:001:Invincibility "OFF" +rtypeu:0:4003E:01:000:Always Orb Shot +rtypeu:0:4003E:02:000:Always Orb Shot + Laser +rtypeu:0:4003E:03:000:Always S. Orb Shot + ZigZag +rtypeu:0:4003E:01:001:Get Orb Shot Now! +rtypeu:0:4003E:02:001:Get Orb Shot + Laser Now! +rtypeu:0:4003E:03:001:Get S. Orb Shot + ZigZag Now! + +; [ R-Type Leo (Japan) ] +rtypeleo:0:00000:00:999:[Turn these cheats on ingame] +rtypeleo:0:00000:00:999:[NOT on the Title Screen! ] +rtypeleo:0:E229A:06:000:Infinite Lives PL1 +rtypeleo:0:E2855:38:000:Infinite Energy PL1 +rtypeleo:0:E286A:60:000:Invincibility PL1 +rtypeleo:0:E2867:04:000:Ship reappears immediatelyPL1 +rtypeleo:0:E229B:06:000:Infinite Lives PL2 + +; [ Rug Rats ] +rugrats:0:9100:05:000:Infinite Lives + +; [ Runark (Japan) ] +runark:0:107869:28:000:Infinite Energy PL1 +runark:0:1078C5:EE:000:Invincibility PL1 +runark:0:107845:06:000:Infinite Ammo PL1 +runark:0:000000:00:999:[Note these weapon cheats ] +runark:0:000000:00:999:[must be used with ] +runark:0:000000:00:999:[invincibility enabled and a] +runark:0:000000:00:999:[weapon in use at the time. ] +runark:0:1078BB:00:001:Lose Weapon Now! PL1 +runark:0:1078BB:01:001:Change to Knife Now! PL1 +runark:0:1078BB:02:001:Change to Revolver Now! PL1 +runark:0:1078BB:03:001:Change to Whip Now! PL1 +runark:0:1078BB:05:001:Change to Ass. Rifle Now! PL1 +runark:0:1078BB:06:001:Change to R Launcher Now! PL1 +runark:0:1078BB:07:001:Change to Grenade Now! PL1 +runark:0:1078BB:08:001:Change to Crow Bar Now! PL1 +runark:0:1078BB:09:001:Change to Sword Now! PL1 +runark:0:107969:28:000:Infinite Energy PL2 +runark:0:1079C5:EE:000:Invincibility PL2 +runark:0:107945:06:000:Infinite Ammo PL2 +runark:0:000000:00:999:[Note these weapon cheats ] +runark:0:000000:00:999:[must be used with ] +runark:0:000000:00:999:[invincibility enabled and a] +runark:0:000000:00:999:[weapon in use at the time. ] +runark:0:1079BB:00:001:Lose Weapon Now! PL2 +runark:0:1079BB:01:001:Change to Knife Now! PL2 +runark:0:1079BB:02:001:Change to Revolver Now! PL2 +runark:0:1079BB:03:001:Change to Whip Now! PL2 +runark:0:1079BB:05:001:Change to Ass. Rifle Now! PL2 +runark:0:1079BB:06:001:Change to R Launcher Now! PL2 +runark:0:1079BB:07:001:Change to Grenade Now! PL2 +runark:0:1079BB:08:001:Change to Crow Bar Now! PL2 +runark:0:1079BB:09:001:Change to Sword Now! PL2 + +; [ Rush'n Attack ] +rushatck:0:DBB0:05:000:Infinite Lives +rushatck:0:D229:05:000:Infinite Ammo +rushatck:0:DBB1:01:000:Start on Level 2 +rushatck:0:DBB1:02:000:Start on Level 3 +rushatck:0:DBB1:03:000:Start on Level 4 +rushatck:0:DBB1:03:071:Select current level +rushatck:0:DBB1:03:061:Select next level +rushatck:0:D201:03:000:Always have bazooka +rushatck:0:D201:06:000:Always have flamethrower +rushatck:0:D201:04:000:Always have grenades +rushatck:0:D201:00:001:Lose all weapons Now! +rushatck:0:D201:03:001:Get bazooka Now! +rushatck:0:D201:06:001:Get flamethrower Now! +rushatck:0:D201:04:001:Get grenades Now! + +; [ Rush & Crash (Japan) ] +rushcrsh:0:04BC:00:000:Infinite Energy +rushcrsh:0:00AF:03:000:Infinite Lives +rushcrsh:0:00B4:00:000:Infinite Time +rushcrsh:0:04E8:02:000:Super Shots +rushcrsh:0:04E0:0F:000:Super Speed + +; [ Rygar (US set 1) ] +rygar:0:C0A0:08:000:Infinite Lives PL1 +rygar:0:C0AA:64:000:Infinite Time PL1 +rygar:0:C0EE:00:020:Always No Powers PL1 +rygar:0:C0EE:01:020:Always Long Shot PL1 +rygar:0:C0EE:02:020:Always Tiger Jump PL1 +rygar:0:C0EE:04:020:Always Invincibility PL1 +rygar:0:C0EE:08:020:Always Multikill Shot PL1 +rygar:0:C0EE:10:020:Always Straight Up Shot PL1 +rygar:0:C0EE:1B:000:Always all Powers PL1 +rygar:0:C0EE:1F:000:Always Inv./Powers PL1 +rygar:0:C0BC:07:000:Next Star always 70000pts PL1 +rygar:0:C0EE:00:021:Get No Powers Now! PL1 +rygar:0:C0EE:01:021:Get Long Shot Now! PL1 +rygar:0:C0EE:02:021:Get Tiger Jump Now! PL1 +rygar:0:C0EE:04:021:Get Invincibility Now! PL1 +rygar:0:C0EE:08:021:Get Multikill Shot Now! PL1 +rygar:0:C0EE:10:021:Get Straight Up Shot Now! PL1 +rygar:0:C0EE:1B:001:Get all Powers Now! PL1 +rygar:0:C0EE:1F:001:Get Inv./Powers Now! PL1 +rygar:0:C0BC:07:001:Next Star = 70000 pts Now!PL1 +rygar:0:C190:08:000:Infinite Lives Now! PL2 +rygar:0:C19A:64:000:Infinite Time Now! PL2 +rygar:0:C1DE:00:000:Always No Powers PL2 +rygar:0:C1DE:01:020:Always Long Shot PL2 +rygar:0:C1DE:02:020:Always Tiger Jump PL2 +rygar:0:C1DE:04:020:Always Invincibility PL2 +rygar:0:C1DE:08:020:Always Multikill Shot PL2 +rygar:0:C1DE:10:020:Always Straight Up Shot PL2 +rygar:0:C1DE:1B:000:Always all Powers PL2 +rygar:0:C1DE:1F:000:Always Inv./Powers PL2 +rygar:0:C1AC:07:000:Next Star always 70000pts PL2 +rygar:0:C1DE:00:021:Get No Powers Now! PL2 +rygar:0:C1DE:01:021:Get Long Shot Now! PL2 +rygar:0:C1DE:02:021:Get Tiger Jump Now! PL2 +rygar:0:C1DE:04:021:Get Invincibility Now! PL2 +rygar:0:C1DE:08:021:Get Multikill Shot Now! PL2 +rygar:0:C1DE:10:021:Get Straight Up Shot Now! PL2 +rygar:0:C1DE:1B:001:Get all Powers Now! PL2 +rygar:0:C1DE:1F:001:Get Inv./Powers Now! PL2 +rygar:0:C1AC:07:001:Next Star = 70000 pts Now!PL2 +rygar:0:C461:14:000:Inf. Cross Prot. On Pickup +rygar:0:C461:64:000:Stop Bonus Timer +rygar:0:C0AE:05:001:Change to Rank 5 Now! +rygar:0:C0AE:0A:001:Change to Rank 10 Now! +rygar:0:C0AE:0F:001:Change to Rank 15 Now! +rygar:0:C0AE:14:001:Change to Rank 20 Now! +rygar:0:C0AE:19:001:Change to Rank 25 Now! +rygar:0:C0AE:1E:001:Change to Rank 30 Now! + + +; [ Rygar (US set 2) ] +rygar2:0:C0A0:08:000:Infinite Lives PL1 +rygar2:0:C0AA:64:000:Infinite Time PL1 +rygar2:0:C0EE:00:020:Always No Powers PL1 +rygar2:0:C0EE:01:020:Always Long Shot PL1 +rygar2:0:C0EE:02:020:Always Tiger Jump PL1 +rygar2:0:C0EE:04:020:Always Invincibility PL1 +rygar2:0:C0EE:08:020:Always Multikill Shot PL1 +rygar2:0:C0EE:10:020:Always Straight Up Shot PL1 +rygar2:0:C0EE:1B:000:Always all Powers PL1 +rygar2:0:C0EE:1F:000:Always Inv./Powers PL1 +rygar2:0:C0BC:07:000:Next Star always 70000pts PL1 +rygar2:0:C0EE:00:021:Get No Powers Now! PL1 +rygar2:0:C0EE:01:021:Get Long Shot Now! PL1 +rygar2:0:C0EE:02:021:Get Tiger Jump Now! PL1 +rygar2:0:C0EE:04:021:Get Invincibility Now! PL1 +rygar2:0:C0EE:08:021:Get Multikill Shot Now! PL1 +rygar2:0:C0EE:10:021:Get Straight Up Shot Now! PL1 +rygar2:0:C0EE:1B:001:Get all Powers Now! PL1 +rygar2:0:C0EE:1F:001:Get Inv./Powers Now! PL1 +rygar2:0:C0BC:07:001:Next Star = 70000 pts Now!PL1 +rygar2:0:C190:08:000:Infinite Lives Now! PL2 +rygar2:0:C19A:64:000:Infinite Time Now! PL2 +rygar2:0:C1DE:00:000:Always No Powers PL2 +rygar2:0:C1DE:01:020:Always Long Shot PL2 +rygar2:0:C1DE:02:020:Always Tiger Jump PL2 +rygar2:0:C1DE:04:020:Always Invincibility PL2 +rygar2:0:C1DE:08:020:Always Multikill Shot PL2 +rygar2:0:C1DE:10:020:Always Straight Up Shot PL2 +rygar2:0:C1DE:1B:000:Always all Powers PL2 +rygar2:0:C1DE:1F:000:Always Inv./Powers PL2 +rygar2:0:C1AC:07:000:Next Star always 70000pts PL2 +rygar2:0:C1DE:00:021:Get No Powers Now! PL2 +rygar2:0:C1DE:01:021:Get Long Shot Now! PL2 +rygar2:0:C1DE:02:021:Get Tiger Jump Now! PL2 +rygar2:0:C1DE:04:021:Get Invincibility Now! PL2 +rygar2:0:C1DE:08:021:Get Multikill Shot Now! PL2 +rygar2:0:C1DE:10:021:Get Straight Up Shot Now! PL2 +rygar2:0:C1DE:1B:001:Get all Powers Now! PL2 +rygar2:0:C1DE:1F:001:Get Inv./Powers Now! PL2 +rygar2:0:C1AC:07:001:Next Star = 70000 pts Now!PL2 +rygar2:0:C461:14:000:Inf. Cross Prot. On Pickup +rygar2:0:C461:64:000:Stop Bonus Timer +rygar2:0:C0AE:05:001:Change to Rank 5 Now! +rygar2:0:C0AE:0A:001:Change to Rank 10 Now! +rygar2:0:C0AE:0F:001:Change to Rank 15 Now! +rygar2:0:C0AE:14:001:Change to Rank 20 Now! +rygar2:0:C0AE:19:001:Change to Rank 25 Now! +rygar2:0:C0AE:1E:001:Change to Rank 30 Now! + + +; [ Argus no Senshi (Japan) ] +rygarj:0:C0A0:08:000:Infinite Lives PL1 +rygarj:0:C0AA:64:000:Infinite Time PL1 +rygarj:0:C0EE:00:020:Always No Powers PL1 +rygarj:0:C0EE:01:020:Always Long Shot PL1 +rygarj:0:C0EE:02:020:Always Tiger Jump PL1 +rygarj:0:C0EE:04:020:Always Invincibility PL1 +rygarj:0:C0EE:08:020:Always Multikill Shot PL1 +rygarj:0:C0EE:10:020:Always Straight Up Shot PL1 +rygarj:0:C0EE:1B:000:Always all Powers PL1 +rygarj:0:C0EE:1F:000:Always Inv./Powers PL1 +rygarj:0:C0BC:07:000:Next Star always 70000pts PL1 +rygarj:0:C0EE:00:021:Get No Powers Now! PL1 +rygarj:0:C0EE:01:021:Get Long Shot Now! PL1 +rygarj:0:C0EE:02:021:Get Tiger Jump Now! PL1 +rygarj:0:C0EE:04:021:Get Invincibility Now! PL1 +rygarj:0:C0EE:08:021:Get Multikill Shot Now! PL1 +rygarj:0:C0EE:10:021:Get Straight Up Shot Now! PL1 +rygarj:0:C0EE:1B:001:Get all Powers Now! PL1 +rygarj:0:C0EE:1F:001:Get Inv./Powers Now! PL1 +rygarj:0:C0BC:07:001:Next Star = 70000 pts Now!PL1 +rygarj:0:C190:08:000:Infinite Lives Now! PL2 +rygarj:0:C19A:64:000:Infinite Time Now! PL2 +rygarj:0:C1DE:00:000:Always No Powers PL2 +rygarj:0:C1DE:01:020:Always Long Shot PL2 +rygarj:0:C1DE:02:020:Always Tiger Jump PL2 +rygarj:0:C1DE:04:020:Always Invincibility PL2 +rygarj:0:C1DE:08:020:Always Multikill Shot PL2 +rygarj:0:C1DE:10:020:Always Straight Up Shot PL2 +rygarj:0:C1DE:1B:000:Always all Powers PL2 +rygarj:0:C1DE:1F:000:Always Inv./Powers PL2 +rygarj:0:C1AC:07:000:Next Star always 70000pts PL2 +rygarj:0:C1DE:00:021:Get No Powers Now! PL2 +rygarj:0:C1DE:01:021:Get Long Shot Now! PL2 +rygarj:0:C1DE:02:021:Get Tiger Jump Now! PL2 +rygarj:0:C1DE:04:021:Get Invincibility Now! PL2 +rygarj:0:C1DE:08:021:Get Multikill Shot Now! PL2 +rygarj:0:C1DE:10:021:Get Straight Up Shot Now! PL2 +rygarj:0:C1DE:1B:001:Get all Powers Now! PL2 +rygarj:0:C1DE:1F:001:Get Inv./Powers Now! PL2 +rygarj:0:C1AC:07:001:Next Star = 70000 pts Now!PL2 +rygarj:0:C461:14:000:Inf. Cross Prot. On Pickup +rygarj:0:C461:64:000:Stop Bonus Timer +rygarj:0:C0AE:05:001:Change to Rank 5 Now! +rygarj:0:C0AE:0A:001:Change to Rank 10 Now! +rygarj:0:C0AE:0F:001:Change to Rank 15 Now! +rygarj:0:C0AE:14:001:Change to Rank 20 Now! +rygarj:0:C0AE:19:001:Change to Rank 25 Now! +rygarj:0:C0AE:1E:001:Change to Rank 30 Now! + +; [ Safari ] +safari:0:E44B:09:000:Infinite Time + +; [ Salamander ] +salamand:0:080380:99:000:Infinite Lives PL1 +salamand:0:080500:40:040:Invincibility PL1 +salamand:0:0803C0:99:000:Infinite Lives PL2 +salamand:0:080530:40:040:Invincibility PL2 +salamand:0:083006:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Same! Same! Same! ] +samesame:0:0C1B17:0A:000:Infinite Lives +samesame:0:0C12E9:0A:000:Infinite Bombs +samesame:0:0C12DA:80:000:Invincibility +samesame:0:0C1B2F:03:001:Get Shot Level Up Now! +samesame:0:0C12E7:03:000:Always Maximum Shot Power +samesame:0:0C12E3:00:000:Always have Normal Weapon +samesame:0:0C12E3:08:000:Always have Laser Weapon +samesame:0:0C12E3:10:000:Always have Fire Weapon +samesame:0:0C12E7:03:001:Get Maximum Shot Power Now! +samesame:0:0C12E3:00:001:Get Normal Weapon Now! +samesame:0:0C12E3:08:001:Get Laser Weapon Now! +samesame:0:0C12E3:10:001:Get Fire Weapon Now! + +; [ Samurai Shodown / Samurai Spirits ] +samsho:0:100A09:63:000:Infinite Time +samsho:0:1028E7:80:000:Infinite Energy PL1 +samsho:0:10290F:21:000:Infinite Power PL1 +samsho:0:000000:00:999:[The Goto Boss Fight Screen ] +samsho:0:000000:00:999:[should be activated on the ] +samsho:0:000000:00:999:[character selection screen.] +samsho:0:000000:00:999:[If you activate it during ] +samsho:0:000000:00:999:[any fight however you will ] +samsho:0:000000:00:999:[see the ENDING after you ] +samsho:0:000000:00:999:[you win that match! ] +samsho:0:100A93:0C:001:Goto Boss Fight Screen Now! +samsho:0:000000:00:999:[ Free player selection ] +samsho:0:000000:00:999:[ Use BETWEEN rounds, or ] +samsho:0:000000:00:999:[ just after selection. ] +samsho:0:10100B:00:001:Play with Haohmaru PL1 +samsho:0:10100B:01:001:Play with Nakoruru PL1 +samsho:0:10100B:02:001:Play with Hanzo PL1 +samsho:0:10100B:03:001:Play with Galford PL1 +samsho:0:10100B:04:001:Play with Wang-Fu PL1 +samsho:0:10100B:05:001:Play with Ukyo PL1 +samsho:0:10100B:06:001:Play with Kyoshiro PL1 +samsho:0:10100B:07:001:Play with Gen-An PL1 +samsho:0:10100B:08:001:Play with Earthquake PL1 +samsho:0:10100B:09:001:Play with Jubei PL1 +samsho:0:10100B:0A:001:Play with Tamtam PL1 +samsho:0:10100B:0B:001:Play with Charlotte PL1 +samsho:0:10100B:0C:001:Play with Amakusa PL1 +samsho:0:10102B:00:001:Play with Haohmaru PL2 +samsho:0:10102B:01:001:Play with Nakoruru PL2 +samsho:0:10102B:02:001:Play with Hanzo PL2 +samsho:0:10102B:03:001:Play with Galford PL2 +samsho:0:10102B:04:001:Play with Wang-Fu PL2 +samsho:0:10102B:05:001:Play with Ukyo PL2 +samsho:0:10102B:06:001:Play with Kyoshiro PL2 +samsho:0:10102B:07:001:Play with Gen-An PL2 +samsho:0:10102B:08:001:Play with Earthquake PL2 +samsho:0:10102B:09:001:Play with Jubei PL2 +samsho:0:10102B:0A:001:Play with Tamtam PL2 +samsho:0:10102B:0B:001:Play with Charlotte PL2 +samsho:0:10102B:0C:001:Play with Amakusa PL2 + +; [ Samurai Shodown II / Shin Samurai Spirits - Haohmaru jigokuhe ] +samsho2:0:100AC6:98:000:Infinite Time (1/2) +samsho2:0:100AC7:40:502:Infinite Time (2/2) +samsho2:0:000000:00:999:[The Goto Boss Fight Screen ] +samsho2:0:000000:00:999:[should be activated on the ] +samsho2:0:000000:00:999:[character selection screen.] +samsho2:0:000000:00:999:[If you activate it during ] +samsho2:0:000000:00:999:[any fight however you will ] +samsho2:0:000000:00:999:[see the ENDING after you ] +samsho2:0:000000:00:999:[you win that match! ] +samsho2:0:100AAE:0C:001:Goto Boss Fight Screen Now! +samsho2:0:000000:00:999:[This Cheat is UNTESTED!!] +samsho2:0:100001:02:000:Invincibility +samsho2:0:000000:00:999:[ Free player selection ] +samsho2:0:000000:00:999:[ Use BETWEEN rounds, or ] +samsho2:0:000000:00:999:[ just after selection. ] +samsho2:0:100D0B:00:001:Play with Haohmaru PL1 +samsho2:0:100D0B:01:001:Play with Nakoruru PL1 +samsho2:0:100D0B:02:001:Play with Hanzo PL1 +samsho2:0:100D0B:03:001:Play with Galford PL1 +samsho2:0:100D0B:04:001:Play with Wan-Fu PL1 +samsho2:0:100D0B:05:001:Play with Ukyo PL1 +samsho2:0:100D0B:06:001:Play with Kyoshiro PL1 +samsho2:0:100D0B:07:001:Play with Gen-An PL1 +samsho2:0:100D0B:08:001:Play with Earthquake PL1 +samsho2:0:100D0B:09:001:Play with Jubei PL1 +samsho2:0:100D0B:0B:001:Play with Charlotte PL1 +samsho2:0:100D0B:0C:001:Play with Genjuro PL1 +samsho2:0:100D0B:0D:001:Play with Cham Cham PL1 +samsho2:0:100D0B:0E:001:Play with Sieger PL1 +samsho2:0:100D0B:0F:001:Play with Nicotine PL1 +samsho2:0:100D0B:10:001:Play with Mizuki PL1 +samsho2:0:100D0B:11:001:Play with Kuroko PL1 +samsho2:0:100D1B:00:001:Play with Haohmaru PL2 +samsho2:0:100D1B:01:001:Play with Nakoruru PL2 +samsho2:0:100D1B:02:001:Play with Hanzo PL2 +samsho2:0:100D1B:03:001:Play with Galford PL2 +samsho2:0:100D1B:04:001:Play with Wan-Fu PL2 +samsho2:0:100D1B:05:001:Play with Ukyo PL2 +samsho2:0:100D1B:06:001:Play with Kyoshiro PL2 +samsho2:0:100D1B:07:001:Play with Gen-An PL2 +samsho2:0:100D1B:08:001:Play with Earthquake PL2 +samsho2:0:100D1B:09:001:Play with Jubei PL2 +samsho2:0:100D1B:0B:001:Play with Charlotte PL2 +samsho2:0:100D1B:0C:001:Play with Genjuro PL2 +samsho2:0:100D1B:0D:001:Play with Cham Cham PL2 +samsho2:0:100D1B:0E:001:Play with Sieger PL2 +samsho2:0:100D1B:0F:001:Play with Nicotine PL2 +samsho2:0:100D1B:10:001:Play with Mizuki PL2 +samsho2:0:100D1B:11:001:Play with Kuroko PL2 + +; [ Samurai Shodown III / Samurai Spirits - Zankurou Musouken ] +samsho3:0:10849E:99:000:Infinite Time +samsho3:0:108573:80:000:Infinite Energy PL1 +samsho3:0:10857C:40:000:Infinite Power PL1 +samsho3:0:108673:80:000:Infinite Energy PL2 +samsho3:0:10867C:40:000:Infinite Power PL2 +samsho3:0:000000:00:999:[ Free player selection ] +samsho3:0:000000:00:999:[ Use BETWEEN rounds, or ] +samsho3:0:000000:00:999:[ just after selection. ] +samsho3:0:000000:00:999:[ Some glitches, however. ] +samsho3:0:108470:00:001:Play with Haohmaru PL1 +samsho3:0:108470:01:001:Play with Nakoruru PL1 +samsho3:0:108470:02:001:Play with Rimururu PL1 +samsho3:0:108470:03:001:Play with Hanzo PL1 +samsho3:0:108470:04:001:Play with Galford PL1 +samsho3:0:108470:05:001:Play with Kyoshiro PL1 +samsho3:0:108470:06:001:Play with Ukyo PL1 +samsho3:0:108470:07:001:Play with Genjuro PL1 +samsho3:0:108470:08:001:Play with Basara PL1 +samsho3:0:108470:09:001:Play with Shizumaru PL1 +samsho3:0:108470:0A:001:Play with Gaira PL1 +samsho3:0:108470:0B:001:Play with Amakusa PL1 +samsho3:0:108470:0C:001:Play with "Copy man" PL1 +samsho3:0:108470:0D:001:Play with Zankuro PL1:Problems when win +samsho3:0:108471:00:001:Play with Haohmaru PL2 +samsho3:0:108471:01:001:Play with Nakoruru PL2 +samsho3:0:108471:02:001:Play with Rimururu PL2 +samsho3:0:108471:03:001:Play with Hanzo PL2 +samsho3:0:108471:04:001:Play with Galford PL2 +samsho3:0:108471:05:001:Play with Kyoshiro PL2 +samsho3:0:108471:06:001:Play with Ukyo PL2 +samsho3:0:108471:07:001:Play with Genjuro PL2 +samsho3:0:108471:08:001:Play with Basara PL2 +samsho3:0:108471:09:001:Play with Shizumaru PL2 +samsho3:0:108471:0A:001:Play with Gaira PL2 +samsho3:0:108471:0B:001:Play with Amakusa PL2 +samsho3:0:108471:0C:001:Play with "Copy man" PL2 +samsho3:0:108471:0D:001:Play with Zankuro PL2:Problems when win + +; [ Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Am ] +samsho4:0:108368:61:000:Infinite Time +samsho4:0:108443:FC:000:Infinite Energy PL1 +samsho4:0:10844C:40:000:Infinite Power PL1 +samsho4:0:108643:FC:000:Infinite Energy PL2 +samsho4:0:10864C:40:000:Infinite Power PL2 +samsho4:0:000000:00:999:[ Free player selection ] +samsho4:0:000000:00:999:[ Use at selection screen ] +samsho4:0:1006C2:0D:000:Play as Zankuro PL1:Only against Haohmaru in Solo +samsho4:0:1007C2:0D:000:Play as Zankuro PL2 + +; [ Samurai (Sega) ] +samurai:0:E77D:03:000:Infinite Lives + +; [ Sarge ] +sarge:0:E0F3:06:000:Invincible Tank PL1 +sarge:0:E0F4:06:000:Invincible Copter PL1 +sarge:0:E173:06:000:Invincible Tank PL1 +sarge:0:E174:06:000:Invincible Copter PL1 + +; [ Sasuke vs. Commander ] +sasuke:0:0018:0A:000:Infinite Lives + +; [ Satan of Saturn ] +satansat:0:0018:05:000:Infinite Lives +satansat:0:00A2:C0:000:Invincibility + +; [ Saturn ] +saturn:0:80EB:09:000:Infinite Lives PL1 +saturn:0:80EC:09:000:Infinite Lives PL2 + +; [ Sauro ] +sauro:0:E207:5A:000:Invincibility +sauro:0:E6A7:03:000:Infinite Lives +sauro:0:E275:24:000:Infinite Fuel + +; [ Savage Reign / Fu'un Mokushiroku - kakutou sousei ] +savagere:0:1084A8:59:000:Infinite Time +savagere:0:000000:00:999:[ Free player selection ] +savagere:0:000000:00:999:[ Use at selection screen ] +savagere:0:000000:00:999:[ Sorry, solo mode ONLY. ] +savagere:0:1043C3:0A:001:Play with King Leo +savagere:0:1043C3:0B:001:Play with Angry Chung + +; [ Savage Bees ] +savgbees:0:E040:03:000:Infinite Bombs +savgbees:0:F007:06:000:Infinite Lives PL1 +savgbees:0:F011:C9:000:Invincibility PL1 +savgbees:0:F015:06:000:Always 1-way fire PL1 +savgbees:0:F015:07:000:Always 2-way fire PL1 +savgbees:0:F015:08:000:Always 3-way fire PL1 +savgbees:0:F015:0F:000:Always Super Weapon PL1 +savgbees:0:F015:06:001:Get 1-way fire PL1 Now! +savgbees:0:F015:07:001:Get 2-way fire PL1 Now! +savgbees:0:F015:08:001:Get 3-way fire PL1 Now! +savgbees:0:F015:0F:001:Get Super Weapon PL1 Now! +savgbees:0:F087:06:000:Infinite Lives PL2 +savgbees:0:F091:C9:000:Invincibility PL2 +savgbees:0:F095:06:000:Always 1-way fire PL2 +savgbees:0:F095:07:000:Always 2-way fire PL2 +savgbees:0:F095:08:000:Always 3-way fire PL2 +savgbees:0:F095:0F:000:Always Super Weapon PL2 +savgbees:0:F095:06:001:Get 1-way fire PL2 Now! +savgbees:0:F095:07:001:Get 2-way fire PL2 Now! +savgbees:0:F095:08:001:Get 3-way fire PL2 Now! +savgbees:0:F095:0F:001:Get Super Weapon PL2 Now! + +; [ Super Bagman ] +sbagman:0:6056:07:000:Infinite Lives +sbagman:0:61E8:99:000:Infinite Time +sbagman:0:6025:00:000:Invincibility (1/2):You still die if you fall +sbagman:0:6029:01:500:Invincibility (2/2) +sbagman:0:61E8:00:001:Game Over Now! +sbagman:0:61CF:01:000:Always carry a pick:Turn off when not needed! +sbagman:0:61CF:01:001:Get the pick Now! + +; [ Super Bagman (Stern) ] +sbagmans:0:6056:07:000:Infinite Lives +sbagmans:0:61E8:99:000:Infinite Time +sbagmans:0:6025:00:000:Invincibility (1/2):You still die if you fall +sbagmans:0:6029:01:500:Invincibility (2/2) +sbagmans:0:61E8:00:001:Game Over Now! +sbagmans:0:61CF:01:000:Always carry a pick:Turn off when not needed! +sbagmans:0:61CF:01:001:Get the pick Now! + +; [ Super Champion Baseball ] +sbasebal:0:0402DB:99:000:Infinite Time + +; [ Super Basketball ] +sbasketb:0:2280:59:000:59 seconds PL1 +; Do not let activated at the end of a level +sbasketb:0:2281:09:000:9 minutes PL1 +; Do not let activated at the end of a level +sbasketb:0:2282:59:000:59 seconds PL2 +; Do not let activated at the end of a level +sbasketb:0:2283:09:000:9 minutes PL2 +sbasketb:0:2090:09:001:Finish this Level Now! PL1 +sbasketb:0:2092:09:001:Finish this Level Now! PL2 +sbasketb:0:2201:01:000:Start at High School +sbasketb:0:2228:82:000:Opponent Score 82 +sbasketb:0:2201:02:000:Start at College +sbasketb:0:2228:86:000:Opponent Score 86 +sbasketb:0:2201:03:000:Start at University +sbasketb:0:2228:90:000:Opponent Score 90 +sbasketb:0:2201:04:000:Start at Japan +sbasketb:0:2228:94:000:Opponent Score 94 +sbasketb:0:2201:05:000:Start at USA +sbasketb:0:2228:98:000:Opponent Score 98 +sbasketb:0:2201:06:000:Start at USR +sbasketb:0:2227:01:000:Opponent Score 102 (1/2) +sbasketb:0:2228:02:500:Opponent Score 102 (2/2) +sbasketb:0:2201:07:000:Start at Pro +sbasketb:0:2227:01:000:Opponent Score 106 (1/2) +sbasketb:0:2228:06:500:Opponent Score 106 (2/2) +sbasketb:0:2201:08:000:Start at Pro Champion +sbasketb:0:2227:01:000:Opponent Score 110 (1/2) +sbasketb:0:2228:10:500:Opponent Score 110 (2/2) +sbasketb:0:2201:09:000:Start at World Champion +sbasketb:0:2227:01:000:Opponent Score 114 (1/2) +sbasketb:0:2228:14:500:Opponent Score 114 (2/2) + +; [ Super Buster Bros (US) ] +sbbros:0:E1C1:99:000:Infinite Time:Available in tour mode only +sbbros:0:E0D3:62:001:Last Panic level next +sbbros:0:E099:26:001:Last Tour level next +sbbros:0:E0D3:63:001:Last Panic level on life loss +sbbros:0:E099:27:001:Last Tour level on life loss +sbbros:0:E260:03:000:Infinite Lives PL1 +sbbros:0:E254:02:000:Invincibility PL1 +sbbros:0:E257:00:000:Always have Normal weapon PL1 +sbbros:0:E257:02:000:Always have Double weapon PL1 +sbbros:0:E257:04:000:Always have Blocker weaponPL1 +sbbros:0:E257:06:000:Always have M. gun weapon PL1 +sbbros:0:E257:00:001:Get Normal weapon Now! PL1 +sbbros:0:E257:02:001:Get Double weapon Now! PL1 +sbbros:0:E257:04:001:Get Blocker weapon Now! PL1 +sbbros:0:E257:06:001:Get M. gun weapon Now! PL1 +sbbros:0:E2E0:03:000:Infinite Lives PL2 +sbbros:0:E2D4:02:000:Invincibility PL2 +sbbros:0:E2D7:00:000:Always have Normal weapon PL2 +sbbros:0:E2D7:02:000:Always have Double weapon PL2 +sbbros:0:E2D7:04:000:Always have Blocker weaponPL2 +sbbros:0:E2D7:06:000:Always have M. gun weapon PL2 +sbbros:0:E2D7:00:001:Get Normal weapon Now! PL2 +sbbros:0:E2D7:02:001:Get Double weapon Now! PL2 +sbbros:0:E2D7:04:001:Get Blocker weapon Now! PL2 +sbbros:0:E2D7:06:001:Get M. gun weapon Now! PL2 + +; [ Super Bobble Bobble ] +sboblbob:0:0000:00:999:[This game has got a LOT of ] +sboblbob:0:0000:00:999:[cheats. Don't go too mad as] +sboblbob:0:0000:00:999:[it may spoil the game!!! ] +sboblbob:0:E366:63:000:Infinite Credits +sboblbob:0:E645:06:000:Infinite Lives PL1 +sboblbob:0:E6B6:77:000:Invincibility PL1 +sboblbob:0:E6C1:0C:000:Speed Always Normal PL1 +sboblbob:0:E6C1:14:000:Speed Always Power-up PL1 +sboblbob:0:E6C1:28:000:Speed Always Ultimate PL1 +sboblbob:0:E6C1:0C:001:Speed to Normal Now! PL1 +sboblbob:0:E6C1:14:001:Speed to Power-up Now! PL1 +sboblbob:0:E6C1:28:001:Speed to Ultimate Now! PL1 +sboblbob:0:E6BF:14:001:Fire Speed to Normal Now! PL1 +sboblbob:0:E6BF:05:001:Fire Speed to Power-up NowPL1 +sboblbob:0:E6BF:01:000:Fire Speed Always UltimatePL1 +sboblbob:0:E6C2:80:000:Normal Range Bubbles PL1 +sboblbob:0:E6C2:80:000:Long Range Bubbles PL1 +sboblbob:0:E6C2:FF:000:Extra Long Range Bubbles PL1 +sboblbob:0:E6C0:03:001:Head Power to Normal Now! PL1 +sboblbob:0:E6C0:06:001:Head Power to Power-up NowPL1 +sboblbob:0:E6C0:09:000:Head Power Always UltimatePL1 +sboblbob:0:F60F:00:001:Fire bubbles Bubbles Now! PL1 +sboblbob:0:F60F:01:001:Fire lightnings Now! PL1 +sboblbob:0:E742:3F:001:Get EXTEND PL1 +sboblbob:0:E742:01:021:Get letter - E (red) PL1 +sboblbob:0:E742:02:021:Get letter - X (pink) PL1 +sboblbob:0:E742:04:021:Get letter - T (yellow) PL1 +sboblbob:0:E742:08:021:Get letter - E (green) PL1 +sboblbob:0:E742:10:021:Get letter - N (blue) PL1 +sboblbob:0:E742:20:021:Get letter - D (purple) PL1 +sboblbob:0:E64A:06:000:Infinite Lives PL2 +sboblbob:0:E6E8:77:000:Invincibility PL2 +sboblbob:0:E6F3:0C:000:Speed Always Normal PL2 +sboblbob:0:E6F3:14:000:Speed Always Power-up PL2 +sboblbob:0:E6F3:28:000:Speed Always Ultimate PL2 +sboblbob:0:E6F3:0C:001:Speed to Normal Now! PL2 +sboblbob:0:E6F3:14:001:Speed to Power-up Now! PL2 +sboblbob:0:E6F3:28:001:Speed to Ultimate Now! PL2 +sboblbob:0:E6F1:14:001:Fire Speed to Normal Now! PL2 +sboblbob:0:E6F1:05:001:Fire Speed to Power-up NowPL2 +sboblbob:0:E6F1:01:000:Fire Speed Always UltimatePL2 +sboblbob:0:E6F4:40:000:Normal Range Bubbles PL2 +sboblbob:0:E6F4:80:000:Long Range Bubbles PL2 +sboblbob:0:E6F4:FF:000:Extra Long Range Bubbles PL2 +sboblbob:0:E6F2:03:001:Head Power to Normal Now! PL2 +sboblbob:0:E6F2:06:001:Head Power to Power-up NowPL2 +sboblbob:0:E6F2:09:000:Head Power Always UltimatePL2 +sboblbob:0:F610:00:001:Fire bubbles Bubbles Now! PL2 +sboblbob:0:F610:01:001:Fire lightnings Now! PL2 +sboblbob:0:E743:3F:001:Get EXTEND PL2 +sboblbob:0:E743:01:021:Get letter - E (red) PL2 +sboblbob:0:E743:02:021:Get letter - X (pink) PL2 +sboblbob:0:E743:04:021:Get letter - T (yellow) PL2 +sboblbob:0:E743:08:021:Get letter - E (green) PL2 +sboblbob:0:E743:10:021:Get letter - N (blue) PL2 +sboblbob:0:E743:20:021:Get letter - D (purple) PL2 +sboblbob:0:E5DB:01:000:'Super' (1JBLRJ1R) +sboblbob:0:E5D1:01:000:'Original Game' (BJBJBJR1) +sboblbob:0:E5D2:01:000:'Power Up' (LJL1LBL1) +sboblbob:0:E613:01:000:Always get Bonus doors +sboblbob:0:F676:01:000:Constant Extend Letters +sboblbob:0:E603:01:000:Always Warn (Bell Item) +sboblbob:0:E5FA:03:000:Apple or Orange? You decide! +sboblbob:0:E608:01:000:Coke Can Item +sboblbob:0:6E30:01:000:Fireball Bubble - Always! +sboblbob:0:6E30:03:000:Fireball Bubble - 1 in 2 +sboblbob:0:6E30:05:000:Fireball Bubble - 1 in 3 +sboblbob:0:6E30:07:000:Fireball Bubble - 1 in 4 +sboblbob:0:6E30:15:000:Fireball Bubble - 1 in 16 +sboblbob:0:6E30:1D:000:Fireball Bubble - 1 in 256 +sboblbob:0:6E30:25:000:Fireball Bubble - 1 in 4096 +sboblbob:0:5C2B:C9:000:Disable Bubbles? +sboblbob:0:E6BB:05:001:Fireballs for 5 levels +sboblbob:0:E6BE:40:000:Fireballs +sboblbob:0:E5EE:07:000:Fireball Cross +sboblbob:0:0000:00:999:[Use these cheats only at ] +sboblbob:0:0000:00:999:[the begining of a level, ] +sboblbob:0:0000:00:999:[before the item appears!! ] +sboblbob:0:0000:00:999:[When you are given a ] +sboblbob:0:0000:00:999:[distribution, each bubble ] +sboblbob:0:0000:00:999:[turns into an object. ] +sboblbob:0:F45E:00:001:1st Item = pink sweet:Gives you power-up fire range +sboblbob:0:F45E:01:001:1st Item = blue sweet:Gives you power-up head power +sboblbob:0:F45E:02:001:1st Item = yellow sweet:Gives you power-up fire speed +sboblbob:0:F45E:03:001:1st Item = shoe:Gives you power-up speed +sboblbob:0:F45E:04:001:1st Item = clock:Slows down the monsters +sboblbob:0:F45E:05:001:1st Item = bomb:Turns monsters into diamonds +sboblbob:0:F45E:06:001:1st Item = brown umbrella:Warps you 3 levels farther +sboblbob:0:F45E:07:001:1st Item = red umbrella:Warps you 5 levels farther +sboblbob:0:F45E:08:001:1st Item = pink umbrella:Warps you 7 levels farther +sboblbob:0:F45E:09:001:1st Item = orange potion:Gives a potion of sunflowers +sboblbob:0:F45E:0A:001:1st Item = red potion:Gives a potion of flowers +sboblbob:0:F45E:0B:001:1st Item = green potion:Gives a potion of clovers +sboblbob:0:F45E:0C:001:1st Item = yellow potion:Gives a potion of rainbows +sboblbob:0:F45E:0D:001:1st Item = purple potion:Gives a potion of music notes +sboblbob:0:F45E:0E:001:1st Item = heart:Invincibility&freeze monsters +sboblbob:0:F45E:0F:001:1st Item = blue ring:Gives points when you walk +sboblbob:0:F45E:10:001:1st Item = pink ring:Gives points when you jump +sboblbob:0:F45E:11:001:1st Item = red ring:Gives points when you bubble +sboblbob:0:F45E:12:001:1st Item = blue cross:Fills screen with water +sboblbob:0:F45E:13:001:1st Item = yellow cross:Make lightning strike +sboblbob:0:F45E:14:001:1st Item = orange cross:Fire flames NOT bubbles +sboblbob:0:F45E:15:001:1st Item = blue tea-pot:Pts when you walk.jump&bubble +sboblbob:0:F45E:18:001:1st Item = yellow tea-pot:pwrup fire range+speed& h pwr +sboblbob:0:F45E:16:001:1st Item = red tea-pot:Above two teapots combined +sboblbob:0:F45E:17:001:1st Item = purple tea-pot:Turns monsters into diamonds +sboblbob:0:F45E:19:001:1st Item = book:Turns monsters into diamonds +sboblbob:0:F45E:1A:001:1st Item = grey "ring?":Makes stars fall +sboblbob:0:F45E:1B:001:1st Item = orange necklace:Gives you the EXTEND letters +sboblbob:0:F45E:1C:001:1st Item = grey necklace:Produces a big fireball +sboblbob:0:F45E:1D:001:1st Item = fork:Makes fruits fall +sboblbob:0:F45E:1E:001:1st Item = pink chest:Pink diamonds on level end +sboblbob:0:F45E:1F:001:1st Item = yellow chest:Yellow diamonds on level end +sboblbob:0:F45E:20:001:1st Item = red chest:Red diamonds on level end +sboblbob:0:F45E:21:001:1st Item = blue chest:Blue diamonds on level end +sboblbob:0:F45E:22:001:1st Item = grey chest:Grey diamonds on level end +sboblbob:0:F45E:23:001:1st Item = white candy-stick:Cakes on level end +sboblbob:0:F45E:24:001:1st Item = yellow candy-stick:Chocolate cakes on level end +sboblbob:0:F45E:25:001:1st Item = red candy-stick:Watermelons on level end +sboblbob:0:F45E:26:001:1st Item = orange candy-stick:Oranges on level end +sboblbob:0:F45E:27:001:1st Item = brown candy-stick:Ice Creams on level end +sboblbob:0:F45E:28:001:1st Item = blue candy-stick:Ice Creams on level end +sboblbob:0:F45E:29:001:1st Item = bell:Destructive Item warning +sboblbob:0:F45E:2A:001:1st Item = octopussy:Wood Crosses on level end +sboblbob:0:F45E:2B:001:1st Item = pink floyd:Aliens on level end +sboblbob:0:F45E:2C:001:1st Item = glass of beer:???? on level end +sboblbob:0:F45E:2D:001:1st Item = knife:Makes fruits fall +sboblbob:0:F45E:2E:001:1st Item = crystal ball:Gives level beginning items +sboblbob:0:F45E:30:001:1st Item = skeleton:"Hurry up !" the monsters +sboblbob:0:F45E:31:001:1st Item = bonus door lev. 20:Warps you to room of diamonds +sboblbob:0:F45E:32:001:1st Item = bonus door lev. 30:Warps you to room of diamonds +sboblbob:0:F45E:33:001:1st Item = bonus door lev. 40:Warps you to room of diamonds +sboblbob:0:F45E:34:001:1st Item = bonus door lev. 50:Warps you to Level 70 +sboblbob:0:F44C:2A:000:Fruit 2A +sboblbob:0:F44C:2B:000:Fruit 2B +sboblbob:0:F44C:2C:000:Fruit 2C +sboblbob:0:F44C:2D:000:Fruit 2D +sboblbob:0:F44C:2E:000:Fruit 2E +sboblbob:0:F44C:2F:000:Fruit 2F +sboblbob:0:F44C:30:000:Fruit 30 +sboblbob:0:F44C:31:000:Fruit 31 +sboblbob:0:F44C:32:000:Fruit 32 +sboblbob:0:F44C:33:000:Fruit 33 +sboblbob:0:F44C:34:000:Fruit 34 +sboblbob:0:F44C:35:000:Fruit 35 +sboblbob:0:F44C:36:000:Fruit 36 +sboblbob:0:F44C:37:000:Fruit 37 +sboblbob:0:F44C:38:000:Fruit 38 +sboblbob:0:F44C:39:000:Fruit 39 +sboblbob:0:F44C:3A:000:Fruit 3A +sboblbob:0:F44C:3B:000:Fruit 3B +sboblbob:0:F44D:01:000:Quick Fruit at start +sboblbob:0:E60A:01:000:Lipstick +sboblbob:0:E345:05:000:Stop the Baron +sboblbob:0:0000:00:999:[These five cheats will make] +sboblbob:0:0000:00:999:[a potion appear on the next] +sboblbob:0:0000:00:999:[screen. It will be of the ] +sboblbob:0:0000:00:999:[type requested unless you ] +sboblbob:0:0000:00:999:[have earned a higher potion] +sboblbob:0:0000:00:999:[or you have fallen off the ] +sboblbob:0:0000:00:999:[bottom of the screen since ] +sboblbob:0:0000:00:999:[setting the cheat. Falling ] +sboblbob:0:0000:00:999:[off the bottom will upgrade] +sboblbob:0:0000:00:999:[the potion to the next one!] +sboblbob:0:E5E7:0F:001:Sunflower Potion(next screen) +sboblbob:0:E5E7:10:001:Flower Potion (next screen) +sboblbob:0:E5E7:11:001:Clover Potion (next screen) +sboblbob:0:E5E7:12:001:Rainbow Potion (next screen) +sboblbob:0:E5E7:13:001:Musical Potion (next screen) +sboblbob:0:0000:00:999:[These two cheats are useful] +sboblbob:0:0000:00:999:[when you get stuck on one ] +sboblbob:0:0000:00:999:[screen. Use only one at a ] +sboblbob:0:0000:00:999:[time. ] +sboblbob:0:F590:01:001:Drown 'em All! Now! OR---> +sboblbob:0:E720:01:001:Throw The Book At Them Now! +sboblbob:0:0000:00:999:[These Select starting round] +sboblbob:0:0000:00:999:[cheats are *NOT* linked so ] +sboblbob:0:0000:00:999:[they must BOTH be selected ] +sboblbob:0:0000:00:999:[individually one after the ] +sboblbob:0:0000:00:999:[other! Use before starting ] +sboblbob:0:0000:00:999:[other! ] +sboblbob:0:0000:00:999:[ ] +sboblbob:0:0000:00:999:[You should enable these ] +sboblbob:0:0000:00:999:[cheats on the press 1 or 2 ] +sboblbob:0:0000:00:999:[player button screen. ] +sboblbob:0:E64B:FF:021:Select starting round (1/2) +sboblbob:0:E64B:63:061:Select starting round (2/2) +sboblbob:0:0000:00:999:[ ] +sboblbob:0:E64B:63:061:Select next round + +; [ Super Breakout ] +sbrkout:0:0004:01:000:Infinite Lives + +; [ Space Chaser ] +schaser:0:232F:03:000:Infinite Lives PL1 +schaser:0:2330:03:000:Infinite Lives PL2 +schaser:0:233D:09:000:Infinite Credits +schaser:0:2014:E0:000:Infinite Fuel +schaser:0:2012:99:000:Infinite Bonus + +; [ Scion ] +scion:0:C04C:03:000:Infinite Lives PL1 +scion:0:C04D:03:000:Infinite Lives PL2 + +; [ Scion (Cinematronics) ] +scionc:0:C04C:03:000:Infinite Lives PL1 +scionc:0:C04D:03:000:Infinite Lives PL2 + +; [ Super Cobra ] +scobra:0:8108:05:000:Infinite Lives +scobra:0:8105:FF:000:Infinite Fuel +scobra:0:0000:00:999:[Use the invincibility with ] +scobra:0:0000:00:999:[a lot of caution and only ] +scobra:0:0000:00:999:[activate during play!! ] +scobra:0:8115:00:000:Buggy Invincibility (1/3) +scobra:0:8380:01:500:Buggy Invincibility (2/3) +scobra:0:8382:01:500:Buggy Invincibility (3/3) +scobra:0:0000:00:999:[Level 11 = Base ] +scobra:0:811E:0A:071:Select current level +scobra:0:811E:0A:061:Select next level + +; [ Super Cobra (bootleg) ] +scobrab:0:8108:05:000:Infinite Lives +scobrab:0:8105:FF:000:Infinite Fuel +scobrab:0:0000:00:999:[Use the invincibility with ] +scobrab:0:0000:00:999:[a lot of caution and only ] +scobrab:0:0000:00:999:[activate during play!! ] +scobrab:0:8115:00:000:Buggy Invincibility (1/3) +scobrab:0:8380:01:500:Buggy Invincibility (2/3) +scobrab:0:8382:01:500:Buggy Invincibility (3/3) +scobrab:0:0000:00:999:[Level 11 = Base ] +scobrab:0:811E:0A:071:Select current level +scobrab:0:811E:0A:061:Select next level + +; [ Super Cobra (Stern) ] +scobras:0:8108:05:000:Infinite Lives +scobras:0:8105:FF:000:Infinite Fuel +scobras:0:0000:00:999:[Use the invincibility with ] +scobras:0:0000:00:999:[a lot of caution and only ] +scobras:0:0000:00:999:[activate during play!! ] +scobras:0:8115:00:000:Buggy Invincibility (1/3) +scobras:0:8380:01:500:Buggy Invincibility (2/3) +scobras:0:8382:01:500:Buggy Invincibility (3/3) +scobras:0:00000:00:999:[Level 11 = Base ] +scobras:0:811E:0A:071:Select current level +scobras:0:811E:0A:061:Select next level + +; [ Super Contra ] +scontra:0:40AB:01:000:Always Bomb in level 2 & 5 +scontra:0:40A0:64:000:Infinite Lives PL1 +scontra:0:4A1B:03:000:Invincibility PL1:To be used when you blink +scontra:0:4A30:00:000:Always have normal weapon PL1 +scontra:0:4A30:01:000:Always have laser weapon PL1 +scontra:0:4A30:02:000:Always have rocket weapon PL1 +scontra:0:4A30:03:000:Always have 3-Way weapon PL1 +scontra:0:4A30:04:000:Always have grenade weaponPL1 +scontra:0:4A30:82:000:Always have Good Weapon PL1 +scontra:0:4A30:00:001:Get normal weapon Now! PL1 +scontra:0:4A30:01:001:Get laser weapon Now! PL1 +scontra:0:4A30:02:001:Get rocket weapon Now! PL1 +scontra:0:4A30:03:001:Get 3-Way weapon Now! PL1 +scontra:0:4A30:04:001:Get grenade weapon Now! PL1 +scontra:0:4A30:82:001:Get Good Weapon Now! PL1 +scontra:0:40B0:64:000:Infinite Lives PL2 +scontra:0:4B1B:03:000:Invincibility PL2:To be used when you blink +scontra:0:4B30:00:000:Always have normal weapon PL2 +scontra:0:4B30:01:000:Always have laser weapon PL2 +scontra:0:4B30:02:000:Always have rocket weapon PL2 +scontra:0:4B30:03:000:Always have 3-Way weapon PL2 +scontra:0:4B30:04:000:Always have grenade weaponPL2 +scontra:0:4B30:82:000:Always have Good Weapon PL2 +scontra:0:4B30:00:001:Get normal weapon Now! PL2 +scontra:0:4B30:01:001:Get laser weapon Now! PL2 +scontra:0:4B30:02:001:Get rocket weapon Now! PL2 +scontra:0:4B30:03:001:Get 3-Way weapon Now! PL2 +scontra:0:4B30:04:001:Get grenade weapon Now! PL2 +scontra:0:4B30:82:001:Get Good Weapon Now! PL2 +scontra:0:461A:A0:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Super Contra (Japan) ] +scontraj:0:40AB:01:000:Always Bomb in level 2 & 5 +scontraj:0:40A0:64:000:Infinite Lives PL1 +scontraj:0:4A1B:03:000:Invincibility PL1:To be used when you blink +scontraj:0:4A30:00:000:Always have normal weapon PL1 +scontraj:0:4A30:01:000:Always have laser weapon PL1 +scontraj:0:4A30:02:000:Always have rocket weapon PL1 +scontraj:0:4A30:03:000:Always have 3-Way weapon PL1 +scontraj:0:4A30:04:000:Always have grenade weaponPL1 +scontraj:0:4A30:82:000:Always have Good Weapon PL1 +scontraj:0:4A30:00:001:Get normal weapon Now! PL1 +scontraj:0:4A30:01:001:Get laser weapon Now! PL1 +scontraj:0:4A30:02:001:Get rocket weapon Now! PL1 +scontraj:0:4A30:03:001:Get 3-Way weapon Now! PL1 +scontraj:0:4A30:04:001:Get grenade weapon Now! PL1 +scontraj:0:4A30:82:001:Get Good Weapon Now! PL1 +scontraj:0:40B0:64:000:Infinite Lives PL2 +scontraj:0:4B1B:03:000:Invincibility PL2:To be used when you blink +scontraj:0:4B30:00:000:Always have normal weapon PL2 +scontraj:0:4B30:01:000:Always have laser weapon PL2 +scontraj:0:4B30:02:000:Always have rocket weapon PL2 +scontraj:0:4B30:03:000:Always have 3-Way weapon PL2 +scontraj:0:4B30:04:000:Always have grenade weaponPL2 +scontraj:0:4B30:82:000:Always have Good Weapon PL2 +scontraj:0:4B30:00:001:Get normal weapon Now! PL2 +scontraj:0:4B30:01:001:Get laser weapon Now! PL2 +scontraj:0:4B30:02:001:Get rocket weapon Now! PL2 +scontraj:0:4B30:03:001:Get 3-Way weapon Now! PL2 +scontraj:0:4B30:04:001:Get grenade weapon Now! PL2 +scontraj:0:4B30:82:001:Get Good Weapon Now! PL2 +scontraj:0:461A:A0:002:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Scramble (bootleg on Galaxian hardware) ] +scramblb:0:4108:05:000:Infinite Lives +scramblb:0:4105:FF:000:Infinite Fuel +scramblb:0:0000:00:999:[Use the invincibility with ] +scramblb:0:0000:00:999:[a lot of caution and only ] +scramblb:0:0000:00:999:[activate during play!! ] +scramblb:0:4115:00:000:Buggy Invincibility (1/3) +scramblb:0:4380:01:500:Buggy Invincibility (2/3) +scramblb:0:4382:01:500:Buggy Invincibility (3/3) +scramblb:0:0000:00:999:[Level 6 = Base ] +scramblb:0:411E:05:071:Select current level +scramblb:0:411E:05:061:Select next level + +; [ Scramble ] +scramble:0:4108:05:000:Infinite Lives +scramble:0:4105:FF:000:Infinite Fuel +scramble:0:0000:00:999:[Use the invincibility with ] +scramble:0:0000:00:999:[a lot of caution and only ] +scramble:0:0000:00:999:[activate during play!! ] +scramble:0:4115:00:000:Buggy Invincibility (1/3) +scramble:0:4380:01:500:Buggy Invincibility (2/3) +scramble:0:4382:01:500:Buggy Invincibility (3/3) +scramble:0:0000:00:999:[Level 6 = Base ] +scramble:0:411E:05:071:Select current level +scramble:0:411E:05:061:Select next level + +; [ Scramble (Stern) ] +scrambls:0:4108:05:000:Infinite Lives +scrambls:0:4105:FF:000:Infinite Fuel +scrambls:0:0000:00:999:[Use the invincibility with ] +scrambls:0:0000:00:999:[a lot of caution and only ] +scrambls:0:0000:00:999:[activate during play!! ] +scrambls:0:4115:00:000:Buggy Invincibility (1/3) +scrambls:0:4380:01:500:Buggy Invincibility (2/3) +scrambls:0:4382:01:500:Buggy Invincibility (3/3) +scrambls:0:0000:00:999:[Level 6 = Base ] +scrambls:0:411E:05:071:Select current level +scrambls:0:411E:05:061:Select next level + +; [ Scrambled Egg ] +scregg:0:0055:07:000:Infinite Lives PL1 +scregg:0:005F:07:000:Infinite Lives PL2 + +; [ Section Z (set 2) ] +sctionza:0:CDA0:0B:000:Infinite Lives +sctionza:0:C100:FF:000:Invincibility +sctionza:0:C08F:04:000:Maximum Power +sctionza:0:C10F:03:000:Maximum Speed + +; [ SDI - Strategic Defense Initiative ] +sdi:0:FFC60E:03:000:Infinite Lives PL1 +sdi:0:FFC70E:03:000:Infinite Lives PL2 +sdi:0:FFC63A:00:000:Infinite Damage + +; [ SDI - Strategic Defense Initiative (Japan) ] +sdioj:0:FFC60E:03:000:Infinite Lives PL1 +sdioj:0:FFC70E:03:000:Infinite Lives PL2 +sdioj:0:FFC63A:00:000:Infinite Damage + +; [ Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu ] +sdodgeb:0:1065AB:99:000:Infinite Time +sdodgeb:0:1065AB:00:001:Time Up Now! +sdodgeb:0:105FD2:8F:000:Always have Max Power PL1 +sdodgeb:0:105CBD:FF:000:Infinite Energy PL1 (1/3) +sdodgeb:0:105CBF:FF:500:Infinite Energy PL1 (2/3) +sdodgeb:0:105CC1:FF:500:Infinite Energy PL1 (3/3) +sdodgeb:0:105CBD:00:001:Drain All Energy Now!PL1(1/3) +sdodgeb:0:105CBF:00:501:Drain All Energy Now!PL1(2/3) +sdodgeb:0:105CC1:00:501:Drain All Energy Now!PL1(3/3) +sdodgeb:0:105FDA:8F:000:Always have Max Power PL2 +sdodgeb:0:105CC5:FF:000:Infinite Energy PL2 (1/3) +sdodgeb:0:105CC7:FF:500:Infinite Energy PL2 (2/3) +sdodgeb:0:105CC9:FF:500:Infinite Energy PL2 (3/3) +sdodgeb:0:105CC5:00:001:Drain All Energy Now!PL2(1/3) +sdodgeb:0:105CC7:00:501:Drain All Energy Now!PL2(2/3) +sdodgeb:0:105CC9:00:501:Drain All Energy Now!PL2(3/3) + +; [ Space Dungeon ] +sdungeon:0:86E6:05:000:Infinite Lives PL1 +sdungeon:0:86E7:05:000:Infinite Lives PL2 + +; [ SAR - Search And Rescue (World) ] +searchar:0:040121:99:000:Infinite Lives PL1 +searchar:0:0400F5:78:000:Invincibility PL1 (1/2) +searchar:0:040603:10:520:Invincibility PL1 (2/2) +searchar:0:0405FF:00:000:Always have normal weapon PL1 +searchar:0:0405FF:01:000:Always have flame thrower PL1 +searchar:0:0405FF:02:000:Always have rocket launchrPL1 +searchar:0:0405FF:00:001:Get normal weapon Now! PL1 +searchar:0:0405FF:01:001:Get flame thrower Now! PL1 +searchar:0:0405FF:02:001:Get rocket launchr Now! PL1 +searchar:0:040123:99:000:Infinite Lives PL2 +searchar:0:040105:78:000:Invincibility PL2 (1/2) +searchar:0:040643:10:520:Invincibility PL2 (2/2) +searchar:0:04063F:00:000:Always have normal weapon PL2 +searchar:0:04063F:01:000:Always have flame thrower PL2 +searchar:0:04063F:02:000:Always have rocket launchrPL2 +searchar:0:04063F:00:001:Get normal weapon Now! PL2 +searchar:0:04063F:01:001:Get flame thrower Now! PL2 +searchar:0:04063F:02:001:Get rocket launchr Now! PL2 + +; [ Sea Wolf ] +seawolf:0:2002:99:000:Infinite Time + +; [ Sea Wolf II ] +seawolf2:0:C1DB:99:000:Infinite Time + +; [ Secret Agent (World) ] +secretag:0:306AD2:49:000:Infinite Time +secretag:0:3050C0:09:000:Infinite Energy +secretag:0:305367:99:000:Infinite Normal Ammo +secretag:0:305369:99:000:Infinite Machine Gun Ammo +secretag:0:305374:05:001:Get the golden gun +secretag:0:306377:99:000:Infinite golden gun time + +; [ Section Z (set 1) ] +sectionz:0:CDA0:0B:000:Infinite Lives +sectionz:0:C100:FF:000:Invincibility +sectionz:0:C08F:04:000:Maximum Power +sectionz:0:C10F:03:000:Maximum Speed + +; [ Sector Zone ] +sectrzon:0:78A1:99:000:Infinite Lives +sectrzon:0:78A6:90:000:Infinite Energy +sectrzon:0:781A:04:000:Invincibility + +; [ Sega Ninja ] +seganinj:0:C02C:09:000:Infinite Lives PL1 +seganinj:0:C02D:09:000:Infinite Lives PL2 +seganinj:0:C039:00:000:Infinite Time (1/3) +seganinj:0:EEF8:14:500:Infinite Time (2/3) +seganinj:0:C08C:F8:500:Infinite Time (3/3) +seganinj:0:C303:40:000:Invincibility 'ON':This cheat is Buggy +seganinj:0:C303:C0:001:Invincibility 'OFF' + +; [ Sega Ninja (not encrypted) ] +seganinu:0:C02C:09:000:Infinite Lives PL1 +seganinu:0:C02D:09:000:Infinite Lives PL2 +seganinu:0:C039:00:000:Infinite Time (1/3) +seganinu:0:EEF8:14:500:Infinite Time (2/3) +seganinu:0:C08C:F8:500:Infinite Time (3/3) +seganinu:0:C303:40:000:Invincibility 'ON':This cheat is Buggy +seganinu:0:C303:C0:001:Invincibility 'OFF' + +; [ Seicross ] +seicross:0:78A1:99:000:Infinite Lives +seicross:0:78A6:90:000:Infinite Energy +seicross:0:781A:04:000:Invincibility + +; [ Sengoku / Sengoku Denshou (set 2) ] +sengokh:0:1000B3:02:000:Infinite Lives PL1 +sengokh:0:100305:06:000:Infinite Energy PL1 +sengokh:0:100336:0F:000:Enable Transformations PL1 +sengokh:0:100365:60:000:Change Time Ninja PL1 +sengokh:0:100367:60:000:Change Time Samourai PL1 +sengokh:0:100369:60:000:Change Time Dog PL1 +sengokh:0:100380:04:000:Permanent Weapons PL1 +sengokh:0:1002F9:00:001:No weapons PL1 +sengokh:0:1002F9:01:001:Get Red Sphere PL1 +sengokh:0:1002F9:02:001:Get Blue Sphere PL1 +sengokh:0:1002F9:03:001:Get Purple Sphere PL1 +sengokh:0:1002F9:04:001:Get Yellow Sphere PL1 +sengokh:0:1002F9:05:001:Get Unknown Power 1 PL1 +sengokh:0:1002F9:06:001:Get Unknown Power 2 PL1 +sengokh:0:1002F9:07:001:Get Unknown Power 3 PL1 +sengokh:0:1000B5:02:000:Infinite Lives PL2 +sengokh:0:100405:06:000:Infinite Energy PL2 +sengokh:0:100436:0F:000:Enable Transformations PL2 +sengokh:0:100465:60:000:Change Time Ninja PL2 +sengokh:0:100467:60:000:Change Time Samourai PL2 +sengokh:0:100469:60:000:Change Time Dog PL2 +sengokh:0:100480:04:000:Permanent Weapons PL2 +sengokh:0:1003F9:00:001:No weapons PL2 +sengokh:0:1003F9:01:001:Get Red Sphere PL2 +sengokh:0:1003F9:02:001:Get Blue Sphere PL2 +sengokh:0:1003F9:03:001:Get Purple Sphere PL2 +sengokh:0:1003F9:04:001:Get Yellow Sphere PL2 +sengokh:0:1003F9:05:001:Get Unknown Power 1 PL2 +sengokh:0:1003F9:06:001:Get Unknown Power 2 PL2 +sengokh:0:1003F9:07:001:Get Unknown Power 3 PL2 + +; [ Sengoku / Sengoku Denshou (set 1) ] +sengoku:0:1000B3:02:000:Infinite Lives PL1 +sengoku:0:100305:06:000:Infinite Energy PL1 +sengoku:0:100336:0F:000:Enable Transformations PL1 +sengoku:0:100365:60:000:Change Time Ninja PL1 +sengoku:0:100367:60:000:Change Time Samourai PL1 +sengoku:0:100369:60:000:Change Time Dog PL1 +sengoku:0:100380:04:000:Permanent Weapons PL1 +sengoku:0:1002F9:00:001:No weapons PL1 +sengoku:0:1002F9:01:001:Get Red Sphere PL1 +sengoku:0:1002F9:02:001:Get Blue Sphere PL1 +sengoku:0:1002F9:03:001:Get Purple Sphere PL1 +sengoku:0:1002F9:04:001:Get Yellow Sphere PL1 +sengoku:0:1002F9:05:001:Get Unknown Power 1 PL1 +sengoku:0:1002F9:06:001:Get Unknown Power 2 PL1 +sengoku:0:1002F9:07:001:Get Unknown Power 3 PL1 +sengoku:0:1000B5:02:000:Infinite Lives PL2 +sengoku:0:100405:06:000:Infinite Energy PL2 +sengoku:0:100436:0F:000:Enable Transformations PL2 +sengoku:0:100465:60:000:Change Time Ninja PL2 +sengoku:0:100467:60:000:Change Time Samourai PL2 +sengoku:0:100469:60:000:Change Time Dog PL2 +sengoku:0:100480:04:000:Permanent Weapons PL2 +sengoku:0:1003F9:00:001:No weapons PL2 +sengoku:0:1003F9:01:001:Get Red Sphere PL2 +sengoku:0:1003F9:02:001:Get Blue Sphere PL2 +sengoku:0:1003F9:03:001:Get Purple Sphere PL2 +sengoku:0:1003F9:04:001:Get Yellow Sphere PL2 +sengoku:0:1003F9:05:001:Get Unknown Power 1 PL2 +sengoku:0:1003F9:06:001:Get Unknown Power 2 PL2 +sengoku:0:1003F9:07:001:Get Unknown Power 3 PL2 + +; [ Sengoku 2 / Sengoku Denshou 2 ] +sengoku2:0:1001AF:03:000:Infinite Lives PL1 +sengoku2:0:102CF3:06:000:Infinite Energy PL1 +sengoku2:0:102D1E:10:000:Permanent Weapons PL1 +sengoku2:0:102D5F:3C:000:Change Time Ninja PL1 +sengoku2:0:102D60:3C:000:Change Time Old Man PL1 +sengoku2:0:102D61:3C:000:Change Time Dog PL1 +sengoku2:0:102D29:00:001:Standard Weapon PL1 +sengoku2:0:102D29:01:001:Get Blue Sphere PL1 +sengoku2:0:102D29:02:001:Get Pink Sphere PL1 +sengoku2:0:102D29:03:001:Get Yellow Sphere PL1 +sengoku2:0:1001B1:03:000:Infinite Lives PL2 +sengoku2:0:102DF3:06:000:Infinite Energy PL2 +sengoku2:0:102E1E:10:000:Permanent Weapons PL2 +sengoku2:0:102E5F:3C:000:Change Time Ninja PL2 +sengoku2:0:102E60:3C:000:Change Time Old Man PL2 +sengoku2:0:102E61:3C:000:Change Time Dog PL2 +sengoku2:0:102E29:00:001:Standard Weapon PL2 +sengoku2:0:102E29:01:001:Get Blue Sphere PL2 +sengoku2:0:102E29:02:001:Get Pink Sphere PL2 +sengoku2:0:102E29:03:001:Get Yellow Sphere PL2 + +; [ Senjyo ] +senjyo:0:8002:03:000:Infinite Lives PL1 +senjyo:0:8003:03:000:Infinite Lives PL2 + +; [ Sente Diagnostic Cartridge ] +sentetst:0:000000:00:999:[Now you really don't expect] +sentetst:0:000000:00:999:[a cheat for this diagnostic] +sentetst:0:000000:00:999:[cartridge......DO YOU??!! ] + +; [ SAR - Search And Rescue (US) ] +sercharu:0:040121:99:000:Infinite Lives PL1 +sercharu:0:0400F5:78:000:Invincibility PL1 (1/2) +sercharu:0:040603:10:520:Invincibility PL1 (2/2) +sercharu:0:0405FF:00:000:Always have normal weapon PL1 +sercharu:0:0405FF:01:000:Always have flame thrower PL1 +sercharu:0:0405FF:02:000:Always have rocket launchrPL1 +sercharu:0:0405FF:00:001:Get normal weapon Now! PL1 +sercharu:0:0405FF:01:001:Get flame thrower Now! PL1 +sercharu:0:0405FF:02:001:Get rocket launchr Now! PL1 +sercharu:0:040123:99:000:Infinite Lives PL2 +sercharu:0:040105:78:000:Invincibility PL2 (1/2) +sercharu:0:040643:10:520:Invincibility PL2 (2/2) +sercharu:0:04063F:00:000:Always have normal weapon PL2 +sercharu:0:04063F:01:000:Always have flame thrower PL2 +sercharu:0:04063F:02:000:Always have rocket launchrPL2 +sercharu:0:04063F:00:001:Get normal weapon Now! PL2 +sercharu:0:04063F:01:001:Get flame thrower Now! PL2 +sercharu:0:04063F:02:001:Get rocket launchr Now! PL2 + +; [ Street Fighter (World) ] +sf1:0:FF8E1A:09:000:Infinite Time +sf1:0:FFC66B:00:000:Energy always = 0 CPU (1/2) +sf1:0:FFC66A:00:500:Energy always = 0 CPU (2/2) +sf1:0:FFC66C:00:000:Rounds won always = 0 CPU +sf1:0:FFC66B:00:001:Energy = 0 Now! CPU (1/2) +sf1:0:FFC66A:00:501:Energy = 0 Now! CPU (2/2) +sf1:0:FFC66C:00:000:Rounds won = 0 Now! CPU +sf1:0:FF86B7:0B:000:Infinite Energy PL1 (1/2) +sf1:0:FF86B6:04:500:Infinite Energy PL1 (2/2) +sf1:0:FF86B8:02:000:Finish round to win match PL1 +sf1:0:FF86B7:00:000:Energy always = 0 PL1 (1/2) +sf1:0:FF86B6:00:500:Energy always = 0 PL1 (2/2) +sf1:0:FF86B8:00:000:Rounds won always = 0 PL1 +sf1:0:FF86B7:00:001:Energy = 0 Now! PL1 (1/2) +sf1:0:FF86B6:00:501:Energy = 0 Now! PL1 (2/2) +sf1:0:FF86B8:00:000:Rounds won = 0 Now! PL1 +sf1:0:FF86E1:0B:000:Infinite Energy PL2 (1/2) +sf1:0:FF86E0:04:500:Infinite Energy PL2 (2/2) +sf1:0:FF86E2:02:000:Finish round to win match PL2 +sf1:0:FF86E1:00:000:Energy always = 0 PL2 (1/2) +sf1:0:FF86E0:00:500:Energy always = 0 PL2 (2/2) +sf1:0:FF86E2:00:000:Rounds won always = 0 PL2 +sf1:0:FF86E1:00:001:Energy = 0 Now! PL2 (1/2) +sf1:0:FF86E0:00:501:Energy = 0 Now! PL2 (2/2) +sf1:0:FF86E2:00:000:Rounds won = 0 Now! PL2 + +; [ Street Fighter (Japan) ] +sf1jp:0:FF8E1A:09:000:Infinite Time +sf1jp:0:FFC66B:00:000:Energy always = 0 CPU (1/2) +sf1jp:0:FFC66A:00:500:Energy always = 0 CPU (2/2) +sf1jp:0:FFC66C:00:000:Rounds won always = 0 CPU +sf1jp:0:FFC66B:00:001:Energy = 0 Now! CPU (1/2) +sf1jp:0:FFC66A:00:501:Energy = 0 Now! CPU (2/2) +sf1jp:0:FFC66C:00:000:Rounds won = 0 Now! CPU +sf1jp:0:FF86B7:0B:000:Infinite Energy PL1 (1/2) +sf1jp:0:FF86B6:04:500:Infinite Energy PL1 (2/2) +sf1jp:0:FF86B8:02:000:Finish round to win match PL1 +sf1jp:0:FF86B7:00:000:Energy always = 0 PL1 (1/2) +sf1jp:0:FF86B6:00:500:Energy always = 0 PL1 (2/2) +sf1jp:0:FF86B8:00:000:Rounds won always = 0 PL1 +sf1jp:0:FF86B7:00:001:Energy = 0 Now! PL1 (1/2) +sf1jp:0:FF86B6:00:501:Energy = 0 Now! PL1 (2/2) +sf1jp:0:FF86B8:00:000:Rounds won = 0 Now! PL1 +sf1jp:0:FF86E1:0B:000:Infinite Energy PL2 (1/2) +sf1jp:0:FF86E0:04:500:Infinite Energy PL2 (2/2) +sf1jp:0:FF86E2:02:000:Finish round to win match PL2 +sf1jp:0:FF86E1:00:000:Energy always = 0 PL2 (1/2) +sf1jp:0:FF86E0:00:500:Energy always = 0 PL2 (2/2) +sf1jp:0:FF86E2:00:000:Rounds won always = 0 PL2 +sf1jp:0:FF86E1:00:001:Energy = 0 Now! PL2 (1/2) +sf1jp:0:FF86E0:00:501:Energy = 0 Now! PL2 (2/2) +sf1jp:0:FF86E2:00:000:Rounds won = 0 Now! PL2 + +; [ Street Fighter (US) ] +sf1us:0:FF8E1A:09:000:Infinite Time +sf1us:0:FFC66B:00:000:Energy always = 0 CPU (1/2) +sf1us:0:FFC66A:00:500:Energy always = 0 CPU (2/2) +sf1us:0:FFC66C:00:000:Rounds won always = 0 CPU +sf1us:0:FFC66B:00:001:Energy = 0 Now! CPU (1/2) +sf1us:0:FFC66A:00:501:Energy = 0 Now! CPU (2/2) +sf1us:0:FFC66C:00:000:Rounds won = 0 Now! CPU +sf1us:0:FF86B7:0B:000:Infinite Energy PL1 (1/2) +sf1us:0:FF86B6:04:500:Infinite Energy PL1 (2/2) +sf1us:0:FF86B8:02:000:Finish round to win match PL1 +sf1us:0:FF86B7:00:000:Energy always = 0 PL1 (1/2) +sf1us:0:FF86B6:00:500:Energy always = 0 PL1 (2/2) +sf1us:0:FF86B8:00:000:Rounds won always = 0 PL1 +sf1us:0:FF86B7:00:001:Energy = 0 Now! PL1 (1/2) +sf1us:0:FF86B6:00:501:Energy = 0 Now! PL1 (2/2) +sf1us:0:FF86B8:00:000:Rounds won = 0 Now! PL1 +sf1us:0:FF86E1:0B:000:Infinite Energy PL2 (1/2) +sf1us:0:FF86E0:04:500:Infinite Energy PL2 (2/2) +sf1us:0:FF86E2:02:000:Finish round to win match PL2 +sf1us:0:FF86E1:00:000:Energy always = 0 PL2 (1/2) +sf1us:0:FF86E0:00:500:Energy always = 0 PL2 (2/2) +sf1us:0:FF86E2:00:000:Rounds won always = 0 PL2 +sf1us:0:FF86E1:00:001:Energy = 0 Now! PL2 (1/2) +sf1us:0:FF86E0:00:501:Energy = 0 Now! PL2 (2/2) +sf1us:0:FF86E2:00:000:Rounds won = 0 Now! PL2 + +; [ Street Fighter II - The World Warrior (World 910214) ] +sf2:0:000000:00:999:[You must turnoff all cheats] +sf2:0:000000:00:999:[with F5 at the beginning of] +sf2:0:000000:00:999:[the bonus levels. ] +sf2:0:FF8ACE:99:000:Infinite Time +sf2:0:FF89CD:09:001:Next level = Last level +sf2:0:FF89CD:0A:001:Lose a credit = Last level +sf2:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2:0:FF8656:02:000:Finish round to win match PL1 +sf2:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2:0:FF8657:00:001:Play with Ryu PL1 +sf2:0:FF8657:01:001:Play with E. Honda PL1 +sf2:0:FF8657:02:001:Play with Blanka PL1 +sf2:0:FF8657:03:001:Play with Guile PL1 +sf2:0:FF8657:04:001:Play with Ken PL1 +sf2:0:FF8657:05:001:Play with Chun Li PL1 +sf2:0:FF8657:06:001:Play with Zangief PL1 +sf2:0:FF8657:07:001:Play with Dhalsim PL1 +sf2:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2:0:FF8956:02:000:Finish round to win match PL2 +sf2:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2:0:FF8957:00:001:Play with Ryu PL2 +sf2:0:FF8957:01:001:Play with E. Honda PL2 +sf2:0:FF8957:02:001:Play with Blanka PL2 +sf2:0:FF8957:03:001:Play with Guile PL2 +sf2:0:FF8957:04:001:Play with Ken PL2 +sf2:0:FF8957:05:001:Play with Chun Li PL2 +sf2:0:FF8957:06:001:Play with Zangief PL2 +sf2:0:FF8957:07:001:Play with Dhalsim PL2 +sf2:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II - The World Warrior (US 910206) ] +sf2a:0:000000:00:999:[You must turnoff all cheats] +sf2a:0:000000:00:999:[with F5 at the beginning of] +sf2a:0:000000:00:999:[the bonus levels. ] +sf2a:0:FF8ACE:99:000:Infinite Time +sf2a:0:FF89CD:09:001:Next level = Last level +sf2a:0:FF89CD:0A:001:Lose a credit = Last level +sf2a:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2a:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2a:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2a:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2a:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2a:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2a:0:FF8656:02:000:Finish round to win match PL1 +sf2a:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2a:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2a:0:FF8657:00:001:Play with Ryu PL1 +sf2a:0:FF8657:01:001:Play with E. Honda PL1 +sf2a:0:FF8657:02:001:Play with Blanka PL1 +sf2a:0:FF8657:03:001:Play with Guile PL1 +sf2a:0:FF8657:04:001:Play with Ken PL1 +sf2a:0:FF8657:05:001:Play with Chun Li PL1 +sf2a:0:FF8657:06:001:Play with Zangief PL1 +sf2a:0:FF8657:07:001:Play with Dhalsim PL1 +sf2a:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2a:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2a:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2a:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2a:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2a:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2a:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2a:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2a:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2a:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2a:0:FF8956:02:000:Finish round to win match PL2 +sf2a:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2a:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2a:0:FF8957:00:001:Play with Ryu PL2 +sf2a:0:FF8957:01:001:Play with E. Honda PL2 +sf2a:0:FF8957:02:001:Play with Blanka PL2 +sf2a:0:FF8957:03:001:Play with Guile PL2 +sf2a:0:FF8957:04:001:Play with Ken PL2 +sf2a:0:FF8957:05:001:Play with Chun Li PL2 +sf2a:0:FF8957:06:001:Play with Zangief PL2 +sf2a:0:FF8957:07:001:Play with Dhalsim PL2 +sf2a:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2a:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2a:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2a:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (Accelerator Pt.II) ] +sf2accp2:0:000000:00:999:[You must turnoff all cheats] +sf2accp2:0:000000:00:999:[with F5 at the beginning of] +sf2accp2:0:000000:00:999:[the bonus levels. ] +sf2accp2:0:FF8ABE:99:000:Infinite Time +sf2accp2:0:FF89C1:0A:001:Next level = Last level +sf2accp2:0:FF89C1:0B:001:Lose a credit = Last level +sf2accp2:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2accp2:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2accp2:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2accp2:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2accp2:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2accp2:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2accp2:0:FF864E:02:000:Finish round to win match PL1 +sf2accp2:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2accp2:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2accp2:0:FF864F:00:001:Play with Ryu PL1 +sf2accp2:0:FF864F:01:001:Play with E. Honda PL1 +sf2accp2:0:FF864F:02:001:Play with Blanka PL1 +sf2accp2:0:FF864F:03:001:Play with Guile PL1 +sf2accp2:0:FF864F:04:001:Play with Ken PL1 +sf2accp2:0:FF864F:05:001:Play with Chun Li PL1 +sf2accp2:0:FF864F:06:001:Play with Zangief PL1 +sf2accp2:0:FF864F:07:001:Play with Dhalsim PL1 +sf2accp2:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2accp2:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2accp2:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2accp2:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2accp2:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2accp2:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2accp2:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2accp2:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2accp2:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2accp2:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2accp2:0:FF894E:02:000:Finish round to win match PL2 +sf2accp2:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2accp2:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2accp2:0:FF894F:00:001:Play with Ryu PL2 +sf2accp2:0:FF894F:01:001:Play with E. Honda PL2 +sf2accp2:0:FF894F:02:001:Play with Blanka PL2 +sf2accp2:0:FF894F:03:001:Play with Guile PL2 +sf2accp2:0:FF894F:04:001:Play with Ken PL2 +sf2accp2:0:FF894F:05:001:Play with Chun Li PL2 +sf2accp2:0:FF894F:06:001:Play with Zangief PL2 +sf2accp2:0:FF894F:07:001:Play with Dhalsim PL2 +sf2accp2:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2accp2:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2accp2:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2accp2:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II - The World Warrior (US 910214) ] +sf2b:0:000000:00:999:[You must turnoff all cheats] +sf2b:0:000000:00:999:[with F5 at the beginning of] +sf2b:0:000000:00:999:[the bonus levels. ] +sf2b:0:FF8ACE:99:000:Infinite Time +sf2b:0:FF89CD:09:001:Next level = Last level +sf2b:0:FF89CD:0A:001:Lose a credit = Last level +sf2b:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2b:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2b:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2b:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2b:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2b:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2b:0:FF8656:02:000:Finish round to win match PL1 +sf2b:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2b:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2b:0:FF8657:00:001:Play with Ryu PL1 +sf2b:0:FF8657:01:001:Play with E. Honda PL1 +sf2b:0:FF8657:02:001:Play with Blanka PL1 +sf2b:0:FF8657:03:001:Play with Guile PL1 +sf2b:0:FF8657:04:001:Play with Ken PL1 +sf2b:0:FF8657:05:001:Play with Chun Li PL1 +sf2b:0:FF8657:06:001:Play with Zangief PL1 +sf2b:0:FF8657:07:001:Play with Dhalsim PL1 +sf2b:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2b:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2b:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2b:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2b:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2b:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2b:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2b:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2b:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2b:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2b:0:FF8956:02:000:Finish round to win match PL2 +sf2b:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2b:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2b:0:FF8957:00:001:Play with Ryu PL2 +sf2b:0:FF8957:01:001:Play with E. Honda PL2 +sf2b:0:FF8957:02:001:Play with Blanka PL2 +sf2b:0:FF8957:03:001:Play with Guile PL2 +sf2b:0:FF8957:04:001:Play with Ken PL2 +sf2b:0:FF8957:05:001:Play with Chun Li PL2 +sf2b:0:FF8957:06:001:Play with Zangief PL2 +sf2b:0:FF8957:07:001:Play with Dhalsim PL2 +sf2b:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2b:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2b:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2b:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (World) ] +sf2ce:0:000000:00:999:[You must turnoff all cheats] +sf2ce:0:000000:00:999:[with F5 at the beginning of] +sf2ce:0:000000:00:999:[the bonus levels. ] +sf2ce:0:FF8ABE:99:000:Infinite Time +sf2ce:0:FF89C1:0A:001:Next level = Last level +sf2ce:0:FF89C1:0B:001:Lose a credit = Last level +sf2ce:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2ce:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2ce:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2ce:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2ce:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2ce:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2ce:0:FF864E:02:000:Finish round to win match PL1 +sf2ce:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2ce:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2ce:0:FF864F:00:001:Play with Ryu PL1 +sf2ce:0:FF864F:01:001:Play with E. Honda PL1 +sf2ce:0:FF864F:02:001:Play with Blanka PL1 +sf2ce:0:FF864F:03:001:Play with Guile PL1 +sf2ce:0:FF864F:04:001:Play with Ken PL1 +sf2ce:0:FF864F:05:001:Play with Chun Li PL1 +sf2ce:0:FF864F:06:001:Play with Zangief PL1 +sf2ce:0:FF864F:07:001:Play with Dhalsim PL1 +sf2ce:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2ce:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2ce:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2ce:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2ce:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2ce:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2ce:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2ce:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2ce:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2ce:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2ce:0:FF894E:02:000:Finish round to win match PL2 +sf2ce:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2ce:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2ce:0:FF894F:00:001:Play with Ryu PL2 +sf2ce:0:FF894F:01:001:Play with E. Honda PL2 +sf2ce:0:FF894F:02:001:Play with Blanka PL2 +sf2ce:0:FF894F:03:001:Play with Guile PL2 +sf2ce:0:FF894F:04:001:Play with Ken PL2 +sf2ce:0:FF894F:05:001:Play with Chun Li PL2 +sf2ce:0:FF894F:06:001:Play with Zangief PL2 +sf2ce:0:FF894F:07:001:Play with Dhalsim PL2 +sf2ce:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2ce:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2ce:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2ce:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (US rev A) ] +sf2cea:0:000000:00:999:[You must turnoff all cheats] +sf2cea:0:000000:00:999:[with F5 at the beginning of] +sf2cea:0:000000:00:999:[the bonus levels. ] +sf2cea:0:FF8ABE:99:000:Infinite Time +sf2cea:0:FF89C1:0A:001:Next level = Last level +sf2cea:0:FF89C1:0B:001:Lose a credit = Last level +sf2cea:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2cea:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2cea:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2cea:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2cea:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2cea:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2cea:0:FF864E:02:000:Finish round to win match PL1 +sf2cea:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2cea:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2cea:0:FF864F:00:001:Play with Ryu PL1 +sf2cea:0:FF864F:01:001:Play with E. Honda PL1 +sf2cea:0:FF864F:02:001:Play with Blanka PL1 +sf2cea:0:FF864F:03:001:Play with Guile PL1 +sf2cea:0:FF864F:04:001:Play with Ken PL1 +sf2cea:0:FF864F:05:001:Play with Chun Li PL1 +sf2cea:0:FF864F:06:001:Play with Zangief PL1 +sf2cea:0:FF864F:07:001:Play with Dhalsim PL1 +sf2cea:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2cea:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2cea:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2cea:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2cea:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2cea:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2cea:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2cea:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2cea:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2cea:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2cea:0:FF894E:02:000:Finish round to win match PL2 +sf2cea:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2cea:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2cea:0:FF894F:00:001:Play with Ryu PL2 +sf2cea:0:FF894F:01:001:Play with E. Honda PL2 +sf2cea:0:FF894F:02:001:Play with Blanka PL2 +sf2cea:0:FF894F:03:001:Play with Guile PL2 +sf2cea:0:FF894F:04:001:Play with Ken PL2 +sf2cea:0:FF894F:05:001:Play with Chun Li PL2 +sf2cea:0:FF894F:06:001:Play with Zangief PL2 +sf2cea:0:FF894F:07:001:Play with Dhalsim PL2 +sf2cea:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2cea:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2cea:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2cea:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (US rev B) ] +sf2ceb:0:000000:00:999:[You must turnoff all cheats] +sf2ceb:0:000000:00:999:[with F5 at the beginning of] +sf2ceb:0:000000:00:999:[the bonus levels. ] +sf2ceb:0:FF8ABE:99:000:Infinite Time +sf2ceb:0:FF89C1:0A:001:Next level = Last level +sf2ceb:0:FF89C1:0B:001:Lose a credit = Last level +sf2ceb:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2ceb:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2ceb:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2ceb:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2ceb:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2ceb:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2ceb:0:FF864E:02:000:Finish round to win match PL1 +sf2ceb:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2ceb:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2ceb:0:FF864F:00:001:Play with Ryu PL1 +sf2ceb:0:FF864F:01:001:Play with E. Honda PL1 +sf2ceb:0:FF864F:02:001:Play with Blanka PL1 +sf2ceb:0:FF864F:03:001:Play with Guile PL1 +sf2ceb:0:FF864F:04:001:Play with Ken PL1 +sf2ceb:0:FF864F:05:001:Play with Chun Li PL1 +sf2ceb:0:FF864F:06:001:Play with Zangief PL1 +sf2ceb:0:FF864F:07:001:Play with Dhalsim PL1 +sf2ceb:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2ceb:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2ceb:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2ceb:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2ceb:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2ceb:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2ceb:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2ceb:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2ceb:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2ceb:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2ceb:0:FF894E:02:000:Finish round to win match PL2 +sf2ceb:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2ceb:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2ceb:0:FF894F:00:001:Play with Ryu PL2 +sf2ceb:0:FF894F:01:001:Play with E. Honda PL2 +sf2ceb:0:FF894F:02:001:Play with Blanka PL2 +sf2ceb:0:FF894F:03:001:Play with Guile PL2 +sf2ceb:0:FF894F:04:001:Play with Ken PL2 +sf2ceb:0:FF894F:05:001:Play with Chun Li PL2 +sf2ceb:0:FF894F:06:001:Play with Zangief PL2 +sf2ceb:0:FF894F:07:001:Play with Dhalsim PL2 +sf2ceb:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2ceb:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2ceb:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2ceb:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (Japan) ] +sf2cej:0:000000:00:999:[You must turnoff all cheats] +sf2cej:0:000000:00:999:[with F5 at the beginning of] +sf2cej:0:000000:00:999:[the bonus levels. ] +sf2cej:0:FF8ABE:99:000:Infinite Time +sf2cej:0:FF89C1:0A:001:Next level = Last level +sf2cej:0:FF89C1:0B:001:Lose a credit = Last level +sf2cej:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2cej:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2cej:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2cej:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2cej:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2cej:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2cej:0:FF864E:02:000:Finish round to win match PL1 +sf2cej:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2cej:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2cej:0:FF864F:00:001:Play with Ryu PL1 +sf2cej:0:FF864F:01:001:Play with E. Honda PL1 +sf2cej:0:FF864F:02:001:Play with Blanka PL1 +sf2cej:0:FF864F:03:001:Play with Guile PL1 +sf2cej:0:FF864F:04:001:Play with Ken PL1 +sf2cej:0:FF864F:05:001:Play with Chun Li PL1 +sf2cej:0:FF864F:06:001:Play with Zangief PL1 +sf2cej:0:FF864F:07:001:Play with Dhalsim PL1 +sf2cej:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2cej:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2cej:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2cej:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2cej:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2cej:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2cej:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2cej:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2cej:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2cej:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2cej:0:FF894E:02:000:Finish round to win match PL2 +sf2cej:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2cej:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2cej:0:FF894F:00:001:Play with Ryu PL2 +sf2cej:0:FF894F:01:001:Play with E. Honda PL2 +sf2cej:0:FF894F:02:001:Play with Blanka PL2 +sf2cej:0:FF894F:03:001:Play with Guile PL2 +sf2cej:0:FF894F:04:001:Play with Ken PL2 +sf2cej:0:FF894F:05:001:Play with Chun Li PL2 +sf2cej:0:FF894F:06:001:Play with Zangief PL2 +sf2cej:0:FF894F:07:001:Play with Dhalsim PL2 +sf2cej:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2cej:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2cej:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2cej:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II - The World Warrior (US 910228) ] +sf2e:0:000000:00:999:[You must turnoff all cheats] +sf2e:0:000000:00:999:[with F5 at the beginning of] +sf2e:0:000000:00:999:[the bonus levels. ] +sf2e:0:FF8ACE:99:000:Infinite Time +sf2e:0:FF89CD:09:001:Next level = Last level +sf2e:0:FF89CD:0A:001:Lose a credit = Last level +sf2e:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2e:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2e:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2e:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2e:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2e:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2e:0:FF8656:02:000:Finish round to win match PL1 +sf2e:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2e:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2e:0:FF8657:00:001:Play with Ryu PL1 +sf2e:0:FF8657:01:001:Play with E. Honda PL1 +sf2e:0:FF8657:02:001:Play with Blanka PL1 +sf2e:0:FF8657:03:001:Play with Guile PL1 +sf2e:0:FF8657:04:001:Play with Ken PL1 +sf2e:0:FF8657:05:001:Play with Chun Li PL1 +sf2e:0:FF8657:06:001:Play with Zangief PL1 +sf2e:0:FF8657:07:001:Play with Dhalsim PL1 +sf2e:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2e:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2e:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2e:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2e:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2e:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2e:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2e:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2e:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2e:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2e:0:FF8956:02:000:Finish round to win match PL2 +sf2e:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2e:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2e:0:FF8957:00:001:Play with Ryu PL2 +sf2e:0:FF8957:01:001:Play with E. Honda PL2 +sf2e:0:FF8957:02:001:Play with Blanka PL2 +sf2e:0:FF8957:03:001:Play with Guile PL2 +sf2e:0:FF8957:04:001:Play with Ken PL2 +sf2e:0:FF8957:05:001:Play with Chun Li PL2 +sf2e:0:FF8957:06:001:Play with Zangief PL2 +sf2e:0:FF8957:07:001:Play with Dhalsim PL2 +sf2e:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2e:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2e:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2e:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II - The World Warrior (Japan 911210) ] +sf2j:0:000000:00:999:[You must turnoff all cheats] +sf2j:0:000000:00:999:[with F5 at the beginning of] +sf2j:0:000000:00:999:[the bonus levels. ] +sf2j:0:FF8ACE:99:000:Infinite Time +sf2j:0:FF89CD:09:001:Next level = Last level +sf2j:0:FF89CD:0A:001:Lose a credit = Last level +sf2j:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2j:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2j:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2j:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2j:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2j:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2j:0:FF8656:02:000:Finish round to win match PL1 +sf2j:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2j:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2j:0:FF8657:00:001:Play with Ryu PL1 +sf2j:0:FF8657:01:001:Play with E. Honda PL1 +sf2j:0:FF8657:02:001:Play with Blanka PL1 +sf2j:0:FF8657:03:001:Play with Guile PL1 +sf2j:0:FF8657:04:001:Play with Ken PL1 +sf2j:0:FF8657:05:001:Play with Chun Li PL1 +sf2j:0:FF8657:06:001:Play with Zangief PL1 +sf2j:0:FF8657:07:001:Play with Dhalsim PL1 +sf2j:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2j:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2j:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2j:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2j:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2j:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2j:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2j:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2j:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2j:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2j:0:FF8956:02:000:Finish round to win match PL2 +sf2j:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2j:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2j:0:FF8957:00:001:Play with Ryu PL2 +sf2j:0:FF8957:01:001:Play with E. Honda PL2 +sf2j:0:FF8957:02:001:Play with Blanka PL2 +sf2j:0:FF8957:03:001:Play with Guile PL2 +sf2j:0:FF8957:04:001:Play with Ken PL2 +sf2j:0:FF8957:05:001:Play with Chun Li PL2 +sf2j:0:FF8957:06:001:Play with Zangief PL2 +sf2j:0:FF8957:07:001:Play with Dhalsim PL2 +sf2j:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2j:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2j:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2j:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II - The World Warrior (Japan 910214) ] +sf2jb:0:000000:00:999:[You must turnoff all cheats] +sf2jb:0:000000:00:999:[with F5 at the beginning of] +sf2jb:0:000000:00:999:[the bonus levels. ] +sf2jb:0:FF8ACE:99:000:Infinite Time +sf2jb:0:FF89CD:09:001:Next level = Last level +sf2jb:0:FF89CD:0A:001:Lose a credit = Last level +sf2jb:0:FF83F1:90:000:Infinite Energy PL1 (1/2) +sf2jb:0:FF8583:90:500:Infinite Energy PL1 (2/2) +sf2jb:0:FF83F1:00:000:Energy always = 0 PL1 (1/2) +sf2jb:0:FF8583:00:500:Energy always = 0 PL1 (2/2) +sf2jb:0:FF83F1:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2jb:0:FF8583:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2jb:0:FF8656:02:000:Finish round to win match PL1 +sf2jb:0:FF8656:00:000:Rounds won always set = 0 PL1 +sf2jb:0:FF8656:00:001:Rounds won set = 0 Now! PL1 +sf2jb:0:FF8657:00:001:Play with Ryu PL1 +sf2jb:0:FF8657:01:001:Play with E. Honda PL1 +sf2jb:0:FF8657:02:001:Play with Blanka PL1 +sf2jb:0:FF8657:03:001:Play with Guile PL1 +sf2jb:0:FF8657:04:001:Play with Ken PL1 +sf2jb:0:FF8657:05:001:Play with Chun Li PL1 +sf2jb:0:FF8657:06:001:Play with Zangief PL1 +sf2jb:0:FF8657:07:001:Play with Dhalsim PL1 +sf2jb:0:FF8657:08:001:Play with M. Bison PL1 (bug!) +sf2jb:0:FF8657:09:001:Play with Sagat PL1 (bug!) +sf2jb:0:FF8657:0A:001:Play with Balrog PL1 (bug!) +sf2jb:0:FF8657:0B:001:Play with Vega PL1 (bug!) +sf2jb:0:FF86F1:90:000:Infinite Energy PL2 (1/2) +sf2jb:0:FF8883:90:500:Infinite Energy PL2 (2/2) +sf2jb:0:FF86F1:00:000:Energy always = 0 PL2 (1/2) +sf2jb:0:FF8883:00:500:Energy always = 0 PL2 (2/2) +sf2jb:0:FF86F1:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2jb:0:FF8883:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2jb:0:FF8956:02:000:Finish round to win match PL2 +sf2jb:0:FF8956:00:000:Rounds won always set = 0 PL2 +sf2jb:0:FF8956:00:001:Rounds won set = 0 Now! PL2 +sf2jb:0:FF8957:00:001:Play with Ryu PL2 +sf2jb:0:FF8957:01:001:Play with E. Honda PL2 +sf2jb:0:FF8957:02:001:Play with Blanka PL2 +sf2jb:0:FF8957:03:001:Play with Guile PL2 +sf2jb:0:FF8957:04:001:Play with Ken PL2 +sf2jb:0:FF8957:05:001:Play with Chun Li PL2 +sf2jb:0:FF8957:06:001:Play with Zangief PL2 +sf2jb:0:FF8957:07:001:Play with Dhalsim PL2 +sf2jb:0:FF8957:08:001:Play with M. Bison PL2 (bug!) +sf2jb:0:FF8957:09:001:Play with Sagat PL2 (bug!) +sf2jb:0:FF8957:0A:001:Play with Balrog PL2 bug!) +sf2jb:0:FF8957:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (Rainbow) ] +sf2rb:0:000000:00:999:[You must turnoff all cheats] +sf2rb:0:000000:00:999:[with F5 at the beginning of] +sf2rb:0:000000:00:999:[the bonus levels. ] +sf2rb:0:FF8ABE:99:000:Infinite Time +sf2rb:0:FF89C1:0A:001:Next level = Last level +sf2rb:0:FF89C1:0B:001:Lose a credit = Last level +sf2rb:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2rb:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2rb:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2rb:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2rb:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2rb:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2rb:0:FF864E:02:000:Finish round to win match PL1 +sf2rb:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2rb:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2rb:0:FF864F:00:001:Play with Ryu PL1 +sf2rb:0:FF864F:01:001:Play with E. Honda PL1 +sf2rb:0:FF864F:02:001:Play with Blanka PL1 +sf2rb:0:FF864F:03:001:Play with Guile PL1 +sf2rb:0:FF864F:04:001:Play with Ken PL1 +sf2rb:0:FF864F:05:001:Play with Chun Li PL1 +sf2rb:0:FF864F:06:001:Play with Zangief PL1 +sf2rb:0:FF864F:07:001:Play with Dhalsim PL1 +sf2rb:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2rb:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2rb:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2rb:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2rb:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2rb:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2rb:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2rb:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2rb:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2rb:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2rb:0:FF894E:02:000:Finish round to win match PL2 +sf2rb:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2rb:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2rb:0:FF894F:00:001:Play with Ryu PL2 +sf2rb:0:FF894F:01:001:Play with E. Honda PL2 +sf2rb:0:FF894F:02:001:Play with Blanka PL2 +sf2rb:0:FF894F:03:001:Play with Guile PL2 +sf2rb:0:FF894F:04:001:Play with Ken PL2 +sf2rb:0:FF894F:05:001:Play with Chun Li PL2 +sf2rb:0:FF894F:06:001:Play with Zangief PL2 +sf2rb:0:FF894F:07:001:Play with Dhalsim PL2 +sf2rb:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2rb:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2rb:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2rb:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' - Champion Edition (Red Wave) ] +sf2red:0:000000:00:999:[You must turnoff all cheats] +sf2red:0:000000:00:999:[with F5 at the beginning of] +sf2red:0:000000:00:999:[the bonus levels. ] +sf2red:0:FF8ABE:99:000:Infinite Time +sf2red:0:FF89C1:0A:001:Next level = Last level +sf2red:0:FF89C1:0B:001:Lose a credit = Last level +sf2red:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2red:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2red:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2red:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2red:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2red:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2red:0:FF864E:02:000:Finish round to win match PL1 +sf2red:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2red:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2red:0:FF864F:00:001:Play with Ryu PL1 +sf2red:0:FF864F:01:001:Play with E. Honda PL1 +sf2red:0:FF864F:02:001:Play with Blanka PL1 +sf2red:0:FF864F:03:001:Play with Guile PL1 +sf2red:0:FF864F:04:001:Play with Ken PL1 +sf2red:0:FF864F:05:001:Play with Chun Li PL1 +sf2red:0:FF864F:06:001:Play with Zangief PL1 +sf2red:0:FF864F:07:001:Play with Dhalsim PL1 +sf2red:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2red:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2red:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2red:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2red:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2red:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2red:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2red:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2red:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2red:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2red:0:FF894E:02:000:Finish round to win match PL2 +sf2red:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2red:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2red:0:FF894F:00:001:Play with Ryu PL2 +sf2red:0:FF894F:01:001:Play with E. Honda PL2 +sf2red:0:FF894F:02:001:Play with Blanka PL2 +sf2red:0:FF894F:03:001:Play with Guile PL2 +sf2red:0:FF894F:04:001:Play with Ken PL2 +sf2red:0:FF894F:05:001:Play with Chun Li PL2 +sf2red:0:FF894F:06:001:Play with Zangief PL2 +sf2red:0:FF894F:07:001:Play with Dhalsim PL2 +sf2red:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2red:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2red:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2red:0:FF894F:0B:001:Play with Vega PL2 (bug!) + + +; [ Street Fighter II' - Hyper Fighting (US) ] +sf2t:0:000000:00:999:[You must turnoff all cheats] +sf2t:0:000000:00:999:[with F5 at the beginning of] +sf2t:0:000000:00:999:[the bonus levels. ] +sf2t:0:FF8ABE:99:000:Infinite Time +sf2t:0:FF89C1:0A:001:Next level = Last level +sf2t:0:FF89C1:0B:001:Lose a credit = Last level +sf2t:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2t:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2t:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2t:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2t:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2t:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2t:0:FF864E:02:000:Finish round to win match PL1 +sf2t:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2t:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2t:0:FF864F:00:001:Play with Ryu PL1 +sf2t:0:FF864F:01:001:Play with E. Honda PL1 +sf2t:0:FF864F:02:001:Play with Blanka PL1 +sf2t:0:FF864F:03:001:Play with Guile PL1 +sf2t:0:FF864F:04:001:Play with Ken PL1 +sf2t:0:FF864F:05:001:Play with Chun Li PL1 +sf2t:0:FF864F:06:001:Play with Zangief PL1 +sf2t:0:FF864F:07:001:Play with Dhalsim PL1 +sf2t:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2t:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2t:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2t:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2t:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2t:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2t:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2t:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2t:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2t:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2t:0:FF894E:02:000:Finish round to win match PL2 +sf2t:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2t:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2t:0:FF894F:00:001:Play with Ryu PL2 +sf2t:0:FF894F:01:001:Play with E. Honda PL2 +sf2t:0:FF894F:02:001:Play with Blanka PL2 +sf2t:0:FF894F:03:001:Play with Guile PL2 +sf2t:0:FF894F:04:001:Play with Ken PL2 +sf2t:0:FF894F:05:001:Play with Chun Li PL2 +sf2t:0:FF894F:06:001:Play with Zangief PL2 +sf2t:0:FF894F:07:001:Play with Dhalsim PL2 +sf2t:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2t:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2t:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2t:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Street Fighter II' Turbo - Hyper Fighting (Japan) ] +sf2tj:0:000000:00:999:[You must turnoff all cheats] +sf2tj:0:000000:00:999:[with F5 at the beginning of] +sf2tj:0:000000:00:999:[the bonus levels. ] +sf2tj:0:FF8ABE:99:000:Infinite Time +sf2tj:0:FF89C1:0A:001:Next level = Last level +sf2tj:0:FF89C1:0B:001:Lose a credit = Last level +sf2tj:0:FF83E9:90:000:Infinite Energy PL1 (1/2) +sf2tj:0:FF857B:90:500:Infinite Energy PL1 (2/2) +sf2tj:0:FF83E9:00:000:Energy always = 0 PL1 (1/2) +sf2tj:0:FF857B:00:500:Energy always = 0 PL1 (2/2) +sf2tj:0:FF83E9:00:001:Set Energy = 0 Now! PL1 (1/2) +sf2tj:0:FF857B:00:501:Set Energy = 0 Now! PL1 (2/2) +sf2tj:0:FF864E:02:000:Finish round to win match PL1 +sf2tj:0:FF864E:00:000:Rounds won always set = 0 PL1 +sf2tj:0:FF864E:00:001:Rounds won set = 0 Now! PL1 +sf2tj:0:FF864F:00:001:Play with Ryu PL1 +sf2tj:0:FF864F:01:001:Play with E. Honda PL1 +sf2tj:0:FF864F:02:001:Play with Blanka PL1 +sf2tj:0:FF864F:03:001:Play with Guile PL1 +sf2tj:0:FF864F:04:001:Play with Ken PL1 +sf2tj:0:FF864F:05:001:Play with Chun Li PL1 +sf2tj:0:FF864F:06:001:Play with Zangief PL1 +sf2tj:0:FF864F:07:001:Play with Dhalsim PL1 +sf2tj:0:FF864F:08:001:Play with M. Bison PL1 (bug!) +sf2tj:0:FF864F:09:001:Play with Sagat PL1 (bug!) +sf2tj:0:FF864F:0A:001:Play with Balrog PL1 (bug!) +sf2tj:0:FF864F:0B:001:Play with Vega PL1 (bug!) +sf2tj:0:FF86E9:90:000:Infinite Energy PL2 (1/2) +sf2tj:0:FF887B:90:500:Infinite Energy PL2 (2/2) +sf2tj:0:FF86E9:00:000:Energy always = 0 PL2 (1/2) +sf2tj:0:FF887B:00:500:Energy always = 0 PL2 (2/2) +sf2tj:0:FF86E9:00:001:Set Energy = 0 Now! PL2 (1/2) +sf2tj:0:FF887B:00:501:Set Energy = 0 Now! PL2 (2/2) +sf2tj:0:FF894E:02:000:Finish round to win match PL2 +sf2tj:0:FF894E:00:000:Rounds won always set = 0 PL2 +sf2tj:0:FF894E:00:001:Rounds won set = 0 Now! PL2 +sf2tj:0:FF894F:00:001:Play with Ryu PL2 +sf2tj:0:FF894F:01:001:Play with E. Honda PL2 +sf2tj:0:FF894F:02:001:Play with Blanka PL2 +sf2tj:0:FF894F:03:001:Play with Guile PL2 +sf2tj:0:FF894F:04:001:Play with Ken PL2 +sf2tj:0:FF894F:05:001:Play with Chun Li PL2 +sf2tj:0:FF894F:06:001:Play with Zangief PL2 +sf2tj:0:FF894F:07:001:Play with Dhalsim PL2 +sf2tj:0:FF894F:08:001:Play with M. Bison PL2 (bug!) +sf2tj:0:FF894F:09:001:Play with Sagat PL2 (bug!) +sf2tj:0:FF894F:0A:001:Play with Balrog PL2 bug!) +sf2tj:0:FF894F:0B:001:Play with Vega PL2 (bug!) + +; [ Space Fever (black and white) ] +sfeverbw:0:61FF:03:000:Infinite Lives PL1 +sfeverbw:0:62FF:03:000:Infinite Lives PL2 +sfeverbw:0:6069:00:000:Invaders don't fire (1/2) +sfeverbw:0:606A:30:500:Invaders don't fire (2/2) + +; [ Sea Fighter Poseidon ] +sfposeid:0:8415:40:000:Infinite Fuel +sfposeid:0:8404:03:000:Infinite Lives PL1 +sfposeid:0:8484:03:000:Infinite Lives PL2 + +; [ Street Football ] +sfootbal:0:00A0:99:000:Infinite Time (1/2) +sfootbal:0:00A1:00:500:Infinite Time (2/2) +sfootbal:0:00A0:00:001:Finish Game Now! (1/2) +sfootbal:0:00A1:01:501:Finish Game Now! (2/2) +sfootbal:0:00CD:01:000:Always First Down +sfootbal:0:00CD:01:001:Set to First Down Now! +sfootbal:0:00CD:04:001:Set to Fourth Down Now! +sfootbal:0:0000:00:999:[The score is not updated ] +sfootbal:0:0000:00:999:[until somebody scores! ] +sfootbal:0:02F2:99:073:Select Score PL1 +sfootbal:0:02FA:99:073:Select Score PL2 + +; [ Shackled (US) ] +shackled:0:00A8:09:000:Infinite Energy PL1 (1/3) +shackled:0:00A8:99:500:Infinite Energy PL1 (2/3) +shackled:0:00A9:99:500:Infinite Energy PL1 (3/3) +shackled:0:00B4:08:000:Infinite Keys PL1 +shackled:0:00C2:09:000:Infinite Energy PL2 (1/3) +shackled:0:00C3:99:500:Infinite Energy PL2 (2/3) +shackled:0:00C4:99:500:Infinite Energy PL2 (3/3) +shackled:0:00CF:08:000:Infinite Keys PL2 + +; [ Shadow Land ] +shadowld:0:50E1:10:000:Infinite Energy +shadowld:0:477C:09:000:Infinite Money +shadowld:0:40BA:04:000:Always have 4-shot +shadowld:0:40CF:99:000:Always have Mega Shot + +; [ Shadow Warriors ] +shadoww:0:061E8E:03:000:Infinite Lives PL1 +shadoww:0:061EC3:09:000:Infinite Energy PL1 +shadoww:0:061EBA:0A:000:Infinite Sword PL1 +shadoww:0:061EB0:2C:000:Invincibility PL1 +shadoww:0:061E8F:03:000:Infinite Lives PL2 +shadoww:0:061F03:09:000:Infinite Energy PL2 +shadoww:0:061EFA:0A:000:Infinite Sword PL2 +shadoww:0:061EF1:2C:000:Invincibility PL2 +shadoww:0:061E89:99:000:Infinite Time + +; [ Super Hang-On ] +shangon:0:20C500:99:000:Infinite Time + +; [ Super Hang-On (bootleg) ] +shangonb:0:20C500:99:000:Infinite Time + +; [ Shao-Lin's Road ] +shaolins:0:2A78:07:000:Infinite Lives +shaolins:0:3101:01:005:Infinite Energy +shaolins:0:2A87:01:001:Only 1 to kill on this level +shaolins:0:32B4:04:001:1 hit to kill boss Now! +shaolins:0:3175:01:000:Always purple weapon next +shaolins:0:3175:02:000:Always yellow weapon next +shaolins:0:3175:03:000:Always green weapon next +shaolins:0:3175:01:001:Purple weapon next Now! +shaolins:0:3175:02:001:Yellow weapon next Now! +shaolins:0:3175:03:001:Green weapon next Now! +shaolins:0:2A13:60:000:Sound Test Code Stop:[Unknown]Next Code + +; [ Shark Attack ] +sharkatt:0:80DD:05:000:Infinite Lives PL1 +sharkatt:0:80DE:05:000:Infinite Lives PL2 +sharkatt:0:8809:00:000:Invincibility + +; [ Space Harrier ] +sharrier:0:0404F0:99:000:Infinite Time +sharrier:0:0404E1:0F:000:Infinite Lives (1/2) +sharrier:0:0404E0:27:500:Infinite Lives (2/2) +sharrier:0:C7C0DB:01:000:Invincibility + +; [ Shadow Dancer (bootleg) ] +shdancbl:0:FFEB0A:9A:000:Infinite Lives PL1 +shdancbl:0:FFEB8A:9A:000:Infinite Lives PL2 +shdancbl:0:FFC407:59:000:Infinite Time +shdancbl:0:FFC41F:09:000:Infinite Magic +shdancbl:0:FFC490:00:000:Always have the Normal gun +shdancbl:0:FFC490:01:000:Always have the Power-up gun +shdancbl:0:FFC490:00:001:Get the Normal gun Now! +shdancbl:0:FFC490:01:001:Get the Power-up gun Now! + +; [ Shadow Dancer (US) ] +shdancer:0:FFEB0A:9A:000:Infinite Lives PL1 +shdancer:0:FFEB8A:9A:000:Infinite Lives PL2 +shdancer:0:FFC407:59:000:Infinite Time +shdancer:0:FFC41F:09:000:Infinite Magic +shdancer:0:FFC490:00:000:Always have the Normal gun +shdancer:0:FFC490:01:000:Always have the Power-up gun +shdancer:0:FFC490:00:001:Get the Normal gun Now! +shdancer:0:FFC490:01:001:Get the Power-up gun Now! + +; [ Shadow Dancer (Japan) ] +shdancrj:0:FFEB0A:9A:000:Infinite Lives PL1 +shdancrj:0:FFEB8A:9A:000:Infinite Lives PL2 +shdancrj:0:FFC407:59:000:Infinite Time +shdancrj:0:FFC41F:09:000:Infinite Magic +shdancrj:0:FFC490:00:000:Always have the Normal gun +shdancrj:0:FFC490:01:000:Always have the Power-up gun +shdancrj:0:FFC490:00:001:Get the Normal gun Now! +shdancrj:0:FFC490:01:001:Get the Power-up gun Now! + +; [ Super High Impact (rev LA1 09/30/91) ] +shimpact:0:0020A2D4:E7:000:Infinite Time PL1 (1/2) +shimpact:0:0020A2D5:03:500:Infinite Time PL1 (2/2) +shimpact:0:0020A2D6:E7:000:Infinite Time PL2 (1/2) +shimpact:0:0020A2D7:03:500:Infinite Time PL2 (2/2) +shimpact:0:0020A2D8:E7:000:Infinite Time PL3 (1/2) +shimpact:0:0020A2D9:03:500:Infinite Time PL3 (2/2) +shimpact:0:0020A2DA:E7:000:Infinite Time PL4 (1/2) +shimpact:0:0020A2DB:03:500:Infinite Time PL4 (2/2) +shimpact:0:0020A2C8:3B:000:Infinite Quarter Time +shimpact:0:0020A2C6:00:001:End Quarter Now! (1/2) +shimpact:0:0020A2C8:00:501:End Quarter Now! (2/2) + +; [ Shinobi (set 1) ] +shinobi:0:FFD750:03:000:Infinite Lives PL1 +shinobi:0:FFD74F:05:000:Infinite Lives PL2 +shinobi:0:FFD79B:59:007:Infinite Time +shinobi:0:FFC000:88:000:Invincibility +shinobi:0:FFD777:02:000:Infinite Ninja Magic +shinobi:0:FFD778:00:000:Always Ninja Magic Type 1 +shinobi:0:FFD778:01:000:Always Ninja Magic Type 2 +shinobi:0:FFD778:02:000:Always Ninja Magic Type 3 +shinobi:0:FFD79E:01:000:Always have Power Up Gun +shinobi:0:FFD79E:01:001:Get Power Up Gun Now! + +; [ Shinobi (set 2) ] +shinobia:0:FFD751:03:000:Infinite Lives PL1 +shinobia:0:FFD750:05:000:Infinite Lives PL2 +shinobia:0:FFD79A:59:000:Infinite Time +shinobia:0:FFC001:88:000:Invincibility +shinobia:0:FFD778:02:000:Infinite Ninja Magic +shinobia:0:FFD779:00:000:Always Ninja Magic Type 1 +shinobia:0:FFD779:01:000:Always Ninja Magic Type 2 +shinobia:0:FFD779:02:000:Always Ninja Magic Type 3 +shinobia:0:FFD79F:01:000:Always have Power Up Gun +shinobia:0:FFD79F:01:001:Get Power Up Gun Now! + +; [ Shinobi (set 3) ] +shinobib:0:FFD751:03:000:Infinite Lives PL1 +shinobib:0:FFD750:05:000:Infinite Lives PL2 +shinobib:0:FFD79A:59:000:Infinite Time +shinobib:0:FFC001:88:000:Invincibility +shinobib:0:FFD778:02:000:Infinite Ninja Magic +shinobib:0:FFD779:00:000:Always Ninja Magic Type 1 +shinobib:0:FFD779:01:000:Always Ninja Magic Type 2 +shinobib:0:FFD779:02:000:Always Ninja Magic Type 3 +shinobib:0:FFD79F:01:000:Always have Power Up Gun +shinobib:0:FFD79F:01:001:Get Power Up Gun Now! + +; [ Shinobi (bootleg) ] +shinobl:0:FFD752:03:000:Infinite Lives PL1 +shinobl:0:FFD751:05:000:Infinite Lives PL2 +shinobl:0:FFD79B:59:000:Infinite Time +shinobl:0:FFC002:88:000:Invincibility +shinobl:0:FFD779:02:000:Infinite Ninja Magic +shinobl:0:FFD77A:00:000:Always Ninja Magic Type 1 +shinobl:0:FFD77A:01:000:Always Ninja Magic Type 2 +shinobl:0:FFD77A:02:000:Always Ninja Magic Type 3 +shinobl:0:FFD7A0:01:000:Always have Power Up Gun +shinobl:0:FFD7A0:01:001:Get Power Up Gun Now! + +; [ Shisensho - Joshiryo-Hen (Japan) ] +shisen:0:0000:00:999:[You may need to turn off ] +shisen:0:0000:00:999:[the help cheats to complete] +shisen:0:0000:00:999:[a level - Use F5 to toggle ] +shisen:0:EA06:99:000:Infinite Time +shisen:0:E181:00:001:Finish this stage Now! +shisen:0:E181:00:000:Slide Show Mode +shisen:0:EA02:03:000:Infinite Help PL1 (1/2) +shisen:0:EA22:03:500:Infinite Help PL1 (2/2) +shisen:0:EA28:09:000:Infinite Turn Time PL1 +shisen:0:EA42:03:000:Infinite Help PL2 +shisen:0:EA48:09:000:Infinite Turn Time PL2 + +; [ Shock Troopers - 2nd Squad ] +shocktr2:0:108F7B:99:000:Infinite Times +shocktr2:0:10905B:03:000:Infinite Lives PL1 +shocktr2:0:10901F:0A:000:Infinite Grenades PL1 +shocktr2:0:100127:FF:000:Invincibility PL1 +shocktr2:0:109021:24:000:Maximum Power(Lv3) PL1 +shocktr2:0:109016:40:000:Infinite Ammo PL1 +shocktr2:0:109015:00:000:Always have Normal Shot PL1 +shocktr2:0:109015:04:000:Always have Fire Shot PL1 +shocktr2:0:109015:08:000:Always have Round Shot PL1 +shocktr2:0:109015:0C:000:Always have Missile Shot PL1 +shocktr2:0:109015:10:000:Always have Boomerang ShotPL1 +shocktr2:0:10915B:03:000:Infinite Lives PL2 +shocktr2:0:10911F:0A:000:Infinite Grenades PL2 +shocktr2:0:102127:FF:000:Invincibility PL2 +shocktr2:0:109121:24:000:Maximum Power(Lv3) PL2 +shocktr2:0:109116:40:000:Infinite Ammo PL2 +shocktr2:0:109115:00:000:Always have Normal Shot PL2 +shocktr2:0:109115:04:000:Always have Fire Shot PL2 +shocktr2:0:109115:08:000:Always have Round Shot PL2 +shocktr2:0:109115:0C:000:Always have Missile Shot PL2 +shocktr2:0:109115:10:000:Always have Boomerang ShotPL2 + +; [ Shock Troopers ] +shocktro:0:000000:00:999:[This game looks protected? ] +shocktro:0:000000:00:999:[TM1 = Team Member 1 or Solo] +shocktro:0:000000:00:999:[TM2 = Team Member 2 ] +shocktro:0:000000:00:999:[TM3 = Team Member 3 ] +shocktro:0:108342:99:000:Infinite Credits (Home) PL1:Home Version Only! +shocktro:0:108343:99:000:Infinite Credits (Home) PL2:Home Version Only! +shocktro:0:108D01:99:000:Infinite Time +shocktro:0:1001B5:80:000:Infinite Energy PL1 +shocktro:0:100127:FF:000:Invincibility PL1 +shocktro:0:108DBB:D0:000:Infinite Gun Ammo PL1 +shocktro:0:108DC3:63:000:Infinite Special Ammo TM1 PL1 +shocktro:0:108DC7:63:000:Infinite Special Ammo TM2 PL1 +shocktro:0:108DCB:63:000:Infinite Special Ammo TM3 PL1 +shocktro:0:108DB9:00:000:Always have Normal Gun PL1 +shocktro:0:108DB9:04:000:Always have Heavy Gun PL1 +shocktro:0:108DB9:08:000:Always have Vulcan Gun PL1 +shocktro:0:108DB9:0C:000:Always have 3-Way Gun PL1 +shocktro:0:108DB9:10:000:Always have Buster Gun PL1 +shocktro:0:108DB9:14:000:Always have Flame Gun PL1 +shocktro:0:108DB9:18:000:Always have Rocket Gun PL1 +shocktro:0:108DB9:1C:000:Always have Missile Gun PL1 +shocktro:0:108DB9:20:000:Always have Hyper Gun PL1 +shocktro:0:108DB9:00:001:Get Normal Gun Now! PL1 +shocktro:0:108DB9:04:001:Get Heavy Gun Now! PL1 +shocktro:0:108DB9:08:001:Get Vulcan Gun Now! PL1 +shocktro:0:108DB9:0C:001:Get 3-Way Gun Now! PL1 +shocktro:0:108DB9:10:001:Get Buster Gun Now! PL1 +shocktro:0:108DB9:14:001:Get Flame Gun Now! PL1 +shocktro:0:108DB9:18:001:Get Rocket Gun Now! PL1 +shocktro:0:108DB9:1C:001:Get Missile Gun Now! PL1 +shocktro:0:108DB9:20:001:Get Hyper Gun Now! PL1 +shocktro:0:000000:00:999:[SW = Special Weapon ] +shocktro:0:000000:00:999:[TM = Team Member (SEE TOP) ] +shocktro:0:108DC1:00:000:SW always Grenade TM1 PL1 +shocktro:0:108DC1:04:000:SW always Smoke Can TM1 PL1 +shocktro:0:108DC1:08:000:SW always Can Gun TM1 PL1 +shocktro:0:108DC1:0C:000:SW always Boomerang TM1 PL1 +shocktro:0:108DC1:10:000:SW always Missile L. TM1 PL1 +shocktro:0:108DC1:14:000:SW always Bow&Arrow TM1 PL1 +shocktro:0:108DC1:18:000:SW always Chemical TM1 PL1 +shocktro:0:108DC1:1C:000:SW always Bazooka TM1 PL1 +shocktro:0:108DC1:00:001:SW is Grenade Now! TM1 PL1 +shocktro:0:108DC1:04:001:SW is Smoke Can Now! TM1 PL1 +shocktro:0:108DC1:08:001:SW is Can Gun Now! TM1 PL1 +shocktro:0:108DC1:0C:001:SW is Boomerang Now! TM1 PL1 +shocktro:0:108DC1:10:001:SW is Missile L. Now! TM1 PL1 +shocktro:0:108DC1:14:001:SW is Bow&Arrow Now! TM1 PL1 +shocktro:0:108DC1:18:001:SW is Chemical Now! TM1 PL1 +shocktro:0:108DC1:1C:001:SW is Bazooka Now! TM1 PL1 +shocktro:0:108DC5:00:000:SW always Grenade TM2 PL1 +shocktro:0:108DC5:04:000:SW always Smoke Can TM2 PL1 +shocktro:0:108DC5:08:000:SW always Can Gun TM2 PL1 +shocktro:0:108DC5:0C:000:SW always Boomerang TM2 PL1 +shocktro:0:108DC5:10:000:SW always Missile L. TM2 PL1 +shocktro:0:108DC5:14:000:SW always Bow&Arrow TM2 PL1 +shocktro:0:108DC5:18:000:SW always Chemical TM2 PL1 +shocktro:0:108DC5:1C:000:SW always Bazooka TM2 PL1 +shocktro:0:108DC5:00:001:SW is Grenade Now! TM2 PL1 +shocktro:0:108DC5:04:001:SW is Smoke Can Now! TM2 PL1 +shocktro:0:108DC5:08:001:SW is Can Gun Now! TM2 PL1 +shocktro:0:108DC5:0C:001:SW is Boomerang Now! TM2 PL1 +shocktro:0:108DC5:10:001:SW is Missile L. Now! TM2 PL1 +shocktro:0:108DC5:14:001:SW is Bow&Arrow Now! TM2 PL1 +shocktro:0:108DC5:18:001:SW is Chemical Now! TM2 PL1 +shocktro:0:108DC5:1C:001:SW is Bazooka Now! TM2 PL1 +shocktro:0:108DC9:00:000:SW always Grenade TM3 PL1 +shocktro:0:108DC9:04:000:SW always Smoke Can TM3 PL1 +shocktro:0:108DC9:08:000:SW always Can Gun TM3 PL1 +shocktro:0:108DC9:0C:000:SW always Boomerang TM3 PL1 +shocktro:0:108DC9:10:000:SW always Missile L. TM3 PL1 +shocktro:0:108DC9:14:000:SW always Bow&Arrow TM3 PL1 +shocktro:0:108DC9:18:000:SW always Chemical TM3 PL1 +shocktro:0:108DC9:1C:000:SW always Bazooka TM3 PL1 +shocktro:0:108DC9:00:001:SW is Grenade Now! TM3 PL1 +shocktro:0:108DC9:04:001:SW is Smoke Can Now! TM3 PL1 +shocktro:0:108DC9:08:001:SW is Can Gun Now! TM3 PL1 +shocktro:0:108DC9:0C:001:SW is Boomerang Now! TM3 PL1 +shocktro:0:108DC9:10:001:SW is Missile L. Now! TM3 PL1 +shocktro:0:108DC9:14:001:SW is Bow&Arrow Now! TM3 PL1 +shocktro:0:108DC9:18:001:SW is Chemical Now! TM3 PL1 +shocktro:0:108DC9:1C:001:SW is Bazooka Now! TM3 PL1 +shocktro:0:1021B5:80:000:Infinite Energy PL2 +shocktro:0:102127:FF:000:Invincibility PL2 +shocktro:0:108FBB:D0:000:Infinite Gun Ammo PL2 +shocktro:0:108FC3:63:000:Infinite Special Ammo TM1 PL2 +shocktro:0:108FC7:63:000:Infinite Special Ammo TM2 PL2 +shocktro:0:108FCB:63:000:Infinite Special Ammo TM3 PL2 +shocktro:0:108FB9:00:000:Always have Normal Gun PL2 +shocktro:0:108FB9:04:000:Always have Heavy Gun PL2 +shocktro:0:108FB9:08:000:Always have Vulcan Gun PL2 +shocktro:0:108FB9:0C:000:Always have 3-Way Gun PL2 +shocktro:0:108FB9:10:000:Always have Buster Gun PL2 +shocktro:0:108FB9:14:000:Always have Flame Gun PL2 +shocktro:0:108FB9:18:000:Always have Rocket Gun PL2 +shocktro:0:108FB9:1C:000:Always have Missile Gun PL2 +shocktro:0:108FB9:20:000:Always have Hyper Gun PL2 +shocktro:0:108FB9:00:001:Get Normal Gun Now! PL2 +shocktro:0:108FB9:04:001:Get Heavy Gun Now! PL2 +shocktro:0:108FB9:08:001:Get Vulcan Gun Now! PL2 +shocktro:0:108FB9:0C:001:Get 3-Way Gun Now! PL2 +shocktro:0:108FB9:10:001:Get Buster Gun Now! PL2 +shocktro:0:108FB9:14:001:Get Flame Gun Now! PL2 +shocktro:0:108FB9:18:001:Get Rocket Gun Now! PL2 +shocktro:0:108FB9:1C:001:Get Missile Gun Now! PL2 +shocktro:0:108FB9:20:001:Get Hyper Gun Now! PL2 +shocktro:0:000000:00:999:[SW = Special Weapon ] +shocktro:0:000000:00:999:[TM = Team Member (SEE TOP) ] +shocktro:0:108FC1:00:000:SW always Grenade TM1 PL2 +shocktro:0:108FC1:04:000:SW always Smoke Can TM1 PL2 +shocktro:0:108FC1:08:000:SW always Can Gun TM1 PL2 +shocktro:0:108FC1:0C:000:SW always Boomerang TM1 PL2 +shocktro:0:108FC1:10:000:SW always Missile L. TM1 PL2 +shocktro:0:108FC1:14:000:SW always Bow&Arrow TM1 PL2 +shocktro:0:108FC1:18:000:SW always Chemical TM1 PL2 +shocktro:0:108FC1:1C:000:SW always Bazooka TM1 PL2 +shocktro:0:108FC1:00:001:SW is Grenade Now! TM1 PL2 +shocktro:0:108FC1:04:001:SW is Smoke Can Now! TM1 PL2 +shocktro:0:108FC1:08:001:SW is Can Gun Now! TM1 PL2 +shocktro:0:108FC1:0C:001:SW is Boomerang Now! TM1 PL2 +shocktro:0:108FC1:10:001:SW is Missile L. Now! TM1 PL2 +shocktro:0:108FC1:14:001:SW is Bow&Arrow Now! TM1 PL2 +shocktro:0:108FC1:18:001:SW is Chemical Now! TM1 PL2 +shocktro:0:108FC1:1C:001:SW is Bazooka Now! TM1 PL2 +shocktro:0:108FC5:00:000:SW always Grenade TM2 PL2 +shocktro:0:108FC5:04:000:SW always Smoke Can TM2 PL2 +shocktro:0:108FC5:08:000:SW always Can Gun TM2 PL2 +shocktro:0:108FC5:0C:000:SW always Boomerang TM2 PL2 +shocktro:0:108FC5:10:000:SW always Missile L. TM2 PL2 +shocktro:0:108FC5:14:000:SW always Bow&Arrow TM2 PL2 +shocktro:0:108FC5:18:000:SW always Chemical TM2 PL2 +shocktro:0:108FC5:1C:000:SW always Bazooka TM2 PL2 +shocktro:0:108FC5:00:001:SW is Grenade Now! TM2 PL2 +shocktro:0:108FC5:04:001:SW is Smoke Can Now! TM2 PL2 +shocktro:0:108FC5:08:001:SW is Can Gun Now! TM2 PL2 +shocktro:0:108FC5:0C:001:SW is Boomerang Now! TM2 PL2 +shocktro:0:108FC5:10:001:SW is Missile L. Now! TM2 PL2 +shocktro:0:108FC5:14:001:SW is Bow&Arrow Now! TM2 PL2 +shocktro:0:108FC5:18:001:SW is Chemical Now! TM2 PL2 +shocktro:0:108FC5:1C:001:SW is Bazooka Now! TM2 PL2 +shocktro:0:108FC9:00:000:SW always Grenade TM3 PL2 +shocktro:0:108FC9:04:000:SW always Smoke Can TM3 PL2 +shocktro:0:108FC9:08:000:SW always Can Gun TM3 PL2 +shocktro:0:108FC9:0C:000:SW always Boomerang TM3 PL2 +shocktro:0:108FC9:10:000:SW always Missile L. TM3 PL2 +shocktro:0:108FC9:14:000:SW always Bow&Arrow TM3 PL2 +shocktro:0:108FC9:18:000:SW always Chemical TM3 PL2 +shocktro:0:108FC9:1C:000:SW always Bazooka TM3 PL2 +shocktro:0:108FC9:00:001:SW is Grenade Now! TM3 PL2 +shocktro:0:108FC9:04:001:SW is Smoke Can Now! TM3 PL2 +shocktro:0:108FC9:08:001:SW is Can Gun Now! TM3 PL2 +shocktro:0:108FC9:0C:001:SW is Boomerang Now! TM3 PL2 +shocktro:0:108FC9:10:001:SW is Missile L. Now! TM3 PL2 +shocktro:0:108FC9:14:001:SW is Bow&Arrow Now! TM3 PL2 +shocktro:0:108FC9:18:001:SW is Chemical Now! TM3 PL2 +shocktro:0:108FC9:1C:001:SW is Bazooka Now! TM3 PL2 + +; [ Satan's Hollow (set 1) ] +shollow:0:C39D:09:000:Infinite Lives +shollow:0:C396:78:000:Infinite Shield + +; [ Satan's Hollow (set 2) ] +shollow2:0:C39D:09:000:Infinite Lives +shollow2:0:C396:78:000:Infinite Shield + +; [ Shoot Out (Korean Bootleg) ] +shootoub:0:006D:06:000:Infinite Lives +shootoub:0:0067:07:071:Scene Select +shootoub:0:0077:00:001:Kill one enemy to clear scene + +; [ Shoot Out (Japan) ] +shootouj:0:006D:06:000:Infinite Lives +shootouj:0:0067:07:071:Scene Select +shootouj:0:0077:00:001:Kill one enemy to clear scene + +; [ Shoot Out (US) ] +shootout:0:0061:06:000:Infinite Lives +shootout:0:0058:00:000:Invincibility (1/4) +shootout:0:01FA:F4:500:Invincibility (2/4) +shootout:0:01FD:E0:500:Invincibility (3/4) +shootout:0:01FE:6A:500:Invincibility (4/4) +shootout:0:005B:07:071:Scene Select +shootout:0:006B:00:001:Kill one enemy to clear scene + +; [ Showdown (version 5.0) ] +showdown:0:2221:00:000:Infinite Hands +showdown:0:3E27:0A:000:Infinite $1 Chips +showdown:0:3E29:0A:000:Infinite $5 Chips +showdown:0:3E2B:0A:000:Infinite $10 Chips +showdown:0:3E2D:0A:000:Infinite Money bags +showdown:0:0000:00:999:[The remaining cheats affect] +showdown:0:0000:00:999:[the computer players only ] +showdown:0:3E1F:00:000:Doc always has 0 $1 chips +showdown:0:3E21:00:000:Doc always has 0 $5 chips +showdown:0:3E23:00:000:Doc always has 0 $10 chips +showdown:0:3E25:00:000:Doc always has 0 moneybags +showdown:0:3E2F:00:000:Dolly always has 0 $1 chips +showdown:0:3E31:00:000:Dolly always has 0 $5 chips +showdown:0:3E33:00:000:Dolly always has 0 $10 chips +showdown:0:3E35:00:000:Dolly always has 0 moneybags +showdown:0:3E37:00:000:Dealer always has 0 $1 chips +showdown:0:3E39:00:000:Dealer always has 0 $5 chips +showdown:0:3E3B:00:000:Dealer always has 0 $10 chips +showdown:0:3E3D:00:000:Dealer always has 0 moneybags +showdown:0:3E1F:00:001:Doc has 0 $1 chips Now! +showdown:0:3E21:00:001:Doc has 0 $5 chips Now! +showdown:0:3E23:00:001:Doc has 0 $10 chips Now! +showdown:0:3E25:00:001:Doc has 0 moneybags Now! +showdown:0:3E2F:00:001:Dolly has 0 $1 chips Now! +showdown:0:3E31:00:001:Dolly has 0 $5 chips Now! +showdown:0:3E33:00:001:Dolly has 0 $10 chips Now! +showdown:0:3E35:00:001:Dolly has 0 moneybags Now! +showdown:0:3E37:00:001:Dealer has 0 $1 chips Now! +showdown:0:3E39:00:001:Dealer has 0 $5 chips Now! +showdown:0:3E3B:00:001:Dealer has 0 $10 chips Now! +showdown:0:3E3D:00:001:Dealer has 0 moneybags Now! + +; [ Shuffleboard ] +shuffle:0:0000:00:999:[The score will not update ] +shuffle:0:0000:00:999:[until the round is tallied!] +shuffle:0:2234:23:070:Select Score PL1 +shuffle:0:2234:00:000:Score always = 0 PL1 +shuffle:0:2234:00:001:Score = 0 Now! PL1 +shuffle:0:2234:0A:001:Score = 10 Now! PL1 +shuffle:0:2235:23:070:Select Score PL2 +shuffle:0:2235:00:000:Score always = 0 PL2 +shuffle:0:2235:00:001:Score = 0 Now! PL2 +shuffle:0:2235:0A:001:Score = 10 Now! PL2 + +; [ Shuuz (version 8.0) ] +shuuz:0:3FDE45:01:001:Go to round 1 Now! +shuuz:0:3FDDF5:00:000:PL1/Team 1 score always = 0 +shuuz:0:3FDDF7:00:000:PL2/Team 2 score always = 0 +shuuz:0:3FDDF9:00:000:PL3 score always = 0 +shuuz:0:3FDDF5:63:072:Select Score PL1/Team 1 +shuuz:0:3FDDF7:63:072:Select Score PL2/Team 2 +shuuz:0:3FDDF9:63:072:Select Score PL3 + +; [ Shuuz (version 7.1) ] +shuuz2:0:3FDE45:01:001:Go to round 1 Now! +shuuz2:0:3FDDF5:00:000:PL1/Team 1 score always = 0 +shuuz2:0:3FDDF7:00:000:PL2/Team 2 score always = 0 +shuuz2:0:3FDDF9:00:000:PL3 score always = 0 +shuuz2:0:3FDDF5:63:072:Select Score PL1/Team 1 +shuuz2:0:3FDDF7:63:072:Select Score PL2/Team 2 +shuuz2:0:3FDDF9:63:072:Select Score PL3 + +; [ Space Invaders (CV Version) ] +sicv:0:21FF:07:000:Infinite Lives PL1 +sicv:0:22FF:07:000:Infinite Lives PL2 +sicv:0:2009:78:000:Invaders never drop +sicv:0:2069:00:000:Invaders don't fire (1/2) +sicv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders (SV Version) ] +sisv:0:21FF:07:000:Infinite Lives PL1 +sisv:0:22FF:07:000:Infinite Lives PL2 +sisv:0:2009:78:000:Invaders never drop +sisv:0:2069:00:000:Invaders don't fire (1/2) +sisv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders (TV Version) ] +sitv:0:21FF:07:000:Infinite Lives PL1 +sitv:0:22FF:07:000:Infinite Lives PL2 +sitv:0:2009:78:000:Invaders never drop +sitv:0:2069:00:000:Invaders don't fire (1/2) +sitv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Sichuan II (hack?) (set 1) ] +sichuan2:0:0000:00:999:[You may need to turn off ] +sichuan2:0:0000:00:999:[the help cheats to complete] +sichuan2:0:0000:00:999:[a level - Use F5 to toggle ] +sichuan2:0:EA06:99:000:Infinite Time +sichuan2:0:E181:00:001:Finish this stage Now! +sichuan2:0:E181:00:000:Slide Show Mode +sichuan2:0:EA02:03:000:Infinite Help PL1 (1/2) +sichuan2:0:EA22:03:500:Infinite Help PL1 (2/2) +sichuan2:0:EA28:09:000:Infinite Turn Time PL1 +sichuan2:0:EA42:03:000:Infinite Help PL2 +sichuan2:0:EA48:09:000:Infinite Turn Time PL2 + +; [ Sichuan II (hack ?) (set 2) ] +sichuana:0:0000:00:999:[You may need to turn off ] +sichuana:0:0000:00:999:[the help cheats to complete] +sichuana:0:0000:00:999:[a level - Use F5 to toggle ] +sichuana:0:EA06:99:000:Infinite Time +sichuana:0:E181:00:001:Finish this stage Now! +sichuana:0:E181:00:000:Slide Show Mode +sichuana:0:EA02:03:000:Infinite Help PL1 (1/2) +sichuana:0:EA22:03:500:Infinite Help PL1 (2/2) +sichuana:0:EA28:09:000:Infinite Turn Time PL1 +sichuana:0:EA42:03:000:Infinite Help PL2 +sichuana:0:EA48:09:000:Infinite Turn Time PL2 + +; [ Side Arms - Hyper Dyne (Japan) ] +sidearjp:0:E015:02:000:Infinite Transforms on Pickup +sidearjp:0:F20B:09:000:Infinite Lives PL1 +sidearjp:0:0000:00:999:[You must turn Invincibility] +sidearjp:0:0000:00:999:[to OFF while polymorphing ] +sidearjp:0:F20E:80:000:Invincibility ON PL1 +sidearjp:0:F20E:00:001:Invincibility OFF PL1 +sidearjp:0:F218:03:000:Always have Full Speed PL1 +sidearjp:0:F211:16:000:Always have BIT PL1 +sidearjp:0:F212:16:000:Always have S.G. PL1 +sidearjp:0:F213:16:000:Always have M.B.L. PL1 +sidearjp:0:F214:16:000:Always have 3 Way PL1 +sidearjp:0:F215:16:000:Always have Autofire PL1 +sidearjp:0:F40B:09:000:Infinite Lives PL2 +sidearjp:0:0000:00:999:[You must turn Invincibility] +sidearjp:0:0000:00:999:[to OFF while polymorphing ] +sidearjp:0:F40E:80:000:Invincibility ON PL2 +sidearjp:0:F40E:00:001:Invincibility OFF PL2 +sidearjp:0:F418:03:000:Always have Full Speed PL2 +sidearjp:0:F411:16:000:Always have BIT PL2 +sidearjp:0:F412:16:000:Always have S.G. PL2 +sidearjp:0:F413:16:000:Always have M.B.L. PL2 +sidearjp:0:F414:16:000:Always have 3 Way PL2 +sidearjp:0:F415:16:000:Always have Autofire PL2 + +; [ Side Arms - Hyper Dyne (US) ] +sidearmr:0:E015:02:000:Infinite Transforms on Pickup +sidearmr:0:F20B:09:000:Infinite Lives PL1 +sidearmr:0:0000:00:999:[You must turn Invincibility] +sidearmr:0:0000:00:999:[to OFF while polymorphing ] +sidearmr:0:F20E:80:000:Invincibility ON PL1 +sidearmr:0:F20E:00:001:Invincibility OFF PL1 +sidearmr:0:F218:03:000:Always have Full Speed PL1 +sidearmr:0:F211:16:000:Always have BIT PL1 +sidearmr:0:F212:16:000:Always have S.G. PL1 +sidearmr:0:F213:16:000:Always have M.B.L. PL1 +sidearmr:0:F214:16:000:Always have 3 Way PL1 +sidearmr:0:F215:16:000:Always have Autofire PL1 +sidearmr:0:F40B:09:000:Infinite Lives PL2 +sidearmr:0:0000:00:999:[You must turn Invincibility] +sidearmr:0:0000:00:999:[to OFF while polymorphing ] +sidearmr:0:F40E:80:000:Invincibility ON PL2 +sidearmr:0:F40E:00:001:Invincibility OFF PL2 +sidearmr:0:F418:03:000:Always have Full Speed PL2 +sidearmr:0:F411:16:000:Always have BIT PL2 +sidearmr:0:F412:16:000:Always have S.G. PL2 +sidearmr:0:F413:16:000:Always have M.B.L. PL2 +sidearmr:0:F414:16:000:Always have 3 Way PL2 +sidearmr:0:F415:16:000:Always have Autofire PL2 + +; [ Side Arms - Hyper Dyne (World) ] +sidearms:0:E015:02:000:Infinite Transforms on Pickup +sidearms:0:F20B:09:000:Infinite Lives PL1 +sidearms:0:0000:00:999:[You must turn Invincibility] +sidearms:0:0000:00:999:[to OFF while polymorphing ] +sidearms:0:F20E:80:000:Invincibility ON PL1 +sidearms:0:F20E:00:001:Invincibility OFF PL1 +sidearms:0:F218:03:000:Always have Full Speed PL1 +sidearms:0:F211:16:000:Always have BIT PL1 +sidearms:0:F212:16:000:Always have S.G. PL1 +sidearms:0:F213:16:000:Always have M.B.L. PL1 +sidearms:0:F214:16:000:Always have 3 Way PL1 +sidearms:0:F215:16:000:Always have Autofire PL1 +sidearms:0:F40B:09:000:Infinite Lives PL2 +sidearms:0:0000:00:999:[You must turn Invincibility] +sidearms:0:0000:00:999:[to OFF while polymorphing ] +sidearms:0:F40E:80:000:Invincibility ON PL2 +sidearms:0:F40E:00:001:Invincibility OFF PL2 +sidearms:0:F418:03:000:Always have Full Speed PL2 +sidearms:0:F411:16:000:Always have BIT PL2 +sidearms:0:F412:16:000:Always have S.G. PL2 +sidearms:0:F413:16:000:Always have M.B.L. PL2 +sidearms:0:F414:16:000:Always have 3 Way PL2 +sidearms:0:F415:16:000:Always have Autofire PL2 + +; [ Side Pocket (World) ] +sidepckt:0:00AF:06:000:Infinite Balls PL1 +sidepckt:0:00B0:06:000:Infinite Balls PL2 +sidepckt:0:00BB:99:000:Infinite Time + +; [ Side Pocket (bootleg) ] +sidepctb:0:00AF:06:000:Infinite Balls PL1 +sidepctb:0:00B0:06:000:Infinite Balls PL2 +sidepctb:0:00BB:99:000:Infinite Time + +; [ Side Pocket (Japan) ] +sidepctj:0:00AF:06:000:Infinite Balls PL1 +sidepctj:0:00B0:06:000:Infinite Balls PL2 +sidepctj:0:00BB:99:000:Infinite Time + +; [ Side Track ] +sidetrac:0:000E:01:000:Infinite Lives + +; [ Silkworm (set 1) ] +silkworm:0:D531:05:000:Infinite Lives PL1 +silkworm:0:D555:05:000:Infinite Lives PL2 +;Activate the invincibilty cheats ingame to avoid corrupted sprites +silkworm:0:D576:11:000:Invincibility PL1 (1/3) +silkworm:0:D579:04:500:Invincibility PL1 (2/3) +silkworm:0:D57C:40:500:Invincibility PL1 (3/3) +silkworm:0:D5A6:11:000:Invincibility PL2 (1/3) +silkworm:0:D5A9:0C:500:Invincibility PL2 (2/3) +silkworm:0:D5AC:40:500:Invincibility PL2 (3/3) +silkworm:0:D578:0D:000:Invincibility Heli/PL1 +silkworm:0:D577:A9:000:Killer heli +silkworm:0:D547:0F:000:Heli has auto+double shot +silkworm:0:D5A8:0D:000:Invincibility Jeep/PL2 +silkworm:0:D5A7:A9:000:Killer jeep +silkworm:0:D56B:0F:000:Jeep has auto+double shot + +; [ Silkworm (set 2) ] +silkwrm2:0:D531:05:000:Infinite Lives PL1 +silkwrm2:0:D555:05:000:Infinite Lives PL2 +;Activate the invincibilty cheats ingame to avoid corrupted sprites +silkwrm2:0:D576:11:000:Invincibility PL1 (1/3) +silkwrm2:0:D579:04:500:Invincibility PL1 (2/3) +silkwrm2:0:D57C:40:500:Invincibility PL1 (3/3) +silkwrm2:0:D5A6:11:000:Invincibility PL2 (1/3) +silkwrm2:0:D5A9:0C:500:Invincibility PL2 (2/3) +silkwrm2:0:D5AC:40:500:Invincibility PL2 (3/3) +silkwrm2:0:D578:0D:000:Invincibility Heli/PL1 +silkwrm2:0:D577:A9:000:Killer heli +silkwrm2:0:D547:0F:000:Heli has auto+double shot +silkwrm2:0:D5A8:0D:000:Invincibility Jeep/PL2 +silkwrm2:0:D5A7:A9:000:Killer jeep +silkwrm2:0:D56B:0F:000:Jeep has auto+double shot + +; [ Silver Land ] +silvland:0:8019:09:000:Infinite Lives PL1 +silvland:0:801A:09:000:Infinite Lives PL2 +silvland:0:8116:00:001:Finish Round Now! + +; [ Simpsons, The (2 Players Japan) ] +simps2pj:0:49D1:64:000:Infinite Lives for Marge +simps2pj:0:4A5B:28:000:Infinite Energy for Marge +simps2pj:0:4A5B:28:020:Invincibility for Marge (1/2) +simps2pj:0:4A7E:01:500:Invincibility for Marge (2/2) +simps2pj:0:4A80:06:000:Marge always has Broom +simps2pj:0:4A80:07:000:Marge always has Hammer +simps2pj:0:4A80:08:000:Marge always has Catapult +simps2pj:0:4A80:06:001:Get Broom for Marge Now! +simps2pj:0:4A80:07:001:Get Hammer for Marge Now! +simps2pj:0:4A80:08:001:Get Catapult for Marge Now! +simps2pj:0:49D9:64:000:Infinite Lives for Homer +simps2pj:0:4B1B:28:000:Infinite Energy for Homer +simps2pj:0:4B1B:28:020:Invincibility for Homer (1/2) +simps2pj:0:4B3E:01:500:Invincibility for Homer (2/2) +simps2pj:0:4B40:06:000:Homer always has Broom +simps2pj:0:4B40:07:000:Homer always has Hammer +simps2pj:0:4B40:08:000:Homer always has Catapult +simps2pj:0:4B40:06:001:Get Broom for Homer Now! +simps2pj:0:4B40:07:001:Get Hammer for Homer Now! +simps2pj:0:4B40:08:001:Get Catapult for Homer Now! +simps2pj:0:49E1:64:000:Infinite Lives for Bart +simps2pj:0:4BDB:28:000:Infinite Energy for Bart +simps2pj:0:4BDB:28:020:Invincibility for Bart (1/2) +simps2pj:0:4BFE:01:500:Invincibility for Bart (2/2) +simps2pj:0:4C00:06:000:Bart always has Broom +simps2pj:0:4C00:07:000:Bart always has Hammer +simps2pj:0:4C00:08:000:Bart always has Catapult +simps2pj:0:4C00:06:001:Get Broom for Bart Now! +simps2pj:0:4C00:07:001:Get Hammer for Bart Now! +simps2pj:0:4C00:08:001:Get Catapult for Bart Now! +simps2pj:0:49E9:64:000:Infinite Lives for Lisa +simps2pj:0:4C9B:28:000:Infinite Energy for Lisa +simps2pj:0:4C9B:28:020:Invincibility for Lisa (1/2) +simps2pj:0:4CBE:01:500:Invincibility for Lisa (2/2) +simps2pj:0:4CC0:06:000:Lisa always has Broom +simps2pj:0:4CC0:07:000:Lisa always has Hammer +simps2pj:0:4CC0:08:000:Lisa always has Catapult +simps2pj:0:4CC0:06:001:Get Broom for Lisa Now! +simps2pj:0:4CC0:07:001:Get Hammer for Lisa Now! +simps2pj:0:4CC0:08:001:Get Catapult for Lisa Now! +simps2pj:0:4F9B:01:001:Kill Wrestler clown/bear Now! +simps2pj:0:50BB:01:001:Kill Big MIB Now! +simps2pj:0:505B:01:001:Kill Little MIB Now! +simps2pj:0:4F9B:01:001:Kill Drunken Punk Now! + +; [ Simpsons, The (2 Players) ] +simpsn2p:0:49D1:64:000:Infinite Lives for Marge +simpsn2p:0:4A5B:28:000:Infinite Energy for Marge +simpsn2p:0:4A5B:28:020:Invincibility for Marge (1/2) +simpsn2p:0:4A7E:01:500:Invincibility for Marge (2/2) +simpsn2p:0:4A80:06:000:Marge always has Broom +simpsn2p:0:4A80:07:000:Marge always has Hammer +simpsn2p:0:4A80:08:000:Marge always has Catapult +simpsn2p:0:4A80:06:001:Get Broom for Marge Now! +simpsn2p:0:4A80:07:001:Get Hammer for Marge Now! +simpsn2p:0:4A80:08:001:Get Catapult for Marge Now! +simpsn2p:0:49D9:64:000:Infinite Lives for Homer +simpsn2p:0:4B1B:28:000:Infinite Energy for Homer +simpsn2p:0:4B1B:28:020:Invincibility for Homer (1/2) +simpsn2p:0:4B3E:01:500:Invincibility for Homer (2/2) +simpsn2p:0:4B40:06:000:Homer always has Broom +simpsn2p:0:4B40:07:000:Homer always has Hammer +simpsn2p:0:4B40:08:000:Homer always has Catapult +simpsn2p:0:4B40:06:001:Get Broom for Homer Now! +simpsn2p:0:4B40:07:001:Get Hammer for Homer Now! +simpsn2p:0:4B40:08:001:Get Catapult for Homer Now! +simpsn2p:0:49E1:64:000:Infinite Lives for Bart +simpsn2p:0:4BDB:28:000:Infinite Energy for Bart +simpsn2p:0:4BDB:28:020:Invincibility for Bart (1/2) +simpsn2p:0:4BFE:01:500:Invincibility for Bart (2/2) +simpsn2p:0:4C00:06:000:Bart always has Broom +simpsn2p:0:4C00:07:000:Bart always has Hammer +simpsn2p:0:4C00:08:000:Bart always has Catapult +simpsn2p:0:4C00:06:001:Get Broom for Bart Now! +simpsn2p:0:4C00:07:001:Get Hammer for Bart Now! +simpsn2p:0:4C00:08:001:Get Catapult for Bart Now! +simpsn2p:0:49E9:64:000:Infinite Lives for Lisa +simpsn2p:0:4C9B:28:000:Infinite Energy for Lisa +simpsn2p:0:4C9B:28:020:Invincibility for Lisa (1/2) +simpsn2p:0:4CBE:01:500:Invincibility for Lisa (2/2) +simpsn2p:0:4CC0:06:000:Lisa always has Broom +simpsn2p:0:4CC0:07:000:Lisa always has Hammer +simpsn2p:0:4CC0:08:000:Lisa always has Catapult +simpsn2p:0:4CC0:06:001:Get Broom for Lisa Now! +simpsn2p:0:4CC0:07:001:Get Hammer for Lisa Now! +simpsn2p:0:4CC0:08:001:Get Catapult for Lisa Now! +simpsn2p:0:4F9B:01:001:Kill Wrestler clown/bear Now! +simpsn2p:0:50BB:01:001:Kill Big MIB Now! +simpsn2p:0:505B:01:001:Kill Little MIB Now! +simpsn2p:0:4F9B:01:001:Kill Drunken Punk Now! + +; [ Simpsons, The (4 Players) ] +simpsons:0:49D1:64:000:Infinite Lives for Marge PL1 +simpsons:0:4A5B:28:000:Infinite Energy for Marge PL1 +simpsons:0:4A5B:28:020:Invincibility-Marge PL1 (1/2) +simpsons:0:4A7E:01:500:Invincibility-Marge PL1 (2/2) +simpsons:0:4A80:06:000:Always have Broom-Marge PL1 +simpsons:0:4A80:07:000:Always have Hammer-Marge PL1 +simpsons:0:4A80:08:000:Always have Catapult-MargePL1 +simpsons:0:4A80:06:001:Get Broom Now!-Marge PL1 +simpsons:0:4A80:07:001:Get Hammer Now!-Marge PL1 +simpsons:0:4A80:08:001:Get Catapult Now!-Marge PL1 +simpsons:0:49D9:64:000:Infinite Lives for Homer PL2 +simpsons:0:4B1B:28:000:Infinite Energy for Homer PL2 +simpsons:0:4B1B:28:020:Invincibility-Homer PL2 (1/2) +simpsons:0:4B3E:01:500:Invincibility-Homer PL2 (2/2) +simpsons:0:4B40:06:000:Always have Broom-Homer PL2 +simpsons:0:4B40:07:000:Always have Hammer-Homer PL2 +simpsons:0:4B40:08:000:Always have Catapult-HomerPL2 +simpsons:0:4B40:06:001:Get Broom Now!-Homer PL2 +simpsons:0:4B40:07:001:Get Hammer Now!-Homer PL2 +simpsons:0:4B40:08:001:Get Catapult Now!-Homer PL2 +simpsons:0:49E1:64:000:Infinite Lives for Bart PL3 +simpsons:0:4BDB:28:000:Infinite Energy for Bart PL3 +simpsons:0:4BDB:28:020:Invincibility-Bart PL3 (1/2) +simpsons:0:4BFE:01:500:Invincibility-Bart PL3 (2/2) +simpsons:0:4C00:06:000:Always have Broom-Bart PL3 +simpsons:0:4C00:07:000:Always have Hammer-Bart PL3 +simpsons:0:4C00:08:000:Always have Catapult-Bart PL3 +simpsons:0:4C00:06:001:Get Broom Now!-Bart PL3 +simpsons:0:4C00:07:001:Get Hammer Now!-Bart PL3 +simpsons:0:4C00:08:001:Get Catapult Now!-Bart PL3 +simpsons:0:49E9:64:000:Infinite Lives for Lisa PL4 +simpsons:0:4C9B:28:000:Infinite Energy for Lisa PL4 +simpsons:0:4C9B:28:020:Invincibility-Lisa PL4 (1/2) +simpsons:0:4CBE:01:500:Invincibility-Lisa PL4 (2/2) +simpsons:0:4CC0:06:000:Always have Broom-Lisa PL4 +simpsons:0:4CC0:07:000:Always have Hammer-Lisa PL4 +simpsons:0:4CC0:08:000:Always have Catapult-Lisa PL4 +simpsons:0:4CC0:06:001:Get Broom Now!-Lisa PL4 +simpsons:0:4CC0:07:001:Get Hammer Now!-Lisa PL4 +simpsons:0:4CC0:08:001:Get Catapult Now!-Lisa PL4 +simpsons:0:4F9B:01:001:Kill Wrestler clown/bear Now! +simpsons:0:50BB:01:001:Kill Big MIB Now! +simpsons:0:505B:01:001:Kill Little MIB Now! +simpsons:0:4F9B:01:001:Kill Drunken Punk Now! + +; [ Sindbad Mystery ] +sindbadm:0:E380:05:000:Infinite Lives PL1 +sindbadm:0:E393:95:004:Infinite Time PL1 +sindbadm:0:E381:05:000:Infinite Lives PL2 +sindbadm:0:E395:95:004:Infinite Time PL2 + +; [ Sinistar (prototype version) ] +sinista1:0:9FFC:06:000:Infinite Lives +sinista1:0:A013:32:000:Infinite Bombs + +; [ Sinistar (revision 2) ] +sinista2:0:9FFC:06:000:Infinite Lives +sinista2:0:A013:32:000:Infinite Bombs + +; [ Sinistar (revision 3) ] +sinistar:0:9FFC:06:000:Infinite Lives +sinistar:0:A013:32:000:Infinite Bombs + +; [ Super Invaders ] +sinvemag:0:21FF:07:000:Infinite Lives PL1 +sinvemag:0:22FF:07:000:Infinite Lives PL2 +sinvemag:0:2009:78:000:Invaders never drop +sinvemag:0:2069:00:000:Invaders don't fire (1/2) +sinvemag:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Invaders (SV Version 2) ] +sisv2:0:21FF:07:000:Infinite Lives PL1 +sisv2:0:22FF:07:000:Infinite Lives PL2 +sisv2:0:2009:78:000:Invaders never drop +sisv2:0:2069:00:000:Invaders don't fire (1/2) +sisv2:0:206A:30:500:Invaders don't fire (2/2) + +; [ Irem Skins Game, The (US set 2) ] +skingam2:0:ED45E:01:000:Always score Hole in Ones PL1 +skingam2:0:ED45E:00:001:This shot=1st Shot Now! PL1 +skingam2:0:ED460:01:000:Always score Hole in Ones PL2 +skingam2:0:ED460:00:001:This shot=1st Shot Now! PL2 +skingam2:0:ED462:01:000:Always score Hole in Ones PL3 +skingam2:0:ED462:00:001:This shot=1st Shot Now! PL3 +skingam2:0:ED464:01:000:Always score Hole in Ones PL4 +skingam2:0:ED464:00:001:This shot=1st Shot Now! PL4 + +; [ Irem Skins Game, The (US set 1) ] +skingame:0:ED45E:01:000:Always score Hole in Ones PL1 +skingame:0:ED45E:00:001:This shot=1st Shot Now! PL1 +skingame:0:ED460:01:000:Always score Hole in Ones PL2 +skingame:0:ED460:00:001:This shot=1st Shot Now! PL2 +skingame:0:ED462:01:000:Always score Hole in Ones PL3 +skingame:0:ED462:00:001:This shot=1st Shot Now! PL3 +skingame:0:ED464:01:000:Always score Hole in Ones PL4 +skingame:0:ED464:00:001:This shot=1st Shot Now! PL4 + +; [ Skull & Crossbones (set 2) ] +skullxb2:0:FFE0EE:0B:000:Infinite Health PL1 (1/2) +skullxb2:0:FFE0EF:90:500:Infinite Health PL1 (2/2) +skullxb2:0:FFE0F7:40:000:Infinite Sword Power PL1 +skullxb2:0:FFE14E:0B:000:Infinite Health PL2 (1/2) +skullxb2:0:FFE14F:90:500:Infinite Health PL2 (2/2) +skullxb2:0:FFE157:40:000:Infinite Sword Power PL2 + +; [ Skull & Crossbones (set 1) ] +skullxbo:0:FFE0EE:0B:000:Infinite Health PL1 (1/2) +skullxbo:0:FFE0EF:90:500:Infinite Health PL1 (2/2) +skullxbo:0:FFE0F7:40:000:Infinite Sword Power PL1 +skullxbo:0:FFE14E:0B:000:Infinite Health PL2 (1/2) +skullxbo:0:FFE14F:90:500:Infinite Health PL2 (2/2) +skullxbo:0:FFE157:40:000:Infinite Sword Power PL2 + +; [ Sky Adventure ] +skyadvnt:0:04041F:99:000:Infinite Lives PL1 +skyadvnt:0:04041E:80:000:Infinite Ammo PL1:Get a weapon first +skyadvnt:0:040163:64:000:Infinite Bombs PL1 +skyadvnt:0:040419:80:000:Invincibility PL1 +skyadvnt:0:04043F:99:000:Infinite Lives PL2 +skyadvnt:0:04043E:80:000:Infinite Ammo PL2:Get a weapon first +skyadvnt:0:040165:64:000:Infinite Bombs PL2 +skyadvnt:0:040439:80:000:Invincibility PL2 + +; [ Sky Chuter ] +skychut:0:0075:03:000:Infinite Lives PL1 +skychut:0:0076:03:000:Infinite Lives PL2 + +; [ Sky Diver ] +skydiver:0:0079:08:000:Infinite Misses (White) PL1 +skydiver:0:007B:08:000:Infinite Misses (Black) PL2 + +; [ Sky Kid ] +skykid:0:4904:09:000:Infinite Lives PL1 +skykid:0:4905:09:000:Infinite Lives PL2 +skykid:0:0000:00:999:[Disable Invincibility with ] +skykid:0:0000:00:999:[F5 so that you can land!! ] +skykid:0:4D48:01:000:Invincibility PL1 +skykid:0:4D50:01:000:Invincibility PL2 + +; [ Sky Kid Deluxe (set 2) ] +skykiddo:0:4504:03:000:Infinite Lives PL1 +skykiddo:0:4505:03:000:Infinite Lives PL2 + +; [ Sky Kid Deluxe (set 1) ] +skykiddx:0:4504:03:000:Infinite Lives PL1 +skykiddx:0:4505:03:000:Infinite Lives PL2 + +; [ Sky Lancer ] +skylancr:0:8021:08:000:Infinite Lives PL1 +skylancr:0:8022:08:000:Infinite Lives PL2 +skylancr:0:8126:80:000:Invincibility +skylancr:0:801F:63:072:Select current round +skylancr:0:801F:63:062:Select next round + +; [ Sky Shark (US) ] +skyshark:0:030429:08:000:Infinite Lives +skyshark:0:0304D3:0A:007:Infinite Smart Bombs (F5):Turn off with F5 at level end +skyshark:0:0304D5:06:000:Always Maximum Shot Power +skyshark:0:03049E:80:000:Invincibility + +; [ Sky Soldiers ] +skysoldr:0:04041F:99:000:Infinite Lives PL1 +skysoldr:0:04041E:80:000:Infinite Ammo PL1:Get a weapon first +skysoldr:0:040163:64:000:Infinite Bombs PL1 +skysoldr:0:040419:80:000:Invincibility PL1 +skysoldr:0:04043F:99:000:Infinite Lives PL2 +skysoldr:0:04043E:80:000:Infinite Ammo PL2:Get a weapon first +skysoldr:0:040165:64:000:Infinite Bombs PL2 +skysoldr:0:040439:80:000:Invincibility PL2 + +; [ Sky Wolf (set 1) ] +skywolf:0:E0C6:11:000:Infinite Lives PL1 +skywolf:0:E0E1:11:000:Infinite Lives PL2 +skywolf:0:E122:01:020:Invincibility "ON" +skywolf:0:E122:01:041:Invincibility "OFF" + +; [ Sky Wolf (set 2) ] +skywolf2:0:E0C6:11:000:Infinite Lives PL1 +skywolf2:0:E0E1:11:000:Infinite Lives PL2 +skywolf2:0:E122:01:020:Invincibility "ON" +skywolf2:0:E122:01:041:Invincibility "OFF" + +; [ Slap Fight (Japan bootleg) ] +slapbtjp:0:C189:05:000:Infinite Lives +slapbtjp:0:C18F:01:000:Always have One Star +slapbtjp:0:C1DE:40:000:Always have Side Arms +slapbtjp:0:C1DC:03:000:Always have Full Wings (1/3) +slapbtjp:0:C209:82:500:Always have Full Wings (2/3) +slapbtjp:0:C219:82:500:Always have Full Wings (3/3) +slapbtjp:0:C1D7:01:000:Always have Bomb (1/2) +slapbtjp:0:C1DD:05:500:Always have Bomb (2/2) +slapbtjp:0:C1D7:02:000:Always have Laser (1/2) +slapbtjp:0:C1DD:03:500:Always have Laser (2/2) +slapbtjp:0:C1D7:03:000:Always have H Mis (1/2) +slapbtjp:0:C1DD:07:500:Always have H Mis (2/2) +slapbtjp:0:C190:82:000:Always have Shield (1/2) +slapbtjp:0:C1BF:07:500:Always have Shield (2/2) +slapbtjp:0:C18F:01:001:Now have One Star +slapbtjp:0:C18F:02:001:Now have Two Stars +slapbtjp:0:C18F:03:001:Now have Three Stars +slapbtjp:0:C18F:04:001:Now have Four Stars +slapbtjp:0:C18F:05:001:Now have Five Stars +slapbtjp:0:C18F:06:001:Now have Six Stars +slapbtjp:0:C18F:07:001:Now have Seven Stars +slapbtjp:0:C18F:08:001:Now have Eight Stars + +; [ Slap Fight (English bootleg) ] +slapbtuk:0:C189:05:000:Infinite Lives +slapbtuk:0:C18F:01:000:Always have One Star +slapbtuk:0:C1DE:40:000:Always have Side Arms +slapbtuk:0:C1DC:03:000:Always have Full Wings (1/3) +slapbtuk:0:C209:82:500:Always have Full Wings (2/3) +slapbtuk:0:C219:82:500:Always have Full Wings (3/3) +slapbtuk:0:C1D7:01:000:Always have Bomb (1/2) +slapbtuk:0:C1DD:05:500:Always have Bomb (2/2) +slapbtuk:0:C1D7:02:000:Always have Laser (1/2) +slapbtuk:0:C1DD:03:500:Always have Laser (2/2) +slapbtuk:0:C1D7:03:000:Always have H Mis (1/2) +slapbtuk:0:C1DD:07:500:Always have H Mis (2/2) +slapbtuk:0:C190:82:000:Always have Shield (1/2) +slapbtuk:0:C1BF:07:500:Always have Shield (2/2) +slapbtuk:0:C18F:01:001:Now have One Star +slapbtuk:0:C18F:02:001:Now have Two Stars +slapbtuk:0:C18F:03:001:Now have Three Stars +slapbtuk:0:C18F:04:001:Now have Four Stars +slapbtuk:0:C18F:05:001:Now have Five Stars +slapbtuk:0:C18F:06:001:Now have Six Stars +slapbtuk:0:C18F:07:001:Now have Seven Stars +slapbtuk:0:C18F:08:001:Now have Eight Stars + +; [ Slap Fight ] +slapfigh:0:C189:05:000:Infinite Lives +slapfigh:0:C18F:01:000:Always have One Star +slapfigh:0:C1DE:40:000:Always have Side Arms +slapfigh:0:C1DC:03:000:Always have Full Wings (1/3) +slapfigh:0:C209:82:500:Always have Full Wings (2/3) +slapfigh:0:C219:82:500:Always have Full Wings (3/3) +slapfigh:0:C1D7:01:000:Always have Bomb (1/2) +slapfigh:0:C1DD:05:500:Always have Bomb (2/2) +slapfigh:0:C1D7:02:000:Always have Laser (1/2) +slapfigh:0:C1DD:03:500:Always have Laser (2/2) +slapfigh:0:C1D7:03:000:Always have H Mis (1/2) +slapfigh:0:C1DD:07:500:Always have H Mis (2/2) +slapfigh:0:C190:82:000:Always have Shield (1/2) +slapfigh:0:C1BF:07:500:Always have Shield (2/2) +slapfigh:0:C18F:01:001:Now have One Star +slapfigh:0:C18F:02:001:Now have Two Stars +slapfigh:0:C18F:03:001:Now have Three Stars +slapfigh:0:C18F:04:001:Now have Four Stars +slapfigh:0:C18F:05:001:Now have Five Stars +slapfigh:0:C18F:06:001:Now have Six Stars +slapfigh:0:C18F:07:001:Now have Seven Stars +slapfigh:0:C18F:08:001:Now have Eight Stars + +; [ Sly Spy (US revision 3) ] +slyspy:0:306AD2:49:000:Infinite Time +slyspy:0:3050C0:09:000:Infinite Energy +slyspy:0:305367:99:000:Infinite Normal Ammo +slyspy:0:305369:99:000:Infinite Machine Gun Ammo +slyspy:0:305374:05:001:Get the golden gun +slyspy:0:306377:99:000:Infinite golden gun time + +; [ Sly Spy (US revision 2) ] +slyspy2:0:306AD2:49:000:Infinite Time +slyspy2:0:3050C0:09:000:Infinite Energy +slyspy2:0:305367:99:000:Infinite Normal Ammo +slyspy2:0:305369:99:000:Infinite Machine Gun Ammo +slyspy2:0:305374:05:001:Get the golden gun +slyspy2:0:306377:99:000:Infinite golden gun time + +; [ Smash T.V. (rev 8.00) ] +smashtv:0:00210C6C:0A:000:Infinite Lives PL1 +smashtv:0:00210CA4:0A:000:Infinite Lives PL2 +smashtv:0:00000000:00:999:[With Invincibility enabled ] +smashtv:0:00000000:00:999:[the bosses can still run ] +smashtv:0:00000000:00:999:[you over - so use it with ] +smashtv:0:00000000:00:999:[Infinite Lives. Also only ] +smashtv:0:00000000:00:999:[enable it after you have ] +smashtv:0:00000000:00:999:[started the game! ] +smashtv:0:00210E86:27:000:Invincibility PL1 + +; [ Smash T.V. (rev 4.00) ] +smashtv4:0:00210C6C:0A:000:Infinite Lives PL1 +smashtv4:0:00210CA4:0A:000:Infinite Lives PL2 +smashtv4:0:00000000:00:999:[With Invincibility enabled ] +smashtv4:0:00000000:00:999:[the bosses can still run ] +smashtv4:0:00000000:00:999:[you over - so use it with ] +smashtv4:0:00000000:00:999:[Infinite Lives. Also only ] +smashtv4:0:00000000:00:999:[enable it after you have ] +smashtv4:0:00000000:00:999:[started the game! ] +smashtv4:0:00210E86:27:000:Invincibility PL1 + +; [ Smash T.V. (rev 5.00) ] +smashtv5:0:00210C6C:0A:000:Infinite Lives PL1 +smashtv5:0:00210CA4:0A:000:Infinite Lives PL2 +smashtv5:0:00000000:00:999:[With Invincibility enabled ] +smashtv5:0:00000000:00:999:[the bosses can still run ] +smashtv5:0:00000000:00:999:[you over - so use it with ] +smashtv5:0:00000000:00:999:[Infinite Lives. Also only ] +smashtv5:0:00000000:00:999:[enable it after you have ] +smashtv5:0:00000000:00:999:[started the game! ] +smashtv5:0:00210E86:27:000:Invincibility PL1 + +; [ Smash T.V. (rev 6.00) ] +smashtv6:0:00210C6C:0A:000:Infinite Lives PL1 +smashtv6:0:00210CA4:0A:000:Infinite Lives PL2 +smashtv6:0:00000000:00:999:[With Invincibility enabled ] +smashtv6:0:00000000:00:999:[the bosses can still run ] +smashtv6:0:00000000:00:999:[you over - so use it with ] +smashtv6:0:00000000:00:999:[Infinite Lives. Also only ] +smashtv6:0:00000000:00:999:[enable it after you have ] +smashtv6:0:00000000:00:999:[started the game! ] +smashtv6:0:00210E86:27:000:Invincibility PL1 + +; [ Super Moon Cresta ] +smooncrs:0:809D:01:000:Infinite Lives (1/2) +smooncrs:0:809E:00:500:Infinite Lives (2/2) +smooncrs:0:8230:30:000:Infinite Time to dock +smooncrs:0:8230:00:001:No more dock time Now! (1/2) +smooncrs:0:8231:01:501:No more dock time Now! (2/2) +smooncrs:0:823C:01:000:Only 1 to kill per screen + +; [ Snacks'n Jaxson ] +snakjack:0:01D3:06:000:Infinite Noses + +; [ Snake Pit ] +snakepit:0:0098:05:000:Infinite Lives + +; [ Snap Jack ] +snapjack:0:6017:02:000:Infinite Lives PL1 +snapjack:0:6018:02:000:Infinite Lives PL2 +snapjack:0:0000:00:999:[This cheat turns off sprite] +snapjack:0:0000:00:999:[sprite collisions but you ] +snapjack:0:0000:00:999:[must disable it during ] +snapjack:0:0000:00:999:[jumps! And watch your head ] +snapjack:0:0000:00:999:[as sprite to background ] +snapjack:0:0000:00:999:[collisions are still active] +snapjack:0:6200:80:000:No S/S collisions (see note) + +; [ Snow Bros. 2 - With New Elves ] +snowbro2:0:1000E3:0A:000:Infinite Lives PL1 +snowbro2:0:10130C:84:000:Invincibility PL1 +snowbro2:0:1000FD:0A:000:Infinite Lives PL2 +snowbro2:0:101354:84:000:Invincibility PL2 +snowbro2:0:100117:0A:000:Infinite Lives PL3 +snowbro2:0:1013A4:84:000:Invincibility PL3 +snowbro2:0:100131:0A:000:Infinite Lives PL4 +snowbro2:0:1013F4:84:000:Invincibility PL4 + +; [ Snow Bros. - Nick & Tom (set 2) ] +snowbroa:0:101591:0A:000:Infinite Lives PL1 +snowbroa:0:1015A8:70:000:All Bonus PL1 +snowbroa:0:1015A8:70:000:Always have all powers PL1 +snowbroa:0:1015A8:10:020:Always have pow-up shot PL1 +snowbroa:0:1015A8:20:020:Always have pow-up range PL1 +snowbroa:0:1015A8:40:020:Always have pow-up speed PL1 +snowbroa:0:1015A8:70:001:Get all powers Now! PL1 +snowbroa:0:1015A8:10:021:Get pow-up shot Now! PL1 +snowbroa:0:1015A8:20:021:Get pow-up range Now! PL1 +snowbroa:0:1015A8:40:021:Get pow-up speed Now! PL1 +snowbroa:0:1015A7:0A:000:Infinite Lives PL2 +snowbroa:0:1015A9:70:000:All Bonus PL2 +snowbroa:0:1015A9:70:000:Always have all powers PL2 +snowbroa:0:1015A9:10:020:Always have pow-up shot PL2 +snowbroa:0:1015A9:20:020:Always have pow-up range PL2 +snowbroa:0:1015A9:40:020:Always have pow-up speed PL2 +snowbroa:0:1015A9:70:001:Get all powers Now! PL2 +snowbroa:0:1015A9:10:021:Get pow-up shot Now! PL2 +snowbroa:0:1015A9:20:021:Get pow-up range Now! PL2 +snowbroa:0:1015A9:40:021:Get pow-up speed Now!PL2 +snowbroa:0:1000BB:20:000:Infinite Time +snowbroa:0:1018CA:00:001:One hit for boss Now! (1/4) +snowbroa:0:1018CB:01:501:One hit for boss Now! (2/4) +snowbroa:0:10190A:00:501:One hit for boss Now! (3/4) +snowbroa:0:10190B:01:501:One hit for boss Now! (4/4) +snowbroa:0:101573:04:000:Goto Floor 5 +snowbroa:0:101573:09:001:Goto Floor 10 +snowbroa:0:101573:0D:001:Goto Floor 15 +snowbroa:0:101573:12:001:Goto Floor 20 +snowbroa:0:101573:17:001:Goto Floor 25 +snowbroa:0:101573:1C:001:Goto Floor 30 +snowbroa:0:101573:21:001:Goto Floor 35 +snowbroa:0:101573:26:001:Goto Floor 40 +snowbroa:0:101573:2B:001:Goto Floor 45 +snowbroa:0:101573:30:001:Goto Floor 50 + +; [ Snow Bros. - Nick & Tom (set 3) ] +snowbrob:0:1000BB:20:000:Infinite Time +snowbrob:0:101591:0A:000:Infinite Lives PL1 +snowbrob:0:1015A8:70:000:All Bonus PL1 +snowbrob:0:1015A8:70:000:Always have all powers PL1 +snowbrob:0:1015A8:10:020:Always have pow-up shot PL1 +snowbrob:0:1015A8:20:020:Always have pow-up range PL1 +snowbrob:0:1015A8:40:020:Always have pow-up speed PL1 +snowbrob:0:1015A8:70:001:Get all powers Now! PL1 +snowbrob:0:1015A8:10:021:Get pow-up shot Now! PL1 +snowbrob:0:1015A8:20:021:Get pow-up range Now! PL1 +snowbrob:0:1015A8:40:021:Get pow-up speed Now! PL1 +snowbrob:0:1015A7:0A:000:Infinite Lives PL2 +snowbrob:0:1015A9:70:000:All Bonus PL2 +snowbrob:0:1015A9:70:000:Always have all powers PL2 +snowbrob:0:1015A9:10:020:Always have pow-up shot PL2 +snowbrob:0:1015A9:20:020:Always have pow-up range PL2 +snowbrob:0:1015A9:40:020:Always have pow-up speed PL2 +snowbrob:0:1015A9:70:001:Get all powers Now! PL2 +snowbrob:0:1015A9:10:021:Get pow-up shot Now! PL2 +snowbrob:0:1015A9:20:021:Get pow-up range Now! PL2 +snowbrob:0:1015A9:40:021:Get pow-up speed Now! PL2 +snowbrob:0:1018CA:00:001:One hit for boss Now! (1/4) +snowbrob:0:1018CB:01:501:One hit for boss Now! (2/4) +snowbrob:0:10190A:00:501:One hit for boss Now! (3/4) +snowbrob:0:10190B:01:501:One hit for boss Now! (4/4) +snowbrob:0:101573:04:001:Goto Floor 5 +snowbrob:0:101573:09:001:Goto Floor 10 +snowbrob:0:101573:0D:001:Goto Floor 15 +snowbrob:0:101573:12:001:Goto Floor 20 +snowbrob:0:101573:17:001:Goto Floor 25 +snowbrob:0:101573:1C:001:Goto Floor 30 +snowbrob:0:101573:21:001:Goto Floor 35 +snowbrob:0:101573:26:001:Goto Floor 40 +snowbrob:0:101573:2B:001:Goto Floor 45 +snowbrob:0:101573:30:001:Goto Floor 50 + +; [ Snow Bros. - Nick & Tom (Japan) ] +snowbroj:0:101591:0A:000:Infinite Lives PL1 +snowbroj:0:1015A8:70:000:All Bonus PL1 +snowbroj:0:1015A8:70:000:Always have all powers PL1 +snowbroj:0:1015A8:10:020:Always have pow-up shot PL1 +snowbroj:0:1015A8:20:020:Always have pow-up range PL1 +snowbroj:0:1015A8:40:020:Always have pow-up speed PL1 +snowbroj:0:1015A8:70:001:Get all powers Now! PL1 +snowbroj:0:1015A8:10:021:Get pow-up shot Now! PL1 +snowbroj:0:1015A8:20:021:Get pow-up range Now! PL1 +snowbroj:0:1015A8:40:021:Get pow-up speed Now! PL1 +snowbroj:0:1015A7:0A:000:Infinite Lives PL2 +snowbroj:0:1015A9:70:000:All Bonus PL2 +snowbroj:0:1015A9:70:000:Always have all powers PL2 +snowbroj:0:1015A9:10:020:Always have pow-up shot PL2 +snowbroj:0:1015A9:20:020:Always have pow-up range PL2 +snowbroj:0:1015A9:40:020:Always have pow-up speed PL2 +snowbroj:0:1015A9:70:001:Get all powers Now! PL2 +snowbroj:0:1015A9:10:021:Get pow-up shot Now! PL2 +snowbroj:0:1015A9:20:021:Get pow-up range Now! PL2 +snowbroj:0:1015A9:40:021:Get pow-up speed Now!PL2 +snowbroj:0:1000BB:20:000:Infinite Time +snowbroj:0:1018CA:00:001:One hit for boss Now! (1/4) +snowbroj:0:1018CB:01:501:One hit for boss Now! (2/4) +snowbroj:0:10190A:00:501:One hit for boss Now! (3/4) +snowbroj:0:10190B:01:501:One hit for boss Now! (4/4) +snowbroj:0:101573:04:000:Goto Floor 5 +snowbroj:0:101573:09:001:Goto Floor 10 +snowbroj:0:101573:0D:001:Goto Floor 15 +snowbroj:0:101573:12:001:Goto Floor 20 +snowbroj:0:101573:17:001:Goto Floor 25 +snowbroj:0:101573:1C:001:Goto Floor 30 +snowbroj:0:101573:21:001:Goto Floor 35 +snowbroj:0:101573:26:001:Goto Floor 40 +snowbroj:0:101573:2B:001:Goto Floor 45 +snowbroj:0:101573:30:001:Goto Floor 50 + +; [ Snow Bros. - Nick & Tom (set 1) ] +snowbros:0:1000BB:20:000:Infinite Time +snowbros:0:101591:0A:000:Infinite Lives PL1 +snowbros:0:1015A8:70:000:All Bonus PL1 +snowbros:0:1015A8:70:000:Always have all powers PL1 +snowbros:0:1015A8:10:020:Always have pow-up shot PL1 +snowbros:0:1015A8:20:020:Always have pow-up range PL1 +snowbros:0:1015A8:40:020:Always have pow-up speed PL1 +snowbros:0:1015A8:70:001:Get all powers Now! PL1 +snowbros:0:1015A8:10:021:Get pow-up shot Now! PL1 +snowbros:0:1015A8:20:021:Get pow-up range Now! PL1 +snowbros:0:1015A8:40:021:Get pow-up speed Now! PL1 +snowbros:0:1015A7:0A:000:Infinite Lives PL2 +snowbros:0:1015A9:70:000:All Bonus PL2 +snowbros:0:1015A9:70:000:Always have all powers PL2 +snowbros:0:1015A9:10:020:Always have pow-up shot PL2 +snowbros:0:1015A9:20:020:Always have pow-up range PL2 +snowbros:0:1015A9:40:020:Always have pow-up speed PL2 +snowbros:0:1015A9:70:001:Get all powers Now! PL2 +snowbros:0:1015A9:10:021:Get pow-up shot Now! PL2 +snowbros:0:1015A9:20:021:Get pow-up range Now! PL2 +snowbros:0:1015A9:40:021:Get pow-up speed Now! PL2 +snowbros:0:1018CA:00:001:One hit for boss Now! (1/4) +snowbros:0:1018CB:01:501:One hit for boss Now! (2/4) +snowbros:0:10190A:00:501:One hit for boss Now! (3/4) +snowbros:0:10190B:01:501:One hit for boss Now! (4/4) +snowbros:0:101573:04:001:Goto Floor 5 +snowbros:0:101573:09:001:Goto Floor 10 +snowbros:0:101573:0D:001:Goto Floor 15 +snowbros:0:101573:12:001:Goto Floor 20 +snowbros:0:101573:17:001:Goto Floor 25 +snowbros:0:101573:1C:001:Goto Floor 30 +snowbros:0:101573:21:001:Goto Floor 35 +snowbros:0:101573:26:001:Goto Floor 40 +snowbros:0:101573:2B:001:Goto Floor 45 +snowbros:0:101573:30:001:Goto Floor 50 + +; [ Soccer Brawl ] +socbrawl:0:10BDB9:30:000:Infinite Time +socbrawl:0:10B3A2:00:001:Make Score = 0 Now! PL1 +socbrawl:0:10B3A2:99:001:Make Score = 99 Now! PL1 +socbrawl:0:10B3A4:00:001:Make Score = 0 Now! PL2 +socbrawl:0:10B3A4:99:001:Make Score = 99 Now! PL2 + +; [ Atari Soccer ] +soccer:0:00A3:99:000:Infinite Time (1/2) +soccer:0:00A2:5A:500:Infinite Time (2/2) +soccer:0:00A3:00:001:Finish this Game Now! (1/2) +soccer:0:00A2:00:501:Finish this Game Now! (2/2) + +; [ Solar Fox ] +solarfox:0:73AC:09:000:Infinite Lives + +; [ Solar Warrior ] +solarwar:0:0056:10:000:Infinite Energy +solarwar:0:0060:05:000:Infinite Lives +solarwar:0:1935:59:000:Infinite Time +solarwar:0:0055:00:000:Always have Normal weapon +solarwar:0:0055:01:000:Always have Grenades +solarwar:0:0055:02:000:Always have Double shot +solarwar:0:0055:03:000:Always have Heavy shot +solarwar:0:0055:04:000:Always have Triple shot +solarwar:0:0055:00:001:Get Normal weapon Now! +solarwar:0:0055:01:001:Get Grenades Now! +solarwar:0:0055:02:001:Get Double shot Now! +solarwar:0:0055:03:001:Get Heavy shot Now! +solarwar:0:0055:04:001:Get Triple shot Now! + +; [ Soldam (Japan) +soldamj:0:0F724D:18:000:Always 1 colour block (1/4) +soldamj:0:0F724F:18:500:Always 1 colour block (2/4) +soldamj:0:0F7251:18:500:Always 1 colour block (3/4) +soldamj:0:0F7253:18:500:Always 1 colour block (4/4) + +; [ Solar Fight ] +solfight:0:203B:0F:000:Infinite Energy (1/2) +solfight:0:203C:27:500:Infinite Energy (2/2) +solfight:0:0000:00:999:[Use the Invincibility "OFF"] +solfight:0:0000:00:999:[cheat when you dock!! ] +solfight:0:21A8:1B:000:Invincibility "ON" +solfight:0:21A8:00:001:Invincibility "OFF" + +; [ Solomon's Key (Japan) ] +solomon:0:C237:07:000:Infinite Lives +solomon:0:C094:99:000:Infinite Time +solomon:0:C25D:54:000:Infinite Fireballs +solomon:0:C238:09:000:One fairy for extra life +solomon:0:C243:04:001:Go to Round 5 (1/2) +solomon:0:C246:04:501:Go to Round 5 (2/2) +solomon:0:C243:09:001:Go to Round 10 (1/2) +solomon:0:C246:09:501:Go to Round 10 (2/2) +solomon:0:C243:0E:001:Go to Round 15 (1/2) +solomon:0:C246:0E:501:Go to Round 15 (2/2) +solomon:0:C243:13:001:Go to Round 20 (1/2) +solomon:0:C246:13:501:Go to Round 20 (2/2) +solomon:0:C243:18:001:Go to Round 25 (1/2) +solomon:0:C246:18:501:Go to Round 25 (2/2) +solomon:0:C243:1D:001:Go to Round 30 (1/2) +solomon:0:C246:1D:501:Go to Round 30 (2/2) +solomon:0:C243:22:001:Go to Round 35 (1/2) +solomon:0:C246:22:501:Go to Round 35 (2/2) +solomon:0:C243:27:001:Go to Round 40 (1/2) +solomon:0:C246:27:501:Go to Round 40 (2/2) +solomon:0:C243:2C:001:Go to Round 45 (1/2) +solomon:0:C246:2C:501:Go to Round 45 (2/2) +solomon:0:C243:31:001:Go to Round 50 (1/2) +solomon:0:C246:31:501:Go to Round 50 (2/2) +solomon:0:C243:32:001:Go to Round 51 (1/2) +solomon:0:C246:32:501:Go to Round 51 (2/2) + +; [ Aero Fighters 2 / Sonic Wings 2 ] +sonicwi2:0:000000:00:999:[This Time Cheat is UNTESTED] +sonicwi2:0:100482:99:000:Infinite Time +sonicwi2:0:10E43F:05:000:Infinite Lives PL1 +sonicwi2:0:10E457:03:000:Infinite Bombs PL1 +sonicwi2:0:10E443:03:000:Max Weapon Power Up PL1 +sonicwi2:0:10E4A1:05:000:Infinite Lives PL2 +sonicwi2:0:10E4B9:03:000:Infinite Bombs PL2 +sonicwi2:0:10E4A5:03:000:Max Weapon Power Up PL2 + +; [ Aero Fighters 3 / Sonic Wings 3 ] +sonicwi3:0:10E89B:05:000:Infinite Lives PL1 +sonicwi3:0:10E8BA:03:000:Infinite Bombs PL1 +sonicwi3:0:10E8BF:01:000:Invincibility PL1 +sonicwi3:0:10E8F1:05:000:Infinite Lives PL2 +sonicwi3:0:10E910:03:000:Infinite Bombs PL2 +sonicwi3:0:10E915:01:000:Invincibility PL2 +sonicwi3:0:000000:00:999:[For most characters ] +sonicwi3:0:10E8B0:03:000:Max Power PL1 +sonicwi3:0:10E906:03:000:Max Power PL2 +sonicwi3:0:000000:00:999:[For Mao Mao,Chaika &Pooshka] +sonicwi3:0:10E8B0:02:000:Max Power PL1 +sonicwi3:0:10E906:02:000:Max Power PL2 +sonicwi3:0:000000:00:999:[For Spanky, Kowful & River ] +sonicwi3:0:10E8B0:04:000:Max Power PL1 +sonicwi3:0:10E906:04:000:Max Power PL2 +sonicwi3:0:000000:00:999:[For Ellen & Cindy ] +sonicwi3:0:10E8B0:01:000:Max Power PL1 +sonicwi3:0:10E906:01:000:Max Power PL2 + +; [ Son of Phoenix ] +sonofphx:0:F8BF:0B:000:Infinite Lives PL1 +sonofphx:0:F8D3:0B:000:Infinite Lives PL2 +sonofphx:0:F652:0C:000:Infinite Energy (01/10) +sonofphx:0:F653:0C:500:Infinite Energy (02/10) +sonofphx:0:F654:0C:500:Infinite Energy (03/10) +sonofphx:0:F655:0C:500:Infinite Energy (04/10) +sonofphx:0:F656:0C:500:Infinite Energy (05/10) +sonofphx:0:F657:0C:500:Infinite Energy (06/10) +sonofphx:0:F658:0C:500:Infinite Energy (07/10) +sonofphx:0:F659:0C:500:Infinite Energy (08/10) +sonofphx:0:F65A:0C:500:Infinite Energy (09/10) +sonofphx:0:F65B:0C:500:Infinite Energy (10/10) +sonofphx:0:F5C7:58:000:Shield stays on longer (1/4):Buggy - cosmetic only? +sonofphx:0:F597:59:500:Shield stays on longer (2/4) +sonofphx:0:F5C5:5A:500:Shield stays on longer (3/4) +sonofphx:0:F595:5B:500:Shield stays on longer (4/4) +sonofphx:0:F0F0:0F:000:Enemies Don't Shoot +sonofphx:0:F109:80:000:Always have Normal Shoot +sonofphx:0:F109:81:000:Always have Fast Shoot +sonofphx:0:F109:80:001:Get Normal Shoot Now! +sonofphx:0:F109:81:001:Get Fast Shoot Now! + +; [ Son Son ] +sonson:0:0058:05:000:Infinite Lives PL1 +sonson:0:0480:02:000:Invincibility PL1 +sonson:0:0059:05:000:Infinite Lives PL2 +sonson:0:04B0:02:000:Invincibility PL2 +sonson:0:0067:18:001:Go to level 1 +sonson:0:0067:11:001:Go to level 5 +sonson:0:0067:0B:001:Go to level 10 +sonson:0:0067:05:001:Go to level 15 +sonson:0:0067:00:001:Go to level 20 + +; [ SOS ] +sos:0:405F:09:000:Infinite Credits +sos:0:4070:09:000:Infinite Lives + +; [ Souko Ban Deluxe (Japan) ] +soukobdx:0:020A:99:000:Infinite Time (1/2) +soukobdx:0:020B:99:500:Infinite Time (2/2) +soukobdx:0:020A:00:001:Set Time to 0000 Now! (1/2) +soukobdx:0:020B:00:501:Set Time to 0000 Now! (2/2) +soukobdx:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Space Battle ] +spacbatt:0:421D:05:000:Infinite Lives +spacbatt:0:4200:01:000:Invincibility (1/2) +spacbatt:0:4205:00:500:Invincibility (2/2) + +; [ Space Duel ] +spacduel:0:0047:03:000:Infinite Lives +spacduel:0:0273:FF:000:Infinite Shield + +; [ Space Attack II ] +spaceatt:0:21FF:07:000:Infinite Lives PL1 +spaceatt:0:22FF:07:000:Infinite Lives PL2 +spaceatt:0:2009:78:000:Invaders never drop +spaceatt:0:2069:00:000:Invaders don't fire (1/2) +spaceatt:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Bird (bootleg) ] +spacebrd:0:C002:09:000:Infinite Lives + +; [ Space Demon ] +spacedem:0:C002:09:000:Infinite Lives + +; [ Space Firebird (Nintendo) ] +spacefb:0:C002:09:000:Infinite Lives + +; [ Space Firebird (bootleg) ] +spacefbb:0:C002:09:000:Infinite Lives + +; [ Space Firebird (Gremlin) ] +spacefbg:0:C002:09:000:Infinite Lives + +; [ Space Fever (color) ] +spacefev:0:61FF:09:000:Infinite Lives PL1 +spacefev:0:62FF:09:000:Infinite Lives PL2 +spacefev:0:6069:00:000:Invaders don't fire (1/2) +spacefev:0:606A:30:500:Invaders don't fire (2/2) + +; [ Space Intruder ] +spaceint:0:203C:06:000:Infinite Lives + +; [ Space Invasion ] +spaceinv:0:EDA0:06:000:Infinite Lives +spaceinv:0:E100:FF:000:Invincibilty +spaceinv:0:EDA8:09:000:Infinite Grenades + +; [ Space Odyssey ] +spaceod:0:E382:11:000:Infinite Lives PL1 +spaceod:0:E383:11:000:Infinite Lives PL2 + +; [ Space Phantoms ] +spaceph:0:203B:0F:000:Infinite Energy (1/2) +spaceph:0:203C:27:500:Infinite Energy (2/2) +spaceph:0:0000:00:999:[Use the Invincibility "OFF"] +spaceph:0:0000:00:999:[cheat when you dock!! ] +spaceph:0:21A8:1B:000:Invincibility "ON" +spaceph:0:21A8:00:001:Invincibility "OFF" + +; [ Space Pilot ] +spaceplt:0:AD10:03:000:Infinite Lives PL1 +spaceplt:0:AD20:03:000:Infinite Lives PL2 +spaceplt:0:A800:FF:000:Invincibility +spaceplt:0:AD02:00:001:Put Stage Guardian On Now +spaceplt:0:AD02:00:000:Stage Guardian right away + +; [ Space Seeker ] +spaceskr:0:81F1:06:000:Infinite Lives PL1 +spaceskr:0:81F2:06:000:Infinite Lives PL2 + +; [ Space Trek (Upright) ] +spacetrk:0:E3A2:08:000:Infinite Lives PL1 +spacetrk:0:E3B5:20:000:Infinite Power PL1 +spacetrk:0:E3A6:99:000:Infinite Bonus PL1 +spacetrk:0:E3A3:08:000:Infinite Lives PL2 +spacetrk:0:E3B6:20:000:Infinite Power PL2 +spacetrk:0:E3A7:99:000:Infinite Bonus PL2 + +; [ Space War Part 3 ] +spacewr3:0:21FF:07:000:Infinite Lives PL1 +spacewr3:0:22FF:07:000:Infinite Lives PL2 +spacewr3:0:2009:78:000:Invaders never drop +spacewr3:0:2069:00:000:Invaders don't fire (1/2) +spacewr3:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Zap ] +spacezap:0:D012:03:000:Infinite Lives PL1 +spacezap:0:D013:03:000:Infinite Lives PL2 + +; [ Space Fury (revision A) ] +spacfura:0:CD1C:05:000:Infinite Lives PL1 +spacfura:0:CD1D:05:000:Infinite Lives PL2 + +; [ Space Fury (revision C) ] +spacfury:0:CD1C:05:000:Infinite Lives PL1 +spacfury:0:CD1D:05:000:Infinite Lives PL2 + +; [ Super Pang (World) ] +spang:0:E1C1:99:000:Infinite Time:Available in tour mode only +spang:0:E0D3:62:001:Last Panic level next +spang:0:E099:26:001:Last Tour level next +spang:0:E0D3:63:001:Last Panic level on life loss +spang:0:E099:27:001:Last Tour level on life loss +spang:0:E260:03:000:Infinite Lives PL1 +spang:0:E254:02:000:Invincibility PL1 +spang:0:E257:00:000:Always have Normal weapon PL1 +spang:0:E257:02:000:Always have Double weapon PL1 +spang:0:E257:04:000:Always have Blocker weaponPL1 +spang:0:E257:06:000:Always have M. gun weapon PL1 +spang:0:E257:00:001:Get Normal weapon Now! PL1 +spang:0:E257:02:001:Get Double weapon Now! PL1 +spang:0:E257:04:001:Get Blocker weapon Now! PL1 +spang:0:E257:06:001:Get M. gun weapon Now! PL1 +spang:0:E2E0:03:000:Infinite Lives PL2 +spang:0:E2D4:02:000:Invincibility PL2 +spang:0:E2D7:00:000:Always have Normal weapon PL2 +spang:0:E2D7:02:000:Always have Double weapon PL2 +spang:0:E2D7:04:000:Always have Blocker weaponPL2 +spang:0:E2D7:06:000:Always have M. gun weapon PL2 +spang:0:E2D7:00:001:Get Normal weapon Now! PL2 +spang:0:E2D7:02:001:Get Double weapon Now! PL2 +spang:0:E2D7:04:001:Get Blocker weapon Now! PL2 +spang:0:E2D7:06:001:Get M. gun weapon Now! PL2 + +; [ Spartan X (Japan) ] +spartanx:0:E084:06:000:Infinite Lives +spartanx:0:E004:05:005:Infinite Time +spartanx:0:E709:3F:009:Infinite Energy + +; [ Space King ] +spceking:0:21FF:07:000:Infinite Lives PL1 +spceking:0:22FF:07:000:Infinite Lives PL2 +spceking:0:2009:78:000:Invaders never drop +spceking:0:2069:00:000:Invaders don't fire (1/2) +spceking:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Encounters ] +spcenctr:0:2039:99:000:Infinite Time + +; [ Space War (Leijac) ] +spcewarl:0:202B:00:000:Enemy Can't Shoot +spcewarl:0:2008:FF:000:Laser is always long +spcewarl:0:201A:09:000:Infinite Lives PL1 +spcewarl:0:2008:64:000:Infinite Fuel PL1 +spcewarl:0:201B:09:000:Infinite Lives PL2 +spcewarl:0:202B:40:000:Infinite Fuel PL2 (1/2) +spcewarl:0:202E:99:500:Infinite Fuel PL2 (2/2) + +; [ Space War (Sanritsu) ] +spcewars:0:21FF:07:000:Infinite Lives PL1 +spcewars:0:22FF:07:000:Infinite Lives PL2 +spcewars:0:2009:78:000:Invaders never drop +spcewars:0:2069:00:000:Invaders don't fire (1/2) +spcewars:0:206A:30:500:Invaders don't fire (2/2) + +; [ Space Laser ] +spclaser:0:202B:00:000:Enemy Can't Shoot +spclaser:0:2008:FF:000:Laser is always long +spclaser:0:201A:09:000:Infinite Lives PL1 +spclaser:0:2008:64:000:Infinite Fuel PL1 +spclaser:0:201B:09:000:Infinite Lives PL2 +spclaser:0:202B:40:000:Infinite Fuel PL2 (1/2) +spclaser:0:202E:99:500:Infinite Fuel PL2 (2/2) + +; [ Speed Coin (prototype) ] +spdcoin:0:8841:03:000:Infinite Lives +spdcoin:0:8840:09:000:Infinite Time +spdcoin:0:8059:00:000:No coins lost + +; [ Speak & Rescue ] +speakres:0:4029:0A:000:Infinite Lives PL1 +speakres:0:4099:0A:000:Infinite Lives PL2 +speakres:0:4108:00:000:Invincibility + +; [ Spectar (revision 3) ] +spectar:0:00C1:09:000:Infinite Lives + +; [ Spectar (revision 1?) ] +spectar1:0:00C1:09:000:Infinite Lives + +; [ Speed Ball ] +speedbal:0:F8D4:0A:000:Infinite Lives +speedbal:0:F8D6:99:001:Get Maximum bonus Now! + +; [ Spelunker II ] +spelunk2:0:E200:03:000:Infinite Lives +spelunk2:0:E146:90:000:Infinite Energy +spelunk2:0:E230:99:000:Infinite Bombs + +; [ Spelunker ] +spelunkr:0:E200:09:000:Infinite Lives +spelunkr:0:E15E:A5:000:Infinite Energy +spelunkr:0:E234:09:000:Infinite Bombs + +; [ Spiders (set 1) ] +spiders:0:1C27:10:000:Infinite Lives +spiders:0:1C4C:1B:000:All Levels same for WebPower + +; [ Spiders (set 2) ] +spiders2:0:1C27:10:000:Infinite Lives +spiders2:0:1C4C:1B:000:All Levels same for WebPower + +; [ Super Pierrot (Japan) ] +spiero:0:2203:07:000:Infinite Lives +spiero:0:2D38:78:000:Always Have Powerball +spiero:0:0000:00:999:[Activate Invincibility ] +spiero:0:0000:00:999:[during play only! ] +spiero:0:21C0:00:000:Invincibility (1/2) +spiero:0:2D20:A0:511:Invincibility (2/2) + +; [ Spiker ] +spiker:0:02FE:11:073:Select Score PL1 +spiker:0:032C:11:073:Select Score PL2 + +; [ Spinmaster / Miracle Adventure ] +spinmast:0:105015:02:000:Infinite Lives PL1 +spinmast:0:105F62:03:000:Infinite Energy PL1 +spinmast:0:105FBD:05:000:Infinite Bombs PL1 +spinmast:0:105F55:04:001:Get YoYo Now! PL1 +spinmast:0:105F55:08:001:Get Fire Now! PL1 +spinmast:0:105F55:0C:001:Get Ice Now! PL1 +spinmast:0:105F55:10:001:Get Bomb Now! PL1 +spinmast:0:105F55:14:001:Get Glove Now! PL1 +spinmast:0:105F55:18:001:Get Thunder Now! PL1 +spinmast:0:105F55:1C:001:Get Double Now! PL1 +spinmast:0:10503D:02:000:Infinite Lives PL2 +spinmast:0:106022:03:000:Infinite Energy PL2 +spinmast:0:10607D:05:000:Infinite Bombs PL2 +spinmast:0:106015:24:001:Get YoYo Now! PL2 +spinmast:0:106015:28:001:Get Fire Now! PL2 +spinmast:0:106015:2C:001:Get Ice Now! PL2 +spinmast:0:106015:30:001:Get Bomb Now! PL2 +spinmast:0:106015:34:001:Get Glove Now! PL2 +spinmast:0:106015:38:001:Get Thunder Now! PL2 +spinmast:0:106015:3C:001:Get Double Now! PL2 + +; [ Splash ] +splash:0:88192E:09:000:Infinite Time +splash:0:881845:04:000:Infinite Lives PL1 +splash:0:881840:03:000:Invincibility PL1 (1/2) +splash:0:881841:01:500:Invincibility PL1 (2/2) +splash:0:881865:32:000:Infinite Ammo PL1 +splash:0:881866:09:000:Infinite Bombs PL1 +splash:0:88188B:04:000:Infinite Lives PL2 +splash:0:881886:03:000:Invincibility PL2 (1/2) +splash:0:881887:01:500:Invincibility PL2 (2/2) +splash:0:8818AB:32:000:Infinite Ammo PL2 +splash:0:8818AC:09:000:Infinite Bombs PL2 +splash:0:000000:00:999:[Pics will be in different ] +splash:0:000000:00:999:[order depending if you ] +splash:0:000000:00:999:[choose 'Light' or 'Hard' ] +splash:0:FFE551:20:021:Light girl pictures +splash:0:FFE551:20:041:Hard girl pictures +splash:0:881931:09:001:Finish this stage Now! (1/4) +splash:0:881932:09:501:Finish this stage Now! (2/4) +splash:0:881933:09:501:Finish this stage Now! (3/4) +splash:0:881934:09:501:Finish this stage Now! (4/4) +splash:0:000000:00:999:[These Select next stage ] +splash:0:000000:00:999:[cheats are NOT linked you ] +splash:0:000000:00:999:[should enable them both and] +splash:0:000000:00:999:[choose the SAME stage!! ] +splash:0:FFCC43:41:061:Select next level (1/2) +splash:0:881924:41:061:Select next level (2/2):Background piccy +splash:0:000000:00:999:[Slideshow mode, enable and ] +splash:0:000000:00:999:[then sit back and watch! ] +splash:0:881931:09:000:Slideshow Mode (1/4) +splash:0:881932:09:500:Slideshow Mode (2/4) +splash:0:881933:09:500:Slideshow Mode (3/4) +splash:0:881934:09:500:Slideshow Mode (4/4) + +; [ Splat! ] +splat:0:9911:05:000:Infinite Lives PL1 +splat:0:991A:05:000:Infinite Lives PL2 + +; [ Splatter House (Japan) ] +splatter:0:014F:06:000:Infinite Lives PL1 +splatter:0:018F:06:000:Infinite Lives PL2 +splatter:0:0139:06:000:Infinite Energy PL1 +splatter:0:0179:06:000:Infinite Energy PL2 +splatter:0:0000:00:999:[ In a 2 player game, use ] +splatter:0:0000:00:999:[ 'Invincibility "OFF"' ] +splatter:0:0000:00:999:[ at the end of a sub-level ] +splatter:0:011D:02:000:Invincibility "ON" PL1 +splatter:0:011D:01:001:Invincibility "OFF" PL1 +splatter:0:015D:02:000:Invincibility "ON" PL2 +splatter:0:015D:01:001:Invincibility "OFF" PL2 +splatter:0:0000:00:999:[ If you ever forgot to use ] +splatter:0:0000:00:999:[ 'Invincibility "OFF"' ] +splatter:0:0000:00:999:[ at the end of a sub-level ] +splatter:0:011D:00:001:Make player disappear PL1 +splatter:0:015D:00:001:Make player disappear PL2 +splatter:0:0000:00:999:[Infinite Ammo only work on ] +splatter:0:0000:00:999:[stages where one of the ] +splatter:0:0000:00:999:[weapons is a rifle and you ] +splatter:0:0000:00:999:[have it (weapon 1-5 cheats)] +splatter:0:09B9:09:000:Infinite Ammo for weapon 1 +splatter:0:09D9:09:000:Infinite Ammo for weapon 2 +splatter:0:09F9:09:000:Infinite Ammo for weapon 3 +splatter:0:0A19:09:000:Infinite Ammo for weapon 4 +splatter:0:0A39:09:000:Infinite Ammo for weapon 5 +splatter:0:0000:00:999:[NOTE- The weapons change ] +splatter:0:0000:00:999:[depending on which stage ] +splatter:0:0000:00:999:[you are playing. ] +splatter:0:0000:00:999:[ ] +splatter:0:0000:00:999:[ List of available weapons ] +splatter:0:0000:00:999:[ Stage 1-1 - 1 2 ] +splatter:0:0000:00:999:[ Stage 1-2 - no weapon ] +splatter:0:0000:00:999:[ Stage 2-1 - 1 2 ] +splatter:0:0000:00:999:[ Stage 2-2 - 1 ] +splatter:0:0000:00:999:[ Stage 2-3 - no weapon ] +splatter:0:0000:00:999:[ Stage 3 - 1 2 3 4 ] +splatter:0:0000:00:999:[ Stage 3+ - no weapon ] +splatter:0:0000:00:999:[ Stage 4-1 - 1 2 3 4 5 ] +splatter:0:0000:00:999:[ Stage 4-1+ - no weapon ] +splatter:0:0000:00:999:[ Stage 4-2 - no weapon ] +splatter:0:0000:00:999:[ Stage 4-3 - 1 ] +splatter:0:0000:00:999:[ Stage 5-1 - 1 ] +splatter:0:0000:00:999:[ Stage 5-2 - no weapon ] +splatter:0:0000:00:999:[ Stage 5-3 - no weapon ] +splatter:0:0000:00:999:[ Stage 5-4 - no weapon ] +splatter:0:0000:00:999:[ Stage 5-5 - no weapon ] +splatter:0:0000:00:999:[ Stage 5-6 - no weapon ] +splatter:0:0000:00:999:[ Stage 6 - no weapon ] +splatter:0:0000:00:999:[ Stage 7 - no weapon ] +splatter:0:0000:00:999:[ ] +splatter:0:0000:00:999:[ Use these codes only if ] +splatter:0:0000:00:999:[ the weapon is available ] +splatter:0:0000:00:999:[ ] +splatter:0:0143:09:001:Get Weapon 1 Now! PL1 (1/2) +splatter:0:0144:9D:501:Get Weapon 1 Now! PL1 (2/2) +splatter:0:0143:09:001:Get Weapon 2 Now! PL1 (1/2) +splatter:0:0144:BD:501:Get Weapon 2 Now! PL1 (2/2) +splatter:0:0143:09:001:Get Weapon 3 Now! PL1 (1/2) +splatter:0:0144:FD:501:Get Weapon 3 Now! PL1 (2/2) +splatter:0:0143:A0:001:Get Weapon 4 Now! PL1 (1/2) +splatter:0:0144:1D:501:Get Weapon 4 Now! PL1 (2/2) +splatter:0:0143:A0:001:Get Weapon 5 Now! PL1 (1/2) +splatter:0:0144:3D:501:Get Weapon 5 Now! PL1 (2/2) +splatter:0:0183:09:001:Get Weapon 1 Now! PL2 (1/2) +splatter:0:0184:9D:501:Get Weapon 1 Now! PL2 (2/2) +splatter:0:0183:09:001:Get Weapon 2 Now! PL2 (1/2) +splatter:0:0184:BD:501:Get Weapon 2 Now! PL2 (2/2) +splatter:0:0183:09:001:Get Weapon 3 Now! PL2 (1/2) +splatter:0:0184:FD:501:Get Weapon 3 Now! PL2 (2/2) +splatter:0:0183:A0:001:Get Weapon 4 Now! PL2 (1/2) +splatter:0:0184:1D:501:Get Weapon 4 Now! PL2 (2/2) +splatter:0:0183:A0:001:Get Weapon 5 Now! PL2 (1/2) +splatter:0:0184:3D:501:Get Weapon 5 Now! PL2 (2/2) +splatter:0:0000:00:999:[ ] +splatter:0:0000:00:999:[Here is the list of stages ] +splatter:0:0000:00:999:[and the weapon type that is] +splatter:0:0000:00:999:[used on that stage. KEY - ] +splatter:0:0000:00:999:[W1-W5 = Weapon 1-5 ] +splatter:0:0000:00:999:[RAZ=Razor RIF=Rifle AX=AXE ] +splatter:0:0000:00:999:[BOS=Bo Stick HAR=Harpoon ] +splatter:0:0000:00:999:[STO=Stone WRE=Wrench ] +splatter:0:0000:00:999:[ ] +splatter:0:0000:00:999:[ Stage W1 W2 W3 W4 W5 ] +splatter:0:0000:00:999:[ 1-1 RAZ BOS no no no ] +splatter:0:0000:00:999:[ 1-2 no no no no no ] +splatter:0:0000:00:999:[ 2-1 RAZ WRE no no no ] +splatter:0:0000:00:999:[ 2-2 BOS no no no no ] +splatter:0:0000:00:999:[ 2-3 no no no no no ] +splatter:0:0000:00:999:[ 3 RIF STO STO RIF no ] +splatter:0:0000:00:999:[ 3+ no no no no no ] +splatter:0:0000:00:999:[ 4-1 HAR HAR HAR HAR HAR ] +splatter:0:0000:00:999:[ 4-1+ no no no no no ] +splatter:0:0000:00:999:[ 4-2 no no no no no ] +splatter:0:0000:00:999:[ 4-3 AXE no no no no ] +splatter:0:0000:00:999:[ 5-1 BOS no no no no ] +splatter:0:0000:00:999:[ 5-2 no no no no no ] +splatter:0:0000:00:999:[ 5-3 no no no no no ] +splatter:0:0000:00:999:[ 5-4 no no no no no ] +splatter:0:0000:00:999:[ 5-5 no no no no no ] +splatter:0:0000:00:999:[ 5-6 no no no no no ] +splatter:0:0000:00:999:[ 6 no no no no no ] +splatter:0:0000:00:999:[ 7 no no no no no ] +splatter:0:0000:00:999:[ ] +splatter:0:09A6:02:001:Make Weapon 1 = Razor Now! +splatter:0:09A6:03:001:Make Weapon 1 = Rifle Now! +splatter:0:09A6:04:001:Make Weapon 1 = Axe Now! +splatter:0:09A6:05:001:Make Weapon 1 = Bo stick Now! +splatter:0:09A6:0A:001:Make Weapon 1 = Harpoon Now! +splatter:0:09C6:05:001:Make Weapon 2 = Bo stick Now! +splatter:0:09C6:07:001:Make Weapon 2 = Stone Now! +splatter:0:09C6:08:001:Make Weapon 2 = Wrench Now! +splatter:0:09C6:0A:001:Make Weapon 2 = Harpoon Now! +splatter:0:09F6:07:001:Make Weapon 3 = Stone Now! +splatter:0:09F6:0A:001:Make Weapon 3 = Harpoon Now! +splatter:0:0A16:03:001:Make Weapon 4 = Rifle Now! +splatter:0:0A16:0A:001:Make Weapon 4 = Harpoon Now! +splatter:0:0A36:0A:001:Make Weapon 5 = Harpoon Now! +splatter:0:0000:00:999:[These Start on Stage cheats] +splatter:0:0000:00:999:[must be enabled on the ] +splatter:0:0000:00:999:[title screen and turned off] +splatter:0:0000:00:999:[when the screen with the ] +splatter:0:0000:00:999:[stage number is displayed. ] +splatter:0:0065:0A:000:Start on Stage 2 (1/2) +splatter:0:014D:02:500:Start on Stage 2 (2/2) +splatter:0:0065:04:000:Start on Stage 3 (1/2) +splatter:0:014D:05:500:Start on Stage 3 (2/2) +splatter:0:0065:05:000:Start on Stage 4 (1/2) +splatter:0:014D:06:500:Start on Stage 4 (2/2) +splatter:0:0065:08:000:Start on Stage 5 (1/2) +splatter:0:014D:0D:500:Start on Stage 5 (2/2) +splatter:0:0065:13:000:Start on Stage 6 (1/2) +splatter:0:014D:14:500:Start on Stage 6 (2/2) +splatter:0:0065:14:000:Start on Stage 7 (1/2) +splatter:0:014D:17:500:Start on Stage 7 (2/2) +splatter:0:0000:00:999:[These Current Stage cheats ] +splatter:0:0000:00:999:[require you to lose a life ] +splatter:0:0000:00:999:[to jump to that stage! ] +splatter:0:014D:01:001:Current Stage = 1-1 Now! PL1 +splatter:0:014D:02:001:Current Stage = 2-1 Now! PL1 +splatter:0:014D:05:001:Current Stage = 3 Now! PL1 +splatter:0:014D:06:001:Current Stage = 4-1 Now! PL1 +splatter:0:014D:0D:001:Current Stage = 5-1 Now! PL1 +splatter:0:014D:14:001:Current Stage = 6 Now! PL1 +splatter:0:014D:17:001:Current Stage = 7 Now! PL1 +splatter:0:018D:01:001:Current Stage = 1-1 Now! PL2 +splatter:0:018D:02:001:Current Stage = 2-1 Now! PL2 +splatter:0:018D:05:001:Current Stage = 3 Now! PL2 +splatter:0:018D:06:001:Current Stage = 4-1 Now! PL2 +splatter:0:018D:0D:001:Current Stage = 5-1 Now! PL2 +splatter:0:018D:14:001:Current Stage = 6 Now! PL2 +splatter:0:018D:17:001:Current Stage = 7 Now! PL2 +splatter:0:0000:00:999:[ ] +splatter:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sy + +; [ Super Punch-Out!! (Japan) ] +spnchotj:0:D022:70:000:Invincibility PL1 +spnchotj:0:D048:1A:000:KO Power +spnchotj:0:D7F2:03:000:Infinite Time +spnchotj:0:D024:00:001:Drain Other Fighter Now! +spnchotj:0:D024:00:000:Quick KDs/KOs + +; [ Super Punch-Out!! ] +spnchout:0:D022:70:000:Invincibility PL1 +spnchout:0:D048:1A:000:KO Power +spnchout:0:D7F2:03:000:Infinite Time +spnchout:0:D024:00:001:Drain Other Fighter Now! +spnchout:0:D024:00:000:Quick KDs/KOs + +; [ Super Pool III (World?) ] +spool3:0:008A:03:000:Infinite Lives PL1 +spool3:0:04F1:6E:000:Infinite Time PL1 + +; [ Super Pool III (I-Vics) ] +spool3i:0:008A:03:000:Infinite Lives PL1 +spool3i:0:04F1:6E:000:Infinite Time PL1 + +; [ Springer ] +springer:0:8032:09:000:Infinite Lives PL1 +springer:0:8033:09:000:Infinite Lives PL2 +springer:0:82B7:70:000:Infinite Bonus + +; [ Sprint 1 ] +sprint1:0:043C:B9:000:Infinite Time + +; [ Sprint 2 ] +sprint2:0:0450:3C:000:Infinite Time + +; [ Space Trek (Cocktail) ] +sptrekct:0:E3A2:08:000:Infinite Lives PL1 +sptrekct:0:E3B5:20:000:Infinite Power PL1 +sptrekct:0:E3A6:99:000:Infinite Bonus PL1 +sptrekct:0:E3A3:08:000:Infinite Lives PL2 +sptrekct:0:E3B6:20:000:Infinite Power PL2 +sptrekct:0:E3A7:99:000:Infinite Bonus PL2 + +; [ S.P.Y. - Special Project Y (US) ] +spy:0:0815:09:000:Infinite Credits +spy:0:594D:59:000:Infinite Time (1/2) +spy:0:594C:09:500:Infinite Time (2/2) +spy:0:0987:3F:000:Invincibility PL1:Sprite flickers +spy:0:0988:3F:000:Invincibility PL2:Sprite flickers + +; [ Spy Hunter ] +spyhunt:0:E870:01:000:Infinite Lives (After timer) +spyhunt:0:F389:01:000:Infinite Lives +spyhunt:0:F381:09:000:Infinite Time +spyhunt:0:F0D4:03:000:Infinite Smoke Screens +spyhunt:0:F0FE:03:000:Infinite Missiles +spyhunt:0:F0D2:3F:000:Infinite Oil Slicks +spyhunt:0:F0D5:40:000:Endless Smokescreen + +; [ Spy Hunter 2 ] +spyhunt2:0:0601A0:00:000:Invincibility PL1 + +; [ Faster, Harder, More Challenging Q*bert ] +sqbert:0:01000:04:000:Infinite Lives +sqbert:0:00065:4B:000:No Enemies + +; [ Super Qix (bootleg) ] +sqixbl:0:E4CD:00:000:Infinite freeze time +sqixbl:0:F85C:E4:000:Stop around timer (1/2) +sqixbl:0:F85E:04:500:Stop around timer (2/2) +sqixbl:0:F814:0A:000:Infinite Lives PL1 +sqixbl:0:F011:99:001:Finish this Round faster PL1 +sqixbl:0:F869:03:001:Get 3 letters out of 4 PL1 +sqixbl:0:F869:04:001:Get 4 letters out of 5 PL1 +sqixbl:0:F869:05:001:Get 5 letters out of 6 PL1 +sqixbl:0:F869:06:001:Get 6 letters out of 7 PL1 +sqixbl:0:F869:04:001:Get 7 letters out of 8 PL1 +sqixbl:0:F815:0A:000:Infinite Lives PL2 +sqixbl:0:F012:99:001:Finish this Round faster PL2 +sqixbl:0:F880:03:001:Get 3 letters out of 4 PL2 +sqixbl:0:F869:04:001:Get 4 letters out of 5 PL2 +sqixbl:0:F869:05:001:Get 5 letters out of 6 PL2 +sqixbl:0:F869:06:001:Get 6 letters out of 7 PL2 +sqixbl:0:F869:04:001:Get 7 letters out of 8 PL2 +sqixbl:0:E4A8:8F:000:Always have shield +sqixbl:0:E4A8:01:000:Always have speed up +sqixbl:0:E4A8:09:000:Always have max speed +sqixbl:0:E4A8:04:000:Always have freeze +sqixbl:0:E4A8:0D:000:Always have freeze+speed +sqixbl:0:E4A8:8F:001:Get shield Now! +sqixbl:0:E4A8:01:001:Get speed up Now! +sqixbl:0:E4A8:09:001:Get max speed Now! +sqixbl:0:E4A8:04:001:Get freeze Now! +sqixbl:0:E4A8:0D:001:Get freeze+speed Now! +sqixbl:0:F804:00:001:Next Goto Round 2 +sqixbl:0:F804:01:001:Next Goto Round 3 +sqixbl:0:F804:02:001:Next Goto Round 4 +sqixbl:0:F804:03:001:Next Goto Round 5 +sqixbl:0:F804:04:001:Next Goto Round 6 +sqixbl:0:F804:05:001:Next Goto Round 7 +sqixbl:0:F804:06:001:Next Goto Round 8 +sqixbl:0:F804:07:001:Next Goto Round 9 +sqixbl:0:F804:08:001:Next Goto Round 10 +sqixbl:0:F804:09:001:Next Goto Round 11 +sqixbl:0:F804:0A:001:Next Goto Round 12 +sqixbl:0:F804:0B:001:Next Goto Round 13 +sqixbl:0:F804:0C:001:Next Goto Round 14 +sqixbl:0:F804:0D:001:Next Goto Round 15 +sqixbl:0:F804:0E:001:Next Goto Round 16 + +; [ Super Real Darwin (Japan) ] +srdarwin:0:10EE:9A:000:Infinite Lives PL1 +srdarwin:0:10EF:9A:000:Infinite Lives PL2 + +;[ S.R.D. Mission ] +srdmissn:0:E0AB:0A:000:Infinite Lives +srdmissn:0:F929:00:000:Invincibility + +; [ Speed Rumbler, The (set 1) ] +srumbler:0:04BC:00:000:Infinite Energy +srumbler:0:00AF:03:000:Infinite Lives +srumbler:0:00B4:00:000:Infinite Time +srumbler:0:04E8:02:000:Super Shots +srumbler:0:04E0:0F:000:Super Speed + +; [ Speed Rumbler, The (set 2) ] +srumblr2:0:04BC:00:000:Infinite Energy +srumblr2:0:00AF:03:000:Infinite Lives +srumblr2:0:00B4:00:000:Infinite Time +srumblr2:0:04E8:02:000:Super Shots +srumblr2:0:04E0:0F:000:Super Speed + +; [ Super Space Invaders '91 (World) ] +ssi:0:203619:0A:000:Infinite Lives PL1 +ssi:0:205293:09:000:Infinite Shields PL1 +ssi:0:20361B:0A:000:Infinite Lives PL2 +ssi:0:2052E1:09:000:Infinite Shields PL2 +ssi:0:20553F:30:000:Long Lasting Weapons +ssi:0:000000:00:999:[The backdrops don't change ] +ssi:0:000000:00:999:[for a couple of levels with] +ssi:0:000000:00:999:[these level cheats. ] +ssi:0:2035D5:03:001:Goto Level 4 +ssi:0:2035D5:07:001:Goto Level 8 +ssi:0:2035D5:0B:001:Goto Level 12 +ssi:0:2035D5:0F:001:Goto Level 16 +ssi:0:2035D5:13:001:Goto Level 20 +ssi:0:2035D5:17:001:Goto Level 24 +ssi:0:2035D5:1B:001:Goto Level 28 +ssi:0:2035D5:1F:001:Goto Level 32 +ssi:0:2035D5:22:001:Goto Level 36 +ssi:0:2035D5:26:001:Goto Level 40 + +; [ Super Sidekicks / Tokuten Ou ] +ssideki:0:000000:00:999:[Activate the following ] +ssideki:0:000000:00:999:[cheat to stop the game ] +ssideki:0:000000:00:999:[locking up during play ] +ssideki:0:10000F:09:000:Disable Copy Protection (1/3) +ssideki:0:100012:08:500:Disable Copy Protection (2/3) +ssideki:0:108DCC:02:500:Disable Copy Protection (3/3) +ssideki:0:108ED3:59:000:Infinite Time +ssideki:0:108ED2:00:001:Finish Game Now! (1/2) +ssideki:0:108ED3:00:501:Finish Game Now! (2/2) +ssideki:0:1090F2:00:001:Make Score = 0 Now! PL1 +ssideki:0:1090F2:99:001:Make Score = 99 Now! PL1 +ssideki:0:1090F6:00:000:Penalties Scored always=0 PL1 +ssideki:0:1090F6:05:000:Penalties Scored always=5 PL1 +ssideki:0:1090F3:00:001:Make Score = 0 Now! PL2 +ssideki:0:1090F3:99:001:Make Score = 99 Now! PL2 +ssideki:0:1090F7:00:000:Penalties Scored always=0 PL2 +ssideki:0:1090F7:05:000:Penalties Scored always=5 PL2 + +; [ Super Sidekicks 2 - The World Championship / Tokuten Ou 2 - real fight football ] +ssideki2:0:1067A4:00:000:Infinite Time +ssideki2:0:1044C4:00:001:Make Score = 0 Now! PL1 +ssideki2:0:1044C4:99:001:Make Score = 99 Now! PL1 +ssideki2:0:1044C8:00:001:Make Score = 0 Now! PL2 +ssideki2:0:1044C8:99:001:Make Score = 99 Now! PL2 + +; [ Super Sidekicks 3 - The Next Glory / Tokuten Ou 3 - eikoue no michi ] +ssideki3:0:10517C:00:000:Infinite Time +ssideki3:0:1051EA:00:001:Make Score = 0 Now! PL1 +ssideki3:0:1051EA:99:001:Make Score = 99 Now! PL1 +ssideki3:0:1051EE:00:001:Make Score = 0 Now! PL2 +ssideki3:0:1051EE:99:001:Make Score = 99 Now! PL2 + +; [ Ultimate 11 / Tokuten Ou - Honoo no Libero, The ] +ssideki4:0:105A1F:00:000:Infinite Time +ssideki4:0:105A2A:00:001:Make Score = 0 Now! PL1 +ssideki4:0:105A2A:99:001:Make Score = 99 Now! PL1 +ssideki4:0:105A2E:00:001:Make Score = 0 Now! PL2 +ssideki4:0:105A2E:99:001:Make Score = 99 Now! PL2 + +; [ Syusse Oozumou (Japan) ] +ssozumo:0:0052:FF:000:Some Gauge Max +ssozumo:0:0031:05:000:Infinite KIAI + +; [ Space Attack (Cocktail) ] +sspacatc:0:E5D9:06:000:Infinite Lives PL1 +sspacatc:0:E5DB:06:000:Infinite Lives PL2 + +; [ Space Attack (Upright) ] +sspaceat:0:E5D9:06:000:Infinite Lives PL1 +sspaceat:0:E5DB:06:000:Infinite Lives PL2 + +; [ Super Sprint ] +ssprint:0:0DD6:1F:000:Fix No Soundcard Problem(1/3) +ssprint:0:0DD5:1F:500:Fix No Soundcard Problem(2/3) +ssprint:0:0DD4:1F:500:Fix No Soundcard Problem(3/3) +ssprint:0:0E00:03:000:Infinite Wrenches PL1 +ssprint:0:0E04:05:000:Max Top Speed PL1 +ssprint:0:0E08:05:000:Max Traction PL1 +ssprint:0:0E0C:05:000:Max Acceleration PL1 +ssprint:0:0E01:03:000:Infinite Wrenches PL2 +ssprint:0:0E05:05:000:Max Top Speed PL2 +ssprint:0:0E09:05:000:Max Traction PL2 +ssprint:0:0E0D:05:000:Max Acceleration PL2 +ssprint:0:0E02:03:000:Infinite Wrenches PL3 +ssprint:0:0E06:05:000:Max Top Speed PL3 +ssprint:0:0E0A:05:000:Max Traction PL3 +ssprint:0:0E0E:05:000:Max Acceleration PL3 +ssprint:0:0E12:05:000:Fastest Chopper +ssprint:0:05BC:04:001:Make Blue Car Win Now! +ssprint:0:05BD:04:001:Make Red Car Win Now! +ssprint:0:05BE:04:001:Make Yellow Car Win Now! +ssprint:0:05BF:04:001:Make Green Car Win Now! +ssprint:0:05BC:00:000:Stop Blue Car Winning +ssprint:0:05BD:00:000:Stop Red Car Winning +ssprint:0:05BE:00:000:Stop Yellow Car Winning +ssprint:0:05BF:00:000:Stop Green Car Winning + +; [ Sunset Riders (Asia 2 Players ver. ABD) ] +ssrdrabd:0:104200:FF:000:Infinite Lives PL1 +ssrdrabd:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdrabd:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdrabd:0:104240:FF:000:Infinite Lives PL2 +ssrdrabd:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdrabd:0:181FE0:C0:540:Invincibility PL2 (2/2 + +; [ Sunset Riders (World 2 Players ver. EBC) ] +ssrdrebc:0:104200:FF:000:Infinite Lives PL1 +ssrdrebc:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdrebc:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdrebc:0:104240:FF:000:Infinite Lives PL2 +ssrdrebc:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdrebc:0:181FE0:C0:540:Invincibility PL2 (2/2) + +; [ Sunset Riders (World 2 Players ver. EBD) ] +ssrdrebd:0:104200:FF:000:Infinite Lives PL1 +ssrdrebd:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdrebd:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdrebd:0:104240:FF:000:Infinite Lives PL2 +ssrdrebd:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdrebd:0:181FE0:C0:540:Invincibility PL2 (2/2) + +; [ Sunset Riders (Japan 2 Players ver. JBD) ] +ssrdrjbd:0:104200:FF:000:Infinite Lives PL1 +ssrdrjbd:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdrjbd:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdrjbd:0:104240:FF:000:Infinite Lives PL2 +ssrdrjbd:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdrjbd:0:181FE0:C0:540:Invincibility PL2 (2/2) + +; [ Sunset Riders (US 4 Players ver. UAC) ] +ssrdruac:0:104200:FF:000:Infinite Lives PL1 +ssrdruac:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdruac:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdruac:0:104240:FF:000:Infinite Lives PL2 +ssrdruac:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdruac:0:181FE0:C0:540:Invincibility PL2 (2/2) +ssrdruac:0:104280:FF:000:Infinite Lives PL3 +ssrdruac:0:1822B9:B4:000:Invincibility PL3 (1/2) +ssrdruac:0:1822E0:C0:540:Invincibility PL3 (2/2) +ssrdruac:0:1042C0:FF:000:Infinite Lives PL4 +ssrdruac:0:1825B9:B4:000:Invincibility PL4 (1/2) +ssrdruac:0:1825E0:C0:540:Invincibility PL4 (2/2) + +; [ Sunset Riders (US 2 Players ver. UBC) ] +ssrdrubc:0:104200:FF:000:Infinite Lives PL1 +ssrdrubc:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdrubc:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdrubc:0:104240:FF:000:Infinite Lives PL2 +ssrdrubc:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdrubc:0:181FE0:C0:540:Invincibility PL2 (2/2) + +; [ Sunset Riders (US 4 Players ver. UDA) ] +ssrdruda:0:104200:FF:000:Infinite Lives PL1 +ssrdruda:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssrdruda:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssrdruda:0:104240:FF:000:Infinite Lives PL2 +ssrdruda:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssrdruda:0:181FE0:C0:540:Invincibility PL2 (2/2) +ssrdruda:0:104280:FF:000:Infinite Lives PL3 +ssrdruda:0:1822B9:B4:000:Invincibility PL3 (1/2) +ssrdruda:0:1822E0:C0:540:Invincibility PL3 (2/2) +ssrdruda:0:1042C0:FF:000:Infinite Lives PL4 +ssrdruda:0:1825B9:B4:000:Invincibility PL4 (1/2) +ssrdruda:0:1825E0:C0:540:Invincibility PL4 (2/2) + +; [ Sunset Riders (World 4 Players ver. EAC) ] +ssriders:0:104200:FF:000:Infinite Lives PL1 +ssriders:0:181CB9:B4:000:Invincibility PL1 (1/2) +ssriders:0:181CE0:C0:540:Invincibility PL1 (2/2) +ssriders:0:104240:FF:000:Infinite Lives PL2 +ssriders:0:181FB9:B4:000:Invincibility PL2 (1/2) +ssriders:0:181FE0:C0:540:Invincibility PL2 (2/2) +ssriders:0:104280:FF:000:Infinite Lives PL3 +ssriders:0:1822B9:B4:000:Invincibility PL3 (1/2) +ssriders:0:1822E0:C0:540:Invincibility PL3 (2/2) +ssriders:0:1042C0:FF:000:Infinite Lives PL4 +ssriders:0:1825B9:B4:000:Invincibility PL4 (1/2) +ssriders:0:1825E0:C0:540:Invincibility PL4 (2/2) + +; [ Space Tactics ] +stactics:0:4087:04:000:Infinite Shields + +; [ Stadium Hero (Japan) ] +stadhero:0:FF8029:99:073:Select score PL1 +stadhero:0:FF802A:99:073:Select score PL2 +stadhero:0:FF801C:09:000:Infinite Time (1/2) +stadhero:0:FF801D:9A:500:Infinite Time (2/2) +stadhero:0:FF8056:00:000:Infinite Strikes +stadhero:0:FF8057:00:000:Infinite Balls +stadhero:0:FF8058:00:000:Infinite Outs +stadhero:0:FF801C:00:001:Set Play Time to 0 Now! (1/3) +stadhero:0:FF801D:01:501:Set Play Time to 0 Now! (2/3) +stadhero:0:FF8056:00:001:Set Strikes to 0 Now! +stadhero:0:FF8056:03:001:Set Strikes to 3 Now! +stadhero:0:FF8057:00:001:Set Balls to 0 Now! +stadhero:0:FF8057:03:001:Set Balls to 3 Now! +stadhero:0:FF8058:00:001:Set Outs to 0 Now! +stadhero:0:FF8058:03:001:Set Outs to 3 Now! + +; [ Stakes Winner / Stakes Winner - GI kinzen seihae no michi ] +stakwin:0:10029E:FF:000:Infinite Money PL1 +stakwin:0:1002B8:0A:000:Always Extra Speed PL1:Only Press "A" Don't whip! +stakwin:0:100336:FF:000:Infinite Money PL2 +stakwin:0:100022:32:000:Infinite Time in Training:Disable during races ! +stakwin:0:102998:44:000:Power - 1 PL1 +stakwin:0:102AD6:44:000:Power - 2 PL1 +stakwin:0:102C14:44:000:Power - 3 PL1 +stakwin:0:102D52:44:000:Power - 4 PL1 +stakwin:0:102E90:44:000:Power - 5 PL1 +stakwin:0:102FCE:44:000:Power - 6 PL1 +stakwin:0:10310C:44:000:Power - 7 PL1 + +; [Stakes Winner 2] +stakwin2:0:108943:0A:000:Infinite Shop Time +stakwin2:0:108B5C:FF:000:Infinite Money (1/2) +stakwin2:0:108B5D:FF:500:Infinite Money (2/2) +stakwin2:0:1089E2:EA:000:Infinite Power PL1 +stakwin2:0:1089C0:23:000:Always Extra Speed PL1 +stakwin2:0:108BA0:FF:000:Infinite Power PL2 + +; [ Star Fire ] +starfire:0:8377:00:000:Laser never overheats +starfire:0:82AB:09:000:Infinite Fuel + +; [ Star Force ] +starforc:0:8166:09:000:Infinite Lives PL1 +starforc:0:8198:09:000:Infinite Lives PL2 +starforc:0:8547:80:000:Always Fast Shooting +starforc:0:8179:77:062:Select next level +starforc:0:8179:77:072:Select current level + +; [ Star Force (encrypted) ] +starfore:0:8166:09:000:Infinite Lives PL1 +starfore:0:8198:09:000:Infinite Lives PL2 +starfore:0:8547:80:000:Always Fast Shooting +starfore:0:8179:77:062:Select next level +starfore:0:8179:77:072:Select current level + +; [ Stargate ] +stargate:0:BDDE:11:000:Infinite Lives PL1 +stargate:0:BDE0:12:000:Infinite Smart Bomb PL1 +stargate:0:BDE1:B0:000:Infinite Inviso PL1 +stargate:0:BE1D:11:000:Infinite Lives PL2 +stargate:0:BE1F:11:000:Infinite Smart Bomb PL2 +stargate:0:BE20:B0:000:Infinite Inviso PL2 + +; [ Star Jacker (Sega) ] +starjack:0:C09B:06:000:Infinite Lives + +; [ Star Jacker (Stern) ] +starjacs:0:C09B:06:000:Infinite Lives + +; [ Star Trek ] +startrek:0:CE17:04:000:Infinite Shield +startrek:0:CE18:04:000:Infinite Torpedo +startrek:0:E4D9:99:000:Infinite Warp + +; [ Star Wars ] +starw:0:2061:05:000:Infinite Lives + +; [ Star Wars (rev 1) ] +starwar1:0:4860:09:000:Infinite Shield +starwar1:0:4B36:00:000:Always have FORCE + +; [ Star Wars (rev 2) ] +starwars:0:4860:09:000:Infinite Shield +starwars:0:4B36:00:000:Always have FORCE + +; [ Saint Dragon ] +stdragon:0:0F1A39:0B:000:Infinite Lives +stdragon:0:0F1A00:80:000:Invincibility (1/2) +stdragon:0:0F1A09:00:500:Invincibility (2/2) +stdragon:0:0F1A19:03:000:Maximum Speed +stdragon:0:0F1A1B:04:000:Maximum Fire power +stdragon:0:0F1A1D:02:000:Maximum Weapon power +stdragon:0:000000:00:999:[These Select starting round] +stdragon:0:000000:00:999:[cheats are *NOT* linked so ] +stdragon:0:000000:00:999:[they must BOTH be selected ] +stdragon:0:000000:00:999:[individually one after the ] +stdragon:0:000000:00:999:[other! ] +stdragon:0:000000:00:999:[ ] +stdragon:0:000000:00:999:[You should enable these ] +stdragon:0:000000:00:999:[cheats on the 'Push Start' ] +stdragon:0:000000:00:999:[screen. ] +stdragon:0:0F1AED:FF:021:Select starting round (1/2) +stdragon:0:0F1AED:05:061:Select starting round (2/2) +stdragon:0:0F1AED:05:061:Select next round + +; [ Street Fight (Germany) ] +stfight:0:F004:0B:000:Infinite Lives +stfight:0:F008:70:007:Infinite Ammo +stfight:0:E532:00:000:Invincibility + +; [ Stinger ] +stinger:0:C0B1:04:000:Infinite Lives PL1 +stinger:0:C2A0:05:000:Infinite Orbs PL1 +stinger:0:C0B2:04:000:Infinite Lives PL2 +stinger:0:C2A1:05:000:Infinite Orbs PL2 + +; [ Stocker ] +stocker:0:017C:28:000:Infinite Fuel +stocker:0:016F:00:000:Infinite Tickets + +; [ Stoneage ] +stoneage:0:184D99:03:000:Infinite Lives PL1 +stoneage:0:184E4D:12:000:Infinite Energy PL1 +stoneage:0:184DD9:03:000:Infinite Lives PL2 +stoneage:0:184ECD:12:000:Infinite Energy PL2 +stoneage:0:18534D:01:001:One hit for boss 1 Now! +stoneage:0:18654D:01:001:One hit for boss 2-1 Now! +stoneage:0:18654D:01:001:One hit for boss 2-2 Now! +stoneage:0:1877F4:01:001:One hit for boss 3-1 Now! +stoneage:0:186CCD:01:001:One hit for boss 3-2 Now! +stoneage:0:18654D:01:001:One hit for boss 4-1 Now! +stoneage:0:186BCD:01:001:One hit for boss 4-2 Now! +stoneage:0:18654D:01:001:One hit for boss 5-1 Now! +stoneage:0:1868CD:01:001:One hit for boss 5-2 Now! +stoneage:0:18654D:01:001:One hit for boss 5-3 Now! + +; [ Strategy X (Stern) ] +stratgys:0:8105:FF:000:Infinite Fuel +stratgys:0:8108:08:000:Infinite Lives +stratgys:0:8380:01:000:Invincibility (1/6) +stratgys:0:83A0:01:500:Invincibility (2/6) +stratgys:0:8065:22:500:Invincibility (3/6) +stratgys:0:8061:18:500:Invincibility (4/6) +stratgys:0:8062:07:500:Invincibility (5/6) +stratgys:0:8066:06:500:Invincibility (6/6) + +; [ Strategy X ] +stratgyx:0:8105:FF:000:Infinite Fuel +stratgyx:0:8108:08:000:Infinite Lives +stratgyx:0:8380:01:000:Invincibility (1/6) +stratgyx:0:83A0:01:500:Invincibility (2/6) +stratgyx:0:8065:22:500:Invincibility (3/6) +stratgyx:0:8061:18:500:Invincibility (4/6) +stratgyx:0:8062:07:500:Invincibility (5/6) +stratgyx:0:8066:06:500:Invincibility (6/6) + +; [ Stratovox ] +stratvox:0:4029:0A:000:Infinite Lives PL1 +stratvox:0:4099:0A:000:Infinite Lives PL2 +stratvox:0:4108:00:000:Invincibility + +; [ Stratovox (bootleg) ] +stratvxb:0:4029:0A:000:Infinite Lives PL1 +stratvxb:0:4099:0A:000:Infinite Lives PL2 +stratvxb:0:4108:00:000:Invincibility + +; [ Streaking ] +streakng:0:4214:03:000:Infinite Lives + +; [ Street Smart (US version 1) ] +streets1:0:043E03:30:000:Infinite Time +streets1:0:04004C:7A:000:Infinite Lives PL1 +streets1:0:040034:4B:000:Infinite Energy PL1 +streets1:0:040079:78:000:Invincibility PL1 +streets1:0:040269:00:001:Kill PL1 Oppo with 1 Hit Now! +streets1:0:040269:00:000:Always only 1 Hit on PL1 Oppo +streets1:0:04014C:7A:000:Infinite Lives PL2 +streets1:0:040134:4B:000:Infinite Energy PL2 +streets1:0:040179:78:000:Invincibility PL2 +streets1:0:040369:00:001:Kill PL2 Oppo with 1 Hit Now! +streets1:0:040369:00:000:Always only 1 Hit on PL2 Oppo + +; [ Street Smart (Japan version 1) ] +streetsj:0:043E03:30:000:Infinite Time +streetsj:0:04004C:7A:000:Infinite Lives PL1 +streetsj:0:040034:4B:000:Infinite Energy PL1 +streetsj:0:040079:78:000:Invincibility PL1 +streetsj:0:040269:00:001:Kill PL1 Oppo with 1 Hit Now! +streetsj:0:040269:00:000:Always only 1 Hit on PL1 Oppo +streetsj:0:04014C:7A:000:Infinite Lives PL2 +streetsj:0:040134:4B:000:Infinite Energy PL2 +streetsj:0:040179:78:000:Invincibility PL2 +streetsj:0:040369:00:001:Kill PL2 Oppo with 1 Hit Now! +streetsj:0:040369:00:000:Always only 1 Hit on PL2 Oppo + +; [ Street Smart (US version 2) ] +streetsm:0:043E03:30:000:Infinite Time +streetsm:0:04004C:7A:000:Infinite Lives PL1 +streetsm:0:040034:4B:000:Infinite Energy PL1 +streetsm:0:040079:78:000:Invincibility PL1 +streetsm:0:040269:00:001:Kill PL1 Oppo with 1 Hit Now! +streetsm:0:040269:00:000:Always only 1 Hit on PL1 Oppo +streetsm:0:04014C:7A:000:Infinite Lives PL2 +streetsm:0:040134:4B:000:Infinite Energy PL2 +streetsm:0:040179:78:000:Invincibility PL2 +streetsm:0:040369:00:001:Kill PL2 Oppo with 1 Hit Now! +streetsm:0:040369:00:000:Always only 1 Hit on PL2 Oppo + +; [ Street Hoop / Street Slam / Dunk Dream ] +strhoop:0:101A54:0F:000:Infinite Time +strhoop:0:101A0B:00:000:Always have 0 Points PL1 +strhoop:0:101A0B:99:000:Always have 99 Points PL1 +strhoop:0:101A0B:00:001:Get 0 Points Now! PL1 +strhoop:0:101A0B:99:001:Get 99 Points Now! PL1 +strhoop:0:101A0F:00:000:Always have 0 Points PL2 +strhoop:0:101A0F:99:000:Always have 99 Points PL2 +strhoop:0:101A0F:00:001:Get 0 Points Now! PL2 +strhoop:0:101A0F:99:001:Get 99 Points Now! PL2 + +; [ Strider (US) ] +strider:0:FF0CA8:03:000:Infinite Lives +strider:0:FF0F6A:50:000:Infinite Time +strider:0:FF0CF5:6B:000:Invincibility +strider:0:FF0CE6:81:000:Infinite Energy (1/5) +strider:0:FF0CE7:81:500:Infinite Energy (2/5) +strider:0:FF0CE8:81:500:Infinite Energy (3/5) +strider:0:FF0CE9:81:500:Infinite Energy (4/5) +strider:0:FF0CEA:81:500:Infinite Energy (5/5) +strider:0:FF0CE3:FF:000:Infinite Psyfer (Sword Power) +strider:0:FF0CF8:00:000:Infinite wolf time (1/2) +strider:0:FF0CF9:FF:500:Infinite wolf time (2/2) +strider:0:FF0CF8:00:001:No more wolf Now! (1/2) +strider:0:FF0CF9:01:501:No more wolf Now! (2/2) +strider:0:FF0CE4:02:000:Always Maximum pods (bug!) + +; [ Strider Hiryu (Japan set 1) ] +striderj:0:FF0CA8:03:000:Infinite Lives +striderj:0:FF0F6A:50:000:Infinite Time +striderj:0:FF0CF5:6B:000:Invincibility +striderj:0:FF0CE6:81:000:Infinite Energy (1/5) +striderj:0:FF0CE7:81:500:Infinite Energy (2/5) +striderj:0:FF0CE8:81:500:Infinite Energy (3/5) +striderj:0:FF0CE9:81:500:Infinite Energy (4/5) +striderj:0:FF0CEA:81:500:Infinite Energy (5/5) +striderj:0:FF0CE3:FF:000:Infinite Psyfer (Sword Power) +striderj:0:FF0CF8:00:000:Infinite wolf time (1/2) +striderj:0:FF0CF9:FF:500:Infinite wolf time (2/2) +striderj:0:FF0CF8:00:001:No more wolf Now! (1/2) +striderj:0:FF0CF9:01:501:No more wolf Now! (2/2) +striderj:0:FF0CE4:02:000:Always Maximum pods (bug!) + +; [ Strider Hiryu (Japan set 2) ] +stridrja:0:FF0CA8:03:000:Infinite Lives +stridrja:0:FF0F6A:50:000:Infinite Time +stridrja:0:FF0CF5:6B:000:Invincibility +stridrja:0:FF0CE6:81:000:Infinite Energy (1/5) +stridrja:0:FF0CE7:81:500:Infinite Energy (2/5) +stridrja:0:FF0CE8:81:500:Infinite Energy (3/5) +stridrja:0:FF0CE9:81:500:Infinite Energy (4/5) +stridrja:0:FF0CEA:81:500:Infinite Energy (5/5) +stridrja:0:FF0CE3:FF:000:Infinite Psyfer (Sword Power) +stridrja:0:FF0CF8:00:000:Infinite wolf time (1/2) +stridrja:0:FF0CF9:FF:500:Infinite wolf time (2/2) +stridrja:0:FF0CF8:00:001:No more wolf Now! (1/2) +stridrja:0:FF0CF9:01:501:No more wolf Now! (2/2) +stridrja:0:FF0CE4:02:000:Always Maximum pods (bug!) + +; [ Strike Force (rev 1 02/25/91) ] +strkforc:0:00219142:03:000:Infinite Lives PL1 +strkforc:0:0021916D:0A:000:Infinite weapons PL1 +strkforc:0:0021919E:03:000:Infinite Lives PL2 +strkforc:0:002191C9:0A:000:Infinite weapons PL2 + +; [ Subs ] +subs:0:0082:59:000:Infinite Time + +; [ Super Casino ] +sucasino:0:440A:C8:001:Get 200 credits Now! + +; [ Super Burger Time (Japan) ] +supbtime:0:1000A7:03:000:Infinite Lives PL1 +supbtime:0:1000AC:99:000:Infinite Pepper PL1 +supbtime:0:1000EA:01:000:Invincibility PL1 (1/2) +supbtime:0:1000A3:10:520:Invincibility PL1 (2/2) +supbtime:0:100107:03:000:Infinite Lives PL2 +supbtime:0:10010C:99:000:Infinite Pepper PL2 +supbtime:0:10014A:01:000:Invincibility PL2 (1/2) +supbtime:0:100103:10:520:Invincibility PL2 (2/2) + +; [ Super Bond ] +superbon:0:8617:0A:000:Infinite Lives +superbon:0:8618:26:000:Infinite Ammo +superbon:0:861B:0A:000:Infinite Zapper +superbon:0:8255:00:000:Limited Invincibility +superbon:0:861C:0C:072:Select next Level:Use before stair room +superbon:0:861D:5B:072:Select next Room:Use before stair room + +; [ Super Galaxians ] +superg:0:421D:05:000:Infinite Lives +superg:0:4200:01:000:Invincibility (1/2) +superg:0:4205:00:500:Invincibility (2/2) + +; [ Superman ] +superman:0:F012B7:09:000:Infinite Lives PL1 +superman:0:F012B5:14:000:Infinite Energy PL1 +superman:0:F01291:78:000:Invincibility PL1 +superman:0:F012BB:0A:000:Infinite yellow diamonds PL1 +superman:0:F010B7:09:000:Infinite Lives PL2 +superman:0:F010B5:14:000:Infinite Energy PL2 +superman:0:F01091:78:000:Invincibility PL2 +superman:0:F010BB:0A:000:Infinite yellow diamonds PL2 +superman:0:F02C09:00:000:One hit for helicos (1/4) +superman:0:F03D0B:00:500:One hit for helicos (2/4) +superman:0:F03E4B:00:500:One hit for helicos (3/4) +superman:0:F03D8B:00:500:One hit for helicos (4/4) +superman:0:F00A76:00:001:One hit for boss 1 (1/2) +superman:0:F00A77:00:501:One hit for boss 1 (2/2) +superman:0:F00A72:00:001:One hit for boss 2 (1/2) +superman:0:F00A73:00:501:One hit for boss 2 (2/2) +superman:0:F00A5A:00:001:One hit for boss 3 (1/2) +superman:0:F00A5B:00:501:One hit for boss 3 (2/2) +superman:0:F00A6A:00:001:One hit for boss 4 (1/2) +superman:0:F00A6B:00:501:One hit for boss 4 (2/2) +superman:0:F00A6A:00:001:One hit for boss 5a (1/2) +superman:0:F00A6B:00:501:One hit for boss 5a (2/2) +superman:0:F00A5F:00:001:One hit for boss 5b (1/2) +superman:0:F00A67:00:501:One hit for boss 5b (2/2) + +; [ Super Pac-Man ] +superpac:0:1007:06:000:Infinite Lives +superpac:0:1625:01:000:Invincibility +superpac:0:1626:01:000:Ghosts Always Squashed +superpac:0:1090:00:001:Finish this Level Now! (1/2) +superpac:0:1091:00:501:Finish this Level Now! (2/2) +superpac:0:1096:00:000:No Bonus Stages +superpac:0:1096:01:000:Every Stage a Bonus Stage +superpac:0:112B:AF:000:Ghosts stay blue until eaten +superpac:0:1633:CD:000:Everlasting Super pills + +; [ Super Pac-Man (Midway) ] +superpcm:0:1007:06:000:Infinite Lives +superpcm:0:1625:01:000:Invincibility +superpcm:0:1626:01:000:Ghosts Always Squashed +superpcm:0:1090:00:001:Finish this Level Now! (1/2) +superpcm:0:1091:00:501:Finish this Level Now! (2/2) +superpcm:0:1096:00:000:No Bonus Stages +superpcm:0:1096:01:000:Every Stage a Bonus Stage +superpcm:0:112B:AF:000:Ghosts stay blue until eaten +superpcm:0:1633:CD:000:Everlasting Super pills + +; [ Super Qix ] +superqix:0:E4CD:00:000:Infinite freeze time +superqix:0:F85C:E4:000:Stop around timer (1/2) +superqix:0:F85E:04:500:Stop around timer (2/2) +superqix:0:F814:0A:000:Infinite Lives PL1 +superqix:0:F011:99:001:Finish this Round faster PL1 +superqix:0:F869:03:001:Get 3 letters out of 4 PL1 +superqix:0:F869:04:001:Get 4 letters out of 5 PL1 +superqix:0:F869:05:001:Get 5 letters out of 6 PL1 +superqix:0:F869:06:001:Get 6 letters out of 7 PL1 +superqix:0:F869:04:001:Get 7 letters out of 8 PL1 +superqix:0:F815:0A:000:Infinite Lives PL2 +superqix:0:F012:99:001:Finish this Round faster PL2 +superqix:0:F880:03:001:Get 3 letters out of 4 PL2 +superqix:0:F869:04:001:Get 4 letters out of 5 PL2 +superqix:0:F869:05:001:Get 5 letters out of 6 PL2 +superqix:0:F869:06:001:Get 6 letters out of 7 PL2 +superqix:0:F869:04:001:Get 7 letters out of 8 PL2 +superqix:0:E4A8:8F:000:Always have shield +superqix:0:E4A8:01:000:Always have speed up +superqix:0:E4A8:09:000:Always have max speed +superqix:0:E4A8:04:000:Always have freeze +superqix:0:E4A8:0D:000:Always have freeze+speed +superqix:0:E4A8:8F:001:Get shield Now! +superqix:0:E4A8:01:001:Get speed up Now! +superqix:0:E4A8:09:001:Get max speed Now! +superqix:0:E4A8:04:001:Get freeze Now! +superqix:0:E4A8:0D:001:Get freeze+speed Now! +superqix:0:F804:00:001:Next Goto Round 2 +superqix:0:F804:01:001:Next Goto Round 3 +superqix:0:F804:02:001:Next Goto Round 4 +superqix:0:F804:03:001:Next Goto Round 5 +superqix:0:F804:04:001:Next Goto Round 6 +superqix:0:F804:05:001:Next Goto Round 7 +superqix:0:F804:06:001:Next Goto Round 8 +superqix:0:F804:07:001:Next Goto Round 9 +superqix:0:F804:08:001:Next Goto Round 10 +superqix:0:F804:09:001:Next Goto Round 11 +superqix:0:F804:0A:001:Next Goto Round 12 +superqix:0:F804:0B:001:Next Goto Round 13 +superqix:0:F804:0C:001:Next Goto Round 14 +superqix:0:F804:0D:001:Next Goto Round 15 +superqix:0:F804:0E:001:Next Goto Round 16 + +; [ Super Spy, The ] +superspy:0:10181F:08:000:Infinite Energy +superspy:0:101856:0F:000:Get Machine Gun +superspy:0:101856:00:000:Get Pistol +superspy:0:1017F6:09:000:Infinite Pistol Ammo (1/2) +superspy:0:1017F7:99:500:Infinite Pistol Ammo (2/2) +superspy:0:101854:09:000:Infinite M. Gun Ammo (1/2) +superspy:0:101855:99:500:Infinite M. Gun Ammo (2/2) +superspy:0:101878:10:000:Indestructible Knife + +; [ Super Locomotive ] +suprloco:0:FC64:03:000:Infinite Lives PL1 +suprloco:0:FA73:FF:000:Infinite Energy PL1 +suprloco:0:FC74:03:000:Infinite Lives PL2 +suprloco:0:FA93:FF:000:Infinite Energy PL2 +suprloco:0:FA0F:00:000:Invincibility + +; [ Super Missile Attack ] +suprmatk:0:00A0:0B:004:Infinite shots (Left) +suprmatk:0:00A1:0B:004:Infinite shots (Center) +suprmatk:0:00A2:0B:004:Infinite shots (Right) +suprmatk:0:00C0:06:000:Infinite cities + +; [ Funny Mouse (bootleg?) ] +suprmou2:0:8200:1A:000:Infinite Lives PL1 +suprmou2:0:8300:1A:000:Infinite Lives PL2 +suprmou2:0:841F:01:000:Invincibility + +; [ Super Mouse ] +suprmous:0:8200:1A:000:Infinite Lives PL1 +suprmous:0:8300:1A:000:Infinite Lives PL2 +suprmous:0:841F:01:000:Invincibility + +; [ Surprise Attack (Japan) ] +surpratk:0:5945:5A:006:Infinite Time +surpratk:0:5964:09:000:Infinite Lives +surpratk:0:0BD4:00:998:Watch me for good answer +surpratk:0:1FBB:00:000:Invincibility +surpratk:0:1FE5:00:001:Get Normal Disk Now! +surpratk:0:1FE5:01:001:Get Granade Disk Now! +surpratk:0:1DA1:00:000:Always No Bombs Remain +surpratk:0:5904:00:000:Sound Test Timer Stop:[PL2 Start]Next Code + +; [ Tapper (Suntory) ] +sutapper:0:E4A7:06:000:Infinite Lives +sutapper:0:E711:01:001:Serve one beer on this level +sutapper:0:0000:00:999:[This Nonstop Dancing Girls ] +sutapper:0:0000:00:999:[cheat doesn't start until ] +sutapper:0:0000:00:999:[after you get the money. ] +sutapper:0:0000:00:999:[Also new customers are NOT ] +sutapper:0:0000:00:999:[distracted by them!! ] +sutapper:0:E712:FF:000:Nonstop Dancing Girls +sutapper:0:E4A8:62:071:Select current level +sutapper:0:E4A8:62:061:Select next level +sutapper:0:0000:00:999:[These Start on Level cheats] +sutapper:0:0000:00:999:[should be enabled on the ] +sutapper:0:0000:00:999:[title screen and turned off] +sutapper:0:0000:00:999:[when you start the level. ] +sutapper:0:E4A8:01:000:Start on Level 2 +sutapper:0:E4A8:02:000:Start on Level 3 +sutapper:0:E4A8:03:000:Start on Level 4 +sutapper:0:E4A8:04:000:Start on Level 5 +sutapper:0:E4A8:05:000:Start on Level 6 +sutapper:0:E4A8:06:000:Start on Level 7 +sutapper:0:E4A8:07:000:Start on Level 8 +sutapper:0:E4A8:08:000:Start on Level 9 +sutapper:0:E4A8:09:000:Start on Level 10(the aliens) + +; [ Super Volley '91 (Japan) ] +svolly91:0:1016AD:3B:000:Infinite Time +svolly91:0:101687:11:001:End ball to win a game PL1 +svolly91:0:101687:00:000:Score always set to 0 PL1 +svolly91:0:101687:00:001:Set score to 0 Now! PL1 +svolly91:0:101687:11:070:Select score PL1 +svolly91:0:101689:11:001:End ball to win a game PL2 +svolly91:0:101689:00:000:Score always set to 0 PL2 +svolly91:0:101689:00:001:Set score to 0 Now! PL2 +svolly91:0:101689:11:070:Select score PL2 + +; [ Swarm ] +swarm:0:421D:05:000:Infinite Lives +swarm:0:4200:01:000:Invincibility (1/3) +swarm:0:4201:00:500:Invincibility (2/3) +swarm:0:4205:00:500:Invincibility (3/3) + +; [ SWAT ] +swat:0:C061:06:000:Infinite Lives PL1 +swat:0:C062:06:000:Infinite Lives PL2 +swat:0:CF97:08:000:Infinite Bombs + +; [ Swimmer (set 1) ] +swimmer:0:82FE:06:000:Infinite Lives PL1 +swimmer:0:82FF:06:000:Infinite Lives PL2 + +; [ Swimmer (set 2) ] +swimmera:0:82FE:06:000:Infinite Lives PL1 +swimmera:0:82FF:06:000:Infinite Lives PL2 + +; [ Super World Stadium '92 (Japan) ] +sws92:0:10249B:99:070:Select Score PL1 +sws92:0:10249D:99:070:Select Score PL2 +sws92:0:1024BD:00:000:Infinite Strikes +sws92:0:1024BF:00:000:Infinite Balls +sws92:0:1024BB:00:000:Infinite Outs +sws92:0:1024BD:00:001:Set Strikes to 0 Now! +sws92:0:1024BD:03:001:Set Strikes to 3 Now! +sws92:0:1024BF:00:001:Set Balls to 0 Now! +sws92:0:1024BF:03:001:Set Balls to 3 Now! +sws92:0:1024BB:00:001:Set Outs to 0 Now! +sws92:0:1024BB:03:001:Set Outs to 3 Now! + +; [ Super World Stadium '93 (Japan) ] +sws93:0:102493:99:070:Select Score PL1 +sws93:0:102495:99:070:Select Score PL2 +sws93:0:1024B5:00:000:Infinite Strikes +sws93:0:1024B7:00:000:Infinite Balls +sws93:0:1024B3:00:000:Infinite Outs +sws93:0:1024B5:00:001:Set Strikes to 0 Now! +sws93:0:1024B5:03:001:Set Strikes to 3 Now! +sws93:0:1024B7:00:001:Set Balls to 0 Now! +sws93:0:1024B7:03:001:Set Balls to 3 Now! +sws93:0:1024B3:00:001:Set Outs to 0 Now! +sws93:0:1024B3:03:001:Set Outs to 3 Now! + +; [ Super Xevious ] +sxevious:0:8183:09:000:Infinite Lives +sxevious:0:0000:00:999:[Activate Invincibility ] +sxevious:0:0000:00:999:[Cheats during play only!!! ] +sxevious:0:7C47:01:000:Invincibility (1/4) +sxevious:0:8044:00:500:Invincibility (2/4) +sxevious:0:8146:50:500:Invincibility (3/4) +sxevious:0:8282:75:500:Invincibility (4/4) + +; [ Super Zaxxon ] +szaxxon:0:6066:03:000:Infinite Lives +szaxxon:0:62B2:7F:000:Infinite Fuel +szaxxon:0:6407:00:000:Invincibility + +; [ Tac/Scan ] +tacscan:0:CAA2:08:000:Infinite Ships PL1 +tacscan:0:CAA3:08:000:Infinite Ships PL2 +tacscan:0:E0DC:01:000:Always have ship 1 +tacscan:0:E0E6:01:000:Always have ship 2 +tacscan:0:E0F0:01:000:Always have ship 3 +tacscan:0:E0FA:01:000:Always have ship 4 +tacscan:0:E104:01:000:Always have ship 5 +tacscan:0:E10E:01:000:Always have ship 6 +tacscan:0:E118:01:000:Always have ship 7 + +; [ Tag Team Wrestling ] +tagteam:0:00AC:10:000:Infinite Power + +; [ Tank Battalion ] +tankbatt:0:00A4:06:000:Infinite Lives + +; [ Tank Force (US) ] +tankfrce:0:02E2:01:000:Freeze All Enemy Tanks (1/2) +tankfrce:0:02E4:01:500:Freeze All Enemy Tanks (2/2) +tankfrce:0:02E7:65:000:Invincible Command (1/9) +tankfrce:0:7CD0:14:500:Invincible Command (2/9) +tankfrce:0:7CD4:14:500:Invincible Command (3/9) +tankfrce:0:7CD8:14:500:Invincible Command (4/9) +tankfrce:0:7CDC:14:500:Invincible Command (5/9) +tankfrce:0:7D60:14:500:Invincible Command (6/9) +tankfrce:0:7D6C:14:500:Invincible Command (7/9) +tankfrce:0:7DF0:14:500:Invincible Command (8/9) +tankfrce:0:7DFC:14:500:Invincible Command (9/9) +tankfrce:0:0297:87:000:Infinite Lives PL1 +tankfrce:0:43A3:7B:000:Invincibility PL1 (1/2) +tankfrce:0:43A6:7B:500:Invincibility PL1 (2/2) +tankfrce:0:43B6:08:000:Infinite Time PL1 (1/2) +tankfrce:0:43B7:00:500:Infinite Time PL1 (2/2) +tankfrce:0:439A:0F:000:Max Shot Power PL1 +tankfrce:0:438A:01:000:Always Low Speed Tank PL1:Normal Tank Speed +tankfrce:0:438A:02:000:Always Mid Speed Tank PL1 +tankfrce:0:438A:03:000:Always Top Speed Tank PL1 +tankfrce:0:438A:01:001:Get Low Speed Tank Now! PL1:Normal Tank Speed +tankfrce:0:438A:02:001:Get Mid Speed Tank Now!PL1 +tankfrce:0:438A:03:001:Get Top Speed Tank Now!PL1 +tankfrce:0:43B2:00:001:Get Normal Tank Now! PL1 +tankfrce:0:43B2:01:001:Get Normal+ Tank Now! PL1:Normal + better ammo +tankfrce:0:43B2:02:001:Get 4 Way Tank Now! PL1 +tankfrce:0:43B2:03:001:Get Heavy Tank Now! PL1 +tankfrce:0:43B2:04:001:Get Twin Tank Now! PL1 +tankfrce:0:43B2:05:001:Get Wave Tank Now! PL1 +tankfrce:0:43B2:06:001:Get Small Tank Now! PL1 +tankfrce:0:43B2:07:001:Get Small+ Tank Now! PL1:Small + better ammo +tankfrce:0:0298:87:000:Infinite Lives PL2 +tankfrce:0:4323:7B:000:Invincibility PL2 (1/2) +tankfrce:0:4326:7B:500:Invincibility PL2 (2/2) +tankfrce:0:4336:08:000:Infinite Time PL2 (1/2) +tankfrce:0:4337:00:500:Infinite Time PL2 (2/2) +tankfrce:0:431A:0F:000:Max Shot Power PL2 +tankfrce:0:430A:01:000:Always Low Speed Tank PL2:Normal Tank Speed +tankfrce:0:430A:02:000:Always Mid Speed Tank PL2 +tankfrce:0:430A:03:000:Always Top Speed Tank PL2 +tankfrce:0:430A:01:001:Get Low Speed Tank Now! PL2:Normal Tank Speed +tankfrce:0:430A:02:001:Get Mid Speed Tank Now! PL2 +tankfrce:0:430A:03:001:Get Top Speed Tank Now! PL2 +tankfrce:0:4332:00:001:Get Normal Tank Now! PL2 +tankfrce:0:4332:01:001:Get Normal+ Tank Now! PL2:Normal + better ammo +tankfrce:0:4332:02:001:Get 4 Way Tank Now! PL2 +tankfrce:0:4332:03:001:Get Heavy Tank Now! PL2 +tankfrce:0:4332:04:001:Get Twin Tank Now! PL2 +tankfrce:0:4332:05:001:Get Wave Tank Now! PL2 +tankfrce:0:4332:06:001:Get Small Tank Now! PL2 +tankfrce:0:4332:07:001:Get Small+ Tank Now! PL2:Small + better ammo +tankfrce:0:0000:00:999:[You should enable this ] +tankfrce:0:0000:00:999:[Select starting round cheat] +tankfrce:0:0000:00:999:[on the game countdown ] +tankfrce:0:0000:00:999:[screen for it to work ] +tankfrce:0:027B:23:071:Select starting round +tankfrce:0:027B:23:061:Select next round + +; [ Tank Force (Japan) ] +tankfrcj:0:02E2:01:000:Freeze All Enemy Tanks (1/2) +tankfrcj:0:02E4:01:500:Freeze All Enemy Tanks (2/2) +tankfrcj:0:02E7:65:000:Invincible Command (1/9) +tankfrcj:0:7CD0:14:500:Invincible Command (2/9) +tankfrcj:0:7CD4:14:500:Invincible Command (3/9) +tankfrcj:0:7CD8:14:500:Invincible Command (4/9) +tankfrcj:0:7CDC:14:500:Invincible Command (5/9) +tankfrcj:0:7D60:14:500:Invincible Command (6/9) +tankfrcj:0:7D6C:14:500:Invincible Command (7/9) +tankfrcj:0:7DF0:14:500:Invincible Command (8/9) +tankfrcj:0:7DFC:14:500:Invincible Command (9/9) +tankfrcj:0:0297:87:000:Infinite Lives PL1 +tankfrcj:0:43A3:7B:000:Invincibility PL1 (1/2) +tankfrcj:0:43A6:7B:500:Invincibility PL1 (2/2) +tankfrcj:0:43B6:08:000:Infinite Time PL1 (1/2) +tankfrcj:0:43B7:00:500:Infinite Time PL1 (2/2) +tankfrcj:0:439A:0F:000:Max Shot Power PL1 +tankfrcj:0:438A:01:000:Always Low Speed Tank PL1:Normal Tank Speed +tankfrcj:0:438A:02:000:Always Mid Speed Tank PL1 +tankfrcj:0:438A:03:000:Always Top Speed Tank PL1 +tankfrcj:0:438A:01:001:Get Low Speed Tank Now! PL1:Normal Tank Speed +tankfrcj:0:438A:02:001:Get Mid Speed Tank Now!PL1 +tankfrcj:0:438A:03:001:Get Top Speed Tank Now!PL1 +tankfrcj:0:43B2:00:001:Get Normal Tank Now! PL1 +tankfrcj:0:43B2:01:001:Get Normal+ Tank Now! PL1:Normal + better ammo +tankfrcj:0:43B2:02:001:Get 4 Way Tank Now! PL1 +tankfrcj:0:43B2:03:001:Get Heavy Tank Now! PL1 +tankfrcj:0:43B2:04:001:Get Twin Tank Now! PL1 +tankfrcj:0:43B2:05:001:Get Wave Tank Now! PL1 +tankfrcj:0:43B2:06:001:Get Small Tank Now! PL1 +tankfrcj:0:43B2:07:001:Get Small+ Tank Now! PL1:Small + better ammo +tankfrcj:0:0298:87:000:Infinite Lives PL2 +tankfrcj:0:4323:7B:000:Invincibility PL2 (1/2) +tankfrcj:0:4326:7B:500:Invincibility PL2 (2/2) +tankfrcj:0:4336:08:000:Infinite Time PL2 (1/2) +tankfrcj:0:4337:00:500:Infinite Time PL2 (2/2) +tankfrcj:0:431A:0F:000:Max Shot Power PL2 +tankfrcj:0:430A:01:000:Always Low Speed Tank PL2:Normal Tank Speed +tankfrcj:0:430A:02:000:Always Mid Speed Tank PL2 +tankfrcj:0:430A:03:000:Always Top Speed Tank PL2 +tankfrcj:0:430A:01:001:Get Low Speed Tank Now! PL2:Normal Tank Speed +tankfrcj:0:430A:02:001:Get Mid Speed Tank Now! PL2 +tankfrcj:0:430A:03:001:Get Top Speed Tank Now! PL2 +tankfrcj:0:4332:00:001:Get Normal Tank Now! PL2 +tankfrcj:0:4332:01:001:Get Normal+ Tank Now! PL2:Normal + better ammo +tankfrcj:0:4332:02:001:Get 4 Way Tank Now! PL2 +tankfrcj:0:4332:03:001:Get Heavy Tank Now! PL2 +tankfrcj:0:4332:04:001:Get Twin Tank Now! PL2 +tankfrcj:0:4332:05:001:Get Wave Tank Now! PL2 +tankfrcj:0:4332:06:001:Get Small Tank Now! PL2 +tankfrcj:0:4332:07:001:Get Small+ Tank Now! PL2:Small + better ammo +tankfrcj:0:0000:00:999:[You should enable this ] +tankfrcj:0:0000:00:999:[Select starting round cheat] +tankfrcj:0:0000:00:999:[on the game countdown ] +tankfrcj:0:0000:00:999:[screen for it to work ] +tankfrcj:0:027B:23:071:Select starting round +tankfrcj:0:027B:23:061:Select next round + +; [ Tapper (Budweiser) ] +tapper:0:E4A7:06:000:Infinite Lives +tapper:0:E711:01:001:Serve one beer on this level +tapper:0:0000:00:999:[This Nonstop Dancing Girls ] +tapper:0:0000:00:999:[cheat doesn't start until ] +tapper:0:0000:00:999:[after you get the money. ] +tapper:0:0000:00:999:[Also new customers are NOT ] +tapper:0:0000:00:999:[distracted by them!! ] +tapper:0:E712:FF:000:Nonstop Dancing Girls +tapper:0:E4A8:62:071:Select current level +tapper:0:E4A8:62:061:Select next level +tapper:0:0000:00:999:[These Start on Level cheats] +tapper:0:0000:00:999:[should be enabled on the ] +tapper:0:0000:00:999:[title screen and turned off] +tapper:0:0000:00:999:[when you start the level. ] +tapper:0:E4A8:01:000:Start on Level 2 +tapper:0:E4A8:02:000:Start on Level 3 +tapper:0:E4A8:03:000:Start on Level 4 +tapper:0:E4A8:04:000:Start on Level 5 +tapper:0:E4A8:05:000:Start on Level 6 +tapper:0:E4A8:06:000:Start on Level 7 +tapper:0:E4A8:07:000:Start on Level 8 +tapper:0:E4A8:08:000:Start on Level 9 +tapper:0:E4A8:09:000:Start on Level 10(the aliens) + +; [ Tapper (alternate) ] +tappera:0:E4A7:06:000:Infinite Lives +tappera:0:E711:01:001:Serve one beer on this level +tappera:0:0000:00:999:[This Nonstop Dancing Girls ] +tappera:0:0000:00:999:[cheat doesn't start until ] +tappera:0:0000:00:999:[after you get the money. ] +tappera:0:0000:00:999:[Also new customers are NOT ] +tappera:0:0000:00:999:[distracted by them!! ] +tappera:0:E712:FF:000:Nonstop Dancing Girls +tappera:0:E4A8:62:071:Select current level +tappera:0:E4A8:62:061:Select next level +tappera:0:0000:00:999:[These Start on Level cheats] +tappera:0:0000:00:999:[should be enabled on the ] +tappera:0:0000:00:999:[title screen and turned off] +tappera:0:0000:00:999:[when you start the level. ] +tappera:0:E4A8:01:000:Start on Level 2 +tappera:0:E4A8:02:000:Start on Level 3 +tappera:0:E4A8:03:000:Start on Level 4 +tappera:0:E4A8:04:000:Start on Level 5 +tappera:0:E4A8:05:000:Start on Level 6 +tappera:0:E4A8:06:000:Start on Level 7 +tappera:0:E4A8:07:000:Start on Level 8 +tappera:0:E4A8:08:000:Start on Level 9 +tappera:0:E4A8:09:000:Start on Level 10(the aliens) + +; [ Targ ] +targ:0:00C1:09:000:Infinite Lives + +; [ Tazz-Mania (Strategy X hardware) ] +tazmani2:0:8529:09:000:Infinite Lives +tazmani2:0:852F:08:000:Infinite Bombs + +; [ Tazz-Mania (Scramble hardware) ] +tazmania:0:8529:09:000:Infinite Lives +tazmania:0:852F:08:000:Infinite Bombs + +; [ TouchDown Fever ] +tdfever:0:FFB8:59:000:Infinite Time +tdfever:0:FFB8:01:001:End quarter Now! (1/2) +tdfever:0:FFB9:00:501:End quarter Now! (2/2) + +; [ TouchDown Fever (Japan) ] +tdfeverj:0:FFB8:59:000:Infinite Time +tdfeverj:0:FFB8:01:001:End quarter Now! (1/2) +tdfeverj:0:FFB9:00:501:End quarter Now! (2/2) + +; [ TeddyBoy Blues ] +teddybb:0:C608:07:000:Infinite Lives PL1 +teddybb:0:C688:07:000:Infinite Lives PL2 +teddybb:0:C60C:BF:011:Infinite Time +teddybb:0:C2F1:19:000:Infinite Time for Treas. Hunt + +; [ Tee'd Off ] +teedoff:0:C961:63:000:Infinite Balls (1/2) +teedoff:0:CA99:63:500:Infinite Balls (2/2) +teedoff:0:C960:00:000:Infinite Strokes + +; [ Tehkan World Cup ] +tehkanwc:0:C080:05:000:Constant Play +tehkanwc:0:C080:00:001:Finish Game Now! (1/2) +tehkanwc:0:C081:00:501:Finish Game Now! (2/2) +tehkanwc:0:C0C0:06:001:Make this the last round +tehkanwc:0:C0C0:06:071:Select current round +tehkanwc:0:C100:63:070:Select score PL1 +tehkanwc:0:C101:63:070:Select score PL2 + +; [ Teki Paki ] +tekipaki:0:080055:09:000:Infinite Credits +tekipaki:0:080C07:FF:070:Select current level PL1 +tekipaki:0:081C07:FF:070:Select current level PL2 + +; [ Tempest (rev 3) ] +tempest:0:0048:06:000:Infinite Lives PL1 +tempest:0:0049:06:000:Infinite Lives PL2 +tempest:0:03AA:00:005:Super Zapper Recharge +tempest:0:0046:00:001:Goto the Blue Circle PL1 +tempest:0:0046:10:001:Goto the Red Circle PL1 +tempest:0:0046:20:001:Goto the Yellow Circle PL1 +tempest:0:0046:30:001:Goto the Cyan Circle PL1 +tempest:0:0046:40:001:Goto the Invisible Circle PL1 +tempest:0:0046:50:001:Goto the Green Circle PL1 +tempest:0:0046:62:001:Goto the Green Random PL1 +tempest:0:0046:62:071:Select current level PL1 +tempest:0:0046:62:061:Select next level PL1 +tempest:0:0047:00:001:Goto the Blue Circle PL2 +tempest:0:0047:10:001:Goto the Red Circle PL2 +tempest:0:0047:20:001:Goto the Yellow Circle PL2 +tempest:0:0047:30:001:Goto the Cyan Circle PL2 +tempest:0:0047:40:001:Goto the Invisible Circle PL2 +tempest:0:0047:50:001:Goto the Green Circle PL2 +tempest:0:0047:62:001:Goto the Green Random PL2 +tempest:0:0047:62:071:Select current level PL2 +tempest:0:0047:62:061:Select next level PL2 + +; [ Tempest (rev 1) ] +tempest1:0:0048:06:000:Infinite Lives PL1 +tempest1:0:0049:06:000:Infinite Lives PL2 +tempest1:0:03AA:00:005:Super Zapper Recharge +tempest1:0:0046:00:001:Goto the Blue Circle PL1 +tempest1:0:0046:10:001:Goto the Red Circle PL1 +tempest1:0:0046:20:001:Goto the Yellow Circle PL1 +tempest1:0:0046:30:001:Goto the Cyan Circle PL1 +tempest1:0:0046:40:001:Goto the Invisible Circle PL1 +tempest1:0:0046:50:001:Goto the Green Circle PL1 +tempest1:0:0046:62:001:Goto the Green Random PL1 +tempest1:0:0046:62:071:Select current level PL1 +tempest1:0:0046:62:061:Select next level PL1 +tempest1:0:0047:00:001:Goto the Blue Circle PL2 +tempest1:0:0047:10:001:Goto the Red Circle PL2 +tempest1:0:0047:20:001:Goto the Yellow Circle PL2 +tempest1:0:0047:30:001:Goto the Cyan Circle PL2 +tempest1:0:0047:40:001:Goto the Invisible Circle PL2 +tempest1:0:0047:50:001:Goto the Green Circle PL2 +tempest1:0:0047:62:001:Goto the Green Random PL2 +tempest1:0:0047:62:071:Select current level PL2 +tempest1:0:0047:62:061:Select next level PL2 + +; [ Tempest (rev 2) ] +tempest2:0:0048:06:000:Infinite Lives PL1 +tempest2:0:0049:06:000:Infinite Lives PL2 +tempest2:0:03AA:00:005:Super Zapper Recharge +tempest2:0:0046:00:001:Goto the Blue Circle PL1 +tempest2:0:0046:10:001:Goto the Red Circle PL1 +tempest2:0:0046:20:001:Goto the Yellow Circle PL1 +tempest2:0:0046:30:001:Goto the Cyan Circle PL1 +tempest2:0:0046:40:001:Goto the Invisible Circle PL1 +tempest2:0:0046:50:001:Goto the Green Circle PL1 +tempest2:0:0046:62:001:Goto the Green Random PL1 +tempest2:0:0046:62:071:Select current level PL1 +tempest2:0:0046:62:061:Select next level PL1 +tempest2:0:0047:00:001:Goto the Blue Circle PL2 +tempest2:0:0047:10:001:Goto the Red Circle PL2 +tempest2:0:0047:20:001:Goto the Yellow Circle PL2 +tempest2:0:0047:30:001:Goto the Cyan Circle PL2 +tempest2:0:0047:40:001:Goto the Invisible Circle PL2 +tempest2:0:0047:50:001:Goto the Green Circle PL2 +tempest2:0:0047:62:001:Goto the Green Random PL2 +tempest2:0:0047:62:071:Select current level PL2 +tempest2:0:0047:62:061:Select next level PL2 + +; [ Tempest Tubes ] +temptube:0:0048:06:000:Infinite Lives PL1 +temptube:0:0049:06:000:Infinite Lives PL2 +temptube:0:03AA:00:005:Super Zapper Recharge +temptube:0:0046:00:001:Goto the Blue Circle PL1 +temptube:0:0046:10:001:Goto the Red Circle PL1 +temptube:0:0046:20:001:Goto the Yellow Circle PL1 +temptube:0:0046:30:001:Goto the Cyan Circle PL1 +temptube:0:0046:40:001:Goto the Invisible Circle PL1 +temptube:0:0046:50:001:Goto the Green Circle PL1 +temptube:0:0046:62:001:Goto the Green Random PL1 +temptube:0:0046:62:071:Select current level PL1 +temptube:0:0046:62:061:Select next level PL1 +temptube:0:0047:00:001:Goto the Blue Circle PL2 +temptube:0:0047:10:001:Goto the Red Circle PL2 +temptube:0:0047:20:001:Goto the Yellow Circle PL2 +temptube:0:0047:30:001:Goto the Cyan Circle PL2 +temptube:0:0047:40:001:Goto the Invisible Circle PL2 +temptube:0:0047:50:001:Goto the Green Circle PL2 +temptube:0:0047:62:001:Goto the Green Random PL2 +temptube:0:0047:62:071:Select current level PL2 +temptube:0:0047:62:061:Select next level PL2 + +; [ Terminator 2 - Judgment Day (rev LA3 03/27/92) ] +term2:0:00214480:64:000:Infinite Energy PL1 +term2:0:00214484:E7:000:Infinite Missiles PL1 (1/2) +term2:0:00214485:03:500:Infinite Missiles PL1 (2/2) +term2:0:00214536:64:000:Infinite Energy PL2 +term2:0:0021453A:E7:000:Infinite Missiles PL2 (1/2) +term2:0:0021453B:03:500:Infinite Missiles PL2 (2/2) +term2:0:00000000:00:999:[The Select next level cheat] +term2:0:00000000:00:999:[can be used on the title ] +term2:0:00000000:00:999:[screen to select the ] +term2:0:00000000:00:999:[starting level. Or use the ] +term2:0:00000000:00:999:[Select current level cheat ] +term2:0:00000000:00:999:[on the green "Attraction" ] +term2:0:00000000:00:999:[screen which is also where ] +term2:0:00000000:00:999:[you should use the Start on] +term2:0:00000000:00:999:[End Sequence! cheat. ] +term2:0:0021465C:07:062:Select next level +term2:0:0021465C:07:072:Select current level +term2:0:0021465C:08:001:Start on End Sequence! + +; [ Terra Cresta (YM2203) ] +terracra:0:0202D4:09:000:Infinite Lives PL1 +terracra:0:0202D5:09:000:Infinite Lives PL2 +terracra:0:020682:0C:000:Invincibility (1/4) +terracra:0:020683:F2:500:Invincibility (2/4) +terracra:0:020684:FF:500:Invincibility (3/4) +terracra:0:020A35:00:500:Invincibility (4/4) +terracra:0:020A34:03:000:Infinite polymorphes:Get a number first +terracra:0:020A37:F8:000:Infinite polymorph time + +; [ Terra Cresta (YM3526 set 2) ] +terracrb:0:0202D4:09:000:Infinite Lives PL1 +terracrb:0:0202D5:09:000:Infinite Lives PL2 +terracrb:0:020682:0C:000:Invincibility (1/4) +terracrb:0:020683:F2:500:Invincibility (2/4) +terracrb:0:020684:FF:500:Invincibility (3/4) +terracrb:0:020A35:00:500:Invincibility (4/4) +terracrb:0:020A34:03:000:Infinite polymorphes:Get a number first +terracrb:0:020A37:F8:000:Infinite polymorph time + +; [ Terra Cresta (YM3526 set 1) ] +terracre:0:0202D4:09:000:Infinite Lives PL1 +terracre:0:0202D5:09:000:Infinite Lives PL2 +terracre:0:020682:0C:000:Invincibility (1/4) +terracre:0:020683:F2:500:Invincibility (2/4) +terracre:0:020684:FF:500:Invincibility (3/4) +terracre:0:020A35:00:500:Invincibility (4/4) +terracre:0:020A34:03:000:Infinite polymorphes:Get a number first +terracre:0:020A37:F8:000:Infinite polymorph time + +; [ Terra Force ] +terraf:0:0606BE:03:000:Infinite Lives PL1 +terraf:0:0606BF:03:000:Infinite Lives PL2 +terraf:0:0606ED:FF:000:Infinite Shields +terraf:0:0606EB:03:000:Maximum Laser +terraf:0:0606EC:03:000:Maximum Bombs +terraf:0:0606EE:03:000:Maximum Speed + +; [ Terra Force (US) ] +terrafu:0:0606BE:03:000:Infinite Lives PL1 +terrafu:0:0606BF:03:000:Infinite Lives PL2 +terrafu:0:0606ED:FF:000:Infinite Shields +terrafu:0:0606EB:03:000:Maximum Laser +terrafu:0:0606EC:03:000:Maximum Bombs +terrafu:0:0606EE:03:000:Maximum Speed + +; [ Tetris (Sega Set 1) ] +tetris:0:FFE321:01:000:Always Green Shape PL1 +tetris:0:FFE321:02:000:Always Purple Shape PL1 +tetris:0:FFE321:03:000:Always Yellow Shape PL1 +tetris:0:FFE321:04:000:Always Cyan Shape PL1 +tetris:0:FFE321:05:000:Always Orange Shape PL1 +tetris:0:FFE321:06:000:Always Blue Shape PL1 +tetris:0:FFE321:07:000:Always Red Shape PL1 +tetris:0:FFE3A1:01:000:Always Green Shape PL2 +tetris:0:FFE3A1:02:000:Always Purple Shape PL2 +tetris:0:FFE3A1:03:000:Always Yellow Shape PL2 +tetris:0:FFE3A1:04:000:Always Cyan Shape PL2 +tetris:0:FFE3A1:05:000:Always Orange Shape PL2 +tetris:0:FFE3A1:06:000:Always Blue Shape PL2 +tetris:0:FFE3A1:07:000:Always Red Shape PL2 +tetris:0:FFE321:01:001:Green Shape Next PL1 +tetris:0:FFE321:02:001:Purple Shape Next PL1 +tetris:0:FFE321:03:001:Yellow Shape Next PL1 +tetris:0:FFE321:04:001:Cyan Shape Next PL1 +tetris:0:FFE321:05:001:Orange Shape Next PL1 +tetris:0:FFE321:06:001:Blue Shape Next PL1 +tetris:0:FFE321:07:001:Red Shape Next PL1 +tetris:0:FFE3A1:01:001:Green Shape Next PL2 +tetris:0:FFE3A1:02:001:Purple Shape Next PL2 +tetris:0:FFE3A1:03:001:Yellow Shape Next PL2 +tetris:0:FFE3A1:04:001:Cyan Shape Next PL2 +tetris:0:FFE3A1:05:001:Orange Shape Next PL2 +tetris:0:FFE3A1:06:001:Blue Shape Next PL2 +tetris:0:FFE3A1:07:001:Red Shape Next PL2 + +; [ Tetris (Sega Set 2) ] +tetrisa:0:FFE321:01:000:Always Green Shape PL1 +tetrisa:0:FFE321:02:000:Always Purple Shape PL1 +tetrisa:0:FFE321:03:000:Always Yellow Shape PL1 +tetrisa:0:FFE321:04:000:Always Cyan Shape PL1 +tetrisa:0:FFE321:05:000:Always Orange Shape PL1 +tetrisa:0:FFE321:06:000:Always Blue Shape PL1 +tetrisa:0:FFE321:07:000:Always Red Shape PL1 +tetrisa:0:FFE3A1:01:000:Always Green Shape PL2 +tetrisa:0:FFE3A1:02:000:Always Purple Shape PL2 +tetrisa:0:FFE3A1:03:000:Always Yellow Shape PL2 +tetrisa:0:FFE3A1:04:000:Always Cyan Shape PL2 +tetrisa:0:FFE3A1:05:000:Always Orange Shape PL2 +tetrisa:0:FFE3A1:06:000:Always Blue Shape PL2 +tetrisa:0:FFE3A1:07:000:Always Red Shape PL2 +tetrisa:0:FFE321:01:001:Green Shape Next PL1 +tetrisa:0:FFE321:02:001:Purple Shape Next PL1 +tetrisa:0:FFE321:03:001:Yellow Shape Next PL1 +tetrisa:0:FFE321:04:001:Cyan Shape Next PL1 +tetrisa:0:FFE321:05:001:Orange Shape Next PL1 +tetrisa:0:FFE321:06:001:Blue Shape Next PL1 +tetrisa:0:FFE321:07:001:Red Shape Next PL1 +tetrisa:0:FFE3A1:01:001:Green Shape Next PL2 +tetrisa:0:FFE3A1:02:001:Purple Shape Next PL2 +tetrisa:0:FFE3A1:03:001:Yellow Shape Next PL2 +tetrisa:0:FFE3A1:04:001:Cyan Shape Next PL2 +tetrisa:0:FFE3A1:05:001:Orange Shape Next PL2 +tetrisa:0:FFE3A1:06:001:Blue Shape Next PL2 +tetrisa:0:FFE3A1:07:001:Red Shape Next PL2 + +; [ Tetris (Sega bootleg) ] +tetrisbl:0:FFE321:01:000:Always Green Shape PL1 +tetrisbl:0:FFE321:02:000:Always Purple Shape PL1 +tetrisbl:0:FFE321:03:000:Always Yellow Shape PL1 +tetrisbl:0:FFE321:04:000:Always Cyan Shape PL1 +tetrisbl:0:FFE321:05:000:Always Orange Shape PL1 +tetrisbl:0:FFE321:06:000:Always Blue Shape PL1 +tetrisbl:0:FFE321:07:000:Always Red Shape PL1 +tetrisbl:0:FFE3A1:01:000:Always Green Shape PL2 +tetrisbl:0:FFE3A1:02:000:Always Purple Shape PL2 +tetrisbl:0:FFE3A1:03:000:Always Yellow Shape PL2 +tetrisbl:0:FFE3A1:04:000:Always Cyan Shape PL2 +tetrisbl:0:FFE3A1:05:000:Always Orange Shape PL2 +tetrisbl:0:FFE3A1:06:000:Always Blue Shape PL2 +tetrisbl:0:FFE3A1:07:000:Always Red Shape PL2 +tetrisbl:0:FFE321:01:001:Green Shape Next PL1 +tetrisbl:0:FFE321:02:001:Purple Shape Next PL1 +tetrisbl:0:FFE321:03:001:Yellow Shape Next PL1 +tetrisbl:0:FFE321:04:001:Cyan Shape Next PL1 +tetrisbl:0:FFE321:05:001:Orange Shape Next PL1 +tetrisbl:0:FFE321:06:001:Blue Shape Next PL1 +tetrisbl:0:FFE321:07:001:Red Shape Next PL1 +tetrisbl:0:FFE3A1:01:001:Green Shape Next PL2 +tetrisbl:0:FFE3A1:02:001:Purple Shape Next PL2 +tetrisbl:0:FFE3A1:03:001:Yellow Shape Next PL2 +tetrisbl:0:FFE3A1:04:001:Cyan Shape Next PL2 +tetrisbl:0:FFE3A1:05:001:Orange Shape Next PL2 +tetrisbl:0:FFE3A1:06:001:Blue Shape Next PL2 +tetrisbl:0:FFE3A1:07:001:Red Shape Next PL2 + +; [ End, The ] +theend:0:411D:06:000:Infinite Lives +theend:0:4116:30:000:Eggs don't reappear +;Remove after initial use to advance to next level +theend:0:4200:01:000:Invincibility +theend:0:427C:01:000:Autofire On + +; [ End, The (Stern) ] +theends:0:411D:06:000:Infinite Lives +theends:0:4116:30:000:Eggs don't reappear +;Remove after initial use to advance to next level +theends:0:4200:01:000:Invincibility +theends:0:427C:01:000:Autofire On + +; [ Glob, The ] +theglob:0:4C9F:05:000:Infinite Lives PL1 +theglob:0:4CA1:05:000:Infinite Lives PL2 +theglob:0:4CA6:A8:000:Infinite Energy +theglob:0:4F35:05:000:No Enemies!! + +; [ Hustler, The (Japan version J) ] +thehustj:0:11CC:09:000:Infinite Shots +thehustj:0:11CD:09:000:Infinite Balls + +; [ Hustler, The (Japan version M) ] +thehustl:0:11CC:09:000:Infinite Shots +thehustl:0:11CD:09:000:Infinite Balls + +; [ Pit, The ] +thepit:0:802B:09:000:Infinite Lives + +; [ Thunder Blaster (Japan) ] +thndblst:0:E0144:06:000:Infinite Lives PL1 +thndblst:0:E3A38:01:000:Invincibility PL1 +thndblst:0:E3A41:F0:000:Max Shot Power PL1 +thndblst:0:E3A3E:01:000:Always have Laser Shot PL1 +thndblst:0:E3A3E:02:000:Always have Flame Shot PL1 +thndblst:0:E3A3E:03:000:Always have Ball Shot PL1 +thndblst:0:E3A3E:01:001:Get Laser Shot Now! PL1 +thndblst:0:E3A3E:02:001:Get Flame Shot Now! PL1 +thndblst:0:E3A3E:03:001:Get Ball Shot Now! PL1 +thndblst:0:E0174:06:000:Infinite Lives PL2 +thndblst:0:E3AD8:01:000:Invincibility PL2 +thndblst:0:E3AE1:F0:000:Max Shot Power PL2 +thndblst:0:E3ADE:01:000:Always have Laser Shot PL2 +thndblst:0:E3ADE:02:000:Always have Flame Shot PL2 +thndblst:0:E3ADE:03:000:Always have Ball Shot PL2 +thndblst:0:E3ADE:01:001:Get Laser Shot Now! PL2 +thndblst:0:E3ADE:02:001:Get Flame Shot Now! PL2 +thndblst:0:E3ADE:03:001:Get Ball Shot Now! PL2 + +; [ Thunder Cross (Japan) ] +thnderxj:0:406C:64:000:Infinite Lives PL1 +thnderxj:0:468A:03:000:Infinite Bombs PL1 +thnderxj:0:40B0:64:000:Infinite Lives PL2 +thnderxj:0:46AA:03:000:Infinite Bombs PL2 +thnderxj:0:4612:A0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Thunder Cross II (Japan) ] +thndrx2:0:10000B:03:000:Infinite Lives PL1 +thndrx2:0:10000A:01:000:Invincibility PL1 +thndrx2:0:10008B:03:000:Infinite Lives PL2 +thndrx2:0:10008A:01:000:Invincibility PL2 + +; [ ThunderJaws ] +thunderj:0:1644AD:05:000:Infinite Lives PL1 +thunderj:0:1644B0:3F:000:Infinite Ammo PL1 +thunderj:0:1644AE:08:000:Invincibility PL1 +thunderj:0:1644AF:00:000:Always Normal Weapon PL1 +thunderj:0:1644AF:01:000:Always Uzi PL1 +thunderj:0:1644AF:02:000:Always Explosive Bolt PL1 +thunderj:0:1644AF:03:000:Always Super Seeker PL1 +thunderj:0:1644AF:04:000:Always 3-Way Weapon PL1 +thunderj:0:1644AF:05:000:Always Flame Thrower PL1 +thunderj:0:1644AF:00:001:Get Normal Weapon Now! PL1 +thunderj:0:1644AF:01:001:Get Uzi Now! PL1 +thunderj:0:1644AF:02:001:Get Explosive Bolt Now! PL1 +thunderj:0:1644AF:03:001:Get Super Seeker Now! PL1 +thunderj:0:1644AF:04:001:Get 3-Way Weapon Now! PL1 +thunderj:0:1644AF:05:001:Get Flame Thrower Now! PL1 +thunderj:0:1644ED:05:000:Infinite Lives PL2 +thunderj:0:1644F0:3F:000:Infinite Ammo PL2 +thunderj:0:1644EE:08:000:Invincibility PL2 +thunderj:0:1644EF:00:000:Always Normal Weapon PL2 +thunderj:0:1644EF:01:000:Always Uzi PL2 +thunderj:0:1644EF:02:000:Always Explosive Bolt PL2 +thunderj:0:1644EF:03:000:Always Super Seeker PL2 +thunderj:0:1644EF:04:000:Always 3-Way Weapon PL2 +thunderj:0:1644EF:05:000:Always Flame Thrower PL2 +thunderj:0:1644EF:00:001:Get Normal Weapon Now! PL2 +thunderj:0:1644EF:01:001:Get Uzi Now! PL2 +thunderj:0:1644EF:02:001:Get Explosive Bolt Now! PL2 +thunderj:0:1644EF:03:001:Get Super Seeker Now! PL2 +thunderj:0:1644EF:04:001:Get 3-Way Weapon Now! PL2 +thunderj:0:1644EF:05:001:Get Flame Thrower Now! PL2 + +; [ Thunder Cross ] +thunderx:0:406C:64:000:Infinite Lives PL1 +thunderx:0:468A:03:000:Infinite Bombs PL1 +thunderx:0:40B0:64:000:Infinite Lives PL2 +thunderx:0:46AA:03:000:Infinite Bombs PL2 +thunderx:0:4612:A0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Tiger Heli (set 1) ] +tigerh:0:C22A:05:000:Infinite Lives +tigerh:0:C221:02:000:Infinite Bombs +tigerh:0:C250:00:000:Invincibility & Bombs (1/3) +tigerh:0:C253:80:500:Invincibility & Bombs (2/3) +tigerh:0:C26B:00:500:Invincibility & Bombs (3/3) + +; [ Tiger Heli (set 2) ] +tigerh2:0:C22A:05:000:Infinite Lives +tigerh2:0:C221:02:000:Infinite Bombs +tigerh2:0:C250:00:000:Invincibility & Bombs (1/3) +tigerh2:0:C253:80:500:Invincibility & Bombs (2/3) +tigerh2:0:C26B:00:500:Invincibility & Bombs (3/3) + +; [ Tiger Heli (bootleg 1) ] +tigerhb1:0:C22A:05:000:Infinite Lives +tigerhb1:0:C221:02:000:Infinite Bombs +tigerhb1:0:C250:00:000:Invincibility & Bombs (1/3) +tigerhb1:0:C253:80:500:Invincibility & Bombs (2/3) +tigerhb1:0:C26B:00:500:Invincibility & Bombs (3/3) + +; [ Tiger Heli (bootleg 2) ] +tigerhb2:0:C22A:05:000:Infinite Lives +tigerhb2:0:C221:02:000:Infinite Bombs +tigerhb2:0:C250:00:000:Invincibility & Bombs (1/3) +tigerhb2:0:C253:80:500:Invincibility & Bombs (2/3) +tigerhb2:0:C26B:00:500:Invincibility & Bombs (3/3) + +; [ Tiger Heli (Japan) ] +tigerhj:0:C22A:05:000:Infinite Lives +tigerhj:0:C221:02:000:Infinite Bombs +tigerhj:0:C250:00:000:Invincibility & Bombs (1/3) +tigerhj:0:C253:80:500:Invincibility & Bombs (2/3) +tigerhj:0:C26B:00:500:Invincibility & Bombs (3/3) + +; [ Tiger Road (US) ] +tigeroad:0:FFC660:40:000:Infinite Energy +tigeroad:0:FFC096:03:000:Infinite Lives +tigeroad:0:FFC09D:5A:000:Infinite Time + +; [ Timber ] +timber:0:E537:08:000:Infinite Lives PL1 +timber:0:E53B:08:000:Infinite Lives PL2 +timber:0:E49F:59:000:Always 59 seconds +timber:0:E49E:59:000:Always 59 minutes +timber:0:E733:00:001:Finish this Level Now! + +; [ Time Pilot ] +timeplt:0:AD10:07:000:Infinite Lives PL1 +timeplt:0:AD20:07:000:Infinite Lives PL2 +timeplt:0:A800:FF:000:Invincibility +timeplt:0:AD02:00:001:Put Stage Guardian On Now +timeplt:0:AD02:00:000:Stage Guardian right away + +; [ Time Pilot (Centuri) ] +timepltc:0:AD10:07:000:Infinite Lives PL1 +timepltc:0:AD20:07:000:Infinite Lives PL2 +timepltc:0:A800:FF:000:Invincibility +timepltc:0:AD02:00:001:Put Stage Guardian On Now +timepltc:0:AD02:00:000:Stage Guardian right away + +; [ Time Soldiers (Rev 1) ] +timesol1:0:04041F:99:000:Infinite Lives PL1 +timesol1:0:04041E:80:000:Infinite Ammo PL1:Get a weapon first +timesol1:0:040163:64:000:Infinite Bombs PL1 +timesol1:0:040419:80:000:Invincibility PL1 +timesol1:0:04043F:99:000:Infinite Lives PL2 +timesol1:0:04043E:80:000:Infinite Ammo PL2:Get a weapon first +timesol1:0:040165:64:000:Infinite Bombs PL2 +timesol1:0:040439:80:000:Invincibility PL2 + +; [ Time Soldiers (Rev 3) ] +timesold:0:04041F:99:000:Infinite Lives PL1 +timesold:0:04041E:80:000:Infinite Ammo PL1:Get a weapon first +timesold:0:040163:64:000:Infinite Bombs PL1 +timesold:0:040419:80:000:Invincibility PL1 +timesold:0:04043F:99:000:Infinite Lives PL2 +timesold:0:04043E:80:000:Infinite Ammo PL2:Get a weapon first +timesold:0:040165:64:000:Infinite Bombs PL2 +timesold:0:040439:80:000:Invincibility PL2 + +; [ Time Tunnel ] +timetunl:0:8002:03:000:Infinite Lives + +; [ Time Scanner ] +timscanr:0:FFC203:03:000:Infinite Lives (1/2) +timscanr:0:FFC204:01:500:Infinite Lives (2/2) + +; [ Tin Star, The ] +tinstar:0:8375:05:000:Infinite Lives PL1 +tinstar:0:8376:05:000:Infinite Lives PL2 +tinstar:0:8378:01:000:Always 1 to complete levelPL1 +tinstar:0:8379:01:000:Always 1 to complete levelPL2 +tinstar:0:8378:01:001:1 to complete level Now! PL1 +tinstar:0:8379:01:001:1 to complete level Now! PL2 + +; [ Tip Top ] +tiptop:0:8220:06:000:Infinite Lives +tiptop:0:8304:99:000:Infinite Bonus +tiptop:0:840D:00:000:No sprite/sprite collision +tiptop:0:0000:00:999:[Use 'Walk on water' with ] +tiptop:0:0000:00:999:[caution. To complete the ] +tiptop:0:0000:00:999:[level you must press F5. ] +tiptop:0:8417:00:000:Walk on water (see note) + +; [ Tecmo Knight ] +tknight:0:0608CC:99:000:Infinite Time +tknight:0:060E1E:03:000:Infinite Lives PL1 +tknight:0:060E17:03:000:Infinite Polymorphes PL1 +tknight:0:060DD7:32:000:Infinite Energy PL1 +tknight:0:060E11:40:000:Invincibility PL1 +tknight:0:060E0A:03:000:Change to Dragon PL1 (1/5):Infinite Time +tknight:0:060F3F:03:501:Change to Dragon PL1 (2/5) +tknight:0:060F81:06:501:Change to Dragon PL1 (3/5) +tknight:0:060F82:0D:501:Change to Dragon PL1 (4/5) +tknight:0:060F83:BE:501:Change to Dragon PL1 (5/5) +tknight:0:060E0A:00:001:Dragon Time Over Now! PL1 +tknight:0:060E9F:03:000:Infinite Lives PL2 +tknight:0:060E97:03:000:Infinite Polymorphes PL2 +tknight:0:060E57:32:000:Infinite Energy PL2 +tknight:0:060E91:40:000:Invincibility PL2 +tknight:0:060E8A:03:000:Change to Dragon PL1 (1/5):Infinite Time +tknight:0:06103F:03:501:Change to Dragon PL1 (2/5) +tknight:0:061081:06:501:Change to Dragon PL1 (3/5) +tknight:0:061082:0E:501:Change to Dragon PL1 (4/5) +tknight:0:061083:3E:501:Change to Dragon PL1 (5/5) +tknight:0:060E8A:00:001:Dragon Time Over PL1 + +; [ Teenage Mutant Hero Turtles (4 Players UK) ] +tmht:0:060101:03:000:Infinite Lives PL1 +tmht:0:062008:0A:000:Infinite Energy PL1 +tmht:0:06202D:AA:000:Invincibility PL1 +tmht:0:060109:03:000:Infinite Lives PL2 +tmht:0:062058:0A:000:Infinite Energy PL2 +tmht:0:06207D:AA:000:Invincibility PL2 +tmht:0:060111:03:000:Infinite Lives PL3 +tmht:0:0620A8:0A:000:Infinite Energy PL3 +tmht:0:0620CD:AA:000:Invincibility PL3 +tmht:0:060119:03:000:Infinite Lives PL4 +tmht:0:0620F8:0A:000:Infinite Energy PL4 +tmht:0:06211D:AA:000:Invincibility PL4 +tmht:0:0635F9:2C:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Teenage Mutant Hero Turtles (2 Players UK) ] +tmht2p:0:060101:03:000:Infinite Lives PL1 +tmht2p:0:062008:0A:000:Infinite Energy PL1 +tmht2p:0:06202D:AA:000:Invincibility PL1 +tmht2p:0:060109:03:000:Infinite Lives PL2 +tmht2p:0:062058:0A:000:Infinite Energy PL2 +tmht2p:0:06207D:AA:000:Invincibility PL2 + +; [ Teenage Mutant Ninja Turtles (4 Players US) ] +tmnt:0:060101:03:000:Infinite Lives PL1 +tmnt:0:062008:0A:000:Infinite Energy PL1 +tmnt:0:06202D:AA:000:Invincibility PL1 +tmnt:0:060109:03:000:Infinite Lives PL2 +tmnt:0:062058:0A:000:Infinite Energy PL2 +tmnt:0:06207D:AA:000:Invincibility PL2 +tmnt:0:060111:03:000:Infinite Lives PL3 +tmnt:0:0620A8:0A:000:Infinite Energy PL3 +tmnt:0:0620CD:AA:000:Invincibility PL3 +tmnt:0:060119:03:000:Infinite Lives PL4 +tmnt:0:0620F8:0A:000:Infinite Energy PL4 +tmnt:0:06211D:AA:000:Invincibility PL4 +tmnt:0:0635F9:2C:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Teenage Mutant Ninja Turtles - Turtles in Time (4 Players US ] +tmnt2:0:104101:9A:000:Infinite Lives PL1 (1/2) +tmnt2:0:104100:09:500:Infinite Lives PL1 (2/2) +tmnt2:0:106008:0A:000:Infinite Energy PL1 +tmnt2:0:104109:9A:000:Infinite Lives PL2 (1/2) +tmnt2:0:104108:09:500:Infinite Lives PL2 (2/2) +tmnt2:0:106068:0A:000:Infinite Energy PL2 +tmnt2:0:104111:9A:000:Infinite Lives PL3 (1/2) +tmnt2:0:104110:09:500:Infinite Lives PL3 (2/2) +tmnt2:0:1060C8:0A:000:Infinite Energy PL3 +tmnt2:0:104119:9A:000:Infinite Lives PL4 (1/2) +tmnt2:0:104118:09:500:Infinite Lives PL4 (2/2) +tmnt2:0:106128:0A:000:Infinite Energy PL4 + +; [ Teenage Mutant Ninja Turtles - Turtles in Time (2 Players US ] +tmnt22p:0:104101:9A:000:Infinite Lives PL1 (1/2) +tmnt22p:0:104100:09:500:Infinite Lives PL1 (2/2) +tmnt22p:0:106008:0A:000:Infinite Energy PL1 +tmnt22p:0:104109:9A:000:Infinite Lives PL2 (1/2) +tmnt22p:0:104108:09:500:Infinite Lives PL2 (2/2) +tmnt22p:0:106068:0A:000:Infinite Energy PL2 + +; [ Teenage Mutant Ninja Turtles - Turtles in Time (4 Players As ] +tmnt2a:0:104101:9A:000:Infinite Lives PL1 (1/2) +tmnt2a:0:104100:09:500:Infinite Lives PL1 (2/2) +tmnt2a:0:106008:0A:000:Infinite Energy PL1 +tmnt2a:0:104109:9A:000:Infinite Lives PL2 (1/2) +tmnt2a:0:104108:09:500:Infinite Lives PL2 (2/2) +tmnt2a:0:106068:0A:000:Infinite Energy PL2 +tmnt2a:0:104111:9A:000:Infinite Lives PL3 (1/2) +tmnt2a:0:104110:09:500:Infinite Lives PL3 (2/2) +tmnt2a:0:1060C8:0A:000:Infinite Energy PL3 +tmnt2a:0:104119:9A:000:Infinite Lives PL4 (1/2) +tmnt2a:0:104118:09:500:Infinite Lives PL4 (2/2) +tmnt2a:0:106128:0A:000:Infinite Energy PL4 + +; [ Teenage Mutant Ninja Turtles (2 Players Japan) ] +tmnt2pj:0:060101:03:000:Infinite Lives PL1 +tmnt2pj:0:062008:0A:000:Infinite Energy PL1 +tmnt2pj:0:06202D:AA:000:Invincibility PL1 +tmnt2pj:0:060109:03:000:Infinite Lives PL2 +tmnt2pj:0:062058:0A:000:Infinite Energy PL2 +tmnt2pj:0:06207D:AA:000:Invincibility PL2 + +; [ Teenage Mutant Ninja Turtles (4 Players Japan) ] +tmntj:0:060101:03:000:Infinite Lives PL1 +tmntj:0:062008:0A:000:Infinite Energy PL1 +tmntj:0:06202D:AA:000:Invincibility PL1 +tmntj:0:060109:03:000:Infinite Lives PL2 +tmntj:0:062058:0A:000:Infinite Energy PL2 +tmntj:0:06207D:AA:000:Invincibility PL2 +tmntj:0:060111:03:000:Infinite Lives PL3 +tmntj:0:0620A8:0A:000:Infinite Energy PL3 +tmntj:0:0620CD:AA:000:Invincibility PL3 +tmntj:0:060119:03:000:Infinite Lives PL4 +tmntj:0:0620F8:0A:000:Infinite Energy PL4 +tmntj:0:06211D:AA:000:Invincibility PL4 +tmntj:0:0635F9:2C:000:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ TNK III (US?) ] +tnk3:0:FD57:08:000:Infinite Lives PL1 +tnk3:0:FD45:00:000:Infinite Energy PL1 +tnk3:0:FD4A:04:040:Always normal shot PL1 +tnk3:0:FD4A:02:040:Always normal shot range PL1 +tnk3:0:FD70:00:000:Always normal shot speed PL1 +tnk3:0:FD4A:04:020:Always better shot PL1 +tnk3:0:FD4A:02:020:Always far shot range PL1:Only works with better shot +tnk3:0:FD70:F0:000:Always rapid shot speed PL1 +tnk3:0:FD4A:04:041:Get normal shot Now! PL1 +tnk3:0:FD4A:02:041:Get normal shot range Now!PL1 +tnk3:0:FD70:00:001:Get normal shot speed Now!PL1 +tnk3:0:FD4A:04:021:Get better shot Now! PL1 +tnk3:0:FD4A:02:021:Get far shot range Now! PL1:Only works with better shot +tnk3:0:FD70:F0:001:Get rapid shot speed Now! PL1 +tnk3:0:FD9D:08:000:Infinite Lives PL2 +tnk3:0:FD8B:00:000:Infinite Energy PL2 +tnk3:0:FD90:04:040:Always normal shot PL2 +tnk3:0:FD90:02:040:Always normal shot range PL2 +tnk3:0:FDB6:00:000:Always normal shot speed PL2 +tnk3:0:FD90:04:020:Always better shot PL2 +tnk3:0:FD90:02:020:Always far shot range PL2:Only works with better shot +tnk3:0:FDB6:F0:000:Always rapid shot speed PL2 +tnk3:0:FD90:04:041:Get normal shot Now! PL2 +tnk3:0:FD90:02:041:Get normal shot range Now!PL2 +tnk3:0:FDB6:00:001:Get normal shot speed Now!PL2 +tnk3:0:FD90:04:021:Get better shot Now! PL2 +tnk3:0:FD90:02:021:Get far shot range Now! PL2:Only works with better shot +tnk3:0:FDB6:F0:001:Get rapid shot speed Now! PL2 + +; [ Tank (Japan) ] +tnk3j:0:FD57:08:000:Infinite Lives PL1 +tnk3j:0:FD45:00:000:Infinite Energy PL1 +tnk3j:0:FD4A:04:040:Always normal shot PL1 +tnk3j:0:FD4A:02:040:Always normal shot range PL1 +tnk3j:0:FD70:00:000:Always normal shot speed PL1 +tnk3j:0:FD4A:04:020:Always better shot PL1 +tnk3j:0:FD4A:02:020:Always far shot range PL1:Only works with better shot +tnk3j:0:FD70:F0:000:Always rapid shot speed PL1 +tnk3j:0:FD4A:04:041:Get normal shot Now! PL1 +tnk3j:0:FD4A:02:041:Get normal shot range Now!PL1 +tnk3j:0:FD70:00:001:Get normal shot speed Now!PL1 +tnk3j:0:FD4A:04:021:Get better shot Now! PL1 +tnk3j:0:FD4A:02:021:Get far shot range Now! PL1:Only works with better shot +tnk3j:0:FD70:F0:001:Get rapid shot speed Now! PL1 +tnk3j:0:FD9D:08:000:Infinite Lives PL2 +tnk3j:0:FD8B:00:000:Infinite Energy PL2 +tnk3j:0:FD90:04:040:Always normal shot PL2 +tnk3j:0:FD90:02:040:Always normal shot range PL2 +tnk3j:0:FDB6:00:000:Always normal shot speed PL2 +tnk3j:0:FD90:04:020:Always better shot PL2 +tnk3j:0:FD90:02:020:Always far shot range PL2:Only works with better shot +tnk3j:0:FDB6:F0:000:Always rapid shot speed PL2 +tnk3j:0:FD90:04:041:Get normal shot Now! PL2 +tnk3j:0:FD90:02:041:Get normal shot range Now!PL2 +tnk3j:0:FDB6:00:001:Get normal shot speed Now!PL2 +tnk3j:0:FD90:04:021:Get better shot Now! PL2 +tnk3j:0:FD90:02:021:Get far shot range Now! PL2:Only works with better shot +tnk3j:0:FDB6:F0:001:Get rapid shot speed Now! PL2 + +; [ NewZealand Story, The (Japan) ] +tnzs:0:E6B3:03:000:Infinite Lives +tnzs:0:E6B7:3F:000:Infinite Time +tnzs:0:E7D6:00:000:Infinite SCUBA Air +tnzs:0:E7C1:5A:000:Invincibility (1/2) +tnzs:0:E7C0:FF:500:Invincibility (2/2) +tnzs:0:EF28:01:000:Always have Arrows +tnzs:0:EF28:02:000:Always have Bombs +tnzs:0:EF28:04:000:Always have Flames +tnzs:0:EF28:08:000:Always have Laser +tnzs:0:EF28:01:001:Get Arrows Now! +tnzs:0:EF28:02:001:Get Bombs Now! +tnzs:0:EF28:04:001:Get Flames Now! +tnzs:0:EF28:08:001:Get Laser Now! +tnzs:0:E6B6:0C:061:Select Next Level +tnzs:0:0000:00:999:[Use the Select starting ] +tnzs:0:0000:00:999:[level cheat on the push 1 ] +tnzs:0:0000:00:999:[or 2 player button screen! ] +tnzs:0:E6B6:0C:061:Select Starting Level + +; [ NewZealand Story 2, The (World) ] +tnzs2:0:E6BE:03:000:Infinite Lives +tnzs2:0:E6C2:3F:000:Infinite Time +tnzs2:0:E729:00:000:Infinite SCUBA Air +tnzs2:0:E715:3C:000:Invincibility (1/2) +tnzs2:0:E714:FF:500:Invincibility (2/2) +tnzs2:0:EF28:01:000:Always have Arrows +tnzs2:0:EF28:02:000:Always have Bombs +tnzs2:0:EF28:04:000:Always have Flames +tnzs2:0:EF28:08:000:Always have Laser +tnzs2:0:EF28:01:001:Get Arrows Now! +tnzs2:0:EF28:02:001:Get Bombs Now! +tnzs2:0:EF28:04:001:Get Flames Now! +tnzs2:0:EF28:08:001:Get Laser Now! +tnzs2:0:E6C1:0C:061:Select next level +tnzs2:0:0000:00:999:[Use the Select starting ] +tnzs2:0:0000:00:999:[level cheat on the push 1 ] +tnzs2:0:0000:00:999:[or 2 player button screen! ] +tnzs2:0:E6C1:0C:061:Select starting level + +; [ NewZealand Story, The (World, bootleg) ] +tnzsb:0:E6B3:03:000:Infinite Lives +tnzsb:0:E6B7:3F:000:Infinite Time +tnzsb:0:E7D6:05:000:Infinite SCUBA Air +tnzsb:0:E7C1:5A:000:Invincibility (1/2) +tnzsb:0:E7C0:FF:500:Invincibility (2/2) +tnzsb:0:EF28:01:000:Always have Arrows +tnzsb:0:EF28:02:000:Always have Bombs +tnzsb:0:EF28:04:000:Always have Flames +tnzsb:0:EF28:08:000:Always have Laser +tnzsb:0:EF28:01:001:Get Arrows Now! +tnzsb:0:EF28:02:001:Get Bombs Now! +tnzsb:0:EF28:04:001:Get Flames Now! +tnzsb:0:EF28:08:001:Get Laser Now! +tnzsb:0:E6B6:0C:061:Select Next Level +tnzsb:0:0000:00:999:[Use the Select starting ] +tnzsb:0:0000:00:999:[level cheat on the push 1 ] +tnzsb:0:0000:00:999:[or 2 player button screen! ] +tnzsb:0:E6B6:0C:061:Select Starting Level + +; [ Tower of Druaga (set 1) ] +todruaga:0:1703:05:000:Infinite Lives +todruaga:0:101B:20:000:Infinite Time +todruaga:0:15EF:30:000:Invincibility +todruaga:0:1022:01:000:Always have the key +todruaga:0:1022:01:001:Get the key Now! +todruaga:0:1017:00:001:Kill all monsters Now! +todruaga:0:1027:01:001:Make treasure appear Now! +todruaga:0:1B0F:35:001:Get Treasure Now! +todruaga:0:1710:01:001:Get Athena boots Now! +todruaga:0:1711:01:001:Get Armour Now! +todruaga:0:1712:01:001:Get Helmet Now! +todruaga:0:1713:01:001:Get Sword Now! +todruaga:0:1714:01:001:Get Gauntlet Now! +todruaga:0:1715:01:001:Get Shield Now! +todruaga:0:1716:01:001:Get Rod Now! +todruaga:0:1717:01:001:Get Grey potion Now! +todruaga:0:1717:02:001:Get Green potion Now! +todruaga:0:1717:03:001:Get Orange potion Now! +todruaga:0:1717:04:001:Get Red potion Now! +todruaga:0:1718:01:001:Get Gem Now! +todruaga:0:1719:01:001:Get Necklace Now! +todruaga:0:171A:01:001:Get Ring Now! +todruaga:0:171B:01:001:Get Book Now! +todruaga:0:171C:04:001:Get Candle Now! +todruaga:0:171D:01:001:Get Bell Now! +todruaga:0:171E:01:001:Get Sceptre Now! +todruaga:0:171F:01:001:Get pick Now! +todruaga:0:1020:01:001:Finish this Floor Now! (1/2) +todruaga:0:1022:01:501:Finish this Floor Now! (2/2) +todruaga:0:0000:00:999:[These floor skip cheats ] +todruaga:0:0000:00:999:[will advance you to that ] +todruaga:0:0000:00:999:[floor when you lose a life.] +todruaga:0:0000:00:999:[If you use the Finish this ] +todruaga:0:0000:00:999:[Floor cheat you will go to ] +todruaga:0:0000:00:999:[the next floor on!! ] +todruaga:0:1704:01:001:Go to floor 01 Next (1/2) +todruaga:0:1706:01:501:Go to floor 01 Next (2/2) +todruaga:0:1704:02:001:Go to floor 02 Next (1/2) +todruaga:0:1706:02:501:Go to floor 02 Next (2/2) +todruaga:0:1704:03:001:Go to floor 03 Next (1/2) +todruaga:0:1706:03:501:Go to floor 03 Next (2/2) +todruaga:0:1704:04:001:Go to floor 04 Next (1/2) +todruaga:0:1706:04:501:Go to floor 04 Next (2/2) +todruaga:0:1704:05:001:Go to floor 05 Next (1/2) +todruaga:0:1706:05:501:Go to floor 05 Next (2/2) +todruaga:0:1704:06:001:Go to floor 06 Next (1/2) +todruaga:0:1706:06:501:Go to floor 06 Next (2/2) +todruaga:0:1704:07:001:Go to floor 07 Next (1/2) +todruaga:0:1706:07:501:Go to floor 07 Next (2/2) +todruaga:0:1704:08:001:Go to floor 08 Next (1/2) +todruaga:0:1706:08:501:Go to floor 08 Next (2/2) +todruaga:0:1704:09:001:Go to floor 09 Next (1/2) +todruaga:0:1706:09:501:Go to floor 09 Next (2/2) +todruaga:0:1704:0A:001:Go to floor 10 Next (1/2) +todruaga:0:1706:10:501:Go to floor 10 Next (2/2) +todruaga:0:1704:0B:001:Go to floor 11 Next (1/2) +todruaga:0:1706:11:501:Go to floor 11 Next (2/2) +todruaga:0:1704:0C:001:Go to floor 12 Next (1/2) +todruaga:0:1706:12:501:Go to floor 12 Next (2/2) +todruaga:0:1704:0D:001:Go to floor 13 Next (1/2) +todruaga:0:1706:13:501:Go to floor 13 Next (2/2) +todruaga:0:1704:0E:001:Go to floor 14 Next (1/2) +todruaga:0:1706:14:501:Go to floor 14 Next (2/2) +todruaga:0:1704:0F:001:Go to floor 15 Next (1/2) +todruaga:0:1706:15:501:Go to floor 15 Next (2/2) +todruaga:0:1704:10:001:Go to floor 16 Next (1/2) +todruaga:0:1706:16:501:Go to floor 16 Next (2/2) +todruaga:0:1704:11:001:Go to floor 17 Next (1/2) +todruaga:0:1706:17:501:Go to floor 17 Next (2/2) +todruaga:0:1704:12:001:Go to floor 18 Next (1/2) +todruaga:0:1706:18:501:Go to floor 18 Next (2/2) +todruaga:0:1704:13:001:Go to floor 19 Next (1/2) +todruaga:0:1706:19:501:Go to floor 19 Next (2/2) +todruaga:0:1704:14:001:Go to floor 20 Next (1/2) +todruaga:0:1706:20:501:Go to floor 20 Next (2/2) + +; [ Tower of Druaga (set 2) ] +todruagb:0:1703:05:000:Infinite Lives +todruagb:0:101B:20:000:Infinite Time +todruagb:0:15EF:30:000:Invincibility +todruagb:0:1022:01:000:Always have the key +todruagb:0:1022:01:001:Get the key Now! +todruagb:0:1017:00:001:Kill all monsters Now! +todruagb:0:1027:01:001:Make treasure appear Now! +todruagb:0:1B0F:35:001:Get Treasure Now! +todruagb:0:1710:01:001:Get Athena boots Now! +todruagb:0:1711:01:001:Get Armour Now! +todruagb:0:1712:01:001:Get Helmet Now! +todruagb:0:1713:01:001:Get Sword Now! +todruagb:0:1714:01:001:Get Gauntlet Now! +todruagb:0:1715:01:001:Get Shield Now! +todruagb:0:1716:01:001:Get Rod Now! +todruagb:0:1717:01:001:Get Grey potion Now! +todruagb:0:1717:02:001:Get Green potion Now! +todruagb:0:1717:03:001:Get Orange potion Now! +todruagb:0:1717:04:001:Get Red potion Now! +todruagb:0:1718:01:001:Get Gem Now! +todruagb:0:1719:01:001:Get Necklace Now! +todruagb:0:171A:01:001:Get Ring Now! +todruagb:0:171B:01:001:Get Book Now! +todruagb:0:171C:04:001:Get Candle Now! +todruagb:0:171D:01:001:Get Bell Now! +todruagb:0:171E:01:001:Get Sceptre Now! +todruagb:0:171F:01:001:Get pick Now! +todruagb:0:1020:01:001:Finish this Floor Now! (1/2) +todruagb:0:1022:01:501:Finish this Floor Now! (2/2) +todruagb:0:0000:00:999:[These floor skip cheats ] +todruagb:0:0000:00:999:[will advance you to that ] +todruagb:0:0000:00:999:[floor when you lose a life.] +todruagb:0:0000:00:999:[If you use the Finish this ] +todruagb:0:0000:00:999:[Floor cheat you will go to ] +todruagb:0:0000:00:999:[the next floor on!! ] +todruagb:0:1704:01:001:Go to floor 01 Next (1/2) +todruagb:0:1706:01:501:Go to floor 01 Next (2/2) +todruagb:0:1704:02:001:Go to floor 02 Next (1/2) +todruagb:0:1706:02:501:Go to floor 02 Next (2/2) +todruagb:0:1704:03:001:Go to floor 03 Next (1/2) +todruagb:0:1706:03:501:Go to floor 03 Next (2/2) +todruagb:0:1704:04:001:Go to floor 04 Next (1/2) +todruagb:0:1706:04:501:Go to floor 04 Next (2/2) +todruagb:0:1704:05:001:Go to floor 05 Next (1/2) +todruagb:0:1706:05:501:Go to floor 05 Next (2/2) +todruagb:0:1704:06:001:Go to floor 06 Next (1/2) +todruagb:0:1706:06:501:Go to floor 06 Next (2/2) +todruagb:0:1704:07:001:Go to floor 07 Next (1/2) +todruagb:0:1706:07:501:Go to floor 07 Next (2/2) +todruagb:0:1704:08:001:Go to floor 08 Next (1/2) +todruagb:0:1706:08:501:Go to floor 08 Next (2/2) +todruagb:0:1704:09:001:Go to floor 09 Next (1/2) +todruagb:0:1706:09:501:Go to floor 09 Next (2/2) +todruagb:0:1704:0A:001:Go to floor 10 Next (1/2) +todruagb:0:1706:10:501:Go to floor 10 Next (2/2) +todruagb:0:1704:0B:001:Go to floor 11 Next (1/2) +todruagb:0:1706:11:501:Go to floor 11 Next (2/2) +todruagb:0:1704:0C:001:Go to floor 12 Next (1/2) +todruagb:0:1706:12:501:Go to floor 12 Next (2/2) +todruagb:0:1704:0D:001:Go to floor 13 Next (1/2) +todruagb:0:1706:13:501:Go to floor 13 Next (2/2) +todruagb:0:1704:0E:001:Go to floor 14 Next (1/2) +todruagb:0:1706:14:501:Go to floor 14 Next (2/2) +todruagb:0:1704:0F:001:Go to floor 15 Next (1/2) +todruagb:0:1706:15:501:Go to floor 15 Next (2/2) +todruagb:0:1704:10:001:Go to floor 16 Next (1/2) +todruagb:0:1706:16:501:Go to floor 16 Next (2/2) +todruagb:0:1704:11:001:Go to floor 17 Next (1/2) +todruagb:0:1706:17:501:Go to floor 17 Next (2/2) +todruagb:0:1704:12:001:Go to floor 18 Next (1/2) +todruagb:0:1706:18:501:Go to floor 18 Next (2/2) +todruagb:0:1704:13:001:Go to floor 19 Next (1/2) +todruagb:0:1706:19:501:Go to floor 19 Next (2/2) +todruagb:0:1704:14:001:Go to floor 20 Next (1/2) +todruagb:0:1706:20:501:Go to floor 20 Next (2/2) + +; [ Toggle ] +toggle:0:018D:3C:000:Infinite Time (1/2) +toggle:0:018C:09:500:Infinite Time (2/2) +toggle:0:018D:00:001:Finish this Round Now! (1/2) +toggle:0:018C:00:501:Finish this Round Now! (2/2) + +; [ Toki (set 1) ] +toki:0:060A67:09:000:Infinite Lives +toki:0:06087E:99:000:Infinite Time +toki:0:060AA7:01:000:Always Walk +toki:0:060AA7:05:000:Always Swim +toki:0:060AA9:00:000:Always have Default Weapon +toki:0:060AA9:01:000:Always have Big Balls +toki:0:060AA9:02:000:Always have Whirler +toki:0:060AA9:03:000:Always have Flamer +toki:0:060AA9:04:000:Always have Lava +toki:0:060AA9:05:000:Always have 3-Way +toki:0:060AA9:00:001:Get Default Weapon Now! +toki:0:060AA9:01:001:Get Big Balls Now! +toki:0:060AA9:02:001:Get Whirler Now! +toki:0:060AA9:03:001:Get Flamer Now! +toki:0:060AA9:04:001:Get Lava Now! +toki:0:060AA9:05:001:Get 3-Way Now! +toki:0:060ADA:FC:000:Infinite Fire Power +toki:0:060AAB:01:000:Helmet Effect +toki:0:060AAB:02:000:Sneakers Effect +toki:0:06087B:00:000:Invincibility (1/4) +toki:0:06099E:00:500:Invincibility (2/4) +toki:0:060A66:00:500:Invincibility (3/4) +toki:0:060A82:00:500:Invincibility (4/4) + +; [ Toki (set 2) ] +toki2:0:060A67:09:000:Infinite Lives +toki2:0:06087E:99:000:Infinite Time +toki2:0:060AA7:01:000:Always Walk +toki2:0:060AA7:05:000:Always Swim +toki2:0:060AA9:00:000:Always have Default Weapon +toki2:0:060AA9:01:000:Always have Big Balls +toki2:0:060AA9:02:000:Always have Whirler +toki2:0:060AA9:03:000:Always have Flamer +toki2:0:060AA9:04:000:Always have Lava +toki2:0:060AA9:05:000:Always have 3-Way +toki2:0:060AA9:00:001:Get Default Weapon Now! +toki2:0:060AA9:01:001:Get Big Balls Now! +toki2:0:060AA9:02:001:Get Whirler Now! +toki2:0:060AA9:03:001:Get Flamer Now! +toki2:0:060AA9:04:001:Get Lava Now! +toki2:0:060AA9:05:001:Get 3-Way Now! +toki2:0:060ADA:FC:000:Lava Always Maxed +toki2:0:060AAB:01:000:Helmet Effect +toki2:0:060AAB:02:000:Sneakers Effect +toki2:0:06087B:00:000:Invincibility (1/4) +toki2:0:06099E:00:500:Invincibility (2/4) +toki2:0:060A66:00:500:Invincibility (3/4) +toki2:0:060A82:00:500:Invincibility (4/4) + +; [ Toki (set 3) ] +toki3:0:060A67:09:000:Infinite Lives +toki3:0:06087E:99:000:Infinite Time +toki3:0:060AA7:01:000:Always Walk +toki3:0:060AA7:05:000:Always Swim +toki3:0:060AA9:00:000:Always have Default Weapon +toki3:0:060AA9:01:000:Always have Big Balls +toki3:0:060AA9:02:000:Always have Whirler +toki3:0:060AA9:03:000:Always have Flamer +toki3:0:060AA9:04:000:Always have Lava +toki3:0:060AA9:05:000:Always have 3-Way +toki3:0:060AA9:00:001:Get Default Weapon Now! +toki3:0:060AA9:01:001:Get Big Balls Now! +toki3:0:060AA9:02:001:Get Whirler Now! +toki3:0:060AA9:03:001:Get Flamer Now! +toki3:0:060AA9:04:001:Get Lava Now! +toki3:0:060AA9:05:001:Get 3-Way Now! +toki3:0:060ADA:FC:000:Lava Always Maxed +toki3:0:060AAB:01:000:Helmet Effect +toki3:0:060AAB:02:000:Sneakers Effect +toki3:0:06087B:00:000:Invincibility (1/4) +toki3:0:06099E:00:500:Invincibility (2/4) +toki3:0:060A66:00:500:Invincibility (3/4) +toki3:0:060A82:00:500:Invincibility (4/4) + +; [ Toki (bootleg) ] +tokib:0:060A67:09:000:Infinite Lives +tokib:0:06087E:99:000:Infinite Time +tokib:0:060AA7:01:000:Always Walk +tokib:0:060AA7:05:000:Always Swim +tokib:0:060AA9:00:000:Always have Default Weapon +tokib:0:060AA9:01:000:Always have Big Balls +tokib:0:060AA9:02:000:Always have Whirler +tokib:0:060AA9:03:000:Always have Flamer +tokib:0:060AA9:04:000:Always have Lava +tokib:0:060AA9:05:000:Always have 3-Way +tokib:0:060AA9:00:001:Get Default Weapon Now! +tokib:0:060AA9:01:001:Get Big Balls Now! +tokib:0:060AA9:02:001:Get Whirler Now! +tokib:0:060AA9:03:001:Get Flamer Now! +tokib:0:060AA9:04:001:Get Lava Now! +tokib:0:060AA9:05:001:Get 3-Way Now! +tokib:0:060ADA:FC:000:Lava Always Maxed +tokib:0:060AAB:01:000:Helmet Effect +tokib:0:060AAB:02:000:Sneakers Effect +tokib:0:06087B:00:000:Invincibility (1/4) +tokib:0:06099E:00:500:Invincibility (2/4) +tokib:0:060A66:00:500:Invincibility (3/4) +tokib:0:060A82:00:500:Invincibility (4/4) + +; [ Tokio / Scramble Formation ] +tokio:1:949F:03:000:Infinite Lives +tokio:1:84FF:04:000:Infinite red planes +tokio:1:8510:63:001:Infinite add. red planes + +; [ Tokio / Scramble Formation (bootleg) ] +tokiob:1:949F:03:000:Infinite Lives +tokiob:1:84FF:04:000:Infinite red planes +tokiob:1:8510:63:001:Infinite add. red planes + +; [ Toki no Senshi - Chrono Soldier ] +tokisens:0:C0B7:99:000:Infinite Lives PL1 +tokisens:0:C0B8:99:000:Infinite Lives PL2 +tokisens:0:C9FF:99:000:Infinite Grenades +tokisens:0:C26A:00:000:Invincibility + +; [ Toki (US) ] +tokiu:0:060A67:09:000:Infinite Lives +tokiu:0:06087E:99:000:Infinite Time +tokiu:0:060AA7:01:000:Always Walk +tokiu:0:060AA7:05:000:Always Swim +tokiu:0:060AA9:00:000:Always have Default Weapon +tokiu:0:060AA9:01:000:Always have Big Balls +tokiu:0:060AA9:02:000:Always have Whirler +tokiu:0:060AA9:03:000:Always have Flamer +tokiu:0:060AA9:04:000:Always have Lava +tokiu:0:060AA9:05:000:Always have 3-Way +tokiu:0:060AA9:00:001:Get Default Weapon Now! +tokiu:0:060AA9:01:001:Get Big Balls Now! +tokiu:0:060AA9:02:001:Get Whirler Now! +tokiu:0:060AA9:03:001:Get Flamer Now! +tokiu:0:060AA9:04:001:Get Lava Now! +tokiu:0:060AA9:05:001:Get 3-Way Now! +tokiu:0:060ADA:FC:000:Lava Always Maxed +tokiu:0:060AAB:01:000:Helmet Effect +tokiu:0:060AAB:02:000:Sneakers Effect +tokiu:0:06087B:00:000:Invincibility (1/4) +tokiu:0:06099E:00:500:Invincibility (2/4) +tokiu:0:060A66:00:500:Invincibility (3/4) +tokiu:0:060A82:00:500:Invincibility (4/4) + +; [ Tomahawk 777 (Revision 5) ] +tomahaw5:0:0057:09:000:Infinite Lives +tomahaw5:0:009D:80:000:Invincibility + +; [ Tomahawk 777 (Revision 1) ] +tomahawk:0:0057:09:000:Infinite Lives +tomahawk:0:008E:80:000:Invincibility + +; [ Toobin' (version 3) ] +toobin:0:FFC01D:19:000:Fix No Soundcard Problem +toobin:0:FFDDF0:09:000:Infinite Cans PL1 +toobin:0:FFDDD2:03:000:Infinite Lives PL1 +toobin:0:FFDDF1:09:000:Infinite Cans PL2 +toobin:0:FFDDD3:03:000:Infinite Lives PL2 + +; [ Toobin' (version 2) ] +toobin2:0:FFC01D:19:000:Fix No Soundcard Problem +toobin2:0:FFDDF0:09:000:Infinite Cans PL1 +toobin2:0:FFDDD2:03:000:Infinite Lives PL1 +toobin2:0:FFDDF1:09:000:Infinite Cans PL2 +toobin2:0:FFDDD3:03:000:Infinite Lives PL2 + +; [ Toobin' (Prototype) ] +toobinp:0:FFC01D:19:000:Fix No Soundcard Problem +toobinp:0:FFDDF0:09:000:Infinite Cans PL1 +toobinp:0:FFDDD2:03:000:Infinite Lives PL1 +toobinp:0:FFDDF1:09:000:Infinite Cans PL2 +toobinp:0:FFDDD3:03:000:Infinite Lives PL2 + +; [ Top Gunner (bootleg) ] +topgunbl:0:1478:09:000:Infinite Lives PL1 +topgunbl:0:0B06:01:000:Invincibility PL1 +topgunbl:0:0AFD:04:000:Always Full Power Ups PL1 +topgunbl:0:0AFC:08:001:Get 8 rescued prisoners PL1 +topgunbl:0:14B8:09:000:Infinite Lives PL2 +topgunbl:0:0B7E:01:000:Invincibility PL2 +topgunbl:0:0B75:04:000:Always Full Power Ups PL2 +topgunbl:0:0B74:08:001:Get 8 rescued prisoners PL2 + +; [ Top Gunner (US) ] +topgunr:0:1478:09:000:Infinite Lives PL1 +topgunr:0:0B06:01:000:Invincibility PL1 +topgunr:0:0AFD:04:000:Always Full Power Ups PL1 +topgunr:0:0AFC:08:001:Get 8 rescued prisoners PL1 +topgunr:0:14B8:09:000:Infinite Lives PL2 +topgunr:0:0B7E:01:000:Invincibility PL2 +topgunr:0:0B75:04:000:Always Full Power Ups PL2 +topgunr:0:0B74:08:001:Get 8 rescued prisoners PL2 + +; [ Top Hunter - Roddy & Cathy ] +tophuntr:0:108CC2:99:000:Infinite Time +tophuntr:0:108D1D:64:000:Infinite Lives PL1 +tophuntr:0:108D0D:05:000:Always have Power PL1 +tophuntr:0:108D0D:05:001:Get Power Now! PL1 +tophuntr:0:100501:40:000:Infinite Health (Forest 1)PL1 +tophuntr:0:100507:04:000:Infinite Ammo(Forest 1) PL1 +tophuntr:0:10054C:01:000:Always have Gun (Forest 1)PL1 +tophuntr:0:10054C:01:000:Get Gun Now! (Forest 1) PL1 +tophuntr:0:108D21:64:000:Infinite Lives PL2 +tophuntr:0:108D11:05:000:Always have Power PL1 +tophuntr:0:108D11:05:001:Get Power Now! PL1 +tophuntr:0:101101:40:000:Infinite Health (Forest 1)PL2 +tophuntr:0:101107:04:000:Infinite Ammo(Forest 1) PL2 +tophuntr:0:10114C:01:000:Always have Gun (Forest 1)PL2 +tophuntr:0:10114C:01:000:Get Gun Now! (Forest 1) PL2 + +; [ Top Racer ] +topracer:0:5401:78:000:Infinite Time +topracer:1:A817:00:000:Always be in Pole Position +topracer:0:4630:01:000:Invincibility + +; [ Top Secret (Exidy) (version 1.0) ] +topsecex:0:302F:03:000:Infinite Lives PL1 +topsecex:0:3E1A:63:000:Infinite Fireballs PL1 +topsecex:0:3E1B:63:000:Infinite Lasers PL1 +topsecex:0:3E1C:63:000:Infinite Missiles PL1 +topsecex:0:3E1D:63:000:Infinite Oils slick PL1 +topsecex:0:3E1E:63:000:Infinite Turbos PL1 +topsecex:0:3E1F:63:000:Infinite Force fields PL1 +topsecex:0:3E21:63:000:Infinite Top secrets PL1 + +; [ Top Secret (Japan) ] +topsecrt:0:FFC67B:BF:000:Invincibility (buggy!) +topsecrt:0:FFC57E:08:000:Infinite Lives +topsecrt:0:FFC5A1:99:000:Infinite Time +topsecrt:0:FFC999:01:000:Always have fast arm "ON" +topsecrt:0:FFC999:00:001:Turn fast arm "OFF" + +; [ Tora eno Michi (Japan) ] +toramich:0:FFC660:40:000:Infinite Energy +toramich:0:FFC096:03:000:Infinite Lives +toramich:0:FFC09D:5A:000:Infinite Time + +; [ Tornado Baseball ] +tornbase:0:2008:04:000:Infinite Rounds +tornbase:0:2295:00:000:Infinite Strikes +tornbase:0:2296:00:000:Infinite Outs + +; [ Total Carnage (rev LA1 03/10/92) ] +totcarn:0:0020F70A:03:000:Infinite Lives PL1 +totcarn:0:0020F70C:09:000:Infinite Bombs PL1 +totcarn:0:0020F750:03:000:Infinite Lives PL2 +totcarn:0:0020F752:09:000:Infinite Bombs PL2 +totcarn:0:0020F726:FA:000:Infinite Keys + +; [ Toryumon ] +toryumon:0:FFFE01:09:000:Infinite Credits +toryumon:0:FFC093:03:000:Freeze movement PL1:Best used by PL2 +toryumon:0:FFC0B1:40:000:Bubble always full PL1 +toryumon:0:FFC0B1:00:000:Bubble always empty PL1 +toryumon:0:FFC0B1:40:001:Make Bubble full Now! PL1 +toryumon:0:FFC0B1:00:001:Make Bubble empty Now! PL1 +toryumon:0:FFC293:03:000:Freeze movement PL2:Best used by PL1 +toryumon:0:FFC2B1:40:000:Bubble always full PL2 +toryumon:0:FFC2B1:00:000:Bubble always empty PL2 +toryumon:0:FFC2B1:40:001:Make Bubble full Now! PL2 +toryumon:0:FFC2B1:00:001:Make Bubble empty Now! PL2 + +; [ Total Carnage (prototype, rev 1.0 01/25/92) ] +totcarnp:0:0020F70A:03:000:Infinite Lives PL1 +totcarnp:0:0020F70C:09:000:Infinite Bombs PL1 +totcarnp:0:0020F750:03:000:Infinite Lives PL2 +totcarnp:0:0020F752:09:000:Infinite Bombs PL2 +totcarnp:0:0020F726:FA:000:Infinite Keys + +; [ Time Pilot '84 (set 1) ] +tp84:0:57D0:05:000:Infinite Lives +tp84:0:5240:FF:000:Invincibility + +; [ Time Pilot '84 (set 2) ] +tp84a:0:57D0:05:000:Infinite Lives +tp84a:0:5240:FF:000:Invincibility + +; [ Top Player's Golf ] +tpgolf:0:100106:01:000:Infinite Strokes +tpgolf:0:10022C:63:000:Infinite Holes PL1 +tpgolf:0:1002AC:63:000:Infinite Holes PL2 + +; [ Track & Field (Centuri) ] +trackflc:0:287F:01:000:Always Qualify in u 2 sec +trackflc:0:28D9:00:000:No False Starts PL1 & PL3 +trackflc:0:28F9:00:000:No False Starts PL2 & PL4 +trackflc:0:28C9:00:000:No Long Jump fouls +trackflc:0:2B9F:00:000:No High Jump Faults PL1 +trackflc:0:2BBF:00:000:No High Jump Faults PL2 +trackflc:0:2BDF:00:000:No High Jump Faults PL3 +trackflc:0:2BFF:00:000:No High Jump Faults PL4 +trackflc:0:2B81:02:000:Infinite Lives PL1 +trackflc:0:2BA1:02:000:Infinite Lives PL2 +trackflc:0:2BC1:02:000:Infinite Lives PL3 +trackflc:0:2BE1:02:000:Infinite Lives PL4 +trackflc:0:2A38:2D:000:Super Hammer Throw +trackflc:0:0000:00:999:[Turn the 'Start on' cheats ] +trackflc:0:0000:00:999:[ON on the title screen and ] +trackflc:0:0000:00:999:[DON'T forget to turn off ] +trackflc:0:0000:00:999:[them OFF when you are on ] +trackflc:0:0000:00:999:[the event or you won't ] +trackflc:0:0000:00:999:[progress any further!! ] +trackflc:0:2884:00:000:Start on 100 Meter Dash +trackflc:0:2884:01:000:Start on Long Jump +trackflc:0:2884:02:000:Start on Javelin Throw +trackflc:0:2884:03:000:Start on 110 Meter Hurdles +trackflc:0:2884:04:000:Start on Hammer Throw +trackflc:0:2884:05:000:Start on High Jump +trackflc:0:0000:00:999:[The Superman cheat allows ] +trackflc:0:0000:00:999:[you to leap tall buildings ] +trackflc:0:0000:00:999:[in one bound - handy for ] +trackflc:0:0000:00:999:[the High Jump!! It DOES NOT] +trackflc:0:0000:00:999:[work well with the Auto ] +trackflc:0:0000:00:999:[Angle cheat so turn ONE ] +trackflc:0:0000:00:999:[of them OFF!!!!! ] +trackflc:0:28B3:09:000:Superman +trackflc:0:28D8:2D:000:Auto 45 degrees angle +trackflc:0:0000:00:999:[On the High Jump it's best ] +trackflc:0:0000:00:999:[to disable the Full Speed ] +trackflc:0:0000:00:999:[and use the Superman cheat.] +trackflc:0:28B0:01:000:Full Speed (1/3) +trackflc:0:28B1:05:500:Full Speed (2/3) +trackflc:0:28B2:00:500:Full Speed (3/3) +trackflc:0:0000:00:999:[Don't use the Full Speed ] +trackflc:0:0000:00:999:[cheat on the Hurdles - it ] +trackflc:0:0000:00:999:[is TOO fast, use Fast for ] +trackflc:0:0000:00:999:[Hurdles instead. ] +trackflc:0:28B0:01:000:Fast for Hurdles (1/3) +trackflc:0:28B1:02:500:Fast for Hurdles (2/3) +trackflc:0:28B2:00:500:Fast for Hurdles (3/3) +trackflc:0:0000:00:999:[The Take steroids cheat is ] +trackflc:0:0000:00:999:[better than the Full Speed ] +trackflc:0:0000:00:999:[cheat. However, you must be] +trackflc:0:0000:00:999:[careful with it or you'll ] +trackflc:0:0000:00:999:[run off the pitch and the ] +trackflc:0:0000:00:999:[anti-doping control will ] +trackflc:0:0000:00:999:[catch you!! ;-) ] +trackflc:0:2834:00:000:Take steroids + +; [ Track & Field ] +trackfld:0:287F:01:000:Always Qualify in u 2 sec +trackfld:0:28D9:00:000:No False Starts PL1 & PL3 +trackfld:0:28F9:00:000:No False Starts PL2 & PL4 +trackfld:0:28C9:00:000:No Long Jump fouls +trackfld:0:2B9F:00:000:No High Jump Faults PL1 +trackfld:0:2BBF:00:000:No High Jump Faults PL2 +trackfld:0:2BDF:00:000:No High Jump Faults PL3 +trackfld:0:2BFF:00:000:No High Jump Faults PL4 +trackfld:0:2B81:02:000:Infinite Lives PL1 +trackfld:0:2BA1:02:000:Infinite Lives PL2 +trackfld:0:2BC1:02:000:Infinite Lives PL3 +trackfld:0:2BE1:02:000:Infinite Lives PL4 +trackfld:0:2A38:2D:000:Super Hammer Throw +trackfld:0:0000:00:999:[Turn the 'Start on' cheats ] +trackfld:0:0000:00:999:[ON on the title screen and ] +trackfld:0:0000:00:999:[DON'T forget to turn off ] +trackfld:0:0000:00:999:[them OFF when you are on ] +trackfld:0:0000:00:999:[the event or you won't ] +trackfld:0:0000:00:999:[progress any further!! ] +trackfld:0:2884:00:000:Start on 100 Meter Dash +trackfld:0:2884:01:000:Start on Long Jump +trackfld:0:2884:02:000:Start on Javelin Throw +trackfld:0:2884:03:000:Start on 110 Meter Hurdles +trackfld:0:2884:04:000:Start on Hammer Throw +trackfld:0:2884:05:000:Start on High Jump +trackfld:0:0000:00:999:[The Superman cheat allows ] +trackfld:0:0000:00:999:[you to leap tall buildings ] +trackfld:0:0000:00:999:[in one bound - handy for ] +trackfld:0:0000:00:999:[the High Jump!! It DOES NOT] +trackfld:0:0000:00:999:[work well with the Auto ] +trackfld:0:0000:00:999:[Angle cheat so turn ONE ] +trackfld:0:0000:00:999:[of them OFF!!!!! ] +trackfld:0:28B3:09:000:Superman +trackfld:0:28D8:2D:000:Auto 45 degrees angle +trackfld:0:0000:00:999:[On the High Jump it's best ] +trackfld:0:0000:00:999:[to disable the Full Speed ] +trackfld:0:0000:00:999:[and use the Superman cheat.] +trackfld:0:28B0:01:000:Full Speed (1/3) +trackfld:0:28B1:05:500:Full Speed (2/3) +trackfld:0:28B2:00:500:Full Speed (3/3) +trackfld:0:0000:00:999:[Don't use the Full Speed ] +trackfld:0:0000:00:999:[cheat on the Hurdles - it ] +trackfld:0:0000:00:999:[is TOO fast, use Fast for ] +trackfld:0:0000:00:999:[Hurdles instead. ] +trackfld:0:28B0:01:000:Fast for Hurdles (1/3) +trackfld:0:28B1:02:500:Fast for Hurdles (2/3) +trackfld:0:28B2:00:500:Fast for Hurdles (3/3) +trackfld:0:0000:00:999:[The Take steroids cheat is ] +trackfld:0:0000:00:999:[better than the Full Speed ] +trackfld:0:0000:00:999:[cheat. However, you must be] +trackfld:0:0000:00:999:[careful with it or you'll ] +trackfld:0:0000:00:999:[run off the pitch and the ] +trackfld:0:0000:00:999:[anti-doping control will ] +trackfld:0:0000:00:999:[catch you!! ;-) ] +trackfld:0:2834:00:000:Take steroids + +; [ Thrash Rally ] +trally:0:103611:99:000:Infinite Time + +; [ Tranquilizer Gun ] +tranqgun:0:E4EC:03:000:Infinite Lives PL1 +tranqgun:0:E4ED:03:000:Infinite Lives PL2 +tranqgun:0:E5B5:63:000:Infinite Time Animal 1 +tranqgun:0:E5D1:63:000:Infinite Time Animal 2 +tranqgun:0:E5ED:63:000:Infinite Time Animal 3 +tranqgun:0:E609:63:000:Infinite Time Animal 4 + +; [ Traverse USA / Zippy Race ] +travrusa:0:E70D:01:000:Rank always set to 1st +travrusa:0:0000:00:999:[Infinite Fuel must be ] +travrusa:0:0000:00:999:[turned off at New York. ] +travrusa:0:E708:1E:000:Infinite Fuel +travrusa:0:0000:00:999:[Invincibility must be ] +travrusa:0:0000:00:999:[turned OFF before entering ] +travrusa:0:0000:00:999:[the final straight of ] +travrusa:0:0000:00:999:[each city. ] +travrusa:0:E300:03:000:Invincibility + +; [ Treasure Hunt (Japan?) ] +treahunt:0:449A:03:000:Infinite Lives PL1 +treahunt:0:449B:03:000:Infinite Lives PL2 + +; [ Trigon (Japan) ] +trigon:0:000000:00:999:[Enable invincibility during] +trigon:0:000000:00:999:[game play ONLY!! ] +trigon:0:090200:64:000:Infinite Lives PL1 +trigon:0:0902A0:01:000:Infinite Beam S. Weapon PL1 +trigon:0:0902A0:02:000:Infinite Flame S. Weapon PL1 +trigon:0:092952:01:000:Invincibility PL1 (1/3) +trigon:0:092954:00:500:Invincibility PL1 (2/3) +trigon:0:09295A:00:500:Invincibility PL1 (3/3) +trigon:0:090300:64:000:Infinite Lives PL2 +trigon:0:0902B0:01:000:Infinite Beam S. Weapon PL2 +trigon:0:0902B0:02:000:Infinite Flame S. Weapon PL2 +trigon:0:092A32:01:000:Invincibility PL2 (1/3) +trigon:0:092A34:00:500:Invincibility PL2 (2/3) +trigon:0:092A3A:00:500:Invincibility PL2 (3/3) +trigon:0:092C88:F0:002:Sound Test Timer Stop:[PL1 Shot1]Next Code + +; [ Trio The Punch - Never Forget Me... (Japan) ] +triothep:0:1F0049:1E:000:Infinite Time +triothep:0:1F003D:0C:000:Infinite Energy +triothep:0:1F0025:58:000:Invincibility + +; [ Triple Punch ] +triplep:0:4108:08:000:Infinite Lives +triplep:0:0000:00:999:[For invincibility enable ] +triplep:0:0000:00:999:[all cheats (A/B/C) only ] +triplep:0:0000:00:999:[during gameplay. ] +triplep:0:4300:01:000:Invincibility (A) +triplep:0:4302:01:000:Invincibility (B) +triplep:0:4793:01:000:Invincibility (C) + +; [ Tri-Sports ] +trisport:0:10092F:14:000:Infinite Time (Pool) +trisport:0:10078B:09:000:Infinite Turns (Pool) +trisport:0:100CB6:03:000:Infinite Holes (Golf) +trisport:0:10078B:05:000:Infinite Balls (Golf) + +; [ Trivial Pursuit (Baby Boomer Edition) ] +triviabb:0:00A1:15:000:Infinite Time +triviabb:0:0086:04:000:Infinite Guesses +triviabb:0:0000:00:999:[Select the Dice Side during] +triviabb:0:0000:00:999:[or after the dice is thrown] +triviabb:0:0535:06:072:Select the Dice Side (1-6) + +; [ Trivial Pursuit (Genus I) ] +triviag1:0:00A1:15:000:Infinite Time +triviag1:0:0086:04:000:Infinite Guesses +triviag1:0:0000:00:999:[Select the Dice Side during] +triviag1:0:0000:00:999:[or after the dice is thrown] +triviag1:0:0535:06:072:Select the Dice Side (1-6) + +; [ Trivial Pursuit (Genus II) ] +triviag2:0:00A1:15:000:Infinite Time +triviag2:0:0086:04:000:Infinite Guesses +triviag2:0:0000:00:999:[Select the Dice Side during] +triviag2:0:0000:00:999:[or after the dice is thrown] +triviag2:0:0535:06:072:Select the Dice Side (1-6) + +; [ Trivial Pursuit (All Star Sports Edition) ] +triviasp:0:00A1:15:000:Infinite Time +triviasp:0:0086:04:000:Infinite Guesses +triviasp:0:0000:00:999:[Select the Dice Side during] +triviasp:0:0000:00:999:[or after the dice is thrown] +triviasp:0:0535:06:072:Select the Dice Side (1-6) + +; [ Trivial Pursuit (Young Players Edition) ] +triviayp:0:00A1:15:000:Infinite Time +triviayp:0:0086:04:000:Infinite Guesses +triviayp:0:0000:00:999:[Select the Dice Side during] +triviayp:0:0000:00:999:[or after the dice is thrown] +triviayp:0:0535:06:072:Select the Dice Side (1-6) + +; [ Tropical Angel ] +troangel:0:E094:99:004:Infinite Time + +; [ Trog (rev LA4 03/11/91) ] +trog:0:0020ECAA:03:000:Infinite Lives PL1 +trog:0:0020ED34:03:000:Infinite Lives PL2 +trog:0:0020EDBE:03:000:Infinite Lives PL3 +trog:0:0020EE48:03:000:Infinite Lives PL4 + +; [ Trog (rev LA3 02/14/91) ] +trog3:0:0020ECAA:03:000:Infinite Lives PL1 +trog3:0:0020ED34:03:000:Infinite Lives PL2 +trog3:0:0020EDBE:03:000:Infinite Lives PL3 +trog3:0:0020EE48:03:000:Infinite Lives PL4 + +; [ Trog (prototype, rev 4.00 07/27/90) ] +trogp:0:0020ECAA:03:000:Infinite Lives PL1 +trogp:0:0020ED34:03:000:Infinite Lives PL2 +trogp:0:0020EDBE:03:000:Infinite Lives PL3 +trogp:0:0020EE48:03:000:Infinite Lives PL4 + +; [ Trojan (US) ] +trojan:0:CDA0:99:000:Infinite Lives +trojan:0:C078:00:000:Infinite Energy +trojan:0:C079:99:000:Infinite Time + +; [ Tatakai no Banka (Japan) ] +trojanj:0:CDA0:99:000:Infinite Lives +trojanj:0:C078:00:000:Infinite Energy +trojanj:0:C079:99:000:Infinite Time + +; [ Trojan (Romstar) ] +trojanr:0:CDA0:99:000:Infinite Lives +trojanr:0:C078:00:000:Infinite Energy +trojanr:0:C079:99:000:Infinite Time + +; [ Tron (set 1) ] +tron:0:C41F:04:000:Infinite Lives +tron:0:C00E:08:000:Infinite Time(disable on MCP) +tron:0:C422:01:000:Start on Level 2 +tron:0:C422:02:000:Start on Level 3 +tron:0:C422:03:000:Start on Level 4 +tron:0:C422:04:000:Start on Level 5 + +; [ Tron (set 2) ] +tron2:0:C41F:04:000:Infinite Lives +tron2:0:C00E:08:000:Infinite Time(disable on MCP) +tron2:0:C422:01:000:Start on Level 2 +tron2:0:C422:02:000:Start on Level 3 +tron2:0:C422:03:000:Start on Level 4 +tron2:0:C422:04:000:Start on Level 5 + +; [ Truxton / Tatsujin ] +truxton:0:081D17:0A:000:Infinite Lives +truxton:0:081847:0B:000:Infinite Skulls +truxton:0:081838:00:000:Invincibility 'ON' +truxton:0:081838:80:001:Invincibility 'OFF' +truxton:0:081855:22:001:Get Max Speed Now! +truxton:0:081855:22:000:Alway Max Speed +truxton:0:081D2D:04:001:Get 4 P Now!:(5th P = Weapon Power Up) +truxton:0:081845:01:001:Get Better Weapon Now! +truxton:0:081845:01:000:Always Better Weapon +truxton:0:081845:02:001:Get Best Weapon Now! +truxton:0:081845:02:000:Always Best Weapon +truxton:0:081841:00:000:Always Red Fire (1/2) +truxton:0:081843:00:500:Always Red Fire (2/2) +truxton:0:081841:08:000:Always Green Fire (1/2) +truxton:0:081843:08:500:Always Green Fire (2/2) +truxton:0:081841:10:000:Always Blue Fire (1/2) +truxton:0:081843:10:500:Always Blue Fire (2/2) +truxton:0:081841:00:001:Get Red Fire Now! (1/2) +truxton:0:081843:00:501:Get Red Fire Now! (2/2) +truxton:0:081841:08:001:Get Green Fire Now! (1/2) +truxton:0:081843:08:501:Get Green Fire Now! (2/2) +truxton:0:081841:10:001:Get Blue Fire Now! (1/2) +truxton:0:081843:10:501:Get Blue Fire Now! (2/2) + +; [ Samurai Nihon-ichi (set 1) ] +tsamurai:0:C310:09:000:Infinite Time (1/3) +tsamurai:0:C311:09:500:Infinite Time (2/3) +tsamurai:0:C312:09:500:Infinite Time (3/3) +tsamurai:0:C364:03:000:Always have the Power +tsamurai:0:C00C:06:000:Infinite Lives PL1 +tsamurai:0:C00D:06:000:Infinite Lives PL2 + +; [ Samurai Nihon-ichi (set 2) ] +tsamura2:0:C310:09:000:Infinite Time (1/3) +tsamura2:0:C311:09:500:Infinite Time (2/3) +tsamura2:0:C312:09:500:Infinite Time (3/3) +tsamura2:0:C364:03:000:Always have the Power +tsamura2:0:C00C:06:000:Infinite Lives PL1 +tsamura2:0:C00D:06:000:Infinite Lives PL2 + +; [ Takeda Shingen (Japan) ] +tshingen:0:0F0081:0F:000:Always have 'Fu,Rin,Ka,Zan,' +tshingen:0:0F0E23:01:000:Always have Koduka (Knife) +tshingen:0:0F00CF:03:000:Infinite Lives PL1 +tshingen:0:0F0107:50:000:Infinite Energy PL1 +tshingen:0:0F0E11:03:000:Infinite Life(Horse) PL1:Bonus stage +tshingen:0:0F00DF:03:000:Infinite Lives PL2 +tshingen:0:0F0187:50:000:Infinite Energy PL2 +tshingen:0:0F0E15:03:000:Infinite Life(Horse) PL2:Bonus stage +tshingen:0:000000:00:999:[Enable the select starting ] +tshingen:0:000000:00:999:[cheats on the screen with ] +tshingen:0:000000:00:999:[the smoke signals. ] +tshingen:0:0F0039:04:071:Select the Starting Stage +tshingen:0:0F003B:03:071:Select the Starting Scene +tshingen:0:0F003D:00:001:Finish this Scene Now! + +; [ Turkey Shoot ] +tshoot:0:BF00:03:000:Infinite Lives + +; [ Tough Turf (Japan) ] +tturf:0:200811:09:000:Infinite Time +tturf:0:2010D6:0F:000:Infinite Energy PL1 +tturf:0:2011D6:0F:000:Infinite Energy PL2 + +; [ Tough Turf (bootleg) ] +tturfbl:0:200811:09:000:Infinite Time +tturfbl:0:2010D6:0F:000:Infinite Energy PL1 +tturfbl:0:2011D6:0F:000:Infinite Energy PL2 + +; [ Tough Turf (US) ] +tturfu:0:200811:09:000:Infinite Time +tturfu:0:2010D6:0F:000:Infinite Energy PL1 +tturfu:0:2011D6:0F:000:Infinite Energy PL2 + +; [ Tumble Pop (World) ] +tumblep:0:120473:09:000:Infinite Lives PL1 +tumblep:0:12042B:00:000:Invincibility PL1 (1/2) +tumblep:0:12042A:80:540:Invincibility PL1 (2/2) +tumblep:0:120673:09:000:Infinite Lives PL2 +tumblep:0:12062B:00:000:Invincibility PL2 (1/2) +tumblep:0:12062A:80:540:Invincibility PL2 (2/2) +tumblep:0:1200B9:99:000:Infinite Time:For "TUMBLEPOP" bonus stages +tumblep:0:1200B4:01:001:Get TUMBLEPOP Now! (1/2) +tumblep:0:1200B5:FF:501:Get TUMBLEPOP Now! (2/2) +tumblep:0:1200B4:01:021:Get letter - T Now! +tumblep:0:1200B5:80:021:Get letter - U Now! +tumblep:0:1200B5:40:021:Get letter - M Now! +tumblep:0:1200B5:20:021:Get letter - B Now! +tumblep:0:1200B5:10:021:Get letter - L Now! +tumblep:0:1200B5:08:021:Get letter - E Now! +tumblep:0:1200B5:04:021:Get letter - P (first) Now! +tumblep:0:1200B5:02:021:Get letter - O Now! +tumblep:0:1200B5:01:021:Get letter - P (second) Now! +tumblep:0:121425:00:001:One hit for boss 1 Now! +tumblep:0:121A25:00:001:One hit for boss 2 Now! +tumblep:0:1211E5:00:001:One hit for boss 3 Now! +tumblep:0:121365:00:001:One hit for boss 4 Now! +tumblep:0:121DE5:00:001:One hit for boss 5 -B.P. Now!:B.P. = bottom part +tumblep:0:121E45:00:001:One hit for boss 5 -M.P. Now!:M.P. = medium part +tumblep:0:121EA5:00:001:One hit for boss 5 -Head Now! +tumblep:0:121A25:00:001:One hit for boss 6 -L.P. Now!:L.P. = left part +tumblep:0:121A85:00:001:One hit for boss 6 -R.P. Now!:R.P. = right part +tumblep:0:121665:00:001:One hit for boss 7 Now! +tumblep:0:121D85:00:001:One hit for boss 8 Now! +tumblep:0:121A25:00:001:One hit for boss 9 Now! +tumblep:0:121425:00:001:One hit for boss 10 Now! +tumblep:0:120099:08:000:Go to world 9:To be used at "level select" +tumblep:0:120099:09:000:Go to world 10:To be used at "level select" + +; [ Tumble Pop (bootleg set 2) ] +tumblep2:0:120473:09:000:Infinite Lives PL1 +tumblep2:0:12042B:00:000:Invincibility PL1 (1/2) +tumblep2:0:12042A:80:540:Invincibility PL1 (2/2) +tumblep2:0:120673:09:000:Infinite Lives PL2 +tumblep2:0:12062B:00:000:Invincibility PL2 (1/2) +tumblep2:0:12062A:80:540:Invincibility PL2 (2/2) +tumblep2:0:1200B9:99:000:Infinite Time:For "TUMBLEPOP" bonus stages +tumblep2:0:1200B4:01:001:Get TUMBLEPOP Now! (1/2) +tumblep2:0:1200B5:FF:501:Get TUMBLEPOP Now! (2/2) +tumblep2:0:1200B4:01:021:Get letter - T Now! +tumblep2:0:1200B5:80:021:Get letter - U Now! +tumblep2:0:1200B5:40:021:Get letter - M Now! +tumblep2:0:1200B5:20:021:Get letter - B Now! +tumblep2:0:1200B5:10:021:Get letter - L Now! +tumblep2:0:1200B5:08:021:Get letter - E Now! +tumblep2:0:1200B5:04:021:Get letter - P (first) Now! +tumblep2:0:1200B5:02:021:Get letter - O Now! +tumblep2:0:1200B5:01:021:Get letter - P (second) Now! +tumblep2:0:121425:00:001:One hit for boss 1 Now! +tumblep2:0:121A25:00:001:One hit for boss 2 Now! +tumblep2:0:1211E5:00:001:One hit for boss 3 Now! +tumblep2:0:121365:00:001:One hit for boss 4 Now! +tumblep2:0:121DE5:00:001:One hit for boss 5 -B.P. Now!:B.P. = bottom part +tumblep2:0:121E45:00:001:One hit for boss 5 -M.P. Now!:M.P. = medium part +tumblep2:0:121EA5:00:001:One hit for boss 5 -Head Now! +tumblep2:0:121A25:00:001:One hit for boss 6 -L.P. Now!:L.P. = left part +tumblep2:0:121A85:00:001:One hit for boss 6 -R.P. Now!:R.P. = right part +tumblep2:0:121665:00:001:One hit for boss 7 Now! +tumblep2:0:121D85:00:001:One hit for boss 8 Now! +tumblep2:0:121A25:00:001:One hit for boss 9 Now! +tumblep2:0:121425:00:001:One hit for boss 10 Now! +tumblep2:0:120099:08:000:Go to world 9:To be used at "level select" +tumblep2:0:120099:09:000:Go to world 10:To be used at "level select" + +; [ Tumble Pop (bootleg set 1) ] +tumblepb:0:120473:09:000:Infinite Lives PL1 +tumblepb:0:12042B:00:000:Invincibility PL1 (1/2) +tumblepb:0:12042A:80:540:Invincibility PL1 (2/2) +tumblepb:0:120673:09:000:Infinite Lives PL2 +tumblepb:0:12062B:00:000:Invincibility PL2 (1/2) +tumblepb:0:12062A:80:540:Invincibility PL2 (2/2) +tumblepb:0:1200B9:99:000:Infinite Time:For "TUMBLEPOP" bonus stages +tumblepb:0:1200B4:01:001:Get TUMBLEPOP Now! (1/2) +tumblepb:0:1200B5:FF:501:Get TUMBLEPOP Now! (2/2) +tumblepb:0:1200B4:01:021:Get letter - T Now! +tumblepb:0:1200B5:80:021:Get letter - U Now! +tumblepb:0:1200B5:40:021:Get letter - M Now! +tumblepb:0:1200B5:20:021:Get letter - B Now! +tumblepb:0:1200B5:10:021:Get letter - L Now! +tumblepb:0:1200B5:08:021:Get letter - E Now! +tumblepb:0:1200B5:04:021:Get letter - P (first) Now! +tumblepb:0:1200B5:02:021:Get letter - O Now! +tumblepb:0:1200B5:01:021:Get letter - P (second) Now! +tumblepb:0:121425:00:001:One hit for boss 1 Now! +tumblepb:0:121A25:00:001:One hit for boss 2 Now! +tumblepb:0:1211E5:00:001:One hit for boss 3 Now! +tumblepb:0:121365:00:001:One hit for boss 4 Now! +tumblepb:0:121DE5:00:001:One hit for boss 5 -B.P. Now!:B.P. = bottom part +tumblepb:0:121E45:00:001:One hit for boss 5 -M.P. Now!:M.P. = medium part +tumblepb:0:121EA5:00:001:One hit for boss 5 -Head Now! +tumblepb:0:121A25:00:001:One hit for boss 6 -L.P. Now!:L.P. = left part +tumblepb:0:121A85:00:001:One hit for boss 6 -R.P. Now!:R.P. = right part +tumblepb:0:121665:00:001:One hit for boss 7 Now! +tumblepb:0:121D85:00:001:One hit for boss 8 Now! +tumblepb:0:121A25:00:001:One hit for boss 9 Now! +tumblepb:0:121425:00:001:One hit for boss 10 Now! +tumblepb:0:120099:08:000:Go to world 9:To be used at "level select" +tumblepb:0:120099:09:000:Go to world 10:To be used at "level select" + +; [ Tumble Pop (Japan) ] +tumblepj:0:120473:09:000:Infinite Lives PL1 +tumblepj:0:12042B:00:000:Invincibility PL1 (1/2) +tumblepj:0:12042A:80:540:Invincibility PL1 (2/2) +tumblepj:0:120673:09:000:Infinite Lives PL2 +tumblepj:0:12062B:00:000:Invincibility PL2 (1/2) +tumblepj:0:12062A:80:540:Invincibility PL2 (2/2) +tumblepj:0:1200B9:99:000:Infinite Time:For "TUMBLEPOP" bonus stages +tumblepj:0:1200B4:01:001:Get TUMBLEPOP Now! (1/2) +tumblepj:0:1200B5:FF:501:Get TUMBLEPOP Now! (2/2) +tumblepj:0:1200B4:01:021:Get letter - T Now! +tumblepj:0:1200B5:80:021:Get letter - U Now! +tumblepj:0:1200B5:40:021:Get letter - M Now! +tumblepj:0:1200B5:20:021:Get letter - B Now! +tumblepj:0:1200B5:10:021:Get letter - L Now! +tumblepj:0:1200B5:08:021:Get letter - E Now! +tumblepj:0:1200B5:04:021:Get letter - P (first) Now! +tumblepj:0:1200B5:02:021:Get letter - O Now! +tumblepj:0:1200B5:01:021:Get letter - P (second) Now! +tumblepj:0:121425:00:001:One hit for boss 1 Now! +tumblepj:0:121A25:00:001:One hit for boss 2 Now! +tumblepj:0:1211E5:00:001:One hit for boss 3 Now! +tumblepj:0:121365:00:001:One hit for boss 4 Now! +tumblepj:0:121DE5:00:001:One hit for boss 5 -B.P. Now!:B.P. = bottom part +tumblepj:0:121E45:00:001:One hit for boss 5 -M.P. Now!:M.P. = medium part +tumblepj:0:121EA5:00:001:One hit for boss 5 -Head Now! +tumblepj:0:121A25:00:001:One hit for boss 6 -L.P. Now!:L.P. = left part +tumblepj:0:121A85:00:001:One hit for boss 6 -R.P. Now!:R.P. = right part +tumblepj:0:121665:00:001:One hit for boss 7 Now! +tumblepj:0:121D85:00:001:One hit for boss 8 Now! +tumblepj:0:121A25:00:001:One hit for boss 9 Now! +tumblepj:0:121425:00:001:One hit for boss 10 Now! +tumblepj:0:120099:08:000:Go to world 9:To be used at "level select" +tumblepj:0:120099:09:000:Go to world 10:To be used at "level select" + +; [ Turbo ] +turbo:0:F212:63:000:Infinite Time +turbo:0:F270:40:000:Invincibility + +; [ Turbo (encrypted set 1) ] +turboa:0:F212:63:000:Infinite Time +turboa:0:F270:40:000:Invincibility + +; [ Turbo (encrypted set 2) ] +turbob:0:F212:63:000:Infinite Time +turbob:0:F270:40:000:Invincibility + +; [ Turbo Force ] +turbofrc:0:000000:00:999:[Turn off cheats with F5 at ] +turbofrc:0:000000:00:999:[the start of each level! ] +turbofrc:0:0C1FAF:07:000:Infinite Lives PL1 +turbofrc:0:0C1F99:08:000:Maximum fire power PL1 +turbofrc:0:0C1FBB:A0:000:Invincibility PL1 +turbofrc:0:0C2017:07:000:Infinite Lives PL2 +turbofrc:0:0C2001:08:000:Maximum fire power PL2 +turbofrc:0:0C2023:A0:000:Invincibility PL2 +turbofrc:0:0C207F:07:000:Infinite Lives PL3 +turbofrc:0:0C2069:08:000:Maximum fire power PL3 +turbofrc:0:0C208B:A0:000:Invincibility PL3 + +; [ Turbo Tag (Prototype) ] +turbotag:0:F238:06:000:Infinite Lives +turbotag:0:F25D:01:000:Always have Turbo Charger +turbotag:0:F249:00:000:Infinite Crashes allowed + +; [ Neo Turf Masters / Big Tournament Golf ] +turfmast:0:106FE7:7F:000:Maximum Power +turfmast:0:101255:1E:002:Infinite Time PL1 +turfmast:0:107006:01:000:Do not count strokes PL1 +turfmast:0:1005F5:1E:002:Infinite Time PL2 +turfmast:0:10702C:01:000:Do not count strokes PL2 + +; [ Turpin ] +turpin:0:8630:09:000:Infinite Lives +turpin:0:8637:63:000:Infinite Bombs + +; [ Turtles ] +turtles:0:8630:09:000:Infinite Lives +turtles:0:8637:63:000:Infinite Bombs + +; [ Turtle Ship ] +turtship:0:C085:09:000:Infinite slow time +turtship:0:C084:01:000:Enemies' speed is slow +turtship:0:C084:00:001:Enemies' speed is normal +turtship:0:C016:03:000:Infinite Lives PL1 +turtship:0:C080:01:020:Invincibility PL1 +turtship:0:D005:13:520:Infinite Missiles PL1 (1/2) +turtship:0:D005:0C:540:Infinite Missiles PL1 (2/2) +turtship:0:D005:E0:020:Infinite Thunders PL1 +turtship:0:D004:02:020:Always have the missiles PL1 +turtship:0:D004:04:020:Always have the thunders PL1 +turtship:0:D004:01:020:Always have the sideways PL1 +turtship:0:D004:10:020:Always have the power firePL1 +turtship:0:D004:02:021:Get the missiles Now! PL1 +turtship:0:D004:04:021:Get the thunders Now! PL1 +turtship:0:D004:01:021:Get the sideways Now! PL1 +turtship:0:D004:10:021:Get the power fire Now! PL1 +turtship:0:C017:03:000:Infinite Lives PL2 +turtship:0:C080:02:020:Invincibility PL2 +turtship:0:D085:13:520:Infinite Missiles PL2 (1/2) +turtship:0:D085:0C:540:Infinite Missiles PL2 (2/2) +turtship:0:D085:E0:020:Infinite Thunders PL2 +turtship:0:D084:02:020:Always have the missiles PL2 +turtship:0:D084:04:020:Always have the thunders PL2 +turtship:0:D084:01:020:Always have the sideways PL2 +turtship:0:D084:10:020:Always have the power firePL2 +turtship:0:D084:02:021:Get the missiles Now! PL2 +turtship:0:D084:04:021:Get the thunders Now! PL2 +turtship:0:D084:01:021:Get the sideways Now! PL2 +turtship:0:D084:10:021:Get the power fire Now! PL2 + +; [ Tutankham ] +tutankhm:0:8880:05:000:Infinite Lives +tutankhm:0:8882:06:000:Infinite Bombs +tutankhm:0:886D:FF:000:Infinite Time +tutankhm:0:8885:01:000:Always have key +tutankhm:0:8885:01:000:Always have a Key +tutankhm:0:8885:01:001:Get a Key Now! + +; [ Tutankham (Stern) ] +tutankst:0:8880:05:000:Infinite Lives +tutankst:0:8882:06:000:Infinite Bombs +tutankst:0:886D:FF:000:Infinite Time +tutankst:0:8885:01:000:Always have a Key +tutankst:0:8885:01:001:Get a Key Now! + +; [ TwinBee ] +twinbee:0:01EA81:0F:000:Infinite Lives PL1 +twinbee:0:01EE73:01:000:Invincibility "ON" PL1 +twinbee:0:01EE73:00:001:Invincibility "OFF" PL1 +twinbee:0:01EDC8:C4:001:Get Normal Shot Now! PL1 +twinbee:0:01EDC8:E4:001:Get Twin Shot Now! PL1 +twinbee:0:01EDCB:05:001:Get Option Now! PL1 +twinbee:0:01F049:01:001:Get 3-way Shot Now! PL1 +twinbee:0:01EDC7:00:000:Infinite Repair Car PL1 +twinbee:0:01ED90:01:001:Repair Hand Now! PL1 (1/4) +twinbee:0:01ED91:00:501:Repair Hand Now! PL1 (2/4) +twinbee:0:01EDA0:01:501:Repair Hand Now! PL1 (3/4) +twinbee:0:01EDA1:00:501:Repair Hand Now! PL1 (4/4) +twinbee:0:000000:00:999:[---Version VS only cheats--] +twinbee:0:01EAC1:0F:000:Infinite Lives PL2 +twinbee:0:01F173:01:000:Invincibility "ON" PL2 +twinbee:0:01F173:00:001:Invincibility "OFF" PL2 +twinbee:0:01F0C8:C4:001:Get Normal Shot Now! PL2 +twinbee:0:01F0C8:E4:001:Get Twin Shot Now! PL2 +twinbee:0:01F0CB:14:001:Get Option Now! PL2 +twinbee:0:01F0CB:09:001:Get Barrier Now! PL2 +twinbee:0:01F0C7:00:000:Infinite Repair Car PL2 +twinbee:0:01F210:01:001:Repair Hand Now! PL2 (1/4) +twinbee:0:01F211:00:501:Repair Hand Now! PL2 (2/4) +twinbee:0:01F220:01:501:Repair Hand Now! PL2 (3/4) +twinbee:0:01F221:00:501:Repair Hand Now! PL2 (4/4) +twinbee:0:01EC35:3F:000:Sound Test Timer Stop:[PL2 Start]Next Code +twinbee:0:01FF06:FF:000:WakeUp Music Timer Stop:Start again after the use + +; [ Twin Cobra (World) ] +twincobr:0:031871:0A:000:Infinite Lives PL1 +twincobr:0:03004D:09:000:Infinite Bombs PL1 +twincobr:0:030023:2E:000:Invincibility PL1 (1/2) +twincobr:0:030038:80:500:Invincibility PL1 (2/2) +twincobr:0:000000:00:999:[You must enable the max ] +twincobr:0:000000:00:999:[fire power cheat to use the] +twincobr:0:000000:00:999:[4 fire type cheats ] +twincobr:0:03004B:28:000:Always max fire power PL1 +twincobr:0:03005B:00:000:Always Normal fire PL1 +twincobr:0:03005B:2C:000:Always Laser PL1 +twincobr:0:03005B:58:000:Always Multiway fire PL1 +twincobr:0:03005B:84:000:Always 4-sides fire PL1 +twincobr:0:03005B:00:001:Get Normal fire Now! PL1 +twincobr:0:03005B:2C:001:Get Laser Now! PL1 +twincobr:0:03005B:58:001:Get Multiway fire Now! PL1 +twincobr:0:03005B:84:001:Get 4-sides fire Now! PL1 +twincobr:0:031873:0A:000:Infinite Lives PL2 +twincobr:0:0300AD:09:000:Infinite Bombs PL2 +twincobr:0:030083:2F:000:Invincibility PL2 (1/2) +twincobr:0:030098:80:500:Invincibility PL2 (2/2) +twincobr:0:000000:00:999:[You must enable the max ] +twincobr:0:000000:00:999:[fire power cheat to use the] +twincobr:0:000000:00:999:[4 fire type cheats ] +twincobr:0:0300AB:28:000:Always max fire power PL2 +twincobr:0:0300BB:00:000:Always Normal fire PL2 +twincobr:0:0300BB:2C:000:Always Laser PL2 +twincobr:0:0300BB:58:000:Always Multiway fire PL2 +twincobr:0:0300BB:84:000:Always 4-sides fire PL2 +twincobr:0:0300BB:00:001:Get Normal fire Now! PL2 +twincobr:0:0300BB:2C:001:Get Laser Now! PL2 +twincobr:0:0300BB:58:001:Get Multiway fire Now! PL2 +twincobr:0:0300BB:84:001:Get 4-sides fire Now! PL2 + +; [ Twin Cobra (US) ] +twincobu:0:031871:0A:000:Infinite Lives PL1 +twincobu:0:03004D:09:000:Infinite Bombs PL1 +twincobu:0:030023:2E:000:Invincibility PL1 (1/2) +twincobu:0:030038:80:500:Invincibility PL1 (2/2) +twincobu:0:000000:00:999:[You must enable the max ] +twincobu:0:000000:00:999:[fire power cheat to use the] +twincobu:0:000000:00:999:[4 fire type cheats ] +twincobu:0:03004B:28:000:Always max fire power PL1 +twincobu:0:03005B:00:000:Always Normal fire PL1 +twincobu:0:03005B:2C:000:Always Laser PL1 +twincobu:0:03005B:58:000:Always Multiway fire PL1 +twincobu:0:03005B:84:000:Always 4-sides fire PL1 +twincobu:0:03005B:00:001:Get Normal fire Now! PL1 +twincobu:0:03005B:2C:001:Get Laser Now! PL1 +twincobu:0:03005B:58:001:Get Multiway fire Now! PL1 +twincobu:0:03005B:84:001:Get 4-sides fire Now! PL1 +twincobu:0:031873:0A:000:Infinite Lives PL2 +twincobu:0:0300AD:09:000:Infinite Bombs PL2 +twincobu:0:030083:2F:000:Invincibility PL2 (1/2) +twincobu:0:030098:80:500:Invincibility PL2 (2/2) +twincobu:0:000000:00:999:[You must enable the max ] +twincobu:0:000000:00:999:[fire power cheat to use the] +twincobu:0:000000:00:999:[4 fire type cheats ] +twincobu:0:0300AB:28:000:Always max fire power PL2 +twincobu:0:0300BB:00:000:Always Normal fire PL2 +twincobu:0:0300BB:2C:000:Always Laser PL2 +twincobu:0:0300BB:58:000:Always Multiway fire PL2 +twincobu:0:0300BB:84:000:Always 4-sides fire PL2 +twincobu:0:0300BB:00:001:Get Normal fire Now! PL2 +twincobu:0:0300BB:2C:001:Get Laser Now! PL2 +twincobu:0:0300BB:58:001:Get Multiway fire Now! PL2 +twincobu:0:0300BB:84:001:Get 4-sides fire Now! PL2 + +; [ Twinkle Star Sprites ] +twinspri:0:10C014:28:000:Infinite Energy PL1 +twinspri:0:10C021:02:000:Infinite Bombs PL1 +twinspri:0:10D014:28:000:Infinite Energy PL2 +twinspri:0:10D021:02:000:Infinite Bombs PL2 + +; [ Two Crude (US) ] +twocrude:0:080043:99:000:Infinite Time (1/2) +twocrude:0:080042:09:500:Infinite Time (2/2) +twocrude:0:081005:00:001:1 hit to kill enemy Now!(1/5) +twocrude:0:081045:00:501:1 hit to kill enemy Now!(2/5) +twocrude:0:081085:00:501:1 hit to kill enemy Now!(3/5) +twocrude:0:0810C5:00:501:1 hit to kill enemy Now!(4/5) +twocrude:0:081105:00:501:1 hit to kill enemy Now!(5/5) +twocrude:0:080114:09:000:Infinite Lives PL1 +twocrude:0:080113:38:000:Infinite Energy PL1 +twocrude:0:080137:02:000:Invincibility PL1:Sprite Flickers +twocrude:0:080194:09:000:Infinite Lives PL2 +twocrude:0:080193:38:000:Infinite Energy PL2 +twocrude:0:0801B7:02:000:Invincibility PL2:Sprite Flickers + +; [ Two Tigers ] +twotiger:0:C456:05:000:Infinite Lives +twotiger:0:C3B2:00:000:No Sprite Collision (1/2) +twotiger:0:C3E9:00:000:No Sprite Collision (2/2) +twotiger:0:C5F4:09:000:Infinite Time + +; [ Tecmo World Soccer '96 ] +tws96:0:1014D8:34:000:Infinite Time +tws96:0:1014CF:99:073:Select score Now! PL1 +tws96:0:1014D1:99:073:Select score Now! PL2 +tws96:0:1014CF:00:000:Score always 0 PL1 +tws96:0:1014D1:00:000:Score always 0 PL2 +tws96:0:1014CF:99:000:Score always 99 PL1 +tws96:0:1014D1:99:000:Score always 99 PL2 +tws96:0:1014CF:00:001:Set score = 0 Now! PL1 +tws96:0:1014D1:00:001:Set score = 0 Now! PL2 +tws96:0:1014CF:99:001:Set score = 99 Now! PL1 +tws96:0:1014D1:99:001:Set score = 99 Now! PL2 + +; [ Undercover Cops (World) ] +uccops:0:E0096:59:000:Infinite Time +uccops:0:E073E:01:001:Kill Fatso with 1 Hit Now! +uccops:0:00000:00:999:[This Select next level ] +uccops:0:00000:00:999:[cheat must be enabled on ] +uccops:0:00000:00:999:[the character selection ] +uccops:0:00000:00:999:[screen DO NOT ENABLE IT ON ] +uccops:0:00000:00:999:[THE TITLE SCREEN!!! You can] +uccops:0:00000:00:999:[also use it in game as a ] +uccops:0:00000:00:999:[normal next level cheat. ] +uccops:0:E0093:05:062:Select next level +uccops:0:E3E3B:0A:000:Infinite Lives PL1 +uccops:0:E017E:64:000:Infinite Energy PL1 +uccops:0:E0171:0C:000:Invincibility PL1 (1/3) +uccops:0:E3698:0C:500:Invincibility PL1 (2/3) +uccops:0:E0161:68:501:Invincibility PL1 (3/3) +uccops:0:E3E5D:0A:000:Infinite Lives PL2 +uccops:0:E023E:64:000:Infinite Energy PL2 +uccops:0:E0231:0C:000:Invincibility PL2 (1/3) +uccops:0:E3718:0C:500:Invincibility PL2 (2/3) +uccops:0:E0221:A0:501:Invincibility PL2 (3/3) + +; [ Undercover Cops (Japan) ] +uccopsj:0:E0096:59:000:Infinite Time +uccopsj:0:E073E:01:001:Kill Fatso with 1 Hit Now! +uccopsj:0:00000:00:999:[This Select next level ] +uccopsj:0:00000:00:999:[cheat must be enabled on ] +uccopsj:0:00000:00:999:[the character selection ] +uccopsj:0:00000:00:999:[screen DO NOT ENABLE IT ON ] +uccopsj:0:00000:00:999:[THE TITLE SCREEN!!! You can] +uccopsj:0:00000:00:999:[also use it in game as a ] +uccopsj:0:00000:00:999:[normal next level cheat. ] +uccopsj:0:E0093:05:062:Select next level +uccopsj:0:E3E3B:0A:000:Infinite Lives PL1 +uccopsj:0:E017E:64:000:Infinite Energy PL1 +uccopsj:0:E0171:0C:000:Invincibility PL1 (1/3) +uccopsj:0:E3698:0C:500:Invincibility PL1 (2/3) +uccopsj:0:E0161:68:501:Invincibility PL1 (3/3) +uccopsj:0:E3E5D:0A:000:Infinite Lives PL2 +uccopsj:0:E023E:64:000:Infinite Energy PL2 +uccopsj:0:E0231:0C:000:Invincibility PL2 (1/3) +uccopsj:0:E3718:0C:500:Invincibility PL2 (2/3) +uccopsj:0:E0221:A0:501:Invincibility PL2 (3/3) + +; [ Ultraman (Japan) ] +ultraman:0:08F669:30:000:Infinite Time +ultraman:0:08EC0A:01:000:Invincibility? +ultraman:0:08F00A:50:000:Infinite Energy (Player) +ultraman:0:08F00A:00:001:Drain ALL Energy Now!(Player) +ultraman:0:08F02A:50:000:Infinite Energy (CPU) +ultraman:0:08F02A:00:001:Drain ALL Energy Now!(CPU) +ultraman:0:08F088:1B:000:Always Gauge Max (Player) +ultraman:0:08F08B:03:000:Gauge Position 4 (Player) +ultraman:0:08F08B:02:000:Gauge Position 3 (Player) +ultraman:0:08F08B:01:000:Gauge Position 2 (Player) +ultraman:0:08F1FD:02:000:Infinite Final Weapon(Player):Final Stage +ultraman:0:08E733:0C:071:Select Next Stage + +; [ UniWar S ] +uniwars:0:421D:09:000:Infinite Lives +uniwars:0:4200:01:000:Invincibility (1/2) +uniwars:0:4205:00:500:Invincibility (2/2) + +; [ U.N. Squadron (US) ] +unsquad:0:FFE00B:02:000:Pause/Unpause Shop Timer +unsquad:0:FF15CD:40:000:Invincibility PL1 +unsquad:0:FF15D3:06:000:Max 2nd Weapon (level 7) PL1 +unsquad:0:FF15E3:63:000:Infinite Second Weapon PL1 +unsquad:0:FF160B:09:000:Infinite Money PL1 +unsquad:0:FF164D:40:000:Invincibility PL2 +unsquad:0:FF1653:06:000:Max 2nd Weapon (level 7) PL2 +unsquad:0:FF1663:63:000:Infinite Second Weapon PL2 +unsquad:0:FF168B:09:000:Infinite Money PL2 +unsquad:0:FF2F00:05:000:Infinite Shield (1/6) +unsquad:0:FF2F03:05:500:Infinite Shield (2/6) +unsquad:0:FF15D7:02:500:Infinite Shield (3/6) +unsquad:0:FF2EA0:05:500:Infinite Shield (4/6) +unsquad:0:FF2EA3:05:500:Infinite Shield (5/6) +unsquad:0:FF1657:02:500:Infinite Shield (6/6) + +; [ Up'n Down ] +upndown:0:0000:00:999:[Don't play this game with ] +upndown:0:0000:00:999:[frameskip ON as this can ] +upndown:0:0000:00:999:[cause some weird effects ] +upndown:0:0000:00:999:[including turning the Lives] +upndown:0:0000:00:999:[cheat into Invincibility!! ] +upndown:0:0000:00:999:[This is NOT good for this ] +upndown:0:0000:00:999:[game believe it or not! :-(] +upndown:0:C868:07:000:Infinite Lives + +; [ Us vs. Them ] +usvsthem:0:000121:01:000:Infinite Energy +usvsthem:0:0000CC:00:000:No hits sustained (1/2) +usvsthem:0:0000CF:00:500:No hits sustained (2/2) + +; [ Legend of the Valkyrie (Japan) ] +valkyrie:0:104571:FF:000:Infinite Time PL1 +valkyrie:0:104551:C0:000:Infinite Energy PL1 +valkyrie:0:10454F:C0:000:Infinite Magic PL1 +valkyrie:0:105525:A0:000:Infinite Shot Power PL1 +valkyrie:0:10453B:0F:071:Select Shot Limit PL1 +valkyrie:0:104543:24:000:Invincibility PL1 +valkyrie:0:104552:FF:000:Infinite Max Gold PL1 (1/2) +valkyrie:0:104553:FF:500:Infinite Max Gold PL1 (2/2) +valkyrie:0:104561:FF:000:Max Score PL1 (1/2) +valkyrie:0:104562:FF:500:Max Score PL1 (2/2) +valkyrie:0:000000:00:999:[Use these Shot cheats in ] +valkyrie:0:000000:00:999:[conjunction with Infinite ] +valkyrie:0:000000:00:999:[Shot Power. ] +valkyrie:0:104539:04:000:Always have Normal Shot PL1 +valkyrie:0:104539:0C:000:Always have Fire Ball ShotPL1 +valkyrie:0:104539:10:000:Always have Eternal Shot PL1 +valkyrie:0:104539:14:000:Always have Wide Shot PL1 +valkyrie:0:104539:18:000:Always have Horming Shot PL1 +valkyrie:0:104539:1C:000:Always have Lightning ShotPL1 +valkyrie:0:104539:20:000:Always have Torpedo Shot PL1 +valkyrie:0:104539:24:000:Always have 3 Way Shot PL1 +valkyrie:0:104539:28:000:Always have 4 Way Shot PL1 +valkyrie:0:104539:2C:000:Always have Bomb Shot PL1 +valkyrie:0:104539:04:001:Get Normal Shot Now! PL1 +valkyrie:0:104539:0C:001:Get Fire Ball Shot Now! PL1 +valkyrie:0:104539:10:001:Get Eternal Shot Now! PL1 +valkyrie:0:104539:14:001:Get Wide Shot Now! PL1 +valkyrie:0:104539:18:001:Get Horming Shot Now! PL1 +valkyrie:0:104539:1C:001:Get Lightning Shot Now! PL1 +valkyrie:0:104539:20:001:Get Torpedo Shot Now! PL1 +valkyrie:0:104539:24:001:Get 3 Way Shot Now! PL1 +valkyrie:0:104539:28:001:Get 4 Way Shot Now! PL1 +valkyrie:0:104539:2C:001:Get Bomb Shot Now! PL1 +valkyrie:0:000000:00:999:[Use these Magic cheats in ] +valkyrie:0:000000:00:999:[conjunction with Infinite ] +valkyrie:0:000000:00:999:[Magic. ] +valkyrie:0:105553:01:000:Always have Option Magic PL1 +valkyrie:0:105554:01:000:Always have Cyclone Magic PL1 +valkyrie:0:105556:01:000:Always have Big Magic PL1 +valkyrie:0:105558:01:000:Always have HarricaneMagicPL1 +valkyrie:0:10555A:01:000:Always have ChameleonMagicPL1 +valkyrie:0:10555C:01:000:Always have Float Magic PL1 +valkyrie:0:105553:01:001:Get Option Magic Now! PL1 +valkyrie:0:105554:01:001:Get Cyclone Magic Now! PL1 +valkyrie:0:105556:01:001:Get Big Magic Now! PL1 +valkyrie:0:105558:01:001:Get Harricane Magic Now! PL1 +valkyrie:0:10555A:01:001:Get Chameleon Magic Now! PL1 +valkyrie:0:10555C:01:001:Get Float Magic Now! PL1 +valkyrie:0:1045F1:FF:000:Infinite Time PL2 +valkyrie:0:1045D1:C0:000:Infinite Energy PL2 +valkyrie:0:1045CF:C0:000:Infinite Magic PL2 +valkyrie:0:1055A5:A0:000:Infinite Shot Power PL2 +valkyrie:0:1045BB:0F:071:Select Shot Limit PL2 +valkyrie:0:1045C3:24:000:Invincibility PL2 +valkyrie:0:1045D2:FF:000:Infinite Max Gold PL2 (1/2) +valkyrie:0:1045D3:FF:500:Infinite Max Gold PL2 (2/2) +valkyrie:0:1045E1:FF:000:Max Score PL2 (1/2) +valkyrie:0:1045E2:FF:500:Max Score PL2 (2/2) +valkyrie:0:000000:00:999:[Use these Shot cheats in ] +valkyrie:0:000000:00:999:[conjunction with Infinite ] +valkyrie:0:000000:00:999:[Shot Power. ] +valkyrie:0:1045B9:08:000:Always have Normal Shot PL2 +valkyrie:0:1045B9:0C:000:Always have Fire Shot PL2 +valkyrie:0:1045B9:10:000:Always have Eternal Shot PL2 +valkyrie:0:1045B9:14:000:Always have Wide Shot PL2 +valkyrie:0:1045B9:18:000:Always have Horming Shot PL2 +valkyrie:0:1045B9:1C:000:Always have Lightning ShotPL2 +valkyrie:0:1045B9:20:000:Always have Torpedo Shot PL2 +valkyrie:0:1045B9:24:000:Always have 3 Way Shot PL2 +valkyrie:0:1045B9:28:000:Always have 4 Way Shot PL2 +valkyrie:0:1045B9:2C:000:Always have Bomb Shot PL2 +valkyrie:0:1045B9:08:001:Get Normal Shot Now! PL2 +valkyrie:0:1045B9:0C:001:Get Fire Shot Now! PL2 +valkyrie:0:1045B9:10:001:Get Eternal Shot Now! PL2 +valkyrie:0:1045B9:14:001:Get Wide Shot Now! PL2 +valkyrie:0:1045B9:18:001:Get Horming Shot Now! PL2 +valkyrie:0:1045B9:1C:001:Get Lightning Shot Now! PL2 +valkyrie:0:1045B9:20:001:Get Torpedo Shot Now! PL2 +valkyrie:0:1045B9:24:001:Get 3 Way Shot Now! PL2 +valkyrie:0:1045B9:28:001:Get 4 Way Shot Now! PL2 +valkyrie:0:1045B9:2C:001:Get Bomb Shot Now! PL2 +valkyrie:0:000000:00:999:[Use these Magic cheats in ] +valkyrie:0:000000:00:999:[conjunction with Infinite ] +valkyrie:0:000000:00:999:[Magic. ] +valkyrie:0:1055D3:01:000:Always have Option Magic PL2 +valkyrie:0:1055D4:01:000:Always have Cyclone Magic PL2 +valkyrie:0:1055D6:01:000:Always have Big Magic PL2 +valkyrie:0:1055D8:01:000:Always have HarricaneMagicPL2 +valkyrie:0:1055DA:01:000:Always have ChameleonMagicPL2 +valkyrie:0:1055DC:01:000:Always have Float Magic PL2 +valkyrie:0:1055D3:01:001:Get Option Magic Now! PL2 +valkyrie:0:1055D4:01:001:Get Cyclone Magic Now! PL2 +valkyrie:0:1055D6:01:001:Get Big Magic Now! PL2 +valkyrie:0:1055D8:01:001:Get Harricane Magic Now! PL2 +valkyrie:0:1055DA:01:001:Get Chameleon Magic Now! PL2 +valkyrie:0:1055DC:01:001:Get Float Magic Now! PL2 + +; [ Vanguard II ] +vangrd2:0:F45D:09:000:Infinite Lives PL1 +vangrd2:0:F45E:09:000:Infinite Lives PL2 + +; [ Vanguard (Centuri) ] +vangrdce:0:00BE:08:000:Infinite Lives +vangrdce:0:00A0:03:000:Invincibility + +; [ Vanguard (SNK) ] +vanguard:0:00BE:08:000:Infinite Lives +vanguard:0:00A0:03:000:Invincibility + +; [ Van Van Car ] +vanvan:0:49E6:03:000:Infinite Lives +vanvan:0:49E4:5A:000:Infinite Time + +; [ Van Van Car (Sanritsu) ] +vanvans:0:49E6:03:000:Infinite Lives +vanvans:0:49E4:5A:000:Infinite Time + +; [ Vapor Trail - Hyper Offence Formation (US) ] +vaportra:0:FFD7B9:9A:000:Infinite Time(Final Attack) +vaportra:0:FFC1F8:03:000:Infinite Lives PL1 +vaportra:0:FFC1F9:03:000:Infinite Energy PL1 +vaportra:0:FFC256:1F:001:Refill "roll" power Now! PL1:Use after "roll" has ended +vaportra:0:FFC213:03:000:Invincibility 'ON' PL1 +vaportra:0:FFC213:00:001:Invincibility 'OFF' PL1 +vaportra:0:FFC1FE:05:071:Select Current Speed PL1 +vaportra:0:FFC255:06:000:Infinite Smart Bombs PL1 +vaportra:0:FFC2A8:00:000:Always Roll PL1 +vaportra:0:FFC1FB:0C:000:Maximum Shot Power PL1 +vaportra:0:FFC1FD:00:000:Always Normal Shot PL1 +vaportra:0:FFC1FD:04:000:Always Bomb Shot PL1 +vaportra:0:FFC1FD:08:000:Always Missile Shot PL1 +vaportra:0:FFC1FD:0C:000:Always Defender Shot PL1 +vaportra:0:FFC1FD:10:000:Always Special Shot PL1 +vaportra:0:FFC1FD:00:001:Get Normal Shot Now! PL1 +vaportra:0:FFC1FD:04:001:Get Bomb Shot Now! PL1 +vaportra:0:FFC1FD:08:001:Get Missile Shot Now! PL1 +vaportra:0:FFC1FD:0C:001:Get Defender Shot Now! PL1 +vaportra:0:FFC1FD:10:001:Get Special Shot Now! PL1 +vaportra:0:FFC2B8:03:000:Infinite Lives PL2 +vaportra:0:FFC2B9:03:000:Infinite Energy PL2 +vaportra:0:FFC316:1F:001:Refill "roll" power Now! PL2:Use after "roll" has ended +vaportra:0:FFC2D3:03:000:Invincibility 'ON' PL2 +vaportra:0:FFC2D3:00:001:Invincibility 'OFF' PL2 +vaportra:0:FFC2BE:05:071:Select Current Speed PL2 +vaportra:0:FFC315:06:000:Infinite Smart Bombs PL2 +vaportra:0:FFC368:00:000:Always Roll PL2 +vaportra:0:FFC2BB:0C:000:Maximum Shot Power PL2 +vaportra:0:FFC2BD:00:000:Always Normal Shot PL2 +vaportra:0:FFC2BD:04:000:Always Bomb Shot PL2 +vaportra:0:FFC2BD:08:000:Always Missile Shot PL2 +vaportra:0:FFC2BD:0C:000:Always Defender Shot PL2 +vaportra:0:FFC2BD:10:000:Always Special Shot PL2 +vaportra:0:FFC2BD:00:001:Get Normal Shot Now! PL2 +vaportra:0:FFC2BD:04:001:Get Bomb Shot Now! PL2 +vaportra:0:FFC2BD:08:001:Get Missile Shot Now! PL2 +vaportra:0:FFC2BD:0C:001:Get Defender Shot Now! PL2 +vaportra:0:FFC2BD:10:001:Get Special Shot Now! PL2 +vaportra:0:000000:00:999:[Use the Select current ] +vaportra:0:000000:00:999:[level cheat on the select ] +vaportra:0:000000:00:999:[fighter screen to start on ] +vaportra:0:000000:00:999:[that level. ] +vaportra:0:FFC04D:05:071:Select current level +vaportra:0:FFC04D:05:061:Select next level + +; [ Varth - Operation Thunderstorm (World) ] +varth:0:FF83A4:99:000:Infinite Lives PL1 +varth:0:FF83B3:05:000:Infinite Bombs PL1 +varth:0:FF8323:F0:000:Invincibility PL1 (1/2) +varth:0:FF8300:02:500:Invincibility PL1 (2/2) +varth:0:FF83B1:07:000:Always Maximum fire power PL1 +varth:0:FF83B2:00:000:Always Normal fire PL1 +varth:0:FF83B2:02:000:Always 3-way fire PL1 +varth:0:FF83B2:04:000:Always Laser fire PL1 +varth:0:FF83B2:00:001:Get Normal fire Now! PL1 +varth:0:FF83B2:02:001:Get 3-way fire Now! PL1 +varth:0:FF83B2:04:001:Get Laser fire Now! PL1 +varth:0:FF83B8:00:000:Always have the H missilesPL1:Get the pods first +varth:0:FF83B8:01:000:Always have the M missilesPL1:Get the pods first +varth:0:FF83B8:02:000:Always have the N missilesPL1:Get the pods first +varth:0:FF83B8:00:001:Get the H missiles Now! PL1:Get the pods first +varth:0:FF83B8:01:001:Get the M missiles Now! PL1:Get the pods first +varth:0:FF83B8:02:001:Get the N missiles Now! PL1:Get the pods first +varth:0:FF84A4:99:000:Infinite Lives PL2 +varth:0:FF84B3:05:000:Infinite Bombs PL2 +varth:0:FF8423:F0:000:Invincibility PL2 (1/2) +varth:0:FF8400:02:500:Invincibility PL2 (2/2) +varth:0:FF84B1:07:000:Always Maximum fire power PL2 +varth:0:FF84B2:00:000:Always Normal fire PL2 +varth:0:FF84B2:02:000:Always 3-way fire PL2 +varth:0:FF84B2:04:000:Always Laser fire PL2 +varth:0:FF84B2:00:001:Get Normal fire Now! PL2 +varth:0:FF84B2:02:001:Get 3-way fire Now! PL2 +varth:0:FF84B2:04:001:Get Laser fire Now! PL2 +varth:0:FF84B8:00:000:Always have the H missilesPL2:Get the pods first +varth:0:FF84B8:01:000:Always have the M missilesPL2:Get the pods first +varth:0:FF84B8:02:000:Always have the N missilesPL2:Get the pods first +varth:0:FF84B8:00:001:Get the H missiles Now! PL2:Get the pods first +varth:0:FF84B8:01:001:Get the M missiles Now! PL2:Get the pods first +varth:0:FF84B8:02:001:Get the N missiles Now! PL2:Get the pods first + +; [ Varth - Operation Thunderstorm (Japan) ] +varthj:0:FF83A4:99:000:Infinite Lives PL1 +varthj:0:FF83B3:05:000:Infinite Bombs PL1 +varthj:0:FF8323:F0:000:Invincibility PL1 (1/2) +varthj:0:FF8300:02:500:Invincibility PL1 (2/2) +varthj:0:FF83B1:07:000:Always Maximum fire power PL1 +varthj:0:FF83B2:00:000:Always Normal fire PL1 +varthj:0:FF83B2:02:000:Always 3-way fire PL1 +varthj:0:FF83B2:04:000:Always Laser fire PL1 +varthj:0:FF83B2:00:001:Get Normal fire Now! PL1 +varthj:0:FF83B2:02:001:Get 3-way fire Now! PL1 +varthj:0:FF83B2:04:001:Get Laser fire Now! PL1 +varthj:0:FF83B8:00:000:Always have the H missilesPL1:Get the pods first +varthj:0:FF83B8:01:000:Always have the M missilesPL1:Get the pods first +varthj:0:FF83B8:02:000:Always have the N missilesPL1:Get the pods first +varthj:0:FF83B8:00:001:Get the H missiles Now! PL1:Get the pods first +varthj:0:FF83B8:01:001:Get the M missiles Now! PL1:Get the pods first +varthj:0:FF83B8:02:001:Get the N missiles Now! PL1:Get the pods first +varthj:0:FF84A4:99:000:Infinite Lives PL2 +varthj:0:FF84B3:05:000:Infinite Bombs PL2 +varthj:0:FF8423:F0:000:Invincibility PL2 (1/2) +varthj:0:FF8400:02:500:Invincibility PL2 (2/2) +varthj:0:FF84B1:07:000:Always Maximum fire power PL2 +varthj:0:FF84B2:00:000:Always Normal fire PL2 +varthj:0:FF84B2:02:000:Always 3-way fire PL2 +varthj:0:FF84B2:04:000:Always Laser fire PL2 +varthj:0:FF84B2:00:001:Get Normal fire Now! PL2 +varthj:0:FF84B2:02:001:Get 3-way fire Now! PL2 +varthj:0:FF84B2:04:001:Get Laser fire Now! PL2 +varthj:0:FF84B8:00:000:Always have the H missilesPL2:Get the pods first +varthj:0:FF84B8:01:000:Always have the M missilesPL2:Get the pods first +varthj:0:FF84B8:02:000:Always have the N missilesPL2:Get the pods first +varthj:0:FF84B8:00:001:Get the H missiles Now! PL2:Get the pods first +varthj:0:FF84B8:01:001:Get the M missiles Now! PL2:Get the pods first +varthj:0:FF84B8:02:001:Get the N missiles Now! PL2:Get the pods first + +; [ Varth - Operation Thunderstorm (US) ] +varthu:0:FF83A4:99:000:Infinite Lives PL1 +varthu:0:FF83B3:05:000:Infinite Bombs PL1 +varthu:0:FF8323:F0:000:Invincibility PL1 (1/2) +varthu:0:FF8300:02:500:Invincibility PL1 (2/2) +varthu:0:FF83B1:07:000:Always Maximum fire power PL1 +varthu:0:FF83B2:00:000:Always Normal fire PL1 +varthu:0:FF83B2:02:000:Always 3-way fire PL1 +varthu:0:FF83B2:04:000:Always Laser fire PL1 +varthu:0:FF83B2:00:001:Get Normal fire Now! PL1 +varthu:0:FF83B2:02:001:Get 3-way fire Now! PL1 +varthu:0:FF83B2:04:001:Get Laser fire Now! PL1 +varthu:0:FF83B8:00:000:Always have the H missilesPL1:Get the pods first +varthu:0:FF83B8:01:000:Always have the M missilesPL1:Get the pods first +varthu:0:FF83B8:02:000:Always have the N missilesPL1:Get the pods first +varthu:0:FF83B8:00:001:Get the H missiles Now! PL1:Get the pods first +varthu:0:FF83B8:01:001:Get the M missiles Now! PL1:Get the pods first +varthu:0:FF83B8:02:001:Get the N missiles Now! PL1:Get the pods first +varthu:0:FF84A4:99:000:Infinite Lives PL2 +varthu:0:FF84B3:05:000:Infinite Bombs PL2 +varthu:0:FF8423:F0:000:Invincibility PL2 (1/2) +varthu:0:FF8400:02:500:Invincibility PL2 (2/2) +varthu:0:FF84B1:07:000:Always Maximum fire power PL2 +varthu:0:FF84B2:00:000:Always Normal fire PL2 +varthu:0:FF84B2:02:000:Always 3-way fire PL2 +varthu:0:FF84B2:04:000:Always Laser fire PL2 +varthu:0:FF84B2:00:001:Get Normal fire Now! PL2 +varthu:0:FF84B2:02:001:Get 3-way fire Now! PL2 +varthu:0:FF84B2:04:001:Get Laser fire Now! PL2 +varthu:0:FF84B8:00:000:Always have the H missilesPL2:Get the pods first +varthu:0:FF84B8:01:000:Always have the M missilesPL2:Get the pods first +varthu:0:FF84B8:02:000:Always have the N missilesPL2:Get the pods first +varthu:0:FF84B8:00:001:Get the H missiles Now! PL2:Get the pods first +varthu:0:FF84B8:01:001:Get the M missiles Now! PL2:Get the pods first +varthu:0:FF84B8:02:001:Get the N missiles Now! PL2:Get the pods first + +; [ Vastar (set 1) ] +vastar:0:F110:05:000:Infinite Lives +vastar:0:F116:40:000:Infinite Energy +vastar:0:F33F:81:000:Invincibility + +; [ Vastar (set 2) ] +vastar2:0:F110:05:000:Infinite Lives +vastar2:0:F116:40:000:Infinite Energy +vastar2:0:F33F:81:000:Invincibility + +; [ Vendetta (Asia set 2) ] +vendett2:0:3D00:63:000:Infinite Lives PL1 +vendett2:0:3D01:10:000:Infinite Energy PL1 +vendett2:0:2E00:84:000:Invincibility PL1 +vendett2:0:3D60:63:000:Infinite Lives PL2 +vendett2:0:3D61:10:000:Infinite Energy PL2 +vendett2:0:2E60:84:000:Invincibility PL2 +vendett2:0:3227:00:001:One Hit to kill Boss Now! +vendett2:0:3287:06:000:Infinite Weapon (1/8) +vendett2:0:32E7:06:500:Infinite Weapon (2/8) +vendett2:0:3347:06:500:Infinite Weapon (3/8) +vendett2:0:33A7:06:500:Infinite Weapon (4/8) +vendett2:0:3407:06:500:Infinite Weapon (5/8) +vendett2:0:3467:06:500:Infinite Weapon (6/8) +vendett2:0:35E7:06:500:Infinite Weapon (7/8) +vendett2:0:3887:06:500:Infinite Weapon (8/8) + +; [ Vendetta (Asia set 1) ] +vendetta:0:3D00:63:000:Infinite Lives PL1 +vendetta:0:3D01:10:000:Infinite Energy PL1 +vendetta:0:2E00:84:000:Invincibility PL1 +vendetta:0:3D60:63:000:Infinite Lives PL2 +vendetta:0:3D61:10:000:Infinite Energy PL2 +vendetta:0:2E60:84:000:Invincibility PL2 +vendetta:0:3227:00:001:One Hit to kill Boss Now! +vendetta:0:3287:06:000:Infinite Weapon (1/8) +vendetta:0:32E7:06:500:Infinite Weapon (2/8) +vendetta:0:3347:06:500:Infinite Weapon (3/8) +vendetta:0:33A7:06:500:Infinite Weapon (4/8) +vendetta:0:3407:06:500:Infinite Weapon (5/8) +vendetta:0:3467:06:500:Infinite Weapon (6/8) +vendetta:0:35E7:06:500:Infinite Weapon (7/8) +vendetta:0:3887:06:500:Infinite Weapon (8/8) + +; [ Crime Fighters 2 (Japan) ] +vendettj:0:3D00:63:000:Infinite Lives PL1 +vendettj:0:3D01:10:000:Infinite Energy PL1 +vendettj:0:2E00:84:000:Invincibility PL1 +vendettj:0:3D60:63:000:Infinite Lives PL2 +vendettj:0:3D61:10:000:Infinite Energy PL2 +vendettj:0:2E60:84:000:Invincibility PL2 +vendettj:0:3227:00:001:One Hit to kill Boss Now! +vendettj:0:3287:06:000:Infinite Weapon (1/8) +vendettj:0:32E7:06:500:Infinite Weapon (2/8) +vendettj:0:3347:06:500:Infinite Weapon (3/8) +vendettj:0:33A7:06:500:Infinite Weapon (4/8) +vendettj:0:3407:06:500:Infinite Weapon (5/8) +vendettj:0:3467:06:500:Infinite Weapon (6/8) +vendettj:0:35E7:06:500:Infinite Weapon (7/8) +vendettj:0:3887:06:500:Infinite Weapon (8/8) + +; [ Venture (version 5 set 1) ] +venture:0:00BE:03:000:Infinite Lives PL1 +venture:0:00BF:03:000:Infinite Lives PL2 + +; [ Venture (version 5 set 2) ] +venture2:0:00BE:03:000:Infinite Lives PL1 +venture2:0:00BF:03:000:Infinite Lives PL2 + +; [ Venture (version 4) ] +venture4:0:00BE:03:000:Infinite Lives PL1 +venture4:0:00BF:03:000:Infinite Lives PL2 + +; [ Venus ] +venus:0:9600:06:000:Infinite Lives +venus:0:9000:FF:000:Invincibility (1/2) +venus:0:9543:00:500:Invincibility (2/2) +venus:0:930E:01:000:Always Double Firepower +venus:0:930E:01:000:Always Normal Firepower +venus:0:930E:01:001:Get Double Firepower Now! +venus:0:930E:01:001:Get Normal Firepower Now! + +; [ V-Five ] +vfive:0:10063B:0F:000:Infinite Lives +vfive:0:100647:06:071:Select cursor position +vfive:0:1005E2:8C:000:Invincibility + +; [ Victory Road ] +victroad:0:FDC6:99:000:Infinite Lives PL1 +victroad:0:FDE8:B4:000:Invincibility PL1 +victroad:0:FDB7:02:020:Always have armour PL1 +victroad:0:FDB7:02:041:Lose armour Now! PL1 +victroad:0:FDB7:04:040:Always have black grenadesPL1 +victroad:0:FDB7:04:020:Always have red grenades PL1 +victroad:0:FDB7:04:041:Get black grenades Now! PL1 +victroad:0:FDB7:04:021:Get red grenades Now! PL1 +victroad:0:FDBB:02:000:Always have flamethrower PL1 +victroad:0:FDBB:03:000:Always have sword PL1 +victroad:0:FDBB:04:000:Always have boomerang PL1 +victroad:0:FDBB:02:001:Get flamethrower Now! PL1 +victroad:0:FDBB:03:001:Get sword Now! PL1 +victroad:0:FDBB:04:001:Get boomerang Now! PL1 +victroad:0:FE16:99:000:Infinite Lives PL2 +victroad:0:FE38:B4:000:Invincibility PL2 +victroad:0:FE07:02:020:Always have armour PL2 +victroad:0:FE07:02:041:Lose armour Now! PL2 +victroad:0:FE07:04:040:Always have black grenadesPL2 +victroad:0:FE07:04:020:Always have red grenades PL2 +victroad:0:FE07:04:041:Get black grenades Now! PL2 +victroad:0:FE07:04:021:Get red grenades Now! PL2 +victroad:0:FE0B:02:000:Always have flamethrower PL2 +victroad:0:FE0B:03:000:Always have sword PL2 +victroad:0:FE0B:04:000:Always have boomerang PL2 +victroad:0:FE0B:02:001:Get flamethrower Now! PL2 +victroad:0:FE0B:03:001:Get sword Now! PL2 +victroad:0:FE0B:04:001:Get boomerang Now! PL2 + +; [ Viewpoint ] +viewpoin:0:108D99:63:000:Infinite Lives PL1 +viewpoin:0:108D8F:01:000:Infinite Plasma Bombs PL1 +viewpoin:0:108D8F:02:000:Infinite Fire Bombs PL1 +viewpoin:0:108D8F:03:000:Infinite Homing Bombs PL1 +viewpoin:0:108D3C:08:000:Invincibility PL1 +viewpoin:0:1090ED:63:000:Infinite Lives PL2 +viewpoin:0:1090E3:01:000:Infinite Plasma Bombs PL2 +viewpoin:0:1090E3:02:000:Infinite Fire Bombs PL2 +viewpoin:0:1090E3:03:000:Infinite Homing Bombs PL2 +viewpoin:0:109090:08:000:Invincibility PL2 + +; [ Vigilante (World) ] +vigilant:0:E08B:08:000:Infinite Lives +vigilant:0:E149:70:000:Infinite Energy +vigilant:0:E045:99:007:Infinite Time +vigilant:0:E08D:01:000:Always Have Nutchakas +vigilant:0:E08D:01:001:Get Nutchakas Now! +vigilant:0:E15C:00:001:Kill This Boss Now! +vigilant:0:E15C:00:000:Always 1 Hit to Kill Boss +vigilant:0:E089:03:001:Go to Round 3 Next +vigilant:0:E089:04:001:Go to Round 4 Next +vigilant:0:E089:05:001:Go to Round 5 Next + +; [ Vigilante (Japan) ] +vigilntj:0:E08B:08:000:Infinite Lives +vigilntj:0:E149:70:000:Infinite Energy +vigilntj:0:E045:99:007:Infinite Time +vigilntj:0:E08D:01:000:Always Have Nutchakas +vigilntj:0:E08D:01:001:Get Nutchakas Now! +vigilntj:0:E15C:00:001:Kill This Boss Now! +vigilntj:0:E15C:00:000:Always 1 Hit to Kill Boss +vigilntj:0:E089:03:001:Go to Round 3 Next +vigilntj:0:E089:04:001:Go to Round 4 Next +vigilntj:0:E089:05:001:Go to Round 5 Next + +; [ Vigilante (US) ] +vigilntu:0:E08B:08:000:Infinite Lives +vigilntu:0:E149:70:000:Infinite Energy +vigilntu:0:E045:99:007:Infinite Time +vigilntu:0:E08D:01:000:Always Have Nutchakas +vigilntu:0:E08D:01:001:Get Nutchakas Now! +vigilntu:0:E15C:00:001:Kill This Boss Now! +vigilntu:0:E15C:00:000:Always 1 Hit to Kill Boss +vigilntu:0:E089:03:001:Go to Round 3 Next +vigilntu:0:E089:04:001:Go to Round 4 Next +vigilntu:0:E089:05:001:Go to Round 5 Next + +; [ Vimana (set 1) ] +vimana:0:4803A5:59:000:Always have maximum bonus +vimana:0:4803C9:08:000:Infinite Lives PL1 +vimana:0:4803CD:08:000:Infinite Bombs PL1 +vimana:0:4803CB:04:000:Always have maximum power PL1 +vimana:0:4803DD:08:000:Infinite Lives PL2 +vimana:0:4803E1:08:000:Infinite Bombs PL2 +vimana:0:4803DF:04:000:Always have maximum power PL2 + +; [ Vimana (set 2) ] +vimana2:0:4803A5:59:000:Always have maximum bonus +vimana2:0:4803C9:08:000:Infinite Lives PL1 +vimana2:0:4803CD:08:000:Infinite Bombs PL1 +vimana2:0:4803CB:04:000:Always have maximum power PL1 +vimana2:0:4803DD:08:000:Infinite Lives PL2 +vimana2:0:4803E1:08:000:Infinite Bombs PL2 +vimana2:0:4803DF:04:000:Always have maximum power PL2 + +; [ Vimana (Nova Apparate GMBH & Co) ] +vimanan:0:4803A5:59:000:Always have maximum bonus +vimanan:0:4803C9:08:000:Infinite Lives PL1 +vimanan:0:4803CD:08:000:Infinite Bombs PL1 +vimanan:0:4803CB:04:000:Always have maximum power PL1 +vimanan:0:4803DD:08:000:Infinite Lives PL2 +vimanan:0:4803E1:08:000:Infinite Bombs PL2 +vimanan:0:4803DF:04:000:Always have maximum power PL2 + +; [ Vindicators Part II ] +vindctr2:0:90222A:63:000:Infinite Shields PL1 +vindctr2:0:902216:60:000:Infinite Fuel PL1 +vindctr2:0:902217:63:000:Infinite Stars/Cash PL1 +vindctr2:0:90222C:63:000:Infinite Bombs PL1 +vindctr2:0:90222E:63:000:Infinite Smarts PL1 +vindctr2:0:90222D:01:000:Always have Bombs PL1 +vindctr2:0:90222D:02:000:Always have Smarts PL1 +vindctr2:0:90222D:01:001:Get Bombs Now! PL1 +vindctr2:0:90222D:02:001:Get Smarts Now! PL1 +vindctr2:0:902231:04:000:Have maximum armour PL1 +vindctr2:0:902228:04:000:Have maximum power shot PL1 +vindctr2:0:90222B:04:000:Have maximum range shot PL1 +vindctr2:0:902230:04:000:Have maximum speed shot PL1 +vindctr2:0:902229:04:000:Have maximum tank speed PL1 +vindctr2:0:90222F:04:000:Have maximum rotation PL1 +vindctr2:0:90226A:63:000:Infinite Shields PL2 +vindctr2:0:902256:60:000:Infinite Fuel PL2 +vindctr2:0:902257:63:000:Infinite Stars/Cash PL2 +vindctr2:0:90226C:63:000:Infinite Bombs PL2 +vindctr2:0:90226E:63:000:Infinite Smarts PL2 +vindctr2:0:90226D:01:000:Always have Bombs PL2 +vindctr2:0:90226D:02:000:Always have Smarts PL2 +vindctr2:0:90226D:01:001:Get Bombs Now! PL2 +vindctr2:0:90226D:02:001:Get Smarts Now! PL2 +vindctr2:0:902271:04:000:Have maximum armour PL2 +vindctr2:0:902268:04:000:Have maximum power shot PL2 +vindctr2:0:90226B:04:000:Have maximum range shot PL2 +vindctr2:0:902270:04:000:Have maximum speed shot PL2 +vindctr2:0:902269:04:000:Have maximum tank speed PL2 +vindctr2:0:90226F:04:000:Have maximum rotation PL2 + +; [ Vindicators ] +vindictr:0:FFA82A:63:000:Infinite Shields PL1 +vindictr:0:FFA816:60:000:Infinite Fuel PL1 +vindictr:0:FFA817:63:000:Infinite Stars/Cash PL1 +vindictr:0:FFA82C:63:000:Infinite Bombs PL1 +vindictr:0:FFA82E:63:000:Infinite Smarts PL1 +vindictr:0:FFA82D:01:000:Always have Bombs PL1 +vindictr:0:FFA82D:02:000:Always have Smarts PL1 +vindictr:0:FFA82D:01:001:Get Bombs Now! PL1 +vindictr:0:FFA82D:02:001:Get Smarts Now! PL1 +vindictr:0:FFA831:04:000:Have maximum armour PL1 +vindictr:0:FFA828:04:000:Have maximum power shot PL1 +vindictr:0:FFA82B:04:000:Have maximum range shot PL1 +vindictr:0:FFA830:04:000:Have maximum speed shot PL1 +vindictr:0:FFA829:04:000:Have maximum tank speed PL1 +vindictr:0:FFA82F:04:000:Have maximum rotation PL1 +vindictr:0:FFA86A:63:000:Infinite Shields PL2 +vindictr:0:FFA856:60:000:Infinite Fuel PL2 +vindictr:0:FFA857:63:000:Infinite Stars/Cash PL2 +vindictr:0:FFA86C:63:000:Infinite Bombs PL2 +vindictr:0:FFA86E:63:000:Infinite Smarts PL2 +vindictr:0:FFA86D:01:000:Always have Bombs PL2 +vindictr:0:FFA86D:02:000:Always have Smarts PL2 +vindictr:0:FFA86D:01:001:Get Bombs Now! PL2 +vindictr:0:FFA86D:02:001:Get Smarts Now! PL2 +vindictr:0:FFA871:04:000:Have maximum armour PL2 +vindictr:0:FFA868:04:000:Have maximum power shot PL2 +vindictr:0:FFA86B:04:000:Have maximum range shot PL2 +vindictr:0:FFA870:04:000:Have maximum speed shot PL2 +vindictr:0:FFA869:04:000:Have maximum tank speed PL2 +vindictr:0:FFA86F:04:000:Have maximum rotation PL2 + +; [ 10 Yard Fight (Vs. version 11/05/84) ] +vsyard:0:E44A:30:004:Infinite Time +vsyard:0:E44A:60:001:Reset Timer (once) +vsyard:0:E432:00:000:Always 1st Down + +; [ 10 Yard Fight (Vs. version, set 2) ] +vsyard2:0:E44A:30:004:Infinite Time +vsyard2:0:E44A:60:001:Reset Timer (once) +vsyard2:0:E432:00:000:Always 1st Down + +; [ Vulcan Venture ] +vulcan:2:060400:09:000:Infinite Lives +vulcan:2:14007E:00:000:Invincibility (1/2):Not perfect yet +vulcan:2:140055:10:500:Invincibility (2/2):Not perfect yet +vulcan:2:06040F:0C:000:Next Capsule Blue +vulcan:2:060420:01:001:Gauge = SpeedUp Now! +vulcan:2:060420:02:001:Gauge = Missile Now! +vulcan:2:060420:03:001:Gauge = Double Now! +vulcan:2:060420:04:001:Gauge = Laser Now! +vulcan:2:060420:05:001:Gauge = Option Now! +vulcan:2:060420:06:001:Gauge = Shield Now! +vulcan:2:060420:06:071:Gauge = Bar Select Now! +vulcan:2:060002:00:000:Sound Test Timer Stop:[PL1 Shot3]Next Code + + +; [ Vulgus (set 1) ] +vulgus:0:E520:05:000:Infinite Lives +vulgus:0:E506:08:000:Infinite Bombs +vulgus:0:E100:FF:000:Invincibility + +; [ Vulgus (set 2) ] +vulgus2:0:E520:05:000:Infinite Lives +vulgus2:0:E506:08:000:Infinite Bombs +vulgus2:0:E100:FF:000:Invincibility + +; [ Vulgus (Japan?) ] +vulgusj:0:E520:05:000:Infinite Lives +vulgusj:0:E506:08:000:Infinite Bombs +vulgusj:0:E100:FF:000:Invincibility + +; [ Wacko ] +wacko:0:C264:05:000:Infinite Lives + +; [ Waku Waku 7 ] +wakuwak7:0:100B02:9B:000:Infinite Time +wakuwak7:0:10014A:FF:000:Infinite Energy PL1 (1/2) +wakuwak7:0:10014B:FF:500:Infinite Energy PL1 (2/2) +wakuwak7:0:100159:07:000:Infinite Power PL1 +wakuwak7:0:10028A:FF:000:Infinite Energy PL2 (1/2) +wakuwak7:0:10028B:FF:500:Infinite Energy PL2 (2/2) +wakuwak7:0:100299:07:000:Infinite Power PL2 +wakuwak7:0:000000:00:999:[ Free player selection ] +wakuwak7:0:000000:00:999:[ Better to use during ] +wakuwak7:0:000000:00:999:[ the short intro ] +wakuwak7:0:106997:00:001:Play with Rai PL1 +wakuwak7:0:106997:01:001:Play with Arina PL1 +wakuwak7:0:106997:02:001:Play with Slash PL1 +wakuwak7:0:106997:03:001:Play with Dandy-J PL1 +wakuwak7:0:106997:04:001:Play with Tess PL1 +wakuwak7:0:106997:05:001:Play with Mauru PL1 +wakuwak7:0:106997:06:001:Play with Politank-Z PL1 +wakuwak7:0:106997:07:001:Play with Fernandez PL1:Works for only one match +wakuwak7:0:106997:08:001:Play with Bonus Kun PL1:Works for only one match +wakuwak7:0:1069A1:00:001:Play with Rai PL2 +wakuwak7:0:1069A1:01:001:Play with Arina PL2 +wakuwak7:0:1069A1:02:001:Play with Slash PL2 +wakuwak7:0:1069A1:03:001:Play with Dandy-J PL2 +wakuwak7:0:1069A1:04:001:Play with Tess PL2 +wakuwak7:0:1069A1:05:001:Play with Mauru PL2 +wakuwak7:0:1069A1:06:001:Play with Politank-Z PL2 +wakuwak7:0:1069A1:07:001:Play with Fernandez PL2 :Works for only one match +wakuwak7:0:1069A1:08:001:Play with Bonus Kun PL2 :Works for only one match + +; [ Wanted ] +wanted:0:806E:03:000:Infinite Lives +wanted:0:0000:00:999:[Activate the invincibility ] +wanted:0:0000:00:999:[during play only!! ] +wanted:0:80B7:80:000:Invincibility (1/3) +wanted:0:82E9:00:500:Invincibility (2/3) +wanted:0:82EC:01:500:Invincibility (3/3) + +; [ Wardner (World) ] +wardner:0:72BC:59:002:Infinite Time +wardner:0:71B9:0A:000:Infinite Lives +wardner:0:71BC:01:020:Always have the Magic Mantle +wardner:0:71BC:02:020:Always have the Mystery Clock +wardner:0:71BC:04:020:Always have the Fairy +wardner:0:71BC:08:020:Always have the Silver Key +wardner:0:71BC:10:020:Always have the Gold Key +wardner:0:71BC:40:020:Always have the Needle & Darn +wardner:0:71BC:5F:020:Always have All above items +wardner:0:71BA:70:000:Always have max ammo +wardner:0:71BB:00:000:Always have weapon 0 +wardner:0:71BB:01:000:Always have weapon 1 +wardner:0:71BB:02:000:Always have weapon 2 +wardner:0:71BB:03:000:Always have weapon 3 +wardner:0:0000:00:999:[It is best not to use these] +wardner:0:0000:00:999:[Get and lose cheats with ] +wardner:0:0000:00:999:[the Always have type cheats] +wardner:0:71BC:01:021:Get the Magic Mantle Now! +wardner:0:71BC:02:021:Get the Mystery Clock Now! +wardner:0:71BC:08:021:Get the Silver Key Now! +wardner:0:71BC:10:021:Get the Gold Key Now! +wardner:0:71BC:40:021:Get the Needle & Darn Now! +wardner:0:71BC:5F:021:Get All items Now! +wardner:0:71BC:01:041:Lose the Magic Mantle Now! +wardner:0:71BC:02:041:Lose the Mystery Clock Now! +wardner:0:71BC:08:041:Lose the Silver Key Now! +wardner:0:71BC:10:041:Lose the Gold Key Now! +wardner:0:71BC:40:041:Lose the Needle & Darn Now! +wardner:0:71BC:5F:041:Lose All items Now! +wardner:0:71BA:6F:001:Get max ammo Now ! +wardner:0:71BB:00:001:Get weapon 0 Now ! +wardner:0:71BB:01:001:Get weapon 1 Now ! +wardner:0:71BB:02:001:Get weapon 2 Now ! +wardner:0:71BB:03:001:Get weapon 3 Now ! +wardner:0:71BE:99:000:Gold always = 99990 (1/2) +wardner:0:71BF:99:500:Gold always = 99990 (2/2) +wardner:0:71BE:99:001:Gold = 99990 Now! (1/2) +wardner:0:71BF:99:501:Gold = 99990 Now! (2/2) + +; [ Wardna no Mori (Japan) ] +wardnerj:0:72BC:59:002:Infinite Time +wardnerj:0:71B9:0A:000:Infinite Lives +wardnerj:0:71BC:01:020:Always have the Magic Mantle +wardnerj:0:71BC:02:020:Always have the Mystery Clock +wardnerj:0:71BC:04:020:Always have the Fairy +wardnerj:0:71BC:08:020:Always have the Silver Key +wardnerj:0:71BC:10:020:Always have the Gold Key +wardnerj:0:71BC:40:020:Always have the Needle & Darn +wardnerj:0:71BC:5F:020:Always have All above items +wardnerj:0:71BA:70:000:Always have max ammo +wardnerj:0:71BB:00:000:Always have weapon 0 +wardnerj:0:71BB:01:000:Always have weapon 1 +wardnerj:0:71BB:02:000:Always have weapon 2 +wardnerj:0:71BB:03:000:Always have weapon 3 +wardnerj:0:0000:00:999:[It is best not to use these] +wardnerj:0:0000:00:999:[Get and lose cheats with ] +wardnerj:0:0000:00:999:[the Always have type cheats] +wardnerj:0:71BC:01:021:Get the Magic Mantle Now! +wardnerj:0:71BC:02:021:Get the Mystery Clock Now! +wardnerj:0:71BC:08:021:Get the Silver Key Now! +wardnerj:0:71BC:10:021:Get the Gold Key Now! +wardnerj:0:71BC:40:021:Get the Needle & Darn Now! +wardnerj:0:71BC:5F:021:Get All items Now! +wardnerj:0:71BC:01:041:Lose the Magic Mantle Now! +wardnerj:0:71BC:02:041:Lose the Mystery Clock Now! +wardnerj:0:71BC:08:041:Lose the Silver Key Now! +wardnerj:0:71BC:10:041:Lose the Gold Key Now! +wardnerj:0:71BC:40:041:Lose the Needle & Darn Now! +wardnerj:0:71BC:5F:041:Lose All items Now! +wardnerj:0:71BA:6F:001:Get max ammo Now ! +wardnerj:0:71BB:00:001:Get weapon 0 Now ! +wardnerj:0:71BB:01:001:Get weapon 1 Now ! +wardnerj:0:71BB:02:001:Get weapon 2 Now ! +wardnerj:0:71BB:03:001:Get weapon 3 Now ! +wardnerj:0:71BE:99:000:Gold always = 99990 (1/2) +wardnerj:0:71BF:99:500:Gold always = 99990 (2/2) +wardnerj:0:71BE:99:001:Gold = 99990 Now! (1/2) +wardnerj:0:71BF:99:501:Gold = 99990 Now! (2/2) + +; [ Warlords ] +warlord:0:00D9:10:000:UpperLeft Castle Defenseless +warlord:0:00A9:00:000:UpperLeft Defender Invisible +warlord:0:00D8:10:000:LowerRight Castle Defenseless +warlord:0:00A8:00:000:LowerRight Defender Invisible +warlord:0:00D7:10:000:LowerLeft Castle Defenseless +warlord:0:00A7:00:000:LowerLeft Defender Invisible +warlord:0:00DA:10:000:UpperRight Castle Defenseless +warlord:0:00AA:00:000:UpperRight Defender Invisible + +; [ War of the Bugs ] +warofbug:0:4109:06:000:Infinite Lives PL1 +warofbug:0:4209:06:000:Infinite Lives PL2 + +; [ Warp Warp (Rock-ola set 2) ] +warpwar2:0:8000:04:000:Infinite Lives +warpwar2:0:81C0:01:000:Invincibility + +; [ Warp & Warp ] +warpwarp:0:8000:04:000:Infinite Lives +warpwarp:0:81C0:01:000:Invincibility + +; [ Warp Warp (Rock-ola set 1) ] +warpwarr:0:8000:04:000:Infinite Lives +warpwarr:0:81C0:01:000:Invincibility + +; [ Water Ski ] +waterski:0:836B:39:000:Infinite Time PL1 +waterski:0:836E:39:000:Infinite Time PL2 + +; [ Wonder Boy III - Monster Lair (set 1) ] +wb3:0:FFC912:0D:001:Goto Last level Now! +wb3:0:FFC099:07:000:Infinite Lives PL1 +wb3:0:FFC08D:2D:000:Invincibility PL1 (1/2) +wb3:0:FFE510:01:500:Invincibility PL1 (2/2) +wb3:0:FFC088:37:000:Infinite Energy PL1 +wb3:0:FFC07C:01:000:Always have Normal weapon PL1 +wb3:0:FFC07C:02:000:Always have circle weapon PL1 +wb3:0:FFC07C:03:000:Always have Bombs PL1 +wb3:0:FFC07C:04:000:Always have 3-way shot PL1 +wb3:0:FFC07C:05:000:Always have Sideshot PL1 +wb3:0:FFC07C:06:000:Always have Laser PL1 +wb3:0:FFC07C:07:000:Always have Fireball PL1 +wb3:0:FFC07C:01:001:Get Normal weapon Now! PL1 +wb3:0:FFC07C:02:001:Get Circular weapon Now! PL1 +wb3:0:FFC07C:03:001:Get Bombs Now! PL1 +wb3:0:FFC07C:04:001:Get 3-way shot Now! PL1 +wb3:0:FFC07C:05:001:Get Sideshot Now! PL1 +wb3:0:FFC07C:06:001:Get Laser Now! PL1 +wb3:0:FFC07C:07:001:Get Fireball Now! PL1 +wb3:0:FFC0D1:07:000:Infinite Lives PL2 +wb3:0:FFC0C0:37:000:Infinite Energy PL2 + +; [ Wonder Boy III - Monster Lair (set 2) ] +wb3a:0:FFC912:0D:001:Goto Last level Now! +wb3a:0:FFC099:07:000:Infinite Lives PL1 +wb3a:0:FFC08D:2D:000:Invincibility PL1 (1/2) +wb3a:0:FFE510:01:500:Invincibility PL1 (2/2) +wb3a:0:FFC088:37:000:Infinite Energy PL1 +wb3a:0:FFC07C:01:000:Always have Normal weapon PL1 +wb3a:0:FFC07C:02:000:Always have circle weapon PL1 +wb3a:0:FFC07C:03:000:Always have Bombs PL1 +wb3a:0:FFC07C:04:000:Always have 3-way shot PL1 +wb3a:0:FFC07C:05:000:Always have Sideshot PL1 +wb3a:0:FFC07C:06:000:Always have Laser PL1 +wb3a:0:FFC07C:07:000:Always have Fireball PL1 +wb3a:0:FFC07C:01:001:Get Normal weapon Now! PL1 +wb3a:0:FFC07C:02:001:Get Circular weapon Now! PL1 +wb3a:0:FFC07C:03:001:Get Bombs Now! PL1 +wb3a:0:FFC07C:04:001:Get 3-way shot Now! PL1 +wb3a:0:FFC07C:05:001:Get Sideshot Now! PL1 +wb3a:0:FFC07C:06:001:Get Laser Now! PL1 +wb3a:0:FFC07C:07:001:Get Fireball Now! PL1 +wb3a:0:FFC0D1:07:000:Infinite Lives PL2 +wb3a:0:FFC0C0:37:000:Infinite Energy PL2 + +; [ Wonder Boy III - Monster Lair (bootleg) ] +wb3bl:0:FFC912:0D:001:Goto Last level Now! +wb3bl:0:FFC099:07:000:Infinite Lives PL1 +wb3bl:0:FFC08D:2D:000:Invincibility PL1 (1/2) +wb3bl:0:FFE510:01:500:Invincibility PL1 (2/2) +wb3bl:0:FFC088:37:000:Infinite Energy PL1 +wb3bl:0:FFC07C:01:000:Always have Normal weapon PL1 +wb3bl:0:FFC07C:02:000:Always have circle weapon PL1 +wb3bl:0:FFC07C:03:000:Always have Bombs PL1 +wb3bl:0:FFC07C:04:000:Always have 3-way shot PL1 +wb3bl:0:FFC07C:05:000:Always have Sideshot PL1 +wb3bl:0:FFC07C:06:000:Always have Laser PL1 +wb3bl:0:FFC07C:07:000:Always have Fireball PL1 +wb3bl:0:FFC07C:01:001:Get Normal weapon Now! PL1 +wb3bl:0:FFC07C:02:001:Get Circular weapon Now! PL1 +wb3bl:0:FFC07C:03:001:Get Bombs Now! PL1 +wb3bl:0:FFC07C:04:001:Get 3-way shot Now! PL1 +wb3bl:0:FFC07C:05:001:Get Sideshot Now! PL1 +wb3bl:0:FFC07C:06:001:Get Laser Now! PL1 +wb3bl:0:FFC07C:07:001:Get Fireball Now! PL1 +wb3bl:0:FFC0D1:07:000:Infinite Lives PL2 +wb3bl:0:FFC0C0:37:000:Infinite Energy PL2 + +; [ Wonder Boy Deluxe ] +wbdeluxe:0:C46E:01:000:Invincibility +wbdeluxe:0:C302:07:000:Infinite Lives +wbdeluxe:0:C46A:20:007:Infinite Vitality +wbdeluxe:0:C407:02:000:Always Have the Axe +wbdeluxe:0:C408:02:000:Always Have the Skateboard +wbdeluxe:0:C407:02:001:Get the Axe Now! +wbdeluxe:0:C408:02:001:Get the Skateboard Now! +wbdeluxe:0:C407:00:001:Lose the Axe Now! +wbdeluxe:0:C408:00:001:Lose the Skateboard Now! +wbdeluxe:0:C312:01:000:Always Doll Bonus +wbdeluxe:0:C476:02:000:Always Big Bonus Fruits +wbdeluxe:0:C475:14:000:Monster Always = 10000 +wbdeluxe:0:C301:04:001:Goto Level 2-1 Next +wbdeluxe:0:C301:08:001:Goto Level 3-1 Next +wbdeluxe:0:C301:0C:001:Goto Level 4-1 Next +wbdeluxe:0:C301:10:001:Goto Level 5-1 Next +wbdeluxe:0:C301:14:001:Goto Level 6-1 Next +wbdeluxe:0:C301:18:001:Goto Level 7-1 Next +wbdeluxe:0:C301:1C:001:Goto Level 8-1 Next +wbdeluxe:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy in Monster Land ] +wbml:0:C202:05:000:Invincibility +wbml:0:C21A:01:000:Always have Gradius Sword +wbml:0:C21A:02:000:Always have Broad Sword +wbml:0:C21A:03:000:Always have Great Sword +wbml:0:C21A:04:000:Always have Excalibur +wbml:0:C21A:05:000:Always have Sword of Legend +wbml:0:C202:0A:000:Infinite Hearts (1/2) +wbml:0:C203:0A:500:Infinite Hearts (2/2) +wbml:0:C216:01:000:Infinite Pills +wbml:0:C21F:09:000:Infinite Money +wbml:0:C23C:09:000:Infinite Gauntlet +wbml:0:C23D:09:000:Infinite Helmet +wbml:0:C23B:09:000:Infinite Boots +wbml:0:C226:01:000:Infinite extra pow (1/2) +wbml:0:C228:99:500:Infinite extra pow (2/2) +wbml:0:C227:14:001:Get Extra power - Whirlwind +wbml:0:C227:15:001:Get Extra power - Bomb +wbml:0:C227:16:001:Get Extra power - Thunder +wbml:0:C227:17:001:Get Extra power - Fireball +wbml:0:C215:01:000:Always have the key +wbml:0:C215:01:001:Get the key Now! + +; [ Wonder Boy in Monster Land (Japan set 1) ] +wbmlj:0:C202:05:000:Invincibility +wbmlj:0:C21A:01:000:Always have Gradius Sword +wbmlj:0:C21A:02:000:Always have Broad Sword +wbmlj:0:C21A:03:000:Always have Great Sword +wbmlj:0:C21A:04:000:Always have Excalibur +wbmlj:0:C21A:05:000:Always have Sword of Legend +wbmlj:0:C202:0A:000:Infinite Hearts (1/2) +wbmlj:0:C203:0A:500:Infinite Hearts (2/2) +wbmlj:0:C216:01:000:Infinite Pills +wbmlj:0:C21F:09:000:Infinite Money +wbmlj:0:C23C:09:000:Infinite Gauntlet +wbmlj:0:C23D:09:000:Infinite Helmet +wbmlj:0:C23B:09:000:Infinite Boots +wbmlj:0:C226:01:000:Infinite extra pow (1/2) +wbmlj:0:C228:99:500:Infinite extra pow (2/2) +wbmlj:0:C227:14:001:Get Extra power - Whirlwind +wbmlj:0:C227:15:001:Get Extra power - Bomb +wbmlj:0:C227:16:001:Get Extra power - Thunder +wbmlj:0:C227:17:001:Get Extra power - Fireball +wbmlj:0:C215:01:000:Always have the key +wbmlj:0:C215:01:001:Get the key Now! + +; [ Wonder Boy in Monster Land (Japan set 2) ] +wbmlj2:0:C202:05:000:Invincibility +wbmlj2:0:C21A:01:000:Always have Gradius Sword +wbmlj2:0:C21A:02:000:Always have Broad Sword +wbmlj2:0:C21A:03:000:Always have Great Sword +wbmlj2:0:C21A:04:000:Always have Excalibur +wbmlj2:0:C21A:05:000:Always have Sword of Legend +wbmlj2:0:C202:0A:000:Infinite Hearts (1/2) +wbmlj2:0:C203:0A:500:Infinite Hearts (2/2) +wbmlj2:0:C216:01:000:Infinite Pills +wbmlj2:0:C21F:09:000:Infinite Money +wbmlj2:0:C23C:09:000:Infinite Gauntlet +wbmlj2:0:C23D:09:000:Infinite Helmet +wbmlj2:0:C23B:09:000:Infinite Boots +wbmlj2:0:C226:01:000:Infinite extra pow (1/2) +wbmlj2:0:C228:99:500:Infinite extra pow (2/2) +wbmlj2:0:C227:14:001:Get Extra power - Whirlwind +wbmlj2:0:C227:15:001:Get Extra power - Bomb +wbmlj2:0:C227:16:001:Get Extra power - Thunder +wbmlj2:0:C227:17:001:Get Extra power - Fireball +wbmlj2:0:C215:01:000:Always have the key +wbmlj2:0:C215:01:001:Get the key Now! + +; [ Wonder Boy in Monster Land (Japan not encrypted) ] +wbmlju:0:C202:05:000:Invincibility +wbmlju:0:C21A:01:000:Always have Gradius Sword +wbmlju:0:C21A:02:000:Always have Broad Sword +wbmlju:0:C21A:03:000:Always have Great Sword +wbmlju:0:C21A:04:000:Always have Excalibur +wbmlju:0:C21A:05:000:Always have Sword of Legend +wbmlju:0:C202:0A:000:Infinite Hearts (1/2) +wbmlju:0:C203:0A:500:Infinite Hearts (2/2) +wbmlju:0:C216:01:000:Infinite Pills +wbmlju:0:C21F:09:000:Infinite Money +wbmlju:0:C23C:09:000:Infinite Gauntlet +wbmlju:0:C23D:09:000:Infinite Helmet +wbmlju:0:C23B:09:000:Infinite Boots +wbmlju:0:C226:01:000:Infinite extra pow (1/2) +wbmlju:0:C228:99:500:Infinite extra pow (2/2) +wbmlju:0:C227:14:001:Get Extra power - Whirlwind +wbmlju:0:C227:15:001:Get Extra power - Bomb +wbmlju:0:C227:16:001:Get Extra power - Thunder +wbmlju:0:C227:17:001:Get Extra power - Fireball +wbmlju:0:C215:01:000:Always have the key +wbmlju:0:C215:01:001:Get the key Now! + +; [ Wonder Boy (set 1) ] +wboy:0:C46E:01:000:Invincibility +wboy:0:C302:07:000:Infinite Lives +wboy:0:C46A:20:007:Infinite Vitality +wboy:0:C407:02:000:Always Have the Axe +wboy:0:C408:02:000:Always Have the Skateboard +wboy:0:C407:02:001:Get the Axe Now! +wboy:0:C408:02:001:Get the Skateboard Now! +wboy:0:C407:00:001:Lose the Axe Now! +wboy:0:C408:00:001:Lose the Skateboard Now! +wboy:0:C312:01:000:Always Doll Bonus +wboy:0:C476:02:000:Always Big Bonus Fruits +wboy:0:C475:14:000:Monster Always = 10000 +wboy:0:C301:04:001:Goto Level 2-1 Next +wboy:0:C301:08:001:Goto Level 3-1 Next +wboy:0:C301:0C:001:Goto Level 4-1 Next +wboy:0:C301:10:001:Goto Level 5-1 Next +wboy:0:C301:14:001:Goto Level 6-1 Next +wboy:0:C301:18:001:Goto Level 7-1 Next +wboy:0:C301:1C:001:Goto Level 8-1 Next +wboy:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy (set 2) ] +wboy2:0:C46E:01:000:Invincibility +wboy2:0:C302:07:000:Infinite Lives +wboy2:0:C46A:20:007:Infinite Vitality +wboy2:0:C407:02:000:Always Have the Axe +wboy2:0:C408:02:000:Always Have the Skateboard +wboy2:0:C407:02:001:Get the Axe Now! +wboy2:0:C408:02:001:Get the Skateboard Now! +wboy2:0:C407:00:001:Lose the Axe Now! +wboy2:0:C408:00:001:Lose the Skateboard Now! +wboy2:0:C312:01:000:Always Doll Bonus +wboy2:0:C476:02:000:Always Big Bonus Fruits +wboy2:0:C475:14:000:Monster Always = 10000 +wboy2:0:C301:04:001:Goto Level 2-1 Next +wboy2:0:C301:08:001:Goto Level 3-1 Next +wboy2:0:C301:0C:001:Goto Level 4-1 Next +wboy2:0:C301:10:001:Goto Level 5-1 Next +wboy2:0:C301:14:001:Goto Level 6-1 Next +wboy2:0:C301:18:001:Goto Level 7-1 Next +wboy2:0:C301:1C:001:Goto Level 8-1 Next +wboy2:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy (set 3) ] +wboy3:0:C46E:01:000:Invincibility +wboy3:0:C302:07:000:Infinite Lives +wboy3:0:C46A:20:007:Infinite Vitality +wboy3:0:C407:02:000:Always Have the Axe +wboy3:0:C408:02:000:Always Have the Skateboard +wboy3:0:C407:02:001:Get the Axe Now! +wboy3:0:C408:02:001:Get the Skateboard Now! +wboy3:0:C407:00:001:Lose the Axe Now! +wboy3:0:C408:00:001:Lose the Skateboard Now! +wboy3:0:C312:01:000:Always Doll Bonus +wboy3:0:C476:02:000:Always Big Bonus Fruits +wboy3:0:C475:14:000:Monster Always = 10000 +wboy3:0:C301:04:001:Goto Level 2-1 Next +wboy3:0:C301:08:001:Goto Level 3-1 Next +wboy3:0:C301:0C:001:Goto Level 4-1 Next +wboy3:0:C301:10:001:Goto Level 5-1 Next +wboy3:0:C301:14:001:Goto Level 6-1 Next +wboy3:0:C301:18:001:Goto Level 7-1 Next +wboy3:0:C301:1C:001:Goto Level 8-1 Next +wboy3:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy (set 4) ] +wboy4:0:C46E:01:000:Invincibility +wboy4:0:C302:07:000:Infinite Lives +wboy4:0:C46A:20:007:Infinite Vitality +wboy4:0:C407:02:000:Always Have the Axe +wboy4:0:C408:02:000:Always Have the Skateboard +wboy4:0:C407:02:001:Get the Axe Now! +wboy4:0:C408:02:001:Get the Skateboard Now! +wboy4:0:C407:00:001:Lose the Axe Now! +wboy4:0:C408:00:001:Lose the Skateboard Now! +wboy4:0:C312:01:000:Always Doll Bonus +wboy4:0:C476:02:000:Always Big Bonus Fruits +wboy4:0:C475:14:000:Monster Always = 10000 +wboy4:0:C301:04:001:Goto Level 2-1 Next +wboy4:0:C301:08:001:Goto Level 3-1 Next +wboy4:0:C301:0C:001:Goto Level 4-1 Next +wboy4:0:C301:10:001:Goto Level 5-1 Next +wboy4:0:C301:14:001:Goto Level 6-1 Next +wboy4:0:C301:18:001:Goto Level 7-1 Next +wboy4:0:C301:1C:001:Goto Level 8-1 Next +wboy4:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy (set 4 not encrypted) ] +wboy4u:0:C46E:01:000:Invincibility +wboy4u:0:C302:07:000:Infinite Lives +wboy4u:0:C46A:20:007:Infinite Vitality +wboy4u:0:C407:02:000:Always Have the Axe +wboy4u:0:C408:02:000:Always Have the Skateboard +wboy4u:0:C407:02:001:Get the Axe Now! +wboy4u:0:C408:02:001:Get the Skateboard Now! +wboy4u:0:C407:00:001:Lose the Axe Now! +wboy4u:0:C408:00:001:Lose the Skateboard Now! +wboy4u:0:C312:01:000:Always Doll Bonus +wboy4u:0:C476:02:000:Always Big Bonus Fruits +wboy4u:0:C475:14:000:Monster Always = 10000 +wboy4u:0:C301:04:001:Goto Level 2-1 Next +wboy4u:0:C301:08:001:Goto Level 3-1 Next +wboy4u:0:C301:0C:001:Goto Level 4-1 Next +wboy4u:0:C301:10:001:Goto Level 5-1 Next +wboy4u:0:C301:14:001:Goto Level 6-1 Next +wboy4u:0:C301:18:001:Goto Level 7-1 Next +wboy4u:0:C301:1C:001:Goto Level 8-1 Next +wboy4u:0:C301:1F:001:Goto Level 8-4 Next + +; [ Wonder Boy (not encrypted) ] +wboyu:0:C46E:01:000:Invincibility +wboyu:0:C302:07:000:Infinite Lives +wboyu:0:C46A:20:007:Infinite Vitality +wboyu:0:C407:02:000:Always Have the Axe +wboyu:0:C408:02:000:Always Have the Skateboard +wboyu:0:C407:02:001:Get the Axe Now! +wboyu:0:C408:02:001:Get the Skateboard Now! +wboyu:0:C407:00:001:Lose the Axe Now! +wboyu:0:C408:00:001:Lose the Skateboard Now! +wboyu:0:C312:01:000:Always Doll Bonus +wboyu:0:C476:02:000:Always Big Bonus Fruits +wboyu:0:C475:14:000:Monster Always = 10000 +wboyu:0:C301:04:001:Goto Level 2-1 Next +wboyu:0:C301:08:001:Goto Level 3-1 Next +wboyu:0:C301:0C:001:Goto Level 4-1 Next +wboyu:0:C301:10:001:Goto Level 5-1 Next +wboyu:0:C301:14:001:Goto Level 6-1 Next +wboyu:0:C301:18:001:Goto Level 7-1 Next +wboyu:0:C301:1C:001:Goto Level 8-1 Next +wboyu:0:C301:1F:001:Goto Level 8-4 Next + +; [ World Cup 90 ] +wc90:0:80B1:10:000:Home Team has 10 goals +wc90:0:80B2:00:000:Away Team always has 0 goals +wc90:0:80AD:59:000:Infinite Time +wc90:0:80AD:00:001:Finish this Game Now! (1/2) +wc90:0:80AE:00:501:Finish this Game Now! (2/2) +wc90:0:80B0:06:001:Make this the last round +wc90:0:80B0:06:071:Select current round +wc90:0:80B1:99:073:Select score PL1 +wc90:0:80B2:99:073:Select score PL2 + +; [ Euro League ] +wc90b:0:80AF:10:000:Home Team has 10 goals +wc90b:0:80B0:00:000:Away Team has 0 goals +wc90b:0:80AB:59:000:Infinite Time +wc90b:0:80AB:00:001:Finish this Game Now! (1/2) +wc90b:0:80AC:00:501:Finish this Game Now! (2/2) +wc90b:0:80AE:06:001:Make this the last round +wc90b:0:80AE:06:071:Select current round +wc90b:0:80AF:99:073:Select score PL1 +wc90b:0:80B0:99:073:Select score PL2 + +; [ WEC Le Mans 24 ] +wecleman:0:04040B:99:000:Infinite Time (1/2) +wecleman:0:04040A:09:500:Infinite Time (2/2) +wecleman:0:040409:04:001:Make this the last lap Now! + +; [ West Story ] +weststry:0:085C21:01:001:One enemy ends levelNow!(1/2):Also one hit for boss +weststry:0:085C22:02:501:One enemy ends levelNow!(2/2):Also one hit for boss +weststry:0:08086C:03:000:Infinite Lives PL1 +weststry:0:08086D:63:000:Infinite Bombs PL1 +weststry:0:080825:78:000:Invincibility PL1 (1/2) +weststry:0:080821:03:520:Invincibility PL1 (2/2) +weststry:0:080874:00:000:Always Use Normal Gun PL1 +weststry:0:080874:01:000:Always Use Semi-Auto Gun PL1 +weststry:0:080874:02:000:Always Use Full-Auto Gun PL1 +weststry:0:080874:00:001:Get Normal Gun Now! PL1 +weststry:0:080874:01:001:Get Semi-Auto Gun Now! PL1 +weststry:0:080874:02:001:Get Full-Auto Gun Now! PL1 +weststry:0:080F2C:03:000:Infinite Lives PL2 +weststry:0:080F2D:63:000:Infinite Bombs PL2 +weststry:0:080EE5:78:000:Invincibility PL2 (1/2) +weststry:0:080EE1:03:520:Invincibility PL2 (2/2) +weststry:0:080F34:00:000:Always Use Normal Gun PL2 +weststry:0:080F34:01:000:Always Use Semi-Auto Gun PL2 +weststry:0:080F34:02:000:Always Use Full-Auto Gun PL2 +weststry:0:080F34:00:001:Get Normal Gun Now! PL2 +weststry:0:080F34:01:001:Get Semi-Auto Gun Now! PL2 +weststry:0:080F34:02:001:Get Full-Auto Gun Now! PL2 + +; [ Western Express (bootleg) ] +wexpresb:0:000C:99:000:Infinite Lives +wexpresb:0:0012:05:001:Get 1 more to finish Exp2 car +wexpresb:0:0056:00:000:Stop Train Bombs +wexpresb:0:0000:00:999:[This Infinite Energy cheat ] +wexpresb:0:0000:00:999:[may have to be turned OFF ] +wexpresb:0:0000:00:999:[with F5 if you get pushed ] +wexpresb:0:0000:00:999:[off the train or encounter ] +wexpresb:0:0000:00:999:[problems with the box ] +wexpresb:0:0000:00:999:[pusher. Turn the cheat back] +wexpresb:0:0000:00:999:[ON with the F5 key. ] +wexpresb:0:0031:50:000:Infinite Energy +wexpresb:0:0000:00:999:[This Infinite Time cheat ] +wexpresb:0:0000:00:999:[should be disabled when you] +wexpresb:0:0000:00:999:[you reach the engine with ] +wexpresb:0:0000:00:999:[F5 or better use the Lose ] +wexpresb:0:0000:00:999:[All Exp2 Time Now! cheat ] +wexpresb:0:0028:59:000:Infinite Exp2 Time +wexpresb:0:0028:01:001:Lose All Exp2 Time Now! + +; [ Western Express (World?) ] +wexpress:0:000C:99:000:Infinite Lives +wexpress:0:0012:05:001:Get 1 more to finish Exp2 car +wexpress:0:0056:00:000:Stop Train Bombs +wexpress:0:0000:00:999:[This Infinite Energy cheat ] +wexpress:0:0000:00:999:[may have to be turned OFF ] +wexpress:0:0000:00:999:[with F5 if you get pushed ] +wexpress:0:0000:00:999:[off the train or encounter ] +wexpress:0:0000:00:999:[problems with the box ] +wexpress:0:0000:00:999:[pusher. Turn the cheat back] +wexpress:0:0000:00:999:[ON with the F5 key. ] +wexpress:0:0031:50:000:Infinite Energy +wexpress:0:0000:00:999:[This Infinite Time cheat ] +wexpress:0:0000:00:999:[should be disabled when you] +wexpress:0:0000:00:999:[you reach the engine with ] +wexpress:0:0000:00:999:[F5 or better use the Lose ] +wexpress:0:0000:00:999:[All Exp2 Time Now! cheat ] +wexpress:0:0028:59:000:Infinite Exp2 Time +wexpress:0:0028:01:001:Lose All Exp2 Time Now! + +; [ World Heroes ] +wh1:0:10B008:9A:000:Infinite Time +wh1:0:10600A:68:000:Infinite Energy PL1 +wh1:0:10610A:68:000:Infinite Energy PL2 +wh1:0:000000:00:999:[ Free player selection ] +wh1:0:000000:00:999:[ Use between rounds. ] +wh1:0:10600C:01:000:Play with Dragon PL1 +wh1:0:10600C:02:000:Play with Hanzo PL1 +wh1:0:10600C:03:000:Play with Muscle Power PL1 +wh1:0:10600C:04:000:Play with J. Carn PL1 +wh1:0:10600C:05:000:Play with Janne PL1 +wh1:0:10600C:06:000:Play with Rasputin PL1 +wh1:0:10600C:07:000:Play with Fuuma PL1 +wh1:0:10600C:08:000:Play with Brocken PL1 +wh1:0:10600C:09:000:Play with Geegus PL1:Doesn't work well +wh1:0:10610C:01:000:Play with Dragon PL2 +wh1:0:10610C:02:000:Play with Hanzo PL2 +wh1:0:10610C:03:000:Play with Muscle Power PL2 +wh1:0:10610C:04:000:Play with J. Carn PL2 +wh1:0:10610C:05:000:Play with Janne PL2 +wh1:0:10610C:06:000:Play with Rasputin PL2 +wh1:0:10610C:07:000:Play with Fuuma PL2 +wh1:0:10610C:08:000:Play with Brocken PL2 +wh1:0:10610C:09:000:Play with Geegus PL2:Doesn't work well + +; [ World Heroes 2 ] +wh2:0:10C109:9A:000:Infinite Time +wh2:0:10600D:7F:000:Infinite Energy PL1 +wh2:0:10610D:7F:000:Infinite Energy PL2 +wh2:0:000000:00:999:[ Free player selection ] +wh2:0:000000:00:999:[ Use BETWEEN rounds, or ] +wh2:0:000000:00:999:[ at world map. ] +wh2:0:000000:00:999:[ Some glitches, however. ] +wh2:0:106004:01:001:Play with K. Dragon PL1 +wh2:0:106004:02:001:Play with Hanzou PL1 +wh2:0:106004:03:001:Play with Muscle Power PL1 +wh2:0:106004:04:001:Play with J. Carn PL1 +wh2:0:106004:05:001:Play with Janne PL1 +wh2:0:106004:06:001:Play with Rasputin PL1 +wh2:0:106004:07:001:Play with Fuuma PL1 +wh2:0:106004:08:001:Play with Brocken PL1 +wh2:0:106004:09:001:Play with Shura PL1 +wh2:0:106004:0A:001:Play with Ryoko PL1 +wh2:0:106004:0B:001:Play with C. Kidd PL1 +wh2:0:106004:0C:001:Play with Mudman PL1 +wh2:0:106004:0D:001:Play with Erick PL1 +wh2:0:106004:0E:001:Play with J. Max PL1 +wh2:0:106004:0F:001:Play with Dio PL1 +wh2:0:106004:10:001:Play with Neo Geegus PL1:Doesn't work well +wh2:0:106104:01:001:Play with K. Dragon PL2 +wh2:0:106104:02:001:Play with Hanzou PL2 +wh2:0:106104:03:001:Play with Muscle Power PL2 +wh2:0:106104:04:001:Play with J. Carn PL2 +wh2:0:106104:05:001:Play with Janne PL2 +wh2:0:106104:06:001:Play with Rasputin PL2 +wh2:0:106104:07:001:Play with Fuuma PL2 +wh2:0:106104:08:001:Play with Brocken PL2 +wh2:0:106104:09:001:Play with Shura PL2 +wh2:0:106104:0A:001:Play with Ryoko PL2 +wh2:0:106104:0B:001:Play with C. Kidd PL2 +wh2:0:106104:0C:001:Play with Mudman PL2 +wh2:0:106104:0D:001:Play with Erick PL2 +wh2:0:106104:0E:001:Play with J. Max PL2 +wh2:0:106104:0F:001:Play with Dio PL2 +wh2:0:106104:10:001:Play with Neo Geegus PL2 :Doesn't work well + +; [ World Heroes 2 Jet ] +wh2j:0:10C109:9A:000:Infinite Time +wh2j:0:10600D:6F:000:Infinite Energy PL1 +wh2j:0:10610D:6F:000:Infinite Energy PL2 +wh2j:0:000000:00:999:[ Free player selection ] +wh2j:0:000000:00:999:[ Use BETWEEN rounds ] +wh2j:0:106004:01:001:Play with Dragon PL1 +wh2j:0:106004:02:001:Play with Hanzou PL1 +wh2j:0:106004:03:001:Play with Muscle PL1 +wh2j:0:106004:04:001:Play with J. Carn PL1 +wh2j:0:106004:05:001:Play with Janne PL1 +wh2j:0:106004:06:001:Play with Rasputin PL1 +wh2j:0:106004:07:001:Play with Fuuma PL1 +wh2j:0:106004:08:001:Play with Brocken PL1 +wh2j:0:106004:09:001:Play with Shura PL1 +wh2j:0:106004:0A:001:Play with Ryoko PL1 +wh2j:0:106004:0B:001:Play with C. Kidd PL1 +wh2j:0:106004:0C:001:Play with Mudman PL1 +wh2j:0:106004:0D:001:Play with Erick PL1 +wh2j:0:106004:0E:001:Play with J. Max PL1 +wh2j:0:106004:0F:001:Play with Jack PL1 +wh2j:0:106004:10:001:Play with Ryofu PL1 +wh2j:0:106004:11:001:Play with Zeus PL1 +wh2j:0:106104:01:001:Play with Dragon PL2 +wh2j:0:106104:02:001:Play with Hanzou PL2 +wh2j:0:106104:03:001:Play with Muscle PL2 +wh2j:0:106104:04:001:Play with J. Carn PL2 +wh2j:0:106104:05:001:Play with Janne PL2 +wh2j:0:106104:06:001:Play with Rasputin PL2 +wh2j:0:106104:07:001:Play with Fuuma PL2 +wh2j:0:106104:08:001:Play with Brocken PL2 +wh2j:0:106104:09:001:Play with Shura PL2 +wh2j:0:106104:0A:001:Play with Ryoko PL2 +wh2j:0:106104:0B:001:Play with C. Kidd PL2 +wh2j:0:106104:0C:001:Play with Mudman PL2 +wh2j:0:106104:0D:001:Play with Erick PL2 +wh2j:0:106104:0E:001:Play with J. Max PL2 +wh2j:0:106104:0F:001:Play with Jack PL2 +wh2j:0:106104:10:001:Play with Ryofu PL2 +wh2j:0:106104:11:001:Play with Zeus PL2 + +; [ World Heroes Perfect ] +whp:0:10C109:9A:000:Infinite Time +whp:0:10600C:C0:000:Infinite Energy PL1 +whp:0:106A17:DF:000:Always Hero PL1 +whp:0:10610C:C0:000:Infinite Energy PL2 +whp:0:106B17:DF:000:Always Hero PL2 +whp:0:000000:00:999:[ Free player selection ] +whp:0:000000:00:999:[ Use at selection screen ] +whp:0:10B070:11:001:Play with Zeus PL1 +whp:0:10B070:12:001:Play with Neo-Dio PL1 +whp:0:10B070:13:001:Play with Goku PL1 +whp:0:10B071:11:001:Play with Zeus PL2 +whp:0:10B071:12:001:Play with Neo-Dio PL2 +whp:0:10B071:13:001:Play with Goku PL2 +whp:0:000000:00:999:[ For ingame change ] +whp:0:000000:00:999:[ Use BETWEEN rounds ] +whp:0:106004:01:001:Play with Dragon PL1 +whp:0:106004:02:001:Play with Hanzou PL1 +whp:0:106004:03:001:Play with Muscle PL1 +whp:0:106004:04:001:Play with J. Carn PL1 +whp:0:106004:05:001:Play with Janne PL1 +whp:0:106004:06:001:Play with Rasputin PL1 +whp:0:106004:07:001:Play with Fuuma PL1 +whp:0:106004:08:001:Play with Brocken PL1 +whp:0:106004:09:001:Play with Shura PL1 +whp:0:106004:0A:001:Play with Ryoko PL1 +whp:0:106004:0B:001:Play with C. Kidd PL1 +whp:0:106004:0C:001:Play with Mudman PL1 +whp:0:106004:0D:001:Play with Erick PL1 +whp:0:106004:0E:001:Play with J. Max PL1 +whp:0:106004:0F:001:Play with Jack PL1 +whp:0:106004:10:001:Play with Ryofu PL1 +whp:0:106004:11:001:Play with Zeus PL1 +whp:0:106004:12:001:Play with Neo-Dio PL1 +whp:0:106004:13:001:Play with Goku PL1 +whp:0:106104:01:001:Play with Dragon PL2 +whp:0:106104:02:001:Play with Hanzou PL2 +whp:0:106104:03:001:Play with Muscle PL2 +whp:0:106104:04:001:Play with J. Carn PL2 +whp:0:106104:05:001:Play with Janne PL2 +whp:0:106104:06:001:Play with Rasputin PL2 +whp:0:106104:07:001:Play with Fuuma PL2 +whp:0:106104:08:001:Play with Brocken PL2 +whp:0:106104:09:001:Play with Shura PL2 +whp:0:106104:0A:001:Play with Ryoko PL2 +whp:0:106104:0B:001:Play with C. Kidd PL2 +whp:0:106104:0C:001:Play with Mudman PL2 +whp:0:106104:0D:001:Play with Erick PL2 +whp:0:106104:0E:001:Play with J. Max PL2 +whp:0:106104:0F:001:Play with Jack PL2 +whp:0:106104:10:001:Play with Ryofu PL2 +whp:0:106104:11:001:Play with Zeus PL2 +whp:0:106104:12:001:Play with Neo-Dio PL2 +whp:0:106104:13:001:Play with Goku PL2 + +; [ Who Dunit (version 8.0) ] +whodunit:0:3317:00:000:No time between bullets +whodunit:0:3347:03:000:Infinite Lives PL1 +whodunit:0:3369:03:000:Infinite Lives PL2 + +; [ Whoopee (Japan) / Pipi & Bibis (World) ] +whoopee:0:08066D:04:001:Always 4 Coins +whoopee:0:080673:77:000:Stop End-of-Level Bomb Timer:Turn off to leave level +whoopee:0:08073F:01:007:Only 1 Computer Left +whoopee:0:080641:05:000:Infinite Lives PL1 +whoopee:0:080689:1B:000:Invincibility PL1 +whoopee:0:08064F:05:000:Infinite Lives PL2 +whoopee:0:0806E9:7D:000:Invincibility PL2 + +; [ Wild Fang ] +wildfang:0:0608CC:99:000:Infinite Time +wildfang:0:060E1E:03:000:Infinite Lives PL1 +wildfang:0:060E17:03:000:Infinite Polymorphes PL1 +wildfang:0:060DD7:32:000:Infinite Energy PL1 +wildfang:0:060E11:40:000:Invincibility PL1 +wildfang:0:060E0A:03:000:Change to Dragon PL1 (1/5):Infinite Time +wildfang:0:060F3F:03:501:Change to Dragon PL1 (2/5) +wildfang:0:060F81:06:501:Change to Dragon PL1 (3/5) +wildfang:0:060F82:0D:501:Change to Dragon PL1 (4/5) +wildfang:0:060F83:BE:501:Change to Dragon PL1 (5/5) +wildfang:0:060E0A:00:001:Dragon Time Over Now! PL1 +wildfang:0:060E9F:03:000:Infinite Lives PL2 +wildfang:0:060E97:03:000:Infinite Polymorphes PL2 +wildfang:0:060E57:32:000:Infinite Energy PL2 +wildfang:0:060E91:40:000:Invincibility PL2 +wildfang:0:060E8A:03:000:Change to Dragon PL1 (1/5):Infinite Time +wildfang:0:06103F:03:501:Change to Dragon PL1 (2/5) +wildfang:0:061081:06:501:Change to Dragon PL1 (3/5) +wildfang:0:061082:0E:501:Change to Dragon PL1 (4/5) +wildfang:0:061083:3E:501:Change to Dragon PL1 (5/5) +wildfang:0:060E8A:00:001:Dragon Time Over PL1 + +; [ Willow (Japan, English) ] +willow:0:FF8342:09:000:Infinite Lives +willow:0:FF8362:06:000:Infinite Energy +willow:0:FF83C7:59:000:Infinite Time +willow:0:FF8369:90:000:Infinite Money +willow:0:FF835D:03:000:Infinite Bracelets +willow:0:FF8345:05:071:Select current stage +willow:0:FF8345:05:061:Select next stage + +; [ Willow (Japan, Japanese) ] +willowj:0:FF8342:09:000:Infinite Lives +willowj:0:FF8362:06:000:Infinite Energy +willowj:0:FF83C7:59:000:Infinite Time +willowj:0:FF8369:90:000:Infinite Money +willowj:0:FF835D:03:000:Infinite Bracelets +willowj:0:FF8345:05:071:Select current stage +willowj:0:FF8345:05:061:Select next stage + +; [ Wiping ] +wiping:0:9100:05:000:Infinite Lives + +; [ Wise Guy ] +wiseguy:0:E906:09:000:Infinite Lives +wiseguy:0:EB16:2F:000:Infinite Time +wiseguy:0:EAE4:00:001:Finish this stage Now! +wiseguy:0:E907:09:001:Get 9 stars Now! + +; [ Wiz ] +wiz:0:C064:09:000:Infinite Lives PL1 +wiz:0:C065:09:000:Infinite Lives PL2 +wiz:0:C6F9:09:000:Infinite Cutters +wiz:0:C6FA:09:000:Infinite Time Stoppers +wiz:0:C6FB:09:000:Infinite Barriers +wiz:0:C6FC:09:000:Infinite Quicks +wiz:0:C6FD:09:000:Infinite Bombers +wiz:0:C6FE:09:000:Infinite Fire +wiz:0:C6FF:09:000:Infinite Helpers + +; [ Wiz (Taito) ] +wizt:0:C064:09:000:Infinite Lives PL1 +wizt:0:C065:09:000:Infinite Lives PL2 +wizt:0:C6F9:09:000:Infinite Cutters +wizt:0:C6FA:09:000:Infinite Time Stoppers +wizt:0:C6FB:09:000:Infinite Barriers +wizt:0:C6FC:09:000:Infinite Quicks +wizt:0:C6FD:09:000:Infinite Bombers +wizt:0:C6FE:09:000:Infinite Fire +wizt:0:C6FF:09:000:Infinite Helpers + +; [ Windjammers / Flying Power Disc ] +wjammers:0:10008D:99:000:Infinite Set Time +wjammers:0:10008D:00:001:Finish Set Now! +wjammers:0:100873:99:073:Select Score Now! PL1 +wjammers:0:1008F3:99:073:Select Score Now! PL2 +wjammers:0:100873:00:000:Score always = 0 PL1 +wjammers:0:1008F3:00:000:Score always = 0 PL2 +wjammers:0:100873:99:000:Score always = 99 PL1 +wjammers:0:1008F3:99:000:Score always = 99 PL2 +wjammers:0:100873:00:001:Set score = 0 Now! PL1 +wjammers:0:1008F3:00:001:Set score = 0 Now! PL2 +wjammers:0:100873:99:001:Set score = 99 Now! PL1 +wjammers:0:1008F3:99:001:Set score = 99 Now! PL2 + +; [ World Court (Japan) ] +wldcourt:0:01A0:00:000:Game Score always = 0 PL1 +wldcourt:0:01A0:00:001:Set Game Score = 0 Now! PL1 +wldcourt:0:01A0:01:001:Set Game Score = 15 Now! PL1 +wldcourt:0:01A0:02:001:Set Game Score = 30 Now! PL1 +wldcourt:0:01A0:03:001:Set Game Score = 40 Now! PL1 +wldcourt:0:01A1:00:000:Game Score always = 0 PL2 +wldcourt:0:01A1:00:001:Set Game Score = 0 Now! PL2 +wldcourt:0:01A1:01:001:Set Game Score = 15 Now! PL2 +wldcourt:0:01A1:02:001:Set Game Score = 30 Now! PL2 +wldcourt:0:01A1:03:001:Set Game Score = 40 Now! PL2 +wldcourt:0:019A:07:070:Select 'Sets' score PL1 +wldcourt:0:019B:07:070:Select 'Sets' score PL2 +wldcourt:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ Wonder Momo ] +wndrmomo:0:4458:7F:000:Infinite Vital +wndrmomo:0:4459:7F:000:Always have maximum wonder +wndrmomo:0:450D:EC:000:Invincibility + +; [ Warriors of Fate (World) ] +wof:0:FF81B2:3B:000:Infinite Time +wof:0:FF81DE:63:000:Infinite Boss Time +wof:0:FF7F9B:03:000:Infinite Lives PL1 +wof:0:FFBE9F:68:000:Infinite Energy PL1 +wof:0:FFBED5:B4:000:Invincibility PL1 +wof:0:FF7F9C:03:000:Infinite Lives PL2 +wof:0:FFBF7F:68:000:Infinite Energy PL2 +wof:0:FFBFB5:B4:000:Invincibility PL2 +wof:0:FF7F9D:03:000:Infinite Lives PL3 +wof:0:FFC05F:68:000:Infinite Energy PL3 +wof:0:FFC095:B4:000:Invincibility PL3 + +; [ Tenchi wo Kurau II - Sekiheki no Tatakai (Japan) ] +wofj:0:FF81B2:3B:000:Infinite Time +wofj:0:FF81DE:63:000:Infinite Boss Time +wofj:0:FF7F9B:03:000:Infinite Lives PL1 +wofj:0:FFBE9F:68:000:Infinite Energy PL1 +wofj:0:FFBED5:B4:000:Invincibility PL1 +wofj:0:FF7F9C:03:000:Infinite Lives PL2 +wofj:0:FFBF7F:68:000:Infinite Energy PL2 +wofj:0:FFBFB5:B4:000:Invincibility PL2 +wofj:0:FF7F9D:03:000:Infinite Lives PL3 +wofj:0:FFC05F:68:000:Infinite Energy PL3 +wofj:0:FFC095:B4:000:Invincibility PL3 + +; [ Wonder 3 (Japan) ] +wonder3:0:000000:00:999:[Infinite Lives on all parts] +wonder3:0:FF0DE7:03:000:Infinite Lives PL1 +wonder3:0:FF0DE8:03:000:Infinite Lives PL2 +wonder3:0:000000:00:999:[MIDNIGHT WANDERERS (Action)] +wonder3:0:FF1011:09:000:Infinite Time +wonder3:0:FF1838:B4:000:Invincibility PL1 (1/2) +wonder3:0:FF17BA:80:520:Invincibility PL1 (2/2) +wonder3:0:FF0E17:63:000:One heart always=lifePL1(1/2) +wonder3:0:FF0E19:64:500:One heart always=lifePL1(2/2) +wonder3:0:FF0E17:63:001:One heart=life Now! PL1 (1/2) +wonder3:0:FF0E19:64:501:One heart=life Now! PL1 (2/2) +wonder3:0:FF18D8:B4:000:Invincibility PL2 (1/2) +wonder3:0:FF185A:80:520:Invincibility PL2 (2/2) +wonder3:0:FF0E1B:63:000:One heart always=lifePL2(1/2) +wonder3:0:FF0E1D:64:500:One heart always=lifePL2(2/2) +wonder3:0:FF0E1B:63:001:One heart=life Now! PL2 (1/2) +wonder3:0:FF0E1D:64:501:One heart=life Now! PL2 (2/2) +wonder3:0:000000:00:999:[CHARIOT (Shooting)] +wonder3:0:FF1838:B4:000:Invincibility PL1 (1/2) +wonder3:0:FF17BA:80:520:Invincibility PL1 (2/2) +wonder3:0:FF184D:59:000:One heart always=lifePL1(1/2) +wonder3:0:FF184C:5A:500:One heart always=lifePL1(2/2) +wonder3:0:FF184D:59:001:One heart=life Now! PL1 (1/2) +wonder3:0:FF184C:5A:501:One heart=life Now! PL1 (2/2) +wonder3:0:FF18D8:B4:000:Invincibility PL2 (1/2) +wonder3:0:FF185A:80:520:Invincibility PL2 (2/2) +wonder3:0:FF18ED:59:000:One heart always=lifePL2(1/2) +wonder3:0:FF18EC:5A:500:One heart always=lifePL2(2/2) +wonder3:0:FF18ED:59:001:One heart=life Now! PL2 (1/2) +wonder3:0:FF18EC:5A:501:One heart=life Now! PL2 (2/2) +wonder3:0:000000:00:999:[DON'T PULL (Puzzle)] +wonder3:0:FF0EC3:16:000:Next fruit always = 100000 +wonder3:0:FF0EC3:16:001:Next fruit = 100000 Now! +wonder3:0:FF17D2:01:000:Invincibility PL1 (1/2) +wonder3:0:FF17D3:2C:500:Invincibility PL1 (2/2) +wonder3:0:FF0EBC:62:000:One fruit always=lifePL1(1/2) +wonder3:0:FF0EBE:63:500:One fruit always=lifePL1(2/2) +wonder3:0:FF0EBC:62:001:One fruit = life Now!PL1(1/2) +wonder3:0:FF0EBE:63:501:One fruit = life Now!PL1(2/2) +wonder3:0:FF1872:01:000:Invincibility PL2 (1/2) +wonder3:0:FF1873:2C:500:Invincibility PL2 (2/2) +wonder3:0:FF0EBD:62:000:One fruit always=lifePL2(1/2) +wonder3:0:FF0EBF:63:500:One fruit always=lifePL2(2/2) +wonder3:0:FF0EBD:62:001:One fruit = life Now!PL2(1/2) +wonder3:0:FF0EBF:63:501:One fruit = life Now!PL2(2/2) +wonder3:0:FF104A:00:000:Skip round until turned off:Remember to turn it off! + +; [ World Wars (Japan) ] +worldwar:0:E400:99:000:Infinite Lives PL1 +worldwar:0:E417:12:000:Infinite Energy PL1 +worldwar:0:E42B:9D:000:Invincibility PL1 +worldwar:0:E450:99:000:Infinite Lives PL2 +worldwar:0:E467:12:000:Infinite Energy PL2 +worldwar:0:E47B:9D:000:Invincibility PL2 + +; [ Wizard of Wor ] +wow:0:D301:05:000:Infinite Lives PL1 +wow:0:D300:05:000:Infinite Lives PL2 + +; [ Wrestle War ] +wrestwar:0:FFC0C0:7F:000:Infinite Energy PL1 +wrestwar:0:FFE123:59:000:Infinite Time +wrestwar:0:FFC2C0:00:001:Kill Opponent Faster Now! + +; [ World Stadium (Japan) ] +ws:0:5AD5:63:070:Select score Now! PL1 +ws:0:5ACA:63:070:Select score Now! PL2 +ws:0:40C3:00:000:Infinite Strikes +ws:0:40C4:00:000:Infinite Balls +ws:0:40C5:00:000:Infinite Outs +ws:0:40C3:00:001:Set Strikes to 0 Now! +ws:0:40C3:03:001:Set Strikes to 3 Now! +ws:0:40C4:00:001:Set Balls to 0 Now! +ws:0:40C4:03:001:Set Balls to 3 Now! +ws:0:40C5:00:001:Set Outs to 0 Now! +ws:0:40C5:02:001:Set Outs to 2 Now! +ws:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ World Stadium '89 (Japan) ] +ws89:0:5AD5:63:070:Select score Now! PL1 +ws89:0:5ACA:63:070:Select score Now! PL2 +ws89:0:40C1:00:000:Infinite Strikes +ws89:0:40C2:00:000:Infinite Balls +ws89:0:40C3:00:000:Infinite Outs +ws89:0:40C1:00:001:Set Strikes to 0 Now! +ws89:0:40C1:03:001:Set Strikes to 3 Now! +ws89:0:40C2:00:001:Set Balls to 0 Now! +ws89:0:40C2:03:001:Set Balls to 3 Now! +ws89:0:40C3:00:001:Set Outs to 0 Now! +ws89:0:40C3:02:001:Set Outs to 2 Now! +ws89:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ World Stadium '90 (Japan) ] +ws90:0:5AD5:63:070:Select score Now! PL1 +ws90:0:5ACA:63:070:Select score Now! PL2 +ws90:0:40C1:00:000:Infinite Strikes +ws90:0:40C2:00:000:Infinite Balls +ws90:0:40C3:00:000:Infinite Outs +ws90:0:40C1:00:001:Set Strikes to 0 Now! +ws90:0:40C1:03:001:Set Strikes to 3 Now! +ws90:0:40C2:00:001:Set Balls to 0 Now! +ws90:0:40C2:03:001:Set Balls to 3 Now! +ws90:0:40C3:00:001:Set Outs to 0 Now! +ws90:0:40C3:02:001:Set Outs to 2 Now! +ws90:3:00AF:01:000:Sound Test Timer Stop:Works for all Namco Sys 1 + +; [ World Tennis ] +wtennis:0:00BD:05:000:Infinite Lives PL1 +wtennis:0:00BF:00:000:'HER' always set to 0 PL1 +wtennis:0:00C0:00:000:'HIS' always set to 0 PL1 +wtennis:0:00BF:00:001:Set 'HER' to 0 Now! PL1 +wtennis:0:00C0:00:001:Set 'HIS' to 0 Now! PL1 +wtennis:0:00BF:03:001:Set 'HER' to 3 Now! PL1 +wtennis:0:00C0:03:001:Set 'HIS' to 3 Now! PL1 +wtennis:0:00BE:05:000:Infinite Lives PL2 +wtennis:0:00C2:00:000:'HIS' always set to 0 PL2 +wtennis:0:00C1:00:000:'HER' always set to 0 PL2 +wtennis:0:00C2:00:001:Set 'HIS' to 0 Now! PL2 +wtennis:0:00C1:00:001:Set 'HER' to 0 Now! PL2 +wtennis:0:00C2:03:001:Set 'HIS' to 3 Now! PL2 +wtennis:0:00C1:03:001:Set 'HER' to 3 Now! PL2 + +; [ Wild Western (set 2) ] +wwester1:0:8620:03:000:Infinite Lives + +; [ Wild Western (set 1) ] +wwestern:0:8620:03:000:Infinite Lives + +; [ Xenophobe ] +xenophob:0:060167:58:000:Stop Self-Destruct timer +xenophob:0:06072D:FF:000:Infinite Health PL1 +xenophob:0:0607ED:FF:000:Infinite Health PL2 +xenophob:0:0608AD:FF:000:Infinite Health PL3 + +; [ Xevios ] +xevios:0:8183:09:000:Infinite Lives +xevios:0:0000:00:999:[Activate Invincibility ] +xevios:0:0000:00:999:[Cheats during play only!!! ] +xevios:0:7C47:01:000:Invincibility (1/5) +xevios:0:8044:00:500:Invincibility (2/5) +xevios:0:8146:50:500:Invincibility (3/5) +xevios:0:8282:E6:500:Invincibility (4/5) +xevios:0:8283:14:500:Invincibility (5/5) + +; [ Xevious (Namco) ] +xevious:0:8183:09:000:Infinite Lives +xevious:0:0000:00:999:[Activate Invincibility ] +xevious:0:0000:00:999:[Cheats during play only!!! ] +xevious:0:7C47:01:000:Invincibility (1/5) +xevious:0:8044:00:500:Invincibility (2/5) +xevious:0:8146:50:500:Invincibility (3/5) +xevious:0:8282:E6:500:Invincibility (4/5) +xevious:0:8283:14:500:Invincibility (5/5) + +; [ Xevious (Atari) ] +xeviousa:0:8183:09:000:Infinite Lives +xeviousa:0:0000:00:999:[Activate Invincibility ] +xeviousa:0:0000:00:999:[Cheats during play only!!! ] +xeviousa:0:7C47:01:000:Invincibility (1/5) +xeviousa:0:8044:00:500:Invincibility (2/5) +xeviousa:0:8146:50:500:Invincibility (3/5) +xeviousa:0:8282:25:500:Invincibility (4/5) +xeviousa:0:8283:15:500:Invincibility (5/5) + +; [ X-Men (4 Players) ] +xmen:0:1102D0:09:000:Infinite Lives PL1 (1/2) +xmen:0:1102D1:99:500:Infinite Lives PL1 (2/2) +xmen:0:11102E:0A:000:Infinite Energy PL1 +xmen:0:111005:28:000:Invincibility PL1 +xmen:0:1102D2:09:000:Infinite Lives PL2 (1/2) +xmen:0:1102D3:99:500:Infinite Lives PL2 (2/2) +xmen:0:1110AE:0A:000:Infinite Energy PL2 +xmen:0:111085:28:000:Invincibility PL2 +xmen:0:1102D4:09:000:Infinite Lives PL3 (1/2) +xmen:0:1102D5:99:500:Infinite Lives PL3 (2/2) +xmen:0:11112E:0A:000:Infinite Energy PL3 +xmen:0:111105:28:000:Invincibility PL3 +xmen:0:1102D6:09:000:Infinite Lives PL4 (1/2) +xmen:0:1102D7:99:500:Infinite Lives PL4 (2/2) +xmen:0:1111AE:0A:000:Infinite Energy PL4 +xmen:0:111185:28:000:Invincibility PL4 +xmen:0:113560:07:061:Select next level +xmen:0:000000:00:999:[Use the starting level cht ] +xmen:0:000000:00:999:[on the screens after the ] +xmen:0:000000:00:999:[choose character screen.The] +xmen:0:000000:00:999:[Go and Save the City screen] +xmen:0:000000:00:999:[is as good a place as any!!] +xmen:0:113560:07:071:Select the Starting Level + +; [ X-Men (2 Players Japan) ] +xmen2pj:0:1102D0:09:000:Infinite Lives PL1 (1/2) +xmen2pj:0:1102D1:99:500:Infinite Lives PL1 (2/2) +xmen2pj:0:11102E:0A:000:Infinite Energy PL1 +xmen2pj:0:111005:28:000:Invincibility PL1 +xmen2pj:0:1102D2:09:000:Infinite Lives PL2 (1/2) +xmen2pj:0:1102D3:99:500:Infinite Lives PL2 (2/2) +xmen2pj:0:1110AE:0A:000:Infinite Energy PL2 +xmen2pj:0:111085:28:000:Invincibility PL2 +xmen2pj:0:113560:07:061:Select next level +xmen2pj:0:000000:00:999:[Use the starting level cht ] +xmen2pj:0:000000:00:999:[on the screens after the ] +xmen2pj:0:000000:00:999:[choose character screen.The] +xmen2pj:0:000000:00:999:[Go and Save the City screen] +xmen2pj:0:000000:00:999:[is as good a place as any!!] +xmen2pj:0:113560:07:071:Select the Starting Level + +; [ X-Men (6 Players) ] +xmen6p:0:1102D0:09:000:Infinite Lives PL1 (1/2) +xmen6p:0:1102D1:99:500:Infinite Lives PL1 (2/2) +xmen6p:0:11102E:0A:000:Infinite Energy PL1 +xmen6p:0:111005:28:000:Invincibility PL1 +xmen6p:0:1102D2:09:000:Infinite Lives PL2 (1/2) +xmen6p:0:1102D3:99:500:Infinite Lives PL2 (2/2) +xmen6p:0:1110AE:0A:000:Infinite Energy PL2 +xmen6p:0:111085:28:000:Invincibility PL2 +xmen6p:0:1102D4:09:000:Infinite Lives PL3 (1/2) +xmen6p:0:1102D5:99:500:Infinite Lives PL3 (2/2) +xmen6p:0:11112E:0A:000:Infinite Energy PL3 +xmen6p:0:111105:28:000:Invincibility PL3 +xmen6p:0:1102D6:09:000:Infinite Lives PL4 (1/2) +xmen6p:0:1102D7:99:500:Infinite Lives PL4 (2/2) +xmen6p:0:1111AE:0A:000:Infinite Energy PL4 +xmen6p:0:111185:28:000:Invincibility PL4 +xmen6p:0:1102D8:09:000:Infinite Lives PL5 (1/2) +xmen6p:0:1102D9:99:500:Infinite Lives PL5 (2/2) +xmen6p:0:11122E:0A:000:Infinite Energy PL5 +xmen6p:0:111205:28:000:Invincibility PL5 +xmen6p:0:1102DA:09:000:Infinite Lives PL6 (1/2) +xmen6p:0:1102DB:99:500:Infinite Lives PL6 (2/2) +xmen6p:0:1112AE:0A:000:Infinite Energy PL6 +xmen6p:0:111285:28:000:Invincibility PL6 +xmen6p:0:113560:07:061:Select next level +xmen6p:0:000000:00:999:[Use the starting level cht ] +xmen6p:0:000000:00:999:[on the screens after the ] +xmen6p:0:000000:00:999:[choose character screen.The] +xmen6p:0:000000:00:999:[Go and Save the City screen] +xmen6p:0:000000:00:999:[is as good a place as any!!] +xmen6p:0:113560:07:071:Select the Starting Level + +; [ X Multiply (Japan) ] +xmultipl:0:809FD:09:000:Infinite Lives PL1 +xmultipl:0:80A1D:09:000:Infinite Lives PL2 +xmultipl:0:00000:00:999:[This Invincibility cheat is] +xmultipl:0:00000:00:999:[only for Sprite to Sprite ] +xmultipl:0:00000:00:999:[collisions you still die if] +xmultipl:0:00000:00:999:[you crash into the scenery!] +xmultipl:0:81128:01:000:Limited Invincibility + +; [ Xain'd Sleena ] +xsleena:0:0056:10:000:Infinite Energy +xsleena:0:0060:07:000:Infinite Lives +xsleena:0:1935:59:000:Infinite Time +xsleena:0:0055:00:000:Always have Normal Weapon +xsleena:0:0055:01:000:Always have Grenades +xsleena:0:0055:02:000:Always have Double shot +xsleena:0:0055:03:000:Always have Heavy shot +xsleena:0:0055:04:000:Always have Triple shot +xsleena:0:0055:01:001:Get Normal Weapon Now! +xsleena:0:0055:01:001:Get Grenades Now! +xsleena:0:0055:02:001:Get Double shot Now! +xsleena:0:0055:03:001:Get Heavy shot Now! +xsleena:0:0055:04:001:Get Triple shot Now! + +; [ Xain'd Sleena (bootleg) ] +xsleenab:0:0056:10:000:Infinite Energy +xsleenab:0:0060:07:000:Infinite Lives +xsleenab:0:1935:59:000:Infinite Time +xsleenab:0:0055:00:000:Always have Normal Weapon +xsleenab:0:0055:01:000:Always have Grenades +xsleenab:0:0055:02:000:Always have Double shot +xsleenab:0:0055:03:000:Always have Heavy shot +xsleenab:0:0055:04:000:Always have Triple shot +xsleenab:0:0055:01:001:Get Normal Weapon Now! +xsleenab:0:0055:01:001:Get Grenades Now! +xsleenab:0:0055:02:001:Get Double shot Now! +xsleenab:0:0055:03:001:Get Heavy shot Now! +xsleenab:0:0055:04:001:Get Triple shot Now! + +; [ Xybots ] +xybots:0:FF8FB2:64:000:Infinite Energy PL1 +xybots:0:FF8FB5:5A:000:Infinite Money PL1 +xybots:0:FF8FB4:5A:000:Infinite Keys PL1 +xybots:0:FFADEC:19:000:Infinite Credits PL1 +xybots:0:FF9020:29:000:Always have double shot PL1 +xybots:0:FF9020:2A:000:Always have double shot PL1 +xybots:0:FF9020:2B:000:Always have triple shot PL1 +xybots:0:FF9020:29:001:Get single shot Now! PL1 +xybots:0:FF9020:2A:001:Get double shot Now! PL1 +xybots:0:FF9020:2B:001:Get triple shot Now! PL1 +xybots:0:FF8FE0:BF:000:Always have all itemsPL1(1/4) +xybots:0:FF8FE1:AF:500:Always have all itemsPL1(2/4) +xybots:0:FF8FE2:49:500:Always have all itemsPL1(3/4) +xybots:0:FF8FE3:24:500:Always have all itemsPL1(4/4) +xybots:0:FF8FE0:BF:001:Get all items Now! PL1 (1/4) +xybots:0:FF8FE1:AF:501:Get all items Now! PL1 (2/4) +xybots:0:FF8FE2:49:501:Get all items Now! PL1 (3/4) +xybots:0:FF8FE3:24:501:Get all items Now! PL1 (4/4) +xybots:0:FF8FE0:80:020:125% energy limit PL1 (P) +xybots:0:FF8FE0:20:020:Guard mapper PL1 (P) +xybots:0:FF8FE0:10:020:Enemy mapper PL1 (1/2-P) +xybots:0:FF8FE0:08:520:Enemy mapper PL1 (2/2-P) +xybots:0:FF8FE0:04:020:Wall mapper PL1 (1/2-P) +xybots:0:FF8FE0:02:520:Wall mapper PL1 (2/2-P) +xybots:0:FF8FE0:01:020:Warning arrows PL1 (1/2-P) +xybots:0:FF8FE1:80:520:Warning arrows PL1 (2/2-P) +xybots:0:FF8FE1:20:020:Shots repelled PL1 (1/3-P) +xybots:0:FF8FE1:10:540:Shots repelled PL1 (2/3-P) +xybots:0:FF8FE1:08:520:Shots repelled PL1 (3/3-P) +xybots:0:FF8FE1:04:020:Second shot PL1 (1/2-P) +xybots:0:FF8FE1:02:520:Second shot PL1 (2/2-P) +xybots:0:FF8FE1:01:020:Power zap PL1 (1/2-P) +xybots:0:FF8FE2:80:520:Power zap PL1 (2/2-P) +xybots:0:FF8FE2:40:020:Slow energy loss PL1 (1/3-P) +xybots:0:FF8FE2:20:540:Slow energy loss PL1 (2/3-P) +xybots:0:FF8FE2:10:540:Slow energy loss PL1 (3/3-P) +xybots:0:FF8FE2:08:020:Power shot PL1 (1/3-P) +xybots:0:FF8FE2:04:540:Power shot PL1 (2/3-P) +xybots:0:FF8FE2:02:540:Power shot PL1 (3/3-P) +xybots:0:FF8FE2:01:020:Faster shot PL1 (1/3-P) +xybots:0:FF8FE3:80:540:Faster shot PL1 (2/3-P) +xybots:0:FF8FE3:40:540:Faster shot PL1 (3/3-P) +xybots:0:FF8FE3:20:020:Shield PL1 (1/3-P) +xybots:0:FF8FE3:10:540:Shield PL1 (2/3-P) +xybots:0:FF8FE3:08:540:Shield PL1 (3/3-P) +xybots:0:FF8FE3:04:020:Faster move PL1 (1/3-P) +xybots:0:FF8FE3:02:540:Faster move PL1 (2/3-P) +xybots:0:FF8FE3:01:540:Faster move PL1 (3/3-P) +xybots:0:FF8FE0:80:021:125% energy limit PL1 (T) +xybots:0:FF8FE0:20:021:Guard mapper PL1 (T) +xybots:0:FF8FE0:10:021:Enemy mapper PL1 (1/2-T) +xybots:0:FF8FE0:08:521:Enemy mapper PL1 (2/2-T) +xybots:0:FF8FE0:04:021:Wall mapper PL1 (1/2-T) +xybots:0:FF8FE0:02:521:Wall mapper PL1 (2/2-T) +xybots:0:FF8FE0:01:021:Warning arrows PL1 (1/2-T) +xybots:0:FF8FE1:80:521:Warning arrows PL1 (2/2-T) +xybots:0:FF8FE1:20:021:Shots repelled PL1 (1/3-T) +xybots:0:FF8FE1:10:541:Shots repelled PL1 (2/3-T) +xybots:0:FF8FE1:08:521:Shots repelled PL1 (3/3-T) +xybots:0:FF8FE1:04:021:Second shot PL1 (1/2-T) +xybots:0:FF8FE1:02:521:Second shot PL1 (2/2-T) +xybots:0:FF8FE1:01:021:Power zap PL1 (1/2-T) +xybots:0:FF8FE2:80:521:Power zap PL1 (2/2-T) +xybots:0:FF8FE2:40:021:Slow energy loss PL1 (1/3-T) +xybots:0:FF8FE2:20:541:Slow energy loss PL1 (2/3-T) +xybots:0:FF8FE2:10:541:Slow energy loss PL1 (3/3-T) +xybots:0:FF8FE2:08:021:Power shot PL1 (1/3-T) +xybots:0:FF8FE2:04:541:Power shot PL1 (2/3-T) +xybots:0:FF8FE2:02:541:Power shot PL1 (3/3-T) +xybots:0:FF8FE2:01:021:Faster shot PL1 (1/3-T) +xybots:0:FF8FE3:80:541:Faster shot PL1 (2/3-T) +xybots:0:FF8FE3:40:541:Faster shot PL1 (3/3-T) +xybots:0:FF8FE3:20:021:Shield PL1 (1/3-T) +xybots:0:FF8FE3:10:541:Shield PL1 (2/3-T) +xybots:0:FF8FE3:08:541:Shield PL1 (3/3-T) +xybots:0:FF8FE3:04:021:Faster move PL1 (1/3-T) +xybots:0:FF8FE3:02:541:Faster move PL1 (2/3-T) +xybots:0:FF8FE3:01:541:Faster move PL1 (3/3-T) +xybots:0:FF9032:64:000:Infinite Energy PL2 +xybots:0:FF9035:5A:000:Infinite Money PL2 +xybots:0:FF9034:5A:000:Infinite Keys PL2 +xybots:0:FFADED:19:000:Infinite Credits PL2 +xybots:0:FF90A0:29:000:Always have double shot PL2 +xybots:0:FF90A0:2A:000:Always have double shot PL2 +xybots:0:FF90A0:2B:000:Always have triple shot PL2 +xybots:0:FF90A0:29:001:Get single shot Now! PL2 +xybots:0:FF90A0:2A:001:Get double shot Now! PL2 +xybots:0:FF90A0:2B:001:Get triple shot Now! PL2 +xybots:0:FF9060:BF:000:Always have all itemsPL2(1/4) +xybots:0:FF9061:AF:500:Always have all itemsPL2(2/4) +xybots:0:FF9062:49:500:Always have all itemsPL2(3/4) +xybots:0:FF9063:24:500:Always have all itemsPL2(4/4) +xybots:0:FF9060:BF:001:Get all items Now! PL2 (1/4) +xybots:0:FF9061:AF:501:Get all items Now! PL2 (2/4) +xybots:0:FF9062:49:501:Get all items Now! PL2 (3/4) +xybots:0:FF9063:24:501:Get all items Now! PL2 (4/4) +xybots:0:FF9060:80:020:125% energy limit PL2 (P) +xybots:0:FF9060:20:020:Guard mapper PL2 (P) +xybots:0:FF9060:10:020:Enemy mapper PL2 (1/2-P) +xybots:0:FF9060:08:520:Enemy mapper PL2 (2/2-P) +xybots:0:FF9060:04:020:Wall mapper PL2 (1/2-P) +xybots:0:FF9060:02:520:Wall mapper PL2 (2/2-P) +xybots:0:FF9060:01:020:Warning arrows PL2 (1/2-P) +xybots:0:FF9061:80:520:Warning arrows PL2 (2/2-P) +xybots:0:FF9061:20:020:Shots repelled PL2 (1/3-P) +xybots:0:FF9061:10:540:Shots repelled PL2 (2/3-P) +xybots:0:FF9061:08:520:Shots repelled PL2 (3/3-P) +xybots:0:FF9061:04:020:Second shot PL2 (1/2-P) +xybots:0:FF9061:02:520:Second shot PL2 (2/2-P) +xybots:0:FF9061:01:020:Power zap PL2 (1/2-P) +xybots:0:FF9062:80:520:Power zap PL2 (2/2-P) +xybots:0:FF9062:40:020:Slow energy loss PL2 (1/3-P) +xybots:0:FF9062:20:540:Slow energy loss PL2 (2/3-P) +xybots:0:FF9062:10:540:Slow energy loss PL2 (3/3-P) +xybots:0:FF9062:08:020:Power shot PL2 (1/3-P) +xybots:0:FF9062:04:540:Power shot PL2 (2/3-P) +xybots:0:FF9062:02:540:Power shot PL2 (3/3-P) +xybots:0:FF9062:01:020:Faster shot PL2 (1/3-P) +xybots:0:FF9063:80:540:Faster shot PL2 (2/3-P) +xybots:0:FF9063:40:540:Faster shot PL2 (3/3-P) +xybots:0:FF9063:20:020:Shield PL2 (1/3-P) +xybots:0:FF9063:10:540:Shield PL2 (2/3-P) +xybots:0:FF9063:08:540:Shield PL2 (3/3-P) +xybots:0:FF9063:04:020:Faster move PL2 (1/3-P) +xybots:0:FF9063:02:540:Faster move PL2 (2/3-P) +xybots:0:FF9063:01:540:Faster move PL2 (3/3-P) +xybots:0:FF9060:80:021:125% energy limit PL2 (T) +xybots:0:FF9060:20:021:Guard mapper PL2 (T) +xybots:0:FF9060:10:021:Enemy mapper PL2 (1/2-T) +xybots:0:FF9060:08:521:Enemy mapper PL2 (2/2-T) +xybots:0:FF9060:04:021:Wall mapper PL2 (1/2-T) +xybots:0:FF9060:02:521:Wall mapper PL2 (2/2-T) +xybots:0:FF9060:01:021:Warning arrows PL2 (1/2-T) +xybots:0:FF9061:80:521:Warning arrows PL2 (2/2-T) +xybots:0:FF9061:20:021:Shots repelled PL2 (1/3-T) +xybots:0:FF9061:10:541:Shots repelled PL2 (2/3-T) +xybots:0:FF9061:08:521:Shots repelled PL2 (3/3-T) +xybots:0:FF9061:04:021:Second shot PL2 (1/2-T) +xybots:0:FF9061:02:521:Second shot PL2 (2/2-T) +xybots:0:FF9061:01:021:Power zap PL2 (1/2-T) +xybots:0:FF9062:80:521:Power zap PL2 (2/2-T) +xybots:0:FF9062:40:021:Slow energy loss PL2 (1/3-T) +xybots:0:FF9062:20:541:Slow energy loss PL2 (2/3-T) +xybots:0:FF9062:10:541:Slow energy loss PL2 (3/3-T) +xybots:0:FF9062:08:021:Power shot PL2 (1/3-T) +xybots:0:FF9062:04:541:Power shot PL2 (2/3-T) +xybots:0:FF9062:02:541:Power shot PL2 (3/3-T) +xybots:0:FF9062:01:021:Faster shot PL2 (1/3-T) +xybots:0:FF9063:80:541:Faster shot PL2 (2/3-T) +xybots:0:FF9063:40:541:Faster shot PL2 (3/3-T) +xybots:0:FF9063:20:021:Shield PL2 (1/3-T) +xybots:0:FF9063:10:541:Shield PL2 (2/3-T) +xybots:0:FF9063:08:541:Shield PL2 (3/3-T) +xybots:0:FF9063:04:021:Faster move PL2 (1/3-T) +xybots:0:FF9063:02:541:Faster move PL2 (2/3-T) +xybots:0:FF9063:01:541:Faster move PL2 (3/3-T) + +; [ Go Go Mr. Yamaguchi / Yuke Yuke Yamaguchi-kun ] +yamagchi:0:C30B:09:000:Infinite Time +yamagchi:0:C00C:06:000:Infinite Lives PL1 +yamagchi:0:C00D:06:000:Infinite Lives PL2 + +; [ Yamato (set 1) ] +yamato:0:6020:03:000:Infinite Lives PL1 +yamato:0:6021:03:000:Infinite Lives PL2 + +; [ Yamato (set 2) ] +yamato2:0:6020:03:000:Infinite Lives PL1 +yamato2:0:6021:03:000:Infinite Lives PL2 + +; [ Yam! Yam!? ] +yamyam:0:E906:09:000:Infinite Lives +yamyam:0:EB16:2F:000:Infinite Time +yamyam:0:EAE4:00:001:Finish this stage Now! +yamyam:0:E907:09:001:Get 9 stars Now! + +; [ Kaiketsu Yanchamaru (Japan) ] +yanchamr:0:E122:5A:000:Infinite Time +yanchamr:0:E200:09:000:Infinite Lives +yanchamr:0:E54A:08:000:Infinite POW +yanchamr:0:E21E:30:000:No Enemies +yanchamr:0:0000:00:999:[After you kill the End of ] +yanchamr:0:0000:00:999:[Level Guardian make sure ] +yanchamr:0:0000:00:999:[you turn OFF Invincibility ] +yanchamr:0:0000:00:999:[before picking up the ] +yanchamr:0:0000:00:999:[cracker. OR YOU WILL NOT ] +yanchamr:0:0000:00:999:[PROGRESS!! You can use F5. ] +yanchamr:0:E003:01:040:Invincibility +yanchamr:0:0000:00:999:[If you happen to fall down ] +yanchamr:0:0000:00:999:[a gap when you have ] +yanchamr:0:0000:00:999:[invincibilty enabled and ] +yanchamr:0:0000:00:999:[you can't recover it then ] +yanchamr:0:0000:00:999:[use the following cheat!! ] +yanchamr:0:E003:03:001:Start this Level Again! +yanchamr:0:0000:00:999:[You can use the Select ] +yanchamr:0:0000:00:999:[current level cheat to ] +yanchamr:0:0000:00:999:[choose the starting level, ] +yanchamr:0:0000:00:999:[just enable it on the press] +yanchamr:0:0000:00:999:[1 or 2 player button screen] +yanchamr:0:E202:07:071:Select current level +yanchamr:0:E202:07:061:Select next level + +; [ Yankee DO! ] +yankeedo:0:E1C5:18:040:Invincibility +yankeedo:0:E097:06:000:Infinite Lives PL1 +yankeedo:0:E0A1:21:000:MANY red monsters PL1 +yankeedo:0:E0A1:01:000:One red monster PL1 +yankeedo:0:E0A1:00:000:NO red monsters PL1 +yankeedo:0:E11C:06:000:Infinite Lives PL2 +yankeedo:0:E126:21:000:MANY red monsters PL2 +yankeedo:0:E126:01:000:One red monster PL2 +yankeedo:0:E126:00:000:NO red monsters PL2 + +; [ 10 Yard Fight ] +yard:0:E44A:30:004:Infinite Time +yard:0:E44A:60:001:Reset Timer (once) +yard:0:E432:00:000:Always 1st Down + +; [ Yie Ar Kung-Fu (set 1) ] +yiear:0:5430:09:000:Infinite Lives +yiear:0:508C:08:000:Infinite Energy 0 +yiear:0:508C:08:007:Infinite Energy 7 +yiear:0:508A:08:000:Infinite Energy (CPU) +yiear:0:508A:00:001:Finish level Now! +yiear:0:5431:00:000:Level 1 +yiear:0:5431:01:000:Level 2 +yiear:0:5431:02:000:Level 3 +yiear:0:5431:03:000:Level 4 +yiear:0:5431:04:000:Level 5 +yiear:0:5431:05:000:Level 6 +yiear:0:5431:06:000:Level 7 +yiear:0:5431:07:000:Level 8 +yiear:0:5431:08:000:Level 9 +yiear:0:5431:09:000:Level 10 +yiear:0:5431:0A:000:Level 11 + +; [ Yie Ar Kung-Fu (set 2) ] +yiear2:0:5430:09:000:Infinite Lives +yiear2:0:508C:08:000:Infinite Energy 0 +yiear2:0:508C:08:007:Infinite Energy 7 +yiear2:0:508A:08:000:Infinite Energy (CPU) +yiear2:0:508A:00:001:Finish level Now! +yiear2:0:5431:00:000:Level 1 +yiear2:0:5431:01:000:Level 2 +yiear2:0:5431:02:000:Level 3 +yiear2:0:5431:03:000:Level 4 +yiear2:0:5431:04:000:Level 5 +yiear2:0:5431:05:000:Level 6 +yiear2:0:5431:06:000:Level 7 +yiear2:0:5431:07:000:Level 8 +yiear2:0:5431:08:000:Level 9 +yiear2:0:5431:09:000:Level 10 +yiear2:0:5431:0A:000:Level 11 + +; [ Yokai Douchuuki (Japan old version) ] +yokaidko:0:50E1:10:000:Infinite Energy +yokaidko:0:477C:09:000:Infinite Money +yokaidko:0:40BA:04:000:Always have 4-shot +yokaidko:0:40CF:99:000:Always have Mega Shot + +; [ Yosaku To Donbee (bootleg) ] +yosakdon:0:202C:03:000:Infinite Lives + +; [ Yokai Douchuuki (Japan new version) ] +youkaidk:0:50E1:10:000:Infinite Energy +youkaidk:0:477C:09:000:Infinite Money +youkaidk:0:40BA:04:000:Always have 4-shot +youkaidk:0:40CF:99:000:Always have Mega Shot + +; [ Youma Ninpou Chou (Japan) ] +youma:0:E4E6:03:000:Infinite Lives +youma:0:E789:03:000:Infinite Energy + +; [ Zarzon ] +zarzon:0:0018:05:000:Infinite Lives +zarzon:0:00A2:C0:000:Invincibility + +; [ Zaxxon (set 1) ] +zaxxon:0:6067:03:000:Infinite Lives +zaxxon:0:62B1:7F:000:Infinite Fuel +zaxxon:0:6407:00:000:Invincibility + +; [ Zaxxon (set 2) ] +zaxxon2:0:6067:03:000:Infinite Lives +zaxxon2:0:62B1:7F:000:Infinite Fuel +zaxxon2:0:6407:00:000:Invincibility + +; [ Jackson ] +zaxxonb:0:6067:03:000:Infinite Lives +zaxxonb:0:62B1:7F:000:Infinite Fuel +zaxxonb:0:6407:00:000:Invincibility + +; [ Zed Blade / Operation Ragnarok ] +zedblade:0:109024:09:000:Infinite Select Time +zedblade:0:109021:07:061:Select next level +zedblade:0:109021:07:001:Goto End Sequence next +zedblade:0:100229:05:000:Infinite Lives PL1 +zedblade:0:10022F:03:000:Infinite Bombs PL1 +zedblade:0:10021D:01:000:Enable HyperBomb PL1 +zedblade:0:100261:03:000:Max Shot PL1 +zedblade:0:100265:01:000:Max Missile PL1 +zedblade:0:100269:03:000:Max Rear Shot PL1 +zedblade:0:10023E:01:000:Invincibility PL1 +zedblade:0:100219:00:001:Get low speed ship Now! PL1 +zedblade:0:100219:01:001:Get med. speed ship Now! PL1 +zedblade:0:100219:02:001:Get fast speed ship Now! PL1 +zedblade:0:100263:00:000:Always have 3-way shot PL1 +zedblade:0:100263:01:000:Always have wave shot PL1 +zedblade:0:100263:02:000:Always have vertical shot PL1 +zedblade:0:100267:00:000:Always have homing missilePL1 +zedblade:0:100267:01:000:Always have A.A missile PL1 +zedblade:0:100267:02:000:Always have A.S. missile PL1 +zedblade:0:10026B:00:000:Always have 2way rear firePL1 +zedblade:0:10026B:01:000:Always have wave rear firePL1 +zedblade:0:10026B:02:000:Always have twin rear firePL1 +zedblade:0:100263:00:001:Get 3-way shot Now! PL1 +zedblade:0:100263:01:001:Get wave shot Now! PL1 +zedblade:0:100263:02:001:Get vertical shot Now! PL1 +zedblade:0:100267:00:001:Get homing missile Now! PL1 +zedblade:0:100267:01:001:Get A.S. missile Now! PL1 +zedblade:0:100267:02:001:Get A.A. missile Now! PL1 +zedblade:0:10026B:00:001:Get 2way rear fire Now! PL1 +zedblade:0:10026B:01:001:Get wave rear fire Now! PL1 +zedblade:0:10026B:02:001:Get twin rear fire Now! PL1 +zedblade:0:100029:05:000:Infinite Lives PL2 +zedblade:0:10002F:03:000:Infinite Bombs PL2 +zedblade:0:10001D:01:000:Enable HyperBomb PL2 +zedblade:0:100061:03:000:Max Shot PL2 +zedblade:0:100065:03:000:Max Missile PL2 +zedblade:0:100069:03:000:Max Rear Shot PL2 +zedblade:0:10003E:01:000:Invincibility PL2 +zedblade:0:100019:00:001:Get low speed ship Now! PL2 +zedblade:0:100019:01:001:Get med. speed ship Now! PL2 +zedblade:0:100019:02:001:Get fast speed ship Now! PL2 +zedblade:0:100063:00:000:Always have 3-way shot PL2 +zedblade:0:100063:01:000:Always have wave shot PL2 +zedblade:0:100063:02:000:Always have vertical shot PL2 +zedblade:0:100067:00:000:Always have homing missilePL2 +zedblade:0:100067:01:000:Always have A.S. missile PL2 +zedblade:0:100067:02:000:Always have A.A. missile PL2 +zedblade:0:10006B:00:000:Always have 2way rear firePL2 +zedblade:0:10006B:01:000:Always have wave rear firePL2 +zedblade:0:10006B:02:000:Always have twin rear firePL2 +zedblade:0:100063:00:001:Get 3-way shot Now! PL2 +zedblade:0:100063:01:001:Get wave shot Now! PL2 +zedblade:0:100063:02:001:Get vertical shot Now! PL2 +zedblade:0:100067:00:001:Get homing missile Now! PL2 +zedblade:0:100067:01:001:Get A.S. missile Now! PL2 +zedblade:0:100067:02:001:Get A.A. missile Now! PL2 +zedblade:0:10006B:00:001:Get 2way rear fire Now! PL2 +zedblade:0:10006B:01:001:Get wave rear fire Now! PL2 +zedblade:0:10006B:02:001:Get twin rear fire Now! PL2 + +; [ Zektor ] +zektor:0:CD31:0A:000:Infinite Lives PL1 +zektor:0:CD32:0A:000:Infinite Lives PL2 + +; [ Zero Wing ] +zerowing:0:0818B3:63:000:Infinite Lives +zerowing:0:080F51:03:000:Always have Maximum power:Get the twin ships first +zerowing:0:080007:30:000:Always have Maximum speed +zerowing:0:080029:00:000:Always have Normal weapon +zerowing:0:080029:01:000:Always have Laser +zerowing:0:080029:02:000:Always have Missiles +zerowing:0:080029:00:001:Get Normal weapon Now! +zerowing:0:080029:01:001:Get Laser Now! +zerowing:0:080029:02:001:Get Missiles Now! + +; [ Zero Zone ] +zerozone:0:0C0967:09:000:Infinite Helps PL1 +zerozone:0:0C1083:09:000:Infinite Helps PL2 + +; [ Zig Zag (Galaxian hardware, set 1) ] +zigzag:0:4085:07:000:Infinite Lives PL1 +zigzag:0:4185:07:000:Infinite Lives PL2 +zigzag:0:4083:99:001:Go to Level 99 Next +zigzag:0:4083:99:065:Select next level PL1 + +; [ Zig Zag (Galaxian hardware, set 2) ] +zigzag2:0:4085:07:000:Infinite Lives PL1 +zigzag2:0:4185:07:000:Infinite Lives PL2 +zigzag2:0:4083:99:001:Go to Level 99 Next +zigzag2:0:4083:99:065:Select next level PL1 + +; [ Zoar ] +zoar:0:02D5:08:000:Infinite Lives PL1 +zoar:0:02D6:08:000:Infinite Lives PL2 + +; [ Zodiack ] +zodiack:0:5824:09:000:Infinite Lives PL1 +zodiack:0:5825:09:000:Infinite Lives PL2 +zodiack:0:5890:00:000:Invincibility + +; [ Zoo Keeper (set 1) ] +zookeep:0:04A0:03:000:Infinite Lives (1/2) +zookeep:0:04C9:03:500:Infinite Lives (2/2) +zookeep:0:04F9:00:000:Stop Coconuts +zookeep:0:04A8:04:000:Jump 4 Animals Every Time +zookeep:0:04AB:01:000:Dying Ends Level +zookeep:0:049B:7F:000:Invincibility +zookeep:0:0000:00:999:[These round select cheats ] +zookeep:0:0000:00:999:[have two numbers, the first] +zookeep:0:0000:00:999:[one is the round you go to ] +zookeep:0:0000:00:999:[if you enable the cheat on ] +zookeep:0:0000:00:999:[the directions screen (it ] +zookeep:0:0000:00:999:[Does NOT work on the title ] +zookeep:0:0000:00:999:[screen and the second one ] +zookeep:0:0000:00:999:[is the round you go to if ] +zookeep:0:0000:00:999:[you complete the round you ] +zookeep:0:0000:00:999:[are on. ] +zookeep:0:04C6:02:001:Go to Round 2/3 Next (1/3) +zookeep:0:04C2:02:501:Go to Round 2/3 Next (2/3) +zookeep:0:04B5:01:501:Go to Round 2/3 Next (3/3) +zookeep:0:04C6:02:001:Go to Round 3/4 Next (1/3) +zookeep:0:04C2:02:501:Go to Round 3/4 Next (2/3) +zookeep:0:04B5:02:501:Go to Round 3/4 Next (3/3) +zookeep:0:04C6:06:001:Go to Round 4/5 Next (1/3) +zookeep:0:04C2:06:501:Go to Round 4/5 Next (2/3) +zookeep:0:04B5:03:501:Go to Round 4/5 Next (3/3) +zookeep:0:04C6:06:001:Go to Round 5/6 Next (1/3) +zookeep:0:04C2:06:501:Go to Round 5/6 Next (2/3) +zookeep:0:04B5:04:501:Go to Round 5/6 Next (3/3) +zookeep:0:04C6:0A:001:Go to Round 6/7 Next (1/3) +zookeep:0:04C2:0A:501:Go to Round 6/7 Next (2/3) +zookeep:0:04B5:05:501:Go to Round 6/7 Next (3/3) +zookeep:0:04C6:0A:001:Go to Round 7/8 Next (1/3) +zookeep:0:04C2:0A:501:Go to Round 7/8 Next (2/3) +zookeep:0:04B5:06:501:Go to Round 7/8 Next (3/3) +zookeep:0:04C6:0E:001:Go to Round 8/9 Next (1/3) +zookeep:0:04C2:0E:501:Go to Round 8/9 Next (2/3) +zookeep:0:04B5:07:501:Go to Round 8/9 Next (3/3) + +; [ Zoo Keeper (set 2) ] +zookeep2:0:04A0:03:000:Infinite Lives (1/2) +zookeep2:0:04C9:03:500:Infinite Lives (2/2) +zookeep2:0:04F9:00:000:Stop Coconuts +zookeep2:0:04A8:04:000:Jump 4 Animals Every Time +zookeep2:0:04AB:01:000:Dying Ends Level +zookeep2:0:049B:7F:000:Invincibility +zookeep2:0:0000:00:999:[These round select cheats ] +zookeep2:0:0000:00:999:[have two numbers, the first] +zookeep2:0:0000:00:999:[one is the round you go to ] +zookeep2:0:0000:00:999:[if you enable the cheat on ] +zookeep2:0:0000:00:999:[the directions screen (it ] +zookeep2:0:0000:00:999:[Does NOT work on the title ] +zookeep2:0:0000:00:999:[screen and the second one ] +zookeep2:0:0000:00:999:[is the round you go to if ] +zookeep2:0:0000:00:999:[you complete the round you ] +zookeep2:0:0000:00:999:[are on. ] +zookeep2:0:04C6:02:001:Go to Round 2/3 Next (1/3) +zookeep2:0:04C2:02:501:Go to Round 2/3 Next (2/3) +zookeep2:0:04B5:01:501:Go to Round 2/3 Next (3/3) +zookeep2:0:04C6:02:001:Go to Round 3/4 Next (1/3) +zookeep2:0:04C2:02:501:Go to Round 3/4 Next (2/3) +zookeep2:0:04B5:02:501:Go to Round 3/4 Next (3/3) +zookeep2:0:04C6:06:001:Go to Round 4/5 Next (1/3) +zookeep2:0:04C2:06:501:Go to Round 4/5 Next (2/3) +zookeep2:0:04B5:03:501:Go to Round 4/5 Next (3/3) +zookeep2:0:04C6:06:001:Go to Round 5/6 Next (1/3) +zookeep2:0:04C2:06:501:Go to Round 5/6 Next (2/3) +zookeep2:0:04B5:04:501:Go to Round 5/6 Next (3/3) +zookeep2:0:04C6:0A:001:Go to Round 6/7 Next (1/3) +zookeep2:0:04C2:0A:501:Go to Round 6/7 Next (2/3) +zookeep2:0:04B5:05:501:Go to Round 6/7 Next (3/3) +zookeep2:0:04C6:0A:001:Go to Round 7/8 Next (1/3) +zookeep2:0:04C2:0A:501:Go to Round 7/8 Next (2/3) +zookeep2:0:04B5:06:501:Go to Round 7/8 Next (3/3) +zookeep2:0:04C6:0E:001:Go to Round 8/9 Next (1/3) +zookeep2:0:04C2:0E:501:Go to Round 8/9 Next (2/3) +zookeep2:0:04B5:07:501:Go to Round 8/9 Next (3/3) + +; [ Zoo Keeper (set 3) ] +zookeep3:0:04A0:03:000:Infinite Lives (1/2) +zookeep3:0:04C9:03:500:Infinite Lives (2/2) +zookeep3:0:04F9:00:000:Stop Coconuts +zookeep3:0:04A8:04:000:Jump 4 Animals Every Time +zookeep3:0:04AB:01:000:Dying Ends Level +zookeep3:0:049B:7F:000:Invincibility +zookeep3:0:0000:00:999:[These round select cheats ] +zookeep3:0:0000:00:999:[have two numbers, the first] +zookeep3:0:0000:00:999:[one is the round you go to ] +zookeep3:0:0000:00:999:[if you enable the cheat on ] +zookeep3:0:0000:00:999:[the directions screen (it ] +zookeep3:0:0000:00:999:[Does NOT work on the title ] +zookeep3:0:0000:00:999:[screen and the second one ] +zookeep3:0:0000:00:999:[is the round you go to if ] +zookeep3:0:0000:00:999:[you complete the round you ] +zookeep3:0:0000:00:999:[are on. ] +zookeep3:0:04C6:02:001:Go to Round 2/3 Next (1/3) +zookeep3:0:04C2:02:501:Go to Round 2/3 Next (2/3) +zookeep3:0:04B5:01:501:Go to Round 2/3 Next (3/3) +zookeep3:0:04C6:02:001:Go to Round 3/4 Next (1/3) +zookeep3:0:04C2:02:501:Go to Round 3/4 Next (2/3) +zookeep3:0:04B5:02:501:Go to Round 3/4 Next (3/3) +zookeep3:0:04C6:06:001:Go to Round 4/5 Next (1/3) +zookeep3:0:04C2:06:501:Go to Round 4/5 Next (2/3) +zookeep3:0:04B5:03:501:Go to Round 4/5 Next (3/3) +zookeep3:0:04C6:06:001:Go to Round 5/6 Next (1/3) +zookeep3:0:04C2:06:501:Go to Round 5/6 Next (2/3) +zookeep3:0:04B5:04:501:Go to Round 5/6 Next (3/3) +zookeep3:0:04C6:0A:001:Go to Round 6/7 Next (1/3) +zookeep3:0:04C2:0A:501:Go to Round 6/7 Next (2/3) +zookeep3:0:04B5:05:501:Go to Round 6/7 Next (3/3) +zookeep3:0:04C6:0A:001:Go to Round 7/8 Next (1/3) +zookeep3:0:04C2:0A:501:Go to Round 7/8 Next (2/3) +zookeep3:0:04B5:06:501:Go to Round 7/8 Next (3/3) +zookeep3:0:04C6:0E:001:Go to Round 8/9 Next (1/3) +zookeep3:0:04C2:0E:501:Go to Round 8/9 Next (2/3) +zookeep3:0:04B5:07:501:Go to Round 8/9 Next (3/3) + +; [ Zwackery ] +zwackery:0:0801B5:0F:000:Infinite Energy + +; [ Zzyzzyxx (set 2) ] +zzyzzyx2:0:460E:05:000:Infinite Lives + +; [ Zzyzzyxx (set 1) ] +zzyzzyxx:0:460E:05:000:Infinite Lives + +;****************************************************************************** +;* * +;* Main Cheats - Base Reference of MAME 0.36 Final * +;* ONLY CHEATS FOR GAMES IN THE *RELEASED* MAME 0.36 FINAL BINARY GO HERE * +;* END OF MAME 0.36 FINAL CHEATS * +;* * +;****************************************************************************** + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES ADDED IN THE *RELEASED MAME 0.37 BETA 1 GO HERE * +;* START OF MAME 0.37 BETA 1 CHEATS * +;* * +;****************************************************************************** + +; [ Air Duel (Japan) ] +airduel:0:A2391:09:000:Infinite Lives PL1 +airduel:0:A2374:12:000:Invincibility (flickers) PL1 +airduel:0:A23E5:09:000:Infinite Lives PL2 +airduel:0:A23F1:F0:000:Invincibility (flickers) PL2 + +; [ Arbalester ] +arbalest:0:F0198D:0A:000:Infinite Lives PL1 +arbalest:0:F01998:12:000:Invincibility PL1 +arbalest:0:F019E1:0A:000:Infinite Lives PL2 +arbalest:0:F019EC:1D:000:Invincibility PL2 + +; [ Crazy Blocks ] +crazyblk:0:A006:09:000:Infinite Credits +crazyblk:0:A071:09:000:Infinite Lives + +; [ DownTown ] +downtown:0:FFEF06:99:000:Infinite Time +downtown:0:FFEFA7:09:000:Infinite Lives PL1 +downtown:0:FFEFB2:08:000:Infinite Energy PL1 +downtown:0:FFEFAF:1E:000:Invincibility (flickers) PL1 +downtown:0:FFEFE7:09:000:Infinite Lives PL2 +downtown:0:FFEFF2:08:000:Infinite Energy PL2 +downtown:0:FFEFEF:1E:000:Invincibility (flickers) PL2 + +; [ Dyger (set 2) ] +dygera:0:C110:14:000:Infinite Lives +dygera:0:C012:2E:000:Infinite Ammo +dygera:0:C100:01:000:Invincibility + +; [ Funky Fish ] +fnkyfish:0:E06B:05:000:Infinite Lives PL1 +fnkyfish:0:E06C:05:000:Infinite Lives PL2 +fnkyfish:0:E0E3:3E:000:Infinite Fuel + +; [ Karate Blazers (US) ] +karatblu:0:0C5E0D:B9:000:Infinite Time + +; [ Karate Blazers (World?) ] +karatblz:0:0C5E0D:B9:000:Infinite Time + +; [ Meta Fox ] +metafox:0:F015A9:0A:000:Infinite Lives PL1 +metafox:0:F015A6:09:000:Infinite Bombs PL1 +metafox:0:F015A4:14:000:Maximum Shot Power PL1 +metafox:0:F015A4:14:071:Select Current Shot Power PL1 +metafox:0:F015AA:05:000:Maximum "S" PL1 +metafox:0:F015A7:01:000:Auto Shot PL1 +metafox:0:F01572:82:000:Invincibility PL1 +metafox:0:F015A5:00:000:Always have F4V-1D CORSAIR PL1 +metafox:0:F0158E:03:500:Always have F4V-1D CORSAIR PL1 +metafox:0:F0158F:03:500:Always have F4V-1D CORSAIR PL1 +metafox:0:F015A5:01:000:Always have F-86F SABRE PL1 +metafox:0:F0158E:05:500:Always have F-86F SABRE PL1 +metafox:0:F0158F:05:500:Always have F-86F SABRE PL1 +metafox:0:F015A5:02:000:Always have F.A-18A HORNET PL1 +metafox:0:F0158E:06:500:Always have F.A-18A HORNET PL1 +metafox:0:F0158F:06:500:Always have F.A-18A HORNET PL1 +metafox:0:F015A5:00:001:Get F4V-1D CORSAIR Now! PL1 +metafox:0:F0158E:03:501:Get F4V-1D CORSAIR Now! PL1 +metafox:0:F0158F:03:501:Get F4V-1D CORSAIR Now! PL1 +metafox:0:F015A5:01:001:Get F-86F SABRE Now! PL1 +metafox:0:F0158E:05:501:Get F-86F SABRE Now! PL1 +metafox:0:F0158F:05:501:Get F-86F SABRE Now! PL1 +metafox:0:F015A5:02:001:Get F.A-18A HORNET Now! PL1 +metafox:0:F0158E:06:501:Get F.A-18A HORNET Now! PL1 +metafox:0:F0158F:06:501:Get F.A-18A HORNET Now! PL1 +metafox:0:F0158E:0F:071:Select Current X Move Speed PL1 +metafox:0:F0158F:0F:071:Select Current Y Move Speed PL1 +metafox:0:F01605:0A:000:Infinite Lives PL2 +metafox:0:F01602:09:000:Infinite Bombs PL2 +metafox:0:F01600:14:000:Maximum Shot Power PL2 +metafox:0:F01600:14:071:Select Current Shot Power PL2 +metafox:0:F01606:05:000:Maximum "S" PL2 +metafox:0:F01603:01:000:Auto Shot PL2 +metafox:0:F015CE:82:000:Invincibility PL2 +metafox:0:F01601:00:000:Always have F4V-1D CORSAIR PL2 +metafox:0:F015EA:03:500:Always have F4V-1D CORSAIR PL2 +metafox:0:F015EB:03:500:Always have F4V-1D CORSAIR PL2 +metafox:0:F01601:01:000:Always have F-86F SABRE PL2 +metafox:0:F015EA:05:500:Always have F-86F SABRE PL2 +metafox:0:F015EB:05:500:Always have F-86F SABRE PL2 +metafox:0:F01601:02:000:Always have F.A-18A HORNET PL2 +metafox:0:F015EA:06:500:Always have F.A-18A HORNET PL2 +metafox:0:F015EB:06:500:Always have F.A-18A HORNET PL2 +metafox:0:F01601:00:001:Get F4V-1D CORSAIR Now! PL2 +metafox:0:F015EA:03:501:Get F4V-1D CORSAIR Now! PL2 +metafox:0:F015EB:03:501:Get F4V-1D CORSAIR Now! PL2 +metafox:0:F01601:01:001:Get F-86F SABRE Now! PL2 +metafox:0:F015EA:05:501:Get F-86F SABRE Now! PL2 +metafox:0:F015EB:05:501:Get F-86F SABRE Now! PL2 +metafox:0:F01601:02:001:Get F.A-18A HORNET Now! PL2 +metafox:0:F015EA:06:501:Get F.A-18A HORNET Now! PL2 +metafox:0:F015EB:06:501:Get F.A-18A HORNET Now! PL2 +metafox:0:F015EA:0F:071:Select Current X Move Speed PL2 +metafox:0:F015EB:0F:071:Select Current Y Move Speed PL2 +metafox:0:F0131B:00:000:Start on Round 1:Turn off this cheat when you have started the level!! +metafox:0:F0131B:01:000:Start on Round 2:Turn off this cheat when you have started the level!! +metafox:0:F0131B:02:000:Start on Round 3:Turn off this cheat when you have started the level!! +metafox:0:F0131B:03:000:Start on Round 4:Turn off this cheat when you have started the level!! +metafox:0:F0131B:04:000:Start on Round 5:Turn off this cheat when you have started the level!! +metafox:0:F0131B:05:000:Start on Round 6:Turn off this cheat when you have started the level!! +metafox:0:F0131B:06:000:Start on Round 7:Turn off this cheat when you have started the level!! +metafox:0:F0131B:07:000:Start on Round 8:Turn off this cheat when you have started the level!! + +; [ Mr. Jong (Japan) ] +mrjong:0:A006:09:000:Infinite Credits +mrjong:0:A071:09:000:Infinite Lives + +; [ Pound for Pound (World) ] +poundfor:0:E0023:00:000:Infinite Round Time +poundfor:0:E0023:B4:001:Finish Round Now! +poundfor:0:E00F6:A0:000:Infinite Energy (Title Match) PL1 +poundfor:0:E00F6:70:000:Infinite Energy (Main Event) PL1 +poundfor:0:E00F6:00:001:Drain all Energy Now! PL1 +poundfor:0:E04B6:A0:000:Infinite Energy (Title Match) PL2 +poundfor:0:E04B6:70:000:Infinite Energy (Main Event) CP +poundfor:0:E04B6:00:001:Drain all Energy Now! PL2/CP + +; [ Pound for Pound (US) ] +poundfou:0:E0023:00:000:Infinite Round Time +poundfou:0:E0023:B4:001:Finish Round Now! +poundfou:0:E00F6:A0:000:Infinite Energy (Title Match) PL1 +poundfou:0:E00F6:70:000:Infinite Energy (Main Event) PL1 +poundfou:0:E00F6:00:001:Drain all Energy Now! PL1 +poundfou:0:E04B6:A0:000:Infinite Energy (Title Match) PL2 +poundfou:0:E04B6:70:000:Infinite Energy (Main Event) CP +poundfou:0:E04B6:00:001:Drain all Energy Now! PL2/CP + +; [ Ninja Ryukenden (Japan) ] +ryukendn:0:061E89:99:000:Infinite Time +ryukendn:0:061E8E:03:000:Infinite Lives PL1 +ryukendn:0:061EC3:09:000:Infinite Energy PL1 +ryukendn:0:061EBA:0A:000:Infinite Sword PL1 +ryukendn:0:061EB0:2C:000:Invincibility PL1 +ryukendn:0:061E8F:03:000:Infinite Lives PL2 +ryukendn:0:061F03:09:000:Infinite Energy PL2 +ryukendn:0:061EFA:0A:000:Infinite Sword PL2 +ryukendn:0:061EF1:2C:000:Invincibility PL2 + +; [ Rabbit Punch (US) ] +rpunch:0:0FC3D9:03:000:Infinite Lives PL1 +rpunch:0:0FC3D8:00:000:Infinite Energy PL1 +rpunch:0:0FC269:40:000:Infinite Missiles PL1 +rpunch:0:0FC26F:FF:000:Always use Ribbon Missiles PL1 +rpunch:0:0FC3DB:FF:500:Always use Ribbon Missiles PL1:First part for Missile states second part for graphical state +rpunch:0:0FC3C9:FF:000:Invincibility PL1 +rpunch:0:0FC3CA:FF:500:Invincibility (flicker off) PL1 +rpunch:0:0FC3F9:03:000:Infinite Lives PL2 +rpunch:0:0FC3F8:00:000:Infinite Energy PL2 +rpunch:0:0FC2A9:40:000:Infinite Missiles PL2 +rpunch:0:0FC2AF:FF:000:Always use Ribbon Missiles PL2 +rpunch:0:0FC3FB:FF:500:Always use Ribbon Missiles PL2:First part for Missile states second part for graphical state +rpunch:0:0FC3E9:FF:000:Invincibility PL2 +rpunch:0:0FC3EA:FF:500:Invincibility (flicker off) PL2 + +; [ Rabio Lepus (Japan) ] +rabiolep:0:0FC3D9:03:000:Infinite Lives PL1 +rabiolep:0:0FC3D8:00:000:Infinite Energy PL1 +rabiolep:0:0FC269:40:000:Infinite Missiles PL1 +rabiolep:0:0FC26F:FF:000:Always use Ribbon Missiles PL1 +rabiolep:0:0FC3DB:FF:500:Always use Ribbon Missiles PL1:First part for Missile states second part for graphical state +rabiolep:0:0FC3C9:FF:000:Invincibility PL1 +rabiolep:0:0FC3CA:FF:500:Invincibility (flicker off) PL1 +rabiolep:0:0FC3F9:03:000:Infinite Lives PL2 +rabiolep:0:0FC3F8:00:000:Infinite Energy PL2 +rabiolep:0:0FC2A9:40:000:Infinite Missiles PL2 +rabiolep:0:0FC2AF:FF:000:Always use Ribbon Missiles PL2 +rabiolep:0:0FC3FB:FF:500:Always use Ribbon Missiles PL2:First part for Missile states second part for graphical state +rabiolep:0:0FC3E9:FF:000:Invincibility PL2 +rabiolep:0:0FC3EA:FF:500:Invincibility (flicker off) PL2 + +; [ R-Type (Japan prototype) ] +rtypepj:0:42F2E:0A:000:Infinite Lives PL1 +rtypepj:0:42F36:0A:000:Infinite Lives PL2 +rtypepj:0:4003A:01:000:Always have Max Beam +rtypepj:0:4003D:80:500:Always have Max Beam +rtypepj:0:42FC1:01:000:Invincibility "ON" +rtypepj:0:42FC1:00:001:Invincibility "OFF" +rtypepj:0:4003E:01:000:Always Orb Shot +rtypepj:0:4003E:02:000:Always Orb Shot + Laser +rtypepj:0:4003E:03:000:Always S. Orb Shot + ZigZag +rtypepj:0:4003E:01:001:Get Orb Shot Now! +rtypepj:0:4003E:02:001:Get Orb Shot + Laser Now! +rtypepj:0:4003E:03:001:Get S. Orb Shot + ZigZag Now! + +; [ Spinal Breakers (Japan) ] +spinlbrj:0:FF8F87:63:000:Infinite Credits +spinlbrj:0:FF971B:3B:000:Infinite Time +spinlbrj:0:FFA4C7:C8:000:Infinite Energy PL1 +spinlbrj:0:FFA4C9:03:000:Infinite Bombs PL1 +spinlbrj:0:FFA4D5:0F:000:Infinite Ammo PL1 +spinlbrj:0:FFA4E9:50:000:Normal PL1 +spinlbrj:0:FF86F0:00:500:Normal PL1 +spinlbrj:0:FFA4E9:56:000:Drum PL1 +spinlbrj:0:FF86F0:00:500:Drum PL1 +spinlbrj:0:FFA4E9:5C:000:Green [M] PL1 +spinlbrj:0:FF86F0:11:500:Green [M] PL1 +spinlbrj:0:FFA4E9:62:000:Red [P] PL1 +spinlbrj:0:FF86F0:11:500:Red [P] PL1 +spinlbrj:0:FFA4E9:68:000:Blue [PM] PL1 +spinlbrj:0:FF86F0:11:500:Blue [PM] PL1 +spinlbrj:0:FFA4F9:C8:000:Infinite Energy PL2 +spinlbrj:0:FFA4FB:03:000:Infinite Bombs PL2 +spinlbrj:0:FFA507:0F:000:Infinite Ammo PL2 +spinlbrj:0:FFA51B:50:000:Normal PL2 +spinlbrj:0:FF86E8:00:500:Normal PL2 +spinlbrj:0:FFA51B:56:000:Drum PL2 +spinlbrj:0:FF86E8:00:500:Drum PL2 +spinlbrj:0:FFA51B:5C:000:Green [M] PL2 +spinlbrj:0:FF86E8:11:500:Green [M] PL2 +spinlbrj:0:FFA51B:62:000:Red [P] PL2 +spinlbrj:0:FF86E8:11:500:Red [P] PL2 +spinlbrj:0:FFA51B:68:000:Blue [PM] PL2 +spinlbrj:0:FF86E8:11:500:Blue [PM] PL2 + +; [ Spinal Breakers (US) ] +spinlbrk:0:FF8F87:63:000:Infinite Credits +spinlbrk:0:FF971B:3B:000:Infinite Time +spinlbrk:0:FFA4C7:C8:000:Infinite Energy PL1 +spinlbrk:0:FFA4C9:03:000:Infinite Bombs PL1 +spinlbrk:0:FFA4D5:0F:000:Infinite Ammo PL1 +spinlbrk:0:FFA4E9:50:000:Normal PL1 +spinlbrk:0:FF86F0:00:500:Normal PL1 +spinlbrk:0:FFA4E9:56:000:Drum PL1 +spinlbrk:0:FF86F0:00:500:Drum PL1 +spinlbrk:0:FFA4E9:5C:000:Green [M] PL1 +spinlbrk:0:FF86F0:11:500:Green [M] PL1 +spinlbrk:0:FFA4E9:62:000:Red [P] PL1 +spinlbrk:0:FF86F0:11:500:Red [P] PL1 +spinlbrk:0:FFA4E9:68:000:Blue [PM] PL1 +spinlbrk:0:FF86F0:11:500:Blue [PM] PL1 +spinlbrk:0:FFA4F9:C8:000:Infinite Energy PL2 +spinlbrk:0:FFA4FB:03:000:Infinite Bombs PL2 +spinlbrk:0:FFA507:0F:000:Infinite Ammo PL2 +spinlbrk:0:FFA51B:50:000:Normal PL2 +spinlbrk:0:FF86E8:00:500:Normal PL2 +spinlbrk:0:FFA51B:56:000:Drum PL2 +spinlbrk:0:FF86E8:00:500:Drum PL2 +spinlbrk:0:FFA51B:5C:000:Green [M] PL2 +spinlbrk:0:FF86E8:11:500:Green [M] PL2 +spinlbrk:0:FFA51B:62:000:Red [P] PL2 +spinlbrk:0:FF86E8:11:500:Red [P] PL2 +spinlbrk:0:FFA51B:68:000:Blue [PM] PL2 +spinlbrk:0:FF86E8:11:500:Blue [PM] PL2 + +; [ Spy Hunter 2 (rev 1) ] +spyhnt2a:0:0601A0:00:000:Invincibility PL1 + +; [ Super Volleyball (Japan) ] +svolley:0:0604EE:09:000:Infinite Serve Time +svolley:0:0604F4:09:000:Infinite Set Time +svolley:0:0604EC:00:001:Finish Set Now! (1/3) +svolley:0:0604F3:00:501:Finish Set Now! (2/3) +svolley:0:0604F4:00:501:Finish Set Now! (3/3) +svolley:0:060377:00:001:Set score = 0 PL1 (1/2) +svolley:0:060379:00:501:Set score = 0 PL1 (2/2) +svolley:0:060377:01:001:Set score = 15 PL1 (1/2) +svolley:0:060379:05:501:Set score = 15 PL1 (2/2) +svolley:0:060377:00:000:Score always = 0 PL1 (1/2) +svolley:0:060379:00:500:Score always = 0 PL1 (2/2) +svolley:0:060377:01:000:Score always = 15 PL1 (1/2) +svolley:0:060379:05:500:Score always = 15 PL1 (2/2) +svolley:0:06037D:00:001:Set score = 0 PL2 (1/2) +svolley:0:06037F:00:501:Set score = 0 PL2 (2/2) +svolley:0:06037D:01:001:Set score = 15 PL2 (1/2) +svolley:0:06037F:05:501:Set score = 15 PL2 (2/2) +svolley:0:06037D:00:000:Score always = 0 PL2 (1/2) +svolley:0:06037F:00:500:Score always = 0 PL2 (2/2) +svolley:0:06037D:01:000:Score always = 15 PL2 (1/2) +svolley:0:06037F:05:500:Score always = 15 PL2 (2/2) + +; [ Super Volleyball (Korea) ] +svolleyk:0:0604EE:09:000:Infinite Serve Time +svolleyk:0:0604F4:09:000:Infinite Set Time +svolleyk:0:0604EC:00:001:Finish Set Now! (1/3) +svolleyk:0:0604F3:00:501:Finish Set Now! (2/3) +svolleyk:0:0604F4:00:501:Finish Set Now! (3/3) +svolleyk:0:060377:00:001:Set score = 0 PL1 (1/2) +svolleyk:0:060379:00:501:Set score = 0 PL1 (2/2) +svolleyk:0:060377:01:001:Set score = 15 PL1 (1/2) +svolleyk:0:060379:05:501:Set score = 15 PL1 (2/2) +svolleyk:0:060377:00:000:Score always = 0 PL1 (1/2) +svolleyk:0:060379:00:500:Score always = 0 PL1 (2/2) +svolleyk:0:060377:01:000:Score always = 15 PL1 (1/2) +svolleyk:0:060379:05:500:Score always = 15 PL1 (2/2) +svolleyk:0:06037D:00:001:Set score = 0 PL2 (1/2) +svolleyk:0:06037F:00:501:Set score = 0 PL2 (2/2) +svolleyk:0:06037D:01:001:Set score = 15 PL2 (1/2) +svolleyk:0:06037F:05:501:Set score = 15 PL2 (2/2) +svolleyk:0:06037D:00:000:Score always = 0 PL2 (1/2) +svolleyk:0:06037F:00:500:Score always = 0 PL2 (2/2) +svolleyk:0:06037D:01:000:Score always = 15 PL2 (1/2) +svolleyk:0:06037F:05:500:Score always = 15 PL2 (2/2) + +; [ Twin Eagle (Japan) ] +twineagl:0:FFD6D7:01:000:Never any Enemy +twineagl:0:FFD639:09:000:Infinite Lives PL1 +twineagl:0:FFD685:09:000:Infinite Bombs PL1 +twineagl:0:FFFC0F:FF:000:Infinite Ammo PL1 +twineagl:0:FFD679:07:000:Maximum shot Power PL1 +twineagl:0:FFD681:04:000:Maximum shot Range PL1 +twineagl:0:FFD68B:03:000:Maximum Speed PL1 +twineagl:0:FFD6BF:FF:000:Invincibility PL1 +twineagl:0:FFD63B:09:000:Infinite Lives PL2 +twineagl:0:FFD687:09:000:Infinite Bombs PL2 +twineagl:0:FFFC11:FF:000:Infinite Ammo PL2 +twineagl:0:FFD67B:07:000:Maximum Shot Power PL2 +twineagl:0:FFD683:04:000:Maximum Shot Range PL2 +twineagl:0:FFD6C1:FF:000:Invincibility PL2 + +; [ U.S. Classic ] +usclssic:0:FF0F13:08:000:Infinite Credits +usclssic:0:FFC94B:01:000:Infinite Strokes + +; [ War of Aero - Project MEIOU ] +wrofaero:0:30081F:0A:000:Infinite Lives PL1 +wrofaero:0:300831:64:000:Invincibility PL1 +wrofaero:0:300867:0A:000:Infinite Lives PL2 +wrofaero:0:300879:58:000:Invincibility PL2 + +; [ Zing Zing Zip ] +zingzip:0:2004F9:0A:000:Infinite Lives PL1 +zingzip:0:2004FB:09:000:Infinite Bombs PL1 +zingzip:0:2004C2:01:000:Invincibility PL1 +zingzip:0:2004D5:04:000:Maximum Shot Power PL1 +zingzip:0:2004DF:00:000:Always have Normal Shot PL1 +zingzip:0:2004DF:01:000:Always have Fire Shot PL1 +zingzip:0:2004DF:02:000:Always have Laser Shot PL1 +zingzip:0:2004DF:00:001:Get Normal Shot Now! PL1 +zingzip:0:2004DF:01:001:Get Fire Shot Now! PL1 +zingzip:0:2004DF:02:001:Get Laser Shot Now! PL1 +zingzip:0:2004D7:02:000:Maximum Missile Power PL1 +zingzip:0:2004E1:02:000:Always have Normal Missile PL1 +zingzip:0:2004E1:01:000:Always have Homing Missile PL1 +zingzip:0:2004E1:03:000:Always have X way Missile PL1 +zingzip:0:2004E1:02:001:Get Normal Missile Now! PL1 +zingzip:0:2004E1:01:001:Get Homing Missile Now! PL1 +zingzip:0:2004E1:03:001:Get X way Missile Now! PL1 +zingzip:0:20055D:0A:000:Infinite Lives PL2 +zingzip:0:20055F:09:000:Infinite Bombs PL2 +zingzip:0:200526:01:000:Invincibility PL2 +zingzip:0:200539:04:000:Maximum Shot Power PL2 +zingzip:0:200543:00:000:Always have Normal Shot PL2 +zingzip:0:200543:01:000:Always have Fire Shot PL2 +zingzip:0:200543:02:000:Always have Laser Shot PL2 +zingzip:0:200543:00:001:Get Normal Shot Now! PL2 +zingzip:0:200543:01:001:Get Fire Shot Now! PL2 +zingzip:0:200543:02:001:Get Laser Shot Now! PL2 +zingzip:0:20053B:02:000:Maximum Missile Power PL2 +zingzip:0:200545:02:000:Always have Normal Missile PL2 +zingzip:0:200545:01:000:Always have Homing Missile PL2 +zingzip:0:200545:03:000:Always have X way Missile PL2 +zingzip:0:200545:02:001:Get Normal Missile Now! PL2 +zingzip:0:200545:01:001:Get Homing Missile Now! PL2 +zingzip:0:200545:03:001:Get X way Missile Now! PL2 +zingzip:0:2028C7:01:000:Start on Round 1:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:02:000:Start on Round 2:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:03:000:Start on Round 3:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:04:000:Start on Round 4:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:05:000:Start on Round 5:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:06:000:Start on Round 6:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:07:000:Start on Round 7:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:08:000:Start on Boss 1:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:09:000:Start on Boss 2:Turn off this cheat when you have started the level!! +zingzip:0:2028C7:0A:000:Start on Boss 3:Turn off this cheat when you have started the level!! + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES ADDED IN THE *RELEASED MAME 0.37 BETA 1 GO HERE * +;* END OF MAME 0.37 BETA 1 CHEATS * +;* * +;****************************************************************************** + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES ADDED IN THE *RELEASED MAME 0.37 BETA 2 GO HERE * +;* START OF MAME 0.37 BETA 2 CHEATS * +;* * +;****************************************************************************** + +; [ 800 Fathoms ] +800fath:0:4108:05:000:Infinite Lives +800fath:0:4105:FF:000:Infinite Fuel +800fath:0:0000:00:999:[Use the invincibility with ] +800fath:0:0000:00:999:[a lot of caution and only ] +800fath:0:0000:00:999:[activate during play!! ] +800fath:0:4115:00:000:Buggy Invincibility +800fath:0:4380:01:500:Buggy Invincibility +800fath:0:4382:01:500:Buggy Invincibility +800fath:0:0000:00:999:[Level 6 = Base ] +800fath:0:411E:05:071:Select current level +800fath:0:411E:05:061:Select next level + +; [ Astro Blaster (version 2) ] +astrob2:0:CCEE:1A:000:Infinite Lives PL1 +astrob2:0:CCEF:1A:000:Infinite Lives PL2 +astrob2:0:CCDC:FF:000:Infinite Fuel +astrob2:0:CC7C:00:000:Invincibility +astrob2:0:CD4A:05:000:Laser never overheats +astrob2:0:CD4A:00:000:Anti-Firing Overheater +astrob2:0:CCF3:FF:000:Warp always available + +; [ Battle Rangers (World) ] +battlera:0:1F0009:99:000:Infinite Credits +battlera:0:1F0024:99:000:Infinite Time +battlera:0:1F0805:03:000:Infinite Energy PL1 +battlera:0:1F081A:99:000:Infinite Grenade PL1 +battlera:0:1F0819:99:000:Infinite Ammo PL1 +battlera:0:1F0817:00:000:Always Normal gun as Weapon-1 PL1 +battlera:0:1F0817:01:000:Always Bazooka as Weapon-1 PL1 +battlera:0:1F0817:02:000:Always Shot Gun as Weapon-1 PL1 +battlera:0:1F0818:03:000:Always Grenade as Weapon-2 PL1 +battlera:0:1F0818:04:000:Always Flamethrower as Weapon-2 PL1 +battlera:0:1F0818:05:000:Always FlushGrenade as Weapon-2 PL1 +battlera:0:1F0817:00:001:Get Normal gun as Weapon-1 Now!PL1 +battlera:0:1F0817:01:001:Get Bazooka as Weapon-1 Now! PL1 +battlera:0:1F0817:02:001:Get Shot Gun as Weapon-1 Now! PL1 +battlera:0:1F0818:03:001:Get Grenade as Weapon-2 Now! PL1 +battlera:0:1F0818:04:001:Get Flamethrower as Weapon-2Now!PL1 +battlera:0:1F0818:05:001:Get FlushGrenade as Weapon-2Now!PL1 +battlera:0:1F084D:03:000:Infinite Energy PL2 +battlera:0:1F0862:99:000:Infinite Grenade PL2 +battlera:0:1F0861:99:000:Infinite Ammo PL2 +battlera:0:1F085F:00:000:Always Normal gun as Weapon-1 PL2 +battlera:0:1F085F:01:000:Always Bazooka as Weapon-1 PL2 +battlera:0:1F085F:02:000:Always Shot Gun as Weapon-1 PL2 +battlera:0:1F0860:03:000:Always Grenade as Weapon-2 PL2 +battlera:0:1F0860:04:000:Always Flamethrower as Weapon-2 PL2 +battlera:0:1F0860:05:000:Always FlushGrenade as Weapon-2 PL2 +battlera:0:1F085F:00:001:Get Normal gun as Weapon-1 Now!PL2 +battlera:0:1F085F:01:001:Get Bazooka as Weapon-1 Now! PL2 +battlera:0:1F085F:02:001:Get Shot Gun as Weapon-1 Now! PL2 +battlera:0:1F0860:03:001:Get Grenade as Weapon-2 Now! PL2 +battlera:0:1F0860:04:001:Get Flamethrower as Weapon-2Now!PL2 +battlera:0:1F0860:05:001:Get FlushGrenade as Weapon-2Now!PL2 + +; [ Bloody Wolf (US) ] +bldwolf:0:1F0009:99:000:Infinite Credits +bldwolf:0:1F0024:99:000:Infinite Time +bldwolf:0:1F0805:03:000:Infinite Energy PL1 +bldwolf:0:1F081A:99:000:Infinite Grenade PL1 +bldwolf:0:1F0819:99:000:Infinite Ammo PL1 +bldwolf:0:1F0817:00:000:Always Normal gun as Weapon-1 PL1 +bldwolf:0:1F0817:01:000:Always Bazooka as Weapon-1 PL1 +bldwolf:0:1F0817:02:000:Always Shot Gun as Weapon-1 PL1 +bldwolf:0:1F0818:03:000:Always Grenade as Weapon-2 PL1 +bldwolf:0:1F0818:04:000:Always Flamethrower as Weapon-2 PL1 +bldwolf:0:1F0818:05:000:Always FlushGrenade as Weapon-2 PL1 +bldwolf:0:1F0817:00:001:Get Normal gun as Weapon-1 Now!PL1 +bldwolf:0:1F0817:01:001:Get Bazooka as Weapon-1 Now! PL1 +bldwolf:0:1F0817:02:001:Get Shot Gun as Weapon-1 Now! PL1 +bldwolf:0:1F0818:03:001:Get Grenade as Weapon-2 Now! PL1 +bldwolf:0:1F0818:04:001:Get Flamethrower as Weapon-2Now!PL1 +bldwolf:0:1F0818:05:001:Get FlushGrenade as Weapon-2Now!PL1 +bldwolf:0:1F084D:03:000:Infinite Energy PL2 +bldwolf:0:1F0862:99:000:Infinite Grenade PL2 +bldwolf:0:1F0861:99:000:Infinite Ammo PL2 +bldwolf:0:1F085F:00:000:Always Normal gun as Weapon-1 PL2 +bldwolf:0:1F085F:01:000:Always Bazooka as Weapon-1 PL2 +bldwolf:0:1F085F:02:000:Always Shot Gun as Weapon-1 PL2 +bldwolf:0:1F0860:03:000:Always Grenade as Weapon-2 PL2 +bldwolf:0:1F0860:04:000:Always Flamethrower as Weapon-2 PL2 +bldwolf:0:1F0860:05:000:Always FlushGrenade as Weapon-2 PL2 +bldwolf:0:1F085F:00:001:Get Normal gun as Weapon-1 Now!PL2 +bldwolf:0:1F085F:01:001:Get Bazooka as Weapon-1 Now! PL2 +bldwolf:0:1F085F:02:001:Get Shot Gun as Weapon-1 Now! PL2 +bldwolf:0:1F0860:03:001:Get Grenade as Weapon-2 Now! PL2 +bldwolf:0:1F0860:04:001:Get Flamethrower as Weapon-2Now!PL2 +bldwolf:0:1F0860:05:001:Get FlushGrenade as Weapon-2Now!PL2 + +; [ Bosconian (older version) ] +boscoo2:0:83E2:05:000:Infinite Lives + +; [ Dangun Feveron (Japan) ] +dfeveron:0:101731:09:000:Infinite Credits +dfeveron:0:1052D9:04:071:Round Select +dfeveron:0:1052C5:07:000:Infinite Lives PL1 +dfeveron:0:105A3B:03:000:Infinite Bombs PL1 +dfeveron:0:105A16:80:000:Invincibility PL1 +dfeveron:0:105A35:06:000:Maximum Power PL1 +dfeveron:0:105A41:05:500:Maximum Power PL1 +dfeveron:0:105A45:04:500:Maximum Power PL1 +dfeveron:0:105A36:00:000:Always have Fighter Type 1 PL1 +dfeveron:0:105A36:08:000:Always have Fighter Type 2 PL1 +dfeveron:0:105A36:10:000:Always have Fighter Type 3 PL1 +dfeveron:0:105A34:00:000:Always have Powerful Type 1 PL1 +dfeveron:0:105A34:08:000:Always have Powerful Type 2 PL1 +dfeveron:0:105A34:10:000:Always have Powerful Type 3 PL1 +dfeveron:0:105A30:1A:000:Always have Speed Type 1 PL1 +dfeveron:0:105A30:1E:000:Always have Speed Type 2 PL1 +dfeveron:0:105A30:29:000:Always have Speed Type 3 PL1 +dfeveron:0:105A30:2D:000:Always have Speed Type 4 PL1 +dfeveron:0:105A36:00:001:Get Fighter Type 1 Now! PL1 +dfeveron:0:105A36:08:001:Get Fighter Type 2 Now! PL1 +dfeveron:0:105A36:10:001:Get Fighter Type 3 Now! PL1 +dfeveron:0:105A34:00:001:Get Powerful Type 1 Now! PL1 +dfeveron:0:105A34:08:001:Get Powerful Type 2 Now! PL1 +dfeveron:0:105A34:10:001:Get Powerful Type 3 Now! PL1 +dfeveron:0:105A30:1A:001:Get Speed Type 1 Now! PL1 +dfeveron:0:105A30:1E:001:Get Speed Type 2 Now! PL1 +dfeveron:0:105A30:29:001:Get Speed Type 3 Now! PL1 +dfeveron:0:105A30:2D:001:Get Speed Type 4 Now! PL1 +dfeveron:0:1052C7:07:000:Infinite Lives PL2 +dfeveron:0:105A7B:03:000:Infinite Bombs PL2 +dfeveron:0:105A56:80:000:Invincibility PL2 +dfeveron:0:105A75:06:000:Maximum Power PL2 +dfeveron:0:105A81:05:500:Maximum Power PL2 +dfeveron:0:105A85:04:500:Maximum Power PL2 +dfeveron:0:105A76:00:000:Always have Fighter Type 1 PL2 +dfeveron:0:105A76:08:000:Always have Fighter Type 2 PL2 +dfeveron:0:105A76:10:000:Always have Fighter Type 3 PL2 +dfeveron:0:105A74:00:000:Always have Powerful Type 1 PL2 +dfeveron:0:105A74:08:000:Always have Powerful Type 2 PL2 +dfeveron:0:105A74:10:000:Always have Powerful Type 3 PL2 +dfeveron:0:105A70:1A:000:Always have Speed Type 1 PL2 +dfeveron:0:105A70:1E:000:Always have Speed Type 2 PL2 +dfeveron:0:105A70:29:000:Always have Speed Type 3 PL2 +dfeveron:0:105A70:2D:000:Always have Speed Type 4 PL2 +dfeveron:0:105A76:00:001:Get Fighter Type 1 Now! PL2 +dfeveron:0:105A76:08:001:Get Fighter Type 2 Now! PL2 +dfeveron:0:105A76:10:001:Get Fighter Type 3 Now! PL2 +dfeveron:0:105A74:00:001:Get Powerful Type 1 Now! PL2 +dfeveron:0:105A74:08:001:Get Powerful Type 2 Now! PL2 +dfeveron:0:105A74:10:001:Get Powerful Type 3 Now! PL2 +dfeveron:0:105A70:1A:001:Get Speed Type 1 Now! PL2 +dfeveron:0:105A70:1E:001:Get Speed Type 2 Now! PL2 +dfeveron:0:105A70:29:001:Get Speed Type 3 Now! PL2 +dfeveron:0:105A70:2D:001:Get Speed Type 4 Now! PL2 + +; [ ESP Ra.De. (Japan) ] +esprade:0:101227:09:000:Infinite Credits +esprade:0:10254F:07:000:Infinite Lives PL1 +esprade:0:102750:0F:000:Infinite Bombs PL1 +esprade:0:102748:F0:000:Invincibility PL1 +esprade:0:10272B:04:000:Maximum Power PL1 +esprade:0:102551:07:000:Infinite Lives PL2 +esprade:0:1027A0:0F:000:Infinite Bombs PL2 +esprade:0:102798:F0:000:Invincibility PL2 +esprade:0:10277B:04:000:Maximum Power PL2 + +; [ Grind Stormer (Korea) ] +grindstm:0:1003B3:09:000:Infinite Credits +grindstm:0:100641:0F:000:Infinite Lives +grindstm:0:10065F:06:000:Infinite Bombs +grindstm:0:10060B:02:000:Always have 4 Side Ships +grindstm:0:1005EB:B0:000:Always have Shot Side Ships +grindstm:0:100605:00:500:Always have Shot Side Ships +grindstm:0:1005EB:B4:000:Always have Search Side Ships +grindstm:0:100605:01:500:Always have Search Side Ships +grindstm:0:1005EB:C4:000:Always have Missile Side Ships +grindstm:0:100605:02:500:Always have Missile Side Ships +grindstm:0:10060B:02:001:Get 4 Side Ships Now! +grindstm:0:1005EB:B0:001:Get Shot Side Ships Now! +grindstm:0:100605:00:501:Get Shot Side Ships Now! +grindstm:0:1005EB:B4:001:Get Search Side Ships Now! +grindstm:0:100605:01:501:Get Search Side Ships Now! +grindstm:0:1005EB:C4:001:Get Missile Side Ships Now! +grindstm:0:100605:02:501:Get Missile Side Ships Now! + +; [ Insector (prototype) ] +insector:0:00112:63:000:Infinite Credits +insector:0:00162:0B:000:Infinite Lives +insector:0:00182:81:000:Invincibility + +; [ In The Hunt (US) ] +inthuntu:0:EB8A0:63:000:Infinite Time +inthuntu:0:E0118:09:000:Infinite Lives PL1 +inthuntu:0:E0A0A:01:000:Invincibility 'ON' PL1 +inthuntu:0:E0A0A:00:001:Invincibility 'OFF' PL1 +inthuntu:0:00000:00:999:[Torpedo is the front weapon] +inthuntu:0:00000:00:999:[Ammo is the top weapon ] +inthuntu:0:E0110:00:000:Always Normal torpedo PL1 +inthuntu:0:E0112:00:500:Always Normal torpedo PL1 +inthuntu:0:E0110:02:000:Always Power torpedo PL1 +inthuntu:0:E0112:03:500:Always Power torpedo PL1 +inthuntu:0:E0110:04:000:Always Wave torpedo PL1 +inthuntu:0:E0112:03:500:Always Wave torpedo PL1 +inthuntu:0:E0110:06:000:Always Spread torpedo PL1 +inthuntu:0:E0112:03:500:Always Spread torpedo PL1 +inthuntu:0:E0114:00:000:Always Normal Ammo PL1 +inthuntu:0:E0116:00:500:Always Normal Ammo PL1 +inthuntu:0:E0114:02:000:Always A Ammo PL1 +inthuntu:0:E0116:05:500:Always A Ammo PL1 +inthuntu:0:E0114:04:000:Always M Ammo PL1 +inthuntu:0:E0116:05:500:Always M Ammo PL1 +inthuntu:0:E0110:00:001:Get Normal torpedo Now! PL1 +inthuntu:0:E0112:00:501:Get Normal torpedo Now! PL1 +inthuntu:0:E0110:02:001:Get Power torpedo Now! PL1 +inthuntu:0:E0112:03:501:Get Power torpedo Now! PL1 +inthuntu:0:E0110:04:001:Get Wave torpedo Now! PL1 +inthuntu:0:E0112:03:501:Get Wave torpedo Now! PL1 +inthuntu:0:E0110:06:001:Get Spread torpedo Now! PL1 +inthuntu:0:E0112:03:501:Get Spread torpedo Now! PL1 +inthuntu:0:E0114:00:001:Get Normal Ammo Now! PL1 +inthuntu:0:E0116:00:501:Get Normal Ammo Now! PL1 +inthuntu:0:E0114:02:001:Get A Ammo Now! PL1 +inthuntu:0:E0116:05:501:Get A Ammo Now! PL1 +inthuntu:0:E0114:04:001:Get M Ammo Now! PL1 +inthuntu:0:E0116:05:501:Get M Ammo Now! PL1 +inthuntu:0:E0158:09:000:Infinite Lives PL2 +inthuntu:0:E098A:01:000:Invincibility 'ON' PL2 +inthuntu:0:E098A:00:001:Invincibility 'OFF' PL2 +inthuntu:0:00000:00:999:[Torpedo is the front weapon] +inthuntu:0:00000:00:999:[Ammo is the top weapon ] +inthuntu:0:E0150:00:000:Always Normal torpedo PL2 +inthuntu:0:E0152:00:500:Always Normal torpedo PL2 +inthuntu:0:E0150:02:000:Always Power torpedo PL2 +inthuntu:0:E0152:03:500:Always Power torpedo PL2 +inthuntu:0:E0150:04:000:Always Wave torpedo PL2 +inthuntu:0:E0152:03:500:Always Wave torpedo PL2 +inthuntu:0:E0150:06:000:Always Spread torpedo PL2 +inthuntu:0:E0152:03:500:Always Spread torpedo PL2 +inthuntu:0:E0154:00:000:Always Normal Ammo PL2 +inthuntu:0:E0156:00:500:Always Normal Ammo PL2 +inthuntu:0:E0154:02:000:Always A Ammo PL2 +inthuntu:0:E0156:05:500:Always A Ammo PL2 +inthuntu:0:E0154:04:000:Always M Ammo PL2 +inthuntu:0:E0156:05:500:Always M Ammo PL2 +inthuntu:0:E0150:00:001:Get Normal torpedo Now! PL2 +inthuntu:0:E0152:00:501:Get Normal torpedo Now! PL2 +inthuntu:0:E0150:02:001:Get Power torpedo Now! PL2 +inthuntu:0:E0152:03:501:Get Power torpedo Now! PL2 +inthuntu:0:E0150:04:001:Get Wave torpedo Now! PL2 +inthuntu:0:E0152:03:501:Get Wave torpedo Now! PL2 +inthuntu:0:E0150:06:001:Get Spread torpedo Now! PL2 +inthuntu:0:E0152:03:501:Get Spread torpedo Now! PL2 +inthuntu:0:E0154:00:001:Get Normal Ammo Now! PL2 +inthuntu:0:E0156:00:501:Get Normal Ammo Now! PL2 +inthuntu:0:E0154:02:001:Get A Ammo Now! PL2 +inthuntu:0:E0156:05:501:Get A Ammo Now! PL2 +inthuntu:0:E0154:04:001:Get M Ammo Now! PL2 +inthuntu:0:E0156:05:501:Get M Ammo Now! PL2 +inthuntu:0:00000:00:999:[These Start on Stage cheats] +inthuntu:0:00000:00:999:[must be enabled on the ] +inthuntu:0:00000:00:999:[title screen and turned off] +inthuntu:0:00000:00:999:[when you start the stage. ] +inthuntu:0:E0084:01:000:Start on Stage 2 +inthuntu:0:E0084:02:000:Start on Stage 3 +inthuntu:0:E0084:03:000:Start on Stage 4 +inthuntu:0:E0084:04:000:Start on Stage 5 +inthuntu:0:E0084:05:000:Start on Stage 6 +inthuntu:0:E0084:06:000:Start on Last Battle(Stage 7) +inthuntu:0:E0084:07:000:Start on End Screen (Stage 8) +inthuntu:0:E0084:07:061:Select next stage + +; [ Juno First (Gottlieb) ] +junofstg:0:8888:63:000:Infinite Time +junofstg:0:8880:0A:000:Infinite Lives +junofstg:0:888A:02:000:Infinite Warps +junofstg:0:0000:00:999:[Only turn ON Invincibility ] +junofstg:0:0000:00:999:[during play! ] +junofstg:0:8802:01:000:Invincibility + +; [ Kyros ] +kyros:0:02000F:99:000:Infinite Credits +kyros:0:020103:03:000:Infinite Lives +kyros:0:020105:50:000:Infinite Energy +kyros:0:020306:00:000:Invincibility? +kyros:0:020419:05:000:Maximum move Speed +kyros:0:02010F:40:000:Infinite Ammo +kyros:0:020104:20:000:Infinite RollKick +kyros:0:02010E:00:000:Bomb +kyros:0:02010E:01:000:Power Ball +kyros:0:02010E:02:000:Boomerang +kyros:0:020400:80:000:Power Level 0 +kyros:0:020400:81:000:Power Level 1 +kyros:0:020400:83:000:Power Level 2 +kyros:0:020400:85:000:Power Level 3 +kyros:0:020400:87:000:Power Level 4 + +; [ Mermaid ] +mermaid:0:C005:63:000:Infinite Credits +mermaid:0:C261:03:000:Infinite Lives + +; [ Moon Base ] +moonbase:0:21FF:07:000:Infinite Lives PL1 +moonbase:0:22FF:07:000:Infinite Lives PL2 +moonbase:0:2009:78:000:Invaders never drop +moonbase:0:2069:00:000:Invaders don't fire +moonbase:0:206A:30:500:Invaders don't fire + +; [ Pipe Dream (Japan) ] +pipedrm:0:8603:09:000:Infinite Credits +pipedrm:0:9468:01:000:Stop water from flowing +pipedrm:0:865A:04:000:Infinite Lives +pipedrm:0:863D:32:071:Select Round +pipedrm:0:0000:00:999:### These PL1 Cheats are for a solo player! ### +pipedrm:0:80AF:01:000:Always have a Horizontal Pipe PL1 +pipedrm:0:80AF:02:000:Always have a Horizontal(Right Arrow) Pipe PL1 +pipedrm:0:80AF:03:000:Always have a Horizontal(Left Arrow) Pipe PL1 +pipedrm:0:80AF:04:000:Always have a Vertical Pipe PL1 +pipedrm:0:80AF:05:000:Always have a Vertical(Up Arrow) Pipe PL1 +pipedrm:0:80AF:06:000:Always have a Vertical(Down Arrow) Pipe PL1 +pipedrm:0:80AF:07:000:Always have a Top & Left Pipe PL1 +pipedrm:0:80AF:08:000:Always have a Top & Left(Up Arrow) Pipe PL1 +pipedrm:0:80AF:09:000:Always have a Top & Left(Down Arrow) Pipe PL1 +pipedrm:0:80AF:0A:000:Always have a Top & Right Pipe PL1 +pipedrm:0:80AF:0C:000:Always have a Top & Right(Up Arrow) Pipe PL1 +pipedrm:0:80AF:0B:000:Always have a Top & Right(Down Arrow) Pipe PL1 +pipedrm:0:80AF:0D:000:Always have a Bottom & Right Pipe PL1 +pipedrm:0:80AF:0E:000:Always have a Bottom & Right(Up Arrow) Pipe PL1 +pipedrm:0:80AF:0F:000:Always have a Bottom & Right(Down Arrow) Pipe PL1 +pipedrm:0:80AF:10:000:Always have a Bottom & Left Pipe PL1 +pipedrm:0:80AF:12:000:Always have a Bottom & Left(Up Arrow) Pipe PL1 +pipedrm:0:80AF:11:000:Always have a Bottom & Left(Down Arrow) Pipe PL1 +pipedrm:0:80AF:13:000:Always have a Cross Pipe PL1 +pipedrm:0:80AF:01:001:Get a Horizontal Pipe Now! PL1 +pipedrm:0:80AF:02:001:Get a Horizontal(Right Arrow) Pipe Now! PL1 +pipedrm:0:80AF:03:001:Get a Horizontal(Left Arrow) Pipe Now! PL1 +pipedrm:0:80AF:04:001:Get a Vertical Pipe Now! PL1 +pipedrm:0:80AF:05:001:Get a Vertical(Up Arrow) Pipe Now! PL1 +pipedrm:0:80AF:06:001:Get a Vertical(Down Arrow) Pipe Now! PL1 +pipedrm:0:80AF:07:001:Get a Top & Left Pipe Now! PL1 +pipedrm:0:80AF:08:001:Get a Top & Left(Up Arrow) Pipe Now! PL1 +pipedrm:0:80AF:09:001:Get a Top & Left(Down Arrow) Pipe Now! PL1 +pipedrm:0:80AF:0A:001:Get a Top & Right Pipe Now! PL1 +pipedrm:0:80AF:0C:001:Get a Top & Right(Up Arrow) Pipe Now! PL1 +pipedrm:0:80AF:0B:001:Get a Top & Right(Down Arrow) Pipe Now! PL1 +pipedrm:0:80AF:0D:001:Get a Bottom & Right Pipe Now! PL1 +pipedrm:0:80AF:0E:001:Get a Bottom & Right(Up Arrow) Pipe Now! PL1 +pipedrm:0:80AF:0F:001:Get a Bottom & Right(Down Arrow) Pipe Now! PL1 +pipedrm:0:80AF:10:001:Get a Bottom & Left Pipe Now! PL1 +pipedrm:0:80AF:12:001:Get a Bottom & Left(Up Arrow) Pipe Now! PL1 +pipedrm:0:80AF:11:001:Get a Bottom & Left(Down Arrow) Pipe Now! PL1 +pipedrm:0:80AF:13:001:Get a Cross Pipe Now! PL1 +pipedrm:0:0000:00:999:### These are for use in a 2-player game ### +pipedrm:0:80CF:01:000:Always have a Horizontal Pipe PL1 +pipedrm:0:80CF:02:000:Always have a Horizontal(Right Arrow) Pipe PL1 +pipedrm:0:80CF:03:000:Always have a Horizontal(Left Arrow) Pipe PL1 +pipedrm:0:80CF:04:000:Always have a Vertical Pipe PL1 +pipedrm:0:80CF:05:000:Always have a Vertical(Up Arrow) Pipe PL1 +pipedrm:0:80CF:06:000:Always have a Vertical(Down Arrow) Pipe PL1 +pipedrm:0:80CF:07:000:Always have a Top & Left Pipe PL1 +pipedrm:0:80CF:08:000:Always have a Top & Left(Up Arrow) Pipe PL1 +pipedrm:0:80CF:09:000:Always have a Top & Left(Down Arrow) Pipe PL1 +pipedrm:0:80CF:0A:000:Always have a Top & Right Pipe PL1 +pipedrm:0:80CF:0C:000:Always have a Top & Right(Up Arrow) Pipe PL1 +pipedrm:0:80CF:0B:000:Always have a Top & Right(Down Arrow) Pipe PL1 +pipedrm:0:80CF:0D:000:Always have a Bottom & Right Pipe PL1 +pipedrm:0:80CF:0E:000:Always have a Bottom & Right(Up Arrow) Pipe PL1 +pipedrm:0:80CF:0F:000:Always have a Bottom & Right(Down Arrow) Pipe PL1 +pipedrm:0:80CF:10:000:Always have a Bottom & Left Pipe PL1 +pipedrm:0:80CF:12:000:Always have a Bottom & Left(Up Arrow) Pipe PL1 +pipedrm:0:80CF:11:000:Always have a Bottom & Left(Down Arrow) Pipe PL1 +pipedrm:0:80CF:13:000:Always have a Cross Pipe PL1 +pipedrm:0:80CF:01:001:Get a Horizontal Pipe Now! PL1 +pipedrm:0:80CF:02:001:Get a Horizontal(Right Arrow) Pipe Now! PL1 +pipedrm:0:80CF:03:001:Get a Horizontal(Left Arrow) Pipe Now! PL1 +pipedrm:0:80CF:04:001:Get a Vertical Pipe Now! PL1 +pipedrm:0:80CF:05:001:Get a Vertical(Up Arrow) Pipe Now! PL1 +pipedrm:0:80CF:06:001:Get a Vertical(Down Arrow) Pipe Now! PL1 +pipedrm:0:80CF:07:001:Get a Top & Left Pipe Now! PL1 +pipedrm:0:80CF:08:001:Get a Top & Left(Up Arrow) Pipe Now! PL1 +pipedrm:0:80CF:09:001:Get a Top & Left(Down Arrow) Pipe Now! PL1 +pipedrm:0:80CF:0A:001:Get a Top & Right Pipe Now! PL1 +pipedrm:0:80CF:0C:001:Get a Top & Right(Up Arrow) Pipe Now! PL1 +pipedrm:0:80CF:0B:001:Get a Top & Right(Down Arrow) Pipe Now! PL1 +pipedrm:0:80CF:0D:001:Get a Bottom & Right Pipe Now! PL1 +pipedrm:0:80CF:0E:001:Get a Bottom & Right(Up Arrow) Pipe Now! PL1 +pipedrm:0:80CF:0F:001:Get a Bottom & Right(Down Arrow) Pipe Now! PL1 +pipedrm:0:80CF:10:001:Get a Bottom & Left Pipe Now! PL1 +pipedrm:0:80CF:12:001:Get a Bottom & Left(Up Arrow) Pipe Now! PL1 +pipedrm:0:80CF:11:001:Get a Bottom & Left(Down Arrow) Pipe Now! PL1 +pipedrm:0:80CF:13:001:Get a Cross Pipe Now! PL1 +pipedrm:0:80EF:01:000:Always have a Horizontal Pipe PL2 +pipedrm:0:80EF:02:000:Always have a Horizontal(Right Arrow) Pipe PL2 +pipedrm:0:80EF:03:000:Always have a Horizontal(Left Arrow) Pipe PL2 +pipedrm:0:80EF:04:000:Always have a Vertical Pipe PL2 +pipedrm:0:80EF:05:000:Always have a Vertical(Up Arrow) Pipe PL2 +pipedrm:0:80EF:06:000:Always have a Vertical(Down Arrow) Pipe PL2 +pipedrm:0:80EF:07:000:Always have a Top & Left Pipe PL2 +pipedrm:0:80EF:08:000:Always have a Top & Left(Up Arrow) Pipe PL2 +pipedrm:0:80EF:09:000:Always have a Top & Left(Down Arrow) Pipe PL2 +pipedrm:0:80EF:0A:000:Always have a Top & Right Pipe PL2 +pipedrm:0:80EF:0C:000:Always have a Top & Right(Up Arrow) Pipe PL2 +pipedrm:0:80EF:0B:000:Always have a Top & Right(Down Arrow) Pipe PL2 +pipedrm:0:80EF:0D:000:Always have a Bottom & Right Pipe PL2 +pipedrm:0:80EF:0E:000:Always have a Bottom & Right(Up Arrow) Pipe PL2 +pipedrm:0:80EF:0F:000:Always have a Bottom & Right(Down Arrow) Pipe PL2 +pipedrm:0:80EF:10:000:Always have a Bottom & Left Pipe PL2 +pipedrm:0:80EF:12:000:Always have a Bottom & Left(Up Arrow) Pipe PL2 +pipedrm:0:80EF:11:000:Always have a Bottom & Left(Down Arrow) Pipe PL2 +pipedrm:0:80EF:13:000:Always have a Cross Pipe PL2 +pipedrm:0:80EF:01:001:Get a Horizontal Pipe Now! PL2 +pipedrm:0:80EF:02:001:Get a Horizontal(Right Arrow) Pipe Now! PL2 +pipedrm:0:80EF:03:001:Get a Horizontal(Left Arrow) Pipe Now! PL2 +pipedrm:0:80EF:04:001:Get a Vertical Pipe Now! PL2 +pipedrm:0:80EF:05:001:Get a Vertical(Up Arrow) Pipe Now! PL2 +pipedrm:0:80EF:06:001:Get a Vertical(Down Arrow) Pipe Now! PL2 +pipedrm:0:80EF:07:001:Get a Top & Left Pipe Now! PL2 +pipedrm:0:80EF:08:001:Get a Top & Left(Up Arrow) Pipe Now! PL2 +pipedrm:0:80EF:09:001:Get a Top & Left(Down Arrow) Pipe Now! PL2 +pipedrm:0:80EF:0A:001:Get a Top & Right Pipe Now! PL2 +pipedrm:0:80EF:0C:001:Get a Top & Right(Up Arrow) Pipe Now! PL2 +pipedrm:0:80EF:0B:001:Get a Top & Right(Down Arrow) Pipe Now! PL2 +pipedrm:0:80EF:0D:001:Get a Bottom & Right Pipe Now! PL2 +pipedrm:0:80EF:0E:001:Get a Bottom & Right(Up Arrow) Pipe Now! PL2 +pipedrm:0:80EF:0F:001:Get a Bottom & Right(Down Arrow) Pipe Now! PL2 +pipedrm:0:80EF:10:001:Get a Bottom & Left Pipe Now! PL2 +pipedrm:0:80EF:12:001:Get a Bottom & Left(Up Arrow) Pipe Now! PL2 +pipedrm:0:80EF:11:001:Get a Bottom & Left(Down Arrow) Pipe Now! PL2 +pipedrm:0:80EF:13:001:Get a Cross Pipe Now! PL2 + +; [ Poly-Play ] +polyplay:0:0CC0:0A:000:Infinite Time (on HIRSCHJAGD game) +polyplay:0:0C1C:FF:000:Infinite Ammo (on HIRSCHJAGD game) +polyplay:0:0C1A:03:000:Infinite Lives (on HASE AND WOLF game) +polyplay:0:F83B:35:000:Infinite Time (on ABFAHRTSLAUF game) +polyplay:0:0D38:78:000:Infinite Time (on SCHMETTERLINGE game) +polyplay:0:0D3C:32:000:Infinite Ammo (on SCHIESSBUDE game) +polyplay:0:0D00:5A:000:Infinite Time (on MERKSPIEL game) +polyplay:0:0D1E:00:000:Water Level (on WASSERROHRBRUCH game) + +; [ Psycho-Nics Oscar (Japan revision 0) ] +oscarj0:0:003E:99:004:Infinite Time +oscarj0:0:007D:05:000:Infinite Lives +oscarj0:0:0042:06:000:Infinite Energy +oscarj0:0:0043:1F:000:Invincibility:To be used when you blink +oscarj0:0:0092:03:000:Always Max Jump Power Up +oscarj0:0:0000:00:999:[These highlight cheats dont] +oscarj0:0:0000:00:999:[actually display on status ] +oscarj0:0:0000:00:999:[bar, effects memory only! ] +oscarj0:0:0091:01:001:Highlight "JUMP" +oscarj0:0:0091:02:001:Highlight "GRENADE" +oscarj0:0:0091:03:001:Highlight "MISSILE" +oscarj0:0:0091:04:001:Highlight "P.C.U." +oscarj0:0:0091:05:001:Highlight "GUN/ARMOR" + +; [ Psycho-Nics Oscar (Japan revision 1) ] +oscarj1:0:003E:99:004:Infinite Time +oscarj1:0:007D:05:000:Infinite Lives +oscarj1:0:0042:06:000:Infinite Energy +oscarj1:0:0043:1F:000:Invincibility:To be used when you blink +oscarj1:0:0092:03:000:Always Max Jump Power Up +oscarj1:0:0000:00:999:[These highlight cheats dont] +oscarj1:0:0000:00:999:[actually display on status ] +oscarj1:0:0000:00:999:[bar, effects memory only! ] +oscarj1:0:0091:01:001:Highlight "JUMP" +oscarj1:0:0091:02:001:Highlight "GRENADE" +oscarj1:0:0091:03:001:Highlight "MISSILE" +oscarj1:0:0091:04:001:Highlight "P.C.U." +oscarj1:0:0091:05:001:Highlight "GUN/ARMOR" + +; [ Space Chaser (CV version) ] +schasrcv:0:232F:03:000:Infinite Lives PL1 +schasrcv:0:2330:03:000:Infinite Lives PL2 +schasrcv:0:233D:09:000:Infinite Credits +schasrcv:0:2014:E0:000:Infinite Fuel +schasrcv:0:2012:99:000:Infinite Bonus + +; [ Screw Loose (prototype) ] +screwloo:0:00119:63:000:Infinite Credits +screwloo:0:00193:0A:000:Infinite Lives + +; [ Super Invaders (Zenitone-Microsec) ] +sinvzen:0:21FF:07:000:Infinite Lives PL1 +sinvzen:0:22FF:07:000:Infinite Lives PL2 +sinvzen:0:2009:78:000:Invaders never drop +sinvzen:0:2069:00:000:Invaders don't fire (1/2) +sinvzen:0:206A:30:500:Invaders don't fire (2/2) + +; [ Spinal Breakers (US) ] +spinlbru:0:FF8F87:63:000:Infinite Credits +spinlbru:0:FF971B:3B:000:Infinite Time +spinlbru:0:FFA4C7:C8:000:Infinite Energy PL1 +spinlbru:0:FFA4C9:03:000:Infinite Bombs PL1 +spinlbru:0:FFA4D5:0F:000:Infinite Ammo PL1 +spinlbru:0:FFA4E9:50:000:Normal PL1 +spinlbru:0:FF86F0:00:500:Normal PL1 +spinlbru:0:FFA4E9:56:000:Drum PL1 +spinlbru:0:FF86F0:00:500:Drum PL1 +spinlbru:0:FFA4E9:5C:000:Green [M] PL1 +spinlbru:0:FF86F0:11:500:Green [M] PL1 +spinlbru:0:FFA4E9:62:000:Red [P] PL1 +spinlbru:0:FF86F0:11:500:Red [P] PL1 +spinlbru:0:FFA4E9:68:000:Blue [PM] PL1 +spinlbru:0:FF86F0:11:500:Blue [PM] PL1 +spinlbru:0:FFA4F9:C8:000:Infinite Energy PL2 +spinlbru:0:FFA4FB:03:000:Infinite Bombs PL2 +spinlbru:0:FFA507:0F:000:Infinite Ammo PL2 +spinlbru:0:FFA51B:50:000:Normal PL2 +spinlbru:0:FF86E8:00:500:Normal PL2 +spinlbru:0:FFA51B:56:000:Drum PL2 +spinlbru:0:FF86E8:00:500:Drum PL2 +spinlbru:0:FFA51B:5C:000:Green [M] PL2 +spinlbru:0:FF86E8:11:500:Green [M] PL2 +spinlbru:0:FFA51B:62:000:Red [P] PL2 +spinlbru:0:FF86E8:11:500:Red [P] PL2 +spinlbru:0:FFA51B:68:000:Blue [PM] PL2 +spinlbru:0:FF86E8:11:500:Blue [PM] PL2 + +; [ Space Attack (upright, older) ] +sspacat2:0:E5D9:06:000:Infinite Lives PL1 +sspacat2:0:E5DB:06:000:Infinite Lives PL2 + +; [ Super Stingray ] +sstingry:0:020005:99:000:Infinite Credits +sstingry:0:02000E:05:000:Infinite Lives +sstingry:0:02012A:50:000:Infinite Energy +sstingry:0:02001E:FF:071:Select Start Round + +; [ Super Burger Time (Japan) ] +supbtimj:0:1000A7:03:000:Infinite Lives PL1 +supbtimj:0:1000AC:99:000:Infinite Pepper PL1 +supbtimj:0:1000EA:01:000:Invincibility PL1 (1/2) +supbtimj:0:1000A3:10:520:Invincibility PL1 (2/2) +supbtimj:0:100107:03:000:Infinite Lives PL2 +supbtimj:0:10010C:99:000:Infinite Pepper PL2 +supbtimj:0:10014A:01:000:Invincibility PL2 (1/2) +supbtimj:0:100103:10:520:Invincibility PL2 (2/2) + +; [ Super Invaders ] +superinv:0:21FF:07:000:Infinite Lives PL1 +superinv:0:22FF:07:000:Infinite Lives PL2 +superinv:0:2009:78:000:Invaders never drop +superinv:0:2069:00:000:Invaders don't fire (1/2) +superinv:0:206A:30:500:Invaders don't fire (2/2) + +; [ Tail to Nose - Great Championship ] +tail2nos:0:FF8935:63:000:Infinite Credits +tail2nos:0:FF8B15:00:000:Infinite Time (Time Attack) +tail2nos:0:FF854B:28:000:Infinite Time (Grand Prix) +tail2nos:0:FF8987:01:000:Always be in Pole Position + +; [ Uo Poko (Japan) ] +uopoko:0:100195:09:000:Infinite Credits +uopoko:0:100203:1E:071:Round select +uopoko:0:102310:06:000:Infinite Time PL1 +uopoko:0:10233B:01:000:Always have Guide Pointer PL1 +uopoko:0:10233C:0A:500:Always have Guide Pointer PL1 +uopoko:0:10233D:22:500:Always have Guide Pointer PL1 +uopoko:0:10233B:01:000:Always have Guide Pointer (vs Mode) PL1 +uopoko:0:10233C:0D:500:Always have Guide Pointer (vs Mode) PL1 +uopoko:0:10233D:C6:500:Always have Guide Pointer (vs Mode) PL1 +uopoko:0:1022F1:80:000:Always have Magenta Bubble PL1 +uopoko:0:1022F1:81:000:Always have Blue Bubble PL1 +uopoko:0:1022F1:82:000:Always have Green Bubble PL1 +uopoko:0:1022F1:83:000:Always have Aqua Bubble PL1 +uopoko:0:1022F1:84:000:Always have Red Bubble PL1 +uopoko:0:1022F1:85:000:Always have Black Bubble PL1 +uopoko:0:1022F1:86:000:Always have Yellow Bubble PL1 +uopoko:0:1022F1:87:000:Always have Orange Bubble PL1 +uopoko:0:1022F1:80:001:Current Bubble = Magenta Now! PL1 +uopoko:0:1022F1:81:001:Current Bubble = Blue Now! PL1 +uopoko:0:1022F1:82:001:Current Bubble = Green Now! PL1 +uopoko:0:1022F1:83:001:Current Bubble = Aqua Now! PL1 +uopoko:0:1022F1:84:001:Current Bubble = Red Now! PL1 +uopoko:0:1022F1:85:001:Current Bubble = Black Now! PL1 +uopoko:0:1022F1:86:001:Current Bubble = Yellow Now! PL1 +uopoko:0:1022F1:87:001:Current Bubble = Orange Now! PL1 +uopoko:0:102312:06:000:Infinite Time PL2 +uopoko:0:1023BB:01:000:Always have Guide Pointer (vs Mode) PL2 +uopoko:0:1023BC:0D:500:Always have Guide Pointer (vs Mode) PL2 +uopoko:0:1023BD:C6:500:Always have Guide Pointer (vs Mode) PL2 +uopoko:0:1022F3:80:000:Always have Magenta Bubble PL2 +uopoko:0:1022F3:81:000:Always have Blue Bubble PL2 +uopoko:0:1022F3:82:000:Always have Green Bubble PL2 +uopoko:0:1022F3:83:000:Always have Aqua Bubble PL2 +uopoko:0:1022F3:84:000:Always have Red Bubble PL2 +uopoko:0:1022F3:85:000:Always have Black Bubble PL2 +uopoko:0:1022F3:86:000:Always have Yellow Bubble PL2 +uopoko:0:1022F3:87:000:Always have Orange Bubble PL2 +uopoko:0:1022F3:80:001:Current Bubble = Magenta Now! PL2 +uopoko:0:1022F3:81:001:Current Bubble = Blue Now! PL2 +uopoko:0:1022F3:82:001:Current Bubble = Green Now! PL2 +uopoko:0:1022F3:83:001:Current Bubble = Aqua Now! PL2 +uopoko:0:1022F3:84:001:Current Bubble = Red Now! PL2 +uopoko:0:1022F3:85:001:Current Bubble = Black Now! PL2 +uopoko:0:1022F3:86:001:Current Bubble = Yellow Now! PL2 +uopoko:0:1022F3:87:001:Current Bubble = Orange Now! PL2 + +; [ Vapor Trail - Hyper Offence Formation (US) ] +vaportru:0:FFD7B9:9A:000:Infinite Time(Final Attack) +vaportru:0:FFC1F8:03:000:Infinite Lives PL1 +vaportru:0:FFC1F9:03:000:Infinite Energy PL1 +vaportru:0:FFC256:1F:001:Refill "roll" power Now! PL1:Use after "roll" has ended +vaportru:0:FFC213:03:000:Invincibility 'ON' PL1 +vaportru:0:FFC213:00:001:Invincibility 'OFF' PL1 +vaportru:0:FFC1FE:05:071:Select Current Speed PL1 +vaportru:0:FFC255:06:000:Infinite Smart Bombs PL1 +vaportru:0:FFC2A8:00:000:Always Roll PL1 +vaportru:0:FFC1FB:0C:000:Maximum Shot Power PL1 +vaportru:0:FFC1FD:00:000:Always Normal Shot PL1 +vaportru:0:FFC1FD:04:000:Always Bomb Shot PL1 +vaportru:0:FFC1FD:08:000:Always Missile Shot PL1 +vaportru:0:FFC1FD:0C:000:Always Defender Shot PL1 +vaportru:0:FFC1FD:10:000:Always Special Shot PL1 +vaportru:0:FFC1FD:00:001:Get Normal Shot Now! PL1 +vaportru:0:FFC1FD:04:001:Get Bomb Shot Now! PL1 +vaportru:0:FFC1FD:08:001:Get Missile Shot Now! PL1 +vaportru:0:FFC1FD:0C:001:Get Defender Shot Now! PL1 +vaportru:0:FFC1FD:10:001:Get Special Shot Now! PL1 +vaportru:0:FFC2B8:03:000:Infinite Lives PL2 +vaportru:0:FFC2B9:03:000:Infinite Energy PL2 +vaportru:0:FFC316:1F:001:Refill "roll" power Now! PL2:Use after "roll" has ended +vaportru:0:FFC2D3:03:000:Invincibility 'ON' PL2 +vaportru:0:FFC2D3:00:001:Invincibility 'OFF' PL2 +vaportru:0:FFC2BE:05:071:Select Current Speed PL2 +vaportru:0:FFC315:06:000:Infinite Smart Bombs PL2 +vaportru:0:FFC368:00:000:Always Roll PL2 +vaportru:0:FFC2BB:0C:000:Maximum Shot Power PL2 +vaportru:0:FFC2BD:00:000:Always Normal Shot PL2 +vaportru:0:FFC2BD:04:000:Always Bomb Shot PL2 +vaportru:0:FFC2BD:08:000:Always Missile Shot PL2 +vaportru:0:FFC2BD:0C:000:Always Defender Shot PL2 +vaportru:0:FFC2BD:10:000:Always Special Shot PL2 +vaportru:0:FFC2BD:00:001:Get Normal Shot Now! PL2 +vaportru:0:FFC2BD:04:001:Get Bomb Shot Now! PL2 +vaportru:0:FFC2BD:08:001:Get Missile Shot Now! PL2 +vaportru:0:FFC2BD:0C:001:Get Defender Shot Now! PL2 +vaportru:0:FFC2BD:10:001:Get Special Shot Now! PL2 +vaportru:0:000000:00:999:[Use the Select current ] +vaportru:0:000000:00:999:[level cheat on the select ] +vaportru:0:000000:00:999:[fighter screen to start on ] +vaportru:0:000000:00:999:[that level. ] +vaportru:0:FFC04D:05:071:Select current level +vaportru:0:FFC04D:05:061:Select next level + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES ADDED IN THE *RELEASED MAME 0.37 BETA 2 GO HERE * +;* END OF MAME 0.37 BETA 2 CHEATS * +;* * +;****************************************************************************** + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES NOT IN THE LATEST RELEASED BINARY WITH REASON * +;* START OF MAME UNOFFICIAL CHEATS * +;* * +;****************************************************************************** + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Champion Skill (with Ability) ] +csk227it:0:F6A8:28:000:Play freely 100 points:You must have points left +csk227it:0:F071:06:000:Infinite "Colore fever" +csk227it:0:F073:00:001:"Colore fever" - Clubs:One "colore fever" needed +csk227it:0:F073:01:001:"Colore fever" - Spades:One "colore fever" needed +csk227it:0:F073:02:001:"Colore fever" - Hearts:One "colore fever" needed +csk227it:0:F073:03:001:"Colore fever" - Diamonds:One "colore fever" needed +csk227it:0:0000:00:999:[ Watch me values for suit: ] +csk227it:0:0000:00:999:[ 00 : Clubs - Green ] +csk227it:0:0000:00:999:[ 01 : Spades - Blue ] +csk227it:0:0000:00:999:[ 02 : Hearts - Red ] +csk227it:0:0000:00:999:[ 03 : Diamonds - Yellow ] +csk227it:0:0000:00:999:[ Watch me values for value:] +csk227it:0:0000:00:999:[01:Ace 02:2 03:3 04:4 ] +csk227it:0:0000:00:999:[05:5 06:6 07:7 08:8 ] +csk227it:0:0000:00:999:[09:9 0A:10 0B:Jack ] +csk227it:0:0000:00:999:[0C:Queen 0D:King 0E:JOKER] +csk227it:0:F857:00:998:Watch me for W-UP CARD1 suit +csk227it:0:F858:00:998:Watch me for W-UP CARD1 value +csk227it:0:F859:00:998:Watch me for W-UP CARD2 suit +csk227it:0:F85A:00:998:Watch me for W-UP CARD2 value +csk227it:0:F85B:00:998:Watch me for W-UP CARD3 suit +csk227it:0:F85C:00:998:Watch me for W-UP CARD3 value +csk227it:0:F85D:00:998:Watch me for W-UP CARD4 suit +csk227it:0:F85E:00:998:Watch me for W-UP CARD4 value +csk227it:0:F85F:00:998:Watch me for W-UP CARD5 suit +csk227it:0:F860:00:998:Watch me for W-UP CARD5 value +csk227it:0:F858:0E:000:Joker always First Card +csk227it:0:F85A:0E:000:Joker always Second Card +csk227it:0:F85C:0E:000:Joker always Third Card +csk227it:0:F85E:0E:000:Joker always Fourth Card +csk227it:0:F860:0E:000:Joker always Fifth Card + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Champion Skill (Ability, Poker & Symbols) ] +csk234it:0:F6A4:28:000:Play freely 100 points:You must have points left +csk234it:0:F06D:06:000:Infinite "Colore fever" +csk234it:0:F06F:00:001:"Colore fever" - Clubs:One "colore fever" needed +csk234it:0:F06F:01:001:"Colore fever" - Spades:One "colore fever" needed +csk234it:0:F06F:02:001:"Colore fever" - Hearts:One "colore fever" needed +csk234it:0:F06F:03:001:"Colore fever" - Diamonds:One "colore fever" needed +csk234it:0:0000:00:999:[ Watch me values for suit: ] +csk234it:0:0000:00:999:[ 00 : Clubs - Green ] +csk234it:0:0000:00:999:[ 01 : Spades - Blue ] +csk234it:0:0000:00:999:[ 02 : Hearts - Red ] +csk234it:0:0000:00:999:[ 03 : Diamonds - Yellow ] +csk234it:0:0000:00:999:[ Watch me values for value:] +csk234it:0:0000:00:999:[01:Ace 02:2 03:3 04:4 ] +csk234it:0:0000:00:999:[05:5 06:6 07:7 08:8 ] +csk234it:0:0000:00:999:[09:9 0A:10 0B:Jack ] +csk234it:0:0000:00:999:[0C:Queen 0D:King 0E:JOKER] +csk234it:0:F853:00:998:Watch me for W-UP CARD1 suit +csk234it:0:F854:00:998:Watch me for W-UP CARD1 value +csk234it:0:F855:00:998:Watch me for W-UP CARD2 suit +csk234it:0:F856:00:998:Watch me for W-UP CARD2 value +csk234it:0:F857:00:998:Watch me for W-UP CARD3 suit +csk234it:0:F858:00:998:Watch me for W-UP CARD3 value +csk234it:0:F859:00:998:Watch me for W-UP CARD4 suit +csk234it:0:F85A:00:998:Watch me for W-UP CARD4 value +csk234it:0:F85B:00:998:Watch me for W-UP CARD5 suit +csk234it:0:F85C:00:998:Watch me for W-UP CARD5 value +csk234it:0:F854:0E:000:Joker always First Card +csk234it:0:F856:0E:000:Joker always Second Card +csk234it:0:F858:0E:000:Joker always Third Card +csk234it:0:F85A:0E:000:Joker always Fourth Card +csk234it:0:F85C:0E:000:Joker always Fifth Card + +;####GAME NOT YET IN OFFICIAL BINARY - DUE TO LATE COPYRIGHT OR NOT FULLY WORKING, BUT IN SOURCE##### +; [ Captain Tomaday ] +ctomaday:0:10137D:0A:000:Infinite Lives PL1 +ctomaday:0:10413D:07:000:Invincibility PL1 +ctomaday:0:104201:05:000:Right Arm Max Power PL1 +ctomaday:0:1041AB:05:000:Left Arm Max Power PL1 +ctomaday:0:104135:00:000:Always Original Ship PL1 +ctomaday:0:104135:01:000:Always Winged Ship PL1 +ctomaday:0:104135:02:000:Always MiniShip PL1 +ctomaday:0:104135:03:000:Always Big Ship PL1 +ctomaday:0:104135:04:000:Always Carrot Ship PL1 +ctomaday:0:104135:05:000:Always Fish Ship PL1 +ctomaday:0:104135:06:000:Always Cross Ship PL1 +ctomaday:0:104135:07:000:Always Rabbit Ship PL1 +ctomaday:0:104135:08:000:Always Blue-Fish Ship PL1 +ctomaday:0:104135:09:000:Always Potplant Ship PL1 +ctomaday:0:104135:0A:000:Always Cat Ship PL1 +ctomaday:0:104135:0B:000:Always Monkey Ship PL1 +ctomaday:0:104135:0C:000:Always Prawn Ship PL1 +ctomaday:0:104135:0D:000:Always Aeroplane Ship PL1 +ctomaday:0:104135:0E:000:Always Cupid Ship PL1 +ctomaday:0:104135:0F:000:Always Baby Ship PL1 +ctomaday:0:104135:00:001:Get Original Ship Now! PL1 +ctomaday:0:104135:01:001:Get Winged Ship Now! PL1 +ctomaday:0:104135:02:001:Get MiniShip Now! PL1 +ctomaday:0:104135:03:001:Get Big Ship Now! PL1 +ctomaday:0:104135:04:001:Get Carrot Ship Now! PL1 +ctomaday:0:104135:05:001:Get Fish Ship Now! PL1 +ctomaday:0:104135:06:001:Get Cross Ship Now! PL1 +ctomaday:0:104135:07:001:Get Rabbit Ship Now! PL1 +ctomaday:0:104135:08:001:Get Blue-Fish Ship Now! PL1 +ctomaday:0:104135:09:001:Get Potplant Ship Now! PL1 +ctomaday:0:104135:0A:001:Get Cat Ship Now! PL1 +ctomaday:0:104135:0B:001:Get Monkey Ship Now! PL1 +ctomaday:0:104135:0C:001:Get Prawn Ship Now! PL1 +ctomaday:0:104135:0D:001:Get Aeroplane Ship Now! PL1 +ctomaday:0:104135:0E:001:Get Cupid Ship Now! PL1 +ctomaday:0:104135:0F:001:Get Baby Ship Now! PL1 +ctomaday:0:101399:0A:000:Infinite Lives PL2 +ctomaday:0:10432D:07:000:Invincibility PL2 +ctomaday:0:1043F1:05:000:Right Arm Max Power PL2 +ctomaday:0:10439B:05:000:Left Arm Max Power PL2 +ctomaday:0:104325:01:000:Always Winged Ship PL2 +ctomaday:0:104325:02:000:Always MiniShip PL2 +ctomaday:0:104325:03:000:Always Big Ship PL2 +ctomaday:0:104325:04:000:Always Carrot Ship PL2 +ctomaday:0:104325:05:000:Always Fish Ship PL2 +ctomaday:0:104325:06:000:Always Cross Ship PL2 +ctomaday:0:104325:07:000:Always Rabbit Ship PL2 +ctomaday:0:104325:08:000:Always Blue-Fish Ship PL2 +ctomaday:0:104325:09:000:Always Potplant Ship PL2 +ctomaday:0:104325:0A:000:Always Cat Ship PL2 +ctomaday:0:104325:0B:000:Always Monkey Ship PL2 +ctomaday:0:104325:0C:000:Always Prawn Ship PL2 +ctomaday:0:104325:0D:000:Always Aeroplane Ship PL2 +ctomaday:0:104325:0E:000:Always Cupid Ship PL2 +ctomaday:0:104325:0F:000:Always Baby Ship PL2 +ctomaday:0:104325:00:001:Get Original Ship Now! PL2 +ctomaday:0:104325:01:001:Get Winged Ship Now! PL2 +ctomaday:0:104325:02:001:Get MiniShip Now! PL2 +ctomaday:0:104325:03:001:Get Big Ship Now! PL2 +ctomaday:0:104325:04:001:Get Carrot Ship Now! PL2 +ctomaday:0:104325:05:001:Get Fish Ship Now! PL2 +ctomaday:0:104325:06:001:Get Cross Ship Now! PL2 +ctomaday:0:104325:07:001:Get Rabbit Ship Now! PL2 +ctomaday:0:104325:08:001:Get Blue-Fish Ship Now! PL2 +ctomaday:0:104325:09:001:Get Potplant Ship Now! PL2 +ctomaday:0:104325:0A:001:Get Cat Ship Now! PL2 +ctomaday:0:104325:0B:001:Get Monkey Ship Now! PL2 +ctomaday:0:104325:0C:001:Get Prawn Ship Now! PL2 +ctomaday:0:104325:0D:001:Get Aeroplane Ship Now! PL2 +ctomaday:0:104325:0E:001:Get Cupid Ship Now! PL2 +ctomaday:0:104325:0F:001:Get Baby Ship Now! PL2 + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Golden Star ] +goldstar:0:0000:00:999:[Activate 1 of these cheats ] +goldstar:0:0000:00:999:[on the "W-Up" screen. ] +goldstar:0:BD8C:02:001:One Win = 3rd +goldstar:0:BD8C:03:001:One Win = 4th +goldstar:0:BD8C:04:001:One Win = 5th +goldstar:0:BD8C:04:000:One card to guess in W-UP +goldstar:0:BBAD:07:000:Infinite free plays +goldstar:0:BBA5:09:000:Always bonus - cher. (1/2) +goldstar:0:BBA7:00:500:Always bonus - cher. (2/2) +goldstar:0:BBA8:05:000:Always bonus - bells (1/2) +goldstar:0:BBA7:00:500:Always bonus - bells (2/2) +goldstar:0:BBAB:01:000:Always bonus - BAR 1 (1/2) +goldstar:0:BBA7:01:500:Always bonus - BAR 1 (2/2) +goldstar:0:BBA5:09:001:Get bonus - cher. Now! (1/2) +goldstar:0:BBA7:00:501:Get bonus - cher. Now! (2/2) +goldstar:0:BBA8:05:001:Get bonus - bells Now! (1/2) +goldstar:0:BBA7:00:501:Get bonus - bells Now! (2/2) +goldstar:0:BBAB:01:001:Get bonus - BAR 1 Now! (1/2) +goldstar:0:BBA7:01:501:Get bonus - BAR 1 Now! (2/2) +goldstar:0:BBA4:11:001:Bonus is BAR 1 +goldstar:0:BBA4:44:001:Bonus is cherries +goldstar:0:BBA4:88:001:Bonus is bells + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Golden Star (Blue version) ] +goldstbl:0:0000:00:999:[Activate 1 of these cheats ] +goldstbl:0:0000:00:999:[on the "W-Up" screen. ] +goldstbl:0:BD8C:02:001:One Win = 3rd +goldstbl:0:BD8C:03:001:One Win = 4th +goldstbl:0:BD8C:04:001:One Win = 5th +goldstbl:0:BD8C:04:000:One card to guess in W-UP +goldstbl:0:BBAD:07:000:Infinite free plays +goldstbl:0:BBA5:09:000:Always bonus - cher. (1/2) +goldstbl:0:BBA7:00:500:Always bonus - cher. (2/2) +goldstbl:0:BBA8:05:000:Always bonus - bells (1/2) +goldstbl:0:BBA7:00:500:Always bonus - bells (2/2) +goldstbl:0:BBAB:01:000:Always bonus - BAR 1 (1/2) +goldstbl:0:BBA7:01:500:Always bonus - BAR 1 (2/2) +goldstbl:0:BBA5:09:001:Get bonus - cher. Now! (1/2) +goldstbl:0:BBA7:00:501:Get bonus - cher. Now! (2/2) +goldstbl:0:BBA8:05:001:Get bonus - bells Now! (1/2) +goldstbl:0:BBA7:00:501:Get bonus - bells Now! (2/2) +goldstbl:0:BBAB:01:001:Get bonus - BAR 1 Now! (1/2) +goldstbl:0:BBA7:01:501:Get bonus - BAR 1 Now! (2/2) +goldstbl:0:BBA4:11:001:Bonus is BAR 1 +goldstbl:0:BBA4:44:001:Bonus is cherries +goldstbl:0:BBA4:88:001:Bonus is bells + +;####GAME NOT YET IN OFFICIAL BINARY - DUE TO LATE COPYRIGHT OR NOT FULLY WORKING, BUT IN SOURCE##### +; [ King of Fighters '99, The ] +kof99:0:10A7E6:60:000:Infinite Time +kof99:0:1081E8:A0:000:Maximum Power PL1 +kof99:0:108239:65:000:Infinite Energy PL1 +kof99:0:1082E3:03:000:Infinite Strikers PL1 +kof99:0:1083E8:A0:000:Maximum Power PL2 +kof99:0:108439:65:000:Infinite Energy PL2 +kof99:0:1084E3:03:000:Infinite Strikers PL2 + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Lotto Fun ] +lottofun:0:983E:59:000:Infinite Choosing Time + +;####GAME NOT YET IN OFFICIAL BINARY - DUE TO LATE COPYRIGHT OR NOT FULLY WORKING, BUT IN SOURCE##### +; [ Fatal Fury 4 - Mark of the Wolves ] +motw:0:107490:99:000:Infinite Time +motw:0:107490:00:001:Finish Round Now! +motw:0:10E008:09:000:Infinite Credits PL1:Home version +motw:0:10048E:78:000:Infinite Energy PL1 +motw:0:1004BE:80:000:Infinite Power PL1 +motw:0:10048E:00:001:Drain All Energy Now! PL1 +motw:0:1004BE:00:001:Drain All Power Now! PL1 +motw:0:10E009:09:000:Infinite Credits PL2:Home version +motw:0:10058E:78:000:Infinite Energy PL2 +motw:0:1005BE:80:000:Infinite Power PL2 +motw:0:10058E:00:001:Drain All Energy Now! PL2 +motw:0:1005BE:00:001:Drain All Power Now! PL2 + +;####GAME NOT YET IN OFFICIAL BINARY - DUE TO LATE COPYRIGHT OR NOT FULLY WORKING, BUT IN SOURCE##### +; [ Metal Slug X ] +mslugx:0:1013DE:5A:000:Infinite Time +mslugx:0:101288:02:000:Infinite Lives PL1 +mslugx:0:101523:40:000:Invincibility PL1 (1/2) +mslugx:0:101549:99:500:Invincibility PL1 (2/2) +mslugx:0:10C5FD:32:001:Get 50 Prisoners PL1 +mslugx:0:10C725:FF:000:Infinite Ammo PL1 +mslugx:0:10C720:63:000:Infinite Bombs PL1 +mslugx:0:10C621:30:000:Infinite Vehicle Energy PL1 +mslugx:0:10C627:63:000:Infinite Vehicle Cannon PL1 +mslugx:0:101338:02:000:Infinite Lives PL2 +mslugx:0:1015D3:40:000:Invincibility PL2 (1/2) +mslugx:0:1015F9:71:500:Invincibility PL2 (2/2) +mslugx:0:10C601:32:001:Get 50 Prisoners PL2 +mslugx:0:10C727:FF:000:Infinite Ammo PL2 +mslugx:0:10C721:14:000:Infinite Bombs PL2 +mslugx:0:10C645:30:000:Infinite Vehicle Energy PL2 +mslugx:0:10C64B:19:000:Infinite Vehicle Cannon PL2 + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Pong ] +pong:0:000000:00:999:[This game is a simulation ] +pong:0:000000:00:999:[not a emulation, so as yet ] +pong:0:000000:00:999:[cheats are not possible. ] + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Pontoon ] +pontoon:0:0000:00:999:[Credits in/Credits out mode] +pontoon:0:6084:50:001:Get 50000 credits Now! (1/4) +pontoon:0:6085:C3:501:Get 50000 credits Now! (2/4) +pontoon:0:6086:00:501:Get 50000 credits Now! (3/4) +pontoon:0:6087:00:501:Get 50000 credits Now! (4/4) +pontoon:0:6036:00:998:Watch me for CPU's card + +;####GAME REMOVED FROM OFFICIAL BINARY DURING 0.36 BETA STAGES BUT STILL IN SOURCE##### +; [ Street Fighter ZERO (Japan CPS Changer) ] +sfzch:0:FFAE09:63:000:Infinite Time +sfzch:0:FF81CD:01:000:All characters selectable:Dont enable on character scrn +sfzch:0:FF8441:90:000:Infinite Energy PL1 +sfzch:0:FF8441:00:000:Energy always set to 0 PL1 +sfzch:0:FF8441:00:001:Energy set to 0 Now! PL1 +sfzch:0:FF84C6:01:000:End round to win match PL1 +sfzch:0:FF84C6:00:000:Rounds won always = 0 PL1 +sfzch:0:FF84C6:00:001:Rounds won = 0 Now! PL1 +sfzch:0:FF842F:00:000:Air special/super moves PL1:Glitches when knocked down +sfzch:0:FF84BF:30:001:Charge super bar to L1 PL1 +sfzch:0:FF84BF:60:001:Charge super bar to L2 PL1 +sfzch:0:FF84BF:90:001:Charge super bar to L3 PL1 +sfzch:0:FF84BF:90:000:Super bar always L3 PL1 +sfzch:0:FF84BF:00:000:No super moves PL1 +sfzch:0:FF84BF:00:001:No super moves Now! PL1 +sfzch:0:FF84A2:00:001:Play with Ryu PL1 +sfzch:0:FF84A2:01:001:Play with Ken PL1 +sfzch:0:FF84A2:02:001:Play with Gouki PL1 +sfzch:0:FF84A2:03:001:Play with Nash PL1 +sfzch:0:FF84A2:04:001:Play with Chun Li PL1 +sfzch:0:FF84A2:05:001:Play with Adon PL1 +sfzch:0:FF84A2:06:001:Play with Sodom PL1 +sfzch:0:FF84A2:07:001:Play with Guy PL1 +sfzch:0:FF84A2:08:001:Play with Birdie PL1 +sfzch:0:FF84A2:09:001:Play with Rose PL1 +sfzch:0:FF84A2:0A:001:Play with Vega PL1 +sfzch:0:FF84A2:0B:001:Play with Sagat PL1 +sfzch:0:FF84A2:0C:001:Play with Dan PL1 +sfzch:0:FF85F2:01:000:Inf taunts for Ken or Ryu PL1 +sfzch:0:FF85C1:01:000:Inf taunts for Chun Li PL1 +sfzch:0:FF85F0:01:000:Inf taunts for Charlie PL1 +sfzch:0:FF85C4:01:000:Inf taunts for Guy PL1 +sfzch:0:FF85F8:00:000:Inf taunts for Birdie PL1 +sfzch:0:FF85FF:01:000:Inf taunts for Sodom PL1 +sfzch:0:FF85F8:01:000:Inf taunts for Adon PL1 +sfzch:0:FF85E8:01:000:Inf taunts for Rose PL1 +sfzch:0:FF85C0:01:000:Inf taunts for Sagat PL1 +sfzch:0:FF85F1:01:000:Inf taunts for Akuma PL1 +sfzch:0:FF85FB:01:000:Inf taunts for Bison PL1 +sfzch:0:FF8841:90:000:Infinite Energy PL2 +sfzch:0:FF8841:00:000:Energy always set to 0 PL2 +sfzch:0:FF8841:00:001:Energy set to 0 Now! PL2 +sfzch:0:FF88C6:01:000:End round to win match PL2 +sfzch:0:FF88C6:00:000:Rounds won always = 0 PL2 +sfzch:0:FF88C6:00:001:Rounds won = 0 Now! PL2 +sfzch:0:FF882F:00:000:Air special/super moves PL2:Glitches when knocked down +sfzch:0:FF88BF:30:001:Charge super bar to L1 PL2 +sfzch:0:FF88BF:60:001:Charge super bar to L2 PL2 +sfzch:0:FF88BF:90:001:Charge super bar to L3 PL2 +sfzch:0:FF88BF:90:000:Super bar always L3 PL2 +sfzch:0:FF88BF:00:000:No super moves PL2 +sfzch:0:FF88BF:00:001:No super moves Now! PL2 +sfzch:0:FF88A2:00:001:Play with Ryu PL2 +sfzch:0:FF88A2:01:001:Play with Ken PL2 +sfzch:0:FF88A2:02:001:Play with Gouki PL2 +sfzch:0:FF88A2:03:001:Play with Nash PL2 +sfzch:0:FF88A2:04:001:Play with Chun Li PL2 +sfzch:0:FF88A2:05:001:Play with Adon PL2 +sfzch:0:FF88A2:06:001:Play with Sodom PL2 +sfzch:0:FF88A2:07:001:Play with Guy PL2 +sfzch:0:FF88A2:08:001:Play with Birdie PL2 +sfzch:0:FF88A2:09:001:Play with Rose PL2 +sfzch:0:FF88A2:0A:001:Play with Vega PL2 +sfzch:0:FF88A2:0B:001:Play with Sagat PL2 +sfzch:0:FF88A2:0C:001:Play with Dan PL2 +sfzch:0:FF89F2:01:000:Inf taunts for Ken or Ryu PL2 +sfzch:0:FF89C1:01:000:Inf taunts for Chun Li PL2 +sfzch:0:FF89F0:01:000:Inf taunts for Charlie PL2 +sfzch:0:FF89C4:01:000:Inf taunts for Guy PL2 +sfzch:0:FF89F8:00:000:Inf taunts for Birdie PL2 +sfzch:0:FF89FF:01:000:Inf taunts for Sodom PL2 +sfzch:0:FF89F8:01:000:Inf taunts for Adon PL2 +sfzch:0:FF89E8:01:000:Inf taunts for Rose PL2 +sfzch:0:FF89C0:01:000:Inf taunts for Sagat PL2 +sfzch:0:FF89F1:01:000:Inf taunts for Akuma PL2 +sfzch:0:FF89FB:01:000:Inf taunts for Bison PL2 + +;####GAME NOT YET IN OFFICIAL BINARY - DUE TO LATE COPYRIGHT OR NOT FULLY WORKING, BUT IN SOURCE##### +; [ Steel Gunner 2 ] +sgunner2:0:108D3F:04:000:Infinite Missiles PL1 +sgunner2:0:108C25:14:000:Infinite Energy PL1 +sgunner2:0:108D41:04:000:Infinite Missiles PL2 +sgunner2:0:108C27:14:000:Infinite Energy PL2 + +;****************************************************************************** +;* * +;* ONLY CHEATS FOR THE GAMES NOT IN THE LATEST RELEASED BINARY WITH REASON * +;* END OF MAME UNOFFICIAL CHEATS * +;* * +;****************************************************************************** + + +;********************************************************************************************* +;Cheats required : +; +;The following games do not yet have cheats for at least one of the following +;reasons:- +; +;1. The game has not yet been properly emulated by MAME. Some games which are +; broken still have cheats - however, if it's NOT properly emulated and no +; good cheats could be found then reason 1 will be quoted over all other +; reasons. +; +;2. I don't know what cheats to find as the game is hard to understand and is +; perhaps in a another tongue - eg Japanese. Or the the game doesn't appear +; suitable for cheat finding. +; +;3. I haven't had chance to look at the game for one reason or another - +; A GET OUT! ;-) +; +;4. The game has had no RAM areas set up to search in for cheats even with a +; SCAN ALL AREAS! A lot of cinematronics games currently have this problem +; as only 1 ROM area is defined! +; +;5. The game was only recently fixed and I haven't had a chance to find any +; cheats yet. +; +;6. I've got cheat(s) for the game but I haven't had chance to test them or do +; the cheat description(s). +; +;7. I've had a quick look at this game and it seems suitable for cheat finding, +; there's RAM set up - but even a simple search for an Infinite Lives cheat +; didn't turn up any cheats after whittling down the locations.... These can +; be taken as a challenge!!! +; +;8. The game was added in one of the last versions and I haven't had chance to +; find any cheats yet. If there is no reason quoted, then it is for this +; reason. +; +;9. The game was not in the last official releasable beta binary, some of these +; 'unofficial' games have cheats (Metal Slug X), but this reason is primarily +; for games that are playable and are likely to make it to a beta binary +; release soon. This reason will be rarely used! +; +;****************************************************************************** +;* ALL CHEATS REQUIRED GAMES WERE LAST 'FULLY' IDENTIFIED ON 18 MAY 2000 * +;****************************************************************************** +; +;****************************************************************************** +;* GAMES IN THE OFFICIAL MAME 0.36 BINARY WITH NO CHEATS * +;****************************************************************************** +; armora [ Armor Attack ] <---------------------------------------[Reason 4] +; barrier [ Barrier ] <--------------------------------------------[Reason 4] +; boxingb [ Boxing Bugs ] <----------------------------------------[Reason 4] +; champbb2 [ Champion Baseball II ] <-------------------------------[Reason 1] +; dakkochn [ DakkoChan Jansoh ] <-----------------------------------[Reason 1] +; demon [ Demon ] <----------------------------------------------[Reason 4] +; dremshpr [ Dream Shopper ] <--------------------------------------[Reason 7] +; ebases [ Extra Bases ] <----------------------------------------[Reason 1] +; gardia [ Gardia ] <---------------------------------------------[Reason 1] +; gardiab [ Gardia (bootleg) ] <-----------------------------------[Reason 1] +; goldmedl [ Gold Medalist ] <--------------------------------------[Reason 1] +; jumpshot [ Jump Shot ] <------------------------------------------[Reason 1] +; kaitei [ Kaitei Takara Sagashi ] <------------------------------[Reason 7] +; kikstart [ Kick Start Wheelie King ] <----------------------------[Reason 1] +; mbomberj [ Muscle Bomber - The Body Explosion (Japan) ] <---------[Reason 1] +; mbombrd [ Muscle Bomber Duo - Ultimate Team Battle (World) ] <---[Reason 1] +; mbombrdj [ Muscle Bomber Duo - Heat Up Warriors (Japan) ] <-------[Reason 1] +; medlanes [ Meadows Lanes ] <--------------------------------------[Reason 2] +; minivadr [ Minivader ] <------------------------------------------[Reason 2] +; mk2 [ Mortal Kombat II (rev L3.1) ] <------------------------[Reason 1] +; mk2r14 [ Mortal Kombat II (rev L1.4) ] <------------------------[Reason 1] +; mk2r32 [ Mortal Kombat II (rev L3.2 (European)) ] <-------------[Reason 1] +; nbajam [ NBA Jam (rev 3.01 04/07/93) ] <------------------------[Reason 1] +; nbajamr2 [ NBA Jam (rev 2.00 02/10/93) ] <------------------------[Reason 1] +; nbajamte [ NBA Jam TE (rev 4.0 03/23/94) ] <----------------------[Reason 1] +; palamed [ Palamedes (Japan) ] <----------------------------------[Reason 3] +; ripoff [ Rip Off ] <--------------------------------------------[Reason 4] +; robotbwl [ Robot Bowl ] <-----------------------------------------[Reason 2] +; shanghai [ Shanghai ] <-------------------------------------------[Reason 2] +; shtngmst [ Shooting Master ] <------------------------------------[Reason 1] +; slammast [ Saturday Night Slam Masters (World) ] <----------------[Reason 1] +; solarq [ Solar Quest ] <----------------------------------------[Reason 4] +; spacewar [ Space Wars ] <-----------------------------------------[Reason 4] +; sparkz [ Sparkz (prototype) ] <---------------------------------[Reason 3] +; speedfrk [ Speed Freak ] <----------------------------------------[Reason 4] +; starcas [ Star Castle (version 3) ] <----------------------------[Reason 4] +; starcas1 [ Star Castle (older) ] <--------------------------------[Reason 4] +; starcrus [ Star Cruiser ] <---------------------------------------[Reason 1] +; starhawk [ Star Hawk ] <------------------------------------------[Reason 4] +; sundance [ Sundance ] <-------------------------------------------[Reason 4] +; tailg [ Tailgunner ] <-----------------------------------------[Reason 4] +; ufosensi [ Ufo Senshi Yohko Chan ] <------------------------------[Reason 1] +; warrior [ Warrior ] <--------------------------------------------[Reason 4] +; wotw [ War of the Worlds ] <----------------------------------[Reason 4] + +;****************************************************************************** +;* GAMES ADDED IN THE OFFICIAL MAME 0.37 BETA 1 BINARY WITH NO CHEATS * +;****************************************************************************** +; tndrcade [ Thundercade ] <----------------------------------------[Reason 1] + +;****************************************************************************** +;* GAMES ADDED IN THE OFFICIAL MAME 0.37 BETA 2 BINARY WITH NO CHEATS * +;****************************************************************************** +; sheriff [ Sheriff ] <--------------------------------------------[Reason 8] + +;****************************************************************************** +;* CHEAT CREDITS * +;****************************************************************************** +; +; The following people have contributed cheats to this cheat file since it's +; first release in early 1998. By contributing I mean they have ever emailed +; me the cheats or have posted cheats on the messageboard or have even just +; pointed out errors with the cheat file. The names are sorted alphabetically +; by first name, I prefer real names but aliases are included: +; +; +; Andresb, +; Angel L. Fradejas, +; Ben Jos Walbeehm, +; C-TYPE, +; Cal, +; Chris Henry, +; Chuck Livingston, +; Coyotepaw, +; CyberTaco, +; Daniel Clegg, +; Daniel Donoghue, +; David Jumper, +; Deb, +; Doug Works, +; Dude, +; Eli Flores, +; Eric King, +; F. D. Vorck, +; Federico Stein, +; Felipe de Almeida Leme, +; Filipe de V. Estima (aka Bugfinder), +; Franck Charron, +; From A Distance, +; Heiko Herold (aka Hman), +; Iain Odlin, +; Jaguar, +; James Henstridge, +; Jamie, +; jAsOn, +; JCK of the Ultimate Patchers (lots and lots), +; Jeff Gerstmann (aka Gleemonex), +; Joe Ho, +; John Sensebe, +; Jon Attree, +; Jon Colverson, +; José Miguel Aunión Juan, +; Joseph Rard, +; Ken Lui, +; Kenshiroh, +; Kevin Butler, +; Kim Scarborough, +; KiwI_SLT, +; Laurence Pittenger, +; Leo, +; Lloyd Hannesson, +; Lone Soldier, +; M.A.S.H. (Multiple Arcade Special Helper) alias Xgebken, +; M'Lord Sandwich, +; Mac Lak (lots of neogeo cheats and the essential CheckCDB cheat database checking program ), +; Marc Sira, +; Marceau Mallard, +; Martin Fernandez, +; Martin Pugh ( you wouldn't believe how many this bloke has found!!! - oh that's me! ;-) ), +; Maurizio Zanello, +; Michael Horton (alias Just Michael), +; Michel Colman, +; Nate, +; Nathan Duran, +; Nathaniel Fedewa, +; Neorage, +; Pablo Fernandez (AKA Darksoft), +; PAC-MAD/Doctor Flip of the Ultimate Patchers (lots and lots), +; Paul Slabowski, +; Paulo Cordeiro, +; Riaan Prinsloo, +; Robert J Baker, +; Robert MacCarthy (aka Crashtest), +; Rodney Norton (aka Slade), +; RON024, +; Santeri Saarimaa, +; Shun, +; Southpaw, +; Steph of the Ultimate Patchers (lots and lots), +; T L Hawkins, +; The Gizmo, +; The StarCreator, +; Thierry Jaboeuf, +; Tom, +; Tyler Weems, +; Udirnel, +; Valentino Georgiou, +; Walk, +; Who Wants to Know?, +; Xavier, +; Yip Ho Fan, +; YMI, +; Zan Hsieh. +; +; If I've missed anybody out or if you are included twice (real name and alias) +; then please let me know. You could even send some cheats along with the info, +; I haven't heard from some of you for ages!!! +; +;****************************************************************************** +;* GAMES WHICH MAY USE THE SAME CHEATS * +;* * +;* Basically this is an alphabetical list of clones, so even although area88 * +;* is a clone of UN Sqauadron it is listed after area88. Also some of the * +;* games are not listed by MAME as clones but they are, at least from the * +;* perspective of cheats - which is why this is here! * +;* * +;* = means the game uses the same cheats as the game listed before it. * +;* * +;* ~ means the game uses slightly different cheats than the game listed * +;* before it. * +;* * +;* =~ means the game uses cheats which are the same AND some are slightly * +;* different than the game listed before it * +;* * +;* This list of clones will always be based on the latest version of MAME * +;* be it a BETA or a FINAL release that is covered by the cheat file!! * +;* * +;****************************************************************************** +;005=monsterb=spaceod +;1941=1941j +;1942=1942a=1942b +;1943~(1943j=1943kai) +;3wonders=wonder3 +;600~turpin=turtles +;64streej=64street +;88games=hypsptsp=konami88 +;99lstwar=repulse=sonofphx~=99lstwra +;actfanc1=actfancj=actfancr +;aeroboto=formatz +;aerofgt=aerofgtb=aerofgtc +;airwolf=skywolf=skywolf2 +;ajax=ajaxj +;alcon=slapbtjp=slapbtuk=slapfigh +;alexkida=alexkidd +;alieninv=cosmicmo=earthinv=invaderl=invaders=invadpt2=invdpt2m=jspecter=moonbase=sicv=sinvemag=sinvzen=sisv=sisv2=sitv=spaceatt=spacewr3=spceking=spcewars=superinv~polaris~sfeverbw=spacefev +;aliens=aliens2=aliensj=aliensu +;aliensya=aliensyb=aliensyj=aliensyn +;alpine=alpinea +;altbeast=altbeas2=jyuohki +;amidar=amidaro=amidaru=amigo=~amidars +;apb=apb2 +;arabian=arabiana +;archriv2=archrivl +;area88=unsquad +;ark2jp=ark2us=arkanoi2 +;arkanoid=arkangc=arkatayt=arkbl2=arkbloc2=arknoidj=arknoidu +;armorcar=armorca2 +;assault=assaultj=assaultp +;astdelu1=astdelux +;asteroi1=~(asteroid=asteroib) +;astinvad=kamikaze +;astorm=astormbl=~astorm2p +;astrob=astrob1=astrob2 +;astrof=astrof2=astrof3 +;astyanax=~lordofk +;atlantis~atlants2 +;atarifb=atarifb1=atarifb4 +;atetckt2=atetcktl=atetris=atetrisa=atetrisb=tetris=tetrisa=tetrisbl +;aurail=auraila +;avenger2=avengers +;baddudes=drgninja +;bagman=bagmans=bagmans2=bagnard=sbagman=sbagmans +;battlane=battlan2=battlan3 +;battlera=bldwolf +;battlntj=battlnts +;bayrouta=bayroute=bayrtbl1=bayrtbl2 +;bbros=pang=pangb=pompingw +;bchopper=mrheli +;beastf~thglob +;berlwall=berlwalt +;bermudaa=worldwar=~(bermudaj=bermudat) +;berzerk=berzerk1 +;bigprowr=tagteam +;billiard=hustler=hustlerb +;bionicc=bionicc2=topsecrt +;bktigerb=blkdrgnb=blkdrgon=blktiger +;bladestl=bladstle +;blckgalb=blockgal +;blckout2=blockout +;block=blockbl=blockj +;blockhl=quarth +;bloodbro=weststry +;blstroi2=blstroid +;blswhstl=detatwin +;blueprnj=blueprnt +;bnj=brubber=caractn +;boblbobl=bubbobr1=bublbobl=bublbobr=sboblbob +;bodyslam=dumpmtmt +;bombjac2=bombjack +;bootcamp=combasc=combascb=combasct=combascj +;bosco=boscomd=boscomdo=boscoo=boscoo2 +;bottom9=bottom9n +;breakers~breakrev +;breywood=shackled +;brix=zzyzzyx2=zzyzzyxx +;brkthru=brkthruj +;btime=btime2=btimem~cookrace +;btlfield=skyadvnt=skysoldr=timesol1=timesold +;burningf=burningh +;bzone=bzone2 +;cabal=cabal2=cabalbl +;canbprot=canyon +;capbowl=capbowl2=clbowl +;captcomj=captcomm=captcomu +;cawing=cawingj +;cbuster=cbusterj=cbusterw=twocrude +;ccastles~ccastle2 +;ccboot=ccboot2=cclimber=cclimbrj +;cchasm=cchasm1 +;centipb2=centipd2=centipdb=centiped +;champwr=champwrj=champwru +;changes=looper +;checkmaj~checkman +;chelnov=chelnovj +;chikij=mtwins +;chopper=legofair +;chplft=chplftb=chplftbl +;circusc=circusc2=circuscc=circusce +;citycon=citycona=cruisin +;ckong=ckonga=ckongalc=ckongjeu=ckongo=ckongs=dkong=dkongjp=dkongjpo=monkeyd +;cninja=cninja0=cninjau=joemac=stoneage +;cobracmj=cobracom +;colony7=colony7a +;commandj=commando=commandu=spaceinv +;congo=tiptop +;contra=contrab=contraj=contrajb=gryzor +;cop01~cop01a +;cosmica=cosmica2 +;cosmogng=cosmognj +;cottong=gutangtn=locomotn +;crazyblk=mrjong +;crazycop=gbusters +;crbalon2=crbaloon +;crimfght=~(crimfgt2=crimfgtj) +;crush=crush2=crush3=maketrax=mbrush=paintrlr +;csk227it~csk234it +;csprint~ssprint +;ctribe=ctribeb +;cyberb2p=cyberbal=cyberbt +;dairesya=farwest=ironhors +;dangar=dangar2=dangarb +;darkadv=~devilw=majuu (the weapon cheats for darkadv are completely different!) +;darksea1=darkseaj=darkseal=gatedom1=gatedoom +;dbldyn~dynduke (these are a LOT different!) +;dday=ddayc +;ddrago3b=ddragon3 +;ddragon=ddragonb +;defcmnd=mayday=maydaya~defence~defender~(defendg=defendw) +;destderb=~destderm +;desterth=grescue=lrescue +;devilfsg=devilfsh +;devstor2=devstor3=devstors=garuka +;digdug=digdugat=digdugb=dzigzag +;digdug2=digdug2a +;dino=dinoj +;dkgensan=hharryu~hharry +;dkjrbl=dkjrjp=dkngjrjp==dkongjr +;dkong3=dkong3j +;docastle=docastl2=douni~dowild=jjack +;dogosoke~(ikari=ikarijp=ikarijpb)=victroad +;dorunru2=dorunrun=spiero~dorunruc +;dotron=dotrone +;dplay=einnings +;dsaber=dsaberj +;dspirit=dspirito +;dyger=dygera +;eagle=eagle2=fantazia=mooncrs2=mooncrsb=mooncrsg=mooncrst=smooncrs~mooncrgx +;eggs=scregg +;elecyoy2=elecyoyo +;elevatob=elevator +;elim2=elim2a +;empcity=empcityj=stfight +;endurob2=endurobl=enduror +;eprom=eprom2 +;espial=espiale +;eswat=eswatbl +;excthour=matmania~(maniach=maniach2) +;exctscc2=exctscca=exctsccb=exctsccr +;exedexes=savgbees +;exerion=exerionb=exeriont +;exprraid=wexpresb=wexpress +;eyes=eyes2 +;f1dream=f1dreamb +;fantasy=fantasyj=spectar=spectar1=targ +;fantzone=fantzono +;fastfred=flyboy=flyboyb +;ffantasy=hippodrm +;ffight=ffightj=ffightu +;finalizb=finalizr +;fireshrk~samesame +;firetpbl=firetrap +;fitter=roundup +;flicky=flicky2 +;flkatck=mx5000 +;forgottn=lostwrld +;fpoint=fpointbl +;frogger=froggrmc=frogseg1=frogseg2~froggers +;fround=hpuncher +;fshark=fsharkbt=hishouza=skyshark +;funkybee=~skylancr +;gaiden=ryukendn=shadoww +;galag88b=galag88j=galaga88 +;galaga=galaga84=galagab2=galagads=galagamw=gallag=nebulbee +;galaga3=galaga3a=gaplus=gaplusa +;galap1=galap4=galapx=galaxb=galaxian=galmidw=galturbo=gteikoku=redufo=spacbatt=superg=uniwars=~swarm~(moonal2=moonal2b) +;galivan=galivan2 +;galxwars=starw +;gangwarb=gangwars +;gaunt2p~(gauntir1=gauntir2)~gauntlet +;gberet=gberetb=rushatck +;geebee=geebeeg +;gensitou=prehisle=prehislu +;getstar=getstarb=getstarj +;ghostb~ghostb3~meikyuh +;ghouls(=~ghoulsj)=ghoulsu +;gladiatr=ogonsiro +;gng=gnga=gngt=makaimuc=makaimug=makaimur +;goldnabl=goldnaxa=goldnaxb=goldnaxc=goldnaxe=goldnaxj +;goldstar=goldstbl +;gondo=makyosen +;gorf=gorfpgm1 +;gradius~nemesis=nemesuk +;gradius2=grdius2a=grdius2b=vulcan +;gradius3=grdius3a +;gravitar=gravitr2 +;grindstrm~vfive (a lot of differences!) +;grobda=grobda2=grobda3 +;growl=growlu=runark +;gtmr~gtmre +;gundeala=gundealr +;gunforce=gunforcu +;gunhohki=mysticri +;gunsmoka=gunsmoke=gunsmokj=gunsmrom +;gwar=gwara=gwarb=gwarj +;gyruss=gyrussce=venus +;hal21=hal21j +;hangly=hangly2=npacmod=pacheart=pacman=pacmanjp=pacmanm=pacmod=puckman=~jrpacman=~(mspacatk=mspacman=pacgal)=~pacplus=~piranha~pacmanbl +;hangon=shangon=shangonb +;hbarrel=hbarrelw +;hcastle=hcastlea=hcastlej +;helifira=helifire +;hitnmis2=hitnmiss +;hoccer~hoccer2 +;hook=hooku +;hopprobo~springer +;hpolym84=hyperspt +;hunchbkd~hunchbks +;hydra=~hydrap +;hyprolyb=hyprolym=trackfld=trackfld +;imsorry=imsorryj +;indytem2=~indytem3~=(indytem4=indytemp) +;inthunt=inthuntu=kaiteids +;intrepi2=intrepid +;invrvnga=invrvnge +;jack=jack2=jack3 +;jackal=jackalj=topgunbl=topgunr +;jackrab2=jackrabs=jackrabt +;joyfulr=mnchmobl +;jumpbug=jumpbugb +;jungleh=junglek=junglkj2 +;junofrst=junofstg +;joust=joust2=joustg=joustr=joustwr +;jumping=rainbow~rainbowe +;jungler=junglers +;kageki=kagekij +;kangaroa=kangarob=kangaroo +;karatblu=karatblz +;karatedo=karatevs=kchamp=kchampvs +;karnov=karnovj +;kick~kicka +;kicker=shaolins +;kicknrun=mexico86 +;kidniki=yanchamr +;kingbalj=kingball +;kingofb=ringkin2=ringkin3=ringking +;klax~klax2=klax3=klaxj +;knights=knightsj +;kod=kodb=kodj +;konamigt~rf2 +;kram=kram2 +;ktiger=twincobr=twincobu +;kuhga=vaportra=vaportru +;kungfub=kungfub2=kungfud=kungfum=spartanx +;kuniokub=kuniokun=renegade +;kyukaidk=kyukaido +;ladybug=ladybugb +;laser=spcewarl=spclaser +;lastduel=lstduela=lstduelb +;lastmiss=lastmss2 +;ldrun=ldruna +;ldrun2=ldrun3~ldrun4 +;ledstorm=madgear=madgearj +;leprechn=potogold +;lethalth=thndblst +;lgtnfght=trigon +;lifefrce=lifefrcj=salamand +;liquidk=liquidku=mizubaku +;lkage=lkageb +;lomakai=makaiden +;losttmbh=losttomb=~superbon +;lwings=lwings2=lwingsjp +;machomou=suprmou2=suprmous +;maglord~maglordh +;mainevt=mainevt2=ringohja +;majest12~ssi +;majtitl2=skingam2=skingame +;mappy=mappyjp +;marble=marble2=marblea +;mario=mariojp=masao +;marvland=marvlanj +;megaforc=starforc=starfore +;megaznik=megazone +;mercs=mercsj=mercsu +;mgakuen=~mgakuen2 +;mhavoc=mhavoc2=mhavocp=mhavocrv +;mia=mia2~miaj +;midres=midresj=midresu +;mikie=mikiehs=mikiej +;minefld=rescue +;minigol2=minigolf +;missile=suprmatk~missile2 +;mk=mkla3=mkla4=~(mkla1=mkla2) +;moguchan=zodiack +;monwar2a=moonwar2 +;moonwalk=moonwlka=moonwlkb +;motorace=travrusa +;mpatrol=mpatrolw=mranger +;mrdo=mrdofix=mrdot=mrlo=mrdu=yankeedo~mrdoy +;mrviking=mrvikinj +;msword=mswordj=mswordu +;mtrap=mtrap3=mtrap4 +;myhero=myheroj=myherok +;naughtya=naughtyb=naughtyc +;nemo=nemoj +;nibbler=nibblera +;ninjak2a=rdaction~(ninjak2b=ninjakd2) +;ninjemak=youma +;nomnlnd~nomnlndg +;nov2001u=nova2001 +;nprinces=nprincsb=nprincsu=seganinj=seganinu +;nrallyx=rallyx=rallyxm +;nspirit=nspiritj +;offtwalc~offtwall +;oscar=oscarj=oscarj0=oscarj1 +;outrun=outruna=outrunb +;outzone=~outzonep +;ozmawars=solfight=spaceph +;p47=p47j +;pacland=pacland2=pacland3=paclandm +;pacmania=pacmanij +;pacnchmp=pacnpal +;panic=panica=panicger +;passht4b=passshtb=passsht +;pbaction=pbactio2 +;pcktgal=pckgal2=pcktgalb +;pengo=pengo2=pengo2u=penta +;phoenix=phoenix3=phoenixa=phoenixc=phoenixt=(pleiads~pleiadce=pleiadbl) +;pinbo=pinbos +;pipibibs~whoopee +;pitfall2=pitfallu +;pitfigh3=pitfight +;pkunwar=pkunwarj +;polaris=polarisa +;polepos=polepos1=polepos2=poleposa=poleps2a=poleps2b=poleps2c=topracer +;ponpoko=ponpokov +;pootan=pooyan=pooyans +;popeye=popeye2=popeyebl +;popflama=popflame +;poundfor=poundfou +;pow=powj +;pspikes=svolly91 +;psychos=psychosj +;punchout=spnchout=spnchotj +;punisher=punishrj=punishru +;punkshot=punksht2 +;puzzldpr=puzzledp +;pyros=wardner=wardnerj +;qix=qixa=qixb +;quantum=quantum1=quantump +;quartet=quartet2=quartetj +;rabiolep=rpunch +;raiden~raidena=raidenk +;rampage=rampage2 +;rampart~rampartj~ramprt2p +;rastan=rastanu=rastanu2=rastsaga +;rbtapper=sutapper=tapper=tappera +;regulus=regulusu +;relief~relief2 +;retofin1=retofin2=retofinv +;roadf=roadf2 +;robocop=robocopb=robocopu=robocpu0 +;robotron=robtryo +;rockrage=rockragj +;rocnrope=rocnropk +;rodland~rodlandj +;rollerg=rollergj +;rompers=romperso +;route16=route16b +;rpatrolb~silvland +;rthun2=rthun2j +;rthunder=rthundro +;rtype=rtypepj~=rtypeu +;rtype2=rtype2j +;rugrats=wiping +;rushcrsh=srumbler=srumblr2 +;rygar=rygar2=rygarj +;satansat=zarzon +;sbbros=spang +;schaser=schasrcv +;scion=scionc +;scobra=scobrab=scobras~800fath=mariner=scramblb=scramble=scrambls +;scontra=scontraj +;sctionza=sectionz +;sdi=sdioj +;searchar=sercharu +;secretag=slyspy=slyspy2 +;sectrzon=seicross +;sengokh=sengoku +;sf2=sf2a=sf2b=sf2e=sf2j=sf2jb~(sf2accp2=sf2ce=sf2cea=sf2ceb=sf2cej=sf2rb=sf2red=sf2t=sf2tj) +;shadowld=yokaidko=youkaidk +;shdancbl=shdancer=shdancrj +;shinobi~(shinobia=shinobib)~shinobl +;shisen=sichuan2=sichuana +;shollow=shollow2 +;shootoub=shootouj~shootout +;shuuz=shuuz2 +;sidearjp=sidearmr=sidearms +;sidepckt=sidepctb=sidepctj +;silkworm=silkwrm2 +;simps2pj=simpsn2p=simpsons +;sinista1=sinista2=sinistar +;skullxb2=skullxbo +;skykiddo=skykiddx +;smashtv=smashtv4=smashtv5=smashtv6 +;snowbroa=snowbrob=snowbroj=snowbros +;solarwar=xsleena=xsleenab +;spacebrd=spacedem=spacefb=spacefbb=spacefbg +;spaceplt=timeplt=timepltc +;spacfura=spacfury +;speakres=stratvox=stratvxb +;spiders=spiders2 +;spinlbrj=spinlbrk=spinlbru +;spool3=spool3i +;sprint1~sprint2 +;spyhnt2a=spyhunt2 +;sqixbl=superqix +;spacetrk=sptrekct +;sspacatc=sspacat2=sspaceat +;ssrdrabd=ssrdrebc=ssrdrebd=ssrdrjbd=ssrdrubc~=(ssrdruac=ssrdruda=ssriders) +;starjack=starjacs +;starwar1=starwars +;stratgys=stratgyx +;streets1=streetsj=streetsm +;strider=striderj=stridrja +;supbtime=supbtimj +;superpac=superpcm +;svolley=svolleyk +;swimmer=swimmera +;sws92~sws93 +;sxevious=~xevious=~xeviousa=~xevios +;szaxxon~zaxxon=zaxxon2=zaxxonb +;tankfrce=tankfrcj +;tazmani2=tazmania +;tdfever=tdfeverj +;tempest=tempest1=tempest2=temptube +;terracra=terracrb=terracre +;terraf=terrafu +;theend=theends +;thnderxj=thunderx +;tknight=wildfang +;thehustj=thehustl +;tigerh=tigerh2=tigerhb1=tigerhb2=tigerhj +;tigeroad=toramich +;tmht=tmnt=tmntj~=(tmht2p=tmnt2p=tmnt2pj) +;tmnt2=tmnt2a=~tmnt22p +;tnk3=tnk3j +;tnzs=tnzsb=~tnzs2 +;todruaga=todruagb +;toki=toki2=toki3=tokib=tokiu +;tokio=tokiob +;tomahaw5~tomahawk +;toobin=toobin2=toobinp +;totcarn=totcarnp +;tp84=tp84a +;triviabb=triviag1=triviag2=triviasp=triviayp +;trog=trog3=trogp +;trojan=trojanj=trojanr +;tron=tron2 +;tsamurai=tsamura2 +;tturf=tturfbl=tturfu +;tumblep=tumblep2=tumblepb=tumblepj +;turbo=turboa=turbob +;tutankhm=tutankst +;uccops=uccopsj +;vangrdce=vanguard +;vanvan=vanvans +;varth=varthj=varthu +;vastar=vastar2 +;vendett2=vendetta=vendettj +;venture=venture2=venture4 +;vigilant=vigilntj=vigilntu +;vimana=vimana2=vimanan +;vindctr2~vindictr +;vsyard=vsyard2=yard +;vulgus=vulgus2=vulgusj +;warpwar2=warpwarp=warpwarr +;wb3=wb3a=wb3bl +;wbdeluxe=wboy=wboy2=wboy3=wboy4=wboy4u=wboyu +;wbml=wbmlj=wbmlj2=wbmlju +;wc90=wc90b +;willow=willowj +;wh1~(wh2=~wh2j=~whp) +;wiseguy=yamyam +;wiz=wizt +;wof=wofj +;ws=~ws89=ws90 +;wwester1=wwestern +;xmen=~xmen2pj=~xmen6p +;yiear=yiear2 +;zigzag=zigzag2 +;zookeep=zookeep2=zookeep3 + +;****************************************************************************** +; Cheats requiring more work (and time......) :- +; Rework cheats with ';' comment lines to cheat type 999 wherever a better +; explanation is required (not Use Sprite when flickers type comments as this +; will overcomplicate matters for now) - ONGOING +; Look at Ali Baba - uses pacman hardware may use same cheats... +; Look at Aurail - round 2 looks to be a different game - cheats may not work +; after round 1... +; Check out all the Neo Geo fighting games like Samurai Shodown, it appears that +; the energy cheats don't work - looks like an 'Exterminator' situation. +; More cheats for Finest Hour +; Look at The End - invincibility can be improved for starters +; Check out weapon cheats for Finalizer +; Look at Mirai Ninja +; Punisher weapon cheats - if possible +; Look at replicating Mania Challenge cheats for The Main Event +; More Kung Fu Master cheats +; Spy Hunter 2 needs more cheats! +; The Return of Ishtar needs more work - present cheats has problems in b12 ... +; Smash TV - look at Invincibility for PL2, perhaps somebody good and with more +; time then me could look at some working weapon cheats! ;-P Also need to double +; check the clones - there are not quite identical it seems. +; More codes for 88 Games +; I, Robot more codes needed +; Streaking more codes needed +; Sky Kid Deluxe more codes needed +; Plump Pop more codes needed +; Hopping Mappy more codes needed +; Black Hole more codes needed +; Baluba-louk no Densetsu more codes? +; Konami RF2 - look at cheats, max speed for eg. like Konami GT? +; Knock Out/Triple Punch - Look at the invincibilty cheats +; Nibbler - Look at making some short snake cheats +; My Hero - Round Select codes +; mrdoy - requires invincibility cheats +; Mr Do.! - level select cheats +; Mutant Night - level select cheats +; Millipede - look at improving the invincibility cheat +; Gradius III - have a look at the cheat descriptions and find more (job for me[Pugsy]) +; Last Mission - look for weapon cheats at least.. +; Moon Patrol - look at non-crazy Invincibility, problem is 02 gives invincibility +; but doesn't let you jump, 04 let's you jump - masking off 02 and 04 only doesn't +; help either. Maybe another location too to clear up the sprite problem. +; Gauntlet - look at replicating Freeze All Enemies cheat for all Gauntlet Clones +; Colony 7 - look at set fighter =1 cheat is it worthwhile +; Depthcharge - infinite charges should be possible +; Zig Zag - invincibility cheats, use Dig Dug as a guide +; E-Swat - missing Invincibility PL2 cheat +; Syougi No Tatsujin - more cheats? +; Dangerous Seed - check cheats and find more? +; Flash Gal - check for level select cheats +; Fighting Hawk - take a closer look at this game, start on level cheats perhaps +; Cosmo Gang the Video - check out both versions unsure which is NOW the original +; one the cheat was made for. +; Atari Soccer - need to search for score cheats, no patience to play with controls +; Kick and Run - needs score cheats +; Look at Fatal Fury 4 cheats - rename add more? +; Body Slam - room for lots more cheats, see other wrestling games for possible cheats +; Check out the cheats for these clones, I haven't had chance to check them:- +; aliensu darkseaj devstor3 galag88b grdius3a marvlanj +; pinbos skykiddo youma mrvikinj blswhstl pacnchmp poleposa +; More cheats for Big Pro Wrestling! needed +; More cheats for Bosconian (invincibility) +; Replicate invincibility cheats for the Shoot Out clones +; Check out Shinobi (set 3) cheats +; Check out sdioj cheats when the game is fixed +; More cheats for Yosaku To Donbee +; More cheats for Tank Force - in particular a cheat to activate the Air Strike +; Tiger Road has scope for more cheats +; Look for 'Infinite "item" time' cheats for red and green pills for PacMania +; Test aliensyj, cosmica2 +; Check for Stakes Winner & Stakes Winner 2 PL2 cheats +; Add Select score cheats for the Super Sidekicks series of games +; Do Infinite Health, Infinite Ammo, Always have Gun/Get Gun Now! cheats for all levels +; and both players for the game Top Hunter +; Ultraman look at cheats and check....problems encountered +; Look at Quester - more arkanoid pill type cheats? +; Karate Blazers - loads of cheats to be done (no time) - lives energy invincibility for all 4 players +; Air Duel - more cheats required and check invincibility +; Arbalester - more cheats required and check invincibility +; R-Type more weapon cheats to be found +; War of Aero - loads of scope for more cheats - weapons for starters +; Astro Blaster (version 2) + other versions? - cheats seem buggy and causes gfx glitches, investigate +; More cheats for cachat - when I've had chance to play it...... +; '99 The Last War + clones - Shield stays on longer cheat seems to be cosmetic only. Fix or remove +; Investigate buggy invincibility again for Scramble and the several clones +; Rename 'type' cheats for dfeveron, requires better descriptions +; Check out all select and temporary cheats for 37 beta 2 games when cheat engine is completed +; Look at more Great 1000 Miles Rally cheats, max speed at all times for example +; Kaitei Takara Sagashi - the Namco clone has cheats but the original hasn't, seems odd...... +; Dream Soccer '94 - look at Select Score cheats for PL1 and penalty kickoff cheats +; Add Score always, score now! or select score cheats for games with only one type (perhaps) +; Gotya - find invincibility cheat + others +; Kodure Ookami - find invincibility and weapon(?) cheats + level select if poss. +; Labyrinth Runner - weapon cheats required + level select +; Passing Shot - check all cheats, order make them hard to understand.....(I hate Tennis games) +; More cheats for invad2ct - Space Invaders II +; Check out Spinal Breakers - don't understand the 2 part cheats, redo descriptions when done + some +; locations should be 2 part (like time) +; Missing PL2 cheats for Ghox to be found and all cheats to be cleaned up +; More cheats for V-Five (use Grind Stormer as an example - very similar! + clean up cheats especially +; the rough and ready cursor cheat +; More cheats for Fast Lane +; More cheats for Snow Bros. 2 +; 1941 - look for Extreme Firepower PL2 cheat +; Twin Eagle - find missing Maximum Speed PL2 cheat +; Air Buster - possible trigger cheat missing from Side shot, Powerball & B cheats. Investigate +; Soldam (Japan) - possibility of a lot more colour related cheats, + needs some other cheats +; Do some work on reducing the above entries!!! ;-) +;****************************************************************************** +;* NEW CHEATS * +;* Don't forget if you find any yourself submit them to:- pugsy@usa.net * +;****************************************************************************** + + + + diff --git a/bios/Bungie/Marathon 2/Demos/L00.filA b/bios/Bungie/Marathon 2/Demos/L00.filA new file mode 100644 index 00000000..decec9a5 Binary files /dev/null and b/bios/Bungie/Marathon 2/Demos/L00.filA differ diff --git a/bios/Bungie/Marathon 2/Demos/L01.filA b/bios/Bungie/Marathon 2/Demos/L01.filA new file mode 100644 index 00000000..b6a40640 Binary files /dev/null and b/bios/Bungie/Marathon 2/Demos/L01.filA differ diff --git a/bios/Bungie/Marathon 2/Demos/L05.filA b/bios/Bungie/Marathon 2/Demos/L05.filA new file mode 100644 index 00000000..34a1ca75 Binary files /dev/null and b/bios/Bungie/Marathon 2/Demos/L05.filA differ diff --git a/bios/Bungie/Marathon 2/Images.imgA b/bios/Bungie/Marathon 2/Images.imgA new file mode 100644 index 00000000..389c5294 Binary files /dev/null and b/bios/Bungie/Marathon 2/Images.imgA differ diff --git a/bios/Bungie/Marathon 2/Map.sceA b/bios/Bungie/Marathon 2/Map.sceA new file mode 100644 index 00000000..c0e07d39 Binary files /dev/null and b/bios/Bungie/Marathon 2/Map.sceA differ diff --git a/bios/Bungie/Marathon 2/Music.ogg b/bios/Bungie/Marathon 2/Music.ogg new file mode 100644 index 00000000..21d2a306 Binary files /dev/null and b/bios/Bungie/Marathon 2/Music.ogg differ diff --git a/bios/Bungie/Marathon 2/Physics Models/Standard.phyA b/bios/Bungie/Marathon 2/Physics Models/Standard.phyA new file mode 100644 index 00000000..feef6a60 Binary files /dev/null and b/bios/Bungie/Marathon 2/Physics Models/Standard.phyA differ diff --git a/bios/Bungie/Marathon 2/Plugins/Basic HUD/Basic HUD.lua b/bios/Bungie/Marathon 2/Plugins/Basic HUD/Basic HUD.lua new file mode 100644 index 00000000..2815e4ad --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Basic HUD/Basic HUD.lua @@ -0,0 +1,992 @@ +-- Basic HUD 1.0, by treellama +-- based on M2 Default HUD by Hopper +-- from work by Bungie and the Aleph One developers + +Triggers = {} +function Triggers.draw() + if TexturePalette.draw() then return end + + if Player.motion_sensor.active then + local sidelen = globals.motion_sensor_side_length + + local r = rects["motion sensor"] + local fg = InterfaceColors["inventory text"] + + clip_motion_sensor(r.x, r.y, sidelen, sidelen) + imgs["motion sensor virgin mount"]:draw(r.x, r.y) + + local comp36 = globals.network_compass_36 + local comp61 = globals.network_compass_61 + + if Player.compass.nw then + imgs["network compass nw"]:draw(r.x + comp36, r.y + comp36) + end + if Player.compass.ne then + imgs["network compass ne"]:draw(r.x + comp61, r.y + comp36) + end + if Player.compass.se then + imgs["network compass se"]:draw(r.x + comp61, r.y + comp61) + end + if Player.compass.sw then + imgs["network compass sw"]:draw(r.x + comp36, r.y + comp61) + end + + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local img = imgs["motion sensor " .. blip.type.mnemonic .. " " .. blip.intensity] + + local mult = (blip.distance/globals.motion_sensor_range) * (globals.motion_sensor_scale) + local rad = math.rad(blip.direction) + local xoff = r.x + (sidelen / 2) + (math.cos(rad) * mult) + local yoff = r.y + (sidelen / 2) + (math.sin(rad) * mult) + + img:draw(xoff - (img.width / 2), yoff - (img.height / 2)) + end + unclip_motion_sensor() + + end + + if true then + local x = rects["inventory"].x + local y = rects["inventory"].y + local w = Screen.width - x + local h = Screen.height - y + local fg = InterfaceColors["inventory text"] + local bg = InterfaceColors["inventory background"] + + Screen.fill_rect(x - adj(2), y - adj(2), w + adj(2), h, bg) + Screen.fill_rect(x - adj(2), y, w, h, bg) + end + + -- inventory + if true then + local r = rects["inventory"] + local f = int_fonts["interface"] + local rowh = f.line_height + local sec = Player.inventory_sections.current + + -- header + Screen.fill_rect(r.x, r.y, r.width, rowh, InterfaceColors["inventory header background"]); + draw_text_trunc(f, sec.name, r.x + globals.text_inset, r.y, r.width - globals.text_inset, InterfaceColors["inventory text"]) + + -- content + Screen.fill_rect(r.x, r.y + rowh, r.width, r.height - rowh, InterfaceColors["inventory background"]) + if sec.type == InventorySections["network statistics"] then + network_stats_draw() + else + inventory_items_draw() + end + end + + -- weapons + if true then + local r = rects["weapon display"] + Screen.fill_rect(r.x, r.y, r.width, r.height, InterfaceColors["inventory background"]) + + local wep = Player.weapons.desired + if wep then + -- weapon shapes + local shpinfo = wep_shapes[wep.type] + if shpinfo.unusable then + weapon_shape_draw(shpinfo.single) + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.unusable) + end + elseif shpinfo.multiple then + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.single) + end + else + weapon_shape_draw(shpinfo.single) + end + + -- name + weapon_name_draw(wep.name, wep_nrects[wep.type], true) + + -- ammo + if wep.primary then + if wep.primary.bullet_display then + weapon_bullet_draw(wep.primary) + elseif wep.primary.energy_display then + weapon_energy_draw(wep.primary) + end + end + if wep.secondary then + if wep.secondary.bullet_display then + weapon_bullet_draw(wep.secondary) + elseif wep.secondary.energy_display then + weapon_energy_draw(wep.secondary) + end + end + end + end + + -- frame health and O2 + if false then + local r = rects["shield"] + local s = rects["oxygen"] + Screen.fill_rect(r.x - 1, r.y - 1, r.width + 2, 1, InterfaceColors["inventory text"]) + Screen.fill_rect(r.x + r.width + 1, r.y - 1, 1, r.height + s.height + 4, InterfaceColors["inventory text"]) + end + + -- health + if true then + local r = rects["shield"] + local nrg = globals.player_maximum_suit_energy + if Player.energy > 2*nrg then + draw_bar(r, (Player.energy - 2*nrg) / nrg, + imgs["triple energy bar right"], + imgs["triple energy bar"], + imgs["double energy bar"]) + elseif Player.energy > nrg then + draw_bar(r, (Player.energy - nrg) / nrg, + imgs["double energy bar right"], + imgs["double energy bar"], + imgs["energy bar"]) + else + draw_bar(r, math.max(Player.energy, 0) / nrg, + imgs["energy bar right"], + imgs["energy bar"], + imgs["empty energy bar"]) + end + end + + -- O2 + if true then + local r = rects["oxygen"] + -- oxygen + draw_bar(r, Player.oxygen / globals.player_maximum_suit_oxygen, + imgs["oxygen bar right"], + imgs["oxygen bar"], + imgs["empty oxygen bar"]) + end + + -- player name + if #Game.players > 1 then + local r = rects["player name"] + + draw_text_center(int_fonts["player name"], + Player.name, + r.x + 1, r.y + 1, r.width, + { 0, 0, 0, 1}) + draw_text_center(int_fonts["player name"], + Player.name, + r.x, r.y, r.width, + InterfaceColors[Player.color.mnemonic .. " player"]) + end + +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + + Screen.map_rect.width = Screen.width + Screen.map_rect.x = 0 + Screen.map_rect.height = Screen.height + Screen.map_rect.y = 0 + +-- local min_aspect_ratio = 1.6 +-- local max_aspect_ratio = 2.4 +-- local h = math.min(Screen.height, Screen.width / min_aspect_ratio) + -- local w = math.min(Screen.width, h*max_aspect_ratio) + local h = Screen.height + local w = Screen.width + Screen.world_rect.width = w + Screen.world_rect.x = (Screen.width - w)/2 + Screen.world_rect.height = h + Screen.world_rect.y = (Screen.height - h)/2 + + if Screen.map_overlay_active then + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + hud_rect = {} + local hudsize = Screen.hud_size_preference + hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if ww >= 2560 then + hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + hud_rect.width = ww / 2 + end + + hud_rect.height = hud_rect.width / 4 +-- hud_rect.x = math.floor((ww - hud_rect.width) / 2) + -- hud_rect.y = math.floor(wh - hud_rect.height) + + hud_rect.scale = hud_rect.width / 640 + + hud_rect.x = ww - hud_rect.width + hud_rect.y = wh - hud_rect.height + +-- hud_rect.x = hud_rect.x + hud_rect.width - adj(InterfaceRects["inventory"].width) - adj(InterfaceRects["inventory"].x) - adj(InterfaceRects["weapon display"].width) + + local iw_right = math.max(InterfaceRects["inventory"].x + InterfaceRects["inventory"].width, InterfaceRects["weapon display"].x + InterfaceRects["weapon display"].width) + local iw_bottom = math.max(InterfaceRects["inventory"].y - 320 + InterfaceRects["inventory"].height, InterfaceRects["weapon display"].y - 320 + InterfaceRects["weapon display"].height) + + hud_rect.x = ww - adj(iw_right) + hud_rect.y = wh - adj(iw_bottom) + + local sidelen = adj(123) + + -- calculate terminal area + local termsize = Screen.term_size_preference + if termsize == SizePreferences["normal"] then + Screen.term_rect.width = 640 + elseif termsize == SizePreferences["double"] then + if (wh - sidelen * 2) >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * (wh - sidelen * 2))) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- recalculate screen fonts + for k, v in pairs(int_fonts) do + v.scale = hud_rect.scale + end + + -- recalculate interface rectangles + rects = {} + for r in InterfaceRects() do + rects[r.mnemonic] = adj_rect(r) + end + + -- scale images + for k, v in pairs(imgs) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- scale weapon shapes + for k, v in pairs(wep_shapes) do + for kk, vv in pairs(v) do + if vv.shp then + vv.shp:rescale(adj(vv.shp.unscaled_width), adj(vv.shp.unscaled_height)) + end + vv.x = adj_x(vv.orig_x) + vv.y = adj_y(vv.orig_y) + end + end + + -- scale bullet shapes + for k, v in pairs(ammo_shapes) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- recalculate weapon name rects + wep_nrects = {} + for wt in WeaponTypes() do + wep_nrects[wt] = adj_rect(Player.weapons[wt].name_rect) + end + + -- recalculate globals + globals = { + message_area_x_offset = adj(-9), + message_area_y_offset = adj(-5), + text_inset = adj(2), + name_offset = adj(23), + top_of_bar_width = adj(8), + motion_sensor_side_length = adj(123), + motion_sensor_scale = adj(64), + network_compass_36 = adj(36), + network_compass_61 = adj(61), + player_maximum_suit_energy = 150, + player_maximum_suit_oxygen = 6*30*60, + motion_sensor_range = 8 + } + + -- move the motion sensor and health to the bottom left + rects["motion sensor"].x = Screen.world_rect.x + rects["motion sensor"].y = Screen.world_rect.y + Screen.world_rect.height - globals.motion_sensor_side_length + + rects["shield"].x = Screen.world_rect.x + globals.motion_sensor_side_length + 5 + rects["shield"].y = Screen.world_rect.y + Screen.world_rect.height - rects["shield"].height - rects["oxygen"].height - 3 + + rects["oxygen"].x = Screen.world_rect.x + globals.motion_sensor_side_length + 5 + rects["oxygen"].y = Screen.world_rect.y + Screen.world_rect.height - rects["oxygen"].height - 1 + + Screen.text_margins.bottom = globals.motion_sensor_side_length + 1; + +end + +function Triggers.init() + if not (WeaponTypes["fist"] == nil) then WeaponTypes["fist"].mnemonic = "knife" end + + int_fonts = {} + for ftype in InterfaceFonts() do + int_fonts[ftype.mnemonic] = Fonts.new{ interface = ftype } + end + + imgs = {} + imgs["motion sensor mask"] = Images.new { path = "resources/motion_sensor_mask.png" } + imgs["interface panel"] = Images.new{ resource = 1700 } + + for idx, name in ipairs({ + "empty energy bar", + "energy bar", + "energy bar right", + "double energy bar", + "double energy bar right", + "triple energy bar", + "triple energy bar right", + "empty oxygen bar", + "oxygen bar", + "oxygen bar right", + "motion sensor mount", + "motion sensor virgin mount", + "motion sensor alien 0", + "motion sensor alien 1", + "motion sensor alien 2", + "motion sensor alien 3", + "motion sensor alien 4", + "motion sensor alien 5", + "motion sensor friend 0", + "motion sensor friend 1", + "motion sensor friend 2", + "motion sensor friend 3", + "motion sensor friend 4", + "motion sensor friend 5", + "motion sensor hostile player 0", + "motion sensor hostile player 1", + "motion sensor hostile player 2", + "motion sensor hostile player 3", + "motion sensor hostile player 4", + "motion sensor hostile player 5", + "network panel" }) do + imgs[name] = Shapes.new{ collection = 0, texture_index = idx - 1, type = TextureTypes["interface"] } + end + + for idx, name in ipairs({ + "network compass nw", + "network compass ne", + "network compass sw", + "network compass se" }) do + imgs[name] = Shapes.new{ collection = 0, texture_index = idx + 50, type = TextureTypes["interface"] } + end + + wep_shapes = {} + ammo_shapes = {} + for wt in WeaponTypes() do + local wep = Player.weapons[wt] + wep_shapes[wt] = {} + if wep.shape then + local s = wep.shape + wep_shapes[wt].single = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_shape then + local s = wep.multiple_shape + wep_shapes[wt].multiple = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_unusable_shape then + local s = wep.multiple_unusable_shape + wep_shapes[wt].unusable = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + + if wep.primary and wep.primary.bullet_display then + local disp = wep.primary.bullet_display + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + if wep.secondary and wep.secondary.bullet_display then + local disp = wep.secondary.bullet_display + if disp.texture_index then + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + end + if disp.empty_texture_index then + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + end + end + + Triggers.resize() +end + +function adj(len) + return len * hud_rect.scale +end +function adj_x(x) + return hud_rect.x + adj(x) +end +function adj_y(y) + return hud_rect.y + adj(y - 320) +end +function adj_rect(r) + return { x = adj_x(r.x), + y = adj_y(r.y), + width = adj(r.width), + height = adj(r.height) } +end + +function draw_bar(r, frac, cap, full, empty) + empty.crop_rect.width = empty.width + empty:draw(r.x, r.y) + + local width = r.width * frac + local capw = globals.top_of_bar_width + + if width > 2 * capw then + cap.crop_rect.width = cap.width + cap.crop_rect.x = 0 + cap:draw(r.x + width - capw, r.y) + + full.crop_rect.width = width - capw + full:draw(r.x, r.y) + else + cap.crop_rect.width = width/2 + cap.crop_rect.x = capw - width/2 + cap:draw(r.x + width/2, r.y) + + full.crop_rect.width = width/2 + full:draw(r.x, r.y) + end +end + +function trunc_text(font, text, w) + local tw, th = font:measure_text(text) + local trunc = false + while tw > w do + text = string.sub(text, 1, -2) + tw, th = font:measure_text(text .. string.char(201)) + trunc = true + end + if trunc then text = text .. string.char(201) end + return text, tw +end + +function draw_text_trunc(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x, y, color) +end + +function draw_text_center(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x + sfloor((w - tw)/2), y, color) +end + +function draw_text_right(font, text, x, y, color) + local tw, th = font:measure_text(text) + font:draw_text(text, x - tw, y, color) +end + +function clip(x, y, w, h) + local rect = Screen.clip_rect + rect.x = x + rect.y = y + rect.width = w + rect.height = h +end + +function cliprect(r) + local rect = Screen.clip_rect + rect.x = r.x + rect.y = r.y + rect.width = r.width + rect.height = r.height +end + +function unclip() + local rect = Screen.clip_rect + rect.x = 0 + rect.y = 0 + rect.width = Screen.width + rect.height = Screen.height +end + +function clip_motion_sensor(x, y, w, h) + if Screen.renderer == "software" then + clip(x, y, w, h) + else + unclip() + Screen.clear_mask() + Screen.masking_mode = MaskingModes["drawing"] + imgs["motion sensor mask"]:draw(x, y) + Screen.masking_mode = MaskingModes["enabled"] + end +end + +function unclip_motion_sensor() + if Screen.renderer == "software" then + unclip() + else + Screen.masking_mode = MaskingModes["disabled"] + end +end + +function sfloor(num) + return num - (num % hud_rect.scale) +end + +function format_time(ticks) + local secs = math.floor(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function player_ranking_text(gametype, ranking) + if gametype == "kill monsters" or + gametype == "capture the flag" or + gametype == "rugby" or + gametype == "most points" then + return string.format("%d", ranking) + elseif gametype == "least points" then + return string.format("%d", -ranking) + elseif gametype == "cooperative play" then + return string.format("%d%%", ranking) + elseif gametype == "most time" or + gametype == "least time" or + gametype == "king of the hill" or + gametype == "kill the man with the ball" or + gametype == "defense" or + gametype == "tag" then + return format_time(math.abs(ranking)) + end + return nil +end + +function sorted_players() + local sort_tbl = {} + for i = 1,#Game.players do + table.insert(sort_tbl, { rank = Game.players[i - 1].ranking, idx = i - 1 }) + end + local sortfunc = function(a, b) + if a.rank ~= b.rank then return a.rank > b.rank end + return a.idx < b.idx + end + table.sort(sort_tbl, sortfunc) + + local splayers = {} + for i = 1,#sort_tbl do + table.insert(splayers, Game.players[sort_tbl[i].idx]) + end + return splayers +end + +function inventory_item_draw(item, y) + local r = rects["inventory"] + local clr = InterfaceColors["inventory text"] + if not item.valid then clr = InterfaceColors["invalid weapon"] end + + local iname = item.plural + if item.count == 1 then iname = item.singular end + draw_text_trunc( + int_fonts["interface"], + iname, + r.x + globals.name_offset + globals.text_inset, + y, + r.width - globals.name_offset - globals.text_inset, + clr) + + draw_text_trunc( + int_fonts["interface item count"], + string.format("%3d", item.count), + r.x + globals.text_inset, + y, + globals.name_offset + globals.text_inset, + clr) +end + +function inventory_items_draw() + local r = rects["inventory"] + local rowh = int_fonts["interface"].line_height + local maxrows = r.height / rowh + local currow = 1 + local section = Player.inventory_sections.current.type + + for itype in ItemTypes() do + if currow < maxrows and itype ~= ItemTypes["knife"] then + local item = Player.items[itype] + if item.inventory_section == section and item.count > 0 then + inventory_item_draw(item, r.y + (currow * rowh)) + currow = currow + 1 + end + end + end +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function network_stats_draw() + local r = { xl = rects["inventory"].x + globals.text_inset, + xr = rects["inventory"].x + rects["inventory"].width - globals.text_inset, + y = rects["inventory"].y, + width = rects["inventory"].width - (2*globals.text_inset) } + local f = int_fonts["interface"] + local rowh = f.line_height + + -- time/score display in header + if Game.time_remaining and Game.time_remaining <= 30*60*999 then + draw_text_right(f, format_time(Game.time_remaining), + r.xr, r.y, InterfaceColors["inventory text"]) + + elseif Game.kill_limit then + local lim = Game.kill_limit + local gt = Game.type.mnemonic + if gt == "kill monsters" or + gt == "cooperative play" or + gt == "king of the hill" or + gt == "kill the man with the ball" or + gt == "tag" then + local leastleft = nil + for p = 1,#Game.players do + local thisleft = lim - Game.players[p - 1].kills + if (not leastleft) or thisleft < leastleft then + leastleft = thisleft + end + end + + draw_text_right(f, string.format("%d", leastleft), + r.xr, r.y, InterfaceColors["inventory text"]) + end + end + + -- player listing + for idx, p in ipairs(sorted_players()) do + r.y = r.y + rowh + local clr = InterfaceColors[p.color.mnemonic .. " player"] + + draw_text_trunc(f, p.name, r.xl, r.y, r.width, clr) + + draw_text_right(f, player_ranking_text(Game.type, p.ranking), + r.xr, r.y, clr) + end +end + +function weapon_name_draw(txt, nr, vertical) + local f = int_fonts["weapon name"] + local fh = f.line_height + local w, h = f:measure_text(txt) + + local draw_single = function(singleline, vert) + local y = nr.y + if vert then + if fh > nr.height then + y = nr.y - fh + adj(2) + else + local off = nr.height - fh + y = nr.y + nr.height - fh - sfloor(off/2) - adj(1) + end + else + if fh > nr.height then + y = nr.y + nr.height - fh + else + y = nr.y + end + end + draw_text_center(f, singleline, nr.x, y, nr.width, InterfaceColors["inventory text"]) + end + + -- will we fit on one line? + if w <= nr.width then + draw_single(txt, vertical) + return + end + + -- no more words? + local spos, epos = string.find(txt, " ") + if not spos then + draw_single(txt, vertical) + return + end + + -- if we get here, we need to split + local lineend = spos + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + while w < nr.width do + spos, epos = string.find(txt, " ", lineend + 1) + if not spos then + w = nr.width + else + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + if w < nr.width then lineend = spos end + end + end + + draw_single(string.sub(txt, 1, lineend - 1), false) + weapon_name_draw(string.sub(txt, lineend + 1, -1), { x = nr.x, width = nr.width, y = nr.y + f.line_height, height = nr.height - f.line_height }, false) +end + +function weapon_shape_draw(shpinfo) + if shpinfo and shpinfo.shp then + shpinfo.shp:draw(shpinfo.x, shpinfo.y) + end +end + +function weapon_bullet_draw(trigger) + local disp = trigger.bullet_display + local rounds = trigger.rounds + if rounds < 0 then return end + local max = disp.across * disp.down + if rounds > max then rounds = max end + local dr = adj_rect(disp) + + local full = ammo_shapes[disp.texture_index] + if not full then return end + local empty = ammo_shapes[disp.empty_texture_index] + if not empty then return end + + local row = 0 + full.crop_rect.x = 0 + full.crop_rect.width = full.width + while row < math.floor(rounds / disp.across) do + full:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end + + local partial = rounds % disp.across + if partial > 0 then + full.crop_rect.width = partial * dr.width + empty.crop_rect.width = (disp.across - partial) * dr.width + if disp.right_to_left then + full.crop_rect.x = 0 + full:draw(dr.x, dr.y) + empty.crop_rect.x = full.crop_rect.width + empty:draw(dr.x + empty.crop_rect.x, dr.y) + else + empty.crop_rect.x = 0 + empty:draw(dr.x, dr.y) + full.crop_rect.x = empty.crop_rect.width + full:draw(dr.x + full.crop_rect.x, dr.y) + end + dr.y = dr.y + dr.height + end + + row = 0 + empty.crop_rect.x = 0 + empty.crop_rect.width = empty.width + while row < math.floor((max - rounds) / disp.across) do + empty:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end +end + +function weapon_energy_draw(trigger) + local disp = trigger.energy_display + local rounds = trigger.rounds + if rounds < 0 then return end + if rounds > disp.maximum then rounds = disp.maximum end + + local dr = adj_rect(disp) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height, disp.color) + dr.x = dr.x + adj(1) + dr.y = dr.y + adj(1) + dr.width = dr.width - adj(2) + dr.height = dr.height - adj(2) + + local fill_height = sfloor((rounds * dr.height) / disp.maximum) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height - fill_height, disp.empty_color) +end + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon 2/Plugins/Basic HUD/Plugin.xml b/bios/Bungie/Marathon 2/Plugins/Basic HUD/Plugin.xml new file mode 100644 index 00000000..b01ae629 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Basic HUD/Plugin.xml @@ -0,0 +1,3 @@ + + + diff --git a/bios/Bungie/Marathon 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/FOV.mml b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/FOV.mml new file mode 100644 index 00000000..a8188c43 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/FOV.mml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Plugin.xml b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Plugin.xml new file mode 100644 index 00000000..63930ae6 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Plugin.xml @@ -0,0 +1,4 @@ + + + + diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Readme.txt b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Readme.txt new file mode 100644 index 00000000..321c9874 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/Readme.txt @@ -0,0 +1,7 @@ +Art assets in this plugin were developed by Freeverse Software for "Marathon 2: Durandal", released for Xbox Live Arcade. The content is copyright Bungie. Please contact Bungie before using these assets for any commercial purpose, or any purpose not directly connected with the Marathon community. + +Additional art was created by Bruce Morrison and Steven Tse, in the style of their initial work for Freeverse. Special thanks go to them. + +The Squarish Sans typeface was created by Tim Larson. See the readme file within the "squarishsans" directory for information. + +Code in XBLA.lua is released under version 3 of the GNU General Public License. See the file "COPYING" for information. diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/XBLA.lua b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/XBLA.lua new file mode 100644 index 00000000..5bc74419 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/XBLA.lua @@ -0,0 +1,965 @@ +-- Copyright (C) 2011 and beyond by Jeremiah Morris +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} +function Triggers.init() + + -- align weapon and item mnemonics + ItemTypes["knife"].mnemonic = "fist" + + opengl = true + if Screen.renderer == "software" then + opengl = false + end + + Screen.crosshairs.lua_hud = true + + alienWeaponFlickerMask = 0x1F0 + alienWeaponShowText = true + alienWeaponSlant = 1 + firstBackRender = false + + img = {} + img.motionSensorDisabledHUD = Images.new{path = "720p/health_noradar.png"} + img.motionSensorHUD = Images.new{path = "720p/health_radar.png"} + img.weaponAreaHUD = Images.new{path = "720p/weapons.png"} + img.oxygenBarLeftEnd = Images.new{path = "720p/left_oxygen.png"} + img.oxygenBar = Images.new{path = "720p/mid_oxygen.png"} + img.oxygenBarRightEnd = Images.new{path = "720p/right_oxygen.png"} + img.shield1xBarLeftEnd = Images.new{path = "720p/left_shield1x.png"} + img.shield1xBar = Images.new{path = "720p/mid_shield1x.png"} + img.shield1xBarRightEnd = Images.new{path = "720p/right_shield1x.png"} + img.shield2xBarLeftEnd = Images.new{path = "720p/left_shield2x.png"} + img.shield2xBar = Images.new{path = "720p/mid_shield2x.png"} + img.shield2xBarRightEnd = Images.new{path = "720p/right_shield2x.png"} + img.shield3xBarLeftEnd = Images.new{path = "720p/left_shield3x.png"} + img.shield3xBar = Images.new{path = "720p/mid_shield3x.png"} + img.shield3xBarRightEnd = Images.new{path = "720p/right_shield3x.png"} + img.radarBackground = Images.new{path = "720p/background.png"} + img.friendly = Images.new{path = "720p/friendly.png"} + img.enemy = Images.new{path = "720p/enemy.png"} + img.alien = Images.new{path = "720p/alien.png"} + img.pistol = Images.new{path = "720p/pistol.png"} + img.plasmaPistol = Images.new{path = "720p/fusion.png"} + img.ar = Images.new{path = "720p/arr.png"} + img.missileLauncher = Images.new{path = "720p/spnkr.png"} + img.flamethrower = Images.new{path = "720p/tozt.png"} + img.alienWeapon = Images.new{path = "720p/alienwep.png"} + img.shotgun = Images.new{path = "720p/shotgun.png"} + img.dualPistol = Images.new{path = "720p/pistolx2.png"} + img.dualShotgun = Images.new{path = "720p/shotgunx2.png"} + img.pistolAmmoEmpty = Images.new{path = "720p/pistolamoused.png"} + img.pistolAmmoFull = Images.new{path = "720p/pistolamo.png"} + img.shotgunAmmoFull = Images.new{path = "720p/shotgunamo.png"} + img.shotgunAmmoEmpty = Images.new{path = "720p/shotgunamoused.png"} + img.missileAmmoFull = Images.new{path = "720p/spnkramo.png"} + img.missileAmmoEmpty = Images.new{path = "720p/spnkramoused.png"} + img.fillFull = Images.new{path = "720p/fill.png"} + img.fillEmpty = Images.new{path = "720p/fillshell.png"} + img.arAmmoFull = Images.new{path = "720p/arramo.png"} + img.arAmmoEmpty = Images.new{path = "720p/arramoused.png"} + img.arGrenadeFull = Images.new{path = "720p/grenadeamo.png"} + img.arGrenadeEmpty = Images.new{path = "720p/grenadeamoused.png"} + img.pistolCrosshair = Images.new{path = "720p/ret_pistol.png"} + img.shotgunCrosshair = Images.new{path = "720p/ret_shotgun.png"} + img.fusionPistolCrosshair = Images.new{path = "720p/ret_plasma.png"} + img.assaultRifleCrosshair = Images.new{path = "720p/ret_machinegun.png"} + img.rocketCrosshair = Images.new{path = "720p/ret_rocket.png"} + img.flameCrosshair = Images.new{path = "720p/ret_flame.png"} + img.alienWeaponCrosshair = Images.new{path = "720p/ret_alien.png"} +-- img.namePanelFriend = Images.new{path = "720p/target-panel-friend.png"} +-- img.namePanelFoe = Images.new{path = "720p/target-panel-foe.png"} + img.chipIndicator = Images.new{path = "720p/chip.png"} + img.dualShotgunIdle = Images.new{path = "720p/shotgunx2_idle.png"} + img.dualPistolIdle = Images.new{path = "720p/pistolx2_idle.png"} + img.objectiveFull = Images.new{path = "720p/objective-indicator-full.png"} + img.scorePanel = Images.new{path = "720p/score-panel.png"} + + img.scorePanelColor = {} + img.scorePanelColor[0] = Images.new{path = "720p/score-panel_slate.png"} + img.scorePanelColor[1] = Images.new{path = "720p/score-panel_red.png"} + img.scorePanelColor[2] = Images.new{path = "720p/score-panel_violet.png"} + img.scorePanelColor[3] = Images.new{path = "720p/score-panel_yellow.png"} + img.scorePanelColor[4] = Images.new{path = "720p/score-panel_white.png"} + img.scorePanelColor[5] = Images.new{path = "720p/score-panel_orange.png"} + img.scorePanelColor[6] = Images.new{path = "720p/score-panel_blue.png"} + img.scorePanelColor[7] = Images.new{path = "720p/score-panel_green.png"} + + img.scorePanelIcon = Images.new{path = "720p/score-panel-icon.png"} + img.ball = Images.new{path = "720p/skull.png"} + + img.smg = Images.new{path = "720p/w_smg.png"} + img.smgAmmoFull = Images.new{path = "720p/flechette_on.png"} + img.smgAmmoEmpty = Images.new{path = "720p/flechette_off.png"} + img.smgCrosshair = Images.new{path = "720p/ret_smg.png"} + + img.objectiveFull.tint_color = { 1, 1, 1, 0.75 } + img.scorePanel.tint_color = { 1, 1, 1, 0.7 } + for k in pairs(img.scorePanelColor) do + img.scorePanelColor[k].tint_color = { 1, 1, 1, 0.7 } + end + + rawpos = {} + rawpos.leftHUDPosition = { x = 0, y = 0 } + rawpos.radarPosition = { x = 24, y = 17 } + rawpos.radarCenter = { x = 24+64, y = 17+64 } + rawpos.radarBlipSize = 9 + rawpos.shieldOffset = { x = 177, y = 26 } + rawpos.shieldLength = 197 + rawpos.oxygenOffset = { x = 160, y = 4 } + rawpos.oxygenLength = 197 + rawpos.rightHUDPosition = { x = 0, y = 0 } + + rawpos.pistolOffset = { x = 56, y = 20 } + rawpos.pistolClipOffset = { x = 160, y = 18 } + rawpos.pistolClipReadoutOffset = { x = 41, y = 14 } + + rawpos.dualPistolsOffset = { x = 56, y = 20 } + rawpos.dualPistolsClipOffset = { x = 264, y = 18 } + rawpos.dualPistolsSpacer = 43 + rawpos.dualPistolsClipReadoutOffset = { x = 182, y = 41 } + + rawpos.shotgunOffset = { x = 57, y = 16 } + rawpos.shotgunShellsOffset = { x = 162, y = 14 } + rawpos.shotgunShellReadoutOffset = { x = 41, y = 14 } + + rawpos.dualShotgunsOffset = { x = 40, y = 16 } + rawpos.dualShotgunShellsOffset = { x = 206, y = 14 } + rawpos.dualShotgunsSpacer = 20 + rawpos.dualShotgunShellReadoutOffset = { x = 41, y = 14 } + + rawpos.fusionPistolOffset = { x = 92, y = 18 } + rawpos.fusionPistolCellOffset = { x = 257, y = 12 } + rawpos.fusionPistolCellReadoutOffset = { x = 41, y = 14 } + + rawpos.flamethrowerOffset = { x = 111, y = 18 } + rawpos.flamethrowerCellOffset = { x = 257, y = 12 } + rawpos.flamethrowerCellReadoutOffset = { x = 41, y = 14 } + + rawpos.rocketLauncherOffset = { x = 45, y = 18 } + rawpos.rocketLauncherRocketOffset = { x = 315, y = 13 } + rawpos.rocketLauncherRocketReadoutOffset = { x = 97, y = 14 } + + rawpos.assaultRifleOffset = { x = 53, y = 10 } + rawpos.assaultRifleRackOffset = { x = 320, y = 12 } + rawpos.assaultRifleGrenadeSpacer = 10 + rawpos.assaultRifleClipReadoutOffset = { x = 108, y = 25 } + + rawpos.alienWeaponOffset = { x = 40, y = 7 } + rawpos.alienWeaponTextOffset = { x = 200, y = 15 } + +-- rawpos.ballOffset = { x = 55, y = 40 } + rawpos.ballOffset = { x = 65, y = 15 } + rawpos.chipOffset = { x = -48, y = 12 } + + rawpos.smgOffset = { x = 28, y = 8 } + rawpos.smgClipOffset = { x = 257, y = 24 } + rawpos.smgClipReadoutOffset = { x = 41, y = 14 } + + rawpos.scorePanelSpacer = 2 + rawpos.scorePanelOffset = { x = 0, y = 0 } + rawpos.scorePanelScoreOffset = { x = 20, y = 24 } + rawpos.scorePanelNameOffset = { x = 100, y = 24 } + rawpos.scorePanelRankOffset = { x = 330, y = 24 } + + rawpos.crosshairRocket = { x = -32, y = 0 } + rawpos.crosshairAlien = { x = 0, y = -24 } + + Triggers.resize() +end + +function scaled(number) + return math.floor(number * scale) +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + + Screen.map_rect.width = Screen.width + Screen.map_rect.x = 0 + Screen.map_rect.height = Screen.height + Screen.map_rect.y = 0 + + local min_aspect_ratio = 1.6 + local max_aspect_ratio = 2.4 + local h = math.min(Screen.height, Screen.width / min_aspect_ratio) + local w = math.min(Screen.width, h*max_aspect_ratio) + Screen.world_rect.width = w + Screen.world_rect.x = (Screen.width - w)/2 + Screen.world_rect.height = h + Screen.world_rect.y = (Screen.height - h)/2 + + if Screen.map_overlay_active then + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + end + + sx = Screen.world_rect.x + sy = Screen.world_rect.y + sw = Screen.world_rect.width + sh = Screen.world_rect.height + + crossX = sx + math.floor(sw / 2) + crossY = sy + math.floor(sh / 2) + + safeZoneWidthSize = math.floor(sw * 0.06) + safeZoneHeightSize = math.floor(sh * 0.06) + hudL = sx + safeZoneWidthSize + hudR = sx + sw - safeZoneWidthSize + hudT = sy + safeZoneHeightSize + hudB = sy + sh - safeZoneHeightSize + + local scaleX = sw / 1280 + local scaleY = sh / 720 + local max_scale_factor = 4.0 + local min_scale_factor = 0.5 + scale = math.min(max_scale_factor, math.max(min_scale_factor, math.min(scaleX, scaleY))) + + for k in pairs(img) do + if type(img[k]) == "table" then + for kk in pairs(img[k]) do + img[k][kk]:rescale(scaled(img[k][kk].unscaled_width), scaled(img[k][kk].unscaled_height)) + end + else + img[k]:rescale(scaled(img[k].unscaled_width), scaled(img[k].unscaled_height)) + end + end + + pos = {} + for k in pairs(rawpos) do + local p = rawpos[k] + if type(p) == "table" then + pos[k] = { } + for kk in pairs(p) do + pos[k][kk] = scaled(p[kk]) + end + else + pos[k] = scaled(p) + end + end + + bgf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + bgfAdjust = math.floor(20*scale) + + ngf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + ngfAdjust = math.floor(20*scale) + + local th = math.max(320, math.floor(sh - 260*scale)) + local tw = math.max(640, math.floor(sw - 400*scale)) + h = math.min(tw / 2, th) + w = h*2 + + Screen.term_rect.width = w + Screen.term_rect.height = h + Screen.term_rect.x = sx + (sw - w)/2 + Screen.term_rect.y = sy + 0.23*(sh - h) + + shortened_player_names = {} + + local max_name_len = pos.scorePanelRankOffset.x - pos.scorePanelNameOffset.x + for i = 1, # Game.players do + local p = Game.players[i - 1] + local name = p.name + if ngf:measure_text(name) >= max_name_len and # name > 3 then + name = name:sub(1, # name - 3) .. "..." + while ngf:measure_text(name) >= max_name_len and # name > 4 do + name = name:sub(1, # name - 4) .. "..." + end + end + shortened_player_names[p.index] = name + end +end + +function drawBL(image, x, y) + image:draw(hudL + math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end +function drawBR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudB - math.floor(y) - image.crop_rect.height) +end + +function drawTR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudT + math.floor(y)) +end + +function drawBRL(image, x, y) + image:draw(hudR - math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end + +function drawCrosshair(image, offset) + if Screen.term_active or Screen.map_active then return end + if not Screen.crosshairs.active then return end + + local nudgex = 0 + local nudgey = 0 + if offset ~= nil then + nudgex = offset.x + nudgey = offset.y + end + image:draw(crossX + nudgex - math.floor(image.crop_rect.width / 2), crossY - nudgey - math.floor(image.crop_rect.height / 2)) +end + +function Triggers.draw() + if TexturePalette.draw() then return end + + -- net stats + if #Game.players > 1 then drawNetPlayers() end + + -- left area + if Player.motion_sensor.active then + -- radar + drawBL(img.radarBackground, pos.radarPosition.x, pos.radarPosition.y) + local sens_rad = img.radarBackground.width / 2 + local sens_xcen = pos.radarPosition.x + sens_rad + local sens_ycen = pos.radarPosition.y + sens_rad + + local compass_diff = (img.radarBackground.width - img.objectiveFull.width) / 2 + drawCompass(img.objectiveFull, { x = pos.radarPosition.x + compass_diff, y = pos.radarPosition.y + compass_diff }) + + -- blips + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local mult = blip.distance * sens_rad / 8 + local rad = math.rad(blip.direction) + local xoff = sens_xcen + math.cos(rad) * mult + local yoff = sens_ycen - math.sin(rad) * mult + + local image = img.friendly + if blip.type == "alien" then + image = img.alien + end + if blip.type == "hostile player" then + image = img.enemy + end + image.tint_color = { 1, 1, 1, 1 - (blip.intensity / 7) } + drawBL(image, xoff - (image.width / 2), yoff - (image.height / 2)) + end + + drawBL(img.motionSensorHUD, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + else + drawBL(img.motionSensorDisabledHUD, pos.leftHUDPosition.x, pos.leftHUDPosition.y) + end + + -- oxygen bar + drawBar(pos.oxygenOffset, pos.oxygenLength, Player.oxygen, 10800, "oxygen") + + -- health bar + do + local health = Player.energy + if (health > 0) and (health < 300) then + drawBar(pos.shieldOffset, pos.shieldLength, health, 150, "shield1x") + end + if (health > 150) and (health < 450) then + drawBar(pos.shieldOffset, pos.shieldLength, health - 150, 150, "shield2x") + end + if health > 300 then + drawBar(pos.shieldOffset, pos.shieldLength, health - 300, 150, "shield3x") + end + end + + -- right area + drawBR(img.weaponAreaHUD, pos.rightHUDPosition.x, pos.rightHUDPosition.y) + + -- weapons + if Player.weapons.desired then + local weapon = Player.weapons.desired + local wt = weapon.type.mnemonic + + if wt == "pistol" then + drawCrosshair(img.pistolCrosshair) + if Player.items[wt].count > 1 then + if weapon.secondary.weapon_drawn then + drawBR(img.dualPistol, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + else + drawBR(img.dualPistolIdle, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + end + drawAmmo(pos.dualPistolsClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + drawAmmoR({ x = pos.dualPistolsClipOffset.x - img.pistolAmmoFull.width - pos.dualPistolsSpacer, y = pos.dualPistolsClipOffset.y }, img.pistolAmmoEmpty,img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserveR(Player.items[weapon.primary.ammo_type].count .. "x", pos.dualPistolsClipReadoutOffset) + else + drawBR(img.pistol, pos.pistolOffset.x, pos.pistolOffset.y) + drawAmmoR(pos.pistolClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.pistolClipReadoutOffset) + end + elseif wt == "fusion pistol" then + drawCrosshair(img.fusionPistolCrosshair) + drawBR(img.plasmaPistol, pos.fusionPistolOffset.x, pos.fusionPistolOffset.y) + drawCell(pos.fusionPistolCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.fusionPistolCellReadoutOffset) + elseif wt == "assault rifle" then + drawCrosshair(img.assaultRifleCrosshair) + drawBR(img.ar, pos.assaultRifleOffset.x, pos.assaultRifleOffset.y) + + local bullets = img.arAmmoFull + local grenades = img.arGrenadeFull + + local ammoB = pos.assaultRifleRackOffset.y + local ammoL = pos.assaultRifleRackOffset.x + local ammoG = ammoL - (bullets.width - grenades.width)/2 + + drawAmmo({ x = ammoG, y = ammoB }, img.arGrenadeEmpty, img.arGrenadeFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + + ammoB = ammoB + grenades.height + pos.assaultRifleGrenadeSpacer + local extra = 39 + while extra >= 0 do + drawAmmo({ x = ammoL, y = ammoB }, img.arAmmoEmpty, img.arAmmoFull, weapon.primary.rounds - extra, 13) + extra = extra - 13 + ammoB = ammoB + bullets.height + end + + drawReserve("x" .. Player.items[weapon.primary.ammo_type].count, pos.assaultRifleClipReadoutOffset) + + local fw, fh = bgf:measure_text("x") + drawReserve("x" .. Player.items[weapon.secondary.ammo_type].count, { x = pos.assaultRifleClipReadoutOffset.x, y = pos.assaultRifleClipReadoutOffset.y - (14*scale) }) + elseif wt == "missile launcher" then + drawCrosshair(img.rocketCrosshair, pos.crosshairRocket) + drawBR(img.missileLauncher, pos.rocketLauncherOffset.x, pos.rocketLauncherOffset.y) + drawAmmo(pos.rocketLauncherRocketOffset, img.missileAmmoEmpty, img.missileAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.rocketLauncherRocketReadoutOffset) + elseif wt == "flamethrower" then + drawCrosshair(img.flameCrosshair) + drawBR(img.flamethrower, pos.flamethrowerOffset.x, pos.flamethrowerOffset.y) + drawCell(pos.flamethrowerCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.flamethrowerCellReadoutOffset) + elseif wt == "alien weapon" then + drawCrosshair(img.alienWeaponCrosshair, pos.crosshairAlien) + drawBR(img.alienWeapon, pos.alienWeaponOffset.x, pos.alienWeaponOffset.y) + drawAlienText() + elseif wt == "shotgun" then + drawCrosshair(img.shotgunCrosshair) + if Player.items[wt].count > 1 then + if weapon.secondary.weapon_drawn then + drawBR(img.dualShotgun, pos.dualShotgunsOffset.x, pos.dualShotgunsOffset.y) + else + drawBR(img.dualShotgunIdle, pos.dualShotgunsOffset.x, pos.dualShotgunsOffset.y) + end + drawAmmo(pos.dualShotgunShellsOffset, img.shotgunAmmoEmpty, img.shotgunAmmoFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + drawAmmoR({ x = pos.dualShotgunShellsOffset.x - img.shotgunAmmoFull.width - pos.dualShotgunsSpacer, y = pos.dualShotgunShellsOffset.y }, img.shotgunAmmoEmpty,img.shotgunAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.dualShotgunShellReadoutOffset) + else + drawBR(img.shotgun, pos.shotgunOffset.x, pos.shotgunOffset.y) + drawAmmoR(pos.shotgunShellsOffset, img.shotgunAmmoEmpty, img.shotgunAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.shotgunShellReadoutOffset) + end + elseif wt == "ball" then + drawBR(img.ball, pos.ballOffset.x, pos.ballOffset.y) + elseif wt == "smg" then + drawCrosshair(img.smgCrosshair) + drawBR(img.smg, pos.smgOffset.x, pos.smgOffset.y) + + local bullets = img.smgAmmoFull + + local ammoB = pos.smgClipOffset.y + local ammoL = pos.smgClipOffset.x + + local extra = 24 + while extra >= 0 do + drawAmmo({ x = ammoL, y = ammoB }, img.smgAmmoEmpty, img.smgAmmoFull, weapon.primary.rounds - extra, 8) + extra = extra - 8 + ammoB = ammoB + bullets.height + end + + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.smgClipReadoutOffset) + end + end + + -- chip + if Player.items["uplink chip"].count > 0 then + drawBR(img.chipIndicator, -(img.chipIndicator.width / 2) - pos.chipOffset.x, pos.chipOffset.y - (img.chipIndicator.height / 2)) + end + +end + +function drawReserve(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - img.weaponAreaHUD.width + offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawReserveR(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawAmmo(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = 0 + drawBRL(full, offset.x, offset.y) +end + +function drawAmmoR(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = full.width - full.crop_rect.width + drawBRL(full, offset.x - full.crop_rect.x, offset.y) +end + +function drawBar(offset, width, cur, max, which) + local li = img[which .. "BarLeftEnd"] + local mi = img[which .. "Bar"] + local ri = img[which .. "BarRightEnd"] + + local total_width = math.floor(width * math.max(0, math.min(cur, max)) / max) + local cap_width = li.width + ri.width + + if total_width > cap_width then + mi.crop_rect.width = mi.width + local midoff = offset.x + li.width + local midwidth = total_width - cap_width + while midwidth >= mi.width do + drawBL(mi, midoff, offset.y) + midoff = midoff + mi.width + midwidth = midwidth - mi.width + end + if midwidth > 0 then + mi.crop_rect.width = midwidth + drawBL(mi, midoff, offset.y) + end + + li.crop_rect.x = 0 + li.crop_rect.width = li.width + drawBL(li, offset.x, offset.y) + + ri.crop_rect.x = 0 + ri.crop_rect.width = ri.width + drawBL(ri, offset.x + total_width - ri.width, offset.y) + else + local lwidth = math.floor(total_width / 2) + local rwidth = total_width - lwidth + + li.crop_rect.x = 0 + li.crop_rect.width = lwidth + drawBL(li, offset.x, offset.y) + + ri.crop_rect.x = ri.width - rwidth + ri.crop_rect.width = rwidth + drawBL(ri, offset.x + lwidth, offset.y) + end +end + +function drawCell(offset, cur, max) + drawBRL(img.fillEmpty, offset.x, offset.y) + + local full = img.fillFull + local h = full.height * cur / max + full.crop_rect.height = h + full.crop_rect.y = full.height - h + drawBRL(full, offset.x, offset.y) +end + +function drawCompass(image, offset) + local lw = math.floor(image.width / 2) + local rw = image.width - lw + local th = math.floor(image.height / 2) + local bh = image.height - th + if Player.compass.nw or Player.compass.ne then + image.crop_rect.y = 0 + image.crop_rect.height = th + if Player.compass.nw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y + bh) + end + if Player.compass.ne then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y + bh) + end + end + if Player.compass.sw or Player.compass.se then + image.crop_rect.y = th + image.crop_rect.height = bh + if Player.compass.sw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y) + end + if Player.compass.se then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y) + end + end +end + +function hasbit(x, p) + return x % (p + p) >= p +end + +function bitand(x, y) + local p = 1 + while (p <= x) and (p <= y) do + if hasbit(x, p) and hasbit(y, p) then return true end + p = p + p + end + return false +end + +function rand() + return math.random(32768)-1 +end + +function drawAlienText() + if bitand(Game.ticks * 2, alienWeaponFlickerMask) then + if alienWeaponShowText then + local text = "0xfded" + local rw, rh = bgf:measure_text(text) + + Screen.clip_rect.x = hudR - pos.alienWeaponOffset.x - img.alienWeapon.width + Screen.clip_rect.width = img.alienWeapon.width + + local clipB = hudB - pos.alienWeaponTextOffset.y + local fontL = hudR - img.weaponAreaHUD.width + pos.alienWeaponTextOffset.x - rw + local fontT = clipB - bgfAdjust + local clipLast = clipB + + -- fake slant by drawing text with clipping and offset + local i = 0 + local steps = 8 + while i < steps do + local clipT = clipB - math.floor(rh * (i + 1) / steps) + Screen.clip_rect.y = clipT + Screen.clip_rect.height = clipLast - clipT + clipLast = clipT + + local txtL = fontL + math.floor(alienWeaponSlant * scale * i / steps) + bgf:draw_text(text, txtL, fontT, { 0, 1, 0, 1 }) + i = i + 1 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + end + firstBackRender = true + elseif firstBackRender then + alienWeaponSlant = math.floor((((rand() % 200) / 201) * 100) - 50) + if (rand() % 2) > 0 then + if (rand() % 2) > 0 then + alienWeaponFlickerMask = alienWeaponFlickerMask * 2 + end + alienWeaponShowText = false + else + if (rand() % 2) > 0 then + alienWeaponFlickerMask = math.floor(alienWeaponFlickerMask / 2) + end + alienWeaponShowText = true + end + if (alienWeaponFlickerMask > 0x1F00) or (alienWeaponFlickerMask < 0x3E) then + alienWeaponFlickerMask = 0x1F0 + end + firstBackRender = false + end +end + + +function comp_player(a, b) + if a.ranking > b.ranking then + return true + end + if a.ranking < b.ranking then + return false + end + if a.name < b.name then + return true + end + return false +end + +function sorted_players() + local tbl = {} + for i = 1,#Game.players do + table.insert(tbl, Game.players[i - 1]) + end + table.sort(tbl, comp_player) + local tt = {} + local lastrank = 1 + local lastscore = tbl[1].ranking + for i, v in ipairs(tbl) do + local rr = i + if v.ranking == lastscore then + rr = lastrank + else + lastscore = v.ranking + lastrank = rr + end + table.insert(tt, { player = v, rank = rr }) + end + return tt +end + +function best_four() + local tbl = sorted_players() + local total = #tbl + if total < 5 then return tbl end + + local lrank = total + for i, v in ipairs(tbl) do + if v.player.active then lrank = i end + end + if lrank < 4 then return { tbl[1], tbl[2], tbl[3], tbl[4] } end + + local lstart = math.min(lrank - 1, total - 2) + return { tbl[1], tbl[lstart], tbl[lstart + 1], tbl[lstart + 2] } +end + +function format_time(ticks) + local secs = math.ceil(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function net_gamelimit() + if Game.time_remaining then + return "time left:", format_time(Game.time_remaining) + end + if Game.kill_limit then + local max_kills = 0 + for i = 1,#Game.players do + max_kills = math.max(max_kills, Game.players[i - 1].kills) + end + return "kills left:", string.format("%d", Game.kill_limit - max_kills) + end + return nil, nil +end + +function ranking_text(gametype, ranking) + if (gametype == "kill monsters") or + (gametype == "capture the flag") or + (gametype == "rugby") or + (gametype == "most points") then + return string.format("%d", ranking) + end + if (gametype == "least points") then + return string.format("%d", -ranking) + end + if (gametype == "cooperative play") then + return string.format("%d%%", ranking) + end + if (gametype == "most time") or + (gametype == "least time") or + (gametype == "king of the hill") or + (gametype == "kill the man with the ball") or + (gametype == "defense") or + (gametype == "tag") then + return format_time(math.abs(ranking)) + end + + -- unknown + return nil +end + +function drawNetText(text, offset) + local rw, rh = ngf:measure_text(text) + ngf:draw_text(text, hudR - offset.x - rw, hudT + offset.y - ngfAdjust, { 1, 1, 1, 1 }) +end + +function drawNetPlayers() + local tr = { x = pos.scorePanelOffset.x, y = pos.scorePanelOffset.y } + local gametype = Game.type + if gametype == "netscript" then + gametype = Game.scoring_mode + end + + local lbl, value = net_gamelimit() + if lbl ~= nil then + drawNetText(lbl, { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelNameOffset.y }) + drawNetText(value, { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelScoreOffset.y }) + end + + for i, v in ipairs(best_four()) do + drawTR(img.scorePanelColor[v.player.team.index], tr.x, tr.y) + if v.player.active then + drawTR(img.scorePanelIcon, tr.x, tr.y) + end + drawNetText(ranking_text(gametype, v.player.ranking), { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y + pos.scorePanelScoreOffset.y }) + drawNetText(shortened_player_names[v.player.index], { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y + pos.scorePanelNameOffset.y }) + drawNetText(v.rank, { x = tr.x + pos.scorePanelRankOffset.x, y = tr.y + pos.scorePanelRankOffset.y }) + + tr.y = tr.y + img.scorePanel.height + pos.scorePanelSpacer + end +end + + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf new file mode 100644 index 00000000..3a100595 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf new file mode 100644 index 00000000..596ff878 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README new file mode 100644 index 00000000..77ad45f3 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README @@ -0,0 +1,36 @@ +README for Squarish Sans CT + +Squarish Sans is a typeface I never intended to make. + +I had created a quasi-clone of Modula Tall called Marapfhont for the +Marathon gaming community. (Modula Tall was used in the title display of +the game.) Bank Gothic was used for the text of its manual, and a bit of +the UI. Because Bank Gothic was much more popular and several versions +already existed, I saw no need to create another. + +Then I learned that Aleph One, the open-sourced engine for playing +Marathon games, needed to distribute Bank Gothic in order to display +the UI properly. No version of Bank Gothic existed under a free license, +so none could legally be thus distributed. Squarish Sans was created +under the Open Font License to fill that void. + +Squarish Sans is not a direct clone of any Bank Gothic. I have made +conscious choices to deviate from existing designs. Yet it is strongly +inspired by them, of course, particularly Michael Doret's DeLuxe Gothic, +in that Squarish Sans has a true lower case as well as small caps. It +should fit the bill should you have need of a Bank Gothic face. + +Squarish Sans CT Medium is a complete font, with small caps supplied as +an OpenType feature. + +Squarish Sans CT Medium SC is a limited small caps font, for use when your +software does not support OpenType. + +Tim Larson +February 2011 + +Version history----- +0.8 20110809 More characters, and some fixes. +0.7 20110503 Two-story "a". Complete Greek/Hebrew. More kerning. +0.6 20110211 More characters, initial pass at kerning. +0.5 20110204 Basic ASCII range complete, ready for beta use. diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/COPYING b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/Plugin.xml b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/Plugin.xml new file mode 100644 index 00000000..2fe31bad --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/Plugin.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/stats.lua b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/stats.lua new file mode 100644 index 00000000..ba3b0568 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Stats/stats.lua @@ -0,0 +1,294 @@ +-- Copyright (C) 2011 and beyond by Gregory Smith, Jeremiah Morris, +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} + +function Triggers.init(restored) + + for p in Players() do + if p.local_ then + local_player = p + end + end + + stats = {} + + stats["start tick"] = Game.ticks + stats["player color"] = local_player.color.mnemonic + if #Players > 1 then + stats["player name"] = local_player.name + stats["player team"] = local_player.team.mnemonic + end + stats["difficulty"] = Game.difficulty.mnemonic + stats["game type"] = Game.type.mnemonic + stats["level"] = Level.name + stats["level index"] = Level.index + stats["map checksum"] = Level.map_checksum + stats["players"] = # Players + + stats["scenario name"] = "Marathon 2" + stats["engine version"] = Game.version + + if restored then + stats["restored"] = 1 + end + establish_session(restored) +end + +function Triggers.cleanup() + + stats["end tick"] = Game.ticks + if Level.completed then + stats["level completed"] = 1 + + -- count monsters left alive on map + for m in Monsters() do + if not m.player and (m.vitality > 0 or not m.visible) then + increment(m.type.mnemonic .. "s spared") + end + end + end + + if #Players > 1 then + stats["player index"] = local_player.index + + if Game.type ~= "kill monsters" and + Game.type ~= "cooperative play" then + stats["points"] = local_player.points + end + + -- only check multiplayer wins if the game finishes + -- corollary: untimed games with no kill limit never count as wins! + local find_winner = false + + if Players[0].disconnected then + -- gatherer went away, game was interrupted + stats["interrupted"] = 1 + elseif Game.type == "cooperative play" then + -- Lua doesn't provide monster damage to replicate scoring + find_winner = false + elseif Game.time_remaining == 0 then + -- Kill limit games convert to timed games when limit is + -- reached, so this check conveniently covers both + find_winner = true + end + + if find_winner then + -- send kills, deaths, suicides for complete game + stats["game suicides"] = local_player.kills[local_player] + stats["game deaths"] = local_player.deaths + stats["game kills"] = 0 + for p in Players() do + stats["game deaths"] = stats["game deaths"] + p.kills[local_player] + if p ~= local_player then + stats["game deaths by player " .. p.index] = p.kills[local_player] + stats["game kills"] = stats["game kills"] + local_player.kills[p] + stats["game kills of player " .. p.index] = local_player.kills[p] + end + end + + -- determine scores and rankings + local scores = {} + if Game.type == "kill monsters" then + -- emfh + for p in Players() do + -- emfh score = total kills (excluding suicides) - total deaths + scores[p] = 0 + -- count up all the player's kills + for pp in Players() do + if p ~= pp then + scores[p] = scores[p] + p.kills[pp] + end + end + -- subtract times he was killed (by other players and himself) + for pp in Players() do + scores[p] = scores[p] - pp.kills[p] + end + -- subtract times he died for other reasons + scores[p] = scores[p] - p.deaths + end + else + local mult = 1 + if Game.type == "tag" or + (Game.type == "netscript" and + (Game.scoring_mode == "least points" or + Game.scoring_mode == "least_time")) then + mult = -1 + end + for p in Players() do + scores[p] = p.points * mult + end + end + stats["score"] = scores[local_player] + + stats["ranking"] = 1 + local tied = 0 + for p in Players() do + if scores[p] > scores[local_player] then + increment("ranking") + elseif p ~= local_player and scores[p] == scores[local_player] then + tied = 1 + end + end + if stats["ranking"] == 1 and tied == 0 then + stats["winner"] = 1 + end + end -- find_winner + end -- #Players > 1 + + -- count polygons and lines + counted_lines = {} + for p in Polygons() do + increment("polygons") + if p.visible_on_automap then + increment("visible polygons") + end + for l in p.lines() do + if not counted_lines[l.index] then + increment("lines") + if l.visible_on_automap then + increment("visible lines") + end + counted_lines[l.index] = 1 + end + end + end + + Statistics = {} + Statistics.parameters = stats +end + +function Triggers.projectile_created(projectile) + if projectile.type ~= "fist" + and projectile.owner == local_player.monster then + increment(projectile.type.mnemonic .. "s fired") + end +end + +function Triggers.monster_killed(monster, aggressor, projectile) + if aggressor == local_player then + increment(monster.type.mnemonic .. " kills") + + if projectile.type == "fist" then + increment(monster.type.mnemonic .. " punch kills") + end + end +end + +function Triggers.monster_damaged(_, aggressor_monster, _, _, projectile) + if aggressor_monster == local_player.monster and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.player_damaged(_, aggressor_player, _, _, _, projectile) + if aggressor_player == local_player and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.projectile_switch(projectile, side) + if projectile.type == "fist" and projectile.owner == local_player.monster then + increment("switches punched") + end +end + +function Triggers.tag_switch(_, player, side) + if player == local_player and side.control_panel and side.control_panel.uses_item then + increment("chips inserted") + end +end + +function Triggers.terminal_enter(_, player) + if player == local_player then + increment("terminals activated") + end +end + +function Triggers.player_killed(victim, aggressor) + if victim == local_player then + increment("deaths") + + if aggressor == local_player then + increment("suicides") + elseif aggressor then + increment("deaths by player " .. aggressor.index) + end + + -- kill zones + if stats["death locations"] == nil then + stats["death locations"] = "" + end + stats["death locations"] = stats["death locations"] .. + string.format(" %.1f,%.1f,%.1f,%d", + victim.x, victim.y, victim.z, victim.polygon.index) + + elseif aggressor == local_player then + increment("kills") + increment("kills of player " .. victim.index) + end +end + +function increment(key) + if stats[key] then + stats[key] = stats[key] + 1 + else + stats[key] = 1 + end +end + +function establish_session(restored) + if Game.ticks == 0 then + Game._initial_level = Level.index + Game._saves_loaded = 0 + elseif restored then + Game.restore_saved() + if Game._saves_loaded ~= nil then + Game._saves_loaded = Game._saves_loaded + 1 + end + else + Game.restore_passed() + end + + if Game._stat_session ~= nil then + Game._parent_session = Game._stat_session + end + Game._stat_session = create_session_id() + + if Game._initial_level ~= nil then + stats["initial level"] = Game._initial_level + end + if Game._parent_session ~= nil then + stats["parent session"] = Game._parent_session + end + if Game._stat_session ~= nil then + stats["stat session"] = Game._stat_session + end + if Game._saves_loaded ~= nil then + stats["saves loaded"] = Game._saves_loaded + end +end + +function create_session_id() + return string.sub(tostring(math.random()), 3) +end diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Plugin.xml b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Plugin.xml new file mode 100644 index 00000000..fd263cab --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Plugin.xml @@ -0,0 +1,2 @@ + + diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Readme.txt b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Readme.txt new file mode 100644 index 00000000..3e9b2363 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/Readme.txt @@ -0,0 +1,5 @@ +Art assets in this plugin are based on art from the Marathon series, copyright Bungie. Please contact Bungie before using these assets for any commercial purpose, or any purpose not directly connected with the Marathon community. + +The Squarish Sans typeface was created by Tim Larson. See the readme file within the "resources" directory for information. + +The DejaVu typefaces were produced by Bitstream and others. See the readme file within the "resources" directory for information. diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-Bold.ttf b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-Bold.ttf new file mode 100644 index 00000000..90cbdfe5 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-Bold.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf new file mode 100644 index 00000000..893bd669 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf new file mode 100644 index 00000000..30f59162 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/LICENSE-DejaVu b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/LICENSE-DejaVu new file mode 100644 index 00000000..6b0715fd --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/LICENSE-DejaVu @@ -0,0 +1,99 @@ +Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. +Glyphs imported from Arev fonts are (c) Tavmjong Bah (see below) + +Bitstream Vera Fonts Copyright +------------------------------ + +Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is +a trademark of Bitstream, Inc. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of the fonts accompanying this license ("Fonts") and associated +documentation files (the "Font Software"), to reproduce and distribute the +Font Software, including without limitation the rights to use, copy, merge, +publish, distribute, and/or sell copies of the Font Software, and to permit +persons to whom the Font Software is furnished to do so, subject to the +following conditions: + +The above copyright and trademark notices and this permission notice shall +be included in all copies of one or more of the Font Software typefaces. + +The Font Software may be modified, altered, or added to, and in particular +the designs of glyphs or characters in the Fonts may be modified and +additional glyphs or characters may be added to the Fonts, only if the fonts +are renamed to names not containing either the words "Bitstream" or the word +"Vera". + +This License becomes null and void to the extent applicable to Fonts or Font +Software that has been modified and is distributed under the "Bitstream +Vera" names. + +The Font Software may be sold as part of a larger software package but no +copy of one or more of the Font Software typefaces may be sold by itself. + +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL BITSTREAM OR THE GNOME +FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING +ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF +THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE +FONT SOFTWARE. + +Except as contained in this notice, the names of Gnome, the Gnome +Foundation, and Bitstream Inc., shall not be used in advertising or +otherwise to promote the sale, use or other dealings in this Font Software +without prior written authorization from the Gnome Foundation or Bitstream +Inc., respectively. For further information, contact: fonts at gnome dot +org. + +Arev Fonts Copyright +------------------------------ + +Copyright (c) 2006 by Tavmjong Bah. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the fonts accompanying this license ("Fonts") and +associated documentation files (the "Font Software"), to reproduce +and distribute the modifications to the Bitstream Vera Font Software, +including without limitation the rights to use, copy, merge, publish, +distribute, and/or sell copies of the Font Software, and to permit +persons to whom the Font Software is furnished to do so, subject to +the following conditions: + +The above copyright and trademark notices and this permission notice +shall be included in all copies of one or more of the Font Software +typefaces. + +The Font Software may be modified, altered, or added to, and in +particular the designs of glyphs or characters in the Fonts may be +modified and additional glyphs or characters may be added to the +Fonts, only if the fonts are renamed to names not containing either +the words "Tavmjong Bah" or the word "Arev". + +This License becomes null and void to the extent applicable to Fonts +or Font Software that has been modified and is distributed under the +"Tavmjong Bah Arev" names. + +The Font Software may be sold as part of a larger software package but +no copy of one or more of the Font Software typefaces may be sold by +itself. + +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL +TAVMJONG BAH BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. + +Except as contained in this notice, the name of Tavmjong Bah shall not +be used in advertising or otherwise to promote the sale, use or other +dealings in this Font Software without prior written authorization +from Tavmjong Bah. For further information, contact: tavmjong @ free +. fr. + +$Id: LICENSE-DejaVu 3434 2008-05-04 01:18:15Z ghs $ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/SquarishSansCT.README b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/SquarishSansCT.README new file mode 100644 index 00000000..77ad45f3 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/SquarishSansCT.README @@ -0,0 +1,36 @@ +README for Squarish Sans CT + +Squarish Sans is a typeface I never intended to make. + +I had created a quasi-clone of Modula Tall called Marapfhont for the +Marathon gaming community. (Modula Tall was used in the title display of +the game.) Bank Gothic was used for the text of its manual, and a bit of +the UI. Because Bank Gothic was much more popular and several versions +already existed, I saw no need to create another. + +Then I learned that Aleph One, the open-sourced engine for playing +Marathon games, needed to distribute Bank Gothic in order to display +the UI properly. No version of Bank Gothic existed under a free license, +so none could legally be thus distributed. Squarish Sans was created +under the Open Font License to fill that void. + +Squarish Sans is not a direct clone of any Bank Gothic. I have made +conscious choices to deviate from existing designs. Yet it is strongly +inspired by them, of course, particularly Michael Doret's DeLuxe Gothic, +in that Squarish Sans has a true lower case as well as small caps. It +should fit the bill should you have need of a Bank Gothic face. + +Squarish Sans CT Medium is a complete font, with small caps supplied as +an OpenType feature. + +Squarish Sans CT Medium SC is a limited small caps font, for use when your +software does not support OpenType. + +Tim Larson +February 2011 + +Version history----- +0.8 20110809 More characters, and some fixes. +0.7 20110503 Two-story "a". Complete Greek/Hebrew. More kerning. +0.6 20110211 More characters, initial pass at kerning. +0.5 20110204 Basic ASCII range complete, ready for beta use. diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/Squarish_Sans_CT_Medium.ttf b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/Squarish_Sans_CT_Medium.ttf new file mode 100644 index 00000000..fb958cf4 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/Squarish_Sans_CT_Medium.ttf differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/button_c.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/button_c.bmp new file mode 100644 index 00000000..2ebe26df Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/button_c.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/button_c_p.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/button_c_p.bmp new file mode 100644 index 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a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_l.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_l.bmp new file mode 100644 index 00000000..d19d4306 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_l.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_r.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_r.bmp new file mode 100644 index 00000000..68a2d498 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/slider_r.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/theme2.mml b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/theme2.mml new file mode 100644 index 00000000..b24ff4bf --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/theme2.mml @@ -0,0 +1,215 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<font file="DejaVuLGCSansCondensed-Bold.ttf" size="24"/> + <color red="0.94" green="0.94" blue="0.94"/> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/thumb_b.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/thumb_b.bmp new file mode 100644 index 00000000..4e6dd305 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/thumb_b.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/thumb_bc.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/thumb_bc.bmp new file mode 100644 index 00000000..2cd8042e Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 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2/Plugins/Marathon 2 Theme/resources/tiny_button_c.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_c.bmp new file mode 100644 index 00000000..d2f53cdd Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_c.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_l.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_l.bmp new file mode 100644 index 00000000..1d27bea3 Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_l.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_r.bmp b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_r.bmp new file mode 100644 index 00000000..b721473e Binary files /dev/null and b/bios/Bungie/Marathon 2/Plugins/Marathon 2 Theme/resources/tiny_button_r.bmp differ diff --git a/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Plugin.xml b/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Plugin.xml new file mode 100644 index 00000000..3c2b908f --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Plugin.xml @@ -0,0 +1,7 @@ + + + + + + + diff --git a/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Transparent_Liquids.mml b/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Transparent_Liquids.mml new file mode 100644 index 00000000..0394bf39 --- /dev/null +++ b/bios/Bungie/Marathon 2/Plugins/Transparent Liquids/Transparent_Liquids.mml @@ -0,0 +1,103 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon 2/Scripts/Default Preferences.xml b/bios/Bungie/Marathon 2/Scripts/Default Preferences.xml new file mode 100644 index 00000000..4bc016fa --- /dev/null +++ b/bios/Bungie/Marathon 2/Scripts/Default Preferences.xml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon 2/Scripts/Filenames.mml b/bios/Bungie/Marathon 2/Scripts/Filenames.mml new file mode 100644 index 00000000..fa59d239 --- /dev/null +++ b/bios/Bungie/Marathon 2/Scripts/Filenames.mml @@ -0,0 +1,12 @@ + + + +Shapes.shpA +Sounds.sndA +Marathon 2 Preferences +Map.sceA +Physics Models/Standard.phyA +Music.ogg +Images.imgA + + diff --git a/bios/Bungie/Marathon 2/Scripts/Marathon 2.mml b/bios/Bungie/Marathon 2/Scripts/Marathon 2.mml new file mode 100644 index 00000000..0928862c --- /dev/null +++ b/bios/Bungie/Marathon 2/Scripts/Marathon 2.mml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/bios/Bungie/Marathon 2/Shapes.shpA b/bios/Bungie/Marathon 2/Shapes.shpA new file mode 100644 index 00000000..a0799624 Binary files /dev/null and b/bios/Bungie/Marathon 2/Shapes.shpA differ diff --git a/bios/Bungie/Marathon 2/Sounds.sndA b/bios/Bungie/Marathon 2/Sounds.sndA new file mode 100644 index 00000000..4d604d20 Binary files /dev/null and b/bios/Bungie/Marathon 2/Sounds.sndA differ diff --git a/bios/Bungie/Marathon Infinity/Demos/LA COSA NOSTRA.filA b/bios/Bungie/Marathon Infinity/Demos/LA COSA NOSTRA.filA new file mode 100755 index 00000000..719891aa Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Demos/LA COSA NOSTRA.filA differ diff --git a/bios/Bungie/Marathon Infinity/Demos/MORPHINE.filA b/bios/Bungie/Marathon Infinity/Demos/MORPHINE.filA new file mode 100755 index 00000000..74598cf9 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Demos/MORPHINE.filA differ diff --git a/bios/Bungie/Marathon Infinity/Demos/WRATH NO MORE.filA b/bios/Bungie/Marathon Infinity/Demos/WRATH NO MORE.filA new file mode 100755 index 00000000..8de6fb79 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Demos/WRATH NO MORE.filA differ diff --git a/bios/Bungie/Marathon Infinity/Demos/YORRICK.filA b/bios/Bungie/Marathon Infinity/Demos/YORRICK.filA new file mode 100755 index 00000000..7febd628 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Demos/YORRICK.filA differ diff --git a/bios/Bungie/Marathon Infinity/Images.imgA b/bios/Bungie/Marathon Infinity/Images.imgA new file mode 100644 index 00000000..ccf143e6 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Images.imgA differ diff --git a/bios/Bungie/Marathon Infinity/Map.sceA b/bios/Bungie/Marathon Infinity/Map.sceA new file mode 100644 index 00000000..be6cb5c9 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Map.sceA differ diff --git a/bios/Bungie/Marathon Infinity/Music.ogg b/bios/Bungie/Marathon Infinity/Music.ogg new file mode 100644 index 00000000..3ea407aa Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Music.ogg differ diff --git a/bios/Bungie/Marathon Infinity/Physics Models/Standard.phyA b/bios/Bungie/Marathon Infinity/Physics Models/Standard.phyA new file mode 100644 index 00000000..feef6a60 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Physics Models/Standard.phyA differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Basic HUD.lua b/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Basic HUD.lua new file mode 100644 index 00000000..af2c4e6b --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Basic HUD.lua @@ -0,0 +1,990 @@ +-- Basic HUD 1.0, by treellama +-- based on M2 Default HUD by Hopper +-- from work by Bungie and the Aleph One developers + +Triggers = {} +function Triggers.draw() + if TexturePalette.draw() then return end + + if Player.motion_sensor.active then + local sidelen = globals.motion_sensor_side_length + + local r = rects["motion sensor"] + local fg = InterfaceColors["inventory text"] + + clip_motion_sensor(r.x, r.y, sidelen, sidelen) + imgs["motion sensor virgin mount"]:draw(r.x, r.y) + + local comp36 = globals.network_compass_36 + local comp61 = globals.network_compass_61 + + if Player.compass.nw then + imgs["network compass nw"]:draw(r.x + comp36, r.y + comp36) + end + if Player.compass.ne then + imgs["network compass ne"]:draw(r.x + comp61, r.y + comp36) + end + if Player.compass.se then + imgs["network compass se"]:draw(r.x + comp61, r.y + comp61) + end + if Player.compass.sw then + imgs["network compass sw"]:draw(r.x + comp36, r.y + comp61) + end + + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local img = imgs["motion sensor " .. blip.type.mnemonic .. " " .. blip.intensity] + + local mult = (blip.distance/globals.motion_sensor_range) * (globals.motion_sensor_scale) + local rad = math.rad(blip.direction) + local xoff = r.x + (sidelen / 2) + (math.cos(rad) * mult) + local yoff = r.y + (sidelen / 2) + (math.sin(rad) * mult) + + img:draw(xoff - (img.width / 2), yoff - (img.height / 2)) + end + unclip_motion_sensor() + + end + + if true then + local x = rects["inventory"].x + local y = rects["inventory"].y + local w = Screen.width - x + local h = Screen.height - y + local fg = InterfaceColors["inventory text"] + local bg = InterfaceColors["inventory background"] + + Screen.fill_rect(x - adj(2), y - adj(2), w + adj(2), h, bg) + Screen.fill_rect(x - adj(2), y, w, h, bg) + end + + -- inventory + if true then + local r = rects["inventory"] + local f = int_fonts["interface"] + local rowh = f.line_height + local sec = Player.inventory_sections.current + + -- header + Screen.fill_rect(r.x, r.y, r.width, rowh, InterfaceColors["inventory header background"]); + draw_text_trunc(f, sec.name, r.x + globals.text_inset, r.y, r.width - globals.text_inset, InterfaceColors["inventory text"]) + + -- content + Screen.fill_rect(r.x, r.y + rowh, r.width, r.height - rowh, InterfaceColors["inventory background"]) + if sec.type == InventorySections["network statistics"] then + network_stats_draw() + else + inventory_items_draw() + end + end + + -- weapons + if true then + local r = rects["weapon display"] + Screen.fill_rect(r.x, r.y, r.width, r.height, InterfaceColors["inventory background"]) + + local wep = Player.weapons.desired + if wep then + -- weapon shapes + local shpinfo = wep_shapes[wep.type] + if shpinfo.unusable then + weapon_shape_draw(shpinfo.single) + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.unusable) + end + elseif shpinfo.multiple then + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.single) + end + else + weapon_shape_draw(shpinfo.single) + end + + -- name + weapon_name_draw(wep.name, wep_nrects[wep.type], true) + + -- ammo + if wep.primary then + if wep.primary.bullet_display then + weapon_bullet_draw(wep.primary) + elseif wep.primary.energy_display then + weapon_energy_draw(wep.primary) + end + end + if wep.secondary then + if wep.secondary.bullet_display then + weapon_bullet_draw(wep.secondary) + elseif wep.secondary.energy_display then + weapon_energy_draw(wep.secondary) + end + end + end + end + + -- frame health and O2 + if false then + local r = rects["shield"] + local s = rects["oxygen"] + Screen.fill_rect(r.x - 1, r.y - 1, r.width + 2, 1, InterfaceColors["inventory text"]) + Screen.fill_rect(r.x + r.width + 1, r.y - 1, 1, r.height + s.height + 4, InterfaceColors["inventory text"]) + end + + -- health + if true then + local r = rects["shield"] + local nrg = globals.player_maximum_suit_energy + if Player.energy > 2*nrg then + draw_bar(r, (Player.energy - 2*nrg) / nrg, + imgs["triple energy bar right"], + imgs["triple energy bar"], + imgs["double energy bar"]) + elseif Player.energy > nrg then + draw_bar(r, (Player.energy - nrg) / nrg, + imgs["double energy bar right"], + imgs["double energy bar"], + imgs["energy bar"]) + else + draw_bar(r, math.max(Player.energy, 0) / nrg, + imgs["energy bar right"], + imgs["energy bar"], + imgs["empty energy bar"]) + end + end + + -- O2 + if true then + local r = rects["oxygen"] + -- oxygen + draw_bar(r, Player.oxygen / globals.player_maximum_suit_oxygen, + imgs["oxygen bar right"], + imgs["oxygen bar"], + imgs["empty oxygen bar"]) + end + + -- player name + if #Game.players > 1 then + local r = rects["player name"] + + draw_text_center(int_fonts["player name"], + Player.name, + r.x + 1, r.y + 1, r.width, + { 0, 0, 0, 1}) + draw_text_center(int_fonts["player name"], + Player.name, + r.x, r.y, r.width, + InterfaceColors[Player.color.mnemonic .. " player"]) + end + +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + + Screen.map_rect.width = Screen.width + Screen.map_rect.x = 0 + Screen.map_rect.height = Screen.height + Screen.map_rect.y = 0 + +-- local min_aspect_ratio = 1.6 +-- local max_aspect_ratio = 2.4 +-- local h = math.min(Screen.height, Screen.width / min_aspect_ratio) + -- local w = math.min(Screen.width, h*max_aspect_ratio) + local h = Screen.height + local w = Screen.width + Screen.world_rect.width = w + Screen.world_rect.x = (Screen.width - w)/2 + Screen.world_rect.height = h + Screen.world_rect.y = (Screen.height - h)/2 + + if Screen.map_overlay_active then + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + hud_rect = {} + local hudsize = Screen.hud_size_preference + hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if ww >= 2560 then + hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + hud_rect.width = ww / 2 + end + + hud_rect.height = hud_rect.width / 4 +-- hud_rect.x = math.floor((ww - hud_rect.width) / 2) + -- hud_rect.y = math.floor(wh - hud_rect.height) + + hud_rect.scale = hud_rect.width / 640 + + hud_rect.x = ww - hud_rect.width + hud_rect.y = wh - hud_rect.height + +-- hud_rect.x = hud_rect.x + hud_rect.width - adj(InterfaceRects["inventory"].width) - adj(InterfaceRects["inventory"].x) - adj(InterfaceRects["weapon display"].width) + + local iw_right = math.max(InterfaceRects["inventory"].x + InterfaceRects["inventory"].width, InterfaceRects["weapon display"].x + InterfaceRects["weapon display"].width) + local iw_bottom = math.max(InterfaceRects["inventory"].y - 320 + InterfaceRects["inventory"].height, InterfaceRects["weapon display"].y - 320 + InterfaceRects["weapon display"].height) + + hud_rect.x = ww - adj(iw_right) + hud_rect.y = wh - adj(iw_bottom) + + local sidelen = adj(123) + + -- calculate terminal area + local termsize = Screen.term_size_preference + if termsize == SizePreferences["normal"] then + Screen.term_rect.width = 640 + elseif termsize == SizePreferences["double"] then + if (wh - sidelen * 2) >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * (wh - sidelen * 2))) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- recalculate screen fonts + for k, v in pairs(int_fonts) do + v.scale = hud_rect.scale + end + + -- recalculate interface rectangles + rects = {} + for r in InterfaceRects() do + rects[r.mnemonic] = adj_rect(r) + end + + -- scale images + for k, v in pairs(imgs) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- scale weapon shapes + for k, v in pairs(wep_shapes) do + for kk, vv in pairs(v) do + if vv.shp then + vv.shp:rescale(adj(vv.shp.unscaled_width), adj(vv.shp.unscaled_height)) + end + vv.x = adj_x(vv.orig_x) + vv.y = adj_y(vv.orig_y) + end + end + + -- scale bullet shapes + for k, v in pairs(ammo_shapes) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- recalculate weapon name rects + wep_nrects = {} + for wt in WeaponTypes() do + wep_nrects[wt] = adj_rect(Player.weapons[wt].name_rect) + end + + -- recalculate globals + globals = { + message_area_x_offset = adj(-9), + message_area_y_offset = adj(-5), + text_inset = adj(2), + name_offset = adj(23), + top_of_bar_width = adj(8), + motion_sensor_side_length = adj(123), + motion_sensor_scale = adj(64), + network_compass_36 = adj(36), + network_compass_61 = adj(61), + player_maximum_suit_energy = 150, + player_maximum_suit_oxygen = 6*30*60, + motion_sensor_range = 8 + } + + -- move the motion sensor and health to the bottom left + rects["motion sensor"].x = Screen.world_rect.x + rects["motion sensor"].y = Screen.world_rect.y + Screen.world_rect.height - globals.motion_sensor_side_length + + rects["shield"].x = Screen.world_rect.x + globals.motion_sensor_side_length + 5 + rects["shield"].y = Screen.world_rect.y + Screen.world_rect.height - rects["shield"].height - rects["oxygen"].height - 3 + + rects["oxygen"].x = Screen.world_rect.x + globals.motion_sensor_side_length + 5 + rects["oxygen"].y = Screen.world_rect.y + Screen.world_rect.height - rects["oxygen"].height - 1 + + Screen.text_margins.bottom = globals.motion_sensor_side_length + 1; + +end + +function Triggers.init() + if not (WeaponTypes["fist"] == nil) then WeaponTypes["fist"].mnemonic = "knife" end + + int_fonts = {} + for ftype in InterfaceFonts() do + int_fonts[ftype.mnemonic] = Fonts.new{ interface = ftype } + end + + imgs = {} + imgs["motion sensor mask"] = Images.new { path = "resources/motion_sensor_mask.png" } + imgs["interface panel"] = Images.new{ resource = 1700 } + + for idx, name in ipairs({ + "empty energy bar", + "energy bar", + "energy bar right", + "double energy bar", + "double energy bar right", + "triple energy bar", + "triple energy bar right", + "empty oxygen bar", + "oxygen bar", + "oxygen bar right", + "motion sensor mount", + "motion sensor virgin mount", + "motion sensor alien 0", + "motion sensor alien 1", + "motion sensor alien 2", + "motion sensor alien 3", + "motion sensor alien 4", + "motion sensor alien 5", + "motion sensor friend 0", + "motion sensor friend 1", + "motion sensor friend 2", + "motion sensor friend 3", + "motion sensor friend 4", + "motion sensor friend 5", + "motion sensor hostile player 0", + "motion sensor hostile player 1", + "motion sensor hostile player 2", + "motion sensor hostile player 3", + "motion sensor hostile player 4", + "motion sensor hostile player 5", + "network panel" }) do + imgs[name] = Shapes.new{ collection = 0, texture_index = idx - 1, type = TextureTypes["interface"] } + end + + for idx, name in ipairs({ + "network compass nw", + "network compass ne", + "network compass sw", + "network compass se" }) do + imgs[name] = Shapes.new{ collection = 0, texture_index = idx + 50, type = TextureTypes["interface"] } + end + + wep_shapes = {} + ammo_shapes = {} + for wt in WeaponTypes() do + local wep = Player.weapons[wt] + wep_shapes[wt] = {} + if wep.shape then + local s = wep.shape + wep_shapes[wt].single = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_shape then + local s = wep.multiple_shape + wep_shapes[wt].multiple = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_unusable_shape then + local s = wep.multiple_unusable_shape + wep_shapes[wt].unusable = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + + if wep.primary and wep.primary.bullet_display then + local disp = wep.primary.bullet_display + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + if wep.secondary and wep.secondary.bullet_display then + local disp = wep.secondary.bullet_display + if disp.texture_index then + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + end + if disp.empty_texture_index then + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + end + end + + Triggers.resize() +end + +function adj(len) + return len * hud_rect.scale +end +function adj_x(x) + return hud_rect.x + adj(x) +end +function adj_y(y) + return hud_rect.y + adj(y - 320) +end +function adj_rect(r) + return { x = adj_x(r.x), + y = adj_y(r.y), + width = adj(r.width), + height = adj(r.height) } +end + +function draw_bar(r, frac, cap, full, empty) + empty.crop_rect.width = empty.width + empty:draw(r.x, r.y) + + local width = r.width * frac + local capw = globals.top_of_bar_width + + if width > 2 * capw then + cap.crop_rect.width = cap.width + cap.crop_rect.x = 0 + cap:draw(r.x + width - capw, r.y) + + full.crop_rect.width = width - capw + full:draw(r.x, r.y) + else + cap.crop_rect.width = width/2 + cap.crop_rect.x = capw - width/2 + cap:draw(r.x + width/2, r.y) + + full.crop_rect.width = width/2 + full:draw(r.x, r.y) + end +end + +function trunc_text(font, text, w) + local tw, th = font:measure_text(text) + local trunc = false + while tw > w do + text = string.sub(text, 1, -2) + tw, th = font:measure_text(text .. string.char(201)) + trunc = true + end + if trunc then text = text .. string.char(201) end + return text, tw +end + +function draw_text_trunc(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x, y, color) +end + +function draw_text_center(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x + sfloor((w - tw)/2), y, color) +end + +function draw_text_right(font, text, x, y, color) + local tw, th = font:measure_text(text) + font:draw_text(text, x - tw, y, color) +end + +function clip(x, y, w, h) + local rect = Screen.clip_rect + rect.x = x + rect.y = y + rect.width = w + rect.height = h +end + +function cliprect(r) + local rect = Screen.clip_rect + rect.x = r.x + rect.y = r.y + rect.width = r.width + rect.height = r.height +end + +function unclip() + local rect = Screen.clip_rect + rect.x = 0 + rect.y = 0 + rect.width = Screen.width + rect.height = Screen.height +end + +function clip_motion_sensor(x, y, w, h) + if Screen.renderer == "software" then + clip(x, y, w, h) + else + unclip() + Screen.clear_mask() + Screen.masking_mode = MaskingModes["drawing"] + imgs["motion sensor mask"]:draw(x, y) + Screen.masking_mode = MaskingModes["enabled"] + end +end + +function unclip_motion_sensor() + if Screen.renderer == "software" then + unclip() + else + Screen.masking_mode = MaskingModes["disabled"] + end +end + +function sfloor(num) + return num - (num % hud_rect.scale) +end + +function player_ranking_text(gametype, ranking) + if gametype == "kill monsters" or + gametype == "capture the flag" or + gametype == "rugby" or + gametype == "most points" then + return string.format("%d", ranking) + elseif gametype == "least points" then + return string.format("%d", -ranking) + elseif gametype == "cooperative play" then + return string.format("%d%%", ranking) + elseif gametype == "most time" or + gametype == "least time" or + gametype == "king of the hill" or + gametype == "kill the man with the ball" or + gametype == "defense" or + gametype == "tag" then + return string.format("%d:%02d", math.floor(ranking/60), ranking % 60) + end + return nil +end + +function sorted_players() + local sort_tbl = {} + for i = 1,#Game.players do + table.insert(sort_tbl, { rank = Game.players[i - 1].ranking, idx = i - 1 }) + end + local sortfunc = function(a, b) + if a.rank ~= b.rank then return a.rank > b.rank end + return a.idx < b.idx + end + table.sort(sort_tbl, sortfunc) + + local splayers = {} + for i = 1,#sort_tbl do + table.insert(splayers, Game.players[sort_tbl[i].idx]) + end + return splayers +end + +function inventory_item_draw(item, y) + local r = rects["inventory"] + local clr = InterfaceColors["inventory text"] + if not item.valid then clr = InterfaceColors["invalid weapon"] end + + local iname = item.plural + if item.count == 1 then iname = item.singular end + draw_text_trunc( + int_fonts["interface"], + iname, + r.x + globals.name_offset + globals.text_inset, + y, + r.width - globals.name_offset - globals.text_inset, + clr) + + draw_text_trunc( + int_fonts["interface item count"], + string.format("%3d", item.count), + r.x + globals.text_inset, + y, + globals.name_offset + globals.text_inset, + clr) +end + +function inventory_items_draw() + local r = rects["inventory"] + local rowh = int_fonts["interface"].line_height + local maxrows = r.height / rowh + local currow = 1 + local section = Player.inventory_sections.current.type + + for itype in ItemTypes() do + if currow < maxrows and itype ~= ItemTypes["knife"] then + local item = Player.items[itype] + if item.inventory_section == section and item.count > 0 then + inventory_item_draw(item, r.y + (currow * rowh)) + currow = currow + 1 + end + end + end +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function network_stats_draw() + local r = { xl = rects["inventory"].x + globals.text_inset, + xr = rects["inventory"].x + rects["inventory"].width - globals.text_inset, + y = rects["inventory"].y, + width = rects["inventory"].width - (2*globals.text_inset) } + local f = int_fonts["interface"] + local rowh = f.line_height + + -- time/score display in header + if Game.time_remaining and Game.time_remaining <= 30*60*999 then + local seconds = math.floor(Game.time_remaining / 30) + local minutes = math.floor(seconds / 60) + + draw_text_right(f, string.format("%d:%02d", minutes, seconds % 60), + r.xr, r.y, InterfaceColors["inventory text"]) + + elseif Game.kill_limit then + local lim = Game.kill_limit + local gt = Game.type.mnemonic + if gt == "kill monsters" or + gt == "cooperative play" or + gt == "king of the hill" or + gt == "kill the man with the ball" or + gt == "tag" then + local leastleft = nil + for p = 1,#Game.players do + local thisleft = lim - Game.players[p].kills + if (not leastleft) or thisleft < leastleft then + leastleft = thisleft + end + end + + draw_text_right(f, string.format("%d", leastleft), + r.xr, r.y, InterfaceColors["inventory text"]) + end + end + + -- player listing + for idx, p in ipairs(sorted_players()) do + r.y = r.y + rowh + local clr = InterfaceColors[p.color.mnemonic .. " player"] + + draw_text_trunc(f, p.name, r.xl, r.y, r.width, clr) + + draw_text_right(f, player_ranking_text(Game.type, p.ranking), + r.xr, r.y, clr) + end +end + +function weapon_name_draw(txt, nr, vertical) + local f = int_fonts["weapon name"] + local fh = f.line_height + local w, h = f:measure_text(txt) + + local draw_single = function(singleline, vert) + local y = nr.y + if vert then + if fh > nr.height then + y = nr.y - fh + adj(2) + else + local off = nr.height - fh + y = nr.y + nr.height - fh - sfloor(off/2) - adj(1) + end + else + if fh > nr.height then + y = nr.y + nr.height - fh + else + y = nr.y + end + end + draw_text_center(f, singleline, nr.x, y, nr.width, InterfaceColors["inventory text"]) + end + + -- will we fit on one line? + if w <= nr.width then + draw_single(txt, vertical) + return + end + + -- no more words? + local spos, epos = string.find(txt, " ") + if not spos then + draw_single(txt, vertical) + return + end + + -- if we get here, we need to split + local lineend = spos + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + while w < nr.width do + spos, epos = string.find(txt, " ", lineend + 1) + if not spos then + w = nr.width + else + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + if w < nr.width then lineend = spos end + end + end + + draw_single(string.sub(txt, 1, lineend - 1), false) + weapon_name_draw(string.sub(txt, lineend + 1, -1), { x = nr.x, width = nr.width, y = nr.y + f.line_height, height = nr.height - f.line_height }, false) +end + +function weapon_shape_draw(shpinfo) + if shpinfo and shpinfo.shp then + shpinfo.shp:draw(shpinfo.x, shpinfo.y) + end +end + +function weapon_bullet_draw(trigger) + local disp = trigger.bullet_display + local rounds = trigger.rounds + if rounds < 0 then return end + local max = disp.across * disp.down + if rounds > max then rounds = max end + local dr = adj_rect(disp) + + local full = ammo_shapes[disp.texture_index] + if not full then return end + local empty = ammo_shapes[disp.empty_texture_index] + if not empty then return end + + local row = 0 + full.crop_rect.x = 0 + full.crop_rect.width = full.width + while row < math.floor(rounds / disp.across) do + full:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end + + local partial = rounds % disp.across + if partial > 0 then + full.crop_rect.width = partial * dr.width + empty.crop_rect.width = (disp.across - partial) * dr.width + if disp.right_to_left then + full.crop_rect.x = 0 + full:draw(dr.x, dr.y) + empty.crop_rect.x = full.crop_rect.width + empty:draw(dr.x + empty.crop_rect.x, dr.y) + else + empty.crop_rect.x = 0 + empty:draw(dr.x, dr.y) + full.crop_rect.x = empty.crop_rect.width + full:draw(dr.x + full.crop_rect.x, dr.y) + end + dr.y = dr.y + dr.height + end + + row = 0 + empty.crop_rect.x = 0 + empty.crop_rect.width = empty.width + while row < math.floor((max - rounds) / disp.across) do + empty:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end +end + +function weapon_energy_draw(trigger) + local disp = trigger.energy_display + local rounds = trigger.rounds + if rounds < 0 then return end + if rounds > disp.maximum then rounds = disp.maximum end + + local dr = adj_rect(disp) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height, disp.color) + dr.x = dr.x + adj(1) + dr.y = dr.y + adj(1) + dr.width = dr.width - adj(2) + dr.height = dr.height - adj(2) + + local fill_height = sfloor((rounds * dr.height) / disp.maximum) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height - fill_height, disp.empty_color) +end + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Plugin.xml b/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Plugin.xml new file mode 100644 index 00000000..b01ae629 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Basic HUD/Plugin.xml @@ -0,0 +1,3 @@ + + + diff --git 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Infinity/Plugins/Enhanced HUD/COPYING b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/FOV.mml b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/FOV.mml new file mode 100644 index 00000000..a8188c43 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/FOV.mml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Plugin.xml b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Plugin.xml new file mode 100644 index 00000000..63930ae6 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Plugin.xml @@ -0,0 +1,4 @@ + + + + diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Readme.txt b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Readme.txt new file mode 100644 index 00000000..321c9874 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/Readme.txt @@ -0,0 +1,7 @@ +Art assets in this plugin were developed by Freeverse Software for "Marathon 2: Durandal", released for Xbox Live Arcade. The content is copyright Bungie. Please contact Bungie before using these assets for any commercial purpose, or any purpose not directly connected with the Marathon community. + +Additional art was created by Bruce Morrison and Steven Tse, in the style of their initial work for Freeverse. Special thanks go to them. + +The Squarish Sans typeface was created by Tim Larson. See the readme file within the "squarishsans" directory for information. + +Code in XBLA.lua is released under version 3 of the GNU General Public License. See the file "COPYING" for information. diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/XBLA.lua b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/XBLA.lua new file mode 100644 index 00000000..5bc74419 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/XBLA.lua @@ -0,0 +1,965 @@ +-- Copyright (C) 2011 and beyond by Jeremiah Morris +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} +function Triggers.init() + + -- align weapon and item mnemonics + ItemTypes["knife"].mnemonic = "fist" + + opengl = true + if Screen.renderer == "software" then + opengl = false + end + + Screen.crosshairs.lua_hud = true + + alienWeaponFlickerMask = 0x1F0 + alienWeaponShowText = true + alienWeaponSlant = 1 + firstBackRender = false + + img = {} + img.motionSensorDisabledHUD = Images.new{path = "720p/health_noradar.png"} + img.motionSensorHUD = Images.new{path = "720p/health_radar.png"} + img.weaponAreaHUD = Images.new{path = "720p/weapons.png"} + img.oxygenBarLeftEnd = Images.new{path = "720p/left_oxygen.png"} + img.oxygenBar = Images.new{path = "720p/mid_oxygen.png"} + img.oxygenBarRightEnd = Images.new{path = "720p/right_oxygen.png"} + img.shield1xBarLeftEnd = Images.new{path = "720p/left_shield1x.png"} + img.shield1xBar = Images.new{path = "720p/mid_shield1x.png"} + img.shield1xBarRightEnd = Images.new{path = "720p/right_shield1x.png"} + img.shield2xBarLeftEnd = Images.new{path = "720p/left_shield2x.png"} + img.shield2xBar = Images.new{path = "720p/mid_shield2x.png"} + img.shield2xBarRightEnd = Images.new{path = "720p/right_shield2x.png"} + img.shield3xBarLeftEnd = Images.new{path = "720p/left_shield3x.png"} + img.shield3xBar = Images.new{path = "720p/mid_shield3x.png"} + img.shield3xBarRightEnd = Images.new{path = "720p/right_shield3x.png"} + img.radarBackground = Images.new{path = "720p/background.png"} + img.friendly = Images.new{path = "720p/friendly.png"} + img.enemy = Images.new{path = "720p/enemy.png"} + img.alien = Images.new{path = "720p/alien.png"} + img.pistol = Images.new{path = "720p/pistol.png"} + img.plasmaPistol = Images.new{path = "720p/fusion.png"} + img.ar = Images.new{path = "720p/arr.png"} + img.missileLauncher = Images.new{path = "720p/spnkr.png"} + img.flamethrower = Images.new{path = "720p/tozt.png"} + img.alienWeapon = Images.new{path = "720p/alienwep.png"} + img.shotgun = Images.new{path = "720p/shotgun.png"} + img.dualPistol = Images.new{path = "720p/pistolx2.png"} + img.dualShotgun = Images.new{path = "720p/shotgunx2.png"} + img.pistolAmmoEmpty = Images.new{path = "720p/pistolamoused.png"} + img.pistolAmmoFull = Images.new{path = "720p/pistolamo.png"} + img.shotgunAmmoFull = Images.new{path = "720p/shotgunamo.png"} + img.shotgunAmmoEmpty = Images.new{path = "720p/shotgunamoused.png"} + img.missileAmmoFull = Images.new{path = "720p/spnkramo.png"} + img.missileAmmoEmpty = Images.new{path = "720p/spnkramoused.png"} + img.fillFull = Images.new{path = "720p/fill.png"} + img.fillEmpty = Images.new{path = "720p/fillshell.png"} + img.arAmmoFull = Images.new{path = "720p/arramo.png"} + img.arAmmoEmpty = Images.new{path = "720p/arramoused.png"} + img.arGrenadeFull = Images.new{path = "720p/grenadeamo.png"} + img.arGrenadeEmpty = Images.new{path = "720p/grenadeamoused.png"} + img.pistolCrosshair = Images.new{path = "720p/ret_pistol.png"} + img.shotgunCrosshair = Images.new{path = "720p/ret_shotgun.png"} + img.fusionPistolCrosshair = Images.new{path = "720p/ret_plasma.png"} + img.assaultRifleCrosshair = Images.new{path = "720p/ret_machinegun.png"} + img.rocketCrosshair = Images.new{path = "720p/ret_rocket.png"} + img.flameCrosshair = Images.new{path = "720p/ret_flame.png"} + img.alienWeaponCrosshair = Images.new{path = "720p/ret_alien.png"} +-- img.namePanelFriend = Images.new{path = "720p/target-panel-friend.png"} +-- img.namePanelFoe = Images.new{path = "720p/target-panel-foe.png"} + img.chipIndicator = Images.new{path = "720p/chip.png"} + img.dualShotgunIdle = Images.new{path = "720p/shotgunx2_idle.png"} + img.dualPistolIdle = Images.new{path = "720p/pistolx2_idle.png"} + img.objectiveFull = Images.new{path = "720p/objective-indicator-full.png"} + img.scorePanel = Images.new{path = "720p/score-panel.png"} + + img.scorePanelColor = {} + img.scorePanelColor[0] = Images.new{path = "720p/score-panel_slate.png"} + img.scorePanelColor[1] = Images.new{path = "720p/score-panel_red.png"} + img.scorePanelColor[2] = Images.new{path = "720p/score-panel_violet.png"} + img.scorePanelColor[3] = Images.new{path = "720p/score-panel_yellow.png"} + img.scorePanelColor[4] = Images.new{path = "720p/score-panel_white.png"} + img.scorePanelColor[5] = Images.new{path = "720p/score-panel_orange.png"} + img.scorePanelColor[6] = Images.new{path = "720p/score-panel_blue.png"} + img.scorePanelColor[7] = Images.new{path = "720p/score-panel_green.png"} + + img.scorePanelIcon = Images.new{path = "720p/score-panel-icon.png"} + img.ball = Images.new{path = "720p/skull.png"} + + img.smg = Images.new{path = "720p/w_smg.png"} + img.smgAmmoFull = Images.new{path = "720p/flechette_on.png"} + img.smgAmmoEmpty = Images.new{path = "720p/flechette_off.png"} + img.smgCrosshair = Images.new{path = "720p/ret_smg.png"} + + img.objectiveFull.tint_color = { 1, 1, 1, 0.75 } + img.scorePanel.tint_color = { 1, 1, 1, 0.7 } + for k in pairs(img.scorePanelColor) do + img.scorePanelColor[k].tint_color = { 1, 1, 1, 0.7 } + end + + rawpos = {} + rawpos.leftHUDPosition = { x = 0, y = 0 } + rawpos.radarPosition = { x = 24, y = 17 } + rawpos.radarCenter = { x = 24+64, y = 17+64 } + rawpos.radarBlipSize = 9 + rawpos.shieldOffset = { x = 177, y = 26 } + rawpos.shieldLength = 197 + rawpos.oxygenOffset = { x = 160, y = 4 } + rawpos.oxygenLength = 197 + rawpos.rightHUDPosition = { x = 0, y = 0 } + + rawpos.pistolOffset = { x = 56, y = 20 } + rawpos.pistolClipOffset = { x = 160, y = 18 } + rawpos.pistolClipReadoutOffset = { x = 41, y = 14 } + + rawpos.dualPistolsOffset = { x = 56, y = 20 } + rawpos.dualPistolsClipOffset = { x = 264, y = 18 } + rawpos.dualPistolsSpacer = 43 + rawpos.dualPistolsClipReadoutOffset = { x = 182, y = 41 } + + rawpos.shotgunOffset = { x = 57, y = 16 } + rawpos.shotgunShellsOffset = { x = 162, y = 14 } + rawpos.shotgunShellReadoutOffset = { x = 41, y = 14 } + + rawpos.dualShotgunsOffset = { x = 40, y = 16 } + rawpos.dualShotgunShellsOffset = { x = 206, y = 14 } + rawpos.dualShotgunsSpacer = 20 + rawpos.dualShotgunShellReadoutOffset = { x = 41, y = 14 } + + rawpos.fusionPistolOffset = { x = 92, y = 18 } + rawpos.fusionPistolCellOffset = { x = 257, y = 12 } + rawpos.fusionPistolCellReadoutOffset = { x = 41, y = 14 } + + rawpos.flamethrowerOffset = { x = 111, y = 18 } + rawpos.flamethrowerCellOffset = { x = 257, y = 12 } + rawpos.flamethrowerCellReadoutOffset = { x = 41, y = 14 } + + rawpos.rocketLauncherOffset = { x = 45, y = 18 } + rawpos.rocketLauncherRocketOffset = { x = 315, y = 13 } + rawpos.rocketLauncherRocketReadoutOffset = { x = 97, y = 14 } + + rawpos.assaultRifleOffset = { x = 53, y = 10 } + rawpos.assaultRifleRackOffset = { x = 320, y = 12 } + rawpos.assaultRifleGrenadeSpacer = 10 + rawpos.assaultRifleClipReadoutOffset = { x = 108, y = 25 } + + rawpos.alienWeaponOffset = { x = 40, y = 7 } + rawpos.alienWeaponTextOffset = { x = 200, y = 15 } + +-- rawpos.ballOffset = { x = 55, y = 40 } + rawpos.ballOffset = { x = 65, y = 15 } + rawpos.chipOffset = { x = -48, y = 12 } + + rawpos.smgOffset = { x = 28, y = 8 } + rawpos.smgClipOffset = { x = 257, y = 24 } + rawpos.smgClipReadoutOffset = { x = 41, y = 14 } + + rawpos.scorePanelSpacer = 2 + rawpos.scorePanelOffset = { x = 0, y = 0 } + rawpos.scorePanelScoreOffset = { x = 20, y = 24 } + rawpos.scorePanelNameOffset = { x = 100, y = 24 } + rawpos.scorePanelRankOffset = { x = 330, y = 24 } + + rawpos.crosshairRocket = { x = -32, y = 0 } + rawpos.crosshairAlien = { x = 0, y = -24 } + + Triggers.resize() +end + +function scaled(number) + return math.floor(number * scale) +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + + Screen.map_rect.width = Screen.width + Screen.map_rect.x = 0 + Screen.map_rect.height = Screen.height + Screen.map_rect.y = 0 + + local min_aspect_ratio = 1.6 + local max_aspect_ratio = 2.4 + local h = math.min(Screen.height, Screen.width / min_aspect_ratio) + local w = math.min(Screen.width, h*max_aspect_ratio) + Screen.world_rect.width = w + Screen.world_rect.x = (Screen.width - w)/2 + Screen.world_rect.height = h + Screen.world_rect.y = (Screen.height - h)/2 + + if Screen.map_overlay_active then + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + end + + sx = Screen.world_rect.x + sy = Screen.world_rect.y + sw = Screen.world_rect.width + sh = Screen.world_rect.height + + crossX = sx + math.floor(sw / 2) + crossY = sy + math.floor(sh / 2) + + safeZoneWidthSize = math.floor(sw * 0.06) + safeZoneHeightSize = math.floor(sh * 0.06) + hudL = sx + safeZoneWidthSize + hudR = sx + sw - safeZoneWidthSize + hudT = sy + safeZoneHeightSize + hudB = sy + sh - safeZoneHeightSize + + local scaleX = sw / 1280 + local scaleY = sh / 720 + local max_scale_factor = 4.0 + local min_scale_factor = 0.5 + scale = math.min(max_scale_factor, math.max(min_scale_factor, math.min(scaleX, scaleY))) + + for k in pairs(img) do + if type(img[k]) == "table" then + for kk in pairs(img[k]) do + img[k][kk]:rescale(scaled(img[k][kk].unscaled_width), scaled(img[k][kk].unscaled_height)) + end + else + img[k]:rescale(scaled(img[k].unscaled_width), scaled(img[k].unscaled_height)) + end + end + + pos = {} + for k in pairs(rawpos) do + local p = rawpos[k] + if type(p) == "table" then + pos[k] = { } + for kk in pairs(p) do + pos[k][kk] = scaled(p[kk]) + end + else + pos[k] = scaled(p) + end + end + + bgf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + bgfAdjust = math.floor(20*scale) + + ngf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + ngfAdjust = math.floor(20*scale) + + local th = math.max(320, math.floor(sh - 260*scale)) + local tw = math.max(640, math.floor(sw - 400*scale)) + h = math.min(tw / 2, th) + w = h*2 + + Screen.term_rect.width = w + Screen.term_rect.height = h + Screen.term_rect.x = sx + (sw - w)/2 + Screen.term_rect.y = sy + 0.23*(sh - h) + + shortened_player_names = {} + + local max_name_len = pos.scorePanelRankOffset.x - pos.scorePanelNameOffset.x + for i = 1, # Game.players do + local p = Game.players[i - 1] + local name = p.name + if ngf:measure_text(name) >= max_name_len and # name > 3 then + name = name:sub(1, # name - 3) .. "..." + while ngf:measure_text(name) >= max_name_len and # name > 4 do + name = name:sub(1, # name - 4) .. "..." + end + end + shortened_player_names[p.index] = name + end +end + +function drawBL(image, x, y) + image:draw(hudL + math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end +function drawBR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudB - math.floor(y) - image.crop_rect.height) +end + +function drawTR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudT + math.floor(y)) +end + +function drawBRL(image, x, y) + image:draw(hudR - math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end + +function drawCrosshair(image, offset) + if Screen.term_active or Screen.map_active then return end + if not Screen.crosshairs.active then return end + + local nudgex = 0 + local nudgey = 0 + if offset ~= nil then + nudgex = offset.x + nudgey = offset.y + end + image:draw(crossX + nudgex - math.floor(image.crop_rect.width / 2), crossY - nudgey - math.floor(image.crop_rect.height / 2)) +end + +function Triggers.draw() + if TexturePalette.draw() then return end + + -- net stats + if #Game.players > 1 then drawNetPlayers() end + + -- left area + if Player.motion_sensor.active then + -- radar + drawBL(img.radarBackground, pos.radarPosition.x, pos.radarPosition.y) + local sens_rad = img.radarBackground.width / 2 + local sens_xcen = pos.radarPosition.x + sens_rad + local sens_ycen = pos.radarPosition.y + sens_rad + + local compass_diff = (img.radarBackground.width - img.objectiveFull.width) / 2 + drawCompass(img.objectiveFull, { x = pos.radarPosition.x + compass_diff, y = pos.radarPosition.y + compass_diff }) + + -- blips + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local mult = blip.distance * sens_rad / 8 + local rad = math.rad(blip.direction) + local xoff = sens_xcen + math.cos(rad) * mult + local yoff = sens_ycen - math.sin(rad) * mult + + local image = img.friendly + if blip.type == "alien" then + image = img.alien + end + if blip.type == "hostile player" then + image = img.enemy + end + image.tint_color = { 1, 1, 1, 1 - (blip.intensity / 7) } + drawBL(image, xoff - (image.width / 2), yoff - (image.height / 2)) + end + + drawBL(img.motionSensorHUD, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + else + drawBL(img.motionSensorDisabledHUD, pos.leftHUDPosition.x, pos.leftHUDPosition.y) + end + + -- oxygen bar + drawBar(pos.oxygenOffset, pos.oxygenLength, Player.oxygen, 10800, "oxygen") + + -- health bar + do + local health = Player.energy + if (health > 0) and (health < 300) then + drawBar(pos.shieldOffset, pos.shieldLength, health, 150, "shield1x") + end + if (health > 150) and (health < 450) then + drawBar(pos.shieldOffset, pos.shieldLength, health - 150, 150, "shield2x") + end + if health > 300 then + drawBar(pos.shieldOffset, pos.shieldLength, health - 300, 150, "shield3x") + end + end + + -- right area + drawBR(img.weaponAreaHUD, pos.rightHUDPosition.x, pos.rightHUDPosition.y) + + -- weapons + if Player.weapons.desired then + local weapon = Player.weapons.desired + local wt = weapon.type.mnemonic + + if wt == "pistol" then + drawCrosshair(img.pistolCrosshair) + if Player.items[wt].count > 1 then + if weapon.secondary.weapon_drawn then + drawBR(img.dualPistol, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + else + drawBR(img.dualPistolIdle, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + end + drawAmmo(pos.dualPistolsClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + drawAmmoR({ x = pos.dualPistolsClipOffset.x - img.pistolAmmoFull.width - pos.dualPistolsSpacer, y = pos.dualPistolsClipOffset.y }, img.pistolAmmoEmpty,img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserveR(Player.items[weapon.primary.ammo_type].count .. "x", pos.dualPistolsClipReadoutOffset) + else + drawBR(img.pistol, pos.pistolOffset.x, pos.pistolOffset.y) + drawAmmoR(pos.pistolClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.pistolClipReadoutOffset) + end + elseif wt == "fusion pistol" then + drawCrosshair(img.fusionPistolCrosshair) + drawBR(img.plasmaPistol, pos.fusionPistolOffset.x, pos.fusionPistolOffset.y) + drawCell(pos.fusionPistolCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.fusionPistolCellReadoutOffset) + elseif wt == "assault rifle" then + drawCrosshair(img.assaultRifleCrosshair) + drawBR(img.ar, pos.assaultRifleOffset.x, pos.assaultRifleOffset.y) + + local bullets = img.arAmmoFull + local grenades = img.arGrenadeFull + + local ammoB = pos.assaultRifleRackOffset.y + local ammoL = pos.assaultRifleRackOffset.x + local ammoG = ammoL - (bullets.width - grenades.width)/2 + + drawAmmo({ x = ammoG, y = ammoB }, img.arGrenadeEmpty, img.arGrenadeFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + + ammoB = ammoB + grenades.height + pos.assaultRifleGrenadeSpacer + local extra = 39 + while extra >= 0 do + drawAmmo({ x = ammoL, y = ammoB }, img.arAmmoEmpty, img.arAmmoFull, weapon.primary.rounds - extra, 13) + extra = extra - 13 + ammoB = ammoB + bullets.height + end + + drawReserve("x" .. Player.items[weapon.primary.ammo_type].count, pos.assaultRifleClipReadoutOffset) + + local fw, fh = bgf:measure_text("x") + drawReserve("x" .. Player.items[weapon.secondary.ammo_type].count, { x = pos.assaultRifleClipReadoutOffset.x, y = pos.assaultRifleClipReadoutOffset.y - (14*scale) }) + elseif wt == "missile launcher" then + drawCrosshair(img.rocketCrosshair, pos.crosshairRocket) + drawBR(img.missileLauncher, pos.rocketLauncherOffset.x, pos.rocketLauncherOffset.y) + drawAmmo(pos.rocketLauncherRocketOffset, img.missileAmmoEmpty, img.missileAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.rocketLauncherRocketReadoutOffset) + elseif wt == "flamethrower" then + drawCrosshair(img.flameCrosshair) + drawBR(img.flamethrower, pos.flamethrowerOffset.x, pos.flamethrowerOffset.y) + drawCell(pos.flamethrowerCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.flamethrowerCellReadoutOffset) + elseif wt == "alien weapon" then + drawCrosshair(img.alienWeaponCrosshair, pos.crosshairAlien) + drawBR(img.alienWeapon, pos.alienWeaponOffset.x, pos.alienWeaponOffset.y) + drawAlienText() + elseif wt == "shotgun" then + drawCrosshair(img.shotgunCrosshair) + if Player.items[wt].count > 1 then + if weapon.secondary.weapon_drawn then + drawBR(img.dualShotgun, pos.dualShotgunsOffset.x, pos.dualShotgunsOffset.y) + else + drawBR(img.dualShotgunIdle, pos.dualShotgunsOffset.x, pos.dualShotgunsOffset.y) + end + drawAmmo(pos.dualShotgunShellsOffset, img.shotgunAmmoEmpty, img.shotgunAmmoFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + drawAmmoR({ x = pos.dualShotgunShellsOffset.x - img.shotgunAmmoFull.width - pos.dualShotgunsSpacer, y = pos.dualShotgunShellsOffset.y }, img.shotgunAmmoEmpty,img.shotgunAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.dualShotgunShellReadoutOffset) + else + drawBR(img.shotgun, pos.shotgunOffset.x, pos.shotgunOffset.y) + drawAmmoR(pos.shotgunShellsOffset, img.shotgunAmmoEmpty, img.shotgunAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.shotgunShellReadoutOffset) + end + elseif wt == "ball" then + drawBR(img.ball, pos.ballOffset.x, pos.ballOffset.y) + elseif wt == "smg" then + drawCrosshair(img.smgCrosshair) + drawBR(img.smg, pos.smgOffset.x, pos.smgOffset.y) + + local bullets = img.smgAmmoFull + + local ammoB = pos.smgClipOffset.y + local ammoL = pos.smgClipOffset.x + + local extra = 24 + while extra >= 0 do + drawAmmo({ x = ammoL, y = ammoB }, img.smgAmmoEmpty, img.smgAmmoFull, weapon.primary.rounds - extra, 8) + extra = extra - 8 + ammoB = ammoB + bullets.height + end + + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.smgClipReadoutOffset) + end + end + + -- chip + if Player.items["uplink chip"].count > 0 then + drawBR(img.chipIndicator, -(img.chipIndicator.width / 2) - pos.chipOffset.x, pos.chipOffset.y - (img.chipIndicator.height / 2)) + end + +end + +function drawReserve(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - img.weaponAreaHUD.width + offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawReserveR(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawAmmo(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = 0 + drawBRL(full, offset.x, offset.y) +end + +function drawAmmoR(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = full.width - full.crop_rect.width + drawBRL(full, offset.x - full.crop_rect.x, offset.y) +end + +function drawBar(offset, width, cur, max, which) + local li = img[which .. "BarLeftEnd"] + local mi = img[which .. "Bar"] + local ri = img[which .. "BarRightEnd"] + + local total_width = math.floor(width * math.max(0, math.min(cur, max)) / max) + local cap_width = li.width + ri.width + + if total_width > cap_width then + mi.crop_rect.width = mi.width + local midoff = offset.x + li.width + local midwidth = total_width - cap_width + while midwidth >= mi.width do + drawBL(mi, midoff, offset.y) + midoff = midoff + mi.width + midwidth = midwidth - mi.width + end + if midwidth > 0 then + mi.crop_rect.width = midwidth + drawBL(mi, midoff, offset.y) + end + + li.crop_rect.x = 0 + li.crop_rect.width = li.width + drawBL(li, offset.x, offset.y) + + ri.crop_rect.x = 0 + ri.crop_rect.width = ri.width + drawBL(ri, offset.x + total_width - ri.width, offset.y) + else + local lwidth = math.floor(total_width / 2) + local rwidth = total_width - lwidth + + li.crop_rect.x = 0 + li.crop_rect.width = lwidth + drawBL(li, offset.x, offset.y) + + ri.crop_rect.x = ri.width - rwidth + ri.crop_rect.width = rwidth + drawBL(ri, offset.x + lwidth, offset.y) + end +end + +function drawCell(offset, cur, max) + drawBRL(img.fillEmpty, offset.x, offset.y) + + local full = img.fillFull + local h = full.height * cur / max + full.crop_rect.height = h + full.crop_rect.y = full.height - h + drawBRL(full, offset.x, offset.y) +end + +function drawCompass(image, offset) + local lw = math.floor(image.width / 2) + local rw = image.width - lw + local th = math.floor(image.height / 2) + local bh = image.height - th + if Player.compass.nw or Player.compass.ne then + image.crop_rect.y = 0 + image.crop_rect.height = th + if Player.compass.nw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y + bh) + end + if Player.compass.ne then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y + bh) + end + end + if Player.compass.sw or Player.compass.se then + image.crop_rect.y = th + image.crop_rect.height = bh + if Player.compass.sw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y) + end + if Player.compass.se then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y) + end + end +end + +function hasbit(x, p) + return x % (p + p) >= p +end + +function bitand(x, y) + local p = 1 + while (p <= x) and (p <= y) do + if hasbit(x, p) and hasbit(y, p) then return true end + p = p + p + end + return false +end + +function rand() + return math.random(32768)-1 +end + +function drawAlienText() + if bitand(Game.ticks * 2, alienWeaponFlickerMask) then + if alienWeaponShowText then + local text = "0xfded" + local rw, rh = bgf:measure_text(text) + + Screen.clip_rect.x = hudR - pos.alienWeaponOffset.x - img.alienWeapon.width + Screen.clip_rect.width = img.alienWeapon.width + + local clipB = hudB - pos.alienWeaponTextOffset.y + local fontL = hudR - img.weaponAreaHUD.width + pos.alienWeaponTextOffset.x - rw + local fontT = clipB - bgfAdjust + local clipLast = clipB + + -- fake slant by drawing text with clipping and offset + local i = 0 + local steps = 8 + while i < steps do + local clipT = clipB - math.floor(rh * (i + 1) / steps) + Screen.clip_rect.y = clipT + Screen.clip_rect.height = clipLast - clipT + clipLast = clipT + + local txtL = fontL + math.floor(alienWeaponSlant * scale * i / steps) + bgf:draw_text(text, txtL, fontT, { 0, 1, 0, 1 }) + i = i + 1 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + end + firstBackRender = true + elseif firstBackRender then + alienWeaponSlant = math.floor((((rand() % 200) / 201) * 100) - 50) + if (rand() % 2) > 0 then + if (rand() % 2) > 0 then + alienWeaponFlickerMask = alienWeaponFlickerMask * 2 + end + alienWeaponShowText = false + else + if (rand() % 2) > 0 then + alienWeaponFlickerMask = math.floor(alienWeaponFlickerMask / 2) + end + alienWeaponShowText = true + end + if (alienWeaponFlickerMask > 0x1F00) or (alienWeaponFlickerMask < 0x3E) then + alienWeaponFlickerMask = 0x1F0 + end + firstBackRender = false + end +end + + +function comp_player(a, b) + if a.ranking > b.ranking then + return true + end + if a.ranking < b.ranking then + return false + end + if a.name < b.name then + return true + end + return false +end + +function sorted_players() + local tbl = {} + for i = 1,#Game.players do + table.insert(tbl, Game.players[i - 1]) + end + table.sort(tbl, comp_player) + local tt = {} + local lastrank = 1 + local lastscore = tbl[1].ranking + for i, v in ipairs(tbl) do + local rr = i + if v.ranking == lastscore then + rr = lastrank + else + lastscore = v.ranking + lastrank = rr + end + table.insert(tt, { player = v, rank = rr }) + end + return tt +end + +function best_four() + local tbl = sorted_players() + local total = #tbl + if total < 5 then return tbl end + + local lrank = total + for i, v in ipairs(tbl) do + if v.player.active then lrank = i end + end + if lrank < 4 then return { tbl[1], tbl[2], tbl[3], tbl[4] } end + + local lstart = math.min(lrank - 1, total - 2) + return { tbl[1], tbl[lstart], tbl[lstart + 1], tbl[lstart + 2] } +end + +function format_time(ticks) + local secs = math.ceil(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function net_gamelimit() + if Game.time_remaining then + return "time left:", format_time(Game.time_remaining) + end + if Game.kill_limit then + local max_kills = 0 + for i = 1,#Game.players do + max_kills = math.max(max_kills, Game.players[i - 1].kills) + end + return "kills left:", string.format("%d", Game.kill_limit - max_kills) + end + return nil, nil +end + +function ranking_text(gametype, ranking) + if (gametype == "kill monsters") or + (gametype == "capture the flag") or + (gametype == "rugby") or + (gametype == "most points") then + return string.format("%d", ranking) + end + if (gametype == "least points") then + return string.format("%d", -ranking) + end + if (gametype == "cooperative play") then + return string.format("%d%%", ranking) + end + if (gametype == "most time") or + (gametype == "least time") or + (gametype == "king of the hill") or + (gametype == "kill the man with the ball") or + (gametype == "defense") or + (gametype == "tag") then + return format_time(math.abs(ranking)) + end + + -- unknown + return nil +end + +function drawNetText(text, offset) + local rw, rh = ngf:measure_text(text) + ngf:draw_text(text, hudR - offset.x - rw, hudT + offset.y - ngfAdjust, { 1, 1, 1, 1 }) +end + +function drawNetPlayers() + local tr = { x = pos.scorePanelOffset.x, y = pos.scorePanelOffset.y } + local gametype = Game.type + if gametype == "netscript" then + gametype = Game.scoring_mode + end + + local lbl, value = net_gamelimit() + if lbl ~= nil then + drawNetText(lbl, { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelNameOffset.y }) + drawNetText(value, { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelScoreOffset.y }) + end + + for i, v in ipairs(best_four()) do + drawTR(img.scorePanelColor[v.player.team.index], tr.x, tr.y) + if v.player.active then + drawTR(img.scorePanelIcon, tr.x, tr.y) + end + drawNetText(ranking_text(gametype, v.player.ranking), { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y + pos.scorePanelScoreOffset.y }) + drawNetText(shortened_player_names[v.player.index], { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y + pos.scorePanelNameOffset.y }) + drawNetText(v.rank, { x = tr.x + pos.scorePanelRankOffset.x, y = tr.y + pos.scorePanelRankOffset.y }) + + tr.y = tr.y + img.scorePanel.height + pos.scorePanelSpacer + end +end + + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf new file mode 100644 index 00000000..3a100595 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf new file mode 100644 index 00000000..596ff878 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README new file mode 100644 index 00000000..77ad45f3 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README @@ -0,0 +1,36 @@ +README for Squarish Sans CT + +Squarish Sans is a typeface I never intended to make. + +I had created a quasi-clone of Modula Tall called Marapfhont for the +Marathon gaming community. (Modula Tall was used in the title display of +the game.) Bank Gothic was used for the text of its manual, and a bit of +the UI. Because Bank Gothic was much more popular and several versions +already existed, I saw no need to create another. + +Then I learned that Aleph One, the open-sourced engine for playing +Marathon games, needed to distribute Bank Gothic in order to display +the UI properly. No version of Bank Gothic existed under a free license, +so none could legally be thus distributed. Squarish Sans was created +under the Open Font License to fill that void. + +Squarish Sans is not a direct clone of any Bank Gothic. I have made +conscious choices to deviate from existing designs. Yet it is strongly +inspired by them, of course, particularly Michael Doret's DeLuxe Gothic, +in that Squarish Sans has a true lower case as well as small caps. It +should fit the bill should you have need of a Bank Gothic face. + +Squarish Sans CT Medium is a complete font, with small caps supplied as +an OpenType feature. + +Squarish Sans CT Medium SC is a limited small caps font, for use when your +software does not support OpenType. + +Tim Larson +February 2011 + +Version history----- +0.8 20110809 More characters, and some fixes. +0.7 20110503 Two-story "a". Complete Greek/Hebrew. More kerning. +0.6 20110211 More characters, initial pass at kerning. +0.5 20110204 Basic ASCII range complete, ready for beta use. diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/COPYING b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/Plugin.xml b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/Plugin.xml new file mode 100644 index 00000000..2a4a8d17 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/Plugin.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/stats.lua b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/stats.lua new file mode 100644 index 00000000..37b9369c --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/stats.lua @@ -0,0 +1,294 @@ +-- Copyright (C) 2011 and beyond by Gregory Smith, Jeremiah Morris, +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} + +function Triggers.init(restored) + + for p in Players() do + if p.local_ then + local_player = p + end + end + + stats = {} + + stats["start tick"] = Game.ticks + stats["player color"] = local_player.color.mnemonic + if #Players > 1 then + stats["player name"] = local_player.name + stats["player team"] = local_player.team.mnemonic + end + stats["difficulty"] = Game.difficulty.mnemonic + stats["game type"] = Game.type.mnemonic + stats["level"] = Level.name + stats["level index"] = Level.index + stats["map checksum"] = Level.map_checksum + stats["players"] = # Players + + stats["scenario name"] = "Marathon Infinity" + stats["engine version"] = Game.version + + if restored then + stats["restored"] = 1 + end + establish_session(restored) +end + +function Triggers.cleanup() + + stats["end tick"] = Game.ticks + if Level.completed then + stats["level completed"] = 1 + + -- count monsters left alive on map + for m in Monsters() do + if not m.player and (m.vitality > 0 or not m.visible) then + increment(m.type.mnemonic .. "s spared") + end + end + end + + if #Players > 1 then + stats["player index"] = local_player.index + + if Game.type ~= "kill monsters" and + Game.type ~= "cooperative play" then + stats["points"] = local_player.points + end + + -- only check multiplayer wins if the game finishes + -- corollary: untimed games with no kill limit never count as wins! + local find_winner = false + + if Players[0].disconnected then + -- gatherer went away, game was interrupted + stats["interrupted"] = 1 + elseif Game.type == "cooperative play" then + -- Lua doesn't provide monster damage to replicate scoring + find_winner = false + elseif Game.time_remaining == 0 then + -- Kill limit games convert to timed games when limit is + -- reached, so this check conveniently covers both + find_winner = true + end + + if find_winner then + -- send kills, deaths, suicides for complete game + stats["game suicides"] = local_player.kills[local_player] + stats["game deaths"] = local_player.deaths + stats["game kills"] = 0 + for p in Players() do + stats["game deaths"] = stats["game deaths"] + p.kills[local_player] + if p ~= local_player then + stats["game deaths by player " .. p.index] = p.kills[local_player] + stats["game kills"] = stats["game kills"] + local_player.kills[p] + stats["game kills of player " .. p.index] = local_player.kills[p] + end + end + + -- determine scores and rankings + local scores = {} + if Game.type == "kill monsters" then + -- emfh + for p in Players() do + -- emfh score = total kills (excluding suicides) - total deaths + scores[p] = 0 + -- count up all the player's kills + for pp in Players() do + if p ~= pp then + scores[p] = scores[p] + p.kills[pp] + end + end + -- subtract times he was killed (by other players and himself) + for pp in Players() do + scores[p] = scores[p] - pp.kills[p] + end + -- subtract times he died for other reasons + scores[p] = scores[p] - p.deaths + end + else + local mult = 1 + if Game.type == "tag" or + (Game.type == "netscript" and + (Game.scoring_mode == "least points" or + Game.scoring_mode == "least_time")) then + mult = -1 + end + for p in Players() do + scores[p] = p.points * mult + end + end + stats["score"] = scores[local_player] + + stats["ranking"] = 1 + local tied = 0 + for p in Players() do + if scores[p] > scores[local_player] then + increment("ranking") + elseif p ~= local_player and scores[p] == scores[local_player] then + tied = 1 + end + end + if stats["ranking"] == 1 and tied == 0 then + stats["winner"] = 1 + end + end -- find_winner + end -- #Players > 1 + + -- count polygons and lines + counted_lines = {} + for p in Polygons() do + increment("polygons") + if p.visible_on_automap then + increment("visible polygons") + end + for l in p.lines() do + if not counted_lines[l.index] then + increment("lines") + if l.visible_on_automap then + increment("visible lines") + end + counted_lines[l.index] = 1 + end + end + end + + Statistics = {} + Statistics.parameters = stats +end + +function Triggers.projectile_created(projectile) + if projectile.type ~= "fist" + and projectile.owner == local_player.monster then + increment(projectile.type.mnemonic .. "s fired") + end +end + +function Triggers.monster_killed(monster, aggressor, projectile) + if aggressor == local_player then + increment(monster.type.mnemonic .. " kills") + + if projectile.type == "fist" then + increment(monster.type.mnemonic .. " punch kills") + end + end +end + +function Triggers.monster_damaged(_, aggressor_monster, _, _, projectile) + if aggressor_monster == local_player.monster and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.player_damaged(_, aggressor_player, _, _, _, projectile) + if aggressor_player == local_player and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.projectile_switch(projectile, side) + if projectile.type == "fist" and projectile.owner == local_player.monster then + increment("switches punched") + end +end + +function Triggers.tag_switch(_, player, side) + if player == local_player and side.control_panel and side.control_panel.uses_item then + increment("chips inserted") + end +end + +function Triggers.terminal_enter(_, player) + if player == local_player then + increment("terminals activated") + end +end + +function Triggers.player_killed(victim, aggressor) + if victim == local_player then + increment("deaths") + + if aggressor == local_player then + increment("suicides") + elseif aggressor then + increment("deaths by player " .. aggressor.index) + end + + -- kill zones + if stats["death locations"] == nil then + stats["death locations"] = "" + end + stats["death locations"] = stats["death locations"] .. + string.format(" %.1f,%.1f,%.1f,%d", + victim.x, victim.y, victim.z, victim.polygon.index) + + elseif aggressor == local_player then + increment("kills") + increment("kills of player " .. victim.index) + end +end + +function increment(key) + if stats[key] then + stats[key] = stats[key] + 1 + else + stats[key] = 1 + end +end + +function establish_session(restored) + if Game.ticks == 0 then + Game._initial_level = Level.index + Game._saves_loaded = 0 + elseif restored then + Game.restore_saved() + if Game._saves_loaded ~= nil then + Game._saves_loaded = Game._saves_loaded + 1 + end + else + Game.restore_passed() + end + + if Game._stat_session ~= nil then + Game._parent_session = Game._stat_session + end + Game._stat_session = create_session_id() + + if Game._initial_level ~= nil then + stats["initial level"] = Game._initial_level + end + if Game._parent_session ~= nil then + stats["parent session"] = Game._parent_session + end + if Game._stat_session ~= nil then + stats["stat session"] = Game._stat_session + end + if Game._saves_loaded ~= nil then + stats["saves loaded"] = Game._saves_loaded + end +end + +function create_session_id() + return string.sub(tostring(math.random()), 3) +end diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Plugin.xml b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Plugin.xml new file mode 100644 index 00000000..0018ddf2 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Plugin.xml @@ -0,0 +1,2 @@ + + diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Readme.txt b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Readme.txt new file mode 100644 index 00000000..3e9b2363 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/Readme.txt @@ -0,0 +1,5 @@ +Art assets in this plugin are based on art from the Marathon series, copyright Bungie. Please contact Bungie before using these assets for any commercial purpose, or any purpose not directly connected with the Marathon community. + +The Squarish Sans typeface was created by Tim Larson. See the readme file within the "resources" directory for information. + +The DejaVu typefaces were produced by Bitstream and others. See the readme file within the "resources" directory for information. diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-Bold.ttf b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-Bold.ttf new file mode 100644 index 00000000..90cbdfe5 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-Bold.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf new file mode 100644 index 00000000..893bd669 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldBold.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf new file mode 100644 index 00000000..30f59162 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/DejaVuLGCSansCondensed-BoldOblique.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/LICENSE-DejaVu b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/LICENSE-DejaVu new file mode 100644 index 00000000..6b0715fd --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/LICENSE-DejaVu @@ -0,0 +1,99 @@ +Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. +Glyphs imported from Arev fonts are (c) Tavmjong Bah (see below) + +Bitstream Vera Fonts Copyright +------------------------------ + +Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is +a trademark of Bitstream, Inc. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of the fonts accompanying this license ("Fonts") and associated +documentation files (the "Font Software"), to reproduce and distribute the +Font Software, including without limitation the rights to use, copy, merge, +publish, distribute, and/or sell copies of the Font Software, and to permit +persons to whom the Font Software is furnished to do so, subject to the +following conditions: + +The above copyright and trademark notices and this permission notice shall +be included in all copies of one or more of the Font Software typefaces. + +The Font Software may be modified, altered, or added to, and in particular +the designs of glyphs or characters in the Fonts may be modified and +additional glyphs or characters may be added to the Fonts, only if the fonts +are renamed to names not containing either the words "Bitstream" or the word +"Vera". + +This License becomes null and void to the extent applicable to Fonts or Font +Software that has been modified and is distributed under the "Bitstream +Vera" names. + +The Font Software may be sold as part of a larger software package but no +copy of one or more of the Font Software typefaces may be sold by itself. + +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL BITSTREAM OR THE GNOME +FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING +ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF +THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE +FONT SOFTWARE. + +Except as contained in this notice, the names of Gnome, the Gnome +Foundation, and Bitstream Inc., shall not be used in advertising or +otherwise to promote the sale, use or other dealings in this Font Software +without prior written authorization from the Gnome Foundation or Bitstream +Inc., respectively. For further information, contact: fonts at gnome dot +org. + +Arev Fonts Copyright +------------------------------ + +Copyright (c) 2006 by Tavmjong Bah. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the fonts accompanying this license ("Fonts") and +associated documentation files (the "Font Software"), to reproduce +and distribute the modifications to the Bitstream Vera Font Software, +including without limitation the rights to use, copy, merge, publish, +distribute, and/or sell copies of the Font Software, and to permit +persons to whom the Font Software is furnished to do so, subject to +the following conditions: + +The above copyright and trademark notices and this permission notice +shall be included in all copies of one or more of the Font Software +typefaces. + +The Font Software may be modified, altered, or added to, and in +particular the designs of glyphs or characters in the Fonts may be +modified and additional glyphs or characters may be added to the +Fonts, only if the fonts are renamed to names not containing either +the words "Tavmjong Bah" or the word "Arev". + +This License becomes null and void to the extent applicable to Fonts +or Font Software that has been modified and is distributed under the +"Tavmjong Bah Arev" names. + +The Font Software may be sold as part of a larger software package but +no copy of one or more of the Font Software typefaces may be sold by +itself. + +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL +TAVMJONG BAH BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. + +Except as contained in this notice, the name of Tavmjong Bah shall not +be used in advertising or otherwise to promote the sale, use or other +dealings in this Font Software without prior written authorization +from Tavmjong Bah. For further information, contact: tavmjong @ free +. fr. + +$Id: LICENSE-DejaVu 3434 2008-05-04 01:18:15Z ghs $ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/SquarishSansCT.README b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/SquarishSansCT.README new file mode 100644 index 00000000..77ad45f3 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/SquarishSansCT.README @@ -0,0 +1,36 @@ +README for Squarish Sans CT + +Squarish Sans is a typeface I never intended to make. + +I had created a quasi-clone of Modula Tall called Marapfhont for the +Marathon gaming community. (Modula Tall was used in the title display of +the game.) Bank Gothic was used for the text of its manual, and a bit of +the UI. Because Bank Gothic was much more popular and several versions +already existed, I saw no need to create another. + +Then I learned that Aleph One, the open-sourced engine for playing +Marathon games, needed to distribute Bank Gothic in order to display +the UI properly. No version of Bank Gothic existed under a free license, +so none could legally be thus distributed. Squarish Sans was created +under the Open Font License to fill that void. + +Squarish Sans is not a direct clone of any Bank Gothic. I have made +conscious choices to deviate from existing designs. Yet it is strongly +inspired by them, of course, particularly Michael Doret's DeLuxe Gothic, +in that Squarish Sans has a true lower case as well as small caps. It +should fit the bill should you have need of a Bank Gothic face. + +Squarish Sans CT Medium is a complete font, with small caps supplied as +an OpenType feature. + +Squarish Sans CT Medium SC is a limited small caps font, for use when your +software does not support OpenType. + +Tim Larson +February 2011 + +Version history----- +0.8 20110809 More characters, and some fixes. +0.7 20110503 Two-story "a". Complete Greek/Hebrew. More kerning. +0.6 20110211 More characters, initial pass at kerning. +0.5 20110204 Basic ASCII range complete, ready for beta use. diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/Squarish_Sans_CT_Medium.ttf b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/Squarish_Sans_CT_Medium.ttf new file mode 100644 index 00000000..fb958cf4 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/Squarish_Sans_CT_Medium.ttf differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/button_c.bmp b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/button_c.bmp new file mode 100644 index 00000000..2ebe26df Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/button_c.bmp differ diff --git a/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Theme/resources/button_c_p.bmp 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mode 100644 index 00000000..0394bf39 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Plugins/Transparent Liquids/Transparent_Liquids.mml @@ -0,0 +1,103 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon Infinity/Scripts/Default Preferences.xml b/bios/Bungie/Marathon Infinity/Scripts/Default Preferences.xml new file mode 100644 index 00000000..8fd2dedc --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Scripts/Default Preferences.xml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon Infinity/Scripts/Filenames.mml b/bios/Bungie/Marathon Infinity/Scripts/Filenames.mml new file mode 100644 index 00000000..6cd156f7 --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Scripts/Filenames.mml @@ -0,0 +1,13 @@ + + + +Shapes.shpA +Sounds.sndA +Marathon Infinity Preferences +Map.sceA +Physics Models/Standard.phyA +Music.ogg +Images.imgA + + + diff --git a/bios/Bungie/Marathon Infinity/Scripts/Marathon Infinity.mml b/bios/Bungie/Marathon Infinity/Scripts/Marathon Infinity.mml new file mode 100644 index 00000000..e3e77f3f --- /dev/null +++ b/bios/Bungie/Marathon Infinity/Scripts/Marathon Infinity.mml @@ -0,0 +1,5 @@ + + +Marathon 2 + + diff --git a/bios/Bungie/Marathon Infinity/Shapes.shpA b/bios/Bungie/Marathon Infinity/Shapes.shpA new file mode 100644 index 00000000..8532777c Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Shapes.shpA differ diff --git a/bios/Bungie/Marathon Infinity/Sounds.sndA b/bios/Bungie/Marathon Infinity/Sounds.sndA new file mode 100644 index 00000000..d3805d25 Binary files /dev/null and b/bios/Bungie/Marathon Infinity/Sounds.sndA differ diff --git a/bios/Bungie/Marathon/Map.scen b/bios/Bungie/Marathon/Map.scen new file mode 100644 index 00000000..05b11532 Binary files /dev/null and b/bios/Bungie/Marathon/Map.scen differ 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a/bios/Bungie/Marathon/Music/14.ogg b/bios/Bungie/Marathon/Music/14.ogg new file mode 100644 index 00000000..73d13504 Binary files /dev/null and b/bios/Bungie/Marathon/Music/14.ogg differ diff --git a/bios/Bungie/Marathon/Music/15.ogg b/bios/Bungie/Marathon/Music/15.ogg new file mode 100644 index 00000000..99b0b993 Binary files /dev/null and b/bios/Bungie/Marathon/Music/15.ogg differ diff --git a/bios/Bungie/Marathon/Physics.phys b/bios/Bungie/Marathon/Physics.phys new file mode 100644 index 00000000..2eba0390 Binary files /dev/null and b/bios/Bungie/Marathon/Physics.phys differ diff --git a/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Basic HUD M1.lua b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Basic HUD M1.lua new file mode 100644 index 00000000..354a90f5 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Basic HUD M1.lua @@ -0,0 +1,956 @@ +-- Basic M1 HUD (C) 2024 by Gregory Smith, based on the default Marathon HUD +-- Copyright (C) 2011 and beyond by Jeremiah Morris +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} +function Triggers.draw() + if TexturePalette.draw() then return end + + if Player.motion_sensor.active then + local r = rects["motion sensor"] + local sidelen = globals.motion_sensor_side_length + + clip_motion_sensor(r.x, r.y, sidelen, sidelen) + + imgs["motion sensor virgin mount"]:draw(r.x, r.y) + + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local img = imgs["motion sensor " .. blip.type.mnemonic .. " " .. blip.intensity] + + local mult = (blip.distance/globals.motion_sensor_range) * (sidelen/2) + local rad = math.rad(blip.direction) + local xoff = r.x + (sidelen / 2) + (math.cos(rad) * mult) + local yoff = r.y + (sidelen / 2) + (math.sin(rad) * mult) + + img:draw(xoff - (img.width / 2), yoff - (img.height / 2)) + end + unclip_motion_sensor() + + end + + -- inventory + if true then + local r = rects["inventory"] + local f = int_fonts["interface"] + local rowh = f.line_height + local sec = Player.inventory_sections.current + + local x = rects["inventory"].x + local y = rects["inventory"].y + local w = Screen.width - x + local h = Screen.height - y + + Screen.fill_rect(x - adj(2), y - adj(2), w + adj(2), h + adj(2), InterfaceColors["inventory background"]) + + -- header + Screen.fill_rect(r.x, r.y, r.width, rowh, InterfaceColors["inventory header background"]); + draw_text_trunc(f, sec.name, r.x + globals.text_inset, r.y, r.width - globals.text_inset, InterfaceColors["inventory text"]) + + -- content + Screen.fill_rect(r.x, r.y + rowh, r.width, r.height - rowh, InterfaceColors["inventory background"]) + if sec.type == InventorySections["network statistics"] then + network_stats_draw() + else + inventory_items_draw() + end + end + + + -- weapons + if true then + local r = rects["weapon display"] + Screen.fill_rect(r.x, r.y, r.width, r.height, InterfaceColors["inventory background"]) + + local wep = Player.weapons.desired + if wep then + -- weapon shapes + local shpinfo = wep_shapes[wep.type] + if shpinfo.unusable then + weapon_shape_draw(shpinfo.single) + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.unusable) + end + elseif shpinfo.multiple then + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.single) + end + else + weapon_shape_draw(shpinfo.single) + end + + -- name + weapon_name_draw(wep.name, wep_nrects[wep.type], true) + + -- ammo + if wep.primary then + if wep.primary.bullet_display then + weapon_bullet_draw(wep.primary) + elseif wep.primary.energy_display then + weapon_energy_draw(wep.primary) + end + end + if wep.secondary then + if wep.secondary.bullet_display then + weapon_bullet_draw(wep.secondary) + elseif wep.secondary.energy_display then + weapon_energy_draw(wep.secondary) + end + end + + + end + end + + -- health + local nrg = globals.player_maximum_suit_energy + if Player.energy > 2*nrg then + draw_bar(rects["shield"], (Player.energy - 2*nrg) / nrg, + imgs["triple energy bar top"], + imgs["triple energy bar"], + imgs["double energy bar"]) + elseif Player.energy > nrg then + draw_bar(rects["shield"], (Player.energy - nrg) / nrg, + imgs["double energy bar top"], + imgs["double energy bar"], + imgs["energy bar"]) + else + draw_bar(rects["shield"], math.max(Player.energy, 0) / nrg, + imgs["energy bar top"], + imgs["energy bar"], + imgs["empty energy bar"]) + end + + -- oxygen + draw_bar(rects["oxygen"], Player.oxygen / globals.player_maximum_suit_oxygen, + imgs["oxygen bar top"], + imgs["oxygen bar"], + imgs["empty energy bar"]) + + -- player name + if #Game.players > 1 then + -- local r = rects["player name"] + local x = rects["inventory"].x + local h = int_fonts["player name"].line_height + local y = rects["inventory"].y - h + local w = Screen.width - x + + draw_text_center(int_fonts["player name"], + Player.name, + x + 1, y - adj(4) + 1, w, + { 0, 0, 0, 1}) + draw_text_center(int_fonts["player name"], + Player.name, + x, y - adj(4), w, + InterfaceColors[Player.color.mnemonic .. " player"]) + end +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + hud_rect = {} + local hudsize = Screen.hud_size_preference + hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if ww >= 2560 then + hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + hud_rect.width = ww / 2 + end + + hud_rect.height = hud_rect.width * 3 / 4 +-- hud_rect.x = math.floor((ww - hud_rect.width) / 2) + -- hud_rect.y = math.floor((wh - hud_rect.height) / 2) + + hud_rect.x = ww - hud_rect.width + hud_rect.y = wh - hud_rect.height + + hud_rect.scale = hud_rect.width / 640 + + hud_rect.x = hud_rect.x + hud_rect.width - adj(InterfaceRects["inventory"].width) - adj(InterfaceRects["inventory"].x) - adj(InterfaceRects["weapon display"].width) + hud_rect.y = hud_rect.y + hud_rect.height - adj(InterfaceRects["inventory"].y) - adj(InterfaceRects["inventory"].height) + + -- calculate terminal area + local termsize = Screen.term_size_preference + local termrect = InterfaceRects["terminal screen"] + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if (wh - adj(InterfaceRects["motion sensor"].height) * 2) >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * (wh - adj(InterfaceRects["motion sensor"].height) * 2))) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = ww + Screen.world_rect.height = wh + Screen.world_rect.x = 0 + Screen.world_rect.y = 0 + + -- calculate map area + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + + unclip() + + -- recalculate screen fonts + for k, v in pairs(int_fonts) do + v.scale = hud_rect.scale + end + + -- recalculate interface rectangles + rects = {} + for r in InterfaceRects() do + rects[r.mnemonic] = adj_rect(r) + end + + rects["motion sensor"].x = 0 + rects["motion sensor"].y = wh - rects["motion sensor"].height + + rects["shield"].x = rects["motion sensor"].x + rects["motion sensor"].width + adj(4) + rects["shield"].y = wh - rects["shield"].height + + rects["oxygen"].x = rects["shield"].x + rects["shield"].width + adj(4) + rects["oxygen"].y = wh - rects["oxygen"].height + + Screen.text_margins.bottom = rects["motion sensor"].height + adj(4) + + -- scale images + for k, v in pairs(imgs) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- scale weapon shapes + for k, v in pairs(wep_shapes) do + for kk, vv in pairs(v) do + if vv.shp then + vv.shp:rescale(adj(vv.shp.unscaled_width), adj(vv.shp.unscaled_height)) + end + vv.x = adj_x(vv.orig_x) + vv.y = adj_y(vv.orig_y) + end + end + + -- scale bullet shapes + for k, v in pairs(ammo_shapes) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- recalculate weapon name rects + wep_nrects = {} + for wt in WeaponTypes() do + wep_nrects[wt] = adj_rect(Player.weapons[wt].name_rect) + end + + -- recalculate globals + globals = { + message_area_x_offset = adj(-9), + message_area_y_offset = adj(-5), + text_inset = adj(2), + name_offset = adj(23), + top_of_bar_width = adj(4), + motion_sensor_side_length = adj(123), + network_compass_36 = adj(36), + network_compass_61 = adj(61), + player_maximum_suit_energy = 150, + player_maximum_suit_oxygen = 6*30*60, + motion_sensor_range = 8, + used_mic = false + } +end + +function Triggers.init() + if not (WeaponTypes["fist"] == nil) then WeaponTypes["fist"].mnemonic = "knife" end + + int_fonts = {} + for ftype in InterfaceFonts() do + int_fonts[ftype.mnemonic] = Fonts.new{ interface = ftype } + end + + imgs = {} + imgs["motion sensor mask"] = Images.new { path = "resources/motion_sensor_mask.png" } + imgs["interface panel"] = Images.new{ resource = 128 } + + for idx, name in ipairs({ + "", + "empty energy bar", + "", + "energy bar", + "oxygen bar", + "energy bar top", + "oxygen bar top", + "blinker off", + "blinker on", + "", + "microphone off", + "respawn off", + "microphone on", + "respawn on", + "", "", "", "", "", "", "", + "motion sensor mount", + "motion sensor virgin mount", + "motion sensor alien 0", + "motion sensor alien 1", + "motion sensor alien 2", + "motion sensor alien 3", + "motion sensor alien 4", + "motion sensor alien 5", + "motion sensor friend 0", + "motion sensor friend 1", + "motion sensor friend 2", + "motion sensor friend 3", + "motion sensor friend 4", + "motion sensor friend 5", + "", "", "", "", "", "", "", "", "", "", "", + "motion sensor hostile player 0", + "motion sensor hostile player 1", + "motion sensor hostile player 2", + "motion sensor hostile player 3", + "motion sensor hostile player 4", + "motion sensor hostile player 5", + "", "", + "double energy bar", + "triple energy bar", + "double energy bar top", + "triple energy bar top" }) do + if name ~= "" then + imgs[name] = Shapes.new{ collection = 0, texture_index = idx - 1, type = TextureTypes["interface"] } + end + end + + wep_shapes = {} + ammo_shapes = {} + for wt in WeaponTypes() do + local wep = Player.weapons[wt] + wep_shapes[wt] = {} + if wep.shape then + local s = wep.shape + wep_shapes[wt].single = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_shape then + local s = wep.multiple_shape + wep_shapes[wt].multiple = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_unusable_shape then + local s = wep.multiple_unusable_shape + wep_shapes[wt].unusable = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + + if wep.primary and wep.primary.bullet_display then + local disp = wep.primary.bullet_display + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + if wep.secondary and wep.secondary.bullet_display then + local disp = wep.secondary.bullet_display + if disp.texture_index then + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + end + if disp.empty_texture_index then + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + end + end + + Triggers.resize() +end + +function adj(len) + return len * hud_rect.scale +end +function adj_x(x) + return hud_rect.x + adj(x) +end +function adj_y(y) + return hud_rect.y + adj(y) +end +function adj_rect(r) + return { x = adj_x(r.x), + y = adj_y(r.y), + width = adj(r.width), + height = adj(r.height) } +end + +function draw_bar(r, frac, cap, full, empty) + empty.crop_rect.height = empty.height + empty.crop_rect.y = 0 + empty:draw(r.x, r.y) + + local height = r.height * frac + local caph = globals.top_of_bar_width + + if height > 2 * caph then + cap.crop_rect.height = caph + cap:draw(r.x, r.y + r.height - height) + + full.crop_rect.height = height - caph + full.crop_rect.y = r.height - height + caph + full:draw(r.x, r.y + r.height - full.crop_rect.height) + else + cap.crop_rect.height = height/2 + cap:draw(r.x, r.y + r.height - height) + + full.crop_rect.height = height/2 + full.crop_rect.y = full.height - full.crop_rect.height + full:draw(r.x, r.y + r.height - full.crop_rect.height) + end +end + + +function trunc_text(font, text, w) + local tw, th = font:measure_text(text) + while tw > w do + text = string.sub(text, 1, -2) + tw, th = font:measure_text(text) + end + return text, tw +end + +function draw_text_trunc(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x, y, color) +end + +function draw_text_center(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x + sfloor((w - tw)/2), y, color) +end + +function draw_text_right(font, text, x, y, color) + local tw, th = font:measure_text(text) + font:draw_text(text, x - tw, y, color) +end + +function clip(x, y, w, h) + local rect = Screen.clip_rect + rect.x = x + rect.y = y + rect.width = w + rect.height = h +end + +function cliprect(r) + local rect = Screen.clip_rect + rect.x = r.x + rect.y = r.y + rect.width = r.width + rect.height = r.height +end + +function unclip() + local rect = Screen.clip_rect + rect.x = 0 + rect.y = 0 + rect.width = Screen.width + rect.height = Screen.height +end + +function clip_motion_sensor(x, y, w, h) + if Screen.renderer == "software" then + clip(x, y, w, h) + else + unclip() + Screen.clear_mask() + Screen.masking_mode = MaskingModes["drawing"] + imgs["motion sensor mask"]:draw(x, y) + Screen.masking_mode = MaskingModes["enabled"] + end +end + +function unclip_motion_sensor() + if Screen.renderer == "software" then + unclip() + else + Screen.masking_mode = MaskingModes["disabled"] + end +end + +function sfloor(num) + return num - (num % hud_rect.scale) +end + +function format_time(ticks) + local secs = math.floor(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function player_ranking_text(gametype, ranking) + if gametype == "kill monsters" or + gametype == "capture the flag" or + gametype == "rugby" or + gametype == "most points" then + return string.format("%d", ranking) + elseif gametype == "least points" then + return string.format("%d", -ranking) + elseif gametype == "cooperative play" then + return string.format("%d%%", ranking) + elseif gametype == "most time" or + gametype == "least time" or + gametype == "king of the hill" or + gametype == "kill the man with the ball" or + gametype == "defense" or + gametype == "tag" then + return format_time(math.abs(ranking)) + end + return nil +end + +function sorted_players() + local sort_tbl = {} + for i = 1,#Game.players do + table.insert(sort_tbl, { rank = Game.players[i - 1].ranking, idx = i - 1 }) + end + local sortfunc = function(a, b) + if a.rank ~= b.rank then return a.rank > b.rank end + return a.idx < b.idx + end + table.sort(sort_tbl, sortfunc) + + local splayers = {} + for i = 1,#sort_tbl do + table.insert(splayers, Game.players[sort_tbl[i].idx]) + end + return splayers +end + +function inventory_item_draw(item, y) + local r = rects["inventory"] + local clr = InterfaceColors["inventory text"] + if not item.valid then clr = InterfaceColors["invalid weapon"] end + + local iname = item.plural + if item.count == 1 then iname = item.singular end + draw_text_trunc( + int_fonts["interface"], + iname, + r.x + globals.name_offset + globals.text_inset, + y, + r.width - globals.name_offset - globals.text_inset, + clr) + + draw_text_trunc( + int_fonts["interface item count"], + string.format("%3d", item.count), + r.x + globals.text_inset, + y, + globals.name_offset + globals.text_inset, + clr) +end + +function inventory_items_draw() + local r = rects["inventory"] + local rowh = int_fonts["interface"].line_height + local maxrows = r.height / rowh + local currow = 1 + local section = Player.inventory_sections.current.type + + for itype in ItemTypes() do + if currow < maxrows and itype ~= ItemTypes["knife"] then + local item = Player.items[itype] + if item.inventory_section == section and item.count > 0 then + inventory_item_draw(item, r.y + (currow * rowh)) + currow = currow + 1 + end + end + end +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function network_stats_draw() + local r = { xl = rects["inventory"].x + globals.text_inset, + xr = rects["inventory"].x + rects["inventory"].width - globals.text_inset, + y = rects["inventory"].y, + width = rects["inventory"].width - (2*globals.text_inset) } + local f = int_fonts["interface"] + local rowh = f.line_height + + -- time/score display in header + if Game.time_remaining and Game.time_remaining <= 30*60*999 then + draw_text_right(f, format_time(Game.time_remaining), + r.xr, r.y, InterfaceColors["inventory text"]) + + elseif Game.kill_limit then + local lim = Game.kill_limit + local gt = Game.type.mnemonic + if gt == "kill monsters" or + gt == "cooperative play" or + gt == "king of the hill" or + gt == "kill the man with the ball" or + gt == "tag" then + local leastleft = nil + for p = 1,#Game.players do + local thisleft = lim - Game.players[p - 1].kills + if (not leastleft) or thisleft < leastleft then + leastleft = thisleft + end + end + + draw_text_right(f, string.format("%d", leastleft), + r.xr, r.y, InterfaceColors["inventory text"]) + end + end + + -- player listing + for idx, p in ipairs(sorted_players()) do + r.y = r.y + rowh + local clr = InterfaceColors[p.color.mnemonic .. " player"] + + draw_text_trunc(f, p.name, r.xl, r.y, r.width, clr) + + draw_text_right(f, player_ranking_text(Game.type, p.ranking), + r.xr, r.y, clr) + end +end + +function weapon_name_draw(txt, nr, vertical) + local f = int_fonts["weapon name"] + local fh = f.line_height + local w, h = f:measure_text(txt) + + local draw_single = function(singleline, vert) + local y = nr.y + if vert then + if fh > nr.height then + y = nr.y - fh + adj(2) + else + local off = nr.height - fh + y = nr.y + nr.height - fh - sfloor(off/2) - adj(1) + end + else + if fh > nr.height then + y = nr.y + nr.height - fh + else + y = nr.y + end + end + draw_text_center(f, singleline, nr.x, y, nr.width, InterfaceColors["inventory text"]) + end + + -- will we fit on one line? + if w <= nr.width then + draw_single(txt, vertical) + return + end + + -- no more words? + local spos, epos = string.find(txt, " ") + if not spos then + draw_single(txt, vertical) + return + end + + -- if we get here, we need to split + local lineend = spos + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + while w < nr.width do + spos, epos = string.find(txt, " ", lineend + 1) + if not spos then + w = nr.width + else + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + if w < nr.width then lineend = spos end + end + end + + draw_single(string.sub(txt, 1, lineend - 1), false) + weapon_name_draw(string.sub(txt, lineend + 1, -1), { x = nr.x, width = nr.width, y = nr.y + f.line_height, height = nr.height - f.line_height }, false) +end + +function weapon_shape_draw(shpinfo) + if shpinfo and shpinfo.shp then + shpinfo.shp:draw(shpinfo.x, shpinfo.y) + end +end + +function weapon_bullet_draw(trigger) + local disp = trigger.bullet_display + local rounds = trigger.rounds + if rounds < 0 then rounds = 0 end + local max = disp.across * disp.down + if rounds > max then rounds = max end + local dr = adj_rect(disp) + + local full = ammo_shapes[disp.texture_index] + if not full then return end + local empty = ammo_shapes[disp.empty_texture_index] + if not empty then return end + + local row = 0 + full.crop_rect.x = 0 + full.crop_rect.width = full.width + while row < math.floor(rounds / disp.across) do + full:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end + + local partial = rounds % disp.across + if partial > 0 then + full.crop_rect.width = partial * dr.width + empty.crop_rect.width = (disp.across - partial) * dr.width + if disp.right_to_left then + full.crop_rect.x = 0 + full:draw(dr.x, dr.y) + empty.crop_rect.x = full.crop_rect.width + empty:draw(dr.x + empty.crop_rect.x, dr.y) + else + empty.crop_rect.x = 0 + empty:draw(dr.x, dr.y) + full.crop_rect.x = empty.crop_rect.width + full:draw(dr.x + full.crop_rect.x, dr.y) + end + dr.y = dr.y + dr.height + end + + row = 0 + empty.crop_rect.x = 0 + empty.crop_rect.width = empty.width + while row < math.floor((max - rounds) / disp.across) do + empty:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end +end + +function weapon_energy_draw(trigger) + local disp = trigger.energy_display + local rounds = trigger.rounds + if rounds < 0 then return end + if rounds > disp.maximum then rounds = disp.maximum end + + local dr = adj_rect(disp) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height, disp.color) + dr.x = dr.x + adj(1) + dr.y = dr.y + adj(1) + dr.width = dr.width - adj(2) + dr.height = dr.height - adj(2) + + local fill_height = sfloor((rounds * dr.height) / disp.maximum) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height - fill_height, disp.empty_color) +end + + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon/Plugins/Basic M1 HUD/COPYING b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Plugin.xml b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Plugin.xml new file mode 100644 index 00000000..a6ca298a --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/Plugin.xml @@ -0,0 +1,3 @@ + + + diff --git a/bios/Bungie/Marathon/Plugins/Basic M1 HUD/resources/motion_sensor_mask.png b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/resources/motion_sensor_mask.png new file mode 100644 index 00000000..60a6b4ca Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/Basic M1 HUD/resources/motion_sensor_mask.png differ diff --git a/bios/Bungie/Marathon/Plugins/Default HUD/COPYING b/bios/Bungie/Marathon/Plugins/Default HUD/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Default HUD/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon/Plugins/Default HUD/Default_HUD_M1.lua b/bios/Bungie/Marathon/Plugins/Default HUD/Default_HUD_M1.lua new file mode 100644 index 00000000..59e39574 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Default HUD/Default_HUD_M1.lua @@ -0,0 +1,956 @@ +-- Copyright (C) 2011 and beyond by Jeremiah Morris +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} +function Triggers.draw() + if TexturePalette.draw() then return end + + draw_background() + + if Player.motion_sensor.active then + local r = rects["motion sensor"] + imgs["motion sensor virgin mount"]:draw(r.x, r.y) + + local sidelen = globals.motion_sensor_side_length + + clip(r.x, r.y, sidelen, sidelen) -- FIXME: clip to circle + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local img = imgs["motion sensor " .. blip.type.mnemonic .. " " .. blip.intensity] + + local mult = (blip.distance/globals.motion_sensor_range) * (sidelen/2) + local rad = math.rad(blip.direction) + local xoff = r.x + (sidelen / 2) + (math.cos(rad) * mult) + local yoff = r.y + (sidelen / 2) + (math.sin(rad) * mult) + + img:draw(xoff - (img.width / 2), yoff - (img.height / 2)) + end + unclip() + + end + + -- inventory + if true then + local r = rects["inventory"] + local f = int_fonts["interface"] + local rowh = f.line_height + local sec = Player.inventory_sections.current + + -- header + Screen.fill_rect(r.x, r.y, r.width, rowh, InterfaceColors["inventory header background"]); + draw_text_trunc(f, sec.name, r.x + globals.text_inset, r.y, r.width - globals.text_inset, InterfaceColors["inventory text"]) + + -- content + Screen.fill_rect(r.x, r.y + rowh, r.width, r.height - rowh, InterfaceColors["inventory background"]) + if sec.type == InventorySections["network statistics"] then + network_stats_draw() + else + inventory_items_draw() + end + end + + + -- weapons + if true then + local r = rects["weapon display"] + Screen.fill_rect(r.x, r.y, r.width, r.height, InterfaceColors["inventory background"]) + + local wep = Player.weapons.desired + if wep then + -- weapon shapes + local shpinfo = wep_shapes[wep.type] + if shpinfo.unusable then + weapon_shape_draw(shpinfo.single) + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.unusable) + end + elseif shpinfo.multiple then + if Player.items[wep.type.mnemonic].count > 1 then + weapon_shape_draw(shpinfo.multiple) + else + weapon_shape_draw(shpinfo.single) + end + else + weapon_shape_draw(shpinfo.single) + end + + -- name + weapon_name_draw(wep.name, wep_nrects[wep.type], true) + + -- ammo + if wep.primary then + if wep.primary.bullet_display then + weapon_bullet_draw(wep.primary) + elseif wep.primary.energy_display then + weapon_energy_draw(wep.primary) + end + end + if wep.secondary then + if wep.secondary.bullet_display then + weapon_bullet_draw(wep.secondary) + elseif wep.secondary.energy_display then + weapon_energy_draw(wep.secondary) + end + end + + + end + end + + -- health + local nrg = globals.player_maximum_suit_energy + if Player.energy > 2*nrg then + draw_bar(rects["shield"], (Player.energy - 2*nrg) / nrg, + imgs["triple energy bar top"], + imgs["triple energy bar"], + imgs["double energy bar"]) + elseif Player.energy > nrg then + draw_bar(rects["shield"], (Player.energy - nrg) / nrg, + imgs["double energy bar top"], + imgs["double energy bar"], + imgs["energy bar"]) + else + draw_bar(rects["shield"], math.max(Player.energy, 0) / nrg, + imgs["energy bar top"], + imgs["energy bar"], + imgs["empty energy bar"]) + end + + -- oxygen + draw_bar(rects["oxygen"], Player.oxygen / globals.player_maximum_suit_oxygen, + imgs["oxygen bar top"], + imgs["oxygen bar"], + imgs["empty energy bar"]) + + -- player name + if #Game.players > 1 then + local r = rects["player name"] + draw_text_center(int_fonts["player name"], + Player.name, + r.x, r.y, r.width, + InterfaceColors[Player.color.mnemonic .. " player"]) + end + + -- respawn indicator + if true then + local r = rects["respawn indicator"] + local im = imgs["respawn off"] + if Player.respawn_duration and Player.respawn_duration == 0 then + im = imgs["respawn on"] + end + im:draw(r.x, r.y) + end + + -- microphone + if true then + local r = rects["microphone"] + if Player.microphone_active then + imgs["microphone on"]:draw(r.x, r.y) + globals.used_mic = true + elseif globals.used_mic then + imgs["microphone off"]:draw(r.x, r.y) + end + end + + -- blinkenlichten + if true then + local r = rects["blinker"] + local im = imgs["blinker off"] + if (Game.ticks % 60) < 30 then + im = imgs["blinker on"] + end + im:draw(r.x, r.y) + end + +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + hud_rect = {} + local hudsize = Screen.hud_size_preference + hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + hud_rect.height = hud_rect.width * 3 / 4 + hud_rect.x = math.floor((ww - hud_rect.width) / 2) + hud_rect.y = math.floor((wh - hud_rect.height) / 2) + + hud_rect.scale = hud_rect.width / 640 + + -- calculate terminal area + local termrect = InterfaceRects["terminal screen"] + Screen.term_rect.width = adj(termrect.width) + Screen.term_rect.height = adj(termrect.height) + Screen.term_rect.x = adj_x(termrect.x) + Screen.term_rect.y = adj_y(termrect.y) + + -- calculate world-view area + Screen.world_rect.width = Screen.term_rect.width + Screen.world_rect.height = Screen.term_rect.height + Screen.world_rect.x = Screen.term_rect.x + Screen.world_rect.y = Screen.term_rect.y + + -- calculate map area + Screen.map_rect.width = Screen.term_rect.width + Screen.map_rect.height = Screen.term_rect.height + Screen.map_rect.x = Screen.term_rect.x + Screen.map_rect.y = Screen.term_rect.y + + unclip() + + -- recalculate screen fonts + for k, v in pairs(int_fonts) do + v.scale = hud_rect.scale + end + + -- recalculate interface rectangles + rects = {} + for r in InterfaceRects() do + rects[r.mnemonic] = adj_rect(r) + end + + -- scale images + for k, v in pairs(imgs) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- scale weapon shapes + for k, v in pairs(wep_shapes) do + for kk, vv in pairs(v) do + if vv.shp then + vv.shp:rescale(adj(vv.shp.unscaled_width), adj(vv.shp.unscaled_height)) + end + vv.x = adj_x(vv.orig_x) + vv.y = adj_y(vv.orig_y) + end + end + + -- scale bullet shapes + for k, v in pairs(ammo_shapes) do + v:rescale(adj(v.unscaled_width), adj(v.unscaled_height)) + end + + -- recalculate weapon name rects + wep_nrects = {} + for wt in WeaponTypes() do + wep_nrects[wt] = adj_rect(Player.weapons[wt].name_rect) + end + + -- recalculate globals + globals = { + message_area_x_offset = adj(-9), + message_area_y_offset = adj(-5), + text_inset = adj(2), + name_offset = adj(23), + top_of_bar_width = adj(4), + motion_sensor_side_length = adj(123), + network_compass_36 = adj(36), + network_compass_61 = adj(61), + player_maximum_suit_energy = 150, + player_maximum_suit_oxygen = 6*30*60, + motion_sensor_range = 8, + used_mic = false + } +end + +function Triggers.init() + if not (WeaponTypes["fist"] == nil) then WeaponTypes["fist"].mnemonic = "knife" end + + int_fonts = {} + for ftype in InterfaceFonts() do + int_fonts[ftype.mnemonic] = Fonts.new{ interface = ftype } + end + + imgs = {} + imgs["interface panel"] = Images.new{ resource = 128 } + + for idx, name in ipairs({ + "", + "empty energy bar", + "", + "energy bar", + "oxygen bar", + "energy bar top", + "oxygen bar top", + "blinker off", + "blinker on", + "", + "microphone off", + "respawn off", + "microphone on", + "respawn on", + "", "", "", "", "", "", "", + "motion sensor mount", + "motion sensor virgin mount", + "motion sensor alien 0", + "motion sensor alien 1", + "motion sensor alien 2", + "motion sensor alien 3", + "motion sensor alien 4", + "motion sensor alien 5", + "motion sensor friend 0", + "motion sensor friend 1", + "motion sensor friend 2", + "motion sensor friend 3", + "motion sensor friend 4", + "motion sensor friend 5", + "", "", "", "", "", "", "", "", "", "", "", + "motion sensor hostile player 0", + "motion sensor hostile player 1", + "motion sensor hostile player 2", + "motion sensor hostile player 3", + "motion sensor hostile player 4", + "motion sensor hostile player 5", + "", "", + "double energy bar", + "triple energy bar", + "double energy bar top", + "triple energy bar top" }) do + if name ~= "" then + imgs[name] = Shapes.new{ collection = 0, texture_index = idx - 1, type = TextureTypes["interface"] } + end + end + + wep_shapes = {} + ammo_shapes = {} + for wt in WeaponTypes() do + local wep = Player.weapons[wt] + wep_shapes[wt] = {} + if wep.shape then + local s = wep.shape + wep_shapes[wt].single = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_shape then + local s = wep.multiple_shape + wep_shapes[wt].multiple = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + if wep.multiple_unusable_shape then + local s = wep.multiple_unusable_shape + wep_shapes[wt].unusable = { + shp = Shapes.new{ collection = 0, type = TextureTypes["interface"], + texture_index = s.texture_index }, + orig_x = s.x, + orig_y = s.y } + end + + if wep.primary and wep.primary.bullet_display then + local disp = wep.primary.bullet_display + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + if wep.secondary and wep.secondary.bullet_display then + local disp = wep.secondary.bullet_display + if disp.texture_index then + if not ammo_shapes[disp.texture_index] then + ammo_shapes[disp.texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.texture_index } + end + end + if disp.empty_texture_index then + if not ammo_shapes[disp.empty_texture_index] then + ammo_shapes[disp.empty_texture_index] = Shapes.new{ collection = 0, type = TextureTypes["interface"], texture_index = disp.empty_texture_index } + end + end + end + end + + Triggers.resize() +end + +function adj(len) + return len * hud_rect.scale +end +function adj_x(x) + return hud_rect.x + adj(x) +end +function adj_y(y) + return hud_rect.y + adj(y) +end +function adj_rect(r) + return { x = adj_x(r.x), + y = adj_y(r.y), + width = adj(r.width), + height = adj(r.height) } +end + +function draw_background() + local hr = hud_rect + local gr = rects["terminal screen"] + local im = imgs["interface panel"] + + local wt = gr.y - hr.y + local wb = wt + gr.height + local wl = gr.x - hr.x + local wr = wl + gr.width + + im.crop_rect.x = 0 + im.crop_rect.width = hr.width + + im.crop_rect.y = 0 + im.crop_rect.height = wt + im:draw(hr.x, hr.y) + im.crop_rect.y = wb + im.crop_rect.height = hr.height - wb + im:draw(hr.x, hr.y + wb) + + im.crop_rect.y = wt + im.crop_rect.height = gr.height + + im.crop_rect.x = 0 + im.crop_rect.width = wl + im:draw(hr.x, gr.y) + im.crop_rect.x = wr + im.crop_rect.width = hr.width - wr + im:draw(hr.x + wr, gr.y) +end + +function draw_bar(r, frac, cap, full, empty) + empty.crop_rect.height = empty.height + empty.crop_rect.y = 0 + empty:draw(r.x, r.y) + + local height = r.height * frac + local caph = globals.top_of_bar_width + + if height > 2 * caph then + cap.crop_rect.height = caph + cap:draw(r.x, r.y + r.height - height) + + full.crop_rect.height = height - caph + full.crop_rect.y = r.height - height + caph + full:draw(r.x, r.y + r.height - full.crop_rect.height) + else + cap.crop_rect.height = height/2 + cap:draw(r.x, r.y + r.height - height) + + full.crop_rect.height = height/2 + full.crop_rect.y = full.height - full.crop_rect.height + full:draw(r.x, r.y + r.height - full.crop_rect.height) + end +end + + +function trunc_text(font, text, w) + local tw, th = font:measure_text(text) + while tw > w do + text = string.sub(text, 1, -2) + tw, th = font:measure_text(text) + end + return text, tw +end + +function draw_text_trunc(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x, y, color) +end + +function draw_text_center(font, text, x, y, w, color) + local tt, tw = trunc_text(font, text, w) + font:draw_text(tt, x + sfloor((w - tw)/2), y, color) +end + +function draw_text_right(font, text, x, y, color) + local tw, th = font:measure_text(text) + font:draw_text(text, x - tw, y, color) +end + +function clip(x, y, w, h) + local rect = Screen.clip_rect + rect.x = x + rect.y = y + rect.width = w + rect.height = h +end + +function cliprect(r) + local rect = Screen.clip_rect + rect.x = r.x + rect.y = r.y + rect.width = r.width + rect.height = r.height +end + +function unclip() + local rect = Screen.clip_rect + rect.x = hud_rect.x + rect.y = hud_rect.y + rect.width = hud_rect.width + rect.height = hud_rect.height +end + +function sfloor(num) + return num - (num % hud_rect.scale) +end + +function format_time(ticks) + local secs = math.floor(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function player_ranking_text(gametype, ranking) + if gametype == "kill monsters" or + gametype == "capture the flag" or + gametype == "rugby" or + gametype == "most points" then + return string.format("%d", ranking) + elseif gametype == "least points" then + return string.format("%d", -ranking) + elseif gametype == "cooperative play" then + return string.format("%d%%", ranking) + elseif gametype == "most time" or + gametype == "least time" or + gametype == "king of the hill" or + gametype == "kill the man with the ball" or + gametype == "defense" or + gametype == "tag" then + return format_time(math.abs(ranking)) + end + return nil +end + +function sorted_players() + local sort_tbl = {} + for i = 1,#Game.players do + table.insert(sort_tbl, { rank = Game.players[i - 1].ranking, idx = i - 1 }) + end + local sortfunc = function(a, b) + if a.rank ~= b.rank then return a.rank > b.rank end + return a.idx < b.idx + end + table.sort(sort_tbl, sortfunc) + + local splayers = {} + for i = 1,#sort_tbl do + table.insert(splayers, Game.players[sort_tbl[i].idx]) + end + return splayers +end + +function inventory_item_draw(item, y) + local r = rects["inventory"] + local clr = InterfaceColors["inventory text"] + if not item.valid then clr = InterfaceColors["invalid weapon"] end + + local iname = item.plural + if item.count == 1 then iname = item.singular end + draw_text_trunc( + int_fonts["interface"], + iname, + r.x + globals.name_offset + globals.text_inset, + y, + r.width - globals.name_offset - globals.text_inset, + clr) + + draw_text_trunc( + int_fonts["interface item count"], + string.format("%3d", item.count), + r.x + globals.text_inset, + y, + globals.name_offset + globals.text_inset, + clr) +end + +function inventory_items_draw() + local r = rects["inventory"] + local rowh = int_fonts["interface"].line_height + local maxrows = r.height / rowh + local currow = 1 + local section = Player.inventory_sections.current.type + + for itype in ItemTypes() do + if currow < maxrows and itype ~= ItemTypes["knife"] then + local item = Player.items[itype] + if item.inventory_section == section and item.count > 0 then + inventory_item_draw(item, r.y + (currow * rowh)) + currow = currow + 1 + end + end + end +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function inventory_right_draw(text, currow) + local r = rects["inventory"] + local f = int_fonts["interface"] + draw_text_right(f, text, r.x + r.width - globals.text_inset, r.y + (currow * f.line_height), InterfaceColors["inventory text"]) +end + +function network_stats_draw() + local r = { xl = rects["inventory"].x + globals.text_inset, + xr = rects["inventory"].x + rects["inventory"].width - globals.text_inset, + y = rects["inventory"].y, + width = rects["inventory"].width - (2*globals.text_inset) } + local f = int_fonts["interface"] + local rowh = f.line_height + + -- time/score display in header + if Game.time_remaining and Game.time_remaining <= 30*60*999 then + draw_text_right(f, format_time(Game.time_remaining), + r.xr, r.y, InterfaceColors["inventory text"]) + + elseif Game.kill_limit then + local lim = Game.kill_limit + local gt = Game.type.mnemonic + if gt == "kill monsters" or + gt == "cooperative play" or + gt == "king of the hill" or + gt == "kill the man with the ball" or + gt == "tag" then + local leastleft = nil + for p = 1,#Game.players do + local thisleft = lim - Game.players[p - 1].kills + if (not leastleft) or thisleft < leastleft then + leastleft = thisleft + end + end + + draw_text_right(f, string.format("%d", leastleft), + r.xr, r.y, InterfaceColors["inventory text"]) + end + end + + -- player listing + for idx, p in ipairs(sorted_players()) do + r.y = r.y + rowh + local clr = InterfaceColors[p.color.mnemonic .. " player"] + + draw_text_trunc(f, p.name, r.xl, r.y, r.width, clr) + + draw_text_right(f, player_ranking_text(Game.type, p.ranking), + r.xr, r.y, clr) + end +end + +function weapon_name_draw(txt, nr, vertical) + local f = int_fonts["weapon name"] + local fh = f.line_height + local w, h = f:measure_text(txt) + + local draw_single = function(singleline, vert) + local y = nr.y + if vert then + if fh > nr.height then + y = nr.y - fh + adj(2) + else + local off = nr.height - fh + y = nr.y + nr.height - fh - sfloor(off/2) - adj(1) + end + else + if fh > nr.height then + y = nr.y + nr.height - fh + else + y = nr.y + end + end + draw_text_center(f, singleline, nr.x, y, nr.width, InterfaceColors["inventory text"]) + end + + -- will we fit on one line? + if w <= nr.width then + draw_single(txt, vertical) + return + end + + -- no more words? + local spos, epos = string.find(txt, " ") + if not spos then + draw_single(txt, vertical) + return + end + + -- if we get here, we need to split + local lineend = spos + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + while w < nr.width do + spos, epos = string.find(txt, " ", lineend + 1) + if not spos then + w = nr.width + else + w, h = f:measure_text(string.sub(txt, 1, spos - 1)) + if w < nr.width then lineend = spos end + end + end + + draw_single(string.sub(txt, 1, lineend - 1), false) + weapon_name_draw(string.sub(txt, lineend + 1, -1), { x = nr.x, width = nr.width, y = nr.y + f.line_height, height = nr.height - f.line_height }, false) +end + +function weapon_shape_draw(shpinfo) + if shpinfo and shpinfo.shp then + shpinfo.shp:draw(shpinfo.x, shpinfo.y) + end +end + +function weapon_bullet_draw(trigger) + local disp = trigger.bullet_display + local rounds = trigger.rounds + if rounds < 0 then rounds = 0 end + local max = disp.across * disp.down + if rounds > max then rounds = max end + local dr = adj_rect(disp) + + local full = ammo_shapes[disp.texture_index] + if not full then return end + local empty = ammo_shapes[disp.empty_texture_index] + if not empty then return end + + local row = 0 + full.crop_rect.x = 0 + full.crop_rect.width = full.width + while row < math.floor(rounds / disp.across) do + full:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end + + local partial = rounds % disp.across + if partial > 0 then + full.crop_rect.width = partial * dr.width + empty.crop_rect.width = (disp.across - partial) * dr.width + if disp.right_to_left then + full.crop_rect.x = 0 + full:draw(dr.x, dr.y) + empty.crop_rect.x = full.crop_rect.width + empty:draw(dr.x + empty.crop_rect.x, dr.y) + else + empty.crop_rect.x = 0 + empty:draw(dr.x, dr.y) + full.crop_rect.x = empty.crop_rect.width + full:draw(dr.x + full.crop_rect.x, dr.y) + end + dr.y = dr.y + dr.height + end + + row = 0 + empty.crop_rect.x = 0 + empty.crop_rect.width = empty.width + while row < math.floor((max - rounds) / disp.across) do + empty:draw(dr.x, dr.y) + dr.y = dr.y + dr.height + row = row + 1 + end +end + +function weapon_energy_draw(trigger) + local disp = trigger.energy_display + local rounds = trigger.rounds + if rounds < 0 then return end + if rounds > disp.maximum then rounds = disp.maximum end + + local dr = adj_rect(disp) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height, disp.color) + dr.x = dr.x + adj(1) + dr.y = dr.y + adj(1) + dr.width = dr.width - adj(2) + dr.height = dr.height - adj(2) + + local fill_height = sfloor((rounds * dr.height) / disp.maximum) + Screen.fill_rect(dr.x, dr.y, dr.width, dr.height - fill_height, disp.empty_color) +end + + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + TexturePalette.hud_rect.width = 640 + if hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + Screen.term_rect.width = 640 + if termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon/Plugins/Default HUD/FOV.mml b/bios/Bungie/Marathon/Plugins/Default HUD/FOV.mml new file mode 100644 index 00000000..b2bab5ac --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Default HUD/FOV.mml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon/Plugins/Default 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HUD/COPYING b/bios/Bungie/Marathon/Plugins/Enhanced HUD/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +them if you wish), that you receive source code or can get it if you +want it, that you can change the software or use pieces of it in new +free programs, and that you know you can do these things. + + To protect your rights, we need to prevent others from denying you +these rights or asking you to surrender the rights. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/FOV.mml b/bios/Bungie/Marathon/Plugins/Enhanced HUD/FOV.mml new file mode 100644 index 00000000..a8188c43 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/FOV.mml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.lua b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.lua new file mode 100644 index 00000000..8ff2e790 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.lua @@ -0,0 +1,878 @@ +-- Copyright (C) 2011 and beyond by Jeremiah Morris +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} +function Triggers.init() + + -- align weapon and item mnemonics + ItemTypes["knife"].mnemonic = "fist" + + opengl = true + if Screen.renderer == "software" then + opengl = false + end + + Screen.crosshairs.lua_hud = true + + alienWeaponFlickerMask = 0x1F0 + alienWeaponShowText = true + alienWeaponSlant = 1 + firstBackRender = false + + img = {} + img.motionSensorDisabledHUD = Images.new{path = "720p/health_noradar_off.png"} + img.motionSensorDisabledHUDMic = Images.new{path = "720p/health_noradar_on.png"} + img.motionSensorHUD = Images.new{path = "720p/health_radar_off.png"} + img.motionSensorHUDMic = Images.new{path = "720p/health_radar_on.png"} + img.weaponAreaHUD = Images.new{path = "720p/weapons.png"} + img.barOxygen = Images.new{path = "720p/oxygen_bar.png"} + img.barHealth1 = Images.new{path = "720p/health_bar_lvl1.png"} + img.barHealth2 = Images.new{path = "720p/health_bar_lvl2.png"} + img.barHealth3 = Images.new{path = "720p/health_bar_lvl3.png"} + img.radarBackground = Images.new{path = "720p/radar_screen.png"} + img.friendly = Images.new{path = "720p/friendly.png"} + img.enemy = Images.new{path = "720p/enemy.png"} + img.alien = Images.new{path = "720p/alien.png"} + img.pistol = Images.new{path = "720p/w_pistol.png"} + img.plasmaPistol = Images.new{path = "720p/w_fusion.png"} + img.ar = Images.new{path = "720p/w_ar.png"} + img.missileLauncher = Images.new{path = "720p/w_rocket.png"} + img.flamethrower = Images.new{path = "720p/w_tozt.png"} + img.alienWeapon = Images.new{path = "720p/alienwep.png"} + img.dualPistol = Images.new{path = "720p/pistolx2.png"} + img.pistolAmmoEmpty = Images.new{path = "720p/pistolamoused.png"} + img.pistolAmmoFull = Images.new{path = "720p/pistolamo.png"} + img.missileAmmoFull = Images.new{path = "720p/spnkramo.png"} + img.missileAmmoEmpty = Images.new{path = "720p/spnkramoused.png"} + img.fillFull = Images.new{path = "720p/fill.png"} + img.fillEmpty = Images.new{path = "720p/fillshell.png"} + img.arAmmoFull = Images.new{path = "720p/arramo.png"} + img.arAmmoEmpty = Images.new{path = "720p/arramoused.png"} + img.arGrenadeFull = Images.new{path = "720p/grenadeamo.png"} + img.arGrenadeEmpty = Images.new{path = "720p/grenadeamoused.png"} + img.pistolCrosshair = Images.new{path = "720p/ret_pistol.png"} + img.fusionPistolCrosshair = Images.new{path = "720p/ret_plasma.png"} + img.assaultRifleCrosshair = Images.new{path = "720p/ret_machinegun.png"} + img.rocketCrosshair = Images.new{path = "720p/ret_rocket.png"} + img.flameCrosshair = Images.new{path = "720p/ret_flame.png"} + img.alienWeaponCrosshair = Images.new{path = "720p/ret_alien.png"} + img.chipIndicator = Images.new{path = "720p/chip.png"} + img.dualPistolIdle = Images.new{path = "720p/pistolx2_idle.png"} + img.objectiveFull = Images.new{path = "720p/objective-indicator-full.png"} + img.scorePanel = Images.new{path = "720p/score-panel.png"} + + img.scorePanelColor = {} + img.scorePanelColor[0] = Images.new{path = "720p/score-panel_slate.png"} + img.scorePanelColor[1] = Images.new{path = "720p/score-panel_red.png"} + img.scorePanelColor[2] = Images.new{path = "720p/score-panel_violet.png"} + img.scorePanelColor[3] = Images.new{path = "720p/score-panel_yellow.png"} + img.scorePanelColor[4] = Images.new{path = "720p/score-panel_white.png"} + img.scorePanelColor[5] = Images.new{path = "720p/score-panel_orange.png"} + img.scorePanelColor[6] = Images.new{path = "720p/score-panel_blue.png"} + img.scorePanelColor[7] = Images.new{path = "720p/score-panel_green.png"} + + img.scorePanelIcon = Images.new{path = "720p/score-panel-icon.png"} + img.ball = Images.new{path = "720p/skull.png"} + + img.objectiveFull.tint_color = { 1, 1, 1, 0.75 } + img.scorePanel.tint_color = { 1, 1, 1, 0.7 } + for k in pairs(img.scorePanelColor) do + img.scorePanelColor[k].tint_color = { 1, 1, 1, 0.7 } + end + + rawpos = {} + rawpos.leftHUDPosition = { x = 0, y = 0 } + rawpos.radarPosition = { x = 43, y = 27 } + rawpos.radarCenter = { x = 43+69, y = 27+71 } + rawpos.radarSize = 64 + rawpos.radarBlipSize = 9 + rawpos.shieldOffset = { x = 202, y = 43 } + rawpos.shieldLength = 182 + rawpos.oxygenOffset = { x = 202, y = 16 } + rawpos.oxygenLength = 182 + rawpos.rightHUDPosition = { x = 0, y = 0 } + + rawpos.pistolOffset = { x = 20, y = 18 } + rawpos.pistolClipOffset = { x = 170, y = 21 } + rawpos.pistolClipReadoutOffset = { x = 71, y = 23 } + + rawpos.dualPistolsOffset = { x = 20, y = 18 } + rawpos.dualPistolsClipOffset = { x = 274, y = 21 } + rawpos.dualPistolsSpacer = 42 + rawpos.dualPistolsClipReadoutOffset = { x = 192, y = 43 } + + rawpos.fusionPistolOffset = { x = 40, y = 19 } + rawpos.fusionPistolCellOffset = { x = 257, y = 21 } + rawpos.fusionPistolCellReadoutOffset = { x = 71, y = 23 } + + rawpos.flamethrowerOffset = { x = 41, y = 16 } + rawpos.flamethrowerCellOffset = { x = 257, y = 21 } + rawpos.flamethrowerCellReadoutOffset = { x = 71, y = 23 } + + rawpos.rocketLauncherOffset = { x = 29, y = 16 } + rawpos.rocketLauncherRocketOffset = { x = 335, y = 22 } + rawpos.rocketLauncherRocketReadoutOffset = { x = 127, y = 23 } + + rawpos.assaultRifleOffset = { x = 31, y = 18 } + rawpos.assaultRifleRackOffset = { x = 340, y = 21 } + rawpos.assaultRifleGrenadeSpacer = 7 + rawpos.assaultRifleClipReadoutOffset = { x = 138, y = 34 } + + rawpos.alienWeaponOffset = { x = 16, y = 16 } + rawpos.alienWeaponTextOffset = { x = 230, y = 24 } + +-- rawpos.ballOffset = { x = 55, y = 40 } + rawpos.ballOffset = { x = 65, y = 25 } + rawpos.chipOffset = { x = -25, y = 23 } + + rawpos.scorePanelSpacer = 2 + rawpos.scorePanelOffset = { x = 0, y = 0 } + rawpos.scorePanelScoreOffset = { x = 20, y = 24 } + rawpos.scorePanelNameOffset = { x = 100, y = 24 } + rawpos.scorePanelRankOffset = { x = 330, y = 24 } + + rawpos.crosshairRocket = { x = -32, y = 0 } + rawpos.crosshairAlien = { x = 0, y = -24 } + + Triggers.resize() +end + +function scaled(number) + return math.floor(number * scale) +end + +function Triggers.resize() + if TexturePalette.resize() then return end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + + Screen.map_rect.width = Screen.width + Screen.map_rect.x = 0 + Screen.map_rect.height = Screen.height + Screen.map_rect.y = 0 + + local min_aspect_ratio = 1.6 + local max_aspect_ratio = 2.4 + local h = math.min(Screen.height, Screen.width / min_aspect_ratio) + local w = math.min(Screen.width, h*max_aspect_ratio) + Screen.world_rect.width = w + Screen.world_rect.x = (Screen.width - w)/2 + Screen.world_rect.height = h + Screen.world_rect.y = (Screen.height - h)/2 + + if Screen.map_overlay_active then + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + end + + sx = Screen.world_rect.x + sy = Screen.world_rect.y + sw = Screen.world_rect.width + sh = Screen.world_rect.height + + crossX = sx + math.floor(sw / 2) + crossY = sy + math.floor(sh / 2) + + safeZoneWidthSize = math.floor(sw * 0.06) + safeZoneHeightSize = math.floor(sh * 0.06) + hudL = sx + safeZoneWidthSize + hudR = sx + sw - safeZoneWidthSize + hudT = sy + safeZoneHeightSize + hudB = sy + sh - safeZoneHeightSize + + local scaleX = sw / 1280 + local scaleY = sh / 720 + local max_scale_factor = 4.0 + local min_scale_factor = 0.5 + scale = math.min(max_scale_factor, math.max(min_scale_factor, math.min(scaleX, scaleY))) + + for k in pairs(img) do + if type(img[k]) == "table" then + for kk in pairs(img[k]) do + img[k][kk]:rescale(scaled(img[k][kk].unscaled_width), scaled(img[k][kk].unscaled_height)) + end + else + img[k]:rescale(scaled(img[k].unscaled_width), scaled(img[k].unscaled_height)) + end + end + + pos = {} + for k in pairs(rawpos) do + local p = rawpos[k] + if type(p) == "table" then + pos[k] = { } + for kk in pairs(p) do + pos[k][kk] = scaled(p[kk]) + end + else + pos[k] = scaled(p) + end + end + + bgf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + bgfAdjust = math.floor(20*scale) + + ngf = Fonts.new{file = "squarishsans/Squarish Sans CT Regular SC.ttf", size = (17*scale), style = 0} + ngfAdjust = math.floor(20*scale) + + local th = math.max(320, math.floor(sh - 260*scale)) + local tw = math.max(640, math.floor(sw - 400*scale)) + h = math.min(tw / 2, th) + w = h*2 + + Screen.term_rect.width = w + Screen.term_rect.height = h + Screen.term_rect.x = sx + (sw - w)/2 + Screen.term_rect.y = sy + 0.23*(sh - h) + + shortened_player_names = {} + + local max_name_len = pos.scorePanelRankOffset.x - pos.scorePanelNameOffset.x + for i = 1, # Game.players do + local p = Game.players[i - 1] + local name = p.name + if ngf:measure_text(name) >= max_name_len and # name > 3 then + name = name:sub(1, # name - 3) .. "..." + while ngf:measure_text(name) >= max_name_len and # name > 4 do + name = name:sub(1, # name - 4) .. "..." + end + end + shortened_player_names[p.index] = name + end +end + +function drawBL(image, x, y) + image:draw(hudL + math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end +function drawBR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudB - math.floor(y) - image.crop_rect.height) +end + +function drawTR(image, x, y) + image:draw(hudR - math.floor(x) - image.crop_rect.width, hudT + math.floor(y)) +end + +function drawBRL(image, x, y) + image:draw(hudR - math.floor(x), hudB - math.floor(y) - image.crop_rect.height) +end + +function drawCrosshair(image, offset) + if Screen.term_active or Screen.map_active then return end + if not Screen.crosshairs.active then return end + + local nudgex = 0 + local nudgey = 0 + if offset ~= nil then + nudgex = offset.x + nudgey = offset.y + end + image:draw(crossX + nudgex - math.floor(image.crop_rect.width / 2), crossY - nudgey - math.floor(image.crop_rect.height / 2)) +end + +function Triggers.draw() + if TexturePalette.draw() then return end + + -- net stats + if #Game.players > 1 then drawNetPlayers() end + + -- left area + if Player.motion_sensor.active then + -- radar + drawBL(img.radarBackground, pos.radarPosition.x, pos.radarPosition.y) + local sens_rad = pos.radarSize + local sens_xcen = pos.radarCenter.x + local sens_ycen = pos.radarCenter.y + + local compass_diff = (img.radarBackground.width - img.objectiveFull.width) / 2 + drawCompass(img.objectiveFull, { x = pos.radarPosition.x + compass_diff, y = pos.radarPosition.y + compass_diff }) + + -- blips + for i = 1,#Player.motion_sensor.blips do + local blip = Player.motion_sensor.blips[i - 1] + local mult = blip.distance * sens_rad / 8 + local rad = math.rad(blip.direction) + local xoff = sens_xcen + math.cos(rad) * mult + local yoff = sens_ycen - math.sin(rad) * mult + + local image = img.friendly + if blip.type == "alien" then + image = img.alien + end + if blip.type == "hostile player" then + image = img.enemy + end + image.tint_color = { 1, 1, 1, 1 - (blip.intensity / 7) } + drawBL(image, xoff - (image.width / 2), yoff - (image.height / 2)) + end + + if Player.microphone_active then + drawBL(img.motionSensorHUDMic, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + else + drawBL(img.motionSensorHUD, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + end + else + if Player.microphone_active then + drawBL(img.motionSensorDisabledHUDMic, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + else + drawBL(img.motionSensorDisabledHUD, pos.leftHUDPosition.x, pos.rightHUDPosition.y) + end + end + + -- oxygen bar + drawBar(img.barOxygen, pos.oxygenOffset, pos.oxygenLength, Player.oxygen, 10800) + + -- health bar + do + local health = Player.energy + if (health > 0) and (health < 300) then + drawBar(img.barHealth1, pos.shieldOffset, pos.shieldLength, health, 150) + end + if (health > 150) and (health < 450) then + drawBar(img.barHealth2, pos.shieldOffset, pos.shieldLength, health - 150, 150) + end + if health > 300 then + drawBar(img.barHealth3, pos.shieldOffset, pos.shieldLength, health - 300, 150) + end + end + + -- right area + drawBR(img.weaponAreaHUD, pos.rightHUDPosition.x, pos.rightHUDPosition.y) + + -- weapons + if Player.weapons.desired then + local weapon = Player.weapons.desired + local wt = weapon.type.mnemonic + + if wt == "pistol" then + drawCrosshair(img.pistolCrosshair) + if Player.items[wt].count > 1 then + if weapon.secondary.weapon_drawn then + drawBR(img.dualPistol, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + else + drawBR(img.dualPistolIdle, pos.dualPistolsOffset.x, pos.dualPistolsOffset.y) + end + drawAmmo(pos.dualPistolsClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + drawAmmoR({ x = pos.dualPistolsClipOffset.x - img.pistolAmmoFull.width - pos.dualPistolsSpacer, y = pos.dualPistolsClipOffset.y }, img.pistolAmmoEmpty,img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserveR(Player.items[weapon.primary.ammo_type].count .. "x", pos.dualPistolsClipReadoutOffset) + else + drawBR(img.pistol, pos.pistolOffset.x, pos.pistolOffset.y) + drawAmmoR(pos.pistolClipOffset, img.pistolAmmoEmpty, img.pistolAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.pistolClipReadoutOffset) + end + elseif wt == "fusion pistol" then + drawCrosshair(img.fusionPistolCrosshair) + drawBR(img.plasmaPistol, pos.fusionPistolOffset.x, pos.fusionPistolOffset.y) + drawCell(pos.fusionPistolCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.fusionPistolCellReadoutOffset) + elseif wt == "assault rifle" then + drawCrosshair(img.assaultRifleCrosshair) + drawBR(img.ar, pos.assaultRifleOffset.x, pos.assaultRifleOffset.y) + + local bullets = img.arAmmoFull + local grenades = img.arGrenadeFull + + local ammoB = pos.assaultRifleRackOffset.y + local ammoL = pos.assaultRifleRackOffset.x + local ammoG = ammoL - (bullets.width - grenades.width)/2 + + drawAmmo({ x = ammoG, y = ammoB }, img.arGrenadeEmpty, img.arGrenadeFull, weapon.secondary.rounds, weapon.secondary.total_rounds) + + ammoB = ammoB + grenades.height + pos.assaultRifleGrenadeSpacer + local extra = 39 + while extra >= 0 do + drawAmmo({ x = ammoL, y = ammoB }, img.arAmmoEmpty, img.arAmmoFull, weapon.primary.rounds - extra, 13) + extra = extra - 13 + ammoB = ammoB + bullets.height + end + + drawReserve("x" .. Player.items[weapon.primary.ammo_type].count, pos.assaultRifleClipReadoutOffset) + + local fw, fh = bgf:measure_text("x") + drawReserve("x" .. Player.items[weapon.secondary.ammo_type].count, { x = pos.assaultRifleClipReadoutOffset.x, y = pos.assaultRifleClipReadoutOffset.y - (14*scale) }) + elseif wt == "missile launcher" then + drawCrosshair(img.rocketCrosshair, pos.crosshairRocket) + drawBR(img.missileLauncher, pos.rocketLauncherOffset.x, pos.rocketLauncherOffset.y) + drawAmmo(pos.rocketLauncherRocketOffset, img.missileAmmoEmpty, img.missileAmmoFull, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.rocketLauncherRocketReadoutOffset) + elseif wt == "flamethrower" then + drawCrosshair(img.flameCrosshair) + drawBR(img.flamethrower, pos.flamethrowerOffset.x, pos.flamethrowerOffset.y) + drawCell(pos.flamethrowerCellOffset, weapon.primary.rounds, weapon.primary.total_rounds) + drawReserve(Player.items[weapon.primary.ammo_type].count .. "x", pos.flamethrowerCellReadoutOffset) + elseif wt == "alien weapon" then + drawCrosshair(img.alienWeaponCrosshair, pos.crosshairAlien) + drawBR(img.alienWeapon, pos.alienWeaponOffset.x, pos.alienWeaponOffset.y) + drawAlienText() + elseif wt == "ball" then + drawBR(img.ball, pos.ballOffset.x, pos.ballOffset.y) + end + end + + -- chip + if Player.items[18].count > 0 then + local cx = -(img.chipIndicator.width / 2) - pos.chipOffset.x + local cy = pos.chipOffset.y - (img.chipIndicator.height / 2) + for i = 1,Player.items[18].count do + drawBR(img.chipIndicator, cx, cy) + cy = cy + img.chipIndicator.height + end + end + +end + +function drawReserve(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - img.weaponAreaHUD.width + offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawReserveR(text, offset) + local rw, rh = bgf:measure_text(text) + bgf:draw_text(text, hudR - offset.x - (rw / 2), hudB - offset.y - bgfAdjust, { 0, 1, 0, 1 }) +end + +function drawAmmo(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = 0 + drawBRL(full, offset.x, offset.y) +end + +function drawAmmoR(offset, empty, full, cur, max) + drawBRL(empty, offset.x, offset.y) + full.crop_rect.width = full.width * math.max(0, math.min(cur, max)) / max + full.crop_rect.x = full.width - full.crop_rect.width + drawBRL(full, offset.x - full.crop_rect.x, offset.y) +end + +function drawBar(bar, offset, width, cur, max) + local total_width = math.floor(width * math.max(0, math.min(cur, max)) / max) + bar.crop_rect.width = total_width + drawBL(bar, offset.x, offset.y) +end + +function drawCell(offset, cur, max) + drawBRL(img.fillEmpty, offset.x, offset.y) + + local full = img.fillFull + local h = full.height * cur / max + full.crop_rect.height = h + full.crop_rect.y = full.height - h + drawBRL(full, offset.x, offset.y) +end + +function drawCompass(image, offset) + local lw = math.floor(image.width / 2) + local rw = image.width - lw + local th = math.floor(image.height / 2) + local bh = image.height - th + if Player.compass.nw or Player.compass.ne then + image.crop_rect.y = 0 + image.crop_rect.height = th + if Player.compass.nw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y + bh) + end + if Player.compass.ne then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y + bh) + end + end + if Player.compass.sw or Player.compass.se then + image.crop_rect.y = th + image.crop_rect.height = bh + if Player.compass.sw then + image.crop_rect.x = 0 + image.crop_rect.width = lw + drawBL(image, offset.x, offset.y) + end + if Player.compass.se then + image.crop_rect.x = lw + image.crop_rect.width = rw + drawBL(image, offset.x + lw, offset.y) + end + end +end + +function hasbit(x, p) + return x % (p + p) >= p +end + +function bitand(x, y) + local p = 1 + while (p <= x) and (p <= y) do + if hasbit(x, p) and hasbit(y, p) then return true end + p = p + p + end + return false +end + +function rand() + return math.random(32768)-1 +end + +function drawAlienText() + if bitand(Game.ticks * 2, alienWeaponFlickerMask) then + if alienWeaponShowText then + local text = "0xfded" + local rw, rh = bgf:measure_text(text) + + Screen.clip_rect.x = hudR - pos.alienWeaponOffset.x - img.alienWeapon.width + Screen.clip_rect.width = img.alienWeapon.width + + local clipB = hudB - pos.alienWeaponTextOffset.y + local fontL = hudR - img.weaponAreaHUD.width + pos.alienWeaponTextOffset.x - rw + local fontT = clipB - bgfAdjust + local clipLast = clipB + + -- fake slant by drawing text with clipping and offset + local i = 0 + local steps = 8 + while i < steps do + local clipT = clipB - math.floor(rh * (i + 1) / steps) + Screen.clip_rect.y = clipT + Screen.clip_rect.height = clipLast - clipT + clipLast = clipT + + local txtL = fontL + math.floor(alienWeaponSlant * scale * i / steps) + bgf:draw_text(text, txtL, fontT, { 0, 1, 0, 1 }) + i = i + 1 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.x = 0 + Screen.clip_rect.height = Screen.height + Screen.clip_rect.y = 0 + end + firstBackRender = true + elseif firstBackRender then + alienWeaponSlant = math.floor((((rand() % 200) / 201) * 100) - 50) + if (rand() % 2) > 0 then + if (rand() % 2) > 0 then + alienWeaponFlickerMask = alienWeaponFlickerMask * 2 + end + alienWeaponShowText = false + else + if (rand() % 2) > 0 then + alienWeaponFlickerMask = math.floor(alienWeaponFlickerMask / 2) + end + alienWeaponShowText = true + end + if (alienWeaponFlickerMask > 0x1F00) or (alienWeaponFlickerMask < 0x3E) then + alienWeaponFlickerMask = 0x1F0 + end + firstBackRender = false + end +end + +function comp_player(a, b) + if a.ranking > b.ranking then + return true + end + if a.ranking < b.ranking then + return false + end + if a.name < b.name then + return true + end + return false +end + +function sorted_players() + local tbl = {} + for i = 1,#Game.players do + table.insert(tbl, Game.players[i - 1]) + end + table.sort(tbl, comp_player) + local tt = {} + local lastrank = 1 + local lastscore = tbl[1].ranking + for i, v in ipairs(tbl) do + local rr = i + if v.ranking == lastscore then + rr = lastrank + else + lastscore = v.ranking + lastrank = rr + end + table.insert(tt, { player = v, rank = rr }) + end + return tt +end + +function best_four() + local tbl = sorted_players() + local total = #tbl + if total < 5 then return tbl end + + local lrank = total + for i, v in ipairs(tbl) do + if v.player.active then lrank = i end + end + if lrank < 4 then return { tbl[1], tbl[2], tbl[3], tbl[4] } end + + local lstart = math.min(lrank - 1, total - 2) + return { tbl[1], tbl[lstart], tbl[lstart + 1], tbl[lstart + 2] } +end + +function format_time(ticks) + local secs = math.ceil(ticks / 30) + return string.format("%d:%02d", math.floor(secs / 60), secs % 60) +end + +function net_gamelimit() + if Game.time_remaining then + return "time left:", format_time(Game.time_remaining) + end + if Game.kill_limit then + local max_kills = 0 + for i = 1,#Game.players do + max_kills = math.max(max_kills, Game.players[i - 1].kills) + end + return "kills left:", string.format("%d", Game.kill_limit - max_kills) + end + return nil, nil +end + +function ranking_text(gametype, ranking) + if (gametype == "kill monsters") or + (gametype == "capture the flag") or + (gametype == "rugby") or + (gametype == "most points") then + return string.format("%d", ranking) + end + if (gametype == "least points") then + return string.format("%d", -ranking) + end + if (gametype == "cooperative play") then + return string.format("%d%%", ranking) + end + if (gametype == "most time") or + (gametype == "least time") or + (gametype == "king of the hill") or + (gametype == "kill the man with the ball") or + (gametype == "defense") or + (gametype == "tag") then + return format_time(math.abs(ranking)) + end + + -- unknown + return nil +end + +function drawNetText(text, offset) + local rw, rh = ngf:measure_text(text) + ngf:draw_text(text, hudR - offset.x - rw, hudT + offset.y - ngfAdjust, { 1, 1, 1, 1 }) +end + +function drawNetPlayers() + local tr = { x = pos.scorePanelOffset.x, y = pos.scorePanelOffset.y } + local gametype = Game.type + if gametype == "netscript" then + gametype = Game.scoring_mode + end + + local lbl, value = net_gamelimit() + if lbl ~= nil then + drawNetText(lbl, { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelNameOffset.y }) + drawNetText(value, { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y - img.scorePanel.height + pos.scorePanelScoreOffset.y }) + end + + for i, v in ipairs(best_four()) do + drawTR(img.scorePanelColor[v.player.team.index], tr.x, tr.y) + if v.player.active then + drawTR(img.scorePanelIcon, tr.x, tr.y) + end + drawNetText(ranking_text(gametype, v.player.ranking), { x = tr.x + pos.scorePanelScoreOffset.x, y = tr.y + pos.scorePanelScoreOffset.y }) + drawNetText(shortened_player_names[v.player.index], { x = tr.x + pos.scorePanelNameOffset.x, y = tr.y + pos.scorePanelNameOffset.y }) + drawNetText(v.rank, { x = tr.x + pos.scorePanelRankOffset.x, y = tr.y + pos.scorePanelRankOffset.y }) + + tr.y = tr.y + img.scorePanel.height + pos.scorePanelSpacer + end +end + + + +-- BEGIN texture palette utility +-- +-- Use: in Triggers.draw: "if TexturePalette.draw() then return end" +-- in Triggers.resize: "if TexturePalette.resize() then return end" + +TexturePalette = {} +TexturePalette.active = false + +function TexturePalette.check_active() + local old_active = TexturePalette.active + local new_active = false + if Player.texture_palette.size > 0 then new_active = true end + TexturePalette.active = new_active + + if old_active and not new_active then + Screen.crosshairs.lua_hud = TexturePalette.saved_crosshairs_lua_hud + Triggers.resize() + elseif new_active and not old_active then + TexturePalette.palette_cache = {} + TexturePalette.saved_crosshairs_lua_hud = Screen.crosshairs.lua_hud + Screen.crosshairs.lua_hud = false + TexturePalette.resize() + end + return TexturePalette.active +end + +function TexturePalette.get_shape(slot) + local key = string.format("%d %d", slot.collection, slot.texture_index) + local shp = TexturePalette.palette_cache[key] + if not shp then + shp = Shapes.new{collection = slot.collection, texture_index = slot.texture_index, type = slot.type} + TexturePalette.palette_cache[key] = shp + end + return shp +end + +function TexturePalette.draw_shape(slot, x, y, size) + local shp = TexturePalette.get_shape(slot) + if not shp then return end + if shp.width > shp.height then + shp:rescale(size, shp.unscaled_height * size / shp.unscaled_width) + shp:draw(x, y + (size - shp.height)/2) + else + shp:rescale(shp.unscaled_width * size / shp.unscaled_height, size) + shp:draw(x + (size - shp.width)/2, y) + end +end + +function TexturePalette.draw(hr) + if not TexturePalette.check_active() then return false end + + local hr = TexturePalette.hud_rect + local tcount = Player.texture_palette.size + local size + if tcount <= 5 then size = 128 + elseif tcount <= 16 then size = 80 + elseif tcount <= 36 then size = 53 + elseif tcount <= 64 then size = 40 + elseif tcount <= 100 then size = 32 + elseif tcount <= 144 then size = 26 + else size = 20 + end + size = size * hr.scale + + local rows = math.floor(hr.height/size) + local cols = math.floor(hr.width/size) + local x_offset = hr.x + (hr.width - cols * size)/2 + local y_offset = hr.y + (hr.height - rows * size)/2 + + for i = 0,tcount - 1 do + TexturePalette.draw_shape( + Player.texture_palette.slots[i], + (i % cols) * size + x_offset + hr.scale/2, + math.floor(i / cols) * size + y_offset + hr.scale/2, + size - hr.scale) + end + + if Player.texture_palette.highlight then + local i = Player.texture_palette.highlight + Screen.frame_rect( + (i % cols) * size + x_offset, + math.floor(i / cols) * size + y_offset, + size, size, + InterfaceColors["inventory text"], + hr.scale) + end + + return true +end + +function TexturePalette.resize() + if not TexturePalette.check_active() then return false end + + local ww = Screen.width + local wh = Screen.height + + -- calculate HUD area + TexturePalette.hud_rect = {} + local hudsize = Screen.hud_size_preference + if hudsize == SizePreferences["normal"] then + TexturePalette.hud_rect.width = 640 + elseif hudsize == SizePreferences["double"] then + if wh >= 960 and ww >= 1280 then + TexturePalette.hud_rect.width = 1280 + end + elseif hudsize == SizePreferences["largest"] then + TexturePalette.hud_rect.width = math.min(ww, math.max(640, (4 * wh) / 3)); + end + + TexturePalette.hud_rect.height = TexturePalette.hud_rect.width / 4 + TexturePalette.hud_rect.x = math.floor((ww - TexturePalette.hud_rect.width) / 2) + TexturePalette.hud_rect.y = math.floor(wh - TexturePalette.hud_rect.height) + + TexturePalette.hud_rect.scale = TexturePalette.hud_rect.width / 640 + + -- remove HUD height from rest of calculations + wh = TexturePalette.hud_rect.y + + -- calculate terminal area + local termsize = Screen.term_size_preference + if termsize == SizePreferences["normal"] then + Screen.term_rect.width = 640 + elseif termsize == SizePreferences["double"] then + if wh >= 640 and ww >= 1280 then + Screen.term_rect.width = 1280 + end + elseif termsize == SizePreferences["largest"] then + Screen.term_rect.width = math.min(ww, math.max(640, 2 * wh)) + end + + Screen.term_rect.height = Screen.term_rect.width / 2 + Screen.term_rect.x = math.floor((ww - Screen.term_rect.width) / 2) + Screen.term_rect.y = math.floor((wh - Screen.term_rect.height) / 2) + + -- calculate world-view area + Screen.world_rect.width = math.min(ww, math.max(640, 2 * wh)) + Screen.world_rect.height = Screen.world_rect.width / 2 + Screen.world_rect.x = math.floor((ww - Screen.world_rect.width) / 2) + Screen.world_rect.y = math.floor((wh - Screen.world_rect.height) / 2) + + -- calculate map area + if Screen.map_overlay_active then + -- overlay just matches world-view + Screen.map_rect.width = Screen.world_rect.width + Screen.map_rect.height = Screen.world_rect.height + Screen.map_rect.x = Screen.world_rect.x + Screen.map_rect.y = Screen.world_rect.y + else + Screen.map_rect.width = ww + Screen.map_rect.height = wh + Screen.map_rect.x = 0 + Screen.map_rect.y = 0 + end + + Screen.clip_rect.width = Screen.width + Screen.clip_rect.height = Screen.height + Screen.clip_rect.x = 0 + Screen.clip_rect.y = 0 + + return true +end + +-- END texture palette utility diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.xml b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.xml new file mode 100644 index 00000000..91e50162 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Plugin.xml @@ -0,0 +1,4 @@ + + + + diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/Readme.txt b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Readme.txt new file mode 100644 index 00000000..321c9874 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/Readme.txt @@ -0,0 +1,7 @@ +Art assets in this plugin were developed by Freeverse Software for "Marathon 2: Durandal", released for Xbox Live Arcade. The content is copyright Bungie. Please contact Bungie before using these assets for any commercial purpose, or any purpose not directly connected with the Marathon community. + +Additional art was created by Bruce Morrison and Steven Tse, in the style of their initial work for Freeverse. Special thanks go to them. + +The Squarish Sans typeface was created by Tim Larson. See the readme file within the "squarishsans" directory for information. + +Code in XBLA.lua is released under version 3 of the GNU General Public License. See the file "COPYING" for information. diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf new file mode 100644 index 00000000..3a100595 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular SC.ttf differ diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf new file mode 100644 index 00000000..596ff878 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/Squarish Sans CT Regular.ttf differ diff --git a/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README new file mode 100644 index 00000000..77ad45f3 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Enhanced HUD/squarishsans/SquarishSansCT.README @@ -0,0 +1,36 @@ +README for Squarish Sans CT + +Squarish Sans is a typeface I never intended to make. + +I had created a quasi-clone of Modula Tall called Marapfhont for the +Marathon gaming community. (Modula Tall was used in the title display of +the game.) Bank Gothic was used for the text of its manual, and a bit of +the UI. Because Bank Gothic was much more popular and several versions +already existed, I saw no need to create another. + +Then I learned that Aleph One, the open-sourced engine for playing +Marathon games, needed to distribute Bank Gothic in order to display +the UI properly. No version of Bank Gothic existed under a free license, +so none could legally be thus distributed. Squarish Sans was created +under the Open Font License to fill that void. + +Squarish Sans is not a direct clone of any Bank Gothic. I have made +conscious choices to deviate from existing designs. Yet it is strongly +inspired by them, of course, particularly Michael Doret's DeLuxe Gothic, +in that Squarish Sans has a true lower case as well as small caps. It +should fit the bill should you have need of a Bank Gothic face. + +Squarish Sans CT Medium is a complete font, with small caps supplied as +an OpenType feature. + +Squarish Sans CT Medium SC is a limited small caps font, for use when your +software does not support OpenType. + +Tim Larson +February 2011 + +Version history----- +0.8 20110809 More characters, and some fixes. +0.7 20110503 Two-story "a". Complete Greek/Hebrew. More kerning. +0.6 20110211 More characters, initial pass at kerning. +0.5 20110204 Basic ASCII range complete, ready for beta use. diff --git a/bios/Bungie/Marathon/Plugins/Marathon Stats/COPYING b/bios/Bungie/Marathon/Plugins/Marathon Stats/COPYING new file mode 100644 index 00000000..20d40b6b --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Marathon Stats/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/bios/Bungie/Marathon/Plugins/Marathon Stats/Plugin.xml b/bios/Bungie/Marathon/Plugins/Marathon Stats/Plugin.xml new file mode 100644 index 00000000..13aa5b35 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Marathon Stats/Plugin.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/bios/Bungie/Marathon/Plugins/Marathon Stats/stats.lua b/bios/Bungie/Marathon/Plugins/Marathon Stats/stats.lua new file mode 100644 index 00000000..1287612e --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/Marathon Stats/stats.lua @@ -0,0 +1,540 @@ +-- Copyright (C) 2011 and beyond by Gregory Smith, Jeremiah Morris, +-- and the "Aleph One" developers. +-- +-- This program is free software; you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation; either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- This license is contained in the file "COPYING", +-- which is included with this source code; it is available online at +-- http://www.gnu.org/licenses/gpl.html + +Triggers = {} + +function Triggers.init(restored) + + apply_m1_mnemonics() + + for p in Players() do + if p.local_ then + local_player = p + end + end + + stats = {} + + stats["start tick"] = Game.ticks + stats["player color"] = local_player.color.mnemonic + if #Players > 1 then + stats["player name"] = local_player.name + stats["player team"] = local_player.team.mnemonic + end + stats["difficulty"] = Game.difficulty.mnemonic + stats["game type"] = Game.type.mnemonic + stats["level"] = Level.name + stats["level index"] = Level.index + stats["map checksum"] = Level.map_checksum + stats["players"] = # Players + + stats["scenario name"] = "Marathon" + stats["engine version"] = Game.version + + if restored then + stats["restored"] = 1 + end + establish_session(restored) +end + +function Triggers.cleanup() + + stats["end tick"] = Game.ticks + if Level.completed then + stats["level completed"] = 1 + stats["bobs saved"] = 0 + + -- count monsters left alive on map + for m in Monsters() do + if not m.player and (m.vitality > 0 or not m.visible) then + increment(m.type.mnemonic .. "s spared") + -- calculate saved bobs for M1 + if m.type.class == "bob" and m.vitality > 0 then + increment("bobs saved") + end + end + end + end + + if #Players > 1 then + stats["player index"] = local_player.index + + if Game.type ~= "kill monsters" and + Game.type ~= "cooperative play" then + stats["points"] = local_player.points + end + + -- only check multiplayer wins if the game finishes + -- corollary: untimed games with no kill limit never count as wins! + local find_winner = false + + if Players[0].disconnected then + -- gatherer went away, game was interrupted + stats["interrupted"] = 1 + elseif Game.type == "cooperative play" then + -- Lua doesn't provide monster damage to replicate scoring + find_winner = false + elseif Game.time_remaining == 0 then + -- Kill limit games convert to timed games when limit is + -- reached, so this check conveniently covers both + find_winner = true + end + + if find_winner then + -- send kills, deaths, suicides for complete game + stats["game suicides"] = local_player.kills[local_player] + stats["game deaths"] = local_player.deaths + stats["game kills"] = 0 + for p in Players() do + stats["game deaths"] = stats["game deaths"] + p.kills[local_player] + if p ~= local_player then + stats["game deaths by player " .. p.index] = p.kills[local_player] + stats["game kills"] = stats["game kills"] + local_player.kills[p] + stats["game kills of player " .. p.index] = local_player.kills[p] + end + end + + -- determine scores and rankings + local scores = {} + if Game.type == "kill monsters" then + -- emfh + for p in Players() do + -- emfh score = total kills (excluding suicides) - total deaths + scores[p] = 0 + -- count up all the player's kills + for pp in Players() do + if p ~= pp then + scores[p] = scores[p] + p.kills[pp] + end + end + -- subtract times he was killed (by other players and himself) + for pp in Players() do + scores[p] = scores[p] - pp.kills[p] + end + -- subtract times he died for other reasons + scores[p] = scores[p] - p.deaths + end + else + local mult = 1 + if Game.type == "tag" or + (Game.type == "netscript" and + (Game.scoring_mode == "least points" or + Game.scoring_mode == "least_time")) then + mult = -1 + end + for p in Players() do + scores[p] = p.points * mult + end + end + stats["score"] = scores[local_player] + + stats["ranking"] = 1 + local tied = 0 + for p in Players() do + if scores[p] > scores[local_player] then + increment("ranking") + elseif p ~= local_player and scores[p] == scores[local_player] then + tied = 1 + end + end + if stats["ranking"] == 1 and tied == 0 then + stats["winner"] = 1 + end + end -- find_winner + end -- #Players > 1 + + -- count polygons and lines + counted_lines = {} + for p in Polygons() do + increment("polygons") + if p.visible_on_automap then + increment("visible polygons") + end + for l in p.lines() do + if not counted_lines[l.index] then + increment("lines") + if l.visible_on_automap then + increment("visible lines") + end + counted_lines[l.index] = 1 + end + end + end + + Statistics = {} + Statistics.parameters = stats +end + +function Triggers.projectile_created(projectile) + if projectile.type ~= "fist" + and projectile.owner == local_player.monster then + increment(projectile.type.mnemonic .. "s fired") + end +end + +function Triggers.monster_killed(monster, aggressor, projectile) + if aggressor == local_player then + increment(monster.type.mnemonic .. " kills") + + if projectile.type == "fist" then + increment(monster.type.mnemonic .. " punch kills") + end + end +end + +function Triggers.monster_damaged(_, aggressor_monster, _, _, projectile) + if aggressor_monster == local_player.monster and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.player_damaged(_, aggressor_player, _, _, _, projectile) + if aggressor_player == local_player and projectile then + if projectile.type ~= "fist" and not projectile._hit then + projectile._hit = true + increment(projectile.type.mnemonic .. "s hit") + end + end +end + +function Triggers.projectile_switch(projectile, side) + if projectile.type == "fist" and projectile.owner == local_player.monster then + increment("switches punched") + end +end + +function Triggers.tag_switch(_, player, side) + if player == local_player and side.control_panel and side.control_panel.uses_item then + increment("chips inserted") + end +end + +function Triggers.terminal_enter(_, player) + if player == local_player then + increment("terminals activated") + end +end + +function Triggers.player_killed(victim, aggressor) + if victim == local_player then + increment("deaths") + + if aggressor == local_player then + increment("suicides") + elseif aggressor then + increment("deaths by player " .. aggressor.index) + end + + -- kill zones + if stats["death locations"] == nil then + stats["death locations"] = "" + end + stats["death locations"] = stats["death locations"] .. + string.format(" %.1f,%.1f,%.1f,%d", + victim.x, victim.y, victim.z, victim.polygon.index) + + elseif aggressor == local_player then + increment("kills") + increment("kills of player " .. victim.index) + end +end + +function increment(key) + if stats[key] then + stats[key] = stats[key] + 1 + else + stats[key] = 1 + end +end + +function establish_session(restored) + if Game.ticks == 0 then + Game._initial_level = Level.index + Game._saves_loaded = 0 + elseif restored then + Game.restore_saved() + if Game._saves_loaded ~= nil then + Game._saves_loaded = Game._saves_loaded + 1 + end + else + Game.restore_passed() + end + + if Game._stat_session ~= nil then + Game._parent_session = Game._stat_session + end + Game._stat_session = create_session_id() + + if Game._initial_level ~= nil then + stats["initial level"] = Game._initial_level + end + if Game._parent_session ~= nil then + stats["parent session"] = Game._parent_session + end + if Game._stat_session ~= nil then + stats["stat session"] = Game._stat_session + end + if Game._saves_loaded ~= nil then + stats["saves loaded"] = Game._saves_loaded + end +end + +function create_session_id() + return string.sub(tostring(math.random()), 3) +end + +function apply_m1_mnemonics() + + function set(coll, key, val) + if coll[key] ~= nil then + coll[key].mnemonic = val + end + end + function clear(coll, key) + if coll[key] ~= nil then + coll[key].mnemonic = "unused " .. coll[key].index + end + end + function clear_range(coll, ...) + local arg = {...} + if coll == nil then return end + local max = #coll - 1 + local i = 1 + local j, first, last + while i <= #arg do + first = arg[i] + i = i + 1 + if i <= #arg then + last = arg[i] + i = i + 1 + else + last = max + end + for j = first,last do + clear(coll, j) + end + end + end + function clear_list(coll, ...) + local arg = {...} + local i + for i = 1,#arg do + clear(coll, arg[i]) + end + end + function set_list(coll, first, ...) + local arg = {...} + local i, key, val + for i = 1,#arg do + key = first + i - 1 + val = arg[i] + if val ~= nil then + set(coll, key, val) + else + clear(coll, key, val) + end + end + end + + clear_list(Collections, "pfhor", "trooper", 11, 13) + clear_range(Collections, 17) + set(Collections, 2, "pfhor") + set(Collections, 3, "looker") + set(Collections, 8, "marathon panels") + set(Collections, 10, "main menu") + set(Collections, 15, "hulk") + set_list(Collections, 17, + "warm", + "cool", + "lava", + nil, + "juggernaut", + "madd", + "marathon scenery", + "pfhor panels", + "pfhor scenery", + "trooper", + "wasp", + nil, + "alien leader") + + clear_range(DamageTypes, 20) + + clear_range(EffectTypes, 11) + set_list(EffectTypes, 13, + "enforcer blood splash", + "minor hulk blood splash", + "major hulk blood splash", + "hulk melee detonation", + "compiler bolt minor detonation", + "compiler bolt major detonation", + "compiler bolt major contrail", + "fighter projectile detonation", + "hunter projectile detonation", + "hunter spark", + "minor fusion detonation", + "major fusion detonation", + "major fusion contrail", + "fist detonation", + nil, + "wasp detonation", + "wasp projectile detonation", + "wasp blood splash", + "trooper blood splash", + nil, + "madd spark", + "juggernaut spark", + "alien leader blood splash", + "metallic clang") + + clear_range(FadeTypes, 23) + set_list(FadeTypes, 23, + "dodge purple", + "burn cyan", + "dodge yellow", + "burn green") + + clear_range(ItemTypes, 20) + set_list(ItemTypes, 18, + "repair chip", + "energy converter") + + clear_range(MonsterClasses, 3) + set_list(MonsterClasses, 3, + "fighter", + "trooper", + "hunter", + "enforcer", + "juggernaut", + nil, + "compiler", + "hulk", + nil, + "looker", + nil, + "wasp", + "explodabob") + + clear_range(MonsterTypes, 1) + set_list(MonsterTypes, 1, + "explodabob", + "minor fighter", + "major fighter", + "minor projectile fighter", + "major projectile fighter", + "crew bob", + "science bob", + "security bob", + "engineering bob", + nil, + nil, + "minor enforcer", + "major enforcer", + "minor compiler", + "major compiler", + "minor invisible compiler", + "major invisible compiler", + "minor hulk", + "major hulk", + "minor hunter", + "major hunter", + "minor juggernaut", + "major juggernaut", + "minor looker", + "major looker", + "invisible looker", + "madd", + nil, + nil, + "minor trooper", + "major trooper", + "minor wasp", + "major wasp", + nil, + nil, + nil, + nil, + "alien leader", + "possessed madd") + + clear_list(PlatformTypes, "pfhor door", "pfhor platform") + clear_range(PlatformTypes, 6) + set_list(PlatformTypes, 0, + "marathon door", + "marathon platform", + "noisy marathon platform", + "pfhor door", + "pfhor platform", + "noisy pfhor platform") + + clear_list(PlayerColors, "violet", "yellow") + set(PlayerColors, 0, "violet") + set_list(PlayerColors, 2, + "tan", + "light blue", + "yellow", + "brown") + + clear_range(ProjectileTypes, 4) + set_list(ProjectileTypes, 4, + "staff", + "staff bolt", + "flamethrower burst", + nil, + "hulk slap minor", + "hulk slap major", + "compiler bolt minor", + "compiler bolt major", + "alien weapon", + "fusion bolt minor", + "fusion bolt major", + "hunter", + "fist", + nil, + nil, + "juggernaut rocket", + "trooper bullet", + "trooper grenade", + "wasp sting", + "wasp goo", + "juggernaut missile") + + clear_range(SceneryTypes, 17) + set_list(SceneryTypes, 0, + "upright waste", + "sideways waste", + "upright cylinder", + "sideways cylinder", + "paper", + "comm satellite", + "escape pod", + "biohazard crate", + "pfhor ship", + "soft dead bob", + "dissected bob", + "pfhor dormant", + "empty armor", + "examination bob", + "electrosynth", + "orb", + "marathon ship") + + clear_range(WeaponTypes, 7) +end diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/Plugin.xml b/bios/Bungie/Marathon/Plugins/System_Se7en/Plugin.xml new file mode 100644 index 00000000..5f406526 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/System_Se7en/Plugin.xml @@ -0,0 +1,3 @@ + + + diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/Read Me.txt b/bios/Bungie/Marathon/Plugins/System_Se7en/Read Me.txt new file mode 100755 index 00000000..98a7ac97 --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/System_Se7en/Read Me.txt @@ -0,0 +1,39 @@ +System Se7en 1.2 +---------------- +by Christian Bauer and Hopper + +---------------------------------------------------------------- +DESCRIPTION: +System Se7en is a GUI theme for Aleph One, based on Apple's System 7 interface for Macintosh computers. This plugin is a remake of Christian Bauer's "MacOS" theme, written for an older version of Aleph One. + +---------------------------------------------------------------- +INSTALLATION: +- Drag the downloaded .zip file, or the unzipped "System_Se7en" folder, into the "Plugins" folder inside your M1A1, Marathon 2, or Marathon Infinity folders. (Create a "Plugins" folder if you don't already have one.) +- Launch Aleph One, and go to "Preferences", then "Environment", then "Plugins" and make sure the plugin is listed as "Enabled". You can click on it to turn it on or off. +- For a more authentic experience, uncheck "Smooth Text" in the "Themes" section of the "Environment" preferences. + +---------------------------------------------------------------- +CHANGELOG: + +v1.2: +* Added arrows in list scrollbar (they don't work, but they look nice) +* Redrew slider to match System 7.5 graphics +* Disabled button outlines are black to match System 7.5 behavior +* Use authentic Chicago font (disable "Smooth Text" for best results) + +v1.1: +* Fixed game colors in metaserver lobby + +v1.0: +* First release + +---------------------------------------------------------------- +SPECIAL THANKS: +Christian Bauer - For the original Mac lookalike Aleph One theme +Apple - For obvious reasons +Treellama - For creating the theming engine, and answering questions + +---------------------------------------------------------------- +CONTACT: +If you have any questions, comments, or bugs to report, you can email me: +- 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files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbutton_r.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_c.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_c.bmp new file mode 100644 index 00000000..9c5fb047 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_c.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_l.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_l.bmp new file mode 100644 index 00000000..ba77dc18 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_l.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_r.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_r.bmp new file mode 100644 index 00000000..fe11529a Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttona_r.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_c.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_c.bmp new file mode 100644 index 00000000..e650c2ae Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_c.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_l.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_l.bmp new file mode 100644 index 00000000..ffeeb25f Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_l.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_r.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_r.bmp new file mode 100644 index 00000000..b72ead15 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttond_r.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_c.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_c.bmp new file mode 100644 index 00000000..1012a2b8 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_c.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_l.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_l.bmp new file mode 100644 index 00000000..4428987e Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_l.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_r.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_r.bmp new file mode 100644 index 00000000..168dfa6e Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/tbuttonp_r.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/theme2.mml b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/theme2.mml new file mode 100644 index 00000000..d7fe688c --- /dev/null +++ b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/theme2.mml @@ -0,0 +1,241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<font file="ChicagoFLF.ttf" size="18" style="0"/> + <color red="0.0" green="0.0" blue="0.0"/> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_b.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_b.bmp new file mode 100644 index 00000000..251061c5 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_b.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_bc.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_bc.bmp new file mode 100644 index 00000000..11160df3 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_bc.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_c.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_c.bmp new file mode 100644 index 00000000..ed651981 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_c.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_t.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_t.bmp new file mode 100644 index 00000000..5ab094b9 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_t.bmp differ diff --git a/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_tc.bmp b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_tc.bmp new file mode 100644 index 00000000..11160df3 Binary files /dev/null and b/bios/Bungie/Marathon/Plugins/System_Se7en/resources/thumb_tc.bmp differ diff --git a/bios/Bungie/Marathon/Scripts/Default Preferences.xml b/bios/Bungie/Marathon/Scripts/Default Preferences.xml new file mode 100644 index 00000000..8db84b0b --- /dev/null +++ b/bios/Bungie/Marathon/Scripts/Default Preferences.xml @@ -0,0 +1,13 @@ + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon/Scripts/Marathon.mml b/bios/Bungie/Marathon/Scripts/Marathon.mml new file mode 100644 index 00000000..70add399 --- /dev/null +++ b/bios/Bungie/Marathon/Scripts/Marathon.mml @@ -0,0 +1,772 @@ + + + + + + + Shapes.shps + Sounds.sndz + Marathon Preferences + Map.scen + Physics.phys + Marathon.appl + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + U.E.S.C. Marathon + Opening Connection to ß.4.5-23 + CAS.qterm//CyberAcme Systems Inc. + <931.461.60231.14.vt920> + UESCTerm 802.11 (remote override) + PgUp/PgDown/Arrows To Scroll + Return/Enter To Acknowledge + Disconnecting... + Connection Terminated. + %H%M %m.%d.%Y + + + FISTS + .44 MAGNUM MEGA CLASS + ZEUS-CLASS FUSION PISTOL + MA-75 ASSAULT RIFLE/ GRENADE LAUNCHER + SPNKR-X17 SSM LAUNCHER + TOZT-7 BACKPACK NAPALM UNIT + UNKNOWN WEAPON CLASS system error 0xfded + + + FISTS + .44 MAGNUM MEGA CLASS + .44 MAGNUM MEGA CLASS + .44 CLIP (x8) + .44 CLIPS (x8) + ZEUS-CLASS FUSION PSTL + FUSION BATTERY + FUSION BATTERIES + MA-75 ASSAULT RIFLE + MA-75 CLIP (x52) + MA-75 CLIPS (x52) + MA-75 GRENADES (x7) + MA-75 GRENADES (x7) + SPNKR-X17 SSM LAUNCHER + SSM MISSILE (x2) + SSM MISSILES (x2) + ALIEN WEAPON + COPY OF WINDOWS NT + PIRATED COPLAND BETA + TOZT-7 NAPALM UNIT + NAPALM CANISTER + NAPALM CANISTERS + DEFENSE CENTER REPAIR CHIP + DEFENSE CENTER REPAIR CHIPS + ALIEN ENERGY CONVERTER + WAVE MOTION CANNON + THE PLANS + + + WEAPONS + AMMUNITION + POWERUPS + ITEMS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/bios/Bungie/Marathon/Shapes.shps b/bios/Bungie/Marathon/Shapes.shps new file mode 100644 index 00000000..57328f4d Binary files /dev/null and b/bios/Bungie/Marathon/Shapes.shps differ diff --git a/bios/Bungie/Marathon/Sounds.sndz b/bios/Bungie/Marathon/Sounds.sndz new file mode 100644 index 00000000..9881483a Binary files /dev/null and b/bios/Bungie/Marathon/Sounds.sndz differ diff --git a/bios/Game Engines/LZDoom/brightmaps.pk3 b/bios/Game Engines/LZDoom/brightmaps.pk3 new file mode 100644 index 00000000..749de5a2 Binary files /dev/null and b/bios/Game Engines/LZDoom/brightmaps.pk3 differ diff --git a/bios/Game Engines/LZDoom/fm_banks/gs-by-papiezak-and-sneakernets.wopn b/bios/Game Engines/LZDoom/fm_banks/gs-by-papiezak-and-sneakernets.wopn new file mode 100644 index 00000000..f3757d5b Binary files /dev/null and b/bios/Game Engines/LZDoom/fm_banks/gs-by-papiezak-and-sneakernets.wopn differ diff --git a/bios/Game Engines/LZDoom/game_support.pk3 b/bios/Game Engines/LZDoom/game_support.pk3 new file mode 100644 index 00000000..8e09b22e Binary files /dev/null and b/bios/Game Engines/LZDoom/game_support.pk3 differ diff --git a/bios/Game Engines/LZDoom/game_widescreen_gfx.pk3 b/bios/Game Engines/LZDoom/game_widescreen_gfx.pk3 new file mode 100644 index 00000000..ddd07295 Binary files /dev/null and b/bios/Game Engines/LZDoom/game_widescreen_gfx.pk3 differ diff --git a/bios/Game Engines/LZDoom/lights.pk3 b/bios/Game Engines/LZDoom/lights.pk3 new file mode 100644 index 00000000..112e4040 Binary files /dev/null and b/bios/Game Engines/LZDoom/lights.pk3 differ diff --git a/bios/Game Engines/LZDoom/lzdoom.pk3 b/bios/Game Engines/LZDoom/lzdoom.pk3 new file mode 100644 index 00000000..eb1669bb Binary files /dev/null and b/bios/Game Engines/LZDoom/lzdoom.pk3 differ diff --git a/bios/Game Engines/Solarus/2.0.0/gamecontrollerdb.txt b/bios/Game Engines/Solarus/2.0.0/gamecontrollerdb.txt new file mode 100644 index 00000000..daf84fc3 --- /dev/null +++ b/bios/Game Engines/Solarus/2.0.0/gamecontrollerdb.txt @@ -0,0 +1,2124 @@ +# Game Controller DB for SDL in 2.0.16 format +# Source: https://github.com/gabomdq/SDL_GameControllerDB + +# Windows +03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000fa190000918d000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000fa2d00000100000000000000,3dRudder Foot Motion Controller,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows, +03000000d0160000040d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000050d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000060d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000070d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000600a000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000c82d00000031000000000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000531000000000000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000951000000000000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightx:a3,righty:a5,start:b11,platform:Windows, +03000000008000000210000000000000,8BitDo F30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000003512000011ab000000000000,8BitDo F30 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000c82d00001028000000000000,8BitDo F30 Arcade Joystick,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d000011ab000000000000,8BitDo F30 Arcade Joystick,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000801000000900000000000000,8BitDo F30 Arcade Stick,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001038000000000000,8BitDo F30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000090000000000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +05000000c82d00006a28000000000000,8BitDo GameCube,a:b0,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b9,paddle2:b8,rightshoulder:b10,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b1,y:b4,platform:Windows, +03000000c82d00001251000000000000,8BitDo Lite 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Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000261000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001230000000000000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001b30000000000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001d30000000000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001530000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001630000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001730000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000121000000000000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +030000008f0e00001200000000000000,Acme GA02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000355000000000000,Acrux,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa190000f0ff000000000000,Acteck AGJ 3200,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d1180000402c000000000000,ADT1,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a3,rightx:a2,righty:a5,x:b3,y:b4,platform:Windows, +030000006f0e00008801000000000000,Afterglow Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000263000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001101000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001401000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001402000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001901000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001a01000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001301000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001302000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001304000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001413000000000000,Afterglow Xbox Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00003901000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ab1200000103000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000f9000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000100000008200000000000000,Akishop Customs PS360,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000007c1800000006000000000000,Alienware Dual Compatible PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000491900001904000000000000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000710100001904000000000000,Amazon Luna Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b8,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b4,rightstick:b7,rightx:a3,righty:a4,start:b6,x:b3,y:b2,platform:Windows, +0300000008100000e501000000000000,Anbernic Game Pad,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000020500000913000000000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000373500000710000000000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000373500004610000000000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000830500000160000000000000,Arcade,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b4,platform:Windows, +03000000120c0000100e000000000000,Armor 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000490b00004406000000000000,ASCII Seamic Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000869800002500000000000000,Astro C40 TR PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000a30c00002700000000000000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows, +03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +03000000380800001889000000000000,AtGames Legends Gamer Pro,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b14,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008a3500000102000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows, +030000008a3500000201000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows, +030000008a3500000302000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows, +030000008a3500000402000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows, +03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000e557000000000000,Batarang PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows, +030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f9000000000000,BB 070,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000bc2000005250000000000000,Beitong G3,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a3,righty:a4,start:b15,x:b3,y:b4,platform:Windows, +030000000d0500000208000000000000,Belkin Nostromo N40,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000000055000000000000,Betop BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006321000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006412000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000555000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000655000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000700000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000808300000300000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00006401000000000000,BF One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000300f00000202000000000000,Bigben,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a5,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +030000006b1400000209000000000000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b1400000055000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400000103000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000120c0000200e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000210e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f10e000000000000,Brook PS2 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000310c000000000000,Brook Super Converter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00000b00000000000000,Buffalo BSGP1601 Series,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows, +030000005b1c00002400000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000005b1c00002500000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000006d04000042c2000000000000,ChillStream,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000457500000401000000000000,Cobra,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000b0400003365000000000000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Windows, +030000004c050000c505000000000000,CronusMax Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d814000007cd000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d8140000cefa000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows, +030000003807000002cb000000000000,Cyborg,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000a306000022f6000000000000,Cyborg V.3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000f806000000a3000000000000,DA Leader,a:b7,b:b6,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b8,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:b3,rightx:a2,righty:a3,start:b12,x:b4,y:b5,platform:Windows, +030000001a1c00000001000000000000,Datel Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000791d00000103000000000000,Dual Box Wii,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c0160000e105000000000000,Dual Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000004f040000070f000000000000,Dual Power,a:b8,b:b9,back:b4,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,leftshoulder:b13,leftstick:b6,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b12,rightstick:b7,righttrigger:b15,start:b5,x:b10,y:b11,platform:Windows, +030000004f04000012b3000000000000,Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000020b3000000000000,Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000bd12000002e0000000000000,Dual Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ff1100003133000000000000,DualForce,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b1,platform:Windows, +030000006f0e00003001000000000000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fc0400000250000000000000,Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000bc2000000091000000000000,EasySMX Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006e0500000a20000000000000,Elecom DUX60 MMO,a:b2,b:b3,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b14,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b15,righttrigger:b13,rightx:a3,righty:a4,start:b20,x:b0,y:b1,platform:Windows, +03000000b80500000410000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000006e0500000520000000000000,Elecom P301U PlayStation Controller Adapter,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +03000000411200004450000000000000,Elecom U1012,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000320000000000000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000e20000000000000,Elecom U3912T,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000f20000000000000,Elecom U4013S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500001320000000000000,Elecom U4113,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006e0500001020000000000000,Elecom U4113S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000720000000000000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000007d0400000640000000000000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000430b00000300000000000000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000242f000000b7000000000000,ESM 9110,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +03000000101c0000181c000000000000,Essential,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b4,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000341a00000108000000000000,EXEQ RF Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00008401000000000000,Faceoff Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008101000000000000,Faceoff Deluxe Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008001000000000000,Faceoff Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000021000000090000000000000,FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +0300000011040000c600000000000000,FC801,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000852100000201000000000000,FF GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000028f0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00002ef0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000038f0000000000000,Fightpad TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03005036852100000000000000000000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000f806000001a3000000000000,Firestorm,a:b9,b:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b10,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b12,x:b8,y:b4,platform:Windows, +03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows, +03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows, +03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows, +03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows, +0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows, +03000000341a000005f7000000000000,GameCube Controller,a:b2,b:b3,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b1,y:b0,platform:Windows, +03000000430b00000500000000000000,GameCube Controller,a:b0,b:b2,dpdown:b10,dpleft:b8,dpright:b9,dpup:b11,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a3,rightx:a5,righty:a2,start:b7,x:b1,y:b3,platform:Windows, +03000000790000004718000000000000,GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000790000004618000000000000,GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000008f0e00000d31000000000000,Gamepad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ac0500003d03000000000000,GameSir G3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500001a06000000000000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00001110000000000000,GameStick Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +0300000047530000616d000000000000,GameStop,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000140000000000000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows, +030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000c9110000f055000000000000,GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000005c1a00003330000000000000,Genius MaxFire Grandias 12V,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000b01000000000000,GGE909 Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c283000000000000,Gioteck PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000021c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000031c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c383000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c483000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d11800000094000000000000,Google Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +030000004f04000026b3000000000000,GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000079000000d418000000000000,GPD Win,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000025b000000000000,GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000840000000000000,Gravis Destroyer Tilt,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,x:b0,y:b3,platform:Windows, +030000007d0400000540000000000000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000280400000140000000000000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a3,dpup:-a4,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00000610000000000000,GreenAsia,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a5,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ac0500006b05000000000000,GT2a,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004900000000000000,Hatsune Miku Sho PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000001008000001e1000000000000,Havit HV G60,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000000d0f00000c00000000000000,HEXT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d81400000862000000000000,HitBox Edition Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000632500002605000000000000,HJD X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00000a00000000000000,Hori DOA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008500000000000000,Hori Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002500000000000000,Hori Fighting Commander 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002d00000000000000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000000d0f00008400000000000000,Hori Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006201000000000000,Hori Fighting Commander Octa,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006401000000000000,Hori Fighting Commander Octa,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00005100000000000000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008600000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ba00000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008800000000000000,Hori Fighting Stick mini 4 PS3,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +030000000d0f00008700000000000000,Hori Fighting Stick mini 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000000d0f00001000000000000000,Hori Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003200000000000000,Hori Fightstick 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c000000000000000,Hori Fightstick 4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00000d00000000000000,Hori Fightstick EX2,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00003701000000000000,Hori Fightstick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Windows, +030000000d0f00004000000000000000,Hori Fightstick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002100000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002700000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000a000000000000000,Hori Grip TAC4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b13,x:b0,y:b3,platform:Windows, +030000000d0f0000a500000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000000d0f0000a600000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000000d0f00000101000000000000,Hori Mini Hatsune Miku FT,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005400000000000000,Hori Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00000900000000000000,Hori Pad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004d00000000000000,Hori Pad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003801000000000000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Windows, +030000000d0f00009200000000000000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002301000000000000,Hori PS4 Controller Light,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00001100000000000000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002600000000000000,Hori Real Arcade Pro 3P,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004b00000000000000,Hori Real Arcade Pro 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006f00000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00007000000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003d00000000000000,Hori Real Arcade Pro N3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b4,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b6,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000ae00000000000000,Hori Real Arcade Pro N4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008c00000000000000,Hori Real Arcade Pro P4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000aa00000000000000,Hori Real Arcade Pro S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000d800000000000000,Hori Real Arcade Pro S,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00002200000000000000,Hori Real Arcade Pro V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005b00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005c00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000af00000000000000,Hori Real Arcade Pro VHS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001b00000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000002f5000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00009c00000000000000,Hori TAC Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c900000000000000,Hori Taiko Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006400000000000000,Horipad 3TP,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001300000000000000,Horipad 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005500000000000000,Horipad 4 FPS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006e00000000000000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006600000000000000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000000d0f00004200000000000000,Horipad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f5000000000000,Horipad EXT2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c100000000000000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000f600000000000000,Horipad Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows, +03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows, +03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows, +03000000242e00006a48000000000000,Hyperkin RetroN Sq,a:b3,b:b7,back:b5,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b0,rightshoulder:b1,start:b4,x:b2,y:b6,platform:Windows, +03000000242f00000a20000000000000,Hyperkin Scout,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows, +03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows, +03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005c0a00000285000000000000,iDroidCon,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b6,platform:Windows, +03000000696400006964000000000000,iDroidCon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000511d00000230000000000000,iGUGU Gamecore,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b1,leftstick:b4,lefttrigger:b3,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b2,platform:Windows, +03000000b50700001403000000000000,Impact Black,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +030000006f0e00002401000000000000,Injustice Fightstick PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000830500005130000000000000,InterAct ActionPad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000ef0500000300000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000230000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000030000000000000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000fd0500003902000000000000,InterAct Hammerhead,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,rightshoulder:b7,rightstick:b5,righttrigger:b9,start:b10,x:b0,y:b1,platform:Windows, +03000000fd0500002a26000000000000,InterAct Hammerhead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500002f26000000000000,InterAct Hammerhead FX,a:b4,b:b5,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b1,y:b2,platform:Windows, +03000000fd0500005302000000000000,InterAct ProPad,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000ac0500002c02000000000000,Ipega Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000204000000000000,Ipega PG9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000304000000000000,Ipega PG9087,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows, +030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000250900000017000000000000,Joypad Adapter,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows, +03000000bd12000003c0000000000000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ff1100004033000000000000,JPD FFB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a2,start:b15,x:b3,y:b0,platform:Windows, +03000000242f00002d00000000000000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00008a00000000000000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +03000000c4100000c082000000000000,KADE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000828200000180000000000000,Keio,a:b4,b:b5,back:b8,leftshoulder:b2,lefttrigger:b3,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000bd12000001e0000000000000,Leadership,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00000103000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00000104000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008f0e00001300000000000000,Logic3,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows, +030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001dc2000000000000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001ec2000000000000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000019c2000000000000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d0400001ac2000000000000,Logitech Precision,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000009c2000000000000,Logitech WingMan,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000bc2000000000000,Logitech WingMan Action Pad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:a5~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:a2~,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000ac2000000000000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000380700005645000000000000,Lynx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000222200006000000000000000,Macally,a:b1,b:b2,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700003888000000000000,Mad Catz Arcade Fightstick TE S Plus PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008532000000000000,Mad Catz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006352000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006652000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005032000000000000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005082000000000000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000380700008031000000000000,Mad Catz FightStick Alpha PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000003807000038b7000000000000,Mad Catz Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008433000000000000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008483000000000000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000380700008134000000000000,Mad Catz Fightstick TE2 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008184000000000000,Mad Catz Fightstick TE2 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000380700006252000000000000,Mad Catz Micro CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008232000000000000,Mad Catz PlayStation Brawlpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008731000000000000,Mad Catz PlayStation Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000003807000056a8000000000000,Mad Catz PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700001888000000000000,Mad Catz SFIV Fightstick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700008081000000000000,Mad Catz SFV Arcade Fightstick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000380700001847000000000000,Mad Catz Street Fighter 4 Xbox 360 FightStick,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows, +030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000242e0000f500000000000000,Mayflash N64 Adapter,a:b2,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows, +03000000242f0000f400000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows, +03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows, +030000008f0e00001030000000000000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000790000000318000000000000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002418000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows, +0300000079000000ae18000000000000,Mega Drive Controller,a:b0,b:b1,back:b7,dpdown:b14,dpleft:b15,dpright:b13,dpup:b2,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c0160000990a000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,righttrigger:b2,start:b3,platform:Windows, +030000005e0400002800000000000000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Windows, +030000005e0400000300000000000000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400000700000000000000,Microsoft SideWinder,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +030000005e0400000e00000000000000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400002700000000000000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Windows, +03000000280d00000202000000000000,Miller Lite Cantroller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b5,x:b2,y:b3,platform:Windows, +03000000ad1b000023f0000000000000,MLG,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a6,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000ad1b00003ef0000000000000,MLG Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700006382000000000000,MLG PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000004523000015e0000000000000,Mobapad Chitu HD,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000491900000904000000000000,Mobapad Chitu HD,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ffff00000000000000000000,Mocute M053,a:b3,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b11,leftstick:b7,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b6,righttrigger:b4,rightx:a3,righty:a4,start:b8,x:b1,y:b0,platform:Windows, +03000000d6200000e589000000000000,Moga 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000007162000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000ad0d000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400002a89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400002b89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001a89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001b89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows, +03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows, +030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +0300000085320000170d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +0300000085320000190d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000006b140000100d000000000000,Nacon Revolution Infinity PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000006b140000080d000000000000,Nacon Revolution Unlimited Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000bd12000001c0000000000000,Nebular,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000eb0300000000000000000000,NeGcon Adapter,a:a2,b:b13,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,lefttrigger:a4,leftx:a1,righttrigger:b11,start:b3,x:a3,y:b12,platform:Windows, +0300000038070000efbe000000000000,NEO SE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000092120000474e000000000000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Windows, +03000000921200004b46000000000000,NES 2 port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows, +03000000000f00000100000000000000,NES Controller,a:b1,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000921200004346000000000000,NES Controller,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000790000004518000000000000,NEXILUX GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000045000000000000,Nexus,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Windows, +03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows, +030000007e0500001920000000000000,NSO N64 Controller,+rightx:b8,+righty:b2,-rightx:b3,-righty:b7,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Windows, +030000007e0500001720000000000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Windows, +03000000550900001472000000000000,NVIDIA Controller,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows, +03000000550900001072000000000000,NVIDIA Shield,a:b9,b:b8,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b3,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b2,righttrigger:a4,rightx:a2,righty:a5,start:b0,x:b7,y:b6,platform:Windows, +030000005509000000b4000000000000,NVIDIA Virtual,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000288000000000000,Nyko Air Flo Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000004b120000014d000000000000,NYKO Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000d62000001d57000000000000,Nyko Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000791d00000900000000000000,Nyko Playpad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000782300000a10000000000000,Onlive Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows, +030000000d0f00000401000000000000,Onyx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000001fd000000000000,Onza CE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a3,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000000fd000000000000,Onza TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +0300000009120000072f000000000000,OrangeFox86 DreamPicoPort,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:-a2,leftx:a0,lefty:a1,righttrigger:-a5,start:b11,x:b3,y:b4,platform:Windows, +03000000362800000100000000000000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows, +03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00008501000000000000,PDP Fightpad Pro GameCube Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00000901000000000000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008901000000000000,PDP Realmz Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows, +03000000d620000011a7000000000000,PowerA Core Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000dd62000015a7000000000000,PowerA Fusion Nintendo Switch Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d620000012a7000000000000,PowerA Fusion Nintendo Switch Fight Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000dd62000016a7000000000000,PowerA Fusion Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d620000013a7000000000000,PowerA Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d62000003340000000000000,PowerA OPS Pro Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000d62000002640000000000000,PowerA OPS Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +0300000062060000d570000000000000,PowerA PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d620000014a7000000000000,PowerA Spectra Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000084ca000000000000,Precision,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000d62000009557000000000000,Pro Elite PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c62400001a53000000000000,Pro Ex Mini,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000009f31000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d6200000c757000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000110e000000000000,Pro5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000100000000000000,PS1 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00007530000000000000,PS1 Controller,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000300000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000250900000088000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900006888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b6,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000151a00006222000000000000,PS2 Dual Plus Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120a00000100000000000000,PS3 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00001307000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c00001cf1000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f90e000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000250900000118000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000218000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows, +030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows, +030000004f1f00000800000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows, +03000000888800000804000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows, +030000008f0e00000300000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ba2200002010000000000000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000120c00000807000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000111e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000121e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000130e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000150e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000180e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000181e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000191e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c00001e0e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000a957000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000aa57000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f21c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f31c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f41c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f51c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120c0000f70e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000120e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000160e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000001a1e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c0500005f0e000000000000,PS5 Access Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000e60c000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000f20d000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000830500005020000000000000,PSX,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Windows, +03000000300f00000111000000000000,Qanba 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00000211000000000000,Qanba 2P,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000011000000000000,Qanba Arcade Stick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows, +03000000300f00001611000000000000,Qanba Arcade Stick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +03000000222c00000025000000000000,Qanba Dragon Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000020000000000000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001211000000000000,Qanba Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001210000000000000,Qanba Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000341a00000104000000000000,Qanba Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows, +03000000222c00000223000000000000,Qanba Obsidian Arcade Stick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000023000000000000,Qanba Obsidian Arcade Stick PS4,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000008a2400006682000000000000,R1 Mobile Controller,a:b3,b:b1,back:b7,leftx:a0,lefty:a1,start:b6,x:b4,y:b0,platform:Windows, +03000000086700006626000000000000,RadioShack,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000ff1100004733000000000000,Ramox FPS Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000009b2800002300000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800006900000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800000800000000000000,Raphnet Dreamcast Adapter,a:b2,b:b1,dpdown:b5,dpleft:b6,dpright:b7,dpup:b4,lefttrigger:a2,leftx:a0,righttrigger:a3,righty:a1,start:b3,x:b10,y:b9,platform:Windows, +030000009b280000d000000000000000,Raphnet Dreamcast Adapter,a:b1,b:b0,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,lefttrigger:+a5,leftx:a0,lefty:a1,righttrigger:+a2,start:b3,x:b5,y:b4,platform:Windows, +030000009b2800006200000000000000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800003200000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800006000000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800001800000000000000,Raphnet Jaguar Adapter,a:b2,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b10,start:b3,x:b11,y:b12,platform:Windows, +030000009b2800006100000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows, +030000009b2800006300000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows, +030000009b2800000200000000000000,Raphnet NES Adapter,a:b7,b:b6,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b4,platform:Windows, +030000009b2800004400000000000000,Raphnet PS1 and PS2 Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows, +030000009b2800004300000000000000,Raphnet Saturn,a:b0,b:b1,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000009b2800000500000000000000,Raphnet Saturn Adapter 2.0,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +030000009b2800000300000000000000,Raphnet SNES Adapter,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000009b2800002600000000000000,Raphnet SNES Adapter,a:b1,b:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800002e00000000000000,Raphnet SNES Adapter,a:b1,b:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800002f00000000000000,Raphnet SNES Adapter,a:b1,b:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800005600000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800005700000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800001e00000000000000,Raphnet Vectrex Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a1,lefty:a2,x:b2,y:b3,platform:Windows, +030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +03000000790000008f18000000000000,Rapoo Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +0300000032150000a602000000000000,Razer Huntsman V3 Pro,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b12,dpright:b13,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a3,righty:a4,start:b17,x:b9,y:b10,platform:Windows, +03000000321500000204000000000000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000104000000000000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000710000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000a10000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000410000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000910000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000011000000000000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000921200004547000000000000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b6,x:b3,y:b4,platform:Windows, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +03000000830500006020000000000000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000632500007805000000000000,Retro Fighters Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +0300000003040000c197000000000000,Retrode Adapter,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000bd12000013d0000000000000,Retrolink Sega Saturn Classic Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,lefttrigger:b6,rightshoulder:b2,righttrigger:b7,start:b8,x:b3,y:b4,platform:Windows, +03000000bd12000015d0000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000341200000400000000000000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Windows, +0300000000f000000300000000000000,RetroUSB RetroPad,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +0300000000f00000f100000000000000,RetroUSB Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +03000000830500000960000000000000,Revenger,a:b0,b:b1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b5,platform:Windows, +030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000020d000000000000,Revolution Pro Controller 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000130d000000000000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001f01000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00004601000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fefa000000000000,Rock Candy Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00008701000000000000,Rock Candy Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000050b0000e318000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000e518000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00005819000000000000,ROG Chakram Core,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000181a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001a1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001c1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +030000004f04000001d0000000000000,Rumble Force,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000000d0f0000ad00000000000000,RX Gamepad,a:b0,b:b4,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b6,start:b9,x:b2,y:b1,platform:Windows, +030000008916000000fe000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000045d000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001311000000000000,Saffun Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Windows, +03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000023f6000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001201000000000000,Saitek Dual Analog,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000a30600000cff000000000000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b0,y:b1,platform:Windows, +03000000a30600000d5f000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000dff000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000018f5000000000000,Saitek P3200,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001001000000000000,Saitek P480 Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000901000000000000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b5,rightx:a3,righty:a2,x:b0,y:b1,platform:Windows, +03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a30600002106000000000000,Saitek PS1000 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000020f6000000000000,Saitek PS2700 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001101000000000000,Saitek Rumble,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000e804000000a0000000000000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c01100000252000000000000,Sanwa Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c01100004350000000000000,Sanwa Micro Grip P3,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,x:b3,y:b2,platform:Windows, +03000000411200004550000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004150000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004450000000000000,Sanwa Online Grip,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b14,x:b3,y:b4,platform:Windows, +03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000830500006120000000000000,Sanwa Smart Grip II,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000c01100000051000000000000,Satechi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows, +03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000d804000086e6000000000000,Sega Multi Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a2,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +0300000000050000289b000000000000,Sega Saturn Adapter,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows, +03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows, +03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000140300000918000000000000,SNES Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +0300000081170000960a000000000000,SNES Controller,a:b4,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b5,y:b1,platform:Windows, +03000000811700009d0a000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000008b2800000300000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000921200004653000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000008f0e00000910000000000000,Sony DualShock 2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000317300000100000000000000,Sony DualShock 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000666600006706000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows, +03000000e30500009605000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004c050000da0c000000000000,Sony PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002306000000000000,Sony PlayStation Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000f0250000c183000000000000,Sony PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d9040000160f000000000000,Sony PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000ff000000cb01000000000000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +030000004c0500003713000000000000,Sony PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000341a00000208000000000000,Speedlink 6555,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000908000000000000,Speedlink 6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700001722000000000000,Speedlink Competition Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows, +030000008f0e00000800000000000000,Speedlink Strike FX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000591000000000000,Speedlink Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000de280000fc11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000de280000ff11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c0000160e000000000000,Steel Play Metaltech PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows, +03000000380700003847000000000000,Street Fighter Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +030000001f08000001e4000000000000,Super Famicom Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000418000000000000,Super Famicom Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000341200001300000000000000,Super Racer,a:b2,b:b3,back:b8,leftshoulder:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b7,x:b0,y:b1,platform:Windows, +03000000457500002211000000000000,Szmy Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ab1000000000000,T16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows, +030000000d0f00007b00000000000000,TAC GEAR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000e40a00000307000000000000,Taito Egret II Mini Control Panel,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Windows, +03000000e40a00000207000000000000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Windows, +03000000d814000001a0000000000000,TE Kitty,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000790000001c18000000000000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000790000002601000000000000,TGZ Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000591c00002600000000000000,THEGamepad,a:b2,b:b1,back:b6,leftx:a0,lefty:a1,start:b7,x:b3,y:b0,platform:Windows, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ed0000000000000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000008d0000000000000,Thrustmaster Ferrari 150 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows, +030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000003d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000009d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000088ca000000000000,Thunderpad,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000666600000288000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000666600000488000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004f04000007d0000000000000,TMini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000571d00002100000000000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Windows, +03000000571d00002000000000000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100000055000000000000,Tronsmart,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows, +03000000411200000450000000000000,Twin Shock,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows, +03000000d90400000200000000000000,TwinShock PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000151900005678000000000000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000000b0400003065000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00006e00000000000000,USB Controller,a:b1,b:b4,back:b10,leftshoulder:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b3,platform:Windows, +03000000300f00000701000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000341a00002308000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000666600000188000000000000,USB Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000203000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000790000000a00000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000b404000081c6000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001503000000000000,USB Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000bd12000012d0000000000000,USB Controller,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000ff1100004133000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002305000000000000,USB Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000882800000305000000000000,V5 Game Pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,x:b2,y:b3,platform:Windows, +03000000790000001a18000000000000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000001b18000000000000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000302000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000006f0e00000702000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:a3,righty:a4,start:b4,x:b2,y:b3,platform:Windows, +03000000120c0000ab57000000000000,Warrior Joypad JS083,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000007e0500003003000000000000,Wii U Pro,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b6,leftstick:b11,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b12,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +0300000032150000030a000000000000,Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000032150000140a000000000000,Wolverine,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002e160000efbe000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +03000000380700001647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002045000000000000,Xbox 360 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700002644000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a5,start:b8,x:b2,y:b3,platform:Windows, +03000000380700002647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000003807000026b7000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a7,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400001907000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400009102000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000001fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000016f0000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400000053000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fdfa000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002847000000000000,Xbox 360 Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000a102000000000000,Xbox 360 Wireless Receiver,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000a88000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000120c00001088000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2~,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5~,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002a0600002000000000000000,Xbox Controller,a:b0,b:b1,back:b13,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b5,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b15,righttrigger:b7,rightx:a2,righty:a5,start:b12,x:b2,y:b3,platform:Windows, +03000000380700001645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700002645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700008645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000202000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008502000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008702000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008902000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b8,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b9,righttrigger:b4,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400000c0b000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000fd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ff02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000a802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000c802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400003a54000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000130b000000000000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000450c00002043000000000000,Xeox SL6556BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00000300000000000000,XGear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000e0ff00000201000000000000,Xiaomi Black Shark (L),back:b0,dpdown:b11,dpleft:b9,dpright:b10,dpup:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,platform:Windows, +03000000172700004431000000000000,Xiaomi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000172700003350000000000000,Xiaomi XMGP01YM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000005060000000000000,Xiaomi XMGP01YM,+lefty:+a2,+righty:+a5,-lefty:-a1,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000340000000000000,Xterminator Digital Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:-a4,lefttrigger:+a4,leftx:a0,lefty:a1,paddle1:b7,paddle2:b6,rightshoulder:b5,rightstick:b9,righttrigger:b2,rightx:a3,righty:a5,start:b8,x:b3,y:b4,platform:Windows, +030000002c3600000100000000000000,Yawman Arrow,+rightx:h0.2,+righty:h0.4,-rightx:h0.8,-righty:h0.1,a:b4,b:b5,back:b6,dpdown:b15,dpleft:b14,dpright:b16,dpup:b13,leftshoulder:b10,leftstick:b0,lefttrigger:-a4,leftx:a0,lefty:a1,paddle1:b11,paddle2:b12,rightshoulder:b8,rightstick:b9,righttrigger:+a4,start:b3,x:b1,y:b2,platform:Windows, +03000000790000004f18000000000000,ZDT Android Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00000500000000000000,Zeroplus Adapter,a:b2,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000120c0000101e000000000000,Zeroplus P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, + +# Mac OS X +030000008f0e00000300000009010000,2 In 1 Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000031000001000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000531000000020000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006a28000000010000,8BitDo GameCube,a:b0,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b9,paddle2:b8,rightshoulder:b10,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b1,y:b4,platform:Mac OS X, +03000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001251000000020000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000020000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000a30c00002400000006020000,8BitDo M30,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,guide:b9,leftshoulder:b6,lefttrigger:b5,rightshoulder:b4,righttrigger:b7,start:b8,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00005106000000010000,8BitDo M30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,lefttrigger:a5,rightshoulder:b7,righttrigger:a4,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00002090000000010000,8BitDo Micro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00001590000001000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006928000000010000,8BitDo N64,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00002590000000010000,8BitDo NEOGEO,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00002590000001000000,8BitDo NEOGEO,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00002690000000010000,8BitDo NEOGEO,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b10,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +030000003512000012ab000001000000,8BitDo NES30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d000012ab000001000000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00002028000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000022000000090000001000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 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P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000660000000020000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000131000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000231000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000331000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000431000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Mac OS X, +03000000c82d00003028000000010000,8Bitdo SFC30 Gamepad,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000102800000900000000000000,8BitDo SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000351000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001290000001000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00004028000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000260000001000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001b30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001d30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001530000001000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001630000001000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001730000001000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001130000000020000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001330000001000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001330000000020000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a00500003232000009010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001890000001000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000491900001904000001010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +0300000008100000e501000019040000,Anbernic Handheld,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a4,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000373500004610000001000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a30c00002700000003030000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000a30c00002800000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000503200000110000045010000,Atari VCS Classic,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X, +03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X, +03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X, +030000008a3500000102000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X, +030000008a3500000201000000010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000008a3500000202000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X, +030000008a3500000402000000010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000008a3500000302000000010000,Backbone One PlayStation Edition,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X, +03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000120c0000200e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000120c0000210e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d8140000cecf000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000a306000022f6000001030000,Cyborg V3 Rumble Pad PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X, +030000006f0e00008401000003010000,Faceoff Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X, +03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000ac0500001a06000002020000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000c01100000140000000010000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000102000000000000,GameStop Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000ff1100003133000007010000,GameWare PC Control Pad,a:b2,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Mac OS X, +03000000d11800000094000000010000,Google Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000007d0400000540000001010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000280400000140000000020000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000007010000,GreenAsia Joystick,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Mac OS X, +030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008400000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008500000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000341a00000302000014010000,Hori Fighting Stick Mini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008800000000010000,Hori Fighting Stick mini 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008700000000010000,Hori Fighting Stick mini 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000000d0f00004d00000000000000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X, +030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000aa00000072050000,Hori Real Arcade Pro for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000000d0f00000002000017010000,Hori Split Pad Fit,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00000002000015010000,Hori Switch Split Pad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006e00000000010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000000000,Horipad FPS Plus 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000ee00000000010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000c100000072050000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242e0000ff0b000000010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Mac OS X, +03000000790000004e95000000010000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Mac OS X, +03000000830500006020000000000000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X, +03000000ef0500000300000000020000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Mac OS X, +03000000fd0500000030000010010000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Mac OS X, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000242f00002d00000007010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006d04000019c2000000000000,Logitech Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000000000,Logitech F310,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006d04000018c2000000010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005032000000010000,Mad Catz PS3 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700008433000000010000,Mad Catz PS3 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005082000000010000,Mad Catz PS4 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000380700008483000000010000,Mad Catz PS4 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +0300000049190000020400001b010000,Manba One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000790000000600000007010000,Marvo GT-004,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000008f0e00001330000011010000,Mayflash Controller Adapter,a:b2,b:b4,back:b16,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b12,lefttrigger:b16,leftx:a0,lefty:a2,rightshoulder:b14,rightx:a6~,righty:a4,start:b18,x:b0,y:b6,platform:Mac OS X, +03000000790000004318000000010000,Mayflash GameCube Adapter,a:b4,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X, +0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00001030000011010000,Mayflash Saturn Adapter,a:b0,b:b2,dpdown:b28,dpleft:b30,dpright:b26,dpup:b24,leftshoulder:b10,lefttrigger:b14,rightshoulder:b12,righttrigger:b4,start:b18,x:b6,y:b8,platform:Mac OS X, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X, +03000000790000000318000000010000,Mayflash Wii DolphinBar,a:b8,b:b12,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b44,leftshoulder:b16,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b4,platform:Mac OS X, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +03000000790000000018000000010000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +030000005e0400002800000002010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Mac OS X, +030000005e0400000300000006010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Mac OS X, +030000005e0400000700000006010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Mac OS X, +030000005e0400002700000001010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Mac OS X, +030000004523000015e0000072050000,Mobapad Chitu HD,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400002b89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000632500007505000000020000,NeoGeo mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X, +030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +030000007e0500000920000010020000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:Mac OS X, +050000007e05000009200000ff070000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:Mac OS X, +030000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Mac OS X, +030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X, +030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000011a7000000020000,PowerA Core Plus Gamecube Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000d620000011a7000010050000,PowerA Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000100800000300000006010000,PS2 Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000072050000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +0300004b4c0500005f0e000000010000,PS5 Access Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000005e040000e002000001000000,PXN P30 Pro Mobile,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000222c00000225000000010000,Qanba Dragon Arcade Joystick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000222c00000020000000010000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000009b2800005600000020020000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Mac OS X, +030000009b2800008000000022020000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Mac OS X, +030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000321500000204000000010000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000104000000010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000321500000010000000010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000321500000011000000010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000632500008005000000010000,Redgear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000921200004547000000020000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b2,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,lefttrigger:b14,rightshoulder:b10,righttrigger:b4,start:b12,x:b6,y:b8,platform:Mac OS X, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000001100000005010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000830500006020000000010000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Mac OS X, +0300000003040000c197000000000000,Retrode Adapter,a:b0,b:b4,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Mac OS X, +03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000341200000400000000000000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Mac OS X, +030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c0500006802000002100000,Rii RK707,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b3,righttrigger:b9,rightx:a2,righty:a3,start:b1,x:b15,y:b12,platform:Mac OS X, +030000006f0e00008701000005010000,Rock Candy Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000c6240000fefa000000000000,Rock Candy PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000e804000000a000001b010000,Samsung EIGP20,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b11,leftx:a1,lefty:a3,rightshoulder:b12,rightx:a4,righty:a5,start:b16,x:b7,y:b9,platform:Mac OS X, +03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Mac OS X, +03000000a30c00002500000006020000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Mac OS X, +03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X, +03000000b40400000a01000000000000,Sega Saturn,a:b0,b:b1,back:b5,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X, +030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X, +030000004c050000a00b000000000000,Sony DualShock 4 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000666600006706000088020000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X, +030000004c050000da0c000000010000,Sony PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500003713000000010000,Sony PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +05000000484944204465766963650000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000e40a00000307000001000000,Taito Egret II Mini Control Panel,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Mac OS X, +03000000e40a00000207000001000000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Mac OS X, +03000000790000001c18000000010000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000591c00002600000021000000,THEGamepad,a:b2,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Mac OS X, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X, +030000004f0400000ed0000000020000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X, +03000000571d00002100000021000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Mac OS X, +03000000bd12000015d0000000010000,Tomee Retro Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000bd12000015d0000000000000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000571d00002000000021000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005f140000c501000000020000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X, +03000000632500002605000000010000,Uberwith Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000151900005678000010010000,Uniplay U6,a:b3,b:b6,back:b25,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,leftstick:b31,lefttrigger:b21,leftx:a1,lefty:a3,rightshoulder:b19,rightstick:b33,righttrigger:b23,rightx:a4,righty:a5,start:b27,x:b11,y:b13,platform:Mac OS X, +030000006f0e00000302000025040000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000702000003060000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X, +050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000104000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000c6240000045d000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000050b000003090000,Xbox Elite Controller Series 2,a:b0,b:b1,back:b31,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b53,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000013050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000015050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400003a54000000000000,Xbox One PowerA Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000007050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000022050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000220b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000120c0000100e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000101e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, + +# Linux +03000000c82d00000031000011010000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000631000000010000,8BitDo Adapter 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000021000000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006a28000000010000,8BitDo GameCube,a:b0,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b9,paddle2:b8,rightshoulder:b10,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b1,y:b4,platform:Linux, +03000000c82d00001251000011010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001151000011010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000650000011010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000a20000000020000,8BitDo M30 Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00002090000011010000,8BitDo Micro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00002090000000010000,8BitDo Micro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00006928000011010000,8BitDo N64,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux, +05000000c82d00006928000000010000,8BitDo N64,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux, +05000000c82d00002590000001000000,8BitDo NEOGEO,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000008000000210000011010000,8BitDo NES30,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000c82d00000310000011010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00008010000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +03000000022000000090000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000190000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000203800000900000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00002038000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000660000011010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001030000011010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000020000000000000,8BitDo Pro 2 for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +06000000c82d00000020000006010000,8BitDo Pro 2 for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000131000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000231000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000331000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000431000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Linux, +03000000c82d00000060000011010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000060000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000061000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +030000003512000012ab000010010000,8BitDo SFC30,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux, 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Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000160000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001290000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000260000011010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000202800000900000000010000,8BitDo SNES30,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000a31000014010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00001d30000011010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00001b30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001530000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001630000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001730000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001130000011010000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000631000010010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000760000011010000,8BitDo Ultimate Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001230000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001330000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000631000014010000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +05000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c01100000355000011010000,Acrux Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00008801000011010000,Afterglow Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000013020000,Afterglow Prismatic Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001302000000010000,Afterglow Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000020060000,Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000100000008200000011010000,Akishop Customs PS360,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000007c1800000006000010010000,Alienware Dual Compatible Game PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000491900000204000021000000,Amazon Fire Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b17,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000491900001904000011010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +05000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +0300000008100000e501000001010000,Anbernic Handheld,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a4,start:b11,x:b3,y:b4,platform:Linux, +03000000020500000913000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000373500000710000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000373500004610000001000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000a30c00002800000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +03000000050b00000579000011010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b36,paddle1:b52,paddle2:b53,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b21,paddle1:b22,paddle2:b23,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000110000011010000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000044010000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000046010000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +03000000503200000210000011010000,Atari VCS Modern Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000045010000,Atari VCS Modern Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000046010000,Atari VCS Modern Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:-a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +030000008a3500000201000011010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000008a3500000202000011010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000008a3500000302000011010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000008a3500000402000011010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c62400001b89000011010000,BDA MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000d62000002a79000011010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000c21100000791000011010000,Be1 GC101 Controller 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000c31100000791000011010000,Be1 GC101 Controller 1.03,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e0400008e02000003030000,Be1 GC101 Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000bc2000004d50000011010000,Beitong A1T2 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000bc2000000055000001000000,Betop AX1 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000006412000011010000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b30,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006b1400000209000011010000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000300e000011010000,Brook Audio Fighting Board PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000310e000011010000,Brook Audio Fighting Board PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000120c0000200e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000120c0000210e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000120c0000f70e000011010000,Brook Universal Fighting Board,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000af1e00002400000010010000,Clockwork Pi DevTerm,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b9,x:b3,y:b0,platform:Linux, +030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux, +03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux, +03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +030000005e0400008e02000002010000,Data Frog S80,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00009100000000010000,EasySMX ESM-9101,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006e0500000320000010010000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00008401000011010000,Faceoff Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00008101000011010000,Faceoff Deluxe Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00008001000011010000,Faceoff Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03005036852100000201000010010000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +05000000b40400001224000001010000,Flydigi APEX 4,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b20,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ac0500001a06000011010000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008f0e00000800000010010000,Gasia PlayStation Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000451300000010000010010000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +190000004b4800000010000000010000,GO-Advance Controller,a:b1,b:b0,back:b10,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,leftshoulder:b4,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b13,start:b15,x:b2,y:b3,platform:Linux, +190000004b4800000010000001010000,GO-Advance Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b13,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b16,righttrigger:b15,start:b17,x:b2,y:b3,platform:Linux, +190000004b4800000011000000010000,GO-Super Gamepad,a:b0,b:b1,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b3,y:b2,platform:Linux, +03000000f0250000c183000010010000,Goodbetterbest Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d11800000094000011010000,Google Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000d11800000094000000010000,Google Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000001010000,GPD Win Max 2 6800U Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000007d0400000540000000010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000280400000140000000010000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000610000000010000,GreenAsia Electronics Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux, +030000008f0e00001200000010010000,GreenAsia Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +06000000adde0000efbe000002010000,Hidromancer Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d81400000862000011010000,HitBox PS3 PC Analog Mode,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux, +03000000c9110000f055000011010000,HJC Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00006d00000020010000,Hori EDGE 301,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:+a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008400000011010000,Hori Fighting Commander,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005f00000011010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005e00000011010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000000d0f00005001000009040000,Hori Fighting Commander Octa Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008500000010010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008600000002010000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00003701000013010000,Hori Fighting Stick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b3,y:b2,platform:Linux, +030000000d0f00008800000011010000,Hori Fighting Stick mini 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008700000011010000,Hori Fighting Stick mini 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,rightstick:b11,righttrigger:a4,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000000d0f00001000000011010000,Hori Fightstick 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000003f5000033050000,Hori Fightstick VX,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b8,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00004d00000011010000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00003801000011010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Linux, +030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001100000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00002200000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006a00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006b00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001600000000010000,Hori Real Arcade Pro EXSE,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f0000aa00000011010000,Hori Real Arcade Pro for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000000d0f00008501000017010000,Hori Split Pad Fit,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008501000015010000,Hori Switch Split Pad Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00006e00000011010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006600000011010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000000d0f0000ee00000011010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000c100000011010000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006700000001010000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f0000ab01000011010000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc2:b2,paddle1:b19,paddle2:b18,paddle3:b15,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000000d0f00009601000091000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc2:b2,paddle1:b19,paddle2:b18,paddle3:b15,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000000d0f0000f600000001000000,Horipad Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux, +03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux, +03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux, +03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000830500006020000010010000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +030000008f0e00001330000001010000,iCode Retro Adapter,b:b3,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b1,start:b7,x:b2,y:b0,platform:Linux, +050000006964726f69643a636f6e0000,idroidcon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700001503000010010000,Impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000d80400008200000003000000,IMS PCU0,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux, +03000000120c00000500000010010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000ef0500000300000000010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000fd0500000030000000010000,InterAct GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000fd0500002a26000000010000,InterAct HammerHead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +0500000049190000020400001b010000,Ipega PG 9069,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000632500007505000011010000,Ipega PG 9099,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +0500000049190000030400001b010000,Ipega PG9099,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000491900000204000000000000,Ipega PG9118,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000300f00001101000010010000,Jess Tech Colour Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000300f00001001000010010000,Jess Tech Dual Analog Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000ba2200002010000001010000,Jess Technology Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +050000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +03000000bd12000003c0000010010000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f00002d00000011010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00008a00000011010000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d040000d1ca000011010000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001dc2000014400000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000019200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000020200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000019c2000011010000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001fc2000005030000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux, +030000006d0400000ac2000010010000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux, +05000000380700006652000025010000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008532000010010000,Mad Catz Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005032000011010000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005082000011010000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000380700008031000011010000,Mad Catz FightStick Alpha PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008081000011010000,Mad Catz FightStick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008034000011010000,Mad Catz Fightstick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008084000011010000,Mad Catz Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000380700008433000011010000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008483000011010000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000380700001888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700003888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700001647000010040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000380700003847000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000120c00000500000000010000,Manta DualShock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000008f0e00001330000010010000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +03000000790000004318000010010000,Mayflash GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f0000f700000001010000,Mayflash Magic S Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008f0e00001030000010010000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux, +0300000025090000e803000001010000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +03000000790000000018000011010000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000b50700004f00000000010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux, +030000005e0400000300000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux, +030000005e0400000700000000010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux, +030000005e0400000e00000000010000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux, +030000005e0400002700000000010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Linux, +030000005e0400008502000000010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008902000021010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008e02000001000000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.1,dpleft:h0.2,dpright:h0.8,dpup:h0.4,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000004010000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000056210000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000062230000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000001010000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000dd02000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000008040000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea0200000f050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000000b000007040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b12,paddle2:b14,paddle3:b13,paddle4:b15,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b12,paddle2:b14,paddle3:b13,paddle4:b15,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e0400008e02000030110000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000b050000,Microsoft Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b000001050000,Microsoft Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +03000000790000001c18000010010000,Mobapad Chitu HD,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000004d4f435554452d3035335800,Mocute 053X,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +05000000e80400006e0400001b010000,Mocute 053X M59,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000004d4f435554452d3035305800,Mocute 054X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000d6200000e589000001000000,Moga 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000c62400002b89000011010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400001a89000000010000,MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000250900006688000000010000,MP8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000f70600000100000000010000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Linux, +030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux, +03000000790000004518000010010000,Nexilux GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Linux, +060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux, +03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux, +060000004e696e74656e646f20537700,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +060000007e0500000820000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000004c69632050726f20436f6e00,Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000620000001800000,Nintendo Switch Left Joy-Con,a:b16,b:b15,back:b4,leftshoulder:b6,leftstick:b12,leftx:a1,lefty:a0~,rightshoulder:b8,start:b9,x:b14,y:b17,platform:Linux, +030000007e0500000920000000026803,Nintendo Switch Pro Controller,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Linux, +030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux, +05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux, +030000007e0500001920000011810000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux, +050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux, +050000007e0500001920000001800000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux, +030000007e0500001720000011810000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b8,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500001720000001800000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000550900001472000011010000,NVIDIA Controller,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +05000000550900001472000001000000,NVIDIA Controller,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +030000004b120000014d000000010000,NYKO Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +19000000010000000100000001010000,ODROID Go 2,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux, +19000000010000000200000011000000,ODROID Go 2,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux, +05000000362800000100000002010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000003010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000004010000,OUYA Controller,a:b0,b:b3,back:b14,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,start:b16,x:b1,y:b2,platform:Linux, +03000000830500005020000010010000,Padix Rockfire PlayStation Bridge,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Linux, +03000000ff1100003133000010010000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e0000b802000001010000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000b802000013020000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000d702000006640000,PDP Black Camo Wired Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b13,dpup:b14,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003101000000010000,PDP EA Sports Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008501000011010000,PDP Fightpad Pro Gamecube Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00002801000011010000,PDP PS3 Rock Candy Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000901000011010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00002f01000011010000,PDP Wired PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000004f9000000010000,PDP Xbox 360 Versus Fighting,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000f102000000000000,PDP Xbox Atomic,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000a802000023020000,PDP Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e0000a702000023020000,PDP Xbox One Raven Black,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000d802000006640000,PDP Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000ef02000007640000,PDP Xbox Series Kinetic Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000540000001010000,PowerA Advantage Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d620000011a7000011010000,PowerA Core Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000dd62000015a7000011010000,PowerA Fusion Nintendo Switch Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000012a7000011010000,PowerA Fusion Nintendo Switch Fight Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d62000000140000001010000,PowerA Fusion Pro 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000dd62000016a7000000000000,PowerA Fusion Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400001a53000000010000,PowerA Mini Pro Ex,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d620000013a7000011010000,PowerA Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000014a7000011010000,PowerA Spectra Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400001a58000001010000,PowerA Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000220000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +03000000d62000000228000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400001a54000001010000,PowerA Xbox One Mini Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000240000001010000,PowerA Xbox One Spectra Infinity,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000520000050010000,PowerA Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000b20000001010000,PowerA Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000250900000017000010010000,PS/SS/N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b5,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2~,righty:a3,start:b8,platform:Linux, +03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000005f1400003102000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00001402000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000300000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +050000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000800000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +05000000504c415953544154494f4e00,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +060000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000c405000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +0300004b4c0500005f0e000011010000,PS5 Access Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000e60c000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000e60c000011810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000f20d000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000f20d000011810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000e60c000000810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000f20d000000810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +03000000300f00001211000011010000,Qanba Arcade Joystick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux, +03000000222c00000225000011010000,Qanba Dragon Arcade Joystick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000025000011010000,Qanba Dragon Arcade Joystick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000222c00001220000011010000,Qanba Drone 2 Arcade Joystick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00001020000011010000,Qanba Drone 2 Arcade Joystick PS5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000020000011010000,Qanba Drone Arcade PS4 Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000300f00001210000010010000,Qanba Joystick Plus,a:b0,b:b1,back:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,start:b9,x:b2,y:b3,platform:Linux, +03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000023000011010000,Qanba Obsidian Arcade Joystick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000009b2800000300000001010000,Raphnet 4nes4snes,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux, +030000009b2800004200000001010000,Raphnet Dual NES Adapter,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Linux, +0300132d9b2800006500000000000000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +0300132d9b2800006500000001010000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800003200000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800006000000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800008000000020020000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux, +03000000f8270000bf0b000011010000,Razer Kishi,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000204000011010000,Razer Panthera PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000104000011010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000321500000810000011010000,Razer Panthera PS4 Evo Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000321500000010000011010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000321500000a10000001000000,Razer Raiju Tournament Edition,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000011000011010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000b10000011010000,Razer Wolverine PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +0300000032150000140a000001010000,Razer Wolverine Ultimate Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f0000c100000010010000,Retro Bit Legacy16,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b12,leftshoulder:b4,lefttrigger:b6,misc1:b13,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000c100000072056800,Retro Bit Legacy16,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b5,leftshoulder:b9,lefttrigger:+a4,misc1:b11,rightshoulder:b10,righttrigger:+a5,start:b6,x:b3,y:b2,platform:Linux, +03000000790000001100000010010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Linux, +0300000003040000c197000011010000,Retrode Adapter,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux, +190000004b4800000111000000010000,RetroGame Joypad,a:b1,b:b0,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux, +0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +00000000526574726f53746f6e653200,RetroStone 2 Controller,a:b1,b:b0,back:b10,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,x:b4,y:b3,platform:Linux, +03000000341200000400000000010000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Linux, +030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008701000011010000,Rock Candy Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c6240000fefa000000010000,Rock Candy Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001311000011010000,Saffun Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Linux, +03000000a306000023f6000011010000,Saitek Cyborg PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000a30600001005000000010000,Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux, +03000000a30600000701000000010000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000a30600000cff000010010000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b0,y:b1,platform:Linux, +03000000a30600000d5f000010010000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000a30600000c04000011010000,Saitek P2900,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux, +03000000a306000018f5000010010000,Saitek P3200 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux, +03000000a30600000b04000000010000,Saitek P990 Dual Analog,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000a306000020f6000011010000,Saitek PS2700 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +05000000e804000000a000001b010000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux, +03000000952e00004b43000011010000,Scuf Envision,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000952e00004d43000011010000,Scuf Envision,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000952e00004e43000011010000,Scuf Envision,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux, +03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux, +03000000790000002201000011010000,Sega Saturn,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +03000000b40400000a01000000010000,Sega Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux, +03000000632500002305000010010000,ShanWan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000632500002605000010010000,Shanwan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000632500007505000010010000,Shanwan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000010010000,Shanwan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000f025000021c1000010010000,Shanwan Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000341a00000908000010010000,SL6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000004b2900000430000011000000,Snakebyte Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000004c050000cc09000001000000,Sony DualShock 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000666600006706000000010000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux, +030000004c050000da0c000011010000,Sony PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d9040000160f000000010000,Sony PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000ff000000cb01000010010000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +030000004c0500003713000011010000,Sony PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000250900000500000000010000,Sony PS2 pad with SmartJoy Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000512000010010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux, +03000000de2800000512000011010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,misc1:b2,paddle1:b21,paddle2:b20,paddle3:b23,paddle4:b22,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux, +03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux, +03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0500000011010000311400001b010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b32,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000ad1b000038f0000090040000,Street Fighter IV Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000003b07000004a1000000010000,Suncom SFX Plus,a:b0,b:b2,back:b7,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux, +030000001f08000001e4000010010000,Super Famicom Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +030000008f0e00000d31000010010000,SZMY Power 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000457500000401000011010000,SZMY Power DS4 Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000457500002211000010010000,SZMY Power Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000008f0e00001431000010010000,SZMY Power PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000e40a00000307000011010000,Taito Egret II Mini Control Panel,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Linux, +03000000e40a00000207000011010000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Linux, +03000000ba2200000701000001010000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Linux, +03000000790000001c18000011010000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000591c00002400000010010000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000591c00002600000010010000,THEGamepad,a:b2,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux, +030000004f04000015b3000001010000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000020b3000010010000,Thrustmaster Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000023b3000000010000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f0400000ed0000011010000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,back:b11,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b0,righttrigger:b9,start:b1,x:b3,y:b5,platform:Linux, +030000004f04000003b3000010010000,Thrustmaster Firestorm Dual Analog 2,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b9,rightx:a2,righty:a3,x:b1,y:b3,platform:Linux, +030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux, +030000004f04000004b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000026b3000002040000,Thrustmaster GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000025b000002020000,Thrustmaster GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000004f04000008d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000009d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000007d0000000010000,Thrustmaster T Mini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000012b3000010010000,Thrustmaster Vibrating Gamepad,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +03000000571d00002000000010010000,Tomee SNES Adapter,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000bd12000015d0000010010000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d814000007cd000011010000,Toodles 2008 Chimp PC PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +030000005e0400008e02000070050000,Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c01100000591000011010000,Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000680a00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000780300000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000e00d00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +06000000f51000000870000003010000,Turtle Beach Recon,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000100800000100000010010000,Twin PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000151900005678000010010000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux, +03000000790000001100000000010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux, +03000000790000001a18000011010000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000790000001b18000011010000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000302000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000006f0e00000702000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +05000000ac0500003232000001000000,VR Box Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000030060000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001503000000020000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0000000058626f782047616d65706100,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008e02000072050000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e302000002090000,Xbox One Elite,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000220b000013050000,Xbox One Elite 2 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e040000ea02000011050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000015050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000ea0200000b050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000ea0200000d050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000ea02000016050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000005050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000009050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000015050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000007050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000011050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +060000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b00000b050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000011050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000014050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000130b000017050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +060000005e040000120b00000d050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000200b000013050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000200b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000220b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000450c00002043000010010000,XEOX SL6556 BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +05000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux, +03000000c0160000e105000001010000,XinMo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux, +030000005e0400008e02000020010000,XInput Adapter,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000120c0000100e000011010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000101e000011010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, + +# Android +38653964633230666463343334313533,8BitDo Adapter,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +36666264316630653965636634386234,8BitDo Adapter 2,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b19,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38426974446f20417263616465205374,8BitDo Arcade Stick,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b5,leftshoulder:b9,lefttrigger:a4,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61393962646434393836356631636132,8BitDo Arcade Stick,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +64323139346131306233636562663738,8BitDo Arcade Stick,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +64643565386136613265663236636564,8BitDo Arcade Stick,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +33313433353539306634656436353432,8BitDo Dogbone,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38426974446f20446f67626f6e65204d,8BitDo 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Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b15,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b16,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000000610000ffff3f00,8BitDo SF30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38426974646f20534633302050726f00,8BitDo SF30 Pro,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b17,platform:Android, +61623334636338643233383735326439,8BitDo SFC30,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b31,start:b5,x:b30,y:b2,platform:Android, +05000000c82d000012900000ffff3f00,8BitDo SN30,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000062280000ffff3f00,8BitDo SN30,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +38316230613931613964356666353839,8BitDo SN30,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38426974446f20534e3330204d6f646b,8BitDo SN30,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +65323563303231646531383162646335,8BitDo SN30,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +35383531346263653330306238353131,8BitDo SN30 PP,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000c82d000001600000ffff3f00,8BitDo SN30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000002600000ffff0f00,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b17,leftshoulder:b9,leftstick:b7,lefttrigger:b15,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b16,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +36653638656632326235346264663661,8BitDo SN30 Pro Plus,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +38303232393133383836366330346462,8BitDo SN30 Pro Plus,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +38346630346135363335366265656666,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38426974446f20534e33302050726f2b,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b19,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +536f6e7920436f6d707574657220456e,8BitDo SN30 Pro Plus,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66306331643531333230306437353936,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000002028000009000000ffff3f00,8BitDo SNES30,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000003512000020ab000000780f00,8BitDo SNES30,a:b21,b:b20,back:b30,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b26,rightshoulder:b27,start:b31,x:b24,y:b23,platform:Android, +33666663316164653937326237613331,8BitDo Zero,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +38426974646f205a65726f2047616d65,8BitDo Zero,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +05000000c82d000018900000ffff0f00,8BitDo Zero 2,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000030320000ffff0f00,8BitDo Zero 2,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +33663434393362303033616630346337,8BitDo Zero 2,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +34656330626361666438323266633963,8BitDo Zero 2,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +63396666386564393334393236386630,8BitDo Zero 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +63633435623263373466343461646430,8BitDo Zero 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +32333634613735616163326165323731,Amazon Luna Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +4c696e757820342e31392e3137322077,Anbernic Handheld,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Android, +417374726f2063697479206d696e6920,Astro City Mini,a:b23,b:b22,back:b29,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b25,righttrigger:b26,start:b30,x:b24,y:b21,platform:Android, +35643263313264386134376362363435,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,start:b6,platform:Android, +32353831643566306563643065356239,Atari VCS Modern Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4f64696e20436f6e74726f6c6c657200,AYN Odin,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b14,dpright:b13,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:+a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +32303165626138343962363666346165,Brook Mars PS4 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +38383337343564366131323064613561,Brook Mars PS4 Controller,a:b1,b:b19,back:b17,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +34313430343161653665353737323365,Elecom JC-W01U,a:b23,b:b24,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +4875694a6961204a432d573031550000,Elecom JC-W01U,a:b23,b:b24,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +30363230653635633863366338623265,Evo VR,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftx:a0,lefty:a1,x:b2,y:b3,platform:Android, +05000000b404000011240000dfff3f00,Flydigi Vader 2,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000bc20000000550000ffff3f00,GameSir G3w,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34323662653333636330306631326233,Google Nexus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35383633353935396534393230616564,Google Stadia Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +476f6f676c65204c4c43205374616469,Google Stadia Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +5374616469614e3848532d6532633400,Google Stadia Controller,a:b0,b:b1,back:b15,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000d6020000e5890000dfff3f00,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +05000000d6020000e5890000dfff3f80,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a3,rightx:a4,righty:a5,start:b6,x:b2,y:b3,platform:Android, +66633030656131663837396562323935,Hori Battle,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +35623466343433653739346434636330,Hori Fighting Commander 3 Pro,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +484f524920434f2e2c4c54442e203130,Hori Fighting Commander 3 Pro,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b20,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b9,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +484f524920434f2e2c4c544420205041,Hori Gem Pad 3,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +65656436646661313232656661616130,Hori PC Engine Mini Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,start:b18,platform:Android, +31303433326562636431653534636633,Hori Real Arcade Pro 3,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +32656664353964393561366362333636,Hori Switch Split Pad Pro,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +30306539356238653637313730656134,HORIPAD Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +48797065726b696e2050616400000000,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +62333331353131353034386136626636,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +31306635363562663834633739396333,Hyperkin N64 Adapter,a:b1,b:b19,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +5368616e57616e202020202048797065,Hyperkin N64 Adapter,a:b1,b:b19,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +0500000083050000602000000ffe0000,iBuffalo SNES Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b15,rightshoulder:b16,start:b10,x:b2,y:b3,platform:Android, +5553422c322d6178697320382d627574,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,rightshoulder:b18,start:b10,x:b3,y:b2,platform:Android, +64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android, +532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android, +65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android, +33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +4a6f792d436f6e20284c290000000000,Joy-Con (L),a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +38383665633039363066383334653465,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39363561613936303237333537383931,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +4a6f792d436f6e202852290000000000,Joy-Con (R),a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39656136363638323036303865326464,JYS Aapter,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +63316564383539663166353034616434,JYS Adapter,a:b1,b:b3,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +64623163333561643339623235373232,Logitech F310,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35623364393661626231343866613337,Logitech F710,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4c6f6769746563682047616d65706164,Logitech F710,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64396331333230326333313330336533,Logitech F710,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39653365373864633935383236363438,Logitech G Cloud,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +416d617a6f6e2047616d6520436f6e74,Luna Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +4c756e612047616d6570616400000000,Luna Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30363066623539323534363639323363,Magic NS,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +31353762393935386662336365626334,Magic NS,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +39623565346366623931666633323530,Magic NS,a:b1,b:b3,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +6d6179666c617368206c696d69746564,Mayflash GameCube Adapter,a:b22,b:b21,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a5,righty:a2,start:b30,x:b23,y:b24,platform:Android, +436f6e74726f6c6c6572000000000000,Mayflash N64 Adapter,a:b1,b:b19,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +65666330633838383061313633326461,Mayflash N64 Adapter,a:b1,b:b19,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +37316565396364386635383230353365,Mayflash Saturn Adapter,a:b21,b:b22,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +4875694a696120205553422047616d65,Mayflash Saturn Adapter,a:b21,b:b22,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +535a4d792d706f776572204c54442043,Mayflash Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b31,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +30653962643666303631376438373532,Mayflash Wii DolphinBar,a:b23,b:b24,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b0,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +39346131396233376535393665363161,Mayflash Wii U Pro Adapter,a:b22,b:b23,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,leftstick:b31,lefttrigger:b27,rightshoulder:b26,rightstick:b0,righttrigger:b28,rightx:a0,righty:a1,start:b30,x:b21,y:b24,platform:Android, +31323564663862633234646330373138,Mega Drive,a:b23,b:b22,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b25,righttrigger:b26,start:b30,x:b24,y:b21,platform:Android, +37333564393261653735306132613061,Mega Drive,a:b21,b:b22,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +64363363336633363736393038313464,Mega Drive,a:b1,b:b0,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,start:b9,x:b2,y:b3,platform:Android, +33323763323132376537376266393366,Microsoft Dual Strike,a:b24,b:b23,back:b25,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b29,rightshoulder:b78,rightx:a0,righty:a1~,start:b26,x:b22,y:b21,platform:Android, +30306461613834333439303734316539,Microsoft SideWinder Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b20,lefttrigger:b9,rightshoulder:b19,righttrigger:b10,start:b17,x:b2,y:b3,platform:Android, +32386235353630393033393135613831,Microsoft Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d4f42415041442050726f2d48440000,Mobapad Chitu HD,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d4f435554452d303533582d4d35312d,Mocute 053X,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33343361376163623438613466616531,Mocute M053,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39306635663061636563316166303966,Mocute M053,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +7573622067616d657061642020202020,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Android, +050000007e05000009200000ffff0f00,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b17,y:b2,platform:Android, +34323437396534643531326161633738,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,misc1:b5,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +50726f20436f6e74726f6c6c65720000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b2,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b10,rightx:a2,righty:a3,start:b18,y:b3,platform:Android, +36326533353166323965623661303933,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +4e363420436f6e74726f6c6c65720000,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +534e455320436f6e74726f6c6c657200,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +64623863346133633561626136366634,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +050000005509000003720000cf7f3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000010720000ffff3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f00,NVIDIA Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f80,NVIDIA Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a3,rightx:a4,righty:a5,start:b6,x:b2,y:b3,platform:Android, +37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39383335313438623439373538343266,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b16,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +4f5559412047616d6520436f6e74726f,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b6,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +506572666f726d616e63652044657369,PDP PS3 Rock Candy Controller,a:b1,b:b17,back:h0.2,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +61653962353232366130326530363061,Pokken,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,rightshoulder:b20,righttrigger:b10,start:b18,x:b0,y:b2,platform:Android, +32666633663735353234363064386132,PS2,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a3,righty:a2,start:b30,x:b24,y:b21,platform:Android, +050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +536f6e7920504c415953544154494f4e,PS3 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61363034663839376638653463633865,PS3 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66366539656564653432353139356536,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66383132326164626636313737373037,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c405000000783f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c4050000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000c4050000fffe3f80,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a3,rightx:a4,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000c4050000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000fffe3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30303839663330346632363232623138,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +31326235383662333266633463653332,PS4 Controller,a:b1,b:b16,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b17,x:b0,y:b2,platform:Android, +31373231336561636235613666323035,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31663838336334393132303338353963,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34613139376634626133336530386430,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +37626233336235343937333961353732,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +37626464343430636562316661643863,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38393161636261653636653532386639,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63313733393535663339656564343962,PS4 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63393662363836383439353064663939,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65366465656364636137653363376531,PS4 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +66613532303965383534396638613230,PS4 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +050000004c050000e60c0000fffe3f00,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000e60c0000fffe3f80,PS5 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a3,rightx:a4,righty:a5,start:b16,x:b2,y:b17,platform:Android, +050000004c050000e60c0000ffff3f00,PS5 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32346465346533616263386539323932,PS5 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32633532643734376632656664383733,PS5 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +37363764353731323963323639666565,PS5 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +61303162353165316365336436343139,PS5 Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +64336263393933626535303339616332,Qanba 4RAF,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b20,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b9,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +36626666353861663864336130363137,Razer Junglecat,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000f8270000bf0b0000ffff3f00,Razer Kishi,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62653861643333663663383332396665,Razer Kishi,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000005070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000007070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000000090000bf7f3f00,Razer Serval,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +5a6869587520526574726f2042697420,Retro Bit Saturn Controller,a:b21,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b26,rightshoulder:b27,righttrigger:b28,start:b30,x:b23,y:b24,platform:Android, +32417865732031314b6579732047616d,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +36313938306539326233393732613361,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +526574726f466c616720576972656420,Retro Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,rightshoulder:b18,start:b10,x:b2,y:b3,platform:Android, +61343739353764363165343237303336,Retro Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,lefttrigger:b18,leftx:a0,lefty:a1,start:b10,x:b2,y:b3,platform:Android, +526574726f696420506f636b65742043,Retroid Pocket,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +582d426f7820436f6e74726f6c6c6572,Retroid Pocket,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38653130373365613538333235303036,Retroid Pocket 2,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64363363336633363736393038313463,Retrolink,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,start:b6,platform:Android, +37393234373533633333323633646531,RetroUSB N64 RetroPort,+rightx:b17,+righty:b15,-rightx:b18,-righty:b6,a:b10,b:b9,dpdown:b19,dpleft:b1,dpright:b0,dpup:b2,leftshoulder:b7,lefttrigger:b20,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Android, +5365616c6965436f6d707574696e6720,RetroUSB N64 RetroPort,+rightx:b17,+righty:b15,-rightx:b18,-righty:b6,a:b10,b:b9,dpdown:b19,dpleft:b1,dpright:b0,dpup:b2,leftshoulder:b7,lefttrigger:b20,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Android, +526574726f5553422e636f6d20534e45,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android, +64643037633038386238303966376137,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android, +37656564346533643138636436356230,Rock Candy Switch Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +33373336396634316434323337666361,RumblePad 2,a:b22,b:b23,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b24,platform:Android, +36363537303435333566386638366333,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +53616d73756e672047616d6520506164,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66386565396238363534313863353065,Sanwa PlayOnline Mobile,a:b21,b:b22,back:b23,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b24,platform:Android, +32383165316333383766336338373261,Saturn,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +38613865396530353338373763623431,Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b10,rightshoulder:b20,righttrigger:b19,start:b17,x:b2,y:b3,platform:Android, +61316232336262373631343137633631,Saturn,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +30353835333338613130373363646337,SG H510,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +66386262366536653765333235343634,SG H510,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +66633132393363353531373465633064,SG H510,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +62653761636366393366613135366338,SN30 PP,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38376662666661636265313264613039,SNES,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5346432f555342205061640000000000,SNES Adapter,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5553422047616d657061642000000000,SNES Controller,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +62653335326261303663356263626339,Sony PlayStation Classic Controller,a:b19,b:b1,back:b17,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b3,rightshoulder:b10,righttrigger:b20,start:b18,x:b2,y:b0,platform:Android, +536f6e7920496e746572616374697665,Sony PlayStation Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +576972656c65737320436f6e74726f6c,Sony PlayStation Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63303964303462366136616266653561,Sony PSP,a:b21,b:b22,back:b27,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b23,y:b24,platform:Android, +63376637643462343766333462383235,Sony Vita,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a3,righty:a4,start:b18,x:b0,y:b2,platform:Android, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +0500000011010000201400000f7e0f00,SteelSeries Nimbus,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,x:b19,y:b2,platform:Android, +35306436396437373135383665646464,SteelSeries Nimbus Plus,a:b0,b:b1,leftshoulder:b3,leftstick:b17,lefttrigger:b9,leftx:a0,rightshoulder:b20,rightstick:b18,righttrigger:b10,rightx:a2,x:b19,y:b2,platform:Android, +33313930373536613937326534303931,Taito Egret II Mini Control Panel,a:b25,b:b23,back:b27,guide:b30,leftx:a0,lefty:a1,rightshoulder:b21,righttrigger:b22,start:b28,x:b29,y:b24,platform:Android, +54475a20436f6e74726f6c6c65720000,TGZ Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62363434353532386238336663643836,TGZ Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +37323236633763666465316365313236,THEC64 Joystick,a:b21,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b27,x:b23,y:b24,platform:Android, +38346162326232346533316164363336,THEGamepad,a:b23,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b24,y:b21,platform:Android, +050000004f0400000ed00000fffe3f00,Thrustmaster eSwap Pro Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +5477696e20555342204a6f7973746963,Twin Joystick,a:b22,b:b21,back:b28,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android, +30623739343039643830333266346439,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31643365666432386133346639383937,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30386438313564306161393537333663,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +33333034646336346339646538643633,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +050000005e0400008e02000000783f00,Xbox 360 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30396232393162346330326334636566,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38313038323730383864666463383533,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f782033363020576972656c6573,Xbox 360 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65353331386662343338643939643636,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65613532386633373963616462363038,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +47656e6572696320582d426f78207061,Xbox Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d6963726f736f667420582d426f7820,Xbox Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64633436313965656664373634323364,Xbox Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b19,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e04000091020000ff073f00,Xbox One Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e04000091020000ff073f80,Xbox One Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e00200000ffe3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e00200000ffe3f80,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a2,righty:a3,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e0020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b4,leftshoulder:b3,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e0020000ffff3f80,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b4,leftshoulder:b3,leftstick:b8,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b10,x:b17,y:b2,platform:Android, +050000005e040000fd020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33356661323266333733373865656366,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34356136633366613530316338376136,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android, +35623965373264386238353433656138,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +36616131643361333337396261666433,Xbox One Controller,a:b0,b:b1,back:b15,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f7820576972656c65737320436f,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000000b000000783f00,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000000b000000783f80,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000050b0000ffff3f00,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e002000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000ea02000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000fd020000ff7f3f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000120b000000783f00,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000120b000000783f80,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000130b0000ffff3f00,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65633038363832353634653836396239,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000001727000044310000ffff3f00,XiaoMi Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, + +# iOS +05000000ac0500000100000000006d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac050000010000004f066d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000cf076d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000df076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +05000000ac05000001000000ff076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +05000000ac0500000200000000006d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +05000000ac050000020000004f066d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +05000000ac05000004000000a8986d04,8BitDo Micro gamepad,a:b1,b:b0,back:b4,dpdown:b7,dpleft:b8,dpright:b9,dpup:b10,guide:b2,leftshoulder:b11,lefttrigger:b12,rightshoulder:b13,righttrigger:b14,start:b3,x:b6,y:b5,platform:iOS, +05000000ac050000040000003b8a6d04,8BitDo SN30 Pro+,a:b1,b:b0,back:b4,dpdown:b7,dpleft:b8,dpright:b9,dpup:b10,guide:b2,leftshoulder:b11,leftstick:b12,lefttrigger:b13,leftx:a0,lefty:a1~,rightshoulder:b14,rightstick:b15,righttrigger:b16,rightx:a2,righty:a3~,start:b3,x:b6,y:b5,platform:iOS, +050000008a35000003010000ff070000,Backbone One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000008a35000004010000ff070000,Backbone One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS, +4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS, +050000007e050000062000000f060000,Nintendo Switch Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b2,leftshoulder:b4,rightshoulder:b5,x:b1,y:b3,platform:iOS, +050000007e050000062000004f060000,Nintendo Switch Joy-Con (L),+leftx:h0.1,+lefty:h0.2,-leftx:h0.4,-lefty:h0.8,dpdown:b2,dpleft:b0,dpright:b3,dpup:b1,leftshoulder:b4,misc1:b6,rightshoulder:b5,platform:iOS, +050000007e05000008200000df070000,Nintendo Switch Joy-Con (L/R),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000007e0500000e200000df070000,Nintendo Switch Joy-Con (L/R),a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS, +050000007e050000072000004f060000,Nintendo Switch Joy-Con (R),+rightx:h0.4,+righty:h0.8,-rightx:h0.1,-righty:h0.2,a:b1,b:b0,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b3,y:b2,platform:iOS, +050000007e05000009200000df870000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS, +050000007e05000009200000ff870000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff876d01,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000df870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,touchpad:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000ff870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +05000000ac0500000300000000006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000ac0500000300000043006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +050000005e040000050b0000df070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b10,paddle2:b12,paddle3:b11,paddle4:b13,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000050b0000ff070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000e0020000df070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000e0020000ff070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000130b0000df870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000130b0000ff870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, diff --git a/bios/Game Engines/Starship/starship/starship.o2r b/bios/Game Engines/Starship/starship/starship.o2r new file mode 100644 index 00000000..76174a9a Binary files /dev/null and b/bios/Game Engines/Starship/starship/starship.o2r differ diff --git a/bios/Game Engines/UZDoom/brightmaps.pk3 b/bios/Game Engines/UZDoom/brightmaps.pk3 new file mode 100644 index 00000000..2c647df6 Binary files /dev/null and b/bios/Game Engines/UZDoom/brightmaps.pk3 differ diff --git a/bios/Game Engines/UZDoom/game_support.pk3 b/bios/Game Engines/UZDoom/game_support.pk3 new file mode 100644 index 00000000..b8093e8f Binary files /dev/null and b/bios/Game Engines/UZDoom/game_support.pk3 differ diff --git a/bios/Game Engines/UZDoom/game_widescreen_gfx.pk3 b/bios/Game Engines/UZDoom/game_widescreen_gfx.pk3 new file mode 100644 index 00000000..6d9faae6 Binary files /dev/null and b/bios/Game Engines/UZDoom/game_widescreen_gfx.pk3 differ diff --git a/bios/Game Engines/UZDoom/lights.pk3 b/bios/Game Engines/UZDoom/lights.pk3 new file mode 100644 index 00000000..43df278a Binary files /dev/null and b/bios/Game Engines/UZDoom/lights.pk3 differ diff --git a/bios/Game Engines/UZDoom/uzdoom.pk3 b/bios/Game Engines/UZDoom/uzdoom.pk3 new file mode 100644 index 00000000..547121d0 Binary files /dev/null and b/bios/Game Engines/UZDoom/uzdoom.pk3 differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/190_tiles.qst b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/190_tiles.qst new file mode 100644 index 00000000..9b5ed39e Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/190_tiles.qst differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/cursor.bmp b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/cursor.bmp new file mode 100644 index 00000000..a3aaee83 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/cursor.bmp differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/dungeon.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/dungeon.mid new file mode 100644 index 00000000..e6c7f170 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/dungeon.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/ending.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/ending.mid new file mode 100644 index 00000000..53c39c95 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/ending.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gameover.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gameover.mid new file mode 100644 index 00000000..b22a377b Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gameover.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gui_pal.bmp b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gui_pal.bmp new file mode 100644 index 00000000..8b301a30 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/gui_pal.bmp differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/level9.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/level9.mid new file mode 100644 index 00000000..08593af5 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/level9.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/overworld.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/overworld.mid new file mode 100644 index 00000000..eb0801e0 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/overworld.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/title.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/title.mid new file mode 100644 index 00000000..bebbf87d Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/title.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/assets/triforce.mid b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/triforce.mid new file mode 100644 index 00000000..2a7519e5 Binary files /dev/null and b/bios/Game Engines/ZQuest Classic/zquestclassic/assets/triforce.mid differ diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/modules/classic.zmod b/bios/Game Engines/ZQuest Classic/zquestclassic/modules/classic.zmod new file mode 100644 index 00000000..a449fc0a --- /dev/null +++ b/bios/Game Engines/ZQuest Classic/zquestclassic/modules/classic.zmod @@ -0,0 +1,730 @@ +[METADATA] +title = Zelda Classic +author = Armageddon Games +info_0 = The 'Zelda Classic Module' for ZC Player +info_1 = and ZQ Editor, featuring the classic +info_2 = first through tenth quests by Armageddon +info_3 = Games, and various contest contributors. +info_4 = + +version_first = 2 +version_second = 0 +version_third = 2 +version_fourth = 0 +version_build = 0 +version_beta = 0 +version_year = 2020 +version_month = 2 +version_day = 8 +version_hour = 12 +version_minute = 51 + +//Name Entry Graphics +sels_tile_frame = 237 +sels_tile_questicon_1A = 0 +sels_tile_questicon_1B = 0 +sels_tile_questicon_2A = 41 +sels_tile_questicon_2B = 0 +sels_tile_questicon_3A = 41 +sels_tile_questicon_3B = 41 +sels_tile_questicon_4A = 176 +sels_tile_questicon_4B = 175 +sels_tile_questicon_5A = 176 +sels_tile_questicon_5B = 175 +sels_tile_questicon_6A = 0 +sels_tile_questicon_6B = 0 +sels_tile_questicon_7A = 0 +sels_tile_questicon_7B = 0 +sels_tile_questicon_8A = 0 +sels_tile_questicon_8B = 0 +sels_tile_questicon_9A = 0 +sels_tile_questicon_9B = 0 +sels_tile_questicon_10A = 0 +sels_tile_questicon_10B = 0 +//x positions +sels_tile_questicon_1A_X = 56 +sels_tile_questicon_1B_X = 56 +sels_tile_questicon_2A_X = 56 +sels_tile_questicon_2B_X = 56 +sels_tile_questicon_3A_X = 56 +sels_tile_questicon_3B_X = 41 +sels_tile_questicon_4A_X = 52 +sels_tile_questicon_4B_X = 52 +sels_tile_questicon_5A_X = 52 +sels_tile_questicon_5B_X = 52 +sels_tile_questicon_6A_X = 52 +sels_tile_questicon_6B_X = 52 +sels_tile_questicon_7A_X = 52 +sels_tile_questicon_7B_X = 52 +sels_tile_questicon_8A_X = 52 +sels_tile_questicon_8B_X = 52 +sels_tile_questicon_9A_X = 52 +sels_tile_questicon_9B_X = 52 +sels_tile_questicon_10A_X = 52 +sels_tile_questicon_10B_X = 52 + +sels_tile_frame_cset = 0 +sels_tile_questicon_1A_cset = 9 +sels_tile_questicon_1B_cset = 9 +sels_tile_questicon_2A_cset = 9 +sels_tile_questicon_2B_cset = 9 +sels_tile_queTticon_3A_cset = 9 +sels_tile_questicon_3B_cset = 9 +sels_tile_questicon_4A_cset = 9 +sels_tile_questicon_4B_cset = 9 +sels_tile_questicon_5A_cset = 9 +sels_tile_questicon_5B_cset = 9 +sels_tile_questicon_6A_cset = 9 +sels_tile_questicon_6B_cset = 9 +sels_tile_questicon_7A_cset = 9 +sels_tile_questicon_7B_cset = 9 +sels_tile_questicon_8A_cset = 9 +sels_tile_questicon_8B_cset = 9 +sels_tile_questicon_9A_cset = 9 +sels_tile_questicon_9B_cset = 9 +sels_tile_questicon_10A_cset = 9 +sels_tile_questicon_10B_cset = 9 +change_cset_on_quest_3 = 1 + +sels_cursor_tile = 0 +//the count is in tile quarters, as follows: +// [0][1] [4][5] +// [2][3] [6][7] + +sels_linktile = 0 + +draw_link_first = 0 + +//If these values are < 15, then the tile will be drawn in the specificed cset +sels_cusror_cset = 16 +sels_link_cset = 16 + +[DATAFILES] +zcplayer_datafile = modules/classic/classic_zelda.dat +zquest_datafile = modules/classic/classic_zquest.dat +fonts_datafile = modules/classic/classic_fonts.dat +base_NSF_file = modules/classic/zelda.nsf +title_track = 0 +ending_track = 1 +tf_track = 5 +gameover_track = +dungeon_track = +overworld_track = +lastlevel_track = + +//Copyright Strings +copy_string_0 = 1986 NINTENDO +copy_string_1 = AGN +copy_string_year = 2020 + +//2.50 Title (five frames) +cpystr_5frame_var_font = 0 +cpystr_5frame_var_x = 80 +cpystr_5frame_var_y = 134 +cpystr_5frame_var_col = 255 +cpystr_5frame_var_sz = -1 +cpystr_5frame_var_font2 = 0 +cpystr_5frame_var_x2 = 80 +cpystr_5frame_var_y2 = 142 +cpystr_5frame_var_col2 = 15 +cpystr_5frame_var_sz2 = -1 + +//2.10 Title (four frames) +cpystr_4frame_var_font = 0 +cpystr_4frame_var_x = 46 +cpystr_4frame_var_y = 138 +cpystr_4frame_var_col = 255 +cpystr_4frame_var_sz = -1 +cpystr_4frame_var_font2 = 0 +cpystr_4frame_var_x2 = 46 +cpystr_4frame_var_y2 = 146 +cpystr_4frame_var_col2 = 255 +cpystr_4frame_var_sz2 = -1 + +//Original Title (one frame) +cpystr_1frame_var_font = 0 +cpystr_1frame_var_x = 86 +cpystr_1frame_var_y = 128 +cpystr_1frame_var_col = 13 +cpystr_1frame_var_sz = -1 +cpystr_1frame_var_font2 = 0 +cpystr_1frame_var_x2 = 86 +cpystr_1frame_var_y2 = 136 +cpystr_1frame_var_col2 = 13 +cpystr_1frame_var_sz2 = -1 +disable_title_NES_animation 0 + +[ENEMIES] +//Enemy Family +ee_family_guy = -Guy +ee_family_walk = Walking Enemy +ee_family_shoot = -Unused +ee_family_tek = Tektite +ee_family_lev = Leever +ee_family_pea = Peahat +ee_family_zor = Zora +ee_family_rock = Rock +ee_family_gh = Ghini +ee_family_arm = -Unused +ee_family_ke = Keese +ee_family_ge = -Unused +ee_family_zl = -Unused +ee_family_rp = -Unused +ee_family_gor = -Unused +ee_family_trap = Trap +ee_family_wm = Wall Master +ee_family_jinx = -Unused +ee_family_vir = -Unused +ee_family_rike = -Unused +ee_family_pol = -Unused +ee_family_wiz = Wizzrobe +ee_family_aqu = Aquamentus +ee_family_mold = Moldorm +ee_family_dod = Dodongo +ee_family_mhd = Manhandla +ee_family_glk = Gleeok +ee_family_dig = Digdogger +ee_family_goh = Gohma +ee_family_lan = Lanmola +ee_family_pat = Patra +ee_family_gan = Ganon +ee_family_proj = Projectile Shooter +ee_family_gtrib = -Unused +ee_family_ztrib = -Unused +ee_family_vitrib = -Unused +ee_family_ketrib = -Unused +ee_family_spintile = Spin Tile +ee_family_none = (None) +ee_family_faerie = -Fairy +ee_family_otherflt = Other (Floating) +ee_family_other = Other + +//New Types as of 2.55 Alpha 4 +max250 = -last index in 2.50 +Custom_01 = Custom 01 +Custom_02 = Custom 02 +Custom_03 = Custom 03 +Custom_04 = Custom 04 +Custom_05 = Custom 05 +Custom_06 = Custom 06 +Custom_07 = Custom 07 +Custom_08 = Custom 08 +Custom_09 = Custom 09 +Custom_10 = Custom 10 +Custom_11 = Custom 11 +Custom_12 = Custom 12 +Custom_13 = Custom 13 +Custom_14 = Custom 14 +Custom_15 = Custom 15 +Custom_16 = Custom 16 +Custom_17 = Custom 17 +Custom_18 = Custom 18 +Custom_19 = Custom 19 +Custom_20 = Custom 20 +Friendly_NPC_01 = Friendly NPC 01 +Friendly_NPC_02 = Friendly NPC 02 +Friendly_NPC_03 = Friendly NPC 03 +Friendly_NPC_04 = Friendly NPC 04 +Friendly_NPC_05 = Friendly NPC 05 +Friendly_NPC_06 = Friendly NPC 06 +Friendly_NPC_07 = Friendly NPC 07 +Friendly_NPC_08 = Friendly NPC 08 +Friendly_NPC_09 = Friendly NPC 09 +Friendly_NPC_10 = Friendly NPC 10 + +//Enemy Animation +ea_none = (None) +ea_flip = Flip +ea_unused1 = -Unused +ea_2frame = 2-Frame +ea_unused2 = -Unused +ea_oct = Octorok (NES) +ea_tek = Tektite (NES) +ea_lev = Leever (NES) +ea_walk = Walker +ea_zor = Zora (NES) +ea_zor4 = Zora (4-Frame) +ea_gh = Ghini +ea_arm = Armos (NES) +ea_rp = Rope +ea_wm = Wall Master (NES) +ea_wm4 = Wall Master (4-Frame) +ea_dkn = Darknut (NES) +ea_vir = Vire +ea_3f = 3-Frame +ea_wiz = Wizzrobe (NES) +ea_aqu = Aquamentus +ea_dod = Dodongo (NES) +ea_mhn = Manhandla +ea_gkl = Gleeok +ea_dig = Digdogger +ea_goh = Gohma +ea_lan = Lanmola +ea_fly2 = 2-Frame Flying +ea_4f4dT = 4-Frame 4-Dir + Tracking +ea_4f8dT = 4-Frame 8-Dir + Tracking +ea_4f4dF = 4-Frame 4-Dir + Firing +ea_4f4d = 4-Frame 4-Dir +ea_4f8dF = 4-Frame 8-Dir + Firing +ea_arm = Armos (4-Frame) +ea_fly_4f4d = 4-Frame Flying 4-Dir +ea_fly4f8d = 4-Frame Flying 8-Dir +ea_unused3 = -Unused +ea_4f8dLG = 4-Frame 8-Dir Big +ea_tek4 = Tektite (4-Frame) +ea_3f4d = 3-Frame 4-Dir +ea_2f4d = 2-Frame 4-Dir +ea_lev4 = Leever (4-Frame) +ea_2f4dT = 2-Frame 4-Dir + Tracking +ea_wiz4 = Wizzrobe (4-Frame) +ea_dod4 = Dodongo (4-Frame) +ea_bsdod = Dodongo BS (4-Frame) +ea_fly4f4dT = 4-Frame Flying 8-Dir + Firing +ea_fly_4f4dF = 4-Frame Flying 4-Dir + Firing +ea_4f = 4-Frame +ea_gan = Ganon +ea_2fLG = 2-Frame Big + +[ENEMYWALKSTYLE] +wsNormal = Normal +wsCharge = Rope +wsHopSplit = Vire +wsHop = Pols Voice +wsStatue = Armos + +[ROOMTYPES] +rNONE = (None) +rSP_ITEM = Special Item +rINFO = Pay for Info +rMONEY = Secret Money +rGAMBLE = Gamble +rREPAIR = Door Repair +rRP_HC = Red Potion or Heart Container +rGRUMBLE = Feed the Goriya +rQUESTOBJ = Level 9 Entrance +rP_SHOP = Potion Shop +rSHOP = Shop +rBOMBS = More Bombs +rSWINDLE = Leave Money or Life +r10RUPIES = 10 Rupees +rWARP = 3-Stair Warp +rMAINBOSS = Ganon +rWINGAME = Zelda +rITEMPOND = - +rMUPGRADE = 1/2 Magic Upgrade +rLEARNSLASH = Learn Slash +rARROWS = More Arrows +rTAKEONE = Take One Item + + +[GUYS] +gNONE = (None) +gOLDMAN = Abei +gOLDWOMAN = Ama +gDUDE = Merchant +gORC = Moblin +gFIRE = Fire +gFAIRY = Fairy +gGRUMBLE = Goriya +gPRINCESS = Zelda +gOLDMAN2 = Abei 2 +gEMPTY = Empty + +[EWEAPONS] +ewNone = (None) +ewFireball = Fireball +ewArrow = Arrow +ewBrang = Boomerang +ewSword = Sword +ewRock = Rock +ewMagic = Magic +ewBomb = Bomb Blast +ewSBomb = Super Bomb Blast +ewLitBomb = Lit Bomb +ewLitSBomb = Lit Super Bomb +ewFireTrail = Fire Trail +ewFlame = Flame +ewWind = Wind +ewFlame2 = Flame 2 +ewFlame2Trail = -Flame 2 Trail +ewIce = -Ice +ewFireball2 = Fireball (Rising) +Custom_1 = Custom 01 +Custom_2 = Custom 02 +Custom_3 = Custom 03 +Custom_4 = Custom 04 +Custom_5 = Custom 05 +Custom_6 = Custom 06 +Custom_7 = Custom 07 +Custom_8 = Custom 08 +Custom_9 = Custom 09 +Custom_10 = Custom 10 + +[LWEAPONS] +lwNone = (None) +lwSword = Sword +lwBeam = Sword Beam +lwBrang = Boomerang +lwBomb = Bomb +lwSBomb = Super Bomb +lwLitBomb = -Lit Bomb +lwLitSBomb = -Lit Super Bomb +lwArrow = Arrow +lwFire = Fire +lwWhistle = Whistle +lwMeat = Bait +lwWand = Wand +lwMagic = Magic +lwCatching = -Catching +lwWind = Wind +lwRefMagic = Reflected Magic +lwRefFireball = Reflected Fireball +lwRefRock = Reflected Rock +lwHammer = Hammer +lwGrapple = Hookshot +lwHSHandle = -HSHandle +lwHSChain = -HSChain +lwSSparkle = Sparkle +lwFSparkle = -FSparkle +lwSmack = -Smack +lwPhantom = -Phantom +lwCane = Cane of Byrna +lwRefBeam = Reflected Sword Beam +lwStomp = Stomp +lwScript1 = Custom Weapon 1 +lwScript2 = Custom Weapon 2 +lwScript3 = Custom Weapon 3 +lwScript4 = Custom Weapon 4 +lwScript5 = Custom Weapon 5 +lwScript6 = Custom Weapon 6 +lwScript7 = Custom Weapon 7 +lwScript8 = Custom Weapon 8 +lwScript9 = Custom Weapon 9 +lwScript10 = Custom Weapon 10 +lwIce = -Ice + +[CUSTOMCOMBOTYPES] +cCUSTOM1ATTRIB0 = +cCUSTOM1ATTRIB1 = +cCUSTOM1ATTRIB2 = +cCUSTOM1ATTRIB3 = +cCUSTOM2ATTRIB0 = +cCUSTOM2ATTRIB1 = +cCUSTOM2ATTRIB2 = +cCUSTOM2ATTRIB3 = +cCUSTOM3ATTRIB0 = +cCUSTOM3ATTRIB1 = +cCUSTOM3ATTRIB2 = +cCUSTOM3ATTRIB3 = +cCUSTOM4ATTRIB0 = +cCUSTOM4ATTRIB1 = +cCUSTOM4ATTRIB2 = +cCUSTOM4ATTRIB3 = +cCUSTOM5ATTRIB0 = +cCUSTOM5ATTRIB1 = +cCUSTOM5ATTRIB2 = +cCUSTOM5ATTRIB3 = +cCUSTOM6ATTRIB0 = +cCUSTOM6ATTRIB1 = +cCUSTOM6ATTRIB2 = +cCUSTOM6ATTRIB3 = +cCUSTOM7ATTRIB0 = +cCUSTOM7ATTRIB1 = +cCUSTOM7ATTRIB2 = +cCUSTOM7ATTRIB3 = +cCUSTOM8ATTRIB0 = +cCUSTOM8ATTRIB1 = +cCUSTOM8ATTRIB2 = +cCUSTOM8ATTRIB3 = +cCUSTOM9ATTRIB0 = +cCUSTOM9ATTRIB1 = +cCUSTOM9ATTRIB2 = +cCUSTOM9ATTRIB3 = +cCUSTOM10ATTRIB0 = +cCUSTOM10ATTRIB1 = +cCUSTOM10ATTRIB2 = +cCUSTOM10ATTRIB3 = + +cCUSTOM11ATTRIB0 = +cCUSTOM11ATTRIB1 = +cCUSTOM11ATTRIB2 = +cCUSTOM11ATTRIB3 = +cCUSTOM12ATTRIB0 = +cCUSTOM12ATTRIB1 = +cCUSTOM12ATTRIB2 = +cCUSTOM12ATTRIB3 = +cCUSTOM13ATTRIB0 = +cCUSTOM13ATTRIB1 = +cCUSTOM13ATTRIB2 = +cCUSTOM13ATTRIB3 = +cCUSTOM14ATTRIB0 = +cCUSTOM14ATTRIB1 = +cCUSTOM14ATTRIB2 = +#cCUSTOM14ATTRIB3 = +cCUSTOM15ATTRIB0 = +cCUSTOM15ATTRIB1 = +cCUSTOM15ATTRIB2 = +cCUSTOM15ATTRIB3 = +cCUSTOM16ATTRIB0 = +cCUSTOM16ATTRIB1 = +cCUSTOM16ATTRIB2 = +cCUSTOM16ATTRIB3 = +cCUSTOM17ATTRIB0 = +cCUSTOM17ATTRIB1 = +cCUSTOM17ATTRIB2 = +cCUSTOM17ATTRIB3 = +cCUSTOM18ATTRIB0 = +cCUSTOM18ATTRIB1 = +cCUSTOM18ATTRIB2 = +cCUSTOM18ATTRIB3 = +cCUSTOM19ATTRIB0 = +cCUSTOM19ATTRIB1 = +cCUSTOM19ATTRIB2 = +cCUSTOM19ATTRIB3 = +cCUSTOM20ATTRIB0 = +cCUSTOM20ATTRIB1 = +cCUSTOM20ATTRIB2 = +cCUSTOM20ATTRIB3 = + +[CUSTOMCOMBOFLAGS] + +cCust1F0 = +cCust1F1 = +cCust1F2 = +cCust1F3 = +cCust1F4 = +cCust1F5 = +cCust1F6 = +cCust1F7 = +cCust1F8 = +cCust1F9 = +cCust1F10 = +cCust1F11 = +cCust1F12 = +cCust1F13 = +cCust1F14 = +cCust1F15 = +cCust2F0 = +cCust2F1 = +cCust2F2 = +cCust2F3 = +cCust2F4 = +cCust2F5 = +cCust2F6 = +cCust2F7 = +cCust2F8 = +cCust2F9 = +cCust2F10 = +cCust2F11 = +cCust2F12 = +cCust2F13= +cCust2F14 = +cCust2F15 = +cCust3F0 = +cCust3F1 = +cCust3F2 = +cCust3F3 = +cCust3F4 = +cCust3F5 = +cCust3F6 = +cCust3F7 = +cCust3F8 = +cCust3F9 = +cCust3F10 = +cCust3F11 = +cCust3F12 = +cCust3F13 = +cCust3F14 = +cCust3F15 = +cCust4F0 = +cCust4F1 = +cCust4F2 = +cCust4F3 = +cCust4F4 = +cCust4F5 = +cCust4F6 = +cCust4F7 = +cCust4F8 = +cCust4F9 = +cCust4F10 = +cCust4F11 = +cCust4F12 = +cCust4F13 = +cCust4F14 = +cCust4F15 = +cCust5F0 = +cCust5F1 = +cCust5F2 = +cCust5F3 = +cCust5F4 = +cCust5F5 = +cCust5F6 = +cCust5F7 = +cCust5F8 = +cCust5F9 = +cCust5F10 = +cCust5F11 = +cCust5F12 = +cCust5F13 = +cCust5F14 = +cCust5F15 = +cCust6F0 = +cCust6F1 = +cCust6F2 = +cCust6F3 = +cCust6F4 = +cCust6F5 = +cCust6F6 = +cCust6F7 = +cCust6F8 = +cCust6F9 = +cCust6F10 = +cCust6F11 = +cCust6F12 = +cCust6F13 = +cCust6F14 = +cCust6F15 = +cCust7F0 = +cCust7F1 = +cCust7F2 = +cCust7F3 = +cCust7F4 = +cCust7F5 = +cCust7F6 = +cCust7F7 = +cCust7F8 = +cCust7F9 = +cCust7F10 = +cCust7F11 = +cCust7F12 = +cCust7F13 = +cCust7F14 = +cCust7F15 = +cCust8F0 = +cCust8F1 = +cCust8F2 = +cCust8F3 = +cCust8F4 = +cCust8F5 = +cCust8F6 = +cCust8F7 = +cCust8F8 = +cCust8F9 = +cCust8F10 = +cCust8F11 = +cCust8F12 = +cCust8F13 = +cCust8F14 = +cCust8F15 = +cCust9F0 = +cCust9F1 = +cCust9F2 = +cCust9F3 = +cCust9F4 = +cCust9F5 = +cCust9F6 = +cCust9F7 = +cCust9F8 = +cCust9F9 = +cCust9F10 = +cCust9F11 = +cCust9F12 = +cCust9F13 = +cCust9F14 = +cCust9F15 = +cCust10F0 = +cCust10F1 = +cCust10F2 = +cCust10F3 = +cCust10F4 = +cCust10F5 = +cCust10F6 = +cCust10F7 = +cCust10F8 = +cCust10F9 = +cCust10F10 = +cCust10F11 = +cCust10F12 = +cCust10F13 = +cCust10F14 = +cCust10F15 = +cCust11F0 = +cCust11F1 = +cCust11F2 = +cCust11F3 = +cCust11F4 = +cCust11F5 = +cCust11F6 = +cCust11F7 = +cCust11F8 = +cCust11F9 = +cCust11F10 = +cCust11F11 = +cCust11F12 = +cCust11F13 = +cCust11F14 = +cCust11F15 +cCust12F0 = +cCust12F1 = +cCust12F2 = +cCust12F3 = +cCust12F4 = +cCust12F5 = +cCust12F6 = +cCust12F7 = +cCust12F8 = +cCust12F9 = +cCust12F10 = +cCust12F11 = +cCust12F12 = +cCust12F13 = +cCust12F14 = +cCust12F15 = +cCust13F0 = +cCust13F1 = +cCust13F2 = +cCust13F3 = +cCust13F4 = +cCust13F5 = +cCust13F6 = +cCust13F7 = +cCust13F8 = +cCust13F9 = +cCust13F10 = +cCust13F11 = +cCust13F12 = +cCust13F13 = +cCust13F14 = +cCust13F15 = +cCust14F0 = +cCust14F1 = +cCust14F2 = +cCust14F3 = +cCust14F4 = +cCust14F5 = +cCust14F6 = +cCust14F7 = +cCust14F8 = +cCust14F9 = +cCust14F10 = +cCust14F11 = +cCust14F12 = +cCust14F13 = +cCust14F14 = +cCust14F15 = +cCust15F0 = +cCust15F1 = +cCust15F2 = +cCust15F3 = +cCust15F4 = +cCust15F5 = +cCust15F6 = +cCust15F7 = +cCust15F8 = +cCust15F9 = +cCust15F10 = +cCust15F11 = +cCust15F12 = +cCust15F13 = +cCust15F14 = +cCust15F15 = \ No newline at end of file diff --git a/bios/Game Engines/ZQuest Classic/zquestclassic/modules/classic/classic_fonts.dat b/bios/Game Engines/ZQuest 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--git a/bios/Other/ScummVM/.variants/kyra.dat.325ee8f3 b/bios/Other/ScummVM/.variants/kyra.dat.325ee8f3 new file mode 100644 index 00000000..2edacd78 Binary files /dev/null and b/bios/Other/ScummVM/.variants/kyra.dat.325ee8f3 differ diff --git a/bios/Other/ScummVM/.variants/mm.dat.e4ff5ad0 b/bios/Other/ScummVM/.variants/mm.dat.e4ff5ad0 new file mode 100644 index 00000000..e9060e43 Binary files /dev/null and b/bios/Other/ScummVM/.variants/mm.dat.e4ff5ad0 differ diff --git a/bios/Other/ScummVM/.variants/nancy.dat.575504ef b/bios/Other/ScummVM/.variants/nancy.dat.575504ef new file mode 100644 index 00000000..aad04f0d Binary files /dev/null and b/bios/Other/ScummVM/.variants/nancy.dat.575504ef differ diff --git a/bios/Other/ScummVM/.variants/residualvm.zip.53ce2b27 b/bios/Other/ScummVM/.variants/residualvm.zip.53ce2b27 new file mode 100644 index 00000000..0d57f6e4 Binary files /dev/null and b/bios/Other/ScummVM/.variants/residualvm.zip.53ce2b27 differ diff --git a/bios/Other/ScummVM/.variants/scummclassic.zip.247382a8 b/bios/Other/ScummVM/.variants/scummclassic.zip.247382a8 new file mode 100644 index 00000000..ca2607b3 Binary files /dev/null and b/bios/Other/ScummVM/.variants/scummclassic.zip.247382a8 differ diff --git a/bios/Other/ScummVM/.variants/scummmodern.zip.20549cce b/bios/Other/ScummVM/.variants/scummmodern.zip.20549cce new file mode 100644 index 00000000..756addce Binary files /dev/null and b/bios/Other/ScummVM/.variants/scummmodern.zip.20549cce differ diff --git a/bios/Other/ScummVM/.variants/scummremastered.zip.e5232366 b/bios/Other/ScummVM/.variants/scummremastered.zip.e5232366 new file mode 100644 index 00000000..6abf823e Binary files /dev/null and b/bios/Other/ScummVM/.variants/scummremastered.zip.e5232366 differ diff --git a/bios/Other/ScummVM/vkeybd_small.zip b/bios/Other/ScummVM/vkeybd_small.zip new file mode 100644 index 00000000..930ff711 Binary files /dev/null and b/bios/Other/ScummVM/vkeybd_small.zip differ diff --git a/bios/Other/advmame-0.94/hiscore.dat b/bios/Other/advmame-0.94/hiscore.dat new file mode 100644 index 00000000..916b71ac --- /dev/null +++ b/bios/Other/advmame-0.94/hiscore.dat @@ -0,0 +1,10057 @@ +; ___ ___ ___ ________ ______ ________ _____ _______ ______ _______ __________ +; / / / // // // ___/ / ____ // _ \ / / / __ \ / __ //___ ___/ +; / /__/ // // _____// / / / / // /_/ / / ____/ / / \ // /_/ / / / +; / __ // //____ // / / / / // / / ____/ / / / // __ / / / +; / / / // // // /___ / /___/ // /\ \ / /_ / /___/ // / / / / / +;/__/ /__//__//_______//______//_______//__/ \__\/______//_//_______//_/ /_/ /__/ +;_________________________________________________________________________________________ + +;UNOFFICIAL HISCORE.DAT (INCLUDING HISCORE.DAT VERSION 7.0) +;Data for the hi-score routines of MAME +;This file should be in the same directory of MAME.EXE . +; +;This file can be edited with a text editor, but keep the same format: +; all fields are separated by a colon (:) +; : +; :
::: +; [repeat the above as many times as necessary] + +; *** All Entries Without Name Done By Me !! ( Leezer ) ;0) *** + +; contact me ( Leezer ) at :- leezer@leezer.karoo.co.uk +; contact firebrand at :- firebrand75@hotmail.com +; Unofficial hiscore.dat file official website :- www.mameworld.net/highscore + +;*********************************************************************** +;* latest unofficial highscore_v0.91 additions below - by leezer * +;*********************************************************************** + +;******Kick Boy +kickboy: +0:9338:3:88:02 +0:9340:23:88:54 + +;******Dacholer +dacholer: +0:933c:23:88:54 +0:9334:3:88:02 + +;*******clshroad.c (clash road) +clshroad: +clshrdst: ;******Clash-Road (Status license) +0:8000:3c:4d:00 +0:803a:1:40:40 + +;********pacman.c (van van car) +vanvan: +vanvank: ;******van-van car (karateco) +vanvanb: ;******Van-Van Car (set 3) +0:4809:6:00:00 +0:4c60:f0:00:00 + +;******Super Glob (Pac-Man hardware) +sprglobp: +0:4c48:6:4d:00 +0:4c4c:1:01:01 + +;shot rider (by tamphax) +shtrider: +shtridra: ;******shot rider (sigma license) +0:e013:2d:00:4d + +;********othunder.c (operation thunderbolt) +othunder: +othundu: +othundrj: ;******Operation Thunderbolt (Japan) +othunduo: ;******Operation Thunderbolt (us,older) +0:839ca:438:4e:00 +0:83dd9:1:01:01 + +;******enduro racer (fd1089b 317-unknown) +enduror: +0:43400:4a0:01:20 +0:43b90:10:99:99 + +;******Great 1000 Miles Rally 2 USA (95/05/18) +gtmr2u: +0:103b34:b62:59:01 + +;******The Anteater (UK) +anteatgb: +0:4ef:3c:00:59 + +;********popeye.c (popeye bootleg fixed) +popeyebl: +0:8200:24:00:02 +0:8fed:3:00:03 +0:8f32:6:00:00 + +;******Bee Storm - DoDonPachi II +ddp2: +0:816108:18d:00:01 + +;******super volley (japan) +svolley: +svolleyk: +svolleyu: +0:60512:48:00:05 + +;********opwolf.c (operation wolf) +opwolf: +opwolfb: +0:100a42:75:00:54 +0:100e28:3b:00:01 + +;******dynablaster (world) +dynablst: +0:a0b2c:8f:03:03 +0:a0c0f:3:40:00 + +popeyef: +0:8a00:24:00:01 +0:8fed:3:00:02 +0:8f32:6:00:00 + +;********popeye.c (popeye (revision d & revision d not protected & revision f))fixed +popeye: +popeyeu: +0:8a00:24:00:02 +0:8fed:3:00:03 +0:8f32:6:00:00 + +;Puzzle Bobble (Japan, B-System) - (By Andrea Trasatti) +pbobble: +0:907010:36:00:00 + +;******turbo out run (set 2, upright, 317-unknown)(both fixed) +toutruna: +toutrunk: ;****** turbo out run (set 3,upgrade kit, 317-0118) +0:6046e:118:05:20 +0:60909:1:09:09 + +;*********neogeo.c (Twinkle Star Sprites) +twinspri: +0:10bcff:7d:00:00 +0:10bb74:02:ff:ff + +;*** puckman/pacman (and clones) for pacmame & regular mame builds ** +hangly3: +zolamaze: +mspatkx: +mspacx: +msmini: +mspacat2: +msatk2ad: +msatkad: +mspacatk: +chtmsatk: +fastplus: +mspacatb: +mshearts: +mssilad: +fstmsatk: +mspac6m: +msminia: +chtmspa: +fastmspa: +msrumble: +msindy: +fasthear: +heartbrn: +mshangly: +msf1pac: +mselton: +faststrm: +msdstorm: +msbaby1: +msbaby: +mrpacman: +pacmanf: +puckmanf: +pacmini2: +pacmini: +mazeman: +hangly2x: +hanglyx: +hanglyad: +fasthang: +chthang: +eltonpac: +dizzy: +pacstrm: +crazypac: +caterpil: +baby2: +baby3: +pacman: +pacmanm: +pacmanjp: +npacmod: +pacmod: +hangly: +hangly2: +puckman: +piranha: +piranhah: +pacplus: +mspacman: +mspacmnf: +mschamp: +newpuc2: +newpuc2b: +joyman: +mspacpls: +pacgal: +newpuckx: +alibaba: +mspacmat: +puckmod: +puckmana: +ctrpllrp: ;******Caterpillar Pacman Hack +00:4E88:04:00:00 +00:43ED:06:40:40 +00:43D1:01:48:48 + +;*********************************************************************** +;* latest unofficial highscore_v0.90 additions below - by leezer * +;*********************************************************************** + +alexkida: +alexkidd: ;******alex kidd: the lost stars (set 1,fd1089a -unknown) +0:fffc00:38:00:44 +0:fff010:4:00:00 + +;(sdi - strategic defence initiative) +sdi: +sdioj: ;******sdi - strategic defence initiative,europe,system 16a,fd1098a 317-0027) +0:fff800:320:00:20 +0:fffb88:4:00:00 +0:fffbca:3:4b:5a + +;******action fighter (fd1089a 317-0018) +afighter: +0:fff300:50:00:59 +0:ffc060:4:00:00 +0:ffc061:1:06:06 + +;******dunk shot (fd1089 317-0022) +dunkshot: +0:ff31c0:874:49:01 + +;*********(Quiz Sangokushi (Japan)) +qsangoku: +0:e815:4b:00:00 +0:e860:03:01:00 + +;*********(Shippu Mahou Daisakusen (Japan)) +shippumd: +0:1002d0:9e:00:4e +0:1003c4:53:2a:39 <- add Fastest LAP + +;********cps2.c (Quiz Nanairo Dreams: Nijiirochou no Kiseki (Japan 960826)) +qndream: +0:ff40b3:d8:00:00 +0:ff418b:02:01:00 + +;*********(Sonic Wings (Japan)) +sonicwi: +0:cc1af:a0:0b:00 + +;*********scobra.c (tazz-mania) +tazmania: +tazmani2: +tazzmang: ;******Tazz-Mania (Galaxian Hardware) +0:80ef:3c:01:4c + +;******riot +riot: +0:101d3c:f0:64:18 + +;******Progear (US 010117) +progear: +progearj: ;******Progear no arashi (japan 010117) +0:ff3dcf:e5:20:04 + +;********astrof.c +astrof: +astrof2: +astrof3: +abattle: ;******Astro Battle (set 1) +abattle2: ;******Astro Battle (set 2) +afire: ;******Astro Fire +0:0084:2:00:00 + +;******donkey kong jr. (bootleg) +dkongjrb: +0:6100:a3:94:10 +0:7641:1:00:00 +0:7621:1:01:01 +0:7601:1:01:01 +0:75e1:1:08:08 +0:75c1:1:00:00 +0:75a1:1:00:00 + +;******two tigers +;** delete twotiger.nv and twotigra.nv nvram files before saving this game ** +;** the first time you play it ** +twotiger: +twotigra: ;******two tigers (prototype) +0:c05a:6e:44:00 +0:c007:3:00:00 +0:c016:4:00:00 + +galaxian: +galmidw: +superg: +galaxb: +galapx: +galap1: +galap4: +galturbo: +swarm: +uniwars: +gteikoku: +spacbatt: +redufo: +galaxiaj: +galmidwo: ;******galaxian (midway,old rev) +0:40a8:3:00:00 + +;******Shinobi (set 3, System 16A, unprotected) +shinobaa: +shinobic: ;******Shinobi (set 4, System 16B, unprotected) +0:fffc00:142:00:54 +0:fff010:4:00:00 + +;******thunder blade (fd1094 317-0056) +thndrbld: +thndrbdj: ;******thunder blade (japan) +0:a3b00:64:01:01 + +;********segac2.c (bloxeed (c system)) +bloxeedc: +bloxeedu: +bloxeed: ;******bloxeed (japan,fd1094 317-0139) +0:fff40a:64:53:08 +0:fff082:1:01:01 + +;********sf1.c +sf1: +sf: ;******street fighter (world) +0:ff94f2:9C:00:12 +0:ff8732:8:00:00 + +wrestwar: +wrestwrb: ;******Wrestle War (FD1094, 317-0102) +0:fff800:a0:00:a0 +0:ffe044:4:00:00 + +;******Tetris (Japan, System 16A, FD1094 317-0093a) +tetrisaa: +tetris: ;******tetris (Japan, System 16A, FD1094 317-0093) +0:ffe800:64:45:08 + +;*******jump coaster +jumpcoas: +jumpcoat: ;******Jump Coaster (Taito) +0:c400:3f:00:11 +0:c04b:3:00:00 + +;******Desert Breaker (FD1094 317-0196) +dbrkr: +0:ff3418:1:1a:1a +0:ff3b02:4:00:e8 +0:ffbb02:4:00:e8 +0:fffb02:4:00:e8 +0:ff7b02:4:00:e8 + +;******Racing Hero (FD1094 317-0144) +rachero: +0:ff89be:51:10:01 +0:ff89ae:4:10:00 + +;********bloodbro.c +bloodbro: +weststry: +bloodbra: ;******Blood Bros. (set 2) +0:85b1f:f9:30:00 +0:85c15:1:02:02 + +;******scorpion (set 1) +scorpion: +scorpnmc: ;******scorpion (moon cresta hardware) +scrpiona: ;******Scoprion (set 2) +0:4207:f:00:00 +0:42ad:f:10:10 + +;*******steel gunner +sgunner: +sgunnerj: ;******Steel Gunner (Japan) +0:10018f:bb:00:4f +0:100165:b:00:00 +0:100169:1:04:04 + +;*******namcos2.c (ordyne (japan)) +ordynej: +ordyne: ;******Ordyne (Japan) +0:100712:28:00:03 +0:40925c:4:00:00 + +;********(lucky & wild) +luckywld: +lckywldj: ;******Lucky & Wild (Japan) +0:100b00:a0:00:02 + +huncholy: +hncholms: ;******Hunchback Olympic (Scramble hardware) +0:3c08:12:00:30 + +;*******(arabian fight) +arabfgt: +arabfgtj: ;******Arabian Fight (Japan) +0:208300:47:53:00 +0:208345:1:17:17 + +;********system16.c (flash point (bootleg)) +fpointbl: +fpointbj: ;******flash point (japan,bootleg) +0:ffec6e:64:00:00 +0:fff000:910:00:00 +0:ffe083:1:33:33 + +;******michael jacksons moonwalker (world,fd1094/8751 317-0159) +mwalk: +mwalkb: ;******michael 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+0:fff31b:1:03:03 + +;******cotton (fd1094 317-0181a) +;** not working yet (driver issue ????) ** +;cotton: +;cottonj: +;0:200077:30:00:55 +;0:2000b6:4:00:a0 + +eswat: +eswatbl: +eswatu: ;******e-swat - cyber police (us,fd1094 317-0129) +eswatj: ;******E-Swat - Cyber Police (Japan, FD1094 317-0128) +0:ffcc00:46:00:00 +0:ffcc42:1:2e:2e + +quartet: +quartet2: +quartetj: +quartt2j: ;******quartet 2 (japan, 8751 317-unknown) +0:ffc400:317:00:44 + +bayroute: +bayrouta: ;******bay route (set 2,fd1094 317-0116) +0:500110:50:00:0f + +shinobi: +shinobl: +shinobia: ;******shinobi (set 2,system16a,fd1094 317-0050) +shinobib: ;******shinobi (set 3,system16b,fd1094 317-0049) +0:fffc00:142:00:54 +0:fff010:4:00:00 + +;*********************************************************************** +;* latest unofficial highscore_v0.89 additions below - by leezer * +;*********************************************************************** + +;********cps2.c (street fighter alpha 3 (us 980904)) +sfa3: +sfa3r1: +sfz3j: +sfz3jr1: +sfz3a: +sfz3jr2: ;******street fighter zero 3 (japan 980629) +0:ff23be:ae0:00:05 + +;********rockola.c (vanguard) +vanguard: +vangrdce: +vanguarj: ;******Vanguard (Japan) +0:220:70:11:30 +0:25:3:00:00 + +;********tigeroad.c +tigeroad: +toramich: +tigerodb: ;******Tiger Road (us bootleg) +0:ffec70:64:59:bc +0:ffc092:4:00:00 + +;*******wwfwfest.c (wwf wrestlefest (us)) +wwfwfest: +wwfwfstj: ;******www wrestlefest (japan) +wwfwfstb: ;******www wrestlefest (us bootleg) +wwfwfsta: ;******www wrestlefest (us tecmo) +0:1c00c2:84:08:01 + +plotting: +plottina: ;******Plotting (set 2) +0:82b0:30:00:13 + +;********combatsc.c by (GoKu) +bootcamp: +0:1320:46:02:07 +0:826:3:00:10 + +;********cps2.c (rockman 2 : the power fighters (japan 960708)) by (GoKu) +megaman2: +0:ffefc0:118:00:02 +0:fff047:1:01:01 + +;********cps2.c (xmen vs. street fighter (961004)) +xmvsf: +xmvsfur1: ;*****x-men vs street fighter (us 961004) +0:ff256e:31:00:02 + +;********cps2.c (street fighter alpha) +sfa: +sfzjr1: +sfzj: +sfau: ;******street fighter alpha:warrior`s dream (us 950627) +0:ffaea0:9f:01:16 + +;*******mermaid.c (mermaid) +mermaid: +yachtmn: ;******Yachtsman +0:c008:6:00:00 + +;********asteroid.c +asteroid: +asteroib: +meteorts: ;******Meteorites top score not displayed properly +0:001d:35:00:00 + +;******bonk`s adventure +bonkadv: +0:1032e0:52:00:57 +0:10634b:37:60:50 + +;****************************************************************************************** +;* latest unofficial highscore_v0.88 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +superman: +suprmanj: ;******Superman (Japan) +0:f02953:3a:00:49 +0:f0251f:9:20:30 +0:f01cf3:3:00:88 + +;(bubble 2000) (by GeoMan) +bubl2000: +hotbubl: ;******Hot Bubble +0:3c0600:50:00:20 + +;********brkthru.c +brkthru: +brkthruj: +forcebrk: ;******Force Break (Japan) +0:0531:27:00:32 +0:0402:3:00:50 + +;******twin brats 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+0:202e1:83:20:09 +0:2011d:3:00:00 + +sonofphx: +99lstwar: +99lstwra: +repulse: +99lstwrk: ;******'99: The Last War (Kyugo) +0:f660:5f:00:ff + +;******Space Attack (upright set 1, 2, 3) +sspaceat: +sspacat2: +sspacat3: +0:84cb:b:00:00 + +;******Raiders +raiders: +0:1c08:1e:00:30 +0:1c21:1:31:31 +0:1c0e:1:00:00 + +;********pengo.c +pengo: +pengob: ;******pengo (bootleg) +0:8840:1e:d0:41 +0:880c:2:d0:07 + +;******pengo (set 3 not encrypted) +pengo3u: +0:8840:1e:d0:4d +0:880c:2:d0:07 + +pengo2: +pengo2u: +pengo4: ;******Pengo (set 4) +0:8840:1e:00:4d +0:880c:2:00:00 + +;********rockola.c +nibbler: +nibblera: +nibblerb: +nibblero: ;******Nibbler (Olympia) +0:0290:28:00:00 +0:02d0:1e:13:14 + +;******FixEight & FixEight (bootleg) +fixeighb: +fixeight: +0:100408:3:00:53 +0:10043c:82:00:04 + +;(ikki (japan)) (by GeoMan) +ikki: +farmer: ;*****Farmers Rebellion +0:c010:1e:22:00 +0:d61b:1:2a:2a +0:d65b:1:04:04 +0:d69b:1:00:00 +0:d6db:1:00:00 +0:d71b:1:00:00 +0:d75b:1:00:00 + +mooncrst: +smooncrs: +mooncrsb: +mooncrs2: +fantazia: +eagle: +eagle2: +eagle3: ;******Eagle (set 3) +0:8042:54:00:24 + +;******Crazy Climber 2 (Japan Harder) +cclmbr2a: +0:612a7:49:10:00 +0:612f2:1:50:50 + +;******Painted Lady (Splash) (Ver 1.3 US) +paintlad: +0:ffca10:50:00:00 +0:ffca5e:1:27:27 + +;****************************************************************************************** +;* latest unofficial highscore_v0.87 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;******arkanoid (tayto bootleg,japanese) +arkatayt: +0:ef79:23:00:42 +0:c4df:3:00:00 +0:c4c7:1:07:07 + +;******Wizz Quiz (version 4) +wizzquiz: +0:2b4f:221:4d:00 +0:2d6e:1:05:05 + +;******miss bingo +msbingo: +0:101288:a:09:30 +0:1000c2:31:4d:20 + +;******cookie & bibi 2 +cookbib2: +0:1026a2:28:4b:00 +0:1026c4:1:4d:4d + +;******Multi 5 / New Multi Game 5 +;** tong boy game does not save , driver issues ???? ** +nmg5: +0:129101:ff:10:40 + +;******Tetris (Japan, B-System, YM2203) +tetrista: +0:8023ac:64:45:08 + +;******Street Fighter II' - Hyper Fighting (World 921209) +sf2hf: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;*******Fighting Basketball +fghtbskt: +0:c0c0:28:03:dd + +dynwar: +dynwarj: +0:ffe2d6:3c:e2:00 +0:ff8158:04:00:00 + +;*******Pairs (Nichibutsu) (Japan 890822)& pairs (system ten)(japan 890826) +pairsten: +pairsnb: +0:f832:3:70:00 +0:f814:1:03:03 + +;****************************************************************************************** +;* latest unofficial highscore_v0.86 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;********phoenix.c +;** after you get a hiscore, you must start a new game then exit ** +;** for save to work (i.e make sure the top score is displaying in top score spot) ** +phoenix: +phoenix3: +phoenixa: +phoenixc: +phoenixt: +pleiads: +pleiadbl: +pleiadce: 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+;****************************************************************************************** + +;*******gold medalist & Gold Medalist (alt) +goldmedl: +goldmeda: +0:40a20:a0:00:00 +0:40b22:46:1b:00 +0:40b20:2:00:01 + +;********segac2.c (columns japan&us)+columns2 +;** fixed ** +columns: +columnsj: +columns2: +column2j: +0:fffc20:8e:57:01 + +;*******fax & fax (alt questions) +fax: +faxa: +0:02b4:15e:00:00 + +;********bagman & clones +bagman: +bagnard: +bagnarda: +bagmans: +bagmans2: +sbagman: +sbagmans: +0:6217:50:00:10 + +;********Last Fortress - Toride (German) +lastforg: +0:c0db1a:0a:01:64 + +;Mille Miglia 2: Great 1000 Miles Rally (95/05/24) & (95/04/04) +gtmr2a: +gtmr2: +0:103b1c:1a0:59:01 +0:103cfc:300:4d:2e + +;*******Gals Panic (set 3) +galpania: +0:c825b6:64:30:31 + +;*******caterpillar: +caterplr: +0:02:18:97:01 +0:1a:18:02:14 + +;*******hyper pacman +hyperpac: +0:10315c:28:50:00 + +;*******digger (cvs) +diggerc: +0:1cf8:2e:00:00 +0:1c01:1:a2:a2 + +;*******vasara 2 (set 1 & 2) +vasara2: +vasara2a: +0:5302:eb:01:0a + +;*******Twin Falcons +twinfalc: +0:e680:50:00:3b +0:e600:08:00:00 + +;********sun8.c (hard head & popper) +hardhead: +pop_hh: +0:ce80:18e:03:3d +0:c051:3:00:00 + +;*******fantasy land +fantland: +fantlnda: +0:edc:28:50:0c + +ckong: +ckonga: +ckongjeu: +ckongo: +ckongalc: +monkeyd: +ckongb: +0:6100:AA:94:92 +0:60b8:3:50:00 + +;****************************************************************************************** +;* latest unofficial highscore_v0.84 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;(empire city: 1931 (bootleg?)) and clones (by GeoMan) +empcity: +empcityj: +stfight: +empcityu: +stfighta: +0:e012:55:00:45 + +sabotenb: +sabotnba: +0:f6e00:6c:00:1e + +puchicar: +puchicrj: +0:401c7e:348:00:04 + +;marvel vs capcom (by bugfinder) +mvsc: +mvscb: +mvscj: +mvscjr1: +mvsca: +0:ff26fd:66:ff:00 + +;********megazone.c +megazone: +megaznik: +megazona: +megazonb: +megazonc: +0:2446:89:00:55 +0:3b08:4:00:00 + +;(final blow (world)) (by GeoMan) +finalb: +finalbj: +finalbu: +0:101f22:4:00:00 +0:10104c:32:00:45 + +;********Dragon World II (ver. 110X, Export) +drgw2: +0:80caf8:46:49:40 + +;********cvs.c (gold bug) +goldbug: +0:3D09:1E:00:00 + +;******tetris the grand master (japan 980710) +;** this saves "today`s scores", the game saves the grand master scores using ** +;** nvram (i think !! :0) ** +tgmj: +0:80171198:35:06:64 + +;******miss puzzle +mspuzzle: +0:100ff4:c:0b:f4 +0:100608:2f:4d:20 + +;******monster maulers (Europe ver EAA)& kyukyoku sentai dadandarn (japan ver jaa) +dadandrn: +mmaulers: +0:600701:99:02:e8 + +headoni: +;** does not save in game top score, only hiscore table saves ** +0:0e:f:00:00 + +headon: +headonb: +;** does not save in game top score, only hiscore table saves ** +0:878a:f:30:30 + +headon2: +;** does not save in game top score, only hiscore table saves ** +0:8390:12:30:30 + +;******megatech: e-swat +mt_eswat: +0:ffff04:3:00:00 + +;******megatech: columns +mt_cols: +0:fefa20:8e:00:00 + +;******dyna gears +;** top score updates as soon as 1st game starts ** +;** wait about 10 seconds after game starts before entering a credit, or save won`t work ** +dynagear: +0:af:2c:80:50 +0:fd:1:04:04 + +;******continental circus (world & us set 1) +contcirc: +contcrcu: +0:83064:257:00:41 +0:84582:4:00:e0 +0:826ef:1:52:52 + +;******continental circus (us set 2) +contcrua: +0:8306a:257:00:41 +0:84582:4:00:e0 +0:826ef:1:52:52 + +;*******agress +agress: +0:1d5c0a:4:00:00 + +;*******1945k III +1945kiii: +0:100a2d:63:03:88 + +;*******maya & inca +maya: +inca: +0:7500:22:41:00 +0:7741:2:fa:00 + +;********one + two +onetwo: +0:fcae:52:00:01 + +monsterb: +monster2: +0:c913:3:00:00 + +;********skykid.c +skykid: +skykido: +skykidd: +0:5000:45:00:0a +0:5001:1:03:03 + +seganinj: +seganinu: +nprinces: +nprincsu: +nprincsb: +ninja: +0:EF00:31:00:43 + +;*******Renju Kizoku +renju: +0:f2aa:28:b8:01 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+;****************************************************************************************** + +;*******spinner +spinner: +0:1c11:3:00:00 +0:1e40:f:00:00 + +;********system18.c (shadow dancer) +shdancer: +shdancrj: +shdancbl: +shdancrb: +0:ffec24:13a4:80:50 + +;*******scooter shooter +scotrsht: +0:1ca0:46:01:1d +0:199c:3:01:40 + +;*******MTV Rock-N-Roll Trivia (Part 2) +rocktrv2: +0:4c2c:3c:44:0 +0:4c66:1:25:25 +0:43ed:6:00:40 +0:43f0:1:05:05 + +;*******space fever high splitter (set 1 & set 2) +highsplt: +highspla: +0:60a9:3:00:00 +0:60a3:3:00:00 +0:609d:3:00:00 +0:60bb:3:00:00 +0:60b5:3:00:00 +0:60af:3:00:00 +0:60f1:3:00:00 +0:60ec:3:00:00 +0:60e7:3:00:00 +0:60cd:3:00:00 +0:60c7:3:00:00 +0:60c1:3:00:00 + +;********kyugo.c (gyrodine) +;** top score updates as soon as you score your first points ** +;** hiscore table saves ok.... *** +gyrodine: +gyrodinc: +0:f300:45:00:0b + +;*******griffon +;** once you have beaten the hiscore, play another game then exit(no need to finish new game) ** +;** or hiscore will not save (it doesn`t display hiscore until next game starts)** +griffon: +0:4389:3:00:00 +0:4140:1:20:20 +0:4160:1:20:20 +0:4180:1:20:20 +0:41a0:1:20:20 +0:41e0:1:20:20 +0:4399:1:09:09 + +;******invasion & super earth invaders (set 1 & 2) +invasion: +searthin: +searthia: +0:20f4:2:00:00 + +dkong3: +dkong3j: +dkong3b: +0:6b00:aa:f3:76 +0:6c20:40:00:00 +0:6c16:04:00:00 +0:68f3:03:01:00 + +changes: +looper: +changesa: +0:899a:6:26:27 +0:89ba:6:00:00 +0:8a1a:6:26:27 +0:8a3a:6:00:00 +0:8a9a:6:26:27 +0:8aba:6:00:00 + +;(violence fight (world)) (by GeoMan) +viofight: +viofighu: +0:a02800:28:02:20 + +;Teenage Mutant Ninja Turtles (US & clones) +tmnt: +tmntj: +tmntua: +tmht2p: +tmnt2po: +tmnt2pj: +tmht: +tmntu: +0:63500:f3:03:41 + +;(strikers 1945) (by tamphax) +s1945: +s1945j: +s1945jn: +s1945a: +0:fe2af8:78:2d:f8 + +;********shienryu +shienryu: +0:60adc34:7ec:54:10 +0:60acbc4:4:00:e8 + +;********Wiggie Waggie +wiggie: +0:ffe108:54:00:47 + +;********timeplt.c +timeplt: +timepltc: +spaceplt: +timeplta: +0:ab08:28:00:f1 +0:a98b:3:00:01 + +mahoudai: +sstriker: +0:10029a:a4:00:20 + +;********space launcher +spacelnc: +0:60bd:21:00:00 + +spacefev: +spacefva: +0:60e7:3:00:00 +0:60f1:3:00:00 +0:60ec:3:00:00 + +;*******Space Fever (black and white set 2) +sfevrbwa: +sfeverbw: +0:609d:3:00:00 +0:60a3:3:00:00 +0:60a9:3:00:00 +0:60af:3:00:00 +0:60b5:3:00:00 +0:60bb:3:00:00 +0:60c1:3:00:00 +0:60c7:3:00:00 +0:60cd:3:00:00 +0:60e7:3:00:00 +0:60ec:3:00:00 +0:60f1:3:00:00 + +;********galaga.c +galaga: +galagamk: +galagamw: +galagao: +galagads: +gallag: +galagab2: +galaga84: +0:8a20:2d:00:18 +0:83ed:6:00:24 + +;********bulls eye darts +bullsdrt: +0:5c05:87:00:00 +0:5c5e:1:30:30 +0:5c06:1:00:00 + +;********toaplan2.c +battleg: +battlegb: +0:10ca4c:ed:00:2a +0:101241:1:45:45 + +;********atetris.c +atetris: +atetrsb2: +atetrisa: +atetrisb: +atetckt2: +atetcktl: +0:979:90:30:52 + +;********turbo.c (buck rodgers: planet of doom & clones) +;** scores on the side of screen don`t display untill 1st game is over ** +;** also top side score may display 1 digit untill 1st game is over ** +buckrog: +0:c400:3e:00:00 +0:c54b:d:0f:f0 + +zoom909: +;** top score on game screen updated after 1st game ** +;** assuming you have made score display in dipswitch menu !!** +0:c400:3e:00:00 + +;******cvs.c (hunchback & clones) +hunchbak: +0:1c07:68:00:00 +0:1c34:1:20:20 + +hunchbks: +0:3c0a:4f:1b:00 +0:3c25:1:20:20 + +hunchbkg: +0:1c0a:4f:1b:00 +0:1c0f:1:00:00 +0:1c0d:1:20:20 + +;*******mad alien +;** only top score saved properly, although all other scores do save ** +;** they go in the wrong order ???? ** +madalien: +0:000b:2:00:00 +0:6ef0:d6:00:00 +0:300:c:00:00 +0:604d:5:01:01 +0:6050:1:01:01 + +;******botanic +botanic: +0:720a:46:18:10 +0:700a:1e:00:00 +0:7233:1:23:23 + +;******bongo +bongo: +0:8300:11:0:15 +0:8301:1:05:05 + +spang: +sbbros: +0:fc01:9e:00:07 +0:e158:4:00:00 + +;******triv four +statriv4: +0:482b:18:00:00 + +;******pairs love: +pairlove: 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table - not step records ** +boxyboy: +soukobdx: +0:22d:3:00:00 +0:255:2c:09:00 +0:500f:1:03:03 + +;*******cosmo +cosmo: +0:2038:3:00:00 +0:2e22:1:7c:7c +0:2e42:1:82:82 +0:2e62:1:82:82 +0:2e82:1:82:82 +0:2ea2:1:7c:7c +0:2f22:1:00:00 +0:2f42:1:00:00 +0:2f62:1:00:00 +0:2f82:1:00:00 +0:2fa2:1:00:00 +0:3022:1:00:00 +0:3042:1:00:00 +0:3062:1:00:00 +0:3082:1:00:00 +0:30a2:1:00:00 +0:3122:1:00:00 +0:3142:1:00:00 +0:3162:1:00:00 +0:3182:1:00:00 +0:31a2:1:00:00 +0:3222:1:00:00 +0:3242:1:00:00 +0:3262:1:00:00 +0:3282:1:00:00 +0:32a2:1:00:00 +0:3322:1:00:00 +0:3342:1:00:00 +0:3362:1:00:00 +0:3382:1:00:00 +0:33a2:1:00:00 +0:3422:1:00:00 +0:3442:1:00:00 +0:3462:1:00:00 +0:3482:1:00:00 +0:34a2:1:00:00 + +;*******asterock +asterock: +0:1c:35:00:00 + +splatter: +1:1430:3f:00:2e + +;*********(jackal (world)& top gunner (us)& top gunner (bootleg) & tokughu butai jackal (japan) +jackal: +topgunr: +topgunbl: +jackalj: +1:72f8:27:00:1d +1:7340:3:00:00 +1:7341:1:02:02 + +pacmania: +1:644:50:00:4d +1:61c:4:00:00 + +pacmanij: +1:61c:4:00:00 +1:61e:1:50:50 + +;****************************************************************************************** +;* latest unofficial highscore_v8.2 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******lady frog +ladyfrog: +0:eb44:8f:dc:00 +0:ebd1:1:20:20 + +;*******bakuretsu breaker +bakubrkr: +0:10c01a:63:00:4e + +;*******demoneye-x +demoneye: +0:128:b:00:00 + +;********jumping cross +jcross: +0:f5ab:1e:00:49 + +;********dorachan +dorachan: +0:1815:5:00:00 +0:5d70:1:7c:7c +0:5d71:1:8a:8a +0:5d72:1:92:92 +0:5d73:1:a2:a2 +0:5d74:1:7c:7c +0:5d78:1:7c:7c +0:5d79:1:8a:8a +0:5d7a:1:92:92 +0:5d7b:1:a2:a2 +0:5d7c:1:7c:7c +0:5d80:1:7c:7c +0:5d81:1:8a:8a +0:5d82:1:92:92 +0:5d83:1:a2:a2 +0:5d84:1:7c:7c +0:5d88:1:7c:7c +0:5d89:1:8a:8a +0:5d8a:1:92:92 +0:5d8b:1:a2:a2 +0:5d8c:1:7c:7c +0:5d90:1:7c:7c +0:5d91:1:8a:8a +0:5d92:1:92:92 +0:5d93:1:a2:a2 +0:5d94:1:7c:7c + +;********deco32.c (captain america (asia rev 4) +captaven: +0:127040:A0:20:0 + +;******puzz loop (usa) +puzloopu: +0:609c5d8:41:00:31 +0:609c700:41:00:30 + +;******porky +porky: +0:1c38:4a:00:20 +0:1c56:1:30:30 + +;******big bucks +bigbucks: +0:4d7f:5f:48:00 +0:4ddc:1:20:20 + +;******explorer +explorer: +0:40a8:3:00:01 +0:4200:1e:49:01 + +;******bang! (japan) +bangj: +0:fe5a50:f0:30:01 + +;******prop cycle (rev.pr2 ver.a) +;** bit dodgy this one - think it saves top ten hiscores tho...... *** +propcycl: +0:e04031:76:00:31 +0:e15bf9:226:00:0f + +;******super-x (ntc & mitchell) +superx: +superxm: +0:d07c0:68:32:20 + +;******speed arttack! +speedatk: +0:8a3c:4c:00:0f + +pacheart: +0:43d1:2:4e:55 +0:4e88:3:00:00 +0:43ed:6:40:40 + +;********pacland.c +pacland: +pacland2: +pacland3: +paclandm: +0:2140:4a:00:e6 +0:205d:3:00:00 + +;********jrpacman.c +jrpacman: +fastjr: +jrpacad: +jrhearts: +jrvectr: +0:4751:01:48:48 +0:476d:06:40:40 +0:4e88:03:00:00 + +;*******street heat - cardinal amusements +strtheat: +0:6270:a7:01:20 + +;*******gaia crusaders +gaia: +0:100030:9a:00:04 + +;*******asura blade - sword of dynasty (japan) +asurabld: +0:4036ea:2:00:0a +0:40370a:4:04:07 +0:40374a:4:00:50 +0:40378a:4:09:01 +0:40368b:1:10:10 +0:4036aa:4:00:00 + +;*******twin eagle ii - the rescue mission +twineag2: +0:e208:3:40:0f +0:15572:2f:40:0a + +;*******ultra x weapons / ultra keibitai +ultrax: +0:1ac8e:28:40:04 +0:e23c:3:40:0f + +;**btime by Ziller +vecbtime: +0:0033:27:00:FF + +;*******centiped.c by Ziller +centidux: +pacipede: +vectiped: +vectrped: +killiped: +0:000b:0f:10:01 +0:0023:0f:04:12 + +;********dkong.c by Ziller +kong2600: +0:6100:AA:94:76 +0:60B8:03:50:00 +0:7641:01:00:00 +0:7621:01:00:00 +0:7601:01:07:07 +0:75e1:01:06:06 +0:75c1:01:05:05 +0:75a1:01:00:00 + + +;********galaga.c by Ziller +galaga99: +vgalaga: +0:8a20:2d:00:18 +0:83ed:6:00:24 + +;**galaxian: by Ziller +buglaxn: +0:40a8:3:00:00 + +;********milliped.c by Ziller +silliped: +0:64:30:75:17 +0:24:1:a0:a0 + +;********mrdo.c by Ziller +mrdigdo: +0:e017:64:01:00 + +;******zero point 2 +zeropnt2: +0:fe901a:37:14:00 +0:fe904c:1:01:01 + +;******eight ball action +8ballact: +0:1d29:48:00:00 +0:1d24:1:17:17 + +;******power instinct 2(usa) +pwrinst2: +0:40e800:32:00:01 + +;******special forces II(By Firebrand) +spcfrcii: +0:1a22:1:33:33 +0:1a27:5:30:30 + +;******special forces(By Firebrand) +spclforc: +0:1a22:1:33:33 +0:1a27:5:30:30 + +;******strike bowling(By Firebrand) +;****no hiscore list per se but this will save the top 5 results permanantly +;****if you like if not, you can disable this +sbowling: +0:fe61:f:00:00 + +;******imago +imago: +0:c521:4a:00:00 +0:c565:1:01:01 + +;******gaiapolis(By Firebrand) +gaiapols: +0:60f801:99:00:00 +0:60f896:1:29:29 + +;******run and gun(By Firebrand) +rungun: +0:380c80:4b:4b:40 + +;******locked and loaded(By Firebrand) +lockload: +0:102703:f6:20:1e + +;******great guns(By Firebrand) +greatgun: +0:e00b:53:55:50 + +;******genix(By Firebrand) +genix: +0:10bd2c:64:4e:10 + +;*******pit & run +pitnrun: +0:8710:1e:00:01 +0:80aa:3:00:01 +0:8a21:1:01:01 +0:8a01:1:00:00 +0:89e1:1:00:00 +0:89c1:1:00:00 +0:89a1:1:00:00 +0:8981:1:27:27 + +;****************************************************************************************** +;* latest unofficial highscore_v8.1 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******1944: The Loop Master(US 000620 and Japan 000620)(By Firebrand) +1944: +1944j: +0:921d90:b8:01:18 + +;*******evil stone +;** the game hiscore is not working, but the hiscore table saves ok ** +evilston: +0:a782:3c:01:2e + +;********taito_f3.c (puzzle bobble 2 (world)/bust a move again (us)) +pbobble2: +pbobbl2u: +0:40a854:10c:00:00 +0:40a8bf:1:05:05 + +;******change air blade(By Firebrand) +cairblad: +0:580030:b1:a0:01 + +;*******sengeki striker (asia) +;** this saves the todays top 10 scores, nvram saves all time top 100 ** +;** update - nvran may save all scores - this needs verifying ** +;sengekis: +;0:60b1f24:60:53:01 + +;*******stadium cross +scross: +0:701fb0:3f:53:03 + +;*******r2d tank +r2dtank: +0:43:3:00:00 +0:48:1:a9:a9 + +;*******grand tour +grndtour: +0:f182:29:41:00 +0:f1dd:4:00:00 + +;*******final lap 2 +finalap2: +0:106000:d0:50:01 + +;*******final lap 3 (japan set 1) +finalap3: +0:106000:d0:4d:19 + +;*******enigma 2 +enigma2: +0:20af:3:00:00 +0:20c1:3:24:24 + +;*******battlecry +;** driver broken at moment, should still work when its fully fixed ** +battlcry: +0:4449:16:48:88 + +dockman: +portman: +0:80fd:3:00:00 +0:92c1:1:00:00 +0:92e1:1:24:24 +0:9301:1:24:24 +0:9321:1:24:24 +0:9341:1:24:24 +0:9181:1:00:00 +0:91a1:1:24:24 +0:91c1:1:24:24 +0:91e1:1:24:24 +0:9201:1:24:24 + +;******magical spot +magspot: +0:6007:3:00:00 +0:6008:1:20:20 + +;********retofinv.c +retofinv: +retofin2: +retofin1: +0:9980:23:00:54 +0:990f:3:00:00 + +;********(field day and clone) +fieldday: +undoukai: +0:c00d:536:48:11 +0:a190:1:03:03 + +;*******ozon1 +ozon1: +0:4047:3:00:00 +0:4300:4e:01:10 + +;*******mustache boy +mustache: +0:f000:50:00:47 + +;*******wall crash +wallc: +0:a200:28:00:01 +0:a284:4:00:00 + +;*******lethal enforcers II - gun fighters (ver eaa) +le2: +0:c03d98:3f:05:45 + +;*******galaxy gunners +galaxygn: +0:01e9c:190:50:00 +0:0202a:1:0a:0a + +;********dragoon might (ver jaa) +dragoonj: +0:c01b00:9a:00:b0 + +;********(steel gunner 2) +sgunner2: +sgunnr2j: +0:108e2b:1b7:00:02 +0:108c6b:9:00:00 + +;*******zaviga(By Firebrand) +zaviga: +0:0da0:50:00:20 +0:1026:5:14:10 + +;*******tricky doc(By Firebrand) +trckydoc: +0:e05a:5a:2d:46 + +;*******super doubles tennis(By Firebrand) +;doesn't record initials +sdtennis: +0:0200:3c:01:15 +0:002c:3:88:01 + +;*******rapid hero(Japan?)(By Firebrand) +;wait to see top scores before you start a game +raphero: +0:1fe600:60:00:01 + +;*******progress(By Firebrand)(Hiscore does not seem to change during game) +progress: +0:8711:e:00:01 + +;*******prebillian(By Firebrand)(Hiscore display will not change. It is always 50,000. Please check) +pbillian: +0:f26b:23:00:45 +0:f222:3:00:00 + +;*******mighty! pang(japan)(001011)(By Firebrand) +mpangj: +0:ff817c:1e0:00:01 + +;*******metal soldier issac II(By Firebrand) +msisaac: +0:e4a5:50:02:4d + +;*******kung-fu taikun(By Firebrand) +kungfut: +kungfuta: +0:c1d3:2c:00:1f + +;*******kick start wheelie king(By Firebrand) +kikstart: +0:816f:3:00:00 + +;*******horizon(By Firebrand) +horizon: +0:e801:96:28:23 +0:e03c:2:28:06 + +;*******straight flush +;** gotta love those early videoram games !! ** +sflush: +0:215:3:00:00 +0:4e3d:1:00:00 +0:4e5d:1:00:00 +0:4e7d:1:00:00 +0:4e9d:1:00:00 +0:4ebd:1:00:00 +0:4f3d:1:00:00 +0:4f5d:1:00:00 +0:4f7d:1:00:00 +0:4f9d:1:00:00 +0:4fbd:1:00:00 +0:503d:1:00:00 +0:505d:1:00:00 +0:507d:1:00:00 +0:509d:1:00:00 +0:50bd:1:00:00 +0:513d:1:3e:3e +0:515d:1:45:45 +0:517d:1:49:49 +0:519d:1:51:51 +0:51bd:1:3e:3e +0:523d:1:3e:3e +0:525d:1:45:45 +0:527d:1:49:49 +0:529d:1:51:51 +0:52bd:1:3e:3e +0:533d:1:00:00 +0:535d:1:00:00 +0:537d:1:00:00 +0:539d:1:00:00 +0:53bd:1:00:00 + +;*******sky army +skyarmy: +0:8131:ad:00:8a + +;*******sd gundam neo battling (japan) +neobattl: +0:2006a4:78:00:0a + +;*******rock climber +rockclim: +0:80d9:15:03:00 +0:80eb:1:03:03 + +;*******puckman pockimon +puckpkmn: +0:ff0020:30:38:36 + +;*******nitroball (us) +nitrobal: +0:ff9deb:14b:54:00 +0:ff803a:4:00:00 +0:ff803b:1:10:10 + +;*******metal clash (japan) +metlclsh: +0:802f:8c:47:40 +0:800a:3:30:05 + +;*******mach breakers (japan) +machbrkr: +0:23f532:f6:03:30 + +;*******boardwalk casino +;** only saves the top score of each card game ** +bwcasino: +0:4c3c:d2:00:00 +0:4cce:1:43:43 + +;*******twin bee yahhoo! (ver jaa) +tbyahhoo: +0:c0fb42:82:00:12 +0:c0fb43:1:57:57 + +;*******the deep (japan) +thedeep: +0:c256:3c:04:04 + +;*******fire battle +firebatl: +0:8000:21:54:00 +0:801f:1:70:70 + +;*******billiard academy real break (japan) +realbrk: +0:ff84da:44:52:f8 + +;*******head panic(Korea?)(By Firebrand) +hedpanic: +0:10a840:28:00:40 +0:10a840:28:00:40 + +;*******champion pro wrestling(By Firebrand) +chwrestl: +0:c009:3:00:00 +0:c00c:3:00:00 + +;*******cannon ball(crazy climber hardware)(By Firebrand) +cannonb: +0:6180:d4:00:01 +0:665c:3:00:01 + +;*******vasara +vasara: +0:2a32:c5:01:1e + +;*******salamader 2 (jaa) +salmndr2: +0:c02033:136:0:14 + +;*******sexy parodius (ver jaa) +sexyparo: +0:c10752:4:00:00 +0:c1075e:78:00:06 +0:c10754:1:73:73 + +;*******eggor +eggor: +0:4cf7:3c:4c:00 +0:4d31:1:52:52 +0:43ed:6:00:40 + +;*******dark tower +darktowr: +0:a82:9c:4b:30 + +;*******chack`n pop +chaknpop: +0:8449:1f:04:00 +0:8466:1:14:14 + +;bwidow: +;black widow is disables for now as it doesn`t work that well +;with the hiscore.dat +;0:310:93:00:00 +;0:39b:1:11:11 + +;*******battle wings +bwing: +0:d00:f0:34:20 +0:0d:4:00:00 + +;*******big bang +bigbang: +0:1ff101:6b:18:00 +0:1ff169:1:01:01 + +;*******cuebrick +cuebrick: +2:60368:50:00:4f + +;******************************************************************************** +;* latest unofficial highscore_v7.97 additions below - by leezer/geoman/others * +;******************************************************************************** + +;*******arcade classics (prototype) +;** this entry saves all but the top 4 scores, nvram does the rest ** +arcadecl: +0:3eee41:32:00:11 +0:3eedf6:32:00:10 + +;*******dead angle +deadang: +0:1442:bd:50:00 +0:14f9:1:2a:2a + +;*******gokujyou parodius (ver jad) +gokuparo: +0:c0d736:4:00:00 +0:c0d742:78:00:09 +0:c0d738:1:73:73 + +;*******martial champion (japan ver jaa) +mtlchmpj: +0:100300:61:00:44 + +;*******metamorphic force (us ver uaa) +metamrph: +0:203240:35:00:5a + +;*******mystic warriors (world ver eaa) +mystwarr: +0:200400:4e:48:01 +0:200170:4:00:00 +0:200171:1:10:10 + +;*******violent storm (us ver uab) +viostorm: +0:20dc00:139:00:07 +0:200138:8:00:45 + +;*******guardians/denjin makai II(By Firebrand) +grdians: +0:201582:4a:c3:01 + +;*******dragon gun(us)(By Firebrand) +dragngun: +0:011f387:136:00:01 + +;*******cave.c (esp.ra.de) (International Ver 1998 4/22 and clones) +esprade: +espradeo: +espradej: +0:1023b0:50:00:8c +0:1022ec:4:00:00 + +;*******tecmo bowl (world? & japan) +tbowl: +tbowlj: +0:8015:b4:41:01 + +;*******thunderjaws +thunderj: +0:3ffd9c:64:00:95 + +;*******dragon master +drgnmst: +0:ff84f0:4:00:00 +0:ff8450:6c:00:01 + +;*******las vegas girl (girl`94) +lvgirl94: +0:c17cd:77:53:00 +0:c1840:1:07:07 +0:c23da:6:00:00 + +;*******boggy `84 +boggy84: +0:c400:45:00:11 +0:c044:6:10:10 +0:c04b:3:00:00 + +;*******off the wall (2/3 player upright)) +offtwall: +0:3fee2e:37:00:49 + +;********bublbobl.c +;**** now saves all hiscore data and special item counters **** +bublbobl: +bublbobr: +bubbobr1: +boblbobl: +sboblbob: +0:e654:23:00:48 +0:e67b:3:1f:13 +0:e64c:3:00:00 +0:e5df:1:00:00 +0:e5e0:1:00:00 +0:e5e4:1:00:00 +0:e5e6:1:00:00 +0:e5e1:1:00:00 +0:e5e2:1:00:00 +0:e5e3:1:00:00 +0:e5e7:1:00:00 +0:e5e8:1:00:00 +0:e5e9:1:00:00 +0:e5ea:1:00:00 +0:e5eb:1:00:00 +0:e5f6:1:00:00 +0:e5f7:1:00:00 +0:e5ee:1:00:00 +0:e5ef:1:00:00 +0:e5f0:1:00:00 +0:e5ec:1:00:00 +0:e5ed:1:00:00 +0:e5f3:1:00:00 +0:e5f4:1:00:00 +0:e5d9:1:00:00 +0:e5da:1:00:00 +0:f457:1:00:00 +0:f4f8:1:00:00 +0:e601:1:00:00 +0:e602:1:00:00 +0:e600:1:00:00 +0:e5ff:1:00:00 +0:e5fd:1:00:00 +0:e5fc:1:00:00 +0:e5fb:1:00:00 +0:e5fa:1:00:00 +0:e5f9:1:00:00 +0:e5f8:1:00:00 +0:e5fe:1:00:00 +0:e604:1:00:00 +0:e605:1:00:00 +0:e606:1:00:00 +0:e607:1:00:00 +0:e609:1:00:00 +0:e60a:1:00:00 +0:e611:1:00:00 + +;*******(oli-boo-chi) +;** game updates saved hiscore as soon as you insert a coin ** +olibochu: +0:f84c:5:00:00 +0:f84e:1:05:05 +0:81bd:1:60:60 +0:81dd:1:60:60 +0:81fd:1:05:05 +0:821d:1:00:00 +0:823d:1:00:00 +0:825d:1:00:00 +0:814f:1:18:18 + +;*******(birdie king 2)(By Firebrand) +bking2: +0:8166:9:0:0 +0:8187:1:0:0 + +;*******(world rally 2: twin racing)(By Firebrand) +wrally2: +0:fec766:288:5a:ff + +;*******(ghost pilots)(By Firebrand) +gpilots: +0:10e001:3:00:00 +0:10e005:4b:00:10 + +;*******(grand striker)(By Firebrand) +gstriker: +0:ffe357:43:0f:01 + +;*******Knights of the Round (world 911127 & clones)) +knights: +knightsj: +knightsu: +0:ffe53a:002:00:08 +0:ffe53c:256:00:00 +0:ffe800:1c:00:bf + +;*******(mad shark) +madshark: +0:201d20:4:00:00 +0:205dd2:c4:00:00 +0:201d21:1:0a:0a + +;*******(mad donna (set 1)) +maddonna: +0:835fc:4:00:30 + +;*******(raiga - strato fighter)(US and Japan)(By Firebrand) +stratof: +raiga: +0:060082:8c:00:20 + +;*******(halley's comet)(By Firebrand) +halleys: +halleycj: +0:fc3c:23:02:54 +0:fc21:3:02:00 + +;*******(gigas mark II)(bootleg)(By Firebrand) +gigasm2b: +0:c0a0:4d:00:20 + +;*******(gigas)(bootleg)(By Firebrand) +gigasb: +0:cb10:4d:80:20 + +;*******(crowns golf (set 1)) +crgolf: +0:4001:10c:04:00 +0:411a:1:0a:0a + +;*******(fantasy `95) +fantsy95: +0:c825b6:63:30:20 + +;*******dorodon (set 1) +dorodon: +0:6073:1b:01:00 +0:d381:46:0f:17 + +;*******ben bero beh (japan) +benberob: +0:fa4d:3:00:96 + +;*******pistol daimyo no bouken(Japan)(By Firebrand) +pistoldm: +0:01f7:23:05:33 +0:015c:4:05:00 + +;********ribbit!(By Firebrand) +ribbit: +0:fff800:1e:00:45 +0:fffada:126:ff:ff + +;********the game paradise - master of shooting +gametngk: +0:fee0021e:4:40:00 +0:fc000450:15cd:47:20 +0:fee16000:44d:47:00 +0:fee16448:1:01:01 + +;********macross II(By Firebrand)(redited to include each stage's hiscore +;and all ranks) +macross2: +0:1ffa00:80:00:50 +0:1ffb00:80:00:50 +0:1ffc00:80:00:50 +0:1fc400:200:00:73 +0:1fc600:200:00:73 +0:1fc800:200:00:73 +0:1fca00:200:00:73 +0:1fcc00:200:00:73 +0:1fce00:200:00:73 +0:1fd000:200:00:73 +0:1fd200:200:00:73 +0:1fd400:200:00:73 +0:1fd600:200:01:63 + +;*******thunder zone(world)(By Firebrand) +thndzone: +0:3f8040:1a:10:10 + +;*******mayhem 2002(By Firebrand) +; - Only works if you delete the nvram after you turn off the game. Making +;the nvram read-only will not work. +mayhem: +0:e081:ba:10:45 + +;*******super triv II(By Firebrand) +; - Only saves "Experts Only" scores, can save other slots but the games are +;different every time +;, - unless you choose the same three over and over again so only "Experts +;Only" game stays the same. +supertr2: +0:4891:20:00:00 + +;*******golly! ghost!(By Firebrand)(unable to test properly due to lack of +;sight movement on screen) +gollygho: +0:10312E:143:02:00 + +;*******wizard fire (us v1.1) +wizdfire: +0:fdc034:28:0b:00 +0:fdc059:1:01:01 + +;********mutant fighter (world rev 4 em-5) +mutantf: +0:1000fc:32:01:00 +0:10012c:1:01:01 + +;********cosmic cop(world)(by Firebrand) +cosmccop: +0:e3c5e:6e:10:41 +0:e3d72:03:10:06 +0:e3d18:3c:00:5a + +;********perestroika girls (japan) +perestro: +0:f4c0:28:00:03 +0:f8f1:4:00:00 + +;********the cliffhanger - edward randy (world revision 2)) +edrandy: +0:194080:80:4d:02 + +;********btime.c +bnj: +brubber: +0:000a:3:12:01 +0:500:26c:01:00 +0:640:1:4d:4d + +tubep: +0:a0b6:240:a8:4d +0:a092:3:a8:00 + +;********tempest.c +tempest: +tempest1: +tempest2: +temptube: +0:605:119:07:06 +0:706:1:01:01 + +;********neogeo.c (blues journey) +bjourney: +0:103381:49:05:05 + +;*******(mega twins [updated]) +mtwins: +;chikij: ;* +0:ff12c8:190:00:00 +0:ff9168:28:02:5b +0:ffe006:04:00:00 + +;******************************************************************************** +;* latest unofficial highscore_v7.96 additions below - by leezer/geoman/others * +;******************************************************************************** + +;*******(sidearms & clones) +sidearms: +sidearjp: +sidearmr: +0:e682:4e:00:03 +0:e601:7:00:00 +0:e6ce:1:3b:3b + +;Teenage Mutant Ninja Turtles 2(& clones) +tmnt2: +tmnt2a: +0:107600:f1:03:41 + +;*******(p-47 aces) +p47aces: +0:fee1b04c:78:10:03 + +;*******(mouser/mouser (cosmos)) +mouser: +mouserc: +0:6107:a1:00:00 +0:60b8:3:00:00 +0:61a6:1:23:23 +0:9241:1:00:00 +0:9221:1:00:00 +0:9201:1:07:07 +0:91e1:1:08:08 +0:91c1:1:00:00 +0:91a1:1:00:00 + +;*******(birdy try (japan)) +birdtry: +0:ff8530:31a:01:40 + +;*******(f1 exhaust note) +;** needs testing - can anyone verify this game saves hiscores ?? ** +f1en: +0:20f20e:38:42:02 + +;*******(burning rival (japan)) +brival: +0:208300:4a:42:04 + +;*******(alien 3) +alien3: +0:20f2bc:78:80:00 + +;mars matrix (usa/japan)(by tamphax) +mmatrix: +mmatrixj: +0:ff0104:140:43:00 +0:ff4988:6:00:90 + +;snow brothers 3 (by tamphax) +snowbro3: +0:1001ca:40:00:4f + +;zombie raid (by tamphax) +zombraid: +0:20cabc:50:4f:00 + +;shadow warriors (US set 2)(clone)(by tamphax) +shadowwa: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;street fighter 2 (US 910318)(clone)(by tamphax) +sf2ud: +0:ffd28a:30:00:20 +0:ffd302:04:00:00 + +;street fighter 2 champion edition (US920803)(clone)(by tamphax) +sf2ceuc: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;willow (japan, english)(clone)(by tamphax) +willowje: +0:ffefc6:50:00:20 +0:fff03e:04:00:00 + +;spiderman (us) and clones (by GeoMan) +spidey: +spideyj: +0:208c00:80:a0:00 + +;pirates (by GeoMan) - 10th score not saved, driver +problem? +pirates: +0:10a544:80:4e:00 + +;perfect billiards (by GeoMan) +pbillrd: +0:c940:A0:00:40 + +;******(enforce (japan)) +enforce: +0:1026fc:4:00:a0 + +;moon shuttle (US/Japan)(by tamphax) +mshuttle: +mshuttlj: +0:808a:58:00:24 + +;maniac square (unprotected)(by tamphax) +maniacsq: +0:fe982c:48:50:00 + +;maniac square (prototype)(by tamphax) +maniacsp: +0:ff713e:64:50:00 + +;*******(kamikaze cabbie) +;** you must exit this game when either the main title page is showing ** +;** (the screen with the game name and copyright displaying) or when the hiscore ** +;** is being displayed in attract mode, or the save will not work ** +kamikcab: +0:636b:7c:00:20 + +;liberation (by tamphax) +liberate: +0:41:3:05:00 +0:6304:6e:20:60 + +;SF-X (by tamphax) +sfx: +0:40a8:3:00:02 +0:4540:1e:00:15 + +;*******(gumbo) +;** this hiscore seems broken, think its a driver problem ** +gumbo: +0:80000:30:4b:50 +0:815d2:12:0b:0a + +;*******(F-1 grand prix part II) +f1gp2: +0:ff91c2:2ee:14:50 +0:ffa617:3f:59:49 + +;*******(dr.micro) +drmicro: +0:c800:10e:00:00 +0:c017:6:00:00 + +;gunbarich (by tamphax) +gnbarich: +0:6076864:a5:00:01 + +;strikers 1945 III (by tamphax) +s1945iii: +0:6083c84:c4:00:00 +0:6083d80:46:00:02 + +;dragon blaze (by tamphax) +dragnblz: +0:60824B4:dd:00:00 +0:60825d4:4d:00:03 + +;*******(bang!) +bang: +0:fe5a4c:ee:41:01 + +;*******(alligator hunt (unprotected)) +aligatun: +0:fe51da:2:42:68 +0:feaf02:98:42:2e + +;*******(boomer rang`r / genesis) +;** you must let this game display the hiscore table before starting game and ** +;** this game only saves properly if you exit the game when the hiscore is scrolling ** +;** up the screen during attract mode, you have to be quick, you only get about 4-5 seconds ** +;** to do this...** +boomrang: +0:10:3:07:00 +0:62a2:3f:07:89 + +;*******(penguin brothers (japan)) +penbros: +0:200050:63:00:4a + +;Dimahoo/Great Mahou Daisakusen (by tamphax) +dimahoo: +gmahou: +0:928586:3C:00:40 + +;*******(power spikes (world)) +pspikes: +0:1023f1:4d:00:03 + +;(fantasia ii) (by GeoMan) +fantsia2: +0:f825b6:64:30:00 + +;(dragonball z 2 super battle) (by GeoMan) +dbz2: +0:48772a:2:00:02 +0:48772c:2:00:00 + +;******(gratia - second earth) +gratia: +0:fee1bc2c:a0:c8:43 + +;******(desert war) +desertwr: +0:fee1b028:eb:94:24 + +;******(tetris plus) +tetrisp: +0:fee184a0:135:10:1e +0:fee00010:31e:5a:ea + +;******(the history of martial arts) +histryma: +0:e02be0:28:41:10 + +;******(puzz loop (europe)) +puzzloop: +0:60985ac:41:00:31 +0:60986d4:41:00:30 + +;******(tapper (budwieser/alternate/root beer/suntory)) +tapper: +0:e014:3d:00:00 +0:e417:1:09:09 +tappera: +rbtapper: +sutapper: +0:e014:3c:00:00 +0:e417:1:09:09 + +;********(speed spin) +speedspn: +0:b04c:61:4a:20 + +;********(sky raider) +skyraid: +0:a:2:00:00 + +;********(sengeki striker) +;** the nvram in this game is about as reliable as the english cricket team, hence ** +;** the top score is sometimes wrong.... but nevermine eh...?? ** +;** the todays top ten hi table saves fine though... ** +sengekis: +0:60b1de8:78:53:00 +0:60b1e47:1:01:01 + +;********(solvalou) +solvalou: +0:10660f:119:00:07 + +;********(s.s.mission) +ssmissin: +0:b9100:c0:00:6f + +;********(megadon) +;** only saves top score ???? don`t know why ???? anyone fix this ?? ** +megadon: +0:7a01:48:00:00 +0:7a6e:2:01:00 +0:7862:1:f4:f4 + +;********(legion(ver 2.03 & 1.05)) +legion: +0:62e8e:27:00:29 +0:62fde:4:00:00 +legiono: +0:62e8c:27:00:29 +0:62fdc:4:00:00 + +;********(legend) +legend: +0:e70c:5d:00:40 + +;********(kid no hore hore daisakusen) +horekid: +0:4025a:28:00:01 + +;********(ipm invader) +ipminvad: +0:c0:a:00:00 + +;********(golden fire II) +gfire2: +0:1003d:45:4f:4a + +;********(best bout boxing) +bbbxing: +0:fee0f45c:d7:a0:53 + +;********(alpha fighter / head on) +alphaho: +0:878a:f:30:30 +0:e4cb:c:00:00 + +;********(samurai aces (world)) +samuraia: +0:fe7d80:9e:00:04 + +;********(flower) +flower: +0:d060:37:00:20 +0:c00f:3:00:00 +0:c010:1:30:30 + +;********(fancy world - earth of crisis) +fncywld: +0:ff8311:ae:05:56 + +;********(bouncing balls) +bballs: +0:fc688:31:90:90 +0:fc687:1:00:00 + +;(tengai) (by tamphax) +tengai: +0:fe4cb0:48:2d:98 + +;(Blaze On) (by tamphax) +blazeon: +0:304fb0:77:00:0d +0:30020c:8:00:00 + +;********(blandia) +blandia: +0:301094:62:09:17 + +;********(aquarium (japan)) +aquarium: +0:ff904c:28:49:e8 + +;********(masked riders club battle race) +kamenrid: +0:202e93:9f:0a:10 + +;********(soldier girl amazon) +amazon: +0:40db4:46:00:0e +0:40d66:4:00:00 +0:40d68:1:50:50 + +;********(n.y. captor) +;** hiscore is broken in this game, when h/score is beaten you cannot put your name in ** +;** the scores save ok though... ** +nycaptor: +0:e1da:28:00:4e +0:e188:3:00:00 + +;********(sky skipper) +skyskipr: +0:81f2:3:01:00 +0:8610:1e:01:16 + +;********(diver boy) +diverboy: +0:44715:b1:31:e9 + +;********(nostradamus) +nost: +0:100350:29:59:00 +0:100019:3:01:00 + +;********(daioh) +daioh: +0:10748c:a3:00:05 +0:10748f:1:e8:e8 + +;********(beam invader) +beaminv: +0:1833:3:00:00 + +;********(4 en raya) +4enraya: +0:c152:6c:01:0c + +;********(magical cat adventure) +mcatadv: +0:101bd3:31:05:2b + +;Armored Warriors(Europe/USA) (by tamphax) +armwar: +armwaru: +0:ff27d6:256:00:04 + +;Gigawing(USA/Japan) (by tamphax) +gigawing: +gwingj: +0:ff70dc:170:00:01 + +;(cassette: tornado) (by GeoMan) +ctornado: +0:25:3:0:0 + +;(cassette: terranean) (by GeoMan) +cterrani: +0:44:2:0:50 +0:46:1:0:0 + +;(cassette: super astro fighter) (by GeoMan) +csuperas: +0:480:1c:0:ff +0:98:2:0:0 + +;(cassette: scrum try (set 1)) and clones (by GeoMan) +cscrtry: +0:400:21:01:15 +0:a:3:10:01 +cscrtry2: +0:400:24:0:2b +0:a:3:0:0 +0:ca41:1:1:1 +0:ca21:1:2b:2b +0:ca01:1:2b:2b +0:c9e1:1:2b:2b +0:ca61:1:1:1 +0:c9c1:1:2b:2b + +;******************************************************************************** +;* latest unofficial highscore_v7.95 additions below - by leezer/geoman/others * +;******************************************************************************** + +;******(up`n down (not encrypted)) +upndownu: +0:c93f:3f:01:00 +0:c97b:1:01:01 + +;(wily tower) and clones (by GeoMan) +wilytowr: +atomboy: +0:dd00:4:00:05 +0:dd04:ac:0:0 +0:e78d:6:ff:ff + +;(jump kids) (by GeoMan) +jumpkids: +0:123c10:a0:50:50 +0:123c01:3:0:0 + +;(inferno (s2650)) (by GeoMan) +minferno: +0:1c3a:5:10:10 + +;(high voltage) (by GeoMan) - For the hiscore to display correctly in the opening screen always quit the game when opening screen is displayed! +hvoltage: +0:40d20:1e0:4c:00 +0:40020:3:01:00 +0:201615:1:20:20 +0:201695:1:01:01 +0:201715:1:0:0 +0:201795:1:0:0 +0:201815:1:0:0 +0:201895:1:0:0 +0:201915:1:0:0 + +;(gulf war ii) (by GeoMan) +gulfwar2: +0:315a6:16a:00:01 +0:315a2:4:0:0 + +;(f1 - grand prix) (by GeoMan) +f1gp: +0:ff917a:2f0:14:00 + +;(equites) and clones (by GeoMan) +equites: +equitess: +0:40020:4:0:0 +0:40a30:a0:00:09 + +;(clay shoot) (by GeoMan) +clayshoo: +0:2140:8:be:00 + +;(dingo) (by GeoMan) +dingo: +0:4028:31:0:0 + +;(roller jammer) (by GeoMan) +rjammer: +0:a4fa:1e:a8:55 + +;(rip cord) (by GeoMan) +ripcord: +0:36:2:0:0 + +;(next space, the) (by GeoMan) +tnexspce: +0:70016:4:0:0 +0:72b40:50:0:0 +0:a0f56:10:30:4e + +;(net wars) (by GeoMan) +netwars: +0:5890:6:00:00 +0:8040:1:24:24 +0:8060:1:0:0 +0:8080:1:0:0 +0:80a0:1:0:0 +0:80c0:1:0:0 +0:80e0:1:1:1 +0:8100:1:24:24 +0:8110:1:24:24 + +;(lethal crash race (set 1)) and clones (by GeoMan) +crshrace: +crshrac2: +0:fe21b6:80:41:00 + +;(koukouyakyuh, the) (by GeoMan) +kouyakyu: +0:40a01:70:0:0 +0:40010:4:0:0 +0:8070d:1:20:20 +0:8078d:1:20:20 +0:8080d:1:2:2 +0:8088d:1:0:0 +0:8090d:1:0:0 +0:8098d:1:0:0 +0:80a0d:1:0:0 + +;********decocass.c (cassette: peter peppers ice cream factory) +cppicf: +cppicf2: +0:d940:1e:05:00 +0:d800:1e:4d:00 +0:3:3:00:05 +0:94:1:13:13 + +;(cassette: rootin' tootin' (aka la.pa.pa)) and clones (by GeoMan) +clapapa: +clapapa2: +0:1:2:00:45 +0:3:1:0:0 + +;(cassette: pro soccer) (by GeoMan) +cprosocc: +0:56a:23:00:00 +0:591:3:0:0 + +;(cassette: night star (set 1)) and clones (by GeoMan) +cnightst: +cnights2: +0:d:2:00:03 +0:7800:40:03:00 +0:7940:40:6b:00 + +;(cassette: mission-x) (by GeoMan) +cmissnx: +0:23:3:0:0 + +;(toffy) (by GeoMan) +toffy: +0:913:a0:20:ff + +;(battle cross) (by GeoMan) +battlex: +0:a036:3:0:0 +0:a266:23:0:0 + +;(bakutotsu kijuutei) (by GeoMan) +bakutotu: +0:1e00:60:42:50 + +;*********(defender (red label)) +;*** this saves just the today`s best scores, the all time greatest are *** +;*** saves using nvram *** +defender: +0:b260:60:00:48 + +;*********(timber) +timber: +0:e014:42:00:00 +0:e059:1:99:99 + +;*********(tube-it) +tubeit: +0:8d0d:4c:4b:00 +0:8d57:1:10:10 + +;******************************************************************************** +;* latest unofficial highscore_v7.94 additions below - by leezer/geoman/others * +;******************************************************************************** + +;******(moon cresta (nichibutsu, old rev)) +mooncrsa: +0:8042:54:00:24 +0:804f:1:50:50 + +;(super toffy) (by GeoMan) +stoffy: +0:833:e0:00:f2 +0:913:f0:20:00 + +;(storm blade (us)) (by GeoMan) +stmblade: +0:28d3:80:15:00 + +;(splendor blast) (by GeoMan) +splndrbt: +0:40840:168:53:01 +0:40020:3:01:00 + +;(space king 2) (by GeoMan) +spcking2: +0:1cf4:2:0:0 + +;(beast busters (world ?)) (by GeoMan) +bbusters: +0:8a578:2:00:02 +0:8a57a:be:30:00 + +;(bull fighter) (by GeoMan) +bullfgtr: +0:40700:40:41:00 +0:40012:6:00:00 +0:800b0:1c:00:11 + +;(birdie king) (by GeoMan) +bking: +0:8161:9:0:0 +0:8175:1:0:0 + +;********(red robin) +redrobin: +0:c743:3b:1b:00 +0:c6e6:3:01:00 + +;********(mr. kougar & bootleg) +mrkougar: +mrkougb: +0:40a6:12:00:00 +0:4a61:1:10:10 +0:4a41:1:10:10 +0:4a21:1:10:10 +0:4a01:1:10:10 +0:49e1:1:10:10 +0:49c1:1:10:10 + +;********(monte carlo) +montecar: +0:b6:1:00:00 + +;********(mechanized attack) +mechatt: +0:7f943:3:02:54 +0:7f9bb:99:02:14 + +;********(macross plus) +macrossp: +0:f16ddc:5e:00:14 + +;(cassette: lock'n'chase) (by GeoMan) +clocknch: +0:a:3:0:0 +0:b800:f:0:0 +0:b810:11:ff:0 + +;(cassette: fighting ice hockey) (by GeoMan) +cfghtice: +0:c2:3:02:0 +0:4b09:50:20:00 + +;(cassette: disco no 1) and clones (by GeoMan) +cdiscon1: +csweetht: +0:8:3:0:0 +0:400:21:0:0 + +;(cassette: bump n jump) and clones (by GeoMan) +cburnrub: +cbnj: +cburnrb2: +0:9:3:12:01 +0:7800:f:01:82 +0:9800:f:4d:4d + +;********(super shanghai dragon`s eye (world,bootleg)) +sshanghb: +0:fec478:13f:00:1c + +;(american horseshoes (us)) (by GeoMan) +horshoes: +0:8e1c:2:0:0 +0:8f37:1:0:0 +0:8ff0:1:0:0 +0:8bd0:1:4c:4c + +;(exvania (japan)) (by GeoMan) +exvania: +0:14ee8:28:50:02 + +;(gunbuster (japan)) (by GeoMan) +gunbustr: +0:2032a0:2:00:21 +0:2032a2:9e:13:00 + +;(yamato (set 1)) and clones (by GeoMan) +yamato: +yamato2: +0:6100:50:00:ff +0:6038:3:00:00 + +;(us aaf mustang (japan)) and clones (by GeoMan) +mustang: +mustangb: +mustangs: +0:f9090:4:00:10 + +;(sotsugyo shousho) (by GeoMan) +sotsugyo: +0:14269c:10:00:32 +0:1426ac:50:04:00 + +;(sokonuke taisen game (japan)) (by GeoMan) +sokonuke: +0:208004:10:00:46 +0:208014:40:00:00 + +;(sea fighter poseidon) (by GeoMan) +sfposeid: +0:8188:2:00:50 +0:818a:1:00:00 + +;(s.p.y. - special project y (us)) (by GeoMan) +spy: +0:9a0:50:11:00 +0:836:4:00:00 + +;(scud hammer) (by GeoMan) +scudhamm: +0:fd1ea:3c:00:01 + +;(super cup finals (world)) and clones (by GeoMan) +scfinals: +0:410f74:50:00:ff +hthero93: +cupfinal: +0:410f60:50:00:ff + +;(sen jin - guardian storm (korea)) (by GeoMan) +grdnstrm: +0:3c0300:3c:00:98 + +;(shadow force (us) (by GeoMan) +shadfrce: +0:1f002a:2:00:05 +0:1f002c:26:00:00 +0:1f0022:4:00:00 + +;(sheriff) and clones (by GeoMan) +sheriff: +bandido: +0:60f1:3:0:0 + +;(sindbad mystery) (by GeoMan) +sindbadm: +0:e3a0:3c:00:4b +0:c90b:3:00:00 + +;(sonic blast man (japan)) (by GeoMan) +sbm: +0:10c000:2:00:73 +0:10c002:3e:01:00 + +;(sos) (by GeoMan) +sos: +0:406c:2:0:0 + +;(stagger i (japan)) (by GeoMan) +stagger1: +0:3c0300:3c:00:98 + +;(space tactics) (by GeoMan) +stactics: +0:d700:a:0:0 +0:e700:a:0:0 +0:f700:a:0:0 + +;(space odyssey) (by GeoMan) +spaceod: +0:c907:2:0:0 + +;(space laser) and clones (by GeoMan) +spclaser: +laser: +0:2034:2:0:0 +0:205b:1:3d:3d +0:2e70:4a1:0:0 +spcewarl: +0:2034:2:0:0 +0:2058:1:9:9 +0:2e70:4a1:0:0 + +;(space intruder) (by GeoMan) +spaceint: +0:2000:3:0:0 + +;(space fortress) (by GeoMan) +spacefrt: +0:1c00:10:00:1b +0:1c18:44:1b:00 + +;(super bug) (by GeoMan) +superbug: +0:c:1:0:0 + +;(super pinball action (japan)) (by GeoMan) +spbactn: +0:41780:32:00:05 + +;(super stingray) (by GeoMan) +sstingry: +0:20028:4:00:73 +0:20770:90:00:00 + +;(syusse oozumou (japan)) (by GeoMan) +ssozumo: +0:24:3:0:0 +0:714:74:42:40 + +;(super gem fighter mini mix (us 970904)) and clones (by GeoMan) +sgemf: +pfghtj: +sgemfa: +0:fff23a:2:00:02 +0:fff23c:ae:00:00 + +;(ring rage (world)) and clones (by GeoMan) +ringrage: +ringragj: +ringragu: +0:40e660:30:00:4b +0:40e690:280:53:00 + +;********(power goal (world) +pwrgoal: +0:411aed:87:03:46 + +;*********xain.c (xain`d sleena)(fix) +xsleena: +0:33:3:00:00 +0:1bc7:3c:00:2c + +;*******(perfect soldiers (japan)) +psoldier: +ssoldier: +0:e1b0f:31:10:31 +0:e0032:1:06:06 + +;*******(passing shot (2 players)(bootleg)) +passshtb: +0:ffee00:59e:4d:41 + +;*******(point blank) +ptblank: +0:21ccd4:64:00:09 + +;*******(video pinball) +videopin: +0:37:1:00:00 +0:3c:1:00:00 +0:41:1:00:00 + +;(gunbird 2) (by Paul Priest) +gunbird2: +0:604c758:28:00:70 +0:604c780:3c:1e:00 + +;(sol divide) (by Paul Priest) +soldivid: +0:600bb50:18:00:50 +0:600bb68:1e:24:02 + +;(space bomber) (by Paul Priest) +sbomberb: +0:600c904:28:00:c0 +0:600c92c:3c:1e:00 + +;(strikers 1945 ii) (by Paul Priest) +s1945ii: +0:600c4ec:28:00:70 +0:600c514:3c:1e:00 + +;*******(vampire savior 2: the lord of vampire (japan 970913) +vsav2: +0:fff426:1bf:00:03 + +;(trick trap (world?)) and clones (by GeoMan) +tricktrp: +labyrunr: +0:22a0:40:00:53 +0:2308:4:0:0 + +;(toryumon) (by GeoMan) +toryumon: +0:fffe20:28:0:0 + +;(tactician) (by GeoMan) +tactcian: +0:98a8:3:0:0 +0:8048:140:00:10 +0:8028:20:00:10 + +;(top ranking stars (world new version)) and clones (by GeoMan) +trstar: +trstarj: +trstaro: +trstaroj: +prmtmfgt: +prmtmfgo: +0:413d10:2:00:00 +0:413d12:7fe:13:00 + +;(no man's land) (by GeoMan) +nomnlnd: +nomnlndg: +0:6004:3:00:00 +0:6c5d:6c0:ff:00 + +;(night warriors: darkstalker's revenge (us 950406) and clones (by GeoMan) +nwarr: +vhuntj: +vhuntjr1: +0:fff4e8:4:00:01 +0:fff4ec:44:00:00 + +;(night driver) (by GeoMan) - Hiscore is updated when new game starts! +nitedrvr: +0:a0:c:0:0 +0:130:1:52:52 + +;(news) (by GeoMan) +news: +0:e4bb:8:30:30 + +;(namco classics vol. 1) and clones (by GeoMan) - ALL games MUST run through attract mode before starting a new game! +ncv1: +ncv1j: +ncv1j2: +0:400914:2ee:07:01 + +;********(outfoxies) +outfxies: +0:236210:3e:00:5f + +;********(oriental legend) +orlegend: +0:811946:d4:49:b0 + +;********(kokontouzai eto monogatari (japan)) +eto: +0:202d08:30:37:d0 + +;********(golfing greats) +glfgreat: +0:100320:50:41:9 +0:100400:50:41:9 + +;(metamoqester) (by GeoMan) +metmqstr: +0:f080e0:100:0a:01 + +;(major title 2 (world)) and clones (by GeoMan) +majtitl2: +skingame: +skingam2: +0:ed542:140:4d:00 + +;(major league) (by GeoMan) +mjleague: +0:ffe000:50:00:20 + +;(mighty guy) (by GeoMan) +mightguy: +0:c055:75:00:41 + +;(many block) (by GeoMan) +manybloc: +0:f0050:4:00:19 +0:f0054:9c:00:00 +0:f03b2:6:0:0 + +;********(hyper pacman (bootleg)) +hyperpcb: +0:10535c:28:50:00 +0:10537e:1:43:43 + +;********taito_f3.c (landmaker (japan)) +landmakr: +0:40fc30:28:00:50 + +;********nmk16.c (koutetsu yousai strahl (japan set 1)) +strahl: +0:f30d9:18f:55:88 +0:f0d8a:4:00:50 + +;********namcona1.c (knuckle heads (world)) +knckhead: +0:9372:27:00:4c + +;(galactic warriors) (by GeoMan) +gwarrior: +0:1a4f6:50:00:01 +0:1f72f:3:00:85 + +;(grand cross) (by GeoMan) +gcpinbal: +0:ff2318:2:00:02 +0:ff231a:6e:81:00 +0:ff000e:70:00:00 + +;*******segac2.c (ichidant-r (puzzle_action 2 (english & japan))) +ichidant: +ichidnte: +0:fffc3d:27:00:00 + +;*******iqblock.c (iq-block) +iqblock: +0:f149:27:41:00 +0:f1a4:3:00:00 +0:f16e:1:13:13 + +;*******epos.c (igmo) +;** only saves top score ** +igmo: +0:784a:3c:10:00 +0:7805:1:f4:f4 + +;*******megasys1.c (iga ninjyutsuden (japan)) +iganinju: +0:f0004:4:00:00 +0:f4001:97:20:ac +0:f0010:8:30:30 + +;(magic crystals (world)) and clones (by GeoMan) - FIXED +mgcrystl: +0:300478:4:00:09 +0:30047c:7c:00:00 +mgcrystj: +0:300488:4:00:00 +0:30048c:7c:41:00 + +;(recordbreaker (world)) (by GeoMan) +recordbr: +0:1034ee:1e0:00:45 + +;(final fight (world)) and clones (by GeoMan) +ffight: +ffightj: +0:ff850c:3c:ff:00 +0:ff80a0:04:00:00 +ffightu: +0:ff850c:3c:ff:00 +0:ff80a0:04:00:01 + +;(fighter & attacker (us)) and clones (by GeoMan) +fghtatck: +fa: +0:1faa8:f2:00:03 +0:1122:4:0:0 + +;(fast lane) (by GeoMan) +fastlane: +0:32a0:50:00:00 +0:3309:3:02:00 + +;********xyonix.c (xyonix) +xyonix: +0:d500:13f:4f:00 +0:d639:1:08:08 + +;********namcona1.c (cosmo gang the puzzle (us)) +cgangpzl: +0:add2:ce:ff:a2 + +;********supbtime.c (china town (japan)) +chinatwn: +0:1a3e00:50:00:2e + +;********decocass.c (cassette: graplop (aka cluster buster(set 1)) +cgraplop: +0:2a51:5d:43:30 +0:23:6:30:30 + +;(demon) (by GeoMan) +demon: +0:1c0:1e:00:10 +0:0:a0:01:ff + +;(dream soccer '94) and clones (by GeoMan) +dsoccr94: +0:eb57b:80:10:04 +dsccr94j: +0:ead6d:80:10:04 + +;(dynamic ski) (by GeoMan) +dynamski: +0:f092:46:00:1e +0:f100:15:00:13 +0:f088:4:00:00 + +;(dark warrior) (by GeoMan) +darkwar: +0:1e3e:20:0:0 +0:1e5e:3c:0:0 +0:1e9a:a:0:0 + +;(dark planet) (by GeoMan) +darkplnt: +0:80b8:1e:00:4a +0:80f4:1e:00:51 + +;********system1.c (block gal (bootleg) +blckgalb: +0:c062:3:00:01 + +;********cinemat.c (barrier) +barrier: +0:74:4:00:00 +0:c1:5:00:00 + +;********cinemat.c (boxing bugs) +boxingb: +0:e0:30:00:f4 + +;********seta.c (blandia (prototype)) +blandiap: +0:201056:62:09:17 + +;********nmk16.c (black heart) +blkheart: +0:f9090:4:00:10 + +;********mcr68.c (spy hunter 2 (rev 1 & 2)) +spyhnt2a: +spyhunt2: +0:60130:4:00:00 +0:600b3:1:32:32 + +;(beraboh man (japan version c)) and clones (by GeoMan) +berabohm: +beraboho: +0:3f00:68:42:02 + +;(hyper duel (japan)) (by GeoMan) +hyprdelj: +0:fff2a2:3c:00:01 +0:fff2e2:1:ff:ff + +;(sky chuter) (by GeoMan) - Hiscores are updated when game enters attract mode! +skychut: +0:7b:f:0:0 +0:406d:6:40:40 + +;(sky lancer) (by GeoMan) +skylancr: +0:82e3:2:00:01 +0:82e5:22:00:00 + +;(tank busters) (by GeoMan) +tankbust: +0:f602:50:00:10 + +;(space beam) (by GeoMan) +spacbeam: +0:c6:b:0:0 +0:0e:f:0:0 + +;(formation z) and clones (by GeoMan) +formatz: +aeroboto: +0:430:138:00:0f +0:600:14:00:40 + +;(angel kids (japan)) (by GeoMan) +angelkds: +0:c101:3:01:00 +0:c11b:118:01:20 + +;(space seeker) (by GeoMan) +spaceskr: +0:83c0:3:0:0 +0:c46c:7:2e:00 + +;******firetrk.c (fire truck) +firetrk: +0:28:1:06:06 + +;********taito_f2.c (solitary fighter (world)) +solfigtr: +0:102b80:49:00:24 + +;*******(blasto) +blasto: +0:ff3a:5:30:30 + +;(eco fighters (world 931203)) (by GeoMan) +ecofghtr: +0:ff0339:a0:0a:00 +0:ff8106:4:00:00 + +;********psikyo.c (battle k-road (japan)) +btlkrodj: +btlkroad: +0:fe1af4:4e:00:04 + +;********silkroad.c (the legend of silkroad) +silkroad: +0:fe305e:8c:4d:01 + +;********missb.c (miss bubble 2) +missb2: +0:e654:23:00:48 +0:e64c:3:00:00 +0:e64d:1:30:30 + +;********renegade.c (nekketsu kouha kunio-kun (japan bootleg)) +kuniokub: +kuniokun: +0:2e:3:00:05 +0:102c:28:47:00 + +;********rockrage.c (rock `n rage (world?) +rockrage: +0:4980:4e:01:53 +0:48be:3:01:80 +0:4fc8:1:54:54 + +;********galaxian.c (zero time) +zerotime: +0:40a8:3:00:00 + +;********kaneko16.c (sand scorpion) +sandscrp: +0:702014:50:00:1b +0:700048:4:00:00 + +;(scrambled egg) and clones (by GeoMan) +scregg: +eggs: +0:400:1e:17:00 +0:015:3:00:03 + +;(scorpion (bootleg on galaxian hardware)) (by GeoMan) +scorpng: +0:4207:f:00:00 +0:42ad:f:10:10 + +;(sauro) (by GeoMan) +sauro: +0:e000:b4:00:4f + +;(satan of saturn) and clones (by GeoMan) +satansat: +zarzon: +0:24:2:00:05 + +;(sasuke vs. commander) (by GeoMan) +sasuke: +0:24:2:00:05 + +;(sar - search and rescue (world)) and clones (by GeoMan) +searchar: +sercharu: +0:437b6:50:00:1f +0:40118:3:00:01 + +;********galaxian. c ??? (wild west c.o.w.boys of moo mesa (us)) +moo: +0:1801e0:97:00:1a + +;(samurai (sega)) (by GeoMan) +samurai: +0:971a:12:00:00 + +;(safari rally) (by GeoMan) - hiscore updates after new game start !!! +safarir: +0:2389:3:00:00 +0:2381:3:00:00 +0:2141:1:20:20 +0:2161:1:20:20 +0:2181:1:20:20 +0:21a1:1:20:20 +0:21c1:1:20:20 +0:21e1:1:20:20 + +;(sadari) (by GeoMan) +sadari: +0:c31d:3c:3a:01 + +;(riding fight (world)) and clones (by GeoMan) +ridingf: +ridefgtu: +ridefgtj: +0:408060:80:00:3f + +;(reikai doushi (japan)) +reikaids: +0:43ca:1e:00:e8 +0:40df:2:13:88 + +;(red clash) and clones (by GeoMan) +redclash: +0:6023:4:00:00 +0:6320:6:23:1d +redclask: +0:6023:4:00:00 +0:6320:6:1a:1e + +;(red alert) (by GeoMan) +redalert: +0:301:f:0:0 + +;(raiders5) and clones (by GeoMan) +raiders5: +raidrs5t: +0:e075:37:00:55 +0:888c:7:22:10 + +;(rafflesia) (by GeoMan) +raflesia: +0:d300:50:00:4a +0:c017:3:00:02 + +;(puzzle de bowling (japan)) (by GeoMan) +pzlbowl: +0:20a9c4:60:0a:a8 + +;(punk shot (us 4 players)) and clones (by GeoMan) +punkshot: +punkshtj: +punksht2: +0:80700:30:00:40 + +;(power surge) (by GeoMan) - Hiscores appear correctly after game enters attract mode! +psurge: +0:a86c:6:20:30 +0:b080:50:31:ff + +;(power instinct (usa bootleg) (by GeoMan) +powerins: +0:18e800:28:00:05 + +;Naughty Boy and clones (by GeoMan)- hiscore updates after new game start !!! - UPDATED +naughtyb: +naughtya: +naughtyc: +0:4004:3:0:0 +0:4021:3:0:0 +0:872f:1:20:20 +0:8733:1:20:20 +0:8737:1:20:20 +0:873b:1:20:20 +0:873f:1:20:20 +0:8743:1:20:20 + +;(pop flamer (protected)) and clones (by GeoMan)- hiscore updates after new game start !!! +popflame: +popflama: +popflamb: +0:4004:3:0:0 +0:4021:3:0:0 +0:872f:1:20:20 +0:8733:1:20:20 +0:8737:1:20:20 +0:873b:1:20:20 +0:873f:1:20:20 +0:8743:1:20:20 + +;(pocket gal (japan)) and clones (by GeoMan) +pcktgal: +pcktgalb: +pcktgal2: +spool3: +spool3i: +0:0467:2:64:00 + +;(pioneer balloon) (by GeoMan) +pballoon: +0:0220:70:11:30 +0:0022:3:00:00 + +;(pettan pyuu (japan)) (by GeoMan) +pettanp: +0:c0c2:1e:20:00 + +;********slapfght.c - ADDED CLONE +perfrman: +perfrmau: +0:8006:30:89:12 +0:8609:07:24:00 + +;(percussor, the) (by GeoMan) +percuss: +0:5da8:37:00:24 + +;******************************************************************************** +;* latest unofficial highscore_v7.93 additions below - by leezer/geoman/others * +;******************************************************************************** + +;(peek-a-boo!) (by GeoMan) +peekaboo: +0:1f0278:60:00:fa +0:1f0380:4:00:00 + +;(pass) (by GeoMan) +pass: +0:81200:50:4b:00 +0:8005e:4:00:00 + +;(paddle mania) (by GeoMan) +paddlema: +0:801a8:28:02:03 +0:82108:a0:00:20 + +;(onna sansirou - typhoon gal (set 1)) and clones (by GeoMan) +onna34ro: +onna34ra: +0:e1d7:82:00:65 +0:e188:3:00:01 + +;(noboranka (japan)) (by GeoMan) +noboranb: +0:d300:3c:00:2e +0:f000:3:00:00 + +;(ninjakun majou no bouken) (by GeoMan) +ninjakun: +0:e0a3:37:00:20 +0:c08c:7:22:10 + +;(ninja kid ii (set 1)) and clones (by GeoMan) +ninjakd2: +ninjak2a: +ninjak2b: +rdaction: +0:e0f4:3:00:00 +0:e04e:64:31:20 + +;(night striker (us)) (by GeoMan) +nightstr: +0:109b9a:4:00:40 +0:10de48:1f3:00:41 + +;(new sinbad 7) (by GeoMan) +newsin7: +0:43d3:48:00:10 +0:413d:3:0:0 + +;(navalone) (by GeoMan) +navalone: +navarone: +0:402d:3:0:0 + +;(nato defense) and clones (by GeoMan) +natodef: +natodefa: +0:8df6:49:30:20 + +;(nastar (world)) and clones (by GeoMan) +nastar: +nastarw: +rastsag2: +0:601eef:3a:00:42 +0:600545:3:00:77 + +;(hexion (japan)) (by GeoMan) +hexion: +0:a740:3:00:10 +0:a743:27d:00:00 + +;*******gotya.c (got-ya (12/241981,prototype ?)) - ADDED CLONE +gotya: +thehand: +0:5021:3:00:01 + +;******cvs.c (radar zone - ADDED CLONE) +outline: +radarzon: +radarzn1: +radarznt: +0:1c08:35:00:00 + +;(invinco) (by GeoMan) +invinco: +0:8398:16:00:00 + +;(invinco / head on 2) (by GeoMan) +invho2: +0:83b6:16:00:00 +0:8392:12:30:30 + +;(kaitei takara sagashi)and clones (by GeoMan) +kaitei: +0:200e:5:0:0 +kaitein: +0:403d:3:0:0 +0:21c0:1:0:0 +0:21e0:1:0:0 +0:2200:1:ec:ec +0:2220:1:ec:ec +0:2240:1:ec:ec + +;(kaos) (by GeoMan) +kaos: +0:03c8:30:84:44 + +;(ken-go) (by GeoMan) +kengo: +0:e09f2:82:10:20 + +;(kodure ookami (japan)) (by GeoMan) +kodure: +0:637c0:4:00:00 +0:635b4:28:00:00 + +;(knuckle bash) (by GeoMan) +kbash: +0:100080:3c:00:30 + +;(knuckle joe (set 1)) and clones (by GeoMan) +kncljoe: +kncljoea: +0:f01a:2d:00:43 + +;(kuri kinton (world)) and clones (by GeoMan) +kurikint: +kurikinu: +kurikinj: +kurikina: +0:8aa3:a0:00:2e + +;(legend of makai (world)) and clones (by GeoMan) +lomakai: +makaiden: +0:ff000:2:00:03 +0:ff002:7e:00:00 +0:fe060:4:00:00 + +;(kyros) (by GeoMan) +kyros: +0:20e00:ae:01:02 +0:20020:4:00:00 + +;(lizard wizard) (by GeoMan) +lizwiz: +0:4daf:3c:4d:01 +0:43ed:6:00:40 + +;(lost tomb (easy)) and clones (by GeoMan) +losttomb: +losttmbh: +0:8110:50:03:00 + +;(mach rider) (by GeoMan) +machridr: +0:0714:50:00:4b + +;(mad crasher) (by GeoMan) +madcrash: +0:c2b3:4b:00:4b + +;(magical spot ii) (by GeoMan) +magspot2: +0:6007:2:00:20 +0:6009:1:00:00 + +;(megatack) (by GeoMan) +megatack: +0:00c4:f:00:1a + +;(minefield) (by GeoMan) +minefld: +0:80f3:3c:01:43 + +;(bucky o'hare (world version ea) and clones (by GeoMan) +bucky: +buckyua: +0:801e0:50:00:04 + +;(mister viking) and clones (by GeoMan) +mrviking: +mrvikngj: +0:d42c:15:59:47 +0:d300:15:00:01 +0:c086:3:00:02 + +;(money money) (by GeoMan) +monymony: +0:7512:48:0a:00 +0:726d:3:00:00 + +;(mystic raiders (world)) and clones (by GeoMan) +mysticri: +gunhohki: +0:e8af8:38:00:4d +0:e8b30:94:2e:00 + +;(mysterious stones) (by GeoMan) +mystston: +0:0308:37:00:0c +0:001a:5:00:00 +0:1033:8:40:41 + +;(cyberbots: fullmetal madness (japan 950420)) (by GeoMan) +cybots: +cybotsj: +cybotsjregion: +0:ffe6a0:5:00:43 +0:ffe6a5:4b:41:00 + +;(space trek (upright)) and clones (by GeoMan) +spacetrk: +sptrekct: +0:838c:4:0:0 + +;(space zap) (by GeoMan) +spacezap: +0:d01a:a:0:0 + +;(american speedway (set 1)) and clones (by GeoMan)- * UNDER TEST * +amspdwy: +amspdwya: +0:e402:190:50:00 +0:e602:190:50:00 +0:e3de:23:00:5c + +;(speed ball) (by GeoMan) +speedbal: +0:f800:46:20:50 + +;(speed freak) (by GeoMan) +speedfrk: +0:128:2:0:0 + +;(spinal breakers (world)) and clones (by GeoMan) +spinlbrk: +spinlbru: +0:ffac76:8c:00:50 +spinlbrj: +0:ffacce:8c:00:50 + +;(sports match) (by GeoMan) +sprtmtch: +0:7500:30:4a:00 +0:7743:2:00:00 + +;(s.r.d. mission) (by GeoMan) +srdmissn: +0:e6ef:5f:00:ff + +;(star jacker (sega)) and clones (by GeoMan) +starjack: +0:c0e1:1e:00:52 +0:c0db:3:00:03 + +starjacs: +0:c102:23:00:52 +0:c0fb:4:00:00 + +;(strength & skill) and clones (by GeoMan) +strnskil: +guiness: +0:c0c4:1e:22:00 +0:c430:60:09:00 + +;(super bond) (by GeoMan) +superbon: +0:810f:50:00:48 + +;(super invader attack) (by GeoMan) +sia2650: +tinv2650: +0:1d07:2:0:0 +0:19fa:1:30:30 +0:1a1a:1:30:30 +0:1a3a:1:30:30 +0:1a5a:1:30:30 + +;(twin hawk (world)) and clones (by GeoMan) +twinhawk: +twinhwku: +daisenpu: +0:f00132:40:00:aa +0:f00614:8:20:00 + +;(superbike) (by GeoMan) +superbik: +0:1c08:1e:00:30 + +;(survival arts (usa)) (by GeoMan) +survarts: +0:11a5:26:00:45 +0:11cb:2:45:00 + +;(syvalion (japan)) (by GeoMan) +syvalion: +0:1090ec:10:00:01 +0:1090fc:54:49:00 +0:104266:4:00:00 + +;(tailgunner) (by GeoMan) +tailg: +0:d8:4:0:0 + +;(tant-r (puzzle & action)(japan)) and clones (by GeoMan)- hiscores update after hiscore table is displayed in attract mode +tantr: +tantrbl: +tantrbl2: +0:fffc45:28:48:00 + +;(tecmo knight) and clones (by GeoMan)- hiscores update after hiscore table is displayed in attract mode +tknight: +wildfang: +0:609ce:28:00:1a + +;(time limit) (by GeoMan) +timelimt: +0:80ca:3:0:0 +0:8981:1:27:27 +0:89a1:1:00:00 +0:89c1:1:27:27 +0:89e1:1:27:27 +0:8a01:1:27:27 +0:8a21:1:27:27 + +;(time tunnel) (by GeoMan) +timetunl: +0:801f:6:0:0 +0:c46d:6:63:63 + +;(toki no senshi - chrono soldier) (by GeoMan) +tokisens: +0:c04d:54:00:20 +0:c0a1:4:00:00 + +;(tokio/scramble formation(bootleg)) clone (by GeoMan) +tokiob: +0:f4bf:4:00:00 +0:c858:f:00:2a + +;(tough turf (japan)) and clones (by GeoMan) +tturf: +tturfu: +tturfbl: +0:200100:4:00:08 +0:200104:7c:08:00 + +;(trio the punch - never forget me... (japan)) (by GeoMan) +triothep: +0:1f1a58:41:41:4d + +;(ultraman club - tatakae! ultraman kyoudai!!) (by GeoMan) +umanclub: +0:200742:2:00:07 +0:2006a2:a0:00:00 + +;(valkyrie no densetsu (japan)) (by GeoMan) +valkyrie: +0:100620:4:00:a0 +0:100624:9c:56:00 + +;(vanguard ii) (by GeoMan) +vangrd2: +0:c380:60:0a:00 +0:f620:3:00:00 + +;(vastar (set 1)) and clones (by GeoMan) +vastar: +vastar2: +0:cda1:1:00:00 +0:cdc1:1:00:00 +0:cde1:1:00:00 +0:ce01:1:00:00 +0:ce21:1:02:02 +0:ce41:1:28:28 +0:ce61:1:28:28 +0:f128:85:00:16 + +;(wai wai jockey gate-in!) (by GeoMan) +wwjgtin: +0:0220:70:24:24 +0:001c:3:00:00 + +;(wall street) (by GeoMan) +wallst: +0:1c19:1e:00:00 + +;(water match) (by GeoMan) +wmatch: +0:c000:3c:84:02 +0:c086:3:00:02 +0:d300:15:00:01 +0:d380:15:41:49 +0:d400:2d0:84:4d + +;(water ski) (by GeoMan) +waterski: +0:835b:3:0:0 + +;(welltris (japan, 2 players)) (by GeoMan) +welltris: +0:ffb61c:50:0c:00 + +;(darkstalkers: the night warriors (euro 940705)) and clones (by GeoMan) +dstlk: +dstlku: +dstlkur1: +dstlka: +vampj: +vampja: +vampjr1: +0:fff4aa:5:00:43 +0:fff4af:37:41:00 +0:ffe976:4:00:00 + +;(capcom sports club (japan 970722)) and clones (by GeoMan) +csclubj: +cscluba: +csclub: + +0:ff9894:50:00:b2 +0:ff98e4:dc:1a:01 + +;(in the hunt (world)) and clones (by GeoMan) - FIXED ENTRY! +inthunt: +inthuntu: +kaiteids: +0:e0180:d8:00:02 + +;********system16.c (wonder boy iii - monster lair (set 1)) +wb3b: +wb3a: +0:ffc8b8:28:4c:00 +0:ffc8de:1:30:30 + +;********vicdual.c (pulsar) +pulsar: +0:85f4:39:50:50 + +;********galspnbl.c (hot pinball) +hotpinbl: +0:801780:30:00:09 +0:800007:1:03:03 + +;********dooyong.c (gun dealer `94) +gundl94: +0:c322:3a:41:01 + +;(battle circuit (japan 970319)) (by GeoMan) +batcirj: +batcira: +batcirjregion: +0:ff0482:35:00:03 +0:ff04b7:e3:03:00 + +;(karate tournament, the) (by GeoMan) +karatour: +0:ffd4fe:c0:62:01 + +;(hebereke no popoon (japan)) (by GeoMan) +heberpop: +0:304920:a0:00:1c + +;(hasamu (japan)) (by GeoMan) +hasamu: +0:a3115:105:00:04 + +;(hal21) and clones (by GeoMan) +hal21: +hal21j: +0:fe6b:3c:00:41 +0:fce1:3:00:00 + +;(gypsy juggler) (by GeoMan) - Hiscore displays correctly after a new game starts! 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+frogs: +0:8508:4:00:05 + +;(freeze) (by GeoMan) +freeze: +0:4b90:50:f4:00 + +;(robotron) and clones (by GeoMan) - Changing DIP switch settings resets the Daily heroes table (ONLY)! +robotron: +robotryo: +0:cf6e:8c:04:10 + +;********destroyr.c (destroyer) +;** hiscore updates once first game is over ** +destroyr: +0:dd:2:00:00 +0:e0:1:00:00 + +;********turbo.c (subroc3d) +;** top score updates after hiscore displayed in attract mode ** +subroc3d: +0:e400:3e:00:00 +0:b049:1:f6:f6 + +;********lemmings.c (lemmings (us prototype)) +lemmings: +0:10a402:50:44:01 + +;(football champ (world)) and clones (by GeoMan) +footchmp: +hthero: +0:10a920:50:0a:00 +euroch92: +0:10a99c:50:0a:00 + +;(i'm sorry (us)) and clones (by GeoMan) +imsorry: +imsorryj: +0:c017:3:00:02 +0:d300:a0:00:20 + +;(ninja gaiden (world)) clones +shadoww: +ryukendn: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;(missile command (set 2)) clone (by GeoMan) - modified hiscore save +missile2: +0:002c:30:4D:00 + +;(flash gal) (by GeoMan) +flashgal: +flashgla: +0:f690:5e:00:40 + +;(fire one) (by GeoMan) +fireone: +0:831a:5a:00:24 + +;(enduro racer (bootleg set 2)) clone (by GeoMan) +endurob2: +0:043400:54:01:00 + +;(dynamite duke) and clones (by GeoMan) +dynduke: +0:1346:78:50:00 +dbldyn: +0:155c:8c:50:00 + +;(devil zone) (by GeoMan) +devzone: +0:7ec0:5b:1e:26 +0:6007:3:0:0 + +;(devil fish) parent +devilfsh: +0:40a8:3:0:0 + +;(hammerin' harry (world)) clones (by GeoMan) +dkgenm72: +0:a09a0:9f:40:20 +0:a0a40:03:40:02 + +;(dai toride) (by GeoMan) +daitorid: +0:8042ba:28:00:40 +0:8042e2:28:02:00 + +;(cutie q) (by GeoMan) +cutieq: +0:2215:c:00:01 + +;********metro.c (pururun) +pururun: +0:80f2b8:4b:00:85 + +;********ninjaw.c (the ninja warriors (world)) +ninjaw: +0:c4645:3f8:01:47 + +;********vicduel.c (invinco/deep scan) +; ** player scores from last game played also saved - no big deal !! ** +invds: +0:8398:e6:00:09 + +;********snk68.c (ikari iii - the rescue) +ikari3: +0:4007e:58:00:1d + +;********mcr3.c (discs of tron (upright)) +dotron: +0:e550:1d:42:50 +0:e578:1e:01:00 +0:e543:6:00:00 +0:e594:1:16:16 + + +;************************************************************************* +;* latest unofficial highscore_v7.92 additions below - by leezer/geoman * +;************************************************************************* +;********metro.c (puzzli) +puzzli: +0:80eabc:4c:00:4f + +;********taito_b.c (hit the ice (us)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +hitice: +0:802830:27:00:4b +0:802852:1:56:56 + +;********m92.c (gunforce 2) +gunforc2: +0:ea5ae:4b:00:a6 + +;********sharrier.c (enduro racer (bootleg set 1)) +endurobl: +0:43400:4a0:01:20 +0:43b90:10:99:99 + +;********cicsheat.c (big run (11th rallye version)) +bigrun: +0:f61da:2bc:50:05 + +;(crude buster (world fx version)) and clones (by GeoMan) +cbuster: +cbusterw: +cbusterj: +0:80080:28:01:00 +twocrude: +0:80080:28:01:00 +0:800c0:28:41:00 + +;(bounty, the) (by GeoMan) +bounty: +0:b1ba:6:0:0 +0:b23a:6:0:0 +0:b2ba:6:0:0 +0:b19a:6:26:27 +0:b21a:6:26:27 +0:b29a:6:26:27 + +;(bottom of the ninth (version t)) and clones (by GeoMan) +bottom9: +bottom9n: +mstadium: +0:4176:82:41:70 + +;(bomb bee) (by GeoMan) +bombbee: +0:2214:5:00:01 + +;(bogey manor) (by GeoMan) +bogeyman: +0:0021:3:00:01 +0:13e0:29:00:1e +0:1409:27:0f:00 + +;(block hole) and clones (by GeoMan) +blockhl: +quarth: +0:4163:44:00:05 + +;(bio attack) (by GeoMan) +bioatack: +0:800e:2:00:50 +0:8010:1:00:00 + +;(black hole) (by GeoMan) +blkhole: +0:4140:9:58:00 + +;********stlforce.c (steel force) +stlforce: +0:105772:32:4e:00 +0:105784:1:02:02 + +;********tmnt.c (premier soccer (japan)) +prmrsocr: +0:100364:4b:59:54 + +;(street fighter ii! - champion edition (v004)) (by Kds) +sf2v004: +0:ffd276:28:01:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:01:67 + +;(street fighter ii' - champion edition (world clones (by Kds) +sf2ceua: +sf2ceub: +sf2rb2: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;(big pro wrestling!,the) (by GeoMan) +bigprowr: +tagteam: +0:406:12c:00:19 +0:32:3:00:05 + +;(big karnak) (by GeoMan) +bigkarnk: +0:102086:a0:00:0a +0:ff801e:4:00:80 + +;(super street fighters 2: the new challengers (us 930911)) clones - modified hiscore save (by GeoMan) +ssf2t: +ssf2tu: +ssf2ta: +ssf2xj: +0:ffd6a2:30:00:20 +0:ffd71a:4:00:00 + +;(super street fighters 2: the new challengers (us 930911)) clones +ssf2j: +ssf2jr1: +ssf2jr2: +0:ffd5a2:30:00:20 +0:ffd61a:4:00:00 + +;(beezer (set1)) (by GeoMan) +beezer: +0:0507:50:55:00 + +;(beezer (set2)) clone - modified hiscore save (by GeoMan) +beezer1: +0:0503:50:55:00 + +;(battlantis) (battlantis (japan)) (by GeoMan) +battlnts: +battlntj: +0:1050:4:0:0 +0:1100:50:00:52 + +;(back street soccer) (by GeoMan) +bssoccer: +0:200e90:28:41:00 + +;(warriors of fate (world)) (warriors of fate (us)) (by GeoMan) +wof: +wofu: +0:ff6368:0a:00:00 +0:ff77d8:78:ff:10 +0:ff63d4:04:00:00 + +;********warriorb.c (warrior blade (japan)) +warriorb: +0:202a38:ef:50:00 +0:202b25:1:01:01 + +;********cps2.c (rockman 2 : the power fighters (japan 960708)) +rckman2j: +rckman2jregion: +0:ffefc0:118:00:02 +0:fff047:1:01:01 + +;Vampire Savior The Lord of Vampire and clones +vsav: +vsava: +vsavu: +0:fff426:ad:00:02 + +;Skull & Crossbones (set2) clone +skullxb2: +0:fff568:100:6f:00 +0:fff666:1:4d:4d + +;Saturday Night Slam Masters clones +slammasu: +0:ffa138:02:00:10 +0:ffa13a:ae:00:00 + +;Robocop clones +robocopw: +robocopj: +robocopu: +robocpu0: +0:ff8ed8:a0:4d:00 +0:ffb522:4:00:00 +0:ffb523:1:05:05 + +;Puzzle Bobble 4 clones +pbobbl4j: +pbobbl4u: +0:40e85a:116:00:00 +0:40e8ba:1:41:41 + +;King of Dragons clones (by GeoMan) +kodu: +kodj: +0:ff9d94:28:00:04 + +;Growl (US) clones +growlu: +0:10e340:f7:01:43 + +;GI Joe clones +gijoeu: +0:18f900:f8:41:01 + +;Elevator Action 2 clones +elvact2u: +elvactrj: +0:40ce3a:7c:00:01 +0:40ce3c:1:c3:c3 + +galpanic: +galpanib: +0:53e728:50:30:31 + +;Double Dragon 2 clones +ddragn2u: +0:0f91:1e:02:23 +0:0023:3:02:00 + +;CamelTry clones +camltrua: +cameltrj: +0:106c9e:244:35:44 +0:1066b0:3e:06:00 +0:105430:4:00:00 + +;Alien vs Predator clones +avspu: +avspa: +avspj: +0:ffeac0:31d:01:01 +0:ffedda:1:44:44 + +;Wonder Momo (by GeoMan) +wndrmomo: +0:4e00:45:0:2f + +;Youjyudn (Japan) (by GeoMan) +youjyudn: +0:e565:37:70:4e + +;ZeroHour (by GeoMan) +zerohour: +0:3023:4:0:0 + +;Devastators clones +devstor2: +devstor3: +garuka: +0:41c4:2e:01:01 + +;Main Event (by GeoMan) +mainevt: +mainevt2: +ringohja: +0:415d:45:ae:77 + +;Markham (by GeoMan) +markham: +0:c0c4:3c:2a:00 + +;Master of Weapon (by GeoMan) +masterw: +0:2030c0:28:00:4f + +;Route16b clone +route16b: +0:4032:9:0:0 + +;Moguchan (by GeoMan) +moguchan: +0:5eda:6:0:0 + +;Naughty Boy and clones (by GeoMan) - score updates after game start !!! +naughtyb: +naughtya: +naughtyc: +0:4004:3:0:0 + +;ThePit (by GeoMan) +thepit: +0:8283:17:10:0 +0:8039:f:10:0 + +;Video Hustler and clones (by GeoMan) +hustlerb: +billiard: +0:84c0:e:0:0 +0:80a8:3:0:2 + +;Moonwar and clones (by GeoMan) +moonwar: +moonwara: +0:80f2:3c:02:4c + +;********taito_f3.c (pop `n pop (asia)) +popnpop: +0:40a668:d2:00:ba + +;********taito_f3.c (lightbringer (japan)) +;** you must wait until the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +lightbr: +0:40a312:70:00:01 + +;********lsasquad.c (land sea air squad / riku kai kuu saizensen) +lsasquad: +0:a814:3:00:01 +0:a46c:70:68:00 +0:d754:d:20:30 + +;********namcos2.c (marvel land (us)) +marvland: +0:106100:28:00:03 +0:40b650:4:00:00 + +;********m92.c (undercover cops (world)) +uccops: +0:e3e9a:49:30:01 + +;********galpanic.c (new fantasia) +newfant: +0:c825b7:62:30:20 + +;********seta.c (wits (japan)) +wits: +0:ffd6c2:49:00:4b + +;********decocass.c (cassette: pro bowling) +cprobowl: +0:33:24:50:13 +0:36:1:50:50 + +;********taito_z.c (space gun (world)) +spacegun: +0:318d74:97:00:58 + +;********system16.c (riot city) +riotcity: +0:ffce00:3f:00:45 + +;********system1.c (regulus (new ver)) +regulus: +0:ce40:1e:41:4a +0:c0e1:3:00:00 +0:cd01:1e:00:00 + +;********leland.c (cerberus) +;** only seems to save top score ** +cerberus: +0:e83b:ba:27:00 +0:e004:1:1b:1b + +;********namcos2.c (burning force (japan)) +burnforc: +0:100171:bb:00:48 +0:100175:1:08:08 + +;********galaxian.c (omega) +omega: +0:43c0:0f:00:00 +0:40a8:03:00:00 + +;********wgp.c (world grand prix (us & joystick version set 1 japan) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +;** THIS SAVE DOES NOT SAVE THE COURSE RECORDS ** +wgp: +0:10bbd9:c5:01:02 +0:10bc9b:1:44:44 + +wgpjoy: +0:10bbdd:c5:01:02 +0:10bc9f:1:44:44 + +;********cps2.c (super puzzle fighter 2x (japan 960531)) +spf2t: +spf2xj: +0:ffd7aa:4e:00:02 +0:ff8081:1:01:01 + +;********deco.c (sly spy (us revision 3)) +slyspy: +0:306adc:4:00:00 +0:304000:9f:00:33 +0;306add:1:30:30 + +;********taito_z.c (double axle (us)) +dblaxle: +0:202c91:18f:13:10 + +;********taito_f3.c (cleopatras fortune (japan)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +cleopatr: +0:412de4:78:00:4a + +;*************************************************************** +;* latest :highscore_v7.91 additions below - by leezer * +;*************************************************************** +;*******namcos2.c (mirai ninja (japan)) +mirninja: +0:100400:d0:4d:00 +0:1004ce:1:10:10 + +;********seta.c (gundhara) +gundhara: +0:20f908:33:00:6e + +;********nmk16.c (gunnail) +gunnail: +0:faf00:6e:00:49 +0:fa800:78:00:55 +0:fe004:f93:00:50 + + +;********sprcros2.c (super cross 2 (japan)) +sprcros2: +0:fa00:78:00:4a +0:f012:6:00:00 +0:f013:1:03:03 + +;********galaxian.c (sky base) +;** if you beat the top score don`t exit game until it is displaying in ** +;** the top centre of the screen ** +skybase: +0:803a:36:00:00 +0:8000:1:14:14 +0:91a1:1:00:00 +0:91c1:1:00:00 +0:91e1:1:00:00 +0:9201:1:05:05 +0:9221:1:00:00 +0:9241:1:00:00 + +;********dcon.c (sd gundam psycho salamander no kyoui) +;** for some reason you have to press key 9 to insert credits ** +;** game (driver ??) related problem - not hiscore.dat ** +sdgndmps: +0:8b600:9c:00:1a + +;********popper.c (popper) +;** do not reset this game - it screws up the hiscore & hiscore saving ** +popper: +0:c700:3c:4f:00 +0:db2b:3:00:01 +0:c1ed:6:00:20 +0:c8ca:1:19:19 + +;********carjmbre.c (car jamboree) +carjmbre: +0:820a:a0:00:45 +0:8217:1:30:30 + +;********cps2.c (dungeons & dragons: tower of doom (us 940125)) +;** rom name change fix ** +ddtod: +ddtodu: +0:ff1050:1dd:0a:10 + +;*******ssv.c (monster slider (japan)) +mslider: +0:2acc:a8:00:02 +0:c0:1:15:15 + +;*******mosaic.c (mosaic) +mosaic: +0:201e7:50:54:00 +0:20235:1:05:05 + +;********cave.c (air gallet (taiwan)) +agallet: +0:100292:5a:00:00 +0:100200:2:02:1a + +;********skykid.c (dragon buster) +drgnbstr: +0:485a:3:00:00 +0:485b:1:10:10 +0:406c:7:2f:00 +0:406e:1:01:01 + +;********shangha3.c (blocken (japan)) +blocken: +0:3086ec:4f:00:57 + +;********z80bw.c (astro invader) +;** god, the things i do to give y`all these hiscore saves !! ** +;** is this the longest hiscore.data yet ? ** +astinvad: +0:1fca:14:00:00 +0:2f1d:1:3e:3e +0:2f3d:1:41:41 +0:2f5d:1:41:41 +0:2f7d:1:41:41 +0:2f9d:1:3e:3e +0:301d:1:3e:3e +0:303d:1:41:41 +0:305d:1:41:41 +0:307d:1:41:41 +0:309d:1:3e:3e +0:311d:1:3e:3e +0:313d:1:41:41 +0:315d:1:41:41 +0:317d:1:41:41 +0:319d:1:3e:3e +0:321d:1:3e:3e +0:323d:1:41:41 +0:325d:1:41:41 +0:327d:1:41:41 +0:329d:1:3e:3e +0:331d:1:3e:3e +0:333d:1:41:41 +0:335d:1:41:41 +0:337d:1:41:41 +0:339d:1:3e:3e + +;********taito_f2.c (dino rex (world & us)) +dinorex: +0:602760:90:00:4f +dinorexu: +0:602764:8c:00:4f + +;********megasys1.c (cybattler) +cybattlr: +0:1f0101:ed:02:20 + +;********karnov.c (chelnov - atomic runner (us)) +chelnovu: +0:060048:04:00:00 +0:060080:2C:00:00 +0:0600C0:2C:41:00 + +;*******segac2.c (stack columns (japan)) *** fix *** +;** stack columns (japan) now, (before just stack columns),same rom name different game ?? ** +stkclmns: +0:fffc24:38:4b:88 + +;*********nmk16.c (acrobat mission) +acrobatm: +0:800ea:8d:00:00 +0:800da:4:00:00 +0:80021:1:48:48 + +;*********neogeo.c (nightmare in the dark) +nitd: +0:105da4:3a:00:41 + +;********snk.c (athena) (fix) +;** fixed, but delete any athena.hi file before playing first time ** +athena: +0:fe52:6f:41:30 +0:d7f5:3:00:00 + +;********taito_f3.c (puzzle bobble 2x (japan)) +pbobbl2x: +0:40db78:104:00:3e +0:40dbd8:1:41:41 + +;********namcos2.c (phelios (japan)) +phelios: +0:100012:44:00:45 +0:40c478:4:00:50 +0:109373:11:02:01 + +;********seicross.c (seicross) +seicross: +0:7ad4:1e:00:0a + +;********metro.c (blazing tornado) +blzntrnd: +0:ff9338:50:02:00 +0:ff9385:1:10:10 + +;********nemesis.c (black panther) +blkpnthr: +0:90400:99:00:59 +0:90300:4:00:00 + +;********system1.c (wonder boy in monster land (bootleg)**fix**)) +wbmlb: +0:c179:8:00:00 +0:c17d:1:03:03 + +;********wecleman.c (wec le mans 24) +;** only saves top 10 scores (ones you put your name to) ** +wecleman: +0:41110:64:00:20 +0:40006:4:00:00 + +;********rollerg.c (rollergames (us)) +;** untested - no good at this game !! ** +rollerg: +0:2a80:28:08:06 + +;********flkatck.c (mx5000) +mx5000: +0:3a00:50:00:14 +0:395e:3:00:90 + +;********seta.c (mobile suit gundam) +msgundam: +0:204287:63:01:10 + +;********toobin.c (toobin` (version 3)) +toobin: +0:ffff40:32:01:ef + +;********skullxbo.c (skull + crossbones (set 1)) +skullxbo: +0:fff568:100:6f:00 +0:fff666:1:4d:4d + +;********cps2.c (marvel super heroes vs. street fighter (us 970625)) +mshvsf: +0:ff2b0c:63:00:03 + +;********taito_b.c (ashura blaster (us)) +ashurau: +0:6019f9:63:00:19 +0:6012a7:3:00:00 + +;*********cps2.c (x-men children of the atom (japan 941217)) +xmcota: +xmcotaj1: +0:ffec8e:3c:00:01 + +;*********taito_l.c (champion wrestler (world)) +champwr: +0:89b7:28:00:4e + +;*********bladestl.c (blades of steel (version t)) +bladestl: +0:4170:82:23:15 + +;*********system16.c (atomic point) +atomicp: +0:ffd90f:27:01:20 + +;*********megasys1.c (the astyanax) +;** top score updates when first game starts ** +astyanax: +0:f8909:97:00:4e +0:f885d:f:00:00 +0:f8863:1:02:02 + +;*********mrflea.c (the amazing adventures of mr. f. lea) +;** this game does not display the top score in the top centre of the screen ** +;** untill the game has ran for a while without inserting any credits but this ** +;** does not matter as long as the default 5,000 high score has been beaten on your** +;** first game....... +;** which isn`t hard, or you can just let the game run through attract mode for a ** +;** couple of minutes until the 5,000 top score is on screen. it`s up to you !!! ** +mrflea: +0:cafd:99:30:20 +0:c6f8:6:30:30 + +;*********system1.c (bullfight) +bullfgt: +0:d300:3c:00:49 +0:c014:3:00:02 + +;*********m62.c (spelunker) +spelunkr: +spelnkrj: +0:e052:64:39:3f +0:e03b:2:39:08 + +;*********cps2.c (marvel super heros (us 951024)) +msh: +mshu: +0:ff2720:9f:00:0b + +;*********buggychl.c (buggy challenge) +buggychl: +0:8814:4ec:04:00 +0:80e1:1:04:04 + +;*********taito_z.c (battle shark (us)) +bshark: +0:10e9b6:31:00:49 +0:10f0ce:4:00:84 + +;*********battlera.c (battle rangers (world)) +battlera: +0:1f0220:8a:41:00 +0:1f000e:4:00:00 +0:1f000f:1:10:10 + +;*********neogeo.c (money puzzle exchanger / money idol exchanger) +miexchng: +0:100002:9e:00:0f + +;*********keneko16.c (great 1000 miles rally (usa)) +gtmrusa: +0:1035fa:19e:59:80 + +;*********seta.c (dragon unit / castle of dragon) +drgnunit: +0:ffd50e:50:00:2e + +;*********cloak.c (cloak & dagger) +cloak: +0:f35:a0:11:58 + +;*************************************************************** +;* latest :highscore_v7.9 additions below - by leezer* +;*************************************************************** + +;*********taito_b.c (rambo 3 us) +rambo3a: +0:802600:50:01:4e + +;********taito_z.c (aqua jack (world)) +;** game displays highscores wrong (nowt to do with hiscore.dat file,driver issue ??) +;** top score displays ok.. +aquajack: +0:100160:7c:00:02 + +;********superchs.c (super chase - criminal termination (us)) +superchs: +0:102815:49:00:47 + +;********metro.c (bal cube) +balcube: +0:f04ac0:4a:00:02 + +;********alpha68k.c (sky adventure (world & us)) +skyadvnt: +skyadvnu: +0:40031:3:00:24 +0:41102:bc:00:20 + +;********nemesis.c (kitten kaboodle) +kittenk: +0:4005a:4:00:00 +0:42800:28:00:10 + +;********ajax.c (typhoon) +typhoon: +0:2100:50:1a:00 +0:2050:4:00:00 + +;********namcona1.c (tinkle pit (japan)) +tinklpit: +0:5ca8:174:00:02 + +;********system1.c (spatter) +spatter: +0:ef00:31:00:52 +0:c00b:3:00:00 +0:c00c:1:10:10 + +;********lassp.c (chameleon) +chameleo: +0:4f:4:00:00 +0:120:6e:26:00 +0:50:1:50:50 + +;********sprint2.c (sprint 1) +sprint1: +0:57:3:30:30 + +;********taito_z.c (special criminal investigation (world set 1)) +sci: +0:101500:28:02:51 +0:10164e:4:02:80 + +;********taito_z.c (chase hq (world)) +chasehq: +0:101766:99:02:52 + +;********spcforce (space force) +spcforce: +0:4300:50:30:30 + +;*************************************************************** +;* latest :highscore_v7.8 additions below - by leezer* +;*************************************************************** + +;*********senjyo.c (baluba-louk no densetsu) +baluba: +0:80f6:4:00:00 +0:80f8:1:03:03 +0:9261:1:8a:8a +0:9241:1:8a:8a +0:9221:1:8a:8a +0:9201:1:83:83 +0:91e1:1:80:80 +0:91c1:1:80:80 +0:91a1:1:80:80 +0:9181:1:80:80 + +;*********bloodbro.c (sky smasher) +skysmash: +0:8925e:50:53:00 +0:80008:4:00:00 +0:80009:1:02:02 + +;********nyny.c (new york new york) +nyny: +0:c000:f:00:00 + +;*******m92.c (ninja baseball batman (us)) +nbbatman: +0:e25d4:4f:00:03 + +;*******holeland.c (crazy rally) +crzrally: +0:c000:36:00:41 + +;********volfied.c (volified (japan)) +;** top score on top centre of screen does not update untill ** +;** after first demo game in attract mode ** +volfied: +0:100200:26:00:50 +0:100201:1:50:50 + +;********vicduel.c (depthcharge) +depthch: +0:e408:c:55:5a + +;*********pstadium.c (toki (world set 1)) +toki: +0:66b5e:b4:00:03 +0:60008:4:00:00 +0:6000a:1:20:20 + +;********tnzs.c (arkanoid - revenge of doh (us&japan)) -- *fixes** +;** you must wait until the highscore has been displayed in attract mode ** +;** before starting a game for this save to work ** +;** this fix fixes the rom name changes within mame ** +;** you can rename your .hi files to the new rom names & they should still work !! ** +arknid2u: +arknid2j: +arknoid2: +0:ec81:27:01:4e +0:e3a8:3:01:00 + +;*********(block block (world 910910)) +blocka: +0:e0f0:50:54:85 + +;*******megasys1.c (saint dragon) +stdragon: +0:f8d00:7c:00:d3 + +;*******sbrkout.c (super breakout(fix)) +sbrkout: +0:22:08:00:00 + +;*********scobra.c (video hustler) +hustler: +0:84c0:f:00:00 +0:80a8:3:00:02 +0:8003:1:0a:0a + +;*********mcr68.c (pigskin 621ad) +pigskin: +0:142a17:157:05:03 + +;*********taito_l.c (cuby bop) +cubybop: +0:8462:28:05:04 + +;*********metro.c (bang bang ball (v1.05)) +bangball: +0:f04b24:9a:46:03 + +;*********m92.c (gunforce - battle fire engulfed terror island (world)) +gunforce: +0:e6633:40:44:20 + +;********taito_f2.c (pulirula (world)) +pulirula: +0:30d586:f9:00:42 + +;*******dec0.c (robocop (world revision 4)) +robocop: +0:ff8ed8:a0:4d:00 +0:ffb522:4:00:00 +0:ffb523:1:05:05 + +;********8080bw.c (space stranger & space stranger 2) +sstrangr: +sstrngr2: +0:20f4:2:00:00 + +;********sega.c (zektor (revision b)) +zektor: +0:c924:39:90:10 +0:cfd2:f:0c:02 + +;********cclimber.c (river patrol (bootleg)) +rpatrolb: +0:919b:4:11:18 +0:91ba:6:00:00 +0:921b:4:11:18 +0:923a:6:00:00 +0:929b:4:11:18 +0:92ba:6:00:00 + +;*******decocass.c (cassette: astro fantasia) +castfant: +0:0b:3:00:00 +0:08:1:3f:3f + +;********vsnes.c (battle city) +btlecity: +0:3e:6:00:00 +0:3f:1:02:02 + +;********system16.c (wonder boy 3 (bootleg)) +wb3bl: +wb3bbl: +0:ffc8b8:28:4c:00 +0:ffc8de:1:30:30 + +;*******cave.c (pretty soldier sailer moon) +sailormn: +0:10944f:47:02:05 + +;*******cave.c (mazinger z) +mazinger: +0:100022:43:00:4e + +;******pacman.c (ms pacman (bootleg) +mspacmab: +00:4E88:04:00:00 +00:43ED:06:40:40 +00:43D1:01:48:48 + +;*************************************************************** +;* latest :highscore_v7.7 additions below - by leezer* +;*************************************************************** +;********fukki16.c (gyakuten!! puzzle bancho (japan) +pbancho: +0:402e1f:3b:01:04 +0:400ad3:3:01:a0 +0:400b41:3:05:32 + +;*********warlord.c (warlord) +warlords: +0:f3:9:4d:61 +0:126:2:75:75 +0:12d:2:13:26 +0:13a:2:00:00 + +solarfox: +0:70a1:50:44:00 + +;********travusa.c (fix) +travrusa: +motorace: +0:e07c:4b:00:15 +0:e008:3:00:03 + +;********pacman.c (ponpoko) +ponpoko: +0:4c40:3:00:00 +0:4e5a:13:00:00 +0:406c:6:0f:00 +0:4c53:1:02:02 + +;********taito_f3.c (gekirindan (japan)) +gekirido: +0:408e72:7a:00:01 +0:408e4c:4:00:00 + +;********starfire.c (star fire) +starfire: +0:82ba:a5:00:00 + +;********cinemat.c (war of the worlds) +wotw: +0:1f0:4:00:00 +0:12b:5:1e:1e + +;********vsnes.c (vs. wrecking crew) +wrecking: +0:a1:3:00:00 +0:6000:1e:06:16 + +;********unico16.c (zero point) +zeropnt: +0:ef1eb4:24:00:10 +0:ef1f58:23:55:53 + +;********gijoe.c (gi joe (world)) +gijoe: +0:18f900:f8:41:01 + +;********undrfire.c (under fire (world)) +undrfire: +0:20dfaf:75:08:53 + +;********pinbo.c (pinbo & pinbo (strike)) +pinbo: +pinbos: +0:120:6e:24:00 +0:43:3:00:00 +0:44:1:50:50 + +;********decocass.c (cassette: pro tennis & world tennis) +cptennis: +wtennis: +0:db:3:00:00 +0:b2:1:da:da + +;*******munchmo.c (joyful road / munch mobile) +joyfulr: +mnchmobl: +0:813a:3:00:00 +0:8313:6b:30:4b +0:813b:1:10:10 + +;*******metro.c (dharma doujou) +dharma: +0:40e302:4b:00:5a + +;*************************************************************** +;* latest :highscore_v7.6 additions below - by leezer* +;*************************************************************** +;*******shangha3.c (shanghai iii (japan)) +;** you must let the highscore display in attract mode before starting a game ** +shangha3: +0:307be2:78:00:1d + +;********shanghai.c (shanghai ii (japan)) +shangha2: +0:180b:be:90:01 + +;********shanghai.c (shanghai (japan)) +shanghai: +0:201b:b4:90:1e + +;*********taito_l.c (cachat (japan)) +cachat: +0:8d0d:4c:4b:00 +0:8d57:1:10:10 + +;*********dec0.c (boulder dash/boulder dash part 2 (world)) +; ** top score updates at start of first game ** +bouldash: +0:306d4d:44:00:52 +0:306aa1:3:00:00 + +;*********gaelco.c (biomechanical toy (unprotected)) +;** you must let the highscore display in attract mode before starting a game ** +biomtoy: +0:ff0794:17:06:2e + +;*********marvins.c (marvins maze) +marvins: +0:c290:46:00:4b +0:c28b:4:00:00 +0:c28c:1:01:01 + +;*********outrun.c (super hang-on (bootleg)) +shangonb: +0:20d400:1b2:01:00 +0:20d5ad:1:20:20 +0:20d678:70:99:99 + +;*********splash.c (splash!) +splash: +0:ffca10:50:00:00 +0:ffca5e:1:27:27 + +;*********mcr3.c (turbo) +;** highscore updates after first game ** +turbo: +turboa: +turbob: +0:e400:1e:94:94 +0:f310:1e:00:00 +0:f292:d:0f:f0 + +;********cps2.c (dungeons & dragons: shadow over mystara (us 960209)) +ddsom: +0:ff0fd0:8b:12:09 + +;********cps2.c (alien vs. predator (euro940520)) +avsp: +0:ffeac0:31d:01:01 +0:ffedda:1:44:44 + +;********cps2.c (super street fighters 2: the new challengers (us 930911)) +ssf2: +0:ffd5a2:30:00:20 +0:ffd61a:4:00:00 + +;********namcos2.c (dragon saber) +dsaber: +0:108080:8c:ce:60 +0:10819e:40:00:00 +0:1081d9:1:70:70 + +;********shangkid.c (chinese hero) +chinhero: +0:e132:46:00:17 +0:e128:4:00:00 +0:e12a:1:03:03 + +;********higemaru (pirate ship higemaru) +higemaru: +0:ee00:82:00:4f +0:ee97:3:00:00 +0:d04e:7:20:30 + +;********cabal.c (us set 1 & 2 ) +cabalbl: +cabal: +cabal2: +0:42167:63:44:00 + +;********baraduke.c (baraduke) +baraduke: +0:280:49:00:20 +0:74:3:00:65 + +;********seta.c (extreme downhill v1.5) +extdwnhl: +0:20286c:2c4:4d:40 + +;********spacefb.c (space firebird (nintendo & gremlin & bootleg)) +;** hiscore & top score don`t update until you lose your first life, pretty ** +;** lame way for doing a hiscore - but who am i to complain!! ;0) ** +spacefb: +spacefbb: +0:c0a0:1e:00:00 +0:c0e0:3:00:00 +0:c7c0:1:10:10 + +spacefbg: +0:c0a0:1e:00:80 +0:c0e0:3:00:30 +0:c3c0:1e:11:10 + +;*******atarisys1.c (indiana jones and the temple of doom (set 1&4)) +indytemp: +indytem4: +0:401e56:32:01:16 +0:400fbe:32:01:16 + + +;********aerofgt.c (karate blazers (world? & us)) +karatblz: +karatblu: +0:c5ba7:31:00:20 + +;*******tunhunt.c (tunnel hunt) +tunhunt: +0:300:20:00:44 +0:b0:1:03:03 + +;*******mhavoc.c (major havoc (rev 3)) +mhavoc: +0:184:45:0b:00 +0:95:1:02:02 + +;*******segac2.c (zunzunkyou no yabou (japan)) +zunkyou: +0:fffa01:4f:00:01 + +;*************************************************************** +;* latest :highscore_v7.5 additions below - by leezer* +;*************************************************************** + +;********blmbycar.c (blomby car) +;** highscore only saves , other course highscores are not possible ** +;** as they don`t load in until you finish a course ** +blmbycar: +blmbycau: +0:fecdbc:117:4e:08 + +;********williams.c (mayday (set 1)) +mayday: +0:b260:3c:00:55 + +;********namconb1.c (nebulas ray (japan)) +nebulray: +0:22a769:8a:22:4c +0:23be6a:4:00:a0 + +;********metro.c (lady killer) +ladykill: +0:ffe20f:67:00:8c + +;********exzisus.c (exzisus (japan)) +exzisus: +0:f840:3c:00:4f +0:c9c6:1:20:20 +0:c9ca:1:20:20 +0:c9ce:1:05:05 +0:c9d2:1:02:02 +0:c9d6:1:02:02 +0:c9da:1:05:05 + +;********segasyse.c (transformer) +;** saves top 10 scores displayed in attract mode ** +transfrm: +0:f900:37:00:4b +0:c080:4:00:00 + +;*******namconb1.c (gun bullet (japan)) +gunbulet: +0:21ccd4:68:00:01 + +;*******est16.c (multi champ (korea)) +multchmp: +0:10a841:3f:10:40 + +;*******segasyse.c (hang-on jr.) +hangonjr: +0:d000:69:02:2c +0:c07d:3:02:00 + +;*******segasyse.c (riddle of the pyphagoras (japan)) +ridleofp: +0:e215:c8:00:4e + +;*******chinagat.c (china gate (us)) +chinagat: +0:c83:23:00:21 + +;********unico16.c (burglar x) +burglarx: +0:ff2524:5a:01:01 +0:ffce7c:4:01:00 + +;********asuka.c (bonze adventure (world)) +bonzeadv: +0:10d554:32:00:2a +0:10d52a:4:00:00 +0:10d52b:1:05:05 + +;********cps2.c (19xx (us 951207)) +19xx: +0:ff4dca:4:00:00 +0:ff0443:9f:14:70 + +;*******vsnes.c (hogans alley) +hogalley: +0:4a0:19:12:2f +0:4be:2:12:28 + +;*******scobra.c (calipso) +calipso: +0:81cb:3c:01:45 + +;********foodf.c (food fight) +foodf: +0:17ba8:2d:4a:45 +0:17f64:3c:00:2f +0:1860e:7:35:a5 + +;*******namcona1.c (emeraldia (japan)) +emeralda: +0:9c9e:10e:4b:01 + +;*******neogeo.c (pulstar) +pulstar: +0:100000:2c:00:58 + +;*******neogeo.c (pop `n bounce) +popbounc: +0:100004:648:00:01 + +;********metro.c (poitto!) +poitto: +0:40e31a:4e:00:41 +0:40e2ec:4:00:00 +0:40e2ed:1:02:02 + +;********ccastles.c (crystal castles (set 1)) +ccastles: +ccastle3: +0:474:5dd:00:55 +0:d2:1:03:03 + +;********cheekyms.c (cheeky mouse) +cheekyms: +0:3009:9:00:00 +0:3014:1:36:36 + +;********cinemat.c (solar quest) +solarq: +0:e0:50:08:00 +0:db:1:19:19 + +;********megasys1.c (soldam (japan)) +;** you must let the game display the highscore in attract mode before ** +;** starting a game - just like in star force ** +soldamj: +0:1f00ba:8:00:00 +0:1f3fbe:24a:00:81 + +;********gundealr.c (yam! yam!?) +yamyam: +0:eba8:3f:00:4d + +;*******metro.c (pang pomms) +pangpoms: +0:c0de63:77:10:01 + +;********taito_f3.c (puzzle bobble 4 (world)) +pbobble4: +0:40e85a:116:00:00 +0:40e8ba:1:41:41 + +;********fuuki16.c (go go! mile smile) +gogomile: +0:40660d:161:01:14 +0:4066CF:1:05:05 + +;********namcos1.c (marchen maze (japan)) +mmaze: +0:12c1:3:00:00 +0:1241:27:00:01 +0:1100:1:95:95 + +;*******argus.c (butasan (japan)) +butasan: +0:fab0:110:00:07 +0:fca0:5:00:00 +0:fca2:1:02:02 + +;******namcos1.c (puzzle club (japan prototype)) +puzlclub: +0:24fc:7c:0f:2e +0:263f:bf:0d:45 + +;*******neogeo.c (shock troopers) +shocktro: +0:10ef04:27:00:08 + +;*******toaplan2.c (teki paki) +tekipaki: +0:80013:3f:00:60 + +;*******dcon.c (d-con) +dcon: +0:83138:64:53:10 + +;*******gaiden.c (ninja gaiden (world)) +gaiden: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;*******jack.c (brix / zzyzzyxx set 1&2) +brix: +zzyzzyxx: +zzyzzyx2: +0:5100:28:00:00 +0:5400:1e:9d:a3 +0:5126:1:50:50 + +;*******shootout.c (shoot out (us)) +shootout: +0:24a:4e:44:60 +0:53:3:05:00 +0:54:1:80:80 + +;*******pandoras.c (pandoras palace) +pandoras: +0:6100:2d:18:20 +0:60d0:4:00:50 + +;********taito_f2.c (ninja kids (world)) +ninjak: +0:102b80:48:00:20 + +;********taito_f2.c (growl (us)) +growl: +0:10e340:f7:01:43 + +;********pacman.c (dream shopper) +dremshpr: +0:4c00:f0:00:01 +0:4808:6:00:00 +0:4809:1:03:03 + +;********neogeo.c (nam-1975) +nam1975: +0:100040:4f:00:4b + +;********taito_f2.c (thunder fox (japan)) +thundfox: +0:303b2c:32:00:49 +0:303c56:4:00:00 +0:303b59:1:01:01 + +;********champbas.c (champion baseball (fix)) +champbas: +0:8c30:2f:40:00 +0:8c5c:1:05:05 + +;********cave.c (dangun feveron (japan)) +dfeveron: +0:103eb4:16d:02:07 + +;********cave.c (guwange (japan)) +guwange: +0:2024f0:140:00:10 +0:2024ac:4:00:00 + +;********namcos1.c (blazer (japan)) +blazer: +0:30ad:5f:00:20 +0:2888:8:00:00 +0:288b:1:03:03 + +;*******neogeo.c (aero fighters 3/sonic wings 3) +sonicwi3: +0:10000c:cf:4b:20 + +;********neogeo.c (aero fighters 2/sonic wings 2) +sonicwi2: +0:10000e:52:48:03 + +;*******dec0.c (midnight resistance (world & us)) +midres: +midresu: +0:1026ea:50:00:26 +0:102710:1:78:78 + +;********vsnes.c (the goonies) +goonies: +0:7f0:3:00:01 + +;********alpha68k.c (time soldiers (us rev 3)) +;** ignore first highscore screen, updates on next highscore show !! ** +timesold: +0:204101:bf:00:0c +0:40030:4:00:00 +0:4003c:1:02:02 +0:4003d:1:09:09 + +;********vsnes.c (clu clu land) +cluclu: +0:751:4f:1d:70 +0:19:3:05:20 + +;********aerofgt.c (turbo force) +turbofrc: +0:c221b:4e:04:54 + +;*******taito_f3.c (twin qix(us prototype) +twinqix: +0:406b6f:9b:00:54 + +;*************************************************************** +;* latest :highscore_v7.4 additions below - by leezer* +;*************************************************************** + +;********momoko.c (momoko 120%) +momoko: +0:ce01:9f:20:20 +0:c049:7:20:30 + +;*******bjtwin.c (vandyke (japan)) +vandyke: +0:f0101:ff:00:2e +0:f00d1:3:00:00 + +;*******yunsun16.c (magic bubble) +magicbub: +0:ff3c66:4e:00:20 + +;******zaxxon.c (ixion (prototype)) +ixion: +0:610d:1e:00:00 +0:61d2:1e:23:24 + +;*******seta.c (j.j. squawkers) +jjsquawk: +0:20561e:4f:00:61 + +;********taito_f3.c (elevator action returns (world)) +elvactr: +0:40ce3a:7c:00:01 +0:40ce3c:1:c3:c3 + +;********scregg.c (dommy) +dommy: +0:1a:3:00:05 + +tetrist: +0:8045ac:64:45:08 + +;********omegaf.c (omega fighter / omega fighter special) +;** only saves pasrt of highscore ?? - tables ok though !! ** +omegaf: +omegafs: +0:f880:7f:00:24 +0:f7d4:3:00:00 +0:f7d5:1:20:20 + +;*******taito_f3.c (darius gaiden - silver hawk / extra version ) +dariusg: +dariusgx: +0:406cd4:39:00:59 + +;*******taito_b.c (silent dragon (world)) +silentd: +0:403E03:65:01:20 + +;********megasys1.c (hachoo) +hachoo: +0:f0072:100:00:59 +0:f017e:4:00:00 +0:f0073:1:05:05 + +;*******snk68.c (street smart (us version 1)) / (us version 2) +streets1: +streetsm: +0:41470:a0:20:20 +0:43f7e:4:00:00 + +;*******namcos2.c (finest hour (japan)) +finehour: +0:106afe:64:00:5a +0:10002a:4:00:00 + +;*******gotya.c (got-ya (12/241981,prototype ?)) +gotya: +0:5021:3:00:01 + +;*******gameplan.c (killer comet) +killcom: +0:88:2:47:00 + +;*******twin16.c (devil world) +devilw: +2:60131:ef:00:10 +2:60049:3:00:30 + +;*******suna16.c (ultra balloon) +uballoon: +0:80048c:4f:00:45 + +;*******megasys1.c (takeda shingen (japan)) +tshingen: +tshingna: +0:f0f00:3a:00:4e + +;*******seta.c (strike gunner s.t.g.) +stg: +0:ffda3e:28:42:00 +0:ffda64:1:31:31 + +;******tigeroad.c (f-1 dream) +f1dream: +0:fff132:60:59:01 +0:fff2e9:5f:01:34 + +;******atarisy1.c (road runner) +roadrunn: +0:401e42:32:00:da + +;added galaxiaj (galaxian (namco set 2)) + +;*************************************************************** +;* latest :highscore_v7.3 additions below - by leezer* +;*************************************************************** + +;*******taito_b.c (ryu jin (japan)) +ryujin: +0:103e3c:63:54:01 +0:103f20:4:00:00 + +;*******xxmissio (xx mission) +xxmissio: +0:e018:4:00:00 +0:e084:61:20:20 +0:c1a0:1:30:30 +0:c1c0:1:30:30 +0:c1e0:1:30:30 +0:c200:1:30:30 +0:c220:1:33:33 +0:c240:1:01:01 +0:c260:1:01:01 + +;*******karnov.c (wonder planet (japan)) +wndrplnt: +0:60048:ac:00:01 +0:600dd:1:4d:4d + +;********metro.c (mouja (japan)) +mouja: +0:f00064:12c:00:37 + +;********shangkid.c (shanghai kid (japan)) +shangkid: +hiryuken: +0:e128:50:00:17 + +;********epos.c (super glob) +;** saves top highscore only (????) ** +suprglob: +0:7c20:3c:00:00 +0:7ca4:1:d8:d8 + +;********bjtwin (thunder dragon 2) +tdragon2: +0:1ff101:6b:18:00 + +;********suna8.c (rough rangers(v2.0 sharp image licence)) +rranger: +0:d220:4c:00:20 +0:c851:2:00:03 + +;********neogeo.c (metal slug x) +mslugx: +0:10f010:4f:00:59 + +;********neogeo.c (metal slug 2) +mslug2: +0:10f00a:61:00:59 + +;********parodius.c (parodius da! (japan)) +parodius: +0:1f50:5e:00:00 +0:1f51:1:05:05 + +;********asterix.c (asterix (world ver.ead)) +asterix: +0:107800:50:00:01 + +;********neogeo.c (zed blade) +zedblade: +0:108f00:50:00:11 + +;********neogeo.c (cyber-lip) +cyberlip: +0:100000:50:00:20 + +;********dooyong.c (r-shark) +rshark: +0:340382:4e:4e:41 + +;*********taito_b.c (rambo 3 europe) +rambo3: +0:802600:50:01:2e + +;*******prehisle.c (prehistoric isle in 1930 (world)) +prehisle: +0:700a0:4e:00:00 +0:7003d:5:00:00 +0:700ec:1:01:01 + +;*******sbasketb.c (super basketball)(fix) +sbasketb: +0:2a26:194:ef:14 +0:20ac:3:00:00 +0:3521:1:10:10 +0:3501:1:10:10 +0:34e1:1:10:10 +0:34c1:1:10:10 +0:34a1:1:10:10 +0:3481:1:00:00 +0:3461:1:00:00 + +;*******asteroid.c (asteroids delux)(FIX) +astdelu1: +astdelux: +0:23:3e:00:00 +0:76:1:c1:c1 + +;********bjtwin.c (thunder dragon (bootleg)) +tdragonb: +0:b9100:c0:00:20 + +;*************************************************************** +;* latest :highscore_v7.2 additions below - by leezer* +;*************************************************************** + +;********chqflag.c (chequered flag) +chqflag: +0:1f08:dd:30:42 + +;********taito_f3.c (puzzle bobble 3 (world)) +pbobble3: +0:41eff0:99:00:04 + +;********sgladiat.c (gladiator 1984) +sgladiat: +0:d9b0:28:00:4b + +;********cave.c (hotdog storm) +hotdogst: +0:301100:54:00:14 + +;********bjtwin.c (bio-ship paladin) +bioship: +0:f0150:8:00:00 +0:f0169:a3:00:00 +0:f0207:1:4c:4c + +;********decocass.c (cassette: burger time) +cbtime: +0:33:24:00:12 + +;********decocass.c (cassette: boulder dash) +cbdash: +0:200:8c:01:13 +0:23:3:88:01 + +;*********tetrisp2.c (tetris plus 2(JAPAN)) +teplus2j: +tetrisp2: +0:10dfb7:b3:01:00 +0:10e065:1:01:01 +0:10b0f2:460:03:09 + +;*********cninja.c (robocop 2) +robocop2: +0:1b8300:27:4e:21 +0:1b8200:28:00:00 +0:1b8020:4:00:00 + +;*********neogeo.c (puzzle bobble2/bust a move again) +pbobbl2n: +0:10ee00:112:00:d4 +0:10fe8b:1:23:23 + +;********polepos.c (pole position 2) +polepos2: +poleps2b: +poleps2a: +poleps2c: +0:3000:7f2:d0:a2 + +;********polepos.c (pole position) +polepos: +polepos1: +poleposa: +0:3000:7f2:b0:95 + +;********shocking.c (shocking) +shocking: +0:ff0d19:63:41:64 + +;********marineb.c (battle cruiser m12) +bcruzm12: +0:858c:45:00:12 + +;********nemesis.c (twinbee) +twinbee: +0:1f580:58:00:0a +0:1eba0:4:00:00 + +;********skydiver.c (sky diver) +;** note highscore must be displaying new top score to save properly ** +;** so start a new game after a new highscore and kill man 3 times ** +;** untill new highscore is displayed. ** +skydiver: +0:af:3:00:00 + +;********magix.c (cannon ball) +cannball: +0:f800:80:00:2e + +;********cps2.c (vampire savior) +vsavj: +0:fff426:ad:00:02 + +;********cps2.c (street fighter alpha 2) +sfa2: +0:ffdf6a:ad:00:01 + +;********segar.c (astro blaster (version 2 & 3)) +astrob: +astrob2: +0:cb3f:100:00:000 + +;*************************************************************** +;* latest :highscore_v7.1 additions below - by leezer* +;*************************************************************** + +;*********senjyo.c (star force) +;** you must wait until highscore table has been displayed ** +;** before playing first game or saved data will NOT work ** +starforc: +starfore: +megaforc: +0:803a:6b:00:44 +0:8348:4:00:00 +0:9261:1:23:23 +0:9241:1:23:23 +0:9221:1:23:23 +0:9201:1:1d:1d +0:91e1:1:18:18 +0:91c1:1:21:21 +0:91a1:1:18:18 +0:9181:1:18:18 + +;*******vsnes.c (pinball) +vspinbal: +0:ba0:10:1c:00 +0:118:5:00:00 + +;********vsnes.c (platoon) +platoon: +0:700:e9:10:60 + +;********vsnes.c (super skykid) +vsskykid: +0:10:6:00:00 +0:26:6:00:3f + +;*******bosco.c (bosconian) +; ** highscore beaten at 20,000 every time ** +; ** no way around this ** +; ** highscore table ok though !! :0) ** +boscomd: +bosco: +0:8bc5:f:17:18 +0:8be4:10:00:00 +0:885c:4:00:00 +0:8060:8:00:02 + +;********gameplan.c (challenger) +challeng: +0:cc:f:00:1f + +;*******vsnes.c (excitebike) +excitebk: +0:630:14f:00:0e + +;*******pbaction.c (pinball action) +pbaction: +pbactio2: +0:c093:51:07:00 +0:c12f:27:48:4b + +;********m92.c (lethal thunder) +lethalth: +thndblst: +0:e0086:b7:00:08 + +;********taito_f3.c (arabian magic) +arabianm: +arabiamj: +arabiamu: +0:410ef8:30:00:01 + +;********vsnes.c (ice climber) +iceclimb: +0:750:3c:00:23 + +;********vsnes.c (duck hunt) +duckhunt: +0:640:20:12:28 + +;********vsnes.c (dr mario) +drmario: +0:120:9b:00:15 + +;********vsnes.c (vs super mario bros) +suprmrio: +0:6675:8b:05:00 +0:7d7:6:00:00 + +;********leland.c (danger zone) +dangerz: +1:e908:12e:52:14 + +;********sega.c (eliminator) +elim2: +0:c924:14:00:00 +0:c99f:1e:0c:03 + +elim2a: +0:c924:14:25:05 +0:c99f:1e:0c:03 + +elim4: +0:cc4d:1e:0c:03 +0:c928:14:00:00 + +;********zodiak.c (dog fight) +dogfight: +0:587e:82:20:ff +0:b2df:1:24:24 +0:b2ff:1:24:24 +0:b31f:1:03:03 +0:b33f:1:05:05 +0:b35f:1:02:02 +0:b37f:1:00:00 +0:b39f:1:00:00 + +;*******playch10.c (playchoice 10 - balloon fight) +pc_bfght: +1:629:5:00:00 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+0:521c:3:00:70 + +;********xaccaria.c +jackrabt: +jackrab2: +jackrabs: +0:73ba:48:0a:00 +0:727d:3:00:00 +0:605e:1:00:00 +0:607e:1:00:00 +0:609e:1:ff:ff +0:60be:1:ff:ff +0:60de:1:ff:ff +0:60fe:1:ff:ff + +;********zaxxon.c +zaxxon: +zaxxon2: +zaxxonb: +szaxxon: +0:6100:7e:90:81 +0:6038:3:00:00 + +futspy: +0:6419:3c:00:41 + +razmataz: +0:66a4:1e:00:00 +0:6739:3c:25:3e + +;Spiders and clones (by GeoMan) +spiders: +spiders2: +0:1c13:3:0:0 +0:1e42:f:0:0 + +;********zerozone.c +zerozone: +0:c17cd:77:53:00 +0:c23da:6:00:00 + +zodiack: +0:5857:37:00:24 +0:b2df:1:00:00 +0:b2ff:1:00:00 +0:b31f:1:01:01 +0:b33f:1:02:02 +0:b35f:1:08:08 +0:b37f:1:00:00 +0:b39f:1:00:00 diff --git a/bios/Other/advmame-0.94/history.dat b/bios/Other/advmame-0.94/history.dat new file mode 100644 index 00000000..5fcccee1 --- /dev/null +++ b/bios/Other/advmame-0.94/history.dat @@ -0,0 +1,229657 @@ +## History.dat - an arcade video games database. +## From http://www.arcade-history.com +## +## Revision: 0.92 - 2005-02-13 +## File size: 4437943 / Lines: 229658 +## +## Maintained by Alexis BOUSIGES. +## Copyright 1998-2005 History.dat all rights reserved, +## This arcade video games database may not be distributed for commercial purposes in whole or in part, +## in any form or by any means, electronic or mechanical, or by any information storage now known +## or hereafter invented without express written permission. + + +$info=88games, +$bio + +'88 Games (c) 07/1988 Konami. + + +An olympic sporting event game that was released just in time for the 1988 Olympics. + + +- TECHNICAL - + + +Game ID : GX861 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Konami '88" and in Japan as "Hyper Sports Special". + + +On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber". + + +- SERIES - + + +1. Track and Field (1983) + +2. Hyper Olympic '84 (1984) + +3. '88 Games (1988) + +4. Hyper Athlete (1996) + +$end + +$info=99lstwar,99lstwra,99lstwrk, +$bio + +'99 The Last War (c) 1985 Proma. + + +An old generation shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Repulse". + + +A bootleg of this game is known as "Son of Phoenix". + + +- STAFF - + + +Director : Shunkoh Miki + +Programmer : Tatsuya Uemura + +Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi + +Music and sound effects : ??? + +$end + +$info=005, +$bio + +005 (c) 12/1981 Sega. + + +You play secret agent 005, your mission is to take a briefcase filled with secret documents to a waiting helicopter. But, enemy agents are everywhere, trying to thwart your every move, luckily you are armed with cannisters of gas. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound Chips : Samples (@ 3.86712 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +005 (pronounced 'double O five'), is an early Sega arcade game based around a pseudo 'James Bond' theme. Instead of secret 'agent 007' you get to play secret 'agent 005' (which allowed Sega to save money by not licensing the 'James Bond' character for this game). + + +This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega G80 System compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight (the logo is in a font that reminds me of high school football numbers). '005' is very rare today, as most of them were converted to other titles long ago. + + +- PORTS - + + +* Consoles : + +A ColecoVision port was planned but never released. + +$end + +$info=yard,vsyard,vsyard2, +$bio + +10-Yard Fight (c) 1983 Irem. + + +An American football game. Each level starts on the kick-off with the player carrying the ball as far up the field as possible before being tackled. Then, as the quarterback, you can either run or pass the ball to a receiver. An intercepted pass earns a penalty of 20 yards. Running out of bounds stops the clock. Extra points after touchdowns can either be kicked or run into the end zone. + + +- TECHNICAL - + + +Irem M-52 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 528 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +10-Yard Fight is the first slightly realistic American football game released. + + +- TIPS AND TRICKS - + + +* Hint 1 : Don't pass if the line of the pass will take the ball anywhere near a free-running defender. + + +* Hint 2 : At the kickoff, you should aim to get to at least the opponents' 40 yard line, if not further. Use your rear defenders on the run up the field! + + +* Hint 3 : When making a play, look carefully at the your opponent's deployment. Are they all over the right hand side? Then wait till your runner is over the left, get the ball back to the quarterback and pass straight to the running back. Then leg it straight up the left hand side. When doing this, on either side, keep as close to the edge of the pitch as possible. If you're going to get tackled, quickly dodge off the field to end the play. + + +* Hint 4 : You can also send the running back up the field, and run around with the quarterback until there's a pass available. In the arcade, I used to send the running back way up the right to the very top of the screen, and then run back and left with the quarterback as quickly as possible, doing a huge crossfield throw at the last second. The opponents would get sort of "caught in the scroll" as the ball when diagonally across and most times the running back would be away with no one anywhere near him. + + +* Hint 5 : You can also run the quarterback straight through the pack - this is only sensible when you're at the 5 yard line or so. + + +* Hint 6 : Down the ball as soon as you make 10 yards if you have any time left. This is because you can make 10 yards in 15 seconds and get 10 seconds back for a net loss of 5 seconds. It takes 30 seconds to make 20 yards and doing it in 1 play will get a net loss of 20 seconds (30 - 10), but doing it in 2 will only lose 10 seconds because you get 2 10 second bonuses (30 - 10 - 10). Once the clock runs out in mid-play just go as far as you can and hope it's enough to get more time. + + +* Hint 7 : Learn the defense formations. Once you find the correct pass route for a particular formation it will work consistently. + + +* Hint 8 : If you see a hard formation and you are short on time, your best move may be throwing an interception and hoping for an easier formation. This works best when you have 7 to 10 seconds left and don't think you can make ten yards or get downed before time runs out. Don't try it with less than 7 seconds though. 6 :xx probably won't be enough time. + + +* Hint 9 : Run to the right during "first contact" after the kickoff. There is an extra computer guy waiting on the left side. The best way to use the top blockers is to let the middle blocker connect, move straight right until the top right blocker connects, then head up again. + + +* Hint 10 : You can do a forward pass after a lateral. This will cut through a few formations that are hard passing from the quarterback position. If you time it well a diagonal pass left (right running back to a left reciever) can miss an active middle defender. + + +* Hint 11 : If you run the ball, use the reciever to block for you. The game doesn't have 'pass interference' calls so you have to be careful not to do this by accident. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Sega Saturn (1996, "Irem Arcade Classics") + +Sony PlayStation (1996, "Irem Arcade Classics") + + +* Computers : + +MSX (1986) + +$end + +$info=1941,1941j, +$bio + +1941 - Counter Attack (c) 02/1990 Capcom. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Here is all the official bosses names : + +* Stage 1 - Leviathan + +* Stage 2 - Bismarck + +* Stage 3 - V3Rocket + +* Stage 4 - Krote + +* Stage 5 - Leviathan + +* Stage 6 - Gotha + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990. + + +- UPDATES - + + +At the 5th position on the high score table, the Japanese version says 'j01' instead of 'o01'. + + +- TIPS AND TRICKS - + + +* Hint : Your airplane doesn't lose energy when it collides with cliffwalls, buildings etc. Instead it will rotate a bit after such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure. + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), Rekite + +Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow + +Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan + +Character support : Akiman + +Character coordinator : Rekite + +Character effects : Yokota Yokozo + +Sound composer : Hifumi + +Programmers : Makkow, Babel-2, Dome + +Game analysers : Akira Nishitani (Nin), Doda Nda Uda + +Director : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +NEC SuperGrafx (1991) + +$end + +$info=1942,1942a,1942b, +$bio + +1942 (c) 12/1984 Capcom. + + +1942 is a vertically scrolling shoot 'em up set in the Asian theater of World War II. The goal is to reach Tokyo and destroy the entire Japanese air fleet. The player (the American 'Super Ace') pilots a plane, and has to shoot down enemy planes. Besides shooting, the player can also perform a 'loop-the-loop' to avoid enemy fire. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +1942 was the first game that Okamoto designed at Capcom. + + +A hack by Two-Bit Score is known as "Supercharger 1942". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- TIPS AND TRICKS - + + +* Hint 1 : On certain levels, a V-formation of red planes will come straight down from the top. If you kill all 5 of them, and it turns into a Black/Red POW, pick it up - it's a free airplane! + + +* Hint 2 : On levels where you pick up the extra two airplanes next to you : Use them to kill off the bigger planes. You will get a second chance to get them back later on. + + +* Hint 3 : On the challenge levels, you can get large bonuses based upon shot accuracy... + +90% - 94% = 10,000 pts. + +95% - 99% = 20,000 pts. + +100% = 10,000 pts + +Oddly enough, the bonus for 100% accuracy is only 10,000 points, making it advantageous to let the last plane go by. + + +* Hint 4 : On the levels with the huge boss plane, save all your loops! Shoot at it quickly, loop down to avoid the shots, and shoot at it again, and then loop. You should be able to kill it this way. + + +* Hint 5 : Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman, kill off your man (assuming you have more) and the game will place you back before them. + + +* Hint 6 : At times, a slow airplane will come out of the left or right hand side of the screen. Shoot it, and it will turn into a special figure. If you fly over the figure you will get 5,000 points! + + +* Here's an interesting bug in 1942 : If you win an extra man by crossing the xxx points mark when killing the "boss" bomber, no extra planes will be awarded on the basis of points! Extra planes can still be obtained by getting the black-and-red POW, but no point-based bonuses will be awarded for the rest of the game. + + +* It is possible to finish the game. When completed, a screen appears with a message saying 'We give up!', and a 10,000,000 point bonus is awarded!!! + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Designed and programmed by : Yoshiki Okamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Sony PlayStation (1998, "Capcom Generation 1") + +Sega Saturn (1998, "Capcom Generation 1") + +Nintendo Game Boy Color (2000) + + +* Computers : + +Sinclair ZX Spectrum (1986) + +Commodore C64 (1986) + +MSX2 (1986) + +Amstrad CPC (1986) + +MSX (1987) + +$end + +$info=pc_1942, +$bio + +1942 (c) 07/1987 Capcom. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : NF + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=1943j, +$bio + +1943 - Midway Kaisen (c) 1987 Capcom. + + +It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lighting, cyclone, and tsunami to ward off your enemies. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as Midway Naval Battle. + + +This game is known outside Japan as "1943 - The Battle of Midway". + + +- TIPS AND TRICKS - + + +* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... + +Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. + +Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. + +Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. + +Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. + +Stage 5 for a 3-way, press 1P side A and 2P side Up. + +Stage 6 for a Auto, press 1P side Left and 2P side Right+B. + +Stage 7 for a Shell, press 1P side Upleft and 2P side Down. + +Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. + +Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. + +Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. + +Stage 11 for a Auto, press 1P side Upleft and 2P Right+A. + +Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. + +Stage 13 for a Auto, press 1P side Up and 2P side Down. + +Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. + +Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. + +Stage 16 for a Auto, press 1P side Right+A and 2P side Upright+A. + + +* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon. + + +* Hint 1 : The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are. + + +* Hint 2 : It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus. + + +* Hint 3 : At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. + +1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus. + +2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! + +3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. + + +* Hint 4 : The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20). + + +* Hint 5 (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed. + + +* Hint 6 : If you get the "propeller" power-up (it looks like a propeller over a circle), your energy level will be fully replenished. + + +* Hint 7 : Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points. + + +* Hint 8 : When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot. + + +* Hint 9 : If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DONT give you a full tank at the end of the cloud stage before you go to the water! + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - Midway Kaisen (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Designers: Noritaka Funamizu (Poo), Dechikun + +Producer: Yoshiki Okamoto (Kikaji O.) + +Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata + +Music & SFX: Yoshihiro Sakaguchi + +Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1) + +Hardware: Punch Kubozoo, Jumbo Saito + +Programming: BLBON + +$end + +$info=1943, +$bio + +1943 - The Battle of Midway (c) 06/1987 Capcom. + + +It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lighting, cyclone, and tsunami to ward off your enemies. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "1943 - Midway Kaisen". + + +- TIPS AND TRICKS - + + +* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... + +Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. + +Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. + +Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. + +Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. + +Stage 5 for a 3-way, press 1P side A and 2P side Up. + +Stage 6 for an Auto, press 1P side Left and 2P side Right+B. + +Stage 7 for a Shell, press 1P side Upleft and 2P side Down. + +Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. + +Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. + +Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. + +Stage 11 for an Auto, press 1P side Upleft and 2P Right+A. + +Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. + +Stage 13 for an Auto, press 1P side Up and 2P side Down. + +Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. + +Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. + +Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A. + + +* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon. + + +* Hint 1 : The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are. + + +* Hint 2 : It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus. + + +* Hint 3 : At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. + +1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus. + +2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! + +3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. + + +* Hint 4 : The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20). + + +* Hint 5 (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed. + + +* Hint 6 : If you get the "propeller" power-up (it looks like a propeller over a circle), your energy level will be fully replenished. + + +* Hint 7 : Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points. + + +* Hint 8 : When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot. + + +* Hint 9 : If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DONT give you a full tank at the end of the cloud stage before you go to the water! + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Designers: Noritaka Funamizu (Poo), Dechikun + +Producer: Yoshiki Okamoto (Kikaji O.) + +Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata + +Music & SFX: Yoshihiro Sakaguchi + +Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1) + +Hardware: Punch Kubozoo, Jumbo Saito + +Programming: BLBON + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sony PlayStation (1998, "Capcom Generation 1") + +Sega Saturn (1998, "Capcom Generation 1") + + +* Computers : + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Commodore Amiga (1989) + + +* Others : + +LCD Handheld game (1989) : released by Acclaim. + +$end + +$info=1943kai, +$bio + +1943 Kai - Midway Kaisen (c) 06/1988 Capcom. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as "1943 Modified - Midway Naval Battle". + + +This update of "1943 - The Battle of Midway" was only released in Japan. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989. + + +- UPDATES - + + +"1943 Kai - Midway Kaisen" has different graphics and gameplay is slightly harder than "1943 - The Battle of Midway". + + +- TIPS AND TRICKS - + + +* Choose Your Weapon : Hold these buttons at beginning of each stage to activate the weapon... + +Stage 1 for a Shot Gun, press 1P side Right and 2P side Upright. + +Stage 2 for a Laser, press 1P side Upleft and 2P side Down+B. + +Stage 3 for a 3-way, press 1P side A and 2P side Upleft. + +Stage 4 for a 3-way, press 1P side Downleft+A and 2P side Up+A. + +Stage 5 for a Shell, press 1P side Left and 2P side Downright+A. + +Stage 6 for a Laser, press 1P side Downleft+B and 2P side Upleft+A. + +Stage 7 for a 3-way, press 1P side Down+A+B and 2P side B. + +Stage 8 for a Laser, press 1P side Downleft+B and 2P side Down+A. + +Stage 9 for a Shell, press 1P side Upleft+B and 2P side Downright+A+B. + +Stage 10 for a 3-way, press 1P side Up+A and 2P side Upleft. + + +* Hint : If you see an icon shaped like a mountain, get it - it will give you the laser! (This bonus will not appear in every game, or at any particular level). + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Designers: Noritaka Funamizu (Poo), Dechikun + +Producer: Yoshiki Okamoto (Kikaji O.) + +Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata + +Music & SFX: Yoshihiro Sakaguchi + +Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1) + +Hardware: Punch Kubozoo, Jumbo Saito + +Programming: BLBON + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +Sony PlayStation (1998, "Capcom Generation 1") + +Sega Saturn (1998, "Capcom Generation 1") + +$end + +$info=1944,1944j, +$bio + +1944 - The Loop Master (c) 06/2000 Capcom. + + +Warbirds Fly Again! A full-screen vertically shoot-em up game. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Like many other large companies as-of-late, Capcom has started farming out the programing of their games to third party companies. In this case, 1944 - The Loop Master was made by 'Eighting / Raizing' and released by Capcom. + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + +$end + +$info=1945kiii, +$bio + +1945k III (c) 2000 Oriental. + + +A Korean vertically shoot'em up that is a straight rip-off of Psikyo's "Strikers 1945 III". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +At the End Credits '(c) 1999 Promat' is shown. + + +- STAFF - + + +Executive Producer: Lee Hyung Kee + +Produced & Director: Sung Jung Woo + +Game Design: Sung Jung Woo, Kim Tae Wook, Lee Dong Ik + +Hardware Design: Kim Young Ho, Lee Seung Woo, Park Sang Yeul + +Graphics Design: Kim Tae Wook, Lee Dong Ik, Woo Sang Gyun + +Programmer: Sung Jung Woo + +Music Artist: Lee Seung Woo + +Sound Effect: Sung Jung Woo + +Advice Supervisor: Lee Seung Woo + +Tester: Eum Jae In, Park Sang Chul, Jang Se Yong, Sin Won Tae + +$end + +$info=19xx,19xxa,19xxh,19xxj,19xxjr1, +$bio + +19XX - The War Against Destiny (c) 12/1995 Capcom. + + +A vertically shoot'em up game. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 13 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on 03/04/1996. + + +- UPDATES - + + +Revision 1 : + +* Japanese, Asia and US releases (951207). + + +Revision 2 : + +* Hispanic release only (951218). + + +Revision 3 : + +* Japanese release only (951225). + + +- TIPS AND TRICKS - + + +* Change First Stage Music To "1942" BGM : At the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered. + + +* Change First Stage Music To An Arranged Version of "1942" BGM : At the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright. A voice will be heard once the code is entered. + + +* Stronger Bombs : Holding the bomb button will charge your bomb to a stronger level. + + +- SERIES - + + +1. 1942 (1984) + +2. 1943 - The Battle of Midway (1987) + +3. 1943 Kai - Midway Kaisen (1988) + +4. 1941 - Counter Attack (1990) + +5. 19XX - The War Against Destiny (1995) + +6. 1944 - The Loop Master (2000) + + +- STAFF - + + +Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan) + +Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits + +Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch + +Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You-Ten-Nakano, Takep, Eizi Murabayashi, Kogaman + +Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki + +Sound designers : Hiroaki Kondo (Mach-2) + +All sound produce by Arcade Sound Team. + +$end + +$info=openice, +$bio + +2 on 2 Open Ice Challenge (c) 11/1995 Midway. + + +A four-player hockey game with "NBA Jam"'s gameplay. + + +- TECHNICAL - + + +Midway Wolf Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the NHLPA (National Hockey League Players Association). It features the voice of the legendary NHL announcer Pat Foley. Over 100 real players, each player's skill level reflects his real NHL ability. + + +During the match, you can see in the background an advert for Kellogg's Corn Pops. + + +The flyer of this game has a photograph of former Chicago Blackhawk goaltender Eddie 'The Eagle' Belfour on it (now with the Toronto Maple Leafs). The text refers to a '140mph' slapshot -- The individual who wrote this seems to have forgotten to do the metric conversion from kilometres per hour. He/she should have written 140 km/h (or 90 mph) as that's more realistic. + + +- TIPS AND TRICKS - + + +* Hidden Characters (Initials, Birthdate) : + +Al Lasko - AL(space), Aug 31 + +Andy Lycke - AL(space), Nov 23 + +Art Tianis - AJT, Oct 23 + +Bill Dabelstein - DOZ, Dec 31 + +Brian Eddie - BRE, Apr 20 + +Bridgitte Fedesna - BMF, May 09 + +Carlos Pesina - CCP, Nov 15 + +Cary Mednick - CMM, Jul 02 + +Chris Bobrowski - ME(space), May 12 + +Christa Woss - CLW, Jul 09 + +Craig Janney - C(space)J, Sept 26 + +Dan Thompson - DJT, Jun 04 + +Dave Michicich - DLM, Aug 06 + +Dave Zab - ZAB, May 28 + +Ed Boon - EJB, Feb 22 + +Ed Keenan - EJK, Apr 10 + +Eddie Ferrier - EF(space), Jun 10 + +Eugeene Geer - OEG, Nov 05 + +Eugene Jarvis - EPJ, Jan 27 + +Evil Haeger - JH(space), Jul 13 + +Glenn Shipp - GWS, Jun 11 + +Gordie Howe - G(space)H, Mar 31 + +Heather Beach - HAB, Mar 24 + +Jack H. Haeger - JAH, Jan 06 + +Jack E. Haeger - JEH, Jul 13 + +Jake Simpson - JMS, Feb 22 + +Jason Skiles - JMS, July 29 + +Jay Cohen - JNC, Jun 04 + +Jeff Johnson - JBJ, Nov 04 + +Jeff Peters - JTP, Dec 15 + +Jennifer Fedesna - JKF, Feb 25 + +Jennifer Hedrick - JJH, May 03 + +Jim Gentile - JPG, Jan 23 + +Jim Greene - JDG, May 31 + +Jim Rohn - JR(space), May 22 + +Jim Tianis - DJT, Oct 20 + +Joan Faux - JBF, July 17 + +John Carlton - JMC, Aug 05 + +John Lowes - JML, Nov 04 + +John Newcomer - JRN, Jun 18 + +John Tobias - TOB, Aug 24 + +Jon Hey - JWH, Sept 20 + +Josh Tsui - CET, Nov 28 + +Ken Williams - WKW, May 30 + +Kevin Daley - J(space)R, Sep 15 + +Kevin Stevens - KMS, Apr 15 + +Luis Mangubot - LM(space), Apr 18 + +Mark Loffredo - ML(space), May 25 + +Mark Penacho - MDP, Jan 13 + +Mark Turmell - MJT, Mar 22 + +Martin Martinez - MAM, Aug 07 + +Maryann Rohn - MAC, Jul 07 + +Matt Booty - MVB, Apr 18 + +Matt Cooney - MJC, Jun 06 + +Matt Davis - MJD, Aug 19 + +Mike Lynch - MJL, Feb 28 + +Mike Ossian - OTT, Jan 11 + +Mike Vinikour - MXV, Oct 14 + +Mike Waldron - MJW, Jan 09 + +Nik Ehrlich - NIK, Nov 17 + +Pat Cox - PGC, Apr 11 + +Pat Foley - PJF, Dec 23 + +Paul Dussault - PGD, Dec 17 + +Ray Gay - RMG, Aug 11 + +Ray Macika - REM, Mar 26 + +Rebecca Scott - RS(space), Sept 27 + +Ross Shaffer - FRS, Apr 13 + +Sal Divita - SAL, Feb 02 + +Sheridan Oursler - SNO, Jan 03 + +Sidney Strong - SID, Feb 12 + +Steve Beran - SAB, Aug 29 + +Steve Correll - RSC, Sep 16 + +Ted Barber - BAR, Dec 05 + +Tony Goskie - TWG, Dec 07 + +Tony Metke - ARM, July 19 + +Warren Davis - WBD, Aug 17 + +Xion Cooper - XC(space), Aug 09 + +Zarley Zalapski - ZBZ, Apr 22 + + +- PORTS - + +* Consoles: + +Sony PlayStation (1996) + + +* Computers: + +PC [Windows 9x] (1997) + +$end + +$info=2020bb,2020bba,2020bbh, +$bio + +2020 Super Baseball (c) 09/1991 SNK / Pallas. + + +A futuristic baseball game with humans and robots where you may buy powerups with the money gained during the matches. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0030 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1993) + +SNK Neo-Geo CD (1995) + +$end + +$info=3countb, +$bio + +3 Count Bout (c) 03/1993 SNK. + + +Gather up wrestling fans! Take your pick of 10 promising wrestlers and go for the world title of wrestling but be aware that these guys are not shy about fighting dirty! Features solid graphics & music, diverse types of arenas (some of these with additional dangers such as electric ropes!), fast & furious gameplay & a few surprises such as secret special moves as well as some 'fun' toys such as clubs & tasers! Do you feel brave enough to venture into this ring?!!! + + +- TECHNICAL - + + +SNK MVS Neo-Geo hardware + +Game ID : 0043 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Fire Suplex". + + +3 Count Bout is the only 'true' wrestling game for the SNK MVS Neo-Geo hardware but not the first. This honour goes to "King of The Monsters" (with giant monsters anyway!) :) + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fire Suplex - PCCB-00134) on 17/09/1993. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=3in1semi, +$bio + +3-in-1 (c) 1997 SemiCom. + + +Three games including "New Hyperman", "Hyperman" and "Cookie & Bibis". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=4enraya, +$bio + +4 En Raya (c) 1990 IDSA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : Joystick 2-way + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Spanish as '4 In A Row'. + + +- STAFF - + + +Luis Gosalbez Carrasco + +$end + +$info=4in1, +$bio + +4 Fun in 1 (c) 1981 Armenia / Food and Fun. + + +This multi-game system lets you select from four different games; "Galactic Convoy", "Scramble Pt2", "Galaxian Pt5" and "The Ghost Muncher Pt3". + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=4dwarrio, +$bio + +4-D Warriors (c) 1985 Coreland / Sega. + + +An old horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5918 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- STAFF - + + +Staff : Rabinia H, Miyao, Sanpei, T. Iga + +$end + +$info=40love, +$bio + +40-0 - Forty-Love (c) 1984 Taito. + + +- TECHNICAL - + + +Game ID : A30 + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 4 + +$end + +$info=600, +$bio + +600 (c) 1981 Konami. + + +A maze game. + + +- TECHNICAL - + + +Game ID : GX353 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin". + +$end + +$info=64street,64streej, +$bio + +64th. Street - A Detective Story (c) 1991 Jaleco. + + +Two selectable detectives, each with different fighting styles, attempt to solve cases by beating up each criminal they encounter in this side-scrolling beat'em all. Lots of special items can be found by throwing enemies into the background and breaking things. + + +- TECHNICAL - + + +Jaleco Mega System 1-C hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +64th. Street is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom. + + +- STAFF - + + +Executive producer : Tokuhiro Takemori + +Director : Sigeru Hashimoto + +Planning : Y. Hiroyama + +Program : Manbou, Sin Fuzihiro + +BG Design : Helluder, Reiko Takano, Yamagata Tsubasa, Garadou + +Character design : Mamoru Horikoshi, Shigeru Hashimoto + +Hyper adviser : Myaa + +Sound : Yokoyama, Studio O.K + +$end + +$info=720,720r3,720r2,720r1,720g,720gr1, +$bio + +720° (c) 12/1986 Atari Games. + + +Skate through a ramp-filled world, doing tricks to earn points in this timed game. Buy equipment at shops or enter tournaments to win cash prizes. When time runs out player must "Skate or Die!", whereupon the player must reach a skate park before the timer - represented as a swarm of angry bees - runs out. + + +- TECHNICAL - + + +Atari System 2 hardware + +Game ID : 136047 + + +Main CPU : T11 (@ 10 Mhz), M6502 (@ 2.2 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) Pokey (@ 1.789772 Mhz), TMS5220 (@ 625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : circular rotating joystick + +Buttons : 2 + + +- TRIVIA - + + +720° is notable in that it is one of the first extreme sports video games. The game's name comes from the 'ultimate' skateboarding trick; turning a full 720° (two complete circles) in the air after jumping off a ramp. + + +The cabinet for this game was unique at this time. The speakers for the game are mounted atop the cabinet in a structure resembling a boom box, in line with the game's skatekid theme. The display is larger than that for a typical arcade game and of a very high resolution (similar to that used for "Paperboy"). The main control is also unique. This joystick moves in a circular fashion, instead of in compass directions like standard joysticks. + + +Atari released a limited-edition soundtrack album for this game. + + +- TIPS AND TRICKS - + + +* Hint 1 : In the ramp park, a good trick is to constantly push the kick button and do skid-outs at the top of each side of the half-pipe. To do this, get to the lip of the ramp, hold the stick parallel with the lip, and stop pressing kick. This will cause you to grind and skid down the ramp. You will be awarded big points at the lip and at the base of the ramp. This procedure may be repeated over and over for some incredible (effortless) high scores. + + +* Hint 2 : Don't forget to visit the skate shops. Do not underestimate what a new board and shoes does for you. Buying new equipment allows you to move faster, jump farther, recover faster, and pull off more tricks. + + +* Hint 3 : In the ramp section, levels 8, 9, and 10 : holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. + + +* Hint 4 : The entire game should focus around the Sessions skate park (the blue park in the right quadrant of the playfield). Making multiple passes through this park will greatly increase your scores. Remember to keep jumping and spinning. A good game should leave you feeling completely exhausted! + + +- STAFF - + + +Software / Game design : John Salwitz + +Playfield / Game design : Dave Ralston + +Software : Paul Kwinn + +Technical assistance : Rob Rowe + +Animation : Sam Comstock, Will Noble, Mark West + +Audio : Brad Fuller + +Music : Hal Canon, Earl Vickers + +Control design : Jack Aknin + +Game design : Milt Loper + +Hardware support : Gary Stempler + +With invaluable support from : Dave Cook, Dennis harper, Rusty Dawe, Jess Melchor + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Nintendo Game Boy Colors (1999) + +Sony PlayStation (2000, "Arcade Party Pak") + +Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Commodore C64 (1987) : Featuring a recording of the arcade soundtrack on the flip-side of the cassette. the same was done for US Gold's home conversions of "Out Run". + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2") + +$end + +$info=7jigen, +$bio + +7jigen no Youseitachi - Mahjong 7 Dimensions (c) 1990 Dynax. + + +A mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fairies of the 7 Dimensions'. + +$end + +$info=800fath, +$bio + +800 Fathoms (c) 1981 Amenip. + + +An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 114 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to US Billiards for US distribution. 800 Fathoms is known outside US as "Mariner". + +$end + +$info=9ballsht,9ballsh2,9ballsh3, +$bio + +9 Shootout! (c) 1993 E-Scape EnterMedia. + + +A 3-D pool game. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz) + +Sound Chips : DAC (@ 40 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Bundra for distribution. + +$end + +$info=abcop, +$bio + +A.B. Cop (c) 1990 Sega. + + +A futuristically-themed racing game from Sega very much in the vein of Taito's fantastic "Chase HQ". The player takes on the role of the A.B. Cop who must chase down and destroy the perpetrators of an armed robbery before the time limit expires. A.B Cop introduced an element new to the racing genre; the end-of-level guardian. + + +- TECHNICAL - + + +Sega X Board hardware + +Game ID : 317-0169b + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +A.B. stands for 'Air Bike'. + +$end + +$info=abunai, +$bio + +Abunai Houkago - Mou Matenai (c) 03/1989 Green Soft. + + +A hanafuda game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +$end + +$info=ace, +$bio + +Ace (c) 1976 Allied Leisure. + + +An old air battle game that features dogfights between two biplanes. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=aceattac, +$bio + +Ace Attacker (c) 1989 Sega. + + +An overhead volleyball game. + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=acedrvrw, +$bio + +Ace Driver (c) 1994 Namco. + + +A chase view racing game. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID : AD + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Ace Driver received the highest honors at the 76th Annual IAAPA Show (The deluxe cabinet). Ace Driver received the award for the Best Coin-Operated Game of the show! + + +Pony Canyon / Wonder Spirits released a limited-edition soundtrack album for this game (Arcade Soundtrack 005 : Ace Driver Series - WSCA-00003) on 19/09/1997. + + +- SERIES - + + +1. Ace Driver (1994) + +2. Ace Driver - Victory Lap (1996) + +$end + +$info=victlapw, +$bio + +Ace Driver - Victory Lap (c) 1996 Namco. + + +A chase-view racing game featuring more tracks and cars than the original. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID : ADV + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Pony Canyon / Wonder Spirits released a limited-edition soundtrack album for this game (Arcade Soundtrack 005 : Ace Driver Series - WSCA-00003) on 19/09/1997. + + +- SERIES - + + +1. Ace Driver (1994) + +2. Ace Driver - Victory Lap (1996) + +$end + +$info=acrobatm, +$bio + +Acrobat Mission (c) 1991 UPL. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : UPL-91073 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=dogfgt, +$bio + +Acrobatic Dog-Fight (c) 1984 Technos. + + +A very funny shoot'em up game. + + +- TECHNICAL - + + +Game ID : TA-0011 + + +Main CPU : (2x) M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen". + + +- STAFF - + + +R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara + +$end + +$info=actfancr,actfancj,actfanc1, +$bio + +Act-Fancer - Cybernetick Hyper Weapon (c) 05/1989 Data East. + + +A platform game with shoot'em up elements. + + +- TECHNICAL - + + +Main CPU : HuC6280 (@ 7.159066 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.759 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- STAFF - + + +Planner : J. Yamaguchi + +Character design : Torba + +Graphic design : Jun Sato, Kinya Aoyama, Masahiko Uzita, Dsyche Minagawa, Modeler.K, Yukie Siraiwa + +Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken + +Soft : Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai + +Hard : Hiroyuki Iwabe + +$end + +$info=afighter, +$bio + +Action Fighter (c) 1986 Sega. + + +An overhead driving / shoot'em up game from Sega which borrows heavily from Bally Midway's 1983 classic, "Spy Hunter". The player begins the game riding a motorbike. In subsequent levels a sportscar, a beach buggy, a boat, a chopper and even a Formula 1 racing car can all be driven. All of the vehicles are, of course, fully armed to deal with the many enemy vehicles and gun emplacements intent on stopping the player's progress. The helicopter levels play as a straightforward vertically-scrolling shoot'em up and bear more than a passing resemblance to Namco's "Xevious". + + +- TECHNICAL - + + +Sega System 16A hardware + +Game ID : 317-0018 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Sega Master System + + +* Computers : + +Commodore Amiga (1988) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Sinclair ZX Spectrum (1989) + +$end + +$info=nss_actr, +$bio + +ActRaiser (c) 1992 Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +GMO Records released a limited-edition soundtrack album for this game (Actraiser Symphonic Suite - ALCA-182) on September 21, 1991. + + +- SERIES - + + +1. ActRaiser (1992) + +2. ActRaiser 2 (1993, Nintendo Super Famicom) + + +- STAFF - + + +Scenario : Tomoyoshi Miyazaki + +Programmer : Masaya Hashimoto + +Graphic designers : Ayano Koshiro, Masahiko Takai, Koji Yokota, Takashi Shichijyo + +Music composer : Yuzo Koshiro + +Director : Masaya Hashimoto + +Producer : Yasuyuki Sone + +Publisher : Yasuhiro Fukushima + + +* Enix Staff : Takao Kawaguchi, Keizo Mochizuki, Takashi Yoneda, Yuchi Kikumoto, Kouji Mitsumori, Kenjiro Kano, Tetsuro Shimoda, Yoshie Fujimori, Jyunji Yagi, Keiko Ito, Hideki Yamamoto, Miwako Matsumoto, Keiko Taga, Yasuko Sekiguchi, Shigeki Maruyama, Eiichi Hirasawa, Mitsuhiko Endo, Shinji Futami + + +* Enix America Staff : Keiji Honda, Paul Bowler, Cherie Hasson + +$end + +$info=aerofgt,aerofgtb,aerofgtc, +$bio + +Aero Fighters (c) 1992 Video System. + + +Take your pick among 4 countries' ace pilots and take it to the skies to destroy enemy jets, hulking bosses and some strange hidden enemies in this solid overhead shoot'em up! Features solid 2-D graphic and a good level of challenge. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Sonic Wings". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings - PCCB-00118) on 21/04/1993. + + +- SERIES - + + +1. Aero Fighters (1992) + +2. Aero Fighters 2 (1994) + +3. Aero Fighters 3 (1995) + +4. Sonic Wings Limited (1996) + + +- STAFF - + + +Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +$end + +$info=sonicwi2, +$bio + +Aero Fighters 2 (c) 07/1994 Video System. + + +Take your pick from 8 funny pilots (among these are an old-fashioned cyborg, a dolphin and a baby just to mention a few!), and blast your way through to reach the mysterious final boss (which changes with each play, a nice touch!) in this vertically shoot'em up game. Features great 2-D graphics (check out the bosses & the explosions!) and the same tried & true gameplay of the first game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0075 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Sonic Wings 2". + + +This represent the second game in the "Aero Fighters" series and the first one on the Neo-Geo MVS. + + +The game's storyline changes according to the pilots currently selected, this applies to the endings as well. So try out different pair combinations in order to see some truly wacky endings! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wing 2 - PCCB-00158) on 16/12/1994. + + +- SERIES - + + +1. Aero Fighters (1992) + +2. Aero Fighters 2 (1994) + +3. Aero Fighters 3 (1995) + +4. Sonic Wings Limited (1996) + + +- STAFF - + + +Plan : Count IKuei + +Program : Aiz!, You-Chan + +Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko + +Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira + +Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, Sakon, Masako, Hiki, T. Tateishi + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=sonicwi3, +$bio + +Aero Fighters 3 (c) 10/1995 Video System. + + +Aero Fighters now features an array of 10 selectable pilots to do battle in classic overhead shoot'em up action. Features solid 2-D graphics and a very high challenge level so you won't master this game anytime soon! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0097 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Sonic Wings 3". + + +This represent the latest game in the "Aero Fighters" series for the Neo-Geo MVS. + + +Malcolm from 1993's "Ta-o Taido" makes an appearance as a pilot. His plane has a special charged shot ability that is unique to him (by holding Fire button). + + +The strange ship that appears at the end of each level and warps away after the boss is defeated first appeared in "Turbo Force" as a regular enemy during Stage 2. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings 3 - PCCB-00193) on 20/10/1995. + + +- TIPS AND TRICKS - + + +* Play As Red Rabbit Kotomi (from "Rabio Lepus") : + +1) Insert your coin(s) + +2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen : + +3) Press Down when the timer reachs 7 and when the nose of the plane points towards you. + +4) Press Down when the timer reachs 5 and when the nose of the plane points towards you. + +5) Press Down when the timer reachs 2 and when the nose of the plane points towards you. + +6) Press Down when the timer reachs 0 and when the nose of the plane points towards you. Red Rabbit Kotomi will appears. + + +* Play As Diabloom (from "Turbo Force") : + +1) Insert your coin(s) + +2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen : + +3) Press Right. + +4) Press Down when the timer reachs 7 and when the nose of the plane points towards you. + +5) Press Down when the timer reachs 5 and when the nose of the plane points towards you. + +6) Press Down when the timer reachs 2 and when the nose of the plane points towards you. + +7) Press Down when the timer reachs 0 and when the nose of the plane points towards you. Diabloom will appears. + + +- SERIES - + + +1. Aero Fighters (1992) + +2. Aero Fighters 2 (1994) + +3. Aero Fighters 3 (1995) + +4. Sonic Wings Limited (1996) + + +- STAFF - + + +Planner : Count IKuei + +Programmers : Aiz!, You-Chan, Sysyou + +Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon + +Sound : Q, P, Noise + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=aeroboto, +$bio + +Aeroboto (c) 09/1984 Jaleco. + + +The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : M6809 (@ 640 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Williams for manufacture and distribution outside Japan. + + +This game is known in Japan as "Formation Z". + +$end + +$info=aburner, +$bio + +After Burner (c) 07/1987 Sega. + + +Another three-dimensional Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter. A number of colourful, fast-moving environments await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction. At the end of every second stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip. After Burner's straightforward shoot'em up gameplay is unremarkable and repetitive, but fun - largely down to the game's incredible visuals. + + +- TECHNICAL - + + +Sega X Board hardware + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +The After Burner series was originally inspired by the 1986 Academy Award winning feature film 'Top Gun'. + + +Sega released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987. + +Scitron released a soundtrack album for this game (After Burner / Sega S.S.T. Band - PCCB-00032) on 06/1990. Composition and arrangement by SEGA S.S.T. Band. The tracks 1 and 3 are arrange versions. + + +- TIPS AND TRICKS - + + +* Secret Commands : On the following stages, press the following keys to get the following effects. + +During Demo - press Start + Vulcan Cannon + Missile + Foto sensor and stick Right to get a DUKE message. + +Stage 1 - press Start + Vulcan Cannon + Missile, to get a messages. + +Stage 3 - press Start and speed fast to get 100 Missiles. + +Stage 5 - press Start + Vulcan Cannon + Missile, to get a message. + +Stage 9 - press Vulcan Cannon + Missile and stick Right to get 100 Missiles. + +Stage 11 - press Vulcan Cannon + Missile and stick Left to get 50,000,000 pts. + +Stage 13 - press Start + Vulcan Cannon + Missile and stick Left to get a message. + +Stage 16 - press Start and stick down to get a message. + +Stage 19 - press Start to get a message. + +Stage 21 - press Start + Vulcan Cannon + Missile + Foto sensor and stick Up to get 250,000,000 pts. + +Stage 23 - press Start + Vulcan Cannon + Missile + Foto sensor to get a message. + + +- SERIES - + + +1. After Burner (1987) + +2. After Burner II (1987) + +3. After Burner III (1992, Sega Mega CD) + + +- STAFF - + + +Designed by : Yu Suzuki (YU.) + +Music by : Hiroshi Miyauchi (HIR) + +(KIM), (BIN), (SAD), (KEY), (Y.N) + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + +Nintendo Famicom (1989) + +Sega 32x (1994) + +Nintendo Game Boy Advance (2003, "Sega Arcade Gallery") + +FM Towns Marty + +Sega Mega CD + + +* Computers : + +Commodore C64 (1988) + +Atari ST (1988) + +Commodore Amiga (1988) + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1989) + +Sharp X68000 (1989) + +PC [MS-DOS, 3.5'' Disks] (1989) + + +* Others : + +LCD handheld game (1989) by Tiger Electronics. + +LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play. + +$end + +$info=mt_aftrb, +$bio + +After Burner (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 10 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. After Burner (1987) + +2. After Burner II (1987) + +3. After Burner III (1992, Sega Mega CD) + +$end + +$info=aburner2, +$bio + +After Burner II (c) 10/1987 Sega. + + +Another three-dimensional Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter. A number of colourful, fast-moving environments await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction. At the end of every second stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip. After Burner's straightforward shoot'em up gameplay is unremarkable and repetitive, but fun - largely down to the game's incredible visuals. + + +- TECHNICAL - + + +Sega X Board hardware + +Game ID : 834-6335-02 + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +In the cutscenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run". + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987. + +Scitron released a soundtrack album for this game (After Burner / Sega S.S.T. Band - PCCB-00032) on 06/1990. Composition and arrangement by SEGA S.S.T. Band. The tracks 1 and 3 are arrange versions. + + +An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- UPDATES - + + +ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed. + + +- SERIES - + + +1. After Burner (1987) + +2. After Burner II (1987) + +3. After Burner III (1992, Sega Mega CD) + + +- STAFF - + + +Designed by : Yu Suzuki (YU.) + +Music by : Hiroshi Miyauchi (HIR) + +(KIM), (BIN), (SAD), (KEY), (Y.N) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +NEC PC Engine (1990) + +Sega Mega Drive (1990) + +Sega Saturn (1996) + +Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1") + +Sega Dreamcast (2001, "Shenmue II") + +Microsoft XBOX ("Shenmue II") + + +* Computers : + +Commodore C64 (1989) + +Sharp X68000 (1989) + +Commodore Amiga (1989) + + +* Others : + +Mobile phones (2003) + +$end + +$info=aodk, +$bio + +Aggressors of Dark Kombat (c) 07/1994 SNK / ADK. + + +One-on-one fighter and beat-'em-up style characteristics at the same time. Featuring the ability to grab objects to throw at opponents. Eight selectable characters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0074 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Tsuukai GANGAN Koushinkyoku" (translates from Japanese as 'Thrilling Intense March'). 'GANGAN' is also Japanese onomatopoiea for the sound of a large bell or a scolding voice. + + +(A)ggressors of (D)ark (K)ombat = ADK, the creators of this game. The title is also a kind of pun on "Mortal Kombat". + + +Fuuma of the "World Heroes" series appears as a selectable character in this game. + + +- STAFF - + + +Executive producer : Kazuo Arai + +Producer, action plan, Game Director : Tsutomu Maruyama + +Director, game plan : Takashi Hatono + +Second director, algolism plan : Kenji Sawatari + +Marketing research : Yukio Gotoh + +System plan : Tsutomu Maruyama + +System programmers : Eiji Fukatsu, Makio Chiba + +Programmers : H. Kamoda, Teruaki Shirasawa, M. Ando, S. Kubota + +Editor : M. Ishida + +Sound direction : Tsutomu Maruyama + +Sound & Music : H. Yamamoto, Hiroaki Shimizu, H. Kujirai, K. Kasuga, T. Muramatu, Y. Kurosawa + +Art director : Tsutomu Maruyama + +Graphic designers : K. Hakamata, H. Toda, K. Yokoo, M. Shiraishi, H. Yamada, H. Suzuki, H. Ohzono, T. Okamura, A. Kobayashi, M. Yoshikoshi, M. Mitsuya, Y. Nishidate, R. Nakajima, Y. Sohara, K. Sakanishi, H. Kusano, M. Ohno, T. Egashira, Shinji Moriyama, S. Ito, M. Sato, K. Ohashi, K. Ohnishi, T. Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara + +Demo character design : K. Fujita + +Public information : K. Fujita, H. Taguchi + +Character voices : N. Ogata, Y. Fujio, K. Katsura, Y. Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il + +Schedule manager : K. Sakanishi + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=agress, +$bio + +Agress (c) 1991 Palco. + + +An interesting war game with puzzle elements. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 513 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=koshien, +$bio + +Ah Eikou no Koshien (c) 04/1991 Taito. + + +A hilarous baseball game. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C81 (F2-System No. 14) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Oh Glorious Koshien'. 'Koshien' is a famous Japanese high school baseball tournament. + +$end + +$info=airbustr,airbustj, +$bio + +Air Buster - Trouble Specialty (c) 01/1990 Kaneko. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), MSM6295 (@ 18.181 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Namco. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Air Buster - PCCB-00025) on 21/04/1990. + + +- STAFF - + + +Software : S. Igarashi (To-y), H. Takeuchi (Tiny-Tomo) + +Graphics : K. Matsuoka, N. Obana, T. Konakawa + +Hardware : H. Mikami, H. Nagayoshi + +Music composed by : Tatsuya Watanabe + +Sound operate : S. Aizu + +Test game : F. Komori, K. Niihara, T. Okamoto + +Total coordinate : S. Igarashi (To-y) + +General producer : Hiroshi Kaneko + + +- PORTS - + + +* Consoles : + +Nec PC Engine (1990, "Aero Blasters") + +Sega Mega Drive (1991) + +$end + +$info=aircombu,aircombj, +$bio + +Air Combat (c) 1992 Namco. + + +A cockpit flying game from Namco that tries to simulate an F-16 like aircraft. The game mainly involves dog fighting and has three levels of play; Cadet, Captain and Ace. + + +- TECHNICAL - + + +Namco System 21 hardware + +Game ID: AC + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz) + +Sound Chips : C140 (@ 24 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : Throttle lever, joystick 8-way + +Buttons : 2 + + +- TRIVIA - + + +Note : You never die in this game! Instead you eject from the aircraft giving you a non-violent ending. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993. + + +- SERIES - + + +1. Air Combat (1992) + +2. Air Combat 22 (1995) + +3. Ace Combat (1996, Sony PlayStation) + +4. Ace Combat 2 (1997, Sony PlayStation) + +5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation) + +6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2) + +7. Ace Combat 5 (Sony PlayStation 2) + + +- STAFF - + + +Music composition by : Hiroyuki Kawada + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1995) + +$end + +$info=airco22b, +$bio + +Air Combat 22 (c) 1995 Namco. + + +The sequel to "Air Combat" featuring better graphics. + + +- TECHNICAL - + + +Namco Super System 22 hardware + +Game ID : ACS + + +Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : throttle lever, analogue joystick with trigger + +Buttons : 1 + + +- TRIVIA - + + +This game was named Air Combat '22' because it ran on Namco's Super System '22' hardware. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.18 - VICL-15040) on 25/05/1995. + + +- SERIES - + + +1. Air Combat (1992) + +2. Air Combat 22 (1995) + +3. Ace Combat (1996, Sony PlayStation) + +4. Ace Combat 2 (1997, Sony PlayStation) + +5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation) + +6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2) + +7. Ace Combat 5 (Sony PlayStation 2) + + +- STAFF - + + +Music & Sound by : Kazuhiro Nakamura, Hiroyuki Kawada, Keiichi Okabe + +$end + +$info=airduel, +$bio + +Air Duel (c) 06/1990 Irem. + + +A vertically scrolling shoot-em up game. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Severals musics from this game was recycled for others games from the same musicians : + +The mission 1 music was recycled and remixed in "Gun Force II" (Stage 2 part 1). + +The mission 2 music contains a synth solo (after 32 seconds) wich was performed with a sax in "Metal Slug 2 - Super Vehicle-001/II" (mission 3). + +The mission 3 music was recycled and remixed with electric guitar in "Metal Slug 3" (mission 1, underwather way). + +The mission 3 music was also recycled and remixed in "Gun Force II" (Stage 2 part 2). + +The mission 4 music was recycled and remixed in "Gun Force II" (stage 1). + + +- SERIES - + + +1. Air Duel (1990) + +2. Air Assault (1993) + +$end + +$info=ainferno, +$bio + +Air Inferno (c) 1990 Taito. + + +A helicopter rescue simulation game with quite good polygon-based graphics for its time. + + +- TECHNICAL - + + +Taito Air System hardware + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : stick + +Buttons : 7 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + + +- STAFF - + + +Chief : Toshiaki Tsukano + +Game design : Tsukasa Fujita + +$end + +$info=airraid, +$bio + +Air Raid (c) 1987 Seibu Kaihatsu. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Air Raid is the predecessor to "Raiden". + +$end + +$info=arescue, +$bio + +Air Rescue (c) 1992 Sega. + + +A helicopter rescue simulation game. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 3 + +$end + +$info=agallet, +$bio + +Airgallet (c) 1996 Banpresto / Gazelle. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : BP962A + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM6295 (@ 16 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was developed by Gazelle, one of the offshoots of shooter greats Toaplan (along with Cave and Eighting/Raizing). + + +- STAFF - + + +Executive producer : Johan Satoh + +Total coordinator : Toshifumi Kawashima + +Producer : Hiroyuki Fujimoto + +Director : Tatsuya Uemura + +Programmer : Mizuiro Honey + +Graphic designers : Mikio Yamaguchi, Junya Inoue, Kaneyo Oohira + +Music composer : Yoshitatsu Sakai (Yoshitaz) + +$end + +$info=airwolf, +$bio + +Airwolf (c) 1987 Kyugo. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Sky Wolf". + + +The game is based on the popular US TV series 'Air Wolf' (Universal City Studios, 1984). + + +- STAFF - + + +Yoshikikun, Kankurou, Chapy Hara, Yahichi, Sukesan + + +- PORTS - + + +* Others : + +LCD Handheld Game (1989) by Acclaim. + +$end + +$info=ajax,ajaxj, +$bio + +Ajax (c) 12/1987 Konami. + + +Take control of a powerful helicopter and blast enemy strongholds in this superb shooter from the good folks at Konami. Ajax features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shoot'em up enthusiast! + + +- TECHNICAL - + + +Game ID : GX770 + + +Main CPU : KONAMI (@ 3 Mhz), M6809 (@ 3 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Typhoon". + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988. + + +- UPDATES - + + +The stage order is different between Ajax and Typhoon. + + +- STAFF - + + +Producer : K. Hiroshita + +Director : S. Okamoto + +Programmer : S. Fujiwara, Gen. S + +2D design : N. Sugita + +3D design : N. Ishii + +Tittle : Dr. Hide + +Character : K. Nakamura + +Sound : Y. Uno, Motoaki Furukawa + +Hardware : H. Ueno, K. Ban + + + + +- PORTS - + + +* Computers : + + +Sharp X68000 (1989) + +$end + +$info=akkanvdr, +$bio + +Akkanvader (c) 06/1995 Taito. + + +A remake of the classic invading aliens shoot'em up game that features interesting enemies and a wide variety of characters to choose from. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E06 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Rogue-vader'. + + +This game is known outside Japan as "Space Invaders '95 - The Attack of Lunar Loonies". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Akkanvader (1995) + + +- STAFF - + + +Planner : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai + +Character Designer : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto N?to, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock + +Software Engineer : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo + +Sound Director : Kazuko Umino (Karu) + +Decoration Designer : Kumi Mizobe + +Hardware Engineer : Takeshi Kinugasa + +$end + +$info=hcastlej,hcastljo, +$bio + +Akumajou Dracula (c) 02/1988 Konami. + + +Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game. + + +- TECHNICAL - + + +Game ID : GX768 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), 051649 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Demon Castle Dracula'. + + +This game is known in US as "Haunted Castle". + + +Akumajou Dracula IS part of the "CastleVania" games series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993. + + +- UPDATES - + + +Version P : the damage is less effective. + +$end + +$info=alcon, +$bio + +Alcon (c) 12/1986 Toaplan. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +This game is known outside US as "Slap Fight". + + +'ALCON' stands for 'Allied League of Cosmic Nations'. + + +- TIPS AND TRICKS - + + +* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the level, remain idle and do not kill anything. Allow your player be destroyed and when you resume, you will have all power-ups and weapons. + + +- STAFF - + + +Sound composer : Masahiro Yuge + +$end + +$info=alexkidd,alexkid1, +$bio + +Alex Kidd With Stella - The Lost Stars (c) 1986 Sega. + + +A platform game. + + +- TECHNICAL - + + +Sega System 16A hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is the debut of Sega's first mascot, Alex Kidd who mostly appeared in various games for the Sega Master System. Alex's only game that was made for the Sega Mega Drive was "Alex Kidd in the Enchanted Castle" in 1989. Alex Kidd's last game was titled "Alex Kidd in Shinobi World" which was somewhat of a crossover between the Alex Kidd series and Shinobi. In 1991, Alex Kidd was replaced with a 'faster than a speeding bullet'-type character called Sonic The Hedgehog. + + +Opa-Opa, the main character from "Fantasy Zone", appears as the container for the 'Miracle Ball' in round 2 of this game. + + +SME / Scitron released a limited edition soundtrack album for this game (Sega Arcade 80's Vol.1 - SCDC-00245) on 19/02/2003. + + +- SERIES - + + +1. Alex Kidd With Stella - The Lost Stars (1986) + +2. Alex Kidd In Miracle World (1986, Sega Master System) + +3. Alex Kidd In High-Tech World (1989, Sega Master System) + +4. Alex Kidd In Enchanted Castle (1989, Sega Mega Drive) + +5. Alex Kidd In Shinobi World (1990, Sega Master System) + + +- STAFF - + + +Sound composer : Hiroshi Kawaguchi (Hiro) + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +$end + +$info=welltris, +$bio + +Alexey Pajitnov's Welltris (c) 1991 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This arcade game is a port from an original computer game released in 1989 on the Atari ST. + +$end + +$info=alibaba, +$bio + +Ali Baba and 40 Thieves (c) 1982 Sega. + + +A maze game where you play as the famous Arabian thief who must fend off and kill the forty thieves who are trying to steal your money. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Ali Baba and 40 Thieves is based on the classic Arabian folk tale of the same. + + +'Ali baba' in Arabic also literally means 'Thief'. + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=alien3, +$bio + +Alien 3 - The Gun (c) 1993 Sega. + + +A shooter game. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +This game is based on the 1992 movie 'Alien 3'. + +$end + +$info=acommand, +$bio + +Alien Command (c) 1990 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 14.545 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +$end + +$info=alieninv, +$bio + +Alien Invasion Part II (c) 1978. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + + +- UPDATES - + + +AI PII has some differences : + +* Added a storyline during the demo mode. + +* Green blocks design is different. + +$end + +$info=astorm,astorm3,astormu,astromj,astormbl, +$bio + +Alien Storm (c) 1990 Sega. + + +A side-scrolling action game where three selectable futuristic warriors (Gordon with his plasma gun, Karla with his flamethrower, and Scooter with his electric whip) team up to rid the Earth of the disgusting aliens, some of which masquerade as trash cans and mailboxes. There are also first-person shoot'em up levels in between the fighting. + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0146 / 317-0147 / 317-0148 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Gilius, the dwarf from "Golden Axe", appears as a judge in the final voting. The player characters from "Golden Axe" appear in the TVs of the first-person shooting levels. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990. + + +- UPDATES - + + +FD1094 317-0146 : + +* Japanese version (up to 2 players) + + +FD1094 317-0147 : + +* US version (up to 3 players) + +* Different levels' graphics and design! + + +FD1094 317-0148 : + +* World version (up to 3 players) + + +- STAFF - + + +Designed by : Team Shinobi Ver.4 + + +- PORTS - + + +* Consoles : + +Sega Master System (1991) + +Sega Mega Drive (1991) + +Sega Mega Drive (199?, "MegaGames 3in1 Vol 3") + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +$end + +$info=mt_astrm, +$bio + +Alien Storm (c) 1991 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=aliensyn,aliensy1,aliensy2,aliensy3, +$bio + +Alien Syndrome (c) 01/1987 Sega. + + +The earth command faces a grave crisis. Hideous alien life forms have taken control of Earth's space station and hold its inhabitants hostage. Only two brave space troopers step forward to face the challenge. Ricky & Mary must save the hostages and destroy the alien menace once and for all. This overhead shoot'em up game features good graphics & sound as well as simple yet fast gameplay with plenty of weapons to find! + + +- TECHNICAL - + + +Sega System 16A hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Alien Syndrome was sold in a dedicated cabinet by Sega, but was also sold as a conversion kit by Sun Corporation (licensed from Sega) for the America market only. + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987. + + +- TIPS AND TRICKS - + + +* Hint : Shoot and grab everything as quickly as possible. If you manage to finish a level before the timer reaches 100, you get a 60K bonus. + + +- STAFF - + + +Music by : Tohru Nakabayashi + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + +Nintendo Famicom (1988) + +Sega Game Gear (1992) + + +* Computers : + +Amstrad CPC (1987) + +Commodore Amiga (1987) + +Atari ST (1987) + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Sharp X68000 (1992) + +PC [MS-DOS, 5.25''] + +$end + +$info=avsp,avspa,avspj,avspu, +$bio + +Alien vs. Predator (c) 05/1994 Capcom. + + +Two Space Marines and two Predators go after hordes of H.R. Giger's most fearsome creations! Each character has special projectile weapons in addition to the standard super moves. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 04 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game combines enemies from the two Twentieth Century Fox films entitled Alien and Predator. This is the first title to ever combine elements from two separate, non-related films into a single game. + + +- STAFF - + + +Planner : Kame, Garuda Tetsu, Wda T + +Programmer : Cham Cho Choy, Arikichi Kiyoko, Pon, Hard.Yas, Shinchan + +Character designer : Hayashi, Yus, Shisui, Vlad T, Ban, Kawatori, Shige, Jun 26 + +Artist : Iwai, Hiroki Ohnishi (Ohnishi.H), Konishi.H, Norisaki Chie, Fukunoyan, Kisa, Angus + +Music composer : Hideki Okugawa (Hideki Ok) + +Sound designer : Toshio Kajino + +Capcom USA support : David Winstead, Alex Jimerez + +$end + +$info=aliens,aliens2,aliensj,aliensu, +$bio + +Aliens (c) 03/1990 Konami. + + +Picks up in the film with Lt. Ripley and Cpl. Hicks attempting to leave the alien-infested colony by shooting their way out. + + +- TECHNICAL - + + +Game ID : GX875 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is based upon the movie of the same name (released in 1986). + + +- UPDATES - + + +The Japanese version of Aliens is very unlike any other version to appear in other countries. + + +* Deletions : + +Most obviously, both APC driving levels have been entirely deleted. + +As such, the subplot of rescuing Newt is gone. + +Therefore, Newt never appears in stage 1. + +When you take on the 'Shrinky-Dink Alien Quartet', the first one fully enlarged hops off-screen, leaving you to only battle the other three. + +Many of the aliens, zombies and mid-bosses can be killed with fewer shots. + + +* Additions : + +Two new kinds of minor enemy appear in the game : + +a. An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5. + +b. The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7. + +Titles have been given to each level. + +Special weapons and bombs appear much more frequently in the game. + +It is now possible to attain 1-ups in the game. + +In addition to the other enemies in this section, ground-popping aliens now appear earlier, in stage 3. + +In addition to the other enemies, flying aliens now appear during the first power loader segment, in stage 3. + +Flying aliens are much more frequent throughout the outdoor portion of stage 5 and 7. + +Extra exploding barrels appear thoughout the game. + + +* Other changes : + +Adult Aliens are now purple instead of maroon, face-huggers are now flesh-toned instead of green, ect. + +Many of the adult aliens in the elevator sequence of stage 3 have been removed. + +They have been replaced with flying aliens that do not damage the cables. + +This make this sequence much easier. + +The beams from the 3-way gun have changed color from purple to orange. + +During the final battle, the queen does not breathe fire/acid at you. + +Instead, after flashing white, she send out multiple images of herself as a projectile! + +The queen charges at you constantly even if you are in the power loader. + +This make the final battle much more difficult. + + +- STAFF - + + +Game programmers : S. Okamoto, K. Ozaki, Hirotaka.I.1 + +Character designers : Kengo N., Nishiyan + +Graphic designers : M. Yoshida, Kaoru. N + +Music composer : Adachi + +Sound effect : Oouchi + +Hardware designer : H. Matsuura + +Special guest : Akira. S, Iuchi 2, Chokki, Takano, Samejima + +Director : S. Okamoto + +Management : Hiroshita + +$end + +$info=aafb,aafbb,aafbc,aafbd2p, +$bio + +All American Football (c) 1989 Leland. + + +An American football game up to four players with all the features of "John Elway's Team Quarterback" and much more : improved graphics, sideline shop, etc... + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Quarterback (1987) + +2. John Elway's Team Quarterback (1988) + +3. All American Football (1989) + + +- STAFF - + + +Direction : John Rowe, Medo Moreno, Dan Viescas, Dave Dodd + +Software : Bob Skinner, Phil Sorger + +Graphics : Kevin Lydy + +Sounds : Michelle Simon + +Music : Sam Powell + +Hardware : Eric Henderson + +$end + +$info=alleymas, +$bio + +Alley Master (c) 05/1986 Cinematronics. + + +A bowling game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : stick + +Buttons : 2 + +$end + +$info=aligator,aligatun, +$bio + +Alligator Hunt (c) 1994 Gaelco. + + +Strange reptilian-looking aliens are invading earth and is up to the most brave and skilled soldiers (apparently a duo of skateboarding youths!) to stop the invasion and destroy the enemy base. Features nice graphics and great shoot'em up gameplay which is quite similar to "Cabal" & "Blood Bros.". + + +- TECHNICAL - + + +Gaelco GAE1 hardware + +Game ID : 940411 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : GAELCO (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Management : Luis Jonama + +Programming : Alexander Ekjanov, Diego Campos + +Animations : Xavi Fradera, Toni Rodriguez, Javi Arrebola + +Scenario : Esteve Polls, Tony Yeste + +Special effects : Xavi Fradera, Tony Yeste + +Video effects : Javi Arrebola, Xavi Fradera + +Music : Joan Samarti + +Sound effects : Josep Quingles, Diego Campos + +Hardware designers : Javier Valero, Jordi Vilella + +Hardware technicians : Xavier Nicolau, Joan Quingles, Joan Arcos, Belen Moral, Rosa Maria Ibanez + +Production : Angel Porras + +Maintenance : Ana, Mari Angeles, Oscar + +Collaborations : Enric Vives, Joan Parra + +$end + +$info=alphaho, +$bio + +Alpha Fighter / Head On (c) 19?? Data East. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=alpham2, +$bio + +Alpha Mission II (c) 03/1991 SNK. + + +A full-screen vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0007 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "ASO II - Last Guardian". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (ASO II - PCCB-00062) on 21/05/1991. + + +- SERIES - + + +1. ASO - Armored Scrum Object (1985) + +2. Alpha Mission II (1991) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planner : Kohyan + +Sub planner : Shiba + +Programmers : Data-Tada, Muge-San, Magi2, Shochan, Nishido~N + +Designers : Toyochan, Maeda, Miki, Y. Kawase, Higa, Keisen. Y, T. Masami, Mano + +Sound : Jojoha Kitapi, Konny, Tarkun + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=alphaone,alphaona, +$bio + +Alpha One (c) 1983 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This was the second prototype of "Major Havoc", the first was called "Tollian's Web". + + +- UPDATES - + + +Differences with the final game : + +* There is no music in Alpha One. + +* The story of the Vaxxian is much different. Notice the Catastro-fighter has a different name, as does the vaxxian home planet. + +* There isn't any enemy scoring on the 'story' screen. + +* Many of the sounds are different. These include the player firing sound and the enemy explosions. The sound of Rex 'frying' is missing. + +* Some graphics are different, such as the Space station explosions. + +* Many other small differences and the overall unfinished feel of the game. + + +- TIPS AND TRICKS - + + +* Warp Codes : It's possible to warp to higher levels in Alpha One from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the 'mini-Breakout' game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are : + +Red code - 23, 250,000 pts, Level 4. + +Yellow code - 46, 600,000 pts, Level 8. + +Green code - 51, 700,000 pts, Level 9. + + +Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the green warp code. + + +- STAFF - + + +Designed and programmed by : Owen Rubin + +$end + +$info=alphaxz, +$bio + +The Alphax Z (c) 1986 ED. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (3x) Z80 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Wood Place for Japanese distribution. + + +This game is also known as "Mission 660". + +$end + +$info=alpinerd,alpinerc, +$bio + +Alpine Racer (c) 1995 Namco. + + +Ski racing game (downhill and gate) with three courses and two play modes - Race and Time Attack. The player stands on a sophisticated set of ski-like foot stands while holding onto two bars for stability to play. + + +- TECHNICAL - + + +Namco Super System 22 hardware + +Game ID : AR + + +Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.25 - VICL-15049) on 22/11/1995. + + +- TIPS AND TRICKS - + + +* Secret Character : When the 'press any button' screen comes up, hold down the two outside buttons and press the middle button repeatedly. You will hear a sound if done correctly and unlock the secret character 'Penguin'. + + +- SERIES - + + +1. Alpine Racer (1995) + +2. Alpine Racer 2 (1996) + +3. Alpine Racer 3 (2002) + + +- STAFF - + + +Music & Sound composer : Takayuki Ishikawa + +$end + +$info=alpine,alpinea, +$bio + +Alpine Ski (c) 04/1982 Taito. + + +Maneuver a skier through a downhill ski course, a slalom course, and a ski jumping competition. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : RH + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TIPS AND TRICKS - + + +* Here's A Way To Get Ridiculously High Scores In Alpine Ski : Go thru the downhill section with the points flags very slowly and avoid collecting positive points : + +1) There's some point in the course (should be easy to find) where there's a negative points flag near trees that can be crashed into. This trick is best done here. + +2) Collect negative points to roll your score back under zero. You will be granted massive time on the massive points you have. Unfortunately, time will be taken off at an incredible rate. + +3) Run over the negative points flag as necessary to get rid of the points you win just by moving forward and crashing into the nearby trees. + +4) Repeat Step 4 until you've run out of time. You now have a completely unbeatable high-score which (if it were 1981) people would beg you to tell them how you did it. + +WARNING : ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME WILL END IMMEDIATELY!!! + +$end + +$info=altbeast,altbeas2,altbeas4,altbeas5,altbeasj,altbeaj1, +$bio + +Altered Beast (c) 08/1988 Sega. + + +Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans! + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0066 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Juuohki". + + +Altered Beast was moderately successful, the player's ability to transform into different creatures being a big draw. + + +Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game (Alex and Stella stones). + + +The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game on (G.S.M. SEGA 1 - D28B0002) 07/07/1988. + + +An Altered Beast unit appears in 1998 movie 'The Replacement Killers'. + + +The American release of the Sega Genesis (Mega Drive) in 1989 all came bundled with a port of this game, making it the first American Genesis game. + + +- UPDATES - + + +317-0066 : Standard 16B hardware as 'Technical' section describes it. + + +317-0076 : Uses an additionnal I8751 @ 8 Mhz + + +317-0078 : Uses an additionnal I8751 @ 8 Mhz + + +- STAFF - + + +Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Uch., Hkr., Has., Hag. + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +Sega Mega Drive (1988) + +NEC PC Engine (1988) + +NEC PC Engine CD (1989) + +Nintendo Famicom (1990) + +Sega Dreamcast (2001, "Sega Smash Pack") + +Sega Game Gear + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +PC [MS-DOS, 5.25''] (1990) + +PC [CD-ROM, Windows] (1998, "Sega Smash Pack") + + +* Others : + +LCD handheld game (19??) released by Tiger Electronics. + +$end + +$info=mt_beast, +$bio + +Altered Beast (c) 1989 Sega. + + +Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans! + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 01 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This represents the Sega Mega Drive port of the arcade version. Altered Beast was the first game that was offered by Sega as a bundle with its 16-bit console. + + +- TIPS AND TRICKS - + + +* Beast Select : At the title screen, hold A+B+C+Downleft and then press Start. A menu that allows selection of the beast for each round should appear. + + +* Level / Beast Select : On the main title screen, press B+Start to access the Hidden options screen. From here, you can select the difficulty, which level you wish to start at and what kind of beast to play as. + + +* Sound Test : At the title screen, hold A+C+Upright and then press Start. + + +* Continue : When you run out of lives and the game ends, wait for the title screen to appear. Hold A and press Select to continue from the stage at where you died. + +$end + +$info=mrflea, +$bio + +The Amazing Adventures of Mr. F. Lea (c) 02/1982 Pacific Novelty. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game contains some great elements from other games like "Donkey Kong", "Frogger" and "Jungle King". + + +The release of this game was dedicated to Doris and Addy. + + +- STAFF - + + +Game written by : Philip Lieberman, Craig Edwards + +Music by : Francisco Pflaum + +Graphics by : Dan Posnick, Craig Edwards + +$end + +$info=maze, +$bio + +Amazing Maze (c) 10/1976 Midway. + +Game ID : 611 + + +Each player (up to two people may play at a time, two player mode is more fun), controls a little geometric shape. Each player starts at opposite sides of the maze. The object is to get to the point where the other player started, before they get to where you started. You use a 4-Way joystick to guide your 'character' through the maze. The game is time based, and you score a point for each maze you beat faster than your opponent (or the computer player if you are going solo). The factory setting is for a 90 second game, but this is operator adjustable. The graphics are done in monochrome white on black. With no detail on anything. The maze walls are only a pixel thick, while the characters themselves (simple shapes), are not much bigger. The mazes are not stylized in anyway. They look exactly like the kind of maze you would do with a paper and pen. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 4-way joystick + + +This game was released in an upright dedicated cabinet. The cabinet is white and tan with sideart covering the entire machine. Like many other early titles, there was no marquee at all. The name was merely on the monitor bezel (on the top in this case). The name confusion about this game comes from the fact that the monitor bezel says 'Amazing Maze', while the sideart says 'Maze' and the game itself says 'The Amazing Maze Game' on the title screen. The marquee, or monitor bezel title is generally considered to be the definitive one in the case where a game has conflicting titles like that. This game used a 23'' monochrome open frame monitor, and was wired for compatibility with other Midway games from that era (they call that the 8080 conversion class). The only thing is that most of the 8080 based games from that era used wildly different controls, so you could plug the game board into another cabinet, but you could rarely play because the controls would be wrong. The control panel was simple, and featured a 4-Way joystick for each player. But, player 1 had to use his left hand for the stick (like most games), but player 2 had to use their right hand, due to the control panel layout. + + +- TRIVIA - + + +This is one of the first maze games ever produced, and far more complex than you may be used to. This is no "Ms. Pac-Man". The mazes in this game are as complex as ones you might find in those little maze books you may have had as a child, none of that multiple path, wishy washy stuff like "Pac-Man" or "Lady Bug". These mazes have only one correct pathway through them. + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=ambush,ambusht, +$bio + +Ambush (c) 1983 Nippon Amuse. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 222 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Tecfri for manufacture and distribution. + +$end + +$info=anteatg, +$bio + +Ameisenbaer (c) 1983 TV-Tuning 2000. + + +A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to F.E.G. + + +Ameisenbaer is known outside Germany as "Anteater". + + +- STAFF - + + +Designed and programmed by : Chris Oberth + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983, "Anteater") + +$end + +$info=horshoes, +$bio + +American Horseshoes (c) 07/1990 Taito. + + +A horseshoe game. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : C47 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : trackball + +Buttons : 2 + +$end + +$info=amspdwy,amspdwya, +$bio + +American Speedway (c) 07/1987 Enerdyne Technologies. + + +An overhead racing game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : dial + +Button : 1 + +$end + +$info=amerdart, +$bio + +AmeriDarts (c) 1989 Ameri. + + +A darts game with five different game variations including : Flash (A Bull's Eye Game), Sector Shoot-Out (a numbered target game), 301 (the traditional darts game), High Score, and Cricket (a game of innings/points). + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz) + +Sound Chips : DAC (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 3 + +Buttons : 2 + +$end + +$info=amidar,amidaru,amidars,amidaro, +$bio + +Amidar (c) 10/1981 Konami. + +Game ID : GX337 + + +At first you control a gorilla in a maze pursued by wild warriors! The gorilla wants to colour-in the maze and the warriors want to kill you. It's up to you to keep the gorilla ahead of the patrolling pack while you guide him on his colouring spree throughout the maze. If you're successful, suddenly you become a paint roller pursued by patrolling pigs and it's another fast and furious chase all over again! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Stern for distribution in the US (04/1982) and to Olympia. + + +A bootleg of this game is known as "Amigo". + + +Re-released by Konami on the "Scramble" hardware in 1982. + + +- UPDATES - + + +The "Scramble" hardware version has different character's names. + + +- PORTS - + + +* Consoles : + +Atari 2600 + + +* Computers : + +Atari ST (1983) + + +* Others : + +VFD portable game (1981) by Gakken. + +VFD portable game (19??) by CGL (Gakken clone). + +$end + +$info=amigo, +$bio + +Amigo (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is an Italian bootleg of "Amidar". + + +- UPDATES - + + +In this bootleg, the copyright messages were removed (only '1982' appears). During the demo, the original teaching messages were removed. + +$end + +$info=androdun, +$bio + +Andro Dunos (c) 06/1992 Visco. + + +A horizontally scrolling shoot'em up with different weapon settings that you can switch between. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0049 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Andro Dunos is Visco's first game developed and released for the SNK Neo-Geo MVS hardware. + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Director : Don Gabacho + +Assistant director : Keisuke Usami + +Programmers : R. Mutoh, Danna, City + +Character designers : Yuji Masuda, Tel.Y, Yasushi + +$end + +$info=andromed, +$bio + +Andromeda (c) 1979 Irem. + + +Exciting Space Game! Mysterious Enemies Attack The Earth! Players's Beam-Cannon can be moved from side to side by the lever. Beams to destroy 'ANDROMEDA-SHIPS' are fired by pressing the button. When all 'ANDRO-SHIPS' are destroyed, a new screen image of all ships will appear again. Bonus points shown at the bottom of the screen will be added to player's total points, as player resumes the game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=angelkds, +$bio + +Angel Kids (c) 1988 Sega. + + +A climbing game where players take turns controlling two kids holding a rope. Pull the two joysticks outwards and the rope gets taunt. When timed right this throws a third kid into balloons. Balloons are scrolled on screen, seven screens high. While the girl is in the air the screen goes split screen to cover the distance. You must push up to advance kids with the rope. + + +- TECHNICAL - + + +Game ID : 833-6599 + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Produced by Exa Planning. + + +- STAFF - + + +From highscore table : (INOUE), (HAMADA), Hiroshi Ohta (OHTA), (II3UKA), (SATOH), Tomoko Sugoh (SUGOH), (TAKASUGI), (HIRANO) + +$end + +$info=anteater, +$bio + +Anteater (c) 1982 Stern Electronics. + + +A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Tago Electronics. + + +Anteater is known in UK as "The Anteater" and in Germany as "Ameisenbaer". + + +- STAFF - + + +Designed and programmed by : Chris Oberth + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +$end + +$info=apache3, +$bio + +Apache 3 (c) 1988 Tatsumi. + + +A chase-view shoot'em up where you control a yellow helicopter. + + +- TECHNICAL - + + +Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), V20 (@ 8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 18.939 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +This game was licensed to Data East for US distribution. + +$end + +$info=apb,apb6,apb5,apb4,apb3,apb2,apb1,apbg,apbf, +$bio + +APB - All Points Bulletin (c) 1987 Atari Games. + + +Playing 'cops and robbers' has never been this fun before! The player is given a view of Officer Bob's patrol car. The player controls the car with standard driving pedals and a steering wheel. The object of the game is to meet (or exceed) the daily quota of busting various types of law-breakers. Along the way, the player must refuel the patrol car (by driving through filling stations) and beat the time limit for the day. The player gets 'demerits' for accidental collisions and running over pedestrians and bonuses for a 'perfect day' and each arrest over the quota. Picking up donuts extends the time limit for a day. + + +- TECHNICAL - + + +Atari System 2 hardware + +Game ID : 136051 + + +Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) Pokey (@ 1.789772 Mhz), TMS5220 (@ 625 Khz) + + +Screen orientation : Vertical + +Video resolution : 384 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : steering wheel, accelerator pedal + +Buttons : 2 + + +- TRIVIA - + + +The cabinet looks like a police patrol car and the top marquee is a red/blue light bar that flashes when you push the siren button. A simple platform seat can be attached to the cabinet to make a sit-down type game. + + +APB was Dave Theurer's last game at Atari Games. He went on to work on the 'DeBabelizer' for Macromedia with other Atari alumni. Other games by Dave include "Missile Command", "Tempest" and "I, Robot". + + +- TIPS AND TRICKS - + + +* Warp : When you start a new game, you may press the Siren button and start to get a level 1-8 warp, or press Gun+Siren and start to get a level 1-16 warp. + + +* High scores scrolling : Right on the joystick to scroll down and Left to scroll up. + + +* During the preliminary level where you have to 'arrest' cones, to beat the timer and get the bonus after you arrest enough cones you can do a 180 and return to the start the way you came. + + +* /! SPOILER /! All criminals : + +Day 03, FREDDY FREAK, Small town USA bar (1000 dollars) + +Day 05, CANDY GOODBODY, Dead man Corner bar (2000 dollars) + +Day 07, BERNIE GASMAN, Highway 20 Forest Bar (3000 dollars) + +Day 09, PHILLIP FUSE, Highway 30 overpass (4000 dollars) + +Day 11, COOL HAND DUKE, Highway 00 in drinkerstown (5000 dollars) + +Day 13, BUZZ GEIGER, Highway 40 past GasnGrub (6000 dollars) + +Day 15, JOE KORNCOB, Highway 44 near GasnGrub (7000 dollars) + +Day 17, LUIGI DE MUCCIO, Highway 50 at Milk Toast (8000 dollars) + +Day 19, DICK SLOB, Highway 70 near aquaduct (9000 dollars) + +Day 21, IGGY DINGDONG, Highway 70 (10000 dollars) + +Day 23, JUAN FINGERS, Highway 70 Alpine Flats (11000 dollars) + +Day 25, HANS OOP, Highway 99 Cactus Falls (12000 dollars) + +Day 27, FAKE FRANK, Highway 10 Police Station (13000 dollars) + +Day 29, SID SNIPER, Highway 70 overpass (14000 dollars) + +Day 31, BILLY BOB JACK, Highway 50 near bar (15000 dollars) + + +- STAFF - + + +Staff : Dave Theurer (DFT), Mike Hally (MLH), (AJM), Mark West (MLW), Brad Fuller (BAF), Hal Canon (HLC), Earl Vickers (EAR), (RBD) + + +- PORTS - + + +* Consoles : + +Atari Lynx (1990) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Commodore C64 (1989) + +Sinclair ZX Spectrum (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +$end + +$info=aponow, +$bio + +Apocaljpse Now (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 226 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +This bootleg of "Rescue" was named 'Apocaljpse Now' in homage to the 1979 movie "Apocalypse Now". The J is not a typo :-) + +$end + +$info=apparel, +$bio + +Apparel Night (c) 09/1986 Central Denshi. + + +A mahjong game with girls! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=appoooh, +$bio + +Appoooh - The Pro-Wrestling Game (c) 1984 Sega. + + +A hillarious wrestling game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) SN76496 (@ 3.072 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was released only in Japan. + + +Each in-game wrestler is a parody from a real-life wrestler : + +* G.Babu - 'Giant Baba' (Shohei Baba) + +* H.Hogen - 'Hulk Hogan' (Terry Bollea) + +* A.Inoke - 'Antonio Inoki' (Kanji Inoki) + +* S.Hanson - 'Stan Hansen' (John Stanley Hansen) + +* Tigerman - 'Tiger Mask' (Satoru Sayama) + +* A.Giants - 'Andre the Giant' (André Roussimoff) + +* U.Uma - Ueda Umanosuke + +* A.Buchie - 'Abdullah the Butcher' (Larry Shreeve) + +$end + +$info=aquajack,aquajckj, +$bio + +Aqua Jack (c) 1990 Taito. + + +A chase-view shoot'em up were you pilot a hoovercraft over water and land while dodging bullets and avoiding objects by either going around them or jumping over them. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : B77 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +Banglar, the Yoda lookalike villain from "The Ninja Warriors" makes an appearance in this game. + + +- STAFF - + + +Directer : Yoshinori Kobayasi + +Orginal planner : Toshio Kohno + +Game designers : Toshio Kohno, Masami Kikuchi + +Game programmers : Yoshinori Kobayasi, Youichi Oki, Yasutaka Minami, Horihan Tak Bar + +Character designers : Masami Kikuchi, Taira Sanuki, Yukiwo Ishikawa, Kohzoh Igarashi, Seiji Kawakami, Hisakazu Katou, Santa Claus Co., Visual Arts Production + +Mechanical engineers : Tomio Suzuki, Hisayuki Yamaguchi, Masaharu Hori, Takaaki Deguchi + +Hardware designers : Masahiro Yaaguchi, Tsukasa Nakamura, Satoru Shimomura, Yuuichi Yamato, Kauaki Sasaki + +Cabinet and art designer : Atsushi Iwaoka + +Sound composer : Shizuo Aizawa (Splatter A) + +$end + +$info=aquarush, +$bio + +Aqua Rush (c) 10/1999 Namco. + + +A puzzle game set against aquatic backdrops. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : AQ + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- UPDATES - + + +AQ1/VER.A1 : Japan release, 13:32:33, OCT 1x 1999 + + +- STAFF - + + +Director : Eiji Yoshida + +Programmer : Yasumichi Donishi + +Visual director : Taro Okamoto + +Sea creatures designer : Kanako Iwasaki + +Stage designer : Hiroko Noguchi + +Effect designer : Fuminori Isuchiya + +Title logo & graphic designer : Syunichi Yoshida + +BGM composer : Akitaka Tohyama + +BGM compose help : Yoshihito Yano + +BGM & SE composer : Satoru Kosaki + +Game tuning : Yasuki Nakabayashi + +Debug & Assist : Masanao Kukoda, Makoto Kiyokawa, Takashi Kohara, Takeharu Konodu + +Supervisors : Katsuo Nakamura, Hajime Nakatani + +Producer : Toshio Natsui + +$end + +$info=aquarium, +$bio + +Aquarium (c) 1996 Excellent System. + + +A puzzle game with a fish theme. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=arabian,arabiana, +$bio + +Arabian (c) 1983 Sun Electronics. + + +In this early platform game. You play an adventurous Arabian prince and your goal is to rescue the princess from her palace. In your quest you will sail the seas, crawl in caves and fly magic carpets. Score points on the way for picking up the letters in 'A-R-A-B-I-A-N' and get a bonus if they are collected in order. Use the joystick to jump, super-jump, walk, crawl or climb in all directions. Tap the Kick button to boot your enemies out of the way. + + +- TECHNICAL - + + +Game ID : TVG13 + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 234 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Atari (Game ID : 136019). Approximately 1,950 units were produced by Atari. + + +* Bug : Pixels are missing from the top of the '5'. This is a fault common to the code of the original ROMs on all of the boards (both Sun and Atari). + + +- PORTS - + + +* Computers : + +Commodore C64 (1984, "Tales of the Arabian Nights") + +Amstrad CPC (1985) + +$end + +$info=arabfgt,arabfgtj, +$bio + +Arabian Fight (c) 02/1992 Sega. + + +An up-to-four players beat'em up game with four selectable warriors who battle hordes of soldiers and mythical beings. Plenty of sprite-scaling action from foreground to background. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=arabianm,arabiamj,arabiamu, +$bio + +Arabian Magic (c) 07/1992 Taito. + + +Four selectable warriors armed with their favorite weapons attempt to thwart the plans of the evil wizard in this up-to-four players beat'em up game. Each defeated boss becomes a magic spell for the players to use. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D29 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Round Select Mode : + +1) Hold Service Switch and reset the game. + +2) Press the buttons in the following sequence 'Start(x3), Service, Start' on the "SERVICE SWITCH ERROR" message screen. + +3) If it's done successfully, you will be able to enter the Round Select Mode. + + +- STAFF - + + +Producers : Yukio Abe, Kazutomo Ishida + +Director : Yukio Abe + +Software : Kazutomo Ishida, Kusago Nagahara, K. Usahi, Zippy Aoki, Masashi Tsuzura + +Music & Sound (Zuntata): Norihiro Furukawa, Naoto Yagishita + +Hardware : Katsumi Kaneoka, Syuji Kubota + +Art director : Nobuhiro Hiramatsu + +Character designers : Nobuhiro Hiramatsu, Hiroyo Kujirai, Sakabon, Yukio Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P + +$end + +$info=arbalest, +$bio + +Arbalester (c) 1989 Seta. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : UK + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar and Taito for US distribution. + + +- STAFF - + + +Producer : Jun Fujimoto + +Maneger : T. Sato, M. Honda + +Freeman : M. Asakawa + +Chief programmer : K. Watanabe + +Programmer : Y. Yamaguchi + +Graphic designers : K. Nakabayashi, K. Yamada + +Sound designer : A. Sato + +$end + +$info=arcadecl, +$bio + +Arcade Classics (c) 1992 Atari Games. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14.31818 Mhz) + +Sound Chips : MSM6295 (@ 7.231 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + +Buttons : 3 + + +- TRIVIA - + + +If this game had been released on schedule it would have commemorated Atari's 20th anniversary. It has two games on offer, "Super Centipede" and "Missile Command II". They are both re-makes of the original classics but with enhanced graphics and sound. + + +- STAFF - + + +Project leader : Kelly Turner + +Programmers : Norm Avellar, Kelly Turner, Matt Setzer + +Engineer : Brian McKee + +Animators : Rhiz Bugawan, Patrice Moriarity, Ron Seawright + +Technician : Gleen McNamara + +Audio : Don DieKneite + +Product manager : Linda Benzler + +Team leader : John Ray + +$end + +$info=archrivl,archriv2, +$bio + +Arch Rivals (c) 05/1989 Bally Midway. + + +A hilarious basketball game featuring customizing team names and colours. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +An Arch Rivals unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- STAFF - + + +Concept and design : Jeff Nauman, Brian Colin + +Sounds : Dan Forden + +Graphics : Brian Colin + +Software : Jeff Nauman + +Hardware and support : Glen Ship, Mark Loffredo, Al Lasko, Greg Tastad, Greg Freres, John, Brian, Elaine Ditton, Ben, Jim, Soumya, Laura, The Doctor! + +The joystick was designed by : Ken Lantz + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Game Gear (1992) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Sega Mega Drive + + +* Others : + +LCD handheld game (1989) : released by Acclaim. + +$end + +$info=area51,area51a,area51t, +$bio + +Area 51 (c) 10/1995 Atari Games. + + +- TECHNICAL - + + +Game ID : 136105 + + +Main CPU : 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz) + +Sound CPU : Jaguar (@ 26 Mhz) + +Sound Chips : (2x) DAC (@ 26 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65534 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Developed by Mesa Logic for Atari (although also licensed as a Time Warner product in certain territories), Area 51 was the first game for the Cojag hardware. The 'Cojag' represents Coin-Operated Jaguar, as in the Atari console. The Jaguar hardware was adapted for use in an arcade setting, with a slightly modified board to bring it in line with the standard Atari arcade system. Since the hardware could process very large amounts of data, it was considered far cheaper to store this on an IDE hard drive, connected to the main board. The hard drive was the key to the game play's movie capability. There's about 23 minutes of video on the 1 GB hard drive. The Cojag system can support 16Bit video streams. The original Area 51 uses 1 15 Bit stream for the main video, and an additional 1 Bit stream for the Kronn Hunter palette corruption. Apparently Atari wanted the sprites in Kronn Hunter mode to change colour as the chance of them killing you increased, but this idea was abandoned. It did, however, resurface in some of the home versions. + + +Another interesting fact is that the software designer had the option of using either a 68010 or a MIPS R3000 as the primary CPU - making the Cojag the first 2 in 1 hardware option, although it was more of a hotswappable system than two processors in one. Indeed, later production runs of Area 51 used the R3000, for greater compatibility with "Maximum Force", the followup game. + + +Note : Often associated with UFO lore, Area 51 is originally the former designation by Department of Energy of a plot of land in Nevada. Sometimes referred to as Groom Lake or Dreamland, the United States government is believed to operate some sort of research and development center there (Some claim that the facility is now closed). + + +- UPDATES - + + +REVISION 1 : + +* Software version : 2.03CJ + +* Build date : OS : Oct 25 1995 10 :19 :38 / MAIN : Oct 25 1995 11 :08 :10 + + +REVISION 2 : + +* Software version : 2.03CJ + +* Build date : OS : Nov 15 1995 13 :32 :32 / MAIN : Nov 27 1995 15 :51 :56 + + +REVISION 3 : + +* Software version : 2.06CJ + +* Build date : OS : Nov 11 1996 11 :46 :43 / MAIN : Oct 24 1996 12 :02 :23 + + +- TIPS AND TRICKS - + + +* Kronn Hunter Mode : At the beginning of the game, shoot the first three STAAR team members you see with the first three bullets (don't reload or miss). If you did this right you'll enter Kronn Hunter mode. In this mode, you are a mercenary from the Kronn hierarchy sent to steralize Area 51 of the Kronn rebels. You will notice that the grenades, bullets, shotgun shells and machine gun bullets have all taken on a Kronn form. + + +* Egg Cellent : On the forklift ride shoot all the barrels before and after the ride. There will be a partially hidden barrel you will have to shoot to the left of the forklift. This will lead you to 'egg cellent' where you shoot eggs and baby aliens. + + +* Chow Palace : After your first progress report in Area 51, where it tells you your percentage and things like that, you will see a wall lined with windows. Shoot all the windows across the entire wall and you will be in the power up room, where you can see aliens attacking women and power-ups all over the screen. + + +* Secret Area Before Final Boss : Right before you fight the Final Boss when you are outside, you will go to an area with zombies throwing barrels. Shoot all the barrels that are not thrown and you will go to a secret area filled with power ups. + + +* Head Quarters : To see the alien restroom, you must shoot three blue lights that appear in the corners of the screen. At the beginning of the game, when you enter the building, shoot the first blue light in the upper left-hand corner of the screen. At the conclusion of level 1, while the screen is spinning, shoot the remaining two blue lights in the upper right-hand corner of the screen. + + +* Secret Level : In the office building, you will go into a series of 2 or 3 doors with nameplates on all of them, shoot them all and then you will go into a secret room with power ups and an alien girl at the bottom. + + +* X Marks The Spot : On the helicopter ride, shoot all of the boxes with flames on them. If done correctly, you will be sent into 'X Marks The Spot', which is a room where you keep breaking the glass on a wall with your guns to reveal a picture of a female policeperson lying there in a very inviting position. + + +* Spider Splat : In the level Computer Room Lockdown (where you can shoot the 13 computer terminal screens at the beginning of the level to get to the secret room). When the camera pans to the third scene, with the fire extinguishers and the staircase is in front of you, I'm not sure exactly what must be done, but if you shoot enough stuff you'll get access to a secret room called 'Spider Splat' where you have to shoot spiders that drop from the ceiling and save a woman. + + +- SERIES - + + +1. Area 51 (1995) + +2. Area 51 - Site 4 (1998) + + +- STAFF - + + +Producer : Rob Rowe + +Programmer : Charlie Grisafi + + +* Mesa logic Team : + +Concept & Game design : Robert Weatherby + +3D Animator : James Mestemaker, Guy Fumagalli, Hector Silva, James Webb + + +* Atari Team : + +Game design : Mike Hally + +Art & Design : Steve Caterson + +Video production specialist : Brent Englund + +Lead technician : Darrell Robinson + +Stop-Motion animator : Jody Burgess + +Product manager : Derryl DePriest + +Audio & Music : Jeanne Parson + +Hardware engineer : Brian McKee + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1996) + + +* Computers : + +PC [CD-ROM] (1996) + + +* Others : + +LCD handheld game (1996) released by Tiger Electronics : Has a little gun that you shoot with. + +$end + +$info=area51mx,a51mxr3k, +$bio + +Area 51 / Maximum Force Duo (c) 02/1998 Atari Games. + + +This is the same game as the original "Area 51" and "Maximum Force" games, with the addition of a single credit 'Tournament' mode for "Maximum Force" and new/additional secret areas in both games. + + +- TECHNICAL - + + +Atari Cojag hardware + + +Main CPU : 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz) + +Sound CPU : Jaguar (@ 26 Mhz) + +Sound Chips : (2x) DAC (@ 26 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65534 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Area 51 video was recoded using the Maximum Force system, so Kronn Hunter mode no longer works properly (This is an example of an undocumented 'feature'). + + +- UPDATES - + + +REVISION 1 : + +* Software version : 2.07CJ + +* Build date : GUIS Feb 5 1998 18 :52 :26 / MAIN Feb 10 1998 11 :52 :51 + +* R3000 based + + +REVISION 2 : + +* Software version : 2.04CJ + +* Build date : GUIS Apr 22 1998 17 :45 :35 / MAIN Apr 22 1998 17 :53 :57 + +* 68020 based + +$end + +$info=area88, +$bio + +Area 88 (c) 08/1989 Capcom. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 6 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "U.N. Squadron". + + +Area 88 is based on the Japanese manga of the same name. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989. + + +- TIPS AND TRICKS - + + +* More Money : If you start a 2 player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars). + + +* Hidden Mission : There are several methods to play this mission, here is one: Beat the Mission 3 (The Forest Fortress) by destroying the heart of the fortress on the first blow (1st passage). + + +* Various Little Ending Animations : At the ending screen (Presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered... + + +Mission 3, Forest Fortress : + +Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress. + +Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. + + +Mission 4, The Carrier : + +Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear. + + +Mission 5, Bomber called Bayson : + +Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife. + + +Mission 6, Missile Launcher : + +Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear. + + +Mission 8, Battleship called Minks : + +Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water. + +Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. + + +Mission 9, The Arsenal : + +Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides. + + +- SERIES - + + +1. Area 88 (1989) + +2. U.S. Navy (1990) + + +- STAFF - + + +Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo) + +Direction : Kihaji Okamoto + +Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana + +Music composer : Chan Chakorin + +Hard design : Kucchan + +Programmers : Blbon, Takako + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +$end + +$info=lwingsjp, +$bio + +Ares No Tsubasa - The Legendary Soldiers (c) 11/1986 Capcom. + + +The game is a vertically scrolling shoot'em up where you fly a winged soldier over a Greek mythos style landscape. Shoot and bomb the attacking enemies. The game play switches between horizontal platform and flying levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Ares no Tsubasa translates from Japanese as 'Wings of Ares'. Ares is the Greek god of war. + + +This game is known in US as "Legendary Wings". + + +The main character appears as a striker character (Michelle Heart) in "Marvel vs. Capcom - Clash of Super Heroes". + + +- UPDATES - + + +In "Legendary Wings" (US Set 1), the main characters are men whereas in Ares No Tsubasa they are women. + + +- TIPS AND TRICKS - + + +* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot. + + +- STAFF - + + +Music composed by : Tamayo Kawamoto + +$end + +$info=argus, +$bio + +Argus (c) 01/1986 NMK. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 896 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Jaleco. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +$end + +$info=argusg, +$bio + +Argus (c) 1982 Gottlieb. + +Game ID : GV101 + + +Protect the citizens of earth! As Gotlieb's Argus, shoot villains and hazards with energy bolts. Hold down catch button to rescue falling citizens and catch falling cars. Shoot or catch rubble before it crushes someone. Game ends when no citizens remain. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This caped superhero game is a very rare unreleased prototype. The game was originaly called 'Protector' (the official test name was 'VideoMan'). Tom wanted Gottlieb to get the Superman license but they didn't. 'VideoMan' was too close to 'SuperMan' so they went with 'Protector', but the name was also changed at one point to 'Guardian', and then 'Argus' (designers' joke name became 'ProVidGuardArgus'). + + +During a couple of focus group tests of the game, players suggested using a joystick instead of a trackball to control the superhero (Test players perceived the results as the trackball performing badly). Tom did that. It was worse. Unfortunately, there are some kinds of action that should not be controlled by a proportional controller (unless it has tactile feedback) - Argus had this kind of game action. Argus did have some fun stuff, like the ability to knock chunks out of buildings (Warren did the rubble stuff) and pick up a city bus. + + +The game may have been buggy, Tom was not the best designer or programmer, but the game design was primarily responsible for it's failure to test well. You have to remember that this was early days in computer game design and there were lots of elaborate ways to fail for the first time. Tom was a pioneer in his own way. Argus's failure was hard to accept, as "Reactor" had not done well either. + + +- STAFF - + + +Designed and programmed by : Tom Malinowski + +Programming help : Warren Davis + +Sound : David Thiel + +Video Graphics : Jeff Lee + +$end + +$info=rygarj, +$bio + +Argus no Senshi - Legendary Warrior (c) 1986 Tecmo. + + +In this platform game, you are a barbarian warrior trying to reclaim the land from an evil Dominator and his legions of minions. You fight your way through 27 rounds with a unique weapon which was like a lethal razor sharp disk that he would hurl at enemies! + + +- TECHNICAL - + + +Game ID : 6002 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Warrior of Argus'. + + +This game is known in US as "Rygar - Legend Warrior". + + +- UPDATES - + + +The differences between the US and Japanese are : + +* The demo sequences are different. + +* The Japanese version seems to have more hidden powers, stars and an extra free life. + +* The US version is more biased towards stars and explosions. + + +- TIPS AND TRICKS - + + +* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Leftdown on the joystick. Do it right and you'll get 10,000 points. Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds. + + +* If the 'invincibility' bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) PLUS 170,000 points. + + +- SERIES - + + +1. Argus no Senshi - Legendary Warrior (1986) + +2. Rygar 2 (2002, Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987, "Argos no Senshi") + +$end + +$info=arkarea, +$bio + +Ark Area (c) 12/1987 UPL. + + +An overhead shoot'em up where you fight through 23 stages, battling one or two bosses at the end of each level + + +- TECHNICAL - + + +Game ID : UPL-87007 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was a Japan-only release. + + +- SERIES - + + +1. Nova 2001 (1983) + +2. Ark Area (1987) + + +- STAFF - + + +Staff : Tsutomu Fuzisawa, Hiropi, Mingma, Nihei, Nozawa + +$end + +$info=arkanoid,arkatayt,arkbl2,arkbl3,arkangc,arknoidj,arknoidu,arkatour,arknoiuo, +$bio + +Arkanoid (c) 1986 Taito. + + +After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel, has been mysteriously trapped in another dimension by an unknown enemy. The player is charged with helping the 'Vaus' overcome the security systems, as well as the many enemies that guard them, before finally finding and destroying the alien responsible for the attack. + + +Arkanoid is an update of the early ball and paddle video games - and specifically of Atari's 1978 classic, "super Break-out" - in which the player takes control of a paddle at the bottom of the screen and must use it to deflect a ball into rows of bricks at the top of the screen, thus destroying them and, eventually, clearing the screen to progress to the next level. + + +As well as impressive and colourful graphics, Arkanoid introduced a number of new elements to the classic bat 'n' ball gameplay. Certain bricks, when destroyed, would release a power-up - in the form of a falling capsule. the player had to catch the capsule to retrieve the power-up. Among the many enhancements the power-ups provided were an increased 'bat' size, multiple balls, 'sticky' ball (which would stick to the bat and could be released when the player chose) and even a laser, which allowed the player to shoot the bricks. + + +- TECHNICAL - + + +Game ID : A75 + + +Main CPU : Z80 (@ 6 Mhz), M68705 (@ 500 Khz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Licensed to Romstar for US distribution (12/1986). + + +Arkanoid has remained a popular game and is commonly cloned by aspiring game developers in freeware and shareware titles. Many companies have also regularly cloned the game in arcades. + + +Arkanoid's popularity led to it being featured in "Rainbow Islands - The Story of Bubble Bobble 2", which has a whole level (4 stages in all) dedicated to the game, including DOH as the level boss. + + +Two bootlegs of this game are known as "Block" and "Paddle 2". There is a hack made by Two-Bits score known as "Arkanoid Plus". + + +- UPDATES - + + +Bootlegs version don't use the M68705 @ 500 Khz :-) + + +The Japanese version supports cocktail mode whereas the others don't. + + +- TIPS AND TRICKS - + + +* Hint 1 : The power pills are not quite random. There are essentially two types of games. One has lots of light blue multi-ball pills and the pink warp pills - this is a low scoring game. The high scoring game gives you more of the other pills. + + +* Hint 2 : On each level, the ball will not speed up completely until it hits the back wall, so : + +1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills). + +2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup. + + +* Hint 3 : Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example I can think of). + + +* Hint 4 : As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P (extra vaus) or two - thereby starting early with 6 or 7 ships. + + +* Hint 5 : In the mask end game, you should get 15 hits (1000pts per hit) on the mask/per man until you eliminate the mask with the 16th hit on your last man to end the game. + + +- SERIES - + + +1. Arkanoid (1986) + +2. Arkanoid - Revenge of DOH (1987) + +3. Arkanoid Returns (1997) + + +- STAFF - + + +Game designed by : Akira Fujita (AKR) + +Programmed by : Yasumasa Sasabe (SSB) + +Director of hardware & co-programmer : Toshiyuki Sanada (SND) + +Assistant programmer : Toru T. (TOR) + +Graphic designer : Onijust H. (ONJ) + +Sound composer : Hisayoshi Ogura + +Sound effects : Tadashi Kimijima + +Pattern designer : Akira Iwai + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) : This version of Arkanoid included its own controller in the package (a smaller version of the spinner used in the arcade version). + +Nintendo Super Famicom (1997) + + +* Computers : + +PC [MS-DOS] (1986) + +MSX (1986) + +Tandy (1987) + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Apple II (1987) + +Atari 800 (1987) + +Atari ST (1987) + +Commodore Amiga (1987) + +Amstrad CPC (1987) + +Thomson M05 + +Thomson TO8 + +$end + +$info=arknoid2,arknid2u,arknid2j, +$bio + +Arkanoid - Revenge of DOH (c) 1987 Taito. + +Game ID : B08 + + +The mysterious enemy known as 'DOH' has returned to seek vengeance on the 'Vaus' space vessel. The player must once again take control of the Vaus and overcome many challenges in order to destroy DOH once and for all. An update of the popular 1986 original, Revenge of Doh sees the player battle through 30 rounds, taken from a total of 34. Revenge of Doh differs from its prequel with the introduction of 'Warp Gates'. Upon completion of a level, two gates appear at the bottom left and bottom right of the play area respectively, the player is then taken through one of the gates - the choice dependent upon which side of the screen the player is on when the last brick is destroyed - and is taken to the next level. The fire-button is only used when the Laser ('L') pod is caught. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : spinner + +Button : 1 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + + +- SERIES - + + +1. Arkanoid (1986) + +2. Arkanoid - Revenge of Doh (1987) + +3. Arkanoid Returns (1997) + + +- STAFF - + + +Directed & Programmed by : Yasumasa Sasabe + +Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto + +Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki + +Sound designer : Hisayoshi Ogura + +Publicity supervisor : Hisayasu Nakane + +Mechanical engineer : Yasunori Hatsuda + +Game designed by : Kei. S + + +- PORTS - + + +* Computers : + +Sharp X68000 (1987) + +Commodore C64 (1988) + +Atari ST (1988) + +Amstrad CPC (1988) + +Commodore Amiga (1988) + +Sinclair ZX Spectrum (1988) + +PC [MS-DOS] (1989) + +MSX2 + +$end + +$info=arkretrn, +$bio + +Arkanoid Returns (c) 02/1997 Taito. + + +The return of the legendary block game! The enemy known as 'DOH' still did not get the message and after many years of silence decides to attack once again. The 'Vaus' space vessel better be ready to face new, yet familiar challenges, in order to stop 'DOH' for the last time! Features revamped graphics and sound, the very same classic gameplay as its predecessors, as well as plenty of power-ups to try out. Need a relaxing yet challenging good time? Then this one is for you! :) + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E36 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Arkanoid (1986) + +2. Arkanoid - Revenge of Doh (1987) + +3. Arkanoid Returns (1997) + + +- STAFF - + + +Planners : Atsuchi Taniguchi, Yuji Koga + +Programmed by : I.T.L. + +Program support : Shunsuke Ono + +Character designers : Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa + +Sound : Yasuhisa Watanabe, Ishikawa Babio (BABI) + +Designer : Kumi Mizobe + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +$end + +$info=arlingtn, +$bio + +Arlington Horse Racing (c) 1991 Strata / Incredible Technologies. + + +In this horse racing game, you plunk a bunch of quarters into the coin mechs, and then bet on the horses. When you are finished betting, press the start race button to see the horse run the track. The game then pays off any winning bids in credits, and then starts over. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 6.06 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 374 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Concept / Management / Programming : Larry Hodgson + +Programming : Robert Fuentes Jr., Jane Zeto + +Artwork : Susan Svoboda, Stan Fukuoka + +Music & sound : Kyle Johnson + +Hardware : Steve Jaskowiak, Scott Allie, Ann Vonckx + +Publicity : Carol Tomme + +Testing : Jim Zielinski + +Sales : John Cassiday + +$end + +$info=armwrest, +$bio + +Arm Wrestling (c) 1985 Nintendo. + + +An arm wrestling game in which the player takes on a number of different, distinctly cartoon-like opponents. The game's graphical styling is very similar to Nintendo's classic "Punch-out" series. Gameplay requires that the player initially pushes the joystick to the left, but whenever the computer opponent starts to act, the player must push the joystick to the right to counter-attack, and press the button to increase power. If the counterattack is unsuccessful, moving the joystick back and forth several times will prevent the player from being pinned. The player's opponent must be pinned before the counter reaches one minute, or the match will be lost. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 448 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +'Bald Bull' from "Punch-Out!!" makes an appearance in this game as 'Mask X' (the third opponent). + + +- TIPS AND TRICKS - + + +* As soon as the match begins, if your timing is right, pushing 'left' will catch the computer player off guard and score an auotmatic full 'power', this generally helps you to beat the computer player faster. Be careful not to foul twice, however, or your game is over. + +$end + +$info=armedf, +$bio + +Armed Formation (c) 1988 Fillmore / Nichibutsu. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990. + + +- STAFF - + + +Director : Takanori Tanaka + +Planner : Tomoaki Kabayashi + +Main programmer : Shinya Okuda + +Programmers : Osamu Tomiyama, Satoshi Fujiwara + +Main designers : Hisaya Tsutsui, Shinji Kubota + +Designer : Takanori Tanaka + +Musician : Takeshi Yoshida + +Hard enginner : Isao Shiki + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=batrider,batridra,batridrk, +$bio + +Armed Police Batrider. (c) 12/1997 Raizing / Eighting. + + +An excellent vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : RA9704 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +Revision 1 : + +* Software version : A. + +* Japan release only. + + +Revision 2 : + +* Software version : B. + +* Japan release only. + + +Revision 2 (Alternate) : + +* Software version : B. + +* Korea release only. + +* Enabled 'Special Course', 'Guest Players' and 'Player Select' codes by default. + + +- TIPS AND TRICKS - + + +* Ship Selection : At the ship select screen... + +1) To select a 'Normal power type' fighter, select your ship with A button. + +2) To select a 'Bomber power type', select your ship with B button. + +3) To select a 'Option power type', select your ship with C button. + +4) To select a 'Speed up type', select your ship with Start button. + + +* Stage Edit : Start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously. + + +* Guest Players : Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start. Nine additional fighters will be unlocked. + + +* Player Select : With this mode enabled you can select one ship instead of a team. Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start. + + +* Score Mode : To show up score calculations, start from anywhere in the game, hold the Start button and press B (To leave the score mode, re-enter the code). + + +- STAFF - + + +Program 68000 side : Shinobu Yagawa + +Program Z80 side : Yuichi Ochiai + +Character designer : Kazuyuki Nakashima + +Graphic designers : Kazuyuki Nakashima, H. Yokoyama, M. Taguchi, Masaharu Tokutake, Yuki Yonei + +Music composers : Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto + +Sound effects : Mato + +$end + +$info=armora,armorap,armorar, +$bio + +Armor Attack (c) 1980 Cinematronics. + + +This title is a basic top-down driving and shoot'em up game. You control a little jeep that has to wander around a ruined town shooting tanks, and blasting helicopters out of the sky. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Buttons : 10 + + +- TRIVIA - + + +Licensed to Sega for Japan market. Also licensed to Rock-ola. + + +All the background graphics are actually part of the monitor bezel/plastic overlay. The game itself only generates the jeeps, tanks, helicopters and the shots they fire. Armor Attack was one of two games Skelly did for Cinematronics that had required overlay backgrounds. "Warrior" was the other one. Skelly designed six vector games and programmed five of them while at Cinematronics. + + +This game came in an upright white cabinet with sticker sideart of a tank scene and a yellow 'Armor... ...Attack' logo. This was the same cabinet used for "Star Castle" and a few other Cinematronics titles. The top of the cabinet is adorned with a rather plain marquee that has the Armor Attack logo in yellow on a black background, along with a few game instructions. The control panel had a picture of a green and yellow tank, and had the player controls which consisted of 10 pushbuttons, without a joystick to be seen anywhere (the game controls are almost exactly the same as "Asteroids" or "Star Castle", except that your jeep stops moving when you stop pressing the move button). Most of the graphical time was spent on the monitor bezel and overlay, which showed a single scene of a ruined town. The game itself is displayed on a 19'' monochrome X-Y monitor. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + + +* Others : + +LCD handheld game (1982) released by Mattel. + +$end + +$info=armorcar,armorca2, +$bio + +Armored Car (c) 1981 Stern Electronics. + + +An overhead view maze game where you drive a money van (the armoured car) through as it scrolls from right to left. Some intersections are marked with directions. You pick up money to deliver to banks while avoiding criminals by dropping saw horses in roadway. Fuel levels must be replenished at gas stations along the way. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +First game for Stern created by Chris Oberth. Before working for Stern he was at Marvin Glass designing/prototyping handheld electronic games such as 'Finger Bowl'. + + +Armored Car was partly inspired by "Targ". + + +- UPDATES - + + +REVISION 1 (Set 2) : + +* First release. + + +REVISION 2 (Set 1) : + +* Bug fixes release. + + +- STAFF - + + +Designed and programmed by : Chris Oberth, Gunar Licitis + +$end + +$info=armwar,armwara,armwaru,armwarr1, +$bio + +Armored Warriors (c) 09/1994 Capcom. + + +An up-to-three players side-scrolling beat'em up game where four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 07 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Powered Gear - Strategic Variant Armor Equipment". + + +Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994. + + +- TIPS AND TRICKS - + + +* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following codes. + +Beta-Cannon - Hold Up. + +Gamma-Battler - Hold Left or Right. + +Alpha-Fortress - Hold Down. + + +* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following key. + +Bomber - Leftup + +Death Drill - Up + +Missile - Rightup + +Laser blade - Left + +Force claw - Right + +Flame - Leftdown + +Chain spark - Down + +Laser - Rightdown + + +Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work. + + +- SERIES - + + +1. Armored Warriors (1994) + +2. Cyberbots - Fullmetal Madness (1995) + + +- STAFF - + + +Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon + +Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress + +Mechanical design and object : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky + +Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama + +Sound composer : Takayuki Iwai (Anachey Takapon) + +Sound designer : Tomuyuki Kawakami (T.K NY) + +Special advisers : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh + +Character designer : T.O.M + +AD designers : Sensei, Sakomizu + +Director : Kihaji Okamoto + +$end + +$info=mt_tgolf, +$bio + +Arnold Palmer Tournament Golf (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 31 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Alex Kidd makes cameo appearances in some of the cutscenes. + + +- TIPS AND TRICKS - + + +Secret "Fantasy Zone" mini-game : Play a regular game and get 100 strokes without making the ball go into the hole. after 100 strokes, the game over screen will show up. that's when you press the famous 'Konami code': Up (twice), Down (twice), left, right, left, right, B, A. if you do it correctly, you will end up playing a 'miniature' version of "Fantasy Zone". + +$end + +$info=mt_arrow, +$bio + +Arrow Flash (c) 1990 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=aof, +$bio + +Art of Fighting (c) 09/1992 SNK. + + +An early Neo-Geo martial arts fighing game with two selectable characters in one player mode and eight selectable characters in two player mode which also features a long-nosed end boss. Progressive damage is shown on each fighter's face for a dramatic effect. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0044 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Ryuuko no Ken" (translates from Japanese as 'Dragon and Tiger Fist'). + + +A bootleg of this game is known as "Fit of Fighting". + + +This is the first fighting game to feature the 'camera zoom' - where the camera zooms in when the fighters are close together and zooms out when the fighters move away from each other. This is also the first fighting game to utilize a 'spirit meter'. Every time a special move is executed the spirit meter is depleted accordingly. The more powerful the special move, the more it depletes. When it's empty special moves can't be done anymore, however, you can recharge the spirit meter by standing still and holding the A or B button leaving you totally defenseless. + + +The Haou Shokou Ken was referred to as the Haou Ken (or as the game put it, the 'Haow-Ken'). Its similarity to Ryu's (of "Street Fighter" fame) Hadou Ken forced the name change. + + +- TIPS AND TRICKS - + + +* Move Command Delay : Its posible to input the commands for any special or super move but it is not necessary to press the corresponding attack button right away, this allows you to delay any move for as long as you want in order to surprise an opponent! This trick also enables you to perform slower versions of some special moves such as proyectile attacks. Try it! :) + + +- SERIES - + + +1. Art of Fighting (1992) + +2. Art of Fighting 2 (1994) + +3. Art of Fighting 3 - The Path of the Warrior (1996) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Directors : Finish Hiroshi, Dog Akira, Matakichi.Chan, Mastang.2 + +Programmers : John Guso, Cross.Moon D.S.K + +Obj. designers : Hatarakuogsan, Muta Teizon, Kama Kama, Tree.Village.Ken, Kylly Maclako, Pinkey.2, Lionheart, Tony.R.Oki, Outim Amadok Eel, Toyochan, 7.7812.8270.Kubo, Ayustat Shin 25, I000.Taroh Age22, Gynos.Crash!, Dir Tetsuzan, 555 Zi5han, Ahokamen.Boke, Bo.Bo, Kiritao.Y, Gmhenson Jr + +Back designers : Muramama.2, Take.P, Shimachan, Moriyan, H Skallter, Ug + +Sound : Paciorek, Papaya, Yamapyi, Jojouha Kitapy, Shimizum + + +* Voice Actors : + +Ryo : Masaki Usui + +Robert : Eiji Yano + +King : Harumi Ikoma + +Lee : Eiji Yano + +Jack : ??? + +Micky : ??? + +Todo : ??? + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1994) + +NEC PC Engine CD (1994) + +SNK Neo-Geo CD (1994) + +$end + +$info=aof2,aof2a, +$bio + +Art of Fighting 2 (c) 03/1994 SNK. + + +Twelve selectable characters are available in this martial arts fighting game, each showing progressive damage on their bodies during the fight. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0056 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Ryuuko no Ken 2". + + +Geese Howard's guest appearance (see 'Tips And Tricks' section) tries to tie this game's story with the Fatal Fury games. Apparently, this game takes place a few years before the events ocurred in "Fatal Fury - King of Fighters" since Geese looks quite young and uses a very different fighting style (instead of his trademark Aikido which he learned in Japan). Another fact is the special ending when you defeat Geese (you get to see when he gives the order to eliminate Jeff Bogard who happens to be Terry & Andy Bogard's father, before he heads to Japan to learn that country's martial art techniques). This fact also explains why Ryo Sakazaki is so damn powerful in his "Fatal Fury Special" appearance (after all, he was already a powerful & skilled fighter and has had more time than most of the Fatal Fury characters to brush up on his techniques!). Obviously, all these storyline details were ignored in the King of Fighters series for the sake of convenience (All the "Art of Fighting" characters should be way older than the Fatal Fury characters in that game!). + + +In Temjin's ending, Terry Bogard makes a guest appearance as a little boy! + + +- UPDATES - + + +The Japanese version features different voice actors for some characters (John Crawley, Robert Garcia & King). + + +- TIPS AND TRICKS - + + +Adjust the game difficulty setting up to level 8 in order to boost game's overall speed! + + +It may be downright cheap & silly, but if you successfully manage to throw an opponent and then hit him with a special move as he gets up, you will dizzy your opponent! This can be done over and over again with most characters... :/ + + +Beat opponents with a special move at the end of the decisive round to see a special 'defeat' animation (some auto-combos & special moves that lift the opponent of the ground won't work though). + + +Defeat all opponents in two rounds only to fight a special battle against Fatal Fury's main villain & owner of Southtown : Geese Howard (Notice that it is possible to use continues & use different characters as long as you defeat your opponents in 'two rounds only'!). :) + + +- SERIES - + + +1. Art of Fighting (1992) + +2. Art of Fighting 2 (1994) + +3. Art of Fighting 3 - The Path of the Warrior (1996) + + +- STAFF - + + +Objects designers : Forever Soe-soe, Pinkey!(Boomer), Terarin, Hori Pu- + +Back up : Moriyan, Somatoreeno + +Programmers : John guso, Ma2 + +Directed by Dog.Gotoh and Shigeti. + + +* Voice Actors : + +Ryo : Masaki Usui + +Robert : Key Inage + +Yuri : Kaori Horie + +Takuma : Eiji Tsuda + +King : Harumi Ikoma + +Jack : ??? + +John : Masaki Usui + +Micky : Key Inage + +Lee : Key Inage + +Temjin : Yoshinori Shima + +Big : ??? + +Kisaragi : Yoshinori Shima + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +Nintendo Super Famicom (1995) + +$end + +$info=aof3, +$bio + +Art of Fighting 3 - The Path of the Warrior (c) 03/1996 SNK. + + +Ten selectable characters battle each other in various locations in Mexico. Extremely beautiful and fluid animation courtesy of motion capture technology brings a whole new style of gameplay to this popular fighting game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0096 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Ryuuko no Ken Gaiden" (translates from Japanese as 'Dragon and Tiger Fist Side Story'). + + +In each character endings, you receive a nice hand-draw of the character on the 'Thank you for Playing' screen. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ryuuko no Ken Gaiden - PCCB-00212) on 03/04/1996. + + +- TIPS AND TRICKS - + + +* Play As Sinclair : Highlight Robert and press Left (or highlight Jin and press Right(x2)). + + +* Play As Wyler : Highlight Robert and press Left(x2) (or highlight Jin and press Right). + + +* Special Day (Birthday Gift) : Definitely one of the strangest tricks in fighting games, each character will be powered up on his birthday (able to perform Super Desperation Moves at any moment during the fight!). + +Kasumi Todo - March, 29 + +Wang Koh-San - April, 17 + +Lenny Criston - May, 20 + +Karman Cole - June, 13 + +Rody Births - July, 24 + +Ryo Sakazaki - August, 2 + +Jin-Fuha - September, 4 + +Wyler - October, 22 + +Sinclair - November, 14 + +Robert Garcia - December, 25 + + +* Ultimate K.O. : Defeat an opponent in the first round by using your character's Super Desperation Move when the enemy's lifebar is 5% of less. If done correctly, you´ll win the whole match in just a single round! + + +- SERIES - + + +1. Art of Fighting (1992) + +2. Art of Fighting 2 (1994) + +3. Art of Fighting 3 - The Path of the Warrior (1996) + + +- STAFF - + + +Object designers : Heitarou, Black Tree, Futatsu!!, Higetoboin, UG, Ponda, Tohru, Pinkey-EX, Hori-pu~?, Terarin, Kattsun, Sumiccho, Nana, Ashizawan, Satopyon, Tani Tani, Koara, Rave Man, Sasa, K.Miya, Rolly(r), Tony Oki, ??....! + +Back designers : Muramama Eiko, Daisuke, Wa-Da-Mo, J K, Sho-Chan, Take-Pyon + +Programmers : MA2++, Yuritaro, Hiropon + +CG creaters : K-Asa, Aki.Yama, Demao.Sat, Seri + +Music composers : Yamapy-1, Papaya, Shibakichi + +Capture assisted by : Masa, Shin.T, Jeffrey Zoern, Raymond Ho. + +Producers : T. Nishiyama, Finish Hiroshi + +Directors : Go, Shigeri #3, Kim-Ken, Moai-Nao + + +* Voice Actors : + +Ryo : Masaki Usui + +Robert : Mantaro Koichi + +Rody : Eiji Yano + +Lenny : Kumi Ishida + +Wang : Monster Maetsuka + +Karman : Mantaro Koichi + +Jin : Jai + +Sinclair : Harumi Ikoma + +Wyler : Monster Maetsuka + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=ashnojoe, +$bio + +Ashita no Joe (c) 1990 Wave / Taito. + + +A boxing game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 208 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Extremely rare, this game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. There were also two TV series and two theatrical releases (years?). + + +When one of Joe's old rivals, Rikishi, died in the ring in 1970, Kodansha publishing actually held a funeral service for him. Over 700 people attended from all over Japan. An actual Buddhist priest presided over the funeral, held in a full-sized boxing ring. + + +- SERIES - + + +1. Ashita no Joe (1990) + +2. Legend of Success Joe (1991) + +$end + +$info=ashura,ashurau, +$bio + +Ashura Blaster (c) 1990 Taito. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : C43 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The kanji characters on the titlescreen read 'Ashura'. Ashura is a demon related to fighting. + +$end + +$info=aso, +$bio + +ASO - Armored Scrum Object (c) 1985 SNK. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. ASO - Armored Scrum Object (1985) + +2. Alpha Mission II (1991) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +$end + +$info=assault,assaultj, +$bio + +Assault (c) 04/1988 Namco. + +Game ID: AT + + +Assault was a tank simulation that was very ahead of its time. Your tank stayed in the center of the screen, and the rest of the game world moved around you. The gameplay itself was decent, similar to "Vindicators" and other tank games. You really just drove your tank around blasting at other tanks. There are eleven levels in total, but most people never saw more than the first few levels. One trick worth mentioning is to position your tank right at the spot that ends the level, and then simply wait, don't actually finish until the moment the clock counts down to zero. If you do this correctly you will end up with a lot of bonus points. Of course if you fail, you will die and lose a tank. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +The Assault dedicated cabinet is a real favorite among arcade game collectors. This is probably due to its unique shape, and nonstandard controls. The Assault cabinet was very narrow, the vertical open frame monitor barely fit between the sides of the thing, which were less than 18'' apart. A standard arcade cabinet is about 23'' wide if it is an older style one, or 30'' wide for one of the newer deluxe cabinet styles. So Assault was very narrow, probably the narrowest game ever made. The top half of the cabinet is decorated with sideart that is supposed to resemble the outside of a yellow tank, and these same graphics carry on over the monitor bezel and control panel as well. + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +This game uses a unique control method and uses 'Mode 7' background scaling and rotation effects like those found in Super Famicom's games. The most interesting feature is firing 'catapult' bomb shots far away with the left joystick pushed to the left side and the right joystick to the right at the same time,while pressing the fire trigger. + + +An upgrade of this game is called "Assault Plus". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988. + + +- STAFF - + + +Game designer : Kunio Ogawara + +Music composed by : Shinji Hosoe, Kazuo Noguchi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.4") + +$end + +$info=assaultp, +$bio + +Assault Plus (c) 1988 Namco. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +This game is an upgrade of "Assault". This upgrade was only released in Japan. + + +- UPDATES - + + +Assault Plus contains : + +* Cocktail mode. + +* Different colors. + +* Intermission screen. + +* Intro has new music. + +* Minor enemy changes (strength, colors). + +* Two player mode. + +* Two skill levels of play. + +* Zero points bonus is gone. + + +- STAFF - + + +Game designer : Kunio Ogawara + +Music composed by : Shinji Hosoe, Kazuo Noguchi + +$end + +$info=asterix,astrxeaa,astrxeac, +$bio + +Asterix (c) 1992 Konami. + + +A one or two-player horizontal-scrolling beat'em up based on the French comic series, 'Asterix & Obelix'. The player fights as either Asterix the Gaul or his best friend, Obelix, as they take on the 'might' of the oppressive Roman Empire. Asterix includes a variety of humorous fighting moves, which are demonstrated in the game's attract mode. The artwork and feel of Asterix remains true to its French source material, and the game's many humorous touches (such as the way defeated Legionnaires crawl away) will be instantly familiar to fans of the comic-book and cartoon series. Bonus levels - such as the chariot race that awaits at the end of the first level - introduce different gameplay elements to provide a break from the fighting. + + +- TECHNICAL - + + +Game ID : GX068 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 053260 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992. + + +- TIPS AND TRICKS - + + +* Tip : When playing as Obelix, the character starts each stage carrying his big rock. Try to hit as many Romans as possible before Obelix throws it away. Any Romans driven away with the rock will drop their helmets on the ground, these can be picked up by the player to earn bonus points. + + +* Drinking the magic poition (Asterix) or eating a roast (Obelix) will make the respective character invincible for several seconds, allowing them to plow through the Romans, causing the embarrassed Legionaires to drop their helmets before running away. + + +- STAFF - + + +Main programmer : Narunopapa + +Sub programmer : Yuko Itoh + +Graphic director : M. Kukino + +Background designer : S. Wada + +Enemy designer : T. Akiyama + +Sound effect : J-Kane + +Sound programmer : Panda + +Music composer : Mutsuhiko Izumi, M. Egama, Chiru Chiru, J. Nakano, A. Hashimoto + +Hard designer : Hideto Murata + +Art Works : Naoko Sato + + +- PORTS - + + +* Computers : + +PC [MS-DOS] (1996, "Astérix & Obelix") + +$end + +$info=asterock, +$bio + +Asterock (c) 1979 Sidam. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an Italian bootleg of "Asteroids". + + +The official italian distributor of Atari Arcades, f.lli Bertolino s.r.l., moved a legal attack against Sidam, and won. Many code fragments stored in ROM of Asterock, Missile Storm and other Sidam clones was identical to those contained in Atari originals' memory. Sidam changed the coin accept and sound routines, to get rid of copyrighted Atari Pokey chip. Sidam called this a 'coincidence'; moreover, the italian legislation did not mention directly the computer programs as copyrighted materials like songs and books. However, the court sentenced about the 'intellectual property' of programs - this was an important sentence in italian legal history - and Sidam was convicted of copyright violation. + + +- SOURCES - + + +"Atari Inc. & Bertolino v. Sidam Srl: First Italian Decision on Video Games", European Intellectual Property Review , V, 12 (december 1983), pp.347-349. + +$end + +$info=asteroid,asteroi1,asteroib, +$bio + +Asteroids (c) 11/1979 Atari. + + +The game is rather simple. You pilot a small wedge shaped ship, and you begin play in the middle of an asteroid field. Large slow moving asteroids surround you, when shot they break into two medium sized asteroids, which will each break into three small, fast moving asteroids. Shooting the small asteroids makes them disappear. Your goal is simply to eliminate all the asteroids from the playing field, while avoiding anything that would cause you to lose a life (touching an asteroid, or getting shot by a flying saucer). The playfield consists of a single screen (which wraps around in each direction). Your controls consist of five buttons which are 'rotate right', 'rotate left', 'thrust', 'fire', and 'hyperspace'. The ship moves rather realistically for a zero gravity craft, which means that it keeps moving even after you stop thrusting. This takes a little practice to get used to, but it really enhances gameplay, as it allows you to do fly-bys of asteroids and enemy ships. There are two types of flying saucers that you might encounter. The first type is large, slow moving, and stupid. These are quite easy to shoot down. While the second type is small, moves quickly, and is more intelligent in its actions. These are the highest point value objects in the game, but are dangerous to approach. + + +- TECHNICAL - + + +Game ID : 035127-035145 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +Asteroids, completed at the end of 1979, was a much celebrated arcade game that captured the imaginations of millions of players, while capturing a good many quarters as well. + + +Originally called 'Cosmos', the original design was a copy of "Space Wars", except with asteroids littering the playfield as an aesthetic effect. Actually, 'Cosmos' was once known as 'Planet Grab', in which you had to claim a planet by touching it. 'Planet Grab' simply required you to claim planets by touching them with your spaceship. 'Cosmos' allowed you to blow up the planets and duel with another ship, "Space Wars"-style. Only in Asteroids, which came along two years later, did Atari engineer LYLE RAINS introduce the concept of floating rocks. + + +The first 200 Asteroids machines were actually "Lunar Landers". Atari was so hot on Asteroids that it cut short the production run on "Lunar Lander" and released the 200 complete with "Lunar Lander" cabinet art. + + +Atari's bestselling coin-op game of all time. Approximately 56,565 units were produced (47,840 upright and 8,725 cocktail). + + +* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : "In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen. "Ed Logg : "I was shooting the asteroids all night long.... I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.". + + +* Popular from the Start : A good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : "The development on the really good games gets bogged down, because people want to . . . play them all the time. I was in the lab quite often playing Asteroids, as were many other people.". On the overall popularity of Asteroids, Steve Calfee said : "A lot of people really liked it. Somehow there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life. "Rich Adam recalled his own first encounter with Asteroids : "I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. . . I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time.... That's a good fantasy... You've got all these things flying around and yet you're able to survive." + + +Howard Delman described what it was like creating the sounds for Asteroids : "In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. . .The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound sped up, and the player's heart would speed up, too. You know, stress!". + + +* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : "Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry. Asteroids is a video game artistic masterpiece."The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users. Rich Adam said : "Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around."And the epic quality of the game was noted by Ed Rotberg : "What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.". + + +There was a modified version of Asteroids that was given the nick-name "Turtleroids", it was part of a long series of practical jokes against the vice-president of marketing for Atari that was sick of a game concept called 'Turtle Races'. One day Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away. + + +In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000... + + +Asteroids keeps track of up to 255 extra men. If you have too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen. + + +An Italian bootleg released by Sidam is known as "Asterock". Another version is known as "Meteorites". + + +The default high score screen of Cyberball 2072 features names of many Atari arcade games, including ASTEROID. + + +Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album. + + +The Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the sideart (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine). Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander. The cocktail version was a little uncommon, it was rather unremarkable in appearance. It seems that Atari put all the effort into the upright, and merely shipped a generic cocktail version as an afterthought. + + +An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'. + + +- UPDATES - + + +The Rev. 2 version says '1979 Atari' at the bottom of the title screen, instead of 'Asteroids by Atari'. Also, the 'invulnerability glitch' is corrected (see 'Tips And Tricks' section for more info). + + +- TIPS AND TRICKS - + + +* Rev. 1 Tricks : The original software version had an invulnerability glitch, where you could hide in the upper corners (in the score) and nothing would hit you. Also, you can get your ship to fly backwards- thrust in one direction until reaching full speed, and then quickly turn around 180 degrees and continue thrusting. + + +* Classic Strategy : The classic strategy for Asteroids high scores involves saving one or two slow-moving (and highly vertical) rocks, and then waiting in a corner of the screen while killing the 1000-point small saucers with wrap-around shots. + +To employ this strategy : Sit about one inch from the left (or right) edge of the screen, and about three inches from the top (or bottom). If the saucer appears close to you, quickly turn and hit it with a quick burst before it can move. If you can't get it, QUICKLY move to the opposite side of the screen, aim toward the screen's edge, and kill it with the wrap-around shots. This becomes quite easy with practice. ALWAYS stay on the opposite edge of the screen from the little saucer after it starts firing! This strategy depends on the fact that the little saucer in Asteroids is incapable of aiming and firing wrap-around shots at the player. This is NOT! true, however, in "Asteroids Deluxe"... + + +- SERIES - + + +1. Asteroids (1979) + +2. Asteroids Deluxe (1981) + +3. Space Duel (1982) + +4. Blasteroids (1987) + + +- STAFF - + + +Designed by : Lyle Rains + +Programmed by : Ed Logg + +Sound and Vector generator display system by : Howard Delman + + +- PORTS - + + +* Consoles : + +Atari 2600 (1979) + +Atari 5200 (prototype only) + +Atari 7800 (1984) + +Nintendo Game Boy (1991) + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + + +* Computers : + +Apple II (1980) + +Commodore C64 (1987, "Arcade Classics") + +PC [CD-Rom] (1999, "Atari Arcade hits 1") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +Atari 8-bit + + +* Others : + +Mobiles phone [Motorola T720] (2002) + +$end + +$info=astdelux,astdelu1, +$bio + +Asteroids Deluxe (c) 05/1981 Atari. + + +If you have played "Asteroids", then you already know how to play this game. The hyperspace button has been replaced with a shield, and your craft can accelerate twice as fast, but it still maintains the same maximum speed. Finally the game has added a new dangerous enemy, and the playfield has been covered with a color overlay of an asteroid field. + + +- TECHNICAL - + + +Game ID : 0351xx + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz), Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The original Asteroids proved to be wildly popular, but there was one problem. The game was simply too easy for expert players (many people could play for hours on a single quarter). So Atari decided to make a more difficult sequel, Asteroids Deluxe. They succeeded a little too well, and had to scale the difficulty back after their inital version proved to be too difficult for the average player. This game was created out of modified "Asteroids" code. At the same time this game was being produced, "Space Duel" was in the works, but was shelved as Asteroids Deluxe was green-lighted for production. This game did poorly and Atari later released "Space Duel" to moderate success. + + +Approximately 22,300 units were produced. + + +This particular machine was released in three different formats; an upright, a cabaret, and a cocktail. With the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" boardset, only a few wires had to be swapped. + +* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up (there is nothing wrong with that design, but something about it just looks 'wrong' to me). Atari went all out with the sideart on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title did not use a joystick, although it plays well with one). + +* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass. + +* The cabaret version (a cabaret is a mini upright that is less than 5 feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first). Finally, this version uses a 13'' monitor instead of the normal 19'' monitor. + + +An Asteroids Deluxe unit appears in the 1982 movie 'Tron', in the 1982 movie 'The Thing' and in the 1984 movie 'Night of the Comet'. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- TIPS AND TRICKS - + + +* Hint 1 : When the Killsat ('snowflake') ship comes out near the end of the level, DO NOT attack it head-on. Shoot at it, turn around, get further away, and then turn back towards it and keep firing. This way you are moving backwards, but you keep firing at it. + + +* Hint 2 : Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about 6 seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible. + + +* Hint 3 : In the original "Asteroids", the large UFO shot in a random direction. In Deluxe, it shoots at rocks 75 percent of the time and in the general direction of your ship 25 percent of the time. If no rocks are nearby, all shots go towards your ship. This renders the 'save and hunt' strategy from original "Asteroids" useless. Also, the small UFO can now shoot aimed wrap-around shots, and at the 60,000 point mark, both UFOs shoot with greatly improved accuracy. + + +* Hint 4 : As the Killsat pieces chase you about (after the snowflake is broken apart of course), you may use this to your advantage - if you maneuver so that the pieces are between you and an attacking UFO, this makes an effective shield, without having to waste your shields on the annoyingly accurate UFO shots. Unfortunately, you don't get the points for this, and similarly the pieces shield the UFO from you as well. I find this tactic primarily useful when you still have lots of rocks left, and don't have the maneuvering room to deal with the pesky UFO. + + +* Trick : If you shoot the first large rock, and the two rocks that come from it, and the four small rocks from that, WITHOUT shooting anything else then a "snowflake" ship and a big saucer will appear immediately, far earlier in the round than normal. + + +- SERIES - + + +1. Asteroids (1979) + +2. Asteroids Deluxe (1981) + +3. Space Duel (1982) + +4. Blasteroids (1987) + + +- STAFF - + + +Programmed by : Dave Shepperd + + +- PORTS - + + +* Consoles : + +Sony PlayStation (2001, "Atari Anniversary Edition") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + + +* Computers : + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=astrass, +$bio + +Astra SuperStars (c) 05/1998 Sunsoft. + + +An anime style fighting game reminiscent of "Waku Waku 7" also by Sunsoft. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=abattle,abattle2, +$bio + +Astro Battle (c) 1979 Sidam. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 662.187 Khz) + +Sound Chips : Samples (@ 662.187 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=astrob,astrob1,astrob2,astrob2a, +$bio + +Astro Blaster (c) 02/1981 Gremlin / Sega. + + +A multi-wave colour raster shoot'em up. Features include speech, a warp button that slows enemies, docking (to refuel) and secret bonuses. Two items must be monitored throughout the game; the laser temperature since overheating renders ship unable to fire and a fuel gauge that, when depleted, ends the entire game (even if you have ships remaining). + + +- TECHNICAL - + + +Sega G80 Raster hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound CPU : I8035 (@ 3.12 Mhz) + +Sound Chips : GI (@ 3.12 Mhz), Samples (@ 3.12 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The bonuses in this game were actually bugs that would appear if certain events took place. Rather than 'fix' the bugs, Gary Shannon changed them to bonus 'features'. + + +- UPDATES - + + +Revision 1 : + +* First version. + + +Revision 2 : + +* Added instructions screen. + +* Different bonuses order. + + +Revision 3 : + + +- STAFF - + + +Designed and programmed by : Gary Shannon, Barbara Michalec + +$end + +$info=mf_achas, +$bio + +Astro Chase (c) 1982 Exidy / First Star Software. + + +A space-themed shoot'em up. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz) + +Sound Chips : Pokey (@ 1.78979 Mhz), DAC (@ 1.78979 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 225 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.92 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game makes a significant appearance in the 1984 movie 'The Brother from Another Planet'. + +$end + +$info=castfant, +$bio + +Astro Fantasia (c) 03/1981 Data East. + + +This is a "Galaga" style vertical shoot'em up with a few unique twists that make it interesting. You pilot a single fighter ship against an armada of enemies (sound familiar?). There are two different play screens that alternate : + +The opening screen uses pseudo 3-D graphics and has a large red bit of what appears to be machinery (or perhaps part of a very large spaceship) as background on the bottom half of the screen. You can move your ship around anywhere on the red background, but the black area beyond is off limits. The game opens with a large mothership craft visible at the top of the screen, but your shots cannot reach it at this point. Red UFOs quickly begin attacking you, swooping in line formations from the top area of the screen. They actually scale in size as they get closer to you (a nice effect for a 1981 raster title). By moving around you will discover that the screen can scroll upwards quite a bit, and the enemy armada comes into view if you get near the top of your area. The armada consists of several rows of ships in classic "Space Invaders" style, except for the fact that they are tiny. You can quickly blast the armada away, as you have twin shots on this opening screen, and you can have several sets of them on screen at once (it really only takes a few seconds to take out the armada). After the armada is gone, the mothership begins spewing out groups of red UFOs (who make suicide runs at your ship), and a new green ship that actually fires at you. Be sure and shoot these green ships quickly, as they split into three separate enemies once they reach your movable territory. Eventually the mothership will stop spewing fighters at you, and the entire screen will scroll up (taking you completely away from your red 'home base'), and the game will begin the second wave. + +The second wave pits you against the mothership directly. You will find that your multi shot is gone, and you can only have one shot on the screen at a time. The mothership has three areas that must be blasted away (a 'spark' on each side, and then the center which takes several more hits than the sparks do). The mothership does not flash, or otherwise provide any feedback on a successful hit, but just blast away, and eventually you will get it. + +After killing the mothership the game will award you bonus points based upon how much fuel you have left and then the game will begin again with increased difficulty. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 07 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This particular title was only released on cassette tapes, and was made for the DECO Cassette System arcade platform. The Astro Fantasia tape held 32K of data on a two minute audio cassette. The marquee for this title shows an 'Astro Fantasia' logo in a 'space warp' type scene. + +$end + +$info=astrof,astrof2,astrof3, +$bio + +Astro Fighter (c) 04/1980 Data East. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 662.187 Khz) + +Sound Chips : Samples (@ 662.187 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Button : 3 + + +- TRIVIA - + + +This is the first game manufactured by Data East. Licensed to Sega for Japan market. + + +This game is also known as "Astro Fire". + + +An Astro Fighter unit appears in the 1982 movie 'Rocky III'. + + +- UPDATES - + + +Set 1 : + +* 16Kbit ROMs. + +* Green/Hollow empty fuel bar. + +* 60 points for every bomb destroyed. + + +Set 2 : + +* 8Kbit ROMs. + +* Blue/Solid empty fuel bar. + +* 60 points for every bomb destroyed. + + +Set 3 : + +* 8Kbit ROMs. + +* Blue/Solid empty fuel bar. + +* 300 points for every seven bombs destroyed. + + +- SERIES - + + +1. Astro Fighter (1980) + +2. Super Astro Fighter (1981) + + +- PORTS - + + +* Computers : + +Microtan 65 + +$end + +$info=afire, +$bio + +Astro Fire (c) 1979 René Pierre. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 662.187 Khz) + +Sound Chips : Samples (@ 662.187 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Astro Fighter". + +$end + +$info=astrofl, +$bio + +Astro Flash (c) 1986 Sega. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Sega System E hardware + +Game ID : 834-5803 + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Astro Flash is known outside Japan as "Transformer". + + +This game is a port from an original game created and released in 1985 on the Sega Master System. + +$end + +$info=astinvad, +$bio + +Astro Invader (c) 06/1980 Stern Electronics. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Button : 3 + + +- TRIVIA - + + +This game is also known as "Kamikaze" (Leijac). + + +Although all the screen colors are generated by the game's hardware as opposed to a screen overlay, there are varying bands of color dependent upon where the aliens are displayed vertically. At different heights, the aliens and their saucers are displayed in various colors. When a player's ship is destroyed, the entire display is drawn in red. + + +This game appears in Tom Petty and the Heartbreakers music video for the song 'You Got Lucky' (1982). + +$end + +$info=mt_astro, +$bio + +Astro Warrior (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 13 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=astyanax, +$bio + +The Astyanax (c) 11/1989 Jaleco. + + +An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :) + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "The Lord of King". + + +Mythology note : In Greek mythology, Astyanax (means 'King of the city') was the son of Hector and Andromache. He was killed during the Trojan War by Neoptolemus, who threw the infant from a wall and told his mother 'Since my father (Achilles) killed his father (Hector) he might try to avenge the death. He also could become King of Troy and we want no more kings of Troy!'. + + +- STAFF - + + +Produced and directed by : Tokuhiro Takemori + +Game designers : Tokuhiro Takemori, Nenko + +Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh + +Programmed by : Satoru K + +Music composed by : Kiyoshi Yokoyama + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +$end + +$info=asuka, +$bio + +Asuka & Asuka (c) 1988 Taito. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=asurabld, +$bio + +Asura Blade - Sword of Dynasty (c) 1998 Fuuki. + + +A one-on-one fighting game that is set in a fantasy world. Ready your weapons! Choose from 8 unusual selectable characters and fight your way through in this truly beautiful 2-D weapon based fighter. Features gorgeous graphics, cool music & sound effects, and easy to learn controls. + + +- TECHNICAL - + + +Fuuki FG-3 System + + +Main CPU : 68EC020 (@ 20 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YMF262 (@ 14.31818 Mhz), YMF278B (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +Note : You will need to do these codes before every stage or your character will revert to that from the selection screen + + +* Play As Curfue : After character selection/stage end hold 'Down+Start' until stage map appears. + + +* Play As S.Geist : After character selection/stage end hold 'Up+Start' until stage map appears. + + +- SERIES - + + +1. Asura Blade - Sword of Dynasty (1998) + +2. Asura Buster - Eternal Warriors (2000) + + +- STAFF - + + +General Producer : Y. Takahashi + +Planning : K. Matsusaka, S. Katsumiya + +Programming : H. Nakagawa + +Graphic Design : K. Matsusaka, Y. Kawanabe, N. Miyauchi, S. Katsumiya + +Music Composition & FX Creation : A. Nishida + +Voice Actor/Actress : Kiyotomi Narikinnya, Kentarou Takuwa, Seiichi Nishida, Tokiyo Ogawa, Miruki, -Oovas- + +$end + +$info=asylum, +$bio + +Asylum (c) 1991 Leland. + + +An overhead view shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Contest? : Complete the game five times to win an Asylum T-shirt (limitted time offer). + +$end + +$info=abaseb,abaseb2, +$bio + +Atari Baseball (c) 06/1979 Atari. + + +A black and white two-player baseball game. + + +- TECHNICAL - + + +Game ID : 034711-034738 + + +Main CPU : M6502 (@ 750 Khz) + +Sound Chips : Discrete (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +First Rotberg coin-op game. Approximately 1,050 units were produced. + + +- STAFF - + + +Designed and programmed by : Ed Rotberg + +$end + +$info=bsktball, +$bio + +Atari Basketball (c) 05/1979 Atari. + + +An old black and white basketball game. + + +- TECHNICAL - + + +Game ID : 034756-034766 + + +Main CPU : M6502 (@ 750 Khz) + +Sound Chips : Discrete (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +An Atari Basketball unit appears in the 1982 movie 'Tron'. + + +- STAFF - + + +Designed and programmed by : Chris Downend + +$end + +$info=atarifb,atarifb1,atarifb4, +$bio + +Atari Football (c) 10/1978 Atari. + + +An old black and white American football game where the player characters are represented as X's and O's. Players select either offensive or defensive plays and then control one of the characters on each team by rolling a trackball. + + +- TECHNICAL - + + +Game ID : 033xxx + + +Main CPU : M6502 (@ 750 Khz) + +Sound Chips : Discrete (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Two versions were released; one for two players and another for two or four players. The four players version was released on 04/1979 (Game ID : 034754). + + +Atari Football was first created in 1974 by Steve Bristow and originally called 'X's and O's'. It was shelved when Bristow started on "Tank", then resurrected three years later. This game was the first true video sports game and also the first Atari game to utilize a trackball controller. + + +Approximately 14,000 units and 900 'four players' versions were produced. + + +An Atari Football unit appears in the 1980 movie 'Midnight Madness', and two Atari Football units (2 and 4 players) appear in the 1982 movie 'Tron'. + + +- STAFF - + + +Designed and partially programmed by : Steve Bristow + +Finished by : Ed Logg, Lyle Rains, Dave Stubbens + +Some works by : Mike Albaugh + +$end + +$info=mgolf, +$bio + +Atari Mini Golf (c) 1978 Atari. + + +An old black and white mini golf game. + + +- TECHNICAL - + + +Game ID : A033252 + + +Main CPU : M6502 (@ 756 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Player : 1 + +Control : dial + +Buttons : 2 + +$end + +$info=soccer, +$bio + +Atari Soccer (c) 04/1980 Atari. + + +An old black and white overhead soccer game. + + +- TECHNICAL - + + +Game ID : 035222-035260 + + +Main CPU : M6502 (@ 750 Khz) + +Sound Chips : Discrete (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 4 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +In France, Atari and a jukebox brand named 'electrokicker' built a special cabinet for soccer and renamed it to "Coupe du Monde". + + +- STAFF - + + +Designed and programmed by : Dave Theurer + +$end + +$info=ataxx,ataxxj,ataxxa, +$bio + +Ataxx (c) 05/1991 Leland. + + +A one- or two-players strategy game based on a 7x7 tiled grid. A player attempts to secure a greater number of tiles than his/her opponent by moving his/her playing pieces in a manner similar to checkers. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Distributed in Japan and Asia by Capcom. + +$end + +$info=athena, +$bio + +Athena (c) 1986 SNK. + + +A platform game. + + +- TECHNICAL - + + +Game ID : 'UP' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3526 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The main character, Athena, appears in The King of Fighters series. + + +The 'Athena' logo on the title screen appears in 1991's "Sengoku" by SNK. In level 2, there is a store called 'Boutique Athena' in the background with the original 'Athena' logo. + + +- SERIES - + + +1. Athena (1986) + +2. Psycho Soldier (1987) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +$end + +$info=atehate, +$bio + +Athena no Hatena ? (c) 1993 Athena. + + +A Japanese quiz game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Goodness, Athena?'. + +$end + +$info=atlantol, +$bio + +Atlant Olimpic (c) 1996 Georgia. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), ADPCM (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is an Italian bootleg of "Track and Field". + +$end + +$info=acitya, +$bio + +Atlantic City Action (c) 1984 Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Player : 1 + +Buttons : 6 + + +- TRIVIA - + + +This game is also known as "Boardwalk Casino". + +$end + +$info=atomboy, +$bio + +Atomic Boy (c) 07/1985 Irem. + + +A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8039 (@ 533.333 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 260 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Memetron. + + +This game is also known as "Wily Tower". + + +- UPDATES - + + +In difference of "Wily Tower", Atomic Boy has a storyline. + +$end + +$info=atomicp, +$bio + +Atomic Point (c) 1990 Philko. + + +In this puzzle game, a collection of colored blocks appears on the screen along with two glowing diamonds. Single colored blocks fall from the top of the playfield and your task is to complete a horizontal row on the same level that each flashing diamond appears. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=robokid,robokidj, +$bio + +Atomic Robo-Kid (c) 11/1988 UPL. + + +A horizontally scrolling shoot'em up featuring great anime graphics and giant bosses. + + +- TECHNICAL - + + +Game ID : UPL-88013 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +In the Japanese version, the highscore table contains the entire name compared to only 3 letters on the other version. + + +- STAFF - + + +Game designer : Tsutomu Fuzisawa + +Chief programmer : Toshio Arai + +Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima + +Background designers : Noriko Nihei, Akemi Tsunoda + +Effects : Kohji Abe + +Compose & Music : Mecano Associates + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sega Mega Drive (1990) + + +* Computers : + +Commodore C64 (1990) + +Atari ST (1990) + +Commodore Amiga (1990) + +$end + +$info=chelnov,chelnovu, +$bio + +Atomic Runner Chelnov - Nuclear Man, The Fighter (c) 01/1988 Data East. + + +A horizontally scrolling shoot'em up / platform game where you control a running man. Controlling him is tricky but the game is original and fun. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Atomic Runner Chelnov - Tatakau Ningen Hatsudensho". + + +Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- UPDATES - + + +The US version & the Japanese version of Chelnov have different gameplay. + + +- STAFF - + + +Program : Inoue, Akiyama, Haga + +Hard : Shinozaki + +Sound : Hara, Yoshida Hiroaki, Kiuchi, Tenno + +Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + + +* Computers : + +Sharp X68000 (1988) + +$end + +$info=chelnovj, +$bio + +Atomic Runner Chelnov - Tatakau Ningen Hatsudensho (c) 1988 Data East. + + +A horizontally scrolling shoot'em up / platform game where you control a running man. Controlling him is tricky but the game is original and fun. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Fighting Human Power Plant'. + + +This game is known outside Japan as "Atomic Runner Chelnov - Nuclear Man, The Fighter". + + +Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- UPDATES - + + +The US version & the Japanese version of Chelnov have different gameplay. + + +- STAFF - + + +Program : Inoue, Akiyama, Haga + +Hard : Shinozaki + +Sound : Hara, Yoshida, Kiuchi, Tenno + +Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + + +* Computers : + +Sharp X68000 (1988) + +$end + +$info=aurail,aurail1, +$bio + +Aurail (c) 1990 Sega / Westone. + + +An overhead-view shoot'em up where you pilot a super tank of the future, that looks like a battle mek, and blow everything up. Collect power-ups to increase shields and operate the remote attack drone. Features tunnel levels with a first-person view. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0168 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Chief programmer : Takanori Kurihara + +Sprite designer : Masanori Yoshihara + +BG designers : Hiromi Kurihara, Maki Ohzora + +Music composers : Sinichi Sakamoto, Napalm Hiromitsu + +Assistant director : Yoshihisa Shimizu + +Programmer : Naoki Hoshizaki + +CG designers : Mina Morioka, Susumu Konno, Tomoko Nakayama + +Supervisor : Michishito Ishizuka + +CG operater : Yutaka Hirata + +Director : Ryuichi Nishizawa + +$end + +$info=av2mj1bb, +$bio + +AV2 Mahjong No.1 Bay Bridge no Seijo (c) 02/1991 Miki / AV Japan. + + +A mahjong game utilizing prerecorded tape to show you your prizes! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Adult Video Mahjong No. 1 Blessed Lady of the Bay Bridge'. + + +- SERIES - + + +1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991) + +2. AV2 Mahjong No.2 Rouge no Kaori (1991) + +$end + +$info=av2mj2rg, +$bio + +AV2 Mahjong No.2 Rouge no Kaori (c) 1991 Miki / AV Japan. + + +A mahjong game utilizing prerecorded tape to show you your prizes! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese a 'Adult Video Mahjong No. 2 Rouge Fragrance'. + + +- SERIES - + + +1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991) + +2. AV2 Mahjong No.2 Rouge no Kaori (1991) + +$end + +$info=avalnche, +$bio + +Avalanche (c) 04/1978 Atari. + + +Grab your spinners kids, because this is a paddle game. The top of the screen is filled with rocks, while the bottom half has five buckets (stacked on top of each other), that you control with your paddle. Rocks begin falling from the top of the screen, and you have to catch them in your buckets. The game ends when you miss three rocks. After a little while sections of your bucket vanish, and the remaining sections become thinner, this keeps up until you only have a single bucket segment, which is only a few pixels wide. + + +- TECHNICAL - + + +Game ID : 030574 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Avalanche shipped in a cool looking black and white cabinet. It has three-color painted sideart which shows a group of falling boulders. This title does not have a marquee, instead the monitor bezel extends all the way to the top of the cabinet (this game was seldom converted because of that). The monitor bezel is decorated with a brownish scene of dirt and rocks, and has a clear semi-circular are that shows the black and white monitor within. The game uses a set of color overlays to simulate color on the otherwise monochrome screen. The control panel is decorated with a brown overlay showing large cracks in the earth, and it has a single optical spinner mounted in the center, with buttons far off to each side. + + +- STAFF - + + +Designed and programmed by : Dennis Koble + +$end + +$info=avengers,avenger2, +$bio + +Avengers (c) 02/1987 Capcom. + + +An overhead-view vertically scrolling beat'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Hissatsu Buraiken". + + +- STAFF - + + +Direction : Piston Takashi + +Game planning : Moomin Hiroyuki + +Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi + +Program : Popo Yumiko + +Hard planning : Mokkori Masa + +Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro) + +$end + +$info=avengrgs, +$bio + +Avengers In Galactic Storm (c) 1995 Data East. + + +18 3-D rendered Marvel Comics characters battle in this one-on-one fighting game featuring 16 stages. Each character has four helper characters that can be brought into play. + + +- TECHNICAL - + + +Data East MLC System hardware + +Game ID : MCG + + +Main CPU : SH-2 (@ 21 Mhz) + +Sound Chips : YMZ280B (@ 14 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=avspirit, +$bio + +Avenging Spirit (c) 05/1991 Jaleco. + + +Talk about lousy days! During a walk with your girlfriend you are ambushed by unknown guys who take your girl away and shoot you dead! Now, as a wandering spirit with the ability to possess almost anybody you come across, you are summoned by your girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage so that you can rest in peace. Features colourful cartoony graphics, decent music & sound effects, lots of variety (since you can possess any enemy except bosses!) and classic platform action. + + +- TECHNICAL - + + +Jaleco Mega System 1-B hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Phantasm". + + +- TIPS AND TRICKS - + + +* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending. + + +- STAFF - + + +Total planner : Toku + +Game designer : Myaa + +Programmer : T. Hata + +Character designers : Sanbo, H. Mamoru + +B.G. designers : Seven Star, C 57 + +Sound producer : Tykoon Mori + +Sound composer : Studio O. K. + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1992) + +$end + +$info=aztarac, +$bio + +Aztarac (c) 1983 Centuri. + + +The actual game has you piloting a little space tank. The tank and its turret are controlled independently, which allows you to move in one direction while shooting in another. Your mission is to guard various space outposts from hordes of incoming enemy ships. Each level will have several outposts all clustered together in the center. If an enemy ship touches an outpost, then the outpost is destroyed. You can activate a long range scanner by using your second button. This allows you to locate enemies before they get close, that way you can fly off and get them before they even have a shot at the outposts. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Here is a copy of an original game proposal document by Tim Stryker : Defend the starbase from alien invaders (sounds really novel so far, right?). Ship is maneuverable in two dimensions, has laser weapenry, and can use radar to locate menacing planetoïds and enemy squadrons. Enemy squadrons come in two flavors : slow, Space-Invader-like phalanxes of twenty to forty ships bearing rockets, and fast, elite loners bearing lasers. Field of play (the simulated 'universe') is considerably larger than what can be seen on the screen at any one time : the player's ship is always displayed at the center of the screen and only 'sees' the portion of the universe within a given radius about its current position. Enemy ships attack from random points around the compass, bent on destroying the starbase, but will engage the player's ship if it presents itself. Ship has limited fuel and laser energy, but may return to starbase to refuel and recharge at any time. Points are awarded for each enemy craft destroyed, and are deducted for each defending ship lost. Game ends when starbase is destroyed by enemy; limitation of playing time is achieved through gradual escalation of enemy attacks. + + +The designer/programmer Tim Stryker committed suicide in the hills of Colorado in October of 1996 for unknown reasons. + + +Aztarac was only available in an upright dedicated cabinet. You might remember this title as the game that had a round plastic bubble over the monitor. Basically the monitor bezel stuck out towards the player. This provided a nice 'warp' effect on the center area of the game. The marquee simply had a yellow 'Aztarac' logo floating over a blue grid. The control panel had similar grid graphics and featured an analog joystick that had two buttons, along with an optical spinner. The sideart on this title was a painted Aztarac logo, along with a geometric spaceship, and a whole bunch of stripes. This sideart is easily repaintable due to the simple design. It has been said that only 500 units were built. + + +Internally the game used a Wells Gardner 19K6401 color X-Y monitor. This monitor was prone to early failure, as were all X-Y monitors. The game code itself ran on an 8 Mhz 68000 processor, and had some really good vector hardware that was capable of drawing solid vectors. + + +- TIPS AND TRICKS - + + +* Programmer's Name : Spinning the spinner at a high rate during parts of the attract-mode will result in the programmer's name (Tim Stryker) appearing in approximately 3-inch-high letters across the center of the screen. + + +- STAFF - + + +Designed and programmed by : Tim Stryker + +$end + +$info=azurian, +$bio + +Azurian Attack (c) 1982 Rait Electronics. + + +A simple shoot'em up game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Azurian Attacks shares some similar sounds with "Galaxian" (probably ripped). + +$end + +$info=bwing, +$bio + +B-Wings (c) 1984 Data East. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : DECO (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Battle Wings". + + +Game programmer used a Millennium 95085 Microsystem Emulator to program this game. + + +- STAFF - + + +Game programmer : Akira Sakuma + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +$end + +$info=bcstry,bcstrya, +$bio + +B.C. Story (c) 1997 SemiCom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 15 Mhz) + +Sound CPU : Z80 (@ 3.42719 Mhz) + +Sound Chips : YM2151 (@ 3.42719 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=botss, +$bio + +B.O.T.S.S. - Battle Of The Solar System (c) 1992 Microprose. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz) + +Sound Chips : uPD7759 (@ 0.1 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way Joystick + +$end + +$info=brapboys, +$bio + +B.Rap Boys (c) 1992 Kaneko. + + +A side scrolling beat'em up. Three characters, one on a skateboard, one on a bike and one on rollerskates fight various enemies. Features a large amount of sampled voices and several rap songs. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. DJ Boy (1989) + +2. B.Rap Boys (1992) + +$end + +$info=bssoccer, +$bio + +Back Street Soccer (c) 1996 SunA. + + +A Korean street soccer game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz), (2x) Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (4x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Unico for distribution. + + +Characters' sprites are clearly ripped from a SNK Neo-Geo MVS game called "Street Hoop", a basketball game from Data East. + +$end + +$info=backfire, +$bio + +Backfire! (c) 1995 Data East. + + +A rally-type racing game. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=baddudes, +$bio + +Bad Dudes vs. Dragonninja (c) 04/1988 Data East. + + +A one or two-player sideways scrolling platform beat'em up featuring the 'Bad Dudes', two government agents who must fight against the Dragon Ninja and his minions in order to save the President of the USA - at this time, Ronald Reagan. At the end of each level, players must defeat end-of-level bosses, one of which is Karnov himself. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Dragonninja". + + +'Bad Dudes' acquired something of a cult status, due in no small part to its tongue-in-cheek humour; such as the game's introduction by a Secret Service agent informing the player that 'President Ronnie has been kidnapped by the Ninjas. Are you a bad enough dude to rescue Ronnie?' After saving the President, Reagan appears in the Oval Office and delivers the line: 'Hey Dudes Thanks, for rescuing me, let's go for a burger...'. + + +The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around! + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +A Bad Dudes vs. Dragonninja unit appears in the 1990 movie 'Robocop 2'. + + +- STAFF - + + +Planner : Makoto Kikuchi + +Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi + +Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi + +Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO) + + +- PORTS - + + +One of the many home computer conversions that appeared at the time - namely that of the Commodore Amiga - is notorious for omitting the 'jump' function, rendering the game completely unplayable past the first level. The game was re-released in budget form three years' later and the jump function was, unbelievably, STILL omitted. + + +* Consoles : + +Nintendo Famicom (1989) + + +* Computers : + +Commodore Amiga (1989) + +Atari ST (1989) + +Commodore 64 (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Apple II + +$end + +$info=badlands, +$bio + +Bad Lands (c) 1989 Atari Games. + + +It has been 50 years since the nuclear disaster. The sport of sprint racing is now a ruthless battle between armed cars. These races take place on tracks built in the ruins of the dangerous nuclear zone known only as the BADLANDS. It's all-out war on the track as players blast away at the drones (and each other) to finish first. Players shoot playfield targets for extra points and bonus missiles. Bonus wrenches appear at regular intervals which can be collected and used to upgrade the player's vehicle. The available upgrades are: missiles, tires, turbo, increased speed, and shields. This was to be Atari's last game in the 'Sprint' series. + + +- TECHNICAL - + + +Game ID : 136074 + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Unlike its two most famous prequels, "Championship Sprint" and "Super Sprint", Bad Lands used a standard resolution monitor instead of the medium resolution monitor used in the past. This means the cars are somewhat larger and, because of this scale issue, the tracks feel smaller and more cramped than in other games in the series. As a result of this, only three cars compete, instead of the four vehicles that appeared in earlier games. + + +Bad Lands re-uses some of the sounds from Championship Sprint and Super Sprint, particularly notable when bonus wrenches are collected. + + +- SERIES - + + +1. Sprint 4 (1977) + +2. Sprint 8 (1977) + +3. Sprint 1 (1978) + +4. Super Sprint (1986) + +5. Championship Sprint (1986) + +6. Badlands (1989) + + +- STAFF - + + +Staff : Norm Avellar, Sam Comstock, Brad Fuller, Tim Hubberstey, Glenn McNamara, Kris Moser, John Paul, Kelly Turner, Wade Winblad + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Atari ST (1990) + +Commodore Amiga (1990) + +Amstrad CPC + +$end + +$info=bagman,bagmans,bagmans2,bagmanmc, +$bio + +Bagman (c) 1982 Valadon Automation. + + +A platform game in which the player manoeuvres 'Bagman' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Stern for US distribution (01/1982). + + +This game is known in France as "Le Bagnard". + + +A bootleg of this game runs on the "Moon Cresta" hardware. + + +- SERIES - + + +1. Bagman (1982) + +2. Super Bagman (1984) + + +- PORTS - + + +* Computers : + +Commodore C64 ("Bagitman") + +Commodore C64 ("Gilligan´s Gold") + +$end + +$info=bagnard,bagnarda, +$bio + +Le Bagnard (c) 1982 Valadon Automation. + + +A platform game in which the player manoeuvres 'Le Bagnard' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from French as 'The Convict'. + + +This game is known outside France as "Bagman". + + +- SERIES - + + +1. Le Bagnard (1982) + +2. Super Bagman (1984) + + +- PORTS - + + +* Computers : + +Commodore C64 ("Bagitman") + +Commodore C64 ("Gilligan´s Gold") + +$end + +$info=bakatono, +$bio + +Baka Tono-sama Mahjong Manyuki (c) 12/1991 Monolith. + + +Early Neo-Geo mahjong game with a somewhat comical medieval Japanese setting. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0036 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Stupid Feudal Lord's Mahjong Travelogue'. + + +Baka Tono-sama is a character created by famous Japanese comedian Ken Shimura. The character of Baka Tono-sama is a parody of a feudal Japanese lord. His name translated means 'Stupid Feudal Lord'. Both Baka Tono-sama and his creator Ken Shimura are extremely popular in Japan. + +$end + +$info=bakubaku, +$bio + +Baku Baku Animal (c) 04/1995 Sega. + + +A "Columns" style puzzle game where you attempt to line up blocks featuring the animal's favorite food. When this happens, the animal eats the food causing the other player to receive more blocks. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gobble Gobble Animal'. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sega Game Gear + + +* Computers : + +PC [CD-Rom, Windows 95] (1996) + + +* Ohers : + +Mobile phones (2002) + +$end + +$info=bakubrkr, +$bio + +Bakuretsu Breaker (c) 1992 Kaneko. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM6295 (@ 15.151 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Exploding Breaker'. + + +This game is known outside Japan as "Explosive Breaker". + + +- STAFF - + + +Program : Y. Shintani, S. Igarashi + +Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue + +Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura + +Hardware : H. Morinaga + +Tools : F. Komori, Y. Higashino + +Technical advice : M. Kanaoka + +Debugging : A. Takahashi, Y. Yamazaki, Y. Ozaki, N. Tada + +Management : N. Tanaka + +Producer : Hiroshi Kaneko + +$end + +$info=bkrtmaq, +$bio + +Bakuretsu Quiz Ma-Q Daibouken (c) 1992 Namco. + + +A Japanese quiz with a safari / anti-terrorist theme. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID: MQ + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Magical Q Great Adventure Exploding Quiz'. + +$end + +$info=bakutotu, +$bio + +Bakutotsu Kijuutei - Baraduke II (c) 1988 Namco. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : BK + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Bomb Thrust Machinegun Vessel'. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988. + + +- SERIES - + + +1. Baraduke (1985) + +2. Bakutotsu Kijuutei - Baraduke II (1988) + + +- STAFF - + + +Music composed by : Norio Nakagata, Takane Okubo + +$end + +$info=balcube, +$bio + +Bal Cube (c) 07/1996 Metro. + + +This is an "Arkanoid"-type game with a few twists. Instead of controlling a paddle, you control the ball itself by altering its momentum using the joystick. Various blocks (squares, triangles, and special blocks containing powerups) advance down from the top of the sceen. The player dies when the ball goes down through a hole in the bottom of the screen, or if the blocks reach the bottom of the screen. When you die, you start over at the beginning of the level. Although the game has a ball and paddle look and feel, puzzle elements come into play later in the game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMF278B (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=ballbomb, +$bio + +Balloon Bomber (c) 03/1980 Taito. + + +A simple shoot'em up. + + +- TECHNICAL - + + +Game ID : TN + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=ballbros, +$bio + +Balloon Brothers (c) 1992 East Technology. + + +A puzzle game similar to "Tetris" but with different colored balloons in different shapes. Instead of falling blocks, the balloons float to the top. Completing a full row across will make that row disappear. + + +- TECHNICAL - + + +Taito X System hardware + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=pc_bfght, +$bio + +Balloon Fight (c) 1984 Nintendo. + + +In Balloon Fight, you control a person who flies around with two balloons on his back. You have to defeat men in bird costumes, who have one balloon on their backs. When the balloon is popped, the enemy will float down on a parachute, and go on the ground. Either harm it before it blows up another balloon while on the ground or on the parachute to knock it out. If you don't knock out the enemy, it will go to the next color and be stronger. If you lose one balloon, you're still in the game although you rise slower, but if you lose both, you'll lose a life. You can lose a life by falling in the water, getting hit by lightning, getting hit by an enemy, or getting eaten by a fish. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : BF + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Ballon Fight is based off of the game "Joust". + + +- SERIES - + + +1. Balloon Fight (1984) + +2. Balloon Kid (1990, Nintendo Game Boy) + +3. Balloon Fight GB (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Hirokazu Tanaka + +$end + +$info=jumpshot,jumpshtp, +$bio + +Bally Midway's Jump Shot (c) 1989 Bally Midway. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Like "Shoot The Bull", Jump Shot was a 'kit game' designed to drop into a Pac-Man cabinet. + + +- STAFF - + + +Lead Programmer : Gary Oglesby + +Artist / Animator : Brian Colin + +$end + +$info=baluba, +$bio + +Baluba-Louk no Densetsu (c) 1986 Able. + + +An explorer must get all the treasure chests while avoiding the monsters in this platform game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Legend of Baluba-louk'. + + +For your information, Baluba-louk was discovered in 1985 :). + + +- PORTS - + + +* Consoles : + +Nintendo Famicom ("Aigiina no Yogen - From the Legend of Baluba-louk") + +$end + +$info=bandido, +$bio + +Bandido (c) 01/1980 Exidy. + + +You contol a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.016 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + + +- TRIVIA - + + +After "Sheriff"'s release by Nintendo in 1979, it was licensed to Exidy for re-release as Bandido in 1980. + +$end + +$info=bang, +$bio + +Bang (c) 1998 Gaelco. + + +A cartoony first-person 2-D wild west shoot'em up game. + + +- TECHNICAL - + + +Gaelco GG-1v hardware + + +Main CPU : 68000 (@ 15 Mhz) + +Sound Chips : GAELCO (@ 15 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Gun Gabacho". + +$end + +$info=bangball, +$bio + +Bang Bang Ball (c) 1996 Banpresto / Kunihiko Tashiro + Good House. + + +Two skateboarding mouse dudes must face many strange puzzle challenges in order to rescue their girl who has been abducted by a nasty gang of cats! Features colourful graphics and interesting game mechanics. Care to have a ball of a good time? :) + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMF278B (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- STAFF - + + +Producer : Suzuki + +Game designer : Darma + +Directior : Ochi + +Character designer : Kunihiko Tashiro + +Graphics desiners : Mao, Shibata, Yoshimura, Rie + +Programmer : Machine Fire + +Sound designer : Efa + +Instruction card : Wyvern + +$end + +$info=bangbead,bangbedp, +$bio + +Bang Bead (c) 05/2001 Visco. + + +A modern "pong"-like game with selectable characters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0259 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Battle Flip Shot (1998) + +2. Bang Bead (2001) + + +- STAFF - + + +Director : Tenzi + +Programmers : Bilgo Baggins (Code), Ana (Minarai) + +Graphic designers : Naka, Ber, Kan, Oka, Stickman (Swordman) + +$end + +$info=bankp, +$bio + +Bank Panic (c) 12/1984 Sega. + + +As the sharpshooting sheriff in the white hat, (the hero ALWAYS wears the white hat!), you must protect the town's local bank and the good-willed customers from nasty masked bank robbers! Fast reflexes are a must in this simple yet frantic game that will indeed put your hand-eye coordination to the test!!! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound Chips : (3x) SN76496 (@ 3.86712 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : Joystick 2-way + +Buttons : 1 + + +- TRIVIA - + + +Sanritsu is the actual developer of this game, and Sega produced and distributed it. In fact, if you look through the graphical data, you can see Sanritsu's logo amongst the different tiles and sprites. + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + + +* Computers : + +Amstrad CPC (1986, "Westbank") + +Commodore C64 (1986, "Westbank") + +MSX + +$end + +$info=baraduke,baraduka, +$bio + +Baraduke (c) 07/1985 Namco. + + +A horizontally scrolling shoot'em up where you try to shoot all the evil aliens while collecting cute, friendly one-eyed aliens. At the end of each level there is a chance to gain more energy. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Alien Sector". + + +- SERIES - + + +1. Baraduke (1985) + +2. Bakutotsu Kijuutei - Baraduke II (1988) + + +- STAFF - + + +Sound composer : Yuriko Keino, Norio Nakagata + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997, "Namco Museum Vol.5") + + +* Computers : + +Sharp X68000 (1995) + +$end + +$info=barricad, +$bio + +Barricade (c) 1976 RamTeK. + + +A four-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 559.062 Khz) + +Sound Chips : Discrete (@ 559.062 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : 8-way joystick + + +- TRIVIA - + + +This game is also known as "Brickyard". + + +- SERIES - + + +1. Barricade (1976) + +2. Barricade II + +$end + +$info=barrier, +$bio + +Barrier (c) 08/1979 Vectorbeam. + + +The basic idea behind Barrier is that you have to move your little marker to the end of a grid, while avoiding the other markers. Actually that is the only idea. The game is played on a 3x9 grid that is displayed at angle to make it appear to be in 3-D. You move your little triangle around on the grid by using 4 buttons, while attempting to avoid the little diamonds that are also moving around on the grid. Reaching the end of the grid teleports you back to the front of the grid. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +The second programmer hired by Tim Skelly, Rob Patton, was only 17 when he joined Cinematronics. This game is very reminiscent of the old Mattel hand-held football games from the late 70's. The gameplay is not as deep, though :o). Vectorbeam didn't have a game to ship after "Speed Freak" and needed a product to sell so Cinematronics sold them "Barrier" and in the words of Tim Skelly, 'laughed our asses off about it'. + + +Barrier ran on the Cinematronics hardware platform, which also ran such games as "Warrior", "Speed Freak", and "Star Hawk". It used a huge X-Y monitor that was almost entirely covered with a monitor bezel that only allowed the small triangular playfield to show through. Around 70 percent of the monitor's total area was hidden from the player. The monitor was too large for the cabinet, it actually poked out through a notch in the back door. The control panel featured a start button and four directional buttons, even though this title would have been better with a 4-Way joystick. The sideart shows a picture of a blue wizard who has the playfield of the game as his body, and the same wizard is repeated on the monitor bezel that blocks out most of the screen. This game used the same cabinet as "Speed Freak", which means it had a metal marquee that did not light up. The marquee graphics were also repeated directly below the control panel, just in case you didn't see them on top of the machine. + + +- STAFF - + + +Designed and programmed by : Rob Patton + +$end + +$info=pc_bball, +$bio + +Baseball (c) 1984 Nintendo. + + +A baseball game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : BA + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=pc_bstar, +$bio + +Baseball Stars - Be a champ! (c) 1989 SNK. + + +A baseball game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : B9 + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo for distribution. + + +Baseball Stars became a major hit in many countries world-wide. It was one of the first sports games to have data memory, therefore players could pick a team and make a season, while being able to save season statistics. Baseball Stars was also the first sports game to bring the 'Create a player' feature. Gamers could, for the first time, create players and name them after themselves, family and friends, in addition to naming their own teams. Although the game did not use any names of real life baseball players, one of the computerized teams, the 'American Dreams', included players with nicknames such as Pete (Pete Rose), Hank (Hank Aaron) and Ruth (Babe Ruth). + + +- TIPS AND TRICKS - + + +* Balanced Team : Select 'Make Team' from the menu and press Down, Right, Left, Down(x2), Right, Up. + +Select 'Balanced Team' and press A. + +A message will pop up saying 'WHEN ISN'T IT?'. + +Edit that message to say 'WHEN IT IS'. + + +* Woman's Team : Choose 'Make Team' from the main menu and press Down, Right, Left, Down(x2), Right, Up(x2), Down, Up, Down, Up. + +Select 'Veterans' using the A button and the message ''WHAT IS A WREN?'' will pop up. + +Edit that message to read 'A BIRD'. + +Another message will pop up reading 'WHEN ISN'T IT?'. + +Edit it to read 'WHEN IT IS'. + + +- SERIES - + + +1. Baseball Stars - Be a champ! (1989) + +2. Baseball Stars Professional (1990) + +3. Baseball Stars 2 (1992) + +$end + +$info=bstars2, +$bio + +Baseball Stars 2 (c) 04/1992 SNK. + + +A comical baseball game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0041 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Baseball Stars - Be a champ! (1989, Nintendo Famicom) + +2. Baseball Stars Professional (1990) + +3. Baseball Stars 2 (1992) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planner : Pu-Ken 2020 + +Programmers : To-Chan, Nakamura-Q + +Design chief : Miki, Y. Kawase + +Designers : Masami.T, Kiku-Bee, Riding Monkey Gogo, Kazunori, G.O.N., Great King Yasu + +Sounds : Papaya, Konny + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=bstars, +$bio + +Baseball Stars Professional (c) 04/1990 SNK. + + +A comical baseball game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0002 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Baseball Stars Professional was the first baseball game to be released for the SNK Neo-Geo MVS hardware. + + +- TIPS AND TRICKS - + + +* Extra Players And Teams : If you beat all of the other teams, a pennant extra players or an extra team will be unlocked. + + +- SERIES - + + +1. Baseball Stars - Be a champ! (1989, Nintendo Famicom) + +2. Baseball Stars Professional (1990) + +3. Baseball Stars 2 (1992) + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=basebal2, +$bio + +Baseball The Season II (c) 06/1987 Cinematronics. + + +A baseball game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Buttons : 6 + + +- SERIES - + + +1. World Series - The Season (1985) + +2. Baseball The Season II (1987) + +3. Super Baseball Double Play Home Run Derby (1987) + +4. Strike Zone Baseball (1988) + +$end + +$info=batman, +$bio + +Batman (c) 04/1991 Atari Games. + + +Batman must save Gotham City from The Joker in this action game. Featuring stages with the Batmobile and the Batwing. + + +- TECHNICAL - + + +Game ID : 136085 + + +Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Batman was produced by Numega team. + + +The storyline is based on the 1989 movie of the same name directed by Tim Burton. This game features realistic sounds and voices from the movie. + + +This game was only released as a conversion kit. Rumor has it that 1000 were made. + + +- TIPS AND TRICKS - + + +* When you push the test mode button, go to game options and set difficulty to Easy. Exit the test mode by pushing the test mode button. While in Gotham City (stage 1), enemies do not come out of the door, but they will again in later stages. + +$end + +$info=batmanfr, +$bio + +Batman Forever (c) 05/1996 Acclaim. + + +A side scrolling beat'em-up game. The player controls either Batman or Robin through various stages that include battling Two-Face and The Riddler. The intermission features digitized voices from the actors and photos from the 1995 movie of the same name. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game was designed by Iguana Entertainment. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1996) + + +* Computers : + +PC [MS-DOS / Windows, CD-ROM] (1996) + +$end + +$info=batman2, +$bio + +Batman Part 2 (c) 1981. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Phoenix". + + +- UPDATES - + + +Batman Part 2 has different colors, music and sounds than "Phoenix". + +$end + +$info=batsugun,batugnsp, +$bio + +Batsugun (c) 02/1993 Toaplan. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : TP-030 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Distinguished'. + + +Licensed to Taito for world distribution and to Unite Trading for Korea. + + +This is the last shoot'em up and the first 'non-endless' game by Toaplan. A special version of Batsugun existed, originally it was only for the AOU show (Arcade Operators Union, an arcade game show held in Japan every year) and not for sale. After the Toaplan bankruptcy, the board started to appear on the second hand market. + + +Heralded by some as the first 'maniac shooter', Batsugun involved employees who would go on to form and work at Cave and continue to work in this subgenre. Batsugun saw an evolution in the use of complex bullet and enemy patterns and player fire power and hit-box. + + +The scoring trick on the fourth boss (destroy the two giant laser cannons, let the tanks appearing from the hangars fill the ramps and become red, bomb for 59,630 points a tank) was one source of inspiration for "Battle Garegga"'s gameplay. + + +- UPDATES - + + +In the special version : + +* Differents colours for all stages. + +* Some sprites have different colors. + +* The title screen/demo & the ship selection screen have different colors. + +* The 4-lap end is different. + +* The power-ups are different. + +* The collision detection area is tighter than the original. + +* The smart-bombs are bigger and nicer looking. They also do more dammage. + +* You get 8 credits instead of 4 to complete the game. + +So basically the 'Special ver.' is an easier version. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Excecutive producer : Yuko Tataka + +Programmers : Suki! Suki! Kohchan No-Make, Sigue Hayasato, Tsuneki Ikeda (Ikeda In Naeba), Yoshitatsu Sakai (the 3rd) + +Graphic design : Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun) + +Characters designed by : Junya Inoue (Joker Jun) + +Musics composed by : Yoshitatsu Sakai (the 3rd) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) : including normal and special version. + +$end + +$info=battlnts,battlntj, +$bio + +Battlantis (c) 07/1987 Konami. + + +A shoot'em up similar to "Space Invaders" in concept. + + +- TECHNICAL - + + +Game ID : GX777 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM3812 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Battlantis stands for 'Battle of Atlantis'. + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988. + +$end + +$info=ts2,ts2j, +$bio + +Battle Arena Toshinden 2 (c) 11/1995 Takara / Tamsoft. + + +A 3-D weapons-based fighting game featuring 15 fighters (eleven main fighters, two hidden fighters, two bosses) and revolving camera angles. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Capcom for distribution. + + +- SERIES - + + +1. Battle Arena Toshinden (1994, Sony PlayStation) + +2. Battle Arena Toshinden 2 (1995) + +3. Battle Arena Toshinden 2 Plus (1996, Sony PlayStation) + +4. Battle Arena Nitoshinden (1996, Sony PlayStation) + +5. Battle Arena Toshinden Remix (1996, Sega Saturn) + +6. Battle Arena Toshinden URA - Ultimate Revenge Attack (1996, Sega Saturn) + +7. Battle Arena Toshinden 3 (1997, Sony PlayStation) + +8. Battle Arena Toshinden 4 (1999, Sony PlayStation) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + + +* Computers : + +PC [CD-ROM, Windows](1996) + +$end + +$info=bbakraid,bbakradu, +$bio + +Battle Bakraid (c) 04/1999 Eighting. + + +An excellent vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : ET68-V99 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Battle Bakraid Original Soundtrack - SGCD-0008) on 19/06/1999. + + +- UPDATES - + + +The 'Unlimited Version' (06/1999) has unlocking codes to gain access to five secret fighters and the special course. + + +- TIPS AND TRICKS - + + +* Ship Selection : At the ship select screen... + +1) To select a 'main shot power type' fighter, select your ship with A button. + +2) To select a 'Bomber power type', select your ship with B button. + +3) To select a 'Side shot power type', select your ship with C button. + +4) To select a 'Speed up type', select your ship with Start button. + + +* Phase 2 : To unlock 3 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start. + + +* Phase 3 : To unlock 2 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start (The entering of this code has to be finished before the counter passes 10). + + +* Special Course : Hold C button, insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, B, A, Start and release C button. + + +* Team Edit : Insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, A, B, Start (The entering of this code has to be started after the counter passes 10). + + +* Stage Edit : Start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneaously. + + +* Score Mode : To show up score calculations, start from anywhere in the game, hold C button and tap Joystick Up (To leave the score mode, re-enter the code). + + +- SERIES - + + +1. Battle Garegga (1996) + +2. Battle Bakraid (1999) + + +- STAFF - + + +Program 68000 Side : Shinobu Yagawa + +Program Z80 Side : Tatsuya Uemura + +Music composed by : Atsuhiro Motoyama + +$end + +$info=batlball,batlbala, +$bio + +Battle Balls (c) 1995 Seibu Kaihatsu. + + +In this puzzle game, three rotatable balls consisting of four basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen. When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres. Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up. The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the four basic colors. + + +- TECHNICAL - + + +Seibu SPI Hardware + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Tuning for German distribution and to Metrotainment for Asian distribution. + + +This game is known in Japan as "Senkyu". + +$end + +$info=bchopper, +$bio + +Battle Chopper (c) 12/1987 Irem. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Mr. Heli no Daibouken". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- STAFF - + + +Staff : Y. Tagami, Yoriko Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S + + +- PORTS - + + +* Computers : + +Atari ST (1989, "Mr. Heli") + +Commodore C64 (1989, "Mr. Heli") + +Sinclair ZX Spectrum (1989, "Mr. Heli") + +Commodore Amiga (1989, "Mr. Heli") + +Amstrad CPC (1989, "Mr. Heli") + +$end + +$info=batcir,batcira,batcirj, +$bio + +Battle Circuit (c) 03/1997 Capcom. + + +In this side-scrolling beat'em up, five wacky colour-coded characters fight to arrest 'Dr. Saturn' and stop the 'Shiva System' from taking over the world! Earn money to buy special moves and power-ups. This game has 7 stages... + +* Stage 1 : Inside enemy ship. + +* Stage 2 : Fever in disco, den of evil. + +* Stage 3 : Dead heat in desert. + +* Stage 4 : Sneak in and foil Dr. Saturn's plans. + +* Stage 5 : Jungle Battle, escape from death line. + +* Stage 6 : Chase Zipang as you go down river. + +* Final Stage : Showdown, desperate battle with Shiva system. + +* Secret : Last battle, stop Master Program. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 21 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Some of the game's characters seem to borrow moves & stuff from other Capcom games : + +* Cyber Blue : His battle armor seems VERY inspired by the one used by "Captain Commando", also his Cyber Cannon is reminiscent of Iron Man's Proton Cannon in "Marvel Super Heroes". + +* Captain Silver : One of his special attacks is clearly based on Iceman's Artic Attack in "X-Men - Children of the Atom". + +* Yellow Iris : Her Speed Up power attack is based on Psylocke's Gem Ability in "Marvel Super Heroes" in which she summons copies of herself that attack enemies. + +* Pink Ostrich : She borrows LOTS of moves from Zelkin Fiskerkogen, the bird alien from "Star Gladiator - Episode : I Final Crusade". Also her anklet is quite reminiscent of the spiky bracelets that Chun-li wears in the Street Fighter games. + +* Alien Green : His jump & slam throw is clearly based on Haggar's Pile Driver in "Final Fight". + + +- TIPS AND TRICKS - + + +Pink Ostrich and Alien Green are very hard to clear stage 2 & 3. So if you can put only one credit in the machine, play with another character. + + +- STAFF - + + +Planner : Burns Fuji, Dave Matumoto, Ryozo Tsujimoto, Satoshi.M + +Program designers : T. Ueno, Batayon, HDO, Dress + +Character graphics : Nakamu->, Pinopu, Ino, Hana Kimo Komo, Shinya Kitamura, M. Nakatani, Yorio, Dekao, Dai, T.Ohsumi, Takep, Michiru + +Title design : Shoei + +Arts : Hiroki Ohnishi, Yamamoto Kouji, Nakamura Takako, Hirokazu Yonezuka, Nissui Asae, Nukeo, Hiro, Tokio.N + +Sound effects : Hachibee + +BGM : Syun Nishigaki (Kobekko) + +All sound produced by Arcade Sound Team. + +Voices : Toshiyuki Morikawa, Takashi Nagasako, Kouji Tobe, Miyuki Yamamoto, Jin Yamanoi, Miki Yoshino + +Producers : Tomoshi Sadamoto, Ken Kun + +General producers : Noritaka Funamizu, Yoshiki Okamoto + +$end + +$info=battlex, +$bio + +Battle Cross (c) 1982 Omori Electric. + + +An early space-themed shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=bcruzm12, +$bio + +Battle Cruiser M-12 (c) 1983 Sigma Enterprises. + + +A shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=btlfield, +$bio + +Battle Field (c) 11/1987 Alpha Denshi. + + +Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses. + + +- TECHNICAL - + + +Game ID : Alpha-68K96II 'BT' + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick (rotary) + +Buttons : 2 + + +- TRIVIA - + + +Licensed to SNK. + + +This game is known in US as "Time Soldiers". + + +The game contains a horrible original bug : When you put the 'English language' on using the dipswitch the title screen becomes totally broken. + + +- UPDATES - + + +In "Time Soldiers", the highscore table contains different name entries than Battle Field. + + +- STAFF - + + +Director : Kyuko Ozutumi + +A.D & design : Tomoharu Takahasi + +Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono + +Music programmer : S. Hagitani + +Music : Yuka Watanabe + +Programmers : Hideo Kamera, Hiroyuki Ryu + +$end + +$info=flipshot, +$bio + +Battle Flip Shot (c) 12/1998 Visco. + + +A modern "Pong"-like game with selectable characters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0247 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +The game was in location test two months (10/1998) before its release. + + +- SERIES - + + +1. Battle Flip Shot (1998) + +2. Bang Bead (2001) + +$end + +$info=battleg,battlega,battlegb,battlegc, +$bio + +Battle Garegga (c) 02/1996 Raizing / Eighting. + + +An excellent vertically shoot'em up. + + +- TECHNICAL - + + +Game ID : RA9503 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 15.151 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Tuning for Europe distribution, to Fabtek for USA and to Metrotainment for Hong Kong. + + +The main source of inspiration for this game has been the game "Gun Frontier" (1990 ,Taito). The main gun and bomb power-up systems are almost identical in mechanics, many vehicles have the same attacking patterns, you can destroy scenery and there are flamingoes flying away at stage 2 of both games :). Another interesting thing : "Batsugun" also was a source of inspiration for this game, as the last Toaplan game was one of the first shmups in which bombing in key spots (fourth boss) could grant a lot of points. + + +Shinseisha released a limited-edition soundtrack album for this game (Battle Garegga - GV-027(4-88199-284-8)) on 30/09/1996. + + +- UPDATES - + + +* VER. Sat Feb 3 1996 : + +First official version. + +Distributed in Japan, USA, Europe and Asia. + + +* VER. Sat Mar 2 1996 : + +The titlescreen says 'Battle Garegga - New version'. + +Distributed in Austria and Hong Kong. + +Most of the bullets are changed to yellow spheres. + +'Stage select' and the 3 additional game-mode select secrets removed. + + +* VER. Tue Apr 2 1996 : + +The titlescreen says 'Battle Garegga - Type 2'. + +Distributed in Denmark and China. + +Most of the bullets are changed to yellow spheres. + +'Stage select' and the 3 additional game-mode select secrets removed. + + +- TIPS AND TRICKS - + + +* Ship Selection : At the ship select screen... + +1) To select a 'Normal power type' fighter, select your ship with A button, + +2) To select a 'Speed Up power type', select your ship with B button, + +3) To select a 'Shot power type', select your ship with C button, + +4) To select a 'Speed up & Shot power type', select your ship with A+B+C button. + + +* Mahou Daisakusen Character : Insert a credit, at the title screen press Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start. + + +* Extended Mode : Insert a credit, press and hold A and press Start (This code does not work with the type-2 version). + + +* Harder Mode : Insert a credit, press and hold B and press Start (This code does not work with the type-2 version). + + +* Stage Edit : Insert a credit, press and hold C and press Start (This code does not work with the type-2 version). + + +* Unlock Special mode (Combines extended, stage edit and harder modes) : Insert a credit, press and hold A+B+C and press Start (This code does not work with the type-2 version). + + +* Hint : Destroy bridges and buildings!! Use your smartbombs to destroy bridges and buildings. They often contain large numbers of score medals. + + +- SERIES - + + +1. Battle Garegga (1996) + +2. Battle Bakraid (1999) + + +- STAFF - + + +Director : Kazuyuki Nakashima + +Programming 68000 Side : Shinobu Yagawa, Yasunari Watanabe + +Programming Z80 Side : Yuichi Ochiai + +Graphics : Shinsuke Yamakawa, Mitsuakira Tatsuta + +Sound effects : Manabu Namiki (Santaruru) + +Test players : Mr. Daigoro, Marika F. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=btlkroad, +$bio + +Battle K-Road - Multi Style Fighting Tournament (c) 01/1994 Psikyo. + + +A fighting game. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licenced to Jaleco for US manufacture and distribution. + + +This game is based on the real K-Road Tournament. The K-Road Tournament was banned in every country because of its no-rules, survival of the fittest attitude, which attracts ruthless international fighters. + + +- TIPS AND TRICKS - + + +* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +- STAFF - + + +Staff : Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro + +$end + +$info=battlane,battlan2,battlan3, +$bio + +Battle Lane! Vol. 5 (c) 1986 Technos. + + +A vertically scrolling shoot'em up where you ride a motorcycle. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.25 Mhz) + +Sound Chips : YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The actual licensing of the game went from Taito to Tecmo who further licensed the title to Romstar. This was a common distribution technique for games which were perceived as being 'second tier' or less when compared to 'hit' games. The game is still great fun and is, unfortunately, underappreciated. + + +While popular history seems to think that Data East designed the game (because the pinout matches Data East pinouts) the internals of the two 6809 processors appear to be a little more complicated than that. The design internally is rather Machivellian. It seems almost like it was created by a hardware designer who did not like software programmers! + +$end + +$info=atlantis,atlants2, +$bio + +Battle of Atlantis (c) 1981 Comsoft / Game World. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Battle of Atlantis was an original game designed and developed by 'Game World Manufacturing', with the software being commissioned to 'Comsoft', a software company. Battle of Atlantis was designed to compete with "Scramble", a leading game at the time. + +$end + +$info=battlera, +$bio + +Battle Rangers (c) 02/1989 Data East. + + +In this shoot'em up, two lone commandos take on an entire army with guns, knives, fists and whatever else might be laying around. + + +- TECHNICAL - + + +Main CPU : HuC6280 (@ 7.159066 Mhz) + +Sound CPU : HuC6280 (@ 7.159066 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Bloody Wolf" and in Japan as "Narazumo Sentou Butai - Bloody Wolf". + + +- STAFF - + + +Game designer : Yoshiaki Honda + +Game programmers : Takaaki Ioue, Souichi Akiyama + +Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man + +Sound team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa + +Hardware : Tomotaka Osada + +$end + +$info=bshark,bsharkj, +$bio + +Battle Shark (c) 1989 Taito. + + +A first person shoot'em up. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : C34 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : stick + +Buttons : 6 + + +- STAFF - + + +Direction : Captain Imamura, Ichiro Fujisue + +Game design : Atsushi Yamamoto + +Software : Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata + +Art design : Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20 + +Mechanic : Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda + +Cabinet : Atsushi Iwaoka + +Hardware : Eikichi Takahashi, Katsumi Kaneoka + +Sound and Music (Zuntata) : Yasuko Yamada (Devil Yamada), Hidehito Kitamaru + +$end + +$info=bwings,batwings, +$bio + +Battle Wings (c) 1984 Data East. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : DECO (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "B-Wings". + + +Game programmer used a Millennium 95085 Microsystem Emulator to program this game. + + +- STAFF - + + +Game programmer : Akira Sakuma + +$end + +$info=bzone,bzonec,bzone2, +$bio + +Battle Zone (c) 11/1980 Atari. + + +- TECHNICAL - + + +Game ID : 0364xx + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Pokey (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Battle Zone went into the arcades in 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training. + + +Battle Zone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's. Approximately 15,020 units were produced. + + +As Battle Zone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training (called "Bradley Trainer"). Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training. + + +* The Creation of Battle Zone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battle Zone, while Ed Rotberg was the principal programmer. Ed Rotberg : "Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.". + +The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battle Zone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display. A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.". + + +The volcano erupting in the background was created by Owen Rubin (Major Havoc). Rubin pestered Rotberg to add the volcano but he was too busy to write the code and told Rubin that if he wanted the erupting volcano he'd have to write the code. The next morning, Rotberg walked in to a volcano erupting onscreen and the code listing on his desk. + + +* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battle Zone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, 'Why don't you make the volcano active?' I had enough to do just to make the game play. And everyday he would say 'You know, you really need to make that volcano active.' He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, 'You're a programmer. If you want the volcano active, you write the code and I'll put it in.' So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.". + + +Atari engineers were always amazed by the abilities of the players out in the arcades. Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and. . . the best player was seven. He was extraordinary and he was standing on a chair to reach the controls." + + +Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.". + + +* Popular from the Start As Battle Zone took shape, engineers in the lab wanted to play it, a lot. Ed Rotberg : "Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers." Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued :"The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff.". + + +A Battle Zone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment). + + +In 1982, Atari released a set of 12 collector pins inluding : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- TIPS AND TRICKS - + + +* General Tank Strategy : + +1) Enemy tanks have the same firing limitation that you do - the shot has to disappear out of range or hit something before they can fire again. This is the key - keep them missing and nail them before they can reload. Never sit still. + +2) You have to get the enemy tank in front of you. Turn (in place) in the direction of the tank until you hear it shoot at you. As soon as you hear the shot, back straight up until you see the shot pass. Repeat this until the tank is visible. If the tank is close to you, it’s best to just back up without turning, until it's in your cone of vision. It won't be able to zero in on you if you keep moving. + +3) If you hit a barricade while backing up, you have to react quickly to avoid getting shot. Move forward, then turn slightly and then keep backing up. If you're near the pyramid next to the short cube, you may get hung up between them. It's a good idea to know where they are and avoid them. + +4) Once the tank is in front of you, if it's not facing you, just zero in on it and blow it away. If it is facing you (and coming at you) you may be able to get a barricade in-between it and you. If you can, the tank will run into it, then turn to avoid it. You can then nail it once it moves away from the barricade. + +5) If you can't get a shot at a tank's side, check the next sections for tips on killing it head-on. + + +* Regular Tanks : + +1) Drive towards it at an angle (never directly head-on). It won't be able to zero in on you. You may have to keep adjusting your course slightly as you go. Drive even with or slightly past it, pause a second, then back up a little, turn towards it and fire. + +2) What happens is : as you pass the tank, it will turn towards you to track you, but you're moving faster than it can. When you back up again, it will still be facing where you were. It will usually fire at you and miss, giving you plenty of time to aim. + + +* Supertanks : Follow the same directions as for killing regular tanks, except don't pause when you pull side-by-side with it - immediately back up, turn and kill it. You may actually bump into the tank, but that's fine. It will shoot at you and miss (as long as you keep moving), giving you time to blow it away. Once you master the timing of this, tanks are a breeze. + + +* Missiles : + +1) Missiles are tricky to get the hang of. The first one comes at you straight, so you can just back up in a straight line to kill it. The second group will straighten out near the end of their attack so you can do the same to them, although you’ll need a lot of room to back up. For the rest of the missiles, you have to get the hang of anticipating their flight pattern. + +2) As soon as you hear the missile coming, start backing up and aim your tank so the missile will come down just to the left of the center of the screen (use the crosshairs as a guide). Keep backing up. The missile will zig-zag on the way to the ground, then go straight, go slightly to your left, then turn sharply right. Watch for that straight part of its flight, wait for the left turn, then when it turns to the right - fire. The missile will fly right into your shot. If you position your tank correctly when the missile comes down, you don't need to do any turning while you’re backing up. (You can also use this method for the second group of missiles, except you have to nail them early, before their flight pattern straightens out.) + +3) If you miss, you may be able to dodge the missile by moving ahead and to the right, or if you started backing up soon enough, you may get off a second shot (it will repeat the straight-left-right pattern if given enough room). + +4) This takes a bit of practice, but once you get into the rhythm, you can kill off missiles to your heart's content. Just watch out for barriers! + + +* Saucers : Don't go after saucers unless you know exactly where the enemy tank is, and can do so safely. If the enemy tank gets behind you, then don't chase a saucer down - the tank will shoot you in the back. During a missile attack, don't worry about the saucers at all. They'll just distract you. + + +* Miscellaneous : One of the cool tricks for Battlezone is trapping missiles. This can come in handy for hunting for saucers, or if you need to take a break. You need to get behind a tall barricade (the ones shaped like a refrigerator work best). When a missile attacks, get right up to the barricade. You need to position yourself so the saucer will jump up over the barricade (and you), as straight-on as possible. As soon as it's overhead, spin the tank in place to the right (clockwise). If you time it right, the missile won't be able to exit the radar screen and will be stuck behind you as long as you keep spinning. Now you can just keep spinning until a saucer happens by. If you stop turning to shoot it, the missile will escape, so try to shoot it on the fly. Eventually the missile will escape on its own, although you can delay it by backing up a little while spinning to keep it in range. In order to take a break while trapping a missile, you have to find a way to keep the controls in place so the tank continues to spin. + + +* Hint 1 : Free tanks are awarded at 15,000 and 100,000, missiles arrive after 10,000 and Supertanks show up after 20,000. This may change depending on how a machine is set up. Battlezone's score may wrap over at 10,000,000, but only three players know for sure (according to the Twin Galaxies scoreboard). Some time after 600,000 the Supertanks are replaced by the slower (lower scoring) regular tanks. This is a plus though, since it's safer to go after saucers. (I don't know if this switch is permanent, however.) + + +* Hint 2 : Between attacks, drive forward into an open area, so you have a clear space to move around in during the next attack. During missile attacks, you'll usually have to turn slightly to the right to position the missile correctly on the left side of the screen. + + +* Hint 3 : Keep an eye on the radar screen when a new tank appears, especially in the Supertank rounds. If the game puts one directly behind you, you have very little time to get away. Turn while driving away from it fast. Once you get clear, then you can back up and get it in front of you. + + +* Hint 4 : Practice shooting while turning. You can either practice on tanks (which is risky) or by shooting barricades between attacks. It's a handy skill to master. + + +- STAFF - + + +Project leader : Rick Moncrief + +Programmed by : Ed Rotberg, Hans Hansen + +Engineer : Jed Margolin + +Mechanical engineer : Otto De Runtz + +Technician : Erik Durfey + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (prototype only) + +Atari Lynx (1995, "Battlezone 2000") + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + + +* Computers : + +Commodore VIC-20 (1983) + +Atari ST (1986) + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=battroad, +$bio + +The Battle-Road (c) 10/1984 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 544 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=battlcry, +$bio + +Battlecry (c) 1991 Home Data. + + +A fighting game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- STAFF - + + +Producer : Marshal + +Planners : Marshal, Sion, Show, Miyazee + +Programmers : Sion, Wadachi, Magician, Son of Sun, Pon, Kaz + +Graphic designers : Show, Miyazee, Son of Sun + +Sound : Tappy, H. Endoh + +Engineers : Taroh, K. Azuma, Tara + +$end + +$info=battles, +$bio + +Battles (c) 1983. + + +- TECHNICAL - + + +Main CPU : (4x) Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Samples (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 129 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Xevious". + + +- TIPS AND TRICKS - + + +* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Prease enjoy this game !' will appear on the screen. + +$end + +$info=btoads, +$bio + +Battletoads (c) 1994 Rare. + + +Zitz, Rash and Pimple go through different scenes on a quest to defeat the Dark Queen and her pig-minions in this famous beat'em up. + + +- TECHNICAL - + + +Main CPU : TMS34020 (@ 10 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : BSMT2000 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Electronic Arts by Rare Coins Games. + + +- STAFF - + + +Main program : Chris Sutherland + +Additional programming : Mark Wilson + +Game design : Gregg Mayles + +Additional design : Kevin Bayliss, Chris Sutherland + +Main character artist : Kevin Bayliss + +Additional character artists : Keri Gunn, Gregg Mayles, Steve Mayles, Chris Peil + +Main background artist : Kevin Bayliss + +Additional background artists : Gregg Mayles, Steve Mayles, Chris Peil, Dean Smith + +3D Computer models : Kevin Bayliss + +Hardware concept : Chris Stamper + +Hardware design and construction : Pete Cox, Chris Stamper + +Audio software : Chris Sutherland + +Music and sound effects : Dave Wise + +Additional sound effects : Gregg Mayles, Chris Sutherland + +Sound effect sampling : Dave Wise + +Vocal effects : Kevin Bayliss, Mark Betteridge, Simon Farmer, Chris Peil, John Stamper, Louise Stamper, Chris Sutherland + +Quality assurance : Simon Farmer, Gary Richards, Huw Ward + +Original battletoads concept : Tim Stamper + +Original battletoads design : Kevin Bayliss, Mark Betteridge, Tim Stamper + +Produced by : Chris Stamper, Tim Stamper. + +$end + +$info=bayroute,bayrout1,bayroutj,bayrtbl1,bayrtbl2, +$bio + +Bay-Route (c) 03/1989 Sunsoft / Sega. + + +A horizontal anti-terrorist shoot'em up / platform game. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0115 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +FD1094 317-0115 + +* Japanese release. + + +FD1094 317-0116 + +* World release. + + +- STAFF - + + +Program : Yoshitaka Kawabe + +Design : Kazuyuki Sugiura, Rieko Sakai, Masayuki Aikawa + +Sound : Vial music, Michie Takemori, Shinichi Seya + +Director : Kiharu Yoshidaatsuura + +$end + +$info=beaminv, +$bio + +Beam Invader (c) 19?? Tekunon Kougyou. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 208 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : paddle + +Button : 1 + +$end + +$info=bbusters, +$bio + +Beast Busters (c) 11/1989 SNK. + + +A city has been invaded by the undead, you as any of three soldiers must shoot & blast your way out or you'll become tonight's main course in this frantic first person shooter! Features excellent graphics and lots of challenge! No one knows how it happened but one thing is for sure, we'll risk our lives... and have lots of fun! + + +- TECHNICAL - + + +Game ID : A9003 'BB' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +A Beast Busters unit appears in the 1998 movie 'The Replacement Killers'. + + +- SERIES - + + +1. Beast Busters (1989) + +2. Beast Busters - Second Nightmare (1999) + + +- STAFF - + + +President : Eikichi Kawasaki + +Producer & Director : Hamachi. Papa + +Designers : Mitsuzo.I, Ken, Muromoto, Sakai, Mioshi, Maeda, Fujiwara + +Main programmer : Mr. SNK 25 + +Assistant programmer : Murano + +Sound creators : Tarkun, Papaya + +Hard creator : Ebara + + +- PORTS - + + +* Computers : + +Atari ST (1990) + +Commodore Amiga (1990) + +$end + +$info=beastf, +$bio + +Beastie Feastie (c) 1984 Epos Corporation. + + +Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "The Glob" and "Super Glob". + +$end + +$info=beastrzr,beastrzb, +$bio + +Beastorizer (c) 1997 Eighting / Raizing. + + +Unleash the beast within! Take your pick from 8 unique fighters with the ability to morph into powerful werebeasts (wolf, lion, rabbit, tiger, mole, fox, gorilla & boar) and battle your way to reach the sinister Tylon Corporation's secret bioweapon : the deadly weredemon Uriko! Features solid 3-D graphics with awesome character designs, great sound effects & cool music, and a simple control scheme geared towards fast, agressive gameplay. + + +- TECHNICAL - + + +Game ID : RA9701 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : 68000 (@ 12 Mhz) + +Sound Chips : PSX (@ 12 Mhz), YMF271 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Beastorizer is the game's arcade name, the home version is known as "Bloody Roar" (see Ports section for more info). + + +- SERIES - + + +1. Beastorizer (1997) + +2. Bloody Roar 2 - Bringer of The New Age (1998) + +3. Bloody Roar 3 (2001) + + +- STAFF - + + +Chief producer : Masato oyoshima + +Producer : Kenji Kawase + +Director : Susumu Hibi + +Main programmer : Yuichi Ochiai + +Programmers : Yasunari Watanabe, Takeshi Dodo, Kenji Shibayama + +Planner : Seiya Yamanaka + +Main graphic designer : Shinichi Ohnishi + +Graphic designers : Mitsuakira Tatsuta, Shinsuke Yamakawa + +Motion designers : Shinji Ohtomo, Koji Mandai, Kumi Sasaki, Tetsu Ozaki + +Character designer : Mitsuakira Tatsuta + +Sound composers : Atsuhiro Motoyama, Santaruru, Ken-ichi Koyano, Hitoshi Sakimoto, Masaharu Iwata, Tomoko Miyagi + +Sound effects : Gen + +Sound programmer : Yuichi Ochiai + +Voice actors : Nobutoshi Hayashi, Fumihiko Tachiki, Ryo Horikawa, Mika Kanai, Scott McCulloch, Barry Gjerde, Samantha Vega + +General producer : Tomonori Fujisawa + +Test players : Takeshi Yamane, Masahiro Kitano, Satoru Tanikawa, Kazuyuki Yamamoto, Yuji Ishige, Joe Kitsukawa, Ryoji Sano, Shigeyuki Saitoh, Shinsiku Gotoh + + +* Hudson staff : + +Executive producer : Naoyuki Tsuji + +Chief producer : Kunji Katsuki + +Producer : Atsushi Ikeda + +Director : Kenji Fukuya + + +- PORTS - + + +Bloody Roar (1997, Sony PlayStation) + +$end + +$info=beathead, +$bio + +Beat Head (c) 11/1993 Atari Games. + + +Jump on the tiles that match your color or that have your color and your opponent's color. Jump on enough to fill your spaces before your opponent fills his. + + +- TECHNICAL - + + +Main CPU : ASAP (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. The game was intentionally surreal and is (to my mind) the only Atari game to use the sprite system to create full motion video until the Cojag era. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. As a consequence, Beat Head was written off as a tax loss and it was believed that all copies had been destroyed, this evidently was not the case. + + +The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'. + +$end + +$info=btchamp, +$bio + +Beat The Champ (c) 1996 Konami. + + +- TECHNICAL - + + +Game ID : GV053 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : trackball + +Buttons : 3 + +$end + +$info=bm1stmix, +$bio + +beatmania (c) 1997 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GQ753 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +'Bemani' is actually a play on words : BE (at) MANI (a). + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Director : Yuichiro Sagawa + +Planners : Mizking, Takashi Hamano + +Sound producers : Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi + +Programmers : Takayuki Fukunaga, Hideki Hashimoto + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +CG designer : Mizking + +Industrial designer : Isao Uehara + +Graphic designer : Noriyuki Yokoki + +Vocalist & rapper : Butcher "One Love", DJ Volcano, Chappy + +Guiterist : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita + +Dancers : Wan~chan, Nami + +Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki + +Producer : Koji Okamoto + + +- PORTS - + + +* Others : + +LCD handheld game + +$end + +$info=bm2ndmix,bm2ndmxa, +$bio + +beatmania 2nd MIX (c) 1998 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GX853 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Director : Yuichiro Sagawa + +Planners : Mizking, Takashi Hamano + +Sound director : Reo Nagumo + +Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi + +Programmers : Takayuki Fukunaga, Hideki Hashimoto, Youhei Shimizu + +Sound data analizer : Koji Kazaoka, Ryuichi Nitta, Hiroki Koga + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +Cg designer : Mizking + +Industrial designer : Isao Uehara + +Product designer : Noriyuki Yokoki + +Vocalist & Rapper : Butcher "One Love", DJ Volcano, Chappy, Co~key, Bombman + +Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita + +Dancers : Wan~chan, Nami + +Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Kerry Nagai + +Producer : Koji Okamoto + +$end + +$info=bm4thmix, +$bio + +beatmania 4th MIX - The Beat Goes On (c) 1999 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GX847 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TIPS AND TRICKS - + + +* Complete Song List Choice Mode (including Hidden Songs) : All songs can be selected from the beginning in BASIC and HARD modes. + +1) Insert coin(s). + +2) Press 1-5-4-3-4-3-4-1-2-1-1-5-4-3-4-3-4-1-2-1-1 on the 2P keyboard (This is the notes from 'Deep In You'). + +3) Press Start while holding down Effect and buttons 2-4 on the 1P keyboard. + + +* Hidden Stages : + +1) Insert coin(s). + +2) Press 1-4-3-5-2-4-1-5 on the 2P keyboard (This is the notes from 'Paranoia Max'). + +3) Press Start while holding down the Effect button. + + +* Changing The Frame Colour : During MODE SELECT, pressing the Start button will change the screens frame colour with each press. Each press will change the frame to the following colours : Grey >> Gold >> Red >> Blue >> Green >> White >> Brown >> Scarlet >> Black >> Magenta >> Purple. + + +* Mirror Play : + +1) Insert coin(s). + +2) Turn the 2P turntable anti-clockwise three times. + +3) Press Start. + + +* Random Play : + +1) Insert coin(s). + +2) Turn the 2P turntable clockwise three times. + +3) Press Start. + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer : Koji Okamoto + +Director : Seiji Higurashi + +Planner : Mizking F + +Sound director : Takehiko Fujii + +Sound superviser : Reo Nagumo + +Programmer : Hideki Hashimoto + +CG designers : Hotaru Komatsu, Hideko Shigeta, Mizking F, Satoshi Higashida (KCEJ), Hajime Yashiro (KCEJ) + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +Graphic designers : Noriyuki Yokoki, Mayu Sugiyama + +Composers : Larry Dunn, GTS, Monday Michiru, Yasushi Kurobane, Takumi Iwasaki, Bebe, Hiroshi Watarai, Deep Emotion, Dj Oddball, Mitsukuni Murayama, Kouichi Yamasaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ) + +NM Sequence unlimited (AMD), D&G Music Factory (AMD) + +Sound data analyzer : Ryuichi Nitta + +Vocalists & Rappers : Larry Dunn, Monday Michiru, Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson + +Dancers : Nami, Wan-Chan + +Mixing engineers : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio) + +Japanese-English translator : Justin Lazaroff + +$end + +$info=bm5thmix, +$bio + +beatmania 5th MIX - Time To Get Down (c) 1999 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer : Koji Okamoto + +Executive director : Seiji Higurashi + +Director : Yuichiro Sagawa + +Sound director : Takehiko Fujii + +Sound superviser : Reo Nagumo + +Programmers : Yohei Marufuji, Hideki Hashimoto + +CG Designer : Tomoko Shiono + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +Graphic designer : Noriyuki Yokoki + +Composers : GTS, BEBE, Hiroshi Watarai, DEEP EMOTION, DJ ODDBALL, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ), Toshiyuki Kakuta (KCEJ), NM SEQUENCE UNLIMITED (AMD), D&G MUSIC FACTORY (AMD),Hirosi Takeyasu, REGINA, PAPAYA, ULTIMATE HEIGHTS, CAPTAIN JACK, X-TREME, DIMITRI FROM PARIS, UTUMI, MIKIO ENDO + +Sound data Analysers : Mitsukuni Murayama, Ryuichi Nitta + +Vocalists & Rappers : Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson, Brenda Vaughn, ARGIE LANETTE PHINE, Linda Gish + +Drummer : Kiyotaka Sugimoto + +Dancers : NAMI, WAN-CHAN + +Mixing enginners : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio) + +Japanese-English translator : Justin Lazaroff + +$end + +$info=bm6thmix, +$bio + +beatmania 6th MIX - The UK Underground Music (c) 2001 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Exective producer : Fumiaki Tanaka + +Producer : Yoshihiko Ota + +Director : Kenji Togami + +Sound director : Takehiko Fujii, Osamu Migitera + +Programmers : Kenji Togami, Kazuyasu Kawamura, Takao Tada + +CG Designer : Tomochika Moroe, Chihiro Inoue + +Graphic designer : Noriyuki Yokoki + +Composers : B.CHOYEK, Isao Saito, KEN Takizawa, Kiyotaka Sugimoto, KLUTE, Kouichi Yamazaki, M.MELITO & P.FINN, Mark Shrimpton, murumuru-kurotou, Naoki Maeda, Osamu Migitera, PARADOX, Takehiko Fujii, Tomosuke Funaki, TOTAL SCIENCE, Youhei Shimizu, Yuuki Kuromitsu + +Sound data Analysers : Kiyotaka Sugimoto, Osamu Migitera, Takehiko Fujii, Youhei Shimizu + +Mixing enginners : Miho Toyoda + +Products support : Hachitaro Sato, Shinya Ishida, Tsuyoshi Nakano + +Manual writer : Mika Sudo + +$end + +$info=bmcompmx, +$bio + +beatmania Complete MIX (c) 1999 Konami. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GX858 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +This game is known in US as "hiphopmania Complete MIX". + + +- TIPS AND TRICKS - + + +* Complete Song List Choice Mode : + +1) Insert your credits. + +2) Hold down 1P buttons 1+4 and fully turn turntable clockwise once. + +3) Hold down 1P buttons 2+5 and fully turn turntable clockwise once. + + +4) Hold down 1P button 4 and press START. + +5) Release button 4 and press button 2. + +If you did it right, you should be able to select all songs. + + +* Another Version : + +1) During 'STAGE SELECT', turn the records and press buttons 2-4-2 in quick succession while they are turning. + +2) Next, turn the records again and press buttons 4-2-4 in quick succession while they are turning. + +3) Later, when 'hard house', 'hard techno' (Acid Bomb) or 'euro beat' are selected, 'Another' version can be played. + + +* Random Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-3-5-3-2 + + +* Mirror Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-5-3-2-1 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer & Director : Koji Okamoto + +Planner : Mizking + +Sound director : Reo Nagumo + +Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu + +Programmers : Hideki Hashimoto, Takayuki Fukunaga + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan) + +Graphic designer : Noriyuki Yokoki + +Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman + +Sound tool programmer : Yohei Shimizu + +Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita + +Dancer : Wan-Chan, Nami + +Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff + + +* Staff of PSX original songs 'Big Beat Mix' : + +CG designer : Hajime Yashiro (KCE Japan) + +Composers : Hiroyuki Togo (KCE Japan), Tappy + +Lyricists : Fabienne Haber, Hiroyuki Togo + +Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo + +Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura + +Guitarist : Hiroyuki Togo + +Japanese-English translators : Kerry Nagai, Ikuzo Fujimura + +Japanese-French translator : Fabienne Haber + +$end + +$info=bmcompm2, +$bio + +beatmania Complete MIX 2 (c) 2000 Konami. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GX988 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +This game is known in US as "hiphopmania Complete MIX 2". + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer : Koji Okamoto + +Director : Seiji Higurashi + +Sound directors : Takehiko Fujii, Kiyotaka Sugimoto + +Sound superviser : Reo Nagumo + +Programmers : Yohei Marufuji, Masaru Nakamura + +Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono + +Hardware engineer : Masayuki Senami + +Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura + +Graphic designer : Noriyuki Yokoki + +Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude + +Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki + +Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote + +Drummer : Kiyotaka Sugimoto + +Dancers : Nami, Wan~chan + +Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio) + +Japanese~English translator : Justin Lazaroff + +$end + +$info=bmcorerm, +$bio + +beatmania CORE REMIX (c) 2000 Konami. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GXA05 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer : Koji Okamoto + +Director : Yuichiro Sagawa + +Sound directors : Takehito Fujii, Reo nagumo + +Programmers : Kenji Togami, Kazuyasu Kawamura + +Cg Designers : Yukizumi Terao, Hotaru Komatsu, Megumi Kohayakawa + +Dance performance : Tadasuke Iwasa and Ryoko Kiuchi (Brand-New Dance Market) + +Graphic designer : Noriyuki Yokoki + +Composers : B.Bandj, Hiroshi Takeyasu, Hiroshi Watanabe, Isao Saito, Ken Matsumoto, Kiyotaka Sugimoto, Kouichi Yamazaki, Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Tatsuya Furukawa (Good-Cool), Tatsuya Nishiwaki, Tomosuke Funaki, Youhei Shimizu, Yukihiro Fukutomi + +Sound data analysers : Osamu Migitera, Reo Nagumo, Takehiko Fujii, Tomoyuki Uchida, Hiroki Koga, Takayuki Isikawa + +Vocalists & Rappers & Scratch : Isao Saito, ICHe, B.Bandj, DJ Jun, Noriko Fukushima, R.C., Reika Morishita + +Mixing engineers : akira Kusayanagi, Mitsuyasu Kaneko, Yoshiaki Onishi + +Products supports : Shinya Ishida, Masayuki Senami, Tatsuya Kobayashi, Yoriyoshi Matsushita + +$end + +$info=bmdct, +$bio + +beatmania Featuring Dreams Come True (c) 2000 Konami. + + +Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + +Game ID : GX995 + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. beatmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. beatmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Artist management : MS Artists Products, Inc. + +Coordinator : Musical Station + + +* Konami Bemani Staff : + +Producer : Koji Okamoto + +Director : Yoshihito Kato + +Sound producer : Reo Nagumo + +Sound director : Kaoko Aoki + +CG director : meg-KOHA + +CG designers : Light Kisaragi, Hir-Pon, Shio + +Programmer : MTSU + +Sound data analizers : Takehiko Fujii, dJTAKA, Suji, Jun Wakita, Tomoyuki Uchida, Osamu Migitera + +Graphic designer : Mayu Sugiyama + + +* KCEJ Staff : + +Producers : Hideo Kojima, Noriaki Okamura + +Director : Hajime Yashiro + +Sound director : Hiroyuki Togo + +CG designers : Atuko Ito, Masami Kawano + +Programmers : Tetsuya Funakubo, Tan Yudon, Motoi Mizobe, Motoaki Nishino + +Sound data analizers : oshiyuki Kakuta, Masashi Watanabe + +Arranger : Hiroyuki Togo + +Music designer : Toshiyuki Kakuta + + +* Sound Management Staff : + +Coordinator : Sumiko Shindo (KME) + +Licensing manager : Kazunari Okido (KME) + +Japanese - English translator : Scotty D. + + +* Konami - Remix Sound Staff : + +Producer : Seiji Okamoto (Hello good-bye) + +Assistant producer : Takaaki Kondo (Hello good-bye) + +Director : Koichi Tanaka + +Guitar : Shingo Nakamura + +Flute : Koji Orita + +Engineers : Takeshi Inaba (Otoya), Masaaki Takahashi (Sonata Club) + +Studio : Hiipo st., Sonata Club + + +* Game Version Mixing' Sound Staff : + +Mixing engineers : Mitsuyasu Kaneko, Gonta Kawamoto (Studio Sunshine) + +Studio : Studio Sunshine, Be Born Studio + + +* Narration Staff : + +Recording engineer : Kenzo Miura (Video Sunmall) + +Assistant engineer : Hiroyuki Sukano (Video Sunmall) + +Special DJ : Lin Urashima + +$end + +$info=ddp2, +$bio + +Bee Storm - DoDonPachi II (c) 05/2001 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 448 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. DonPachi (1995) + +2. DoDonPachi (1997) + +3. Bee Storm - DoDonPachi II (2001) + +4. DoDonpachi Dai-Ou-Jou (2002) + +$end + +$info=beezer,beezer1, +$bio + +Beezer (c) 1982 Tong Electronic. + + +Players trap dangerous killer bees. The precise trackball control is used to maneuver through the honeycomb pushing gates to create six sided traps. The bees are lured into the trap and shut in. Eating bee eggs before they hatch gives Beezer super powers to eat bees. However, there are dangers of getting stung or trapped. A winning play strategy keeps players coming back to Beezer. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1 Mhz) + +Sound Chips : DAC (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 288 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : trackball + +$end + +$info=bel, +$bio + +Behind... Enemy Lines (c) 1997 Sega. + + +A first-person view shoot'em up. + + +- TECHNICAL - + + +Sega Model 2C hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Developed by Real 3-D (a division of Lockheed Martin, see 'Staff' section for more info). + + +- STAFF - + + +Producers : Shelia Burgess, Gene Lynch + +Game director : Gene Lynch + +Design directors : Gene Lynch, Bob Hichborn + +Game programmers : Steven Woodcock, Dennis Butler, Lisa Spencer, Harry Wise + +Asst. programmer : Tim Tisler + +Set designers / 3D modelers : Bryan Tate, Christopher Bartlett, Rick Boyd, Bruce Robbins, Mark Ross + +Animators / 3D modelers : Todd Palamar, Mike Bendele + +Asst. Animator / 3D modeler : Larry Santaw + +Graphic / Textures artists : Rik Levins, Bill Marimon + +Asst. textures artist : Ron Wooddall + +Art and design : John Nadeau + +Sound design / Mix : Dorrie Batten + +Sound implentation : Dorrie Batten, Harry Wise + +Music composer : Fumio Itoh + +$end + +$info=blswhstl, +$bio + +Bells & Whistles (c) 02/1991 Konami. + + +The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous jouney through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge. + + +- TECHNICAL - + + +Game ID : GX060 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Detana!! Twin Bee". + + +King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991. + + +- SERIES - + + +1. Twin Bee (1985) + +2. Bells & Whistles (1991) + +3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995) + + +- STAFF - + + +Director : M. Ohsawa + +Programmer : T. Shimomura + +Designers : R. Shogaki, H. Ashida, K. Ishimoto + +Animation : Shuzilow.Ha + +Sound designers : H. Maezawa, Michiru Yamane, Masae Nakashima + +Engineer : H. Matsuura + +$end + +$info=benberob, +$bio + +Ben Bero Beh (c) 1984 Taito. + + +A platform game by Taito. You guide a small superhero through an apartment complex on fire! Armed with a fire extinguisher, you must make your way down the levels avoiding gas explosions, crumbling floors, damaged lighting fixtures, and various enemies that pop out of the doors. The goal is to extinguish the fire and rescue Ben's girlfriend. + + +- TECHNICAL - + + +Game ID : A26 + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Try to extingush the fire as soon as possible. Although it does not stop the building from falling to pieces, it will save you trouble on the lower levels (it can fall through cracks in the levels and start up again). + + +* An easy way to beat the fire is to start spraying when you get within range to bring it down, then aim low while advancing to extinguish the tiny remenants (they can kill you!). + +$end + +$info=berlwall,berlwalt, +$bio + +The Berlin Wall (c) 01/1991 Kaneko. + + +The player takes control of a boy who must use his hammer to break the blocks that form part of the colourful, platform-strewn levels that form each stage. These holes act as traps for the many patrolling monsters and once an enemy has fallen into a hole, the player must then use the hammer on the enemy to make it fall through the hole and down to the platform below - causing it to change into fruit, which can then be collected. This game is a reworking of the 1980 classic, "Space Panic". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1 Mhz), MSM6295 (@ 12.121 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 34816 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Programmed by : Y. Saka, Tiny Tomo + +Graphic designed by : Atsuko Yasaki, Yuko Mabuchi, Ayako Funatsu, Keisuke Matsuoka + +Music & Effect sound by : Tatsuya Watanabe, Swara Pro + +Hardware designed by : Hayato Morinaga + +Produced by : Hiroshi Kaneko + + +- PORTS - + + +Kaneko planned to release a Sega Mega Drive home conversion of this game, but it was never released. + + +* Consoles : + +Sega Game Gear (1991) + +$end + +$info=bermudat,bermudao,bermudaa, +$bio + +Bermuda Triangle (c) 1987 SNK. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : A6003 'WW' + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "World Wars" (but similar to the US older version). + + +- UPDATES - + + +The US older version is a different version : + +* Different weapon powerup. + +* Graphics are almost completely different. + +* More different bosses. + +* No shape-changing by powerups. + +* No Speeches. + +* Players beam to different places instead of times after finishing a level. + + +- STAFF - + + +Director : Eikichi Kawasaki + +Software : SNK jr. + +Designers : Rampty, Tetsuyaki + +Assistants : Miss Yoko, Angel + +Hardware : Akitadesi + +Sound : Kenny + +Producer : Mr. Oba + +Printing : Tomotae + +$end + +$info=berzerk,berzerk1, +$bio + +Berzerk (c) 10/1980 Stern Electronics. + + +The player is in control of a green stick-figure, representing a 'humanoid'. The player negotiates a maze filled with as many as eleven robots, who fire lasers back at the player character. A player can be killed by being shot, by running into a robot, by running into a wall of the maze, or by being touched by the player's nemesis, 'Evil Otto'. The player advances by escaping from the maze through an opening at one of the far walls. Each robot destroyed is worth 50 points. Ideally, all the robots in the current maze have been destroyed before the player escapes, thus gaining the player a per-maze bonus (ten points per robot). The game has 64,000 mazes, and each level is designed to be more difficult to finish than the last. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : Samples (@ 2.5 Mhz), Custom (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots. This dream, with heavy borrowing from the BASIC game 'Robots' ('Daleks' in the UK), was the basis for Berzerk. The idea for a black-and-white game was abandoned when the color game "Defender" was released earlier the same year to significant success. At that point Stern decided to use a color overlay board for Berzerk. A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed successfully at a Chicago singles bar before general release. + + +The title of the game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen. It's a novel about robots which go Berzerk and kill everybody. + + +Berzerk is the first robot killing game but the big selling point of Berzerk was that very speech – it was the first game to feature talking enemies, the speech synthesis technology of the time being so new that it cost $1000 to program each individual word into the game’s ROM. + + +Berzerk was also the first game to attempt a bit of on-screen comedy – your robot opponents often fell foul of slapstick misfortune, shooting each other in the head or walking into walls and exploding in their attempts to kill you. And if you legged it out of a room without killing them all, the survivors would taunt you in their Speak & Spell voices : "Chicken – fight like a robot!". Okay, it’s not hilarious, but even Bob Monkhouse had to start somewhere. + + +'Evil Otto' was named for 'Dave Otto', who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did. 'Evil Otto' can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a 'Malicious basketball' by some. + + +Berzerk was Stern's first major video game success. It was made in both upright (approx. 4000 units) and cocktail (approx. 100 units) models. Berzerk suffered a bit in sales due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales. + + +Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey was the first person to die playing a video game, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982 at the 'Friar Tuck Game Room' in Calumet City, Illinois : 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only fifteen minutes. A few seconds after that, he collapsed and died of a heart attack. + + +The Berzerk cabinet was the first in a series of cabinets from Stern that had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. This title features rather primitive painted sideart that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee is only a 'Berzerk' logo, and it kind of looks like something that someone might have done in their high school airbrush class. + + +Berzerk is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall will cause that section of the wall to change to your color. + + +This title uses a Z80 processor, although it was originally written for the 6809E processor. + + +A Berzerk unit appears in the 1982 movie 'Tron' and in the 1983 movie 'Joysticks'. + +A Berkzerk unit appears in the ZZ Top music video 'Legs'. + + +Berzerk inspired a catchy hit song by Buckner and Garcia called 'Goin' Berzerk' released on the 'Pac-Man Fever' album. + + +- UPDATES - + + +Two different versions of the game were released. As a player's score increases, the colors of the enemy robots change, and the robots can have more bullets on the screen at the same time (once they reach the limit, they cannot fire again until one or more of their bullets detonates; the limit applies to the robots as a group, not as individuals). In the original version, the sequence goes : + +* Yellow robots that don't fire + +* Red robots that can fire one bullet + +* White robots that can fire two bullets + +After 5,000 points Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed. + + +The revised version, which had the much larger production run of the two, features a longer color sequence that also included purple, green, and light blue robots. In this version, the robot sequence went up to five normal speed bullets, then they began firing fast bullets, starting with one fast bullet, and eventually going as high as seven fast bullets at once. After 20,000 points the robots stay light blue and may have up to seven fast bullets on screen for the remainder of play. To balance the greatly increased threat from the robots in this version, Evil Otto's pursuit speed remains at its normal (half or equal the player's speed) level throughout. + + +- TIPS AND TRICKS - + + +* An Interesting Quirk : The space between your man's head and body is not technically part of your man, so that shots that pass through this area (your 'neck') will not kill you. + + +* Hint 1 : Always exit the mazes on the sides! If you exit the top or bottom, you will often start in a long corridor with many robots on both sides of you. + + +* Hint 2 : The robots will always move toward you. Use this to your benefit when two (or more) robots are close to each other by moving your man back and forth, thus causing the robots to collide and annihilate each other. + + +* Hint 3 : When seperated from the robots by a vertical wall, move up and down to place the robots on the same horizontal plane, where they will kill each other with shots aimed in your direction. + + +* Hint 4 : The robots always walk toward you unless you're in their line of fire; then they will pause to shoot. There are eight directions you and they can shoot. The only way to survive the higher levels (10,000 points +) is to learn the blind spots of the robots. If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others. The angle shots are almost never necessary. It is very difficult to hit a robot with an angle shot. When you shoot, your man stops moving, when you can't move, you are vulnerable. Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice. + + +* Hint 5 : Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen. By the time you move low enough to get a shot they will have already fired. In contrast, if you come 'up' on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you. + + +* Hint 6 : Because your man is a lot taller than he is wide, it is very easy to avoid shots from above and below. Take out the robots to the sides of you first. + + +* Hint 7 : If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you. They will only hit the wall. ALWAYS use this tactic to kill most of the robots in a maze. When you are in the right position, just hold down the fire button. This will make your player stand still. You can inch your way very close to the deadly walls without fear of running into them. When shooting up or down, that trick doesn't work. If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall. If you are lucky, the robot will walk into your fire before he gets a shot off. By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets. In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock. To defeat him, shoot up and immediately walk to the right and he will walk into your bullet. + + +* Hint 8 : Because the robots are attracted to you 'as the crow flies', they will tend to clump together and smash into each other. The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other. The ball (Evil Otto) will also kill them. You can ignore some robots in the maze and let Otto kill them for you. Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit. + + +* Hint 9 :The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall. If a robot is below the end of a wall, you can move up and direct him into the wall end. + + +* Hint 10 : In later rounds, all or the real action takes place in the first two or three seconds of a round. If you survive the initial shots from the robots, you are as good as done with the maze. When a new maze comes on screen, you are very vulnerable. Often you are in the line of fire of five robots. As the new maze slides on-screen, you can see it before the robots appear. Use this time to decide which way to run. Assume that there will be a robot in each 'room' or 'nook'. Shoot the robot right in front of you first, and then run toward his position. By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots. Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them. Get to a safe barrier as soon as possible and wait for the robots to move into easy positions. + + +* Hint 11 : The more robots that are in a maze (up to 11), the more time you have until Otto comes out. If the maze has only 1-3 robots, don't waste time shooting them unless they stand between you and the exit. + + +* Here is how the rounds progress : + +Points - Robot Color - Shots fired + +0-260 -Yellow - 0 + +260-1200 - Red - 1 + +1200-3000 - Light Blue - 2 + +3000-4500 - Yellow / Green - 3 + +4500-6000 - Purple - 4 + +6000-8000 - Yellow - 5 + +8000-10000 - White - One fast shot (2x speed) + +10000-12000 - Light Blue - Two fast shots + + +This color system now repeats. At around 20,000 points, the robots stay light blue. Starting at about 10,000 pts. Berzerk becomes largely a game of luck. If you get an open maze with a lot of robots, there is not much you can do. + + +- SERIES - + + +1. Berzerk (1980) + +2. Frenzy (1982) + + +- STAFF - + + +Designed and programmed by : Alan McNeil + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +Atari 2600 (1982) + +Atari 5200 (1983) + + +* Computers : + +Microtan 65 (1984) + + +* Others : + +VFD handheld game (1982) by Coleco : Unfortunately, this game was never released. + +$end + +$info=bbbxing, +$bio + +Best Bout Boxing (c) 02/1994 Jaleco. + + +Horizontal boxing game featuring seven boxers great fight and special moves to win the title belt. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=bigbang, +$bio + +Big Bang - Power Shooting (c) 1993 NMK. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : UPL-93091 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Thunder Dragon 2". + + +- SERIES - + + +1. Thunder Dragon (1991) + +2. Big Bang - Power Shooting (1993) + + +- STAFF - + + +Planning : W.W. Miyakawa + +Programmer : Ore-Dayo + +Co-Programmer : Ryu Kikuchi + +Graphics : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami + +Sound creator : Manabu Namiki (Taro) + +Sound adviser : Hide-Kaz + +$end + +$info=bigbucks, +$bio + +Big Bucks (c) 1986 Dynasoft. + + +Test your trivia IQ in this English quiz game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +$end + +$info=bigevglf, +$bio + +Big Event Golf (c) 1986 Taito. + + +A challenging 18 hole championship golf course game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Easter Egg : Some of the larger (?) rocks around the course boundaries have messages on them, such as 'NENKO', "SASAEI", and "OFHARA". These are programmer names? You have to get the ball right next to it to make out the text clearly, but often you can tell if a rock has it from about 50 yards out (you can see one from the 16th tee). + +$end + +$info=bigkarnk, +$bio + +Big Karnak (c) 1991 Gaelco S.A. + + +A platform game. + + +- TECHNICAL - + + +Game ID : 901112-1 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6809 (@ 2.21675 Mhz) + +Sound Chips : YM3812 (@ 3.58 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The boss at the start of the 2nd stage was a rip of Karnov in "Bad Dudes". + + +- STAFF - + + +Direction : Julian Goicoa + +Story : Tony Yeste + +Program : Luis Jonama, Albert Sunyer + +Graphics : Tony Yeste + +Graphics C. : Xavier Arrebola + +Sound : Josep Quingles + +Hardware design : Chu-Lin + +$end + +$info=bigprowr, +$bio + +The Big Pro Wrestling! (c) 12/1983 Technos. + + +- TECHNICAL - + + +Game ID : TA-0007 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 975 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Tag Team Wrestling". + + +This is the Technos Japan's first game. + + +Sunny would later appeared as a supporting character in "Double Dragon 3". + + +- SERIES - + + +1. The Big Pro Wrestling! (1983) + +2. Exciting Hour - The Prowrestling Network (1985) + +$end + +$info=bigrun, +$bio + +Big Run - The Supreme 4WD Challenge (c) 12/1989 Jaleco. + + +A driving game. + + +- TECHNICAL - + + +Main CPU : (3x) 68000 (@ 10 Mhz) + +Sound CPU : 68000 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 3840 + + +Player : 1 + +Control : paddle + +Buttons : 5 + + +- SERIES - + + +1. Big Run - The Supreme 4WD Challenge - 11e Rallye (1989) + +2. Big Run - The Supreme 4WD Challenge - 13e Rallye (1991, Nintendo Super Famicom) + +$end + +$info=bigstrik,bigstrkb, +$bio + +Big Striker (c) 1992 Jaleco. + + +A soccer game. + + +- TECHNICAL - + + +Jaleco Mega System 1-C hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +Bootleg version don't uses the 68000 @ 7 Mhz and the YM2151 @ 3.5 Mhz :-) + + +- STAFF - + + +Total Planning : Toku + +Game designer : H. Iiduka + +Programmer : H. Akashi + +Character designers : M. Horikoshi, Sanbo, T. Fukada, N. Tanabe + +Sound : Kiyoshi Yokoyama + +$end + +$info=bigtwin, +$bio + +Big Twin (c) 1995 Playmark. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 1 Mhz) + +Sound Chips : MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Developed by Game Over. + +$end + +$info=bbonk, +$bio + +Bigfoot Bonkers (c) 10/1976 Meadows Games. + + +This game was two player only, you must have a live human opponent to play against, or else the other players mouse (the games promotional material said the character was a mouse), will go straight into a wall, making for a very quick and boring game. Each player moves their mouse around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. Scattered around the gameboard are several 'fee'" that you must avoid, as hitting a foot is just like smashing into a wall or a line. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 672 Khz) + +Sound Chips : DAC (@ 672 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 4-way joystick + + +The machine came in an upright format, used a black and white open frame monitor, and a single speaker. The control panel only had a pair of 4-Way joysticks on it. There were not any other buttons on the whole machine. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up two wins, but this was operator adjustable up to as high as five. One particularly annoying thing about this title is the demo sounds, the machine would emit a series of bleeps almost constantly. You could not turn this off at all. + +$end + +$info=bijokkog, +$bio + +Bijokko Gakuen (c) 01/1988 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 352 pixels + +Aspect Ratio : 896/1056 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : LCD control panel + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Cutie Academy'. + +$end + +$info=bijokkoy, +$bio + +Bijokko Yume Monogatari (c) 09/1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 352 pixels + +Aspect Ratio : 896/1056 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : LCD control panel + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Cutie Dream Story'. + +$end + +$info=billiard, +$bio + +The Billiards (c) 1981. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Video Hustler". + +$end + +$info=bioatack, +$bio + +Bio-Attack (c) 1983 Taito. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : AA8 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Licensed by Fox Video Games. + +$end + +$info=bioship, +$bio + +Bio-Ship Paladin (c) 1990 UPL. + + +While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower. + + +- TECHNICAL - + + +Game ID : UPL-90062 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to American Sammy. + + +This game is known in Japan as "Space Battle Ship Gomorrah". + + +- STAFF - + + +Game designed by : Tsutomu Fuzisawa + +Program designed by : Itsam Matarca + +Character designers : Tsutomu Fuzisawa, Kinya Aoyama + +Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki + +Sound effects by : Yoshio Nagashima + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=biofreak, +$bio + +BioFreaks (c) 1997 Midway Games. + + +A futuristic fighting game. + + +- TECHNICAL - + + +Midway Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +BioFreaks stands for 'Biological Flying Robotic Enhanced Armored Killing Synthoids'. + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Nintendo 64 (1998) + + +* Computers : + +PC [Windows] (1998) + +$end + +$info=biomtoy, +$bio + +Biomechanical Toy (c) 1995 Zeus. + + +An excellent shoot'em up / platform game. + + +- TECHNICAL - + + +Game ID : 922804/2 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is the first and only Coin Op produced by Zeus. In 1992 Zeus Software developed the Amiga game 'Risky Woods' (published by Dinamic, a spanish software house, very famous in the eighties on the computer market). Ricardo Purto and Raul Lopez (see Staff section for more info) made some games (not always together) on the Amstrad CPC for Dinamic software in the eighties. + + +- STAFF - + + +Main design : Raul Lopez, Ricardo Puerto + +Program : Ricardo Puerto + +Computer Graphics : Raul Lopez + +Art & Animation : Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero + +Development system : Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga + +$end + +$info=bionicc,bionicc2, +$bio + +Bionic Commando (c) 03/1987 Capcom. + + +The player takes on the role of 'Super Joe', an elite Commando who is equipped with a bionic arm; an ingenious device that acts as an advanced grappling hook and must be used to traverse the many platforms and ledges that make up the game's levels. The arm can also be used to destroy the enemies that populate the levels, as well as to retrieve bonuses and weapons that are occasionally dropped by parachute. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Top Secret". + + +There are several songs available in the test mode that are not used in the actual game. The game's main character, 'Super Joe', made his first appearance in the 1986 game, "Speed Rumbler". + + +- SERIES - + + +1. Bionic Commando (1987) + +2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Harumi Fujita + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Nintendo Game Boy (1992) + + +* Computers : + +Atari ST (1987) + +Commodore Amiga (1987) + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +$end + +$info=bking, +$bio + +Birdie King (c) 1982 Taito. + + +An early golf game. + + +- TECHNICAL - + + +Game ID : DM + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + + +- SERIES - + + +1. Birdie King (1982) + +2. Birdie King 2 (1983) + +3. Birdie King 3 (1984) + +$end + +$info=bking2, +$bio + +Birdie King 2 (c) 1983 Taito. + + +An early golf game. + + +- TECHNICAL - + + +Game ID : AD6 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + + +- SERIES - + + +1. Birdie King (1982) + +2. Birdie King 2 (1983) + +3. Birdie King 3 (1984) + +$end + +$info=bking3, +$bio + +Birdie King 3 (c) 1984 Taito. + + +An early golf game. + + +- TECHNICAL - + + +Game ID : A24 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + + +- SERIES - + + +1. Birdie King (1982) + +2. Birdie King 2 (1983) + +3. Birdie King 3 (1984) + +$end + +$info=birdtry, +$bio + +Birdie Try (c) 1988 Data East. + + +An overhead golf game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + +$end + +$info=bishi, +$bio + +Bishi Bashi Championship Mini Game Senshuken (c) 1996 Konami. + + +A puzzle game with various mini games. + + +- TECHNICAL - + + +Game ID : GX575 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Bish Bash Championship Mini Game Champion'. + + +- SERIES - + + +1. Bishi Bashi Championship Mini Game Senshuken (1996) + +2. Bishi Bashi Special (1998, Sony PlayStation) + +3. Bishi Bashi Special 2 (1999, Sony PlayStation) + +4. Bishi Bashi Special 3 (2000, Sony PlayStation) + +5. Hyper Bishi Bashi (2000) + +$end + +$info=psailor1, +$bio + +Bishoujo Janshi Pretty Sailor 18-Kin (c) 08/1994 Sphinx. + + +The Sailor Senshi battle each other in mahjong matches. Loser strips! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor'. The expression '18-kin' means that the game was not meant for players under the age of 18. + + +The title (and the whole game) is a knock off of 'Bishoujo Senshi Sailor Moon' ('Pretty Girl Warrior Sailor Moon'), a popular Japanese animation known in the rest of the world as just 'Sailor Moon'. 'Janshi' is the combinaton of the root of two words : 'Jan' (Japanese rendition of the Chinese 'Jong', from 'Mahjong') + 'Senshi' ('Warrior'). + + +- SERIES - + + +1. Bishoujo Janshi Pretty Sailor 18-Kin (1994) + +2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994) + +$end + +$info=psailor2, +$bio + +Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (c) 10/1994 Sphinx. + + +A winged, lustful demon battles the Sailor Senshi in mahjong matches (NOTE : He gropes them and does sexual things with them if the player wins, hence I called him 'lustful'). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor 2 - Perverted Whisper'. + + +- SERIES - + + +1. Bishoujo Janshi Pretty Sailor 18-Kin (1994) + +2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994) + +$end + +$info=blkdrgon,blkdrgnb, +$bio + +Black Dragon (c) 08/1987 Capcom. + + +A barbarian hero jumps and fights his way through a variety of colourful, enemy-packed levels in this spirital successor to the Capcom classic, "Ghost 'n' Goblins". The sprawling, eight-way scrolling levels are packed with hidden bonuses to encourage and reward exploration. Most of these bonuses are in the form of 'Zeny coins'; currency that allows the player to buy such items as an upgrade their weapons and armour, keys for treasure chests, and anti-poisoning potions. Special items that reveal coins, upgraded armour, or simply bonus points may be found by attacking certain walls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Black Tiger". + + +The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son". + + +- UPDATES - + + +Black Dragon has : + +* More pitfalls (rocks). + +* Stronger enemies. + +* The armoury is most expensive. + +* The bonuses are changed (different value and position). + +* The last dragon scores 1.000.000 points. + + +- STAFF - + + +Programmed by : Imo (Akapa) + +Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan + +Sound & Music by : Tamayo Kawamoto + +Hardware by : Panchi Kubozoo (Crazy Kubozoo) + +$end + +$info=blkheart,blkhearj, +$bio + +Black Heart (c) 1991 UPL. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : UPL-91069 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=blkhole, +$bio + +Black Hole (c) 04/1981 TDS (Tokyo Denshi Sekkei). + + +A space-themed shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=mblkjack, +$bio + +Black Jack (c) 19?? Mirco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 559.062 Khz) + +Sound Chips : Discrete (@ 559.062 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 190 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Buttons : 3 + +$end + +$info=blkpnthr, +$bio + +Black Panther (c) 06/1987 Konami. + + +A beat'em up / platform game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=blktiger,bktigerb, +$bio + +Black Tiger (c) 08/1987 Capcom. + + +A barbarian hero jumps and fights his way through a variety of colourful, enemy-packed levels in this spirital successor to the Capcom classic, "Ghost 'n' Goblins". The sprawling, eight-way scrolling levels are packed with hidden bonuses to encourage and reward exploration. Most of these bonuses are in the form of 'Zeny coins'; currency that allows the player to buy such items as an upgrade their weapons and armour, keys for treasure chests, and anti-poisoning potions. Special items that reveal coins, upgraded armour, or simply bonus points may be found by attacking certain walls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Black Dragon". + + +A bootleg of this game was released by Dragon as the same name. + + +The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son". + + +- UPDATES - + + +Black Dragon has : + +* More pitfalls (rocks). + +* Stronger enemies. + +* The armoury is most expensive. + +* The bonuses are changed (different value and position). + +* The last dragon scores 1.000.000 points. + + +- TIPS AND TRICKS - + + +* Here's a little known trick that works ONLY on the following end of stage bosses : The 'Flying' Dragons and the 'Walking' Dragons. Do not try it with the Stone Heads or anything else. Normally if you come in physical contact with any baddie you will take damage or get poisoned. That is unless you are in the boss portion of the stage. When fighting, kneel/crouch down and the boss can't hurt you, in fact they often will walk/fly right past you. Don't stand up while you are in contact with the boss or you will take damage. This trick does not work with projectiles and flames emitted from a boss, these you still must avoid! + + +- STAFF - + + +Programmed by : Imo (Akapa) + +Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan + +Sound & Music by : Tamayo Kawamoto + +Hardware by : Panchi Kubozoo (Crazy Kubozoo) + + +- PORTS - + + +* Computers : + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1990) + +$end + +$info=bwidow, +$bio + +Black Widow (c) 12/1982 Atari. + + +In Black Widow you have to move around a web using two joysticks to control the action. The left joystick moves, while the right joystick fires. "Robotron - 2084" players will feel right at home playing this game, as the controls are identical. You have to defend your little vector spider around her vector web in order to keep out all the deadly bugs. Shoot down bugs and they turn into bonuses. Watch out for eggs, if you see any eggs, then you should quickly push them off the web before they hatch. Other enemies include mosquitos, beetles, and hornets. + + +- TECHNICAL - + + +Game ID : 136017 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : doublejoy8way + + +- TRIVIA - + + +Approximately 1,550 units were produced. All Black Widow games were conversions of other Atari vector titles. Even the brand new ones were actually "Gravitar" games that Atari converted at the factory. In general this title shared a lot of common components with "Gravitar" and "Space Duel", and Black Widow machines are often used to repair those titles. + + +- STAFF - + + +Designed and programmed by : Bruce Merritt + + +- PORTS - + + +* Consoles : + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=bmaster, +$bio + +Blade Master (c) 1991 Irem. + + +A beat'em up where two selectable heroes, Roy and Arnold, try to save their land from hordes of monsters. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=bladestl,bladstle, +$bio + +Blades of Steel - The Supreme Hockey Challenge (c) 10/1987 Konami. + + +An ice hockey game with hand-to-hand fighting and physical violence. Features close-up action scenes where two players (one from each team) throw off their gloves and punch each other. + + +- TECHNICAL - + + +Game ID : GX797 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : uPD7759 (@ 640 Khz), YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 48 + + +Players : 2 + +Control : trackball + +Buttons : 3 + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Game Boy (1991) + + +* Computers : + +Commodore C64 (1990) + +Commodore Amiga (1990) + +PC [MS-DOS] (1990) + + +* Others : + +LCD handheld game + +$end + +$info=blandia,blandiap, +$bio + +Blandia (c) 1992 Allumer. + + +Weapon-based fighting game featuring visible damage to each of the six fighter's armor. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Gurianos and Irriana appears in Taito's "Gladiator" / "Ohgon no Siro" as Guaranos and Irene. + + +- UPDATES - + + +There is no armor bonus on the prototype version. + + +- STAFF - + + +Planning : Ken Kaneda + +Graphic chief : Tadahiro Negome + +Graphic designers : Makoto Kobayashi, Kenji Inoue + +Character designers : Ken Kaneda, Tadahiro Negome + +Main programmer : Kazuyoshi Ishihara + +Sub. programmers : Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya + +System designers : Kazuyoshi Ishihara, Sou Kajiwara + +Sound & Music : Hisao Shiomi + +Music : Akira Inoue, Manabu "Gon" Namiki + +Hard : Noboru Kohno + +Voices : Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa + +$end + +$info=blastoff, +$bio + +Blast Off (c) 03/1989 Namco. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : BO + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Videogame Graffiti Vol.10 - VICL-40097) on 16/12/1993. + + +- SERIES - + + +1. Bosconian - Star Destroyer (1981) + +2. Blast Off (1989) + + +- STAFF - + + +Game design : Nak, Tak + +Program : Nak + +Graphics : Tak + +Character : Arg, M.G + +Music : Kob, Tog + +Sound : Nob + +$end + +$info=blasted, +$bio + +Blasted (c) 1988 Bally Midway. + + +Using your high-powered scope rifle, blast aliens and other bad guys who have invaded an apartment complex, but be careful not to shoot the tenants or get hit by return fire. In two-player mode, you shoot at your opponent's building and he shoots at yours. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- STAFF - + + +Game design : Brian Colin, Jeff Nauman + +Software : Jeff Nauman + +Graphics : Brian Colin + +Sound : Neil Falconer + +Cabinet : John Kubik, Hank Siska, Walt Gosluski + +Hardware : Dan Stern, Cary Mednick, Trun9 Van Trunong + +Support : Meredith Soper, Mike Bartlow, Greg Freres, Sue Lohse, Tom Leon, Jim Belt + +$end + +$info=blaster,blastkit,blast30, +$bio + +Blaster (c) 11/1983 Williams. + + +You control your spaceship against wave after wave of enemy fighters, while trying to save the stranded astronauts that represent the last remaining humans. You enemies attack you both with weapons, and by making suicide runs at your ship. There are twenty different levels to this game. There are a total of 11 different kinds of levels (out of the twenty total). They are Planetoid Waves, Robot Grid Waves, Saucerland Waves, Vampire Waves, Time Tunnel Waves, Outer Space Waves, Enduro Waves, Cat World Waves, and Mastermind Waves (there are two of each of these). There are also 2 unique waves that occur only once, they are Armageddon and Paradise. You can select your starting wave when you begin your game (choose from Planetoids, Robot Grid, Saucerland, and Vampires). Once the game begins, start blasting or dodging everything in sight, except for the astronauts, which you are supposed to save by running into them. You can be hit three times before you die, you actually have an energy meter, but you always die in three hits, no matter what the three hits are. When you die, the window of your cockpit breaks, and you move onto your next life. This is a difficult game, but thankfully you can continue by inserting another quarter, but only on your first time through. The continue option is gone once you begin your second time through the game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Blaster was the official sequel to "Robotron - 2084", its attract mode went : The Robotrons have destroyed the last human family. + + +Originally known as 'Master Blaster', but they changed the name to avoid confusion with a pinball simulator called 'Bill Budges Raster Blaster' for the Apple computer. The 3-D effects of this game were all hand rendered which required thousands of hours of design work. Due to the expense of the pseudo-3D generating hardware, Blaster was released in very limited numbers. + + +When Blaster was first put out at a test location in late 1983, it had 30 waves and allowed you to continue a game by spending another credit. By the time the game went into production in early 1984, the program had been modified to have 20 waves, and no buy-ins allowed. + + +Blaster was available in four different versions, 3 dedicated cabinets and a conversion kit. The most common version was in a normal upright cabinet, similar in design to the one "Stargate" used, most of these have been converted over the years, and they are hard to find today. The rarest version is the cockpit version. There were only three of them made. Two of them are accounted for, the other one seems to have vanished. The conversion kit version was fairly common, it included hardware to install Blaster into most pre-existing arcade cabinets, This is a good one to try and piece together, because you don't have to try and locate one of the few remaining Blaster machines to install your parts into. But annoyingly, it used a different set of boards that were not compatible with the other versions. Now for the coolest one. The famous 'DuraMold' cabinet. The DuraMold was a large circular arcade cabinet made completely out of thick plastic. These things were very attractive, and almost impossible to damage. But they were expensive, and had a fatal design flaw. They shrank slightly in the first few months after they were made. In some cases the shrinking machine would eject its monitor, and send it flying across the room. Williams quickly developed a fix for this, but no one wanted DuraMolds after hearing about them shooting monitors across arcades, and impaling them on other machines. The DuraMold Blaster was all black and had yellow graphics on the control panel and marquee. All Blaster machines used a 49-Way optical joystick that had two buttons mounted on it. + + +- UPDATES - + + +The very rare 30-wave version has more enemies and more diabolical levels. + + +- SERIES - + + +1. Robotron - 2084 (1982) + +2. Blaster (1983) + + +- STAFF - + + +Staff : Eugene Jarvis (DRJ), Larry DeMar (LED), (JRS), (KLR), (DJW), Paul Dussault (PGD), (JER), (ALI), (MLG), (NHD) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +$end + +$info=blstroid,blstroi3,blstroi2,blsthead,blstroig, +$bio + +Blasteroids (c) 1987 Atari Games. + + +A one or two-player update of Atari's seminal "Asteroids", where the object of the game is to clear all sectors of the asteroids and enemy ships. Once this task is completed, the player goes on to battle Mukor - the "boss" asteroid who rules all galaxies - and destroy him. + + +The player's ship appears first in the center of four vortices, he or she must chose which vortex they wish to enter, which then transports them to a sector of their chosen star system. + + +Unlike Asteroids, the player ship has a finite amount of fuel which must be replenished as often as possible. This is achieved by destroying specifically-coloured asteroids which turn into collectable crystals. Not all sectors contain the crystal-bearing asteroids, however, and if the player runs out of fuel, a ship is lost. The game contains three different ship configurations and the player can switch between them at any time during a level. The three configurations are: Speeder (small and fast, but weak), Fighter (medium speed and strength) and Warrior (large and strong but very slow). + + +Additional power-ups can be collected to improve the player's chances, some of the items available are: additional guns, larger fuel tanks, crystal magnets and impervious shields. Some of these add-ons are time-limited while others last until the player's current ship is destroyed. In the asteroid field, there are also "popcorn" asteroids; small blue rock formations that grow larger and travel faster with each hit they take until they become large, non-moving objects on the screen. These obstacles must be avoided since hitting them will drain all of the ship's fuel, costing the player a life. A popcorn asteroid can not be destroyed. Hitting anything other than bonus power-ups and energy crystals costs precious fuel. Clearing a sector of all of its asteroids takes the player back to a screen and shows a preview of all of the cleared and uncleared sectors in this star system. Some sectors are marked as "unknown" and no preview is offered for these levels. From here, the player can choose which system they wish to tackle next. All systems need to be cleared before the player is given the chance to battle against Mukor himself. To kill Mukor, the player must eliminate each of the volcanoes with multiple blaster hits. Destroying a volcano causes Mukor to release bonus power-up items, and destroying all of the volcanoes causes Mukor to flee, returning the player to the selection vortices. + + +Later, after all other sectors have been cleared, the player will eventually have to face Mukor again and this time, the enemy boss will have to be destroyed. After Mukor has been destroyed, the game ends. + + +In the simultaneous two-player game, the first person to fly their ship into a vortex chooses the star system to which the players go. A unique feature of two-person play is the docking of ships: to dock, one player must transform their ship to the largest size while the other transforms to the smallest. By touching the two ships together, they dock and form one large ship. The player originally with the larger ship now controls the speed and direction of the docked ship and can fire straight forward. The player with the smaller ship controls a turret that can rotate and fire independently of the main ship. The dock is broken when the player with the small ship hits their 'thrust' button. + + +- TECHNICAL - + + +Game ID : 136057 + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward, and it didn't recieve the fine-tuning that was originally planned. + + +Background space-scapes, pictures of space ships, asteroids and other obstacles are actually digitized pictures of real-life objects. The asteroids were digitised by non other than ILM (Industrial Light and Magic), Lucasart's industry-leading special effects company. + + +- UPDATES - + + +The prototype version of Blasteroids has the programmer's head (Ed Rotberg) hidden in it. + + +- TIPS AND TRICKS - + + +* Ed Rotberg (Prototype version only) : To find his head, start a game on medium difficulty... complete the first wave, then pick the upper right hand wave next. Shoot the blue crystal rocks until they turn into spinning heads. + + +- SERIES - + + +1. Asteroids (1979) + +2. Asteroids Deluxe (1981) + +3. Space Duel (1982) + +4. Blasteroids (1987) + + +- STAFF - + + +Staff : Ed Rotberg, Peter Lipson, Gary Stempler, Sam Comstock, Rob Rowe, Mike Hally, Brad Fuller, Mike Albaugh, Chris Downend + + +- PORTS - + + +* Computers : + +Commodore C64 (1988) + +Amstrad CPC (1989) + +Commodore Amiga + +Atari ST + +$end + +$info=blasto, +$bio + +Blasto (c) 06/1978 Gremlin. + + +Your are in control of your spaceship as you maneuver it through a mine field. Beat the clock to explode all the mines. With two players, Blasto gets even more challenging, more exciting, as each one battles for the most mines and ultimately-for each other! + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.079 Mhz) + +Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=blazeon, +$bio + +BlaZeon (c) 1992 Atlus. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Star programmer : Dandy Arai + +Sound : Macco + +Japanese planners : Ethiopian Taro, Toshiya Matsuyama, BIRD + +Object engineers : Shinji Tago, Hikaru Takeyasu, Masahiro Kuroda + +Screen designers : Shinji Tago, Hakase100%, Magnam.K + +Opening animators : Kenji Teraoka, Yasuhito Kikuchi, Motoaki Satoh, Naoki Kobayashi, Yusuke Satoh, Kazuyo Nakamura + +Opening CG : Youtai Isseki, Hikaru Takeyasu, Sin + +Opening makers : T. Mansell, Hakase100%, Annenyama-Z, Sin + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=blazer, +$bio + +Blazer (c) 07/1987 Namco. + + +A diagonally scrolling shoot'em up. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : BZ + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was dedicated to Shoko Tamako Sumie. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987. + + +- STAFF - + + +Executive producer : Masaya Nakamura (M. Nakamura) + +Supervisor : K. Sawano + +Director : Fukutaro + +Programmer : Sexy Akina + +Graphic designers : Skeleton Ono, Nectar Satoru, Mizuki Kotaro, Osugi, Yarinage, Sato + +Sound : Rainbow Cherry, Takoshi, Shinji + +$end + +$info=blazstar, +$bio + +Blazing Star (c) 01/1998 Yumekobo. + + +A beautiful horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : 0239 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Blazing Star is Yumekobo's first game developed and released for the Neo-Geo MVS. + + +KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar". + + +Part of the "Pulstar" / "R-Type" team also worked on Blazing Star (see Staff section for more information). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on 18/03/1998. + + +- STAFF - + + +Executive producers : Akio Inove, Nobuyuki Okude + +Producer : Takaya ida + +Sub. producer : Isamu yutani + +Director : Michio Sato + +Main programmer : Minoru Yoshida + +Sub. programmer : Taka / M. Sakae + +Chief designer : Tomonori Nagakubo + +Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda + +Character designer : Daikichi + +Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki + +Sound designer : Yasuaki Fujita + +Music composer : Harumi Fujita + +$end + +$info=blzntrnd, +$bio + +Blazing Tornado (c) 09/1994 Human. + + +Eight wrestlers from different countries take part in a wrestling tournament in single or tag team match. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Directed by : Masato Masuda + +Planned by : Tako Fiorei, Kazuhito Kimura + +Program : Seiji Manda, Hideki Katagiri, Yasuhiko Kanda, Toshimaro Adachi, Hiroyuki Okuna, Shinichi Kasahara, Keizo Suzuki + +Graphic design : Kenji Kimura, Kazuo Komuro + +Ending graphic design : Kazuo Komuro + +Graphics : Takeshi Kadoma (Girls), Takashi Tadokoro (Referee), Shigeki Sugimoto (Ring doctor), Osamu Yasui (Background), Kazuyuki Ogawa (Information), Atushi Ohtani, Ryuji Kakegawa, Hiroya Tamura, Masanori Yamazaki (Opening & Ending) + +Sound design : Hironori Tanaka, Hiroyuki Naka, Chiyomaru Shikura + +Sound system program : Tomoyuki Takano + +SE design : Masamichi Yamazaki, Masahiko Hagio + +Translation adviser : Michael Hosey, Shinya Nishina, Ryoko Maruyama, Yumiko Ichikawa + + +* Characters design : + +Eric graphic : Kazuo Komuro + +Zama graphic : Toshiyuki Ohhashi, Kazuhisa Watarigawa + +Firebird graphic : Kenji Kimura + +Wolf graphic : Koichi Tawara + +Saigo graphic : Satoru Ito + +Hayate graphic : Kenji Kimura + +Ho graphic : Shigeru Yaguchi + +Bullnoi graphic : Hisashi Sato + +Ludwig graphic : Akihiko Ishizaka + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=arkblock,arkbloc2, +$bio + +Block (c) 1986 Game Corporation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Arkanoid". + + +- UPDATES - + + +In this bootleg, it is possible to choose the start level. + +$end + +$info=block,blockbl,blockj,blocka, +$bio + +Block Block (c) 09/1991 Capcom. + + +A blue paddle rebounds a ball into the colorful bricks. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game was released by Koa the same year. + + +- UPDATES - + + +The Japanese version has a little storyline before the titlescreen. + + +- STAFF - + + +Planner : Futoshi Kuwahara + +Designers : Shinji Sakashita, H.K, M. Miyao + +Programmers : T. Ohta, Kohei Akiyama, N. Sakoda + +Sound designers : P-Chan, T. Yomage + +$end + +$info=blockcar, +$bio + +Block Carnival (c) 1992 Visco. + + +A funny ball and paddle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Thunder & Lightning 2". + + +- SERIES - + + +1. Thunder & lighting (1990) + +2. Block Carnival (1992) + +$end + +$info=blockgal,blckgalb, +$bio + +Block Gal (c) 1987 Sega / Vic Tokai. + + +A ball and paddle game. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-6303 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : dial + +Button : 1 + + +- STAFF - + + +Producer : Yakuza Sebiro + +Designers : Sary Chan Papa, Abunai Kun!! + +Programmers : Dynamic Ran, Gofukusen + +Music : Shoochi Gun + +$end + +$info=blockhl, +$bio + +Block Hole (c) 1989 Konami. + + +A puzzle game. + + +- TECHNICAL - + + +Game ID : GX063 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Quarth". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- STAFF - + + +Executive producer and programmer : Nada 89 100G + +Pop visual futurist : Iuchi 1 + +Demo programmer : Ishida Z80 + + +Special visual effect : Happy Samejima + +Title graphic : Ogenki Takano + +Sound effects editor : Shikama + +Music composed by : Kazuo Hanzawa + +Processing to hard : Ueno Furukawa + +Package design : Maya 2095 + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=blockout,blckout2,blckoutj, +$bio + +Block Out (c) 10/1989 Technos / California Dreams. + + +An overhead puzzle game. + + +- TECHNICAL - + + +Game ID : TA-0029 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 513 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The name 'Block Out' is actually a trademark of Kadon Enterprises. + + +- PORTS - + + +* Consoles : + +Atari Lynx (1990) + +Sega Mega Drive (1991) + + +* Computers : + +Commodore C64 (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +Commodore C64 (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +PC [MS-DOS] (1989) + +$end + +$info=blockade, +$bio + +Blockade (c) 10/1976 Gremlin. + + +This game was two player only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost. + + +- TECHNICAL - + + +Game ID : 1-4 + + +Main CPU : 8080 (@ 2.079 Mhz) + +Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +This game came in an upright dedicated cabinet. The machine was decorated with only a marquee, which showed the game title. It did not have any other graphics or sideart. The sides were of a dark woodgrain, which probably went nicely in the average pool hall or bowling alley (where most early games were located). The game featured a control panel that was devoid of joysticks, instead you controlled the game using a button for each direction. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three. + + +- SERIES - + + +1. Blockade (1976) + +2. Comotion (1976) + +3. Hustle (1977) + +$end + +$info=blkbustr, +$bio + +BlockBuster (c) 1983 Kiwako. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.578 Mhz) + +Sound Chips : (2x) SN76496 (@ 2.578 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to ECI. + + +This game is also known as "Crazy Blocks" and is known in Japan as "Mr. Jong". + +$end + +$info=blocken, +$bio + +Blocken (c) 1994 KID / Visco. + + +A ball and paddle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=blmbycar,blmbycau, +$bio + +Blomby Car (c) 1994 ABM & Gecas. + + +A 2-D rally driving game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +According to a Gaelco employeer, Blomby Car is a bootleg/hack based on "World Rally" with only graphics changed. Blomby Car was only released as a conversion kit and it seems to have had a limited production run. It was ABM & Gecas' only arcade release. + + +This game, which is Italian, shows a scan of an Italian newspaper about Chiappucci at the Paris-Roubaix cycle race in the hiscore table. + + +Francesco Zaia, son of a development team member, supplied the Peugeot 406 model, used to create the frames of the player's car. + + +About ABM & GECAS : Two manufacturers in Milan with technical labs in Chioggia (province of Venice) and Massa Matelica (Ravenna). The lab located in Massa Matelica closed down after the unfortunate loss of the head technician due to a car crash. ABM now is located in Chioggia and is still in business. + +$end + +$info=bloodbro,bloodbra, +$bio + +Blood Bros. (c) 1990 TAD. + + +In the far west, ruthless bandits terrorized the good people and is up to you to stop them and their vast weapon arsenal in order to bring peace to this troubled land. Features destructible background objects and lots of weapons! Despite the western concept, this game features almost identical mechanics to TAD's previous shooter "Cabal". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Fabtek for US manufacture and distribution. + + +A bootleg of this game is known as "West Story". + + +- TIPS AND TRICKS - + + +*Here's A Way To Play Blood Bros. For As Long As You Want : + +1) Get to the second screen (preferably without dying on the first screen). + +2) Shoot the building on the right side of the screen and start shooting the trees in the background on the right. 20,000 points fly out from each bunch of trees. Continue. + +3) That is basically it. A few problems occur and here is how to counter them : + +3a) 5 men run across the back from the left and throw grenades : Just shoot the grenades before they get to you. Eventually they come out less often, and will stop altogether. + +3b) The men on the right come out from the edge to shoot you : Same as above. They stop eventually. + +3c) A plane flies over and drops bombs : Same as above. It stops after some time. + +3d) After a certain amount of time a bird comes out to kill you : Let it. Only 2 birds ever come out (sometimes only 1) and then they also stop coming. This is why it pays not to die on the first screen. + +4) Hold your finger on the button to keep shooting the trees (sticky-tape works well here) and prepare to get 'really' bored. Play the neighboring game so that you can keep an eye on it. + + +* Extra Live : On the 1-1 and 4-1 stages, the tin can be shot eight times to give you a free man. If you miss it, don't bother trying again - you only get one chance. + + +- SERIES - + + +1. Cabal (1988) + +2. Blood Bros. (1990) + + +- STAFF - + + +Program : Dai. Kohama + +Direction : Hiro. Kakiuchi + +Graphic : Jun. Matsubara, Tetsu. Shiraishi, Jun. Fujisaku, Nao. Shishino + +Sound : Yus. Aoki, Yuj. Tezuka + +$end + +$info=bloodstm,bloods11,bloods21,bloods22, +$bio + +Blood Storm (c) 1994 Strata / Incredible Technologies. + + +Fantastic one-on-one weapon-based fighting game with lots of gore and the ability to learn a special move from each defeated opponent. You can save your progress via internal password as well. LOTS of hidden tricks as well! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- UPDATES - + + +Revision 1 : + +* First release. + +* Software version : 1.10. + + +Revision 2 : + +* Software version : 2.10. + +* Added ability to perform 'Trash Talk codes' (see 'Tips And Tricks' section). + + +Revision 3 : + +* Software version : 2.20. + +* Added ability to perform codes to select 'Blood', 'Gargoyle' and 'Nekron'. + + +Revision 4 : + +* Software version : 2.22. + + +- TIPS AND TRICKS - + + +* Play As Secret Characters : At the character select screen, choose any character and enter these codes... + +Dementia - Hold Up and press Back Leg(x3), [Back Arm+Back Leg]. + +Golem - Hold Up and press Back Arm(x3), [Back Arm+Back Leg]. + +Wraith - Hold Up and press Back Leg(x3), [Back Leg+Front Arm]. + +Sin - Hold Up and press Front Arm(x3), [Front Arm+Front Leg]. + +Craniac - Hold Up and press Front Leg(x3), [Front Leg+Front Arm]. + +Ratchet - Hold Up and press Back Arm(x3), Front Leg. + +Blood (rev 2.20) - Hold Left and press Front Arm, Back Arm, Back Leg, Front Leg. + +Gargoyle (rev 2.20) - Hold Right and press Back Arm, Back Leg, Front Leg, Front Arm. + +Nekron (rev 2.20) - [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg], [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg]. + + +* BIG HEAD Codes : + +Benjamin Ditton - Select Talon and press quickly Down(x5), block(Hold), Front Arm(Hold). + +Don't release 'Block and Front Arm' until the big head of Benjamin appear. + +Christopher Ditton - Select Talon and press quickly Up, Down, Block(Hold), Back Leg, Back Arm, release Block. + +Elaine Ditton - Select Tempest and press quickly Up(x3), Back Arm, Up(x3), Front Arm. + +Richard A. Ditton - Select Talon and press quickly Right(x4), Back Leg, Front Leg. + +Scott Morisson - Select Heelhound and press quickly Block(Hold), Back Leg(x2), Up(Hold). + +Don't release 'Block and Up' until the big head of Scoot appear. + +Scott Morrison Jr - Select Talon and press quickly Up, Down, Up, Down, Block, Up, Down. + +Jeff Morrison - Select Fallout and press quickly Up, Down, Right, Left, Right, Left, Block. + +Dale Kerkman - Select Razor and press quickly Block, Right, Left, Block, Up, Down, Block. + +Ralph Melgosa - Select Freon and press quickly Up, Down, Block, Front Arm, Front Leg, Back Leg, Back Arm. + +Kyle Johnson - Select Fallout and press quickly Block(x6), Front Arm(x2). + +Kelley Marwede - Select Mirage and press quickly Down(x4), Block, [Back Arm+Front Arm](Hold). + +Don't release 'Back Arm and Front Arm' until the big head of Kelley appear. + +Leif Pran Marwede - Select Tremor and press quickly Back Arm, Front Arm, Back Leg, Back Arm(Hold), Front Arm(Hold), release all and press and hold [Back Leg+Front Leg]. + +Don't release 'Back Leg and Front Leg' until the big head of Leif Pran appear. + +Alan Noon - Select Talon and press quickly Block(Hold), Up(x4). + +Bob Nagel - Select Fallout and press quickly [Front Arm+Front Leg], [Back Arm+Back Leg], Up, Down, Up, Down, Block. + +Orion Derose - Select Razor and press quiclky Back Arm, Back Leg(Hold), Back Arm(Hold), release all, Front Arm, Front Leg(Hold), Front Arm(Hold), release all, Block(x2). + +Senator Lieberman - Select Hellhound and press quickly Left(x7), Block. + + +* All Power Granted : At the end of any battle press quickly Up, Right, Down, Left, Down, Right, Up, Block. If done correctly, 'ALL POWER GRANTED' appears. + + +* The Famous TRASH TALK Codes : At the 'Final Round / end' of any battle, when the fighter dies, make quickly these codes to release these sentences... + + +-- 2 Buttons + Block : + +Up(x2), Block - BLOODSTORM HANDBOOK SEND $2.00 AND SASE TO STRATA HANDBOOK 4010 WINNETKA AVENUE, ROLLING MEADOWS IL 60008 + +Down(x2), Block - PUT TRASH IN ITS PLACE + +Left(x2), Block - WHO CONTROLS NEKRON + +Right(x2), Block - PUCKER UP YOUR CHEEKS AND BLOW + +Front Leg(x2), Block - RADEAD WILL GET YOU + +Front Arm(x2), Block - PRESS YOUR LIPS HERE + +Back Leg(x2), Block - I AM THE GREATEST BLOODSTORM CHAMPION THAT EVER LIVED + +Back Arm(x2), Block - EAT IT RAW + + +-- 3 Buttons + Block : + +Back Leg(x2), Front Arm, Block - IS THAT ALL YOU HAVE FOR ME? + +Back Leg(x2), Back Arm, Block - NEXT TIME TRY OPENING YOUR EYES + +Back Leg(x3), Block - YOU AINT NOTHING BUT A PUNK! + +Back Leg(x2), Front Leg, Block - SORRY BUDDY THIS IS A REAL FIGHTING GAME + +Front Leg(x2), Front Arm, Block - OH BY THE WAY YOU JUST LOST...BAD + +Front Leg(x2), Back Arm, Block - YOU REALLY GEORGED THAT ROUND + +Front Leg(x2), Back Leg, Block - WAS YOUR JOYSTICK WORKING... I COULDNT TELL + + +-- 4 Buttons + Block : + +Front Arm, Back Leg, Back Arm, Front Leg, Block - SUSHI-X RULES THIS GAME! + +Front Leg(x2), Front Arm, Back Arm, Block - I AM GOING TO CRUMPLE YOU LIKE A PIECE OF PAPER + +Front Leg(x2), Front Arm, Back Leg, Block - GET WITH IT, STRATA IS THE NEW KING OF FIGHTING GAMES + +Front Leg(x2), Front Arm, Front Leg, Block - YOU ROT LIKE TEN YEARS OF TRASH + +Front Leg(x2), Front Arm(x2), Block - I WILL GIVE YOU A HINT... THE BLOCK BUTTON IS THE ONE IN THE CENTER + +Front Leg(x2), Back Arm(x2), Block - GO CRY SOMEWHERE ELSE... THIS IS A GAME FOR A MAN + +Front Leg(x2), Back Arm, Back Leg, Block - I WOULD TRASH TALK YOU BUT YOU CANT HEAR ME SINCE YOU ARE DEAD + +Front Leg(x2), Back Arm, Front Leg, Block - MOST PATHETIC + +Front Leg(x2), Back Arm, Front Arm, Block - IT TAKES A BIG MAN TO RUN LIKE A LITTLE GIRL + +Front Leg, Front Arm, Back Arm, Back Leg, Block - I WILL BURY YOU EVERY TIME + +Right, Down, Left, Up, Block - YOU BARF BAG + +Front Arm(x2), Front Leg(x2), Block - CHOKE CITY + +Back Arm, Right(x2), Back Arm, Block - I AM A LION YOU ARE A MONKEY + +Back Left, Back Arm, Front Arm, Front Leg, Block - YOUR TECHNIQUE IS WEAK + +Front Arm, Back Leg, Front Leg, Front Arm, Block - EAT FIST + +Front Leg, Back Arm, Front Arm, Back Leg, Block - YOU ARE TOAST + +Left, Right, Back Arm, Front Arm, Block - ANDREW S. IS THE TKBSC PREZ + +Back Leg(x2), Front Arm, Back Arm, Block - GET OFF ME! + +Back Leg(x2), Front Arm, Back Leg, Block - ALL TOO EASY + +Back Leg(x2), Front Arm, Front Leg, Block - STEP OFF PUNK + +Back Leg(x2), Front Arm(x2), Block - MOST IMPRESSIVE ... NOT + +Back Leg(x2), Back Arm(x2), Block - IT IS USELESS TO RESIST ME + +Back Leg(x2), Back Arm(x2), Back Leg, Block - GET BENT! + +Back Leg(x2), Back Arm(x2), Front Leg, Block - WHILE YOURE DOWN THERE LICK MY SHOES DOG-BOY + +Back Leg(x2), Back Arm, Front Arm, Block - FIRST TIME ON A FIGHTING GAME? + +Back Leg(x2), Front Leg(x2), Block - NEXT TIME TRY LOOKING AT THE SCREEN AND NOT YOUR HANDS + +Back Leg(x2), Front Leg, Front Arm, Block - YEAH RIGHT...NEXT + +Back Leg(x2), Front Leg, Back Arm, Block - MAN, I BET THAT HURT! + +Back Leg(x2), Front Leg, Back Leg, Block - WE HAVE A WORD FOR DEFEAT AROUND HERE....HA! + +Front Leg(x4), Block - OH...WAIT...LET ME REATTACH YOUR BRAIN + +Front Leg(x3), Front Arm, Block - LEIF DID THIS + +Front Leg(x3), Back Arm, Block - JUST DIE! + +Front Leg(x3), Back Leg, Block - YOU ROT! + +Left(x2), Up, Back Leg, Block - BLOODSTORM RULES + +Left(x2), Down, Front Arm, Block - NEKRON AWAITS + +Left, Right, Left, Back Leg, Block - BLOOD CAN BE ANYWHERE + +Right(x3), Front Arm, Block - ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR + +Down(x3), Back Arm, Block - WHO CARES WHERE GORO IS? + +Down(x3), Front Leg, Block - BEATING YOU BLOODY IS COOL + +Left(x3), Front Arm, Block - I AM WAY COOL AND YOU SUCK + +Down(x2), Up, Front Arm, Block - DONT TELL ANYONE THAT YOU SAW THIS MESSAGE + +Down(x3), Front Arm, Block - FIND THE CHAINSAW FAMILY + +Left, Down, Left, Front Leg, Block - DRUGS SUCK + +Left, Down, Left, Front Arm, Block - EAT MY SHORTS + + +-- 5 Buttons + Block : + +Left, Down, Left(x2), Back Arm, Block - FIND THE BIGHEADS + +Left(x3), Down, Up, Block - EVIL HIDES IN THE CATWALKS + +Down, Left, Right(x2), Front Arm, Block - DONT FEED THE GONION + +Back Arm(x4) Back Leg, Block - HI TRACEY + +Right, Left, Down, Left, Back Leg, Block - KISS MY BUTT CHEEKS + +Left(x4), Back Arm, Block - YOU ARE SUCH A TOTAL WUSS + +Down, Right, Left, Down, Front Arm, Block - DONT WIZZ ON THE ELECTRIC FENCE + +Right(x3), Left, Front Arm, Block - I LIKE IT WHEN YOU PLAY WITH MY BUTTONS + +Right(x2), Up(x2), Front Leg, Block - ASSMUNCH + +Back Arm, Back Leg(x3), Back Arm, Block - STOP CRYING AND FIGHT ME AGAIN + +Front Leg(x3), Back Arm, Block - YOU DONT KNOW SHIT ABOUT THIS GAME...GO BUY EGM + + +-- 6 Buttons + Block : + +Up, Down, Up, Down, Front Arm, Front Leg, Block - ALAN BOB DALE RALPH SCOTT KYLE LEIF RICHARD + +Front Leg(x3), Back Arm(x3), Block - FLICK YOU + + +-- 8 Buttons + Block : + +Up, Left, Down, Right, Up, Left, Down, Right, Block - I TRASHED YOU DILWEED + +Up, Right, Down, Left, Up, Right, Down, Left, Block - WHAT A BUTTWIPE + +Up, Back Leg, Up, Back Leg, Up, Back Leg, Up, Back Leg, Block - HELLO SENATOR + +Up, Back Leg, Up, Back Leg, Down, Back Leg, Down, Back Leg, Block - I AM ONE BAD ASS MUTHUH + +Up, Back Leg, Up, Back Leg, Right, Back Leg, Right, Back Leg, Block - I LOVE IT WHEN YOU DIE + +Up, Back Leg, Up, Back Leg, Left, Back Leg, Left, Back Leg, Block - THIS IS A SECRET MESSAGE + +Down, Back Leg, Down, Back Leg, Down, Back Leg, Down, Back Leg, Block - THE JET PACK IS MISSING + +Down, Back Leg, Down, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE MACHINE GUN + +Left, Back Leg, Left, Back Leg, Left, Back Leg, Left, Back Leg, Block - I SPIT DOWN YOUR WINDPIPE + +Left, Back Leg, Left, Back Leg, Right, Back Leg, Right, Back Leg, Block - USE THE GAUNTLET OF NEKRON + +Left, Back Leg, Left, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE VULGARITIES + +Left, Back Leg, Left, Back Leg, Down, Back Leg, Down, Back Leg, Block - PLAY ALL NIGHT + +Right, Back Leg, Right, Back Leg, Right, Back Leg, Right, Back Leg, Block - I KICKED YOUR ASS + +Right, Back Leg, Right, Back Leg, Left, Back Leg, Left, Back Leg, Block - IF YOU CAN READ THIS YOU ARE TOO CLOSE + +Right, Back Leg, Right, Back Leg, Up, Back Leg, Up, Back Leg, Block - IS THAT A ROLL OF COINS IN YOUR POCKET OR ARE YOU JUST HAPPY TO SEE ME + +Right, Back Leg, Right, Back Leg, Down, Back Leg, Down, Back Leg, Block - YOU BEAT THE CRAP OUT OF HIM + +Up(x4), Back Leg(x4), Block - HE DESERVED IT + +Back Leg(x4), Up(x4), Block - JOHN CASSIDAY IS A SPAZZ + +Back Leg(x4), Back Arm(x4), Block - JERKWEED + +Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Block - BOOT LICKER + +Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Block - I FART IN YOUR GENERAL DIRECTION + +Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Block - GO PLAY POCKET POOL + +Back Arm(x4), Back Leg(x4), Block - TRY IT AGAIN LOSER + +Back Leg(x4), Front Arm(x4), Block - I SMELL A WUSS + +Back Leg(x4), Front Leg(x4), Block - FLONQ YOU + +Front Leg(x4), Back Leg(x4), Block - ROTFLMAO + +Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Block - HEY ZIT FOR BRAINS + +Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Block - WHAT A PUSS WAD + +Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Block - LICK MY WHIP + +Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Block - DO THE NASTY + +Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Block - STUPID PUNK + +Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Block - I AINT GOT TIME TO BLEED + +Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Block - UP YOURS + +Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Block - GRONK YOU + +Front Leg(x8), Block - I AM THE UNDISPUTED RULER OF THE UNIVERSE + +Front Arm(x8), Block - JUST CHOP IT + +Back Arm(x8), Block - LEIF STINKS AND THEN YOU DIE + +Back Leg(x8), Block - PRACTICE MAKES PERFECT + +Back Arm(x2), Back Leg(x2), Front Arm(x2), Front Leg(x2), Block - DIAL 911 + +Front Leg, Front Arm(x7), Block - YOU WILL NEVER CHALLENGE ME AGAIN + +Back Leg, Back Arm(x7), Block - NO STYLE NO CLASS + +Front Arm, Front Leg(x7), Block - YOU SHOW LITTLE PROMISE + +Back Arm, Back Leg(x7), Block - I AM STILL BETTER THAN YOU + +Back Arm, Front Arm(x7), Block - I WILL KNOCK YOU BACK INTO YOUR MOTHER + +Back Arm, Front Leg(x7), Block - MESS WITH THE BEST DIE LIKE THE REST + +Back Arm, Front Arm(x7), Block - YOU WILL ALWAYS LOSE AND I WILL ALWAYS WIN + +Back Leg, Front Leg(x7), Block - MY GRANDMA COULD BEAT YOU + +Front Arm, Back Arm(x7), Block - IF YOU LIVE IN FEAR YOU WILL DIE IN PAIN + +Front Arm, Down(x7), Block - ONLY FOOLS MAKE WRONG DECISIONS + +Front Arm, Back Leg(x7), Block - BEWARE THE STORM MY POWER REIGNS + +Front Leg, Back Arm(x7), Block - USE YOUR HEAD OR YOU WILL BE DEAD + +Up, Down, Up, Down, Up, Down, Up, Down, Block - BLOODSTORM VERSION X.XX + + +* Fight Against Hidden Agents : + +1) GOLEM : In Subterra (the background with the cliffs on either side), there is a spike hanging down from the ceiling, suspended over the cliff. If you can knock down the spike, it falls into the pit. Then you just jump into the pit and you will not get spiked, you will stand on top of the fallen spike and enter through the door! To knock down the spike, you need to hit it twice with either your gauntlet or a projectile. Simply jump into the air and do the normal gauntlet throw move or whatever your projectile move is. + +2) DIMENTHIA : In the Obsel desert, on the ground, amidst all those symbols, there is a circular figure with five lines in it, like dividing a pie into five even wedges. Once the round begins, throw your gauntlet. You can jump and ditch it away, even. You won't need it. Move to the circular figure and do the move to pick up the gauntlet. The character will bend down and touch the ground. When the character touches the circular figure, a portal is activated and the character is transported to Triax, to fight Dimentia. + +3) CRANIAC : You get to him from the Black Armada background (This background is the one with a catwalk in the distance). Getting to the back platform is the key. Hold Block and move Up 2 or 3 times to jump back to the far away platform. Moving left or right makes you switch sides, down keeps you still and up or center makes you come right back to the front. To get to Craniac, jump back to the platform 3 times and hold down each time you get back there, in order to get as much time back there as possible. 5 seconds after returning from the third trip, a small Craniac will fly onto the platform. While he is there, jump back there again to be with him, holding down to wait there. The game will freeze and a message will come up stating that you will fight Craniac! + +4) WRAITH : he is found from the Scorch HQ background. You get to Wraith by entering a 'trash talk' password after you win a match on this background. The password is UP(x3), Block. If it done correctly, 'WRAITH SUMMONED' appears on the screen. + +5) RATCHET : On Nimbus, note the far left side of the platform... there is a line that separates the small edge part from the rest of the platform. This is the key. On the winning round, you must defeat the opponent so that either you or your opponent stays fully to the left of the line, in the edge part. Then, you enter a 'trash-talk' code : Hold Left, then Front Leg(x4), Block. + +6) SHADOW : Beat your opponent 2-0 from any background (no round 3 allowed, folks....without using the Block button in any match and do the fatality on BOTH rounds). + +7) BLOOD : Blood, like Shadow, can be found from any background. To fight Blood, you need to have a perfect round and then win the match. Note that if you get a Perfect in the first round, Blood will not appear until the match (win 2 out of 3) is over. If you do this, the dead opponent explodes and Blood comes alive! + +8) SIN : Beat all of the 8 regular fighters. + + +* SPECIAL Ending : When you have beaten all of the regular fighters and all of the hidden agents, you will get to see the credits and at the end of the credits, a code and a telephone number is given to you :). + + +- SERIES - + + +1. Time Killers (1992) + +2. Blood Storm (1994) + + +- STAFF - + + +Staff : Chris Oberth + + +- SOURCES - + + +The Bloodstorm FAQ compiled by James Elkinton. + +$end + +$info=bloodwar, +$bio + +Blood Warrior (c) 1994 Kaneko. + + +A fighting game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=bldyror2, +$bio + +Bloody Roar 2 - Bringer of The New Age (c) 1998 Eighting / Raizing. + + +A one-on-one fighting game where the players can transform into powerful beasts. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : 68000 (@ 12 Mhz) + +Sound Chips : PSX (@ 12 Mhz), YMF271 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Beastorizer (1997) + +2. Bloody Roar 2 - Bringer of The New Age (1998) + +3. Bloody Roar 3 (2001) + +$end + +$info=bldwolf, +$bio + +Bloody Wolf (c) 1988 Data East. + + +In this shoot'em up, two lone commandos take on an entire army with guns, knives, fists and whatever else might be lying around. + + +- TECHNICAL - + + +Main CPU : HuC6280 (@ 7.159066 Mhz) + +Sound CPU : HuC6280 (@ 7.159066 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Bloody Wolf was licensed to Romstar for US release and in fact, went through all the name changes during the testing cycle before release. + + +This game is known outside US as "Battle Rangers" and in Japan as "Narazumo Sentou Butai - Bloody Wolf" (translates from Japanese as 'Ruffian Combat Force - Bloody Wolf'). + + +- STAFF - + + +Game designer : Yoshiaki Honda + +Game programmers : Takaaki Ioue, Souichi Akiyama + +Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man + +Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa + +Hardware : Tomotaka Osada + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=bloxeed,bloxeedc,bloxeedu, +$bio + +Bloxeed (c) 1989 Sega. + + +A puzzle game. Gameplay is quite similar to "Tetris" but with some added twists. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +Another version runs on the Sega System 18 hardware. + + +- UPDATES - + + +The Sega System 18 version (released in 1990) has : + +* Special effects on the title screen. + +* An extra button to rotate counter-clockwise. + +* Bug fixes (Level 2's background). + +$end + +$info=bluehawk,bluehawn, +$bio + +Blue Hawk (c) 1993 Dooyong. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to NTC. + +$end + +$info=blueprnt,blueprnj, +$bio + +Blue Print (c) 1982 Zilec. + + +You control a character that must search houses to find pieces of a machine. There are a variety of antagonists that impede your progress including monsters and bombs. Once you've assembled the machine according to the blueprint, use it to shoot the monster that is chasing your girlfriend. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.5 Mhz), Z80 (@ 1.25 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed for manufacture and distribution to Jaleco and to Bally Midway (09/1982). + + +- STAFF - + + +Staff : Christopher Stamper, John Lathbury, Timothy Stamper + + +- PORTS - + + +* Consoles : + +Atari 5200 (1983) + + +* Computers : + +Commodore C64 (1983) + +$end + +$info=blueshrk, +$bio + +Blue Shark (c) 09/1978 Midway. + +Game ID : 742 + + +Insert coin(s), and underwater creatures appear randomly on the screen. By pulling the trigger on the speargun, the player fires spears at the sea creatures. Features a three dimensional color background scenery depicting an underwater scene. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Button : 1 + + +- TIPS AND TRICKS - + + +* Hint 1 - Don't Shoot The Skindiver! : Player scores 500 points for hitting the shark (long range). 400 for the octopuc, 300 for the shark (close range), and 200 for the swordfish. But be careful, if player hits the skindiver, he is penalized 500 points. + +$end + +$info=bjourney, +$bio + +Blue's Journey (c) 03/1991 Alpha Denshi. + + +A cute platform game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0022 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Raguy". + + +- STAFF - + + +Author / Planner : Takashi Hatono + +Chief designer : Yohko Igarashi + +Scroll designers : Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi + +Sprite designers : Kazushige Hakamata, Hideyuki Yamada + +Programmers : Osamu Iijima, Yuji Noguchi + +Music composer : Yuka Watanabe + +Sound effect : Hideki Yamamoto + +Hard Wearer : Eiji Fukatsu + +Sound programmer : Makio Chiba + +Character voices : Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=bmcbowl, +$bio + +BMC Bowling (c) 1994 BMC. + + +As the title says : A bowling game from BMC :-) + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10.738635 Mhz) + +Sound Chips : AY-3-8910 (@ 1.789772 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 280 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Button : 1 + +$end + +$info=bwcasino, +$bio + +Boardwalk Casino (c) 1984 Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Buttons : 6 + + +- TRIVIA - + + +This game is also known as "Atlantic City Action". + +$end + +$info=boblbobl, +$bio + +Bobble Bobble (c) 1986. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Bubble bobble". + + +- UPDATES - + + +Unlike the original game : + +* The left player can have only a total of two extends. + +* This bootleg has a new feature in Dip switch where you may control the speed of monsters. + +$end + +$info=bodyslam, +$bio + +Body Slam (c) 1986 Sega. + + +A female wrestling game starring some VERY ugly women! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Dump Matsumoto". + +$end + +$info=bogeyman, +$bio + +Bogey Manor (c) 1985 Technos. + + +A platform game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 272 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=boggy84, +$bio + +Boggy '84 (c) 1983 Eddie's Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Boggy '83". + +$end + +$info=bombbee, +$bio + +Bomb Bee (c) 06/1979 Namco. + + +In this old ball and paddle game, you control a paddle that must rebound a ball into the colorized bricks and pop-bumpers. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man". + + +- TIPS AND TRICKS - + + +* Occasionally the ball will get stuck in a very long loop (this usually happens with the pop bumpers). Just sit back and relax while the points rack up, but eventually the game will figure out the ball is stuck and shoot it out in some other direction. + + +- SERIES - + + +1. Gee Bee (1978) + +2. Bomb Bee (1979) + +3. Cutie Q (1979) + + +- STAFF - + + +Designed by : Toru Iwantani + +$end + +$info=bombjack,bombjac2, +$bio + +Bomb Jack (c) 10/1984 Tehkan. + + +A Superb platform game with gameplay that gives more than a passing nod to Namco's seminal "Pac-man". The object of the game is to collect bombs, and all bombs must be collected to complete a screen. Extra bonuses are awarded for collecting bombs with their fuses lit. When Bomb Jack gets killed, he drops to the nearest platform - always landing on his head. Only one bomb at a time has a lit fuse; collect 20 or more of these lit bombs on a level for a bonus (see 'Tips and Tricks' for details). Avoid the various monsters who chase you. The four different background pictures that feature in the game are: the Sphinx, skyscrapers, a castle, and a cityscape by night. A powerball appears at semi-regular intervals, if the players grabs this, all of the monster freeze for a few seconds and can then be killed by Bomb Jack (similar to the 'powerpill' in "Pac-man"). Collect the 'Bonus' symbols to increase the score for each lit bomb collected. Pick up an 'Extra' symbol for an additional man and a 'Special' symbol for an extra credit. Levels begin to repeat after level 18. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Round 1 music is the ending song from the Japanese animated cartoon series 'Spoon Oba-san', sung by the ultra-popular Mari Ijima (Lynn Minmay's voice in Macross). The anime was aired in 1983... at that time, Bomb Jack development was just starting: something more than a coincidence, then. + +Round 2 contains the music of 'Lady Madonna', by The Beatles. + + +Alfa Records released a limited-edition soundtrack album for this game (Tecmo Game Music - 28XA-95) on 25/09/1986. + + +- UPDATES - + + +The older version (set 2) says 'YOU ARE LUCY' instead of 'YOU ARE LUCKY'. + + +- TIPS AND TRICKS - + + +* Hint 1 : An important piece of information to remember is that you can pick up the bombs in a certain order to get the maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses (# Bombs - Bonuses) : + +20 - 10,000 pts. + +21 - 20,000 pts. + +22 - 30,000 pts. + +23 - 50,000 pts. + +So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver. + + +* Hint 2 : The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level. + + +* Hint 3 : Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically. + + +* Hint 4 : You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner. + + +- SERIES - + + +1. Bomb Jack (1984) + +2. Bomb Jack II (1986, Commodore C64) + +3. Vs. Mighty Bomb Jack (1986) + +4. Bomb Jack Twin (1993) + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1985) + +Nintendo Game Boy (1992) + + +* Computers : + +NEC PC8801 (1985) + +Commodore C64 (1986) + +Sinclair ZX Spectrum (1986) + +Amstrad CPC (1986) + +Atari ST (1988) + +Commodore Amiga (1988) + + +* Others : + +Mobiles phone [Nokia 3410] (2002) + +$end + +$info=bjtwin, +$bio + +Bomb Jack Twin (c) 1993 NMK. + + +Two players at the same time adds a new twist to this platform game. + + +- TECHNICAL - + + +Game ID : UPL-93087 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Secret Message : Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode. + + +- SERIES - + + +1. Bomb Jack (1984) + +2. Bomb Jack II (1986, Commodore C64) + +3. Vs. Mighty Bomb Jack (1986) + +4. Bomb Jack Twin (1993) + + +- STAFF - + + +Sound : Manabu Namiki + +$end + +$info=bomblord, +$bio + +Bomber Lord (c) 1991 + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=bombrman, +$bio + +Bomber Man (c) 1991 Hudson Soft. + + +In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D + + +- TECHNICAL - + + +Irem M-90 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem. + + +This game is known outside Japan as "Dynablaster". + + +- SERIES - + + +1. Bomber Man (1987, Nintendo Famicom) + +2. Bomber Man (1991) + +3. Bomber Man World (1992) + +4. Bomber Man II (1992, Nintendo Famicom) + +5. Bomber Man '93 (1992, NEC PC-Engine) + +6. Super Bomber Man (1993, Nintendo Super Famicom) + +7. Bomber Man '94 (1994, NEC PC-Engine) + +8. Super Bomber Man 2 (1994, Nintendo Super Famicom) + +9. Super Bomber Man 3 (1995, Nintendo Super Famicom) + +10. Super Bomber Man 4 (1996, Nintendo Super Famicom) + +11. Neo Bomber Man (1997) + +12. Super Bomber Man 5 (1997, Nintendo Super Famicom) + +$end + +$info=bbmanw,bbmanwj, +$bio + +Bomber Man World (c) 1992 Irem. + + +After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomber Man and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :) + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "New Atomic Punk - Global Quest". + + +A bootleg of this game is known as "Bomber Lord". + + +- SERIES - + + +1. Bomber Man (1987, Nintendo Famicom) + +2. Bomber Man (1991) + +3. Bomber Man World (1992) + +4. Bomber Man II (1992, Nintendo Famicom) + +5. Bomber Man '93 (1992, NEC PC-Engine) + +6. Super Bomber Man (1993, Nintendo Super Famicom) + +7. Bomber Man '94 (1994, NEC PC-Engine) + +8. Super Bomber Man 2 (1994, Nintendo Super Famicom) + +9. Super Bomber Man 3 (1995, Nintendo Super Famicom) + +10. Super Bomber Man 4 (1996, Nintendo Super Famicom) + +11. Neo Bomber Man (1997) + +12. Super Bomber Man 5 (1997, Nintendo Super Famicom) + + +- STAFF - + + +Sound composer : Miyako Omori + +$end + +$info=bnzabros, +$bio + +Bonanza Bros. (c) 1990 Sega. + + +A split screen one or two player game in which you play the bad guys (Robo and Mobo) trying to accumulate cash and incriminating evidence from other thieves in a series of buildings like banks and casinos. Success means the Chief of Police won't throw you in jail and you help him turn the town from Badville into Goodville! + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- PORTS - + + +* Consoles : + +Sega Master System (1991) + +Sega Megadrive (1991) + +NEC PC Engine (1992) + +NEC PC Engine Super CD-ROM2 (1992) + + +* Computers : + +Amstrad CPC (1991) + +Atari ST (1991) + +Commodore Amiga (1991) + +Commodore 64 (1991) + +Sinclair ZX Spectrum (1991) + +Sharp X68000 (1991) + +$end + +$info=mt_bbros, +$bio + +Bonanza Bros. (c) 05/1991 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 49 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=bcrusher, +$bio + +Bone Crusher (c) 1985 Japan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Knuckle Joe". + +$end + +$info=bongo, +$bio + +Bongo (c) 1983 Jetsoft. + + +An early platform game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +$end + +$info=bonkadv, +$bio + +Bonk's Adventure - Arcade Version (c) 1994 Kaneko. + + +A platform game, based on the NEC PC Engine game of the same name, consisting of 21 stages fighting dinosaurs and other creatures. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Kyokyoku !! PC Genjin - Special Arcade Version" and in Europe as "B.C. Kid". + + +This game had a ticket payout mechanism meaning you could also win cheesy prizes. + + +- UPDATES - + + +* In the Korean version titlescreen, the 'KANEKO' standard logo is replaced by 'KA' with a cat (wich is pronounced 'NEKO' in Japanese). + + +- SERIES - + + +1. Bonk's Adventure (1992, Nintendo Game Boy) + +2. Bonk's Revenge (1994, Nintendo Game Boy) + +3. Bonk's Adventure - Arcade Version (1994) + +4. Super Bonk (Nintendo Super Famicom) + +5. Super Bonk 2 (Nintendo Super Famicom) + +$end + +$info=bonzeadv,bonzeadu, +$bio + +Bonze Adventure (c) 1988 Taito. + + +A platform game where the player controls a monk. His weapons are bubbles of various colours which can be powered up until they become almost as large as the player. The monk battles snakes, giant eyeballs, ghosts and other enemy creatures. + + +- TECHNICAL - + + +Game ID : B41 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Jigoku Meguri". + + +The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law. + + +- STAFF - + + +Game director : Yasumasa Sasabe + +Creaters : Crazy-Yoshikawa, Creamy Tetsu + +Creature designed by : Junji Yarita + +Game design director : Hidehiro Fujiwara + +Game designer : Kenshi Kaito + +Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima + +Hardware director : Takashi Ohara + +Art director : Hiroyasu Nagai + +Sound directed by : Hisayoshi Ogura + +Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa + +$end + +$info=boogwing, +$bio + +Boogie Wings (c) 1992 Data East. + + +This is one of the most humorous shoot'em ups ever. One biplane had a hook at the rear with which you could swing it to catch lots of things in the scenery like enemies. One other particularity was that, if your plane was hit two times, it was destroyed and you then had to continue on foot. You could then take all kinds of vehicles like a bike, elephant, pogostick, etc. The stages were a museum with dinosaur skeletons, a fair with a mechanical Santa Claus turning into Satan Claus, etc... + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +This game is also known as "The Great Ragtime Show". + +$end + +$info=boomrang, +$bio + +Boomer Rang'r (c) 1983 Data East. + + +The player controls Whirley, a caveman armed with a boomerang whose quest it is to find a lost treasure in that prehistoric land. As he searches for the lost treasure, he must fight off enemy cavemen armed with clubs, dinosaurs and other prehistoric monsters. He must also look out for vultures who drop rocks. Whirley can also mount a dinosaur and ride it after he kills the caveman who is riding it, and whenever he is riding a dinosaur, he can have the dinosaur breathe fire for a weapon. + + +- TECHNICAL - + + +Main CPU : DECO (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Genesis". + + +- STAFF - + + +Staff : Y. Suzuki, D. Kohama, Y. Sakakura, M. Sano + +$end + +$info=bootcamp, +$bio + +Boot Camp (c) 08/1987 Konami. + + +A one or two player multi-event combat game, similar in gameplay style to Konami's "Track and Field" series. + +* In the obstacle course, you must repeatedly press the fire button to run as fast as possible. Press the jump button in order to clear or mount hurdles of various hights. Complete the course within a specific ammount of time to continue the game. + +* In the Iron Man race, the controls are the same but you will jump puddles and boulders and swim across a stream. + +* In the firing ranges, aim with the joystick or trackball and shoot using the fire button. There will be various firing range sessions beginning with stationary targets, preceeding to moving targets, and finishing with to having to avoid hitting the targets that represent comrades. The comrade targets resemble your drill instructer but you must still avoid hitting them (the wrong targets and the drill instructers) as it will cost you the game. The activities get progressively more difficult as you proceed. + + +- TECHNICAL - + + +Game ID : GX611 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Combat School". + +$end + +$info=boothill, +$bio + +Boot Hill (c) 03/1977 Midway. + + +A classic one or two-player western gunfight game, featuring a monochrome display overlaid via mirror onto back-lit plastic background. Each player uses a small joystick to move their cowboy up and down the play area, while a second, much larger joystick is used to aim the pistol and shoot - this larger stick also has a trigger button. The game's single goal is simply to shoot the other player, who is situated on the opposite side of the game area. Wagons and cacti litter the middle of the play area, providing tempoary cover from the opponent's gunfire (while, of course, providing the opponent with cover from the PLAYER'S shots). These obstacles slowly disintigrate as they are shot; much like the shields in Taito's "Space Invaders". + + +Boot Hill is a time-based NOT life based, with the factory default set at ninety seconds. This is, of course, operator adjustable via the dip settings. The computer opponent is quite easy to beat with a little practice, but a human opponent provides a much stronger challenge. + + +- TECHNICAL - + + +Game ID : 612 + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 2-way joystick, 8-way joystick + + +- TRIVIA - + + +On the surface, Boot Hill seemed to represent quite a leap forward in technological terms. The highly detailed and colourful backdrop was very striking for the time. It was, of course, achieved with something far simpler than a technological leap forward; the wholly unscientific method of having a drawn, printed backdrop over which the in-game monochrome graphics were projected, via a large mirror. + + +This game was one of several early video and non-video arcade games to feature, albeit briefly, in George Romero's horror movie classic 'Dawn of the Dead' (1977) - the sequel to 1968's 'Night of the Living Dead'. The scene, occuring roughly halfway through the film, features four survivors of a zombie holocaust who are seeking refuge from hordes of the walking dead in a giant shopping mall; which, of course, just happens to have an arcade. The version of Boot Hill played in the movie seems to be without the backdrop. + + +This game was released in an upright dedicated cabinet, mostly yellow, but it was covered with stencil style painted cowboy sideart that showed two different cowboys on each side. The front of the machine had a few more cowboys painted on it (one with a black hat and one with a white hat). There was no marquee at all, the game had its title printed on the monitor bezel, which also showed a detailed cartoon scene of a few cowboys shooting it out in a graveyard on top of a hill. The game used a 23'' monochrome open frame monitor that was buried deep within the machine. They used a combination of mirrors, overlays, and blacklights to put the game on a detailed background of actual hilly terrain. + + +- SERIES - + + +1. Gun Fight (1975) + +2. Boot Hill (1977) + + +- STAFF - + + +Designed and programmed by : Dave Nutting + +$end + +$info=brdrlinb, +$bio + +Borderline (c) 1981 Sega. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound CPU : I8039 (@ 238.636 Khz) + +Sound Chips : AY-3-8910 (@ 1.193181 Mhz), Samples (@ 1.193181 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Sega SG-1000 + +$end + +$info=borench, +$bio + +Borench (c) 1990 Sega. + + +A puzzle game similar to "Marble Madness". + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=borntofi, +$bio + +Born To Fight (c) 199? Unknown. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 8 Mhz) + +Sound CPU : I8086 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=bosco,boscoo,boscoo2,boscomd,boscomdo, +$bio + +Bosconian - Star Destroyer (c) 11/1981 Namco. + + +A space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all six base cannons. The player's ship which is controlled with an 8-way joystick is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sub CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG, custom DAC (for speech), discrete circuitry (for the shot and explosions sounds) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Midway for US manufacture and distribution (02/1982). + + +Bosconian was famous for being the first game to have a continue feature. When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen. + + +* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score. + + +- SERIES - + + +1. Bosconian - Star Destroyer (1981) + +2. Blast Off (1989) + + +- STAFF - + + +Designed and programmed by : Akira Takundai, Hurashi Nagumo + +Music by : Nobuyuki Ohnagi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1995, "Namco Museum Vol.1") + + +* Computers : + +Sharp X68000 (1981) + +MSX (1984) + +Commodore C64 (1987, "Bosconian 87") + +Sinclair ZX Spectrum (1987, "Bosconian 87") + +Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003). + +Sord-M5 + +$end + +$info=botanic, +$bio + +Botanic (c) 1983 Itisa Palamos. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Valadon Automation for French manufacture and distribution. + + +- STAFF - + + +Staff : Henk Spits, Josep M. Petit, Josep Morillas + +$end + +$info=bottom9,bottom9n, +$bio + +Bottom of the Ninth (c) 02/1989 Konami. + + +A baseball game. + + +- TECHNICAL - + + +Game ID : GX891 + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Main Stadium - Meinsutajiamu". + +$end + +$info=bouldash,bouldshj, +$bio + +Boulder Dash (c) 05/1990 First Star Software. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East. + + +This game is a port from an original game designed at First Star Software by Peter Liepa and Chris Gray for the Apple II computer. + + +- TIPS AND TRICKS - + + +* Escape Trick : There is an escape mode that allows you to go through the stones and any moving walls. To activate it, press the A and B buttons at the same time while moving. There is a cost involved, though - it deducts 20 seconds for each stone or wall passed through. + + +* Boulder Dash Part 2 : There is a way to access Boulder Dash Part 2 from the attract mode (Part 2 has the same levels, but increased difficulty). To access it, press the following key sequence while the player list is onscreen : A+Up, A+Down, Left, Right. + + +- STAFF - + + +Planner (First Star Software) : Peter Liepa, Chris Gray + +Arrange : Mr. Inaba + +Graphic designers : Miss Yamaguchi, Miss Shiraiwa, Mr. Yokoi + +Sound : Miss Hara, Mr. Fuse + +Hard : Mr. Mitsui + +Programmers : Mr. Ishiguri, Mr. Sakai, Mr. Ohta + +$end + +$info=cbdash, +$bio + +Boulder Dash (c) 08/1985 Data East. + + +Rockford digs feverishly, as boulders crash down all around him, throughout 16 mystical caves and five levels of difficulty. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 44 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Peter Liepa, Chris Gray + +$end + +$info=mf_bdash, +$bio + +Boulder Dash (c) 1984 Exidy / First Star Software. + + +Rockford digs feverishly, as boulders crash down all around him, through 16 mystical caves and five levels of difficulty. + + +- TECHNICAL - + + +Max-A-Flex hardware + + +Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz) + +Sound Chips : Pokey (@ 1.78979 Mhz), DAC (@ 1.78979 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 225 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.92 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +By : Peter Liepa + +With : Chris Gray + + +- PORTS - + + +* Computers : + +PC [MS-DOS] (1984) + +$end + +$info=bballs, +$bio + +Bouncing Balls (c) 1991 Comad. + + +A puzzle game where you drop balls in a certain order to create a sum of numbers. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game features Daffy Duck and Marvin the Martian. + +$end + +$info=bounty, +$bio + +The Bounty (c) 1982 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=bowlrama, +$bio + +Bowl-O-Rama (c) 1991 P&P Marketing. + + +This upgrade for "Capcom Bowling" boards contains three bowling variations : + +* Bowl-O-Rama : Plays like standard bowling. + +* Flash-O-Matic : Time strikes and spares to get maximum score multiplier. + +* BlackJack : Three balls and full racks per frame. Try to get 21 to get 42 points or just get straight points for the number of pins knocked down. + + +- TECHNICAL - + + +Main CPU : M6809E (@ 2 Mhz) + +Sound CPU : M6809E (@ 2 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 360 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This is a ROM and daughterboard upgrade for "Capcom Bowling" boards. + +$end + +$info=bowler, +$bio + +Bowling Alley (c) 04/1979 Midway. + + +An old black and white bowling game up to four players. + + +- TECHNICAL - + + +Game ID : 730 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +One of Midway's myriad bowling games, this was the first that featured the popular 'Flash' variation with its timing-based scoring scheme. To support this, an external display was used to highlight the appropriate section of the score scheme. + +$end + +$info=boxer, +$bio + +Boxer (c) 1978 Atari. + + +An old black and white overhead one-on-one boxing game. + + +- TECHNICAL - + + +Game ID : A007203 + + +Main CPU : M6502 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : paddle + + +- TRIVIA - + + +The controls were a big pain. The players gripped handles that could be swiveled left and right to simulate punching. The problem was, they kept being broken by players. More and more was done to strengthen these controls until they were capable of finally being able to withstand public abuse. Unfortunately after all this the game didn't test well enough to be released. + +$end + +$info=boxingb, +$bio + +Boxing Bugs (c) 03/1981 Cinematronics. + + +This is kind of like a reverse of "Star Castle". You control a cannon inside an enclosure in the center of the screen. You have to blast the baddies to keep them out of your little area. You can either shoot them, or hit them with your boxing glove. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : Optical spinner + +Buttons : 3 + + +- TRIVIA - + + +One of the last vector games Cinematronics made; very few numbers were produced and Cinematronics' days were numbered. They would make a brief comeback with "Dragon's Lair", but shortly afterwards be swallowed up by Leland Corporation and disappear into oblivion. + + +Boxing Bugs ran on expanded version of the basic Cinematronics hardware platform. It added a ROM board and a color conversion board which allowed a color game to run on the otherwise monochrome Cinematronics vector platform. It used a Wells Gardner color X-Y monitor, and shipped in a rather unremarkable yellow cabinet that had plain 'Cinematronics' sideart painted on. The cabinet was similar to the one used for "Speed Freak", but not exactly the same. + + +- STAFF - + + +Designed and programmed by : Jack Ritter + +Additional program by : Scott Boden + +$end + +$info=boxyboy, +$bio + +Boxy Boy. (c) 11/1990 Thinking Rabbit / Namco. + + +A puzzle game where you control a boy who tries to push the boxes onto the blue circles. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : SB + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Souko Ban Deluxe". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993. + + +- STAFF - + + +Music composed by : Ayako Sasou + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=bradley, +$bio + +Bradley Trainer (c) 1981 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Pokey (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 10 + + +- TRIVIA - + + +Originally called 'IFV' (Infantry Fighting Vehicle), this game was commissioned by the U.S. Army for infantry vehicle training. + + +Bradley Trainer used existing "Battle Zone" hardware with many modifications. The simulator also used a replica of the controls from a real Bradley Fighting Vehicle. The control was later modified for use in Atari's coin-op "Star Wars". + + +Only two prototypes of this machine were ever produced. One of the prototypes is now in the hands of Scott Evans (http://www.safestuff.com). The other's whereabouts are unknown, and presumed destroyed. + + +- STAFF - + + +Project leader : Rick Moncrief + +Programmed by : Ed Rotberg + +Engineer : Jed Margolin + +Mechanical engineer : Otto De Runtz + +Technician : Erik Durfey + +$end + +$info=brain, +$bio + +Brain (c) 1986 Coreland / Sega. + + +An early shoot'em up. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=brvblade, +$bio + +Brave Blade (c) 2000 Eighting / Raizing. + + +A 3-D vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : 68000 (@ 12 Mhz) + +Sound Chips : PSX (@ 12 Mhz), YMF271 (@ 12 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 640 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- STAFF - + + +Planning & Design : Mitsuakira Tatsuta + +Planning & Program : Kenji Shibayama + +Staff : Masaharu Tokutake, Syouji Mizumoto, Yuki Yonei, Tomotaka Takeuchi, Hiroshi Sato, Kenichi Sato, Kenichi Yokoh, Manabu Namiki, Hiroshi Tahara + +Advance : Susumu Hibi + +Supervision : Yuichi Toyama, Yuichi Ochiai + +Producer : Masato Toyoshima + +$end + +$info=berabohm,beraboho, +$bio + +Bravo Man - Chou Zetsurin Jin (c) 05/1988 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : BM + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 pressure sensitive buttons + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Unequaled Man'. + + +In Stage 8, the main character from "Pistol-Shogun - Pistol Daimyo no Bouken" (which was released 2 years later) must be fought. + + +- STAFF - + + +Music by : Norio Nakagata + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=brkthru, +$bio + +Break Thru (c) 02/1986 Data East. + + +A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Kyohkoh-Toppa". + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + + +* Computers : + +Commodore C64 (1986) + +Amstrad CPC (1986) + +Sinclair ZX Spectrum + +$end + +$info=breakers, +$bio + +Breaker's (c) 11/1996 Visco. + + +Fast-paced and combo-friendly fighting game with eight selectable characters and one end boss. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0230 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +A prototype of this game was presented at an AM Show two years before the official release (04/1994) under the name of "Tenrin No Syo Chicago". + + +- SERIES - + + +1. Breaker's (1996) + +2. Breaker's Revenge (1998) + + +- STAFF - + + +Executive producer : Tetsuo Akiyama + +Producer : Don Gabacho + +Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki + +'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware) + +Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo + +Object designer : Tomohiro Ohno + +Art designers : Water Valley, E-Ayasu Beam!! + +'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware) + +Music composer : Ken'ichi Kamio + +Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music) + +Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa) + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD + +$end + +$info=breakrev, +$bio + +Breaker's Revenge (c) 07/1998 Visco. + + +A small update to "Breaker"'s containing one new selectable character, Saizo and different colored backgrounds. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0245 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + + +- TIPS AND TRICKS - + + +* Unlock Bai-Hu : At the character selection screen, press Up at the same time on both 1P&2P joystick. + + +- SERIES - + + +1. Breaker's (1996) + +2. Breaker's Revenge (1998) + + +- STAFF - + + +Executive producer : Tetsuo Akiyama + +Producer : Don Gabacho + +Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki + +'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware) + +Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo + +Object designer : Tomohiro Ohno + +Art designers : Water Valley, E-Ayasu Beam!! + +'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware) + +Music composers : Ken'ichi Kamio + +Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music) + +Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa) + +$end + +$info=breywood, +$bio + +Breywood (c) 1986 Data East. + + +Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Shackled". + + +This game represents the Data East answer to Atari's "Gauntlet". + + +Poly Star released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- UPDATES - + + +The attract mode is different in US version. + +$end + +$info=brickzn,brickzn3, +$bio + +Brick Zone (c) 1992 SunA. + + +A ball and paddle game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), (4x) DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + +Buttons : 2 + +$end + +$info=brickyrd, +$bio + +Brickyard (c) 1976 RamTek. + + +A four-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 559.062 Khz) + +Sound Chips : Discrete (@ 559.062 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : 8-way joystick + + +- TRIVIA - + + +This game is also known as "Barricade". + + +- SERIES - + + +1. Brickyard (1976) + +2. Barricade II + +$end + +$info=mf_brist, +$bio + +Bristles (c) 1983 Exidy / First Star Software. + + +A carpenter named Peter tries to paint a house in this platform game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz) + +Sound Chips : Pokey (@ 1.78979 Mhz), DAC (@ 1.78979 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 225 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.92 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +By : Fernando Herrera + +$end + +$info=brix, +$bio + +Brix (c) 1982 Advanced Microcomputer / Cinematronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : Joystick 2-way + +Button : 1 + + +- TRIVIA - + + +This game is the prototype version of "Zzyzzyxx" (it was renamed to Zzyzzyxx before release). + +$end + +$info=bronx, +$bio + +Bronx (c) 1986 Unknown. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Cycle Shooting". + +$end + +$info=brutforc, +$bio + +Brute Force (c) 1991 Leland. + + +A four player melee in the city streets against various gangs. Lots of weapons and items to pick up and lots of things in the background to break with them. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Designed by : Bob Skinner, Kevin Lydy + +Directed by : John Rowe + +Executive producers : Medo Moreno, Dan Viescas + +Graphics : Kevin Lydy + +Software : Bob Skinner, Hwan Kim + +Soundware : Sam Powell, Michelle Simon + +Music : Sam Powell + +Hardware : Alex Mckay, Eric Henderson + +Additional software : Phil Sorger, Earl Stratton, Bruce Moore + +Vocals : 'Slater Bros. + +$end + +$info=bubl2000, +$bio + +Bubble 2000 (c) 1998 Tuning. + + +A "Puzzle Bubble"-like game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Caveman characters are taken from the Super Famicom game "Prehistoric Man". These appear to be unlicensed reproductions of registered characters. + +$end + +$info=bublbobl,bublbobr,bubbobr1, +$bio + +Bubble Bobble (c) 08/1986 Taito. + + +One or two players take on the role of Bub and Bob, two cute dinosaurs who must battle through 100 platform-packed levels and rescue their girlfriends. Bub and Bob are armed only with the ability to make bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level. + + +The game's simple-yet-involving gameplay saw Bubble Bobble become an instant classic. Its two-player co-operative mode, coupled with the incredible amount of hidden secrets and potential for strategic play - unheard of in the platform genre - would set the standard by which all other platform games were judged. + + +- TECHNICAL - + + +Game ID : A78 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US manufacture and distribution (10/1986). + + +The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob. + + +In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganisation - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports. + + +Some bootlegs of this game are known as "Bobble Bobble", "Miss Bubble II" and "Super Bobble Bobble". + + +Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on 25/01/1987 + + +- UPDATES - + + +Revision 1 : + +* Software version : 0.018 + +* First world release. + + +Revision 2 : + +* Software version : 1.0 + +* US release. + + +Revision 3 : + +* Software version 5.1 + +* US release (11/1986). + +* Added mode selection at the begining of the game (Normale or Super mode). + + +- TIPS AND TRICKS - + + +* Unlimited Run And Rapid Fire : At the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!. + + +* Original Bubble Bobble : At the title screen press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds. + + +* The 'Super Bubble Bobble' Code : At the title screen press 1P, Jump, Fire, Left, Right, Jump, 1P, Right. This will change the Bubble Bobble logo in 'Super Bubble bobble' and the game will change under several points of view : different platform colors, different order for monster appearances... The most important change is that this is the ONLY way to see the REAL ending of the game (and you'll need also to kill the final baddie in a 2P play, 'cause the game wants to promote the 'power of friendship'... see below). If the *super* trick is performed on the original version of Bubble Bobble, the game lets you choose at the very start between 'normal' and 'super' game, while the bootlegs don't. + + +* Secret Tombs : Make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door. + + +* Paffing A Skel : Skel is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by 'his' Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character. + + +* The Trick! : At the end of a level, sometimes all of the bubbles on the screen will inexplicably turn into food (even if there was no candy cane on that level). If the tens and hundreds digits of either player's score match when the last monster of a level is popped, then the bubbles will turn into food! Ex : scores of 10,770 1,350,990 or 576,000 will produce 'the trick.' Usually, my partner and I kill everything in a level, and as one player moves to pop the last monster, the other player will 'get the trick' by blowing bubbles against a wall until the score is correct. Notice that you _do_ get the points for popping the last monster, so if you're by yourself, you have to work your score so that the tens and hundreds digits will match _after_ the points for the last monster are added.... + + +* Blowing Yourself Through : It is possible (though quite difficult) to bounce on a bubble at the top of the screen and ride it 'through' the top, so that you emerge at the bottom of the screen. + + +* Full Ending Sequence : Beat the game in 2 Player in Super mode and you'll get the full end sequence. + + +* High Score Codes : After getting a high score, enter your initials as : + +SEX - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemy into 6k diamonds. + +TAK - Octopus-turns bubbles into X's at end of level. + +STR - Flamingo-turns bubbles into smiling turds at end of level. + +KTT - Beer-turns bubbles into pizzas at end of level, what a perfect match !!! + +... - Knife-flying cakes/vegetables/etc across the screen, turns enemy into 6k diamonds. + +I.F, MTJ, NSO, KIM, YSH - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds. + + +- SERIES - + + +1. Bubble Bobble (1986) + +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987) + +3. Final Bubble Bobble (1988, Sega Master System) + +4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine) + +5. Bubble Bobble Part 2 (1993, Nintendo Famicom) + +6. Bubble Bobble II (1994) + +7. Bubble Memories - The Story of Bubble Bobble III (1996) + + +- STAFF - + + +Game design & Character : Fukio Mitsuji (MTJ) + +Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO) + +Sound creator : Tadashi Kimijima (KIM) + +Instruction : Yoshida (YSH) + +Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sega Master System (1988) + +Nintendo Game Boy (1990) + +Sega Game Gear (1994) + +Sega Saturn (1996, "Bubble Bobble & Rainbow Island") + +Sony Playstation (1996, Bubble Bobble featuring Rainbow Island") + +Nintendo Game Boy Advance (2002, "Bubble Bobble Old & New") + +FM Towns Marty + + +* Computers : + +Commodore C64 (1987) + +Atari ST (1987) + +Commodore Amiga (1987) + +Amstrad CPC (1987) + +Sharp X68000 (1989) + +PC [MS-DOS, 5.25''] (1989) + +Sinclair ZX Spectrum (1991) + +PC [MS-DOS, CD-ROM] (1996, "Bubble Bobble & Rainbow Island") + +MSX / MSX2 + +Apple II + + +* Others : + +Nokia N-Gage (2004, "Taito Memories") + +$end + +$info=bublbob2, +$bio + +Bubble Bobble II (c) 10/1994 Taito. + + +Ten years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D90 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Bubble Symphony". + + +- TIPS AND TRICKS - + + +* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound. + + +* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music. + + +* Game Mode Select : Before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. + + +* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters. + + +- SERIES - + + +1. Bubble Bobble (1986) + +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987) + +3. Final Bubble Bobble (1988, Sega Master System) + +4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine) + +5. Bubble Bobble Part 2 (1993, Nintendo Famicom) + +6. Bubble Bobble II (1994) + +7. Bubble Memories - The Story of Bubble Bobble III (1996) + + +- STAFF - + + +Project leader : Keppel Maekawa + +Game planners : Yoshitake Shirei, Keppel Maekawa + +Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani) + +Map creators : Taka. Furukawa, Yoshitake Shirei + +Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan + +Dot design works : Akiyoshi Takada, Mari Fukusaki, Natsuko Mochi, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai) + +All music & sound composed by : Yasuko Yamada (Zuntata) + +Sound effects : Ishikawa Babio (BABI) (Zuntata) + +Music adviser : Tamayo Kawamoto (Zuntata) + +Instruction designers : Mihoko Sudoh, Rintaroh Doi + +Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki + +$end + +$info=bubblem,bubblemj, +$bio + +Bubble Memories - The Story of Bubble Bobble III (c) 02/1996 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E21 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Power Up Mode : Press Up, Right, Left, Down, Up, Right, Left, Down at the title screen. Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum and yellow gum. + + +* Super Mode : Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels. + + +* Original Mode : Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37. + + +- SERIES - + + +1. Bubble Bobble (1986) + +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987) + +3. Final Bubble Bobble (1988, Sega Master System) + +4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine) + +5. Bubble Bobble Part 2 (1993, Nintendo Famicom) + +6. Bubble Bobble II (1994) + +7. Bubble Memories - The Story of Bubble Bobble III (1996) + + +- STAFF - + + +Software design : Harumi. K, Meltycat! + +Character design : Voosy Marler, Aki, Mari Chan, Miwa Kamiya + +Map design : Taka. Furukawa, FJT + +Music by : Yasuko Yamada (Zuntata) + +Sound Effects by : Ishikawa Babio (BABI) (Zuntata) + +Design works : Kumi Mizore, Jun Iwata + +Hardware design : Takashi Kinugasa, Katsumi Kaneoka, Tomio Takeda, Kazuhiko Bando + +$end + +$info=bubsympe,bubsymph,bubsympu, +$bio + +Bubble Symphony (c) 10/1994 Taito. + + +Ten years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D90 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Bubble Bobble II". + + +- TIPS AND TRICKS - + + +* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound. + + +* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music. + + +* Game Mode Select : Before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. + + +* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters. + + +- SERIES - + + +1. Bubble Bobble (1986) + +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987) + +3. Final Bubble Bobble (1988, Sega Master System) + +4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine) + +5. Bubble Bobble Part 2 (1993, Nintendo Famicom) + +6. Bubble Symphony (1994) + +7. Bubble Memories - The Story of Bubble Bobble III (1996) + + +- STAFF - + + +Project leader : Keppel Maekawa + +Game planners : Yoshitake Shirei, Keppel Maekawa + +Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani) + +Map creators : Taka. Furukawa, Yoshitake Shirei + +Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan + +Dot design works : Akiyoshi Takada, Mari Fukusaki, Natsuko Mochi, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai) + +All music & sound composed by : Yasuko Yamada (Zuntata) + +Sound effects : Ishikawa Babio (BABI) (Zuntata) + +Music adviser : Tamayo Kawamoto (Zuntata) + +Instruction designers : Mihoko Sudoh, Rintaroh Doi + +Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +There was also a Sony PlayStation port by Virgin, but was not marketed. + +$end + +$info=bubbles,bubblesr,bubblesp, +$bio + +Bubbles (c) 1982 Williams. + + +In Bubbles you control a cartoon soap bubble inside a large sink. The object of the game is clean out the sink. You can safely scrub away ants, grease, and crumbs all the time. But sponges, roaches, brushes, and razor blades are deadly to a small bubble. Don't worry too much though, because your bubble grows in size as it swallows up the dirt in the sink. When it gets big enough it will be able to hit brushes and sponges (but still not razors). + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + + +- TRIVIA - + + +This title was designed to be a fun, non-violent, 'clean' game, so the design team of Angelo and Kotlarik came up with the idea of a game based on cleaning, which was then implemented by programmer Murphy. + + +Bubbles was available in two different upright cabinets, a standard wooden one, and the more uncommon plastic DuraMold cabinet. A mini (or cabaret) cabinet, and a cocktail. All five different varieties are pretty rare. On top of there being five different cabinets, there were also two different ROM revisions (the 'Red' and 'Blue' revisions). Making a grand total of ten different Bubbles machines. + +* The standard upright is in a dark blue cabinet (which is identical to one of the alternate "Robotron - 2084" cabinets). It is decorated with painted sideart of a bunch of bubbles coming up from a drain. The marquee matches the design of the sideart perfectly (a 'Bubbles' logo on a dark blue background, some of them also showed the main character, but many of them did not). The control panel features an 8-Way optical joystick that has an incredible feel, but is prone to breakage. + +* The DuraMold cabinet was a round cabinet made completely out of thick plastic. This was an experiment in making an indestructible arcade cabinet that would last forever. There were a few other DuraMold games made, but Bubbles was the most common one by far. The DuraMold Bubbles was a big blue plastic cylinder with no sideart. It had a curved marquee on top that had the same graphics as the standard upright. The control panel had the same joystick that the upright model used, but the graphics on it were more detailed (cartoon images of characters from the game, as opposed to a simple design). + +* The cabaret and cocktail models were identical in design to their "Robotron - 2084" counterparts. Both of these had very limited production runs. + + +- STAFF - + + +Program, design and sounds by : John Kotlarik (JJK), Tim Murphy (TIM) + +Art and design by : Python Anghelo (ANG) + +Support software by : Dave Rzepka + +Hardware by : Chuck Bleich, Greg Wepner + +Mechanical by : Leo Ludzia, Gary Berge. + +Video manager : Ken Lantz + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + +$end + +$info=buccanrs, +$bio + +Buccaneers (c) 1989 Duintronic. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.579645 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 544 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=buckrog,buckrogn, +$bio + +Buck Rogers - Planet of Zoom (c) 12/1982 Sega. + + +A chase-view shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1792 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Zoom 909". + + +This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?). + + +- SERIES - + + +1. Buck Rogers - Planet Of Zoom (1982) + +2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS) + +3. Buck Rogers - Matrix Cubed (1992 - MS-DOS) + + +- STAFF - + + +Security by : Masatoshi Mizunaga + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + +Colecovision (1983) + + +* Computers : + +Commodore VIC-20 (1983) + +Commodore C64 (1983) + +PC [MS-DOS] (1984) + +Sinclair ZX Spectrum (1985) + +Apple II + +$end + +$info=bucky,buckyua, +$bio + +Bucky O'Hare (c) 1992 Konami. + + +This beat'em up game is the story of a green rabbit named Bucky O'Hare and his crew fighting to save the Aniverse (Like our universe, just in another dimension with different planets) from the invading Toads ruled by a computer system known as KOMPLEX. + + +- TECHNICAL - + + +Game ID : GX173 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Bucky O'Hare first started out as a comic in the Mid 80's and became a cartoon in the early 90's. + + +- UPDATES - + + +In the U.S. version: + +* Extra lives are impossible to obtain. In the world version, you could obtain an extra life by collecting a heart if you had enough health (the unused health is carried over to the new life). + +* The Gimmick Weapon is mapped to button 3 (mapped to buttons 1 and 2 in the world version). + +* You must press all three buttons to use a super bomb (mapped to button 3 in the world version). + + +- STAFF - + + +Main programmer : Wada 92618 + +Software designers : Momohei Koyama, MZ80K Ando + +Main character designer : Escape Iuchi5 + +Character designer : Drunker Yokoki + +Enemy character designer : Gammer Kikuchi + +Sound program and effects by : Hideaki Kashima, Kouji Kazaoka, Kazuhito + +Music by : Star Hanzawa + +Screen play by : K. Kinugasa + +Hardware designer : D. Konishi + +Package designer : Shogo Kumasaka + +Supervisor : K. Wada + +Management by S. Kido. + + +- PORTS - + + +* Others : + +LCD handheld game (1992) + +$end + +$info=buggychl,buggycht, +$bio + +Buggy Challenge (c) 1984 Taito. + + +A chase-view driving game. + + +- TECHNICAL - + + +Game ID : A22 + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Tecfri for distribution. + + +This was the first driving game to introduce the concept of offroad. + +$end + +$info=bullfgtr, +$bio + +Bull Fighter (c) 1984 Alpha Denshi. + + +An early ice hockey game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : 8085A (@ 5 Mhz) + +Sound Chips : MSM5232 (@ 2.5 Mhz), AY-3-8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Sega. + +$end + +$info=bullet, +$bio + +Bullet (c) 1987 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0041 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=bullfgt, +$bio + +Bullfight (c) 12/1984 Coreland / Sega. + + +A bull fighting game. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5478 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "The Togyu". + +$end + +$info=bullsdrt, +$bio + +Bulls Eye Darts (c) 1985 Shinkai. + + +Three basic dart games in one : 'High Score', '301', and 'Round the Clock'. The player rolls the trackball to move the player's arm, rolls forward and then presses the fire button to release the dart. Players take turns as in a standard dart game. Winning a free game by getting a good score is possible. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.512 Mhz) + +Sound Chips : SN76496 (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Licensed to Magic Electronics. + + +This game runs on a modified "Centipede" PCB. The original ROMs and processor are removed from the PCB and a daughter card is installed in their place. The game uses the same wiring and monitor orientation, so the board can be swapped directly into a "Centipede" cabinet. + +$end + +$info=bnj, +$bio + +Bump 'n' Jump (c) 12/1982 Data East. + + +An overhead driving game where you jump or bump enemy cars for points. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Bally Midway for US manufacture and distribution. + + +This game is known in US as "Burnin' Rubber". + + +- TIPS AND TRICKS - + + +* Bonus Points : If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus. + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1982) + +Atari 2600 (1983) + +Nintendo Famicom (1988) + + +* Computers : + +Commodore C64 (1984, "Bumping Buggies") + +$end + +$info=cbnj, +$bio + +Bump 'n' Jump (c) 04/1983 Data East. + + +An overhead driving game where you jump or bump enemy cars for points. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 27 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Burnin' Rubber". + +$end + +$info=btime,btimem,btime2, +$bio + +Burger Time (c) 1982 Data East. + + +Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the bigesst Burgertime score ever! + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Burger Time was originally made for the Deco Cassette System ("Cassette : Burger Time"), an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally Midway licensed this title soon after its original release (10/1982), and redesigned the hardware to drop the cassette altogether. This version of the game sold vast quantities when compared to the original. There was also a bootleg version of this game that bore the title "Cook Race". + + +Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger. + + +- UPDATES - + + +The Bally Midway licensed version has a different attract mode. + + +- TIPS AND TRICKS - + + +* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful. + + +* Peppers Appearances : The peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen... + +Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped. + +Level 2 - After 5, 7, and 13 ingredients. + +Level 3 - 4, 8, and 13. + +Level 4 - 6, 16, 22, 29. + +Level 5 - 3, 6, 9. + +Level 6 - ???? + + +* Hint 1 : Enemies can't turn around immediately, so you can follow them around temporarily. + + +* Hint 2 : The best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also. + + +* Hint 3 : Leave LOTS of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters. + + +* Hint 4 : When enemies first appear, you have 1/4 sec to go through them, if you need to. + + +* IMPORTANT : If you die while the last piece of food is falling into place, the game will NOT deduct a man from your game! + + +- SERIES - + + +1. Burger Time (1982) + +2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO) + +3. Super Burger Time (1990) + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Atari 2600 (1982) + +Mattel Intellivision (1982) + +Nintendo Famicom (1985) + +Nintendo Game Boy (1991, "Burger Time Deluxe") + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + + +* Computers : + +PC [MS-DOS] (1982) + +Commodore C64 (1984) + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +MSX ("Mac Attack") + +VTech Laser-VZ ("Hamburger Sam") + +Amstrad CPC + + +* Others : + +LCD handheld game (1982) released by Mattel. + +LCD Handheld Game (1982) by Bandai. + +VFD Portable Game (1983) by Bandai. + +$end + +$info=cbtime, +$bio + +Burger Time (c) 1982 Data East. + + +Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the bigesst Burgertime score ever! + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 26 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger. + +$end + +$info=burglarx, +$bio + +Burglar X (c) 1997 Unico Electronics. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Game planners : Koo Eun Joong, Kim Yang Su + +Graphic designers : Kim Yang Su, Na Jong Yong + +BGM composers : G.D.Hwang, Park Hyo Jin + +Sound effects : Kim Yang Su + +Programmers : Koo Eun Joong, Lee Chang Gyu + +H/W designer : Jun Jung Ok + +Assistants : Choi Gyu Keun, Lee Gi Seon, Moon Sung Ok + +Director : Koo Eun Joong + +$end + +$info=buriki, +$bio + +Buriki One in Tokyo - World Grapple Tournament '99 (c) 05/1999 SNK. + + +A 3-D fighting game. Choose one of eleven different fighters from around the world, each with their own unique fighting style, and compete in the world grappling tournament. Use throws, or various punches and kicks to knock your opponent out, or win by decision. + + +- TECHNICAL - + + +SNK Hyper Neo-Geo 64 hardware + + +Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This is the seventh and final game to use the Hyper Neo-Geo 64 hardware. + +$end + +$info=brubber, +$bio + +Burnin' Rubber (c) 1982 Data East. + + +An overhead driving game where you jump or bump enemy cars for points. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in US as "Bump 'n' Jump". + + +A bootleg of this game is known as "Car Action". + + +- TIPS AND TRICKS - + + +* Bonus Points : If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus. + + +- PORTS - + + +* Computers : + +Commodore C64 (1983) + +$end + +$info=cburnrub,cburnrb2, +$bio + +Burnin' Rubber (c) 11/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Bump 'n' Jump". + +$end + +$info=burningf,burningh, +$bio + +Burning Fight (c) 04/1991 SNK. + + +In this beat'em up, three street warriors battle the city gangs and find power-up items after smashing items open. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0018 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Duke, one of the player characters, appears as a striker in "The King of Fighters 2000". + + +- STAFF - + + +Front character designers : Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee + +Back character designers : Manoru, Masabon, Meguchirin + +Music composer / Sound effect : Yamapy 1 + +Programmers : ....& Eye Love, MA2 + +Planning : Woo Woo, Moo + +Producer : Eikichi Kawasaki + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=burnforc, +$bio + +Burning Force (c) 11/1989 Namco. + +Game ID: BU + + +A chase-view shoot'em up where you battle high-tech enemies on a futuristic motor scooter. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Burning Force : Namco Game Sound Express Vol.2 - VICL-15001) on 07/02/1990. + + +- STAFF - + + +Executive producer : Devil Nakamura + +Game programmers : Devil Nakamura, Yoshichin + +Test program : Komo, Yama + +Sound programmer : Koba + +Story by : Makotomas + +Production designers : Indori2, Daihadan13, Kimuko, Panzer Abe + +Sound designer : Yoshinori Kawamoto (Kawagen) + +Naming production manager : Nat. + +Title design : takinoue + +Constructive manager : Setoland + +Directed by : Makotomas + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +$end + +$info=brival, +$bio + +Burning Rival (c) 07/1993 Sega. + + +A cartoon-like fighting game with pleasing animation and a sense of humor. Eight selectable characters. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- STAFF - + + +Chief programmer : Yasushi Nakajima + +Planner : Issei Tokuda + +Programmers : Hiroaki Shouji, Mika Aizawa, Satoshi Hosoda + +Effect designer : Masataka Aochi + +Sound effects and sound programmer : Tohru Nakabayashi + +B.G.M. : Hideaki Miyamoto + +Animation : Zero-One, Ltd. + +Ending illustration : Katsuhiko Nishijima + +Ending color coordinate : Noriyuki Yoshino + + +* Voice Cast (Recording at Power House Studio) : + +Arnold : Francis Silva + +Bill : Takenobu Mitsuyoshi + +Craze : Susumu imura + +Jackson : Toshihiro Nagoshi + +Mr.Chin : Takehito Tsumagari + +Santana : Greg Irwin + +Shingen : Yasuhiro Takagi + +Aska : Haruka Itoh + +$end + +$info=pbobbl2u, +$bio + +Bust-A-Move Again (c) 07/1995 Taito. + + +A puzzle game. Link three or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside US as "Puzzle Bobble 2". + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Bust-A-Move Again (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- STAFF - + + +Game designer : Seiichi Nakakuki + +Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp. + +Programmers : Hiroshi Maruyama, Junichiro Noguchi + +Sound (Zuntata): Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu + +Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori + +$end + +$info=bbros, +$bio + +Buster Bros. (c) 12/1989 Mitchell. + + +One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Capcom for manufacturing and distribution. + + +This game is known outside US as "Pang" and in Japan as "Pomping World". + + +A Buster Bros. unit appears in the 1995 movie 'Welcome to the Dollhouse'. + + +- SERIES - + + +1. Buster Bros. (1989) + +2. Super Buster Bros. (1990) + +3. Buster Buddies (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planning : NDA + +Programmers : Hospitel Masa, Mamichan Otona + +Music compose : Tamayo Kawamoto + +Character designers : Hiramattyo, Oyuu + +Direction : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +NEC PC Engine CD (1993) + +Nintendo Game Boy + + +* Computers : + +Sinclair ZX Spectrum + +Amiga 500 + +$end + +$info=butasan, +$bio + +Butasan (c) 08/1987 NMK. + + +Control a pig and blow up other pigs. The simple gameplay is as tasty as a bacon sandwich! Vegetarians beware! :) + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mister Pig'. + + +Licensed to Jaleco. + + +- STAFF - + + +Hardware : Yousuke Maki + +Software : Tamio Makasato + +Sound : Taeko Suzuki + +Design & Planning : Maoko Magamime + + +- PORTS - + + +* Computers : + +Commodore C64 (1988, "Psycho Pigs UXB") + +Amstrad CPC (1988, "Psycho Pigs UXB") + +Sinclair ZX Spectrum (1988, "Psycho Pigs UXB") + +$end + +$info=cabal,cabal2,cabalbl, +$bio + +Cabal (c) 1988 TAD Corp. + + +In this shoot'em up, you must help a pair of soldiers make their way through dangerous battlefields filled with enemy soldiers & vehicles in order to take down an evil dictator. Don't forget to take cover if neccesary and grab any weapon you can find! Features plenty of secrets & destructible background objects! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), (2x) ADPCM (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Fabtek for US manufacture and distribution (09/1988). + + +- UPDATES - + + +In the bootleg version, you may roll up with the third button. + + +- TIPS AND TRICKS - + + +* General Tips : + +1) Airplanes are worth 10000, choppers 7000, tanks and trucks are 5000, 3000, and 2000. Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way. + +2) A well-placed grenade will destroy two choppers. + +3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die. + +4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit. + +5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! They will drop four grenades. Pick up these grenades as quickly as possible and shoot the medics again for another four grenades. + +6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you. + +7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die! + +8) If you want a lot of grenades, shoot the white 'super' soldier. Guys from M.A.S.H. will go to pick up him. Every shot to these guys gives you one grenade. + +9) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun! + + +* Tips For Specific Enemies : + +1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets). + +2) The giant submarine that shows up at the end of screen 4 on level two can be sunk three times as fast if you shoot at the conning tower (the top-most part of the sub). It has also been determined that you can get by the submarine WITHOUT killing it... just avoid it until it submerges three times and it will destroy itself. Note that you don't get the points for killing it if it self-destructs. + +3) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off. + +4) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades. + +5) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for. + + +- SERIES - + + +1. Cabal (1988) + +2. Blood Bros. (1990) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + + +* Computers : + +Commodore Amiga (1989) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +PC [MS-DOS, 5.25''] (19??) + +$end + +$info=cabaret, +$bio + +Cabaret (c) 199? IGS. + + +- TECHNICAL - + + +Main CPU : Z180 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=cachat, +$bio + +Cachat (c) 1993 Taito. + + +A very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over. + + +- TECHNICAL - + + +Taito L System hardware + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Tube-It". + +$end + +$info=cadash,cadashu,cadashj,cadashi,cadashf, +$bio + +Cadash (c) 1989 Taito. + + +Four great heroes : A Fighter, a Wizard, a cleric and a Ninja go on a quest to rescue the captured princess. This taito adventure game feature all the ingredient of traditional Role-Playing-Game (stats, exp, buy upgrade in store...). + + +- TECHNICAL - + + +Game ID : C21 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The French version of Cadash is a mine of translation mistakes. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990. + + +- TIPS AND TRICKS - + + +* Debug Mode (In Debug Mode, you will be able to select starting scene, gold, EXP and several items) : + +1) Hold Service Switch and reset the game. + +2) Wait until 'Service Switch Error Message' is displayed, then push 'Start(x3), Service, Start'. + +3) The game boots up then insert a credit and select a character. + +4) Enter Debug Mode instead of starting the game. + + +* Hint : Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly. + + +- STAFF - + + +Programmed by : Toru Sugawara (SGW), Tarabar Hori, Masaki Yagi (MYG), Seiichi Taikoishi, Yuichi Kohyama + +Graphic & game designed by : Onijust (ONJ) + +Music and sound created by Team Zuntata + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sega Mega Drive (1992) + +$end + +$info=dino,dinou, +$bio + +Cadillacs and Dinosaurs (c) 02/1993 Capcom. + + +In this 2-D side-scrolling beat'em up, four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Cadillacs Kyouryuu Shin Seiki". + + +Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993. + + +- UPDATES - + + +During the storyline, the Japanese version has a scrolling effect on the text. All other versions have no such effect. + + +- STAFF - + + +Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who + +Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho + +Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P + +Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo + +Sound : Toshi Bull, Nobu + + +- PORTS - + + +* Consoles : + +Sega Mega-CD (1993) + +$end + +$info=dinoj, +$bio + +Cadillacs Kyouryuu Shin Seiki (c) 02/1993 Capcom. + + +In this 2-D side-scrolling beat'em up, four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Cadillacs New Dinosaur Century'. + + +This game is known outside Japan as "Cadillacs and Dinosaurs". + + +Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993. + + +- UPDATES - + + +During the storyline, this version has a scrolling effect on the text. All other versions have no such effect. + + +- STAFF - + + +Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who + +Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho + +Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P + +Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo + +Sound : Toshi Bull, Nobu + +$end + +$info=calibr50, +$bio + +Cal. 50 - Caliber Fifty (c) 09/1989 Seta. + + +An overhead shoot'em up. Soldiers must destroy a variety of attacking enemies using their guns and hand grenades. + + +- TECHNICAL - + + +Game ID : UH + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +Licensed to Romstar for US distribution. + + +All speech in the game is the voice of Jun Aida. + + +- STAFF - + + +Produced by : Jun Fujimoto + +Directed by : Noboru Miyamari + +Screen play by : Noboru Miyamari + +Based on the Novels by Viet Nam 1972. + +Art direction : Mitsuhiro Takeda + +Music direction : Tak Suzuki (Goblin Sound) + +Original music composers (Goblin Sound) : Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto + +Sound effects editor : Noboru Miyanari + +Sound mixer / editor : Tak Suzuki (Goblin Sound) + +Sound programmer : Noboru Miyanari + +Titles : Mitsuhiro Takeda + +Hardware designer : Nobuyuki Nonaka + +Custom chip designed by Digital Magic Lab. + +Programmer : Noboru Miyanari + +Character designers : Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima + +Background designer : Tomokazu Sunaga + +Special effects : KII System + +Controller designers : Yoshikazu Ikegai + +Assemblers : Akihiro Aranaga, Toshio Sasho and many others + +Marketing : Tohru Ishikawa, Yasuhiro Ota + +Parts department : Mikio Harada, Masayuki Iwata + +Graphic tools designed by : Hiroyuki Watanabe + +Development system designed by : Keiji Ishikawa + + +- PORTS - + + +* Consoles : + +Sega Mega Drive + +$end + +$info=calspeed, +$bio + +California Speed (c) 1998 Atari Games. + + +A driving game that takes place in various courses throughout the state of California, USA and includes a stage where you race on a rollercoaster! + + +- TECHNICAL - + + +Atari Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : steering wheel with force feedback, four position shift lever, two pedals + + +- TRIVIA - + + +There are two types of California Speed, one of which does not utilise the 4 position shift lever. This was the factory kit that converted "Hyperdrive" to California Speed. + + +On the Laguna Seca raceway, adverts for some other Atari games can be seen in the background : "Mace - The Dark Age", "Maximum Force", "Primal Rage" and "Area 51". + + +- TIPS AND TRICKS - + + +* Mirrored Tracks : Hold down all 3 view buttons during track select for mirrored tracks. + + +* Backrow Vehicles : Press Tailgate Cam button during car select to choose backrow vehicles. + + +- PORTS - + +Nintendo 64 (1999) + +$end + +$info=calipso, +$bio + +Calipso (c) 1982 Stern Electronics. + + +You play a diver who is trying to get a treasure. Hold Fire and push in the direction you want to shoot, but you will be unable to move while doing this. Shoot the sea animals and the other player. Try to get the treasure at the bottom and return it to the boat at the top without getting attacked by sea creatures -- all before your air runs out. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Tago Electronics for manufacture and distribution. + +$end + +$info=cameltry,cameltrj,camltrua, +$bio + +Cameltry (c) 04/1990 Taito. + + +The player must guide a ball through a number of mazes, rotating the maze through 180 degrees to get the ball to move in the desrired direction - much like the bonus levels in the Sega Megadrive console title, 'Sonic the Hedgehog'. Each maze must be completed within a tight time limit and a number of traps and obstacles litter the mazes to slow players down. + + +There are, however, a number of postitive targets to be hit, and bonuses - such as additional time - can be found hidden away within the mazes. When the ball is stuck or the player would like to speed up, the JUMP button can be used. If the player runs out of time before reaching the goal, a random matching game is run to allow the player more time to complete the maze. This challenge is, however, is very difficult to win. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : C38 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : Spinner + +Button : 1 + + +- TRIVIA - + + +This game uses inertia and gravity to simulate how an actual ball in a maze would roll, under real-life conditions. This is what makes this game fun to play. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- UPDATES - + + +An alternate version uses a YM2203 @ 3 Mhz instead of the YM2610 @ 8 Mhz. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992, "On the Ball" and "Cameltry") + +$end + +$info=cannball, +$bio + +Cannon Ball (c) 1995 Yun Sung / Soft Vision. + + +This game is exactly a crossover between "Arkanoid" and "Puzzle Bobble". You have a paddle and must shoot the ball on the same color ball on the screen. You have to make three balls in the same color to drop them. You can drop lot of colors attachced, the same as "Puzzle Bobble". When you shoot the ball, you have three solutions: Draw the ball 45 degrees to the left, draw the ball normally, or draw the ball 45 degrees to the right. If you are in difficulty, you can shoot a bomb. When the game is over, if you continue, you restart at previous stage! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +A curious bug : when you finish a stage, your score restarts with zero points! It is impossible to get a good score! + +$end + +$info=cannonb, +$bio + +Cannon Ball (c) 1985 Soft. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=cball, +$bio + +Cannonball (c) 1976 Atari. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6 + + +Player : 1 + +Buttons : 2 + + +- TRIVIA - + + +Cannonball was Owen's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure. + + +Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, "What listings?" It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer. + + +- STAFF - + + +Designed and Programmed by : Owen Rubin + + +- PORTS - + + +* Consoles : + +Atari 2600 (Human Cannonball) + +$end + +$info=canyon,canyonp, +$bio + +Canyon Bomber (c) 11/1977 Atari. + + +A two player competitive game! Players controlled two vintage aircraft... a bi-plane and a blimp. The aircraft flew back and forth over a canyon filled with numbered targets. His objective was to time the release of his bombs so as to hit the most targets. He played continously, until he used up his alotment of misses. As the targets were destroyed and the canyon got emptied, the competition really heated up. + + +- TECHNICAL - + + +Game ID : 009493-009504 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Buttons : 1 ('drop') + + +- TRIVIA - + + +Canyon Bomber is Howie's second Atari project ("Super Bug" was his first). The author describes his game as 'upside-down Breakout' and says it was a far superior two-player competitive game than when played one person versus the computer. He modified the "Sprint 2"'s circuitry, then programmed it. + + +- STAFF - + + +Designed and programmed by : Howard Delman (Howie) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + +$end + +$info=cbasebal, +$bio + +Capcom Baseball - Suketto Gaijin Oo-Abare (c) 10/1989 Capcom. + + +A baseball game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle translates from Japanese as 'The Big Attack of the Foreign Supporter'. + +$end + +$info=capbowl,capbowl2,capbowl3,capbowl4, +$bio + +Capcom Bowling (c) 08/1988 Incredible Technologies. + + +An overhead-view bowling game. + + +- TECHNICAL - + + +Main CPU : M6809E (@ 2 Mhz) + +Sound CPU : M6809E (@ 2 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 245 x 360 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This game was originally supposed to be titled 'Beer Frame Bowling'. + + +- TIPS AND TRICKS - + + +* Hint 1 : To get a strike most of the time, position the ball between the 3rd and 4th dot behind the foul line. Also, move the ball closer to the foul line, but do NOT cross it. The closer you move the ball to the foul line, the more you may need to nudge your ball a little to the left. This is because when the ball travels slow enough on the lane, it will hook to the right. + + +* Hint 2 : If the ball is over the line when you position your ball, and you have not thrown it, you can move it back behind the line with no foul (which is necessary if over half of the ball is across the line...a foul will be called if you try throwing it from that position). + + +- SERIES - + + +1. Capcom Bowling (1988) + +2. Coors Light Bowling (1989) + +$end + +$info=csclub,cscluba,csclubj,csclubh, +$bio + +Capcom Sports Club (c) 07/1997 Capcom. + + +Gear up sports fans! Try your best at three different sports and go for the glory at each one : Basketball (Dunk Stars), Soccer (Kick Stars) & Tennis (Smash Stars). Small playfield areas make up for some pretty fast action and the funny artwork style as well as a catchy soundtrack are the highlights of this excellent sports pack. You have fans rooting for you, don't let them down! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 24 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +In Smash Stars, the chinese tennis player is none other than Capcom's most famous police detective & famous Street Fighter : Chun Li! (Posing undercover as Li-li) :) + + +- TIPS AND TRICKS - + + +* Select New Teams/Player : After 1997 credits have been entered into the machine, the title page changes by adding a girl with a dog on the left side of the screen. This also unlocks 3 new teams (one for each game) as follows... + +Dunk Stars - Golden USA + +Smash Stars - Melody Love + +Kick Stars - All Stars + + +- STAFF - + + +Planner : Yoshifumi Fukuda + +Programmers : Yoshinobu Inada, Masahito Ohya, Kazuhiko Komori + +CG-Works : Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura + +Object designers : Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori, Shirahama, Tomohiko Ohsumi, Tadashi Noyama + +Scroll designers : Kazumi Teramoto, Megumi Maeno, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno + +Sound : Hideki Okugawa, Ryoji Yamamoto + +Designers : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu + +Voice actors : Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision) + +Producer : Yoshimi Ohnishi + +General producer : Noritaka Funamizu + +Supervisor : Yoshiki Okamoto + +$end + +$info=cworld, +$bio + +Capcom World - Adventure Quiz (c) 11/1989 Capcom. + + +A quiz game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +This game features a few characters from other Capcom games : Red Arremer King from "Ghouls'n Ghost", Dr. Wily from the Megaman series, Unknown Soldier from "Forgotten Worlds" and Mobi Chan who appears in several Capcom games as a bonus item (he originally appeared in "Side Arms - Hyper Dyne"). + + +- SERIES - + + +1. Capcom World - Adventure Quiz (1989) + +2. Capcom World 2 - Adventure Quiz (1992) + + +- PORTS - + + +* Consoles : + +PC Engine Super CD-ROM (06/1992, "Adventure Quiz Capcom World - Hatena no Daibouken") + +$end + +$info=cworld2j, +$bio + +Capcom World 2 - Adventure Quiz (c) 06/1992 Capcom. + + +A quiz game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 20 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +This game features a multitude of characters from several Capcom games! Here they are listed by source game title : + +* "Captain Commando" : Captain Commando, Baby Head, Mack the Knife, Ginzu the Ninja, Carol, Doppel, Dr.T.W. (with the Monster), Marbin, Scumocide and Wooky (with a Robot). + +* "Final Fight" : Cody, Guy, Haggar, Abigail, Edi E., Poison, Rolento and Sodom. + +* "Forgotten Worlds" : Unknown Soldier, Dust Dragon and the girl from the shop. + +* "The King of Dragons" : Cleric, Dwarf, Elf, Fighter, Wizard and Gildiss (the final boss). + +* "Knights of the Round" : Arthur, Lancelot, Perceval, Garibaldi (or Arlon?) and Scorn. + +* "Magic Sword - Heroic Fantasy" : Lizardman, Theif, Drokmar, Quimyra and several unnamed characters (player one, the cloak and dagger baddie, the skull wizard baddie and the dragon). + +* "Megaman III" : Megaman, Dr. Light, Dr. Wily, Protoman, Geminiman, Hardman, Shadowman, Snakeman, Hammer Joe and Mon King. + +* "Street Fighter II - The World Warrior" : Blanka, Chun Li, Dhalsim, E. Honda, Guile, Ken, Ryu and Zangief. + +* "Strider" : Strider Hiryu. + +* "Three Wonders" : Gaia, Laru (the one with the sword) and an unnamed rabbit (player one from the 'Don't Pull' segment). + + +Two of the game's characters (Pure & Fur) appear as assist characters in "Marvel vs. Capcom - Clash of Super Heroes". + + +- SERIES - + + +1. Capcom World - Adventure Quiz (1989) + +2. Capcom World 2 - Adventure Quiz (1992) + + +- STAFF - + + +Character designers : Yamachan, Okame, Kitasan, M. Okazaki, Nakatsuka, Ban, Hkn, E. Shida + +Programmers : M. Kobayashi, Pon, Hero Hero, H.M.D + +Music & sound : Syun Nishigaki (SYUN) + +Planners : C. Kanemitsu, Hiratou K-Suke, K. Nishikawa, E. Shida + +$end + +$info=capitol, +$bio + +Capitol (c) 1981 Universal Video Spiel. + + +An old German shoot'em up. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=captaven,captavne,captavnu,captavnj,captavna,captavuu, +$bio + +Captain America and the Avengers (c) 10/1991 Data East. + + +A side-scrolling beat'em up (punctuated with occasional shoot'em up sections) in which one or more players take on the role of either Captain America, Iron Man, Vision, or Hawkeye as they prepare to do battle with Red Skull and his henchmen. Each player character has a different weapon or power that can be used throughout the game to assist them in combat. Captain America uses his shield, Iron Man uses his repulsor rays, Vision uses his solar beam and Hawkeye uses his bow and arrows. There are also additional superheroes such as Quicksilver, Sub-Mariner, Wonder Man, and The Wasp who appear at certain points in the game to assist the player characters. Some of the super-villian foes that await the heroes are Klaw, The Living Laser, Whirlwind, The Grim Reaper, The Wizard, The Controllers, The Mandarin, The Juggernaut (from X-MEN), Ultron and Crossbones. The game consists of five stages. + + +- TECHNICAL - + + +Game ID : MAN + + +Main CPU : ARM (@ 9.333333 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A Captain America and the Avengers unit appears in the 1994 movie 'Airheads'. + + +- STAFF - + + +Exective producer : K. Jimbo + +Project leader : Horitan + +Marketing : Makoto Nagao, Hitoshi Kitazume + +Hardware designers : Mad Scientist, Dr.Yaj Mahal + +Hardware assistant : Toshio Kawamoto + +Sound : Tomoyoshi Sato (Tom Sato), Tatsuya Kiuchi (Mr.K) + +Graphic master : Masanori Tokoro + +Graphics co.operaters : Sonomi Kiyota, Oguri, Atsushi Takahashi, Hiroshi Koga, Touma Arakawa + +Translators : Yoshiya Nishi, Steve Miller, Etuko Kobata + +Back up : Jeff Brown, Naomi Susa + +Graphic producer : Tomoji Kodama + +Graphic A.P. : Yaeko Kodama + +Key Animator : Takashi Sokabe + +In between : Akihiko Mamashita + +Back ground : Fumie Nuibe + +Color director : Noriyuki Yoshino + +Graphic designers : Hanaita, Ayumi Hanimaru, Yasuyuki Sato, Surupi + +Game designer : Hidenobu Ito + +Software designers : Tac.H, hiroshi Ohnuki, Tesa Amusement Service, MI Computer, KM + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Sega Game Gear (1993) + +Nintendo Super Famicom + +$end + +$info=captcomm,captcomu,captcomj, +$bio + +Captain Commando (c) 09/1991 Capcom. + + +In this beat'em up, Captain Commando and his three faithful companions travel through various locales on their way to confront the evil Scumocide! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 17 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +CAPtain COMmando = CAPCOM + + +Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff. + + +Each of the player's button on the dedicated 4-player cabinet uses a unique two-in-one play action button design : two large half circle buttons (red & blue) placed straight side by straight side to form one big circle, thus making two buttons look like one big button cut in half vertically. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992. + + +- STAFF - + + +Character designers : Kurisan, Ouji, Eripyon.N, Mattian, Q, Mayo, Ykaru M. + +Scroll gfx : Koi, Konomi (Powerful Konomi), Sui, Buppo, Go + +Programmers : Y. Egawa, Yokoyama, T. Ueno, Yoshizumi + +Sound : T. Yomage + +Sound-sub : Syun Nishigaki (SYUN) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Sony PlayStation (1998) : The Playstation port is 550+ MB, while the original CPS1 game is ~5.5MB. There's no visual difference in the Playstation and arcade version. + +$end + +$info=csilver, +$bio + +Captain Silver (c) 07/1987 Data East. + + +A side-scrolling game where you must slice enemies with your sword to rescue your beloved. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +Nintendo Famicom + +$end + +$info=pc_cshwk, +$bio + +Captain Sky Hawk (c) 1989 Milton Bradley. + + +The game player is the pilot of the plane and must both avoid the mountainous terrain while shooting aliens. There are nine missions in the game. Missions one through seven each have three objectives while missions eight and nine have two objectives and one objective, respectively. The objectives vary across missions and include destroying an enemy base, dropping supplies, picking up a scientist, and docking with a space station. The player can fire four types of weapons : Cannon, Phoenix Air Intercept Missiles, Maverick air-to-ground missiles, and Hawk bombs. The cannon is the only weapon with an unlimited supply. The rest of the weapons must be purchased between missions after docking with the space station. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : YW + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Rare. The game featured a top-down scrolling overhead isometric projection with very detailed graphics for its time including simulated 3D terrain. + + +- TIPS AND TRICKS - + + +* Extra Lives And All Weapons : To start with 9 lives and all the weapons, press Start and wait for the title screen to re-appear then press A+Down and press Start. + + +* Invincibility Code : When the letters on the screen (in the very beginning of the game) begin to fall off, press Up, Right, Down, Left, Up, Start. + + +* Level Skip : During the game, on the 2nd Controller, press Up, A, B to go to the next stage. + +$end + +$info=ctomaday, +$bio + +Captain Tomaday (c) 05/1999 Visco. + + +A comical vertically scrolling shoot'em up starring a mutated tomato who punches the enemy and can transform to other weird characters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0249 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game runs on theNeo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- STAFF - + + +Producer : Don Gabacyo + +Director : Ume. W + +Graphic designers : Max Noda, Mi, Mo, Mocchi, Mike. Pi!, Sadaijin, Shimarisu, Takano + +Programmers : Bilbo, Chi-chan, Marin, Momonga, Alice You + +$end + +$info=caractn, +$bio + +Car Action (c) 1983. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Burnin' Rubber". + +$end + +$info=carjmbre, +$bio + +Car Jamboree (c) 1983 Omori Electric. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=carpolo, +$bio + +Car Polo (c) 03/1977 Exidy. + + +Car Polo is an 'up-to-four player' full color video game that combines the skills of driving with the intense player interaction of team sports. The object is to score by bumping or pushing the ball with a car into your team's goal. Teamwork revolves around passing and blocking strategy. Play becomes fast and furious, and excitement is enhanced by car motor noises, crash sounds, controlled grass skids and bouncing ball motions. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 940.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 17 + + +Players : 4 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +H.R. Pete Kauffman founded Exidy in 1973 as a manufacurer of coin-operated video games. 'Exidy' is an abbreviation of 'Excellence In Dynamics'. + + +First video games utilizing micro-processor technology (controlled by a Single Logic Board) and a color display. + + +- TIPS AND TRICKS - + + +* Bugs : If you insert a coin too fast (before the GAME OVER sign appears), the cars will chase 'away' from the ball. + + +- STAFF - + + +Designed and programmed by : Howell Ivey + +$end + +$info=carnevil, +$bio + +CarnEvil (c) 12/1998 Midway Games. + + +A first-person shoot'em up ? CarnEvil is more than just the scariest shooter around, it's an awe-inspiring cinematic experience. The sinister cast of characters has been conjured up from the darkest depths of your imagination. The stunning 3-D environments are portrayed in such gruesome detail, you will think you're trapped in a horror film. CarnEvil boasts the goriest graphics of any game you've ever seen. No game is more frightening or more fun than CarnEvil! + + +- TECHNICAL - + + +Midway Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +CarnEvil is a pun for 'The Carnival of Evil'. + + +- TIPS AND TRICKS - + + +* Crazy Hats And Afro Haircuts : Choose the Haunted House stage and then shoot five times before the stage starts. You will see that the zombies and other characters will have crazy hats and even afros on their heads! + + +- STAFF - + + +Based on a concept by : Jack E. Haeger + + +Executive producers : Neil Nicastro, Kenneth J. Fedesna + +Production manager : Paul Dussault + +Programming : Samuel Christian Zehr, Jason Blochowiak + +Art : Scott Pikulski, Samuel Lewis Crider, Martin Murphy, Rowan Atalla, MArtin Martinez, Jack E. Haeger + +Lead game code programmer : Samuel Christian Zehr + +Background movies (Direction and animation) : Samuel Lewis Grider, Rownan Atalla + +3D character design : Scott Pikulski + +3D character animation & Motion capture : Martin Murphy + +Original score and Sound effects : Kevin Quinn, Jason Blochowiak + +Opening and closing cinematics by Blur : Stephanie Taylor (CG producer), Aaron Powell (CG supervisor / animator), Kirby Miller, Eric Prinkel (animators), Mr. Tim Miller (creative director) + +Texture paintings : Martin Martinez + +Cabinet graphics : Daniel Vincent Bigelow + +Gun and cabinet design : Chris Bobrowski, Tom Kopera, Dave Link + +Voice talent : Phoebe Fuller-Spichiger, Marc Falkenberg, Scott Pikulski, Stephanie Eckles, Martin Martinez, Rob Berry, Mary Lin Luscolino, Jack E. Haeger, Bethann Smukowski + +Motion capture talent : Jack E. Haeger, Martin Murphy, Carlos Pesina + +Hardware support : Sheridan Oursler, Rosalind Dugas, Leroy Brown, Pat Cox + +Creative media : Christa Woss, Dave Paulus, Jennifer Chervenick, Patrick Fitzgerald, Beth Smukowski, Matt Derner, Tim Moran, Dave Grossman, Andy Lycke, Jim Tiannis, Chris Skrundz + +Game testers : Brian Lebaron, Paulo Garcia, Mike Vinokour, Eddie Ferrier, Alex Gilliam + +Midway sales : Mark Struhs, Rachel Davies, Jenifer Gloria, Ron Baum, Lenore Sayers, Mark Chan, Joe Bundra, Vince Moreno, MIchael Sengelmann, Marty Glazman + +$end + +$info=carnival,carnvckt, +$bio + +Carnival (c) 06/1980 Sega. + + +A shooting gallery game. Fire a gun at owls, bunnies, ducks, pipes, bonus letters, and other positive or negative bonus items. + + +- TECHNICAL - + + +Game ID : 651-666 (Upright), 501-516 (Cocktail) + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound CPU : I8039 (@ 238.636 Khz) + +Sound Chips : AY-3-8910 (@ 1.193181 Mhz), Samples (@ 1.193181 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +There were at least four different dedicated cabinets available for this game, two uprights and two cocktails. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet. The two cocktails seem to represent two different generations of the Sega/Gremlin cocktail, the only differences between them are the control panel and coin mechs (Both cocktail cabinets were also used for other Sega games such as Frogger). + +* The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement. + +* The cocktail versions used small 13'' monitors and were relatively unadorned. The older ones had a larger control panel and different coin mechs. The only decoration was a set of instruction cards underneath the top glass (the cards were the same for both versions). These machines used small 2-Way joysticks for movement (instead of push buttons). + + +One final note. The upright and cocktail versions of this game used two different sets of PCBs. They both use the same wiring harness, but the cocktail version flips the display for the second player. This is a bit of an anomaly, usually games simply have a switch on the mainboard to switch between upright and cocktail mode. + + +A Carnival unit appears in the 1983 movie 'Joysticks'. + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1982) + +Atari 2600 (1982) + +$end + +$info=cawing,cawingu, +$bio + +Carrier Air Wing (c) 10/1990 Capcom. + + +This is a side-scrolling shoot'em up with power-ups and special weapons. You can buy the special weapons and things like energy and shields at the beginning of a stage. You gain money by shooting enemies. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 12 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "U.S. Navy". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991. + + +- UPDATES - + + +The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese verison of the game ("U.S. Navy") than in the American verison (Carrier Air Wing). + + +- TIPS AND TRICKS - + + +* Real Ending : beat the game in one credit. + + +* Secret items : + + +Mission 2 : + +White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot. + + +Mission 3 : + +Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb. + +Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on). + +Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier. + + +Mission 6 : + +Snowman (4,000 pts) - Shoot at the base of the 4th iceberg. + + +Mission 7 : + +Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano. + + +Mission 8 : + +Mech with a flag (20,000 pts) - Release a bomb behind the second house. + + +Mission 9 : + +Red Mech (10,000 pts) - Shoot at the base of the fortress wall. + +Yashichi - Destroy the red turret located on a footbridge. + + +Mission 10 : + +Yashichi - Destroy the red turret located at the top of the engines. + + +- SERIES - + + +1. U.N. Squadron (1989) + +2. Carrier Air Wing (1990) + +$end + +$info=cartfury, +$bio + +Cart Fury (c) 2000 Midway Games. + + +- TECHNICAL - + + +Main CPU : RM7000 (@ 250 Mhz) + +Sound CPU : ADSP2181 (@ 33 Mhz) + +Sound Chips : (6x) DMA-driven (@ 33 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : paddle + +Buttons : 4 + +$end + +$info=pc_cvnia, +$bio + +Castlevania (c) 1987 Konami. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : CV + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Hint, Location of money bags and treasure : + + +Level 1 : In the section with the water, break the far right block and kneel on the one below it. A money bag will appear. + +When you first enter the game, walk left until you reach the door. Normally the door pulls you in. If you jump the door a money bag will appear on the other side. Remember to jump over the door again. + + +Level 2 : On the first screen, climb the stairs, break the wall on the right, and enter the space that is created. A crown will appear. + + +Level 2 : (Second part, just after the Medusa heads disappear) Stand on the pair of blocks that are slightly above the rest for a few seconds without kneeling. + +A treasure chest will appear. + + +Level 3 : (First part) + +After climbing the stairs, go to the right edge of the lowest level of blocks and kneel. A money bag will appear. + + +Level 3 : (Second part) + +After climbing the stairs, kneel above the pair of blocks that are not reachable for a money bag. + + +* Hint, Passing the bats on level 6 : To get past the bats, walk past the first two, freeze the third with the clock in the nearby candle, jump over the fourth, and run quickly past the last candle. Note: This only works if you do not stop to whip any candles other than the one with the clock in it. Simple run as fast as possible. + + +- SERIES - + + +1. Castlevania (Nintendo Famicom) + +2. Castlevania 2 - Simon's Quest (Nintendo Famicom) + +3. Castlevania 3 - Dracula's Curse (Nintendo Famicom) + +4. Super Castlevania IV (Nintendo Super Famicom) + +5. Castlevania - Bloodlines (Sega Mega Drive) + +6. Castlevania - Dracula X (Nintendo Super Famicom) + +7. Castlevania - Vampire's Kiss (Nintendo Super Famicom) + +8. Castlevania - Circle of the Moon (Nintendo Game Boy Advance) + +9. Castlevania - Harmony of Dissonance (Nintendo Game Boy Advance) + +10. Castlevania - Aria of Sorrow (Nintendo Game Boy Advance) + + +- STAFF - + + +Music by : Kinuyo Yamashita + + +- PORTS - + + +* Computers : + +Commodore C64 (1990) + +$end + +$info=catapult, +$bio + +Catapult (c) 1982 Epos. + + +The player controls a dog named Bruno who must catapult cats and mice out of his owner's house before the cats destroy all the furniture. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=catch22, +$bio + +Catch-22 (c) 1985 Exidy. + + +A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Combat". + + +- STAFF - + + +Software : Larry Hutcherson, Vic Tolomei, Ken Micholson + +Hardware : Howell Ivy, Mark Von Striver + +Graphics : Lynn Pointer, Ken Nicholson + +Audio : Ken Nicholson + +Art : Rey Maninang + +Support : Pam Banegas + +$end + +$info=caterplr, +$bio + +Caterpillar (c) 19?? Olympia. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : AY-3-8910 (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Centipede". + +$end + +$info=ctrpllrp, +$bio + +Caterpillar (c) 1981 Phi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Palettesize : 32 + + +Players : 2 + +Control : Joystick 4-way + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Pac-Man". + +$end + +$info=cavelon, +$bio + +Cavelon (c) 1983 Jetsoft. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Computers : + +Commodore C64 (1984) + +$end + +$info=cninja,cninjau,cninja0, +$bio + +Caveman Ninja (c) 02/1991 Data East. + + +A bunch of neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay. + + +- TECHNICAL - + + +Game ID : MAG + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Tatakae Genshijin - Joe & Mac". + + +A bootleg of this game is known as "Stone Age". + + +The Caveman Ninja title seems to be a parody of Data East's previous arcade hit "Bad Dudes" title in Japan : "Dragonninja" :) + + +- SERIES - + + +The following only applies to US version of Caveman Ninja : + + +1. Caveman Ninja (1991, Arcade) / Joe & Mac (1991, Super Famicom) + +2. Congo's Caper (1993, Nintendo Super Famicom) + +3. Joe & Mac 2 - Lost in the Tropics (1993, Nintendo Super Famicom) + +4. Joe & Mac Returns + + +The following only applies to World version of Caveman Ninja : + + +1. Caveman Ninja (1991, Arcade) / Joe & Mac - Caveman Ninja (1991, Super Famicom) + +2. Congo's Caper (1993, Nintendo Super Famicom) + +3. Joe & Mac 3 - Lost in the Tropics (1993, Nintendo Super Famicom) + +4. Joe & Mac Returns + + +- STAFF - + + +Planner : Makoto Kikuchi + +Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan + +Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo + +Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama) + +Hard : Nervous K.K., Hiroshi.Ohnuki + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991, "Joe & Mac") + +Nintendo Super Famicom (1991) + +Sega Mega Drive (1991) + +Nintendo Game Boy (1993, "Joe & Mac - Caveman Ninja") + + +* Computers : + +Commodore Amiga (1992) + +$end + +$info=centiped,centipdb,centipd2,centtime, +$bio + +Centipede (c) 06/1981 Atari. + + +Shoot The Insects In A Mushroom Patch! The player is represented by a small, insect-like character at the bottom of the screen. The player moves the character about the bottom area of the screen with a trackball and fires laser shots at a centipede advancing from the top of the screen down through a field of mushrooms. Shooting the centipede's head creates another mushroom; shooting a body segment creates another centipede. + + +If the centipede reaches the bottom of the screen, it moves back and forth within the player area and adds segments to itself as it traverses each row. When all the centipede's segments are destroyed, a new centipede forms at the top of the player area. A player loses a life when hit by a centipede or another enemy, such as a spider, a flea which leaves mushrooms behind when less than five are in the player area, or a scorpion which can poison a mushroom and send the centipede hurtling straight toward the player area. When a player loses a life, any mushrooms that have been partially destroyed are also restored. + + +- TECHNICAL - + + +Game ID : 136001 + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : Pokey (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Centipede, completed in 1981, was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world. + + +The first coin-op game designed by a woman, Dona Bailey. But Ed Logg did the majority of the work on Centipede, Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women. + + +* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch. Steve Calfee : "Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.". + + +* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battle Zone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : "We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.". + +In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were outgrossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!". + +The quarters are still rolling in. Dan Plishkin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry.". + + +* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game.Dan Plishkin : "One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it. "Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Plishkin continued : "Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!". + + +* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world. Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes.... When you're good at a game it gives you an incredible sense of power over the whole environment.". + + +Atari's second bestselling coin-op game. Approximately 55,000 units were produced. Centipede was the 1st UL (Underwriter's Laboratories) approved game. + + +Centipede came in three different form factors, upright, cabaret, and a cocktail table. + +* The uprights were by far the most common. All of them can be converted to "Millipede" with only minor effort. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was similar in construction to the Asteroids cabinet. The game featured ornate painted sideart of a truly evil looking green bug, while the monitor bezel and marquee basically copied the same picture, but from a different angle. + +* The cabaret was an ugly looking little thing, with woodgrained sides, and a nameplate down by the coin box. + +* The cocktail version is black and woodgrained, and has two control panels. The only graphics on this one are a pair of Centipede logos underneath the glass (the same design is also repeated on the control panels. + + +Note : The upright side artwork features a grasshopper, while it is not present during gameplay. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however. + + +Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries. + + +Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album. + + +A bootleg was released by Olympia under the same name. Another bootleg of this game is known as "Caterpillar". + +A French hack of this game is known as "Mill Pac". An Italian hack is known as "Magic Worm". + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including CENTIPED. + + +A Centipede unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again', in the 1983 movie 'Joysticks', in the 1984 movie 'Body Double', in the 1985 movie 'Teen Wolf', in the 1986 movie 'Running Scared', in the 1987 movie 'Death Wish 4 - The Crackdown', in the 1995 movie 'Species' and in the 1996 movie 'House Arrest'. + + +In 1982, Atari released a set of 12 collector pins inluding : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +MB (Milton Bradley) released a bordgame based on Atari's Centipede. + + +- TIPS AND TRICKS - + + +* Easier Mode : Play as player 2 on a cocktail cabinet, the spider becomes easier to hit in later levels. + + +* Hint 1 : On levels that have complete centipedes (all in one piece), the fleas never come out. You can clear all the mushrooms on these levels.(Of course it's the easiest on the first level!). You can start building a shield of mushrooms on the lower levels, and that way you don't have to work about fleas dropping, or poisoned mushrooms either (If you're really patient, build a shield around yourself, and just shoot spiders for the whole game). + + +* Hint 2 : Note that a very important factor in the game is the rate of feed of the new centipede segments when one reaches the bottom. You can manipulate this feed value, to get past the really impossible feed! First, the feed rate doesn't advance until the first time a centipede segment actually feeds in. Then it advances on a straight point basis. It seems to turn over every 300K or so. But the rate of feed increases much faster when you're scoring while centipede segments are actually feeding in. + + +- SERIES - + + +1. Centipede (1981) + +2. Millipede (1982) + + +- STAFF - + + +Designed and programmed by : Dona Bailey, Ed Logg + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Atari 5200 (1982) + +Atari XEGS + +Atari 7800 (1984) + +Colecovision (1983) + +Mattel Intellivision (1983) + +Atari Lynx (1987) + +Sega Master System (1992, "Arcade Smash Hits") + +Nintendo Game Boy (1995) + +Nintendo Game Boy Color (1995) + +Sega Game Gear (1996, "Arcade Classics") + +Sega Mega Drive (1996, "Arcade Classics") + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + + +* Computers : + +Commodore VIC-20 (1983) + +Commodore C64 (1983) + +Memotech MTX 512 (1983, "Kilopede") + +Atari ST (1992) + +PC [CD-Rom] (1999, "Atari Arcade hits 1") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + + +* Others : + +Mobile phone [Motorola T720] (2002) + +$end + +$info=cerberus, +$bio + +Cerberus (c) 1985 Cinematronics. + + +An early shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + +$end + +$info=chaknpop, +$bio + +Chack'n Pop (c) 1983 Taito. + + +A platform game, the predecessor of "Bubble Bobble", roundish yellow creature named Chack'n must fight against Monstas and Mightas. + + +- TECHNICAL - + + +Game ID : A04 + + +Main CPU : Z80 (@ 2.86 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Music by : Yoshino Imamura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Sega SG-1000 (1985) + + +* Computers : + +MSX (1984) + +$end + +$info=chainrec, +$bio + +Chain Reaction (c) 1995 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=challeng, +$bio + +Challenger (c) 12/1981 GamePlan. + + +An old shoot'em up game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 894.75 Khz) + +Sound CPU : M6502 (@ 894.75 Khz) + +Sound Chips : AY-3-8910 (@ 1.7895 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Centuri. + +$end + +$info=chameleo, +$bio + +Chameleon (c) 1983 Jaleco. + + +A platform game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 600 Khz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=champbas,champbbj,champbja, +$bio + +Champion Baseball (c) 07/1983 Alpha Denshi. + + +An early baseball game for champion :-) + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Sega. + + +- SERIES - + + +1. Champion Baseball (1983) + +2. Champion Baseball Part-2 (1983) + +3. Super Champion Baseball (1989) + +$end + +$info=champbb2,champb2a, +$bio + +Champion Baseball Part-2 (c) 1983 Alpha Denshi. + + +An early baseball game for champion :-) + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Sega. + + +- SERIES - + + +1. Champion Baseball (1983) + +2. Champion Baseball Part-2 (1983) + +3. Super Champion Baseball (1989) + +$end + +$info=chboxing, +$bio + +Champion Boxing (c) 1984 Sega. + + +An early boxing game for champion :-) + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : SN76496 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 280 x 210 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Champion Boxing is the first game created by Yu Suzuki. + + +- STAFF - + + +Designed by : Yu Suzuki + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=crgolfc,crgolfb, +$bio + +Champion Golf (c) 1984 Nasco. + + +A golf game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 6 + + +- TRIVIA - + + +This game is a also known as "Crowns Golf". + + +- SERIES - + + +1. Champion Golf (1984) + +2. Super Crowns Golf (19??) + +$end + +$info=chmplst2, +$bio + +Champion List II (c) 1996 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.333333 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + +$end + +$info=chwrestl, +$bio + +Champion Pro Wrestling (c) 1985 Sega. + + +Early colorfully cartoonish wrestling game with only two teams and strange gameplay. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : SN76496 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 280 x 210 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : Joystick 2-way + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1985) + + +* Computers : + +MSX (1985) + +$end + +$info=champwr,champwru,champwrj, +$bio + +Champion Wrestler (c) 1989 Taito. + + +Eight original wrestlers fight for glory, money and win the title belt of TWF circuit in a single or tag-team match. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : C01 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), ADPCM (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Rastan, the "Rastan Saga" heroes appears in this game as Miracle Rastan. + + +Don't miss the funny pictures in win/lose screen :). + + +- STAFF - + + +Director : Takeshi Murata + +Progammers : Takeshi Murata, Tsui Kato, Creamy Tetsu, Takahisa Horimoto + +Game designers : Kenji Kaito, Hiroyuki Maekawa + +Character designers : Kenji Kaito, Minori Ishino, Makoto Fujita, Oolong Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, Minako Morimoto + +Sound (Zuntata) : Pochi, Hidehito Kitamura + +Hardware design : Katsumi Kaneoka + +Design : Atsushi Iwaoka + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=champbwl, +$bio + +Championship Bowling (c) 1989 Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 416 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.50 Hz + +Colors palette : 512 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=csprint,csprint2,csprint1,csprintg,cspring1,csprintf,csprints,csprins1, +$bio + +Championship Sprint (c) 09/1986 Atari Games. + + +Championship Sprint is an updated version of the old Atari Sprint series with the ability to upgrade your vehicle as the game progresses. Upgrades are won by collecting wrenches that appear once per track. After you have managed to collect four wrenches, you will be presented with an upgrade screen which gives you a chance to choose better traction, top speed, acceleration, or a faster helicopter. You can upgrade every time you collect four wrenches. If you crash head-on into a barricade, it's likely that your vehicle will be destroyed. If this happens, a helicopter will automatically airlift a replacement to the track. Naturally, this takes time and at the beginning of the game, it seems like an eternity. You can improve this time by upgrading the helicopter (as mentioned previously). The replacement will have all of the vehicle upgrades that your previous car had. The tracks are all circular in nature and they vary from the simple oval to contorted tracks with many twists, turns, and bridges. There are also ramps and shortcuts that allow you to circumvent parts of the track. It's great fun with two players. + + +- TECHNICAL - + + +Atari System 2 hardware + +Game ID : 136045 + + +Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) Pokey (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + + +- TRIVIA - + + +This game was released in the memory of George Opperman (1935-1985). Mr. Opperman was the first artist hired by Atari and the creator of the Atari logo. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + + +- STAFF - + + +Designers and programmers : Robert Weatherby, Kelly Turner + +Animators : Will Noble, Kris Moser, Sam Comstock + +Technicians : Dave Wiebenson, Minh Nguyen + +Audio : Hal Canon + + +- PORTS - + + +* Consoles : + +Amstrad CPC (1988) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Commodore C64 + + +* Computers : + +Sinclair ZX Spectrum (1986) + +$end + +$info=cairblad, +$bio + +Change Air Blade (c) 1999 Sammy. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=changela, +$bio + +Change Lanes (c) 1983 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz), M68705 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : paddle + +Buttons : 2 + +$end + +$info=changes,changesa, +$bio + +Changes (c) 1982 Orca. + + +This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +Also licensed to EME. + + +This game is also known as "Looper". + +$end + +$info=charlien, +$bio + +Charlie Ninja (c) 1995 Data East. + + +A great platform game, very similar to "Spinmaster". + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=chasehq,chasehqj, +$bio + +Chase H.Q. (c) 11/1988 Taito. + + +As a police agent and an accomplished ace wheelman, you must pursue dangerous criminals and force them to surrender by ramming your car against their vehicles in this addictive action game. Features nice graphics & sound and an easy to learn control system. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : B52 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989. + + +- SERIES - + + +1. Chase H.Q. (1988) + +2. S.C.I. - Special Criminal Investigation (1989) + +3. Super Chase - Criminal Termination (1992) + +4. Ray Tracers (1997) + + +- STAFF - + + +Game designer : Hiroguki Sakou + +Game programmers : Takeshi Ishizashi, Takeshi murata, Kyoji Shimamoto + +P.C.B designer : Masahiro Yamaguchi + +Sound designers : Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka + +Music composer : Takami Asano + +Cabinet designer : Nobuyuki Iwasaki + +Proposer : Yoshiharu suzuki + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Nintendo Game Boy (1990) + +Sega Master System (1991) + +Sega Saturn (1996, "Chase H.Q. Plus S.C.I.") + +FM Towns Marty + + +* Computers : + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Sinclair ZX Spectrum (1990) + +Sharp X68000 (1992) + +$end + +$info=karatour, +$bio + +Chatan Yarakuu Shanku - The Karate Tournament (c) 1992 Mitchell. + + +A karate tournament game with selectable skill levels. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Object chief : Utata Kiyoshi + +Object assistants : Super Guruken, Poco.P, Dr. Miyajima, Tetuhiro Kuroda, Ikuko, Fujishima.G + +Back chief : Oyuusan + +Back assistants : Akiko Kosaka, Rikachan + +Sound composer : Yoshi Sasaki + +Sound data : Yos.S, Kouichi Saito, Mitsuko Seto, Ad Make Up, Guruken + +Soft sub : Namcho + +Data input : Kinchan + +Main programmer : David Bo0wy + +Planner : The Fourth Sally + +$end + +$info=checkman,checkmaj, +$bio + +Check Man (c) 1982 Zilec-Zenitone. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.62 Mhz) + +Sound Chips : Custom (@ 1.62 Mhz), AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Commercial remakes on home computer : Danger UXB by Micropower on the BBC Micro/Acorn Electron. + + +- STAFF - + + +Designed and programmed by : Peter Hughes, Duncan Shortland, Malcolm Mailer + +Music by : Robin Cartwright + + +- PORTS - + + +* Computers : + +Commodore C64 (1983, "Grid Trap") + +$end + +$info=checkmat, +$bio + +Checkmate (c) 01/1977 Midway. + + +Up to four players control a block which leaves a trail behind it. The object is to force the other player(s) to run into either the boundary or your trail. + + +- TECHNICAL - + + +Game ID : 615 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : 8-way joystick + + +- STAFF - + + +Designed and programmed by : Jay Fenton, Dave Nutting + +$end + +$info=cheekyms, +$bio + +Cheeky Mouse (c) 06/1980 Universal. + + +Try to hit the mouse with a hammer when it comes out from one of many holes in the wall. The mouse is trying to get from its hole to the cheese on the other side of the house. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : DAC (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=cheesech, +$bio + +Cheese Chase (c) 1994 Art & Magic. + + +You play a mouse who must avoid rats and bombs while collecting cheese in a maze. You are able to open and close doors to help you elude your enemies. This maze game uses an overhead perspective with very big sprites and a multi-directional scrolling playfield. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12.5 Mhz), TMS34010 (@ 5 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.27 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=chqflag,chqflagj, +$bio + +Chequered Flag (c) 05/1988 Konami. + + +An overhead-view racing game. + + +- TECHNICAL - + + +Game ID : GX717 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 1.789772 Mhz), (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Another title is accessible via dipswitches : "Checkered Flag". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993. + +$end + +$info=cheyenne, +$bio + +Cheyenne (c) 01/1984 Exidy. + + +A first-person shoot'em up game, with a western motif. The player uses a gun (mounted to the cabinet) to escort the sheriff through a variety of dangers, gathering bounty for capturing criminals. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +$end + +$info=7toitsu, +$bio + +Chi-Toitsu (c) 1988 Yuga. + + +Mahjong game played against various girls. This must be the extra-curricular activities of the Mahjong Academy students. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates roughtly from Japanese as 'seven pairs'. + + +In mahjong, a 'toitsu' is a pair of like tiles waiting for a third like tile to create a three-of-a-kind. However, 'chi-toitsu' also denotes a special winning mahjong hand made of seven pairs of tiles. Winning with a chi-toitsu guarantees a good score! + +$end + +$info=marukodq, +$bio + +Chibi Maruko-chan - Maruko Deluxe Quiz (c) 11/1995 Takara. + + +A Japanese quiz game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0206 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Little Maruko'. + +$end + +$info=cshift, +$bio + +Chicken Shift (c) 1984 Bally / Sente. + + +A puzzle game. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Buttons : 2 + + +- STAFF - + + +Original concept and programming : Jon Kinsting + +Screen graphics : Mark Mcphee + +Direction : Victor Penman + +Music and sounds : Jeff Gusman, Richard Green, Gary Levenberg, Jesse Osborne + +$end + +$info=chikij, +$bio + +Chiki Chiki Boys (c) 06/1990 Capcom. + + +A platform game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 10 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Mega Twins". + + +- STAFF - + + +Game designer : Bully Duck + +Directors : Noritaka Funamizu (Poo), Kihaji Okamoto + +Object designers : Manbou, Ikusan Z, Unicorn Mayumi + +Scroll designers : Zummy & Ziggy + +Hard designer : kuccan + +Programmers : Blbon, Meijin, Yuki Saiko + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +PC Engine Super CD-ROM (1994) + +$end + +$info=chiller, +$bio + +Chiller (c) 1986 Exidy. + + +This is a gun game, and there are four different screens (plus two different bonus screens). The object is simply to shoot everything in sight (and to try and locate any hidden targets on the screen). The game is based on time, and the timer moves faster when you are shooting poorly. + +* The first screen is a torture chamber. There are four (still living) human targets on this screen. From left to right they are; a man chained to the wall, a person in a guillotine (shoot the top of the guillotine to decapitate them), a woman strapped in a strange machine, and a man in a head vise (shoot the vise to crush his head). The rest of the room is strewn with blood and loose body parts. You don't simply shoot each target once, instead you shoot each part of the target, which reduces that part to a mess of blood and bones. This is thankfully the most disturbing level in the game. + +* The second room is another torture chamber with a river of blood flowing through the middle. This one has five human targets; a man strapped to a board, a man chained to the floor, two people on stretching racks (shoot the wheels to pull them apart), and a woman hung from rope over the river (shoot a pulley to slowly lower her into the river to be eaten by crocodiles). Body parts will flow down the river randomly, and a man will pop out of a door from time to time to toss a blade into one of the helpless victims. + +* The third level is a haunted house hallway. There is only one human victim on this level. It is a woman who runs from one doorway to another, shoot out the trapdoor to cause her to fall inside (and then shoot the beast that was chasing her). Your other targets are mostly assorted ghosts, and a few random body parts that will fall from the ceiling. + +* The final level is a graveyard. Your only human victim on this level is a woman who is half buried in the ground, shooting her torso multiple times strips off her clothing until she is topless, and the last shot kills her. You other targets are bats, hands that pop up from the ground, and a man who pulls a cart full of body parts (you can't kill him, shooting him just makes him run away, only to return later). + + +The game repeats the levels over and over again until you manage to find every secret target on each screen (it gives you hints inbetween levels). Finding all the targets on a single screen earns you a bonus game (a slot machine), while finding all the hidden targets in the game gives you the second bonus game (a shooting gallery), and a free game. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +So you think blood and guts in video games is a phenomenon of the 90's? The main point of this game is to shoot helpless humans in the most gory manner possible. It is amazing that this game somehow slipped past the watchdogs back in 1986. + + +This game was available as either a dedicated cabinet or a a conversion kit for other Exidy gun games (which used the same cabinet anyway). The marquee had a green 'Chiller' logo on a purple nighttime background (it looks like the title screen to a cheap horror movie). The control panel overlay has similar graphics (and game instructions), along with pictures of various body parts. The game is controlled by a large optical gun that is fixed to the control panel where it can only fire into the machine. The monitor itself was hidden deep inside the machine, the gameplay was displayed on a mirror. + + +- STAFF - + + +Software / Graphics : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +Hardware : Howell Ivy + +Audio : Ken Nicholson + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +$end + +$info=chimerab, +$bio + +Chimera Beast (c) 1993 Jaleco. + + +An underwater horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Jaleco Mega System 1-C hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +In Stage 6, destroying the jeeps that are on the ground makes a pair of humans appear. They are Allen and Rick, from Jaleco's 1991 release, "64th Street - A Detective Story". + + +- STAFF - + + +Executive produced by : Tokuhiro Takemori + +Directed by : S. Hashimoto + +Game designed by : Y. Hiroyama + +Programmed by : Manbow + +Bg designers : Helluder, Toukaidou Nozomi, Reiko, Tutomu Rukada + +Obj. designers : Sigeru, Toukaidou Nozomi, Nanae + +Creatures designed by : Y. Hiroyama + +Sounds & Music composed by : Kiyoshi Yokoyama + +$end + +$info=chindrag, +$bio + +China Dragon (c) 1994 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +- TRIVIA - + + +This game is also known as "Dragon World". + + +- SERIES - + + +1. China Dragon (1994) + +2. China Dragon 2 (1997) + +3. China Dragon 3 (1999) + +4. China Dragon Special (2000) + +5. China Dragon 4 (2001) + +$end + +$info=chinagat, +$bio + +China Gate (c) 09/1988 Technos. + + +A beat'em up / platform game. + + +- TECHNICAL - + + +Game ID : TA-0023 + + +Main CPU : (2x) HD6309 (@ 1.5 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 11 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Taito for US manufacture and to Romstar for distribution. This game is known in Japan as "Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou". + +$end + +$info=chinatwn, +$bio + +China Town (c) 1991 Data East. + + +A very refreshing combination of Tetris and mahjong; the object is to complete a mahjong hand by getting correct tiles next to each other. + + +- TECHNICAL - + + +Game ID : MAK + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Sound composer : Tatsuya Kiuchi + +$end + +$info=ccasino, +$bio + +Chinese Casino (c) 1987 Video System. + + +A mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=chinhero,chinher2, +$bio + +Chinese Hero (c) 1984 Taiyo System. + + +Chinese Hero is a cute kung-fu action game with an overhead view. Lee and Loo must save the princess from 24 evil villains (only 12 in a one-player game). + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : DAC (@ 3 Mhz), AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 4 + +$end + +$info=choko, +$bio + +Choko (c) 08/2001 Capcom. + +$end + +$info=chplft,chplftb,chplftbl, +$bio + +Choplifter (c) 1985 Sega. + + +The player assumes the role of a combat helicopter pilot. The player attempts to save hostages being held in prisoner of war camps in an unnamed enemy country. The player must collect the P.O.W.s, transport them safely to the nearby friendly base, all the while fighting off hostile tanks and other enemy combatants. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Game ID : 834-5795 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a port from an original programmed by Dan Gorlin in 1982 for the Apple II. Choplifter was one of the few games to take the reverse route : First appearing on a home system and being ported to the arcade. + + +- TIPS AND TRICKS - + + +* Hint 1 : In the early stages, try to fly as low as possible - this way the fighters will not shoot you, and you are low enought to shoot the ground targets without being shot. Since this only works when you're in the air, and not when you're on the ground, it only works well on levels 1 and 3. + + +* Hint 2 : To ensure that the tank won't arrive when you're picking up hostages, barely tap the joystick up between each hostage. This will cause the helicopter to lift off a little and reset the timer that causes the tanks to arrive. + + +* Hint 3 : On level 2, you can land on the water under the boat when dropping off your men and they will climb up the side of the boat. This stops the planes from coming down and shooting you. + + +- SERIES - + + +1. Choplifter (1982, Apple II) + +2. Choplifter II (Nintendo Game Boy) + +3. Choplifter III (1993, Nintendo Super Famicom) + +$end + +$info=chopper,choppera,chopperb, +$bio + +Chopper I (c) 1988 SNK. + + +A vertically scrolling helicopter shoot'em up. + + +- TECHNICAL - + + +Game ID : A7003 'KK' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Koukuu Kihei Monogatari - The Legend of Air Cavalry". + + +- STAFF - + + +Supervisor : Eikichi Kawasaki + +Producer : Tamadachi + +Programmer : SNK Jr. + +Designers : Okitaka, Madaka, Warasan + +Sound creater : Kanata + +Adviser : Tosikita + +$end + +$info=chugokur, +$bio + +Chuugokuryuu (c) 1994 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + +$end + +$info=chukatai,chukataj,chukatau, +$bio + +Chuuka Taisen (c) 1988 Taito. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : B44 + + +Main CPU : (2x) Z80 (@ 6 Mhz), I8X41 (@ 400 Khz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Chinese Wizard'. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Master System (1989, "Cloud Master") + +NEC PC Engine (1992, "Gokuraku Chuuka Taisen") + + +* Computers : + +Sharp X68000 (1988) + +MSX2 + +$end + +$info=circus, +$bio + +Circus (c) 01/1977 Exidy. + + +POP! POP! POP! Pop the balloons and score points. A wall of red, blue and white balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + + +- TRIVIA - + + +Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate), this bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black t-molding. Once inside the machine, you can see that it uses a black and white monitor with a colored overlay (to make the balloons have color). + + +- STAFF - + + +Designed and programmed by : Edward Valeau, Howell Ivey + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + + +* Computers : + +VTech Laser-VZ + +$end + +$info=circusc,circuscc,circusce,circusc2, +$bio + +Circus Charlie (c) 04/1984 Konami. + + +Guide Charlie through six different circus events including Fire Rings, Tight Rope, Trampoline, Ball Walk, Horse Back, and Flying Trapeze. Timer bonus points are added for finishing a level and more points are awarded for completing a round without losing Charlie. The game is over when all Circus Charlies are lost. + + +- TECHNICAL - + + +Game ID : GX380 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Centuri for US manufacture and distribution (02/1984). + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986. + + +- TIPS AND TRICKS - + + +* Extra Life : On the first level when you are on a Lion and have to jump through burning hoops, jump backwards through a hoop and then forwards through it again. The next hoop to appear will then change into an extra life. + + +* Here's A Small Hidden Bonus : On the first (flaming hoops) level, jump over the first flaming urn, then jump backwards over it. A bonus item should rise vertically from it; grab it and it's worth 2000 points. Ideally, you should time it so that jumping back over the urn coincides with the passage of a hoop over the urn. + +Note : this is for the 'level select' versions. On the other version, it seems to work on the second urn. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Sony PlayStation (1999, "Konami Arcade Classics") + + +* Computers : + +Commodore C64 (1984) + +MSX (1984) + +$end + +$info=cischeat, +$bio + +Cisco Heat (c) 11/1990 Jaleco. + + +A chase-view police car racing game. + + +- TECHNICAL - + + +Main CPU : (3x) 68000 (@ 10 Mhz) + +Sound CPU : 68000 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 5632 + + +Player : 1 + +Control : paddle + +Buttons : 5 + + +- PORTS - + + +* Computers : + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +PC [MS-DOS, 5.25''] (1991) + +$end + +$info=citybomb,citybmrj, +$bio + +City Bomber (c) 11/1987 Konami. + + +A high speed overhead-view vertically scrolling driving game where you attempt to catch criminals. + + +- TECHNICAL - + + +Game ID : GX787 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), 051649 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + +$end + +$info=citycon,citycona, +$bio + +City Connection (c) 1985 Jaleco. + + +A little red car does wheelies and jumps between platforms and colours them in as it drives on them. Collect and shoot oil cans at the cops, taxis, ambulances, etc... Watch out for the cat! Neat theme music and background pictures. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : M6809 (@ 640 Khz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), YM2203 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1664 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Approximately 1,000 units were produced (based on serial number). + + +Kitcorp licensed this title and sold it as "Cruisin". + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + + +* Computers : + +MSX (1986) + +$end + +$info=citylove,mcitylov, +$bio + +City Love (c) 09/1986 Nichibutsu. + + +Mahjong game with a rock-paper-scissors bonus game to get those girls to strip! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=clshroad,clshrdst, +$bio + +Clash-Road (c) 12/1986 Woodplace. + + +A horizontally scrolling bike racing game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to 'Status'. + + +- STAFF - + + +M. Yasusi, T. Hidemi, N. Akina + +$end + +$info=claypign, +$bio + +Clay Pigeon (c) 1986 Exidy. + + +The object of Clay Pigeon was to shoot as many clay targets as you can, using an arcade light gun that was shaped like a shotgun. At the start of the game you are given the choice of selecting either Trap Shooting or Skeet Shooting. Trap shooting is where the clay target is thrown directly away from the shooter, while in skeet shooting the target is launched across the shooter's field of vision. The graphics are done in Exidy's realistic style, each round is played against a decent looking outdoor background, and an extremely repetitive announcer yells 'pull' to warn you of each and every target being launched. After several rounds of targets, you finally get to go after some real live animals! The real live animals are of course, ducks! The ducks are small and fly onto the screen in small groups of up to around a half dozen or so, and unlike the earlier title "Vs. Duck Hunt", you cannot miss any of these. Missing any ducks in this round ends the game instantly, and will more than likely have you fumbling for another quarter in an attempt to do it right this time. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This title was available as either a conversion kit for Exidy's earlier gun titles, or as a dedicated cabinet. The game came in a big heavy black cabinet with the gun mounted on a huge control panel, all of the Exidy gun games used this cabinet, the only differences were the artwork, and the kind of gun. There were at least two different marquees on this title, the first one had a large 'Clay Pigeon' logo on a blue background, while the other had a small logo and a picture of a fence in a grassy field. + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +$end + +$info=clayshoo, +$bio + +Clay Shoot (c) 11/1979 Allied Leisure. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.267 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 176 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +Clay shoot was probably the last game produced under the Allied Leisure label. + +$end + +$info=cleopatr, +$bio + +Cleopatra Fortune (c) 09/1996 Taito. + + +A falling bricks puzzle game with an ancient Egyptian atomosphere. Features great musics! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E28 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection Vol.3 - ZTTL-0022) on 21/05/1998. + + +- STAFF - + + +Sound : Shuichiro Nakazawa (Zuntata) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony PlayStation (2001) + +Sega Dreamcast (2001) + +$end + +$info=edrandy,edrandyj,edrandy1, +$bio + +The Cliffhanger - Edward Randy (c) 1990 Data East. + + +- TECHNICAL - + + +Game ID : MAD + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Cayon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991. + + +- STAFF - + + +Game planner : Lungfish + +Software programmer : Hiroki + +Hardware designer : Turk K.K + +Graphic designers : Hitomi Fujiwara, Kinya Aoyama + +Sound arrange & compose : Akira Takemoto (Raika) + +Sound effects : Hiroaki Yoshida (MARO) + +$end + +$info=cloak,cloakfr,cloakgr,cloaksp, +$bio + +Cloak & Dagger (c) 12/1983 Atari. + + +Agent X must progress through a series of floors to retrieve a set of stolen plans and destroy Dr. Boom's underground bomb factory. Avoid the explosives, bomb converters, forklifts, robot guards, acid pits, and death-ray shooting eyeballs. + + +- TECHNICAL - + + +Game ID : 136023 + + +Main CPU : M6502 (@ 1 Mhz), M6502 (@ 1.25 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : doublejoy8way + +Button : 1 + + +- TRIVIA - + + +A Cloak & Dagger unit appears in the 1984 movie 'Cloak and Dagger'. + + +This game was in development independently from the movie of the same name under the title 'Agent X'. When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came Atari to see if he had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak & Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak & Dagger'. There were about 5000 games produced which made it into the market place. + + +- TIPS AND TRICKS - + + +* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time. + + +- STAFF - + + +Designed and programmed by : Russell Dawe (RBD) + +$end + +$info=cloud9, +$bio + +Cloud 9 (c) 1983 Atari. + + +Shoot clouds in the sky. Avoid rain drops and other enemies. Try to destroy all clouds before your chamber is flooded. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Cloud 9 was originally supposed to be written by Dona Bailey (the coder for "Centipede"), but she left and Paul inherited it. Originally called 'Weather War' the original game concept had a plug in the bottom of the screen that the character had to pull to let the water out. This game unfortunately only received one weekend of play testing at one location before being cancelled. + + +- STAFF - + + +Designed and programmed by : Paul M. Resch + +$end + +$info=clowns,clowns1, +$bio + +Clowns (c) 01/1978 Midway. + + +Players bounce clowns off 'see-saw' to break rows of balloons for high score and bonus jumps. + + +- TECHNICAL - + + +Game ID : 630 + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + + +- PORTS - + + +* Computers : + +Commodore C64 + +$end + +$info=cgraplop,cgraplp2, +$bio + +Cluster Buster (c) 11/1983 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 28 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=cltchitr,cltchtrj, +$bio + +Clutch Hitter (c) 1991 Sega. + + +A baseball game. + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0175 / 317-0176 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Clutch Hitter features all the Major League Baseball players from the 1991 season (but only 3 different ballparks). + + +This game was only available as a conversion kit (no dedicated cabinets were made). The marquee, sideart, bezel, and control panel overlay are all green, while the joysticks are red ball top units. The one thing that really stands out about this games cabinet is the joysticks. The game board itself is a Sega System 18 board, and is JAMMA compatible. The mainboard of this game contains a Sega 68000 style suicide chip. + + +- UPDATES - + + +FD1094 317-0175 : + +* Japanese version + + +FD1094 317-0176 : + +* US version + +$end + +$info=cobracom,cobracmj, +$bio + +Cobra-CommanD (c) 09/1988 Data East. + + +A horizontally scrolling helicopter battle game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on the original 1984 animated laserdisc game of the same name. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- UPDATES - + + +The Japanese version is the only one that has inner levels (which are really hard to play). + + +- STAFF - + + +Produce & program : K. Sasamoto + +Graphic & design : A. Ontani + +Graphic : M. Narita, T. Konishi + +Graphic advice : S. Furukawa + +Hardware : T. Takayama + +Sound : A. Hare + +Original plan : T. Seki + +Management : T. Kato + + +- PORTS - + + +* Computers : + +Nintendo Famicom (1988) + +$end + +$info=colony7,colony7a, +$bio + +Colony 7 (c) 05/1981 Taito. + + +Defend Colony 7 from alien attack by using two ion-cannons that fire an exploding shot which knocks out targets near its detonation zone, an eradicator rocket that acts as a 'Smartbomb' which clears the entire screen, and an ion shield which provides temporary safety (blasted away by alien fire). + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 292 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- PORTS - + + +* Others : + +Arcade Legends : Space Invaders TV Game (2004) + +$end + +$info=colt, +$bio + +Colt (c) 1986 Unknown. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "N.Y. Captor". + +$end + +$info=columns,columnsj, +$bio + +Columns (c) 06/1990 Sega. + + +The rules are simple. A column of three square pieces stacked one on top of the other is dropped into the play area. The player can move this piece left and right as it falls (as in "Tetris"), but cannot rotate it. Instead, pressing a button will cause the order of the blocks to shift by one position. The object of the game is to place columns at the bottom of the pit in such a way that lines of three or more same-coloured blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall in accordance to gravity. Often this will cause additional lines to be arranged, producing a cascade effect. The key to a long game (and therefore a high score) is to set up these cascades. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Columns (1990) + +2. Columns II - The Voyage Through Time (1990) + +3. Columns III - Revenge of Columns (1993) + +4. Stack Columns (1994) + +5. Super Columns (1995, Sega Game Gear) + +6. Columns 97 (1997) + +7. Hanagumi Taisen Columns - Sakura Wars (1998) + +8. Columns Crown (Nintendo Game Boy Advance - 2002) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Sega Game Gear (1990) + +Sega Master System (1990) + +NEC PC Engine (1991) + +Sega Mega Drive (1994, "MegaGames 3in1 Vol 1") + +Sega Saturn (1997, "Columns Arcade Collection") + +Nintendo Super Famicom (1999) + +FM Towns Marty + + +* Computers : + +Sharp X68000 (1991) + +PC [CD-ROM, Windows] (1999, "Sega Smash Pack") + +MSX2 + +$end + +$info=mt_cols, +$bio + +Columns (c) 1989 Sega. + + +The rules are simple. A column of three square pieces stacked one on top of the other is dropped into the play area. The player can move this piece left and right as it falls (as in "Tetris"), but cannot rotate it. Instead, pressing a button will cause the order of the blocks to shift by one position. The object of the game is to place columns at the bottom of the pit in such a way that lines of three or more same-coloured blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall in accordance to gravity. Often this will cause additional lines to be arranged, producing a cascade effect. The key to a long game (and therefore a high score) is to set up these cascades. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 36 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=colmns97, +$bio + +Columns '97 (c) 12/1996 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Columns (1990) + +2. Columns II - The Voyage Through Time (1990) + +3. Columns III - Revenge of Columns (1993) + +4. Stack Columns (1994) + +5. Super Columns (1995, Sega Game Gear) + +6. Columns '97 (1997) + +7. Hanagumi Taisen Columns - Sakura Wars (1998) + +8. Columns Crown (Nintendo Game Boy Advance - 2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Columns Arcade Collection") + +$end + +$info=columns2,column2j, +$bio + +Columns II - The Voyage Through Time (c) 1990 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Columns (1990) + +2. Columns II - The Voyage Through Time (1990) + +3. Columns III - Revenge of Columns (1993) + +4. Stack Columns (1994) + +5. Super Columns (1995, Sega Game Gear) + +6. Columns 97 (1997) + +7. Hanagumi Taisen Columns - Sakura Wars (1998) + +8. Columns Crown (Nintendo Game Boy Advance - 2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Columns Arcade Collection") + +$end + +$info=combat, +$bio + +Combat (c) 1985 Exidy. + + +A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Catch-22". + + +- STAFF - + + +Software : Larry Hutcherson, Vic Tolomei, Ken Micholson + +Hardware : Howell Ivy, Mark Von Striver + +Graphics : Lynn Pointer, Ken Nicholson + +Audio : Ken Nicholson + +Art : Rey Maninang + +Support : Pam Banegas + +$end + +$info=combasc,combasct,combascj,combascb, +$bio + +Combat School (c) 05/1987 Konami. + + +A one or two player multi-event combat game, similar in gameplay style to Konami's "Track and Field" series. + +* In the obstacle course, you must repeatedly press the fire button to run as fast as possible. Press the jump button in order to clear or mount hurdles of various hights. Complete the course within a specific ammount of time to continue the game. + +* In the Iron Man race, the controls are the same but you will jump puddles and boulders and swim across a stream. + +* In the firing ranges, aim with the joystick or trackball and shoot using the fire button. There will be various firing range sessions beginning with stationary targets, preceeding to moving targets, and finishing with having to avoid hitting the targets that represent comrades. The comrade targets resemble your drill instructor but you must still avoid hitting them (the wrong targets and the drill instructors) as it will cost you the game. The activities get progressively more difficult as you proceed. + + +- TECHNICAL - + + +Game ID : GX611 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Boot Camp". + + +A bootleg of this game was released in 1988 by Datsu. + + +- PORTS - + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +$end + +$info=ctribe,ctribeb, +$bio + +The Combatribes (c) 06/1990 Technos. + + +Three player simultaneous melee battle where the player characters are larger than most enemies! Lots of vicious ways to beat your opponents up, including smashing their heads on the pavement. + + +- TECHNICAL - + + +Game ID : TA-0028 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +In Act 3, an advertisement for "Block Out" appears on the two sets of TV screens. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991. + + +- STAFF - + + +Software : Naritaka Nishimura, T. Saito, I. Kanakubo + +Hardware : K. Nishikawa + +Character designers : Koji Ogata, H. Shibata, T. Ando, T. Ohshumi + +BG designers : S. Saito, Masamichi Katagiri, Takehisa Izumiyama, Hideaki Sakamoto + +Musics : Kazunaka Yamane + +Sound effects : K. Mori + +Music software : M. Hirosawa + +Directed by : A. Tanimoto, N. Tomiyama + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=commandw, +$bio + +Command War - Super Special Battle & War Game (c) 199? Taito. + + +A futuristic wargame. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=commsega, +$bio + +Commando (c) 1983 Sega. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=commando,commandu, +$bio + +Commando (c) 05/1985 Capcom. + + +Vertically scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier. The mission is to rescue captives and destroy enemy bases and strongholds, killing as many enemy soldiers as possible in the process. The commando carries only two weapons: a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for US manufacture and distribution (07/1985). + +Commando was the first (and the only) game that Capcom licensed to Data East. + + +This game is known in Japan as "Senjou no Ookami". + + +A bootleg of this game is known as "Space Invasion". + + +The main character is Super Joe from "Bionic Commando" and "The Speed Rumbler". + + +Bandai released a boardgame based on this video game (same name) : A simple roll-and-move type game, with symbols on the board indicating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game. + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- TIPS AND TRICKS - + + +* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover. + + +* Here's A good way to kill enemy soldiers without going anywhere near them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate. + + +* This tip will let you rack up big points and all the extra men you can : On the first stage, there is a cliff on the right-hand side of the screen. The enemy troops will jump off the end of this cliff and attack you. If you walk until the enemy troops START jumping off, and then stop, you can just stand there and keep killing them until you either get sick of playing or reach the maximum amount of extra men the game allows. If you plan on playing through the rest of the game you should stop as soon as you reach the maximum amount of extra men, as the longer you just sit there, the harder and faster the enemies become, making the rest of the game substantially more difficult. + + +- SERIES - + + +1. Commando (1985) + +2. Mercs (1990) + + +- STAFF - + + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Mattel Intellivision (1987) + +Atari 2600 (1988) + +Atari 7800 (1989) + +Sony PlayStation (1998, "Capcom Generation 4") + +Sony PlayStation (1998, "Capcom Generations - Blazing Guns") + +Sega Saturn (1998, "Capcom Generation 4") + + +* Computers : + +Commodore C64 (1985) + +Amstrad CPC (1985) + +Sinclair ZX Spectrum (1986) + +Apple II (1987) + +Atari ST (1989) + +Commodore Amiga + +$end + +$info=comotion, +$bio + +Comotion (c) 10/1976 Gremlin. + + +This game was for two or four players only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponents before hitting something. Each player is eliminated when they crash, taking their lines with them. One good strategy is to turn around and head for the outer area of the screen (in four player mode), because everyone starts out headed for the center. Skirt around the edges until you only have one opponent left, then box them in. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost. + + +- TECHNICAL - + + +Game ID : 5-7 + + +Main CPU : 8080 (@ 2.079 Mhz) + +Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : 4-way joystick + + +- TRIVIA - + + +This game came in only one form factor, that of the standup cocktail (a format that was really only used in the 70s). The machine was a round table about 4 feet tall. The table top was wood grained, and it had four sets of player controls spaced evenly around the table. The monitor was located inside the table facing upwards. This game had simple sideart that consisted of a few stripes and a 'Comotion' logo (the logo snaked around much like the games characters did). The game featured control panels that were devoid of joysticks, instead you controlled the game using a button for each direction. Two people could play for twenty five cents, or four people could play for fifty cents. The prices were hard coded into the games romset, so operators really couldn't mess with them (the games title screen clearly said "'25 cents for two players, 50 cents for four players'). + + +- SERIES - + + +1. Blockade (1976) + +2. Comotion (1976) + +3. Hustle (1977) + +$end + +$info=compgolf,compglfo, +$bio + +Competition Golf - Final Round (c) 1985 Data East. + + +A competition golf game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=complexx, +$bio + +Complex X (c) 1984 Taito. + + +An early platform game. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.25 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 921.6 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Scott Boden + +$end + +$info=condor, +$bio + +Condor (c) 1981 Sidam. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Phoenix". + + +- UPDATES - + + +Condor adds a timer for each round in the form of a fuel gauge. + +$end + +$info=congo, +$bio + +Congo Bongo (c) 02/1983 Sega. + + +An isometric take on Nintendo's legendary "Donkey Kong", Congo Bongo begins with cut-scene showing Bongo the gorilla as approaches the sleeping hunter and gives him a 'hotfoot'. The player takes on the role of the hunter who has vowed revenge on Bongo for this cruel prank. Levels are as follows... + +* The first level is Primate Peak. Climb to the top to reach Bongo the gorilla, avoiding the rolling coconuts he throws at you. Don't let the monkeys jump on your back, because if three of them get on you, they will throw you over the cliff - press the jump button repeatedly to dislodge them. When you reach Bongo, he will retreat and you will follow him to the next level. + +* The second level is Snake Lake. Avoid the scorpions that crawl on the beginning side of the lake and jump onto the maze-like paths while jumping over or avoiding snakes. Jump onto the back of the submerging hippo without getting your feet wet to reach Bongo. + +* The third level is Rhino Ridge. Avoid the deadly puddles and dodge the charging rhinos by jumping over them or hiding down in the mole holes. Do not wait too long in any of the holes because a man in a headress randomly appears in the various pits and fills them in. When you have made it safely past the entire rhino herd, climb the rock where Bongo stands to proceed to the fourth and final level. + +* Level four is Lazy Lagoon. Cross the water by leaping onto floating lily pads and standing rocks, and riding on the backs of submerging hippos and swimming giant fish. When you reach dry land, a couple of rhinos will be charging back and forth and after you get past them, you will find Bongo sleeping on his chair next to a fire. The hunter will finally have his revenge and give Bongo the hotfoot, after which, the game begins again, but with increased difficulty. + + +- TECHNICAL - + + +Game ID : 605-5167 + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz), Samples (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also known as "Tip Top" in Europe. All boards are screen printed SEGA and the sound board actually has the name Tip Top on it. + + +- PORTS - + + +* Consoles : + +Mattel Intellivision (1983) + +Atari 2600 (1983) + +Atari 5200 (1983) + +Sega SG-1000 (1983) + +Colecovision (1984) + + +* Computers : + +Atari 800 (1983) + +Commodore VIC-20 (1983) + +Commodore C64 (1983) + +Apple II (1983) + +$end + +$info=conquer, +$bio + +Conquer (c) 1982 Unknown. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=contcirc,contcrcu,contcrua, +$bio + +Continental Circus (c) 1987 Taito. + + +An F1 racing game. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : B33 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz), Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 8 + + +- TRIVIA - + + +This game was released outside US 2 years later (in 1989). + + +Continental Circus featuring dynamic weather and pitstops. This is probably the first arcade driving game to possess these features. Continental Circus was unique at the time as certain cabinets game supplied with a '3D visor', the player viewed the action through the visor (similar in appearance to the one used in Atari's "Battle Zone") and a simple but effective 3D effect was produced. This effect could be disabled by the arcade operator via the dip switch settings. + + +Continental Circus is, like "Donkey Kong" before it, the victim of a mistake during the translation from Japanese to English. The game was orginally to be called 'Continental Circuit'. However, all the following home conversions would still be named Continental Circus. Note : F1 is often called the 'F1 circus' because it is like a big circus that travels to different cities across different continents. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + + +- STAFF - + + +Music composed by : Masahiko Takaki, Pinch Punch + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +$end + +$info=contra,contrab,contraj,contrajb, +$bio + +Contra (c) 02/1987 Konami. + + +A shoot'em up / platform game. + + +- TECHNICAL - + + +Game ID : GX633 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.582071 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Europe as "Gryzor". + + +Note : The kanji on the Japanese version title screen actually reads "Kon To Ra", meaning "Soul Big Dipper Gauze". This is an example of "ateji", where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana. + + +Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988. + + +- SERIES - + + +1. Contra (1987) + +2. Super Contra (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- STAFF - + + +Game programmers : Satoru, Hideyuki Falco, Koichi Cobra + +Video graphics : Kengo + +Special designers : Ishiwari Jinbo, Passionate Norio + +Sound editor : Kazuki Jah + +Engineer : Rom Yamamoto + +Directed by : Koji + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo NES (1990, "Probotector") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +Commodore C64 (1987) + +PC [MS-DOS] (1987) + +MSX2 + + +* Others : + +LCD handheld game (1989, "C") by Konami. + +$end + +$info=pc_cntra, +$bio + +Contra (c) 1988 Konami. + + +A shoot'em up / platform game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : CT + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Classic Konami Code (30 Lives) : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, before the demonstration begins at the title screen. Then, press Start to begin the game in single player mode or Select + Start to begin in two player mode. + + +* 3 extra lives :Press Up(x2), Down(x2), Left, Right, Left, Right, B, A at the title screen. Then, press Start to begin the game in single player mode or Select+Start to begin in two player mode. + + + +* Unlimited lives : Press Up, Down, Up, Down, Left, Right, Left, Right, A, B, A, B, Select, Start when 'Jungle' appears on the demonstration screen. + + + +* Transfer lives : Begin game play in two player mode. Press A+B when losing a life to use a life from the other player. + + + +* All weapons : Press Down(x2), Up(x2), Right, Left, Right, Left, A+B before the demonstration begins at the title screen. + + + +* Level select : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start(x2) at the main menu. + + + +* Expert mode : Successfully complete the game and start another game. The new game will feature the same amount of lives at the end of the last game and more difficult opponents. + + +* Level Password : + +2 - 1227 + +3 - 0501 + +4 - 0948 + +5 - 2168 + +6 - 0666 + +7 - 1192 + + +* Secret Ending : During the ending, before the closing credits starts rolling, press and hold Select+Start and keep on holding until the credits are over. If done correctly, you will receive a message from Red Falcon, vowing his revenge. + + +- SERIES - + + +1. Contra (1987) + +2. Super Contra (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- STAFF - + + +Programmers : S. Umezaki, S. Kishiwada, K. Yamashita, T. Danjyo, M. Ogawa + +Graphic designers : T. Ueyama, S. Muraki, M. Fujiwara, T. Nishikawa, C. Ozawa + +Sound creators : H. Maezawa, K. Sada + +Directed by : Umechan, S. Kitamoto + +$end + +$info=nss_con3, +$bio + +Contra III - The Alien Wars (c) 1992 Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Contra (1987) + +2. Super Contra (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- TIPS AND TRICKS - + + +* All Weapons Code : At the player selection screen, press Right, Down, Downright, Right and Start. A scream will confirm the code. + + +* Level Select : At the player selection screen, press Left, Down, Downleft, Left and Start. A Hum will be heard if you've entered the code correctly. + + +- STAFF - + + +* Visual Designers : + +Main and directed : Nobuya Nakazato + +Players character : Masayuki Saruta + +Assist : Noritoshi Sasaki + + +* Programmers : + +Main and top-view : Yaipon + +Side-view : 1991/Nami + +Help-man : K. Horio + + +* Sound Designers : + +Program and effect : Atsushi Fujio + +Sound effect : Masanori Oouchi, Hiroshi Kobayashi, Hirofumi Taniguchi + +Music compose : Miki Yanagisawa, Masanori Adachi, Tappi Iwase + + +Technical adviced : Jun Furano + +Package designers : Kenji Shimoide, Hiromi Sumida + +Produced by : Kazumi Kitaue + +$end + +$info=cookrace, +$bio + +Cook Race (c) 1982. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Burger Time". + + +- UPDATES - + + +The highscore table has different names than the original. + +$end + +$info=cookbib2, +$bio + +Cookie & Bibi 2 (c) 1996 SemiCom. + + +A "Puzzle Bubble" rip-off. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Cookie & Bibi + +2. Cookie & Bibi 2 (1996) + +3. Cookie & Bibi 3 + + +- TRIVIA - + + +Excutive producer : Jeon Jae Yeon + +Game designer : Han Seung Hoon + +Game programmer : Mm Hyun Ho + +System programmer : Kim Jin Woo + +Graphic designers : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo + +Sound composer / S.E : Jeon Seok Gee + +$end + +$info=cbaj, +$bio + +Cool Boarder - Arcade Jam (c) 1998 Tecmo. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=coolmini, +$bio + +Cool Mini (c) 19?? SemiCom. + + +- TECHNICAL - + + +Main CPU : E1-16T (@ 50 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 13.558 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=coolpool, +$bio + +Cool Pool (c) 1992 Catalina. + + +The game has four different selectable types of pool : 'Straight Pool', 'Eight Ball', 'Nine Ball' and 'Strip Pool'. The Strip Pool game contains adult-related material and is not intended to be suitable for younger players. There are also three different selectable girl characters and acts featured in this game. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz) + +Sound Chips : DAC (@ 40 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=coolridr, +$bio + +Cool Riders (c) 1995 Sega. + + +A motorcycle racing game. + + +- TECHNICAL - + + +Sega H1 System hardware + + +Main CPU : SH-2 (@ 28 Mhz), 68000 (@ 12 Mhz), SH-2 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +- TRIVIA - + + +The one and only game produced on Sega H1 System. This is a unique system that was developed to drive multiple monitors from the same board (2ea at Medium res and 4ea at Standard Res). + +$end + +$info=ar_spot, +$bio + +Cool Spot (c) 1993 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game's main character is known as Spot, who was the mascot for 7-Up from the late '80s to the early '90s. + +$end + +$info=clbowl, +$bio + +Coors Light Bowling (c) 1989 Incredible Technologies. + + +An up-to-four players overhead-view bowling game. + + +- TECHNICAL - + + +Main CPU : M6809E (@ 2 Mhz) + +Sound CPU : M6809E (@ 2 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 245 x 360 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Capcom Bowling (1988) + +2. Coors Light Bowling (1989) + +$end + +$info=cop01,cop01a, +$bio + +Cop 01 (c) 1985 Nichibutsu. + + +A shoot'em up / platform game where you are a futuristic cop trying to save your girlfriend. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=copsnrob, +$bio + +Cops'n Robbers (c) 07/1976 Atari. + + +From one to four people can play at once, with the computer adding in a player as needed to keep the number of players at either two or four. Players number one and two play the part of the cops, while players three and four are the robbers. The screen is an overhead view of a city street, with the cops on one side, and the robbers on the other. Each car is in it's own lane, and an extra wide lane marks the area between the cop and robber side. Each player can move up and down in their own lane, the object is to shoot down the cars of the opposite side. A beer truck moves randomly up and down the center lane, generally getting in the way. + + +- TECHNICAL - + + +Game ID : 005625 + + +Main CPU : M6502 (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 208 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : Joystick + +Buttons : 2 + + +- TRIVIA - + + +Cops'n Robbers was one of the first four player upright arcade games ever made. All four players played side by side on a single cabinet (most previous four player titles were done on cocktail tables). + + +This game was sold in an upright format only. The machine was rather unique looking as it was about twice the width of a standard arcade game, but all the other dimensions were normal (kind of like they just stuck two machines together). Later four player games would instead use a control panel that was wider than the screen. The bulk of the machine was white, with the front being painted black for durability. Classic 'Gangster' cars from the 30's filled out the sideart. There were 2 distinct monitor bezels, each with its own art. The outer one was decorated with several of the 'Gangster' cars, and a design that looks similar to a stylized Japanese sunset. The inner monitor bezel had a street scene that was meant to extend the scene that appeared on the monitor itself (and to help fill in that 4 foot wide playing area). The monitor also had a color overlay to give different colors to the different sides of the game (it used a black and white monitor). The joystick was a special design. It only has an up down axis, but has seven different positions on that axis, which makes for pseudo-analog action. + + +- STAFF - + + +Designed and programmed by Tom Hogg, Dave Storie + +$end + +$info=cosmica,cosmica2, +$bio + +Cosmic Alien (c) 01/1980 Universal. + + +An early vertical space shoot'em up game. + + +- TECHNICAL - + + +Game ID : 7910 + + +Main CPU : Z80 (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + +$end + +$info=cavenger, +$bio + +Cosmic Avenger (c) 07/1981 Universal. + + +An early space shoot'em up game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is the first continuous X-axis (Left-Right) scrolling video game. + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +$end + +$info=cchasm,cchasm1, +$bio + +Cosmic Chasm (c) 02/1983 Cinematronics / GCE. + + +Strap on your vector spacesuit, and hop into your vector spaceship. It is a good old ship, and it has seen a lot of action. From navigating the asteroid belt and blasting aliens around the sun, to attacking evil space cannons, your little vector ship has done it all, and this time it has been upgraded with twin blasters. You see the ship in Cosmic Chasm seems to be the same spaceship that is in every vector game. You control it using rotation buttons and a thruster button, with a laser and a shield button thrown in for good measure, just like almost every other vector game around. Now here is what you have to do. You guide your ship through a space fortress room by room. Each room contains a center section that slowly grows and will eventually trap you if you are not fast enough. You can shoot the center section to slow its growth. Each room also contains several exits. One of the exits will always spew forth a bunch of bad guys, shoot them, then exit to go to a different room. Between rooms you get to see an excellent tunnel animation. The idea is to make your way to the center of the fortress, blast the power core, and then leave. There is a map at the top of the screen to keep you from getting lost. This is a pretty decent game. It has a lot more to offer than the one screen of bad guys that most vector games have. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 3.584229 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.818182 Mhz), Custom (@ 1.818182 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This game was the last color vector game released by Cinematronics. Approximately 400 units were produced (based on serial numbers). This title used a 68000 processor and a color X-Y monitor, which allowed for some very nice graphical effects that most early 80s hardware was simply not capable of. + + +This title was first available in 1982 on the CGE Vectrex home vector console, and was only available in the arcades later. That is quite a reverse from the norm, usually games hit the arcades a year or two before they make it to the consoles. + + +People often mistake Cosmic Chasm machines for converted "Dragon's Lair" machines. That is because they shipped in almost the exact same cabinet. They both have the same side panels, overall design, and three-section marquee. But Cosmic Chasm differs in the angle of the control panel, and in the placement of the monitor. The artwork on this machine is mostly purple. The sideart is done with two large stickers, and it shows a huge logo, and a scene of some giant girders out in space. + +$end + +$info=cosmccop, +$bio + +Cosmic Cop (c) 1991 Irem. + + +A space-themed, police-style battle shoot'em up game. + + +- TECHNICAL - + + +Irem M-84 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Gallop - Armed Police Unit". + + +Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993. + + +- TIPS AND TRICKS - + + +* Secret Invincibility : + +1) Turn Service Mode ON in DIP switch menu. + +2) Reset the game with holding UP+Start button. + +3) If the game mode starts up instead of the service mode, you were successful (but you need to hold UP+Start button until the title screen shows up). + +4) You will be able to start a game with invincibility. + +$end + +$info=cosmicg, +$bio + +Cosmic Guerilla (c) 11/1979 Universal. + +Game ID : 7907 + + +An old shoot'em up. + + +- TECHNICAL - + + +Main CPU : TMS9980A/TMS9981 (@ 1.2285 Mhz) + +Sound Chips : Samples (@ 1.2285 Mhz), DAC (@ 1.2285 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +This game had great cabinet artwork, a white base, with purple, yellow and black overlaid artwork. It shows a horned demon and lots of swirls. Most interestingly, this has to be the only game to have a politically incorrect slogan plastered on the side -- 'SUPER VIOLENCE!' The artwork on the sides (and front) was varnished or laquered, which gives it a shiny and incredibly strong coat, protecting it from scratches and any kind of fading! The control panel had backlit one- and two-player info panels. Insert one coin, '1 player' lit up; insert two and '2 player' lit up. This looks real nice on the brushed chrome control panel. + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + +$end + +$info=cosmicmo, +$bio + +Cosmic Monsters (c) 1979 Universal. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Cosmic Monsters is a clone of "Space Invaders". + + +This is the first game manufactured by Universal and the first game of the 'Cosmic' series (See 'Series' section for more info). + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + +$end + +$info=cosmo, +$bio + +Cosmo (c) 1979 TDS & Mints. + + +An old shoot'em up. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=cgangpzl,cgangpzj, +$bio + +Cosmo Gang - The Puzzle (c) 12/1992 Namco. + + +In this puzzle game, different combinations of blocks mixed with Cosmo Gang members fall from the top to the bottom of the screen. The object is to stack up the blocks to form a complete row causing that row to disappear. To accomplish this a ball must be used to eliminate the Cosmo Gang that stacked up to block your progress. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID : CP + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Cosmo Gang - The Puzzle was the first puzzle game produced by Namco. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +$end + +$info=cosmogng,cosmognj, +$bio + +Cosmo Gang - The Video (c) 1991 Namco. + +Game ID: CO + + +Defend against the Cosmo Gang baddies which enter in patterns and join an attack formation. Keep the baddies from stealing energy in the challenging stages. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This is the video version of a popular novelty redemption game of the same name. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Cosmo Gang - The Video : Namco Game Sound Express Vol.8 - VICL-15018) on 24/03/1993. + + +- STAFF - + + +Game designer : Kohji Kenjoh + +Programmer : Shiohigaler Itoh + +Original character designer : Fanchan + +Visual : Tatsuya + +Sound : Yoshie Arakawa + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=cosmos, +$bio + +Cosmos (c) 1981 Century Electronics. + + +An early shoot'em up game. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=cottong, +$bio + +Cotocoto Cottong (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Guttang Gottong". + + +- UPDATES - + + +This bootleg uses different graphics for the passengers, track, and lettering than the original. + +$end + +$info=cotton,cottonu,cottonj, +$bio + +Cotton - Fantastic Night Dreams (c) 1991 Success. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0179a / 317-0180 / 317-0181a + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton - PCCB-00069) on 21/08/1991. + + +- UPDATES - + + +The Japanese subtitle has a typo : 'Fantasic Night Dreams'. + + +- SERIES - + + +1. Cotton - Fantastic Night Dreams (1991) + +2. Cotton 2 - Magical Night Dreams (1997) + +3. Cotton Boomerang - Magical Night Dreams (1998) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (199?, "Marchen Adventure Cotton") + +NEC PC Engine Super CD-ROM2 (1993 "Fantastic Night Dreams") + +Sony PlayStation (1999, "Cotton Original") + + +* Computers : + +Sharp X68000 (1993) + +$end + +$info=cotton2, +$bio + +Cotton 2 - Magical Night Dreams (c) 09/1997 Success. + + +Once again, the player controls a cute witch riding on a broomstick in this horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton 2 - PCCB-00278) on 19/09/1997. + + +- SERIES - + + +1. Cotton - Fantastic Night Dreams (1991) + +2. Cotton 2 - Magical Night Dreams (1997) + +3. Cotton Boomerang - Magical Night Dreams (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=cottonbm, +$bio + +Cotton Boomerang - Magical Night Dreams (c) 07/1998 Success. + + +A followup game to Cotton 2, Cotton Boomerang uses the same graphics, sound and enemies, but slightly different gameplay. + +Gone are the lifebars, now you have one-hit kills (similar to the very first episode). + +Gone are the extra lives, instead you have 3 chosen characters, tag-team style. + +Gone is the experience-based level system, levelling up now depends on bonus items during the game. + +Gone are the special, full-screen Magic attacks, instead you have an instant smart-bomb when you change into a different character in-game. + +Gone are the powerup-dependant magic attacks, now each character has his/her own magic attack by default. + +The characters are also equipped with secondary attacks to make their shooting style more distinctive from each other. And to top that, you have plenty of new moves, counterattacks, powerups, and key combinations to use. + + +Whereas Cotton 2 was more of a tactical shooter (whenever that is appliable to the game) with its chain combo and life/experience system, Cotton Boomerang is an all-out shooter due to the added moves, different level layout, and generally faster and crazier gameplay. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The game uses the same music as Cotton 2, for which Pony Canyon / Scitron released a limited-edition soundtrack album (Cotton 2 - PCCB-00278) on 19/09/1997. + + +- SERIES - + + +1. Cotton - Fantastic Night Dreams (1991) + +2. Cotton 2 - Magical Night Dreams (1997) + +3. Cotton Boomerang - Magical Night Dreams (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=countrun,countrnb,countrb2, +$bio + +Counter Run (c) 1988 Nihon System. + + +In this maze game, You are a car in a labyrinth that must eat all the dots while evading the other cars who pursue you. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Sega. + +$end + +$info=cntsteer, +$bio + +Counter Steer (c) 1985 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + +$end + +$info=countryc, +$bio + +Country Club (c) 1988 SNK. + + +A golf game. + + +- TECHNICAL - + + +Game ID : 'CC' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3526 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Lee Trevino's Fighting Golf". + +$end + +$info=couple, +$bio + +The Couples (c) 19?? Unknown. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6.144 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=crkdown, +$bio + +Crack Down (c) 1989 Sega. + + +A futuristic city has been over-taken by a powerful force of mechanical men. Two elite agents must plant a series of time bombs to destroy their base and crush the rebellion. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- PORTS - + + +* Consoles : + +Sega Mega Drive + + +* Computers : + +Amstrad CPC (1990) + +Commodore C64 (1990) + +Sinclair ZX Spectrum (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +PC [MS-DOS, 5.25''] (1990) + +$end + +$info=mt_crack, +$bio + +Crack Down (c) 1990 Sega. + + +A futuristic city has been over-taken by a powerful force of mechanical men. Two elite agents must plant a series of time bombs to destroy their base and crush the rebellion. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 41 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=cracksht, +$bio + +Crackshot (c) 1985 Exidy. + + +A First-person shoot'em up gallery style game. A player must use his skill to shoot a number of 'good' targets, while not shooting the 'bad' ones, before time runs out. The game has several levels including a bar, Varmit Alley, Bank Robbers, Robots, Birds, outer space, Bank robbers again and a Bonus 'Slot machine' level. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TIPS AND TRICKS - + + +* If the Start button is held down at power-up, you will be allowed access to the configuration menu where you can put your name on the mirror in the bar scene. + + +- STAFF - + + +Software : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +Hardware : Howell Ivy + +Graphics : Lynn Pointer + +Audio : Ken Nicholson + +$end + +$info=crash, +$bio + +Crash (c) 07/1979 Exidy. + + +Drive your car around the track, clearing out point marks as you go. Avoid the car that is trying to hit you head on! + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Edward Valeau + +$end + +$info=crater, +$bio + +Crater Raider (c) 1984 Bally Midway. + + +The player is a tank trying to rescue hostages on worlds with lots of craters (that the player can descend into). Rescuing all hostages, while avoiding (or destroying) other tanks and UFOs advances the player to the next level. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 480 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 68 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=qcrayon2, +$bio + +Crayon Shin-chan - Ora To Asobo (c) 12/1993 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D63 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'I Want To Play Crayon Shin-chan'. + + +- SERIES - + + +1. Quiz Crayon Shin-chan (1993) + +2. Crayon Shin-chan - Ora To Asobo (1993) + + +- STAFF - + + +All sound produced by : Yasuko Yamada (Zuntata) + +$end + +$info=crbaloon,crbalon2, +$bio + +Crazy Balloon (c) 04/1980 Taito. + + +A game of strategy and skill! The object of Crazy Balloon is to guide a delicate swaying balloon through a maze of pin wheel obstacles. You have four control buttons and you have the ability to move your balloon in any direction. Don't take too long, because if you are too slow, a bogey man erupts on the screen and forces you to move. Just when you think you have the maze all figured out, pin wheels attack your balloon forcing you to take evasive action. + + +- TECHNICAL - + + +Game ID : CL + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76477 (@ 3.072 Mhz), Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Button : 4 + +$end + +$info=crazyblk, +$bio + +Crazy Blocks (c) 1983 Kiwako. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.578 Mhz) + +Sound Chips : (2x) SN76496 (@ 2.578 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to ECI. + + +This game is also known as "BlockBuster" and is known in Japan as "Mr. Jong". + +$end + +$info=cclimber,ccboot,ccboot2,cclimbrj, +$bio + +Crazy Climber (c) 10/1980 Nichibutsu. + + +A climbing game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Crazy Climber was Fujiwara's first game. + + +The names of each building to climb in the game are 'Nichibutsu', 'Nichibutsu Leisure', 'Nichibutsu U.K. Ltd.' and 'Nichibutsu U.S.A Corp.'. + + +Some of the musical themes used in the game are 'Baby Elephant Walk', 'The Pink Panther Theme' and 'The Entertainer'. + + +The game was released in several different cabinet styles. Taito licensed the game from Nichibutsu and released it in the US in a generic orange 'Taito' cabinet with Americanized artwork. A cabaret version of the game was also created. + + +Nichibutsu's standard cabinet was shaped similar to the Taito cabinet, but it had a plain white exterior with the Crazy Climber logo from the marquee on the kickplate and diagonally on the sides. The marquee and monitor bezel art are very vibrant, using many custom flourescent colors. The control panel is black painted metal with artwork painted on in orange, white and red. The marquee had no backlighting. + + +Nichibutsu's deluxe cabinet was taller and had a very unusual control panel. The panel attached to the front of the cabinet seperately and was metal covered with a curved piece of plexiglass. Full color artwork of the climber scaling the outside of a building is silkscreened onto the curved plexi. The instruction sheet was moved from its position on the standard cabinet's monitor bezel to a window on the control panel. The deluxe cabinet also used several Nintendo parts, including the same type monitor (Sanyo 20EZ) and the same style of coin mechs used by games like "Donkey Kong", "Donkey Kong Junior", et. al. + + +A Crazy Climber unit appears in the 1982 movie 'Rocky III'. + + +Bandai released a boardgame based on this videogame (same name) : This game has you playing cards to move to the top of a building. Like in the arcade, there is the peril that people seem to drop just about anything out their windows at random times. Each card allows you to move to a particular postion relative to where you currently are (for example, a chocie of straight up two squares or up two squares and left or right one). However, there must be an open window that is not occupied by another player for it to be a legal move. Whenever a player passes certain checkpoints, the spinner is spun to see if anything falls from the windows. If you're hit on the head, you drop down to the next open window. There is also a gorilla that knocks you all the way down if you're unfortunate enough to be hit by him. First one to get to the top of the building and escape on the helicopter wins. + + +- TIPS AND TRICKS - + + +* A Trick : In the second building, when you arrive at the electrical sign, choose the left path. Then put yourself under the electrical wire (rightmost window of the left path) but keep both joysticks pressed. (Keep the left joystick pressed Up and the right joystick pressed Down, other configurations should work). After a few seconds your climber will become red with white hair and electricity won't have effect on it. + + +* Secret Password : Enter the name 'jordan.ltd' in the high score table and you get two free credits. This only works on the Japanese and bootleg versions of the game (Although the password code is still present in the US version, the high score table entry has been crippled to only allow 3 letters, so you can't enter the code). + + +- SERIES - + + +1. Crazy Climber (1980) + +2. Crazy Climber 2 (1988) + + +- STAFF - + + +Designed and programmed by : Shigeki Fujiwara + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Nintendo Famicom (1986) + +Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics") + +Bandai WonderSwan (1999) + + +* Computers : + +Sharp X68000 (1993) + + +* Others : + +VFD handheld game (1989, "Crazy Climbing") released by Bandai. + +VFD handheld game (1982) released by Entex. + +$end + +$info=cclimbr2,cclmbr2a, +$bio + +Crazy Climber 2 (c) 12/1988 Nichibutsu. + + +A climbing game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +This game was released in Japan only. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990. + + +- SERIES - + + +1. Crazy Climber (1980) + +2. Crazy Climber 2 (1988) + + +- STAFF - + + +Sound composer : Takeshi Yoshida + + +- PORTS - + + +* Computers : + +Sharp X68000 + +$end + +$info=crazycop, +$bio + +Crazy Cop (c) 08/1988 Konami. + + +An overhead shoot'em up where you play as a green-haired dude. + + +- TECHNICAL - + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Gang Busters". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + + +- STAFF - + + +Written and directed by : S. Okamoto + +Assistant director : Y. Satoh, Macha* + +Charactor designer : Dr. Hide + +Graphic designer : N. Ishii + +Production sound mixer : K. Matsubara + +Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo + +Electoronics designers : T. Matsuura, M. Hiraoka + +Publicity supervisor : F. Shibuya + +Translator : Yuichi Kobayashi + +General manager : K. Hiroshita + +$end + +$info=ckong,ckonga,ckongb,ckongalc,ckongo,ckongs,ckongjeu, +$bio + +Crazy Kong - Part II (c) 03/1981 Falcon. + + +A "Donkey Kong" clone. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +There were lots of different Crazy Kong cabinets. The most common one was similar in design to the "Donkey Kong" cabinet, but the artwork was more realistic, and the monitor bezel had a circular clear area, as opposed to the rectangle that most games had. Crazy Kong could also be found in cocktail format. These were usually conversions, and were only decorated with an instruction card. + + +- TRIVIA - + + +Crazy Kong is not a bootleg of "Donkey Kong"!! Falcon DID have a license from Nintendo, but it was NOT for the US. Crazy Kong was supposed to be for sale outside the US (South America, Europe, etc.), but the lag in production of arcade DK's by Nintendo for a 3 month period during 1981-82 made demand for any DK type game go through the roof. At this time, Nintendo of America was moving from NY-NJ to Redmond WA and there was a 4 month backlog on orders. This opened the door for the illegal Crazy Kongs to fill the demand. Approximately 20,000 Crazy Kong were distributed illegally in the U.S. + + +The main difference between Crazy Kong and "Donkey Kong" is the sound, and color capabilities. Crazy Kong ran on hardware that had the same processor as "Donkey Kong", but its video capabilities were lacking, and it had a totally different sound chip. Basically what all this means is that Crazy Kong had terrible sound, and some definite strangeness in the color area. The background music is missing entirely, and most of the sound effects have been changed. For example, in Crazy Kong, Mario makes a 'Hiya!' sound when he jumps, instead of the 'Boing!' that he makes in "Donkey Kong". The graphics use slightly different colors, which change from level to level. The Kong animations are also different, and often do not match up with the in game action. There are also mild changes in gameplay. Kong doesn't toss out nearly as many barrels, and there are other mild changes such as gaps in platforms that were not in the original, and the manner in which the elevators work has changed as well. + + +A bootleg of this game is known as "Monkey Donkey". Some other bootlegs under the same name were made by Jeutel (France), Alca and Orca. A special bootleg was also made on the "Scramble" hardware. + + +- UPDATES - + + +The "Scramble" hardware bootleg has additional ingame music and the 'Warp to level 2' trick doesn't work. + + +- TIPS AND TRICKS - + + +* Warp To Level 2 (doesn't work on the "Scramble" hardware bootleg version) : Climb up to the second beam (the one with the hammer right by it). Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right. He'll 'fall thru' the bottom of the screen and clear it, as if he had climbed all the way to the top. + + +* A Trick : On the conveyor belt level, Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen. Push the joystick Right and he'll drop the hammer. Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario. If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position. After this, you can walk away and anything that comes into contact with it will be splatted (Good way of getting extra points). After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be. NOTE : This trick only works on the second level or higher! + +$end + +$info=crzrally, +$bio + +Crazy Rally (c) 1985 Tecfri. + + +A vertically scrolling driving game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.818182 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=crimec,crimecu,crimecj, +$bio + +Crime City (c) 1989 Taito. + + +Tony Gibson and Raymond Brody, two cops, fight criminals and others assassins, murders with their guns to restore peace in this nice multi-scrolling beat'em up / shoot'em up game. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B99 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + +$end + +$info=crimfght,crimfgtj,crimfgt2, +$bio + +Crime Fighters (c) 07/1989 Konami. + + +Plenty of young & beautiful women are missing and the city's local kingpin is the main suspect. As a group of street vigilantes you must venture into the most dangerous zones of your city and destroy all street punks & criminals that are dumb enough to get in your way in order to rescue the girls! Features colorful graphics, a catchy soundtrack, some cool moves (such as striking downed enemies) and a good challenge. Like the idea of fighting to rescue a beautiful damsel in distress?, why not a huge bunch of 'em so its worth your time!!! :D + + +- TECHNICAL - + + +Game ID : GX821 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Some bosses' character design in this game seem to have been inspired by popular horror movies, this seems true for three bosses in particular : + +Stage 2 Boss : A parody of Jason Voorhees from 'Friday the 13th movie' series. + +Stage 4 Boss : A distant parody of Leatherface from 'Texas Chainsaw Massacre' movie series. + +Stage 5 Boss : A parody of Freddy Krueger from 'A Nightmare on Elm Street' movie series. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- UPDATES - + + +There are quite a few differences between the 4 player version and the two player versions of the same game : + + +4 PLAYER VERSION : + +* This is a two-button game (punch & kick). + +* Character's energy is represented by a numerical hit point value which is always on countdown to zero. Additional hit points may be added by inserting more coins into each player's corresponding coin slot. + +* Characters can use a reversal kick which is automatically activated if an opponent is behind you as you press the kick button. This kick knocks down enemies (except bosses) with a single hit! + +* The gun has limited ammo, however it is possible to pick it up again if an enemy knocks it off your hand. Also each gunshot is as strong as 3 punches or kicks and knocks down most enemies in one shot. + +* You can play the extra stage (enemy boss revenge) more than once. + + +2 PLAYER VERSIONS : + +* Commonly seen as a two-button game (punch & kick) but actually is a three-button game (can be confirmed in the game's test mode). + +* Character's energy is represented by a lifebar which only decreases with enemy attacks. + +* There is a timer as well as a credit counter. + +* The third button is a reversal attack, which works as another kick button since you can use a pretty effective 3-hit combo (back kick, back kick, roundhouse kick). However you can't use this button to kick downed opponents. + +* The gun has unlimited ammo, however you will lose it permanently if an enemy knocks it off your hand. Also the gun is now just as weak as a normal punch or kick and it takes 3 consecutive shots to knock down a normal enemy. + +* You can play the extra stage (enemy boss revenge) only once. + + +- TIPS AND TRICKS - + + +* Unlimited Credits : Successfully complete the entire game two consecutive times. + + +- SERIES - + + +1. Crime Fighters (1989) + +2. Crime Fighters 2 (1991) + +3. Violent Storm (1993) + + +- STAFF - + + +Software designers : M. Oshawa, Mashahiro Inoue, C. Lee + +Graphics designers : M. Kukino, C. Hanano, Ooboke, Hamakawa + +Sound designers : K. Matsubara, Mutsuhiko Izumi + +Hardware designer : S. Yasuda + +$end + +$info=vendettj, +$bio + +Crime Fighters 2 (c) 1991 Konami. + + +The four Cobras go after the rival gang that kidnapped their girl. Worth playing to experience the biker lads alone :) + + +- TECHNICAL - + + +Game ID : GX081 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 053260 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Vendetta". + + +Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'. + + +On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991. + + +- SERIES - + + +1. Crime Fighters (1989) + +2. Crime Fighters 2 (1991) + +3. Violent Storm (1993) + + +- STAFF - + + +Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi + +Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama + +Sound designers : Hideaki Kashima, Michiru Yamane + +Hardware designer : K. Itoh + +Director : S. Okamoto + +Management : S. Kido + +$end + +$info=croquis, +$bio + +Croquis (c) 1996 Deniam. + + +A puzzle game. + + +- TECHNICAL - + + +Deniam-16b hardware + + +Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz) + +Sound Chips : YM3812 (@ 3.125 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Germany as "Logic Pro". + + +- SERIES - + + +1. Croquis (1996) + +2. Logic Pro 2 (1997) + + +- STAFF - + + +Programmers : Jun-Young Kim, Kwanny + +Graphic designers : Sang-Won Lee, Bong-Gun Shin + +H/W Manager : Min-Hong Park + +Musician : Coo-Hee Kwon + +Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim + +Planner : Jun-Young Kim + +Director : Sang-Chul Lee + +$end + +$info=crospang, +$bio + +Cross Pang (c) 04/1998 F2 System. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Cross Pang (1998) + +2. New Cross Pang (1999) + +$end + +$info=cshooter,cshootre, +$bio + +Cross Shooter (c) 1987 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to J.K.H and Taito. + +$end + +$info=crossbow, +$bio + +Crossbow (c) 10/1983 Exidy. + + +Early first-person shoot'em up game with a dungeons and dragons feel about it. Features good speech and screams. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +The first of Exidy's classic shoot'em up. + + +Crossbow was the first video game in history to completely use digitized sound and music. + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + + +- PORTS - + + +* Consoles : + +Atari 2600 + +Atari 7800 + +Atari XEGS + +$end + +$info=crsword, +$bio + +Crossed Swords (c) 07/1991 Alpha Denshi. + + +A rather unique third-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0037 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first). + + +- SERIES - + + +1. Crossed Swords (1991) + +2. Crossed Swords 2 (1995 - SNK Neo-Geo CD) + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=crgolf,crgolfa, +$bio + +Crowns Golf (c) 1984 Nasco. + + +A golf game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +This game is also known as "Champion Golf". + + +The music used IMMEDIATELY after inserting a coin is known as the Old Comrades' March and is better known as one of the playout pieces on the BBC Radio programme 'The Goon Show'. + + +- SERIES - + + +1. Crowns Golf (1984) + +2. Super Crowns Golf (19??) + +$end + +$info=cbuster,cbusterw,cbusterj, +$bio + +Crude Buster (c) 03/1990 Data East. + + +In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics! + + +- TECHNICAL - + + +Game ID : MAB + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Two Crude". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990. + + +- STAFF - + + +Game designer : Akira Ohtami + +Programmers : Takaaki Inowe, Souichi Akiyama + +Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto + +Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi + +Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka + +Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch) + +Hard : Masami Ohki + +Voices : Fred Young + +Advicer : Joe Kaminkow + +Project leader : Iwao Horita + +$end + +$info=crusnexo, +$bio + +Cruis'n Exotica (c) 1999 Midway. + + +A cool driving game that features several tracks. + + +- TECHNICAL - + + +Midway Zeus 2 hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +In the Las Vegas race, when you pass under the Elvis impersonater, he looks a bit like Nintendo's 1981 cash cow Donkey Kong in an Elvis suit. And you can also hear an Elvis Guitar Style rendition of the Donkey Kong theme for a few seconds. + + +- TIPS AND TRICKS - + + +* Car Selection Cheat : by pressing the view buttons you can select between the available six cars and an aditional twelve cars (low view), the color of the car (chase view), and the person in the car (high view). If you cycle through this once you will see all the characters, on the second cycle their heads will be oversized (Clown, Baby, Blonde Lady, Guy with crew cut, etc.). + + +- SERIES - + + +1. Cruis'n USA (1994) + +2. Cruis'n World (1996) + +3. Cruis'n Exotica (1999) + + +- STAFF - + + +Director : Eugene Jarvis + +Programmer : Eric Pribyl + +Artist : Shawn Cooper + +Artist : Ted Barber + + +- PORTS - + + +* Consoles: + +Nintendo 64 (2000) + +Nintendo Game Boy Color (2000) + +$end + +$info=crusnusa,crusnu40,crusnu21, +$bio + +Cruis'n USA (c) 11/1994 Midway. + + +A cool driving game. + + +- TECHNICAL - + + +Midway V Unit hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- TRIVIA - + + +Cruis'n USA was the first game to be released on the Midway V Unit. + + +Cruis'n USA is the first driving game to feature digitized (taken from actual footage) textures. + + +Cruis'n USA and "Killer Instinct" were both released as public previews of the upcoming Nintendo Ultra 64 console (later renamed the Nintendo 64). Of the two, only Cruis'n USA would actually appear on the Nintendo 64. + + +The Nintendo 64's hardware is totally different from both of the games' hardware (in fact, both games' hardware are also different from each other) and in many ways inferior, so neither game actually represented the Nintendo 64 console system that the games claim to. + + +The game was released in upright, sit-down, and full motion cabinets. The upright and sit-down machines support linked play, up to a two game maximum. + + +A Cruis'n USA unit appears in the 2002 movie 'Van Wilder'. + + +- UPDATES - + + +REVISION 1 : + +* Software version : 2.1. + +* Build date : WED NOV 09 16 :28 :10 1994 + + +Revision 2 : + +* Software version : 4.0. + +* Build date : WED FEB 08 10 :45 :14 1995 + + +Revision 3 : + +* Software version : 4.1. + +* Build date : MON FEB 13 16 :53 :40 1995 + + +- TIPS AND TRICKS - + + +* Hidden Cars : Hold View 2 at the car selection screen to unlock the school bus, ATV and police car. + + +* Golden Gate Park Track : Hold View 1 + View 2 at the track selection screen to turn the U.S. 101 track into the Golden Gate Park track. + + +* Indiana Track : Hold View 1 + View 3 at the track selection screen to turn the Beverly Hills track into the Indiana track. + + +* San Francisco Track : Hold View 2 + View 3 at the track selection screen to turn the Grand Canyon track into the San Francisco track. + + +* Free Game : Win two races, then press Accelerate+Start after losing the third race. + + +* View Credits : Press View 1 + View 2 while the game is not in play. + + +* Alternate Ferrari : Highlight the first car at the car selection screen. Hold View 1 and rotate the steering wheel fully to the Right, fully to the Left, fully to the Right, fully to the Left, fully to the Right, fully to the Left, then press Accelerate. If done correctly, the Ferrari will turn from red to green-blue. The new Ferrari is faster and easier to control than the red Ferrari. + + +- SERIES - + + +1. Cruis'n USA (1994) + +2. Cruis'n World (1996) + +3. Cruis'n Exotica (1999) + + +- STAFF - + + +Director : Eugene Jarvis (EPJ) + +Software : Eric Pribyl (ELP) + +Hardware designers : Mark Loffredo (ML ), Gleen Shipp (GWS) + +3D Graphics : Xion Cooper (SXC), Ted Barber (TED) + +Music : Vince Pontarelli + +Sound FX : Matt Booty + +Additional code : Carl Mey (MEY) + +Cabinet art : John Youssi, Linda Deal, Nik Ehrlich, Greg Freres + +Additional art : John Watson, Ana Vitek + +Mechanical design and motion : Ted Valavanis, Matt Davis, Jim Krol, Tom Sedor, Ray Czajka + +Sound system : Ed Keenan + +DCS guru : Rich Karstens + +Hardware : Ken Williams, Sheridan Oursler, Pat Cox, Al Lasko + +PCB designers : Steve Norris, Ray Gay + +Art tools : Eric Pribyl (ELP), Warren Davis + +Software tools : Eric Pribyl (ELP), Todd Allen, Edwin Reich + +Management : Paul Dussault, Cary Mednick, Wally Smolucha + +Communications : Monique Jagielnik, Cecilia Rockett, Darlene Crawford, Kathy Kline + +Promotional videos : Jim Greene, Art Tianis, Joan Faux, Tal Lekberg + +Sales and marketing : Joe Dillon, Roger Sharpe, Barb Rosenthal, Michal Lynn Fuller, Christa Woss, Lenore Sayers, Rachel Davis, Bob Lentz + +Ferrets : Kato, Sophi, George Bernstein, Tanzi, Gizmo + +Executive producers : Minoru Arakawa, Howard Lincoln, Neil Nicastro, Ken Fedesna, Jel Hochberg, Ken Lobb, Don James + +Assistant producer : Debbie Silkwood + +Testers : Mike Gottlieb, Darren Walker + +Legal : Nate Dardick, Barbara Norman, Katie Czerwinski + + +* CAST : + +Starting girl : Kathryn Garrison + +Trophy girl : Anutza Herling + +Beefcake boy : Sal Divita + +Race anouncer : Gingi Lahera + +Cruisn vocals : Jeff Morrow + +Prez voice : Paul Heitsch + +Saturation agent walker : John Colt + +Hot tub babe : Michael Lynn Fuller + + +- PORTS - + + +* Consoles : + +Nintendo 64 + +$end + +$info=crusnwld,crusnw13,crusnw20, +$bio + +Cruis'n World (c) 1996 Midway. + + +A cool driving game. + + +- TECHNICAL - + + +Midway V Unit hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.3. + +* Build date : ??? + + +Revision 2 : + +* Software version : 2.0. + +* Build date : TUE MAR 18 12 :32 :57 1997 + + +Revision 3 : + +* Software version : 2.3. + +* Build date : FRI JAN 09 10 :25 :49 1998 + + +- TIPS AND TRICKS - + + +* Hidden Cars : Hold View 1 or View 2 at the car selection screen to access two sets of hidden cars. Hold View 1 + View 3 to access a third set of hidden cars. + + +* Alternate Car Color : Press View 3 at the car selection screen. + + +* Hidden Tracks : Hold View 1, View 2, or View 3 at the race selection screen to access the Hawaii, Africa and Australia tracks. + + +* View Credits : Press View 1 + View 3. + + +- SERIES - + + +1. Cruis'n USA (1994) + +2. Cruis'n World (1996) + +3. Cruis'n Exotica (1999) + + +- STAFF - + + +Director : Eugene Jarvis (DRJ) + +Lead software : Eric Pribyl (ELP) + +Software : Scott Posh (SRP) + +3D Graphics : Ted Barber (TED), Matt Davis (MAT), Xion Cooper (SXC) + +Music : Vince Pontarelli + +Cabinet art : John Youssi, Nik Ehrlich (NIK), Herman Sanchez + +Mechanical designers : Ray Czajka (RAY), Matt Davis (MAT), Tom Sedor, Chris Bobrowski + +Hardware : Mark Loffredo, Glenn Shipp, Ken Williams, Al Lasko, John Lowes, Sheridan Oursler, Pat Cox, Scott Parrish, Bob Kay, John Mleczko, Leroy Brown + +Sound programmers : Matt Booty, Ed Keenan + +PCB designers : Steve Norris, Ray Gay + +Additional code : Eugene Jarvis (DRJ) + +Art tools : Eric Pribyl (ELP), Scott Posh (SRP), Warren Davis + +Software Tools : Eric Pribyl (ELP), Scott Posh (SRP) + +Game testers : Eddie Ferrier, Mike Vinikour, Alex Gilliam, Mike Lesage, Kevin Day, Rosalind Dugas + +PC support : Kevin Day + +Management : Paul Dussault, Cary Mednick, Ted Valavanis + +Promotional videos : Jim Greene, Joan Faux, Art and Mike Tianis + +Sales and marketing : Joe Dillon, Rachel Davies, Mark Chan, Lenore Sayers, Roger Sharpe, Michal Lynn Jakala, Christa Woss, Pat Fitzgerald + +Executive producers : Neil Nicastro, Ken Fedesna, Howard Lincoln + +Test : Darren Norman + +Legal : Barbara Norman, Debbie Fulton + +Game consultant : Ken Lobb + + +* CAST : + +Cruisn world theme vocals : Josie Falbo + +Starting girl : Kathryn Garrison + +Race announcer : Gingi Lahera + +Saturation agent walker : John Colt + +Hot tub honey : Michal Lynn Jakala + +Trophy babe : Diana Lee + +Boy toy : Scott Posh (SRP) + +The president : Paul Heitsch + + +- PORTS - + + +* Consoles : + +Nintendo 64 + +$end + +$info=cruisin, +$bio + +Cruisin (c) 12/1985 Jaleco. + + +A little red car does wheelies and jumps between platforms and colours them in as it drives on them. Collect and shoot oil cans at the cops, taxis, ambulances, etc... Watch out for the cat! Neat theme music and background pictures. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : M6809 (@ 640 Khz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), YM2203 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1664 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Kitkorp (Midway later released "Cruis'n USA", which was an unrelated driving game, but had to be spelled differently due to Kitcorps prior release). + + +Also known as "City Connection". + +$end + +$info=crush,crush2,crush3, +$bio + +Crush Roller (c) 10/1981 Kural Electric. + + +Roll 'em over at the overpass! The player takes up his paint brush to paint and complete a blank pattern. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is also known as "Make Trax" (Licensed by Williams) and as "Korosuke Roller". + + +Two bootlegs are known as "Paint Roller" and "Magic Brush". + + +- UPDATES - + + +"Make Trax" has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing). + + +- PORTS - + + +* Consoles : + +Nintendo Famicon (1990, "Brush Roller") + +$end + +$info=cryptklr, +$bio + +Crypt Killer (c) 1995 Konami. + + +A death-themed first-person shoot'em up game. + + +- TECHNICAL - + + +Konami GQ System hardware + +Game ID : GQ420 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 3 + +Control : lightgun + +Buttons : 2 + + +- STAFF - + + +Produced by : Hideki Oyama + +Directed by : Kuniaki Kakuwa + +Programmers : Tadasu Kitae, Hisataka Yoshikawa, Mitsuhiro Nozaki, Haruo Yano + +Character / Computer graphic design : Kuniaki Kakuwa, Mitsuhiro Nomi, Motoki Toyama, Nobuo Tomita, Yukiko Mizo + +Creature sculpt by : Takehiro Nojiri, Takanobu Takahashi, Kuniaki Kakuwa, Motoki Toyama + +Sound effect by : Yuichi Sakakura + +Music composed by : Yuji Takenouchi, Mutsuhiko Izumi + +Mechanic design by : Hideo Kotani, Eita Kada, Hirofumi Fujimoto + +Hardware design by : Hideto Murata, Hiroshi Kawaguchi + +Production design by : Hiroshi Hanatani, Takashi Kakuta + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=ccastles,ccastle2,ccastle3, +$bio + +Crystal Castles (c) 07/1983 Atari. + +Game ID : 136022 + + +You control Bentley Bear with a trackball. You must move all over the roads of each castle in an attempt to collect as many gems as possible, before your enemies gobble them up. This is a similar concept to "Pac-Man", but the game feels completely different, and is not simply a Pac-Clone. Each level is finished when either Bentley or an enemy collects the last gem. Always try to grab the last one yourself, as it is worth a substantial bonus, and poor Bentley is going to need all the points he can get to make it through all ten worlds. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +When it first appeared in arcades in 1983, Crystal Castles amazed players with its sharp graphics and pseudo 3-D mazes. + + +The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles. + + +The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!. + + +Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof! + + +All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete level 10 is of course from The 1812 Overture, again from Tchaikovsky. + + +If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach! + + +On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness". + + +Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1000 + ((((level x 4) - 1) - (4 - board)) x 100). + + +5,380 units were produced. There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright had a production run of 4880 and the cocktail had a production run of 500. + +* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace. + +* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear. + + +A Crystal Castles units appears in the 1984 movie 'Gremlins'. + + +- TIPS AND TRICKS - + + +* Warps : There's a 'continue option' warp on the first board. It won't take you any higher than level 8, though. + +1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to level 3. + +2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to level 5. + +3) The third warp is on the third screen of Level 5, titled "Crossroads." It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps. + + +* A Trick : If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens. + + +* Another Trick : On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles! + + +* This Trick Is Free : When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear. + + +* Secret Message : When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN YOU MUST BE _______________. + +What goes in the blank depends on the number of lives you have left. + +For 1 life, fill in AMAZINGLY GOOD; + +For 2, RIDICULOUSLY GOOD; + +For 3, FANTASTICALLY GOOD; + +For 4, VERY GOOD; + +For 5, AN EXPERT; + +and for 6, A VIDEO WIZ. + + +* Time Bonus : For every four seconds of game play, you lose 1000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus. + + +- STAFF - + + +Program : Franz Lanzinger (FXL) + +Hardware : Sam Ly + +Project leader : Scott Fuller + +Team leader : John Ray (RAY) + +Graphics : Barbara Singh (BAS), Dave Ralston + +Techs : Paul Mancuso, Gardner Crosby + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + +Atari XEGS + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Sony PlayStation (2001, "Atari Anniversary Edition") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + + +* Computers : + +Commodore C64 (1985) + +Atari ST (1986) + +Amstrad CPC (1986) + +Sinclair ZX Spectrum (1989) + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + + +- SOURCES - + + +Mark Alpiger (MDA), http://www.classicarcadegaming.com/games/cc/index.htm + +$end + +$info=crystal2, +$bio + +Crystal Gal II Mahjong (c) 06/1986 Nichibutsu. + + +A mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + + +- SERIES - + + +1. Crystal Gal Mahjong (1986) + +2. Crystal Gal II Mahjong -1986) + +$end + +$info=crystalg, +$bio + +Crystal Gal Mahjong (c) 05/1986 Nichibutsu. + + +A mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + + +- SERIES - + + +1. Crystal Gal Mahjong (1986) + +2. Crystal Gal II Mahjong (1986) + +$end + +$info=crysking, +$bio + +The Crystal of Kings (c) 2001 BrezzaSoft. + + +A nice beat'em up featuring transparencies and rowscroll effects. + + +- TECHNICAL - + + +Crystal System hardware + + +Main CPU : SE3208 (@ 43 Mhz) + +Sound Chips : VRender (@ 43 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game runs on an unusual tiny board called Crystal System. There are only two games on this system, this one and "ES Evolution Soccer". + + +The subtitles, 'Copper' / 'Silver' / 'Gold', are the level of difficulty : Easy / Medium / Hard. + + +- STAFF - + + +Director : Night Spirit Persons + +Planner : venom, Dai, Yoshida + +Programmer : Yurita Ro, T. Oishi + +Designer : Yama-O, Dai, Yoshida + +Title Logo Design : Naohisa's Factory + +Composition & Sound Design : Whale Brand Music, Takao Nakagawa + +Voice Actor : Hidetosi Sakamoto, Tanapy + +Hardware : MagicEyes Co + +Executive Director : Jinno + +$end + +$info=cubybop, +$bio + +Cuby Bop (c) 1990 Hot-B. + + +A ball and paddle game. + + +- TECHNICAL - + + +Taito L System hardware + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a prototype, was in Location Test, and was never released. + + +- TIPS AND TRICKS - + + +* Skip Stages : Press Start (1 player side) while in the game to skip stages. + +$end + +$info=cuebrick,cuebrckj, +$bio + +Cue Brick (c) 08/1989 Konami. + + +A puzzle game where you shift blocks so that a ball rolling along a path can roll across every block that has a path drawn on it. + + +- TECHNICAL - + + +Game ID : GX903 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +* In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds. + +* In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too. + + +- STAFF - + + +Game planners : N. Toshiaki, K. Kunihiko + +Game programmers : T. Tokusan, T. Koji + +Sound programmer : K. Satoru + +Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro + +Sounf designers : N. Kazuo, O. Masanori + +$end + +$info=curvebal, +$bio + +Curve Ball (c) 1984 Mylstar Electronics. + + +An early baseball game. + + +- TECHNICAL - + + +Game ID : GV-134 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 2 + +Buttons : 2 + + +- STAFF - + + +Designed by : Bill Adams + +Programmed by : Bill Adams, Jim Love + +Video graphics by : Jeff Lee + +Music by : Dave Zabriskie + +Special sound effects by : Judi Clingman, Graig Beierwaltes + +$end + +$info=cutieq, +$bio + +Cutie Q (c) 11/1979 Namco. + + +An old ball and paddle / pinball game with a ghost theme. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man". + + +- SERIES - + + +1. Gee Bee (1978) + +2. Bomb Bee (1979) + +3. Cutie Q (1979) + + +- STAFF - + + +Designed by : Toru Iwantani + +$end + +$info=cybattlr, +$bio + +Cybattler (c) 04/1993 Jaleco. + + +Aliens are invading and the only hope is a robot warrior fitted with laser cannons and an ultra cool laser sword. So get ready to blast & slash lots of enemies in this exciting action game! Features excellent graphics & sound and fast gameplay that will put blisters on those trigger fingers! + + +- TECHNICAL - + + +Jaleco Mega System 1-C hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Director : Team m.word + +Character designers : Nao, Takasan, Jun + +Programmers : Kuma, Kikki, King + +Composers : Pro, Masaaki.U, Tsugumi.Y + +Sound effects : Pao + +Sound programmer : Kikki + +$end + +$info=cybrcomm, +$bio + +Cyber Commando (c) 1995 Namco. + + +The player pilots a futuristic tank that glides smoothly over the surface like a 'sled', searching for enemies to destroy. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID : CY + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +This game was released in two different cabinet styles. One used a 29-inch monitor and the seat and controls were connected to the monitor section of the cabinet. The second style used a 50-inch monitor and a seperate seating area similar to the large 'Showcase' cabinets made by Atari. + + +- SERIES - + + +1. Cyber Sled (1993) + +2. Cyber Commando (1995) + + +- STAFF - + + +Music composed by : Shinji Hosoe + +$end + +$info=cybrcycc, +$bio + +Cyber Cycles (c) 1995 Namco. + + +A motorbike racing game featuring 2 courses; Greenhill : A high-speed track along the coastline and Neo Yokahoma : A futuristic technical course in an urban area at night. + + +- TECHNICAL - + + +Namco Super System 22 hardware + +Game ID : CB + + +Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : paddle + +Button : 1 + + +- TIPS AND TRICKS - + + +* Drive The NVR 150 RR SP : Push the 'Change View' button while selecting a circuit (Continue holding the button until the race begins). Meanwhile, at the vehicle selection screen highlight these motorcycles in order, pressing the brake pedal after each : Wild Hog, NVR 150 RR, Anthais, Wild Hog. Now highlight NVR 150 RR, pressing the brake pedal twice. The NVR 150 RR will be upgraded to the NVR 150 RR SP! + + +* Penguin Scooter : Enter one of these codes... If the bike is Black or Green : Hold 'Change View' button. At bike select, go to NK brake once, go to GP brake once, go to SP break x5, go to GP brake Once. If the bike is Red or Yellow : Hold 'Change View' button. At bike select, go to NK brake x3, go to NK = WildHog, GP = NVR, SF = Anthias + +$end + +$info=cybsled, +$bio + +Cyber Sled (c) 1993 Namco. + + +Piloting a colorful tank that slides over the surface like a 'Sled' in an arena of the future, the pilots fight for prestige and glory. Ending the game (either by winning or being eliminated) gives the player a rank and a letter grade to show how good you really are. + + +- TECHNICAL - + + +Namco System 21 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz) + +Sound Chips : C140 (@ 24 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +Cyber Sled was only released as a dedicated two-player sit-down cabinet. The plastic mouldings around the screens and the twin joysticks give the illusion of piloting a futuristic tank. The player-one position is all blue, and the player-two position is all red. Unlike later sit-down style 'driving' cabinets, the seats are not adjustable. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Sled : Namco Game Sound Express Vol.10 - VICL-15024) on 21/01/1994. + + +- SERIES - + + +1. Cyber Sled (1993) + +2. Cyber Commando (1995) + + +- STAFF - + + +Music composed by : Shinji Hosoe + + +- PORTS - + + +* Consoles: + +Sony PlayStation (1995) + +$end + +$info=cyberlip, +$bio + +Cyber-Lip (c) 11/1990 SNK. + + +A shoot'em up / platfrom game for the Neo-Geo that seems quite inspired by the "Contra" games! Battle the evil androids and the hulking bosses in order to restore peace. Features nice graphics, simple shooting mechanics and a decent challenge. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0010 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Directors : Deru-Deru, Ousama + +Programmer : Shochan + +Sound : Tate Norio + +F. Designers : Higashipon, Miss.Jra + +B. Designers : Ok Goo!, Crazy Love + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) : The game will display a cut scene telling the game's story. + +$end + +$info=cyberbal,cyberba2,cyberbap, +$bio + +Cyberball - Football in the 21st Century (c) 09/1988 Atari Games. + + +Head to Head... Metal on Metal... It's a Fight to the Finish!! Cyberball is an extremely violent futuristic football game full of colliding metal and exploding shrapnel. Players select from over 100 offensive and defensive plays. + + +- TECHNICAL - + + +Game ID : 136064 + + +Main CPU : (3x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1344 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Cyberball - Football in the 21st Century (1988) + +2. Cyberball 2072 (1989) + +3. Tournament Cyberball 2072 (1989) + + +- STAFF - + + +Programmer / Designer : John Salwitz + +Artist / Designer : Davis A. Ralston + +Physicist / Programmer : Paul kwinn + +Hardware designer : Doug Snyder + +Technician : Rob Rowe + +Animators : Mark West, Will Noble, Deborah Short + +Audio group : Brad Fuller, Hal Canon, Don Diekneite + +Product manager : Jerry Momoda + +Cabinet designer : Dave Coox + +Cabinet graphics by Atari Visual Communications. + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +Nintendo Famicom (1991) + + +* Computers : + +Amstrad CPC (1989) + +Commodore C64 (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +Sinclair ZX Spectrum (1992) + +$end + +$info=cyberb2p,cyberb23,cyberb22,cyberb21, +$bio + +Cyberball 2072 (c) 11/1989 Atari Games. + + +Cyberball has a new look this year, including : simplified play for beginners, new special challenge game, improved robot buy feature, new robot, new teams and 150 new plays (for a total of 250). + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 672 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Default highscore contains nicknames in homage for other Atari games including : + +* PAPERBOY for "Paperboy" + +* ASTEROID for "Asteroids" + +* GAUNTLET for "Gauntlet" + +* GRAVITAR for "Gravitar" + +* TEMPEST for "Tempest" + +* CENTIPED for "Centipede" + +* STARWARS for "Star Wars" + +* AKKAARRH for "Akka Arrh" + +* TOOBIN for "Toobin'" + +* ESCAPE for "Escape From The Planet of the Robot Monsters". + + +- UPDATES - + + +REVISION 1 : + +* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 23AUG1989 09 :55 :00 + + +REVISION 2 : + +* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 01SEP1989 15 :00 :16 + + +REVISION 3 : + +* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 12SEP1989 20 :31 :11 + + +REVISION 4 : + +* Build date : OP SYS 13OCT1989 14 :18 :50 / MAIN 13OCT1989 15 :34 :05 + + +- SERIES - + + +1. Cyberball - Football in the 21st Century (1988) + +2. Cyberball 2072 (1989) + +3. Tournament Cyberball 2072 (1989) + + +- STAFF - + + +Programmer / Designer : John Salwitz + +Artist / Designer : Davis A. Ralston + +Physicist / Programmer : Paul kwinn + +Hardware designer : Doug Snyder + +Technician : Rob Rowe + +Animators : Mark West, Will Noble, Deborah Short + +Audio group : Brad Fuller, Hal Canon, Don Diekneite + +Product manager : Jerry Momoda + +Cabinet designer : Dave Coox + +Cabinet graphics by Atari Visual Communications. + + +- PORTS - + + +* Consoles : + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=cybots,cybotsu,cybotsj, +$bio + +Cyberbots - Fullmetal Madness (c) 04/1995 Capcom. + + +A mecha-based fighting game featuring 6 selectable pilots and 12 selectable mechs with intertwining storylines. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 10 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +All of the mechs in this game appeared originally in "Armored Warriors". + + +Devilot (on the S-008 Super-8) appear as a secret character in "Super Puzzle Fighter II Turbo" and as a striker character in "Marvel vs. Capcom - Clash of Super Heroes". + + +Jin also appears as a selectable fighter in "Marvel vs. Capcom - Clash of Super Heroes", accompanied by the Blodia mech. + + +SME released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on 02/08/1995. + + +- UPDATES - + + +In the Japanese version's 'Vs.' screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from the US version. + + +After a 1P vs 2P match in the Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the US version, the victory quote is just written on screen (without the voice sample). + + +There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits on the Japanese version. + + +Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary in the US version. + + +Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the US version. + + +- TIPS AND TRICKS - + + +* Play As S-008 Super-8 : After you choose your V.A. before the Vs screen do the following quickly Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2. + + +* Play As P-10033 gaits : After you choose your V.A. before the Vs screen do the following quickly Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost. + + +* Play As UVA-02 Helion : After you choose your V.A. before the Vs screen do the following quickly Up, Up, Down, Down, Left, Right, Boost, Weapon. + + +* Play As X-0 Warlock : After you choose your V.A. before the Vs screen do the following quickly Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon. + + +- SERIES - + + +1. Armored Warriors (1994) + +2. Cyberbots - Fullmetal Madness (1995) + + +- STAFF - + + +Game designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Mucchi, T. Nakae[Daichan], 12Bw1B + +Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato + +Object designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Y. Maruno, Yoshino, K-Tokunaga, You-Ten-Kozow, Urabe Yakkyoku 8, Naoki Fukuda, H. Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, Eizi Murabayashi, Heno Heno, Yuki + +Scroll designers : Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hirgko.N, Kichinosuke, Kazu, Akiko.O, Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland + +Sound designers : Tomuyuki Kawakami (T.K NY), Moe.T + +Sound composers : Takayuki Iwai (Anarchy Takapon), Akari.K -Lemon-, Kda Mto, Super 8 Iwami + +Producer : Iyono Pon + + +* CAST : + +Jin Saotome : Furuya Tooru + +Mary Miyabi : Takano Urara + +Santana Laurence : Yanada Kiyoyuki + +Gawaine Murdock : Genda Tesshou + +Bao : Yamaguchi Kappei + +Mao : Araki Kae + +Arieta : Kanai Mika + +Hagane Tessan : Ginga Banjou + + +Kagura Chiyomaru : Horikawa Ryou + +Shade : Iizuka Shouzou + +Dr. Shutain : Ginga Banjou + +Jigoku Daishi : Yanami Jouji + +Princess Devilotte Do Dethsatan IX : Kozakura Etsuko + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=cyclshtg, +$bio + +Cycle Shooting (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A97 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Bronx". + +$end + +$info=cyclwarr, +$bio + +Cycle Warriors (c) 1991 Tatsumi. + + +A motorcycle riding / hand-to-hand fighting game. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 18.939 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=cyvern, +$bio + +Cyvern - The Dragon Weapons (c) 1998 Kaneko. + + +Take control of three artificially enhanced elemental dragons and battle against tons of enemy airships and hulking bosses in this excellent overhead shooter. Features awesome graphics & sound effects as well as responsive controls and a high level of challenge. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +There is a 'Plus' upgrade for this game. + + +- UPDATES - + + +Cyvern Plus edition : + +* You can modify each dragon with special abilities. + +* There is a guage during boss fights showing how much energy the boss has left now. + +* Multiple endings + +* If you have certain items, some bosses will change into their 'true boss form'. + + +- STAFF - + + +Planners : A. Kaneko, Tony + +Soft : K. Minegishi, Hiyorinn.S, Sho-Chan, Osapan + +Designers : U-Zool, Hiroki Narisawa, Endo Chang, Kazuto=Lee, Ryo.Kimura, Ishi-Ryu, Gomez, Maruken! + +Sound : Katsuya Yoneda + +$end + +$info=dcon, +$bio + +D-Con (c) 1992 Success. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=dday,ddayc, +$bio + +D-Day (c) 04/1982 Olympia. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Also licensed to Centuri (04/1984). + + +The technical director of Olympia, Livio Leante, had the biggest arcade in Milan, the 'Astragames'. It was situated in the centre of the city near the Dome. Astragames closed around mid 90s, while Olympia stopped cloning games mid 80s. + +$end + +$info=ddayjlc, +$bio + +D-Day (c) 1984 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=ddcrew,ddcrew1,ddcrew2,ddcrewu, +$bio + +D.D. Crew (c) 1991 Sega. + + +A multi-player side-scrolling beat'em up. + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0182 / 317-0183 / 317-0184 / 317-0185 / 317-0186 / 317-0187 / 317-0188 / 317-0189 / 317-0190 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The stage 2 boss is an homage to Bruce Lee. + + +- UPDATES - + + +FD1094 317-0182 + + +FD1094 317-0183 + + +FD1094 317-0184 + +* World version (up to 2 players) + + +FD1094 317-0185 + + +FD1094 317-0186 + +* US version (up to 4 players) + + +FD1094 317-0187 + +* World version (up to 3 players) + + +FD1094 317-0188 + + +FD1094 317-0189 + + +FD1094 317-0190 + +$end + +$info=dacholer, +$bio + +Dacholer (c) 1983 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + + +- TRIVIA - + + +Also known as "Kick Boy". + +$end + +$info=daitorid, +$bio + +Dai Paitoride (c) 01/1996 Metro. + + +Solitaire mahjong game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 9.375 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Tile Fortress'. + + +- SERIES - + + +1. Last Fortress - Paitoride (1994) + +2. Paitoride II - Adauchi Gaiden (1994) + +3. Dai Paitoride (1996) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=dairesya, +$bio + +Dai Ressya Goutou (c) 04/1987 Konami. + + +A side scrolling platform cowboy train-robber game. + + +- TECHNICAL - + + +Game ID : GX560 + + +Main CPU : M6809 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM2203 (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Train Robbery'. + + +Licensed to Kawakusu for Japanese distribution. + + +This game is known outside Japan as "Iron Horse". + +$end + +$info=daisenpu, +$bio + +Dai Senpuu (c) 1989 Taito. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Taito X System hardware + +Game ID : B87 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translate from Japanese 'Great Whirlwind'. + + +This game is known outside Japan as "Twin Hawk". + + +- UPDATES - + + +There are several differences between "Twin Hawk" and Dai Senpuu : + +* Twin Hawk supports two simultaneous players. + +* Dai Senpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets. + +* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively. + +* In Dai Senpuu, the planes are green for both players. + +* In Twin Hawk, when you die, you continue the game at current position. + +* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete. + + +- STAFF - + + +Sound composer : Osamu Oota + + +- PORTS - + + +* Consoles : + +Sega Mega Drive + +NEC PC Engine + +$end + +$info=dkgensan,dkgenm72, +$bio + +Daiku no Gen-san - Beranmee Machi Soudouki (c) 1990 Irem. + + +A platform game where you control a worker with a big hammer who smashes his way through obstacles and a variety of enemies. + + +- TECHNICAL - + + +Irem M-84 system hardware (There is also an earlier version on the M-72). + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mr. Gen The Carpenter - Bloody Fool Town Riot Chronicle'. + + +This game is known outside Japan as "Hammerin' Harry". + + +- SERIES - + + +1. Daiku no Gen-san - Beranmee Machi Soudouki (1990) + +2. Daiku no Gen-san - Ghost Building Company (1992, Nintendo Game Boy) + +3. Ganbare! Daiku no Gen-san (1993, Nintendo Super Famicom) + + +- STAFF - + + +Sound composer : Hiyamuta (Gangy Hiya) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991) + +$end + +$info=daimakai, +$bio + +Daimakaimura (c) 1988 Capcom. + + +So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies... + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 2 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Demon World village'. + + +This game is known outside Japan as "Ghouls'n Ghosts". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989. + + +- SERIES - + + +1. Makaimura (1985) + +2. Daimakaimura (1988) + +3. Chohmakaimura (1991, Nintendo Super Famicom) + + +- STAFF - + + +Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto + +Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +NEC SuperGrafx (1990) + + +* Computers : + +Sharp X68000 (1994) + +$end + +$info=daioh, +$bio + +Daioh (c) 07/1993 Athena. + + +An excellent vertically scrolling space shoot'em up. Excellent graphics, multi-layer scrolling, big sprites (especially bosses), and an extreme difficulty that continued to increase from easy to insane the farther along you went without getting killed. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great King'. + + +- STAFF - + + +Programmer : Tsutomu Tabata + +Graphic designers : Undead Tama, Kata Chumuri, Numa + +Composer : Sho + +Sound driver : K. Zikil-Hide Ishibashi + +Producer : Noriyuki Takasaki + +Exective producer : Sakae Nakamura + +$end + +$info=daiskiss, +$bio + +Daisu-Kiss (c) 1996 Konami. + + +A quiz game. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX535 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game is a play of word between 'Daisuki' and 'Kisu' and means 'I'm crazy about Kisses' (the object of the game). The Japanese phonetics of Daisu : 'Da i su' means 'Dice' for the random concept of the game. + + +This game is one of the rare Japanese multi-mini games where you can find some questions based on the 'pokeberu quiz'. The 'pokeberu' is a way of speaking only with the pronunciation of the numbers and while playing with the various readings of the Japanese numbers. Example : 5963 reads as 'go kyu roku san' - Gokurousan is an expression employed by the Japanese police officers for feliciter of the accomplished labour. + +$end + +$info=dakkochn, +$bio + +DakkoChan Jansoh (c) 1987 Sega. + + +A mahjong game. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dakko-Chan's Mahjong Club'. + +$end + +$info=dambustr,dambust, +$bio + +Dambusters (c) 19?? GAT. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + +$end + +$info=dankuga, +$bio + +Dan-Ku-Ga (c) 12/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : dial + +Buttons : 6 + + +- TRIVIA - + + +Dan-Ku-Ga is an updated prototype version of "Kaiser Knuckle". + + +- UPDATES - + + +This prototype is very different than Kaiser Knuckle : + +* Before your game, you choose the difficulty level Normal, Professional, or Training. + +* At the character selection screen : Kazuya, Lihua and Liza has been redesigned, all others has different costumes colors. + +* Gonzales and Azteca are playable. + +* The 5th opponent is Gonzales, the 9th opponent is Azteca and the 10th opponent is your Doppelganger. + +* The CPU AI has been altered somewhat. + +* You can backdash with all character. + +* You don't select the first opponent in 1P vs. CPU mode. + +* A medic comes out to check on the defeated opponent after the final round. + + +- STAFF - + + +Image illustrator : Nobuteru Yuki + +Project leader : Takeshi Kobori + +Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki + +Main character designers : Yuji Sakamoto, Takeshi Kobori + +Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida + +Assistants : Peacock, Production IG, VAP + +Main programmmer : Hiroshi Aoki + +Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama + +Music composer : Yasuhisa Watanabe (Zuntata) + +Sound effect designer : Katsuhisa Ishikawa (Zuntata) + +Recording engineer : Munehiro Nakanishi (Zuntata) + +System engineers : Katsumi Kaneoka, Hironobu Suzuki + +Designers : Kumi Mizobe, Takeshi Kobori + +Mechanic engineer : Koichi Otsu + + +* CAST : + +Kazuya : Kazuki Yao + +Barts : Ryutaro Okiayu + +Lihua : Saeko Shimazu + +Liza : Aya Hisakawa + +Gekkou : Hideo Ishikawa + +J-McCoy : Kazunari Tanaka + +Wulong : Yasushi Horibata + +Marco : Ichiro Otowa + +Boggy : Andrew Holms + +Gonzales : Hisao Egawa + +Azteca : Ryu Kuzu + +General : Steve Yamashita + +Narrator : Randy Sexton + +$end + +$info=danchih, +$bio + +Danchi de Hanafuda - Super Honkaku Hanafuda (c) 06/1999 Altron. + + +A Japanese hanafuda card game. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Tecmo for distribution. + + +The title of this game translates from Japanese as 'Hanafuda at the Apartments'. + +$end + +$info=danceyes, +$bio + +Dancing Eyes (c) 08/1996 Namco. + + +A maze/puzzle type game featuring sexy 3-D anime style women. The aim of the game is to remove sections of the clothing by clearing blocks on the grid against a time limit and baddies that move along the grid lines. Once you complete the level you are given the chance to zoom in and watch the girl frolic. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID : DC + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +One of the girls in the game wears a 'Soul Edge' t-shirt from Namco's 1995 game. + + +- UPDATES - + + +DC1/VER.A : Japan release, 15:44:41, AUG 27 1996 + + +- TIPS AND TRICKS - + + +* See through mode : At the stage select screen press Up(x2), Down(x2), Left(x2), Right(x2), Up(x2), Down(x2), Left(x2), Right(x2). + + +- STAFF - + + +Concept and game designer : Masateru Umeda + +Game coordinate : Kohji Kenjoh + +Game programmer : Kyota Tanaka + +Visual programmer : Kohji Yamaguchi + +System programmer : Kiyoshi Minami + +Art directors : Youichiro Komoriya, Satoshi Yamaguchi + +Stage designers : Miki Maemori, Kanako Doi, Masanori Kimura, Satoshi Mori, Hisaharu Takahashi, Kohji Mitsunaga, Takashi Imaizumi, Mitsuru Fukuoka, Shigeo Sasaki, Junko Sasaki, Taro Okamoto, Akira Nakajima, Yukiko okoo, Kaname Takai, Nobuo Takahashi, Kohji Yamaguchi + +Logo designer : Hideaki Ito + +Graphic designer : Kiyotaka Tamiya + +Music and Sound Effects : Masahiro Fukuzawa, Minamo Takahashi, Hiroyuki Kawada, Yoshie Arakawa, Nobuyoshi Sano, Takayuki Ishikawa, Takanori Ootsuka, Hiroto Sasaki, Kazuhiro Nakamura, Akihiko Ishikawa, Keiichi Okabe, Yuri Misumi + +Voices : Kae Araki, Kumiko Watanabe, Michie Tomizawa, Shiho Niiyama, Rei Sakuma, Emiko Honma, Yayoi Gotoh, Hiroshi Kuwabara + +Chief director : Hajime Nakatani + +Producer : Shukuo Ishikawa + +$end + +$info=dangar,dangar2,dangarb, +$bio + +Dangar - UFO Robo (c) 09/1986 Nichibutsu. + + +A vertically scrolling shoot'em up. + + +- TRIVIA - + + +Pronounced 'dang-gar'. + + +Dangar - Ufo Robo is a sequel to "Terra Cresta" and a prequel to "Terra Force". Notice the same bosses and minibosses returning from "Terra Cresta" with minor changes, the formation and ship parts system returns again, the same enemies from "Terra Cresta" return, but now in a more robotic form. Some elements that will dominate in "Terra Force" are also here. Notice the underground warp holes and the mounted lasers that extend their length in the underground area. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- UPDATES - + + +REVISION 1 : + +* Build date : SEP. 26 1986 + + +REVISION 2 : + +* Build date : DEC. 1 1986 + + +- SERIES - + + +1. Moon Cresta (1980) + +2. Terra Cresta (1985) + +3. Terra Cresta II (NEC PC Engine) + +4. Dangar - Ufo Robo (1986) + +5. Terra Force (1987) + + +- STAFF - + + +Directed by : Shigeki Fujiwara + +Software by : Vabi Vube + +Hardware by : Isao Shiki + +Designed by : K. Nakagawa + +Music & Sound by : Kenji Yoshida + +$end + +$info=dangerz, +$bio + +Danger Zone (c) 12/1986 Cinematronics. + + +A war combat game that is set in a desert. Helicopters, fighters and bombers enter the area swooping down over the mountains. Watch your radar screen and protect your base. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Danger Zone (1986) + +2. Viper (1988) + +$end + +$info=ddungeon, +$bio + +Dangerous Dungeons (c) 1992 East Coast Coin Company. + + +A digging / maze game. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz) + +Sound CPU : HD6309 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Approximately 1200 kits were made. + + +- STAFF - + + +Designed and programmed by : Kyle Hodgetts (K H) + +$end + +$info=dangseed, +$bio + +Dangerous Seed (c) 12/1989 Namco. + + +A vertically scrolling shoot'em up game with insect-type enemies and bosses. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID: DR + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990. + + +- STAFF - + + +Game designers : S. Shimizu, Y. Shinozaki + +Character designers : Y. Shinozaki, S. Sasaki, M. Fukuoka + +Graphic designers : Y. Shinozaki, A. Usukura + +Visual designers : Y. Shinozaki, S. Sasaki, M. Fukuoda, M. Ishida + +Programmers : A. Sam, S. Shimizu + +Music composer : Y. Nagumo + +Director : H. Shima + +Assistant director : S. Shimizu + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +$end + +$info=dfeveron, +$bio + +Dangun Feveron (c) 09/1998 Cave. + + +Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party! + + +- TECHNICAL - + + +Game ID : CV01 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Bullet Gun Feveron'. + + +Licensed to Nihon System for distribution. + + +This game is known outside Japan as "Fever SOS". + + +Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998. + + +- TIPS AND TRICKS - + + +* Secret Guest Character (From Uo Poko) : Insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start + + +* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously. + + +- STAFF - + + +Music composed by : Ryuichi Yabuki, Nanpei Misawa + +$end + +$info=indyheat, +$bio + +Danny Sullivan's Indy Heat (c) 1991 Leland. + + +A three-player, Indy style racing game with five cars that each race around 15 of Danny Sullivan's favorite tracks. Players can turbo, crash, catch fire, and lose fuel, but they may pit stop for repair. Danny himself always races (yellow car) and players can earn money for more turbo, faster pit crew, acceleration, brakes, and tires. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Danny Sullivan was one of IndyCar Racing's most recogniseable personalities. + + +- STAFF - + + +Consultant : Danny Sullivan + +Concept : John Rowe + +Team leader : John Morgan + +Managers : Medo Moreno & Dan Viescas + +Software & Graphics : John Morgan, Dave Sullivan, Steve High + +Sounds : Sam Powell & Michelle Simon + +Diagnostics : Joe Kosic + +Hardware : Alex McKay, Eric Henderson, George Fiock + +Additional helps : Earl Stratton, Bruce Moore, Dave Scoot, Ellis Goodson + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991) + + +* Computers : + +Atari ST (1992) + +Commodore Amiga (1992) + +$end + +$info=darius,dariusj,dariuso,dariuse, +$bio + +Darius (c) 1986 Taito. + +Game ID : A96 + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 8 Mhz) + +Sound CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 864 x 224 pixels + +Aspect Ratio : 12/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Darius was unique in the fledgling genre for having a game screen three times longer than the usual size, and thus requiring three screens to be arranged side-by-side in order to play. + + +The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series. + + +Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game. + + +The heroes' names in Darius series 'PROCO' and 'TIAT' backwards spell 'TAITO CORP'. + + +The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on 21/08/1992. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- SERIES - + + +1. Darius (1986) + +2. Darius II (1989) + +3. Darius Twin (1991, Nintendo Super Famicom) + +4. Darius Force (1993, Nintendo Super Famicom) + +3. Darius Gaiden - Silver Hawk (1994) + +4. G-Darius (1997) + +5. G-Darius ver.2 (1997) + + +- STAFF - + + +Directed and produced by : Toshio Kohno + +Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata + +Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto + +Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama + +Mechanical engineers : Takeki Nakamura, Eiji Kubota + +Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa + +Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto + +Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki + + +- PORTS - + + +* Consoles : + +Nec PC-Engine ("Darius Alpha") + +Nec PC-Engine CD ("Super Darius") + +Sega Master-System + +Sega Mega Drive ("Sagaia") + +Nintendo Game Boy Advance ("Darius R") + + +* Computers : + +Atari ST (1989) + +Sinclair ZX Spectrum (1990, "Darius+") + +Sharp X68000 + +$end + +$info=dariusg,dariusgu,dariusgj,dariusgx, +$bio + +Darius Gaiden - Silver Hawk (c) 09/1994 Taito. + + +A horizontally scrolling shoot'em up. Controlled with an 8-way joystick and two buttons. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D87 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Darius Side Story'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius Gaiden - PCCB-00166) on 18/11/1994. + + +- SERIES - + + +1. Darius (1986) + +2. Darius II (1989) + +3. Darius Twin (1991, Nintendo Super Famicom) + +4. Darius Force (1993, Nintendo Super Famicom) + +3. Darius Gaiden - Silver Hawk (1994) + +4. G-Darius (1997) + +5. G-Darius ver.2 (1997) + + +- STAFF - + + +Producer : Hidehiro Fujihara + +Game designers : Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa, Thanks : Kentaro Matsumura + +Art directors : Kat, Masami Kikuchi, Baw-Baw + +Programmers : Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada + +Hardware engineer : Katsumi Kaneoka + +Decorator : Rintard Doi + +Sound (Zuntata) : Hisayoshi Ogura (OGR.), Katsuhisa Ishikawa + +Bit pattern : Makoto Fujita, Ucky Maeda, Toru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=darius2,darius2d,drius2do, +$bio + +Darius II (c) 09/1989 Taito. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : C07 + + +Main CPU : (2x) 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz), Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 864 x 224 pixels + +Aspect Ratio : 12/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Sagaia" (licensed to Romstar for distribution). + + +Two versions of this game were made : The more common three screen version (like the original "Darius"), and a harder to find two screen version (Aspect Ratio : 8/3) + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- SERIES - + + +1. Darius (1986) + +2. Darius II (1989) + +3. Darius Twin (1991, Nintendo Super Famicom) + +4. Darius Force (1993, Nintendo Super Famicom) + +3. Darius Gaiden - Silver Hawk (1994) + +4. G-Darius (1997) + +5. G-Darius ver.2 (1997) + + +- STAFF - + + +Directed and produced by : Hidehiro Fujiwara + +Game designed by : Hidehiro Fujiwara, Senba Takatsuna + +Programmed by : Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano + +Art designed by : Masami Kikuchi, Senba Takatsuna, Hisakazu Kato + +Cabinet designer : Yoshinori Aiura + +Hardware designed by : Toshiyuki Sanada + +All music composed and arranged by : Hisayoshi Ogura (Team Zuntata) + +Sound editors : Yasuhisa Watanabe, Norihiro Furukawa + +Sound software : Naoto Yagishita + + +- PORTS - + + +* Consoles : + +Nec PC-Engine CD ("Super Darius II") + +Sega Mega Drive (1990) + +Sega Master System (1992 "Sagaia") + +Sega Saturn (1996) + +$end + +$info=darkadv, +$bio + +Dark Adventure (c) 09/1987 Konami. + + +An adventure-type game. + + +- TECHNICAL - + + +Game ID : GX687 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Devil World" and in Japan as "Majuu no Ohkoku". + + +Due to the complexity and difficulty of Dark Adventure, it never faired well in the arcades. + + +- UPDATES - + + +Dark adventure is (a sort of) an update of "Devil World" / "Majuu no Ohkoku". + +* Different intro sequences. + +* More difficult : The energy live decrease faster and each scene has more than one exit (and more than one key). + +* There are three player characters instead of two (Zorlock has been added). + +* The rectangle that contains the options (weapons and speed) that you can activate doesn't exist. + +* The scenes with the dragon don't exist. + +* The weapons and the process to catch them are different. + + +- STAFF - + + +Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui + +Data file operator : Ikuko Minowa + +Graphic designers : Jun Sakurai, Miki Yoshikata + +Sound editors : Hideaki Shikama, Kenichi Matsubara + +Engineer : Keisuke Hashima + +Assistant programmers : Akira Suzuki, Tatsuo Fujii + +Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto + +$end + +$info=darkedge,darkedgj, +$bio + +Dark Edge (c) 1992 Sega. + + +A 3-D one-on-one fighting game. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Sega's first 3-D one-on-one fighting game. + +$end + +$info=darkplnt, +$bio + +Dark Planet (c) 10/1982 Stern Electronics. + + +A 3-D space shoot'em up game that takes place on a mysterious planet. Prevent enemies from building bases. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 34 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +The cabinet features richly detailed 50's sci-fi style artwork. + + +- TRIVIA - + + +The game was programmed by Jurich (see 'Staff' section for more information) and was one of two video games he ever made. The other was a pool game for the IBM PC Jr. + + +- STAFF - + + +Designed by : Erickson, Langlois + +Software by : Dale Jurich, Jahnke + +$end + +$info=darkseal,darkseaj,darksea1, +$bio + +Dark Seal (c) 07/1990 Data East. + + +Four selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps! + + +- TECHNICAL - + + +Game ID : MAC + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Gate of Doom". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990. + + +- SERIES - + + +1. Dark Seal (1990) + +2. Dark Seal II (1992) + + +- STAFF - + + +Game master : Yoshiyuki Urushibara + +Main programmer : Naomi Susa + +Main draphic designers : S. Noda, J. Matsuda, Yohiyuki Ishibiki + +Programmers : Mentaiko, Tac. H, K. Miyazawa + +Graphic designers : Masanori Tokoro, E. Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara + +Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori + +Sound effects : Azusa Hara (AZUSA) + +Hardware : Shingo Mitsui + +Project leader : Mentaiko + +$end + +$info=darksel2, +$bio + +Dark Seal II (c) 1992 Data East. + + +Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom. May the power be with you! + + +- TECHNICAL - + + +Game ID : MAS + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Wizard Fire". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993. + + +- SERIES - + + +1. Dark Seal (1990) + +2. Dark Seal II (1992) + + +- STAFF - + + +Game master : Yoshiyuki Urushibara + +Project leader : Naomi Susa + +Soft leader : Souichi Akiyama + +Object graphic leader : Yohiyuki Ishibiki + +Back graphic leader : Masanori Tokoro + +Music leader : Tatsuya Kiuchi + +Soft : Haruyuki Kobayashi, Shinichi Suzuki + +Character designer : Tomoki Matoba + +Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga + +Back designers : Ryohei Harakata, Kazuhi Imoto + +Music composers : Tom Sato, Mihoko Ando, Gamadelic + +Hard : Shingo Mitsui, Masao + + +* CAST : + +Knight : Greg Sullivan + +Wizard : Susan Barger + +Bard : Bill O'Neill + +Dwarf : William Rooney + +Elf : Chiwe Gordon + +$end + +$info=sscope2, +$bio + +Dark Silhouette - Silent Scope 2 (c) 2000 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- TRIVIA - + + +This game is known as "Fatal Judgement Silent Scope 2" in some parts of Europe and as "Innocent Sweeper - Silent Scope 2" in some parts of Asia. + + +- SERIES - + + +1. Silent Scope (1999) + +2. Dark Silhouette - Silent Scope 2 (2000) + +3. Silent Scope EX (2001) + +4. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX) + +$end + +$info=darktowr, +$bio + +Dark Tower (c) 1992 The Game Room. + + +'How to rip', ask the programmer of this game :). + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz) + +Sound CPU : HD6309 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Some sprite characters were ripped directly from Capcom's "Ghost 'n Goblins". The mummies are ripped out of "Black Tiger". Music and sfx are straight out of "Double Dragon" - exactly the same. + + +- STAFF - + + +Designed and programmed by : Kyle Hodgetts (K H) + +$end + +$info=darkwar, +$bio + +Dark Warrior (c) 1981 Century Electronics. + + +An old shoot'em up that features voice simulation. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=dstlk,dstlka,dstlku,dstlkur1, +$bio + +Darkstalkers - The Night Warriors (c) 07/1994 Capcom. + + +Ten characters taken straight from horror films duke it out "Street Fighter" style, featuring two end bosses. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 05 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Vampire - The Night Warriors". + + +Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994. + + +A Darkstalkers unit appears in the 1995 movie 'The Net'. + + +- UPDATES - + + +In the Japanese version : + +* Jon Talbain is named 'Gallon'. + +* Lord Raptor is named 'Zabel Zarock'. + +* Rikuo is named 'Aulbath'. + +* Huitzil is named 'Phobos'. + + +- TIPS AND TRICKS - + + +* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons. + + +* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start. + + +* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune. + + +- SERIES - + + +1. Darkstalkers - The Night Warriors (1994) + +2. Night Warriors - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Planners : Junichi Ohno, Gyo, Jun Koike + +Programmers : Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba + +Object designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon + +Scroll designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru + +Sound designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31) + +Music composers : Takayuki Iwai (Anachey Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28) + + +* Voice Actors : + +Demitri : Nobuyuki Hiyama + +Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=dharma, +$bio + +Daruma Doujou (c) 04/1994 Metro. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +$end + +$info=darwin, +$bio + +Darwin 4078 (c) 03/1986 Data East. + + +Standard vertically scrolling shoot'em up. You control a surrealistic space fighter, fighting just as surrealistic enemies. Power-up capsules alter the ship's shape, weapons, and make it larger. There are sixteen levels with a giant enemy at the end of each. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.44 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Darwin 4078 (1986) + +2. SRD - Super Real Darwin (1987) + + +- PORTS - + + +* Computers : + +MSX2 + +$end + +$info=ghostlop, +$bio + +Dataeast's Ghostlop (c) 1996 Data East. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0228 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Ghostlop". + + +This is a very rare prototype, never officially released. + +$end + +$info=stadhr96,stadh96a, +$bio + +Dataeast's Stadium Hero '96 (c) 1996 Data East. + + +- TECHNICAL - + + +Data East MLC System hardware + + +Main CPU : ARM (@ 7 Mhz) + +Sound Chips : YMZ280B (@ 14 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Stadium Hero (1988) + +2. Dataeast's Stadium Hero '96 (1996) + +$end + +$info=powj, +$bio + +Datsugoku - Prisoners of War (c) 08/1988 SNK. + + +After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers. + + +- TECHNICAL - + + +Game ID : A7008 'DG' + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Escaped Prisoners'. + + +This game is known outside Japan as "P.O.W. - Prisoners of War". + + +- STAFF - + + +Boss : Eikichi Kawasaki + +Programmers : Konny, Regulus, Shoot Yamashita, Shochan + +Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka + +Sound : Tarkun, Yoko Osaka, Kenny + +$end + +$info=280zzzap, +$bio + +Datsun 280 Zzzap (c) 11/1976 Midway. + + +The game is a simple black and white monochrome driving game. You control a car through a night time scene, and the road is represented by simple posts at the edges. The top of the screen will display information about upcoming curves (like the maximum safe speed to take them at), while the bottom of the screen has a speedometer, timer, scoreboard, and may also display a few tips as well. Just drive, and don't crash. Pay attention to your speed on the corners to avoid crashing. + + +- TECHNICAL - + + +Game ID : 610 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : steering wheel + +Buttons : gas pedal + + +This game came in an upright format. The cabinet was painted blue with simple striped sideart. The marquee was integrated into the monitor bezel and may bear one of three different titles (with four distinct marquees/bezels). The most common one showed a picture of a yellow Datsun 280Z and said '280 Zzzap', the other three versions had stripes that matched the side of the machine, and were labeled either 'Midnight Racer', '280 Zzzap', or 'Datsun 280 Zzzap'. This game uses a 23'' black and white television as a monitor. + + +- TRIVIA - + + +Originally called 'Midnite Racer' when Midway acquired the right from Digital Games to create the game (01/1976). Midway released their final version 10 months after at the AMOA as 'Datsun 280 Zzzap'. + + +- STAFF - + + +Designed and programmed by : Jay Fenton, Dave Nutting + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=nss_aten, +$bio + +David Crane's Amazing Tennis (c) 1992 Nintendo. + + +A tennis game. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +David Crane was the founder of Activision in 1979. + + +- STAFF - + + +Design and programming by : David Crane + +Graphics and animation by : Franck Lam + +Music and sound effects by : Mark Van Hecke + +Audio engineering and technical support by : Alex Demeo + +Audio drivers by : Bitmasters + +Voice : Frank Hammond + +$end + +$info=daytona, +$bio + +Daytona USA (c) 1993 Sega. + + +An excellent checkpoint-style racing game. + + +- TECHNICAL - + + +Sega Model 2 hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 7 + + +- TRIVIA - + + +The first game to come out on Sega Model 2 hardware, worth mentioning above and beyond anything else due to the fact that it is the number one grossing game of all time. + + +Daytona also caused and still causes a problem in the arcade industry, Sega had come up with such a 'killer app' that no other game from them or any other company since has matched it in terms of profitability, leading to the phrase heard from most site operators, 'It's no Daytona'. + + +Toshiba EMI released a limited-edition soundtrack album for this game (Daytona USA / B-Univ - TYCY-5392) on September 7, 1994. + + +- TIPS AND TRICKS - + + +* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table. + + +* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) : + +"Hang-On" - H.O + +"After Burner" - A.B + +"Virtua Fighter" - V.F + +"Galaxy Force" - G.F + +"F1 Exhaust Note" - EXN + +"Turbo Out Run" - TOR + +"Fantasy Zone" - F.Z + +"Quartet" - QTT + +"Space Harrier" - S.H + +"Power Drift" - P.D + +"Super Hang-On" - SHO + +"Rad Mobile" - R.M + +"Strike Fighter" - S.F + +"Out Runners" - ORS + +"Enduro Racer" - E.R + +"Sword of Vermillion" - VMO + +"Out Run" - O.R + +"V.R. - Virtua Racing" - V.R + +"Super Monaco GP" - SMG + +"Stadium Cross" - S.C + +"G-Loc" - GLC + +"GP Rider" - GPR + +"SDI - Strategic Defense Initiative" - SDI + +"Thunder Blade" - T.B + + +* Special Ending : You must finish in third place or better in every course. + + +* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4. + + +* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time. + + +- SERIES - + + +1. Daytona USA (1993) + +2. Daytona USA 2 - Battle On The Edge (1998) + +3. Daytona USA 2 - Power Edition (1998) + + +- STAFF - + + +* Sega AM2 : + +Director : Yu Suzuki + +Circuit Designer : Toshihiro Nagoshi + +Unknown : Makoto Osaki + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sega Saturn (1996, "Daytona USA Championship Circuit Edition") + +Sega Saturn (1998, "Daytona USA Championship Circuit Netlink Edition") + +Sega Dreamcast (2001, "Daytona USA 2001") + + +* Computers : + +PC (Microsoft Windows 95) (1996) + +PC (Microsoft Windows 95) (1997, "Daytona USA Deluxe") + +$end + +$info=daytonam, +$bio + +Daytona USA - To The Maxx : 2001 Edition (c) 2001 Unknown. + + +- TECHNICAL - + + +Sega Model 2 hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 7 + + +- TRIVIA - + + +Daytona USA - To The Maxx : 2001 Edition is an unofficial hack of "Daytona USA" that adds a turbo button and several more playing modes, a ghost car for your fastest lap, a rear view and about 4 more viewing modes, and its surprisingly playable... Adds a bar across the middle at the bottom, this is your turbo fuel, and the red bars at the side are your extra views, also, the digital speedo has been changed. + + +- STAFF - + + +Hacked by : Kyle Hodgetts + +$end + +$info=daytona2, +$bio + +Daytona USA 2 - Battle On The Edge (c) 1998 Sega. + + +The wild and hot run is back. 16 people can run together. Not only the body of the machine and the road surface, but also smoke and the flames for the crash scenes are reproduced beautifully. The game also uses the real engines' sounds from the real cars. + + +- TECHNICAL - + + +Sega Model 3 Step 2.1 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Marvelous Entertainment released a 2 CD limited-edition soundtrack album for this game (Daytona USA 2 - Battle On The Edge Sound Tracks - MJCA-00025) on July 17, 1998. + + +- SERIES - + + +1. Daytona USA (1993) + +2. Daytona USA 2 - Battle On The Edge (1998) + +3. Daytona USA 2 - Power Edition (1998) + +$end + +$info=daytonat, +$bio + +Daytona USA Turbo (c) 199? Unknown. + + +- TECHNICAL - + +Sega Model 2 hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + + +- TRIVIA - + + +Daytona USA Turbo is an unofficial hack of "Daytona USA" that's slightly faster than the original and also features optional monster trucks! + + +- STAFF - + + +Hacked by : Kyle Hodgetts + +$end + +$info=dazzler, +$bio + +Dazzler (c) 1982 Century Electronics. + + +An early maze game that features voice simulation. The game is pretty much a cross between "Pac-Man" and "Donkey Kong Junior". + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=deadang, +$bio + +Dead Angle (c) 1988 Seibu Kaihatsu. + + +Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) V20 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) ADPCM (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Spain as "Gang Hunter". + + +- SERIES - + + +1. Empire City : 1931 (1986) + +2. Dead Angle (1988) + + +- STAFF - + + +Producer : H. Hamada + +Director : T.Wada + +Hard Wear : ??? + +Programmers : T. Takano, K. Kondo, S. Mori, H. Tomita + +Music : ??? + +Art : M. Matsuzawa, S. Nagasaki, T. Komazawa + +$end + +$info=deadconx,deadconj, +$bio + +Dead Connection (c) 07/1992 Taito. + + +Mobsters & criminals own the streets. Law enforcement has taken a backseat against the criminal empire that overwhelms the city and innocent people turn up dead with each passing moment. Take control of four brave vigilantes and exterminate the criminals using their rules! Features excellent sound effects as well as fast & furious action with plenty of weapons & stuff to find! + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : D28 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Planners : Papara Kaito, Jiro Tonegawa + +Programmers : Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi + +Character designers : Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock + +Project managers : Masaki Yagi (Ymot) + +Hardware engineer : Jun Sawaki + +Graphic designers : Rintaro Doi, Kyoko Umezu + +Sound soft (Zuntata): Yagisita, Sousukun + +Directors : Masaki Ogata, Ichiro Fujisue, Fujiwaran X + +$end + +$info=deadeye, +$bio + +Dead Eye (c) 10/1978 Meadows Games. + + +An old shoot'em up. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 625 Khz) + +Sound CPU : S2650 (@ 625 Khz) + +Sound Chips : DAC (@ 625 Khz), Custom (@ 625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : stick + +Button : 1 + +$end + +$info=kdeadeye, +$bio + +Dead Eye (c) 1996 Konami. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=doa,doaa, +$bio + +Dead or Alive (c) 1996 Tecmo. + + +A 3-D fighting game. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +Another version runs on the Sega Model 2B hardware. + + +-SERIES- + + +1. Dead or Alive (1996) + +2. Dead or Alive ++ (1998) + +3. Dead or Alive 2 (1999) + +4. Dead or Alive 2 Millennium (2000) + +5. Dead or Alive 3 (2001, Microsoft Xbox) + +6. Dead or Alive Ultimate (2004, Microsoft Xbox) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Microsoft Xbox (2004, "Dead or Alive Ultimate") + +$end + +$info=doapp, +$bio + +Dead or Alive ++ (c) 1998 Tecmo. + + +A 3-D fighting game. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Presented by Team Ninja (see 'Staff' section for more information). + + +"Dead or Alive" runs on the Sega Model 2 hardware. Dead or Alive ++ runs on a less powerful system. Consequentially, the backgrounds in this game are 2D while the Sega Model 2 game had 3D backgrounds. + + +- TIPS AND TRICKS - + + +* Play As Raidou : Complete a game playing as Kasumi in Tournament Mode and defeating Raidou at stage 8, then in the name entry screen input the word 'SIAWASE?'. Raidou appears now in the character select screen. + + +- SERIES - + + +1. Dead or Alive (1996) + +2. Dead or Alive ++ (1998) + +3. Dead or Alive 2 (1999) + +4. Dead or Alive 2 Millennium (2000) + +5. Dead or Alive 3 (2001, Microsoft Xbox) + +6. Dead or Alive Ultimate (2004, Microsoft Xbox) + + +- STAFF - + + +Main programmer : Hiroaki Ozawa (D) + +Planning director : Katsunori Ehara + +Programmers : Nuehina, T. Sawatari, Mitsuo, Yume Maboroshi, Shigeaki Ohta (VAL), Kazubou, Takashi Watanabe, Tetsuya Imamura + +Planners : Motohiro Shiga, Asamin, Y. Sasaki, Mizuki Takeda + +Motion manager : Makoto 50 Isomine + +Motion director : Hiro Matsui + +Motion designers : C. Sasaki, Tohru Mishima, Sane Kondo, Masanori Sato, Akira Izumi, Gelira Saitoh, Naruse Yuki, Hiraoka Tomoo, Leo, Shigefumi Ishizuka, Masaki Koshikawa, Ryuji Ikeda, Taro Matsushita + +Animation data : Noriaki Kazama, S. Sameshima + +CG director : Hideyuki Kato + +Character modeler : Yasushi Nakakura + +Character designers : Kubotan, Yoshiki Horiuchi, Jumbo Matumura, D. Ota, Hideaki Takahasi, Naofumi Sasaya, Buu Nakamura + +Stage designers : H. Niimi, N. Sakauchi + +Movie staff : Great Egawa, Yusuke Iida + +Sound effect : K. Inaba + +Music composer : S. Okuda, M. Hosoi + +Artwork designer : N. Yamada + +Characters voice (Aoni Pro) : Sakura Tange, Mami Koyama, Yumi Touma, Wakana Yamazaki, Miyako Endo, Bin Shimada, Hideyuki Hori, Toshio Furukawa, Hisao Egawa, Takeshi Aono, Daisuke Gouri, Kouji Yada + +Technical director : Gussan Kawaguchi, Y. Koga + +Chief director : Tomonobu Itagaki + +Executive producer : Max Naka + + +- PORTS - + + +* Consoles : + +Sony Playstation (1998, "Dead or Alive") + +$end + +$info=dealer, +$bio + +The Dealer (c) 19?? Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 8 + +$end + +$info=deathbrd, +$bio + +Death Brade (c) 1991 Data East. + + +Eight mythical creatures battle each other in this wrestling-style fighting game. + + +- TECHNICAL - + + +Game ID : MAF + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Mutant Fighter". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991. + + +- STAFF - + + +Game designer : Wizard Solomon + +Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, K. Hashimoto + +Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto + +Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hard designer : S. Mitsui + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +FM Towns Marty + + +* Computers : + +Sharp X68000 (1991) + +$end + +$info=decathlt, +$bio + +Decathlete (c) 04/1996 Sega. + + +A 3-D sports simulator. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn + +$end + +$info=thedeep, +$bio + +The Deep (c) 1987 Woodplace. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), M65C02 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Run Deep". + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Atari ST (1988) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +$end + +$info=defence, +$bio + +Defence Command (c) 1981 Outer Limits. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is a bootleg of "Defender". + +$end + +$info=redufo, +$bio + +Defend the Terra Attack On The Red UFO (c) 03/1981. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Exodus". + +$end + +$info=defender,defendg,defendw,defndjeu, +$bio + +Defender (c) 12/1980 Williams. + + +The player flies a small, aerodynamically Aerodynamics-shaped spaceship above a long, mountainous planetary landscape. The land is inhabited by a small number of humans. The landscape wraps around, so flying constantly in one direction will eventually bring the player back to their starting point. A number of flying aliens reside in the air above the landscape. The player's responsibilities are twofold : To destroy all aliens, and to protect the humans from being captured. The player is armed with a powerful laser-like weapon which can be fired rapidly in a long horizontal line ahead of the spaceship. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +The macho man's game!! Defender was noted for its sound and visual effects and extremely hard gameplay. That didn't stop players from racking up millions of points on the game. Literally minutes from the opening of the AMOA Jarvis and his team were burning new ROMs for the display game due to the fact they plugged the first burn into the board backwards and fried them! Due to the intimidating controls, no one played the game and there were even rumors saying "Pac-Man" and Defender would bomb and "Rally X" would be the next hit. Not only did Defender have the most buttons to use during gameplay (It had 5 buttons, plus a joystick) but it was also the first video game to feature artificial 'world' in which game events could occur outside on-screen view presented to the player. + + +Some bootlegs of this game are known as "Defence Command", "Defense Command", "Zero" (Jeutel), and "Tornado" (Jeutel). + + +Defender inspired a catchy hit song by Buckner and Garcia called 'Defender' released on the 'Pac-Man Fever' album. + + +A Defender unit appears in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks' and in the 1983 movie 'Koyaanisqatsi - Life out of Balance'. + + +MB (Milton Bradley) released a boardgame based on this video game (same name) in 1983 : Win the most points by using your Defender ships to protect humanoids from waves of aliens. A set of chance cards will bring the different aliens (bombers, landers and humanoids) into play. Movement is determined with a spinner. Players can move their defenders and aliens. + + +- UPDATES - + + +Defender ROM sets were distinguished by early and later editions. The early edition supported only upright cabinets. In 1981 Williams released a cocktail cabinet version which necessitated extra code to flip the video display and to support a second set of game controls. The editions had some minor differences in the game's attract mode : The early edition gave an erroneous point value of '100' for alien landers; this was corrected to '150' in the later edition. Also, the high score value for player PGD was '14185' in the early edition and '14285' in the later edition. + + +Early edition ROM sets : + +* Defender (White Label) + +* Defender (Green Label) + + +Later edition ROM sets : + +* Defender (Red Label) + + +- TIPS AND TRICKS - + + +* See Credits : To see the designers credits, do the following while in game play : Down, Reverse, 1P Start, Thrust, Reverse, 2P Start, Fire, Down, 1P Start, Thrust and Fire. + + +* The International Date Line : There are reverse lines for swarmers and mutants (aka the 'International Date Line'). If this line is between you and the type of enemy in question, they will travel the opposite direction around the planet to get you (I.e. they won't cross this line to get to you). If a mutant, say, is following you and you cross the mutant reverse line (to the left of the Big Mountain) it will suddenly reverse direction and go around the other way. The same is true for the swarmer reverse line (located approximately where your ship starts each wave). This doesn't affect swarmers that you are following behind. If you're on one side of the line and a pod is on the other and you shoot it open the swarmers will fly away from you and you can get in behind them immediately. The best use of these lines is where there are lots of swarmers and/or mutants that you don't want to hassle with. You stay near the line in question and go back and forth over it to keep the enemy in question on the other side of the planet. Especially useful in space and waves that get really hairy. + + +* Freeze!! : You can freeze a Defender machine by picking up all ten humans (on any wave, but Wave 1 is your greatest chance at success), stopping all forward motion of your ship, quieting the screen down (i.e. having no enemies moving around on it) and setting all the humans straight down quickly. This seems to work better were the terrain is very close to the bottom of the screen. Every thing will freeze, but you can still move your ship up and down. Thrusting will break the spell, so to speak. If you do pick a spot with shallow terrain, some humans will go thru the bottom of the screen and appear suspended in mid-air near the top. This trick is good during marathon games when you've reached Wave 256 and need a breather. + + +* Some top players begin each round by shooting their own men, except for one, which they pick up. This keeps mutants from developing, but it also means that the world explodes if you lose your last humanoid. It probably goes without saying that this can be considered an 'advanced' trick... + + +* When you get your last official guy before 1,000,000, every time you score, you'll get an extra man. The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because : + +a) For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart bomb. + +b) If you suicide on something, including a shot but not including hyperspace (because dying from hyperspace awards no points), you will lose one ship, but also gain one (net effect on ships is zero) plus one smart bomb. + +c) For winning n ships in Defender from 990,000 to 999,975, including suicides, you will have to wait n x 10,000 points after passing 1M before the game's accounting balances and it awards ships properly at 10,000 point intervals again. d. The score returns to zero every 1 million, meaning that if you had won 100 ships the machine would have to wait 1 million points to begin awarding ships again. However, since 1 million is equivalent to zero it awards them immediately at 1,010,000. -- or -- + +d) Being an 8-bit game, 255 ships is the maximum recognized. 256 ships/smart bombs is treated as zero. If you win exactly 256 ships during this period the machine will think you have won none and thus begin awarding ships immediately at 1,010,000. + + +* In either case, you get to keep your surplus ships and bombs and can have super long turns where you bomb 2 to 3 times per wave to get out of dangerous situations. It's possible on a real Defender machine to make the screen color inverted so that all the black space is white while you are playing. It will reset itself when you die and maybe by hyperspacing. Smartbomb flashes are cool when it's reversed. The trick, as I remember it, was to drop a credit in right when you die and the screen flashes white. Somehow the program gets distracted (non masked interrupt on coin drop?) and it the screen stays white. + + +- SERIES - + + +1. Defender (1980) + +2. Stargate (1981) + +3. Strikeforce (1991) + +4. Defender 2000 (1996, Atari Jaguar) + + +- STAFF - + + +Staff : Eugene Jarvis (DRJ), Sam Dicker (SAM), Larry DeMar (LED), Paul Dussault (PGD), (CRB), Mike Stroll (MRS), Steve Ritchie (SSR), (TMH) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1981) + +Atari 5200 (1982) + +Entex AdventureVision (1982) + +Atari XEGS + +Colecovision (1983) + +Mattel Intellivision (1983) + +Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits") + +Sega Mega Drive (1996, "Williams Arcade's Greatest Hits") + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Nintendo Game Boy Advance (2002) + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Atari 800 (1982) + +Commodore VIC-20 (1983) + +Atari Jaguar (1996, "Defender 2000") + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + +Microtan 65 + +Apple II + + +* Others : + +VFD handheld game (1982) released by Entex. + +VFD handheld game (19??) released by Gakken : The screen is a little smaller than the Entex version. + +Palm OS ("Midway Arcade Classic") + +$end + +$info=defcmnd, +$bio + +Defense Command (c) 1981 Artic International. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This bootleg of "Defender" resulted in a far-reaching legal decision in US copyright law. Williams sued the distributor of the game, Artic International, for copyright infringements of 1) the game's ROM code and 2) the 'look-and-feel' of the attract and play modes. + + +Artic never contested that the 'Defense Command' ROM code had been lifted from the Williams "Defender" game; over 85% of the code was identical in both games. However, Artic argued that ROM chips should be considered as 'utilitarian objects', much like common knobs and gears which are beyond the scope of copyright law. Artic had used this argument unsuccessfully in a similar case against Midway Manufacturing. + + +The court reaffirmed the previous legal decision against Artic. Under US copyright law, intellectual property can be protected if it is made permanent in some way (known in legal terms as 'fixation'). Computer code stored in ROM chips met this requirement. Artic lost its case against Williams. + + +The Midway/Williams decisions against Artic set an important legal precedent : compiled computer code was protected under copyright law regardless of the medium of storage. + +$end + +$info=deltrace, +$bio + +Delta Race (c) 1981 Allied Leisure. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 232 x 264 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Omega Race". + +$end + +$info=demoderb,demoderm, +$bio + +Demolition Derby (c) 1984 Bally Midway. + + +Drive your car in a demolition derby and avoid getting hit in the radiator. Hit other cars in the radiator several times to make them explode. Collect wrenches, screwdrivers and car keys for bonuses. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : M6809 (@ 2.25 Mhz) + +Sound Chips : DAC (@ 2.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Demolition Derby came in a two-player upright cabinet and a four-player flat table that players stood around. + + +- STAFF - + + +Concept and Design : Jeff Nauman + +Design (Artist/ Animator) : Brian Colin + +$end + +$info=demon, +$bio + +Demon (c) 1982 Rock-ola. + + +An old overhead-view shoot'em up game. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Demon was created on Cinematronics' vector hardware by Rock-Ola. The flickering is normal :) + +$end + +$info=demonwld,demonwl1, +$bio + +Demon's World (c) 1990 Toaplan. + + +A side-scrolling shoot'em up / platform game. + + +- TECHNICAL - + + +Game ID : TP-016 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Taito for Japanese distribution. + + +Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool". + + +- UPDATES - + + +There are two versions of this game. One has a setting in the netherworld of the far east and features undead creatures of Asian lore while the other sets the game in the spooky Old West with appropriate ghosts and the like. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Sound composer : Toshiaki Tomisawa, Osamu Oota + + +- PORTS - + + +* Consoles : + +NEC PC Engine Super CD-ROM (1993, "Horror Story") + +$end + +$info=demoneye, +$bio + +Demoneye-X (c) 1981 Irem. + + +Fearsome Unknown Creatures Close In. Now, A New Terror Spreads Out Across The Universe !! The player moves his spaceship to the right and left with the control lever and fires missiles by pressing the Fire button. When the space demons are attacked they change their shapes and fire missiles. The player must avoid their attacks and retaliate with his own missiles. When all the small demons have been shot down and the super-demon is hit in the heart, the screen is cleared. + + +- TECHNICAL - + + +Irem M-27 hardware (contains four boards, the main M-27M-C board, the sound board, a M-27sb sub board and a M-42-S board full of 2114's). + + +Main CPU : M6502 (@ 5.865 Mhz) + +Sound CPU : M6802 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 9 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a rare prototype. + + +- TIPS AND TRICKS - + + +* Hint 1 - The Small Demons Change Their Shapes Three Times : The first demon shape (Demoneye-jr : 40 pts) turns into the second (Octoplus : 70 pts) and the second into the third (Octobomb : 100 pts) when they are shot. Care must be taken to prevent Octobomb ramming into the spaceship. + + +* Hint 2 - Bonus Chance for 3-Demon Formation : Sometimes Demoneye-jr and Octoplus change their color. If Octoplus are shot while their color is changing they will turn into a group of three Octobombs. If all these three demons are killed a bonus point is scored. + + +* Hint 3 - Aim At The Heart Of he Super-Demon : When all the small demons have been wiped out, a hole appears beneath the body of the Super-Demon (Demoneye X : 500 pts). This is the Super-Demon's weak point. If the player can shoot the Super-Demon in the heart he can destroy the creature. + + +* Hint 4 - 3-Eyes Demon King Appears : If the player succeds in a series of two games, a three-eyed demon king appears (Demoneye-King : 1500 pts). To destroy it, the player must hit its heart 3 times with his missiles. + +$end + +$info=denjinmk, +$bio + +Denjin Makai (c) 1993 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Denjin Makai (1993) + +2. Ghost Chaser Densei (1994, Nintendo Super Famicom) + +3. Guardians / Denjin Makai II (1995) + +$end + +$info=dendeg, +$bio + +Densha De Go! (c) 05/1997 Taito. + + +A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- TRIVIA - + + +The title translates from Japanese as 'Let's go by Train!'. + + +- SERIES - + + +1. Densha De Go! (1997) + +2. Densha De Go! EX (1997) + +3. Densha De Go! 2 (1998) + +4. Densha De Go! 2 EX (1998) + +5. Densha De Go! 3 (1999) + + +- PORTS - + + +Consoles: + +Sony PlayStation (1997) + +Nintendo Game Boy (1998) + +Nintendo Game Boy Color (1999) + +Bandai WonderSwan (1999) + +$end + +$info=dendeg2, +$bio + +Densha De Go! 2 (c) 03/1998 Taito. + + +A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- TRIVIA - + + +The title translates from Japanese as 'Let's go by Train! 2'. + + +- SERIES - + + +1. Densha De Go! (1997) + +2. Densha De Go! EX (1997) + +3. Densha De Go! 2 (1998) + +4. Densha De Go! 2 EX (1998) + +5. Densha De Go! 3 (1999) + + +- PORTS - + + +* Consoles: + +Bandai WonderSwan (1999) + +SNK Neo Geo Pocket Color (1999) + +Sony PlayStation (1999) + +Nintendo Game Boy Color (2000) + +Sega Dreamcast (2000) + +$end + +$info=dendeg2x, +$bio + +Densha De Go! 2 EX (c) 1998 Taito. + + +A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- TRIVIA - + + +The title translates from Japanese as 'Let's go by Train! 2 EX'. + + +- SERIES - + + +1. Densha De Go! (1997) + +2. Densha De Go! EX (1997) + +3. Densha De Go! 2 (1998) + +4. Densha De Go! 2 EX (1998) + +5. Densha De Go! 3 (1999) + +$end + +$info=dendegx, +$bio + +Densha De Go! EX (c) 1997 Taito. + + +A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- TRIVIA - + + +The title translates from Japanese as 'Let's go by Train! EX'. + + +- SERIES - + + +1. Densha De Go! (1997) + +2. Densha De Go! EX (1997) + +3. Densha De Go! 2 (1998) + +4. Densha De Go! 2 EX (1998) + +5. Densha De Go! 3 (1999) + + +- PORTS - + + +Consoles: + +Sega Saturn (1998) + +$end + +$info=depthch,depthv1, +$bio + +Depthcharge (c) 09/1977 Gremlin. + + +An old two-minute timed shoot'em up. + + +- TECHNICAL - + + +Game ID : 50-55 + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Sub Hunter" (Taito). + + +- PORTS - + + +* Computers : + +Commodore C64 (1983) + +Apple II + +$end + +$info=mdhorse, +$bio + +Derby Quiz My Dream Horse (c) 1998 Namco. + + +A quiz game featuring horses. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : MDH + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=deroon, +$bio + +Deroon DeroDero (c) 1996 Tecmo. + + +A cute and hilarious puzzle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 2 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF262 (@ 14.31818 Mhz), MSM6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2049 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=dassault,dassaul4, +$bio + +Desert Assault (c) 03/1991 Data East. + + +In this shoot'em up game, four soldiers grab machine guns and other projectile weapons and shoot their way through the terrorist arsenal. + + +- TECHNICAL - + + +Game ID : MAJ + + +Main CPU : (2x) 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Thunder Zone". + + +- STAFF - + + +Project leader : Naomi Susa + +Planner : Yoshiaki Honda + +Programmers : Souichi Akiyama, Halyuki Kobayashi, Nod Suzuki + +Adviser : Kazuyuki Kurata + +Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu + +Composer : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hardware : Shingo Mitsui + +$end + +$info=desertbr, +$bio + +Desert Breaker (c) 1992 Sega. + + +Select one of three available characters in this vertically-scrolling, futuristic, military-themed shoot'em up. A variety of power-ups can be picked up along the way to aid the player in his or her battle against the many hundreds of troops and tanks that populate the levels. + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0196 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Desert Breakers is Sega's attempt to cash-in on the success of Capcom's "Mercs". The Sega game looks and indeed plays almost exactly like Capcom's 1990 classic - itself a sequel to the legendary "Commando", released in 1985. + +$end + +$info=desertgu, +$bio + +Desert Gun (c) 07/1977 Midway. + + +A first-person shoot'em up. + + +- TECHNICAL - + + +Game ID : 618 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Desert Gun was originally named 'Road Runner'. The name was changed when Midway merged with Bally who had a game by the same title. + +$end + +$info=desert, +$bio + +Desert Tank (c) 1994 Sega. + + +A 3-D tank simulator. + + +- TECHNICAL - + + +Sega Model 2 hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 6 + +$end + +$info=desertwr, +$bio + +Desert War (c) 1995 Jaleco. + + +A vertically scrolling shoot'em up game where the mission is to rescue the prisoners of war from enemy battlefields. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Wangan Sensou". + + +- STAFF - + + +Sound : Manabu Namiki + +$end + +$info=desterth, +$bio + +Destination Earth (c) 1979. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Lunar Rescue". + +$end + +$info=destroyr, +$bio + +Destroyer (c) 10/1977 Atari. + + +A sea battle game where the player moves a destroyer back and forth along the surface of the water. The ship drops depth charges to destroy the submarines that are moving back and forth below. + + +- TECHNICAL - + + +Game ID : 030131-030136 + + +Main CPU : M6800 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 2 + + +- TRIVIA - + + +Atari Destroyer was a unique 1 player experience. With a combination of realistic controls, sound effects and the use of 3D cardboard graphics overlaying the monitor the game gave the player a feel of playing a realistic sea battle game. With sonar and explosion sounds from the left and right speakers the game had a fully immersed experience for 1977. + + +- STAFF - + + +Designed and programmend by : Mike Albaugh + +$end + +$info=detatwin, +$bio + +Detana!! Twin Bee (c) 1991 Konami. + + +The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous jouney through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'It's Here!! Twin Bee'. + + +This game is known outside Japan as "Bells & Whistles". + + +King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991. + + +- SERIES - + + +1. Twin Bee (1985) + +2. Detana!! Twin Bee (1991) + +3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995) + + +- STAFF - + + +Director : M. Ohsawa + +Programmer : T. Shimomura + +Designers : R. Shogaki, H. Ashida, K. Ishimoto + +Animation : Shuzilow. Ha + +Sound designers : H. Maezawa, Michiru Yamane, Masae Nakashima + +Engineer : H. Matsuura + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1992) + +Sega Saturn + +Sony PlayStation ("Detana Twin Bee Yahhoo! Deluxe Pack") + + +* Computers : + +Sharp X68000 (1991) + +$end + +$info=devstors,devstor2,devstor3, +$bio + +Devastators (c) 09/1988 Konami. + + +A shoot'em up / action game. + + +- TECHNICAL - + + +Game ID : GX890 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Garuka". + + +The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + + +- UPDATES - + + +REVISION 1 : + +* Software version V + + +REVISION 2 : + +* Software version X + + +REVISION 3 : + +* Software version Z + +$end + +$info=devilfsh,devilfsg, +$bio + +Devil Fish (c) 06/1982 Artic Electronics. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game was released in 1984 by Vision on the "Galaxian" hardware. + +$end + +$info=devilw, +$bio + +Devil World (c) 10/1987 Konami. + + +An adventure-type game. + + +- TECHNICAL - + + +Game ID : GX687 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Dark Adventure" and in Japan as "Majuu no Ohkoku". + + +- STAFF - + + +Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui + +Data file operator : Ikuko Minowa + +Graphic designers : Jun Sakurai, Miki Yoshikata + +Sound editor : Hideaki Shikama, Kenichi Matsubara + +Engineer : Keisuke Hashima + +Assistant programmers : Akira Suzuki, Tatsuo Fujii + +Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto + +$end + +$info=devzone,devzone2, +$bio + +Devil Zone (c) 1980 Universal. + +Game ID : 8022 + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.802666 Mhz) + +Sound Chips : DAC (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + +$end + +$info=diamond, +$bio + +Diamond Run (c) 1989 KH Video. + + +A "Boulder Dash"-type game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=diehard, +$bio + +Die Hard Arcade (c) 05/1996 Sega. + + +A 3-D beat'em up. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Dynamite Deka". + + +- SERIES - + + +1. Die Hard Arcade (1996) + +2. Dynamite Deka II (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=dietgo,dietgoa,dietgoe, +$bio + +Diet Go Go (c) 1992 Data East. + + +A platform game where two teenagers run around fighting against various monsters. A few shots fatten the monsters so they can be kicked around. Also, various items fall, including food which fattens the kids with expected results, and Diet Sodas, which burns off the fat. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=digdug,digdugat,digduga1,digdugb, +$bio + +Dig Dug (c) 04/1982 Namco. + + +Dig Dug's objective is to eliminate underground-dwelling monsters. This can be done by inflating them until they pop or by dropping rocks on them. There are two kinds of enemies in the game : Pooka is a round red and yellow monster who looks like a tomato wearing goggles, and Fygar is a green dragon who can breathe fire. The player's character is a digger who can make tunnels; he is killed if he is caught by a monster, burned by a Fygar's fire, or squashed by a rock. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sub CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari (05/1982). Approximately 12,200 units were produced by Atari. + + +Introduced in 1982, Dig Dug was a shining addition to the golden age of video games. Dig Dug's charming world and innovative game play made it an instant classic. + + +* A place in video game history : During the golden age of video games we saw a lot of novel approaches to gaming, said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Tempest", for instance, required things of its players that we'd never seen in a video game before. You had to learn a whole new set of skills to further the game experience. Dig Dug is another game that provided a novel approach. The types of movement you had to learn, the skills you had to develop, were like none other up until that point. And this game play was combined with a really engaging subject matter, which was this guy, Dig Dug, who digs around underground after subterranean monsters, and who explodes them with a really bizarre weapon, an air pump! There was just this string of interesting, engaging things for the viewer to look at and experience while dealing with this new type of game. It really captured, and still captures, the imagination. The sounds in Dig Dug are also really distinctive. When people hear that music start to play here at the museum, they'll laugh with recognition. It's quite funny watching people play that game. + + +* The great 25-cent escape : Lindsey enjoys seeing visitors to his museum discover a video game that rekindles memories from earlier years. + +"They'll say, 'Wow, I used to be great at this!' And then they'll adopt their old game-playing position -- which seems to vary almost randomly from person to person," Lindsey said. "They drop a token in, start rolling, and then they will lose all sense of time and space, becoming completely immersed in the game. Often they'll start laughing. I had a guy yesterday who was so funny. He came in and had obviously played these video games quite a bit in years past, like many of us did. He wandered around the museum, going from game to game, and he just laughed hysterically as he remembered all the little details of each game that he had spent so much time on, so long ago." + + +* Namco notes After the release of Dig Dug in 1982, Namco engineers went to arcades to watch their new game being played. They noticed that "there were two completely separate groups of people. One group enjoyed blowing the enemy up with the pump. The other group enjoyed beating the enemy by dropping rocks on them". + + +Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to F-1, the '3D' racing game that projected a race track on a screen using a rolling film. Nobody in Atari coin-op liked Dig Dug except for Brian McGhie, now with Starpath. It was McGhie who added the finishing touches to Dig Dug. + + +A bootleg of this game is known as "Zig Zag". Another bootleg running on the "Galaxian" hardware was made by LAX as "Zigzag". + + +The upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The control panel had a single 4-Way joystick mounted centrally, with 'pump' buttons on either side of it. The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background. There was also a cocktail version. It had two control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13'' monitor (as opposed to the standard 19'' in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug. + + +A Dig Dug unit appears in 1983 min movie 'WarGames'. + + +Alfa Records released a limited-edition soundtrack album for this game (Video Game Music - YLC-20003) on 25/04/1984. + +Alfa Records released a limited-edition soundtrack album for this game (The Best Of Video Game Music - 32XA-66) on 25/04/1986. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- UPDATES - + + +The background graphics are slightly different in the Atari version, the earth is less regular. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep B1 pressed and enter the following sequence : Up(x6), Right(x3), Down(x4), Left(x8). + +3) '(c) 1982 NAMCO LTD.' will appear on the screen. + + +* Dig Dug Bug : Get either a Pooka or Fygar right on your tail, then pump him up but not so much that he explodes. Do this right near a rock--be warned that this is rather tricky. The idea is to loosen the rock when the enemy is almost fully inflated, get out of the way, then do a quick reverse and finish off the enemy at exactly the same time as he is crushed by the rock (avoiding the rock yourself, of course). This will confuse the game and all enemies on the current level will disappear leaving you to aimlessly dig tunnels through the dirt. You will not progress to the next level until you drop another rock. + + +* Hint : If you want to be extra greedy and get more points, eat all the dirt on the level. Leave only two enemies (because they will speed up, and three is too hard to handle). You don't need to eat every little bit of dirt (you can leave long passageways to slow down the enemies). Also leave only pookas, since the fygars can burn you through the dirt. + + +- SERIES - + + +1. Dig Dug (1982) + +2. Dig Dug II (1985) + + +- STAFF - + + +Music by : Yuriko Keino + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Atari 5200 (1983) + +Nintendo Famicom (1985) + +Mattel Intellivision (1987) + +Atari 7800 (1984) + +Nintendo Game Boy (1992) + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + + +* Computers : + +Atari 800 (1982) + +Commodore VIC-20 (1983) + +Fujitsu FM-7 (1984) + +MSX (1984) + +Fujitsu FM-77AV (1986) + +Sharp X68000 (1995) + +PC [Microsoft Windows 95] (1995, "Return of The Arcade") + +Commodore C64 + +Apple II + +Sord-M5 + + +* Others : + +VFD handheld game (19??) released by Gakken. + +Arcade (1996, "Namco Classics Collection Vol.2") + +Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003). + +$end + +$info=digdug2,digdug2o, +$bio + +Dig Dug II (c) 03/1985 Namco. + + +- TECHNICAL - + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Easter Egg (works on the new version only, old version doesn't have it) : + +1) Enter service mode. + +2) Select sound 1B. + +3) Press the service switch to display the grid and enter the following sequence : Down(x2), Right, Left(x2), Down(x2), Left(x3), Up(x2). + +4)Press the service switch again. Some music will play and 'DIGDUGII (c) 1985 NAMCO LTD.' will be slowly drawn on the screen. + + +* Pause/Resume : When the 'freeze' dip switch is on, at the beginning of the game select starting level with joystick Up/Down, then press button2. During the game, press Start to pause/resume. + + +- SERIES - + + +1. Dig Dug (1982) + +2. Dig Dug II (1985) + + +- STAFF - + + +Music by : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + + +* Computers : + +Sharp X68000 + +$end + +$info=digger, +$bio + +Digger (c) 06/1980 Gremlin / Sega. + +Game ID : 684-691 + + +An early maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 2 + + +- STAFF - + + +Written by : David L. Evans + +$end + +$info=diggerc, +$bio + +Digger (c) 1982 Century Electronics. + + +An early maze / digging game. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=dimahoo, +$bio + +Dimahoo (c) 01/2000 Eighting / Raizing. + + +In this impressive blend of an overhead shoot'em up with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 31 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Capcom for distribution. + + +This game is known in Japan as "Great Mahou Daisakusen". + + +Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen - Kingdom-Grandprix" as a selectable character and as a secret character in "Armed Police Batrider.". + + +- TIPS AND TRICKS - + + +* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable. + + +- SERIES - + + +1. Sorcer Striker (1993) + +2. Kingdom Grandprix (1994) + +3. Dimahoo (2000) + + +- STAFF - + + +Main program : Yuichi Toyama + +Planning & Design : Ken-Ichi Yokoh + +Progress Control : Susumu Hibi + +Producers : Masato Toyoshima, Tatsuya Minami + +Sound : Manabu Namiki + +Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa + +Support from Capcom : Tomoshi Sadamoto + +$end + +$info=dingo,dingoe, +$bio + +Dingo (c) 1983 A.C.G. (Ashby Computers and Graphics) + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.62 Mhz) + +Sound Chips : AY-3-8910 (@ 1.62 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Jaleco. + + +Manufacturers Ashby Computers and Graphics Ltd were better known in the 1980s as 'Ultimate Play The Game', one of the best UK software houses of the time - these days known as 'Rare', a subsidary of Microsoft. At the time the majority of their work was for the Z80-based Sinclair Spectrum, so it's not suprising to see that Dingo is similarly Z80-based. The font used in Dingo is the same font used in their Spectrum game of the same year, Atic Atac, and the Copyright symbol displayed on screen is copied directly from the standard Spectrum font. + + +- UPDATES - + + +The encrypted version uses a AY-3-8910 @ 1.78975 Mhz instead 1.62 Mhz. + + +- STAFF - + + +Staff : Christopher Stamper, John Lathbury, Timothy Stamper, Carole Ward + +$end + +$info=dinorex,dinorexu,dinorexj, +$bio + +Dino Rex (c) 11/1992 Taito. + + +In this one-on-one fighting game, six selectable dinosaurs do battle for their caveman masters! + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D39 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Game designer : Project D-Rex + +Planners & Directors : Senba Takatsuna, Kimura Chiho + +Programmers : Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Shinma Takayuki + +Special programmer : Ichiro Fujisue + +Hard Ware : Kawamoto Toshihiko + +Decorator : Takenami Toshiyuki + +Sound director : Yasuko Yamada (Zuntata) + +Sound composers : Hiroshige Tonomura (TONO) (Zuntata), V. Ohashi (Pinch Panchi) + +Sound effects : V. Ohashi (Pinch Panchi), Yasuko Yamada (Zuntata) + +Planning support : Tomita Takaaki, Abe Naomitsu, Tsuda Yousuke + +Software support : Kuroki Naoya, Masaya Kinoshita, Tany, Yagi Chan + +Bit pattern (Character) : Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Tsuda Youske + +Bit pattern : Kikuchi Masami, Oh!No! Tomohiro, Miyazawa Takayuki, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi + +Rastan 3 design by : Fujita Makoto + +Title present by : Ishii Hide + +Cast : Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30 + +Producers : Ogata Masaki, Ichiro Fujisue, Senba Takatsuna + +$end + +$info=dirtdvls, +$bio + +Dirt Devils (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.1 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=dirtfoxj, +$bio + +Dirtfox (c) 06/1989 Namco. + +Game ID: DF + + +An overhead-view racing game. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : steering wheel + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dirtfox - PCCB-00013) on 21/11/1989. + + +- STAFF - + + +Music composed by : Shinji Hosoe + +$end + +$info=otatidai, +$bio + +Disco Mahjong - Otachidai no Okite (c) 01/1995 Sphinx. + + +A mahjong game with a nightclub theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Disco Mahjong - Law of the Stage'. + +$end + +$info=cdiscon1, +$bio + +Disco No 1 (c) 03/1982 Data East. + + +You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more tough guys and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 19 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Sweet Heart". + +$end + +$info=disco,discof, +$bio + +Disco No.1 (c) 1982 Data East. + + +You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more tough guys and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=dotron,dotrone,dotrona, +$bio + +Discs of Tron (c) 03/1983 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz), M6802 (@ 895 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), TMS5220 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : trackball + +Buttons : 4 + + +- TRIVIA - + + +Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right. + + +Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie. + + +The environmental version of this game is huge, weighing in at over 700 pounds. The game was often sawed in two to make it easier to move. The cabinet, though it looks like it should come apart, does not (the roof and floor boards span both halves of the cabinet). The environmental is called such because it attempts to replicate the environment that your character on the screen is experiencing. The player stands inside the cabinet on a disc, and lights around the disc flash when your character dies (just like on screen). The surround sound replicates the sounds of discs that whiz by your character. The two player upright looses a lot of the bells and whistles of the environmental, including speech (see 'Updates' section for more information). + + +- UPDATES - + + +Upright version 1 : + +* First release. + + +Environmental version : + +* Additional PCB boards including sound, speech and light sequencer boards and relays. + +* Different EPROM data for video & CPU. + + +Upright version 2 : + +* Added points displaying for 'derezing a disc 2000' on the attract mode. + +* Some changes on sound and input menu in Test mode. + + +- SERIES - + + +1. Tron (1982) + +2. Discs of Tron (1983) + + +- STAFF - + + +Designed and Programmed by : Robert Dinnerman (Bob) + +Game Art and Animation : Brian Colin + +Concept art : Earl Vickers + +Cabinet Design : George Gomez + +Hardware : Atish Ghosh + +Group Manager : Bill Adams + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App") + + +* Computers : + +Commodore C64 (19??) + +Amstrad CPC (1990, "Disc") + +$end + +$info=diverboy, +$bio + +Diverboy (c) 1992 Electronic Devices. + + +A reversed "Bomb Jack"-type game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 10 Khz) + + +Screen orientation : Horizontal + +Video resolution : 318 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=djboy, +$bio + +DJ Boy (c) 1989 Kaneko. + + +A funny roller-skating beat'em up game. You must recover DJ's stolen boom box through five different neighborhoods. Collect the musical notes that appear from the defeated baddies to earn stars, which when accumulated, earn extra lives. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), (2x) MSM6295 (@ 18.181 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game features the voice of American DJ 'Wolfman Jack' (real name : Robert Weston Smith) who died in 1995. + + +- SERIES - + + +1. DJ Boy (1989) + +2. B.Rap Boys (1992) + + +- PORTS - + + +* Consoles : + +Sega Megadrive (1990) + +$end + +$info=dorunrun,dorunru2,dorunruc, +$bio + +Do! Run Run (c) 1984 Universal. + + +Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to your Mr. Do!. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at your poor little Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances. + + +Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way). + + +You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other Mr. Do! games). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +This game is known in Japan as "Super Pierrot". + + +Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it. + + +Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare. + + +- UPDATES - + + +The maze graphics are slightly different than the Japanese version. + + +- TIPS AND TRICKS - + + +* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + + +- PORTS - + + +* Computers : + +Commodore Amiga (1990) + +Atari ST + +$end + +$info=dockman, +$bio + +Dock Man (c) 1982 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Port Man". + +$end + +$info=dodgem, +$bio + +Dodgem (c) 1979 Zaccaria. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 950 Khz) + + +Screen orientation : Horizontal + +Video resolution : 720 x 768 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=ddonpach,ddonpchj, +$bio + +DoDonPachi (c) 1997 Atlus / Cave. + + +An excellent vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : ATC03D2 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns... + + +Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998. + + +- SERIES - + + +1. DonPachi (1995) + +2. DoDonPachi (1997) + +3. Bee Storm - DoDonPachi II (2001) + +4. DoDonpachi Dai-Ou-Jou (2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony PlayStation (1998) + +$end + +$info=dogfight, +$bio + +Dog Fight (c) 1983 Thunderbolt. + + +An air combat shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=dogpatch, +$bio + +Dog Patch (c) 09/1978 Midway. + + +An old two players shoot'em up. + + +- TECHNICAL - + + +Game ID : 644 + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=dogfgtj, +$bio + +Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen (c) 1984 Technos. + + +A very funny shoot'em up game. + + +- TECHNICAL - + + +Game ID : TA-0011 + + +Main CPU : (2x) M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'O'Hara's Cross in Irresponsible Distress'. + + +This game is known outside Japan as "Acrobatic Dog-Fight". + + +- STAFF - + + +R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara + +$end + +$info=dogosoke,dogosokj, +$bio + +Dogosoken (c) 1986 SNK. + + +An overhead-view shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Angry Roar Sphere'. + + +This game is known outside Japan as "Victory Road". + + +- SERIES - + + +1. Ikari (1986) + +2. Dogosoken (1986) + +3. Ikari III - The Rescue (1989) + + +* Consoles : + +Nintendo Famicom (1988, "Ikari 2 - Dogosoken") + +$end + +$info=dogyuun, +$bio + +Dogyuun (c) 10/1992 Toaplan. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : TP-022 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 20.454 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.41 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia, to Atari Games for USA and to Taito corp. for Japan. + + +The title of this game translates from Japanese as "Bang!" (an onomatopeia for gunshot). + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Producer : Toshiaki Oota + +Programmers : Hiroaki Furukawa, Toshiaki Oota, Tatsuya Uemura, Washimoto + +Music composer : Tatsuya Uemura + +Sound effects : Washimoto + +Designers : Takaestu Iwabuchi, Miho Hayashi, Yuuko Takada, Anpanmanda, Saori Hiratsuka, Junya Inoue, Ikuo Matsumura, Kaneyo Oohira + +$end + +$info=dokaben, +$bio + +Dokaben - Visual Card Game (c) 03/1989 Capcom. + + +A Japanese baseball game played using a deck of random cards. Interesting design. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on Mizushima Shinji's baseball manga 'Dokaben'. + + +- SERIES - + + +1. Dokaben - Visual Card Game (1989) + +2. Dokaben 2 + +$end + +$info=domino, +$bio + +Domino Man (c) 12/1982 Bally Midway. + + +You control a little guy (Domino Man) who runs around the playfield attaching dominos to pre-set 'dots' that form a line or a shape. Random people walk around in an attempt to knock over the entire line of dominoes. A level is completed when you string the entire line of dominos and knock them down. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The main character in the game (as well as the bartender in "Tapper" and one of the lumberjacks in "Timber") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time. + + +The game uses the standard Midway-style cabinet for that era. In addition to pictures of dominoes around the monitor, the lower front portion of the cabinet (around the coin door) sports several large vacu-molded plastic dominoes. + + +- STAFF - + + +Designed by : Marvin Glass + +Programmed by : Richard, Elaine Ditton + +Graphics by : Scott Morrison + +$end + +$info=dominos, +$bio + +Dominos (c) 01/1977 Atari. + + +An old strategy game where players place dominos in an attempt to cause their competitor to run into their trail. Play begins slowly, but speeds up as time progresses. Players change direction based upon their button presses. + + +- TECHNICAL - + + +Game ID : 007305 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +A Dominos unit appears in the 1978 movie 'Jaws 2'. + + +- STAFF - + + +Designed and programmed by : Dennis Koble + +Design and programming assistant : Chris Downend + +$end + +$info=dommy, +$bio + +Dommy (c) 1983 Technos. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=ddenlovr, +$bio + +Don Den Lover Vol. 1 (c) 1996 Dynax. + + +A Japanese boardgame. + + +- TECHNICAL - + + +Game ID : '113' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), AY-3-8910 (@ 2 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=dondenmj, +$bio + +Don Den Mahjong (c) 10/1986 Dyna Electronics. + + +A [BET] style mahjong game where the more you bet, the more the ladies strip. + + +- TECHNICAL - + + +Game ID : 03 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=dondokod,dondokdu,dondokdj, +$bio + +Don Doko Don (c) 07/1989 Taito. + + +A platform game where you play a bearded dwarf with a mallet as your only weapon. Very abstract colors, talking trees, cute graphics and sounds. The object is to defeat all the enemies and advance to the next round which reveals more and different enemies. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : B95 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Don Doko Don - PCCB-00008) on 21/10/1989. + + +- TIPS AND TRICKS - + + +* Teddy Bear Cheat : In the demo mode during the attract mode (not the tutorial), press 3 times the attack button and a cute picture of a bear will appear in the left bottom of the screen. + + +- SERIES - + + +1. Don Doko Don (1989) + +2. Don Doko Don 2 (1992, Nintendo NES) + + +- STAFF - + + +Producers : Seiji Kawakami, T. Matumoto, H. Sakoh + +Software : Kazutomo Ishida, Masaya Kinoshita + +Characters : Seiji Kawakami, Yukiwo Ishikawa, Yukio Abe (Y. Abechan), Minori Ishino, Kazuhiro Numata, Kohzoh Igarashi, Tetsuya Shinoda, V.A.P. + +Sound (Zuntata) : Masahiko Takagi, Yasuko Yamada + +Hardware : K. Fugimoto, Who Manchu + +Designers : Hiroyasu Nagai, V.A.P. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Nintendo Famicom (1990) + +$end + +$info=dkong,dkongo,dkongjp,dkongjo,dkongjo1, +$bio + +Donkey Kong (c) 07/1981 Nintendo. + + +How high can you get? Donkey Kong has kidnapped Mario's girlfriend! In this action-packed rescue adventure, you move Mario the carpenter through incredible dangers to save her. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +Donkey Kong machines came in one of four different cabinets. Two flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different gameplay. The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style sideart (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game). + + +- TRIVIA - + + +Donkey Kong was the first game featuring objects to jump over. It was also the first multi-playfield game. + + +Note : Mario isn't 'Mario' just yet; Donkey Kong features the hero 'Jumpman'. Mario received his final name just in time for "Donkey Kong Jr". Nintendo of America President Minoru Arakawa named Mario after the landlord of NOA's office building, Mario Segali. Mario's famous outfit is a result of early limitations on technology. There weren't enough pixels to animate Mario's hair, so he was given a hat. His overalls were made blue to distinguish them from his red sleeves. The Designer gave Mario a mustache to help distinguish were his nose ended and mouth began. + + +Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album. + + +A Donkey Kong unit appears in the 1983 movie 'WarGames', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'. + + +MB (Milton Bradley) released a boardgame based on this video game (same name) in 1982 : Save the girl and avoid the barrels as the video game. + + +- UPDATES - + + +Originally both the US and Japanese versions asked us 'How high can you try?'. This was quickly grammatically corrected to ask the familiar 'How high can you get?'. + + +The game does end, as it has a 'kill screen'!. The timer in level 22 expires so quickly, that the first stage cannot be completed. + + +A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW). + + +The Japanese version has all 4 screens displayed in their original, logical order 1-2-3-4. + +For the US version they changed it to match the 'How high can you try/get?' theme. With the screen order as follows : + +L1 1-4 + +L2 1-3-4 + +L3 1-2-3-4. + +L4 1-2-1-3-4 + +L5 1-2-1-3-1-4 + +L6 through L21 all remain the same as L5 + +L22 1 (Kill screen). + + +- TIPS AND TRICKS - + + +* Point Trick : Jumping near any dangerous object, with the control pointed left or right will gain 100 points. This can easily be exploited on the 'Rivet/Pyramid' stages (screen 4). Simply stand close to Donkey Kong (who can't move to harm you due to the girder on his head apparently), jump, and move the stick (while in mid-air). This will play off well for the first 3 levels, starting with level 4 the bonus timer drops quicker than you can jump. + + +* Bounce Back Tip : If you are standing at the very edge of a girder, you can jump off the edge of the screen, and be bounced right back up to where you were, by an invisible reflective border. This can possibly be used to your advantage, especially on the "Rivet/Pyramid" stages (screen 4), if you are about to be hit by a fireball, and have no other options, it can't hurt to try jumping off the edge. If you are lucky, it is possible that the fireball may have moved out of the way by the time you bounce back up there. + + +* High Hand Trick : On the 'Barrel' stages (screen 1), you can stay at the top of a ladder, by keeping your hand at the top of the girder above. Any rolled barrels will roll over your hand without coming down the ladder you are on, you can be still be hit by any barrels that Donkey Kong throws though. + +** Note that this was fixed with the 'speed up kit' - it no longer works with "Donkey Kong" (US set1). + + +*Barrel Manipulation Tip : On the 'Barrel' stage (screen 1), if the joystick is pointed towards a ladder, any barrel above it will come down that ladder. Note that this is much more easily executed on levels 3 and above, than it is at the start of the game. + + +- SERIES - + + +1. Donkey Kong (1981) + +2. Donkey Kong Junior (1982) + +3. Donkey Kong 3 (1983) + + +- STAFF - + + +Designed by : Shigeru Miyamoto + +Programmed by : Gunpei Yokoi + +Music by : Hirokazu Tanaka + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1982) + +Atari 2600 (1983) + +Atari 7800 (1988) + +Nintendo Game Boy (1994) + +Nintendo Famicom + +Nintendo Game Boy Advance (2004, Famicom Mini Series) + + +* Computers : + +Commodore VIC-20 (1983) + +Atari 800 (1983) + +Commodore C64 (1983) + +Amstrad CPC (1986) + +Sinclair ZX Spectrum ("Kong") + +MSX + + +* Others : + +VFD handheld game (1982) released by Coleco. + +LCD handheld game (Game&Watch) released by Nintendo : Double screen + +$end + +$info=dkong3,dkong3j,dkong3b, +$bio + +Donkey Kong 3 (c) 10/1983 Nintendo. + + +Donkey Kong is at it again! Recently freed from captivity, Donkey Kong is now wreaking havoc on a poor greenhouse. As Stanley the Bugman, you must protect the greenhouse from the threat of the mighty ape and his army of bugs. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg was made by Kazutome in 1984 on the "Donkey Kong Junior" hardware! + + +- SERIES - + + +1. Donkey Kong (1981) + +2. Donkey Kong Junior (1982) + +3. Donkey Kong 3 (1983) + + +- STAFF - + + +Designed and programmed by : Shigeru Miyamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1984) + +$end + +$info=dkongjrj,dkongjrm,dkongjrb, +$bio + +Donkey Kong Jr. (c) 08/1982 Nintendo. + + +Save Your Papa! "Donkey Kong" is back. Only this time the vengeful Mario is holding DK prisoner. Luckily DK has a son, Junior, who will try to rescue Papa. To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings from vines, while avoiding the horrible Snap jaws. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Donkey Kong Junior". + + +The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'. + + +A bootleg of this game runs on the "Moon Cresta" hardware. + + +- UPDATES - + + +The Donkey Kong Jr. boards (Japan) allow you to enter a name up to twelve letters. + +The Donkey Kong Junior boards (US) only allow you up to three letters. + + +On the bootleg version, the name on highscore table are different. + + +- TIPS AND TRICKS - + + +* Slow Down : This trick is not really usefull but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail’s pace until you release the joystick. + + +* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick. + + +- SERIES - + + +1. Donkey Kong (1981) + +2. Donkey Kong Jr. (1982) + +3. Donkey Kong 3 (1983) + + +- STAFF - + + +Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino + +Music by : Hirokazu Tanaka + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1982) + +Atari 2600 (1983) + +Nintendo Famicom (1987) + +Atari 7800 (1988) + + +* Computers : + +Atari 800 (1983) + + +* Others : + +LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc). It can't be played in the dark like the VFD games. + +LCD tabletop game released by Nintendo (Game&Watch). + +$end + +$info=dkongjr,dkngjnrb,dkngjnrj, +$bio + +Donkey Kong Junior (c) 08/1982 Nintendo. + + +Save Your Papa! "Donkey Kong" is back. Only this time the vengeful Mario is holding DK prisoner. Luckily DK has a son, Junior, who will try to rescue Papa. To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings from vines, while avoiding the horrible Snap jaws. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Donkey Kong Jr.". + + +The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'. + + +A Bootleg of this game is called "Junior King". + + +- UPDATES - + + +The Donkey Kong Jr. boards (Japan) allow you to enter a name up to twelve letters. + +The Donkey Kong Junior boards (US) only allow you up to three letters. + + +- TIPS AND TRICKS - + + +* Slow Down : This trick is not really usefull but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail’s pace until you release the joystick. + + +* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick. + + +- SERIES - + + +1. Donkey Kong (1981) + +2. Donkey Kong Junior (1982) + +3. Donkey Kong 3 (1983) + + +- STAFF - + + +Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino + +Music by : Hirokazu Tanaka + +$end + +$info=donpachi,donpachk,donpachj, +$bio + +DonPachi (c) 11/1995 Atlus / Cave. + + +An excellent vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : ATC01DP + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns... + + +The plot of this game is quite 'cheesy' : you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'. + + +Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course :). He should also be the 'Ikeda in Maeba' guy appearing in Batsugun's credits. + + +Note : read vertically, the highscore table says 'TOAPLAN FOR EVER'. + + +- SERIES - + + +1. DonPachi (1995) + +2. DoDonPachi (1997) + +3. Bee Storm - DoDonPachi II (2001) + +4. DoDonpachi Dai-Ou-Jou (2002) + + +- STAFF - + + +Producer : Kenichi Takano + +Programmers : Tuneki Ikeda, T. Tomizawa, H. Uchida, Ryuichi Yabuki + +Graphic designers : A. Aburatani, K. Asaba, J. Fujisaku, R. Nitta, Naoki Ogihara + +Sound : Ryuichi Yabuki + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +Sega Saturn (1996) + +$end + +$info=dorachan, +$bio + +Dorachan (c) 1980 Craul Denshi. + + +An early maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=dorodon,dorodon2, +$bio + +Dorodon (c) 1982 Falcon. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=dotrikun,dotriku2, +$bio + +Dottori Kun (c) 1990 Sega. + + +A tiny maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is a game that Sega used to test the hardware, it was developing during the late 1980s through the early 1990s. It's a very small board (about 10cm x 10cm). It was never fully developed or intended to be released to the public. + + +- UPDATES - + + +There is a new version and an old version. The old version has a white background and all sprites are in black, the new version reverses that. + +$end + +$info=dblaxle, +$bio + +Double Axle (c) 09/1991 Taito. + + +Monster Truck racing game. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : C78 + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Power Wheels". + +$end + +$info=dcheese, +$bio + +Double Cheese (c) 1993 HAR. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : BSMT2000 (@ 6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + +$end + +$info=ddragon,ddragonb,ddragonu,ddragonw, +$bio + +Double Dragon (c) 08/1987 Technos. + + +The defining beat'em up, featuring Billy and Jimmy Lee as they beat through gang members in order to save Marion from the machinegun-toting Shadow Boss! + + +- TECHNICAL - + + +Game ID : TA-0021 + + +Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz) + +Sound CPU : HD6309 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution in America and Europe (07/1987). + + +The kanji characters in the title screen are (in order) : 'Sou' (Twin) 'Setsu' (also pronounced 'Sai') and 'Ryuu' (Dragon). + + +One of the most infamous arcade titles of the mid-1980's, Double Dragon popularized a new genre of action games known as the 'side-scrolling beat-em up'. The game was such a huge hit, that when the home version finally came out, the game box advertised, 'You'll never have to stand in line to play Double Dragon again!' + + +The game was originaly designed as a Nekketsu Kouha Kunio-kun sequel using the localized version ("Renegade") as a basis. On Stage 1, on the wall, above the second ladder of the stage, is a red billboard that says 'Kunio-kun' with a man in white. This is a reference to a character from Technos' Kunio-kun franchise games such as "Nekketsu Kouha Kunio-kun" (US "Renegade"), "Nekketsu Koukou Dodgeball-bu" (US "Super Dodge Ball") and the NES classic "Downtown Nekketsu Monogatari" (US "River City Ransom"). + + +The character names are loosely derived from the Bruce Lee film, 'Enter the Dragon'. + + +Behind a clear front glass, the dedicated cabinet has a decorative cardboard frame surrounding the monitor that includes instructions for game play. The cardboard frame is usually two sided. There is the TAITO design on one side and the Double Dragon design on the other. The marquee and control panel art features a drawing of a dragon and pictures of Billy and Jimmy Lee. The control panel includes their names. Most cabinets used blue buttons for player one and red buttons for player two, but a middle release cabinet used yellow buttons for both players and used thicker bezel glass with white plastic protectors along its outer edges. The side art features the name TAITO at the top with a Y-shaped pattern of lines in red, white, gray, and black. The first cabinets of Double Dragon had a different color combination for the side art. The black part of the side art was orange and the gray part was yellow. The cabinet features a lockable pullout drawer at the bottom that contains the power supply and gameboards. + + +Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY1026) in cassette format on 02/1988. + + +A Double Dragon unit appears in the 1994 movie 'Double Dragon'. + + +Tiger Electronics released a boardgame based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory. + + +Comic Book : During the latter half of 1991, Marvel Comics published a six-issue limited series (22 pages each) based on Double Dragon. This was the first of several Double Dragon tie-ins produced in the US under license by Tradewest. Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich during the last two issues. In the comic, Billy and Jimmy were the inheritors of a supernatural force known as the 'Dragon Force' and the first twins to share this power. Their main adversary in the comic was a demonic mob boss named Nightfall, who was previously a close friend of their parents and was responsible for their mother's death. The comic also featured Marian as a policewoman, a role she would later take in Super Double Dragon, as well as in the cartoon series. The most humorous or saddest aspect of the comic book, depending on how you look at it, was the introduction of Billy and Jimmy's long-lost father, a character by the name of Stan who bears the likeness of Stan Lee, although Stan's full name is never mentioned in the comic. + + +Cartoon : The Double Dragon cartoon was produced by DiC Entertainment and ran for 26 half-hour episodes between 1993 and 1995. The premise of the show had the Lee brothers separated at birth, with Billy being raised by a wiseman known as the Eldest Dragon. In contrast, his brother Jimmy was raised by the evil Shadow Master to become his right-hand man. As a result, the Lee brothers met each other as adversaries after being reunited as adults. However, by the end of the second episode, Jimmy is betrayed by the Shadow Master, which leads the brothers to set aside their difference and fight against the greater evil. The Lee brothers made use of magical swords which contained special powers and added ridiculous-looking dragon masks to the brothers' outfit. During the course of the series, the brothers recruited allies in their war against the Shadow Master. The voices of Billy and Jimmy were provided by Michael Donovan and Scott McNeil respectively. + + +Live-Action Movie : In 1994, a live-action Double Dragon movie was produced starring Mark Dacascos as Jimmy Lee and Scott Wolf as Billy Lee. It was directed by James Yukich and written by the team of Paul Dini (of Batman - The Animated Series and others) and Neal Shusterman. + + +- UPDATES - + + +* The original Japanese version by Technos has a different storyline than the one used by Taito in the international version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases. Here it is : + +In the year 19XX, half of the world was ravaged by a nuclear war and violence ruled the streets in America. One of the most violent gangs in America was called the Black Warriors, who ruled the streets with no mercy. Yet two siblings named Billy and Jimmy, trained in the arts of the Sousetsuken and owners of the Sousetsuken Dojo, were brave enough to face the Black Warriors. They taught their Martial Arts to their city and people gave them the nickname, the 'Double Dragon'. Among Billy and Jimmy's pupils, there was a female instructor named Marian, who was also Billy's lover. The Black Warriors wasted no time to capture her and lured Billy to their hideout. Now, Billy had to penetrate the Black Warriors to save his girlfriend and face against the boss of the Black Warriors, Willy, once and for all. Billy enlisted the help of his twin brother Jimmy in order to save Marian. + + +- TIPS AND TRICKS - + + +* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now batless enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the batless one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play. + + +* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses. + + +* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do. + + +* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen! + + +* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back. + + +* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still. + + +- SERIES - + + +1. Double Dragon (1987) + +2. Double Dragon II - The Revenge (1988) + +3. Double Dragon 3 - The Rosetta Stone (1991) + +4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom) + + +- STAFF - + + +Director & Producer : Yoshi Kishi + +Programmers : Hiroshi Satoh, Tomoyasu Koga, Naritaka Nishimura, Hideshi Kaneda + +Animation : Koji Ogata + +Character designer : Koji Kai + +BGM : Kazunaka Yamane + +SFX : Kenichi Mori + +Art staff : Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto + +Director & Game designer : Shinichi Saitou + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sega Master System (1988) + +Atari 2600 (1989) + +Nintendo Game Boy (1989) + +Sega Mega Drive (1992) + +Atari Lynx (1993) + +Nintendo Game Boy Advance (2003) + +Atari 7800 + + +* Computers : + +Commodore C64 (1988) + +Amstrad CPC (1989) + +PC [MS-DOS, 5.25''] (1988) + +Sinclair ZX Spectrum (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + + +* Others : + +LCD handheld game (1989) released by Tiger Electronics : You have 3 lives to save Marian in 4 missions of increasing difficulty. + +$end + +$info=doubledr, +$bio + +Double Dragon (c) 02/1995 Technos. + + +Ten Double Dragon alumni, including the inflatable Abobo, do battle with each other to earn the right to face Shuko, the end boss. Lots of things to destroy in the background! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0082 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Double Dragon was Technos' first game for the Neo-Geo MVS. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games. + + +The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's multi-hit rush combo super move (Forward Dragon Punch motion + two buttons) as a single hit! :P. The original Double Dragon title can be seen in the large white boat on Cheng Fu's stage! + + +The weirdest fact about this game is that some characters have changed WAY too much from their original concepts, this applies to two characters in particular : One of these is Marian (the famed damsel in distress in the series) is now one of the deadliest fighters in the game; the other one being Duke, the original game's final boss has apparently decided to play fair by ditching the machine gun & his beard and has become quite a powerful martial artist (not to mention that he looks a lot younger in this game). + + +- TIPS AND TRICKS - + + +* Play As Duke / As King Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for *3* seconds each. If done correctly you will hear the word hear 'Bingo!'. + + +* Alternate Costume Colors : Press B, C or D when selecting a fighter. + + +- STAFF - + + +Aoni production : Yasuaki Sumi + +Programmers : Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto + +Graphic designers : Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Oonishi, Kazutaka Oohashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Koji Yamada, Hideki Hoshiya + +Planners : Muneki Ebinuma, Minoru Yamaguchi + +Sound program & Tools : Robert C. Ashworth + +Sound effects : Taku + +Composers : Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumiko Suzuki + +Guitar : Osamu Sakai + +Genic : Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesawa + +Espo Corp. : Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura + +Madhouse : Yoji Takae + +Illustration : Tusguyuki Kubo + +J.C. Staff : Tomoko Kawasaki, Eiichi Endou, Nobuko Ogino + +Leader : Kazuyuki Kurata + +Boss : Kunio Taki + + +* CAST : + +Billy : Hikaru Midorikawa + +Jimmy : Kaneto Shiozawa + +Marian : Yuka Koyama + +Abobo : Daisuke Gouri + +Amon : Kaneto Shiozawa + +Eddie : Yukimasa Kishino + +Rebecca : Keiko Han + +Dalton : Yusaku Yura + +Cheng-Fu : Hisao Egawa + +Burnov : Daisuke Gouri + +Duke : Hisao Egawa + +Shuko : Osamu Saka + +Narration : Miyako Endou + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +Sony PlayStation (1995) + +$end + +$info=pc_ddrgn, +$bio + +Double Dragon (c) 1988 Technos. + + +The Nintendo NES port of the original "Double Dragon"! + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : WD + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Hint, More experience : Begin game play and reach mission 2. Get the baseball bat from the opponent that is on top of the fence. Next, jump off the fence and let the two thugs come after your character. Get the top thug to come to the end of the red pipes at the top of the screen. Once he is at that location, run up the fence and move all the way to the end of it. Then, turn around, jump back off the fence, and go to the end of the pipes. Although no opponents will be in sight, start swinging + +your bat at the end of the pipes for more experience and faster move learning. + + +* Additional moves : Accumulate 1000 experience points, as noted in the counter the bottom left corner. One additional heart and a new move (in the following order) will be awarded... + +1) Uppercut + +2) Jump kick + +3) Hair pull + +4) Pin attack + +5) Elbow punch + +6) Spin kick + + +* Hint, Defeating Chin easily : The level two Boss, Chin, can be defeated by quickly climbing down the ladders after he appears. Keep climbing downward until the end of level music is played. + + +- STAFF - + + +Music by : Kazunaka Yamane + +$end + +$info=ddragon3,ddrago3b, +$bio + +Double Dragon 3 - The Rosetta Stone (c) 01/1991 Technos. + + +A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test they agree to meet the challenge. So they embark on a world quest to meet up with new allies & to claim the Rosseta Stones from the meanest fighters ever, in order to meet up with this new enemy in this strange chapter in the Double Dragon saga. + + +- TECHNICAL - + + +Game ID : TA-0030 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The first two Double Dragon games were made by an internal team at Technos, but this game was made by an outside team called East Technology (see Staff section for more information). + + +The game features some unique extras that are quite rare in similar games of the beat-em up genre : Backup Fighters : In the stores is possible to recruit new fighters with different fighting styles to aid the Lee brothers. Stores do not accept virtual money, so you must insert coins to purchase goodies! (Great idea or ultimate ripoff? You decide...) + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991. + + +- SERIES - + + +1. Double Dragon (1987) + +2. Double Dragon II - The Revenge (1988) + +3. Double Dragon 3 - The Rosetta Stone (1991) + +4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom) + + +- STAFF - + + +Programmers : N. Takioka, E. Ogura, Y. Katsumata + +Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino + +Audio : A. Inoue, T. Nozaki + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +Sega Mega Drive (1992) + +Nintendo Game Boy + + +* Computers : + +Commodore C64 (1991) + +PC-Compatible [MS-DOS, 5.25'' / 3.5''] (1991) + +Atari ST (1991) + +Commodore Amiga (1991) + +Amstrad CPC (1991) + +Sinclair ZX Spectrum (1992) + + +* Others : + +LCD handheld game (1991) released by Tiger Electronics. + +$end + +$info=ddragon2,ddragn2u, +$bio + +Double Dragon II - The Revenge (c) 1988 Technos. + + +This time, the Shadow Boss kills Marion as an act of revenge, but this doesn't stop Billy and Jimmy from their mission of defeating the Shadow Boss once and for all! The Lee brothers learn a new spin kick move, too! + + +- TECHNICAL - + + +Game ID : TA-0026 + + +Main CPU : HD6309 (@ 3.579545 Mhz), Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Romstar for US distribution (01/1989). + + +The yelling sound heard when a coin is inserted comes from "Kung-Fu Master". + + +Unlike the original "Double Dragon", the controller configurations for part two were changed from standard punch and kick buttons to the more awkward left attack and right attack buttons (much like "Renegade"). While Double Dragon II was relatively successful, it never quite drew the crowds of the original. + + +- SERIES - + + +1. Double Dragon (1987) + +2. Double Dragon II - The Revenge (1988) + +3. Double Dragon 3 - The Rosetta Stone (1991) + +4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Mega Drive (1991) + +Nintendo Game Boy + + +* Computers : + +Atari ST (1989) + +Amstrad CPC (1989) + +Sinclair ZX Spectrum (1989) + +Commodore Amiga (1989) + +Commodore C64 (1989) + +PC [MS-DOS, 5.25''] (1989) + + +* Others : + +LCD handheld game (19??) released by Tiger Electronics. + +$end + +$info=pc_dbldr, +$bio + +Double Dribble (c) 1987 Konami. + + +A basketball game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : DW + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Hint, Three point percentage : Player one can shoot three point shots at a higher percentage if the shot is taken from behind the line in the lower right part of the screen. + + +* Break the backboard : Select Chicago as your team and begin game play. Get possession of the ball, get to the foul line and press Start to pause game play. Press A, B, A, B, Start(x2). Then, execute a fast dunk or quick shot. + +$end + +$info=ddribble, +$bio + +Double Dribble - The Ultimate Basketball Game (c) 01/1987 Konami. + + +A basketball game. + + +- TECHNICAL - + + +Game ID : GX690 + + +Main CPU : (3x) M6809 (@ 1.536 Mhz) + +Sound Chips : YM2203 (@ 3.58 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was Konami's second basketball game, the first is "Super Basketball". + + +Double Dribble was the first video game to have the USA's national anthem be sung in its entirety. + + +- SERIES - + + +1. Double Dribble - The Ultimate Basketball Game (1987) + +2. Double Dribble - The Playoff Edition (1994, Sega Mega Drive) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Nintendo Game Boy + + +* Computers : + +Commodore C64 (1990) + +Commodore Amiga (1990) + +PC [MS-DOS, 3.5'' / 5.25''] (1990) + + +* Others : + +LCD handheld game (1989) + +$end + +$info=dbldyn, +$bio + +The Double Dynamites (c) 1989 Seibu Kaihatsu. + + +A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements! + + +- TECHNICAL - + + +Main CPU : (2x) V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3072 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Fabtek for US distribution. + + +The Double Dynamites is also known as "Dynamite Duke". + + +This game was released in memory of 'Hironori Watsuo'. + + +- UPDATES - + + +This is a two-player simultaenous version of Dynamite Duke. + + +- STAFF - + + +Directed by : Hitoshi Hamada + +Executive producer : Kengo Kondo + +Assistant director & Editor : Kohki Yamate + +Chief programmer : Tetsuya Kawaguchi + +Music composed by : Akira Satoh + +Sound effects : Hitoshi Hamada + +Art director : Masao Matsuzawa + +Set decorator : Takahide Wada + +Special 'Boss' effects created by : Showichi Yano. + +Special 'Zombies' effects created by : Hirdaki Ohtake + +Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa + +Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki + +The original story written by : Takahide Wada + +Best Boy : Sue-San + +Special animation coordinator : Suichi Mori + +Special visual effects superviser : Takumi Takano + +Technical consultant & Hardware designer : Yukinojoe Segawa + +$end + +$info=dplay, +$bio + +Double Play (c) 04/1977 Midway. + + +An old baseball game. + + +- TECHNICAL - + + +Game ID : 619 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Extra Inning". + + +The song 'Take Me Out To The Ball Game' plays before starting a game. + + +- SERIES - + + +1. Tornado Baseball (1976) + +2. Double Play (1977) + +3. Extra Bases (1980) + +$end + +$info=dblpoint, +$bio + +Double Point (c) 1995 Dong Bang Electron. + + +An adult puzzle game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=dblewing, +$bio + +Double-Wings (c) 1993 Data East. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=downtown,downtowp, +$bio + +DownTown (c) 08/1989 Seta. + + +Overhead beat'em up. Save the city from the evil criminals and their morbidly obese enforcers! + + +- TECHNICAL - + + +Game ID : UD-2 + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) + +Sound Chips : X1-010 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + +Also licensed to Taito. + + +- STAFF - + + +Produced by : Jun Fujimoto + +Game designers : Team "Tam Chan", Jun Fujimoto, K1 Nakanishi, Kumulin Asako, Kasazy Miyuki + +Game programmer : K1 Nakanishi + +Character designers : Asako Kumura, Miyuki Kasajima + +Help character designer : Tomokazu Sunaga + +Scroll & Map designer : Asako Kumura + +Attribute data : Blue + +Music by Goblin Sound. + +Featuring : Zero Yotsumoto + +Sound effects : Natsu System + +PCM16 music system : Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari + +Board design : Keiji Ishikawa + +$end + +$info=sparkz, +$bio + +Dr Sparkz Lab (c) 1992 Atari Games. + + +A cross between "Tetris" and "Pipe Dream". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14.31818 Mhz) + +Sound Chips : MSM6295 (@ 7.231 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +It's a very rare prototype, there are only 2 or 3 in existence. The concept was just a little too hard for a mass market. It would make a great game, but Atari never decided to do anything with it. Its earnings in an arcade test just weren't high enough to justify production. + + +- STAFF - + + +Project leader : Kelly Turner + +Programmers : Matt Setzer, Kelly Turner, Norm Avellar + +Graphics : Mark Pierce + +Engineer : Brian T. McKee + +Additional designers : Kelly Turner, Mark Pierce + +Technician : Glen McNamara + +Audio : Brad Fuller + +Product manager : Linda Adam + +Team leader : John Ray + +$end + +$info=pc_drmro, +$bio + +Dr. Mario (c) 10/1990 Nintendo. + + +The object of the game is to help Dr. Mario destroy the most sickening bunch of viruses around. These miserable germs can only be destroyed by lining up the appropriate combinations of vitamins as they fall. And Dr. Mario is relying on your players to help him get the job done! This game isn't just fun. It's contagious. That's why players of all ages keep coming back to Dr. Mario for another dose. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : VU + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Dr. Mario was the first non-action 'Mario game' in which the Mario character was neither controllable nor playable. Today the game is widely remembered by many people for the 'Fever' music. Initially some fans called the game 'Mario 4', as it was the first Mario game to be released after "Super Mario Bros. 3". The resulting debate over 'what counts as a Mario game' may have resulted in the decision to name the next Mario action game simply "Super Mario World". + + +U.S. Patent 5,265,888 covers Dr. Mario, here is the abstract of this Patent : A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as 'falling' in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed. + + +- TIPS AND TRICKS - + + +* Reset : During the game, press Select+Start+A+B to reset the game. + + +* Bonus objects : Play virus levels 5, 10, or 15 at medium or high speeds. Wait at the intermission screen that features three viruses in a tree. A bonus object will appear at the top of the screen. A different object will appear depending on which level and speed is currently being played. + + +- SERIES - + + +1. Dr. Mario (1990) + +2. Dr. Mario 64 (2001, Nintendo 64) + + +- STAFF - + + +Music by : Hirokazu Tanaka + +$end + +$info=drmicro, +$bio + +Dr. Micro (c) 1983 Sanritsu. + + +An early platform game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) SN76496 (@ 4.608 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=drtoppel,drtopplu, +$bio + +Dr. Toppel's Adventure (c) 1987 Taito. + + +A cutesy vertically scrolling shoot'em up where you play as a cute green creature. + + +- TECHNICAL - + + +Game ID : B19 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + + +This game is known in Japan as "Dr. Toppel's Tankentai". + + +- STAFF - + + +Directed by : K. Sanbe + +Written by : Sakai + +Production supervisor : M. Sakaguchi + +Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi + +Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust + +Graphic editors : H. Saigusa, H. Haruna + +Supervising sound editor : H. Ogura, H. Matsubara, H. Maekawa, S. Aizawa + +Game designer : H. Onijust + +$end + +$info=drtopplj, +$bio + +Dr. Toppel's Tankentai (c) 1987 Taito. + + +A cutesy vertically scrolling shoot'em up where you play as a cute green creature. + + +- TECHNICAL - + + +Game ID : B19 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + + +The title of this game translates from Japanese as "Dr. Toppel's Exploration Party". + + +This game is known outside Japan as "Dr. Toppel's Adventure". + + +- STAFF - + + +Directed by : K. Sanbe + +Written by : Sakai + +Production supervisor : M. Sakaguchi + +Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi + +Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust + +Graphic editors : H. Saigusa, H. Haruna + +Supervising sound editor : H. Ogura, H. Matsubara, H. Maekawa, S. Aizawa + +Game designer : H. Onijust + +$end + +$info=dragrace, +$bio + +Drag Race (c) 06/1977 Atari. + + +Race against a competitor or the computer. Wait until the start tree shows green, hit the accelerator, and get to fourth gear as soon as you can to get the checkered flag. Do not shift too fast, though, or you will blow the engine. + + +- TECHNICAL - + + +Game ID : 008505-008521 + + +Main CPU : M6800 (@ 1.008 Mhz) + +Sound Chips : Discrete (@ 1.008 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Buttons : 6 + + +- STAFF - + + +Designed and programmed by : Mike Albaugh + +$end + +$info=dbz, +$bio + +Dragon Ball Z (c) 1993 Banpresto. + + +Based on the famous manga works by Akira Toriyama, this game enables you to play as many of the famous characters seen in the show. Too bad that's the only highlight in the game folks since only true fans are likely to enjoy the game! + + +- TECHNICAL - + + +Game ID : BP924-1 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Dragon Ball Z (1993) + +2. Dragon Ball Z 2 - Super Battle (1994) + + +- STAFF - + + +Character designer : Akira Toriyama + +Game designer, Director : Takayoshi Nakazato + +Character designer : Hidetoshi Ohmori, Masaya Suzuki, Makoto Furuta, H. + +Character digitize : Satoshi Fudaba, Hiroshi Matsuyama, Akemi Nagay + +Background designer : Tomoyo Tanaka + +Background digitize : Takayoshi Nakazato + +Programmer : Hyoji Shinohara + +Sound programmer : Hitoshi Ohori + +Music composed by : Yoshiko Yamaguchi + +Assistants : Togo Narita, Mayumi Fudaba, Michie Narita, Ryo Shimamura, T + +Debuggers : Yoshimasa Yamada, Jisaku Hamada, Setsuko Inagaki, Noriko Kita + +Producer : Shinji Hashimoto + +Assistant producers : Hideki Ikinaga, Toshifumi Kawashima + +Executive producer : Kisaburo Higashi + +$end + +$info=dbz2, +$bio + +Dragon Ball Z 2 - Super Battle (c) 1994 Banpresto. + + +In this one-on-one fighting game, ten characters from the popular anime/manga series do battle on land and in the sky. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Dragon Ball Z (1993) + +2. Dragon Ball Z 2 - Super Battle (1994) + +$end + +$info=dbzvrvs, +$bio + +Dragon Ball Z V.R.V.S. (c) 1994 Sega. + + +A fighting game. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Based on the popular anime series of the same name. + +$end + +$info=dragnblz, +$bio + +Dragon Blaze (c) 2000 Psikyo. + + +In a distant land, four brave dragonriders must make use of every trick in the book to survive wave after wave of powerful monsters and hulking bosses in this Psikyo shoot'em up masterpiece. Features some truly beautiful graphics & sound, excellent control that features some interesting gameplay mechanics and tons of challenge. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Maintenance Code : + +9-2-2-2-0 Maintenance Mode. + +9-2-2-1-0 All Data Erased. + +1-2-3-4-5 Reset Scores. + +$end + +$info=drgnbowl, +$bio + +Dragon Bowl (c) 1993 Nics. + + +A beat'em up game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=dbreed, +$bio + +Dragon Breed (c) 06/1989 Irem. + + +Demonic creatures are causing trouble in another world. A brave warrior must release a legendary dragon from its rock prison and join foces with it in order to save his land. Features some pretty good graphics & sound and unique gameplay elements since you can dismount from your dragon at anytime in order to deal with some tricky spots! In this challenging game, dragons are man's best friend! + + +- TECHNICAL - + + +Irem M-81 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The game borrows quite a few game design elements from Irem's "R-type" classic shooter series! + + +This game was only sold as a conversion kit, although many distributors would pre-install these kits in generic cabinets, and sell them to the public that way. This is a JAMMA compatible title, so any JAMMA cabinet could be a proper Dragon Breed cabinet. The control panel to this title has a single 8-Way joystick, with fire and jump buttons on either side of it (so you can play either left or right handed). The marquee for this title is a highly detailed scene of a knight riding a green dragon, while being attacked by what appears to be a group of carnivorous fish. Although you may encounter this title in a cocktail cabinet (as the circuit board supports the screen flip for the second player), there were no specific graphics made for a cocktail cabinet (So the game will appear either unmarked, or perhaps with a few of the graphics from the upright kit jury rigged into place). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Breed - PCCB-00006) on 21/10/1989. + + +- TIPS AND TRICKS - + + +* Secret Invincibility : + +1) Turn DIP 2-7 ON + +2) Reset the game with holding Player 1-Button 2. + +3) You will be able to start a game with invincibility. + + +- PORTS - + + +* Computers : + +Commodore Amiga (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + +Amstrad CPC (1991) + +$end + +$info=drgnbstr, +$bio + +Dragon Buster (c) 1984 Namco. + +Game ID: DB + + +A role-playing game in which you travel through various scenery to rescue the princess from an evil dragon. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Dragon buster is the first game from Namco to include a life-bar system. + + +Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : You roll the dice to move around the board and complete quests. The game includes a variety of event cards, charts for randomizing events and encounters,counters for monsters and items and such. The goal of this game is to kill the dragon and rescue the princess. + + +- SERIES - + + +1. Dragon Buster (1985) + +2. Dragon Buster II - Yami no Fuuin (1989, Nintendo Famicom) + + +- STAFF - + + +Music by : Yuriko Keino + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Sony PlayStation (1996, "Namco Museum Vol.2") + + +* Computers : + +FM-77AV (1987) + +Sharp X68000 (1993) + +MSX2 + +$end + +$info=drgnmst, +$bio + +Dragon Master (c) 1994 Unico Electronics. + + +A fighting game with eight characters to select. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), PIC16C55 (@ 1 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 7 + + +- STAFF - + + +Program part : No Young Ho, Oh Se Bong + +Scenario part : Na Jong Yong, Oh Se Woo + +Graphic part : Oh Hyun Sook, Lee Ok Ryea, Kim Eun Sook + +Hardware part : Hong Seog Gil, Lee Chang Bum + +Music & Sound : Suk Youn Joo + +Director : Nam Nam Ki + +$end + +$info=drgpunch, +$bio + +Dragon Punch (c) 07/1989 LOG. + + +A puzzle game. + + +- TECHNICAL - + + +Game ID : 24 + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : YM2203 (@ 2.75 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to and adapted by Dynax. + + +This game is known outside Japan as "Sports Match". + + +- UPDATES - + + +Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform. + + +Dragon Punch uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses. + +$end + +$info=dsaber, +$bio + +Dragon Saber (c) 12/1990 Namco. + +Game ID: DO + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Dragon Saber - After Story of Dragon Spirit". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991. + + +- TIPS AND TRICKS - + + +* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button. + + +- SERIES - + + +1. Dragon Spirit (1987) + +2. Dragon Saber (1990) + + +- STAFF - + + +Producers : Asinaga Bucho, Yoko Boss + +Game designers : T. Negi, O!Sugi + +Programmers : "All or not" Nishimaki, "Shiohigaler" Ito + +Sound : Shinji Hosoe + +Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +Sony PlayStation (1998, "Namco Museum Encore") + +$end + +$info=dsaberj, +$bio + +Dragon Saber - After Story of Dragon Spirit (c) 1990 Namco. + +Game ID: DO + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Dragon Saber". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991. + + +- TIPS AND TRICKS - + + +* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button. + + +- SERIES - + + +1. Dragon Spirit (1987) + +2. Dragon Saber - After Story of Dragon Spirit (1990) + + +- STAFF - + + +Producers : Asinaga Bucho, Yoko Boss + +Game designers : T. Negi, O!Sugi + +Programmers : "All or not" Nishimaki, "Shiohigaler" Ito + +Sound : Shinji Hosoe + +Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +$end + +$info=dspirit,dspirito, +$bio + +Dragon Spirit (c) 06/1987 Namco. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID: DS + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987. + + +- UPDATES - + + +NEW VERSION : + +* Titlescreen 'Level Select Code' added (See 'Tips And Tricks' section for more info). + + +- TIPS AND TRICKS - + + +* Level Select Code (works on the New version only) : Insert a coin, hold Down on the joystick and press Start. You can now choose your start level. + + +- SERIES - + + +1. Dragon Spirit (1987) + +2. Dragon Saber (1990) + + +- STAFF - + + +Character designer : Macchan + +Monster designer : Tatsuya + +Graphic designer : Arakawa Da! + +Music composer : Shinji Hosoe + +Game programmer : Kyota + +Technical support : Fresh Yama Take & Har Ware Engineer Staff, Devil Nakamura, Sexy Akina + +Game designer : Ojisan Trio Plus 1 + +Director : Yoko Boss + +Special guest : Takky Takahashi + +Management : Uncle Ashinaga + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1988) + +Sony PlayStation (1997, "Namco Museum Vol.5") + +Nintendo Famicom + + +* Computers : + +Sharp X68000 (1988) + +Amstrad CPC (1989) + +Atari ST (1989) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + + +* Others : + +LCD handheld game (1987) released by Namco. + +$end + +$info=drgnunit, +$bio + +Dragon Unit (c) 06/1989 Seta. + + +A beat'em up / platform game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Athena for Japan Manufacture, to Taito for Japan and US distribution and to Romstar for USA distribution + + +This game is also known as "Castle of Dragon". + + +- STAFF - + + +Producer : Sakae Nakamura + +Game Director : Crazy Tom + +Game Designer : Minoru Esaki + +Composer : Shotaro Sasaki + +Manupilater : Kouichi Ishibashi + +Map designer : Yoshie Ishiyama + +Extra debuger : Undead Tamai, Zensack Yamamura + +Programmer : Tom_boy + +Animator : Super Esaki + +Sound Mixer : Enjoy Sasaki + +Hardware Service : Drunkard Nonaka + +$end + +$info=drgw3,drgw3k, +$bio + +Dragon World 3 (c) 1998 IGS. + + +A solitaire mahjong game. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Dragon World + +2. Dragon World II (1997) + +3. Dragon World 3 (1999) + +4. Dragon World 3 Special (2000) + +5. Dragon World 2001 (2001) + +$end + +$info=drgw2, +$bio + +Dragon World II (c) 1997 IGS. + + +A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in China as "Zhong Guo Long 2" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II'). + + +- SERIES - + + +1. Dragon World + +2. Dragon World II (1997) + +3. Dragon World 3 (1999) + +4. Dragon World 3 Special (2000) + +5. Dragon World 2001 (2001) + + +- STAFF - + + +Executive producer : Ming-Der Tsai + +Director : Zhohg-Zen Gao + +Software : Fred Liao, Ejiro Rii + +Hardware : Franklin Wu + +Music & S.E : Eddie Yao + +Art conductor : Shih-Chlang Wu + +Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin + +Animation : Pon-Pon Peng + +Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang + +$end + +$info=dlair, +$bio + +Dragon's Lair (c) 06/1983 Cinematronics. + + +The player controls the action of Dirk the Daring on his quest through an enchanted castle. Quick reflexes and clear thinking are vital for Dirk's survival. Features sumptuous animation and stunted gameplay. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + + +- TRIVIA - + + +Licensed to Atari for European distribution and to Sidam for Italian distribution. + + +Dragon's Lair was one of the first game to uses of the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics. + + +The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone. + + +Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased. + + +Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season. + + +There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'. + + +- UPDATES - + + +* Rev. A : use the Pioneer PR-7820 only, Five Chip set. + +* Rev. B : use the Pioneer PR-7820 only, Five Chip set. + +* Rev. C : use the Pioneer PR-7820 only, Five Chip set. + +* Rev. D : use the Pioneer PR-7820 only, Five Chip set. + +* Rev. E : used the Pioneer LD-V1000 only, Four Chip set. + +* Rev. F : use either players, Four Chip set. + +* Rev. F2 : use either players, Four Chip set. + + +- TIPS AND TRICKS - + + +* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick Upleft and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game. + + +- SERIES - + + +1. Dragon's Lair (1983) + +2. Dragon's Lair II - Time Warp + + +- STAFF - + + +Animation by : Don Bluth + +Gameplay designed by : Rick Dyer + +Programmed by : Rick Dyer, Sean O' Donahue + + +- PORTS - + + +* Consoles : + +Colecovision (1984) + +Nintendo Famicom (1990) + +Nintendo Game Boy (1990) + +Nintendo Super NES (1992) + +3DO (1993) + +Sega Mega-CD (1993) + +Phillips CD-i (1994) + +Atari Jaguar [CD] (1995) + +Game Boy Color (2000) + +Playstation 2 (2000) + +Microsoft Xbox (2001) + + +* Computers : + +Commodore C64 (1986, "Dragon's Lair" / 1987, "Dragon's Lair II") + +Sinclair ZX Spectrum (1986, "Dragon's Lair" / 1987, "Dragon's Lair II") + +Amstrad CPC (1986, "Dragon's Lair" / 1987, "Dragon's Lair II") + +Commodore Amiga [3.5''] (1988) + +Atari ST [3.5''] (1988) + +MAC [3.5''] (1988) + +PC [3.5'' / 5.25''] (1990, "Dragon's Lair") + +PC [3.5'' / 5.25''] (1991, "Dragon's Lair - Escape from Singe's Castle") + +PC [CD-ROM] (1995) + +PC [DVD-ROM] (1997) + +PC [CD-ROM] (1997, "Dragon's Lair Deluxe Pack") + +PC [CD-ROM] (2001, "Arcade Authentic Version") + + +* Others : + +DVD-Video (1998) + +DVD-Video [PS2 & Xbox Compatible] (2002, "Dragon's Lair 20th Anniversary Special Edition") + +$end + +$info=dragngun, +$bio + +Dragongun - Firebrand, Gun of the Ark-Magi (c) 1993 Data East. + + +A first-person view shoot'em up game. + + +- TECHNICAL - + + +Game ID : MAR + + +Main CPU : ARM (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (3x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Gun : Data East Gamadelic - PCCB-00117) on 19/03/1993. + +$end + +$info=drgninja, +$bio + +Dragonninja (c) 1988 Data East. + + +The 'Bad Dudes' are government agents who fight against the 'Dragonninja' in order to save the President of the USA in this intuitive beat'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Bad Dudes vs. Dragonninja". + + +The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around! + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- STAFF - + + +Planner : Makoto Kikuchi + +Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi + +Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi + +Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO) + + +- PORTS - + + +* Computers : + +Amstrad CPC (1989) + +Atari ST (1989) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +$end + +$info=dragoona,dragoonj, +$bio + +Dragoon Might (c) 1995 Konami. + + +12 selectable characters fight each other in a single tournament or a three vs three team battle. This fighting game features weapons zoom and big stage. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX417 + + +Main CPU : 68EC020 (@ 26.4 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +King records released a limited-edition soundtrack album for this game (Dragoon Might Original Game Soundtrack - KICA-7691) on 24/01/1996. + + +- STAFF - + + +Software designers : Garam, Tomoaki Yoshinobu, N-Man, Aki.T, Takeaki Hasegawa, Oolong-T + +Character designers : Asadon, Taro Maru, Kanban Musume, New Snack Z, Acky 4, MZD-Takepon, MZD-Moocho, 473, T. Matsumoto, Takahiro-Z, Kihatchy, Ikuya Nakamura, MZD-Nick Boss, MZD-Mommy, Wackachan, Michukun + +Sound designers : Ary, Kage + +Hardware designer : V Kobe Yzz + +Product designer : Kazushi Iwashita + +Directors : Asadon, Tomohiro Ishimoto + +Producer : Masahiro Inoue + +$end + +$info=drakton, +$bio + +Drakton (c) 1985 Epos. + + +A maze / shoot'em up game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=keithlcy, +$bio + +Dramatic Adventure Quiz Keith & Lucy (c) 1993 Visco. + + +A Japanese quiz game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 236 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Buttons : 4 + +$end + +$info=dremshpr, +$bio + +Dream Shopper (c) 1982 Sanritsu. + + +A maze / puzzle game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=dsoccr94,dsccr94j, +$bio + +Dream Soccer '94 (c) 1994 Irem. + + +A soccer game. + + +- TECHNICAL - + + +Irem M-107 system hardware (Japanese version run on the M-92G system hardware). + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East outside Japan. + + +- STAFF - + + +Game designer : G.M.C. Nya + +Graphic designers : M. Kawai, K. Iwasaki, S. Otani, K. Ogawa, Ken.Kui, J. Adachi, Nakano! + +Programmers : M. Niga, S. Hamada, T. Yokota, Y. Nakatsuka + +Sound : R. Hirashima, K. Okamoto + +Data East bug Tori-S : Zou6, Debari Sushi. + +$end + +$info=dribling,driblino, +$bio + +Dribbling (c) 1983 Model Racing. + + +An early overhead-view soccer game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : doublejoy8way + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Olympia. + +$end + +$info=driftout, +$bio + +Drift Out (c) 10/1991 Visco. + + +An overhead-view racing game. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Drive Out". + + +- SERIES - + + +1. Drift Out (1991) + +2. Drift Out '94 - The Hard Order (1994) + +3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom) + +3. Neo Drift Out - New Technology (1996) + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Director : Don Gabacho + +Assistant director : Keisuke Usami + +Programmers : Nadu.S, Tera.Bat, Koizumi Pharmacy + +Character designers : Tel.Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi + +Sound : Mr. Fukumori, Space Creative + +$end + +$info=drifto94, +$bio + +Drift Out '94 - The Hard Order (c) 1994 Visco. + + +A top birds eye view racing game + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 236 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Drift Out (1991) + +2. Drift Out '94 - The Hard Order (1994) + +3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom) + +3. Neo Drift Out - New Technology (1996) + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Directior : Don Gabacyo + +Assistance : Yasuhisa Itoi + +Programmers : Basser Teramachi, N. Matsudaira., Ueshima, Katsumi Kikumasa + +Cargraphics 3D-CG designer : Hideki Tajima + +Cargraphics production designer : Yasu.MK2 + +Background designers : H. Maehara, Inurou, Sailor Nabe, Chido., Nobuo. W + +Sound music : Opus Corp, J. Enoki + +Cooperation : Mitsubishi Motors, Ralli Art, Rally XPress, Rover, Subaru, Toyota, Volswagen Audi Nippon KK + +$end + +$info=driveout, +$bio + +Drive Out (c) 1991. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Drift Out". + +$end + +$info=drivedge, +$bio + +Driver's Edge (c) 1994 Strata / Incredible Technologies. + + +An F-1 racing game. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz), (2x) TMS32031 (@ 40 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 3 + +Control : steering wheel + +Buttons : 10 + +$end + +$info=drivfrcp,drivfrcg,drivfrcb, +$bio + +Driving Force (c) 1984 Shinkai. + + +An early chase-view racing game. + + +- TECHNICAL - + + +* "Pac-Man" conversion : + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound Chips : SN76496 (@ 512 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +* "Galaxian" conversion : + + +Main CPU : S2650 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Magic Electronics. + + +A bootleg was released in 1985 by Elsys Software. + +$end + +$info=dualaslt, +$bio + +Dual Assault (c) 1984 Data East. + + +A verticaly scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : DECO (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Liberation". + + +- STAFF - + + +Staff : I. Fushiki, D. Kohama, Y. Ohba, K. Nishikawa + +$end + +$info=pc_duckh, +$bio + +Duck Hunt (c) 1984 Nintendo. + + +A first-person shoot'em up game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : DH + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +Duck Hunt was a hugely popular Nintendo Entertainment System (NES) video game title. It was a launch title. In Duck Hunt, players had a special gun apparatus, the Nintendo Zapper Gun that they plugged into the NES console, and attempted to shoot down ducks or clay pigeons in mid-flight. Like many early video games, Duck Hunt is endless. + + +The player is also accompanied by a nameless dog which laughs whenever a duck is missed. The dog has passed into video gaming folklore, alongside 'All your base are belong to us' (From "Zero Wing") and the various vocal messages from "Gauntlet". Additionally, one of the more popular urban legends within the video game community claims that some players have found a way to shoot the dog. This is actually impossible for several gameplay reasons and limitations, although it is possible to shoot the dog in the bonus round of the arcade version of the game, "Vs. Duck Hunt" (possibly the origin of the urban legend). + + +- TIPS AND TRICKS - + + +* Freeze targets : Press Start to pause game play, then resume. The targets will remain paused for a brief amount of time, allowing an easy shot. + + +* Duck control : Use a standard controller in port one to control the ducks. Note: This may be done when one or two ducks appear on screen. + + +* Hint, Always hit the duck : Place a magnifying glass between the light gun and your television screen. Hold the Zapper gun approximately two feet back from the television and fire whenever a duck appears. Aiming directly through the center of the magnifying glass and towards the center of the television works the best. Several attempts may be needed to get the gun and magnifying glass positioned correctly. + +Note: A fairly powerful magnifying glass was used to discover this trick. + + +- STAFF - + + +Music by : Hirokazu Tanaka (HIP) + +$end + +$info=dumpmtmt, +$bio + +Dump Matsumoto (c) 1986 Sega. + + +A female wrestling game starring some VERY ugly women! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Body Slam". + +$end + +$info=dungeonm,dungenmu, +$bio + +Dungeon Magic (c) 02/1994 Taito. + + +Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat'em ups. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D69 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Lightbringer". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994. + + +- STAFF - + + +Project leader : Keppel Maekawa + +Game designers : Keppel Maekawa, Turtle Mizukami, Mucha + +Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa + +Character designer : Kawamoyan + +Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto + +All music and Sound Effects : Nakayama Jyotohei (Zuntata) + +Music Sound Effects director : Hisayoshi Ogura (Zuntata) + +Instructions : Naoto Hashizume + +Image illustration : Kouichirou Yonemura + +Hardware works : Hironobu Suzuki, Katumi Kaneoka + +$end + +$info=ddsom,ddsoma,ddsomjr1,ddsomj,ddsomu,ddsomr1,ddsomur1, +$bio + +Dungeons & Dragons - Shadow Over Mystara (c) 02/1996 Capcom. + + +Six characters straight out of the Dungeons and Dragons Player's Manual take up arms in order to rid the kingdom of the evil sorceress Syn and her droves of annoying little Kobolds. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 14 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The game is based on the famous RPG system 'Dungeons & Dragons'. + + +- UPDATES - + + +REVISION 1 : + +* Software version : '960209' ('960206' for the Japanese release). + + +REVISION 2 : + +* Software version : '960619'. + +* Name BUG corrected (see 'Tips And Tricks' section for more info). + + +- TIPS AND TRICKS - + + +* BUG : Very beneficial trick in some cases but leads to lockups. Chose a character with a 6-character name (Blue Dwarf and possibly 2 others). Press the name button and then erase it and start pressing buttons to put your own letters in. The timer to enter your name will reset as long as you are pressing buttons to enter letters. What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory. Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc... The character info on screen is all garbled. Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver. The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory. Try using about 110 'M's for a name. This glitch was removed with the later revision. + + +- SERIES - + + +1. Dungeons & Dragons - Tower of Doom (1994) + +2. Dungeons & Dragons - Shadow Over Mystara (1996) + + +- STAFF - + + +Planners : Kenkun Kataoka, Malachie + +Character designer : Kinu. Nishimura + +Object designers : "S" is a Criminal, H. Minobe, Shinya.M, Dway Nishimura, Kanako.Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsuiimoto, T. Shirahama, Ino, R. Sato, Sagata, M. Kondo, Shinji Sakashita (Shinz.Sakashita), Satoru Yamashita, Yosinori Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Matsumura (28) + +Scroll designers : Nissui, Saru, Shake, Hisoya, S. Kuwatch, J. Son, Ojiji, Takky, Iwai, Meiko.K + +Music composer : Koda Masato + +Sound designer : Moe.T + +Sound effects : Moe.T, Hachi Bee, Satoshi Ise + +Sound producer by Arcade Sound Team. + +Programmers : O.G.T, Kazuo.Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc + +Original script : Alex Jimenez + + +- PORTS - + + +* Consoles : + +Sega Saturn (1999, "Dungeons & Dragons Collection") + +$end + +$info=ddtod,ddtoda,ddtodj,ddtodjr1,ddtodur1,ddtodu,ddtodh, +$bio + +Dungeons & Dragons - Tower of Doom (c) 01/1994 Capcom. + + +Four warriors set a course for the evil Tower of Doom and battle lots of enemies straight out of the Monstrous Compendium! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 02 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The game is based on the famous RPG system 'Dungeons & Dragons'. + + +The little sword-swinging flourish the fighter does after defeating a major enemy is taken directly from Capcom's previous side-scrolling sword fighting game, "Knights Of The Round". + + +- SERIES - + + +1. Dungeons & Dragons - Tower of Doom (1994) + +2. Dungeons & Dragons - Shadow Over Mystara (1996) + + +- STAFF - + + +Dungeon masters : Tomoshi Sadamoto, Magigi Fukunishi, George Kamitani, Alex Jimenez + +Character designers : Hitoshi Nishio (T), Shinji Sakashita (Sinz.Sakashita), Jun Matsumura (25), Youjiro, Yukari Ogawa, Minobeyan, Popozu.Boo, Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto + +Artists : Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon + +Programmers : Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko + +Music composers : Isao Abe (Oyaji), Takayuki Iwai (Anarchy Takapon), Ok Production + +Sound designers : Toshio Kajino, Tomuyuki Kawakami (T.K NY) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1999, "Dungeons & Dragons Collection") + +$end + +$info=dunkmnia,dunkmnic, +$bio + +Dunk Mania (c) 1995 Namco. + + +A two-on-two basketball game. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID : DM + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +* DM1/VER.C : Japan release, MAY 15 1996 + +* DM2/VER.C : World release, MAY 15 1996 + +$end + +$info=dunkshot, +$bio + +Dunk Shot (c) 1987 Sega. + + +A basketball game. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0022 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 4 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +Alfa records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987. + +$end + +$info=dyger,dygera, +$bio + +Dyger (c) 04/1989 Philko. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Sharp Image for US distribution. + + +- STAFF - + + +Programmer : No Youngho + +Graphic designers : Jang Kyesook, Kwak Wooyong, Nam Hanhee, Choi Kwanghun + +Scenario : Kim Yangsu + +Music composers : Lee Jeongkyu, Kim Hyungbum, Cho Kwangho + +$end + +$info=dynagear, +$bio + +Dyna Gears - An Action Adventure On The Era Of Dinosaur (c) 1993 Sammy. + + +An action / platform game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The background used for the title screen is the Area 4 background. + + +There are background characters from "Survival Arts" scattered throughout the game : + + +* In the cliff near the end of Stage 3, strike the wall in the cavity until a monk pops up. + +* Other monks rise up from the lava pits in the final stage. + +* During the final boss, there is a female monk in the background. + + +- STAFF - + + +Game Design : Hideo Akimoto, Mitsuo Yoshioka + +Program : Mitsuo Yoshioka + +Character Design : Kaoru Kamigiku + +Object Character : Kaoru Kamigiku, Hideo Akimoto, Motoki Oashi, Hiroyuki Suwahara, Nobuhiko Ikeuchi, Airi Tateishi + +Background Character : Hisaya Yamazaki, Noriko Fuzisawa, Motoki Oashi + +Sound & Effect : Shigeyuki Shinbo + +Translation : David Kanda + +$end + +$info=dynablst,dynablsb, +$bio + +Dynablaster (c) 1991 Hudson Soft. + + +In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D + + +- TECHNICAL - + + +Irem M-90 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem. + + +This game is known in Japan as "Bomber Man". + + +- SERIES - + + +1. Bomber Man (1987, Nintendo Famicom) + +2. Dynablaster (1991) + +3. New Atomic Punk - Global Quest (1992) + +4. Bomber Man II (1992, Nintendo Famicom) + +5. Bomber Man '93 (1992, NEC PC-Engine) + +6. Super Bomber Man (1993, Nintendo Super Famicom) + +7. Bomber Man '94 (1994, NEC PC-Engine) + +8. Super Bomber Man 2 (1994, Nintendo Super Famicom) + +9. Super Bomber Man 3 (1995, Nintendo Super Famicom) + +10. Super Bomber Man 4 (1996, Nintendo Super Famicom) + +11. Neo Bomber Man (1997) + +12. Super Bomber Man 5 (1997, Nintendo Super Famicom) + + +- PORTS - + + +* Computers : + +PC [MS-DOS] (1991) + +$end + +$info=dcclub,dcclubfd, +$bio + +Dynamic C.C. - Dynamic Country Club (c) 1991 Sega. + + +A polygone-based golf simulation game. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Buttons : 4 + +$end + +$info=dynadice, +$bio + +Dynamic Dice (c) 19??. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.304 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 200 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 2 + +$end + +$info=dynamski, +$bio + +Dynamic Ski (c) 1984 Taiyo System. + + +A skiing game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=dynabb, +$bio + +Dynamite Baseball '97 (c) 1996 Sega. + + +A 3-D baseball game. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=dynamcop,dynmcopb, +$bio + +Dynamite Cop (c) 1998 Sega. + + +A 3-D beat'em up game. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +Another version runs on the Sega Model 2B hardware. + + +- TRIVIA - + + +This game is known in Japan as "Dynamite Deka II". + + +- SERIES - + + +1. Dynamite Deka (1996) + +2. Dynamite Cop (1998) + +$end + +$info=dnmtdeka, +$bio + +Dynamite Deka (c) 05/1996 Sega. + + +A 3-D beat'em up. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Die Hard Arcade". + + +- SERIES - + + +1. Dynamite Deka (1996) + +2. Dynamite Deka II (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=dyndeka2, +$bio + +Dynamite Deka II (c) 1998 Sega. + + +A 3-D beat'em up game. + + +- TECHNICAL - + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Dynamite Cop". + + +- SERIES - + + +1. Dynamite Deka (1996) + +2. Dynamite Deka II (1998) + +$end + +$info=dynduke, +$bio + +Dynamite Duke (c) 1989 Seibu Kaihatsu. + + +A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements! + + +- TECHNICAL - + + +Main CPU : (2x) V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3072 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Fabtek for US distribution. + + +A two player simultaneous version is known as "The Double Dynamites". + + +This game was released in memory of 'Hironori Watsuo'. + + +- STAFF - + + +Directed by : Hitoshi Hamada + +Executive producer : Kengo Kondo + +Assistant director & editor : Kohki Yamate + +Chief programmer : Tetsuya Kawaguchi + +Music composed by : Akira Satoh + +Sound effects : Hitoshi Hamada + +Art director : Masao Matsuzawa + +Set decorator : Takahide Wada + +Special 'Boss' effects created by : Showichi Yano + +Special 'Zombies' Effects created by : Hirdaki Ohtake + +Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa + +Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki + +The original story written by : Takahide Wada + +Best Boy : Sue-San + +Special animation coordinator : Suichi Mori + +Special visual effects superviser : Takumi Takano + +Technical consultant & Hardware designer : Yukinojoe Segawa + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Sega Master System + + +* Computers : + +Sharp X68000 (1990) + +$end + +$info=ddux,dduxbl, +$bio + +Dynamite Düx (c) 1989 Sega. + + +Two silly little ducks bash their way through a surreal beat'em up world. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0096 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The main character 'Bean' (Bin) appears in the Sega arcade game "Sonic The Fighters" as a playable character. + + +A bootleg of this game was made by Datsu. + + +- STAFF - + + +Music by : Hiroshi Miyauchi + + +- PORTS - + + +* Consoles : + +Sega Master System + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +Amstrad CPC (1989) + +$end + +$info=dleague, +$bio + +Dynamite League (c) 1990 Taito. + + +A baseball game. + + +- TECHNICAL - + + +Taito H System hardware + +Game ID : C02 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 528 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Lead designer : Tsukasa Fujita + +Programmers : T. Ishii, E. Satoh, M. Shimazaki, K. Nomura, T. Koike + +Graphics designers : Hisaya Yabusaki, Kohzoh Igarashi, Hisakazu Katoh, Yukio Abe, T. Matsumoto, Tetsuya Shinoda, Y. Iwata, Ken' Ichi Imaeda, T. Satoh, M. Fukui, H. Kumagai, Atsuchi Taniguchi, Taira Sanuki + +Sound (Zuntata Team) : Naoto Yagishita, Shiro Imaoka, Norihiro Furukawa + +Hardware : Toshiyuki Sanada + +Additionial design : Hiroyasu Nagai + +Mechanic : H. Arai + +$end + +$info=dynwar, +$bio + +Dynasty Wars (c) 07/1989 Capcom. + + +In this beat'em up, Chinese heroes of the Three Kingdoms saga mount their horses and slash their way through hordes of enemy infantry in order to unite ancient China! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 4 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Tenchi wo Kurau". + + +The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms. + + +Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989. + + +- SERIES - + + +1. Dynasty Wars (1989) + +2. Warriors of Fate (1992) + + +- STAFF - + + +Producer : Kihaji Okamoto + +Game designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka + +Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki + +Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita + +Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi + +Sound music : Manami Goto + +Illustration : S. Shintani + + +- PORTS - + + +* Computers : + +Sinclair Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=dynobop, +$bio + +Dyno Bop (c) 1990 Grand Products / Incredible Technologies. + + +A fun little redemption game involving rolling balls at virtual targets. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +The system actually uses an IR tracking device to map the paths of the balls up to the collection trough, and then depicts that path on screen. The same hardware is used in "Slick Shot", and "Super Strike Bowling", with different playfield and balls. + +$end + +$info=ejanhs, +$bio + +E-Jan High School (c) 1996 Seibu Kaihatsu. + + +A mahjong game. + + +- TECHNICAL - + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Player : 1 + +$end + +$info=mt_eswat, +$bio + +E-SWAT Cyber Police - Enhanced Special Weapons and Tactics (c) 07/1990 Sega. + + +A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-Swat agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat! + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 38 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +SWAT is an acronym for 'Special Weapons And Tactics'. + + +- TIPS AND TRICKS - + + +* Level Select : Start a game, the Hero and Mission screen appears. Now hold A+B+C and press Left, Right, Up, Down. You are now able to select the level by pressing Left/Right. + + +* Sound Test : To enable the sound test, first beat the game. Then during the ending sequence, press and hold buttons A+B+C+Downleft. Keep holding these and press Start until the sound test screen appears. + + +- STAFF - + + +Game designed by : Tinon + +Programmed by : Momonga Momo, Little Sun + +Designers : Nandemo, Macco Chan, Seishi Atsumiya, Mikarin + +Music by : Dolphin, Middle Village + +Sound coordinator : Bo + +Original concept by : Saki + +$end + +$info=eswat,eswatu,eswatj,eswatbl, +$bio + +E-SWAT Cyber Police - The Ultimate Factor in the Battle Against Crime (c) 09/1989 Sega. + + +A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-SWAT agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat! + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : from 317-0128 / 317-0129 / 317-0130 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +SWAT is an acronym for 'Special Weapons And Tactics'. + + +- UPDATES - + + +FD1094 317-0128 + +* Japanese version + + +FD1094 317-0129 + +* US version + + +FD1094 317-0130 + +* World version + + +- TIPS AND TRICKS - + + +* 2nd. Boss Easy Win : When facing the second boss (The boomerang-tossing thug) simply run out of bullets, then get really close and hit him with your kick for a one-hit win! :) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Sega Master System (1990) + + +* Computers : + +Commodore C64 (1990) + +Sinclair ZX Spectrum (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=edf, +$bio + +E.D.F. - Earth Defence Force (c) 1991 Jaleco. + + +A horizontally scrolling shoot'm up. + + +- TECHNICAL - + + +Jaleco Mega System 1-B hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (E.D.F. - PCCB-00058) on 21/03/1991. + + +- STAFF - + + +Programmers : S A S, Azvear-s + +Main graphic : Wan Da You, Ca-Sai, Nekomasa + +Sub-graphics : Crayon Gear, Shimizu + +Music : Tsukasa Tawada + +Produced by : Yuki.Arai + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991, "Super E.D.F. - Earth Defence Force") : It's a 1-player game only, unlike the arcade which was a 2-player game. Graphics are slightly downgraded (smaller sprites), but now it has added transparency effects. Also, one level is different from the arcade. + +$end + +$info=eagle,eagle2,eagle3, +$bio + +Eagle (c) 10/1980 Centuri. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +The sides of the cabinet are decorated with huge stickers of a ship breaking into three parts orbiting a dish-shaped planet. The word 'EAGLE' is written in large letters diagonally across most of the side with round alien ships placed around it. The control panel has an overlay sticker containing docking instructions and labels for the left, right, and one/two player start buttons. Pictures of asteroids and a planet also decorate control panel. The marquee has a different, older-looking tri-stage ship with little planets and alien ships scattered around. The word 'EAGLE' is positioned on the right hand side with what looks like wings on each side. The game was also released as a cabaret. This cabinet has a different overlay than the upright, the title appears on the front bottom of the overlay with the wing design, there is a small spaceship on the right side, and there is no ship on top of the control panel. + + +- TRIVIA - + + +This game is known outside US as "Moon Cresta". + + +- UPDATES - + + +The game has slightly altered graphics compared to the original. + + +- SERIES - + + +1. Eagle (1980) + +2. Terra Cresta (1985) + +3. Terra Force (1987) + + +- STAFF - + + +Designed and programmed by : Shigeki Fujiwara + +$end + +$info=eaglshot,eaglshta, +$bio + +Eagle Shot Golf (c) 1994 Sammy. + + +A golf game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=ecofghtr,ecofghta, +$bio + +Eco Fighters (c) 12/1993 Capcom. + + +An environmental friendly shoot'em up? In this highly creative shooter, you must battle a ruthless mega corporation who is polluting the planet. Stop them before it's too late! Features nice graphics and interesting game mechanics. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Ultimate Ecology". + + +Shinseisha / Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994. + + +- STAFF - + + +Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka + +Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon + +Programmers : Yuuka, A. Komorini, Tilde.Kaw, Commander Guchi, Some-P + +Sound designers : Toshio Kajino, Hiroaki Kondo + +Music composer : Syun Nishigaki (SYUN) + +Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa + +Planners : Meshi, Konou, Etos + +Producer : Yokamoto + +Original planner : Mori Keisuke + +$end + +$info=eggventr,eggvntdx,eggvent7, +$bio + +Egg Venture (c) 1997 The Game Room. + + +A 'kid-friendly' animated shoot'em up game. Players use an optical gun to shoot at the 'bad eggs' while avoiding shooting the 'good guy eggs'. Players advance stage by stage to different levels by shooting a certain number of targets. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz) + +Sound Chips : (3x) MSM6295 (@ 15.151 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 236 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Egg Venture was a joint project between arcade parts company 'The Game Room' and 'ICE' (Innovative Creations in Entertainment), each of whom released their own version. The game was programmed by Kyle Hodgetts and does have several minor glitches, mainly down to the bizarre hardware choice. An example of this Egg Venture is the fact that Kyle is forced to duplicate the sound system three times on the board to achieve polyphony, rather than using a YM/OKI combination. + + +Egg Venture does not have an ending and it's only scoring system is the printing of the Dynamic Play Adjustment skill ranking after every 'day'. + + +The game uses (in places) the bass line from 'The Great Egg Race' by Martin Cooke and Richard Denton of BBC Records, although this is apparently a legitimate use. + + +Following the success of Egg Venture, or more likely to fix the bugs present, a 'Deluxe version' was made. + + +The Egg Venture characters were later used in a kids redemption game. + + +- UPDATES - + + +The deluxe version has an ending, when you complete the tour, but the Dynamic Play Adjustment has a serious bug. The game encodes the number of successful completions and uses this to alter the difficulty. However, the number seems to decrease rather than increase at first, giving a difficulty multiplier of -1 after a few rounds. This makes the following level (Factory Eggs) incredibly difficult until you lose a couple of lives. + + +- STAFF - + + +Programmed by : Kyle Hodgetts + +$end + +$info=eggor, +$bio + +Eggor (c) 1983 Telko. + + +An early maze game with shoot'em up element. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=eggs, +$bio + +Eggs (c) 09/1983 Technos. + + +A maze game. + + +- TECHNICAL - + + +Game ID : TA-0002 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Universal for US manufacture and distribution. + + +- SERIES - + + +1. Scrambled Egg (1983) + +2. Eggs (1983) + +$end + +$info=8ballact,8ballat2,8bpm, +$bio + +Eight Ball Action (c) 1984 Seatongrove. + + +A pool game. + + +- TECHNICAL - + + +* Donkey Kong Jr. conversion : + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +* Donkey Kong conversion : + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +* Pac-Man Conversion : + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound Chips : SN76496 (@ 512 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +- TRIVIA - + + +Licened to Magic Electronics. + +$end + +$info=eightfrc, +$bio + +Eight Forces (c) 1994 Tecmo. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=eightman, +$bio + +Eightman (c) 09/1991 Pallas / SNK. + + +A side-scrolling beat'em up / platform game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0025 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is based on a Japanese cartoon series from the 60s. The characters actually do not look exactly like the traditional Eightman. Nineman is Just a pallete swapped Eightman. + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Directors : Deru-Deru, Stary Cat + +Programmers : Nishidon, Shinchan-SSS + +Music composers : Jojoha Kitapy, Yoko, Makiko + +Designers : Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91 + +$end + +$info=ejihon, +$bio + +Ejihon Tantei Jimusyo (c) 06/1995 Sega. + + +A puzzle game. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ejihon Detective Office'. + +$end + +$info=elandore, +$bio + +Elandoree - Legend of Dragon (c) 09/1998 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=elecyoyo,elecyoy2, +$bio + +The Electric Yo-Yo (c) 06/1982 Taito. + + +- TECHNICAL - + + +Game ID : YY + + +Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 1 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 4-way joystick + +$end + +$info=elevator,elevatob, +$bio + +Elevator Action (c) 07/1983 Taito. + + +The player assumes the role of a spy (Agent 17, codename : OTTO) who infiltrates a building filled with elevators. He must collect secret documents from the building and traverse the 30 levels of the building using an increasingly complex series of elevators. The player is pursued by enemy agents who appear from behind closed doors. The player must outwit them via force or evasion. Successful completion of a level involves collecting all the secret documents and traversing the building from top to bottom. In the lower floors of the building, the elevator systems are so complex that some puzzle-solving skills are needed. The graphics are extremely simple, 2D color graphics. The maximum number of players is two, alternating turns. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : EA + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 (one for shoot and the other for jumping and kicking) + + +- TRIVIA - + + +Elevator Action was available in two different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though. + + +The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for "Jungle Hunt", "Zoo Keeper", "Alpine Ski", and many others. These cabinets normally did not have sideart that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side. + + +Internally the machine uses a 19'' open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification. + + +The cocktail version came in a table similar in design to the one used for "Space Invaders" and "Carnival". It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title. + + +- TIPS AND TRICKS - + + +* If you've got a man in black on the floor below as you come down in the elevator, jump towards him when you're about halfway down to his floor. You'll jump straight up against the floor above and then move forward into the bad guy as you come down, either killing him or giving you enough time to duck and shoot. + + +* Shoot all the time, especially when you get at the hard levels. When you are waiting for an elevator, shoot constantly in the opposite direction. That way, you will instantly hit an eventual enemy (instead of figuring out how to deal with him AND the guys arriving with the elevator). + + +* Shoot out the lights whenever you can. Crushing an enemy gives you 300 points, plus you get fifty more points by shooting or jumping the enemy than you would if the area is lit. + + +* At the end of each level, if you get two red doors at opposite sides of the building, go down to the basement and teleport yourself back, instead of jumping back and forth. + + +- SERIES - + + +1. Elevator Action (1983) + +2. Elevator Action Returns (1995) + +3. Elevator Action EX (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Yoshino Imamura + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Nintendo Famicom (1985) + +Sega SG-1000 (1985) + +Nintendo Game Boy (1991) + +Nintendo Game Boy Advance (2002, "Elevator Action Old & New") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Amstrad CPC (1987) + +MSX + +$end + +$info=elvact2u, +$bio + +Elevator Action II (c) 02/1995 Taito. + + +Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E02 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside US as "Elevator Action Returns". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995. + + +- SERIES - + + +1. Elevator Action (1983) + +2. Elevator Action II (1995) + +3. Elevator Action EX (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Game designers : Y. Tsuda, K. Terada + +Programmers : Tkhc.03, Iromust, Nob, Y. Mori + +Programming support : Komochi Yagi, A. Kurabayashi + +Character designers : M. Kikuchi, M. Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P + +BGM composer : Yasuhisa Watanabe (Zuntata) + +Sound effect by Zuntata : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty + +Designer : Toshiyuki Takenami + +Hardware : Katsumi Kaneoka + +Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star + +Exective producer : Koichi Nakamura + +$end + +$info=elvactr,elvactrj, +$bio + +Elevator Action Returns (c) 02/1995 Taito. + + +Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E02 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in US as "Elevator Action II". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995. + + +- SERIES - + + +1. Elevator Action (1983) + +2. Elevator Action Returns (1995) + +3. Elevator Action EX (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Game designers : Y. Tsuda, K. Terada + +Programmers : Tkhc.03, Iromust, Nob, Y. Mori + +Programming support : Komochi Yagi, A. Kurabayashi + +Character designers : M. Kikuchi, M. Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P + +BGM composer : Yasuhisa Watanabe (Zuntata) + +Sound effect (Zuntata) : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty + +Designer : Toshiyuki Takenami + +Hardware : Katsumi Kaneoka + +Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star + +Exective producer : Koichi Nakamura + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=11beat, +$bio + +Eleven Beat (c) 1998 Hudson + + +- TECHNICAL - + + +Main CPU : R4600 (@ 57.27272 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + +$end + +$info=elim2,elim2a,elim4, +$bio + +Eliminator (c) 12/1981 Gremlin. + + +A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting. + + +- TECHNICAL - + + +Sega G80 Vector hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound Chips : Samples (@ 3.86712 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +During the attract mode for Eliminator four-player, it mentions 'Two-players game'. This implies that the two-player upright model came first, and they forgot to change the attract mode between games. This was the only 'four-players' vector game ever made. + + +- UPDATES - + + +There are 2 'two-players' revision of this game : + +* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple. + +* Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green. + + +- STAFF - + + +Designed and programmed by : Larry Clague, Mike Hendricks + +$end + +$info=embargo, +$bio + +Embargo (c) 1977 Cinematronics. + + +An old sea-battle game. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Control : dial + +Button : 1 + +$end + +$info=emeralda,emerldaa, +$bio + +Emeraldia (c) 1993 Namco. + + +A puzzle game where the player must line up squares of the same color. When three tiles have been stacked in a vertical row, they crack. When a fourth square of same color lands on the cracked ones, all four squares disappear. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID: EM + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=empcity,empcityj,empcityu, +$bio + +Empire City : 1931 (c) 12/1986 Seibu Kaihatsu. + + +A first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for Japan manufacture and distribution. + + +Empire City : 1931 is known in Germany as "Street Fight". + + +- SERIES - + + +1. Empire City : 1931 (1986) + +2. Dead Angle (1988) + + +- PORTS - + + +* Computers : + +Commodore C64 (1987, "Prohibition") + +Amstrad CPC (1987, "Prohibition") + +Sinclair ZX Spectrum (1987, "Prohibition") + +PC [MS-DOS, 5.25''] (19??, "Prohibition") + +$end + +$info=esb, +$bio + +The Empire Strikes Back (c) 03/1985 Atari Games. + + +In this game you get to pilot both the Millennium Falcon and a snow speeder in an attempt to complete four different stages. The beginning of the game mentions only Luke Skywalker, but you must be playing as Han Solo for at least half of this title, as Han was the protagonist of the movie scenes that levels three and four are based on. To be successful you merely need to blast everything in sight and collect letters to spell out the word JEDI for a large point bonus. + + +On the first level you are piloting a snow speeder on the ice planet of Hoth. Movie fans may recall that this was where 'Echo Base' was located. This is a really confusing stage that has no real equivalent in the movie. The film has but a single 'Probot' and in this stage they are everywhere. Just keep shooting everything in sight until the game advances you to the next stage. + + +One the second stage you are still on the ice planet Hoth. but this time you are fighting Imperial Walkers instead of wimpy probe droids. You are still piloting the snow speeder, but your armament has been upgraded with the addition of several tow cables that you can use to wrap up the legs of the walkers. You can also take the walkers out by shooting them on a little red square that each one of them has on its head. + + +The third stage is a throwback to the original "Star Wars" game. You pilot the Millennium Falcon in an attempt to blast as many Tie Fighters as you can before the level ends. + + +On the fourth stage you pilot the Millennium Falcon through an asteroid field, and try not to bump into any of them. Of course we all know that real asteroid fields are nothing like the ones in the Star Wars universe, but this level is fun if you suspend your disbelief. + + +- TECHNICAL - + + +Game ID : 136031 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : (4x) Pokey (@ 1.5 Mhz), TMS5220 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +This title was sold only as a conversion kit for the original "Star Wars". Separate kits were available for both the upright and the cockpit versions. The game itself is displayed on an Amplifone color vector open frame monitor. The machine itself has a real 'Darth Vader' look to it. It is very dark and is covered with lines much like a dark version of the surface of an Imperial Star Destroyer. The sideart features a picture that includes Darth Vader, the Death Star, several Tie fighters, and an X-Wing. Most machines will have a sticker placed somewhere on the side labeling them as 'The Empire Strikes Back'. The marquee shows a painted scene of a battle on Hoth that includes several AT-AT walkers and advertises that the game is 'New'. + + +- SERIES - + + +1. Star Wars (1983) + +2. Return of The Jedi (1984) + +3. The Empire Strikes Back (1985) + + +- STAFF - + + +Product manager : Mike Hally + +Programmed by : Greg Rivera, Norm Avellar + +Technician : Rob Rowe + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore Amiga (1988) + +$end + +$info=theend,theends, +$bio + +The End (c) 11/1980 Konami. + + +In 'The End' you control a ship whose mission is to zap as many bug-ships as possible, before you run out of lives, or the bugs manage to spell out the word END with little chunks of brick. You can move left and right, and the bugs attack from the top of the screen, coming out of a large mothership. But the bugs have another mission besides just blindly attacking you. That other mission is to systematically steal the bricks from your three bases, and use them to spell out the word END up near the top of the screen. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +The End was available in both upright and cocktail formats. The upright version came in the standard Stern cabinet, which was the same cabinet that most Stern games came in. The only real difference between different Stern cabinets was that "Berzerk" and "Frenzy" cabinets had an access door in front, and other Stern cabinets did not. The game was black with black t-molding. The sideart consisted of a really awesome looking painted rendition of some sort of blue blasting machine shooting at a pair of bugs. The marquee and monitor bezel are covered with a great scene showing evil looking bugs assaulting a wall, drawn in classic Marvel Comics style. Stern really had some great artists back then, the only manufacturer who was even close to them in this department was Atari. The control panel was aluminum, and had some game instructions and a basic design painted onto most of its surface area. The controls consisted entirely of pushbuttons, with the same layout as the panel on "Space Invaders". + + +Internally the game used a standard 19'' arcade monitor for display purposes. The game's code ran on the "Scramble" platform, which consisted of two Z80 processors and a pair of AY-8910 sound chips. Several other games run on this exact same mainboard, and can be swapped in with an EPROM swap. + + +There were two different cocktail versions of The End, a small one with a 13'' monitor, and a larger 'Deluxe' one with a 19'' monitor. They were similar in design to the Midway Cocktail ("Pac-Man"/"Galaga"/et cetera), but with control panels that sloped slightly upwards. You probably won't ever see one of these, they didn't even make a lot of them back then, and it is doubtful if more than one or two have survived to the present day intact. + + +- TRIVIA - + + +Licensed to Stern for US manufacture and distribution (10/1981). + + +A bootleg of this game is known as "Omega". + + +- UPDATES - + + +* In the Konami version, the bases are above you and you can use them as cover, but they block out a lot of your potential shooting area. + +* In the Stern version, the bases are below you, which gives you a free path to shoot everything in sight, but also means that you have nowhere to hide. + +$end + +$info=enduror,endurobl,endurob2, +$bio + +Enduro Racer (c) 09/1986 Sega. + + +Race your motorcycle against computer opponents. Dodge logs, take jumps and avoid the trees and other obstacles that line (and encroach on) the track. Enduro Racer is perhaps best remembered for its 'Wheelie' feature, which - in its deluxe cabinet incarnation - required the player to physically lift the cabinet's handlebars to "raise the front wheel" of the game's on-screen counterpart. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Player : 1 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987. + + +- STAFF - + + +Music composed by : Hiroshi Miyauchi (Hiro) + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) : Isometric view. + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Atari ST (1987) + +Amstrad CPC (1987) + +Thomson TO8 (1988) + +Thomson M05 + +$end + +$info=enforce, +$bio + +Enforce (c) 1988 Taito. + + +A first-person shoot'em up. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : B58 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz), Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Producer : Junji Yarita + +Software : Hidenori Sasatani, Eiichi Sato, Kenzo Nomura, Tohru Sugawara + +Character designers : Junji Yarita, Akira Saito, Space Creative, Animation 20 + +Hardware designers : Yasuhiro Shibuya, Seigo Sakamoto + +Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki + +Mechanic : Akira Takahashi, Mituyoshi Ishida, Tohru Hirata, Masaharu Hori + +Designers : Shinobu Sekiguchi, Shin Tamagoshi + +Sound produced by Zuntata : Hisayoshi Ogura (OGR.), Yasuhisa Watanabe (Yack.) + +Music composed by : Takami Asano + +Data programmed by : Shizuo Aizawa (Splatter A) + +$end + +$info=enigma2,enigma2a, +$bio + +Enigma 2 (c) 1981 GamePlan. + + +An old shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Zilec Electronics. + +$end + +$info=equites,equitess, +$bio + +Equites (c) 1984 Alpha Denshi. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : 8085A (@ 5 Mhz) + +Sound Chips : MSM5232 (@ 2.5 Mhz), AY-3-8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to Sega. + +$end + +$info=ertictac, +$bio + +Erotictac (c) 1992 Sisteme. + + +- TECHNICAL - + + +Main CPU : ARM (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Tactic". + +$end + +$info=evosocc, +$bio + +ES Evolution Soccer (c) 2001 Evoga / BrezzaSoft. + + +- TECHNICAL - + + +Crystal System hardware + + +Main CPU : SE3208 (@ 43 Mhz) + +Sound Chips : VRender (@ 43 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game runs on an unusual tiny board called Crystal System. There are only two games on this system, this one and "The Crystal of Kings". + + +- UPDATES - + + +This game has 2 regions, Mexico and the rest of the world. With Mexico region, you can play mexican teams with the others, no surprise, international teams. + +$end + +$info=eprom,eprom2, +$bio + +Escape From The Planet of the Robot Monsters (c) 06/1989 Atari Games. + + +Science fiction theme game with comic book style graphics. + + +- TECHNICAL - + + +Game ID : 136069 + + +Main CPU : (2x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), TMS5220 (@ 650.727 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +The game code shares a hidden message : HI LISA, ROBIN, MOM & DAD. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ESCAPE (in reference for Escape From The Planet of the Robot Monsters). + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +PC (1991) + +$end + +$info=esckids, +$bio + +Escape Kids (c) 1991 Konami. + + +A course game where runners compete against other players. + + +- TECHNICAL - + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 053260 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=espradeo,espradej, +$bio + +ESP Ra.de. (c) 04/1998 Atlus / Cave. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Game ID : ATC04 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known oustide Japan as "ESP Ra.de. - A.D. 2018 Tokyo". + + +ESP means 'ExtraSensory Perception'. + + +Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998. + + +- TIPS AND TRICKS - + + +* Counter Display : Insert a coin, hold B button and press Start. + + +* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages : + + +YUSUKE : + +Press A button : Houoh High School, Random, Random. + +Press B button : Houoh High School, Shopping Mall At Night, Bay Area. + +Press C button : Houoh High School, Bay Area, Shopping Mall At Night. + + +JB-5TH : + +Press A button : Shopping Mall At Night, Random, Random. + +Press B button : Shopping Mall At Night, Bay Area, Houoh High School. + +Press C button : Shopping Mall At Night, Houoh High School, Bay Area. + + +IRORI : + +Press A button : Bay Area, Random, Random. + +Press B button : Bay Area, Houoh High School, Shopping Mall At Night. + +Press C button : Bay Area, Shopping Mall At Night, Houoh High School. + + +- SERIES - + + +1. ESP Ra.de. (1998) + +2. Espgaluda (2003) + + +- STAFF - + + +Producer : Kenichi Takano + +Super visor : Hiroyuki Tanaka (Atlus) + +Chief programmer : Tsuneki Ikeda + +Programmers : Satoshi Kohyama, Ryuichi Yabuki + +Chief designer : Junya Inoue + +Designers : Akira Wakabayashi, Yuko Nakamura + +CG designers : Riichirou Nitta, Atushi Aburano + +Sound producer : Junya Inoue + +Sound director : Hiroshi Horiguchi (Two Five) + +Music composer : Masahiro Kusunoki (Two Five) + +Sound effects : Ryuichi Yabuki + +Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura + +Special assist : Toshiaki Tomisawa + +$end + +$info=esprade, +$bio + +ESP Ra.de. - A.D. 2018 Tokyo (c) 04/1998 Atlus / Cave. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as just "ESP Ra.de.". + + +ESP means 'ExtraSensory Perception'. + + +Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998. + + +- TIPS AND TRICKS - + + +* Counter Display : Insert a coin, hold B button and press Start. + + +* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages : + + +YUSUKE : + +Press A button : Houoh High School, Random, Random. + +Press B button : Houoh High School, Shopping Mall At Night, Bay Area. + +Press C button : Houoh High School, Bay Area, Shopping Mall At Night. + + +JB-5TH : + +Press A button : Shopping Mall At Night, Random, Random. + +Press B button : Shopping Mall At Night, Bay Area, Houoh High School. + +Press C button : Shopping Mall At Night, Houoh High School, Bay Area. + + +IRORI : + +Press A button : Bay Area, Random, Random. + +Press B button : Bay Area, Houoh High School, Shopping Mall At Night. + +Press C button : Bay Area, Shopping Mall At Night, Houoh High School. + + +- SERIES - + + +1. ESP Ra.de. (1998) + +2. Espgaluda (2003) + + +- STAFF - + + +Producer : Kenichi Takano + +Super visor : Hiroyuki Tanaka (Atlus) + +Chief programmer : Tsuneki Ikeda + +Programmers : Satoshi Kohyama, Ryuichi Yabuki + +Chief designer : Junya Inoue + +Designers : Akira Wakabayashi, Yuko Nakamura + +CG designers : Riichirou Nitta, Atushi Aburano + +Sound producer : Junya Inoue + +Sound director : Hiroshi Horiguchi (Two Five) + +Music composer : Masahiro Kusunoki (Two Five) + +Sound effects : Ryuichi Yabuki + +Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura + +Special assist : Toshiaki Tomisawa + +$end + +$info=espial,espiale, +$bio + +Espial (c) 09/1983 Orca. + + +A very good "Xevious" clone with some elements of "Star Force" thrown in as well. Catchy starting music. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Thunderbolt. + + +The European version of Espial is licensed to NOVA Apparate GMBH Hamburg for distribution. + +$end + +$info=euroch92, +$bio + +Euro Champ '92 (c) 1992 Taito. + + +A soccer game. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Hattrick Hero" and outside Europe as "Football Champ". + + +- SERIES - + + +1. Euro Champ '92 (1992) + +2. Taito Cup Finals (1993) + +3. Hattrick Hero '94 (1994) + +4. Taito Power Goal (1994) + +$end + +$info=wc90b, +$bio + +Euro League (c) 1989. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 2.51 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.255 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Tecmo World Cup '90". + +$end + +$info=evilston, +$bio + +Evil Stone (c) 1990 Spacy Industrial. + + +A vertically scrolling beat'em up / platform game. + + +- TECHNICAL - + + +Taito L-System hardware + +Game ID : C67 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=exctleag, +$bio + +Excite League (c) 1989 Sega. + + +A baseball game. + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Major League (1985) + +2. Super League (1988) + +3. Excite League (1989) + +$end + +$info=pc_ebike, +$bio + +Excitebike (c) 1984 Nintendo. + + +A dirt bike game. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : EB + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Faster remount : Rapidly tap A+B to get back on the bike faster. + +$end + +$info=excthour, +$bio + +Exciting Hour - The Prowrestling Network (c) 1985 Technos. + + +An early wrestling game. + + +- TECHNICAL - + + +Game ID : TA-0015 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 1.2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is known outside Japan as "Mat Mania - The Prowrestling Network". + +The 2 players version of this game is known as "Mania Challenge". + + +In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd.. + + +The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is "Sterling Hulk"; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Sterling's most powerful move is the leg drop, which is Hulk Hogan's finisher. + + +Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Pirahanna is probably Mil Mascaras. The main wrestler ("You") bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released. + + +- SERIES - + + +1. The Big Pro Wrestling! (1983) + +2. Exciting Hour - The Prowrestling Network (1985) + + +- PORTS - + + +* Computers : + +Sharp X68000 (1994) + +$end + +$info=exctsccr,exctscca,exctsccb, +$bio + +Exciting Soccer (c) 1983 Alpha Denshi. + + +An early soccer game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 4.123456 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), (2x) DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A Japanese bootleg of this game was released in 1984. + + +Exciting Soccer music is a copy of an instrumental rock and roll ('Tequila', as played by The Champs). + + +- UPDATES - + + +In the Japanese bootleg : + +* The Italian team is replaced by the Japanese Team. + +* The music are different. + +* The title screen says : 'planned by Shinzi' and 'programmed by Kazutomi'. + + +- SERIES - + + +1. Exciting Soccer (1983) + +2. Exciting Soccer II (1984) + +$end + +$info=exctscc2, +$bio + +Exciting Soccer II (c) 1984 Alpha Denshi. + + +An early soccer game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 4.123456 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), (2x) DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Exciting Soccer (1983) + +2. Exciting Soccer II (1984) + +$end + +$info=exedexes, +$bio + +Exed Exes (c) 02/1985 Capcom. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Savage Bees". + + +- TIPS AND TRICKS - + + +* If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points. + + +* Watch out for WOPs, which are POWs in reverse. They reduce your power level. + + +* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form. + + +- STAFF - + + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Sony PlayStation (1998, "Capcom Generation 3") + +Sega Saturn (1998, "Capcom Generation 3") + +$end + +$info=exerion,exerionb,exeriont, +$bio + +Exerion (c) 11/1983 Jaleco. + + +An early shoot'em up featuring parallax effects in the background and a nice simulation of inertia in the control of the ship. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.333333 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for US distribution. + + +A part of this game was later used in the fifth stage of "The Game Paradise". The stage is called '23bit CPU captured by 8bit CPU'. + + +- TIPS AND TRICKS - + + +* Hint : To get a high score, if you do not miss any shots your bonus score will keep on doubling to 10000 then reset to 000. When at 10000 miss a shot then bonus score will revert to 5000. + + +* Bug : In the challenge stage, if you shoot all 40 aliens you normally get a bonus charge of 60. Sometimes a red hydra comes out during this stage. If you shoot it and all 40 aliens, you get a total of 41. The game seems to fail the test of 'hits=40' and only gives you a bonus charge of 41. + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1983) + +Nintendo Famicom (1985) + + +* Computers : + +MSX + +$end + +$info=exerizrb, +$bio + +Exerizer (c) 04/1987 Jaleco. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 1.748 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.748 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japans as "Sky Fox". + +$end + +$info=exodus, +$bio + +Exodus (c) 1979 Subelectro. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Ths game is a bootleg of "Defend the Terra Attack On The Red UFO". + + +- UPDATES - + + +This bootleg has slightly improved graphics compared to the original. + +$end + +$info=cexplore, +$bio + +Explorer (c) 11/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=explorer, +$bio + +Explorer (c) 1981. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Scramble". + +$end + +$info=explbrkr, +$bio + +Explosive Breaker (c) 1992 Kaneko. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM6295 (@ 15.151 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Bakuretsu Breaker". + + +- STAFF - + + +Program : Y. Shintani, S. Igarashi + +Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue + +Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura + +Hardware : H. Morinaga + +Tools : F. Komori, Y. Higashino + +Technical advice : M. Kanaoka + +Debugging : A. Takahashi, Y. Yamazaki, Y. Ozaki, N. Tada + +Management : N. Tanaka + +Producer : Hiroshi Kaneko + +$end + +$info=exprraid, +$bio + +Express Raider (c) 01/1986 Data East. + + +A beat'em up / platform game with shoot'em up sequence. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 4 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3.6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Western Express". + + +- PORTS - + + +* Computers : + +Amstrad CPC (1986) + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +$end + +$info=extrmatn, +$bio + +Extermination (c) 1987 Taito. + + +A shoot'em up game. + + +- TECHNICAL - + + +Game ID : B06 + + +Main CPU : Z80 (@ 8 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to World Games for US manufacture and distribution. + + +This game runs on "The New Zealand Story" hardware. + + +- STAFF - + + +Director : Masaki Ogata + +Game designer : Hiroyuki Sakou + +Game programmers : YLW, Busuwa Kiraida, Kazutomo Ishida + +Software support : Masaki Ogata, Satoshi Kuranaga + +Character designers : Yukio Ishikawa, Kohzoh Igarashi, Tetsurou Kitagawa, Yoshihiko Wakita + +Character coding : Hiroyuki Sakou + +Original story : YLW + +Sound programmers : Hisayoshi Ogura, Naoto Yagishita + +Hardware analysis : Noboru Yasukawa + +Art designer : Hisayasu Nakane + +Tools : HP 64000 System, Mentor, Taito Animator + +$end + +$info=exterm, +$bio + +Exterminator (c) 1989 Gottlieb / Premier Technology. + + +Use your hands and bug spray to kill digitized bugs that come towards you. Set in a street of houses, you have to go from room to room in each house in order to complete the entire street. + + +- TECHNICAL - + + +Game ID : V-101 + + +Main CPU : (2x) TMS34010 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 2 Mhz) + +Sound Chips : (2x) DAC (@ 2 Mhz), YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 36864 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This was the first game to use digitized graphics for every element of the game. It was also the first and only videogame produced by Premier and the last to carry the Gottlieb badge. Production numbers are estimated at about 250 units worldwide. They were very unreliable in the field and not too popular with players. The dedicated game and it's weird cabinet made it less appealing to operators since most other games that were being released during that time were conversion kits. It does remain one of the boldest moves in the industry to make such a machine at that time. + + +- TIPS AND TRICKS - + + +* On the first level inside the kitchens of houses one and three, the freezer door swings open only once, releasing some floor-based enemies. If you get the hand in laser mode and shoot while the door is open, you will warp to the other house. + + +- STAFF - + + +Designed and programmed by : Warren Davis + +Graphics by : Jeff Lee + + +- PORTS - + + +* Computers : + +Atari ST (1991) + +Amstrad CPC (1991) + +Sinclair ZX Spectrum (1991) + +Commodore C64 (1991) + +Commodore Amiga (1991) + +$end + +$info=ebases, +$bio + +Extra Bases (c) 04/1980 Midway. + + +An old baseball game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : Astrocade (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +This game runs on the Bally Midway Astrocade hardware. + + +- SERIES - + + +1. Tornado Baseball (1976) + +2. Extra Inning (1977) + +3. Extra Bases (1980) + +$end + +$info=einnings, +$bio + +Extra Inning (c) 03/1978 Midway. + + +An old baseball game. + + +- TECHNICAL - + + +Game ID : 642 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Double Play". + + +- SERIES - + + +1. Tornado Baseball (1976) + +2. Extra Inning (1977) + +3. Extra Bases (1980) + +$end + +$info=extdwnhl, +$bio + +Extreme Downhill (c) 1995 Sammy. + + +A downhill racing game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=exvania, +$bio + +Exvania (c) 1992 Namco. + + +A medieval Bomber Man-style game. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID : EX + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=exzisus, +$bio + +Exzisus (c) 1987 Taito. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : B23 + + +Main CPU : (3x) Z80 (@ 6 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=eyes,eyes2, +$bio + +Eyes (c) 07/1982 Digitrex Techstar. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Rock-ola. + +$end + +$info=ehrgeiz, +$bio + +EZ : Ehrgeiz - God Bless The Ring (c) 1998 Square / Namco. + + +A 3-D fighting game reminiscent of "Power Stone" by Capcom. The world's most brutal tournament has as its trophy the legendary weapon 'EHRGEIZ'. Fighters from around the world assemble to claim this prize and its mysterious power. Featuring interactive backgrounds. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : EG + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Developed by Squaresoft. + + +The title of this game translates from German as 'Ambition'. + + +Ehrgeiz features characters (in the vs. CPU mode) from the hugely popular Sony PlayStation game 'Final Fantasy VII' also developed by Squaresoft. + + +- STAFF - + + +Producer : Hirohide Sugiura + +Main programmer : Toru Ikebuchi + +Motion manager : Katsunori Itai + +Effect programmer : Shigeru Yagisawa + +System programmer : Hiroshi Tsuboi + +Character designers : Tomohiro Ishii, Masashi Horiuchi + +Stage designers : Masaya Ishizuka, Yoshiko Higohashi, Hiroko Ohnishi, Yuri Suzuki + +Motion designers : Satoru Uchida, Yasuhide Hino, Tadashi Soeda, Kazuhiko Takahashi, Takashi Aoyagi, Takeshi Sadohara, Toshimitu Shimafuji + +Music & Sound effect : Takayuki Nakamura, Motoko Hieda + +System administrator : Kuma san + +Production manager : Kiyoko Ishimaru + +Director & Game designer : Seiichi Ishii + +Exective producers : Masaya Nakamura (Namco), Tomoyuki Takechi (Square) + +Supervisors : Hironobu Sakaguchi, Shinji Hashimoto + +Character supervisor : Tetsuya Nomura + +Sound supervisor : Nobuo Uematsu + +FF VII staff : Toshinori Kitase, Tomohiro Kayano, Shintarou Takai, Kenji Takemoto, Solid all staff + +Monitor : Yuji Saitoh, Hiromi Masuda + +Promotion : Kouichirou Sakamoto + +Promotion assistant : Masanobu Hasegawa + +Production manager assistant : Rieko Kikuchi + +Cast : Ayako Kawasumi, Jouji Nakata, Motoko Kumai, Ryuzo Ishino, Kazuya Nakai, Hideyuki Umezu, Fumihiko Tatiki, Tomokazu Seki, Yoko Asada, Kenyu Horiuchi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +$end + +$info=f1dream,f1dreamb, +$bio + +F-1 Dream (c) 04/1988 Capcom. + + +An overhead-view F-1 racing game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 576 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US manufacture and distribution. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +$end + +$info=f1gp, +$bio + +F-1 Grand Prix (c) 1991 Video System. + + +An overhead-view F-1 racing game. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. F-1 Grand Prix (1991) + +2. F-1 Grand Prix Part. II (1992) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +$end + +$info=f1gp2, +$bio + +F-1 Grand Prix Part. II (c) 11/1992 Video System. + + +An overhead-view F-1 racing game. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. F-1 Grand Prix (1991) + +2. F-1 Grand Prix Part. II (1992) + + +- STAFF - + + +Sound composed : Soushi Hosoi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +$end + +$info=f15se, +$bio + +F-15 Strike Eagle (c) 1990 Microprose. + + +A 3-D flight combat simulator game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz) + +Sound Chips : uPD7759 (@ 0.1 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : 4 + + +- TRIVIA - + + +F-15 SE is the world's first real 3-D flight combat simulator game. + + +- PORTS - + + +* Computers : + +Sharp X68000 (1991) + +$end + +$info=fx, +$bio + +F-X (c) 198?. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "S.R.D. Mission". + +$end + +$info=nss_fzer, +$bio + +F-Zero (c) 1991 Nintendo. + + +A futuristic racing game. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. F-Zero (1991, Nintendo Super Famicom) + +2. BS F-Zero 2 - Grand Prix (1997, Nintendo Super Famicom) + +3. F-Zero X (1998, Nintendo 64) + +4. F-Zero - Maximum Velocity (2001, Nintendo Game Boy Advance) + +5. F-Zero AX (2003) + +6. F-Zero - Falcon Densetsu (2003, Nintendo Game Boy Advance) + +$end + +$info=fa, +$bio + +F/A (c) 1992 Namco. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID : FA + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Fighter & Attacker". + + +F/A is an abbreviation for 'Fighter/Attacker', which is a class of military aircraft. + +$end + +$info=f1en, +$bio + +F1 Exhaust Note (c) 11/1991 Sega. + + +An F-1 racing game. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 3 + +$end + +$info=f1gpstar, +$bio + +F1 Grand Prix Star (c) 1991 Jaleco. + + +- TECHNICAL - + + +Main CPU : (3x) 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 4864 + + +Player : 1 + +Control : paddle + +Buttons : 4 + + +- SERIES - + + +1. F1 Grand Prix Star (1991) + +2. F1 Grand Prix Star II (1993) + +3. F1 Grand Prix Star Jr. + +$end + +$info=f1gpstr2, +$bio + +F1 Grand Prix Star II (c) 1993 Jaleco. + + +- TECHNICAL - + + +Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz) + +Sound CPU : 68000 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 4864 + + +Player : 1 + +Control : paddle + +Buttons : 4 + + +- SERIES - + + +1. F1 Grand Prix Star (1991) + +2. F1 Grand Prix Star II (1993) + +3. F1 Grand Prix Star Jr. + +$end + +$info=f1superb, +$bio + +F1 Super Battle (c) 1994 Jaleco. + + +An F-1 racing game. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : stick + +Buttons : 5 + +$end + +$info=f1lap, +$bio + +F1 Super Lap (c) 1992 Sega. + + +Exciting F1 simulation game with realistic state-of-the-art graphics that use the real names of Formula 1 teams, cars, drivers and sponsors. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 3 + +$end + +$info=faceoff, +$bio + +Face Off (c) 12/1988 Namco. + + +A four-player overhead-view hockey game. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : FO + + +Main CPU : 6809 @ 1.536 Mhz + +Sub CPU : 6809 @ 1.536 Mhz + +Sound CPU : 6809 @ 1.536 Mhz + +MCU: HD63701 @ 1.536 Mhz + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 4 + +Control : 8-way joystick for each player + +Buttons : 1 for each player + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989. + + +- STAFF - + + +Music composed by : Yoshinori Kawamoto, Kazuo Noguchi + +$end + +$info=flstory,flstoryj, +$bio + +The Fairyland Story (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : A45 + + +Main CPU : Z80 (@ 5.3665 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +From highscore table : (KBT), (MAD), Onijust (ONJ), (KMJ), Ishida (ISD) + + +- PORTS - + + +* Computers : + +MSX (1987) + +Sharp X68000 + +$end + +$info=falcon, +$bio + +Falcon (c) 1980 BGV. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Phoenix". + +$end + +$info=daraku, +$bio + +The Fallen Angels (c) 1998 Psikyo. + + +A very solid 2-D fighting game with beautiful pre-rendered backgrounds. Eight selectable fighters and two end bosses. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Daraku Tenshi" (translates from Japanese as 'Fallen Angel'). + + +- TIPS AND TRICKS - + + +* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Obj Test, Obj Dump etc). + + +- STAFF - + + +Producer : Kouzou Fujimoto + +Directer : Mitsuo Kodama + +Planer : Deathler + +Front designers : Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko + +Back designers : Hajime Ito, Noriko Tomishima + +Programmers : Takahiro Inoue, Shinaghiku :555, Naruto, Kazufumi Yoshida + +Sound : Masaki Izutani, Kumi Tanioka + +$end + +$info=fncywld, +$bio + +Fancy World - Earth of Crisis (c) 1996 Unico Electronics. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is more like a bootleg or hack than an original game; some game code is taken directly from Data East's "Tumble Pop". + + +- STAFF - + + +Program part : Oh Se Bong + +Scenario part : Na Jong Yong + +Graphic part : Kim Uk Hyun, Nam Ki Sung + +Hardware part : Hong Seog Gil + +Music & Sound : Suk Youn Joo + +Director : Nam Nam Ki + +$end + +$info=fantasia, +$bio + +Fantasia (c) 1994 Comad & New Japan System. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Fantasia (1994) + +2. New Fantasia (1995) + +3. Fantasia II (1997) + +$end + +$info=fantsia2, +$bio + +Fantasia II (c) 1997 Comad. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Fantasia (1994) + +2. New Fantasia (1995) + +3. Fantasia II (1997) + +$end + +$info=fantjour, +$bio + +Fantastic Journey (c) 1994 Konami. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX321 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Gokujyou Parodius! - Kako no Eikou wo Motomete". + + +Stage 1 music is a remix of 'In the Mood', by Joe Garland. + +Stage 1 boss music is a remix of 'Carmen Toreador Song', by Georges Bizet. + +Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa. + +Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss. + +Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado. + +Stage 4 music is a remix of 'William Tell Overture', by Gioacchino Rossini. + +Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music. + +Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'. + +Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart. + +Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori. + +Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song. + +Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner. + +Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart. + +Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak. + +Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross". + +Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov. + +Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky. + + +King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994. + + +- SERIES - + + +1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX) + +2. Parodius Da! - Shinwa kara Owarai e (1990) + +3. Fantastic Journey (1994) + +4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom) + +5. Sexy Parodius (1996) + + +- STAFF - + + +Programmers : Chichibinta Tsukasa, V. Mailer + +Character Designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi + +Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo + +Sound effects : Gokujyou-Tasaka, 118 + +Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom + +Product designer : Poper Takashi + +$end + +$info=fantasy,fantasyj,fantasyu, +$bio + +Fantasy (c) 10/1981 SNK. + + +You must rescue your girlfriend from the bad pirate who has stolen her from your island love nest. Then, rescue her from other kidnappers until you are reunited with her for good. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 930 Khz) + +Sound Chips : Custom (@ 930 Khz), Samples (@ 930 Khz), SN76477 (@ 930 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +Licensed to Rock-Ola for distribution in US (02/1982). + +$end + +$info=fantsy95, +$bio + +Fantasy '95 (c) 1995 Hi-max Technology. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. Looks like a hack of the "Fantasia" series made to include some beefcake, for the ladies. + + +- TECHNICAL - + + +Game ID : COMAD-0953 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=fantland,fantlnda, +$bio + +Fantasy Land (c) 19?? Electronic Devices. + + +A side scrolling platform game. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 8 Mhz) + +Sound CPU : I8086 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=fantzone,fantzon1, +$bio + +Fantasy Zone (c) 03/1986 Sega. + + +The Planetary System is under attack by an alien army of ruthless (yet cute!) enemies. Opa-opa a brave space fighter (actually its a spaceship with wings and feet!) must stop the alien invasion to restore peace and to find Opapa, his missing father. Features very surreal & brightly colored graphics, unique music and plenty of strange weapons such as anvils! Don't dismiss this game because of its cute looks or you'll be missing one of the most unique & fun shooters ever! Give it a try!!! + + +- TECHNICAL - + + +Sega System 16A hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The game's main character Opa-opa makes a cameo in 'Zillion' a science fiction anime T.V. series from the 80's, and in the Sega Dreamcast games Shenmue (1999) and Shenmue 2 (2001) as a collectable figurine. + + +The Stage 1 music was recycled in the Sega Mega Drive role-playing-game "Phantasy Star 4". + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987. + + +- SERIES - + + +1. Fantasy Zone (1986) + +2. Fantasy Zone II (19??) + +3. Fantasy Zone - The Maze (1987, Sega Master System) + +4. Fantasy Zone Gear (1991, Sega Game Gear) + +5. Super Fantasy Zone (1993, Sega Mega Drive) + + +- STAFF - + + +Music by : Hiroshi Miyauchi + + +- PORTS - + + +* Consoles : + +Sega Master System (1986) + +NEC PC Engine (1988) + +Nintendo Famicom (1989) + +Sega Saturn (1997) + + +* Computers : + +MSX (1986) + +Sharp X68000 (1989) + + +* Others : + +Mobiles phones (2002) + +$end + +$info=fantzn2, +$bio + +Fantasy Zone II (c) 19?? Sega. + + +- TECHNICAL - + + +Sega System E hardware + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +- TRIVIA - + + +This game is also known as "Opa Opa". + + +- SERIES - + + +1. Fantasy Zone (1986) + +2. Fantasy Zone II (19??) + +3. Fantasy Zone - The Maze (1987, Sega Master System) + +4. Fantasy Zone Gear (1991, Sega Game Gear) + +5. Super Fantasy Zone (1993, Sega Mega Drive) + +$end + +$info=fantazia, +$bio + +Fantazia (c) 1980 Subelectro. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Moon Cresta". + +$end + +$info=kabukikl, +$bio + +Far East of Eden - Kabuki Klash (c) 06/1995 Hudson Soft. + + +Japanese swordplay fighting game with eight selectable characters and four end bosses and random bonus items appearing in the playfield. A notable effort that has been overlooked by the arcade fighter community. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0092 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Tengai Makyou - Shin Den" (translates from Japanese as 'Region Beyond Heaven - The New Legend'). + + +Far East of Eden is Hudson's first game developed and released for the Neo-Geo MVS. This game is based in the world of the 'Far East of Eden' RPG series which has appeared on many console platforms. + + +- STAFF - + + +Executive producer : Tadahiro Nakano, Hiroshi Igaro + +Producer : Takafumi Horio + +Director : Osamu Kimura + +System support : Mikio Ueyama + +Graphic designer : Torajiro Tsujino + +Sound director : Shigeaki Irie + +Sound composer : Masaaki Nishizawa, Kennosuke Suemura, Eisaku Nanbu + +Sound engineer : Sudou Hirokazu + +Sound effect : Gen + +Programmer : SP.R22, Ken23, Arrow + +Object : A. Ono, M. Kusanagi, S. Ootomo, Popo, H. Ando, Tamasu, Urachu + +Scroll : Kizarin, Mikiman7, Okachu, Yamame + +Total planner : Oyabun + +Project manager : Masa + +Examiner : Hebisan, Daichan, Marika + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=farwest, +$bio + +Far West (c) 19??. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM2203 (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a bootleg of "Iron Horse". + +$end + +$info=farmer, +$bio + +Farmers Rebellion (c) 1985 Sun Electronics. + + +A maze game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Ikki". + +$end + +$info=fastfred, +$bio + +Fast Freddie (c) 10/1982 Atari. + + +Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Fly-Boy" (by Kaneko). + +$end + +$info=fastlane, +$bio + +Fast Lane (c) 1987 Konami. + + +A maze game. + + +- TECHNICAL - + + +Game ID : GX752 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound Chips : (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=sqbert, +$bio + +Faster, Harder, More Challenging Q*Bert (c) 1983 Mylstar Electronics. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz), Samples (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is an unreleased prototype, never went into production, and no dedicated cabinets are known to exist. + + +- UPDATES - + + +Differences between FHMC Q*Bert and "Q*bert" : + +* As the name implies, it is faster. + +* Platforms shift position. + +* There are bonus rounds after levels two and five. + + +- STAFF - + + +Programming by : Warren Davis + +Video graphics by : Jeff Lee + +Sound by : David Thiel + +$end + +$info=fatfury1, +$bio + +Fatal Fury - King of Fighters (c) 11/1991 SNK. + + +Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature 2 battle planes for pseudo 3-D action, & excellent music! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0033 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Garou Densetsu - Shukumei no Tatakai" (translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny'). + + +Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'. + + +The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own. + + +The music in a 2-player battle is taken from the first stage of "Street Smart". + + +This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it. + + +Terry Bogars appears in "Quiz King of Fighters" as selectable character. + + +This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by coutesy of Viz Video, a division of Viz Comics. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992. + + +- UPDATES - + + +The Japanese version features quite different movelist sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's movelist sets are clearly based on the japanese release of this particular game). All other versions feature very simplified joystick commands for each move. + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planners : Tsukamichi, Deru Deru + +Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe! + +Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang + +Programmers : Yamatan, Kura + +Prg. back up! : Konchang, Nakamuura + +Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee + +Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Michael Max : ??? + +Hwa Jai : ??? + +Tung Fu Rue : Shigehumi Nakai + +Cheng Sinzan : Nakai Shigehumi + +Duck King : Kong Kuwata + +Richard Myer : Kong Kuwata + +Raiden : ??? + +Billy Kane : Atsushi Yamanishi + +Geese Howard : Kong Kuwata + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1993) + +SNK Neo-Geo CD (1994) + + +* Computers : + +Sharp X68000 (1993, "Garou Densetsu") + +$end + +$info=fatfury2, +$bio + +Fatal Fury 2 (c) 12/1992 SNK. + + +The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard. Can the lone wolves face this new threat and come out victorious. Features background with 2 different background planes, improved control & some very nice music! :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0047 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Garou Densetsu 2 - Arata-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle'). + + +Things that changed in this sequel : + +* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!). + +* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo Geo fighters to use this now common button setup. + +* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used whe the lifebar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves. + +* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cutscenes!). + + +Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character. + + +The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves. + + +Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars. + + +- TIPS AND TRICKS - + + +* You can only see any character's ending if you beat the game with a single credit used (No continues or two player matches are allowed!) :/. + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planners : Deru-Deru, Tsukamichi-2, Chinta + +Object designers : Higashipon Mark3, Tony Oki, Tsuzakingyo 2, Lionheart, U.G, Ryouji-Sei, Super Soe Soe, Heitarou, Terarin, Horigen.Pu-Ta + +Back scroll designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang + +Character back up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take.P, Albinome, Pinkey.Tbc440 + +Programmers : Yamatan-2' Turbo, Speaker.R + +Sound : Shimizm, Yoko, Jojouha Kitapy, Ylf.Communicate, Paciorek, Papaya + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Jun Hashimoto + +Joe Higashi : Katsuhisa Namase + +Mai Shiranui : Akoya Sogi + +Big Bear : Dango Takeda + +Cheng Sinzan : Jun Hashimoto + +Laurence Blood : Katsuhisa Namase + +Axel Hawk : Michael Beard + +Billy Kane : Katsuhisa Namase + +Wolfgang Krauser : Michael Beard + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Nintendo Game Boy (1993) + +Nintendo Super Famicom (1994) + +NEC PC Engine CD (1994) + +SNK Neo-Geo CD (1994) + + +* Computers : + +Sharp X68000 (1993, "Garou Densetsu 2") + +FM Towns PC + +$end + +$info=fatfury3, +$bio + +Fatal Fury 3 - Road to the Final Victory (c) 03/1995 SNK. + + +During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, two different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it? + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0069 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Garou Densetsu 3 - Haruka-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'). + + +Things that changed in this particular game : + +* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes. + +* Chain combos are introduced to add even more depth to each character's fighting style. + +* Throws are harder to use since these are slow and throw-miss animations were added. + +* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei. + + +Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hillarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :) + + +Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe! + + +- TIPS AND TRICKS - + + +One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises! + + +Endings are based on your performance on the game, here are the final bosses you'll face according to how well you do : + +1) Poor performance ending boss : Ryuji Yamazaki + +2) Average performance ending boss : Jin Chonshu + +3) Above average performance ending boss : Jin Chonshu (Jin Chonrei makes a brief cameo at the very end) + +4) Good performance ending boss : Jin Chonrei + + +Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine! :) + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Mai Shiranui : Akoya Sogi + +Geese Howard : Kong Kuwata + +Sokaku Mochizuki : Kouji Ishii + +Bob Wilson : Toshiyuki Morikawa + +Hon-Fu : Morikawa Toshiyuki + +Blue Mary : Harumi Ikoma + +Franco Bash : B. J. Love + +Ryuji Yamazaki : Kouji Ishii + +Jin Chonshu : Kappei Yamaguchi + +Jin Chonrei : Kappei Yamaguchi + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +Sega Saturn (1996, "Garou Densetsu 3 - Aratanaru Tatakai") + + +* Computers : + +PC [Windows 9x] + +$end + +$info=fatfursp,fatfursa, +$bio + +Fatal Fury Special (c) 09/1993 SNK. + + +Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series! :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0058 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Garou Densetsu Special" (translates from Japanese as 'Legend of Hungry Wolf Special'). + + +Things that changed in this particular game : + +* The combo system has been improved, hit damage has been lessened & the game speed has been increased. + +* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki. + + +Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages! :) + + +- TIPS AND TRICKS - + + +* Fight Against Ryo Sakazaki : Beat the game without losing a single round. You'll face against Art of Fighting's main character Ryo Sakazaki as a powerful extra boss! (Check out all the Art of Fighting characters in Ryo's stage!) :) + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planners : Tsukamichi-2 (Main), Chinta, Deru-Deru + +Object designers : Higashipon Mega, Tsuzakingyo (Main), Tony J Oki, Lionhert 31, Heitarou + +Demo sketch : Tsuka + +Scroll & Demo : Moriyan No. 16th, Somatoreeno (Main) + +Programmers : Yamatan GT-X (Main), Narutaki, EP82Boy., Speaker.R + +Sound creators : Shimizm, Yamapy 1, Jojouha Kitapy + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Jun Hashimoto + +Joe Higashi : Katsuhisa Namase + +Mai Shiranui : Akoya Sogi + +Big Bear : Dango Takeda + +Cheng Sinzan : Jun Hashimoto + +Laurence Blood : Katsuhisa Namase + +Axel Hawk : Michael Beard + +Billy Kane : Katsuhisa Namase + +Wolfgang Krauser : Michael Beard + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Game Gear (1994) + +SNK Neo-Geo CD (1994) + +Sega Mega CD (1995) + +NEC PC Engine Super CD + +$end + +$info=fatfurwa, +$bio + +Fatal Fury Wild Ambition (c) 1998 SNK. + + +A 3-D fighting game. + + +- TECHNICAL - + + +Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999) + +$end + +$info=fax,faxa, +$bio + +Fax (c) 06/1983 Exidy. + + +Who? When? What? Where? Why? Fax is a trivia game that asks questions about : general knowledge, sports, history and entertainment. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Buttons : 4 (A, B, C, and D) + + +- TRIVIA - + + +Fax came in what was essentially a jukebox cabinet (with a black and woodgrain finish). This was probably because Exidy had hoped to sell this machine to a different market than its normal arcade games. It has a 9'' monitor mounted in the center (with a 'Fax' logo on the monitor bezel), and a row of buttons on each side of the screen. Sales of this title were limited a bit by its $2495 price tag (USD), which was a good $500 over the average arcade game price at the time. + + +This game used an advanced (proprietary), compression algorithm to hold nearly 3700 questions in a tiny amount of EPROM space (roughly 128K, which was still a huge amount of storage in 1983, which was why this game was so expensive). Exidy also sold several EPROM replacement kits that provided new questions, but they sold very poorly, and are nearly impossible to find today. + + +- SERIES - + + +1. Fax (1983) + +2. Fax II + + +- STAFF - + + +Written by : Vic Tolomei, Larry Hutcherson + +Art by : Mike Craven + + +- PORTS - + + +* Computers : + +Apple II + +$end + +$info=feversos, +$bio + +Fever SOS (c) 09/1998 Cave. + + +Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party! + + +- TECHNICAL - + + +Game ID : CV01 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Nihon System for distribution. + + +This game is known in Japan as "Dangun Feveron". + + +Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998. + + +- TIPS AND TRICKS - + + +* Secret Guest Character (From "Uo Poko") : Insert a coin, press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start + + +* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously. + + +- STAFF - + + +Music composed by : Ryuichi Yabuki, Nanpei Misawa + +$end + +$info=fcombat, +$bio + +Field Combat (c) 1985 Jaleco. + + +An early shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.333333 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The game plays Wagner's 'Flight of the Valkyries' throughout the various stages. + +$end + +$info=fieldday, +$bio + +Field Day (c) 1984 Taito. + + +- TECHNICAL - + + +Game ID : A23 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "The Undoukai". + +$end + +$info=fgoal,fgoala, +$bio + +Field Goal (c) 1979 Taito. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 1.0065 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 66 + + +Players : 2 + +Control : paddle + +$end + +$info=fightfev,fightfva, +$bio + +Fight Fever (c) 06/1994 Viccom. + + +Eight initially selectable characters face off to become the Tae Kwon Do master! After defeating the absolutely WACKY Master Taekuk, he becomes selectable as well to face off against end boss Karate Kenji. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0060 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Korea as "Wang Joong Wang" (translated from Korean as 'King of the Kings'). + + +Fight Fever is Viccom's only game developed and released for the SNK Neo-Geo MVS hardware but was not released on the Neo-Geo AES home console. + + +- UPDATES - + + +The Korean titlescreen has a Korean flag in the background instead of flames. + +$end + +$info=fghtatck, +$bio + +Fighter & Attacker (c) 1992 Namco. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID : FA + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "F/A". + +$end + +$info=fghthist,fghthstw,fghthsta, +$bio + +Fighter's History (c) 1993 Data East. + + +- TECHNICAL - + + +Game ID : MBF + + +Main CPU : ARM (@ 9.333333 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +In 1993 Capcom sued Data East for the similarities between Fighter's History & "Street Fighter II - The World Warriors". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History - PCCB-00123) on 18/06/1993. + + +A Fighter's History unit appears in the 1998 movie 'The Replacement Killers'. + + +- SERIES - + + +The following only applies to the Japanese version of Fighter's History : + + +1. Fighter's History (1993) + +2. Fighter's History Dynamite (1994) + +3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom, Japan only release) + + + + +The following only applies to non-Japanese version of Fighter's History : + + +1. Fighter's History (1993) + +2. Karnov's Revenge (1994) + +3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom, Japan only release) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +$end + +$info=ftimpcta, +$bio + +Fighter's Impact Ace (c) 1997 Taito. + + +- TECHNICAL - + + +Taito FX-1B hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=fghtbskt, +$bio + +Fighting Basketball (c) 1984 Paradise. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : I8039 (@ 200 Khz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=ffantasy,ffantasa, +$bio + +Fighting Fantasy (c) 1989 Data East. + + +The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Hippodrome". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- STAFF - + + +Game designers : Marcy Eiko, Dotman + +Hardware : Darkness K.K + +Programmers : Susan, Vince Y., TAC. H + +Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi, Hiroyuki + +Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton + +$end + +$info=fhawk,fhawkj, +$bio + +Fighting Hawk (c) 1988 Taito. + + +The player controls his fighting plane 'Falcon' and fights against enemies in each round of grassy plain, iceberg, glacier, snowfield and city. His final aim is to shoot down the enemy's snowfield newest bomber 'Dragon Hat'. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : B70 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Flying Shark (1987) + +2. Fighting Hawk (1988) + +3. Fire Shark! (1990) + +$end + +$info=cfghtice, +$bio + +Fighting Ice Hockey (c) 04/1984 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 40 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=fgtlayer, +$bio + +Fighting Layer (c) 1998 Arika. + + +A one-on-one 3-D fighting game. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : FTL + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Namco for distribution. + + +The game features Allen Snider and Blair Dame who also appear in one of Arika's other fighting games, "Street Fighter EX Plus". + +$end + +$info=fightrol, +$bio + +Fighting Roller (c) 1983 Kaneko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.386333 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for Japanese manufacture and distribution. + + +This game is known outside Japan as "Roller Aces". + +$end + +$info=ftsoccer, +$bio + +Fighting Soccer (c) 1988 SNK. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : Y8950 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- STAFF - + + +Directer & Designer : Buri + +Program designer : Tomohide + +Sound director : Kenny! + +Sound creators : Aran Lee, Tarkun, Oh-Chan! + +Soccer mania : Konny! + +Art designers : Tsunesan, Riikuni + +Hardware : Nishide, Ebara + +Advisers : Daimajin Bucho, Kitasan, Tama + +Producer : Eikichi Kawasaki + + +- PORTS - + + +* Computers : + +Commodore Amiga (1989) + +Atari ST (1989) + +Commodore C64 (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +$end + +$info=fvipers, +$bio + +Fighting Vipers (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Bahn is an homage of Jotaro Kujo from the manga Jojo's Bizarre Adventure. + + +PolyGram released a limited-edition soundtrack album for this game (Fighting Vipers Original Sound Track - POCX-1030) on 25/03/1996. + + +- TIPS AND TRICKS - + + +* Secret Surprise : Play the game as Candy (a.k.a. Honey) in two player mode until the 'win' counter above your energy bar reads 100 or more. Once candy has 100 wins or more, have your opponent knock off candy's lower body armor; instead of just losing her leg armor her skirt will dissapear too. Note : If both players are playing candy then they can both lose their skirts in this fashion. + + +* Play As B. Mahler : This trick will only work on fighting vipers that have 15,000 matches played on them; the only way to determine if your machine meets these requirements is to access the bookkeeping menu screen during test mode. At the character select screen, wait for the clock to count down to the 9-second mark, then quickly press and hold the Start button and Up on the joystick. While continuing to hold Start and Up, nudge the joystick to the upper Left or upper Right to move the cursor to the opposite side of the screen, one character at a time (on the player 1 side, start with grace and move to the right; if you are player 2 start with rickey and move left). Remember to always hold the Start button and keep the joystick Up between while moving the cursor. When you pass the last character on the opposite center, the cursor should go off the screeen and the character portrait should be that of the boss B. Mahler. + + +- SERIES - + + +1. Fighting Vipers (1995) + +2. Fighting Vipers 2 (1998) + + +- STAFF - + + +Music composed by : David Leytze + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=finlarch, +$bio + +Final Arch (c) 07/1995 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Super Major League". + + +- SERIES - + + +1. Major League (1985) + +2. Super League (1988) + +3. Excite League (1989) + +4. Super Major League (1995) + +$end + +$info=finalb,finalbj,finalbu, +$bio + +Final Blow (c) 04/1988 Taito. + + +- TECHNICAL - + + +Taito F2 hardware + +Game ID : B82 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- STAFF - + + +Software : Ichiro Fujisue, Masaya Kinoshita, Yuichi Ohnogi, Takayuki Ishiwata + +Character designers : Yukiwo Ishikawa, Kazuhiro Numata + +Hardware : Katujiro Fujimoto, Minoru Yoshimura + +Cabinet : Hisayuki Yamaguchi, Yoshihiro Akiyama + +Art designer : Akio Nomura + +Sound : Zuntata Sound Team + +Game designers : Yukiwo Ishikawa, Kazuhiro Numata + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +FM Towns Marty + + +* Computers : + +Commodore C64 (1991) + +Atari ST (1991) + +Commodore Amiga (1991) + +$end + +$info=ffight,ffightu,ffightj,ffightj1, +$bio + +Final Fight (c) 12/1989 Capcom. + + +After the benchmark-setting Double Dragon - released by Technos in 1987 - Final Fight would become the standard-bearer of the beat-em-up genre. Featuring a large variety of distinctive, well animated characters moving through colourful and detailed backgrounds, and with a control system that is as intuitive as it is complex, Final Fight is still considered to be the undisputed king of its genre. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was originally billed as the sequel to "Street Fighter" called 'Street Fighter '89'. While the game had become a major hit in its own right, Capcom decided to change the name to 'Final Fight' and save the "Street Fighter" name for another game, two years later. + + +Guy's name is written with the kanji meaning 'victory song'. + + +The enemy character Andore and all his clones (Andore Jr., U. Andore, F. Andore and G. Andore) are Capcom's homage to the now late WWF Champion, Andre Rene Roussimoff aka 'Andre the Giant'. + +Other characters such as Axl and Slash are parodies as well, being from the band 'Guns N' Roses'. + +Poison is taken from the homonymous glam group of eighties in which the singer used to have a similar hat to the bitch in the game. + +Abigail is an album of Mercyful Fate, whose singer (King Diamond) resembles the character in the game. + +Sodom is a famous German thrash metal band born in the eighties. + + +The enemy character Two P appear in "Forgotten Worlds" as the second player ('Two P' for 2P, 'Player 2'). + + +A bootleg of this game is known as "Final Crash". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990. + + +- UPDATES - + + +The Japanese version has an additional scene that shows Jessica in underwear on the TV. This scene was removed in all non-Japanese versions of Final Fight. + + +- TIPS AND TRICKS - + + +* Special Endings : Finish the game without having to continue to see an additional credit sequence (meet the staff). + + +- SERIES - + + +1. Final Fight (1989) + +2. Final Fight 2 (1993, Nintendo Super Famicom) + +3. Mighty Final Fight (1993, Nintendo Famicom) + +4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan) + +5. Final Fight Revenge (1999) + + +- STAFF - + + +Planner : Pon G, Akira Nishitani (NIN), Akiman + +Programmers : Kanekon, Shin, Tomiyan, Yokoyan + +Character designers : S.Y., Tissue, Prince + +Backgrounds designers : Mikman, Okachan, Fukumary, Nissui + +Music : Youki Chan's papa + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991, "Final Fight" and 1992, "Final Fight Guy") + +Sega Mega CD (1993, "Final Fight CD") + +Nintendo Game Boy Advance (2001, "Final Fight One") + + +* Computers : + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +Sinclair ZX Spectrum (1991) + +Sharp X68000 (1992) + +$end + +$info=ffreveng, +$bio + +Final Fight Revenge (c) 07/1999 Capcom. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game was created by Capcom USA, not the main Japanese branch. + + +This game was a disappointment to many fans of the original "Final Fight", the original was a 2D side-scrolling beat-em' up, 'Revenge' is a 3-D versus fighting game, like "Street Fighter EX", only not as good. + + +If you are using Cody and defeat your opponent with the 'Punch-out' super move, you get a special 'You're already dead' victory pose that is a direct rip-off of 'Hokuto no Ken' (aka 'Fist of the North Star'). + + +- SERIES - + + +1. Final Fight (1989) + +2. Final Fight 2 (1993, Nintendo Super Famicom) + +3. Mighty Final Fight (1993, Nintendo Famicom) + +4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan) + +5. Final Fight Revenge (1999) + + +- PORTS - + + +* Consoles : + +Sega Saturn (2000) : was the last game produced for that system. + +$end + +$info=finallap,finalapd,finalapc,finlapjc,finlapjb, +$bio + +Final Lap (c) 12/1987 Namco. + +Game ID: FL + + +- TECHNICAL - + + +Derivative Namco System 2 hardware. + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +Final Lap is the first multi-player, multi-cabinet networked arcade racing game. Multiple cabinets can be connected to allow up to eight players to join in the same race. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989. + + +In 1990, Philip Morris, the tobacco conglomerate, filed a lawsuit claiming copyright infringement against Namco because this game featured a Marlboro billboard, which was found on the real-life Suzuka and Monaco tracks. Philip Morris was under investigation at the time for their role in preteen smoking and the appearance of one of their brands in games aimed towards children and teens did not help their image. Namco was forced to pay a settlement. + + +- TIPS AND TRICKS - + + +* A Trick To Get A Better Times : Play a multi-player game! In a multi-player game, the computer cars are less frequent and allow better lap times. + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +4. Final Lap (1987) + +5. Final Lap 2 (1990) + +6. Final Lap 3 (1992) + +7. Final Lap R (1993) + + +- STAFF - + + +Music composed by : Shinji Hosoe + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + + +* Others : + +LCD handheld game (1987) released by Namco. + +$end + +$info=finalap2,finalp2j, +$bio + +Final Lap 2 (c) 08/1990 Namco. + +Game ID: FLS + + +Ride with the winners! + + +- TECHNICAL - + + +Derivative Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990. + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +4. Final Lap (1987) + +5. Final Lap 2 (1990) + +6. Final Lap 3 (1992) + +7. Final Lap R (1993) + +- STAFF - + + +Music composed by : Shinji Hosoe + +$end + +$info=finalap3,finalp3a, +$bio + +Final Lap 3 (c) 09/1992 Namco. + + +- TECHNICAL - + + +Derivative Namco System 2 hardware + +Game ID: FLT + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993. + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +4. Final Lap (1987) + +5. Final Lap 2 (1990) + +6. Final Lap 3 (1992) + +7. Final Lap R (1993) + + +- STAFF - + + +Music composed by : Masahiro Fukuzawa + +$end + +$info=finalapr, +$bio + +Final Lap R (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System FL hardware + +Game ID : FLR + + +Main CPU : i960KB (@ 20 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : steering wheel + +Buttons : 4 + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +4. Final Lap (1987) + +5. Final Lap 2 (1990) + +6. Final Lap 3 (1992) + +7. Final Lap R (1993) + +$end + +$info=fround,froundl, +$bio + +Final Round (c) 11/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX870 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Hard Puncher - Ketsumamireru no Eikou". + + +There are plenty of references to "Contra" such as Jabbin Jim and Gentleman Joe looking similar to Bill Rizer and Lance Bean : Contra's 2 main characters. not only that, but one of the CPU contenders named Red Falco is a reference to what else? Red Falcon, the extraterrestial arch-enemy from Contra. + + +Another of the CPU contenders, Iron Drago is a spoof of Ivan Drago, the boxer from the 1985 film 'Rocky IV'. + + +Finally, Black Stallion, the final contender is a spoof of Mike Tyson. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + + +- STAFF - + + +Total director : H. Tsujimoto + +Game programmer : G. Suzuki + +Assistant programmer : Tadasu Kitae + +Character designer : K. Nakamura + +Graphic designers : K. Ishimoto, K. Hattori + +Visual designer : A. Nonami + +Sound designer : S. Tasaka + +Music composer : Motoaki Furukawa + +Electric architect : K. Hashima + +Electronic architect : M. Hiraoka + +Package designer : F. Shibuya + +Manager : K. Hiroshita + +$end + +$info=fstarfrc, +$bio + +Final Star Force (c) 09/1992 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Star Force (1984) + +2. Final Star Force (1992) + + +- STAFF - + + +Programmers : Mae-Yan, Laplace, Jun + +Mechanical designers : Kazu Tomita, Bon, Hamali Tel, Sato Dou!, Kotoe Murasaki + +Background designers : Nawa Lin, Satoru, A. Haruno, Bon, Hamali Tel, Sato Dou!, Kazu Tomita, B. F. R + +BGM composers : Wakasugi Matsuri, Yamasan, Kaorin, Rikarin BZ, Rio + +Sound effects : Wakasugi Matsuri + +Artwork Designer : Maru-Kata + +$end + +$info=finalizr,finalizb, +$bio + +Finalizer - Super Transformation (c) 12/1985 Konami. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3.072 Mhz) + +Sound CPU : I8039 (@ 614.4 Khz) + +Sound Chips : SN76496 (@ 1.536 Mhz), DAC (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=findlove, +$bio + +Find Love - Zenkoku Seifuku Bishoujo Grand Prix (c) 12/1997 Sega. + + +A Japanese slide puzzle game featuring lots of anime style ladies. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Daiki released a Japan Uniform Girls collection of 'Find Love' trading cards. + + +- SERIES - + + +1. Find Love - Zenkoku Seifuku Bishoujo Grand Prix (1997) + +2. Find Love 2 - The Prologue (04/06/98, Sega Saturn) + +3. Find Love 2 - Rhapsody (26/11/98, Sega Saturn) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=findout, +$bio + +Find Out (c) 1987 Elettronolo. + + +Italian game with the same concept as "Wheel Of Fortune". + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 5 + +$end + +$info=finehour, +$bio + +Finest Hour (c) 09/1989 Namco. + +Game ID: FH + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Finest Hour is the first game from Namco where the hero is a robot. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Finest Hour : Namco Game Sound Express Vol.3 - VICL-15004) on 21/09/1990. + + +- STAFF - + + +Produced by : S. Yokoyama + +Development directed by : S. Okamoto + +General agent : K. Matsuoka + +Management by : S. Sakurai + +Marketing investigated by : Toshio Natsui + +Superviser of test play : Y. Seto + +Directed and programmed by : K. Nikaido + +Character designers : Y. Teshima, T. Kinoshita, K. Yanagihara, S. Sasaki + +Graphic designers : N. Yanagisawa, H. Fukuda, M. Fukuoka, M. Nagashima + +Development supported by : M. Kato + +Music composed by : Katsurou Tajima + +Logotype desgned by : N. Abe + +Lyrics translated by : R. Okamoto + +Publicity poster arranged by : H. Kuwahara + +Presidental advisor : E. Sato + +Graphic utility distribution : A. Nagamatsu + +Coordinate supported by : E. Saita, Y. Honda + +$end + +$info=firebarr, +$bio + +Fire Barrel (c) 1993 Irem. + + +- TECHNICAL - + + +Irem M-107 system hardware + + +Main CPU : V33 (@ 14 Mhz) + +Sound CPU : V30 (@ 7.159 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game designer : Shaka + +Programmers : Denchan, R&R Aya + +Designers : Maccoy, Yamachin, Core_1 + +Sound B.G.M : Rikei + +Sound effects : Hiya + +$end + +$info=firebatl, +$bio + +Fire Battle (c) 1984 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : Custom (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game represents Taito's answer to Namco's "Xevious". + +$end + +$info=firehawk, +$bio + +Fire Hawk (c) 2001 ESD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The jet selection screen music was ripped from the first stage music of the early SNK Neo-Geo MVS shoot-em-up game "Andro Dunos". + + +- STAFF - + + +Director: James Park + +R&D Manager: Cho Nam Jun + +Main Program: Oh Kyung Hun + +Sub Program: Lee Hyun Chul + +Main Graphic: Seo Min Gun + +Sub Graphic: Kim Sun Yung, Lee Won Hee, Lee Youl + +DB Setting: Han Ji Ho + +$end + +$info=fireone, +$bio + +Fire One! (c) 11/1979 Exidy. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : paddle + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +- STAFF - + + +Designed and programmed by : David Rolfe, Ted Michon, Susan Ogg + + +- PORTS - + + +* Computers : + +Commodore C64 (1983) + +Atari 800 (1983) + +$end + +$info=mt_fshrk, +$bio + +Fire Shark (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 53 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=fireshrk, +$bio + +Fire Shark! (c) 1990 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-017 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for USA distribution. + + +This game is known in Japan as "Same! Same! Same!". + + +- UPDATES - + + +The Japanese version, Same! Same! Same! is different : + +* You can only play one player at a time. + +* When you get hit you start over a bit behind where you left off. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dipswitches' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- SERIES - + + +1. Flying Shark (1987) + +2. Fighting Hawk (1988) + +3. Fire Shark! (1990) + + +- STAFF - + + +Music created by : Masanory Yuge + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +$end + +$info=firetrap,firetpbl, +$bio + +Fire Trap (c) 10/1986 Data East. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : M6502 (@ 1.536 Mhz) + +Sound Chips : YM3526 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : doublejoy 4-way + +Button : 1 + + +- TRIVIA - + + +The stylized looking flame to the left of the word 'Fire Trap' on the title screen is actually the kanji character 'honoo', which means 'flame'. + + +- PORTS - + + +* Computers : + +Amstrad CPC (1986) + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1988) + +$end + +$info=firetrk, +$bio + +Fire Truck (c) 06/1978 Atari. + + +- TECHNICAL - + + +Game ID : 030926 + + +Main CPU : M6800 (@ 1.008 Mhz) + +Sound Chips : Discrete (@ 1.008 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Smokey Joe". + + +- STAFF - + + +Designed and programmed by : Howard Delman (Howie) + +$end + +$info=fitfight, +$bio + +Fit of Fighting (c) 199?. + + +A reconstructed sprite-ripped bootleg of "Art of Fighting" with all eight characters selectable in any mode. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 296 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +Fit of Fighting is a very horrible Art of Fighting bootleg : + +* FM music. + +* No damage in the fighters faces. + +* No zooms. + +* Poor AI. + +* Poor gameplay (you have to execute the special attacks very slowly to get them running!). + +* Ripped graphics but reprogrammed from 0. + +$end + +$info=fitter, +$bio + +Fitter (c) 1981 Taito. + + +The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Round-Up". + +$end + +$info=fixeight,fixeighb, +$bio + +Fixeight (c) 1992 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-026 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.41 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +The bootleg don't uses the MSM6295 @ 7.575 Khz :-) + + +- SERIES - + + +1. Out Zone (1990) + +2. Fixeight (1992) + + +- STAFF - + + +Music composed by : Toshiaki Tomizawa + +$end + +$info=flkatck, +$bio + +Flak Attack (c) 08/1987 Konami. + + +- TECHNICAL - + + +Game ID : GX669 + + +Main CPU : HD6309 (@ 3 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "MX5000". + +$end + +$info=flashgal,flashgla, +$bio + +Flashgal (c) 1985 Sega. + + +Take a stand against crime! As the hyperactive female crime fighter (she just can't stand still!) known as the Flashgal, you'll face many dangers such as helicopters, dogs, thugs & ninjas in order to protect peace, lots of different game styles (beat-em up, shooting, hack & slash, etc.) give this fun game lots of variety! + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=fpoint,fpointbl,fpointbj, +$bio + +Flash Point (c) 1989 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0127A + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game was released by Datsu the same year under the same name. + + +Flicky makes a cameo appearance as he introduces each round to you! + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=flicky,flickyo, +$bio + +Flicky (c) 09/1984 Sega. + + +When the chicks leave the nest... it's flicky to the rescue! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The game changed name two times during its development : 'First Busty' (!), then 'Flipp' and finally 'Flicky'. + + +Flicky never really left the Sega scene; wherever Sonic is, Flicky is likely to be seen as well! Flicky is one of the animals that is saved whenever Sonic or one of his buddies destroys a Badnik (Dr. Eggman's robots) in most of the Sonic games. + + +Flicky literally tags along with Sonic in the Genesis/Saturn game "Sonic 3D Flickie's Island", more widely known as "Sonic 3D Blast". + + +- STAFF - + + +Programmed by : Hideki Ishikawa (H.I), Shuichi Katagi (KTG) + +Designed by : Yoji Ishii (ICI) + +Character Design : Yoshiki Kawasaki (Y.K) + +Security by : Shuichi Katagi (KTG) + +(M.T) ? + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1984) + +Sega Mega Drive (1991) + +Sega Saturn (1997, "Sega Memorial Selection Vol.1") + + +* Computers : + +MSX (1986) + + +* Others : + +Mobiles phones (2001) + +$end + +$info=mf_flip, +$bio + +Flip & Flop (c) 1983 Exidy / First Star Software. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz) + +Sound Chips : Pokey (@ 1.78979 Mhz), DAC (@ 1.78979 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 225 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.92 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=flower,flowerbl, +$bio + +Flower (c) 1986 Komax. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=flyboy,flyboyb, +$bio + +Fly-Boy (c) 10/1982 Kaneko. + + +Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari under the name of "Fast Freddie". + +$end + +$info=flyball, +$bio + +Flyball (c) 07/1976 Atari. + + +This game is a very basic implementation of the game of baseball. The graphics are in black and white monochrome, and each side only has a single player (well the pitching team only has the pitcher, but several men can get on base at once). The game uses analog controls to simulate both pitching and hitting, so a smooth motion of the joystick will produce the best results. The pitcher is the only person on the field besides the base runners, so it is often best to make for one base further than the one you would have thrown the ball to (the pitcher has to run after the batter). The game only lasts for one or two innings (depending on how it is set), so each at bat really counts. + + +- TECHNICAL - + + +Game ID : 005629 + + +Main CPU : M6502 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +Fly Ball came in an upright cabinet that was neon green and white, with sideart of baseball players in action. The marquee matched the cabinets sideart almost exactly, and used the same color scheme. The game used an unadorned white monitor bezel, which was rather unusal as most games either have black ones, or decorated ones. The control panel featured two smallish analog joysticks, and a single action button for each player. This game uses a 23'' black and white television as a monitor. + + +- STAFF - + + +Designed and programmed by : Dave Shepperd + +Design and programming assistant : Rich Patak + +$end + +$info=cflyball +$bio + +Flying Ball (c) 1985 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=fshark,fsharkbt, +$bio + +Flying Shark (c) 03/1987 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-007 + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988. + + +This game is known in Japan as "Hishou Zame" and in US as "Sky Shark". + + +- SERIES - + + +1. Flying Shark (1987) + +2. Fighting Hawk (1988) + +3. Fire Shark! (1990) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Fujitsu FM Towns + + +* Computers : + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1987) + +Atari ST (1988) + +Commodore Amiga (1988) + +Sharp X68000 (1991) + +Commodore C64 + +$end + +$info=foodf,foodf2,foodfc, +$bio + +Food Fight (c) 1982 Atari. + + +The player, as Charley Chuck, must dodge all kinds of flying fruit and vegetables and try to eat an ice cream cone before it melts. How many ice cream cones can he eat? Your players will soon find out in this incredible video feast. As an ice cream cone melts on the other side of the screen, Charley Chuck just naturally has to go for it, But he must get past Oscar, Angelo, Jacques and Zorba, four chefs who unexpectedly pop out of holes, chase Charley Chuck and throw food at him. They all have different personalities and they're all out to stop Charley Chuck if he isn't fast enough. There are piles of tomatoes, peas, bananas, pies and watermelon Charley Chuck can use to defend himself from the persistent chefs. The player controls Charley Chuck with an analog joystick which allows 360° movement on the playfield, and a Throw button, used when Charley Chuck needs to throw food at one of the chefs. + + +- TECHNICAL - + + +Game ID : 136020 + + +Main CPU : 68000 (@ 6 Mhz) + +Sound Chips : (3x) Pokey (@ 600 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +Food Fight was designed for Atari by General Computing as part of a lawsuit settlement for an illegal speedup kit for "Missile Command", in which they affixed their copyright. This was one of two games; "Quantum" was the other. Inspired by the food fight scene in National Lampoon's Animal House. + + +This game has 125 recognized levels. On level 125 on the selection screen, it gives you the requisite free man with a ? above his head. While there are levels after 125, the game counter will not go that high. It should be noted that the gameplay on this high a level is very reflex/twitch oriented. Only those with ice coursing through their veins can decipher the action on the screen. + + +The game code shares a hidden message : HI JON. + + +Approximately 2,050 units were produced (only ~100 cocktail). + + +A Food Fight unit appears in the 1985 movie 'Real Genius'. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- TIPS AND TRICKS - + + +Free men are awarded at 25,000 and at 100,000 thereafter. + + +The best way to get the ice cream in the later levels (level 85 or above) is to use the diagonal method. If you are placed close to a corner, run diagonally toward the lower wall and then diagonally upward toward the cone. Hopefully there will be some food placed between you and the chefs. + + +In later levels, it is NOT advised to try and target the chefs coming toward you. The only chef you need to concentrate on is the one running toward the ice cream in front of you. + + +- PORTS - + + +* Consoles : + +Atari 7800 (1984) + + +* Computers : + +Atari 800 (1987) + +$end + +$info=footchmp, +$bio + +Football Champ (c) 03/1991 Taito. + + +A soccer game. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : C80 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Hattrick Hero" and in Europe as "Euro Champ '92". + + +- SERIES - + + +1. Football Champ (1991) + +2. Taito Cup Finals (1993) + +3. Hattrick Hero '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +'Team dogyan' leader : Takeshi Kobori + +Planner : Takeshi Kobori + +Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock + +Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa + +System : Yuuichi Yamato + +Designers : Hiroyasu Nagai, Takeshi Kobori + +Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe + +$end + +$info=fbfrenzy, +$bio + +Football Frenzy (c) 01/1992 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0034 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Chief designer : Tomomi M + +Designers : Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu, Tami Sugiura + +Main programmer : Makoto + +Programmers : Data Tada, Masami + +Sound : Tina Terko, Tate Norio, Jojoha Kitapy + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=forcebrk, +$bio + +Force Break (c) 1986 Data East. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Kyohkoh-Toppa" and is known outside Japan as "Break Thru". + +$end + +$info=forgottn, +$bio + +Forgotten Worlds (c) 07/1988 Capcom. + + +In the future, a powerful enemy force has seized an inhabited planet now known as the Dust World and it is up to two unknown soldiers to try to obliterate the invaders and restore their planet's former name : 'Earth'. Features excellent graphics with awesome enemy designs, LOTS of weapons to buy and a solid challenge! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 1 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 6.061 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Lost Worlds". + + +Forgotten Worlds is NOT the sequel to "Black Tiger" but he shares several similitudes with it : In both games the player must fight dragons, collect 'ZENNY' money and buy weapons and armour in shops. Also, both games have intros depicting dragons attacking cities. + + +The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character would appear in "Final Fight" as an enemy member of Mad Gear. He was then called 'Two P' (for 2P, 'player 2'). + + +- STAFF - + + +Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto + +Soft programmers : Youchi, Noriko, Takako, Nouchi + +Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro + +Scroll designers : Mikichan (Mik), Hanachan, Kuramoyan, Nouochan, Black man + +Sound : Tamayo Kawamoto, Yukichan, No papa + +Hardware : Shinji Kuchino + +Mechatronics : Katuhiko Kamimori + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +NEC PC Engine (1992) + +NEC PC Engine Super CD-ROM 2 System (1992) + +Sega Master System + + +* Computers : + +Commodore Amiga (1989) + +Commodore C64 (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +PC [MS-DOS, 3.5'" Disks] (1988) + +$end + +$info=formatz, +$bio + +Formation Z (c) 1984 Jaleco. + + +The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : M6809 (@ 640 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Aeroboto" (Licensed to Williams). + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + + +*Computers + +MSX (1985) + +$end + +$info=fourtrax, +$bio + +Four Trax (c) 11/1989 Namco. + +Game ID: FX + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990. + + +- STAFF - + + +Music composed by : Junko Ozawa, Yoshie Takayanagi + +$end + +$info=freekick,freekckb, +$bio + +Free Kick (c) 1987 Nihon System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Licensed to Sega. + +$end + +$info=freeze, +$bio + +Freeze (c) 10/1984 Cinematronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=frenzy, +$bio + +Frenzy (c) 05/1982 Stern. + + +Frenzy consists of many levels, which are each a little maze of rooms, populated by robotic skeletons, robotic octopi and walls. Everything is deadly, touching anything (robot, laser shot, your own shot, Evil Otto, etc) will kill you. The object is to shoot all the robots, and then escape out of the room through one of the doorways. Good luck in your attempt to defeat this game. It has 64,000 levels, at the end of which the game will crash. Not that anyone has ever made it that far in real life. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : Samples (@ 2.5 Mhz), Custom (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Frenzy speaks to you as you play (many of the samples were copied over from "Berzerk"). It has a voice synthesizer that spouts lots of little phrases like 'Stop the Humanoid', 'Stop the Intruder', 'Intruder Alert', 'Chicken! Fight like a Robot', and 'The humanoid must not escape'. These were done in a monotone computer voice, which was difficult to understand when combined with other in-game sounds (The voices were actually done using LPC encoding, which cost $1000 per word back in 1980). These phrases were also translated into several European languages (Spanish, French, and German) for release in Europe. + + +The Frenzy cabinet had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. Frenzy machines are bright orange, and are not as cool looking as "Berzerk" machines were. The graphics are mostly done in blue, yellow, and orange, and are just simple designs for the most part. + + +This is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall, robot, laser blast, etc, will cause part of that object to change to your color. + + +- SERIES - + + +1. Berzek (1980) + +2. Frenzy (1982) + + +- STAFF - + + +Designed and programmed by : Alan McNeil + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +$end + +$info=friskyt,friskyta, +$bio + +Frisky Tom (c) 10/1981 Nichibutsu. + + +You play a plumber FRISKY TOM who is trying to get water from the top tank to a shower tank below. Mice interfere with your plans by stealing pipes blowing-up pipes and by biting Tom. If Tom fills enough water the shower tank, he advances to the next level. Depending upon how much water is in the tank, a woman in a bath tub will appear as an interlude between levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Nichibutsu never released the old version in the U.S. for unknown reasons although one could guess one of them. Perhaps it was the naked woman in bath tub in which as you advanced in the game, bubbles would wash away revealing her breasts?? Probably didn't go over too well with the U.S. arcade owners in the early 80's. + + +When the game was released, the service manual that came with the original cabinet described the old version (set 2) of game play. That didn't help arcade owners much because it didn't match the system they received. The game wasn't very popular so there were few complaints. + + +The flyer reads "Nichibutsu original custom C.P.U. was used for the first time in video games". + + +Cast of Characters : + +FRISKY TOM + +BOMB - When the bomb explodes, the *game is over. + +MOLAR Mouse (Orange) - **50 points awarded if bumped by Tom. + +PYRO Mouse (Pink) - Lights the bomb fuse. + +MEAN Mouse (***Blue) - If Tom runs into this mouse he will ***fall...so stay away!. + +MEGATON Mouse (Violet) - Mouse who plants the bomb. + +KLEPTO Mouse (Green) - *****Mouse who takes or carry aways pieces of pipe. + + +(* The game is not actually over. You just lose a life) + +(** Molar Mouse is worth 200 points in the new version. The value keeps doubling up to a maximum of 128,000 points for each consecutive mice bumped before the first mouse hits the ground) + +(*** In the new version MEAN Mouse is red) + +(**** In the new version MEAN Mouse will kill Tom if he touches or falls on him. MEAN mouse doesn't fall in the old version) + +(***** KLEPTO Mouse is not in the new version) + + +- UPDATES - + + +Two Different Frisky Tom Games ? + + +The new version (set 1) differs from the old version (set 2) and has a tremendous impact on game play and strategy. In addition to the differences listed in the Cast of Characters, the following are also noted : + +* Frisky Toms are tracked as 'lives' in the new version while the old version they are water tanks. + +* In the new version, the bottom tank starts with 4000 points and will gradually slip to 0 if no water gets to it. A life is lost at this point (Frisky Tom). In the old version, water must be filled to maximum to not lose a life (a tank). A song will be played when the bottom tank is filled completely. + +* The bomb fuse can be put out by either dropping on it from the left or all the way to the end of the screen on the right (reappear on the left side) in the new version. In the old version you can only put out the fuse on the left side. You fall just short if you move off to the right side of the screen. + +* MOLAR mouse can be knocked down in any position on the pipes in the new version. MOLAR mouse can only be knocked off in the old version when he is transiting up and down on a pipe. + +* The new version has classes of difficulty 'A', 'B' & 'C'. In the old version there are no difficulty classes. + +* In the new version the lady will appear between levels everytime the bottom tank has more than 1900 points. Also she wears a bikini. In the old version the lady will appear every 3 levels or so and she is naked! + +* Game config is backed up by 4.5v battery in old version. + +* Old version uses larger board. + + +- PORTS - + + +* Consoles : + +Atari 5200 (1983) + +Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics") + +Nintendo Game Boy + + +* Others : + +LCD Handheld Game (1982) by Bandai. + +LCD Handheld Game (1982, "Pipe Line" French release) by Bandai. + +VFD Handheld Game (1982) by Bandai. + +$end + +$info=frogg,froggers, +$bio + +Frog (c) 1981. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This bootleg also exists on the "Galaxian" hardware. + +$end + +$info=frogger,frogseg1,frogseg2,froggrmc, +$bio + +Frogger (c) 06/1981 Konami. + +Game ID : GX392 + + +Home may look like it's only a hop, skip and a jump away, but looks can be deceiving. First, there's a dangerous highway to hop across, full of fast-moving cars and trucks. Then there's a swirling river to leap, full of frog-eating creatures. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 4-way joystick + + +Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit. + + +- TRIVIA - + + +Licensed to Sega for US distribution (10/1981). + + +Most classic arcade games seem to have some fantastic story attached to them. Like how the programmers just finished writing the code ten minutes before the first machine was scheduled to be loaded onto the truck to go to the consumer electronics show. Or how the programmer found inspiration in a box of pizza. Sadly enough Frogger doesn't have any stories like that. Konami just decided to make a frog game, and Sega bought it from them. + + +Frogger achieves dramatic success after its summer 1981 release in Japan and early 1982 release in the States, where Sega capitalizes on the product. + + +The sound made when you insert a coin in Frogger was sampled by producer Richard X for the Sugababes' song 'Freak Like Me' (and is the very first sound on the track). + + +A Game Full Of Bugs : This game is filled with bugs, although many of them are not apparent to the average player. + +* Sections of the music will occasionally cut out from time to time (but the main melody will continue to play). Speaking of music, for some reason the in-game music is much longer than you can possibly listen to before the time runs out. + +* The game seems to have been programmed a bit backwards when it comes to collision detection. A side effect of this is that sometimes making a perfectly legal and safe jump will kill you. Another side effect of this is that you can jump up onto the first row of turtles, and then immediately jump back. You will be 'off the grid', and you can jump right off the side of the screen (which will kill you). + +* There are a few other odd jumps you can make as well. First, you can hang off the left side of a turtle, but attempting to do the same on the right side results in death. If you jump onto a home base with an alligator (and the gator vanishes after you jump, but before you land), your frog will die, but he will also make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual (for no apparent reason). + +* Another bug is that the lady frog will sometimes be invisible, but will flash red when you jump on the spot where she is. + + +A Frogger unit appears in the 1999 movie 'Magnolia'. + + +A bootleg of this game runs on the "Moon Cresta" hardware. + + +A bootleg of this game is known as "Frog". + + +Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album. + + +An episode of Seinfeld (a classic TV show) had a parody of the game - an overhead shot of a man attempting to wheel a Frogger arcade cabinet across a busy street. The scene ended with the cabinet being smashed apart by a truck - quite traumatic to watch. + + +MB (Milton Bradley) released the same year a boardgame based on this video game (same name) : In this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with "bonus points" for landing on flies, this is actually a pretty faithful interpretation of the video-game; but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything. + + +- TIPS AND TRICKS - + + +* This isn't a cheat or an easter egg - it's just an interesting quirk : Watch the Frogger demo, and when the frog gets to the last log, the player has control over him for the very last move. You can verify this by jumping backwards rather than forwards! + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Atari 2600 (1982) + +Mattel Intellivision (1983) + +Atari 5200 (1983) + +Atari XEGS + +Sony PlayStation (1997) + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + +Magnavox Odyssey 2 + +Nintendo Game Boy + + +* Computers : + +Sinclair ZX Spectrum (1981, "Froggy") + +Sinclair ZX 81 (1982, "Froggy") + +PC [MS-DOS] (1983) + +MSX (1983) + +Acorn Electron (1984, "Hopper") + +Amstrad CPC (1985, "Froggy") + +Oric I ("Hopper") + +Commodore VC20 ("Menagerie") + +Atari 800 + +Commodore C64 + +Apple II + + +* Others : + +VFD handheld game (19??) released by CGL (Computer Games Limited). + +VFD handheld game (1981) released by Coleco. + +VFD handheld game (19??) released by Gakken. + +$end + +$info=frogs, +$bio + +Frogs (c) 10/1978 Gremlin. + + +- TECHNICAL - + + +Game ID : 112-119 + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz), Discrete (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=frontlin, +$bio + +Front Line (c) 11/1982 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : FL + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : Double 8-way joysticks + +Buttons : 2 + + +- TRIVIA - + + +A Front Line unit appears in the 1983 movie 'Joysticks'. + + +- PORTS - + + +* Consoles : + +Atari 2600 + +ColecoVision + + +* Computers : + +MSX (1984) + +$end + +$info=fjbuster, +$bio + +Fujiyama Buster (c) 1992 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Shogun Warriors". + +$end + +$info=fullthrl, +$bio + +Full Throttle (c) 1987 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 8 + + +- TRIVIA - + + +This game is known outside Japan as "Top Speed". + + +Full Throttle is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Project leader / Game designer : Hiroyuki Sakou + +Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi + +Music composer : Masahiko Takagi + +Sound effects : Eikichi Takahashi + +Sound adviser : Hisayoshi Ogura + +Hardware designer : Masahiro Yamaguchi + +Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada + +Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu + +Mechanical designer : Tomio Suzuki + +Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi + +Cabinet designer : Taked Shiraishi + +Art designer : Hiroyasu Nagai + +$end + +$info=funkybee, +$bio + +Funky Bee (c) 1982 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 232 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=fnkyfish, +$bio + +Funky Fish (c) 11/1981 Sun Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 24 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +$end + +$info=fhboxers, +$bio + +Funky Head Boxers (c) 12/1995 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=funkyjet, +$bio + +Funky Jet (c) 1992 Mitchell. + + +- TECHNICAL - + + +Game ID : MAT + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for manufacture. + +$end + +$info=funybubl, +$bio + +Funny Bubble (c) 01/1999 Comad. + + +A "Puzz Loop" rip-off. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +At the end credits '(c) 1999.1 INCHANG Electronics Co.' is shown. + + +- STAFF - + + +Director : J. K. Y. + +Project by : Lee Sung Sool + +Program by : Kim Byung Kyu, Lee Chang Yong, Park Young Hwan + +Graphic by : Lim Su Jin, Sung Myung Sock, Kim Du Su, Kim Doc Soo, Chang Eun Jung, Lee Youn Kyung + +Surport : Lee Sung Hee + +$end + +$info=funnymou, +$bio + +Funny Mouse (c) 1982 Chuo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Super Mouse". + +$end + +$info=funystrp, +$bio + +Funny Strip (c) 199? Microhard / MagicGames. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=futflash, +$bio + +Futur Flash (c) 19?? HOEI. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + + +- TRIVIA - + + +This game is also known as "Laser Base". + +$end + +$info=futspy, +$bio + +Future Spy (c) 10/1984 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound Chips : Samples (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is a rare game. It existed only as a conversion kit for "Zaxxon". + +$end + +$info=gdarius, +$bio + +G-Darius (c) 1997 Taito. + + +- TECHNICAL - + + +Taito FX-1B hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Makoto Fujita, Takeda , Ono and Katoh (see 'Staff' section) are members of G.Rev (the makers of "Border Down" in 2003). Hiroyuki Maruyama is the G.Rev president. + + +- TIPS AND TRICKS - + + +* Zone Select : + +1. Hold Service Switch button during boot count. + +2. Wait until machine displays 'Service Switch Error' on screen. + +3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'. + +4. Insert credit then go to Zone Select screen. + + +- SERIES - + + +1. Darius (1986) + +2. Darius II (1989) + +3. Darius Twin (1991, Nintendo Super Famicom) + +4. Darius Force (1993, Nintendo Super Famicom) + +3. Darius Gaiden - Silver Hawk (1994) + +4. G-Darius (1997) + +5. G-Darius ver.2 (1997) + + +- STAFF - + + +Producer : Naomitsu Abe + +Director : Naomitsu Abe, Makoto Ohsaka, Akira Ohtsuki, Makoto Fujita + +Character graphics : Makoto Fujita, Tohru Kawaishi, Kenichi Morita, Hiroshi Hasegawa, Toshihiro Fukui, Ryosuke Hayase, Atsushi Horimizu, Yatta Ushiroda, Baw Baw + +Program : Akira Ohtsuki, Nobuyuki Hayashi, Katsuyuki Fujita, Takafumi Fujimoto, Hirohisa Matsumura, Hiroyuki Maruyama, Hikaru Taniguchi, Yasutaka Hayashi, Shunsuke Ono, Masakazu Takeda, Harumi.K, Hirotaka Fukakawa, Koji Kato, Hitoshi Kozuka + +Music : Hisayoshi Ogura (Zuntata) + +Sound effects : Yukiharu Urita (Zuntata) + +Hardware : Katsumi Kaneoka + +Design works : Naoto Hashizume + +Quality warranty : Nobuhiro Koyama, Eiji Kawabata, Makoto Obonai + + +- PORTS - + + +Consoles: + +Sony PlayStation (1998) + +$end + +$info=gdarius2, +$bio + +G-Darius ver.2 (c) 1997 Taito. + + +- TECHNICAL - + + +Taito FX-1B hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Zone Select : + +1. Hold Service Switch button during boot count. + +2. Wait until machine displays 'Service Switch Error' on screen. + +3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'. + +4. Insert credit then go to Zone select screen. + + +- SERIES - + + +1. Darius (1986) + +2. Darius II (1989) + +3. Darius Twin (1991, Nintendo Super Famicom) + +4. Darius Force (1993, Nintendo Super Famicom) + +3. Darius Gaiden - Silver Hawk (1994) + +4. G-Darius (1997) + +5. G-Darius ver.2 (1997) + +$end + +$info=gloc, +$bio + +G-Loc - Air Battle (c) 1990 Sega. + + +It is the advanced 3D shooting game comparing to "After Burner". The player meets three unique stages and digests many types of missions. Normally, the game starts in the cockpit view, however the view changes when the enemy comes. + + +- TECHNICAL - + + +Sega Y Board hardware + + +Main CPU : (3x) 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49152 + + +Player : 1 + +Buttons : 3 + + +- TRIVIA - + + +'G-Loc' means 'G-induced Loss Of Consciousness' (the subtitle on the flyer is 'Loss of Consciousness by G-force'). + + +An enhanced version of G-Loc - Air Battle can be seen on Sega's R-360 flight simulator. + + +- STAFF - + + +Designed by : Yu Suzuki + + +- SERIES - + + +1. G-Loc - Air Battle (1990) + +2. Strike Fighter (1991) + + +- PORTS - + + +* Consoles : + +Sega Master System + +Sega Mega Drive + +Sega Game Gear + +$end + +$info=gijoe,gijoeu,gijoej, +$bio + +G.I. Joe - A Real American Hero (c) 05/1992 Konami. + + +- TECHNICAL - + + +Game ID : GX069 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Based on the cartoon and comic book series of the same name. + + +King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992. + + +- STAFF - + + +Director : Formula Jun + +Game programmers : Q16.Tsutsui, T. Yoshinobu, Masae Nakashima + +Graphic designers : Sakura 28, M. Yamada, M. Yamashita + +Sound designers : T. Ogura, K. Fukui + +Hardware : Hashima, Y. Wajiki + +Product designer : T. Nishimura + +$end + +$info=gaia, +$bio + +Gaia Crusaders (c) 1999 Noise Factory. + + +As one of five elemental warriors, fulfill your destiny by destroying an army of demons that now populate the world. Features great graphics & sound, an easy-to-use combo-geared control layout and lots of weird looking enemies to beat! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This is the first Noise Factory game. + + +- UPDATES - + + +When the DIP switch is set to English, the Japanese subtitle written in kanji underneath the title reads 'Seisensha'. This could be translated (rather clumsily) to 'Journeying Soldier' or (to the better sounding) 'Crusader' for this partiuclar instance, since there is a religious overtone in the prologue of the game, even though the Japanese word 'Seisensha' is as secular as the word 'chair' and doesn't contain a underlying religious meaning such as with the case of the word 'Crusader'. + +When the DIP switch is set to Japanese, the Japanese subtitle is just the title of the game written in katakana, which is read as 'Gaia Kuruseidaazu'. + + +- STAFF - + + +Producer : Ijyu Keiko + +Planner : Yamamoto Jun + +Main programmer : Ezato Kazuaki + +Enemy programmer : Mamoto Hidenari + +Character designers : Maeda Masuhiro, Isiguro Nana, Nisikawa Yosikazu, Morita Haruhiko + +Background designers : Ijyu Keiko, Nakai Yuka + +Voices : Tanaka Tosikazu, Maeda Masahiro, Nisikawa Yosikazu, Ezato Kazuaki, Morita Haruhiko, Mamoto Hidenari + +Sound producer : Tanaka Tosikazu + +$end + +$info=gaiapols, +$bio + +Gaiapolis - Koganedaka no Ken (c) 1993 Konami. + + +A far away land filled with monsters and under the hand of an evil king is on the edge of destruction. Only a small group of brave heroes (a dragon warrior, a fairy & a prince) dare to step forth to look for lhe legendary sword of the Golden Hawk hidden in the flying citadel known as Gaiapolis in order to topple the evil king and bring peace to this troubled land. Features some very nice 2-D graphics, awesome character & enemy artwork designs, a superb soundtrack and addicting hack & slash action with some RPG characteristics (characters & weapons level up, plenty of magic spells & summons). If you enjoyed Taito's Cadash, this game is for you! + + +- TECHNICAL - + + +Game ID : GX123 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 376 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gaiapolis - Sword of the Golden Hawk'. + + +This game is also known as "Entapous". + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993. + + +- STAFF - + + +Directed by : A.C.D. + +Plot and story by : Tadasuke + +Programmers : Tadasuke, TOM, Hides + +Obj. designers : Shuzilow. Ha!, Idaten. Yasuhiro, Kanaboh. N, Akihito. N + +Art directers : Idaten. Yasuhiro + +Sound produced by : Technouchi + +Music produced by : Prophet Fukami + +Hardware : Pin, Tmi, Sanpei.I + +Visual designers : Ricky.S, Poper.N + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1994) : Unofficial port by Sachen. + +$end + +$info=gground, +$bio + +Gain Ground (c) 1988 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 384 x 496 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=gwarrior, +$bio + +Galactic Warriors (c) 11/1985 Konami. + + +An early fighter where three selectable robots do battle against various space enemies. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986. + +$end + +$info=galaga,galagao,galagamw,galagamk, +$bio + +Galaga (c) 09/1981 Namco. + + +Very similar to "Galaxian", Galaga players control a spaceship and defend themselves from swarms of incoming aliens. Unlike its predecessor, the aliens fly in from outside the screen and enter formation at the top. The player is free to fire at the Galaga aliens as they arrive. Some of these aliens (depending on the level) swoop in and attack the player by dropping bombs or diving at their ship. As soon as all Galaga have entered into formation, sets of one, two, or more ships drop down and attack the player in kamikaze-like dives. Those that are not destroyed return to the top of the screen. The player's ship can only move side to side. + + +- TECHNICAL - + + +Game ID: GG + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sub CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG, discrete circuitry (for the ship explosion sound) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 (16 colors for tiles + 16 colors for sprites) + + +Players : 2 + +Control : 2-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Bally Midway for US manufacture and distribution (12/1981). + + +Although Galaga was a superior game, it didn't sell the large numbers that its predecessor did. One of the first games with a bonus stage. + + +The game 'rolls over' at 999,990 points. The player 1 score counter is six digits, but the player 2 counter is seven digits. Therefore, most good players start a 2 players game and play exclusively on the player 2 side so their score won't 'roll over' at 999,990. After the 1,000,000 mark, new ships are no longer awarded. + + +The game 'rolls over' after stage 255. After finishing the 255th level, the screen says 'Stage 0' and the machine locks up. + + +If you have more than 7 extra men, the marker for the screen will only show 7 1/2 (!) men remaining. Additional extra men will still be credited, even though they won't show on the screen. + + +A bootleg of this game is called "Gallag". A hack is known as "GATsBEe". + + +Galaga machines came in four formats (not counting bootlegs, which were all different) : + +* Upright machines were the most common, and accounted for the vast majority of all Galaga machines. They were in cabinets that were identical to the "Pac-Man"/"Galaxian" design, and most of them were black (although a few white ones were made as well, perhaps they ran out of black paint, or filled up a few left over "Galaxian" cabinets). The sideart consisted of a large oval shaped sticker with an image of one of the buglike enemy ships. Two different marquees exist. The common one is a green 'Galaga' logo on a black background, while the alternate one is a (totally different) gold "Galaga" logo on a white background. The control panel features blue graphics and a single 2-Way joystick, a fire button, and start buttons. Most machines also have a large sticker on the kickplate (front panel), that is another picture of the same bug ship that adorns the side of the machine (this sticker is also available as a repro, but Namco doesn't have any more originals left). + +* The mini cabinet is a much smaller copy of the basic upright design (about a foot shorter, a foot shallower, and 6 inches narrower). These are finished in woodgrain and black, and seldom have any sideart. The marquee and control panel graphics match those of the upright. + +* The cocktail cabinet is a standard woodgrain Namco cocktail with a small control panel on each end, and some subtle 'Galaga' labels underneath the glass (most cocktail tables look very similar to one another, and this one is no exception). These are generally the most valuable of all the Galaga machines (mainly due to the fact that they don't require a truck to haul, and look smaller in the eyes of the significant other, even though they technically eat a lot more floor space, as they need chairs on both ends. + + +Namco also produced a 'portable' in very limited numbers. These used smaller screens and were similar in appearance to the little pay televisions that you might encounter in a bus station. They were designed for use on buses and airplanes, although very few of them ever saw service in that way. + + +A Galaga unit appears in the 1983 movie 'WarGames', in the 1984 movie 'The Karate Kid' and in the 1987 movie 'Planes, Trains and Automobiles'. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep B1 pressed and enter the following sequence : Right(x5), Left(x6), Right(x3), Left(x7). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen. + + +* Enemy Stop Shooting : On the first stage, kill everything but the two bees in the bottom left corner. Then just wait, dodging the bees' shots, until the bee no longer drops any shots towards you. After the bees stop firing, let it pass for 2 more trips and then kill them. For the rest of the game, the enemies will not drop shots. It will take approximately 15 minutes for the bees to quit shooting at you, so this trick requires a lot of patience. Note : In a 2-player game, only one person has to do the cheat for both players to benefit. But as soon as 1 of the players game is over the bees begin shooting again. + + +* (BUG) Take The Control Of The Ship For Free : During the Galaga demo, the Galaga character comes down and tries to tractor-beam up the player's ship. As soon as that tractor-beam starts, the player can take control of the ship in the demo. The player has two choices here and this will effect how the game handles this bug : If the player allows himself to be captured, the demo will continue as normal and he has the option of controlling the player ship or not. The player can choose whether to save the captured ship, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the ship and destroys the Galaga with the tractor beam, some of the characters on the screen will freeze while others are still moving and doing what they are suppose to be doing. This will last 15-20 seconds, then the game will go to the high score screen. + + +* Challenging stages are easier if the high score numbers are used to refine your aim. These tips assume a 6-digit high score : + +1) On the first 2 challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list. + +2) On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list (if the units come from the left) or between the last and next-to-last numbers (if the units come from the right). This will allow you to hit descending enemies at the highest possible point. + + +* Here Is A neat (and useless) Galaga Trick : It is possible to end the game with a 200% ratio. The 200% hit-miss ratio trick can only be done with your first shot of the game. When the game starts, don't move, and fire only one shot. If you time it correctly, two enemies will be killed at once. Let your remaining ships be destroyed, and presto : a better-than-perfect result. + + +- SERIES - + + +1. Galaxian (1979) + +2. Galaga (1981) + +3. Gaplus (1984) + +4. Galaga '88 (1987) + +5. Galaga - Destination Earth (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Atari 7800 (1984) + +Nintendo Famicom (1988) + +Nintendo Game Boy (1995, "Galaga & Galaxian") + +Sony PlayStation (1995, "Namco Museum Vol.1") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo Game Boy Advance (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + +Sony PlayStation ("Tekken") : Appears as a mini-game. Only the challenging stages are included. + + +* Computers : + +Commodore C64 (1982) + +MSX (1984) + +Fujitsu FM-7 (1985) + +Fujitsu FM-77 (1985) + +Sharp MZ2500 + + +* Others : + +Arcade (1995, "Namco Classics Collection Vol.1") + +Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004). + +$end + +$info=galaga88,galag88j, +$bio + +Galaga '88 (c) 12/1987 Namco. + + +You shouldn't have too much trouble with this game if you are familiar with the original "Galaga" (or "Galaxian" or any other similar game). The game is divided into several 'dimensions', which each have their own boss. You can warp to higher levels by collecting warp capsules (they are usually inside the asteroids that litter the later levels). The graphics are several levels above what the original "Galaga" had, although they have a very 'cutesy' look about them, which I happen to like, but not everyone does. When the game begins you get to choose between having single or dual ships. When you pick dual ships you are docked a life, but you begin the game with the dual ship powerup (which costs a life anyway). I always pick dual ships myself, I find the game more fun that way. After selecting your ship the game will begin. Enemies will fly into a formation in patterns entering from various places on the screen, if you are fast you can often blast almost all of them before they even settle into the formation. Some enemies do not enter the formation at all, instead they break off at the last moment to make a suicide run at your ship. All the old enemies from the original "Galaga" are back, along with several new types. The ones you are most likely to notice are the armor plated enemies that can survive multiple shots, and the puffers that get larger and larger each time you shoot them, until they finally explode. Every few levels there will be a bonus level (called the 'Galactic Dancin' Challenge Stage'), where you attempt to shoot down as many as 40 ships for bonus points. These bonus stages are tougher than the original "Galaga" ones, as the enemies move in some really odd patterns. There is a little secret about the bonus stage (see Tips And Tricks for more information). + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID: G8 + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 2-way joystick + +Buttons : 1 + + +This title was usually sold as a conversion kit (most games were back in 1988). It used the standard JAMMA harness. The marquee showed a gold 'Galaga '88' logo on a field of red teardrops. The sideart had the same picture as the marquee, but without the background. The control panel featured a single 2-Way joystick and a fire button on either side (along with start buttons and game instructions). Many of these machines will have 8-Way joysticks instead of the original 2-Way ones, they are interchangable as far as this game is concerned. + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +- TIPS AND TRICKS - + + +* Super Bonus : You have to shoot all 40 enemies in the challenging stages to receive super bonus just like in the original "Galaga". + + +* Pickup two blue items to get a bonus and go to the next harder dimension after completing a challenging stage. + + +* Pickup a purple item which appears on later stages to immediately get a triple firepower ship. + + +- SERIES - + + +1. Galaxian (1979) + +2. Galaga (1981) + +3. Gaplus (1984) + +4. Galaga '88 (1987) + +5. Galaga - Destination Earth (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Sound composed by : Hiroyuki Kawada + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1988) + + +* Computers : + +Sharp X68000 (1987) + +$end + +$info=galaga3,galaga3a,galaga3b,galaga3m, +$bio + +Galaga 3 (c) 10/1984 Namco. + + +The general formula is the same as it was for "Galaxian" and "Galaga". You control a spaceship and you fire at rows of enemies at the top of the screen, but you are not confined to moving left and right, you can move anywhere in the bottom half of the screen. The bug like enemies will fire at you from above while moving back and forth. Individual ships (and groups of ships), will break away from the armada to make attack runs at your fighter. Most of the ships are killed with a single shot. Shooting some ships will earn you a tractor beam, which will allow you to pull several enemy ships towards you, so you can control them. This title has the same basic enemies as "Galaga", but they have been redesigned to look more like spaceships (and less like bugs). Once every few levels you will get a 'Challenging Stage' where ships will fly by in patterns, and you get to shoot at them in an attempt to spell out words. A lot of the other stages follow the standard "Galaga" pattern, but some are different, there are stages where you move forward through enemy territory, and other stages where the starfield behind you moves backwards (for some reason that really makes it difficult, even though nothing actually changes). + + +- TECHNICAL - + + +Game ID: GP + + +Main CPU : 6809 @ 1.536 Mhz + +Sub CPU : 6809 @ 1.536 Mhz + +Sound CPU : 6809 @ 1.536 Mhz + +Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Gaplus" (07/1984). + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen. + + +* These tips are all variations on the same theme : + +1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship. + +2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag. + + +* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots verticaly in a row) instead of just 2. + + +- SERIES - + + +1. Galaxian (1979) + +2. Galaga (1981) + +3. Galaga 3 (1984) + +4. Galaga '88 (1987) + +5. Galaga - Destination Earth (2000, Nintendo Game Boy Color) + +$end + +$info=galaxian,galaxiaj,galmidw,galmidwo, +$bio + +Galaxian (c) 10/1979 Namco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Tone generator and discrete circuits + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 2-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Midway for US manufacture and distribution (12/1979). + +The Nichibutsu version is known as "Moon Alien". + + +Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian in 1979, players were transported to the most colorful and challenging space battle yet. + +This was the first video game released with 100 percent of its graphics displayed in true R.G.B. color. + + +* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, njoyable, and demanding gaming experience. + +Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.". + + +* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games." + +With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.". + + +* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.". + + +This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade. + + +The earliest Galaxian machines used a 25'' G02 monitor, but later machines shipped with the standard 19'' Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-Way joystick, instead of the 2-Way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire :) + + +Some hacks of this game are known as "Galaxian Part 4", "Galaxian Turbo", "Super Galaxians", "Super Invaders galactica", "Swarm" and "Galaxian Part X". A Spanish bootleg made by Petaco S.A. is known as "Zero Time". + + +A Galaxian unit appears in the 1983 movie 'Joysticks'. + + +- UPDATES - + + +The only code difference between the original Namco version and the licensed Midway version is that the BONUS SHIP text is printed on a different line. + + +- TIPS AND TRICKS - + + +* Shoot one of the yellow (topmost) ships when it first comes down. It causes everyone to stop firing for a few moments. + + +- SERIES - + + +1. Galaxian (1979) + +2. Galaga (1981) + +3. Gaplus (1984) + +4. Galaga '88 (1987) + +5. Galaga - Destination Earth (2000, Nintendo Game Boy Color) + + +- PORTS - + + +* Consoles : + +Atari 5200 (1982) + +Colecovision (1983) + +Atari 2600 (1983) + +Nintendo Game Boy (1995, "Galaga & Galaxian") + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + +Nintendo Famicom + + +* Computers : + +Atari 800 (1982) + +Sinclair ZX Spectrum (1982) + +Commodore VIC-20 (1983) + +PC [MS-DOS] (1983) + +MSX (1984) + +Fujitsu FM-7 (1985) + +PC (Microsoft Windows 95, "Return of The Arcade") (1995) + +Apple II + +Exidy Sorcerer + + +* Others : + +VFD tabletop game (1980, "Galaxian") released by Bandai. + +VFD tabletop game (19??, "Moon Alien", alt. name) released by Bandai. + +VFD tabletop game (19??, "Beam Galaxian", Japanese release) released by Bandai. + +VFD handheld game (1981, "Galaxian 2", called Galaxian 2 because it can be a two-player game) by Entex (or Futuretronics). + +VFD handheld game (1981, "Astro Galaxy", Japanese release) by Entex. + +VFD handheld game (1981, "Astro Invader", Hales release) by Entex. + +VFD tabletop game (1981) released by Coleco. + +Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003). + +$end + +$info=galap4, +$bio + +Galaxian Part 4 (c) 1979 G.G.I. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Galaxian". + + +- UPDATES - + + +The graphics have been altered and the game has been made more difficult. + +$end + +$info=galapx, +$bio + +Galaxian Part X (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Galaxian". + + +- UPDATES - + + +The rate of fire is much faster and the alien's movements are more random. + +$end + +$info=galturbo, +$bio + +Galaxian Turbo (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Galaxian". + + +- UPDATES - + + +It's much faster and the aliens move in a different pattern. + +$end + +$info=galaxyfg, +$bio + +Galaxy Fight - Universal Warriors (c) 01/1995 Sunsoft. + + +Fighting game with eight selectable characters. Each stage is infinite in length and therefore allows lots of running attacks. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0078 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Galaxy Fight is Sunsoft's first game for the Neo-Geo MVS. + + +The bonus round character 'Bonus-Kun' is a homage to "Street Fighter"'s Ryu character. He also appears as the bonus character in Sunsoft's other Neo Geo fighting game, "Waku Waku 7". + + +- STAFF - + + +Galaxy programmers : Yuichi Ueda, Shigetaka Inaba + +Graphic designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda + +Tool programmer : Hirokatsu Fujii + +Sound programmers : Kazuo Nii, Noriaki Urata + +Music composers : Masato Araikawa, Takayuki Sasaki + +Musicians : Jun Kojime, Masato Araikawa + +Music coordinators : Atsushi Mihiro, Shoji Yogo + +Voice actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson + +Director : Yuichi Ueda + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +SNK Neo-Geo CD (1995) + +Sony PlayStation (1996) + +$end + +$info=gforce2,gforce2j, +$bio + +Galaxy Force II (c) 1988 Sega. + + +- TECHNICAL - + + +Sega Y Board hardware + + +Main CPU : (3x) 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49152 + + +Player : 1 + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988. + + +- SERIES - + + +1. Galaxy Force + +2. Galaxy Force II (1988) + + +- STAFF - + + +Sound composer : Jouji Iijima + + +- PORTS - + + +* Consoles : + +Sega Master System (1989) + +Sega Mega Drive (1990) + +FM Towns Marty (1990) + +Sega Saturn (1998) + +$end + +$info=galaxygn, +$bio + +Galaxy Gunners (c) 1989 Electronic Devices. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 8 Mhz) + +Sound CPU : I8086 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 352 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a rip-off of "Exerion" from Jaleco. + +$end + +$info=grescue, +$bio + +Galaxy Rescue (c) 1979 Taito. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Lunar Rescue". + + +A bootleg of this game is known as "Destination Earth". + +$end + +$info=galxwars,galxwar2,galxwart, +$bio + +Galaxy Wars (c) 08/1979 Universal. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Star Wars". + +$end + +$info=galivan,galivan2, +$bio + +Galivan - Cosmo Police (c) 12/1985 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game was based on the sentai of the same name. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- UPDATES - + + +REVISION 1 : + +* Build date : DEC 11 1986 + + +REVISION 2 : + +* Build date : DEC 16 1986 + + +- SERIES - + + +1. Galivan - Cosmo Police + +2. Cosmo Police Galivan II - Arrow of Justice (1993, Nintendo Super Famicom) + + +- STAFF - + + +Directed by : Shigeki Fujiwara + +Software by : T. Tsuchie + +Hardware by : Isao Shiki + +Designer by : K. Nakagawa + +Music & Sound by : Kenji Yoshida + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Super Famicom (1993) + + +* Computers : + +Amstrad CPC (1986) + +$end + +$info=gallag, +$bio + +Gallag (c) 1982. + + +- TECHNICAL - + + +Main CPU : (4x) Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Namco (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Galaga". + + +- UPDATES - + + +This bootleg looks and plays exactly like the original Galaga except that it says GALLAG on the title screen and 1982 where the Namco copyright would normally be. + +$end + +$info=gallop, +$bio + +Gallop - Armed Police Unit (c) 09/1991 Irem. + + +A space-themed, police-style battle shoot'em up game. + + +- TECHNICAL - + + +Irem M-73 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Cosmic Cop". + + +Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993. + + +- TIPS AND TRICKS - + + +* Secret Invincibility : + +1) Turn Service Mode ON in DIP switch menu. + +2) Reset the game with holding UP+Start button. + +3) If the game mode starts up instead of the service mode, you were successful (but you need to hold UP+Start button until the title screen shows up). + +4) You will be able to start a game with invincibility. + +$end + +$info=glpracr, +$bio + +Gallop Racer - One and only road to victory (c) 1996 Tecmo. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Gallop Racer - One and only road to victory (1996) + +2. Gallop Racer 2 (1997) + +3. Gallop Racer 3 (1999) + +4. Gallop Racer 2001 (Sony PlayStation 2) + +5. Gallop Racer 2003 (Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Sony PlayStation + +$end + +$info=glpracr2,glprac2j,glprac2l, +$bio + +Gallop Racer 2 (c) 1997 Tecmo. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Gallop Racer - One and only road to victory (1996) + +2. Gallop Racer 2 (1997) + +3. Gallop Racer 3 (1999) + +4. Gallop Racer 2001 (Sony PlayStation 2) + +5. Gallop Racer 2003 (Sony PlayStation 2) + +$end + +$info=glpracr3, +$bio + +Gallop Racer 3 (c) 1999 Tecmo. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Gallop Racer - One and only road to victory (1996) + +2. Gallop Racer 2 (1997) + +3. Gallop Racer 3 (1999) + +4. Gallop Racer 2001 (Sony PlayStation 2) + +5. Gallop Racer 2003 (Sony PlayStation 2) + +$end + +$info=galmedes, +$bio + +Galmedes (c) 01/1993 Visco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=galhustl, +$bio + +Gals Hustler (c) 1997 Ace International. + + +A "Pocket Gal" rip-off. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The girl select screen music is ripped from Capcom's "Magic Sword - Heroic Fantasy". + +The in-game music is ripped from the second level of "Bishoujo Senshi Sailor Moon" for Nintendo Super Famicom. + +$end + +$info=galpani3, +$bio + +Gals Panic 3 (c) 1995 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 14.3182 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + +$end + +$info=galpani4, +$bio + +Gals Panic 4 Yuu (c) 1996 Kaneko. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + + +- STAFF - + + +Planners : Terukazu Kanematsu, Manabu Saito + +Programmers : Masahiro Honma (Fists of Fire), Terumichi Gunji (Aroha Man) + +Designers : Takamitsu Nemoto, Fusayuki Watariguchi, Hideo Osawa, Norihiro Terashi (Bear-Joe Terashi), Yuzuru Suzuki + +Hardware : Noboru Kouno, Masahiko Moriya + +Music & Sound by : Sayoko Ueda + + +* CAST : + +Rei Takahida : Akira Ono + +Saori Shiina : Hiroko Negishi + +Ajann Nakura : Keiko Onuki + +Rito Tajima : Etsuko Akiyama + +Konomi Iruma : Makoto Okutani + +Saki Kojo : Jun Kikuchi + +Shou Hazuki : Tomoko Kojima + +$end + +$info=galpani2, +$bio + +Gals Panic II (c) 1993 Kaneko. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49664 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Do You Know ? : Kaneko's scouts are traveling to every corner of the globe in search of the world's sexyest, most beautiful gals. They will surely live up to your wildest fantasies and satisfy your desires. ;-) + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + + +- STAFF - + + +Program : M. Kanaoka, Y. Yamazaki + +Program support : Y. Shintani, M. Honma, Y. Sakakura, A. Takahashi, S. Igaeashi + +Graphics design : Y. Ishii, K. Matsuoka, Y. Nakamura, T. Kuwahara, K. Fukai, M. Narukawa, Y. Ozaki, T. Yoshikawa, Y. Kubo + +Sound design : Tatsuya Watanabe, Y. Wada + +Hardware design : H. Morinaga + +Develop management : K. Murakami + +Develop support : F. Mitsuti, N. Tada, K. Nobori + +Planning & direction : Hiroshi Kaneko + +$end + +$info=gpan2qiz, +$bio + +Gals Panic II - Quiz Version (c) 1993 Kaneko. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49664 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=galpanis, +$bio + +Gals Panic S - Extra Edition (c) 1997 Kaneko. + + +Work to cover the highlighted area of the box. Get the coins to spell "EXTRA" and work on a different, more risque picture. Highlight more than eighty percent of the area, and move on. Highlight more than ninety percent of the area, get a nude still of the girl. Highlight one hundred percent of the area, and get a moving picture of the nude girl. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + +$end + +$info=galpans2, +$bio + +Gals Panic S2 (c) 1999 Kaneko. + + +Cover the colored area of the girl, avoid the monsters and their weapons. Gather the coins to spell 'EXTRA CHANGE' and work on a different, more risque picture of the girl. Cover over eighty percent, move onto the next round. Cover over ninety percent, get a nude still of the girl. Get one hundred percent, get a moving picture of the girl nude. And one hundred twenty percent...? + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + + +- STAFF - + + +Game designers : Endo Chang, A. Kaneko + +Programmers : Umitsu. T, S?o?c?a? + +Graphic designers : Ryo Kimura, Tanron, Rds-M + +Sound : S. Maruyama + +Character designers : Akahirakirin, Captain Kiesel, Gabri-L, Kimuraya Izumi, Komirin, O. Ri, Pichiku, Sengoku Murasaki, Yanagawa Rio, Yusura + +Voice actress : Aya Sugawara, Miwa Matsumoto, Rena Yukie, Ryoko Tanaka, Shizuka Aoki, Umi Tenjin, Yuki Kaida + +$end + +$info=galpanic,galpania,galpanib, +$bio + +Gals Panic! (c) 11/1990 Kaneko. + + +Fill in as much of the darkened area as you can, Qix style. If you get over eighty percent, you win the round. Win three rounds with the same girl, and the graphic becomes a picture of the girl naked. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- SERIES - + + +1. Gals Panic! (1990) + +2. Gals Panic II (1993) + +3. Gals Panic 3 (1995) + +4. Gals Panic 4 Yuu (1996) + +5. Gals Panic S (1997) + +6. Gals Panic S2 (1999) + + +- STAFF - + + +Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano + +$end + +$info=galspnbl, +$bio + +Gals Pinball (c) 1996 Comad. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Hot Pinball (1995) + +2. Gals Pinball (1996) + +$end + +$info=gametngk, +$bio + +The Game Paradise! - Master of Shooting! (c) 1995 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Game Tengoku - The Game Paradise". + + +Player characters are from "Plus Alpha", "Butasan" and probably other Jaleco games. You can also see old Jaleco games on the arcade screens in the first level like Exerion, etc. + + +- SERIES - + + +1. The Game Paradise! - Master of Shooting! (1995) + +2. The Game Paradise! 2 (1998, Sony PlayStation) + + +- STAFF - + + +Program leaders : Akiyama->417, Nozomu->Love + +Programmers : Z-Donguri, Benriya Kenchan + +Graphic leaders : Mr. Kamikaze & Mr. Hasegawa, ....Ya....., .....Ei.... + +Graphic designers : Watanabe Teruhiko, Takarod, RF4K + +Music : Sawa Kazuo + +Sound Manipuler : Nis + +Voices : Kanai Mika, Shiina Hekiru, Nishihara Kumiko, Chiba Shigeru, Seki Tomokazu + +Cast management : Ishihara Ryuuta + +Recording : Hoshino Toshiaki, Yano Satoshi + +Publicity : Morita Kachisato + +Illustration : Souma Tatsuya + +Second direction : Kazaana Takanori + +Production and direction : Arai Masahiro + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=usg252,usg185, +$bio + +Games (c) 1991 U.S. Games. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Buttons : 5 + +$end + +$info=ginkun, +$bio + +Ganbare Ginkun - Action Minigame Shuu (c) 1995 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Good Luck, Ginkun - Action Minigame Meet'. + + +The bike minigame (where you must stop your bike) has the Boss music from "Final Star Force" (1992, Tecmo). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ganbare Ginkun - PCCB-00202) on 16/12/1995. + +$end + +$info=gangonta, +$bio + +Ganbare! Gonta!! 2 (c) 1995 Mitchell. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +This game is known outside Japan as "Party Time - Gonta The Diver II". + + +- SERIES - + + +1. Moeyo Gonta!! + +2. Ganbare! Gonta!! 2 (1995) + +$end + +$info=gbusters, +$bio + +Gang Busters (c) 1988 Konami. + + +An overhead shoot'em up where you play as a green-haired dude. + + +- TECHNICAL - + + +Game ID : GX878 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Crazy Cop". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + + +- STAFF - + + +Written and directed by : S. Okamoto + +Assistant director : Y. Satoh, Macha* + +Charactor designer : Dr. Hide + +Graphic designer : N. Ishii + +Production sound mixer : K. Matsubara + +Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo + +Electoronics designers : T. Matsuura, M. Hiraoka + +Publicity supervisor : F. Shibuya + +Translator : Yuichi Kobayashi + +General manager : K. Hiroshita + +$end + +$info=ghunter, +$bio + +Gang Hunter (c) 1988 Seibu Kaihatsu. + + +Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) V20 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) ADPCM (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Segasa/Sonic for manufacture and distribution in Spain. + + +This game is known outside Spain as "Dead Angle". + + +- SERIES - + + +1. Empire City : 1931 (1986) + +2. Gang Hunter (1988) + + +- STAFF - + + +Producer : H. Hamada + +Director : T.Wada + +Hardware : ??? + +Programmers : T. Takano, K. Kondo, S. Mori, H. Tomita + +Music : ??? + +Art : M. Matsuzawa, S. Nagasaki, T. Komazawa + +$end + +$info=gangwars,gangwarb, +$bio + +Gang Wars (c) 07/1989 Alpha Denshi. + + +Two street brawlers fight their way through a gang of hoodlums that like to laugh incessantly at you while they're beating you up! Features customizable statistics for your fighter. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +The bootleg version have some different sounds. + + +- STAFF - + + +Producer & Director & Game designer : Tsutomu Maruyama + +Graphic designers : Tsutomu Maruyama, Hatsue Honbe, Mitsunari Ishida, Kazushige Hakamata + +Music composers & Sound effects : Yuka Watanabe, Hiroaki Shimizu + +Main programmers : Eiji Fukamatsu, Hideo Kamoda, Yuuji Noguchi,Osamu Iijima + +Hardware : Eiji Fukatsu + +$end + +$info=gaplus,gaplusa,gapluso, +$bio + +Gaplus (c) 04/1984 Namco. + + +The general formula is the same as it was for "Galaxian" and "Galaga". You control a spaceship and you fire at rows of enemies at the top of the screen, but you are not confined to moving left and right, you can move anywhere in the bottom half of the screen. The bug like enemies will fire at you from above while moving back and forth. Individual ships (and groups of ships), will break away from the armada to make attack runs at your fighter. Most of the ships are killed with a single shot. Shooting some ships will earn you a tractor beam, which will allow you to pull several enemy ships towards you, so you can control them. This title has the same basic enemies as "Galaga", but they have been redesigned to look more like spaceships (and less like bugs). Once every few levels you will get a 'Challenging Stage' where ships will fly by in patterns, and you get to shoot at them in an attempt to spell out words. A lot of the other stages follow the standard "Galaga" pattern, but some are different, there are stages where you move forward through enemy territory, and other stages where the starfield behind you moves backwards (for some reason that really makes it difficult, even though nothing actually changes). + + +- TECHNICAL - + + +Game ID: GP + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known in US as "Galaga 3" (10/1984). + + +Gaplus machines came in an upright dedicated cabinet that was similar in appearance to the cabinet used on the original "Galaga". These machines were black and were decorated with multi-color stripes, and sticker sideart with a realistically drawn scene from the game. There were several different marquees made. The American Gaplus marquee had a blue 'Gaplus' logo surrounded by a scary looking bee. The 'World' version had a green 'Gaplus' logo. Finally, many machines in the US will be labeled "Galaga 3" on the marquee, but will have 'Gaplus' sideart and ROM chips (lots of lazy operators who didn't bother to install the whole name change kit, made these common). All Machines are decorated with red t-molding. The control panel has a single 8-Way joystick mounted in the center, with fire buttons on either side. This panel was not decorated at all, it was simply black. The monitor bezel had a few game instructions on it, but was not overly decorated either. The game itself was displayed on a 19'' Electrohome open frame monitor that was mounted vertically. This title uses the same wiring harness as "Galaga", and the two titles can be interchanged very easily. Many other games (such as "Dig Dug") use this same harness as well). + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen. + + +* These tips are all variations on the same theme : + +1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship. + +2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag. + + +* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots verticaly in a row) instead of just 2. + + +- SERIES - + + +1. Galaxian (1979) + +2. Galaga (1981) + +3. Gaplus (1984) + +4. Galaga '88 (1987) + +5. Galaga - Destination Earth (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.2") + + +* Computers : + +Commodore C64 (1989) + +$end + +$info=gardia,gardiab, +$bio + +Gardia (c) 1986 Sega / Coreland. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-6119 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=garou,garoup,garouo, +$bio + +Garou - Mark of the Wolves (c) 11/1999 SNK. + + +The ninth "Fatal Fury" episode brings us twelve characters and foregos the plane-switching style of its predecessors in favor of a standard single-plane background. Absolutely beautiful graphics and animation and one of SNK's last (and greatest) games. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0243 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +'Garou' translates from Japanese as 'Hungry Wolf'. 'Mark of the Wolves' is a reference to the legacy left behind by Terry to a new generation of fighters - specifically, Rock Howard. + + +Garou pushes the capabilities of the Neo-Geo MVS hardware to its limit, giving some of the best-looking graphics to date ­ some critics saying that there is life after all in the Neo-Geo hardware, which was past its prime when the game was released. + + +Hokutomaru's stage has quite a few references to the rest of the "Fatal Fury" series. To the extreme left of the stage is a billboard with a picture of the old style Terry Bogard. A portrait of Geese Howard and his lieutenants can be seen on another billboard (this is the same picture that is seen in the flyer for Real Bout Fatal Fury). There is also a picture of Andy Bogard and Mai Shiranui holding hands posing as a bank advertisement right above another picture of Alfred. + + +The sign that Khushnood Butt shows off in his victory pose is a Kyokugen Karate dojo sign. + + +The Rock Howard music stage contains a part of the original Robert Miles techno single. + + +The word 'Tizoc' (The Griffon Mask's Japanese name) means 'sick leg', or 'lame leg'. It was the name of an ancient Mexican tlatoani, or leader, who ruled from 1481 until 1486, when he was poisoned by Aztec aristocrats. + + +SME released a limited-edition soundtrack album for this game (Garou - Mark of the Wolves - SCDC-00006) on 21/01/2000. + + +- UPDATES - + + +The prototype version has a white background at the title screen instead a blue background on the final version. It has also a graphic bug on the Terry Bogard stage during the second round at the extreme right. + + +- TIPS AND TRICKS - + + +* Random Fighter : Hold Start and press a Punch or Kick button at the character selection screen. + + +* Play As Grant : At the character select screen, highlight Dong Hwan, hold Start and press Up(x2) Down(x2), Up, Down. + + +* Play As Kain R. Heinlein : At the character select screen, highlight Jae Hoon, hold Start and press Down(x2), Up(x2), Down, Up. + + +* Play Against Kain R. Heinlein : To reach Kain, you must finish the first 7 matches with an average fighting level of AAA. Your best bet would be to avoid losing any rounds throughout the preliminary 7 stages, especially Grant. If you meet this condition after defeating Grant, you'll get a cutscene featuring Kain R. Heinlein. Beat Kain to reveal your characters' true ending. + + +* Alternate Costume Colors : Each character has 4 colors, corresponding to each button. + + +* Secret Taunts : After defeating your oponnent, hold Left or Right and tap Start to use an hidden taunt. Every character has two secret taunts (these can ONLY be used after defeating an oponnent and before your character goes into his/her winning pose). Some of them, such as Hotaru's and Hokutomaru's are really cool! :) + + +Taunts in the game can affect the background stages in many ways. For example, by using a taunt during a fight in Hotaru's stage (Philantropy Belfry) you can make the bells in the background move. Most stages have hidden animations that can only be seen by this trick so try it! :) + + +* Survival Mode : Insert a coin, hold A+B+C+D and press Start. You will then play a Survival Mode (quite hard one too). + + +* Rock's Winpose : Rock will have a special winpose when he finishes the opponent with a Shine Knuckle and a different one when he finishes the opponent with either a Raging Storm or the Deadly Rave Neo. + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Exective producer : H. Matsumoto + +Producers : S. Itoh, T. Tsukamoto + +Planners : Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky + +Foreground designers : SoeSoe.F, Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa + +Background designers : M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami + +Special effects : Tashiboo, T. Masami + +Event art designers : Kaoruru, M. Hirano, C. Zanami, A. Yamada + +New staff : Kohji, Z. Kadoma, Manbu, Zacky + +Programmers : Bo-Fukunaga, Dan-Abe, Rotten Air + +Sound : Ackey, Yassun, Hori-Hori, Okan, Q-Jirou + +Title designer : Nao-Q + +Illustrator : Tonko, Arita/Ymt + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Rock Howard : Eiji Takemoto + +Kim Dong Hwan : Jun Hashimoto + +Kim Jae Hoon : Hiroki Asakawa + +Hotaru Futaba : Yuki Horie + +Gato : Kohji Ishii + +B. Jenet : Rei Saitou + +Khushmood Butt (Marco Rodriguez in Japanese version) : Hikaru Hanada + +Hokutomaru : Junko Takeuchi + +Freeman : Eiji Yano + +Tizoc (The Griffon in the Japanese version) : Hikaru Hanada + +Kevin Rian and Grant : You Kitazawa + +Marky : Junko Takeuchi + +Kain R. Heinlein: Jun Hashimoto + +Narration : Paul G.R. + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2001) + +$end + +$info=garuka, +$bio + +Garuka (c) 09/1988 Konami. + + +A shoot'em up / action game. + + +- TECHNICAL - + + +Game ID : GX890 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The kanji reads 'Ga Ru Ka' which means 'Starve current calamity'. + + +This game is known outside Japan as "Devastators". + + +The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + +$end + +$info=garyoret, +$bio + +Garyo Retsuden (c) 04/1987 Data East. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese a 'Garyo's Biography'. + + +"Karnov", Data East's great hero, appears as your enemy for the first time in this game. + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + +$end + +$info=gatedoom,gatedom1, +$bio + +Gate of Doom (c) 07/1990 Data East. + + +Four selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps! + + +- TECHNICAL - + + +Game ID : MAC + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Dark Seal". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990. + + +- SERIES - + + +1. Gate of Doom (1990) + +2. Wizard Fire (1992) + + +- STAFF - + + +Game master : Yoshiyuki Urushibara + +Main programmer : Naomi Susa + +Main graphic designers : S. Noda, J. Matsuda, Yohiyuki Ishibiki + +Programmers : Mentaiko, Tac.H, K. Miyazawa + +Graphic designers : Masanori Tokoro, E. Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara + +Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori + +Sound effects : Azusa Hara (AZUSA) + +Hardware : Shingo Mitsui + +Project leader : Mentaiko + +$end + +$info=wwjgtin, +$bio + +Gate-In! - Wai Wai Jockey (c) 1984 Jaleco / Casio. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 600 Khz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +'Wai-Wai' is Japanese onomatopoiea for a cheering crowd. + +$end + +$info=gatsbee, +$bio + +GATsBEe (c) 1984 Uchida. + + +- TECHNICAL - + + +Main CPU : (4x) Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Namco (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a "Galaga" hack. + +$end + +$info=gauntlet,gauntr1,gauntr2,gauntr4,gauntr5,gauntr7,gauntr9,gaunts,gauntg,gauntgr3,gauntgr6,gauntgr8,gauntj12,gauntj,gaunt2p,gaun2pr3,gaunt2pj,gaun2pj2,gaunt2pg,gaun2pg1, +$bio + +Gauntlet (c) 12/1985 Atari Games. + + +Up to four players take on the role of either Elf, Valkyrie, Wizard or Warrior in this classic Dungeons & Dragons-inspired shoot-em-up. Gauntlet's four heroes each possess different strengths and weaknesses: Elf inflicts the least damage but is the fastest and has good magical skills, Wizard is slow but inflicts the highest magical damage, Warrior is the strongest in hand-to-hand combat but has the weakest magical attributes and Valkyrie is the best all-round character, with good mixture of both magical and physical strength. + + +Players must battle through one hundred mazes, fighting for survival against the hundreds of creatures that populate them. Keys must be found to open the many locked doors and gates that bar the players' progress, food also needs to be sought to top-up the players' ever-diminishing energy levels. Potions can be collected and used at any time, these range from straight "smart bombs" that clear the screen of monsters (depending on the magical abilities of the character) to increasing player attributes, such as shot power and speed. + + +After Level 8, the game presents the dungeons to players in random order from the hundred that are available; thus ensuring that no two games were ever quite the same. + + +- TECHNICAL - + + +Game ID : 136037 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Gauntlet was originally going to be called 'Dungeons' and was inspired both by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called "Dandy". Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet and he agreed not to sue Atari. + + +Gauntlet's revolutionary, non-linear gameplay gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like Dungeons & Dragons, Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight, sometimes a simpler route could be found or the player could just try to make a run for it. + + +Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occassions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionised the concept of in-game speech and added immeasurably to Gauntlet's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing players that 'Elf needs food, badly', or that 'Blue Wizard is about to die' and the good advice that is 'Don't shoot food!'. + + +Note : The game contains exactly 212 sounds! (including digitized voices, effects and musics). + + +Approximately 8,000 units were produced. + + +Note : There were 20 officially released versions (see Updates section for detailed info), including six 2-players versions and various Spanish, German and Japanese versions. Counting 4-players English variants alone, there were seven releases with various bugfixes. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991. + + +- UPDATES - + + +Revision 1 (4-players) + +* First world release. + + +Revision 2 (4-players) + +* Added an option called 'Disable Speech?' in the operator menu. + +* Fixed some texts in attract mode. + + +Revision 3 (4-players) + +* German release only. + + +Revision 4 (4-players) + +* World release. + + +Revision 5 (4-players) + +* World release. + + +Revision 6 (4-players) + +* German release only. + +* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section). + +* Added ability to stop the attract mode with the fire button. + + +Revision 7 (4-players) + +* World release. + + +Revision 8 (4-players) + +* German release only. + +* Added an option called 'Reduce Text?' in the operator menu. + + +Revision 9 (4-players) + +* World release. + +* Levels are different : Level 9 and 10 are removed (Level 12 on revision 8 = Level 10 on revision 9). + + +Revision 10 (4-players) + +* German release only. + + +Revision 12 (4-players) + +* Japanese release only. + + +Revision 13 (4-players) + +* Japanese release only. + + +Revision 14 (4-players) + +* World release. + + +Revision 15 (4-players) + +* Spanish release only. + + +Revision 1 (2-players) + +* German release only. + +* Based on the lastest 4-players revision. + + +Revision 2 (2-players) + +* Japanese release only. + + +Revision 3 (2-players) + +* World release. + + +Revision 4 (2-players) + +* German release only. + + +Revision 5 (2-players) + +* Japanese release only. + + +Revision 6 (2-players) + +* World release. + + +- TIPS AND TRICKS - + + +* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels. + + +* The best character to play, in the LONG run, is the elf. His magic is just as good as the wizard's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. The Valkyrie is the worst, although some people regard this as a challenge... + + +* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game. + + +* You can kill Death painlessly by teleporting on top of him. + + +* Level 8 is the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score. + + +- SERIES - + + +1. Gauntlet (1985) + +2. Gauntlet (1985, NES) + +3. Gauntlet II (1986) + +4. Gauntlet - The Third Encounter (1990, Atari Lynx) + +5. Gauntlet III - The Final Quest (1991, Atari ST) + +6. Gauntlet 4 (1993, Sega Mega Drive) + +7. Gauntlet Legends (1998) + +8. Gauntlet Dark Legacy (1999) + + +- STAFF - + + +Designer / Programmer : Ed Logg (ED ) + +Game programmer : Bob Flanagan (BF ) + +Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphey, Will Noble, Dave Pettigrew (D F) + +Engineer : Pat McCarthy (PMC) + +Technician : Sae Oh (SMO), Cris Drobny (CAD) + +Sound designers : Hal Canon (HAL), Earl Vickers (EAR) + +Cabinet designer : Ken Hata (KEN) + + +- PORTS - + + +* Consoles : + +Atari Lynx (1990) + +Sega Master System (1990) + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + +Sega Mega Drive + + +* Computers : + +Amstrad CPC (1985) + +Atari ST (1985) + +Sinclair ZX Spectrum (1987) + +PC [MS-DOS] (1988) + +PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2") + +Commodore C64 + +Apple II + + +* Others : + +LCD handheld game (1988) released by Tiger Electronics : Contains 9 stages in your quest to find the long-lost Sacred Orb. There are 5 different worlds for your search through and battle evil demons : The Castle, The Dark Forest, The Lost Caverns, The Unseen, and Volcana. + +$end + +$info=pc_gntlt, +$bio + +Gauntlet (c) 1985 Tengen / Atari Games. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : GL + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo for distribution. + + +- TIPS AND TRICKS - + + +* Passwords List : To enter a password, hold the A button and press the Start button on the screen where you select the number of players. + + +Warrior : + +PHO-PHM-MP9 : Level 5, 1060 HP, 1 Key, 1 Bomb, 76 Points. + +PPH-OMH-MMM : Level 9, 1140 HP, 5 Keys, 3 Bombs, 144 Points. + +POY-EHH-MM4 : Level 14, Shot powerup, 1220 HP, 10 Keys, 10 Bombs, 245 Points. + +POZ-PSP-ZPM : Level 20, Armor-Magic-Shot powerups, 1220 HP, 8 Keys, 10 Bombs, 337 Points. + +POY-H6Z-W4M : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 435 Points. + +PEZ-ESZ-z94 : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 510 Points. + +PO6-OY9-4C4 : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 580 Points. + +PE9-Z9Y-494 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 685 Points. + +PEY-ZZY-4WM : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 762 Points. + +PO9-6C6-WCM : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1380 HP, 10 Keys, 10 Bombs, 833 Points. + +POY-YZ6-4WC : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1651 Points. + +PE9-46S-4HC : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 9 Keys, 10 Bombs, 1672 Points. + +PE6-Z6Y-4WW : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1710 Points. + +PE9-6YY-4CC : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1737 Points. + + +Valkyrie : + +FFR-FNA-A1F : Level 5, 1000 HP, 1 Key, 1 Bomb, 82 Points. + +FFF-RAN-ADA : Level 9, 1100 HP, 5 Keys, 3 Bombs, 160 Points. + +FR1-GFF-KUT : Level 14, Shot powerup, 1200 HP, 10 Keys, 10 Bombs, 270 Points. + +FG7-K8A-21A : Level 20, Armor-Magic-Shot powerups, 1200 HP, 9 Keys, 10 Bombs, 370 Points. + +FG1-N87-2DT : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 485 Points. + +FGX-G5X-X8T : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 582 Points. + +FG8-G17-T5T : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 663 Points. + +FRX-XX1-25T : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 782 Points. + +FG1-771-2LT : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 869 Points. + +FG7-8X8-2LT : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 949 Points. + +FR8-871-TLK : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1657 Points. + +FGX-T15-T82 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 9 Keys, 10 Bombs, 1671 Points. + +FG1-718-TLK : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1697 Points. + +FG7-818-T5K : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1714 Points. + + +Wizard : + +81X-815-5R7 : Level 5, 900 HP, 1 Key, 1 Bomb, 90 Points. + +818-X51-552 : Level 9, 1000 HP, 5 Keys, 3 Bombs, 169 Points. + +8XF-788-UL2 : Level 14, Shot powerup, 1100 HP, 10 Keys, 10 Bombs, 283 Points. + +87R-5NU-D82 : Level 20, Armor-Magic-Shot powerup, 1100 HP, 9 Keys, 10 Bombs, 384 Points. + +9XN-1FG-DLX : Level 25, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 494 Points. + +87R-7AR-R12 : Level 30, Armor-Fight-Magic-Shot powerups, 1200 HP, 8 Keys, 10 Bombs, 577 Points. + +87F-7NG-LU2 : Level 37, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 657 Points. + +8XR-RRN-DU2 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 776 Points. + +87F-GGN-DUK : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 885 Points. + +87R-KGA-DGK : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 967 Points. + +8XN-NRF-LUT : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1672 Points. + +87R-DNA-LGA : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 9 Keys, 10 Bombs, 1702 Points. + +8XN-RFF-LUT : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1736 Points. + +8XR-NFF-LDA : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1742 Points. + + +Elf : + +SSW-33Y-YCW : Level 5, 942 HP, 1 Key, 1 Bomb, 99 Points. + +S33-4Y3-YHH : Level 9, 1060 HP, 5 Keys, 3 Bombs, 191 Points. + +S4M-4SS-6ZH : Level 14, Shot powerup, 1180 HP, 10 Keys, 10 Bombs, 317 Points. + +SWI-6C6-OCZ : Level 20, Armor-Magic-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 434 Points. + +SWM-3CB-E9Z : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 560 Points. + +SWI-WCO-EMC : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 6 Keys, 10 Bombs, 662 Points. + +S4M-ZMI-B4H : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 8 Bombs, 732 Points. + +SWB-IIC-O9H : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 869 Points. + +S4M-IBM-OPZ : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 955 Points. + +SWI-CBC-EZP : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 1044 Points. + +SWC-CBM-E9P : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1669 Points. + +SWB-OCP-E49 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 9 Keys, 10 Bombs, 1696 Points. + +SWC-BMM-E9P : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1732 Points. + +S4B-CMM-EP9 : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1738 Points. + + +* In-game reset : Press Select+Start+A+B. + + +* Double supplies : Begin a game in two player mode and intentionally allow player two to die. Move player one over the icon that represents player two's supplies to collect them. + + +* Escape stun square : Press Start to pause the game. Resume game play and jump off the square to avoid damage. + + +* Continue game play : Begin game play in two-player mode. Quickly press Start when losing a life, while the other player still is playing to rejoin the game with another character. + + +* Hint, Clue rooms : Clues can be found in rooms 16, 26, 46, 54, 66, 70, 81, and 90. To pass Merlin, collect all of them. + + +- SERIES - + + +1. Gauntlet (1985) + +2. Gauntlet (1985, NES) + +3. Gauntlet II (1986) + +4. Gauntlet - The Third Encounter (1990, Atari Lynx) + +5. Gauntlet III - The Final Quest (1991, Atari ST) + +6. Gauntlet 4 (1993, Sega Mega Drive) + +7. Gauntlet Legends (1998) + +8. Gauntlet Dark Legacy (1999) + + +- STAFF - + + +Music by : Hal Canon, Earl Vickers + +$end + +$info=gauntdl, +$bio + +Gauntlet Dark Legacy (c) 1999 Midway Games. + + +Step into the world of of Gauntlet Dark Legacy and prepare for an adventure. Built on the strengh of "Gauntlet Legends", Dark Legacy takes the action to a new dimension with new characters, new realms, new combos ans improved graphics. Four new characters join forces with the original four Legends characters to explore and battle their way through eight realms of gameplay. The Mourtain, Desert, Forest and Castle Realms have been updated to match the depth and complexity of the four new realms... Ice, Town, Sky and Dream. There is also a bonus Battlefield Realm. Mutli-player gameplay has been enhanced by Allowing two players to work together to activate special moves with new combos. In addition, Dark Legacy is full of secret codes and passwords that give special acces to alternate characters and many other surprises (see 'Tips And Tricks' section for more information). + + +- TECHNICAL - + + +Midway Vegas hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Play as Pojo The Chicken (From "Mace - The Dark Age") : Enter EGG as initials and 911 as password. + + +* Play as Stick Jester : Enter EGG as initials and 911 as password (This code can only be put in if you are playing the Blue side. You get a stick figure of a Jester). + + +* Play as Armored Warrior : Enter RAT as initials and 333 as password (This code can only be put in if you are playing the Red side. You get an armored warrior with a rat’s head). + + +* Play as Ice Dwarf : Enter ICE as initials and 600 as password (This code can only be put in if you are playing the Red side. You get a big dwarf). + + +* Play as Big Headed Jester : Enter PNK as initials and 666 as password (This code can only be put in if you are playing the Yellow side. You get a Jester with a HUGE head). + + +* Play as Cool Looking Knight : Enter TAK as initials and 118 as password (This code can only be put in if you are playing the Red side. You get a REALLY cool looking Knight). + + +* Play as Scythe Wielding Valkryie : Enter TWN as initials and 300 as password (This code can only be put in if you are playing the Green side. You get a valkyrie with a scythe). + + +* Play as Interesting Looking Warrior : Enter CAS as initials and 400 as password (This code can only be put in if you are playing the Blue side. You get an interesting looking warrior). + + +* Play as Evil Looking Wizard : Enter GAM as initials and 666 as password (This code can only be put in if you are playing the Yellow side. You get a wizard who doesn’t look happy). + + +* Play as Cool Looking Wizard : Enter SKY as initials and 100 as password This code can only be put in if you are playing the Green side. You get a wizard who looks pretty cool). + + +- SERIES - + + +1. Gauntlet (1985) + +2. Gauntlet (1985, NES) + +3. Gauntlet II (1986) + +4. Gauntlet - The Third Encounter (1990, Atari Lynx) + +5. Gauntlet III - The Final Quest (1991, Atari ST) + +6. Gauntlet 4 (1993, Sega Mega Drive) + +7. Gauntlet Legends (1998) + +8. Gauntlet Dark Legacy (1999) + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2001) + +Microsoft XBOX (2002) + +Nintendo Game Boy Advance (2002) + +Nintendo GameCube (2002) + +$end + +$info=gaunt2,gaun22pg,gaun22p1,gaunt22p,gaunt2g, +$bio + +Gauntlet II (c) 08/1986 Atari Games. + + +A sequel to the legendary original, released a year earlier. Atari, perhaps wisely, chose not to tinker with the core gameplay to any great degree, instead opting to merely 'upgrade' the already excellent multiplayer action that had created such a stir during the previous year. Changes to the sequel included the ability for players to play whatever character they wanted, even if that character was already in play. The characters were now colour-coded and players would find themselves taking on the role of 'Blue Elf', 'Green Wizard', etc. The in-game speech was altered from the original to allow for the new player definitions. Other changes included the ability to 'bounce' shots off walls, providing the correct item was found. New potions and monsters were also added; the most notorious being the Fire-breathing Dragon. Defeating the creature would see the players rewarded with a permanent potion and a bag of treasure. Another notable addition was the wonderful 'It' monster : any player who was tagged by the creature would suddenly find that all of that level's creatures would ONLY chase him or her, completely ignoring the presence of the other players. The only way to remove this curse was to tag another player, thus making him or her 'it'. + + +- TECHNICAL - + + +Game ID : 136043 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +There is a good chance that this is actually the Gauntlet that you remember playing in the arcade. The original "Gauntlet" came out in 1985. Then the Gauntlet II conversion kit came out a year later in 1986. A lot of Gauntlet machines got switched over to Gauntlet II. They tended to stay as Gauntlet II for a rather long time, due to the relative scarcity of kits that would convert a "Gauntlet" cabinet. Well, the proper kits were scarce until about 1989 when 4 player games started taking off in a big way. + + +Contest : Atari had some contest attached to Gauntlet II when the game first came out. If you follow the instructions, the game gives you before going into the secret room (The machine provides clues on how to enter the secret rooms whenever a hidden wall is shot away on any level), you would get a screen showing that you'd been awarded some extra points and also to enter your name. Then it would give you a 6-digit code to put onto a contest entry form. The first 500 entries won Gauntlet II T-shirts plus a chance of winning a $5000 savings bond. Machines can also be set (via dip switches) to suppress this screen, in which case you would get a screen saying '5000 points x coins = xxx' after doing the secret room. The contest ended in 1986, so it's almost funny to see the contest screen today. + + +Approximately 3,000 kits were produced. + + +Note : The game contains exactly 205 sounds! (including digitized voices, effects and musics), less than the first Gauntlet. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991. + + +- TIPS AND TRICKS - + + +* Secret Rooms : To get to a secret room, perform a secret trick on a level. Some of the secret tricks are : + +1) Teleporting into the exit. + +2) Pushing a movable wall into the exit + +3) Keeping all the super shots + +4) Not using invulnerability (this is almost always a good idea anyway) + +5) Not touching a fake exit + +6) Teleporting on top of Death and/or acid blobs + +7) Not taking ANYTHING (the tick trick comes in handy here) + + +* The hints it gives to the secret room don't necessarily apply to your current level, just as on "Gauntlet". The secret trick usually doesn't work, but it is always same for any given board. You're allowed one secret trick for every 15 levels or so. + + +* You can kill the acid blobs! Just drop 2 potions in quick succession. This works regardless of your magic ability. It also puts the dragon back to sleep momentarily (You can also kill them with a teleporter. If there's a teleporter handy, that is). + + +* The '?' foods are NOT random. Grab a '?' food on health mod 20 = 7 (i.e. 27, 47, 67, etc). You'll get 200 health. + + +* Couple of strategy notes : + +1) Reflective shots make the dragon easier + +2) Invulnerability makes him very easy + +3) Remember that when generators aren't on the screen, they don't generate monsters. + +4) If you are playing two+ player you can kill almost all dragons with one player diverting his attention, or using an indirect attack. For example : you can find shootable walls or just stand in the right spot askew from the dragon. He will try to flame instead of fire-ball. If done correctly, you will be standing a wall away from him. Then your partner can go around and shoot flame head while the dragon is flaming away. + + +- SERIES - + + +1. Gauntlet (1985) + +2. Gauntlet (1985, NES) + +3. Gauntlet II (1986) + +4. Gauntlet - The Third Encounter (1990, Atari Lynx) + +5. Gauntlet III - The Final Quest (1991, Atari ST) + +6. Gauntlet 4 (1993, Sega Mega Drive) + +7. Gauntlet Legends (1998) + +8. Gauntlet Dark Legacy (1999) + + +- STAFF - + + +Designer / Programmer : Ed Logg + +Game programmer : Bob Flanagan + +Video graphics : Sam Comstock, Susan G. McBride, Alan Murphy, Will Noble + +Engineer : Pat McCarthy + +Technician : Cris Drobny + +Sound designers : Hal Canon, Brad Fuller, Earl Vickers + +Cabinet designers : Ken Hata + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Nintendo Game Boy + + +* Computers : + +Amstrad CPC (1986) + +Atari ST (1986) + +Commodore C64 (1987) + +PC [MS-DOS, 5.25''] (1987) + +Sinclair ZX Spectrum (1988) + +Commodore Amiga (1989) + +$end + +$info=gauntleg,gauntl12, +$bio + +Gauntlet Legends (c) 10/1998 Atari Games. + + +- TECHNICAL - + + +Atari Vegas hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +Gauntlet Legends' unusual features for an arcade game included passwords and savable characters, enabling players to play over the course of a long period of time. It was a role-playing game, though the actual role-playing was very limited. + + +Jef Shears worked as a Sr. Artist on this game for over 9 months. Like a number of people who worked on the game, Jef was left off the final in-game credits. + + +- TIPS AND TRICKS - + + +* Alternate characters : Get a character to level 10. Then, hold Turbo while selecting your character to gain a more powerful version ('Jackal' instead of Wizard, 'Minotaur' instead of Warrior, 'Falconess' instead of Valkyrie, 'Tigress' instead of Archer). + + +* Passwords : + +Play as a level 55 Wizard - Enter LBE as initials and 222 as password. + +Play as a level 99 Valkyrie - Enter COP as initials and 012 as password. + +Play as a Level 99 Warrior - Enter JOE as initials and 123 as password. + +Play as a Level 99 Wizard - Enter MO_ as initials and 000 as password. + +Play as Pojo the Chicken (from "Mace - The Dark Age") - Enter EGG as initials and 911 as password + +Nude Valkyrie - Have player two enter NUD as initials and 069 as password (ONLY works on the Blue Valkyrie). + + +- SERIES - + + +1. Gauntlet (1985) + +2. Gauntlet (1985, NES) + +3. Gauntlet II (1986) + +4. Gauntlet - The Third Encounter (1990, Atari Lynx) + +5. Gauntlet III - The Final Quest (1991, Atari ST) + +6. Gauntlet 4 (1993, Sega Mega Drive) + +7. Gauntlet Legends (1998) + +8. Gauntlet Dark Legacy (1999) + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1999) + +Sega Dreamcast (2000) + +Sony PlayStation (2000) + +Nintendo Game Boy Color (2000) + +$end + +$info=geebee,geebeeg, +$bio + +Gee Bee (c) 10/1978 Namco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Also licensed to Gremlin. + + +Gee Bee was the very first video game released by Namco. + + +About Namco : Founded in 1955 in Tokyo, Namco means 'Nakamura Manufacturing Co.'. Before video games, Namco was originally a 'rocking-horse rides' manufacturer. + + +Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man". + + +- SERIES - + + +1. Gee Bee (1978) + +2. Bomb Bee (1979) + +3. Cutie Q (1979) + + +- STAFF - + + +Designed by : Toru Iwantani + +$end + +$info=gekirido, +$bio + +Gekirindan (c) 09/1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E11 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 232 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of "ateji" - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning. + + +All stages in this game share the same music theme but remixed each time! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1995. + + +- STAFF - + + +Producer : Lee Ota + +Programmers : Mr. Lee, Toten, Takahito Naoi, Riki + +System engineers : Masaki Yagi (Ymot), Nob + +Character designers : Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao + +Designer : Hidetomo Ogino + +CG designer : K. Kinoshita + +Sound (Zuntata) : Kazuko Umino (Karu), Koji Sakurai + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=gekitsui, +$bio + +Gekitsui Oh (c) 1985 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is known outside Japan as "Zero Target". + +$end + +$info=gemini, +$bio + +Gemini Wing (c) 1987 Tecmo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Screenplay : S. Sakurazaki + +Background designer : K. Niwakamaru + +Logo & Base designer : Noise Holic + +Monster designers : Willy Ichiro, Strong Shima, Soccer Kozou + +Music / Sound Effects : Yuhki + +Test play : Sugar Beet, Faw + +Programmed by : Clark Gent + +Directed by : S. Sakurazaki + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Sharp X68000 (1990) + +$end + +$info=genix, +$bio + +Genix Family (c) 05/1994 NIX. + + +A rip-off of Mitchell's "Pang" ambiented in the Far-West. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Software : Argi Salvador, Carlos Barahona + +Hardware : Fernando Yago, Manuel Baena, Arthy + +Graphics : Jordi Zudaire, Yolanda Plaza, Lourdes Marcs, M. Jose Galvez + +Art designer : Tomas Bases + +Sound by : Xavier Tobella + +$end + +$info=genpeitd, +$bio + +Genpei ToumaDen (c) 10/1986 Namco. + +Game ID: GT + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz), Namco (@ 6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Genji and Heike Clans Defeat Demon Story'. + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987. + + +- SERIES - + + +1. Genpei Toumaden (1986) + +2. Genpei Toumaden - Kan no Ni (1992, NEC PC Engine) + + +- STAFF - + + +Music composed by : Norio Nakagata + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sony PlayStation (1996, "Namco Museum Vol.4") + + +* Computers : + +Sharp X68000 (1988) + +$end + +$info=gensitou, +$bio + +Genshi-Tou 1930's (c) 06/1989 SNK. + + +- TECHNICAL - + + +Game ID : A8003 'GT' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Prehistoric Island 1930's'. + + +This game is known outside Japan as "Prehistoric Isle in 1930". + + +- SERIES - + + +1. Genshi-Tou 1930's (1989) + +2. Prehistoric Isle 2 (1999) + +$end + +$info=geostorm, +$bio + +Geo Storm (c) 1994 Irem. + + +- TECHNICAL - + + +Irem M-92G system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Gun Force II". + + +Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990. + +The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel". + +The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel". + +The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel". + + +- SERIES - + + +1. Gun Force - Battle Fire Engulfed Terror Island (1991) + +2. Geo Storm (1994) + +$end + +$info=bass, +$bio + +Get Bass - Sega Bass Fishing (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 1.0 hardware + + +Main CPU : PPC603 (@ 66 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : paddle + +Buttons : 2 + +$end + +$info=getstarb,getstarj, +$bio + +Get Star (c) 1986 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 280 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Toaplan. + + +This game is known outside Japan as "Guardian". + +$end + +$info=gpilots, +$bio + +Ghost Pilots (c) 01/1991 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0020 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Sky Adventure (1989) + +2. Ghost Pilots (1991) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Executive directors : Takashi Nishiyama, Tama + +Planner : Y.O + +Sub planner : Ishimotti + +Programmers : Mr. SNK26, 001 + +Sound : Papaya + +Designers : Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=gmgalax, +$bio + +Ghostmuncher / Galaxian (c) 1981 Leisure and Allied. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 130 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a dual bootleg of "Pac-Man" and "Galaxian". You can change the game in the Dip Switch menu. + + +- UPDATES - + + +In this bootleg, the colors, sounds and names of the ghosts have been changed. The "Galaxian" bootleg is also sped up significantly. + +$end + +$info=gng,gngt,gnga, +$bio + +Ghosts'n Goblins (c) 09/1985 Capcom. + + +The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King. Arthur must run and jump through six horizontal and eight-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face. Each of the six end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licenced to Taito for US manufacture and distribution. + +Also licensed to Romstar for US distribution. + + +This game is known in Japan as "Makaimura". + + +The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement). + + +The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes". + + +The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- UPDATES - + + +The Japanese versions, unlike all other versions, use a cross instead of a shield. + + +- TIPS AND TRICKS - + + +* Turn Into A Frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog. + + +* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :) + + +* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform. + + +* Boss Tricks : + +1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key. + +2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level. + + +* Other Tricks : + +1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...). + +2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping. + +3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage. + +4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise! + +5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5. + + +* Armor : + +1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping. + +2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location. + +3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil. + +4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor). + + +- SERIES - + + +1. Ghosts'n Goblins (1985) + +2. Ghouls'n Ghosts (1988) + +3. Super Ghouls'n Ghosts (1993, Nintendo Super Famicom) + + +- STAFF - + + +Designed by : Tokuro Fujiwara + +Lead Programming : Toshio Arima + +Music & Sound Effects : Ayako Mori + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Sony PlayStation (1998, "Capcom Generation 2") + +Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur") + +Sega Saturn (1998, "Capcom Generation 2") + +Nintendo Game Boy (1999) + + +* Computers : + +Commodore C64 (1986) + +Sinclair ZX Spectrum (1986) + +Amstrad CPC (1986) + +PC [MS-DOS] (1987) + +Commodore Amiga (1988) + +Atari ST (1990) + +$end + +$info=ghouls,ghoulsu, +$bio + +Ghouls'n Ghosts (c) 12/1988 Capcom. + + +Three years have passed since the events of "Ghosts 'n' Goblins" and Arthur the knight once again finds himself battling against the hidious creatures of Demon World. The demons have now seized the kingdom and Arthur returns home to witness the castle's lone survivor, his beloved Gunievere, slain before his eyes by the king of the demons himself, Lucifer. Arthur once again embarks on a one-man quest to destroy the demonic gate-crashers and save Gunievere's mortal soul. Gameplay is of a very similar vein to that of "Ghosts 'n Goblins" - the classic run, jump and shoot action remains intact. Ghouls 'n' Ghosts is, however, even more difficult than its already demanding predesessor. Arthur now has access to several new power-ups to aid him on his daunting quest, such as 'Golden Armour' that gives Arthur greater protection from the demons. Additionally, unlike "Ghosts 'n Goblins", Arthur can now fire his weapons upwards instead of just left or right and, while jumping, can fire beneath him as well. The graphics in Ghouls 'n' Ghosts are predictably far superior to those of its 1985 prequel, with highly imaginative level design and superbly-drawn, smoothly animated enemies all adding to the game's superb gothic feel. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 2 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Daimakaimura". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989. + + +- SERIES - + + +1. Ghosts'n Goblins (1985) + +2. Ghouls'n Ghosts (1988) + +3. Super Ghouls'n Ghosts (1991, Nintendo Super Famicom) + + +- STAFF - + + +Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto + +Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +Sega Master System (1989) + +Sony PlayStation (1998, "Capcom Generation 2") + +Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur") + +Sega Saturn (1998, "Capcom Generation 2") + +Sega Master System + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Sharp X68000 + +$end + +$info=mt_gng, +$bio + +Ghouls'n Ghosts (c) 08/1989 Capcom / Sega. + + +So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies... Controlled with an 8-way joystick and two buttons. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 23 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Invincibility : At the title screen, press A(x4), Up(x2), Down(x2), Left, Right, Left, Right, B and Start. + + +* Japanese Mode : Enter the Options menu. Choose '26' for the music and '56' for sound selections, then hold Downleft+A+B+C+Start. + + +* Slow-Mo Cheat : At the title screen press Up, A, Down, A, Left, A, Right, A. Begin the game, press Start to pause and hold B and unpause to resume gameplay in Slow-Motion. + + +* Stage Select : Press Up, Down, Left, Right repeatedly at the title screen. You'll hear a harp if you did it right and the words 'Push Start Button' are flashing. To choose your stage, you must hold specific buttons down when you press START at this menu as follows : + +Stage 1-2 - Hold A and press Start. + +Stage 2-1 - Hold Up+B and press Start. + +Stage 2-2 - Hold Up+A and press Start. + +Stage 3-1 - Hold Down+B and press Start. + +Stage 3-2 - Hold Down+A and press Start. + +Stage 4-1 - Hold Left+B and press Start. + +Stage 4-2 - Hold Left+A and press Start. + +Stage 5-1 - Hold Right+B and press Start. + +Stage 5-2 - Hold Right+A and press Start. + +Final boss - Hold Downright+A and press Start. + + +- SERIES - + + +1. Ghosts'n Goblins (1985) + +2. Ghouls'n Ghost (1988) + +3. Super Ghouls'n Ghost (1993, Nintendo Super Famicom) + +$end + +$info=ghox, +$bio + +Ghox (c) 1991 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-021 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for USA, to Nova Apparate GMBH & Co. for Europe, to JP Leisure Limited for UK, to Star Electronica SRL for Italy, to APM Electronics S.A. for Spain & Portugal and to Honest Trading Co. for Hong Kong. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +$end + +$info=gigawing,gwingj, +$bio + +Giga Wing (c) 02/1999 Capcom. + + +Giga Wing is a shoot-em-up set during a fictional war. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 30 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Giga Wing is the first game to show scores in the trillions! + + +Note : There are 10 different endings! + + +SME released a limited-edition soundtrack album for this game (GigaWing Original Soundtrack - CPCA-1026) on 21/04/1999. + + +- SERIES - + + +1. Giga Wing (1999) + +2. Giga Wing 2 (2000) + + +- STAFF - + + +Planner : I. Satou, R. Hazuki + +Character designer : K. Toume + +Mechanic designers : S. Satou, Tadahiro Mukaide, Toshihiro Suzuki, Ken Taketoshi, Y. Ono + +Object designers : Tadahiro Mukaide, S. Satou, Toshihiro Suzuki, I. Matsumura, Hiroki Akiyama, Ken Taketoshi + +Scroll designers : M. Oose, Kazumi Yogi, Akemi Ootaka, K. Kusaka + +Music composers & arrangers : Yasushi Kaminishi, Masahiro Yuge + +Programmers : Y. Kobayashi, T. Nishi, K. Ishii, N. Hasimoto + +Producers : Y. Ozaki, T. Minami + +Executive producers : T. Fujimoto, Yoshiki Okamoto, Noritaka Funamizu + +Coordinators : Tomoshi Sadamoto, T. Saitou + +Sound advisers : Hiroaki Kondo (X68K), Tomohiro Masuda + +Program support : K. Kaneko, M. Shinohara, S. Yamazaki, Cham Cho Choy + + +- PORTS - + + +* Consoles : + +Sega Dreamcast + +$end + +$info=gigandes, +$bio + +Gigandes (c) 1989 East Technology. + + +- TECHNICAL - + + +Taito X System hardware + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=gigasb, +$bio + +Gigas (c) 1986 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Oigas". + + +- SERIES - + + +1. Gigas (1986) + +2. Gigas Mark II (1986) + +$end + +$info=gigasm2b, +$bio + +Gigas Mark II (c) 1986 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- SERIES - + + +1. Gigas (1986) + +2. Gigas Mark II (1986) + +$end + +$info=gimeabrk, +$bio + +Gimme A Break (c) 07/1985 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- STAFF - + + +Software : Dave Ross (DJR) + +Artwork : Gary Johnson (GJ ), Bil Maher (BNM), Bob Flemate + +Audio : Gary Levenberg, Jesse Osborne + +Hardware : Howard Delman, C. Verhargh, Paul Brandt + +$end + +$info=ginganin,gingania, +$bio + +Ginga Ninkyouden (c) 10/1987 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : M6809 (@ 1 Mhz) + +Sound Chips : AY-3-8910 (@ 1.789772 Mhz), Y8950 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Galactic Chivalry Story'. + + +This game is a parody of anime, manga, and other bits of Japanese popular culture. The default hi-score table's names are the names of various anime studios (4, 6-8) and manga publications (1, 5). + + +The list of enemies in attract mode is only partial. 'G. Robo' is Giant Robo, from the 7-part OVA series of the same name. 'Zaku' is from the original TV and movie series Mobile Suit Gundam, and was the Jion's main unit during the One-Year War era. 'Joe' is Joe Yabuki from Tomorrow's Joe, and is in fact the very same Joe from the Neo-Geo game "Legend of Success Joe". + + +On level 7, the guy with the hat and the bazooka is Jigen Daisuke from Lupin III (see the history entry for "Lupin III" for more info). The kung-fu guy who explodes when you kill him is Ken from Fist of the North Star, consisting of two TV series and one (bad) movie. Ken used a kung-fu technique that involved striking pressure points, causing his enemies to messily explode with a single tap of a finger. + + +The house that you pass through in level 1 is the apartment from Maison Ikkoku. The guy by the hole in the wall is Yotsuya, who broke the wall so he could more effectively pester his neighbor (the main character, Godai). The woman with the broom in the room next door is Kyoko, the landlady. The clock on the roof doesn't work. + + +- STAFF - + + +Graphic designers : Alta Shimizu, Kinta 58000, VTZ250 Mariko, Otaku Harada + +Sound designers : DX21 Kawagen Y8950 + +Voices : Hanuma An, Ayako Miura, Kanako Ohmori + +Hardware by : Komeda + +Programmed by : XLR250 Noel 4WD + +$end + +$info=gteikoku,gteikokb,gteikob2, +$bio + +Ginga Teikoku no Gyakushuu (c) 1980 Irem. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Counter-attack of the Galactic Empire'. + + +This game is known outside Japan as "UniWar S". + +$end + +$info=gionbana,mgion, +$bio + +Gionbana (c) 01/1989 Nichibutsu. + + +A hanafuda game with women who love to take their clothes off if they lose. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gion Flower'. 'Gion' is the entertainment district of Kyoto, Japan. + +$end + +$info=gladiatr, +$bio + +Gladiator (c) 1986 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz) + +Sound CPU : M6809 (@ 750 Khz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 455 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +A prototype version of this game is known as "Golden Castle". This game is known in Japan as "Ougon no Shiro", and as "Great Gurianos". + + +Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively. + + +- UPDATES - + + +The Japanese version ("Ohgon no Siro") and the prototype ("Golden Castle") have a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way). + + +- PORTS - + + +* Computers : + +ZX Spectrum (1987 "Great Gurianos") + +Amstrad CPC (1987, "Great Gurianos") + +Commodore C64 (1987, "Great Gurianos") + +$end + +$info=sgladiat, +$bio + +Gladiator 1984 (c) 1984 SNK. + + +- TECHNICAL - + + +Game ID : A3006 + + +Main CPU : (2x) Z80 (@ 4 Mhz), Z80 (@ 5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=glass, +$bio + +Glass (c) 1993 Gaelco. + + +- TECHNICAL - + + +Game ID : 931021 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Splash! (1992) + +2. Glass (1993) + +$end + +$info=theglob,theglob2,theglob3,theglobp, +$bio + +The Glob (c) 1983 Epos. + + +Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +Another version of this game runs on the "Pac-Man" hardware. + + +- TRIVIA - + + +This game is also known as "Super Glob" and "Beastie Feastie". + +$end + +$info=gblchmp, +$bio + +Global Champion (c) 07/1994 Taito. + + +Nine selectable characters and three end bosses do battle amidst well-done parallax scrolling backgrounds that can be decimated by special moves! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D84 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : dial + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside US as "Kaiser Knuckle". + +An updated prototype of this game is known as "Dan-Ku-Ga". + + +- UPDATES - + + +The title screen is different than Kaiser Knuckle. + + +- STAFF - + + +Image illustrator : Nobuteru Yuki + +Project leader : Takeshi Kobori + +Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki + +Main character designers : Yuji Sakamoto, Takeshi Kobori + +Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida + +Assistants : Peacock, Production IG, VAP + +Main programmmer : Hiroshi Aoki + +Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama + +Music composer : Yasuhisa Watanabe (Zuntata) + +Sound effect eesigners : Katsuhisa Ishikawa (Zuntata) + +Recording engineers : Munehiro Nakanishi (Zuntata) + +System engineers : Katsumi Kaneoka, Hironobu Suzuki + +Designers : Kumi Mizobe, Takeshi Kobori + +Mechanic engineer : Koichi Otsu + + +* CAST : + +Kazuya : Kazuki Yao + +Barts : Ryutaro Okiayu + +Lihua : Saeko Shimazu + +Liza : Aya Hisakawa + +Gekkou : Hideo Ishikawa + +J-McCoy : Kazunari Tanaka + +Wulong : Yasushi Horibata + +Marco : Ichiro Otowa + +Boggy : Andrew Holms + +Gonzales : Hisao Egawa + +Azteca : Ryu Kuzu + +General : Steve Yamashita + +Narrator : Randy Sexton + +$end + +$info=yamagchi, +$bio + +Go Go Mr. Yamaguchi - Jungle Survival (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : A38 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (2x) Z80 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + + +This game is known in Japan as "Yuke Yuke Yamaguchi-kun - Kesshi no Tanken Survival" (translates from Japanese as 'Go Go Yamaguchi-kun - Do-or-Die Spirit of Exploration Survival'). + +$end + +$info=gogomile, +$bio + +Go Go! Mile Smile (c) 1995 Fuuki. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Susume! Mile Smile". + + +This is the first Fuuki arcade game. + + +- STAFF - + + +Programmers : Syaboon, T. Usami + +Graphic Desiners : Dai, T. Komitan, Pan, Ryoma + +Sound Composer : A. Inu. Nishida + +Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell + +Producer : Y. Takahashi + +$end + +$info=goal92, +$bio + +Goal! '92 (c) 1992. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.25 Mhz), MSM5205 (@ 400 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a bootleg of "Seibu Cup Soccer". + +$end + +$info=goalx3, +$bio + +Goal! Goal! Goal! (c) 1995 Visco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Direction : Don Gabacyo + +Assistance : Yasuhisa Itoi + +Main programmer : N. Yamaguchi + +Programmers : PHA, M. Taniguchi, Gogo + +Graphic designers : T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu + +Sound by Act Japan. + +$end + +$info=gghost, +$bio + +Goalie Ghost (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Ed Rotberg, Owen Rubin, Jon Kinsting + +Screen graphics by : Martin French, Roger Hector + +Music and sounds by : Jesse Osborne + +$end + +$info=godzilla, +$bio + +Godzilla (c) 1993 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=goindol,goindolu,goindolj, +$bio + +Goindol (c) 08/1987 SunA. + + +Let's Smash Blocks! Fighting between primitive 'Goindol' guardian blocks in eolithics age and adventurers of civilized world 100 rounds full of variety and excitement 16 pictures added for bonus. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Homo". + +$end + +$info=gokuparo, +$bio + +Gokujyou Parodius! - Kako no Eikou wo Motomete (c) 1994 Konami. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX321 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fantastic Parodius! - Surpassing Its Former Glory'. + + +This game is known outside Japan as "Fantastic Journey". + + +Stage 1 music is a remix of 'In the Mood', by Joe Garland (1939). + +Stage 1 boss music is a remix of 'Carmen : Le Toreador', by Georges Bizet (1875). + +Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa (1896). + +Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss (1858). + +Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado (1949). + +Stage 4 music is a remix of 'Guillaume Tell', by Gioacchino Rossini (1829). + +Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music. + +Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'. + +Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart. + +Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori. + +Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song. + +Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner. + +Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart. + +Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak. + +Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross". + +Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov. + +Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky. + + +King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994. + + +- SERIES - + + +1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX) + +2. Parodius Da! - Shinwa kara Owarai e (1990) + +3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994) + +4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom) + +5. Sexy Parodius (1996) + + +- STAFF - + + +Programmers : Chichibinta Tsukasa, V. Mailer + +Character designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi + +Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo + +Sound effects : Gokujyou-Tasaka, 118 + +Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom + +Product designer : Poper Takashi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Saturn (1995, "Parodius Deluxe") + +$end + +$info=goldbug, +$bio + +Gold Bug (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=goldmedl,goldmeda,goldmedb, +$bio + +Gold Medalist (c) 09/1988 SNK. + + +- TECHNICAL - + + +Game ID : Alpha-68K96II 'GM' + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Buttons : 3 + +$end + +$info=goldnaxe,goldnabl,goldnaxj,goldnax2,goldnax3,goldnax1,goldnaxu, +$bio + +Golden Axe (c) 06/1989 Sega. + + +Three warriors take up arms to save the King from the evil Death Adder. Rideable monsters and magic spells add to the fun in this Sega classic beat-'em-up! + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0110 / 317-0112 / 317-0120 / 317-0121 / 317-0122 / 317-0123a + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Note : The kanji on the title screen actually reads 'Senpu', meaning 'Fighting Axe'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself. + + +Many of the samples used for Golden Axe and its sequel were taken from the movies "Rambo - First Blood" and "Conan the Cimmerian". More specific when you kill bad guys sometimes they scream something like 'Oooh God!' which was taken from Rambo at the scene which takes place in the forest when one of the policemen fell into a trap and gets impaled by sharp pieces of wood. The sample used for the man who gets trampled by a bad guy in Golden Axe and the scream of Death-Adder when falling from the dragon at the final scene of "Golden Axe - Revenge of Death-Adder" was taken from the policeman who also fell from the helicopter pursuiting Rambo. Finally the battle cry used for the big baddies when they die in Golden Axe and the scream for the big chained green monster on "Golden Axe - Revenge of Death-Adder" on stage 3 are the same and taken from Conan's scene where Arnold Schwarzenegger fights the two villains on a Stonehenge like background and again one of them gets impaled by a trap. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989. + + +Two limited Edition Comic Book Series' to accompany the game were published in the UK in the early 1990's. They can be found along with other Sega related adaptions in fleetways 'Sonic The Comic' which ran for approximately 200 issues. + + +- UPDATES - + + +FD1094 317-0110 + +* World version. + + +8751 317-0112 + +* US version. + +* Uses an additional I8751 @ 8 Mhz + +* Additional 'Winners Don't Use Drugs' screen. + + +FD1094 317-0120 + +* World version. + + +FD1094 317-0121 + +* Japanese version. + +* Additional 'warning' screen. + +* Added blood dripping on the character selection screen. + +* Added Ingame Japanese subtitles. + +* Contains an extra violent scene. + + +FD1094 317-0122 + +* US version. + +* Additional 'Winners Don't Use Drugs' screen. + + +8751 317-0123a + +* US version. + +* Uses an additional I8751 @ 8 Mhz + +* Additional 'Winners Don't Use Drugs' screen. + + +- TIPS AND TRICKS - + + +* Two Player Health Restoral : If a player's health is at zero (no life bar visible) when the bonus level/intermission ends, s/he will begin the next level at full health (three life bars). So if you CAREFULLY hack one another, you can restore your health. You should allow the other character to recover after each swipe, otherwise you may throw or kick and actually kill the other player. + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1994) + + +- STAFF - + + +Designed by Team Shinobi. + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +Sega Master System (1989) + +NEC PC Engine Super CD-ROM2 (1990) + +Sega Mega Drive (1994, "MegaGames 3in1 Vol 2") + +Sega Dreamcast ("Sega Smash Pack Vol. 1") + +Bandai WonderSwan + + +* Computers : + +Atari ST (1990) + +Amstrad CPC (1990) + +PC [MS-DOS, 5.25''] (1990) + +Commodore C64 (1991) + +Commodore Amiga (1991) + +Sinclair ZX Spectrum (1991) + +PC [CD-ROM, Windows] (1999, "Sega Smash Pack") + + +* Others : + +Tiger Handheld LCD Game (1987) + +$end + +$info=mt_gaxe, +$bio + +Golden Axe (c) 1990 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 25 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Level Select : Select arcade mode. Hold Downleft+B and press Start at the character selection screen. A number that corresponds to the starting level will appear in the upper left corner of the screen. Use the D-pad to change it to the level you want. + + +* 9 Continues : At the character select screen, hold Downleft+A+C. Release and press Start. + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1994) + + +- STAFF - + + +Software designers : Takosuke, Moto Cbx1000, Ham Tak, Waka + +Visual effects : Kyonsy Kyonsy, Cane, Chisuke, Roco + +Sound : Nankyoku, Decky, Imocky + +Assistant programmers : S2, Yang Watt, Vinyl Boy + +Producer : Kan + +Director : Bros 400 + +Assistant director : Opa-Opa + +English messages : Niya, Tsugu + +$end + +$info=gaxeduel, +$bio + +Golden Axe - The Duel (c) 01/1995 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1995) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=ga2,ga2j,ga2u, +$bio + +Golden Axe - The Revenge of Death Adder (c) 1992 Sega. + + +The four strong fighters fight again to stop the resurrection of the evil Death Adder and his evil minions. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz), V20 (@ 10 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Gilius, the dwarf of the first episode is not directly playable on this sequel, but appears on the back of a giant named Goah. + + +Each time when you win a stage a map screen shows up. That map screen actually contains ancient greek words!!! Here is the translation : + +* The word at the bottom means 'river'. + +* The bottom-left word means 'cave'. + +* The bottom-right word means 'forest'. + +* The word in the center means 'town'. + +* The upper-left word means 'graveyard'. + +* The word in the upper-right corner means 'sea'. + +* And finally the word on top is the name of an ancient greek mythological monster!!. + + +- UPDATES - + + +The Japanese version has some differences : + +* Has 5 scenes (levels) instead of 7. + +* Is a 2 players game only instead of 4. + +* You have 2 lives and 24 of energy instead of 1 live and 40 of energy. + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1994) + +$end + +$info=mp_gaxe2, +$bio + +Golden Axe II (c) 1993 Sega. + + +- TECHNICAL - + + +Sega Mega Play hardware + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This is a slightly harder version of the Sega Mega Drive version and is released around two years after the original : + +* Two lives instead of three. + +* Two units of health instead of three. + +* In the Megadrive version, you have to hold the A button to use more powerful magic. In this version, when you tap the A button, you automatically use the strongest magic available. + +* Eight minute time limit added. + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1994) + +$end + +$info=mt_gaxe2, +$bio + +Golden Axe II (c) 12/1991 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 57 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Level Select : While the opening screen scrolls, simultaneously hold A+B+C+Start. + +Still holding A, release B+C and press them again. + +This will bring you to the options screen. + +Still holding A, release B+C, select 'exit' and press B+C once more. + +You'll be back at the main menu. + +Still holding A, release B+C and hit them again to choose the number of players. + +Keep all the buttons down and press Start. + +Release only Start, select your character, then still holding down A+B+C, press Up and hit Start. + +You can now select the level you want to play. + + +* Full Magic : Go to the options screen and select the 'Special Magic' option. + +Begin game play and Hold A when the music for the Bosses on levels 1 to 4 begins to play. + +Defeat the Boss while holding A. + +Release the button when the screen turns black and your character is transported to the bonus level. + +Do not press any buttons or move the D-pad. + +When the next level begins, player one will cast a spell that will increase the magic points to 255 (Note : Do not use more magic points that what your character normally is allowed to use.Doing so will freeze the game). + + +- SERIES - + + +1. Golden Axe (1989) + +2. Golden Axe Warrior (1990, Sega Master System) + +3. Golden Axe II (1991, Sega Mega Drive) + +4. Golden Axe - The Revenge of Death Adder (1992) + +5. Golden Axe III (1993, Sega Mega Drive) + +6. Golden Axe - The Duel (1994) + +$end + +$info=gfire2, +$bio + +Golden Fire II (c) 1992 Topis. + + +- TECHNICAL - + + +Main CPU : Z180 (@ 7 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=gpgolf, +$bio + +Golden Par Golf (c) 1992 Strata / Incredible Technologies. + + +- STAFF - + + +Creative direction : Scott Morrison + +Game design : Larry Hodgon, Jim Zielinski + +Software : Larry Hodgson, Richard Ditton, Jane Zeto + +Artwork : Dale Kerkman, Tim Skelly, Susan Carlson + +Golf course design : Jim Zielinski + +Sound and music : Daviel Thiel + +Hardware : Steve Jaskowiak, Scott A. Allie + +Sales by Electrocoin Automatics LTD. + +$end + +$info=gt97,gt97s121,gt97t240,gt97v120,gt97v121,gt97v122, +$bio + +Golden Tee '97 (c) 1997 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gt98,gt98s100,gt98t303,gt98v100, +$bio + +Golden Tee '98 (c) 1998 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gt99,gt99s100,gt99t400, +$bio + +Golden Tee '99 (c) 1999 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gt2k,gt2ks100,gt2kt500, +$bio + +Golden Tee 2K (c) 2000 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gt3d,gt3dl191,gt3dl192,gt3ds192,gt3dt231,gt3dv14,gt3dv15,gt3dv16,gt3dv17,gt3dv18, +$bio + +Golden Tee 3D Golf (c) 1995 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gtclassc,gtclassp,gtcls100, +$bio + +Golden Tee Classic (c) 2001 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gtg,gtgt, +$bio + +Golden Tee Golf (c) 1990 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + +$end + +$info=gtg2,gtg2j,gtg2t, +$bio + +Golden Tee Golf II (c) 1991 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.0. + + +Revision 2 : + +* Software version : 1.1. + +* Added a trackball control. + +* Added 'Trackball Adjustment' in the operator menu. + +* Added 'Initial Coin Adjustment' in the operator menu. + +* Removed 'Put Meter Adjustment' (Putt Meter ON/OFF) in the operator menu. + +* Added three new pages on the 'Audit menu' of the operator menu. + + +Revision 3 : + +* Software version : 2.2. + + +- SERIES - + + +1. Golden Tee Golf (1990) + +2. Golden Tee Golf II (1991) + +3. Golden Tee 3D Golf (1995) + +4. Golden Tee '97 (1997) + +5. Golden Tee '98 (1998) + +6. Golden Tee '99 (1999) + +7. Golden Tee 2K (2000) + +8. Golden Tee Classic (2001) + + +- STAFF - + + +Creative direction : Scott Morrison + +Game designers : Larry Hodgson, Jim Zielinski + +Software : Larry Hodgson, Jane Zeto + +Hardware : Steve Jaskowiak, Scott A.Allie + +Artwork : Dale Kerkman, Susan Carlson, Tim Skelly + +Sound and music : David Thiel + +Golf course designer : Jim Zielinski + +Sales : John Cassiday + +$end + +$info=pc_golf, +$bio + +Golf (c) 1984 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : GF + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Music by : Koji Kondo + +$end + +$info=glfgreat,glfgretj, +$bio + +Golfing Greats (c) 03/1991 Konami. + + +- TECHNICAL - + + +Game ID : GX061 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Golfing Greats (1991) + +2. Golfing Greats 2 (1994) + +$end + +$info=ggreats2, +$bio + +Golfing Greats 2 (c) 1994 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX218 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Konami's Open Golf Championship". + + +- SERIES - + + +1. Golfing Greats (1991) + +2. Golfing Greats 2 (1994) + +$end + +$info=golgo13, +$bio + +Golgo 13 (c) 1999 Raizing / Namco. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : GLG + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : lightgun + +Buttons : 6 + + +- SERIES - + + +1. Golgo 13 (1999) + +2. Golgo 13 2 - Kiseki no Dandou (2000) + +3. Golgo 13 3 - Juusei no Chinkonka (2001) + +$end + +$info=gollygho, +$bio + +Golly! Ghost! (c) 1990 Namco. + +Game ID: GL + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +The game featured a genuine doll's house hooked up to a pinball-style motor board. The motors allowed certain parts of the doll's house to move under CPU control (to allow the ghosts to come out of the toilet etc.). To project the ghosts, a monitor was placed in the base of the cabinet, projecting an inverted image onto a pane of glass. This system proved to be such a good way of removing interference when operating genuine lightguns (the ones in Golly! Ghost! were actually joysticks) that this reflection system has been used in upright lightgun games from Namco ever since (including "Point Blank"). One interesting point, since the ghosts are not in this dimension and can pass through walls why do they need to open doors to get in. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993. + + +- SERIES - + + +1. Golly! Ghost! (1990) + +2. Bubble Trouble : Golly! Ghost! 2 (1992) + +$end + +$info=gomoku, +$bio + +Gomoku Narabe Renju (c) 1981 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : Custom (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The ancient Asian game of 'Go' is called 'Gomoku Narabe' in Japan, meaning 'five in a row'. The object of the game is to simply get five of your chips in a row. Sounds simple, but there are endless strategies and philosophies to this game. The game presented in Gomoku Narabe Renju is a combination of 'Go-Moku Narabe' and 'Ninuki Renju' - a synthesis of two similar board games that use a Go board where the objective is to make five in a row. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1983) + + +* Computers : + +MSX + +$end + +$info=imsorryj, +$bio + +Gonbee no I'm Sorry (c) 1985 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5707 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "I'm Sorry". + + +This game is mostly Japanese nonsense satire. The title is a play on the word 'sori', which means 'Prime Minister'. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba. + + +This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper. + + +- STAFF - + + +From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami + +$end + +$info=gondo, +$bio + +Gondomania (c) 03/1987 Data East. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Makyou Senshi". + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- STAFF - + + +Game designed by : Y. Gondo + +Programmers : T. Kitazawa, T. Nishizawa, S. Tamura + +Sound by : H. Yoshida + +Music composed by : Azusa Hara (AZUSA) + +Character designers : Back Man, A. Kushima, H. Nomura + +Hardware designer : K. Yoshida + +Ending designed by : T. Nishizawa + +Supervised by : T. Kitzawa + +$end + +$info=gorf,gorfpgm1, +$bio + +Gorf (c) 02/1981 Midway. + + +Gorf is essentially five games in one... + + +Mission 1, Astro Battles : The first mission is more or less a straight clone of "Space Invaders", set against a sky-blue background. The player is protected by a glittering parabolic forcefield, which is gradually worn away by enemy projectiles. The forcefield apparently works in both directions, and therefore it must momentarily deactivate in order for the player's ship to fire out. To advance to the next mission, the player must destroy all the invaders. + + +Mission 2, Laser Attack : The rest of the missions take place in space. In this mission, the player is faced with two formations of five enemies each. The formations are cross-shaped, and at the bottom of each formation is a single laser gun. The laser guns fire a long, dangerous yellow beam at regular intervals. At the same time, the other enemies may break formation and attempt to divebomb the player. Destroying a laser gun causes the corresponding formation to break apart. To advance to the next mission, the player must destroy all the enemies. + + +Mission 3, Galaxians : This mission is a clone of "Galaxian". The player is faced with a swarm of galaxians, which continually divebomb and shower the player with deadly projectiles. To advance to the next mission, the player must destroy all the galaxians. + + +Mission 4, Space Warp : A wormhole of some kind is situated in the middle of the screen. Enemies emerge from it one-at-a-time, and spiral outward at increasing speed, whilst growing larger and flinging fireballs at the player. To advance to the next mission, the player must survive a number of these enemies. + + +Mission 5, Flag Ship : The final mission is a one-on-one confrontation with the Flag Ship. The Flag Ship could be considered one of the earliest bosses in mainstream computer games. It is equipped with its own forcefield, which the player must blast through to get a clean shot on the ship. It is also armed with a powerful fireball weapon. The player's weapon has a minor effect on the Flag Ship's hull, and can only blast off tiny pieces of it. This adds to the player's problems, as stray pieces of hull can destroy their ship. These pieces can be destroyed with a single shot. The only way to destroy the Flag Ship is to hit the glowing reactor at the heart of the ship, either by first blasting away the hull to expose it, or by managing to fire a shot directly into the tiny vent that leads to the reactor. + + +- TECHNICAL - + + +Bally Midway Astrocade hardware + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Samples (@ 1.789773 Mhz), Custom (@ 1.789773 Mhz) + + +Screen orientation : Vertical + +Video resolution : 204 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +Gorf was the first game ever to show multiple scenes. + + +Gorf has almost classic status and it became legendary for its almost unintelligible speech. + + +Note : Ever notice that GORF is FROG spelled backwards? :). Seriously, GORF is an acronym for 'Galactic Orbital Robot Force'. + + +Jay designed a sequel to Gorf called 'Mrs. Gorf', but it was never released. + + +A Star Trek tie in was originally planned by Midway, but when the first movie fell flat, the Enterprise sprite was reused as the Gorf flagship. + + +During the attract modes and gameplay, Gorf says a number of humorous things. Here are a few : 'Try again! I devour coins!', 'Ha ha ha ha!', 'Prepare for annihilation!', 'All hail the supreme Gorfian Empire!', 'Long Live Gorf!'. + + +Gorf arcade units came in a blue and grey dedicated cabinet with sticker sideart of several spaceships locked in battle. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart) Play was controlled with a center mounted 'flight stick' type controller. + + +A Gorf unit appears in the 1982 movie 'Fast Times at Ridgemont High' and in the 1983 movie 'Joysticks'. + + +- STAFF - + + +Executive producer : Dave Nutting + +Game concept / Designers : Dave Nutting, Jay Fenton + +Video programmer : Jay Fenton + +Audio programmer : Scot Norris + +Added program support : Rick Frankel, Bob Ogden + +Electronics designers : Jeff Frederickson, Dave Otto + + +- PORTS - + + +* Consoles : + +Colecovision (1981) + +Atari 2600 (1982) + +Atari 5200 (1983) + + +* Computers : + +Commodore VIC-20 (1982) + +Commodore C64 (1983) + +$end + +$info=gorkans, +$bio + +Gorkans (c) 1983 Techstar. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Mr. TNT". + +$end + +$info=gotcha, +$bio + +Got-cha - Mini Game Festival (c) 1997 Dongsung. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 3 + +Buttons : 3 + + +- TRIVIA - + + +Presented by Para. + + +A Bish-bashi knockoff suitable for children. In the English language version, the voice over artist talks incredibly quickly. The reason is that, in order to minimise the reprogramming, the new ADPCM samples had to take up the same space as the original Japanese ones. Since Japanese sentences are, in general, shorter (due to the phonetic nature of the alphabet) time was very tight (Even at that speed, she still didn't manage all the samples required). + +$end + +$info=gotya, +$bio + +Got-Ya (c) 12/1981 Game-A-Tron. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Samples (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "The Hand". + +$end + +$info=ryorioh, +$bio + +Gourmet Battle Quiz Ryorioh Cooking (c) 1998 Visco. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gourmet Battle Quiz Cooking King'. + + +This setting and concept of this game borrows heavily from Fuji Television's cooking competition show, 'Ryouri no Testujin', which means, 'Iron Men of Cooking'. As of 2004, the Food Network, a North American cable channel, continues to air the English dubbed version of the program under the name 'Iron Chef'. + +$end + +$info=gp500, +$bio + +GP 500 (c) 1999 Namco. + + +- TECHNICAL - + + +Namco Super System 23 hardware + +Game ID : 5GP + + +Main CPU : R4600 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + +$end + +$info=gprider,gprider1, +$bio + +GP Rider (c) 1990 Sega. + + +This game is a sort-of-sequel of "Hang On", and designed for on-line play. + + +- TECHNICAL - + + +Sega X Board hardware + +Game ID : 317-0162 / 317-0163 + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : paddle + +Buttons : 3 + +$end + +$info=gradius, +$bio + +Gradius (c) 05/1985 Konami. + + +A superb and demanding shoot'em up that shares - along with Irem's "R-Type" - the destinction of being a true innovator of its genre and, again like R-Type, completely revolutionised the humble shoot-em-up. Gradius' eye-catching graphics guaranteed gamer interest but it was the game's genius 'weapon upgrade' system that really made the difference. Never before could players actually CHOSE how to upgrade their ship. Destroying waves of enemies would often see the player reward with an 'orb' that could be picked up. The player could collect up to six orbs and could effectively 'buy' an upgrade from the six displayed at the bottem of the play area (speed-up, bombs, double, laser, multiple - which are orbs that follow the player's movements and add greater firepower - and a mystery sixth upgrade that is marked with an "?"). Game difficulty increases depending on how many power-ups the player has, so it is sometimes advantageous to NOT power-up your ship too much. + + +- TECHNICAL - + + +Game ID : GX400 + + +Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Europe as "Nemesis". + + +First shoot-em-up with serious power-ups. + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986. + +Apolon released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987. + + +Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'. + + +Bandai released a boardgame (in Japan only) based on this videogame (same name) in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules. + + +- SERIES - + + +1. Gradius (1985) + +2. Gradius 2 (1987, MSX) + +3. Gradius II - Gofer no Yabou (1988) + +4. Gradius III - Densetsu Kara Shinwa-e (1989) + +5. Nemesis '90 Kai (1993, Sharp X68000) + +6. Solar Assault - Gradius (1997) + +7. Solar Assault - Revisited (1997) + +8. Gradius IV - Fukkatsu (1999) + +9. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Music by : Miki Higashino + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +NEC PC Engine (1991) + +Sega Saturn (1996, "Gradius Deluxe Pack") + + +* Computers : + +MSX (1986) + +Sharp X68000 (1987) + +Commodore C64 (1987) + + +* Others : + +LCD handheld game (1989) by Konami. + +$end + +$info=pc_grdus,pc_grdue, +$bio + +Gradius (c) 1986 Konami. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : GR + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Kazuhisa Hashimoto, who programmed this Nintendo Famicom port, found the original arcade game too hard, so he inserted the so-called Konami code (See Code & Secrets section). + + +- TIPS AND TRICKS - + + +* Continue : At the Game Over screen press Down, Up, B, A, B, A, B, A, Start. Note : This can only be used once per game. + + +* Classic Konami Code : Press Start during the game, then press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start. This code equips you with two Missiles, two options and a force field barrier. + + +* Secret Message : During the title screen hold B+A, then reset the machine and return in the game (always with B+A) to get the following message : KONAMI ONE, GRADIUS ONE. + + +* Level skip : Destroy the ship that appears at the end of each level within five seconds to skip the next level. + + +- STAFF - + + +Programmed by : Kazuhisa Hashimoto + +Music by : Miki Higashino + +$end + +$info=gradius2,grdius2a,grdius2b, +$bio + +Gradius II - GOFER no Yabou (c) 03/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX785 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gradius II - GOFER's Ambition'. + + +This game is known outside Japan as "Vulcan Venture". + + +Apollon released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988. + + +- UPDATES - + + +The main differences between Vulcan Venture and Gradius II are : + +* Continue available in Vulcan Venture. + +* Different title screen. + +* Option is called Multiple in Vulcan Venture. + +* Ripple Laser is called Pulse Laser in Vulcan Venture. + + +- SERIES - + + +1. Gradius (1985) + +2. Gradius 2 (1987, MSX) + +3. Gradius II - Gofer no Yabou (1988) + +4. Gradius III - Densetsu Kara Shinwa-e (1989) + +5. Nemesis '90 Kai (1993, Sharp X68000) + +6. Solar Assault - Gradius (1997) + +7. Solar Assault - Revisited (1997) + +8. Gradius IV - Fukkatsu (1999) + +9. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Game programmers : T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii + +Graphic designers : Miki Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, Kuniaki Kakuwa + +Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami + +Engineer : K. Hashima + +Title designers : F. Shinuya, J. Tanaka + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +NEC PC Engine Super CD-ROM2 (1992) + +Sega Saturn (1996, "Gradius Deluxe Pack") + + +* Computers : + +Sharp X68000 (1992) + +$end + +$info=grdius3e, +$bio + +Gradius III (c) 12/1989 Konami. + + +- TECHNICAL - + + +Game ID : GX945 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Asia and Japan as "Gradius III - Densetsu Kara Shinwa-e". + + +Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002. + + +- TIPS AND TRICKS - + + +* Change BGM : In Stage 3 (In The Wind), around the T-shaped cliff, you will find an enemy bay against the wall and under a ceiling, which is nearly impossible to hit except with the use of some types of Missiles and the S.Option. Destroy it and the BGM in the stage will change. + + +* Play First Level Of "Salamander" Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1. + + +- SERIES - + + +1. Nemesis (1985) + +2. Gradius 2 (1987, MSX) + +3. Vulcan Venture (1988) + +4. Gradius III (1989) + +5. Nemesis '90 Kai (1993, Sharp X68000) + +6. Solar Assault - Gradius (1997) + +7. Solar Assault - Revisited (1997) + +8. Gradius IV - Fukkatsu (1999) + +9. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Director : Hiroyasu Machiguchi + +Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa + +Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano + +Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi + +Engineer : K. Ban, K. Itoh + +Title designers : F. Shibuya, M. Yoshihashi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +Sony Playstation 2 (2000, "Gradius III & IV") + + +* Computers : + +Sharp X68000 + +$end + +$info=gradius3,grdius3a, +$bio + +Gradius III - Densetsu Kara Shinwa-e (c) 1989 Konami. + + +- TECHNICAL - + + +Game ID : GX945 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'From Legend to Myth'. + + +This game is known outside Asia and Japan as "Gradius III". + + +Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002. + + +- TIPS AND TRICKS - + + +* Play First Level Of Salamander Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1. + + +- SERIES - + + +1. Gradius (1985) + +2. Gradius 2 (1987, MSX) + +3. Gradius II - Gofer no Yabou (1988) + +4. Gofer no Yabou : Episode II (1988, MSX) + +5. Gradius III - Densetsu Kara Shinwa-e (1989) + +6. Nemesis '90 Kai (1993, Sharp X68000) + +7. Solar Assault - Gradius (1997) + +8. Solar Assault - Revisited (1997) + +9. Gradius IV - Fukkatsu (1999) + +10. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Director : Hiroyasu Machiguchi + +Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa + +Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano + +Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi + +Engineers : K. Ban, K. Itoh + +Title designers : F. Shibuya, M. Yoshihashi + +$end + +$info=gradius4, +$bio + +Gradius IV - Fukkatsu (c) 1999 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- SERIES - + + +1. Gradius (1985) + +2. Gradius 2 (1987, MSX) + +3. Gradius II - Gofer no Yabou (1988) + +4. Gradius III - Densetsu Kara Shinwa-e (1989) + +5. Nemesis '90 Kai (1993, Sharp X68000) + +6. Solar Assault - Gradius (1997) + +7. Solar Assault - Revisited (1997) + +8. Gradius IV - Fukkatsu (1999) + +9. Gradius V (2003, Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2000, "Gradius III & IV") + +$end + +$info=grchamp, +$bio + +Grand Champion (c) 07/1981 Taito. + + +- TECHNICAL - + + +Game ID : GM + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 68 + + +Player : 1 + +Control : dial + +$end + +$info=gcpinbal, +$bio + +Grand Cross (c) 1994 Excellent System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz), ADPCM (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Buttons : 8 + +$end + +$info=gstriker, +$bio + +Grand Striker - Human Cup (c) 08/1993 Human. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Grand Striker - Human Cup (1993) + +2. Grand Striker 2 (1996) + + +- STAFF - + + +Program direction : Shin Umezawa, Masato Masuda + +Main programmer : Hiroshi Sasaki + +Programmers : Shigeaki Nezu, Kazuhiro Uebayashi + +Main graphic designer : Kenji Kimura + +Visual director : Hisashi Satoh + +Graphics designers : Yoshinori Asakura, Satoru Itoh, Toshiyuki Ohhashi, Kouji Kaneda, Tsuyoshi Kinoshiro, Kazuo Komuro, Shigeki Sugimoto + +Sound production : H.E.L.P. + +Music composition : Hironori Tanaka, Masahiro Yonezawa, Kanako Yamakita, Konomi Itoh, Katsunari Kitajima + +SE & Music programmer : Masamichi Yamazaki + +Music driver programming : Kouji Niikura, Tomoyuki Takano + +Game designer : AM "King of Striker" Team + +Director : Midori Masato + +$end + +$info=gstrik2, +$bio + +Grand Striker 2 (c) 1996 Human. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Grand Striker 2 has adverts for "Blazing Tornado" on the boards. + + +- SERIES - + + +1. Grand Striker - Human Cup (1993) + +2. Grand Striker 2 (1996) + + +- STAFF - + + +Producer : Masato Masuda + +Planner : RCB Ohmura + +Programmers : Venuss Itoh, Suzuki Keizo (Mad Dog), Kasa P!, Fuliski Okuno, Chiiko + +System analysis : Chiiko, Toshimaro Adachi + +Graphic designers : Hisashi Sato, Ryuji Kakegawa, Ryo Kato, Sapporo Visual Center + +Human Oekaki Club : Hoehoe Q, Teltel 7 + +Sound composers : Chiyomaru Shikura, Pudding Takano + +Sound programmers : Chiyomaru Shikura, Pudding Takano, Nobuo Fujii, "Atcky" Yuda! + +Sound engineer : Nobuo Fujii + +Sound effects : Pudding Takano + +Guitar player : Chiyomaru Shikura + +Special voices : Taco Fiorey, Ese Kunie, Kengo Itoh SS, Teltel 7 + +$end + +$info=grndtour, +$bio + +Grand Tour (c) 1993 IGS. + + +- TECHNICAL - + + +Game ID : 0036-5 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=gratia,gratiaa, +$bio + +Gratia - Second Earth (c) 1996 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=gravitar,gravitr2,gravp, +$bio + +Gravitar (c) 08/1982 Atari. + + +The player controls a space ship in three different solar systems. Each solar system consists of a home base, a death star, a red alien planet and four regular planets. Each planet has its own unique terrain. The red alien planet is the home of shooting alien ships. Some of the regular planets may have flying alien rammers to be avoided or shot down. The four planets all have fuel cells to be retrieved with a tractor beam and alien bunkers that fire shells. Successfully destroying all of the bunkers results in a MISSION COMPLETE message at the top of the screen. Achieving MISSION COMPLETE allows the player to collect bonus if he can evade the rammers when leaving the planet. If successful, he will be placed back in the solar system. A player has two ways to advance to the next solar system. The first is to successfully complete a mission on all four regular planets. The second way is to complete a mission on the red alien planet, which establishes a link into the next solar system. + + +- TECHNICAL - + + +Game ID : 136010 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The prototype of this game is known as "Lunar Battle". + + +Developed in 14 months, Gravitar was the first game that Mike Hally produced and designed for Atari. The concept of Gravitar was based on a combination of "Lunar Lander" and "Asteroids". + + +Gravitar has a color X-Y video display. This display, with its 3 color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects. + + +Gravitar was the first game to have a real-time dynamic perspective - When you enter a planet, the screen zooms in to give you a closer look. Unfortunately, it was a colossal failure, primarily because of its difficulty. While beautiful to look at for its time, the learning curve was too steep too early - When you're plugging quarters into a machine, you stop playing a tough game. But interest in the title has resurged among hard-core arcade gamers. This is because once the controls are mastered, the game is phenomenally addictive. + + +Approximately 5,420 units were produced. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GRAVITAR. + + +A Gravitar unit appears in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again' and in the 1987 movie 'Death Wish 4 - The Crackdown'. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- TIPS AND TRICKS - + + +* Depending on the highest score, one of eight list names appears above the table of initials... + +Between 0 and 20,000 pts : FLUNKY + +Between 20,001 and 40,000 pts : GUNNER + +Between 40,001 and 80,000 pts : CO-PILOT + +Between 80,001 and 100,000 pts : PILOT + +Between 100,001 and 200,000 pts : ACE PILOT + +Between 201,001 and 400,000 pts : KILLER PILOT + +Between 400,001 and 800,000 pts : PONTIUS PILATE + +Above 800,000 pts : GOTTA-BE-LUCKY + + +* A Well Known Cheat/Bug : At a joint between two vectors (>90 degrees), position yourself below and shoot straight up. If you can align yourself just right, the shots will travel through the walls at the joint. Without moving from side to side, just thrust up and voila, you are now inside the wall. You can now move around and shoot the gun pods from behind. This is especially useful if you can get under the world! + + +* Hint 1 : Develop skill for controlling the space ship in regular and negative gravity. + + +* Hint 2 : Beam up fuel cells with TRACTOR/SHIELD. + + +* Hint 3 : Attack the red alien planet first for maximum challenge and 20,000 bonus points! Completion of this planet immediately places a player in the next solar system where all planets are worth 9,000 bonus points. + + +* Hint 4 : Attack more difficult planets early in the game for higher bonus points. + + +* Hint 5 : Many planet terrains have safe areas or 'blind spots' from which the player can safely shoot at bunkers. + + +- STAFF - + + +Designed by : Mike Hally (MLH) + +Programmed by : Rich Adam (RDA) + +Tech and hardware designer : Joe Coddington (JOE) + +Others : Owen Rubin (ORR), Mark Cerny (MEC), Brad Chaboya (BRD) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + + +* Computers : + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + + +- SOURCES - + + +Dan Coogan's Gravitar site - http://www.cooganphoto.com/gravitar/ : dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included... + +$end + +$info=gtmr,gtmre,gtmrusa, +$bio + +Great 1000 Miles Rally (c) 07/1994 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 2 + + +- TRIVIA - + + +Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'. + + +- UPDATES - + + +Evolution Model (09/1994) : + +* Intro has been changed slightly (windowed animations play first, car throws off smoke, sound effects play). + +* Levels have been slightly changed (ramps removed, added, etc.). + +* Player's car throws off a lot more smoke when driving. + +* Player's car bursts into flames when time runs out. + +* Title screen now has animated letters and no Italian flag. + +* Two additional cars (for a total of 12) : RacerX and FireBall. + +* Two different colors for most cars (as opposed to only one). + +* When AI cars are hit they burst into flame instead of throwing off sparks. + + +- SERIES - + + +1. Great 1000 Miles Rally (1994) + +2. Mille Miglia 2 - Great 1000 Miles Rally (1995) + +$end + +$info=gtmr2u, +$bio + +Great 1000 Miles Rally 2 USA (c) 05/1995 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 8 + + +- TRIVIA - + + +This game is known outside US as "Mille Miglia 2 - Great 1000 Miles Rally". + + +Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'. + + +The car/track select screen uses a sample from the US Olympic TV theme. + + +- SERIES - + + +1. Great 1000 Miles Rally (1994) + +2. Great 1000 Miles Rally 2 USA (1995) + +$end + +$info=mt_ggolf, +$bio + +Great Golf (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 05 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=greatgun, +$bio + +Great Guns (c) 1983 Stern Electronics. + + +Great Guns is a one or two player game presenting an attractively scenic and sharply defined series of target racks which generates competitive challenge for the players. Features a variety of target scenes (a total of nine tantalizing scenes are possible depending on the players skill in shooting). + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz), Z80 (@ 3.5795 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : lightgun + +Buttons : 4 + + +- TRIVIA - + + +Great guns has a 'Skill Return' feature which will return player's coin or token in obtaining a pre-set score (adjustable). + + +- TIPS AND TRICKS - + + +Hint, Play With A friend! : When two players play, a bonus of additional bullets is awarded each player. + + +- STAFF - + + +Designed by Brian Pocklacki, Joseph Joos, Gordon Morison + +$end + +$info=greatgur, +$bio + +Great Gurianos (c) 1986 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz) + +Sound CPU : M6809 (@ 750 Khz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 455 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Gladiator". + +$end + +$info=gmahou, +$bio + +Great Mahou Daisakusen (c) 01/2000 Eighting / Raizing. + + +In this impressive blend of an overhead shoot'em up with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 31 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Capcom for distribution. + + +The title of this game translates from Japanese as 'Magic Great Military Operation'. The 'Dai' prefix in 'Daisakusen' means 'great', so to get technical the translation of this came could be 'Great Magic Great Military Operation'. + + +This game is known outside Japan as "Dimahoo". + + +Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen" as a selectable character and as a secret character in "Armed Police Batrider". + + +- TIPS AND TRICKS - + + +* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable. + + +- SERIES - + + +1. Mahou Daisakusen (1993) + +2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994) + +3. Great Mahou Daisakusen (2000) + + +- STAFF - + + +Main programmer : Yuichi Toyama + +Planner & Designer : Ken-Ichi Yokoh + +Progress control : Susumu Hibi + +Producers : Masato Toyoshima, Tatsuya Minami + +Sound : Manabu Namiki + +Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa + +Support from Capcom : Tomoshi Sadamoto + +$end + +$info=gslgr94u, +$bio + +Great Sluggers - Featuring 1994 Team Rosters (c) 03/1994 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: GSE + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the MLBPA (Major League Baseball Players Association). + + +- SERIES - + + +1. Great Sluggers - New World Stadium (1993) + +2. Great Sluggers - Featuring 1994 Team Rosters (1994) + +$end + +$info=gslugrsj, +$bio + +Great Sluggers - New World Stadium (c) 09/1993 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: GS + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the MLBPA (Major League Baseball Players Association). + + +- SERIES - + + +1. Great Sluggers - New World Stadium (1993) + +2. Great Sluggers - Featuring 1994 Team Rosters (1994) + +$end + +$info=mt_gsocr, +$bio + +Great Soccer (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 06 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=gsword, +$bio + +Great Swordsman (c) 1984 Taito. + + +Great Swordsman is a one-on-one, side view, sword fighting game that spans three types of sword fighting: Fencing, Kendo, and gladiator-style combat. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +There are a total of 3 stages in Great Swordsman, with a total of 15 opponents. Once you finish the last opponent, the game starts over from the beginning at a much harder skill level (you keep your points, however). Between each stage, there's a bonus stage that allows you to rack up points by blocking an archer's arrows. Following are the stage and opponent names : + + +* Stage 1 - Fencing + +Opponent 1 : Appels + +Opponent 2 : Redon + +Opponent 3 : Fantin + + + +* Bonus Stage 1 - Block the Archer's Arrows + + + +* Stage 2 - Kendo + +Opponent 1 : Senpou + +Opponent 2 : Jihou + +Opponent 3 : Chuken + +Opponent 4 : Fukusho + +Opponent 5 : Taisho + + +* Bonus Stage 2 - Block the Archer's Arrows + + +* Stage 3 - Roman + +Opponent 1 : Mars + +Opponent 2 : Hermes + +Opponent 3 : Apollo + +Opponent 4 : Helios + +Opponent 5 : Orion + +Opponent 6 : Uranus + +Opponent 7 : Zeus + + +The names of the opponents in this game are interesting in that each stage's names are terms/names used either in that art form, country of origin, or era in which the art form was related to. Following are reasons (and perhaps guesses) as to why they used the names they did : + + +Appels - A quick stamp of the foot used in fencing as a feint to produce an opening. + +Redon - Redon, Odilon (1840-1916). French painter and graphic artist, one of the outstanding figures of Symbolism. + +Fantin - Fantin-Latour, Henri (1836-1904). French painter and lithographer. + + +Senpou - The first 'player' in a Kenpo match-style competition to line up (also spelled "Senpo"). + +Jihou - The second 'player' in a Kenpo match-style competition to line up (also spelled "Jiho"). + +Chuken - The third 'player' in a Kenpo match-style competition to line up. + +Fukusho - The fourth 'player' in a Kenpo match-style competition to line up. + +Taisho - The last 'player' in a Kenpo match-style competition to line up. + + +Mars - God of war + +Hermes - God of boundaries and of the travelers who cross them (such as bringing newly-dead souls to the underworld, Hades) + +Apollo - God of music, archery, healing, light, truth, etc... + +Helios - God of the Sun + +Orion - God, the hunter + +Uranus - God of the Sky + +Zeus - God of the Earth and Ruler of Mount Olympus + + +On stages 1 and 2, any two out-of-bounds results in a loss of a point. It is impossible to go out-of-bounds on stage 3. Stage 1 requires 5 points per match, with 3 matches. Stage 2 requires 2 points per match, with 5 matches. Stage 3 requires 1 point per match with 7 matches. Simultaneous hits do not count for either player. On Stage 1, a tie results in a win for you! (It is impossible to tie on stages 2 and 3, based on their point structures). + + +- TIPS AND TRICKS - + + +* Trick : By continually hitting your opponents sword, you can cause them to lose their sword. Their sword ends up impaling their head! + + +* Trick : Killing your opponent very quickly with a strike to the head can cause their helmet to fly off. + + +* Tip : High and mid strikes in succession can easily force your opponent out-of-bounds. + + +* Tip : On stage 1, holding away from your opponent while striking increases your weapon return speed. + + +* Tip : On stage 3, use the far right wall as a defense, since you can't step out-of-bounds. + +$end + +$info=grtwall, +$bio + +The Great Wall (c) 1994 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + +$end + +$info=gberet,gberetb, +$bio + +Green Beret (c) 10/1985 Konami. + + +In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :) + + +- TECHNICAL - + + +Game ID : GX577 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76496 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Rush'n Attack". + + +Also manufactured by Irem as the same name. + + +- SERIES - + + +1. Green Beret (1985) + +2. M.I.A. - Missing in Action (1989) + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1986) + +MSX (1986) + +Atari 800 (1986) + +Amstrad CPC (1986) + +Commodore C64 (1986) + +PC [MS-DOS, 5.25''] ("Rush 'n Attack") + +Thomson M05 + +$end + +$info=greenber, +$bio + +Green Beret (c) 1980 Irem. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.173 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=gseeker,gseekeru,gseekerj, +$bio + +Grid Seeker - Project Stormhammer (c) 1992 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D40 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Grid Seeker - PCCB-00131) on 21/07/1993. + + +- STAFF - + + +Game designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko + +Programmers : Takahiro Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou + +Software : Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura + +Character designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa + +Object art director : Lin Chinkai (Indy Chinkai) + +Screen art directors : Takashi Yamada, Lin Hu-Man Gas + +Graphic designers : Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Space Creative, A-Wave, Visual Arts Production + +Hardware engineer : Katsumi Kaneoka + +Decorator : Toshiyuki Takenami + +Sound directors (Zuntata) : Norihiro Furukawa, Naoto Ishita (YAG) + +Producer : Toshiaki Kato + +$end + +$info=thegrid, +$bio + +The Grid (c) 2001 Midway. + + +- TECHNICAL - + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=gridiron, +$bio + +Gridiron Fight (c) 03/1985 Tehkan. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : trackball + +Button : 1 + +$end + +$info=gridlee, +$bio + +Gridlee (c) 1983 Videa. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : Custom (@ 1.25 Mhz), Samples (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Originally named 'Pogoz', this prototype was never released. The game was put out on field test and did poorly, so Gottlieb decided not to build it. Only one unit was built. + + +Videa was started in November of 1981 as a video game development company. Around that time were 'Gridle' was submitted and refused by Gottlieb, the assets of Videa (but not the corporate entity) were acquired by Pizza Time Theater. The new corporation, formed from the combination of the existing Pizza Time engineering department and the employees of and assets of Videa, was named 'Sente Technology'. + + +The former principles of Videa, Ed Rotberg, Roger Hector, and Howard Delmann, gave the developers of MAME permission to add the game and freely distribute it. The game code remains copyrighted and owned by the three men. + + +- STAFF - + + +Programmed by : Ed Rotberg + +Video graphics by : Roger Hector + +Sound by : Howard Delman + +Technician : Paul Brandt + +$end + +$info=griffon, +$bio + +Griffon (c) 1980 Videotron. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Phoenix". + +$end + +$info=grindstm,grindsta, +$bio + +Grind Stormer (c) 1992 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-027 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.41 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to American Sammy for USA, to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia and to Anomoto International for Taiwan. + + +This game is known in Japan as "V-Five". + + +This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc, came about. + + +- UPDATES - + + +Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Director : K. Takano + +Programmers : C. Hayasato, T. Ikeda + +Graphic designers : Y. Naora, M. Yamaguchi + +Sound director : Masanori Yuge + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +$end + +$info=grobda,grobda2,grobda3, +$bio + +Grobda (c) 12/1984 Namco. + + +- TECHNICAL - + + +Game ID: GR + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG, custom DAC (for speech) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The Grobda tank was one of the enemies in "Xevious". + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k. + +3) Press the service switch to display the grid and press (all together) Right+Button1+Start2. + +4) '(c) NAMCO LTD. 1984' will appear on the screen. + + +- STAFF - + + +Game designed and produced by : Masanobu Endoh (EVE200 End) + +Programmed by : Hosei Wait + +Music composed by : Yuri Keino + +Engineer : Tall Ogawa + +Graphic designed by : You. Shino + +Debugged by : Tama Chang + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.2") + + +* Computers : + +PC [Windows, CD-Rom] (1997, Namco History Vol.2") + +$end + +$info=groundfx, +$bio + +Ground Effects / Super Ground Effects (c) 1992 Taito. + + +- TECHNICAL - + + +Game ID : D51 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.238 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- UPDATES - + + +The only difference between Ground Effects & Super Ground Effects is that Super Ground Effects has a deluxe cabinet type where the player can sit down. + +$end + +$info=growl,growlu, +$bio + +Growl (c) 02/1991 Taito. + + +A huge melee battle featuring four forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight! + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C74 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Runark". + + +This game was dedicated to the late Mr. Katsujiro Fujimoto. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Promotion object : Hiromitsu Mihara + +Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.) + +Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato + +Hardware : Eikichi Takahashi, Bruiser Kushiro + +Trifling work : Insector Fjw + +Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama + +Software support : Hideki Hashimoto, Takashi Kitabayashi + +Base game plan : Exit Yab + +Game direction : Hide Chan + +Project management : Hidehiro Fujiwara + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=grudge, +$bio + +Grudge Match (c) 1987 Bally Midway. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +Originally called 'Race For Pink', as in pink slips, the certificates of ownership in California. Atari then realized that pink slips are not universal, so the name was changed. This represent the very last coin-op game designed by Owen Rubin and the end of his career. But unfortunately, this prototype was never finished / never released. In this prototype version, buying parts for your car was made VERY simple to speed up the game. In the final version, you would see your car in a garage up on a lift, and a garage full of parts you could 'buy' to make your car better. Better tires, better suspension, better brakes, better engine, better transmission. Owen was going to make the races longer, maybe 10 laps. And was going to add cops and traffic lights in the city. Run a red light, the cop chases you. If he bumped you, you stopped for a while to get a ticket! This would have been one GREAT driving game. + + +- STAFF - + + +Designed by : Owen Rubin + +$end + +$info=gryzor, +$bio + +Gryzor (c) 1987 Konami. + + +A shoot'em up / platform game. + + +- TECHNICAL - + + +Game ID : GX633 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.582071 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Europe as "Contra". + + +Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988. + + +- SERIES - + + +1. Gryzor (1987) + +2. Super Contra (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- STAFF - + + +Game programmers : Satoru, Hideyuki Falco, Koichi Cobra + +Video graphics : Kengo + +Special designers : Ishiwari Jinbo, Passionate Norio + +Sound editor : Kazuki Jah + +Engineer : Rom Yamamoto + +Directed by : Koji + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo NES (1990, "Probotector") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +Commodore C64 (1987) + +PC [MS-DOS] (1987) + +MSX2 + +$end + +$info=gticlub, +$bio + +GTI Club - Rally Cote D'azur (c) 1997 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- SERIES - + + +1. GTI Club - Rally Cote D'azur (1997) + +2. GTI Club - Corso Italiano (2000) + +$end + +$info=getstar, +$bio + +Guardian (c) 1986 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 280 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Toaplan. + + +This game is known in Japan as "Get Star". + +$end + +$info=grdforce, +$bio + +Guardian Force (c) 03/1998 Success. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=grdians, +$bio + +Guardians / Denjin Makai II (c) 1995 Banpresto. + + +A beat-'em-up developed by Winky Soft with 8 selectable characters and lots of special moves. + + +- TECHNICAL - + + +Game ID : P-FG01-1 + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Denjin means 'The God of Electricity'. Makai is a character's name in its pre-sequel - directly translated as 'Devil's Puppet'. + + +This game was only released in Japan. + + +- SERIES - + + +1. Denjin Makai (1993) + +2. Ghost Chaser Densei (1994, Nintendo Super Famicom) + +3. Guardians / Denjin Makai II (1995) + +$end + +$info=guardian, +$bio + +Guardians of the 'Hood (c) 03/1992 Atari Games. + + +Dangerous gangs own the streets, and is up to four brave street vigilantes to do some much needed clean up. Train hard at the sparring rounds and prove your skill at some enemies bosses so they might join your posse! Gather a few buddies for this wild ride! :) + + +- TECHNICAL - + + +Atari G42 hardware + +Game ID : 136092 + + +Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is often regarded as the 'unauthorized sequel' to Atari's arcade classic "Pit-Fighters" since it uses the same graphical style as well as many fighting moves from that game. + + +- STAFF - + + +Project leaders / Designers : Gary Stark, Mark Stephen Pierce + +Programmers : Gary Stark, Andrew J. Burgess, Ed Rotberg + +Lead animator : Nick Stern + +Animators : Sharon Plotkin, Sean Murphy, Chuck Eyler, Scott Sava + +Engineers : Sam Lee, Pat McCarthy + +Digital imaging : Rob Rowe, Dave Portera + +Audio by : John Paul, Brad Fuller + +Project supervisor : John Ray + +Product manager : Jerry Momoda + +Technician : Minh Nguyen + +Design assistants : Haywood Beaird, Victor Mercieca + + +* CAST : + +1. Guardians : + +Conner : William Willis + +Chief : Robert Salazar + +Javier : Javier Mendez + +Tanya : Marilyn Caldwell + + +2. Dreads : + +Jay Jay : Jimmy Welch + +Toots : James Thompson + +Mauby : Marc Williams + +Nigel : Rick Jackson + + +3. Shavers : + +Boris : Chuck Campbell + +Pebbles : Suzanne Nock + +Tiny : Mark Noreng + + +4. Dragons : + +Kwan : Harry Mok + +Sue Lee : Janet Gee + +Li : Riz Angel + + +5. Gym Match Extras : + +Referee - Jose Sandoval + +Bystanders - Haywood Beaird, Jose Erazo, Daisy Falk, Ge Loria Morrison, Gabriel Rotberg, Pjhillip Sheffield, Cassie Turner, Zenobia Yacoub + + +6. Dread Street Extras : + +Drunk : Dave Portera + +Hooker : Rhonda Williamson + +Pusher : Rusty Dawe + + +7. Subway Station Extra : + +Flasher : Mike Taylor + +Bag-lady : Lois Turner + +Bag-child : Jonathan Rowe + + +8. Alley Extras : + +Hawker : Mike Hally + + +9. Dragon Street Extras : + +Asian Male : Sam Lee + +Asian Female : Lily Chan + +Shopkeeper : Yong Carnahan + + +10. Bar Extra : + +Bartender : Minh Nguyen + +Waitress : Noelle Selich + +Bar Drunk : Rizaldi Bugawan + +Stripper : Celina Vannoni + +Table Drunk : Dave Fabian + +$end + +$info=gwar,gwara,gwarb, +$bio + +Guerilla War (c) 03/1988 SNK. + + +- TECHNICAL - + + +Game ID : A7003 'GV' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The Japanese version of this game is called "Guevara". + + +This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Ché Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies, and out of respect for the Cuban Missile Crisis. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + + +* Computers : + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1989) + +Commodore 64 (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +$end + +$info=gwarj, +$bio + +Guevara (c) 03/1988 SNK. + + +- TECHNICAL - + + +Game ID : A7003 'GV' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Guerilla War". + + +This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Che Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies and out of respect for the Cuban Missle Crisis. + +$end + +$info=gmissile, +$bio + +Guided Missile (c) 04/1977 Midway. + + +- TECHNICAL - + + +Game ID : 623 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=guiness, +$bio + +The Guiness (c) 1984 Sun Electronics. + + +- TECHNICAL - + + +Game ID : TVG15 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Strength & Skill". + +$end + +$info=gulfwar2, +$bio + +Gulf War-II (c) 1991 Comad. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Twin Cobra". + +$end + +$info=gulfstrm,gulfstr2, +$bio + +Gulf. Storm (c) 1991 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to Media Shoji for distribution. + +$end + +$info=gumbo, +$bio + +Gumbo (c) 1994 Min. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=gunfront, +$bio + +Gun & Frontier (c) 01/1991 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C71 (F2-System No. 9) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Gun Frontier". + + +This game was inspired from the Anime series of the same name by Leiji Matsumoto. It is a hilarious, thrilling and outrageous story that takes place on a lawless planet in deep space. In a wild land where the dust of sand swirls, two totally different men, Harlock 'the Quick Draw' and Tochiro 'the Master Swordsman,' meet a mysterious woman called Sinunora and travel together. "This odd threesome gets involved in thrilling and outrageous brawls and seems to attract one fight after another!". + + +S. Yagawa paid homage to this game by programming "Battle Garegga", which has a lot of features taken from "Gun Frontier" (not only design, you can destroy scenery, weapon and bombs system, etc). + + +Leiji Matsumoto, in his series 'Cosmo Warrior Zero', recycles the "Gun Frontier" settings for the 'Silvana' character. Since the Sony PlayStation tie-in was produced by Taito, the planet looks like planet "Gloria", the one featured in this Taito shmup. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- SERIES - + + +1. Gun & Frontier (1991) + +2. Metal Black (1991) + + +- STAFF - + + +Sound composer : Yasuhisa Watanabe (Yack.) + +$end + +$info=gunball, +$bio + +Gun Ball (c) 1992 Data East. + + +Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Nitro Ball". + + +- UPDATES - + + +The order of the stages is a bit different between Nitro Ball and Gun Ball : + + +* Gun Ball : + +1 - Combat Field + +2 - Strange Football + +3 - Ghost Town + +4 - Aliens World + +5 - Space Station + + +* Nitro Ball : + +1 - Strange Football + +2 - Combat Field + +3 - Ghost Town + +4 - Aliens World + +5 - Space Station + + +- STAFF - + + +Director : Jinbo + +Game designer : Marukin + +Graphic designers : K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N + +Sound : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hard : S.M, M.Y + +Soft : Osapan, K. Minegishi, Mya, M.S + +Voices recorded at Orio Sound Production Studio, San Jose, CA + +$end + +$info=gunbulet, +$bio + +Gun Bullet (c) 1994 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: GN + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is known outside Japan as "Point Blank". + + +- SERIES - + + +1. Gun Bullet (1994) + +2. GunBarl + +3. GunBalina + + +- STAFF - + + +Planning director : S. Tohyama + +Game Ccoordinator : Y. Kounoe + +'Oyaji' Programmer : Yasushi .O + +Main programmer : S. Yamada + +Programmer : Kenichi. T + +CG designers : H.K, D. Onizuka + +3D designers : Shigemasa, Gonta + +'Oyaji' Dotter : Norion5 + +Music & Sound FX : T. Aihara, Ishikavan, Hiroto Sasaki (Saman) + +Mechanical designers : Ohara, Inoue + +System constructors : T. Inui, KJ-, Masayuki. K + +Industrial designers : Tohru. Y, H. Shimane + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +$end + +$info=gundealr,gundeala,gundealt, +$bio + +Gun Dealer (c) 1990 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo for Japan manufacture and distribution. + + +- UPDATES - + + +The (Set 2) uses another kind of card and shows some other girls! + + +- SERIES - + + +1. Gun Dealer (1990) + +2. Gun Dealer '94 (1994) + +$end + +$info=gundl94, +$bio + +Gun Dealer '94 (c) 1994 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Primella" (NTC license). + + +- SERIES - + + +1. Gun Dealer (1990) + +2. Gun Dealer '94 (1994) + +$end + +$info=gunfight, +$bio + +Gun Fight (c) 01/1975 Midway. + +Game ID : 597 + + +Each player (up to two people may play at a time, and you will want to play in two player mode), controls a gunfighter. You use a joystick to move up and down, the stick also has a trigger button. While you used a spinner to aim your pistol. Your only goal is to shoot the other player, who is right across the screen from you (who will then fall down and say 'Got Me'). It isn't usually a straight shot, as there will always be a cactus somewhere between the two players (it is in a different spot each time you play). Just shoot the other player for points. The game is time based, and not life based. The factory setting is for a 90 second game, but this is operator adjustable. The computer opponent is quite easy to beat into the ground with a little practice, but a human opponent is much more challenging. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : joystick 2-way, spinner + + +This game was released in two different dedicated cabinets in the US. The first is an ornate upright machine, while the second version was a pentagon shaped cocktail table. + +* The upright version was mostly red, but it was covered with painted cowboy sideart. There was no marquee at all, the game had its title printed on the monitor bezel, down towards the control panel. The machine overall had an attractive look. + +* The cocktail version was shaped like a pentagon, with the monitor aligned towards the bottom section of the pentagon. The players would line up with the next two sections of pentagon (facing slightly towards each other). This machine only had a wood grain finish, and was not nearly as ornate as the upright version. + + +Both versions used a 19'' monochrome open frame monitor. Strangely enough the game places the joystick in the player's right hand, and the spinner in the players left hand. This is not the optimum setup at all. Very few games since then have put the joystick in the players right hand. So you may have trouble playing this game at first, especially operating the spinner stick with your left hand, as spinner games are usually played with your right hand. + + +- TRIVIA - + + +Gun Fight, which was designed on TTL-based hardware by Taito, which was adapted to 8080 hardware by Nutting, was the first Japanese title to be licensed for release in America. It was also the first video game to incorporate a microprocessor and the expanded processing capabilities allowed for graphics and gameplay much more advanced than "Pong". + + +Gun Fight was a pretty important videogames innovator. It was the first game ever to have two on-screen humans battling against each other at the same time, and as such it's the grandfather of the fighting games that take up most of the floorspace in modern arcades. It also introduced the idea of having separate controls for aiming and moving. + + +A Gun Fight unit appears in the 1978 movie 'Dawn of the Dead'. + + +- SERIES - + + +1. Gun Fight (1975) + +2. Boot Hill (1977) + + +- STAFF - + + +Designed and programmed by : Dave Nutting, Tom McHugh + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=gunforce,gunforcu,gunforcj, +$bio + +Gun Force - Battle Fire Engulfed Terror Island (c) 06/1991 Irem. + + +- TECHNICAL - + + +Irem M-92A system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Gun Force - Battle Fire Engulfed Terror Island (1991) + +2. Gun Force II (1994) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=gunforc2, +$bio + +Gun Force II (c) 09/1994 Irem. + + +- TECHNICAL - + + +Irem M-92G system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Geo Storm". + + +Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990. + +The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel". + +The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel". + +The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel". + + +- SERIES - + + +1. Gun Force - Battle Fire Engulfed Terror Island (1991) + +2. Gun Force II (1994) + +$end + +$info=gunfronj, +$bio + +Gun Frontier (c) 1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C71 (F2-System No. 9) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Gun & Frontier". + + +This game was inspired from the Anime series of the same name by Leiji Matsumoto. It is a hilarious, thrilling and outrageous story that takes place on a lawless planet in deep space. In a wild land where the dust of sand swirls, two totally different men, Harlock 'the Quick Draw' and Tochiro 'the Master Swordsman,' meet a mysterious woman called Sinunora and travel together. "This odd threesome gets involved in thrilling and outrageous brawls and seems to attract one fight after another!". + + +S. Yagawa paid homage to this game by programming "Battle Garegga", which has a lot of features taken from "Gun Frontier" (not only design, you can destroy scenery, weapon and bombs system, etc). + + +Leiji Matsumoto, in his series 'Cosmo Warrior Zero', recycles the "Gun Frontier" settings for the 'Silvana' character. Since the Sony PlayStation tie-in was produced by Taito, the planet looks like planet "Gloria", the one featured in this Taito shmup. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- SERIES - + + +1. Gun Frontier (1991) + +2. Metal Black (1991) + + +- STAFF - + + +Sound composer : Yasuhisa Watanabe (Yack.) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=bangj, +$bio + +Gun Gabacho (c) 1998 Gaelco. + + +A cartoony first-person 2-D wild west shoot'em up game. + + +- TECHNICAL - + + +Gaelco GG-1v hardware + + +Main CPU : 68000 (@ 15 Mhz) + +Sound Chips : GAELCO (@ 15 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Licensed to GM Shogi for distribution in Japan. + + +This game is known outside Japan as "Bang". + +$end + +$info=gunsmoke,gunsmrom,gunsmoku,gunsmoka,gunsmokj, +$bio + +Gun.Smoke (c) 11/1985 Capcom. + + +A vertical action packed western game from the creators of "Commando (Capcom)". + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Romstar for US manufacture and distribution. + + +Gun.Smoke was available as conversion kits (from Romstar - called 'quick-kits') for "Pac-Man" and "Centipede". + + +Gun.Smoke is based on the old famous T.V. series of the same name, the first TV broadcast was on 10th September 1955, and it ran until 31st March 1975. A total of 633 episodes were aired over the 20 seasons - only the last nine seasons being made in colour. + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- UPDATES - + + +WORLD version : + +* You can enter 3 chars for your initials. + + +JAPAN version (but English text though) : + +* You can enter 8 chars for your initials. + + +US version 1 (licenced to Romstar) : + +* You can enter 3 chars for your initials. + + +US version 2 (licenced to Romstar) : + +* You can enter 3 chars for your initials. + +* Some code has been added for the 'Lives' Dip Switch that replaces the 'Demonstation' one (so demonstration is always OFF). + +* Year is 1986 instead of 1985. + +* High score is 110000 instead of 100000. + +* Levels 3 and 6 are swapped. + + +- TIPS AND TRICKS - + + +* An Interesting Bug : When you're on level two, make sure you have a horse when you kill Roy Knife. Once he is dead, walk over his corpse and your horse will be killed. Roy raises from the dead as a sort of indestructible zombie. You can shoot him as much as you like, but he won't die. In this way you can play until you get tired of it. + + +- STAFF - + + +From highscore table : Shi2Kura, ?Sakura?, Ota=Big5, Kihaji Okamoto + +Music by : Ayako Mori (Kura<3Aya) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sony PlayStation (1998, "Capcom Generation 4") + +Sony PlayStation (1998, "Capcom Generations - Blazing Guns") + +Sega Saturn (1998, "Capcom Generation 4") + + +* Computers : + +Commodore C64 (1987) + +Amstrad CPC (1987) + +Sinclair Spectrum (1988) + +$end + +$info=gnbarich, +$bio + +Gunbarich (c) 2001 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Psikyo's Gunbarich is a spin-off of "Gunbird" featuring Gunbird's protagonist Marion. + + +- TIPS AND TRICKS - + + +* Maintenance Codes : + +1-2-3-4-5 Clear Hi-Scores + +0-2-9-2-0 Maintenance Mode (Stage Select etc.) + +0-2-9-1-0 Clear All Data + +$end + +$info=gunbird,gunbirdk,gunbirdj, +$bio + +Gunbird (c) 09/1994 Psikyo. + + +In this vertical shoot-'em-up, you have five selectable characters who fight the big army of pirates but this time to restore a magic mirror. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Marion also appears as a selectable character in another Psikyo's game : "Gunbarich". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998. + + +Note : There are 20 different endings! + + +- TIPS AND TRICKS - + + +* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +- SERIES - + + +1. Gunbird (1994) + +2. Gunbird 2 (1998) + + +- STAFF - + + +Staff : Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou + +Music composed by : Masaki Izutani + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sony PlayStation (1995) + +Sony PlayStation (1998, "Image Fight & X Multiply") + +Sony PlayStation 2 (2004, "Gunbird 1&2") + +$end + +$info=gunbird2, +$bio + +Gunbird 2 (c) 1998 Psikyo. + + +In this vertical shoot'em up, you have five selectable characters who fight the big army of pirates but this time to collect elemental potions. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +ALUCARD, a selectable character, backwards spells DRACULA. + + +Aine originally appeared in "Samurai Aces" and as a hidden character in "Tengai" as Ayin. Here in Gunbird 2, he has quite a 'different' type of bomb attack :). + + +Gunbird 2 shares some similarities with the 1975 anime series 'Time Bokan': + +* The flag symbol in Time Bokan is a clear skull and in this game is a 2P like a skull. + +* The thin guy has a very ugly nose also a moustache and teeth like a rabbit (he is the same in the game and the anime). + +* The fat guy has a beard. In this game and in Time Bokan, he has a semi-shaved beard (so with the exception of the beard, the guy is almost the same). + +* The chief is a luxuriant woman (in the anime, she always was topless in the end). + +* In Time Bokan, the bad guys always show a stupid new-robot to defeat the good guys. In the game is the same. + + +Note : There are 27 different endings! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998. + + +- TIPS AND TRICKS - + + +* Maintenance Code : In test mode, enter this code... + +5-2-0-4-8 for Maintenace Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status] + +5-3-5-7-3 All Data Initialised. + +5-3-7-6-5 Sit an AINE Flag1 (Displays 'AINE ?' at test, extra 'explicit' character on random box). + +5-1-0-2-4 Sit an AINE Flag2 (Displays 'AINE OK' at test, use AINE by pressing 'Down' on random box). + +5-3-1-5-7 AINE Flag Cancelled (Clears AINE from being playable, as default). + + +- SERIES - + + +1. Gunbird (1994) + +2. Gunbird 2 (1998) + + +- STAFF - + + +Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto + +Music composed by : Masaki Izutani + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2000) + +Sony PlayStation 2 (2004, "Gunbird 1&2") + +$end + +$info=gunblade, +$bio + +Gunblade NY - Special Air Assault Force (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The designers of this game actually went to New York to get the buildings and locations of the city exacly right, from Times square to 5th Avenue to the United Nations building! + + +- TIPS AND TRICKS - + + +* Special Attacks : During the third and fourth stages of the difficult course, shoot the androids feet to knock them in the water, they will blow up on contact. After you defeat the boss character in the third stage of the difficult course, he will run away. While he's retreating, shoot the oil drums and explosive boxes around him; if you do this the boss at he end of the fourth level will be partially destroyed when he appears. + + +* Multiple Endings : If you don't destroy the missile carrier truck at the end of the second stage in the difficult course, your superior officer will hit you. If you finish either course without continuing, a group of butterflies will fly by. If you pull on the machine gun levers during the ending scene on the easy course, a giant dragonfly will fly by. If you do this during the difficult course ending scene, a submarine or large shark will follow the ship. + + +- SERIES - + + +1. Gunblade NY - Special Air Assault Force (1995) + +2. L.A.Machineguns - Rage of the Machines (1998) + + +- STAFF - + + +Planner & Director : Makoto Yamamoto + +Planner & Assistant director : Shinichi Ogasawara + +Chef programmer : Kenji Tohma + +Programmers : Masaaki Ito, Tetsuya Hamada + +Chef designer : Kiyoshi Miyagi + +Designers : Noriko Omizo, Sachio Hatayama, Kunio Watanabe, Megumi Matsuda, Minori Hisamatsu, Hiromi Ito, Shinsuke Miyamura + +Sound : Naoki Tokiwa, Kentaro Koyama + +Mechanical engineers : Tomoya Takasugi, Yasuo Ishikawa, Nariyuki Iwase, Toshiya Yamaguchi, Motohiko Higashiguchi + +Electrical engineers : Tomoyuki Goto, Hiroki Koyama, Hideki Inoue + +Cabinet designers : Yutaka Okumura, Yasunobu Komori, Minoru Matsuba, Hiroyuki Naito + +Technical support : Kenji Watanabe + +Voice actors & English coordination : Hisaki Nimiya, Rika Terashima + +Publicity : Norimasa Yatsuzuka + +Producer : Mie Kumagai + +General manager : Hisao Oguchi + +$end + +$info=gunbustr, +$bio + +Gunbuster (c) 1992 Taito. + + +- TECHNICAL - + + +Game ID : D72 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Buttons : 3 + + +- STAFF - + + +Planners : T. Matsumoto, Ryuji Tominaga + +Character designers : Ryuji Tominaga, Tsutomu Sekimoto, Hisakazu Katoh, Takayuki Isobe, M. Maekawa, Peacock, V.A.P + +Software : Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Akira Ohtsuki, Masashi Tsuzura, T. Kurosawa, T. Ishii, T. Higuchi + +Sound : Kazuyuki Ohnui, Yasuko Yamada + +Cabinet designers : Y. Tsuriya, Kumi Mizobe + +Hardware : Y. Shibuya, Jun Sawaki, H. Agawa, T. Yamaguchi + +Mechanic : T. Tsurumi, Jun Nishiyama, K. Sugoh, Kazuhiro Kawabata + +$end + +$info=gundhara, +$bio + +Gundhara - Juudan Arashi (c) 1995 Banpresto. + + +- TECHNICAL - + + +Game ID : BP954 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Bullet Storm'. + +$end + +$info=gunlock, +$bio + +Gunlock (c) 01/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D66 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Europe as "Rayforce". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994. + + +- SERIES - + + +1. Gunlock (1994) + +2. Ray Storm (1996) + +3. Raycrisis (1998) + + +- STAFF - + + +Producer : Yukio Abe + +Directors : Yukio Abe, Tatsuo Nakamura + +Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita + +Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama + +Character graphic designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi + +Screen graphics designers : Hideyuki Kato, V.A.P, Peacock + +Music & Sound effects : Tamayo Kawamoto (Zuntata) + +Sound effects : Munehiro Nakanishi (Zuntata) + +Sound direction : Hiroshige Tonomura (TONO) (Zuntata) + +Design works : Kyoko Umezu + +Hardware : Katsumi Kaneoka + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995," Layer Section" Japan / "Galactic Attack" US and Europe) + +$end + +$info=gunnail, +$bio + +GunNail (c) 05/1993 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo for distribution. + + +- TIPS AND TRICKS - + + +* Secret Message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 3 times on player2 side. The release date will appear. + + +- STAFF - + + +Morio, Ore!, Ikezu Kenzi, Mingmei, Ama, Hide-Kaz, Kate Seki, Naoko, A-Saku, San Chan, Mug, Sato, Midori, Mustard Papa + +$end + +$info=gunpey, +$bio + +Gunpey (c) 2000 Banpresto. + + +- TECHNICAL - + + +Main CPU : V30 (@ 14.3106 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + +$end + +$info=gururin, +$bio + +Gururin (c) 05/1994 Face. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0067 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Gururin translates from Japanese as something like 'accomplice' or 'cohort'. Makes sense considering the noblemen fall in pairs. + + +Gururin is Face's first game developed and released for the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console. + + +- STAFF - + + +Planning / Producer : K. Iwanaga + +Programmers : K. Iwanaga, N. Tabata, K. Hiziya + +Graphic designers : M. Molohosi, K. Kumakura, M. Araki + +Sound : K. Sugai, A. Iwanaga + +Sound programmer : J. Kosakai + +$end + +$info=gussun, +$bio + +Gussun Oyoyo (c) 1993 Irem. + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Risky Challenge". + + +- SERIES - + + +1. Gussun Oyoyo (1993) + +2. Gussun Oyoyo 2 (1993) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995, "Super Gussun Oyoyo") + +$end + +$info=gutsn, +$bio + +Guts'n (c) 2000 Kaneko / Kouyousha. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- STAFF - + + +Voices : Etsuko Kozakura, Susumu Chiba + +Planners : Kouyousha Ltd., Puzzle Project, Koizumi & Raika + +Game designers : Mopi, Yuuichi Hirose + +Programmers : Tomoaki Kusano, Mihoko Yamamoto + +Graphic designers : Yuuichi Hirose, Gorilla + +Sound designer : Akira Takemoto + +Producer : Lungfish + +Developed by Kouyousha Ltd., Nova Project Team. + +$end + +$info=gutangtn, +$bio + +Guttang Gottong (c) 1982 Konami. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +- TRIVIA - + + +Licensed to Sega. + + +This game is also known as "Loco-Motion". + + +A bootleg of this game is known as "Cotocoto Cottong". + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy ("Konami GB Collection 2") + + +* Computers : + +Sord-M5 + +$end + +$info=guwange, +$bio + +Guwange (c) 1999 Atlus / Cave. + + +Destroy the evil army with three Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up. + + +- TECHNICAL - + + +Game ID : ATC05 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch. + + +- STAFF - + + +Producer : Kenichi Takano + +Chief programmer : Tuneki Ikeda + +Programmers : Satoshi Kouyama, Takashi Ichimura + +Chief designer : Junya Inoue + +Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atushi Aburano, Toru Shimazu + +Character designers : Akira Nakabayashi, Junya Inoue + +Calligraphy : Akira Nakabayashi + +Character voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takno Yoshida + +Sound producer : Junya Inoue + +Music composer : Nasahiro Kusunoki + +Sound effects : Nasahiro Kusunoki + +Super visor : Hiroyuki Tanaka (Atlus) + +Special assist : Toshiaki Tomizawa + +$end + +$info=guzzler, +$bio + +Guzzler (c) 1983 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 290 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Centuri for US distribution. + + +This game is very unique in that it depicts the hero of the story as a drunkard who's the shame of the family (look at some of the cut scenes) yet is able to put out fires (by puking? no less). It wasn't until the early 1990's when the fighting games would include a fighter who drinks as part of his repertoire. + + +- PORTS - + + +* Consoles : + +Sega SG-1000 + + +* Computers : + +MSX + +$end + +$info=pbancho, +$bio + +Gyakuten!! Puzzle Bancho (c) 1996 Fuuki. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Reversal!! Big Boss Puzzle'. + +$end + +$info=gypsyjug, +$bio + +Gypsy Juggler (c) 10/1978 Meadows Games. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 625 Khz) + +Sound CPU : S2650 (@ 625 Khz) + +Sound Chips : DAC (@ 625 Khz), Custom (@ 625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : stick + +Button : 1 + +$end + +$info=gyrodine,gyrodinc, +$bio + +Gyrodine (c) 1984 Crux. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Gyrodine was made by Crux which was antecedent of ToaPlan and spin-off from Orca. It was later licensed to Taito for manufacture and distribution. + + +- STAFF - + + +Naomi.S, K.T, Miki Kun, Nice Y.N, Pop Kawa, M. Harada + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + + +* Computers : + +MSX (1986) + +$end + +$info=gyruss,gyrussce, +$bio + +Gyruss (c) 03/1983 Konami. + + +- TECHNICAL - + + +Game ID : GX347 + + +Main CPU : Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz) + +Sound Chips : (5x) AY-3-8910 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Centuri for US manufacture and distribution (04/1983). + + +After designing "Time Pilot", Okamoto did Gyruss, that, although a hit, came out at a time when the arcade craze was dying down. Therefore, it didn't sell the numbers it so rightly deserved. Okamoto asked for a raise, or he would quit. The next day, when he showed up for work, he was informed he was fired. + + +The game is often described as "Tempest" meets "Galaga" - Galaga because of the space-based theme, enemy formations, and shoot-em-all bonus stages, and Tempest because of the stage layout where the player's ship is constrained to circle around the screen, and enemies appear to come up through a forced-perspective 'tube'. + + +One of the most memorable features of this game is its soundtrack, which consists of an extremely catchy synthesized rendition of Bach's Tocatta and Fugue in D Minor. + + +A bootleg of this game is known as "Venus". + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986. + + +- STAFF - + + +Programmed by : Toshio Arima + +Designed by : Yoshiki Okamoto + +Character by : Hideki Ooyama + +Sound by : Mashahiro Inoue + + +- PORTS - + + +* Consoles : + +Colecovision (1984) + +Atari 2600 (1984) + +Atari 5200 (1984) + +Nintendo Famicom (1988) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + + +* Computers : + +Atari 800 (1984) + +Commodore C64 (1984) + +$end + +$info=hachamf, +$bio + +Hacha Mecha Fighter (c) 1991 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hachoo, +$bio + +Hachoo! (c) 09/1989 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hal21,hal21j, +$bio + +HAL 21 (c) 1985 SNK. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=halleys,halleysc,halleycj, +$bio + +Halley's Comet (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A62 + + +Main CPU : M6809 (@ 4.992 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Coin-It for US distribution. + + +This game was inspired by the actual 'Comet Halley' (pronounced HAL-lee). It was named after 'Edmund Halley', who calculated its '76-year orbital period'. Comet Halley was visible in 1910 and 76 years after, in 1986 (The feb. 9 exactly), just the year when this game was released by Taito :). Its next perihelion passage will be in 2061. + + +- TIPS AND TRICKS - + + +* Space Humor? : When you start a new game and after the 'RESCUE THE EARTH FROM THE COMETS !' message appears, you can move your ship over it. The text will get erased, and the following message will appear over it : 'DO NOT ERASE !'. + + +* Level Boss Trick : Shoot all but one of these squares and then press the hyperspace button (the smartbomb) when the final square is lit. You should now recieve 1 000 000 points! (this works for all level bosses). + + +* Another Tip : When the game is in Game Over mode, you can actually control the ship at one point. This is rather useless, but fun! + + +- STAFF - + + +From highscore table : Kouju Miki (K.M), (NIG), (LSI), Hisayoshi Ogura (OGR), (E.T) + +$end + +$info=hharry,hharryu, +$bio + +Hammerin' Harry (c) 12/1990 Irem. + + +A platform game where you control a worker with a big hammer who smashes his way through obstacles and a variety of enemies. + + +- TECHNICAL - + + +Irem M-84 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Daiku no Gen-san - Beranme Machi Soudouki". + + +- SERIES - + + +1. Hammerin' Harry (1990) + +2. Hammerin' Harry - Ghost Building Company (1993, Nintendo Game Boy) + +3. Ganbare! Daiku no Gensan (1993, Nintendo Super Famicom) + + +- STAFF - + + +Sound composer : Hiyamuta (Gangy Hiya) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1992) + +$end + +$info=hanaawas, +$bio + +Hana Awase (c) 1982 Seta Kikaku. + + +A hanafuda card game! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Buttons : 10 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flower Matching'. + +$end + +$info=hnfubuki, +$bio + +Hana Fubuki (c) 02/1987 Dynax. + + +A hanafuda game with a sexy Japanese opponent! + + +- TECHNICAL - + + +Game ID : 06 + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Shower of Blossoms'. + + +This game is also known as "Hana Yayoi". + +$end + +$info=hnkochou, +$bio + +Hana Kochou (c) 03/1989 Dynax. + + +A hanafuda game with a time-travelling theme. + + +- TECHNICAL - + + +Game ID : 20 + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Butterfly Flower'. + + +The version 1.00 is known as "Hana no Mai". + +$end + +$info=hanamai, +$bio + +Hana no Mai (c) 12/1988 Dynax. + + +A hanafuda game with a time-travelling theme. + + +- TECHNICAL - + + +Game ID : 16 + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flower Dance'. + + +The version 1.01 is known as "Hana Kochou". + +$end + +$info=hnoridur, +$bio + +Hana Oriduru (c) 1989 Dynax. + + +- TECHNICAL - + + +Game ID : 23 + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flower Folded Paper Crane'. + +$end + +$info=hanaoji, +$bio + +Hana to Ojisan (c) 12/1991 Nichibutsu. + + +A hanafuda game with the obligatory nude woman as prize. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flower and Uncle'. + +$end + +$info=hnayayoi, +$bio + +Hana Yayoi (c) 01/1987 Dyna Electronics. + + +A hanafuda game with a sexy Japanese opponent! + + +- TECHNICAL - + + +Game ID : 02 + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'March Flowers'. + + +This game is also known as "Hana Fubuki". + +$end + +$info=hanagumi, +$bio + +Hanagumi Taisen Columns - Sakura Wars (c) 10/1997 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flower Branch Competition Columns - Cherry Blossom Wars'. + + +- SERIES - + + +1. Columns (1990) + +2. Columns II - The Voyage Through Time (1990) + +3. Columns III - Revenge of Columns (1993) + +4. Stack Columns (1994) + +5. Super Columns (1995, Sega Game Gear) + +6. Columns 97 (1997) + +7. Hanagumi Taisen Columns - Sakura Wars (1998) + +8. Columns Crown (Nintendo Game Boy Advance - 2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=hanakanz, +$bio + +Hanakanzashi (c) 1996 Dynax. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ornamental Flower Hairpin'. + +$end + +$info=hanaroku, +$bio + +Hanaroku (c) 1988 Alba. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Buttons : 10 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Six Flowers'. + +$end + +$info=thehand, +$bio + +The Hand (c) 1981 T.I.C. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Samples (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Got-Ya". + +$end + +$info=hangon, +$bio + +Hang-On (c) 07/1985 Sega. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 6 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Player : 1 + + +- TRIVIA - + + +The first in a series of classic racing games designed by the legendary Yu Suzuki and his team (who would go on to create, among others, the "Out Run" series, as well as this game's sequel, "Super Hang-On"). First simulation game in the world. After this game was released, the standard for motorcycle games is the riding type kind. This game was the first Sega game to use digitized drums in the music. + + +There are two cabinet versions : the standard upright and a red or blue 'special edition', which was a large, mock-up motorcycle that the player sat on. The upright featured a motorcycle handlebar, throttle and break lever. The cabinet also has a simulated tachometer and speedometer. The sit-down version lets you steer your bike by moving your weight left and right, but didn't feature any of the hydrualics or force feedback that would become the staple of future Sega arcade games. + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987. + + +- SERIES - + + +1. Hang-On (1985) + +2. Hang-On II (1985, Sega SG-1000) + +3. Hang-On Jr. (1985) + +4. Super Hang-On (1987) + +5. Limited Editon Hang-On (1991) + + +- STAFF - + + +Designed by : Yu Suzuki (YU.) + +From highscore table : (KAN), (OHE), (ISH), (NAG), (KAJ), (INO) + +Music by : Hiroshi Miyauchi + + +- PORTS - + + +* Consoles : + +Sega Master System (1985) + +Sega Dreamcast (2000, "Shenmue") + +Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1") + +Sega Saturn + + +* Computers : + +MSX (1985) + + +* Others : + +LCD handheld game (1989) released by Tiger Electronics. + +$end + +$info=hangonjr, +$bio + +Hang-On Jr. (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System E hardware + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : stick + + +- SERIES - + + +1. Hang-On (1985) + +2. Hang-On II (1985, Sega SG-1000) + +3. Hang-On Jr. (1985) + +4. Super Hang-On (1987) + +5. Limited Editon Hang-On (1991) + +$end + +$info=hangly,hangly2,hangly3, +$bio + +Hangly Man (c) 06/1981 Nittoh. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This is a Hack of "Pac-Man". + + +- UPDATES - + + +It features a different maze that becomes invisible or disappears at certain times or levels. + +$end + +$info=hangman, +$bio + +Hangman - The Video Game (c) 1984 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 3.1 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 5 + +$end + +$info=harddriv,harddrv3,harddrv2,harddrv1,harddrvc,harddrc1,harddrcg,harddrcb,harddrvj,harddrj6,harddrvg,harddrg4,harddrvb,harddrb6,harddrb5, +$bio + +Hard Drivin' (c) 1988 Atari Games. + + +- TECHNICAL - + + +Game ID : 136052 (cockpit), 136068 (compact) + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2100 (@ 8 Mhz) + +Sound CPU : 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz) + +Sound Chips : DAC (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 508 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : paddle + + +- TRIVIA - + + +This was the world first driving simulator to use 3-D polygon graphics. + + +You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modeling. Doug and his father wrote the book on car modeling. + + +Patents that come out of Hard Drivin' are : + +5,005,148 : 'Driving simulator with moving painted dashboard'. + +5,354,202 : 'System and method for driver training'. + +5,577,913 : 'System and method for driver training with multiple driver competition'. + + +Note : There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions. + + +- UPDATES - + + +Notes : In all British versions, you are in a right-hand drive car. + + +* Cockpit versions : + + +Revision 1 : + +* World release. + +* Software version : 7.8. + + +Revision 2 : + +* World release. + +* Software version : 7.9. + + +Revision 3 : + +* World release. + +* Software version : 8.1. + + +Revision 4 : + +* German release only. + +* Software version : 8.2. + + +Revision 5 : + +* British release only. + +* Software version : 8.3. + + +Revision 6 + +* British and Japanese releases only. + +* Software version : 8.4 for Japanese and 8.5 for British. + + +Revision 7 + +* World, British and Japanese release. + +* Software version : 8.6 for all. + + +* Compact versions : + + +Revision 1 : + +* World release. + +* Software version : 2.9. + + +Revision 2 : + +* World, British and German releases. + +* Software version : 3.1 for all. + + +- SERIES - + + +1. Hard Drivin' (1988) + +2. Race Drivin' (1990) + +3. Hard Drivin' II - Drive Harder (1991, Atari ST) + +4. Hard Drivin' Airborne (1993) + +5. Street Drivin' (1993) + + +- STAFF - + + +* Main : + +Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief + +Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey + +Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky + +Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin + +Game programming, display software, championship lap, game designer : Stephanie Mott + + +* Others : + +Cabinet designers : Mike Jang, Ken Hata + +Graphics : Sam Comstock, Kris Moser, Deborah Short + +Display math software : Jim Morris + +ADDN'L programming : Gary Stark, Mike Albaugh, Ed Rotberg + +ADDN'L hardware : Don Paauw + +Marketing : Linda Benzler, Mary Fujihara + +Sales : Shane Breaks + +Mechanical designers : Jacques Acknin, Milt Loper, Geoff Barker + +Test drivers : Doug Milliken, Dave Shepperd + +Music : Don Diekneite + +Management : Dan Van Elderen, Lyle Rains, Hide Nakajima + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Atari Lynx (1991) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Commodore Amiga (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Sinclair ZX Spectrum (1990) + +PC [MS-DOS] (1990) + +$end + +$info=hdrivair,hdrivaip, +$bio + +Hard Drivin's Airborne (c) 1993 Atari Games. + + +- TECHNICAL - + + +Game ID : 136098 + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz) + +Sound Chips : (2x) DAC (@ 40 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 288 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- SERIES - + + +1. Hard Drivin' (1988) + +2. Race Drivin' (1990) + +3. Hard Drivin' II - Drive Harder (1991, Atari ST) + +4. Hard Drivin's Airborne (1993) + +5. Street Drivin' (1993) + + +- STAFF - + + +Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief + +Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey + +Technician : Dennis Nale + +Software designer, game designer : Terry Farnham + +Hardware designer : Ray Hansen, Pete Mokris + +Software designer, game designer : Betsy Bennett + +3D and 2D graphic art design and animation : Mike Prittie + +Music and sound effects : John Paul + +$end + +$info=harddunk,harddunj, +$bio + +Hard Dunk (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System Multi 32 hardware + + +Main CPU : V60 (@ 2 Mhz), Z80 (@ 8.053975 Mhz) + +Sound Chips : YM3438 (@ 8.053975 Mhz), Sega (@ 8.053975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 832 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 6 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=hardhead,hardhedb, +$bio + +Hard Head (c) 1988 SunA. + + +- TECHNICAL - + + +Game ID : KRB-14 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Popper (Unknown)". + + +- SERIES - + + +1. Hard Head (1988) + +2. Hard Head 2 (1991) + +$end + +$info=hardhea2, +$bio + +Hard Head 2 (c) 1991 SunA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), (4x) DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Hard Head (1988) + +2. Hard Head 2 (1991) + +$end + +$info=hpuncher, +$bio + +Hard Puncher - Ketsumamireru no Eikou (c) 12/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX870 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Blood-smeared Glory'. + + +This game is known outside Japan as "Final Round". + + +There are plenty of references to "Contra" such as Jabbin Jim and Gentleman Joe looking similar to Bill Rizer and Lance Bean : Contra's 2 main characters. not only that, but one of the CPU contenders named Red Falco is a reference to what else? Red Falcon, the extraterrestial arch-enemy from Contra. + + +Another of the CPU contenders, Iron Drago is a spoof of Ivan Drago, the boxer from the 1985 film 'Rocky IV'. + + +Finally, Black Stallion, the final contender is a spoof of Mike Tyson. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + + +- TIPS AND TRICKS - + + +All these tricks work in Japanese version only, Hard Puncher! + + +* Unlock A Secret World : Begin a normal game. Then, at the opening blue screen, press Left, Right, Up, Right, Down, Right, Left(x2). If done correctly, a bell will sound. Now your rivals will be much harder and even connect specialty punches they didn't originally have. Also, you'll be able to string 20-hit combos on some opponents. Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Regular mode). + + +* Unlock A Powerful World : Begin a normal game. Then, at the opening blue screen, press Right, Up, Left(x2), Down, Up, Right, Down. If done correctly, a bell will sound. Now knockdowns will occur whenever a punch is landed (like sans power in Mortal Kombat). Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Secret World mode). + + +* Alien Ball In Power Training Session : Go to the Power Training Session and hit all 50 volleyballs. Then, an alien-like ball with veins and teeth will be thrown at your head. If you miss, it will bite your face, but if you hit it, you'll receive an additional 10% increment, for a grand total of a 30% power increment. + + +* Moai Mask : Sometimes the referee will be wearing a mask of Moai, the stone head from Parodius and Cue Brick. I haven't confirmed what triggers this particular trick, but I think it could have something to do with the timer. -Maybe winning at 2 :22, 1 :11, or something like that- + + +* Alternate Credits Roll : Beat the game in New or Powerful World mode. When the credits roll, the names will remain the same but the titles will be different. 'Making of this game' is replaced by 'Staff of Conjax Pro'. Also, keep an eye out for a cameo by Pentarou the penguin from Parodius during either credits roll. + + +* The Mob Never Forgives : When you win the game and get the park scene, look carefully in the background to spot two hit men armed with UZIs and gunning down a poor guy. The girl next to him tries to run. Is this subliminal violence?? + + +- STAFF - + + +Total director : H. Tsujimoto + +Game programmer : G. Suzuki + +Assistant programmer : Tadasu Kitae + +Character designer : K. Nakamura + +Graphic designers : K. Ishimoto, K. Hattori + +Visual designer : A. Nonami + +Sound designer : S. Tasaka + +Music composer : Motoaki Furukawa + +Electric architect : K. Hashima + +Electronic architect : M. Hiraoka + +Package designer : F. Shibuya + +Manager : K. Hiroshita + +$end + +$info=hardhat, +$bio + +Hardhat (c) 11/1982 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson + +$end + +$info=harem, +$bio + +Harem (c) 1983 I.G.R. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.62 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Player : 1 + +$end + +$info=harley, +$bio + +Harley-Davidson & L.A. Riders (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.0 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : Paddle + +Buttons : 4 + + +- TRIVIA - + + +This is the first ever video game featuring the world's favorite motorcycle Harley-Davidson. And what better time to debut this beauty then now : 1998, the year Harley will be celebrating 95 years in the business. + +$end + +$info=hasamu, +$bio + +Hasamu (c) 1991 Irem. + + +An interesting twist on solitaire mahjong, with movable tiles in certain circumstances. You must clear two tiles of the same suit, but they have to be either right next to each other or on the same row. + + +- TECHNICAL - + + +Irem M-90 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Trap'. + + +Note : The kanji reads 'Ha Sa Mu' meaning 'Hegemony Sand Dream'. + +$end + +$info=hattrick, +$bio + +Hat Trick (c) 1984 Bally / Sente. + + +An overhead two-on-two hockey game. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's. + + +- STAFF - + + +Software and game designer : Lee Actor + +Screen graphic designers : Martin French, Bil Maher + +Sounds : Gary Levenberg, Richard Green + +With support from : Ed Rotberg + + +- PORTS - + + +* Consoles : + +Atari 7800 (1989) + + +* Computers : + +Commodore C64 (1987) + +$end + +$info=htchctch, +$bio + +Hatch Catch (c) 1995 SemiCom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 15 Mhz) + +Sound CPU : Z80 (@ 3.42719 Mhz) + +Sound Chips : YM2151 (@ 3.42719 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Excutive producer : Jeon Jae Youn + +Game design : Han Seung Hoon + +Main program : Baek Seung Ki + +Program assist : Kim Jin Woo + +Music compose / S.E : Jeon Seok Gee + +Graphic design : Kim Eun Ae, Hong Young Joo, Whang O-Sik + +$end + +$info=hatena, +$bio + +Hatena? no Daibouken - Adventure Quiz 2 (c) 02/1990 Capcom. + + +A Japanese quiz game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Goodness? Great Adventure'. + + +- SERIES - + + +1. Capcom Quiz - Hatena? no Daibouken (1990, Nintendo Game Boy) + +2. Hatena no Daibouken - Adventure Quiz 2 (1990) + + +- STAFF - + + +Character designers : M. Sakurai, H. Kisanuki, M. Kijima, S. Ukai, M. Kobayashi, Y. Katayama + +Programmers : K. Yamanouchi, K. Yamawaki, N. Kojima + +Music : Yoshihiro Sakaguchi, M. Gotoh, J. Tamiya, G. Morita, Yoko Shimomura, H. Takaoka + +Planner : C. Kanemitsu + +$end + +$info=hatris, +$bio + +Hatris (c) 1990 Video System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.5795 Mhz) + +Sound Chips : YM2608 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Design by : Alexey Pajitnov, Vladimir Pokhilko + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Nintendo Famicom (1991) + +Nintendo Game Boy + +$end + +$info=hthero, +$bio + +Hattrick Hero (c) 03/1991 Taito. + + +A soccer game. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : C80 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Football Champ" and in Europe as "Euro Champ '92". + + +- SERIES - + + +1. Hattrick Hero (1991) + +2. Hattrick Hero '93 (1993) + +3. Hattrick Hero '94 (1994) + +4. Hattrick Hero '95 (1994) + + +- STAFF - + + +'Team dogyan' leader : Takeshi Kobori + +Planner : Takeshi Kobori + +Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock + +Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa + +System : Yuuichi Yamato + +Designers : Hiroyasu Nagai, Takeshi Kobori + +Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=hthero93, +$bio + +Hattrick Hero '93 (c) 02/1993 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D49 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Taito Cup Finals" and also as "Super Cup Finals" (11/1993). + + +- SERIES - + + +1. Hattrick Hero (1991) + +2. Hattrick Hero '93 (1993) + +3. Hattrick Hero '94 (1994) + +4. Hattrick Hero '95 (1994) + + +- STAFF - + + +Planner : Takeshi Kobori + +Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani + +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi + +Designers : Naoto Hashizume, Takeshi Kobori + +Sound : Shuichiro Nakazawa (Zuntata) + +Hardware : Katsumi Kaneoka + + +* CAST : + +Player & Gk : Masashi Tsuzura + +Manager : Suminori Hase, Yuji Sakamoto + +Referee : Shin Tanaka + +Lady : Seiji Kawakami + +Doctor : Hiroto Nizato + +Nurse : Hiromi Mikami + +Stunt : Tomohisa Yamashita + +Assistant : Shin Tanaka + +Director : Takeshi Kobori, Marutake + +$end + +$info=hthero94, +$bio + +Hattrick Hero '94 (c) 1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D78 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "International Cup '94". + + +- SERIES - + + +1. Football Champ (1990) + +2. Super Cup Finals (1993) + +3. International Cup '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +Planner : Takeshi Kobori + +Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani + +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi + +Software Super Cup Version : Masashi Tsuzura, Yasutaka + +Design : Naoto Hashizume, Takeshi Kobori + +Sound : Shuichiro Nakazawa (Zuntata) + +Hardware : Katsumi Kaneoka + +Assistant : Shin Tanaka + +Director : Takeshi Kobori (Marutake) + + +* Cast : + +Player & GK : Masashi Tsuzura + +Manager : Suminori Hase, Yuji Sakamoto + +Referee : Shin Tanaka + +Lady : Seiji Kawakami + +Doctor : Hiroto Nizato + +Nurse : Hiromi Mikami + +Stunt : Tomohisa Yamashita + +$end + +$info=hthero95,hthro95u, +$bio + +Hattrick Hero '95 (c) 11/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D94 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Taito Power Goal". + + +- SERIES - + + +1. Hattrick Hero (1991) + +2. Hattrick Hero '93 (1993) + +3. Hattrick Hero '94 (1994) + +4. Hattrick Hero '95 (1994) + + +- STAFF - + + +Planners : Atsuchi Taniguchi, Yasuhiro Noguchi + +Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida + +Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi + +Designer : Toshiyuki Takenami + +Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa + +Hardware : Katsumi Kaneoka, Hironobu Suzuki + +Action director : Yasuhiro Noguchi + + +* CAST : + +Player & GK : Norikatsu Fukuda + +Manager : Masao Kashino + +Referee : Shin Tanaka + +Camera Man : Yasuhiro Noguchi + +Lady : Seiji Kawakami + +$end + +$info=hcastle,hcastleo, +$bio + +Haunted Castle (c) 02/1988 Konami. + + +Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game. + + +- TECHNICAL - + + +Game ID : GX768 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), 051649 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Akumajou Dracula". + + +Haunted Castle IS part of the "CastleVania" series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993. + +$end + +$info=hayaosi1, +$bio + +Hayaoshi Quiz - Grand Champion Taikai (c) 1994 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 3 + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quick High Stress Quiz - Grand Champion Tournament'. + + +- SERIES - + + +1. Hayaoshi Quiz Ouza Ketteisen (1994) + +2. Hayaoshi Quiz Ouza Grand Champion Taikai + +3. Hayaoshi Quiz Ouza Nettou Namahousou + +$end + +$info=hyhoo, +$bio + +Hayaoshi Taisen Quiz HYHOO (c) 1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO'. + + +- SERIES - + + +1. Hayaoshi Taisen Quiz HYHOO (1987) + +2. Hayaoshi Taisen Quiz HYHOO 2 (1987) + + +- STAFF - + + +Staff : Toshio Ikenaga, Keiji Ogawa, Tsutomu Ueno, Kunitami Mori, Shinji Nakahira, Syouzi Murai, Seishi Kawakami, Munehisa Igawa, Shigeko Murata, Shigemasa Miyoshi + +$end + +$info=hyhoo2, +$bio + +Hayaoshi Taisen Quiz HYHOO 2 (c) 11/1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO 2'. + + +- SERIES - + + +1. Hayaoshi Taisen Quiz HYHOO (1987) + +2. Hayaoshi Taisen Quiz HYHOO 2 (1987) + +$end + +$info=headon,headonb, +$bio + +Head On (c) 04/1979 Sega. + + +- TECHNICAL - + + +Game ID : 163-167/192-193 + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +One year before "Pac-Man", Head On was the first 'eat-the-dots'-style game. + + +- SERIES - + + +1. Head On (1979) + +2. Head On 2 (1979) + + +- PORTS - + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Sega Memorial Selection Vol.1") + +Nintendo Gameboy (19??) + + +* Computers : + +Commodore C64 (1982) + +Apple II + +VTech Laser-VZ ("Crash") + + +* Others : + +Mobile phones (2001) + +$end + +$info=headoni, +$bio + +Head On (c) 19?? Irem. + + +- TECHNICAL - + + +Irem M-15 hardware + + +Main CPU : M6502 (@ 733.125 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=headon2, +$bio + +Head On 2 (c) 10/1979 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- SERIES - + + +1. Head On (1979) + +2. Head On 2 (1979) + +$end + +$info=hedpanic, +$bio + +Head Panic - Polly & Sally Adventure (c) 2000 ESD / Fuuki. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The AAH that plays when you die is taken from Atari's "Klax" - same sound (the sound when a tile falls and you don't catch it). + + +Most of the sound effects in this game are ripped from Treasure's Sega Mega Drive game 'Dynamite Headdy' (1994). + + +- STAFF - + + +Producer : James Park + +Graphic designers : Min Gun Seo, Moon Heo, Eun Ja Yoon + +Sound : Jeong Hun Kim + +Hardware Designer : Tae Wook Hwang + +Programmed by : D.C. Jeong + +Directed by : Tony Jeong + +$end + +$info=heartatk, +$bio + +Heart Attack - The A Maze Zing (c) 1983 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +'The A Maze Zing' is a pun, it means 'The Amazing' :). + +$end + +$info=heatbrl,heatbrlo,heatbrlu, +$bio + +Heated Barrel (c) 1992 TAD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hvnsgate, +$bio + +Heavens Gate (c) 1996 Atlus. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Play as Geezer / Unknown : At the player select screen, highlight Verny and press Left(x2), Right, Left(x2), Right, Up, Start. + + +* Play as Dybyd : At the player select screen, highlight Sasa and press Up(x4) Down(3), Left(x2), Right, Start. + + +* Alternate Costume : Highlight a fighter at the player select screen and press Start. + + +- STAFF - + + +Planner : Yumiko Hattori + +Program : Sp.r24, Xor., Mako96, Kid + +Graphic : Mikiman, Pechio, Bunshichi, Okachiu, Kouiccha, Hell + +Modeling : K. Makoto + +Motion : Yan.29, Yumiko Hattori, Hell, Komusoh + +Sound : Kenichi Tsuchiya, Toshiko Tasaki, Misaki Okibe + +Director : Yayama, Murata + +Producer : Hiroyuki Tanaka + +Assistant : Shinichi Saitoh + +Executive producer : Hideyuki Yokoyama + +$end + +$info=hbarrel,hbarrelw, +$bio + +Heavy Barrel (c) 12/1987 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Alfa released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- SERIES - + + +1. Heavy Barrel (1987) + +2. Midnight Resistance (1989) + + +- STAFF - + + +Game designer : Koji Akibayashi + +Programmers : Men Taiko, Nobusuke Sasaki, Naomi Susa, Satoshi Imamura, Toshinari Ueda + +Graphic designers : J.S, Back Man, Masanori Tokoro, T. Adachi, Yoshiyuki Urushibara, Mix Man + +Music and sound : Azusa Hara (AZUSA), Hiroaki Yoshida + +Hardware designers : Junichi Watanabe, Kenichi Fujimoto, Hiroyuki Iwabe + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + + +* Computers : + +PC (MS-DOS, 5.25'') (1989) + +Apple II + + +* Others : + +LCD handheld game (1988) released by Tiger Electronics : Contains 4 missions with a total of 18 levels of difficulty. You can choose between 3 different weapons : guns, missiles and cannons. Each weapon is intended for a specific enemy. + +$end + +$info=hvymetal, +$bio + +Heavy Metal (c) 1985 Sega. + + +- TECHNICAL - + + +Game ID : 834-5745 + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hvysmsh, +$bio + +Heavy Smash (c) 1993 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=hwchamp, +$bio + +Heavyweight Champ (c) 09/1987 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 1 + +Control : paddle + + +- SERIES - + + +1. Heavyweight Champ (1987) + +2. Title Fight (1992) + + +- STAFF - + + +Planners : Bravo Ogu, Doroya Jun + +Programmers : Mr. Minalyn, Big Hill, Collision Ukepi, Ippo Ogapi + +Mechanicians : Pachislo Yuki, Oji Ken, Nasake 2 + +Designers : Akanat, Otaka Shin, KAO + +Musician : Funkey K.H. + +$end + +$info=heberpop, +$bio + +Hebereke no Popoon (c) 06/1994 Sunsoft / Atlus. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +'Hebereke' means 'drunk' or 'untrustworthy'. It's colloquial and that's the name of the little penguin, I believe. 'Popoon' is the sound that the puzzle pieces make when they pop. + + +This game was originally created and released on the Nintendo Super Famicom in 1993. + + +- STAFF - + + +Original designer : Uchimich Ryoji + +Game designers : Machida Takayuki, Ui Teruko + +Programmers : Noguchi Akiyoshi, Namai Makoto + +Sound programmers : Hara Izumi, Tsukamoto Hiroshi, Nakata Naomasa, Hirata Kenichi, Shioda Nobuyuki + +Balance : Kawabe Yoshitaka, Shimada Tomoki, Naono Atushi + +Debuggers : Akiyama Masayuki, Mouri Ryuji, Imaizumi Masahiro + +Director : Shimizu Shigeki + +Producers : Higashiya Hiroaki, Kawai Masato, Iwata Yoshiaki, Yoshinari Takato + +Manager : Gotoh Kazuaki + +Genreral manager : Yoshida Kiharu + +Character voices : Hayashibara Megumi (Hebe, Penchan), Kanai Mika (Oochan), Wakamoto Norio (Sukezaemon, Utsuzin, Unyoon), Chiba Shigeru (Jenifer, Booboodori) + +$end + +$info=heiankyo, +$bio + +Heiankyo Alien (c) 01/1980 Denki Onkyo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ancient Kyoto Alien'. + + +Heiankyo is the old capital of Japan, located in present-day Kyoto. The main character is a Kebiishi, a member of the Heiankyo police. + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1990) + +Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics 2 - Heiankyo Alien") + +$end + +$info=helifire,helifira, +$bio + +Helifire (c) 06/1980 Nintendo. + + +Take control of a submarine trapped and under heavy fire from helicopters above the water. Shoot as many helicopters as you can while also avoiding their bombs and other underwater hazards. The different colours of helicopter act differently, and get harder as you progress. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.016 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1032 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=hellfire,hellfir1, +$bio + +Hellfire (c) 1989 Toaplan. + + +Nice horizontal shoot'em up feature a selectable shooting direction. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Music and Sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Nec PC-Engine CD-Rom (1991) + +$end + +$info=herbiedk, +$bio + +Herbie at the Olympics (c) 1984 CVS. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Hunchback Olympic". + + +- PORTS - + + +* Computers : + +Commodore C64 (1985) + +$end + +$info=hero, +$bio + +Hero (c) 1983 Seatongrove. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known (under the Crown license) as "Hero in the Castle of Doom". + +$end + +$info=herodk,herodku, +$bio + +Hero in the Castle of Doom (c) 1983 Seatongrove. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Crown for US manufacture and distribution. + + +This game is also known as "Hero". + +$end + +$info=hexa, +$bio + +Hexa (c) 19?? D. R. Korea. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The music is a straight rip from the Konami game "Treasure of USAS" released on MSX2 in 1987. Also, the playfield background graphics of the dinosaurs is ripped from a MSX2/2+ graphic editor called "Graph Saurus 2" which was released by Bit2 (Bit-square). + + +- STAFF - + + +Programmed by : Kwang-Ho Cho + +$end + +$info=hexion, +$bio + +Hexion (c) 1992 Konami. + + +A Tetris variant played with pieces built out of hexagons. + + +- TECHNICAL - + + +Game ID : GX122 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz), 051649 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Originally designed by David Markley, who distributed the game as XHextris in the 1990 X11 R5 contributed release, from where it has migrated to current X distributions. + + +Konami licensed the concept and released Hexion in Japan. + +$end + +$info=hidnctch, +$bio + +Hidden Catch (c) 1998 Eolith. + + +- TECHNICAL - + + +Main CPU : E1-32N (@ 20 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + + +- SERIES - + + +1. Hidden Catch (1998) + +2. Hidden Catch 2 + +3. Hidden Catch 3 + +$end + +$info=higemaru, +$bio + +Higemaru - Pirate Ship (c) 09/1984 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards. + + +- SERIES - + + +1. Higemaru - Pirate Ship (1984) + +2. Higemaru Makaijima - Nanatsu no Shima Daibouken (1987, Nintendo Famicom) + + +- STAFF - + + +Staff : Tokuro Fujiwara, Toshio Arima, T. Hara, Y. Maki, Ayano Mori, K. Kamimori, H. Fujinaka, Yoshiki Okamoto, R. Miyamoto + +Music composed by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Capcom Generation 3") + +Sega Saturn (1998, "Capcom Generation 3") + + +* Computers : + +MSX2 + +$end + +$info=hiimpact,hiimpac3, +$bio + +High Impact Football (c) 12/1990 Williams. + + +- TECHNICAL - + + +Williams Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 396 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A High Impact Football unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- SERIES - + + +1. High Impact Football (1990) + +2. Super High Impact (1991) + + +- STAFF - + + +From highscore table : John Newcomer (JRN), Ed Boon (EJB), (TIM), Eugene Jarvis (EPJ) (DRJ), (JIM), George N. Petro (GNP), (TRA), (TMM), (MDP), Steve Ritchie (SSR), (BUN), (JPG), (DWF), (DTW), Sheridan Oursler (SNO), (LOF), Mark Turmell (MJT) + +$end + +$info=hvoltage, +$bio + +High Voltage (c) 1985 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : 8085A (@ 5 Mhz) + +Sound Chips : MSM5232 (@ 2.5 Mhz), AY-3-8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hwrace, +$bio + +High Way Race (c) 1983 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : AC4 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=chwy, +$bio + +Highway Chase (c) 1985 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=hmcompmx, +$bio + +hiphopmania Complete MIX (c) 1999 Konami. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +This game is known in Japan as "beatmania Complete MIX". + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. hiphopmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. hiphopmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer & Director : Koji Okamoto + +Planner : Mizking + +Sound director : Reo Nagumo + +Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu + +Programmers : Hideki Hashimoto, Takayuki Fukunaga + +Hardware engineer : Masayuki Senami + +Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura + +CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan) + +Graphic designer : Noriyuki Yokoki + +Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman + +Sound tool programmer : Yohei Shimizu + +Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita + +Dancer : Wan-Chan, Nami + +Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff + + +* Staff of PSX original songs "Big Beat Mix" : + +CG designer : Hajime Yashiro (KCE Japan) + +Composers : Hiroyuki Togo (KCE Japan), Tappy + +Lyricists : Fabienne Haber, Hiroyuki Togo + +Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo + +Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura + +Guitarist : Hiroyuki Togo + +Japanese-English translators : Kerry Nagai, Ikuzo Fujimura + +Japanese-French translator : Fabienne Haber + +$end + +$info=hmcompm2, +$bio + +hiphopmania Complete MIX 2 (c) 2000 Konami. + + +- TECHNICAL - + + +Konami Bemani DJ-Main hardware + + +Main CPU : 68EC020 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 488 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4368 + + +Players : 2 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +This game is known in Japan as "beatmania Complete MIX 2". + + +- SERIES - + + +1. beatmania (1997) + +2. beatmania 2nd MIX (1998) + +3. beatmania 3rd MIX (1998) + +4. hiphopmania Complete MIX (1999) + +5. beatmania 4th MIX - The Beat Goes On (1999) + +6. beatmania 5th MIX - Time To Get Down (1999) + +7. hiphopmania Complete MIX 2 (2000) + +8. beatmania Club MIX (2000) + +9. beatmania CORE REMIX (2000) + +10. beatmania Featuring Dreams Come True (2000) + +11. beatmania 6th MIX - The UK Underground Music (2001) + +12. beatmania 7th - Keepin' Evolution (2002) + +13. beatmania The Final (2002) + + +- STAFF - + + +Producer : Koji Okamoto + +Director : Seiji Higurashi + +Sound directors : Takehiko Fujii, Kiyotaka Sugimoto + +Sound superviser : Reo Nagumo + +Programmers : Yohei Marufuji, Masaru Nakamura + +Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono + +Hardware engineer : Masayuki Senami + +Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura + +Graphic designer : Noriyuki Yokoki + +Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude + +Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki + +Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote + +Drummer : Kiyotaka Sugimoto + +Dancers : Nami, Wan~chan + +Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio) + +Japanese~English translator : Justin Lazaroff + +$end + +$info=hippodrm, +$bio + +Hippodrome (c) 05/1988 Data East. + + +The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Fighting Fantasy". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- STAFF - + + +Game designers : Marcy Eiko, Dotman + +Hardware : Darkness K.K + +Programmers : Susan, Vince Y., TAC. H + +Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi, Hiroyuki + +Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton + +$end + +$info=hishouza, +$bio + +Hishou Zame (c) 03/1987 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-007 + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flying Shark'. + + +Licensed to Taito. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988. + + +This game is known outside Japan as "Flying Shark" and in US as "Sky Shark". + + +- SERIES - + + +1. Hishou Zame (1987) + +2. Same! Same! Same! (1989) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Computers : + +Fm Towns Marty (1993) + +$end + +$info=buraiken, +$bio + +Hissatsu Buraiken (c) 02/1987 Capcom. + + +An overhead-view vertically scrolling beat'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Certain Kill - Villain Fist'. + + +This game is known in US as "Avengers". + + +- STAFF - + + +Direction : Piston Takashi + +Game planner : Moomin Hiroyuki + +Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi + +Programmer : Popo Yumiko + +Hard planning : Mokkori Masa + +Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro) + +$end + +$info=histryma, +$bio + +The History of Martial Arts (c) 199?. + + +A reconstructed sprite-ripped bootleg of Fighter's History with nine selectable characters. + + +- TECHNICAL - + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 296 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 6 + + +- UPDATES - + + +Same GFX than the original, but reprogrammed from 0 and with FM music. + +$end + +$info=hitnmiss,hitnmis2, +$bio + +Hit 'n Miss (c) 1987 Exidy. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +$end + +$info=hitme, +$bio + +Hit Me (c) 04/1976 RamTek. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 559.062 Khz) + +Sound Chips : Discrete (@ 559.062 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 190 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 4 + +Buttons : 3 + +$end + +$info=hitice, +$bio + +Hit the Ice - The Video Hockey League (c) 12/1990 Williams. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : C59 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), (2x) MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +NEC PC Engine (1991) + +Nintendo Super Famicom (1993) + +$end + +$info=hoccer,hoccer2, +$bio + +Hoccer (c) 11/1983 Eastern Micro Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pc_hgaly, +$bio + +Hogan's Alley (c) 1984 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : HA + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + +$end + +$info=hiryuken, +$bio + +Hokuha Syourin Hiryu no Ken (c) 1985 Nihon Game. + + +Early fighter with targets appearing upon each opponent to show you their weak points. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : DAC (@ 3 Mhz), AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'North Faction Shaolin Fist of Flying Dragon'. + + +Licensed to Taito for Japanese manufacture and distribtion. + + +This game is known outside Japan as "Shanghai Kid". + + +- SERIES - + + +1. Hokuha Syourin Hiryu no Ken (1985) + +2. Hiryuu no Ken - Ougi no Sho (1988, Nintendo Famicom) + +3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom) + +4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom) + +5. Hiryu Gaiden (1990, Nintendo Game Boy) + +6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom) + +7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom) + +8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom) + +9. SD Hiryuu no Ken (1994, Nintendo Super Famicom) + +10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color) + +11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color) + +12. Flying Dragon (1998, Nintendo 64) + +13. SD Hiryu Ex (1999, Nintendo Game Boy Color) + +14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color) + +$end + +$info=holeland, +$bio + +Hole Land (c) 04/1984 Tecfri. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.818182 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=holo, +$bio + +Holosseum (c) 1992 Sega. + + +The first (and hopefully only) holographic fighter featuring four selectable characters representing different martial arts. I'll let you in on a little secret - my legs are stronger than my arms! + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was released as a conversion kit for Time Traveler since the laser disc players in the original games turned out to be unreliable. + + +This is the only game other than Time Traveller to use the hi-tech hologram theater cabinet created by Sega. Indeed, Holosseum was written to convince arcade owners that it was worth investing in the expensive cabinet. The Winners Don't use Drugs message distorts in the real cabinet, as it was programmed incorrectly, beyond the range of the projection mirror. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focussed image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection (Note the pure black background on both of these games). Also, the image focus may appear to change across the screen, this is due to having to take into account the thickness of the mirror at different points, known as spherical abberation). + +$end + +$info=homo, +$bio + +Homo (c) 1987 Homo Sapiens. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +It was 1987 and SunA had just released a hot new "Arkanoid" clone named "Goindol". It was a ball and paddle game with a prehistoric theme. Soon after the first "Goindol" unit shipped, pirate game manufacturer ALSFTW decided that they were going to make a bootleg version of the game to sell to the rich American and European market. Now the first thing you do when creating a bootleg game is to change the name, and set up a front company. So they saw the little caveman that was on all the game screens, and decided to name their game 'Homo,' and their front company 'Homo Sapiens'. All these decisions were made by people with little experience with the english language, so they had little idea that Homo also meant 'A rude abbreviation for homosexual. Used more often by children than by adults'. + + +They went ahead and created thousands of 'Homo conversion kits', and then tried to sell them to the english speaking market. Bootleg conversion kits usually sell fast, because they are priced so much cheaper than the games they copy. But, they had a hard time selling their 'Homo conversion kits' to anyone, the thirteen year old mentality was just too prevalent among distributors, and arcade operators. So most of these 'Homo conversion kits' just languished unsold in warehouses, a few were actually sold and installed, but not many. The conversion kit consisted of a marquee (very plain, just said 'Homo' on it), a PCB, and an instruction manual. You were expected to supply your own spinner and buttons. The game itself ran on a boardset nearly identical to the original "Goindol" (of course the components were much lower in quality). + +$end + +$info=hook,hooku, +$bio + +Hook (c) 12/1992 Irem. + + +Straight out of the Peter Pan saga and based on the feature film starring Robin Williams, the Never-Never Land children fight to stop the evil Captain Hook from ruining their fun! + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Although all of the four Lost Boys in this game (Rufio, Ace, Pockets and ThudButt) were major supporting characters, only Rufio is addressed by a name in the movie. + + +- STAFF - + + +Game designer : ??? + +Programmer : ??? + +Graphic designers : Rokujizo, Jubei, Ken, U. Nya, Kon, Nob + +Sound effects : ??? + +$end + +$info=hopprobo, +$bio + +Hopper Robo (c) 1983 Sega. + + +- TRIVIA - + + +This game runs on the "Marine Boy" hardware from Orca. + + +- STAFF - + + +Shiroh, N. Kita, Shoji, Tohru, Y. Soge + +$end + +$info=hopmappy, +$bio + +Hopping Mappy (c) 04/1986 Namco. + +Game ID: HM + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Mappy (1983) + +2. Hopping Mappy (1986) + + +- STAFF - + + +Sound composer : Nobuyuki Ohnogi + +$end + +$info=horizon, +$bio + +Horizon (c) 1985 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hotblock, +$bio + +Hot Blocks - Tetrix II (c) 1993 Unknown. + + +- TECHNICAL - + + +Main CPU : I8088 (@ 10 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 200 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hotbubl, +$bio + +Hot Bubble (c) 1998 Pandora. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hotchase, +$bio + +Hot Chase (c) 11/1988 Konami. + + +An action-packed driving game in which the player must drive a stolen enemy 'Super-car' - which has a bomb strapped to the underside of its chassis - and get to the country's border before the timer runs down and the bomb explodes. Enemy troops, road-blocks, planes and helicopters must all be avoided. + + +- TECHNICAL - + + +Game ID : GX763 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : M6809 (@ 1.789772 Mhz) + +Sound Chips : (3x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Hot Chase was not particularly successful for Konami, and this is due in part to the host hardware falling short of the ambitious design brief. There's so much happeneing on screen - particularly in the later levels - that the action can become very jerky and certain sprites often seem to have a mind of their own. It's no surprise that in an age dominated by arcade conversions, Hot Chase wasn't converted to a single home gaming system. + + +King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989. + + +- STAFF - + + +Sound composer : Kingorou + +$end + +$info=hotpinbl, +$bio + +Hot Pinball (c) 1995 Comad & New Japan System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Hot Pinball (1995) + +2. Gals Pinball (1996) + +$end + +$info=hotrod,hotroda,hotrodj, +$bio + +Hot Rod (c) 1988 Sega. + + +Between one and four players race each other over a variety of different surfaces on a selection of narrow, twisting roads, in this superb top-down racing game from Sega. Points and extra gasoline are placed at regular intervals on each track and any car that runs out of gas is automatically out of the race. Any player that finishes in the top three is awarded bonus points - the amount dependant on whether they have finished first, second or third. These points can be used to buy a variety of car upgrades in the garage shop that appears at the end of every race. The upgrades available are; engine, tyre, wing and bumber. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 3 + +Control : steering wheel, pedal + + +- TRIVIA - + + +Hot Rod's catchy 'shop' music appeared in the upgrade sections of two other well-known Sega games; 1986's "Fantasy Zone" and 1989's "Turbo Out Run". + + +Hot rod was available in three different cabinets; a two and three-player upright, and a four-player table top version. + + +A Turbo version exists and runs at twice the speed of the original. + + +- TIPS AND TRICKS - + + +At the end of each stage, as your car enters the garage shop; keep an eye of the section of track that lies in the direction your car will be heading once it has left the garage. This gives a clue as to what type of surface will be raced upon next, allowing the player to buy suitable tyres should the need arise. + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Amstrad CPC (1990) + +Commodore C64 (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=hotshock, +$bio + +Hot Shocker (c) 1982 E.G. Felago. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +E.G Felaco was founded by Gaetano Felaco (manager) and Bruno De Georgio (programmer). De Georgio later became technical director of Midcoin. Gaetano Felaco now is head of Intervideo Corporation, famous Arcade monitors manufacturer (among other things) and official distributor for SNK in Europe when SNK Neo-Geo was launched. + + +- STAFF - + + +Engineering and designed by : Bruno De Georgio + +$end + +$info=hstennis,hstenn10, +$bio + +Hot Shots Tennis (c) 12/1990 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 376 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.0. + + +Revision 2 : + +* Software version : 1.1. + +* Added 'Exciter Setting' option in the operator menu. + + +- STAFF - + + +Project manager : Larry Hodgson + +Programmers : Glen Wolfram, Jane Zeto + +Hardware : Scott Allie, Steve Jaskowiak + +Artist : Dale Kerman Jr. + +Sound : Leif Marwede + +Concept : Dale Kerman Jr., Jim Zielinski + +Tester : Jim Zielinski + +Sales : John Cassiday + +Cabinet/Logo : Stan Fukuoka, Scott Morrison, Denise Wallner + +$end + +$info=hotsmash, +$bio + +Hot Smash (c) 1987 Taito. + + +- TECHNICAL - + + +Game ID : B18 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : paddle + +$end + +$info=hotdogst, +$bio + +Hotdog Storm - The First Supersonics (c) 1996 Marble. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Ace International for distribution. + + +- STAFF - + + +Programmers : Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki + +Mechanical designer : Manabu Takakashi + +Character designer : Kazushi Tamada + +Map designers : Manabu Takakashi, Kazushi Tamada + +Visual designer : Manabu Takakashi + +Visual design assistant : Kazushi Tamada + +Title designer : Manabu Takakashi + +Title graphic designer : Kazushi Tamada + +Ending designer : Kazushi Tamada + +Sound team : Fumito Tamayama, Shige Masco, Yoko + +Director : A.Jin + +$end + +$info=housemn2, +$bio + +House Mannequin - Roppongi Live hen (c) 04/1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 352 pixels + +Aspect Ratio : 896/1056 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : LCD control panel + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Roppongi Live Stories'. + + +- SERIES - + + +1. House Mannequin - Yuuwaku Nikki hen (1987) + +2. House Mannequin - Roppongi Live hen (1987) + +$end + +$info=housemnq, +$bio + +House Mannequin - Yuuwaku Nikki hen (c) 02/1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 352 pixels + +Aspect Ratio : 896/1056 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : LCD control panel + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Temptation Diary Stories'. + + +- SERIES - + + +1. House Mannequin - Yuuwaku Nikki hen (1987) + +2. House Mannequin - Roppongi Live hen (1987) + +$end + +$info=hotd, +$bio + +The House of the Dead (c) 1996 Sega. + + +Grotesque explosions of foul guts, dismembered bodies and a host of creepy creatures make 'The House of the Dead' one of the most horrific games of this year. It features an interactive storyline that changes depending upon player decisions. There's a new game every time! + + +- TECHNICAL - + + +Sega Model 2C hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Because of its graphic content, House of the Dead (or HOTD for shorts) and its sequels became centers for video game controversy, particularly in 2000, when the city of Indianapolis, Indiana used the game as an example in an attempt to pass an ordinance requiring minors get parental consent before being able to play violent video games in arcades. The ordinance was eventually struck down at the appellate Federal court level on the grounds that it violated First Amendment rights. + + +The movie version of "The House of the Dead" had next to nothing to do with its game counterpart (as all game-to-movie conversions go), but it did have an interesting twist : one of the survivors of the zombie rampage was named Curien (the villain of HOTD), and AMS agents Rogan and G appear at the film's end. + + +- TIPS AND TRICKS - + + +* Player 1 Plays As Sophie : Right after inserting your credit, press Right, Left, Right(x2), Left(x2), Start. Right and Left refer to the triggers. + + +* Player 2 Plays As Sophie : Right after inserting your credit, press Left, Right, Left(x2), Right(x2), Start. Right and Left refer to the triggers. + + +* Both Players Are Sophie : Right after inserting your credit, press Left, Right(x2), Left(x2), Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers. + + +* Player 1 Plays As Super G : Right after inserting your credit, press Left(x2), Right, Left(x2), Start. Right and Left refer to the triggers. + + +* Player 2 Plays As Super G : Right after inserting your credit, press Right(x2), Left, Right(2), Start. Right and Left refer to the triggers. + + +* Both Players Are Super G : Right after inserting your credit, press Left, Right, Left, Right, Left, Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers. + + +* Special Endings : If you save all the innocent bystanders in the game from being killed, you'll enter a secret power-up room just after the limestone cave in the final stage. + +1) If you finish the game with 62,000 or higher you'll see the GOOD ending. + +2) If you finish the game under 62,000 and the last digit of you r score is zero you'll see the BAD ending. + +3) If you finish the game under 62,000 and the last digit is not a zero you will see the NORMAL ending. + + +- SERIES - + + +1. The House of the Dead (1996) + +2. The House of the Dead 2 (1998) + +3. The House of the Dead III (2003) + + +- STAFF - + + +Producer : Rikiya Nakagawa + +Assistant producer : Hiroshiaso + +Programmers : Koji Ooto, Kazutomo Sanbongi, Kazutaka Horie, Tomoyuki Naito, Gen Miyazaki + +Designers : Hiroyuki Taguchi, Yasutada Kawata, Nobutaka Tozawa, Takahiro Kudou, Akiko Shirota, Satoshi Ito, Norio Ishii, Yasushi Sekido + +Music composer & Sound effects : Tetsuya Kawauchi + +Publicity : Yasushi Nakajima, Akira Yamanaka, Jun Kasahara + +AM4 Staff : Minoru Matsuba, Yasuhiro Komori, Noriaki Ueda, Motohiko Higashiguchi, Eiji Inoue, Ken Adachi, Kenji Watanabe + +Director & Planner : Takashi Oda + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + + +* Computers : + +PC [MS Windows] (1996) + +$end + +$info=hunchbak,hunchbkd,hunchbkg,hunchbks, +$bio + +Hunchback (c) 09/1983 Century Electronics. + + +A classic and much-copied platform game in which the player takes on the role of the eponymous bell-ringer, Quasimodo, in his quest to rescue the beautiful Esmerelda from the tower of the castle fortress. Quasi must complete a number of static screens, each presenting the player with different obstacles, to reach Esmerelda. These range from spear-toting guards, to firey chasms to missiles (fireballs or arrows) that must be jumped. Some of the trickier screens can contain more than one of these obstacles, such as spear-toting guards AND missles. + + +One final problem that appears on every screen is the time limit. This takes the form of an enemy guard climbing the castle walls, if the soldier reaches the top, he will try to burn the Hunchback with his torch. If the Hunchback rings the bell before the guard has scaled the wall, a bonus score is rewarded. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +Others versions of this game runs on the "Galaxian" hardware, "Donkey Kong" hardware, and "Scramble" hardware. + + +- TRIVIA - + + +This video game is based on the novel 'Le Bossu de Notre Dame', or 'The Hunchback of Notre Dame', by Victor Hugo. + + +The name Quasimodo translates as 'half-formed'. + + +'Hunchback' was converted to home computers by Ocean Software of Manchester, England and was their first ever arcade conversion. + + +- TIPS AND TRICKS - + + +Scoring points is based on how quickly you can finish a round, although there is no actual on-screen indication as to how much bonus time is left. No points are awarded for merely jumping over obstacles. The best way to achieve a high score is to complete five consecutive screens without losing a life; at the end of each stage a bell is awarded, and once five bells are collected in this way, a Super Bonus worth between 10000 and 30000 points is awarded. + + +- SERIES - + + +1. Hunchback (1983) + +2. Hero (1983) + + +- PORTS - + + +* Computers : + +Commodore C64 (1983) + +Amstrad CPC (1986) + +Oric + +$end + +$info=huncholy,hncholms, +$bio + +Hunchback Olympic (c) 1984 Seatongrove. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was licensed to Century Electronics who release it on the "Scramble" hardware. + + +This game is also known as "Herbie at the Olympics". + +$end + +$info=hustle, +$bio + +Hustle (c) 05/1977 Gremlin. + + +- TECHNICAL - + + +Game ID : 16-21 + + +Main CPU : 8080 (@ 2.079 Mhz) + +Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 4-way joystick + + +- SERIES - + + +1. Blockade (1976) + +2. Comotion (1976) + +3. Hustle (1977) + +$end + +$info=thehustl,thehustj, +$bio + +The Hustler (c) 10/1987 Konami. + + +- TECHNICAL - + + +Game ID : GX765 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM3812 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Rack 'em Up". + +$end + +$info=hydra,hydrap,hydrap2, +$bio + +Hydra (c) 06/1990 Atari Games. + + +- TECHNICAL - + + +Atari G1 hardware + +Game ID : 136079 + + +Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1280 + + +Player : 1 + +Control : stick + +Buttons : 6 + + +- UPDATES - + + +REVISION 1 : + +* Build date : OS : 03MAY1990 19 :41 :10 / PROG : 14MAY1990 09 :57 :52 + + +REVISION 2 : + +* Build date : OS : 25MAY1990 11 :50 :03 / PROG : 25MAY1990 12 :36 :10 + + +REVISION 3 : + +* Build date : OS : 04JUN1990 18 :58 :46 / PROG : 08JUN1990 14 :19 :52 + + +- STAFF - + + +Project Leaders : Dennis Harper, Milt Loper + +Programmers : Dennis Harper, Andrew Burgess + +Animators : Deborgh Short, Nick Stern, Chuck Eyler, Will Noble, Sharon Plotkin + +Audio : Don Diekneite, Brad Fuller + +Hardware : Sam Lee + +Technicians : Cris Drobny, Gleen McNamara + +Product manager : Linda Benzier + +Project supervisor : Chris Downend + +Cabinet : Ken Hata, Mike Jang, Ralph Perez + +Controls : Jack Aknin + +Video imaging : Rob Rowe, Andrew Burgess + + +- PORTS - + + +* Computers : + +Amstrad CPC (1990) + +Atari ST (1991) + +Commodore C64 (1991) + +Atari Lynx (1992) + +Commodore Amiga + +$end + +$info=hyperath, +$bio + +Hyper Athlete (c) 06/1996 Konami. + + +A superb 3D update of Konami's Track and Field series, in which up to four players compete in eleven different Olympic events. All six events from the legendary first game, 1983's "Track and Field", are included; but tellingly, only three events (swimming, pole vault and triple jump) are taken from the less accomplished sequel, Hyper Sports. Hyper Athlete uses the three-button control system of its predecessors (two RUN buttons and one ACTION button per player) and the eleven disciplines can be attempted in any order. The available events are : + +* 100M DASH - Use the RUN buttons to run as fast as possible. + +* LONG JUMP - Run to the take-off board then press and hold the ACTION button until you achieve the desired angle of jump (45 is optimal). + +* FREESTYLE SWIMMING - Another straightforward "sprint" event, the only difference being that as you approach the end of you first length of the pool, press the ACTION button to 'flip' your swimmer and begin the return length. + +* 110M HURDLES - Run and time jumps over the hurdles. the optimum jumping point is around the halfway point between the hurdles. + +* HAMMER THROW - Gradually build up the power meter, the athlete will do three build-up spins followed by three full-speed spins; on the third full spin, hold and release the ACTION button to achieve the desired angle of throw (45 is optimal). + +* DISCUS - Similar to the Hammer Throw, only this time, instead of gradually charging up the power meter, try for full power from the start. You must release the discus on the second spin. Be aware that on this event, the angle meter increases much faster than in other events. + +* SHOT PUT - Start charging up the power meter and your character will bow down and lift his leg. As he begins to turn, hold the ACTION and release once the desired angle is achieved (45 is optimal). + +* HIGH JUMP - Run to the bar as quickly as possible. When you reach it, a "Jump" caption appears; immediately press ACTION button to start the jump. The longer the button is held down, the less steep the angle of your jump, i.e. just tapping the button would generate a jump of 90 degrees. + +* JAVELIN - Run to the line as quickly as possible, then press and hold ACTION, releasing to chose the desired angle of throw (50 is optimal). + +* TRIPLE JUMP - Press RUN (LEFT and RIGHT) buttons repeatedly to gain speed. Then hold ACTION to get an angle of 45'; when you land you will take one step forward, press ACTION only when you have taken a step, then try to get a 45' angle again. Repeat for the final jump. + +* POLE VAULT - This is by far the trickiest event of the game. Press the RUN buttons to start the run-up. Then, as you near the silver pole trap, hold ACTION and the pole will lower towards the trap (the closer it is, the more power you will have for the next part). Keep holding ACTION until you reach the top of the bar, then release. You will then let go of the pole and vault over. + + +- TECHNICAL - + + +Konami GV System hardware + +Game ID : GV021 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Hyper Athlete is actually an optimized version of the Sony PlayStation game, "International Track & Field", also by Konami. The arcade version was released in Japan only. + + +- SERIES - + + +1. Hyper Olympic (1983) + +2. Hyper Olympic '84 (1984) + +3. Hyper Sports Special (1988) + +4. Hyper Athlete (1996) + + +- STAFF - + + +Director : Satoshi Kushibuchi + +Main Program : Masaki 'Hogan' Hosoe + +Sequence Program : akiHiro imAmura + +User Interface Program : akiHiro imAmura + +3D Background Program : Naoto Oshima + +Camera Work Program : Naoto Oshima + +Animation Program : Masaki 'Hogan' Hosoe + +3D Collision Program : Masaki 'Hogan' Hosoe + +Character Design : Plan 9 Keiichiro Toyama + +Motion Edit : Plan 9 Keiichiro Toyama + +Background Design : Satoshi Kushibuchi + +Graphic Design : Shigeru Kobayashi + +Sound Treatment : Masanori Adachi + +Sound Program : Ryuichi + +Background Music : Kosuke Soeda + +Sound Effect : Hiroe Noguchi + +Package Designer : Syougo Kumasaka, Madam Tanaka + +Game Event Designer : Masaki 'Hogan' Hosoe + +Supervisor : Halky + +$end + +$info=hcrash, +$bio + +Hyper Crash (c) 1987 Konami. + + +- TECHNICAL - + + +Game ID : GX401 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : VLM5030 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : paddle + +Buttons : 2 + +$end + +$info=hyprduel,hyprdelj, +$bio + +Hyper Duel (c) 1993 Technosoft. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 15.625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Main programmer : Godzy + +Sub programmer : Fake Dwarf Giva + +Main designer : Unbalance + +Enemy programmers : Fake Dwarf Giva, Alpha, Godzy + +Demo programmer : Alpha + +Enemy designers : KRP, Silver Hammer, Guges.D, Unbalance + +Map designers : No Remorse, KRP, Guges.D + +Visual designer : KRP + +Music & Sound effects composer : Tsukumo Hyakutaro + +Hyper duel mechanic designer : Booby Master + +Game & Screen play designer : Alpha + +Assembler : Indick-Mst + +Graphic editor : Yotaro + +Music driver : Yunker Matai + +CN editor : Surino Ginji + +Manual : Shion + +Illustrastion : Tamtam, Silver Hammer + +Voices : Youyouryouyours + +Directer & Producer : Zako + +Executive Producer : Shigotonin + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=hyprolym,hyprolyb, +$bio + +Hyper Olympic (c) 10/1983 Konami. + + +- TECHNICAL - + + +Game ID : GX361 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Track and Field". + + +This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades. + + +The song that is heard at the high score screen and at the commendation screen is 'Chariots of fire' which was written by Vangelis. + + +- UPDATES - + + +The bootleg version features different speech, as the original sound hardware could not be totally hacked - the slightly different voices are allegedly those of the bootleggers themselves! Also, it contains a typo : the word HEIGHT replaces the original HIGHT. + + +- TIPS AND TRICKS - + + +* Hidden Bonus : When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air. If it gets high enough, it'll hit a bird, which will fall and give you 1000 points. + + +* Hidden Bonus 2 : On the high jump, if you fail your first two jumps then qualify on the third, a little mole pops up and you get a bonus. + + +* Hidden Bonus 3 : In the 100 metres, if you manage to get a dead heat with the computer (i.e. the same time) you get a 1000 point bonus. + + +- SERIES - + + +1. Hyper Olympic (1983) + +2. Hyper Olympic '84 (1984) + +3. Hyper Sports Special (1988) + +4. Hyper Athlete (1996) + + +- STAFF - + + +Music by : Shigeru Fukutake + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + + +* Computers : + +Spectravideo (1984) + +MSX (1984) + + +* Others : + +VFD portable game (1984, "Hyper Olympic Challenge 5") by Bandai. + +LCD handheld game (1984, "Hyper Olympic Jumping Type") by Bandai. + +LCD handheld game (1984, "Hyper Olympic Running Type") by Bandai. + +LCD handheld game (1984, "Hyper Olympic Throwing Type") by Bandai. + +$end + +$info=hpolym84, +$bio + +Hyper Olympic '84 (c) 07/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX330 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Hyper Sports". + + +This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades. + + +- SERIES - + + +1. Hyper Olympic (1983) + +2. Hyper Olympic '84 (1984) + +3. Hyper Sports Special (1988) + +4. Hyper Athlete (1996) + +$end + +$info=hyperpac,hyperpaa,hyperpcb, +$bio + +Hyper Pacman (c) 09/1995 SemiCom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Executive producer : Jeon Jae Yeon + +Game designer : Han Seung Hoon + +Main programmer : Kim Hyun Ho + +System programmer : Kim Jin Woo + +Sound programmer : Oh Gyeong Hun + +Graphic designer : Hong Young Joo + +Sound composer / S.E : Jeon Seok Gee + +$end + +$info=hyperspt, +$bio + +Hyper Sports (c) 07/1984 Konami. + + +The sequel to Konami's all-conquering "Track and Field", released a year earlier, features seven all-new Olympic events. Like its predessessor, Hyper Sports featured two run buttons and one action button per player. + + +* FREESTYLE SWIMMING - After a few seconds of swimming, "breath" will appear, press the ACTION button to take a breath and continue swimming. To swim better, try to predict when you will need to take a breath, this is approximately every 2-3 seconds. + + +* SKEET SHOOTING - Use the LEFT and RIGHT buttons to shoot either the left or right target respectively. Try to hit an many consecutive targets as possible: If the player hits everything perfect then a bird will fly past. Hit that and the player is awarded a 3000 point bonus. + + +* VAULTING HORSE - Press ACTION when you are at the end of the spring board, you will then spring onto the horse. Wait until you are in a fully upright handstand then press ACTION again to leap off the horse. Once in the air, hit the RUN BUTTONS repeatedly to spin. Ensure that your feet are facing the ground as you land. + + +* ARCHERY - First, LEFT or RIGHT to set the wind. Then hold the ACTION button until the angle gets to about 5.0', release the button and hope it hits the middle of the board. A "nice" is achieved if a bullseye is made. If you get 8 nices, in the first or second round, you will move onto the next round where you can earn more points. There is a point bonus for getting all "nices"; in the first round it is 3000 points, in the second round it is 4000 points and in the third round it is 6000 points. If you get all "nices", the moving target will be replaced by an apple, which can be hit for an increasing number of bonus points. When the apples appear, there is no angle factor, you just have to hit the button to fire the arrow. + + + +* TRIPLE JUMP - Press RUN (LEFT and RIGHT) buttons repeatedly to gain speed. Then hold ACTION to get an angle of 45'; when you land you will take one step forward, press ACTION only when you have taken a step, then try to get a 45' angle again. Repeat for the final jump. If you hold ACTION just as your foot hits the board, you will get a distance boost. + + +* WEIGHT LIFTING - press LEFT and RIGHT repeatedly to build up the weight-lifter's power. When he has enough power, he will lift up the weights and they will flash. Then whilst it is flashing, press ACTION. He will then stretch out his arms and you will have to keep pressing LEFT and RIGHT for him to keep it held above his head for 3 Beeps. When the 3 Beeps are over, you've qualified. + + +* POLE VAULT - This is by far the trickiest event of the game. Press RUN buttons to start the run. Then as you near the silver pole trap, hold ACTION and the pole will lower towards the trap (the closer it is, the more power you will get for the next part). Keep holding ACTION until you reach the top of the bar, then release. You will then let go of the pole and vault over. Hold ACTION just as you get half way over the bar and you will "drift" to the right and hopefully over the bar itself. Once your character has let go of the pole, hitting the RUN buttons can increase the height of the vault. + + +- TECHNICAL - + + +Game ID : GX330 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +While not quite achieving the commercial and critical succes of "Track and Field", Hyper Sports still proved to be very popular among gamers and, like its prequel, really came into its own as a highly addictive multi-player experience. + + +Licensed to Centuri for US manufacture and distribution. + + +This game is known outside Japan as "Hyper Olympic '84". + + +This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades. + + +- SERIES - + + +1. Hyper Olympic (1983) + +2. Hyper Sports (1984) + +3. Hyper Sports Special (1988) + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1985) + +Nintendo Famicom + + +* Computers : + +MSX (1984) + +Commodore C64 (1985) + +Sinclair ZX Spectrum (1985) + +Amstrad CPC (1986) + +$end + +$info=hypsptsp, +$bio + +Hyper Sports Special (c) 07/1988 Konami. + + +An olympic sporting event game that was released just in time for the 1988 Olympics. + + +- TECHNICAL - + + +Game ID : GX861 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Konami '88" and "'88 Games". + + +On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber". + + +- SERIES - + + +1. Hyper Olympic (1983) + +2. Hyper Olympic '84 (1984) + +3. Hyper Sports Special (1988) + +4. Hyper Athlete (1996) + +$end + +$info=hyprdriv, +$bio + +Hyperdrive (c) 1998 Midway Games. + + +- TECHNICAL - + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Mirror Mode : Press View1 during the track select screen. Mirror mode flips the track right to left, so that all the right-hand turns become left-hand turns and vice versa. + + +* Expert Mode : Press View2 during the track select screen. Expert mode turns off the 'catch-up' code, so there is no computer help for the players that are behind. This is for players who want a fair-and-square head-to-head race without any computer assistance. Also in expert mode, the green guide boxes for the boost zones are disabled, and the 'help boxes', that pop are disabled. + + +* Mirror Mode and Expert Mode can both be active at the same time. Just hold down View1 and View2 at the same time during the track select screen. + + +* No Drones Mode : Press View1 during the ship select screen. This mode is included for the really good players who want the race solely the result of head-to-head racing, without the chance of the race being influenced by one person getting bumped by a drone, or by the drones clustering around one person and not the other. + + +* Cruise Control : If the player doesn't step on the gas pedal at the start of the game, then the game will automatically keep the gas pedal at 80% of max speed. + + +* Barrel Rolls : Double-tapping the yellow buttons makes the ship roll to the right and left. The player gets a small but useful speed boost if he can pull off a barrel roll. + + +* Afterburner : Double-tapping the gas pedal makes the ship speed up and the exhaust flare up. + + +- STAFF - + + +SOFTWARE : Matt Booty, Ed Keenan, Brian Eddy, Peter Giokaris + +ART : Mike Ossian, Dave Zabloudil, Jim Rohn, Brian Morris, Tony Lentini + +MUSIC/SOUND : Dan Forden + + +- SOURCES - + + +Midway's HYPERDRIVE homepage, http://www.animbomb.com/hyperdrive/ + +$end + +$info=imsorry, +$bio + +I'm Sorry (c) 1985 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5707 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Gonbee no I'm Sorry". + + +This game is mostly Japanese nonsense satire. The title is a play on the word 'sori,' which means Prime Minister. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba. + + +This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper. + + +- STAFF - + + +From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami + +$end + +$info=irobot, +$bio + +I, Robot (c) 1983 Atari. + + +The player takes on the role of a disgruntled interface robot, '1984', rebelling against the 'Big Brother' sentinal who watches over him. The aim of I, Robot is to 'colour in' the landscape - in a basic gameplay design similar to Konami's "Amidar", released two years' earlier. The player-controlled robot is armed with a laser gun with which it can destroy the many enemies that patrol the levels. The droid must jump any gaps in the platform in order to reach other parts of the landscape, but must be careful to do so only when the sentinal 'eye' is closed. Jumping is outlawed in the world of I, Robot and the sentinal will destroy Robot 1984 instantly if it catches the droid jumping. The game consists of 99 levels in total, with every even-numbered level having the player flying through space, having to destroy or avoid the many objects that fly towards you. Every third terrain presents the player with a pyramid that leads Robot 1984 to a direct confrontation with the sentinal. Destroy the sentinal, and Robot 1984 will launch into outer space to coninue its journey on to other worlds and attempt to free them from the sentinal's hold. To increase the game's difficulty on later levels, a 'Viewer Killer' appears and goes after the PLAYER, not the robot. The viewer killer can be avoided by using the viewpoint (selectable view) feature. + + +People who didn't quite feel up to facing Big Brother could instead spend their quarter playing 'Doodle City', which was a little 3-D paint program that used the I, Robot engine and graphics to let the player draw things on screen. You could select Doodle City at the beginning of the game, and you could switch to the real game if you grew tired of doodling, but it would cost a life or two. + + +- TECHNICAL - + + +Game ID : 136029 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : (4x) Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +I, Robot was an utterly unique arcade experience, with several innovations that were frankly years ahead of their time : SOLID 3d polygons, at a time when the first "Star Wars" game's wire frame antics were still blowing everyone away, appeared HERE first. Selectable camera angles; now a staple of 3d games, were another innovation that I, Robot introduced to the gaming world. The game's very uniqueness would also prove its downfall. Arcade goers of the time were seemingly unable to cope with the game's surrealism and groundbreaking graphics and I, Robot was a commercial flop. Approximately 1,000 units were produced and shipped worldwide. + + +I, Robot was originally called "Ice Castles" and consisted of three boards rather than the usual two. At the time of I, Robot's development, Atari exercised the somewhat unusual policy of awarding bonuses to engineers based entirely on revenue from sales of the machines, WITHOUT taking into account the amount of engineering resources (man years) spent developing it. In other words, just the sales revenue minus the manufacturing cost. Consequently, Atari's engineers were motivated to spend ridiculous amounts of time doing little more than reducing the manufacturing cost. They decided that the only way to reduce the cost of the game hardware was to replace a lot of TTL logic with an ASIC. Unfortunately, they assigned very inexperienced people to do the ASIC design. The resulting chip had very low yield; it's unlikely that ANY of them worked over the normal voltage and temperature ranges that commercial semiconductors are normally rated for. By this time, however, the game was so late that they weren't allowed to fix the ASIC problems. Apart from the time it would take to redo the chip, fixing it would also require putting it in a larger package with more power and ground pins, and so the board would have to be redone as well. + +So for each production unit they just tried chips until they found one that seemed to work, and shipped the unit. They threw away a lot of chips. + + +There was only one kind of I, Robot machine made, the upright dedicated cabinet. The only other game that used this exact cabinet was "Firefox", although the "Major Havoc" cabinet was similar. The best way to describe this cabinet is to say that it looked really top heavy. This cabinet wasn't just a straight up and down affair; the monitor area, control panel, and bottom section were all different sizes and the whole machine flared out at the bottom. The game featured partial sideart in the form of a field of red, blue, and yellow blocks floating in a field of stars. The marquee showed an 'I, Robot' logo composed of 3-D multicolored blocks. There were no important decorations on the control panel or monitor bezel, although the monitor did have a pair of grill-like plastic plates on either side of it. The action was controlled with a single 'Hall Effect' joystick mounted centrally and a camera button on the side of the control panel. This joystick was a fairly new kind of gaming control, but it never did catch on, a few other titles such as "Road Runner" used this stick, but they are almost impossible to find today. A joystick that worked off of magnetic fields probably wasn't the best idea anyway. Some people have managed to replace these joysticks with other kinds of analog sticks, but it requires custom work, and doesn't have the same feel as the Hall Effect stick. + + +- TIPS AND TRICKS - + + +* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10. + + +* In the flying space levels, the player can gain a bonus from shooting all 'tetrahedrons'. An extra life is awared for spelling the words 'I, Robot' by shooting the individual letters as they appear sequentially in various space waves. + + +- STAFF - + + +Designed and programmed by : Dave Theurer (DAV), Russel Dawe (RUS), Cris Drobny + +$end + +$info=ichidant,ichidnte,ichidntb, +$bio + +Ichidant-R - Puzzle & Action (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + +Game ID : 834-10935 + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Tant-R - Puzzle & Action (1992) + +2. Ichidant-R - Puzzle & Action (1994) + +3. Treasure Hunt - Puzzle & Action (1995) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1995) + +$end + +$info=47pie2,47pie2o, +$bio + +Idol Janshi Suchi-Pai II (c) 1994 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Idol MahJong Soldier Suchi-Pai 2'. + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.0. + + +Revision 2 : + +* Software version : 1.1. + + +- SERIES - + + +1. Idol Janshi Suchi-Pai + +2. Idol Janshi Suchi-Pai II (1994) + +3. Idol Janshi Suchi-Pai Special (1994) + +4. Idol Janshi Suchi-Pai 3 (1999) + +$end + +$info=suchipi, +$bio + +Idol Janshi Suchi-Pai Special (c) 1994 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + + +- SERIES - + + +1. Idol Janshi Suchi-Pai + +2. Idol Janshi Suchi-Pai II (1994) + +3. Idol Janshi Suchi-Pai Special (1994) + +4. Idol Janshi Suchi-Pai 3 (1999) + +$end + +$info=idhimitu, +$bio + +Idol no Himitsu (c) 03/1989 Digital Soft. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Idol's Secret'. + +$end + +$info=fromance, +$bio + +Idol-Mahjong Final Romance (c) 1991 Video System. + + +A mahjong game with night life overtones and special items. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- SERIES - + + +1. Idol-Mahjong Final Romance (1991) + +2. Taisen Idol-Mahjong Final Romance 2 (1995) + +3. Taisen Mahjong Final Romance R (1995) + +4. Taisen Mahjong Final Romance 4 (1998) + +$end + +$info=idolmj, +$bio + +Idol-Mahjong Housoukyoku (c) 1988 System Service. + + +A mahjong game with stripping women! 'Is that a RON in your pants or are you just happy to see me?' + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Idol-Mahjong Broadcasting Studio'. + +$end + +$info=iemoto,iemotom, +$bio + +Iemoto (c) 10/1987 Nichibutsu. + + +A mahjong game where the player battles mercenaries to save girls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Music School Principal'. + +$end + +$info=iganinju, +$bio + +Iga Ninjyutsuden - Itsushin no Kaku (c) 09/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Iga Ninja Arts Story - Writings of Five Gods'. + + +This game is known outside Japan as "Kazan". + +$end + +$info=igmo, +$bio + +IGMO (c) 1984 Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=ikarijp,ikarijpb, +$bio + +Ikari (c) 1986 SNK. + + +- TECHNICAL - + + +Game ID : A5004 'IW' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Anger'. + + +This game is known outside Japan as "Ikari Warriors". + + +The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel. + + +- SERIES - + + +1. Ikari (1986) + +2. Dogosoken (1986) + +3. Ikari III - The Rescue (1989) + +$end + +$info=ikari3, +$bio + +Ikari III - The Rescue (c) 01/1989 SNK. + + +- TECHNICAL - + + +Game ID : A7007 'IK3' + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : dial + +Buttons : 3 + + +- SERIES - + + +1. Ikari (1986) + +2. Dogosoken (1986) + +3. Ikari III - The Rescue (1989) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + + +* Computers : + +Commodore C64 (1990) + +$end + +$info=ikari, +$bio + +Ikari Warriors (c) 03/1986 SNK. + + +SNK's answer to Capcom's 'Commando', released a year earlier, one or two players take on the role of a "Rambo-esque" soldier as they fight on land and water to reach the village of Ikari. most of the action takes place on foot, although players will occasionally stumble across un-occupied enemy tanks which can be entered and driven. Standing between the players and their destination are a multitude of enemy soldiers, tanks, helicopters and static gun emplacements. + + +Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are depletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistence to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost. + + +Unlike Capcom's 'Commando', Ikari Warriors features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls. + + +- TECHNICAL - + + +Game ID : A5004 'IW' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Ikari". + + +The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel. + + +- TIPS AND TRICKS - + + +* HINT : When driving a tank, try to avoid upgrading from cannonballs to missiles. Cannonballs explode as supergrenades, making it easier to hit gates and squadrons of men. Missiles, unfortunately, only take out one obstacle and will explode upon reaching their maximum range, which is rarely where you'd like the explosions to be. + + +* TRICK : There are times when incoming missile triggers are impossible to avoid in the tank. A bug in the machine maximizes the number of explosions that can be onscreen at one time. When you MUST run over a trigger, fire off three shots rapidly timed to explode when the missile lands. With luck, the computer will be unable to generate the explosion and you and your tank can continue. + + +- SERIES - + + +1. Ikari Warriors (1986) + +2. Victory Road (1986) + +3. Ikari III - The Rescue (1989) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Atari 7800 (1989) + +Atari 2600 (1990) + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +Commodore Amiga (1989) + +Atari ST (1989) + +MSX2 + +PC [MS-DOS, 5.25''] (19??) + +$end + +$info=ikki, +$bio + +Ikki (c) 1985 Sun Electronics. + + +A maze game. + + +- TECHNICAL - + + +Game ID : TVG17 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'insurrection' (like peasant against the shogun). + + +This game is known outside Japan as "Boomerang", and also as "Farmers Rebellion". + + +The main characters was officially called 'Gonbe' and 'Tago'. + +$end + +$info=imgfight, +$bio + +Image Fight (c) 11/1988 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M Irem 1 - D28B0012) on 21/01/1989. + + +- TIPS AND TRICKS - + + +* Secret Invincibility : + +1) Turn DIP 2-7 ON. + +2) Reset the game with holding Player 2-Button 2 (Speed Change button). + +3) You will be able to start a game with invincibility. + + +- SERIES - + + +1. Image Fight (1988) + +2. Image Fight II + + +- STAFF - + + +Sound composer : Sclap + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Nintendo Famicom (1990) + +Sega Saturn (1998, "Image Fight & X-Multiply") + +Sony PlayStation (1998, "Image Fight & X Multiply") + +FM Town Marty + + +* Computers : + +Sharp X68000 (1990) + +$end + +$info=imago, +$bio + +Imago (c) 1983 Acom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 322 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=imekura, +$bio + +Imekura Mahjong (c) 10/1994 Sphinx / AV Japan. + + +A mahjong game with digitized females as prizes! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Image Club Mahjong'. + +$end + +$info=inthunt,inthuntu, +$bio + +In The Hunt (c) 04/1993 Irem. + + +A six level, one or two-player shoot'em up in which the player takes control of a submarine. In The Hunt is a superb game, created by the team behind the legendary "R-Type" series. The superbly-rendered graphics are very similar in style to Irem's "R-Type Leo", released a year earlier. In The Hunt would prove to be Irem's last 'traditional' arcade shoot'em up, although two further R-Type sequels were released for home consoles (see R-Type Series section for more info). + + +- TECHNICAL - + + +Irem M-92E system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Kaitei Daisensou". + + +- STAFF - + + +Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi + +Programmer : Nobu, Wanderer + +Sound creator : Ai Ai + +Publicity staff : Sakomizu + +Planner : Tobi_Nag + +Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sony PlayStation (1996) + +$end + +$info=inca, +$bio + +Inca (c) 19?? Unknown. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : YM2203 (@ 2.75 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=indytemp,indytemd,indytem2,indytem3,indytem4, +$bio + +Indiana Jones and the Temple of Doom (c) 08/1985 Atari Games. + + +The player takes the role of Indiana Jones in his quest to recover the sacred Sankara stone. He must also free the children who have been enslaved. Nice action game. + + +- TECHNICAL - + + +Atari System 1 hardware + +Game ID : 136036 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Theme music and sound effects are from the movie of the same name. This is the first Atari System I game to use speech capability to talk to players. + + +- STAFF - + + +Directed by : Peter Lipson + +Produced by : Mike Hally + +Location Supv. : Rob Rove + +Voice Coach : Earl Vickers + +Music / Audio effects : Hal Canon, Dennis Harper + +Costumes & special effects : Susan G. McBride, Alan Murphy, Will Noble + +Set designer : Dave Ralston + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + + +* Computers : + +Atari ST (1985) + +Amstrad CPC (1987) + +Apple II + +Commodore C64 + +Commodore Amiga + +$end + +$info=indy500, +$bio + +Indianapolis 500 (c) 1995 Sega. + + +Ladies and Gentlemen, Start Your Engines!! + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Fifth View : To access a secret fifth view, switch to the fourth view during the race, then press any two view change buttons simultaneously. + + +* Mirror Mode : Hold the red zoom in button while pressing Start to begin the game. All of the track graphics and text will be flipped horizontally. + + +* Mirror Mode And Power Steering : Hold both Zoom buttons while pressing Start to begin your game. You'll be playing in mirror mode and the steering wheel will turn more freely. Note : These tricks will only work on the 'twin type' machines and not on the deluxe 'dx' type. + + +* Backwards Tracks : Hold the shift lever Down while starting a game. You'll be driving the track in the opposite direction. Note : That in a multiplayer game the course direction is determined with majority rule; that is it won't work unless the majority of the players hold their shifter Down at this time. + + +* Drive The Pace Car : After choosing a course-but before the race starts, step on the Brake and simultaneously press the Start button. You'll be driving the mustang pace car. + + +* Vs. Pace Cars : After choosing a course-but before the race starts, step on the Brake and simultaneously push the shift lever Up. This will change your opponents car to pace cars. Note : That in a multiplayer game, this will only change the appearence of the cars which are controlled by your game board (your screen only will be affected). + + +* Front View : To see your car from front to back, switch to the third or fourth view during the race, then press the Start button and both view change buttons simultaneously. + + +* Position Markers : Hold the Start button when changing views to make the car's position markers appear above the cars. + + +* Trailer Tricks : At the transmission select screen, step on the Brake to close the door on the trailer that holds your car or step on the Gas to view your car coming out of the trailer. + + +* Bird Trick : When driving on the 'Highland Raceway' track in 'Backwards Track Mode' a flock of birds will cling to your car. If you immediately make a u-turn and drive in the opposite direction, the birds will stick with you for the rest of the game. + +$end + +$info=idsoccer, +$bio + +Indoor Soccer (c) 03/1985 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : Double 8-way joysticks + +Buttons : 2 + + +- PORTS - + + +* Computers : + +Commodore C64 (1989) + +$end + +$info=inferno, +$bio + +Inferno (c) 1984 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 284 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +Approximately 50 units were produced. + + +- STAFF - + + +From highscore table : (PVA), Bill Pfutzenreuter (PFZ), (PAR), (EJS), Mark Loffredo (ML ), (LOU) + +$end + +$info=minferno, +$bio + +Inferno (c) 12/1977 Meadows Games. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 208.333 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 184 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=insector, +$bio + +Insector (c) 1982 Gottlieb. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This was Skelly's second game for Gottlieb, but it was never released. Number produced estimated at 1 or 2 units. This game represents Skelly's own answer to "Robotron - 2084". + + +The cool thing about Insector is the three-letter code in at the start. Tim Skelly used this value as a seed for each player's pseudo random number generator. That way, if you want exactly the same game every time, you enter the same three letters. If you wanted to handicap yourself, you would enter different letters and let the other player enter their usual letters, etc. + + +- TIPS AND TRICKS - + + +* Make The Game Easier : Tim put in this game a secret code that made the game easier. Enter 'DDT' on the three-letter start (David Thiel's initials). + + +- STAFF - + + +Designed and programmed by : Tim Skelly + +Audio by : David Thiel + +$end + +$info=insectx, +$bio + +Insector X (c) 1989 Taito. + + +- TECHNICAL - + + +Game ID : B97 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Nintendo Famicom (1990) + +$end + +$info=intcup94 +$bio + +International Cup '94 (c) 1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D78 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Hattrick Hero '94". + + +- SERIES - + + +1. Football Champ (1990) + +2. Super Cup Finals (1993) + +3. International Cup '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +Planner : Takeshi Kobori + +Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani + +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi + +Software Super Cup Version : Masashi Tsuzura, Yasutaka + +Design : Naoto Hashizume, Takeshi Kobori + +Sound : Shuichiro Nakazawa (Zuntata) + +Hardware : Katsumi Kaneoka + +Assistant : Shin Tanaka + +Director : Takeshi Kobori (Marutake) + + +* Cast : + +Player & GK : Masashi Tsuzura + +Manager : Suminori Hase, Yuji Sakamoto + +Referee : Shin Tanaka + +Lady : Seiji Kawakami + +Doctor : Hiroto Nizato + +Nurse : Hiromi Mikami + +Stunt : Tomohisa Yamashita + +$end + +$info=intrepid,intrepi2, +$bio + +Intrepid (c) 1983 Nova Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Intrepid (1983) + +2. Zarya Vostoka (1984) + +$end + +$info=invrvnge,invrvnga, +$bio + +Invader's Revenge (c) 1979 Zenitone Microsec. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Dutchford. + +$end + +$info=tinv2650, +$bio + +The Invaders (c) 1978 Zaccaria. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 950 Khz) + + +Screen orientation : Vertical + +Video resolution : 768 x 720 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +An alternate version of this "Space Invaders" clone made by Sidam is known as "Super Invader Attack". + +$end + +$info=invasion +$bio + +Invasion (c) 19?? Sidam. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=invasn, +$bio + +Invasion (c) 1999 Midway. + + +- TECHNICAL - + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=invinco, +$bio + +Invinco (c) 11/1979 Sega. + + +- TECHNICAL - + + +Game ID : 310-318 + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=invds, +$bio + +Invinco / Deep Scan (c) 05/1980 Sega. + + +- TECHNICAL - + + +Game ID : 367-382 + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=invho2, +$bio + +Invinco / Head On 2 (c) 1979 Sega. + + +- TECHNICAL - + + +Game ID : 271-286 + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=ipminvad, +$bio + +IPM Invader (c) 1979 Irem. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Known as the poor mans version of "Space Invaders". IPM Invader was manufactured by a company called IPM, which later changed it's name to IREM. + + +- UPDATES - + + +It is like "Space Invaders", with identical graphics. It uses a color monitor instead of a black and white monitor with a color overlay. + + +It has the addition of the famous 'coffee break'. What's the 'coffee break'? The 'coffee break' is a unique feature in IPM Invaders whereas after every 3rd wave or pattern of invaders, the 'coffee break' appears. + + +Another unique feature in IPM Invader is the 'capsules'. When dip switch settings are changed to advanced settings, the game becomes more difficult with the introduction of the UFO (mystery score ship) dropping 'capsules' that hatch into new invaders. The 'capsules' cannot be destroyed until they hatch, and are dropped across the screen to defeat the players 'narrow column' strategy. + +$end + +$info=iqblock, +$bio + +IQ-Block (c) 1993 IGS. + + +- TECHNICAL - + + +Game ID : 0036-5 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +IGS even misspelled 'INSER COIN' during the demo mode instead of 'INSERT COIN'. + +$end + +$info=skingame,skingam2, +$bio + +The Irem Skins Game (c) 10/1992 Irem. + + +- TECHNICAL - + + +Irem M-92F system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Major Title 2 - Tournament Leader". + + +- SERIES - + + +1. Major Title (1990) + +2. The Irem Skins Game (1992) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992, "Irem Skins Game") + +$end + +$info=ironhors, +$bio + +Iron Horse (c) 01/1986 Konami. + + +A side scrolling platform cowboy train-robber game. + + +- TECHNICAL - + + +Game ID : GX560 + + +Main CPU : M6809 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM2203 (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Dai Ressya Goutou". + + +A bootleg of this game is known as "Far West". + + +- PORTS - + + +* Computers : + +Commodore C64 (1987) + +Amstrad CPC (1988) + +$end + +$info=offroad,offroadt, +$bio + +Ironman Ivan Stewart's Super Off-Road (c) 04/1989 Leland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Ironman Ivan Stewart's Super Off-Road is the first arcade game to feature Dynamic Play Adjustment (DPA), the cpu would change the speed and skill of the grey car (supposedly Mr. Stewart himself) in relation to your performance in the game, in order to ensure high earnings and close contests. + + +Ivan Stewart is a legend in Off-Road racing. He gained his nickname 'Ironman' as a result of competing in many marathon treks through the desert. Each time he won a Baja 500 or Baja 1000 race, held in the heat of Mexico, Stewart received an 'Ironman' award. Mickey Thompson, the man behind the Off-Road Championship Grand Prix Series began referring to Ivan Stewart as 'The Ironman of Off-Road Racing' after he picked up the Drivers' Points Championship in two successive years. While the tag has been shortened a bit, the title 'Ironman' has stuck. + + +An upgrade kit for this game exists and is called 'The Track-Pack' (see Updates section for more info). + + +- UPDATES - + + +* The Track Pack : This upgrade contains eight brand-new tracks which are : Shortcut, Cutt-off Pass, Pig Bog, Rio Trio, Leapin' Lizards, Redoubt About, Boulder Hill and Volcano Valley. + + +- STAFF - + + +Direction : John Rowe, Medo Moreno, Dan Viescas + +Technical advisor : Ivan Stewart + +Concept / Team leader : John Morgan + +Software : John Morgan, Earl Stratton, Hartono Tjitro + +Graphics : Steve High, Kevin Lydy, Dok Whitson, Jerry Huber + +Music : Sam Powell + +Sound : Mike Enright, Michelle Simon + +Hardware : Eric Henderson, Dennis Sable, Dave Scott + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Game Gear (1992) + +Nintendo Super Famicom (1992, "Super Off Road") + +Nintendo Game Boy (1992, "Super Off Road") + +Atari Lynx (1996) + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Amstrad CPC (1990, "Iron Man") + +Commodore Amiga (1990) + +Atari ST (1990) + +PC [MS-DOS] (1990) + +$end + +$info=irrmaze, +$bio + +The Irritating Maze (c) 08/1997 SNK / Saurus. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0236 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Ultra Denryu Iraira Bou" (translates from Japanese as 'Ultra Electric Current Irritation Stick'). + + +This game is the first that required a trackball on the Neo-Geo MVS. + + +This game was not released on the Neo-Geo AES home console. + + +The Irritating Maze was based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'. + + +- STAFF - + + +Producer : N. Tanaka + +Directer : Yasushi Okahara + +Designers : Miwako Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro + +Programmers : Y. Sakamoto, M. Yuuki, A. 00I + +Sound : M. Hataya, H. Takei, H. Togashi, K. Matsueda + +$end + +$info=ixion, +$bio + +Ixion (c) 01/1983 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) : An unreleased prototype + +$end + +$info=vshoot, +$bio + +J-League Soccer V-Shoot (c) 1994 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID : VSJ + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the J-League. + +$end + +$info=jjsquawk, +$bio + +J. J. Squawkers (c) 1993 Athena / Able. + + +Nice colored platform game with fun characters who throw cool weapons! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=jleague, +$bio + +The J.League 1994 (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Super Visual Football - European Sega Cup" and in US as "Super Visual Soccer - Sega Cup". + +$end + +$info=jackrabt,jackrab2,jackrabs, +$bio + +Jack Rabbit (c) 01/1984 Zaccaria. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : (2x) M6802 (@ 895 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.79 Mhz), (2x) DAC (@ 1.79 Mhz), TMS5220 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=jack,jack2,jack3, +$bio + +Jack the Giantkiller (c) 05/1982 Cinematronics. + + +This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four. + +* The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings). + +* In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way. + +* The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top. + +* On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape. + +* The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level). + + +After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 (jump and shoot) + + +- TRIVIA - + + +This game is known in Japan as "Treasure Hunt". + + +Jack the Giantkiller is based on the classic fairytale known as 'Jack And The Beanstalk'. + + +Jack The Giantkiller was available in two different dedicated cabinets, and upright and a cocktail. The cocktail one really lent itself to easy conversion due to the large control panels, so the upright is far more common. The upright machine came in a conservatively designed cabinet that had curves instead of sharp angles. This same cabinet was also used for "Zzyzzyxx", "Naughty Boy", and "Boxing Bugs". The marquee showed Jack about to get squished by a giant boot as he runs over clouds toward the beanstalk, while carrying the golden goose. The sideart was a large sticker and it showed Jack scaling an immense beanstalk while a bearded giant points at him with a menacing look on his face. The monitor bezel shows a few more images of Jack and the Giant, while the control panel contained game instructions. The one really nice thing about the artwork on this machine was that it all actually appears to have been done by the same artist, in the same style, with the same color scheme. So many games seem to have trouble with that. The cocktail version of the game came in a small table format that had woodgrained sides, and control panels on either end. Most cocktail tables tended to have tiny control panels that were in strange places, but the panels on this game were full sized, and were right up next to the monitor with only a slight downward slant to them. The game's top glass had beanstalk graphics bordering the screen, and the control panel overlays were exactly the same as the upright machine, except for a few stripes, and the lack of start buttons on panel for the second player. Some game cabinets just scream out 'easy conversion' to the arcade operator, and this was one of them. The large control panels and 19'' monitor meant that you could easily convert this one into almost anything, so that is what happened to almost all of them. Only the "Joust" cocktail seemed to be even better for conversions, as it had the players sitting side by side. Both machines used a standard 19'' arcade monitor and used a unique wiring harness that was not JAMMA compatible. + +$end + +$info=jackal, +$bio + +Jackal (c) 10/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX631 + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Top Gunner" and in Japan as "Tokushu Butai Jackal". + + +Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987. + + +- UPDATES - + + +In Top Gunner, the jeep has an American flag flying next to the cannon and the sound effects are slightly different. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai") + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1988) + +$end + +$info=jchan, +$bio + +Jackie Chan - The Kung-Fu Master (c) 1995 Kaneko. + + +Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Features digitized fighters, the bosses are three different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie "engrish", loads of little videos and funny stuff. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 14.3182 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Jackie Chan in Fists of Fire". + +$end + +$info=jchan2, +$bio + +Jackie Chan in Fists of Fire (c) 1995 Kaneko. + + +Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Features digitized fighters, the bosses are three different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie "engrish", loads of little videos and funny stuff. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 14.3182 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Jackie Chan - The Kung-Fu Master". + +$end + +$info=zaxxonb, +$bio + +Jackson (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound Chips : Samples (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Zaxxon". + +$end + +$info=jailbrek, +$bio + +Jail Break (c) 03/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX507 + + +Main CPU : M6809 (@ 3 Mhz) + +Sound Chips : SN76496 (@ 1.5 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Manhattan 24 Bunsyo". + + +- TIPS AND TRICKS - + + +* Easter Egg : From the beginning of the game, rescue four hostages in a row. You have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game. Gas him to get an interesting peep-show! + + +- STAFF - + + +Executive producers : K.K and K.K + +Music by 'Sound Effect Study Room'. + +Directed by : Oolong Sugimo + +Produced by 'Soft Second Development Room'. + + +- PORTS - + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +$end + +$info=jjparads, +$bio + +Jan Jan Paradise (c) 1996 Electro Design. + + +A mahjong game with selectable player and enemy characters. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Mahjong Paradise'. + + +- SERIES - + + +1. Jan Jan Paradise (1996) + +2. Jan Jan Paradise 2 (1997) + +$end + +$info=jjparad2, +$bio + +Jan Jan Paradise 2 (c) 1997 Electro Design. + + +A mahjong game with selectable player and enemy characters. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Mahjong Paradise 2'. + + +- SERIES - + + +1. Jan Jan Paradise (1996) + +2. Jan Jan Paradise 2 (1997) + +$end + +$info=jgokushi, +$bio + +Jangokushi - Haoh no Saihai (c) 05/1999 Capcom. + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Jong Countries' Intentions - Supreme Ruler's Dice and Tiles'. + + +The title 'Jangokushi' is a pun on 'Sangokushi', the saga of the Three Kingdoms, which this game is based on. + +$end + +$info=janshin, +$bio + +Janshin Densetsu - Quest of Jongmaster (c) 06/1994 Aicom. + + +A mahjong game with Role-Playing-Game elements and selectable items. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0048 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Jong God Legend'. + + +Janshin Densetsu appears to be a complete ripoff of 1991's "Mahjong Quest" by Taito. The basic premise is the same : a girl in an RPG-style format walking along a world map and encountering enemies which are battled through mahjong matches. The enemy encounter screens have identical borders and the enemies are drawn in the same comic-anime style. Before each mahjong match, there are selectable spells that can be bought with stored MP, the screen and spells being identical in both cases. The player also has a Sword and Shield which can be activated during a match which give the player special abilities. The in-game text is virtually identical. The mahjong tiles themselves look almost exactly the same save for the backs; the mahjong game screen itself is almost exactly the same. Even upon defeating an enemy, they are turned into a scantily-clad woman as does your character when she is defeated. The only major difference between the two seems to be that "Mahjong Quest" is controlled with a mahjong control panel and Jyanshin Densetsu is controlled with the MVS Neo-Geo joystick. The next Aicom game on SNK Neo-Geo MVS is 1995's "Pulstar", shares lots of similarities with "R-Type" as well. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=jspecter,jspectr2, +$bio + +Jatre Specter (c) 1979 Jatre. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a clone of "Space Invaders". + + +- UPDATES - + + +Jatre Specter is faster than the original "Space Invaders". + +$end + +$info=jigkmgri, +$bio + +Jigoku Meguri (c) 1988 Taito. + + +A platform game where the player controls a monk. His weapons are bubbles of various colours which can be powered up until they become almost as large as the player. The monk battles snakes, giant eyeballs, ghosts and other enemy creatures. + + +- TECHNICAL - + + +Game ID : B41 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hell Patrol'. + + +This game is known in US as "Bonze Adventure". + + +The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law. + + +- STAFF - + + +Game director : Yasumasa Sasabe + +Creaters : Crazy-Yoshikawa, Creamy Tetsu + +Creature designed by : Junji Yarita + +Game design director : Hidehiro Fujiwara + +Game designer : Kenshi Kaito + +Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima + +Hardware director : Takashi Ohara + +Art director : Hiroyasu Nagai + +Sound directed by : Hisayoshi Ogura + +Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=jituroku, +$bio + +Jitsuroku Maru-chi Mahjong (c) 1993 Windom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=jitsupro, +$bio + +Jitsuryoku!! Pro Yakyuu (c) 07/1989 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Power!! Pro Baseball'. + + +- SERIES - + + +1. Moero!! Pro Yakyuu Homerun (1988) + +2. Jitsuryoku!! Pro Yakyuu (1989) + + +- STAFF - + + +Programmed by : Banba Ishizu + +Designed by : K. Motono, Junko Aki, Tama + +Produced by : S. Mori + +$end + +$info=jockeygp, +$bio + +Jockey Grand Prix (c) 2001 Sun Amusement / BrezzaSoft. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + +$end + +$info=joemacr,joemacra, +$bio + +Joe & Mac Returns (c) 1994 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- SERIES - + + +1. Tatakae Genshijin - Joe & Mac (1991) + +2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom) + +3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom) + +4. Joe & Mac Returns (1994) + +$end + +$info=mt_stf, +$bio + +Joe Montana II - Sports Talk Football (c) 1991 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 58 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=teamqb,teamqb2, +$bio + +John Elway's Team Quarterback (c) 1988 Leland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Quarterback (1987) + +2. John Elway's Team Quarterback (1988) + +3. All American Football (1989) + + +- STAFF - + + +Direction : John Rowe, Medo Moreno + +Software : Bob Skinner, Phil Sorger, John Morgan, Steve Hostetler + +Graphics : Kevin Lydy + +Music : Sam Powell + +Hardware : Eric Henderson, Dennis Sable, Dave Scott + +Technical advisors : John Elway, Patrick Curran + +$end + +$info=joinem, +$bio + +Join 'em (c) 1986 Global. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=jojoba,jojobaa, +$bio + +JoJo's Bizarre Adventure (c) 1999 Capcom. + + +Sequel of the first game with just extra characters. + + +- TRIVIA - + + +This game is known in Japan as "JoJo no Kimyouna Bouken - Miraie no Isan". + + +This game runs on the Capcom Play System III hardware (CPS III). + + +Based on the 3rd story of the manga from Araki Hirohiko. + + +- SERIES - + + +1. JoJo's Venture (1998) + +2. JoJo's Bizarre Adventure (1999) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1999) + +Sony PlayStation (1999) + +$end + +$info=jojo, +$bio + +JoJo's Venture (c) 1998 Capcom. + + +- TRIVIA - + + +This game is known in Japan as "JoJo no Kimyouna Bouken". + + +This game runs on the Capcom Play System III hardware (CPS III). + + +Based on the 3rd story of the manga from Araki Hirohiko. + + +- SERIES - + + +1. JoJo's Venture (1998) + +2. JoJo's Bizarre Adventure (1999) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast + +$end + +$info=jantouki, +$bio + +Jong Tou Ki (c) 01/1990 Dynax. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +$end + +$info=jsk, +$bio + +Joryuu Syougi Kyoushitsu (c) 1997 Visco. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz), V810 (@ 25 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Lady Shougi Classroom'. + +$end + +$info=josvolly, +$bio + +Joshi Volleyball (c) 1983 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Women's Volleyball'. + +$end + +$info=journey, +$bio + +Journey (c) 03/1983 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 7.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Used digitized faces of the band members, photographed with a camera designed by Ralph Baer, father of the home video game console. The machine contained a tape loop of the song 'Separate Ways (World's Apart)' in the concert scene at the end of each level. Rushed through the 1982 Christmas holidays by the Marvin Glass team because Bally/Midway wanted the game to coincide with the release of the band's Frontiers album. They took all the images of the band backstage at a Salt Lake City concert. There was talk of using the game as part of the road show, but that fell through. + + +Originally, this game was not to have the band Journey in it. It would have a digital camera that would take a picture of the player's face and put it on the character. This was dropped after some people used unmentionable parts of their body as character heads during tests. + + +The background music includes the Journey songs: 'Chain Reaction', 'Don't Stop Believin'', 'Lights', 'Still They Ride', 'Stone In Love' and 'Wheel In The Sky'. + + +- TIPS AND TRICKS - + + +* Secret Screen : On Journey's attract screen (the one with the face), press all the buttons (Blast, 1P Start, 2P Start) and the joystick to the Left and you'll get a screen with the programmer's names and tiny digitized pictures. + + +- STAFF - + + +Designed and programmed by : Elaine Ditton, Richard Ditton (founders of Incredible Technologies). + +Graphics by : Scott Morrison + +Sounds : Elaine Ditton, Steve Meyer + +Hardware : Cary Mednick, Robert Ploussard, Ashok Charles + +$end + +$info=joust,joustwr,joustr, +$bio + +Joust (c) 09/1982 Williams. + + +The player took the role of a knight with a lance, mounted on a flying ostrich or stork, battling waves of computer-controlled enemy knights. The enemy knights were of three different speed and agility levels and were mounted on giant vultures. The game screen was static; its only features were five platforms hanging in mid-air (some wrapping around the screen), the ground, and a pit of lava below. The game's incredibly simple controls were a factor in its wide appeal. A joystick moved left and right, and a 'Flap' button flapped the mount's wings once. Pressing 'Flap' in rapid succession would cause a gain in altitude until gravity dragged the player downward. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : Joystick 2-way + +Button : 1 + + +- TRIVIA - + + +The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times. + + +Joust shares some sounds from "Defender". + + +The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-Way leaf switch joysticks, or 2-Way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones. + + +The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", and "Stargate", only the ROM chips are different. + + +* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black. + + +A Joust unit appears in the 1983 movie 'Joysticks'. + + +A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley. + + +- UPDATES - + + +Red version has default high score of 107,212 Pts, Green and Yellow versions are 109,102 Pts. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores. + + +- TIPS AND TRICKS - + + +* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : when the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about 2 per second, for 1000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape. + + +* Phantom Energizer : In a 2-player game (on a screen just before the middle ledge disappears) clear all opponents except 1. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain. + + +- SERIES - + + +1. Joust (1982) + +2. Joust 2 - Survival of the Fittest (1986) + + +- STAFF - + + +Designed by : John Newcommer (JRN) + + +Programmed by : Bill Pfutzenreuter (PFZ) + +Game art by : Jan Hendricks (JAN) + +Others : (KFL), (CWK), Mike Stroll (MRS) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Colecovision (1983) + +Atari 5200 (1983) + +Atari XEGS + +Atari 7800 (1987) + +Nintendo Famicom (1988) + +Atari Lynx (1993) + +Nintendo Game Boy (1995, "Arcade classique - Defender / Joust") + +Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits") + +Sega Mega Drive (1996, "Williams Arcade's Greatest Hits") + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Atari 800 (1983) + +Atari ST (1986) + +Amstrad CPC (1986) + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + + +* Others : + +Palm OS ("Midway Arcade Classic") + +$end + +$info=joust2, +$bio + +Joust 2 - Survival of the Fittest (c) 12/1986 Williams. + + +You pilot a knight who rides on top of a large bird. The object is to smash into your opponents to destroy them, but you have to be at a higher elevation when you hit them, otherwise they destroy you instead. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz), M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 284 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Players : 2 + +Control : Joystick 2-way + +Buttons : 1 (Flap) + + +- TRIVIA - + + +The year was 1986 and the arcade industry was in a big slump, the golden age had been over for a few years, and the brief revival of the late 80s had not yet begun. Williams decided to do a sequel to their classic Joust title, and came up with Joust 2 - Survival Of The Fittest. This was a complete update to the original with new enemies and a variety of different levels, but it had one little flaw, it just simply was not as fun as the original. It was a great game on its own, but not when compared to "Joust". They only ended up making about 1000 of these, and most of them saw little action on the arcade floor. The players seemed to prefer the original "Joust" (which most arcades still had back then). Most of these machines ended up being pulled from the arcades after only a few months, and have survived to the present day in excellent conditions (It seems they were pulled for lack of profits, but most of them were not converted, because by 1986 most operators had a whole warehouse full of games to convert, and would usually select an older title rather than a new one that they could possibly sell off to someone else). + + +This game uses a redesign of the 'Williams Classic' platform. It is not compatible with the older titles, but they could possibly run on this platform with a little bit of tweaking. The game is contained on a set of two PCB boards, and a third board does audio duties. This title was released in an upright dedicated cabinet that was very similar in design to the original "Joust" cabinet (you would have to set them side by side to be able to spot the differences). It is decorated with stencil style painted sideart of a knight riding on a large bird (this was one of the last games to have stenciled sideart, stickers and other painting methods had been the norm for several years). The rest of the cabinet artwork is all based on the original "Joust" artwork, but has much more detail. The biggest difference between this cabinet and an original "Joust" cabinet is that this game uses a vertical monitor, rather than a horizontal one. + + +- SERIES - + + +1. Joust (1982) + +2. Joust 2 - Survival of the Fittest (1986) + + +- STAFF - + + +Designed by : John Newcomer (JRN) + +Programmed by : Joe Hellesen (JOE), Kristina Donofrio (KVD), Warren Davis (WBD) + +Sounds by : Chris Granner (C G) + +Graphics by : John Newcomer (JRN), Jack E. Haeger + +Cabinet graphics by : Tim Elliott + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +$end + +$info=joyfulr, +$bio + +Joyful Road (c) 1983 SNK. + + +- TECHNICAL - + + +Game ID : A2001 + + +Main CPU : Z80 (@ 3.75 Mhz) + +Sound CPU : Z80 (@ 3.75 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +This game is known in US as "Munch Mobile". + +$end + +$info=joyman, +$bio + +Joyman (c) 1982 Monster. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Joyman is a hack of "PuckMan". + + +- UPDATES - + + +Different sprites, different sounds and different mazes. + +$end + +$info=jrpacman,jrpacmbl, +$bio + +Jr. Pac-Man (c) 10/1983 Bally Midway. + + +The youngest member of the popular Pac-Family is moving in...and he's every bit as promising as his parents. In the tradition of "Pac-Man" and "Ms. Pac-Man", Jr. Pac-Man has all the tried-and-true qualities that have made his family famous... plus a few to call his very own! + + +- TECHNICAL - + + +This game runs on a modified "Pac-Man" hardware with horizontal scrolling support. First "Pac-Man" game where the maze is larger than the visible area, requiring the screen to scroll. + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game which was also done by General Computer Corporation (GCC) for Bally/Midway is essentially an enhancement to "Ms. Pac-Man" (which is an enhancement to "Pac-Man"). Much of the original "Pac-Man" code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' message from "Ms. Pac-Man" is present. + + +There are a number of hidden bonus objects that were never used by the developers in Jr. Pac Man. To see them, set 'Cheats' to 'Always have blue ghosts'. Play a game, repeatedly eat the ghosts until you get past 1600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghost consecutively, the hidden objects appear. There is a rattle, pacifier, cowboy hat and skateboard. Too bad they never used them. Seems more appropriate than a glass of beer. + + +A bootleg of this game runs on the "Pengo" hardware. + + +A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + + +* Computers : + +Commodore C64 (1988) + +$end + +$info=jdreddp, +$bio + +Judge Dredd (c) 07/1992 Midway. + + +Here comes the judge! A beat-'em-up action based on the comics book of the same name. + + +- TECHNICAL - + + +Midway T Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game was never released. + + +- STAFF - + + +Software and designers : Mark Penacho, Jake Simpson (JMS) + +Art and designers : Tim Coman (TJC), John Vogel (JCV), Eric Kinkead (EWK) + +Sounds and music : John Hey (J H) + +Additional software : George N. Petro + +Hardware support : Sheridan Oursler, Pat Cox, Ray Macika, John Lowes, Cary Mednick + +Stop motion models : Curt Chiarelli + + +* CAST : + +Judge Dredd : Sal Divita + +Junior Angel : Fink Angel + +Pa Angel : Tim Coman (TJC) + +Mean Angel : Mark Lofredo + +Block Warrior : John Vogel (JVC) + +Block Boss : Marty Martinez + +Citizen : Cathy Simpson + +Chief Judge McGrude : Dawn Peterson + +$end + +$info=jdredd,jdreddb, +$bio + +Judge Dredd Arcade (c) 11/1997 Acclaim. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The game was NOT based on the film at all - in fact it was begun long before programmers/designers knew about the film. During it's lifetime it went through three name changes (two being completely non-dredd related) before finally changing back into a Dredd based game! + + +- UPDATES - + + +REV. B : + +* Build date : "12 :22 :24 Nov 26 1997" + + +REV. C : + +* Build date : "12 :08 :44 Dec 17 1997" + +$end + +$info=tokij, +$bio + +JuJu Densetsu (c) 1989 TAD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Legend of JuJu'. + + +This game is known outside Japan as "Toki". + + +- STAFF - + + +Staff : Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama + + +- PORTS - + + +* Consoles : + +Sega Mega Drive + +$end + +$info=jumpbug,jumpbugb, +$bio + +Jump Bug (c) 12/1981 Rock-ola. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game was released with SEGA copyright. + +$end + +$info=jumpcoas,jumpcoat, +$bio + +Jump Coaster (c) 1983 Kaneko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=jumpkids, +$bio + +Jump Kids (c) 1993 Comad. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound Chips : MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Data East's "Tumble Pop". + + +- STAFF - + + +Director : An Ks + +Programmers : Ruy Jh, RA, Js, Park Ym + +Designers : Kim Ju, Seo Hs, Lee Sg, Hwang Jw, Son Bw, Son Hw + +Sound : Kwan Dy + +Hardware : Kim My, Yoon Yj + +$end + +$info=jumping, +$bio + +Jumping (c) 1989. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Rainbow Islands - The Story of Bubble Bobble 2". + + +- UPDATES - + + +The main character has been redrawn, as well as the rainbow, the title screen and several other things. Music is the same but tune is different. + +$end + +$info=jcross, +$bio + +Jumping Cross (c) 1984 SNK. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.36 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), Namco (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=jjack, +$bio + +Jumping Jack (c) 01/1984 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=jumppop, +$bio + +Jumping Pop (c) 2001 ESD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz), MSM6295 (@ 6.628 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=junglhbr,jungleh, +$bio + +Jungle Hunt (c) 10/1982 Taito. + + +In Jungle Hunt you play a nerdy looking professor type with a safari hat). Jungle Hunt has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that. + +* The first level may have been the best level in the game. You use your jump button to move from right to left across a series of swinging ropes, while avoiding the monkeys that can send you falling to the ground. This level is easy to master, but you do have to time your jumps to make it to the next vine. + +* The second level is a swimming sequence. You move your explorer around in the crocodile infested water. You have a breath meter here that you must watch to avoid drowning (simply swim up to the surface to get more air). You can stab the crocodiles with your knife, but only when their mouths are not all the way open. + +* The third level is a rock jumping sequence. Simply use your joystick and jump button to leap over rolling boulders as you climb a hill on the way to your eventual goal. + +* The fourth and final level has you guiding your explorer through a native village. You have to jump the villagers while their spears are down, and eventually make your way towards the un-named girl who is being lowered into a pot to be boiled for supper. + + +You then get to view a short 'I Love You' ending, and then the game begins again with increased difficulty. + + +- TECHNICAL - + + +Game ID : KN + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +It was the first 'side-scrolling, jumping & attacking game', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.". + + +The original Japanese game known as "Jungle King" features a character who looked like the well known and very much copyrighted Tarzan. The character even sounded like Tarzan when he bellowed out the famous Tarzan scream after finishing the boulder stage (and at the beginning of the game). So, for legal reasons, the name was changed to 'Jungle Hunt' and the character was changed to resemble a classic jungle explorer complete with the standard issue safari hat and shorts. The bellowed scream at the end of the boulder stage was also entirely removed. + + +Jungle Hunt used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle Hunt machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle Hunt' logo, surrounded by a couple of green lines (this was produced very quickly, and cannot compare to the Jungle King marquee). The monitor bezel was decorated with a green design, while the control panel overlay also had a few green line graphics. All in all this machine was not nearly as attractive as the "Jungle King" one was, probably due to the fact that Taito rushed this one out the door in a few weeks. + + +A reworked version of this game is known as "Pirate Pete". + + +A Jungle Hunt unit appears in the 1983 movie 'WarGames'. + + +MB (Milton Bradley) released a boardgame based on this videogame (same name) in 1983. + + +- UPDATES - + + +In Jungle Hunt : + +* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell. + +* The life-lines he swings on between the trees in the forest are ropes instead of vines. + +* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character. + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Colecovision (1983) + +Atari 5200 (1983) + + +* Computers : + +Atari 800 (1982) + +Commodore VIC-20 (1984) + +Commodore C64 + +Apple II + +$end + +$info=junglek,junglkj2, +$bio + +Jungle King (c) 08/1982 Taito. + + +Jungle King has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that. + +* The first level may have been the best level in the game. You use your jump button to move from right to left across a series of swinging ropes, while avoiding the monkeys that can send you falling to the ground. This level is easy to master, but you do have to time your jumps to make it to the next vine. + +* The second level is a swimming sequence. You move Tarzan around in the crocodile infested water. You have a breath meter here that you must watch to avoid drowning (simply swim up to the surface to get more air). You can stab the crocodiles with your knife, but only when their mouths are not all the way open. + +* The third level is a rock jumping sequence. Simply use your joystick and jump button to leap over rolling boulders as you climb a hill on the way to your eventual goal. + +* The fourth and final level has you guiding your intrepid hero through a native village. You have to jump the villagers while their spears are down, and eventually make your way towards Jane who is being lowered into a pot to be boiled for supper. + + +You then get to view a short 'I Love You' ending, and then the game begins again with increased difficulty. + + +- TECHNICAL - + + +Game ID : KN + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +It was the first 'side-scrolling, jumping & attacking game', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.". This was also the first video game ever to feature Tarzan as a playable character. But, Taito never bothered to get permission from the estate of Edgar Rice Burroughs, so they were sued for copyright infringement for using Tarzan's likeness. So this title quickly went out of production, and is rather rare today. They later reworked the graphics and released this game as "Jungle Hunt". + + +Jungle King used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle King machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle King' logo, with Tarzan to the left of it, and a (rather slutty looking), blond woman tied to a tree on the right hand side. Jungle greenery filled the rest of the marquee's surface area. The monitor bezel was decorated with a red and orange design, while the control panel overlay had a cartoony jungle scene on it. + + +A reworked version of this game is known as "Pirate Pete". + + +A Jungle King unit appears in the 1983 movie 'Joysticks'. + + +- UPDATES - + + +In "Jungle Hunt" : + +* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell. + +* The life-lines he swings on between the trees in the forest are ropes instead of vines. + +* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character. + +$end + +$info=jungler,junglers, +$bio + +Jungler (c) 12/1981 Konami. + +Game ID : GX327 + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Stern for US manufacture and distribution (03/1982). + + +- PORTS - + + +* Consoles : + +Emerson Arcadia (1982) + + +* Computers : + +Commodore VC20 ("Serpentine") + + +* Others : + +VFD handheld game (19??) released by Gakken. + +$end + +$info=junofrst,junofstg, +$bio + +Juno First (c) 07/1983 Konami. + + +- TECHNICAL - + + +Game ID : GX310 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz), I8039 (@ 533.333 Khz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to Gottlieb (09/1983, Game ID : GV-122). + + +- PORTS - + + +* Computers : + +MSX (1983) + +Commodore C64 (1984) + +$end + +$info=jpark, +$bio + +Jurassic Park (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- SERIES - + + +1. Jurassic Park (1994) + +2. The Lost World - Jurassic Park (1997) + +3. The Lost World Special - Jurassic Park (1997) + +4. Jurassic Park III (2001) + + +- STAFF - + + +Directors : Juro Watari, Kenji Kanno + +Programmers : Takeshi Goden, Toshikazu Goi, Kenji Yamamoto, Mari Tsuruzoe, Hideshi Kawatake, Akira Ohe + +Graphic designers : kyoshi Ieizumi, Megumi Matsuda, Nahoko Naruke, Kenji Arai, Seiichi Yamagata, Jun Uriu, Shinichi Nakagawa + +Sound : Saeko Sasaki, Maki Morrow + +Mechanical designers : Yasuo Ishikawa, Masayoshi Yamada + +Electrical designers : Hiroki Koyama, Tomoyuki Goto + +Industrial designers : Kimio Tsuda, Hiroyuki Yoshimi + +$end + +$info=altbeaj1,altbeaj3, +$bio + +Juuohki (c) 1988 Sega. + + +Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans! + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0065 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Beast King Account'. + + +This game is known outside Japan as "Altered Beast". + + +Juuohki was moderately successful, the player's ability to transform into different creatures being a big draw. + + +Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game ('Alex' and 'Stella' stones). + + +The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game on (G.S.M. SEGA 1 - D28B0002) 07/07/1988. + + +- UPDATES - + + +317-0065 : Uses a standard 16B as 'Technical' section describes it. + + +317-0068 + + +317-0077 : Uses an additionnal I8751 @ 8 Mhz. + + +- STAFF - + + +Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Uch., Hkr., Has., Hag. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1988) + +Nintendo Famicom (1990) + +$end + +$info=kabukiz,kabukizj, +$bio + +Kabuki-Z (c) 1988 Taito. + + +Lead a samurai on 5 levels of gore action with Hari Kari and a 'fatality' on each boss. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + +$end + +$info=kageki,kagekij, +$bio + +Kageki (c) 04/1988 Taito. + + +A rather silly one-on-one beat-'em-up style affair against various gang members. + + +- TECHNICAL - + + +Game ID : B35 + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), Samples (@ 3 Mhz), Custom (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Extreme'. + + +Licensed to Romstar for US manufacture and distribution (03/1988). + + +- STAFF - + + +Game designer / Director : Hiroshi Kaneko + +Production supervisor : H. Kikuchi + +Project leader : K. Oikawa + +Project sub leader : Hiromi Mikami + +Programmers : K. Oikawa, H. Saigusa, N. Narita, T. Katoh + +Graphic supervisor : M. Oikawa + +Graphic designers : T. Tajima, Kazuhiro Fujimoto, K. Matsuoka, A. Funatsu, A. Kuratani, T. Okimoto, K. Awato, M. Ichikawa + +Sound supervisor : Tatsuya Watanabe + +Sound editer : S. Aizu + +Hard designer : H. Nagayoshi + +Rom editers : T. Hamada, H. Hamada, S. Igarashi, Y. Yamauchi + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=yanchamr, +$bio + +Kaiketsu Yanchamaru (c) 1987 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Wonder Boy Yanchamaru'. + + +This game is known outside Japan as "Kid Niki - Radical Ninja". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- UPDATES - + + +In "Kid Niki - Radical Ninja", Kid Niki has spiky hair and a little rat tail. In Kaiketsu Yanchamaru, Kid Niki has a more traditional Japanese haircut. + + +- SERIES - + + +1. Kaiketsu Yanchamaru (1987) + +2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom) + +3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom) + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (19??, "Gensou Yanchamaru") + +$end + +$info=kaiserkn,kaiserkj, +$bio + +Kaiser Knuckle (c) 07/1994 Taito. + + +Nine selectable characters and three end bosses do battle amidst well-done parallax scrolling backgrounds that can be decimated by special moves! + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D84 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : dial + +Buttons : 6 + + +- TRIVIA - + + +This game is known in US as "Global Champion". + + +An updated prototype of this game is known as "Dan-Ku-Ga". + + +- STAFF - + + +Image illustrator : Nobuteru Yuki + +Project leader : Takeshi Kobori + +Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki + +Main character designers : Yuji Sakamoto, Takeshi Kobori + +Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida + +Assistants : Peacock, Production IG, VAP + +Main programmmer : Hiroshi Aoki + +Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama + +Music composer : Yasuhisa Watanabe (Zuntata) + +Sound effect designers : Katsuhisa Ishikawa (Zuntata) + +Recording engineers : Munehiro Nakanishi (Zuntata) + +System engineers : Katsumi Kaneoka, Hironobu Suzuki + +Designers : Kumi Mizobe, Takeshi Kobori + +Mechanic engineer : Koichi Otsu + + +* CAST : + +Kazuya : Kazuki Yao + +Barts : Ryutaro Okiayu + +Lihua : Saeko Shimazu + +Liza : Aya Hisakawa + +Gekkou : Hideo Ishikawa + +J-McCoy : Kazunari Tanaka + +Wulong : Yasushi Horibata + +Marco : Ichiro Otowa + +Boggy : Andrew Holms + +Gonzales : Hisao Egawa + +Azteca : Ryu Kuzu + +General : Steve Yamashita + +Narrator : Randy Sexton + +$end + +$info=kaiteids, +$bio + +Kaitei Daisensou (c) 1993 Irem. + + +A six level, one or two-player shoot'em up in which the player takes control of a submarine. Kaitei Daisensou is a superb game, created by the team behind the legendary "R-Type" series. The superbly-rendered graphics are very similar in style to Irem's "R-Type Leo", released a year earlier. Kaitei Daisensou would prove to be Irem's last 'traditional' arcade shoot'em up, although two further R-Type sequels were released for home consoles (see R-Type Series section for more info). + + +- TECHNICAL - + + +Irem M-92E system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Underwater War'. + + +This game is known in US as "In The Hunt". + + +- STAFF - + + +Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi + +Programmers : Nobu, Wanderer + +Sound creator : Ai Ai + +Publicity staff : Sakomizu + +Planner : Tobi_Nag + +Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=kaitei,kaiteik, +$bio + +Kaitei Takara Sagashi (c) 1980 Namco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Underwater Treasure Hunting'. + + +K'K-Tokki originaly developped this game (as prototype) and sold it to Namco, where it was completely rewritten. + +$end + +$info=kamikaze, +$bio + +Kamikaze (c) 1980 Leijac. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Astro Invader" (Stern). + + +Although all the screen colors are generated by the game's hardware as opposed to a screen overlay, there are varying bands of color dependent upon where the aliens are displayed vertically. At different heights, the aliens and their saucers are displayed in various colors. When a player's ship is destroyed, the entire display is drawn in red. + + +- PORTS - + + +* Computers : + +VTech Laser-VZ + +$end + +$info=kamikcab, +$bio + +Kamikaze Cabbie. (c) 1984 Data East. + + +- TECHNICAL - + + +Main CPU : DECO (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Planning by : K. Suzuki, H. Nagai + +Software by : M. Noguchi, H. Matsuura + +Hardware by : K. Hoshino, K. Nishikawa + +$end + +$info=kanatuen, +$bio + +Kanazuen no Onna (c) 09/1988 Panac. + + +A mahjong game with lots of shirtless girls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Women of Kanazuen'. + + +The title refers to the Kanazuen, Gifu soapland scene. A 'soapland' is basically a bathhouse where one pays to be bathed by women and is associated with prostitution. + +$end + +$info=kangaroo,kangaroa,kangarob, +$bio + +Kangaroo (c) 06/1982 Sun Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 24 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Atari (07/1982, Game ID : 136008). Approximately 9,800 units were produced by Atari. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + + +* Computers : + +Atari 800 (1983) + +$end + +$info=kaos, +$bio + +Kaos (c) 12/1981 GamePlan. + + +A vertical maze game featuring a little man chasing dollars. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 894.75 Khz) + +Sound CPU : M6502 (@ 894.75 Khz) + +Sound Chips : AY-3-8910 (@ 1.7895 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Kaos is making its first appearance at the AMOA Show. It is GamePlan's first design in the video field and everything from hardware to software has been created by GamePlan. + +$end + +$info=introdon, +$bio + +Karaoke Quiz Intro Don Don! (c) 02/1996 Sunsoft. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=karatblz,karatblu,karatblj, +$bio + +Karate Blazers (c) 1991 Video System. + + +Four skilled warriors with incredible rapid punches fight to rid their city of the pesky gang members, including the trademark charging fat men! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Game designer : N. Yorichika + +Programmers : Good Townsman, Moo Yagiyama2, Willful Rabbit + +Visual designers : N. Yorichika, Shoko Ishimoto, Y. Funada, T. Nishigaki, Hikihara, T. Akamatsu, K. Yamamotoya, H. Motono, H. Hino, Hyoue Ogawa, Akira, Takashi Itoh + +Sound designers : Kenji Okuda, Naoki Itamura, Suda Akira + +$end + +$info=kchamp,kchampvs, +$bio + +Karate Champ (c) 09/1984 Data East. + + +Classic classic classic karate tournament game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 4-way joystick + + +- TRIVIA - + + +This is where an entire genre began; the one-on-one fighting game. The list of titles Karate Champ would + +go on to inspire is near-endless - needless to say, without this game, "Street Fighter", and countless others like it, might never have happened. The only description that can truly do this game justice is seminal. + + +The versus version (See Update section for more info) of the game can be seen in the film "Bloodsport" (1988). + + +This game is known in Japan as "Karate Dou", the Vs version is known in Japan as "Taisen Karate Dou - Seishun Bishoujo Hen". + + +- UPDATES - + + +The US 'Versus' (2-player) version shipped one month later in October 1984. The Versus version, however, differs slightly from its single-player sibling. There is a greater variation in backgrounds, for example, with a variety of outdoor locations as opposed to the standard Martial Art dojos of the earlier version. The sound effects also seem to be a little 'sharper', with the speech, in particular, much improved. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + + +* Computers : + +Commodore C64 (1985) + +Commodore Amiga (1987) + +$end + +$info=karatedo, +$bio + +Karate Dou (c) 09/1984 Data East. + + +Classic classic classic karate tournament game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 4-way joysticks + + +- TRIVIA - + + +The title of this game translates from Japanese as 'The Way of Karate'. + + +This game is known outside Japan as "Karate Champ". + + +- UPDATES - + + +This version has some differences : + +* It has a different storyline : you would fight your way through tournaments at various levels and finally end up at the nationals. + +* Japanese voices are used. + +* The bonus stages are different : kicking a vase, kicking apples out of another man's hands and off his head and jumping up and kicking a tall post. + +$end + +$info=karianx, +$bio + +Karian Cross (c) 04/1997 Deniam. + + +- TECHNICAL - + + +Deniam-16b hardware + + +Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz) + +Sound Chips : YM3812 (@ 3.125 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- STAFF - + + +Director : HanWoo Kim + +Game designer : ChangKyun Roh + +Game programmer : Hermit, Khan + +Sound programmer : Kwanny + +Visual character designer : Deesis + +Character item designer : Won + +BG and sprite designer : Dongo + +Music & Sound : Temp + +Voice dubbing : PilJin Kim, HyunJeoung Um, MinSeong Kim, Sinki Kim + +H/W designer : MinHong Park + +Management : SangChul Lee + +$end + +$info=karnov,karnovj, +$bio + +Karnov (c) 01/1987 Data East. + + +'Fire' Spit your fireball as Karnov in this horizontal side scrolling action game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The main character became the famous Data East icon and you can see his fat face in many others games of the manufacturer. + + +Karnov's full name is 'Jinborov Karnovski'. + + +Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- UPDATES - + + +The US version has : + +* More enemies. + +* The ostrich in level 1. + +* The red serpents. + +* This version hurries you along if you dawdle by dropping invincible plants that fire at you and red serpents when you put up your ladder - this doesn't happen in the Japanese version. + +* When you use Boomerang or Flame, after it is used up you return to your original triple fire (in Japanese version, you go back to base single fire). + +* Some of the placements are different for the random items. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + + +* Computers : + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + + +* Others : + +LCD handheld game (1989) released by Tiger Electronics : features 9 levels.. + +$end + +$info=karnovr, +$bio + +Karnov's Revenge (c) 03/1994 Data East. + + +Standard fighter with 13 selectable characters and a really cool end boss! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0066 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan and Europe as "Fighter's History Dynamite". + + +Karnov, of "Karnov", appears as a selectable character! "Chelnov The Atomic Runner" appears as the end boss! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994. + + +- SERIES - + + +1. Fighter's History (1993) + +2. Karnov's Revenge (1994) + +3. Fighter's History - Mizoguchi Kiki Ippatsu (1995, Nintendo Super Famicom) + + +- STAFF - + + +Project leader : Min + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=kengo, +$bio + +Ken-Go (c) 1991 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Developed by Nanao Corporation. + + +The title of this game translates from Japanese as 'Master Fencer'. + + +- STAFF - + + +From highscore table : Hiroron, Miekun, Sakotan, Kimichan, Kazukun, Nanao Corp, ORS, Yoriko, Okami, X Chan + +$end + +$info=kicknrun, +$bio + +Kick and Run (c) 11/1986 Taito. + + +- TECHNICAL - + + +Game ID : A87 + + +Main CPU : (3x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Mexico 86". + +$end + +$info=kickboy, +$bio + +Kick Boy (c) 1983 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + + +- TRIVIA - + + +Also Known as "Dacholer". + +$end + +$info=kickgoal, +$bio + +Kick Goal (c) 1995 TCH. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=kick,kicka, +$bio + +Kick Man (c) 12/1981 Midway. + + +- TECHNICAL - + + +Bally Midway MCR 1 hardware + + +Main CPU : Z80 (@ 2.496 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Kick Man was planned as a sequel to "Pac-Man", but didn't catch on to anywhere near the same degree. The game was actually first developed back in 1978 as a black and white game entitled 'Catch 40'. Midway never actually got around to releasing 'Catch 40', so they reworked it in color and released it as 'Kick'. Then they turned around a few months later and and re-released the game as 'Kick Man'. 'Kick' and 'Kick Man' are essentially the exact same game. The only difference is in the title screen. + + +Kick Man was available in three different dedicated cabinets, an upright, a cocktail, and a cabaret (or mini). The only physical difference between 'Kick' and 'Kick Man' machines is the name on the marquee, otherwise they are identical. + + +* The upright machine had yellow and orange painted sideart of a guy on a unicycle kicking balloons up onto his spiked helmet. The guy on the sideart looks more like an athlete than a clown, and doesn't resemble the game character at all. The marquee has an orange logo superimposed over a city skyline. Moving downward the game has an attractive monitor bezel that extends the background graphics that are already in the game. The control panel features a large black trackball, and a pair of huge 'Kick' buttons that light up when the machine is turned on. + + +* The cabaret (or Mini-Myte as the promotional material calls it) was in a smaller brown cabinet with no sideart or marquee. It had slighly smaller yellow buttons, and the game's name was advertised directly below the control panel. There were no other decorations on the machine. + + +* The cocktail version of this game came in the ever popular Midway cocktail table, which was the same one used for "Pac-Man", "Galaga", and many others. The only decoration was the title of the game which was silk screened under the glass. You will probably never see one of the cocktail versions anyway. In the last few years it seems that almost all Midway cocktails seem to have been converted to "Ms. Pac-Man" or "Galaga" (probably because that is a very profitable conversion to make). + + +A Kick Man unit appears in the 1982 movie 'Jekyll & Hyde... Together Again' and in the 1982 movie 'Fast Times at Ridgemont High'. + + +- STAFF - + + +Designed and programmed by : John Pasierb + + +- PORTS - + + +* Computers : + +Commodore C64 + +$end + +$info=kickoff, +$bio + +Kick Off - Jaleco Cup (c) 06/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=kickridr, +$bio + +Kick Rider (c) 1984 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=kikstart, +$bio + +Kick Start Wheelie King (c) 1984 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : A20 + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=kicker, +$bio + +Kicker (c) 04/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX477 + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Shao-Lin's Road". + +$end + +$info=mt_kcham, +$bio + +Kid Chameleon (c) 05/1992 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 60 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +You can get a powerup that would turn Kid Chameleon into Rick from "Splatterhouse". + + +- TIPS AND TRICKS - + + +* 5000 Bonus Points : Complete any level without collecting any special items to get 5000 bonus points. + +$end + +$info=kidniki, +$bio + +Kid Niki - Radical Ninja (c) 12/1986 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for US manufacture and distribution. + +This game is known in Japan as "Kaiketsu Yanchamaru". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- UPDATES - + + +In Kid Niki - Radical Ninja, Kid Niki has spiky hair and a little rat tail. In the Japanese version ("Kaiketsu Yanchamaru"), Kid Niki has a more traditional Japanese haircut. + + +- SERIES - + + +1. Kid Niki - Radical Ninja (1986) + +2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom) + +3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Nintendo Game Boy + + +* Computers : + +Commodore C64 (1987) + +$end + +$info=horekid,horekidb, +$bio + +Kid no Hore Hore Daisakusen (c) 1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation' + + +This game is known outside Japan as "Booby Kids". + + +- STAFF - + + +Sound composers : Kenji Yoshida, Hiroshi Funaba + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990, "Cratermaze") + +Nintendo Game Boy ("Booby Boys") + +$end + +$info=sdgndmps, +$bio + +Kidou Senshi SD Gundam - Psycho Salamander no Kyoui oh (c) 1991 Banpresto / Bandai. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as "Mobile Suit Super Deformed Gundam - Menace of Psycho Salamander". + + +- STAFF - + + +Producers : K. Kawaguchi, Toshifumi Kawashima + +Main programmer : Big Common + +Sub programmer : Merkava Mk II + +Graphic designers : J.F. Sebastian, Muten Roshi + +Sound programmer : King Bee + +Art directors : Senba Takatsuna, Ohno Wepokichi + +$end + +$info=kikaioh, +$bio + +Kikaioh (c) 09/1998 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Tech Romancer". + + +- STAFF - + + +Original concept by : Shoji Kawamori + +Mechanical design : Shoji Kawamori, Kazutaka Miyatake + +Design director : Shida Eiji + +Initial character design : Naoki Fukuda + +Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto + +Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto + +CG Movie : Koichi Takeda + +Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki + +Music : Yuki Iwai + +Sound effect : Takeshi Kitamura, Hiroshi Ohno + +Planner : Eiichiro Sasaki, Ryozo Tsujimoto + +In cooperation with Studio Nue. + +Producer : Takashi Shono + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2000) + +$end + +$info=mayumi, +$bio + +Kiki-Ippatsu Mayumi-chan (c) 1988 Victory L.L.C. + + +A mahjong game with cheerleaders and a password feature. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 480 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mayumi-chan in the Nick of Time'. + +$end + +$info=kikikai, +$bio + +KiKiKaiKai (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A85 + + +Main CPU : (3x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Strange Old Story of Mystery World'. + + +The main character is actually a Shinto priestess (as is Miko from "Tengai"). Her main weapons are 'o-fuda', which are talismans that she shoots. She also has a purification rod that she uses to swipe at enemies up close. + + +- SERIES - + + +1. KiKiKaiKai (1986) + +2. KikiKaiKai - Nazo no Kuro Manto (1992, Nintendo Super Famicom) + +3. KikiKaiKai - Tukiyozoushi (1994, Nintendo Super Famicom) + +4. KikiKaiKai Advance (2001, Nintendo Game Boy Advance) + + +- STAFF - + + +Music by : Hisayoshi Ogura + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Nintendo Famicom ("Kiki Kaikai - Dotouhen") + +Nintendo Super Famicom (1992, "Kiki Kaikai - Dotouhen") + +$end + +$info=killcom, +$bio + +Killer Comet (c) 10/1980 GamePlan. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 894.75 Khz) + +Sound CPU : M6502 (@ 894.75 Khz) + +Sound Chips : AY-3-8910 (@ 1.7895 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Centuri. + +$end + +$info=kinst,kinst14,kinst13,kinstp, +$bio + +Killer Instinct (c) 1994 Rare. + + +Ten pre-rendered characters engage in one-on-one combat as what began as a simple tournament - held by 'Ultratech' - soon turns into a battle for survival. Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's Mortal Kombat Series. + + +- TECHNICAL - + + +Main CPU : R4600 (@ 100 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This is the first arcade game to use a hard disk drive for mass storage. Killer Instinct's superbly-rendered graphics were considered to be among the finest of their day. The entire game was pre-rendered using SGI computers (Silicon Graphics Incorporated). In addition to this, the backgrounds themselves were pre-rendered as a "movie", which simply adjusted frames based on your current location. Killer Instinct was the first game to feature the 'auto-combos'. + + +The character 'Sabrewulf' appears as an enemy in the game 'Sabre Wulf', released by Rare (known at the time as "Ultimate Play the Game) on a variety of home computers during the 1980s, and later ressurected for the Nintendo Game Boy Advance. + + +"Cruis'n USA" and Killer Instinct were both released as public previews for the then upcoming 'Nintendo Ultra 64' console (later renamed the 'Nintendo 64'). Killer Instinct was the first game to be ported to a home console; NOT to the Nintendo 64, as intended, but to the Nintendo Super NES. This was due to the Nintendo 64's development falling severely behind schedule. Only "Cruis'n USA" would actually appear on the Nintendo 64. + + +The Nintendo 64's hardware is totally different - and vastly inferior t - the arcade hardware that drove 'Cruis'n USA' and 'Killer Instinct' (which, incidently, were also different from each OTHER). In the end, neither game actually represented what the Nintendo 64 console was actually capable of and the home conversions were generally considered to be a severe disappointment. + + +Nintendo/Rare released a limited-edition soundtrack album for this game (Killer Cuts - 1948-1-1 HMG) on 1995. Besides being sold seperately, the soundtrack was bundled with the initial release of the Nintendo Super Famicom version of the game in limited quantity. + + +A Killer instinct unit appears in the 2002 movie 'Comic Book Villains'. + + +- UPDATES - + + +PROTOTYPE 1 : + +* Software version : 4.7 + + +REVISION 1 : + +* Software version : 1.3 + + +REVISION 2 : + +* Software version : 1.4 + + +REVISION 3 : + +* Software version : 1.5d + + +- TIPS AND TRICKS - + + +* Play As Eyedol (on the 1.5d chip) : Select Cinder and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'. + + +* Play As Boss : Press Up(x4), then Forward, Up, Down at the Combo Select Screen. Now push Quick Punch. + + +* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. + +Mountain Temple : (Up+LP) + +Dungeon : (Up+MP) + +Mountain Shrine : (Up+HP) + +Castle Rofftop : (Up+LK) + +City Rooftop in Chicago : (Up+MK) + +Desert Rooftop : (Up+HK) + +Canyon : (Down+LP) + +Altar : (Down+MP) + +Warehouse Basement : (Down+HP) + +Chicago Alleyway : (Down+LK) + +Castle : (Down+MK) + +Industrial Warehouse : (Down+HK) + +Desert Rooftop : (Down+Start) + +Sky top : Player 1 (Down MK), Player 2 (Down+MK) + +Boxing Gym : ??? + +Eydol's Lair : ??? + +Tiger Shrine : ??? + + +* Turbo Mode : During the VS animation, hold Right and press 1+2+3. It must be done on both sides. You will hear a 'swoosh'. It makes the game go faster for one fight. + + +* Combo Breaker Mode : During the VS animation, hold Down and press Start. It must be done on both sides. You will hear 'Combo Breaker'. It makes Combo Breakers easier to do. + + +* High Scores Table : During the demo mode, press Up on the joysticks to view the high scores. + + +* Random Character Seclect : At the character select screen, Hold Up and press Start to play with a random character. + + +* Alternate Costumes : At the character select screen, press Up or Down on the joystick. + + +* Humiliation (Don't loose any energy bars during the battle) : + +T.J COMBO : (Anywhere) Down(x3), LP. + +JAGO : (Anywhere) Forward, Downforward, Down, Downback, Back, MK. + +GLACIUS : (Anywhere) Forward(x2), Back, LK. + +SPINAL : (Anywhere) Back, DownBack, Down, Downforward, Forward, HK. + +ORCHID : (Anywhere) Forward, DownForward, Down, Downback, Back, HP. + +CHIEF THUNDER : (Anywhere) Down(x3), Forward, LK. + +FULGORE : (Anywhere) Back, DownBack, Down, Downforward, Forward, MK. + +CINDER : (Anywhere) Back(x3), HK. + +SABREWULF : (Anywhere) Forward(x3), LP. + +RIPTOR : (Anywhere) Down(x2), Forward(x2), HP. + + +* No Mercy - T.J COMBO : + +1. (Close) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponents neck! + +2. (Close) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen. + + +* No Mercy - JAGO : + +1. (About 1 person away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area. + +2. (Anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and medetates while his eyes are glowing. Then a car falls from the sky landing on his opponent. + + +* No Mercy - GLACIUS : + +1. (About 2 persons away) Back, DownBack, Down, DownForward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them. + +2. (About 1 person away) Forward, DownForward, Down, DownBack, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed. + +3. (About 2 persons away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool. + + +* No Mercy - SPINAL : + +1. (Far) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him! + +2. (Close) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield 3 times! + + +* No Mercy - ORCHID : + +1. (About 1 person away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them! + +2. (About 1 to 6 person away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset). + + +* No Mercy - CHIEF THUNDER : + +1. (Half screen distance) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him. + +2. (Close) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents. + + +* No Mercy - FULGORE : + +1. (About 2 persons away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent. + +2. (About 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away. + + +* No Mercy - CINDER : + +1. (About 2 persons away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in. + +2. (About 2 persons away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid. + + +* No Mercy - SABREWULF : + +1. (Close) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent. + +2. (About 1 person away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen. + + + + +* No Mercy - RIPTOR : + +1. (Close) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting. + +2. (Anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them. + +3. (About 2 persons away) Forward(x2), Back, HK - Ritor slashes you with his tail. + + +- SERIES - + + +1. Killer Instinct (1994) + +2. Killer Instinct 2 (1994) + + +- STAFF - + + +* Game Development : + +Head programmer : Mark Betteridge + +Gameplay programmer : Chris Tilston + +Technical programmer : Martin Hollis + +3D programming : Robert Harrison + +Character design and models : Kevin Bayliss + +Background design and models : Chris Seavor, Tim Stamper + +Additional graphics : Dave Child, Adrain Smith, Carl Tilley, Keri Gunn + +Music and sound : Robin Beanland, Greame Norgate + +Hardware design : Chris Stamper, Pete Cox + +Character voices : Chris Sutherland, Dave Child, Ken Lobb, Dean Smith, Louise Stamper + +Motion capture actors : Kevin Bayliss, Simon Farmer, Louise Stamper, Dean Smith + +Motion capture set up : Chris Tilston, Kevin Bayliss, Simon Farmer + +Game desin : Chris Tilston, Mark Betteridge, Kevin Bayliss + +Additional Design : Ken Lobb + + +* Game Manufacture : + +Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault + +Hardware : Cary Mednick, Steve Norris, Pat Cox, John Lowes, Mike Lynch + +Mechanical : Matt Davis, Ray Czajka + +Sound : Matt Booty, Ed Keenan + +Cabinet graphics : Nik Ehrlich + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Nintendo Game Boy (1995) + +$end + +$info=kinst2,kinst213,kinst211,kinst210,kinst2k, +$bio + +Killer Instinct 2 (c) 1994 Rare. + + +Not as widely recieved as its predecessor, ten characters nevertheless rack up the combo hits for another go. + + +- TECHNICAL - + + +Main CPU : R4600 (@ 100 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- UPDATES - + + +REVISION 1 : + +* Software version : 1.0 + + +REVISION 2 : + +* Software version : 1.1 + + +REVISION 3 : + +* Software version : 1.3 + + +REVISION 4 : + +* Software version : 1.4 + + +- TIPS AND TRICKS - + + +* Play As Gargos : At the character selection screen, hold Up on the joystick, then press FP, MP, MK, FK, MP, QP, QK, MK. + + +* Random Select : At the character selection screen, hold Up on the joystick and press the Start button. + + +* Speed Codes : The following combinations should be held at the 'VS' screen to change the speed setting of the match. + +Turbo speed - Down+MP or MK. + +Ultra speed - Down+FP or FK. + +Cancel speed code - Down+QP or QK. + + +* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. + +Up+LP - Sabrewulf stage. + +Up+MP - Maya stage. + +Up+HP - Glacius stage. + +Up+LK - Tusk stage. + +Up+MK - Fulgore stage. + +Up+HK - Orchid stage. + +Down+LP - Jago stage. + +Down+MP - Gargos stage. + +Down+HP - T.J. Combo stage. + +Down+LK - Kim Wu stage. + +Down+MK - Spinal stage. + +Down+HK - Spinal stage. + +Down+MK (both controllers) - Sky Platform. + + +* Alternate Costumes : At the character select screen, press Up or Down on the joystick. + + +* Fatality - FULGORE : + +1. Laser sky destroy enemy : (Anywhere) Back, DownBack, Down, DownForward, Forward, Back, MP. + +2. Robotech destroy enemy : (In Combo) Forward, Back, DownBack, Down, DownForward, Forward, MK. + +3. Brulure au laser : (Ultra Combo : In Combo) Forward, Down, DownForward, LK. + + +- SERIES - + + +1. Killer Instinct (1994) + +2. Killer Instinct 2 (1994) + + +- STAFF - + + +* Game Development : + +Head programmer : Mark Betteridge + +Gameplay programmer : Chris Tilston + +Character design and models : Kevin Bayliss + +Background design and models : Chris Seavor + +Music and sound : Robin Beanland + +3D background, frontend programmer : Robert Harrison + +Artificial intelligence programmer : Tony Wong + +Additional programming : Martin Mollis + +Rendered sequences : Lee Musgrave + +Additional graphics : Don Murphy, Philip Dunnie, Keri Gunn + +Character voices : S. Yamashiro, M. Yamada, Luise Stamper, Chris Seavor, Isaac Marshall, Armond Williams, Adrian Smith, Keiko Tamura, Keri Gunn, Ken Lobb, Chris Sutherland + +Vocals : Faye Newborough + +Live guitar and trumpet : Grant Kirkmope + +Chants and sound FX : The Lads + +Motion capture Actors : Kevin Bayliss : Simon Farmer, Louise Stamper, Dean Smith, Jon Paul Jenkins + +Quality assurance : Huw Ward, James Charlesworth, Gavin Hood, Ken Lobb, ISaac Marshall, Henry Sterchi, Armond Williams, Melvin 'Medium kick' Forest, Shane Lewis, Kyle Carlson, Joe Stamper, Darren Walker, Eddie Ferrier + +Game design and game producers : Chris Tilston, Mark Betteridge, Kevin Bayliss + +Additional design : Ken Lobb, James Charlesworth, Gavin Hood + +Hardware design : Chris Stamper, Pete Cox + + +* Game Manufacture : + +Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault + +Hardware : Cary Mednick, Steve Correll, Pat Cox, Al Lasko, John Lowes, Mike Lynch + +Mechanical : Ted Valavanis, Chris Bobrowski, Donna Conrad, Gail Jonkovski, Keith Novak, Tom Sedor + +Cabinet graphics : Nik Ehrlich + + +- PORTS - + + +* Consoles : + +Nintendo 64 ("Killer Instinct Gold") + +$end + +$info=killbld, +$bio + +The Killing Blade (c) 1998 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=kingball,kingbalj, +$bio + +King & Balloon (c) 06/1980 Namco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : Tone generator, discrete circuits, and a DAC for speechs + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 2-way joystick + +Button : 1 + + +- TRIVIA - + + +King & Balloon is the first game from Namco to feature voices. + + +- UPDATES - + + +The American and the Japanese version have different voices. + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Namco Museum Encore") + + +* Computers : + +MSX + +$end + +$info=kingofb, +$bio + +King of Boxer (c) 1985 Woodplace. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 264 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Ring King". + +$end + +$info=kod,kodu,kodj,kodb, +$bio + +The King of Dragons (c) 07/1991 Capcom. + + +Mythical warriors take up arms against the evil dragon, Gildiss and his hordes of protective monsters. Features a level-up system and the ability to switch characters at various points in the game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992. + + +- UPDATES - + + +A list of features found only in the Japanese (08/1991) and US version (09/1991) : + +* An attack for the Hydra where any of the heads jerk backwards and spit a fast glob at a sharp angle. + +* A different sound effect is used when a character gains a level, enters a stage or is revived. + +* A gold gauntlet treasure worth 800 EXP. + +* A green lizard spearman and dark red lizard swordsman. + +* A standing triple fireball attack for the Green Dragon. + +* More difficult (more enemies). + +* Not all fruit restores 16 health. + +* The characters gain max HP at different levels. + +* The first extra live is at 200k points instead of 100k. + +* The order you get upgrades is reversed (armor followed by weaponry). + + +- STAFF - + + +Staff : Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +$end + +$info=kof94, +$bio + +The King of Fighters '94 (c) 08/1994 SNK. + + +Twenty-four selectable characters in fixed teams of three clash to defeat Rugal Bernstein. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0055 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year. + + +At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK". When Guile fights Rugal that statue is shown and later destroyed by Guile. + + +About Kyo : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "The Art of Fighting," coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game. + + +About Benimaru : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned. + + +About Goro : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck. + + +About Terry : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today. + + +About Andy : Compared to Andy's original form ("Fatal Fury"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents. + + +About Joe : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today. + + +About Ryo : Ryo (as can be said of all characters from Art of Fighting) has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors. + + +About Robert : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his advesary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for. + + +About Takuma : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result. + + +About Yuri : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team. + + +About Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves. + + +About Ralf : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of �kari� or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent. + + +About Clark : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandana, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found. + + +About Athena : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!). + + +About Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has. + + +About Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men. + + +About Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version. + + +About King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed. + + +About Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today. + + +About Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception. + + +About Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design. + + +About Kim : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two. + + +About Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick. + + +About Choi Bounge : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy. + + +An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF. + + +About Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994. + + +- TIPS AND TRICKS - + + +* Select Victory Pose : Press a Punch or Kick button immediately after winning a match. + + +* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's lifebar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :) + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Producer : Takashi Nishiyama + +Chief director : M. Kuwasashi + +Sub director : Tomita Haruo, Yosisi Hashimoto + +System director : Toyochan + +System editer : K-Mac-Nagashima + +Graphic director : Mitsuo Kodama + +Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa + +Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki + +Programmers : Shinchan-Gts, S. Fujinuki + +Sound : Papaya, Bros. Hige, Pearl Sibakiti, Ackey + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Jun Hashimoto + +Joe Higashi : Katsuhisa Namase + +Athena Asamiya : Reiko Fukui + +Sie Kensou : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Kyo Kusanagi : Masahiro Nonaka + +Benimaru Nikaido : Monster Maetsuka + +Goro Daimon : Masaki Usui + +Heavy D! : Toshikazu Nishimura + +Lucky Glauber : Key Inage + +Brian Battler : Eiji Yano + +Kim Kaphwan : Satoshi Hashimoto + +Choi Bounce : Monster Maetsuka + +Chang Koehan : Hiroyuki Arita + +Heidern : Toshimitsu Arai + +Ralf Jones : Monster Maetsuka + +Clark Steel : Yoshinori Shima + +Mai Shiranui : Akoya Sogi + +King : Harumi Ikoma + +Yuri Sakazaki : Kaori Horie + +Ryo Sakazaki : Masaki Usui + +Robert Garcia : Key Inage + +Takuma Sakazaki : Eiji Tsuda + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + + +- SOURCES - + + +The King of Fighters 10th Anniversary, http://www.kof10th.com + +$end + +$info=kof95,kof95a, +$bio + +The King of Fighters '95 (c) 07/1995 SNK. + + +Eight teams comprised of three characters each square off again to take out Rugal Bernstein. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0084 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The background for the Japan Team is, in fact, a real place. + + +Yuri's Chou Upper is very similar to Sakura's own Shou'ou Ken. + + +About Iori Yagami : Since the KOF '95 project began with the concept of introducing Iori as Kyo's rival, he became known as a character who was a member of a rival school of martial arts that had a connection to the Ancient Arts of the Kusanagi. He was also given the ability to use a different color of flames other than Kyo's (red flames), along with various other characteristics.When you think of Iori Yagami, his intense personality most likely comes to mind.His moves are unique, and his singular choice of hairstyle, wardrobe, and manner of speaking was certainly a personality that broke the mold for characters in fighting games at that time.During the initial location tests to determine the popularity of the game, Iori was the character who stood out most. His hair and his lines to provoke his opponents ('You think I'm scary, do you?') excited his fans to no end. What set him apart are his memorable lines: 'You cry! You scream! Then you die!', 'Think of me when you gaze at the moon', and a whole catalog of others too numerous to list here. + + +About Billy Kane : Along with Eiji, Billy appears as Iori's 'teammate' (ha, ha) in KOF'95. With the three rivals to the heroes coincidentally appearing on a single team, the name of the 'Rival Team' was decided upon as an afterthought. But since we couldn't wait for the rest of the world to get used to that concept and given the insanity of Iori, the team had to disband after their single appearance in KOF'95. As memory serves, the designers for this team were so motivated to create this team that their finished product was quite impressive. As a matter of fact, the voice actors worked like busy beavers to give the characters their lines. These characters were portrayed by Mr. Namase in '95, Mr. Yamanishi in '97, '98 and '02 and Seijiro in '03. + + +About Omega Rugal : After apparently dying in KOF '94, Rugal's resurrection in KOF '95 turned him, convincingly enough, into a cyborg (prosthetic arms) armed (pardon the pun) with the power of the Orochi. In the subsequent titles of KOF '98 and KOF 2002, Rugal was brought back not once but twice to conclude storylines. Why? "He's the only character who truly represents the ultimate KOF boss". Among these, Omega Rugal from KOF '98 was the most powerful and had the flashiest moves, so he's one of our personal favorite boss characters of the series. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '95 - PCCB-00187) on 19/08/1995. + + +- TIPS AND TRICKS - + + +* Play As Rugal And Shaisyu Kusanagi : At the team edit screen, the 15 second counter, press and hold Start. While holding start, push Up+B, Right+C, Left+A and Down+D. The two bosses should then appear on either side of the counter and the counter should reset back to 15. + + +* Select Victory Pose : Press a Punch or Kick button immediately after winning a match. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Producer : Takashi Nishiyama + +Chief director : M. Kuwasashi + +Sub director : Toyochan, Haruo Tomita, Namaan.Hiroto + +System director : Toyochan + +System editor : K. Mac. Nagashima + +Front designers : Tatsuya Shinkai, Ru!Murakemi, C. Yamasaki, Goro.Hamada, Akihiko Nasu, Y. Hiraki, Ha Gi Ha Ra, H. Otani, M. Asakura, Yoshiko Ogata!, Jacky Sato, Toba, Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk + +Back designers : Jetta, Hayashi K-34, Tsugumi, Sahori-E24, Eri Koujitani, Kusunoki-084, Souzi Takamori + +Programmers : Shinchan-R32, S. Fujinuki, Cyber.Kondo + +Sound-music : Papaya, Tate-Norio, Brother-Hige, Pearl Sibakiti, Ackey + +Sound effects : Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan + + +* Voice Actors : + +Kyo Kusanagi : Masahiro Nonaka + +Benimaru Nikaido : Monster Maetsuka + +Goro Daimon : Masaki Usui + +Yuri Sakazaki : Kaori Horie + +Mai Shiranui : Akoya Sogi + +King : Harumi Ikoma + +Iori Yagami : Kunihiko Yasui + +Billy Kane : Katsuhisa Namase + +Eiji Kisaragi : Yoshinori Shima + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Ryo Sakazaki : Masaki Usui + +Robert Garcia : Key Inage + +Takuma Sakazaki : Eiji Tsuda + +Athena Asamiya : Moe Nagasaki + +Sie Kensou : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Heidern : Toshimitsu Arai + +Ralf Jones : Monster Maetsuka + +Clark Steel : Yoshinori Shima + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +Sony PlayStation (1996) + +Sega Saturn (1996) + + +- SOURCES - + + +KOF10th, http://www.kof10th.com + +$end + +$info=kof96,kof96h, +$bio + +The King of Fighters '96 (c) 07/1996 SNK. + + +The third chapter in this groundbreaking series brings 27 classic SNK characters together against Goenitz, the final boss. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0214 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This is the first game to include special phrases and poses when two characters in particular fight. In this game, it happens only with Kyo Vs. Iori and Terry Vs. Geese. + + +Ryo Sakazaki's fighting stance changed from the regular 'dukes up' to try and distance him from being thought of as a Ryu ripoff. His basic moves, however, remained unchanged. + + +Yuri's Yuri Chou Mawashi Geri is a knock-off of Ryu's Tatsumaki Senpuu Kyaku. + + +If you look at the game code for this game, you would have seen more moves that were originally planned for this game, but never made the cut (for some characters, these moves debuted in later games). + +Among those moves that were cut were Kyo's Saishuu Kessen Ougi 'Mu Shiki', Daimon's Arashi no Yama, Robert's Muei Senpuu Juudan Kyaku, Ralf's Umanori Vulcan Punch, Clark's Running Three, Geese's Deadly Rave and Choi's Hou'ou Kyaku. + + +Geese's music (Geese ni Katakori) is a remixed version of his Fatal Fury 1 theme music (Geese ni Kiss). + +A remixed version of Big Shot! (originally Terry's theme music in Fatal Fury 3) was used as the Fatal Fury Team's music. + + +About Leona : Along with the extensive overhaul to the team lineup of KOF '96, Leona entered the series as a replacement for Heidern, leader of the Ikari Team. Introducing the plot element of Heidern's adopted daughter had been dreamed up by the game designers before the production of KOF '96, and the details surrounding her origins gradually came to include a crucial role as a descendant of the Orochi tribe. Designed with the ardent love of her designers, Leona's special moves are markedly unique compared to the other characters, and reveal the particular tastes of her designers. + + +About Mature : She used to be Rugal's secretary. For the chief game planner at the time, it seems that both she and Vice were given the image of the 'ruthless woman' and the 'cruel woman' respectively, but when they became actual characters things got a little hectic, and someone came up with, 'Rugal had a secretary, didn't he. Make it two and run with that'. So these two characters came into being (Talk about slacking off). Consequently, they received additional characteristics : they were actually spies sent to observe Rugal and the descendants of the Orochi 8ketsu Clan. + + +About Vice : If Mature was the 'ruthless woman', Vice was to be the 'cruel woman'. The official illustrations for Vice and Mature remain extremely popular, and we're glad we could supply our fans with these images that cannot be reduced to pixels. The period of development for KOF '96 dragged on right up to the time of its scheduled release. At the location test for this title, Mature and Vice were still not included in the game. It's not that they were hidden, but there wasn't enough time to insert them into this initial version (we can talk about this calmly now, but at the time...forget about it!). + + +About Goenitz : In spite of the fact of Goenitz's sole official appearance in '96, he continues to have a considerable following of fans to this day, making him one of KOF's most popular characters. With strength that surpasses Rugal, the boss character of '94 and '95, the episode of the young Goenitz taking out the eye of Rugal was added to the game's story. Rugal, in turn, relieved Heidern of one of his eyes, which makes us think that SNK sure seems to have a lot of one-eyed characters, witness Gilbert, Jubei Yagyu, and Ramon. If you look carefully at the Goenitz the designer drew at the time (with a little help), you'll notice the shiver-inducing moment in which Goenitz appears to have six fingers. + + +About Geese Howard : The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really... + + +About Wolfgang Krauser : In KOF '96 the Boss Team was formed! And with that, Krauser entered the tournament, teaming up with his half brother Geese... but at the time, in terms of memory limitations and the KOF system of that time, it was a tough environment to faithfully depict the Krauser of Fatal Fury. Developers still cringe remembering the numerous criticisms, big and small, regarding the Fatal Fury Team's treatment. KOF '96 saw the debut of Krauser as a player character, but in the ending sequence he did make a cameo in KOF '94. + + +About Mr. BIG : For a variety of reasons, the Krauser of KOF got a bad rap, but BIG received favorable reviews from the fans. BIG is an austere villain brimming over with adult appeal-that's the character of Mr. BIG. The behavior of the women who hang with him also is based on a certain video the designers of the time often watched. The woman mutters, "He's bad", but just what does that actually mean? The truth remains a deep mystery. During the development stage, a positive slide for his Super Special Moves included one labeled "Spinning Stick Thrust, Kind of Like an Anti-Air Assault". We'd like to think that the move wasn't scrapped because of the vagueness of its name, but it's too bad the general public never got to see it. It rocks! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '96 - PCCB-00223) on 21/08/1996. + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Press D when selecting a fighter on the character selection screen. + + +* Select Victory Pose : Press a Punch or Kick button immediately after winning a match. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Producer : Takashi Nishiyama + +Chief director : Kuwayan + +System director : Toyochan + +Sub director : Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa + +System editor : K -Mac- Nagashima + +Front designers : Tatsuru-Man, C. Yamasaki, Goro Hamada, Akihiko Nasu, Kyow!Iori?Hiraki, Hagihara Shagiko, Naisyo...., M- Asakura, Joe-Terry Sato, Toba, ....., Miho Uematsu, Akiko Yukawa, S. Yamamoto, Kal Mizuno, Mitsuru Kawasaki, Kohrin, (Mika) Nisida, I-NO-U-E, 44OKA, Aska Tahara + +Back designers : Etosan, Manoru, Bibidebabidebu, Tsugumi.A, Eri Koujitani, [214 KUSU], Souji Takamori, M. Yokoyama, Raishi + +Programmers : Shinchan-R32, S. Fujinuki, Cyber-Kondo + +Sound : SHA-V, Konny, Papaya, Shimizm, Yamapy-1, Tate-Norio, Brother-Hige, Ackey, Miwa + + +* Voice Actors : + +Kyo Kusanagi : Masahiro Nonaka + +Benimaru Nikaido : Monster Maetsuka + +Goro Daimon : Masaki Usui + +Mai Shiranui : Akoya Sogi + +King : Harumi Ikoma + +Kasumi Todoh : Masae Yumi + +Iori Yagami : Kunihiko Yasui + +Vice : Masae Yumi + +Mature : Hiroko Tsuji + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Ryo Sakazaki : Masaki Usui + +Robert Garcia : Mantaro Koichi + +Yuri Sakazaki : Kaori Horie + +Athena Asamiya : Tamao Satou + +Sie Kensou : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Leona : Masae Yumi + +Ralf Jones : Monster Maetsuka + +Clark Steel : Yoshinori Shima + +Kim Kaphwan : Satoshi Hashimoto + +Choi Bounce : Monster Maetsuka + +Chang Koehan : Hiroyuki Arita + +Geese Howard : Kong Kuwata + +Mr. Big : Masaru Naka + +Wolfgang Krauser : B. J. Love + +Chizuru Kagura : Akiko Saitou + +Goenitz : Yoshinori Shima + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +Sega Saturn (1996) + +Nintendo Game Boy (1997) + +Sony PlayStation (1997) + + +- SOURCES - + + +KOF10th, http://www.kof10th.com + +$end + +$info=kof97pls, +$bio + +King of Fighters '97 Plus, The (c) 1997 Unknown. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is a hack of "The King of Fighters '97". + +$end + +$info=kof97,kof97a, +$bio + +The King of Fighters '97 (c) 07/1997 SNK. + + +Nine teams of three and two solo entries pump the number of selectable characters up to 29 in a battle to defeat the evil Orochi and those infected with his blood. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0232 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +A hack of this game is known as "The King of Fighters '97 Plus" and allows you to play evil versions of Leona, Iori and the Orochi team plus Orochi himself. + + +Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Hien Rekkou' is a knock off of Ken's Shoryuu Reppa. + + +Roddy and Cathy from "Top Hunters" appear in the Kowloon background at the extreme left. + +Other characters appearing in the Kowloon stage are : Roddy Birts and Lenny Creston from "Art of Fighting 3". + +The American Sports team from "The King of Fighter 94". + +Lee Pai Long, Tung Fu Rue and Jubei Yamada from "Art of Fighting" and "Fatal Fury Special" and King's Waitresses with Rugal's panther. + + +The Terry's theme music was originally from "Real Bout Fatal Fury Special". + +The Ryuji Yamazaki and Mary's Blues theme music was originally from "Real Bout Fatal Fury Special". + +The Athena Asamiya thene music come from "Psycho Soldier". + + +The name of the three characters instrumental in the defeat of Orochi have some relation to the original legend : + +1) Kyo Kusanagi : The Kusanagi is the name of the sword that was used to kill the Great Serpent. + +2) Iori Yagami : One of his moves, the Ya Sakazuki, means 'eight wine cups', which were needed to get the Great Serpent drunk. + +3) Chizuru Kagura : She was the last surviving member of the Yata clan and the mirror used to seal Orochi away was a homage to the mirror in the legend (in the legend, it was a mirror created by the Great Serpent's tears). + + +About Ryuji Yamazaki : To bring the story that had grown too large and out of control back on track, the members of the Orochi 8ketsu Clan were teamed up in '97. By doing this, the dev. team thought, the story would reach its conclusion for the time being... but among the three new faces including Leona's father Gaidell, the dev. team lacked one more member for the 8ketsu. What should we do?... And along came Ryuji Yamazaki to bail us out of our predicament. A snake charmer that even looked like a snake, he became a popular villain. He once humbled himself, joined up with the Fatal Fury team, and blended into the world of KOF more than we had predicted. The game planner at that time really knocked himself out to provide new moves for Yamazaki. Idea after idea got a short trip to the circular file (Attract opponent after Snake Charmer move; Seven Serpent Dagger Throw, etc.), and those failures led to successful moves like the Sand Sweeper. + + +About Blue Mary : Receiving the strong support of fans in a magazine's popularity poll, Blue Mary made her name known to the public, appearing in KOF from '97. Losing to Blue Mary in the popularity contest, as a matter of fact, was Duck King. This popularity contest truly decided the fate of these two. From '97 to '03, Mary became a regular to the series for the staff. Duck, on the other hand, hit the skids, and he was relegated to cameos at the side of screens, in backgrounds, or as a Striker character. Doesn't this fleeting episode make you think about the impermanence of everything? Since the designer in charge of Mary preferred her outfit in "Fatal Fury 3", she's kept that look until now. It seems to have worked. + + +About Yashiro Nanakase : Yashiro's team was created to offset the remaining top three characters. With the combination of their use of three elements-Kyo and Chris representing fire, Benimaru and Shermie signifying lightning, and Daimon and Yashiro standing in for the earth-the concept for Yashiro and his cohorts as rivals to the series' heroes was further emphasized. It also explains the battle of hairstyles (and bands, too) between Yashiro and Iori. In consideration to events going on in the world today, designers have expiated some of Yashiro's more wicked ending lines-such as, "Execution, accomplished."-and tossed them into the dustbin of game history. Incidentally, some of the production codes for his Super Special Move commands consisted of moves like the '260 Million Slams'. Some of his dumped moves included 'Human Surfing'. + + +About Shermie : Shermie is a glamorous girl who works as a fashion designer and plays in a band as a hobby. But in fact she is one of the four Orochi leaders who's adept at body slams. Come to think of it, she's quite an enigmatic character. The material for Shermie the 'Raging Lightning Flash' comes from L the Third. And even more trivia : the character of Yashiro comes from Bl.. G... Xa..gle and the character of Chris is derived from A.T. V...ms. The design for Shermie was easily decided on. Given her long bangs that will absolutely never reveal her eyes, she was called Tesse from Wakuwaku 7 at one time. Her hidden eyes burn with a homicidal glare it is said, but there's no material that reveals what her face actually looks like. + + +About Chris : Chris can kill with an innocent smile on his face-kind of a creepy personality trait, come to think of it (but he looks so cute, doesn't he?). To pull things together and bring the story concerning the leaders of the Orochi and the 8-ketsu clan to its climax once and for all in '97, a lot of story elements were forced onto Chris who became the vessel fort the Orochi (this actually began from the early stages of production). And there's a story behind Chris's Super Special Move line, 'Ripping the chrysalis, the butterfly flutters'. + + +About Orochi : At first, designers planned a rather extreme setting in which a buck-naked Chris battled with a glowing energy ball, but for better or worse went with the current design (A survey of the designers garnered a mere two votes for the design for a buck-naked Chris). Incidentally, his design codename was 'Chief'. A lot of people were against the name 'Orochi', too, but these days it has become a firmly established proper noun in gaming lingo. + + +About Orochi Iori : The powers that be, who created the stories for the boss characters to heat things up for the series with KOF '97, first decided to make the final boss an Orochi to conclude the series' "Orochi Saga". The stage bosses were an easy choice : the three remaining characters of the Four Orochi Deities. This was followed with the suggestion to make the final boss Iori, "berserk with the Orochi blood rage". So the "Minor", "Middle", and "Major" bosses were decided, with the "Orochi Iori" we know and love rounding off the quartet as the final boss. Because this character was originally designed as a player character at the time, he's designed to mow down the other characters with relative ease. + + +About Orochi Leona : If Iori appeared berserk with the Orochi blood, the other successor in the bloodline of the 8-ketsu Clan, Leona, was also destined to go berserk someday. That's how this character came aboutノbut inexplicably the design team wanted to heat up battles against the computer. So various sequences such as televised broadcasts were added, and we provided a turn of nail-biting events that sent players to a "fork in the game" that would pit them up against either Orochi Iori or Orochi Leona in the end. But savvy players who knew how to get a character to appear would be able to select their particular routes. + + +About Kyo Kusanagi Version '94 : Along with KOF '96 game system changes, Kyo got a new arsenal of different Special Moves, and the wielder of the "Dark Thrust" was as popular as ever. And designers also added the KOF '94 version of Kyo Kusanagi to satisfy all our fans. Designers were apprehensive about returning to the old character design, but this all disappeared with the warm acceptance of fans. + + +- TIPS AND TRICKS - + + +* Play As KOF94 Style Kyo Kusanagi : Highlight Kyo, hold START and press any button. + + +* Play As Orochi Iori : At the character select screen, highlight Iori, then hold Start and press Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C. + + + + +* Play As Orochi Leona : At the character select screen, highlight Leona, then hold Start and press Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D. + + +* Play As Orochi New Team : Enter the Orochi Leona code, then return to the character section screen, hold Start and press Up, Left, Down, Right, Up, Down, B+C. + + +* Select Victory Pose : Press a Punch or Kick button immediately after winning a match. + + +* Preview Power Ase : Hold Start while choosing your fighter order and a face will appear over each person. If the face is neutral, your power will get passed on. If the face is smiling, your power will get passed on, with one additional one. If the face is angry, you will lose your power. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Producer : Takashi Nishiyama + +Chief director : Toyohisa Tanabe + +Sub director : Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. "Yanya" Hikida + +System editor : K -Mac- Nagashima + +Front designers : 8Shiro-7Kase, C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, M. Asakura, Miho Uematsu, Akiko Yukawa, S. Yamamoto, Misuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara + +Back designers : Sahori, Pal Co., Ltd., Manoru, Kusunoki, Takamori Souzi, K, M.Yokoyama, Raishi, Kanamaru + +Special effects : T Shin, Nishida Mika, Isomura, -------M--------, Kohrin + +Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino + +Sound : SHA-V, Shimizm, Jojouha-Kitapy, Yamapy-1, Tate-Norio, Ackey, Kyo-Chan, Zoe, Marimo + +Adjusters : Kiyoshi Asai, Tubolin-Sawa, NWO-Melon + +Bug checkers : Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan + + +* Voice Actors : + +Kyo Kusanagi : Masahiro Nonaka + +Benimaru Nikaido : Monster Maetsuka + +Goro Daimon : Masaki Usui + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Ryo Sakazaki : Masaki Usui + +Robert Garcia : Mantaro Koichi + +Yuri Sakazaki : Kaori Horie + +Leona : Masae Yumi + +Ralf Jones : Monster Maetsuka + +Clark Steel : Yoshinori Shima + +Athena Asamiya : Yukina Kurisu + +Sie Kensou : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Chizuru Kagura : Akiko Saitou + +Mai Shiranui : Akoya Sogi + +King : Harumi Ikoma + +Kim Kaphwan : Satoshi Hashimoto + +Choi Bounce : Monster Maetsuka + +Chang Koehan : Hiroyuki Arita + +Yashiro Nanakase : Makoto Awane + +Shermie : Hazuki Nishikawa + +Chris : Rio Ogata + +Ryuji Yamazaki : Kouji Ishii + +Blue Mary : Harumi Ikoma + +Billy Kane : Atsushi Yamanishi + +Iori Yagami : Kunihiko Yasui + +Shingo Yabuki : Takehito Koyasu + +Yuki (Kyo's girlfriend) : Tomoko Kojima + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1997) + +Sony PlayStation (1998) + +Sega Saturn (1998) + +SNK Neo-Geo Pocket ("King of Fighters Round-1") + + +- SOURCES - + + +KOF10th, http://www.kof10th.com + +$end + +$info=kof98,kof98n,kof98k, +$bio + +The King of Fighters '98 - The Slugfest (c) 07/1998 SNK. + + +A special edition of the KoF series taking place outside of the established storyline with a whopping 38 selectable KoF alumni. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0242 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "The King of Fighters '98 - Dream Match Never Ends". + + +It is said that this game is a 'dream match' for more reasons than one - this KOF is said to exist only in Shingo's dream - each character in this dream match was Shingo's impression of these characters, based on either personal experience or his notes in his notebook. + + +Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Shin! Chou Upper' is a knock off of Ryu's Shin Shoryuu Ken. She also has a movement similar to Terry's burn knuckle. Finally, her Forward+A is a parody of Sakura's Flower Kick. + + +KOF98 contains pieces of music from older KOFs. + +For example, the character select music when a second player joins in is straight from KOF 96 (it's called Roulette). + +Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from : + +Esaka? (Japan Team) : KOF 96 (Japan Team's theme music). + +Esaka (95-style Kyo Kusanagi) : KOF 94 (Japan Team's theme music). + +Kurikinton (Fatal Fury Team) : Fatal Fury 2 (Terry Bogard's theme music). + +Art of Fight (Art of Fighting Team) : Art of Fighting (Ryo Sakazaki's and Ryuhaku Todo's theme music). + +Rumbling in the City (Ikari Team) : KOF 96 (Ikari Team's theme music). + +Shin! Senritsu no Dora (Psycho Soldier Team) : KOF95 (Psycho Soldier Team's theme music). + +Fairy (Gals Fighters Team) : KOF 96 (Chizuru Kagura's theme music). + +Seoul Town (Korea Team) : Real Bout Fatal Fury (Kim Kaphwan's theme music). + +Bloody (New Face Team) : KOF 97 (New Face Team's theme music). + +Rhythmic Hallucination (Orochi Yashiro) : KOF 97 (Orochi New Face Team's theme music). + +C62 (Ryuji Yamazaki) : Real Bout Fatal Fury Special (Ryuji Yamazaki's theme music). + +Blue Mary's Blues (Blue Mary) : Real Bout Fatal Fury Special (Blue Mary's theme music). + +London March (Billy Kane) : Real Bout Fatal Fury Special (Billy Kane's theme music). + +Arashi no Saxophone (Iori Yagami) : KOF 95 (Revenge Team's theme music). + +Arashi no Saxophone 2 (Mature, Vice) : KOF 96 (Iori Team's theme music). + +Slum No. 5 (USA Sports Team) : KOF 94 (USA Sports Team's theme music). + +Still Green (Shingo Yabuki) : KOF 97 (Shingo Yabuki's theme music). + +Ketchaku R&D (Omega Rugal) : first half from KOF 94 (Rugal Bernstein's theme music), second half from KOF 95 (Omega Rugal's theme music). + +Ne! ('94 Gals Fighters Team) : KOF 94 (Gals Fighters Team's theme music). + + +Also to note that the music that is played prior to facing Rugal (Kettou R&D) is also from KOF 94 (as the theme for Rugal's first form). + + +When Choi Bounge appears, a 7 seconds sample from a song is played. This song is 'Choi Bounge Ondo', which appeared in the KOF 97 Arrange SoundTracks. The song became quite popular in Japan. + + +Mr. Big from "Art of Fighting" makes a small cameo appearance in the USA Wharf background, during the first rounds. + + +About Kyo Version 95 : Because the introduction of different versions for this character included as "hidden features" in KOF '97 was such a hit with or fans, designers thought another version of Kyo in KOF '98 would make the game more inviting. Designers also remember that both versions for Kyo Kusanagi for game tests were equally popular. This concept for different versions of this character subsequently became the basis for the "Kyo clones". + + +A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + + +- UPDATES - + + +At the Intro music (CIPHER) and the Staff Roll BGM (ZERO) a sample used says 'mot*er fu**er'. Apparently, this sample was removed in some non-Japanese carts. + + +- TIPS AND TRICKS - + + +* Orochi Team (Evil Chris, Evil Shermie, Evil Yashiro) : At the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro). + + +* KOF94 Art Of Fighting Characters (Ryo, Robert, Yuri) : At the character select screen, hold Start and press any button on the Art of Fighting characters. + + +* KOF95 Style Kyo : At the Character select screen, hold Start on Kyo and press any button. + + +* Real Bout 2 Characters (Mai, Terry, Andy, Billy) : At the Character select screen, hold Start on the respective characters and press any button. + + +* View Attitudes : Hold Start at the match-up screen to view the attitudes of your opponents. + + +* Select Victory Pose : Immediately press A, B, C, or D after defeating your opponent. + + +* Fight Vs Shingo Yabuki : You must win the first three levels by 3-0. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Producer : Takashi Nishiyama + +Chief director : Toyohisa Tanabe + +Sub director : Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. "Yanya" Hikida, Tomonori Kamio + +System editor : K. Nagashima + +Demo designers : Kalkin, Dandy, Matuisan!, Yokoyama, Masato + +Special effects : Nishida Mika, Aoyama + +Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino + +Sound : SHA-V, Tate-Norio, Marimo + +Adjuster : K. Asai, Hataboh de Go!, M-Panic! Plus + +Bug Checker : Anne, Sanpo, H. Shimmei, R. Tsune, 8097 :K.I (Non) + + +* Front Designer : + +Chief : Blaster-Lu + +Kyo, Shingo : Akiko Yukawa + +Ryo : Mitsuru Kawasaki, I NO U E + +Benimaru, Iori : M. Asakura + +Robert, Lucky : Mitsuru Kawasaki + +Daimon, Terry, Takuma : S. Yamamoto + +Yuri, Brian : Mina Kawai + +Leona, Ralf, Clark, Heidern : Dear Ichi Jerry + +Andy, Athena, Chizuru, Mai : C Yamasaki + +Joe, Billy : Hiroto Kittaka + +Kim, Heavy D! : I NO U E + +Kensou, Chin, Choi : 44Oka + +Chang, Mary, Saisyu : Tahara Ujyu- + +Yashiro : Shio Shio Shio + +Shermie, King : Miho Uematsu + +Chris : Hiroto Kittaka + +Yamazaki : M. Asakura + +Mature/Vice : Shio Shio Shio, Miho Uematsu, Akiko Yukawa + +Rugal : C Yamasaki + +Chief : Yurika + + +* Back Designer : + +JPN-Street Stage : Manoru + +USA-Yard Stage : Tohru Nakanishi + +China Stage : K.W + +JPN-Temple Stage : Yurika + +Korea Stage : Tsugumi A + +USA-Wharf Stage : Tsugumi A + +Mid-East Stage : Raishi + +Rugal Stage : Souzi Takamori + +Spain Stage : M.K + + +* Voice Actors : + +Kyo : Masahiro Nonaka + +Daimon/Ryo : Masaki Usui + +Benimaru/Ralf/Choi : Monster Maetsuka + +Terry/Kim : Satoshi Mashimoto + +Andy : Keiichi Nanba + +Joe : Nobuyuki Niyama + +Robert : Mantarou Koichi + +Yuri : Kaori Horie + +Leona/Vice : Masae Yumi + +Clark : Yoshinori Shima + +Athena : Haruna Ikezawa + +Kensou/Brian : Eiji Yano + +Chin/Heavy D! : Tosikazu Nisimura + +Chizuru : Akiko Saitou + +Lucky : Key Inage + +Mai : Akoya Sogi + +Chang : Hiroyuki Arita + +Yashiro : Makoto Awane + +Shermie : Hazuki Nishikawa + +Chris : Rio Ogata + +Yamazaki : Kouji Ishii + +Billy : Atsushi Yamanishi + +Rugal/Heidern : Toshimitsu Arai + +Takuma : Eiji Tsuoda + +Saisyu : Keiichirou Sakaki + +King/Mary/Announce : Harumi Ikoma + +Mature : Hiroko Tsuji + +Shingo : Takehito Koyasu + +Iori : Kunihiko Yasui + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1998) + +Sony PlayStation (1999) + +SNK Neo-Geo Pocket Color ("King of Fighters Round-2") + +Sega Dreamcast (1999, "The King of Fighters Dream Match 1999") + +$end + +$info=kof99,kof99n,kof99p,kof99e,kof99a, +$bio + +The King of Fighters '99 - Millennium Battle (c) 07/1999 SNK. + + +Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0251 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition". + + +About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of The Wolf" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic). + + +About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity. + + +About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team. + + +About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', "'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old). + + +About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans... + + +About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test. + + +About Kyo Kusanagi-1 : Actually Kyo Kusanagi-1 and Kyo Kusanagi-2 were not scheduled to appear in KOF '99 at the time. Nor were Kyo or Iori Yagami supposed to either. Designers initially decided to leave them out because of the new storyline and wanted to focus more attention on the new character of K'. But for various reasons, designers came to the conclusion that designer couldn't leave these popular characters in limbo, so they got a reprieve (and a new wardrobe, too). Designers also felt the old Kyo dressed in his school uniform was necessary and hurried to include him in the game (See Kyo Kusanagi-2 for more details). + + +About Kyo Kusanagi-2 : Production was reaching its climax when the idea for including various Kyos was hit upon.... While the staff kvetched -"Should the design for Kyo in a student's uniform come from KOF '94 or KOF '95?"; "We don't have time to think this over!"- the project head said: "Make two designs". The staff objected timidly : "Are you nuts? We don't have time for that!". So the project planner remarked, "OK, then. I'll design them". Having hung up his character-designing clothes years ago, the head planner whipped up designs Kyo Kusanagi-1 and Kyo Kusanagi-2 in no time. Naturally, designers were blown away by his mastery and speed rivaling that of a street-performing sketch artist. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '99 - PCCB-00387) on 18/08/1999. + + +- TIPS AND TRICKS - + + +* Play As 'Real' Kyo Kusanagi Or Iori Yagami (You need to get 'K.I' on the logo screen to be able to use Kyo or Iori). + +1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2. + +2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun. + +3) Then you must defeat Kryzalid and a screen will show you how to do the code. + +4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry. + +5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry. + + +* Fight Kyo Kusanagi Or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear. + + +* Display Character Order : Hold Start when selecting your character's fighting order. + + +* Select Victory Pose : Press a Punch or Kick button immediately after winning a match. + + +* (BUG) The Power Of The 'Ko'ou Ken' : When using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Producer : Takashi Nishiyama + +Chief director : Namadachan, T. Hosokawa + +Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, "Yanya"-K. Hikida, Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki + +Design chief : Regeon.Toyanaka, (^_^) + +Front designers : I No U E(K'/Kim), Shinsuke.Yamamoto(Maxima/Terry), M. Asakura(Benimaru/Chin), Kawai.Sama(Yuri/Takuma/Choi), Shio Shio Shio(Ryo/Robert), Winnie the Whipooh(Leona/Whip/Mary), Youki.T.Ohyama(Ralf), M.Endo(Clark), Akiko.Yukawa(Shingo/Athena/Kasumi), Miho.Uematsu(Xiangfei/King), Mitsuru(Kensou/bao), Styleos(Kyo/Chang), Roppongi Marito(Jhun/Joe), C.Yamasaki(Krizal Id/Andy/mai/Iori) + +Back designers : Manoru(Sewege.Sys), K. W(Park), Raishi(Alley), T. Nakanishi(Airport), A. Tsugumi(Museum), Kobayasi.Nobuyuki(Boss) + +Demo designers : Kalkin, M. Yokoyama, K."G3"Nagashima + +Special effects : Aooon + +Programmers : Cyber.Kondo, Souta.ichino, Abetak + +Sound : Sha-V, Zoe, Marimo, Usako-X, Tate-Norio, Shimizm, Hori-Hori + +Adjusters : K.Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto + +Bug checkers : T. Seko, M. Sawa + + +* Voice Actors : + +K' : Yuuki Matsuda + +Maxima : Katsuyuki Konishi + +Benimaru Nikaido : Monster Maetsuka + +Shingo Yabuki : Takehito Koyasu + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Mai Shiranui : Akoya Sogi + +Ryo Sakazaki : Masaki Usui + +Robert Garcia : Mantaro Koichi + +Yuri Sakazaki : Kaori Horie + +Takuma Sakazaki : Eiji Tsuda + +Leona : Masae Yumi + +Ralf Jones : Monster Maetsuka + +Clark Steel : Yoshinori Shima + +Whip : Shiho Kikuchi + +Athena Asamiya : Haruna Ikezawa + +Sie Kensou : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Bao : Kanako Nakano + +King : Harumi Ikoma + +Blue Mary : Harumi Ikoma + +Kasumi Todoh : Masae Yumi + +Li Xiangfei : Mami Kingetsu + +Kim Kaphwan : Satoshi Hashimoto + +Choi Bounce : Monster Maetsuka + +Chang Koehan : Hiroyuki Arita + +Jhun Hoon : Kazuya Ichijou + +Kyo-1 : Masahiro Nonaka + +Kyo-2 : Masahiro Nonaka + +Krizalid : Yoshiyuki Iwamoto + +Kyo Kusanagi : Masahiro Nonaka + +Iori Yagami : Kunihiko Yasui + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1999) + +Sega Dreamcast (1999) + +Sony PlayStation (2000) + +Nintendo Game Boy Advance ("King of Fighters EX") + + +* Computers : + +PC (2000, "The King of Fighters '99 - Evolution") + + +- SOURCES - + + +KOF 10th official website, http://www.kof10th.com + +$end + +$info=kof2000,kof2000n, +$bio + +The King of Fighters 2000 (c) 07/2000 SNK. + + +Thirty-four characters. Plus the popular striker system, await to be selected to team up and defeat the mighty Zero and his incredible bladed coat! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0257 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +About Ramon : This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These three points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time. + + +About Vanessa : Vanessa's entrance in KOF at the time put a stop to the parade of increasingly younger characters appearing in the game, especially the women characters who were all teenagers for the most part. This is the reason for creating the concept of a thirty-something woman who broke all the rules and overflowed with adult appeal. Her style has become the topic of many humorous comic strips. In her first appearance in the Sega Dreamcast version of KOF '99 as a Striker character, she was a bit irreverent. And in KOF 2000, she officially entered the tournament as a player character. Designers wanted to introduce her as a player character in KOF '99, but legend has it that she had to sit it out due to certain time constraints. + + +About Lin : This character was selected out of the encyclopedic character background materials (whose volume would rival the Encyclopedia Britannica!) of the supervising planners. Lin is tied to the Flying Brigands 'HIzoku', who were introduced as a KOF side story in the NESTS Chronicles, but without the knowledge of the staff, and when Ron showed up in the ending sequence, there were some awfully surprised designers. With all the special moves and actions for this character the programmers and planners had a rough time working on this character. He brought tears to the eyes of the developers, but not for the usual reasons. + + +About Seth : Seth was created as part of a set with Vanessa, appearing for the first time in the Sega Dreamcast version of KOF '99. His initial name was 'Dick'. The name had deep significance for his designer. Based on the strong wishes of the supervising designer, the powerful image of a big, dark, middle-aged man with a Mohawk haircut who used the arts of self-defense was decided on. Since Seth was created first, Vanessa's clothes were designed to match his. This made some people surmise things like Seth was Vanessa's husband. + + +About Hinako Shijo : At first designers sought to create a character similar to Chie in the Japanese comic Jarinko Chie (Downtown Story) who used sumo moves. The supervising designer, however, succumbed to insistent requests to use 'a debutante', and Hinako gradually transformed into a wellborn young maiden. She was to fight barefoot, but that idea got eighty-sixed. The tape remaining on her fingers is a tiny remnant of her original concept. Since her appearance grew further and further away from that of a sumo wrestler, the names for her moves use those of actual sumo moves to preserve the essence of the sumo wrestler in her original character. + + +About Kula Diamond : To add dimensions to the villainous NESTS organization of the NESTS Chronicles and excitement to the story, the need to create an enemy for the huge and individualistic K' arose. Manipulator of the 'Anti-K' Arts', her ice symbolizes the foil to the flames of K'. That's what Kula Diamond's all about. During production Designers elicited the opinions of newly hired female designers regarding Kula's mannerisms to "make her girlish gestures appropriately girlish" (but left the actual design work to the veteran supervising designer). Designers think we succeeded in faithfully depicting a 14-year-old girl... Asking Kula's designer about his impressions at the time, he immediately answered : "Kula had an easy delivery. She didn't give me any pain". The actual work appeared difficult, but it seems he enjoyed his work. + + +About Candy Diamond : Candy is the robot you can see during Kula's Special Move displays, animated sequences, and as a Striker. Since Candy's not a player character she doesn't stand out like the other characters, but she does appear in the gut-wrenching episode that depicts her emotions for Kula when she's torched saving her mistress in the Kula ending of KOF 2000. If you haven't yet seen this, what're you waiting for? Hurry up and clear the game with Kula to find out! + + +About Zero : Zero is the boss of Krizalid from KOF '99, but his position in a company would be similar to that of "division chief". Because of his black beard and noble manner, designers are sure he's regarded as a rather scary "division chief" in the organization. His guiltless betrayal of Krizalid speaks volumes about his true personality, in stark contrast to his dislike of traitors listed in his profile. Incidentally, The names of some of Zero's moves come from the Japanese anime 'Hokuto no Ken'. + + +About Diana : Diana's the Amazon featured in Kula's sequences. She used to be a top executive for NESTS but is portrayed as Kula's guardian in the background story. If you compared NESTS to a company... designers often use this metaphor, but designers don't have a clue which position would fit her or Foxy. Judging by her loathing of elite managers ("college boys"), designers could say she's a "big-sister section chief" who climbed the corporate ladder with extremely hard work. Working with a "fabulous babe" boss like her would be whack (but a bit scary, though)! + + +Robert's 'Ryuugeki Ken' is a knock-off of the Sonic Boom (It isn't in "The King of Fighters '99 - Millennium Battle" because of its looks, despite the charging motion). + + +There are two symbolic things that tell you how the people at SNK were forseeing the end of their company. Kyo's theme is called 'Good Bye Esaka', Esaka is the avenue where the SNK building and Neo Geo Land are (Esaka means 'entrance to the hill'). The second thing is the destruction of the city that started all : South Town (Home of "Fatal Fury - King of Fighters" and "Art of Fighting" - however, note that in "Garou - Mark of The Wolf", Second South was rebuilt near South Town. Also noted is the fact that every Kyo theme before 'Tears' had 'Esaka' in it ('Esaka' in 94, 'Funky Esaka' in 95, 'Esaka?' in 96 and 'Esaka Forever' in 97). + +The reason for those names is that in "The King of Fighters '94", Kyo's team stage is below a bridge in the Esaka area near SNK. In "The King of Fighters '95", they fight in front of Neo Geo Land, again, in Esaka in front of the SNK building. In "The King of Fighters '96", they fight in top of a bridge also in the Esaka area. In "The King of Fighters '97" there is no Esaka stage, however, this was supposed to be the last KOF as SNK planned to move to the HNG64, it was like a glorious farewell to KOF, however, things went different. Finally, in "The King of Fighters '98 - The Slugfest", the Esaka stage appears again; they fight below a bridge in front of the Neo Geo Land. + + +* Origin Of Alternate Strikers : + +Another Benimaru (Benimaru) : Alternate art for Benimaru. + +Another K' (K') : Alternate art for K'. + +Another Robert (Robert) : Alternate art for Robert (inspired from the early "Art of Fighting" days). + +Athena (Athena) : Athena as she appeared in her first game, "Athena". + +Baijang (Chin) : (Not too sure, but it could be Tung Fu Rue's panda). + +Billy Kane (Andy) : "Fatal Fury - King of Fighters" (Andy is second banana for the good guys, Billy is second banana for the bad guys). + +Chizuru Kagura (Mai) : KOF, Mai's teammate in '97/'98. + +Chris (Whip) : KOF, part of the New Face Team. + +Cosplayer Kyoko (Shingo) : A girl dressing up as Kyo (in his old outfit), Kyoko is the 'feminine form' of Kyo (ie, what Christina would be to Chris) - Voice by Haruna Ikezwa. + +Duck King (Joe) : "Fatal Fury - King of Fighters". + +Duke Edwards (Ramon) : "Burning Fight" - Voice by Kong Kuwata. + +Eiji Kisaragi (Lin) : "Art of Fighting". + +Fiolina Germi (Vanessa) : "Metal Slug - Super vehicle-001". + +Foxy (Kula) : KOF, Kula's guardian. + +Gai Tendou (Takuma) : Main character in "Buriki One in Tokyo - World Grapple Tournament '99", where Ryo has a cameo - Voice by Nobuyuki Hiyama. + +Geese Howard (Terry) : Terry's old nemesis from "Fatal Fury - King of Fighters". + +Goenitz (Leona) : KOF, final boss in "The King of Fighters '96". + +Goro Daimon (Seth) : KOF '94-'98 (retired at the time to raise children). + +Kaede (Ryo) : "The Last Blade". + +Kang Baedal (Jhun) : Original design for Jhun - Voice by Eiji Takemoto. + +Kaoru Watabe (Bao) : KOF (Kaoru is an Athena fan who lost both her legs and her fan letter to Athena was what made her join the '97 tournament, Kaoru now has artificial legs, thanks to Athena) - Voice by Ayako Kawasumi. + +Kensou (Kensou) : Kensou as he appeared in his first game, "Psycho Soldier". + +Kim Dong Hwan (Chang) : "Garou - Mark of the Wolves", Kim's older son. + +Kim Jae Hoon (Choi) : "Garou - Mark of the Wolves", Kim's younger son. + +Kim Sue-Il (Kim) : "Kizuna Encounter - Super Tag Battle" - Voice by Yoshiaki Fujita. + +Lilly Kane (Hinako) : "Fatal Fury - King of Fighters", Billy's younger sister and Joe's girlfriend - Voice by Yumi Kakazu. + +Li Xiangfei (Kasumi) : "Fatal Fury - King of Fighters", Kasumi's teammate in '99. + +Mature/Vice (Iori) : Iori's teammates from '96/'98. + +Nakoruru (Yuri) : "Samurai Shodown". + +Rocky (Maxima) : Player 2's character from "Robo Army". + +Ryuji Yamazaki (Mary) : "Fatal Fury - King of Fighters", Mary's teammate in '97/'98. + +Shermie (Clark) : KOF, part of the New Face Team. + +Shishi-Ou/King Lion (King) : Main villain in "Savage Reign" - Voice by Katsuhisa Nakatsuka. + +Sho Kirishima (Kyo) : Original design for Kyo. + +Yashiro Nanakase (Ralf) : KOF, part of the New Face Team. + + +* Maniac Striker Origins : + +Another Iori (Iori) : Alternate art for Iori. + +Cool Choi (Choi) : Alternate art for Choi. + +G-Mantle (Ryo) : This character is King, appears in "Art Of Figthing 2" previous her battle in history mode. + +Neo & Geo (Ramon) : They are not the SNK mascots :), they appear in the game "Quiz Daisousa Sen - The Last Count Down", where they are the private eyes Neo MacDonald and Geo Kentacky. + +Thier last names are a spoof to two Fast Food restaurant chains. + +Kentacky is the Japanese reading for Kentucky - Voice by Hiroyuki Arita. + +Rugal Bernstein (Kula) : KOF, considered to be the 'franchise boss' (much like Bison for SF). + +Saisyu Kusanagi (Kyo) : KOF, Kyo's father. + +Smart Chang (Chang) : Alternate art for Chang. + +Unknown (Kasumi) : "Art of Fighting", Kasumi's father (Ryuhaku Todo) - Voice by Arita Goto. + + +SME released a limited-edition soundtrack album for this game (The King of Fighters 2000 - SCDC-00035) on 23/08/2000. + + +- TIPS AND TRICKS - + + +* Enable The Mid-boss, Kula : Put the cursor on Whip, press Start, put the cursor on Vanessa, press Start, put the cursor on Seth, press Start, put the cursor on Maxima, press Start, put the cursor on K', press Start, put the cursor on Random, press Start, now press Up, Down. Kula appears below the Random icon in 2 secs. + + +* Enable The Maniac Strikers : At the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down. These characters have Maniac Strikers : Chang, Choi, Iori, Kula, Kyo, Ramon and Ryo. + + +* Todo As Special Striker : To use Todo as your stiker, select Kasumi, then do the secret striker code Up, Left(x3), Right(x3), Down. It will show a blacken version of Todo (Kasumi's father from Art of Fighting 1). + + +* Select Victory Pose : Press a Punch or Kick button immediately after your opponent is defeated. + + +* Alternate Costume Colors : Highlight in order Kyo, Benimaru, K', Terry, Mary, Mai, Whip or Choi, then press C+D at the character selection screen. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Producer : Y. Inui + +Director : Region Toyonaka + +Chief planners : T. Hosokawa, Yanya (K.Hikida) + +System editors : Kaede, Namarn + +Sequence chief : T. Kamio + +Sub planners : Tomita Haruo, Y. Takshi, Syun-Jin, Godzio, H. Eguchi + +Design Chief Front : Chikara Akane Y, Dear Tomchin + +Design Chief Back : Manoru + +Demo : Komantare Boo + + +* Front Designers : + +K' : I NO U E + +Maxima : S. Yamamoto + +Vanessa : I NO U E + +Ramon : Kawasaki Mitsuru + +Benimaru : M. Asakura + +Shingo : Akiko Yukawa + +Lin : Shio Shio Shio + +Seth : S. Yamamoto + +Terry : Styleos + +Andy : Chikara Akane Y + +Mary : Dear Tomchin + +Joe : Hirofusa Satoshi + +Ryo : S. Yamamoto + +Robert : Shio Shio Shio + +King : Miho Uematsu + +Takuma : Miho Uematsu + +Leona : Dear Tomchin + +Clark : Megumi Endo + +Athena : Akiko Yukawa + +Chin : M. Asakura + +Ralf : Dear Tomchin + +Whip : Dear Tomchin + +Kensou : Kawasaki Mitsuru + +Bao : Kawasaki Mitsuru + +Mai : Chikara Akane Y + +Yuri : Momo Kuri Sakura + +Kasumi : Akiko Yukawa + +Hinako : Miho Uematsu + +Kim : I NO U E + +Jhun : Hirofusa Satoshi + +Choi : A T + +Chang : A T + +Kyo : Styleos + +Iori : Styleos + +Kula : Megumi Endo + +Zero : Chikara Akane Y + + +* Back Designers : + +Factory : K + +Garbage Dump : 2047 + +Scrap Dump : Raishi + +Desert : N. Morohashi + +Korea : Manoru + +Temple : Kane' + +Aquarium : Nobu Kobayashi + + +Demo designers : M. Yokoyama, Yukinari, Tsugumi A, K-"G4"-Nagashima + +Op. Title : Takayuki Mizuno + +Special effects : Aooon, T. Nakanishi + +Programmers : Souta Ichino, Abetak, Kohji Mannami + +Sound : SHA-V, Zoe, Marimo, Usako-X, Tate-Norio + +Sampling CD : Samples courtesy of Spectrasonics' Distorted Reality, Distorted Realityz + +Adjusters : T. Seko, Error Sawa 2000 + +Bug checkers : Lix, Lumen Lunae, Jam, Garuru, Sakon, Hanayama Kaoru + + +* Color Edit Contest : + +K' : Toraneko + +Terry : Ai Haruyama + +Ryo : Roias + +Mai : Y. Yatsuda + +Choi : Bakso CB + +Benimaru : Yoshitaka + +Mary : Ryui Akio + +Whip : Yasunari Ito + +Kensou : Minaminami + +Kyo : Saori Abe + + +* Voice Actors : + +K' : Yuuki Matsuda + +Maxima : Katsuyuki Konishi + +Vanessa : Kaori Minami + +Ramon : Eiji Takemoto + +Lin : Takaya Kuroda + +Benimaru : Monster Maeduka + +Shingo : Takehito Koyasu + +Seth : Hidetoshi Nakamura + +Terry : Satoshi Hashimoto + +Andy : Keiichi Nanba + +Mary : Harumi Ikoma + +Joe : Nobuyuki Hiyama + +Ryu : Masaki Usui + +Robert : Mantarou Koichi + +Takuma : Eiji Tsuda + +King : Harumi Ikoma + +Mai : Akoya Sogi + +Yuri : Kaori Horie + +Kasumi : Masae Yumi + +Hinako : Ayako Kawasumi + +Leona : Masae Yumi + +Ralf : Monster Maeduka + +Clark : Yoshinobi Shima + +Whip : Shiho Kikuchi + +Athena : Harna Ikezawa + +Kensou : Eiji Yano + +Chin : Tosikazu Nisimura + +Bao : Kanako Nakano + +Kim : Satoshi Hashimoto + +Chang : Hiroyuki Arita + +Jhun : Kazuya Ichijo + +Choi : Monster Maeduka + +Kyo : Masahiro Nonaka + +Iori : Kunihiko Yasui + +Zero : Kinta Futogane + +Kula : Yumi Kakazu + +Duke/Baedal : Eiji Takemoto + +Cosplayer Kyoko : Haruna Ikezawa + +Daimon : Masaki Usui + +Yamazaki : Kouji Ishii + +Kaede : Kouji Suitsu + +Yashiro : Makoto Awane + +Chris : Rio Ogata + +Nakoruru : Harumi Ikoma + +Fio : Kanako Morizumi + +Eiji/Goenitz : Yoshinori Shima + +Geese/Duck : Kong Kuwata + +Billy : Atsushi Yamanishi + +Tendou : Nobuyuki Hiyama + +Shermie : Hazuki Nishikawa + +Kaoru : Ayako Kawasumi + +Xiangfei : Mami Kingetsu + +Lilly : Yumi Kakazu + +Dongwhan : Jun Hashimoto + +Syo : Mitsuo Iwata + +Mature : Hiroko Tsuji + +Rugal : Toshimitsu Arai + +Saisyu : Keiichiro Sakagi + +King Lion : Katsuhisa Nakatsuka + +Foxy : Haruna Ikezawa + +Sue Il : Yoshiaki Fujita + +Jae Hoon : Hiroki Asakawa + +Neo&Geo/G-Mantle : Hiroyuki Arita + +Unknown : Arita Goto + +Diana : Kaori Minami + + + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2002) + +Nintendo Game Boy Advance ("King of Fighters EX 2") + +Sony PlayStation 2 + +$end + +$info=kof2001,kof2001h, +$bio + +The King of Fighters 2001 (c) 10/2001 Eolith. + + +With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0262 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Palettesize : 4096 + + +Players : 2 + +Control : Joystick 8-way + +Buttons : 4 + + +- TRIVIA - + + +A hack of this game is known as "Crouching Tiger Hidden Dragon 2003". + + +About Ron : The planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulish objective to be able to manipulate the dead. Just when he'll be able to appear as a player character is a mystery even to us... + + +About May Lee : One raison d'être for May came from a consideration of the needs of our Korean fans. In addition to that, Eolith, a sponsor at the time, expressed their desire for a character like a 'Korean Athena'. This request asked for an 'idol-like visual fighter', or something along that line, and designers recall that it really threw us for a loop. Through trial and error, designers arrived at a character that was a long way from the original concept, but with this process May Lee, the perky tae kwon do fighter for justice, was born. Designers got her name from the person who was in charge of Eolith (Eolith Co., Ltd.) at the time. + + +About K9999 : K9999 is Eolith's homage to Tetsuo from Akira. His voice actor also did Tetsuo. For various reasons K9999 is a scary character to deal with. Of course he's based on 'you know who' and has, well, similarities that we're happy a certain 'you know who' didn't object to. If you count the similarities between 'you know who' and the other 'you know who', you'd be counting from now to St. Swithun's Day. K9999 boasts a big following of fans in Korea and Japan, but no other character has such obstacles against him appearing in KOF again. + + +About Angel: Angel was realized through the overwhelming passion of her designer (LAUGH). You could say that there was just no stopping him. You can see his preferences in almost every aspect of her. She's a real rascal who has a lot of special moves like the 'Unchained Circle' and is one tough customer to deal with. Designers splurged on the voice for Angel in KOF 2001 and hired Mina Tominaga, a famous Japanese voice actress. Angel's designer was quite pleased with that... + + +About Zero (The Original) : The supervising designer was dissatisfied with KOF 2000's Zero so he struggled with his disappointment and completed this character. Must have been that little mustache (LAUGH). And the character of Glaugan (King Lion) at his side also got nixed and wasn't used in KOF 2000 either. Talk about not getting your way! Along with polishing Zero, he was tortured with mission to realize his first boss character after leaving SNK that surpassed Krizalid's presence and strength. + + +About Igniz : Since all designer's sponsor had to say to us-about 100 times-about Igniz was "make him hot", "make him hot", and "make him hot", Designers made him, well, a real stud. The standards for handsome characters in fighting games for Asian fans are exacting; and there is a tendency for people here to shy away from ugly and comic characters. Designer think he serves so well as a foil, the lead character comes off all the better. + + +Yuri's battle start pose is a knock-off of Felicia's battle start pose in "Vampire Savior - The Lord Of Vampire". Besides this, Yuri has the special attack of Gouki, the one that grabs your opponent and then the screen turns black as he gives you 30 hits in 3 seconds. This move is called the 'Yuri Chou Enbu' (means 'Yuri Super Flame Dance'). The move can only be made with the special gauge at max (with at least 1 striker - The sequence is : A, A Forward, B, C). Yuri will get Gouki's 'Messatsu' pose if you finish your opponent with it. It's a parody of Gouki's super finish splash screen (the one with the kanji 'ten' on it when he finishes his opponent with the Shun Goku Satsu). + + +- UPDATES - + + +If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes and 'May lee' become 'Lee Jin Nu'. + + +- TIPS AND TRICKS - + + +* Choose Your Winning Pose : Press a button immediately after beating the opponent and before the 'You Win' mark appears. Each button gives a specific winning pose. + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Executive producers : Jen ju Young, Jinno + +Producer : Chil Suk Choi + +Directer : Lee Sen Ho + +Main engineer : S. Fujinuki + +Engineers : Nakamura, Koji Shinza, T. Hayashi + +Demo designers : Narisato, Asuka, Eimotsu + +Script writer : Teampow + +Chief planners : H. Iga, Hatarow + +Sequence chief : Ruyun + +Sub planners : Kaba, Ued_Aiko + +Adjusters : T2000, Lix, Nakasan, Jun, U_Ske, Minaru, Fujiiri + +Music & Sound designers : WBM M. Hataya, WBM Kidon + +Title designers : Naohisa's Factory, Naohisa + + +* Front Designers : + +K', Kyo, Shingo, Iori, Takuma, Angel : Styleos + +Maxima, Lin, Benimaru, Seth, Mai, Hinako, Kensou, Kim, Choi, Zero, Igniz : C'A'Yamasaki + +Whip, Leona, Ralf, Clark, Heidern, Mary, Kula, Foxy : Kii & Kuu + +Drimon, Terry, Yuri : Dice + +Vanessa : Kamada + +Ramon, Joe, Athena, Chin : Taku & Takukko! + +Andy : C'A'Yamasaki, Taku & Takukko! + +Ryo, Robert, King : Kamada + +Xangfei, Bad : Unotti + +K9999 : Styleos, Dice, Unotti + +Chang : Bandee, Taku & Takukko! + +May : C'A'Yamasaki, Kamada + + +* Back Designers : + +Japan stage : Guttyon + +Italy stage : Mae + +Mexico stage : Jaepe / Kobayashi + +America, brazil and Igniz stage : ???? + +China stage : Masae. M + +Korea and Zero stage : Kobayashi + + +* Voice Actors : + +K' : Yuuki Matsuda + +Iori Yagami : Kunihiko Yasui + +Maxima : Katsuyuki Konishi + +Vanessa : Kaori Minami + +Whip : Shiho Kikuchi + +Seth : Hidetoshi Nakaruma + +Lin : Takaya Kuroda + +Ramon : Eiji Takemoto + +Kyo Kusanagi : Masahiro Nonaka + +Leona : Masae yumi + +Benimaru Nikaido : Monster Maeduka + +Ralf Jones : Monster Maeduka + +Goro Daimon : Masaki Usui + +Clark Steel : Yoshinori Shima + +Shingo Yabuki : Takehito Koyasu + +Heidern : Toshimitsu Arai + +Terry Bogard : Satoshi Hashimoto + +King : Harumi Ikoma + +Andy Bogard : Keiichi nanba + +Mai Shiranui : Akoya Sogi + +Joe Higashi : Nobuyuki Hiyama + +Hinako : Ayako Kawasumi + +Blue Mary : Harumi Ikoma + +Li Xiangfei : Mami Kingetsu + +Ryo Sakazaki : Masaki Usui + +Kula : Yumi Kakazu + +Robert Garcia : Mantardu Koichi + +Foxy : Harana Ikezawa + +Yuri Sakazaki : Kaori Horie + +K9999 : Nozomu Saraki + +Takuma Sakazaki : Eiji Tsuda + +Angel : Miina Tominaga + +Athena Asamiya : Haruna Ikezawa + +Zero : Toshimitsu Arai + +Kensou : Eiji Yano + +Igniz : Norio Wakamoto + +Chin : Tosikazu Nisimura + +Bao : Kanako Nakano + +Kim Kaphwan : Satoshi Hashimoto + +Chang : Hiroyuki Arita + +Choi : Monster Maeduka + +May : Tomoko Kawakami + +Ron : Takaya Kurdaa + +Krizalid : Eiji Yand + +Diana : Haruna Ikezawa + +Kogorou : Eiji Yand + +Hizoku Bigmen (SAI) : Takaya Kuroda + +Hizoku Women (LAN) : Yumi Kakazu + +Hizoku Child (CHATO) : Yumi Kakazu + +Announce : Mighty Inagaki + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2002) + +Sony Playstation 2 (2003) + +$end + +$info=kof2002, +$bio + +The King of Fighters 2002 - Challenge to Ultimate Battle (c) 10/2002 Eolith / Playmore. + + +Revived 3 on 3 battles and New MAX Activation System enable you to get more and more exciting showdowns. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0265 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +Developped by Eolith. + + +About Kusanagi : As the NESTS Chronicles began, Kyo's school uniform changed to a white outfit but his trademark was his black school uniform (even though he's over 20!). Because of some desired the return of the old Kyo, he was inserted into the game at the last moment. In KOF 2003, KUSANAGI was treated as phantom that Chizuru produced with the power of the Mirror of the Yata. But you can't have Kyo without a school uniform. Maybe in Chizuru's mind Kyo will always be a high school student. + + +About Orochi Yashiro : The characters commonly referred to as Shadow Yashiro, Shadow Shermie, and Shadow Chris were first formulated to balance out the Japan Team of Kyo, Benimaru, and Daimon. Needless to say, Yashiro was "a character who used powerful body slams associated with the earth and earthquakes" in the same vein Daimon did. He's a dynamic guy who doesn't fret over tiny details, but his hobby is playing guitar in his band. The band's name has never been officially revealed, but it is known as "C.Y.S." He idolizes the guitarist Paul Gilbert, and has quite a detailed background story to him. + + +About Orochi Shermie : If Yashiro offsets Daimon, Shermie is Benimaru's counterpart who "manipulates lightning and thunderclap attacks". But the supervising planner made sure, through trial and error, Shermie would simply not become a "female Benimaru". Various ideas were added to make her a new, unique character. The "Moonless Thundercloud" Shermie heaves up with a belch is an example of this, as is the "Willow Whip" move she uses to mow down opponents with flailing arms. + +Incidentally, these moves were called the "Explosive Belch" and the "Back off, You Beasty" moves during development + + +About Orochi Chris : Chris, of course, is Kyo's counterpart, "a manipulator of flame". At the inception of production, the plan was for Chris to use the "Flame of Darkness (Black Flame)", but the black flames were hard to see so the designers settled for purple ones. When it came time to name Chris's arsenal of moves, we remember the director saying, "The Dark Orochi Wave sounds good". But other planners objected : "It's dumb for an Orochi character to have 'Orochi Wave' as a move name. It's like saying, Call me Mr. Chris". Regardless, the director won out + + +KOF2002 contains pieces of music from older KOFs. Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from : + +Tears (Kyo Kusanagi) - "The King of Fighters '99 - Millennium Battle" (Kyo Kusanagi's theme music). + +Kurikinton (Fatal Fury Team) - "Fatal Fury 2" (Terry Bogard's theme music). + +Beauty & The Beast (Art of Fighting Team) - "The King of Fighters 2000" (Art of Fighting Team's theme music). + +Jungle Bouncer (Ikari Team) - "The King of Fighters '94" (Ikari Team's theme music). + +Psycho Soldier (Athena Asamiya) - "Psycho Soldier" (what part of the game?). + +Diet (Gals Fighters Team) - "Art of Fighting 2" (Yuri Sakazaki's theme music). + +Arashi no Saxophone 2 (Iori Team) - "The King of Fighters '96" (Iori Team's theme music). + +Bloody (New Face Team) - "The King of Fighters '97" (New Face Team's theme music). + +KD-0079 (Hero Team) - "The King of Fighters '99 - Millennium Battle" (Hero Team's theme music). + +KD-0084 (2000 Team) - "The King of Fighters 2000" (Hero Team's theme music). + +Seoul ni Ikou (Kim) - "Fatal Fury 2" (Kim theme music). + + +- UPDATES - + + +If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes. + + +- TIPS AND TRICKS - + + +* Play As Kusanagi : At the character selection screen, highlight Kyo and press Up, Down, Right, Left, Down, Up, Left, Right. + + +* Orochi Versions Of Sherimie, Chris And Yashiro : Just hold down Start on them at the character selection screen. This is better than having to use some power stocks to transform in battle with the normal versions. + + +* Choose Your Winning Pose : To get a specific winning pose, simply press any button just after beating the opponent. + + +* Alternate Costume Colors : All characters have 4 alternate costume colors (by pressing A, B, C or D). + + +* Roulette : Press and hold Start at the character select screen and push any button (Press any direction on the joystick before pushing the button to select a random team). + + +- SERIES - + + +1. The King of Fighters '94 (1994) + +2. The King of Fighters '95 (1995) + +3. The King of Fighters '96 (1996) + +4. The King of Fighters '97 (1997) + +5. The King of Fighters '98 - The Slugfest (1998) + +6. The King of Fighters '99 - Millennium Battle (1999) + +7. The King of Fighters 2000 (2000) + +8. The King of Fighters 2001 (2001) + +9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002) + +10. The King of Fighters 2003 (2003) + + +- STAFF - + + +Executive producer : Jen Ju Young + +Producer : Chil Suk Choi + +Director : Lee Seon Ho + +Demo designers : Ogura, Norisato, Asuka + +Planners : T-2000, Uri Uri, Ruyun, Ume-Zono + +Musci & Sound designers : Tate_Norio, WBM M. Hataya + +Adjusters & Bug checkers : T-2000, 4F01 Kuroemon, 4F02 Oomae, C>B K Kuboken, Yuta Lix Sawad, Yamachan Rakira, Ume-Zono + +Main engineer : S. Fujinuki + +Programmers : Narutaki, T. Hayashi, M. Yusuke + + +* Front Designers : + + +Seth, Maxima, Benimaru, Billy, Chris, Andy, Mai, Yamazaki, May, Rugal : C.A.C. YAMASAKI + +Ryo, Robert, Takuma, Vanessa, Kensou : KAMADA + +Angel, Kyo, Iori, Kim, Yashiro, Vice : KAORI + +Athena, Ramon, Joe, Chin, Chang, Choi : TAKU&TAKUKKO + +Leona, Ralf, Clark, Shermie, Kula, Whip : ('_') + + +* Back Designers : + +Italy,Mexico, Nests stage : KOBA + +Cambodia, Boss stage : ??? + +Holland : MASAE.M + +China : GUTTON + +Korea : ??? + + +* Voice Actors : + +Kyo Kusanagi : Masahiro Nonaka + +Benimaru Nikaido : Monster Maetsuka + +Ralf Jones : Monster Maetsuka + +Choi Bounce : Monster Maetsuka + +Goro Daimon : Masaki Usui + +Ryo Sakazaki : Masaki Usui + +Terry Bogard : Satoshi Hashimoto + +Kim Kaphwan : Satoshi Hashimoto + +Andy Bogard : Keiichi Nannba + +Joe Higashi : Nobuyuki Hiyama + +Chang Koehan : Hiroyuki Arita + +Athena Asamiya : Haruna Ikezawa + +Diana : Haruna Ikezawa + +Kensou : Eiji Yano + +Announcement : Eiji Yano + +Chin Gentsai : Toshikazu Nishimura + +Leona : Masae Yumi + +Vice : Masae Yumi + +Candy : Masae Yumi + +Athena's Friend 1 : Masae Yumi + +Clark Steel ? Yoshinori Shima + +Robert Garcia : Manntaro Koichi + +Takuma Sakazaki : Eiji Tsuda + +Mai Shiranui : Akoya Sogi + +Yuri Sakazaki : Kaori Horie + +May Lee Jinju : Tomoko Kawakami + +Iori Yagami : Kunihiro Yasui + +Mature : Hiroko Tsuji + +Yamazaki : Koji Ishii + +Blue Mary : Harumi Ikoma + +Billy Kane : Atsushi Yamanishi + +Yashiro Nanakase : Makoto Awane + +Shermie : Hazuki Nishikawa + +Athena's friend 2 : Hazuki Nishikawa + +Chris : Rio Ogata + +K' : Yuuki Matsuda + +Maxima : Katsuyuki Konishi + +Whip : Shiro Kinuchi + +Vanessa : Kaori Minami + +Seth : Hidetoshi Nakamura + +Ramon : Hidehumi Takemoto + +Kula Diamond : Yumi Kakazu + +K9999 : Nozomu Sasaki + +Angel : Mayumi Shintani + +Rugal Bernstein : Norio Wakamoto + +Kusanagi : Mitsuo Iwata + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2003) + +Sony PlayStation 2 (2003) + +$end + +$info=kotm,kotmh, +$bio + +King of the Monsters (c) 02/1991 SNK. + + +If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0016 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. King of the Monsters (1991) + +2. King of the Monsters 2 - The Next Thing (1992) + + +- STAFF - + + +Producer & Director : Hamachi Papa + +Chiff designer : Mitsuzo + +Main designer : Tomomi + +Background designers : Taka, Sakai + +Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke + +Main programmer : Makoto + +Assistant programmer : Yamatan + +Sound creaters : Tarukun, Konny & Ten6 Jaguars + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +Sega Mega Drive (1993) + +$end + +$info=kotm2, +$bio + +King of the Monsters 2 - The Next Thing (c) 05/1992 SNK. + + +This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0039 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. King of the Monsters (1991) + +2. King of the Monsters 2 - The Next Thing (1992) + + +- STAFF - + + +Planner & Director : Hamachi Papa + +Chief designer : Mitsuzou + +Main character designers : Abe, Taka, Pan, Ponda, Ahokamen + +Main Scroll Designers : Sakai Goma, Manoru + +Sub designers : Kilitao, Bob Fukumizu + +Main programmer : Magi2 + +Sub programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo&Kue, Atomic Abe + +Music designers : Tarkun, Shimizum, Jojoha-Kitapy, Team C2H5OH + +Producer : Kawano + +Executive producer : Eikichi Kawasaki + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +SNK Neo-Geo CD (1994) + +$end + +$info=kingdmgp, +$bio + +Kingdom Grandprix (c) 09/1994 Raizing / Eighting. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Shippu Mahou Daisakusen - Kingdom-Grandprix" (the title became the subtitle). + + +- SERIES - + + +1. Sorcer Striker (1993) + +2. Kingdom Grandprix (1994) + +3. Dimahoo (2000) + + +- STAFF - + + +Music composed by : Hitoshi Sakimoto, Masaharu Iwata + +$end + +$info=kirameki, +$bio + +Kirameki Star Road - Intro Club (c) 08/1997 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E44 (F3-System No. 17) + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Glittering Star Road - Intro Club'. + + +- STAFF - + + +Music by : Tamayo Kawamoto + +$end + +$info=kisekaeh, +$bio + +Kisekae Hanafuda (c) 1995 I'Max. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 1024 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=kisekaem, +$bio + +Kisekae Mahjong (c) 1995 I'Max. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 1024 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=kittenk, +$bio + +Kitten Kaboodle (c) 1988 Konami. + + +- TECHNICAL - + + +Game ID : GX712 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), 051649 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This Game is known in Japan as "Nyan Nyan Panic". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- STAFF - + + +Game programmer : Boy Otofuji + +Video graphics : Rie Chan + +Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy + +Engineer : Mr. Idaka + +$end + +$info=kizuna, +$bio + +Kizuna Encounter - Super Tag Battle (c) 09/1996 SNK. + + +Two-on-two tag team battle with eight selectable characters, huge sprites and one end boss. Very fast-paced and fun! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0216 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Fu'un - Super Tag Battle" (translates from Japanese as 'Wind and Cloud - Super Tag Battle'). + + +A special four player version of Kizuna Encounter exists, but was a limited release. + + +- UPDATES - + + +In the Japanese version : + +* King Lion is named 'Kage Shishioh'. + +* King Leo is named 'Shin Shishioh'. + +* Kim Young-Mok is named 'Kim'. + + +- TIPS AND TRICKS - + + +* Boss Code (Play as either King Leo or Jyazu) : At the character selection screen highlight Mezu, then highlight the following characters in this order : Mezu, Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King Lion & Gozu. Now press D. You should listen Jyazu's laugh to confirm the code, now select Gozu and press Up to reveal Jyazu or select King Lion and press Up to reveal King Leo. Note : Endings are disabled for either Jyazu or King Leo. + + +* Hidden Matches : Beat the game with the following teams to access an extra match after defeating Jyazu : Gordon & Rosa, Hayate & Eagle, King Lion & Gozu, King Lion & Mezu. + + +- SERIES - + + +1. Savage Reign (1995) + +2. Kizuna Encounter - Super Tag Battle (1996) + + +- STAFF - + + +Object designers : Rolly R, POnta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu..., Odachan, Akairo Megane, Yorumo O.K.YO, Tohru, Takehiro Isaji, Kaoruru + +Back designers : Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji + +Programmers : Jaron, 0014 Take4, Bashi + +Music composers : Jojouha Kitapy, Tate Norio, Mitsuo + +Producers : Takashi Nishiyama, H. Matsumoto, Akira + +Directors : Mituzo, Kanbei Hama, Wakama2, Suery from OBC + + +* Voice Actors : + +Rosa : Hiroko Tsuji + +Gozu : Konichi Hayashi + +King Lion (Shishioh in Japanese version) : Masaru Naka + +Chung Paifu : Humio Niwa + +Syo Hayate : Konichi Hayashi + +Kim Young-Mok (Kim Sue-Il in Japanese version) : Yoshiaki Fujita + +Mezu : Konichi Hayashi + +Gordon Bowman : Hisanori Higashi + +Joker : Takeshi Kokubo + +Max Eagle : Kunihiko Tatsumi + +$end + +$info=klax,klaxj,klax2,klax3,klaxd,klaxp1,klaxp2, +$bio + +Klax (c) 1989 Atari Games. + + +It's a simple concept and easy to play. Catch the colored tiles with the paddle and flip them into bins to make same colored stacks and rows of three. Sound easy ? It is. The hard part is pulling yourself away from the game :).. A second player can join in at any time, head-to-head action. A competitive challenge for two players. + + +- TECHNICAL - + + +Game ID : 136075 + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 6.779 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Dave Akers originally programmed this in Amiga Basic, then ported it line-by-line to C. It was written in just a few weeks on "Escape From the Planet of the Robot Monsters" hardware. + + +- UPDATES - + + +The prototype versions have different graphics, only one background with different palettes, and uglier tiles. Tiles sometimes look wrongly placed. When you throw the tile back, it's flying much further (approx. 6 seconds instead of 1). This version has 'By MSP and DSA' on the titlescreen. + + +- STAFF - + + +Staff : David S. Akers (DSA), Brad Fuller, Tim Hubberstey (TJH), Farrokh Khodadadi (FRK), Pat McCarthy (PMC), Jerry Momoda, Mark Stephen Pierce (MSP), John Ray (RAY), John Salwitz (JFS) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sega Mega Drive (1990) + +Atari Lynx (1990) + +Atari 2600 (1990) + +Nintendo Famicom (1990) + +Amstrad GX4000 (1990) + +Nintendo Game Boy (1990) + +Sega Game Gear (1991) + +Sega Master System (1991) + +Atari 7800 (1992) + +Sony PlayStation (2000, "Arcade Party Pak") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Amstrad CPC+ (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=kngtmare, +$bio + +Knightmare (c) 1983 Gottlieb. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : Double 8-way joysticks + +Buttons : 2 + +$end + +$info=knights,knightsu,knightsj, +$bio + +Knights of the Round (c) 11/1991 Capcom. + + +King Arthur, Sir Lancelot and Percival slash through medieval England to save the peasants from enslavement. Featuring a level-up system which gives the fighters new weapons and armor. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 18 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Knights of the Round is based on the story of King Arthur and the Knights of the Round Table. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993. + + +- STAFF - + + +Game designers : Boyoyon, Hachi, K Suke, Nis 7 + +Music sound : Isao Abe (Oyaji) + +Programmers : Ayrton Tsuna !!, Hero Hero, Cky + +Object designer: Ikusan Z, Tanuki, Imomushi, Jun Matsumura (JUN), Sho + +Scroll designer: Fukumoyan, Pooh!, Kyochan, Marchan + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +$end + +$info=kov,kov115,kovj,kovplus,kovplusa, +$bio + +Knights of Valour (c) 1999 IGS. + + +A very good beat-'em-up with lots of special moves and great artwork. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Alta for Japan distribution. + + +This game is also known as "Sangoku Senki" (translates from Japanese as 'Three Countries' Military History'). + + +Based on the Three Kingdoms saga. + + +- UPDATES - + + +Knights of Valour Plus is an upgrade with some differences : + +* The bonus after every stage is higher for the original version. + +* The colour of the lifebar is different for the 2 versions (yellow and green). + +* The three secret characters in the original version are already unlocked. + +* Two new characters, the white Huang Zhong and the red Zhang Fei. + + +- TIPS AND TRICKS - + + +* Play As Diao Chan : Press B, C, D, Up, Right, Down, Left, Up, Right, Down, Left. + + +* Play As Xu Zhu : Press Left, B, C, Up, D(x2), B, C, Right, B(x3), C, Right, C(x2), B, C. + + +* Play As Zhang Liao : Press D, B(x2), C, D, Up, Down, Left, Right, Up, Down, Left, Right, B, C, D. + + +* Play As Zhuge Liang : Press Down(x2) B, Left, Down, Right, C, Left, Up, Right, D, Left(x2), B. + + +* Internet Ranking Mode : To play in the Internet Ranking mode, hold Up+B on first player and Down+C on second player before pressing Start. + + +- SERIES - + + +1. Knights of Valour (1999) + +2. Knights of Valour Superheroes (1999) + +3. Knights of Valour 2 (2001) + +4. Knights of Valour Bushou Retsuden + +5. Knights of Valour - The Seven Spirits + + +- STAFF - + + +Executive producer : Ray + +Directors : Zhong Ren Gau, Keith Young, Andy Chu + +Programmers : Alf, Why, Fred Liao, Yao Wen Lo, Mssheir, LTH + +Hardware : Franklin Wu + +Stylists : Joseph Chang, Muta Chen, Chun Lung Wu, Benson, Hark Lin + +Pictures : Yao Kun Lai, Szu Chiang Wu, Pon Pon, Su Ping Chen, Abthony Ling, Yu Jem Lin, Gui Xin Xu, Hanks, Chia Sen Yeh, Mei Sen Chune, Hsien Chin Chou, Hsu Wei Chu, Feng Chiu Fu, Sheng Kai Chang, Ricky, Sung Chih Lin, Elvis Chen, Yang, Jeffrey Chang, Owl, Leo + +Music conductor : Ray + +Music & Sound effects by : Eddie Yao, Dean + +Producers : Ko-Chu Lee, Paulchiang, A.C. Chen, Tzung-Hui Cheng + +$end + +$info=kov2plus, +$bio + +Knights of Valour 2 (c) 2000 IGS. + + +- TRIVIA - + + +This game is also known as "Sangoku Senki 2". + + +This game runs on the IGS PGM hardware. + + +- SERIES - + + +1. Knights of Valour (1999) + +2. Knights of Valour Superheroes (1999) + +3. Knights of Valour 2 (2000) + +4. Knights of Valour 2 - Nine Dragons (2001) + +5. Knights of Valour Bushou Retsuden + +6. Knights of Valour - The Seven Spirits + +$end + +$info=kovsh, +$bio + +Knights of Valour Superheroes (c) 1999 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Sangoku Senki Superheroes". + + +- SERIES - + + +1. Knights of Valour (1999) + +2. Knights of Valour Superheroes (1999) + +3. Knights of Valour 2 (2001) + +4. Knights of Valour Bushou Retsuden + +5. Knights of Valour - The Seven Spirits + +$end + +$info=knockout, +$bio + +Knock Out!! (c) 1982 KKK. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Triple Punch" (KKI). + + +- TIPS AND TRICKS - + + +* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full. + + +* Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy. Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously. + +$end + +$info=kbash, +$bio + +Knuckle Bash (c) 1993 Toaplan. + + +Three wacky characters go after the Bulls and others who would dare threaten the peace of the city! + + +- TECHNICAL - + + +Game ID : TP-023 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Atari Games for Europe and USA distribution. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Designer : Junya Inoue + +$end + +$info=knckhead,knckhedj, +$bio + +Knuckle Heads (c) 1992 Namco. + + +Somewhat of a low-quality fighter with *gasp* a jump button! + + +- TECHNICAL - + + +Namco System NA-2 hardware + +Game ID: KH + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Planners : O. Sugi, Captain Gan + +Programmers : SAM. Uruyama, Furin-Yanagi-Kazan-CD + +Chief of visual designers : H. Kikuchi, KIM + +Visual designers : M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO + +Logo and graphic designer : Cho-Itoh + +Illustration : Mr. Shigeri + +Sound composer : John Aihara + + +* CAST : + +Vincent, Darell : N. Tobita + +Fujioka : T. Morikawa + +Chris : M. Hayashibara + +Silva : K. Misuishi + +Vaike : T. Yanagihara + +$end + +$info=kncljoe,kncljoea, +$bio + +Knuckle Joe (c) 1985 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribtion. + + +A bootleg of this game is known as "Bone Crusher". + +$end + +$info=kopunch, +$bio + +KO Punch (c) 1981 Sega. + + +- TECHNICAL - + + +Game ID : 834-0103 + + +Main CPU : 8080 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 4 + +$end + +$info=kodure, +$bio + +Kodure Ookami (c) 1987 Nichibutsu. + + +A side-scrolling shooter with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Based on the manga 'Lone Wolf and Cub'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mahjong Sound Graffiti : G.S.M. Nichibutsu 2 - PCCB-00051) on 21/01/1991. + + +- STAFF - + + +Sound composer : Kenji Yoshida + +$end + +$info=koikois2, +$bio + +Koi Koi Shimasyo 2 - Super Real Hanafuda (c) 1997 Visco. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +'Koi Koi' is one of many games that is played with hanafuda cards. + +$end + +$info=rockragj, +$bio + +Koi no HotRock (c) 12/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX620 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'HotRock of Love'. + + +This game is known outside Japan as "Rock 'n Rage". + + +Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987. + + +- STAFF - + + +Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuki Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada + +Video graphics designers : Shena Urata, Sweet Satoh + +Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka + +Hardware designer : Barrel Akiyama + +$end + +$info=eto, +$bio + +Kokontouzai Eto Monogatari - Neko Datte Eto no Nakama ni Naritakatta (c) 05/1994 Visco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Once Upon A Time Chinese Zodiac Story - The Cat Who Wanted To Become Part of the Chinese Zodiac'. + +$end + +$info=konami88, +$bio + +Konami '88 (c) 1988 Konami. + + +An olympic sporting event game that was released just in time for the 1988 Olympics. + + +- TECHNICAL - + + +Game ID : GX861 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +Konami '88 is also known as "'88 Games" and in Japan as "Hyper Sports Special". + + +On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber". + + +- SERIES - + + +1. Track and Field (1983) + +2. Hyper Olympic '84 (1984) + +3. Konami '88 (1988) + +4. Hyper Athlete (1996) + +$end + +$info=konamigt, +$bio + +Konami GT (c) 10/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX561 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Konami RF2 - Red Fighter". + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986. + +$end + +$info=rf2, +$bio + +Konami RF2 - Red Fighter (c) 10/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX561 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Konami GT". + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986. + +$end + +$info=opengolf,opengol2, +$bio + +Konami's Open Golf Championship (c) 1994 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX218 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Golfing Greats 2". + + +- SERIES - + + +1. Golfing Greats (1991) + +2. Konami's Open Golf Championship (1994) + +$end + +$info=pingpong, +$bio + +Konami's Ping Pong (c) 06/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX555 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76496 (@ 2.304 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game features Penguin (later renamed Pentarou) in the title screen and as a spectator. He is the main character in Antarctic Adventure and Penguin Adventure on the MSX and also appeared in many other Konami titles like the Parodius and Game Master series. + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1985) + +MSX (1985) + +Commodore C64 (1986) + +Amstrad CPC (1986) + +$end + +$info=korosuke, +$bio + +Korosuke Roller (c) 1981 Kural Electric. + + +Roll 'em over at the overpass! The player takes up his paint brush to paint and complete a blank pattern. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Crush Roller". + +$end + +$info=myangel, +$bio + +Kosodate Quiz My Angel (c) 1996 Namco. + + +- TECHNICAL - + + +Game ID: KQ + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Raising Children Quiz My Angel'. + + +- SERIES - + + +1. Kosodate Quiz My Angel (1996) + +2. Kosodate Quiz My Angel 2 (1997) + +3. Kosodate Quiz My Angel 3 (1998) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +$end + +$info=myangel2, +$bio + +Kosodate Quiz My Angel 2 (c) 1997 Namco. + + +- TECHNICAL - + + +Game ID: KQS + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Raising Children Quiz My Angel 2'. + + +- SERIES - + + +1. Kosodate Quiz My Angel (1996) + +2. Kosodate Quiz My Angel 2 (1997) + +3. Kosodate Quiz My Angel 3 (1998) + +$end + +$info=myangel3, +$bio + +Kosodate Quiz My Angel 3 (c) 1998 Namco. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID : KQT + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Raising Children Quiz My Angel 3'. + + +- SERIES - + + +1. Kosodate Quiz My Angel (1996) + +2. Kosodate Quiz My Angel 2 (1997) + +3. Kosodate Quiz My Angel 3 (1998) + +$end + +$info=kouyakyu, +$bio + +The Koukouyakyuh (c) 1985 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : 8085A (@ 5 Mhz) + +Sound Chips : MSM5232 (@ 2.5 Mhz), AY-3-8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 208 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'The Senior High School Baseball'. + +$end + +$info=legofair, +$bio + +Koukuu Kihei Monogatari - The Legend of Air Cavalry (c) 1988 SNK. + + +A vertically scrolling helicopter shoot'em up. + + +- TECHNICAL - + + +Game ID : A7003 'KK' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flying Cavalry Story'. + + +This game is known outside Japan as "Chopper I". + + +- STAFF - + + +Supervisor : Eikichi Kawasaki + +Producer : Tamadachi + +Programmer : SNK Jr. + +Designers : Okitaka, Madaka, Warasan + +Sound creater : Kanata + +Adviser : Tosikita + +$end + +$info=strahl,strahla, +$bio + +Koutetsu Yousai Strahl (c) 02/1992 UPL. + + +- TECHNICAL - + + +Game ID : UPL-91074 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Steel Fortress Strahl'. + + +- STAFF - + + +Game designer : Kinya Adyama + +Game programmer : Ken-Ichi Kunikyo + +Music composer : Yoshio Nagashima + +Object designers : Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama + +Background designers : Mindru Tomizawa, Megumi Fujii + +Hardware works : Nobuyuki Narita + +$end + +$info=kroozr, +$bio + +Kozmik Krooz'r (c) 1982 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The game was originally called Mothership, and the mechanics were developed by Marvin Glass. However, the realistic-looking game did not test very well, it was supposed to use a mirror to reflect the image of a ship onto the playfield. In an attempt to save the project, Bill's new design of the game introduced the cute green alien called KAP'N KROOZ'R that Bally Midway executives hoped would be the next fad like "Pac-Man" was for Namco (note : KAP'N KROOZ'R next appearance was in "Wacko"). + + +- STAFF - + + +Lead programmer : Richard Clark (Sarge) + +Artist / Animator : Brian Colin + + +- PORTS - + + +* Consoles : + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=kram,kram2,kram3, +$bio + +Kram (c) 06/1982 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 1 Mhz) (Encrypted version runs @ 921.6 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=krzybowl, +$bio + +Krazy Bowl (c) 08/1994 American Sammy. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + +Buttons : 3 + +$end + +$info=krull, +$bio + +Krull (c) 03/1983 Gottlieb. + +Game ID : GV-105 + + +Players can relive the movie's thrills in the video world of Krull. Featuring five different and challenging adventures, the player advances through several scenes, battling the Beast and his army. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Krull was designed and programmed in 10 months. Chris and Matt started on it in early May of 1982 and finished in February of 1983. It is Gottlieb's first movie-themed video game. + + +About the movie : Krull is a world deep in a far-away galaxy, a culture of myth and magic. The kingdoms of Krull, in the past divided by wars, have united to battle the terrible enemy who seeks to dominate them... the Beast. He is a powerful dark force who has returned from Krull's ancient past, dtermined to destroy all those who oppose him. + +Krull is a $25 million dollar fantasy adventure from Columbia Pictures. To create this special-effect epic, Columbia Pictures has assembled the industry's top talent, people who helped bring Superman and The Empire Strikes Back to the screen. Like those top-grossing films, Krull will appeal primarily to young people under age 25, the most important demographic group for game operators. + + +- TIPS AND TRICKS - + + +* Hidden Heads : Press and hold down the Select button (which is utilized in the operator mode) and reset the machine. 63 BW faces representing 'Bob' Dobbs will bounce around the screen. + + +- STAFF - + + +Designed and programmed by : Matt Householder, Chris Krubel + +Graphics by : Jeff Lee + +Audio by : David Thiel + +Cabinet graphics : Terry Doerzaph + +$end + +$info=kuhga, +$bio + +Kuhga - Operation Code Vapor Trail (c) 1989 Data East. + + +- TECHNICAL - + + +Game ID : MAA + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 1280 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Sky Fang - Operation Code Vapor Trail'. + + +This game is known outside Japan as "Vapor Trail - Hyper Offence Formation". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990. + + +- SERIES - + + +1. Kuhga - Operation Code Vapor Trail (1989) + +2. Rohga Armor Force (1991) + +3. Skull Fang (1996) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive + +$end + +$info=pc_kngfu, +$bio + +Kung Fu (c) 1984 Irem. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : SX + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed in 1985 to Nintendo. + + +- TIPS AND TRICKS - + + +* Fight Sylvia : Each time you beat the game it will restart from the beginning. Beat the game 50 times in a row and you can fight Sylvia, the girl you usually rescue. + + +* Bonus points : Use a jump kick on the twelfth enemy on each level for 5000 points. + + +- STAFF - + + +Music by : Koji Kondo + +$end + +$info=kungfum,kungfub,kungfub2,kungfud, +$bio + +Kung-Fu Master (c) 12/1984 Irem. + + +Thomas - the game's hero - and his girlfriend Sylvia are suddenly ambushed by a group of unknown assailants, and Sylvia is kidnapped. Thomas receives a ransom demand from the mysterious 'X' informing him that Sylvia is being held in the Devil's Temple. Thomas must kick and punch through the five enemy-packed floors of the temple to reach Sylvia and rescue her. A fearsome guardian awaits the player at the end of each floor, and must be defeated before Thomas can continue his progress up through the temple. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Spartan X". + + +Kung-Fu Master was the first game that Irem licensed to Data East (for US distribution) and was also, more signififcantly, the first of two genre-defining fighting games released that year (the other being Data East's own "Karate Champ", the first one-on-one fighting game). Kung-Fu Master was the world's first sideways-scrolling beat-em-up and, while understandably not as polished as the games it would go on to inspire, is still regarded as an absolute classic. It is also fiendishly difficult. + + +This game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan. + + +A bootleg of this game was released by O.K. corp. in 1985. + + +- UPDATES - + + +Differences between Spartan X and Kung-Fu Master : + +* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X. + +* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'. + + +- TIPS AND TRICKS - + + +* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press Start 2 to slow game speed. + + +* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press Start 2 to stop and Start 1 to restart. + + +* Level Selection Mode : Turn 'Level selection mode' ON in dipswitch. In game, press Start 1 to select and Start 2 to restart. + + +* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed. + + +* Defeating the Bosses : + +1) FIRST BOSS : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly. + +2) SECOND BOSS : First, clean your back of henchmen. Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang. + +3) THIRD BOSS : Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough). + +4) FOURTH BOSS : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the first boss. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history. + +5) FIFTH BOSS : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns. + + +- SERIES - + + +1. Spartan X (1984) + +2. Spartan X 2 (Nintendo Famicom, 1991) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + +Nintendo Famicom (1985) + +Atari 7800 (1989) + +Nintendo Game Boy (1990) + + +* Computers : + +Commodore C64 (1985) + +Amstrad CPC (1986) + +Sinclair ZX Spectrum (1986) + +Apple II + +$end + +$info=kungfut,kungfuta, +$bio + +Kung-Fu Taikun (c) 1984 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Kung Fu Big Boy'. + +$end + +$info=kurikint,kurikina,kurikinu,kurikinj, +$bio + +Kuri Kinton (c) 1988 Taito. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : B42 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Honor League Gold Association'. Note that there is a Japanese dish called 'kuri-kinton' which is mashed sweet potatoes and chestnuts. + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- UPDATES - + + +The prototype version has : + +* Difficulty very unoptimized. + +* DIPSWs invincibility and slow motion. + +* No end credits. + +* No water in level 2/3, only brown garbage instead. + +* Some other minor things (graphic glitches vs. bosses, bad-oriented continue screen, etc). + +* The green carpet in level 2 isn't animated. + + +- STAFF - + + +Creators : Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi + +Hardwear designers : Hiroyuki Noguchi, Minoru Yoshimura + +Sound designers : Masahiko Takagi, Yasuhisa Watanabe + +Charactor designers : Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan + +Publicity supervisor : Naoko Yoshida + +Game designer : Kei. S + +$end + +$info=ksayakyu, +$bio + +Kusayakyuu (c) 1985 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 40 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=brkthruj, +$bio + +Kyohkoh-Toppa (c) 1986 Data East. + + +A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Strong Journey Break Thru'. + + +This game is known outside Japan as "Break Thru". + +$end + +$info=kyros, +$bio + +Kyros (c) 05/1987 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to World Games for manufacture and distribution. + + +This game is known in Japan as "Kyros no Yakata". + + +This arcade game is a port from an original computer game called 'Desolator' released in 1986 on the Atari ST. + + +- STAFF - + + +Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda + +Sound : Satoshi Magitani + +Designers : Pop House, Keniti Sakanishi + +Producer : Hatsue Honba + +Ochya Kumi : Tomoharu + +Lunch : Wakana + +$end + +$info=kyrosj, +$bio + +Kyros no Yakata (c) 1987 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Kyros' Mansion'. + + +This game is known outside Japan as "Kyros". + + +This arcade game is a port from an original computer game called 'Desolator' released in 1986 on the Atari ST. + + +- STAFF - + + +Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda + +Sound : Satoshi Magitani + +Designers : Pop House, Keniti Sakanishi + +Producer : Hatsue Honba + +Ochya Kumi : Tomoharu + +Lunch : Wakana + +$end + +$info=kyuhito, +$bio + +Kyukyoku no Hito (c) 1988 Roller Tron. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +$end + +$info=dadandrn, +$bio + +Kyukyoku Sentai Dadandarn (c) 1993 Konami. + + +A trio of supervillains unleashes an army of gross mutants on earth on order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find! + + +- TECHNICAL - + + +Game ID : GX170 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ultimate Task Force Dadandarn'. + + +This game is known outside of Japan as "Monster Maulers". + + +The Kyukyoku Sentai Dadandarn main theme song can be heard in the first fight of the game (see Updates section for more info). The white text at the bottom of the screen at the beginning of the first fight tells the name of the song and singer. The name of the song is "Tatakae! Dadandarn" ("Fight! Dadandarn") - Sung by Shimon Masato. + + +Kyukyoku Sentai Dadandarn reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The titles usually follow the formula : two kanji + 'sentai' + silly 'Engrish', which Dadandarn follows to the letter. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers. + + +This game can be seen being played in the second episode of the Japanese TV show "Ninja Sentai KakuRanger", which is part of the Super Sentai series explained above. + + +King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994. + + +- UPDATES - + + +Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" : + +*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM. + +*The 'episode' titles shown before each fight are vocally announced in the Japanese version only. + +* Eagle's nationality is unknown in Dadandarn, while he is an American in "Monster Maulers". + + +- STAFF - + + +Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy + +Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume + +Sound editor : Sakagon + +Music : Koezou + +Hardware : Pin, Grandpapa + +Package : Popsky + +Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater + +Singer : Shimon Masato + +Director : Kengo + +Produce : Masa33 + +$end + +$info=ktiger, +$bio + +Kyukyoku Tiger (c) 10/1987 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-011 + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ultimate Tiger'. + + +Licensed to Taito. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + + +This game is known outside Japan as "Twin Cobra". + + +- UPDATES - + + +Difference between "Twin Cobra" and Kyukyoku Tiger : + +* T.C. supports two simultaneous players. + +* K.T. supports two players, but only one at a time. + +* For this reason, it also supports Table Top cabinets. + +* T.C. stores 3 characters for high scores. + +* K.T. stores 6 characters for high scores. + +* T.C. heroes are Red and Blue for player 1 and 2 respectively. + +* K.T. heroes are grey for both players. + +*T.C. dead remains of ground tanks are circular. + +* K.T. dead remains of ground tanks always vary in shape. + +* T.C. continues new hero and continued game at current position. + +* K.T. continues new hero and continued game at predefined positions. After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears. + +* K.T. Due to this difference in continue sequence, Kyukyoku Tiger is MUCH harder, challenging and nearly impossible to complete ! + + +- SERIES - + + +1. Kyukyoku Tiger (1987) + +2. Kyukyoku Tiger II (1995) + +3. Kyukyoku Tiger II Plus (1997, Sega Saturn) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sony Playstation (1996, "Toaplan Shooting Battle 1") + +Nintendo Famicom + + +* Computers : + +FM Towns Marty (1994) + +Sharp X68000 + +$end + +$info=ktiger2, +$bio + +Kyukyoku Tiger II (c) 11/1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E15 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 232 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ultimate Tiger II'. + + +Produced by Takumi corporation for Taito. + + +- SERIES - + + +1. Kyukyoku Tiger (1987) + +2. Kyukyoku Tiger II (1995) + +3. Kyukyoku Tiger II Plus (1997, Sega Saturn) + +$end + +$info=kyukaidk,kyukaido, +$bio + +Kyuukai Douchuuki (c) 05/1990 Namco. + +Game ID: KY + + +Namco System 2 hardware + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Baseball World Travel Journal'. + + +Characters from "Yokai Douchuuki" appear in this game. + +$end + +$info=kothello, +$bio + +Kyuukyoku no Othello (c) 1990 Succes. + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) ADPCM (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 280 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + +$end + +$info=labyrunr,labyrunk, +$bio + +Labyrinth Runner (c) 1987 Konami. + + +- TECHNICAL - + + +Game ID : GX771 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Trick Trap - 1771". + + +- STAFF - + + +Chief programmer : K. Takabayashi + +Programmers : Masaya. M, T. Kondo + +Charactor designers : Dr. Hide, N. Ishii + +Sound editor : J. Kaneda + +Producer : S. Idaka + +$end + +$info=ladybug,ladybugb,ladybugg, +$bio + +Lady Bug (c) 10/1981 Universal. + + +In Lady Bug you guide a bug through a "Pac-Man" style maze, eating dots, and avoiding monsters. Collect letters to spell EXTRA for a bonus life (just like in "Mr. Do!"), and SPECIAL for a extra credit. The maze has rotating doors which are just enough to give the game a slightly different feel than the Pac-Man series. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +A proper Lady Bug arcade machine will be in a dedicated cabinet (specifically one of the ultra-curvy early Universal ones, "Mr. Do!", and many others used this same cabinet). Most games from Universal had no specific sideart, just a painted 'Universal' logo, and a couple of colored stripes. This makes it possible to actually convert one Universal title into another one, without any loss in value. The joystick is mounted in the center of the control panel. Finally, this game uses a standard resolution monitor mounted vertically. + + +- TRIVIA - + + +A bootleg was made in 1983 by TAI on the "Galaxian" hardware. + + +A bootleg of this game is known as "Cocinella". + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1983) + +$end + +$info=ladyfrog, +$bio + +Lady Frog (c) 1990 Mondial Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 200 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=ladykill, +$bio + +Lady Killer (c) 1993 Yanyaka. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Mitchell. This game is known in Japan as "Moeyo Gonta!!". + + +- SERIES - + + +1. Lady Killer (1993) + +2. Party Time - Gonta The Diver II (1995) + + +- STAFF - + + +Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren + +Sound : Y. Aoki, Saito + +Soft : Mighty Boowy, Kinchan + +Planning : 6th Sally + +Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots + +$end + +$info=lagunar, +$bio + +Laguna Racer (c) 09/1977 Midway. + + +- TECHNICAL - + + +Game ID : 622 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Buttons : 2 + +$end + +$info=landbrk,landbrka, +$bio + +Land Breaker (c) 1999 Eolith. + + +- TECHNICAL - + + +Main CPU : E1-32N (@ 20 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Korea as "Miss Tang Ja Ru Gi". + +$end + +$info=landmakr,landmkrp, +$bio + +Land Maker (c) 06/1998 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E61 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- UPDATES - + + +REVISION 1 (Japanese release) : + +* Software version : 2.01 J + +* Build date : 1998/06/01 16 :30 + + +REVISION 2 : + +* Software version : 2.02 O + +* Build date : 1998/06/02 17 :00 + + +- TIPS AND TRICKS - + + +* Aternative Gameplay : Press Shoot, Left, Right, Shoot on the titlescreen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on different stage layout. + + +- STAFF - + + +Art director & Character designer : Hisakazu Kato + +Game director & Game designer : Seiichi Nakakuki + +Programmers : TMR, Hikaru Taniguchi, Yasutaka Hayashi + +Character designers : Akiyoshi Takada, Kazuhiro Fujimoto, Nobuhiro Osomi, Tohru Kawaishi + +Game designer : Masahiro Nomura + +Sound : Yasuhisa Watanabe, Katsuhisa Ishikawa, Kouji Urita, Norihiro Furukawa + +Designer : Toshiyuki Takenami + +Voices : Lisle "Weapon" Wilkerson, Brian Matt-Uhl + +Land makers : Seiji Kawakami, Keppel Maekawa, Nobuaki Kuroki, Naomitsu Abe, Yousuke Tsuda, Youichiro Kugimiya, Takayuki Tsuchiya, Naoto Ohmura + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999) + +$end + +$info=lsasquad, +$bio + +Land Sea Air Squad (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A64 + + +Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 3 Mhz), YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Storming Party" and is known in Japan as "Riku Kai Kuu Saizensen" (translates from Japanese as 'Land Sea Air Frontline'). + + +- STAFF - + + +Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro + +$end + +$info=landgear, +$bio + +Landing Gear (c) 1995 Taito. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + +$end + +$info=lvgirl94, +$bio + +Las Vegas Girl - Girl '94 (c) 1994 Comad. + + +Columns-like game with pictures of nude girls! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 1 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game shares the same music with "Zero Zone", another Comad game. + +$end + +$info=laser, +$bio + +Laser (c) 1980. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- UPDATES - + + +Unlike "Space Laser" : + +* The ships moving horizontally across the screen are not always solid but flash on and off. + +* This game is one or two player. + +* Was designed for a cocktail cabinet. + +$end + +$info=laserbas,laserbsa, +$bio + +Laser Base (c) 1981 Amstar / HOEI. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + + +- TRIVIA - + + +This game is also known as "Futur Flash". + +$end + +$info=lghost,lghostu, +$bio + +Laser Ghost (c) 1991 Sega. + + +A series of heinous events is in progress. Poltergeists are running rampant in the city. As if that wasn't bad enough, a little girl is kidnapped by one of the ghosts in broad daylight. Now it's up to Bill, Max, and Carol to put an end to the paranormal madness. + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0164 / 317-0165 / 317-0166 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 3 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +On the title screen, there is a tombstone that makes a reference to Sega's 1989 shooter "Line of Fire". + + +There are two gimmicks about Laser Ghost. The first one is that the cabinet has 2 removable benches for players 1 and 3. The second gimmick is that the laser guns have a laser imaging device on top of the guns which gives the illusion of shooting real lasers onto the screen. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991. + + +- UPDATES - + + +FD1094 317-0164 + +* Japanese version. + + +FD1094 317-0165 + +* US version. + + +FD1094 317-0166 + +* World version. + + +- PORTS - + + +* Consoles : + +Sega Master System + +$end + +$info=lasso, +$bio + +Lasso (c) 1982 SNK. + + +- TECHNICAL - + + +Game ID : 'WM' + + +Main CPU : (2x) M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 600 Khz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=mt_lastb, +$bio + +Last Battle - Legend of the Final Hero (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 20 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Shin Seikimatsu Kyuuseishu Densetsu - Hokuto no Ken" (translates from Japanese as 'New End of the Century Savior Legend - Fist of the Big Dipper'). + + +This game is based on the manga 'Hokuto no Ken' by Buronson and Tetsuo Hara. 'Hokuto' is the Japanese word for the constellation known in the west as 'The Big Dipper'. This is why the main character, Kenshirou, has seven scars in the shape of the big dipper on his chest, not just one scar representing the north star. + + +- UPDATES - + + +Changes from Japanese version : + +* Blood removed, Enemies now just fly off screen instead of exploding. + +* All characters are recolored. + +* Characters were all given stupid names. Kenshirou became Aarzak, Bat became Max, Lin became Alyssa, etc. + +* Chapter titles removed. + + +- TIPS AND TRICKS - + + +* Continue : When you lose your last life and the word 'Legend of the Final Hero' appear, hold A+B+C and then press Start to continue on the stage that you died on. + + +- SERIES - + + +1. Hokuto no Ken (NEC PC-8801 computer) + +2. Hokuto no Ken (Sega Mark III) (bastardized version, "Black Belt", released outside Japan in 1986 for Sega Master System) + +3. Shin Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sega Mega Drive) (bastardized version, "Last Battle - Legend of the Final Hero", released for Sega Genesis in 1989) + +4. Hokuto no Ken (1986, Nintendo Famicom) + +5. Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken 2 (1987, Nintendo Famicom) (Released in USA as "Fist of the North Star" for NES) + +6. Shin Seiki Souzou - Seiken Retsuden : Hokuto no Ken 3 (1989, Nintendo Famicom) + +7. Hokuto no Ken : Seizetsu Juuban Shoubu (Gameboy, 1989) (Released in USA as "Fist of the North Star : 10 Big Brawls for the King of the Universe" in 1990) + +8. Hokuto no Ken 4 : Shichisei Haken Den - Hokuto Shinken no Kanata he (1991, Nintendo Famicom) + +9. Hokuto no Ken 5 : Tenma Ryuusei Den - Ai * Zetsushou (1992, Super Famicom) + +10. Hokuto no Ken 6 : Gekitou Denshou Ken * Haou he no Michi (Super Famicom, 1992) + +11. Hokuto no Ken 7 : Seiken Retsuden - Denshousha he no Michi (Super Famicom, 1993) + +12. Hokuto no Ken (Sega Saturn 1995, Sony Playstation 1996) Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sony Playstation, 2000) + +13. Typing Ougi Hokuto no Ken Gekiuchi (Windows / Mac, 1999) + +14. Typing Ougi Hokuto no Ken Gekiuchi SE (Windows / Mac, 1999) + +15. Typing Haou Hokuto no Ken Gekiuchi 2 (Windows / Mac, 2000) + +16. Punch Mania : Hokuto no Ken (2000) + +17. Punch Mania : Hokuto no Ken 2 - Gekitou Shura no Kuni Hen (2000) + +18. Hokuto no Ken Gekiuchi Zero (Windows / Mac, 2001) + +19. Hokuto no Ken Gekiuchi 3 (Windows / Mac, 2003) + +20. Taisen Kakutou Puzzle Game: Hokuto de BON!! (Windows 95/98, 2000) (unlicenced use of Hokuto no Ken characters) + +21. Sega Ages 2500 Series : Hokuto no Ken (Playstation 2, 2003) + +$end + +$info=lastbld2, +$bio + +The Last Blade 2 (c) 11/1998 SNK. + + +Much-acclaimed swordplay fighter with 16 selectable characters and one end boss. Another SNK triumph! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0243 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi : Tsuki ni Saku Hana, Chiri Yuku Hana" (translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman in the Moonlight : The Flower That Blossoms In The Moon, The Flower That Turns To Dust'). + + +Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan). + + +Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung. + + +Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends. + + +- UPDATES - + + +In the original (Japanese) version of Last Blade 2, each of the three modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'. + +These three modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release. + +However, one case where the modes were literally translated remain. + +If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'. + +A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names. + + +- TIPS AND TRICKS - + + +* Play As Kaede From Last Blade : Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + + +* Play As Kouryu : Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS! + + +* Hagure Hitogata Appearance : Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + + +* Naoe Kotetsu Appearance : Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + + +* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start. + + +* Unlock EX Mode : At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! + + +* Contest? : If you finish the game in one credit, a password is given to you (The Password is 'Elephant'). This password can be entered in the official LB2 Internet page. This contest was available between 11/1998 and 04/1999. + + +- SERIES - + + +1. The Last Blade (1997) + +2. The Last Blade 2 (1998) + + +- STAFF - + + +* Voice Actors : + +Hyo Amano : Akio Ohtsuka + +Genbu no Okina : Shigehumi Nakai + +Akari Ichijou : Mayuko Omimura + +Kaede : Suizu Kouji + +Shinnosuke Kagami : Makoto Awane + +Juzoh Kanzaki : Taison Ohya + +Lee Rekka : Jun Hashimoto + +Moriya Minakata : Jun Hashimoto + +Mukuro : Monster Maetsuka + +Shigen Naoe : Enma Itou + +Kojiroh Sanada : Satomi Nakatani + +Setsuna : Takaya Yamauchi + +Hibiki Takane : Kyouko Hikami + +Keiichiro Washizuka : Katsuyuki Konishi + +Yuki : Hazuki Nishikawa + +Zantetsu : Ohtomo Ryuzaburo + +Kouryu : Kouji Ishii + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1999) + +Sega Dreamcast (2001) + +$end + +$info=lastblad,lastblda, +$bio + +The Last Blade (c) 11/1997 SNK. + + +Japanese weapons-based fighter featuring beautiful artwork and sound. Twelve selectable characters and two end bosses. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0234 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Bakumatsu Roman - Gekka no Kenshi" (translates from Japanese as 'Bakumatsu Romance - Swordsman In The Moonlight'). + + +Parts of Gekka no Kenshi was based off of the manga 'Rurouni Kenshin'. + + +The Bakumatsu period of Japan (1860-1899) represents the opening of Japanese ports to foreigners. The Last Blade is set during this time period and you can see Europeans in some backgrounds, as well as some European dress influences on some characters. + + +This game has a lot to do with Japanese religion. In what little understanding of Japanese culture, there are four gods in Japanese mythology : Seiryuu (blue dragon), Suzaku (red phoenix), Byakko (white tiger) and Genbu. Each god is associated with a direction : Byakko with west, Seiryuu with east, Genbu with north and Suzaku in the south. The four gods also seem to be portrayed in an identical manner : Suzaku is often seen as a renegade of sorts, Genbu is often wise, Byakko seems to be strong and Seiryuu seems to be the role of the protagonist. To this end, the four characters that are avatars to these gods in Gekka no Kenshi (Kaede, Okina, Shigen and Kagami) seem to fit the gods themselves to a tee (Kaede to Seiryuu, Okina to Genbu, Shigen to Byakko and Kagami to Suzaku). However, there may be one (unintentional) reference to the entire fighting game itself. These four characters may very well represent the four popular styles of characters found in nearly fighting game : + +Kaede is a Shotokan-style character. This type of character, of course, is the earliest type of fighting game character (as early fighting games always had the protagonist be proficient in some form of karate). However, ever since the release of "Street Fighter II - The World Warrior", a Shoto-character refers to a character with similar moves to that of Ryu and Ken from that game, or more specifically, a character with a projectile and a built upper. Kaede fits this property well : his Ittou Hayate is a projectile (much like Ryu's Hadou Ken) and his Ittou Kuuga is a built upper (like Ken's Shoryuu Ken). Of course, Kaede may also be a nod to that of SNK's first fighting game protagonist (Terry Bogard) as well : his Kasshin Fukuryuu super is in the style of Terry's Power Geyser. To this day, many fighting game characters are known as Shoto characters - their simplicity can't be beat. + +Shigen is a large character. Large characters come generally in two flavors : the power character and the grappler (Shigen himself is a mix of both). Power characters generally don't move much but deal lots of damage per hit. Grapplers are those whose special moves are mainly throws. These characters tend to last longer because of their size, but have a weakness that they have either short range or are slow (or, in the case of some characters, overly complicated moves). + +Okina may be described as a turtler. This may seem like an inside joke (Okina, in his profile, refers to his family as a bunch of turtles), but it sometimes make sense. + +Jokes aside, turtlers are not exactly a type of character, but a type of player. That is, a turtler is a player who tend to block attacks a lot. + +Charge characters (ie. those whose repetoire of moves are mainly charge moves) generally fall into this category, as it is often that they need to remain in a blocking position in order to get their charges and counterattack. + +Over the years, there have been many incentives to stray away from this style (as well as derivatives thereof, such as ticking), such as guard breaks, overheads, low attacks, shorter charges and unblockable moves. + +Granted, the turtler is not as big as a factor as it used to be (the most popular character in "Street Fighter II - The World Warrior" was Guile because of his turtling and ticking abilities), but Okina's reference to turtles remains. + +Kagami, of course, continues SNK's tradition of making cheap-ass characters for final bosses. + + +Akari and Juzoh are the comedic relief characters in the Gekka series : Juzoh is seen in Akari's stage if Akari is fighting (and obviously, if Akari is not fighting Juzoh). Likewise, Akari can be seen in Juzoh's stage if Juzoh is fighting (and if Juzoh isn't fighting against Akari). + + +- TIPS AND TRICKS - + + +* Play As Musashi : At the character selection screen, press C(x6), B(x3) and C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! + + +* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start. + + +* Alternate Costume Colors : Press Start when selecting a fighter at the character selection screen. + + +- SERIES - + + +1. The Last Blade (1997) + +2. The Last Blade 2 (1998) + + +- STAFF - + + +Executive producer : H. Matsumoto + +Producer : Akira G. + +Director : Kim-Ken, Wakama2, Swery 65% + + +* Front Designers : + +Kaede : Tony Oki, Sumicho, Y. Kashiba, Okame Kiyoshi + +Amano : Rolly (R) + +Moriya : Heitarou + +Musashi : Ponta + +Yuki : (c)Fukatsu + +Akari : Pinkey + +Okina : Horipu-, Gowada", Ichikawa + +Shigen : Terarin. + +Juroh : S. Reiko + +Shikyoh : Shige + +Washiruka : H. Taniguchi + +Zantetsu : S. Sasada + +Kagami : Ishii303# + +Lee : Yuko + + +* Back Designers : + +Juroh Stage, Washizuka Stage : Take Pyon + +Lee Stage, Kagami Stage : Muramama + +Yuki Stage, Shikyo Stage : Daisuke + +Moriya Stage, Zantetsu Stage : Eiko + +Kaede Stage, Akari Stage : Wadamo + +Amano Stage, Shigen Stage : Hidena J + +Okina Stage, Musashi Stage : Simiji + + +Sound : Yassun, Tate_Norio, Brother-Hige, Zoe, Okan + +Tool staff : K. Miyazaki, M. Hashimoto, O. Daimon, T. Kanehiro, K. Hamamoto + +Adjusters : K. Asai, Game King, M-Panic! + +Programmers : Yuritaro, Hiropon-MK2, Naoyan + + +* Demo Section : + +Direction : Swery 100% + +Graphics : Wadamo + +Programming : Naoyan + + +* Voice Actors : + +Musashi Akatsuki : Franky Nakamura + +Hyo Amano : Akio Ohtsuka + +Genbu no Okina : Shigehumi Nakai + +Akari Ichijou : Mayuko Omimura + +Kaede : Suizu Kouji + +Shinnosuke Kagami : Makoto Awane + +Juzoh Kanzaki : Taison Ohya + +Lee Rekka : Jun Hashimoto + +Moriya Minakata : Jun Hashimoto + +Shigen Naoe : Enma Itou + +Shikyoh : Monster Maetsuka + +Keiichiro Washizuka : Katsuyuki Konishi + +Yuki : Hazuki Nishikawa + +Zantetsu : Ohtomo Ryuzaburo + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1998) + +Sony PlayStation (1999) + +$end + +$info=lastbrnx,lastbrnj, +$bio + +Last Bronx (c) 1996 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Sonic The Hedgehog is drawn on the wall of a building in Tommy's stage. + +$end + +$info=lastday,lastdaya, +$bio + +The Last Day (c) 1990 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Directed by : J. S. Hong + +Main software : J. H. Park, H. S. Ryou, D. C. Jeong + +Hardware designer : C. D. Kim + +PCB artwork : S. W. Lee + +Character designer : M. R. Oh + +Animation designer : M. S. Lee + +Background designer : S. G. Kang, K. H. Choi, I. S. Yi, H. C. Sin + +Music : I. G. Kang + +Sound effects : S. H. Lee + +Music software : Y. C. No + +$end + +$info=lastduel,lstduela,lstduelb, +$bio + +Last Duel - Inter Planet War 2012 (c) 07/1988 Capcom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Character designers : Donarudo Chiyo, Travail Kuniko, Tanado Oyu, Chakkari Minoru, Kuntakinte Ito, Hyper Kaz, Pradox Koichi + +Music and sound : Tamayo Kawamoto (Golden Tamayo) + +Programmers : Popo Yumiko, Yuzoh + +Planning : Moomin Hiroyuki + +Director : Piston Takashi + + +- PORTS - + + +* Computers : + +Commodore C64 (1988) + +Commodore Amiga (1988) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +$end + +$info=lastfort,lastfero,lastforg, +$bio + +Last Fortress - Paitoride (c) 1994 Metro. + + +Solitaire mahjong game. + + +- TECHNICAL - + + +Game ID : VG420 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 360 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Tile Fortress'. + + +- SERIES - + + +1. Last Fortress - Paitoride (1994) + +2. Paitoride II - Adauchi Gaiden (1994) + +3. Dai Paitoride (1996) + +$end + +$info=lastmisn,lastmsno,lastmsnj, +$bio + +Last Mission (c) 10/1986 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Game programmers used a Millennium 95085 Microsystem Emulator to program this game. + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- STAFF - + + +Game designer : Akira Sakuma + +Advice : Yuji Gonod + +Character designers : Harumi Nomura, Atsushi Kushima, Shinji Noda, Kouji Akibayashi, Super, Tak + +Music composers : Yukihiko Kitahara, Michiya Hirasawa, A2usa Hara + +Sound programmers : Tatsuo Yamaguchi + + +* Software : + +System designer / Game programmer : Akira Sakuma + +Assistant : Satoshi Imamura + +Security CPU control : Tsuyoshi Hitazawa + + +* Hardware : + +Prototype designer : Kenji Nishikawa + +Engineers : Tomotaka Osada, Kenichi Fujimoto + + +- PORTS - + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum + +$end + +$info=lresort, +$bio + +Last Resort (c) 03/1992 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0024 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992. + + +- STAFF - + + +Producer : Yasumi Tozono + +Designers : Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Saori Etoh, Eri Koujitani + +Sound : Toshio Shimizm, Tatenorio Yamate + +Programmer : Takefumi -Syndicate- Yamamoto + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=kyustrkr, +$bio + +Last Striker (c) 1989 East Technology. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Kyuukyoku no Striker" (translates from Japanese as 'Final Striker'). + + +- SERIES - + + +Planner : K. Kizaki + +Programmers : H. Ikeda, E. Ogura, K. Kihara, T. Katayanagi + +Graphic designers : T. Toshima, May-Kobayashi, A. Suzuki, Ichikawa + +Music composer : Takaro. N + +Sound programmer : A. Inoue + +Voice : Cheer Girl + +$end + +$info=lazercmd, +$bio + +Lazer Command (c) 10/1976 Meadows Games. + + +You have an overhead view of a maze with two sides, the sides mirror each other. The left side of the screen is yellow, and the right side is green. On each side are fifteen tanks. The object is to blow up all of the oppossing players tanks (or as many as you can before the timer runs out). You can only control one tank at a time, you can move them around and blast your opponents tanks (getting the active one is usually a good idea). When you get blasted, your tank vanishes, and you must move a little blip over to another tank to resume play (this blip is invisible unless it is against a wall). You can also leave your tank and head for another one by pressing the second button. This is just a great strategic title, it holds up even today. It is really worth playing if you like that sort of thing. Just be aware that this is a two player only title, so you will need a friend to play against. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 672 Khz) + +Sound Chips : DAC (@ 672 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +Lazer Command had one ugly cabinet. It was just a big yellow box without any curves or angles at all. The control panel had two large 4-Way joysticks, that each had two fire buttons, these did not have a ball on top or anything like that, they were kind of like bicycle handgrips with fire buttons. The machine had sticker style sideart, which was a circle with an explosion inside that said 'Lazer Command'. The marquee was rather plain, and was simply labeled with the title in red letters, while the monitor bezel had detailed game instructions printed on it. The monitor was a black and white monochrome model with a green and yellow overlay. + +$end + +$info=ar_ldrb,ar_ldrba, +$bio + +Leader board Golf (c) 1988 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=lbowling, +$bio + +League Bowling (c) 12/1990 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0019 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Nadia from Secret of Blue Water make a cameo in this game. She appears on the background (e.g : when you choose your hand, left or right, at the begin). + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=ledstorm, +$bio + +Led Storm (c) 1988 Capcom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), MSM6295 (@ 7.759 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +LED stand for 'Lazer Enhanced Destruction'. + + +This game is also known as "Mad Gear". + + +- STAFF - + + +Plan : Piston Takashi, Tomoshi Sadamoto + +Game designer : Tomoshi Sadamoto + +Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa + +Character designer : K. Ashenden + +Art : Puttun. midori, Inu, Innocent Saicho + +Sound : Ogeretsukun + +Hard : Masayan + + +- PORTS - + + +* Computers : + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +$end + +$info=fitegolf,fitegol2, +$bio + +Lee Trevino's Fighting Golf (c) 05/1988 SNK. + + +A golf game. + + +- TECHNICAL - + + +Game ID : 'GU' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3526 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Country Club". + + +Note : Born on december 1, 1939 at Dallas, Lee B. Trevino is one of the legends of the golf world. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +$end + +$info=legend, +$bio + +Legend (c) 19?? Sega / Coreland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Miki Harada, Kamei Abe, Tanaka Inoue, Nakayama Maruyama + +$end + +$info=loht, +$bio + +Legend of Hero Tonma (c) 04/1989 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on 21/09/1989. + + +- STAFF - + + +Music composed by : GEEO + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +$end + +$info=lkage,lkageb,lkageb2,lkageb3, +$bio + +The Legend of Kage (c) 1984 Taito. + + +At the end of the Edo Period (late 19th century) in Japan, a Corps formed by the evils, which had come back to life from the Devil's World, was terrifying people all over the country. One day the princess 'Kiri', a daughter of the lord, was kidnapped by the Corps. In order to save her from them, a number of militia were sent to the Corps' Headquarters, but none of them ever returned. Then one young man headed for the Corps' Headquarters to save the princess. His name 'Kage', a ninja from Iga Village. + + +- TECHNICAL - + + +Game ID : A54 + + +Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 176 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Music by : Hisayoshi Ogura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + + +* Computers : + +Amstrad CPC (1987) + +MSX + +$end + +$info=lomakai, +$bio + +Legend of Makai (c) 10/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-Z hardware + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Makai Densetsu". + + +- STAFF - + + +Sound composers : Shizuyoshi Okamura, K (Tecchan) + +$end + +$info=silkroad, +$bio + +The Legend of Silkroad (c) 1999 Unico Electronics. + + +Chinese heroes attempt to rid the Orient of the evil mystical warlord and his enemies. + + +- TECHNICAL - + + +Game ID : SR2001A + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 380 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Game planner : Jong-yong Na + +Character designers : Gi-seon Lee, Gi-hong Kim, Sung-oK Moon + +Map designers : Jong-yong Na + +Effect designers : Jong-yong Na, Woo-jin Park + +Main programmer : Eun-joong Koo + +Assistant programmer : Chul-Joong Kwack + +Music composer : Dae-yong Kweon + +Hardware designer : Jeong-ok Chun + +Director : Eun-joong Koo + +$end + +$info=legendos, +$bio + +Legend of Success Joe (c) 07/1991 Wave / SNK. + + +Beat-'em-up/boxing game with a Rocky-like storyline. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0029 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Ashita no Joe Densetsu" (translates from Japanese as 'Legend of Tomorrow's Joe'). + + +This game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. + + +- SERIES - + + +1. Ashita no Joe (1990) + +2. Legend of Success Joe (1991) + + +- STAFF - + + +Original author : Asao Takamori + +Original picture : Tetsuya Chiba + +Chief programmer : Hirofumi Sakaue + +Assistance programmer : Takashi Iehara + +Chief character designer : Koji Tomoto + +Assistance designer : Kenichiro Matsumoto + +Total producer : Teruo Ohira + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992, "Ashita no Joe Boxing") + +$end + +$info=lwings,lwings2, +$bio + +Legendary Wings (c) 11/1986 Capcom. + + +The game is a vertically scrolling shoot'em up where you fly a winged soldier over a Greek mythos style landscape. Shoot and bomb the attacking enemies. The game play switches between horizontal platform and flying levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Ares No Tsubasa - The Legendary Soldiers". + + +- UPDATES - + + +In Legendary Wings (Set 1), the main characters are replaced by men instead of women in "Ares No Tsubasa" and Legendary Wings (Set 2). + + +- TIPS AND TRICKS - + + +* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot. + + +- STAFF - + + +Music composed by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +$end + +$info=legion,legiono, +$bio + +Legion (c) 1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +* 1.05 + +* 2.03 + +$end + +$info=legionna,legionnu, +$bio + +Legionnaire (c) 1992 TAD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Fabtek for American distribution. + +$end + +$info=lemmings, +$bio + +Lemmings (c) 1991 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : M6809 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +This prototype arcade version is a port from an orginal computer game released in 1990 on the Commodore Amiga (and was later ported to Atari ST, and then even later for others computers and consoles). + + +- SERIES - + + +1. Lemmings (1990, Commodore Amiga) + +2. Oh No! More Lemmings (1991, Commodore Amiga) + +3. Lemmings 2 - The Tribes (1993, Commodore Amiga) + +4. The Lemmings Chronicles (1994, IBM PC-DOS) + +$end + +$info=leprechn,leprechp, +$bio + +Leprechaun (c) 1982 Tong Electronic. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.25 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +Also licensed to Pacific Polytechnical for manufacture and distribution. + + +This game is also known as "Pot of Gold". + +$end + +$info=crshrace,crshrac2, +$bio + +Lethal Crash Race (c) 1993 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Mc O'River for US and Canada manufacture and distribution. + + +This game is known in Japan as "Bakuretsu Crash Race" (translates from Japanese as 'Exploding Crash Race'). + +$end + +$info=lethalen,lethalej, +$bio + +Lethal Enforcers (c) 1992 Konami. + + +As an undercover police officer, your mission is to put a stop to an array of criminals ranging from bank robbers to hijackers to various other undesirables. while upholding the law, you must try to protect the innocent as well by not shooting them. in some occassions, you'll get a chance to upgrade your weapons which include the .357 Magnum, a shotgun, an automatic pistol, an M-16 assault rifle, an 9mm Uzi Sub-Machine Gun, and finally a grenade launcher. while some weapons can be reloaded, some can't be reloaded at all. either way, these weapons can make things easier, but be careful though, if you get shot by any criminal, you'll go back to your standard-issue revolver. + + +- TECHNICAL - + + +Game ID : GX191 + + +Main CPU : HD6309 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 7169 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993. + + +- SERIES - + + +1. Lethal Enforcers (1992) + +2. Lethal Enforcers II - Gun Fighters (1994) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega-CD + +Sony PlayStation (1997, "Lethal Enforcers I & II") + +$end + +$info=le2,le2u,le2j, +$bio + +Lethal Enforcers II - Gun Fighters (c) 1994 Konami. + + +Western style shooting game featuring digitised characters. The game consists of five stages : Bank Robbery, Stage Hold-Up, Saloon Showdown, Train Robbery, and Hide-Out. + + +The player begins the game holding the rank of Sheriff, but if too many innocents or fellow lawmen are killed, the player can be demoted to Deputy or even Posse member. Complete a stage without killing any innocents, and the player is promoted to Deputy Marshal, further success can eventually lead to the player being promoted to the level of U.S. Marshal. + + +The player's gun can hold up to six bullets at a time. On each stage, there are special items that can be shot to reveal better weaponry, such as double rigs, rifles, 50 caliber sharps, shotguns, gatling guns and cannon. The gatling guns and cannon can only be used once but the double rigs, rifles, 50 caliber sharps and shotguns can be reloaded the same way as your regular six-gun. Once a life is lost, any additional weapons are lost and the player is once again armed with only a six-gun. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX312 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : lightgun + +Buttons : 3 + + +- SERIES - + + +1. Lethal Enforcers (1992) + +2. Lethal Enforcers II - Gun Fighters (1994) + + +- STAFF - + + +* Staff : Yoshiaki Hatano, Jun Narita, Steve Johnson, Tetsuya Wada, T. Sekito, Yuichi Sakakura, Masahiro Ueno, Norio Takemoto, A. Nonami, H. Matsuura, T. Murayama, T. Maki, Toshiyuki Kakuta + +* Cast : Angela Wolf, Bill Lenkowski, Bonnie Geils, Dan Monaghan, Debbie Puglia, George Limonez, Jennifer Lenarz, John Malek, Josie Nawrot, Juan Venecia, Jun Narita, Kathie McCarthy, Kay Wolf Jones, Kevin O'Donohue, Laura Fanella, Linda Nelson, Mark Porwit, Marlyse Cohen, Masahiro Ueno, Matt Chang, Meg Benes, Michael Blaustein, Michael Koziol, Michael Rudowicz, Michael Smith, Mike Gallo, Mike Rubin, Morlot Williams, Norio Takemoto, Patrick Kamka, Randy Severin, Renee Henry, Rich Wisniewski, Richard Rush, Rudy Rivera, Steve Bolf, Steve Jackson, Steve Johnson, Tetsuya Wada, Tina Ferguson, Xyla Gatilao, Yoshiaki Hatano + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +Sega Mega-CD (1994) + +Sony PlayStation (1997, "Lethal Enforcers I & II") + +$end + +$info=lethalj, +$bio + +Lethal Justice (c) 1996 The Game Room. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz) + +Sound Chips : (3x) MSM6295 (@ 15.151 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 236 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +An homage for 'Landerland Coin-op Laundry' appears in a level. + + +- STAFF - + + +Designed and programmed by : Kyle Hodgetts + +$end + +$info=lethalth, +$bio + +Lethal Thunder (c) 1991 Irem. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Thunder Blaster". + +$end + +$info=nss_lwep, +$bio + +Lethal Weapon (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=levers, +$bio + +Levers (c) 06/1983 Rock-ola. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +$end + +$info=liblrabl, +$bio + +Libble Rabble (c) 12/1983 Namco. + +Game ID: LR + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz) + +Sound CPU : M6809 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 6.144 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Turn off the service mode switch and turn it on again quickly to remain on the monitor test grid. + +3) Enter the following sequence using the right joystick : Up(x9), Right(x2), Down(x9), Left(x2). '(c) 1983 NAMCO LTD.' will appear on the screen. + + +- STAFF - + + +Designed by : Toru Iwatani + +Music by : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +FM Towns Marty + + +* Computers : + +Sharp X68000 (1993) + +$end + +$info=liberate,liberatb, +$bio + +Liberation (c) 1984 Data East. + + +A vertically scrolling shoot'em up game. + + +- TECHNICAL - + + +Main CPU : DECO (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Dual Assault". + + +A bootleg of this game was produced under the same name in 1985 by Life System Seoul. + + +- UPDATES - + + +The bootleg uses a M6502 @ 2 Mhz as main CPU instead of the DECO @ 2 Mhz. + + +- STAFF - + + +Staff : I. Fushiki, D. Kohama, Y. Ohba, K. Nishikawa + +$end + +$info=liberatr,liberat2, +$bio + +Liberator (c) 11/1982 Atari. + + +- TECHNICAL - + + +Game ID : 136012 + + +Main CPU : M6502 (@ 1.25 Mhz) + +Sound Chips : (2x) Pokey (@ 1.78979 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Liberator features the character Commander Martin Champion of the Atari Force mini-comic books. This limited series was made by DC Comics for Atari and was packaged with certain science-fiction themed games for the Atari 2600 console, including "Star Raiders" and "Defender". The mini-comics spinned off into a full size Atari Force comic series and the Star Raiders graphic novel. + + +Approximately 760 units were produced. + + +- STAFF - + + +Designed and programmed by : Dennis Harper + + +- PORTS - + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=lifefrce,lifefrcj, +$bio + +Lifeforce (c) 10/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX587 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : VLM5030 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known as "Salamander" in Japan, but it was re-released one year later in Japan as "Lifeforce" (06/1987). + + +Apolon released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986. + +King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992. + +Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamnder Arcade Soundtrack - KOLA-030) on 09/04/2003. + + +- UPDATES - + + +Salamander, the original Japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages. + +Lifeforce, the US release, is just like the Japanese original only with slighty different color palettes. + +Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system. + + +- STAFF - + + +Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa + +Video graphic designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando + +Sound editors : Yoshiaki Hatano, Miki Higashino + +Engineer : Yasushi Furukawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sega Saturn (1997, "Salamander Deluxe pack Plus") + +$end + +$info=lightbr, +$bio + +Lightbringer (c) 02/1994 Taito. + + +Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat'em ups. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D69 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Dungeon Magic". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994. + + +- STAFF - + + +Project leader : Keppel Maekawa + +Game designers : Keppel Maekawa, Turtle Mizukami, Mucha + +Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa + +Character designer : Kawamoyan + +Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto + +All music and sound effects : Nakayama Jyotohei (Zuntata) + +Music sound effects director : Hisayoshi Ogura (Zuntata) + +Instructions : Naoto Hashizume + +Image illustration : Kouichirou Yonemura + +Hardware works : Hironobu Suzuki, Katumi Kaneoka + +$end + +$info=lgtnfght,lgtnfghu, +$bio + +Lightning Fighters (c) 05/1990 Konami. + + +- TECHNICAL - + + +Game ID : GX939 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Trigon". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- STAFF - + + +Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae + +Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku + +Sound editors : K. Matsubara, K. Yamane + +Engineers : M. Idaka, H. Matsuura + +Title designers : M. Yoshihashi, H. Matsuda + +$end + +$info=shangnle, +$bio + +Limited Editon Hang-On (c) 1991 Sega. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Limited Editon Hang-On was a "Super Hang-On" conversion made for a special edition of the large cabinet. + + +- SERIES - + + +1. Hang-On (1985) + +2. Hang-On II (1985, Sega SG-1000) + +3. Hang-On Jr. (1985) + +4. Super Hang-On (1987) + +5. Limited Editon Hang-On (1991) + +$end + +$info=loffire,loffirej, +$bio + +Line of Fire (c) 1989 Sega. + + +While on a mission to find the enemy army's secret weapon which happens to be a powerful high caliber machine gun. you end up getting captured by the enemy. Luckily for you, the secret weapon is in your hands. so rather than accept defeat, you decide that the only way to escape the enemy's grasp alive is to waste the enemy with the super machine gun. The way you play the game depends on which cabinet you're playing in (see 'Trivia' for details). + + +- TECHNICAL - + + +Sega X Board hardware + +Game ID : 317-0134 / 317-0136 + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +This game came in two cabinets. the sit down cabinet has two separate seats and for the guns, they are quite similar to "Laser Ghost"'s guns only without the laser device. The upright cabinet features the guns as 9mm Uzi-type light guns that are mounted to the cabinet like in "Operation Thunderbolt". Unlike Operation Thunderbolt however, Line of Fire's upright cabinet is much slimmer. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990. + + +- PORTS - + + +* Computers : + +Amstrad CPC (1990) + +Atari ST (1990) + +Commodore C64 (1990) + +Commodore Amiga (1990) + +Sinclair ZX Spectrum (1990) + +$end + +$info=liquidk,liquidku, +$bio + +Liquid Kids (c) 09/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C49 (F2-System No. 7) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Mizubaku Daibouken". + + +Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi from "The New Zealand Story". + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Teddy Bear Cheat : In the demo mode during the attract mode, press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1992) + +$end + +$info=ltcasino, +$bio + +Little Casino (c) 1982 Digital Control. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 8 + + +- SERIES - + + +1. Little Casino (1982) + +2. Little Casino 2 (1984) + +$end + +$info=ltcasin2, +$bio + +Little Casino 2 (c) 1984 Digital Control. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 8 + + +- SERIES - + + +1. Little Casino (1982) + +2. Little Casino 2 (1984) + +$end + +$info=livegal, +$bio + +Live Gal (c) 05/1987 Central Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 352 pixels + +Aspect Ratio : 896/1056 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +$end + +$info=lizwiz, +$bio + +Lizard Wizard (c) 11/1985 Techstar. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Sunn. + +$end + +$info=lnc, +$bio + +Lock'n'Chase (c) 04/1981 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Mattel Intellivision (1982) + +Atari 2600 (1982) + +Nintendo Game Boy + +$end + +$info=clocknch, +$bio + +Lock'n'Chase (c) 04/1981 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 11 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=lockload, +$bio + +Locked 'n Loaded (c) 1994 Data East. + + +- TECHNICAL - + + +Game ID : MBM + + +Main CPU : ARM (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (3x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : lightgun + +Buttons : 6 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dunk Dream, Gun Hard - PCCB-00173) on 20/01/1995. + + +- STAFF - + + +Sound composer : Hiroaki Yoshida (MARO) + +$end + +$info=locomotn, +$bio + +Loco-Motion (c) 03/1982 Konami. + +Game ID : GX359 + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (04/1982). + + +This game is also known as "Guttang Gottong". + + +- PORTS - + + +* Consoles : + +Mattel Intellivision (1982) + +Atari 2600 (1983) + +$end + +$info=ldrun,ldruna, +$bio + +Lode Runner (c) 07/1984 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem for manufacture and production. + + +Lode Runner has been available on many different platforms over the years. The game was originally developed by by Douglas Smith in Fortran on a VAX 1 owned by the University of Washington. While under development the game was disguised as a program called 'graph' which when executed would request a function. Unless the user entered the correct password the program would crash. Eventually the password became common knowledge among the students and often nearly all of the users on the system would be running the program. When it was completed the game was rechristened 'Kong'. Eventually Doug rewrote the game in 6502 Assembly on an Apple II+ he borrowed from a friend (this time renaming it "Miner"). In 1983 the game was picked up by Broderbund and Doug dropped out of school to work on it full time. Although Broderbund is now owned by Mattel Interactive, Mr. Smith still owns the rights to Lode Runner. + + +The Bungeling Empire, made famous in the Lode Runner series, is also the antagonist in "Vs. Raid On Bungeling Bay". Both games were developed by Broderbund Software. + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Majin No Fukkatsu (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=ldrun3, +$bio + +Lode Runner III - Golden Labyrinth (c) 11/1985 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Lode Runner - Majin No Fukkatsu". + + +Licensed to Irem for manufacture and distribution. + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Golden Labyrinth (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=ldrun3jp, +$bio + +Lode Runner - Majin No Fukkatsu (c) 11/1985 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Resurrection of the Demon'. + + +This game is known outside Japan as "Lode Runner - Golden Labyrinth". + + +Licensed to Irem for manufacture and distribution. + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Majin No Fukkatsu (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=ldrun4, +$bio + +Lode Runner - Teikoku Kara no Dasshutsu (c) 11/1986 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Escape From the Empire'. + + +Licensed to Irem for manufacture and distribution. + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Majin No Fukkatsu (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=ldrun2, +$bio + +Lode Runner - The Bungeling Strikes Back (c) 02/1985 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem for manufacture and distribution. + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Majin No Fukkatsu (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=loderndf,loderdfa, +$bio + +Lode Runner - The Dig Fight (c) 2000 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4098 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Most of the PCB's were updated to 'Ver. B' at the factory, so the 'Ver. A' is very rare. + + +- TIPS AND TRICKS - + + +* Maintenance Code : In test mode enter this code... + +5-0-8-2-0 : Some nice features appear include stages select, obj test, ect... and a complete Map editor!! + + +- SERIES - + + +1. Lode Runner (1984) + +2. Lode Runner - The Bungeling Strikes Back (1985) + +3. Lode Runner - Majin No Fukkatsu (1985) + +4. Lode Runner - Teikoku Karano Dasshutsu (1986) + +5. Lode Runner - The Dig Fight (2000) + +$end + +$info=logger, +$bio + +Logger (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=logicpro, +$bio + +Logic Pro (c) 10/1996 Deniam. + + +A puzzle game. + + +- TECHNICAL - + + +Deniam-16b hardware + + +Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz) + +Sound Chips : YM3812 (@ 3.125 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Germany as "Croquis". + + +- SERIES - + + +1. Logic Pro (1996) + +2. Logic Pro 2 (1997) + + +- STAFF - + + +Programmers : Jun-Young Kim, Kwanny + +Graphic designers : Sang-Won Lee, Bong-Gun Shin + +H/W Manager : Min-Hong Park + +Musician : Coo-Hee Kwon + +Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim + +Planner : Jun-Young Kim + +Director : Sang-Chul Lee + +$end + +$info=logicpr2, +$bio + +Logic Pro 2 (c) 06/1997 Deniam. + + +- TECHNICAL - + + +Deniam-16c hardware + + +Main CPU : 68000 (@ 12.5 Mhz) + +Sound Chips : YM3812 (@ 3.125 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Logic Pro (1996) + +2. Logic Pro 2 (1997) + + +- STAFF - + + +Executive producer : Jungyul Kim + +Game designer : Bonggun Shin + +Lead Programmer : Kwanhee Seo + +Senior Programmers : Kwanny, KhanW, Sopepos + +Tool programmers : Kwanny, Hermit, Sopepos + +Sound Programmer : Kwanny + +Art director / Illustrations : Bonggun Shin + +Graphic designers : Bonggun Shin, Haejin Kim, Sangwon Lee + +3D graphic artwork : Haejin Kim + +C.G advisor : Seunghoon Park, Deesis + +Music : Baeheon Kim + +Sound designers : Baeheon Kim, Kwanhee Seo + +Voices : Sevngho Cha, Hyunjung Jang, Piljin Kim, Keiko Ishizaka + +Voice editer : Baeheon Kim + +Game quality supervisor : Junyoung Kim + +Puzzle makers : Sangwon Lee, Haejin Kim, Donghun Park, Gioh Hong + +H/W PCB design : Myungsoo Ryu + +H/W design supervisors : Sangcheul Lee, Junyoung Kim + +H/W part : Bumsuk Kim, Jincheul Kim, Changwan Park, Hyoungkyu Choi, Heeyoung Kwak + +Management : Songcheul Lee + +$end + +$info=lhb, +$bio + +Long Hu Bang (c) 199? IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + +$end + +$info=looper, +$bio + +Looper (c) 1982 Orca. + + +This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +This game is also known as "Changes". + +$end + +$info=looping,loopinga, +$bio + +Looping (c) 04/1982 Video Games GMBH. + + +- TECHNICAL - + + +Main CPU : TMS9995 (@ 3 Mhz), TMS9980A/TMS9981 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), TMS5220 (@ 640 Khz), DAC (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Venture Line for US manufacture and distribution. + + +Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and Looping (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million. + + +- SERIES - + + +1. Looping (1982) + +2. Sky Bumper (1982) + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +$end + +$info=lordgun, +$bio + +Lord of Gun (c) 1994 IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + +$end + +$info=lordofk, +$bio + +The Lord Of King (c) 11/1989 Jaleco. + + +An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :) + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "The Astyanax". + + +- STAFF - + + +Producer & Director : Tokuhiro Takemori + +Game designers : Tokuhiro Takemori, Nenko + +Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh + +Programmed by : Satoru K. + +Music composed by : Kiyoshi Yokoyama + +$end + +$info=losttomb,losttmbh, +$bio + +Lost Tomb (c) 01/1982 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +Stern has introduced its first conversion kit with the release of Lost Tomb. + + +- STAFF - + + +Designed and programmed by : Dan Lee + +$end + +$info=lostwsga, +$bio + +The Lost World - Jurassic Park (c) 1997 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 1.5 hardware + + +Main CPU : PPC603 (@ 100 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +The Lost World serves 1,000,000 polygons per second. + + +- SERIES - + + +1. Jurassic Park (1994) + +2. The Lost World - Jurassic Park (1997) + +3. The Lost World Special - Jurassic Park (1997) + +4. Jurassic Park III (2001) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony Playstation (1997) + +$end + +$info=lostwrld, +$bio + +Lost Worlds (c) 07/1988 Capcom. + + +In the future, a powerful enemy force has seized an inhabited planet now known as the Dust World and it is up to two unknown soldiers to try to obliterate the invaders and restore their planet's former name : 'Earth'. Features excellent graphics with awesome enemy designs, LOTS of weapons to buy and a solid challenge! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 1 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 6.061 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This game is known outside Japan as "Forgotten Worlds". + + +Lost Worlds is NOT the sequel to "Black Tiger" but he shares several similitudes with it : In both games the player must fight dragons, collect 'ZENNY' money and buy weapons and armour in shops. Also, both games have intros depicting dragons attacking cities. + + +The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character would appear in "Final Fight" as an enemy member of Mad Gear. He was then called 'Two P' (for 2P, 'player 2'). + + +- STAFF - + + +Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto + +Soft programmers : Youchi, Noriko, Takako, Nouchi + +Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro + +Scroll designers : Mikichan (Mik), Hanachan, Kuramoyan, Nouochan, Black man + +Sound : Tamayo Kawamoto, Yukichan, No papa + +Hardware : Shinji Kuchino + +Mechatronics : Katuhiko Kamimori + +$end + +$info=lotlot, +$bio + +Lot Lot (c) 09/1985 Tokuma Shoten. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem. + + +- PORTS - + + +* Consoles : + +Nintendp NES (1985) + +$end + +$info=lottofun, +$bio + +Lotto Fun (c) 19?? H.A.R. Management. + + +Lotto Fun is a 'ping pong balls in a blower' type lottery game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + + +- STAFF - + + +Graphics by : Jeff Lee + +$end + +$info=lvcards, +$bio + +Lovely Cards (c) 1985 Tehkan. + + +Amusement only gambling game, based heavily on the actual gambling game "Lovely Poker" by the same developers. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=janjans1, +$bio + +Lovely Pop Mahjong Jan Jan Shimasyo (c) 1996 Visco. + + +A mahjong game with extensive anime sequences. Mahjong matches are played against members of an all-female pop group called 'VisKiss'. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Let's Play Lovely Pop Mahjong Jong Jong'. + + +- SERIES - + + +1. Super Real Hanafuda Koi Koi Shimasyo + +2. Lovely Pop Mahjong Jan Jan Shimasyo (1996) + +3. Super Real Hanafuda Koi Koi Shimasyo 2 + +4. Lovely Pop 2-in-1 Jan Jan Koi Shimasyo + +$end + +$info=luckywld,lckywldj, +$bio + +Lucky & Wild (c) 1992 Namco. + + +- TECHNICAL - + + +Derivative Namco System 2 hardware + +Game ID : LW + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993. + + +- STAFF - + + +Game designers : Taro Okamoto, S. Tohyama, Y. Kounoe + +Programmers : /users/Ouchi!, /users/Yamashin, /users/Dwensuke + +Visual designers : R. Iwaida, H. Kuwabara, Y. Mizusimanzo, M. Kubota, Turner, Shigemaru, S. Ino, Z. Bouya, Mahaho Tejima + +Music & Sound effects by : Etsuo Ishii (141) + +Industrial designer : Y. Chuma + +Mechanical designers : H. Igarashi, TerraTaro., S. Sasaki, H. Inoue + +Electrical designers : 036, D. Nakamura, K. Minami + +Manual designer : Y. Tanabe + +$end + +$info=cluckypo, +$bio + +Lucky Poker (c) 02/1981 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 15 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=lunarbat,lunarba1, +$bio + +Lunar Battle (c) 1982 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a prototype version of "Gravitar". + + +- UPDATES - + + +Here is the list of differences with the final version : + +* There are ONLY 2 Solar Systems (three in "Gravitar"). + +* Different Planet, Bunker and Fuel Cell icons. + +* Different bunkers' and planets' shapes. + +* No planet animations. + +* Stronger and more intense Gravity (Gameplay is much harder). + +* Some sounds are different during the game. + +* There is an additional 'Low on Fuel' warning if the fuel level drops below 2000 fuel units that is not present in "Gravitar". + +* Rammer ships are present in the south planet of the second solar system - Not in "Gravitar". + +$end + +$info=llander,llander1, +$bio + +Lunar Lander (c) 08/1979 Atari. + + +In Lunar Lander you control a Lunar Module on its descent toward the lunar surface. The graphics are monochrome vector in nature, and show quite a lot of detail (at least in the landscape), for a black and white game. You control your lander with an analog thruster and three buttons (left, right, and abort). This game uses actual realistic physics when it comes to the crafts movements. It takes a little practice to get any good (in other words, this game is hard). Any use of the thruster takes away fuel from your total (which will be anywhere from 450 to 900 depending on how the machine is set). You can drop in more than one quarter to build up a larger fuel supply. You also lose fuel by crashing, or using your abort button. + + +- TECHNICAL - + + +Game ID : 0345xx + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : analog thrust controller + +Button : 3 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +Atari's first vector game! Lunar Lander was inspired by "Moonlander", which was written by Jack Burness in 1973 as a demo for the DEC GT40 vector graphics terminal (based on a PDP-11/05 CPU). This game used a light pen to control thrust and rotation. If you landed at exactly the right spot, a McDonalds appeared. The astronaut would come out, walk over to the McDonalds and order a Big Mac to go, walk back and take off again. If you crashed ON the McDonalds, it would print out 'You clod! You've destroyed the only McDonald's on the Moon!' After a short run of Lunar Lander machines were manufactured, production was shifted over to Asteroids and the first few hundred Asteroids machines were housed in Lunar Lander cabinets. Atari donated a gold edition version of the coin-operated video game to the Discovery Center of Science & Technology in Syracuse, New York. + + +Approximately 4830 units were produced. Lunar Lander came in a large black upright cabinet, which is a bit heavier than most. The sideart is a (predominately blue) space scene, that doesn't fully seem to fit in with the title of the game. There is no front art at all, and the monitor bezel is relatively unadorned. The marquee features a 'Lunar Lander' blasting off from the surface of the moon (some of these have a black background, while others have blue, it appears that there were two print runs of these). + + +A Lunar Lander units appears in the 1984 movie 'The Philadelphia Experiment'. + + +- STAFF - + + +Original design by : Jack Burness + +Programmed by : Rich Moore + +Vector generator display system by : Howard Delman + + +- PORTS - + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +Microtan 65 + +VTech Laser-VZ + +$end + +$info=lrescue, +$bio + +Lunar Rescue (c) 02/1980 Taito. + + +- TECHNICAL - + + +Game ID : LR + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Galaxy Rescue". + + +A bootleg of this game is known as "Destination Earth". + + +A Lunar Rescue unit appears in the 1982 movie 'Fast Times at Ridgemont High'. + + +- PORTS - + + +* Others : + +Arcade Legends : Space Invaders TV Game (2004) + +$end + +$info=lupin3, +$bio + +Lupin III (c) 04/1980 Taito. + + +- TECHNICAL - + + +Game ID : LP + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Based, sort of, on Lupin III, one of the most famous manga/anime series of all time. Lupin is a descendant of Arsene Lupin, a thief who was the main character of mystery novels written by Maurice LeBlanc. Monkey Punch (Katou Kazuhiko), Lupin III's creator, used the Lupin name without permission, and the estate of LeBlanc agreed not to raise too much of a fuss so long as Lupin III remained in Japan. This is why early US/European releases of Lupin titles changed his name to things like 'The Wolf' and 'Rupan'. The copyrights to the Arsene Lupin name have since passed into the public domain. + + +The Lupin III manga began in 1967, running in Manga Action. The first TV series began in 1971, and ran for 23 episodes. A second TV series began in 1977, and ran for 155 episodes. The first animated Lupin III movie (there had already been an old black-and-white live-action movie) was Lupin Vs. The Clones (more commonly known to US/European audiences as 'Mystery of Mamo') came out in 1978, and was followed in 1979 by the most famous animated version of Lupin, The Castle of Cagliostro. Footage from these two movies were used to make the laserdisc game Cliff Hanger. So Lupin was at the height of his popularity when this game was released. + +$end + +$info=m4, +$bio + +M-4 (c) 11/1977 Midway. + + +- TECHNICAL - + + +Game ID : 626 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=m79amb, +$bio + +M-79 Ambush (c) 07/1977 RamTek. + + +A Really Great Action Game! This is a shooting game where thanks, jeeps and motorcycles battle it out in front of the two cannons under U.N. observation. Bang! When the enemy is hit, an explosion sequence occurs complete with the sounds of gunfire, whistles and whines - the action goes on and on! + + +- TECHNICAL - + + +Main CPU : 8080 (@ 1.9968 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 7 + + +Players : 2 + +Control : paddle + +Buttons : 2 + +$end + +$info=mach3, +$bio + +M.A.C.H. 3 (c) 09/1983 Mylstar Electronics. + + +- TECHNICAL - + + +Game ID : GV-109 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +M.A.C.H. stands for 'Military Air Command Hunter'. + + +Approximately 5,600 units were produced. + + +- STAFF - + + +Programmed by : Chris Brewer, Fred Darmstadt + +Video graphics by : Jeff Lee + +Video footage by : Clay Lacey + +Sound by : David Thiel + +Cabinet graphics by : Terry Doerzaph + +$end + +$info=mia,mia2,miaj, +$bio + +M.I.A. - Missing in Action (c) 01/1989 Konami. + + +- TECHNICAL - + + +Game ID : GX808 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Green Beret (1985) + +2. M.I.A. - Missing in Action (1989) + +$end + +$info=mvp,mvpj, +$bio + +M.V.P. (c) 1989 Sega. + + +A hilarous baseball game. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0142 / 317-0143 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +FD1094 317-0142 + +* Japanese version. + +* Additional 'Warning' screen. + + +FD1094 317-0143 + +* US version. + +* Additional 'Winners Don't Use Drugs' screen. + +$end + +$info=mace, +$bio + +Mace - The Dark Age (c) 1996 Atari Games. + + +One-on-one 3-D fighting game. The best fighters from around a mediaeval type planet are gathered and dispatched on a quest to recover the mysterious Mace of Tanis from a dark magician called Asmodeus. + + +- TECHNICAL - + + +Atari Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Play As Grendal : Starting in two-player mode, one player must have three wins. Then on your next match in the select screen go to the Executioner and hold down START+EVADE. Grendal will appear. Continue to hold down those buttons and press an attack button to select. Now you control the RAGE known as Grendal! + + +* Pojo Code : To be POJO, you must perform TARIA's execution in one-player mode (and then continuing) or in two-player mode. Then on your next match in the select screen, go to Taria and hold down START+EVADE. POJO will appear - press an attack button to select. Pojo will now unleash her awesome fighting prowess for you. + + +* Stage Codes : To unlock each secret, move to each character listed and press Start after each one, then go to your desired character and select as usual. All of these secrets are for two-player mode except for the Random A.I. + +Battle in a Mini Golf Course (Koyasha, Mordos Kull, Takeshi) + +Battle at Machu Pichu (Namira, Koyasha, Taria) + +Battle in the Castle (Mordos Kull, Taria, Ragnar) + +Battle in San Francisco Rush (Xiao Long, Al' Rashid, Koyasha) + +Battle in Big Head Mode (Ragnar, Al' Rashid, Takeshi) + +Battle in Micronaut Mode (Takeshi, Al' Rashid, Ragnar, Xiao Long) + +Battle in Super Speed Grid Mode (Ichiro, Xiao Long, Koyasha) + +Battle the Random A.I. (Hell Knight, Xiao Long, Dregan, Namira) + +To select a particular stage in which to fight, go to the character's portrait in player select and press START four times. Then select your character as usual. + + +* Cool View For Mordos Kull's Execution : Do a Execution on Taria's Stage in the Water. You get to see an overview of the execution and the person's body will come flying towards you. + + +- STAFF - + + +Lead programmer : Bruce Rogers + +Programmer : Roberto Rodriguez + +Art Director : Matt Harvey + +Character Models : Jeremy Mattson + +Character Textures : Patrice Moriarity, Matt Harvey + +Animators : Takeshi hasegawa, Steve Stacy + +Backgrounds : Matt harvey, Bob Ingold + +Support Programming : Steven Bennetts + +Producer : Robert Daly + +Associate Producer : Loren Bryant + +Marketing Manager : Derryl Depriest + +Audio : Richard Marriott + +Technician : Dennis Nale + +Game Design : Roberto Rodriguez, Loren Bryant + +Lead Tester : Rob Reininger + +Testers : Larry Cadelina, Jerry Cruz + +Support Programmers : Dave Shepperd, Mike Albaugh, Mike Lynch, Todd Modjewski + +Hardware Design : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, Chris Krubel, 3dfx Interactive + +Hardware Support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Scott Parrish + +DCS2 Audio : Matt Booty, Ed Keenan + +Additional Techinicians : Mark Hoendervoogt, Minh Nguyen, Pete Mokris + +Mechanical Engineers : Pete Takaichi, Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski + +Cabinet Design : Matt Harvey, Nik Erlich, Jen Smith + +Video Production : Greg Allen, Brent Englund + +Executive Producer : Mark Stephen Pierce + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1997) + +$end + +$info=machbrkr, +$bio + +Mach Breakers - Numan Athletics 2 (c) 1995 Namco. + + +Futuristic Competitions sports game with seven selectable characters and fun challenge. + + +- TECHNICAL - + + +Namco System NB-2 hardware + +Game ID: MB + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Buttons : 3 + + +- SERIES - + + +1. Numan Athletics (1993) + +2. Mach Breakers - Numan Athletics 2 (1995) + +$end + +$info=machomou, +$bio + +Macho Mouse (c) 1982 Techstar. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=macrossp, +$bio + +Macross Plus (c) 1996 Banpresto. + + +- TECHNICAL - + + +Game ID : BP964 + + +Main CPU : 68EC020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Super Spacefortress Macross (1992) + +2. Super Spacefortress Macross II (1993) + +3. Macross Plus (1996) + + +- STAFF - + + +Producer : Toshifumi Kawashima + +Director : T. Komazawa + +Programmer : Kazuaki Yamaryo + +Chf. designer : Noboru Inamoto + +CG Designers : Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami + +3D Designers : Koji Takada, Koji Yokoe + +Music : Kenichi Suzuki + +Game designer : Moss. + +$end + +$info=madalien, +$bio + +Mad Alien (c) 1980 Data East. + + +Mad Alien is kind of a combination of a shooter and a driving game. You drive a car equipped with a gun on a road. The landscape around you shows different settings (cities, country side, tunnels) and scrolls by from the top to the bottom of the screen. Your enemies (mad aliens) drive in front of you in a galaxian-like formation and you have to shoot them. Watch out for mad aliens leaving the group and turning back to attack your car. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : AY-3-8910 (@ 500 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The Mad Alien machine had kind of a mini cabinet, which was rather uncommon for an arcade game. After the release of the dedicated Mad Alien machine, DECO made also a version of Mad Alien for their Cassette System. + +$end + +$info=madcrash, +$bio + +Mad Crasher (c) 12/1984 SNK. + + +- TECHNICAL - + + +Game ID : A2005 + + +Main CPU : (2x) Z80 (@ 3.36 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), Namco (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is the first 3-D isometric game from SNK. + +$end + +$info=maddonna,maddonnb, +$bio + +Mad Donna (c) 1995 Tuning. + + +In typical Tuning fashion, this is a rip-off of a "Pac-Man" type game where you win scrollable full screen hi-res pics of naked babes at the end of each round. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=madgear,madgearj, +$bio + +Mad Gear (c) 02/1989 Capcom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), MSM6295 (@ 7.759 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Led Storm". + + +Capcom used the name 'Mad Gear' again as the name of a gang in "Final Fight". + + +- UDPATES : + + +'Fred' is called 'Mad Gear' in the Japanese version. + + +- STAFF - + + +Plan : Piston Takashi, Tomoshi Sadamoto + +Game designer : Tomoshi Sadamoto + +Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa + +Character designer : K. Ashenden + +Art : Puttun. midori, Inu, Innocent Saicho + +Sound : Ogeretsukun + +Hard : Masayan + +$end + +$info=madmotor, +$bio + +Mad Motor (c) 1989 Mitchell. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0265 Mhz) + +Sound Chips : YM2203 (@ 3.578333 Mhz), YM2151 (@ 3.578333 Mhz), (2x) MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mplanets,mplanuk, +$bio + +Mad Planets (c) 02/1983 Gottlieb. + + +In 'Mad Planets', the player takes control of a spaceship and must attempt to destroy a series of Earth-like planets which emerge from the center of the screen and rapidly move towards the player's ship - increasing in size as they do so. Destroying all of the planets in a round before the they reach their full scale will see the player awarded with a bonus points. Fully-grown planets are orbited by a number of small moons, which, if destroyed, cause the planet to go 'mad' - turning red and making a beeline for the player’s ship. The game also includes bonus rounds in which stranded astronauts could be rescued for additional points. + + +- TECHNICAL - + + +Game ID : GV-102 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Approximately 1,500 units were produced. + + +At the time of Mad Planets, most video games did not include the designers names, as many companies feared that well-known designers would be lured away by competitors. This policy approached ridiculous heights in an April 1983 Videogames magazine interview with Davis, Thiel and Lee. While designers from Williams were identified by name in the same issue, the Gottlieb trio was identified as D. Ziner, J. Walkman, and R. Teeste - due to the company’s policy of keeping designers’ names secret. While management continued to prevent employees from including their full names in a game, they DID eventually agree to a small compromise by allowing the use of their initials (or nicknames) for the game’s default high scores. In Mad Planets, the default high score screen contains the identities of almost the entire Gottlieb video crew. + + +While Mad Planets, in its original form, was never ported across to any of the home machines of the time, a British programmer called Simon Nicol wrote an almost identical version called 'Crazy Comets', for the Commodore C64. It looked and played exactly like the arcade game that inspired it, but featured far superior music - written by industry legend, Rob Hubbard - which became celebrated in its own right. + + +- STAFF - + + +Designed and programmed by : Kan Yabumoto + +Graphics by : Jeff Lee + +Audio by : David Thiel + +Hardware by : Jun Yum + +Cabinet graphics : Terry Doerzaph + + +- PORTS - + + +* Computers : + +Commodore C64 (1985, "Crazy Comets") + +$end + +$info=madshark, +$bio + +Mad Shark (c) 1993 Allumer. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=magmax, +$bio + +Mag Max (c) 07/1985 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Some enemies from Nichibutsu's earlier game "Seicross" also appear as enemies in Mag Max. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + + +* Computers : + +Amstrad CPC (1986) + +Commodore C64 (1987) + +Sinclair ZX Spectrum + +$end + +$info=mbrush, +$bio + +Magic Brush (c) 1981 Olympia. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is an Italian bootleg of "Crush Roller". + +$end + +$info=magicbub, +$bio + +Magic Bubble (c) 1993 Yun Sung. + + +Group three or more bubbles of the same colour together to make them disappear. Clear the screen before they reach the bottom or before your opponent clears their screen. Magic Bubble is a very obvious copy of Taito's sublime "Puzzle Bobble" series. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +There is no copyright date found on the title screen. + +$end + +$info=ar_fast, +$bio + +Magic Johnson's Fast Break (c) 1989 Arcadia Systems. + + +A basketball starring Earvin 'Magic' Johnson. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=msword,mswordr1,mswordu,mswordj, +$bio + +Magic Sword - Heroic Fantasy (c) 06/1990 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 11 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991. + + +- UPDATES - + + +Revision 1 : + +* World and Japan releases (900623). + + +Revision 2 : + +* World and US releases (900725). + +* Magic attacks hexagram graphic remplaced by a lightning bolt. + + +- TIPS AND TRICKS - + + +* Secret Doors : + +Floor 17 - Slash the left side of the last arch. Warps to floor 20. + +Floor 28 - Crouch on the platform above the first pool of acid and slash the space in the middle. Enters RED floors 29 to 32. + +Floor 34 - Jump and slash the left side of the the fourth pair of hanging pillars. Warps to floor 36. + +Floor 39 - Slash the ledge immediately to the left of the first door after the pit of fire. Warps to floor 42. + +Floor 40 - Crouch and slash the space above the ledge before the first pit of spikes. Enters RED floors 41 to 46. + + +* An extra 1,000,000 points! is available on blue level 30 : there is a wizard there who levitates rocks. Jump and sword him once, and then when he causes the rocks, to appear use magic (both buttons) to turn the rocks into 8K gold pieces. You can do this until time runs out. + + +- STAFF - + + +Game designers : Yoshimi Ohnishi, Tomoshi Sadamoto, Yoshiki Okamoto + +Character designers : Kurisan, E. Nishihara, Keiko Kitayama, T. Saramoto + +Art : Y. Fukumoto, M. Kawamura, Y. Maruyama + +Title designer : Satoru Yamashita + +Sound : M. Gotoh + +English story : S. Maxwell + +Programmers : Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=magworm, +$bio + +Magic Worm (c) 1981 Sidam. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : AY-3-8910 (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +This game is an Italian hack of "Centipede". + + +- UPDATES - + + +This hack has different sounds and graphics than the original. + +$end + +$info=mcatadv,mcatadvj, +$bio + +Magical Cat Adventure (c) 1993 Wintechno. + + +- TECHNICAL - + + +Game ID : LINDA5 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 7 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +The Japanese version has : + +* Different anims. + +* A storyline. + +* Extra GFX. + +* The gameplay is also a bit different (harder). + +$end + +$info=mgcrystl,mgcrystj, +$bio + +Magical Crystals (c) 1991 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM6295 (@ 18.181 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Atlus. + + +- STAFF - + + +Programmers : S. Igarashi (Toy), Y. Shiono (Borg), M. Satoh, Y. Sakakura + +Graphics designers : K. Matsuoka, T. Takei, H. Kumagai, H. Yoshida + +Graphics support : H. Narushima, H. Watanabe, Y. Kubo, S. Hozumi, A. Funatsu + +Music / Sound effects : Tatsuya Watanabe, H. Higashi, Y. Abe, - K.I.S.S. - + +Hardware : H. Morinaga + +Management : N. Tanaka + +Producer : Hiroshi Kaneko + +$end + +$info=mgcldate, +$bio + +Magical Date - Dokidoki Kokuhaku Daisakusen (c) 1996 Taito. + + +- TECHNICAL - + + +Taito FX-1A hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996) + +2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997) + +$end + +$info=mgcldtex, +$bio + +Magical Date EX - Sotsugyou Kokuhaku Daisakusen (c) 1997 Taito. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996) + +2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997) + +$end + +$info=magdrop, +$bio + +Magical Drop (c) 1995 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- SERIES - + + +1. Magical Drop (1995) + +2. Magical Drop Plus 1! (1995) + +3. Magical Drop II (1996) + +4. Magical Drop III (1997) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=magdrop2, +$bio + +Magical Drop II (c) 03/1996 Data East. + + +Who says puzzle games can't be fast paced? This incredibly addictive puzzle game features hectic gameplay, cool graphics with awesome animations, fun music and different gameplay modes to choose from. Play it now but be warned, this is indeed one of the Neo-Geo's most addictive games ever! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0221 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The characters are broad parodies of a few of the characters featured in the well-known Tarot cards. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop II - PCCB-00217) on 21/06/1996. + + +- UPDATES - + + +There are some serious differences between the Japanese version & the international versions of this game : + + +* All characters feature their own voice in the Japanese version, the european version features 4 voice tracks for all characters (some of these in spanish) & the USA version features a single voice track for all characters. + + +* The Japanese version features three main different gameplay modes: Puzzle, Vs & Challenge. All other versions only feature Puzzle & Vs as selectable gameplay modes. + + +* The Japanese version features three selectable skill levels for each gameplay mode (Easy, Normal & Difficult). All other versions only offer Easy & Normal skill settings. + + +- TIPS AND TRICKS - + + +* Bonus Characters : Enter the character selection screen. To play as Devil, Strength and Empress, highlight the following characters and press Down on each (in order) : + +00 - The Fool + +01 - Magician + +02 - High Priestess + +07 - Chariot + +11 - Justice + +17 - Sorceress + +21 - World + + +* Play Against Black Clawn : Don't lose a credit and after the battle against The Empress, Black Clawn will appears. + + +- SERIES - + + +1. Magical Drop (1995) + +2. Magical Drop Plus 1! (1995) + +3. Magical Drop II (1996) + +4. Magical Drop III (1997) + + +- STAFF - + + +Supervisor : I. Horita, Naomi Susa + +Planner : S. Katagiri + +Programmers : Tac. H, 3.2.1 + +Graphic designers : S. Takeuchi, Asamin, R. Sakurai, M. Sato, H. Hachiya + +Sound : Koremasa, Hiroaki Yoshida (MARO), Shogo (Gama Delic) + +Character voices : E. Tanaka (The Fool and The Devil), M. Sunada (The Star), Nobuyuki Hiyama (The Chariot), Isshin Chiba (The Magician), Eriko (The High Priestess and The World), Ring Ring (The Justice), Gorira (The Strength), R. Sakurai (The Empress), K. Oka (The Black Clawn) + +Foreign voices : Steve Miller (English), C. Amalia (Spanish), B. Maurizio (Italian), K. Hyonsub & Maki (Korean) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1996) + +Sega Saturn (1996) + +SNK Neo-Geo CD (1996) + +$end + +$info=magdrop3, +$bio + +Magical Drop III (c) 02/1997 Data East. + + +More characters, more gameplay modes, more frantic gameplay, more fun! This is what every videogame sequel should be, and the sequel to one of the best puzzle games for the Neogeo is indeed a game not to be missed! Lots of fun for one or two players! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0233 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game now features parodies of all the characters featured in the 22 cards of the major Arcana in a Tarot card deck. These are numbered from 0 to 21 as follows : + +00. Fool + +01. Magician + +02. High Priestess + +03. Emperor + +04. Empress + +05. Hierophant + +06. Lovers + +07. Chariot + +08. Strength + +09. Hermit + +10. (Wheel of) Fortune + +11. Justice + +12. Hanged Man + +13. Death + +14. Temperance + +15. Devil + +16. Tower + +17. Star + +18. Moon + +19. Sun + +20. Judgement + +21. World + + +Note that the only exception to this statement would be Black Pierrot since he does not appear in a Tarot card deck. Black Pierrot is an added bonus character to challenge really good Magical Drop 3 pros! + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop III - PCCBX-00002) on 21/03/1997. + + +- UPDATES - + + +The Japanese version of this game features LOTS of stuff unavailable in any other version : + + +* In Challenge Mode there is a story intro at the beginning explaining the reason behind the Magical Drop competition, an extra animation showing a close-up of the Magical Drop book as it opens, an ending for each character available in the game, a "Hard" difficulty setting, as well as a bonus fortune reading when you beat the Challenge Mode or you lose against the CPU and refuse to continue. All of this is absent in the USA & Europe versions. + + +* In Challenge Mode, each character has a unique set of quotes before a battle begins, this even applies in the battles against the end bosses Tower & Fortune. In the USA & Europe versions there are only two possible quotes before a fight for all characters : + + +Quote #1 + +CPU: Get out of my way! + +Player: I'll never lose to you! + + +Quote #2 + +CPU: You want to fight? + +Player: Now let's see who is better! + + +* In Adventure mode, each character has its very own story intro as well as its very own ending which is different from the one seen in Challenge mode. Aditionally this mode plays like a board game in which you compete against three other characters on the board, and if any of the others get to Empress' castle before your character, you will get a generic bad ending. In the USA and European versions, there is no storyline & the only character on the board is controlled by the player. + + +* Like in the previous game, each character has his/her own unique voice. The European version features less voice tracks and the USA version features a single voice track for all characters. + + +- TIPS AND TRICKS - + + +* Play As Father Strength : At the character select screen, highlight Strength, hold C and press A or B. + + +* Secret Stages : + +1) Moon (Between Level 6 and 7) : Defeats Devil, Lovers, Justice, Star, Fool and Hermit in less than 60 seconds in total. + +2) Hanged Man (Between Level 6 and 7) : Defeats Devil, Justice, Emperor, Fool or Chariot, Death and Hermit in more than 300 seconds in total. + +3) Black Pierrot (Between Level 10 and 11) : Get more than 150,000 pts. + + +* Bonus Characters : At the character select screen, highlight any character (Except World, World's number is 21 so she can't be used for this trick) and wait until the timer counts down to the number assigned to that character (See below). Then push C only three times. Moon, Hanged Man, Hermit, Temperance, Tower and Fortune may now be selectable. The characters' assigned numbers are : + +00 - Fool + +01 - Magician + +02 - High Priestess + +03 - Empress + +04 - Emperor + +05 - Hierophant + +06 - Lovers + +07 - Chariot + +08 - Strength + +11 - Justice + +13 - Death + +15 - Devil + +17 - Star + +19 - Sun + +20 - Judgment + + +- SERIES - + + +1. Magical Drop (1995) + +2. Magical Drop Plus 1! (1995) + +3. Magical Drop II (1996) + +4. Magical Drop III (1997) + + +- STAFF - + + +Producer : Naomi Susa + +Planner : S. Katagiri + +Programmers : Tac. H, Poconyan, M. Saiki + +Graphic designers : S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou + +Sound designers : Koremasa, Hiroaki Yoshida (MARO) (Gamadelic), NmRtk (Gamadelic), Sin + +Voice actors : Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi + +Cast coordinate : Radon'86 (Junko Araki) + +Recording studio : Japan Vistec (Osamu Iwata) + +Publish : K. Oshima, T. Ebi, H. Miyashita + +English translators : Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh + +Debugers : K. Kusanagi, H. Ohtsubo + +Special advisers : A. Wakabayashi (Nal), A. Shibazaki<3 + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=magdropp, +$bio + +Magical Drop Plus 1! (c) 1995 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- SERIES - + + +1. Magical Drop (1995) + +2. Magical Drop Plus 1! (1995) + +3. Magical Drop II (1996) + +4. Magical Drop III (1997) + +$end + +$info=magspot, +$bio + +Magical Spot (c) 1980 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.802666 Mhz) + +Sound Chips : DAC (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Magical Spot (1980) + +2. Magical Spot II (1980) + +$end + +$info=magspot2, +$bio + +Magical Spot II (c) 07/1980 Universal. + + +- TECHNICAL - + + +Game ID : 8013 + + +Main CPU : Z80 (@ 1.802666 Mhz) + +Sound Chips : DAC (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A Magical Spot II unit appears in the 1982 movie 'Rocky III'. + + +- SERIES - + + +1. Magical Spot (1980) + +2. Magical Spot II (1980) + +$end + +$info=mtetrisc, +$bio + +Magical Tetris Challenge (c) 10/1998 Capcom. + + +- TECHNICAL - + + +Main CPU : R4600 (@ 57.27272 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + +$end + +$info=maglord,maglordh, +$bio + +Magician Lord (c) 04/1990 Alpha Denshi. + + +Step Into The Sorcerer's World! You take the role of Elta, a magician lord in search of the eight books of wisdom. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0005 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (zooming, stretching). At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=magix, +$bio + +Magix (c) 1995 Yun Sung. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Rock". + +$end + +$info=themj, +$bio + +The Mah-Jong (c) 1987 Visco. + + +A mahjong game with selectable female opponents. No, they don't have a hideous skin condition; that's supposed to be sweat. :) + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=4psimasy, +$bio + +Mahjong 4P Simasyo (c) 1994 Sphinx / AV Japan. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6.144 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Player : 2 + +$end + +$info=akiss, +$bio + +Mahjong Angel Kiss (c) 1995 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +$end + +$info=mjangels, +$bio + +Mahjong Angels - Comic Theater Vol.2 (c) 1991 Dynax. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 239 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=bakuhatu, +$bio + +Mahjong Bakuhatsu Junjouden (c) 10/1991 Nichibutsu. + + +Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Explosion Pure Heart Report'. + + +This game is also known as "Mahjong Gottsu ee-kanji". + + +- STAFF - + + +Planner : Hiroshi Ikegami + +Programmer : Moriaki Hochigai + +Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee + +Composer : Nyorita Oga + +$end + +$info=bananadr, +$bio + +Mahjong Banana Dream (c) 07/1989 Digital Soft. + + +A mahjong game with a most suggestive title screen. The more you bet, the more they take off! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=jongbou, +$bio + +Mahjong Block Jongbou (c) 1987 SNK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + +Button : 1 + +$end + +$info=mjcamera,mmcamera,mjcamerb, +$bio + +Mahjong Camera Kozou (c) 11/1988 Miki Syouji. + + +A mahjong game with women stranded in far-off places. Of course, you see sexy photographs of them if you beat them. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Camera Brat'. + + +The [BET] version of this game was released the following year (05/1989). + +$end + +$info=mcnpshnt, +$bio + +Mahjong Campus Hunting (c) 1990 Dynax. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=mjzoomin, +$bio + +Mahjong Channel Zoom in (c) 1990 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 2 + +$end + +$info=chinmoku, +$bio + +Mahjong Chinmoku no Hentai (c) 05/1990 Nichibutsu. + + +A mahjong game with a war theme and random bonus items. The 'manzu' suit of tiles are in English rather than Chinese. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Silent Formation'. + +$end + +$info=cmehyou, +$bio + +Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu. + + +A mahjong game with a race car theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Leopardess Circuit'. + +$end + +$info=mjclinic, +$bio + +Mahjong Clinic - Volume 1 (c) 1988 Home Data. + + +A mahjong game with sexy anime nurses. If I get sick, I want to visit this hospital and play mahjong with them. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=club90s,club90sa, +$bio + +Mahjong Club 90's (c) 09/1990 Nichibutsu. + + +Mahjong with a night club theme. You can visit the alcohol vending machine to buy items. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=daireika, +$bio + +Mahjong Daireikai (c) 1989 Jaleco / NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Great Spirit World'. + +$end + +$info=daiyogen, +$bio + +Mahjong Daiyogen - Kono Gyaru Uranaishi Ni Tsuki (c) 1990 Video System. + + +A mahjong game with a tarot card theme and random bonus items. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Great Prophecy - This Fortune-Teller Gal Brings Luck'. + +$end + +$info=mjelctrn,mjelct3,mjelct3a, +$bio + +Mahjong Denshi Kiban (c) 1990 Dynax. + + +A classic Mahjong BET game ever with strict score system and function of 'DonDen' and 'Three Tiles Exchange'. A special effect of Ron (electric) or Reach (fire) is shown when announced. Play with six gals and wonderful background music. After you beat the gal three times (Three Renso) an extra 1,2,3 or 5 points will be given. + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Electron Base'. + + +- UPDATES - + + +Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen. + + +- TIPS AND TRICKS - + + +* A YAKUMAN BONUS following the ding will appear randomly after you play the game patiently for quite a few times. Frequency can be set up in Dipswitch. A clock will be shown on the screen to remind you only three minutes left to Ron a YAKUMAN. Try to bet more coins as you can and you will find it is worthwhile. + + +* When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the gals last tile is forced to be the one expected. + +$end + +$info=mjderngr, +$bio + +Mahjong Derringer (c) 05/1989 Dynax. + + +A mahjong game that seems to have a rape theme. Maybe it should've been called 'Mahjong Deranged'. + + +- TECHNICAL - + + +Game ID : 22 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + + +- TRIVIA - + + +Dynax even misspelled the slogan on their logo as 'Video Computr System'. + +$end + +$info=mjdialq2, +$bio + +Mahjong Dial Q2 (c) 01/1991 Dynax. + + +A mahjong game with random bonus items to be won through mini games. + + +- TECHNICAL - + + +Game ID : '52' + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=mjdiplob, +$bio + +Mahjong Diplomat (c) 07/1987 Dynax. + + +A rather diplomatic mahjong game. + + +- TECHNICAL - + + +Game ID : 07 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=dokyusei, +$bio + +Mahjong Doukyuusei (c) 1995 Make Software. + + +Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz), YM2413 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Schoolmates'. + + +- SERIES - + + +1. Mahjong Doukyuusei (1995) + +2. Mahjong Doukyuusei Special (1995) + +$end + +$info=dokyusp, +$bio + +Mahjong Doukyuusei Special (c) 1995 Make Software. + + +Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 16 Khz), YM2413 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Schoolmates Special'. + + +- SERIES - + + +1. Mahjong Doukyuusei (1995) + +2. Mahjong Doukyuusei Special (1995) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=mjelctrn,mjelct3,mjelct3a, +$bio + +Mahjong Electron Base (c) 1990 Dynax. + + +A classic Mahjong BET game ever with strict score system and function of 'Three Tiles Exchange'. A special effect of Ron or Reach is shown when announced. Play with six gals and wonderful background music. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- UPDATES - + + +Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen. + + +- TIPS AND TRICKS - + + +When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the gals last tile is forced to be the one expected. + +$end + +$info=mjegolf, +$bio + +Mahjong Erotica Golf (c) 02/1994 Fujic / AV Japan. + + +Mahjong with a golf theme and smutty digitized females. How those two concepts go together I don't know. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=finalbny, +$bio + +Mahjong Final Bunny (c) 1991 Nichibutsu. + + +The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +This game is also known as "Mahjong Vanilla Syndrome". + + +- STAFF - + + +Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer) + +Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso + +Special designer : Katsuhiko Nishijima + +$end + +$info=mjfocus,mjfocusm, +$bio + +Mahjong Focus (c) 03/1989 Nichibutsu. + + +A mahjong game where you visit different locations to challenge others at mahjong! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +This game is also known as "Nozokimeguri Mahjong Peep Show". + +$end + +$info=mjfriday, +$bio + +Mahjong Friday (c) 09/1989 Dynax. + + +A mahjong game where you get to take provocative snapshots of your defeated opponents! + + +- TECHNICAL - + + +Game ID : 26 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +$end + +$info=mfunclub, +$bio + +Mahjong Fun Club - Idol Saizensen (c) 1989 Video System. + + +A mahjong game with a waiter who serves you items! Of course, you're also served sexy pictures of your female opponents upon winning. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Idol Up Front' ('Idol' is the way that Japanese refer to a supermodel or celebrity) + +$end + +$info=mgmen89, +$bio + +Mahjong G-Men'89 (c) 04/1989 Nichibutsu. + + +A mahjong game where the player is a government agent tracking females. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +'G-Men' is an American slang term meaning 'government agents'. + +$end + +$info=mgakuen, +$bio + +Mahjong Gakuen (c) 1988 Yuga. + + +You are a student at the mahjong Academy. See if you can balance tiles in betwen your fingers, too! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Academy'. + + +This game was developed by no other than... Capcom! They could not publish it with their real name because of the 'dirty' nature of the game. Not that sexy mahjongs are considered THAT dirty in Japanese culture, but Mahjong Gakuen was different. Graphics were astounding, thanks to the artistic talents of young Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists). But the real plus brought by Mahjong Gakuen to its genre is the 'interaction' button (the 'H' one), which allowed the player to do kinky 'things' to the naked gals once they were beaten. By tapping faster the button, the animation sequence makes itself more and more explicit. Way too explicit for common Japanese arcades, which immediately banned the game or hid it in their darkest corners... but it was too late: Mahjong Gakuen sold in Japan like a regular Capcom coin-op, not like a product in the 'hentai mahjong' niche. This huge success was the natural result of the great effort developers put in their work (Akiman was so hooked to the project that he also lent his voice to the main character!). All this effort could not be wasted for a Japanese release only, and that's why Capcom recycled the graphics of Mahjong Gakuen for another coin-op, meant entirely for Western arcades: "Poker Ladies". They left behind the mahjong theme, opting for a more international video-poker one, and they published it via Mitchell, their famous subsidiary brand. + + +The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2". + + +- TIPS AND TRICKS - + + +* Take A Good Hand : If you press I+K+N simultaneously before tile dealing, you'll have a very good starting hand. + + +- SERIES - + + +1. Mahjong Gakuen (1988) + +2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989) + + +- STAFF - + + +Produced and designed by : Yoshiki Okamoto + +Graphics and character design by : Akira Yasuda + +Music by : Tamayo Kawamoto + +$end + +$info=mgakuen2, +$bio + +Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (c) 1989 Face. + + +You're still a student at the Mahjong Academy. Maybe this time you'll graduate! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Academy 2 - Revenge of The Chancellor'. + + +- SERIES - + + +1. Mahjong Gakuen (1988) + +2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989) + + +- STAFF - + + +Designers : Bun Chan, Pon Chan, Saku Kun, Innocent Saicho, Shigaraki, Ma + +Programmers : Ouchan, Imawano, Mr. + +Sound & Music : Tama San, Yuuki, Chan S, Papa + +Hardware : Kuboyan, Tanaka, FUkushima + +Game designers : Kin Chan + +$end + +$info=gakusai, +$bio + +Mahjong Gakuensai (c) 1997 Make Software. + + +A mahjong game where you go around town to find mahjong opponents. A variety of characters to play against, some of which aren't the typical nude-for-mahjong women! In fact, they're men and they won't strip for you! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 16 Khz), YM2413 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Student's Festival'. + + +- SERIES - + + +1. Mahjong Gakuensai (1997) + +2. Mahjong Gakuensai 2 (1998) + + +- STAFF - + + +Kamizoh, Osamu, Kim7, Oni.Taiji, A.C-Len, Ek.Jerry, Maz, Fumika + +$end + +$info=gakusai2, +$bio + +Mahjong Gakuensai 2 (c) 1998 Make Software. + + +A mahjong game with a schoolyard type of theme. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 16 Khz), YM2413 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Student's Festival 2'. + + +- SERIES - + + +1. Mahjong Gakuensai (1997) + +2. Mahjong Gakuensai 2 (1998) + +$end + +$info=gal10ren, +$bio + +Mahjong Gal 10-renpatsu - Naniwa no O-nee Wa O-Moroi De (c) 09/1993 Fujic. + + +The magical fan-waving cat guides you through mahjong with many lovely ladies. You can also buy bonus items from him! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Ten Gals Blazing Away - Osaka Tender-Hearted Sister'. + +$end + +$info=galkaika, +$bio + +Mahjong Gal no Kaika (c) 08/1989 Nichibutsu. + + +Mahjong with a little bit of a board game influence. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Gal's Confession'. + +$end + +$info=galkoku, +$bio + +Mahjong Gal no Kokuhaku (c) 06/1989 Nichibutsu. + + +A mahjong game with special tiles to draw that can add up to bonus points. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Gal's Confession'. + + +This game is also known as "Mahjong Hyouban Musume". + +$end + +$info=mjgottsu, +$bio + +Mahjong Gottsu ee-kanji (c) 11/1991 Nichibutsu. + + +Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Feeling Good'. + + +This game is also known as "Mahjong Bakuhatsu Junjouden". + + +- STAFF - + + +Planner : Hiroshi Ikegami + +Programmer : Moriaki Hochigai + +Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee + +Composer : Nyorita Oga + +$end + +$info=mhgaiden, +$bio + +Mahjong Houroki Gaiden (c) 1987 Home Data. + + +An older mahjong game with alot of animation during the match. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Vagrant Side Story'. + + +- SERIES - + + +1. Mahjong Houroki - Seisyun Hen (1987) + +2. Mahjong Houroki Gaiden (1987) + +3. Mahjong Houroki Okite (1988) + +$end + +$info=mjhokite, +$bio + +Mahjong Houroki Okite (c) 1988 Home Data. + + +A mahjong with some rather ugly gangsters to play against. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Vagrant Story Law'. + + +- SERIES - + + +1. Mahjong Houroki - Seisyun Hen (1987) + +2. Mahjong Houroki Gaiden (1987) + +3. Mahjong Houroki Okite (1988) + +$end + +$info=hourouki, +$bio + +Mahjong Houroki Part I - Seisyun Hen (c) 1987 Home Data. + + +A mahjong game with selectable opponents. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Vagrant Story Part 1 - Adolescence'. + + +- SERIES - + + +1. Mahjong Houroki - Seisyun Hen (1987) + +2. Mahjong Houroki Gaiden (1987) + +3. Mahjong Houroki Okite (1988) + +$end + +$info=mhhonban, +$bio + +Mahjong Housoukyoku Honbanchuu (c) 199? Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6.144 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Player : 2 + +$end + +$info=hyouban, +$bio + +Mahjong Hyouban Musume (c) 1989 Nichibutsu / T.R.TEC. + + +A mahjong game with special tiles to draw that can add up to bonus points. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Popular Daughter'. + + +This game is known as "Mahjong Gal no Kokuhaku". + +$end + +$info=hypreact, +$bio + +Mahjong Hyper Reaction (c) 1995 Sammy. + + +An extremely well-animated mahjong game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : 8-way joystick + + +- SERIES - + + +1. Mahjong Hyper Reaction (1995) + +2. Mahjong Hyper Reaction 2 (1997) + +$end + +$info=hypreac2, +$bio + +Mahjong Hyper Reaction 2 (c) 1997 Sammy. + + +Anime-style mahjong game with stunning graphics and animation. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : mahjong keyboard + + +- SERIES - + + +1. Mahjong Hyper Reaction (1995) + +2. Mahjong Hyper Reaction 2 (1997) + +$end + +$info=mjifb, +$bio + +Mahjong If (c) 1990 Dynax. + + +- TECHNICAL - + + +Game ID : '29' + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +$end + +$info=mjikaga, +$bio + +Mahjong Ikaga Desu Ka (c) 1991 Mitchell. + + +A mahjong game that takes place at a bus stop of all places. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong How Are You?'. + +$end + +$info=janbari, +$bio + +Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=mjlstory, +$bio + +Mahjong Jikken Love Story (c) 03/1991 Nichibutsu. + + +A mahjong game where you create the ideal female through the use of a mahjong computer! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Experiment Love Story'. + +$end + +$info=jogakuen, +$bio + +Mahjong Jogakuen (c) 199? Windom. + + +A mahjong game with lots of digitized women and polkadot panties. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Girl School'. + +$end + +$info=kaguya, +$bio + +Mahjong Kaguyahime (c) 05/1988 Miki Syouji. + + +A mahjong game where the more you bet, the more kinky Princess Kaguya gets! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Princess Kaguya'. + + +- SERIES - + + +1. Mahjong Kaguyahime (1988) + +2. Mahjong Kaguyahime Sono2 (1989) + +3. Mahjong Kaguyahime Sono2 Fukkokuban (1989) + +$end + +$info=kaguya2, +$bio + +Mahjong Kaguyahime Sono2 (c) 1989 Miki Syouji. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + + +- SERIES - + + +1. Mahjong Kaguyahime (1988) + +2. Mahjong Kaguyahime Sono2 (1989) + +3. Mahjong Kaguyahime Sono2 Fukkokuban (1989) + +$end + +$info=kaguya2f, +$bio + +Mahjong Kaguyahime Sono2 Fukkokuban (c) 1989 Miki Syouji. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + + +- SERIES - + + +1. Mahjong Kaguyahime (1988) + +2. Mahjong Kaguyahime Sono2 (1989) + +3. Mahjong Kaguyahime Sono2 Fukkokuban (1989) + +$end + +$info=kakumei, +$bio + +Mahjong Kakumei (c) 1990 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mah-Jong Revolution'. + + +- SERIES - + + +1. Mahjong Kakumei (1990) + +2. Mahjong Kakumei 2 - Princess League (1992) + +$end + +$info=kakumei2, +$bio + +Mahjong Kakumei 2 - Princess League (c) 1992 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mah-Jong Revolution 2'. + + +- SERIES - + + +1. Mahjong Kakumei (1990) + +2. Mahjong Kakumei 2 - Princess League (1992) + +$end + +$info=mkeibaou, +$bio + +Mahjong Keiba ou (c) 05/1993 Nichibutsu. + + +Mahjong with a rather original horse racing theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Horse Racing King'. + +$end + +$info=mjkinjas, +$bio + +Mahjong Kinjirareta Asobi - Ike Ike Kyoushi no Yokubou (c) 1991 Home Data. + + +A mahjong with the usual female opponents. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 11 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Forbidden Game - Go! Lovely Figure Desire'. + +$end + +$info=koinomp, +$bio + +Mahjong Koi no Magic Potion (c) 10/1992 Nichibutsu. + + +A mahjong game with lovely Japanese ladies. Perhaps the magic potion will make you a better mahjong player! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Magic Potion of Love'. + +$end + +$info=mjkoiura,mkoiuraa, +$bio + +Mahjong Koiuranai (c) 03/1992 Nichibutsu. + + +Mahjong with a fortune-telling theme. The fortune teller also says that she sees nude women in your future! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Love Fortune Teller'. + +$end + +$info=mjkojink, +$bio + +Mahjong Kojinkyouju (c) 1989 Home Data. + + +A mahjong game played against a digitized Japanese woman who just might teach you a little more than how to play mahjong! + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Private Teacher'. + +$end + +$info=mahretsu, +$bio + +MahJong Kyoretsuden - Higashi Nippon Hen (c) 04/1990 SNK. + + +A mahjong game where you can create your own face for your character! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0004 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Mania Biography - West Japan Chapter'. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=mjkjidai, +$bio + +Mahjong Kyoujidai - Exciting Mahjong (c) 1986 Sanritsu. + + +An EXCITING mahjong game, as the title screen says! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) SN76496 (@ 2.5 Mhz), ADPCM (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 464 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Mania Time'. + +$end + +$info=mjlaman, +$bio + +Mahjong La Man (c) 11/1993 Nichibutsu / AV Japan. + + +A mahjong game with girls who like to strip after they lose. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=lemnangl, +$bio + +Mahjong Lemon Angel (c) 1990 Home Data / Fairy Dust. + + +Lemony-fresh mahjong game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- STAFF - + + +Designers : Boku no Seija, Nai + +Music director / Sound designer : Endodon + +Music arrange composers : K. Fuji, T. Nakajima + +$end + +$info=lovehous, +$bio + +Mahjong Love House (c) 1990 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +$end + +$info=mjnanpas,mjnanpaa,mjnanpau, +$bio + +Mahjong Nanpa Story (c) 07/1989 Brooks. + + +A mahjong game with plenty of beach babes. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Shipwreck Story'. + + +- UPDATES - + + +REVISION 1 : + +* Build date : 12 Jul '89 + + +REVISION 2 : + +* Build date : 13 Jul '89 + + +REVISION 3 : + +* Build date : 5 Aug '89 + +* Ura version + +$end + +$info=mjnatsu, +$bio + +Mahjong Natsu Monogatari (c) 1989 Video System. + + +A mahjong summer story. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Summer Story'. + + +- STAFF - + + +Planners : Junichi Niwa, Takayuki Uesugi + +Graphic designers : Mari Fukai, Syouko Ishimoto, Yoshihiro Funada, Hikari Hino, Wataru Yamazaki + +Programmer : Croup Shisendo + +Sound : Kenji Okuda, Naoki Itamura, Tetuya Oguri + +$end + +$info=neruton, +$bio + +Mahjong Neruton Hai Kujira Da (c) 1990 Dynax / Yukiyoshi Tokoro. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=patimono, +$bio + +Mahjong Pachinko Monogatari (c) 08/1992 Nichibutsu. + + +A mahjong game with a little pachinko machine that can be activated during the match to win bonuses! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Pachinko Story'. + +$end + +$info=pstadium, +$bio + +Mahjong Panic Stadium (c) 06/1990 Nichibutsu. + + +Mahjong with a baseball theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=ponchin,ponchina, +$bio + +Mahjong Pon Chin Kan (c) 1991 Visco. + + +A mahjong game with mahjong-related quiz questions as a way of winning bonus items. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=mjnquest,mjnquesb, +$bio + +Mahjong Quest (c) 05/1991 Taito. + + +Mahjong game with an RPG-like setting and various power-ups. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C77 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=renaiclb, +$bio + +Mahjong Ren-ai Club (c) 1993 Fujic. + + +Mahjong with selectable female opponents. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Romance Club'. + +$end + +$info=mrokumei, +$bio + +Mahjong Rokumeikan (c) 1988 Home Data. + + +Mahjong with girls. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Deer Cry Mansion'. + + +'Rokumeikan' is a Japanese landmark. Quote from the Edo-Tokyo Museum of Japan : Rokumeikan, designed by Josiah Conder, was constructed in 1883 for the purpose of entertaining foreign diplomats and dignitaries. This hall was the scene of many festivals and galas and became a symbol of Westernization in Tokyo. + +$end + +$info=msjiken, +$bio + +Mahjong Satsujin Jiken (c) 10/1988 Nichibutsu. + + +A mahjong game with the standard lusty females. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Murder Case'. + +$end + +$info=mscoutm, +$bio + +Mahjong Scout Man (c) 03/1994 Sphinx / AV Japan. + + +Mahjong with digitized graphics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=mjsikaku,mjsikakb,mjsikakc,mjsikakd,mmsikaku, +$bio + +Mahjong Shikaku (c) 07/1988 Nichibutsu. + + +Lots of anime girls to play mahjong against! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Assassin'. + + + +The characters on the title screen are clones of (from left to right) : + +* Creamy Mami + +* Nausicaa (from the Studio Ghibli movie of 1984, Nausicaa of the Valley of the Winds) + +* Ayukawa Madoka (from Kimagure Orange Road, 48 TV episode, 8 OVAs, 2 movies) + +* (unknown?) + +* Magical Emi + + +The character who gives instructions in attract mode is Minky Momo (two TV series, two OVAs?). + + +- UPDATES - + + +REVISION 1 : + +* Build date : 22 JUL 1988 + + +REVISION 2 : + +* Build date : 02 AUG 1988 + + +REVISION 3 : + +* Build date : 06 AUG 1988 + + +REVISION 4 : + +* Build date : 08 SEP 1988 + + +- SERIES - + + +1. Mahjong Shikaku (1988) + +2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988) + +$end + +$info=hanamomo, +$bio + +Mahjong Shikaku Gaiden - Hana no Momoko-gumi (c) 12/1988 Nichibutsu. + + +A mahjong game with lots of girls to choose from! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Assassins Side Story - Momoko's Flower Branch'. + + +- SERIES - + + +1. Mahjong Shikaku (1988) + +2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988) + +$end + +$info=mjsister, +$bio + +Mahjong Sisters (c) 1986 Toaplan. + + +Mahjong sisters unite! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 260 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=majs101b, +$bio + +Mahjong Studio 101 (c) 10/1988 Dynax. + + +Mahjong with a movie studio theme. + + +- TECHNICAL - + + +Game ID : 17 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=marukin, +$bio + +Mahjong Super Marukin-ban (c) 10/1990 Yuga. + + +A mahjong game featuring lots of girls. Maybe the girl at the 'Press Start' screen should date the Mahjong Academy guy. They're both able to balance tiles in their fingers! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Super Secret Forbidden Edition'. + +$end + +$info=mladyhtr, +$bio + +Mahjong The Lady Hunter - Kaitou Kuroneko Renmei Hen (c) 05/1990 Nichibutsu. + + +Mahjong with a comic book style superhero against femme fatales! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Phantom Thief Black Cat Alliance Chapter'. + + +THE LADY HUNTER character is a parody of Batman using the Nichibutsu owl logo. The 'Batman' logo on the LADY HUNTER's chest is actually a Nichibutsu owl. When THE LADY HUNTER announces 'Reach', he holds up a Batarang-like weapon - only it's a Nichibutsu Owl-arang. One of the women who you play against will randomly turn into a Catwoman-like character if you don't beat them up in the right order after you've defeated them at mahjong. + +$end + +$info=triplew1, +$bio + +Mahjong Triple Wars (c) 06/1990 Nichibutsu. + + +An RPG-style mahjong game with selectable characters and items. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- SERIES - + + +1. Mahjong Triple Wars (1989) + +2. Mahjong Triple Wars 2 (1990) + +3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993) + +$end + +$info=triplew2, +$bio + +Mahjong Triple Wars 2 (c) 08/1990 Nichibutsu. + + +An RPG-style mahjong game with lots of bonus items to be found. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- SERIES - + + +1. Mahjong Triple Wars (1989) + +2. Mahjong Triple Wars 2 (1990) + +3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993) + +$end + +$info=sailorws,sailorwa, +$bio + +Mahjong Triple Wars Bangai-hen - Sailor Wars (c) 04/1993 Nichibutsu. + + +The Sailor Senshi battle each other until they're completely nude! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars'. + + +The [BET] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!!". + + +- SERIES - + + +1. Mahjong Triple Wars (1989) + +2. Mahjong Triple Wars 2 (1990) + +3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993) + +$end + +$info=sailorwr, +$bio + +Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!! (c) 1993 Nichibutsu. + + +The Sailor Senshi battle each other until they're completely nude! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The [Amuse] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars". + + +- SERIES - + + +1. Mahjong Triple Wars (1989) + +2. Mahjong Triple Wars 2 (1990) + +3. Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!! (1993) + +$end + +$info=uchuuai, +$bio + +Mahjong Uchuu yori Ai wo komete (c) 05/1989 Nichibutsu. + + +Save the mahjong girls from the evil space robots! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong From Space with Love'. + +$end + +$info=mjuraden, +$bio + +Mahjong Uranai Densetsu (c) 1992 Nichibutsu. + + +Mahjong with women in lingerie - if you win, of course. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Fortune Teller Legend'. + +$end + +$info=vanilla, +$bio + +Mahjong Vanilla Syndrome (c) 01/1991 Nichibutsu. + + +The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +This game is also known as "Mahjong Final Bunny". + + +- STAFF - + + +Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer) + +Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso + +Special designer : Katsuhiko Nishijima + +$end + +$info=vitaminc, +$bio + +Mahjong Vitamin C (c) 1989 Home Data. + + +Mahjong with a hospital theme. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + +$end + +$info=wcatcher, +$bio + +Mahjong Wakuwaku Catcher (c) 1993 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=yarunara, +$bio + +Mahjong Yarunara (c) 1991 Dynax. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 239 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong - If we do this'. + +$end + +$info=yosimoto +$bio + +Mahjong Yoshimoto Gekijou (c) 1994 Nichibutsu / Yoshimoto Kougyou. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=mjyuugi,mjyuugia, +$bio + +Mahjong Yuugi (c) 1990 Visco. + + +A mahjong game with cute little girls who toss the dice for you. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Relaxation'. + +$end + +$info=mjyougo, +$bio + +Mahjong-yougo no Kiso Tairyoku (c) 1989 Home Data. + + +An insane-looking man and a digitized delivery girl on roller skates team up to bring you some hot mahjong action! + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz) + +Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 432 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong-term For Physical Strength'. + +$end + +$info=korinai,korinaim, +$bio + +Mahjong-Zuki no Korinai Menmen (c) 04/1988 Nichibutsu. + + +A mahjong game with cute cartoon girls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Naughty Mahjong-loving Guys'. + +$end + +$info=mahoudai, +$bio + +Mahou Daisakusen (c) 05/1993 Raizing. + + +- TECHNICAL - + + +Game ID : RA-MA7893-01 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Magic Great Military Operation'. + + +Licensed to Able for Japan distribution. + + +This game is known outside Japan as "Sorcer Striker". + + +This game is the first game created by Raizing. + + +- SERIES - + + +1. Mahou Daisakusen (1993) + +2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994) + +3. Great Mahou Daisakusen (2000) + + +- STAFF - + + +Music composed by :Atsuhiro Motoyama + + +- PORTS - + + +* Computers : + +FM Towns PC + +$end + +$info=gunhohki, +$bio + +Mahou Keibitai Ganhooki (c) 1992 Irem. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gunbroom - Magic Guardians'. + + +This game is known outside Japan as "Mystic Riders". + +$end + +$info=maiko,mmaiko, +$bio + +Maikobana (c) 08/1990 Nichibutsu. + + +A hanafuda game featuring the good ol' stripping Japanese ladies. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : hanafuda keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dancing Flower Girl'. + +$end + +$info=mainsnk, +$bio + +Main Event (c) 1984 SNK. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.36 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), Namco (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=mainevt,mainevto,mainev2p, +$bio + +The Main Event (c) 07/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX799 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Ring no Ohja". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + +$end + +$info=mstadium, +$bio + +Main Stadium - Meinsutajiamu (c) 06/1989 Konami. + + +A baseball game. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Bottom of the Ninth". + +$end + +$info=majest12, +$bio + +Majestic Twelve - The Space Invaders Part IV (c) 10/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C64 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Super Space Invaders '91". + + +This game was dedicated to Katsujiro Fujimoto. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Akkanvader (1995) + + +- STAFF - + + +Director : Ichiro Fujisue + +Game designer : Tomohiro Ohno + +Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma + +Hardware : Yasuhiro Shibuya + +Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa + +Designer : Rintaro Doi, Kumi Mizobe + +Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino + +$end + +$info=mhavoc,mhavoc2,mhavocp, +$bio + +Major Havoc (c) 11/1983 Atari. + + +- TECHNICAL - + + +Game ID : 136025 + + +Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.25 Mhz) + +Sound Chips : (4x) Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Gameplay innovation at its finest. A game that would have done greater numbers had anyone cared in 1984. Only 500-600 dedicated machines were manufactured. If Owen had done Major Havoc in a raster version, which was suggested, it would have sold ten times as many. But unfortunately... the operators were getting very angry at vector games for failing all the time. + + +Mark Cerny came in the middle of the design, adding one of the space waves (the flying fish) and the last 4 base ship mazes. He also added some objects to the mazes (such as the gun and floating boots) and helped clean up old items that never got shipped. + + +A hack of this game is called "Major Havoc Return to Vax". + + +A Major Havoc unit appears in the 1983 movie 'WarGames'. + + +- UPDATES - + + +Rev. 3 : Eliminates the finger bug in Rev. 2. + + +- TIPS AND TRICKS - + + +* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are : + +Red code - 23, 250,000 pts, Level 4. + +Yellow code - 46, 600,000 pts, Level 9. + +Green code - 824, 700,000 pts, Level 10. + +Aqua code - 315, 950,000 pts, Level 13. + + +Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the aqua warp code. + + +- STAFF - + + +Designed and programmed by : Owen Rubin, Mark Cerny + + +- PORTS - + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=mhavocrv, +$bio + +Major Havoc Return to Vax (c) 1983. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.25 Mhz) + +Sound Chips : (4x) Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is a hack of "Major Havoc". + + +- UPDATES - + + +Changes include : + +* 2 new Warp codes and Warp bonus points change. + +* 4 new levels. + +* Added speech support. + +* Game a bit easier. + + +- TIPS AND TRICKS - + + +* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are : + +Red code - 23, 250,000 pts, Level 4. + +Yellow code - 46, 550,000 pts, Level 9. + +Green code - 824, 650,000 pts, Level 10. + +Aqua code - 315, 850,000 pts, Level : 13. + +Purple code - 683, ?, Level ?. + +Rainbow code - 948, ?, Level ?. + + +Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the Rainbow warp code. + + +- STAFF - + + +Modifications of Owen Rubin's original by : Jess Askey + +$end + +$info=mjleague, +$bio + +Major League (c) 1985 Sega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : trackball + +Buttons : 5 + + +- SERIES - + + +1. Major League (1985) + +2. Super League (1988) + +3. Excite League (1989) + +4. Super Major League (1995) + +$end + +$info=majtitle, +$bio + +Major Title (c) 1990 Irem. + + +- TECHNICAL - + + +Irem M-84 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Major Title (1990) + +2. Major Title 2 - Tournament Leader (1992) + +$end + +$info=majtitl2, +$bio + +Major Title 2 - Tournament Leader (c) 1992 Irem. + + +- TECHNICAL - + + +Irem M-92F system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "The Irem Skins Game". + + +- SERIES - + + +1. Major Title (1990) + +2. Major Title 2 - Tournament Leader (1992) + +$end + +$info=majuu, +$bio + +Majuu no Ohkoku (c) 10/1987 Konami. + + +An adventure-type game. + + +- TECHNICAL - + + +Game ID : GX687 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Kingdom of Demon-beasts'. + + +This game is known outside Japan as "Devil World" and as "Dark Adventure". + + +- STAFF - + + +Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui + +Data file operator : Ikuko Minowa + +Graphic designers : Jun Sakurai, Miki Yoshikata + +Sound editors : Hideaki Shikama, Kenichi Matsubara + +Engineer : Keisuke Hashima + +Assistant programmers : Akira Suzuki, Tatsuo Fujii + +Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto + +$end + +$info=makaiden, +$bio + +Makai Densetsu (c) 10/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-Z hardware + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Legend of Makai'. + + +This game is known outside Japan as "Legend of Makai". + + +- STAFF - + + +Sound composers : Shizuyoshi Okamura, K (Tecchan) + +$end + +$info=makaimur,makaimuc,makaimug, +$bio + +Makaimura (c) 09/1985 Capcom. + + +The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King. Arthur must run and jump through six horizontal and eight-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face. Each of the six end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Demon World Village'. + + +This game is known outside Japan as "Ghosts'n Goblins". + + +The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement). + + +The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes". + + +The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on the Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +Bandai released a boardgame based on this video game (in Japan only) in 1989 : You play a knight trying to defeat the demon Loki. Roll the dice to move along the board, battle monsters as you proceed, and fulfill requirements to go from one section to the next. + + +- UPDATES - + + +This version, unlike all other versions, uses a cross instead of a shield. + + +- TIPS AND TRICKS - + + +* Turn Into A frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog. + + +* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :) + + +* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform. + + +* Boss Tricks : + +1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key. + +2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level. + + +* Other Tricks : + +1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...). + +2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping. + +3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage. + +4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise! + +5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5. + + +* Armor : + +1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping. + +2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location. + +3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil. + +4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor). + + +- SERIES - + + +1. Makaimura (1985) + +2. Daimakaimura (1988) + +3. Chohmakaimura (1991, Nintendo Super Famicom) + + +- STAFF - + + +Designed by : Tokuro Fujiwara + +Lead Programming : Toshio Arima + +Music & Sound Effects : Ayako Mori + + +- PORTS - + + +* Consoles : + +Bandai WonderSwan (1999) + +$end + +$info=maketrax,maketrxb, +$bio + +Make Trax (c) 11/1981 Kural Electric. + + +Roll 'em over at the overpass! The player takes up his paint brush to paint and complete a blank pattern. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Licensed to Williams for manufacture and distribution. + + +This game is also known as "Crush Roller". + + +Two bootlegs are known as "Paint Roller" and "Magic Brush". + + +- UPDATES - + + +Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing). + +$end + +$info=makyosen, +$bio + +Makyou Senshi (c) 06/1987 Data East. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Demon Region Soldier'. + + +This game is known outside Japan as "Gondomania". + + +Data East released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- STAFF - + + +Game designed by : Y. Gondo + +Programmers : T. Kitazawa, T. Nishizawa, S. Tamura + +Sound by : H. Yoshida + +Music composed by : Azusa Hara (AZUSA) + +Character designers : Back Man, A. Kushima, H. Nomura + +Hardware designer : K. Yoshida + +Ending designed by : T. Nishizawa + +Supervised by : T. Kitzawa + +$end + +$info=malzak, +$bio + +Malzak (c) 19?? Kitronix. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 950 Khz) + +Sound Chips : (2x) SN76477 (@ 950 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=manhatan, +$bio + +Manhattan 24 Bunsyo (c) 03/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX507 + + +Main CPU : M6809 (@ 3 Mhz) + +Sound Chips : SN76496 (@ 1.5 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Manhattan Police Station 24'. + + +This game is known outside Japan as "Jail Break". + + +- TIPS AND TRICKS - + + +* Easter Egg : From the beginning of the game, rescue four hostages in a row. You have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game. Gas him to get an interesting peep-show! + + +- STAFF - + + +Executive producers : K.K and K.K + +Music by 'Sound Effect Study Room'. + +Directed by : Oolong Sugimo + +Produced by 'Soft Second Development Room'. + +$end + +$info=maniach,maniach2, +$bio + +Mania Challenge (c) 1986 Technos. + + +An early wrestling game. + + +- TECHNICAL - + + +Game ID : TA-0017 + + +Main CPU : M6502 (@ 1.5 Mhz), M68705 (@ 500 Khz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : YM3526 (@ 3.6 Mhz), DAC (@ 3.6 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is a two players version of "Mat Mania". + +$end + +$info=maniacsq,maniacsp, +$bio + +Maniac Square (c) 04/1992 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 13 Mhz) + +Sound Chips : GAELCO (@ 13 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The final version (that is very different) was released in 1996, 4 years after the prototype (see Updates section for more info). + + +- UPDATES - + + +Differences between the prototype version (Game ID : 922804/2) and the final release : + +* The prototype uses a MSM6295 @ 8 Khz instead of the GAELCO @ 13 Mhz. + +* In the prototype version there is a digital score that was not there in the final version. + +* In the final release, there are no special blocks and helps. + +* In the final release, when only one player plays, the playing area is centered in the screen. + +* In the final release, when there is only one player playing the game, the screen has only one playing field. + +* The final release is an endurance game, while the prototype is ala Tetris from Atari, a levels game. + + +- STAFF - + + +Programmers : Tomas Cepeda, Pablo Martinez, Raul Izquierdo + +Graphic designer : Gerardo Oporto + +$end + +$info=manxtt, +$bio + +Manx TT - Super Bike (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure. + + +- PORTS - + +* Consoles : + +Sega Saturn (1997) + + +* Computers : + +PC [Windows 9x, CD-ROM] (1997) + +$end + +$info=manybloc, +$bio + +Many Block (c) 1991 Bee-Oh. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mappy,mappyj, +$bio + +Mappy (c) 03/1983 Namco. + + +- TECHNICAL - + + +Game ID: MP + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 2-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Bally Midway for US manufacture and distribution (03/1983). + + +Mappy is the first game from Namco to include the "ALL RIGHTS RESERVED" on the titlescreen. + + +The mapping of the level counters in Mappy is a little strange; after level 49, the level symbols in the bottom right corner temporarily stop updating, but the numerical level counter and the high score display both record the proper level. The level symbols then start displaying correctly again at level 100 and continues to display correctly until level 254. Level 255 morphs into Level 0. Then the game starts over again and becomes easy again for level 1. + + +Mappy is likely derived from 'mappo', a Japanese slang term (slightly insulting) for a policeman. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Left pressed to make the screen scroll left until the grid covers the whole screen. + +3) Press the service switch 3 times (the one that adds a credit, not the one to enter service mode). + +4) Keep Button 1 pressed and enter the following sequence : Left(x4), Start1(x6), Left(x3), Start2. '(c) 1983 NAMCO' will appear on the screen. + + +* Easter Egg 2 : + +1) Play the game and reach the third bonus round (the one after round 10). + +2) Press Button1(x3), Start1(x3) and Start2(x3). + +After the score of the bonus round is shown, this text will be added at the bottom of the screen : '(c) 1983 NAMCO ALL RIGHTS RESERVED'. + + +- SERIES - + + +1. Mappy (1983) + +2. Hopping Mappy (1986) + + +- STAFF - + + +Music by : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1984) + +Epoch corporation super cassette vision (1984) + +Sega Game Gear (1991) + +Nintendo Game Boy Color (1996, "Namco Gallery Vol.1") + +Sony PlayStation (1996, "Namco Museum Vol.2") + + +* Computers : + +Fujitsu FM-7 (1983) + +MSX (1984) + +PC [Windows, CD-Rom] (1997, Namco History Vol.1") + +Sord-M5 + +NEC PC-6001 + +NEC PC-8001 + +NEC PC-8801 + +NEC PC-9800 series + +Sharp X1 + +Sharp MZ1200/1500 + +Sharp MZ2500 + +Sharp X68000 + + +* Others : + +LCD handheld game (19??) released by MGA (Micro Games of America). + +Arcade (1995, "Namco Classics Collection Vol.1") + +Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004). + +$end + +$info=marble,marble2,marble3,marble4, +$bio + +Marble Madness (c) 12/1984 Atari Games. + + +- TECHNICAL - + + +Game ID : 136033 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + + +- TRIVIA - + + +Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. Mark taught himself how to program in assembly language before joining Atari, so he fit right in. In 1984, Marble Madness was the first game for the new Atari System 1 harware and Atari Games demonstrated the technical superiority of this new piece of hardware with this outstanding game. It was the first game with such impressive Pseudo-3D-Graphics. + + +The original plans called for the trackball to be motorized and syncronize its spin with that of the marble, to simulate inertia. + + +Marble Madness was the first game with true stereo sound. It was the first game with a kind of film music, the music really supports the pictures and keeps the player in suspense. It seems to be the first game that hardly had any repetitive elements during the levels and that had a real 'end', the player could win against the machine. + + +- TIPS AND TRICKS - + + +* Cancel The Timer : Begin a game and then hold down either the 1 or 2 player Start and press the 'service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time. + + +* When you play 2 players, the winner of each level gets a bonus 5 seconds (I was better than my brother, so I'd always get the 5 seconds :D). If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player). + + +* This isn't really a trick, but some people don't realize it : On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball. + + +- SERIES - + + +1. Marble Madness (1984) + +2. Marble Man - Marble Madness II (1991) + + +- STAFF - + + +Designed / Graphics by : Mark Cerny + +Programmed by : Bob Flanagan + +Sound by : Hal Canon, Brad Fuller + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Game Boy (1991) + +Sega Mega Drive (1991) + +Sega Game Gear (1992) + +Sega Master System (1992) + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Nintendo Game Boy Color (1999) + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Commodore C64 (1986) + +Apple II (1986) + +Amstrad CPC (1986) + +Commodore Amiga (1986) + +Sinclair ZX Spectrum (1987) + +PC [MS-DOS] (1987) + +Atari ST (1989) + +Sharp X68000 (1991) + +FM Towns Marty + +PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2") + + +* Others : + +LCD handheld game (1989) released by Tiger Electronics. + +$end + +$info=mmaze, +$bio + +Marchen Maze (c) 07/1988 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : MM + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Alice in Wonderland". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989. + + +- STAFF - + + +Game designers : NAK & Take + +Designers : Take & MY & POP + +Programmer : XVX + +Data : NAK + +Back ground music : S. Kobayashi + +Alice's voices : E. Shitara + +Sound : PXX + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + + +* Computers : + +Sharp X68000 (1988) + +$end + +$info=marineb, +$bio + +Marine Boy (c) 1982 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=marinedt, +$bio + +Marine Date (c) 1981 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : trackball + +Button : 1 + +$end + +$info=mariner, +$bio + +Mariner (c) 1981 Amenip. + + +An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 114 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Mariner is known in US as "800 Fathoms". + +$end + +$info=mario,mariojp, +$bio + +Mario Bros. (c) 03/1983 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8039 (@ 730 Khz) + +Sound Chips : DAC (@ 730 Khz), Samples (@ 730 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The US version was released on 05/1983 (see Updates for more information). + + +Mario first appears in "Donkey Kong" as Jumpman. + + +Note : The aptly-titled 'Mario Bros.' introduces the world to the other Mario brother : Luigi. + + +The musical introduction at the beginning of the game is the first movement of Mozart's Eine Kleine Nachtmusik. + + +Two bootlegs of this game are known as "Masao" and "Pest Place". + + +A Mario Bros. units appears in the 1986 movie 'Over the Top'. + + +- UPDATES - + + +The Japanese version features an extra life every 30000 points, compared with only one free life per game in the English version. + + +- TIPS AND TRICKS - + + +* Hint 1 : As often as possible, try to kill animals in groups. Any animal killed is worth 800 points (plus the 800 point bonus coin). If you kill two animals in a short time (approx 1 second), the first is still only worth 800, but the second animal is worth 1600 points, not just 800. For three animals, the points are 800-1600-2400. For four animals, the points are 800-1600-2400-3200. The point for a killed animal is never more than 3200. So if you were to kill 5 at once, the fourth and fifth animal would both be worth 3200. + + +* Hint 2 : Use the 'POW' button when several animals are hittable and grouped closely. This will make it easier to get the 'Hint 1' points. + + +* Hint 3 : You can kill the fireballs just like tipping the animals; wait til they are close to the ground and hit underneath them. + + +- SERIES - + + +1. Mario Bros. (1983) + +2. Super Mario Bros. (1985, Nintendo Famicom) + +3. Super Mario Bros. 2 (1986, Nintendo Famicom) + +4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom) + +5. Super Mario Bros. 3 (1988, Nintendo Famicom) + +6. Super Mario Land (1989, Nintendo Game Boy) + +7. Super Mario World (1991, Nintendo Super Famicom) + +8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy) + +9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy) + +10. Mario Clash (1995, Nintendo Virtual Boy) + +11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom) + +12. Super Mario Land 4 (1997, Nintendo Game Boy) + +13. Super Mario 64 (1997, Nintendo 64) + +14. Yoshi's Story (1998, Nintendo 64) + +15. Super Mario Sunshine (2002, Nintendo Gamecube) + + +- STAFF - + + +Designed and programmed by : Shigeru Miyamoto + +Music by : Hirokazu Tanaka + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + +Nintendo Famicom (1986) + +Atari 7800 (1988) + +Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World") + + +* Computers : + +Atari 800 (1983) + +Commodore C64 (1984) + +Amstrad CPC (1987) + +Apple II + +$end + +$info=pc_mario, +$bio + +Mario Bros. (c) 1986 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : MA + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Music by : Hirokazu Tanaka + +$end + +$info=pc_moglf, +$bio + +Mario's Open Golf (c) 1991 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : UG + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=markham, +$bio + +Markham (c) 1983 Sun Electronics. + + +- TECHNICAL - + + +Game ID : TVG14 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mars, +$bio + +Mars (c) 1981 Artic Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : Double 8-way joysticks + +$end + +$info=mmatrix,mmatrixj, +$bio + +Mars Matrix - Hyper Solid Shooting (c) 04/2000 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 32 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Takumi (see Staff section for more info). + + +Suleputer released a limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on 11/01/2001. + + +- STAFF - + + +* Takumi : + +Programmers : Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada + +Object designers : Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou + +Scroll designers : Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka + +Music composer : Yasushi Kaminishi + +Sound programmer : Masahiro Yuge + +Concept mechanic designers : Choco, Shorp, Nadialove Kitty, Norihiro Takikawa + +Planner : Ikuwo Satoh + +Producer : Yukikazu ozaki + +Executive producer : Tomoaki Fujimoto + + +* Capcom : + +Producer : Tatuya Minami + +Support from R&Dept. #3, Tomoshi Sadamoto + + +- PORTS - + + +* Consoles : + +Sega Dreamcast + +$end + +$info=mtlchamp,mtlchmpj,mtlchmpu, +$bio + +Martial Champion (c) 1993 Konami. + + +Knock-Out The Competitions! Ten typical fighters battle against each other in a tournament to win the belt of world Martial Champion. + + +- TECHNICAL - + + +Game ID : GX234 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Martial Champion's sprites were some of the largest used in a fighting game up to that point (1993). + + +- UPDATES - + + +In all non-Japanese versions, Titi is known as Chaos and vice-versa. + + +- STAFF - + + +Planning produced by Poyoyon Production. + +Directed by : Heine Ken + +Produced by : Kanon Pachelbel + +Character designed by : Heine Ken, Tetsuya Ake, Suruganokami Madaow, Hi-8 + +Production designed by : Maguro + +Sound designed by : Kingoro + +Music designed by : Nakanotti, Deep Sleep Sugisawa + +System designed by : Shoot-VRF + +Special program by : Kodaman + +Title designed by : Hanatani + + +* CAST : + +Jin : Jin Tihijou + +Goldor : Tetsu Kanzaki + +Racheal : Racheal Miyawaki + +Zen : ???-???? + +Hoi : Uhoho + +Chaos : Waddy + +Mahambah : Kanbei + +Avu : Takepon + +Titi : Ishimaroto + +Bobby : Baja + +Salamander : Masa32 + + +- PORTS - + + +* Consoles : + +NEC PC Engine Super CD-ROM (1993) + +$end + +$info=maruchan, +$bio + +Maru-Chan de Goo! (c) 12/1997 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Let's go by way of Maru-Chan'. + +$end + +$info=marvland,marvlanj, +$bio + +Marvel Land (c) 02/1989 Namco. + +Game ID: MV + + +Great horizontal platform game that takes place in a theme park, most of your enemies are moles and boss are mini game. + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- UPDATES - + + +* World and Japanese versions have different gameplay, bonuses and bosses. + +* In the Japanese version you can choose between easy and normal course. + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=msh,msha,mshb,mshh,mshj,mshjr1,mshu, +$bio + +Marvel Super Heroes (c) 10/1995 Capcom. + + +Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 12 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him. + + +- UPDATES - + + +Revision 1 : + +* Euro, Japanese and Asia releases (951024). + + +Revision 2 : + +* Brazil and Hispanic releases only (951117). + + +- TIPS AND TRICKS - + + +* Play As Anita : Press MP, LP, Left, LK, MK at the character selection screen. + + +* Play As Dr. Doom : Press MK, LP, Down, LK, MP at the character selection screen. + + +* Play As Thanos : Press LK, HK, MP(x2), Up at the character selection screen. + + +* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start. + + +* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character. + + +* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts. + + +* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character. + + +- STAFF - + + +Planners : Takeshi Tezuka, T. Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura + +Programmers : Tarabar-Black, Aoi-Peach, Kaw-K.Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, T. Ueno, Youji + +Scroll designers : Konomi, Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M + +Music composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki + +Sound designers : Picard Mij, Satoshi Ise (Ayano), Ryoji + +Sound producer : Arcade Sound Team + +Voice designers : Hiroaki Kondo (New-X?) + + +* Object Designers : + +Thanos by : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako.Satoh + +Dr.Doom by : Satoru Yamashita, Ino, Seigo Kawakami + +Wolverine by : Akiman + +Spider-man by : Arahijuf, Rumi Yamaguchi, T.Shirahama + +Captain America by : Masaaki.Tanaka, Chimorin Shogun, Misako.Yamamoto + +Psylocke by : Eripyon.N + +Hulk by : Makoto Ishi, K.Takechan, Miwa, Kanako.Takami + +Ironman by : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You.Ten.Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K?okunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki + +Magneto by : A. Iwasaki + +Shuma-Gorath by : Masayo Tsujimoto, Jun Matsumura (27), Shinya.M, Kako, Masanori Kondo + +Black heart by : Alien Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin + +Juggernaut by : Hiroaki Minobe, R. Sato, Kazuko Kawanaka + +Effect : Ntengm.Nakatani, Sagata, Tanuki, Kimo Kimo + + +* Voice Actors : + +Captain America, Wolverine : Cathal J. Dodd + +Black Heart : Jeimz Woolvet + +Psylocke : Catherine Disher + +Shuma-Gorath : Franck Perry + +Spider-man : Patrick Chilvers + +Hulk, Thanos : Andrew Jackson + +Juggernaut : Rick Bennett + +Ironman : Chris Britton + +Anounncer, Dr. Doom, Magneto : Lorne Kennedy + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=mshvsf,mshvsfu1,mshvsfa1,mshvsfa,mshvsfh,mshvsfj1,mshvsfj2,mshvsfj,mshvsfb,mshvsfb1, +$bio + +Marvel Super Heroes vs. Street Fighter (c) 06/1997 Capcom. + + +The second 'Capcom Vs.' series fighter, featuring 17 Marvel and Street Fighter characters teaming up to face the extremely cheap Mech-Akuma! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 23 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Firstsmile released a limited-edition soundtrack album for this game (Marvel Super Heroes Vs. Street Fighter Original Soundtrack & Arrange - FSCA-10017) on 19/09/1997. + + +- UPDATES - + + +The Japanese version features an extra playable character, Norimaro, modeled after a Japanese comedian Noritaro Kinashi. His character slot on the character select screen is replaced by the MSH vs. SF logo on all non-Japanese version. + + +- TIPS AND TRICKS - + + +* Play As Evil Sakura : At the character selection screen, highlight Hulk, hold Right for 5 sec. and press LP+HP or LK+HK. + + +* Play As Evil Zanglief : At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press LP+HP or LK+HK. + + +* Play As Armored Spiderman : At the character selection screen, highlight Ryu, move up and hold Up for 5 sec. and press LP+HP or LK+HK. + + +* Play As Mephisto : At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press LP+HP or LK+HK. + + +* Play As U.S. Agent : At the character selection screen, highlight Bison, hold Up for 5 sec. and press LP+HP or LK+HK. + + +* Play As Shadow Charlie : At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press LP+HP or LK+HK. + + +* Play As Gambit : Go to Dhalsim, hold Start, then move Left(x2), Down(x4), Right(x2), Up(x2), Right and press and hold LP+MK+HP together. + + +* Play As Norimaru (Japanese version only) : Norimaro will show on the character select screen (bottom middle square) if the machine is set to Freeplay or 1 coin X credit. A setting of 2 coins or above and you will only see the Marvel Super Heroes Vs. Street Fighter logo in his square. + + +* Beat 'em While They're Down : After defeating your opponents, press and hold Start. Normally your character wont be able to move after the round is over but by holding Start you will not only be able to move freely (until the next round starts) but you will be able to hit your opponent and even do a Super on them! + + +* Change Battle Order : When the screen shows which teams will be battling, press Punch or Kick three times to change the order of battle. + + +* Double Team Spidermen : Start a new game and choose any character for your first choice followed by Spiderman as the second character. Deliberately lose, then continue and choose Silver Spiderman as your first character. The other Spiderman should be selected as your second character. + + +* Fight Secret Characters (Japanese Version) : To fight a secret character in the Japanese version you must do a certain amount of team super finishes : + +Character # + +Evil Sakura 5 + +Evil Zangief 6 + +Shadow Charlie 7 + + +* Hyper Mode : At the vs. screen, hold LK+MP+HK. + + +* Dan's Explosion : Pick Dan as your fighter and anyone else. At the Vs. screen hold LP until the word fight disappears. When the match begins Dan will fall into a small explosion. + + +- SERIES - + + +Note : also called the 'Capcom vs.' series. + + +1. X-Men vs. Street Fighter (1996) + +2. Marvel Super Heroes vs. Street Fighter (1997) + +3. Marvel vs. Capcom - Clash of Super Heroes (1998) + +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) + + +- STAFF - + + +Planners : Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto + +Original art works : Akiman, Sakomizu, Ukabin + +Object designers : Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Miyamoto Shinya, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R.Naoi, Kanako<3Takami + +Scroll designers : Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop + +Music composers & arrange : Yuki Iwai, Yuko Kadota + +Sound director : Hiroaki Kondo (X68K) (cipher) + +Sound assistants : Hachi & Ise & lee, Moe.T(cipher) + +Recording director : Susan Hart + +Recording enginners : Paul Shubat, Dave Hatt + +Programmers : Motsu, Eternal Sailor, Kaw, Silver Kadontz, You! + +Producer : Kenji Kataoka + +General producer : Noritaka Funamizu + +Executive producer : Yoshiki Okamoto + + +* Voice Actors : + +Zangief : Wataru Takagi + +M. Bison : Tomomichi Nishimura + +Dhalsim : Yoshiharu Yamada + +Sakura Kasugano : Yuko Sasamoto + +Akuma : Tomomichi Nishimura + +Chun-Li : Yuko Miyamura + +Ken Masters : Tetsuya Iwanaga + +Ryu : Toshiyuki Morikawa + +Dan Hibiki : Osamu Hosoi + +Cyclops : Normam Spencer + +Captain America : Cathal J. Dodd + +Spider-Man : Patrick Chilvers + +Shuma-Gorath : Franck Perry + +Wolverine : Cathal J. Dodd + +The Incredible Hulk : Andrew Jackson + +Blackheart : Jaimz Woolvett + +Omega Red : Len Doncheff + +Norimaro : Noritake Kinashi + +Apocalypse : Lorne Kennedy + +Narrator : Tony Daniels + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +Sony PlayStation (1999) + +$end + +$info=mvsc,mvsca,mvsch,mvscjr1,mvscj,mvscb,mvscar1, +$bio + +Marvel vs. Capcom - Clash of Super Heroes (c) 01/1998 Capcom. + + +Fifteen characters from all walks of the Marvel and Capcom lineups tag-battle each other including loads of special assist characters. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 28 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Here are the debut comics for the 21 Marvel characters including the Guest Characters (For those with alter-egos, they are also listed) : + +Captain America (aka Steve Rogers) - Captain America Comics #1 + +Carnage (aka Cletus Kasady) - Amazing Spider-Man #359 + +Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 + +Cyclops (aka Scott Summers) - Uncanny X-Men #1 + +Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 + +Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 + +Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1 + +Jubilee (aka Jubilation Lee) - Uncanny X-Men #244 + +Juggernaut (aka Cain Marko) - Uncanny X-Men #12 + +Magneto (aka Erik 'Magnus' Lesherr) - Uncanny X-Men #1 + +Onslaught - X-Men (Vol. 2) #53 + +Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 + +Rogue - Avengers Annual #10 + +Sentinel - Uncanny X-Men #14 + +Spider-Man (aka Peter Parker) - Amazing Fantasy #15 + +Storm (aka Ororo Munroe) - Giant Size X-Men #1 + +Thor (aka Jake Olsen) - Journey Into Mystery #83 + +U.S. Agent (aka John F. 'Johnny' Walker) - Captain America #351 + +Venom (aka Eddie Brock) - Amazing Spider-Man #300 + +War Machine (aka James Rhodes) - Iron Man #281 + +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + + +Here are the debut games for the 19 Capcom characters including the Guest Characters : + +Anita - "Night Warriors - Darkstalkers' Revenge" ("Vampire Hunter - Darkstalkers' Revenge" in Japan) + +Arthur - "Ghosts'n Goblins" ("Makaimura" in Japan) + +Captain Commando - "Captain Commando" + +Chun-Li - "Street Fighter II - The World Warrior" + +Devilotte Do Dethsatan IX (aka Devilot) - "Cyberbots - Fullmetal Madness" + +Jin Saotome - "Cyberbots - Fullmetal Madness" + +Lou - "Three Wonders" ("Wonder 3" in Japan) + +Megaman (Rockman in Japan) - Megaman (Rockman in Japan) + +Michelle Heart - "Legendary Wings" ("Ares No Tsubasa - The Legendary Soldiers" in Japan) + +Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan) + +Pure and Fur - "Capcom World 2 - Adventure Quiz" + +Roll - Megaman (Rockman in Japan) + +Ryu - "Street Fighter" + +Saki - "Quiz Nanairo Dreams - Nijiirochou no Kiseki" + +Shadow - "Marvel Super Heroes vs. Street Fighter" + +Strider Hiryu - "Strider" ("Strider Hiryu" in Japan) + +Ton-Pooh - "Strider" ("Strider Hiryu" in Japan) + +Unknown Soldier - "Forgotten Worlds" ("Lost Worlds" in Japan) + +Zangief - "Street Fighter II - The World Warrior" + + +Strider's ending is a reference to that of the ending in his own game ("Strider") + +Jin's ending is a reference to Gawaine's ending in "Cyberbots - Fullmetal Madness" (but with Jin taking the place of Gawaine, Onslaught taking the place of the Final Weapon of Destruction, Jin's headband taking the place of Gawaine's sword and Ryu taking the place of Jin). + +Megaman's ending is a reference to what happens in his own games ("Megaman - The Power Battle") when he beats a boss. + +Captain Commando's ending is a reference to the ending in his own game ("Captain Commando"). + + +Rumors exist for the reason War Machine was in the roster instead of Iron Man (although Hyper-Armor War Machine in the game had similar moves with Iron Man). The most popular reason being that Capcom, at the time, did not have the rights to use the Iron Man character. + + +Suleputer released a limited-edition soundtrack album for this game (Marvel Vs. Capcom OST - CPCA-1005) on 21/03/1998. + + +- UPDATES - + + +Most people probably already know that some of the characters names were changed in the American version (E.g., Rockman was changed to Megaman). + +When they recorded the announcer's voice, she had to say both the original names and the American ones during the recording. But for some of the characters' names that were NOT changed, there were alternate pronunciations recorded. + +For example, when you select Chun-Li in the Japanese version, the way the announcer pronounces 'Chun' rhymes with 'noon'. + +In the American version, the way she pronounces 'Chun' rhymes with 'fun'. There is also an unused alternate pronunciation of Zangief (which sounds like 'Zain-geef') that can be heard in the Sound Test. + + +Megaman's 'Rock Upper' move in the Japanese version is called 'Mega Upper' in the US version, simply because the name of the character is different in Japan and the US. + + +- TIPS AND TRICKS - + + +* Play As Hyper-Armor War Machine : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Down(x4). Hyper-Armor War Machine will appear above Zangief. Hyper Armor War Machine got the same moves as War Machine (with some little variations), can't jump very high, can't block attacks but can't be stopped during his attacks. + + +* Play As Shadow Lady : At the character selection screen, highlight Morrigan and press Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5). Shadow Lady will appear below Gambit. Her attacks came from several characters in the game. + + +* Play As MSH Seinou Hulk (Marvel Super Heroes Ability Hulk) : At the character selection screen, highlight Chun Li and press Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2), Right(x2), Up(x2), Down(x4), Up(x4), Left, Up. MSH Seinou Hulk will appear above Ryu. His moves are very similar from the original Hulk. + + +* Play As Lilith-Kaze Morrigan (Lilith-style Morrigan) : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down. Lilith-Kaze Morrigan will appear below War Machine. She makes moves a little bit different from Morrigan ones. + + +* Play As Roll-chan (-chan is a ''suffix for familiar 'female' person'') : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2). Roll-chan will appear to the right of Megaman. Her moves are the same as Megaman. + + +* Play As Carnage (looks like a bloody Venom) : At the character selection screen, higlight Chun Li and press Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up. High-speed Venom will appear above Chun-Li. He got the same moves as Venom but can do them very quickly. + + +* Play As Onslaught (Japanese version only) : Highlight Zangief at the character selection screen. Hold Start and rotate the joystick twenty times in a clockwise circle before the timer expires, then press LP+MP+HP+LK+MK+HK. + + +* Change Character Lineup : Press all three Punch buttons at the 'vs.' screen to change the lineup (second chosen character is now first up). You can repeat this code again to reset the lineup. + + +* Continue Attacking : Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves. + + +* Choose Your Helper : To obtain the helper of you choice, you must always hold down start and then the designated buttons, just before selecting your second character. + +Shadow - LP+MK+HP + +Sentinel - MP+MK+HP + +Storm - LP+LK+HP + +Thor - LK+MP + +Unknown Soldier - LP + +Pure and Fur - LK + +Anita - LP+MP+HP + +Lou - MP + +Rogue - LP+MP+HP+LK + +Colossus - LP+MP+MK + +Michelle Heart - LP+LK + +King Arthur - LP+MP + +Saki - HP + +Ton-Pooh - LP+HP + +Iceman - MP+MK + +Cyclops - LP+LK+MP + +Magneto - LK+HP + +U.S. Agent - MK+HP + +Psylock - MK + +Devilot - MP+HP + +Juggernaut - LP+MK + + +* Dark Charlie-As Your Special Partner : Simultaneously press Light Punch, Medium Kick and Hard Punch after you choose your team. + + +* Use Opponent's Helper : Defeat your opponent's helper in a single player game. Then, hold LK+MK+HK at the screen that displays the name of the character that won until the next match. If done correctly, your helper in the last match will be from your previous opponent's team. + + +* Name Changes : Enter --- as a name to have the game change it to 'SIN'. Enter AAA as a name to have the game change it to 'CAP'. Enter MMM as a name to have the game change it to 'MOT'. + + +* Fight Hidden Characters : In every case, you cannot lose a character. You can give up first attacks and have opponents join in, unlike what other sources tell you. A Super Finish is defined as either a Hyper Combo Finish, a Crossover Combination (or Variable Combination) Finish, or a Duo Team Attack (or Variable Cross) Finish. + +1) To fight the team of Orange Hulk and Wolverine, get 3 Super Finishes. + +2) To fight the team of Hyper-Armor War Machine and Captain America, get 5 Super Finishes, two of which must be Duo Team Attack Finishes. + +3) To fight the team of Carnage and Spider-Man, get 6 Super Finishes, four of which must be Duo Finishes and finish six rounds under a certain amount of time. + +4) To fight Lilith-Style Morrigan and Chun-Li, get 3 Super Finishes and drain your helper stocks in two matches. + +5) To fight Roll and Megaman, get 5 Super Finishes, 2 of which are Duo Finishes and drain your helper stocks in six matches. + +6) To fight Shadow Lady and Jin, get 6 Super Finishes, 4 of which are Duo finishes, drain your helper stocks in six matches and finish six matches under a certain amount of time. + + +- SERIES - + + +Note : also called the 'Capcom vs.' series. + + +1. X-Men vs. Street Fighter (1996) + +2. Marvel Super Heroes vs. Street Fighter (1997) + +3. Marvel vs. Capcom - Clash of Super Heroes (1998) + +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) + + +- STAFF - + + +Planners : Atsushi Tomita, Dave Matumoto, Nakano Tau! Masahiro + +Original art works : Akiman, Shoei, Sakomizu + +Object designers : Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Kondo Masanori, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon.N, Kimo Kimo + +Scroll designers : Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally + +Music Composers & Arrangers : Yuko K. Takehara, Masato Kohda + +Sound director : Ryoji Yamamoto + +Recording director : Susan Hart + +Recording engineers : Paul Shubat, David Stinson + +Second engineers : Dave Hatt, Rick Pacholko + +Programmers : Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Teruaki Hirokado (Bakunetsu Hirokado) + +Producer : Kenji Kataoka + +General producer : Noritaka Funamizu + +Executive producer : Yoshiki Okamoto + + +* Voice Actors (Art Vision): + +Capcom heroes... + +Strider Hiryu : Fube Tomomi + +Mega Man, Roll : Fujino Kahoru + +Morrigan : Jinguji Yayoi + +Chun Li : Miyamura Yuko + +Ryu : Morikawa Toshiyuki + +Captain Commando : Nagasako Takashi + +Zangief : Takagi Wataru + +Jin : Ueda Yuji + + +Marvel heroes... + +Jubilee : Alyson Court + +Hulk : Andrew Jackson + +Captain America, Wolverine : Cathal J. Dodd + +Onslaught : Maurice Wint + +Spider-Man : Patrick Chilvers + +???? : Rod Wilson + +Gambit : Tony Daniels + +???? : Wayne Ward + + +Narrator : Sally Cahill + + +- PORTS - + + +* Consoles : + +Sony PlayStation (2000) + +Sega Dreamcast + +$end + +$info=marvins, +$bio + +Marvin's Maze (c) 12/1983 SNK. + + +- TECHNICAL - + + +Game ID : A2003 + + +Main CPU : (2x) Z80 (@ 3.36 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), Namco (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=masao, +$bio + +Masao (c) 1983. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : AY-3-8910 (@ 2.386333 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Mario Bros.". + +$end + +$info=kamenrid, +$bio + +Masked Riders Club Battle Race (c) 1993 Banpresto. + + +- TECHNICAL - + + +Game ID : BP934 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on the Tokusatsu series 'Kamen Rider'. + + +- STAFF - + + +Main programmer : Sou Kajiwara + +Assistant programmers : Jun Ichikawa, Hiroshi Yamanaka, Kenchi Kikkawa + +Graphic designers : Yohko Ogawa, Makoto Yamanaka, Takayuki Nanjoh, Masaru Oshima + +Sound designers : Naoya Doi, Akira Inoue + +Sound programmer : Hiroshi Yamanaka + +Hard : Noboru Kohno, Tetsuya Shimohira + +Director : Jun Ichikawa + +Producer : Takehiko Hoashi + +Executive producer : Yoshiaki Tsuyuki + +$end + +$info=mastkin, +$bio + +The Master of KIN (c) 1988 Du Tech. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Written by : Kyle Hodgetts + +$end + +$info=masterw, +$bio + +Master of Weapon (c) 1989 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B72 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + + +- TIPS AND TRICKS - + + +* Levels Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- STAFF - + + +Directed and produced by : George Jyuttute + +Game and character designed by : Yukiwo Ishikawa + +Programmed by : George K-5, Takeshi Murata, Creamy Tetsu, Maryin Kondoh + +Art designed by : Yukiwo Ishikawa, Takako Kojima, Dandy Yarita, Makoto Fujita, Akira Saitoh, Hisakazu Katoh, Oolong Yamada, Kenji Hazama, Animation 20, Santa Claus + +Hardware designed by : Eikichi Takahashi, Hiroyuki Noguchi + +Music composed and arranged by : Hisayoshi Ogura, Yasuhisa Watanabe + +Graphic designed by : Hiroyasu Nagai, Kazuo Nakagawa, Animation 20 + +$end + +$info=matmania, +$bio + +Mat Mania - The Prowrestling Network (c) 1985 Technos. + + +An early wrestling game. + + +- TECHNICAL - + + +Game ID : TA-0015 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 1.2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is known in Japan as "Exciting Hour - The Prowrestling Network". + +The 2 players version of this game is known as "Mania Challenge". + + +In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd.. + + +The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is "Sterling Hulk"; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Sterling's most powerful move is the leg drop, which is Hulk Hogan's finisher. + + +Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Pirahanna is probably Mil Mascaras. The main wrestler ("You") bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released. + + +- SERIES - + + +1. The Big Pro Wrestling! (1983) + +2. Mat Mania - The Prowrestling Network (1985) + +$end + +$info=matchit, +$bio + +Match It (c) 1989 Tamtex. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Shisensho - Joshiryo-Hen". + + +- UPDATES - + + +All the erotic scenes from the Japanese version has been removed. + + +- SERIES - + + +1. Match It (1989) + +2. Match It II (1993) + +$end + +$info=mausuke, +$bio + +Mausuke no Ojama the World (c) 03/1996 Data East. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mausuke's Annoy the World'. + + +Mausuke is the name of the main character. It's a play on the word 'mausu' which is their pronunciation of 'mouth' and the main character has a giant mouth and the play pieces are mouths. + + +- STAFF - + + +Planned by : Tokumaru Hisato + +Graphic directed by : Tokumaru Hisato + +Graphic designed by : Tokumaru Hisato and Osada Erika + +Programmed by : Kazano Kahoru and Kume Toshiharu + +Sound directed by : Satoh Taihey + +All BGM wirtten by : Satoh Taihey + +Directed by Tsuchiya : Junichi + +Executive producer : Kanari Minoru + + +* Voice Actors : + +Mausuke : Malta Mari + +Amereon : Malta Mari + +Washitaka : Takagi Wataru + +Tube Rin : Nagasako Takashi + +Huraibo : Nagasako Takashi + +Heavy Q : Malta Mari + +Wani Da Buru : Takagi Wataru + +Bucyu Buru : Nagasako Takashi + +Kuin Queen : Malta Mari + +$end + +$info=maxrpm, +$bio + +Max RPM (c) 04/1986 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : M6809 (@ 2.25 Mhz) + +Sound Chips : DAC (@ 2.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : paddle + +Buttons : 2 + + +- TRIVIA - + + +This game is known best for its split-screen play, but not much else :). + + +- STAFF - + + +Lead Programmer: Tom Leon + +Artist / Animator : Brian Colin + +$end + +$info=maxforce,maxf_102, +$bio + +Maximum Force (c) 02/1997 Atari Games. + + +- TECHNICAL - + + +Atari Cojag hardware + + +Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz) + +Sound CPU : Jaguar (@ 26 Mhz) + +Sound Chips : (2x) DAC (@ 26 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65534 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game was the second developed by Mesa Logic for Atari Games and has often been described as an unofficial sequel to "Area 51" (the real sequel being "Area 51 Site 4"). + + +The game shares many similarities with "Area 51" (secret rooms, hard drive etc.) but uses a more sophisticated sprite overlay system, which allowed the interactive element to have the same number of colours as the video. Maximum Force uses a 16Bit stream for the main video (instead of 15bit for "Area 51"). There's about 50 minutes of video on the 2 GB hard drive. However, despite the more realistic sprites, innocents still do not disappear when shot and actual gore content is far less than that of, say, Mortal Kombat - Maximum Force was a product of the era where games such as Doom were still being blamed for violent shootings in America and Atari Games wanted to maintain their 'good guy' image. + + +- UPDATES - + + +REVISION 1 : + +* Software version : 2.07CJ. + +* Build date : GUIS : Feb 27 1997 14 :33 :27 / MAIN : Feb 27 1997 14 :36 :15 + + +REVISION 2 : + +* Software version : 2.07CJ. + +* Build date : GUIS : May 21 1997 17 :00 :51 / MAIN : May 22 1997 23 :12 :50 + + +- TIPS AND TRICKS - + + +* Duck Hunt : To play the duck hunt bonus game, shoot the posters that hang from columns in the second mission. + + +* Chicken Hunt : To play the chicken hunt bonus game, shoot all of the buttons in the elevator on the second mission. + + +* The Horse Race : Shoot out all of the 'art' paintings in mission 2 and you will get into the horse race. + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997) + +Sega Saturn + +$end + +$info=maya, +$bio + +Maya (c) 1994 Promat. + + +A solitaire mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : YM2203 (@ 2.75 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game code and gameplay is a COMPLETE ripoff of Dynax' Dragon Punch/Sports Match, just with slightly different graphics! + +$end + +$info=mayday,maydaya,maydayb, +$bio + +Mayday!! (c) 1981 Hoei. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Williams considered this game to be an 'infringement' on their copyright of Defender which led to the halting of Mayday!!'s production. + +$end + +$info=mayhem, +$bio + +Mayhem 2002 (c) 05/1985 Cinematronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=mayjinsn, +$bio + +Mayjinsen (c) 1994 Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz), V810 (@ 10 Mhz) + +Sound Chips : ST-0016 (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Mayjinsen (1994) + +2. Mayjinsen 2 (1994) + +$end + +$info=mayjisn2, +$bio + +Mayjinsen 2 (c) 1994 Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz), V810 (@ 10 Mhz) + +Sound Chips : ST-0016 (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Mayjinsen (1994) + +2. Mayjinsen 2 (1994) + +$end + +$info=mofflott, +$bio + +Maze of Flott (c) 1989 Taito. + + +- TECHNICAL - + + +Game ID : C17 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Producers : Akiyama.Sama, Usami.Sama, Kuramochi.Sama + +Programmers : Myamya, Wanwan + +Graphic designers : Hos, Kosuinen, Phazer.Koji, S. Miyakoshi, Ojyusan, Wan2 + +Sound : K. Kusatu, Yasuhisa Watanabe, S. Saitou + +$end + +$info=mazerbla,mzrblzra, +$bio + +Mazer Blazer (c) 1983 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +- STAFF - + + +Designed by : Brian Pocklacki, Joseph Joos + +$end + +$info=mazinger, +$bio + +Mazinger Z (c) 08/1994 Banpresto. + + +Vertical shoot'em up with three selectable characters : Mazinger Z, Great Mazinger and Grendizer. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.55 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Based off the manga created by legendary artist Go Nagai in 1972. + + +- UPDATES - + + +If you set the territorial dip switch to Japan, not only will the Japanese title screen be shown, you will also see the boss's name (before you start fighting, written in Japanese), and cutscenes are shown in-between levels. These are absent if you set the switch to World. + + +- SERIES - + + +1. Mazinger Z (1994) + +2. Mazinger Z 2 + + +- STAFF - + + +Sound effect by : Hitoshi Sakimoto + +$end + +$info=medlanes, +$bio + +Meadows Lanes (c) 10/1977 Meadows Games. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 672 Khz) + +Sound Chips : DAC (@ 672 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mechatt, +$bio + +Mechanized Attack (c) 03/1989 SNK. + + +- TECHNICAL - + + +Game ID : A8002 'MA' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2608 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- STAFF - + + +Director : H. Hamachi + +Character designers : S. Kiyoshi, M. Itoh + +Back designer : Ken + +Sound & Music : Tarkun, Kidon + +Programmer : Mr. SNK 24 + +Hardware : Komedar Rom + +Adviser : Majin Bucho + +Producer : Eikichi Kawasaki + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +$end + +$info=mmehyou, +$bio + +Medal Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu. + + +A mahjong game with a race car theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Leopardess' Circuit'. + +$end + +$info=mjgottub, +$bio + +Medal Mahjong Gottsu ee-kanji (c) 1991 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +$end + +$info=mjanbari, +$bio + +Medal Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan. + + +Mahjong with a pachinko bonus game playable during each mahjong hand. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Medal Mahjong Jong Jong Crunch-Crunch'. 'Baribari' is Japanese onomatopoiea denoting a crunching noise, presumably here referring to the pachinko balls crunching around the pachinko machine. + + +- SERIES - + + +1. Medal Mahjong Janjan Baribari (1992) + +2. Medal Mahjong Pachi-Slot Tengoku (1993) + +$end + +$info=pachiten, +$bio + +Medal Mahjong Pachi-Slot Tengoku (c) 1993 Nichibutsu / Miki Syouji / AV Japan. + + +Mahjong with a pachinko bonus game playable during each mahjong hand. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +'Pachi-slot Tengoku' means 'Pachinko Paradise'. Pachi-slot is a type of pachinko machine. + + +- SERIES - + + +1. Medal Mahjong Janjan Baribari (1992) + +2. Medal Mahjong Pachi-Slot Tengoku (1993) + +$end + +$info=megaman, +$bio + +Mega Man - The Power Battle (c) 10/1995 Capcom. + + +Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. You have to fight a total of 18 Robot Masters, taken from the first 7 Megaman games from the Nintendo Famicom. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!). + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This was never released in the US or Europe, although it has been imported there, so there's only the Japanese version and the Asian version. Known in Japan as "Rockman - The Power Battle". + + +Sony released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995. + + +- UPDATES - + + +The Asian version has English text and character names, but doesn't have the voice samples the Japanese version has. + + +- TIPS AND TRICKS - + + +* Easter Egg : Sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random. + + +- SERIES - + + +1. Mega Man - The Power Battle (1995) + +2. Mega Man 2 - The Power Fighters (1996) + + +- STAFF - + + +Planners : Ohko 25th, Zanzo, (^_^") + +Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi + +Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno + + +- PORTS - + + +* Consoles : + +Nintendo Gamecube (2004, "Mega Man Anniversary Collection") + +Sony Playstation 2 (2004, "Mega Man Anniversary Collection") + + +* Arcade : + +Capcom Play System II (1995) + +$end + +$info=megaman2,megamn2a, +$bio + +Mega Man 2 - The Power Fighters (c) 07/1996 Capcom. + + +Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Megaman controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 17 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Rockman 2 - The Power Fighters". + + +The music may seem familiar since the Japan-only Rockman Memories series uses the same music in some stages. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996. + + +- TIPS AND TRICKS - + + +* Execute a special move by pushing Up when releasing a charged attack. + + +- SERIES - + + +1. Mega Man - The Power Battle (1995) + +2. Mega Man 2 - The Power Fighters (1996) + + +- STAFF - + + +Game design : Ohko + +Programmers : Teruaki Hirokado, Pon, You! + +Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja + +Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan + +Sound effects : Moe.T + +Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Koda Masato, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto + +Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori + +Producer : Yoshimi Ohnishi + +General producer : Noritaka Funamizu + + +- PORTS - + + +* Consoles : + +Nintendo Gamecube (2004, "Mega Man Anniversary Collection") + +Sony Playstation 2 (2004, "Mega Man Anniversary Collection") + +$end + +$info=pc_mman3, +$bio + +Mega Man III (c) 1990 Capcom. + + +Contenders blast Mega Man, in his search for energy Crystals, through a galaxy of mining stations controlled by ruthless robots. An amazing 21 different levels of rapid fire help Mega Man battle against these armies of metal maniacs to gain their super powers. But the rebellious robots won't give up without using every android-annihilator known to Mega Man. That's when players call on Rush, the wonder dogdroid, for special mechanisms that speed them past danger and assist in enemy melt-down. It's man vs. metal as players have more fun than humanly possible. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware. + +Game ID : XU + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Passwords : Each password must contain at least three balls. Make here your personal password (the color of the ball is precised if it's needed)... + + +First ball (choose only one) : + +C5 : Start with 0 Energy reserves. + +E6 : Start with 1 Energy reserves. + +E4 : Start with 2 Energy reserves. + +B4 : Start with 3 Energy reserves. + +A5 : Start with 4 Energy reserves. + +C1 : Start with 5 Energy reserves. + +D2 : Start with 6 Energy reserves. + +C3 : Start with 7 Energy reserves. + +F2 : Start with 8 Energy reserves. + +A6 : Start with 9 Energy reserves. + + +Second ball (choose one or more) : + +A3(red) : Topman defeated. + +B5(red) : Geminiman defeated. + +D3(red) : Needleman defeated. + +F4(red) : Sparkman defeated. + +D6 : Shadowman defeated. + +F6 : Snakeman defeated. + +C4 : Hardman defeated. + +F5 : Magnetman defeated. + + +Seconde ball (choose only one) : + +A3(blue) : Topman / Snakeman defeated. + +B5(blue) : Hardman / Geminiman defeated. + +D3(blue) : Magnetman / Needleman defeated. + +F4(blue) : Sparkman / Shadowman defeated. + + +Third ball (choose only one) : + +B6 : Gemini Man's stage beaten (Flashman / Bubbleman). + +A1(red) : Spark Man's stage beaten (Metalman / Quickman). + +A4 : Shadow Man's stage beaten (Woodman / Heatman). + +B2(red) : Needle Man's stage beaten (Airman / Clashman). + +B2(blue) : Needleman / Geminiman's stages beaten. + +A1(blue) : Sparkman / Shadowman's stages beaten. + + +* Slow motion : Hold Up on controller two. + + +* Freeze opponents : Hold Up+A on controller two. + + +* Super jump : Hold Right on controller two. + + +* Suggested opponent order : Magnet, Hard, Top, Shadow, Spark, Snake, Gemini, Needle, 'Spark', 'Shadow', 'Gemini', 'Needle'. + + +* Walk through pitfalls : Hold Right on controller two. This allows Mega Man to walk through or jump out of pitfalls without dying. It is especially helpful in the Dr. Wily Robot level. Note: When jumping out of the pitfall, the jump is twice as large as the super jump. + + +* Invincibility : Hold Right on controller two while jumping into a pitfall. Then intentionally get killed by an enemy while in the pitfall. Jump out of the pitfall when Mega Man's death sound is heard. + +Megaman will be invincible as long as an energy booster is not collected. Although the use of the regular gun will be lost, the spark shot or the needle will work just as well. + + +- SERIES - + + +1. Mega Man (1987, Nintendo Famicom) + +2. Mega Man II (1989, Nintendo Famicom) + +3. Mega Man III (1990, Nintendo Famicom) + +4. Mega Man IV (1991, Nintendo Famicom) + +5. Mega Man V (1992, Nintendo Famicom) + +6. Mega Man VI (1993, Nintendo Famicom) + +7. Mega Man X (1993, Nintendo Super Famicom) + +8. Mega Man X2 (1994, Nintendo Super Famicom) + +9. Mega Man - The Willy Wars (1994, Sega Mega Drive) + +10. Mega Man VII (1995, Nintendo Super Famicom) + +11. Mega Man X3 (1995, Nintendo Super Famicom) + +12. Mega Man 8 (1997, Sony PlayStation) + +13. Mega Man X4 (1997, Sony PlayStation) + +14. Mega Man X5 (2000, Sony PlayStation) + +15. Mega Man X6 (2001, Sony PlayStation) + +16. Mega Man Zero (2002, Nintendo Game Boy Advance) + +17. Mega Man & Bass (2003, Nintendo Game Boy Advance) + +18. Mega Man Zero 2 (2003, Nintendo Game Boy Advance) + +19. Mega Man X7 (2003, Sony PlayStation 2) + +20. Mega Man Zero 3 (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +Character designers : Inafking, Yasukichi, Tokimi293, Zizi, Donchan + +Sound composer : Bunbun + +Programmers : T.L, A.M, Kero Kero + +Planner : Patariro + +Sub Planning : Hatukoochan, Bamboo, Inafking + + +- PORTS - + + +* Others : + +Tiger Handheld LCD Game (19??) + +$end + +$info=mtwins, +$bio + +Mega Twins (c) 06/1990 Capcom. + + +A platform game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 10 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Chiki Chiki Boys". + + +- STAFF - + + +Game designer : Bully Duck + +Directors : Noritaka Funamizu (Poo), Kihaji Okamoto + +Object designers : Manbou, Ikusan Z, Unicorn Mayumi + +Scroll designers : Zummy & Ziggy + +Hard designer : kuccan + +Programmers : Blbon, Meijin, Yuki Saiko + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Atari ST (1991) + +Commodore Amiga (1991) + +$end + +$info=megazone,megazona,megazonb,megazonc,megaznik, +$bio + +Mega Zone (c) 07/1983 Konami. + + +- TECHNICAL - + + +Game ID : GX319 + + +Main CPU : M6809 (@ 2.048 Mhz), Z80 (@ 3.072 Mhz) + +Sound CPU : I8039 (@ 477.266 Khz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Kosuka for manufacture and distribution. + + +- STAFF - + + +Staff : K. Hiroshita, Y. Sakamoto, T. Fujiwara, N. Inoue, S. Fukutake + +$end + +$info=megab,megabj, +$bio + +Megablast (c) 10/1989 Taito. + + +At the end of the 21st century, war and hunger disappear on the earth, and humankind go on very well. On such occasion, it occurred to humankind that mysterious disappearances of women rise in waves in many places in the world. The cause is found by the investigation of a secretly organized 'Defending-the-earth-from-the-outside-organization'. That is, a strange contagious disease prevails troughout a planet 'Zancs' in a dark nebula, and women's generative power is lost, then, women on the earth were abducted as substitutes for having their descendants. Downson and Bogey, the choice out of the 'Defending-the-earth-from-the-outside-organization'. start on a journey to the space by using 'Megablast' which is a space fighter equipped with all available products of the earth's scientific power in order to rescue the earth women as well as lovable 'Sindy' who is also abducted together with the other earth women. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C11 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + +$end + +$info=megadon, +$bio + +Megadon (c) 1982 Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Photar Industries. + +$end + +$info=megaforc, +$bio + +Megaforce (c) 1985 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Video Ware for US manufacture and distribution. This game is known outside US as "Star Force". + + +- SERIES - + + +1. Megaforce (1985) + +2. Final Star Force (1992) + + +- TIPS AND TRICKS - + + +* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero). + + +* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent. + + +* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here. + + +* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus. + +$end + +$info=megatack, +$bio + +MegaTack (c) 1980 GamePlan. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 894.75 Khz) + +Sound CPU : M6502 (@ 894.75 Khz) + +Sound Chips : AY-3-8910 (@ 1.7895 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Centuri. + +$end + +$info=meijinsn, +$bio + +Meijinsen (c) 1986 SNK / Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 496 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=meikyuh, +$bio + +Meikyuu Hunter G (c) 1987 Data East. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Labyrinth Hunter G'. + + +This game is known outside Japan as "Real Ghostbusters". + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + +$end + +$info=kikcubic, +$bio + +Meikyuujima (c) 06/1988 Irem. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.579645 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Nanao Corporation. + + +The title of this game translates from Japanese as 'Labyrinth Island'. + + +- STAFF - + + +Game designer : Hiroya Kita + +Programmers : Kenji Nishi (Total Director), Moichi Matsumoto (Leader), Yuki Kidani, Mitsuya Kitamura, Yoshinori Tanaka + +Graphic designers : Manchan (gice me yome), Kame Yamazaki, Kiyoshi Wataya, Miki Hiraga + +Sound : Fan, Noriboz, Sclap + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +$end + +$info=meosism, +$bio + +Meosis Magic (c) 199? Sammy. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + +$end + +$info=mercs,mercsu,mercsua, +$bio + +Mercs (c) 03/1990 Capcom. + + +The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 9 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Senjou no Ookami II". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990. + + +- UPDATES - + + +REVISION 1 : + +* Build date : 90 03 02 + + +REVISION 2 : + +* Build date : 90 06 08 + + +- TIPS AND TRICKS - + + +* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice. + + +- SERIES - + + +1. Commando (1985) + +2. Mercs (1990) + + +- STAFF - + + +Chief designer : S. Okano, A. Kume, Kijima + +Character designers : Hitoshi Nishio, T. Hayashi + +Sound : M. Gotoh + +Sound programmer : Y. Katayama + +Programmers : M. Akahori, T. Ohta, Y. Matsui + + +- PORTS - + + +* Consoles : + +Sega Master System (1991) + +Sega Mega Drive (1991) + +Sony PlayStation (1998, "Capcom Generation 4") + +Sony PlayStation (1998, "Capcom Generations - Blazing Guns") + +Sega Saturn (1998, "Capcom Generation 4") + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +$end + +$info=merlinmm, +$bio + +Merlins Money Maze (c) 1986 Zilec Zitrone. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76496 (@ 2.304 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 4-way joystick + +$end + +$info=mermaid, +$bio + +Mermaid (c) 1982 Rock-ola. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Yachtsman". + +$end + +$info=metafox, +$bio + +Meta Fox (c) 1989 Seta. + + +- TECHNICAL - + + +Game ID : UP + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + +Also licensed to Taito and Jordan. + + +- STAFF - + + +Producer : Jun Fujimoto + +T. Ishikawa, N. Nonaka, Y. Ohta, K. Ishikawa, T. Tsuboi, M. Watanabe, K 11, Jordan, M. Asakawa, K. Nakabayashi, F. Sugiura, T. Sato, J. Fujiwara, T. Wada + +$end + +$info=metalb,metalbj, +$bio + +Metal Black (c) 09/1991 Taito. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : D12 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Metal Black was originally planned to be Darius III, but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game. + + +Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on 21/01/1992. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Levels Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- SERIES - + + +1. Gun & Frontier (1991) + +2. Metal Black (1991) + + +- STAFF - + + +Producers : Senba Takatsuna, Hori Takamasa + +Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Ishikawa Katsuhisa + +Art directors : Senba Takatsuna, Ohno Wepokichi + +Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi + +Hardware engineers : Jun Sawaki, Takeda Tomio + +Decorator : Kumi Mizobe + +Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio + +Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave + +Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=metlclsh, +$bio + +Metal Clash (c) 1985 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 48 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game programmer : Akira Sakuma + +$end + +$info=metlhawk,metlhwkj, +$bio + +Metal Hawk (c) 1988 Namco. + +Game ID: MH + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989. + + +- STAFF - + + +Producers : K. Sawano, K. Tashiro + +Game designer : H. Nakatani + +Game programmer : A. Yuhara + +Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa + +Music & Sound effects : Shinji Hosoe, Kazuo Noguchi + +Electrical enginnering : M. Yamada, O. Morita + +Drive program : T. Inui + +PCB designer : T. Okada + +Cabinet designer : Y. Nakauma + +Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi + +$end + +$info=mslug, +$bio + +Metal Slug - Super Vehicle-001 (c) 04/1996 Nazca. + + +A horizontal-scrolling, parodistic World War II themed jump-and-shoot game. Extra weapons can be picked up and used for greater firepower, and vehicles (such as the 'Super Vehicle-001' - or Metal Slug - of the game's title) can be entered and driven. The levels are also littered with bearded hostages who, when rescued, award the player with point bonuses (in the form of medals) and weapon power-ups. Metal Slug is a superb game which achieved the status of instant classic and is still considered by many to be the pinnacle of two-dimensional game design. Metal Slug's distinctive graphical style is very similar to that of Irem's "R-Type Leo" and "In The Hunt", this is no coincedence as Metal Slug's development team consisted of several ex-Irem coders. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0201 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein. + + +Just as the two main heroes (Marco & Tarma) appear on every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains. + + +- TIPS AND TRICKS - + + +* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu. + + +- SERIES - + + +1. Metal Slug - Super Vehicle-001 (1996) + +2. Metal Slug 2 - Super Vehicle-001/II (1998) + +3. Metal Slug X - Super Vehicle-001 (1999) + +4. Metal Slug 3 (2000) + +5. Metal Slug 4 (2002) + +6. Metal Slug 5 (2003) + +7. Metal Slug Advance (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo + +Planners : Meeher, Hire-Nag + +Sound : Hiya!, Jim + +Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=mslug2, +$bio + +Metal Slug 2 - Super Vehicle-001/II (c) 02/1998 SNK. + + +General Morden is still alive as well as his army, and this time around he has sided with powerful allies (some of these are not even human!). The two brave soldiers duo Marco & Tarma are called to deal with this threat once again, aided by the members of the newly founded Sparrow Squad! (Fio & Eri). Features more enemies, more hulking bosses, more weapons, more vehicles, more hostages, more surprises & more humor than its predecessor. See you in hell!!! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0241 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game's alien enemies as well as the final battle & ending sequence are a hillarious homage to the sci-fi blockbuster flick : Independence Day. + + +On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998. + + +- SERIES - + + +1. Metal Slug - Super Vehicle-001 (1996) + +2. Metal Slug 2 - Super Vehicle-001/II (1998) + +3. Metal Slug X - Super Vehicle-001 (1999) + +4. Metal Slug 3 (2000) + +5. Metal Slug 4 (2002) + +6. Metal Slug 5 (2003) + +7. Metal Slug Advance (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +Planners : Meeher + +Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi + +Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun + +Sound : HIYA! + +Producer : Takashi Nishiyama + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1998) + +$end + +$info=mslug3,mslug3n, +$bio + +Metal Slug 3 (c) 05/2000 SNK. + + +The aliens thirst for revenge! So once again they have sided with the remains of Morden's army in order to conquer the earth, but it seems they have sinister plans of their own. Nevertheless, the brave soldier team (Marco, Tarma, Fio & Eri) will risk their lives to rid the earth of the alien menace once & for all! Features lots of new enemies & bosses, secret areas & branching paths, vertical & horizontal shooter stages, and even more surprises to look out for. All in all, a superb shooter with lots of stuff to do and enemies to shoot. Peace Forever!!! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0256 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was the last game in the Metal Slug series developed by SNK. + + +The underwater stages seem to be inspired from the old arcade title "In the Hunt", an intense submarine shooter by Irem (a case of nostalgia by the developer team?). + + +Lots of movie parodies in this game, check them out : + +The crab mutants in Mission 1 are a parody of either the sci-fi horror movie : 'Deep Star Six' or the more popular sci-fi action flick : 'Starship Troopers'. + +The overall setting and the zombies in Mission 2 could be a funny parody of either the horror classic 'Night of the living dead' or Capcom's famous survival horror videogame series 'Resident Evil'. + +Also in this stage there is a guest appearance by the Men in Black! :) + +The carnivorus plant aliens in Mission 4 seem to be a parody to the sci-fi musical comedy movie : 'The Little Shop of Horrors'. + +The squid-like aliens in the gigantic Mission 5 (known as Mars People) continue to be an homage to the movie : 'Independence Day'. + +Also the alien clones you face in this stage seem to parody the sci-fi horror movie : 'Invasion of the body snatchers'. + +Finally, the last boss battle seems to be slightly inspired in the ending sequence in the sci-fi thriller : 'Alien Resurrection'. + +One of the hostages (who also appeared in Metal Slug 2 & X, by the way) known as Hyakkutaro will join the fight by shooting fireballs! (possibly an homage to the famed Dragonball anime?) + + +Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003. + + +- TIPS AND TRICKS - + + +* A Tip : When in Zombie mode you are invulnerable to all bullets & projectiles minus those thrown at you by another zombie. Weird... + + +- SERIES - + + +1. Metal Slug - Super Vehicle-001 (1996) + +2. Metal Slug 2 - Super Vehicle-001/II (1998) + +3. Metal Slug X - Super Vehicle-001 (1999) + +4. Metal Slug 3 (2000) + +5. Metal Slug 4 (2002) + +6. Metal Slug 5 (2003) + +7. Metal Slug Advance (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +Planners : Meeher, Akio + +Enemy sequence : Narusawa, Arita + +Character chief : Akio + +Background chief : Susumu + +Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry + +Wizard : Andy + +Enemy's brain : Aba + +Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker + +Sound : Hiya!, Bero-ou, Hohi_Hohi, Q_Jiroo, Maitaro + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2003) + +Microsoft Xbox (2004) + +$end + +$info=mslug4, +$bio + +Metal Slug 4 (c) 03/2002 Mega Entreprise / Playmore. + + +The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus... + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0263 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Palettesize : 4096 + + +Players : 2 + +Control : Joystick 8-way + +Buttons : 4 + + +- TRIVIA - + + +A hack of this game is known as "Metal Slug 4 Plus". + + +- SERIES - + + +1. Metal Slug - Super Vehicle-001 (1996) + +2. Metal Slug 2 - Super Vehicle-001/II (1998) + +3. Metal Slug X - Super Vehicle-001 (1999) + +4. Metal Slug 3 (2000) + +5. Metal Slug 4 (2002) + +6. Metal Slug 5 (2003) + +7. Metal Slug Advance (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +* Mega Entreprise : + +Hyper organizer : Sang Min Lee + +Producer : Hong ICK Cho + +Character designer : Joo Hwan Sohn + +Background designer : Yong Hee Lee + + +* Noise Factory : + +Producer : Keiko Ijuu + +Sub planners : Masafumi Fujii, Kazuki Ito + +Character designers : Masahiro Maeda, Yosikazu Nishikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii + +Background designers : Reiko Nagasima, Nami Takasaki + +Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka + +Sound produced by Studio Aqua - Toshikazu Tanaka. + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2004) + +$end + +$info=ms4plus, +$bio + +Metal Slug 4 Plus (c) 2002 Unknown. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is a hack of "Metal Slug 4". + +$end + +$info=mslugx, +$bio + +Metal Slug X - Super Vehicle-001 (c) 03/1999 SNK. + + +Originally intended to improve upon some of the problems the previous Metal Slug game had (mainly being the rather noticeable slowdown!) This update also implements a few changes to beef up the game such as new enemies, a different end boss layout, a few cool new weapons and lots of secrets. The result is a better game & one of the finest chapters in this series. Who says you can't teach an old war dog some new tricks?! :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0250 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998. + + +- SERIES - + + +1. Metal Slug - Super Vehicle-001 (1996) + +2. Metal Slug 2 - Super Vehicle-001/II (1998) + +3. Metal Slug X - Super Vehicle-001 (1999) + +4. Metal Slug 3 (2000) + +5. Metal Slug 4 (2002) + +6. Metal Slug 5 (2003) + +7. Metal Slug Advance (2004, Nintendo Game Boy Advance) + + +- STAFF - + + +Planners : Meeher, Akio + +Enemy sequence : Narusawa, Arita + +Character chief : Akio + +Background chief : Susumu + +Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi + +Wizard : Andy + +System modernize : Nakatsuka, Zen + +Enemy's brain : Hirokun, Nishino + +Tool engineer : Pierre + +Sound : Hiya!, Captain Bero-ou + +Producer : Takashi Nishiyama + +Exec. producer : Yoshihiko Kodo + +Hyper organizer : Eikichi Kawasaki + + +- PORTS - + + +* Consoles : + +Sony PlayStation (2001) + +$end + +$info=msisaac, +$bio + +Metal Soldier Isaac II (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : A34 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Metal Soldier Isaac II does NOT have a predecessor. The original prototype of this game was simply Metal Soldier Isaac and was called Metal Soldier Isaac II for its formal arcade release. + + +The music for the attract mode was remixed, then reused for the first stage of "Darius". + + +- STAFF - + + +Program: Hirozaku Miyano + +Assnt: Naoto Yagishita + +Design: Junji Yarita , Masayuki Suzuki + +Sound: Tadashi Kimijima , Hisayoshi Ogura + +$end + +$info=metmqstr, +$bio + +Metamoqester (c) 1995 Banpresto / Pandorabox. + + +Three selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style. + + +- TECHNICAL - + + +Game ID : BP947A + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM6295 (@ 15.151 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Oni - The Ninja Master" and is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation. + + +The symbols that appear on floating balls in the attract mode are Siddham, a writing system used in Japan for writing Buddhist mantras and sutras in Sanskrit. + + +- STAFF - + + +Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo + +Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage) + +Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff + +Sound designer : Satoshi Akamatsu + +Programmers : Kenji Tanii, Satoshi Akamastu + +Hardware : Kazuhisa Takasu, Masahito Aizawa + +Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi + +Mouhitu designer : Tomoyo Sekiguchi with PEN + +Cell animation : Motokazu Tokoro, ARCADIA + +$end + +$info=metamrph,metamrpj, +$bio + +Metamorphic Force (c) 1993 Konami. + + +Beat-'em-up with four selectable characters who have the power to morph into Were-animals. + + +- TECHNICAL - + + +Game ID : GX224 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Autumn - KICA-7620, 7621) on 21/10/1993. + + +- UPDATES - + + +JAPAN version : + +* Has additional Japanese subtitles when bosses speak. + +* Has an energy bar instead of numbers. + + +US version : + +* Has numbers to count energy instead of an energy bar. + + +- STAFF - + + +Producers : K. Kozuki, Y. Nishimura + +Exective producer : M. Inoue + +Software designers : Gen, Tetsu. W, Yossy + +Graphic designers : Asa "DON", Satochan, Sochichi + +Sound effects : Sakagon + +Music editors : M. Izu, Ega + +Hardware designer : Yusaku + +Visiual designer : Ricky + +$end + +$info=meteorts, +$bio + +Meteorites (c) 1979 VGG. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a bootleg of "Asteroids". + +$end + +$info=meteor, +$bio + +Meteoroids (c) 1981 Venture Line. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 4 Mhz) + +Sound CPU : I8035 (@ 768 Khz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Space Force". + +$end + +$info=metrocrs,metrocra, +$bio + +Metro-Cross (c) 05/1985 Namco. + +Game ID: MC + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (The Return of Video Game Music - ACL-22004) on 25/06/1985. + + +- STAFF - + + +Music by : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Sony PlayStation (1997, "Namco Museum Vol.5") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +Atari ST (1990) + +Commodore C64 + +$end + +$info=pc_mtoid, +$bio + +Metroid (c) 1986 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : MT + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Passwords : + +M7---- --zOA0 2T-tfm a000d5 (Tourian) + +00U--- -u0000 0AFw9Y 1800sb (Hideout 2) + +022400 A00000 05?00m 0000aS (Brinstar with Screw Ball and Ice Beam) + +0WX002 W00004 1VW0C0 0000MO (Q2 Brinstar with Screw Attack, Ice Beam and Leotard Samus) + +Daniel Daniel Daniel Daniel (Norfair with no bombs) + +XXXXXX XXXXXX KKKKKK KKKKKK (Tourian with weak weapons and Leotard Samus - impossible) + +JUSTIN BAILEY ------ ------ (Norfair with Wave Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack 5 Tanks, 205 Missiles and Leotard Samus) + +JUSTIN BAILEY ------ 000000 (Hideout 2 with Ice Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack, 5 Tanks, 255 Missiles and Leotard Samus) + +justin bailey ------ ------ (Reset to title screen) + +BOMBS- Missile SCREW- ATACK- (111 missiles, Ice Beam, Bombs and 4 energy tanks) + +KIDICA RUSc19 86NINT ENDO-- (Hideout 1, Ice Beam, Screw Attack, 4 Tanks and 42 Missiles) + +999999 999999 KKKKKK KKKKKK (Hideout 2, no Kraid, no Varia, no Mother Brain, no final time limit) + +X-z-uJ lls0W0 fVvweG 000WNr (215 missiles, 5 energy tanks, all powerups, both mini-bosses dead) + +000000 000000 03-200 000089 (255 missiles, but no missile tanks) + +000000 000000 080h00 0000gu (Begin with missiles but no missiles in Kraid's lair) + +000000 000001 00F300 00008X (Begin with missiles, but no missile tanks in Ridley's lair) + +X----- --N?WO dV-Gm9 W01GMI (see Metroid's best ending) + +F2-yum akMKa0 O2-oKm 0000fr (Get Ice Beam) + +000800 000000 02080H e000?q (Get Long Beam) + +mMuiS1 II6-GE Jls?h0 m00WRM (No suit and All Weapons) + +00WX00 2W0000 41TW1o 0000LD (Play with Samus with her suit off!) + +00U--- -u0000 0AFw9Y 1800sb (Go to Rifley) + +C00000 000000 080h00 00006u (Begin with bombs) + + +* Super jump : Hold Right on controller two and press A on controller one. + + +* Quit game play : Press Start to pause game play. Hold Up+A on controller two to display the current password. + + +- SERIES - + + +1. Metroid (1986, Nintendo Famicom) + +2. Metroid II - Return of Samus (1991, Nintendo Game Boy) + +3. Super Metroid (1994, Nintendo Super Famicom) + +4. Metroid Fusion (2002, Nintendo Game Boy Advance) + +5. Metroid Prime (2003, Nintendo GameCube) + +6. Metroid Prime 2 - Echoes (2004, Nintendo GameCube) + + +- STAFF - + + +Music by : Hirokazu Tanaka (Hip) + + +- PORTS - + + +*Consoles : + +Nintendo Game Boy Advance (2004, Metroid - Zero Mission) : More a remake than a port... + +$end + +$info=mexico86, +$bio + +Mexico 86 (c) 1987 Micro Research. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Kick and Run". + + +- TIPS AND TRICKS - + + +* All-Stars Team : On the title screen press and hold the start button, wait 8 seconds exactly and release. Do this 3 times and you'll hear a bip-like noise. Insert the coin and go to the team selection screen; put the cursor over Argentina and press and hold start, now choose Argentina. But instead of choosing Argentina you'll get the All-Stars Team. + +$end + +$info=mwalk,mwalku,mwalkbl,mwalkj, +$bio + +Michael Jackson's MoonWalker (c) 07/1990 Sega. + + +Based on the movie of the same name, Moonwalker is a scrolling, isometric beat' em up in which Michael Jackson, along with his chimp Bubbles, attempts to save children and defeat the evil 'Mr. Big'. During each round, the player must defeat each and every one of Mr. Big's henchmen and the deadly enemy machines that patrol the levels. This is achieved either by shooting them with Michael Jackson's 'magical energy', or by using his Dance Magic - the game's equivelent of a smart bomb. Some enemies take only one shot to defeat whereas others take several shots before they are destroyed. The longer the player holds down on the fire button, the greater the amount of magical energy Michael can inflict. At the start of each round, the player is given two dance magic smart bombs. Towards the end of each round, Michael's pet chimpanzee, Bubbles, will be seen moving about. If Michael touches Bubbles, he will turn into a powerful robot (the 'Moonwalker' of the game's title). After Michael has become Moonwalker, he will be able to shoot lasers and fire missles. Michael must defeat every boss enemy at the end of each round in order to proceed to the next. Each player's Michael Jackson character looks identical but wears a different colour: white (left player), red (middle player), and black (right player). + + +- TECHNICAL - + + +Sega System 18 hardware + +Game ID : 317-0157 / 317-0158 / 317-0159 + + +Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Moonwalker is made up of five stages, each featuring a different Michael Jackson track for the instrumental background music. The stage music is as follows... + +1. Cavern : 'Bad' + +2. Amusement Quarter : 'Smooth Criminal' + +3. Night Street : 'Beat It' + +4. Graveyard : 'Another Part Of Me' + +5. Evil Fortress : a reprise of 'Bad' + + +If you complete all five stages and finish the game, the song that will play for the ending will be 'Billie Jean'. + + +- UPDATES - + + +FD1094 317-0157 + +* Japanese version. + + +FD1094 317-0158 + +* US version. + + +FD1094 317-0159 + +* World version. + + +BOOTLEG + +* no I8751 @ 8 Mhz :-) + + +- STAFF - + + +Game concept & Design by : Michael Jackson + + +- PORTS - + + +A version of Moonwalker was also released for the Sega Megadrive, and while it retained most of the gameplay elements of the arcade game that inspired it, the isometric viewpoint was dropped in favour of sideways scrolling. The end result had more in common with Namco's "Rolling Thunder" than with arcade Moonwalker. + +$end + +$info=midres,midresu,midresj, +$bio + +Midnight Resistance (c) 10/1989 Data East. + + +Two skilled soldiers must face a eerie mutant army as well as a gruesome bio-weapon in order to rescue their family who is being held hostage! Features nice graphics & engaging gameplay! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The game's ending changes slightly depending how many family members are rescued before the final battle! Save them all! + + +Pony Canyon / Scitron released a limited-edition soundtrack for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990. + + +A Midnight Resistance unit appears in the 1990 movie 'Robocop 2'. + + +- SERIES - + + +1. Heavy Barrel (1987) + +2. Midnight Resistance (1989) + + +- STAFF - + + +Designer : Koji Akibayashi + +Software : Yuichi Nishimura, Naoya Hanada, Yuji Ohtomo, Tac. H + +Hardware : Keiichi Yoshida, Hiroyuki Iwabe, Shingo Mitsui + +Graphic designers : Tomoo Adachi, Kazumi Minagawa, Fujimi Ohnishi, Yoshinari Kaihoh + +Sound : Ahsa, Mard, Fuse, Kiwchi, Hitomi + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Atari ST (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +$end + +$info=midnrun, +$bio + +Midnight Run - Road Fighter 2 (c) 1995 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- SERIES - + + +1. Road Fighter (1984) + +2. Midnight Run - Road Fighter 2 (1995) + +$end + +$info=mightguy, +$bio + +Mighty Guy (c) 09/1986 Nichibutsu. + + +Mighty Guy doesn't need a gun to fend off large amounts of soldiers! This is what "Ikari Warriors" would be if they left their machine guns at home. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mimonkey,mimonsco,mimonscr, +$bio + +Mighty Monkey (c) 1982 Universal Video Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg was made by Yih Lung on the "Scramble" hardware and another by Noel on the "Super Cobra" hardware. + + +'Sun Wu Kong' is a legendary monkey king from an Chinese fantasy novel (by His Yu Chi) called 'Pilgrimage to the West'. + +$end + +$info=mwarr, +$bio + +Mighty Warriors (c) 199? Elettronica Video-Games. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.102 Khz) + + +Screen orientation : Horizontal + +Video resolution : 366 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=mpangj, +$bio + +Mighty! Pang (c) 10/2000 Mitchell. + + +- TECHNICAL - + + +Capcom Play System II (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This is the first and only Mitchell game to run on the CPS II. + + +- SERIES - + + +1. Pang (1989) + +2. Super Pang (1990) + +3. Pang! 3 (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planners : Futoshi Kuwahara, Taiji Miyajima + +Lead programmers : Shigeru Komiya + +Lead artist : Eiko Kato + +Character designer : Satoshi Ida + +Art supervisor : Tetuhiro Kuroda + +Assistants : Kazue Matunaga, Makoto Kobayashi, Hiroki Narisawa, Daigo Ota + +Music composer : Takafumi Wada + +SE designer : Yoko Mizumoto + +Executive producer : Roy Ozaki + +Producer : Kouichi Niida + +$end + +$info=pc_miket, +$bio + +Mike Tyson's Punch-Out!! (c) 1987 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : PT + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Password : + +005 737 5423 (Major Circuit) + +777 807 3454 (World Circuit) + +940 861 8538 (Super Macho Man) + +267 913 7638 (Super Macho Man + 23KOs) + +032 730 8442 (Piston Honda) + +007 373 5963 (Mike Tyson) + +800 422 2602 (Busy Phoneline Tone - This password is Nintendo's old customer service number) + + +* Another World Circuit : At the beginning enter this password : 135 792 468. When you get to the last number, press A+B+Select at the same time. + + +* View The Credits : Set the password numbers to 106 113 0120, then press Select+A+B simultaneously to register the password. + + +- STAFF - + + +Producer : Minoru Arakawa + +Supervisor : NOA (Nintendo of America) + +Director : Genyo Takeda + +Game designers : Kazuo Yoneyama, Mayumi Hirota + +Character designer : Makoto Wada + +Music composers : V. Kaneoka, A. Nakatuka, Koji Yamamoto + +Electrical engineers : S. Funakoshi, M. Taya + +Programmer : Masato Hatakeyama + +Secretary : V. Kuriyama + +$end + +$info=mikie,mikiehs, +$bio + +Mikie (c) 10/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX469 + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Shinnyuushain Tooru-Kun". + + +The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four. + + +- UPDATES - + + +* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure. + + +* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset). + + +- PORTS - + + +*Consoles : + +Sega SG-1000 (1985) + + +* Computers : + +Commodore C64 (1986) + +Sinclair ZX Spectrum (1986) + +Amstrad CPC (1986) + +$end + +$info=millpac, +$bio + +Mill Pac (c) 1980 Valadon Automation. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : AY-3-8910 (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +This game is a rare French hack of "Centipede". + + +'Mill' is an abrevation for 'Mille' wich translates from French as 'Thousand'. 'Pac' is the reference for the "Pac-Man" characters. 'Mill Pac' is also a pun for 'Mille-Pattes' which translates from French as ..."Millipede"! + + +About VA : Valadon Automation was founded by Alain Valadon. + +$end + +$info=gtmr2,gtmr2a, +$bio + +Mille Miglia 2 - Great 1000 Miles Rally (c) 1995 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 8 + + +- TRIVIA - + + +Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'. + + +The car/track select screen uses a sample from the US Olympic TV theme. + + +- SERIES - + + +1. Great 1000 Miles Rally (1994) + +2. Mille Miglia 2 - Great 1000 Miles Rally (1995) + +$end + +$info=milliped, +$bio + +Millipede (c) 11/1982 Atari. + + +An army of menacing millipedes - cousins to the famed Centipede - have invaded your garden patch and you must shoot arrows at them to rid your plot of these pesky pests. But wait! The millipedes aren't the only insidious insects you have to destroy. Jumping spiders, buzzing bees, bouncing beetles, mosquitoes, dragonflies, inchworms and earwigs all have unique and deadly powers of their own! + + +- TECHNICAL - + + +Game ID : 136013 + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Originally called 'Centipede Deluxe'. + + +Approximately 10,000 units were produced. Millipede came in two different form factors, an upright and a cocktail table, and it was also available as a conversion kit for "Kangaroo", "Dig Dug", and "Arabian". The uprights were by far the most common. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was rather strangely shaped. It really accented the speaker area in a way that no other games did. The game featured ornate painted sideart of a huge orange bug along with a hunter inside a forest scene. That graphic wasn't just on the sides either, it continued all the way around the front of the machine as well. The control panel was dark and rather plain, it had the trackball, some game instructions, and a few graphics of leaves. The marquee for this title shows a hunter clad in red, firing a longbow at an orange millipede. The cocktail version is black and woodgrained, and has two control panels. It is mildly decorated with light blue graphics under the glass and on the control panels. This was the style of cocktails where both players sat across from each other, and not the side by side style that some other titles used. + + +A Millipede unit appears in the 1983 movie 'Joysticks' and in the 1988 movie 'Arthur 2 - On the Rocks'. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- SERIES - + + +1. Centipede (1981) + +2. Millipede (1982) + + +- STAFF - + + +Designed and programmed by : Ed Logg + +Also worked on Millipede : Dave Snyder + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1984) + +Nintendo Famicom (1988) + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Sony PlayStation (2001, "Atari Anniversary Edition") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + + +* Computers : + + +Atari 800 (1983) + +Atari ST (1986) + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=minasan, +$bio + +Minasan no Okagesama Desu! Dai Sugoroku Taikai (c) 01/1991 Monolith. + + +A difficult mahjong game with very odd characters and board game elements. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0027 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Thanks To Everyone! Great Dice Game Tournament'. 'Sugoroku' is also a children's game played with dice and is also the Japanese version of Backgammon. + + +Also the game is based on characters created by a famous Japanese comedy duo (called Tunnels) for a TV show of the same name. Many of these characters appear in the game. + +$end + +$info=minefld, +$bio + +Minefield (c) 1983 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 354 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Chris Oberth + +$end + +$info=mineswpr,minesw4p, +$bio + +Minesweeper (c) 1977 Amutech. + + +This game was two player only, you must have a real live person to play against, or else the other players boat will head directly for the bottom wall, which doesn't make for a very interesting game. Each player moves their little boat around leaving a solid line of mines behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own mines, so avoid that at all cost. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.079 Mhz) + +Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Button : 4 + + +- TRIVIA - + + +The game was controlled with buttons rather than joysticks (this was cheaper to produce, and most of the other similar games of the time used buttons as well). Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three. The operator can also turn the sound on and off with internal switches as well. + +$end + +$info=minivadr, +$bio + +Minivader (c) 1990 Taito. + + +- TECHNICAL - + + +Game ID : D26 + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This is a test board sold in Japan together with every cabinet. + +$end + +$info=mmonkey, +$bio + +Minky Monkey (c) 1982 Technos / Roller Tron. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This is the first Technos game. + + +- STAFF - + + +Director / Programmer : N. Tomiyama + +Sound director : T. Tako + +Art designers : H. Fukuda, M. Kogoma + +$end + +$info=mirninja, +$bio + +Mirai Ninja - Keigumo Kinin Gaiden (c) 1988 Namco. + +Game ID: MN + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Future Ninja - Stealth Joy Cloud Device Side Story'. + + +Mirai Ninja was based on a Japanese movie of the same name. Both the game and the movie were released the same year. + + +The plot of the movie : A man's body and soul are stolen and used as part of a demon castle. What's left becomes Cyber Ninja. He teams up with the chi students whose cyber-earmuffs show matching red symbols. They fill their swords with ammunition, grab some neo-retro-cyber-antique guns and attack the demon robot expendable ninja squad. Each fight is won by whichever side uses more gratuitous special effects. They slay the Tron-like hover droids, who are destroyed in their shame. There's a showdown with a white-armored guy with dreadlocks, who is later reincarnated by the eclipse and a lot of multicolored lightning. After killing the make-up wearing effeminate spider person, the chi school fires a giant gun at the demon castle spider cyber robot. It blows up. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mirai Ninja - Keigumo Kinin Gaiden : G.S.M. Namco 1) on 21/12/1988. + + +- STAFF - + + +Game designer : UNKNOWN + +Game programmers : Pegasus Ahoyagi, Screen de Kotatsun + +Game visual designer : Gimmy Yanagii + +Music composer / Sound effects : Astoron Ishii, Norio Nakagata, Kouichi Ohta + +Visual staff : Katsuhiko Shigeri, Hiromi Fukuda, Masanori Kimura, Mitsuru Fukuoka, Mitsuru Enomoto, Junko Anzai, Kayo Koga, Mayumi Ohoura, Meda Medaman, Wani Waniko + +$end + +$info=msbingo, +$bio + +Miss Bingo (c) 1994 Min. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=missb2, +$bio + +Miss Bubble II (c) 1996 Alpha. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM3526 (@ 3 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg / hack of "Bubble Bobble". + + +The main theme music is the "Bubble Bobble" ending music. + + +- UPDATES - + + +Very similar to "Bubble Bobble" but it have : + +* Different sound hardware. + +* Redesigned levels. + +* Redesigned (8bpp!) graphics. + +$end + +$info=mcontest, +$bio + +Miss Mahjong Contest in Yakuman Daigaku (c) 10/1989 Nichibutsu. + + +A beauty contest where the winner is determined by their mahjong prowess. Take that, Miss America! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Miss Mahjong Contest In Yakuman University'. 'Yakuman' is a term used in Japanese mahjong to describe the highest-scoring rank of hands. + +$end + +$info=mspuzzle, +$bio + +Miss Puzzle (c) 1994 Min. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=missw96, +$bio + +Miss World '96 Nude (c) 1996 Comad. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way. + + +Like many of Comad's games,the music is comprised of short ADPCM samples and loops,which are bootlegs ripped from various well-known songs without the approval from the original music authors. + + +Levels contain samples and loops from these music tracks : + +'Oxygene Part IV' by Jean-Michel Jarre, + +'Tonight Is The Night' by La Bouche, + +'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song) + + +- SERIES - + + +1. Miss World '96 Nude (1996) + +2. Miss World 2002 (2002) + +$end + +$info=missmw96, +$bio + +Miss-Mister World '96 Nude (c) 199? Unknown. + + +A poorly done conversion (possible hack) of "Miss World '96" Nude including some adult male images. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way. + + +Levels contain samples and loops from these music tracks : + +* 'Oxygene Part IV' by Jean-Michel Jarre + +* 'Tonight Is The Night' by La Bouche + +* 'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song) + +$end + +$info=missile,missile2, +$bio + +Missile Command (c) 06/1980 Atari. + + +- TECHNICAL - + + +Game ID : 035820-035825 + + +Main CPU : M6502 (@ 1 Mhz) + +Sound Chips : Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +Missile Command, was an immensely popular arcade game that combined great game play with a rather chilling message about the dangers of war. Approximately 20,000 units were produced. + + +Originally called 'Armaggedon', Missile Command was designed at a time that the United States and Russia were locked in a fierce 'cold war'. + + +* The Creation of Missile Command : The idea for Missile Command began with a magazine story about satellites that captured the attention of Atari's president, who passed the clipping to Lyle Rains. Rains asked Dave Theurer to lead the effort in creating the classic, action-packed arcade game. + + +* Remembrances from the Video Game Masters : Recalling the birth of Missile Command, Dave Theurer said : "The request was for a game where there are missiles attacking the California coast and the player is defending the coast. They said, take it from here and write up a game proposal. In the first proposal it was the California coast. "Part of creating a great game is knowing what to strip away. Some of the first baggage the developers dropped was geographic identifications because of the frightful scenario of the game. And then they stripped away more. Dave Theurer : "The original suggestion was for there to be a scanning radar, but I immediately said, no way! It would be just too hard for the player because he wouldn't be able to see what was going on. We chucked that idea. And when we first developed the game, we added railroads to transport missiles from the cities to the missile bases. That got to be too complicated and people got confused... if you get too complicated, people won't play. We also had submarines for a while but that didn't work out so we ripped them out, too.". + + +The smart bombs presented the most difficult challenge in writing the code for Missile Command. Dave Theurer : "These little diamond-shape guys can evade your explosions. The only way you can kill them is if the explosion starts out right on top of them. Programming that was the hardest part. They had to be intelligent because the little guy had to look around on the screen to see what he had to avoid and he had to figure out the best path to go around what there was to avoid. Of course, if I made it too smart, then the player couldn't kill it and they'd be guaranteed instant death. So it had to be a fine line between smarter than the dumb missiles, yet not totally unkillable.". + + +Nerves of steel is the way Rich Adam one of the Missile Command team members described his coworker : "Dave Theurer was extremely detail oriented, very thorough, very disciplined. He had nerves of steel, would never get rattled, and worked tirelessly. You need nerves of steel because if your code doesn't work it's your fault, something inside that code is not correct. There's really nowhere to hide. The real Achilles' heel with a lot of software people, I believe, is that they spin their wheels and they go through this denial phase : 'It can't be my code! How could anything possibly be wrong with it? My code is so straightforward!' Well, it's so straightforward you might not have thought of a nuance. So, that's why it takes nerves of steel, I think. The work requires sort of a cold, methodical approach to the software." + + +* Popular from the Start : Even before it shipped, Missile Command had intense fans. Speaking of the play the game got just within the labs of Atari, Ed Rotberg said : "There were guys there that would literally have to worship that game for hours at a time. Their hands were sweating, and it was a definite adrenaline rush." Describing some of the dedicated players at Atari, Dave Theurer said : "We were in the same building as the consumer division and there were a couple of guys from that division who would come down and spend all day playing Missile Command. I don't know what they did upstairs, but they would spend the entire day playing the game." + + +* The Great 25-Cent Escape : The escape from reality could sometimes have frightful consequences. The horrifying subject matter of Missile Command had an impact on the developers. Dave Theurer : "It was pretty scary. During the project and for six months after the project, I'd wake up in a cold sweat because I'd have these dreams where I'd see the missile streak coming in and I'd see the impact. I would be up on top of a mountain and I'd see the missiles coming in, and I'd know it would be about 30 seconds until the blast hit and fried me to a crisp.". + +Steve Calfee : "Everybody I know who really got into the game had nightmares about nuclear war.". The game was nearly shipped with a name that carried the message of the end of the world... Armageddon. Steve Calfee : "We had this big thing about the name of the game. From the beginning, it was called Armageddon. The management, themselves, didn't know what the word meant and they thought none of the kids would. Then we went through this big thing of naming it. Engineering loved the name Armageddon, and we always wanted to call it that. From the very top came the message, 'We can't use that name, nobody'll know what it means, and nobody can spell it.'" Placing the game in the context of the previous decade, Ed Rotberg said : "The thing about Missile Command is that the world was not nearly as stable politically as it is now. There is a little bit of a spooky message in that whole game when you have that final cloud at the end.". + + +A hack of this game is called "Super Missile Attack". + + +A Missile Command unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1991 movie 'Terminator 2 - Judgment Day' and in the 1995 movie 'Species'. + + +In 1982, a multi-player sequel was planned but never released. This game would have have been identical to the first except with twice as many cities and batteries and the players cooperating to save each other cities from the onslaught. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- SERIES - + + +1. Missile Command (1980) + +2. Missile Command 3D (1995, Atari Jaguar) + + +- STAFF - + + +From hiscore table : Dave Theurer (DFT), (DLS), (SRC), Rich Adam (RDA), (MJP), (JED), (DEW), (GJL) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1981) + +Atari 5200 (1982) + +Nintendo Game Boy (1991) + +Sega Master System (1992, "Arcade Smash Hits") + +Atari Lynx (1994) + +Sega Game Gear (1996, "Arcade Classics") + +Sega Mega Drive (1996, "Arcade Classics") + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Game Boy Colors (1999) + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + +Emerson Arcadia + + +* Computers : + +Atari 800 (1981) + +Commodore C64 (1983) + +Atari ST (1986) + +PC [CD-Rom] (1999, "Atari Arcade hits 1") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +VTech Laser-VZ ("Missile Attack") + + +* Others : + +Mobile phone [Motorola T720] (2002) + +$end + +$info=m660,m660b,m660j, +$bio + +Mission 660 (c) 1986 ED. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (3x) Z80 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +This game is also known as "Alphax Z". + +$end + +$info=misncrft, +$bio + +Mission Craft (c) 2000 Sun. + + +- TECHNICAL - + + +Main CPU : GMS30C2116 (@ 50 Mhz), I8052 (@ 6 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is a complete rip of Starcraft's Brood War by Blizzard. All ingame sprites, selection screens and end-of-level animations are taken from this game. This probably wanted to be a sort of 'shoot 'em up' port of this game. Also the gameplay is apparently a rip, but from Psikyo shoot 'em ups, as ingame icons and fonts are identical to Psikyo ones... + +$end + +$info=cmissnx, +$bio + +Mission-X (c) 03/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 21 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Mattel Intellivision + +$end + +$info=mrviking,mrvikngj, +$bio + +Mister Viking (c) 06/1984 Sega. + + +Become a fearless viking warrior in search of a missing treasure. Face a fury of enemy obstacles in a barbaric battle for bonus points! + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5383 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Programmed by : A. Kawahara, K. Iwanaga + +Security by : Syuichi Katagi + +$end + +$info=quiz18k, +$bio + +Miyasu Nonki no Quiz 18-kin (c) 1992 EIM. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Nonki Miyasu's Quiz for adults'. + +$end + +$info=mizubaku, +$bio + +Mizubaku Daibouken (c) 09/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C49 (F2-System No. 7) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Great Waterbomb Adventure'. + + +This game is known outside Japan as "Liquid Kids". + + +Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi from "The New Zealand Story". + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Teddy Bear Cheat : In the demo mode (after the title screen), press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1992) + +Sega Saturn (1998) + +$end + +$info=msgundam,msgunda1, +$bio + +Mobile Suit Gundam - Kidou Senshi Gundam (c) 09/1993 Banpresto. + + +Ten selectable mecha from the Gundam saga battle each other for space dominance! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.66 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Maneuver Soldier Gundam'. + + +- SERIES - + + +1. Mobile Suit Gundam - Kidou Senshi Gundam (1993) + +2. Mobile Suit Gundam EX Revue (1994) + +3. Kidou Butouden Gundam (1994, Nintendo Super Famicom) + +4. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom) + +5. Gundam Battle Assault (1998, Sony PlayStation) + + +- STAFF - + + +System programmers : Kazuyoshi Ishihara, Sou Kajiwara + +Main programmer : Kazuyoshi Ishihara + +Sub programmer : Masafumi Kaneko + +Graphic designers : Yuichirou Takei, Tadahiro Negome, Mariko Suzuki; Yoshiyuki Shikano, Makoto Kobayashi, May. Du, Yukie Sugimoto, Kenji Inoue, Teiji Kobashi, Makoto Yamanaka, Takayuki Nanjyou, Kyousuke Shinba, Masaru Ohshima + +Sound effects : Kisao Shiomi + +Music : Naoya Doi + +Sound programmer : Hiroshi Yamada + +Voice performance : Maruhiko + +Hard : Noboru Kound, Tetuya Shimohira + +Director : Makoto Kijiya + +Producer : Takehiko Hoashi + +$end + +$info=gundamex, +$bio + +Mobile Suit Gundam EX Revue (c) 1994 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Mobile Suit Gundam - Kidou Senshi Gundam (1993) + +2. Mobile Suit Gundam EX Revue (1994) + +3. Kidou Butouden Gundam (1994, Nintendo Super Famicom) + +4. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom) + +5. Gundam Battle Assault (1998, Sony PlayStation) + + +- STAFF - + + +System programmer / Main programmer : Mark'N + +Graphic designers : Yoshiyuki Shikano, C Domon, Yukie Sugimoto, Teiji Kobashi, Makoto Yamanaka, Sou Kajiwara, Takayuki Nanjyou, Kyousuke Sinba, Masaru Oosima, Masanori Yosikara, Tomoko Nakayama + +CG producers : -ST Dews-, Tadao Odaka, Kohuji Tanak, Hiroyuki Honda, Kohuji Kobayashi, Yosinori Moriizumi, Keiko Imamura + +MS designer : Kunio Oogawara + +Character designer : Hiroshi Ausaka + +Sound effects : Hirosi Yamanaka + +Music : Naoya Odi + +Sound programmer : Hiroshi Yamanaka + +Hardware : Takahiro Azuma + +Advertise : Tomoyo Sekiguchi + +Voice actors : Tohru Huruya, Shuuiti Ikeda, Toshio Hurukawa, Kaneto Shiozawa + +Producer : Takehiko Hoashi + +$end + +$info=homerun, +$bio + +Moero!! Pro Yakyuu Homerun (c) 1988 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Burning!! Pro Baseball Homerun'. + + +- SERIES - + + +1. Moero!! Pro Yakyuu Homerun (1988) + +2. Jitsuryoku!! Pro Yakyuu (1989) + +$end + +$info=moegonta, +$bio + +Moeyo Gonta!! (c) 199? Yanyaka. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Burning Gonta!!'. + + +This game is known outside Japan as "Lady Killer". + + +- SERIES - + + +1. Moeyo Gonta!! + +2. Ganbare! Gonta!! 2 + + +- STAFF - + + +Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren + +Sound : Y. Aoki, Saito + +Soft : Mighty Boowy, Kinchan + +Planner : 6th Sally + +Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots + +$end + +$info=moguchan, +$bio + +Moguchan (c) 1982 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=mogura, +$bio + +Mogura Desse (c) 1991 Konami. + + +- TECHNICAL - + + +Game ID : GX141 + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) DAC (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +A simple test board used to test cabinets at the factory. It's probably very rare though. The game is very simple, mostly just to test the buttons and joysticks. + +$end + +$info=mole, +$bio + +Mole Attack (c) 1982 Yachiyo Electronics. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 200 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Buttons : 9 + +$end + +$info=momoko, +$bio + +Momoko 120% (c) 1986 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=monymony, +$bio + +Money Money (c) 05/1983 Zaccaria. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : (2x) M6802 (@ 895 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.79 Mhz), (2x) DAC (@ 1.79 Mhz), TMS5220 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=miexchng, +$bio + +Money Puzzle Exchanger (c) 01/1997 Face. + + +Handling money has never been so much fun! This incredibly original puzzle game lets you take control of hilariously designed characters in a cute japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0231 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Money Idol Exchanger". + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on "Moujya". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997. + + +- STAFF - + + +Producer : Kengo Asai + +Planner : Starman + +Programmer : Piggy + +Graphic designers : Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko + +Sound director : Shigeaki "Anithin'" Irie + +Composers & Sound programmers : Kennosuke Suemura, Norihiko Togashi + +Character designer & Animation part : Atsuko Ishida + +Animation studio : JC Staff + +Voice cast : Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara (Voice of everyworker), Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +$end + +$info=monkeyd, +$bio + +Monkey Donkey (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Crazy Kong". + + +- UPDATES - + + +This bootleg uses a different color scheme than the original. + +$end + +$info=mmpanic, +$bio + +Monkey Mole Panic (c) 1992 Nakanihon. + + +- TECHNICAL - + + +Game ID : '70' + + +Main CPU : (2x) Z80 (@ 8 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), AY-3-8910 (@ 2 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + + +- TRIVIA - + + +Licensed to Taito. + +$end + +$info=monsterb,monster2, +$bio + +Monster Bash (c) 11/1982 Sega. + + +- TECHNICAL - + + +Sega G80 Raster hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound CPU : N7751 (@ 400 Khz) + +Sound Chips : Samples (@ 400 Khz), TMS36XX (@ 400 Khz), DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 129 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Steve Hanawa + +$end + +$info=mfjump, +$bio + +Monster Farm Jump (c) 2001 Tecmo. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- STAFF - + + +Director & planner : Toshihiko Kodama, Tadashi Shiiba + +Programmer : Akihiko Shimoji, Yoshihiro Kinjyo + +CG Works : Tamotsu Nakamura, Yasushi Uehara, Tsukasa Sanabe, Kazunaga Sakaue + +SE & BGM : Miyashiro Sugito, Susumu Fujii + +Artwork : Kiyotaka Sugiyama + +Producer : Takayoshi Hayakawa + +$end + +$info=mmaulers, +$bio + +Monster Maulers (c) 1993 Konami. + + +A trio of supervillains unleashes an army of gross mutants on earth in order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find! + + +- TECHNICAL - + + +Game ID : GX170 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Kyukyoku Sentai Dadandarn". + + +Monster Maulers reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers. + + +King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994. + + +- UPDATES - + + +Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" : + +*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM. + +*The 'episode' titles shown before each fight are vocally announced in the Japanese version only. + +* Eagle's nationality is unknown in Dadandarn, while he is an American in Monster Maulers. + + +- STAFF - + + +Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy + +Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume + +Sound editor : Sakagon + +Music : Koezou + +Hardware : Pin, Grandpapa + +Package : Popsky + +Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater + +Singer : Shimon Masato + +Director : Kengo + +Produce : Masa33 + +$end + +$info=mslider, +$bio + +Monster Slider (c) 1997 Visco / Datt Japan. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=montecar, +$bio + +Monte Carlo (c) 04/1980 Atari. + + +- TECHNICAL - + + +Game ID : 035763-035780 + + +Main CPU : M6800 (@ 1.008 Mhz) + +Sound Chips : Discrete (@ 1.008 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 26 + + +Player : 1 + +Control : dial + +Buttons : 6 + + +- STAFF - + + +Designed and programmed by : Norm Avellar + +$end + +$info=monzagp, +$bio + +Monza GP (c) 1981 Leante Games. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 100 + + +Player : 1 + +Control : dial + +Buttons : 3 + +$end + +$info=moonaln, +$bio + +Moon Alien (c) 19?? Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Karateco. + + +- SERIES - + + +1. Moon Alien + +2. Moon Alien Part 2 (1980) + +$end + +$info=moonal2,moonal2b, +$bio + +Moon Alien Part 2 (c) 03/1980 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Moon Alien + +2. Moon Alien Part 2 (1980) + +$end + +$info=moonbase, +$bio + +Moon Base (c) 03/1980 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a licensed version of Taito's "Space Invaders Part II". + + +- TIPS AND TRICKS - + + +* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message (TAITO CORP.) will appear below the high score. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Moon Base (1980) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + +$end + +$info=mooncrst,mooncrsa,mooncrsg,mooncrgx,mooncrsb,mooncrs2,mooncrsu, +$bio + +Moon Cresta (c) 07/1980 Nichibutsu. + + +An early shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also Licensed to Gremlin (09/1980). + + +This game is known in US as "Eagle" (Licensed to Centuri for manufacture 10/1980). + + +A bootleg of this game is known as "Fantazia". + +A hacked version is known as "Super Moon Cresta". + + +- SERIES - + + +1. Moon Cresta (1980) + +2. Terra Cresta (1985) + +3. Terra Cresta II (NEC PC Engine) + +4. Dangar - Ufo Robo (1986) + +5. Terra Force (1987) + + +- STAFF - + + +Designed and programmed by : Shigeki Fujiwara + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics") + + +* Computers : + +Microtan 65 (1985) + +Amstrad CPC (1986) + +Commodore C64 + +Sinclair ZX Spectrum + +$end + +$info=mpatrol,mpatrolw, +$bio + +Moon Patrol (c) 05/1982 Irem. + + +The player controls a moon buggy, viewing it from the side, that travels over the moon's surface. While driving it must avoid obstacles such as craters and mines. The buggy is also attacked by UFOs from above and tanks on the ground. + + +- TECHNICAL - + + +Irem M-52 hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 576 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Williams for US manufacture and distribution. + + +Moon Patrol was one of the earliest linear side-scrolling shoot'em ups and the first game to feature parallax scrolling. + + +The Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics syle graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand). + + +A Moon Patrol unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'. + + +A Bootleg of this game is called "Moon Ranger". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- TIPS AND TRICKS - + + +* Hint 1 : When alien ships fly over, keep adjusting your speed or they will eventually hit you with a bomb. Draw their bombs to one end of the screen, then shift to the other. + + +* Hint 2 : Although the part of the mines seems to be the more difficult, it isn't - all you have to do is not move your tank at all, only pressing the jump button. You won't get many bonus points, but at least you'll survive. + + +* Hint 3 : The big key to this game is memorization. After the beginner course, you go on to the champion course, which never changes no matter how many times you pass it. Memorize the two courses, and you will almost never lose a life. + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + +Colecovision (1984) + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Atari 800 (1982) + +Commodore VIC-20 (1983) + +Commodore C64 (1983) + +MSX (1984) + +Atari ST (1987) + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Apple II + +TI-99/4A + + +* Others : + +LCD handheld game (1982) released by Gakken. + +$end + +$info=moonqsr, +$bio + +Moon Quasar (c) 10/1980 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=mshuttle,mshuttlj, +$bio + +Moon Shuttle (c) 09/1981 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=mt_mwalk, +$bio + +Moonwalker (c) 04/1990 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 40 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* 15 Lives : At the starting screen, press Up(x2) Down, Left, Right, A(x2), C. + + +* Level Select : Hold Upleft+A on player 2 side. Press Start at the title screen on player 1 side to start a one player game. The phrase 'round one' will appear on the screen. Press Left or Right to change rounds and then press Start to play. + +$end + +$info=moonwar,moonwara, +$bio + +Moonwar (c) 1981 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : dial + +Buttons : 3 + +$end + +$info=moremorp, +$bio + +More More Plus - Puzzle Express (c) 1999 SemiCom / Exit. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=quizhuhu, +$bio + +Moriguchi Hiroko no Quiz de Hyuu! Hyuu! (c) 05/1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E08 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hiroko Moriguchi's Rushing Wind Quiz!' (Hiroko Moriguchi is the hostess' name). 'Hyuu-hyuu' is Japanese onomatopoiea for rushing wind. + + +The attract mode intro pretty much reproduces the intro format of Japanese broadcast television shows exactly, right down to having a screen for the sponsor's name (Taito, in this case) written underneath the word 'Teikyou' (all in white text) while an announcer says 'Kono bangumi wa Taito no teikyou de okurishimasu' which translates to 'This program is brought to you by the sponsorship of Taito'. Replace the word 'Taito' with the name of any other company and you have a phrase (or some variation of it) and text that is uttered and shown at the top of every single Japanese TV show broadcasted. + + +Hiroko Moriguchi is a pop singer and TV personality. + +$end + +$info=mk,mkprot9,mkla1,mkla2,mkla3,mkla4,mkr4, +$bio + +Mortal Kombat (c) 07/1992 Midway. + + +The original digitized fighter, infamous for introducing large sprays of blood and fatalities. Seven selectable characters and two end bosses pound each other into pulp and take an occasional break to throw in a bonus round. + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Mortal Kombat was renowned as the first fighting game to use digitized characters and blood (as opposed to the hand-animated, more cartoon-like graphics of competing games). Mortal Kombat was developed as a reaction to the popular Capcom game "Street Fighter II - The World Warrior", with simpler controls and digitized graphics. Some say the game's graphic violence was gratuitous, and was only included in order to generate a public outcry and controversy that would increase publicity for the game. + + +Although highly controversial, the mix of realism and violence propelled Mortal Kombat to the height of popularity. An example of the game's innovations was the Fatality, a special finishing move executed against a dying opponent to create an even more gruesome death. For example, one character would grasp a defeated, wobbling opponent by the head, then rip the head and spine out of the opponent's body, which then crumpled to the ground in a pool of blood. Another aspect of gameplay that became a recurring element in games that followed was the so-called 'juggle', where a series of moves could be executed against an opponent who was kept in mid-air by the force of the attacks, and who hence had no defense against further attacks as long as the 'juggle' could be maintained. + + +The original concept of Mortal Kombat was modeled after the Jean-Claude Van Damme movie 'Bloodsport', which is a cult classic martial arts film. The character of Johnny Cage is directly modeled after Frank Dux, Van Damme's character in the movie. Johnny Cage's film-star motif is an obvious link to this. Cage also wears the same costume (plus shoes) that Van Damme's character wore in the final battle of the movie. Cage's splits punch was originally seen in Bloodsport during the fight against the Sumo wrestler. Since Midway was unable to get Van Damme for this game, they kept the same kumite/martial arts movie concept and added the Kombat story. + + +The code for this game includes the ASCII string 'NOOBSAIBOT' (originally in "Mortal Kombat II" rev. 3.1), suggesting that the character may have made his first appearance here, instead of Reptile (which took up less memory). + + +The heads used in the background of the first stage and in the spike pit are actually those of the programmers themselves! The statue of Buddha in the background of the courtyard stage was actually a lawn ornament from a neighbor's yard. + + +During the fighting scenes that take place on the stone platform above the field of sharp spikes, if you look closely at the glowing moon in the background, you will sometimes see a silhouette fly past it. These shadows will either be Peter Pan and the Darling children, a witch on a broomstick, a kite, a blimp, a rocket, a flying saucer, or Santa Claus in his reindeer-pulled sleigh. The shadows appear about every six games. + + +Liu Kang is Midway's homage to Bruce Lee. + + +Raiden really is the Japanese God of Thunder. His appearance in myth is quite different though : he has red skin and a demonic face, his feet have two claws on them, and he carries either a wheel or drums on his back. He also is thought to eat human navels so people are advised to lie on their stomachs during storms. + + +A bootleg version of Mortal Kombat exists, where the name of the manufacturer is YAWDIM - that's MIDWAY reversed! + + +A Mortal Kombat unit appears in the 1995 movie 'The Doom Generation'. + + +- UPDATES - + + +REV. 0.9 : + +* Prototype version. + + +REV. 1.0 : + +* First official release of Mortal Kombat. + +* In a two player game, both players could not choose the same character. + +* Liu Kang had Uppercut - Flying Kick Combo. + + +REV. 2.0 : + +* Both players could choose the same character. + +* New Shang Tsung death animation added. + +* Merchandise promo added. + +* More blood added. + + +REV. 3.0 : + +* Computer intelligence increased. + +* Reptile added. + +* Comic book offer is a switch setting. + + +REV. 4.0 : + +* Reptile clues added (shadows on moon, see Tips and Tricks section). + +* Sonya and Kano could fight Reptile. + +* Block allowed during fatality. + +* Goro's theme played during all Endurance rounds. + + +REV. 5.0 : + +* Bug fix release. + + +- TIPS AND TRICKS - + + +* Fatalities : To perform a Fatality, you must win the match, then do the proper joystick/button sequence when "Finish Him!" appears... + + +JOHNNY CAGE : (close) Forward(x3), HP - Cage decapitates his opponent with an uppercut. + +KANO : (close) Back, Down, Forward, LP - Kano rips out his opponent's heart. + +SUB-ZERO : (close) Forward, Down, Forward, HP - Sub-Zero grabs his opponent by the neck and pulls their head off, taking their spine along with the head. + +SONYA BLADE : (anywhere) Forward(x2), Back(x2), Block - Sonya blows an energy ball in the air. The ball hits her opponent and engulfs them in flames, turning the opponent into a skeleton. + +RAIDEN : (close) Forward, Back(x2), HP - Raiden shoots lightening into his opponent's head, causing it to explode. + +LIU KANG : (close) hold Block, 270° (Forward, Down, Back, Up) - Liu Kang does a spinning kick and an uppercut. + +SCORPION : (jump distance) hold Block, Up(x2), release Block - Scorpion removes his mask to reveal a skull. He then breathes fire on his opponent, turning him into a skeleton. + + +* Rev 3.0+ Only : The shadows indicate that Reptile is available as an opponent. To fight him, win with a double flawless and fatality, without using block in the entire match. + + +- SERIES - + + +1. Mortal Kombat (1992) + +2. Mortal Kombat II (1993) + +3. Mortal Kombat 3 (1994) + +4. Ultimate Mortal Kombat 3 (1994) + +5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) + +6. Mortal Kombat 4 (1997) + +7. Mortal Kombat Gold (1997, Sega Dreamcast) + +8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) + +9. Mortal Kombat - Deception / Mortal Kombat - Mystification (2004, Microsoft XBOX, Sony PlayStation 2) + + +- STAFF - + + +Design and software : Ed Boon + +Design and graphics : John Tobias + +Music and sounds : Dan Forden + +Background graphics : John Vogel + +Executive producers : Neil Nicastro, Ken Fedesna + +Senior hardware technician : Sheridan Oursler + +Cabinet designer : Ray Czajka + + +* CAST : + +Johnny Cage, Scorpion, Sub-Zero and Reptile : Daniel Pesina + +Kano : Richard Divizio + +Raiden : Carlos Pesina + +Liu Kang and Shang Tsung : Ho Sung Pak + +Sonya : Elizabeth Malecki + +Goro character design by : John Tobias + +Stop Motion Miniature by : Curt Chiarelli + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Nintendo Super Famicom (1993) + +Nintendo Game Boy (1993) : Cage was taken out (but Kano was left in). + +Sega Master System (1993) + +Sega Game Gear (1993) : Kano was taken out (but Cage was left). + +Sega Mega CD + + +* Computers : + +Commodore Amiga (1993) + +PC [MS-DOS, 3.5''] (1993) + +$end + +$info=mk3,mk3r10,mk3r20, +$bio + +Mortal Kombat 3 (c) 1994 Midway. + + +Suceeding in taking over the Earth realm, Shao Khan takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls proteced from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. Fourteen digitized characters fight to overthrow Shao Khan and his Centaur lieutenant Motaro. + + +- TECHNICAL - + + +Midway Wolf Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This is the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels. + + +The first game in the series to feature the Run button and the controversial command combo system. + + +The story of Stryker : Originally, the character "Kurtis Stryker" was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game. + + +'Sektor' and 'Cyrax' before given their names were called 'ketchup' and 'mustard'. + + +- UPDATES - + + +PROTO 4.0 : + +* AAMA warning in black. + +* Shao Kahn just falls over when defeated. + +* No ending credits. + +* Computer only does combos for finishing moves. + +* Motaro could be frozen by Sub-Zero. + +* Motaro and Shao Kahn turn white when frozen. + + +REV. 1.0 : + +* AAMA warning in black and blue. + +* Sindel, Kabal, Cyrax and Sektor's Animalities added. + +* Kano's fatalities have been changed. + +* Galaxian game added. + +* Vs. codes have been changed. + +* Winning streak added. + +* Ultimate code added. + +* Subway and Shao Kahn Tower fatalities added. + +* Credits listed. + +* Performing Kabal's animality without a mercy resets the game. + +* Computer does fatalities. + +* Motaro could be frozen by Sub-Zero. + + +REV. 2.0 : + +* Computer intelligence increased. + +* Main Story Plot added. + +* More blood added. + +* Finishing moves have been changed. + +* Babalities added. + +* Friendships added. + +* Combos altered. + +* Shao Kahn's death altered. + +* Movie Promo added. + +* Antony Espindola included in the credits. + +* Sub-Zero can no longer freeze Motaro. + +* Smoke's finishing moves added. + +* Shao Khan looks normal when frozen, instead of white. + + +REV. 2.1 : + +* Computer intelligence increased. + +* Damage on some combos lowered (Sub-Zero, Kabal). + +* Free credit trick taken out. + +* Smoke stays in memory after UKC is entered (Smoke will be erased in earlier versions should the game reset to factory default settings). + +* Cyrax's double fatality glitch removed. + + +- TIPS AND TRICKS - + + +* Kombat Kodes : Press the following buttons at the VS screen to activate the following Kombat (Note : The player one portion of the codes must be entered before the player two portion). + +Play as Smoke : + +Player one : Press HP(x2), BL(x9), HK(x2). + +Player two : Press HP(x2), LP(x2), BL(x2), LK(x3), HK (x4). + +Unlimited run : + +Player one : Press LP(x4), BL(x6), LK(x6). + +Player two : Press LP(x4), BL(x6), LK(x6). + +Dark Kombat : + +Player one : Press LP(x6), BL(x8), LK(x8). + +Player two : Press LP(x4), BL(x2), LK(x2). + +Psycho Kombat : + +Player one : Press LP(x9), BL(x8), LK(x5). + +Player two : Press LP(x1), BL(x2), LK(x5). + +Randper Kombat : + +Player one : Press LP(x4), BL(x6). + +Player two : Press LP(x4), BL(x6). + +Blocks disabled : + +Player one : Press BL(x2). + +Player two : Press BL(x2). + +Player one has 1/4 energy : + +Player one : Press LP(x7), LK(x4). + +Player two has 1/4 energy : + +Player two : Press LP(x7), LK(x7). + +Fight Motaro : + +Player one : Press LP(x9), BL(x6), LK(x9). + +Player two : Press LP(x1), BL(x4), LK(x1). + +Fight Shao Kahn : + +Player one : Press BL(x3), LK(x3). + +Player two : Press LP(x5), BL(x6), LK(x4). + +Fight Smoke : + +Player one : Press LP(x2), LK(x5). + +Player two : Press LP(x2), LK(x5). + +Play Galaga : + +Player one : Press LP(x6), BL(x4), LK(x2). + +Player two : Press LP(x4), BL(x6), LK(x8). + +Fight Noob Saibot : + +Player one : Press LP(x7), BL(x6), LK(x9). + +Player two : Press LP(x3), BL(x4), LK(x2). + +No life bars : + +Player one : Press LP(x9), BL(x8), LK(x7). + +Player two : Press LP(x1), BL(x2), LK(x3). + +Throws disabled : + +Player one : Press LP. + +Player two : Press LP. + + +* Random Select : To have the computer randomly select your character, press Up and the Start button. + + +* Fatality - SHANG TSUNG : + +1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them. + +1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP. + +2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle. + + +* Fatality - SINDEL : + +1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere. + +2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off. + + +* Fatality - JAX : + +1a. (close) hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces. + +1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block. + +2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on the opponent. + +2b. (REV 1.0) Run(x3), Block, LK. + + +* Fatality - KANO : + +1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth. + +2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode. + + +* Fatality - LIU KANG : + +1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton. + +1b. (REV 1.0) Forward(x3), Back, Forward, LK. + +2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent. + +2b. (REV 1.0) hold Block, Up(x3), Run+Block. + + +* Fatality - SONYA BLADE : + +1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton. + +1b. (REV 1.0) Down(x2), Forward, LK. + +2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them. + + +* Fatality - KURTIS STRYKER : + +1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on the opponent and runs away just before they explode. + +2. (far) Forward(x3), LK - Stryker fires a tazer at the opponent, electrocuting them. + + +* Fatality - SMOKE : + +1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes. + +2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode. + + +* Fatality - SUB-ZERO : + +1a. (close) Block(x2), Run, Block, Run - Sub-Zero grabs the opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground. + +1b. (REV 1.0) Down, Forward, Down, Forward, LP. + +2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes the opponent. They fall over and shatter. + +2b. (REV 1.0) Down, Forward, Back, HK. + + +* Fatality - CYRAX : + +1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on the opponent. + +1b. (REV 1.0) Up(x3), Down, HP. + +2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking the opponent with him. + +2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run. + + +* Fatality - SEKTOR : + +1a : (jump distance) LP, Run(x2), Block - Sektor crushes the opponent in a huge clamp. + +1b. (REV 1.0) Back(x3), HK. + +2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on the opponent. + + +* Fatality - NIGHTWOLF : + +1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them. + +1b. (REV 1.0) Down, Forward(x2), HK. + +2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent. + +2b. (REV 1.0) Back(x3), HP. + + +* Fatality - SHEEVA : + +1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds the opponent into the ground like a nail. + +1b. (REV 1.0) Forward(x3), LP. + +2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all the opponent's skin off. + +2b (REV 1.0) hold HK, Forward(x3), and release HK. + + +* Fatality - KUNG LAO : + +1. (close) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at the opponent, cutting them into pieces. + +2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. The opponent gets pulled in and is torn apart. + + +* Fatality - KABAL : + +1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into the opponent. Their head inflates and they float off the screen where they explode. + +1b. (REV 1.0) Back(x2), Forward, Down, Block. + +2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at the opponent. The opponent is so frightened that their soul jumps out of their body. + + +* Finish Him - Animalities : + +SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours the opponent. + +SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries the opponent off while stinging them. + +SINDEL (REV 1.0) : Forward(x2), HP. + +JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on the opponent. + +KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes the opponent. + +LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites the opponent in half. + +SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and release LP - Sonya turns in to a large green bird and hovers over the opponent. She carries the opponent off screen where there is a crunching sound and bones fall back to the ground. + +KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites the opponent in half. + +SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams the opponent off the screen. + +SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on the opponent. + +CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind the opponent and eats them. + +CYRAX (REV 1.0) : Up(x2), Down. + +SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to the opponent and decapitates him. + +SEKTOR (REV 1.0) : (close) Down(x2), Up. + +NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on the opponent. + +NIGHTWOLF (REV 1.0) : Down(x2). + +SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings the opponent, causing him to explode. + +KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on the opponent. + +KABAL : (close) hold HP, Forward(x2), Down, Forward, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts the opponent into the air. + +KABAL (REV 1.0) hold HP 3 seconds, and release. + + +* Finish Him - Babalities : + +SHANG TSUNG : Run(x3), LK. + +SINDEL : Run(x3), Up. + +JAX : Down(x3), LK. + +KANO : Forward(x2), Down(x2), LK. + +LIU KANG : Down(x3), High Kick. + +SONYA BLADE : Down(x2), Forward, LK. + +KURTIS STRYKER : Down, Forward(x2), Back, HP. + +SMOKE : Down(x2), Back(x2), HK. + +SUB-ZERO : Down, Back(x2), HK. + +CYRAX : Forward(x2), Back, HP. + +SEKTOR : Back, Down(x3), HK. + +NIGHTWOLF : Forward, Back, Forward, Back, LP. + +SHEEVA : Down(x3), Back, HK. + +KUNG LAO : Down, Forward(x2) HP. + +KABAL : Run(x2), LK. + + +* Finish Him - Friendship : + +SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off. + +SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She says, 'That was fun!'. + +JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping. + +KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face. + +LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon. + +SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself?? + +KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side. + +SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note. + +SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman. + +CYRAX : Run(x3), Up - Cyrax does a little dancing. + +SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it. + +NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A Mortal Kombat 2 machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano Transformation!", OR "No, but I have seen a Raiden Transformation!". + +SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each. + +KUNG LAO : Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head. + +KABAL : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword. + + +- SERIES - + + +1. Mortal Kombat (1992) + +2. Mortal Kombat II (1993) + +3. Mortal Kombat 3 (1994) + +4. Ultimate Mortal Kombat 3 (1994) + +5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) + +6. Mortal Kombat 4 (1997) + +7. Mortal Kombat Gold (1997, Sega Dreamcast) + +8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) + +9. Mortal Kombat - Deception / Mortal Kombat - Mystification (2004, Microsoft XBOX, Sony PlayStation 2) + + +- STAFF - + + +Software : Ed Boon + +Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel + +Sound and music : Dan Forden + +Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault + +Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris + +Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters + +Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe + +Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon + +Game testers / Analysis : Mike Vinikour, Eddie Ferrier + + +* CAST : + +Kano : Richard Divizio + +Sonya : Kerri Hoskins + +Kabal : Richard Divizio + +Jax : John Parrish + +Stryker : Michael Obrien + +Liu Kang : Eddie Wong + +Nightwolf, Sektor, Cyrax, Smoke : Sal Divita + +Sub-Zero, Shang Tsung, Scorpion, Reptile : John Turk + +Kitana, Jade, Mileena : Becky Gable + +Sindel : Lia Montelongo + +Shao Kahn : Brian Glynn + +Kung Lao : Tony Marquez + +Voice of Shao Kahn : Steve Ritchie + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Sega Mega Drive (1995) + +Sony PlayStation (1995) + +Sega Game Gear (1995) + +Nintendo Game Boy (1995) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Sega Master System + + +* Computers : + +PC [MS-DOS, CD-ROM] (1995) + +$end + +$info=mk4, +$bio + +Mortal Kombat 4 (c) 1997 Midway. + + +- TECHNICAL - + + +Midway Zeus hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Mortal Kombat (1992) + +2. Mortal Kombat II (1993) + +3. Mortal Kombat 3 (1994) + +4. Ultimate Mortal Kombat 3 (1994) + +5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) + +6. Mortal Kombat 4 (1997) + +7. Mortal Kombat Gold (1997, Sega Dreamcast) + +8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) + +9. Mortal Kombat - Deception / Mortal Kombat - Mystification (2004, Microsoft XBOX, Sony PlayStation 2) + + +- PORTS - + + +* Consoles: + +Nintendo Game Boy Color (1999) + +Nintendo 64 (1998) + +Sony PlayStation (1998) + + +* Computers: + +PC [Windows 9x] + +$end + +$info=mk2,mk2r14,mk2r21,mk2r32,mk2r42,mk2r91,mk2chal, +$bio + +Mortal Kombat II (c) 11/1993 Midway. + + +Twelve digitized fighters battle to stop Shao Khan and Kintaro from dominating the Earth realm! Regarded as the best of the series. + + +- TECHNICAL - + + +Midway T Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game was the first Midway release to use the DCS Sound System. + + +'Noob Saibot' backwards spells 'Boon' and 'Tobias' who are the names of the principal game designers. + + +'Jax' was originally supposed to be in the original "Mortal Kombat" game and named Kurtis Stryker. Jax was then moved to MKII and the Stryker character debuted in "Mortal Kombat 3". + + +'Kintaro' was originally intended to be a humanoid tiger, similar to the creature in Japanese mythology. This idea was scrapped, however, due to the fact that creating the costume would not have been feasable. However, thanks to this original idea, the Shokan we know as Kintaro has the tiger stripes on his back. + + +Real life : Philip Ahn, who played the regenerated Shang Tsung, is in fact a doctor. + + +Three of the cast members for MK2 filed a lawsuit against Midway shortly after the game was released. The claim? The physical instructors/martial artists Elizabeth Malecki (Sonya Blade), Catalin Zamiar (Kitana/Milenna) and Philip Ahn were under the impression that they were hired under typical acting contracts and were entitled to a small modicum of benefits including royalties of title sales, etc. The plaintiffs banded together against Midway, who took the case to court. Eventually the judge failed on Midway's behalf, citing that the work done by the plaintiffs for Midway was done strictly as a 'work-for-hire' and Midway owned all the property and benefits on the characters/titles/etc. As a consequence, all three left the project, and were recast for "Mortal Kombat 3". + + +SFII / MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released "Super Street Fighter II - The New Challengers" early so that they could attract fans away from MK. At the same time, Midway released MK2 early for similar reasons. As you can see, the result meant that both came back to square one. + + +'Friendships' and 'Babalities' (see 'Tips And Tricks' section for more info) in MKII were used in making light of the violence controversy in the first "Mortal Kombat" game. + + +- UPDATES - + + +REV. 1.1 : + +* First version released to the public even though unfinished. + +* Contained almost all moves but not many fatalities. + +* Kintaro and Shao Kahn very difficult to beat. + +* No ending stories. + +* Baraka's blade swipe had no sound. + +* Shang Tsung had the ceiling walk bug. + +* Could beat Kintaro by just punching the entire match. + + +REV. 1.4 : + +* Mileena's ground roll move added. + +* Kung Lao's aerial kick added + +* Sub-Zero could do the first part of the freeze-uppercut fatality during the match. + +* Danger indicator added. + + +REV. 2.1 : + +* First 'official' release version. + +* Intro text slightly changed. + +* Reptile's slide added. + +* Ending story and credits added. + + +* Computer intelligence improved. + +* Nearly all fatalities were added. + +* Friendships and babalities were added. + +* The pit/spike fatality was added. + +* Smoke and Jade were added. + +* Kintaro and Shao Kahn easier to defeat. + +* Could keep Kintaro and Shao Kahn up in the corner by using repeated punches. + +* Could crash the game through baby brutalization. + +* Doing Shang Tsung's soul stealing fatality against Jax could sometimes crash the game. + + +REV. 3.1 : + +* More amounts of blood added. + +* Dead Pool fatality added. + +* Noob Saibot added. + +* Raiden's super uppercut fatality added. + +* Kung Lao's friendship added. + +* Pictures of the creators added after the credits. + +* Revolution X and DCS ads added. + +* Comic and CD offer shows picture of CD. + +* Computer intelligence increased. + +* Computer has ability to do missile weapons in the air. + +* Multiple babality problem fixed. + +* Repeated punches in the corner against Kintaro fixed. + +* Kitana's multiple fan lifts in the corner fixed. + +* Sub-Zero freeze - punch - freeze - punch... fixed. + + +REV. 4.2 (hack) : + +* Uppercuts are faster. + +* Cage does red shadow kick and uppercut every time. + +* Cages shadow kick goes twice as far. + +* Barakas roundhouse has awesome range. + +* Noob Saibot after only six wins. + +* Pong after only 20 or so wins. + +* Secret characters vulnerable to missile weapons. + +* Liu Kang has a red dragon fatality. + +* Kung Lao has a bones in his hat fatality. + + +REV. 9.1 (hack) : + +* Play Pong after 12 wins. + +* Play against Noob Saibot after 6 wins. + +* Jax has a faster face smash. + +* Faster Uppercuts. + +* Johnny Cage has full time red shadow moves. + +* And there is the multiple Dead Pool Fatality (normal upper cut will knock the person in, then you can continue to hit them while they're in the acid). + + +CHALLENGER version (hack) : + +* More difficult fight ladder that often begins with Kintaro or a hidden character. + +* Dead Pool Fatality where you can punch the opponent out of the acid and make them stick in the air. + +* Johnny Cage has full time red shadow moves and all of the secret characters can appear on the fight ladder. + +* Super extended time to perform fatalities. + +* Fight Noob a lot sooner. + +* Play Pong a lot sooner. + +* Uppercuts are faster. + + +- TIPS AND TRICKS - + + +* Disable Throws In Versus Mode Game : Hold Down+HP on player one and two's controls after both fighters have been selected. A message will confirm correct code entry. + + +* Display Top Fifteen Players : Press Down during attract mode. + + +* Fight Against Jade : Progress through the game until the match that precedes the '?' match. Defeat your opponent using just low kicks. Jade will now be your opponent during the '?' match. + + +* Fight Against Noob Saibot : Win 50 consecutive matches. + + +* Fight Against Smoke : Press Down+Start when Dan says 'Toasty' on the Bridge stage. + + +* "Pong" : Accumulate 250 battles at the versus screen. Both players can play the Pong mini-game. + + +* Random Character : Press Up+Start at the fighter selection screen without moving the selection box from its original position. + + +* Fatality - REPTILE : + +1. (jump distance) Back(x2), Down, LP - Reptile shoots his tongue towards the victims head, bringing it back where he goes about eating it. + +2. (you must be invisible - close) Forward(x2), Down, HK - While invisible Reptile cuts the torso off the victim. + + +* Fatality - SUB ZERO : + +1. (far) hold LP, Back(x2), Down, Forward, release LP. + +2a. (one step distance) Forward(x2), Down, HK - Sub-Zero will ice the victim over, putting them in a deep freeze. + +2b. After deep freezing the victim, press Forward, Down, Forward(x2), HP - Sub-Zero will shatter the top part of the body. + + +* Fatality - SCORPION : + +1. (two step distance) hold Block, Up(x2), release Block, HP - Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes. + +2. (anywere) hold Block, Down(x2), Up(x2), release Block, HP - With the addition of the two downs at the beginning, Scorpion may do the fatality at any distance, and always get the "Toasty!". + +3. (close) hold HP, Down, Forward(x3), release HP - Scorpion slices the victim across the neck then cuts them in two. + + +* Fatality - JOHNNY CAGE : + +1. (close) Down(x2), Forward(x2), LP - Cage grabs the victim and rips their torso off, throwing it to the ground. + +2a. (close) Forward(x2), Down, Up. Cage crouches and punches off the head of the victim with a powerful uppercut. + +2b. To knock off three heads, hold Down+LP+HK+Block until the first head is knocked off. + + +* Fatality - BARAKA : + +1. (close) Back(x4), HP - Baraka extends his blades from his arms, then decapitates the victim with one swipe. + +2. (close) Back, Forward, Down, Forward, LP - Baraka stabs the victim and lifts them up, then they slowly slide down the blade. + + +* Fatality - KUNG LAO : + +1. (one step Distance) Forward(x3), LK - Kung Lao removes his razor hat and slices the victim down the middle. + +2. (far) hold LP, Back(x2), Forward, release LP, Up - Kung Lao throws his hat which decapitates the victim. Make sure to guide the hat up so it hits the head. + + +* Fatality - RAYDEN : + +1a. (close) hold LK for 3 seconds and release - Raiden grabs the victim and lifts them up, then proceeds to shock them. + +1b. After a dose of the shock treatment, press Block+LK repeatedly - The victim will explode into bits. + +2. (close) hold HP (soon before the 'Finish Him') for 5 seconds and release - Raiden explodes the top half of the victim with a powerful uppercut. A few moments later the head falls to the ground. + + +* Fatality - JAX : + +1. (close) hold LP, Forward(x3), release LP - Jax claps the victims head with a loud pop, and the skull crumbles in pieces to the ground. + +2. (one step distance) Block(x4), LP - Jax grabs the victim by the arms and rips them off the body. + + +* Fatality - LIU KANG : + +1. (close or one step distance) hold Block, 360° - Liu Kang will do a cartwheel kick then a massive uppercut. + +2. (close) Down, Forward, Back(x2), HK - Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing. + + +* Fatality - KITANA : + +1. (close) Block(x3), HK - Kitana draws her fan and decapitates the victim with one swipe. + +2. (close) hold LK, Forward(x2), Down, Forward, release LK - Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes. + + +* Fatality - MILEENA : + +1. (close) hold HK for 2 seconds and release - Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones. + +2. (close) Forward, Back, Forward, LP - Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere. + + +* Fatality - SHANG TSUNG : + +1. (one step distance) hold HK for 4 seconds and release - Tsung turns into a mist and enters the victims body, which explodes. + +2. (close) hold Block, Up, Down, Up, release Block, LK - Tsung picks up the victim with one hand, and drains their life force into his other hand. + +3. (one step Distance) hold LP at the round start and release it 3 seconds after the 'Finish him' - Tsung turns into Kintaro, who punches the torso of the victim across the screen. + + +* Fatality - level 'Dead Pool' + +All players : (close) hold (LP+LK), (Down+HP). + +Oh Woah! : hold Down. + + +* Fatality - level 'Spikes' and 'PIT II' : + +REPTILE : (close) Down(x2), Forward(x2), Block. + +SUB ZERO : (close) Down(x2), Forward(x2), Block. + +SCORPION : (close) Down(x2), Forward(x2), Block. + +JOHNNY CAGE : (close) Down(x3) HK. + +BARAKA : (close) Forward(x2), Down, HK. + +KUNG LAO : (close) Forward(x3), HP. + +RAYDEN : (close) hold Block, Up(x2), release Block. + +JAX : (close) hold Block, Up(x2), release Block, Down, LK. + +LIU KANG : (close) Down, Back, Forward(x2), LK. + +KITANA : (close) Forward, Down, Forward, HK. + +MILEENA : (close) Forward, Down, Forward, LK. + +SHANG TSUNG : (close) Down(x2), Up, Down+Block. + + +* Spikes Trick : Hold Player1 and Player2 Down at the end of the fatality to send the character in the spikes. + + +* Finish him - Friendship (dont use LP and HP during the last round) : + +REPTILE : (anywhere) Back(x2), Down, LK - Reptile attempts to sell you a Reptile doll. + +SUB ZERO : (anywhere) Back(x2), Down, LK - Sub-Zero attempts to sell you a Sub-Zero doll. + +SCORPION : (anywhere) Back(x2), Down, HK - Scorpion attempts to sell you a Scorpion doll. + +JOHNNY CAGE : (anywhere) Down(x4), HK - Cage autographs his photo for his best fan. + +BARAKA : (anywhere) hold Block, Up(x2), release Block, Forward(x2), HK - Baraka offers the victim a present. + + +KUNG LAO : (anywhere) Back(x3), Down, HK - Lao pulls a rabbit out of his hat. + +RAYDEN : (anywhere) Down, Back, Forward, HK - Raiden creates Kidd Thunder, a miniature likeness. + +JAX : (anywhere) Down(x2), Hold Block, Up(x2), release Block, LK - Jax creates a string of paper dolls. + +LIU KANG : (anywhere) Forward, Back(x3), LK - A disco globe drops from the ceiling, and Kang gets down. + +KITANA : (anywhere) Down(x4), hold Block, Up, release Block, LK - Kitana turns around and produces a cake with candles. + +MILEENA : (anywhere) Down(x3), hold Block, Up, release Block, HK - Mileena grows a flower beneath her outstretched hand. + +SHANG TSUNG : (anywhere) Back(x2), Down, Forward, HK - Tsung creates a rainbow above his head. + + +* Finish him - Babality (dont use LP and HP during the last round) + +REPTILE : (anywhere) Down, Back(x2), LK. + +SUB ZERO : (anywhere) Down, Back(x2), HK. + +SCORPION : (anywhere) Down, Back(x2), HK. + +JOHNNY CAGE : (anywhere) Back(x3), HK. + +BARAKA : (anywhere) Forward(x3), HK. + +KUNG LAO : (anywhere) Back(x2), Forward(x2), HK. + +RAYDEN : (anywhere) Down(x2), hold Block, Up, release Block, HK. + +JAX : (anywhere) hold Block, Down, Up, Down, Up, release Block, LK. + +LIU KANG : (anywhere) Down(x2), Forward, Back, LK. + +KITANA : (anywhere) Down(x3), LK. + +MILEENA : (anywhere) Down(x3), HK. + +SHANG TSUNG : (anywhere) Back, Forward, Down, HK. + + +- SERIES - + + +1. Mortal Kombat (1992) + +2. Mortal Kombat II (1993) + +3. Mortal Kombat 3 (1994) + +4. Ultimate Mortal Kombat 3 (1994) + +5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) + +6. Mortal Kombat 4 (1997) + +7. Mortal Kombat Gold (1997, Sega Dreamcast) + +8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) + +9. Mortal Kombat - Deception / Mortal Kombat - Mystification (2004, Microsoft XBOX, Sony PlayStation 2) + + +- STAFF - + + +Design and software : Ed Boon + +Design and graphics : John Tobias + +Background graphics : Tony Goskie + +Sound and music : Dan Forden + +Additional graphics : John Vogel + +Senior hardware technician : Sheridan Oursler + +Executive producers : Neil Nicastro, Ken Fedesna + +Hardware designers : Ray Macika, Pat Cox, Cary Mednick, Ray Gay, Al Lasko + +DCS sound system : Matt Booty, Ed Keenan, John Lowes + +Speechs : Steve Ritchie, Jon Hey, Vince Pontarelli, Dan (TOASTY) Forden, Ed Boon + +Game Testers / Specialists : Kerry Marzo, Eddie Ferrier, Jeff Johnson + + +* CAST : + +Baraka : Richard Divizio + +Liu Kang : Ho Sung Pak + +Raiden : Carlos Pesina + +Johnny Cage, Sub-Zero, Reptile and Scorpion : Daniel Pesina + +Kitana and Mileena : Katalin Zamiar + +Kung lao : Anthony Marquez + +Shang tsung : Phillip Ahn M.D. + +Jax : John Parrish + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1994) + +Sega Game Gear (1994) + +Nintendo Game Boy (1994) + +Sega 32x (1995) + +Sony PlayStation (1996) + +Sega Saturn (1996) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Sega Master System + + +* Computers : + +Commodore Amiga (1994) + +PC [MS-DOS, CD-ROM] (1994) + +$end + +$info=mosaic,mosaica, +$bio + +Mosaic (c) 1990 Space. + + +- TECHNICAL - + + +Main CPU : Z180 (@ 7 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Fuuki. + +$end + +$info=motofren,motofrft,motofrmd,motomdft, +$bio + +Moto Frenzy (c) 07/1992 Atari Games. + + +- TECHNICAL - + + +Atari GX2 hardware + +Game ID : 136094 + + +Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), (2x) MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +A Moto Frenzy unit appears in the 1994 French movie 'La Vengeance d'une Blonde'. + + +- UPDATES - + + +REVISION 1 (Field Test Version) : + +* OS : 17JUL1992 18:13:31 / PROG : 17JUL1992 18:02:28 + + +REVISION 2 (Mini Deluxe Field Test Version) : + +* OS : 03AUG1992 09:36:45 / PROG : 03AUG1992 09:29:55 + + +REVISION 3 : + +* OS : 17AUG1992 17:58:48 / PROG : 17AUG1992 18:06:29 + + +REVISION 4 (Mini Deluxe) : + +* OS : 24AUG1992 12:13:18 / PROG : 26AUG1992 17:41:04 + + +- STAFF - + + +Programmer / Designer : Dennis Harper + +Programmer : Davis S. Akers + +Game designer : Milt Loper + +Mechanical designer : Jack Aknin + +Hardware : Samuel Lee + +Technician : Farrokh Khodadadi + +Lead animator : Nick Stern + +Audio : John Paul + +Video : Rob Rowe + +PCB : Leon Fritts + +Marketing : Linda Benzler + +Team 'Frenzy' leader : Chris Downend + +$end + +$info=motorace, +$bio + +MotoRace USA (c) 07/1983 Irem. + + +- TECHNICAL - + + +Irem M-52 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.75 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Williams. + + +This game is also known as "Traverse USA" and "Zippy Race". + +$end + +$info=motos, +$bio + +Motos (c) 09/1985 Namco. + + +- TECHNICAL - + + +Game ID: MO + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k. + +3) Press the service switch to display the grid and press (all together) Right+Button1+Start2. '(c) NAMCO LTD. 1984' will appear on the screen. + + +- STAFF - + + +Game designer : T. Okadaman + +Programmer : Kosei Matz. + +Music composer : Norio Nakagata + +Graphic designer : Satoru Chan + +Engineer : Sig-El + +Debugger : M. Taguchin + +Supervisor : Sing Kozima + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Namco Museum Encore") + + +* Computers : + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1987) + +Sharp X68000 (1989) + +$end + +$info=mouja, +$bio + +Moujya (c) 1996 Etona. + + +A cross between "Money Puzzle Exchanger" and "Puyo Puyo". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (4x) ADPCM (@ 12 Mhz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Hidden Shoot' Them Up Game : Finish the game with a score higher than 100.000 points. After the Staff scrolling, the shoot' them up game should appear for a 30 second mission. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1997) + +Sony PlayStation (1999, "Ryougae Puzzle Moujya") + +$end + +$info=mouser,mouserc, +$bio + +Mouser (c) 1983 UPL. + + +- TECHNICAL - + + +Game ID : UPL-83001 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Cosmos. + + +Mouser is the First UPL game. UPL means 'Universal Playland'. + + +- STAFF - + + +Designed & programmed by : Ryuichi Nisizawa (BUCHA) + + +- PORTS - + + +* Computers : + +MSX (1983) + +$end + +$info=mtrap,mtrap3,mtrap4, +$bio + +Mousetrap (c) 12/1981 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound CPU : M6502 (@ 894.886 Khz), Z80 (@ 1.789772 Mhz) + +Sound Chips : Custom (@ 1.789772 Mhz), HC55516 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Mousetrap inspired a catchy hit song by Buckner and Garcia called 'Mousetrap' released on the 'Pac-Man Fever' album. + + +- STAFF - + + +Designed and programmed by : Larry W. Hutcherson + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Atari 2600 (1982) + +Mattel Intellivision (1982) + +$end + +$info=mrdo,mrdot,mrdofix,mrdoy, +$bio + +Mr. Do! (c) 1983 Universal. + + +The object of Mr Do! is to clear each level of cherries and/or monsters. The monsters can be killed either by hitting them with your powerball (which bounces through the paths, taking unpredictable directions at junctions) or by dropping an apple onto them. The level is also over if you complete the EXTRA box or collect the diamond, which appears only very ocassionally ('Special' awards an extra credit). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.17 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Mr Do! was also licensed to Taito. + + +Inspired by "Dig Dug". The first in a series of four Mr. Do! games, Mr Do! was one of video-gaming's biggest arcade successes. Unfortunately for Universal, none of their other games could match it in commercial terms and the company disappeared in the video game crash of 1983-84. + + +A bootleg of this game is known as "Mr. Lo!" and another is called "Mr. Du!". + + +There are several well-known hacks of Mr Do! which are as follows : + +* Mr. DigDo! - graphics changed to make them look more like those of Namco's "Dig Dug". + +* Mr. Jong - Changes the clown into an old Chinese man, the monsters into clowns and the apples into mahjong blocks. + +* Yankee Do! - Changes the graphics to make them more American patriotic. + + +- UPDATES - + + +On the Prototype version (which is a Japanese hack) : + +* You are a 'Yukidaruma' (a snowman) with green arms instead of the famous clown. + +* You dig with a rake in your hands. + +* There is a mean expression when you push an apple. + +* The screen does not change colour when you grab cookies, cake, etc... + + +- TIPS AND TRICKS - + + +* 255 Lives Tricks : It's possible to win 255 lives on the first screen, but only if an apple appears in the top two rows of the playfield. + +1) Begin by digging a tunnel directly from the bottom of the screen to just below the apple, but leave enough dirt under it that it doesn't fall. + +2) Next, kill all of the enemies but one, then lose all of your extra lives. As soon as you're on your last life, go right under the apple and wait. + +3) Eventually, the remaining enemy will come after you. Allow the apple to drop, but, in the interval before you're squashed, kill the enemy with the powerball. If all has gone well, you'll be carried to the bottom of the screen, the music will go haywire for a moment, and you'll be awarded 255 extra lives. + +4) Note that you should always lose a life before spelling 'EXTRA', or you'll roll back to zero lives, so, to be safe, immediately kill yourself at the start of level two. + +5) IMPORTANT : This trick will only work with the Taito version of Mr. Do!. + + +* Here's A Neat Trick : You can divide the screen into a grid. The cheries, apples, and tunnel corners are all centered on a grid element. If you are being chased by the normal badguys (not ghosts) you can dig and stop between grid elements. The badguy will think it needs to turn into a digger to get you. While he's changing forms, you can escape. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Nintendo Super Famicom (1995) + +Nintendo Game Boy + + +* Computers : + +MSX (1983) + +Commodore C64 (1985) + +Sharp X68000 (1994) + +Apple II + + +* Others : + +LCD handheld game (1983) by Tomy : Their most impressive feature is a multi-colored backlit LCD, which is very impressive looking (and it is backlit by a full-length flourescent light). + +LCD handheld game (1983, "Mr. Go!", German release only) by Tomy. + +$end + +$info=douni, +$bio + +Mr. Do! vs. Unicorns (c) 11/1982 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Asia as "Mr. Do's Castle". + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do! vs. Unicorns (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=docastle,docastl2,docastlo, +$bio + +Mr. Do's Castle (c) 09/1983 Universal. + + +For the second game of the Mr.Do! series, the clown finds himself in a traditional 'platforms 'n' ladders' game. Each level is made up of around six floors, all joined by interconnecting ladders. Some of these are fixed, and some can be pushed left or right from the top of the ladder. In-game enemies are in the form of unicorns. Mr. Do is armed with a hammer, which is used to knock out floor stones. This creates holes in the platforms, forming traps for the unicorns to fall into. Mr.Do! himself can drop through the holes to the platform below, which can be a very handy escape route in the event of him finding himself cornered by the Unicorns. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The Asian version of this game is known as "Mr. Do! vs. Unicorns". + + +- UPDATES - + + +The later revision has : + +* Extended game play by the inclusion of blocks with cherries embedded in them. + +* The replay Diamond was added. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1984) + +Atari 5200 (1984) + + +*Computers* + +Commodore C64 (1984) + +$end + +$info=dowild, +$bio + +Mr. Do's Wild Ride (c) 01/1984 Universal. + + +The usual Mr.Do! cherries are present and correct, but are not used in the same way as in other games in the series: collecting them merely changes the 'prize' awarded upon reaching the level's goal. This can be one or two letters from EXTRA, or other items which just score points. When Mr.Do reaches his Goal, he waves a flag while the bonus counter is added to his score. Mr. Do does not have his power ball or hammer in this game, but holding the button makes him run faster along the track, the trade-off being that his bonus points deplete much quicker. When all EXTRA letters are collected, the player is awarded with an extra life. Wild Ride does not seem to feature the intermission screens that appear in previous Mr.Do! games. The first level is a circus roller coaster. The other screens retain the roller coaster track but can be identified by the different obstacles on-screen. The levels are : + +* Level 2, pirate ship. + +* Level 3, three elevators. + +* Level 4, castle on screen. + +* Level 5, multiple columns. + +* Level 6, six rings. + +After level six the levels are repeated. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Ocean Software, who were based in the city of Manchester, England, released a home computer version of the game. They obviously decided, however, that the "Mr.Do!" name was no longer commercially strong enough to guarantee strong sales, and instead re-tooled the game as 'Kong Strikes Back' - dropping Nintendo's ubiquitous giant ape into the game and arming the player with bombs - which act in the same way as Mr.Do's powerball. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + + +- PORTS - + + +* Computers : + +MSX (1985) + +$end + +$info=mrdrillr, +$bio + +Mr. Driller (c) 1999 Namco. + + +A highly addicitive puzzle game in which the player must drill down through an endless onslaught of blocks, atempting to get blocks of the same colour to touch and subsequently make them disappear. "Undergrounder" bonuses can be picked up for bonus points and air capsules must be collected to restore the player's ever-diminishing air supply. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID: DRI + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- UPDATES - + + +DRI1/VER.A : Japan release, 13:21:48, OCT 1x 1999 + + +- SERIES - + + +1. Mr. Driller (1999) + +2. Mr. Driller 2 (2000) + +3. Mr. Driller G (2001) + +4. Mr. Driller Ace (2002, Nintendo Game Boy Advance) + +5. Mr. Driller - Drill Land (2002, Nintendo GameCube) + + +- STAFF - + + +Programming : Kaneko Tomohiro, Mazmoto Dai, Murakami Ayako + +Graphics : Shinozaki Kaori, Hasegawa Taroo, Kusakabe Yasuko + +Sound : Shina Masaru + +Voice : Tatsuta Tomoko + +Title logo & Package designer : Tamiya Kiyotaka + +Product promotion : Cosyowaki Hiroshi + +Production assistants : Nakabayashi Yasuki, Arai Takashi, Kuroda Masanao, Kondou Takiharu + +Program support : Tanaka Kyouta, Funatsu Tetsuya, Hijiya Tosiharu + +Product manager : Hajime Nakatani, Oishi Masuya + +Producer : Yoshizawa Hideo + +Executive producer : Nakamura Masaya + +Director : Nagaoka Yasuhito + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Color (2000) + +Sega Dreamcast (2000) + +Sony PlayStation (2000) + +Bandai WonderSwan (2001) + + +* Computers : + +PC [Windows] (1999) + + +* Others : + +Mobile phones (2003) + +$end + +$info=mrdrilr2, +$bio + +Mr. Driller 2 (c) 2000 Namco. + + +- TECHNICAL - + + +Game ID: DR2 + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Mr. Driller (1999) + +2. Mr. Driller 2 (2000) + +3. Mr. Driller G (2001) + +4. Mr. Driller Ace (2002, Nintendo Game Boy Advance) + +5. Mr. Driller - Drill Land (2002, Nintendo GameCube) + +$end + +$info=mrdu, +$bio + +Mr. Du! (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.17 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Mr. Do!". + +$end + +$info=mrgoemon, +$bio + +Mr. Goemon (c) 05/1986 Konami. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76496 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Most people will recognize the main character, Goemon, as he appeared in the Ganbare Goemon (Legend of the Mystical Ninja) games on the Nintendo Super Famicom and Nintendo 64. Goemon is based on Ishikawa Goemon, an infamous outlaw in 16th century Japan. Some stories tell of Goemon becoming a criminal after stealing from his cruel master and killing his pursuers. Later he becomes a merchant in Kyoto and Osaka by day and a thief by night. Whilst some remember him as simply a thief, others celebrate him as being a Japanese Robin Hood, robbing from the rich to give to the poor. + +$end + +$info=mrheli, +$bio + +Mr. Heli no Daibouken (c) 1987 Irem. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mr. Heli's Great Adventure'. + + +This game is known outside Japan as "Battle Chopper". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- STAFF - + + +Y. Tagami, Yoriko Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + + +* Computers : + +Commodore Amiga (1987) + +Commodore C64 (1989, "Mr. Heli") + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989, "Mr. Heli") + +$end + +$info=mrjong, +$bio + +Mr. Jong (c) 1983 Kiwako. + + +A puzzle game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.578 Mhz) + +Sound Chips : (2x) SN76496 (@ 2.578 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Mr. Jong was distributed by Sanritsu. + + +This game is known outside Japan as "BlockBuster" and as "Crazy Blocks". + +$end + +$info=mrkougar,mrkougb,mrkougr2, +$bio + +Mr. Kougar (c) 1983 ATW. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- UPDATES - + + +The bootleg version is (c) 1954 (!!) by Gross; in-game text is German. + +$end + +$info=mrlo, +$bio + +Mr. Lo! (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.17 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Mr. Do!". + +$end + +$info=mrtnt, +$bio + +Mr. TNT (c) 1983 Telko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Gorkans". + +$end + +$info=mspacmat, +$bio + +Ms. Pac Attack (c) 1981. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Ms. Pac-Man". + + +- UPDATES - + + +The main difference being the order of levels has been changed. As in the regular "Ms. Pac-Man" game, the maze turns invisible at a certain point. However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th. + +$end + +$info=mspacman,mspacmab,mspacmnf, +$bio + +Ms. Pac-Man (c) 1981 Midway. + + +Chances are good that you already know how to play this game. But here it is anyway, just in case Ms. Pac-Man simply wasn't available in your country. This is a maze game, and the object is to eat all the dots that are scattered around the maze. Now that would be just a bit easy, so the designers added in four ghosts to hamper your progress through the maze. Fortunately there is a power pellet in each corner, eating this pellet allows you to turn the table on the ghosts for a short period of time (you can eat them, instead of them eating you). You can eat the ghosts as long as they stay blue, but it is time to run again when they turn back to their regular color. Basically this game is exactly like "Pac-Man", with a few minor differences. The biggest difference is that the mazes change every few levels, the original "Pac-Man" used the same maze over and over again. The next difference is that the bonus fruits move around, they remained in the same place in the original "Pac-Man". The last difference will probably only be noticed by expert players, and that is the movement of the ghosts. The Ms. Pac-Man ghosts do not have patterns to their movement, which makes this game far more difficult for the advanced player. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original "Pac-Man" instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise. + + +The game added a few improvements over the original : + +* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels. + +* A variety of different mazes used through the game. + +* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it. + +* Brand new sound effects, including a new 'death' sound and opening theme. + + +It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple. + + +After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat. + + +Ms. Pac-Man was available in three distinct cabinets (not including bootleg versions) : + +* The upright version came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted sideart of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10,000 or so Ms. Pac-Man machines to roll off the assembly line had sticker sideart instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them. + +* The mini version came in a smaller woodgrain cabinet, without any sideart. All of its graphics were scaled down versions of the ones used on the upright, except for a graphic of Ms. Pac-Man chasing three ghosts that appeared on the lower part of the control panel. + +* The cocktail version came in the standard Namco/Midway woodgrain cocktail table. It was minimally adorned with a logo underneath the top glass, and instructions on the control panels. + + +All versions used the same internal hardware which consisted of a "Pac-Man" linear power supply, Electrohome open frame monitor, and a "Pac-Man" mainboard with the Ms. Pac-Man daughtercard installed. All versions also used the same 4-Way leaf switch joystick, which had a very short throw. + + +A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters' , in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'. + + +Some hacks are known as "Ms. Pac-Man Plus", "Ms. Pac Attack", "Ms. Pac-Man Champion Edition" and "Pac-Gal". + + +- TIPS AND TRICKS - + + +* Secret Message : The message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco). + + +* There's a fairly well known glitch in the game - if you put a coin in when the Ms. Pac-Man marque title first appears but before Blinky appears then the first board will be blue instead of pink. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Atari 5200 (1983) + +Atari 7800 (1984) + +Atari Lynx (1990) + +Nintendo Famicom (1993) + +Sega Game Gear (1993) + +Nintendo Game Boy (1993) + +Nintendo Super Famicom (1996) + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Nintendo Game Boy Advance (2001, "Namco Museum") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + + +* Computers : + +Commodore VIC-20 (1983) + +Commodore C64 (1984) + +Sinclair ZX Spectrum (1984) + +Apple II + + +* Others : + +VFD handheld game (1981) released by Coleco. + +LCD handheld game (1992) released by MGA (Micro Games of America). + +Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004). + +$end + +$info=mschamp, +$bio + +Ms. Pac-Man Champion Edition (c) 1995 TQWN Amusement. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is a hack of "Ms. Pac-Man". + +This hack is also known as "Super Zola Pac Gal". + +$end + +$info=mspacpls, +$bio + +Ms. Pac-Man Plus (c) 1981 Two-Bit Score. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This is a hack of "Ms. Pac-Man" done by Two-Bit Score, who also did "Popeye Pacman". + +$end + +$info=mugsmash, +$bio + +Mug Smashers (c) 199? Electronic Devices / 3D Games. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +All music and sound effects are ripped from "The Combatribes". + + +- STAFF - + + +General manager : Paolo Di Nunno + +Supervisor : Ben Boux + +Software : Bruno Lacchini, Roberto Zeni + +Art : Renato Panicacci + +Harwdare : Fabio Veronessi, Marco Di Nunno + +$end + +$info=nmg5, +$bio + +Multi 5 (c) 1998 Yun Sung. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "New Multi Game 5". + +$end + +$info=multchmp, +$bio + +Multi Champ (c) 10/1998 ESD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Multi Champ is ESD's first arcade video game. + + +Among the songs played in the background are Beatles' songs, including 'Hey Jude', 'I Wanna Hold Your Hand' and 'Ob-La-Di, Ob-La-Da'. + + +About ESD : Founded on April 1, 1998, Excellent Soft Design (ESD) started their business in the arcade game industry. Working not only in game development but in manufacturing and overseas sales activities, ESD is growing into one of today's leading game makers in Korea. + + +- SERIES - + + +1. Multi Champ (1998) + +2. Multi Champ Deluxe + +$end + +$info=mnchmobl, +$bio + +Munch Mobile (c) 1983 SNK. + + +- TECHNICAL - + + +Game ID : A2001 + + +Main CPU : Z80 (@ 3.75 Mhz) + +Sound CPU : Z80 (@ 3.75 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Licensed to Centuri (02/1983). + + +This game is known outside US as "Joyful Road". + +$end + +$info=ganryu, +$bio + +Musashi Ganryuki (c) 1999 Visco. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0252 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Musashi Ganryu Tale'. + + +This game is known outside Japan as "Ganryu". + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +On April 14th, 1612, Musashi defeated the famous - and some think superior - fencer Sasaki Ganryu Kojiro using a simple wooden sword which he carved from a boat oar on the way to the duel. Musashi had an opportunity to see Kojiro's sword sometime before the duel and knew of it's great length. Musashi carved the wooden sword to be of greater length. When Musashi arrived on the beach for the duel, he kept the wooden sword hidden behind him until the duel began. He jumped over a low strike of Kojiro, reaching about a meter off the ground and came down hard on Kojiro's head with his heavy wooden sword. Kojiro lay dying on the sand and Musashi left in a hurry without killing him. Some of Musashi's critics call him a coward for not killing him, but Musashi had proved his point as the killing of Kojiro was not the goal - defeating him was. This is why the Kojiro character in Musashi Ganryuki has a huge gash on his forehead. The storyline of Musashi Ganryuki is that Kojiro has come back from the dead to try and kill Musashi. + + +- STAFF - + + +Producer : Ume.W + +Programmers : S. Kawakatsu + +Sound : Yasuko Reeb + +Graphic designers : Hanage, R.T, M.K, Mi, T. Nakahata, F. Onishi, T. Nakazawa, Mo, Sadaijin + +$end + +$info=mbomberj, +$bio + +Muscle Bomber - The Body Explosion (c) 07/1993 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Saturday Night Slam Masters". + + +Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star'). + + +Mike Haggar from "Final Fight" appears on this game as selectable character. + + +Capcom released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993. + + +- UPDATES - + + +Certain wrestlers had their names changed for non-Japanese audiences. They are as follows : + +Zalazoff - Biff Slamkovich. + +Colt - Gunloc. + +Budo - Oni. + +Stinger - El Stingray. + +Sheep - Alexander The Grater. + +Gomes - Rasta. + +Kimala - Jumbo. + +Astro - Scorpion. + + +- SERIES - + + +1. Muscle Bomber - The Body Explosion (1993) + +2. Muscle Bomber Duo - Heat Up Warriors (1993) + +3. Super Muscle Bomber - The International Blowout (1994) + + +- STAFF - + + +Planners : Tomy, Saddy, Koguma + +Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon + +Scroll designers : Buppo, Okachan, Taka + +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono + +Sound Designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu + +Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +FM Town Marty + +$end + +$info=mbombrdj, +$bio + +Muscle Bomber Duo - Heat Up Warriors (c) 12/1993 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Muscle Bomber Duo - Ultimate Team Battle". + + +Mike Haggar from "Final Fight" appears on this game as selectable character. + + +Pony Canyon / Scitron released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993. + + +- UPDATES - + + +Certain wrestlers had their names changed for non-Japanese audiences. They are as follows : + +Zalazoff - Biff Slamkovich. + +Colt - Gunloc. + +Budo - Oni. + +Stinger - El Stingray. + +Sheep - Alexander The Grater. + +Gomes - Rasta. + +Kimala - Jumbo. + +Astro - Scorpion. + + +- SERIES - + + +1. Muscle Bomber - The Body Explosion (1993) + +2. Muscle Bomber Duo - Heat Up Warriors (1993) + +3. Super Muscle Bomber - The International Blowout (1994) + + +- STAFF - + + +Planners : Tomy, Saddy, Koguma + +Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon + +Scroll designers : Buppo, Okachan, Taka + +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono + +Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu + +Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. + +$end + +$info=mbombrd, +$bio + +Muscle Bomber Duo - Ultimate Team Battle (c) 12/1993 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Muscle Bomber Duo - Heat Up Warriors". + + +Mike Haggar from "Final Fight" appears on this game as selectable character. + + +Capcom released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993. + + +- UPDATES - + + +Certain wrestlers had their names changed for non-Japanese audiences. They are as follows : + +Zalazoff - Biff Slamkovich. + +Colt - Gunloc. + +Budo - Oni. + +Stinger - El Stingray. + +Sheep - Alexander The Grater. + +Gomes - Rasta. + +Kimala - Jumbo. + +Astro - Scorpion. + + +- SERIES - + + +1. Muscle Bomber - The Body Explosion (1993) + +2. Muscle Bomber Duo - Heat Up Warriors (1993) + +3. Super Muscle Bomber - The International Blowout (1994) + + +- STAFF - + + +Planners : Tomy, Saddy, Koguma + +Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon + +Scroll designers : Buppo, Okachan, Taka + +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono + +Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu + +Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. + +$end + +$info=musobana, +$bio + +Musoubana (c) 1995 Nichibutsu / Yubis. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6.144 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Player : 2 + +$end + +$info=mustache, +$bio + +Mustache Boy (c) 1987 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4.608 Mhz) + + +Screen orientation : Vertical + +Video resolution : 232 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to March for manufacturing and distribution. + +$end + +$info=mutantf,mutantfa, +$bio + +Mutant Fighter (c) 1991 Data East. + + +Eight mythical creatures battle each other in this wrestling-style fighting game. + + +- TECHNICAL - + + +Game ID : MAF + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Death Brade". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991. + + +- STAFF - + + +Game designer : Wizard Solomon + +Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, K. Hashimoto + +Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto + +Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hard designer : S. Mitsui + +$end + +$info=mnight, +$bio + +Mutant Night (c) 12/1987 UPL. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Kawakus for distribution. + + +In Act 9 there is a grey robot dragon which resembles Bub and Bob from Taito's "Bubble Bobble". + + +- STAFF - + + +Game designed by : Tsutomu Fuzisawa + +Characters designers : Tsutomu Fuzisawa, Takashige Shichijyo, Akemi Tsunoda, Noriko Nihei + +Programmer : Takashi Hayashi + +BGM & Sound composer : Yukari Shimada + +Data make : Tsutomu Fuzisawa, Takashige Shichijyo + +$end + +$info=mutnat, +$bio + +Mutation Nation (c) 03/1992 SNK. + + +Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0014 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planner : Ishimotti + +Programmer : Ooisaurus + +Sound : Papaya + +Designers : Mioshi, Yokosuka!!, A.miyazaki, 1610;last!!, Sk, Yumo, Tajiyan, J.Mikami + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=mx5000, +$bio + +MX5000 (c) 08/1987 Konami. + + +- TECHNICAL - + + +Game ID : GX669 + + +Main CPU : HD6309 (@ 3 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Flak Attack". + +$end + +$info=myhero,myherok, +$bio + +My Hero (c) 1985 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5755 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Seishun Scandal". + + +- PORTS - + + +* Consoles : + +Sega Master System (1985) + +$end + +$info=mystston,myststno, +$bio + +Mysterious Stones (c) 11/1984 Technos. + + +- TECHNICAL - + + +Game ID : TA-0010 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.44 Hz + +Colors palette : 56 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +With this game, Technos Japan developers pushed even further the peculiar gameplay elements on which "Eggs" and "Scrambled Egg" were based, by putting them into an Indy-themed, multi-room mayhem. + + +- UPDATES - + + +The subtitle is slightly different between the new and old versions. The new version says 'Dr. John's Adventure' while the old version says 'Dr. Kick In Adventure'. + + +- TIPS AND TRICKS - + + +By hitting the lonely idol statue in the opening screen with a headbonk, a secret message will be displayed: 'A short cut to a treasure room. Go into an upper or a lower entrance. And... Go on left!'. This obviously refers to the game map. As a side note, the older version of the game displays the same message in Japanese katakana characters, an eloquent proof that the older Mysterious Stones set was meant for use in Japan only. + +$end + +$info=mt_mystd, +$bio + +Mystic Defender (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 27 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=mysticm, +$bio + +Mystic Marathon (c) 03/1984 Williams. + + +The object of Mystic Marathon is to guide an elvin looking goblin in some sort of overland race. In most arcade games if you made a mistake you would lose a life, but in Mystic Marathon making a mistake, any mistake, simply meant it was impossible to win the race. Bump into something, oops, can't win. Choose the wrong path, can't win. Press jump at the wrong time, can't win. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 284 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Williams released Mystic Marathon as a conversion kit only. This was a cabinet specific conversion kit, as it came with a new control panel and other components that were sized to fit Williams cabinets only. + + +- STAFF - + + +Staff : Kristina Donofrio (KVD), John Newcommer (JRN), (PAM), Jill Chittenden (JIL), (KAG), Jan Hendricks (JAN). + +$end + +$info=mysticri, +$bio + +Mystic Riders (c) 1992 Irem. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Mahou Keibitai Ganhooki". + +$end + +$info=mystwarr,mystwaru, +$bio + +Mystic Warriors - Ikari no Ninja (c) 1993 Konami. + + +Rare horizontal action game with five selectable characters (ninja, monk, samurai, girl and kabuki) and various situations like in "Sunset Riders" and "Wild West C.O.W. Boys of Moo Mesa". + + +- TECHNICAL - + + +Game ID : GX128 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Wrath of Ninja'. + + +The attract mode intro from "Sunset Riders" plays on the large theatre screen at the end of Stage 1. + + +King Records released a limited-edition soundtrack album for this game (Konami Amusument Sounds '93 - Summer) on 08/1993. + +$end + +$info=nycaptor, +$bio + +N.Y. Captor (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : A50 + + +Main CPU : (2x) Z80 (@ 4 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Chack'n, Ms. Chack'n and a Monsta from 1983's "Chack'n Pop" make cameo appearances in this game. + + +A bootleg of this game is known as "Colt". + +$end + +$info=nam1975, +$bio + +NAM-1975 (c) 04/1990 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0001 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This is the first game developed for the SNK Neo-Geo MVS hardware (MVS stand for 'Multi Video System', Neo-Geo means 'New World'). + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Main director : Dachipee + +Sub director : Fukupee (New Face) + +Programmer : ZAC, Kurasan (New Face) + +Design chief : Satopee + +Designers : Nakapee, Fukupee, Satopee, Ishipee, Miyopee, Kawapee (New Face), Sakapee (New Face), Yamapee (New Face) + +Sound : Yoko. O + +Hard : Fukusan + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=ncv1,ncv1j,ncv1j2, +$bio + +Namco Classics Collection Vol.1 (c) 1995 Namco. + + +Awesome collection of classic Namco games ("Galaga", "Xevious" and "Mappy") with original and updated 'arrangement' versions available. Additionally "Super Xevious" is available as well. + + +- TECHNICAL - + + +Namco System ND-1 hardware + +Game ID : NC + + +Main CPU : 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Secret Message In Xevious : The programmer has included a trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. In original version / normale mode, the message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen. In original version / super mode, the message is 'Special thanks for you by game designer Evezoo.' In arrangement version, the message is 'This game is dedicated to the original XEVIOUS staff.' + + +- SERIES - + + +1. Namco Classics Collection Vol.1 (1995) + +2. Namco Classics Collection Vol.2 (1996) + + +- STAFF - + + +Game arrangement : Kohji Kenjoh, Taka Yamamura, T. Iguchi + +Game programmers : Yoshihito Iwanaga, Takashi Koshigoe + +System programmer : Tsukka + +Visual designers : Semushi Komoriya, Fukuokachanpe-, Imaizumi Bakarashi + +Graphic designer : Akira Usukura + +Logo designer : Hideaki Ito + +Sound : Hiroto Sasaki (Saman) + +Hardware ND-1 development : Shin' Ichi ' Yosiho' Ohki + +Custom 'Risa' designer : Makoto Inoue + +Sound driver development : Hira + + +- PORTS - + + +* Consoles: + +Sony Playstation (1997, "Xevious 3D/G+") : Xevious Arrangement + +Nintendo Gamecube (2002, "Namco Museum") : Galaga Arrangement + +Microsoft Xbox (2002, "Namco Museum") : Galaga Arrangement + +Sony Playstation 2 (2002, "Namco Museum") : Galaga Arrangement + +$end + +$info=ncv2,ncv2j, +$bio + +Namco Classics Collection Vol.2 (c) 1996 Namco. + + +Awesome collection of classic Namco games ("Pac-Man", "Dig Dug" and "Rally-X") with original and updated 'arrangement' versions available. Additionally "New Rally-X" is available as well. + + +- TECHNICAL - + + +Namco System ND-1 hardware + +Game ID: NCS + + +Main CPU : 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +One major note for purists : The 'original' versions of "Rally-X" and "New Rally-X" have been slightly altered. Those games originally used a horizontal monitor. They have been altered to use a vertical one. What they did is moved the map and scoring section from the side to the bottom, leaving the actual gameplay area basically unchanged. + + +- SERIES - + + +1. Namco Classics Collection Vol.1 (1995) + +2. Namco Classics Collection Vol.2 (1996) + + +- STAFF - + + +Game arrangement : Taka Yamamura, Tadashi Iguchi, Kiyoshi Minami + +System program : Tsukka + +Game program : Takashi Koshigoe, Tsukka, Kiyoshi Minami, Yoshihito Iwanaga + +Visual design : Fukuokachanoe-, Semushi Komoriya, Kankan, Imaizumi Bakarashi, Mika Yokoyama, Hiroshi Syouno, H-Daio + +Graphic design : Akira Usukura + +Logo design : Hideaki Ito + +Sound : Charly, Yoshie Arakawa, Kavan, Yurippe-082, Bekao + +Hardware No-1 'Ahna' design : Shin'ichi Ohki (Yosiho) + +Hardware sound driver development : Hira + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Advance (2001, "Pac-Man Collection") : Pac-Man Arrangement + +Nintendo Gamecube (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement + +Microsoft Xbox (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement + +Sony Playstation 2 (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement + +$end + +$info=nametune, +$bio + +Name That Tune (c) 04/1986 Bally / Sente. + + +The game itself was an almost exact translation of the 1980s incarnation of the gameshow. It was all colors and text, and the only animation in it was a little hand that played notes on a piano. The interface had to be simple, as they used up all the ROM space on the different songs. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +This game came out when arcades were at a very low point. But someone over at Sente gets the bright idea that a big honking upright 'Name that Tune' machine would make lots of money. So they proceeded to pay big money to license the show, and then they went ahead and started pumping out 'Name that Tune' arcade games. It was a big flop. They were targeting the wrong audience with this game. Teenagers simply weren't interested in trying to name old 40s and 50s songs. This game could have done fine if it was in a bartop unit instead. + + +This title was available only as a conversion kit for machines with the Sente SAC-I hardware installed. This meant that most of them ended up in the futuristic looking all-metal SAC-I cabinets. + + +There were supposed to be several different upgrade chips available for this game, but they seem to have fallen off the face of the earth. + + +- STAFF - + + +Game design : Owen Rubin + +Project coordinator : Gary Levenberg + +Arrangements and orchestration : Richard Greene + +Screem graphics : Bil Maher + +Game consultant : Tommy Oliver + +Gonzo programming : Ed Rotberg + +Doctor memory : Dave Ross + +Ace Technician : Paul Brandt + +Hardware wizardry : Howard Delman + +King Video : Rich Adam + +For leaving us alone : Bob Lundguist + +$end + +$info=naname, +$bio + +Naname de Magic! (c) 1994 Atlus. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 13.257 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known outside of Japan as "Diagonal Magic". + + +- STAFF - + + +Planner : Boo Ueda + +Programmer : Tuohi + +Graphic designers : Sio, Takashima, Nabe + +Composers : Yanda, Okibe + +Debuggers : Fuse, Hagishita + +$end + +$info=narc,narc3, +$bio + +NARC (c) 12/1988 Williams. + + +No one had the guts until now. Max Force and Hit Man take to the streets and drug labs to topple the crime empire of Mr. Big. Body parts go flying when the rocket bombs fire and you can arrest all of the crooks you want. Beware of the PCP-infused Dumpster Man! + + +- TECHNICAL - + + +Williams Z Unit hardware + + +Main CPU : TMS34010 (@ 6 Mhz) + +Sound CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), (2x) DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +NARC was the first arcade game to use a 32-bit processor (TMS34010). + + +The second player character was a part of Acclaim's (who made the NES version of NARC) 'Power Team' along with Tyrone ("Arch Rivals"), Kuros (Wizards and Warriors/Ironsword), Bigfoot (the monster truck) and Kwirk the tomato, in an animated series featuring the characters. Three of the NARC bosses : Mr. Big, Dr. Spike Rush and Joe Rockhead were the villains on the series. + + +A NARC unit appears in the 1990 movie 'Don't Tell Her It's Me', in the 1990 movie 'Teenage Mutant Ninja Turtles' and in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- TIPS AND TRICKS - + + +* While coming out of any door, move the joystick Left. IMMEDIATELY after your character appears, move the joystick Up. If you do everything correctly, your cop will be 'stuck' to the wall, and will be able to walk on the wall to the next stage. + + +* A specific Ase For The Same Trick : An easy way to get free lives is on the first level. Right after you leave the subway, keep your joystick pointed up. If you do this, you will 'stick' to the wall and nobody can touch you, though you can arrest tons of people (50 is the max). You can do this in other levels, though it does not seem to be as useful. One problem occurs right when you get out of the subway. There is a barrel which obstructs your path in/on the wall. You can just rocket it away if there are people behind the barrel (in respect to you). You can stay on the wall all the way to the passkey spot and into the door. + + +* To get ridiculous numbers of points and free men, you need to get to the end of the game, or at least where Mr. Big is. Once you've killed him (the little one *and* the big one), and you get to enter the treasure vault, just collect all the big gold blocks, and just wait. Don't do anything, just wait. After a while, the machine will send a pack of those annoying dogs after you. Let them kill you. You'll be sent back a stage in the game. And you have to fight your way back to the next 'bonus' exit door... once you do, mega-points and mega-men. + + +* Note the automatic teller machines present in a few places. March your character up to the machine and push into it; it should start spitting out money (evidence). Not HUGELY useful, but it's still kind of neat. + + +- STAFF - + + +Staff : Jack E. Haeger (JEH), John Newcommer (JRN), Tim Elliott (TJE), (LIN), Mark Loffredo (ML ), Glenn Shipp (GWS), Al Lasko (AL ), (BLS), (JRH), (J P), (DTW), (D P), Ray Czajka (RAY), Warren Davis (WBD), (KJF), Larry DeMar (LED) + +Designer : Eugene Jarvis + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +Sinclair ZX Spectrum (1991) + + +* Others : + +LCD handheld game (1989) : released by Acclaim. + +$end + +$info=nastar, +$bio + +Nastar (c) 1988 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B81 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Rastan Saga II" and in US as "Nastar Warrior". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- SERIES - + + +1. Rastan (1987) + +2. Nastar (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi + +Hardware designer : Eikichi Takahashi + +Music composed by : Hisayoshi Ogura + +Sound editor : Yasuhisa Watanabe + +Graphic designer : Hiroyasu Nagai + +Game and art designer : Hisaya Yabusaki + +$end + +$info=nastarw, +$bio + +Nastar Warrior (c) 1988 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B81 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Rastan Saga II" and outside Japan as "Nastar". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- SERIES - + + +1. Rastan (1987) + +2. Nastar Warrior (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi + +Hardware designers : Eikichi Takahashi + +Music composed by : Hisayoshi Ogura + +Sound editor : Yasuhisa Watanabe + +Graphic designer : Hiroyasu Nagai + +Game and art designer : Hisaya Yabusaki + +$end + +$info=natodef,natodefa, +$bio + +NATO Defense (c) 07/1982 Pacific Novelty. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1 Mhz), Samples (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=natsuiro, +$bio + +Natsuiro Mahjong (c) 1989 Video System. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +$end + +$info=naughtyb,naughtya,naughtyc, +$bio + +Naughty Boy (c) 06/1982 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : TMS36XX (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Cinematronics for US manufacture and distribution (06/1982). + + +The bootlegs of this game made it into the arcades before the official release did. + + +This is the first game manufactured by Jaleco. + +$end + +$info=nmouse,nmouseb, +$bio + +Naughty Mouse (c) 1981 Amenip. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Also licensed to Palcom Queen River for distribution. + +$end + +$info=navarone, +$bio + +Navarone (c) 02/1980 Namco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=nbahangt, +$bio + +NBA Hangtime (c) 04/1996 Midway. + + +- TECHNICAL - + + +Midway Wolf Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the NBA (National Basketball Association). + + +The songs 'Get up Get up' and 'Hangtime - Whatcha Gonna Do' were produced by 'M.DOC of Indasoul Productions' specially for this game. + + +- TIPS AND TRICKS - + + +* Hidden Characters : + +Dan Amrich - AMRICH / 2020 (Writer, SLAM magazine) + +Dan Roan -DANR / 0000 (Host of WGN's 'Bull's Eye', a Bulls pregame show) + +Mark Turmell - TURMEL / 0322 (Developer of NBA Hangtime) + +Sheridan Oursler - SNO / 0103 (Developer of NBA Hangtime) + +Sal Divita - DIVITA / 0201 (Developer of NBA Hangtime) + +Larry Munday - MUNDAY / 5432 (Writer, Play Meter Magazine and friend of Mark Turmell) + + +* ABA Ball : Press Right(x2), Shoot, Turbo, Pass at the Tonight's Matchup screen. + + +* Big Head Mode : Press Up, Turbo, Pass at the Tonight's Matchup screen. + + +* Huge Head Mode : Press Up, Pass, Turbo at the Tonight's Matchup screen. + + +* Display Shot Percentage : Rotate the Joystick clockwise one full circle at the Tonight's Matchup screen. + + +* Alternate Dennis Rodman's Hair Color : Press Pass at the team selection screen. + + +* Cheat Mode : Press Turbo, Shoot and Pass at the Tonight's Matchup screen to enter the following codes. The first number indicates the number of times Turbo is pressed. The second number indicates the number of times Shoot is pressed. The third number indicates the number of times Pass is pressed. + +Tournament Mode - 111 + +Baby-sized players - 025 + +No music mode - 048 + +Goaltending on - 937 + +Maximum block - 616 + +Maximum steal - 709 + +Maximum speed - 284 + +Hyper speed - 552 + +Stealth turbo - 273 + +Unlimited turbo - 461 + +No pushing - 390 + +Fast passing - 120 + +Outdoor court - 200 + + +- SERIES - + + +1. NBA Jam (1993) + +2. NBA Jam Tournament Edition (1994) + +3. NBA Hangtime (1996) + +4. NBA Maximum Hangtime (1996) + +5. NBA Showtime - NBA on NBC (1999) + + +- STAFF - + + +Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey + +Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich + +Sound and music : Jon Hey, Kevin Quinn, Neil Funk + +Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes + +NBA Support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin + +Game testers : Mike Vinikour, Eddie Ferrier + +Additional testers : Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Dimitri, Alfred Montegue, Quiana Lahori, Marius Mateescu + +Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe + +Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1996) + +Sega Mega Drive (1996) + +Nintendo 64 (1997) + +Sony PlayStation (1997) + + +* Computers : + +PC [Windows] (1996) + +$end + +$info=nbajam,nbajamr2, +$bio + +NBA Jam (c) 02/1993 Midway. + + +- TECHNICAL - + + +Midway T Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Many critics claim that the release of NBA Jam gave rise to a new genre of sports games, which were based around action-packed, unrealistic gameplay. + + +Midway Games, no stranger to releasing landmark games having released "Pac-Man", had started experimenting with the ideas two years earlier, with the "High Impact Football" series. Both High Impact and Super High Impact had somewhat average success in arcades. It was not until the release of NBA Jam that gamers noticed the new genre. The game became exceptionally popular, and generated a lot of money for arcades after its release, largely because of the fairly expensive prices put on these games; a game quarter generally took two credits and a full game generally took eight, typically equal to $2.00 USD. Nonetheless, the game was a smash hit. + + +NBA Jam was one of the first real playable basketball arcade games (It was the first game to be officially licensed by the NBA (National Basketball Association)), and was also one of the first sports games to feature real teams, real players, and their real digitized likenesses. However, the unrealism of the game was the major drawing point, as the high flying dunks (often featuring players jumping twice their own height in the air while making highly acrobatic slams) were the games' signature. Of course, seeing NBA superstars like Hakeem Olajuwon, Karl Malone, David Robinson, Charles Barkley, and Shaquille O'Neal flying through the air with the greatest of ease brought just as many fans back. In time, players discovered another major feature of the game, as it was filled with easter eggs, special features and players activated by initials or button/joystick combinations. + + +- UPDATES - + + +Revision 1 + +* Software version : 2.00. + + +Revision 2 : + +* Software version 3.01. + +* Credit problems fixed. + +* Jersey color of special guests fixed. + +* Prevents games from ending at the Tank mini-game. + +* Added 'Fair Shake'. + + +- TIPS AND TRICKS - + + +* Hidden Characters : + +Air Morris - WIL, Jan 1 + +Carleton - JMC, Aug 5 + +Divita - SAL, Feb 1 (Sal Divita did the artwork for NBA Jam, as well as some graphics work on Mortal Kombat) + +Goskie - TWG, Dec 7 + +Hey - JWH, Sep 20 (On the design team screen, Jon Hey is the one in the checkered shirt and glasses, sticking his tongue out to the rest of the world) + +Howard - HOW, Jul 15 + +Liptak - SL(space), Jun 24 (Shawn Liptak is the one on the design team screen with a basketball for a brain) + +Newcomer - JRN, Jun 18 + +Oursler - SNO, Jan 3 + +Petro - GNP, Oct 8 (George N. Petro is the main designer of "Terminator 2 - Judgement day") + +Rivett - RJR, Jan 17 (Jamie Rivett helped with the autostat portion of NBA Jam) + +Scott - TON, Jul 03 (Tony Scoot helped with digitizing the player movements and performed many of the special dunks) + +Turmell - MJT, Mar 22 (Mark J. Turmell is the main designer and programmer for NBA Jam) + + +* Big Head : Hold Up+Turbo+Steal at 'Tonight's match up'. + + +* Powerup : + +Defense - Press Steal or Block 8 times when it says 'Tonight's match up'. + +Intercept - Hold Down joystick and hold all three buttons during 'Tonight's match up'. + +Offense - press Steal or Block 21 times at 'Tonight's match up'. + +Defense and Intercept - At 'Tonight's Match-Up', Press the Shoot button 7 times, then all at once, hold Down the joystick and all three buttons. + +Powerup Defense and Big head - press Turbo 6 times, hold Turbo and Steal, then hold the joystick Up at 'Tonight's match-up'. + +Fair Shake - Tap turbo 10 times when it says 'Tonight's match up'. The Fair shake can ONLY be done in Human vs. Human games and ONLY on machines that are version 3.0 or greater. + +Fair Shake and Powerup Intercept - press Turbo 7 times, then hold Turbo+Pass+Shoot, then hold the joystick Down at 'Tonight's match-up'. + +Fair Shake and Big head - Press turbo 8 times, then hold Turbo+Steal and hold the joystick Up. + + +* Tank Mini-Game : Hold all buttons for all four players and press Down on all four joysticks at the 'Tonight's match up'. Keep the controls held until the mini-game begins. + + +- SERIES - + + +1. NBA Jam (1993) + +2. NBA Jam Tournament Edition (1994) + +3. NBA Hangtime (1996) + +4. NBA Maximum Hangtime (1996) + +5. NBA Showtime - NBA on NBC (1999) + + +- STAFF - + + +Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie, John Carlton (JMC), Sal Divita (SAL), Jon Hey (JWH), Jamie Rivett + +Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler, Matt Booty, John Lowes, Al Lasko + +Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha + +Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1993) + +Sega Game Gear (1993) + +Nintendo Game Boy (1993) + +Sega Mega CD (1993) + +$end + +$info=nbajamex, +$bio + +NBA Jam Extreme (c) 1996 Acclaim. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1996) + + +* Computers : + +PC [Windows 9x, CD-ROM] (1997) + +$end + +$info=nbajamte,nbajamt1,nbajamt2,nbajamt3, +$bio + +NBA Jam Tournament Edition (c) 01/1994 Midway. + + +- TECHNICAL - + + +Midway T Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is an official licensed product of the NBA (National Basketball Association). + + +- TIPS AND TRICKS - + + +* Quick Players : Press any button five times, then hold Down as the match-up screen fades. + + +* Baby Mode : Hold Down/Right angle and press Turbo, Shoot, Steal, Turbo, Shoot, Steal, Turbo, Shoot, Steal at the match-up screen. + + +* Big Heads : Hold Up+Turbo+Pass as the match-up screen fades. + + +* Huge Heads : Press Up three times, then hold Turbo+Pass and press Shoot six times at the match-up screen. + + +* Maximum Power : Hold Down and press Turbo+Shoot+Pass+Start at the match-up screen. + + +* Change Teams : Hold Pass and press Right at the player substitution screen. + + +* Bigger Roster : Hold Down and press Pass three times at the player selection screen, then rotate the Joystick three full circles and press Pass. + + +* Hidden Characters : + + +NBA all-stars : + +Barkley - BRK FEB 20 (does not work on version 3.0 / 4.0) + +Rodman - ROD MAY 13 (does not work on old version 1.0 / 2.0) + +Thomas - ZEK APR 30 (does not work on old version 1.0 / 2.0) + +Brown - DEE NOV 29 + +Coleman - DC_ JUN 21 + +Ewing - PAT AUG 5 + +Kemp - KMP NOV 26 + +Malone - KRL JUL 24 + +Mourning - ZO_ FEB 8 + +Olajuwon - HAK JAN 21 + +Pippen - PIP SEP 25 + +Robinson - ROB AUG 6 + +Webber - WEB MAR 1 + +Wilkins - DOM APR 16 + + +Special Guest : + +Kerri Hoskins - KER OCT 10 + +Lorraine Olivia - LOR FEB 20 + +Coman - TJC OCT 11 (does not work on version 3.0 /4.0) + +Elviscious - ELV JAN 8 (does not work on version 3.0 /4.0) + +Grim Reaper - GRM OCT 31 (does not work on version 3.0 /4.0) + +Kongo - KNG JAN 16 (does not work on version 3.0 /4.0) + +Raiden - RAD JUL 9 (does not work on version 3.0 /4.0) + +Reptile - RPT NOV 11 (does not work on version 3.0 /4.0) + +Sub-Zero - SUB DEC 5 (does not work on version 3.0 /4.0) + +Air Morris - WIL JAN 1 + +Barker - PCB MAY 9 + +Davies - RJD SEP 3 + +Boon - EJB FEB 22 + +Davis - WBD AUG 17 + +Sal Divita - SAL FEB 1 + +Dabelstein - DOZ DEC 31 + +Dillon - JPD JUN 3 + +Carleton - JMC AUG 5 + +Forden - DWF SEP 28 + +Granner - CG_ DEC 4 + +Gay - RMG AUG 11 + +Heitsch - WMN NOV 11 + +Petro - GNP OCT 8 + +Jon Hey - JWH SEP 20 + +Jarvis - EPJ JAN 27 + +Kinkead - DIE JAN 1 + +Lasko - ANL AUG 31 + +Linda Deal - LTD APR 30 + +Loffredo - ML_ MAY 25 + +Goskie - TWG DEC 7 + +Mednick - CMM JUL 2 + +Oursler - SNO JAN 3 + +Mark J. Turmell - MJT MAR 22 + +Newcomer - JRN JUN 18 + +Shawn Liptak - SL_ JUN 24 + +Penacho - MDP JAN 13 + +Jamie Rivett - RJR JAN 17 + +Roger Sharpe - ROG AUG 1 + +Simpson - JMS FEB 22 + +Tobias - TOB AUG 24 + +Tsui - JYT NOV 28 + +Beran - SAB AUG 29 + +Booty - MVB APR 18 + +Cox - PGC APR 11 + +Gentille - JPG JAN 23 + +Grenn - JDG MAY 31 + +Heager - JEH JUL 13 + +Macika - REM MAR 26 + +Pontarelli - VJB APR 11 + +Linhoff - JFL APR 16 + +Vogel - VOG JUN 27 + +Skiles - JMS JUL 29 + +Martinez - MAM AUG 7 + +Lowes - JML NOV 4 + + +- SERIES - + + +1. NBA Jam (1993) + +2. NBA Jam Tournament Edition (1994) + +3. NBA Hangtime (1996) + +4. NBA Maximum Hangtime (1996) + +5. NBA Showtime - NBA on NBC (1999) + + +- STAFF - + + +Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie (TWG), John Carlton (JMC), Sal Divita (SAL), Jon Hey (JWH), Jamie Rivett + +Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler (SNO), Matt Booty, John Lowes, Al Lasko + +Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault + +Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +Sega Game Gear (1994) + +Nintendo Game Boy (1995) + +Sega 32x (1995) + +Sega Saturn (1995) + +Sony PlayStation (1995) + +Atari Jaguar (1996) + + +* Computers : + +PC [MS-DOS, CD-ROM] (1995) + +$end + +$info=nbamht,nbamht1, +$bio + +NBA Jam Maximum Hangtime (c) 11/1996 Midway. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Maximum Hangtime was a chipset upgrade for "NBA Hangtime" that Midway sent out in late 1996 as a combination bug fix/game enhancement. "NBA Hangtime" came out in the spring of 1996, so by that fall, the new NBA season was starting up but the game was a bit old. + + +Differences between 'Hangtime' and 'Maximum Hangtime' : + +* New rosters for 1997 season including player trades and college rookies. + +* Hot spots : Each player has a hidden spot on the court where they are more accurate. You'll know you're on it when a pulsing circle appears at your feet and you hear a sound effect from one of Turmell's favorite games, "Robotron - 2084". The announcer usually mentions the hot spot as well. + +* No trivia contest. :( + +* There's no code for the outdoor court - Simply press Left or Right on the joystick during 'Tonights Matchup' to choose Stadium or Outdoor. + + +- UPDATES - + + +REVISION 1 : + +* Software version : L1.0 11/08/96 + + +REVISION 2 : + +* Software version : L1.03 06/09/97 + + +- TIPS AND TRICKS - + + +* Secret Players (Real Name - Code Name / Pin #) : + +Dan Amrich - AMRICH / 2020 + +Steve Bardo - BARDO / 6000 + +Carlos Pesina - CARLOS / 1010 (Brother to Daniel Pesina 'Johnny Cage' in "Mortal Kombat") + +Dan Thompson - DANIEL / 0604 + +Dan Roan - DANR / 0000 + +Sal Divita - DIVITA / 0201 (Lead artist) + +Eddie Ferrier - EDDIE / 6213 (Midway software tester) + +Eugene Geer - EUGENE / 6767 + +Jamie Rivett - JAMIE / 1000 + +Jeff Johnson - JAPPLE / 6660 + +John Carlton - JC / 0000 + +Jennifer Hedrick - JFER / 0503 + +Jon Hey - JONHEY / 6000 (Lead sound & music programmer) + +Ed Boon - KOMBAT / 0004 (Programmer of the Mortal Kombat series) + +John Tobias - MORTAL / 0004 (Designer of the Mortal Kombat series) + +Marty Martinez - MARTY / 1010 + +Cary Mednick - MEDNIK / 6000 + +Marcus Minifer - MINIFE / 6000 + +Willie Morris Jr. - MORRIS / 6000 + +Larry Munday - MUNDAY / 5432 + +Mike Vinikour - MXV / 1014 (Midway tester) + +Nick Erhlich - NICK / 7000 + +Neil Funk - NFUNK / 0101 + +Pat Fitzgerald - PATF / 2000 (Midway marketing/PR coordinator) + +Matthew Perry - PERRY / 3500 (From the hit sitcom Friends) + +Kevin Quinn - QUIN / 0330 + +John Root - ROOT / 6000 + +Shawn Liptak - SHAWN / 0123 + +Sheridan Oursler - SNO / 0103 + +Mark Turmell - TURMEL / 0322 + +Unknown - JIGGET / 1010 + +Unknown - NOBUD / 1010 + +Unknown - NORTH / 5050 + + +* NBA all-Star player : + +Anfernee 'Penny' Hardaway - AHRDWY / 0000 + +Cliff Robinson - CLIFFR / 0000 + +David Robinson - DAVIDR / 0000 + +Glenn Robinson - GLENNR / 0000 + +Hakeem Olajuwon - DREAM / 0000 + +Sean Elliot - ELLIOT / 0000 + +Patrick Ewing - EWING / 0000 + +Horace Grant - HGRANT / 0000 + +Larry Johnson - JOHNSN / 0000 + +Shawn Kemp - KEMP / 0000 + +Jason Kidd - KIDD / 0000 + +Karl Malone - MALONE / 0000 + +Reggie Miller - MILLER / 0000 + +Dikembe Motumbo - MOTUMB / 0000 + +Alonzo Mourning - MOURNG / 0000 + +Gheorghe Muresan - MURSAN / 0000 + +Scottie Pippen - PIPPEN / 0000 + +Dennis Rodman - RODMAN / 0000 + +Glen Rice - RICE / 0000 + +Rik Smits - SMITS / 0000 + +Jerry Stackhouse - STACKH / 0000 + +John Starks - STARKS / 0000 + +Chris Webber - WEBBER / 0000 + + +* Powerup Codes : Enter these in at the 'Tonight's Matchup' screen, if you press Down on the joystick, all numerical codes will 'lock in' for that game. + +025 - Baby mode. + +048 - No music during gameplay. + +111 - Tournament Mode, disallows all powerups & computer assistance in multiplayer games. + +120 - All passes are turbo speed. + +273 - Stealth Turbo. + +284 - Max player speed. + +390 - No pushing. + +461 - Unlimited Turbo. + +552 - Hyper Speed, overall gameplay is faster. + +616 - Max shot blocking. + +709 - Quick Hands, Max steal power. + +937 - Goaltending not allowed. + +Hold Up and press Pass+Turbo - Big Head. + + +* Court Select : Enter 7-4-5 at the match up screen. Then, Press Left or Right to play in an indoor or outdoor court. The screen will flash to confirm correct code entry. + + +- SERIES - + + +1. NBA Jam (1993) + +2. NBA Jam Tournament Edition (1994) + +3. NBA Hangtime (1996) + +4. NBA Maximum Hangtime (1996) + +5. NBA Showtime - NBA on NBC (1999) + + +- STAFF - + + +Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey + +Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich + +Sound and music : Jon Hey, Kevin Quinn, Neil Funk + +Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes + +NBA support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin + +Game testers : Mike Vinikour, Eddie Ferrier + +Additional testers : Kevin Day, Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Alfred Montegue, Quiana Lahori, Marius Mattescu + +Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe + +Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller + +$end + +$info=nbashowt, +$bio + +NBA Showtime - NBA on NBC (c) 1998 Midway Games. + + +- TECHNICAL - + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2181 (@ 33 Mhz) + +Sound Chips : (6x) DMA-driven (@ 33 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 4 + +$end + +$info=nbanfl, +$bio + +NBA Showtime / NFL Blitz 2000 (c) 1999 Midway Games. + + +- TECHNICAL - + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2181 (@ 33 Mhz) + +Sound Chips : (6x) DMA-driven (@ 33 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 4 + +$end + +$info=nss_ncaa, +$bio + +NCAA Basketball (c) 1992 Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=nebulray,nebulryj, +$bio + +Nebulasray (c) 1994 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: NR + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Nebulasray : Namco Game Sound Express Vol.13 - VICL-15027) on 21/07/1994. + + +- STAFF - + + +Planners : M. Kimoto, Y. Yamamura + +Programmers : Jin? Tsukka, H.R.M. + +Chief designer : H. Kuwabara + +Visual designers : Kim, Z=Bouya, H.Onishi, H-Daio, G-Nas.Y, Harurou + +Graphic designer : I.T.O. Inc + +Music composers : Masahiro Fukuzawa (Charly), Takayuki Ishikawa + +$end + +$info=neckneck, +$bio + +Neck-n-Neck (c) 12/1992 Bundra Games / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 6 + + +- STAFF - + + +Producers : Buns Bob, Rocket Man + +Director : Elaine Ditton + +Programmed by : Jane Zeto, Robert Fuentes Jr. + +Graphics by : Brian Wicks, Scott Morrison + +Sound by : David Thiel + +$end + +$info=ngpgal, +$bio + +Nekketsu Grand-Prix Gal (c) 07/1991 Nichibutsu. + + +A mahjong game with a race car theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot-blooded Grand-Prix Gal'. + +$end + +$info=kuniokun,kuniokub, +$bio + +Nekketsu Kouha Kunio-Kun (c) 1986 Technos. + + +One of the original beat-'em-ups! Kunio and Riki tear through rival gangs to save their girlfriends! + + +- TECHNICAL - + + +Game ID : TA-0018 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : YM3526 (@ 3 Mhz), ADPCM (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot-blooded Tough Elements Kunio-kun'. + + +This game is known outside Japan as "Renegade". + + +Kunio the main character was originally the hero of 'river city ransom' manga. His name, Kunio, comes from the director of Technos who is named Kunio Taki. Kunio also appears in the Super Dodge Ball series. + + +Apollon released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987. + + +- SERIES - + + +1. Renegade (1986) + +2. Target Renegade (1988, Sinclair ZX Spectrum) + +3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum) + +$end + +$info=nkdodgeb, +$bio + +Nekketsu Koukou Dodgeball-bu (c) 1987 Technos. + + +- TECHNICAL - + + +Game ID : TA-0022 + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot-blooded High School Dodgeball Class'. + + +This game is known outside Japan as "Super Dodge Ball". + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +NEC PC Engine (1990) + +$end + +$info=nmsengen, +$bio + +Nekketsu Mahjong Sengen! AFTER 5 (c) 1991 Video System. + + +When the girls get off work, they get ready to play strip mahjong! + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot-blooded Mahjong Announcement! - After 5'. + +$end + +$info=nemesis,nemesuk, +$bio + +Nemesis (c) 10/1985 Konami. + + +A superb and demanding shoot'em up that shares - along with Irem's "R-Type" - the destinction of being a true innovator of its genre and, again like R-Type, completely revolutionised the humble shoot-em-up. Nemesis' eye-catching graphics guaranteed gamer interest but it was the game's genius 'weapon upgrade' system that really made the difference. Never before could players actually CHOSE how to upgrade their ship. Destroying waves of enemies would often see the player reward with an 'orb' that could be picked up. The player could collect up to six orbs and could effectively 'buy' an upgrade from the six displayed at the bottem of the play area (speed-up, bombs, double, laser, multiple - which are orbs that follow the player's movements and add greater firepower - and a mystery sixth upgrade that is marked with an "?"). Game difficulty increases depending on how many power-ups the player has, so it is sometimes advantageous to NOT power-up your ship too much. + + +- TECHNICAL - + + +Game ID : GX400 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Europe as "Gradius". + + +First shoot-em-up with serious power-ups. + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986. + +Apolon released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987. + + +Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'. + + +Bandai released a boardgame (in Japan only) based on this videogame (as "Gradius") in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules. + + +- SERIES - + + +1. Nemesis (1985) + +2. Gradius 2 (1987, MSX) + +3. Vulcan Venture (1988) + +4. Gradius III (1989) + +5. Nemesis '90 Kai (1993, Sharp X68000) + +6. Solar Assault - Gradius (1997) + +7. Solar Assault - Revisited (1997) + +8. Gradius IV - Fukkatsu (1999) + +9. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Music by : Miki Higashino + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1990) + + +* Computers : + +MSX (1986) + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +$end + +$info=nemo,nemoj, +$bio + +Nemo (c) 11/1990 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 13 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Little Nemo in Slumberland was the original comicstrip from Winsor Mc Kay published in the New York Herald in 1904. He also made the first movie animation around 1910's. Tokyo Movie Shinsha (TMS) in 1990 got the rights to make an animated movie based in the comicstrip, later they gave the rights to Capcom to make the Arcade games. + + +The second player in Nemo, Flip, appears in the music video by Tom Petty, 'Running down a Dream'. + + +- TIPS AND TRICKS - + + +* New Final Scenes : If you beat the game in one credit, you get special bonus scenes at the end which parody "Ghouls'n Ghosts" and "Final Fight". + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), Popo P, Chin + +Chief object designer : Nemotani + +Object designers : Hiramacho, Mizuho, Popo P, Chin + +Chief scroll designer : Tanupooh + +Scroll designers : Oyuu, Konomi (Powerful Konomi), Taiyaki + +Chief programmer : CBX + +Programmers : Cherry, Wakio + +Sound composer : Shimopii + +Character supporters : Popo P, Noritaka Funamizu (Poo), CBX + +Character coordinator : Nemotani + +Character effecter : Chin + +Editors : Noritaka Funamizu (Poo), Popo P, Chin, CBX + +Director : Yoshiki Okamoto + +$end + +$info=neobombe, +$bio + +Neo Bomber Man (c) 05/1997 Hudson Soft. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0093 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Bomber Man (1987, Nintendo Famicom) + +2. Bomber Man (1991) + +3. Bomber Man World (1992) + +4. Bomber Man II (1992, Nintendo Famicom) + +5. Bomber Man '93 (1992, NEC PC-Engine) + +6. Super Bomber Man (1993, Nintendo Super Famicom) + +7. Bomber Man '94 (1994, NEC PC-Engine) + +8. Super Bomber Man 2 (1994, Nintendo Super Famicom) + +9. Super Bomber Man 3 (1995, Nintendo Super Famicom) + +10. Super Bomber Man 4 (1996, Nintendo Super Famicom) + +11. Neo Bomber Man (1997) + +12. Super Bomber Man 5 (1997, Nintendo Super Famicom) + +$end + +$info=neodrift, +$bio + +Neo Drift Out - New Technology (c) 03/1996 Visco. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0213 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Drift Out (1991) + +2. Drift Out '94 - The Hard Order (1994) + +3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom) + +3. Neo Drift Out - New Technology (1996) + + +- STAFF - + + +Executive producer : Tetsuo Akiyama + +Producer : Don Gabacho + +Code : Y. Nakayama, N. Sawa, H. Saito, M. Honma, C. Ohmori + +Gfx : T. Nakahata, M. Shimura, M. Hasegawa + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=neomrdo, +$bio + +Neo Mr. Do! (c) 06/1997 Visco. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0207 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Do! Run Run (1984) + +5. Neo Mr. Do! (1996) + +$end + +$info=turfmast, +$bio + +Neo Turf Masters (c) 01/1996 Nazca. + + +An absolutely superb arcade golf game in which one or two players chose from a selection of eight different golfers, each possessing different strengths and weaknesses. Four eighteen-hole golf courses are available: Germany, Japan, Australia and U.S.A. The two games modes on offer are one-player stroke play against the CPU, or stroke or match-play against a second player. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0200 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Big Tournament Golf". + + +This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed by Irem ex members, which is the reason why Neo Turf Masters adopts many of the graphic and gameplay aspects of Irem's "Major Title" series. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=neocup98, +$bio + +NeoGeo Cup '98 - The Road to the Victory (c) 05/1998 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0244 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +NeoGeo Cup '98 is actually a hack of "Super Sidekicks 3" made by SNK themselves. His subtitle is a homage for "Fatal Fury 3 - Road to the Final Victory" + + +A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + + +- TIPS AND TRICKS - + + +* View The Name List : At title screen hold A+B+C and press Start to begin. + + +- SERIES - + + +1. Super Sidekicks (1992) + +2. Super Sidekicks 2 - The World Championship (1994) + +3. Super Sidekicks 3 - The Next Glory (1995) + +4. The Ultimate 11 - Snk Football Championship (1996) + +5. NeoGeo Cup '98 - The Road to the Victory (1998) + + +- STAFF - + + +President : Eikichi Kawasaki + +Director : H. Kawano + +Planners : SNK R&D Center, Fighting Shooter + +Chief programmer : Uzumasa SeVEN + +Main programmers : EJ2OWRX, Yuritaro + +Programmer : Toppo George + +Sound : Ackey, Pearl Shibakichi + +Designers : Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline + +Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya + +$end + +$info=ntopstar, +$bio + +Nerae! Top Star - Geinoukai Survival Mahjong (c) 03/1990 Nichibutsu. + + +Mahjong. Attack of the repetetive hyper Japanese girl face! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Aim High! Top Star - Show Business World Survival Mahjong'. + +$end + +$info=nratechu, +$bio + +Neratte Chu (c) 1996 Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=netwars, +$bio + +Net Wars (c) 1983 Orca. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Esco Trading. + +$end + +$info=nettoqc, +$bio + +Nettoh Quiz Champion (c) 1995 Nakanihon. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), AY-3-8910 (@ 2 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fierce Answering Quiz Champion'. + +$end + +$info=quiztou, +$bio + +Nettou! Gekitou! Quiztou!! (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID: QT + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot Fighting! Fierce Fighting! Quiz Island!!' + +$end + +$info=atompunk, +$bio + +New Atomic Punk - Global Quest (c) 1992 Irem. + + +After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomber Man and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :) + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Bomber Man World". + + +A Bootleg of this game is known as "Bomber Lord". + + +- SERIES - + + +1. Bomber Man (1987, Nintendo Famicom) + +2. Dynablaster (1991) + +3. New Atomic Punk - Global Quest (1992) + +4. Bomber Man II (1992, Nintendo Famicom) + +5. Bomber Man '93 (1992, NEC PC-Engine) + +6. Super Bomber Man (1993, Nintendo Super Famicom) + +7. Bomber Man '94 (1994, NEC PC-Engine) + +8. Super Bomber Man 2 (1994, Nintendo Super Famicom) + +9. Super Bomber Man 3 (1995, Nintendo Super Famicom) + +10. Super Bomber Man 4 (1996, Nintendo Super Famicom) + +11. Neo Bomber Man (1997) + +12. Super Bomber Man 5 (1997, Nintendo Super Famicom) + + +- STAFF - + + +Sound composer : Miyako Omori + +$end + +$info=newfant, +$bio + +New Fantasia (c) 1995 Comad & New Japan System. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33792 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Fantasia (1994) + +2. New Fantasia (1995) + +3. Fantasia II (1997) + +$end + +$info=newpuckx, +$bio + +New Puck X (c) 1980 Deluxe. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a Hack of "Puckman". + + +- UPDATES - + + +This hack changes the maze and has more exits along the sides. + +$end + +$info=nrallyx, +$bio + +New Rally X (c) 02/1981 Namco. + + +In New Rally-X you drive a car around a maze picking up flags. This is sort of like "Pac-Man", but it differs in the fact that the maze is huge, and there are only a few flags. Your opponents consist of other cars that try to ram into you (beware, as they are slightly faster than you are). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Samples (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep B1 pressed and enter the following sequence : Up(x2), Down(x7), Right, Left(x6). + +3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen. + + +- SERIES - + + +1. Rally X (1980) + +2. New Rally X (1981) + + +- STAFF - + + +Music by : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1995, "Namco Museum Vol.1") + + +* Computers : + +PC [Windows, CD-Rom] (1997, Namco History Vol.2") + + +* Others : + +Arcade (1996, "Namco Classics Collection Vol.2") + +$end + +$info=newsin7, +$bio + +New Sinbad 7 (c) 1983 ATW. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=nyny,nynyg, +$bio + +New York New York (c) 12/1980 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1 Mhz), (2x) DAC (@ 1 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 50.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Gottlieb for US manufacture and distribution (01/1981). + +This game is known in Japan as "Waga Seishun no Arcadia". + + +- UPDATES - + + +Differences between 'NY, NY' and 'Arcadia' : + +* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings. + +* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings. Also, the words 'New York' have been replaced by 'Arcadia' in the demo. + +* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all. + +* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie. There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed). + +* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background. + +* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background. + +$end + +$info=tnzs,tnzso,tnzsj, +$bio + +The New Zealand Story (c) 1988 Taito. + + +Set, quite obviously, in New Zealand, The New Zealand Story is an incredibly cute and demanding platform game featuring Tiki the kiwi - possibly most lovable arcade character ever - who is charged with rescuing his fellow Kiwi birds, who have been kidnapped by an evil Walrus. The New Zealand Story is a superb, constantly inventive and very demanding platform game that features, among others, heavly armed ducks, angry walruses and whales made of ice that spit snowflakes. During his quest, Tiki can commandeer a variety of different weapons and vehicles - the latter of which include balloons and hovercraft. The level design is superb, with exploration often rewarded with either bonus items, or secret level warps (see Tips and Tricks for details). + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz), I8X41 (@ 400 Khz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +See 'Updates' section for more information about new version hardware... + + +- TRIVIA - + + +The hero of this game, Tiki the kiwi, also appears in other Taito games like "Liquid Kids" and "Bubble Symphony" as a guest star. + + +Zoological note : A Kiwi in reality is a brown, non-flying bird, about the size of a chicken, that looks like it's got hair instead of feathers, and doesn't look much like the one in this game. It's also very rare, lives only in New Zealand and is a protected species. + + +- UPDATES - + + +WORLD NEW VERSION : + +* New hardware revision. + +* Three Z80 and no M-Chip (8742 MPU). + + +JAPAN VERSION : + +* Standard hardware. + +* Two Z80 and the M-Chip. + + +WORLD OLD VERSION : + +* Standard hardware. + +* Harder gameplay. + +* Old Taito logo. + + +- TIPS AND TRICKS - + + +Throughtout the game there are several hidden 'Warp' gates, which take you to secret areas and later levels. + + +Round 1-1 : In the last room of this stage, there are 3 identical platforms placed above one another. Go to the highest one, face left and jump about whilst shooting, after 5 shots a warp should appear. This takes you into a enclosed box on round 2-1, only this time it has got the "E","X","T" letters. There is an escape warp to the right which you must shoot to make it appear. From here you are taken to round 1-4 (in an unaccesible area below the boss room) where you'll find the green "E","N","D" letters, you now have your first extra life. To get to know more about round 1-4 (which is important in the game) keep on reading. + + +Round 1-2 : In the start area, jump onto the second platform and shoot to your left 5 times. A warp should appear, enter it and you'll be taken to a room of the secret round (the secret round is a place where almost ALL of the secret rooms are found - like separate rooms in any level - and you can't visit more than one at a time, since they are all separated by closed walls). There are two large columns with water one to either side of you. Each has an open Warp above it. The right warp will take you to an upper place in level 1-2, where you simply collect some apples (for points) and then continue through the level normally. The left warp, which is the better of the two, takes you to a place under the level. Going from left to right, you find a place with upwards tunnels you can jump in. Go to the one full right, since there you will find the letters "red E" and "X". Then, going all the way up, you are just near the cage at the end of the level. + + +Round 1-3 : This level has two warps: The first needs a vehicle and is just after you fly down to the big open area of this round. Fly downwards while staying close to, and facing the left-hand wall, keep firing towards the wall and about two thirds of the way down, the first Warp will appear. This will take you to a secret round where you collect the "red E","X",T","green E" letters then on a hidden place of round 2-1,where you collect the "N" and "D" letters: EXTEND,and also you can choose to finish round 2-1 OR.... ... the second Warp is in the last room. Climb out of the water and head straight upwards - the trapped Kiwi is to your left). This will take you to a secret round, which also has got a secret warp in it! The round has the "TEND" letters, exits to 1-4, and a Warp exit to 2-2. + + +Round 1-4 : This round has a Warp, but it's only accesible from another Warp that appears on a LATER level (2-1) Once you have come to this level via the Warp on 2-1, go to the platform directly UNDERNEATH the Boss room (after you've collected the letter), the Warp is in the far left corner of the upper-most platform underneath the Boss room and takes you to level 2-4. + + +Round 2-1 : This is one of the key rounds of the game, as it allows for one or two tricks and has two warps. The first one is in the right corner of the closed box at the end of the level. You can get inside the box from the warp on level 1-1. However, it's possible to enter the Warp from OUTSIDE the closed box by using a flying vehicle and, for perference the laser weapon or Fire Staff.. If you've only got arrows ,bombs, or a laser and no vehicle, take advantage of the microbs that appear nearby. Keep killing them anytime they appear (if you move away from the screen where they appear they will appear more often) until the Fire Staff appears. Once opened, just jump in it from below. You will be taken BACK to the secret area in level 1-4. This means that you can effectively keep going BACK to level 1.4 through the Warp as many times as you wish, stocking up on points and bonus lives as you go. + + +Should you chose NOT to do this, you can head for the second Warp. First, ensure that when you are at the enclosed box and that you also have a vehicle. Simply fly OVER the enclosed box and drop down behind the caged Kiwi. On your right there is a "ladder", go up this and you'll be in a small, enclosed room; shoot the lower-left edge of the room and the Warp appears. This will take you to an independent secret level which has 2 possible exits. The first is at the end of the level - after the yellow lift you head down and left and drop through a hole in the floor - this takes you to level 2-3. The second exit is a warp. Stand on the yellow rising block and jump from it so you can stand on the wall to your right (you would do this anyway, to avoid the ceiling spikes and get to the exit...).Shoot 5 times and a Warp appears. This will take you to another secret level - with a number of enemies - and the letters "Green E" and "T". Take the letters, kill all of the enemies and enter the Warp that subsequently appears. + + +Round 2-2 : The only warp on this level is in the upper right-hand corner and can only be reached with a vehicle. This takes you to the end of the level. + + +Round 2-3 : Also one warp on this round. This is found in the place left to the Red "E" (bottom righ of the level). This will take you to a place with a Red "E" and an "X", and a warp from there to an advanced point on level 2-3. + + +Round 2-4 : Before the Boss Room (the one with the octopus) shoot to the right - standing on the blocks over the spikes - and a warp will appear on the fifth block from the left. This leads to a secret level with enemies and the letters "T" and Green "E", and THEN to level 3-1, inside the 'box'. + + +Round 3-2 : There is a warp near to the end of the level on the wall between the two "pools" of water with waterfalls, This will take you to a room in the secret level, with a church for background. Nothing to take, just a warp on the floor that will take you to level 3-3. + + +Round 4-1 : This round has got 3 warps, the maximum in this game. The first (and most rewarding) is over the last diagonal row of spikes, in the upper "dry" part of the level (most of the level is underwater). Fly up there, shoot 5 times as usual and take the warp. It will take you to a place in the secret round and then to level 4-4. There are two further warps that can be found in a long, left-to-right section, just after you have passed the BIG masses of water. + + +Round 4-4 : This level has two sub-areas, divided by a barrel at the end of the areas. In the area with the horizontal "barrel", there is an empty space below it. Shoot it and a warp appears. This takes you to a room in level 2-4, with 2 letters, an "E" and an "X", and then you take a warp in that room that takes you to the second area of level 4-4. + + +Round 5-1 : This is the last level known to have a warp. Walk on the floor with the small volcanos until the last platforms on the left. Go up and then left, you will fall down to a place with some blocks and more volcanos. Shoot to the right right, and take the warp. This takes you to a room in the secret round with 2 red E's and another Warp to a secret level room - with two X's - and from there to level 5-1 again, near the big room. + + +* Heaven Rounds : The heaven levels are secret levels that can only reached when Tiki has lost all of his previous lives and is killed by a SOLID PROJECTYLE (such as arrows, stones, bombs, boomerangs, spears, etc.) If you drown ,fall on spikes or lava, get burned by laser, flames or UFO missiles, or are killed by contact with an enemy, a life is lost. The Heaven levels only appear after level 3.1. + + +* Teddy Bear Cheat : In the demo mode during the attract mode, press fire 3 times, and a cute picture of a bear will appear in the bottom-left corner of the screen. + + +- STAFF - + + +Main staff : Kazutomo Ishida, Hisaya Yabusaki, Akira Ootsuki, Makoto Fujita, Koichi Ooyama + +Sound effects : Hisayoshi Ogura, Yasuko Yamada, Yasuhisa Watanabe + +One-time staff : Mitsukou Kimura, Naoko Toshimitsu + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sega Mega Drive (1990) + +Nintendo Famicom (1991) + +Sega Master System + +FM Towns Marty + + +* Computers : + +Sharp X68000 (1988) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Commodore Amiga + +$end + +$info=nzerotea, +$bio + +New Zero Team (c) 1993 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : V30 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Zero Team (1993) + +2. New Zero Team (1993) + +$end + +$info=pacheart, +$bio + +Newpuc1 (c) 1981 Unibox. + + +- TRIVIA - + + +This game is a French hack of "Pac-man". + +$end + +$info=newpuc2,newpuc2b, +$bio + +Newpuc2 (c) 1980 Kamiya. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Puckman". + + +- UPDATES - + + +Newpuc2 has : + +* Intermissions from the original "Puckman" between each maze + +* A 'slot machine' every 3 mazes which determines which type of maze (invisible/visible) will come up next. + +* The dots are worth 20 points, energizers 80. + +* The bonus fruit start at 1000 points for the cherry and work their way up to 5000 from there. + +* The monsters are worth 200, 400, 800 and 8000 points when eaten in succession. + +* There are two maze variants : The first is a visible blue maze with five exits on each side and a modified maze layout from the original "Puckman". The second maze is invisible except for the borders and the dots, but has a slightly different layout than the visible maze and has only three exits on each side. + +* When an energizer is eaten, the ghosts turn into different looking monsters. + +* Instead of 'GAME OVER', it says 'MADE BY KAMIYA'. + +$end + +$info=news, +$bio + +News (c) 1993 Poby / Virus. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Programmed by : Kwang-Ho Cho + +$end + +$info=tnexspce, +$bio + +The Next Space (c) 1989 SNK. + + +- TECHNICAL - + + +Game ID : A8003 'NS' + + +Main CPU : 68000 (@ 9 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Boss : Eikichi Kawasaki + +Producer : Shochan + +Main programmer : Shochan + +Sub programmer : Data Tada + +Advisers : Bucho, Tama, Koyan, Konny + +Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan + +Sound : Kidon + +Hardware : Ebara + +Character designers : Shochan, Tsukamichi + +$end + +$info=blitz, +$bio + +NFL Blitz (c) 1997 Midway Games. + + +- TECHNICAL - + + +Midway Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)... + +Show More Field - 0-2-1-Right + +Big Head - 2-0-0-Right + +Team Big Heads - 2-0-3-Right + +Team Big Players - 1-4-1-Right + +Team Tiny Players - 3-1-0-Right + +Big Football - 0-5-0-Right + +Hide Receiver Name - 1-0-2-Right + +Fog On - 0-3-0-Down + +No CPU Assistance - 0-1-2-Down + +No Random Fumbles - 4-2-3-Down + +Smart CPU Opponent - 3-1-4-Down + +Show Field Goal % - 0-0-1-Down + +Tournament Mode - 1-1-1-Down + +Thick Fog On - 0-4-1-Down + +Power Up Offense - 3-1-2-Up + +Power Up Defense - 4-2-1-Up + +Power Up Teammates - 2-3-3-Up + +Super Blitzing - 0-4-5-Up + +Infinite Turbo - 5-1-4-Up + +No Punting - 1-5-1-Up + +No Interceptions - 3-4-4-Up + +No First Downs - 2-1-0-Up + +Huge Head - 0-4-0-Up + +No Play Selection - 1-1-5-Left + +Fast Passes - 2-5-0-Left + +Fast Turbo Running - 0-3-2-Left + +Power Up Speed - 4-0-4-Left + +Power Up Blockers - 3-1-2-Left + +Allow Stepping OB - 2-1-1-Left + +Super Field Goals - 1-2-3-Left + +Ground Fog - 2-3-2-Down + +Invisible Quarterbacks - 3-4-2-Left + + +* Secret Characters : Enter the name and PIN nunber as stated to recieve the corresponding character. + +You should hear the announcer say, 'Lights out Baby!' if you did it right. + +Mark Turmell - Turmell / 0322 + +Sal Divita - SAL / 0201 + +Jason Skiles - JASON / 3141 + +Jennifer Hedrick - JENIFR / 3333 + +Dan Thompson - DANIEL / 0604 + +Jeff Johnson - JAPPLE / 6660 + +John Root - ROOT / 6000 + +Luis Mangubat - LUIS / 3333 + +Mike Lynch - MIKE / 3333 + +Jim Gentile - GENTIL / 1111 + +Dan Forden - FORDEN / 1111 + +??? - VAN / 1234 + +Headless Guy - CARLTN / 1111 + +Skull - SKULL / 1111 + +Brain - BRAIN / 1111 + +Demon (Shinok from Mortal Kombat) - SHINOK / 8337 + +Raiden (from Mortal Kombat) - RAIDEN / 3691 + + +* Extra Blocker On Defense : Hike the ball with all three buttons. + + +* Onside Kick : After scoring, hold all three buttons. + + +* Secret Plays : While selecting your plays, press Up(x4) and your cursor will disappear. + + +- SERIES - + + +1. NFL Blitz (1997) + +2. NFL Blitz '99 (1998) + +3. NFL Blitz 2000 (1999) + +4. NFL Blitz 2001 (2000, Nintendo 64) + +5. NFL Blitz 2002 (2002, Nintendo Game Cube) + +6. NFL Blitz 2003 (2002, Nintendo Game Cube) + +7. NFL Blitz Pro (2003, Nintendo Game Cube) + + +- STAFF - + + +Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1998) + +Sony Playstation (1998) + +Nintendo Game Boy Color (1998) + + +* Computers : + +PC [Windows] (1998) + +$end + +$info=blitz99, +$bio + +NFL Blitz '99 (c) 1998 Midway Games. + + +- TECHNICAL - + + +Midway Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Secret Characters : + +John Carlton - CARLTN / 1111 + +Dan Thompson - DANIEL / 0604 + +Dan Forden - FORDEN / 1111 + +Jim Gentile - GENTIL / 1111 + +Brian LeBaron - GRINCH / 0222 + +Jeff Johnson - JAPPLE / 6660 + +Jason Skiles - JASON / 3141 + +Jennifer Hedrick - JENIFR / 3333 + +Luis Mangubat - LUIS / 3333 + +Mike Lynch - MIKE / 3333 + +Paulo Garcia - PAULO / 0517 + +John Root - ROOT / 6000 + +Sal Divita - SAL / 0201 + +Mark Turmell - TURMEL / 0322 + +Raiden - RAIDEN / 3691 + +Shinnok - SHINOK / 8337 + +Brain - BRAIN / 1111 + +Skull - SKULL / 1111 + +Thug - THUG / 1111 + + +* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)... + +Show Field Goal - 0-0-1-Down + +Show More Field - 0-2-1-Right + +No CPU Assistance - 0-1-2-Down + +No Interceptions - 3-4-4-Up + +Smart CPU Opponent - 3-1-4-Down + +Fog ON - 0-3-0-Down + +Thick Fog ON - 0-4-1-Down + +Fast Turbo Running - 0-3-2-Left + +Huge Head - 0-4-0-Up + +Big Head - 2-0-0-Right + +Super Blitzing - 0-4-5-Up + +Big Football - 0-5-0-Right + +Hide Receiver Name - 1-0-2-Right + +Tournament Mode - 1-1-1-Down + +No Play Selection - 1-1-5-Left + +Super Field Goals - 1-2-3-Left + +Team Big Players - 1-4-1-Right + +Team Big Heads - 2-0-3-Right + +Team Tiny Players - 3-1-0-Right + +No Punting - 1-5-1-Up + +No First Downs - 2-1-0-Up + +Allow Stepping OB - 2-1-1-Left + +Always QB - 2-2-2-Left + +Always Human Receiver - 2-2-2-Right + +Cancel always QB/Receiver - 3-3-3-Up + +Powerup Teamates - 2-3-3-Up + +Powerup Blockers - 3-1-2-Left + +Powerup Speed - 4-0-4-Left + +Powerup Defense - 4-2-1-Up + +Fast Passes - 2-5-0-Left + +Open Secret Plays - 3-3-3-Down + +Super Passing - 4-2-3-Right + +No Random Fumbles - 4-2-3-Down + +Infinite Turbo - 5-1-4-Up + +Extra Options - 3-3-3-Left + + +- SERIES - + + +1. NFL Blitz (1997) + +2. NFL Blitz '99 (1998) + +3. NFL Blitz 2000 (1999) + +4. NFL Blitz 2001 (2000, Nintendo 64) + +5. NFL Blitz 2002 (2002, Nintendo Game Cube) + +6. NFL Blitz 2003 (2002, Nintendo Game Cube) + +7. NFL Blitz Pro (2003, Nintendo Game Cube) + + +- STAFF - + + +Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Color (1999) + +$end + +$info=blitz2k, +$bio + +NFL Blitz 2000 (c) 1999 Midway Games. + + +- TECHNICAL - + + +Midway Seattle hardware + + +Main CPU : R5000 (@ 150 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The name of the beautifull cheerleaders are Marci, Brooke, Paige, Kathleen, Gretchen and Jennifer. + + +- SERIES - + + +1. NFL Blitz (1997) + +2. NFL Blitz '99 (1998) + +3. NFL Blitz 2000 (1999) + +4. NFL Blitz 2001 (2000, Nintendo 64) + +5. NFL Blitz 2002 (2002, Nintendo Game Cube) + +6. NFL Blitz 2003 (2002, Nintendo Game Cube) + +7. NFL Blitz Pro (2003, Nintendo Game Cube) + + +- STAFF - + + +Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1999) + +Sega Dreamcast (1999) + +Sony PlayStation (1999) + +$end + +$info=hardyard,hardyd10, +$bio + +NFL Hard Yardage (c) 10/1993 Strata / Incredible Technologies. + + +Four player football game featuring great digitized graphics and awesome TV-like exciters. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is an official licensed product of the NFL (National Football League). It features the voice of the chicago bears Wayne Larrivee. + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.00. + + +Revision 2 : + +* Software version. 1.20. + +$end + +$info=nibbler,nibblera,nibblerb,nibblero, +$bio + +Nibbler (c) 12/1982 Rock-ola. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 930 Khz) + +Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +This is the first game to support a billion point score. + + +- STAFF - + + +Designed and programmed by : Lonnie Ropp + + +- PORTS - + + +* Computers : + +Amstrad CPC (1984) + +Apple II + +$end + +$info=nitedrvr, +$bio + +Night Driver (c) 10/1976 Atari. + + +- TECHNICAL - + + +Game ID : 006321 + + +Main CPU : M6502 (@ 1.008 Mhz) + +Sound Chips : Discrete (@ 1.008 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : dial + +Buttons : 8 + + +- TRIVIA - + + +This game was first released by a small company named Micronetics and later picked up by Atari. Night Driver was the first 'first-person' driving game (only Atari's second sitdown, 'Hi-Way' was the first). 2100 units were produced. + + +A Night Driver unit appears in the 1978 movie 'Dawn of the Dead'. + + +- STAFF - + + +Designed and programmed by : Ted Michon, Dave Shepperd + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + + +* Computers : + +Apple II + +$end + +$info=nightlov, +$bio + +Night Love (c) 1986 Central Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +$end + +$info=nslasher, +$bio + +Night Slashers (c) 1994 Data East. + + +- TECHNICAL - + + +Game ID : MBH + + +Main CPU : ARM (@ 14 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : BSMT2000 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=cnightst,cnights2, +$bio + +Night Star (c) 04/1983 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 32 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=nstocker, +$bio + +Night Stocker (c) 09/1986 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This is the first game to combine the shooting with the driving. + + +- STAFF - + + +Game designer : Dennis Koble + +Art direction : Roger Hector + +Sound : Jesse Osborne + +Art : Gary Johnson + +Machine gun : Howard Delman, Henry Siska + +Technical support : Dave Ross, Bob Smith, Rich Adam, Owen Rubin + +$end + +$info=nightstr, +$bio + +Night Striker (c) 10/1989 Taito. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : B91 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989. + +A new version of the soundtrack was released in 1998 and is sprinkled with anecdotes (spoken in Japanese) about the game (Z-Replica Vol. 2 - Urban Trail Night Striker - ZTTL-0025). + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Producer : Tohru Sugawara + +Director : Kenshi Kaito + +Software : Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi + +Character designers : Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito + +Hardware : Toshiyuki Sanada + +Electric : Tomio Takeda + +Mechanic : Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki + +Designers : Shinobu Sekiguchi, Akio Nomura + +Sound and music composed by (Zuntata) : Masahiko Takaki + +Executive producer : Keisuke Hasegawa + + +- PORTS - + + +* Consoles : + +Sega Mega CD (1993) + +Sony PlayStation (1995) + +Sega Saturn (1996, "Night Striker S") + +$end + +$info=nwarr,nwarrh,nwarrb, +$bio + +Night Warriors - Darkstalkers' Revenge (c) 04/1995 Capcom. + + +The second game in the Darkstalkers series includes fourteen horrific fighters. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 09 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Vampire Hunter - Darkstalkers' Revenge". + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Highlight a fighter at the character selection screen. + +1) Press Roundhouse to select the costume color from Darkstalkers. + +2) Press Start to select the secondary costume color from Darkstalkers. + +3) Press Jab+Forward to select the dark costume version. + + +* Secret End Tune : Beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start. + + +- SERIES - + + +1. Darkstalkers - The Night Warriors (1994) + +2. Night Warriors - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Game designers : Ohn, Nohah + +Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino + +Music composers : Takayuki Iwai (Anachey Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon- + +Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta + +Scroll designers : Kyo, Tamachan, Motokazz.S, Aya + +Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama + +Producer : Kihaji Okamoto + + +* Voice Actors : + +Demitri, Donovan, Pyron : Nobuyuki Hiyama + +Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru + +Hsien-Ko : Michiko Neya + +Huitzil : Jyurouta Kosugi + +Cecil : Kyoko Hikami + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=nitd, +$bio + +Nightmare in the Dark (c) 01/2000 Eleven / Gavaking. + + +A peaceful (yet creepy looking!) gravekeeper embarks on a night-shift battle against zombies & other night dwellers in order to put an end to the grave robbing mystery before the local villagers panic! Features very nice graphics with cool backgrounds, great soundtrack & pretty fun gameplay in the same style as "Snow Bros.", "Tumble Pop" & "Zupapa". The deceased must rest in peace, so be sure to remind them of this fact! :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0260 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- TIPS AND TRICKS - + + +* Alternate Costumes : At the beginning of the game (work at the continue screen too), hold the folowing buttons and press Start to choose an alternate costume : A = Blue, B = Red, C = Green, D = Yellow, AB = Grey, CD = Purple, AC = Orange, BD = Black. + + +* Shoot the treasure chests with fire and they will churn out lots and lots of diamonds until they disappear. As long as you do not get hit, the diamonds will continue to go up in value until they finally reach 10,000 each. Grabbing the sacks will add multipliers (2X, 4X, up to 8X) that will further increase your score. + + +* There are many cracks in the wood/stone of most levels. Some of these will reveal a fireball that will make your shot fly all over the board. Experiment with throwing at different angles to find these hidden spots. Most will clear the entire board as the ball flings out of control. + + +- STAFF - + + +Programmer : Hisanori Takeuchi (AM FACTORY) + +Graphic designers : Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN) + +Sound composer : Kim + +Data convert : Tatsuya Watanabe (PAON) + +Director : Akihiko Uto + +$end + +$info=ninja, +$bio + +Ninja (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Ninja Princess" and is also known as "Sega Ninja". + + +- STAFF - + + +From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC) + + +- PORTS - + + +* Consoles : + +Sega Master System ("The Ninja") + +$end + +$info=nbbatman, +$bio + +Ninja Baseball BatMan (c) 09/1993 Irem. + + +A team of four baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power! + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Yakyuu Kakutou League-Man". + + +An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game. + + +- STAFF - + + +Planner : Chinta + +Graphic designers : Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama + +Programmers : Andrew Whiskey, Mc.Hama Amuse_Light, Hiro + +Sound effects : Aiai + +Sound programmers : Hayashi Sho, Jitta + +$end + +$info=ninclown, +$bio + +Ninja Clowns (c) 08/1991 Strata / Incredible Technologies. + + +Circus clowns take to the streets and beat up lots of lawyers, maintenance workers and other assorted professionals! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 360 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Writers : Richard Ditton, Leif Marwede, Jeff Sargent + +Pencils and ink : Stan Fukuoka, Denise Wallner + +Cover art : Nasus Adabovs + +Sound and music : Kyle Johnson + +Editors : Elaine Ditton, Mike Hanson + +Printing : Jeff Gonion, Terry Little, Tony Sherman, Steve Jaskowiak + +Original story by Kyle Johnson and Jim Zielinski. + +Proofing : Bob Fuentes, Jim Zielinski + +$end + +$info=ncombat,ncombata, +$bio + +Ninja Combat (c) 07/1990 Alpha Denshi. + + +The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0009 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Producer & director : Tsutomu Maruyama + +Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa + +Character designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama + +Scroll designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi + +Music composers & Sound effects : Hideki Yamamoto, Hiroaki Shimizu + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=ncommand, +$bio + +Ninja Commando (c) 04/1992 Alpha Denshi. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0050 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Produced and directed by : Tsutomu Maruyana + +Executive producer : Kazuo Arai + +Director of soft wear : Eiji Fukatsu + +System programmers : Makio Chiba, Satoshi Okada (Snk) + +Programmers : Ryu Hiroyuki, Yuji Noguchi + +Character designers : Tsutomu Maruyana, Sinji Moriyama, Takasi Hatono, Hidemi Nagatomo, Hideyuki Kusano + +Music composed by : Yuka Watanabe + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=ninjemak, +$bio + +Ninja Emaki (c) 09/1986 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Youma Ninpou Chou". + +$end + +$info=gaiden, +$bio + +Ninja Gaiden (c) 1988 Tecmo. + + +Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it. + + +- TECHNICAL - + + +Game ID : 6215 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ninja Side Story'. + + +This game is known in Japan as "Ninja Ryukenden" and outside US as "Shadow Warriors". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989. + + +- SERIES - + + +1. Ninja Gaiden (1988) + +2. Ninja Gaiden (1989, Nintendo Famicom) + +3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom) + +4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom) + +5. Ninja Gaiden (2004, Microsoft Xbox) + + +- PORTS - + + +* Consoles : + +Atari Lynx (1990) + + +* Others : + +Tiger Handheld LCD Game (1988) + +$end + +$info=pc_ngaid, +$bio + +Ninja Gaiden (c) 1989 Tecmo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : NG + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Access Sound Test : When the message 'Tecmo Presents 1989' pops up on the screen, hold Left+Down+Select+A+B and press Start. + + +- SERIES - + + +1. Ninja Gaiden (1989) + +2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990) + +3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991) + + +- STAFF - + + +Story : Sakurazaki + +Screenplay : Sakurazaki, Faw + +Image Illust : Runmaru + +Art works : Runmaru, Parco, Uma + +Program works : Madoka Southernami, Masita + +Assistant : Nosuke + +NES Translator : Kevin & Daniel + +Sound design : More Yamasan, B.B, Hakase + +Director : Sakurazaki + +$end + +$info=pc_ngai2, +$bio + +Ninja Gaiden Episode II - The Dark Sword of Chaos (c) 1990 Tecmo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : NW + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Infinite Health : At title screen, quickly press Up(x3), Down(x3), A, B, A, B, Select, Start. If not done quickly the code won't work. If you did it right, the game will begin a chime sound. Now, press Right, Left, Right, Left, B, A. A word will come up saying INVINCIBLE. + + +* Sound Test : When the title screen appears press and hold Up+Left+Select+A+B. Then tap the Start button. + + +* Musicruise Sound Test : Let the title screen fade to black and press Start, then do this a second time. Then press and hold Up+Left+Select+A+B. Then tap the start button. + + +- SERIES - + + +1. Ninja Gaiden (1989) + +2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990) + +3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991) + +4. Ninja Gaiden (2004, Microsoft Xbox) + +- STAFF - + + +Music by : S. Kajiya, Mayou, Miya + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy") + + +* Others : + +Tiger Handheld LCD Game (1990?) : Talking Game. + +$end + +$info=pc_ngai3, +$bio + +Ninja Gaiden Episode III - The Ancient Ship of Doom (c) 1991 Tecmo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : 3N + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- SERIES - + + +1. Ninja Gaiden (1989) + +2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990) + +3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991) + +4. Ninja Gaiden (2004, Microsoft Xbox) + + +- STAFF - + + +Story : M. Akama, Runmal + +Art work : B.F.R, Jun, K.Tomita + +Program work : H. Sato, M. Akama + +Director : M. Akama + +Art work : Onager, N. Takihara, B.F.R + +Program work : Nobody + +Director : Runmal + +Music composer : Miya, K. Nakabai, L. Shigeno + +Sound effect : Miya + +Sound director : More-Yamasan + +Executive producer : H. Yoshizawa + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy") + +$end + +$info=ninjak,ninjakj, +$bio + +The Ninja Kids (c) 04/1991 Taito. + + +Four ninjas with different abilities attempt to save the town from the RESURRECTION OF THE SATAN! Not just any Satan, mind you, but THE Satan. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C85 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game director : Takeshi Ishizashi + +Game designer : Keppel Maekawa + +Programmers : Takeshi Ishizashi, Fzr.Mom + +Hardware designers : Eikichi Takahashi, S. Watanabe + +Character designers : Pokeel Yamada, Jsunji Matsumoto + +Sound composers : FUMMY, Hiroshige Tonomura (TONO), Norihiro Furukawa (WIZ. MASTER), Underground Sound Guerrilla Team PINCH-PUNCH (PINCH PUNCH) + +Designer : Rintard Doi + +$end + +$info=ninjamas, +$bio + +Ninja Master's - Haoh Ninpou-chou (c) 05/1996 SNK / ADK. + + +Criminally overlooked and combo-friendly medieval Japanese fighter with great animation. Ten selectable characters and two end bosses. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0217 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Supreme Ninja Arts Scroll'. + + +The main design, as well as some of the special moves of the character 'Karasu' seem to be quite inspired by the main character of the 1994 movie hit 'The Crow' which was in turn, based on the graphical novel of the same name by James O. Barr. (Even the name "Karasu" stands as the japanese word for "crow"!) :) + + +The character 'Nobunaga' is based on the real japanese warrior 'Nobunaga Oda' who, during Japan's medieval period, overthrew the Ashikaga shogunate and ended a long period of internal strife by uniting half of Japan's provinces under his rule. In doing so he paved the way for the reunification of the country under the Tokugawa shogunate in the following century. His merciless use of power as well as his skill as a military strategist made him one of the most powerful & feared leaders in Japan. The image of him in the game as a warrior who wields the demons power may have been some sort of a criticism to his eager embrace of Western culture, religion & technology. + + +The character 'Goemon' is based on Ishikawa Goemon, the most famous thief in Japan on the Edo era (about 400 years ago) known to steal large sums of money from bad people and give the money to the poor. In other words, he was Japan's very own version of Robin Hood! + + +The character 'Sasuke' seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period. Another source of inspiration may have been 'Ninja Kamui' an old anime series whose main character Kamui was an incredibly skilled ninja who wanted to abandon his ways as a killer thus becoming a 'nukenin' (runaway ninja) and marked for death by his own clan that vows to pursue and eliminate him. + + +- TIPS AND TRICKS - + + +* Play As Ranmaru And Nobunaga (Player 1) : Highlight Kamui and press Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up and hit C+D. + + +* Play As Ranmaru And Nobunaga (Player 2) : Highlight Sasuke and press Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up and hit C+D. + + +* Time Attack Mode : At the character select screen, highlight Kamui and press Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D. Now choose your character. + + +* Succesfully complete the game with a single credit within 8:30:00 minutes and the game shows you how to execute your character's 'finisher' move! + + +- STAFF - + + +Producer & Planner : Hiroyuki Toda + +Chief planner : Kazuhiro Shibata + +Planners : Visitor Y. Oni, M-Honda + +System programmers : Eiji Fukatsu, Makio Chiba + +Sound programmer : Makio Chiba + +Desgin tool programmer : Ryu Hiroyuki + +Total adviser : K. Sakanishi + +Chief programmer -main- program : Teruaki Shirasawa + +Chief sprite designer : K. Hakamata + +Sprite designers : Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, H. Ozono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu.T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H. Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki + +Scroll designers : Sinji Moriyama, Masako Sato, Kaori Kumagai, Kazunori Uchiumi + +Demo designers : M. Mitsuya, Sinku + +Sound : Hiroaki Kujirai, Y. Watanabe, Hiroaki Shimizu, Takeshi Muramatu + +Sound effects : Kujirai Type-02 + + +* Character Voices : + +Sasuke : Kabao Kikkawa + +Tenho : Shinobu Sekimoto + +Kamui, Raiga, Unzen : Masahiko Yano + +Natsume, Narration : Mayumi Minoda + +Kasumi : Masami Katou + +Goemon : T. Mukaiyama + +Houoh : Yoshikatsu Fujio + +Karasu : Kouichi Koba + +Ranmaru : Yasue Ishii + +Nobunaga : Masao Harada + + +Market Research : Yukio Gotou + +Public Information : Taguchi-1, Satsuki Ito, Sugi Yamaki Yotaka, Kayo Yamagata + +Quality Control : Showgatsu Nagata, Masao Tachikawa, Kiyotaka, Takagi, Uma + +Executive Producer : Kazuo Arai + +BGM : Back Of My Mind, H. Kujirai + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=ar_ninj, +$bio + +Ninja Mission (c) 1987 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Sculptured Software. + +$end + +$info=nprinces,nprincsu,nprincso,nprincsb, +$bio + +Ninja Princess (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5677 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Sega Ninja" and also known as "Ninja". + + +- STAFF - + + +From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC) + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1986) + +Sega Saturn (1997, "Sega Memorial Selection Vol.2") + + +* Computers : + +MSX (1986) + + +* Others : + +Mobile phones (2003) + +$end + +$info=ryukendn, +$bio + +Ninja Ryukenden (c) 1989 Tecmo. + + +Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it. + + +- TECHNICAL - + + +Game ID : 6215 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Story of Ninja Dragon Sword'. + + +This game is known outside Japan as "Shadow Warriors" and in US as "Ninja Gaiden". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989. + + +- SERIES - + + +1. Ninja Ryukenden (1989) + +2. Ninja Ryukenden (1988, Nintendo Famicom) + +3. Ninja Ryukenden II - Ankoku no Jashin Ken (1990, Nintendo Famicom) + +4. Ninja Ryukenden III - Yomi no Hakobune (1991, Nintendo Famicom) + +5. Ninja Gaiden (2004, Microsoft Xbox) + +$end + +$info=nspirit, +$bio + +Ninja Spirit (c) 08/1988 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Saigo no Nindou". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + + +* Computers : + +Atari ST (1988) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +$end + +$info=ninjaw,ninjawj, +$bio + +The Ninja Warriors (c) 02/1988 Taito. + + +Two ninjas fight an entire army to destroy an evil dictator in this horizontal action game, which features physical damage on our heroes + + +- TECHNICAL - + + +Game ID : B31 + + +Main CPU : (2x) 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz), Custom (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 864 x 224 pixels + +Aspect Ratio : 12/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The strange resolution of this game was due to the original cabinet which had a wide screen made out of three monitors. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- SERIES - + + +1. The Ninja Warriors + +2. The Ninja Warriors Again (Nintendo Super Famicom) + + +- STAFF - + + +Produced by : Yojiro Suekado + +Directed by : Masaki Ogata + +Written by : Onijust + +Executive producer : Hisao Yunoki + +Director of software : Daisuke Sasaki + +Programmers : Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki + +Production designer : Yukiwo Ishikawa + +Character designers : Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kohzoh Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa + +Assistant character designers : Visual Arts Produtcion, Animation 20, Space Creative + +Supervising editor : Tetsuro Kitagawa + +Editors : Masami Kikuchi, Yukiwo Ishikawa + +Costume designer : Hiroshi Wagatsuma + +Hardware designer : Toshiyuki Sanada + +Assistant hardware engineer : Satoru Shimomura + +Music composed and directed by (Zuntata) : Hisayoshi Ogura + +Assistant sound programmer (Zuntata) : Naoto Yagista + +Sound editor (Zuntata) : Yasuhisa Watanabe + +Sound hardware designer : Tsukasa Nakamura + +Publicity supervisor : Hisayoshi Nakane + +Game designed by : Onijust + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sega Mega CD + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +$end + +$info=ninjakd2,ninjak2a,ninjak2b, +$bio + +Ninja-Kid II (c) 07/1987 UPL. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), Samples (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Rad Action". + + +- SERIES - + + +1. Ninjakun Majou no Bouken (1984) + +2. Vs. Ninja Jajamaru-kun (1985) + +3. Ninja-Kid II (1987) + + +- STAFF - + + +Game designer : Tsutomu Fuzisawa + +Program designer : Satoru Kinjo + +Character designers : Tsutomu Fuzisawa, Akemi Tsunoda + +Sound composer : Tsutomu Fuzisawa + +BGM creator: Mecano Associates + +Data maker : Takashi Hayashi + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988, "Ninja Kun - Ashura no Shou") + +$end + +$info=ninjakun, +$bio + +Ninjakun Majou no Bouken (c) 1984 UPL. + + +- TECHNICAL - + + +Game ID : UPL-84003 + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ninja-kun Adventure at Demon Castle'. + + +Licensed to Taito. + + +- SERIES - + + +1. Ninjakun Majou no Bouken (1984) + +2. Vs. Ninja Jajamaru-kun (1985) + +3. Ninja-Kid II (1987) + + +- STAFF - + + +Ryuichi Nisizawa (BUCHA), Todo, Fukushi, Tsutomu Fuzisawa, Tateno + +$end + +$info=pc_wcup, +$bio + +Nintendo World Cup (c) 1989 Technos. + + +Players choose from 13 World Class national teams and plan their own game strategy. Use advanced super moves like the Bicycle Kick and the Super Header to make the game come alive. This is incredible sporting fun. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : XZ + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Password with USA : + +First match : Cameroon + +10300 - Japan + +30700 - France + +01500 - Russia + +22000 - Spain + +72100 - England + +11500 - Mexico + +42400 - Holland + +62600 - Brazil + +60200 - Italy + +22300 - Argentina + +12800 - W. Germany (last match) + + +* Password with Holland : + +First match - Cameroon + +10301 - Japan + +30701 - France + +01501 - Russia + +22001 - Spain + +72101 - England + +11501 - Mexico + +42401 - USA + +62601 - Brazil + +60201 - Italy + +22301 - Argentina + +12801 - W. Germany (last match) + + +* Password with Japan : + +First match - Cameroon + +10302 - USA + +30702 - France + +01502 - Russia + +22002 - Spain + +72102 - England + +11502 - Mexico + +42402 - Holland + +62602 - Brazil + +60202 - Italy + +22302 - Argentina + +12802 - W. Germany (last match) + + +* Password with France : + +First match - Cameroon + +10303 - Japan + +30703 - USA + +01503 - Russia + +22003 - Spain + +72103 - England + +11503 - Mexico + +42403 - Holland + +62603 - Brazil + +60203 - Italy + +22303 - Argentina + +12803 - W. Germany (last match) + + +* Password with Cameroon : + +First match - USA + +10304 - Japan + +30704 - France + +01504 - Russia + +22004 - Spain + +72104 - England + +11504 - Mexico + +42404 - Holland + +62604 - Brazil + +60204 - Italy + +22304 - Argentina + +12804 - W. Germany (last match) + + +* Password with Russia : + +First match - Cameroon + +10305 - Japan + +30705 - France + +01505 - USA + +22005 - Spain + +72105 - England + +11505 - Mexico + +42405 - Holland + +62605 - Brazil + +60205 - Italy + +22305 - Argentina + +12805 - W. Germany (last match) + + +* Password with Mexico : + +First match - Cameroon + +10306 - Japan + +30706 - France + +01506 - Russia + +22006 - Spain + +72106 - England + +11506 - USA + +42406 - Holland + +62606 - Brazil + +60206 - Italy + +22306 - Argentina + +12806 - W. Germany (last match) + + +* Password with England : + +First match - Cameroon + +10307 - Japan + +30707 - France + +01507 - Russia + +22007 - Spain + +72107 - USA + +11507 - Mexico + +42407 - Holland + +62607 - Brazil + +60207 - Italy + +22307 - Argentina + +12807 - W. Germany (last match) + + +* Password with Spain : + +First match - Cameroon + +10308 - Japan + +30708 - France + +01508 - Russia + +22008 - USA + +72108 - England + +11508 - Mexico + +42408 - Holland + +62608 - Brazil + +60208 - Italy + +22308 - Argentina + +12808 - W. Germany (last match) + + +* Password with Brazil : + +First match - Cameroon + +10309 - Japan + +30709 - France + +01509 - Russia + +22009 - Spain + +72109 - England + +11509 - Mexico + +42409 - Holland + +62609 - USA + +60209 - Italy + +22309 - Argentina + +12809 - W. Germany (last match) + + +* Password with W. Germany : + +First match - Cameroon + +10310 - Japan + +30710 - France + +01510 - Russia + +22010 - Spain + +72110 - England + +11510 - Mexico + +42410 - USA + +62610 - Holland + +60210 - Brazil + +22310 - Italy + +12810 - Argentina (last match) + + +* Password with Argentina : + +First match - Cameroon + +10311 - Japan + +30711 - France + +01511 - Russia + +22011 - Spain + +72111 - England + +11511 - Mexico + +42411 - USA + +62611 - Brazil + +60211 - Holland + +22311 - Italy + +12811 - W. Germany (last match) + + +* Password with Italy : + +First match - Cameroon + +10312 - Japan + +30712 - France + +01512 - Russia + +22012 - Spain + +72112 - England + +11512 - Mexico + +42412 - Holland + +62612 - Brazil + +60212 - USA + +22312 - Argentina + +12812 - W. Germany (last match) + + +- STAFF - + + +Music by : Kazuo Sawa + +$end + +$info=nitrobal, +$bio + +Nitro Ball (c) 1992 Data East. + + +Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment. + + +- TECHNICAL - + + +Game ID : MAV + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Gun Ball". + + +- UPDATES - + + +The order of the stages is a bit different between Nitro Ball and Gun Ball : + + +* Gun Ball : + +1 - Combat Field + +2 - Strange Football + +3 - Ghost Town + +4 - Aliens World + +5 - Space Station + + +* Nitro Ball : + +1 - Strange Football + +2 - Combat Field + +3 - Ghost Town + +4 - Aliens World + +5 - Space Station + + +- STAFF - + + +Director : Jinbo + +Game designer : Marukin + +Graphic designers : K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N + +Sound : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hard : S.M, M.Y + +Soft : Osapan, K. Minegishi, Mya, M.S + +Voices recorded at Orio Sound Production Studio, San Jose, CA + +$end + +$info=niyanpai, +$bio + +Niyanpai - Musume Pai (c) 12/1996 Nichibutsu. + + +Solitaire mahjong game where the player strives to complete a specified mahjong hand by matching tiles. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6.144 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Daughter of the Tile'. + + +- STAFF - + + +Character designer and Art director : H. Ohmori + +Story editor : Y. Sakurai + +Designers : K. Noriko, M. Enomoto, H. Mizuuchi, H. Hirao, M. Nakabayashi + +Programmers : Tom + +Sound producer : Amigo + +$end + +$info=nomnlnd,nomnlndg, +$bio + +No Man's Land (c) 04/1980 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.802666 Mhz) + +Sound Chips : DAC (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Gottlieb. + +$end + +$info=noboranb, +$bio + +Noboranka (c) 1986 Game Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=nost,nostj,nostk, +$bio + +Nostradamus (c) 1993 Face. + + +- TECHNICAL - + + +Game ID : LINDA25 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 7 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- STAFF - + + +Main programmer : M. Nagasawa + +Enemy programmers : N. Maruyama, F. Ohtani + +BG graphics designers : C. Mutsukura, H. Nasu, K. Igarashi + +Obj graphics designers : N. Oikawa, K. Higeta, D. Furuuchi, H. Noma + +Music composers : Mika Nozawa, Matsudaira Ako + +Sound effects : A. Iwanaga + +Spec & Director : K. Igarashi + +$end + +$info=nouryoku, +$bio + +Nouryoku Koujou Iinkai (c) 1995 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Brainpower Progress Commitee'. + +$end + +$info=nova2001,nov2001u, +$bio + +Nova 2001 (c) 11/1983 UPL. + + +- TECHNICAL - + + +Game ID : UPL-83005 + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Universal for US manufacture and distribution (03/1984). + + +- SERIES - + + +1. Nova 2001 (1983) + +2. Ark Area (1987) + + +- STAFF - + + +Staff : Ryuichi Nisizawa (BUCHA), HAL, Fukushi, Hiromi + +$end + +$info=peepshow, +$bio + +Nozokimeguri Mahjong Peep Show (c) 04/1989 AC. + + +A mahjong game where you visit different locations to challenge others at mahjong! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Peeping Journey'. + + +This game is also known as "Mahjong Focus". + +$end + +$info=numanath,numanatj, +$bio + +Numan Athletics (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System NA-2 hardware + +Game ID: NM + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Numan Athletics (1993) + +2. Mach Breakers - Numan Athletics 2 (1995) + +$end + +$info=nunchaku, +$bio + +Nunchackun (c) 1985 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (2x) Z80 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +'Nunchackun' is a play on the word 'nunchaku', here it's meant to be a name like 'Mr. Nunchacku', since '-kun' is like 'Mr.'. + + +This game was a prototype (never released) developed by Kaneko for Taito. + +$end + +$info=nyanpani, +$bio + +Nyan Nyan Panic (c) 08/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX712 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), 051649 (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Nyan Nyan Panic translates from Japanese as 'Mew Mew Panic'. 'Nyan' is Japanese onomatopoiea for a mewing kitten. + + +This game is known outside Japan as "Kitten Kaboodle". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- STAFF - + + +Game programmers : Boy Otofuji + +Video graphics designer : Rie Chan + +Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy + +Engineer : Mr. Idaka + +$end + +$info=offroadc, +$bio + +Off Road Challenge (c) 08/1997 Midway. + + +- TECHNICAL - + + +Midway V Unit hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* New Truck : On the truck selection screen press each of the 3 view buttons or the music button and new trucks will be appear. + + +- SERIES - + + +1. Off Road Challenge (1997) + +2. Off Road Thunder (2000) + + +- PORTS - + + +* Consoles : + +Nintendo 64 + +$end + +$info=offtwall,offtwalc, +$bio + +Off The Wall (c) 10/1991 Atari Games. + + +Atari's superb variant on "Breakout" has up to 3 players bouncing balls, breaking bricks, and ultimately trying to get the ball into the exit. Also includes multiplayer 'bonus rounds' where players compete to be the last man standing in a "Pong" match. + + +- TECHNICAL - + + +Game ID : 136090 + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'. + + +- STAFF - + + +Music : John Paul (JFP) + +SFX : Brad Fuller (BAF) + +Others from highscore table : (RI ), (GAM), (ES ), Kelly Turner (KFT), Norm Avellar (NLA), (JMM), Kris Moser (KEM), (GFM), Sam Comstock (SWC), (PAT), Tim Hubberstey (TJH), (JMR) + +$end + +$info=otwalls, +$bio + +Off The Wall (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + + +- STAFF - + + +Programmer : Michael Samis + +Original concept : Nolan Bushnell + +Screen Art : Mark McPhee, Gary Johnson, Roger Hector + +Sounds : Jesse Osborne, Gary Levenberg + +$end + +$info=ohmygod, +$bio + +Oh My God!(c) 12/1993 Atlus. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 13.257 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=oigas, +$bio + +Oigas (c) 1986 Park + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Gigas". + +$end + +$info=oisipuzl, +$bio + +Oishii Puzzle Wa Irimasen Ka (c) 1993 Sunsoft / Atlus. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The tilte of this game translates from Japanese as 'Don't You Need This Delicious Puzzle?'. + + +A bootleg of this game is known as "Triple Fun". + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994, "Hebereke no Oishii Puzzle Ha Irimasenka") + +$end + +$info=ojankoc, +$bio + +Ojanko Club (c) 1986 V-System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5205 (@ 363.636 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Girl Club'. + +$end + +$info=ojankohs, +$bio + +Ojanko High School (c) 1988 V-System. + + +Mahjong taking place at Ojanko High School. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Girl High School'. + + +The Rabbit King from "Rabbit Punch" makes a cameo apperance as the principal. + + +- SERIES - + + +1. Ojanko Yakata - Shobatsuki Mahjong sen (1986) + +2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987) + +3. Ojanko High School (1988) + +$end + +$info=ojankoy, +$bio + +Ojanko Yakata - Shobatsuki Mahjong sen (c) 1986 V-System. + + +Mahjong with a high school theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Girl Mansion - Triumph In the Mahjong Match'. + + +- SERIES - + + +1. Ojanko Yakata - Shobatsuki Mahjong sen (1986) + +2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987) + +3. Ojanko High School (1988) + +$end + +$info=ojanko2, +$bio + +Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (c) 1987 V-System. + + +Mahjong with a high school theme. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Mahjong Girl Second Mansion - Triumph in the Mahjong Match'. + + +- SERIES - + + +1. Ojanko Yakata - Shobatsuki Mahjong sen (1986) + +2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987) + +3. Ojanko High School (1988) + +$end + +$info=ojousan,ojousanm, +$bio + +Ojyousan (c) 12/1987 Nichibutsu. + + +Mahjong with beautiful *prizes*. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Young Lady'. + +$end + +$info=olibochu, +$bio + +Oli-Boo-Chu (c) 02/1982 Irem / GDI. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +$end + +$info=olysoc92, +$bio + +Olympic Soccer '92 (c) 1992 Seibu Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Seibu Cup Soccer". + +$end + +$info=omega, +$bio + +Omega (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "The End". + +$end + +$info=omegaf,omegafs, +$bio + +Omega Fighter (c) 09/1989 UPL. + + +- TECHNICAL - + + +Game ID : UPL-89016 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A special version was also released. + + +- STAFF - + + +Iwatani, Nobuyuki Narita, Abe, Akemi Tsunoda, Nikei, Shigksa, T.T, Ohnuma + +$end + +$info=omegrace, +$bio + +Omega Race (c) 06/1981 Midway. + + +A Challenging Chase In Space! Omega Race is a classic vector arcade game. This game takes place on a single screen with a large square in the middle that displays your score, lives and other information. (This information square also serves as huge obstacle). You control a spaceship that moves much like the ship in "Asteroids" (except it is a lot faster, and reacts well at even high speeds). You zip around the perimeter of the score area zapping several different enemy types (that all look very similar to each other). Gameplay is very fast paced, it usually takes under a minute to complete each level. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 232 x 264 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This was the only vector game made by Midway. Omega Race was designed as a direct competitor to Atari's "Asteroids". + + +One thing of note is that the high score table will not display the initial FUK or FUC (early censorship at its best). + + +There were four different Omega Race cabinets made, upright, sit-down, mini, and cocktail. They are all quite different in appearance (even having different sideart). All of them are works of art. With great sideart, black lights, mirrors, and other enhancements. + + +A bootleg of this game is known as "Delta Race". + + +An Omega Race unit (Cockpit) appears in the 1982 movie 'Tron'. + + +- STAFF - + + +Designed and programmed by : Ron Halliburton (Founder of Arcade Engineering) + + +- PORTS - + + +* Consoles : + +Colecovision (1981) + +Atari 2600 (1983) + + +* Computers : + +Commodore C64 (1982) + +Commodore VIC-20 (1982) + + +* Others : + +VFD tabletop game (1981) by Coleco : Unfortunately, this game was never released. + +$end + +$info=omotesnd, +$bio + +Omotesandou (c) 1989 Anime TEC. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +$end + +$info=onetwo, +$bio + +One + Two (c) 1997 Barko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 8 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=oneshot, +$bio + +One Shot One Kill (c) 199? Playmark. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : lightgun + +Button : 1 + +$end + +$info=nmaster, +$bio + +Oni - The Ninja Master (c) 1995 Banpresto / Pandorabox. + + +Three selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style. + + +- TECHNICAL - + + +Game ID : BP947A + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM6295 (@ 15.151 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Metamoqester". + + +Oni - The Ninja Master is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation. + + +- STAFF - + + +Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo + +Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage) + +Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff + +Sound designer : Satoshi Akamatsu + +Programmers : Kenji Tanii, Satoshi Akamastu + +Hardware : Kazuhisa Takasu, Masahito Aizawa + +Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi + +Mouhitu designer : Tomoyo Sekiguchi with PEN + +Cell animation : Motokazu Tokoro, ARCADIA + +$end + +$info=onna34ro,onna34ra, +$bio + +Onna Sansirou - Typhoon Gal (c) 1985 Taito. + +Game ID : A52 + + +A female warrior takes on a slew of opponents to defend the honor of her dojo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.3665 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Sanshiro Woman'. + + +- STAFF - + + +Staff : (S.TAKAHASI), (HIRO.SAKAU) (KURANAGA), Junji Yarita (J.YARITA), (VT EIKICHI), (MR-2 NAGAI) + +$end + +$info=opaopa, +$bio + +Opa Opa (c) 19?? Sega. + + +- TECHNICAL - + + +Sega System E hardware + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +- TRIVIA - + + +This game is also known as "Fantasy Zone II". + + +- SERIES - + + +1. Fantasy Zone (1986) + +2. Opa Opa (19??) + +3. Super Fantasy Zone (1993, Sega Mega Drive) + +$end + +$info=opwolfb, +$bio + +Operation Bear (c) 1988 Bear Corporation Korea. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), (2x) Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) ADPCM (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +This bootleg of "Operation Wolf" proved popular as a game in its own right and even outscored the original in location tests. The reason? The lightgun on Operation Bear was a free roaming replica machine gun on a chain, which could be carried more realistically than the mounted joystick of Operation Wolf. + +$end + +$info=othunder,othundu,othunduo,othundrj, +$bio + +Operation Thunderbolt (c) 1988 Taito. + + +Terrorists have seized a passenger airplane and will execute all the hostages if their demands are not met. It is up to the veteran soldier known as 'Lone Wolf' to return to action and rescue those hostages before time runs out. Thankfully you are not alone on this mission so bring a friend and have a blast by blasting the enemies into oblivion! + + +- TECHNICAL - + + +Game ID : B67 + + +Main CPU : 68000 (@ 13 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- UPDATES - + + +Two different versions was released in US, the new one features some changed texts (during introduction). + + +- SERIES - + + +1. Operation Wolf (1987) + +2. Operation Thunderbolt (1988) + +3. Operation Wolf 3 (1994) + +4. Operation Tiger (1998) + + +- STAFF - + + +Project reader : Masaki Ogata + +Game designers : Junji Yarita, Hiroyuki Sakou + +Game programmers : Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano + +Music composer : Spratter. A + +Sound editers : Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada + +Character designers : Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh + +PCB designer : Takashi Ohara + +Mechanical designer : Itsuji Yamada + +Cabinet designer : Atushi Iwaoka + +Art designers : Hiroyasu Nagai, Osamu Matsuura + + +- PORTS - + + +* Consoles : + +Amstrad GX4000 (1990) + +Nintendo Super Famicom (1994) + + +* Computers : + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Sinclair ZX Spectrum (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Amstrad CPC+ (1990) + +$end + +$info=opwolf, +$bio + +Operation Wolf (c) 11/1987 Taito. + + +A machine gun game featuring stretcher-bearing nurses, pigs and chickens! You play as the trigger-happy character 'Lone Wolf' on a crusade to free hostages. + + +- TECHNICAL - + + +Game ID : B20 + + +Main CPU : 68000 (@ 12 Mhz), (2x) Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) ADPCM (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +Developed by East Technology. + + +A bootleg of this game is known as "Operation Bear". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988. + + +- SERIES - + + +1. Operation Wolf (1987) + +2. Operation Thunderbolt (1988) + +3. Operation Wolf 3 (1994) + +4. Operation Tiger (1998) + + +- STAFF - + + +Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya + +Direct of photography : Eigo Okajima + +Music by : Hiroshi Tuda + +Planned by : Eigo Okajima + + +* Design : + +All characters : Masaru Tamura, Op & Ed, Saori Ohkura + +Title & Capture : Saori Ohkura + +1st scene : Masaru Tamura, Natuko Tanahara + +2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura + +Extra scene : Masaru Tamura + +3rd scene : Naoaki Wataya + +4th scene : Naoaki Wataya + +Final scene : Naoaki Wataya + +States : Natuko Tanahara, Saori Ohkura + +Effects : Masaru Tamura, Naoaki Wataya + +All mechanics : Naoaki Wataya + + +* Program : + +Event : Katuhiko Hirano, Satoru Komiya + +1st scene : Katuhiko Hirano + +2nd scene : Satoru Komiya + +Extra scene : Toshihiro Kimura + +3rd scene : Katuhiko Hirano, Toshihiro Kimura + +4th scene : Satoru Komiya + +Final scene : Toshihiro Kimura + +System : Katuhiko Hirano + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +NEC PC Engine (1990) + +Sega Master System + +FM Towns Marty + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +MSX (1988) + +Atari ST (1989) + +PC [MS-DOS] (1989) + +Commodore Amiga (1989) + +$end + +$info=opwolf3,opwolf3u, +$bio + +Operation Wolf 3 (c) 1994 Taito. + + +- TECHNICAL - + + +Game ID : D74 + + +Main CPU : 68000 (@ 14.346 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +This arcade machine came in two different styles. Alternate artwork and alternate guns colour. + + +- SERIES - + + +1. Operation Wolf (1987) + +2. Operation Thunderbolt (1988) + +3. Operation Wolf 3 (1994) + +4. Operation Tiger (1998) + + +- STAFF - + + +Cast : Eigo Okajima, Katuhiro Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya as Terrolists + +Direct of Photography : Eigo Okajima + +Design all Characters : Masaru Tamura + +Design OP & ED : Saori Ohkura + +Design title & Capture : Saori Ohkura + +Design 1st Scene : Masaru Tamura, Natuko Tanahara + +Design 2nd Scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura + +Extra Scene : Masaru Tamura + +Design 3rd Scene : Naoaki Wataya + +Design 4th Scene : Naoaki Wataya + +Design Final Scene : Naoaki Wataya + +States : Natuko Tanahara, Saori Ohkura + +Effects : Masaru Tamura, Naoaki Wataya + +All Mechanics : Naoaki Wataya + +Program Event : Katuhiko Hirano, Satoru Komiya + +Program 1st Scene : Katuhiko Hirano + +Program 2nd Scene : Satoru Komiya + +Program Extra Scene : Toshihiro Kimura + +Program 3rd Scene : Katuhiko Hirano, Toshihiro Kimura + +Program 4th Scene : Satoru Komiya + +Program Final Scene : Toshihiro Kimura + +System : Katuhiko Hirano + +Music by : Hiroshi Tuda + +Planned by : Eigo Okajima + +$end + +$info=orangeci, +$bio + +Orange Club - Maru-hi Ippatsu Kaihou (c) 1988 Daiichi Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +$end + +$info=orangec, +$bio + +Orange Club - Maru-hi Kagai Jugyou (c) 02/1988 Daiichi Denshi. + + +Mahjong with girls who are hooked on oranges! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Secret Extracurricular Lesson'. + + +The [BET] version of this game is known as "VIP Club - Maru-hi Ippatsu Kaihou". + +$end + +$info=orbit, +$bio + +Orbit (c) 11/1978 Atari. + + +- TECHNICAL - + + +Game ID : 033689-033702 + + +Main CPU : M6800 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +On Orbit, Owen was basically asked to knock off Steve Russell's 'Spacewar!' (the first vector video game ever writen : 1962!) in RASTER for the European market in just 6 to 8 weeks, it was done quickly and there are small mistakes. Owen should have made the shots bigger for example, and the space stations could have had better graphics. But for a raster version of an original vector game in those days, Atari hit it fairly well. + + +There was 2 versions, a large upright cabinet (that may never have been shipped) and the smaller one with the long row of buttons. Atari did a very advanced version in the larger cabinet that had an electronic touch pad and lots of LEDs to indicate which options were selected, with a different type of buttons from the small cabinet. It was a very cool touch pad but all the same functions were there, just in a small space. It was a large cabinet with the touch pad over the monitor. The stereo sound was cool because it placed the sound where the objects were on the screen. + + +Owen also changed the option buttons to always work because he hated that in 'Spacewar!', once you picked the game and options, you were stuck with them for the entire game. If you bought and were playing a 15 minute game, it was a long time to realize you should not have picked negative gravity! Also, Owen needed to add something to the game to make it different (in addition to the switchable options), so the idea of getting new fuel, shots, and repairs from Space Stations seemed like a cool idea at the time. Too bad it did not work as well as Owen thought it would. That is why they are an option. + + +The last interesting note on Orbit was that the space stations actually DO orbit the sun, they are not on tracks. Owen gave them an initial hit of velocity at the start of each wave and the gravity routines do the rest (they ignore negative gravity, because the first time you selected it, they would fly off the screen). To test the gravity routines, on the bench Owen put the space stations into orbit around the sun, and just let it run for days. Several days later, they were still in orbit, but degraded a bit and a bit more elliptical. They finally lost orbit a few days later. Not that Owen needed to do this, he could have put them on tracks, but he wanted his 8 bit gravity math to work as well as possible all the other time. + + +- STAFF - + + +Designed and programmed by : Owen Rubin + +$end + +$info=orbitron, +$bio + +Orbitron (c) 19?? Signatron USA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=ordyne,ordynej, +$bio + +Ordyne (c) 09/1988 Namco. + +Game ID: OR + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This is the first game to use sprite scaling and massive sprite rotation. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989. + + +- STAFF - + + +Music composed by : Sinji Hosoe + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sony PlayStation (1996, "Namco Museum Vol.4") + +$end + +$info=orlegend,orlegndc,orlegnde,orld111c,orld105k, +$bio + +Oriental Legend (c) 1997 IGS. + + +Fabulous beat-'em-up featuring player and enemy characters straight out of Asian myths and stories. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Xi Yo Gi Shi Re Zuang". + + +- UPDATES - + + +REVISION 1 : + +* Software version : 105 + + +REVISION 2 : + +* Software versuion : 111 + + +REVISION 3 : + +* Software versuion : 112 + + +REVISION 4 : + +* Software versuion : 126 + + +- SERIES - + + +1. Oriental Legend (1997) + +2. Oriental Legend Super (1999) + + +- STAFF - + + +Excutive producer : Alf + +Program engineers : Lth, Why, Cji + +Hardware engineers : Franklin,Wu, Chuang,Yu-Fen + +Animation designers : Lai,Yao Kun, Wu, Szn Chlang, N.D, C.K.C, J.C.H, P.P.C, Y.J.S, L.C.U, Deby,Fu, Minchen,W., Su,Ping Chen, Melody, Andy,Chiu, Eagle Young, L.S.J, Akira Yuki, Chou,Hsien-Chin, M.A.Y, Kelly + +Music conductor : Ray + +Music & Sound effects : Eddie Yao + +Directors : Mao,Li De, Liu,Guo Jun, Gao,Zhong Zen + +Producers : Ko-Chu Lee, Paulchiang, A.C.Chen, Tzung Hui Cheng + +$end + +$info=olds,olds100,olds100a, +$bio + +Oriental Legend Super (c) 1999 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Oriental Legend (1997) + +2. Oriental Legend Super (1999) + +$end + +$info=osman, +$bio + +OSman (c) 1996 Mitchell. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=othldrby, +$bio + +Othello Derby (c) 1995 Sunwise. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Based on the board game titled, aptly enough, Othello. + +$end + +$info=othellos, +$bio + +Othello Shiyouyo (c) 04/1998 Success. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Let's do Othello'. + +$end + +$info=otonano, +$bio + +Otona no Mahjong (c) 06/1988 Apple. + + +Mahjong taking place at a ritzy hotel. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Adult Mahjong'. + +$end + +$info=ogonsiro, +$bio + +Ougon no Shiro (c) 1986 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz) + +Sound CPU : M6809 (@ 750 Khz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 455 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Castle of Gold'. + + +This game is known outside Japan as "Gladiator". + + +Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively. + + +- UPDATES - + + +This version has a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way). + +$end + +$info=outrun,outrunb,outrun1,outrun2, +$bio + +Out Run (c) 11/1986 Sega. + + +Taking the wheel of a red FERRARI Testarossa, the player races through lush, colourful levels - all packed with 'civilian' traffic - attempting to reach the end-of-level goal before the tight time limit expires. At the end of each stage, the player is presented with a fork in the road : a unique innovation that, for the first time in the history of racing games, gave the player a choice of which route he or she wanted to take through the game. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Player : 1 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Out Run's gameplay was both tight and instinctive and, together with the superb stage design - each one lovingly rendered with colourful and incredibly fast sprite-scaled graphics - would completely revolutionise not just racing games, but ALL arcade games in general. Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testorosa), with a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the in-game three tunes ('Magical Sound Shower', 'Passing Breeze' and 'Splash Wave') on offer. The final tune, 'Last Wave', is only played on the high-score board. + + +Unlike many realistic simulations, like Atari's "Pole Position", Out Run was the original 'boyracer' experience. It symbolised the spirit of the 80s, with a convertible Ferrari Testarossa, blonde bimbo in the passenger seat, thumping music, and numerous crashes. Upon crashing, your car wouldn't just explode, or come to a sudden halt like in many games, it flipped into the air, and rolled over the terrain, throwing the occupants out. + + +Sega didn't actually have (nor indeed seek) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official licencse to use the Ferrari range in its 2003 sequel, "Out Run 2". + + +Opponent cars list: + +* 1972 Volkswagen Beetle + +* 1971 Chevrolet Corvette + +* 1985 Porsche Carrera 911 Turbo + +* 1985 BMW 325i Cabriolet E30 + +* Lorry + + +An Out Run machine is played by Jake Gyllenhaal in the movie 'Donnie Darko'. + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987. + +Scitron released a soundtrack album for this game (Outrun/SEGA S.S.T. - PCCB-00081) on 02/1992. Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions. + + +- UPDATES - + + +In the Deluxe version, all the courses are in a different order. + + +- TIPS AND TRICKS - + + +* Super Speed : Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at app. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you app. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing. + + +* Secret Credit Message : Right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen. + + +* Fatest Route : The fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn). + + +- SERIES - + + +1. Out Run (1986) + +2. Out Run 3-D (1989, Sega Master System) + +3. Battle Out Run (1989, Sega Master System) + +4. Turbo Out Run (1989) + +5. Out Run Europa (1991, Sega Game Gear) + +6. Out Runners (1992) + +7. Out Run 2019 (1993, Sega Mega Drive) + +8. Out Run 2 (2003) + + +- STAFF - + + +Designed by : Yu Suzuki (YU.) + +Music by : Hiroshi Miyauchi (MIY) + +From highscore table : (BIN), (KAG), (MAT), (IKA), (A.O) + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + +NEC PC Engine (1990) + +Sega Mega Drive (1991) + +Sega Game Gear (1991) + +Sega Saturn (1996) + +Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1") + +Sega Dreamcast (2001, "Shenmue II") + +Nintendo Game Boy Advance (2003, "Sega Arcade Gallery") + +Microsoft XBOX ("Shenmue II") + +Microsoft XBOX (2004, "Out Run 2") : Hidden Content. + + +* Computers : + +Commodore C64 (1987) + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1987) + +MSX2 (1988) + +Commodore Amiga (1988) + +Atari ST (1989) + +PC [MS-DOS, 5.25''] (1989) + +PC [CD-ROM, Windows] (1999, "Sega Smash Pack") + + +* Others : + +LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races. + +Mobile phones (2002) + + +- SOURCES - + + +The SEGA Out Run FAQ by Chris White & Andrew W. Sharples. + +$end + +$info=orunners, +$bio + +Out Runners (c) 1992 Sega. + + +This game takes players on a touring race around the world via hairpin turns, dangerous detours and constantly changing road and weather conditions. Players can choose from eight exciting vehicles, each with its own set of characteristics. Speed and strategy will determine the victor as Out Runners challenges every ounce of driver skill. + + +- TECHNICAL - + + +Sega System Multi 32 hardware + + +Main CPU : V60 (@ 2 Mhz), Z80 (@ 8.053975 Mhz) + +Sound Chips : YM3438 (@ 8.053975 Mhz), Sega (@ 8.053975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 832 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 5 + + +- TRIVIA - + + +Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365) on 15/12/1993. + + +- SERIES - + + +1. Out Run (1986) + +2. Out Run 3-D (1989, Sega Master System) + +3. Battle Out Run (1989, Sega Master System) + +4. Turbo Out Run (1989) + +5. Out Run Europa (1991, Sega Game Gear) + +6. Out Runners (1992) + +7. Out Run 2019 (1993, Sega Mega Drive) + +8. Out Run 2 (2003) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +$end + +$info=outzone,outzonea, +$bio + +Out Zone (c) 08/1990 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-018 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.16 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990. + + +- UPDATES - + + +Out Zone (set 2) uses different enemies in some stages and has extra bonuses compared to set 1. The music sequences are also in different orders between the sets. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- SERIES - + + +1. Out Zone (1990) + +2. Fixeight (1992) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + +$end + +$info=outfxies,outfxesj, +$bio + +The Outfoxies (c) 1994 Namco. + + +A platform 'versus' shoot'em up in which either one player (playing against the computer) or two players (playing against each other) attempt to destroy each other by any means necessary. The levels themselves are interesting and varied, with airships, planes etc. providing a detailed and highly interactive backdrop in which the players do battle. That interactivity is increased further with the introduction of destructible sections which, when blown up, can often open up new areas or rooms. Each level is littered with a variety of weapons that can be picked up and utilized by the player(s). Graphically, Outfoxies employed superb sprite scale and rotation techniques that elevated the alredy fun gameplay still further. The aeroplane level, for instance, dips and sways, bringing problems of inertia and gravity to the platform action. Also; the in-game camera zooms in and out of the level, depending on how far away the two opponents are from each other. Playable characters range from a monkey to a pair of psychotic school children, with each character choice offering the player different apptitudes (the monkey can jump higher, for example). A fun enough game in one-player mode, Outfoxies really came into its own when two human protagonists took part. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID : OU + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (The Outfoxies : Namco Game Sound Express Vol.20 - VICL-15042) on 21/06/1995. + + +- STAFF - + + +Concept and design : Masateru Umeda + +Main programmer : Yoshiyuki Honda + +System programmer : Toshiharu Hijita + +Game programmer : Koichi Motokoide + +Character designer : Miki Maemori + +Field designer : Taro Okamoto + +Music and sound effects : Masahiro Fukuzawa + +Graphic designer : Akira Usukura + +Logo designer : Hideaki Ito + +Chief directorer : Masuya Ohishi + +Product manager : Shinichiro Okamoto, Hajime Nakatani + +Producer : Akihiko Tokue, Shukuo Ishikawa + +Visual works : Yukiko Kaneko, Nobuko Endo, Muneyuki Tejima, Mitsuru Fukuoka, Tomoe Yamashita, Hisaharu Takahashi, Takashi Imaizumi, Hitomi Kusano, Kazuaki Fujimoto, Kanako Doi, Daisuke Tsushima, Kyoko Endo, Tomosuke Kashiwabara + +$end + +$info=outline, +$bio + +Outline (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Radar Zone". + +$end + +$info=overdriv, +$bio + +Over Drive (c) 11/1990 Konami. + + +Very fast First-person racing game. + + +- TECHNICAL - + + +Game ID : GX789 + + +Main CPU : (2x) 68000 (@ 12 Mhz), M6809 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) 053260 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : steering wheel + +Buttons : 3 + +$end + +$info=overtop, +$bio + +Over Top (c) 04/1996 ADK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0212 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=ozmawars,ozmawar2, +$bio + +Ozma Wars (c) 12/1979 SNK. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A copy of this game is known as "Space Phantoms". + + +A bootleg is known as "Solar Fight". + + +This is the first game manufactured by SNK (Shin Nihon Kikaku). + +$end + +$info=ozon1, +$bio + +Ozon I (c) 1983 Proma. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=p47j, +$bio + +P-47 - The Freedom Fighter (c) 05/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "P-47 - The Phantom Fighter". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988. + + +- SERIES - + + +1. P-47 - The Freedom Fighter (1988) + +2. P-47 Aces (1995) + + +- STAFF - + + +Sound composer : Shizuyoshi Okamura + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + + +* Computers : + +Atari ST (1989) + +$end + +$info=p47, +$bio + +P-47 - The Phantom Fighter (c) 05/1988 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "P-47 - The Freedom Fighter". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988. + + +- SERIES - + + +1. P-47 - The Phantom Fighter (1988) + +2. P-47 Aces (1995) + + +- STAFF - + + +Sound composer : Shizuyoshi Okamura + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Amstrad CPC (1989) + +Atrari ST (1989) + +$end + +$info=p47aces, +$bio + +P-47 Aces (c) 1995 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. P-47 - The Phantom Fighter (1988) + +2. P-47 Aces (1995) + + +- STAFF - + + +Sound : Manabu Namiki + +$end + +$info=pow, +$bio + +P.O.W. - Prisoners of War (c) 08/1988 SNK. + + +After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers. + + +- TECHNICAL - + + +Game ID : A7008 'DG' + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Datsugoku - Prisoners of War". + + +- STAFF - + + +Boss : Eikichi Kawasaki + +Programmers : Konny, Regulus, Shoot Yamashita, Shochan + +Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka + +Sound : Tarkun, Yoko Osaka, Kenny + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +$end + +$info=pacnpal,pacnpal2, +$bio + +Pac & Pal (c) 07/1983 Namco. + + +- TECHNICAL - + + +Game ID: PAP + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Pac-Man & Chomp Chomp". + + +First "Pac-Man" game to have music during gameplay. + + +- TIPS AND TRICKS - + + +* Easter Egg : Enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + +$end + +$info=pacgal, +$bio + +Pac-gal (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Ms. Pac-Man". + + +- UPDATES - + + +This is "Ms. Pac-Man" with a color change and a new name. Also, the Midway name has been removed although the Midway logo is still there. + +$end + +$info=pacland,pacland2,pacland3,paclandm, +$bio + +Pac-Land (c) 08/1984 Namco. + +Game ID: PL + + +He's out of the maze and on the road. Pac-Man's headed for the wide open spaces and the scenery couldn't be better! The dot-chomping leads the way through 19 magical adventures en route to Fairyland. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Bally Midway for US manufacture and distribution (10/1984). + + +This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music come from this show. The background music that plays during the levels is the same as the cartoon's theme song. + + +- UPDATES - + + +(Midway), (set 1) and (set 2) versions enable you to pick your stage, (Set 3) just goes into stage 1. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Atari Lynx (1991) + +Sony PlayStation (1996, "Namco Museum Vol.4") + +Nintendo Famicom + + +* Computers : + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Sharp X68000 (1994) + +MSX + + +* Others : + +LCD handheld game (1984) released by Namco. + +$end + +$info=pacman,pacmanm,pacmod,pacmanbl,pacmanf, +$bio + +Pac-Man (c) 10/1980 Namco. + + +The legendary arcade game in which the player guides the seminal Pac-Man around a single-screen maze eating dots. Pac-man is constantly pursued in his task by four ghosts - Binky, Inky, Pinkie and Clyde. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Pac-man losing a life. Four 'power pills' are situated in each corner of the rectangular mazes and eating one of these makes Pac-man temporarily invincible to the ghosts. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Licensed to Midway for US manufacture and distribution. + + +Pac-Man was first introduced to the arcades at the end of 1980. The voracious little critter caught the hearts and imaginations of the public like no other game and is the hallmark of the golden age of video games. + + +Developed by Namco, the game was called "Puckman" in Japan, but due to American's predilection with changing words to vulgarities by scratching part of the word off (Puck to...well, you know), it was changed to 'Pac-Man'. The name 'Pac-Man' is derived from the Japanese slang word 'paku-paku', which means 'to eat'. + + +Pac-Man was conceived at lunchtime...literally. The designer, who was 26 at the time, was very hungry and ordered a whole pizza for himself. He took one slice and Pac-Man was born. The game took 1 1/2 years to complete and had five people on its team. Pac-Man is the greatest selling arcade game of all time and is arguably the most well-known video character. It had its own cartoon, lunch box, board game and hundreds of other products. Pac-Man was also the first game to have a 'character' and changed the face of video games forever. Pac-Man was the first video game to be as equally popular to women as it was with men. Pac-Man's cult status in the early 80s was so great, it even inspired a catchy hit song by Buckner and Garcia called 'Pac-Man Fever' released on the album of the same name. + + +* A place in video game history : "Pac-Man is the most universally known arcade game," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Everybody knows about Pac-Man. And, I've noticed, most everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it.". + + +* The great 25-cent escape : "People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it," Lindsey said. "People remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games. You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little bit looser in its style of game play -- more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more : You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies.". After all these years, the challenge of Pac-Man still remains. + +"You can also get into some really fun jams, when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds," Lindsey said. "It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game.". + + +After the 255th level, Pac-Man locks up. This lockup does not occur if, at the end of level 254, the number '255' appears at any point within your score. + + +The alien spaceship "Galaxian" makes an appearance as a bonus item in the later levels. + + +Note : There are 240 dots per board. + + +Note 2 : Excluding bootlegs there are 23 different name/nickname combinations for the ghosts in "Pac-Man" (24 including 'Sue' from "Ms. Pac-Man"). + + +"Galaxian" boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick. + + +Hacks of this game are known as "Hangly Man", and "Caterpillar". + + +A Pac-Man unit appears in the movie 'Getting There', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1983 movie 'Koyaanisqatsi - Life out of Balance', in the 1985 movie 'The Heavenly Kid', and in the 1986 movie 'The Color of Money'. + + +MB (Milton Bradley) released a boardgame based on this video game (Pac-Man Game) in 1982. + + +- UPDATES - + + +The monsters have names and nicknames which were, in Pac-Man : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, aqua and orange in color, respectively. In the original "Puckman", these monsters were named Akabei (red-guy), Pinky, Aosuke (blue-guy), and Guzuta (slow-guy). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky). + + +Midway's new revision program for Pac-Man was released in 12/1981, the new program increases the difficulty of the game and adds a new challenge to players already familiar with the original. + + +The bootleg version on the "Galaxian" hardware has different colors and screen proportions. Credit, Level & Lives remaining are incoporated in the Maze section (look at the middle exits). The sound is also quite a bit different. + + +- TIPS AND TRICKS - + + +* Easter egg : + +1) Enter service mode. + +2) Press and hold the 1P and 2P buttons and toggle service mode off and on quickly to bring up the alignment grid. + +3) Enter the sequence: Up(x4), Left(x4), Right(x4), Down(x4) + +4) MADE BY NAMCO will appear sideways in red. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- STAFF - + + +Designed by : Toru Iwantani + +Programmed by : Hideyuki Mokajima + +Music & Sound by : Toshio Kai + + +- PORTS - + + +* Consoles : + +Atari 2600 (1981) + +Atari 5200 (1982) + +Colecovision (1983) + +Mattel Intellivision (1983) + +Sega Game Gear (1990) + +SNK Neo-Geo Pocket (1990) + +Nintendo Famicom (1993) + +Sony PlayStation (1995, "Namco Museum Vol.1") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Nintendo Game Boy Advance (2001, "Pac-Man Collection") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + +Emerson Arcadia ("Gobbler") + +Nintendo Game Boy + + +* Computers : + +Exidy Sorcerer (1981, "Chomp") + +Atari 400 (1982) + +Atari 800 (1982) + +Commodore VIC-20 (1982) + +PC [MS-DOS] (1983) + +Fujitsu FM-7 (1984) + +Acorn Electron (1984, "Snapper") + +MSX (1984) + +Amstrad CPC (1985) + +Atari ST (1986, "Spook - Mighty Munchers") + +PC [Microsoft Windows 95] (1995, "Return of The Arcade") + +Sinclair ZX Spectrum + +Commodore C64 + +Apple II + +Sharp X68000 + + +* Others : + +VFD portable game (1980, "Pac-Man 2", called Pac Man 2 because it allowed two people to play at once) by Entex. + +VFD portable game (1980, "Hungry Pac", Japanese release only) by Entex. + +VFD handheld game (1981) by Coleco. + +LCD flip-type handheld game (1984) by Tiger (Released overseas by Orlitronic). + +LCD large screen handheld game (1984) by Tiger (Released overseas by Orlitronic). + +LCD handheld game (1992) released by MGA (Micro Games of America). + +Arcade (1996, "Namco Classics Collection Vol.2") + +LCD handheld color game (1999) released by MGA (Micro Games of America). + +Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003). + +$end + +$info=pacnchmp, +$bio + +Pac-Man & Chomp Chomp (c) 1983 Namco. + + +- TECHNICAL - + + +Game ID: PAP + + +Main CPU : M6809 (@ 1.536 Mhz) + +Sound CPU : M6809 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Pac & Pal". + + +First "Pac-Man" game to have music during gameplay. + + +Chomp-Chomp is Pac-Man's dog from the Hanna-Barbera Pac-Man cartoon. He also had a cat named Sour Puss. + + +- TIPS AND TRICKS - + + +* Easter Egg : Enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac-Man & Chomp Chomp (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + +$end + +$info=pacplus, +$bio + +Pac-Man Plus (c) 1982 Namco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Bally Midway. + + +Pac-Man Plus is an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + +$end + +$info=pacmania,pacmanij, +$bio + +Pac-Mania (c) 11/1987 Namco. + + +The last Pac-Man game that strictly adheres to the classic "Pac-Man" gameplay of navigating an enclosed maze and avoiding ghosts (or eating them after eating a power pellet) with the goal of eating all the dots in the maze, all from a fixed overhead perpsective. Pac-Man is given the new ability to jump, but only within the path (so you can't jump over the walls to cut across the map, for example). You can use the new ability to jump over ghosts or over particular items to avoid eating them. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : PN + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989. + + +- UPDATES - + + +There are more levels in the Japanese version. + + +The US version lets you select a level when you start. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- STAFF - + + +Game designer : St. Daimyojin + +Character designers : T. Yamashita, A. Usukura + +Visual designers : Satoshi S., Babe. Teshina, Yukari M., Tomoyuki S. + +Music and sound : Junko Ozana, Yuriko Keino, Hiroto Tomro (TOM) + +Game programmer : Taro. Shimizu + +System programmers : Taro. Shimizu, Kosei M., Dr. Tam., H. Yamazaki, .. and Superiors. + +System designers : Toru Ogawa, Takao Okada, Makoto Inoue, Dr. Tam, .. and Superiors. + +Directors : St. Daimyojin, T. Twatant + +Presenter : Fun First Pro. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +Sega Master System (1991) + +Sega Mega Drive (1991) + +Sony PlayStation (1997, "Namco Museum Vol.5") + +Nintendo Game Boy Advance (2001, "Pac-Man Collection") + +Nintendo Gamecube (2002, "Namco Museum") + +Sony Playstation 2 (2002, "Namco Museum") + +Miscrosoft Xbox (2002, "Namco Museum") + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Atari ST (1988) + +Amstrad CPC (1988) + +Commodore C64 (1988) + +Commodore Amiga (1988) + +MSX2 (1989) + +Sharp X68000 + +$end + +$info=pacapp, +$bio + +Paca Paca Passion (c) 1999 Produce. + + +A rhythm action game. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : PPP + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Namco for distribution. + + +- SERIES - + + +1. Paca Paca Passion (1998) + +2. Paca Paca Passion 2 (1999) + +3. Paca Paca Passion Special (1999) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999) + +$end + +$info=pkgnsh, +$bio + +Pachinko Gindama Shoubu (c) 1998 Nakanihon / Dynax. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Pachinko Gindama Shoubu (1998) + +2. Pachinko Gindama Shoubu DX (1998) + +$end + +$info=pkgnshdx, +$bio + +Pachinko Gindama Shoubu DX (c) 1998 Nakanihon / Dynax. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Pachinko Gindama Shoubu (1998) + +2. Pachinko Gindama Shoubu DX (1998) + +$end + +$info=sxyreact, +$bio + +Pachinko Sexy Reaction (c) 1998 Sammy. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : paddle + +Buttons : 2 + + +- TRIVIA - + + +The pinball-like game of Pachinko is extremely popular in Japan and can be found in many American casinos. The term Pachinko is derived from the Japanese word pachi-pachi, meaning the clicking of small objects or the crackling of fire. While the origins of pachinko are unknown, it most likely descended from the 'Corinth Game' which originated in Chicago, USA. The game appeared in Japan in the early 1920's and the first Pachinko hall was opened in the Osaka Prefecture. Takeichi Masamura is known as the founder of today's pachinko for he developed the 'Masamura Gauge', an arrangement of nails that became the basis for most of today's pachinko machines. In the 1980's pachinko machines became computerized and now have sounds and graphics that make the game more exciting. Pachinko is similar to pinball in that small 11mm steel balls are shot onto the playing surface where they haphazardly bounce around and through a network of nails. The object of the game is to have the balls directed into winning pockets, whereby you receive more balls that equate to a prize or a monetary amount. The pachinko player is only responsible for controlling the speed by which the pachinko balls are shot onto the playing surface, from then on it basically becomes a game of chance. To initiate play you insert money to purchase a number of balls that are dropped into a loading area. By pulling the handle-like knob, one ball is released and projected by a spring. Most of the balls will fall unsuccessfully through the pins to the bottom, but some will fall into special pockets that activate a slot machine. At this point you are instantly rewarded with a set number of balls and if the same three symbols match up on the reels, you win an even greater amount. + + +- SERIES - + + +1. Pachinko Sexy Reaction (1998) + +2. Pachinko Sexy Reaction 2 + +$end + +$info=paddle2, +$bio + +Paddle 2 (c) 1988. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Arkanoid". + +$end + +$info=paddlema, +$bio + +Paddle Mania (c) 1988 SNK. + + +- TECHNICAL - + + +Game ID : Alpha-68K96I 'PM' + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Produced by : Yanbal, Tama + +Sub Programmer : Sho Chan + +Character designers : Tsuka Chan, Hamachi, Hidetoshi + +Sound producers : Oh! Chan, Kenny + +Mechanic team : Nishide, Ebara + +Colaboration : Design Division + +$end + +$info=pntnpuzl, +$bio + +Paint & Puzzle (c) 19?? Unknown. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 400 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + +$end + +$info=paintrlr, +$bio + +Paint Roller (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is a bootleg of "Crush Roller". + +$end + +$info=paintlad, +$bio + +Painted Lady (c) 1992 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.75 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Splash!". + + +Painted Lady was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Painted Lady was a big success. + + +- SERIES - + + +1. Painted Lady (1992) + +2. Glass (1993) + +$end + +$info=pairsnb, +$bio + +Pairs (c) 1989 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=pairsten, +$bio + +Pairs - Dennou Shinkeisujiaku (c) 08/1989 System Ten. + + +Match a pair of pictures, clear the level and eventually see some animated cartoon-ish babes playing with various toys. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Electrobrain Nervous Breakdown'. + +$end + +$info=pairs,pairsa, +$bio + +Pairs - Featuring The Giffy Girls (c) 09/1994 Strata / Incredible Technologies. + + +The game is played with a standard deck of cards (52 cards plus two jokers). These are laid out in a 6x10 grid. You begin by selecting a card, it turns over, and then you try to select another card that matches. If both of your cards match, then they are both taken away (and a bit of the picture is revealed underneath them). If they don't match, then they are flipped back over and you must try again. The number of chances you have is kept track of with hearts at the bottom of the screen, you get an extra heart each time you guess correctly, and you lose a heart each time you guess incorrectly. The game has 8 different women to choose from, and there are four stages for each woman (the pictures get naughtier at each stage). Once all 32 of those stages are completed, you get to play several bonus stages that have pictures of several women together. This is a really fun game, despite its obvious adult trappings. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was released as a conversion kit, and can be found in a wide variety of different arcade cabinets. It will most often be found in bartop or converted cocktail units, due to the fact that this game was designed for bars, and bars prefer those form factors. + + +- UPDATES - + + +Revision 1 : + +* Software version : 09-07-1994 + + +Revision 2 : + +* Software version : V1.2 09-30-1994 + +$end + +$info=pairlove, +$bio + +Pairs Love (c) 1991 Athena. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=toride2g, +$bio + +Paitoride II - Adauchi Gaiden (c) 03/1994 Metro. + + +Solitaire mahjong game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Revenge Side Story - Tile Fortress II'. + + +- SERIES - + + +1. Last Fortress - Paitoride (1994) + +2. Paitoride II - Adauchi Gaiden (1994) + +3. Dai Paitoride (1996) + +$end + +$info=palamed, +$bio + +Palamedes (c) 1990 Taito. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : C63 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +Nintendo Game Boy (1990) + + +* Computers : + +MSX2 + +$end + +$info=pandoras, +$bio + +Pandora's Palace (c) 02/1984 Konami / Interlogic. + + +Taking on the role of a Roman emperor, replete with white robe and olive leaf head ornament, the player must make his or her way from the top left of the screen to the bottom right, via careful navigation of a variety of poles and moving platforms. Enemies can push the player character into fires or over the edge of platforms if they are not carefully avoided. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz), I8039 (@ 477.266 Khz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pang,pangb, +$bio + +Pang (c) 1989 Mitchell. + + +One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Pomping World" and in US as "Buster Bros". + + +The bootleg version was released in 1990. + + +- SERIES - + + +1. Pang (1989) + +2. Super Pang (1990) + +3. Pang! 3 (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planner : NDA + +Programmers : Hospitel Masa, Mamichan Otona + +Music composer : Tamayo Kawamoto + +Character designers : Hiramattyo, Oyuu + +Direction : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +Amstrad GX4000 (1990) + +Nintendo Game Boy (1993) + + +* Computers : + +Amstrad CPC+ (1990) + +Atari ST (1990) + +Commodore Amiga (1990) + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + + +* Others : + +Mobile phone [Nokia 7650] (2003) + +$end + +$info=pangpoms,pangpomm, +$bio + +Pang Pom's (c) 1992 Metro. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 360 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Mitchell. + + +- STAFF - + + +Producer : M. Ichimura + +Director : Mr. Machida + +Game designer : Yos.S + +Programmer : Mr. Tanida + +Visual designers : Ponta, Suzuki, Asaku, Kayoko + +Manual editor : Tawa + +Sound data sequencer : K. Takeuchi + +$end + +$info=pang3, +$bio + +Pang! 3 (c) 05/1995 Mitchell. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Pang! 3 - Kaitou Tachi no Karei na Gogo" and in US as "Buster Buddies". + + +Here is a detailed list of famous paintings appearing in this order : + +'La Bohémienne Endormie' by Henri Julien Rousseau, 1897. + +'The Scream' by Edvard Munch, 1893. + +'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century. + +'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888. + +'Les Glaneuses' by Jean Francois Millet, 1857. + +'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891. + +'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881. + +'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916. + +'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485. + +'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814. + +'Mona Lisa' by Leonardo da Vinci, 1506. + +'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794. + + +- TIPS AND TRICKS - + + +* Stage Select : Select Normal mode while putting the joystick Down. + + +* Expert Mode : Select Normal mode with 1P and 2P SHOT buttons simultaneously. + + +* Win 500 points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds. + + +- SERIES - + + +1. Pang (1989) + +2. Super Pang (1990) + +3. Pang! 3 (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan) + +Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa + +Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo. + +Artists : Y.N, Akagi, Joe, A. Hamada + +Music composer : Isao Abe (Oyaji) + +Sound designers : Toshio Kajino, Hiroaki Kondo + +Supervisor : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997, "Super Pang Collection") + +$end + +$info=pang3j, +$bio + +Pang! 3 - Kaitou Tachi no Karei na Gogo (c) 05/1995 Mitchell. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'The Magnificent Afternoon of the Mysterious Thieves'. + + +This game is known outside Japan as "Pang! 3" and in US as "Buster Buddies". + + +Here is a detailed list of famous paintings appearing in this order : + +'La Bohémienne Endormie' by Henri Julien Rousseau, 1897. + +'The Scream' by Edvard Munch, 1893. + +'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century. + +'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888. + +'Les Glaneuses' by Jean Francois Millet, 1857. + +'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891. + +'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881. + +'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916. + +'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485. + +'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814. + +'Mona Lisa' by Leonardo da Vinci, 1506. + +'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794. + + +- TIPS AND TRICKS - + + +* Stage Select : Select Normal mode while putting the joystick down. + + +* Expert Mode : Select Normal mode with 1P and 2P SHOT buttons simultaneously. + + +* Win 500 points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds. + + +- SERIES - + + +1. Pang (1989) + +2. Super Pang (1990) + +3. Pang! 3 - Kaitou Tachi no Karei na Gogo (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan) + +Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa + +Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo. + +Artists : Y.N, Akagi, Joe, A. Hamada + +Music composer : Isao Abe (Oyaji) + +Sound designers : Toshio Kajino, Hiroaki Kondo + +Supervisor : Kihaji Okamoto + +$end + +$info=panicbom, +$bio + +Panic Bomber - Bomber Man (c) 01/1995 8ing / Hudson. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0073 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- PORTS - + + +* Consoles : + +NEC PC Engine CD + +$end + +$info=panicstr, +$bio + +Panic Street (c) 1999 Kaneko. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- STAFF - + + +Programmers : Mr. XX, Y-Nakanome, M-Hatake + +Graphic designers : Ryo Kimura, Tanron, Eno-Hitomi, H-Ito, RDS-M + +Sound : S. Maruyama + +Cast : Yuki Kaida, Umi Tenjin, Kun Fuzuki, Shizuka Aoki, Hizuru Kurita, Yoshiaki Matsumoto, Rikiya Kinouchi + +$end + +$info=paperboy,paperbr2,paperbr1, +$bio + +Paperboy (c) 12/1984 Atari Games. + + +The player controls a paperboy on a bicycle delivering newspapers along a suburban street. From the semi-isometric view, the player attempts to deliver newspapers to subscribing customers, attempts to vandalize non-subscriber's homes and must avoid hazards along the street. Successful completion of the route each week earns new subscribers. + + +- TECHNICAL - + + +Atari System 2 hardware + +Game ID : 136034 + + +Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) Pokey (@ 1.789772 Mhz), TMS5220 (@ 625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad file a suit against Atari Games for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983. + + +After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as "110,000,000"! + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY. + + +- SERIES - + + +1. Paperboy (1984) + +2. Paperboy II (1992, Sega Mega Drive) + +3. Paperboy (1999, Nintendo 64) + + +- STAFF - + + +Designed and programmed by : John Salwitz, Dave Ralston, Russel Dawe (Rusty) + +Game art by : Doug Snyder + +Sound by : Hal Canon + +Animation by : Will Noble + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Atari Lynx (1990) + +Nintendo Game Boy (1990) + +Sega Mega Drive (1991) + +Sega Game Gear (1992) + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + +Sega Master System + + +* Computers : + +Sinclair ZX Spectrum (1986) + +Commodore C64 (1986) + +Amstrad CPC (1987) + +PC [MS-DOS] (1988) + +Atari ST (1989) + +Commodore Amiga (1989) + + +* Others : + +Tiger Handheld LCD Game (1988) + +$end + +$info=paradise, +$bio + +Paradise (c) 1994 Yun Sung. + + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 2064 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +All music in this game is a rearranged version of the 'Lemmings' soundtrack. + +$end + +$info=pturn, +$bio + +Parallel Turn (c) 1984 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=mt_parlg, +$bio + +Parlour Games (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 29 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=parodius,parodisj, +$bio + +Parodius Da! - Shinwa kara Owarai e (c) 04/1990 Konami. + + +- TECHNICAL - + + +Game ID : GX955 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'From Myth to Joke', which is a homage to the "Gradius III" subtitle : 'From Legend to Myth'. + + +Pentarou is from the MSX game "Antarctic Adventure". + +The second boss (Patrotic Eagle) is similar to the first boss of "Gradius 2" (phoenix). This boss is often coined as a reason why Parodius was never released in the U.S. + +The Vegas dancer near the end of the second stage is similar to the robot spider near the end of Gradius 2. She appears in other Parodius games as well. + + +During the attract mode, a lot of penguins are looking at a short history tour of the "Gradius" series. + + +Stage 1 crucial part music is a remix of 'Symphony No.9 4th Movement', by Beethoven. + +Stage 1 boss music is a remix of 'The Flight of the Bumble Bee', by R. Korsakov. + +Stage 2-1 music is a remix of 'Op.71a the Nutcracker', by P. Tchaikovsky. + +Stage 2-2 music is a remix of the music from "Gradius III". + +Stage 2 boss music is a remix of the music from "Gradius II". + +Stage 3 music is a megamix of 'Op.71a the Nutcracker', by P. Tchaikovsky. And 'Overture to William Tell', by G. Rossini. + +Stage 3 boss music is a remix of 'Orphée aux enfers', by J. Offenbach. + +Stage 4 music is a remix of 'Danse du sabre', by A.I. Khachaturyan. + +Stage 5 music is a remix of 'L'Arisienne suite No.2', by G. Bizet. + +Stage 6 music is a remix of 'from Gunkan March', by Japanese Martial Song. + +Stage 6 boss music is a remix of the music from "Gradius". + +Stage 7 music is a remix of 'Op.71a the Nutcracker Valse des Fleurs', by P. Tchaikovsky. + +Stage 8 music is a megamix of 'Violine Konzert e moll', by F. Mendelssohn. And 'Unter dem Doppeladler', by J. F. Wagner. + +Stage 9 music is a megamix of 'Peer Gynt Suite', by E. Grieg. And 'Swan Lake', by P. Tchaikovsky. + +Stage 9 boss music is a remix of 'William Tell Overture', by G. Rossini. + +Stage 10 and Stage 10 boss music are remix of music from "Gradius". + + +King Records released a limited-edition soundtrack album for this game (Parodius Da! Original Game Soundtrack - KICA-1011) on 21/07/1990. + + +- SERIES - + + +1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX) + +2. Parodius Da! - Shinwa kara Owarai e (1990) + +3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994) + +4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom) + +5. Sexy Parodius (1996) + + +- STAFF - + + +Main programmers : Chichibinta, Tsukasa + +Sub-programmer : Tyuken + +Character designers : GaKincho, Touyou Syoutarou, Takemasa.M, Mory-Wandyu, Mikachan + +Sound : -Cameo- Matano, -Dokuo- Umeno + +Hard designer : Dendoukonisi + +Tool designers : Au Toshimi, Kanton Ten + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1991) + +NEC PC Engine (1992) + +Nintendo Famicom (1992) + +Nintendo Super Famicom (1992, "Parodius Non-Sense Fantasy") + +Sega Saturn (1995, "Parodius Deluxe") + + +* Computers : + +Sharp X68000 (1991) + +$end + +$info=prtytime, +$bio + +Party Time - Gonta The Diver II (c) 1995 Mitchell. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- TRIVIA - + + +This game is known in Japan as "Ganbare! Gonta!! 2". + + +- SERIES - + + +1. Lady Killer (1993) + +2. Party Time - Gonta The Diver II (1995) + +$end + +$info=pass, +$bio + +Pass (c) 1992 Oksan. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2203 (@ 3.579545 Mhz), MSM6295 (@ 6 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Boss : Kim .Y.H + +Hardware : Yun .H.S + +Software : Yun .H.S + +Game Designer : Yun .H.S + +Graphics : Bae .K.H, Sim .M.S, Jo .S.M, Yoo .M.S, Ahn .Y.M + +$end + +$info=passsht,passshtb,passht4b, +$bio + +Passing Shot (c) 1988 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0080 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- PORTS - + + +* Computers : + +Atari ST (1988) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +$end + +$info=pastelg, +$bio + +Pastel Gal (c) 12/1985 Nichibutsu. + + +An earlier mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.496 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=pblbeach, +$bio + +Pebble Beach - The Great Shot (c) 09/1995 T&E Soft. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=peekaboo, +$bio + +Peek-a-Boo! (c) 05/1993 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-D hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : paddle + +Buttons : 4 + +$end + +$info=peggle,pegglet, +$bio + +Peggle (c) 1991 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 350 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : trackball + + +- STAFF - + + +Game concept / Art : Scott Morrison + +Programmer : Janie Zeto + +Sounds : Leif Marwede + +Hardware / Support : Ann Vonckx, Bill Remer + +$end + +$info=pengo,pengo2,pengo2u,pengob,pengo3u,pengo4, +$bio + +Pengo (c) 10/1982 Sega. + +Game ID : 834-0386 + + +Pengo the Penguin is the eponymous star of Pengo the video game. The basic layout of Pengo is akin to "Pac-Man", in that it is a top down, 2D, gridlike arrangement. The maze is made from blocks of ice that Pengo can push to obliterate the enemies - the 'Sno-Bees'. One of Pengo's distinguishing features is its 'interactive walls'. If Pengo pushes the wall it goes into 'freeze mode', and any Sno-Bees next to the wall are instantly frozen. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.02 Mhz) + +Sound Chips : Namco (@ 3.02 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Penta". + + +- UPDATES - + + +(Set 2) draws its maze much more quickly and has snappy original music, whereas (Set 1)'s music is a copy of an instrumental pop song (Hot Butter - Popcorn - 1972). + + +- STAFF - + + +Designed and programmed by : Nobuo Kodera, Tsutomu Iwane, Akira Nakakuma, Shinji Egi + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + +Sega Game Gear (1990) + +Sega Saturn (1997, "Sega Memorial Selection Vol.1") + + +* Computers : + +Atari 800 (1983) + +Commodore C64 (1983, "Petch") + +Amstrad CPC (1986, "Troglo") + + +* Others : + +LCD handheld game (1982) by Bandai. + +VFD portable game (1983) by Bandai. + +Mobile phones (2001) + +$end + +$info=penbros, +$bio + +Penguin Brothers (c) 2000 Subsino. + + +A *Cool* cross between "Bubble Bobble" and "Bomber Man". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Producers : Masanori Kagawa (NSI), Seiji Kurokawa (ADD), Tadayuki Emori (EMS) + +Game designer : Ago + +System programmer : M. Shimazaki + +Game arranger : T. Senba + +Sound : Reeb, Yamanaka (Calura) + +Graphic : Ago, Mika. S, T. Senba + +Game programmers : Ago, M. Shimazaki + +Story : T. Senba + +Management : T. Emori + +$end + +$info=pkunwar,pkunwarj, +$bio + +Penguin-Kun Wars (c) 1985 UPL. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +Penguin-Kun Wars (1985) + +Penguin-Kun Wars 2 (1988, MSX 2) + + +- STAFF - + + +Tsutomu Fuzisawa, Ogata, Nobuyuki Narita, Kosikawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Nintendo Game Boy (1990, "King of the Zoo") + + +* Computers : + +MSX (1986) + +$end + +$info=penta, +$bio + +Penta (c) 1982 Zaccaria. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.02 Mhz) + +Sound Chips : Namco (@ 3.02 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is an Italian bootleg of "Pengo". + +$end + +$info=pepper2, +$bio + +Pepper II (c) 06/1982 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +$end + +$info=percuss, +$bio + +The Percussor (c) 1981 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=perestro,perestrf, +$bio + +Perestroika Girls (c) 1993 Promat. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Fuuki. + + +This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Super Qix". + +$end + +$info=pbillrd,pbillrds, +$bio + +Perfect Billiards (c) 1987 Nihon System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (4x) SN76496 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed by Sega Japan. + +$end + +$info=psoldier, +$bio + +Perfect Soldiers (c) 09/1993 Irem. + + +Seven selectable characters for you to choose from in this early. 90's space-themed fighter. + + +- TECHNICAL - + + +Irem M-92G system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in US as "Superior Soldiers". + + +- STAFF - + + +Game planners : Roo, Hirogon, Oni.Nag + +Programmer : Nagomi + +Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy + +Sound : Irem Sound Team + +$end + +$info=perfrman,perfrmau, +$bio + +Performan (c) 04/1985 Toaplan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 264 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East. + +$end + +$info=pestplce, +$bio + +Pest Place (c) 1983. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Mario Bros." + +$end + +$info=peterpak, +$bio + +Peter Pack-Rat (c) 1984 Atari Games. + + +Peter Pack Rat is a platform game with three different boards; Junkyard, Sewer and a Tree. You play 'Peter'; a pack rat that is attracted to shiny objects. Peter must collect all the shiny objects like bottles, watches, hats, balls, and cans and bring them back to his nest. It will not be easy for Peter. Many enemy creatures such as rats, cats, dogs, bats and owls are in his way and out to get him. + + +- TECHNICAL - + + +Game ID : 136028 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Although only 500 Peter Pack Rat units were produced from the factory, many arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price than a new system. An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day. + + +Peter Pack Rat, as with all the Atari System 1 games, was a very distracting game in the arcade. It would constantly play the background music when no one was playing it. The Atari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortunately for others, they could hear the same thing on the other side of the room! + + +Many arcade owners, not wanting to mess with accessing the setup menu of the game, would just unplug the cabinet after receiving numerous noise complaints. The game wasn't much of a money-maker so it probably saved money in energy costs by being off. + + +Peter Pack Rat had a rather unique control panel configuration. Throw buttons were on both the left and right sides of the joystick and could be used interchangably. They also doubled as the 1 Start and 2 Start buttons. The joystick was an 8-way handle with a small button on top which was the jump button. The joystick was notorious for breaking. To make matters worse, Atari didn't make it easy to get repair parts for it and charged a great deal for them. Peter Pack Rat was down quite often. + + +In all scenes there are placeholders for the shiny objects Peter must collect. Some of these placeholders do not match the object that goes in them. It is surmised that Atari may have thought some of the objects were inappropriate and changed them at the last minute. The Atari developers did not have enought time to rewrite the background code before the game went into production. If you look closely you can make out a pack of cigarettes, a lighter and a stop sign. There are other mismatches but the placeholders are too generic-looking to identify the original object. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991. + + +- TIPS AND TRICKS - + + +* Don't forget you have an 8-way joystick. Make use of it. If an enemy is at any 45 degree angle and in your way, shoot it! Use this when trying to get objects in the spider's web. Often the spider will attack at an angle. + + +* Many people don't realize that Peter can swim. Afterall, you are a rat and a rats can swim. + + +* When you are in the water you can stun and ride the alligator. If you do manage to agitate the alligator and he starts chmoping at you in the air, don't worry about it. He can never get you that way. Only when you are in the water or drop directly into his mouth. + + +* Gravity can be your friend when dropped from a flying creature. If you get knocked loose or if your flying buddy is about to let you go, THROW AN OBJECT DOWNWARD IMMEDIATELY. There is a very good chance you will hit another attacking flying creature and now, you dropped on it and it's carrying you! This is particularily effective with owls in the tree scene. + + +* Don't let the slick surfaces in the sewer intimidate you. You can still jump left and right when on top of them. This is advantageous when trying to avoid the alligator, the spider and other enemies that may be right on his tail. + + +* When jumping left, right or falling, pushing up on the joystick when Peter is right over a ladder will make him grab onto it. This is useful in avoiding enemies that are right below you and off the screen. + + +* In higher levels (known as 'waves' in this game), Peter gets stronger and can jump farther and higher. Use this new "super jump" ability to jump straight up to levels above him, to quickly avoid the attacking creatures and move farther left and right across the screen. This ability is extremely advantageous in the tree scene. Peter can jump clear across from one side of the tree to the other. + + +- STAFF - + + +Designed and programmed by : Peter Thompson (PCT) + +Art and animation by : Debbie Hayes (DAH) + +Sound by : Mike Fuller + +$end + +$info=cppicf,cppicf2, +$bio + +Peter Pepper's Ice Cream Factory (c) 02/1984 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 39 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- SERIES - + + +1. Burger Time (1982) + +2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO) + +3. Super Burger Time (1990) + +$end + +$info=pettanp, +$bio + +Pettan Pyuu (c) 1984 Sun Electronics. + + +- TECHNICAL - + + +Game ID : TVG16 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=phantasm, +$bio + +Phantasm (c) 1991 Jaleco. + + +Talk about lousy days! During a walk with your girlfriend you are ambushed by unknown guys who take your girl away and shoot you dead! Now, as a wandering spirit with the ability to possess almost anybody you come across, you are summoned by your girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage so that you can rest in peace. Features colourful cartoony graphics, decent music & sound effects, lots of variety (since you can possess any enemy except bosses!) and classic platform action. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Avenging Spirit". + + +- TIPS AND TRICKS - + + +* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending. + + +- STAFF - + + +Total planner : Toku + +Game designer : Myaa + +Programmer : T. Hata + +Character designers : Sanbo, H. Mamoru + +B.G. designers : Seven Star, C 57 + +Sound producer : Tykoon Mori + +Sound composer : Studio O. K. + +$end + +$info=phantom2, +$bio + +Phantom II (c) 10/1979 Midway. + + +- TECHNICAL - + + +Game ID : 652 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=phantoma, +$bio + +Phantomas (c) 1981 Jeutel. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a French version of "Spectar". + +$end + +$info=phelios, +$bio + +Phelios (c) 1988 Namco. + +Game ID: PS + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989. + + +- STAFF - + + +Music composed by : Yoshinori Kawamoto (Kawagen) + +$end + +$info=phoenix,phoenixt,phoenix3,phoenixc,phoenixa, +$bio + +Phoenix (c) 12/1980 Amstar. + + +Phoenix is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Phoenix's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Phoenix adds to the basic formula by including large multi-part enemies (the 'Phoenixes' themselves), a 'shield' button (that takes seven seconds to 'regenerate' after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Phoenix's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +Most Phoenix games will be in a standard Centuri woodgrain cabinet, but several other cabinets exist, due to this game being sold by multiple companies at the same time. These use sticker sideart (which covers the upper half of the machine), and glass marquees. The control panel is made up entirely of buttons, no joysticks are present. The monitor in this machine is mounted vertically, and the monitor bezel is relatively unadorned. Phoenix uses a unique wiring harness, which isn't know to be compatible with any other games. + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (03/1981). + + +This game is also known as "Griffon". + + +Phoenix was the first multi-level space shooter and also the first shooter to include bosses. + + +Some bootlegs / hacks are known as "Batman Part 2", "Falcon" and "Condor". A French hack of this game is known as "Vautour". + + +- TIPS AND TRICKS - + + +* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you will get 200,000 points instead of 200 - The best way to get the 200,000 point bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. If you repeat the trick after succesfully doing it the first time, you lose 200,000 points however - so make sure you only do it once !. + + +- SERIES - + + +1. Phoenix (1980) + +2. Pleiads (1981) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + + +* Computers : + +Commodore C64 (1984, "Eagle Empire") + + +* Others : + +Arcade Legends : Space Invaders TV Game (2004) + +$end + +$info=photoy2k, +$bio + +Photo Y2K (c) 1999 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Real and Fake". + + +- SERIES - + + +1. Photo Y2K (1999) + +2. Photo Y2K 2 (2000) + +$end + +$info=phozon, +$bio + +Phozon (c) 08/1983 Namco. + + +- TECHNICAL - + + +Main CPU : 6809 @ 1.536 Mhz + +Sub CPU : 6809 @ 1.536 Mhz + +Sound CPU : 6809 @ 1.536 Mhz + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TIPS AND TRICKS - + + +* Easter Egg : Enter service mode and enter the following sequence : Up(x4), Right, Down, Left(x2). + +'(c) (p) 1983 NAMCO LTD.' will be added at the bottom of the screen. + + +- STAFF - + + +Music and sound composed by : Yuriko Keino + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.2") + + +* Computers : + +PC [Windows, CD-Rom] (1997, Namco History Vol.2") + +$end + +$info=phrcraze, +$bio + +Phraze Craze (c) 1986 Merit. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 5 + +$end + +$info=pickin, +$bio + +Pickin' (c) 1983 Valadon Automation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pignewt,pignewta, +$bio + +Pig Newton (c) 1983 Sega. + + +- TECHNICAL - + + +Sega G80 Raster hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 129 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=pigout,pigouta, +$bio + +Pig Out - Dine Like a Swine (c) 06/1990 Leland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Direction : John Rowe, Medo Moreno, Dan Viescas + +Art : Jerry Huber + +Software : Cris Fitch, Joe Kosic + +Music / Fx : Sam Powell + +Sound software : Michelle Simon + +Hardware : Alex McKay, Eric Henderson + +Cabinet art : Scott Benefiel + +Cabinet designer : Dave Scott + +$end + +$info=pigskin, +$bio + +Pigskin 621AD - Ancient Archrivals on a Rampage (c) 1990 Midway. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- STAFF - + + +Concept and design by : Brian Colin, Jeff Nauman + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990, "Jerry Glanville's Pigskin Footbrawl") + +$end + +$info=pltkids,pltkidsa, +$bio + +Pilot Kids (c) 1998 Psikyo. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +Another version runs on the Sega Model 2B hardware. + + +- TRIVIA - + + +An enemy character that appears on Stage 6 is a homage to Bruce Lee. + + +Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999. + + +- STAFF - + + +Music composed by : Manami Matsumae + +$end + +$info=pbaction,pbactio2, +$bio + +Pinball Action (c) 1985 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- SERIES - + + +1. Pinball Action (1985) + +2. Super Pinball Action (1991) + +$end + +$info=pbchmp95, +$bio + +Pinball Champ '95 (c) Veltmeijer Automation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=pinbo,pinbos, +$bio + +Pinbo (c) 1984 Jaleco. + + +- TECHNICAL - + + +Game ID : PB-8421 + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game was released by Strike in 1985. + +$end + +$info=pc_pinbt, +$bio + +PinBot (c) 1988 Rare. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=ppking, +$bio + +Ping Pong King (c) 1985 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz) + +Sound CPU : M6809 (@ 750 Khz) + +Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 455 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1026 + +$end + +$info=ppmast93, +$bio + +Ping Pong Masters '93 (c) 1993 Electronic Devices. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5 Mhz) + +Sound Chips : YM2413 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + +$end + +$info=pballoon, +$bio + +Pioneer Balloon (c) 03/1982 SNK. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 930 Khz) + +Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pipedrm,pipedrmj, +$bio + +Pipe Dream (c) 1990 Video System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.5795 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST. + + +- STAFF - + + +Sound composer : Naoki Itamura + +Sound FX : K. Okuda + +$end + +$info=pipibibs,pipibibi, +$bio + +Pipi & Bibis (c) 1991 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-025 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.375 Mhz) + +Sound Chips : YM3812 (@ 3.375 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nova Apparate GMBH & Co. for Europe. + +Licensed to Romstar for USA. + + +This game is known in Japan as "Whoopee!!". + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +$end + +$info=piranha,piranhah,piranhao, +$bio + +Piranha (c) 11/1981 GL. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Pac-Man" that was released in the arcades as a conversion kit. + +$end + +$info=piratpet, +$bio + +Pirate Pete (c) 11/1982 Taito. + + +In Pirate Pete you play a red haired pirate, with an interesting purple outfit (real pirates never wore purple).. Pirate Pete has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a reworked version of "Jungle King". + + +Pirate Pete used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Pirate Pete machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Pirate Pete' logo, surrounded by images of treasure and pirate ships.. + + +- UPDATES - + + +The differences between this game and Jungle King are : + +* An opening musical theme is used in certain parts of the game instead of the opening Tarzan yell. + +* The player character is a heroic pirate instead of the Tarzan character (he swings on ropes between ship's masts instead of vines between trees, swims through a shark-infested ocean instead of a crocodile-infested river). + +* The enemies on the fourth level are sword-wielding pirates instead of spear-chucking cannibals. + +$end + +$info=piratetr, +$bio + +Pirate Treasure (c) 1982 Tong Electronic. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.25 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +$end + +$info=pirates, +$bio + +Pirates (c) 12/1994 NIX. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Story board : Lourdes Marcos Diaz, Yolanda Plaza De Prado + +Game programmers : Argimiro Salvador, Carlos Barahona, Fernando Yago + +Graphic designer : Tomas Bases + +Sound and music : Xavier Tobella + +Hardware designers : Fernando Yago, Manuel Baena, Arthy + +Game skill : Jordi Zudaire, Mikel Asurmendi + +Coordinator : Fernando Yago + +$end + +$info=pisces,piscesb, +$bio + +Pisces (c) 19?? Subelectro. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pistoldm, +$bio + +Pistol-Shogun - Pistol Daimyo no Bouken (c) 10/1990 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : PD + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Adventure of Pistol Feudal Lord'. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991. + + +- STAFF - + + +Sound Composers : Seiichi Sakurai, Shinji Hosoe, Yoshie Takayanagi + +$end + +$info=pitnrun, +$bio + +Pit & Run - F1 Race (c) 1984 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=pitboss, +$bio + +Pit Boss (c) 198? Merit. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 5 + +$end + +$info=thepit, +$bio + +The Pit (c) 04/1982 Centuri. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Computers : + +Commodore C64 (1983) + +$end + +$info=pitfight,pitfigh3,pitfighb,pitfighj, +$bio + +Pit-Fighter (c) 09/1990 Atari Games. + + +Three digitized brawlers face off cooperatively against street thugs beat-'em-up style, with crowd interference and usable weapons. Players also fight each other in a 'Grudge Match' and get a ride on a forklift! Features impressive camera zoom and side-to-side pan for a cinematic look! + + +- TECHNICAL - + + +Atari G1 hardware + +Game ID : 136081 + + +Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1280 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pit-Fighter is the first game to use digitized stills of actual actors taken using a green screen technique instead of hand drawn graphics. + + +Pit Fighter was available in both dedicated cabinets and conversion kits. The conversion versions were usually only two-player while the dedicated machine supported three players. There isn't really a whole lot to say about this particular machine, the artwork had a reddish scheme, and the dedicated versions had 25'' arcade monitors. A lot of these machines were turned into "Street Fighter 2 - The World Warriors" before they were even a year old. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991. + + +- STAFF - + + +Project leaders / Designers : Gary Stark and Mark Stephen Pierce + +Programmers : Gary Stark and Paul Kwinn + +Digital Imaging : Rob Rowe + +Engineers : Sam Lee and Doug Snyder + + +* CAST : + +Buzz : Bill Chase + +Ty : Marc Williams + +Kato : Glenn Fratticelli + +Executioner : John Aguire + +Southside Jim : James Thompson + +Chainman : Eddie Venancio + +Mad miles : Miles McGowan + +Heavy Metal : Kim Rhodes + +C.C. Rider : Rich Vargas + +Angel : Angela Stellato + +Masked Warrior : Bill McAleenan + +Knife Woman : Dianne Bertucci + +Knife Man : Milt Loper + +Finale Women : Tina Scyrater, Maria Lenytzkyj + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +Sega Mega Drive (1991) + +Nintendo Game Boy (1992) + +Atari Lynx (1992) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +Sega Master System + + +* Computers : + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + +Amstrad CPC (1991) + + +Commodore Amiga (1991) + +Atari ST (1991) + +PC [MS-DOS, 5.25''] (1991) : This port of Pit-Fighter inexplicably uses a sprite resizing algorithm that stretches only vertically, not horizontally. This results in very odd-looking 'skinny' fighters onscreen. + +$end + +$info=pitfall2,pitfallu, +$bio + +Pitfall II - The Lost Caverns (c) 1984 Activision. + + +You're the adventurer, the world famous jungle explorer and fortune hunter extraordinaire, Pitfall Harry. Make your way through a lost forest / cavern system. Collect treasure as you go for more points. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5627 + + +Main CPU : Z80 (@ 3.6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Reprogrammed and released by Sega in 1985, this arcade game is based on two games (Pitfall! and Pitfall! 2) originally created and designed by David Crane for Activision on the Atari 2600. David Crane was one of the most highly awarded video game designers in the world. David Crane was also one of the founders of Activision in 1979 (the first ever software house which developed games for third party hardware). + + +An official Pitfall! gameboard based on the video game was released in 1983 by MB (Milton Bradley), licensed from Activision. + + +- SERIES - + + +1. Pitfall! (1982, Atari 2600) + +2. Pitfall II - The Lost Caverns (1984) + +3. Super Pitfall! (1987, Nintendo Famicom) + +4. Pitfall - The Mayan Adventure (Nintendo Super Famicom) + +5. Pitfall 3D - Beyond The Jungle (1998, Sony PlayStation) + +6. Pitfall - The Lost Expedition (2004, Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Sega SG-1000 + + +* Computers : + +Atari 800 (1983-84) + +$end + +$info=plsmaswd, +$bio + +Plasma Sword - Nightmare of Bilstein (c) 1998 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Star Gladiator 2 - Nightmare of Bilstein". + + +Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998. + + +- TIPS AND TRICKS - + + +* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up. + + +* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up. + + +* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) : + +1) Finish three rounds with 'Plasma Strike'. + +2) Finish two rounds with 'Perfect'. + +3) Finish a round with 'Plasma Field'. + + +* Secret ending (Points number needed at the end of level 8) : + +1) One round at 70.000 pts. + +2) Three rounds at 95.000 pts. + +3) Five rounds at 110.000 pts. + + +- SERIES - + + +1. Star Gladiator - Episode : I Final Crusade (1996) + +2. Plasma Sword - Nightmare of Bilstein (1998) + +$end + +$info=plgirls, +$bio + +Play Girls (c) 1992 Hot-B. + + +- TECHNICAL - + + +Taito L System hardware + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Play Girls (1992) + +2. Play Girls 2 (1993) + + +- STAFF - + + +Producer : Hiroshi Omori + +Designers : Tomosama, Fun + +Programmers : Masato Kimura, Takumi Nakayama + +$end + +$info=plgirls2, +$bio + +Play Girls 2 (c) 1993 Hot-B. + + +- TECHNICAL - + + +Taito L System hardware + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Play Girls (1992) + +2. Play Girls 2 (1993) + + +- STAFF - + + +Project leader : Yamaguchi + +Producers : Hiroshi Omori, Ko....Shi To...En + +Programmers : Yamaguchi, Y. Hirasawa, Y. Satoh + +Graphic designers : R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem + +$end + +$info=playball, +$bio + +PlayBall! (c) 1983 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz), HC55516 (@ 894.75 Khz) + + +Screen orientation : Vertical + +Video resolution : 231 x 292 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +$end + +$info=pgoal, +$bio + +Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0219 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Futsal - 5 on 5 Mini Soccer". + + +Pleasure Goal has an advert for "Ironclad" in it on the advertising boards. + + +- STAFF - + + +Executive producer : N. Tanaka + +Planner : Ishimotti + +Programmers : A. Ooi, K. Kawakubo, S. Yamane + +Designers : Suitanakano, J. Mikami.24, Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa + +Sound : Sin Chan, Kaz Oshikiri + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=pleiads,pleiadce,pleiadbl, +$bio + +Pleiads (c) 04/1981 Tehkan. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Centuri for US manufacture and distribution (07/1981). + + +The cabinet artwork spells the name as 'Pleiades' but the game has it spelled 'Pleiads'. The name itself is from Greek mythology, of which there are several different spellings (Pleiads, Pleiades, Peleiades). + + +A Pleiads unit appears in the 1982 movie 'Fast Times at Ridgemont High'. + + +- SERIES - + + +1. Phoenix (1980) + +2. Pleiads (1981) + +$end + +$info=plotting,plottina, +$bio + +Plotting (c) 07/1989 Taito. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : B96 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Flipull". + + +- PORTS - + + +* Consoles : + +Amstrad GX4000 (1990) + +Nintendo Famicom (19??, "Flipull") + +Nintendo Game Boy (1990, "Flipull - An Exciting Cube Game") + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +Amstrad CPC+ (1990) + +$end + +$info=plumppop, +$bio + +Plump Pop (c) 1987 Taito. + + +- TECHNICAL - + + +Game ID : A98 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- STAFF - + + +Directed by : Yoshihisa Nagata + +Game designed by : Mitsukoh Kimura (M.K), Toshio Kohno, Onijust + +Programmed by : Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata + +Art designed by : Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa + +Mechanical engineer : Yasunori Hatsuta + +Designed by : Naoko Yoshida + +Hardware designed by : Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa + +Sound created by : Hisayoshi Ogura (OGR) + +$end + +$info=plusalph, +$bio + +Plus Alpha (c) 06/1989 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Plus Alpha - PCCB-00015) on 15/12/1989. + + +- STAFF - + + +Main programmer : Papa Sekiya + +Character programmer : Motoko + +Special programmer : Yuma Yoshida + +Main character designer : Rolling.N + +Character designers : Otappie Etoh, U. Keijiro + +Main scroll designer : Nekomasa + +Scroll designers : Markun!, Otatuku + +Opening designer : Nekomasa + +Present designer : Markun! Takahashi + +Ending designer : Otatuku Etoh + +Sound : Tsukasa Tawada + +Voice actress : Eppin Honda + +Sound programmer : Panic Yunma + +Game designer : Momonga + +$end + +$info=pnickj, +$bio + +Pnickies (c) 06/1994 Compile. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Capcom for manufacture and distribution. + +$end + +$info=pfghtj, +$bio + +Pocket Fighter (c) 09/1997 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 25 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Super Gem Fighter - Mini Mix". + + +Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds). + + +When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones : + +Felicia : Can disguise herself as Rockman ("Rockman - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Vampire - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode :I Final Crusade"). + +Ibuki : Among her costumes are Rolento (Street Fighter Zero) and Chaka ("Jojo's Bizarre Adventure"). + +Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode :I Final Crusade") & Jill Valentine ("Resident Evil"). + +Gouki : He disguises himself as Leo ("Warzard"). + +Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Zero"). + +Lord Raptor's graveyard makes a cameo in Gouki's ending! + +Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure"). + +Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure"). + +Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :( + +Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire"). + +Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard". + +Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!). + +The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :) + + +Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are : + +Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento (Street Fighter games). + +Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games). + +Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! (Resident Evil games). + +Helena ("Street Fighter III - New Generation"). + +Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire"). + +Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games). + +Jun May Williams & Rimgal ("Star Gladiator - Episode :I Final Crusade"). + +Don Tacos ("Pang! 3"). + +Pao & Leo ("Warzard"). + +Son Gokuu ("Son Son"). + + +All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'. + + +The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss. + + +- TIPS AND TRICKS - + + +* Play As Gouki : At the character select screen, highlight Ryu and press Left. + + +* Play As Dan : At the character select screen, highlight Ken and press Right. + + +* Alternate Ending : After beating the game, hold the 'Special' button before the credits appear to listen an alternate ending tune (Note : This trick works only in the Japanese version). + + +- STAFF - + + +Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko + +Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno + +Character Designers : Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin + +Music composers & Arrangement : Isao Abe, Yuki Iwai, Setsuo Yamamoto + +Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno + +Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Hyper Shinchan, Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret + +Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake + +Producer : Takashi Sado + +General producer : Noritaka Funamizu + +Executive producer : Yoshiki Okamoto + + +Voice Actors : + +Ibuki : Amano Yuri + +Felicia : Araki Kae + +Tessa : Ishii Naoko + +Ken Masters : Iwanaga Tetsuya + +Sakura Kasugano : Sasamoto Yuko + +Morrigan : Jinguji Yayoi + +Zangief : Takagi Wataru + +Akuma : Nishimura Tomomichi + +Hsien-Ko : Neya Michiko + +Ryu : Hoshi Souichiro + +Dan Hibiki : Hosoi Osamu + +Chun-Li : Miyamura Yuko + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Sega Saturn (1998) + +Bandai WonderSwan (2000) + +$end + +$info=pcktgal,pcktgalb,pcktgal2, +$bio + +Pocket Gal (c) 12/1987 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Super Pool III". + + +- UPDATES - + + +Pocket Gal 2 is not the sequel to Pocket Gal, it's the English text version. + + +In Super Pool III instead of the girl stripping between levels, the fully clothed image is repeated. + + +- SERIES - + + +1. Pocket Gal (1987) + +2. Pocket Gal Deluxe (1993) + + +- STAFF - + + +Programmers : Minagawa, Shinichi + +Designer : Kinta58000 + +Graphics designers : Masa, Fusimi, Astaroth, Mixman + +Sound : Hitomi, Tatsuya, Yoshida Hiroaki, Azusa Hara (AZUSA) + +$end + +$info=pktgaldx, +$bio + +Pocket Gal Deluxe (c) 1993 Nihon System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + + +- SERIES - + + +1. Pocket Gal (1987) + +2. Pocket Gal Deluxe (1993) + +$end + +$info=ptblank, +$bio + +Point Blank (c) 1994 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: GN + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Gun Bullet". + + +- SERIES - + + +1. Point Blank (1994) + +2. Point Blank 2 (1999) + +3. Point Blank 3 + + +- STAFF - + + +Planning director : S. Tohyama + +Game coordinator : Y. Kounoe + +'Oyaji' programmer : Yasushi .O + +Main programmer : S. Yamada + +Programmer : Kenichi. T + +CG designers : H.K, D. Onizuka + +3D designers : Shigemasa, Gonta + +'Oyaji' Dotter : Norion5 + +Music & Sound FX : T. Aihara, Ishikavan, Hiroto Sasaki (Saman) + +Mechanical designers : Ohara, Inoue + +System constructors : T. Inui, KJ-, Masayuki. K + +Industrial designers : Tohru. Y, H. Shimane + + +- PORTS - + + +* Consoles : + +Sony Playstation (1998) + +$end + +$info=ptblank2, +$bio + +Point Blank 2 (c) 1999 Namco. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- SERIES - + + +1. Point Blank (1994) + +2. Point Blank 2 (1999) + +3. Point Blank 3 + +$end + +$info=poitto, +$bio + +Poitto! (c) 1993 Metro / Able. + +$end + +$info=pokrdice, +$bio + +Poker Dice (c) 1991 Strata / Incredible Technologies. + + +A poker game. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 6 + +$end + +$info=pkladies,pkladiel, +$bio + +Poker Ladies (c) 1989 Mitchell. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + + +- TRIVIA - + + +Also licensed to Leprechaun. + + +The graphics were developed by Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists) for the game "Mahjong Gakuen". He also helped develop the 'interaction' that happened in the bridge scenes, where by pressing a certain button you did kinky 'things' to the naked gals on the screen. Indeed, the effort put into "Mahjong Gakuen" could not be wasted for a Japanese release only, so Capcom developed "Poker Ladies" for worldwide release, changing the theme from Mahjong to Poker and marketing it under the 'Mitchell' name. + + +The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2". + + +- UPDATES - + + +Leprechaun's Poker Ladies version has some differences : + +* 3 hands instead of 4. + +$end + +$info=polaris,polarisa, +$bio + +Polaris (c) 08/1980 Taito. + +Game ID : PS + + +You're the commander of a Polaris class nuclear submarine. Your mission is to defend your country from enemy attack. War has been declared and you find yourself deep in enemy water with no help. In your battle, you will be required to defend against wave after wave of enemy planes and dive bombers. To make things worse, the enemy has sent their own subs and destroyers. In the course of your battles, you will need to manoeuvre through dangerous channels full of mines. Don't expect a short war and the battles get rougher, how many of the enemy can you destroy before they get you. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 1.9968 Mhz) + +Sound Chips : Discrete (@ 1.9968 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +$end + +$info=polepos,polepos1,poleposa, +$bio + +Pole Position (c) 09/1982 Namco. + + +- TECHNICAL - + + +Game ID: PP + + +Main CPU : Z80 @ 3.072 Mhz (also drives the sound) + +Sub CPU 1: Z8002 @ 3.072 Mhz + +Sub CPU 2: Z8002 @ 3.072 Mhz + +Sound Chips : Namco (@ 3.072 Mhz), (2x) Namco (@ 1.536 Mhz), Custom (@ 1.536 Mhz), Samples (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 128 + + +Player : 1 + +Controls : Steering wheel, gear shifter, pedals (gaz and brake) + + +- TRIVIA - + + +Also licensed to Atari for US manufacture and distribution (11/1982). Approximately 20,400 units were produced by Atari (~17,250 Upright and ~3,150 Cocktail). + + +When Pole Position was introduced in 1982, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. Pole Position started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and it was a huge success, dominated game charts for almost about 2 years. + +This was the first driving game to be based on a real circuit : The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background. + + +* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic," Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game.". + + +* The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females," Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to : racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to "Pac-Man", and I see them take to racing games, almost regardless of what the racing game is.". + +Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out," Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that.". + + +* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door. + + +The upright version of Pole Position came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene.While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly for you. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter. + + +There was also a cockpit version of this game. It (thankfully), shipped in two pieces that were screwed together on location. It had little in the way of decoration inside, but the white exterior was covered in detailed race car scenes that were much more attractive than those on the upright. The cockpit Pole Position cabinet had both a gas pedal and a brake pedal, while the upright cabinets had only a gas pedal. + + +Pole Position is widely cursed by collectors as having the worst hardware design of any arcade game released in the 1980s. Internal documents that have recently surfaced bear this fact out. The circuit board underwent a large number of modifications and design changes that, while finally allowing the game to function, made the boards fragile. Proof can be found by the piles of Pole Position video PCBs with burnt edge connectors sitting on collectors' workbenches :). Working replacement Pole Position PCBs are very hard to find these days, and almost all of the known repair shops won't even look at them, much less attempt to fix them. + + +A bootleg of this game is known as "Top Racer". + + +A Pole Position unit appears in the 1983 movie 'Joysticks'. + + +Parkers Brothers released a boardgame based on this videogame (same name) : Players put various movement cards (move 5, move 4, move rookie/move 2, move 2/shift track) in an attempt to be the first car around the track. + + +- UPDATES - + + +Differences between the Namco and the Atari version : + +* On the title screen, Namco's original version say '1LAP 4359M', Atari's version convert this in : '1LAP 2. 709mi.' + +* At the start of the game, a Goodyear blimp carries the white banner across the screen in the Namco version while a blimp with the word 'Atari' carries the white banner across the screen. + +* The white banner that flies across the screen in the Namco version says 'Yosen Start!' on it accompanied by a woman's voice that says 'Yosen Start desu'. It means 'Preliminary Start'. The Atari version has the white banner and a woman's voice say 'PREPARE TO QUALIFY'. + +* There are billboards for "Dig Dug" and "Centipede" in Atari's version, instead of 'Marlboro' and 'Pepsi' in Namco's version. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Turn wheel to 04; Change the shifter from LO to HI. + +3) Turn wheel to 45; Change the shifter from LO to HI. + +4) Turn wheel to 55; Change the shifter from LO to HI. + +5) Turn wheel to 56; Change the shifter from LO to HI. + +6) Turn wheel to 91; Change the shifter from LO to HI. + +'(c) 1982 NAMCO LTD.' will appear on the screen. + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +3. Final Lap (1987) + +4. Final Lap 2 (1990) + +5. Final Lap 3 (1992) + +6. Final Lap R (1993) + + +- STAFF - + + +Sound : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1983) + +GCE Vectrex (1983) + +Atari 7800 (1989) + +Sony PlayStation (1995, "Namco Museum Vol.1") + +Nintendo 64 (1999, "Namco Museum 64") + +Sega Dreamcast (1999, "Namco Museum") + +Sony PlayStation 2 (2001, "Namco Museum") + +Nintendo GameCube (2002, "Namco Museum") + +Microsoft XBOX (2002, "Namco Museum") + + +* Computers : + +Commodore VIC-20 (1983) + +Commodore C64 (1983) + +Sinclair ZX Spectrum (1984) + +Amstrad CPC (1985) + +PC [Microsoft Windows 95] (1995, "Return of The Arcade") + +Atari 800 + + +* Others : + +Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004). + +$end + +$info=polepos2,poleps2b,poleps2a, +$bio + +Pole Position II (c) 10/1983 Namco. + + +This game may seem a bit familiar to you (even if you have never played it before), because it is just like the original "Pole Position". You begin your race by selecting one of four courses (Fuji, Test, Suzuka, and Seaside), and then doing a qualifiying run. You then get to race the real race against other cars. You view the action from the pseudo 3-D behind the car viewpoint that has become industry standard ever since the first "Turbo" machine came out. The road graphics are identical to the original "Pole Position", but the cars have changed a bit, and use a different color scheme. + + +- TECHNICAL - + + +Main CPU : Z80 @ (3.072 Mhz) (also drives the sound) + +Sub CPU 1: Z8002 (@ 3.072 Mhz) + +Sub CPU 2: Z8002 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), (2x) Namco (@ 1.536 Mhz), Custom (@ 1.536 Mhz), Samples (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 128 + + +Player : 1 + +Controls : Steering wheel, gear shifter, pedals (gaz and brake) + + +- TRIVIA - + + +Also licensed to Atari for US manufacture and distribution (12/1983). Approximately 2,400 units were produced by Atari. + + +The upright version of Pole Position II came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene.While the marquee had a Pole Position II logo superimposed over a checkerboard pattern. This is the exact same cabinet used in the original "Pole Position",the only thing that was changed was the marquee, and the outlines of the courses shown on the control panel. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter. + + +There was also a cockpit version of this game. This was one completely different than the original "Pole Position" cockpit. It shipped in a single piece, and had a clear window in the back for observers to watch the action. It had little in the way of decoration inside, but the exterior was completely covered in detailed race car scenes that were much more attractive than those on the original "Pole Position". The cockpit Pole Position II cabinet had both a gas pedal and a brake pedal, while the upright cabinets had only a brake pedal. + + +- UPDATES - + + +Here is a list of changes from "Pole Position" : + +* Added 3 new race tracks : Suzuka, Seaside and a Test + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Turn wheel to 04; Change the shifter from LO to HI. + +3) Turn wheel to 45; Change the shifter from LO to HI. + +4) Turn wheel to 55; Change the shifter from LO to HI. + +5) Turn wheel to 56; Change the shifter from LO to HI. + +6) Turn wheel to 91; Change the shifter from LO to HI. + +'(c) 1982 NAMCO LTD.' will appear on the screen. + + +- SERIES - + + +1. Pole Position (1982) + +2. Pole Position II (1983) + +3. Final Lap (1987) + +4. Final Lap 2 (1990) + +5. Final Lap 3 (1992) + +6. Final Lap R (1993) + + +- STAFF - + + +Sound : Nobuyuki Ohnogi + + +- PORTS - + + +* Consoles : + +Atari 7800 (1989) + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Sony PlayStation 2 (2001, "Namco Museum") + + +* Computers : + +Commodore C64 (1988) + +$end + +$info=policetr,policeto,plctr13b, +$bio + +Police Trainer (c) 11/1996 P&P Marketing. + + +- TECHNICAL - + + +Main CPU : R3000 (@ 24 Mhz) + +Sound Chips : BSMT2000 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 394 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- UPDATES - + + +REVISION 1 : + +* Software version : 1.1 + + +REVISION 2 : + +* Software version : 1.3 + +* Operator menu (Setting) : 'Attract Mode Sounds' option removed. + +* Operator menu (Setting) : 'Difficulty' option added. + +* Operator menu (Setting) : 'Calibrate Guns' option replaced by 'Verify And Calibrate Guns'. + + +REVISION 3 : + +* Software version : 1.3B + + +- STAFF - + + +Electronics software, game design : Fred Heyman + +Art direction, game design, Audio : Steve Boyer + +3D models and animations : Birdy Vanasupa + +3D models and animations, Sound : Matthew Akers + +PCB layout : Dave Oermann + +Voices : Valerie Hartmann + +$end + +$info=pollux,polluxa, +$bio + +Pollux (c) 1991 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Directors : Jooshun Hong, Youchur No, Choonduk Kia + +Hardware Designer : Sunghun Lee + +Music : Sanghyuk Lee + +Background designer : Meerang Oh, Minjuang Lee + +Animation designers : Woochoul Jung, Meesook Yeq + +Main software : Haisung Ryou, Joagil Lee + +$end + +$info=polyplay, +$bio + +Poly-Play (c) 1985 VEB Polytechnik Karl-Marx-Stadt. + + +This game features seven different games : Hirschjagd (similar to "Robotron 2084"), Hase und Wolf (a "Pac-Man"-type game), Abfahrtslauf, Schmetterlinge, Schießbude ("Carnival" clone), Autorennen, Merkspiel, Wasserrohrbruch. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.4576 Mhz) + +Sound Chips : Custom (@ 2.4576 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 10 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +"Hirschjagd" translates from German as 'Deer Hunt'. + +"Hase und Wolf" translates from German as 'Rabbit and Wolf'. + +"Abfahrtslauf" translates from German as 'Departure Run'. + +"Schmetterlinge" translates from German as 'Butterflies'. + +"Schießbude" translates from German as 'Shooting Hut'. + +"Autorennen" translates from German as 'Car Race'. + +"Merkspiel" translates from German as 'Noticing Play'. + +"Wasserrohrbruch" translates from German as 'Water Pipe Break'. + + +The story goes that Poly-Play was the only arcade approved machine to be produced in East Germany and they used to go into places like municipal swimming pool and leisure centres. When the Berlin Wall came down, for some strange reason they recalled the machines to the factory and had them dismantled. A few were salvaged. There were probably about 1000-1500 made. + +$end + +$info=plygonet, +$bio + +Polygonet Commanders (c) 1993 Konami. + + +- TECHNICAL - + + +Game ID : GX305 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : 054539 (@ 48 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This is Konami's first 3D game! + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994. + +$end + +$info=pompingw, +$bio + +Pomping World (c) 12/1989 Mitchell. + + +One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Pang" and in US as "Buster Bros". + + +- SERIES - + + +1. Pomping World (1989) + +2. Super Pang (1990) + +3. Pang! 3 (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planner : NDA + +Programmers : Hospitel Masa, Mamichan Otona + +Music Composer : Tamayo Kawamoto + +Character designers : Hiramattyo, Oyuu + +Direction : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997, "Super Pang Collection") + +NEC PC Engine CD + +$end + +$info=ponpoko,ponpokov, +$bio + +Ponpoko (c) 11/1982 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Venture Line. + + +PonPoko is Japanese onomatopoiea - the sound that a tanuki makes. In Ponpoko, it's also the name of the main character who is, incidentally, a tanuki. + +$end + +$info=pontoon, +$bio + +Pontoon (c) 1989 Sega. + + +- TECHNICAL - + + +Sega System 18 hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=poolshrk, +$bio + +Poolshark (c) 06/1977 Atari. + + +- TECHNICAL - + + +Game ID : 006281 + + +Main CPU : M6800 (@ 1.381875 Mhz) + +Sound Chips : Discrete (@ 1.381875 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 255 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : stick + + +- STAFF - + + +Designed and programmed by : Tom Hogg, Owen Rubin, Mike Albaugh, Paul Mancuso + +$end + +$info=pootan, +$bio + +Pootan (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Pooyan". + +$end + +$info=pooyan,pooyans, +$bio + +Pooyan (c) 10/1982 Konami. + + +In Pooyan, the player controls a pig whose babies have been kidnapped by a group of wolves. The piglets must be rescued using a bow and slabs of meat. + + +- TECHNICAL - + + +Game ID : GX320 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Stern for US manufacture and distribution (12/1982). + + +Pooyan is Japanese for 'little pigs'. It is also very rarely used as an adjective meaning 'extremely stupid'. For example, "Intentionally puncturing your spacesuit is pooyan", or "Injecting straight heroin into your eyeballs is a pooyan idea". + + +Pooyan is among the most innovative shooters in history and cute besides. + + +A bootleg of this game is known as "Pootan". + + +A Pooyan unit appears in the 1983 movie 'Joysticks'. + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Famicom + + +* Computers : + +Commodore C64 (1983) + +MSX (1985) + +Atari 800 + +Sord-M5 + + +* Others : + +LCD handheld game (19??) released by Gakken. + +$end + +$info=popbounc, +$bio + +Pop 'n Bounce (c) 1997 Video System. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0237 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Gapporin". + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- STAFF - + + +Producer : Furukama + +Director : Nishikawa + +Manager : Shiomi + +Programmers : You-Chan, Gen + +Designers : Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya + +Music composer : Naoki Sakamura (Nao Itamura) + +Sound effects : Pirowo, Norie + +Sound programmers : Mami, H. Soyama + +$end + +$info=popnpop,popnpopu,popnpopj, +$bio + +Pop 'N Pop (c) 02/1998 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E51 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Producers : Yoshihisa Nagata, Tsukasa Oshima + +Director : Tomohiro Nishikado + +Planners : Tomohiro Nishikado, Kenichi Hiza + +Programmers : Kuniaki Watanabe, Shinya Sasaki, Kenichi Murohushi, Yasuhito Nagumo, Tomoaki Kasuya + +Character designer : Atsushi Haruta + +Graphic designer : Kazuhiro Fujii, Miyuki Sasaki, Nariyuki Sakamoto, Atsushi Haruta + +Sound director : Kenichi Kamio + +Sound data : Hiroshi Nishikawa (Light Link Music) + +Design works : Hidetomo Ogino + +Quality warranty : Nobbuhiro Koyama + +Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Nintendo Game Boy + +$end + +$info=popbingo, +$bio + +Pop Bingo (c) 1996 Dooyong. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=popflame,popflama,popflamb, +$bio + +Pop Flamer (c) 1982 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : TMS36XX (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1983) + +$end + +$info=popeye,popeyef,popeyeu,popeyebl, +$bio + +Popeye (c) 12/1982 Nintendo. + + +You are in control of the world famous 'Popeye the Sailor Man' in his quest to win the love of 'Olive Oyl'. Standing in your way are 'Bluto' and the 'Sea Hag', but fortunately you have a secret weapon on your side in the form of spinach! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Atari for some distributions. + + +* Popeye From Strip To Screen : Popeye the Sailor, one of the most enduring characters in animation history, began not in motion pictures but in E.C. 'Elzie' Segar's 'Thimble Theater' comic strip. Born in Illinois, Segar began cartooning in Chicago in 1914. Graduating to his own strip for the Chicago American, Segar was then hired in 1919 by Hearst's New York Evening Journal to create the syndicated 'Thimble Theater' strip. 'Thimble Theater' depicted the adventures of Ham Gravy, his girlfriend Olive Oyl and her brother Castor. The venture was a success, expanding to an additional Sunday color page in 1924. Segar's comic strip used complex, rambling and frequently eerie narratives that attracted a devoted following, but it lacked strong central characters. In the 'Thimble Theater' of January 17, 1929, Ham and Castor decided to hire a crew to sail in search of the legendary Whiffle Hen. Walking up to a grizzled one-eyed mariner on a dock, Castor asked him, "Are you a sailor?" "`Ja think I'm a cowboy?" came the reply, introducing Popeye to readers. + + +* Move Over, Ham Gravy : Over a period of months, Popeye developed from a supporting character to the central figure in the hunt for the Whiffle Hen. When Segar finally brought the narrative to a close and tried to retire the sailor, outraged fans contacted the Hearst syndicate demanding more adventures with Popeye. Segar obliged them : the sailor replaced Ham as Olive's love interest, Castor Oyl was reduced to infrequent appearances, and the strip was renamed 'Thimble Theater, Starring Popeye'. + + +The early 1930s was a period of keen competition among American animation studios for market share. Central to the business strategy of most studios was the development of cartoon 'stars' whose popularity would ensure bookings by major theater chains. Disney followed the success of Mickey Mouse by developing new characters like Donald Duck and Goofy up from supporting roles in Mickey Mouse cartoons. Similar strategies were tried at Warner Bros., where Bugs Bunny and Daffy Duck evolved from secondary roles in films starring other animated characters. One of the earliest examples of this took place at the Fleischer Studios, Inc. in New York, where the unpopular starring canine character Bimbo was matched up with a girfriend in Dizzy Dishes (1930). The girlfriend eventually developed into Betty Boop, the studio's major character. With the popularity of Betty Boop at a peak in 1932, brothers Max and Dave Fleischer decided to introduce a new film series which would include another character to grow into a star. Fleischer rival Van Beuren Corporation had already signed an agreement to bring Otto Soglow's strip 'The Little King' to the screen. Max Fleischer, who was a great fan of Segar's strip, approached Hearst's King Features Syndicate for the right to use Popeye. The two companies signed an agreement on November 17, 1932. + + +* Betty Introduces Popeye to the Big Screen : The production of the first Popeye film took place in secrecy. Veteran animator Roland Crandall was given space apart from the rest of the studio. There, he single-handedly animated the entire cartoon, aided only by the inclusion of some Shamus Culhane animation recycled from the earlier Betty Boop's Bamboo Isle (1932). The results were so satisfying that even before the film was released, the Fleischers and King Features amended the agreement granting the studio the right to produce and release animated cartoons featuring Popeye for a five year period. + + +Crandall's film 'Betty Boop Presents Popeye The Sailor' opened in the summer of 1933 as part of the 'Betty Boop' series. After a prologue in which newspapers herald the sailor's film debut, and Popeye sings 'I'm Popeye the Sailor Man', the film featured what was to be the standard 'Popeye' series plot, re-enacted with variations by the Fleischers for the next decade. Olive waits for Popeye to disembark from his ship at the dock. Bluto follows the couple to a fairground, where the two sailors compete for Olive's attentions through feats of strength. Bluto abducts Olive and ties her to a train track. As the locomotive approaches, Popeye and Bluto fight. Popeye defeats Bluto, and, through the magical powers of spinach, is able to stop the train and save Olive Oyl. Here, we see the essential difference between the Segar and Fleischer sense of narrative. Segar reveled in picaresque plots that coursed in unexpected directions for up to two years, exploring every novel twist and nuance of narrative. In anticipation of post-modernism, the very concept of plot was old-fashioned to the Fleischers. Hackneyed and ritualized story conventions were torn apart, recombined in odd juxtapositions, and satirized in endless variations. + + +The Fleischer Popeye cartoons were an instant success. "It might have been just a fluke, a lucky break, that the Segar characters fit the Fleischer style so well", recalls former Popeye animator Myron Waldman. "The animation of Olive Oyl in the mid-1930s was perfect. It fit her. The character had no elbows and the most prominent knees. When she spoke, the voice fit too. This was character. That's what made her so good". + + +* Step Aside, Mickey : Segar's characters were not the only things consistent with the Fleischer style. Both Segar and the Fleischer staff shared a fondness for a poetically improvisational language. When Popeye's original voice artist, William 'Red Pepper Sam' Costello, left after the first few pictures, he was replaced by a studio in-betweener named Jack Mercer. Much of the dialogue of the Popeye cartoons was post-synched with little attention to synchronized mouth action. Mercer, Mae Questel (Olive's voice, except for the 1938-41 period, when Margie Hines was the voice artist) and William Penell or Gus Wickie, who voiced Bluto, often ad-libbed dialogue during recording sessions, particularly Popeye's 'asides' and pun-filled conversations. Added to this was a progressive softening and increased complexity of Popeye's character, paralleling changes in the strip. Popeye cartoons became the Fleischers' leading attraction. By 1938, Popeye replaced Mickey Mouse as the most popular cartoon character in America. + + +The Fleischers rummaged through the Segar strip for supporting characters. Bluto, the animated series' antagonist, was a minor character in the Segar strip, appearing only in 1933's 'The Eighth Sea'. Longer-lived strip characters that joined Popeye on the screen included hamburger maven J. Wellington Wimpy, Swee'pea, Eugene the Jeep and Poopdeck Pappy. While in the comic strip, Popeye gained his great strength from rubbing the Whiffle Hen, the Fleischers added the gimmick of Popeye's power being largely dependent on the ingestion of spinach. Farmers in America's self-styled 'spinach capital' of Crystal City, Texas set up a statue of Popeye in gratitude for the publicity. + + +As early as 1935, the Fleischers sought backing for a feature-length animated film from their distributor Paramount. Paramount refused to risk money on a feature. In an attempt to persuade the company that longer animated films could be profitable, Max Fleischer initiated the production of three two-reel color 'specials' starring Popeye, beginning with 'Popeye The Sailor Meets Sinbad The Sailor' (1936). Although these 'specials' were often billed over their accompanying feature, Paramount still refused to back the animated feature. + + +Conditions changed after the success of Disney's 'Snow White And The Seven Dwarfs' (1937) and the Fleischers received money for the eighty minute Gulliver's Travels. According to some sources, the film was originally to have Popeye in the role of Gulliver, but the idea was scrapped early in the planning stages. Perhaps this was unwise. According to internal Paramount correspondence, the Popeye shorts were far more profitable to Paramount than Disney's films were to his distributor, RKO. The sailor's box-office appeal might have helped the Fleischer features. Gulliver's Travels (1938) and the company's next feature, Mr. Bug Goes To Town (1941), bombed, leading to the failure of Fleischer Studios, Inc. + + +* Post-Fleischer Popeye : The successor company, Famous Studios, continued with the production of Popeye cartoons. Many of these were remakes of earlier Fleischer films. Much of the supporting cast of the Fleischer versions were replaced by new characters, such as nephews Pip-Eye, Peep-Eye and Pup-Eye. A redesign of the major characters included white U.S. Navy uniforms for Bluto and Popeye (in keeping with their war-time service in the armed forces), and more comely fashions for Olive. Upgraded technology, including the introduction of color to the series in 1943 with Her Honor The Mare and 3-D in Popeye The Ace Of Space (1953), tried to rejuvenate the series. None of these strategies were able to breathe much life into the films. Spooky Swabs (1957) brought theatrical release of Popeye films to a close. + + +The success of the black and white Popeye cartoons on television in the 1950s inspired several revivals of the series by such talents as Gene Deitch, John Halas and Joy Batchelor, Jack Kinney, and Hanna-Barbera. Hampered by limited budgets and rushed production schedules, none of these came close to the Fleischer or Famous theatrical versions. The less said about Robert Altman's live-action feature with Robin Williams and Shelley Duvall as Popeye and Olive Oyl, the better. What has endured are the original qualities of the Segar and Fleischer works. In fact, Segar's strips have been reissued by Nostalgia Press and the Smithsonian Press. The earlier Fleischer films, which shared the shabby urban or surreal exotic locations and working-class orientation of the Segar originals, retain a vitality and charm that still appeal to a large group of devoted fans today. + + +Most Popeye machines were upright cabinets, but cocktails were also available. The upright was in the standard Nintendo cabinet, the same one used in "Donkey Kong", "Donkey Kong Junior", "Radar Scope", "Donkey Kong 3", and "Sky Skipper". Almost all other Nintendo titles used alternate versions of this same cabinet, "Mario Bros". was wider, "Punch Out!!" was taller, etc, but they were still nearly identical. A dedicated Popeye machine will be blue, although you will sometimes see them in different colors (non-blue Popeyes are conversion cabinets). + + +Parker Brothers released a boardgame based on this videogame (same name) in 1983 : The board is layed out like the first level of the videogame. + + +- UPDATES - + + +REVISION F : + +* First level has a colored background (instead of black). + +* Default highscore smaller : 025600 (instead of 032600). + +* First nickname on the default highscore table changed to KAC (instead of GET). + + +BOOTLEG : + +* No copyright + + +- TIPS AND TRICKS - + + +* A Display Glitch : On the musical note level, you can stand at the point on the edge where you 'wraparound' and if you punch a bottle in the right spot, it'll erase part of the 'THRU' sign. This can be done on both sides. + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Mattel Intellivision (1983) + +Atari 5200 (1984) + +Nintendo Famicom (1986) + +G7000 Videopac + + +* Computers : + +Atari 800 + +Commodore C64 + + +- SOURCES - + + +Mark Langer : http://www.awn.com/mag/issue2.4/awm2.4pages/2.4langerpopeye.html + +$end + +$info=popper, +$bio + +Popper (c) 1983 Omori Electric. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 264 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pop_hh, +$bio + +Popper (c) 1989 Unknown. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Hard Head". + +$end + +$info=porky, +$bio + +Porky (c) 1985 Shinkai. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound Chips : SN76496 (@ 512 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Magic Eletronics. + +$end + +$info=portman, +$bio + +Port Man (c) 1982 Nova Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Dock Man". + +$end + +$info=portrait,portrata, +$bio + +Portraits (c) 1983 Olympia. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8039 (@ 3.12 Mhz) + +Sound Chips : TMS5220 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 320 x 432 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 50.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Director : Livio Leante + +Engineering : Tiziano Tredese + +Hardware : Bruno + +Software : Boux + +Graphic by : Cortez + +Informatic by : Ernesto + +$end + +$info=potogold, +$bio + +Pot of Gold (c) 1982 GamePlan. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.25 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + + +- TRIVIA - + + +This game is also known as "Leprechaun". + +$end + +$info=potopoto, +$bio + +Poto Poto (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Poto Poto is Japanese onomatopoiea for large raindrops hitting the ground. + +$end + +$info=poundfor,poundfou, +$bio + +Pound for Pound (c) 12/1990 Irem. + + +- TECHNICAL - + + +Irem M-84 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : trackball + +Buttons : 2 + +$end + +$info=pc_pwbld, +$bio + +Power Blade (c) 1991 Taito. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : 7T + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed by Nintendo. + + +- SERIES - + + +1. Power Blade (1991) + +2. Power Blade II (1992, Nintendo NES) / Captain Saver (1992, Nintendo Famicom) + +$end + +$info=pdrift,pdriftj, +$bio + +Power Drift (c) 1988 Sega. + + +The jet-coaster-feeling race game that has extreme ups and downs. The techniques of magnification, reduction, and rotation of sprites entertain the player's eyes. 10 and more machines bump each other during an exciting race! + + +- TECHNICAL - + + +Sega Y-Board hardware + + +Main CPU : (3x) 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49152 + + +Player : 1 + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for the game (Power Drift & Mega Drive : G.S.M. Sega 2 - D28B0010) on 08/12/1988. + + +- STAFF - + + +Designed by : Yu Suzuki + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) : Conversion by Asmik. + +Sega Saturn (1998, "Sega Ages : Power Drift") + +Sega Dreamcast (2001, "Yu Suzuki Gameworks Vol.1") + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +PC [MS-DOS, 5.25"] (1989) + +$end + +$info=powerdrv, +$bio + +Power Drive (c) 12/1986 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 3 + +Buttons : 4 + + +- STAFF - + + +Designed by : John Kubik + +Programmed by : Jeff Nauman + +$end + +$info=powerins,powerina, +$bio + +Power Instinct - Gouketsuji Ichizoku (c) 11/1993 Atlus. + + +Eight characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 6 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as just "Gouketsuji Ichizoku" (translated from Japanese as 'Overpowering Blood Temple Family'). + + +- SERIES - + + +1. Power Instinct - Gouketsuji Ichizoku (1993) + +2. Power Instinct 2 (1994) + +3. Power Instinct 2 - The Ultimate Violent Legend (1995) + +4. Power Instinct 3 - Groove on Fight (1997) + +5. Power Instinct Matrimelee (2002) + + +- STAFF - + + +Producer : Fuuuu + +Sub producer : Chuuko + +Programmers : Mako MK2, 680*0 Freak Yan + +Sound : Dencyu + +Front designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S + +Back designers : [Chikuwa] Henacyoko, Moto.I, Range, Asaki + +Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +$end + +$info=pwrinst2, +$bio + +Power Instinct 2 (c) 04/1994 Atlus. + + +The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now dissapeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (...and strange!) newcommers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack an tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), (2x) MSM6295 (@ 18 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 10240 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Cave. + + +The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations. + + +- SERIES - + + +1. Power Instinct - Gouketsuji Ichizoku (1993) + +2. Power Instinct 2 (1994) + +3. Power Instinct 2 - The Ultimate Violent Legend (1995) + +4. Power Instinct 3 - Groove on Fight (1997) + +5. Power Instinct Matrimelee (2002) + + +- STAFF - + + +Producer : Tama + +Sub producer : Chuuko + +Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan + +Sub programmers : Toshiya, Jake + +Sound : Dencyu + +Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki + +Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid + +Planners : Super-K!, Markey, Helen + +Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu + + +* Song : + +Namidano(...) : Ruu & Markey + +Give me Money : Dirty Rouge + +Otoko No Karatemichi : Oyama Reiji Ohendan + +Hajimete No Ai : Katsura + +Kechabian : Sahadoke No Minasan + +Warugaki Yochien Enka : Warugaki Kids & Teacher + +Amiyai No Yoru : Amiyai No Minasan + +Mahou Mitaina Koi Shitai : Mikazuki Kurumi + +Bozude Dadada : Bozu Flower Dancers + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=groovef, +$bio + +Power Instinct 3 - Groove on Fight (c) 04/1997 Atlus. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Power Instinct - Gouketsuji Ichizoku (1993) + +2. Power Instinct 2 (1994) + +3. Power Instinct 2 - The Ultimate Violent Legend (1995) + +4. Power Instinct 3 - Groove on Fight (1997) + +5. Power Instinct Matrimelee (2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=matrim, +$bio + +Power Instinct Matrimelee (c) 2002 Atlus / Noise Factory. + + +Revived from the New Power Instinct series, the Goketsuji clan has appeared newly on the MVS Neo-Geo! In addition to the familiar 11 characters, individual fresh 4 join in the heated Head Decision Match. You will be overwhelmed by the spectacular graphics and the BGM. Attention to the memorial Marriage Battle over the right to the throne and get ready! + + +- TECHNICAL - + + +SNK Neo-Geo MVS harware + +Game ID : 0266 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +Developped by Noise Factory. Licensed to SNK Playmore for manufacture and distribution. + + +- TIPS AND TRICKS - + + +* Enable "Rage of the Dragon" Characters : At the character selection screen, press Up(x4), Down(x3), Left(x2) and Right. The screen will go black and reappear with Lynn, Mr. Jones, Jimmy and Elias in the center of the character select screen. + + +* Play As Princess Sissy : After you choose your character, press and hold A+B+C+D until the match begins and you'll play as Princess Sissy. + + +- SERIES - + + +1. Power Instinct - Gouketsuji Ichizoku (1993) + +2. Power Instinct 2 (1994) + +3. Power Instinct 2 - The Ultimate Violent Legend (1995) + +4. Power Instinct 3 - Groove on Fight (1997) + +5. Power Instinct Matrimelee (2002) + + +- STAFF - + + +Producer : K. Ijuu + +Directors : K. Ijuu, Marohie.M + +Sub directors : H. Mamoto, 55 + +Main programmers : H. Mamoto + +Sub programmers : K. Ezato, H. Hishikawa + +Character designers : Marochie.M, Super Dotter K', Dessy, Shio Shio, Orie Kinugasa + +Background designers : Miyukichi, Miyavi, Kuramoyan + +Illustration : Range Murata, Tomokazu Nakano, Ooma Bunshichiro + +Sound producer : Studio Aqua + +Vocalists : Dencyu, Masanosuke Fujiwara, Momoeika, Ryuji Mutou, Moamo & Cheiko, Uchida, Nami Matusima, Aya Fujimoto + +Voice actors : R. Riken, Shinya Moriguchi, Akihisa Muramoto, N. Chinatsu, Mina Yamamoto, Nahomi, Ikuro .I, Sayaka Misimura, Aumi Jinga + +$end + +$info=powrplay, +$bio + +Power Play (c) 09/1985 Cinematronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=pspikes,pspikesk, +$bio + +Power Spikes (c) 1991 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Super Volley '91". + + +In the World version during a play with any team, you can see when you get a point the faces of Italy's Team which was the most titled volley's team in the World in the early 1990'. + + +- UPDATES - + + +ONE PLAYER MODE : + +* In the World version you can select a lot of European Teams and Brazil's Team. + +* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team. + +* In the Japanese and Korean version you can also play with female players. + +* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R. + +* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Perù, China, Cuba, U.S.S.R (female mode). + +* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...). + + + + +TWO PLAYERS MODE : + +* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team. + +* In the Japanese and Korean version you can also play with female players. + + +- TIPS AND TRICKS - + + +* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air. + + +* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls. + + +* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down. + + +- SERIES - + + +1. Super Volleyball (1989) + +2. Power Spikes (1991) + +3. Power Spikes II (1994) + +$end + +$info=pspikes2, +$bio + +Power Spikes II (c) 10/1994 Video System. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0068 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Super Volleyball (1989) + +2. Power Spikes (1991) + +3. Power Spikes II (1994) + + +- STAFF - + + +Producer : Kouzi Furukawa + +Project leaders : Takayuki Uesugi, T. Hosokawa + +Publicity Manager : K. Siomi + +Main programmer : Sugar + +Sub programmers : You-Chan, Any L-2 + +Chief designer : Takumi Matsui + +Main designers : Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi + +Sub designer : MSX Sakon + +Music composer : Soushi Hosoi (HOSO_Q) + +Sound effects : Norie + +Main sound programmer : M. Yamana + +Sub sound programmer : H. Soyama + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=psurge, +$bio + +Power Surge (c) 1988. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=pwheelsj, +$bio + +Power Wheels (c) 1991 Taito. + + +Monster Truck racing game. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : C78 + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Double Axle". + +$end + +$info=pgear,pgearr1, +$bio + +Powered Gear - Strategic Variant Armor Equipment (c) 09/1994 Capcom. + + +An up-to-three players side-scrolling beat'em up game where four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 07 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Armored Warriors". + + +Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994. + + +- UPDATES - + + +REVISION 1 : + +* Build date : 940916 + + +REVISION 2 : + +* Build date : 941024 + + +- TIPS AND TRICKS - + + +* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following keys... + +Beta-Cannon - Hold Up. + +Gamma-Battler - Hold Left or Right. + +Alpha-Fortress - Hold Down. + + +* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following keys... + +Bomber - Leftup + +Death Drill - Up + +Missile - Rightup + +Laser blade - Left + +Force claw - Right + +Flame - Leftdown + +Chain spark - Down + +Laser - Rightdown + + +Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work. + + +- SERIES - + + +1. Powered Gear - Strategic Variant Armor Equipment (1994) + +2. Cyberbots - Fullmetal Madness (1995) + + +- STAFF - + + +Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon + +Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress + +Mechanical and object designers : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky + +Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama + +Sound composer : Takayuki Iwai (Anachey Takapon) + +Sound designer : Tomuyuki Kawakami (T.K NY) + +Special adviser : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh + +Character designer : T.O.M + +AD designers : Sensei, Sakomizu + +Director : Kihaji Okamoto + +$end + +$info=pbball96, +$bio + +Powerful Baseball '96 (c) 05/1996 Konami. + + +- TECHNICAL - + + +Konami GV System hardware + +Game ID : GV017 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=pbillian, +$bio + +Prebillian (c) 1986 Taito. + + +Strange pool-type game in a futuristic environment. + + +- TECHNICAL - + + +Game ID : M6100211A + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +Developed by Kaneko. + +$end + +$info=preisle2, +$bio + +Prehistoric Isle 2 (c) 09/1999 Yumekobo. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0255 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Prehistoric Isle 2 - Genshi Tou". + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Prehistoric Isle in 1930 (1989) + +2. Prehistoric Isle 2 (1999) + + +- STAFF - + + +Executive producers : S. Takaoka, Tanaka + +Producer(rq) : James. W + +Planner : Barso + +Direction helpers : Satoshi ito, H. Miyagami, J. Seki + +Main programmer : Yuki + +Programmers : Y. Takasaki, Buttaku99, Masumura + +Tool programmer : Hiroaki Torii + +Chief designers : Y. Yonezawa, T. Nagakubo + +Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka + +Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata + +Sound designer & music composer : Masahiko Hataya + +$end + +$info=prehisle,prehislu, +$bio + +Prehistoric Isle in 1930 (c) 06/1989 SNK. + + +- TECHNICAL - + + +Game ID : A8003 'GT' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Genshi-Tou 1930's". + + +- SERIES - + + +1. Prehistoric Isle in 1930 (1989) + +2. Prehistoric Isle 2 (1999) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Director : Yah ! + +Programmers : Takoguti Kamen 001, Itsam Matarga + +Designers : Wara Wara, Megadeth Nakamoto, Yokochan, Tomomi + +Sound : Yoko. O, Tarkun + +Hardware : Yoneda, Ebapa + +$end + +$info=prmrsocr,prmrsocj, +$bio + +Premier Soccer (c) 1993 Konami. + + +- TECHNICAL - + + +Game ID : GX101 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Premier Soccer + +2. Premier Soccer '95 + + +- STAFF - + + +Producers : Hideki. O, Satoru. O + +Main programmer : T. Koji + +Sub programmer : K. Kunihiko + +Designers : Sigeki. Y, Satoru. K, Yasuyuki. S, Toshio. K, Kiyoshi. H + +Assist : Kuniaki. O + +Sound programmer : Hideaki. S + +Music composer / Sound effects : Miki. Y + +$end + +$info=sailormn,sailormo, +$bio + +Pretty Soldier - Sailor Moon (c) 03/1995 Banpresto / Gazelle. + + +The five beautiful Sailor Senshi beat their way through all of the strange enemies of the series. Each crystal spell has its own little anime sequence. + + +- TECHNICAL - + + +Game ID : BP945A + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM6295 (@ 16 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Developped by Gazelle. + + +Based on the Toei manga of the same name. + + +- STAFF - + + +Supervisor : Naoko Takeuchi, Fumio Osano + +Executive producer : Kisaburoh Higashi + +Producer : Johan Satoh + +Total co-ordinator : Toshifumi Kawashima + +Director : Hiroyuki Fujimoto + +Art director : Satoshi Iwataki + +Art co-director : Toshinobu Komazawa + +Graphic designers : Mihoko Sudoh, Otokazu Eda, Yuhko Tataka, Shingo Ishikawa, Mikio Yamaguchi, Kumi Kayama, Noboru Inamoto, Junya Inoue, Masayuki Ohsumi, Tohru Iwataki + +Animation director : Kensei Sasaki + +Animation art director : Kazuko Tadano + +Animator : Hiromi Matsushita, Studio Live + +Animation digitizers : Miki Higuchi, Mutsuo Danki, Hiroko Koyano, Mayumi Onodera + +Music composer : Seiichi Sakurai + +Sound effects : Yoshitatsu Sakai + +Hardware supervisor : Hideki Ikinaga + +Hardware co-ordinator : Kazuhisa Takasu + +Hardware designer : Hiroyuki Nagayoshi + +All program works by Hiroyuki Fujimoto. + +Game designers : Hiroyuki Fujimoto, Satoshi Iwataki + + +* Character Voice [From the defauld hiscore table initials] : + +[KOT] : Kotono Mitsuishi (Sailor Moon) + +[AYA] : Aya Hisakawa (Sailor Mercury) + +[MIC] : Michie Tomizawa (Sailor Mars) + +[EMI] : Emi Shinohara (Sailor Jupiter) + +[RIK] : Rika Fukami (Sailor Venus) + +$end + +$info=primrage,primraga, +$bio + +Primal Rage (c) 09/1994 Atari Games. + + +Seven ferocious dinosaurs gnaw, gore and bite each other until they become the winner's dinner. Eat cavemen to regain health! Feature digitized stop-motion animation. + + +- TECHNICAL - + + +Atari GT hardware + +Game ID : 136102 + + +Main CPU : 68EC020 (@ 25 Mhz) + +Sound CPU : TMS32031 (@ 33.8688 Mhz) + +Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Developed by Time Warner Interactive. + + +Atari had intended to create another upgrade for PR 2.3 and was scheduled at this time for January 1995. This upgrade would allow the player to face a boss monster at the end of the game for total domination of the world. The final boss was supposed to be a horned dracolich (animate dragon skeleton) imprisoned in the moon, with three claws on each limb and three spines on the end of his tail. It was also supposed to have the powers of flight and the ability to drain the opponent's lifeforce. The final battle ground would be a moon scene with the skeletons of numerous dinosaurs laying around in decaying states. The ground would be covered with craters and giant, glowing cracks. A teleportation warp would exist overhead. Unfortunately, Atari scrapped the idea for this upgrade because Time Warner Interactive been too busy at this time to work on an upgrade and the boss was never came into existence... :( + + +A line of toy action figures based on all seven characters of PR were made by Playmates in 1996. + + +Atari released a limited-edition soundtrack album for this game (All The Rage). + + +- UPDATES - + + +Here is the big list of version 2.3 changes : + +* 100% health bug from ver 1.7 fixed. + +* 'fatality'/'no fatality' music added; other music enriched w/more percussion. + +* A previous high score drops to 2nd when beaten. + +* All Leaping Attacks can be blocked. + +* All Stomps can be blocked and/or done in the air. + +* Armadon can volley his victim after the Mega Charge. + +* Armadon, Blizzard, Talon slowed down. + +* Armadon's Spinning Death and Mega Charge don't go under projectiles anymore. + +* Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser don't last as long. + +* Block-damage usually won't kill you. + +* Chaos' Battering Ram makes an annoying new sound. + +* Chaos' Cannonball finishing move can kill enemies on any stage. + +* Combo names, Total Domination, Quick Kill features added. + +* CPU's 'AI' patterns changed; many old tricks no longer work, but some new tricks do. + +* Demo mode intro text has letters made of bones instead of black letters. + +* Diablo, Sauron, most leaping attacks, most projectiles speed up. + +* Diablo's Torch combos more easily. + +* Diablo's Inferno Flash can be blocked. + +* Eating humans adds much more energy to your health meter. + +* Gameplay speed changed. + +* Generally, damage to heart & brain meters decreased, but block-damage to heart increased. + +* Gone are the faint 'blue shields' that used to appear when blocking attacks. + +* Hop jumps can now be used vs the CPU. + +* If you're on the ground, projectiles don't knock you down anymore. + +* In free play mode, the words 'DEMO ONLY' appear & CPU can't hurt you. + +* Little SF2-style 'Christmas Lights' added; they flash with every strike, blocked or not. + +* One new fatality for each character added. + +* Simultaneous attack collisions tuned : 'sweet spots' removed, quick->fierce->power->quick 'round robin' priority system added. + +* Sudden Death lasts for 30 seconds instead of 20. + +* Talon can attack (or be attacked) as he rebounds from the Brain Basher. + +* Talon's low 4 is cheezey to use twice in a combo. + +* Talon's Pounce & Flip does no block-damage. + +* Talon's Shredder fatality made gorier. + +* Vertigo has a new teleport and can do both old & new teleports in the air. + + +- TIPS AND TRICKS - + + +* Alternate Costumes (vers. 2.3 only) : Highlight a fighter at the character selection screen, then press 1+2, 1+3, or 1+4. + + +* Bowling : Both players must choose Armadon. Do the Spinning Death move and collide in mid-spin three times in a row. A bowling game will pop up. + + +* Volleyball : One player should do a multi-hit combo a worshipper will enter the area, hit him and they will fly in the air. The other player needs to hit the player before he hits the ground--toward player 1, if you keep this up for ten hits, the ref will bring out a volleyball net. Play for 3 pts. + + +* PR version : To check what version of Primal Rage your arcade has, push Up on player1 joystick and pull Down on the player2 joystick simultaneously, during the title screen. + + +* Raining Cows : Play as Chaos in his stage (the Ruins). Arrange for a 'Sudden Death' round to take place (If the third round ends without a clear winner [both characters have zero wins, or one win each], you both get knocked down and go immediately into a 'Sudden Death' round). + +If you do a 'Fart of Fury' so that the green cloud is in the air as the Sudden Death begins, the sky will rain cows instead of meteors. + +If you don't do an FoFury on Chaos' stage, the sky will rain bricks. + +If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls. + + +- SERIES - + + +1. Primal Rage (1994) + +2. Primal Rage II (1996) + + +- STAFF - + + +Producer / Programmer : Dennis Harper + +Programmer / Design : Frank Kuan + +Art director / Surgeon : Jason Leong + +Design / Assoc. producer : Cameron Petty + +Composer / Sounds : Jeanne Parson + +Hardware engineer : Don Paauw + +Stop motion animation : Pete Kleinow + +Executive producer : Mark Pierce + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1995) + +Nintendo Super Famicom (1995) + +Sega 32x (1995) + +Sega Game Gear (1995) + +Nintendo Game Boy (1995) + +Sega Saturn (1995) + +Atari Jaguar CD (1995) + +3DO (1995) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Commodore Amiga (1995) + +PC [MS-DOS, CD-ROM] (1995) + +$end + +$info=primrag2, +$bio + +Primal Rage II (c) 1996 Atari. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Primal Rage (1994) + +2. Primal Rage II (1996) + +$end + +$info=primglex, +$bio + +Prime Goal EX (c) 02/1996 Namco. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID: PG + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- UPDATES - + + +PG1/VER.A : Japan release, 13:42:25, FEB 16 1996 + +$end + +$info=prmtmfgt,prmtmfgo, +$bio + +Prime Time Fighter (c) 05/1993 Taito. + + +Six boxers fight each other with their own special attack to win the world unity open weight boxing title match. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D53 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside US as "Top Ranking Stars". + + +- STAFF - + + +Project leader : George K-S + +Game designers : Fumio Horiuchi, Masakazu Iwahashi + +Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato + +Base character designers : N. Korammer, Vap Corp. + +Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp. + +Art designer : Hiroyasu Nagai (Super Psychicer Nagai) + +Hardware designer : Katsumi Kaneoka + +Sound designer : Yoshirou Horie + +Executive producer : Keisuke Hasegawa + +$end + +$info=primella, +$bio + +Primella (c) 1994 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to NTC for manufacture and distribution. + + +This game is also known as "Gun Dealer '94". + + +- SERIES - + + +1. Gun Dealer (1990) + +2. Primella (1994) + +$end + +$info=pclubj, +$bio + +Print Club Vol. 1 (c) 1995 Atlus. + + +Print Club is a small photo booth found at video game arcades in Japan. The Print Club machines produce these small photo stickers (about 2.5 x 2 cm, slightly smaller than a postage stamp) which feature a large variety of superimposed frames which compliment the subject's faces. You just pay 300 yen, stand in front of a video monitor which shows your face, choose the desired frame, pose for the photo, then wait for a sheet of 16 photo stickers which the machine spits out in about a minute. The image quality is not so high (this is probably part of the charm), but the sticker is so small that it really doesn't matter. People affix the stickers on personal articles like notebooks, cell phones, etc. But mainly, school girls collect them to show friends. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +* Print Club History : The Print Club concept was invented in 1994-1995 by 30-year-old Sasaki Miho, a female employee of one of the two companies which developed the Print Club machine. Without a doubt, she has earned a place in Japan's pop culture history. She thought about how neat it would be to have a small photo sticker with your picture on it. And she thought about those cute stickers with cute characters on them which she stuck on her notebook, etc., during her college days. The first Print Club machine was introduced at a video arcade trade fair in Feb. 1995 before making its debut at video arcades later in June the same year. At first, nothing really happened. Then a popular teeny-bopper male singing group called SMAP started offering Print Club photo stickers of themselves to viewers of their TV program. Other TV stations started doing the same thing, offering viewers Print Club stickers by a drawing. This explains why Print Club first became popular among school girls. They were followers of their idol group, SMAP which includes heartthrob Kimura Takuya. Print Club consequently first caught on among Japanese female high schoolers who usually posed in pairs. The fad soon spread to younger school girls and by 1996, Print Club became widely popular among kids and adults alike. From the end of 1995, Print Club machine sales took off at 1.225 million yen per unit. By the end of 1996, 10,000 units were sold in Japan. By spring 1998, 25,000 Print Club machines (and many other imitation machines) were on the market. School girls may spend up to 2,000 yen per day for these stickers. There is even a store in Harajuku, Tokyo which sells old Print Club machines. + + +* Why It's So Popular : Print Club is called a new communication tool. With so many frames having different messages such as 'Thank you', 'Happy New Year', and 'I love you', people are sticking them on letters, postcards, notebooks, business cards, etc. Even Ginza bar hostesses stick them on their cards so that customers remember them. It is also a social tool for these school girls since they are motivated to assemble these photo stickers with as many of their friends as they can. They want to show how many friends they have by posing with them on these stickers. And they show these stickers to their friends and share gossip. It's like getting your high school yearbook signed by as many people as possible (this custom, by the way, does not exist in Japan). They even use the stickers to set up introductions to the opposite sex. 'Print Club miai' occurs when a friend gives her photo stickers to another friend who shows them to a prospective boyfriend. They decide to meet or not by looking at their photo stickers. There was a time when girls stuck their Print Club stickers on a bulletin board next to the machine and wrote their beeper/pager numbers as well, inviting calls from males for friendship or even 'financially-assisted relationships' (enjo kosai). These bulletin boards were later banned by the police. Print Club has since had a clean, positive image. + + +* Spin-offs : With the huge success of Print Club, many other companies have gotten into the act. Print Club (a trademark) is no longer alone in the photo sticker market. You now have a wide choice of photo sticker machines from different manufacturers. The number of frames you can use is almost unlimited. But not only photo stickers, Print Club has inspired a slew of other imaginative machines for imaginative novelties. Some are fairly successful while others are not making much money. But none are as popular as photo sticker machines. For example, Sega Enterprises, one of the makers of the original Print Club machine, has introduced "Stamp Club" (a rubber stamp of your face in the frame of your choice), "Name Club" (for business cards [name and phone No. only] featuring a cartoon character), "Movie Club" (6 poses for an animated image), "Calendar Club" (1 sheet for a desktop calendar with your face), "Aura Photo Club" (captures the aura around your head and shoulders), and even "Aroma Club" which dispenses a vial of fragrance which the machine selects after the user answers a few health questions. The aroma is then supposed to help ease the user's health ailment. Then there is Voice de Holder (Voice Key Chain) which is a key chain with a voice message that you record in the booth. You can then give it to the person you want to give the message to. Although Sega Enterprises is leading the pack for these machines, rivals such as SNK, Konami, and Jaleco are also putting out new machines at a fast pace. + + +- SOURCES - + + +PhotoGuide Japan; http://www.photojpn.org + +$end + +$info=pclubjv2, +$bio + +Print Club Vol. 2 (c) 1995 Atlus. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=pclubjv4, +$bio + +Print Club Vol. 4 (c) 1996 Atlus. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=pclubjv5, +$bio + +Print Club Vol. 5 (c) 1996 Atlus. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=cprobowl, +$bio + +Pro Bowling (c) 03/1983 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=cprogolf, +$bio + +Pro Golf (c) 09/1981 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 13 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=kiwame, +$bio + +Pro Mahjong Kiwame (c) 08/1994 Athena. + + +A mahjong game played against three computer opponents. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Pro Mahjong Highest Rank'. + + +- SERIES - + + +1. Pro Mahjong Kiwame (1994) + +2. Pro Mahjong Kiwame II (Nintendo Super Famicom) + +3. Pro Mahjong Kiwame III (Nintendo Super Famicom) + +4. Pro Mahjong Kiwame S (1995) + +$end + +$info=kiwames, +$bio + +Pro Mahjong Kiwame S (c) 10/1995 Athena. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Pro Mahjong Highest Rank S'. + + +- SERIES - + + +1. Pro Mahjong Kiwame (1994) + +2. Pro Mahjong Kiwame II (Nintendo Super Famicom) + +3. Pro Mahjong Kiwame III (Nintendo Super Famicom) + +4. Pro Mahjong Kiwame S (1995) + +$end + +$info=prosoccr, +$bio + +Pro Soccer (c) 1983 Data East. + + +- TECHNICAL - + + +Main CPU : DECO (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=cprosocc, +$bio + +Pro Soccer (c) 11/1983 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 33 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=cptennis, +$bio + +Pro Tennis (c) 05/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 22 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=pc_pwrst, +$bio + +Pro Wrestling (c) 12/1986 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : PW + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=profpac, +$bio + +Professor Pac-Man (c) 1983 Bally Midway. + + +- TECHNICAL - + + +Bally Midway Astrocade hardware + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : (2x) Astrocade (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 3 + + +- TRIVIA - + + +It was programmed in FORTH language. + +$end + +$info=progear,progeara, +$bio + +Progear (c) 01/2001 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Progear no Arashi". + + +Developed by Cave, this is their first horizontal-scrolling shooter. + + +- TIPS AND TRICKS - + + +* Alternate costumes : Choose your favorite characters with Start. + + +- STAFF - + + +* Cave : + +Producer : Kenichi Takano + +Director : Junya Inoue + +Chief Programmer : Tsuneki Ikeda + +Programmer : Satoshi Kouyama, Takashi Ichimura + +Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai + +Sound Producer : Junya Inoue + +Music Composer : Yukinori Kikuchi + +Sound Effecter : Ryuichi Yabuki + +Special Assist : Tosiaki Tomizawa + +Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka + +Special Thanks : Yasushi Imai + +Character & Mechanic Design : Junya Inoue + + +* Capcom : + +Producer : Tatsuya Minami + +Support Capcom R&D Dept. #3 : Tomoshi Sadamoto + +$end + +$info=progearj, +$bio + +Progear no Arashi (c) 01/2001 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Storm of Progear'. + + +This game is known outside Japan as "Progear". + + +Developed by Cave, this is their first horizontal-scrolling shooter. + + +- TIPS AND TRICKS - + + +* Alternate costumes : Choose your favorite characters with Start. + + +- STAFF - + + +* Cave : + +Producer : Kenichi Takano + +Director : Junya Inoue + +Chief Programmer : Tsuneki Ikeda + +Programmer : Satoshi Kouyama, Takashi Ichimura + +Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai + +Sound Producer : Junya Inoue + +Music Composer : Yukinori Kikuchi + +Sound Effecter : Ryuichi Yabuki + +Special Assist : Tosiaki Tomizawa + +Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka + +Special Thanks : Yasushi Imai + +Character & Mechanic Design : Junya Inoue + + +* Capcom : + +Producer : Tatsuya Minami + +Support Capcom R&D Dept. #3 : Tomoshi Sadamoto + +$end + +$info=progress, +$bio + +Progress (c) 1984 Chuo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=promutrv, +$bio + +Progressive Music Trivia (c) 1985 Enerdyne Technologies. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.952 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + +$end + +$info=propcycl, +$bio + +Prop Cycle (c) 1996 Namco. + + +A strange game where you control a pedal powered plane to pop as many balloons as you can within a time limit. + + +- TECHNICAL - + + +Namco Super System 22 hardware + +Game ID : PR + + +Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game had you controlling the plane using an exercise bike and pedalling to keep yourself flying while steering with the handle bars. You could only play once or twice before you got exhausted! :). Also, the Prop Cycle cabinet featured a fan to simulate flight. + +$end + +$info=prosport, +$bio + +Prosport (c) 1983 Data East. + + +- TECHNICAL - + + +Main CPU : DECO (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=psychic5, +$bio + +Psychic 5 (c) 1987 Jaleco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 53.80 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A little game which did not have huge success, it nevertheless became a 'cult game' for many players thanks to the brilliant gameplay, hard-to-find secret bonuses and anime-like plot. The inspiration for the design of the five ESPers comes from several Japanese cartoons of the '70s where the physical aspect of main characters was strongly stereotyped to suit their psychological profile/fighting ability. + + +- TIPS AND TRICKS - + + +* Secret Bonus : There is a secret bonus in every round. To get them, you must hit the right [?] (question mark box) when your score fits a certain qualification. + +1) The first level 'secret' is near the first phone. You should jump on the wall between the two bowls, then jump up and to the left. You'll land near a [?]. If you are in the right place, a walking clock should appear within 2/3 seconds. You can get a secret bonus from this box if you hit it when the thousands digit of your score is zero. (e.g. : 00000, 10500, 20900). The first secret is worth 10000 pts. + +2) The second level 'secret' is near the first phone (yes, like the first one). There are 2 [?]'s on the lower-left corner of your screen (when you are near the phone); the upper one is a 'normal' [?], but you have to destroy it in order to reach the other one. You can get the secret bonus by hitting it when the thousands digit of your score is 1. This is worth 50000 pts. + +3) The third one is near a phone, again, and near the fishbowl too. When you can reach the upper-right corner of the screen, and 2 umbrellas are floating above you, THAT is the right phone. There is also an extra bonus somewhere near that. You should use the short boy or the little girl to reach the secret bonus - it's at the end of the "small corridor" where the other 2 guys (the tall one and the fat one) can't enter. To get it you should hit the [?] when the thousands digit is 2. This should be worth 100000 pts. + +4) If you miss a bonus, the thousands counter for the next bonus is modified accordingly. In other words, the thousands digit of your score must always be equal to the number of times you have previously gotten the secret bonus. Thus the tips above are correct only if you are getting every secret bonus without missing any - otherwise, deduct the number you've missed from the thousandth digit needed. Clear as mud? ;) + +5) The 'ALL GOLD' bonus. Very simple to explain, but hard to do : When you break a bowl, the item you find in it is the same as the previous bowl, if you don't use your hammer after you hit the first and before the second. If you do, instead, the item "shifts", and you find the "next" in the order. If you go on hammering, the "rotation" can bring the first item back again. The first level has 4 items, so if you 'shoot' 0/4/8/12/16... times after breaking the first bowl, you find the same item in the second one. This is true unless you already 'finished' an item, otherwise you should "shoot" 0/3/6/9/12... times to find the item twice. + + +* Get Espers Sooner : Normally you get Makoto in scene 3 and Genzoh in scene 5, but you can get the espers sooner. + +1) Get the 'All Gold' bonus in scene 1 and you'll find Makoto in scene 2. + +2) Get Makoto in scene 2 and get the Secret Bonus in scene 3 and you'll find Genzoh in scene 3. + +3) Get the 'All Gold' bonus in scene 3 and you'll find Genzoh in scene 4 (if you have not gotten him in scene 3). + + +- STAFF - + + +Hardware planned by : 'Lovely' Yohsuke + +Software created by : 'Ultra Man' Naoki, 'Lonely' Kazuhiro + +Character designed by : 'Italiano' Taeko, 'Donchi' Naoko + +Music composed by : Cheabow + +$end + +$info=psyforce,psyforcj, +$bio + +Psychic Force (c) 1995 Taito. + + +- TECHNICAL - + + +Taito FX-1A hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Zuntata Records released a limited-edition soundtrack album for this game (Psychic Force Original Soundtracks - ZTTL-0001) on 11/10/1996. + + +- TIPS AND TRICKS - + + +* Play As Keith : Before the character selection screen, press and hold : Down + Guard + Weak Attack + Strong Attack + Start. + + +- SERIES - + + +1. Psychic Force (1995) + +2. Psychic Force EX (1996) + +3. Psychic Force 2012 (1998) + + +- STAFF - + + +Illustrator : Kenichi Ohnuki + +Producer : Takeshi Kamimura + +Planners : Takeshi Kamimura, Hiroshi Aoki + +Programmers : Hiroshi Aoki, Tabby, Kousuke Usami, Isao Ooyama, Kumi Tsuchiya + +Character coordinators : Yuji Sakamoto, Hiroto Niizato, Takayuki Isobe, Tsutomu Matsuda, Hiroshi Nishida + +Music composer : Hideki Takahagi (Zuntata-J.A.M) + +Sound effect coordinator : Ishikawa Babio (BABI) (Zuntata-J.A.M) + +Sound programmer : Yasuhisa Watanabe (Zuntata) + +Designer : Naoto Hashizume + +Cast : Mitsuaki Madono, Ayako Shiraishi, Minami Takayama, Kyousei Tsukui, Yousuke Akimoto, Ayusei Nakao + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=psyfrcex, +$bio + +Psychic Force EX (c) 1996 Taito. + + +- TECHNICAL - + + +Taito FX-1A System hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Cheat for character color : In EX version, character color is new. But you will be able to select previous version color with the following code... + +Old Player 1 color : Decide character with Up or Down + Button 1 or 2 or 3 in character select screen + +Old Player 2 color : Decide character with Up or Down + Start in character select screen + + +- SERIES - + + +1. Psychic Force (1995) + +2. Psychic Force EX (1996) + +3. Psychic Force 2012 (1998) + +$end + +$info=psychos,psychosj, +$bio + +Psycho Soldier (c) 1987 SNK. + + +- TECHNICAL - + + +Game ID : 'PS' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02. + + +Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme. + + +The main character, Athena, appears in The King of Fighters series. Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as 'Psycho Soldier Kensou'. + + +- UPDATES - + + +The Japanese and US versions have song lyrics in Japanese and English respectively. + + +Here is the lyrics for the Japanese version : + +Psycho Ball ga hikari hanachi - + +Athena no sugata terashi dasu no - + +Psycho Soldier yami o saite - + +Athena wa yume o suki dasu no. + +Psycho Power o kokoro ni himete - + +Hateshinai michi o hashiru - + +Ima wa mo aozora mienai kedo... + +Fire! Fire! Psycho Soldier! (x2) + +Psycho Soldier ga yami o saite - + +Athena wa yume o suki dasu no - + +Psycho Beam no kagayaki nokoshi - + +Athena wa mirai o motome tabidatsu. + +Honoo no yoni moeru hitomi - + +Kibo no kakaera o mitsume - + +Ima wa moda namida misenai wa! + +Fire! Fire! Psycho Soldier! (x2) + +Psycho Beam no kagayaki nokoshi - + +Athena wa mirai o motome tabidatsu. + +Dare hitori shiranai ashita - + +Hino tori no sugata karite - + +Honoo no yoni moero hitomi - + +Kibo no kakarea o mitsume - + +Psycho Power o kokoro ni himete - + +Hateshinai michi o hashiru - + +(repeats) + + +Here's the english version : + +Athena's name is magic - + +mystery is what you see - + +her crystal is the answer - + +fighting fair - + +to keep us free - + +she's just a little girl with power inside - + +burning bright - + +you'd better hide if you are bad - + +she'll get you - + +she'll read your mind and find if - + +you believe in right or wrong - + +fire, fire psycho soldier. + + +- SERIES - + + +1. Athena (1986) + +2. Psycho Soldier (1987) + + +- STAFF - + + +Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru + + +- PORTS - + + +* Computers : + +SInclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Amstrad CPC (1988) + +$end + +$info=oscar,oscarj,oscarj1,oscarj0, +$bio + +Psycho-Nics Oscar (c) 08/1987 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) HD6309 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Game programmers used a Millennium 95085 Microsystem Emulator to program this game. + + +This game was the main inspiration for Turrican (one of the greatest games ever) according to Manfred Trenz, the original programmer. + + +Alfa released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- STAFF - + + +Game designer : Akira Sakuma + +Game programmers : Akira Sakuma, Satoshi Imamura + +Assistant programmer : Takuya Haga + +Hardware engineer : Kazud Shindzaki + +Custom LSI designers : Iunichi Watanabe, Kenji Nishikawa + +Graphic manager : Harumi Nomura + +Enemy base designer : Katsundri Tsujimura + +Graphics designers : Harumi Nomura, Yutaka Kaodoe, Backman, Masayuki Kawaguchi, Tomoo Adachi, Jun Matsuda + +Music manager : Azuka Hara + +Music composers : Azuka Hara, Hiroaki Yoshida, Tatsuya Kiuchi, Hitomi Komatsu + +Project leader : Akira Sakuma + +$end + +$info=puchicar,puchicrj, +$bio + +Puchi Carat - Gemstone Ohkoku no Sekai (c) 10/1997 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E46 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Small Karat - Gemstone Kingdom World'. + + +- TIPS AND TRICKS - + + +* Choose 3rd Costume : Press A button and Start at the same time when selecting your character. + + +* Play As Patoraco : After inserting a coin, when C-Mond is teaching how to play, press A(x3) and Start. She will be available between Garnet and Shyst. + + +- STAFF - + + +Producer : Atsuchi Taniguchi + +Director : Takahiro Fujito + +Game designers : Atsuchi Taniguchi, Takahiro Fujito, Chiho Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nabuhiro Hosomi, Yasuhisa Watanabe (Zuntata) + +Character graphics : Chino Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nobuhiro Hosomi + +Sound : Yasuhisa Watanabe (Zuntata) + +Programmers : Nichiaki Kaneko (I.T.L), Tomoaki Kasuyagi (I.T.L), Yasuhito Nagumo (I.T.L) + +Character designer : Yasunobu ousokabe + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Nintendo Game Boy (1999) + +$end + +$info=puckman,puckmana,puckmod,puckmanf,puckmanh, +$bio + +Puckman (c) 05/1980 Namco. + + +The legendary arcade game in which the player guides the seminal Pac-Man (or 'Puckman', as he is known in this, the original Japanese version) around a single-screen maze eating dots. Pac-man is constantly pursued in his task by four ghosts - Binky, Inky, Pinkie and Clyde. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Pac-man losing a life. Four 'power pills' are situated in each corner of the rectangular mazes and eating one of these makes Pac-man temporarily invincible to the ghosts. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game is known outside Japan as "Pac-Man". + + +Puckman was first introduced to the Japaneses arcades market at the midle of 1980. The voracious little critter caught the hearts and imaginations of the public like no other game and is the hallmark of the golden age of video games. + + +Puckman was conceived at lunchtime... literally. So the story goes, the designer Toru Iwatani, who was 26 at the time, was very hungry and ordered a whole pizza for himself. He took one slice and Puckman was born. However, in later years Iwatani has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably the most well-known video character. It had its own cartoon, lunch box, board game and hundreds of other products. Puckman was also the first game to have a 'character' and changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men. + + +The name Puckman (later changed to Pacman) comes from a Japanese slang term - paku paku - which describes the motion of the mouth opening and closing during eating. + + +After the 255th level, Puckman locks up. This lockup does not occur if, at the end of level 254, the number '255' appears at any point within your score. + + +The alien spaceship "Galaxian" makes an appearance as a bonus item in the later levels. + + +Note : There are 240 dots per board. + + +Note 2 : Excluding bootlegs there are 23 different name/nickname combinations for the ghosts in "Pac-Man" (24 including 'Sue' from "Ms. Pac-Man"). + + +The original Puckman was available in two different cabinets from Namco, an upright and a cocktail. There were also alternate cabinets produced by Hanly, Kenphone Electronics, Karateco, NSM Play, Bell Fruit MFG, and several bootleg game manufacturers.... + + +* Namco Upright - The original Namco upright version came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for "Pac-Man" and "Galaxian". The only actual design difference was the coin door. Puckman had a tall coin door with a single coin mech, while "Pac-Man" had a fat coin door with two coin mechs installed. However, the graphics on the machine were completely different. The marquee had the 'Puckman' logo off to the side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges. + + +* Namco Cocktail - The Namco Cocktail was a table style unit and had almost no decorations at all, merely an instruction card underneath the glass, and some pictures on the control panel. There seems to be several different versions of the control panel graphics, but most of them show cartoon Puckmen on them. This table is not the same design as the "Pac-Man" cocktail, in fact it appears to use an almost identical design to Sega's "Carnival" including the strange coin mechs (it is very possible that they were the same cabinet, as many game makers bought their cocktail cabinets from third parties, and then simply installed the games into them). + + +* Kenphone Electronics Upright - Kenphone actually produced a better looking Puckman than Namco did. They used their own sturdy cabinet design, and featured painted sideart of Puckman singing into a 50s style microphone. The rest of the graphics scheme was predominantly dark blue, and the marquee simply bore a centered Puckman logo. This cabinet was of a better design than Namco's, and these machines tend to be in better condition than real Namco units. + + +* Hanly Cocktail - Hanly made a few cocktail units that were identical to the Namco cocktail in design, but had all their instructions in english, and have the word 'Hanly' substitued for 'Namco' everywhere on the machine. + + +* Bell Fruit MFG Upright - The Bell Fruit upright was available only in the United Kingdom. This was Bell Fruit's standard mini arcade cabinet with a simple Puckman marquee that featured a few small ghosts and some images of cherries. The monitor bezel was similar to the circular design on the original Namco version, but all the pictures of the Puckmen were different, and all the instructions were in English. This machine had no sideart and the control panel was unadorned. + + +* NSM Play Upright - The NSM upright was sold only in Germany. At a glance it looks fairly similar to the Namco upright, but if you look a bit closer you can see that all the decorations on the machine are of low quality, and it comes off looking like a cheap bootleg, even though it was an official Namco licensed version. The instructions on these machines are usually in German. + + +* Bootlegs/hacks Upright - This final version is a complete fake, but there are a lot of them. They seem to use converted Namco cabinets, painted white, and are decorated with very strange looking sideart that shows Puckmen and ghosts that look nothing like the ones on any other Puckman/"Pac-Man" products (since when has Puckman had green frogs legs?). The marquee has an odd Puckman logo in yellow and orange, along with a picture of the blue ghost and the strange 'frog legged' Puckman. + + +A Bootleg of this game is called "Ghostmuncher". Some hacks are known as "New Puck X", "Newpuc2" and "Joyman". + + +- UPDATES - + + +The monsters have names and nicknames which were, in "Pac-Man" : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, aqua and orange in color, respectively. In the original Puckman, these monsters were named Akabei (red-guy), Pinky, Aosuke (blue-guy), and Guzuta (slow-guy). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky). + + +- SERIES - + + +1. Puckman (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- STAFF - + + +Designed by : Toru Iwantani + +Programmed by : Hideyuki Mokajima + +Music & Sound by : Toshio Kai + +$end + +$info=puckpkmn, +$bio + +Puckman Pockimon (c) 2000 Genie. + + +A "Pac-man" style game with Pac-Man and Pocket Monster (Pok'n) characters. Player 1 controls Puckman and Player 2 controls Pikachu's head. Trying to catch you are the Ghost Monsters from the Pac-man games along with some Pocket Monsters. Get the 'power fruit' and you can eat them instead. When you complete a level, you are shown a digitized photograph of an Asian woman for some reason. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 312 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The game's creators probably did not get permission from Namco or Nintendo to use the characters, since there are no copyright notices indicating otherwise. While 'Pockimon' is a misspelling of 'Pokemon', "Puckman" is "Pac-Man"'s original name in Japan. + + +Most of the sound effects and music were taken from "Ms. Pac-Man". + +$end + +$info=pulirula,pulirulj, +$bio + +PuLiRuLa (c) 11/1991 Taito. + + +Figth with your wandstick and save your country in this nice and fun Horizontal beat'em up. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : C98 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (PuLiRuLa - PCCB-00091) on 17/07/1992. + + +- STAFF - + + +Producer : Hidehiro Fujiwara + +Character : Kat, Zawakichi, Carry An Hirrcky + +Sound (Team Zuntata) : Kazuko Umino, Yasuhisa Watanabe + +Software : Iromust TMR, Exit Kardy, Magician KAZ + +Hardware : Yasuhiro Shibuya + +Designers : Mt. Mihara B. E. Umakboh + +Character Designers : Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M + +Model : E. Saton Go 2 + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn + +FM Towns Marty + +$end + +$info=pulsar, +$bio + +Pulsar (c) 01/1981 Sega. + +Game ID : 790-805 + + +A one or two player game in wich players maneuver their tank through a maze in an effort to secure keys neccessary to unlock the gate to the next round. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 2 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Clague, Mike Hendricks + +$end + +$info=pulstar, +$bio + +Pulstar (c) 08/1995 Aicom. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0089 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pulstar was one of the first games on the NEO-GEO to use state-of-the-art SGI rendered graphics like those found in Nintendo Super Famicom's "Donkey Kong Country". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Pulstar - PCCB-00192) on 21/10/1995. + + +- TIPS AND TRICKS - + + +* Stage Select : Hold down A+B+C+D on both sides, then highlight a stage and let the timer activate the stage. + +Stage 1 becomes Stage 5. + +Stage 2 becomes Stage 6. + +Stage 3 becomes Stage 7. + +Stage 4 becomes the final Stage. + + +- STAFF - + + +Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, Yamadasan, Shion, F. Ryuze + +Music composed by : Harumi Fujita, Yasuaki Fujita + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=punchout, +$bio + +Punch-Out!! (c) 02/1984 Nintendo. + + +The player assumes the role of a green-haired boxer, known by three initials the player chooses when the game begins. During matches, the player's boxer is viewed from behind as a wireframe (so the opponents can be seen). The player must time his punches, dodges and blocks in order to defeat the opposing boxer. + +The figures in the game are very cartoonish, but are very appropriate for the game's genre. The top monitor is used for statistics while the bottom is used to display the game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 448 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This games' innovative gameplay and memorable digitized speech made it popular throughout the rest of the '80s. + + +Mario, Luigi, Donkey Kong and Donkey Kong Jr. appear as spectators in the crowd - on both sides of the ring. + + +A Game & Watch version was also released the same year under the title 'Boxing'. It was renamed to 'Punch-Out!!' for it's special 1988 U.S. release. + + +- TIPS AND TRICKS - + + +* Here's the system for getting by everyone in one round of Punch Out (Warning : This system works on 9 out of ten Punch Out machines)... + +1) Glass Joe : So easy that you'd have to be trying not to win. But to be 100% sure... Keep guard up till his eyes glow for a big punch, dodge, and hammer him with rights and lefts to the face. Repeat till down. + +2) Piston Hurricane : Concentrate blows, especially lefts, to the abdomen. When he backs up and charges in, hit him with a blow to the stomach as soon as he charges into you, he'll go down for the count after the 2nd or third time. + +3) Bald Bull : Fairly simple : Right, dodge, left left. Right, dodge left left. Look out for his upper cuts though (get out of the way! duh) and upon his bull-charge you have two options. A hit to the stomach when he is right under you puts him down for the count, but if your reflexes aren't optimum, you are better off at dodging and continuing the fight. Right to the face (or 2 lefts), dodge, right. NO BODY BLOWS TO BALD BULL except on the bull charge. + +4) Kid Quick : Soooo easy : Right, dodge, right right dodge right right dodge right right dodge right right dodge right right. (these all being blows to the head). VERY EASY as long as you don't lose your rhythm. If ya do get messed up you can usually recover with a a dodge and starting again. No blows to the stomach. This is basically what you'll be doing against Mr. Sandman. + +5) Pizza Pasta : Basically you're waiting for him to screw up. Use the kid quick system till he backs off (with the Come on! Come on!) and DODGE his hook. Then pummel him with rights and lefts to the head( ONLY the head), and he won't be fighting back. Repeat till he's dead. If he pins you up against the ropes with shots to the stomach at some point, just get your guard down there and sneak in some lefts and you should break free. + +6) Mr. Sandman, the champion : Kid Quick system exactly. Every now and then however he fires a very quick left or right to the head. When he hits you with one, dodge the opposite way of the hit quickly or you'll be going down. + + +- SERIES - + + +1. Punch-Out!! (1984) + +2. Super Punch-Out!! (1984) + +$end + +$info=punisher,punishru,punishrj, +$bio + +The Punisher (c) 04/1993 Capcom. + + +The Punisher teams up with Nick Fury to rid the city of Kingpin. Lots of devastating weapons and moves to unleash on your opponents. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game features the main characters from the comic books respectively titled 'The Punisher' (First appearance : Amazing Spider-Man 129, 1973) and 'Nick Fury' (First appearance : Sgt. Fury and his Howling Commandos 1, 1963), Agent of SHIELD, both published by Marvel Comics. The acronym SHIELD stands for 'Surpreme Headquarters International Espionage Law-enforcement Division'. + + +- UPDATES - + + +Japanese version is a bit different : + +* The Super Kick results blue flames on enemy instead of bloods. + + +- TIPS AND TRICKS - + + +* Super Kick : Down, Up+Attack + + +* Super AIR Kick : Forward(x2), Jump, Down+Attack + + +* Special Ending : Finish the game without having to continue to see a different credit sequence (badguy parade). + + +- STAFF - + + +Game designers : Akiman, Maeda, Buchi, Jun Keiba, Ohn + +Program designers : Kazuhito Nakai, T. Ueno, Y. Kawabata, Mitsu, Y. Mikami (ZZR) + +Character designers : Eripyon.N, Matsunaga, Mayo Seriya, Daniel, Vlad.T, Inukichi, Minobeyan, Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan + +Sound designers : Yoko Shimomura (Pi B), Isao Abe, Toshio Kajino, Syun Nishigaki, Nobu. Oouchi + +Director : Noritaka Funamizu (Poo) + +System advicer : Jaboon + +Illustration designer : Sensei + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +$end + +$info=punkshot,punksht2,punkshtj, +$bio + +Punk Shot (c) 11/1990 Konami. + + +Street basketball game two on two with punks and punchs! + + +- TECHNICAL - + + +Game ID : GX907 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.3 - KICA-7502) on 05/05/1991. + +$end + +$info=prikura, +$bio + +Purikura Daisakusen (c) 09/1996 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Princess Clara's Big Operation'. + +$end + +$info=pururun, +$bio + +PuRuRun (c) 10/1995 Metro / Banpresto + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 9.375 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pururun is Japanese onomatopoiea for a jiggling sound. + +$end + +$info=pushman,pushmans,pushmana, +$bio + +Pushman (c) 1990 Comad. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), M68705 (@ 400 Khz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to American Sammy (12/1991). + +$end + +$info=puyopuyo,puyopuya,puyopuyb, +$bio + +Puyo Puyo (c) 10/1992 Sega / Compile. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Puyo Puyo is Japanese onomatopoiea for the sound that a rather plump person might make. + + +Puyo Puyo was originally released by Compile in 1991 for the MSX2 under the name Puyo Puyo. It was soon followed by a version for the Nintendo Famicom Disk Drive called 'Puyo Puyo Disk Drive' (featured characters from the 1989 RPG Madou Monogatari, also made by Compile). Puyo Puyo only really became popular when it was released as an arcade game in 1992. This was the first version that included a one player story mode, in which the human player plays against computer opponents of increasing difficulty. This feature was an immediate success because it allowed players to play by themselves. Future versions of Puyo Puyo for home systems also included this feature (see 'Ports' section for more info). + + +- SERIES - + + +1. Puyo Puyo (1992) + +2. Puyo Puyo 2 (1994) + +3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom) + +4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom) + +5. Puyo Puyo Sun (1996) + +6. Puyo Puyo Da! (1999) + +7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast) + +8. Puyo Pop (1999, SNK Neo-Geo Pocket) + +9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Sega Game Gear (1993) + +Nintendo Famicom (1993) + +Nintendo Super Famicom (1993, "Super Puyo Puyo") + +NEC PC Engine Super CD-ROM2 (1994, "Puyo Puyo CD") + +Nintendo Game Boy (1994) + +FM Towns Marty + + +* Computers : + +Sharp X68000 (1994) + + +* Others : + +Mobile phones (2001) + +$end + +$info=puyopuy2, +$bio + +Puyo Puyo 2 (c) 1994 Compile. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title screen says 'Puyo Puyo Tsu' : 'Tsu' is a pun, it has no meaning here but it's pronounced like 'Two'. + + +Licensed to Sega for manufacture. + + +- SERIES - + + +1. Puyo Puyo (1992) + +2. Puyo Puyo 2 (1994) + +3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom) + +4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom) + +5. Puyo Puyo Sun (1996) + +6. Puyo Puyo Da! (1999) + +7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast) + +8. Puyo Pop (1999, SNK Neo-Geo Pocket) + +9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +Sega Game Gear (1994) + +Nintendo Super Famicom (1995, "Super Puyo Puyo 2") + +Sega Saturn (1995) + +Nintendo Game Boy (1996, "Pocket Puyo Puyo 2") + +$end + +$info=puyosun, +$bio + +Puyo Puyo Sun (c) 11/1996 Compile. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +'Sun' is a pun for 'San'. It's the third puyo puyo at the arcade and 'San' stands for 'Three' in Japanese. + + +- SERIES - + + +1. Puyo Puyo (1992) + +2. Puyo Puyo 2 (1994) + +3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom) + +4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom) + +5. Puyo Puyo Sun (1996) + +6. Puyo Puyo Da! (1999) + +7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast) + +8. Puyo Pop (1999, SNK Neo-Geo Pocket) + +9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=puzzloop,puzloopj,puzloopu, +$bio + +Puzz Loop (c) 1998 Mitchell. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- SERIES - + + +1. Puzz Loop (1998) + +2. Puzz Loop 2 (2001) + + +- STAFF - + + +Graphic designers : M-Nuts, Amamoto, SABATO + +Programmers : Yoshimura, Akaishi + +Sound : Maruyama, M-Nuts, A.S + +Game designer : SABATO + + +- PORTS - + + +*Consoles : + +Ballistic (2000, Sony PlayStation) + +$end + +$info=puzloop2, +$bio + +Puzz Loop 2 (c) 02/2001 Mitchell. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Licensed to Capcom for distribution. + + +- SERIES - + + +1. Puzz Loop (1998) + +2. Puzz Loop 2 (2001) + +$end + +$info=pbobble,pbobblen,pbobblna, +$bio + +Puzzle Bobble (c) 06/1994 Taito. + + +- TECHNICAL - + + +Taito B System hardware + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Bust-A-Move". + + +This game runs originally on the Taito B System but it was re-released six month later (12/1994) on the SNK Neo-Geo MVS hardware (Taito's first game on this hardware, Game ID : 0083). + + +As well as typically cute Japanese animation (the characters from Bubble Bobble operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls. + + +Zuntata records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997. + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Puzzle Bobble 2 (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- STAFF - + + +Game designer : Seiichi Nakakuki + +Programmer & Game designer : Tkhc.02 + +Programmer & System designer : Tmr + +Programmer & Play designer : Nob + +Character & Game designer : Kazuhiro Kinoshita + +Character designers : Komai Ryota, Kamiya Miwa + +Music composed by: Kazuko Umino, Yasuko Yamada + +Sound effects : Hideki Takahagi + +Sound soft : Naoto Yagishita + +Sound producer : Hiroshige Tonomura + +Designers : Hiroyasu Nagai (Super Star Nagai), T. Yoshiba, M. Osaka, Nobuaki Kuroki, Y. Onogi + +Supervisers : Masaki Yagi, T. Saito, G Rox, H. Kato, K. Tajima + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +SNK Neo-Geo CD (1995) + +3DO (1995) + +Sega Game Gear (1995, "Bust-A-Move") + +Nintendo Game Boy (1998, "Puzzle Bobble GB") + +SNK Neo-Geo Pocket (1999, Puzzle Bobble Mini") + +Bandai WonderSwan (1999) + + +* Computers : + +PC [MS-DOS] (1997) + +$end + +$info=pbobbl2n,pbobble2,pbobbl2j, +$bio + +Puzzle Bobble 2 (c) 07/1995 Taito. + + +A puzzle game. Link three or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E10 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in US as "Bust-A-Move Again". + + +This game runs on the Taito F3 System hardware but it was re-released (licensed to SNK) on the SNK Neo-geo MVS hardware in 1999 (Game ID : 0248). This MVS version is a port from the 1995 version and is the first (and maybe the only at this time) port from 'coin-op to coin-op'! + + +Zuntata records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997. + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Puzzle Bobble 2 (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- STAFF - + + +Game designer : Seiichi Nakakuki + +Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp. + +Programmers : Hiroshi Maruyama, Junichiro Noguchi + +Sound (Zuntata) : Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu + +Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +Nintendo 64 in (1998, "Bust-A-Move 2") + +SNK Neo-Geo MVS (1999) + + +* Computers : + +PC [MS-DOS, CD-ROM] (1997) + +$end + +$info=pbobbl2x, +$bio + +Puzzle Bobble 2X (c) 11/1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E10 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- UPDATES - + + +This game is an expanded version of Puzzle Bobble 2 : + +* Either or none of them can be chosen from the menu in the test section. + +* It has a Christmas and a Happy New Year intro. + +* It has the extra mode built-in. + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Puzzle Bobble 2 (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996, "Puzzle Bobble 2X") + +Sega Saturn (1997, "Puzzle Bobble 2X + Space Invaders") + +$end + +$info=pbobble3,pbobbl3u,pbobbl3j, +$bio + +Puzzle Bobble 3 (c) 09/1996 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E29 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +One of the playable characters is an enemy character from "Sonic Blast Man 2 - Real Puncher". + + +Another of the characters is a homage to Capcom's Ryu, complete with Shouryuken and Hadoken motions when he gets good combos. In his winpose (where he turns his back to the player), he has the Taito logo on his back. + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Puzzle Bobble 2 (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- STAFF - + + +Game designers : Seiichi Nakakuki, T. Saito + +Programmers : Nak (Njk Techno), Maru (Njk Techno) + +Character designers : Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka + +Music composer : Y. Urita (Zuntata) + +Designer : Kumi Mizobe + +Round designers : Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori + +Voice performers : Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi + +Narration assists : Norihiro Furukawa (Zuntata), Richard H.B (Zuntata) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony PlayStation (1997) + +Nintendo 64 (1998) + +$end + +$info=pbobble4,pbobbl4u,pbobbl4j, +$bio + +Puzzle Bobble 4 (c) 12/1997 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E49 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Puzzle Bobble (1994) + +2. Puzzle Bobble 2 (1995) + +3. Puzzle Bobble 2X (1995) + +4. Puzzle Bobble 3 (1996) + +5. Puzzle Bobble 4 (1997) + +6. Super Puzzle Bobble (1999) + +7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) + +8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube) + +9. Ultra Bust-a-Move (2004, Microsoft X-BOX) + + +- STAFF - + + +Director : Kazuhiro Oohara + +Planners : Kazuhiro Oohara, Tsukasa Ohshima, Nobuaki Kuroki, Takayasu Masaki + +Base game designer : Seiichi Nakakuki + +Programmers : Hiroshi Maruyama, Emoyan, Okazu Taiyaki, Nak + +Character designer : Miyabi Tashiro + +Graphic designers : Miyabi Tashiro, Chino Maeda, Ken Ninomiya, Mari Fukusaki, Sakotan, Debi, Kao, Kimiaki Yomo, Seiryu Kitagishi + +Sound producer : Hisayoshi Ogura (Zuntata) + +Sound director : Munehiro Nakanishi (Zuntata) + +Sound composer : Rim. (Zuntata) + +Voice actors & actress : Hisayoshi Ogura (Zuntata), Naoto Yagishita (Yag) (Zuntata), Nakayama Jyotohei (Zuntata), Mizuki.U (Zuntata), Kumi.K, Takako.A, Chinami Nishimura (B1Produce) + +Design works : Mihoko Sudou + +Quartity warranty : Nobuhiro Koyama, Makoto Obonai, Satoshi Katsumata, Eiji Kawabata + +Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Nintendo Game Boy (1999, "Bust-A-Move 4") + +Sega Dreamcast (2000) + +NUON [Unreleased] (2001, "Bust-A-Move 4") + +Nintendo 64 + + +* Computers : + +PC [MS Windows, CD-ROM] (1999) + +$end + +$info=puzlclub, +$bio + +Puzzle Club (c) 1990 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : PC + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +This game is a prototype. While the game is complete it doesn't have a proper title screen. + + +- STAFF - + + +Chief : Wan Wan + +Programmer : Akima Chan + +Game & Graphic designer : S. Norimatsu + +Game music : Seiichi Sakurai (Sack Chan), Shinji Hosoe, Ayako Sasou + +Designers : N. Abe, H. Kuwabara + +Gals animator : Y. Sakakibara + +Graphic designer : Y. Wagatsuma + +$end + +$info=pclubys, +$bio + +Puzzle Club (c) 2000 Yun Sung. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=pzlbowl, +$bio + +Puzzle de Bowling (c) 1999 Nihon System / Moss. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=puzzledp, +$bio + +Puzzle de Pon! (c) 11/1995 Taito. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0202 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Licensed to Visco. + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Puzzle de Pon! (1995) + +2. Puzzle de Pon! R! (1997) + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Direction : Don Gabagyo + +Assistance : Yaushisa Itoi + +Programmers : Basser Teramachi, Gold Finger Iwasawa + +Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu + +Sound music : Light Link Music, Kenichi Kamio + +$end + +$info=puzzldpr, +$bio + +Puzzle de Pon! R! (c) 1997 Taito. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0235 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Licensed to Visco. + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- SERIES - + + +1. Puzzle de Pon! (1995) + +2. Puzzle de Pon! R! (1997) + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Direction : Don Gabagyo + +Assistance : Yaushisa Itoi + +Programmers : Basser Teramachi, Gold Finger Iwasawa + +Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu + +Sound music : Light Link Music, Kenichi Kamio + +$end + +$info=4in1boot, +$bio + +Puzzle King (c) 1999 K1soft / HANsystem. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=puzlstar, +$bio + +Puzzle Star (c) 1999 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=joyjoy, +$bio + +Puzzled (c) 11/1990 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0021 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Joy Joy Kid". + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planner : CHP Nakata + +Programmer : Nishido~N + +Designers : N-Chyuing Born, Komura, Burio Egresias, Sankoh Chokkyu, Shimachan -PU- + +Sound : Jojoha Kitamura + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=puzzli, +$bio + +Puzzli (c) 11/1995 Metro / Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 9.375 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Puzzli (1995) + +2. Puzzli 2 Super (2001) + + +- STAFF - + + +Planners : Pochi, Dharma (Original) + +Graphic designers : Rayray, Araiguma, 551, Iso.Onna, Show, Ching Pan, Yukihisa + +Sound : Efa, Famishin, Takesoft + +Programmers : Match, May., Mitu (Assist) + +$end + +$info=puzzli2, +$bio + +Puzzli 2 Super (c) 2001 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Puzzli (1995) + +2. Puzzli 2 Super (2001) + +$end + +$info=puzznic, +$bio + +Puzznic (c) 1989 Taito. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : C20 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Nintendo Famicom (1990) + +Nintendo Game Boy + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +FM Towns Marty (1990) + +$end + +$info=pyros, +$bio + +Pyros (c) 1987 Toaplan. + + +Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans. + + +- TECHNICAL - + + +Game ID : TP-009 + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.428571 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for US manufacture and distribution. + + +This game is known outside US as "Wardner" and in Japan as "Wardner no Mori". + + +Toaplan released a limited-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- STAFF - + + +Music composed by : Ree Ohta + +$end + +$info=ridleofp, +$bio + +Pythagoras no Nazo - Riddle of Pythagoras (c) 1986 Sega / Nasco. + + +- TECHNICAL - + + +Sega System E hardware + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- STAFF - + + +Original story by : Teruo Ohhira + +Produced by Exa Planning. + +Producer : Mr. Large Coin + +Game designers : Hiroshi Ohta, Tokuhiro Takemori + +Development adviser : Kenji Nakajima + +Character designers : Buta-Kun, Tomoko Sugoh, Tetsushi Nakamura, Keisuke Abe + +System supervisor : Akimichi Oda + +Sound composers : Jiroh Itaya, Victory Ozawa + +Programmers : Mamoru Shiratani, Yuuki <3 Miku + +$end + +$info=qbert,qberta,qbertjp,myqbert,qberttst, +$bio + +Q*Bert (c) 10/1982 Gottlieb. + + +The player takes control of Q*Bert - a two-legged large-nosed orange creature - in this abstract platform game from Gottlieb. The object of Q*Bert is to jump around a forced-prespective, M.C. Escher-esque pyramid - landing on every block in order to change its colour. On certain levels, blocks must be jumped on several times before they are changed to that level's target level (as demonstrated in the upper left-hand corner of the screen). Obstructing Q*Bert in his task are a variety of enemies, such as 'Coily the Snake', 'Ugg and Wrong Way' (who can also bounce UP the pyramid as well as down) and 'Slick and Sam'. Unlike Namco's Pac-man, Q*Bert has no power-ups to speak of, and contact with the game's enemies must be avoided at all times. There are, however, emergency escape routes in the form of spinning discs that, when jump on, transport the player to the top of the pyramid. These should be used as a last resort, however, as it's entirely possible for Q*Bert to re-appear at the top of the pyramid at the same time as an enemy. Q*Bert has nine levels, consisting of four rounds each. + + +- TECHNICAL - + + +Game ID : GV-103 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz), Samples (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Licensed to Konami for Japanese distribution (02/1983). + + +Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*Bert changing the color of the cubes. Q*Bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-Bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '!#?!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*Bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*Bert falls off the pyramid. + + +Approximately 30,000 units were produced by Gottlieb. + + +A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow softdrink, but it was never released to the market. + + +In addition to being a hit as a game, Q*Bert provided a marketing bonanza with a host of toys, games, and other products bearing the hero’s likeness. There was even a Q*Bert cartoon. Saturday Su-percade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*Tee (Q*bert's girlfriend), Q*Bit (his little brother), and others. The popularity was such that Gottlieb assigned pinball designer John Trudeau (Creature From the Black Lagoon, Congo) to devise a Q*Bert pinball. It was called Q*Bert's Quest and Trudeau created an innovative design pattern that should have sparked just about any arcade goers to try it. Remarkably, it was a miserable flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times. + + +A Q*Bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'. + + +Parker Brothers released a boardgame based on this videogame (same name) in 1983 : Object of the game is to be one of the 'NOSER ELITE' by collecting more pegs than you opponent. First your Q*bert is moving around the pyramid trying to get as many pegs as you can... Your opponent controls the 'nasty' characters that want to stop you. + + +- TIPS AND TRICKS - + + +* Hint : A big part of the game is waiting to see where creatures are going to jump. You need to make sure you always time a jump at the same time the creatures jump to you can always have a clear path to a new square. + + +- SERIES - + + +1. Q*Bert (1982) + +2. Q*Bert's Qubes (1984) + +3. Q*Bert 3 (Nintendo Super Famicom) + + +- STAFF - + + +Designed by : Jeff Lee + +Programmed by : Warren Davis + +Cabinet graphics by : Terry Doerzaph + +Audio by : David Thiel + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1982) + +Colecovision (1983) + +Mattel Intellivision (1983) + +Atari 2600 (1983) + +Atari 5200 (1983) + +Nintendo Famicom (1989) + +Sony PlayStation (1999) + +G7000 Videopac + +Nintendo Game Boy + + +* Computers : + +Commodore VIC-20 (1983) + +Commodore C64 ("Hexpert") + +Memotech MTX 512 (1985, "Qogo") + + +* Others : + +VFD handheld game (1983) released by Parker Brothers : Excellent conversion! + +$end + +$info=qbertqub, +$bio + +Q*Bert's Qubes (c) 07/1984 Mylstar Electronics. + + +- TECHNICAL - + + +Game ID : GV-119 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz), Samples (@ 894.886 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 4-way joystick + + +- TRIVIA - + + +This game was the first to have used both Mylstar and Gottlieb (Gottlieb was renamed Mylstar not too soon after the game was released, Warren Davis also joked that Mylstar is Rat Slime spelled backwards) on two different versions of the marquee). + + +- SERIES - + + +1. Q*Bert (1982) + +2. Q*Bert's Qubes (1984) + +3. Q*Bert 3 (Nintendo Super Famicom) + + +- STAFF - + + +Programmed by : Neil Burnstein + +Graphics by : Jeff Lee + +Audio by : David Thiel + +Cabinet graphics by : Terry Doerzaph + + +- PORTS - + + +* Consoles : + +Atari 2600 + +Colecovision + + +* Computers : + +MSX (1986) + +$end + +$info=qb3, +$bio + +QB-3 (c) 1982 Rock-ola. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : Double 8-way joysticks + +Buttons : 4 + +$end + +$info=qix,qixa,qixb, +$bio + +Qix (c) 10/1981 Taito. + + +The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a sticklike entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area. + + +- TECHNICAL - + + +Game ID : LK + + +Main CPU : (2x) M6809 (@ 1.25 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 921.6 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The author named the game 'QIX' because his car registration/number plate at the time was : 'JUS4QIX'. + + +Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest. + + +Note : pronounced 'KICKS' and not 'QUIX'. :) + + +A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'. + + +- SERIES - + + +1. Qix (1981) + +2. Super Qix (1987) + +3. Twin Qix (1995) + + +- STAFF - + + +Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer + + +- PORTS - + + +* Consoles : + +Atari 5200 (1982) + +Nintendo Famicom (1990) + +Nintendo Game Boy (1990) + +Atari Lynx (1991) + + +* Computers : + +Tandy (1984, "Quix") + +Commodore Amiga (1989) + +Commodore C64 (1989) + +Apple II (1989) + +PC-Compatible [MS-DOS] (1989) + + +* Others : + +Nokia N-Gage (2004, "Taito Memories") + +Arcade Legends : Space Invaders TV Game (2004) + +$end + +$info=qix2, +$bio + +Qix II - Tournament (c) 1982 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.25 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 921.6 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- UPDATES - + + +Qix II is an enhancement version of the original "Qix" : + +* It supports a different color scheme than the original. + +* There is a bonus feature that awards a free game if 90 percent or more of the screen is enclosed. + + +- STAFF - + + +Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer + +$end + +$info=quaquiz2, +$bio + +Quadro Quiz II (c) 1985 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + +$end + +$info=quantum,quantum1,quantump, +$bio + +Quantum (c) 12/1982 Atari. + + +The game itself has an interesting concept, similar to "Qix". You have to encircle various particles using a trackball controller. + + +- TECHNICAL - + + +Game ID : 136016 + + +Main CPU : 68000 (@ 6 Mhz) + +Sound Chips : (2x) Pokey (@ 600 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : trackball + + +- TRIVIA - + + +Quantum was the first Atari game to allow a player to try the game without inserting a coin. During the attract mode, the game allowed the player to move the comet to try to capture a particle. During this mode, the messages 'TRY CAPTURING THIS ATOM' and 'MOVE THE TRACKBALL'. + + +Quantum was also the first game to allow player to 'draw' his name with the trackball when he gets the high score. + + +Quantum was designed by General Computer for Atari as part of a lawsuit settlement for a "Missile Command" speedup kit to which they affixed their copyright. + + +Approximately 500 units were produced. The game came in the same cabinet as "Space Duel" and "Gravitar", but it was not a conversion kit. It had totally different art, and was only available in full dedicated cabinet form. Like all vector games, Quantum is very problematic, and monitor failures are very common. + + +- TIPS AND TRICKS - + + +* A Trick : Once you capture a particle (or anything), you should keep circling it. You can keep capturing it over and over until you get tired. For 4x the score, you can apply this trick to two particles at once. Obviously this trick is easier to do on the very early levels. + + +* Hint : White particles always move vertically, while colored particles always move diagonally. Knowing this may make capturing them easier. + +$end + +$info=quarterb,quartrba, +$bio + +Quarterback (c) 07/1987 Leland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Button : 1 + + +- SERIES - + + +1. Quarterback (1987) + +2. John Elway's Team Quarterback (1988) + +3. All American Football (1989) + + +- STAFF - + + +Direction : John Rowe, Medo Moreno + +Software : Phil Sorger, Bob Skinner, John Morgan, Steve Hostetler, Keith Gabryelski, Mike Enright + +Graphics : Kevin Lydy + +Sounds : David Cartt, Mike Marsh + +Music : Sam Powell + +Hardware : Eric Henderson, Dennis Sable, Dave Scott + +Technical advisor : Patrick Curran + +$end + +$info=quartet,quartetj,quartet2,quartt2j, +$bio + +Quartet (c) 04/1986 Sega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987. + + +- UPDATES - + + +Quartet 2 is not a sequel, it's an update : + +* You can change characters on the fly during the game when you continue, while in the original Quartet, the characters were affixed to the specific color joystick areas. + +* You can have just two players at the same time instead of four. + + +- STAFF - + + +Music composed by : Katsuhiro Hayashi (Funkey K.H) + +From highscore table : (YAS), (IDA), (KEN), (MIY), (AGU), (CHI), (OOO), (TOM), (KAW), Reiko Kodama (REI), (KAW), (TOH), Hayashi Katsuhiro (HAY), (HON), (UCH), (JOE), (LEE), (EDG), (MAR) + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + + +* Others : + +Mobile phones (2002) + +$end + +$info=quarth, +$bio + +Quarth (c) 10/1989 Konami. + + +A puzzle game. + + +- TECHNICAL - + + +Game ID : GX063 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Block Hole". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +Nintendo Game Boy (1990) + + +* Computers : + +Sharp X68000 (1990) + +MSX2 + +$end + +$info=quasar,quasara, +$bio + +Quasar (c) 1980 Zaccaria. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 3.5795 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 223 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 50.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Quasar is the first original game created by Zaccaria. + + +Zaccaria went bankrupt in 1988. The three brothers Marino, Franco and Natale Zaccaria (hence the symbol of the manufacturer, three Z with the initial of the name of the brothers on each Z) went in San Marino republic and founded Tecnoplay, a distributor of Sega arcade games in Italy among others. + +$end + +$info=quester, +$bio + +Quester (c) 09/1987 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : QS + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : Dial + +Button : 1 + + +- TRIVIA - + + +Quester represents the Namco response to Taito's "Arkanoid". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989. + + +- STAFF - + + +Game designer : Shinji Noguchi + +Field designers : Toru Iwatani, Shinji Noguchi, Yukihiko Yagi + +Graphic designers : Nobutaka Nakajima, Shinji Noguchi, Yukari Miyagi, Satoshi Norimatsu, Michiyo Yamashita + +Title logo designer : Akira Usukura + +Music composer : Shinji Hosoe + +Game sequence : Kosei Matsuura + +Device driver : Atsushi Yuhara + +Sound driver : Junko Ozawa, Takatoshi Kobayashi + +Hardware test : Hideto Yamazaki + +PCB & chip designers : Toru Ogawa, Makoto Inoue, Tsutomu Fujita, Takao Okada, Kazukiyo Shinozaki + +Control panel : Akira Ohsugi, Hiroyuki Kobayashi + +Produced by : Toru Iwatani + +$end + +$info=qad,qadj, +$bio + +Quiz & Dragons - Capcom Quiz Game (c) 07/1992 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +Quiz & Dragons was released in Japan two years later (09/1994, see 'Updates' section for more information). + + +- UPDATES - + + +The Japanese version of Quiz & Dragons hosts some major changes and improvements : + +* Now you can roll the dice by yourself - No automatic roll. + +* Characters start with only 3 points of life. + +* Characters gain experience points and level up,increasing their maximum life points and gaining items. + +* A Name Entry screen before you begin. + +* You can now choose to use or keep the items for later quiz battles. + +* Graphics and design changed to have the more Capcom-fighter hand-drawn look. + +* Different music. + +* Different Capcom logo screen. + +* Story changes. + +* Much more animation added. + +* Monster placement on the playfields is different. + +* The questions are more Anime,Manga and Game-oriented. + + +- STAFF - + + +Music compose: Isao Abe (Oyaji) + +$end + +$info=inufuku, +$bio + +Quiz & Variety Sukusuku Inufuku (c) 1998 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 319 x 223 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz & Variety Quickly Inufuku'. + +$end + +$info=quiz365,quiz365t, +$bio + +Quiz 365 (c) 1994 Nakanihon. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), AY-3-8910 (@ 2 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + +$end + +$info=quizmoon, +$bio + +Quiz Bishoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un (c) 1997 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Pretty Soldier Sailor Moon - Wisdom, Physical Strength, Time of Fortune'. + +$end + +$info=quizchq,quizchql, +$bio + +Quiz Channel Question (c) 1993 Nakanihon. + + +- TECHNICAL - + + +Game ID : '73' + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The version 1.23 is licensed to Laxan for manufacture. + +$end + +$info=qzchikyu, +$bio + +Quiz Chikyu Bouei Gun (c) 02/1992 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D19 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Earth Defense Force'. + + +- STAFF - + + +Sound composer : Yoshirou Horie + +$end + +$info=qcrayon, +$bio + +Quiz Crayon Shin-chan (c) 08/1993 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D55 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- SERIES - + + +1. Quiz Crayon Shin-chan (1993) + +2. Crayon Shin-chan - Ora To Asobo (1993) + + +- STAFF - + + +Sound composers : Shizuo Aizawa (Splatter A), Blastman.F, Yasuko Yamada (Zuntata) + +$end + +$info=quizdais, +$bio + +Quiz Daisousa Sen - The Last Count Down (c) 07/1991 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0023 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Great Investigation Track'. + + +- SERIES - + + +1. Quiz Daisousa Sen - The Last Count Down (1991) + +2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992) + +$end + +$info=hotdebut, +$bio + +Quiz de Idol! Hot Debut (c) 2000 Psikyo / Moss. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4098 + + +Players : 4 + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Maintenance Code : + +9-2-3-0-1 Maintenance Mode + +$end + +$info=quizdna, +$bio + +Quiz DNA no Hanran (c) 1992 Face. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 15.625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Revolt of DNA'. + +$end + +$info=qdrmfgp, +$bio + +Quiz Do Re Mi Fa Grand Prix (c) 1994 Konami. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 5 + + +- SERIES - + + +1. Quiz Do Re Mi Fa Grand Prix (1994) + +2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995) + +$end + +$info=qdrmfgp2, +$bio + +Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (c) 1995 Konami. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 5 + + +- SERIES - + + +1. Quiz Do Re Mi Fa Grand Prix (1994) + +2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995) + +$end + +$info=quizf1, +$bio + +Quiz F-1 1,2 finish (c) 1992 Irem. + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- STAFF - + + +Sound composer : Hiyamuta (Hiya) + +$end + +$info=gakupara, +$bio + +Quiz Gakuen Paradise (c) 1991 NMK. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 15.625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Academy Paradise'. + +$end + +$info=qgakumon, +$bio + +Quiz Gakumon no Susume (c) 1993 Konami. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Get That Scholarship'. + +$end + +$info=gekiretu, +$bio + +Quiz Gekiretsu Scramble (c) 1992 Face. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 15.625 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Fierce Scramble'. + + +The two main characters are named 'Geki' and 'Retsu' -- hence the title. + +$end + +$info=qgh, +$bio + +Quiz Ghost Hunter - The Quiz Adventure (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=quizhq, +$bio + +Quiz H.Q. (c) 07/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C53 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The game is loosely based on the Chase HQ series. + + +- STAFF - + + +Producers : Fumio Horiuch, Kougi Ohmae + +Programmers : Vanarna, Shirou Yoshidan, Shinichirou Endoh, Kentrou Ueno, Ayako Yoshida + +Sound : Kazuko Umino, Kayo Kawamoto, Hiroshige Tonomura + +Hard : Yasuhiro Shibuya + +Designer : Kumi Mizobe + +$end + +$info=qjinsei, +$bio + +Quiz Jinsei Gekijoh (c) 03/1993 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D48 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Human Life Theatre'. + + +- STAFF - + + +Sound composer : Yasuko Yamada + +Voices : Kazuko Umino (karu), Norihiro Furukawa (Nakayama-Joutouhei), Shuichiro Nakazawa (SHU), Naoto Yagishita (YAG), Shiina Funakura + +$end + +$info=quizkof, +$bio + +Quiz King of Fighters (c) 02/1995 Saurus. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0080 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Based on the Neo-Geo fighting game series. The six playable characters are split two each from SNK's three fighting franchises (at the time). They are : + +"Art of Fighting" : Ryo Sakazaki and Robert Garcia + +"Fatal Fury" : Terry Bogard and Mai Shiranui + +"Samurai Showdown" : Haohmaru and Nakoruru + + +Of these six, Mai is the only one not to appear in the first game of their respective series (Mai debuted in "Fatal Fury 2"). Other characters from these three series appear as the people asking the questions or otherwise standing in the way. The exception is Yuri Sakazaki, of course, as the entire premise of this game is the six of them having to save her. + + +- STAFF - + + +Producer : Nobuyuki Tanaka + +Planner : K. Ishimotti + +Programmers : Yuki, Donpa!, Koji, Jo., Mink.M + +Designers : Miyoshi Masato, 12341234, Kohtaroh Papa, SK, Miyoshi Sachiko, K. Tsugita, Kiyoshi Matsueda, Tawake Suzume, Miwako Kojima, Kaori Ito, Kurara Kiri, Y. Hara, Yuri Tachikawa, Azuma + +Sound : Sin Chan, Kaz Oshikiri, H.N., Hiro Takezo + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=qzkklogy, +$bio + +Quiz Kokology (c) 1992 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Buttons : 5 + + +- SERIES - + + +1. Quiz Kokology (1992) + +2. Quiz Kokology 2 (1993) + +$end + +$info=qzkklgy2, +$bio + +Quiz Kokology 2 (c) 1993 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Buttons : 4 + + +- SERIES - + + +1. Quiz Kokology (1992) + +2. Quiz Kokology 2 (1993) + +$end + +$info=quizdai2, +$bio + +Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (c) 03/1992 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0042 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Main Detective Work Neo & Geo - Quiz Great Investigation Track Part 2'. + + +- SERIES - + + +1. Quiz Daisousa Sen - The Last Count Down (1991) + +2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992) + +$end + +$info=quizmeku, +$bio + +Quiz Mekurumeku Story (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=qndream, +$bio + +Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 08/1996 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 19 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Seven Color Dreams - Miracle of Rainbow Color Village'. + + +One of Quiz Nanairo Dreams' very pretty girls (Saki) appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997. + + +- STAFF - + + +Staff : Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki Kondo (X68K), Moe-T, Saru, Hiro, Umazono + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +$end + +$info=quizpani, +$bio + +Quiz Panicuru Fantasy (c) 1993 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Buttons : 4 + +$end + +$info=qzquest, +$bio + +Quiz Quest - Hime to Yuusha no Monogatari (c) 07/1991 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C92 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Story of the Princess and the Hero'. + + +- STAFF - + + +Sound composer : Kazuyuki Oonui + +$end + +$info=qrouka, +$bio + +Quiz Rouka ni Tattenasai (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Please Stand in the Corridor'. + +$end + +$info=qsangoku, +$bio + +Quiz Sangokushi - Chiryaku no Hasha (c) 06/1991 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Three Countries' Intentions - Supreme Ruler of Captured Wisdom '. + + +This quiz is based on the Three Kindgoms saga. + +$end + +$info=qzshowby, +$bio + +Quiz Sekai wa SHOW by Shobai (c) 1993 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : D72 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz The World Show By Shobai'. + +$end + +$info=qsww, +$bio + +Quiz Syukudai wo Wasuremashita (c) 1991 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Forgot the Homework'. + +$end + +$info=qtheater, +$bio + +Quiz Theater - 3tsu no Monogatari (c) 11/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D95 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Story of Three'. + +$end + +$info=qtono1, +$bio + +Quiz Tonosama no Yabou (c) 01/1991 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord'. + + +- SERIES - + + +1. Quiz Tonosama no Yabou (1991) + +2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995) + + +- STAFF - + + +Character : M. Okazaki, Kitasan, Marilyn Higuchi + +Programmer : H.M.D., Kazuhito Nakai + +Music : Chacha, Gips.Papa + +Planner : T. Iizima, C. Kanemitsu + +Producer : Kihaji + +$end + +$info=qtono2, +$bio + +Quiz Tonosama no Yabou 2 - Zenkoku-ban (c) 01/1995 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord 2 - Nationwide Edition'. + + +- SERIES - + + +1. Quiz Tonosama no Yabou (1991) + +2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995) + + +- STAFF - + + +Staff : Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takayuki Iwai (Takapon), Satomi, Syun Nishigaki (SYUN), Ryoji + +$end + +$info=qtorimon, +$bio + +Quiz Torimonochou (c) 02/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C41 (F2-System No. 4) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz Arrest Notebook'. + + +Note : The large kanji pronounced as 'quiz' actually means 'suffering stomach head'. + + +- STAFF - + + +Sound composer : Masahiko Takagi, Yasuhisa Watanabe + +$end + +$info=qmhayaku, +$bio + +Quiz-Mahjong Hayaku Yatteyo! (c) 05/1991 Nichibutsu. + + +A combination of mahjong and Japanese quiz with the trademark Nichibutsu gals. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.9 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Quiz-Mahjong Do it Quickly!'. + + +- STAFF - + + +Planner : Hiroshi Ikegami + +Programmer : Moriaki Hotigai + +Composer : Kenji Yoshida + +Graphic designers : Hiroyuki Wada, Kenzo Kanzaki, Hiroshi Sakai, Kenichi Sakamoto + +$end + +$info=qwak, +$bio + +Qwak (c) 1982 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This prototype was never released. Qwak was a '15-puzzle' game with cute animations and it shares with MM2 the distinction of using 'Motion Objects' for text. Designers were unsure whether it was originally designed for a touch-screen or not. It could have been a joystick game that happened to be in development when they were interested in evaluating touch-screen technology. They felt that the touch-screen would make a more intuitive interface, but were apparently wrong. The most common comment at the focus-group was 'could you put a joystick or buttons on it. It would be easier'... + + +This game runs on the Atari 6502 Color Raster hardware. + + +- STAFF - + + +Designed and programmed by : Mark Cerny + +$end + +$info=rshark, +$bio + +R-Shark (c) 1995 Dooyong. + + +A space-themed vertically scrolling shoot'em up that is very similar to, and no better than, the myriad of similar shoot' em ups that were around at the time. Despite its name, R-Shark has nothing whatsoever in common with Irem's superb "R-type" series. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game was released only in Korea. + +$end + +$info=rtype,rtypeu,rtypepj, +$bio + +R-Type (c) 07/1987 Irem. + + +A legendary game that revolutionised the genre and completely changed the way players viewed the humble shoot'em up. R-Type is an incredibly difficult game but, due to the superb graphics, breath-taking level design and never-before-seen gameplay, the game was a huge success, and is still regarded as being the finest of its genre. + +R-type's real stroke of genius was in the innovative weapon system the game introduced. The first is the beam weapon: when the player presses and holds the fire button, a beam 'power meter' starts to charge up, once the meter was full, releasing the fire button unleashed a very powerful 'plasma burst', capable of destroying most of R-type's enemy ships. The trade-off was that charging the weapon took up valuable seconds, giving the Bydo ships time to attack. + +The second weapon inovation was R-type's now-legenday 'pod' laser. This takes the form of an invincible, detachable pod that can be attached to either the front or rear of the player's ship, or can be detached completely and sent forth into the enemy ships. The pod laser was a stroke of true genius and, coupled with the superb level design, gave the world its first 'strategic' shoot'em up. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Nintendo for US manufacture and distribution. + + +R-Type is one of the most famous of all scrolling shooters. Its impressive graphics, detailed animation, inventive features and simple yet surprisingly involved gameplay made it a huge success for Irem. + + +The first boss, as well as some of the stages, seem inspired by the artistic works of H. R. Giger (of 'Aliens' fame). He makes a brief cameo in the TV sets in "Undercover Cops". + + +Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988. + + +- UPDATES - + + +At the title screen, the prototype version says 'Play and enjoy the game' instead of 'Blast off and strike the evil Bydo empire!', as it does in the final version. + + +- SERIES - + + +1. R-Type (1987) + +2. R-Type II (1989) + +3. R-Type Leo (1992) + +4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom) + +5. R-Type Delta (Sony PlayStation) + +6. R-Type Final (Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1988) + +Sega Master System (1988) + +NEC PC Engine Super CD-ROM2 (1991, "R-Type Complete CD") + +Nintendo Game Boy (1991) + +Nintendo Game Boy Color ("R-type DX") + +Sony PlayStation (1998, "R-Types") + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +Commodore Amiga (1988) + +MSX (1988) + +Atari ST (1988) + +Sharp X68000 (1989) + +$end + +$info=rtype2,rtype2j, +$bio + +R-Type II (c) 12/1989 Irem. + + +The inevitable sequel to the hugely-successful original finds the evil Bydo Empire once again intent on the destruction of all mankind. The infamous Beam Weapon and Pod Laser make a welcome return, as do the beautifully rendered, organic-looking levels. R-type II doesn't do anything that the original didn't do, but the sequel is every bit as good as its illustrious predecessor, with the same tight gameplay and imaginitive level design that made R-type such a classic - although R-Type II is, if anything, more difficult than its already-unforgiving prequel. + + +- TECHNICAL - + + +Irem M-82 system hardware (Japanese version has M-84 written on the board). + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21/01/1990. + + +- SERIES - + + +1. R-Type (1987) + +2. R-Type II (1989) + +3. R-Type Leo (1992) + +4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom) + +5. R-Type Delta (Sony PlayStation) + +6. R-Type Final (Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Nintendo Super Famicom (1991, "Super R-Type") : Has much better (upgraded) sound and graphics and some level design changes. + +Sony PlayStation (1998, "R-Types") + +Nintendo Game Boy + +Nintendo Game Boy Color ("R-type DX") + + +* Computers : + +Commodore Amiga (1989) + +Atari ST (1989) + +$end + +$info=rtypeleo,rtypelej, +$bio + +R-Type Leo (c) 12/1992 Irem. + + +The third and final arcade release of this classic series (which would foster three further console-only sequels, see 'Series' for details) sees the Bydo Empire waging a full scale assault against other planets. + + +R-Type Leo possesses many of the elements that made the first two games in the series such classics, but the feel and gameplay is very different. Both the beam laser and the pod make a return, but play a different role in this game. The pod in particular now acts more like a mini 'smart bomb', in that it only detaches from the player's ship for a few seconds, and automatically homes in on enemies. The level design is also far more open than that of its predecessors, and far more forgiving. + + +R-Type Leo is a game that firmly divides opinions of fans of the series. Some considered it to be a blasphemy to the R-Type name, arguing that in making a game far more 'traditional', both in feel and level design, R-type Leo actually represented a step backwards from what the innovative original achieved. Less patient players undoubtedly prefer Leo's open levels and forgiving gameplay. Something that all can agree on, however, is how stunningly beautiful the game is. The detail and use of colour on both the backgrounds and enemy ships is incredible and is one of the finest examples of two-dimensional artwork the arcade has ever seen. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +R-Type Leo was developed by Irem's internal group 'Nanao' (authors of te famous "Meikyuu Jima"); the original authors of R-Type's series went to 'Aicom' (bought by SNK) to develope "Pulstar". + + +- SERIES - + + +1. R-Type (1987) + +2. R-Type II (1989) + +3. R-Type Leo (1992) + +4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom) + +5. R-Type Delta (Sony PlayStation) + +6. R-Type Final (Sony PlayStation 2) + + +- STAFF - + + +Game planners : Hirogon, Akikaze + +Programmers : Denden, Yuki, Drunker, Shaka + +Graphics designers : Sakotan, U.W.F., Maccoy, Kimi, Hidarin, Kakapo, Yassy + +Sound : Hiroshi, Aiai + +$end + +$info=pc_rcpam, +$bio + +R.C. Pro-Am (c) 1987 Rare. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : PM + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. R.C. Pro-Am (1987) + +2. Super R.C. Pro-Am (1991, Nintendo Game Boy) + +3. R.C. Pro-Am II (1992, Nintendo NES) + +$end + +$info=r2dtank, +$bio + +R2D Tank (c) 1980 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3 Mhz) + +Sound CPU : M6802 (@ 750 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Emerson Arcadia (1982) + +$end + +$info=rabbit, +$bio + +Rabbit (c) 1997 Electronic Arts. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=rpunch, +$bio + +Rabbit Punch (c) 1987 V-System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Bally / Midway / Sente for US distribution. + + +This game is known in Japan as "Rabio Lepus". + + +The main character appears as a secret character in "Aero Fighters 3". + + +- UPDATES - + + +Cut scenes from the original Rabio Lepus were eliminated in Rabbit Punch. These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending. + + +- SERIES - + + +1. Rabio Punch (1987) + +2. Rabio Lepus Special (1990, NEC PC Engine) + + +- STAFF - + + +Main programmer : T. Honda + +Sound, music : K. Okuda, E. Murakami, Y. Ishida + +Designer : Shin Nakamura + +$end + +$info=rabiolep, +$bio + +Rabio Lepus (c) 1987 V-System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Rabbit Punch". + + +The main character appears as a secret character in "Aero Fighters 3". + + +- UPDATES - + + +Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending. + + +- SERIES - + + +1. Rabio Lepus (1987) + +2. Rabio Lepus Special (1990, NEC PC Engine) + + +- STAFF - + + +Main programmer : T. Honda + +Sound, music : K. Okuda, E. Murakami, Y. Ishida + +Designer : Shin Nakamura + +$end + +$info=raccoon, +$bio + +Raccoon World (c) 199? Eolith. + + +- TECHNICAL - + + +Main CPU : E1-32N (@ 20 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + +$end + +$info=racedrvc,racedrc4,racedrc2,racedrc1,racedrcg,racedcg4,racedrcb,racedcb4,racedriv,racedrv4,racedrv3,racedrv2,racedrv1,racedrvg,racedrg4,racedrg1,racedrvb,racedrb4,racedrb1, +$bio + +Race Drivin' (c) 1990 Atari Games. + + +- TECHNICAL - + + +Game ID : 136077 (cockpit), 136078 (compact) + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), DSP32C (@ 40 Mhz) + +Sound CPU : 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz) + +Sound Chips : DAC (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 500 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : paddle + + +- TRIVIA - + + +There is a warning in the attract mode : 'Be Carefull though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!' + + +Note : There were 19 officially released versions, counting 11 cockpit and 8 compact versions, including various British and German versions. + + +- UPDATES - + + +On the british and Japanese versions, you are in a right-hand drive car. + + +* Cockpit versions : + + +Revision 1 : + +* World and British releases. + + +Revision 2 : + +* World and German releases. + +* Software version : 2.1. + + +Revision 3 : + +* World release. + +* Software version : 2.2. + + +Revision 4 : + +* World, British and German releases. + +* Software version : 2.3. + + +Revision 5 : + +* World, British and German releases. + +* Software version : 2.4. + + +* Compact versions : + + +Revision 1 : + +* World release. + +* Software version : 1.6. + + +Revision 2 : + +* World release. + +* Software version : 1.7. + + +Revision 4 : + +* World, British and German release. + +* Software version : 1.8. + + +Revision 5 : + +* World, British and German release. + +* Software version : 1.9. + + +- SERIES - + + +1. Hard Drivin' (1988) + +2. Race Drivin' (1990) + +3. Hard Drivin' II - Drive Harder (1991, Atari ST) + +4. Hard Drivin' Airborne (1993) + +5. Street Drivin' (1993) + + +- STAFF - + + +* Main : + +Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief + +Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey + +Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky + +Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin + +Game programming, display software, championship lap, game designer : Stephanie Mott + + +* Others : + +Cabinet designers : Mike Jang, Ken Hata + +Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble + +Display math software : Jim Morris + +ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg + +ADDN'L hardware : Don Paauw + +Marketing : Linda Benzler, Mary Fujihara + +Sales : Shane Breaks + +Mechanical designers : Jacques Acknin, Milt Loper + +Yellow/Flame concept : Mark Hoendervoogt, Howard Owen + +Test drivers : Doug Milliken, Dave Shepperd + +Music : Don Diekneite + +Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +Sega Mega Drive (1993) + +Sega Saturn (1995) + +Nintendo Game Boy + + +* Computers : + +Commodore Amiga (1990) + +Atari ST (1991) + +$end + +$info=racinfrc, +$bio + +Racin' Force (c) 1994 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX250 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : paddle + +Buttons : 3 + +$end + +$info=racingb, +$bio + +Racing Beat (c) 1991 Taito. + + +- TECHNICAL - + + +Taito Z System hardware + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=rachero, +$bio + +Racing Hero (c) 1990 Sega. + + +Race a motorcycle against other bikes, cars, trucks and the obligatory tight time limit. Racing Hero is the spiritual successor both to Sega's wonderful "Hang-On" series, and to their most famous racing game, "Out Run". The racing-through-traffic gameplay of some of the stages is almost identical to the Ferrari-based racer, but perhaps the biggest similarity to Out Run is that at the end of each stage, the player can chose which route he or she wishes to take next. This differs somewhat from "Out Run"'s highly impressive forked-road method. In racing Hero, the player is presented with a seperate stage-select screen and simply highlights the flag of whichever country they wish to tackle next. + + +- TECHNICAL - + + +Sega X Board hardware + +Game ID : 317-0144 + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : paddle + +Buttons : 3 + +$end + +$info=racingj, +$bio + +Racing Jam (c) 1998 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- SERIES - + + +1. Racing Jam (1998) + +2. Racing Jam - Chapter 2 (1999) + +$end + +$info=racingj2, +$bio + +Racing Jam - Chapter 2 (c) 1999 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- TIPS AND TRICKS - + + +* Unlock Time Trial Mode : Press down on Clutch and Brake simultaneously and press the Start button. Don't let off the pedals until the race starts. + + +- SERIES - + + +1. Racing Jam (1998) + +2. Racing Jam - Chapter 2 (1999) + +$end + +$info=rackemup, +$bio + +Rack 'em Up (c) 11/1987 Konami. + + +- TECHNICAL - + + +Game ID : GX765 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM3812 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "The Hustler". + +$end + +$info=racknrol, +$bio + +Rack + Roll (c) 1986 Status. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 3.072 Mhz) + +Sound Chips : (3x) SN76496 (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Shinkai. + +$end + +$info=rdaction, +$bio + +Rad Action (c) 07/1987 UPL. + + +- TECHNICAL - + + +Game ID : UPL-87003 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), Samples (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to World Games for US manufacture and distribution. This game is known outside US as "Ninja Kid-II". + + +- SERIES - + + +1. Ninjakun Majou no Bouken (1984) + +2. Vs. Ninja Jajamaru-kun (1985) + +3. Rad Action (1987) + + +- STAFF - + + +Game designer : Tsutomu Fuzisawa + +Program designer : Satoru Kinjo + +Character designers : Tsutomu Fizisawa, Akemi Tsunoda + +Sound composer : Tsutomu Fuzisawa + +BGM creator: Mecano Associates + +Data maker : Takashi Hayashi + +$end + +$info=radm,radmu, +$bio + +Rad Mobile (c) 1990 Sega. + + +Yet another in the long line of genre leading, ground-breaking racing games from Sega. With the introduction of Rad Mobile, Sega yet again brought new gameplay elements to the racing genre, this time in the form of dynamic weather effects - although Sega's 1989 racer, Turbo Out Run, also included limited weather effects, they were far less prominant as a gameplay feature and a good deal less impressive than they are here. Now, as well as a tight time limit and heavy traffic - some of it oncoming - players had to contend with snow, heavy rain, thick fog and darkness. Windscreen wipers and headlights had to be manually switched on by the player which, together with the first-person in-car view, gave a more realistic and interactive feel to standard but undeniably superb racing action. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Rad Mobile was Sega's first 32bit arcade game. + + +Sega's familiar "Sonic The Hedgehog" is shown in this game (actually, this is the first time he's shown in any game), dangling from your rear view mirror as you drive. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991. + + +A Rad Mobile unit appears in the 1992 movie 'Encino Man'. + + +- TIPS AND TRICKS - + + +* The two-lane, 'oncoming traffic' levels, such as the Rocky Mountains, are easier than they appear. Rather than trying to pass cars on the left and risk a head-on collision, pass them on the right. Apparently the player drives a very narrow car as it seems impossible to ever crash into the mountain (or go off the road, providing the player doesn't over-steer). + + +* There are at least two endings to this game depending on what place the player finishes in and whether or not he or she used any short cuts. The best ending is achieved by finishing in first place without using any shortcuts. + + +- SERIES - + + +1. Rad Mobile (1990) + +2. Rad Rally (1991) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1994, "Gale Racer") + +$end + +$info=pc_radrc, +$bio + +Rad Racer (c) 1989 Square. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : RC + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level. + + +* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start. + + +* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start. + + +* View Game Ending : Once you select your vehicle, press the B button 64 times. Then, hold Up/Right diagonally and finally press Start to view the game ending. + + +- SERIES - + + +1. Rad Racer (1989) + +2. Rad Racer II (1990) + + +- STAFF - + + +Music by : Nobuo Uematsu + +$end + +$info=pc_radr2, +$bio + +Rad Racer II (c) 1990 Square. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : QR + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level. + + +* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start. + + +* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start. + + +- SERIES - + + +1. Rad Racer (1989) + +2. Rad Racer II (1990) + +$end + +$info=radr,radru, +$bio + +Rad Rally (c) 1991 Sega. + + +An update of Sega's "Rad Mobile", Rad Rally offered a choice of four different courses (Sunset, Rain, Night and Mountain). A fully working rear view mirror was introduced and arcade operators were also given the option of a link-up cabinet for two-player, head-to-head racing. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 2 + + +- SERIES - + + +1. Rad Mobile (1990) + +2. Rad Rally (1991) + +$end + +$info=radarscp, +$bio + +Radar Scope (c) 11/1980 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : Joystick 2-way + +Button : 1 + + +Radar Scope was available in three different dedicated cabinets. The upright cabinet was the same design used for the "Donkey Kong" series. It was red in color and had sticker sideart of a spaceship. The monitor bezel and control panel were designed to mimic the view from inside the cockpit of a spaceship. While the marquee showed an image of a blue and red 'Radar Scope' logo on a field of stars. The cocktail version came in a white-topped cabinet and was only decorated with an instruction card underneath the glass. The final version was a big environmental unit that completely enclosed the player inside (to better hear all that 'Laser Sound'). All the Radar Scope advertisements showed the environmental version. It used the same sideart as the upright, and had a 'Radar Scope' logo silk-screened on the back window. All versions used a 'Nintendo Compatible' Sanyo monitor. + + +- TRIVIA - + + +This was Nintendo's first arcade game and it did not sell well (First game that Shigeru Miyamoto worked on). Of the 3000 games made, roughly 2000 were converted into "Donkey Kong". This lead to two variations of Donkey Kong cabinets : the harder to find red cabinet and the traditional blue cabinet. + + +- STAFF - + + +Graphics by : Shigeru Miyamoto + +$end + +$info=radarzon,radarzn1,radarznt, +$bio + +Radar Zone (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Tuni Electro Serive. + + +This game is also known as "Outline". + +$end + +$info=rsgun, +$bio + +Radiant Silvergun (c) 05/1998 Treasure. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Radiant Silvergun (1998) + +2. Ikaruga (2001) + + +- STAFF - + + +Music composed by : Hitoshi Sakimoto + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=radrad, +$bio + +Radical Radial (c) 09/1982 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=radikalb, +$bio + +Radikal Bikers (c) 1998 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (4x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +Licensed to Atari Games. + + +The main characters use a scooter from 'Italjet', a very famous Italian manufacturer now defunct (in 2001), which is also very well known in Spain. The model used in the game is similar to the 'Dragster' model. + +$end + +$info=raflesia, +$bio + +Rafflesia (c) 1986 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5753 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=rotd, +$bio + +Rage of the Dragons (c) 06/2002 Evoga / Playmore. + + +Rage of the Dragons is an original fighting game with 14 selectable fighters plus Abubo (sub-boss, hidden character) and Johann (final boss). + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0264 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + + +- TRIVIA - + + +Rage of the Dragons was the first fighting game by Evoga (This game was developed on agreement between MEXICO (EVOGA) & JAPAN (BREZZA SOFT & NOISE FACTORY). + + +Evoga tried to make a new "Double Dragon" game. Evoga tried to buy the Double Dragon copyright from Technos Japan but they refused to sell it. They decided to do an homage game. The game is not directly related to the original Technos' Double Dragon Series, it is inspired on it. In Rage of the Dragons the names are William 'Billy' Lewis, James 'Jimmy' Lewis and 'Abubo' (instead of Abobo, Jimmy Lee and Billy Lee). One funny thing about these Evoga characters is that they appear in Noise Factory's Matrimeele, based in the Power Instinct series by Atlus. + + +- TIPS AND TRICKS - + + +* Play As Abubo : At the character select screen, press quickly Up(x4), Down(x3), Left(x2), Right. Abobo should appear on center. + + +- STAFF - + + +Producer : boss + +Director : Angel Sword, Mamaro, Mamoto + +Sub. Director : Mr. Vo, Tetsu + +Planners : Mr. Vo, EDU + +Main programmer : Mamoto + +Sub. programmers : K. Ezato, H. Hisikawa + +Character designers : Super Dotter K', Mr. Vo, Mamero, Dessy, Nankin, Bel Mont, Hikaru Suf, Shio Shio, Rinkenedu, Edu, Shuhey Kawasaki, Jaga Danshaku + +Background designers : Miyukichi, Kuramoyan, Reiko N, Fukkie, MR.Vo, Darb, Shin Ryu + +Illustration : Ooma Bunshichiro + +Sound producer : Studio Aqua + +Testers : Bel Mont, Orochi, Shin Ryu, G. Miyazaki, Y. Takahasi, S. Adati, Y. Karu, Y. Sinihara + +$end + +$info=ragnagrd, +$bio + +Ragnagard (c) 05/1996 Saurus / System Vision. + + +Pre-rendered pixelation puts somewhat of a damper on this Japanese fantasy fighter. Eight selectable characters and three end bosses. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0218 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Shin-Oh-Ken" (translates from Japanese as 'True King Fist'). + + +- TIPS AND TRICKS - + + +* Play As Behemoth : In character select screen, highlight Syuten-Dozi and press B, C, B, C, B(x2), C, then press A or D to select. + + +* Play As Eelis : In character select screen, highlight Benten and press C(x2), B(x2), C, B, C, then press A or D to select. + + +* Play As Lucifer : In character select screen, highlight Susano and press B, C(x3), B(x3), C, then press A or D to select. + + +- STAFF - + + +Game design : Hiroaki Fujimoto + +Character design : Hiroaki Fujimoto + +World design : Hiroaki Fujimoto, Motohiro Toshiro + +Graphics : Hiroaki Fujimoto, Motohiro Toshiro, Koyama, Ryoumi Momota, Kyoosuke Motoya, Yasunori Hayashi + +Animation : Kyoosuke Motoya, Hiroaki Fujimoto, Koyama + +Fonts : Ryoumi Momota, M. Kihara, Zizi + +Program : Zakky , Yas, Hideki Suzuki + +Technical adviser : Masaaki Yuuki + +Music : Hideki Suzuki + +Sound : Hideki Suzuki + +Voice : Sawatari Mutuki, Haruki, Sayu Mitou, Ishikawa, Hiroaki Fujimoto, Kyoosuke Motoya + +Tuning : Hiroaki Fujimoto, Masaaki Nagahora, Yuusuke Kunitomo + +Sales promoter : Osamu Nagano, Kimihiko Kobayashi, Miwa Izumi, Tomoo Yoda + +Art director : Koutarou Noumura + +Director : Ryoumi Momota + +Producer : Takahiro Shima, Yasushi Okahara + +Executive producer : Nobuyuki Tanaka + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=raiden,raidena,raidenk,raident, +$bio + +Raiden (c) 04/1990 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : (2x) V30 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Thunder and Lightning'. + + +Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990. + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + + +- STAFF - + + +Music composed by : Akira Satoh + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +Sega Mega Drive (1991, "Raiden Trad") + +Nintendo Super Famicom (1992, "Raiden Trad") + +Atari Jaguar (1994) + +Sony PlayStation (1995, "The Raiden Project") + +Atari Lynx (1997) + + +* Computers : + +FM Towns Marty (1991) + +PC [MS-DOS, CD-ROM] + +$end + +$info=raidndx,raidndxa,raidndxb,raidndxj, +$bio + +Raiden DX (c) 1993 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : V30 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +$end + +$info=rdft,rdftau, +$bio + +Raiden Fighters (c) 1996 Seibu Kaihatsu. + + +- TECHNICAL - + + +Seibu SPI Hardware + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Fabtek for US distribution. + + +During development, the game was tentatively titled 'Gun Dogs' but was later changed to its current title to take advantage of the popular Raiden name. + + +- TIPS AND TRICKS - + + +* Slave Ship : Select any ship, if the ship is on top, hold Up and if the ship is on the bottom, hold Down. Then press Start+Fire+Bomb at the same time to unlock the Slave ship. The ship's speed depends on what ship you're using. + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + +$end + +$info=rf2_eur,rf2_us,rf2_2k, +$bio + +Raiden Fighters 2 - Operation Hell Dive (c) 1997 Seibu Kaihatsu. + + +- TECHNICAL - + + +Seibu SPI Hardware + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Play As Aegis II-C : At the fighter select screen do the following... + +1) Hold Fire and press Start. + +2) Move to Aegis IV. + +3) Hold joystick to the Up and press Fire. + + + +* Play As Blue Javelin : At the fighter select screen do the following... + +1) Hold Fire and press Start. + +2) Move to Random (?). + +3) Hold joystick to the Down and press Fire. + + + +* Play As Dark Sword : At the fighter select screen do the following... + +1) Hold Fire and press Start. + +2) Move to Random (?) and press Fire. + + + +* Play As Fairy : At the fighter select screen do the following... + +1) Hold Fire and Bomb together and press Start. + +3) Move to Random (?). + +4) Hold joystick to the Downright and press Fire. + + + +* Play As Fairy (Alternate Method) : At the fighter select screen do the following... + +1) Hold Fire and Bomb together and press Start. + +2) Move to Miclus and press Fire. + + + +* Play As Judge Spear : At the fighter select screen do the following... + +1) Press Start and move to Random (?). + +2) Hold Joystick to the Down and press Start. + + + +* Play As Miclus : At the fighter select screen do the following... + +1) Hold Fire and press Start. + +2) Move to Random (?). + +3) Hold joystick to the Downright and press Fire. + + + +* Play as Raiden MK-II : At the fighter select screen do the following... + +1) Press Start and move to Random (?). + +2) Hold joystick to the Right and press Start. + + + +* Play As Raiden MK-II Beta : At the fighter select screen do the following... + +1) Hold Fire and press Start. + +2) Move to Random (?). + +3) Hold joystick to the Right and press Fire. + + + +* Play As Slave : At the fighter select screen do the following... + +1) Hold Fire and Bomb together and press Start. + +2) Move to any plane and press Fire and Bomb together. + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + +$end + +$info=rfjet,rfjeta,rfjetu,rfjetus, +$bio + +Raiden Fighters Jet (c) 1998 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + +$end + +$info=raiden2,raiden2a,raiden2b,raiden2c,raiden2e, +$bio + +Raiden II (c) 1993 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : V30 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Fabtek for American distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden II - PCCB-00150) on 18/03/1994. + + +- SERIES - + + +1. Raiden (1990) + +2. Raiden II (1993) + +3. Raiden DX (1994) + +4. Raiden Fighters (1996) + +5. Raiden Fighters 2 - Operation Hell Dive (1997) + +6. Raiden Fighters Jet (1998) + + +- STAFF - + + +Music composed by : Gou Satou + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1995, "The Raiden Project") + + +* Computers : + +PC [Windows 95, CD-ROM] + +$end + +$info=raiders, +$bio + +Raiders (c) 1983 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=raiders5,raidrs5t, +$bio + +Raiders5 (c) 1985 UPL. + + +- TECHNICAL - + + +Game ID : UPL-85004 + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Taito for Japan manufacture and distribution. + + +- STAFF - + + +Staff : Tsutomu Fuzisawa, Suzuko, Naotsugu + +Game, software and character design by : Ryuichi Nishizawa + +Hardware and effect design by : Nobuyuki Narita + +$end + +$info=raiga,stratof, +$bio + +Raiga - Strato Fighter (c) 1991 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Thunder Fang - Strato Fighter'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiga - PCCB-00063) on 21/05/1991. + + +- STAFF - + + +Game designer : Uchinar + +Hardware : Yoshida San + +Software : Kuma, HB.M + +Character designers : Naoyuki, Kouji Miyazato, Mamoru Touma, Strong Shima, Murasaki, A. Haruno, Kena, Chi Quia, B.F.R, Grz-Zoo, T. Miyazato + +Sound composers : Mikio Saito (Metal Yuhki), M. Tanaka + +Special effects : Jhon Pee + +$end + +$info=rchase, +$bio + +Rail Chase (c) 1991 Sega. + + +- TECHNICAL - + + +Sega Y Board hardware + + +Main CPU : (3x) 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49152 + + +Player : 1 + +Buttons : 2 + + +- SERIES - + + +1. Rail Chase (1991) + +2. Rail Chase 2 (1994) + +$end + +$info=raimais, +$bio + +Raimais (c) 1988 Taito. + + +- TECHNICAL - + + +Taito L System hardware + +Game ID : B36 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + + +- STAFF - + + +Staff : Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hasimoto, Takeshi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo + +$end + +$info=rainbow,rainbowo,rainbowe, +$bio + +Rainbow Islands - The Story of Bubble Bobble 2 (c) 1987 Taito. + + +The game is set on a chain of seven islands, each one with a different theme. Each island provides four rounds of gameplay, and once these are complete the player moves to the next island in the chain. The islands get progressively more difficult, with enemies moving much faster on the later ones. + + +- TECHNICAL - + + +Game ID : B22 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The main characters are Bub and Bob, the protagonists of "Bubble Bobble". However, in this game they appear in human forms, as opposed to the dinosaurs of the first game. In single-player mode, only Bub is present. + + +The fifth island, DOH Island, is a homage to the game "Arkanoid", also by Taito. This level plays as any other, but the enemies are the same as encountered in "Arkanoid", and the platforms are designed from coloured blocks. Also, the music is absent and the player's jumping sound resembles the sound of the ball hitting the bat in "Arkanoid". Losing the final life in this island also results in the Game Over music from "Arkanoid" instead of the usual Rainbow Islands music. The boss on DOH Island is DOH himself, the boss of "Arkanoid". + + +The game soundtrack features a brief excerpt from 'Somewhere over the Rainbow', which has meant that later ports of the game have different music, as the license expired some time ago. + + +An extra version of this game was released in 1988 (Game ID : B39, see Updates section for more info). + + +A bootleg of this game called "Jumping" was released in 1989. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988. + + +- UPDATES - + + +The extra version has the exact same gameplay as the original but the stages and bosses appear in a different order. + + +- TIPS AND TRICKS - + + +* Title Screen Cheats : These codes can be typed in at the title screen (while the Rainbow is cycling through its colours). They are given to you in the secret rooms and give you the effect of the item in that room if you use them. When you put your coin in, an item should appear in the bottom left corner depending on which cheat you used... + +Permanent fast running - Rainbow, Left, Right, Rainbow, Jump, Start, Rainbow, Jump + +Permanent double rainbows - Right, Jump, Start, Rainbow, Jump, Start, Rainbow, Right + +Permanent fast rainbows - Start(x3), Left(x2), Right(x2), Start + +Hint A, The riddle of the shilver door - Rainbow, Jump, Rainbow, Jump, Rainbow, Jump, Right, Start + +Hint B, The secret of the big diamonds - Left, Jump, Left, Start, Left, Rainbow, Left, Start + +Hint C, The riddle of the 3 mirrors - Start, Jump, Rainbow, Left, Right, Jump, Start, Right + +Continue after fifth Island - Left, Rainbow, Start, Jump, Right, Left, Jump, Left + +All hidden items are money bags (10000 pts) - Right(x2), Left(x2), Rainbow(x2), Jump, Start + +Both above two - Right(x4), Start, Rainbow, Sart, Jump + +10m points - Start, Right, Rainbow, Jump, Start, Left, Start, Rainbow + + +* Better Bonus : Make sure the second to last 2 digits of your score are the same when you reach 'goal in', this will make the chest contain a better bonus item (eg. : reach goal in with a score of xxxx11x). + + +- SERIES - + + +1. Bubble Bobble (1986) + +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987) + +3. Final Bubble Bobble (1988, Sega Master System) + +4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine) + +5. Bubble Bobble Part 2 (1993, Nintendo Famicom) + +6. Bubble Bobble II (1994) + +7. Bubble Memories - The Story of Bubble Bobble III (1996) + + +- STAFF - + + +Software : Ichiro Fujisue (I.F), Kouju Miki (K.M), Tatsuji Okuno (T.O) + +Hardware : Takashi Ohara (OHR) + +Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S) + +Sound : Hisayoshi Ogura (OGR) + +Instraction : Naoko Yoshida (N.Y) + +Story and game designer : Fukio Mitsuji (MTJ) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +Nintendo Famicom (1991) + +NEC PC Engine CD (1993) + +Sega Saturn (1996, "Bubble Bobble featuring Rainbow Islands") + +Sony Playstation (1996, "Bubble Bobble featuring Rainbow Island") + +Sega Master System + +Nintendo Game Boy + +FM Towns Marty ("Rainbow Islands Extra") + + +* Computers : + +Commodore Amiga (1987) + +Atari ST (1987) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Sinclair ZX Spectrum (1990) + +$end + +$info=rallybik, +$bio + +Rally Bike (c) 1988 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-012 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is known in Japan as "Dash Yarou" (translates from Japanese as 'Dash Rascal'). + + +PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- STAFF - + + +Music composed by : Ree Ohta + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +$end + +$info=rallyx,rallyxm, +$bio + +Rally X (c) 10/1980 Namco. + + +A full color strategic car chase video game in a maze with special radar attraction! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Samples (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Midway (01/1981). + + +A Rally X unit appears in the 1982 movie 'Tron'. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep B1 pressed and enter the following sequence : Up(x2), Down(x7), Right, Left(x6). + +3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen. + + +- SERIES - + + +1. Rally X (1980) + +2. New Rally X (1981) + + +- PORTS - + + +* Consoles : + + +Sony PlayStation (1995, "Namco Museum Vol.1") + + +* Computers : + +MSX (1984) + +Fujitsu FM-7 (1984) + +PC [Windows, CD-Rom] (1997, Namco History Vol.2") + +PC [Windows, CD-Rom] (Microsoft Revenge of Arcade) + + +* Others : + +Arcade (1996, "Namco Classics Collection Vol.2") + +Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003). + +$end + +$info=rallys, +$bio + +Rallys (c) 1980 Novar. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Spectar". + +$end + +$info=rambo3,rambo3a,rambo3ae, +$bio + +Rambo III (c) 1989 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B93 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on the movie of the same name. + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- STAFF - + + +Game programmers : T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, Takeshi Ishizashi + +Character Designers : Takashi Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, A. Yamamoto, Kohzoh Igarashi, T. Tomita, Y. Iwata + +Game designer : Akira Saitoh + +P.C.B. designer : Eikichi Takahashi + +Designers : Kazuo Nakagawa, Hiroyasu Nagai + +Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Pinch Punch + +$end + +$info=rampage,rampage2, +$bio + +Rampage (c) 10/1986 Bally Midway. + + +Break everything on your passage and Destroy the metropoles of United States with sort of king kong, godzilla and giant were-wolf. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 3 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Rampage contains the Midway 'Join The Action' feature, which allows a player to come into the game at any time provided that there is an open character to play and that the proper coins have been deposited. + + +Note : The game shares a series of 768 different levels!!! + + +A Rampage unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- SERIES - + + +1. Rampage (1986) + +2. Rampage - World Tour (1997) + +3. Rampage 2 - Universal Tour (1999, Nintendo 64) + +4. Rampage Through Time (2000, Sony PlayStation) + + +- STAFF - + + +Concept and design : Jeff Nauman, Brian Colin + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Atari 2600 (1989) + +Sega Master System (1989) + +Atari Lynx (1991) + +Sony PlayStation (2000, "Arcade Party Pak") + +Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +PC [MS-DOS] (1988) + +Amstrad CPC (1988) + +Atari ST (1989) + +Commodore Amiga (1989) + +Apple II + +$end + +$info=rmpgwt,rmpgwt11, +$bio + +Rampage - World Tour (c) 03/1997 Midway. + + +Same as the first one with a big cool lifting and improvement. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Developed by 'Game Refuge' (see Staff section for more info). + + +RWT was born during a meeting, (regarding another project), between Game Refuge Designers Brian Colin and Jeff Nauman and top Midway execs Ken Fedesna and the late, great, Joe Dillon. Marketing VP Joe Dillon made an off-hand comment : "What we really need is a game that appeals to everyone... adults as well as kids, girls as much as guys. My partner, Jeff Nauman, and I looked at each other and said, in unison, 'Then lets re-make RAMPAGE!'. Five minutes later we got the green light to make the game". + + +It was decided to remake the game using the latest Midway Wolf Unit hardware. All of the character animation was achieved through the use of the 3D spline-modeling tool Animation Master. + + +A sequel, "Rampage - Universal Tour" was cancelled as an arcade project. + + +Stages trivia : There are 130 regular racks/levels in RWT. Each rack is a unique city, and the passage of time is counted in Days (1 day = 1 city). In addition, there are 14 'Transcontinental Flights'; a bonus flying rack in which players chalk up special bonuses. There are are 4 'Grudge Match' racks that pit player against player for an enormous point bonus. The final levels are on the surface of the moon, against hoardes of heavily armed Scumlab astronauts. There are 'hidden' racks as well, in such unlikely places as 'Hades' (complete with Demonic Minions) (...told you Scumlabs had underworld connections), 'Secret Government Area 69' (So thats where all those aliens keep coming from!) and the terrifying, mystical wasteland known only as 'Suburbia', to name a few. + + +In some stage you are attacked by ed-209 from "Robocop"! + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.1. + + +Revision 2 : + +* Software version : 1.3. + + +- TIPS AND TRICKS - + + +* A Few Lesser-Known Items of Interest + +1) Calculator : Grab a calculator before snagging a bonus power to multiply the effects of that power. + +2) Scumlab Triangle : Punching this symbol instantly destroys all onscreen vehicles. + +3) Rubber Dukie : Make the duck quack five times to call the jet bombers and evacuate the city earlier than usual. + +4) Allergic Reactions : Eating certain foods may make you sneeze. Ralph is allergic to cats, Lizzie is allergic to birds, and George is allergic to dogs. + +5) Backoff Bellow : Right after another player pops you in the face, pull down on your Joystick and press the Kick Button. You will Bellow at him and leave him dazed. + + +* A Few Secret Codes : Secret codes must be entered when the name of the appropriate city is displayed. The effect lasts while the Creatures are in that city. A brief message will confirm if the code was entered correctly. + + +1) Fatty Foods : This code enables an individual Creature to digest fatty foods better. All people eaten by this Monster award 3X their normal health increase... + +GEORGE : (U + J,J,J) + +LIZZY : (U + P,P,P) + +RALPH : (U + K,K,K) + +When To Use : At the end of every Jumbo Jet Ride... prior to the start of every World Tour + + +2) Iron Guts : This code enables an individual Creature to avoid stomach upset. Bad Stuff, that would normally make one puke, now builds up a player's health... + +GEORGE (D + J,J,J) + +LIZZY (D + P,P,P) + +RALPH (D + K,K,K) + +When To Use : Each time you return to a US City after taking a World Tour. + + +3) Food-O-Rama : This code fills all buildings with Good Stuff to eat. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players... + +GEORGE (J) + +LIZZY (P) + +RALPH (K) + +When To Use : Washington DC, Moab, Nashville and Kodiak... And every fourth city in a World Tour, as well...London, Kiev, Casablanca and Rio + + +4) Load Up : This code loads the city with every possible Special Power. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players... + +GEORGE (J,J) + +LIZZY (P,P) + +RALPH (K,K) + +When To Use : Philadelphia, Carbondale, Santa Fe and Honolulu. + + +5) Secret Racks : This code sends the players to a rack, or level, that cannot be reached any other way. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players. + +GEORGE (J,J,J) AND + +LIZZY (P,P,P) AND + +RALPH (K,K,K) + +When To Use : Enter the code in Atlanta and find yourself in the food rich world of SUBURBIA. + +Enter the code in Louisville, and find yourself in the SCUMLAB BIOWEAPON WAREHOUSE. + +Enter the code in chilly Fairbanks to discover the steamy secret of EUSTAS DEMONIC'S UNDERWORLD CONNECTION. + +Enter the code in Phoenix to learn whats hidden at secret Government AREA 69. + + +6) The Ten-City Jump (Rack Advance) : This code lets the players jump ahead ten racks or so...making it much easier to reach the exciting finale on the surface of the moon! (...and YES, the rumors are true about what happens in the final moments of the arcade game...) Note that ALL of the buttons indicated below must be pushed, regardless of the number of players. + +GEORGE (J,P,K) + +LIZZY (P,K,J) + +RALPH (K,J,P) + +When To Use : Cleveland, Oklahoma City, Fargo and Reno. + + +- SERIES - + + +1. Rampage (1986) + +2. Rampage - World Tour (1997) + +3. Rampage 2 - Universal Tour (1999, Nintendo 64) + +4. Rampage Through Time (2000, Sony PlayStation) + + +- STAFF - + + +Programming group : Jeff Nauman, Blake Drolson, Joel Nauman, Kirk Nauman, Lynn Zeglin + +Animation group : Brian Colin, Jeff Croke, Rob Dollase, Aaron Hartline, Tom Kondol, Mark Sieka + +Sounds / Music : Dr. Dave Zabriskie, Vince Pontarelli, Mike Colin + +Concept and design : Brian Colin, Jeff Nauman + +Support from : Scott Parrish, Cary Mednick, Pat Cox, Mark Turmell, Sal Divita, Nik Ehrlich, Herman Sanchez, Darren Walker, Christa Woss, Pat Fitzgerald, Joan Faux, Andy Lycke, Art & Jim Tianis, Sheridan Oursler, Rosalind Dugas, Al Lasko, Steve Correl, Bill Soldwish, Leroy Brown, Tom Sedor, Bill Dabelstein, Doug Hurd, Mike Burgin, Sean, Jason, Decker + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Sega Saturn (1997) + +Nintendo 64 (1997) + +Nintendo Game Boy Colors (1998) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + + +PC [Windows] (1998) + +$end + +$info=rampart,rampartj,ramprt2p, +$bio + +Rampart (c) 1990 Atari Games. + + +In the game, the player is in control of a castle, which they must defend, by alternately shooting at attacking ships, and repairing any damage within a time limit. + + +- TECHNICAL - + + +Game ID : 136082 + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 3 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +The island in Rampart is very similar with a map of Jersey in the Channel Islands, but its purely a coincidence. + + +- STAFF - + + +Programmer, designer : John Salwitz + +Artist, designer : David Ralston + +Hardware engineer : Tim Hubberstey + +Technician : Chris Drobny + +Audio : Brad Fuller, Don Dierkneite + +Artistict support : Sam Comstock, Sean Murphy, Will Noble, Nick Stern + +Software support : Peter Lipson, Mike Albaugh, Rusty Dawe, Ed Rotberg + +Commander : Chris Downed + +Product manager : Linda Benzler + +Cabinet designer : Dave Cook + +Asic : Pat Mc Carthy + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991) + +Sega Mega Drive (1991) + +Nintendo Super Famicom (1991) + +Atari Lynx (1991) + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + +Sega Master System + +Nintendo Game Boy + + +* Computers : + +Commodore C64 (1992) + +Atari ST (1993) + +$end + +$info=raphero, +$bio + +Rapid Hero (c) 1994 Media Trading. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Main programmer : Kochi + +Program super visor : Oredayo + +Sound programmer : Tommy + +Object designers : Arita, Ikezu Kenzi, Asaku, Ning Mei, Seki Kate, Midori, OK Kitamura + +Scroll designers : Nishimura, Kawauso Mama + +Art work designer : Big Robo + +Sound composer : Hide Kaz, Santard, Mustard Papa + +Planner : Morio + +$end + +$info=rastan,rastanu,rastanu2, +$bio + +Rastan (c) 03/1987 Taito. + + +Rastan the barbarian must save his country all alone from the evil empire in an action/platform game. + + +- TECHNICAL - + + +Game ID : B04 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Rastan Saga". + + +Rastan was inspired by 'Conan the barbarian' saga books. The barbarian becomes king 'but this is another story...' In the first stage in the background you can see the same statue as in the movie 'The Lord of The Rings'. + + +The main character, Rastan, appears as a selectable character, Miracle Rastan, in "Champion Wrestler". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- UPDATES - + + +"Rastan Saga" has some differences : + +* In the attract mode appears the intro (instead the description of the objects). + +* If you waste too many time without advancing in the stage, 2 bats will attack you (instead of 8). + + +- SERIES - + + +1. Rastan (1987) + +2. Nastar (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Game designer : Nenko Nishimura + +Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama + +Character designer : Nenko Nishimura + +Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki + +Hardware engineer : Noboru Takeshita + +Hardware designer : Masahiro Yamaguchi + +Music composers and sound effects : Naoto Yagishita, Masahiko Takaki + +Art advisor : Junji Yarita + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + + +* Computers : + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +PC [MS-DOS, 5.25''] (1990) + +$end + +$info=rastsaga, +$bio + +Rastan Saga (c) 1987 Taito. + + +Rastan the barbarian must save his country all alone from the evil empire in an action/platform game. + + +- TECHNICAL - + + +Game ID : B04 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Rastan". + + +Rastan was inspired by 'Conan the barbarian' saga books. The barbarian becomes king 'but this is another story...' In the first stage in the background you can see the same statue as in the movie 'The Lord of The Rings'. + + +The main character, Rastan, appears as a selectable characters, Miracle Rastan, in "Champion Wrestler". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- UPDATES - + + +Rastan Saga has some differences : + +* In the attract mode appears the intro (instead the description of the objects). + +* If you waste too many time without advancing in the stage, only 2 bats will attack you (instead of 8). + + +- SERIES - + + +1. Rastan (1987) + +2. Rastan Saga II (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Game designer : Nenko Nishimura + +Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama + +Character designer : Nenko Nishimura + +Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki + +Hardware engineer : Noboru Takeshita + +Hardware designer : Masahiro Yamaguchi + +Music composers And Sound Effects : Naoto Yagishita, Masahiko Takaki + +Art advisor : Junji Yarita + + +- PORTS - + + +* Computers : + +MSX2 + +$end + +$info=rastsag2, +$bio + +Rastan Saga II (c) 1988 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : B81 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Nastar" and in US as "Nastar Warrior". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- SERIES - + + +1. Rastan (1987) + +2. Rastan Saga II (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi + +Hardware designer : Eikichi Takahashi + +Music composed by : Hisayoshi Ogura + +Sound editor : Yasuhisa Watanabe + +Graphic designer : Hiroyasu Nagai + +Game and art designer : Hisaya Yabusaki + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sega Mega Drive (1991) + +$end + +$info=raveracw, +$bio + +Rave Racer (c) 1995 Namco. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID: RV + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + +Buttons : 2 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Rave Racer : Namco Game Sound Express Vol.24 - VICL-15048) on 21/10/1995. + + +- SERIES - + + +1. Ridge Racer (1993) + +2. Ridge Racer 2 (1994) + +3. Rave Racer (1995) + +4. Ridge Racer Revolution (1995, Sony PlayStation) + +5. Rage Racer (1996, Sony PlayStation) + +6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation) + +7. Ridge Racer V (1999, Sony PlayStation 2) + +8. Ridge Racer V - Arcade Battle (2000) + + +- STAFF - + + +Game designers : Kenji Wakabayashi, Fumihiro Tanaka + +Game programmers : Kazuhiro Mori, Takahiro Kakizawa, Yoichi Mizuno + +Visual designers : Akira Fujii, Nobuhiro Morishita, Yoshikazu Komatsu, Norifumi Nagaoka + +Visual programmers : Takashi Yano + +Sound composers : Etsyo Ishii, Shinji Hosoe, Ayako Sasou, Takayuki Aihara, Nobuyoshi Sano + +Industrial & Graphic designers : Naotaka Yoshimatu, Takeshi Fujikawa + +Mechanical designers : Shougo Kanebako, Toshifumi Ohara, Matsumi Ohta + +Electrical designers : Kouichi Asano, Kei Kobayashi, Kousei Yahaba + +Circuit designer : Kentaro Arai + +PWB designer : Kazuhiro Abe + +Direction : Kenji Wakabayashi + +$end + +$info=raystorm,raystorj, +$bio + +Ray Storm (c) 06/1996 Taito. + + +- TECHNICAL - + + +Taito FX-1B hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Stage Select : + +1) Keep pushing Service Switch during boot count. + +2) Machine displays 'Service Switch Error' on screen. + +3) Push 'Start(x3), Service Switch, Start'. + +4) Machine displays 'Round' on screen (Success !). + + +Select value for round and push button to start. You will start with the selected round after the player selection screen. + + +- SERIES - + + +1. Rayforce (1994) + +2. Ray Storm (1996) + +3. Raycrisis (1998) + + +- STAFF - + + +Producer : Yukio Abe + +Director : Tomohisa Yamashita, Yukio Abe, Tatsuo Nakamura + +Character graphics : Atsushi Iwata, R.Hideyuki Katoh, Tomohisa Yamashita, Indy Nishioka, Yasunobu Kousokabe, Terumi Ogiwara, Tomohiro Kagawa, Tsutomu Matsuda, Yuuji Sakamoto, Makoto Fujita, Satoshi Ohtani, Ippei Kobayashi (peacock) + +Program : Tatsuo Nakamura, Hikaru Taniguchi, Masao Kashino, Hirotaka Fukakawa, Norikatsu Fukuda, Koji Kato, Takeshi Higuri, Harumi.K, Hitoshi Kozuka, Kazunari Ishida + +Music : Tamayo Kawamoto (Zuntata) + +Sound effects : Munehiro Nakanishi (Zuntata) + +Sound direction : Hiroshige Tonomura (TONO) (Zuntata) + +Hardware : Katsumi Kaneoka + +Design works : Mihoko Sudoh + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Layer Section II") + +Sony PlayStation : Has a graphically enhanced SPECIAL mode in addition to the arcade game. + +$end + +$info=rayforce,rayforcj, +$bio + +Rayforce (c) 01/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D66 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Gunlock". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994. + + +- SERIES - + + +1. Rayforce (1994) + +2. Ray Storm (1996) + +3. Raycrisis (1998) + + +- STAFF - + + +Producer : Yukio Abe + +Directors : Yukio Abe, Tatsuo Nakamura + +Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita + +Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama + +Character Graphics designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi + +Screen Graphics designers : Hideyuki Kato, V.A.P, Peacock + +Music & Sound effects : Tamayo Kawamoto (Zuntata) + +Sound effects : Munehiro Nakanishi (Zuntata) + +Sound direction : Hiroshige Tonomura (TONO) (Zuntata) + +Design works : Kyoko Umezu + +Hardware : Katsumi Kaneoka + + +- PORTS - + + +* Consoles : + +Sega Saturn ("Layer Section") + +$end + +$info=razmataz, +$bio + +Razzmatazz (c) 1983 Sega. + + +- TECHNICAL - + + +Game ID : modified 834-0213, 834-0214 + + +Main CPU : Z80 (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : dial + +Button : 1 + +$end + +$info=reactor, +$bio + +Reactor (c) 07/1982 Gottlieb. + + +- TECHNICAL - + + +Game ID : GV-100 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz), Samples (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +First called 'Ram-It', then 'Expander', Reactor was Skelly's first game design upon going independent. Skelly was one of the first independent game designers. He designed a number of games for Gottlieb (none of which were released) before taking an extended break in which he watched horror movies, drank margaritas and wrote a screenplay! + + +Approximately 1,000 units were produced. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + +Audio by : David Thiel + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +$end + +$info=raf102j, +$bio + +Real and Fake (c) 1999 IGS. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known outside Japan as "Photo Y2K". + + +- SERIES - + + +1. Real and Fake (1999) + +2. Real and Fake 2 (2000) + +$end + +$info=rbff1, +$bio + +Real Bout Fatal Fury (c) 12/1995 SNK. + + +Sixteen characters, some old and some new, breathe new life into the Fatal Fury series. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0095 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Real Bout Garou Densetsu" (translates from Japanese as 'Real Bout Hungry Wolf Legend'). + + +Things that changed in this particular game : + +* The game uses a different 4 button setup this time around (punch, kick, power attack & plane switch) This was done to make the plane change mechanics easier to master. + +* Chain combos are easier to pull this time around as well. + +* This is one of the very few 2-D fighters to feature ring outs! + +* Newcomers in the game are : Kim Kaphwan, Duck King & Billy Kane. + + +- TIPS AND TRICKS - + + +An additional cutscene can be seen by beating the game with either Terry or Andy Bogard. + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Big boss : Eikichi Kawasaki + +Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh + +Planners : Tsuka-Michi, T. Yariyama, OH! Saba Meron + +Obj. designers : Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman + +Back. designers : Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan + +Demo designers : Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan + +effects : March Kaji, Kaoruru, Itokatsu, Tashiboo + +Programmers : Tony-MF-Oki, Bo-Ffffffffng + +Sound : Shimizm, SHA-V + +Special advisers : Stg-Oyaji 145H, Masahiko. Sawa + + +* Voice Actors : + +Terry Bogard : Satoshi Hashimoto + +Andy Bogard : Keiichi Nanba + +Joe Higashi : Nobuyuki Hiyama + +Mai Shiranui : Akoya Sogi + +Sokaku Mochizuki : Kouji Ishii + +Bob Wilson : Toshiyuki Morikawa + +Blue Mary : Harumi Ikoma + +Franco Bash : B.J. Love + +Geese Howard : Kong Kuwata + +Hon-Fu : Toshiyuki Morikawa + +Ryuji Yamazaki : Kouji Ishii + +Kim Kaphwan : Satoshi Hashimoto + +Jin Chonshu : Kappei Yamaguchi + +Jin Chonrei : Kappei Yamaguchi + +Billy Kane : Atsushi Yamanishi + +Duck King : Kong Kuwata + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +Sega Saturn (1996) + +Sony PlayStation (1996) + +$end + +$info=rbff2,rbff2a, +$bio + +Real Bout Fatal Fury 2 - The Newcomers (c) 03/1998 SNK. + + +Twenty-two of the finest South Town fighters in the seventh installment of this SNK gem. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0240 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as 'Real Bout Garou Densetsu 2 - The Newcomers' (translates from Japanese as 'Real Bout Hungry Wolf Legend 2 - The Newcomers'). + + +Things that changed in this particular game : + +* The game now features 'single plane' stages (like the ones seen in "Fatal Fury - King of Fighters", "Fatal Fury 2" & "Fatal Fury Special") in which you can slam enemies against background objects! + +* The breakable objects system seen in Real Bout Special is gone. Also the "evil character" versions of some characters are gone as well. + +* Newcomers in this game are : Li Xiangfei, Rick Strowd & Alfred. + + +A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + + +- TIPS AND TRICKS - + + +* Fight Against Alfred : Begin game play in single player mode, finish off the first 10 fights with no Losses, score over 750000 by the time the 10th fight is won, land 5 Super Dead Move's or 7 Dead Move's. You will fight Alfred in a desert type stage. + + +* You may scope out each character's best records by tapping A button to move forward or B button to move back at the score ranking screen :). + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Executive producer : Takashi Nishiyama + +Producer : H. Matsumoto + +Coproducer : S. Itoh + +Planners : Tsuka Michi+2, Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon + +Design Front : Soe-Soe, Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishida Man DX, Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide, CG, Team CG. Works + +Back designers : Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao J, Shimiji, Eiko + +Demo designers : Kaoruku, Uruuru, Kumiko M + +Sound : Sha-V, Miwa, Marino, Captain Beroou + +Programmers : Boffffffng as Bof, Kura, Air as G.Rok.(Konbu) + +Supervisers : K. Asai, SG Melon + +Voice actors : Satoshi Hasimoto, Nobuyuki Hiyama, Tosiyuki Morikawa, Kappei Yamaguti, Atsushi Yamanisi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikowa, B.J. Love, Tanny Yamaguti, Mami Kingetsu, Hiro Yuuki + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1998) + +$end + +$info=rbffspec, +$bio + +Real Bout Fatal Fury Special (c) 01/1997 SNK. + + +'Hey, how's it goin', dude?' More old Fatal favorites return to the bout and bring the total of selectable fighters to 19. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0223 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Real Bout Garou Densetsu Special" (translates from Japanese as 'Real Bout Hungry Wolf Legend Special'). + + +Things that changed in this particular game : + +* The game modifies the plane switching system a bit. + +* Ring out system is modified into the instant dizzy system (By breaking background objects!). + +* Newcomers in the game are Tung Fu Rue, Lawrence Blood & Wolfgang Krauser. 'Evil' versions of some characters are available as well. + + +Terry's theme in this game is a remixed version of Terry's familiar "Fatal Fury 2" music (Kurikinton). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu Special - PCCB-00240) on 05/02/1997. + + +- TIPS AND TRICKS - + + +* Play As Shadow/EX Fighter : Shadow/EX fighter is an evil version of the selected character with a different movelist set as well as a different ending than his/her original counterpart. This code only works with the following characters : Andy Bogard, Billy Kane, Blue Mary, Tung Fu Rue. + +1) At the character selection screen, highlight the character of your choice, hold Start and press B(x2), C(x2). + +2) While continuing to hold Start, hold B, pause one second and hold C. + +3) While continuing to hold Start+B+C, press A or D to select the Shadow version of the character. + +4) Pressing A or D will select a different color. + + +* Fight Against Geese Howard : Begin game play in single player mode, win all rounds, do not score less than a 'B' rank in any battle and get more than 750,000 points befire fighting Wolfgang Krauser. You will fight Geese Howard in a special 'Nightmare' match. + + +- SERIES - + + +1. Fatal Fury - King of Fighters (1991) + +2. Fatal Fury 2 (1992) + +3. Fatal Fury Special (1993) + +4. Fatal Fury 3 - Road to the Final Victory (1995) + +5. Real Bout Fatal Fury (1995) + +6. Real Bout Fatal Fury Special (1996) + +7. Real Bout Fatal Fury 2 - The Newcomers (1998) + +8. Fatal Fury Wild Ambition (1998) + +9. Garou - Mark of the Wolves (1999) + + +- STAFF - + + +Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh + +Planners : T. Yariyama, Higashi Pon, Oh! Majaharu, Tsuka_Michi + +Obj Designers : Rio, Soe.Soe.96, Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidamanace, Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku + +Back Designers : Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!! + +Demo Designers : Sezabon, N. Kuroki, Ogura_A_1 + +effect : Tashiboo, Akirya + +Sound : Tate Norio, Konny, Shimizm, Ackey, Brother Hige, Mariko, Macky, Kyo_Chan, Miwa, Imo + +Programmers : Bo_ffffffffng as Bof, Naoyan Apchiba + +Supervisers : Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka + + +* Voice Actors : + +Terry Bogard, Kim Kaphwan : Satoshi Hashimoto + +Joe Higashi : Nobuyuki Hiyama + +Bob Wilson, Hon Fu : Toshiyuki Morikawa + +Jin Chonshu & Chonrei : Kappei Yamaguchi + +Billy Kane : Atsushi Yamanishi + +Laurence Blood : Hiroyuki Arita + +Tung Fue Rue, Cheng Chinzan : Shigefumi Nakai + +Andy Bogard : Keiichi Nanba + +Mai Shiranui : Akoya Sogi + +Duck King, Geese Howard : Kong Kuwata + +Sokaku Mochzuki, Ryuji Yamazaki : Koji Ishii + +Blue Mary : Harumi Ikoma + +Franco Bash, Wolfgang Krauser : B.J. Love + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +SNK Neo-Geo CD (1997) + +$end + +$info=realbrk, +$bio + +Real Break - Billiard Academy (c) 1998 Nakanihon. + + +A pool game where you are awarded pics of some asian babes when you win the round. + + +- TECHNICAL - + + +Game ID : '523' + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Producer : Stone River + +Co-producer : Ben + +Director / Planner : Remember + +Main programmer : Ben + +Programmers : Yokotin, Ezw, Maimu, James + +Character designers : Motar, Mori, Mittu, Kik + +Modeling designer : Motar + +Animation designers : Motar, Mittu + +Visual effect designers : Motar, Remember + +Hardware engineer : Mr. Oz + +Music composer & Sound effect designers : Haratch, Hashiken, Gen + +Voice actress : Chiho Nishimura, Sachiko Kuwazawa, Akiko Shimomura, Sanae Kato, Yukiko Asai + +Executive producer : Rapid River + +$end + +$info=ghostb,ghostb3, +$bio + +Real Ghostbusters (c) 05/1987 Data East. + + +Ray, Egon and Winston shoot their way through the ghosts which haunt Manhattan. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Meikyuu Hunter G". + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- PORTS - + + +* Computers : + +Commodore Amiga (1987) + +Amstrad CPC (1988) + +Atari ST (1988) + +$end + +$info=rmhaihai,rmhaihib, +$bio + +Real Mahjong Haihai (c) 1985 Alba. + + +Finally, a *real* mahjong game! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Real Mahjong Tile-Tile'. + + +- SERIES - + + +1. Real Mahjong Haihai (1985) + +2. Real Mahjong Haihai Jinjiidou-hen (1986) + +3. Real Mahjong Haihai Seichou-hen (1986) + +$end + +$info=rmhaijin, +$bio + +Real Mahjong Haihai Jinjiidou-hen (c) 1986 Alba. + + +Oh! The second *real* mahjong game! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Personnel Changing Incident'. + + +- SERIES - + + +1. Real Mahjong Haihai (1985) + +2. Real Mahjong Haihai Jinjiidou-hen (1986) + +3. Real Mahjong Haihai Seichou-hen (1986) + +$end + +$info=rmhaisei, +$bio + +Real Mahjong Haihai Seichou-hen (c) 1986 Visco. + + +More *real* mahjong! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Growing Incident'. + + +- SERIES - + + +1. Real Mahjong Haihai (1985) + +2. Real Mahjong Haihai Jinjiidou-hen (1986) + +3. Real Mahjong Haihai Seichou-hen (1986) + +$end + +$info=recalh, +$bio + +Recalhorn (c) 1993 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=recordbr, +$bio + +Recordbreaker (c) 09/1988 Taito. + + +- TECHNICAL - + + +Taito H System hardware + +Game ID : B56 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Buttons : 4 + +$end + +$info=redalert, +$bio + +Red Alert (c) 07/1981 Irem. + + +- TECHNICAL - + + +Irem M-27 hardware + + +Main CPU : M6502 (@ 1 Mhz) + +Sound CPU : M6502 (@ 1 Mhz), 8085A (@ 1 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 9 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=redbaron, +$bio + +Red Baron (c) 05/1980 Atari. + + +- TECHNICAL - + + +Game ID : 036995-037007 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Pokey (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 45.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +Red Baron was designed to accurately recreate World War I aerial combat. It was definitely the first flight simulator available to the public back in 1980. Red Baron was a lot like "Battle Zone" in the air. Which made a lot of sense, because Red Baron ran on almost exactly the same hardware as "Battle Zone" (more information below), and most Red Baron Upright machines shipped in factory converted Battle Zone cabinets (They usually even have Battle Zone sideart underneath the red 'Iron Cross' sideart). Unfortunately this game never did as well as "Battle Zone" did, the game did poorly in the arcades, approximately 2,000 units were produced (~500 cockpit). Maybe the world just wasn't ready for a 3-D flight simulator? + + +The Red Baron cockpit machines were all original though. They were white with painted sideart of a biplane, with a 'Red Baron' logo and an Iron Cross underneath the rear window. The one good thing about this cockpit was that it shipped in two pieces that butt together to form the complete unit. That means that it is much easier to move and store than a normal cockpit game. + + +Red Baron used almost the exact same hardware as Battle Zone, but not quite. "Battle Zone" will run on Red Baron hardware with a few minor modifications, but Red Baron will not run on "Battle Zone" hardware without a Red Baron 'auxilliary board', as the "Battle Zone" auxilliary board did not have enough sockets for all the Red Baron rom chips. The two games control completely different though. + + +- STAFF - + + +Programmer & Designer : Rich Moore + +Hardware & Producer : John Ray + +Technician : Joe Coddington + + +- PORTS - + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=redclash,redclask, +$bio + +Red Clash (c) 1981 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Kaneko one year later (06/1982). + + +- UPDATES - + + +In the old version (by Tehkan), the ship doesn't move during the attract mode. + +$end + +$info=redhawk, +$bio + +Red Hawk (c) 1998 Afega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Red Hawk is a prototype version of "Stagger I". + + +The attract music is a cover of Level 1 music from "Raiden II". + + +- STAFF - + + +Hardware designer : Namjun Cho + +Sound : Junghae Seo + +Background graphic designer : Hyonmi Kim + +Graphic director : Bongwon Son + +Program director : Haiisung Ryou + +$end + +$info=redrobin, +$bio + +Red Robin (c) 1986 Elettronolo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.536 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=redlin2p, +$bio + +Redline Racer (c) 1987 Cinematronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + + +- TRIVIA - + + +Licensed to Tradewest. + + +- STAFF - + + +Designed and programmed by : John Morgan + +$end + +$info=regulus,regulusu,reguluso, +$bio + +Regulus (c) 1983 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5328 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Programmed by : Hideki Ishikawa, Shuichi Katagi + +Designed by : Yoji Ishii + +Character design by : Yoshiki Kawasaki + +Security by : Shuichi Katagi + +$end + +$info=reikaids, +$bio + +Reikai Doushi (c) 1988 Home Data. + + +Control the Chinese Exorcist as he battles various Oriental demons! + + +- TECHNICAL - + + +Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Priest of the Spirit World'. + + +This game is also known as "Chinese Exorcist". + + +The zombie-like hopping enemies that the player fights against are called 'kyonshi', which in Chinese lore are literally 'Hopping vampires'. + + +- STAFF - + + +Planners : Hiroshi, Miyazee, Wozl, Show + +Programmers : Ofu, Wadachi, Tsucciey, Sion, Shinkaichi + +Graphic designers : Miyazee, Wozl, Show, Magicain, Gachapin, Kyasarin, Thunder + +Sound : Tappy, Papiyo, Aki + +Radio actorq : Wozl, Tara, Gachapin + +Hard : Masaru, X1 9, Tara, Give Up + +$end + +$info=relief,relief2, +$bio + +Relief Pitcher (c) 04/1992 Atari Games. + + +- TECHNICAL - + + +Game ID : 136093 + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Cris Drobny + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +$end + +$info=renegade, +$bio + +Renegade (c) 12/1986 Technos. + + +One of the original beat-'em-ups! Kunio and Riki tear through rival gangs to save their girlfriends! + + +- TECHNICAL - + + +Game ID : TA-0018 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : YM3526 (@ 3 Mhz), ADPCM (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for US manufacture and distribution. + + +This game is known in Japan as "Nekketsu Kouha Kunio-Kun". + + +Kunio the main character was originally the hero of 'River City Ransom' manga. His name, Kunio, comes from the director of Technos who is named Kunio Taki. Kunio also appears in the "Super Dodge Ball" series. + + +Apollon released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987. + + +- SERIES - + + +1. Renegade (1986) + +2. Target Renegade (1988, Sinclair ZX Spectrum) + +3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Sega Master System + + +* Computers : + +Commodore C64 (1987) + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1987) + +Thomson TO8 (1988) + +Commodore Amiga (1989) + +Atari ST (1989) + +Apple II + +Thomson M05 + +$end + +$info=renju, +$bio + +Renju Kizoku (c) 1994 Visco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=repulse, +$bio + +Repulse (c) 1985 Sega. + + +An old generation shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "'99 The Last War". + + +- STAFF - + + +Director : Shunkoh Miki + +Programmer : Tatsuya Uemura + +Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi + +Music and sound effects : ??? + +$end + +$info=rescue, +$bio + +Rescue (c) 11/1982 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 226 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "Apocaljpse Now". + + +- STAFF - + + +Designed and programmed by : Chris Oberth + +$end + +$info=rescraid,rescrdsa, +$bio + +Rescue Raider (c) 07/1987 Bally Midway. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : Double 8-way joysticks + +Button : 1 + + +- STAFF - + + +Game designer : Dave Ross (DJR) + +Video artwork : Bil Maher (BNM) + +Audio : Jesse Osborne (JMO) + +Cabinet artwork : Bob Flemate (B F) + +Vehicle designer : Roger Hector (RDH) + +Additional support : Pete Mokris (PET), Bob Smith + +$end + +$info=pc_rrngr, +$bio + +Rescue Rangers - Disney's Chip 'n Dale (c) 1987 Capcom. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : RU + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=nekkyoku, +$bio + +Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen (c) 1988 Video System. + + +Travel Japan for the best in mahjong nightlife! + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot Affair Mahjong Soldier Flying Over the Archipelago - Eastern Japan Chapter'. + +$end + +$info=roishtar, +$bio + +The Return of Ishtar (c) 07/1986 Namco. + +Game ID: RI + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Player : 1 + +Control : Double 8-way joysticks + +Buttons : 2 + + +- TRIVIA - + + +The Return of Ishtar is the first game from Namco to feature a 'password function'. + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987. + + +- SERIES - + + +1. The Tower of Druaga (1984) + +2. The Return of Ishtar (1986) + +3. The Quest of Ki (1988, Nintendo Famicom) + +4. The Blue CrystalRod (1994, Nintendo Super Famicom) + +5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2) + + +- STAFF - + + +Game designer : Masanobu Endoh + +Character designer : Yuichiro Shinozaki + +Programmer : Naito + +Musics and sound effects : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.4") + + +* Computers : + +Sharp X68000 (1986) + +Fujitsu FM7 (1986) + +PC (1987) + +MSX2 + +PC [Windows, CD-Rom] (2001) + +$end + +$info=roldfrog,roldfrga, +$bio + +The Return of Lady Frog (c) 1993 Microhard. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 30 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=retofinv,retofin1,retofin2, +$bio + +Return of the Invaders (c) 09/1985 Taito. + + +- TECHNICAL - + + +Game ID : A37 + + +Main CPU : (3x) Z80 (@ 3.072 Mhz), M68705 (@ 3.072 Mhz) + +Sound Chips : (2x) SN76496 (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The development name of the game was "Space Invaders Part 3". Return of The Invaders was developed by UPL for Taito. For a small softco like UPL, working on the Space Invaders franchise was a great chance of getting popularity in the videogame industry. Unfortunately, Taito decided not to mention UPL in the finished game. Developers' disappointment grew bigger and bigger as the game became a huge success in Japan. + + +- UPDATES - + + +Bootlegs version has no M68705 @ 3.072 Mhz :-) + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- SOURCES - + + +http://www.uplcoltd.com/upl10.html + +$end + +$info=jedi, +$bio + +Return of The Jedi (c) 09/1984 Atari. + + +This title is quite a bit different from the other two Star Wars arcade games. The other titles had 3D vector graphics, while this title uses isometric perspective raster graphics. This game made heavy use of scene changes to attempt to bring a little bit of the movie to the small screen, often switching back and forth between sequences fairly quickly. All the scenes run on the same engine, and are controlled in very similar manners. Or in other words one scene may be all ewoks, speeder bikes, and trees, while the next will be spaceships and the Death Star, but it is really just the same thing with different graphics. The main game scenes are the Forest Moon of Endor and the Death Star. The Death Star scenes always have you controlling the Millennium Falcon, while the Endor scenes feature both Princess Leia on a speeder bike and Chewbacca piloting an At-ST (the At-ST is the two legged Imperial walker, Chewie ended up with one of these near the end of the film somehow). The Ewoks in this game look more evil than cute, which may have been accidental, or it could have been some sort of subtle backlash at George Lucas for putting Ewoks in the movie in the first place. + + +- TECHNICAL - + + +Game ID : 136030 + + +Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.512 Mhz) + +Sound Chips : (4x) Pokey (@ 1.512 Mhz), TMS5220 (@ 672 Khz) + + +Screen orientation : Horizontal + +Video resolution : 296 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Return of the Jedi was the second arcade game based on the 'Star Wars' movie franchise. This Atari title was actually released a full year before "The Empire Strikes Back" was. Which means that the games were made out of order. The films were released in this order 'Star Wars', 'The Empire Strikes Back', and then 'Return of the Jedi'. But the games went in this order "Star Wars", "Return of the Jedi", and then "The Empire Strikes Back". This is admittedly a minor detail, but it is interesting nonetheless. + + +Return of The Jedi was one of the first games to uses a special graphics dithering method to make the graphics smoother. + + +This particular game was available only in an upright dedicated cabinet. The cabinet design was similar to the design used on "I, Robot" and "Major Havoc" machines, but it wasn't exactly the same as either one of them. If you have never seen any of these machines, lets just say they are oddly shaped, and kind of top heavy. The marquee featured a 'Return of the Jedi' logo that looked like it had been stolen directly from a movie poster (red letters on a background of stars with the Millennium Falcon and the Death Star clearly visible). The sideart only covered the top half of the machine. It was a montage of shots that was dominated by a picture of Princess Leia on a speeder bike and a large image of Darth Vader's head. + + +This was one of the first Atari titles to modify all game options via a setup menu, rather than by using dip switches. Eighteen years later, the industry still hasn't fully converted over to being 'jumperless'. + + +All scenes are controlled with a flight yoke that is similar in design to the one used on the vector "Star Wars" game. This is usually the first thing to fail on any given machine. These can be rebuilt fairly easily though, but you may have to do a little bit of hacking to get them to work. + + +- SERIES - + + +1. Star Wars (1983) + +2. Return of The Jedi (1984) + +3. The Empire Strikes Back (1985) + + +- STAFF - + + +Designer / Programmer : Dennis Harper + +Graphic designer : Susan G. McBride + +Audio designer : Synthia Petroka + + +Software support : Mike Mahar + + +- PORTS - + + +* Computers : + +Atari ST (1987) + +Amstrad CPC (1987) + +Commodore Amiga (1988) + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1989) + +$end + +$info=revx, +$bio + +Revolution X (c) 03/1994 Midway. + + +- TECHNICAL - + + +Midway X Unit hardware + + +Main CPU : TMS34020 (@ 10 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 3 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title). + + +Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail. + +1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene. + +2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits. + +3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro. + +4. The dramatic music change and pallete swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way. + + +This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'. + + +- UPDATES - + + +Rev. 1.0 has an extra area added located in the Pacific Rim Stage. + + +- TIPS AND TRICKS - + + +* "Trog"! : To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game. + +The reason behind "Trog"'s inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices! + + +- STAFF - + + +Directed and produced by : George N. Petro, Jack E. Haeger (JEH) + +Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch + +Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead + +Music and sound : Chris Granner + +DCS sound system : Matt Booty, Ed Keenan, Rk140 + +Guitar solos : Vince Pontarelli + +Executive producers : Neil Nicastro, Ken Fedesna + +Sales : Joe Dillon + + +* CAST : + +Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums) + +Headmistress Helga / Cage Dancer : Kerri Hoskins + +Nonboys : Steve Beran + +Skate Troopers / Everdrones : Jack E. Haeger (JEH) + +Berzerkers : John Larrieu + +Yellow Jackets / Nomatives : Sal Divita + +Non Ninjas : Tony Marquez + +Kemmitechs : John Vogel + + +Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood + +Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker + +Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis + +Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis + +Hardware : Steve Correll, John Lowes, Ray Macika + +Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko + +Costumes : Cindy Maniates + +Hair and makeup : Sher Williams, Tina Gazaldo + +Custom Props : Mark Runyan + +Model Builders : Rodney Carter, Dean Milano + +Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma + +Catering : Rich Christian + +Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg + +Photographer : Bryan Friedman + +Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers + +Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss + +Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU) + +Aerosmith international fan club president : Juan Sirrakah + +Llamas trained by : Nicholas Petro + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +Sega Saturn (1996) + +Sony PlayStation (1996) + + +* Computers : + +PC [MS Windows, CD-ROM] (1995) + +$end + +$info=rezon,rezont, +$bio + +Rezon (c) 1991 Allumer. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also lincesed to Taito. + + +- STAFF - + + +Programmer : Jun Ichikawa + +Assistants : Kenji Kikkawa, Hiroshi Yamanaka + +Graphic designers : Yoshiyuki Shikano, Yukie Sugimoto, Manabu Namiki, Noriaki Yamaguchi, Tadahiro Negome + +Music & sound : Hideyuki Ueno + +Hardware : Noboru Kohno + +$end + +$info=ribbit, +$bio + +Ribbit! (c) 1991 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + + +- TIPS AND TRICKS - + + +* Cool Extra Lives Feature : In your first game, ensure that you get a highscore (the music will change, on the time bonus screen if you've achieved a highscore). Lose all your lives and then 'continue'. You will now show as having 0 toads. Get killed and again, press continue. You now have 99 toads - which comes in well handy on the later conveyor belt levels. Thanks Sega! + +$end + +$info=ridgeraj, +$bio + +Ridge Racer (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID : RR + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +A Ridge Racer unit is prominently shown in the second episode of the Japanese TV show "Ninja Sentai KakuRanger," showing an actor playing the game rather poorly. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Ridge racer : Namco Game Sound Express Vol.11 - VICL-15025) on 21/01/1994. + + +- SERIES - + + +1. Ridge Racer (1993) + +2. Ridge Racer 2 (1994) + +3. Rave Racer (1995) + +4. Ridge Racer Revolution (1995, Sony PlayStation) + +5. Rage Racer (1996, Sony PlayStation) + +6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation) + +7. Ridge Racer V (1999, Sony PlayStation 2) + +8. Ridge Racer V - Arcade Battle (2000) + + +- STAFF - + + +Music composed by : Shinji Hosoe, Ayako Sasou, Nobuyoshi Sano + + +- PORTS - + + +* Consoles : + +Sony Playstation (1994) + +$end + +$info=ridger2j, +$bio + +Ridge Racer 2 (c) 1994 Namco. + + +- TECHNICAL - + + +Namco System 22 hardware + +Game ID : RRS + + +Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + +Button : 1 + + +- TRIVIA - + + +When entering the first tunnel, look up and you’ll see a giant video screen showing the old Namco arcade game "Galaxian". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Ridge Racer 2 : Namco Game Sound Express Vol.14 - VICL-15031) on 09/1994. + + +- SERIES - + + +1. Ridge Racer (1993) + +2. Ridge Racer 2 (1994) + +3. Rave Racer (1995) + +4. Ridge Racer Revolution (1995, Sony PlayStation) + +5. Rage Racer (1996, Sony PlayStation) + +6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation) + +7. Ridge Racer V (1999, Sony PlayStation 2) + +8. Ridge Racer V - Arcade Battle (2000) + + +- STAFF - + + +Music : Shinji Hosoe, Ayako Sasou, Nobuyoshi Sano, Takayuki Aihara + +$end + +$info=ridingf,ridefgtu,ridefgtj, +$bio + +Riding Fight (c) 1992 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D34 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=ridhero,ridheroh, +$bio + +Riding Hero (c) 07/1990 SNK. + + +A Hot Battle Awaits You On The Way To The W.G.P Racing Title! After getting the 'International A License', a young racer battles his way to the Suzuka 8 Hour Race. Featuring 3 ways to play! W.G.P mode, RPG mode or Multi Play mode. GO FOR THE GLORY! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0006 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Riding Hero is the first Neo-Geo game to feature the 'Multi Play Function', this lets you 'link' cabinets together so players can race each other side by side. + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Director : Hiroshi.M + +Programmer : H. Deep.T + +Music : Synthesize Yamada + +Sound effects : Jojoha Kitamura + +Character designers : Kouichi.S, Takurin.K, Kimie.M, Masayo.S + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=rimrockn,rimrck20,rimrck16,rimrck12, +$bio + +Rim Rockin' Basketball (c) 09/1991 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.2. + + +Revision 2 : + +* Software version : 1.6. + +* Added 'Credits Per Door Setting' option in the operator menu. + + +Revision 3 : + +* Software version : 2.0. + +* Added 'Coins Needed For Start & Buy-In Adj.' option in the operator menu. + + +Revision 4 : + +* Software version : 2.2. + +$end + +$info=ringfgt,ringfgt2, +$bio + +Ring Fighter (c) 1984 Taito. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + + +This game is also known as "VS Gong Fight". + +$end + +$info=ringking,ringkin2,ringkin3, +$bio + +Ring King (c) 10/1985 Data East. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 264 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in UK as "King of Boxer". + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + + +* Others : + +LCD handheld game (1989) : released by Acclaim. + +$end + +$info=ringohja, +$bio + +Ring no Ohja (c) 06/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX799 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'King of the Ring'. + + +This game is known outside Japan as "The Main Event". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989. + +$end + +$info=ringdest, +$bio + +Ring of Destruction - Slammasters II (c) 09/1994 Capcom. + + +Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 06 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Super Muscle Bomber - The International Blowout". + + +Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star'). + + +SME released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994. + + +- UPDATES - + + +The names of several characters and the name of the game itself were changed in the non-Japanese Ring of Destruction - Slammasters II versions. These changes are not reflected in the Tokyo stage, however. In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the "Super Muscle Bomber" logo. Below is a list of the name changes. + +(Japanese name - Non-Japanese version name) + +Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie' + +Mysterious Budo - Great Oni + +El Stinger - El Stingray + +Sheep The Royal - Alexander 'The Grater' + +Kimala The Bouncer - Jumbo 'Flap' Jack + +Lucky Colt - Gunlock + +Titan The Great - Titanic Tim + +'Missing IQ' Gomes - King Rasta 'Mon' + +Astro - The Scorpion + + +- SERIES - + + +1. Saturday Night Slam Masters (1993) + +2. Muscle Bomber Duo - Ultimate Team Battle (1993) + +3. Ring of Destruction : Slammasters II (1994) + + +- STAFF - + + +Character design & Illustration : Tetsuo Hara + +Planner : Tomy Ari + +Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan + +Scroll designers : Ziggy, Miyao, Taka + +Programmers : Kazuhito Nakai, Shaver, Tate, Raoh + +Sound : T. Kajino, Shun, Isao Abe (Oyaji) + +Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo + +$end + +$info=ringrage,ringragu,ringragj, +$bio + +Ring Rage (c) 08/1992 Taito. + + +Eight selectable digitized wrestlers fight in tag team tournament, take part in Royal Rumble or survival match. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D21 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy + +$end + +$info=riot, +$bio + +Riot (c) 1992 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=riotcity, +$bio + +Riot City (c) 1991 Sega / Westone. + + +Two brawlers go after the evil city gangs! + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Riot City (1991) + +2. Riot Zone (1993, NEC PC Engine) + + +- STAFF - + + +Main programmer : Naoki Hoshizaki + +Programmer : Ryuchi Nishizawa + +Sprite designer : Susumo Konno + +BG designer : Naki Ohzora, Tomoko Nakayama + +Data work : Hirumitu Watanabe + +Sound effects & Music composer : Jin Watabe + +Director : Naoki Hoshizaki + +$end + +$info=ripcord, +$bio + +Rip Cord (c) 02/1979 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Arlan Granger + +$end + +$info=ripoff, +$bio + +Rip Off (c) 04/1980 Cinematronics. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Rip-Off was the first two player cooperative video game. One of the greatest cooperative two player games ever created. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +$end + +$info=riskchal, +$bio + +Risky Challenge (c) 1993 Irem. + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Gussun Oyoyo". + +$end + +$info=rvschool,rvschola, +$bio + +Rival Schools - United by Fate (c) 11/1997 Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Shiritsu Justice Gakuen - Legion of Heroes". + + +Justice Gakuen is the name of one of five schools in this game. They are : + +1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school. + +2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji : 'go' and 'rin' . + +3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend. + +4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids. + +5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen. + + +Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998. + + +- TIPS AND TRICKS - + + +* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also recieve a different ending then you normally would. + + +* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story). + + +* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable. + + +*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo. + + +* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +- SERIES - + + +1. Rival Schools - United by Fate (1997) + +2. Project Justice - Rival Schools 2 (2000) + + +- STAFF - + + +* CAST : + +1) Taiyou Gakuen : + +Batsu Ichimonji : Nobuyuki Hiyama + +Hinata Wakaba : Tomoe Hanba + +Kyosuke Kagami : Isshin Chiba + +Hayato Nekketsu : Takumi Yamazaki + + +2) Gorin Koukou : + +Shoma Sawamura : Yuji Ueda + +Natsu Ayuhara : Narumi Tsunoda + +Roberto Miura : Tomoyuki Morikawa + + +3) Pacific High School : + +Roy Bromwell : Ryutato Okiayu + +Tiffany Rose : Miki Narahashi + +Boman Delgado : Takashi Nagasako + + +4) Gedou Koukou : + +Eiji Yamada (Edge) : Yoshiharu Yamada + +Akira Kazama : Chiharu Tezuka + +Gan Isurugi : Takashi Nagasako + +Daigo Kazama : Koichi Yamadera + + +5) Justice Gakuen : + +Hideo Shimazu : Tetsuo Mizutori + +Kyoko Minazuki : Kotono Mitsuishi + +Raizo Imawano : Tomomichi Nishimura + +Hyou Imawano : Kaneto Shiozawa + + +6) Tamagawa Minami Koukou : + +Sakura Kasugano : Yuko Sasamoto + + +7) Sub-characters : + +Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi + +Kohai B / Hisho / Committee Chairman : Miki Narahashi + +Kohai A : Tomoe Hanba + +Tiffany's Dad : Tetsuo Mizutori + +Professor : Tomomichi Nishimura + +Narration : Kaneto Shiozawa + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +$end + +$info=rpatrolb, +$bio + +River Patrol (c) 19??. + + +You are the captain of a river patrol ship in this top-down game. Your mission : To save the poor souls who fell into the river. But it is not that easy, in your way lays some big boulders, crocodiles and some tree logs, all waiting to sink your vessel. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Silver Land". + +$end + +$info=roadblst,roadbls3,roadbls2,roadbls1,roadblsg,roadblg2,roadblg1,roadblsc,roadblc1,roadblcg, +$bio + +Road Blasters (c) 03/1987 Atari Games. + + +A futuristic driving game in which the player must shoot rival racers and collect fuel globes to top up their ever-diminishing fuel supply. Power-up weapons are dropped from above and and must be 'caught' by the player. Collision with enemy vehicles will result in the destruction of the player's own vehicle. Digitized speech, effects and music play throughout. + + +- TECHNICAL - + + +Atari System 1 hardware + +Game ID : 136048 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +The large, sit-down version has a plastic lens over the monitor which enlarges the screen to make it seem like a 25-inch CRT, in a fasion similar to that used in very early TV sets during the 1950s. For a limited period after the game's release, players could win a free Atari T-shirt by completing all 50 levels. + + +Road Blasters was the last of the Atari System 1 games made. The original name of Road Blasters during its design was 'Future Vette'. + + +- TIPS AND TRICKS - + + +* Shoot cars using a single shot instead of holding down the fire button to increase the bonus multiplier. + + +* Crash into roadside cannons instead of shooting them for 8000+ points. This will greatly increase reserve fuel, which is awarded at the end of a rally based on score. + + +* If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16-20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time. + + +* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible. + + +- STAFF - + + +Staff : Robert Weatherby + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Atari Lynx (1990) + +Sega Mega Drive (1991) + +Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore Amiga + +PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2") + +$end + +$info=roadburn, +$bio + +Road Burners (c) 1999 Atari Games. + + +- TECHNICAL - + + +Atari Vegas hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2181 (@ 33 Mhz) + +Sound Chips : (6x) DMA-driven (@ 33 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : paddle + +Buttons : 4 + +$end + +$info=roadf,roadf2, +$bio + +Road Fighter (c) 12/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX461 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Road Fighter is the first car racing game from Konami. + + +- TIPS AND TRICKS - + + +* Tip : When you collide with a car, always steer out of the skid to regain control. + + +- SERIES - + + +1. Road Fighter (1984) + +2. Midnight Run - Road Fighter 2 (1995) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Famicom + + +* Computers : + +MSX (1985) + +Spectravideo + +$end + +$info=roadriot, +$bio + +Road Riot 4WD (c) 1991 Atari Games. + + +- TECHNICAL - + + +Atari G42 hardware + +Game ID : 136089 + + +Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- SERIES - + + +1. Road Riot 4WD (1991) + +2. Road Riot's Revenge (1994) + + +- STAFF - + + +Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP) + +Software design and implementation : Dennis Harper (DDH), David S. Akers (DSA) + +Hardware engineer : Sam Lee (SL ) + +Controls : Milt Loper + +Expert technician : Farrokh Khodadadi (FRK) + +Video imaging : Rob Rowe + +Hardware supervisor : Pat McCarthy + +Music and video : Don Diekneite + +Animation : Sean Murphy + +Marketing manager : Linda Benzler (LB ) + +Nu/Omega / Team director : John Ray + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom + +$end + +$info=rrreveng,rrrevenp, +$bio + +Road Riot's Revenge (c) 01/1994 Atari Games. + + +- TECHNICAL - + + +Atari GX2 hardware + + +Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), (2x) MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : paddle + +Buttons : 5 + + +- SERIES - + + +1. Road Riot 4WD (1991) + +2. Road Riot's Revenge (1994) + +$end + +$info=roadrunn,roadrun2,roadrun1, +$bio + +Road Runner (c) 1985 Atari Games. + + +The player takes on the role of the Road Runner - from the much-loved Warner Bros. cartoon series - and must outrun and outsmart the villainous Wile E. Coyote, in this abstract sidways-scrolling racing game from Atari. A variety of traps and pitfalls await the Road runner (such as cannon, land mines, cliff-top drop etc.) which must be carefully avoided. It is possible, however, to lure Wile E. Coyote into these traps put some valuable distance between the Road Runner and his pursuer. Road Runner must also eat the piles of seed that appear at various points throughout the stages, as missing five bird seeds will cause Road Runner to faint and result in the player losing a life. + + +Road Runner's colourful, beautifully-drawn graphics capture the spirit and humour of the legendary cartoons perfectly. The music and sound effects are also faithful to the cartoon series. + + +- TECHNICAL - + + +Atari System 1 hardware + +Game ID : 136040 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Road Runner, as with all the Atari System 1 games, was arguably one of the most distracting game in the arcade. If not setup properly, the Road Runner game would play all the background music during the intro cut scenes. The Arari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortuantely for others, they could hear the same thing on the other side of the room! + + +Not very many Road Runner units were produced from the factory. Most arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price than a new system. An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day. + + +A graphically enhanced version of this game (Apparently running on "Beat Head" hardware) was planned, where each stage would have a Road Runner cartoon scene as an intermission, spooled from a laserdisc. However, although a master was produced (now in the hands of a private collector of Atari prototypes), no discs were ever pressed and it is likely that no ROMs were ever burned. + + +- TIPS AND TRICKS - + + +Don't use an 8-way controller like Hot-Rod or X-Arcade with this game. You won't be able to control the Road Runner very well. Use a variable speed, jet-fighting type game joystick. This will allow you to control the variety of Road Runner speeds with precision. It makes the game much more fun and you'll get farther. + + +Don't go so fast that you lose Wile E. Coyote from view. He'll coming whizzing back with a vengeance. He'll attack at high speed on rocket skates and in later levels, super sneakers. + + +If you stay close to Wile E. Coyote and maintain a constant speed (his arms will stick out in an effort to grab you), you can get a "Tongue Bonus" for 2000 points. The Road Runner will turn it's head around at Wile E. and stick out it's tongue twice, making that classic cartoon "Twoop twoop" sound. Pretty funny to see. + + +In higher levels, invisible paint buckets will appear. You need to get to them and paint yourself before Wile E. Coyote does. If you manage to paint yourself with the invisible paint, Wile E. Coyote will lose sight of you, stand and look around with a "?" above his head. Also funny to see. + + +On the levels where Wile E. coyote has acquired a portable helicopter and is dropping dynamite onto the Road Runner from above, keep running forwards while constantly moving the Road Runner diagonally up and down (on some levels, you need to be wathcful for land mines); this makes it much more difficult for the Coyote to target you accurately. It also helps to keep pressing the RUN button. + + +- STAFF - + + +Producer : Norm Avellar, Greg Rivera + +Director : Mike Hally + +Backgrounds : Sam Comstock, Mark West + +Animation : Susan G. McBride, Hal Cannon, Earl Vickers + +Location Tech : Rob Rowe + +Support : Jacl Aknin, Mike Albaugh, Brad Fuller, Pat McCarthy, Rich Moore, Don Paauw + + +- PORTS - + + +* Consoles : + +Atari 2600 + +Nintendo Famicom (1989) + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +Atari ST + +$end + +$info=ar_rdwr, +$bio + +Road Wars (c) 1988 Arcadia Systems. + + +A futuristically-themed racing game featuring weapons. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game design : Ron Harris + +$end + +$info=roadedge, +$bio + +Roads Edge (c) 1997 SNK. + + +- TECHNICAL - + + +SNK Hyper Neo-Geo 64 hardware + + +Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Round Trip". + + +This is the first game to use the Hyper Neo-Geo 64 hardware. + +$end + +$info=robby, +$bio + +Robby Roto (c) 1981 Bally Midway. + + +- TECHNICAL - + + +Bally Midway Astrocade hardware + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : (2x) Astrocade (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Approximaly 2,000 units were produced. + + +- STAFF - + + +Designed and programmed by : Jay Fenton, Dave Nutting + +$end + +$info=roboarmy,roboarma, +$bio + +Robo Army (c) 10/1991 SNK. + + +Two robotic soldiers attempt to stop the robots and their master from enslaving the human race. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0032 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Player two's character appears as a striker character in "The King Of Fighters 2000" as Rocky. + + +- STAFF - + + +Excutive producer : Eikichi Kawasaki + +Programmers : Oh!Butch, ARCBBCOV, Shochan, MA2, Kawaii + +Sound : Yamapy-1, Konny + +Production Designer : Kouichi Sakita + +Designers : Takeshi Kimura, Take-P, Shimachan, UG. Wada, Pinkey + +Associate producer : Finish Hiroshi + +Planners : Akira Goto, Yarie + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=robowres,robowrb, +$bio + +Robo Wres 2001 (c) 1986 Sega. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) SN76496 (@ 3.072 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +'Wres' stands for 'Wrestling'. + +$end + +$info=robocop,robocpu0,robocopu,robocopb,robocopw,robocopj, +$bio + +Robocop - The Future of Law Enforcement (c) 11/1988 Ocean Software. + + +A side-scrolling platform shoot-em-up in which a single player takes on the role of the hero from the 1987 movie of the same name, Robocop. The film's incidental music play throughout the game and Robocop's speech is sampled directly from the original film. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +After Ocean Software secured the Robocop license, they sub-licensed it to Data East who created the coin-up game. Ocean then ported the game to various home computers. + + +Most of Robocop's sounds were borrowed from "Heavy Barrel". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- UPDATES - + + +The Bootleg don't uses the HuC6280 @ 1.342325 Mhz :-) + + +- TIPS AND TRICKS - + + +* Boss 1 Is Easy : At the end of stage 1, just before the boss comes out : run all the way right and start shooting diagonally right and up. The boss will come out already defeated. + + +- SERIES - + + +1. Robocop - The Future of Law Enforcement (1988) + +2. Robocop 2 (1991) + +3. Robocop 3 (1992 - Nintendo Super Famicom) + +4. Robocop vs The Terminator (1993 - Nintendo Super Famicom) + + +- STAFF - + + +Game designer : Yoshiyuki Unishibara + +Assistant game designer & Main graphic designer : T. Adachi + +Programmer : Ryoji + +Sound effects : Azusa Ma + +Graphic designers : A. Kaneko, Mix man, Y. Kaiho + +Programmers : Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura + +Music : Hiroaki Yoshida (MARO), Hiroyuki, Hitomi + + +- PORTS - + + +* Consoles : + +NES (1989) + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +Commodore C64 (1988) + +Commodore Amiga (1988) + +Apple II (1988) + +Atari ST (1989) + +PC (MS-DOS) (1989) + +$end + +$info=robocop2,robocp2u,robocp2j, +$bio + +Robocop 2 (c) 03/1991 Data East. + + +An arcade-only sequel to the 1988 original, placing less of an emphasis on platform action than the face game and concentrating almost exclusively on the shooting aspect. + + +- TECHNICAL - + + +Game ID : MAH + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +In the Japanese version this adventure begins just at the end of the first game. At that moment when Robocop enters Dick Jone's office floor. This 'playable intro' was deleted in the World and U.S. versions. + + +- SERIES - + + +1. Robocop - The Future of Law Enforcement (1988) + +2. Robocop 2 (1991) + +3. Robocop 3 (1992 - Nintendo Super Famicom) + +4. Robocop vs The Terminator (1993 - Nintendo Super Famicom) + + +- STAFF - + + +Project leader : Mentaiko + +Game designer : Tohru Kikuchi + +Main programmer : Takaaki Inoue + +Sub programmers : Yasuhiko Nomura, Masao Ishikawa + +Graphic leader : Tomoo Adachi + +Graphic designers : Yoshiyuki Ishibiki, Masayuki Inoshita, Yasuhiko Hirane, Seiichirou Ishiguro, Yoshihiro Yamamoto, Yoshiyuri Urushibara, Yoshinari Kaihou, Eiko Kurihara, Masateru Inagaki + +Sound : Tatsuya Kiwch, Tomtom Sato + +Hard : Katsumi Kurihara + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1991) + +$end + +$info=nss_rob3, +$bio + +Robocop 3 (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=robotbwl, +$bio + +Robot Bowl (c) 01/1977 Exidy. + + +You have a top down view of a bowling alley with score cards shown on each side. The only thing in the game that uses an actual animation is the bowler himself, the robot has a several frame animation when he walks. Everything is (of course) shown in glorious monochrome black and white. The game begins with your robot bowler running up to the alley (his feet move faster than he does, which makes it look like he is running on a conveyor belt or something). You then have three seconds to roll the ball, before it will roll of its own accord. The game is controlled with five buttons, they are left, right, shoot, hook left, and hook right. When Exidy was making this game, they had to make a decision about how the hooking worked, and it seems that they decided that "Robots are telepaths, and can effect the balls movement after it is thrown!". You see you can't even hook the ball until after it is thrown. This makes it very easy to pick up the spare. The game makes up for that little trick by making 'splits' very common (the 7-10 split and the 4-7-10 split come up all the time). These are pretty annoying, but you can usually learn how to clear them out (except the 7-10 split, I still haven't figured out how to clear that one). + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Robot Bowl was available in two different dedicated cabinets, an upright and a cocktail, both of them used the same internal hardware. + +* The Robot Bowl upright was of the common 1970s 'short cabinet' design, as the machine had no marquee and was only as tall as the monitor. The cabinet itself was covered in dark woodgrain laminate (very popular back then), and all decorative touchs were on the large monitor bezel, which depicted a cartoon scene of a gray robot bowling. The robot looks a lot like the Tin Woodsman from 'The Wizard of Oz', except for the top of his head, and the fact that he is plugged in with an extension cord. He is labeled 'XXIDY MFG.' on his back. Some machines also had a decorative 'ball return' on the front at the very bottom of the cabinet. + +* The Robot Bowl cocktail was a square box with a perfectly round top, the player controls were on either side of the monitor (and you actually had to look at the game sideways to play). This machine had no decoration of any kind. + + +- STAFF - + + +Designed and programmed by : Edward Valeau, Howell Ivey + +$end + +$info=robotron,robotryo, +$bio + +Robotron - 2084 (c) 03/1982 Williams. + + +A legendary one-player single screen shoot-em-up in which object is to save the last human family in exsistence and kill the many creatures inhabit the play area. The enemies in the game are called 'Robotrons' and there are five different kinds of them: Grunts, Brains, Enforcers, Tanks and Hulks. There are also three different kinds of human family members who must be rescued, including women in pink dresses, men in blue suits and boys in red shirts. + + +Each kind of Robotron has a different attack wave and also earns the player different point values when destroyed. As well as the points awarded for shooting a Robotron, further points can be earned by destroying any missiles fired at the player and also by saving humans. + +* Grunts (100 points) do not shoot but they will attack in large numbers. + +* Brains (500 points) can fire Cruise Missles (25 points) at you and turn humans into Progs (100 points). + +* Spheroids (1000 points) can create Enforcers (150 points) which fire guided mines (25 points) at you. + +* Quarks(1000 points) will create Tanks (200 points) that will try to run over you or fire Bounce Bombs (25 points) at you. + +* Hulks are indestructible and will kill humans as they approach. Your blaster will only halt them as long as you are shooting them. + +* Obstacles such as Electrodes in your path can be removed by firing at them with your blaster. + +* Humans are worth an increasing point value. The first human scores 1000 points, the second is worth 2000 points and so on until the point value reaches 5000. The point value will remain at 5000 for all the remaining humans in the same wave. When the wave is completed or you have been killed, the points awarded for saving another human will be reset to 1000. + + +During each wave, the player must destroy all the Robotrons (with the exception of the indestructible Hulks) and rescue as many human family members as possible in order to proceed to the next wave. The game resets to the first wave once wave 255 is completed. The player's score will be unaffected. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : Double 8-way joysticks (see 'Trivia' section for more information) + + +- TRIVIA - + + +The basic play of Robotron was programmed in three days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The original concept name was 'Robot Wars - 1984'. + + +Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurences : Jarvis liked the game "Berzerk", but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating "Stargate". + + +This game shares some sounds from "Defender". + + +The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal. + + +Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time. + + +Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2'' tall and featured white sides and a black front. It had painted sideart in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player. + + +A Robotron unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'. + + +- UPDATES - + + +Yellow/Orange label : + +* The default difficulty is 5. + +* The demo calls the Quarks 'Cubeoids'. + +* The default high score is 131682. + + +Blue label : + +* The default difficulty is 3. + +* The default high score is 151782. + +* The 'shot-in-corner' bug is fixed. + + +- TIPS AND TRICKS - + + +* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows... + +1) Fire Up while moving Right and press Player 1 button. + +2) Fire Down while moving Up and press Player 2 button. + +3) Move Down while firing Up. + +The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick. + + +* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system. + + +- SERIES - + + +1. Robotron - 2084 (1982) + +2. Blaster (1983) + + +- STAFF - + + +Staff : Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM) + + +- PORTS - + + +* Consoles : + +Atari 5200 (1983) + +Atari 7800 (1984) + +Atari Lynx (1991) + +Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits") + +Sega Mega Drive (1996, "Williams Arcade's Greatest Hits") + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Tandy (1983, "Robotack") + +Commodore VIC-20 (1983) + +ZX Spectrum (unreleased) + +Atari ST (1987) + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + +Apple II + +$end + +$info=rocnrope,rocnropk, +$bio + +Roc'n Rope (c) 03/1983 Konami. + + +* The first screen is probably all that most of you wankers will ever see. You begin at the bottom left, and must work your way up to the Roc who is at the upper right of the screen. This screen has a brown 'outdoors' look to it. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To beat this level all you have to do is use your harpoon gun to climb diagonally back and forth until you reach the top. Oh, and don't forget about the bad guys either. + +* The second screen is blue and appears to be underground, and actually uses a whole different tileset than the other three screens. Don't worry if you don't know what a tileset is, it isn't that important. There are a lot of dinosaurs on this screen, and not nearly as many platforms as before. But the platforms that are there travel almost completely across the screen, so there really aren't a lot of holes to watch out for. Make it to the top to continue. + +* The third screen goes back to the 'outdoors' appearance from the first one. This screen adds a ferris wheel style plaform in the center of the screen, but it can be avoided if you don't want to use it. Just stick to the right of the screen, and soon you will be at the top. + +* The final level is shaped a bit more like a mountain, while still maintaining the same tileset as the previous level. Your main concern here is a large waterfall in the center of the screen. You have to time your harpoon climb just right to avoid being killed by the deadly waters (you actually have to cross it twice). Finish this screen and the game starts over, with increased difficulty. + + +- TECHNICAL - + + +Game ID : GX364 + + +Main CPU : M6809 (@ 1.6 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Roc'n Rope was only available in an upright configuration. This upright was in a wood-grained cabinet that was similar in construction to the "Frogger" cabinet. The sideart was a large sticker showing an adventurer posing with a harpoon gun and a bird. The marquee shows this same adventurer firing his harpoon gun across a chasm at an unsuspecting dinosaur, while a cartoon caveman looks on suspiciously. The monitor bezel was unadorned, although most machines had a little instruction card underneath the glass. The control panel was a solid green and featured a single joystick mounted centrally, with two buttons to either side, which allowed for the game to be played with either hand. + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Sony PlayStation (1999, "Konami Arcade Classics") + +$end + +$info=rockrage, +$bio + +Rock 'n Rage (c) 12/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX620 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Koi no HotRock". + + +Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987. + + +- STAFF - + + +Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuko Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada + +Video graphics designers : Shena Urata, Sweet Satoh + +Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka + +Hardware designer : Barrel Akiyama + +$end + +$info=rockclim, +$bio + +Rock Climber (c) 1981 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 64 + + +Player : 1 + +Control : Double 8-way joysticks + +$end + +$info=rockn3, +$bio + +Rock'n 3 (c) 1999 Jaleco. + + +- STAFF - + + +* Sound Staff : + +Sound producer : Teruyuki Mori + +Arrange & Composition : Tetsuya Yoshikawa + +Sound directors : Hiroshi Tanabe, Masanori Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura + +Coordinaor : Yuji Ohno + +Recording engineers : Osamu Konishi, Seiki Ochiai + +Guitarist : Shin-ichi Iwai + +Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Yumi Oki, Akiko Takano, RIE, Goro Oshima, Saeko, Yoshito Fuchigami, George -MA- Ikeru, Nancy + + +* Hardware Staff : + +Hardware designers : Katsuaki Takita, Nobuyuki Arai + +Mechanical designers : Hirofumi Henmi, Yoshinori Harada, Ryoichi Sasaki + +Industrial & Graphic designers : Yoshitaka Yabe, Kazuto Ikegami, Hiroyuki Kuroyanagi, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya + + +* Software Staff : + +Game programmers : Natsuo Seki, Satoru Arai, Makoto Nakanishi + +Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Akira Miyazaki, Takehiko Murata, Kenichi Takebe + +Game directors : Kazuhiro Kurihara, Kotarou Mituzuka + +Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa + +$end + +$info=rockn4, +$bio + +Rock'n 4 (c) 2000 Jaleco. + + +- STAFF - + + +* Sound Staff : + +Producer : Teruyuki Mori + +Arrange & Composition : Tetsuya Yoshikawa + +Guitarist : Shin-ichi Iwai + +Directors : Tatsuya "Anie" Nishimura, Hiroshi Tanabe, Yuji Ohno, Wataru Suzuki, Naoko Yoshida + +Engineers : Osamu Konishi, Hiroyuki Sukano + +Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Akiko Takano, Goro Oshima, Yoshito Fuchigami, George -MA- Ikeru, Kae Hanazawa, Saeko Suzuki, Nancy, Hitomi.K + + +* Hardware Staff : + +Hardware designer : Katsuaki Takita + +Mechanical designers : Hirofumi Henmi, Yoshinori Harada + +Industrial & Graphic designer : Satoshi Ashizawa + + +* Software Staff : + +Observer : Kazuhiro Kurihara + +Game programmer : Natsuo Seki + +Graphic designers : Yusuke Yoshida, Onihei Hasegawa + +Assistant directors : Akira Miyazaki, Kenichi Takebe, Aika Miami + +Game director : Takamitsu Kato + +Line producer : Tomoji Miyamoto + +$end + +$info=rocknms, +$bio + +Rock'n MegaSession (c) 1999 Jaleco. + +$end + +$info=rockn, +$bio + +Rock'n Tread (c) 1999 Jaleco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +* Sound Staff : + +Sound producer : Teruyuki Mori + +Arrange & Composition : Tetsuya Yoshikawa + +Sound director : Hiroshi Tanabe, Naoki Takehana + +Coordinaor : Yuji Ohno + +Recording engineer : Osamu Konishi + +Sound programmer : Nobuya Tanaka + +Guitarist : Shin-ichi Iwai + +Vocalists : Kazuyo (from SPY), Paul Keymour, Steven Wolf, Shin-ichi Ishihara, Kyouka G, Yumi Ohki, You-U, Naoko Townsend, Shige, Kaori Yano + +Cooperation : Tatsuya "ANIE" Nishimura + + +* Hardware Staff : + +Hardware designers : Katsuaki Takita, Nobuyuki Arai + +Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada + +Industrial & Graphic designers : Kazuto Ikegami, Kouji Ikenoue + + +* Software Staff : + +Game programmers : Natsuo Seki, Satoru Arai + +Graphic designers : Yusuke Yoshida, Kayuna.S, Onihei Hasegawa + +Assistant director : Masaru Yokota + +Game directors : Hiroyuki Makino, Kazuhiro Kurihara + +Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa + +Producer : Hiroyuki Makino + +$end + +$info=rockn2, +$bio + +Rock'n Tread 2 (c) 1999 Jaleco. + + +- STAFF - + + +* Sound Staff : + +Sound producer : Teruyuki Mori + +Arrange & Composition : Tetsuya Yoshikawa + +Sound directors : Hiroshi Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura, Toru Ohara, Naoko Yoshida + +Coordinaor : Yuji Ohno + +Recording engineer : Osamu Konishi + +Guitarist : Shin-ichi Iwai + +Vocalists : Kazuyo (from SPY), Steven Wolf, Shin-ichi Ishihara, You-U, RIE, Hedel Bendel, Naoto Fuga, Tomohiko, Ke-Ko, Lisa Ohki, Akiko Takano + + +* Hardware Staff : + +Hardware designers : Katsuaki Takita, Nobuyuki Arai + +Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada + +Industrial & Graphic designers : Kazuto Ikegami, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya + + +* Software Staff : + +Game programmers : Natsuo Seki, Satoru Arai + +Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Kenichi Takebe + +Assistant directors : Kotarou Mituzuka, Taku Sugawara, Makoto Nakanishi + +Game director : Kazuhiro Kurihara + +Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa + +$end + +$info=rocktrv2, +$bio + +Rock-N-Roll Trivia *Part 2* (c) 1986 Triumph Software. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +$end + +$info=pc_rkats, +$bio + +Rockin' Kats (c) 1991 Atlus. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : 7A + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Full energy : Press Start to pause game play. Then, press Down+A+B+Start. + + + +* Exit level : Press Start to pause game play. Then, press A(x3) to return to the channel selection screen. + + + +* Six lives : Hold Down+A+B and press Start(x2). + + + +* Status Password : Channel 5 67GDZ[Music Note]JGK[Triangle] End 57YRmchs0P + +$end + +$info=rockmanj,rckmanj, +$bio + +Rockman - The Power Battle (c) 09/1995 Capcom. + + +Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!). + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Mega Man - The Power Battle". + + +There are two version, the original on the CPS hardware and the other on the CPS-II hardware. + + +Sony released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995. + + +- TIPS AND TRICKS - + + +* Easter Egg : Sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random. + + +- SERIES - + + +1. Rockman - The Power battle (1995) + +2. Rockman 2 - The Power fighters (1996) + + +- STAFF - + + +Planners : Ohko 25th, Zanzo, (^_^") + +Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi + +Object designers : K.Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga.M, Zephyr Sakuno + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters") + + +* Arcade: + +Capcom Play System II (1995) + +$end + +$info=rckman2j, +$bio + +Rockman 2 - The Power Fighters (c) 07/1996 Capcom. + + +Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Mega Man controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 17 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Mega Man 2 - The Power Fighters". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996. + + +- SERIES - + + +1. Rockman - The Power battle (1995) + +2. Rockman 2 - The Power fighters (1996) + + +- STAFF - + + +Game designer : Ohko + +Programmers : Teruaki Hirokado, Pon, You! + +Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja + +Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan + +Sound effects : Moe.T + +Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Koda Masato, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto + +Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori + +Producer : Yoshimi Ohnishi + +General producer : Noritaka Funamizu + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters") + +$end + +$info=rodland,rodlandj,rodlndjb, +$bio + +Rod-Land (c) 04/1990 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai". + + +Rod-Land contains a second episode (see 'Tips And Tricks' section) known in Japan as "Rod Land - Tozasareta Sekai". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990. + + +- TIPS AND TRICKS - + + +* Unlock The Second Episode (Note : You can unlock the second episode via the dip switch too) : + +For the English version - After inserting a coin, press the player 1 'Down' button 3 times. + +For the Japanese version - After inserting a coin, press the player 1 'Up' button 3 times. + + +- STAFF - + + +Music composed by : Tsukasa Tawada + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1992) + +Nintendo Game Boy (1993) + + +* Computers : + +Amstrad CPC (1990) + +Commodore C64 (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +Sinclair ZX Spectrum (1992) + +$end + +$info=rohga,rohgah,rohgau, +$bio + +Rohga - Armor Force (c) 1991 Data East. + + +- TECHNICAL - + + +Game ID : MAM + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992. + + +- SERIES - + + +1. Vapor Trail - Hyper Offence Formation (1989) + +2. Rohga Armor Force (1991) + +3. Skull Fang (1996) + + +- STAFF - + + +Music composed by : Akira Takemoto, Hiroaki Yoshida + +$end + +$info=rollace,rollace2, +$bio + +Roller Aces (c) 1983 Kaneko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.386333 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Williams. + +This game is known in Japan as "Fighting Roller". + +$end + +$info=rjammer, +$bio + +Roller Jammer (c) 1984 Nichibutsu / Alice. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 2.496 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.248 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=rollerg,rollergj, +$bio + +Rollergames (c) 03/1991 Konami. + + +- TECHNICAL - + + +Game ID : GX999 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is based on the short-lived TV show of the same name that ran from 1990 to 1991. + +$end + +$info=rollingc, +$bio + +Rolling Crash (c) 10/1979 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=rthunder,rthundro, +$bio + +Rolling Thunder (c) 12/1986 Namco. + +Game ID: RT + + +Classic horizontal action game with limited bullet and reload weapon door's (copied many times after). + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz), Namco (@ 6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +A Rolling Thunder unit appears in the 1996 movie 'High School High'. + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987. + + +- UPDATES - + + +NEW VERSION : + +* New title screen. + +* BGM of area 1, 2, 5, 6, 7, and 10 are changed. + +* Different enemy arrangement. + +* Addition of a Continue feature. + +* Addition of the Extra-life feature. + +* 150 time units (180 in the old version). + + +- TIPS AND TRICKS - + + +* First of all, something that some people don't know is the fact that you can visit the ammo rooms MORE THAN ONCE! The trick is, after having stocked up on your bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps, then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections'. Once you cross a section boundary, the game forgets everything from the previous section. + + +* The most impressive glitch in Rolling Thunder, and the one that never ceases to cause people to say : 'What??? How did you DO that???' : + +1) In levels 5 and 10, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the right). + +2) At this point, jump up onto the platform, then position yourself at the very right edge of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very left edge of the boxes, then jump down. This will put you at the very left edge of the boxes. + +3) Then, making sure not to move the joystick to the left, walk towards the right, hit the jump button, and watch yourself get sorta caught between the bottom and top boxes, then jump right again, clearing the top box and landing on the ground. Now comes the neat part. Don't fire at anyone, and don't panic, but simply go to the right and watch yourself WALK THROUGH EVERYBODY! Neat, huh? + +4) You can simply walk past everyone until you get to the last guy (the guy in the cloak). Then, if you have properly stocked up on MG bullets earlier on this (or another) level, simply hold down the fire button and watch him collapse an inch in front of your face. One last note about using this is that on level 10, in that last area before the final arena, there's the "stairs-like" hurdles, and on each of these steps, one of those annoying white guys will appear. + +5) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena. + + +* This is totally useless, but fun to do anyway : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit...That results in jumping a bit backwards every time. When the force field catches you, you'll do a cool Michael Jackson'esque exit! + + +- SERIES - + + +1. Rolling Thunder (1986) + +2. Rolling Thunder 2 (1990) + +3. Rolling Thunder 3 (1993, Sega Mega Drive) + + +- STAFF - + + +Music composed by : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sony PlayStation (1998, "Namco Museum Encore") + + +* Computers : + +Atari ST (1986) + +Commodore Amiga (1987) + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + + +* Others : + +LCD handheld game (1986) released by MGA (Micro Games of America). + +$end + +$info=rthun2,rthun2j, +$bio + +Rolling Thunder 2 (c) 1990 Namco. + +Game ID: RTS + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Rolling Thunder 2 : Namco Game Sound Express Vol.5 - VICL-15005) on 21/06/1991. + + +- SERIES - + + +1. Rolling Thunder (1986) + +2. Rolling Thunder 2 (1990) + +3. Rolling Thunder 3 (1993, Sega Mega Drive) + + +- STAFF - + + +Directed by : T. Negoro + +Programmed by : K. Nikaido + +Designed by : H. Kuwabara + +Music composed b :y Ayako Sasou + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=rompers,romperso, +$bio + +Rompers (c) 02/1989 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : RP + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989. + + +- STAFF - + + +Team chief : Chacha + +Superviser : JJ Page + +Producer : S. Norimatsu + +Programmer : Yukiniko Yagi + +Assistant programmer : MinMin Nakayama + +Graphic designers : Takky, Y. Shinozaki, Naoko Hanazawa, M. Kimura, J. Anzai + +Title designers : A. Usukura, S. Takigami + +Character designer : C. Taga + +Original sound creators : Yoshie Takayanagi, Yuri, Thunder + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Namco Museum Encore") + +$end + +$info=rongrong, +$bio + +Rong Rong - Puzzle Game (c) 1994 Nakanihon. + + +Solitaire mahjong game with three modes of play. + + +- TECHNICAL - + + +Game ID : '80' + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2413 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Producer : H. Ishikawa + +Director : Fuguriro + +Game designers : Remember, Ogachin + +Main programmer : Iwa + +Programmer : Mikichan + +Character designers : Fuguriro, Mittu, Manboh, Gewalt, K2, MKZ + +Sound creators : Opain, Sentakuya Ken Chan, Louis + +Hardware engineer : Mr. Oz + +Executive producer : E. Hayakawa + +$end + +$info=clapapa,clapapa2, +$bio + +Rootin' Tootin' (c) 11/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 29 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=rotaryf, +$bio + +Rotary Fighter (c) 19??. + + +A copy of "Space Invaders". + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=rranger, +$bio + +Rough Ranger (c) 11/1988 Sharp Image. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to SunA for manufacture and distribution. + + +This was the first openly gay video game to be marketed in the US. + + +All of the music in this game is famous classical music, such as Ravel's 'Bolero' and Bach's 'Tocatta and Fugue in D-Minor'. + +$end + +$info=rougien, +$bio + +Rougien (c) 1982 Sanritsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=roundup5, +$bio + +Round Up 5 - Super Delta Force (c) 1989 Tatsumi. + + +In this game, you play the role of a law enforcement officer who must arrest 5 criminals in this "Chase H.Q." type game that allows you to decide which criminal you want to arrest in a 'choose your path you want to go' that's similar to "Out Run". + + +- TECHNICAL - + + +Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 18.939 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : stick + +Buttons : 4 + +$end + +$info=roundup, +$bio + +Round-Up (c) 11/1981 Amenip / Centuri. + + +The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Fitter". + +$end + +$info=route16,route16a,route16b, +$bio + +Route 16 (c) 02/1981 Tehkan / Sun. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (05/1981). + + +A bootleg of this game is known as "Route X". Another bootleg was released by Leisure and Allied as "Route 16". + + +- PORTS - + + +* Consoles : + +Emerson Arcadia + +$end + +$info=routex, +$bio + +Route X (c) 1981. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Route 16". + +$end + +$info=royalmah, +$bio + +Royal Mahjong (c) 03/1982 Falcon. + + +A very primitive mahjong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=rugrats, +$bio + +Rug Rats (c) 01/1983 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was also known some months back as "Wiping" (09/1982). + + +- UPDATES - + + +The main differences in this version of the game are : + +* Rug Rats is higher scoring than "Wiping" (see below). + +* The bonus items remain visible at all times and there are only three to collect instead of four (moneybag, gold bars and ring). This makes the game easier to play, as it is not as difficult to get the crown. + +$end + +$info=rungun,runguna,rungunu,rungunua, +$bio + +Run and Gun - B-Ball Show Time (c) 10/1993 Konami. + + +- TECHNICAL - + + +Game ID : GX247 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 10 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Slam Dunk - B-Ball Show Time". + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994. + + +- SERIES - + + +1. Run and Gun - B-Ball Show Time (1993) + +2. Run and Gun 2 (1996) + + +- STAFF - + + +Prince of art : Champion Lover X + +Art director : Strawberry + +Takarazuka art : By Acky 2 + +Technical instructor : Snack Z + +Crazy art : Screamin' Neo Monky + +Art work : Ricky + +Sound producer : M. Izu + +Music composer : E.G.A. + +Sound programmer : Kingorou + +Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy + +The sacrifice : Hirotaka + +Program and data : Aki. T + +Producer and director : Dr. Lee + + +- PORTS - + + +* Consoles : + +Super Famicom (1995, "NBA Give 'N Go") + +$end + +$info=rungun2, +$bio + +Run and Gun 2 (c) 1996 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX505 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Run and Gun - B-Ball Show Time (1993) + +2. Run and Gun 2 (1996) + +$end + +$info=rundeep, +$bio + +Run Deep (c) 1988 Cream. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz), M65C02 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "The Deep". + +$end + +$info=runark, +$bio + +Runark (c) 02/1991 Taito. + + +A huge melee battle featuring four forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight! + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C74 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Growl". + + +This game was dedicated to the late Mr. Katsujiro Fujimoto. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Promotion object : Hiromitsu Mihara + +Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.) + +Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato + +Hardware : Eikichi Takahashi, Bruiser Kushiro + +Trifling work : Insector Fjw + +Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama + +Software support : Hideki Hashimoto, Takashi Kitabayashi + +Base game plan : Exit Yab + +Game direction : Hide Chan + +Project management : Hidehiro Fujiwara + +$end + +$info=runaway, +$bio + +Runaway (c) 1982 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.512 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Buttons : 3 + + +- TRIVIA - + + +This prototype got to field test (August, 1982) but was never released. + +$end + +$info=rushcrsh, +$bio + +Rush & Crash (c) 09/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 352 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "The Speed Rumbler". + + +The main character is Super Joe from "Senjou no Ookami" and "Top Secret". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988. + + +- STAFF - + + +Programmers : Yukio Arai, Kyoko Tomita + +Character designers : Chieko Ryugo, Kimio, Couichi Yotsui + +Music : Tamayo Kawamoto, Harumi Ihara + +Hardware : Shinji Kuchino, Katuhiko Kamimori + +$end + +$info=pc_rnatk, +$bio + +Rush'n Attack (c) 1987 Konami. + + +In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :) + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : RA + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- STAFF - + + +Programmed by : Naniwa no Hideo + +Character designers : Madamu Keiko, Gokigen Yoshimoto + +Sound designer : Chary Sadakichi + +Directed by : Phazer Atsuko + +Visual designers : Kenji Shimoneta, Daibutsu Mari + +Music : Rusher Sakamoto, Iku Iku Mizutani, Hevimeta Satoe, Nanda Adachi + +$end + +$info=rushatck, +$bio + +Rush'n Attack (c) 07/1985 Konami. + + +In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :) + + +- TECHNICAL - + + +Game ID : GX577 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : SN76496 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Green Beret". + + +Rush'n Attack = Russian Attack. One of the Cold War nightmare scenarios, stopping a proposed nuclear attack! + + +- SERIES - + + +1. Rush'n Attack (1985) + +2. M.I.A. - Missing in Action (1989) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + + +* Computers : + +Commodore C64 (1986) + +$end + +$info=rushhero, +$bio + +Rushing Heroes (c) 11/1997 Konami. + + +Features real-time fully animated CG rendering-large characters and a 3D filed perspective view. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX605 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=pc_rygar, +$bio + +Rygar (c) 1987 Tecmo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : RY + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=rygar,rygar2, +$bio + +Rygar - Legend Warrior (c) 1986 Tecmo. + + +In this platform game, you are a barbarian warrior trying to reclaim the land from an evil Dominator and his legions of minions. You fight your way through 27 rounds with a unique weapon which was like a lethal razor sharp disk that he would hurl at enemies! + + +- TECHNICAL - + + +Game ID : 6002 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Argus no Senshi - Legendary Warrior". + + +- UPDATES - + + +The differences between the US (set 1) and US (set 2) are : + +* 'Set 2' has a bug in the code which lets p2 start a game when p1 is already playing. You need to set a dipswitch to enable this behaviour (it is usually on by default). If you press '2' while p1 is playing a single player game, 'Set 2' will check that you have 1 or more credit before it registers that you're now in a 2 player game, but it won't deduct the credit. That's a bad bug and probably accounts for why a bugfix version was released. + +* In 'Set 2', if p2 starts while p1 is already playing, it says 'playre2' instead of 'player2' at the top right. + +* The first screen of 'Set 2' says 'ALL RIGHT RESERVED' - missing an 'S' - that's fixed in 'Set 1' + + +The differences between the US and Japanese (Argus no Senshi) are : + +* The demo sequences are different. + +* The Japanese version seems to have more hidden powers, stars and an extra free life. + +* The US version is more biased towards stars and explosions. + + +- TIPS AND TRICKS - + + +* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Leftdown on the joystick. Do it right and you'll get 10,000 points. + +Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds. + + +* If the 'invincibility' bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) PLUS 170,000 points. + + +- SERIES - + + +1. Rygar - Legend Warrior (1986) + +2. Rygar (1987, Nintendo NES) + +3. Rygar 2 (2002, Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +Atari Lynx (1990) + + +* Computers : + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1988) + +Sharp X68000 (1994, "Video Game Anthology Vol.9") + +Commodore C64 + +$end + +$info=ryujin, +$bio + +Ryu Jin (c) 1993 Taito. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : M6100663A + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dragon God'. + + +- TIPS AND TRICKS - + + +* Basic shot for power : + +Blue - Vulcan + +Red - Laser + + +* Useable fighter & Special attack : + +Sword Breaker (Blue) - Fireball Bomb + +Vaulge (Green) - Lightning Volt + +Shamseel (Red) - Flash Bomb + +Phalcyon (Purple) - Wave Attack + + +- STAFF - + + +Programmers : T. Kaki, T. Kim!!, K. Hirano + +Graphic designers : K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura + +Sound : H. Tsuda, T. Inohaya + +$end + +$info=ryukyu, +$bio + +Ryu Kyu (c) 1990 Success. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-5023 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Nine Dragon'. + + +- STAFF - + + +Director : H. Tamura + +Programmer : Matsuyama Tarou + +Graphic design : H. Tamura + +Music composer & Sound effect : Nasu Kazumi + +Sound editor : Kobayashi Hiroyuki + +Original design : Kunaki Ryuuji + +Producer : Yoshinari Takato + +$end + +$info=ryuuha, +$bio + +Ryuuha (c) 1987 Central Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +$end + +$info=kirarast, +$bio + +Ryuusei Janshi Kirara Star (c) 1996 Jaleco. + + +A mahjong game with a space-anime theme and very extensive animation. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Meteor Mahjong Soldier Glittering Star'. + +$end + +$info=sci,scia,sciu, +$bio + +S.C.I. - Special Criminal Investigation (c) 1989 Taito. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : C09 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The car that you drive is a Nissan 300ZX T-Top Turbo. + + +This game was available in at least three different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q".. + +* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style. + +* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties). + +All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal. + + +- SERIES - + + +1. Chase H.Q. (1988) + +2. S.C.I. - Special Criminal Investigation (1989) + +3. Super Chase - Criminal Termination (1992) + +4. Ray Tracers (1997) + + +- STAFF - + + +Project leader : George Jyuttute + +Game designers : Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa + +Software : George K-5, yuichi Kikuchi, David Uematsu, Kazunori Sako + +Character designers : Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kohzoh Igarashi, Senba Takatsuna, Tetsuya Shinoda, Takayuki Ogawa + +Sound created by Team Zuntata. + +Hardware : Masahiro Yamaguchi, Yuzuru Yoshimura + +Mechanical designers : Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi + +Designer : Atsushi Iwaoka + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +Amstrad GX4000 (1991) + +Sega Mega Drive (1992, "Chase H.Q. II") + +Sega Saturn (1996, "Chase H.Q. Plus S.C.I.") + +Sega Master System + + +* Computers : + +Atari ST (1990) + +Sinclair ZX Spectrum (1991, "Chase H.Q. II") + +Amstrad CPC+ (1991) + +Commodore C64 (1991) + +Commodore Amiga (1991) + +$end + +$info=spy,spyu, +$bio + +S.P.Y - Special Project Y. (c) 10/1989 Konami. + + +After using your spy-savvy jetpack to land on the secret island, you must stop the evil mastermind from executing his world-dominating plans! + + +- TECHNICAL - + + +Game ID : GX857 + + +Main CPU : M6809 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The attract mode intro is inpsired from the intros of James Bond movies. + + +- STAFF - + + +Director : Seiji + +Programmer : Yoshi, Akira + +Character : Heine + +Graphic : Ashi, Kaumi + +Sound Composer : Shikasan, P. Fuka + +Hardware : Sanpei + +$end + +$info=srdmissn, +$bio + +S.R.D. Mission (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : M6100168A + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "F-X". + +$end + +$info=ssmissin, +$bio + +S.S Mission (c) 1992 Comad. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 12.121 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Graphic designers : T.C Choi, W.H Seo, J.A Park, K.Y Chang + +Producer : K.S An + +Manager : H.N Yee + +Game designer : M.W Kim + +Programmers : J.S Na, Y.M Park + +Scenario writer : J.V Kim + +Sound creator : Y.J Youn + +$end + +$info=stg, +$bio + +S.T.G - Strike Gunner (c) 1991 Athena. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo for manufacture and distribution. + + +- STAFF - + + +Written and designed by : Undead Tama + +Screen play by : Undead Tama + +Sound by : Sho + +Produced by : Shin Nakamura + +Directed by : Undead Tama + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=stunrun,stunrunj,stunrune,stunrun5,stunrun4,stunrn3e,stunrun3,stunrn2e,stunrun2,stunrun0,stunrunp, +$bio + +S.T.U.N. Runner (c) 09/1989 Atari Games. + + +- TECHNICAL - + + +Game ID : 136070 + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels. + + +Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock. + + +- UPDATES - + + +REVISION 1 : + +* Software version : 20.3 + +* Build date : Sat Sep 9 13 :56 :31 1989 + + +REVISION 2 : + +* Software version : 21.1 + +* Build date : Fri Sep 15 10 :53 :18 1989 + + +REVISION 3 : + +* Software version : 22.0 + +* Build date : Fri Sep 15 15 :51 :12 1989 + + +REVISION 4 : + +* Software version : 22.1 + +* Build date : Mon Sep 18 10 :47 :59 1989 + + +REVISION 5 : + +* Software version : 23.0 + +* Build date : Fri Sep 29 13 :55 :10 1989 + + +REVISION 6 : + +* Software version : 24.0 + +* Build date : Wed Oct 18 09 :50 :21 1989 + + +REVISION 7 : + +* Software version : 24.1 + +* Build date : Wed Oct 18 10 :29 :48 1989 + + +REVISION 8 : + +* Software version : 25.0 + +* Build date : Thu Nov 2 12 :21 :06 1989 + + +REVISION 9 : + +* Software version : 26.0 + +* Build date : Thu Nov 9 14 :07 :19 1989 + + +REVISION 10 : + +* Software version : 26.26 + +* Build date : Mon Dec 18 16 :30 :02 1989 + + +REVISION 11 : + +* Software version : 26.34 + +* Build date : Thu May 22 11 :31 :04 1990 + + +- TIPS AND TRICKS - + + +* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19. + +Note : The warp is only available on 'Software version 24.0' and lower (see Update section for more information). + + +- STAFF - + + +Staff : Ed Rotberg, Andrew Burgess + + +- PORTS - + + +* Consoles : + +Atari Lynx (1991) + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +Amstrad CPC (1990) + +$end + +$info=sabotenb,sabotnba, +$bio + +Saboten Bombers (c) 1992 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo for distribution. + + +The title of this game translates from Japanese as 'Cactus Bombers'. + +$end + +$info=sadari, +$bio + +Sadari (c) 1993 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to NTC. + +$end + +$info=safari, +$bio + +Safari (c) 06/1977 Gremlin. + + +This game was in black and white, not greyscale (like many early games used), but just two colors, black and white. But the characters and animals were large, and very detailed for just using a single color. There were four different animals that you could hunt. Snakes and lions were both rather slow moving, and good for 100 points each. Wild boars would run quickly across the screen, but would net you 200 for a kill. Finally, vultures were small and would move around erratically near the top of the screen (being worth 300 points if you could hit them). Touching any of the beasties meant instant death, but it mattered little, because this game played on time limits anyway. Death only meant that you would lose a few seconds waiting for your intrepid big game hunter to reappear (the game lasted 90 seconds total). + + +- TECHNICAL - + + +Game ID : 57-66 + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick, joystick 2-way + +Button : 1 + + +- TRIVIA - + + +This 1977 release was a joint venture between Sega and Gremlin. It came in a green dedicated cabinet with sideart of a hunter in a jungle scene. This may have been the first game to utilize twin joysticks. The first was a 4-Way joystick that controlled the movement of your hunter. While the second was a 2-Way joystick with a top mounted fire button. That one was used to aim and shoot. This game uses a cabinet overlay to produce the surrounding effect. + +$end + +$info=safarir, +$bio + +Safari Rally (c) 12/1979 SNK. + + +At the flick of a switch, a white car approaches. You must avoid it and select the safest course, in a maze. When the first formation of dots is extinguished, 2 opposite cars dash at you from the upper screen. You must avoid them and run over the Lion and Snake in order to score bonus mystery points.. Never be off guard, skid zones are dangerous! When 4 patterns are cleared, 3 cars rush at you!! Only skilled players make it!! + + +- TECHNICAL - + + +Main CPU : 8080 (@ 3.072 Mhz) + +Sound Chips : SN76477 (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The second SNK game, the first was "Ozma Wars". + +$end + +$info=saiyugou,saiyugb1,saiyugb2, +$bio + +Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou (c) 03/1988 Technos. + + +A beat'em up / platform game. + + +- TECHNICAL - + + +Game ID : TA-0023 + + +Main CPU : (2x) HD6309 (@ 1.5 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 11 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Revisiting the Record of the Demon's Fall - Flowing Cane Bewitching Skill Chapter'. + + +This game is known in US as "China Gate". + +$end + +$info=nspiritj, +$bio + +Saigo no Nindou (c) 1988 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Conclusion of Hard Journey'. + + +This game is known outside Japan as "Ninja Spirit". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989. + +$end + +$info=stdragon, +$bio + +Saint Dragon (c) 03/1989 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Produced by NMK. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Saint Dragon - PCCB-00003) on 21/09/1989. + + +- STAFF - + + +Music composed by : Shizuyoshi Okamura (Sizzla), Tecchan + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=salamand,salamanj, +$bio + +Salamander (c) 07/1986 Konami. + + +Salamander - the superb sequel to "Nemesis", released a year earlier - retained all of the gameplay elements of its prequel, while adding more variety to the action. Level design, for example, improved greatly on that of Nemesis, with the backgrounds feeling far more tangible and 'interactive'. A good example of this is towards the end of the very first level, with disgusting, organic obstructions growing before the players' eyes. The famous 'lava' level - the third level of the game - was another good example of Salamander's superior design; with huge solar flares constantly erupting above and beneath the player ship, which must be carefully navigated to avoid instant loss of life. Salamander further added to the variety of gameplay by introducing vertically-scrolling levels to the series, which alternated with the standard side-scrolling levels. + + +- TECHNICAL - + + +Game ID : GX587 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : VLM5030 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Lifeforce", but it was re-released one year later in Japan as "Lifeforce" (06/1987). + + +Salamander is the game that inspired Ikeda Tsunemoto (Toaplan>Cave) to develop the 'Danmaku'; the shot patterns seen in "Donpachi" et al. + + +Note : The kanji on the Japanese version title screen actually reads "Sa Ra Man Da", meaning "Sand Gauze Wide Snake". This is an example of "ateji", where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana. + + +Apolon released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986. + +King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992. + +Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamnder Arcade Soundtrack - KOLA-030) on 09/04/2003. + + +- UPDATES - + + +Salamander, the original japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages. + + +Lifeforce, the US release, is just like the Japanese original only with slighty different color palettes. + + +Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system. + + +- SERIES - + + +1. Salamander (1986) + +2. Salamander 2 (1996) + + +- STAFF - + + +Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa + +Video graphics designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando + +Sound editors : Yoshiaki Hatano, Miki Higashino + +Engineer : Yasushi Furukawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +NEC PC Engine (1991) + +Sony PlayStation (1997) + +Sega Saturn (1997, "Salamander Deluxe pack Plus") + + +* Computers : + +Sharp X68000 (1986) + +MSX (1987) + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +$end + +$info=salmndr2, +$bio + +Salamander 2 (c) 1996 Konami. + + +- TECHNICAL - + + +Konami GX hardware + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Note : The kanji on the title screen actually reads "Sa Ra Man Da", meaning "Sand Gauze Wide Snake". This is an example of "ateji", where Japanese artists use the phonetic value of a character to allow the title to be written with kanji (often choosing those that fit the game; the 4th kanji here means snake). + + +King Records released a limited-edition soundtrack album for this game (Salamander 2 Orignal Game Soundtrack - KICA-7695) on 05/04/1996. + + +- SERIES - + + +1. Salamander (1986) + +2. Salamander 2 (1996) + + +- STAFF - + + +Producer : Tango + +Director : Qchan + +Graphic designers : Satoyan, Masato Hijima, Sonshi Sdr, Kaori Nishimura, Yas, Motohisa Ando + +Sound designers : You Takamine, Naoki Maeda + +Hard designer : V Kobe Yzz + +Develop assistant : Takaaki "Q" Kumemura + +Product designer : K. Iwashita + +Programmers : Qchan, Yamamoso Type2, Takeaki Hasegawa + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997) + +Sega Saturn (1997, "Salamander Deluxe pack Plus") + +$end + +$info=samesame,samesam2, +$bio + +Same! Same! Same! (c) 1989 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-017 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Shark! Shark! Shark!'. + + +This game is known outside Japan as "Fire Shark!". + + +- UPDATES - + + +The Japanese version, Same! Same! Same! is different : + +* You can only play one player at a time. + +* When you get hit you start over a bit behind where you left off. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- SERIES - + + +1. Hishou Zame (1987) + +2. Same! Same! Same! (1989) + + +- STAFF - + + +Music created by : Masanory Yuge + +$end + +$info=samurai, +$bio + +Samurai (c) 02/1980 Sega. + + +The rogue samurai challenges all comers! + + +- TECHNICAL - + + +Game ID : 289-302 + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Sega Memorial Selection Vol.2") + + +* Others : + +Mobile phones (2003, "Mobile Samurai") + +$end + +$info=samuraia, +$bio + +Samurai Aces (c) 1993 Psikyo. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Sengoku Ace". + + +Samurai Aces is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo). + + +Note : There are 22 different endings! + + +- TIPS AND TRICKS - + + +*Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +- SERIES - + + +1. Samurai Aces (1993) + +2. Tengai (1996) + + +- STAFF - + + +Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi + +$end + +$info=tsamurai,tsamura2, +$bio + +Samurai Nihon-ichi (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : A35 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : (2x) Z80 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Kaneko. + + +The title of this game translates from Japanese as 'Japan's No. 1 Samurai'. + +$end + +$info=samsho, +$bio + +Samurai Shodown (c) 07/1993 SNK. + + +The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring twelve characters, bonus rounds and one end boss. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0045 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The game is known in Japan as "Samurai Spirits". + + +Samurai Shodown is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting". + + +Samurai Shodown also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games. + + +Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series. + + +Samurai Shodown is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime... + + +Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character. + + +Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival. + + +Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai. + + +Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan. + + +Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang. + + +Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theatre as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata. + + +Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972). + + +Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series. + + +Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan. + + +Nakoruru is a homage to Sailor Moon. + + +A 'Kuroko' is a traditional Kabuki theatre stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theatre stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised. + + +Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993. + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D. + + +* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep! :) + + +* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an oponnent while unarmed. You must finish the battle with anything except a throw though! + + +* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face. + + +* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the oponnent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!!! + + +* Cut-proof Characters? : Sometimes a finishing slash will cut most oponnents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half! + + +- SERIES - + + +1. Samurai Shodown (1993) + +2. Samurai Shodown II (1994) + +3. Samurai Shodown III (1995) + +4. Samurai Shodown IV - Amakusa's Revenge (1996) + +5. Samurai Shodown 64 (1997) + +6. Samurai Shodown 64 - Warrior's Rage (1998) + +7. Samurai Shodown V (2003) + +8. Samurai Shodown V Special (2004) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Main producer : Rocket Queen + +Producers : Bonehead Ken, Satoppe-, Tomi-Yan, Fukui-Tomoaki + +Front designers : Voiletche Nakamoto, Miki, Masami-Tanaka, K.Shintani-F91, Go-Go(Davce Bross), Kazu, The.Fool, Ryu!(Dave Bross), Erina.Makino + +Back designers : Fukui.Tomoaki, AAA, Oshioki-Keisen, Yasupu-, N.Azumichan, Okap-, Mayu, Erina.Makino + +Programmers : Nishidon, K2, Zombi Abe, Cyber.Kondo, Z'N + +Music : TATE NORIO, PAPAYA + +Submissions : Ryu!(Dave Bross), AAA, Miki, Okap-, The.Fool, Mayu, Erina.Makino + + +Jubei Yagyu's design : Msami-Tanaka, Miki, Kuma.Bee, Kazu + +Earthquake's design : Go-Go(Dave Bross), K.Shintani-F91, Kazu + +Hanzo Hattori's design : Violetche Nakamoto, Oshioki.Keisen, K.Shintani-F91, N.Azumichan, The.Fool, Erina.Makino + +Ukyo Tachibana's design : Kazu, The.Fool + +Wan-fu's design : Go-Go(Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross) + +Gen-an Shiranui's design : K.Shintani-F91, Oshioki-Keisen, N.Azumichan, Ryu! (Dave Bross), The.Fool + +Galford's design : Violetche Nakamoto, Oshioki-Keisen, K.Shintani-F91, N.Azumichan, The.Fool, Erina.Makino + +Kyoshiro Senryo's design : Kazu, Erina.Makino + +Tam Tam's design : Miki, Masami-Tanaka, Go-Go (Dave Bross) + +Haohmaru's design : K.Shintani-F91, Erina.Makino + +Nakoruru's design : Violetche Nakamoto, Oshioki-Keisen, The.Fool + +Shirou Tokisada's design : Miki + +Charlotte's design : Kuwa.Bee + +Poppy design : Kuwa.Bee + +Mamahaha design : Erina.Makino + + +* Voice Actors : + +Haomaru : Masaki Usui + +Jubei Yagyu : Takayuki Sakai + +Ukyo Tachibana : Eiji Yano + +Hanzo Hattori : Masaki Usui + +Wan-Fu : Takayuki Sakai + +Gen-an Shiranui : Eiji Yano + +Galford : Masaki Usui + +Kyoshiro Senryo : Kazuhiro Inage + +Tam Tam : Kazuhiro Inage + +Nakoruru : Harumi Ikoma + +Earthquake : Masaki Usui + +Charlotte : Harumi Ikoma + +Shiro Tokisada Amakusa : Eiji Yano + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Nintendo Game Boy (1994) + +Sega Mega Drive (1994) + +Sega Game Gear (1994) + +SNK Neo-Geo CD (1994) + +Sega Mega CD + +3DO + +Sony PlayStation ("Samurai Spirits - Kenkaku Yubinan Pack") + +FM Town Marty + +$end + +$info=sams64_2, +$bio + +Samurai Shodown 64 - Warrior's Rage (c) 1998 SNK. + + +- TECHNICAL - + + +SNK Hyper Neo-Geo 64 hardware + + +Main CPU : R4600 (@ 12.5 Mhz), V30 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Samurai Spirits - Asura Zanmaden". + + +This is the fifth game to use the Hyper Neo-Geo 64 hardware. + + +- SERIES - + + +1. Samurai Shodown (1993) + +2. Samurai Shodown II (1994) + +3. Samurai Shodown III (1995) + +4. Samurai Shodown IV - Amakusa's Revenge (1996) + +5. Samurai Shodown 64 (1997) + +6. Samurai Shodown 64 - Warrior's Rage (1998) + +7. Samurai Shodown V (2003) + +8. Samurai Shodown V Special (2004) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999) + +$end + +$info=samsho2, +$bio + +Samurai Shodown II (c) 10/1994 SNK. + + +The second game in this wildly popular series features fifteen weapon-wielding fighters clashing to earn the right to face the extremely difficult end boss. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0063 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Shin Samurai Spirits - Haohmaru Jigokuhen" (translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell'). + + +Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work. + + +Neinhalt Sieger's name translates from German as 'non-stop victory'. + + +Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck. + + +Ryuhaku Todo (of AOF) appears in Gen-An's ending. + + +If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead. + + +Kuroko's moves are largely borrowed from other characters. + + +Pony Canyon / Scitron released a limited-edition soundtrack records for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994. + + +- TIPS AND TRICKS - + + +* Alternate Costumes Colors : Press D instead of A to choose your character. + + +- SERIES - + + +1. Samurai Shodown (1993) + +2. Samurai Shodown II (1994) + +3. Samurai Shodown III (1995) + +4. Samurai Shodown IV - Amakusa's Revenge (1996) + +5. Samurai Shodown 64 (1997) + +6. Samurai Shodown 64 - Warrior's Rage (1998) + +7. Samurai Shodown V (2003) + +8. Samurai Shodown V Special (2004) + + +- STAFF - + + +* Haohmaru : + +Voice : Masaki Usui + +Front character : V Shintani, Masami Tanaka, Y. Koyasu + +Back character : Yasupuu, Yuhki.N, Chu, Satomi.S + +Planner : Tomi.Yan + +Program : Abe + + +* Nakoruru : + +Voice : Harumi Ikoma + +Front character : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira + +Back character : Azumi?, Y. Nishiguchi, Satomi.S + +Planner : Tomi.Yan + +Program : Oh!Butch + + +* Hanzo Hattori : + +Voice : Toshimitsu Arai + +Front character : Makino Sakana, Pon.Yashamaru, Tokimeki Keisen + +Back character : Yasupuu, K., Mayu.K, Y. Nishiguchi + +Planner : K.Y. Hayate + +Program : Abe + + +* Galford : + +Voice : Kazuhiro Inage + +Front character : Makino Sakana, Pon. Yashamaru + +Poppy : Kuwa.Bee + +Back character : Mayu-K, Chu + +Planner : Chu + +Program : Abe + + +* Wan-Fu : + +Voice : Toshikazu Nishimura + +Front character : Babilu,Ryu!, K. Tokimeki Keisen, Y.Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji + +Back character : Okadasan + +Planner : Yukika + +Program : Abe + + +* Ukyo Tachibana : + +Voice : Eiji Yano + +Front character : Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Chu + +Back character : Yasupuu, Yuhki.N, Satomi.S + +Planner : Bad Aplles + +Program : Abe + + +* Kyoshiro Senryo : + +Voice : Atsushi Maezuka + +Front character : Harleydavidson, Sleeping, Wolf, Kouji.Takaya + +Back character : Azumi?, Kouji.Takaya, Chu, E. Ohira + +Planner : Yukika + +Program : Abe + + +* Gen-An Shiranui : + +Voice : Eiji Yano + +Front character : V Shintani, Masami. Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora + +Back character : Okadasan, Harleydavidson, Mayu.K, Yuhki.N + +Planner : Bad Apples + +Program : Oh!Butch + + +* Earthquake : + +Voice : Masaki Usui + +Front character : Riding Monkey, K., Chu + +Back character : Okadasan, Yoshimitsu + +Planner : Yukika + +Program : Oh!Butch + + +* Yubei Yagyu : + +Voice : Kiyoshi Kobayashi + +Front character : Makino Sakana, Pon. Yashamaru, Tokimeki Keisen, Masami.Tanaka, Y.Koyasu, Rodem.Yam, Yozora + +Back character : Azumi? + +Planner : K.Y. Hayate + +Program : Abe + + +* Charlotte : + +Voice : Harumi Ikoma + +Front character : Kuwa.Bee, Yoshi.M.Kaneko + +Back character : Mayu.K, Yuhki.N, Y. Nishiguchi + +Planner : Bad Apples + +Program : Abe + + +* Genjuro Kibagami : + +Voice : Kong Kuwata + +Front character : Takachan. O??, Masami.Tanaka, Harleydavidson, Yoshimitsu, Kouji.Takaya, Chu, E. Ohira + +Back character : Mayu.K + +Planner : Yukika + +Program : Oh!Butch + + +* Cham Cham : + +Voice : Reiko Chiba + +Front character : V Shintani, Masami-Tanaka, Riding Monkey, Takachan.O??, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S + +Back character : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi + +Paku Paku voices : Kenji Ikeda + +Paku Paku : Kuwa.Bee + +Planner : Bad Apples + +Program : Abe + + +* Neinhalt Sieger : + +Voice : Kong Kuwata + +Front character : Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Yoshimitsu, Yuhki.N + +Back character : Yoshimitsu, Chu + +Planner : K.Y. Hayate + +Program : Oh!Butch + + +* Nicotine Caffeine : + +Voice : Atsushi Maezuka + +Front character : Makino Sakana, Pon.Yashamaru, Mayu.K, Y.Koyasu, Yozora, Koba.B + +Back character : Yoshimitsu, Tokimeki Keisen + +Planner : Tomi.Yan + +Program : Oh!Butch + + +* Rashoujin Mizuki : + +Voice : Harumi Ikoma + +Front character : Kuwa.Bee, Masami.Tanaka, riding Monkey, Y.Koyasu + +Ambrosia : Riding Monkey, K. + +Back character : Okadasan, E. Ohira + +Planner : Kouji Takaya + +Program : Oh!Butch, Abe + + +* Kuroko : + +Voice : Toshikazu Nishimura + +Front character : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y.Koyasu + +Back character : Yuhki.N, Rodem.Yam, Chu + +Planner : Yoshimitsu + +Program : Oh!Butch + + +* Other staff : + +Narration : Kiyoshi Kobayashi + +Submissions : Babilu,Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora + +Fixs : Tokimeki Keisen, Cyber.Kondo, Y. Nishiguchi, Satomi.S + +Programmers : Nishidon, Oh!Butch, Abe, Cyber.Kondo + +Sound : Tate.Norio, Yamapy + +Executive producer : Eikichi Kawasaki + +Producer : Bad Apples + +Main planner : K.Y. Hayate + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +Sony PlayStation ("Samurai Spirits - Kenkaku Yubinan Pack") + + +* Computers : + +PC [Windows 9x] + +$end + +$info=samsho3,samsho3a, +$bio + +Samurai Shodown III (c) 10/1995 SNK. + + +Continuing the aesthetic tradition and high quality of the very successful series and featuring twelve selectable characters and an extremely pissed end boss. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0087 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Samurai Spirits - Zankurou Musouken" (literally : Samurai Spirits - Zankuro's Matchless Sword) and in Korea as "Fighters Swords". + + +Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'. + + +Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin'). + + +Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin'). + + +- TIPS AND TRICKS - + + +* Play As Zankuro : It is possible to play as Zankuro in Samurai Showdown 3. The catch is that you can ONLY use it for 2P mode (ie. against a human opponent). Here's how you do it. With the cursor on Haohmaru, go straight to the following characters in order : Basara, Kyoshiro, Nakoruru, Haohmaru, Shizumaru, Rimururu, Amakusa, Gaira and Shizumaru. Wait until the timer says '03' on it and then press Start+A+B+C. + + +- SERIES - + + +1. Samurai Shodown (1993) + +2. Samurai Shodown II (1994) + +3. Samurai Shodown III (1995) + +4. Samurai Shodown IV - Amakusa's Revenge (1996) + +5. Samurai Shodown 64 (1997) + +6. Samurai Shodown 64 - Warrior's Rage (1998) + +7. Samurai Shodown V (2003) + +8. Samurai Shodown V Special (2004) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Programmers : Abe Jaron, Oh! Butch, Magic2papa + +Back team : Azumi, Mayu, Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has + +Special effects by 'POW team'. + + +* Voice Actors : + +Haohmaru : Masaki Usui + +Nakoruru : Harumi Ikoma + +Rimururu : Tomo Sakurai + +Hanzo Hattori : Toshimitsu Arai + +Galford : Key Inage + +Kyoshiro Senryou : Monster Maetsuka + +Ukyo Tachibana : Eiji Yano + +Genjuro Kibagami : Kong Kuwata + +Basara Kubikiri : Masahiro Nonaka + +Shizumaru Hisame : Miho Kaneta + +Gaira Kafuin : Kouji Suizu + +Tokisada Shirou Amakusa : Eiji Yano + +Zankuro Minazuki : Hiroyuki Arita + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +Sony PlayStation (1996) + +Game Boy ("Nettou Samurai Spirits - Zankuro Musouken") + +Sega Saturn + +$end + +$info=samsho4, +$bio + +Samurai Shodown IV - Amakusa's Revenge (c) 10/1996 SNK. + + +The fourth installment of Japanese swordplay featuring 17 selectable characters and two end bosses. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0222 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Samurai Spirits - Amakusa Kourin" (translates from Japanese as 'Samurai Spirits - Amakusa's Descent'). + + +- TIPS AND TRICKS - + + +* I'm Not Afraid Of You! : Think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! :). Note : A few characters are really hampered by the loss of weapon (eg. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo). + + +* Sepukku (Suicide) : Press Back, then move your joystick a quarter circle from forwards to down and press Start to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!). + + +* Silly Name Trick : Now this is weird! At the naming screen input 'AAA' as your name to make your character faint! + + +- SERIES - + + +1. Samurai Shodown (1993) + +2. Samurai Shodown II (1994) + +3. Samurai Shodown III (1995) + +4. Samurai Shodown IV - Amakusa's Revenge (1996) + +5. Samurai Shodown 64 (1997) + +6. Samurai Shodown 64 - Warrior's Rage (1998) + +7. Samurai Shodown V (2003) + +8. Samurai Shodown V Special (2004) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Producers : Y. Koudou, H. Kawano, Bad Apple + +Planners : Head-Ken, Tomi-Yan, Kouji.T, Guro + +Support from : Masami Nakaoka, Eiji Shiroi, Y.Kawase, Araiichi, Nao.Q. + +Back team : Yasu-Puu, Anta-Baka?, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, Azumi, Chu + +Programmers : Kura, Llaoyllakcuf, Dan---ABE + +Sound : Yamapy-I, Kitapy, Mitsuo, Sha-V + + +* Voice Actors : + +Tam Tam : Toshikazu Nishimura + +Galford : Mantaro Koichi + +Hanzo Hattori : Toshimitsu Arai + +Jubei Yagyu : Kiyoshi Kobayashi + +Sogetsu Kazama : Naoki Oikawa + +Kazuki Kazama : Atsushi Yamanishi + +Genjuro Kibagami : Kong Kuwata + +Haohmaru : Masaki Usui + +Charlotte : Harumi Ikoma + +Tokisada Shirou Amakusa : Eiji Yano + +Kyoshiro Senryou : Monster Maetsuka + +Ukyo Tachibana : Eiji Yano + +Basara Kubikiri : Masahiro Nonaka + +Gaira Kafuin : Takeshi Watanabe + +Shizumaru Hisame : Miho Kaneta + +Nakoruru : Harumi Ikoma + +Rimururu : Megumi Matsumoto + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +Sony PlayStation ("Samurai Spirits - Amakusa Kourin Special") + +Sega Saturn + +$end + +$info=sfrush, +$bio + +San Francisco Rush - Extreme Racing (c) 1996 Atari Games. + + +- TECHNICAL - + + +Atari Flagstaff hardware + +Game ID : 136109 + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : TMS32031 (@ 33.8688 Mhz) + +Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 3 + +Control : paddle + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Demo Race : During the attract mode, press and hold the Music button while the machine is displaying a demo race. The race will continue until you release the button and will be shown from many different camera angles and perspectives that can't be seen at any other time during the game. + + +* Play Solo : At the 'Select your track' screen, hold the Reverse button while selecting your track to play solo. This blocks others from joining in and also eliminates the 'waiting for others to join' timer. + + +* Alternate Cars : At the vehicle select screen, hold the Music button and press View 1+Gas. + + +* Time Trial Mode : At the vehicle select screen, hold the Music button and press View 2+Gas. + + +* More Force Feedback : At the vehicle select screen, hold the Music button and press View 3. + + +- SERIES - + + +1. San Francisco Rush - Extreme Racing (1996) + +2. San Francisco Rush 2049 (1999) + +3. San Francisco Rush 2049 Tournament Edition (2000) + +4. Hot Rod Rebels (2000) + + +- STAFF - + + +Executive producer : Mark Stephen Pierce + +Software : Forrest Miller, Dave Shepperd, Mark van der Pol, Bruce Rogers, Steve Bennetts + +Art : Mike Prittie, Gene Higashi, Jef Shears, Kirk Young + +Audio : Todd Modjeski, Chuck Peplinski, David Reisner, Farrokh Khodadadi + +Hardware : Andrew Dyer, Steve Correll, Paul Shepard, Dennis Nale, Mink Nguyen, Rick Meyette, Jeff Peters, Leon Fritts, Tram Vu + +Design services : Pete Takaichi, Mark Gruber, Ralph Perez, Mark Hoendervoogt, Stevie Landaverde + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1997) + +Sony PlayStation (1998) + +$end + +$info=sfru2049, +$bio + +San Francisco Rush 2049 (c) 1999 Atari. + + +- TECHNICAL - + + +Atari Denver hardware + + +Main CPU : RM7000 (@ 250 Mhz) + +Sound CPU : ADSP2181 (@ 33 Mhz) + +Sound Chips : (6x) DMA-driven (@ 33 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 4 + + +- SERIES - + + +1. San Francisco Rush - Extreme Racing (1996) + +2. San Francisco Rush 2049 (1999) + +3. San Francisco Rush 2049 Tournament Edition (2000) + +4. Hot Rod Rebels (2000) + +$end + +$info=sfrushrk, +$bio + +San Francisco Rush The Rock - Alcatraz Edition (c) 1996 Atari Games. + + +- TECHNICAL - + + +Atari Flagstaff hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : TMS32031 (@ 33.8688 Mhz) + +Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 3 + +Control : paddle + +Buttons : 6 + + +- SERIES - + + +1. San Francisco Rush - Extreme Racing (1996) + +2. San Francisco Rush The Rock - Alcatraz Edition (1996) + +3. San Francisco Rush 2049 (1999) + +$end + +$info=sandscrp, +$bio + +Sand Scorpion - Sasori (c) 1992 Face. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 15.151 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +'Sasori' is Japanese for...you guessed it...'Scorpion'! + + +- STAFF - + + +Game designer : Ghost + +Programmers : Nak, Maruyaman + +Graphic designers : N-Phantom, Satoshi.N, Higeta-K, F.Dij!, Nob + +$end + +$info=sandor, +$bio + +Sando-R - Puzzle & Action (c) 11/1995 Sega. + + +A game that includes puzzle, quiz and action games within. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Puzzle & Action - R for the third time'. 'Sando-R' is a pun of the game's name. + + +This game is known outside Japan as "Treasure Hunt - Puzzle & Action". + + +- SERIES - + + +1. Tant-R - Puzzle & Action (1992) + +2. Ichidant-R - Puzzle & Action (1994) + +3. Sando-R - Puzzle & Action (1995) + +$end + +$info=wofa, +$bio + +Sangokushi II (c) 10/1992 Capcom. + + +Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Three Countries' Intentions II'. + + +This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and outside Japan as "Warriors of Fate". + + +The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993. + + +- SERIES - + + +1. Tenchi wo Kurau (1989) + +2. Sangokushi II (1992) + + +- STAFF - + + +Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz + +Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume + +Onnanoko designer : Akiman + +Sound : T. Yomage, Toshi Bull, Oyabun, Inu + + +- PORTS - + + +* Consoles : + +FM Towns Marty (ported by Koei) + +$end + +$info=3kokushi, +$bio + +Sankokushi (c) 1996 Mitchell. + + +Solitaire mahjong game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Three Engraved Intentions'. + +$end + +$info=ssanchan, +$bio + +Sanrin San-Chan - Tricycle-San (c) 1984 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5583 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Three Wheel San-chan - Tricycle Girl'. + + +This game is known outside Japan as "Spatter". + + +- STAFF - + + +From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR) + +$end + +$info=searchar,sercharu, +$bio + +SAR - Search and Rescue (c) 1989 SNK. + + +- TECHNICAL - + + +Game ID : A8007 'BH' + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- STAFF - + + +Producer : Yanbaru + +Graphic designers : Sick Of, U-Rakuchou, Chagera No2, Marochie, Tulip Nao + +Music composer : Hinjakun + +Boss : Eikichi Kawasaki + +Programmers : Takoguti Kamen 001, Cock-A-Doodle-Doo + +Hardware engineer : Crasher H.T. + +$end + +$info=sarge, +$bio + +Sarge (c) 10/1985 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : M6809 (@ 2.25 Mhz) + +Sound Chips : DAC (@ 2.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +From Brian Colin, Lead Artist on Sarge : "The realistically depicted female soldier featured in the game generated so much interest when it was first introduced that, part-way through it's production run, we slipped a hidden player incentive. With the machine's internal DIP switches set a certain way, players who achieved a rank of Colonel were greeted with a winking, sexy GI Jane wearing little more than a smile. + +The DIP switches should be set as follows : 0011000100. + +To see if the switches are set correctly, look at the girl at the start of the game. If she is wearing a low-cut T-shirt, then the 'hidden player incentive' is on.". + + +- STAFF - + + +Software : Jeff Nauman + +Artists : Brian Colin, Sharon Perry + +Sounds : Bob Libbe, Neil Falconer + +Hardware : Cary Mednick, Steve Ackerman + +Mechanical : John Kubik + +Added support : Jim Belt + +$end + +$info=sarukani, +$bio + +Saru Kani Hamu Zou - Taisen Block Kuzushi (c) 1997 Kaneko / Mediaworks. + + +Breakout featuring a jumping character and hilarious graphics. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Monkey Crab Ham Elephant - Block Kuzushi Competition'. 'Block Kuzushi' is the Japanese name for "Breakout". 'Kuzushi' is something like 'off balance'. + + +This game is known in Asia as "VS Block Breaker". + +$end + +$info=sasuke, +$bio + +Sasuke vs. Commander (c) 10/1980 SNK. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), (3x) SN76477 (@ 705.562 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The third game manufactured by SNK was their first colored game. + +$end + +$info=satansat, +$bio + +Satan of Saturn (c) 03/1981 SNK. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), SN76477 (@ 705.562 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known under Taito license as "Zarzon". + +$end + +$info=shollow,shollow2, +$bio + +Satan's Hollow (c) 1981 Bally Midway. + + +Destroy the swarming gargoyles and win bridge pieces one-by-one. Build the bridge and cross into the valley to battle Satan himself. Take aim using a control grip with fire trigger. Use the protective shield to defend and destroy all enemies! Complete the final conflict and add barrels to your ship for additional fire power. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Designed and programmed by Arcade Engineering, who designed a slew of games for Midway before being bought out by them in 1985. + + +Some wiring harnesses are labeled 'Satan's Master' and others have 'Satan's Power' on the tag. These may have been pre-production titles for the game. + + +It seems like this game has copied its ideas from many other places. Check it out : + +* Enemies going down and attacking your stock is similar to the ducks from "Carnival". + +* The elaborate, mostly static background reminds of "Pleiads". + +* The shield idea is used similarly to the shield in "Phoenix" (though you couldn't move when using it then, and it took longer to recharge). + +* The diving enemy concept was used first in "Galaxian". + +* The shot-increasing power-up concept originated in "Galaga". + + +This game had a dedicated cabinet that was just plain evil. It is red with realistic demons on both the sideart and the marquee. Flames and a blacklight on the control panel area add to the cool factor. In fact, this machine is up there with "Tron" in the ranking for coolest looking game around. The game was controlled by means of a two way trigger stick that was red and sort of translucent. This is the same basic stick that was used for "Tron", it is just colored differently. No one makes this exact stick anymore, but any trigger stick would make a fine replacement. + + +The cocktail version came in the standard Midway cocktail table (the same one as "Galaga" and "Pac-Man"). It used standard joysticks with separate fire buttons, which had to be used with your right hand rather than your left, because of where they put the button. + + +A Satan's Hollow unit appears in the 1983 movie 'Joysticks'. + + +- STAFF - + + +Staff : Jeff Nauman, Brian Colin + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Commodore C64 (1984) + +$end + +$info=slammast,slammasu, +$bio + +Saturday Night Slam Masters (c) 07/1993 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Muscle Bomber Duo". + + +Mike Haggar from "Final Fight" appears on this game as selectable character. + + +Pony Canyon / Scitron released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993. + + +- SERIES - + + +1. Saturday Night Slam Masters (1993) + +2. Muscle Bomber Duo - Ultimate Team Battle (1993) + +3. Ring of Destruction : Slammasters II (1994) + + +- STAFF - + + +Planners : Tomy, Saddy, Koguma + +Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon + +Scroll designers : Buppo, Okachan, Taka + +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono + +Sound designers : T. Yomage, Toshi, Syun Nishigaki (SYUN), Kiyo, Nobu + +Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +$end + +$info=saturn, +$bio + +Saturn (c) 1983 Zilec. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.5 Mhz), Z80 (@ 1.25 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Jaleco for manufacture and distribution. + + +- STAFF - + + +Staff : Christopher Stamper, John Lathbury, Timothy Stamper + +$end + +$info=sauro, +$bio + +Sauro (c) 1987 Tecfri. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=savgbees, +$bio + +Savage Bees (c) 02/1985 Capcom. + + +An early vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Memetron. + + +This game is also known as "Exed Exes". + + +- TIPS AND TRICKS - + + +* If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points. + + +* Watch out for WOPs, which are POWs in reverse. They reduce your power level. + + +* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form. + + +- STAFF - + + +Music by : Tamayo Kawamoto + +$end + +$info=savagere, +$bio + +Savage Reign (c) 04/1995 SNK. + + +Ten fighters, each brandishing a weapon, fight to have a crack at the Real King Lion. There are two planes of action to switch from and in some cases the player can use elements of the background as weapons. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0059 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Fu'un Mokushiroku - Kakutou Sousei" (translates from Japanese as 'Wind and Cloud Apocalypse - Hand-to-Hand Fighting Genesis'). 'Mokushiroku' is Japanese for the Christian book of Revelation, also known as the Apocalypse. 'Sousei' is Japanese for 'creation of the world', or 'genesis'. 'Sousei' and 'Mokushiroku' are diametrically opposed, just like 'Genesis' and 'Apocalypse' - and used here as a metaphor for the conflict between Syo Hayate and Shishi-Oh (King Lion). + + +'Fu'un' in the Savage Reign series actually refers to the fighting style of the main character, Syo Hayate. + + +- UPDATES - + + +In the Japanese version : + +* King Lion is named Kage Shishioh. + +* King Leo is named Shin Shishioh. + + +- SERIES - + + +1. Savage Reign (1995) + +2. Kizuna Encounter - Super Tag Battle (1996) + + +- STAFF - + + +Executive producer : Eikichi Kawasaki + +Producers : Takashi Nishiyama, R. Field + +Front designers : Sezamimi, Health Abe, Sugar Baby.R, Kanitaro, Masa.LC 630, M. Kawai (Osu!), Futatsu!!!, Exe. Ponda, K -Oda- Kirigiri, Fuku. Fuku, Shio Shio Shio, Okiemon, Toshiaki Joe, Morimori, Mikarin, Toooooooooohru, Mr. 6?Adachi, Marche-Kaji, 460. Ito, Aho Kamen, Nobuhiro. J + +Back designers : Mic Senbey, Manoru, J. Mikami, Hipopo. Nao, Econo Daisuke, Ten Chan (260), Wadamomo Kagu, Miyoshi Yome, S Tami + +Programmers : Magi2 Papa, Jaron, M.O.R. Jax Y. O + +Sound : Jojouha Kitapy, Mariko, Yassun + +Planners : Hamachi Papa, Mitsuzo, Uenoyama. Sys + + +* Voice Actors : + +Syo Hayate : Konichi Hayashi + +Gozu : Konichi Hayashi + +Carol Stanzack : Kana Ohshima + +Mezu : Konichi Hayashi + +Max Eagle : Kunihiko Tatsumi + +Nicola Zaza : Kana Ohshima + +Chung Paifu : Humio Niwa + +King Lion (Shishioh in Japanese version) : Masaru Naka + +Gordon Bowman : Hisanori Higashi + +Joker : Takeshi Kokubo + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=scandal,scandalm, +$bio + +Scandal Mahjong (c) 02/1989 Nichibutsu. + + +Scandalous mahjong with scandalous girls. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=schmeisr, +$bio + +Schmeiser Robo (c) 1993 Hot-B. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=scion,scionc, +$bio + +Scion (c) 1984 Seibu Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz), Discrete (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Cinematronics (09/1984). + + +- PORTS - + + +* Computers : + +MSX (1985) + +$end + +$info=scotrsht, +$bio + +Scooter Shooter (c) 1985 Konami. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM2203 (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=scorpion,scrpiona,scorpnmc, +$bio + +Scorpion (c) 1982 Zaccaria. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game was released by 'Dorneer' on "Moon Cresta" Hardware. + +$end + +$info=scramble,scrambls,scramblb, +$bio + +Scramble (c) 02/1981 Konami. + +Game ID : GX387 + + +In Scramble you are in control of a spaceship, and you have to fight your way through 6 different levels. Touching anything is deadly. But luckily you are armed with both a blaster and an unlimited amount of bombs that you can drop two at a time. The blaster is used for enemies that are in the air, while the bombs fall down to attack ground targets. Speaking of ground targets, your ship has a fuel gauge that constantly decreases, and the only way to fill it back up is by bombing fuel tanks that are located throughout the levels. The first time through the game you can miss half of them easily, but your fuel use ramps up each time you go through the game, until it becomes impossible to finish a level. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was laid back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were a few cocktail units made as well. They were pretty generic looking, and there really isn't much to say about them. + + +- TRIVIA - + + +Licensed to Stern for US manufacture and distribution (05/1981). + + +Called the poor man's "Defender", this was one of the first multi-level space shooters, if not the first. It's also the first shooting game to have a fuel system. Scramble was a pretty popular game back in its day. This game was the first title to use the 'Scramble Hardware' that was later used for "Super Cobra", "Lost Tomb", "The End", and several other titles. One big mistake that Konami made with this one is that it had absolutely no kind of copy protection, which means it could run on just about anything that used a Z80 processor, which was almost everything available at the time. So needless to say, there were a lot of bootleg copies of Scramble floating around. + + +A bootleg of this game runs on the "Galaxian" hardware. Two bootlegs of this game are known as "Explorer" and "Strafe Bomb". + + +A Scramble unit appears in the 1983 movie 'Joysticks'. + + +- SERIES - + + +1. Scramble (1981) + +2. Super Cobra (1981) + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + + +* Computers : + +Tandy (1983, "Skramble") + +Commodore C64 (1983, "Skramble") + + +* Others : + +VFD portable game (1982) by Tomy. + +VFD portable game (1982, "Rambler", German version) by Tomy. + +VFD portable game (1982, "Astro Blaster", Hales UK version) by Tomy. + +$end + +$info=sspirits,sspirtfc,sspirtf, +$bio + +Scramble Spirits (c) 1988 Sega. + + +- TECHNICAL - + + +Sega System-24 hardware + +Game ID : 317-0058-02 / 317-0058-02c + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 384 x 496 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Director : Hoko Chan + +Video Graphics : Ojisama, Panda, Nosa + +Programmer : Night Emperor, Mam, Issei Kun + +Sound design : Professor Tohru, Yatchan + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + + +* Computers : + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +$end + +$info=scregg, +$bio + +Scrambled Egg (c) 1983 Technos. + + +- TECHNICAL - + + +Game ID : TA-0001 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Scrambled Egg is the first Technos game. + + +- SERIES - + + +1. Scrambled Egg (1983) + +2. Eggs (1983) + +$end + +$info=screwloo, +$bio + +Screw Loose (c) 1983 Mylstar Electronics. + + +- TECHNICAL - + + +Game ID : GV-123 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : Double 8-way joysticks + +Buttons : 2 + + +- TRIVIA - + + +Screw Loose is an unreleased prototype and was Tim Skelly's last game for Mylstar. Only 3 units were produced. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + +Sound by : Craig Beierwaltes + +$end + +$info=cscrtry,cscrtry2, +$bio + +Scrum Try (c) 03/1984 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 38 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=scudhamm, +$bio + +Scud Hammer (c) 1994 Jaleco. + + +An absolutely insane paper-rock-scissors game where the winner gets to beat the living crap out of the opponent. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 16 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 2560 + + +Player : 1 + +Control : paddle + +Buttons : 4 + + +- TRIVIA - + + +Japanese children play a version of paper-rock-scissors called 'jan ken pon'. 'jan, ken, pon' is chanted and the hands are thrown as tradition dictates. If there is a tie, a second round begins to the chant of 'aiko denshou' and the hands are thrown again. Traditionally, the loser of jan ken pon gets hit on the head with a fan, but in the case of Scud Hammer the fan has been replaced by a hammer and the object is to knock your opponent out with it. + +$end + +$info=scud,scuda, +$bio + +Scud Race (c) 1996 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 1.5 hardware + + +Main CPU : PPC603 (@ 100 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : paddle + +Buttons : 8 + + +- TRIVIA - + + +SCUD stands for 'Sport Car Ultimate Drive'. + + +This game is also known as "Sega Super GT". + + +Scud Race was designed by the AM R&D 2 team led by Toshihiro Nagoshi who has developed the legendary "Daytona USA". + + +Toshiba EMI released a limited-edition soundtrack album for this game (Scud Race Sound Tracks - TYCY-5541) on 19/02/1997. + + +- SERIES - + + +1. Scud Race (1996) + +2. Scud Race Plus (1997) + + +- STAFF - + + +Music composed by : Hideaki Miyamoto, Kaoru Oohori, Fumio Itou + +$end + +$info=neobattl, +$bio + +SD Gundam Neo Battling (c) 1992 Banpresto. + + +- TECHNICAL - + + +Game ID : BP923 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +SD stands from 'Super Deformed'. + +$end + +$info=sdgndmrb, +$bio + +SD Gundam Sangokushi Rainbow Tairiku Senki (c) 1993 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'SD Gundam Three Kingdoms Rainbow Continent War History'. SD stands from 'Super Deformed'. + +$end + +$info=sdi,sdib, +$bio + +SDI - Strategic Defense Initiative (c) 1987 Sega. + + +A strategic challenge in the science of offensive & defensive warfare. + + +- TECHNICAL - + + +Sega System 16A hardware + +Game ID : 317-0027 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987. + + +- UPDATES - + + +Another version runs on the Sega System 16B hardware. + + +- STAFF - + + +Planed by : Black Holl Tomo + +Project leader : Joe Kacchan + +Programmers : Sweet Tohchan, Anatano Pideshi, Ippo Ogapi, Defended Your State + +Character designers : Saitama Kenji, 8940 KON + +Scene designer : Henchan + +Music by : Katsuhiro Hayashi (Funky Gerogero) + +Mechanical engineer : MI.U.I.Hachi + +Enemy creation : Demon Taka + +Data adjust : Nanno Icchan + + +- PORTS - + + +* Consoles : + +Sega Master System (1987) + + +* Computers : + +Commodore Amiga (1987) + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1989) + + +* Others : + +Mobile phones ("Mobile SDI", 2002) + +$end + +$info=seabass, +$bio + +Sea Bass Fishing (c) 11/1997 Able. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=sfposeid, +$bio + +Sea Fighter Poseidon (c) 1984 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : A14 + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=seawolf, +$bio + +Sea Wolf (c) 03/1976 Midway. + +Game ID : 596 + + +The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoinding the mines that float at different levels of the water). Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable). + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Button : 1 + + +10,000 units were made. Sea Wolf has one of the all time great cabinets. It is in an upright format and is totally covered in painted sideart (submarine scenes done in white and three shades of blue). The marquee bulges out in front and has a large periscope which comes down from it. The player looks through the periscope and moves it to control the game. It has a fire button mounted on on one of the handles. The periscope has several transparencies inside which provide a cross hair, a display of remaining torpedoes, and a reload light. The monitor is mounted deep inside the machine and is displayed on a mirror. It is also covered with a blue overlay to give the game a bit of color. The monitor bezel area is covered in mock submarine gauges, but you can't even see them when playing, because you have to look through the periscope. + + +- TRIVIA - + + +This is one of the all time greats. The whole game is played through a big periscope. This particular game is based on a much earlier electromechanical game from Sega (called "Periscope"), which was the first game ever to require 25 cents per play (a price the industry has been trying to raise for years now, an effort which has only been partially successful, despite over a decade of games requiring 50 cents or more. People just still expect for games to cost a quarter). + + +- SERIES - + + +1. Sea Wolf (1976) + +2. Sea Wolf II (1978) + + +- STAFF - + + +Designed and programmed by : Tom McHugh, Dave Nutting + + +- PORTS - + + +* Consoles : + +Bally Astrocade + + +* Computers : + +Commodore C64 (1982) + +$end + +$info=seawolf2, +$bio + +Sea Wolf II (c) 06/1978 Midway. + + +The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : Samples (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : paddle + +Button : 1 + + +This game has one cool looking cabinet. It is in an upright format and is dark blue. The sideart is painted on, but is much more subdued than the art on the original "Sea Wolf". Two metal periscopes come down from the marquee area and attach down by the control panel area (or where the control panel would have been, if this game had one). The players look through their periscopes and move them to control the game. They have a fire button mounted on their right handle. The periscopes also have several transparencies inside which provide a cross hair, a display of remaining torpedoes, a reload light, and cause the explosion effect. + + +- TRIVIA - + + +Sea Wolf II is the first-ever sequel! It was basically the exact same game as its predecessor with a few cosmetic improvements. + + +Still, at least one of the cosmetic tweaks in "Sea Wolf"'s case was a ground-breaker in its own right - though there's some argument over the fact, Sea Wolf II is generally thought to have been the first coin-op to use genuine colour (i.e. not just sticking some bits of red and yellow cellophane over a black-and-white screen). Colour was the breakthrough that started to lure people other than pasty computer geeks into arcades to see what all the fuss was about (and ruin it for all the pasty computer geeks at the same time), and as such Sea Wolf II probably represents the very first 'modern' video game. + + +- SERIES - + + +1. Sea Wolf (1976) + +2. Sea Wolf II (1978) + + +- STAFF - + + +Designed and programmed by : Tom McHugh, Dave Nutting + + +- PORTS - + + +* Computers : + +Atari 800 (1983) + +Commodore C64 + +$end + +$info=secolove, +$bio + +Second Love (c) 12/1986 Nichibutsu. + + +Mahjong, like love, is better the second time around. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + +$end + +$info=secretag,secretab, +$bio + +Secret Agent (c) 1989 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Sly Spy". + + +In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov. + + +- STAFF - + + +Game planner : Makoto Kikuchi + +Programmers : Hinsyuku Man, Tac.H, Umanosuke + +Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior + +Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO) + +Hardwares : K. Takayama, P! Fujimoto, Osapan + + +- PORTS - + + +* Computers : + +Atari ST (1989) + +$end + +$info=sectionz,sctionza, +$bio + +Section Z (c) 12/1985 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The first of Capcom's 'Jet-Pack Hero' shooters! Your hero is called "Captain Commando" :) + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- SERIES - + + +1. Section Z (1985) + +2. Side Arms - Hyper Dyne (1986) + + +- STAFF - + + +Programmed by : Toshio Arima + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +$end + +$info=sectrzon, +$bio + +Sector Zone (c) 07/1984 Nichibutsu. + + +Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Seicross". + +$end + +$info=ssfindo, +$bio + +See See Find Out (c) 1999 Icarus. + + +- TECHNICAL - + + +Main CPU : ARM7 (@ 54 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=seganinj,seganinu, +$bio + +Sega Ninja (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5677 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Ninja Princess" and is also known as "Ninja". + + +- STAFF - + + +From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC) + + +- PORTS - + + +* Consoles : + +Sega Master System (1986, "The Ninja") + +$end + +$info=srally2, +$bio + +Sega Rally 2 - Sega Rally Championship (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.0 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Sega Rally 2 serves 1,000,000 polygons per second, three time faster than "Sega Rally Championship". + + +- TIPS AND TRICKS - + + +* Extra Cars from "Sega Rally Championship" After the machine is installed and run for more than 30 days & 100 games played, press the Select button and pull the Handbrake at the same time on car selection screen, then you'll see the Lancia Delta & Toyota Celica slide into the screen from left. + + +* Time Difference Mode Press the Select button and pull the Handbrake at the same time after name entry, hold it until the game start, then you will be playing the game in 'Time Difference Mode'. + + +* Score Attack Mode : After the machine is installed and run for more than 30 days & 100 games played, choose Championship mode, in stage 4 'Riviera' there's 2 hairpin corners, knock down 2 pylons from left to right after the second hairpin in the first lap, then in the second lap you should see an entrance opened on your left hand side after the second hairpin corner. Go inside and have fun! (an extra 30 seconds is added to your game). + + +* No Handicap for linked game : All players need to step on the brake to choose course when playing linked games. Release brake when the game starts. + + +* Name Change : The following is a list of initials and what they change to : + +SEX - SEC + +XXX - AMB + +XX - SEC + +X - M.A + +YU - AM2 (Yu Suzuki of AM2) + + +* Name Change Extra : Name change extra works in a similar way, only having typed the relevant initials an actual name is displayed on the car instead of the entered initials. Examples are : + +SAS - Sasaki + +MAS - Masaki + +POO - Some Japanese characters + + +* No Music : After you have entered your initials, press Start and hold until game starts. Note : some machines may have the music turned off by default. + + +- SERIES - + + +1. Sega Rally Championship (1995) + +2. Sega Rally 2 - Sega Rally Championship (1998) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1999) + + +* Computers : + +PC [Windows 9x, CD-ROM] (2000) + +$end + +$info=srallyc, +$bio + +Sega Rally Championship (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Sega Rally Championship serves 300,000 polygons per second. + + +- TIPS AND TRICKS - + + +* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time. + + +* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting! + + +* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see. + + +* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly. + + +- SERIES - + + +1. Sega Rally Championship (1995) + +2. Sega Rally 2 - Sega Rally Championship (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Nintendo Game Boy Advance (2002) + + +* Computers : + +PC [Windows 9x, CD-ROM] (1997) + +$end + +$info=sonic,sonicp, +$bio + +Sega Sonic The Hedgehog (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 3 + +Control : trackball + +Button : 1 + +$end + +$info=stcc, +$bio + +Sega Touring Car Championship (c) 1996 Sega. + + +- TECHNICAL - + + +Sega Model 2C hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Marvelous Entertainment released a limited-edition soundtrack album for this game (Sega Touring Car Championship - MJCA-00002, 10002) on 17/10/1997. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + + +* Computers : + +PC [Windows 9x, CD-ROM] (1998) + +$end + +$info=amatelas, +$bio + +Sei Senshi Amatelass (c) 1986 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Holy Warrior Amatelass'. + + +This game is known outside Japan as "Soldier Girl Amazon". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- STAFF - + + +Music composed by : Takeshi Yoshida + +$end + +$info=cupsoc,cupsoc2,cupsocbl, +$bio + +Seibu Cup Soccer (c) 1992 Seibu Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Olympic Soccer '92". + + +A bootleg of this game is known as "Goal! '92". + + +- UPDATES - + + +Seibu Cup Soccer's bootleg version don't uses the YM3812 @ 3.579545 Mhz :-) + +$end + +$info=seicross, +$bio + +Seicross (c) 07/1984 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Sector Zone". + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +$end + +$info=seiha,seiham, +$bio + +Seiha (c) 07/1987 Nichibutsu. + + +Mahjong girls for you to play against. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Conquest'. + + +- STAFF - + + +Programmer : K. Komai + +Planner : K. Tanaka + +Artists : Asa & Senba + +Music & Sound : N. Yoshida + +Hardware : I. Shiki + +$end + +$info=cultname, +$bio + +Seimei-Kantei-Meimei-Ki Cult Name (c) 1996 I'Max. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 1024 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=sscandal, +$bio + +Seishun Scandal (c) 1985 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5755 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Adolescent Scandal'. + + +This game is known in Korea and US as "My Hero". + +$end + +$info=selfeena, +$bio + +Sel Feena (c) 1991 East Technology. + + +- TECHNICAL - + + +Taito B System hardware + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Directer : Shimachan + +Programmers : H. Ikeda, Junia, Kim, T. Kakinuma, Tony.Snow, Y. Yoshiura + +Sound : Tsuda + +Character designers : Irisawa, Kanuma, Kawashima, Nagoshi, Sakai + +Supervisor : Takioka + +$end + +$info=gs4002, +$bio + +Selection (c) 1982 G.E.I. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 8 + +$end + +$info=grdnstrm, +$bio + +Sen Jin - Guardian Storm (c) 1998 Afega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Battle God'. + + +- STAFF - + + +Hardware designer : Cho Nam Jung + +Programmer : Oh Gyeong Hun + +Background designers : Park Kyong Su, Kim Eun Jin + +Animation : Kim Young Mi, Le Hoan Ki, Kim Jin Young + +Sound : Park Chi Ho + +Director : Ryou Hai Sung + +$end + +$info=senknow, +$bio + +Sen-Know (c) 1999 Kaneko / Kouyousha. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Brainwashing'. + + +Note : The kanji on the titlescreen reads 'sennou' which means 'brainwashing'. 'Know' in the title is a pun on the second character 'nou', which means 'brain'. + +$end + +$info=sengekis,sengekij, +$bio + +Sengeki Striker (c) 1997 Kaneko / Warashi. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dramatic Battle Striker'. + + +- STAFF - + + +Directed by : Sho + +Programmer : Tsutomu Tabata + +Character designer : Nozomu Oda + +Game designer & 3D models : Taichi Shigemura + +Planner : Norihide Yamaguchi + +Character graphic designers : Taichi Shigemura, Nozomu Oda, Tama + +Backgrand graphic designers : Nozomu Oda, Tama, Masaki Ohno + +Sound track & Sound effects : Yukihiko Murabayashi + +$end + +$info=sengoku,sengokh, +$bio + +Sengoku (c) 02/1991 SNK. + + +Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0017 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Sengoku Denshou" (translates from Japanese as 'Civil War Tradition'). + + +In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK. + + +- SERIES - + + +1. Sengoku (1991) + +2. Sengoku 2 (1993) + +3. Sengoku 3 (2001) + + +- STAFF - + + +Producer : Yanbaru + +Programmers : Shinchan-SSS, Oh!Butch + +Sound : Tate Norio, Shimizum + +Picture : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of + +Game assists : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori + +Directors : Tama, Moonmin + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, "Sengoku Densyo") + +SNK Neo-Geo CD (1993, "Sengoku Densyo") + +$end + +$info=sengoku2, +$bio + +Sengoku 2 (c) 02/1993 SNK. + + +The Mad Shogun rises again, this time taking over various periods in the time stream. Now you're permanently armed with a sword and must save different eras from the wrath of the Mad Shogun! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0040 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Sengoku Denshou 2" (translates from Japanese as 'Civil War Tradition 2'). + + +- SERIES - + + +1. Sengoku (1991) + +2. Sengoku 2 (1993) + +3. Sengoku 3 (2001) + + +- STAFF - + + +Producer : Yanbaru + +Director : Sick Of + +Programmers : Shinchan-SSSS, Nuckey Nuckey Fuji Nuckey + +Graphic Designers : U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama + +Music : Tate Norio + +Sound effects : Yoko + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=sengoku3, +$bio + +Sengoku 3 (c) 10/2001 SNK. + + +Taking quite a different approach than the previous two Sengoku games, the third in the series introduces four characters and a new chain combo system. Two bosses, when defeated, can also be selected for battle for the final two stages. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0261 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Developed by Noise Factory (their first game) for the original SNK Corp. (SNK's last official title). + + +This game is also known as "Sengoku Legends 2001". + + +SME released a limited-edition soundtrack album for this game (Sengoku Denshou 2001 Original Soundtrack - SCDC-00102) on 18/07/2001. + + +- TIPS AND TRICKS - + + +* Play as Okuni and Byakki : Finish China (Easy), Italy (Hard), and Japan (Hard). + + +- SERIES - + + +1. Sengoku (1991) + +2. Sengoku 2 (1993) + +3. Sengoku 3 (2001) + + +- STAFF - + + +Producer, planner : Keiko Ijuu + +Sub planners : Masahiro Maeda, Hidenari Mamoto + +Main programmer : Hidenari Mamoto + +Sub programmer : Kazuaki Ezato + +Charactor designers : Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro + +Background designers : Masafumi Fuji, Miyuki Okazaki + +Sound producer -Studio Aqua- : Toshikazu Tanaka + +Voice artists -Character Land- : Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami + +$end + +$info=sngkace, +$bio + +Sengoku Ace (c) 04/1993 Psikyo. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Civil War Ace'. + + +This game is known outside Japan as "Samurai Aces". + + +Sengoku Ace is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo). + + +Note : There are 22 different endings! + + +- TIPS AND TRICKS - + + +* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +- SERIES - + + +1. Sengoku Ace (1993) + +2. Sengoku Blade - Sengoku Ace Episode II (1996) + + +- STAFF - + + +Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi + +$end + +$info=sengokmj, +$bio + +Sengoku Mahjong (c) 1991 Sigma. + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Civil War Mahjong'. + + +- STAFF - + + +Z80 Program rom written by : K. Saeki + +$end + +$info=commandj, +$bio + +Senjou no Ookami (c) 05/1985 Capcom. + + +Vertically scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier. The mission is to rescue captives and destroy enemy bases and strongholds, killing as many enemy soldiers as possible in the process. The commando carries only two weapons : a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Wolf of the Battlefield'. + + +This game is known outside Japan as "Commando (Capcom)". + + +A bootleg of this game is known as "Space Invasion". + + +The main character is Super Joe from "Rush & Crash" and "Top Secret". + + +Bandai released a boardgame based on this video game (Commando) : A simple roll-and-move type game, with symbols on the board indiciating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game. + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- TIPS AND TRICKS - + + +* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover. + + +* Here's A Hot Way To Kill The Soldiers Without Going Anywhere Near Them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate. + + +* This will let you rack up big points and all the extra men you can : On the first stage there is a cliff on the right side of the screen. The bad guys will jump off the end of this cliff and attack you. If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men. + +If you plan on playing thru the rest of the game you should stop at the max amount of extra men. If you just sit there the enemies will get faster and faster so the rest of the game will be harder. + + +- SERIES - + + +1. Senjou no Ookami (1985) + +2. Senjou no Ookami II (1990) + + +- STAFF - + + +Music by : Tamayo Kawamoto + + +- PORTS - + + +* Computers : + +Nintendo Famicom (1986) + +MSX (1987) + +$end + +$info=mercsj, +$bio + +Senjou no Ookami II (c) 03/1990 Capcom. + + +The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 9 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Wolf of the Battlefield II'. + + +This game is known in US as "Mercs". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990. + + +- TIPS AND TRICKS - + + +* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice. + + +- SERIES - + + +1. Senjou no Ookami (1985) + +2. Senjou no Ookami II (1990) + + +- STAFF - + + +Chief designers : S. Okano, A. Kume, Kijima + +Character designers : Hitoshi Nishio, T. Hayashi + +Sound : M. Gotoh + +Sound programmer : Y. Katayama + +Programmers : M. Akahori, T. Ohta, Y. Matsui + +$end + +$info=senjyo, +$bio + +Senjyo (c) 1983 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Battlefield'. + +$end + +$info=senkyu,senkyua, +$bio + +Senkyu (c) 1995 Seibu Kaihatsu. + + +In this puzzle game, three rotatable balls consisting of four basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen. When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres. Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up. The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the four basic colors. + + +- TECHNICAL - + + +Seibu SPI Hardware + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Battle Balls". + +$end + +$info=sentetst, +$bio + +Sente Diagnostic Cartridge (c) 1984 Bally / Sente. + + +A cartridge used to test the components of Bally / Sente game machines. + +$end + +$info=minigolf,minigol2, +$bio + +Sente Mini Golf (c) 11/1985 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- UPDATES - + + +In Mini Golf (set 2), a screen with two missing children (Tahj Allen Merriman and Steven Phillip Curtis) appears after the first demo. + + +- STAFF - + + +Game designer : Dennis Koble + +Art direction : Roger Hector + +Sound : Jesse Osborne + +Art : Gary Johnson, Bil Maher, Mark McPhee + +Technical support : Dave Ross, Owen Rubin, Paul Brandt, Ed Rotberg + +$end + +$info=sextriv1,sextriv2, +$bio + +Sexual Trivia (c) 1985 Kinky Kit and Game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 5 + +$end + +$info=sexyparo, +$bio + +Sexy Parodius (c) 1996 Konami. + + +In the third chapter of the famed Gradius parody series, the 'unique' squad of bounty hunters must stop some VERY unusual criminals (such as a giant corncob who is terrorizing the local chickens, runaway geisha thieves and babe-kidnapping penguins just to name a few!), in order to pursue their ultimate goals (world-peace, a fat bounty, a big mansion and LOTS of girls!!!). Features colorful 2-D graphics, unique characters, branching paths depending on your performance, PLENTY of weapons to try and lots of girls to boot! :D + + +- TECHNICAL - + + +Konami GX hardware + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!) + + +World 3-B (do not get the 300 coins in World 2) is a hillarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!) + + +Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart. + +The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami). + +Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster. + +Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben + +Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami). + +Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong). + +Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong). + +Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms. + +Stage 4 music is a remix of 'Csikos Post' by Hermann Necke. + +Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik. + +Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong). + +Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius". + +Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song) + +Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song). + +Stage 7 music is a remix of 'El Bimbo' by Claude Morgan. + +Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet. + +Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart. + +Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov. + +Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami). + +Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach. + +Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky. + +Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel. + +Stage 9 boss music comes from "Gradius III" (1989, Konami). + +Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters". + +Special stage boss music is a remix of 'Fur Elise' by Beethoven. + + +King Records released a limited-edition soundtrack album for this game (Sexy Parodius Original Game Soundtrack - KICA-7703) on 22/05/1996. + + +- TIPS AND TRICKS - + + +* Special Team Attack : In two-player games, get both ships close to each other in order to use a special team attack! + + +* Secret Stage : Succesfully complete all stage's additional objectives in order to unlock the secret stage! + + +- SERIES - + + +1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX) + +2. Parodius Da! - Shinwa kara Owarai e (1990) + +3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994) + +4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom) + +5. Sexy Parodius (1996) + + +- STAFF - + + +Programmers : Chichibinta Tsukasa, Ohji, Paiman + +Character designers : Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi + +Music composers : Mayuko Kageshita, Ary + +Music advisers : Izumi, Sita-Ru Senoo + +Sound effects : Ary + +Hard designer : Yoshikazu Matsui + +Product designer : Poper Takashi + +Radio actors : Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1996) + +$end + +$info=sfx, +$bio + +SF-X (c) 1983 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : (2x) Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Skelagon". + + +SF-X stands for 'Space Fighter X'. + +$end + +$info=shackled, +$bio + +Shackled (c) 12/1986 Data East. + + +Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Breywood". + + +This game represents the Data East answer to Atari's "Gauntlet". + + +Poly Star released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- UPDATES - + + +The attract mode is different in the Japanese version. + + +- PORTS - + + +* Computers : + +Atari ST (1988) + +Amstrad CPC (1988) + +$end + +$info=shdancer,shdancej,shdancbl,shdance1, +$bio + +Shadow Dancer - Kage no Mai (c) 12/1989 Sega. + + +A direct sequel to 1988's "Shinobi", Shadow Dancer sees a young Ninja, named Hayate - together with his faithful pet dog, Yamato - battle against a terrorist group known as the "Asian Dawn". The Asian Dawn have planted a number of time bombs throughout the metropolis and Hayate and Yamato have courageously set out to gather up all the explosives placed by the evil gang and to annihilate the criminal mastermind behind the Asian Dawn. + + +Shadow Dancer is set twenty years after the original game and this time features Hayate, son of Shinobi's original hero, Joe Musashi. Gameplay is very similar to that of Shinobi's - it features the jumping-and-projectyle-weapons of its illustrious older brother - but, with the addition of the Hero's pet dog, gives the game a new attcking move. Pulling DOWN on the joystick down and pressing the ATTACK button sends the dog to attack the game's opponents. This will stop the enemy from attacking as he wrestles with the dog, but if the enemy is not killed quickly by the player - the dog will be killed. Upon the dog's death a small puppy appears. Once the player has killed a set number of enemies, the puppy will grow to be a full-sized dog and can once again be used to attack enemies. + + +- TECHNICAL - + + +Sega System 18 hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Dance of Shadows'. + + +- SERIES - + + +1. Shinobi (1987) + +2. Shadow Dancer - Kage no Mai (1989) + +3. The Revenge of Shinobi (1989, Sega Mega Drive) + +4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System) + +5. GC Shinobi (1991, Sega Game Gear) + +6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear) + +7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive) + + +- PORTS - + + +* Consoles : + +Sega Master System (1991) + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore 64 (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +$end + +$info=shadfrce, +$bio + +Shadow Force - Henshin Ninja (c) 1993 Technos. + + +Ninjas with the ability to possess their enemies must use all means at their disposal to save themselves and those that they defend! + + +- TECHNICAL - + + +Game ID : TA-0032 + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Metamorphosis Ninja'. + + +A Technos billboard featuring Kunio appears at the start of the Construction stage. + +$end + +$info=shadowld, +$bio + +Shadow Land (c) 04/1987 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : YD + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Yokai Douchuuki". + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987. + + +- TIPS AND TRICKS - + + +* There are 5 different endings depending on what you do during the play : + +1) you go to Hell + +2) you go to slave world + +3) you go to beast world + +4) you return to human world + +5) you go to heaven + + +The endings are listed in crescent order of difficulty. + + +- STAFF - + + +Music composed by : Hiroyuki Kawada + +$end + +$info=shadoww,shadowwa, +$bio + +Shadow Warriors (c) 1988 Tecmo. + + +Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it. + + +- TECHNICAL - + + +Game ID : 6215 + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Ninja Gaiden" and in Japan as "Ninja Ryukenden". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989. + + +- SERIES - + + +1. Shadow Warriors (1988) + +2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom) + +3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom) + +4. Ninja Gaiden (2004, Microsoft Xbox) + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Commodore C64 (1990) + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Atari ST (1990) + +$end + +$info=shanghai, +$bio + +Shangai (c) 03/1988 Sunsoft. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 280 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Shanghai and its sequels are 'Szechuan'-style solitaire mahjong games where the object is to match identical pairs of tiles until the board is clear or you are unable to make another move. This type of solitaire mahjong can also be referred to as 'Shanghai', hence the game title. The stacked-tile arrangement presented here is one of many traditional Chinese 'Szechuan'-style solitaire mahjong arrangements. + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + + +- STAFF - + + +Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh + +$end + +$info=shanhigw, +$bio + +Shangai - The Great Wall (c) 06/1995 Sunsoft. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=shangha2, +$bio + +Shangai II (c) 1989 Sunsoft. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 280 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + + +- STAFF - + + +Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh + +$end + +$info=shangha3, +$bio + +Shangai III (c) 11/1993 Sunsoft. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + +$end + +$info=shngmtkb, +$bio + +Shangai Matekibuyuu (c) 1998 Sunsoft / Activision. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Shanghai Story of True Valor'. + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + +$end + +$info=shangkid, +$bio + +Shanghai Kid (c) 1985 Taiyo System. + + +Early fighter with targets appearing upon each opponent to show you their weak points. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : DAC (@ 3 Mhz), AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for US manufacture and distribution. + + +This game is known in Japan as "Hokuha Syourin Hiryu no Ken". + + +- SERIES - + + +1. Hokuha Syourin Hiryu no Ken (1985) + +2. Flying Dragon - The Secret Scroll (1988, Nintendo Famicom) + +3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom) + +4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom) + +5. Hiryu Gaiden (1990, Nintendo Game Boy) + +6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom) + +7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom) + +8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom) + +9. SD Hiryuu no Ken (1994, Nintendo Super Famicom) + +10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color) + +11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color) + +12. Flying Dragon (1998, Nintendo 64) + +13. SD Hiryu Ex (1999, Nintendo Game Boy Color) + +14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color) + +$end + +$info=shaolins, +$bio + +Shao-Lin's Road (c) 04/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX477 + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Kicker". + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999, "Konami Arcade Classics") + + +* Computers : + +Commodore C64 (1986) + +Amstrad CPC (1987) + +$end + +$info=sharkatt, +$bio + +Shark Attack (c) 03/1981 Pacific Novelty. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1 Mhz), Samples (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=sshooter, +$bio + +Sharpshooter (c) 1998 P&P Marketing. + + +- TECHNICAL - + + +Main CPU : R3000 (@ 24 Mhz) + +Sound Chips : BSMT2000 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 394 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Software designer : Andreja Djokovic + +Art and design : Doug Snook, Jarod Pranno + +SFX & Music : Rob Herman + +Assoc. producer : Matthew Akers + +Producer : Steve Boyer + +Exec. producer : Ed Pellegrini + +P&P/Atlas support team : Tim Shelley, Dave Oermann, George Limorez, Kang Lee, Jerry Marcus, Joe Serpico, Bob Goodman, Stephanie Tate, Pam Lewis, Pat Thornton, Lori Celaya, Sandy Kachel + +Sega support team : Gary Stern, Frank Pellegrini, Joe Kaminkow, Demetrios Kouzios + +$end + +$info=sheriff, +$bio + +Sheriff (c) 1979 Nintendo. + + +You contol a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.016 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : Joystick 8-Way (which controls movement), optical spinner (this controls shooting). + + +This game uses some strange color hardware, which required a unique monitor. + + +Sheriff was one of the last games that was designed to look like a "Bowling Alley". It has light colored woodgrain sides that actually look like they were made from the same wood as a bowling lane. They have a 'Sheriff' logo painted on the side in black, with a few graphics of Mexican bandits circling the machine near the bottom. The front of the machine has a huge coin door, and a speaker grill offset to the left of it (both of these are black). The control panel is done in red and features game instructions, start buttons for each player, and the controls. The monitor bezel goes all the way up to the top of the machine (no marquee on this title), and has a few more game instructions, some cowboy graphics, and a big 'Sheriff' logo done up to look like an American Flag. There were also two cocktail versions of this title made. The first was in a standard white topped first generation Nintendo cocktail ("Donkey Kong" used the same one with a different top). The second one was a god awful red and white contraption that looked like some sort of fantasy jukebox (this one used a smaller monitor and is fairly rare). + + +- TRIVIA - + + +After Sheriff's release by Nintendo in 1979, it was licensed to Exidy for re-release as "Bandido" in 1980. + + +- SERIES - + + +1. Sheriff (1979) + +2. Sheriff 2 (1979) + +$end + +$info=shienryu, +$bio + +Shienryu (c) 12/1996 Warashi. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Vertical + +Video resolution : 513 x 704 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Shi en ryuu translates as 'Purple flame dragon'. + + +The first boss design and combat environment in this game is cleary inspired by the first boss of "Daioh", a 1993 shoot-em-up produced by about the same staff. Also, the third boss is cleary inspired by the third boss in "Daioh". Perhaps more inspirations to find? + + +- STAFF - + + +Director and programmer : Tsutomu Tabata + +Game and graphics designer : Nozomu Oda + +Graphic designers : Shige-P, Tama (Magitec) + +Sound tracks and effects : bAsHEE, Yuki + +Planner : Hiroaki Sato + +Advertisement : SHO + +Lead tester : Takeshi Ohbuchi + +Executive producer : Noriyuki Takasaki + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony PlayStation (1999, "Geki-Oh Shooting King - Shienryu") + +Sony PlayStation 2 (2003, "Double Shienryu") + +$end + +$info=tshingna, +$bio + +Shingen - Samurai-Fighter (c) 1988 Jaleco. + + +The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Takeda Shingen". + +$end + +$info=mikiej, +$bio + +Shinnyuushain Tooru-Kun (c) 10/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX469 + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Freshman Tooru-kun'. + + +This game is known outside Japan as "Mikie". + + +The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four. + + +- UPDATES - + + +* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers :)). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure. + + +* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset). + +$end + +$info=mt_shnbi, +$bio + +Shinobi (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 08 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight. + + +- SERIES - + + +1. Shinobi (1987) + +2. Shadow Dancer - Kage no Mai (1989) + +3. The Revenge of Shinobi (1989, Sega Mega Drive) + +4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System) + +5. GC Shinobi (1991, Sega Game Gear) + +6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear) + +7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive) + +$end + +$info=shinobi,shinobi1,shinobi3,shinobi2,shinobi4,shinobl, +$bio + +Shinobi (c) 1987 Sega. + + +The player takes on the role of the Shinobi ninja, who must fight his way through five missions - consisting of three to five stages - in his quest to rescue the kidnapped Ninja children of the Iga clan; now hostages of "Zeed", a syndication of evil Ninjas and outlaws. The Shinobi hero's name is Joe Musashi, a master of Ninjutsu amd other martial arts, his mission is only complete when ALL of the hostages have been rescued. Shinobi was a huge success for Sega, and deservedly so; its perfect blend of platform and fighting action and is as fine an exponant of the 'easy to get into, difficult to master' gameplay ethic as video games have seen. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0049 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight. + + +Marilyn Monroe's face appears on several posters in the Mission 1 second stage. + + +In 1988, Star released a bootleg of this game. + + +- UPDATES - + + +FD1094 317-0049 : + +* Runs on System 16B hardware. + + +FD1094 317-0050 : + +* Runs on System 16A hardware. + + +- TIPS AND TRICKS - + + +* There is a 20,000 point bonus awarded at the end of each stage accomplished without using any shuriken or bullets (only 'chens'). + + + + +* Stop Gunners : In levels with Bazooka mens (Rounds 3-2), push one of them against a wall about 10 times (always pushing on his direction, never stopping), you'll see then that all Bazooka mens and Gun mens can't use their weapons anymore. + + +- SERIES - + + +1. Shinobi (1987) + +2. Shadow Dancer - Kage no Mai (1989) + +3. The Revenge of Shinobi (1989, Sega Mega Drive) + +4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System) + +5. GC Shinobi (1991, Sega Game Gear) + +6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear) + +7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive) + + +- STAFF - + + +Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +NEC PC Engine (1989) + +Nintendo Famicom (1989) + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +Amstrad CPC (1989) + + +PC [MS-DOS, 5.25''] (19??) + + +* Others : + +Tiger Handheld LCD Game (19??) + +$end + +$info=shippumd, +$bio + +Shippu Mahou Daisakusen - Kingdom-Grandprix (c) 09/1994 Raizing / Eighting. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hurricane Magic Great Military Operation'. + + +This game is known outside Japan as "Kingdom Grandprix" (the subtitle became the title). + + +- SERIES - + + +1. Mahou Daisakusen (1993) + +2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994) + +3. Great Mahou Daisakusen (2000) + + +- STAFF - + + +Music composed by : Hitoshi Sakimoto, Masaharu Iwata + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=jgakuen, +$bio + +Shiritsu Justice Gakuen - Legion of Heroes (c) 11/1997 Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Private Justice Academy - Legion of Heroes'. + + +This game is known outside Japan as "Rival Schools - United by Fate". + + +Justice Gakuen is the name of one of five schools in this game. They are : + +1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school. + +2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji: 'go' and 'rin' . + +3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend. + +4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids. + +5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen. + + +Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998. + + +- TIPS AND TRICKS - + + +* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also recieve a different ending then you normally would. + + +* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story). + + +* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable. + + +*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo. + + +* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear. + + +- SERIES - + + +1. Shiritsu Justice Gakuen - Legion of Heroes (1997) + +2. Moero! Justice Gakuen (2000) + + +- STAFF - + + +* CAST : + +1) Taiyou Gakuen : + +Batsu Ichimonji : Nobuyuki Hiyama + +Hinata Wakaba : Tomoe Hanba + +Kyosuke Kagami : Isshin Chiba + +Hayato Nekketsu : Takumi Yamazaki + + +2) Gorin Koukou : + +Shoma Sawamura : Yuji Ueda + +Natsu Ayuhara : Narumi Tsunoda + +Roberto Miura : Tomoyuki Morikawa + + +3) Pacific High School : + +Roy Bromwell : Ryutato Okiayu + +Tiffany Rose : Miki Narahashi + +Boman Delgado : Takashi Nagasako + + +4) Gedou Koukou : + +Eiji Yamada (Edge) : Yoshiharu Yamada + +Akira Kazama : Chiharu Tezuka + +Gan Isurugi : Takashi Nagasako + +Daigo Kazama : Koichi Yamadera + + +5) Justice Gakuen : + +Hideo Shimazu : Tetsuo Mizutori + +Kyoko Minazuki : Kotono Mitsuishi + +Raizo Imawano : Tomomichi Nishimura + +Hyou Imawano : Kaneto Shiozawa + + +6) Tamagawa Minami Koukou : + +Sakura Kasugano : Yuko Sasamoto + + +7) Sub-characters : + +Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi + +Kohai B / Hisho / Committee Chairman : Miki Narahashi + +Kohai A : Tomoe Hanba + +Tiffany's Dad : Tetsuo Mizutori + +Professor : Tomomichi Nishimura + +Narration : Kaneto Shiozawa + +$end + +$info=shisen, +$bio + +Shisensho - Joshiryo-Hen (c) 1989 Tamtex. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title translate from Japanese as 'Four River Reflection - Women's Dormitory'. + + +This game is known outside Japan as "Match it" and also known as "Sichuan II". + + +- SERIES - + + +1. Shisensho - Joshiryo-Hen (1989) + +2. Shisensho II (1993) + +$end + +$info=shisen2, +$bio + +Shisensho II (c) 1993 Tamtex. + + +- TECHNICAL - + + +Irem M-97 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Shisensho - Joshiryo-Hen (1989) + +2. Shisensho II (1993) + +$end + +$info=shocktro,shocktra, +$bio + +Shock Troopers (c) 11/1997 Saurus. + + +An ambitious terrorist leader holds a girl hostage in order to force her grandfather to surrender a powerful drug in order to fully control the minds of his soldiers & create an ustoppable army. Only a group of 8 soldiers will stand a chance against this rising threat and they will have to face hordes of enemies in order to rescue the girl. Features two gameplay modes (lone wolf & team battle), 8 different characters to choose from, selectable stages, lots of weapons and a high challenge. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0238 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999. + + +- SERIES - + + +1. Shock Troopers (1997) + +2. Shock Troopers - 2nd Squad (1998) + + +- STAFF - + + +Executive producer : Nobuyuki Tahaka + +Executive director : Yasushi Okaharo + +Planner : kenji Ishimoto + +Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto + +B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka + +Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato + +Music composers & Sound effects : Masahiko hataya, Masaki kase + + +* Voices : + +Jackal : Taiyo Ofune + +Milky : Reina Hayami + +Loki : Kinnosuke Todoroki + +Southern cross : Sinkichi Kaji + +Marie bee : Suzue Isaribi + +Rio : Isamu Kida + +Maru : Kaeru Tsuchiya + +Big mama : Towako Tendo + +Cecilia : Yuka Utsumi + +Commander : Meijin Takahashi + +$end + +$info=shocktr2, +$bio + +Shock Troopers - 2nd Squad (c) 10/1998 Saurus. + + +The peace at the newly founded nation of Billberk is coming to an abrupt end. A powerful weapons developer corporation known as DIO has demanded the absolute control of Billberk or it will launch a powerful missile that now holds the entire world hostage! Only a group of 4 anti-terrorist operatives can destroy DIO corporation ambitions and save the world. Features improved graphics with lots of prerendered sprites, awesome sound & music, upgradeable main weapons, many cool vehicles & lots of blood. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0246 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999. + + +- SERIES - + + +1. Shock Troopers (1997) + +2. Shock Troopers - 2nd Squad (1998) + + +- STAFF - + + +Exective producer : Nobuyuki Tanaka + +Producer : Yasushi Okahara + +Exective director : Kenji Ishimoto + +Main planner : Mitsuki Pkc Saito + +Sub planner : Hotlips + +Chief programmer : Jo. + +Programmers : Levin Takasaki, Dis, Buttaku H.K + +Tool programmer : Hiroaki Torii + +Technical adviser : Yuki + +Chief front designer : Kurara Kiri + +Front designers : Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto + +Chief back designer : Miwako Kojima + +Back designers : Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa + +Character designer : Aki + +Sound producer : Masahikoo Hataka + +Music composer : Masaki Kase ('WWW', World Wide Wave) + +$end + +$info=shocking, +$bio + +Shocking (c) 1997 Yun Sung. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 380 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +One of the tracks in this game is a loop of 'Good Vibrations' by Marky Mark & The Funky Bunch. + + +- STAFF - + + +Directors : Bok Won. Kang, Chang Won. Lee + +Programmers : Byung Gyu. Kim, Chang Soo. Jang + +Graphics designers : Jeong Suk. Oh, Jeong Sik. Yum, Dong Suk. Kim, Chang Won. Lee + +Hardware : Sang Jin. Lee + +Sound : Chang Won. Lee + +$end + +$info=shogwarr, +$bio + +Shogun Warriors (c) 1992 Kaneko. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Fujiyama Buster". + +$end + +$info=shootout,shootouj,shootoub, +$bio + +Shoot Out (c) 10/1985 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A Korean bootleg was released the same year. + + +- UPDATES - + + +On the Korean bootleg, the hero has a black costume instead of white. + +$end + +$info=shootbul, +$bio + +Shoot The Bull (c) 1985 Bally Midway. + + +A dart game for up to four players with four different games to choose from. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- STAFF - + + +Game designer : Jeff Nauman + +Game artist : Brian Colin + +Cabient art : Greg Freres + +Sounds : Mike Bartlow + +Support : Jim Belt + +Hardware : Cary Mednick, John Boydston + +Mechanical : John Kubik + +$end + +$info=shootgal, +$bio + +Shooting Gallery (c) 1984 Seatongrove. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Zaccaria. + +$end + +$info=shtngmst, +$bio + +Shooting Master (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=shtrider,shtridra, +$bio + +Shot Rider (c) 1984 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.75 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Sigma for distribution. + +$end + +$info=shougi, +$bio + +Shougi (c) 19?? Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Shougi + +2. Shougi 2 + +$end + +$info=shougi2, +$bio + +Shougi 2 (c) 19?? Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Shougi + +2. Shougi 2 + +$end + +$info=mosyougi, +$bio + +Shougi No Tatsujin (c) 09/1995 SNK / ADK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0203 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Master of Shougi'. + + +'Shougi' is a Japanese chess-style game. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=showdown, +$bio + +Showdown (c) 10/1988 Exidy. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +$end + +$info=shrike, +$bio + +Shrike Avenger (c) 1986 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-II hardware + + +Main CPU : M6809 (@ 1.25 Mhz), 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : stick + +Buttons : 5 + + +- TRIVIA - + + +This game is the only one to run on the Bally / Sente SAC-II hardware. + + +Approximaly 10/12 units were produced. + + +- STAFF - + + +Programmed by : Owen Rubin, Dave Ross, Jim Turner, Dennis Koble + +Screen graphics by : Bil Maher + +Sound and music by : Gary Levenberg + +Electrical and mechanical by : Pete Mokris Howard Delman, Mike Barry, Chuck Verhaegh + +$end + +$info=shuffle, +$bio + +Shuffleboard (c) 10/1978 Midway. + + +- TECHNICAL - + + +Game ID : 643 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : trackball + +Button : 1 + +$end + +$info=shufshot,sshot137, +$bio + +Shuffleshot (c) 1997 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +Coin-op cabinets in the background are "Golden Tee Golf" and "World Class Bowling", two others games from Incredible Technologies. + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.37 + + +Revision 2 : + +* Software version : 1.39 + + +- STAFF - + + +Staff : Matt Beefcake Kern, Ralph Melgosa, Scott Morrison, Chris Oberth, Brian Smolik + +$end + +$info=shuuz,shuuz2, +$bio + +Shuuz (c) 10/1990 Atari Games. + + +- TECHNICAL - + + +Game ID : 136083 + + +Main CPU : 68000 (@ 7.15909 Mhz) + +Sound Chips : MSM6295 (@ 6.779 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- UPDATES - + + +REVISION 1 : + +* Software version : 7.1. + +* Build date : Fri Oct 12 15 :35 :31 1990 + + +REVISION 2 : + +* Software version : 8.0. + +* Build date : Fri Nov 2 12 :03 :22 1990 + + +- TIPS AND TRICKS - + + +* Hint : Tempo plays a big part in the throw, forward motion should match backwards motion in speed or you'll go over the stake. + + +* A Tip : You can actually control the path of the horseshoe 'in the air' roll the trackball left or right to 'nudge' the flight path. + + +* A Trick : If you just hit the control key without setting your name after getting a high score, some of the default names you'll get are 'rat', 'dog', 'pig', 'rad'. + + +- STAFF - + + +Staff : Mike Albaugh, Sid, Sam Lee, Cris Drobny, Bridget Erdmann, Tim Hubberstey, Ed Rotberg, Sam Comstock, Peter Lipson, Lefty, Rob Rowe, Pat Mc.Carthy, Joe, Minh Nguyen, John Ray, John Paul, Jerry Momoda + +$end + +$info=sichuan2,sichuana, +$bio + +Sichuan II (c) 1989 Tamtex. + + +Szechuan-style solitaire mahjong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Shisensho - Joshiryo-Hen". + + +'Sichuan' is the Chinese translation of 'Szechuan', which is the largest province in China. The game at hand here is indeed Szechuan-style solitaire mahjong, where the object is to match two identical unblocked tiles until the board is clear. This type of solitaire mahjong is also referred to as "Shisen-Sho". The tile layout presented herein is one of many traditional Chinese Szechuan-style solitaire arrangements. + +$end + +$info=sidearms,sidearmr, +$bio + +Side Arms - Hyper Dyne (c) 12/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + + +The Japanese version is known as "Side Arms - Hyper Dyne : Zettai Gattai". + + +The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Buster Bros.", "U.N. Squadron" and "Black Tiger". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988. + + +- TIPS AND TRICKS - + + +* Hidden Secret : During the play demonstration, when the two players merge into one by picking up the alpha/beta power-up, you can actually control the player in the demo for a few seconds with the joystick! + + +- SERIES - + + +1. Section Z (1985) + +2. Side Arms - Hyper Dyne (1986) + + +- STAFF - + + +Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto + +Object designers : Dekachin, Kawamoyan + +Scroll designers : Toride No Yas, Mikichan + +Supplement : Uhe Uhe, Kurichan + +Sound : Tadanomi Surozoo + +Music : Ayako Mori + +Hardware : Panchi Kubozoo (Punch Kubozoo) + +Software : Mr. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + + +* Computers : + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore Amiga + +$end + +$info=sidearjp, +$bio + +Side Arms - Hyper Dyne : Zettai Gattai (c) 12/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + + +This game is known outside Japan as "Side Arms - Hyper Dyne". + + +The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Pang", "Area 88" and "Black Dragon". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988. + + +- TIPS AND TRICKS - + + +* Hidden Secret : During the play demonstration, when the two players merge into one by picking up the alpha/beta power-up, you can actually control the player in the demo for a few seconds with the joystick! + + +- SERIES - + + +1. Section Z (1985) + +2. Side Arms - Hyper Dyne : Zettai Gattai (1986) + + +- STAFF - + + +Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto + +Object designers : Dekachin, Kawamoyan + +Scroll designers : Toride No Yas, Mikichan + +Supplement : Uhe Uhe, Kurichan + +Sound : Tadanomi Surozoo + +Music : Ayako Mori + +Hardware : Panchi Kubozoo (Punch Kubozoo) + +Software : Mr. + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + + +* Computers : + +Commodore C64 (1988) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore Amiga + +$end + +$info=sidebs, +$bio + +Side By Side (c) 08/1996 Taito. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- SERIES - + + +1. Side By Side (1996) + +2. Side by Side 2 (1997) + +$end + +$info=sidebs2, +$bio + +Side By Side 2 (c) 06/1997 Taito. + + +- TECHNICAL - + + +Taito JC System hardware + + +Main CPU : 68020 (@ 25 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +- SERIES - + + +1. Side By Side (1996) + +2. Side by Side 2 (1997) + +$end + +$info=sidepckt,sidepctj,sidepctb, +$bio + +Side Pocket (c) 06/1986 Data East. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Nintendo Game Boy (1990, "Side Pocket vs") + +Sega Mega Drive (1992) + +Nintendo Super Famicom (1993) + +Bandai WonderSwan (1999) + +$end + +$info=sidetrac, +$bio + +Side Track (c) 04/1979 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=ar_sdwr, +$bio + +Sidewinder (c) 1988 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Synergistic Software. + + +- STAFF - + + +By : Darrin Massena, Hayes Haugen + +Artwork by : Jonathan Sposato + +Additional work by : Michael Ormsby, Robert C. Clardy + +$end + +$info=silentd,silentdj, +$bio + +Silent Dragon (c) 04/1992 Taito. + + +Four brawlers take up arms to destroy the evil gangs. + + +- TECHNICAL - + + +Taito B System hardware + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Silent Dragon was developed by an outside team called 'East Technology', PCBs are copyrighted 'ET' which stands for 'East Technology'. + + +The third boss in this game is an homage to Jagi from the manga 'Hokuto no Ken'. + + +- STAFF - + + +Programmers : E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd + +Music composed by : T. Noaki + +Sound effects : T. Noaki, H. Tsuda + +Voices : Nozaki, Hasyepon, Irisawa, Sakai, Takeda + +Character designers : K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda + +Supervisor : N. Takioka + +$end + +$info=sscope, +$bio + +Silent Scope (c) 1999 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- TIPS AND TRICKS - + + +* Professional Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight mode of your choice, then press Start(x4). + + +* Night Vision Challenges : Put coins in, then hold trigger and press Start. Still holding it, guide it onto the mode of your choice and press Start(x5). + + +* Professional Night Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight a mode of your choice, and press Start(x6). + + +- SERIES - + + +1. Silent Scope (1999) + +2. Dark Silhouette - Silent Scope 2 (2000) + +3. Silent Scope EX (2001) + +4. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX) + + +- PORTS - + + +*Consoles : + +Sega Dreamcast (2000) + +Sony PlayStation 2 (2000) + +Nintendo Game Boy Advance (2002) + +Microsoft XBOX (2004, "Silent Scope Complete") + +$end + +$info=silkworm,silkwrm2, +$bio + +Silkworm (c) 1988 Tecmo. + + +- TECHNICAL - + + +Game ID : 6217 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given 2 bonuses per player instead of 1. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + + +* Computers : + +Amstrad CPC (1988) + +Atari ST (1988) + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +$end + +$info=silvland, +$bio + +Silver Land (c) 19?? Falcon. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game is known as "River Patrol". + +$end + +$info=simpbowl, +$bio + +The Simpsons Bowling (c) 2000 Konami. + + +A 3-D bowling game featuring the characters from the popular cartoon series. + + +- TECHNICAL - + + +Game ID : GQ829 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : trackball + +Buttons : 3 + + +- TRIVIA - + + +The game features custom speech by the real Simpsons voice actors! (see Staff section, Fox Interactive part for more info). + + +All of the characters' uniforms were taken from 'The Simpsons' episode entitled 'Team Homer' (original airdate : January 6, 1996). + + +- STAFF - + + +* Konami Amusement of America, Inc. + +Executive producer : Fumiaki Tanaka + +Lead programmer : Yoshi Morimoto + +Production coordinator : Steve Johnson + +Lead artist : Keith Sillin + +2D/3D artist : Heather Vidal + +Sound producer and director : Tak Fujii + +Sound designers : Clark Wen, Kevin Xue + +Hardware engineer : Takuya Aono + +Technician : Sam Yerushalmi + + +* Fox Interactive : + +Producer : David Wisehart + +Associate producers : Luke Letizia, Harish Rao + +Script writer : Jamie Angell + +Creative consultants : Matt Groening, Mill Smythe + +Starring : Dan, Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith, Hank Azaria, Harry Shearer + +Simpsons theme : Danny Elfman + +Simpsons music composition : Christopher Tyng + + +The Simpsons, created by Matt Groening, and Twentieth Century Fox Film Corporation. + +$end + +$info=simpsons,simps2pj,simpsn2p,simps2pa, +$bio + +The Simpsons (c) 04/1991 Konami. + + +A jewel heist gone wrong sees Mr Burns's sidekick, Smithers, kidnapping Maggie and making his escape. Between one and four players take on the role of either Homer, Marge, Lisa, or Bart in this colourful, horizontally-scrolling beat-em-up from Konami. Each Simpsons character possesses an attacking move specific to them; Marge is armed with a vacuum cleaner, Lisa has a skipping rope, Bart has his skateboard, and Homer fights with his fists. The players must battle their way through a variety of Simpsons-themed level - such as Springfield and Krustyland - fighting goons, thugs, zombies, drunks, firemen, and several Simpsons regulars. Many Simpsons characters that don't appear as enemies have 'cameo' scenes in the game (Otto working at a burgerstand in Krustyland, for example). The archetypal 'boss' character await the players at the end of every stage. The game ends with a final showdown with the evil Mr. Burns in his luxurious mansion. + + +The Simpsons was designed to Konami's typically-high production standards and was, like the 'Ninja Turtles' games that appeared a couple of years' ealier, very faithful to its source material. The colourful, smoothly-animated sprites captured the spirit of the legendary cartoon superbly, and the game's many humorous touches were timed to perfection. + + +- TECHNICAL - + + +Game ID : GX072 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This video game is based on the prime-time animated series of the same name created by Matt Groening. + + +The Simpsons and "Aliens" arcade machines can be seen in the background of the 'Moe's Tavern Stage'. + + +Some stuff related to the TV series : + +* In the character profiles, Lisa is said to be age 7. In the TV series, she is 8 years old. + + +* In the Character profile, Homer's age is 35. His real age is 36. Konami goofed that one. + + +* Bart wears a blue shirt in this game. In the series, he normally wears an orange shirt. The blue shirted Bart appeared on various T-shirts and other Simpsons merchandise. This was even referenced in one episode of the series. Homer was waving Lisa (who wears a red dress) around to attract a bull's attention. Then Homer says 'Now for some calming blue', and reaches for Bart. Seeing that Bart is wearing an orange shirt, he says 'Where's your blue shirt?'. Bart replies 'I don't have a blue shirt'. + + +* In some parts of the game, the bow in Maggie's hair is pink. Other times, it is the correct blue color. + + +* The rabbit characters that appear in various places in the game are from Matt Groening's comic strip, 'Life in Hell'. + + +* Smithers is much more evil in this game than he has ever been in the show. In the series, Smithers is (as Burns himself put it) 'the sober Yin to [Burns'] raging Yang'. In this game he is depicted as a cape-wearing, bomb-throwing psycho. Smithers' voice is wrong - Smithers is colored wrong. The color scheme used in this game appears to be based on the episode 'Homer's Oddysey', in which Smithers was colored incorrectly. In this episode, his skin color was also incorrect : instead being yellow, it was a dark pink color. Also, Smithers has never worn a cape, as he does in this game (Perhaps he has an evil twin who is a cape-wearing mad bomber!). + + +* Mr. Burns' voice also sounds wrong, except when he says 'Excellent'. The 'Excellent' voice sample was taken directly from the show and the rest of the lines were recorded by a different actor. + + +* SPOILER ALERT! : After Mr. Burns has been defeated, his eyes turn into Xs as he is lying on the ground. In the series Bart's eyes were drawn as Xs in a dream sequence, when Bart was imagining that school bully Nelson Muntz had beaten him to death and the school nurse had reconstructed his face for his funeral. + + +* In this game Sideshow Bob helps you by giving you food that restores your health. Since a first season episode where he framed Krusty the Klown for armed robbery and his plans were foiled by the Simpson kids, he is normally a villain. It seems that this game was made before the first season was finished (Or at least the people who worked on the game hadn't seen all of the episodes yet). + + +* The 'Moe's Tavern' stage in this game does not look much like it's TV counterpart. In this game it seems to be underground and only accessible by hidden elevators (One of the elevators is in a fake 'Krusty' grave in the cemetary stage, the other in a wall of rock in the 'Springfield Butte' stage). Of course, in the series it is just a regular building with a regular door that people walk through off the street. + + +* In this game, Barney's hair color is the same color as his skin (yellow). He appeared this way in a few early episodes of the fisrt season, but later his hair was colored brown and only the Simpson kids have hair that is the same color as their skin. + + +* Channel 6 (Stage 7) : The anchorman in this stage is the same one that appears in the episode 'Call of the Simpsons'. In that episode, this anchorman sounds just like Kent Brockman, but looks completely different. The anchorman's hair was colored gray in the episode, but in this game the anchorman is colored like Scott Christian (Early on in the series, an anchor named Scott Christian would frequently be 'filling in for Kent Brockman', the regular anchorman. Eventually Christian was dropped from the series and they just used Kent Brockman). This anchorman is neither Kent Brockman or Scott Christian. If you stand in front of the anchorman, he will get mad. If you jump up on the anchor's desk, he will shrug his shoulders. + + +There were several distinct versions of this game available in the arcade, the four player dedicated cabinet, the four player conversion kit (designed to retrofit "Teenage Mutant Ninja Turtles", but a lot of them ended up on "Gauntlet" machines too), and the two player conversion kit (designed to retrofit almost anything). The only real difference in gameplay between versions was the maximum amount of players. The Simpsons dedicated cabinet was fairly large and had an oversized control panel (to accomodate four players). The sides were decorated with painted sideart showing all five members of the Simpsons family scampering around (Homer seems to be stepping on the tail of the family cat). Some cabinets may have this same scene as a large sticker, instead of it being painted on. American machines are usually blue in color, while the European ones were usually white. The marquee shows a family photo and has a 'The Simpsons' logo done in yellow. The control panel repeats the graphics from the marquee and has four joysticks (one for each player), each of which is a different color. Different Simpsons machines will have different sized monitors, although 25'' and 32'' were the most popular sizes available. + + +- UPDATES - + + +* In the Japanese version, there are nuclear bombs laying around that can be thrown at enemies (for example, in front of the Noiseland Arcade in the first level). These bombs are not present in the other versions. These bombs look the same as the ones Mr. Burns shoots at you on the last level. + + +* In the Japanese version, you can fill you life meter past full. For example, if your life meter is already full and you get an item that restores your health, you get no benefit in the non-Japanese versions. But in the Japanese version, you will get additional health points, indicated in the meter by a different color (When the life meter is full, it is purple. When it goes past full, the additional health is shown in yellow). + + +- STAFF - + + +Main programmer : A. Suzuki + +Software designers : Hirotaka_2, Nwk + +Graphic designer : K. Nakamura + +Main character designer : Y. Takano + +Character designers : K. Nakajima, Noriyuki Yokoki + +Sound & effect programmer : Hideaki Kashima + +Music by N. Hanzawa. + +Hardware designer : H. Matsuura + +Package designers : N. Satoh, K. Kamiya + +Special guest : H. Iuchi_4, M. Samejima + +Management : S. Kido + +Supervisor : K. Nakamura + + +- PORTS - + + +* Computers : + +Commodore C64 (1991) + +PC [MS-DOS, 3.5" / 5.25''] (1991) + +$end + +$info=sindbadm, +$bio + +Sindbad Mystery (c) 1988 Sega. + + +- TECHNICAL - + + +Sega G80 Raster hardware + +Game ID : 834-5244 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 129 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was originally created and released in 1983 on the Sega SG-1000 console. + +$end + +$info=sinistar,sinista2,sinista1, +$bio + +Sinistar (c) 02/1983 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz), HC55516 (@ 894.75 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 292 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game was originally going to be called 'Juggernaut', then 'Darkstar'. The prototype version called 'Sinistar' is a machine that was displayed at the 11/1982 AMOA show in Las Vegas. The revision 2 was the most common version of the game. + + +A Sinistar unit appears in the 1983 movie 'WarGames'. + + +- UPDATES - + + +PROTOTYPE (AMOA) : + +* The Sinistar logo in the attract mode uses a Rocky-Horror-esque 'dripping blood' font. + +* The letter 'T' shows up behind the 'dripping blood' logo, possibly part of the trademark?. + +* The Sinistar death sequence sometimes occurs offscreen. + +* There seem to be more crystals per planetoid than in the release revision. + +* Missing the 'set attract mode message' option in the game adjustments screen. + +* High score entry uses fire to advance to the next character, rather than the joystick. + +* Warping to the next level can occur in any direction, not just upper-right. + +* Sinistar's 'roar' occurs multiple times in rapid succession, cutting off each time he is hit by a sinibomb. + +* When a player's ship is destroyed by the Sinistar, it explodes rather than spinning out first. + +* After defeating Sinistar, his face outline doesn't appear in the center of the screen. + +* You can set the extra ship points AND extra ship point factors to ZERO. As soon as you get a point, the game program gets caught in an infinite loop. You'll also hear an EXTENDED extra ship noise. You can break the loop by hitting advance and looking at ALL the extra ships you just received. + +* Stuff (like the Sini-bombs, warriors and even the Sinistar himself (if it has a gender)) doesn't travel well from scanner to playfield and these objects can make quick second passes and sometimes even just skip the playfield all together. + +* Survivors Today Has the following initials when tables are cleared : YYY XYS MAA AAA AAA AAA BDG MAA AAA AAA ABC EJS MAA AAA AAA RED HPG MAA AAA AAB CFL XYS MAA AAA AAB DGN DBG MAA AAA BCE. + +* Scores start at 19045 and are listed with the following algorithm (-265, -365, -265, repeat). + + +REVISION 2 : + +* The Survivors Today has the following initials : N-F KJF KAG FRG YAK JJK KFL PJM DOC JLM E-Z =M= TIM JRN TOM PFZ RTP BFD MBS MRS EJS STU WIT MOM FAC GOD KAY HEC SAM KYD (Note : They keep the same order, but rotate position every time the machine is reset). + +* Added 'Set Attract mode message' option in the game adjustments menu. + + +REVISION 3 : + +* Latest revision. + +* Some bugs fixed. + + +- TIPS AND TRICKS - + + +* Programming Credits And Williams message : + +1) Set lives to 1 (This is optional, it merely saves time). + +2) Insert one credit. + +3) Bump into a Planetoid (rock). + +4) Push the fire button seven times. + +5) Avoid Planetoids and Workers, don't fire at anything and get shot by a Warrior. If you set lives to 1, the game will now be over. If not, lose all lives in this manner until the game ends. + +6) Enter initials. + +7) Press the 2 Player button 3 times, then insert one coin and start a new 1 Player game. + +8) Don't move or fire, just push the Sinibomb button once. + + +There are now two messages which can be displayed for the credits : + +9) Insert 3 coins, then push the Sinibomb button again. The 'crossword' credits should now be displayed. + + +* For the Williams Electronics message : + +10) Simply end the game by getting shot without hitting a Planetoid or firing, then push the 1 Player button to display the message. + + +* 255 Lives Trick : This little trick is harder than the game itself, but worth it if you pull it off. On your last man, make sure a warrior fires at you just as Sinistar sucks you in. As the Sinistar sucks you in, you will lose your last man, but when the warrior's bullet hits you, you will have one less than zero ships. + +Note : The warriors stop shooting as soon as you are 'caught' by Sinistar. The game was programmed this way, to prevent you from dying twice. Since you are trying to die twice, you have to let a warrior shoot at you, before you get sucked in, then hope that the shot hits you after you have been sucked in. This is very tricky. + +Note 2 : 8-bit processors can only handle values from 0-255, for a total of 256 values. Therefore, 'one less than zero ships' will roll around to 255. + + +- STAFF - + + +Project leader and co-designer : Noah Falstein (N-F) + +Lead programmer : Sam Dicker (SAM) + +Programmers : Robert J. Mical, Richard A. Witt (WIT) + +Original design and storyline : John Newcommer (JRN) + +Artwork / graphics : Jack E. Haeger + +Sound effects by : Michael Metz (E-Z) + +Hardware designers : Rich Grande, Greg Wepner + +Mechanical : Leo Ludzia, Gary Berge + +Tech. support by : John Meissen (JLM) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + +Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits") + +Sega Mega Drive (1996, "Williams Arcade's Greatest Hits") + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + + +* Others : + +Palm OS ("Midway Arcade Classic") + +$end + +$info=skelagon, +$bio + +Skelagon (c) 1983 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : (2x) Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "SF-X". + +$end + +$info=nss_skin, +$bio + +Skins Game (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=skullxbo,skullxb4,skullxb3,skullxb2,skullxb1, +$bio + +Skull & Crossbones (c) 11/1989 Atari Games. + + +Control one of two pirates (One-Eye or Red Dog), on a mission to retrieve their booty from the evil wizard. Collect treasures for points, and those ever famous hunks of meat for extra energy. This game gives you a choice of a path after each level, so there are many different paths to the ending. + + +- TECHNICAL - + + +Game ID : 136072 + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 672 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Atari Games made most of these as dedicated cabinets. They also made a conversion kit to retrofit existing games. This kit was most evil, because it was one of the few kits that had a marquee and control panel overlay big enough to fit a "Dragon's Lair" machine (the marquee was even three-fold, just like the Dragon's Lair one). Most of these games were converted within months. Very few original games remain today, and Atari quickly dropped the game from their lineup. + + +- UPDATES - + + +REVISION 1 : + +* Build date : OS : 29SEP1989 16 :53 :40 / PG : 11OCT1989 11 :22 :07 + + +REVISION 2 : + +* Build date : OS : 29SEP1989 16 :53 :40 / PG : 16OCT1989 10 :24 :08 + + +REVISION 3 : + +* Build date : OS : 29SEP1989 16 :53 :40 / PG : 24OCT1989 15 :43 :18 + + +REVISION 4 : + +* Build date : OS : 29SEP1989 16 :53 :40 / PG : 03NOV1989 11 :44 :33 + + +REVISION 5 : + +* Build date : OS : 29SEP1989 16 :53 :40 / PG : 09NOV1989 17 :36 :00 + + +- STAFF - + + +Staff : Cris Drobny + + +- PORTS - + + +* Computers : + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Atari ST (1991) + +$end + +$info=skullfng, +$bio + +Skull Fang (c) 1996 Data East. + + +- TECHNICAL - + + +Data East MLC System hardware + + +Main CPU : ARM (@ 7 Mhz) + +Sound Chips : YMZ280B (@ 14 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Vapor Trail - Hyper Offence Formation (1989) + +2. Rohga Armor Force (1991) + +3. Skull Fang (1996) + +$end + +$info=skyadvnt,skyadvnu,skyadvnj, +$bio + +Sky Adventure (c) 11/1989 Alpha Denshi. + + +- TECHNICAL - + + +Game ID : SA + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to SNK for US manufacture and distribution. + + +- SERIES - + + +1. Sky Adventure (1989) + +2. Ghost Pilots (1991) + + +- STAFF - + + +System programmer : Eizi Fukathu + +Main programmer : Hiroyuki Ryu + +Programmer : Hideo Kamoda + +Hardware : Shinichi Tamura + +Designer : Kenichi Sakanisi + +Music : Tambourine Yuka + +Sound : Hiroaki Simizu + +Producer : Akira Usizawa + +$end + +$info=skyalert, +$bio + +Sky Alert (c) 10/1992 Metro. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : uPD7810 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 360 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=skyarmy, +$bio + +Sky Army (c) 1982 Shoei. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 7 + +$end + +$info=skybase, +$bio + +Sky Base (c) 1982 Omori Electric. + + +A very rare shoot-em-up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=skybump, +$bio + +Sky Bumper (c) 1982 Venture Line. + + +- TECHNICAL - + + +Main CPU : TMS9995 (@ 3 Mhz), TMS9980A/TMS9981 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), TMS5220 (@ 640 Khz), DAC (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Looping (1982) + +2. Sky Bumper (1982) + +$end + +$info=skychut, +$bio + +Sky Chuter (c) 03/1980 Irem. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=skyfox, +$bio + +Sky Fox (c) 1987 Jaleco. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 1.748 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.748 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nichibutsu. + + +This game is known in Japan as "Exerizer". + +$end + +$info=skykid,skykido,skykidd, +$bio + +Sky Kid (c) 12/1985 Namco. + +Game ID: SK + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Sky Kid is the first game from Namco to allow play for two players simultaneously. + + +- SERIES - + + +1. Sky Kid (1985) + +2. Sky Kid Deluxe (1986) + +3. Vs. Super Sky Kid (1986) + + +- STAFF - + + +Music by : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Sony PlayStation (1998, "Namco Museum Encore") + +$end + +$info=skykiddx,skykiddo, +$bio + +Sky Kid Deluxe (c) 04/1986 Namco. + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +Difference between "Sky Kid" and the Sky Kid Deluxe : + +* Battle report between each mission. + +* New missions (X1-4). + +* Snow on missions X1 and X3. + +* Many new characters are added. + + +- SERIES - + + +1. Sky Kid (1985) + +2. Sky Kid Deluxe (1986) + +3. Vs. Super Sky Kid (1986) + + +- STAFF - + + +Music by : Junko Ozawa + +$end + +$info=skylancr, +$bio + +Sky Lancer (c) 07/1983 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 232 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Esco Trading for manufacture and distribution. + +$end + +$info=skyraid, +$bio + +Sky Raider (c) 03/1978 Atari. + + +- TECHNICAL - + + +Game ID : 009709 + + +Main CPU : M6502 (@ 1.008 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 20 + + +Player : 1 + +Control : stick + +Buttons : 7 + + +- TRIVIA - + + +This game was the first continually scrolling vertical game. + + +A Sky Raider unit appears in the ZZ Top music video 'Legs'. + + +- STAFF - + + +Designed and programmed by : Dave Sheppard + +Design and programming assistant : Rich Patak + +$end + +$info=skyraidr, +$bio + +Sky Raiders (c) 1980. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "UniWar S". + +$end + +$info=skyshark, +$bio + +Sky Shark (c) 03/1987 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-007 + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + +Licensed to Romstar for US distribution (03/1987). + + +This game is known outside US as "Flying Shark" and in Japan as "Hishou Zame". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988. + + +- SERIES - + + +1. Sky Shark (1987) + +2. Fire Shark! (1990) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +$end + +$info=skyskipr, +$bio + +Sky Skipper (c) 1981 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=skysmash, +$bio + +Sky Smasher (c) 1990 Nihon System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=skysoldr, +$bio + +Sky Soldiers (c) 09/1988 SNK. + + +- TECHNICAL - + + +Game ID : Alpha-68K96II 'SS' + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to SNK for US manufacture and to Romstar for US distribution. + +$end + +$info=skytargt, +$bio + +Sky Target (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Sky Target serves 300,000 polygons per second. + +$end + +$info=skywolf,skywolf2, +$bio + +Sky Wolf (c) 1987 K&G Games. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Airwolf". + +$end + +$info=skydiver, +$bio + +Skydiver (c) 06/1978 Atari. + + +This is quite a fun game, where you score points for landing on an ever decreasing patch of 'good' land. Why 'good'? As you descend without opening your parachute your landing point becomes smaller, but the points become higher, just don't leave pulling the ripcord too late because the Newtonian laws concerning gravity is working against you. Each time you successfully land the plane goes lower. + + +- TECHNICAL - + + +Game ID : 009787 + + +Main CPU : M6800 (@ 750 Khz) + +Sound Chips : Discrete (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The designer of this game was a pinball fan, so this is the first video game to have a pinball feature. The lamps behind the marquee for SKYDIVER are software controllable. When you start the game, the letters flash one at a time. When you jump, the lamps stop on whatever letter is on, and if you land successfully, you 'earn' that letter below your score. Spell out Skydiver, and, depending on the options settings, you could earn a free life, a free game, or bonus points. + + +- STAFF - + + +Designed and programmed by : Owen Rubin + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + +$end + +$info=slmdunkj, +$bio + +Slam Dunk - B-Ball Show Time (c) 10/1993 Konami. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 10 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Run and Gun - B-Ball Show Time". + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994. + + +- SERIES - + + +1. Slam Dunk - B-Ball Show Time (1993) + +2. Slam Dunk 2 (1996) + + +- STAFF - + + +Prince of art : Champion Lover X + +Art director : Strawberry + +Takarazuka art : By Acky 2 + +Technical instructor : Snack Z + +Crazy art : Screamin' Neo Monky + +Artwork : Ricky + +Sound producer : M. Izu + +Music composer : E.G.A. + +Sound programmer : Kingorou + +Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy + +The Sacrifice : Hirotaka + +Program and data : Aki. T + +Producer and director : Dr. Lee + +$end + +$info=slamdnk2, +$bio + +Slam Dunk 2 (c) 1996 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX505 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Run and Gun 2". + + +- SERIES - + + +1. Slam Dunk - B-Ball Show Time (1993) + +2. Slam Dunk 2 (1996) + +$end + +$info=slapfigh,slapbtuk,slapbtjp, +$bio + +Slap Fight (c) 12/1986 Toaplan. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +This game is known in US as "Alcon". + + +- UPDATES - + + +The English bootleg just says 'England' instead of the copyright message before the title screen. + + +- TIPS AND TRICKS - + + +* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the level, remain idle and do not kill anything. Allow your player to be destroyed and when you resume, you will have all power-ups and weapons. + + +- STAFF - + + +Sound composer : Masahiro Yuge + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1993) + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Amstrad CPC (1987) + +Thomson TO8 (1987) + +Atari ST + +Thomson M05 + +$end + +$info=slapshot, +$bio + +Slap Shot (c) 1994 Taito. + + +- TECHNICAL - + + +Game ID : D71 + + +Main CPU : 68000 (@ 14.346 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Programmers : M. Tamano, T. Ikeda + +Graphic designers : K. Suzuki, Mis, Ken, Y. Takeda, Showji + +Sound : H. Kudoh + +Planner : A. Ue-Pi + +$end + +$info=slikshot,sliksh17, +$bio + +Slick Shot (c) 04/1990 Grand Products / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : paddle + +Buttons : 4 + + +- TRIVIA - + + +The cabinet featured a cut down pool table slate, with cloth. The player had to use a real miniature pool cue to hit a ball along the table, in line with the shot to be played. IR (infra-red) technology tracked the movement of the ball, and translated this to the screen. Other games using this system include "Super Strike Bowling", and "Dyno Bop". + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.7. + + +Revision 2 : + +* Software version : 2.2. + +* Removed 'Call Pocket Level', 'Call Both Level', 'Three Player Games' and 'Four Player Games' of the Game Stats in the operator menu. + +* Added 'One Player 8 Ball' and 'Two Player 8 Ball' on the Game Stats in the operator menu. + +* Removed 'Shot Time', 'Star Game Time', 'Call Pocket Score' and 'Call Both Score' of the Game Setting in the operator menu. + +* Added '8-Ball Game Time', '8-Ball Call Pocket' and 'Slick Shot Time' on the Game Setting in the operator menu. + +* 'Call Pocket Score' of the Game Setting is set to 500 instead of 100. + + +- STAFF - + + +Concept : David Marofske + +Sensor designers : Dan Dooley, Randy Tiller, George Gomez + +Mechanical designers : John Kubik, Helmuts Eichenfelds + +Programmer : Pierre Maloka + +Graphics designers : Tim Skelly, Rosendo Toro + +Sound and music : David Thiel + +$end + +$info=slipstrm, +$bio + +Slipstream (c) 1995 Capcom. + + +- TECHNICAL - + + +System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +One of the rarest Capcom games, only 150 pcbs were ever made. Capcom released this game in 1995. It didn't sell well and was left as a prototype. Strangely enough, Capcom decided to license the System 32 hardware from Sega for this game. This is the only known non-Sega game to use this hardware. + +$end + +$info=slither,slithera, +$bio + +Slither (c) 1982 Century II. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 1.33125 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.33125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +$end + +$info=slyspy,slyspy2, +$bio + +Sly Spy (c) 07/1989 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.41 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Secret Agent". + + +In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov. + + +A Sly Spy unit appears in the 1990 movie 'Robocop 2'. + + +- STAFF - + + +Game planner : Makoto Kikuchi + +Programmers : Hinsyuku Man, Tac.H, Umanosuke + +Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior + +Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO) + +Hardwares : K. Takayama, P! Fujimoto, Osapan + + +- PORTS - + + +* Computers : + +Amstrad CPC (1990) + +Sinclair ZX Spectrum (1990) + +Atari ST (1990) + +Commodore Amiga (1990) + +Commodore C64 + +$end + +$info=smashtv,smashtv4,smashtv5,smashtv6, +$bio + +Smash T.V. (c) 06/1990 Williams. + + +A superb semi-sequel to 1982's legendary "Robotron - 2024", Smash T.V. is set in a futuristic game show (actually 1999!) where one or two players attempt to collect prizes, cash and keys while fighting off hordes of attacking enemies. The Classic Robotron gameplay is enhanced further with the addition of power-ups and prizes. The two-player game introduces direct competitiveness as both players try to beat each other to the power-ups and prizes. Travel from room to room in an attempt to reach the Pleasure Dome. + + +- TECHNICAL - + + +Williams Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 410 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +The game's concept seems based on 'The Running Man', a sci-fi action flick starring Arnold Schwarzenegger. This movie was, in turn, based on a book of the same name by Stephen King (under the pseudonym Richard Bachman). + + +The memorable part was the game show host. At random intervals, he would say things like : "Total carnage! I love it!", "I'll buy that for a dollar!"(taken from the 1987 movie Robocop), "I love it!", "Big money! Big prizes! I love it!". + + +A Smash T.V. sequel was, at one time, on Williams' drawing board but Williams seems to have cancelled this plan. While the game has yet to see a full-fledged sequel, it was followed by a very similar game called "Total Carnage". Total Carnage put the Smash TV-style, dual-control scheme into a military-themed shooter with scrolling screens. Total Carnage's first level was tough, but once you finished, it popped up and told all Smash T.V. players to get away from the machine. Total Carnage's difficulty ramped up pretty hard from there, making it a solid follow-up to an already difficult game. + + +- UPDATES - + + +Revision 1 : + +* Software version 4.00. + + +Revision 2 : + +* Software version 5.00. + +* Added the 'Reset secret warp' (see 'Tips And Tricks' section for more info). + +* Reduced difficulty (Factory setting : 3 (easy) instead of 5 (medium)). + + +Revision 3 : + +* Software version 6.00. + + +Revision 4 : + +* Software version 8.00. + +* Added the famous 'Pleasure Dome'. + +* Changed some 'ingame texts'. + + +- TIPS AND TRICKS - + + +* Secret Warp (Work on 5.00 and Up) : When you start a game of Smash T.V. on the first level, reset the machine, it'll take you to the 'Secret Warp 3' and take you to the third boss stages. + + +* Difficulty : The game is known to adjust its difficulty by the daily high score list. If the high scores are too high, making the game too hard, just reset the machine :). + + +* Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (especially in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is : + +Level 1 : right, up; and then you have no choices. + +Level 2 : up, right; and then again, no choices. + +Level 3 : right, right, down; and then you have no choices. + + +- STAFF - + + +Staff : Mark Turmell (MJT), John Tobias (JON), Tim Coman (TIM), Eugene Jarvis (DRJ), Jon Hey (HEY), Todd Allen, George N. Petro, Larry DeMar, Jack E. Haeger, Cary Mednick, Gleen Shipp (GWS), Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka (RAY), Greg Freres, Jim Nichols, Tim Elliott (TJE), Rob Ashworth + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991) + +Nintendo Super Famicom (1991, "Super Smash T.V.") + +Sega Game Gear (1992) + +Sega Master System (1992) + +Sega Mega Drive (1992) + +Sony PlayStation (2000, "Arcade Party Pak") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore C64 (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + + +* Others : + +LCD handheld game (1991) : released by Acclaim. + +$end + +$info=snakjack, +$bio + +Snacks'n Jaxson (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- STAFF - + + +Designer and programmer : Dave Ross + +Designer and graphic designer : Bil Maher + +Sounds and music : Gary Levenberg + +$end + +$info=snakepit, +$bio + +Snake Pit (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- STAFF - + + +Program designer : Lee Actor + +Graphics designer : Mark McPhee + +Sound designer : Gary Levenberg + +With support from : Howard Delman, Ed Rotberg + +$end + +$info=snapjack, +$bio + +Snap Jack (c) 05/1982 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Computers : + +Commodore C64 (1984, "Wheelin' Wallie") + +$end + +$info=snowboar,snowbalt, +$bio + +Snow Board Championship (c) 1996 Gaelco. + + +- TECHNICAL - + + +Gaelco GG-1v hardware + +Game ID : 960419/1 + + +Main CPU : 68000 (@ 15 Mhz) + +Sound Chips : GAELCO (@ 15 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=snowbros,snowbroj,snowbroa,snowbrob,snowbroc, +$bio + +Snow Bros. - Nick & Tom (c) 04/1990 Toaplan. + + +A Toaplan platformer in the tradition of "Bubble Bobble". You either control Nick or Tom, you must navigate over 50 levels of snowball making, to finish. Featuring some nice anime-ish looking creature that turn into Japanese delectable delights when killed with a snowball. + + +- TECHNICAL - + + +Game ID : MIN16-02 + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + + +This game was released as a conversion kit only (often factory installed in a generic cabinet). So any machine can be a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge). The marquee for this title shows a 'Snow Bros.' logo, with two snowmen, and a couple of cartoon baddies in the background (it is very cutesy, just like the game is). + + +A bootleg of this game is known as "The Winter Bobble". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990. + + +- TIPS AND TRICKS - + + +* 10,000 Points : Finish the level by killing all the enemies with one snowball or two snowballs, but you need to use only one push. Meaning put two snowballs alongside each other and push only one snowball, the snowball will 'ricochet' of the other one and it will still count as one snowball. If done correctly 'mahjong' tiles worth 10,000 point will fall from the sky. Works best if you have the red speed-up bonus, with it you could easily get up to 1 million points before you reach the first boss. + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- SERIES - + + +1. Snow Bros. - Nick & Tom (1990) + +2. Snow Bros. 2 - With New Elves (1994) + +3. Snow Brothers 3 - Magical Adventure (2002) + + +- STAFF - + + +Music composed by : Osamu Ohta + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1991) + +Sega Mega Drive (1993) + +Nintendo Game Boy ("Snow Bros. Jr.") : includes 10 additional (new) levels after you complete all 50 from the arcade. + + +* Computers : + +Amstrad CPC (1991) + +$end + +$info=snowbro2, +$bio + +Snow Bros. 2 - With New Elves (c) 04/1994 Hanafram. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 20.454 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Otenki Paradise - Snow Bros. 2" (translates from Japanese as 'Weather Paradise'). + + +- UPDATES - + + +On Japanese dipswitch settings (Otenki Paradise), the portraits on the character select screen are different. + + +- SERIES - + + +1. Snow Bros. - Nick & Tom (1990) + +2. Snow Bros. 2 - With New Elves (1994) + +3. Snow Brothers 3 - Magical Adventure (2002) + +$end + +$info=snowbro3, +$bio + +Snow Brothers 3 - Magical Adventure (c) 2002 Syrmex. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Palettesize : 512 + + +Players : 2 + +Control : Joystick 8-way + +Buttons : 3 + + +- TRIVIA - + + +Syrmex Electronics is a Mexican company and Snow Brothers 3 is the first Mexican coin-op video games. The game appears to be a hack of the original Toaplan "Snow Bros. - Nick & Tom". + + +The background of Stage 20 is a picture of Violator from Spawn. + +The two bosses of Stage 30 are Cacodemons from the PC game Doom. + + +- SERIES - + + +1. Snow Bros. - Nick & Tom (1990) + +2. Snow Bros. 2 - With New Elves (1994) + +3. Snow Brothers 3 - Magical Adventure (2002) + +$end + +$info=socbrawl, +$bio + +Soccer Brawl (c) 02/1992 SNK. + + +A futuristic soccer game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0031 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Produced by : Eikichi Kawasaki + +Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako + +Back designers : M.K, S. Chinatsu + +Programmers : Mantaru Hantaru, From A to Z + +Music : Domitory Room102, Wolf.Gang Amadeus Yamada + +Directed by : Fire Narisuke + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=soccerss,soccersa, +$bio + +Soccer Superstars (c) 1994 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX427 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=sokonuke, +$bio + +Sokonuke Taisen Game (c) 1995 Sammy. + + +In this strange party game you must compete in simple yet strange events such as inflating balloons, morphing into dragons, etc., while at the same time protect your partner from 'harmless' pain inducers such as razor-sharp buzzsaws and bombs! Features nice graphics and hectic gameplay! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Bottomless War Game'. + +$end + +$info=soldivid, +$bio + +Sol Divide - Sword of Darkness (c) 05/1997 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select). + + +- STAFF - + + +Staff : Katsuya Terada, Shin.Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Sega Saturn (1998) + +$end + +$info=solfight, +$bio + +Solar Fight (c) 19??. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Ozma Wars". + +$end + +$info=solarfox, +$bio + +Solar Fox (c) 1981 Bally Midway. + + +Solar Fox is a space shooter and a Pac-Man-type game all in one. The playing field is square and only has walls on the outside. Each wall has a moving cannon mounted that will fire odd shaped torpedoes at your ship. Scattered around the inside will be a bunch of pellets in various simple patterns. To complete each level you have to drive over, or shoot all of the pellets. If done quickly enough the game will skip a level (going from 1 to 3, etc). + + +- TECHNICAL - + + +Bally Midway MCR 1 hardware + + +Main CPU : Z80 (@ 2.496 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game came in a grey dedicated cabinet with sideart of a spacemans head inside an arrow shaped logo. The monitor was mounted deep inside the game, and what the player saw was actually a mirror (a lot of old games were like that). + + +A Solar Fox unit appears in the 1983 movie 'Joysticks'. + + +- STAFF - + + +Designed and programmed by Arcade Engineering. + +Sound programmed by : Ben Blish + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + + +* Computers : + +Commodore C64 (1983) + +$end + +$info=pc_sjetm, +$bio + +Solar Jetman (c) 1990 Rare. + + +Players explore the universe in full combat readiness as they help Solar Jetman recover the sabotaged Golden Warship -- the most powerfull spacecraft in the galaxy. On 12 alien worlds, each with its own army of enraged aliens and their deadly devices, the necessary parts to repair the damaged vessel are hidden . Players must act fast and with finesse to fend off the destructive alien forces, gravity, baffing booby traps, perpetual black holes, and cosmic space warps. It's intense galactic rivalry that'll keep players in orbit. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : LJ + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Passwords : + +KLBLBKHBKLGB - Start on Planet 02. + +KLBMKBBGXHHB - Start on Planet 04. + +KNDHNBHBNWNB - Start on Planet 06. + +LQGGMQLHNDHH - Start on Planet 10. + +LMGZQBDPZLTG - Start on Planet 12. + +HHHHHHHHHHHH - Start on Planet 13. + +KDBRNPBDRPHD - Skip Planet 03. + +KNDPBKKDGBNB - Skip Planet 05. + +LKDZKQHDTRNB - Skip Planet 07. + +MBGLNMKGHXNB - Skip Planet 09. + +BKKBKKHMBHMB - Acces to hidden 'XX' level. + +QQQQQQQQQQQQ - Bonus levels. + +ZBBBBBBBLNTQ - begin with 15 lives & extra $$$. + +NNNNNNNNNNNN - begin with 7 lives & extra $$$. + +BBBBBBBBBBBB - Start with no money. + +$end + +$info=solarq, +$bio + +Solar Quest (c) 12/1981 Cinematronics. + + +You control a spaceship in a field of stars. In the center of the field is a small yellow vector sun. The ship has a similar feel to the one in "Asteroids", but it stops almost immediately after you stop thrusting. The graphics are done with a 64 intensity black and white vector system, combined with a color overlay. They looked great for 1981! Your enemies consist of hordes of spaceships that have to be blasted. The game starts out rather easy, the opposing ships don't fire, and they seldom attempt to run into you. You can blast them with your main weapon which is a laser, or you can use your nuke which is capable of taking out several enemy ships at once. If you get into a tight spot you can escape using your hyperspace button. Each killed ship will leave behind a survivor that you can either shoot, pick up, or simply ignore. Picking up the survivors scores the most points, and is the only way to earn an extra man. On factory settings you get an extra man for every 25 survivors. If you ignore the survivors they will quickly fall into the sun and be destroyed, but they were bad guys anyway, so you don't have to feel so bad. The game slowly ramps up in difficulty, sending more ships that are smaller, move faster, and attempt to ram you. Eventually the enemy ships finally figure out how to fire back at you, making the game even more difficult. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : 6 + + +- TRIVIA - + + +This was the last 'Black and white with a color overlay' vector game produced by Cinematronics. Solar Quest was a last minute game. Cinematronics was heading towards the trade show season with only "Boxing Bugs" to show, which they felt was not a winner. Scott Bodden who had left the company earlier, was called in as a contractor to write Solar Quest. He completed this in a mere 90 days. + + +Solar Quest machines came in a white upright cabinet with a black front section. The sideart covered the top half of the machine, and showed a scene of a white spaceship and a sun on a blue background, along with the title. The marquee was black and had the Solar Quest logo superimposed over a multicolored explosion. The control panel and monitor bezel were blue and decorated with small spacecraft zooming to and fro. The control panel has no joystick. Play is instead controlled with six buttons, thrust, fire, hyperspace, nuke, rotate left, and rotate right. It seems that most vector games had buttons instead of joysticks, they were probably just following what "Asteroids" did. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the sun yellow, and the top of the screen red. The monitor is actually installed deep inside the machine, and the player views a reflection of it, instead of the actual screen. + + +- STAFF - + + +Designed and programmed by : Scott Boden + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +$end + +$info=solarwar, +$bio + +Solar Warrior (c) 1986 Technos. + + +- TECHNICAL - + + +Game ID : TA-0019 + + +Main CPU : (2x) M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : (2x) YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for Manufacture and to Memetron for distribution (02/1987). + + +This game is known outside US as "Xain'd Sleena". + +$end + +$info=soldamj, +$bio + +Soldam - Action Puzzle Game (c) 09/1992 Jaleco. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Soldam - PCCB-00108) on 01/1993. + + +- STAFF - + + +Chief programmer : Sas + +Programmers : Shu, Karasawa + +Graphic designers : Takarod, AP Sinya, Tatsuzo, Keijiroh + +Game designer : Kurashima + +Sound composers : Y. Suzuki, Isemura, Takashiba + +Sound programmer : Panic. Yuma + +Project leader / Game designer : Momonga + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy + +$end + +$info=amazon, +$bio + +Soldier Girl Amazon (c) 1986 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Sei Senshi Amatelass". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- STAFF - + + +Music composed by : Takeshi Yoshida + +$end + +$info=solfigtr, +$bio + +Solitary Fighter (c) 1991 Taito. + + +Six street toughs battle for prize money in an underground fighting competition. Some stages have weapons to throw at the opponent. DOGOOOOOON! + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C91 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Violence Fight (1989) + +2. Solitary Fighter (1991) + + +- STAFF - + + +Game programmers : Takeshi Ishizashi, Akio Uematsu, PZR400 MOM + +Game designers : Takao Horiuti, Masakazu Iwahashi + +Character effects : Lin Chinkai + +Sound designers : Kazuko Umino (Zuntata) + +Hard designer : Takashi Ohara + +Character designers : Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko + +Designer : Hiroyasu Nagai + +$end + +$info=solomon, +$bio + +Solomon's Key - Solomon no Kagi (c) 1986 Tecmo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Key of Solomon'. + + +- TIPS AND TRICKS - + + +* Secret Rooms : Shoot the key to change its color... + +Room 3-3 : Red key -> Room 4-1 (normal), Blue Key -> Room 3-4 (secret room) + +Room 5-6 : Red Key -> Room 6-1 (normal), Blue key -> Room 5-7 (secret room) + +Room 6-6 : Red Key -> Room 7-1 (normal), Blue Key -> Room 6-7 (secret room) + +Room 7-2 : Green key -> Room 7-4 (normal), Blue Key -> Room 7-3 (secret room) + +Room 8-6 : Red Key -> Room 9-1 (normal), Blue Key -> 8-7 (secret room) + +Room 9-6 : Red Key -> Room 10-2 (normal), Blue Key -> Room 9-7 (secret room) + + +- SERIES - + + +1. Solomon's Key - Solomon no Kagi (1986) + +2. Solomon's Club (1991, Nintendo Game Boy) + +3. Solomon no Kagi 2 - Coolmin Tou Kyuushutsu Sakusen (1993, Nintendo Famicom) + +4. Solomon - Cox Adventure of the White Tower (2000, Nintendo Game Boy) + + +- STAFF - + + +Music by : Michiharu Hasutani + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + +Sega Master System (1988, "Solomon no Kagi") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Amstrad CPC (1987) + +MS-DOS (1988) + +Atari ST + +$end + +$info=solvalou, +$bio + +Solvalou (c) 1991 Namco. + + +- TECHNICAL - + + +Namco System 21 hardware + +Game ID: SV + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz) + +Sound Chips : C140 (@ 24 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993. + + +- SERIES - + + +1. Xevious (1982) + +2. Super Xevious (1984) + +3. Solvalou (1991) + +4. Xevious 3D/G (1995) + + +- STAFF - + + +Music composition by : Hiroyuki Kawada + +$end + +$info=sonofphx, +$bio + +Son of Phoenix (c) 11/1985 Associated Overseas MFR. + + +An old generation shoot'em up. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "'99 The Last War". + +$end + +$info=sonson,sonsonj, +$bio + +Son Son (c) 07/1984 Capcom. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Son Son is Capcom's tribute to a Chinese legend called 'Xiyou Ji', meaning 'Journey to the West', considered to be one of the four classic pieces of Chinese literature (and a fairly good read). The main character in Xiyou Ji is Sun Wukong, or, when you pronounce the words as if they were Japanese kanji, Son Gokuu (hence the name Son Son). + + +This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards. + + +- SERIES - + + +1. Son Son (1984) + +2. Son Son II (1989, NEC PC-Engine) + + +- STAFF - + + +Music by : Tamayo Kawamoto, Ayako Mori + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Capcom Generation 3") + +Sega Saturn (1998, "Capcom Generation 3") + +Nintendo Famicom + +$end + +$info=sbm, +$bio + +Sonic Blast Man (c) 1990 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : C69 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad. + + +- SERIES - + + +1. Sonic Blast Man (1990) + +2. Sonic Blast Man returns - Real Puncher + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels and you only get one chance to pick your target and attempt to KO it, just as if you were playing the arcade game with one credit, except you go on to the next side-scrolling beat-em-up level in the SFC game instead of the 'GAME OVER' screen in the arcade game. + +How the SFC version plays : Instead of an actual target that you have to punch with your own actual fist as in the arcade version, you get an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, rapidly press LEFT and RIGHT alternately and repeatedly on the directional pad of the SFC controller. The gauge will deplete RAPIDLY the moment you stop pressing LEFT and RIGHT so do not stop! You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. If you have exceeded the time limit, you will automatically punch at whatever power level the gauge is at. The damage you inflict on the target is proportional to the power level of the gague at the time of the punch. + +$end + +$info=sonicbom, +$bio + +Sonic Boom (c) 1987 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0053 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1990) + +Amstrad CPC (1990) + +Commodore C64 (1990) + +Atari ST (1990) + +Commodore Amiga (1990) + +$end + +$info=schamp, +$bio + +Sonic The Fighters (c) 1996 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The character 'Bean The Dynamite' comes directly from the old Sega game "Dynamite Dux". His alternate costume/color is an exact replica of his Dynamite Dux appearence. + + +Toshiba EMI released a limited-edition soundtrack album for this game (Sonic the Fighters Sound Tracks - TYCY-5521) on 07/12/1996. + + +- STAFF - + + +Sound composers : Maki Morou, Takenobu Mitsuyoshi + +$end + +$info=mp_sonic, +$bio + +Sonic The Hedgehog (c) 1993 Sega. + + +- TECHNICAL - + + +Sega Mega Play hardware + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Released two years after the original, this version can be considered as a reduced version : + +* Stages : Green hill -> Spring year -> Starlight -> Scrap brain (1,2) -> Final zone. + +* You have a limited amount of time per level (usually pretty tight, 1 minute is the easy setting for the first level, 35 seconds seems to be the hardest). + +* Extra life boxes do nothing. + +* Jumping into the special stage ring does nothing (no special stages). + +* When you finish it sonic seems to have the 'you didn't get any emeralds' look despite there being no emeralds due to the lack of special stages. + +$end + +$info=mt_sonic,mt_sonia, +$bio + +Sonic The Hedgehog (c) 1991 Sega. + + +Join Sonic the Hedgehog as he saves and frees his animal friends from Dr. Ivo Robotnik's evil scheme for world conquest. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 52 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Sonic The Hedgehog : Genesis of the Genesis'! Greatest hero 'Sonic the Hedgehog' was the premier character on the home system 'Sega Mega Drive'. It is said that because the Genesis was faster than other console systems at the time (and more importantly, faster than its chief competitor, the Nintendo Super Famicom), Sonic, a hedgehog whose lone weapon is his speed, was born. + + +Sonic replaced 'Alex Kidd', who was Sega's mascot prior to 1990. + + +The bonus stage scene was greatly inspired by Taito's "Cameltry". + + +MB (Milton Bradley) released a board games based on this video game (same name) : Just like the video game, the object is to collect the most rings and defeat Dr. Robotnik. + + +- TIPS AND TRICKS - + + +* Level Select : At the title screen, press Up, Down, Left, Right. You should hear a noise like a ring being collected. Then, hold A and press Start for a level select. + + +* Crazy Sonic : Hold A+B+C during demonstration mode for force Sonic to run into objects and act strangely (Note : This may also be done during the ending sequence after completing the Final Zone). + + +* Debug Mode : Press Up, C, Down, C, Left, C, Right, C, Start, then hold A at the title screen. Continue to hold A until game play begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code... + +Object transformation : Press B during game play to change Sonic into a game object. + +1) Press A to change into a new object. + +2) Press C to place an object on the screen. + +3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level). + +Invincibility : Sonic is, by default, invincible in debug mode (Note : Sonic can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks). + +Slow motion : Pause gameplay and hold B. + +Restart : Pause gameplay and press A. + +Frame advance : Pause gameplay and press C. + + +* Control Ending Sequence : Enable the 'Debug mode' code. Press B when Sonic is running with the animals at the end, then turn back into Sonic. You can nowcontrol yourself. + + +- SERIES - + + +1. Sonic The Hedgehog (1991, Sega Mega Drive) + +2. Sonic The Hedgehog 2 (1992, Sega Mega Drive) + +3. Sonic The Hedgehog CD (1993, Sega Mega CD) + +4. Sonic The Hedgehog 3 (1994, Sega Mega Drive) + +5. Sonic and Knuckles (1994, Sega Mega Drive) + +6. Sonic and Knuckles 2 (1994, Sega Mega Drive) + +7. Sonic and Knuckles 3 (1994, Sega Mega Drive) + +8. Knuckles' Chaotix (1995, Sega Mega Drive 32X) + +9. Sonic Adventure (1999, Sega Dreamcast) + +10. Sonic Adventure 2 (2001, Sega Dreamcast) + +11 Sonic Adventure 2 - Battle (2001, Nintendo Gamecube) + +12. Sonic Advance (2001, Nintendo Game Boy Advance) + +13. Sonic Advance 2 (2002, Nintendo Game Boy Advance) + +14. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube) + +15. Sonic N (2003, Nokia N-Gage) + +16. Sonic Advance 3 (2004, Nintendo Game Boy Advance) + +17. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2) + + +- STAFF - + + +Staff : Yuji Naka, Naoto Oshima + +$end + +$info=mt_soni2, +$bio + +Sonic The Hedgehog 2 (c) 1992 Sega. + + +The nefariously evil scientist Dr. Ivo Robotnik is at it again with his demented goal to conquer the world by forcing innocent animals to become evil 'badniks' (by that i mean, his robots). and only one speedy hedgehog is eager enough to put a stop to Robotnik's scheme and his name is Sonic The Hedgehog. and this time he's not alone, Miles Prower (miles per hour, get it?) The Fox who's commonly known as 'Tails' because he has 2 tails which enable him to fly has decided to tag along with Sonic in order to bring peace back to the planet. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 62 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Sonic The Hedgehog (1991, Sega Mega Drive) + +2. Sonic The Hedgehog 2 (1992, Sega Mega Drive) + +3. Sonic The Hedgehog CD (1993, Sega Mega CD) + +4. Sonic The Hedgehog 3 (1994, Sega Mega Drive) + +5. Sonic and Knuckles (1994, Sega Mega Drive) + +6. Sonic and Knuckles 2 (1994, Sega Mega Drive) + +7. Sonic and Knuckles 3 (1994, Sega Mega Drive) + +8. Knuckles' Chaotix (1995, Sega Mega Drive 32X) + + +9. Sonic Adventure (1999, Sega Dreamcast) + +10. Sonic Adventure 2 (2001, Sega Dreamcast) + +11 Sonic Adventure 2 - Battle (2001, Nintendo Gamecube) + +12. Sonic Advance (2001, Nintendo Game Boy Advance) + +13. Sonic Advance 2 (2002, Nintendo Game Boy Advance) + +14. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube) + +15. Sonic N (2003, Nokia N-Gage) + +16. Sonic Advance 3 (2004, Nintendo Game Boy Advance) + +17. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2) + + +- PORTS - + + +* Others : + +Tiger Handheld LCD Game (1992) + +$end + +$info=sonicwi, +$bio + +Sonic Wings (c) 1992 Video System. + + +Take your pick among 4 countries' ace pilots and take it to the skies to destroy enemy jets, hulking bosses and some strange hidden enemies in this solid overhead shoot'em up! Features solid 2-D graphic and a good level of challenge. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Aero Fighters". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings - PCCB-00118) on 21/04/1993. + + +- SERIES - + + +1. Sonic Wings (1992) + +2. Sonic Wings 2 (1994) + +3. Sonic Wings 3 (1995) + +4. Sonic Wings Limited (1996) + + +- STAFF - + + +Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata + +$end + +$info=sncwgltd, +$bio + +Sonic Wings Limited (c) 1996 Video System. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 640 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Sonic Wings (1992) + +2. Sonic Wings 2 (1994) + +3. Sonic Wings 3 (1995) + +4. Sonic Wings Limited (1996) + + +- STAFF - + + +Staff : H. Furukawa, M. Arano, Armored Cruiser, K. Yamamotoya, Hiroshi, Kazuo.A, Manbow Yokoyama, Oh! Kawara, Daapo, Kawauso, Sugibo, Basara, Hoso-Q, Oba, Paff + +$end + +$info=sstriker,sstrikra, +$bio + +Sorcer Striker (c) 1993 Raizing. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Mahou Daisakusen". + + +This game is the first game created by Raizing. + + +- SERIES - + + +1. Sorcer Striker (1993) + +2. Kingdom Grandprix (1994) + +3. Dimahoo (2000) + + +- STAFF - + + +Music composed by : Atsuhiro Motoyama + +$end + +$info=sos, +$bio + +SOS (c) 10/1979 Namco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 3 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=sotsugyo, +$bio + +Sotsugyou Shousho (c) 1995 Mitchell. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Graduation Certificate'. + + +Licensed to Atlus. + +$end + +$info=soukobdx, +$bio + +Soukoban Deluxe (c) 1990 Thinking Rabbit / Namco. + + +A puzzle game where you control a boy who tries to push the boxes onto the blue circles. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : SB + + +Main CPU : 6809 @ 1.536 Mhz + +Sub CPU : 6809 @ 1.536 Mhz + +Sound CPU : 6809 @ 1.536 Mhz + +MCU: HD63701 @ 1.536 Mhz + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Warehouse Watch'. + + +This game is known outside Japan as "Boxy Boy". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993. + + +- SERIES - + + +1. Soukoban (1989, Nintendo Game Boy) + +2. Soukoban Deluxe (1990) + +3. Soukoban 2 (1990, Nintendo Game Boy) + +4. Super Soukoban (1992; Nintendo Super Famicom) + + +- STAFF - + + +Music composed by : Ayako Sasou + + +- PORTS - + + +Nintendo Game Boy (1989) + +Nintendo Super Famicom (1992, "Super Soukoban") + +$end + +$info=sokyugrt, +$bio + +Soukyugurentai (c) 08/1996 Raizing. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Urgent Storm Batallion'. + + +Soukyugurentai is known outside Japan as "Terra Diver". + + + + +- STAFF - + + +Sound : Manabu Namiki, Hitoshi Sakimoto + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997, "Soukyugurentai - Oubushustugeki") + +Sega Saturn (1997) + +$end + +$info=soulclbr,soulclba, +$bio + +Soul Calibur (c) 07/1998 Namco. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : SOC + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- UPDATES - + + +* SOC11/VER.A1 : Japan release, 18:59:50, JUL 1x 1998 + +* SOC14/VER.C : World release, 18:59:50, JUL 1x 1998 + + +- SERIES - + + +1. Soul Edge (1995) + +2. Soul Edge Ver. II (1996) + +3. Soul Calibur (1998) + +4. Soul Calibur II (2003) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2000) + +$end + +$info=souledga,souledgb, +$bio + +Soul Edge (c) 1995 Namco. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID: SO + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon released a limited-edtion soundtrack album for this game (Super Battle Sound Attack Soul Edge - PCCG-00365) on 21/10/1996. + + +- TIPS AND TRICKS - + + +* Play As Hwang : Insert coin, press and hold Start and pres Up, Down then move to Taki and press Up(x2), Down(x2), then move to Rock and press Down, Up, Down, Up. You will hear a noise if the code works, now move left. + + +- SERIES - + + +1. Soul Edge (1995) + +2. Soul Edge Ver. II (1996) + +3. Soul Calibur (1998) + +4. Soul Calibur II (2003) + + +- STAFF - + + +Planner : Takayasu Yanagihara + +Director : Teruaki Konishi + +Game design & Motion management : Hiroaki Yotoriyama + +Character motion adviser : Masataka Ishiguro + +Coordinator : Koh Onda + +System programmer : Norimasa Matsuura + +Main programmer : Shinobu Nimura + +Enemy programmer & Special camera : Masaaki Fukunaga + +Visual effect programmer : Taketoshi Nishimori + +Character model chief artist : Hiroshi Kuwabara + +Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama + +Stage model artist : Satoshi Mori + +Visual effect artist : Hisaharu Takahashi + +Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita + +Character design : Kohji Mitsunaga + +Title logo designer & Graphics : Hideaki Ito + +Full motion Pac-man demo : Muneyuki Tejima + +Title CG artist : Nobuo takahashi + +Music composer / programmer : Takayuki Aihara + +Sound effect / programmer : Takanori Otsuka + +Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa + +Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida + +Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde + +Producer : Masuya Oishi + +Executive producer : Hajime Nakatani + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=souledge, +$bio + +Soul Edge Ver. II (c) 1996 Namco. + + +This Ver. II of Soul Edge has improved graphics and new selectable characters. + + +- TECHNICAL - + + +Game ID : SO + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Soul Edge (1995) + +2. Soul Edge Ver. II (1996) + +3. Soul Calibur (1998) + +4. Soul Calibur II (2003) + + +- STAFF - + + +Planner : Takayasu Yanagihara + +Director : Teruaki Konishi + +Game design & Motion management : Hiroaki Yotoriyama + +Character motion adviser : Masataka Ishiguro + +Coordinator : Koh Onda + +System programmer : Norimasa Matsuura + +Main programmer : Shinobu Nimura + +Enemy programmer & Special camera : Masaaki Fukunaga + +Visual effect programmer : Taketoshi Nishimori + +Character model chief artist : Hiroshi Kuwabara + +Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama + +Stage model artist : Satoshi Mori + +Visual effect artist : Hisaharu Takahashi + +Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita + +Character design : Kohji Mitsunaga + +Title logo designer & Graphics : Hideaki Ito + +Full motion Pac-man demo : Muneyuki Tejima + +Title CG artist : Nobuo takahashi + +Music composer / programmer : Takayuki Aihara + +Sound effect / programmer : Takanori Otsuka + +Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa + +Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida + +Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde + +Producer : Masuya Oishi + +Executive producer : Hajime Nakatani + + +- PORTS - + + +* Consoles : + +Sony Playstation + +$end + +$info=spaceatt, +$bio + +Space Attack (c) 1978 Video Games GMBH. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + + +Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : Space Attack) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and "Looping" (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million. + +$end + +$info=sspaceat,sspacat2,sspacat3,sspacatc, +$bio + +Space Attack (c) 02/1979 Sega. + + +- TECHNICAL - + + +Game ID : 155-162 (Upright), 139-146 (Cocktail) + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Emerson Arcadia (1982) + +$end + +$info=sspacaho, +$bio + +Space Attack / Head On (c) 1979 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + +Space Attack / Head On is worth mentioning due to it having a rom marked as 'EPR-1', the first of Sega's now 20,000+rom naming scheme! + +$end + +$info=spaceat2, +$bio + +Space Attack II (c) 1980 Zenitone Microsec. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a copy of "Space Invaders". + +$end + +$info=spacbatt, +$bio + +Space Battle (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Gingateikoku No Gyakushu". + +$end + +$info=spacbeam, +$bio + +Space Beam (c) 11/1980 Nanao. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.173 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=spacebrd, +$bio + +Space Bird (c) 1980 Karateco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 232 x 264 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 36 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Space Fire Bird". + +$end + +$info=sbomberb, +$bio + +Space Bomber (c) 07/1998 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999. + + +- TIPS AND TRICKS - + + +* Play As Light blue ship : After inserting a credit, press Right(x3), Left(x3), Right(x7). + + +* Play As Tetris block : After inserting a credit, press Up(x3), Down(x3), Up(x7). + + +* Unlock Extra Maintenance : If you hold Test Button+PL1 Button 1 during boot, you get extra options in the test menu (Stage Select with choice of ships, BG Test). + + +- STAFF - + + +Staff : Shin nakamura, Kunio asahara, Akihiko nasu, Kouji hamada, Hiroyuki ootani, Hajime itou, Noriko tomishima, Kazuhiro toba, Shiori saito, Masaki izutani, Katsuya shikanouchi, Katsuhiro nishida, Masayuki nakata, Masashi kajikawa, Yasuhide maeda, Hiroshi yamada, Shinichi yusa, Genbun kobayashi + +$end + +$info=sbugger, +$bio + +Space Bugger (c) 1981 GAT. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + + +- TRIVIA - + + +GAT stands for 'Game A Tron'. + +$end + +$info=schaser,schasrcv, +$bio + +Space Chaser (c) 10/1979 Taito. + + +- TECHNICAL - + + +Game ID : RT + + +Main CPU : 8080 (@ 1.9968 Mhz) + +Sound Chips : SN76477 (@ 1.9968 Mhz), DAC (@ 1.9968 Mhz), Custom (@ 1.9968 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=spacecr, +$bio + +Space Cruiser (c) 1981 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : CG + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=spacedem, +$bio + +Space Demon (c) 1980 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 232 x 264 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 36 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Fortek. + + +This game is also known as "Space Fire Bird". + +$end + +$info=spacduel, +$bio + +Space Duel (c) 02/1982 Atari. + + +This is a direct descendent of the original "Asteroids" and "Asteroids Deluxe", with asteroids replaced by colorful geometric shapes like cubes, diamonds and spinning pinwheels. Shoot all objects to complete a level. + + +- TECHNICAL - + + +Game ID : 136006 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) Pokey (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 45.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Space Duel is the first and only multi-player interactive vector game by Atari. When "Asteroids Deluxe" tanked, this game was taken off the shelf and released to moderate success. Approximately 12,040 units were produced. + + +A Space Duel cabinet appears on the cover of the Who's 1982 album, 'It's Hard'. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- TIPS AND TRICKS - + + +* Invite Your Friend : In 2 player mode, you can shoot your partner and it will regenerate their shield. This comes in very handy! + + +- SERIES - + + +1. Asteroids (1979) + +2. Asteroids Deluxe (1981) + +3. Space Duel (1982) + +4. Blasteroids (1987) + + +- STAFF - + + +Designed and partially programmed by : Rick Maurer + +Project resumed, changes made and game finished by : Owen Rubin (ORR), (JMR), Steve Calfee (SRC), Dave Sheppard (DES) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + + +* Computers : + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=sdungeon, +$bio + +Space Dungeon (c) 1981 Taito. + + +- TECHNICAL - + + +Game ID : SD + + +Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 1 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +If you pass level 99, you get to level 0 and it says 'You're a hero on level zero'. + + +When you reach 990,000 points, every time you shoot an enemy you get a free man. Be careful, your free men get knocked to 0 after 255. + + +A Space Dungeon unit appears in the 1983 movie 'Joysticks'. + + +- TIPS AND TRICKS - + + +* A Boring Score-grabbing Cheat : Lock yourself in a room by closing all the doors. The thief will appear (To close a door, go through it then back immediately - it may take more than once). Warning : this is a sure, but very slow, way to build points. + + +- STAFF - + + +Designed and programmed by : Rex Battenberg + + +- PORTS - + + +* Consoles : + +Atari 5200 (1983) + +$end + +$info=spacecho, +$bio + +Space Echo (c) 19??. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Speak & Rescue". + +$end + +$info=spcenctr, +$bio + +Space Encounters (c) 10/1980 Midway. + + +- TECHNICAL - + + +Game ID : 645 + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +A Space Encounters unit appears in the 1982 movie 'Rocky III'. + + +- STAFF - + + +Designed and programmed by : Dave Needle + +$end + +$info=spacefev,spacefva,highsplt,highspla, +$bio + +Space Fever (c) 1979 Nintendo. + + +The Earth is under attack from alien invaders. Shoot them out of the sky before they land. Space Fever is Nintendo's take on the "Space Invaders" franchise. The game is almost identical in terms of how it plays. The alien craft are arranged in rows and they slowly move left and right across the screen. When the row reaches the edge, the ships drop down a row and move in the opposite direction. As you shoot more enemies the speed will increase, as will the number of enemy bullets. You have four blocks above you that absorb the enemy shots until they are worn through, and being hit by an enemy shot will cost you a life. Sometimes a UFO will fly along the top of the screen and can be hit for Bonus points. + + +There are three different game modes for 1- or 2-player games : + +Game A - There are two 'blocks' of aliens that move in opposite directions to each other. + +Game B - The aliens move as one 'block', but they only appear one row at a time. + +Game C - The same as "Space Invaders" - all the aliens move as one 'block' in the same direction. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.016 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Space Fever (1979) + +2. Space Fever II (Nintendo Game Boy) + + +- SOURCES - + + +Nintendo Database; http://www.planetnintendo.com + +$end + +$info=spacefb,spacefbg,spacefbb, +$bio + +Space Fire Bird (c) 10/1980 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), Samples (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 232 x 264 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 36 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Gremlin. + + +This game is known under Fortrek license as "Space Demon". + + +A bootleg of this game is known as "Space Bird". + + +- STAFF - + + +Sound effects by : Hirokazu Tanaka + +$end + +$info=spcforce,spcforc2, +$bio + +Space Force (c) 1980 Venture Line. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 4 Mhz) + +Sound CPU : I8035 (@ 768 Khz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Meteoroids". + +$end + +$info=spacefrt, +$bio + +Space Fortress (c) 1981 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=spacfury,spacfura, +$bio + +Space Fury (c) 08/1981 Sega. + + +This game is a rather simple alien blasting shoot-em-up. It uses almost industry standard vector controls, which are four buttons, Left Rotate, Right Rotate, Thrust, and Fire. You begin the game in the center of four strange looking shapes. These shapes are both level selects and upgrades. Run into one of them and it will add itself to your ship, and then you get to do the level associated with it. Each level is different mainly because you have wildly different shot patterns on each one. But all of them are the same when it comes to your objective. What you have to do is blast all the spaceship parts before they can form into dangerous enemy spaceships. Blast them all, and you get to select a new level and watch a little interlude where the alien taunts you with his evil computer voice. + + +- TECHNICAL - + + +Sega G80 vector system + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound CPU : I8035 (@ 3.12 Mhz) + +Sound Chips : Samples (@ 3.12 Mhz), GI (@ 3.12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Space Fury was the first color vector graphic games. The most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door. + + +Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class. + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +$end + +$info=spaceg, +$bio + +Space Guerilla (c) 1979 Omori. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 232 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Player : 1 + +Control : 8-way Joystick + +Buttons : 4 + +$end + +$info=spacegun, +$bio + +Space Gun (c) 10/1990 Taito. + + +- TECHNICAL - + + +Taito Z System hardware + +Game ID : C57 + + +Main CPU : (2x) 68000 (@ 16 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : lightgun + +Buttons : 3 + + +- TRIVIA - + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +A Space Gun unit appears in the 1994 French movie 'La Vengeance d'une Blonde'. + + +- STAFF - + + +Producers : Yuji Iwasaki, Atsuchi Taniguchi + +Software : Yuji Iwasaki, Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Kazutomo Ishida, T. Ishii + +Sound (Zuntata) : Norihiro Furukawa (Wiz Master AKD.), Naoto Yagishita + +Monster designers : T. Sekipon, H. Katochin, Atsuchi Taniguchi, V.A.P + +Designers : Hiroyasu Nagai, A. Nomura, V.A.P, Peacock + +Mechanical engineers : I. Yamada, Y. Tsuriya, T. Tsurumi + +Hardware : M. Yamaguchi, K. Mimura, Y. Shibuya + +Characters : T. Sekipon, H. Katochin, Atsuchi Taniguchi, H. Kuzirai, T. Matsumoto, Nobuhiro Hiramatsu, Yukio Abe, V.A.P, Peacock + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1992) + +Commodore C64 (1992) + +Amstrad CPC (1992) + +Commodore Amiga (1992) + +Atari ST (1992) + +$end + +$info=sharrier, +$bio + +Space Harrier (c) 12/1985 Sega. + + +Space Harrier is a forward scrolling shooter game set in 'the Fantasy Zone', a surreal world composed of bright colors and checkerboard-styled ground. The enemies are also unique, featuring prehistoric animals, Chinese dragons, and alien pods. The player is forced along the levels, running or flying (via jetpack) around enemy fire, while shooting back with fireballs. + + +- TECHNICAL - + + +Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz), I8751 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +The pioneer 3D shooting game realized by a high speed 3D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985. + + +There were three different dedicated cabinets made for this game, an upright, a cockpit, and a full motion cockpit. On the upright one, the image on the marquee ressembled the artwork on the old Sega Master System game boxes, a field of lines with a '3-D' Space Harrier logo, and a green cartoon dragon that looks nothing like the dragon on the side (they really should let the same person do all the art). The control panel uses an analog joystick, and is decorated with several guages and blinkenlights. + + +Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987. + + +- SERIES - + + +1. Space Harrier (1985) + +2. Space Harrier 3D (1988, Sega Master System) + +3. Space Harrier II (1988, Sega Mega Drive) + +4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga) + +5. Planet Harriers (2001) + + +- STAFF - + + +Designed by : Yu Suzuki (YU.) + +From highscore table : (KAN), (KAW), (BIN), (TUD), (NAG), (ASO) + +Music by : Hiroshi Miyauchi + + +- PORTS - + + +* Consoles : + +Sega Master System (1986) + +NEC PC Engine (1988) + +Sega Game Gear (1991) + +Sega 32x (1994) + +Sega Saturn (1995) + +Sega Dreamcast (2000, "Shenmue") + +Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1") + +Sega Dreamcast (2001, "Shenmue II") + +Nintendo Game Boy Advance (2003, "Sega Arcade Gallery") + +Nintendo Famicom + +Microsoft XBOX ("Shenmue II") + + +* Computers : + +Atari ST (1985) + +Sharp X68000 (1985) + +Commodore C64 (1986) + +Amstrad CPC (1986) + +Fujitsu FM-7 (1987) + +Fujitsu FM-77AV (1987) + +Sinclair ZX Spectrum (1987) + +Commodore Amiga (1989) + +PC [MS-DOS, 5.25''] (1989) + + +* Others : + +Tiger Handheld LCD Game (19??) + +Mobile phones (2002) + +$end + +$info=mt_shar2, +$bio + +Space Harrier II (c) 10/1988 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 02 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Sound Test And Some Options : At the title screen hold Right+A to access a mode selection screen that includes a sound test, difficulty setting, an option to turn rapid fire on or off and an option to use normal or inverted directional control. + + +- SERIES - + + +1. Space Harrier (1985) + +2. Space Harrier II (1988, Sega Mega Drive) + +3. Planet Harriers (2001) + + +- STAFF - + + +Director : Kotaro Hayashida (Ossale Kohta) + +Lead Programmer : Yamaichi + +Assistant / Monster Programmer : Ore + +Program Coordinator : Yamaichi + +Monster Design : Stresteles, Taro Shizouka + +Graphic Coordinator : Stresteles + +Game Tester : Akinori Nishiyama (Works Nishi) + +Music Composer : Tokuhiko Uwabo (Bo) + +Sound Programming : Tokuhiko Uwabo (Bo), Navy + +$end + +$info=spaceint, +$bio + +Space Intruder (c) 1980 Shoei. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=invaders,sitv,sicv,sisv,invderl,sisv2,spacealt,invaderl, +$bio + +Space Invaders (c) 07/1978 Taito. + + +The World Hottest Game! The player must strategically position, then fire his laser missile launcher attempting to knock out the ever-attacking invaders before they can drop missiles destroying the defender's protective bunkers and missile launcher. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : Joystick 2-way + +Button : 1 + + +The various versions of Space Invaders came in a lot of different cabinets. The upright version was blue and white and had painted sideart of several 'werewolf' looking aliens, the 'Deluxe' version had similar art, but in red and blue instead of blue and white. The control panel used a metal overlay and had buttons for movement and firing. Most non-US versions of the game had a 2-Way joystick instead of movement buttons. The monitor bezel and marquee were a single piece of glass with a nice detailed planetary scene. The monitors were supposed to have a set color overlays, but I haven't actually seen one that had them in many years. The cabaret (or mini), version had woodgrain sides, and was almost completely unadorned. There were many different cocktail versions made. Most of them used small 2-Way joysticks, and did not have a lot of decoration. + + +Clones and bootlegs were usually cocktails. Most 1970s era cocktails were simple rectangles with small control panels that were almost straight up and down. The exact designs varied a bit from manufacturer to manufacturer, but they all looked very similar. Upright clones and bootlegs were often conversions of earlier monochrome games such as "Boot Hill" and "Shark JAWS". + + +- TRIVIA - + + +Licensed by Midway for US production (Game ID : 739). + + +The game that started the whole damn craze!! Space Invaders caused a yen shortage in Japan. Many regular produce and goods stores in Japan removed their products and converted into SI parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A classic in every sense of the word. + + +SI contains the first attract mode with a sense of humour, it would display 'INSERT CCOIN' and an invader would come along and bomb the offending 'C'. + + +Note : There are exactly 55 invaders per screen and exactly 11 different sounds. + + +Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops. The Space Invaders phenomenon stuns conservative adults who are certain the games sour the minds of their youngsters. Residents of Mesquite, Texas push the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. + + +Bootlegs of this game are known as "Super Invaders", "Super Earth Invasion", "Alien Invasion Part II" and "Space War Part Three". + +Clones were manufactured by other manufacturers, they are known as "IPM Invader", "Cosmic Monsters", "Space Attack", "Space Attack II", "Jatre Specter", "Space War" and "Space King". + + +Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980. + + +A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', and in the 1991 movie 'Terminator 2 - Judgment Day'. + + +A Space Invaders unit appears in the ZZ Top music video 'Legs'. + + +- UPDATES - + + +A company called Logitec manufactured a bootleg of Space Invaders with a colour monitor. While most of the screen remains B&W, the green is actually generated by the PCB (Printed Circuit Board) and although it looks very much like an overlay it's not. Back then this pirated PCB, because of it's design and minimal memory room on the PCB, (remember we are talking old technology), the game was very complex for it's time. It used an old 8080 processor which unlike the Z80 processor, it had its limitations. When this game was first designed it was originally going to be released as a B&W game and not colour. The green is done by taking a segement out of the video proccesing area of the PCB and pulling it down with a bipolar prom to generate the affect. There are actually 2 video lines on this pcb - 1 for B&W and the other for sync and colour. + + +- TIPS AND TRICKS - + + +* Hidden Message : To see it, wait until the demo starts and then press at the same time the keys Left, Right, Fire, 1 player start and 2 player start. Press them repeatedly as fast as you can. After a few seconds, the message ('TAITO COP') will appear below the high score. + + +* To achieve higher scores, count the number of shots fired from your base. Begin counting shots as soon as each level begins. Fire 22 shots and then wait for the UFO to cross the screen. Use shot number 23 to hit the UFO and you will receive 300 points. After hitting the UFO, start counting your shots again. This time, count to 14 and use the 15th shot to hit the UFO. Once again you will receive 300 points. Repeat counting using the 14 shot method until the screen is cleared of enemies. When the next level starts, repeat the procedure using 22 shots, 14 shots, 14 shots, etc... + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- STAFF - + + +Designed and programmed by : Toshihiro Nishikado + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + +Atari 5200 (1982) + +Sega SG-1000 (1983) + +Nintendo Famicom (1985) + +Nintendo Game Boy (1991) + +Sega Saturn (1996) + +Nintendo Super Famicom (1997, "Space Invaders - The Original Game") + +Sony PlayStation (1997) + +Bandai WonderSwan (1999) + +Nintendo Game Boy Advance (2002) + +Sony PlayStation 2 (2003, "Space Invaders Anniversary") + + +* Computers : + +Exidy Sorcerer (1978, "Invaders") + +Microtan 65 (1980, "Space Invasion") + +MSX (1984) + +Commodore C64 (1987, "Arcade Classics") + +Atari ST (1989) + +VTech Laser-VZ ("Vz Invaders") + +Apple II ("Apple Invader") + + +* Others : + +LED handheld game (1980) released by Entex (black version). + +LED handheld game (1981) released by Entex (grey version). + +LCD handheld game (1982) released by Tiger Electronics. + +LCD handheld game with calculator (1982) released by Tiger Electronics. + +LCD handheld game (larger LCD) (1984) released by Tiger Electronics. + +VFD handheld game (19??) released by Gakken. + +LCD handheld game (1999) released by Systema. + +Arcade Legends : Space Invaders TV Game (2004) + +$end + +$info=spcinv95,spcnv95u, +$bio + +Space Invaders '95 - The Attack of Lunar Loonies (c) 06/1995 Taito. + + +A remake of the classic invading aliens shoot'em up game that features interesting enemies and a wide variety of characters to choose from. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : E06 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Akkanvader". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- STAFF - + + +Planners : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai + +Character designers : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto N?to, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock + +Software engineers : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo + +Sound director : Kazuko Umino (karu) + +Decoration designer : Kumi Mizobe + +Hardware engineer : Takeshi Kinugasa + +$end + +$info=invaddlx, +$bio + +Space Invaders Deluxe (c) 11/1979 Midway. + + +The world's hottest game... now even more challenging! New colorful screen patterns, increased invader fire power, high scorer's name registered on screen, etc... + + +- TECHNICAL - + + +Game ID : 852 + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Space Invaders Part II" (Taito). + +Space Invaders Deluxe still says "Space Invaders Part II" on the titlescreen because Midway was only allowed to make minor modifications of the Taito code. All other references to the game (promotional material, manual, service bulletins, labels on the motherboard, serial number tags inside the cabinet, monitor glass, etc.) say 'Space Invaders Deluxe'. + + +This game was also manufactured by Nichibutsu under the name of "Moon Base". + + +A Space Invaders Deluxe unit appears in the 1982 movie 'Fast Times at Ridgemont High'. + + +- UPDATES - + + +Difference beetween the Taito version (SI part II) : + +* Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'. + + +- TIPS AND TRICKS - + + +* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message ('TAITO CORP.') will appear below the high score. The 'spelling error' on Space Invaders is corrected. + + +* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over.. + + +* Rainbow Trick : Leave one of the bottom-most aliens to kill last. You’ll receive 500 points and a 'rainbow' display. If you left the bottom left-most alien, you’ll receive 1,000 points. + + +* Preset Mode : Space Invaders Deluxe provided a way the operator could enter his/her name each time the machine was turned on. + +1) Turn preset mode ON in the DIP switch. + +2) Insert one credit. + +3) Depress one player select button 'Preset Mode' will be displayed on screen. + +4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well. + +5) Depress fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered. + +6) Turn preset mode OFF in the DIP switch to re-establish game mode. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- STAFF - + + +Designed and programmed by : Toshihiro Nishikado + +$end + +$info=spacedx,spacedxj,spacedxo,spcinvdj, +$bio + +Space Invaders DX (c) 09/1994 Taito. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : D89 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game runs originally on the Taito B System hardware, but there is also an alternate version of this game released on Taito F3 System hardware (Game ID : D93). + + +In 'Parody Game Mode', a LOT of characters taken from early Taito games appear at each level, here is the list : + +Level 1 - Characters from "The New Zealand Story". + +Level 2 - Characters from "The Fairyland Story". + +Level 3 - Characters from "Bubble Bobble". + +Level 4 - Characters from "Rainbow Islands - The Story of Bubble Bobble 2". + +Level 5 - Characters from "Mizubaku Adventure". + +Level 6 - Characters from "Arkanoid". + +Level 7 - Characters from "KiKiKaiKai". + +Level 8 - Characters from "Darius". + +Level 9 - Characters from "Don Doko Don". + + +- UPDATES - + + +Revision 1 : + +* Software version : 2.0. + +* Japanese release only. + + +Revision 2 : + +* Software version : 2.1. + +* Japanese and American release. + +* Added 'Configuration' menu and 'Factory setting' option in the operator menu. + + +Revision 3 : + +* Taito F3 System hardware. + +* Software version : 2.6. + +* Japanese release only. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + +$end + +$info=galap1, +$bio + +Space Invaders Galactica (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Galaxian". + +$end + +$info=invad2ct, +$bio + +Space Invaders II (c) 03/1980 Midway. + + +Space Invaders II allowed for two player simultaneous competitive play (although both players could work together). Besides shooting the invaders, one of the goals was to destroy your opponent (either CPU or another player) and gain his ships! + + +- TECHNICAL - + + +Game ID : 851 + + +Main CPU : Z80A (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), (2x) SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was a Midway in-house project, done by Joel Kreger. His name can be found in one of the game ROMs using a hex editor. This game runs on modified SI Deluxe hardware, with two sound boards; one for each player. Player 2's sound was a bit higher in pitch than player 1. The sounds of player 2 are also a bit different, with the enemy explosion and ship destroyed sounds being different than player 1. The overlay contained many colors, running from red (player 1) to yellow (player 2), with various shades of blue and green in between. + + +The game used a Z80A processor. Replacing the CPU with a regular Z80 causes the game to play the 'THUMP THUMP' sound during the attract mode. + + +- STAFF - + + +Designed and programmed by : Joel Kreger + +$end + +$info=invader4, +$bio + +Space Invaders Part Four (c) 19??. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + +$end + +$info=invadpt2, +$bio + +Space Invaders Part II (c) 09/1979 Taito. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Midway under the name of "Space Invaders Deluxe". + + +This game was also manufactured by Nichibutsu as "Moon Base". + + +- UPDATES - + + +Midway licensed a different version for US consumption (SI Deluxe) : + +* Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'. + + +- TIPS AND TRICKS - + + +* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message ('TAITO CORP.') will appear below the high score. The 'spelling error' on Space Invaders is corrected. + + +* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over.. + + +* Rainbow Trick : Leave one of the bottom-most aliens to kill last. You’ll receive 500 points and a 'rainbow' display. If you left the bottom left-most alien, you’ll receive 1,000 points. + + +* Preset Mode : Space Invaders Part II provided a way the operator could enter his/her name each time the machine was turned on. + +1) Turn preset mode ON in the DIP switch. + +2) Insert one credit. + +3) Depress one player select button 'Preset Mode' will be displayed on screen. + +4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well. + +5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered. + +6) Turn preset mode OFF in the DIP switch to re-establish game mode. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Part II (1979) + +3. Return of the Invaders (1985) + +4. Majestic Twelve - The Space Invaders Part IV (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- STAFF - + + +Designed and programmed by : Toshihiro Nishikado + + +- PORTS - + + +* Consoles : + +Sony PlayStation 2 (2003, "Space Invaders Anniversary") + +$end + +$info=sinvasn,sinvasnb, +$bio + +Space Invasion (c) 1985. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Commando (Capcom)". + + +- UPDATES - + + +In this bootleg, the enemy soldiers were replaced by robots. + +$end + +$info=spceking, +$bio + +Space King (c) 1978 Leijac. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a copy of "Space Invaders". + + +- UPDATES - + + +Only the graphics have more detail and the labels at the top of the screen for player one, player two and the high score are written using Japanese katakana. + + +- SERIES - + + +1. Space King (1978) + +2. Space King-2 (1979) + +$end + +$info=spcking2, +$bio + +Space King-2 (c) 1979 Konami. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Space King (1978) + +2. Space King-2 (1979) + +$end + +$info=spclaser, +$bio + +Space Laser (c) 11/1980 GamePlan. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Taito for manufacture. + + +This game is known under Leijac license as "Space War". + +$end + +$info=spacelnc, +$bio + +Space Launcher (c) 1979 Nintendo. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.016 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=spclords,spclorda,spclordb,spclordg, +$bio + +Space Lords (c) 10/1992 Atari Games. + + +- TECHNICAL - + + +Atari GX2 hardware + +Game ID : 136096 + + +Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), (2x) MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- UPDATES - + + +REVISION 1 : + +* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16 + + +REVISION 2 : + +* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23 + + +REVISION 3 : + +* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29 + + +- STAFF - + + +Staff : Ed Logg, Bob Flanagan, Cris Drobny, Sam Comstock, Sam Lee, Don Paauw, Mike Albaugh, Lyle Rains, Dave Shepperd, Riz Bugawan + +$end + +$info=spaceod, +$bio + +Space Odyssey (c) 04/1981 Sega. + + +- TECHNICAL - + + +Sega G80 Raster hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound Chips : Samples (@ 3.86712 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 129 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Steve Hanawa + +$end + +$info=panic,panic2,panic3,panicger,panich, +$bio + +Space Panic (c) 11/1980 Universal. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.802666 Mhz) + +Sound Chips : Samples (@ 1.802666 Mhz), DAC (@ 1.802666 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to ADP Automaten for German distribution. + + +Space Panic was the first platform game. + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + + +* Computers : + +Apple II ("Apple Panic") + +VTech Laser-VZ ("Vz Panik") + +$end + +$info=spaceph, +$bio + +Space Phantoms (c) 1979 Zilec Games. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a copy of "Ozma Wars". + + +- UPDATES - + + +This game is the same as Ozma Wars with new graphics so that the theme is not space but supernatural. + +$end + +$info=spaceplt, +$bio + +Space Pilot (c) 1982. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Time Pilot". + +$end + +$info=spcpostn, +$bio + +Space Position (c) 1986 Sega / Nasco. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 8-way joysticks + +$end + +$info=sraider, +$bio + +Space Raider (c) 1982 Universal. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=ar_sprg, +$bio + +Space Ranger (c) 1987 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Developed by Synergistic Software. + + +- STAFF - + + +Game design by : Robert Clardy, Darrin Massena, Llyod Ollmann + +Programmed by : Darrin Massena, Hayes Haugen, Llyod Ollmann + +Graphics by : David Schroeder, Michael Ormsby, Robert Clardy + +$end + +$info=spaceskr, +$bio + +Space Seeker (c) 10/1981 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : EB + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=sstrangr, +$bio + +Space Stranger (c) 01/1979 Yachiyo Electronics. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Space Stranger (1979) + +2. Space Stranger 2 (1979) + +$end + +$info=sstrngr2, +$bio + +Space Stranger 2 (c) 1979 Yachiyo Electronics. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Space Stranger (1979) + +2. Space Stranger 2 (1979) + +$end + +$info=stactics, +$bio + +Space Tactics (c) 10/1980 Sega. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 7 + +$end + +$info=spctbird, +$bio + +Space Thunderbird (c) 19?? Fortrek. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=spacetrk,sptrekct, +$bio + +Space Trek (c) 1980 Sega. + + +- TECHNICAL - + + +Game ID : 630-645 + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Steve Hanawa + +$end + +$info=spcewarl, +$bio + +Space War (c) 11/1979 Leijac. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Space Laser". + +$end + +$info=spcewars, +$bio + +Space War (c) 12/1979 Sanritsu. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a copy of "Space Invaders" with different art and a slightly faster shooting capability. + +$end + +$info=spacewr3, +$bio + +Space War Part Three (c) 12/1979. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + + +- UPDATES - + + +The spaceship design is different. + +$end + +$info=spacewar, +$bio + +Space Wars (c) 10/1977 Cinematronics. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Space Wars was the first vector game, and introduced the concept of 'fuel for money', in which the player could insert more coins and buy more fuel during the current game in play. + + +The game was originally brought to Midway, but Rosenthal balked at their ridiculous royalty offer. He sold the game and hardware to Cinematronics and signed a contract for 50% of the royalties; unheard of in those days. Rosenthal later left Cinematronics, taking all technical documents with him and leaving poor Tim Skelly to scrounge for information. Luckily, he found a tech who had helped Rosenthal when he was pressed for time and obtained the opcodes and technical info needed. Cinematronics sued Rosenthal, but they settled, with Larry's company, Vectorbeam, being bought by Cinematronics. Looks like ol' Larry made out like a bandit!! + + +A Space Wars unit appears in the 1982 movie 'Tron'. + + +- STAFF - + + +Original design (Spacewar!) by : Steve Russell (on a PDP-1 mainframe in 1962). + +Hardware design and game program for Cinematronics by : Larry Rosenthal (Founder of Cinematronics). + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +$end + +$info=spacezap, +$bio + +Space Zap (c) 11/1980 Midway. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : Astrocade (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game runs on the Bally Midway Astrocade hardware. + +$end + +$info=sparkman, +$bio + +Spark Man (c) 1989 SunA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=spartanx, +$bio + +Spartan X (c) 1984 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Kung-Fu Master". + + +First scrolling beat-em-up, this game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan. + + +- UPDATES - + + +Differences between Spartan X and Kung-Fu Master : + +* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X. + +* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'. + + +- TIPS AND TRICKS - + + +* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press Start 2 to slow game speed. + + +* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press Start 2 to stop and Start 1 to restart. + + +* Level Seclection Mode : Turn 'Level seclection mode' ON in dipswitch. In game, press Start 1 to select and Start 2 to restart. + + +* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed. + + +* Defeating the Bosses : + +1) FIRST BOSS : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly. + +2) SECOND BOSS : First, clean your back of henchmen. Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang. + +3) THIRD BOSS : Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough). + +4) FOURTH BOSS : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the first boss. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history. + +5) FIFTH BOSS : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns. + + +- SERIES - + + +1. Spartan X (1984) + +2. Spartan X 2 (Nintendo Famicom, 1991) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996, "Irem Arcade Classics") + +Sony PlayStation (1996, "Irem Arcade Classics") + +$end + +$info=spatter, +$bio + +Spatter (c) 1984 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5583 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Sanrin San-Chan - Tricycle-San". + + +- STAFF - + + +From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR) + +$end + +$info=speakres, +$bio + +Speak & Rescue (c) 05/1980 Sun Electronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known under Taito license as "Stratovox". + + +This game was the first game to have synthesized voices and is the very first release from Sun Electonics. Sun Electronics was a player in the early 80's arcade market. They only made a few game before changing their name to Sun Corporation. Then in 1988 they once again underwent a change of name to Sunsoft. + + +A bootleg of this game is known as "Space Echo". + +$end + +$info=spclforc, +$bio + +Special Forces (c) 1985 Senko Industries. + + +"Kung-Fu Master"-like action game with an anti-terrorist theme. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound Chips : DAC (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Magic Electronics. + + +- SERIES - + + +1. Special Forces (1985) + +2. Special Forces II (1985) + +$end + +$info=spcfrcii, +$bio + +Special Forces II (c) 1985 Senko Industries. + + +"Kung-Fu Master"-like action game with an anti-terrorist theme. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 1.536 Mhz) + +Sound Chips : DAC (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Magic Electronics. + + +- SERIES - + + +1. Special Forces (1985) + +2. Special Forces II (1985) + +$end + +$info=spectar,spectar1, +$bio + +Spectar (c) 11/1980 Exidy. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +A french version of this game is known as "Phantomas" (by Jeutel). + + +A bootleg is known as "Rallys". + + +- SERIES - + + +1. Targ (1980) + +2. Spectar (1980) + + +- STAFF - + + +Designed and programmed by : Manuel Campos + +$end + +$info=speedatk, +$bio + +Speed Attack! (c) 1984 Seta Kikaku. + + +- TECHNICAL - + + +Game ID : CB-0 + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + +$end + +$info=speedbal, +$bio + +Speed Ball (c) 1987 Tecfri. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 2.66 Mhz) + +Sound Chips : YM3812 (@ 3.6 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Buttons : 4 + +$end + +$info=spdball, +$bio + +Speed Ball - Contest at Neonworld (c) 1985 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : trackball + +Button : 1 + +$end + +$info=spdbuggy, +$bio + +Speed Buggy (c) 1986 Tatsumi. + + +- TECHNICAL - + + +Main CPU : (2x) V20 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was licensed to Data East for US distribution. + +$end + +$info=spdcoin, +$bio + +Speed Coin (c) 1984 Stern Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Player : 1 + +Control : 8-way joystick + + +- STAFF - + + +Game concept by : Thomas Baron + +Programmed by : Keith Enge + +$end + +$info=speedfrk, +$bio + +Speed Freak (c) 03/1979 Vectorbeam. + + +In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing. The game was time based, you could crash as much as you wanted, but points were scored for driving as fast and as far as you could without crashing. Your view of the action was from behind the hood of the car, but slightly above what an actual driver would see, kind of like you were sitting on the roof instead of inside the car. Obstacles were mainly oncoming cars (which was always the same one), and police roadblocks. The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : Analog steering wheel, four-position shifter + + +- TRIVIA - + + +Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced. The machine was available only as an upright dedicated cabinet. The cabinet was white with sticker sideart on each side that displayed the game name, and a picture of a red car. The control panel is simply black with a red and yellow stripe around it. The monitor bezel had no decoration at all, and the marquee was made of metal, and was not illuminated in any way. The game used a 19'' monochrome vector monitor. + + +A Speed Freak unit appears in the 1980 movie 'Midnight Madness'. + + +- STAFF - + + +Designed and programmed by : Larry Rosenthal (founder of Cinematronics) + +$end + +$info=speedrcr, +$bio + +Speed Racer (c) 1995 Namco. + + +- TECHNICAL - + + +Namco System FL hardware + +Game ID: SE + + +Main CPU : i960KB (@ 20 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : steering wheel + +Buttons : 4 + +$end + +$info=srumbler,srumblr2, +$bio + +The Speed Rumbler (c) 09/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 352 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Rush & Crash". + + +The main character is Super Joe from "Commando (Capcom)" and "Bionic Commando". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988. + + +- STAFF - + + +Programmers : Yukio Arai, Kyoko Tomita + +Character Designers : Chieko Ryugo, Kimio, Couichi Yotsui + +Music : Tamayo Kawamoto, Harumi Ihara + +Hardware : Shinji Kuchino, Katuhiko Kamimori + +$end + +$info=speedspn, +$bio + +Speed Spin (c) 1994 TCH. + + +Nice ping pong game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=speedup, +$bio + +Speed Up (c) 1996 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (4x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : steering wheel + + +- TRIVIA - + + +Speed Up was Gaelco's first 3D game. + +$end + +$info=spelunkr,spelnkrj, +$bio + +Spelunker (c) 02/1986 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Irem for manufacture and distribution. + + +Originally released in 1984 by Broderbund Software for the Commodore C64 computer. + + +- SERIES - + + +1. Spelunker (1986) + +2. Spelunker II - 23 no Kagi (1986) + + +- STAFF - + + +Designed and programmed by Tim Martin. + +$end + +$info=spelunk2, +$bio + +Spelunker II - 23 no Kagi (c) 10/1986 Broderbund. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as '23 Keys'. + + +Licensed to Irem for manufacture and distribution. + + +- SERIES - + + +1. Spelunker (1986) + +2. Spelunker II - 23 no Kagi (1986) + + +- STAFF - + + +Designed and programmed by : Tim Martin + +$end + +$info=spidey,spideyu, +$bio + +Spider-man - The Video Game (c) 1991 Sega. + + +Spiderman, Hawkeye, Black Cat and Namor team up to defeat tons of Marvel villains in order to save the world from their plundering! Features platformer stages as well as beat-'em-up stages. + + +- TECHNICAL - + + +Sega System 32 hardware + +Game ID : 833-8331-05 + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=spiders,spiders2, +$bio + +Spiders (c) 07/1981 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.8 Mhz) + +Sound CPU : M6802 (@ 750 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A bootleg of this game of known as "Spinner". + + +- PORTS - + + +* Others : + +VFD portable game (1982) by Entex. + +$end + +$info=spiker, +$bio + +Spiker (c) 06/1986 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- STAFF - + + +Game and software designer : S.D.Madiano + +Screen graphics designer : Gary Johnson + +Audio : Gary Levenberg, Jesse Osbone + +Technical support : Ed Rotberg, Paul Brandt + +$end + +$info=spinlbrk,spinlbru,spinlbrj, +$bio + +Spinal Breakers (c) 1990 V-System. + + +Rare "Cabal" type shoot'em up. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to American Sammy for US manufacture and distribution. + + +- STAFF - + + +Producer : Akiro Nonami + +4000D0 members : Hiroya Tsubakimoto, Yasutoshi Ishida, Taizou Kojima, Yasukuni Suba + +Programmer : Aiz! + +Graphic designers : Hyoue Ogawa, FM CCCP, Mari F, Shoko Ishimoto, Funara "Saru-u", W. Kobushi + +Composer : Naoki Itamura + +Sound effects : Kenji Okuda, Sleeping Arikawa + +Adviser : Tadatsugu Honda + +$end + +$info=spinmast, +$bio + +Spinmaster (c) 12/1993 Data East. + + +Johnny & Tom, two treasure seekers must save their friend Mary from the evil Mad Doctor and his army of goofy-dressed henchmen, as well as gather the map pieces in order to find the biggest treasure in the world at the same time! Features hilarious cartoon-like character designs and sound effects, awesome looking giant bosses (check out the chinese dragon!) & fast-paced platforming action! :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0062 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Miracle Adventure". + + +Spinmaster is Data East's first game developed and released for the SNK Neo-Geo MVS hardware. + + +This game seems heavily inspired by Data East's classic game "Caveman Ninja" (the artwork style, some character's animations, as well as the weapon's power up styles are a little too similar!). + + +The Mad Doctor also appeared as the final boss in Data East's "Tumble Pop". + + +Pony Canyon / Scitron released a limited-edition soundtracl album for this game (Miracle Adventure. Tatakae Genshijin 3 - PCCB-00146) on 18/02/1994. + + +- STAFF - + + +Planners : Mitsutoshi, Atsushi + +Graphic designers : K. Enomoto, Kaneko, S. Moizumi, Y. Tsukamura, H. Narisawa, Kaori + +Sound : Oww Furukawa, Tomoyoshi Satou (TOM), Seilah + +Soft : K. Minegishi, Osapan, C. Enomoto, Mya + +$end + +$info=spinner, +$bio + +Spinner (c) 1981. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2.8 Mhz) + +Sound CPU : M6802 (@ 750 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Spiders". + +$end + +$info=splash, +$bio + +Splash! (c) 1992 Gaelco. + + +- TECHNICAL - + + +Game ID : 922804 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.75 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 376 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Painted Lady". + + +Splash! was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Splash! was a big success. + + +- SERIES - + + +1. Splash! (1992) + +2. Glass (1993) + +$end + +$info=splat, +$bio + +Splat! (c) 1982 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Inspired by the food fight scene of Animal House. John came up with the idea of removable heads to extend the life of the characters, plus thought it was a unique twist to the game. + + +- STAFF - + + +Staff : John Newcommer (JRN), (HEC), (MBS), Bill Pfutzenreuter (PFZ), Jill Chittenden (JIL), (CWK) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +$end + +$info=splatter, +$bio + +Splatterhouse (c) 11/1988 Namco. + + +In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc) as well as lots of challenge! + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : SH + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The game was banned in most arcades in the US due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Splatterhouse was the first game to get a parental advisory disclaimer. + + +Rick make a cameo appearance in "Point Blank 3". + + +Splatterhouse's developers seem to have been inspired by many known and a few not so known horror flicks such as... + +* Friday the 13th movies : The third boss wears a bag for a mask just like Jason Voorhees did on the first three movies and Rick's mask resembles the well-know hockey mask that Jason wears in the later movies of the series until the Jason X movie in which he gets a totally different new look. + +* Evil Dead movies : Many concepts were borrowed from these particular movies such as : House deep within the woods where a famed scientist unleshes some very evil demonic power; The fight between Rick and his evil twins; The evil severed hands that even taunt him; The possessed room with flying furniture; The necromancer's zombies that just won't die, Rick's quest to rescue Jennifer, only to find her possessed and turned into a cackling demon hungry for his blood! + +* The Exorcist : When fighting against demon Jennifer, she recovers her sanity for a few brief moments and begs for your help just before turning into a demon once again, something quite similar is seen in this horror classic. + +* H-man : The sludge monsters seen in the sewer levels seem somewhat similar to the liquid people seen in this old japanese horror flick. + +* Poltergeist : The possesed room may also have been inspired by this movie. + +* Parasite : The leeches seen at the end of the first stage as well as in many other later levels are clearly based in the creatures seen in this pseudo 3-D movie. + +* Rejuvenator : The big headed monsters whose heads fly off and attack before dying are very reminiscent of the gruesome brain-eating monster seen in this movie. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989. + + +- TIPS AND TRICKS - + + +* Slide Kick : Rick's most powerful attack is also the trickiest move to do in the game! Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc! + + +* Reaching The Exit Is More Important Than Fighting! : When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack! + + +* Save Your Ammo! : You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns! + + +- SERIES - + + +1. Splatterhouse (1988) + +2. Splatterhouse 2 (1992, Sega Mega Drive) + +3. Splatterhouse 3 (1993, Sega Mega Drive) + + +- STAFF - + + +Director : Mr. Yokoyama + +Producer : Kazuu + +Associate producer : Haya Paya + +Programmer : PSQGL + +Art director : M. Ishida + +Special visual effects : T. Oda + +Special makeup designed and created by Daihadan13. + +Original music : Katsurou Tajima, Yoshinori Kawamoto + +Title designer : Mr. Usukura + +Special artist : Y. Komoriya + +Data processing : Mr. Natsui, Miss. Chiiko + +Debug chief : Sisyo Seto Kyososama + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +FM Town Marty + + +* Others : + +LCD handheld game (1988) released by Namco. + +$end + +$info=splndrbt, +$bio + +Splendor Blast (c) 1985 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : 8085A (@ 5 Mhz) + +Sound Chips : MSM5232 (@ 2.5 Mhz), AY-3-8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=sfish2,sfish2j, +$bio + +Sport Fishing 2 (c) 1995 Sega. + + +An interactive fishing game featuring 24 different types of fish. You can choose to fish in the Carribean Sea or Pacific Ocean. Mainly controlled using a fishing rod-like mechanism. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Official Typo? : Unlike the original game's title, the first word in this sequel game's title is singular, not plural. + + +- SERIES - + + +1. Sports Fishing (1994) + +2. Sport Fishing 2 (1995) + +$end + +$info=sprtmtch, +$bio + +Sports Match (c) 04/1989 Dynax. + + +A puzzle game. + + +- TECHNICAL - + + +Game ID : '31' + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : YM2203 (@ 2.75 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Fabtek. + + +This game is known in Japan as "Dragon Punch". + + +- UPDATES - + + +Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform. + + +The Japanese version ("Dragon Punch") uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses. + +$end + +$info=ar_airh, +$bio + +SportTime Table Hockey (c) 1988 Designstar Consultants. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Mindscape. + + +- STAFF - + + +Designed and produced by : Ed Ringler + +Programming : Chris Oke + +Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch + +$end + +$info=ar_bowl, +$bio + +SportTime Ten Pin Bowling (c) 1988 Designstar Consultants. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Mindscape. + + +- STAFF - + + +Designed and produced by : Ed Ringler + +Programming : Chris Oke + +Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch + +$end + +$info=springer, +$bio + +Springer (c) 12/1982 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=sprint2,sprint2a, +$bio + +Sprint 2 (c) 11/1976 Atari. + + +In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically'). Player one controls the white car, while player two (if present), controls a black car. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. + + +- TECHNICAL - + + +Game ID : 005922 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : dial + +Buttons : 6 + + +- TRIVIA - + + +Atari's first mass-produced microprocessor-based game. Sprint 2 was considered, by other game designers, one of the great all-time games. This is by far the most common game of the Sprint series, there were more of these than all the rest of them put together. + + +Approximately 8,200 units were produced. Sprint 2 came in one form, that of an orange and black upright. The game had car sideart, and featured an integrated marquee/ monitor bezel (many early titles combined those two components, that was before anybody had begun to think about conversions, which are hard to do on these machines). The control panel featured two steering wheels that had 360 degree movement (and worked off optical encoders), and a gas pedal and a four position shifter for each player. All of the game circuits are built into a single large PCB, which also has an integrated power supply. + + +A Sprint 2 unit appears in the 1978 movie 'Dawn of the Dead' and in the 1982 movie 'Tron'. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + + +- STAFF - + + +Designed and programmed by : Dennis Koble, Lyle Rains + +$end + +$info=sprint4,sprint4a, +$bio + +Sprint 4 (c) 12/1977 Atari. + + +In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times. With the computer controlling cars for missing players. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. + + +- TECHNICAL - + + +Game ID : 008716 + + +Main CPU : M6502 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6 + + +Players : 4 + +Control : dial + +Buttons : 5 + + +- TRIVIA - + + +Sprint 4 came in one form, that of a black standing cocktail table. With steering wheels on every side. Each player had a 360 degree steering wheel and a gas pedal. All of the game circuits are built into a single large PCB, which also has an integrated power supply. + + +- UPDATES - + + +* New (Set 1) : Large car sprites [12x12 pixels]. + + +* Old (Set 2) : Small car sprites [11x11 pixels]. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + + +- STAFF - + + +Programmed and designed by : Dennis Koble, Lyle Rains + +$end + +$info=sprint8,sprint8a, +$bio + +Sprint 8 (c) 05/1977 Atari. + + +In this game you control a race car on a semi-complicated track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be eight cars on the track at all times. With the computer controlling cars for missing players. The sheer number of cars can make this game a little confusing. All the cars have minor variations to set them apart from the others, but are similar enough that you simply cannot look away from the track for a second. If you are used to the other Sprint games, you will find that this one is a bit different, the graphics are slightly higher in resolution, and the tracks are much more complex, and have a different look to them, not to mention the fact that this version adds a brake pedal that was absent in the other Sprint titles. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 1.005 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 18 + + +Players : 8 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Sprint 8 came in one form, that of a huge black and tan standing cocktail table, this thing is larger than your dining room table. It has a large four sided marquee raised up above the table on posts to a height of about seven feet. Scattered all around the table are steering wheels, gas pedals, and coin mechs. Each side of the table is equipped with driving stations for two players, with each station having a steering wheel, two pedals, a four position shifter, a start button, and a level select button. All of the game circuits are built into a single very large PCB, which also has an integrated power supply. This is a bad design, and produces excess heat. There are 8 individual plug in cards, one for each car. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + +$end + +$info=sprint1, +$bio + +Sprint One (c) 01/1978 Atari. + + +In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically').You control the white car, while the computer controls a black car and two grey cars. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and they change randomly throughout the game (they literally change while you are still driving). This is different than the original "Sprint 2", which allowed you to select your track manually. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. + + +- TECHNICAL - + + +Game ID : 006443 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Player : 1 + +Control : steering wheel, pedal, four position shifter + + +- TRIVIA - + + +Sprint One was released two years after "Sprint 2" and both games have the same type of play. The '1' and '2' designations have nothing to do with a predecessor/sequel status, but merely reflect the number of players required for each game. + + +Sprint One came in two forms, that of a plain woodgrain upright, and much rarer upright with sideart. This common woodgrain version had no sideart, of any kind. It only had a few modest decorations around the control pane and monitor. Atari simply didn't put the work into this one that they put into the previous Sprint titles, it seems they made this one only to fill up a gap in their product line... All of the game circuits are built into a single large PCB, which also has an integrated power supply. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + +$end + +$info=spyhunt, +$bio + +Spy Hunter (c) 12/1983 Bally Midway. + + +Spy Hunter is an action/driving game. It places the player as the driver of a 'spy' vehicle. The object of the game is to travel the freeways and hunt down and destroy as many enemy vehicles as possible, all the while protecting and not harming innocent civilian vehicles. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz), 68000 (@ 7.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 480 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 68 + + +Player : 1 + +Control : paddle + +Buttons : 6 + + +- TRIVIA - + + +Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal. + + +A boat driving sequence and a helicopter sequence was also planned. Shortage of memory, however, did not allow for this feature. The game has no end and at no time does the player ever leave the car but it was RUMORED to have a graveyard sequence, an actual end and a sequence where the player exited the car for on-foot action. + + +The car was based on one of the designer's own Nissan 280z. + + +- TIPS AND TRICKS - + + +* Here's A Great Cheat That Does Several Things At Once : + +1) You need to have a supply truck available, and a be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck. + +2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge. + +3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side. + +4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections! + + +- SERIES - + + +1. Spy Hunter (1983) + +2. Spy Hunter II (1987) + + +- STAFF - + + +Designed and programmed by : Tom Leon, Jeff Nauman + +Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry + +Music by : Henry Mancini + +Group Manager : Bill Adams + +Cabinet guru : George Gomez + +Cabinet assistant : John Kubik + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Colecovision (1984) + +Nintendo Famicom (1987) + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2") + +Microsoft XBOX (2002, "Spy Hunter") : Hidden game. + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Atari 800 (1983) + +Commodore C64 (1983) + +Atari ST (1985, "Major Motion") + +Amstrad CPC (1988) + +PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Apple II + +Sinclair ZX Spectrum + + +* Others : + +Palm OS ("Midway Arcade Classic") + +$end + +$info=spyhunt2,spyhnt2a, +$bio + +Spy Hunter II (c) 03/1987 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : M6809 (@ 2.25 Mhz), 68000 (@ 8 Mhz) + +Sound Chips : (2x) DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : paddle + +Buttons : 7 + + +- SERIES - + + +1. Spy Hunter (1983) + +2. Spy Hunter II (1987) + + +- STAFF - + + +Game Design : Gary Oglesby, Tom Leon, Brian Colin + +Lead Programmer : Gary Oglesby + +Artist / Animator : Brian Colin + +Group Leader : Tom Leon + + +- PORTS - + + +* Consoles : + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=squash, +$bio + +Squash (c) 1992 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=srdarwin,srdarwnj, +$bio + +SRD - Super Real Darwin (c) 10/1987 Data East. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- SERIES - + + +1. Darwin 4078 (1986) + +2. SRD - Super Real Darwin (1987) + + +- STAFF - + + +Music by : Yoshida Hiroaki + +$end + +$info=stkclmns, +$bio + +Stack Columns (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Columns (1990) + +2. Columns II - The Voyage Through Time (1990) + +3. Columns III - Revenge of Columns (1993) + +4. Stack Columns (1994) + +5. Super Columns (1995, Sega Game Gear) + +6. Columns 97 (1997) + +7. Hanagumi Taisen Columns - Sakura Wars (1998) + +8. Columns Crown (Nintendo Game Boy Advance - 2002) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Columns Arcade Collection") + +$end + +$info=scross, +$bio + +Stadium Cross (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System Multi 32 hardware + + +Main CPU : V60 (@ 2 Mhz), Z80 (@ 8.053975 Mhz) + +Sound Chips : YM3438 (@ 8.053975 Mhz), Sega (@ 8.053975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 832 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : paddle + +Buttons : 4 + +$end + +$info=stadhero, +$bio + +Stadium Hero (c) 07/1988 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989. + + +- SERIES - + + +1. Stadium Hero (1988) + +2. Dataeast's Stadium Hero '96 (1996) + +$end + +$info=stagger1, +$bio + +Stagger I (c) 1998 Afega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A prototype version of this game is known as "Red Hawk". + + +The attract music is a cover of Level 1 music from "Raiden II". + + +AFEGA means 'Art-Fiction Electronic Game'. + + +- STAFF - + + +Hardware designer : Namjun Cho + +Sound : Junghae Seo + +Background graphic designer : Hyonmi Kim + +Graphic director : Bongwon Son + +Program director : Haiisung Ryou + +$end + +$info=stakwin, +$bio + +Stakes Winner (c) 09/1995 Saurus. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0088 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Stakes Winner - GI kinzen seihae no michi" (translates from Japanese as 'Stakes Winner - Way of Joyful Success'). + + +- TIPS AND TRICKS - + + +* Breeder's Cup Classic Race : Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs. + + +* Prix De l'Arc de Triumphe Race : Win first place in Race 12 to race in Prix de l'Arc de Triumphe in Paris. + + +- SERIES - + + +1. Stakes Winner (1995) + +2. Stakes Winner 2 (1996) + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +Sega Saturn (1996, "Stakes Winner - GI kinzen Seihae no michi") + +Sony PlayStation (1996, "Stakes Winner - GI Kanzen Seihahe no Michi") + +$end + +$info=stakwin2, +$bio + +Stakes Winner 2 (c) 09/1996 Saurus. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0227 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Stakes Winner (1995) + +2. Stakes Winner 2 (1996) + + +- STAFF - + + +Game designer : Hajime Yasuhara, Yas + +Chief programmer : Yas + +Programmers : Yas, Takuya Kawamura + +Technical adviser : Masaaki Yuuki + +Chief designer : Ryoumi Momota + +Graphics designers : Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori, Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama + +Animation : Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama + +Fonts : Ryoumi Momota + +Cource designers : Hajime Yasuhara, Yasunori Hayashi + +Title designers : Koutarou Noumura + +Illustlation : Miso Suzuki + +Music composers : Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki + +Sound effects & Sound programmer : Hideki Suzuki + +Voices : Rintarou Hamano + +Tuning : Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama + +English version : Bob Timbello + +Sales promoters : Osamu Nagano, Miwa Izumi, Tomoo Yoda + +Producer : Takahiro Shima + +Executive producers : Nobuyuki Tanaka + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997, "Stakes Winner 2 - Saikyou Uma Densetsu") + +Sony PlayStation (1997) + +$end + +$info=starcas,starcas1,starcase,starcasp, +$bio + +Star Castle (c) 09/1980 Cinematronics. + + +The player flies a small spaceship, which can rotate, thrust forward, and fire small projectiles. In the centre of the screen is a stationary gun surrounded by three concentric, rotating, ring-shaped energy shields. The shields are composed of twelve sections each. The objective of every level is the same; to destroy the gun inside the shield rings. To do this, the player must blast through the shields. Shooting once at a shield section causes it to intensify in colour, and a second hit destroys it, creating a hole in the shield ring. This exposes the inner rings to fire. Once the innermost ring has been breached, the gun is vulnerable. However, this also works against the player, for not only can the player fire in, but the gun can also fire out, with a strikingly more powerful armament. The gun tracks the player's movement at all times. If the player manages to hit the gun, it explodes violently, collapsing the shield rings, and the player is awarded an extra ship. The next level then starts with a new gun and fully-restored shield rings, with the difficulty increased. Apart from the gun's firepower, there are two other things that impede the player's progress. + + +Firstly, if the player destroys the entire outer shield ring, the shields regenerate - the middle ring expands to replace the lost outer ring, the inner ring replaces the middle, and a new ring replaces the inner. Therefore the player must fire decisively. + +Secondly, the gun has another defensive mechanism. Three blue sparks inhabit the ring and can detach and home in on the player's ship, destroying it on contact. The sparks can be destroyed, but they are very small and difficult to shoot. Destroyed sparks can regenerate from the shield rings. + + +As the player progresses through the levels, these sparks get faster and faster, forcing the player to keep moving to avoid them. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : 4 + + +- TRIVIA - + + +This was one of the first games to use an experimental artificial intelligence to harras the game player's ship. The star constellation in the background was actually the outline of a centerfold from a 1980 issue of OUI magazine. When management found out after shipping about 5000 units, they flipped out and almost stopped production. They eventually came to their senses and nothing was changed. + + +Star Castle machines came in a white upright cabinet with a black front section. The sideart covered the top half of the machine, and showed a scene of two blue spaceships on a red background, along with the title. The marquee was black and included the scoring information, while the control panel and monitor bezel were decorated with geometric shapes that were supposed to represent the interior (or possible exterior), of a spacecraft. The control panel has no joystick. Play is instead controlled with four buttons, fire, thrust, rotate left, and rotate right (just like "Asteroids"). Although some bootleg units may have joysticks. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the rings different colors. + + +Licensed to Mottoeis for Spanish manufacture and distribution. + + +A bootleg of this game is known as "Stellar Castle". + + +A Star Castle unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1982 movie 'Rocky III', in the 1983 movie 'Joysticks', in the 1986 movie 'Maximum Overdrive' and in the 1996 movie 'High School High'. + + +A Star Castle unit appears (mulitple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley (in the same episode you can see beside this cabinet a "Joust" unit). + + +- STAFF - + + +Designed by : Tim Skelly + +Programmed by : Scott Boden + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1983) + + +* Others : + +Tiger LCD Handheld Game (1982) + +Tiger LCD Tabletop Game (19??) : These games have a colored LCD and a backlight (which is accessible by a little cover on the back). + +$end + +$info=starcrus, +$bio + +Star Cruiser (c) 01/1977 RamTeK. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 1.083333 Mhz) + +Sound Chips : Samples (@ 1.083333 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=starfigh, +$bio + +Star Fighter (c) 1990 SunA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), AY-3-8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=starfire,starfira, +$bio + +Star Fire (c) 12/1978 Exidy. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : stick + +Button : 1 + + +- TRIVIA - + + +Star Fire was the first environmental game, featuring a viewer window. This is the first arcade coin-operated video game to maintain a high score table by accepting and displaying the names of winning players. + + +A mockup of Star Fire as an upright machine appears in the 1980 movie 'Midnight Madness', but the game was only released as a cockpit. Exidy wanted to get their game into the movie as a marketing tool, but the screen in the cockpit version was too hard to film. So an upright mockup was fabricated. + + +- TIPS AND TRICKS - + + +* Secret messages : + +1) If you enter 'DBR' it will put 'HI DAVE' on the screen; It's David Rolfe. + +2) If you enter 'TZM' it will put 'HI TED' on the screen; It's Ted Michon. + +3) If you enter 'SKO' it will put 'HI SUSAN' on the screen for a second or two before showing the high-score table; It's Susan K. Owen, the graphics artists girlfriend (and she also worked for this game as a graphics artist). + + +- STAFF - + + +Programmed by : David Rolfe + +Graphics by : Ted Michon, Susan Owen + + +- PORTS - + + +* Computers : + +Atari 800 (1983) + +Commodore C64 (1983) + +$end + +$info=starforc,starfore, +$bio + +Star Force (c) 09/1984 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 514 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in US as "Megaforce". + + +- TIPS AND TRICKS - + + +* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero). + + +* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent. + + +* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here. + + +* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus. + + +- SERIES - + + +1. Star Force (1984) + +2. Final Star Force (1992) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1987) + + +* Computers : + +Sharp X68000 (1984) + +MSX (1985) + +$end + +$info=starglad, +$bio + +Star Gladiator - Episode : I Final Crusade (c) 06/1996 Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Activation of Bilstein and Kappah in the character select screen : + +1) In character select screen, hold Start button (Keep holding Start Button from first to last !). + +2) Move cursor to Gore. + +3) Press 'G K G K A A A B B B G+B' -> Bilstein appears. + +4) Next, Move cursor to Hayato. + +5) Press 'K A B A G A B A K A G+K' -> Kappah appears. + + +- SERIES - + + +1. Star Gladiator - Episode : I Final Crusade (1996) + +2. Star Gladiator 2 - Nightmare of Bilstein (1998) + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=stargld2, +$bio + +Star Gladiator 2 - Nightmare of Bilstein (c) 03/1998 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Plasma Sword - Nightmare of Bilstein". + + +Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998. + + +- TIPS AND TRICKS - + + +* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up. + + +* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up. + + +* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) : + +1) Finish three rounds with 'Plasma Strike'. + +2) Finish two rounds with 'Perfect'. + +3) Finish a round with 'Plasma Field'. + + +* Secret Ending (Points number needed at the end of level 8) : + +1) One round at 70.000 pts. + +2) Three rounds at 95.000 pts. + +3) Five rounds at 110.000 pts. + + +- SERIES - + + +1. Star Gladiator - Episode : I Final Crusade (1996) + +2. Star Gladiator 2 - Nightmare of Bilstein (1998) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1999) + +$end + +$info=stargrds, +$bio + +Star Guards (c) 03/1987 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 3 + +Control : Double 8-way joysticks + + +- STAFF - + + +Programmed by : Edward March Jr. + +Screen graphics by : Scott Morrison + +Special animation by : Robert Beech + +Sounds by : Bob Libbe, Michael Bartlow + +Cabinet art by : Paul Niemeyer + +Support by : Dan Stern, Jim Belt, Bob Ploussard + +$end + +$info=starhawk, +$bio + +Star Hawk (c) 03/1979 Cinematronics. + + +Star Hawk is a timed game where you are in a spaceship blasting spacecraft. Below you is an ever moving landscape that looks like the surface of a mechanical planet, just imagine the Death Star with a big trench in it. All you have to do is move your crosshairs around the screen and shoot everything in sight. You can change the speed of your crosshairs by pressing one of three speed buttons on the control panel. The game is time based, and if you zap enough enemies the game continues. A really good player can pretty much play this game until his/her arm falls off. There is one target of note though, there is a ship that appears from time to time that looks different than the rest of them. If you miss this ship then you will lose 800 points, or if you hit it you will gain 800 points. So don't miss that one. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +Star Hawk was the first arcade game ever released to be based on the film 'Star Wars'. This game literally came out right after the movie. This was an unlicensed translation, but the Tie Fighters and the Death Star inspired background are obvious. This was only the second or third game in history to use an X-Y monitor. + + +Larry Rosenthal left Cinematronics to form his own company (Vectorbeam). When he left the company, he took all of the development tools that were used for Space Wars with him. Tim Skelly was hired in this time, and was left with nothing to write his games on except for the main board! Luckily, Larry had ran into a time crunch and had to hire a technician to help him out. Tim found the tech, who had the opcodes for the board, and Dennis Halverson was hired to write the macro assembler for the DEC computers used at the company. Cinematronics needed a game, and fast. So rather than wait for the tools to be developed, Skelly wrote Star Hawk on paper using opcodes. The Star Hawk code was the first machine language code that Skelly wrote that actually worked. + +Skelly says, "Obviously, things eventually worked out. I managed to crank out Starhawk in time for a winter game show in London. But what still angers me to this day besides being put on the spot like that, is the fact that more than a hundred employees were depending on a new game to maintain their livelihood, and I was clearly chosen as the guy who couldn't come up with one. I think you can see that, under the circumstances, there was no love lost between the Cinematronics and Vectorbeam camps". + + +Star Hawk came in a large cabinet that had a front that was completely vertical, while the back section sloped away slightly from the marquee. This title actually had two marquees, one with the game logo, and a second one right below it that had some game instructions. The monitor bezel was just tinted plastic with more game instructions below it. The control panel had a pair of odd 8-Way fire button joysticks that looked a bit like handgrips on a childrens bicycle. These were positioned to be used with the right hand, eventually the industry would decide that joysticks go in the left hand, but this one was the other way around. The cabinet features painted sideart of a barely disguised X-Wing swooping down on a barely disguised Death Star, with a few unrelated red and orange bubbles above them. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + + +- PORTS - + + +* Consoles : + +GCE Vectrex (1982) + +$end + +$info=starjack,starjacs, +$bio + +Star Jacker (c) 04/1983 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5191 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Stern. + + +The initials on the high score screen spell out 'Star Jacker' (5x2 letters). + + +- STAFF - + + +Hardwork by : Hideki Sato + +Secured by : Masatoshi Mizunaga + +Programmed by : Hirohi Nakayama, Katsuya Kazihara, Katsunori Kanazawa + +Designed by : Eiro Nagata, Shozo Takihi + +Sound by : Hideo Kume + +Creator : Takaya Ida + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1983) + +Sega Saturn (1997, "Sega Memorial Selection Vol.2") + +$end + +$info=starswep, +$bio + +Star Sweep (c) 07/1997 Axela. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID : STP + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +STP1/VER.A : Japan release, JUL 15 1997 + +$end + +$info=startrek, +$bio + +Star Trek (c) 1982 Sega. + + +Welcome aboard, Captain. + + +- TECHNICAL - + + +Sega G80 Vector hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound CPU : I8035 (@ 3.12 Mhz) + +Sound Chips : Samples (@ 3.12 Mhz), GI (@ 3.12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +Based on the movie of the same name. + + +- STAFF - + + +Designed and programmed by : Sam Palahnuk + + +- PORTS - + + +* Computers : + +Commodore C64 (1983, "Star Trek : Strategic Operations Simulator") + +Apple II + +$end + +$info=starw, +$bio + +Star Wars (c) 19??. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Galaxy Wars". + +$end + +$info=starwars,starwar1, +$bio + +Star Wars (c) 05/1983 Atari. + + +The player controls an X-wing fighter from a first-person perspective with color 3D vector graphics. His goal is to destroy the Death Star through three attack phases. In the first phase he is in a dogfight with enemy TIE fighters. The second phase takes place on the surface of the Death Star. The player must destroy laser turrets and make it to the trench that contains a ventilation tube, which is the weakness of the Death Star. In the third phase the player flies through the trench, avoiding turrets, and must fire a photon torpedo into the ventilation tube. If the player is successful, the Death Star explodes and the game restarts with a higher difficulty level. + + +- TECHNICAL - + + +Game ID : 136021 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : (4x) Pokey (@ 1.5 Mhz), TMS5220 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone". + + +Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'. + + +Hidden Ingame Message : Right after hitting the exhaust port on the 1st Death Star, the message 'May the Force be with You' appears on it. The next time around, all the programmer’s names appear. Successive rounds alternate the message. + + +Approximately 12,700 units were produced. + + +A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including STARWARS. + + +A Star Wars units appears in the 1984 movie 'Gremlins'. + + +- TIPS AND TRICKS - + + +* In the tower scene, you can shoot fireballs that are hidden behind the towers. In the trench scene, you can shoot fireballs through the catwalks. + + +* Moving the flight yoke far left and far right during the attract mode will switch between the instructions and the high score list. + + +* In the trench you can 'use the force' and get an extra 100,000 points by not shooting ANYTHING except the exhaust port. The text 'USE THE FORCE' will be at the top of the screen until you shoot. The 100,000 is actually awarded just before you have to shoot the exhaust port, so it's possible to take out some of the gun turrets at the end, too (The bonus is actually lower on the first two waves). + + +* It's rumoured that if you shoot Darth Vader more than 30 times, you get 27 shields. It is said you can also get 255 shields, but this is rare. + + +- SERIES - + + +1. Star Wars (1983) + +2. Return of The Jedi (1984) + +3. The Empire Strikes Back (1985) + + +- STAFF - + + +Designed by : Mike Hally (MLH) + +Programmed and developed by : Greg Rivera (GJR), Norm Avellar (NLA), Eric Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Colecovision (1984) + +Atari 5200 (1984) + + +* Computers : + +Commodore C64 (1983) + +Amstrad CPC (1987) + +Atari ST (1987) + +Sinclair ZX Spectrum (1988) + +$end + +$info=swa, +$bio + +Star Wars Arcade (c) 1993 Sega. + + +- TECHNICAL - + + +Sega Model 1 hardware + + +Main CPU : V60 (@ 1.333333 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- SERIES - + + +1. Star Wars Arcade (1993) + +2. Star Wars Trilogy Arcade (1998) + + +- PORTS - + + +* Consoles : + +Sega 32X (1994) + +$end + +$info=swtrilgy, +$bio + +Star Wars Trilogy Arcade (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.1 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Star Wars Arcade (1993) + +2. Star Wars Trilogy Arcade (1998) + +$end + +$info=starblad, +$bio + +Starblade (c) 1991 Namco. + + +A 3D space shoot'em up featuring two seperate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a firebutton situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearence and feel to that used in Atari's 1983 wireframe classic, "Star Wars". + + +- TECHNICAL - + + +Namco System 21 hardware + +Game ID: ST + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz) + +Sound Chips : C140 (@ 24 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +Starblade was a very obvious influence on both the visual appearence and gameplay of the superb Nintendo Super NES game, ' Starfox'- written in the UK by Argonaut Software. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992. + + +- SERIES - + + +1. Starblade (1991) + +2. Starblade 2 - ''Starblade : Operation Blue Planet'' (2002) + + +- STAFF - + + +Chief director : H. Nakatani + +Assistant director : K. Kobayashi + +Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori + +Music and sound effects : Shinji Hosoe + +Visual director : W. Yanagawa + +Visual designers : N. Kumagai, M. Tejima, M. Kimura + +Industrial designer : N. Yoshimatsu + +Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida + +Electrical designers : M. Yamada, O. Morita, M. Ito + +Producers : K. Sawano, M. Yamada + + +- PORTS - + + +* Consoles : + +Sega Mega-CD (1994) + +3DO (1994) + +Sony PlayStation (1995, "Starblade Alpha") + +$end + +$info=stargate, +$bio + +Stargate (c) 11/1981 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +While "Defender" was pretty hard, the sequel Stargate added another button! So Stargate had a total of six buttons and a joystick in use during game play! + + +Stargate was the first game designed by Vid kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vidkidz under contract. Stargate took four months to complete. All Vidkidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days. The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title. + + +- TIPS AND TRICKS - + + +* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows... + +1) Joystick Down, Reverse, 1P Start and Thrust. + +2) Reverse, 2P Start and Fire. + +3) Joystick Down, 1P Start, Thrust and Fire. + + +* An Undocumented Feature : You need to have killed everything off in the wave except for one lander. There must be at least one humanoid on the ground. Wait for the lander to pick up the humanoid. Shoot the lander and catch the humanoid JUST before it hits the ground. The screen'll flash like mad and you will be awarded 2000, presumably for catching the humanoid and depositing it on the ground in the tiny interval before the wave ends. + + +* If you go in to the warp gate and press reverse and warp at the same time you will make the screen mess up. It will look like you are going super fast from left to right, kinda like a cardiograph at high speed. This will kill the game that you are playing. + + +- SERIES - + + +1. Defender (1980) + +2. Stargate (1981) + +3. Strikeforce (1991) + + +- STAFF - + + +Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + +Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits") + +Sega Mega Drive (1996, "Williams Arcade's Greatest Hits") + +Sega Saturn (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation (1996, "Williams Arcade's Greatest Hits") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + +Nintendo Famicom + + +* Computers : + +Commodore VC20 (1982) + +Commodore C64 (1984, "Guardian") + +PC [MS-DOS] (1995, "Williams Arcade Classics") + +PC [Windows] (1996, "Williams Arcade Classics") + + +* Others : + +VFD handheld game (1982) released by Entex. + +$end + +$info=starshp1,starshpp, +$bio + +Starship 1 (c) 07/1977 Atari. + + +- TECHNICAL - + + +Game ID : 007513-007531 + + +Main CPU : M6502 (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Starship 1 is another fantastic Atari first. This incredibly realistic video sensation (at its time) goes where no game has gone before. + + +3,500 units were produced. The game uses a half-silvered mirror to reflect the image over a black light lit space background. The monitor has a '+' (a target crosshairs) taped directly onto the monitor to aid in lining up enemy ships. + + +At the end of a game, two different sayings will be displayed. One simply saying to deposit a quarter to be the captain of Starship 1, the other saying that 'Sensors detect another quarter in your pocket, deposit it to be the captain of Starship 1'. Pretty funny the first time you see it! + + +A Starship 1 unit appears in the 1978 movie 'Dawn of the Dead'. + + +- STAFF - + + +Designed and programmed by : Steve Mayer, Dave Shepperd, Dennis Koble (at Grass Valley) + +$end + +$info=stlforce, +$bio + +Steel Force (c) 1994 Electronic Devices / Ecogames S.L. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 15 Mhz) + +Sound Chips : MSM6295 (@ 7.102 Khz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a bad copy of the famous 1991 amiga game "Alien Breed". The characters move in the same manner and the backdrops are VERY similar to those of Alien Breed. + + +Electronic Devices is now called 'Elettronica Video Games', they are situated in the same place and they import arcade games in Italy. + + +- STAFF - + + +Programmed by : Javier Maura + +Graphics by : Miguel A. Carrillo + +$end + +$info=sgunner,sgunnerj, +$bio + +Steel Gunner (c) 1990 Namco. + +Game ID: SN + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +The name of the police force is the Neo Arc PD (Neo = 'NEW' Arc = i.e. Newark, New Jersey). A clever play on words. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991. + + +- SERIES - + + +1. Steel Gunner (1990) + +2. Steel Gunner 2 (1991) + + +- STAFF - + + +Director : G. Iwasaki + +Programmers : K. Nakamura, Y. Ohmori + +Sound effects : Yoshie Takayanagi + +Visual directors : H. Kikuchi, K. Mizuno + +Visual designers : M. Kimura, Y. Mizushima, S. Sasaki, M. Tejima + +Industrial designer : S. Tohyama + +Mechanical designers : H. Igarashi, T. Ohara, J. Koyama + +Electrical designers : O. Morita, T. Ohgane, J. Takano + +Producers : K. Sawano, K. Tashiro + +$end + +$info=sgunner2,sgunnr2j, +$bio + +Steel Gunner 2 (c) 1991 Namco. + +Game ID: SNS + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993. + + +- SERIES - + + +1. Steel Gunner (1990) + +2. Steel Gunner 2 (1991) + + +- STAFF - + + +Directed by : G. Iwasaki + +Director of photography : Y. Omori + +Supervising editor : T. Hijiya + +Production designer : H. Kikuchi + +Supervisor of visual effects : M. Kimura + +Set designer : T. Yamada + +Visual effects : Y. Yaguchi + +Creature created by : M. Fukuoka + +Property master : M. Tsuchida + +Sound effects and music composed by : Yoshie Takayanagi + +$end + +$info=steeltal,steelta1,steeltap,steeltag, +$bio + +Steel Talons (c) 1991 Atari Games. + + +- TECHNICAL - + + +Game ID : 136087 + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2101 (@ 12 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 288 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- STAFF - + + +Staff : Ed Logg, Ed Rotberg (Gonzo) + +Hardware designed by : Jed Margolin + + +- PORTS - + + +* Consoles : + +Atari Lynx (1991) + +Sega Mega Drive (1992) + +Nintendo Super Famicom (1993) + +$end + +$info=sss, +$bio + +Steep Slope Sliders (c) 11/1998 Capcom. + + +A snowboarding game. Select your boarder and perform as many tricks as you can, going as fast as possible down the hill before time runs out or the track ends. Courses include Canada, Italy and Japan. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game runs on Sega's STV and it's the first Capcom game on this hardware. + +$end + +$info=stellcas, +$bio + +Stellar Castle (c) 1980 Elettronolo. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : 4 + + +- TRIVIA - + + +This game is an Italian bootleg of "Star Castle". + +$end + +$info=stinger,stinger2, +$bio + +Stinger (c) 1983 Seibu Denshi. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz), Discrete (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is the first game manufactured by Seibu Denshi. + +$end + +$info=stocker, +$bio + +Stocker - Drive all the way from coast to coast ! (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +A Stocker unit appears in the 1986 movie 'The Color of Money'. + + +- STAFF - + + +Game designer : Dennis Koble + +Art : Gary Johnson + +Sound : Jesse Osbone + +Additional support : Gary Levenberg, Bil Maher + +Additional codes : Lee Actor, Rich Adam + + +- PORTS - + + +* Computers : + +Commodore C64 (1988) + +$end + +$info=stompin, +$bio + +Stompin' (c) 1986 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : Double 8-way joysticks + +Buttons : 8 + + +- STAFF - + + +Original concept and programming : Jon Kinsting + +Screen graphics : Bil Maher, Gary Johnson, Roger Hector + +Cabinet graphics : Bob Flemate + +Music and sounds : Jesse Osbone + +Technical Advisor : Owen Rubin + +$end + +$info=stoneage, +$bio + +Stone Age (c) 1991. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is an Italian bootleg of "Caveman Ninja". + + +- UPDATES - + + +In this bootleg, the sound program is ripped from "Block Out" (by Technos). + +$end + +$info=stonebal,stoneba2, +$bio + +Stone Ball (c) 1994 Art & Magic. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12.5 Mhz), TMS34010 (@ 5 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.27 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=stmblade, +$bio + +Storm Blade (c) 1996 Visco. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 344 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Auto Fire : At the title screen, hold B and press Start, then choose any plane with the A button. + + +- STAFF - + + +Programmers : Nadu.S, N Joy and Cu, Manaby The Gambler + +Graphic designers : Wep, Zero Nyan, Oda, Yayopin, Skip, Jack, Tuna, Hase Meg, Yukopon + +Character designer : Tajiman + +Music composer : Light Link Music + +Producer : Tetsuo Akiyama + +Director : Don Gabacho, Mr. Doo + + +* CAST : + +Lucky : Shinichiro Miki + +Alex : Kiyoyuki Yanada + +Camel : Keiko Onodera + +Kamikaze : Mahito Tsujimura + +$end + +$info=storming, +$bio + +Storming Party (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A64 + + +Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 3 Mhz), YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Land Sea Air Squad" and is known in Japan as "Riku Kai Kuu Saizensen". + + +- STAFF - + + +Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro + +$end + +$info=strfbomb, +$bio + +Strafe Bomb (c) 1981 Omni. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Scramble". + +$end + +$info=sflush, +$bio + +Straight Flush (c) 1979 Taito. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : paddle + +$end + +$info=stratab,stratab1, +$bio + +Strata Bowling (c) 08/1990 Strata / Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- TRIVIA - + + +The theme music to this has lyrics, as you will no doubt find out if you get a high score and deliberate over choosing your initials. The lyrics are : + +It's the game of the Nineties, The hottest craze. + +Bowl with a trackball, Everyone plays. + +Do you wan-na go bowling? We'll show you how. + +Press the start button, Play Strata Bowl now! + + +- STAFF - + + +Software : Richard Ditton, Larry Hodgson, Chris Oberth, Harry E Cline III + +Hardware : Steve Jaskowiak, Scott Allie + +Sales : John Cassiday + +Support : Elaine Ditton, Jim Zielinski, Linda Koch + +Sounds and music : David Thiel, Neil Falconer, Kyle Johnson, Leif Marwede + +Publicity : Carol Tomme + +$end + +$info=stratgyx,stratgys, +$bio + +Strategy X (c) 10/1981 Konami. + +Game ID : GX306 + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Stern for US manufacture and distribution (12/1981). + + +- PORTS - + + +* Consoles : + +Atari 2600 (1981) + +$end + +$info=stratvox, +$bio + +Stratovox (c) 08/1980 Sun Electronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is also known as "Speak & Rescue". + + +Stratovox was the first game to have synthesized voices. + +$end + +$info=streakng, +$bio + +Streaking (c) 10/1981 Shoei. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +This game appeared in the movie 'Joysticks' - Cabinet does not appear to be dedicated but the game is played and actual close ups of the screen are diplayed for a good amount of time. + +$end + +$info=strtdriv, +$bio + +Street Drivin' (c) 1993 Atari Games. + + +- TECHNICAL - + + +Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 288 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- SERIES - + + +1. Hard Drivin' (1988) + +2. Race Drivin' (1990) + +3. Hard Drivin' II - Drive Harder (1991, Atari ST) + +4. Hard Drivin' Airborne (1993) + +5. Street Drivin' (1993) + +$end + +$info=stfight,stfighta, +$bio + +Street Fight (c) 1986 Seibu Kaihatsu. + + +A first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Exclusively distributed in West Germany by TV-Tuning Videospiele GMBH. This game is known outside Germany as "Empire City : 1931". + + +- SERIES - + + +1. Street Fight (1986) + +2. Dead Angle (1988) + +$end + +$info=sf,sfjp,sfus,sfp, +$bio + +Street Fighter (c) 08/1987 Capcom. + + +The original! Ryu and Ken go after ten of the world's toughest brawlers. You've got a lot to learn before you defeat me! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : (2x) Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Capcom's first one-on-one fighting game. + + +The original location test version of this game used pressure sensitive pads (Mechatronics) to measure the three strengths of attack used in the game - the bonus stages were unregulated tests of strength where the harder you hit the pad, the more you would score. You can imagine how much abuse the machines took, apparently one individual climbed up on top of the machine and drop kicked it to get a high score. After a large number of injuries and a high damage bill, Capcom replaced the system with individual buttons for each strength - the now common 6 button layout. + + +'Ryu' can mean 'dragon' and 'Ken' mean 'fist' or 'punch'. The two names together roughly make the phrase 'dragon punch'. The dragon punch move has been copied over and over in most if not all subsequent fighting games released. + + +Ryu and Sagat were mostly based on 'Yoshiji Soeno', a 'Kyokushin Karate legend' and 'Reiba', the 'Dark Lord of Muaythai' from an old Japanese martial art comics called 'Karate Baka Ichidai'. + + +Mike Bison is Capcom's homage to Mike Tyson. + + +In the England (Birdie) stage a poster for 'The Velvet Underground' (a cult 1960's rock band) is clearly visible alongside another poster for 'Ian Dury and the Blockheads'. The Blockheads were a popular British pub-rock band who disbanded in 1982 but reformed in 1987 for a tour of Japan, two months before the release of this game. A third poster advertises 'Ristorante Donnaloia' an expensive Italian restaurant in Kobe, which still exists to this day. Also on this stage the name and likeness of at that time Capcom USA Vice President of Sales and Marketing 'Bill Cravens' is grafittied on the shutter in front of the 'Block Heads' pub. + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988. + + +- UPDATES - + + +The Japanese version : + +* Has different words spoken for Ryu and Ken during their special moves than the other versions. Ryu and Ken shout 'hadoken!', 'shoryuken!' and 'tatsu-maki-senpuu-kyaku!' during respective special moves in the Japanese version, while they shout 'hellfire!', 'dragon punch!' and 'hurricane!' on all other versions. + + +The prototype version : + +* Has no demo mode. + +* Different colors on highscore table. + +* Different hole on in the wall during the title screen. + +* Is highly bugged. + +* No digitized voice samples. + +* Characters share stage music. + +* Ryu's victory pose is visually different. + +* Different sound effects for everything. + +* Different intro/outro music. + +* Must win three rounds to win the match. + +* Typo in victory quote screen, 'Rut Don't Forget...' instead of 'But Don't Forget...'. + +* No stage select when you start the game. + +* The Hurricane Kick does not seem to be in the game. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Direction : Piston Takashi + +Planner : Finish Hiroshi + +Programmer : Fz 2151 + +Character designers : Crusher Ighi, Dabada Atsushi, Bonsoir Yuko, Ocan Miyuki, Bravo Ovu, Innocent Saicho + +Sound and music : Yoshihiro Sakaguchi + +Hard planner : Punch Kubozo + +Mechatoronics : Strong Take, Radish Kamin + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1988, "Fighting Street") + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore Amiga (1988) + +PC [MS-DOS] + +$end + +$info=sftm,sftm110,sftm111,sftmj, +$bio + +Street Fighter - The Movie (c) 06/1995 Incredible Technologies. + + +Surprisingly competent and fast-paced digitized fighter based on the incredibly horrible movie, featuring fourteen selectable characters. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game tanked in arcades for two reasons. The first being that the Street Fighter live-action movie that this game is based on was universally panned by moviegoers and video game fans alike (read : the movie was TERRIBLE). The second reason was that many diehard Street Fighter fans just didn't find the digitized characters appealing, as they lacked the initial charm of the original sprites. What was overlooked, however, was that this is a decent fighting game in its own right and failed due to poor marketing and public squeamishness. + + +The arcade game mark's Raul Julia's second appearance in coin-ops, the first being the highly popular Addams Family pinball table. This makes him a member of a very exclusive club within arcade games : a man who lent his likeness and talents to a commercial triumph and a turkey within 5 years. + + +In the SFTM game, you can have Fei Long's theme as a secret theme, but Fei Long himself has no connections to the movie whatsoever. Why is that? According to documents at the time, the role that Fei Long was going to play was replaced by Captain Sawada, largely because there was not enough character development for Fei Long in SSF2. + + +* CAST : + +Guile : Jean-Claude Van Damme + +M. Bison : Raul Julia, Darko Tuscan + +Chunli : Ming-Na Wen + +Cammy : Kylie Minogue + +Ryu : Byron Mann + +Sagat : Wes Studi + +Ken : Damian Chapa + +Vega : Jay Tavare + +Balrog : Grand L. Bush + +Honda : Peter Twiasosopo + +Zangief : Andrew Bryniarski + +Sawada : Kenya Sawada + +Akuma : Ernie Reyes, Sr. + +Blade : Alan Noon + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.10 + + +Revision 2 : + +* Software version : 1.11 + + +Revision 3 : + +* Software version : 1.12 + + +Revision 4 : + +* Software version : 1.12N + + +- TIPS AND TRICKS - + + +* Extended Combo Mode : Hold the joystick Right then press Start then LK at the character select screen. + + +* Classic Soundtracks : To hear some classic soundtracks from Street Fighter II, enter these codes on the VS screen... + +Ryu - LP, LP, MP + +Vega - LP, LP, HP + +Guile - LP, LP, LK + +Sagat - LP, LP, MK + +Ken - LP, LP, HK + +Honda - MP, MP, LP + +Chun Li - MP, MP, HP + +Cammy - MP, MP, LK + +Fei Long - MP, MP, MK + +Balrog - MP, MP, HK + +Blanka - HP, HP, LP + +Bison - HP, HP, MP + +Zangief - HP, HP, MK + +Akuma - HP, HP, HK + + +* Fight Arkane : You must be fighting in Bison's lair. Look for Blade to appear in the background and press Start as soon as you see him. + + +* Fight Cyber : You must be fighting in the dungeon stage. Get a perfect on the first round and wait for the middle platform to fall, as soon as it falls press start and you'll find yourself face to face with Cyber. + + +* Random Character Select : Hold the joystick Up and press Start at the character select screen. + + +* Team Mode : Press Start then press HK at the character select screen. + + +* Easter Egg : If you press Start during a match on the Kommande Centre stage, the main television screen will display a short clip of Van Damme flexing his muscles for the camera. + + +- STAFF - + + +* Capcom : + +Executive producers : Kenzo Tsujimoto, Takahito Yasuki, Yoshiki Okamoto, Tetsuya Iijima, Rene Lopez + + +* Incredible Technologies : + +Executive producer : Elaine Ditton + +Project manager : Leif Pran Marwede + +Head programmer : Jane Siegrist + +Art direction : Ralph Melgosa + +Art coordinator : Jane Siegrist + +Game designers : Leif Pran Marwede, Alan Noon + +Programmers : Jane Siegrist, Leif Pran Marwede, Richard Ditton + +Additional programmers : Tino Kalafatis, Mike Hanson, Steve Jaskowiak + +Sounds : Kyle Johnson + +Australia location crew : Elaine Ditton, Richard Ditton, Ralph Melgosa, Leif Pran Marwede, Alan Noon + +Artists : Ralph Melgosa, Alan Noon, Bob Nagel, Scott Morrison + +Additional art : Ed Reck, Donna Foshee, Andrew Dorizas, Jennifer Hedrick + +Hardware designers : Steve Jaskowiak, Jeff Siegrist + +Technical support : Terry Little, Ann Vonckx, Scott Allie, Ed Reck + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sony PlayStation (1995) + +$end + +$info=sfa,sfar1,sfau,sfar2,sfar3, +$bio + +Street Fighter Alpha - Warriors' Dreams (c) 06/1995 Capcom. + + +The new look of the Street Fighter series, with ten characters including old favorites and new surprises. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 11 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan and Spain as "Street Fighter Zero". + + +The Street Fighter Alpha series of games take place between the original "Street Fighter" and "Street Fighter II". The scar on Sagat's chest in "Street Fighter II" is said to be from Ryu's Shouryuuken during the final battle in "Street Fighter". In 'SF Alpha', Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Nash was mentioned in Guile's ending in "Street Fighter II - The World Warrior" (Nash's name was changed to Charlie in the US). He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Alpha series, it must take place before "Street Fighter II - The World Warrior". + + +This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight M. Bison in the final battle. + + +Ryu / Guy stages : + +The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name. + +A "Street Fighter II - The World Warrior" poster can be seen in the window of this store. + +The kanji on the small sign on the bath-house means 'Honda Bath'. + +The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign. + +In "Street Fighter Alpha 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it. + +In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house. + + +Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight". + + +Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan. + + +Change of Race : In "Street Fighter", Birdie looked caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's SFA3 winquotes (he was sick at the time of "Street Fighter") - just yet another excuse of covering up one of SF's (many) plotholes. + + +SME released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995. + + +- UPDATES - + + +In the Japanese version, Charlie is named 'Nash'. + + +- TIPS AND TRICKS - + + +* Play As Akuma : Put the cursor on the [?] on your side and hold Start, then press... + +Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP). + +Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP). + + +* Play As Mr. Bison : Put the cursor on the [?] on your side and hold Start, then press... + +Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP). + +Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP). + + +* Play As Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. To get the alternate costume (green) press HP, HK, MK, LK, LP, MP. + + +* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen. + +1) Have player one hold Start and press Up, Up. + +2) Release Start then press Up, Up, LP. + +3) Have player two hold Start and press Up, Up. + +4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison. + + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK. + + +* Fight Against Akuma : Highlight a fighter at the character selection screen. Hold Start+HP+MK until Akuma appears and beats up your opponent on the first stage. You will now fight him instead. + + +* Fight Against Dan : Select any player. After each round ends, hold Start+LP+MP+HP until the next round starts. When Sagat or Adon are selected to be your opponents, the message 'Here comes a new challenger' will appear and Dan take their place. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi- + +Programmers : Cham Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Hyper Shinchan, Super Sailor (Vega), Matsushita -Adon- Masakazu + +Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Nakagawa Daisuke, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda + +Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka + +Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Yamamoto Setsuo (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy) + +Sound designers : Hiroaki Kondo (X68K), Ryoji + +Producer : Iyono Pon + + +* Voice Actors : + +Ryu, Charlie : Toshiyuki Morikawa + +Chun-Li : Yuko Miyamura + +Ken Masters, Guy : Tetsuya Iwanaga + +Adon, Birdie, Sodom : Wataru Takagi + +Rose : Yuko Miyamura + +Sagat : Miki Shinichiro + +M. Bison : Tomomichi Nishimura + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +Sega Saturn (1996) + +Nintendo Game Boy Color (1999) + + +* Computers : + +PC [Windows 9x] + +$end + +$info=sfa2, +$bio + +Street Fighter Alpha 2 (c) 03/1996 Capcom. + + +Eighteen Alpha fighters go head-to-head this time around, featuring a few Final Fight alumni. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 15 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan and Asia as "Street Fighter Zero 2". + + +Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight". + + +In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the Final Fight characters that have gone on to other games are there. + + +Here is a list of cameo in Ken's Yacht stage : + +* Eliza (It's her birthday afterall!) + +* Captain Commando & Sho + +* Strider Hiryu (wielding a teddy bear!) + +* Lynn Kurosawa (from Alien Vs Predator) + +* Morrigan, Felicia, Lord Raptor & Hsien-Ko (these last two are pretty much alive in this cameo, unlike in the Darkstalkers & Vampire Savior games!) :) + +* Michelle Heart (from Legendary Wings as another waitress!) + +* A few thugs from Final Fight (working as waiters?!!!) + + +Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the Art of Fighting series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in Alpha 3), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen" is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage. + + +The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for Alpha 3, changed it to E. Honda. + + +The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996. + + +- UPDATES - + + +In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English... + +(Character : Stage location) + +Ryu : Suzaku Castle, Japan + +(Sagat vs.) Ryu : a big prairie, Australia + +Ken : San Francisco Bay, USA + +Chun-Li : Beijing, China + +Sagat : Ayuthaya Temple Ruins, Thailand + +Adon : Bank of the Chao Phraya River, Thailand + +Birdie : London Station Underground, England + +Nash : Detroit Highway, USA + +Guy : Metro City, USA + +Rose : Genova City Port, Italy + +Sodom : Arizona Desert, USA + +Vega : Atop the VTOL, Brazil + +(Nash vs.) Vega : Guiana Highlands - Great Waterfalls, Venezuela + +Gouki : Gokuentou , Japan + +Dan : Temple Street, Hong Kong + +Dhalsim : Bank of the Ganges River, India + +Zangief : Bilsk Steelworks, USSR + +Gen : Shanghai, China + +Rolento : New York, USA + +Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Highlight a fighter at the character selection screenand press LK, MK or HK. + + +* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume. + + +* Play As Satsui no Hadou ni Mezameta Ryuu (Translates as 'Ryu in which the surge of the intent to kill has awakened') : Highlight Ryu at the character selection screen, then press Start. Then highlight Adon, Akuma, Adon, then return to Ryu. Hold Start for five seconds, then press any attack button. + + +* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button. + + +* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight M. Bison for five seconds. Then highlight any character, release Start and press any attack button. + + +* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round). + + +* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Zero 2 Alpha. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka + +Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie) + +Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku + +Object designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata + +Visual planner : Mucchi (Harvo.M) + +Original artwork : Holyhomerun + +Sound & voices : Hiroaki Kondo (X68K) + +Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) + +All sound producer by Arcade Sound team. + +Producer : Noritaka Funamizu (poo) + + +* Voice Actors : + +Ryu : Katashi Ishizuka + +Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi + +Chun-Li : Yuko Miyamura + +Ken Masters, Guy : Tetsuya Iwanaga + +Dhalsim : Yoshiharu Yamada + +Sakura Kasugano : Yuko Sasamoto + +Rolento Schugerg : Jin Yamanoi + +Charlie : Toshiyuki Morikawa + +Rose : Yuko Miyamura + +Sagat : Miki Shinichiro + +Akuma, M. Bison : Tomomichi Nishimura + +Dan Hibiki : Osamu Hosoi + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1996) + +Sony PlayStation (1996) + +Sega Saturn (1996) + + +* Computers : + +PC [Windows 9x] + +$end + +$info=sfa3,sfa3b,sfa3r1, +$bio + +Street Fighter Alpha 3 (c) 06/1998 Capcom. + + +Twenty-five fighters mix it up to have a shot at Shin Bison in the height of his power! Featuring three fighting styles for each character. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 29 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan and Asia as "Street Fighter Zero 3". + + +Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses. The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Alpha" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time. + + +In Guy's stage there is a group from Final Fight cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo. + + +Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character. + + +The three ISMs have some symbolic meaning : + +* X represents Super Street Fighter II X, or for non-Japanese audiences, Super Street Fighter II Turbo. That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Alpha 3 and Super Street Fighter II Turbo, mainly because of the Alpha 3 game engine. + +* Z (or A for non-Japanese audiences) represents Zero (or Alpha). That is, it is closest to the style of the previous Alpha games. + +* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar. + + +Attack of the Bison Dolls : Each Bison doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team. + +1) Enero (January) from Spain uses a microphone. + +2) Fevrier (February) from France uses a gun. + +3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team. + +4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts. + +5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3. + +6) Juni (June) is German and fights unarmed. + +7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are). + +8) Santamu (August) is Vietnamese, but of African heritage. She wields a spear and can also unleash a small monkey to attack for her. + +9) Xiayu (September) is Chinese and wields the nunchaku. + +10) Jianyu (October) is also Chinese and wields a staff. + +11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes. + +12) Decapre (December) is Russian and her appearance is similar to that of Cammy. + + +Cammy had tried to save the Bison dolls in her SFA3 ending because, due to the extent of their brainwashing, they would have died with Bison otherwise. It is said that the inspiration of the Bison dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from "Street Fighter 2" the Animated Movie. + + +Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness. + +In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him. + + +Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998. + + +- UPDATES - + + +The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage. + + +In the Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American verison (Alpha 3), with the more specific info being removed instead of being translated. Here is the list : + +Adon : Khmer Historic Ruins, Thailand + +Gouki : Oni Fang Cave, Japan + +M. Bison, Vega, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version) + +Birdie : Train Cemetery, England + +Blanka : Madeira River branch - swampland, Brazil + +Cammy : Mikonos Island, Greece + +Nash : Frankfort Hangar, U.S.A. + +Chun-Li : Zhidan Plaza, China + +Cody : Metro City - City Police Detention Center, U.S.A. + +Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan + +Dhalsim : In front of Jaunpur Monument, India + +E. Honda : Higashikomagata - Katomi kontou, Japan + +Gen : Victoria Harbor, Hong Kong + +Guy : Under 22nd Street overhead, U.S.A. + +Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan + +Ken : Hotel Masters, U.S.A. + +R. Mika : Sardine Beach Special Ring, Japan + +Rolento : New York Camouflagued Subway, U.S.A. + +Rose : Palazzo Mistero (translated from Italian as Palace of Mystery), Italy + +Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan + +Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand + +Sodom : Manhattan Building 49 F, U.S.A. + +Balrog : Requena Spiral Tower, Spain + +Zangief : Akademu Gorodowa blast furnace, U.S.S.R. + + +- TIPS AND TRICKS - + + +* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below : + +Cream - (default color) + +Green - Classical Mode + +Red - Balrog, Juni and Juli become playable + +Dark Blue - Mazi Mode + +Purple - Saikyou Mode + +Light Blue - Can select one of the three Battle Modes + + +* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners. + + +* Hidden Characters : The three hidden charactes are Balrog, the boxer and Juni and Juli, two prototype 'dolls' created by Bison's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable... + +1) To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button. + +2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead. + +3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead. + + +* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use... + +1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves. + +2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. + +3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. + + +* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode... + +1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Final Bison for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending. + +2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents. + +3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles. + + +* Secret Messages (This trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding. + + +* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round). + + +* Alternate Sodom BGM : When fighting against Sodom (VS o CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in "Final Fight". + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Noritaka Funamizu + +Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05 + +Visual planner : Haruo Murata + +Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu + +Character designers : Akiman, Osusi + +Title designer : Shoei + +Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii + +Scroll designers : Asae Nisituji-Ba, S.Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi + +Main music composer : Takayuki Iwai (Anarchy Takapon) + +Sub music composers : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata + +Sound direction : Hiroaki Kondo (X68K) + +Sound designers : Moe.T, Satoshi Ise + +Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura. F. Katsusuke, Tomita Yoshihiro, Murata Akimori + +Market producer : Kouji Nakajima + +General producers : Noritaka Funamizu, Yoshiki Okamoto + + +* Voice Actors : + +Ryu, Charlie : Toshiyuki Morikawa + +Edmund Honda : Masashi Sugahara + +Cody : Koichi Yamadera + +Karin Kanzuki : Miho Yamada + +Vega, Blanka : Yuji Ueda + +Ken Masters, Guy : Tetsuya Iwanaga + +Dhalsim : Yoshiharu Yamada + +Sodom, Gen, Birdie : Wataru Takagi + +Cammy, Juli, Juni : Akiko Koumoto + +Adon, Zangief : Wataru Takagi + +Rolento Schugerg : Jin Yamanoi + +Sakura Kasugano : Yuko Sasamoto + +Rose : Neya Michiko + +Dan Hibiki : Osamu Hosoi + +Rainbow Mika Nanakawa : Junko Takeuchi + +Akuma, M. Bison : Tomomichi Nishimura + +Chun-Li : Yuko Miyamura + +Sagat : Miki Shinichiro + +Balrog : Koichi Yamadera + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Sega Dreamcast (1999) + +Sega Saturn (1999) + +Nintendo Game Boy Advance (2002) + +$end + +$info=sfex,sfexa,sfexj, +$bio + +Street Fighter EX (c) 11/1996 Arika / Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +EX stands for 'Extreme'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX - PCCB-00241) on 21/02/1997. + + +- TIPS AND TRICKS - + + +* Play As Akuma : Highlight Ryu, hold Start and push Down(x3), Up(x4), then MP or MK to select Akuma. + + +* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player. + + +* Play Against Garuda : + +1) Get 2 perfects. + +2) get 4 super finishes on last round. + +3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2). + +4) And require minimum combo hits for each character : + +* 6 hits : Allen, Darun. + +* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair. + +* 8 hits : Guile, Hokuto, Skullomania, Kairi. + +* 9 hits : Gouki. + +* 11 hits : D.Dark. + +* 12 hits : Chun-li. + + +* Unlock 4 Hidden Characters : If the game runs for 400 hours, the characters will be available automatically (move cursor to the left or right of Pullum or Skullomania). + + +* Skullomania's Alternative Colour : Hold start and press... + +LP : Black (default) + +MP : Red + +HP : Purple + +LK : Green + +MK : Yellow + +HK : Pink + + +- SERIES - + + +1. Street Fighter EX (1996) + +2. Street Fighter EX Plus (1997) + +3. Street Fighter EX2 (1998) + +4. Street Fighter EX2 Plus (1999) + +5. Street Fighter EX3 (Sony PlayStation) + + +- STAFF - + + +* Voice Actors : + +Ryu : Ishizuka Katashi + +Ken : Iwanaga Tetsuya + +Chun Li : Miyamura Yuuko + +Guile : Genda Tesshou + +Zangief, Doctrine Dark : Takagi Wataru + +Hokuto : Amano Yuri + +Pullum Purna : Sakamoto Chika + +Skullomania : Futamata Issei + +Cracker Jack : Ginga Banjou + +Kairi : Shiozawa Kaneto + +Allen Snider : Hosoi Osamu + +Darun Mister : Nagasako Takashi + +Blair Dame : Tachibana Hikari + +Gouki, Vega : Nishimura Tomomichi + +Garuda : Hosoi Osamu + +$end + +$info=sfexp,sfexpu1,sfexpj, +$bio + +Street Fighter EX Plus (c) 03/1997 Arika / Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Play As B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK. + + +* Play As B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)... + +1) At the character selection screen, highlight Akuma and press Start(x3). + +2) Highlight Kairi and press Start Twice. + +3) Highlight Hokuto and press MP or MK. + + +* Play As Beta : If Beta is in the ranking (appears after 200 hours after installation)... + +1) At the character selection screen, highlight Pullum and press Start(x4). + +2) Highlight Ryu and press Start(x3). + +3) Highlight Blair and press MP or MK. + + +* Play As Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)... + +1) At the character selection screen, highlight Garuda and press Start(x5). + +2) Highlight Guile and press Start(x4). + +3) Highlight D.Dark and press MP or MK. + + +* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player. + + +* Play Against Garuda : + +1) Get 2 perfects. + +2) get 4 super finishes on last round. + +3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2). + +4) And require minimum combo hits for each character... + +* 6 hits : Allen, Darun. + +* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair. + +* 8 hits : Guile, Hokuto, Skullomania, Kairi. + +* 9 hits : Gouki. + +* 11 hits : D.Dark. + +* 12 hits : Chun-li. + +* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto. + + +- SERIES - + + +1. Street Fighter EX (1996) + +2. Street Fighter EX Plus (1997) + +3. Street Fighter EX2 (1998) + +4. Street Fighter EX2 Plus (1999) + +5. Street Fighter EX3 (Sony PlayStation) + + +- STAFF - + + +* Voice Actors : + +Ryu : Ishizuka Katashi + +Ken : Iwanaga Tetsuya + +Chun Li : Miyamura Yuuko + +Guile : Genda Tesshou + +Zangief : Takagi Wataru + +Hokuto : Amano Yuri + +Pullum Purna : Sakamoto Chika + +Doctrine Dark : Takagi Wataru + +Skullomania : Futamata Issei + +Cracker Jack : Ginga Banjou + +Kairi : Shiozawa Kaneto + +Allen Snider : Hosoi Osamu + +Darun Mister : Nagasako Takashi + +Blair Dame : Tachibana Hikari + +Gouki : Nishimura Tomomichi + +Vega : Nishimura Tomomichi + +Garuda : Hosoi Osamu + + +- PORTS - + + +* Consoles : + +Sony PlayStation ("Street Fighter EX Plus Alpha") + +$end + +$info=sfex2,sfex2j, +$bio + +Street Fighter EX2 (c) 03/1998 Arika / Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX2 - PCCB-00322) on 17/06/1998. + + +- TIPS AND TRICKS - + + +* Play As Kairi And Shadowgeist : + +Player's code - The total of each entry in the Score Ranking should be equal or more than 500,000 points (one character per entry so all characters must be in the ranking with 500,000 points each). + +Operator's code - Turn on the machine and go to Test Mode, go to the Color Menu and input the following button sequence using the Player1 side : HP, LP, LK, HK, MP, LP, LK, MK, LK, MK, MP, LP, HK, MK, MP, HP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Kairi and Shadowgeist are activated upon restart. + + +* Play As Nanase And Garuda : These extra characters can only be activated only after Kairi and Shadowgeist are activated. + +Player's code - The total accumulated points of all entries in the Score Ranking should add up to equal or more than 28,000,000 points (including Kairi and Shadowgeist). + +Operator's code - Turn on the machine and go to the Test Mode screen, go to the Color Menu and input the following button sequence using the Player1 side : MK, HK, HP, MP, LK, HK, HP, LP, HK, LK, LP, HP, MK, LK, LP, MP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Nanase and Garuda are activated upon restart. + + +* Play As Unmasked Vega : Select Vega as your character and at every VS screen before the fight, hold Start+LP+MK+HP and when the match begins Vega will not be wearing a mask during the next fight. + + +- SERIES - + + +1. Street Fighter EX (1996) + +2. Street Fighter EX Plus (1997) + +3. Street Fighter EX2 (1998) + +4. Street Fighter EX2 Plus (1999) + +5. Street Fighter EX3 (Sony PlayStation) + + +- STAFF - + + +Director : Akira Nishitani (Nin) + +Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi + +Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K. + +Modeling designer : Jun Matsumura + +Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto + +B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito + +Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso + +Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri + +$end + +$info=sfex2p,sfex2pj,sfex2pa, +$bio + +Street Fighter EX2 Plus (c) 06/1999 Arika / Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Developed by Arika for Capcom. + + +Suleputer released a limited-edition soundtrack album for this game on (Street Fighter EX 2 Plus - CPCA-1038) 19/02/2000. + + +- SERIES - + + +1. Street Fighter EX (1996) + +2. Street Fighter EX Plus (1997) + +3. Street Fighter EX2 (1998) + +4. Street Fighter EX2 Plus (1999) + +5. Street Fighter EX3 (Sony PlayStation) + + +- STAFF - + + +Director : Akira Nishitani (Nin) + +Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi + +Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K. + +Modeling designer : Jun Matsumura + +Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto + +B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito + +Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso + +Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri + + +- PORTS - + + +* Consoles : + +Sony PlayStation + +$end + +$info=sf2yyc, +$bio + +Street Fighter II - Champion Edition (YYC) (c) 1992 HCR. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +YYC is a hack of the world version (920313) of "Street Fighter II' - Champion Edition". + + +- UPDATES - + + +In this hacked version of SFII CE : + +* Many 'Special' moves can be executed while in the air. + +* Ability to change characters while in play, by hitting the 1 & 2 Player start buttons. + +* Many distant attacks are launched in ZigZag. + +* Some players have faster moving speeds. + +$end + +$info=sf2,sf2eb,sf2ja,sf2jc,sf2j,sf2ua,sf2ub,sf2ue,sf2ui,sf2uf,sf2ud,sf2uk, +$bio + +Street Fighter II - The World Warrior (c) 02/1991 Capcom. + + +One or two players chose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters. Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being quite tricky to execute, allow the fighter to inflict huge amounts of damage on their opponent. A fighting game in the truest sense of the word; in SF2 practice really did make perfect and experienced protagonists would destroy simple 'button mashers' with relative ease. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 14 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +SF2 is the fighting game that changed the face of videogames forever. So innovative was the game, that many of the gameplay elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SF2 is influenced - to a greater or lesser degree - by the Capcom legend. + + +During the development of SFII (and before the release of "Final Fight"), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island. + + +* With the rapid success of Street Fighter II, it was rumoured that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname. + + +* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. "Street Fighter II" was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the "master" of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke. + + +* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was Street Fighter II - The World Warrior; more commonly refered to as 'Street Fighter II'. The second was "Street Fighter II - Champion Edition" and many operators from that era will probably to the problems that its release caused. Capcom originally made "Champion Edition" available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, spomewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from "Champion Edition" began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like "Turbo", "Hyper", and "Super", including the "Rainbow Edition" and "Accelerator T1". In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Turbo Street Fighter II Champion Edition - Hyper Fighting", as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo", the final 'Street Fighter II' game. + + +* Mike the Bison : Many have conjectured whether Mike from "Street Fighter" is the same as Balrog (Mike Bison) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possiblity of a Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far asier to basically rip off someone else;s character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior (Balrog has its roots in Nordic mythology, while Vega is a Hispanic name). + + +* About Chun-Li: Chun-Li is notable for being one of the first successful and popular female video game protagonists. When Street Fighter II was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of "Street Fighter II" and Chun-Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters. + + +* Street Fighter merchandise : During SF's height of popularity (basically during the SF2 years), various pieces of merchandise were released, some relating to SFII and some relating to the SF movie. One example is the SFII Boardgame (1994, MB Milton bradley) in which the player controls one of six world warriors as they try to defeat Bison before time runs out (the player has one mover per World Warrior, but the board only has enough space for six). + + +Mikhail Gorbachev, former Russian prime minister, appears in Zangief's ending. + + +Chun-Li means 'Spring Beauty'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991. + + +A Street Fighter II unit appears in the 2002 movie 'Friday After Next'. + + +- UPDATES - + + +Here is the list of all versions : + + +910206 + +* US release + + +910214 + +* WORLD, US and JAPAN releases + + +910228 + +* US release + + +910306 + +* JAPAN release + + +910318 + +* US release + + +910411 + +* US release + + +910522 + +* WORLD and US releases + + +911101 + +* US release + + +911210 + +* JAPAN release + + + + +ADDITIONAL NOTES : + + +Name changes between JAPAN and US/WORLDversion : + +* Mike Bison - Balrog + +* Balrog - Vega + +* Vega - Major Bison + + +None of the endings are translated 100% accurately from Japanese to English, but most are pretty close : + +* Blanka's ending : In the US versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby. + +In the Japanese versions there is no explanation of how, when, or where mother and son were separated. + +Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost. + +* Chun-Li's ending : Chun-Li refers to Vega's organization as 'the organization of evil' in the Japanese versions. + +In the US versions, she calls it 'Bison's drug'. + +This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game. + +There is no mention of drugs in the Japanese versions. + +* Dhalsim's ending : Dhalsim says that the photograph is of him a long time ago. + +In the US versions, he says it is him 'in his past life'. + +Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken. + +* Guile's ending : In the US versions, Guile's wife's name was changed from Julia to Jane. + +His daughter was given the name Amy (She was not mentioned by name in the Japanese versions, but her name is Chris). + +Guile's dead friend Nash was renamed Charlie. + +In the US versions, Guile asks 'Bison' if he remembers : him (Guile), him and 'Charlie' and Cambodia. + +'Bison' says he remembers and that Guile was not the runt he was then. + +None of this is said in the Japanese versions. + +In the US versions, after his wife 'Jane' stops Guile from killing 'Bison', she says that killing him won't bring 'Charlie' back, only make Guile a murderer, just like Bison. + +In the Japanese versions, Julia only says that killing Vega won't bring Nash back. + +She does not say that it would make him a murderer. + + +- TIPS AND TRICKS - + + +* Characters Stats : If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear. + +First line contains 0001 0002 0003 0004 + +Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 + + +0001 = No idea, probably some sort of 'experience points' for 1P side. + +0002 = The no. of coins put in in the left-hand slot. + +0003 = Same as 0001, but for 2nd player. + +0004 = Same as 0002, but for right-hand slot. + +0005 = No. of times Ryu has been used. + +0006 = No. of times Honda has been used. + +0007 = No. of times Blanka has been used + +0008 = No. of times Guile has been used. + +0009 = No. of times Ken has been used. + +0010 = No. of times Chun Li has been used. + +0011 = No. of times Zangief has been used. + +0012 = No. of times Dhalsim has been used. + + +* Special Ending : Finish the game on one quarter to see additional credit sequence. + + +* To Get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planners : Akira Nishitani (Nin), Akiman + +Character designers : S. Y., Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S'Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura and Okazaki + +Programmers : Shin, Marina, Macchan, Ecchro!! + +Sound : Yoko Shimomura, Isao Abe (Oyaji-Oyaji) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +Nintendo Famicom (1992, "Master Fighter II") : Bootleg by Yoko Soft + +Nintendo Famicom (19??, "Mari Turbo Street Fighter III") : Bootleg including Super Mario as a new fighting character. + +Nintendo Game Boy (1995) + +Sony PlayStation (1998, "Capcom Generation 5") + +Sega Saturn (1998, "Capcom Generation 5") + + +* Computers : + +Commodore C64 (1992) + +Amstrad CPC (1992) + +Commodore Amiga (1992) + +Atari ST (1992) + +Sharp X68000 (1993) + +Sinclair ZX Spectrum (1993) + +PC [MS-DOS] (1993) + + +* Others : + +LCD handheld game (19??) released by Tiger Electronics : It's basically a stripped down version of SFII, made to fit on a portable unit. You have two 'game types', basically whether you want to control either the character on the left or the character on the right. The player on the left could choose between Ryu, Ken and Guile, while the right-hand character could be one of Blanka, E. Honda and Zangief. Players could control the characters on a 'simplified layout' (ie. two buttons). Although special moves exist, keep in mind it's an LCD game - there aren't many (in fact Ryu and Ken are the only characters with two moves). + +$end + +$info=sf2v004, +$bio + +Street Fighter II! - Champion Edition (V004) (c) 1992. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +V004 is a hack of "Street Fighter II' - Champion Edition". + + +- UPDATES - + + +In this hacked version of SFII CE : + +* All characters may perform any special move in the air. + +* The gameplay speed is much much faster. + +$end + +$info=sf2ce,sf2ceua,sf2ceub,sf2cej,sf2ceuc, +$bio + +Street Fighter II' - Champion Edition (c) 03/1992 Capcom. + + +First follow-up to "Street Fighter II - The World Warriors". The first fighter to feature fights versus the same character! All four bosses are also enabled for play. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Various unofficial hacks of this game are known as "V004", "Accelerator Pt+.II", "Rainbow", "YYC", "Kouryu" and "Red Wave". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) 21/03/1991. + + +- UPDATES - + + +An enhanced version of "Street Fighter II - The World Warrior" : + +* Added an alternate color scheme for each character and the ability to select boss characters (Vega, M. Bison, Balrog, Sagat). + +* Each stage had different background colors from the original (mainly time of day changes). + +* New moves were added for some characters. + +* Chun Li and Vega's portraits have been recolored. + +* Overall hit damage was reduced (favoring combos attacks instead of special moves). + +* Special moves were tweaked a bit (ie : the fighting styles of Ryu and Ken were distinguishable from one another) + +* The main title screen was changed from black to blue. + +* Various cosmetic enhancements were made to each character's physical appearance. + +* In the original SF2, Ryu's stage featured breakable 'Fuurinkazan' signs. These signs have been removed in this game and are never seen again in any of the subsequent versions of SF2. + +* In Ken's stage in SF2 there were two barrels and a stack of boxes which were a single breakable item. In this game the there is just a single barrel in Ken's stage. + +* Sagat's SF2 stage had a palm tree in the foreground. The palm tree is gone in this game and does not return. + + +- TIPS AND TRICKS - + + +* Characters stats : If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear. + +First line contains 0001 0002 0003 0004 + +Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 + + +0001 = No idea, probably some sort of 'experience points' for 1P side. + +0002 = The no. of coins put in in the left-hand slot. + +0003 = Same as 0001, but for 2nd player. + +0004 = Same as 0002, but for right-hand slot. + +0005 = No. of times Ryu has been used. + +0006 = No. of times Honda has been used. + +0007 = No. of times Blanka has been used. + +0008 = No. of times Guile has been used. + +0009 = No. of times Ken has been used. + +0010 = No. of times Chun Li has been used. + +0011 = No. of times Zangief has been used. + +0012 = No. of times Dhalsim has been used. + +0013 = No. of times M.Bison has been used. + +0014 = No. of times Sagat has been used. + +0015 = No. of times Balrog has been used. + +0016 = No. of times Vega has been used. + + +* Special Ending : Finish the game on one quarter to see additional credit sequence. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Akira Nishitani (NIN), Akiman + +Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki + +Programmers : Shin., Marina, Macchan, Ecchro!! + +Sound : Yoko Shimomura, Isao Abe (Oyaji-Oyaji) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, "Street Fighter II Turbo - Hyper Fighting") + +Sega Mega Drive (1993, "Street Fighter II' Special Champion Edition") + +NEC PC Engine (1993) + +Sega Master System (1997 - a brazilian port by TECTOY) + +Sony PlayStation (1998, "Capcom Generation 5") + +Sega Saturn (1998, "Capcom Generation 5") + +$end + +$info=sf2accp2, +$bio + +Street Fighter II' - Champion Edition (Accelerator Pt+.II) (c) 1992 Testron. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Accelerator Pt+.II (aka Final Victory) is a hack of "Street Fighter II' - Champion Edition". + + +- UPDATES - + + +In this hacked version of SFII CE : + +* It is possible to change characters partway through the fight (with Start button). + +* All characters may perform any special move in the air. + +* M. Bison's Psycho Crusher does not make a sound when it is performed. + +* Ryu's dragon punch (with HP) moves across the entire screen. + +* Ryu's Hurricane kick (with HK) moves across the entire screen. + +* Ken and Ryu "Fireballs" LP : bounce slowly across screen. MP : angle downward. HP : angle upward. + +$end + +$info=sf2koryu, +$bio + +Street Fighter II' - Champion Edition (Kouryu) (c) 1992 Yu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Kouryu is a hack of "Street Fighter II' - Champion Edition". + +$end + +$info=sf2rb,sf2rb2, +$bio + +Street Fighter II' - Champion Edition (Rainbow) (c) 1992 Hung Hsi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Rainbow is a hack of "Street Fighter II' - Champion Edition". + + +- UPDATES - + + +In this hacked version of SFII CE : + +* Ability to change characters while in play, by hitting the 1 & 2 Player start buttons. + +* Players have different behaviours and speeds for their projectile weapons. They can also have more than one of them 'active' at a time. + +* Players that did not have projectile weapons now have one. + +* 'Air Throws' can be executed on players that are on the ground. + +* Many 'Special' moves can be executed while in the air. + +* Some players have faster moving speeds. + +$end + +$info=sf2red, +$bio + +Street Fighter II' - Champion Edition (Red Wave) (c) 1992. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Red Wave is a hack of "Street Fighter II' - Champion Edition". + + +- UPDATES - + + +In this hacked version of SFII CE : + +* It is possible to change characters partway through the fight by hold Start button (as a roulette). + +* Many 'Special' moves can be executed while in the air. + +$end + +$info=sf2hf,sf2t, +$bio + +Street Fighter II' - Hyper Fighting (c) 12/1992 Capcom. + + +The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Street Fighter II' Turbo - Hyper Fighting". + + +This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game. + + +The Hyper Fighting upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct sucessor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the SFII series. + + +What's news : + +* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game. + +* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version). + +* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition). + +* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced. + + +- TIPS AND TRICKS - + + +* Special Ending : Finish the game on one quarter to see additional credit sequence. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1993, "Street Fighter II' Special Champion Edition") + + +* Computers : + +PC [MS-DOS] (1993, "Street Fighter II Turbo - Hyper Fighting") + +$end + +$info=sf2tj, +$bio + +Street Fighter II' Turbo - Hyper Fighting (c) 12/1992 Capcom. + + +The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Street Fighter II' - Hyper Fighting". + + +This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game. + + +The 'Turbo - Hyper Fighting' upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct sucessor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the series. + + +What's new : + +* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game. + +* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version). + +* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition). + +* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced. + + +- TIPS AND TRICKS - + + +* Special Ending : Finish the game on one quarter to see additional credit sequence. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1993, "Street Fighter II' PLUS") + +Sony PlayStation (1998, "Capcom Generation 5") + +Sega Saturn (1998, "Capcom Generation 5") + +$end + +$info=sfiii, +$bio + +Street Fighter III - New Generation (c) 02/1997 Capcom. + + +A New Generation of Street Fighters! Features larger characters sprites than previous Street Fighter games with the smoothest, most detailed 2D animation ever made at the time of its release, a level of quality that is yet to be matched by any other 2D game outside of the Street Fighter III series as of 2004; some complain that too many things are animated and each animation contains too many frames, slowing down the pace of the game. + + +- TRIVIA - + + +This game runs on the Capcom Play System III hardware (CPS III). + + +According to Capcom's flyer for this game, this game has character animations that are animated at 64 frames per second at the maximum. + + +The marquee simply refers to this game as 'Three'. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +* Voice Actors : + +Ryu, Yun Lee : Wataru Takagi + +Ken Masters, Yang Lee : Koji Tobe + +Sean Matsuda : Isshin Chiba + +Ibuki : Yuri Amano + +Elena : Kaoru Fujino + +Oro : Kan Tokumaru + +Alex, Necro : Michael X. Sommers + +Dudley, Gill : Bruce Robertson + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact") + +$end + +$info=sfiii2, +$bio + +Street Fighter III - Second Impact : Giant Attack (c) 1998 Capcom. + + +- TRIVIA - + + +This game runs on the Capcom Play System III hardware (CPS III). + + +The 'Giant Attack' subtitle refers to the two huge characters that are added to the Street Fighter III series with this game : Hugo and Urien. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +* Voice Actors : + +Ryu, Yun Lee : Wataru Takagi + +Ken Masters, Yang Lee : Koji Tobe + +Sean Matsuda : Isshin Chiba + +Ibuki : Yuri Amano + +Elena : Kaoru Fujino + +Oro : Kan Tokumaru + +Urien : Yuji Ueda + +Akuma : Tomomichi Nishimura + +Alex, Necro : Michael X. Sommers + +Dudley, Gill : Bruce Robertson + +Hugo : Len Carlson + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact") + +$end + +$info=sfiii3, +$bio + +Street Fighter III - Third Strike : Fight For The Future (c) 1999 Capcom. + + +- TRIVIA - + + +This game runs on the Capcom Play System III hardware (CPS III). + + +'Q' is a rip off of Tekkaman from the manga, Babil Nisei. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Character Design : Who, Ikusan Z, D=Kurita, Chimorin Shogun, Sibaki, Chunzenji&Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya-T, Seiji Yano, Naoi"Hell"Ryosuke, Tomo, Hirano=Daichi, Izumi.N, Akiman + +Scroll Design : Imahori 75%, Sugiyama 50%, Youko Fukumoto, Yuki Kyoutani, Sawatch, Atsushi, Ryo Uno, Yusuke Saiwai, Kenichi Yamahashi + +Original Artwork : Daigoro, Harumaru + +Title Logo Design : Y.Uchida + +Instruction Design : Sakomizu + +Programming : Kazuhito Nakai, Nobuya"LT1"Yoshizumi, Yuko Kawamura(Tate), Hiroshi Nakagawa(Raoh), Y&M.Inada(Ine), Masahito Oh!Ya!, Akihiro ☆ Yokoyama + +Sound Effect Design : Satoshi Ise, Y.Sandou + +Music Compose : H.Okugawa + +Sound Design : Kazuya Takimoto + +Sound Management Director : Yoshinori Ono + +Song Writers for Third Strike, Let's Get It On and Moving On : Infinite/hideki + +Song Arrangement : hideki + +Vocals : Infinite (Courtesy of Lock Down Entertainment Inc.) + +Recording Engineer : Yutaka Shinoyama(Victor St.) (Lock Down Entertainment Inc.) + +Mix Engineer : Paul Shubat (Lock Down Entertainment Inc.) + +Assistant Engineer : Vladimir Nikolic (Lock Down Entertainment Inc.) + +Artist Management : Cain (Lock Down Entertainment Inc.) + +Planning : Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36 + +Message Translator : Eric Suzuki, Dan Okada, Chris Tang + +Producer : Noritaka Funamizu, Kouji Nakajima + +General Producer : Yoshiki Okamoto + + +* Voice Actors : + +Ryu : Touru Ohkawa + +Ken Masters : Yuji Kishi + +Sean Matsuda : Mitsuo Iwata + +Yun Lee : Kentaro Itou + +Yang Lee : Masakazu Suzuki + +Ibuki : Yuri Amano + +Elena : Mie Midori + +Oro : Takashi Matsuyama + +Akuma : Tomomichi Nishimura + +Makoto : Makoto Tsumura + +Remy : Eiji Sekiguchi + +Chun-Li, Poison : Atsuko Tanaka + +Urien, Necro, Twelve, Gill : Lawrence Bayne + +Alex : Patrick Gallagan + +Dudley : Francis Diakewsky + +Q, Hugo : Len Carlson + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2000) + +Sony PlayStation 2 (2004) + +Microsoft Xbox (2004 "Street Fighter Anniversary Collection") + +$end + +$info=sfzj,sfzh,sfzjr2,sfzjr1,sfzb, +$bio + +Street Fighter Zero (c) 06/1995 Capcom. + + +The new look of the Street Fighter series, with ten characters including old favorites and new surprises. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 11 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Street Fighter Alpha - Warriors' Dreams". + + +The SF Zero series of games take place between the original "Street Fighter" and "Street Fighter II - The World Warrior". The scar on Sagat's chest in "Street Fighter II - The World Warrior" is said to be from Ryu's Shouryuuken during the final battle in "Street Fighter". In SF Zero, Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Nash was mentioned in Guile's ending in "Street Fighter II - The World Warrior" (Nash's name was changed to Charlie in the US). He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Zero series, it must take place before "Street Fighter II - The World Warrior". + + +This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight Vega in the final battle. + + +Ryu / Guy stages : + +The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name. + +A "Street Fighter II - The World Warrior" poster can be seen in the window of this store. + +The kanji on the small sign on the bath-house means 'Honda Bath'. + +The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign. + +In "Street Fighter Zero 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it. + +In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house. + + +Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight". + + +Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan. + + +Change of Race : In "Street Fighter", Birdie looked caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Zero 3" winquotes (he was sick at the time of "Street Fighter") - just yet another excuse of covering up one of SF's (many) plotholes. + + +SME released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995. + + +- UPDATES - + + +In the non-Japanese version, Nash is named 'Charlie'. + + +- TIPS AND TRICKS - + + +* Play As Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. + +To get the alternate costume (green) press HP, HK, MK, LK, LP, MP. + + +* Play As Gouki : Put the cursor on the [?] on your side and hold Start, then press... + +Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP) + +Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP) + + +* Play As Vega (M. Bison) : Put the cursor on the [?] on your side and hold Start, then press... + +Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP) + +Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP) + + +* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen. + +1) Have player one hold Start and press Up, Up. + +2) Release Start then press Up, Up, LP. + +3) Have player two hold Start and press Up, Up. + +4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison. + + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK. + + +* Fight Against Gouki : Highlight a fighter at the character selection screen. Hold Start+HP+MK until Akuma appears and beat ups your opponent on the first stage. You will now fight him instead. + + +* Fight Against Dan : Select any player. After each round ends, hold Start+LP+MP+HP until the next round starts. When Sagat or Adon are selected to be your opponents, the message 'Here comes a new challenger' will appear and Dan take their place. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi- + +Programmers : Cham Cho Choy, Egw, 'Tege Killer' Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Hyper Shinchan, Super Sailor (Vega), Matsushita -Adon- Masakazu + +Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Nakagawa Daisuke, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda + +Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka + +Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Yamamoto Setsuo (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy) + +Sound designer : Hiroaki Kondo (X68K), Ryoji + +Producer : Iyono Pon + + +* Voice Actors : + +Ryu, Charlie : Toshiyuki Morikawa + +Chun-Li : Yuko Miyamura + +Ken Masters, Guy : Tetsuya Iwanaga + +Adon, Birdie, Sodom : Wataru Takagi + +Rose : Yuko Miyamura + +Sagat : Miki Shinichiro + +M. Bison : Tomomichi Nishimura + + +- PORTS - + + +* Consoles : + +CPS Changer (1995) : was ported down to the CPS Changer, which makes the game look, move and sound noticeably worse than the original CPS2 version. + +Sony PlayStation (1995) + +Sega Saturn (1996) + +$end + +$info=sfz2j,sfz2a,sfz2b,sfz2br1,sfz2n, +$bio + +Street Fighter Zero 2 (c) 02/1996 Capcom. + + +Eighteen Alpha fighters go head-to-head this time around, featuring a few Final Fight alumni. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 15 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in US as "Street Fighter Alpha 2". + + +Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight". + +In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the "Final Fight" characters that have gone on to other games are there. + + +Here is a list of cameo in Ken's Yacht stage : + +* Eliza (It's her birthday afterall!) + +* "Captain Commando" & Sho + +* "Strider Hiryu" (wielding a teddy bear!) + +* Lynn Kurosawa (from Alien Vs Predator) + +* Morrigan, Felicia, Lord Raptor & Hsien-Ko (these last two are pretty much alive in this cameo, unlike in the Darkstalkers & Vampire Savior games!) :) + +* Michelle Heart (from "Legendary Wings" as another waitress!) + +* A few thugs from "Final Fight" (working as waiters?!!!) + + +Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the "Art of Fighting" series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in "Street Fighter Zero 3"), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen' is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage. + + +The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for "Street Fighter Zero 3", changed it to E. Honda. + + +The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996. + + +- UPDATES - + + +In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English... + +(Character : Stage location) + +Ryu : Suzaku Castle, Japan + +(Sagat vs.) Ryu : a big prairie, Australia + +Ken : San Francisco Bay, USA + +Chun-Li : Beijing, China + +Sagat : Ayuthaya Temple Ruins, Thailand + +Adon : Bank of the Chao Phraya River, Thailand + +Birdie : London Station Underground, England + +Nash : Detroit Highway, USA + +Guy : Metro City, USA + +Rose : Genova City Port, Italy + +Sodom : Arizona Desert, USA + +Vega : Atop the VTOL, Brazil + +(Nash vs.) Vega : Guiana Highlands - Great Waterfalls, Venezuela + +Gouki : Gokuentou , Japan + +Dan : Temple Street, Hong Kong + +Dhalsim : Bank of the Ganges River, India + +Zangief : Bilsk Steelworks, USSR + +Gen : Shanghai, China + +Rolento : New York, USA + +Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Highlight a fighter at the character selection screenand press LK, MK or HK. + + +* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume. + + +* Play As Satsui no Hadou ni Mezameta Ryuu (Translates as 'Ryu in which the surge of the intent to kill has awakened') : Highlight Ryu at the character selection screen, then press Start. Then highlight Adon, Akuma, Adon, then return to Ryu. Hold Start for five seconds, then press any attack button. + + +* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button. + + +* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight M. Bison for five seconds. Then highlight any character, release Start and press any attack button. + + +* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round). + + +* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Zero 2 Alpha. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka + +Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie) + +Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku + +Object Designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata + +Visual planners : Mucchi (Harvo. M) + +Original artwork : Holyhomerun + +Sound & voice : Hiroaki Kondo (X68K) + +Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) + +All sound produce by Arcade Sound team. + +Producer : Noritaka Funamizu (poo) + + +* Voice Actors : + +Ryu : Katashi Ishizuka + +Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi + +Chun-Li : Yuko Miyamura + +Ken Masters, Guy : Tetsuya Iwanaga + +Dhalsim : Yoshiharu Yamada + +Sakura Kasugano : Yuko Sasamoto + +Rolento Schugerg : Jin Yamanoi + +Charlie : Toshiyuki Morikawa + +Rose : Yuko Miyamura + +Sagat : Miki Shinichiro + +Akuma, M. Bison : Tomomichi Nishimura + +Dan Hibiki : Osamu Hosoi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +Sega Saturn (1996) + +$end + +$info=sfz2ah,sfz2aj,sfz2aa,sfz2ab, +$bio + +Street Fighter Zero 2 Alpha (c) 08/1996 Capcom. + + +- TECHNICAL - + + +Game ID : CP-S II No. 18 + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Street Fighter Alpha 2 Gold". + + +This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Gouki Mode' and 'Survival'. + + +- TIPS AND TRICKS - + + +* Two vs. One Battle : Hold LP+MP+HK and press Start at the start screen. + + +* Fight Shin Gouki : Hold MK+MP and press Start at the start screen. + + +* Survival Battle : Hold LP+MP+HP and press Start at the start screen. + + +* SFII' Versions Of Ryu, Ken, Sagat, Vega, Dhalsim, Zangief : Highlight the character and press Start. + + +* Satsui No Hadou Ni Mezameta Ryu : Highlight Ryu and press Start twice. + + +* SFII Costume Chun-Li, SFII' Chun-Li : Highlight Chun-Li and press Start once for SFII costume Chun-Li, twice for SFII' Chun-Li. + + +* Alternate Colors For Sakura : Highlight Sakura and press Start(x5). + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka + +Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie) + +Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku + +Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata + +Visual planner : Mucchi (Haruo. M) + +Original artwork : Holyhomerun + +Sound & voices : Hiroaki Kondo (X68K) + +Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) + +All sound produced by Arcade Sound Team. + +Producer : Noritaka Funamizu (Poo) + + +* Voice Actors : + +Ryu : Katashi Ishizuka + +Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi + +Chun-Li : Yuko Miyamura + +Ken Masters, Guy : Tetsuya Iwanaga + +Dhalsim : Yoshiharu Yamada + +Sakura Kasugano : Yuko Sasamoto + +Rolento Schugerg : Jin Yamanoi + +Nash : Toshiyuki Morikawa + +Rose : Yuko Miyamura + +Sagat : Miki Shinichiro + +Gouki, Vega : Tomomichi Nishimura + +Dan Hibiki : Osamu Hosoi + + +- PORTS - + + +* Consoles : + +Sega Saturn ("Street Fighter Zero 2 Dash") + +Sony PlayStation ("Street Fighter Zero 2 Dash") + +$end + +$info=sfz3j,sfz3a,sfz3jr1,sfz3jr2, +$bio + +Street Fighter Zero 3 (c) 06/1998 Capcom. + + +Twenty-five fighters mix it up to have a shot at Shin Bison in the height of his power! Featuring three fighting styles for each character. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 29 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Street Fighter Alpha 3". + + +Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses. + + +The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in "Street Fighter" was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time. + + +In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo. + + +Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character. + + +The three ISMs have some symbolic meaning : + +* X represents "Super Street Fighter II X", or for non-Japanese audiences, "Super Street Fighter II Turbo". That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and "Super Street Fighter II Turbo", mainly because of the Zero 3 game engine. + +* Z (or A for non-Japanese audiences) represents Zero (or Alpha). That is, it is closest to the style of the previous Alpha games. + +* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar. + + +Attack of the Bison Dolls : Each Bison doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team. + +1) Enero (January) from Spain uses a microphone. + +2) Fevrier (February) from France uses a gun. + +3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team. + +4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFZ3, Aprile's brother had asked Rose to find her whereabouts. + +5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3. + +6) Juni (June) is German and fights unarmed. + +7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are). + +8) Santamu (August) is Vietnamese, but of African heritage. She wields a spear and can also unleash a small monkey to attack for her. + +9) Xiayu (September) is Chinese and wields the nunchaku. + +10) Jianyu (October) is also Chinese and wields a staff. + +11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes. + +12) Decapre (December) is Russian and her appearance is similar to that of Cammy. + + +Cammy had tried to save the Bison dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Bison otherwise. It is said that the inspiration of the Bison dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie. + + +Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness. + +In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him. + + +Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998. + + +- UPDATES - + + +The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage. + + +In the Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American verison (Alpha 3), with the more specific info being removed instead of being translated. Here is the list : + +Adon : Khmer Historic Ruins, Thailand + +Gouki : Oni Fang Cave, Japan + +M. Bison, Vega, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version) + +Birdie : Train Cemetery, England + +Blanka : Madeira River branch - swampland, Brazil + +Cammy : Mikonos Island, Greece + +Nash : Frankfort Hangar, U.S.A. + +Chun-Li : Zhidan Plaza, China + +Cody : Metro City - City Police Detention Center, U.S.A. + +Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan + +Dhalsim : In front of Jaunpur Monument, India + +E. Honda : Higashikomagata - Katomi kontou, Japan + +Gen : Victoria Harbor, Hong Kong + +Guy : Under 22nd Street overhead, U.S.A. + +Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan + +Ken : Hotel Masters, U.S.A. + +R. Mika : Sardine Beach Special Ring, Japan + +Rolento : New York Camouflagued Subway, U.S.A. + +Rose : Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy + +Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan + +Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand + +Sodom : Manhattan Building 49 F, U.S.A. + +Balrog : Requena Spiral Tower, Spain + +Zangief : Akademu Gorodowa blast furnace, U.S.S.R. + + +- TIPS AND TRICKS - + + +* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below... + +Cream - (default color) + +Green - Classical Mode + +Red - Balrog, Juni and Juli become playable + +Dark Blue - Mazi Mode + +Purple - Saikyou Mode + +Light Blue - Can select one of the three Battle Modes + + +* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners. + + +* Hidden Characters : The three hidden characters are Balrog, the boxer and Juni and Juli, two prototype 'dolls' created by Bison's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable... + +1) To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button. + +2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead. + +3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead. + + +* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use... + +1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves. + +2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. + +3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. + + +* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode... + +1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Final Bison for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending. + +2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents. + +3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles. + + +* Secret Messages (This trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding. + + +* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round). + + +* Alternate Sodom BGM : When fighting against Sodom (VS o CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in Final Fight. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planner : Noritaka Funamizu + +Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05 + +Visual planner : Haruo Murata + +Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu + +Character designers : Akiman, Osusi + +Title designer : Shoei + +Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii + +Scroll designers : Asae Nisituji-Ba, S. Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi + +Main music composer : Takayuki Iwai (Anarchy Takapon) + +Sub music composer : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata + +Sound direction : Hiroaki Kondo (X68K) + +Sound designers : Moe.T, Satoshi Ise + +Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori + +Market producer : Kouji Nakajima + +General producers : Noritaka Funamizu, Yoshiki Okamoto + + +* Voice Actors : + +Ryu : Toshiyuki Morikawa + +Edmund Honda : Masashi Sugahara + +Cody : Koichi Yamadera + +Karin Kanzuki : Miho Yamada + +Vega, Blanka : Yuji Ueda + +Ken Masters : Tetsuya Iwanaga + +Dhalsim : Yoshiharu Yamada + +Sodom, Zangief, Adon, Gen, Birdie : Wataru Takagi + +Cammy, Juli, Juni : Akiko Koumoto + +Rolento Schugerg : Jin Yamanoi + +Sakura Kasugano : Yuko Sasamoto + +Rose : Neya Michiko + +Dan Hibiki : Osamu Hosoi + +Guy : Tetsuya Iwanaga + +Rainbow Mika Nanakawa : Junko Takeuchi + +Akuma, M. Bison : Tomomichi Nishimura + +Chun-Li : Yuko Miyamura + +Charlie : Toshiyuki Morikawa + +Sagat : Miki Shinichiro + +Balrog : Koichi Yamadera + +Narrator : Greg Irwin + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Nintendo Game Boy Advance (2002, "Street Fighter Zero 3 Upper") + +Sega Dreamcast + +Sega Saturn + +$end + +$info=sfootbal, +$bio + +Street Football (c) 11/1986 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Button : 1 + + +- STAFF - + + +Software and game designer : Lee Actor + +Screen graphics designer : Gary Johnson + +Sounds : Jesse Osborne + +$end + +$info=strtheat, +$bio + +Street Heat (c) 1985 Epos. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : I8035 (@ 400 Khz) + +Sound Chips : DAC (@ 400 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : steering wheel + +Buttons : 3 + +$end + +$info=strhoop, +$bio + +Street Hoop (c) 12/1994 Data East. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0079 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in the US as "Street Slam" and in Japan as "Dunk Dream". + + +- STAFF - + + +Producer : Iwao Horita + +Game designer : Atsushi Kaneko + +Soft : Mitsutoshi Bono, K Minegishi, Mya + +Graphic designers : Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chan, Kim, takayuki Tanaka + +Music and Sound effects : Mr K Dynamite, Koremasa + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=streetsm,streets1,streetsw,streetsj, +$bio + +Street Smart (c) 08/1989 SNK. + + +You begin by choosing one of two fighters (either a blond guy, or a dark haired guy in karate gear). Then you are whisked away to one of many cities on the map to have a battle. The opponents are tough, but simple. This game has no special moves (and has only punch, kick, and jump buttons), and all characters have insanely high energy. So you pretty much just wail away at each other with punches and kicks until someone falls down. An ambulance will show up to haul away your defeated opponent, and a girl in the audience will come out to congratulate you. + + +- TECHNICAL - + + +Game ID : A8007 'S2' + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Street Smart was SNK's answer to the original "Street Fighter" game made by Capcom. + + +This game could have been a hit (there were almost no fighting games on the market at the time), but they made one fatal mistake. That mistake was making the game co-operative in two player mode. Instead of battling each other, a second enemy would spawn, and the players would work together against both of them. That completely took all the fun and excitement out of playing this game in two player mode. "Street Fighter II - The World Warrior" was released about a year later, and most Street Smart games were quickly converted into them. + + +This game is JAMMA compatible, and requires a cabinet with a horizontal monitor. Operators could only buy this game as a kit (no dedicated cabinets were produced). + + +The music of the first stage of Street Smart was recycled later in "Fatal Fury - King of Fighters" in a 2-player battle. + + +- STAFF - + + +Boss : Eikichi Kawasaki + +Boss 2 : Mr. Hasegawa + +Programmers : Konny, Fujimoto + +Sound : Tarkun + +Producer : Akira. G + +Head Designer : Isuka Michi + +Designers : Kamada, Ishimoto, Tomoni. M, Sick Of, Mitsuzo, Miyoshi, Asako + +Hardware : Koike + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=strnskil, +$bio + +Strength & Skill (c) 1984 Sun Electronics. + + +- TECHNICAL - + + +Game ID : TVG15 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "The Guiness". + +$end + +$info=strider,stridrua, +$bio + +Strider (c) 03/1989 Capcom. + + +In the side-scrolling platform game, the player takes control of Strider Hiryu, a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon'), between Earth and its original moon in order to rule earth and continue observation. The year is 2048. Armed with a sword known as a 'Falchion', Hiryu must travel around the globe (including the Soviet Union and the Amazon Rainforest) to find and destroy the evil being. Throughout his travels Strider encounters many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook — an aspect which set the game apart from other platformers. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 3 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Strider Hiryu". + + +Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes. + + +Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga. + + +As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population. + + +Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes". + +One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes". + + +Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989. + + +- UPDATES - + + +On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient. + + +In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire. + + +In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword. + + +- SERIES - + + +1. Strider (1989) + +2. Strider 2 (1999) + + +- STAFF - + + +Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin + +Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro + +Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa + +Music by : Junko Tamiya + +Planning advisers : Arthur, Yossan + +Game planner : I Suke + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Mega Drive (1990) + +Sega Master System (1991) + +NEC PC Engine CD + +Sony PlayStation (included with the Playstation port of "Strider 2") + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Sharp X68000 (1989) + +Commodore Amiga (1989) + +Amstrad CPC (1990) + +PC [MS-DOS, 5.25''] (1990) + + +* Others : + +Tiger Handheld LCD Game (19??) + +$end + +$info=strider2,stridr2a, +$bio + +Strider 2 (c) 12/1999 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Strider Hiryu 2". + + +Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000. + + +- SERIES - + + +1. Strider (1989) + +2. Strider 2 (1999) + + +- STAFF - + + +Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI + +Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome + +Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko + +Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan + +Designers : Shoei, Nezumi Otoko, Harumaru + +Music composers : Setsuo, Etsuko + +Sound effects : Ryoji, Sandou + +Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda + +Producer : Noritaka Funamizu + +General producer : Yoshiki Okamoto + + +- PORTS - + + +* Consoles : + +Sony PlayStation + +$end + +$info=striderj,stridrja, +$bio + +Strider Hiryu (c) 03/1989 Capcom. + + +In the side-scrolling platform game, the player takes control of Strider Hiryu, a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon'), between Earth and its original moon in order to rule earth and continue observation. The year is 2048. Armed with a sword known as a 'Falchion', Hiryu must travel around the globe (including the Soviet Union and the Amazon Rainforest) to find and destroy the evil being. Throughout his travels Strider encounters many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook — an aspect which set the game apart from other platformers. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 3 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flying Dragon Strider'. + + +This game is known outside Japan as "Strider". + + +Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes. + + +Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga. + + +As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population. + + +Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes". + +One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes". + + +Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989. + + +- UPDATES - + + +On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient. + + +In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire. + + +In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword. + + +- SERIES - + + +1. Strider Hiryu (1989) + +2. Strider Hiryu 2 (1999) + + +- STAFF - + + +Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin + +Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro + +Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa + +Music by : Junko Tamiya + +Planning advisers : Arthur, Yossan + +Game planner : I Suke + +$end + +$info=shiryu2, +$bio + +Strider Hiryu 2 (c) 12/1999 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Flying Dragon Strider 2'. + + +This game is known outside Japan as "Strider 2". + + +Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000. + + +- SERIES - + + +1. Strider Hiryu (1989) + +2. Strider Hiryu 2 (1999) + + +- STAFF - + + +Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI + +Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome + +Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko + +Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan + +Designers : Shoei, Nezumi Otoko, Harumaru + +Music composers : Setsuo, Etsuko + +Sound effects : Ryoji, Sandou + +Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda + +Producer : Noritaka Funamizu + +General producer : Yoshiki Okamoto + +$end + +$info=sbowling, +$bio + +Strike Bowling (c) 1982 Taito. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 1.9968 Mhz) + +Sound Chips : AY-3-8910 (@ 1.248 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +$end + +$info=strkfgtr, +$bio + +Strike Fighter (c) 1991 Sega. + + +The power up version of "G-Loc - Air Battle". + + +- TECHNICAL - + + +Sega Y Board hardware + + +Main CPU : (3x) 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 49152 + + +Player : 1 + +Buttons : 3 + + +- SERIES - + + +1. G-Loc - Air Battle (1990) + +2. Strike Fighter (1991) + + +- STAFF - + + +Designed by : Yu Suzuki + + +- PORTS - + + +Sega CD (1992, "After Burner III") + +$end + +$info=strkzone, +$bio + +Strike Zone Baseball (c) 02/1988 Leland Corp. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Buttons : 6 + + +- SERIES - + + +1. World Series - The Season (1985) + +2. Baseball The Season II (1987) + +3. Super Baseball Double Play Home Run Derby (1987) + +4. Strike Zone Baseball (1988) + +$end + +$info=strkforc, +$bio + +Strikeforce (c) 02/1991 Midway. + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* To reach the ultimate bad guy without having to go through the entire enemy starship, you just play the LEFT player, and get yourself killed at the far LEFT end of the starship (the very beginning). When you reincarnate, you'll be at the far RIGHT end of the board, past the wall (or IN the wall if you weren't far enough left). The boss will not appear until you move to the left past where he should be (though things will start firing at you immediately). Kill the boss, get your free credit, start again. ;) + + +* Strategy Tip : Kill dreadnoughts with one timewarp and one cluster bomb. You always get the time warp back, plus other goodies. + + +* Score Hogging Tip : Clear out all the planets but one, and then fly around from starbase to starbase waiting for dreadnoughts to appear. Pick 'em off using the above method. This gets boring after a while, of course... + + +- SERIES - + + +1. Defender (1980) + +2. Stargate (1981) + +3. Strikeforce (1991) + + +- STAFF - + + +Programmer : Todd Allen, Eric Pribyl + +Artist : John Vogel, Jim Gentile + +$end + +$info=s1945,s1945a,s1945j,s1945jn, +$bio + +Strikers 1945 (c) 06/1995 Psikyo. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF278B (@ 33.8688 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997. + + +- TIPS AND TRICKS - + + +* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +* Sexy Pilots Images & Names : If you make a perfect score, you can see how the sexy pilots look and what are their names. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu. + + +- SERIES - + + +1. Strikers 1945 (1995) + +2. Strikers 1945 II (1997) + +3. Strikers 1945 Plus (1999) + +4. Strikers 1945 III (1999) + + +- STAFF - + + +Staff : Jun-ichi Niwa, Shin. Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +Sega Saturn (1996) + +$end + +$info=s1945ii, +$bio + +Strikers 1945 II (c) 10/1997 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Psikyo released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997. + + +- TIPS AND TRICKS - + + +* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select - buggy!, BG Test). + + +- SERIES - + + +1. Strikers 1945 (1995) + +2. Strikers 1945 II (1997) + +3. Strikers 1945 Plus (1999) + +4. Strikers 1945 III (1999) + + +- STAFF - + + +Staff : Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +Sega Saturn (1998) + +$end + +$info=s1945iii, +$bio + +Strikers 1945 III (c) 1999 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Strikers 1999". + + +- TIPS AND TRICKS - + + +* Maintenance Code : In test mode, enter this code... + +8-1-6-5-0 Maintenance Mode + +0-1-9-9-9 Secret Command Enabled (X-36 is available by pressing 'Up' on random box). + +8-1-6-3-0 Secret Random Enabled (X-36 is available on Random Box with luck). + +8-1-6-2-0 Secret All Disabled (X-36 is not available). + +8-1-6-1-0 All Data Erased. + +1-2-3-4-5 Reset Scores. + + +- SERIES - + + +1. Strikers 1945 (1995) + +2. Strikers 1945 II (1997) + +3. Strikers 1945 Plus (1999) + +4. Strikers 1945 III (1999) + +$end + +$info=s1945p, +$bio + +Strikers 1945 Plus (c) 12/1999 Psikyo. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0254 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is an updated version of "Strikers 1945 II" and is exclusive to the Neo-Geo. This is Psikyo's first and only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console). + + +- TIPS AND TRICKS - + + +* Play As Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B. + + +* Play As Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear. + + +- SERIES - + + +1. Strikers 1945 (1995) + +2. Strikers 1945 II (1997) + +3. Strikers 1945 Plus (1999) + +4. Strikers 1945 III (1999) + +$end + +$info=subhunt, +$bio + +Sub Hunter (c) 1977 Taito. + + +An old two-minute timed shoot'em up. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.93356 Mhz) + +Sound Chips : Samples (@ 1.93356 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Depthcharge" (Gremlin). + +$end + +$info=subroc3d, +$bio + +Subroc-3D (c) 08/1982 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +A Subroc-3D unit appears in the 1983 movie 'WarGames'. + + +- PORTS - + + +* Consoles : + +ColecoVision (1983) + +$end + +$info=subs, +$bio + +Subs (c) 05/1979 Atari. + + +- TECHNICAL - + + +Game ID : 033714 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 57.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Subs was the first multi-monitor game. Players stood on opposite sites of each other and used radar to find the others hidden sub and blow it away. In addition to the dual monitor, this was the first game with an operator optional add-a-coin or regular credit coinage mode. In add-a-coin mode, the game can be set on eight different times per coin. + + +- STAFF - + + +Designed and programmed by : John Ray, Phil Hash + +$end + +$info=suikoenb, +$bio + +Suikoenbu (c) 03/1995 Data East. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +'Suiko' is a reference to Suikoden, the Japanese name of an ancient Chinese novel. 'Enbu' means a military excercise. + +$end + +$info=sjryuko,sjryuko1, +$bio + +Sukeban Jansi Ryuko (c) 1988 Whiteboard. + + +- TECHNICAL - + + +Sega System 16A hardware + +Game ID : 317-5018 / 5020 / 5021 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 1 + + +- UPDATES - + + +FD1089 317-5018 + + +FD1089 317-5020 + + +FD1089 317-5021 + +* Runs on Sega System 16A hardware. + + +FD1089 317-5021 (alternate) + +* Runs on Sega System 16B hardware. + +$end + +$info=sundance, +$bio + +Sundance (c) 10/1979 Cinematronics. + + +The object in Sundance was to catch little suns that bounced back and forth between a pair of grids, which move closer and closer together as the game goes on. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Button : 10 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +The vector game PCB that Sundance ran on was the original Rosenthal design that "Space Wars" used, except there was a lot of cut-and-jumpering done to allow for the varying degrees of intensity that the vectors could show. Hence, the game was quite fragile and none of the machines lasted very long. Sundance had grids in space years before "Tempest". Skelly felt the game lacked the anxiety element needed in a good game and begged Cinematronics not to release it. + + +Cinematronics tried to make about 1000 of them, but the production fallout rate was around 50%. The problem was the 23'' CRT which was manufactured by an outside vendor. The carbon coating sprayed onto the inside of the tube was defective, and would shake loose and settle around the neck if the game was left in certain positions. When the game was powered up after shipping to the operators, the CRT would instantly burn up from arcing inside the tube. As a result, most Sundance machines suffered a quick death, and were likely destroyed or sent out to pasture in an operators back room. + + +Sundance came in the same basic cabinet as the more common "Rip Off" and "Tailgunner". It featured flame themed sideart, and also had flames on the monitor bezel and around the coin door. The monitor bezel was orange, in order to give the game a bit of color. Most of these cabinets were instantly scrapped, as game conversions weren't really big in 1979, and a cabinet with a bad monitor isn't very good for a conversion anyhow. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + +$end + +$info=ssriders,ssrdrabd,ssrdrjbd,ssrdrubc,ssrdruac,ssrdruda,ssrdrebc,ssrdrebd,sunsetbl, +$bio + +Sunset Riders (c) 09/1991 Konami. + + +Four sharpshooter bounty hunters (Steve, Billy, Bob & Cormano) set out to claim the rewards set on the meanest outlaws in the west. Will they survive long enough to face the final showdown against Sir Richard de la Rose? Features colorful cartoony graphics, cool music, solid controls and a frantic challenge. + + +- TECHNICAL - + + +Game ID : GX064 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992. + + +- STAFF - + + +Director : H. Tsujimoto + +Art director : R. Itoh + +Animation directors : Waitel, Schenker & Takeshi + +Sound advisor : B. Maezawa + +Music : Motoaki Furukawa + +Sound effects : K. Fukui + +Production designers : Naoko Sato, Hiroshi Hanatani + +Electronic engineer : K. Furukawa + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Nintendo Super Famicom (1993) + +$end + +$info=csuperas, +$bio + +Super Astro Fighter (c) 05/1981 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 09 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- SERIES - + + +1. Astro Fighter (1980) + +2. Super Astro Fighter (1981) + +$end + +$info=sbagman,sbagmans, +$bio + +Super Bagman (c) 04/1984 Valadon Automation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Stern for US manufacture and distribution. + + +- SERIES - + + +1. Bagman (1982) + +2. Super Bagman (1984) + +$end + +$info=dblplay, +$bio + +Super Baseball Double Play Home Run Derby (c) 1987 Tradewest / Leland Corp. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Buttons : 6 + + +- SERIES - + + +1. World Series - The Season (1985) + +2. Baseball The Season II (1987) + +3. Super Baseball Double Play Home Run Derby (1987) + +4. Strike Zone Baseball (1988) + +$end + +$info=sbasketb,sbasketo,sbasketu, +$bio + +Super Basketball (c) 09/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX405 + + +Main CPU : M6809 (@ 1.4 Mhz) + +Sound CPU : Z80 (@ 3.5795 Mhz) + +Sound Chips : DAC (@ 3.5795 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This is the first basketball game presented by Konami. + + +This game appears to have only been available as a conversion kit. The game runs on a single large motherboard with one daughterboard attached. This board is compatible with the Konami Standard and will plug into any machine wired for that standard. It appears that there was both an encrypted and an unencrypted version of the game, there is no gameplay difference between them, but they do use slightly different hardware. + + +- TIPS AND TRICKS - + + +* Angle And Timing Rules... + +Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds. + +Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds. + +Dunk Shots : Same as above, grants one extra second. + +Lose 5 seconds for each turnover, unless game clock is already at :09 or below. + + +* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how : + +1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in. + +2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low. + +3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams. + + +* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls onscreen at once, so don't bother aiming. + + +* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often. + + +* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked. + + +* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with. + + +* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus. + +$end + +$info=sboblbob, +$bio + +Super Bobble Bobble (c) 19??. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Super Bobble Bobble is a bootleg of "Bubble Bobble". + + +- UPDATES - + + +Super Bobble Bobble has the 'Super Bubble Bobble' code (see "Bubble Bobble" entrie) in dip switch. Also, this bootleg has a new feature in Dip switch where you may control the speed of monsters. + +$end + +$info=superbon, +$bio + +Super Bond (c) 1982 Alpha. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg. + +$end + +$info=sbrkout, +$bio + +Super Breakout (c) 09/1978 Atari. + + +In Super Breakout you control a paddle that moves back and forth at the bottom of the screen. You are trying to knock a ball back and forth in an attempt to knock all the bricks out of the wall at the top of the screen. This is a timeless game, and it never stops being fun. + + +- TECHNICAL - + + +Game ID : 033442-033455 + + +Main CPU : M6502 (@ 375 Khz) + +Sound Chips : DAC (@ 375 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : paddle + +Buttons : 4 + + +- TRIVIA - + + +Approximately 4,800 units were produced. This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of gameplay on both the sideart and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors. + + +- TIPS AND TRICKS - + + +* Never Pay For A Game! : When you switched off the machine and switched it on again, you got a free game :) + + +- SERIES - + + +1. Breakout (1976) + +2. Super Breakout (1978) + +3. Breakout 2000 (1997, Atari Jaguar) + + +- STAFF - + + +Designed and programmed by : Ed Logg + + +- PORTS - + + +* Consoles : + +Atari 2600 (1978) + +Atari 5200 (1982) + +Sega Master System (1992, "Arcade Smash Hits") + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Atari Jaguar (1997, "Breakout 2000") + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + +Nintendo Game Boy + + +* Computers : + +Atari 400 (1979) + +Atari ST (1987) + +PC [CD-Rom] (1999, "Atari Arcade hits 1") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=superbug, +$bio + +Super Bug (c) 09/1977 Atari. + + +- TECHNICAL - + + +Game ID : 009115-009467 + + +Main CPU : M6800 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Player : 1 + +Control : steering wheel, pedal, four-speed shifter + + +- TRIVIA - + + +Howie Delman's first Coin-operated video game. Its original name was 'City Driver'. This is the first video game to use a scrolling playfield. + + +- STAFF - + + +Designed and programmed by : Howard Delman + +$end + +$info=supbtime,supbtimj, +$bio + +Super Burger Time (c) 12/1990 Data East. + + +- TECHNICAL - + + +Game ID : MAE + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991. + + +- SERIES - + + +1. Burger Time (1982) + +2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO) + +3. Super Burger Time (1990) + + +- STAFF - + + +Game designer : Koji Akibayashi + +Software : Mr. Mentaiko, Virago Yamasaki, Naoya Hanada + +Graphic designers : Mario Watanabe, Yoshiyuma + +Sound : Tatsuya Kiuchi Tomtom Sato + +Hardware : Hiroyuki Iwabe + +Reserve man : Furiten Nishi + +$end + +$info=sbbros, +$bio + +Super Buster Bros. (c) 1990 Mitchell. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Capcom for US manufacture and distribution. + + +This game is known outside US as "Super Pang". + + +- TIPS AND TRICKS - + + +* Stage Select On Tour Mode : Select Tour mode. Hold Down the joystick and press Fire button. + + +* Win 500 Points In Panic Mode : Hold Down the joystick and 500 points will be added to your score every few seconds. + + +* Win 100.000 points In Panic Mode : If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast. + + +- SERIES - + + +1. Buster Bros. (1989) + +2. Super Buster Bros. (1990) + +3. Buster Buddies (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planners : Uda, Futoshi Kuwahara + +Designers : Kurihara, Furukawa + +Programmers : Shinohara, Nakai + +Composer : Takaoka + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +$end + +$info=pc_suprc, +$bio + +Super C (c) 1990 Konami. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : UE + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* 10 Extra Lives (Player 1) : When the title screen pops up, press Right, Left, Down, Up, A, B, then Start. + + +* 10 Extra Lives (Player 2) : When the title screen pops up, press Right, Left, Down, Up, A, B, Select, then Start. + + +* Sound Mode : To open the Sound Test, while on the Title Screen, hold down A+B then press Start. + + +* Replay game with previous score : Complete the game once and return to the title screen. Press A, B, Start at the title screen to start the game again with your score intact and three lives. + + + +* Replay game with previous score and lives : Complete the game once and return to the title screen. Press B, A, Start at the title screen to start the game again with your score intact and the lives accumulated in the previous game. + + +- STAFF - + + +Programmer : S. Umezaki + +Graphic designer : S. Muraki + +Sound designer : H. Maezawa + +$end + +$info=sucasino, +$bio + +Super Casino (c) 1984 Data Amusement. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=sbasebal, +$bio + +Super Champion Baseball (c) 07/1989 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to SNK for US manufacture and distribution. + + +- SERIES - + + +1. Champion Baseball (1983) + +2. Champion Baseball Part-2 (1983) + +3. Super Champion Baseball (1989) + +$end + +$info=superchs, +$bio + +Super Chase - Criminal Termination (c) 1992 Taito. + + +- TECHNICAL - + + +Game ID : D46 + + +Main CPU : 68EC020 (@ 16 Mhz), 68000 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 13.343 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Chase H.Q. (1988) + +2. S.C.I. - Special Criminal Investigation (1989) + +3. Super Chase - Criminal Termination (1992) + +4. Ray Tracers (1997) + + +- STAFF - + + +Planners : Seiji Kawakami, Nobuhiro Hiramatsu + +Main programmer : Akira Ohtsuki + +Enemy programmers : Hiroshi Aoki, Takeshi Higuchi + +Demo programmers : Masashi Tsuzura, Kouji Tsunekiyo + +Course edit : Takashi Kurosawa + +Director designers : Seiji Kawakami, Nobuhiro Hiramatsu + +Object designers : Shinjiroh Sugitani + +Demo designers : Takayuki Isobe + +Nancy designers : Tomohisa Yamashita + +Assistant designers : Peacock + +All song create : Yasuhisa Watanabe + +Sound effects & voice data (Zuntata) : Katsuhisa Ishikawa + +System engineers : Yasuhiro Shibuya, Hajime Rga, Hironobu Suzuki + +Mechnanic engineers : Kazuhisa Tabuchi, Kazuhiro Kawabata, Jun Nishiyama + +Designers : Yoshinori Aiura, Hidetomo Ogino + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, "Super Chase H.Q.") + +$end + +$info=scobra,scobras,scobrab,scobrase, +$bio + +Super Cobra (c) 03/1981 Konami. + +Game ID : GX316 + + +This is a horizontal scrolling game. Your helicopter is equipped with a gun that shoots forward and can drop bombs to attack ground targets. The game mostly consists of dodging missiles, manuevering inside tight quarters, and dropping bombs on fuel tanks to gain more fuel. There are ten levels and then at the end of it all you have to snatch the 'booty' and escape, at which point the game starts over again. The graphics are enjoyably bad, as is the sound. The gameplay is rock solid though and will stand up to many repeated playing sessions. This is a very difficult game at first, but it becomes easier once you get used to it. But expect to crash into the walls repeatedly the first few times you play. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, fire and bomb buttons are on either side (meaning you can play this title with either hand). + + +- TRIVIA - + + +Licensed to Stern (07/1981) and Sega. + + +Internally the game runs on the "Scramble" platform ("Lost Tomb", "The End" and several others run on this same platform). + + +A bootleg was released the same year by Karateco. + + +A Super Cobra unit appears in the 1982 movie 'Fast Times at Ridgemont High'. + + +- SERIES - + + +1. Scramble (1981) + +2. Super Cobra (1981) + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Atari 5200 (1983) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Entex AdventureVision + +G7000 Videopac + + +* Computers : + +Atari 800 (1983) + +MSX + +Sord-M5 + + +* Others : + +VFD handheld game (1982) released by Entex. + +VFD handheld game (19??) released by Gakken : Two different body styles were released. + +$end + +$info=scontra, +$bio + +Super Contra (c) 01/1988 Konami. + + +The Quest For Freedom Continues! + + +- TECHNICAL - + + +Game ID : GX775 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Super Contra - Alien no Gyakushuu". + + +King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988. + + +- SERIES - + + +1. Contra (1987) + +2. Super Contra (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- STAFF - + + +Written & directed by : H. Tsujimoto + +Assistant director : K. Wada + +Associate to directors : S. Fujiwara, T. Koudo + +Production sound mixer : Y. Uno + +Music editors : K. Muraoka, Motoaki Furukawa + +Art director : K. Nakamura + +Set director : N. Sugita + +Titles : H. Takatani, N. Ishii + +Makeup supervisor : M. Moriyama + +Conceptual artist : T. Jinbo + +Electronics designer : K. Hashima + +Publicity supervisor : F. Shibuya + +Still photographer : J. Tanaka + +Translator : K. Hayashi + +Produced by : K. Hiroshita + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990, "Super C") + +Nintendo Game Boy (1991, "Operation C") + + +* Computers : + +Commodore Amiga (1990, "Super C") + +$end + +$info=scontraj, +$bio + +Super Contra - Alien no Gyakushuu (c) 01/1988 Konami. + + +The Quest For Freedom Continues! + + +- TECHNICAL - + + +Game ID : GX775 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Alien's Counter-attack'. + + +This game is known outside Japan as "Super Contra". + + +Note : The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself. + + +King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988. + + +- SERIES - + + +1. Contra (1987) + +2. Super Contra - Alien no Gyakushuu (1988) + +3. Contra III - The Alien Wars (1992, Nintendo Super Famicom) + +4. Contra - Hard Cops (1994, Sega Mega Drive) + +5. Contra - Legacy of War (1996, Sony PlayStation) + +6. Shin Contra (2002, Sony PlayStation 2) + + +- STAFF - + + +Written & directed by : H. Tsujimoto + +Assistant director : K. Wada + +Associate to directors : S. Fujiwara, T. Koudo + +Production sound mixer : Y. Uno + +Music editors : K. Muraoka, Motoaki Furukawa + +Art director : K. Nakamura + +Set director : N. Sugita + +Titles : H. Takatani, N. Ishii + +Makeup supervisor : M. Moriyama + +Conceptual artist : T. Jinbo + +Electronics designer : K. Hashima + +Publicity supervisor : F. Shibuya + +Still photographer : J. Tanaka + +Translator : K. Hayashi + +Produced by : K. Hiroshita + +$end + +$info=sprcros2, +$bio + +Super Cross II (c) 1986 GM Shoji. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5 Mhz) + +Sound Chips : (3x) SN76496 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 18 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=suprgolf, +$bio + +Super Crown Golf (c) 19?? Nasco / Face. + + +A golf game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Crowns Golf (1984) + +2. Super Crowns Golf (19??) + +$end + +$info=scfinals, +$bio + +Super Cup Finals (c) 11/1993 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D68 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Taito Cup Finals" and in Japan as "Hattrick Hero '93". + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection - ZTTL-0022) on 05/1998. + + +- SERIES - + + +1. Football Champ (1990) + +2. Super Cup Finals (1993) + +3. Hattrick Hero '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +Planner : Takeshi Kobori + +Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani + +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi + +Designers : Naoto Hashizume, Takeshi Kobori + +Sound : Shuichiro Nakazawa (Zuntata) + +Hardware : Katsumi Kaneoka + + +* CAST : + +Player & Gk - Masashi Tsuzura + +Manager - Suminori Hase, Yuji Sakamoto + +Referee - Shin Tanaka + +Lady - Seiji Kawakami + +Doctor - Hiroto Nizato + +Nurse - Hiromi Mikami + +Stunt - Tomohisa Yamashita + + +Assistant : Shin Tanaka + +Directors : Takeshi Kobori, Marutake + +$end + +$info=spdodgeb, +$bio + +Super Dodge Ball (c) 11/1987 Technos. + + +- TECHNICAL - + + +Game ID : TA-0022 + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Nekketsu Koukou Dodgeball-bu". + + +- SERIES - + + +1. Super Dodge Ball (1987) + +2. Super Dodge Ball (1996) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +NEC PC Engine (1990) + + +* Computers : + +Sharp X68000 (1987, "Dodge Ball") + +$end + +$info=sdodgeb, +$bio + +Super Dodge Ball (c) 1996 Technos. + + +The popular game of Dodge Ball is a rather unique sport in which teams of three players try to knock each other out with the help of special moves and team attacks. In this game you take control of a team and must beat all other teams (you can even recruit the other team's leader after beating them!) in order to face the current Dodge Ball champion and take the title. Features cool anime style graphics, catchy music & great sound effects, plenty of moves at your disposal and a solid challenge level. Dodge Ball anyone? :) + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0209 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known as "Kunio no Nekketsu Toukyuu Densetsu" (literaly 'Kunio's Hotblooded Dodgeball Legend'). + + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + + +This is yet another game by Technos that features characters inspired by the River City Ransom manga. + + +Kunio appears in "Renegade" as main characters. + + +- SERIES - + + +1. Super Dodge Ball (1987) + +2. Super Dodge Ball (1996) + + +- STAFF - + + +Game designer : Scirocco + +Chief programmer : Makoto Satou + +Assistant director : Shouichi Toyoshima + +Character designers : Tôru Tsuboya, Scirocco + +C.V. supervisor : Tôru Furuya + +Bitmap artists : Tsuyoshi Ôtake, Tetsuya Wahira, Tôru Tsuboya, Haruyuki Watanabe, Kouji Maruta, Tadashi Maruyama + +Programmers : Takahiro Takenouchi, Hiroe Tsuchida, Takeshi Hosono + +Graphic assistants : Masamichi Katagiri, Kunihiro Hirabayashi, Takuto Mori, Koji Yamada, Hideki Hoshiya, Koji Ogata, Shun-Ichi Baba (Algo-Nicus) + +Sound programmer : Bob + +Sound composer : Ida + +Sound effects : Taku + +Sound : Fumio Suzuki, Tadashi Takatsuka + +Animation : Hidekazu Ohara, Takashi Ajiri (SnowLightStaff) + + +* Character Voices : + +Kunio : Ryo Horikawa + +Riki : Masaaki Ôkura + +Sabu : Yukimasa Kishino + +Misuzu : Keiko Yamamoto + +Shinji : Hisao Egawa + +Kenji : Tôru Furuya + +Miyuki : Yuka Koyama + +D.B.Maou : Daisuke Gouri + +Announcer : Manami Nakayama + +$end + +$info=sdtennis, +$bio + +Super Doubles Tennis (c) 1983 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 750 Khz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=supdrapo, +$bio + +Super Draw Poker (c) 1983 Valadon Automation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Buttons : 10 + +$end + +$info=usg32, +$bio + +Super Duper Casino! (c) 05/1987 U.S. Games. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Buttons : 5 + +$end + +$info=speglsht,speglsha, +$bio + +Super Eagle Shot (c) 1994 Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz), R3000 (@ 16 Mhz) + +Sound Chips : ST-0016 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +$end + +$info=searthin,searthia, +$bio + +Super Earth Invasion (c) 1980 Competitive Video. + + +Take over command of earth base and use your skill to stop the earth invasion. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + +$end + +$info=sfchamp,sfchampj, +$bio + +Super Football Champ (c) 1995 Taito. + + +- TECHNICAL - + + +Taito FX-1A hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : PSX (@ 4 Mhz), YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=sformula, +$bio + +Super Formula - Chijou Saisoku no Battle (c) 1989 V-System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2608 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Battle of the Fastest Above the Ground'. + + +This game is known outside Japan as "Tail to Nose - Great Championship". + + +Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be. + +$end + +$info=superg, +$bio + +Super Galaxians (c) 1979 Zaccaria. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is an Italian hack of "Galaxian". + + +- UPDATES - + + +The game is faster than the original. + +$end + +$info=sgemf,sgemfa,sgemfh, +$bio + +Super Gem Fighter - Mini Mix (c) 09/1997 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 25 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Pocket Fighter". + + +Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds). + + +When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones... + +Felicia : Can disguise herself as Megaman ("Megaman - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Darkstalkers - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode :I Final Crusade"). + +Ibuki : Among her costumes are Rolento ("Street Fighter Alpha - Warriors' Dreams") and Chaka ("Jojo's Bizarre Adventure"). + +Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode :I Final Crusade") & Jill Valentine ("Resident Evil"). + +Akuma : He disguises himself as Leo ("Warzard"). + +Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Alpha - Warriors' Dreams"). + +Lord Raptor's graveyard makes a cameo in Akuma's ending! + +Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure"). + +Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure"). + +Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :( + +Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire"). + +Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard". + +Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!). + +The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :) + + +Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are : + +Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento ("Street Fighter" games). + +Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games). + +Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! ("Resident Evil" games). + +Helena ("Street Fighter III - New Generation"). + +Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire"). + +Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games). + +Jun May Williams & Rimgal ("Star Gladiator - Episode :I Final Crusade"). + +Don Tacos ("Pang! 3"). + +Pao & Leo ("Warzard"). + +Son Gokuu ("Son Son"). + + +All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'. + + +The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss. + + +- TIPS AND TRICKS - + + +* Play As Gouki : At the character select screen, highlight Ryu and press Left. + + +* Play As Dan : At the character select screen, highlight Ken and press Right. + + +- STAFF - + + +Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko + +Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno + +Character designers : Edayan, I. Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin + +Music & Arrangement composers : Isao Abe, Yuki Iwai, Setsuo Yamamoto + +Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno + +Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Hyper Shinchan, Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret + +Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake + +Producer : Takashi Sado + +General producer : Noritaka Funamizu + +Executive producer : Yoshiki Okamoto + + +* Voice Actors : + +Ibuki : Amano Yuri + +Felicia : Araki Kae + +Tabasa : Ishii Naoko + +Ken Masters : Iwanaga Tetsuya + +Sakura Kasugano : Sasamoto Yuko + +Morrigan : Jinguji Yayoi + +Zangief : Takagi Wataru + +Gouki : Nishimura Tomomichi + +Lei-Lei : Neya Michiko + +Ryu : Hoshi Souichiro + +Dan Hibiki : Hosoi Osamu + +Chun-Li : Miyamura Yuko + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Pocket Fighter") + +Sega Saturn (1998, "Pocket Fighter") + +Bandai WonderSwan (2000, "Pocket Fighter") + +$end + +$info=suprglob,sprglobp, +$bio + +Super Glob (c) 1983 Epos. + + +Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 236 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "The Glob" and "Beastie Feastie". + +$end + +$info=sgt24h, +$bio + +Super GT 24h (c) 1996 Jaleco. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998, "GT 24") + +$end + +$info=supergx, +$bio + +Super GX (c) 1980 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=shangon,shangnle,shangon3,shangupb,shangon1,shangon2, +$bio + +Super Hang-On (c) 04/1987 Sega. + + +For this sequel to the superb 1985 original, Sega introduced the hilly, undulating roads that had been exectuted so superbly in 1986's "Out Run". The already fantastic gameplay was further enhanced with the introduction of the 'turbo' : upon reaching the bike's maximum speed, players could press and hold the turbo button and push the bike to a breathtaking speed - something that was necessary to beat the game's extremely tight time limits. This had to be used judiciuosly, however, as the increase in speed made the bike harder to control and accelerating at the wrong time would invariably see a head-on collision with the many road-side objects that litter the stages. + + +Players could chose to race on any one of Super Hang-on's four courses: Africa, Asia, America and Europe. Africa is the easiest and shortest of the four, with each subsequent course becoming both more demanding - with tighter bends and more agressive rival racers - and having a greater number of stages to have to beat. Africa, for instance, is made up of only six stages, while the hardest course, Europe, has eighteen stages. + + +- TECHNICAL - + + +Game ID : 317-0034 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Like its illustrious prequel, Super Hang-on was available in both basic upright, and deluxe cabinet configurations; the upright featured the standard handlebars etc. of its younger brother while the deluxe cab was again a near full-sized mock-up of a motorcycle. Both featured a simulated tachometer and speedometer. + + +A bootleg version was released in 1992. + + +Alfa Records released a limited-edition soundtrack album for this game (After Burner : Sega Game Music Vol.3 - 28XA-109) on 10/10/1987. + + +- SERIES - + + +1. Hang-On (1985) + +2. Hang-On II (1985, Sega SG-1000) + +3. Hang-On Jr. (1985) + +4. Super Hang-On (1987) + +5. Limited Editon Hang-On (1991) + + +- STAFF - + + +Music composed by : Katsuhiro Hayashi, Koichi Namiki + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +Sega Mega Drive (1994, "MegaGames 3in1 Vol 1") + +Nintendo Game Boy Advance (2003, "Sega Arcade Gallery") + + +* Computers : + +Amstrad CPC (1987) + +Commodore C64 (1988) + +Atari ST (1988) + +Commodore Amiga (1988) + +Sinclair ZX Spectrum (1988) + +Sharp X68000 (1989) + +$end + +$info=shimpact,shimpacp, +$bio + +Super High Impact (c) 09/1991 Midway. + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 396 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. High Impact Football (1990) + +2. Super High Impact (1991) + + +- STAFF - + + +Staff : Ed Boon (EJB), John R. Newcomer (JRN), (DWF), Tony Goskie (TWG), Jack E. Haeger (JEH) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Nintendo Super Famicom (1993) + +$end + +$info=sia2650, +$bio + +Super Invader Attack (c) 1980 Sidam. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 950 Khz) + + +Screen orientation : Vertical + +Video resolution : 768 x 720 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This clone of Taito's "Space Invaders" is an alternate version of the Zaccaria one : "The Invaders". + +$end + +$info=superinv,sinvemag,sinvzen, +$bio + +Super Invaders (c) 19?? EMAG corporation. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + +Sound Chips : Samples (@ 2 Mhz), SN76477 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Space Invaders". + +$end + +$info=suprleag, +$bio + +Super League (c) 1988 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Major League (1985) + +2. Super League (1988) + +3. Excite League (1989) + +$end + +$info=suprloco, +$bio + +Super Locomotive (c) 1982 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The background song playing in Super Locomotive is 'Rydeen' by 'Yellow Magic Orchestra'. This excellent song makes train conducting even better. + + +- STAFF - + + +Designed and programmed by : Fukumura Mizunaga + +$end + +$info=suplup, +$bio + +Super Lup Lup Puzzle (c) 05/1999 Omega System. + + +- TECHNICAL - + + +Main CPU : E1-16T (@ 50 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 13.558 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Zhuan Zhuan Puzzle". + +$end + +$info=smleague, +$bio + +Super Major League (c) 01/1995 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Final Arch". + + +- SERIES - + + +1. Major League (1985) + +2. Super League (1988) + +3. Excite League (1989) + +4. Super Major League (1995) + +$end + +$info=pc_smb, +$bio + +Super Mario Bros. (c) 04/1986 Nintendo. + + +The player took the role of Mario, or in the case of a second player, Mario's brother Luigi. The ultimate object was to race through the Mushroom Kingdom, eliminate Bowser's forces, and save Princess Toadstool. The game consisted of eight worlds with four sub-worlds, or levels, in each. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : SM + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +According to the Guiness Book Of Records, Super Mario Bros. is the best-selling video game of all time, with a total of 40.23 million units sold worldwide, as of 1999. + + +Many easter eggs were intentionally left in the game during the development, but 'Minus World' was a programming error only discovered after the game had hit the market (see 'Tips and Tricks' section for more info). + + +- TIPS AND TRICKS - + + +* Warps : + +1) Warp to World 2, 3, or 4 : In World 1-2, boogie over the end pipe by walking on the ceiling and behind the wall you'll find a Warp Zone where you can warp to World 2, 3, or 4. + +2) Warp to World 5 : In World 4-2, walk on the ceiling like you did in 1-2 and you'll find a Warp to World 5. + +3) Warp to World 6, 7, or 8 : This is the second Warp Zone you can reach from World 4-2. + +After the first elevator lift, there is a pit and three brick blocks above you. Jump around and you'll find four hidden coin blocks under the three bricks. Use the hidden blocks you just uncovered to hit the first brick which will sprout a Vine. The Vine leads to some Coins and the second Warp Zone. + + +* The World -1 a.k.a The Minus World (Note : You must be either big or have fire power to do this) : Go to the end of world 1-2, where all the elevators are. Go past the elevators, but before the warp zone. You should see a horizontal warp pipe that leads outside. Don't go in this pipe. Instead, jump on top of it. Now, break the two rightmost bricks above you, but not the one that is touching the green pipe! Now, stand on the pipe, but as far left as you can go without falling off the pipe. Now duck and jump up. In the air, make sure you hold right as hard as you can, but stay ducked. If you accidentily break the brick that is touching the green pipe, then you can't do it. Keep trying this, it will take many attemps to accomplish. When you finally do it successfully, Mario will get sucked into the wall and start 'moonwalking' through it. While you are moonwalking, don't touch any buttons except for the joystick. If you try to jump, you will go through the top wall, and you'll have to do it all over again. When you are done moonwalking, you'll come out the other side. On the other side, there will be three warp pipes. Enter either the leftmost or the rightmost warp pipe before the screen scrolls all the way to the right. If done successfully, a screen should now appear which will say you are on world -1. + + +Rumor : There is a second Minus World. The -2 world has a 1 in 2002 percent chance of working, but it does work. There is King Goomba at the end. + + +* The Double Jump : After grabbing a Mushroom in mid-air, Mario can pull off another jump with the right timing. First, time a jump so that small Mario is on his way down when he grabs a Mushroom. While Mario is transforming, hold A and he'll jump again when his transformation into Super Mario is complete. + + +* Fire while small : Go to any Boss level, except for the final level. Make sure that Mario is big when reaching the Boss. Jump on the little axe object so you hit the Koopa (Boss) and the axe at the same instant. You will flash as you were hit but will remain as Super Mario. On the next level, get a mushroom and it will actually make Mario small. Finally, get a flower and Mario will have firepower when he is small. + + +* Fireworks : Hit the flagpole at the end of a level when the last digit of the timer is 1, 3, or 6. + + +* Continue : When you get a Game Over screen, hold down A and press Start. You will start on the first level of the world you died on. + + +* After beating the game, the player was given the option to start again in 'Hard Mode'. All Goombas are replaced by Buzzy Beetles (Koopa Troopa-like enemies who cannot be killed by fireballs), and all enemies walk faster. + + +- SERIES - + + +1. Mario Bros. (1983) + +2. Super Mario Bros. (1985, Nintendo Famicom) + +3. Super Mario Bros. 2 (1986, Nintendo Famicom) + +4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom) + +5. Super Mario Bros. 3 (1988, Nintendo Famicom) + +6. Super Mario Land (1989, Nintendo Game Boy) + +7. Super Mario World (1991, Nintendo Super Famicom) + +8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy) + +9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy) + +10. Mario Clash (1995, Nintendo Virtual Boy) + +11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom) + +12. Super Mario Land 4 (1997, Nintendo Game Boy) + +13. Super Mario 64 (1997, Nintendo 64) + +14. Yoshi's Story (1998, Nintendo 64) + +15. Super Mario Sunshine (2002, Nintendo Gamecube) + + +- STAFF - + + +Designed by : Shigeru Miyamoto + +Music by : Koji Kondo + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, "Super Mario Collection") + +Nintendo Game Boy Color (1999, "Super Mario Bros. Deluxe") + +Nintendo Game Boy Advance (2004, "Famicom Mini Series") + +$end + +$info=pc_smb2, +$bio + +Super Mario Bros. 2 (c) 1988 Nintendo. + + +- TECHNICAL - + + +Game ID : MW + +Nintendo PlayChoice-10 hardware + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Warp Vases : + +1) World 1-3 : There is a warp vase by the brick wall. Bring a potion and drop it on top. Go down the vase in subspace to warp to world 4-1. + +2) World 3-1 : Fall down the giant waterfall and make sure you land in the center on top of the door when you reach the bottom. The potion there is under the 6th grass from the right. Drop it on the vase in that room. This goes to world 5-1 (best place for coins). + +3) World 4-2 : Get a potion in the whale section and work your way right to the vase. This goes to world 6-1. + +4) World 5-3 : If you have Luigi, then you could easily jump to the top at the beginning of this world to get the potion next to the vase. Go down and this takes you to world 7-1. + + +* Get The Music From SMB1 : Make sure that when you collect 5 cherries and the star comes up that you have a potion very close to you (even in your hands is good). Before getting the star, drop the potion so the door appears. Get the star and go into the door to subspace. You will hear the subspace music playing (from SMB 1) but you know that the music stops once you leave subspace. When the invicibility starts wearing off and the character starts to flash, exit subspace through the door and if you did it right, the subspace music repeats when you're back to the normal world. But this time it continues like the SMB 1 music. This lasts until you go into a door or lose a life. The best place to try this is World 1-3 at the beginning with all the cherries. This trick is not too hard to do. + + +* Suicide : Pause the game, then hold UP+A+B on the player2 side. Unpause and your character will instantly die and have to restart the level. + + +* Suicide Door : While entering a door, pause the game before the screen changes. Enter the suicide code (UP+A+B on the player2 side), then unpause the game. Instead of dying once, you'll watch your character fall through the floor and die for each extra life remaining! Game over. + + +- SERIES - + + +1. Mario Bros. (1983) + +2. Super Mario Bros. (1985, Nintendo Famicom) + +3. Super Mario Bros. 2 (1986, Nintendo Famicom) + +4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom) + +5. Super Mario Bros. 3 (1988, Nintendo Famicom) + +6. Super Mario Land (1989, Nintendo Game Boy) + +7. Super Mario World (1991, Nintendo Super Famicom) + +8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy) + +9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy) + +10. Mario Clash (1995, Nintendo Virtual Boy) + +11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom) + +12. Super Mario Land 4 (1997, Nintendo Game Boy) + +13. Super Mario 64 (1997, Nintendo 64) + +14. Yoshi's Story (1998, Nintendo 64) + +15. Super Mario Sunshine (2002, Nintendo Gamecube) + + +- STAFF - + + +Designed by : Shigeru Miyamoto + +Music by : Koji Kondo + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, Super Mario Collection) + +Nintendo Game Boy Advance (2001, Super Mario Advance) + +$end + +$info=pc_smb3, +$bio + +Super Mario Bros. 3 (c) 1988 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : UM + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Super Mario Bros. 3 was previewed in the movie 'The Wizard', starring Fred Savage. And it was also prewiewed in the US market via the PlayChoice-10 machine BEFORE its Nintendo NES release. + + +During the game, Mario can find Warp flutes (see Tips and Tricks section for more information), which will take him to a new area of the game. When using the flutes, the tune played is the exact melody used from the flute in "The Legend of Zelda". + + +- TIPS AND TRICKS - + + +* Continue game play : Use two controllers and start the game in two player mode. After Mario loses all lives, the game can be continued as Luigi using the other controller. + + +* Getting the flutes : In World 1, Level 3, go to the white block toward the end. Jump in and hold Down until your character falls. Then, run to the end and you should end up behind the black wall object. Move back as far as you can and press Up. You will appear in a room with a chest like object in mushrooms. Open the chest and collect the flute. + + +Another flute can be found in the first semi-castle. Go to the location where you can go through the door to get to the room with the "up-down" ceiling, but do not go through the door. Fly over where the screen ends. Then, keep running and press Up. Your character will end up in a room with a chest. Open the chest to get another flute. + + +Another flute can be found in World 2. Defeat one of the camels to get a hammer. Then, go to the top right of the world to find a rock. Break the rock to open a path. Go through the path and defeat the camel to get the third flute. There is also a frog suit in the mushroom room. You can use the flute to warp to farther worlds. + + +* 28 P-Wings : Complete the game, then press Start at the ending screen. The next game will begin with 28 P-Wings per brother. + + +- SERIES - + + +1. Mario Bros. (1983) + +2. Super Mario Bros. (1985, Nintendo Famicom) + +3. Super Mario Bros. 2 (1986, Nintendo Famicom) + +4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom) + +5. Super Mario Bros. 3 (1988, Nintendo Famicom) + +6. Super Mario Land (1989, Nintendo Game Boy) + +7. Super Mario World (1991, Nintendo Super Famicom) + +8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy) + +9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy) + +10. Mario Clash (1995, Nintendo Virtual Boy) + +11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom) + +12. Super Mario Land 4 (1997, Nintendo Game Boy) + +13. Super Mario 64 (1997, Nintendo 64) + +14. Yoshi's Story (1998, Nintendo 64) + +15. Super Mario Sunshine (2002, Nintendo Gamecube) + + +- STAFF - + + +Designed by : Shigeru Miyamoto + +Music by : Koji Kondo + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993, Super Mario Collection) + +Nintendo Game Boy Advance (2003, "Super Mario Advance 4 - Super Mario Bros 3") + +$end + +$info=nss_smw, +$bio + +Super Mario World (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- STAFF - + + +Main director : Takashi Tezuka + +Map director : Hidequi Konno + +Area director : Katsuya Eguchi + +Program director : Toshihiko Nakago + +Mario and system programmer : Toshio Iwawaki + +Object programmer : Kazuaki Morita + +Background programmers : Shigehiro Kasamatsu, Tatsunori Takakura + +Map programmer : Tatsuo Nishiyama + +Area data input : Yoshihiro Nomoto, Eiji Noto, Satoru Takahata + +Character graphic designer : Shigefumi Hino + +Sound composer : Koji Kondo + +Producer : Shigeru Miyamoto + +Executive producer : Hiroshi Yamauchi + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Advance (2002, Super Mario Advance 2 - Super Mario World) + +$end + +$info=sgmast,sgmastc, +$bio + +Super Masters Golf (c) 1989 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=suprmatk, +$bio + +Super Missile Attack (c) 05/1981 General Computer. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1 Mhz) + +Sound Chips : Pokey (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : trackball + +Buttons : 3 + + +- TRIVIA - + + +This game is an enhancement hack of "Missile Command". + + +GCC (General Computer Corporation) was founded in 1981 during the onset of the video game craze. C.E.O. Kevin Curran and MIT classmates Doug Macrae and John Tylko began by developing an enhancement for Atari's "Missile Command" and went on to create "Ms. Pac-Man", still one of the top-selling coin-operated video games in history. Between 1982 and 1984, GCC developed a total of 58 consumer electronics products that generated over $800 million in revenue for Atari and Bally Manufacturing. + + +- UPDATES - + + +Differences from "Missile Command" are : + +* A new look to the game : different colors, different attract mode, etc. + +* A new play to the game : more missiles, faster missiles and clouds that get smaller as the game goes on add challenge (and profit) to your Missile Command box. Plus a Totally New Attack Object, the 'UFO', which moves faster and more randomly than ordinary planes and satellites and fires a deadly new Laser weapon. + +* A new sound to the game : each attack object now has its own brand-new sound that lets everyone know that this is no ordinary "Missile Command". + +$end + +$info=mt_smgp, +$bio + +Super Monaco GP (c) 08/1990 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 39 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Lose Your Head : In arcade mode, cross the finish line in the top three while pressing A+B+C. When your driver holds aloft his trophy, he holds up his head instead! + +$end + +$info=smgp,smgpu3,smgpj,smgpu,smgp5,smgp6,smgpu2, +$bio + +Super Monaco GP (c) 1989 Sega. + + +A superb Formula One racing game from Sega, that took sprite-scaling to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit while the cabinet - at least in its 'deluxe' incarnation - did its level best to re-create the 'feel' of a real Formula One car : Paddle shifters behind steering wheel for gear changes and force feedback in both the steering wheel and seat all added to the experience. + + +- TECHNICAL - + + +Sega X board hardware + +Game ID : 0124a / 0125a / 0126 / 0126a + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : steering wheel + +Buttons : 3 + + +- TRIVIA - + + +This game is available in a single-player (upright or deluxe sit-down) or a two-player sit-down configurations. The deluxe cabinet is designed to resemble the McLaren GP team, complete with the white and international orange colour scheme. The cabinet also featured a viewing window, situated behind the player's head, that allowed for real-life spectators to watch the player's progress. + + +- UPDATES - + + +317-0124a + +* Select message : 'Select By Stearing...' + +* Select text : B, A, Super A Class, like on Megadrive + +* Qualification : preliminary race + + +317-0126 + +* Select message : 'Push Start Button' + +* Select text : B, A, Super A Class, like on Megadrive + +* Qualification : preliminary race + + +Other versions : + +* Select message : 'select by stearing' + +* Select text : Beginner Intermediate Professional + +* Qualification : Qualifying Lap + + +Versions without billboards (0124a, Rev C 0125a, 0126a) : + +* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's. + +* Ajip, Pibelly billboard's are modified to be unreadable. + +* Conan, Henda, Fodo, Flippy, BF billboards are unmodified. + +* The billboard after the tunnel is always a Flicky (the Sega game). + +* Renamed brands on the billboards : + +Marlbobo => Marlboro (you can see Marlboro on the title screen tho) + +Ajip => Agip + +Conan => Canon + +Modil => Mobil + +Pibelli, Flippy => Pirelli + +Henda => Honda + +Fodo => Ford + +BF => BP + +Hoster's => Foster's + + +- TIPS AND TRICKS - + + +Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration. + + +- SERIES - + + +1. Monaco GP (1980) + +2. Super Monaco GP (1989) + + +- PORTS - + + +*Consoles : + +Sega Mega Drive + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Commodore Amiga (1991) + +$end + +$info=smooncrs, +$bio + +Super Moon Cresta (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Moon Cresta". + + +- UPDATES - + + +This is the same as the original except faster and the aliens drop bombs at you. + +$end + +$info=suprmous, +$bio + +Super Mouse (c) 1982 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Funny Mouse". + +$end + +$info=smbomb,smbombr1, +$bio + +Super Muscle Bomber - The International Blowout (c) 08/1994 Capcom. + + +Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 06 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Ring of Destruction - Slammasters II". + + +Hara Tetsuo, who designed the characters in the 'Muscle Bomber' games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star'). + + +SME released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994. + + +- UPDATES - + + +The names of several characters and the name of the game itself were changed in the non-Japanese "Ring of Destruction - Slammasters II" versions. These changes are not reflected in the Tokyo stage, however. + +In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the 'Super Muscle Bomber' logo. Below is a list of the name changes... + +(Japanese name - Non-Japanese version name) + +Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie' + +Mysterious Budo - Great Oni + +El Stinger - El Stingray + +Sheep The Royal - Alexander 'The Grater' + +Kimala The Bouncer - Jumbo 'Flap' Jack + +Lucky Colt - Gunlock + +Titan The Great - Titanic Tim + +'Missing IQ' Gomes - King Rasta 'Mon' + +Astro - The Scorpion + + +- SERIES - + + +1. Muscle Bomber - The Body Explosion (1993) + +2. Muscle Bomber Duo - Heat Up Warriors (1993) + +3. Super Muscle Bomber - The International Blowout (1994) + + +- STAFF - + + +Character designer & Illustration : Tetsuo Hara + +Planner : Tomy Ari + +Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan + +Scroll designers : Ziggy, Miyao, Taka + +Programmers : Kazuhito Nakai, Shaver, Tate, Raoh + +Sound : Toshio Kajino, Shun, Isao Abe (Oyaji) + +Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo + +$end + +$info=superpac,superpcm, +$bio + +Super Pac-Man (c) 10/1982 Namco. + + +Conquer the fruit-filled maze! Disguised as our mildmannered "Pac-Man", Super Pac-Man fights a never ending battle to eat rows of fruit and objects, destroy enemy monsters and rack up scores that are out of this world. + + +- TECHNICAL - + + +Game ID: SP + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Bally Midway for US manufacture and distribution (11/1982). + + +In this new Pac-Man game, the gameplay mechanics have altered radically - instead of eating dots, the player is required to eat a key, which unlocks a section of the maze containing some kind of food. Once all the food is eaten, the player advances to the next level. The new gameplay mechanics were considered by many to be confusing, and too much of a change from the original two games ("Pac-Man" and Ms. Pac-Man). Ultimately, Super Pac Man proved to be the least successful game in the original series, being outsold that year by "Pac-Man Plus", a slightly updated version of the original game. In spite of this, the game's A.I. was celebrated as being one of the best of that era, and in the eyes of many fans, was the best out of any Pac-Man game. + + +A Super Pac-Man unit appears in the 1983 movie 'Joysticks'. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Button 1 pressed and enter the following sequence : Right, Down(x2), Left(x4), Up. + +'(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen. + + +- SERIES - + + +1. Pac-Man (1980) + +2. Ms. Pac-Man (1981) + +3. Super Pac-Man (1982) + +4. Pac-Man Plus (1982) + +5. Jr. Pac-Man (1983) + +6. Pac & Pal (1983) + +7. Pac-Land (1984) + +8. Pac-Mania (1987) + + +- STAFF - + + +Designed by : Toru Iwatani + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Nintendo Game Boy Color (1999, "Ms. Pac-Man - Special Color Edition") + + +* Computers : + +Atari 800 (1984) + +Commodore C64 (1988) + +$end + +$info=spang,spangj, +$bio + +Super Pang (c) 09/1990 Mitchell. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was also released by Capcom for US as "Super Buster Bros.". + + +- TIPS AND TRICKS - + + +* Stage Select On Tour Mode : Select Tour mode. Hold down the joystick and press fire button. + + +* Win 500 Points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds. + + +* Win 100.000 Points In Panic Mode : If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast. + + +- SERIES - + + +1. Pang (1989) + +2. Super Pang (1990) + +3. Pang! 3 (1995) + +4. Mighty! Pang (2000) + + +- STAFF - + + +Planners : Uda, Futoshi Kuwahara + +Designers : Kurihara, Furukawa + +Programmers : Shinohara, Nakai + +Composer : Takaoka + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + +Sony Playstation (1997, "Super Pang Collection") + +$end + +$info=spiero, +$bio + +Super Pierrot (c) 1987 Universal. + + +Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to your Mr. Do!. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at your poor little Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances. + + +Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way). + + +You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other Mr. Do! games). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz) + +Sound Chips : (4x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 258 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Do! Run Run". + + +Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it. + + +Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare. + + +- UPDATES - + + +The maze graphics are slightly different than "Do! Run Run". + + +- TIPS AND TRICKS - + + +* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult. + + +- SERIES - + + +1. Mr. Do! (1982) + +2. Mr. Do's Castle (1983) + +3. Mr. Do's Wild Ride (1984) + +4. Super Pierrot (1987) + +5. Neo Mr. Do! (1996) + +$end + +$info=spbactn,spbactnj, +$bio + +Super Pinball Action (c) 1991 Tecmo. + + +- TECHNICAL - + + +Game ID : 9002 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 5120 + + +Player : 1 + +Buttons : 3 + + +- SERIES - + + +1. Pinball Action (1985) + +2. Super Pinball Action (1991) + +$end + +$info=spool3,spool3i, +$bio + +Super Pool III (c) 1989 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to I-Vics. + + +This game is also known as "Pocket Gal". + + +- UPDATES - + + +Instead of the girl stripping between levels (Pocket Gal), the fully clothed image is repeated. + + +- STAFF - + + +Programmers : Minagawa, Shinichi + +Designer : Kinta58000 + +Graphics designers : Masa, Fusimi, Astaroth, Mixman + +Sound : Hitomi, Tatsuya, Hiroaki Yoshida (MARO), Azusa Hara (AZUSA) + +$end + +$info=spnchout,spnchotj, +$bio + +Super Punch-Out!! (c) 09/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 448 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 4-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The image used for the background of "Punch-Out!!" (in which Mario, Luigi, DK and DK Jr. sit on both sides of the ring) was recycled for 'Super Punch-Out!!'. The only difference is that the background is in black and white. + + +Not to be confused with the 1994 Super Famicom game of the same name, 'Super Punch-Out!!', which is a remake of the arcade game (certainly for the ten years anniversary). + + +- SERIES - + + +1. Punch-Out!! (1984) + +2. Super Punch-Out!! (1984) + + +- PORTS - + + +* Computers : + +Commodore C64 ("Frank Bruno's Boxing") + +PC [MS-DOS, 3.5''] ("Frank Bruno's Boxing") + +$end + +$info=spf2t,spf2ta, +$bio + +Super Puzzle Fighter 2 Turbo (c) 06/1996 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 16 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Super Puzzle Fighter 2 X". + + +The name, of course, comes from "Super Street Fighter II Turbo", but most of its design may be inspired by "Street Fighter Alpha 2". + + +Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8). + + +In the background of Chun-li's stage, there is "Son Son" flying around on a cloud. + +Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Alpha - Warriors' Dreams". + +Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background. + +Ken's stage is based on Ken and Nash's stages from "Street Fighter Alpha - Warriors' Dreams". + +Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day. + +Gouki's stage is based on his "Street Fighter Alpha 2" stage. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997. + + +- TIPS AND TRICKS - + + +* Play As Akuma (Gouki) : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button. + + +* Play As Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button. + + +* Play As Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button. + + +- STAFF - + + +Game designers : Murasaki Umagoyasi, SPP Iorya + +Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet + +Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro + +Character designers : Edayan, Goidanokei + +Object designers : Masarusan N, Ino, Aska + +Sound designer : Hiroaki Kondo (X68K) + +Sound assist : Satoshi Ise + +Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon) + +Producers : Noritaka Funamizu, Saddy + +Sound staff : Hideki Okugawa, Ryoji Yamamoto + +Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu + +Producer : Yoshimi Ohnishi + +General producer : Noritaka Funamizu + +Supervisor : Yoshiki Okamoto + + +* Cast : + +Felicia, Lei Lei, narration : Araki Kae + +Devilot, Morrigan : Jinguuji Yayoi + +Chun Li : Miyamura Yuko + +Sakura : Sakamoto Yuko + +Ryu : Hoshi Souichirou + +Dan : Hosoi Osamu + +Ken, Donovan : Iwanaga Tetsuya + +Gouki : Nishimura Tomomichi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation + +Nintendo Game Boy Advance (2003) + + +* Computers : + +PC CD-Rom (Windows 9x) + +$end + +$info=spf2xj, +$bio + +Super Puzzle Fighter 2 X (c) 05/1996 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 16 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Super Puzzle Fighter 2 Turbo". + + +The name, of course, comes from "Super Street Fighter II X - Grand Master Challenge", but most of its design may be inspired by "Street Fighter Zero 2". + + +Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8). + + +In the background of Chun-li's stage, there is "Son Son" flying around on a cloud. + +Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero". + +Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background. + +Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero". + +Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day. + +Gouki's stage is based on his "Street Fighter Zero 2" stage. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997. + + +- TIPS AND TRICKS - + + +* Play As Akuma (Gouki) : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button. + + +* Play As Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button. + + +* Play As Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button. + + +- STAFF - + + +Game designers : Murasaki Umagoyasi, SPP Iorya + +Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet + +Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro + +Character designers : Edayan, Goidanokei + +Object designers : Masarusan N, Ino, Aska + +Sound designer : Hiroaki Kondo (X68K) + +Sound assists : Satoshi Ise + +Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon) + +Producers : Noritaka Funamizu, Saddy + +Sound staff : Hideki Okugawa, Ryoji Yamamoto + +Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu + +Producer : Yoshimi Ohnishi + +General producer : Noritaka Funamizu + +Supervisor : Yoshiki Okamoto + + +* Cast : + +Felicia, Lei Lei, narration : Araki Kae + +Devilot, Morrigan : Jinguuji Yayoi + +Chun Li : Miyamura Yuko + +Sakura : Sakamoto Yuko + +Ryu : Hoshi Souichirou + +Dan : Hosoi Osamu + +Ken, Donovan : Iwanaga Tetsuya + +Gouki : Nishimura Tomomichi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1997) + +Sega Dreamcast (2001) + +Nintendo Game Boy Advance (2002) + +$end + +$info=sqix,sqixa,sqixbl, +$bio + +Super Qix (c) 1987 Taito. + + +- TECHNICAL - + + +Game ID : B03 + + +Main CPU : Z80 (@ 6 Mhz), I8751 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Developed by Kaneko. + + +- UPDATES - + + +The bootleg don't uses the I8751 @ 4 Mhz :-) + + +- TIPS AND TRICKS - + + +* Free Credits : Ever wonder why the attract mode says "Go for 98%"? It's because if you cover at least 98% of the playing surface, you're rewarded with a free credit. This is very possible if you get the 'freeze' powerup. + + +- SERIES - + + +1. Qix (1981) + +2. Super Qix (1987) + +3. Twin Qix (1995) + +$end + +$info=sranger,srangerb,srangerw, +$bio + +Super Ranger (c) 1988 SunA. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to WDK for distribution. + +$end + +$info=srmp7, +$bio + +Super Real Mahjong P7 (c) 1997 Seta. + + +A well-animated mahjong game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : mahjong keyboard + + +- TIPS AND TRICKS - + + +* Challenge Etsuko Toyohara : Defeat the regular 3 opponents in any story mode without using a single continue to challenge her. + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 + +6. Super Real Mahjong Part 6 + +7. Super Real Mahjong P7 (1997) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=srmp3, +$bio + +Super Real Mahjong Part 3 (c) 1988 Seta. + + +Mahjong game. + + +- TECHNICAL - + + +Game ID : ZA-0 + + +Main CPU : Z80 (@ 3.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : mahjong keyboard + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 + +6. Super Real Mahjong Part 6 + +7. Super Real Mahjong P7 (1997) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995, "Super Real Mahjong Grafitti") + +$end + +$info=srmp5, +$bio + +Super Real Mahjong Part 5 (c) 199? Seta. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz), R3000 (@ 16 Mhz) + +Sound Chips : ST-0016 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 + +6. Super Real Mahjong Part 6 + +7. Super Real Mahjong P7 (1997) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=srmp6, +$bio + +Super Real Mahjong Part 6 (c) 1995 Seta. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 (199?) + +6. Super Real Mahjong Part 6 (1995) + +7. Super Real Mahjong P7 (1997) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=srmp2, +$bio + +Super Real Mahjong PII (c) 1987 Seta. + + +Mahjong game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : mahjong keyboard + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 + +6. Super Real Mahjong Part 6 + +7. Super Real Mahjong P7 (1997) + + +- STAFF - + + +Director : Y. Watanabe + +Programmers : Y. Takahashi, Y. Sasaki, M. Takano + +Animater : X. Tanaka + +Music : T. Suzuki + +Sound : H. Kobayashi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995, "Super Real Mahjong Grafitti") + +$end + +$info=srmp4,srmp4o, +$bio + +Super Real Mahjong PIV (c) 1993 Seta. + + +A well-animated mahjong game. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Player : 1 + +Control : mahjong keyboard + + +- TIPS AND TRICKS - + + +* Start With The Second Girl (Yuu) : Press Pon and Kan button (continue pressing until the end of first animation) and press start. + + +* Start With The Third Girl (Kaori) : Press Chi and Reach button (continue pressing until the end of first animation) and press start. + + +- SERIES - + + +1. Super Real Mahjong + +2. Super Real Mahjong PII (1987) + +3. Super Real Mahjong Part 3 (1988) + +4. Super Real Mahjong PIV (1994) + +5. Super Real Mahjong Part 5 + +6. Super Real Mahjong Part 6 + +7. Super Real Mahjong P7 (1997) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +FM Towns Marty (1994) + +Sega Saturn (1995, "Super Real Mahjong Grafitti") + + +* Computers : + +Sharp X68000 (1994) + +$end + +$info=suprridr, +$bio + +Super Rider (c) 1983 Venture Line. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + +$end + +$info=sshangha,sshanghb, +$bio + +Super Shangai Dragon's Eye (c) 1992 Hot-B. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Shangai (1988) + +2. Shangai II (1989) + +3. Super Shangai Dragon's Eye (1992) + +4. Shangai III (1993) + +5. Shangai - The Great Wall (1995) + +6. Shangai Matekibuyuu (1998) + +$end + +$info=ssideki, +$bio + +Super Sidekicks (c) 12/1992 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0052 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Tokuten Ou" (translates from Japanese as "Top Scorer"). + + +- SERIES - + + +1. Super Sidekicks (1992) + +2. Super Sidekicks 2 - The World Championship (1994) + +3. Super Sidekicks 3 - The Next Glory (1995) + +4. The Ultimate 11 - Snk Football Championship (1996) + +5. NeoGeo Cup '98 - The Road to the Victory (1998) + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planner : Ishimotti + +Sound : Jojouha Kitapy, Yoko + +Designers : Mioshi, S.K., Younger Face, E. Kojitani, J-Mikami, Mori-P + +Programmers : Mabushi, Narutaki, Ep82boy. + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=ssideki2, +$bio + +Super Sidekicks 2 - The World Championship (c) 04/1994 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0061 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Tokuten Ou 2 - Real Fight Football". + + +- SERIES - + + +1. Super Sidekicks (1992) + +2. Super Sidekicks 2 - The World Championship (1994) + +3. Super Sidekicks 3 - The Next Glory (1995) + +4. The Ultimate 11 - Snk Football Championship (1996) + +5. NeoGeo Cup '98 - The Road to the Victory (1998) + + +- STAFF - + + +President : Eikichi Kawasaki + +Chief programmer : Uzumasa + +Main programmer : Ep82boy. + +Programmers : Yuritan, T. Nakamura + +Chief designer : Yellow Beat + +Main designers : Mic-Senbey, Mina, Mittu!!! + +Designers : Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche + +Models : Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round + +Sound : Jojouha Kitapy, Brother Hige, Akibon + +Planners : Snk R&D Center, Rosanjin + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=ssideki3, +$bio + +Super Sidekicks 3 - The Next Glory (c) 03/1995 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0081 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Tokuten Ou 3 - Eikoue no Michi" (translates from Japanese as 'Top Scorer - Way of Glory'). + + +- SERIES - + + +1. Super Sidekicks (1992) + +2. Super Sidekicks 2 - The World Championship (1994) + +3. Super Sidekicks 3 - The Next Glory (1995) + +4. The Ultimate 11 - Snk Football Championship (1996) + +5. NeoGeo Cup '98 - The Road to the Victory (1998) + + +- STAFF - + + +President : Eikichi Kawasaki + +Director : H. Kawano + +Planner : Snk R&D Center, Fighting Shooter + +Chief programmer : Uzumasa Seven + +Main programmers : Ej20Wrx, Yuritaro + +Programmer : Toppo George + +Sound : Ackey, Pearl Shibakichi + +Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy"Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline + +Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy"Tateko", Tenuking, Performaru-2, george.Y, Tom.Karji, Bruce Tee, J.Miki, Gc8-Wrx, Jighoh Ninomiya + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=sslam,sslama, +$bio + +Super Slam (c) 1993 Playmark. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 9.848 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=suprslam, +$bio + +Super Slams - From TV Animation (c) 1995 Banpresto. + + +Basketball game with four selectable teams. This game has a nice design and easy gameplay. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on the manga "Slam Dunk". + + +- STAFF - + + +Producer : K. Suzuki + +Main planner : S. Nozaki + +Sub planner : K. Matsunami + +Main programmer : Yagiyama + +Programmers : Yoko, Kazuya "Kazuma", M. "RX-R" Kawaguchi, Any L3 + +Chief designer : Kaz. Adachi + +Sub chife designer : Nakajima 500 + +Designer : Hiki, Ikeneko, Gigus, Suga Shoko, H. Motono + +Sound : Hoso-Q + +$end + +$info=nss_ssoc, +$bio + +Super Soccer (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=ssi, +$bio + +Super Space Invaders '91 (c) 11/1990 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C64 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Majestic Twelve - The Space Invaders Part IV". + + +This game was dedicated to Katsujiro Fujimoto. + + +- SERIES - + + +1. Space Invaders (1978) + +2. Space Invaders Deluxe (1979) + +3. Return of the Invaders (1985) + +4. Super Space Invaders '91 (1990) + +5. Space Invaders DX (1994) + +6. Space Invaders '95 - The Attack of Lunar Loonies (1995) + + +- STAFF - + + +Director : Ichiro Fujisue + +Game designer : Tomohiro Ohno + +Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma + +Hardware : Yasuhiro Shibuya + +Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa + +Designers : Rintaro Doi, Kumi Mizobe + +Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino + + +- PORTS + + +* Consoles : + +Sinclair ZX Spectrum (1992) + +Sega Master System + +Sega Game Gear + + +* Computers : + +Amstrad CPC (1991) + +Atari ST (1991) + +Commodore Amiga + + +* Others : + +Nokia N-Gage (2004, "Taito Memories") + +$end + +$info=macross, +$bio + +Super Spacefortress Macross (c) 1992 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Chou-zikuu Yousai Macross" (translates from Japanese as 'Super Space Fortress Macross'). + + +Superdimensional Fortress Macross was created as a filler show. Studio Nue was building up to make a series called Superdimensional Cavalry Southern Cross, but they released Macross fisrt. It proved to be their biggest hit, so popular that they extended it from 24 to 35 episodes. They followed up with Superdimensional Century Orguss, which didn't do quite as well, but was still popular enough to spawn a six OVA sequel (Orguss II) in the early 90s. Ironicly, Southern Cross did poorly and was cancelled after only 23 episodes. + + +Macross, however, has become a major anime staple. After the original series in 1982, there was a movie released in 1984 called 'Do You Remember Love?' This game is based on that movie. Later came a music special, 'Macross Flashback 2012', and then came 'Macross II' (see the history entry for "Super Spacefortress Macross II" for more details), 'Macross Plus' (1994, four OVAs and one movie), 'Macross 7' (1993, 49 TV episodes, 2 OVAs one movie), and 'Macross 7 Dynamite' (4 OVAs). + + +The Macross movie was written in such a way that somebody could understand it without having seen any of the TV series. As such, a lot of events had to be changed, often quite a bit. As such, Studio Nue considered it to be an alternate timeline from the original series. In the first episode of 'Macross 7', it is established the DYRL was a movie made within the official Macross continuity. + + +A number of leftover Valkyrie toys were later converted into Transformers toys on AUTOBOT named Jetfire. Because they were forbidden to use a Valkyrie in the Transformers TV show, the animated version was redesigned and renamed 'Skyfire'. The only time an animated version of Jetfire appeared was in the commercial for the Jetfire toy. + + +- SERIES - + + +1. Super Spacefortress Macross (1992) + +2. Super Spacefortress Macross II (1993) + +3. Macross Plus (1996) + + +- STAFF - + + +Graphic designers : Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei + +Software : Ore Dayo, Tommysan + +Sound : Hide-Kaz, Papa, Taro + +Hardware : Yuki, Drunker, Tuna Banan + +Producer : Toshifumi Kawashima + +Planner : Masahiko Takahashi + +$end + +$info=macross2, +$bio + +Super Spacefortress Macross II (c) 09/1993 Banpresto. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Chou-zikuu Yousai Macross II" (translates from Japanese as 'Super Space Fortress Macross II'). + +The OVA series Macross II was created shortly after Japan's economic collapse in the early 90s. The amount of truely new material dropped off sharply, and sequels to old favorites that already had a built-in following were in vogue. It was made without the input of the original creators, Shoji Kawamori and Studio Nue, and the resulting series was fairly dire. + + +The plug was going to be pulled after four episodes, but it sold well amongst anime fans in America (who were starved for Macross of ANY kind at the time), so the US anime company, US Renditions financed the creation of two more episodes. Macross II became the first work of anime to be financed by an American anime company. Fortunately, USR and their notoriously low-quality works are long-gone, the rights to most of their titles having gone to Manga Video, including Macross II. Macross II was officialy declared an alternate timeline by Studio Nue, who then made Macross Plus as an official sequel to Macross. Hopefully this knowledge will not affect your game enjoyment ^_^! + + +- SERIES - + + +1. Super Spacefortress Macross (1992) + +2. Super Spacefortress Macross II (1993) + +3. Macross Plus (1996) + + +- STAFF - + + +Software : Ore~, Tommy + +Sound : Hide-Kaz, Abraham, Manabu Namiki (Taro), Mr. Takami + +Graphic designers : Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi + +Planner : Mor, Mug + +Superviser : Yukichan + +Producers : Toshifumi Kawashima + +$end + +$info=sspeedr, +$bio + +Super Speed Race (c) 1979 Midway. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.496 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 376 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.39 Hz + +Colors palette : 16 + + +Player : 1 + +Control : steering wheel + +Button : 1 + +$end + +$info=ssrj, +$bio + +Super Speed Race Jr. (c) 1985 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 232 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Player : 1 + +Control : dial + +Buttons : 2 + +$end + +$info=ssprint,ssprint3,ssprint1,ssprints,ssprintg,sspring1,ssprintf, +$bio + +Super Sprint (c) 04/1986 Atari Games. + + +One of the Sprint sequels, carrying on the same simple gameplay while adding a few new elements such as the ability to pick up wrenches for adding modifications to the player's car and challenging new tracks. + + +- TECHNICAL - + + +Atari System 2 hardware + +Game ID : 136042 + + +Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) Pokey (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 3 + +Control : dial + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol. II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991. + + +- SERIES - + + +1. Sprint 2 (1976) + +2. Sprint 8 (1977) + +3. Sprint 4 (1977) + +4. Sprint One (1978) + +5. Super Sprint (1986) + +6. Championship Sprint (1986) + + +- STAFF - + + +Designed and programmed by : Robert Weatherby, Kelly Turner + +Art and animation by : Will Noble, Kris Moser, Sam Comstock + +Audio by : Hal Canon + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sony PlayStation (2000, "Arcade Party Pak") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Atari ST (1986) + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1987) + +Amstrad CPC (1987) + +$end + +$info=superspy, +$bio + +The Super Spy (c) 10/1990 SNK. + + +Infiltrate terrorist hideouts and beat up the bad guys in this gender-bending (but still good) first-person beat-em-up with RPG elements. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0011 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The Super Spy was one of the launch games for the Neo-Geo MVS system. + + +A few rooms in the game feature a G-Mantle poster hanging on the wall, this character was later used as a striker character in "The King of Fighters 2000". + + +- STAFF - + + +Boss : Eikichi Kawasaki + +Programmers : Hiroshi & Tadashi, Magi2, Kura + +Sound composer : Papaya + +Sound effects : Tarkun, Shimizum + +Producer : Konny + +Planner : Akira Goto + +Front designers : Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura + +Scroll designers : Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=sstingry, +$bio + +Super Stingray (c) 1986 Alpha Denshi. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The default high score table in Super Stingray are all characters from manga/anime by Rumiko Takahashi. The first seven entries are from a series called Urusei Yatsura, which was on the air from 1981 to 1986, consisting of 218 episodes, 6 movies, and 6 OVAs. Entries 8-10 are from Maison Ikkoku, which ran from 1986 to 1988, consisting of 96 episodes and one movie. + +$end + +$info=ssf2,ssf2u,ssf2j,ssf2jr1,ssf2jr2,ssf2a,ssf2ar1, +$bio + +Super Street Fighter II - The New Challengers (c) 09/1993 Capcom. + + +After two years in development, Super Street Fighter II has stormed the arcades - and the world rockin' with Street Fighting action one again. New Challengers, new art, rescored music, and more moves make this the best SF Ever! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 01 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +A special version of this game is known as "Super Street Fighter II - The Tournament Battle". + + +This game was supposed to be the next game in the SFII series after "Street Fighter II' - Champion Edition". However, an unforseen upgrade to SFII' - CE was made in the form of Street Fighter II' Turbo which ended up implementing many of the ideas that were supposed to debut in this game. This is why players complained about the lack of anything new in this game after the success of Street Fighter II' Turbo. + + +While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer DeeJay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee-Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped. + + +Fei Long is Capcom's homage to Bruce Lee. + + +SSFII vs. MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released SSF2 early so that they could attract fans away from MK. At the same time, Midway released "Mortal Kombat II" early for similar reasons. As you can see, the result meant that both came back to square one. Originally all of the additional features that were added in "Super Street Fighter II X - Grand Master Challenge" (Gouki, Supers, etc) were planned for SSFII, but were left out due to time restraints. + + +Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994. + + +- UPDATES - + + +In Vega's ending in the US version, 'M. Bison' says something like 'Not even the 'Ancient One' dared to challenge me!'. + +He doesn't say anything like this in the Japanese version. + +He is also never referred to as an 'evil scum bag', as he is in the US version. + + +Fei-Long's ending is translated incorrectly into English. + +Capcom USA added in a bunch of references to 'The Great One and his son' that were not originally there. + +A summary of what actually happened in the Japanese version : + +A director, impressed with what he just saw, approaches Fei-Long and wants him to star in his movie. + +Fei-Long says : 'I thought you understood. What I want to do is not acting, it's real fighting'. + +The director offers him as much money as he wants, but Fei-Long just jumps away. + +Twenty years after Hong Kong's greatest action star has faded from the screen, three million students practice 'Hitenryuu Kung Fu' (translated from Japanese as 'Flying Heaven Style Kung Fu') in front of the originator's memorial statue. + +Some are doing so today. + +Their teacher's name is --- [Fei-Long never mentions 'The Great One and his son' (Bruce and Brandon Lee) and the director never says anything about 're-dizzy combos'. Fei-long is not among the students]. + + +Cammy's ending is translated incorrectly into English. + +In the Japanese version, Vega tells Cammy that she was a spy for his organization three years ago. Her teammates say that they don't care about her past; it's only important what she does from now on. + +In the American version, 'Bison' tells Cammy that they were in love! + + +Some of the voice samples of Cammy and Dee Jay were changed from the Japanese version. + +Japanese version quote - World/US version quote. + +* Cammy : 'Spiral Arrow', 'Cannon Drill' + +* Cammy : 'Cannon Spike', 'Thrust Kick' + +* Dee Jay : 'Slash', 'Max Out' + + +Here is a list of changes from previous SFII games : + +* New title screen with new music. + +* Completely new portraits for all of the characters. Vega's hat now has a winged-skull on it instead of a star. + +* New endings for M. Bison, Balrog, Sagat and Vega. The last part of Chun-Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective. + +* Vega no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages. + +* Voice samples for characters and announcer re-recorded with different actors. + +* USAF guys in Guile's stage are now wearing blue uniforms instead of green ones. + +* The tugboat in Ken's stage is replaced with a yacht. + + +- TIPS AND TRICKS - + + +* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color). + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), Mucchi + +Character designers : Kursan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matunanga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko, K. Crown, Shibataro + +Programmers : SHIN., KID, MiN, EGW, AOI MIX, Tarabar + +Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji) + +Sound : Nobu. Oouchi, Toshio Kajino + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +Sega Mega Drive (1994) + +Nintendo Game Boy (1995, "Street Fighter II") + + +* Computers : + +Sharp X68000 (1994) + +Commodore Amiga (1994) + +PC [MS-DOS, CD-ROM] (1995) + + +* Others : + +LCD handheld game (19??) released by Tiger Electronics. + +LCD Barcodzz handheld game (19??) released by Tiger Electronics. + +$end + +$info=ssf2tb,ssf2tbj, +$bio + +Super Street Fighter II - The Tournament Battle (c) 09/1993 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +If you have ever wondered why the characters in Super Street Fighter 2 have a ridiculous eight costume colours then now you will know. This version of SSF2 is quite rare but allows eight players to fight in a tournament. The reason for the eight costume colours is so all eight players can choose the same character and not get confused about which one they are. + + +- TIPS AND TRICKS - + + +* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color). + +$end + +$info=ssf2t,ssf2tu,ssf2tur1,ssf2ta, +$bio + +Super Street Fighter II Turbo (c) 02/1994 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 03 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Super Street Fighter II X - Grand Master Challenge". + + +Originally all of the additional features (see Updates section) that were added in SSFII Turbo (Gouki, Supers, etc) were planned for "Super Street Fighter II - The New Challengers", but were left out due to time restraints. + + +Origins of Akuma : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken). + +The creation of Akuma comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching M. Bison, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Bison, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer. + + +Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Akuma is of one of several personalities. As regular Akuma (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defence or when challenged to a match - and any match is a deathmatch in his book). Shin-Akuma found in SFA2 is just regular Akuma not pulling his punches (it's the unnecessary roughness thing). Another note about Gouki : Akuma lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFA2 (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p + + +All of Gouki's voice samples are actually recycled voice samples from the other male characters. + + +Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994. + + +- UPDATES - + + +In the American version, all of Gouki's dialogue was removed instead of being translated. If you win with Gouki in SSF2 Turbo, Gouki has no victory quotes. + + +Some characters endings are translated inaccurately (See "Super Street Fighter II - The New Challengers" entrie for details). + + +Here is a list of changes from "Super Street Fighter II - The New Challengers" : + +* Modified title screen with new music. + +* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games). + +* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior". + +* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys). + +* All bonus games have been removed. + + +- TIPS AND TRICKS - + + +* Play As Akuma : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting. + + +* Akuma As Final Boss : If you reach the final stage on a single credit (no continues), you will fight Akuma instead of Vega. + + +* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color). + + +* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II Turbo (1994) + +7. Street Fighter Alpha - Warriors' Dreams (1995) + +8. Street Fighter Alpha 2 (1996) + +9. Street Fighter III - New Generation (1997) + +10. Street Fighter Alpha 3 (1998) + +11. Street Fighter III - Second Impact : Giant Attack (1998) + +12. Street Fighter III - Third Strike : Fight For The Future (1999) + +13. Hyper Street Fighter II - The Anniversary Edition (2003) + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo + +Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN + +Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA + +Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji) + +Sound : Nobu. Oouchi, Toshio Kajino + + +- PORTS - + + +* Consoles : + +Sony PlayStation + +Sega Saturn (1997, "Street Fighter Collection") + +Nintendo Game Boy Advance (2001) + + +* Computers : + +PC [MS-DOS, CD-ROM] (1995) + +Commodore Amiga + +$end + +$info=ssf2xj, +$bio + +Super Street Fighter II X - Grand Master Challenge (c) 02/1994 Capcom. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 03 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Super Street Fighter II Turbo". + + +Originally all of the additional features (see Updates section) that were added in "Super Street Fighter II X" (Gouki, Supers, etc) were planned for "Super Street Fighter II", but were left out due to time restraints. + + +Origins of Akuma : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken). + +The creation of Akuma comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching M. Bison, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Bison, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer. + + +Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Akuma is of one of several personalities. As regular Akuma (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defence or when challenged to a match - and any match is a deathmatch in his book). Shin-Akuma found in SFA2 is just regular Akuma not pulling his punches (it's the unnecessary roughness thing). Another note about Gouki : Akuma lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFA2 (but Ryu was the only witness) Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p + + +All of Gouki's voice samples are actually recycled voice samples from the other male characters. + + +Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994. + + +- UPDATES - + + +In the American version, all of Gouki's dialogue was removed instead of being translated. If you win with Gouki in SSF2 Turbo, Gouki has no victory quotes. + + +Some characters endings are translated inaccurately (See "Super Street Fighter II" entrie for details). + + +Here is a list of changes from "Super Street Fighter II" : + +* Modified title screen with new music. + +* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games). + +* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior". + +* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys). + +* All bonus games have been removed. + + +- TIPS AND TRICKS - + + +* Play As Gouki : At the character select screen : Highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting. + + +* Gouki As final boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega. + + +* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color). + + +* End credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits. + + +- SERIES - + + +1. Street Fighter (1987) + +2. Street Fighter II - The World Warrior (1991) + +3. Street Fighter II' - Champion Edition (1992) + +4. Street Fighter II' Turbo - Hyper Fighting (1992) + +5. Super Street Fighter II - The New Challengers (1993) + +6. Super Street Fighter II X - Grand Master Challenge (1994) + +7. Street Fighter Zero (1995) + +8. Street Fighter Zero 2 (1996) + +9. Street Fighter Zero 2 Alpha (1996) + +10. Street Fighter III - New Generation (1997) + +11. Street Fighter Zero 3 (1998) + +12. Street Fighter III - Second Impact : Giant Attack (1998) + +13. Street Fighter III - Third Strike : Fight For The Future (1999) + +14. Hyper Street Fighter II - The Anniversary Edition (2003) + + + + +- STAFF - + + +Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo + +Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN + +Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA + +Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji) + +Sound : Nobu. Oouchi, Toshio Kajino + + +- PORTS - + + +* Consoles : + +3DO (1994) + +Sega Saturn (1997) + +Sony PlayStation (1997) + +Sega Dreamcast (2000) + +Nintendo Game Boy Advance (2001) + +$end + +$info=sstrike, +$bio + +Super Strike Bowling (c) 1990 Strata / Incredible Technologies. + + +A conversion of "Strata Bowling" which uses a ball and mini alley. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 257 + + +Players : 2 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +IR (infra-red) technology tracks the path of the ball, which is then sent to the software for decoding. + +Like "Strata Bowling", Regulation, Flash and Strike or Die are all available. "Slick Shot" and "Dyno Bop" also use this hardware. + +$end + +$info=supertnk, +$bio + +Super Tank (c) 1981 Video Games GMBH. + + +Super Tank is a shooter where you control a tank and have to clear a field of mines and bushes. You are chased by enemy tanks, which fire at you. After wiping out all the mines and bushes, you reach the second level. It is kind of a 'boss' level, where you have to fight a big enemy tank, the Super Tank. You can destroy it by a direct hit into its gun. + + +- TECHNICAL - + + +Main CPU : TMS9980A/TMS9981 (@ 2.59875 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : Super Tank (1981) and "Looping" (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million. + +$end + +$info=stankatk, +$bio + +Super Tank Attack (c) 1993 Microprose. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz) + +Sound Chips : uPD7759 (@ 0.1 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Player : 1 + +$end + +$info=usg83,usg82,usg83x, +$bio + +Super Ten (c) 02/1988 U.S. Games. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 248 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Buttons : 5 + +$end + +$info=nss_sten, +$bio + +Super Tennis (c) 199? Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=mt_stbld, +$bio + +Super Thunder Blade (c) 10/1988 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 03 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Level Select : Press these buttons sequences at the title screen to begin at the level that you want... + +Level 2 - Press A, Up, Down, Left, Right(x2), Left, Down, Up, Start. + +Level 3 - Press A(x2), Up, Down, Left, Right(x2), Left, Down, Up, Start. + +Level 4 - Press A(x3), Up, Down, Left, Right(x2), Left, Down, Up, Start. + +Level 5 - Press A(x4), Up, Down, Left, Right(x2), Left, Down, Up, Start. + + +* Extra Lives : Enable the level select code and get a continue. Highlight 'Option' and hold A+B+C and press Start. A picture of a panda will appear on the 'Player' selection to confirm the code. + +$end + +$info=stoffy, +$bio + +Super Toffy (c) 1994 Midas. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3.579545 Mhz) + +Sound CPU : M6809 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Unico Electronics. + + +This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons". + + +- SERIES - + + +1. Toffy (1993) + +2. Super Toffy (1994) + +$end + +$info=suprtrio, +$bio + +Super Trio (c) 1994 Gameace. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 3 + +$end + +$info=supertr2, +$bio + +Super Triv II (c) 1986 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Triv Quiz (1984) + +2. Triv Two (1984) + +3. Triv Four (1985) + +4. Super Triv II (1986) + +5. Super Triv III (1988) + +$end + +$info=supertr3, +$bio + +Super Triv III (c) 1988 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Triv Quiz (1984) + +2. Triv Two (1984) + +3. Triv Four (1985) + +4. Super Triv II (1986) + +5. Super Triv III (1988) + +$end + +$info=strvmstr, +$bio + +Super Trivia Master (c) 1986 ETI. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.952 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +Licensed to PGD for manufacture. + + +ETI means 'Enerdyne Technologie Inc.'. + + +- SERIES - + + +1. Trivia Master (1985) + +2. Super Trivia Master (1986) + +$end + +$info=svf, +$bio + +Super Visual Football - European Sega Cup (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 32 hardware + +Game ID : 833-10851 + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "The J.League 1994" and in US as "Super Visual Soccer - Sega Cup". + +$end + +$info=svs, +$bio + +Super Visual Soccer - Sega Cup (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 32 hardware + + +Main CPU : V60 (@ 1.6 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside US as "Super Visual Football - European Sega Cup" and in Japan as "The J.League 1994". + +$end + +$info=svolly91, +$bio + +Super Volley '91 (c) 1991 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Power Spikes". + + +- UPDATES - + + +ONE PLAYER MODE : + +* In the World version you can select a lot of European Teams and Brazil's Team. + +* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team. + +* In the Japanese and Korean version you can also play with female players. + +* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R. + +* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Perù, China, Cuba, U.S.S.R (female mode). + +* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...). + + + + +TWO PLAYERS MODE : + +* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team. + +* In the Japanese and Korean version you can also play with female players. + + +- TIPS AND TRICKS - + + +* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air. + + +* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls. + + +* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down. + + +- SERIES - + + +1. Super Volleyball (1989) + +2. Super Volley '91 (1991) + +3. Power Spikes II (1994) + +$end + +$info=svolley,svolleyk,svolleyu, +$bio + +Super Volleyball (c) 08/1989 V-System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 216 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for US distribution. + + +- SERIES - + + +1. Super Volleyball (1989) + +2. Super Volley '91 (1991) + +3. Power Spikes II (1994) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sega Mega Drive (1991) + +$end + +$info=swcourt, +$bio + +Super World Court (c) 1992 Namco. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID : SC + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Court - Pro Tennis (1988) + +2. Super World Court (1992) + +$end + +$info=sws, +$bio + +Super World Stadium (c) 1992 Namco. + + +- TECHNICAL - + + +Game ID: SS + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws92, +$bio + +Super World Stadium '92 (c) 10/1992 Namco. + + +- TECHNICAL - + + +Namco System 2 hardware + +Game ID: SSS + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Another version is known as "Super World Stadium '92 Gekitouban" (translates from Japanese as 'Fierce Fighting Edition'). + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws92g, +$bio + +Super World Stadium '92 Gekitouban (c) 1992 Namco. + + +- TECHNICAL - + + +Namco System 2 hardware + +Game ID: SSG + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws93, +$bio + +Super World Stadium '93 (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System 2 hardware + +Game ID : SST + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws95, +$bio + +Super World Stadium '95 (c) 1995 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID : SS5 + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws96, +$bio + +Super World Stadium '96 (c) 1996 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID : SS6 + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws97, +$bio + +Super World Stadium '97 (c) 1997 Namco. + + +- TECHNICAL - + + +Namco System NB-1 hardware + +Game ID: SS7 + + +Main CPU : 68EC020 (@ 24.192 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.70 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sws99, +$bio + +Super World Stadium 1999 (c) 10/1999 Namco. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : SS9 + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- UPDATES - + + +SS91/VER.A3 : Japan release, 19:42:35, APR 1x 1999 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=sxevious, +$bio + +Super Xevious (c) 1984 Namco. + + +The player pilot a combat aircraft called a Solvalou, which is armed with a forward-firing zapper for aerial targets and a blaster for ground targets. There are various aerial enemy aircraft which shoot relatively slow bullets, as well as (presumably unpiloted) fast-moving projectiles and exploding black spheres. Ground enemies are a combination of stationary bases and moving vehicles, most of which also fire slow bullets. A gigantic floating fortress (officially named 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core. The game is actually divided into 16 areas but these aren't reported on screen. Each area is separated by a section of forest. When a player dies, if less than 70% of the area has been completed then play restarts at the beginning of the same area, otherwise play restarts at the beginning of the next area. After area 16 has been completed, the game loops back to area 7. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sub CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Super Xevious is not a sequel of "Xevious", this is an update! It uses the exact same graphics and background image as "Xevious". + + +Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : Flying your ship about the levels (rolling the dice to move). Battle enemies on the ground by rolling dice, battle ones in the air via card combat. Build up your shields and power up your blaster as you progress through the levels. Each 'level' is a different board, and there's 7 levels (boards) in all. Cute little spaceships for your pieces. + + +- UPDATES - + + +The differences with "Xevious" are : + +* Several new enemies are introduced, including a silver Galaxian flagship, two jet planes, a helicopter and a dark yellow tank. + +* The Gameplay is a little more difficult. + +* The hidden Sol Citadels are in different locations. + + +- TIPS AND TRICKS - + + +* Secret message : The designer of "Xevious" has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Special thanks for you by game designer Evezoo.' will appear on the screen. + + +- SERIES - + + +1. Xevious (1982) + +2. Super Xevious (1984) + +3. Solvalou (1991) + +4. Xevious 3D/G (1995) + + +- STAFF - + + +From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima) + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997, "Xevious 3D/G+") + + +* Others : + +Arcade (1995, "Namco Classics Collection Vol.1") + +$end + +$info=szaxxon, +$bio + +Super Zaxxon (c) 11/1982 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound Chips : Samples (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Zaxxon (1982) + +2. Super Zaxxon (1982) + + +- PORTS - + + +* Computers : + +Commodore C64 (1984) + +Apple II + +$end + +$info=superx,superxm, +$bio + +Super-X (c) 1994 NTC. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Also licensed to Mitchell. + +$end + +$info=superbik,sbdk, +$bio + +Superbike (c) 1983 Century Electronics. + + +- TECHNICAL - + + +This game was based on Moonwalker and was ported to several pcb's in the USA, Galaxian, etc. + +$end + +$info=ssoldier, +$bio + +Superior Soldiers (c) 1993 Irem. + + +Seven selectable characters for you to choose from in this early. 90's space-themed fighter. + + +- TECHNICAL - + + +Irem M-92G system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside US as "Perfect Soldiers". + + +- STAFF - + + +Game planners : Roo, Hirogon, Oni.Nag + +Programmer : Nagomi + +Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy + +Sound : Irem Sound Team + +$end + +$info=superman,suprmanj, +$bio + +Superman (c) 1988 Taito. + + +- TECHNICAL - + + +Taito X System hardware + +Game ID : B61 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.43 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game designer : Hidehiro Fujiwara + +Programmers : Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono + +Character designer : Nenko Nishimura + +Art designers : Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura + +Hardware : Noboru Yasukawa + +Music sfx : Masahiko Takaki, Kazuyuki Ohnui, Shizuo Aizawa (Splatter A.), Takami Asano + +Graphic designer : Natsuki Hirosawa + +$end + +$info=surfplnt, +$bio + +Surf Planet (c) 1997 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (4x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 576 x 432 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +* Music : + +Loly Jackson : Written by C. Llanos / A. Llanos. Performed by Dover. + +Spectrum : Written by C. Llanos / A. Llanos. Performed by Dover. + +Needly Chill : Written by J. García / A. Toledo. Performed by Sexy Sadie. + +Up To Me : Written by J. García / A. Toledo / J.L. Sampoll. Performed by Sexy Sadie. + +All songs published by Pizza Pop S.L. / Canciones del Mundo S.A. + +Recordings property of Subterfuge Records S.L. + + +- STAFF - + + +Programmers : Fernando Rada, Angel Alda, Carlos Granados + +Graphic designers : Jorge Granados, Hernán Sanahuja + +Animation recording : C.A.R. (Centre d´alt rendiment) + +Animation analysis : Manuel Matamoros + +Professional riders : Dani Fernández, Iker Fernández + +Hardware design & production : Gaelco S.A. + +Industrial design : Flores Associats S.L. + +Graphic design : La Máquina S.L. + +$end + +$info=surpratk, +$bio + +Surprise Attack (c) 1990 Konami. + + +- TECHNICAL - + + +Game ID : GX911 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Program designers : Heart Yoshinobu, Lambada Minakata, Square Morimoto, Stardust Masa, H. Akamatsu + +Character designers : Prince Kukino, Depeche Yamashita, Wink Yamada + +Sound designers : Michael Maezawa, Miki Higashino, Moai Sasaki, La Nakamur + +Hardware designer : Komekome Konishi + +Visual designers : H. Yoshihashi, K. Kamiya + +$end + +$info=survival, +$bio + +Survival (c) 1982 Rock-ola. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=survarts, +$bio + +Survival Arts (c) 10/1993 American Sammy. + + +Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- STAFF - + + +Director : Mutsuo Haneho + +Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi + +Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto + +Sound and music composer : Shigeyuki Shinbo + +Director of photography : Nobuhiho Ikeuchi + +Programmer : Yoshio Asai + + +* CAST : + +Viper : Jon Walter + +Gunner : Brian Creech + +Mongo : Handa David + +Tasha : Saskia + +Hiryu : Takeaki Katoh + +Hanna : Monica Brown + +Kane : Hideaki Takahashi + +Santana : Hose Brand + +Dantel : Sam Rodetsky + +$end + +$info=gogomilj, +$bio + +Susume! Mile Smile (c) 1995 Fuuki. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Go For It! Mile Smile'. + + +This game is known outside Japan as "Go! Go! Mile Smile". + + +This is the first Fuuki arcade game. + + +- STAFF - + + +Programmers : Syaboon, T. Usami + +Graphic designers : Dai, T. Komitan, Pan, Ryoma + +Sound composer : A. Inu. Nishida + +Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell + +Producer : Y. Takahashi + +$end + +$info=susume, +$bio + +Susume! Taisen Puzzle Dama (c) 03/1996 Konami. + + +- TECHNICAL - + + +Konami GV System hardware + +Game ID : GV027 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Taisen Puzzle-dama (1994) + +2. Tokimeki Memorial Taisen Puzzle-dama (1995) + +3. Taisen Tokkae Puzzle-dama (1996) + +4. Susume! Taisen Puzzle Dama (1996) + +$end + +$info=suzuka8h,suzuk8hj, +$bio + +Suzuka 8 Hours - Coca-Cola (c) 1992 Namco. + + +- TECHNICAL - + + +Derivative Namco System 2 hardware + +Game ID: EH + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + + +- TRIVIA - + + +This is the first game officially sponsored by the Coca-Cola Company. Note : Coca-Cola was invented in 05/1886 by a pharmacist, Dr. John S. Pemberton in Atlanta, Georgia. A bookkeeper, Frank M. Robinson, suggested the name 'Coca-Cola' to Dr. Pemberton. Robinson suggested this name because both the words Coca and Cola named 2 of the ingredients. Also the 2 'C's' would look good in advertising. The name 'Coca-Cola' first became a registered trademark in 1893. + + +- SERIES - + + +1. Suzuka 8 Hours - Coca-Cola (1992) + +2. Suzuka 8 Hours 2 (1993) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +$end + +$info=suzuk8h2, +$bio + +Suzuka 8 Hours 2 (c) 1993 Namco. + + +- TECHNICAL - + + +Derivative Namco System 2 hardware + +Game ID : EHS + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + + +- SERIES - + + +1. Suzuka 8 Hours - Coca-Cola (1992) + +2. Suzuka 8 Hours 2 (1993) + +$end + +$info=swarm, +$bio + +Swarm (c) 1979 Subelectro. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Galaxian". + + +- UPDATES - + + +In this version : + +* After you fire if you move to the side, your shot moves with you. + +* There is an energy indicator bar (timer, if you like) at the bottom of the screen. + +$end + +$info=swat, +$bio + +SWAT (c) 1984 Coreland / Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5388 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- STAFF - + + +Security by : Syuichi Katagi + +$end + +$info=csweetht, +$bio + +Sweet Heart (c) 03/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Disco No 1". + +$end + +$info=swimmer,swimmera,swimmerb, +$bio + +Swimmer (c) 1982 Tehkan. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 290 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +One of the first game created by the dynamic duo Nishizawa/Ishizuka, who later became the core of Westone (aka the developers of the "Wonder Boy/Monster World" saga). + + +The main enemies in the first three racks -- Turtles, Crabs and Waterbugs -- would show up in Mario Brothers in the next year. + + +- STAFF - + + +Programmed by : Michishito Ishizuka + +Sound by : Michishito Ishizuka, R. Kawamoto + +Hardware by : Y. Kotoyori, M. Yoneda + +Debug by : M.Tsujii + +Music by : Ryuichi Nishizawa + +$end + +$info=ssingles, +$bio + +Swinging Singles (c) 19?? Yachiyo Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 51200 + +$end + +$info=ssozumo, +$bio + +Syusse Oozumou (c) 1984 Technos. + + +- TECHNICAL - + + +Game ID : TA-0008 + + +Main CPU : M6502 (@ 1.2 Mhz) + +Sound CPU : M6502 (@ 975 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 80 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Successful Career - Annual Wrestling Match'. + +$end + +$info=syvalion, +$bio + +Syvalion (c) 1988 Taito. + + +- TECHNICAL - + + +Taito H System hardware + +Game ID : B51 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 528 + + +Players : 2 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Produced by : Hisayoshi Ogura (OGR) + +Music composed by : Yasuhisa Watanabe (YAC) + +Staff : Fukio Mitsuji (MTJ), (T.S), (M.F), (G.K), (TSM), (NGI) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1992) + + +* Computers : + +Sharp X68000 (1990) + +$end + +$info=tmek,tmekprot, +$bio + +T-MEK - The Warlords (c) 1994 Atari Games. + + +- TECHNICAL - + + +Atari GT hardware + +Game ID : 136100 + + +Main CPU : 68EC020 (@ 25 Mhz) + +Sound CPU : TMS32031 (@ 33.8688 Mhz) + +Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- UPDATES - + + +Prototype : + +* Software version : 2.0. + + +Revsivion 1 : + +* Software version : 5.1. + +* Added T-Mek team page during the attract mode. + +* Added a subtitle to the game title : 'The Warlords'. + +* Titlescreen red background removed. + + +- STAFF - + + +Producer : Gary Stark + +Game designer : Matthew Ford + +Lead programmer : John Grigsby + +Programmers : Norm Avellar, Gary Stark + +Support programmer : Mike Albaugh + +Systems support : David Shepperd + +Lead animators : Rhizaldi Bugawan + +3D Animators : Brian La France, Rich Chargin + +Animators : Nick Stern + +Model makers : John Ferrari, Patrice Moriarity + +Digital imaging : Dave Portera + +Project engineer : Don Paauw + +Technician : Farrokh khodadadi + +Audio : Brad Fuller + +Audio engineer : Chuck Peplinski + +Cabinet designer : Mark Gruber + +Product designer : Ralph Perez + +Controls : Wade Winblad + +Harnessing : Carole Cameron, Stevie Landaverde + +Woodshop : Connie Osuna + +Metalshop : Jesus Torres + +Product manager : David Macias + +Software QA : David Pasquinelli + +Japanese translation : Takeshi Hasegawa + + +- PORTS - + + +* Consoles : + +Sega 32X (1995) + +$end + +$info=ttmahjng, +$bio + +T.T Mahjong (c) 1981 Taito. + + +An early, basic mahjong game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : mahjong keyboard + + +- SERIES - + + +1. TT Mahjong (1981) + +2. TT Mahjong 2 + +3. TT Mahjong Q + +$end + +$info=taotaido,taotaida, +$bio + +Ta-o Taido (c) 04/1993 Video System. + + +Extremely simplistic fighter with eight selectable characters and a cooperative 2-player feature. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Malcolm from "Aero Fighters 3" appears as one of the selectable fighters. + + +- UPDATES - + + +The new version (set 1) allows to play a 2 players game with a single credit while this isn't possible with the old version (set 2). + +$end + +$info=tacscan, +$bio + +Tac/Scan (c) 04/1982 Sega. + + +- TECHNICAL - + + +Sega G80 vector hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound Chips : Samples (@ 3.86712 Mhz), Custom (@ 3.86712 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 40.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Tac/Scan was the only Sega vector game to use a vertically mounted (portrait) monitor. + + +- TIPS AND TRICKS - + + +* Hint 1 : The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off two of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave). + + +* Hint 2 : Wave one in Tac-Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave). + + +* Hint 3 : Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long. + + +* Hint 4 : The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen. + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +$end + +$info=tactcian,tactcan2, +$bio + +Tactician (c) 1982 Konami. + +Game ID : GX335 + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Sega. + +$end + +$info=tagteam, +$bio + +Tag Team Wrestling (c) 01/1984 Technos. + + +- TECHNICAL - + + +Game ID : TA-0007 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 975 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East. Tag Team Wrestling was the first game that Technos licensed to Data East. + + +This game is also known as "The Big Pro Wrestling!". + + +- SERIES - + + +1. Tag Team Wrestling (1983) + +2. Exciting Hour - The Prowrestling Network (1985) + + +- PORTS - + + +* Computers : + +Commodore C64 (1987) + +$end + +$info=tailg, +$bio + +Tail Gunner (c) 11/1979 Cinematronics. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +Exidy licensed Tail Gunner for production of cockpit units with the name of "Tail Gunner 2". + + +Licensed to Sega for Japan market. + + +A Tail Gunner unit appears in the 1982 movie 'Tron'. + + +- STAFF - + + +Produced by : Tim Skelly + +Designed and programmed by : Dan Sunday, Larry Rosenthal + +$end + +$info=tail2nos, +$bio + +Tail to Nose - Great Championship (c) 1989 V-System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2608 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Super Formula - Chijou Saisoku no Batoru". + + +Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be. + + +- STAFF - + + +Sound composer : Naoki Itamura (Gekko Itamura) + +$end + +$info=hotgmck, +$bio + +Taisen Hot Gimmick (c) 1997 Psikyo. + + +A two player multi-screen mahjong game with beautiful graphics and beautiful women. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 224 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4098 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot Gimmick Competition'. + + +- TIPS AND TRICKS - + + +* Challenge Marion from "Gunbird" : Beat the first 3 opponents without punishing any to play against her. + + +* Challenge Miko from "Tengai" : Beat the first 3 opponents without punishing any to play against her. + + +* Challenge Kain from "Tengai" : Beat the next 3 opponents in the 2nd opponent selection screen without punishing any to play against him. + + +- SERIES - + + +1. Taisen Hot Gimmick (1997) + +2. Taisen Hot Gimmick Kairakuten (1998) + +3. Taisen Hot Gimmick 3 Digital Surfing (1999) + +4. Taisen Hot Gimmick 4 Ever + + +- STAFF - + + +* Voice Actors : + +Setsuna : Satomu Koorogi + +April : Naoko Matsui + +Tomoko : Akiko Yajima + +$end + +$info=hotgmck3, +$bio + +Taisen Hot Gimmick 3 Digital Surfing (c) 1999 Psikyo. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 224 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4098 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Hot Gimmick Competition 3 Digital Surfing'. + + +- TIPS AND TRICKS - + + +* Challenge Meruti Melty (Only in Digital Surfing mode) : Defeat each opponent without punishing any. When the screen flashes random websites before the last opponent, input the commands, M, E, L. + + +* Challenge Jong Arika (Only in Jan Boy Story mode) : He appears before the last opponent only if you did not buy any items prior to meeting him. + + +- SERIES - + + +1. Taisen Hot Gimmick (1997) + +2. Taisen Hot Gimmick Kairakuten (1998) + +3. Taisen Hot Gimmick 3 Digital Surfing (1999) + +4. Taisen Hot Gimmick 4 Ever + +$end + +$info=hgkairak, +$bio + +Taisen Hot Gimmick Kairakuten (c) 1998 Psikyo. + + +A two player multi-screen mahjong game with beautiful graphics and beautiful women. + + +- TECHNICAL - + + +Main CPU : SH-2 (@ 28.63635 Mhz) + +Sound Chips : YMF278B (@ 28.63635 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 224 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4098 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Heavenly Pleasure Hot Gimmick Competition'. + + +- TIPS AND TRICKS - + + +* Challenge Miko from "Tengai" : Beat each of the 3 opponents in the 1st opponent selection screen without punishing them. When the second opponent selection screen shows up, type M, then K. + + +* Challenge Marion from "Gunbird" : Beat each of the 3 opponents in the 2nd opponent selection screen without punishing them. When the third opponent selection screen shows up, type M, then G. + + +* Challenge Kain from "Tengai" : Beat each of the 3 opponents in the 3rd opponent selection screen without punishing them. When the fourth opponent selection screen shows up, type M, then D. + + +- SERIES - + + +1. Taisen Hot Gimmick (1997) + +2. Taisen Hot Gimmick Kairakuten (1998) + +3. Taisen Hot Gimmick 3 Digital Surfing (1999) + +4. Taisen Hot Gimmick 4 Ever + +$end + +$info=fromanc2, +$bio + +Taisen Idol-Mahjong Final Romance 2 (c) 1995 Video System. + + +A romantic evening of mahjong. + + +- TECHNICAL - + + +Game ID : VSAM-28-2 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Final Romance Idol-Mahjong Competition 2'. + + +- SERIES - + + +1. Idol-Mahjong Final Romance (1991) + +2. Taisen Idol-Mahjong Final Romance 2 (1995) + +3. Taisen Mahjong Final Romance R (1995) + +4. Taisen Mahjong Final Romance 4 (1998) + + +- STAFF - + + +Executive producer : Kouzi Furukawa + +Character designers : Gensho, Yorozu-Ichi + +Character voices : Mako Hyoudou, Yumi Takada, Emi Shinohara, Chinami Nishimura, Kumiko Hisano + +Game designer : MuneTAKA Sakae + +Programmer : TAKA + +Graphic designers : Okabayashi, Iizuka, Honda, Kakihana + +Sound programmer : H. Soyama + +Music composer : Hoso-Q + +Sound effets : Pirowo + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=karatevs, +$bio + +Taisen Karate Dou - Seishun Bishoujo Hen (c) 09/1984 Data East. + + +Classic classic classic karate tournament game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), MSM5205 (@ 375 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : Double 4-way joysticks + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Way of Karate Competition - Beautiful Young Girl Chapter'. + + +This game is known outside Japan as "Karate Champ". + +$end + +$info=fromanc4, +$bio + +Taisen Mahjong Final Romance 4 (c) 1998 Video System. + + +An evening with cute mahjong girls. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +This title translates from Japanese as 'Final Romance Mahjong Competition 4'. + + +- SERIES - + + +1. Idol-Mahjong Final Romance (1991) + +2. Taisen Idol-Mahjong Final Romance 2 (1995) + +3. Taisen Mahjong Final Romance R (1995) + +4. Taisen Mahjong Final Romance 4 (1998) + + +- STAFF - + + +Executive producer : Furukawa Kouji + +Character design & Screen play by Akatsuki Gomoku. + +Animation character design & chief animator : Watabe Keisuke (Hercules) + +Music & Sound effects : Itamura Maoki + +Animation editor : Jitensha (Ookubo Tadao) + +Main programmer : Hamanaka Tsukasa + +Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama + +Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano + +Mahjong design : Yamato Masashi + +Screen play & directed by : Hayashi Yasunobu + + +* CAST : + +Yuri : Nagasawa Miki + +Shino : Yajima Akiko + +Momo : Kanamaru Hinako + +Saki : Matsui Maoko + +Syun-ran : Iwatsubo Rie + +Rin-ran : Shibata Yumiko + +Eimi : Maeda Mitsuko + +Chin-ta : Akatsuki Gomoku + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=fromancr, +$bio + +Taisen Mahjong Final Romance R (c) 1995 Video System. + + +The ongoing mahjong final romance! It can go all night long, baby! + + +- TECHNICAL - + + +Game ID : VSMR-30 + + +Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Final Romance Mahjong Competition R'. + + +- SERIES - + + +1. Idol-Mahjong Final Romance (1991) + +2. Taisen Idol-Mahjong Final Romance 2 (1995) + +3. Taisen Mahjong Final Romance R (1995) + +4. Taisen Mahjong Final Romance 4 (1998) + + +- STAFF - + + +Executive producer : Kouzi Furukawa + +Character designer / Animation director : Gensho Sugiyama + +Animator : Masaya Onishi, P-Suke Tanaka, Giichi Morimachi, Shinya Takahashi + +Recording studio : TAVAC + +Finish work : SHAFT + +"BG"-picture : TULIP + +Performance director : Tadao Okubo (Zitensha) + +Animation producer / Animation check : Toshiyuki Okabayashi (Kool Kizz) + +Item planner / Assistant director : Kazuki Ito + +Programmers : Zavi, Takushi Seki + +Graphic editors : GSX-R, Yoshiaki Kurihara, Rowgy, Nene, Maiko Matsuzaki + +Sound composer : Hoso-Q + +Sound effects : Pirowo + +Script writer / General director : Yasunobu Hayashi + + +* CAST : + +1st stage, Rina Koizumi : Satomi Koroogi + +2nd stage, Mika Fujisaki : Fumie Kusachi + +3rd stage, Kate Yamamura : Naoko Matsui + +4th stage, Ryoko Hayami : Rie Iwatsubo + +5th stage, Asuka Sendo : Ayako Shiraishi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=puzldama, +$bio + +Taisen Puzzle-dama (c) 1994 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX315 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Puzzle-coin Wars'. + + +This game is known outside Japan as "Crazy Cross". + + +King Records released a limited-edition soundtrack album for this game (Speed King, Taisen Puzzle-dama Original Game Soundtrack - KICA-7690) on 24/01/1996. + + +- SERIES - + + +1. Taisen Puzzle-dama (1994) + +2. Tokimeki Memorial Taisen Puzzle-dama (1995) + +3. Taisen Tokkae Puzzle-dama (1996) + +4. Susume! Taisen Puzzle Dama (1996) + + +- STAFF - + + +Director : Einoshin + +Software : Bonny, Y.K 98, Tak + +Graphics : XXX, Toymen, Tera + +Music : Ary, Kage + +Hardware : USA 138, Nanbashot Tom + +Producer : Masa 33 + +$end + +$info=sassisu, +$bio + +Taisen Tanto-R - Sasi-Su!! (c) 02/1996 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Tant-R Collecting Competition'. + +$end + +$info=tokkae, +$bio + +Taisen Tokkae Puzzle-dama (c) 1996 Konami. + + +- TECHNICAL - + + +Konami GX hardware + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fetching Puzzle-coins Competition'. + + +- TIPS AND TRICKS - + + +* Secrets Characters : Use the second button instead the first to select the difficulty level and you will have three additional characters to chose at the characters selection screen. + + +- SERIES - + + +1. Taisen Puzzle-dama (1994) + +2. Tokimeki Memorial Taisen Puzzle-dama (1995) + +3. Taisen Tokkae Puzzle-dama (1996) + +4. Susume! Taisen Puzzle Dama (1996) + +$end + +$info=cupfinal, +$bio + +Taito Cup Finals (c) 02/1993 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Hattrick Hero '93" and also known as "Super Cup Finals" (11/1993). + + +- SERIES - + + +1. Football Champ (1990) + +2. Taito Cup Finals (1993) + +3. Hattrick Hero '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +Planner : Takeshi Kobori + +Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani + +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi + +Designers : Naoto Hashizume, Takeshi Kobori + +Sound : Shuichiro Nakazawa (Zuntata) + +Hardware : Katsumi Kaneoka + + +* CAST : + +Player & Gk : Masashi Tsuzura + +Manager : Suminori Hase, Yuji Sakamoto + +Referee : Shin Tanaka + +Lady : Seiji Kawakami + +Doctor : Hiroto Nizato + +Nurse : Hiromi Mikami + +Stunt : Tomohisa Yamashita + + +Assistant : Shin Tanaka + +Directors : Takeshi Kobori, Marutake + +$end + +$info=pwrgoal, +$bio + +Taito Power Goal (c) 11/1994 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D94 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Hattrick Hero '95". + + +- SERIES - + + +1. Football Champ (1990) + +2. Taito Cup Finals (1993) + +3. Hattrick Hero '94 (1994) + +4. Taito Power Goal (1994) + + +- STAFF - + + +Planners : Atsuchi Taniguchi, Yasuhiro Noguchi + +Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida + +Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi + +Designer : Toshiyuki Takenami + +Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa + +Hardware : Katsumi Kaneoka, Hironobu Suzuki + +Action director : Yasuhiro Noguchi + + +* CAST : + +Player & GK : Norikatsu Fukuda + +Manager : Masao Kashino + +Referee : Shin Tanaka + +Camera Man : Yasuhiro Noguchi + +Lady : Seiji Kawakami + +$end + +$info=tcl, +$bio + +Taiwan Chess Legend (c) 1995 Uniwang. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=taiwanmb, +$bio + +Taiwan Mahjong (c) 1988 Miki Syouji. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=tshingen, +$bio + +Takeda Shingen (c) 08/1988 Jaleco. + + +The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan. + + +- TECHNICAL - + + +Jaleco Mega System 1-A hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : 68000 (@ 7 Mhz) + +Sound Chips : YM2151 (@ 3.5 Mhz), (2x) MSM6295 (@ 30.303 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Shingen - Samurai-Fighter". + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +$end + +$info=talbot, +$bio + +Talbot (c) 1982 Volt Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Alpha for manufacture and distribution. + +$end + +$info=tnk3j, +$bio + +TANK (c) 1985 SNK. + + +- TECHNICAL - + + +Game ID : A3006 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "TNK III". + + +The staff info appears on the 'TANK' letter on the title screen. + + +- STAFF - + + +Programmers : Hasegawa, Noriko + +Sound : Tsuji + +Hardware : Akitadesi + +Art : Tama, Nakai, Funahasi + +Producers : Mr. Oba, Bon + + +- PORTS - + + +* Computers : + +Amstrad CPC (1987) + +Sinclair ZX Spectrum (1987) + +Commodore 64 (1987) + +$end + +$info=tank8,tank8a,tank8b,tank8c,tank8d, +$bio + +Tank 8 (c) 1976 Atari. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 1.1055 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 480 x 464 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 10 + + +Players : 8 + +Control : Double 8-way joysticks + +Button : 1 + + +- TRIVIA - + + +One of the first games at Atari to use a microprocessor to control the tanks. Previous tank games were all hardware only. + + +During attract, all the tanks would move and shoot at each other. Some smarts were put in the program to do this. However, when someone inserted a coin, all the tanks snapped back to their start location. ONLY paid tanks would play, others would sit in their start positions and do nothing during the actual game. This meant that one person playing alone could not do much, and you really need more players for this to be fun. It seems that marketing discovered that when computer player tanks moved, players THOUGHT they were playing without ever inserting any money, so they decided to stop that from happening. + + +The executives at Atari use to come into our lab at lunch time and watch this game play its attract mode. The tanks would move about for several minutes using random attack programs, and the winning tank was always different. What they were actually doing was placing bets on the different tanks and wagering over the winner. + + +- SERIES - + + +1. Tank (1974) + +2. Tank II (1974) + +3. Tank III (1975) + +4. Tank 8 (1976) + +5. Ultra Tank (1978) + + +- STAFF - + + +Programmed by : Tom Hogg + +$end + +$info=tankbatt, +$bio + +Tank Battalion (c) 10/1980 Namco. + +Game ID: TB + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1 Mhz) + +Sound Chips : Samples (@ 1 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Tank Battalion is the first war game from Namco. + + +A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'. + + +- SERIES - + + +1. Tank Battalion (1980) + +2. Vs. Battle City (1985) + +3. Tank Force (1991) + + +- PORTS - + + +* Computers : + +MSX (1984) + +Sord-M5 + +PC [Windows, CD-Rom] (1997, Namco History Vol.2") + +$end + +$info=tankbust, +$bio + +Tank Busters (c) 1985 Valadon Automation. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=tankfrce,tankfrcj, +$bio + +Tank Force (c) 12/1991 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : TF + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 4-way joystick + +Buttons : 1 + + +- TRIVIA - + + +The round 17 is an illustration of "Pac-Man". + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993. + + +- SERIES - + + +1. Tank Battalion (1980) + +2. Vs. Battle City (1985) + +3. Tank Force (1991) + + +- STAFF - + + +Producers : Masaya Nakamura, K. Sawano + +Director : Wan Wan + +Game designers : Mr. Demo, Y. Kounoe + +Programmer : Boku + +Graphic designers : Mr. Demo, Mita Chan + +Music composer : John + +Adviser : Devil, S. Shimizu + +$end + +$info=tantr,tantrbl,tantrbl2, +$bio + +Tant-R - Puzzle & Action (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Tant-R - Puzzle & Action (1992) + +2. Ichidant-R - Puzzle & Action (1994) + +3. Treasure Hunt - Puzzle & Action (1995) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +Sega Game Gear (1994) + +$end + +$info=tapper,sutapper,tappera,rbtapper, +$bio + +Tapper (budweiser) (c) 12/1983 Bally Midway. + + +Taking on the role of an overworked bartender, the player must serve beer to the ever-thirsty patrons that populate his bar. All customers must be served before they work their way up to the beer kegs. Empty glasses must also be collected before they slide off the end of the bar and smash to the floor. Extra points are awarded for collecting tips, while bonus rounds involve locating the one beer that has not been shaken, and serving it. The game features four different levels : + +1. Cowboys + +2. Athletes + +3. Punk Rockers + +4. Aliens + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +There were two other versions of Tapper: "Root Beer" (01/1984) and "Suntory" (Japan, Game ID : 834-5385 / 834-5387). The Suntory version was a Sega board, Suntory is a Japanese beer (see "Updates" section for more information). + + +The main character in the game (as well as the main character of two other Bally Midway games; "Domino Man", and "Timber") is based on a Marvin Glass employee called Mike Ferris, who had the same distinctive mustache and bald head and reputedly wore a red T-shirt all of the time. + + +Tapper was play tested in a Chicago-area Rush Streetbar called 'The Snuggery' and received much positive feedback from the bar's patrons. Digitized belches were originally going to be used in the game, but, perhaps thankfully, they never made it into the final version. + + +The cabinet is designed to resemble a real bar - replete with a brass rail foot rail and two brass drink or ashtray holders (one on each side of the control panel). The cabinet and gameplay on the beer version features the Budweiser logo. The pour spouts have mock-up Budweiser handles that closely resemble the Budweiser taps that appear in real bars throughout the world. + + +Approximately 3300 Tapper uprights were made and around the first 100 or so were released with colour side art. About 300 cocktail machines were also made. + + +- UPDATES - + + +* Root Beer version is almost identical to the Budweiser version, except the player is a soda jerk serving non-alcoholic root beer. + + +* Suntory version has different graphics and most likely different music. + + +- TIPS AND TRICKS - + + +* Here's A Tapper Easter Egg : In the attract mode, wait until the word Tapper is filling up with beer, and hold down the joystick, both taps, and the player 1 & 2 buttons. You will then see the names of the game designers. + + +* Hint 1 : Take your time in the first few levels. You can make a high score by leaving one person and waiting for more people. + + +* Hint 2 : The last guy in the row will almost always leave a tip. + + +* Hint 3 : If a person leaves the bar in the first level you get 50 points but, if you let them get close to the end of the bar, they will drink the beer and stay. It's 100 for getting the empty mug. + + +* Hint 4 : The longer you stay in the level, the faster the people and mugs move. + + +- STAFF - + + +Designed and programmed by : Steve Meyer + +Graphics by : Scott Morrison + +Sounds by : Rick Hicaro + +Support by : Elaine Ditton + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2") + +Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Commodore C64 (1985) + +Amstrad CPC (1987, "Tapper - Official Arcade Game") + +PC [CD-Rom] (1997, Arcade's Greatest Hits - The Midway Collection 2") + +Atari 800 + +Apple II + + +* Others : + +Palm OS ("Midway Arcade Classic") + +$end + +$info=targ,targc, +$bio + +Targ (c) 06/1980 Exidy. + + +The heroic green 'Wummel' (your spaceship) travels in columns and rows created by the squares (9x9) of the Crystal City. Your mission ? Destroy the shrewd blue Spectar Smuggler who rarely raids the Crystal City and dodge and shoot the angry res Targs who defend the secret hiding place of the Spectar. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), DAC (@ 705.562 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +First 'fantasy theme' game. + + +- SERIES - + + +1. Targ (1980) + +2. Spectar (1980) + + +- PORTS - + + +* Computers : + +Commodore C64 (19??) + +$end + +$info=tgtball,tgtballa, +$bio + +Target Ball (c) 1995 Yun Sung. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : (2x) MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 54.00 Hz + +Colors palette : 2064 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=targeth, +$bio + +Target Hits (c) 1994 Gaelco. + + +- TECHNICAL - + + +Game ID : 940531 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +Designed & developed by Zigurat. + +$end + +$info=tarzan, +$bio + +Tarzan (c) 199? IGS. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + +$end + +$info=tharrier,tharierj, +$bio + +Task Force Harrier (c) 1989 UPL. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to American Sammy for US distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990. + +$end + +$info=joemac, +$bio + +Tatakae Genshijin - Joe & Mac (c) 1991 Data East. + + +A bunch of neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay. + + +- TECHNICAL - + + +Game ID : MAG + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fighting Cavemen - Joe & Mac'. + + +This game is known outside Japan as "Caveman Ninja". + + +- SERIES - + + +1. Tatakae Genshijin - Joe & Mac (1991) + +2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom) + +3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom) + +4. Joe & Mac Returns + + +- STAFF - + + +Planner : Makoto Kikuchi + +Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan + +Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo + +Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama) + +Hard : Nervous K.K., Hiroshi.Ohnuki + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +Sega Mega Drive (1991) + +Nintendo Game Boy + + +* Computers : + +PC [MS-DOS - 3.25''] (1991) + +Atari ST (1991) + +Commodore Amiga (1992) + +$end + +$info=bigfghtr, +$bio + +Tatakae! Big Fighter (c) 1989 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=trojanj, +$bio + +Tatakai no Banka (c) 04/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Elegy of Battle'. + + +This game is known outside Japan as "Trojan". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- STAFF - + + +Music by : Ayako Mori + +$end + +$info=tattass,tattassa, +$bio + +Tattoo Assassins (c) 03/1995 Data East Pinball. + + +Nine Tattooed Assassins were ordered by Mullah Abba to defeat Koldan and his minions in this fun rip-off of "Mortal Kombat". + + +- TECHNICAL - + + +Main CPU : ARM (@ 14 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : BSMT2000 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Tattooed Assassins has become the stuff of arcade legend, but for all the wrong reasons. It represents one of the most tragic tales in game design - and perhaps the only verifiable example of a game being utterly dismissed by the actual programmers themselves. + + +The original premise was straightforward, if a little ambitious - use Data East graphics hardware to produce a "Mortal Kombat" beater. The gameplay would include over 200 Fatalities, Animalities (this was BEFORE "Mortal Kombat 3" introduced them to the world), Nudalities (although nothing TOO explicit) and an array of "sickening moves", which basically consisted of farting and spraying diarrhea at your opponent. This is true. + + +Bob Gale (producer of the Back to the Future movies) came up with the original 'story' and concept, while coding duties fell to 'Data East Pinball' (now Stern Pinball). Several problems soon became apparent, however, not least that of the host hardware falling some way short of being up to the task demanded of it. The game's production was doomed from the very beginning. Below is a transcript from one of the game's programmers who, due to the fact that he still works for the parent company, wishes to remain anonymous. + + +"Tattoo Assassins was the brainchild of Data East Pinball's (DEP) Head of Engineering, Joe Kaminkow. He had become buddies with Bob Gale after Data East produced the Back to the Future pinball table - and from time to time Bob would send Joe his latest movie script. One of these scripts involved tattoos that came to life and did battle with each other, and it was here that Joe got the idea for a video game. MK2 was in the process of becoming the biggest arcade hit in recent history, so in typical DEP fashion Joe decided to do a rip-off of MK2. We'd have more hidden moves and fatalities than anyone had ever dreamed of. In fact, you could just randomly hit buttons and get a fatality. Each character had their bodies adorned with tattoos, which gave them their various powers and fatalities. The Indian character, for example, had an eagle on his chest; one of his many fatalities was that his eagle tattoo would come off his chest and crap on the other character, who would melt away. Each character had their own sets of fatalities, but a lot of the fatalities weren't character specific, like the Godzilla foot stomp fatality, or the fly swatter, or Cruise Ship fatality. As far a nudalities went, there would be a puff of smoke and your character would be naked, but with arms and hands in the appropriate places. and we'd tie everything together with a Hollywood film shoot to get the hype machine going full tilt. He then sold DE Japan on the idea, which was impressive since before TA (and after) DEP only manufactured pinball machines.". + + +"As you may be aware, DEP (who became SEGA Pinball, then Stern Pinball) have always been known for cranking out sub-standard pins (pinball tables). The primary reason for this was lack of engineering manpower. While development teams at Williams would get a whole year to design, program & play test a given model, their counterparts at DEP were given only 3-6 months. To his credit, DEP survived because Joe was so good at snagging the best licenses for our pins, i.e. Star Wars and Jurassic Park.". + + +"The team was promised $25,000 bonuses and $25 per game manufactured if we could make it to production within 8 months. This was a pretty juicy carrot, and we all hung out our tongues and nodded our heads and began chasing it like fools. Of course, hindsight is 20/20 and all that but I think you will agree that the deadline was ridiculous considering we had no video game experience whatsoever amongst us.". + + +"During the whole project, we were required to work 12 hours a day, 7 days a week. Our lunch and dinner were take out - paid for by the company, which was great, but the purpose was to keep us from going out and having an hour long lunch or dinner break away from our desks. Every meal was a "working" meal, meaning we would have meetings in the conference room as we ate to keep from interfering with the "real" work. If we were late to work, or left early, we would be threatened with having some of our $25,000 bonus docked. The 'carrot' had become a big baseball bat we were beaten with almost daily. One guy walked out after having his bonus docked for coming in at noon, and he quit on the spot. The next day he was placated and he came back. I remember this moment vividly--working away at 3:30 a.m. one morning. I was so physically exhausted that I casually leaned over to the garbage can and vomited, after which I went right back to tapping away. My fingers never left the keyboard.". + + +"Our biggest deadline was the ACME convention. We made it there with a game that played, but there were no special moves for any characters except for one electric zap thrown in for A. C. Current just before we got on the plane. The game was a joke but no one seemed to notice--we were congratulated at having made it that far, which was impressive only if you knew the whole story. One guy at the show made a point over and over again that he could get through the entire game start to finish by pounding the electric zap button over and over with one finger. I wanted to beat him senseless.". + + +"The biggest problem at this point was that we were all completely burned out. We knew the game was crap, and that we were no longer capable of fixing it. After we got back from the show, we were so "crispy" that we no longer cared about the money--our only true reward for finishing up was that we wouldn't have to work on it anymore. The artwork looked pretty bad because it had all been a rush job to make the show. This was an incredible shame because the artists were so talented, but their talent were being scuttled in dealing with the crappy video source. New artists were brought on to help pitch in, but it was too little too late.". + + +"New games like "Primal Rage" and "Killer Instinct" came out, and they blew Tattoo Assassins away. We resisted violently any attempt to change the game to make it better, because that would mean we would be working on it longer -- I've since read about this attitude being common in projects where coders are placed under very high pressure. The artists were hoping that the programmers would come up with some new game play feature to make the game sell, regardless of the quality of the graphics, whereas programmers were hoping that the ARTISTS would miraculously 'beautify' things so that the game would sell regardless of the game play. One programmer actually stopped working almost entirely in the hopes of getting fired -- he had signed a three year contract and would have to be paid off in a huge way if he got fired. He wanted out anyway to go get married and start up his own dot-com.". + + +"Karla Keller was never going to be "Nancy", although that was who she was obviously modeled after. Lyla Blue was indeed Slash's wife. TA was actually developed within Data East Pinball in Chicago, IL. We had a working relationship with Slash because of the Guns and Roses pinball we created. His wife is a professional model.". + + +"I remember our testers. One of them posted some really scathing stuff to Usenet. We had several of our competitors' games in the lab with our TAs, and we'd have to go down to the lab every half hour to stop them playing pinball and make them go back to playing our game. We couldn't even PAY people to play TA it seems :)". + + +Real Life : Gretchen Stockdale (Hannah Hart) gave up modelling and became a fully qualified attorney. + + +Carlos and Daniel Pesina from Midway's MK series worked in Tattoo Assassins. After that, Midway didn't want them to work with them in "Mortal Kombat 3", so they killed Johnny Cage (the only Daniel Pesina character that didn't wear a mask) and excluded Raiden (Carlos Pesina). + + +Maurice Travis (as A.C. Current in TA) became World Champion muay thai fighter just starred in Hong Fight film called The Champion. Won The Superbrawl extreme fighting Championships in Hawaii. Maurice character Zolar Become a kids WB 2 hour movie (The first live action at the KIDSWB). + + +Note: The game claims there are 220 fatalities (see 'Tips And Tricks' section for more info). + + +TA is the only Fighting game where you can kick while you block. And it's also the only Fighting game where you see a man undressing to fart, and a woman farts too... + + +- TIPS AND TRICKS - + + +* Random Selection : At the character selection screen, highligh Billy Two-Moons and press Up. + + +* Alternate Colors : Highlighting your characters and press Start to change their colors. + + +* Vs. Screen Tricks : + +1. When your character walk - Press LP to speak. + +2. When your character stop walking - Press SP to provoque. + + +* Common Fatality : + +Decapitation Uppercut : (close) Down+HP + +Exploding Roundhouse : (close) Back+HK + +Spontanous Decapitation : (Anywhere) Block(x27) + +IT'S BURGERTIME!! : (Anywhere) LP, HP, Block + +WILDE THANG : (Anywhere) LP, HK, Block + +Farmer and Wife picture : (Anywhere) LP, LK, Block + +Mona Lisa picture : (Anywhere) LK, LP, Block + +Hit And Stay : (Anywhere) LK, HK, Block + +Whistler's Mother artwork : (Anywhere) HP, LP, Block + +Musketeer : (Anywhere) HP, HK, Block + +HOT STUFF! : (Anywhere) HP, LK, Block + +IT'S HAMMER TIME!! : (Anywhere) Block(x2), HP + +STRIKE!! : (Anywhere) Block(x2), LP + +Gotcha, Ya Little Booger!! : (Anywhere) Block(x2), HK + +Nudeality : (Anywhere) Block(x2), SP + +Smoking Kills! : (Anywhere) HP, LP, LK, HK + +No Artificial Additives : (Anywhere) HP, HK, LK, LP + +Happy Thanksgiving! : (Anywhere) HK, LK, LP, HP + +Lipstick : (Anywhere) HK, HP, LP, LK + +Animality : (Anywhere) HP(x3), Block + +Morphality : (Anywhere) LP(x3), Block + + +* Various Fatality : + +Judgment Day!! (Luke, Derek, Truck, Billy) : (Anywhere) Block(x2), LK + +Eat Ship and Die!! (Maya, AC, Hannah, Karla) : (Anywhere) Block(x2), LK + +Oops, stepped in it! (Tak) : (Anywhere) Block(x2), LK + +Oh I Wish I Was A... (Hannah, Truck, Derek, Billy, Luke, Karla, AC) : (Anywhere) Down(x3), LK + +Oh I Wish I Was A... (Tak) : (Anywhere) Forward(x3), LK + +Oh I Wish I Was A... (Maya) : ??? + +Flamed! (Tak, Hannah, Truck, Derek) : (Anywhere) Back(x4), HK + +Flamed! (Billy, Luke, Karla, AC) : (Anywhere) Back(x4) LK + +Flamed! (Maya) : ??? + + +* Fatality - Maya : + +Tiger Slice : (Anywhere) Back+SP or SP(x3) + +Tiger Mauling : (Anywhere) Forward+SP or SP(x2), HP + +Club Decapitation : (Near) Back(x2), HP + +Claw Attack Splatter : (close) Down(x3), LK + + +* Fatality - AC Current : + +Laser : (Anywhere) Forward+SP or SP(x3) + +Electrifying victory!! : (Anywhere) Back+SP or SP(x2), HP + +Decapitation Mace : (Close) Back(x3), HK + +Buzz Saw : (Close) Back(x2), HP + + +* Fatality - Luke Cord : + +Octopus : (Anywhere) Back+SP or SP(x3) + +Eagle Morphality : (Anywhere) Forward+SP + +Heart Squish : (Close) SPC(x2), HP + +Heart Stab : (Close) SPC(x2), LP + +Boat Anchor : (Close) back(x2), HP + + +* Fatality - Derek O'Toole : + +Puking Skull : (Anywhere) Forward+SP or SP(x3) + +That's the name of the tune! : (Anywhere) Back+SP or SP(x2), HP + + +* Fatality - Truck Davis : + +Swallowing Snake : (Anywhere) Forward+SP or SP(x3) + +My Day has Been Made : (Anywhere) Back+SP or SP(x2), HP + +Explode Crowbar : (Close) Back+HP + + +* Fatality - Tak Hata : + +Two Headed Dragon : (Anywhere) SP(x3) + +Two Headed Barney : (Anywhere) Back+SP or SP(x2), LP + +Nudeality : (Anywhere) Forward+SP + + +* Fatality - Hannah Hart : + +Spider Face Chew : (Anywhere) Forward+SP or SP(x3) + +Big Spider Mauling : (Anywhere) Back+SP or SP(x2), HP + +Explode Cartwheel : (Near) Back(x2), Forward + +Baby Spiders Attack : (Anywhere) SP(x2), LP + +Deadly Venom : (Close) Forward(x2), HP + + +* Fatality - Billy Two Moons : + +Acid Poo Eagle : (Anywhere) Forward+SP or SP(x3) + +Man Eating Eagle : (Anywhere) Back+SP or SP(x2), HP + +Axe Uppercut : (Close) Hold HP 2 seconds and Release HP + +Diamond Back Whip : (Near) Back(x2), HP + +Axe Scalp : (Anywhere) SP(x2), LP + +Decapitation Eagle : (Anywhere) Forward(x3), LP + + +* Fatality - Karla Keller : + +Man Eating Rose : (Anywhere) Back+SP or SP(x3) + +Lethal Thorns : (Anywhere) Forward+SP or SP(x2), HP + +Clean-up car : (Anywhere) HK, LK, Block + +Gut Slice : (Near) Back, Forward, HP + + +* Play as Rhina : ??? + + +* Play as Deke Kay : ??? + + +* Play as Prism : ??? + + +* Fight against Mullah Abba : ??? + + +- STAFF - + + +Created by : Bob 'Koldan' Gale + +Designed / Created / Directed by : Joe Kaminkow + +Art direction / Software : John Carpenter + +Security officer / Artist : Heart-a-Jack Liddon + +Party supplies / Artist : Kurtquake Andersen + +Art grunts : Todd Faris, Jim McNally, Scott Melchionda, Ish Raneses, Deb Lowman, Sally Davis + +Software support : Orin Day, Neil Falconer, Lonnie Ropp, Brian Rudolph + +Cabinet Art : Paul Faris + +Technical support : Alison Quant, Qhah Thattamveetil, Phillis, Jay Alfer, Michael Toler + +Executive producers : Mike Marvin, Allen Munro, Bob Short, Eddi Wilde + + +* CAST : + +Billy Two Moons : Eddi Wilde + +Truck Davis : Kevin Knotts + +Luke Cord : Charlie Rice + +Maya : Melanie Baer + +Tak Hata : Rick Mali + +Hannah Hart : Gretchen Stockdale + +A.C. Current : Maurice Travis + +Karla Keller : Christine Dupree + +Erek O'Toole : Nicolas Andrews + +Prizm : William Zipp + +Rhina : Joanna Lee + +Deke : William Zipp + +Koldan : Kevin Knotts + +Mullah Abba : Mark Urgello + +Wilde thang : Marushka Wilde + +Lyla Blue : Rene Hudson + +$end + +$info=taxidrvr, +$bio + +Taxi Driver (c) 1984 Graphic Techno. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.25 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=tazmania,tazmani2,tazzmang, +$bio + +Tazz-Mania (c) 07/1982 Stern Electronics. + + +A cross between "Robotron" and "Berzerk". + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game runs on the "Galaxian" hardware. + + +- STAFF - + + +Designed and programmed by : Chris Oberth, Gunar Licitis + +$end + +$info=techromn, +$bio + +Tech Romancer (c) 09/1998 Capcom. + + +- TECHNICAL - + + +Sony ZN-2 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Kikaioh". + + +- STAFF - + + +Original concept by : Shoji Kawamori + +Mechanical design : Shoji Kawamori, Kazutaka Miyatake + +Design director : Shida Eiji + +Initial character design : Naoki Fukuda + +Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto + +Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto + +CG Movie : Koichi Takeda + +Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki + +Music : Yuki Iwai + +Sound effect : Takeshi Kitamura, Hiroshi Ohno + +Planner : Eiichiro Sasaki, Ryozo Tsujimoto + +In cooperation with Studio Nue. + +Producer : Takashi Shono + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (2000) + +$end + +$info=pc_tbowl, +$bio + +Tecmo Bowl (c) 1989 Tecmo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : TW + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Passwords with Chicago : + +68141095 - Week 2 + +A8251099 - Week 3 + +29251294 - Week 4 + +2B251A9E - Week 5 + +6BB59A92 - Week 6 + +2AB59E91 - Week 7 + +28359F90 - Div. Playoffs 1 + +6AF5DF96 - Div. Playoffs 2 + +AB7DDFAB - League Playoff + +A99FDFA9 - Super Bowl + + +* Passwords with Los Angeles : + +54F03080 - Week 2 + +15E0328F - Week 3 + +5770B295 - Week 4 + +9592B297 - Week 5 + +94A3B296 - Week 6 + +16A3B694 - Week 7 + +56E3F698 - Div. Playoff 1 + +17E3FE9D - Div. Playoff 2 + +14E3FF9B - League Playoff + +977BFFA6 - Super Bowl + + +* Invisible Team : Enter this password 397BFFA5 + + +* Mirror Team Passwords : These passwords allow you to play against the same team you selected... + +5B7FBFA3 - Washington + +969FDFA5 - Los Angeles + +CFBFF7AO - Denver + +997FBFA5 - Washington + +43AFFEAC - Indianapolis + +9C3F7FA5 - San Francisco + +46AFFDAB - Miami + +63AEFFA5 - Dallas + +49AFFBA9 - Cleveland + +269DFFA1 - New York + +CCAFF7AD - Denver + +697BFFA5 - Chicago + +93AFEFA5 - Seattle + +AC37FFA9 - Minnesota + +$end + +$info=tbowl,tbowlj, +$bio + +Tecmo Bowl (c) 1987 Tecmo. + + +- TECHNICAL - + + +Game ID : 6206 + + +Main CPU : (2x) Z80 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM3812 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Tecmo Bowl (1987) + +2. Tecmo Super Bowl (1993, Nintendo Famicom) + +3. Tecmo Super Bowl II - Special Edition (1994, Nintendo Super Famicom) + +4. Tecmo Super Bowl III - Final Edition (1995, Nintendo Super Famicom) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Game Boy (1991) + +$end + +$info=tknight, +$bio + +Tecmo Knight (c) 05/1989 Tecmo. + + +The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Wild Fang". + + +- STAFF - + + +Programmers : Pochi, HB.M, EXP2148 + +Graphic designers : Bruter, Noise, Yohkun, D.H.Max + +Character designers : Bruter, Noise, S?nager, Yohkun + +Sound creators : Mikio Saito (Metal Yuhki), Mayu + +Hardware : Yoshidasan + +Directed by : Strong Shima + +$end + +$info=mp_twc, +$bio + +Tecmo World Cup (c) 1993 Sega. + + +- TECHNICAL - + + +Sega Mega Play hardware + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=wc90,wc90a,wc90t, +$bio + +Tecmo World Cup '90 (c) 12/1989 Tecmo. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2608 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A bootleg of this game is known as "Euro League". + + +- SERIES - + + +1. Tecmo World Cup '90 (1989) + +2. Tecmo World Soccer '94 + +3. Tecmo World Soccer '95 + +4. Tecmo World Soccer '96 (1996) + +5. Tecmo World Soccer '98 + +$end + +$info=worldc94, +$bio + +Tecmo World Cup '94 (c) 1994 Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=twcup98, +$bio + +Tecmo World Cup '98 (c) 04/1998 Tecmo. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Tecmo World Cup '90 (1989) + +2. Tecmo World Soccer '94 + +3. Tecmo World Soccer '95 + +4. Tecmo World Soccer '96 (1996) + +5. Tecmo World Soccer '98 + +$end + +$info=tws96, +$bio + +Tecmo World Soccer '96 (c) 1996 Tecmo. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0086 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Tecmo World Soccer '96 is Tecmo's only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console). + + +- SERIES - + + +1. Tecmo World Cup '90 (1989) + +2. Tecmo World Soccer '94 + +3. Tecmo World Soccer '95 + +4. Tecmo World Soccer '96 (1996) + +5. Tecmo World Soccer '98 + + +- STAFF - + + +Project director and programmer : Akihiko Shimoji + +Director and game designer : Masao Akama + +Programmer : Yoshihiro Kinjyou + +Sub director : Toshihiko Kodawa + +Graphic director : Chitose Sasaki + +Graphic designers : Yasunori Kobayashi, Futoshi Okuda, Yousuke Deguchi, Hiroshi Shimizu, Masafumi Kamio, Tamotsu Nakamura, Naoki Dewa, Teruo Hamai, Naomiki Ishikawa, Kazuhisa Tamura, Toshimitsu Yoshiwara + +Package designers : Kenji Harada, Tomoyuki Yotsuyanagi + +Sound : Shigekiyo Okuda, Hideyuki Suzuki, Takashi Kanai + +$end + +$info=teddybb,teddybbo, +$bio + +Teddy Boy Blues - Yohko Ishino (c) 1985 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5712 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Yohko Ishino is actually a famous Japanese singer. + + +- PORTS - + + +* Consoles : + +Sega Master System (1985) + +$end + +$info=teedoff, +$bio + +Tee'd Off (c) 1986 Tecmo. + + +- TECHNICAL - + + +Game ID : 6102 + + +Main CPU : (3x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : trackball + +Button : 1 + +$end + +$info=tmht,tmht2p, +$bio + +Teenage Mutant Hero Turtles (c) 10/1989 Konami. + + +The British incarnation of "Teenage Mutant NINJA Turtles" (see TRIVIA for more info regarding the name change) in which between one and four players play as either Leonardo (blue, katana blades); Raphael (red, sais); Michaelangelo (orange, nunchakas); or Donatello (purple, bo staff) as the infamous turtles fight against the might of Shredder's army to rescue April O'Neil and Splinter; before a final confrontation with their arch-enemies Krang and The Shredder. Turtles was a superb use of its license and prefectly captured the spirit of both the comic-book and cartoon series upon which it was based. New players could join the game at any time. + + +- TECHNICAL - + + +Game ID : GX963 + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz), Samples (@ 640 Khz), Custom (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The UK title for this game (as well as both the comics and cartoon series), "Teenage Mutant Hero Turtles", replaced the original 'ninja' of the title with the less threatening "Hero". This is because the Consevative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of this fine country to use violence against each other. + + +This game is known in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja". + + +The pizza-obsessed turtles originally appeared in a black and white comic book that debuted in 1984. They were so popular that they immediately spawned imitators with colourful names such as "Armor-Plated Adolescent Aardvarks!" and "Adolescent Radioactive Black Belt Hamsters". A cartoon series based upon the Turtles' adventures debuted in the United States on the CBS television network in 1987 and was a huge success, it was subsequently sold to TV stations around the world and the rest is history. + + +The first names of turtles; Michaelangelo, Raphael, Leonardo, and Donatello, are the names of Italian Renaissance artists who lived between 1386 and 1564. Three of those artists had full names which were respectively Michaelangelo Buonariti, Raphael Sanzio and Leonardo Da Vinci; but as for Donatello, that was his only name. + + +King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990. + + +- TIPS AND TRICKS - + + +* Various Sewer Level Tricks : + +1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge! + +2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick). + +3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello. + + +* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point. + + +* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses. + +1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop. + +2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time. + +3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots. + + +- SERIES - + + +1. Teenage Mutant Hero Turtles (1989) + +2. Teenage Mutant Ninja Turtles - Turtles in Time (1991) + + +- STAFF - + + +Programmer : G. Suzuki + +Character designer : Mariyanma 25 + +Graphic designer : K. Hattori + +Visual designer : Y. Asano + +Animation : K. Yamashita + +Sound : S. Tasaka, Imo Hideto + +Music : Mutsuhiko Izumi, Miki Higashino + +Hardware : S. Matsumoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990, "Teenage Mutant Ninja Turtles 2") + + +* Computers : + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Commodore C64 (1991) + +Atari ST (1991, "Teenage Mutant Ninja Turtles 2") + +Sinclair ZX Spectrum + +$end + +$info=pc_tmnt, +$bio + +Teenage Mutant Ninja Turtles (c) 1989 Konami / Ultra Games. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : U2 + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +This game is based on a black and white comic book that debuted in 1984. Konami wins the rights to produce TMNT video games in 1989. This is the first dedicated TMNT game. + + +- TIPS AND TRICKS - + + +* Switch boomerangs : Throw boomerangs and switch turtles while they are in-flight. The new turtle will catch the boomerangs and place them in his inventory. + + +* Duplicate pizza : Enter a sewer, take a pizza, then exit. Return to the same sewer to find the same pizza again. + + +* Eliminate Roller Car : Press Select to exit the Turtle Wagon on level 3, after a Roller Car appears. + + +* Cheat mode : Press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start at the title screen. Note: For two players, press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Select, Start. + + +* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen. + + +- SERIES - + + +1. Teenage Mutant Ninja Turtles (1989, Nintendo NES) + +2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990, Nintendo NES) + +3. Teenage Mutant Ninja Turtles III - The Manhattan Project (1992, Nintendo NES) + + +- STAFF - + + +Music by : Keizo Nakamura + +$end + +$info=tmnt,tmnt2po,tmntu,tmntua, +$bio + +Teenage Mutant Ninja Turtles (c) 1989 Konami. + + +Between one and four players can choose to play either Leonardo (blue, katana blades); Raphael (red, sais); Michaelangelo (orange, nunchakas); or Donatello (purple, bo staff) as the infamous turtles fight against the might of Shredder's army to rescue April O'Neil and Splinter; before a final confrontation with their arch-enemies Krang and The Shredder. Turtles was a superb use of its license and prefectly captured the spirit of both the comic-book and cartoon series upon which it was based. New players could join the game at any time. + + +- TECHNICAL - + + +Game ID : GX963 + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz), Samples (@ 640 Khz), Custom (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The UK title for this game (as well as both the comics and cartoon series) is "Teenage Mutant Hero Turtles", with 'hero' replacing the word 'ninja'. This is because the Consevative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of their fine country to use violence against each other. + + +This game is known in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja". + + +The pizza-obsessed turtles originally appeared in a black and white comic book that debuted in 1984. They were so popular that they immediately spawned imitators with colourful names such as "Armor-Plated Adolescent Aardvarks!" and "Adolescent Radioactive Black Belt Hamsters". A cartoon series based upon the Turtles' adventures debuted in the United States on the CBS television network in 1987 and was a huge success, it was subsequently sold to TV stations around the world and the rest is history. + + +The first names of turtles; Michaelangelo, Raphael, Leonardo, and Donatello, are the names of Italian Renaissance artists who lived between 1386 and 1564. Three of those artists had full names which were respectively Michaelangelo Buonariti, Raphael Sanzio and Leonardo Da Vinci; but as for Donatello, that was his only name. + + +There were several distinct versions of this game available in the arcade, but the four player dedicated cabinet was the most common by far. There were also two player versions, but they are much harder to come by. The TMNT dedicated cabinet was fairly large and had an oversized control panel (to accomodate four players). The sides were decorated with full sideart showing April O'Neal and several of the turtles in a city scene. The marquee shows a city scene with all the turtles and a live action version of April O'Neal. Frankly they just should have drawn her instead of using a photograph, her hair is just awful. The control panel has a city scene similar to the one on the marquee and has four joysticks (one for each player), each of which is a different color. These machines all came equipped with 25'' open frame monitors, although you will sometimes run into one with a different size screen, these are almost always conversions of other titles. Moving on to the interior of the machine, the game itself runs on a JAMMA compatible circuit board. The board itself will plug into a JAMMA wiring harness, but it has a second harness to accomodate the controls for players three and four. The games "The Simpsons", "Sunset Riders", and "Bucky O'Hare" are fully compatible with this extended harness, and will plug directly into a TMNT cabinet without modification. One thing that you may notice is that the jump and attack buttons seem backwards of what they would logically be, but you get used to it quickly. + + +King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990. + +King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992. + + +- TIPS AND TRICKS - + + +* Various Sewer Level Tricks : + +1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge! + +2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick). + +3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello. + + +* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point. + + +* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses. + +1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop. + +2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time. + +3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots. + + +- SERIES - + + +1. Teenage Mutant Ninja Turtles (1989) + +2. Teenage Mutant Ninja Turtles - Turtles in Time (1991) + + +- STAFF - + + +Programmer : G. Suzuki + +Character designer : Mariyanma 25 + +Graphic designer : K. Hattori + +Visual designer : Y. Asano + +Animation : K. Yamashita + +Sound : S. Tasaka, Imo Hideto + +Music : Mutsuhiko Izumi, Miki Higashino + +Hardware : S. Matsumoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990, JP "Teenage Mutant Ninja Turtles", and US "Teenage Mutant Ninja Turtles 2 - The Arcade Game") + + +* Computers : + +Amstrad CPC (1990) + +Commodore Amiga (1990) + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + +Atari ST (1991, "Teenage Mutant Ninja Turtles 2") + +PC [MS-DOS] (1992, "Teenage Mutant Ninja Turtles - The Arcade Game") + +$end + +$info=tmntj,tmnt2pj, +$bio + +Teenage Mutant Ninja Turtles - Super Kame Ninja (c) 1989 Konami. + + +The Turtles must save April from the clutches of Shredder and the Foot Clan! Pizza time! + + +- TECHNICAL - + + +Game ID : GX963 + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 3.579545 Mhz), Samples (@ 3.579545 Mhz), Custom (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Super Turtle Ninja'. + + +This game is known outside Japan as "Teenage Mutant Ninja Turtles" and in UK as "Teenage Mutant Hero Turtles". + + +This game was based on the first season of the original 1989 cartoon show. + + +King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990. + + +- TIPS AND TRICKS - + + +* Various Sewer Level Tricks : + +1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge! + +2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick). + +3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello. + + +* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point. + + +* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses. + +1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop. + +2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time. + +3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots. + + +- SERIES - + + +1. Teenage Mutant Ninja Turtles - Super Kame Ninja (1989) + +2. Teenage Mutant Ninja Turtles - Turtles in Time (1991) + + +- STAFF - + + +Programmer : G. Suzuki + +Character designer : Mariyanma 25 + +Graphic designer : K. Hattori + +Visual designer : Y. Asano + +Animation : K. Yamashita + +Sound : S. Tasaka, Imo Hideto + +Music : Mutsuhiko Izumi, Miki Higashino + +Hardware : S. Matsumoto + +$end + +$info=tmnt2,tmnt2a,tmnt22p, +$bio + +Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami. + + +The sequel to 1989's hugely successful original, 'Turtles in Time' once more sees the four heroes taking on Shredder and his army. Gameplay remains similar to the original game, but the experience is enhanced further with the obligatory improved graphics and sound effects. 'Turtles in Time' also features a larger variety of levels, as now the battle between good and evil rages across time as the Turtles travel to prehistoric, pirate and Wild West times in their pursuit of the elusive Splinter. + + +Yet again, Konami's mastery of the genre was in evidence as the manic energy and humour of the cartoon and comic-book series upon which the game is based was captured perfectly. + + +- TECHNICAL - + + +Game ID : GX063 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992. + + +- SERIES - + + +1. Teenage Mutant Ninja Turtles (1989) + +2. Teenage Mutant Ninja Turtles - Turtles in Time (1991) + + +- STAFF - + + +Director : G. Suzuki + +Game programmer : K. Takabayashi + +Character designer : Moriyanma 27 + +Graphic designer : M. Inafuku + +Visual designer : S. Kitai + +Sound designer : T. Ogura + +Music composer : Mutsuhiko Izumi + +Hardware design : Yasushi Furukawa + + +- PORTS - + + +* Consoles : + +Nintendo NES (1990, "Teenage Mutant Ninja Turtles 2") + +Nintendo Super Famicom ("Teenage Mutant Ninja Turtles IV - Turtles In Time") + + +* Computers : + +Commodore Amiga (1990) + +Atari ST (1991, "Teenage Mutant Ninja Turtles 2") + +Sinclair ZX Spectrum + +$end + +$info=pc_tmnt2, +$bio + +Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Konami. + + +They're back! And bigger than ever. In an exhilarating, action-packed sequel to their record-busting first game. And this time their arch-enemy, Shredder, isn't pulling any punches. Lethal electrozappers, laser beams and freezer burners plus nasty scoundrels like Scorpion Robots and Stone Warriors are ready to make turtle soup out of our heros. Worse yet, Tora and Shogun, two alien bounty hunters who have never known defeat, are also itching for a take-no-prisoners showdown. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : 2N + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +This is the Nintendo NES port of the "Teenage Mutant Ninja Turtles" arcade game! + + +This game was based on the first season of the original 1989 cartoon show. + + +- TIPS AND TRICKS - + + +* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen before the demonstration begins. + + +* Level select, ten lives : Press B, A, B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen before the demonstration begins. + + +* Ten lives : Press Up, Right(x2), Down(x3), Left(x4), B, A, Start at the title screen before the demonstration begins. For ten lives in a two player game, press B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen. + + +* Full energy : Pause game play and press Up, Down, Left, Right, A, B. + + +* Play as Splinter : Press Up, Down, Left, Right, A, B, A, B, Select at the title screen. + + +* Two player mode : Press Select + Start at the title screen. + + +- SERIES - + + +1. Teenage Mutant Ninja Turtles (1989, Nintendo NES) + +2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990, Nintendo NES) + +3. Teenage Mutant Ninja Turtles III - The Manhattan Project (1992, Nintendo NES) + + +- STAFF - + + +Music by : Takeshi Sekido, Keizo Nakamura + +$end + +$info=tehkanwc, +$bio + +Tehkan World Cup (c) 1985 Tehkan. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 4.608 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TIPS AND TRICKS - + + +* Secret music : After finishing a game, and provided you reach the top scores, you are given the chance to enter your name. Instead of writing your name, try one of the following : + +1) Type the planner name : 'TOMI' (in this case 'TOM' will be displayed and the last letter 'I' acts like the END button) and you will be able to listen to the ending theme which only comes up after winning the final. This means, that if you win the final, you can listen to the winning theme TWICE! :) + +2) Type the programmer name : 'MICH' (here 'MIC' will be displayed and the last letter 'H' acts like the END button) you will be able to listen to some other music which does not exist anywhere else in the game! + + +- STAFF - + + +Programmer : Michishito Ishizuka (MIC) + +Planner : Shinichiroh Tomie (TOM) + +Music : Tsukasa masuko (TSU) + +Character designer : Rie Yatomi (RIE) + +Cabinet designer : Kohji Okada + +Illustration : Hideyuki Yokoyama (YOK) + +$end + +$info=tekipaki, +$bio + +Teki-Paki - Brainwashing Game (c) 1991 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-020 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM3812 (@ 3.375 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for USA. + + +This game in known in Japan and Asia as "Teki-Paki - Sennou Game" (subtitle translates from Japanese as 'Brainwashing Game'). + + +Licensed to Honest Trading Co. for Hong Kong and to Spacy Co. Ldt for Taiwan. + + +- STAFF - + + +Music composed by : Tomoaki Takanohashi + +$end + +$info=tekken,tekkena,tekkenb, +$bio + +Tekken (c) 12/1994 Namco. + + +World's 8 best martial artists emerge into 'The King Of Iron Fist Tournament' for winning the title of King of Iron Fist and a large purse of prize money. Every artist will try his best to defeat Heihachi and win the prize money and fame. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID : TE + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Iron Fist'. + + +The game was originally going to be called 'Rave War'. + + +Victor Entertainment released a limited-edtion soundtrack album for this game on 03/1995. + + +- UPDATES - + + +REVISION 1 : + +* Software version : TE1/VER.B + +* Build date : 17 :53 :08, DEC 9 1994 + + +REVISION 2 : + +* Software version : TE2/VER.B + +* Build date : 17 :53 :08, DEC 9 1994 + + +REVISION 3 : + +* Software version : TE4/VER.C + +* Build date : 15 :07 :12, JAN 12 1995 + + +- SERIES - + + +1. Tekken (1994) + +2. Tekken 2 (1995) + +3. Tekken 3 (1996) + +4. Tekken Tag Tournament (1999) + +5. Tekken 4 (2001) + +6. Tekken Advance (2001, Nintendo Game Boy Advance) + +7. Tekken 5 (2004) + + +- STAFF - + + +Director & Main designer : Seiichi Ishii + +Coordinator : Masamichi Abe + +Game maintenance : Teruaki Konishi, Masahiro Kimoto, Yutaka Kounoe + +Design supervisor : Satoru Yamada + +Character designers : Kunihiko Nakata, Masanori Kimura, Yoshihisa Yaguchi, Kenichi Isozaki + +Motion designers : Hitoshi Matsuda, Masahiro Onoguchi, Shigeo Sasaki, Kaname Takai, Tetsuya Okamoto + +Visual designer : Hiroko Ohnishi + +Logo & Graphic designer : Hideaki Ito + +Program supervisor : Katsuo Nakamura + +Main programmer : Masanori Yamada + +Game programmer : Naoki Ito + +System programmer : Yoshihito Saito + +Stage & Effects programmer : Toshihiro Itou + +Motion picture & Enemy programmer : Kiyomi Moriya + +Management of VRAM : Tetsuya Funatsu + +Model convert programmer : Norimasa Matsuura + +Tool support : Kazuyuki Nikaido, Naoto Hanai + +Test mode programmer : Takayasu Yanagihara + +Sound designers : Yoshie Takayanagi, Yoshie Arakawa, Kazuhiro Nakamura + +Producer : Hajime Nakatani + + +- PORTS - + + +* Consoles : + +Sony Playstation (1995) + +$end + +$info=tekken2,tekken2a,tekken2b, +$bio + +Tekken 2 (c) 08/1995 Namco. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID: TES + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Iron Fist 2'. + + +Angel is still called Devil until the Sony PlayStation release. + + +- UPDATES - + + +REVISION 1 : + +* Software version : TES2/VER.A + +* Build date : 19 :01 :47, AUG 3 1995 + + +REVISION 2 : + +* Software version : TES2/VER.B + +* Build date : 10 :39 :16, SEP 29 1995 + + +REVISION 3 : + +* Software version : TES3/VER.B + +* Build date : 10 :39 :16, SEP 29 1995 + + +- TIPS AND TRICKS - + + +* Play As Hidden Characters (even if they aren't selectable yet) : + +Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up + +P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2) + +Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right + +Ganryu : Highlight Michelle, hold Start, press Down, Up + +Bruce : Highlight Lei, press Start(x4) and then Right + +Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again + + +For the following characters you have to hold a button before entering the character select... + +Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start + +Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down + +Alex : Hold RK, press Start, Up(x2) + +Roger : Hold LK, press Start, Up(x2) + + +* Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button. + + +* Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead. + + +* Each character has a sub-boss (stage 8) depending on who started the game : + +If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'. + +If Yoshimitsu was chosen, Kunimitsu will be on stage 8. + +Nina : Anna. + +Law : Baek or Jun depending on the "New Character" setting. + +Heihachi : Lee. + +Paul : Kuma. + +Jack-2 : P. Jack. + +King : Armor King. + +Michelle : Ganryu. + +Lei : Bruce. + +Roger : Alex. + +Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8). + +Devil : Heihachi, Jun on stage 9. + +If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear. + + +- SERIES - + + +1. Tekken (1994) + +2. Tekken 2 (1995) + +3. Tekken 3 (1996) + +4. Tekken Tag Tournament (1999) + +5. Tekken 4 (2001) + +6. Tekken Advance (2001, Nintendo Game Boy Advance) + +7. Tekken 5 (2004) + + +- STAFF - + + +Director & Main designer : Seiichi Ishii + +Coordinator : Masamichi Abe + +Game coordinator : Yutaka Kounoe + +Motion manager : Masahiro Kimoto + +Motion works : hiroaki Yotoriyama, Masataka Ishiguro + +Character designers : Kenichi Isozaki, Yuichirou Komoruya, Miki Maemori, Daisuke Tsushima, Hitomi Kusano + +Motion designers : Hitoshi Matsuda, Fuminori Tsuchiya, Hanae Karasawa + +Visual designers : Hiroko Ohnishi, Yoshinari Mizushima, Kazuaki Fujimoto, Hideto Yamada + +Logo & Graphic designers : Hideaki Ito + +Opening CG : Yasushi Nidaira, Isao M Nakayama + +Visual system support : Tetsuya Okamoto + +Technical animation support : Nobuyasu Asano, Yoshihito Ibe + +Design supervisor : Junichi Kawamura, Satoru Yamada + +Program supervisor : Katsuo Nakamura + +Main programmer : Masanori Yamada + +Game programmer : Maoki Ito + +System programmer : Yoshihito Saito + +Movie & Enemy programmer : Kiyomi Moriya + +Stage & Effect programmer : Toshihiro Itou + +Test mode programmer : Kazuyuki Nikaido + +Tool support : Norimasa Matsuura + +Optimize program : Shizuka Matsuda + +Sound creators : Yoshie Takayanagi, Yoshie Arakawa + +Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Hiromichi Kawaguchi + +Coordinate support : Toshiya Hara, Shinichi Tsuruya, Atsushi Koyama, Kazuo Takahashi, Mitshuaki Ishii, Tsuyoshi Kiuchi, Akiya Ikeda, Kazuhisa Takahashi, Kow Yasuda, Ryo Sakamoto, Takashi Satsukawa + +Producer : Hajime Nakatani + + +- PORTS - + + +* Consoles : + +Sony Playstation (1996) + +$end + +$info=tekken3, +$bio + +Tekken 3 (c) 1996 Namco. + + +World's 19 toughest fighters enter The King Of Iron Fist 3, in order to defeat the evil Heihachi and the two bosses Ogre and True Ogre (True Ogre wasn't 'True Ogre' until the Sony PlayStation release of this game). Every character has his own ambition of winning the tournament. A fully 3D game with one on one concept of fight. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : TET + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Iron Fist 3'. + + +This is the first Tekken game which has 3D backgrounds. + + +Most of the characters like Jin, Law, Julia are the children of the characters from the first Tekken games. + + +In the sound FX there is Jun Kazama and Kazuya Mishima meaning these characters could have been in the game but were taken out (or not added at all). + + +With a cheat enabled sometimes you can face Jun and a new character, Sake. In fact Jun has a graphic for the VS. screen and a name tag for the energy bar. Uses Nina's body and Jin's moves Sake only has a name tag. Uses Yoshimitsu's body and Jin's moves, and a blank VS. picture. + + +- UPDATES - + + +TET1/VER.E1 : Japan release, 12:18:11, MAY 1x 1996 + + +- TIPS AND TRICKS - + + +* Play As Anna Williams : Highlight Nina Williams at the characters selection screen and press the Start button. Anna Williams plays identical to Nina Williams. This option is only available after Bryan Fury is play-againstable from Time Release. + + +* Play As Tiger Jackson : Highlight Eddy Gordo at the characters selection screen and press the Start button. Tiger Jackson plays identical to Eddy Gordo. This option is only available after Ogre 2 is play-asable from Time Release. + + +* Special Outfits : There are three characters that can use additional outfits by pressing 'Start' to select them instead of a punch or kick button, these are : Jin Kazama, Forest Law, Ling Xiaoyu (Jin and Ling special outfits can only be selected after Mokujin becomes fightable). + + +* Fight Against Jin As Boss : Play with Heihachi and sometimes you will have to fight with Jin who will be 9th stage's boss instead of Heihachi. + + +- SERIES - + + +1. Tekken (1994) + +2. Tekken 2 (1995) + +3. Tekken 3 (1996) + +4. Tekken Tag Tournament (1999) + +5. Tekken 4 (2001) + +6. Tekken Advance (2001, Nintendo Game Boy Advance) + +7. Tekken 5 (2004) + + +- STAFF - + + +Directors : Masamichi Abe, Yutaka Kounoe + +Game directors : Masahiro Komoto, Katsuhiro Harada + +Motion director : Hiroaki Yotoriyama + +Motion manager : Masataka Ishiguro + +Visual director : Yoshinari Mizushima + +Main programmer : Masanori Yamada + +Game programmer : Naoki Ito + +System programmer : Yoshihito Saito + +I/O programmer : Tetsuya Funatsu + +Led programmer : Toshiharu Hijiya + +Stage & Effect programmers : Yoshiyuki onda, Hajime Furusawa, Hajime Harima + +Enemy & Camera programmer : Junichi Sakai + +Test mode programmer : Kiyoshi Minami + +Tool support : Koji Yamaguchi + +Motion designers : Yukie Misaki, Yoshihisa Yaguchi, Nobuko Nimura, Fuminori Tsuchiya, Tomoe Yamashita, Ryouchi Ban, Tomoko Tomita, Sachiko Inoue, Isamu Sawada, Kazuo Takahashi, Jin Okubo, Naotake Hirata + +Character model designers : Takuji Kawano, Kazuaki Fujimoto, Akira Nakajima, Daisuke Tsushima + +Led designer : Taro Okamoto + +Stage designers : Masashi Kubo, Tatsuya Matsue, Yasunori Yanagawa, Miki Maemori, Hitomi Yotoriyama, Yuko Mizoguchi + +Visual designer : Yukiko Yokoo + +Logo designer : Hideaki ito + +Music composers : Nobuyoshi Sano (Sanodg), Keiichi Okabe (B.K.O) + +Sound effect & Voice editor : Etsuo Ishii + +Opening movie director : Hiroshi Kuwabara + +Opening movie staff : Takeya Inokuchi, Eishu Takamura, Yukiharu Taniguchi + +Coordinate support : Ryouzi Ichikari, Satoshi Masukana, Tetsuya Akatsuka, Ryo Sakamoto, Akiya Ikeda, Tatkuzi Kanayama, Tsuyoshi Kiuchi, Kazuhisa Takahashi, Norikatsu Yoshikawa, Makoto Kusano, Yusuke Morita, Atsushi Koyama, Miho anaka, Naoyuki Kondou + +Motion capture tech. team : Takayasu Yanagihara, Hiroshi Numakami, Satoshi Yamaguchi, Yasumichi oonishi + +Motion actors : Minoru Suzuki and Osami Shibuya of 'World Pancrase Create Inc.', Master.Marcelo Pereira of 'Capoeira Mandinga, Barkeley-California-USA', Hwang Su-Il of 'Japan International Taekon-do Federation', Yoshinori Aoki, Kenichiro Tamayori, Toshiyuki Miyajima + +Opening movie effects : Image + +Camera motion director : Koh Onda + +Camera motion designers : Kanako Doi, Kazuki Aizawa, Takashi Iwaizumi + +Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Fumihiko Hasegawa, oshihiro Shimizu + +Technical support : Tetsuji Baba, Naohiro Saito, Akiko Saito, Yasuo Ohba + +Program supervisor : Katsuo Nakamura + +Visual supervisors : Junichi Kawamura, Satoru Yamada + +Producer : Hajime Nakatani + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + +$end + +$info=tekkentt, +$bio + +Tekken Tag Tournament (c) 1999 Namco. + + +- TECHNICAL - + + +Namco System 12 hardware + +Game ID : TEG + + +Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz) + +Sound Chips : C352 (@ 14.7456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Iron Fist Tag Tournament'. + + +This game has a tag play system (i.e : one player can play select a team of two players) and then during a match he can tag his characters at any time. Unlike other tekken games, this episode has no specific storyline and the main idea behind the game was to create a game which will have all the chracters from tekken1 to tekken3 with a few new characters. Tekken Tag Tournament has a total of 38 characters. When the machine is turned on for the first time, by default only 10 characters are playable. The rest of the characters are released one by one after specific time. The characters can be tagged by pressing the 5th key. + + +In the sound FX there is Dr. Boskonovitch, Dr. Abel, Devil Kazuya and Marshall Law meaning these characters could have been in the game but were taken out (or not added at all). + + +- SERIES - + + +1. Tekken (1994) + +2. Tekken 2 (1995) + +3. Tekken 3 (1996) + +4. Tekken Tag Tournament (1999) + +5. Tekken 4 (2001) + +6. Tekken Advance (2001, Nintendo Game Boy Advance) + +7. Tekken 5 (2004) + + +- PORTS - + + +* Consoles : + +Sony PlayStation2 (2000) + +$end + +$info=teljan, +$bio + +Tel Jan (c) 1999 Electro Design. + + +Mahjong game. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +$end + +$info=telmahjn, +$bio + +Telephone Mahjong (c) 01/1989 Nichibutsu. + + +Girls that can talk on the phone AND play mahjong at the same time! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=tempest,tempest1,tempest2,tempest3, +$bio + +Tempest (c) 10/1981 Atari. + + +Tempest is a spinner game. You control a little yellow shooter that gets to move around on the outside of a tunnel. The tunnel falls away from you in a vanishing point perspective. Each level presents you with a different tunnel, that has a different shape to it. Some of them aren't even proper tunnels because they do not actually connect (some are just lines, et cetera). The bad guys start at the bottom of the tunnel and quickly work their way up towards your shooter. You have to blast them before they get to the top. Once an enemy reaches the top it will start moving around up there, you can still shoot them, but it is much harder to do so without them hitting you first. Your weapons are a blaster and a superzapper. The blaster just shoots like any normal video game laser. The superzapper is different though. You can use it twice on each screen. It will kill all the enemies the first time you use it on any given screen. The second time it will only kill some of them. Some of the enemies leave green lines behind when they move. You have to dodge these lines in the little warp sequence between each level. This is usually easy to do, but sometimes it seems like nearly every tunnel segment has a green line on it, which makes it quite a bit harder to pick the correct one. + + +- TECHNICAL - + + +Game ID : 136002 + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Tempest was an awesome arcade game that transported the player into abstract realms of space. Soaring into its second decade of life, Tempest is still the favorite of devotees who seek to become one with this adventure through hyperspace. Approximately 29,900 units were produced. Tempest sold approximately 20,000 units to distributors before it was even released. + + +Tempest was the first game to use 'Color-Quadrascan' and 'Skill-Step', both features unique to Atari vector games. Tempest was originally a 3-D "Space Invaders" clone called 'Vortex', but was changed when the other engineers didn't come back to play the game. This was kind of a test for an Atari game; if the engineers kept coming back to play a new game, it was considered a hit. + + +The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around. + + +* The Creation of Tempest : Dave Theurer, who designed the game and wrote the software, said his original intention was to make a first-person perspective of the "Space Invaders" game, but he ended up doing something completely new and different. Rich Adam : "Dave implemented a first-person "Space Invaders". Everybody played it but they didn't keep coming back. You could tell when you had something cool, the engineers kept coming back. This was good and bad because there were times when you wanted to work on your game and everybody would want to be playing it. But when he was doing the first-person "Space Invaders", Dave didn't run into this problem of everyone wanting to play the game... and he said to himself : 'Well, maybe this isn't working. What can I do?' Then I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it. I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain.". + + +* Remembrances from the Video Game Masters : Although known for his hard work and for his ability to focus on and conquer exceedingly tough software problems, Dave Theurer looks back upon his days at Atari as having been fun and rewarding. Dave Theurer : "It was just so exciting working on these new games. All my life I loved explosions. When I went to college I was a chemistry major because I wanted to do something where I could make explosions. When I was a kid I had a chemistry set and I'd blow stuff up all the time. Eventually, you learn that you can't really do that in real life, so the next best thing is to do it on the screen, so here I was blowing stuff up on the screen. Simulating real life is fun too. It's almost like you can create your own universe. Well, you are creating your own universe. That's rewarding, to see something come alive.". + +Playing games, both video and pinball, was a constant part of life for the engineers at Atari. Dan Pliskin : "In the morning, I used to go in and I'd make up a pot of Italian roast or French roast coffee and pour myself a big mug. Then I'd go and sit it on a pinball machine and drink coffee and play pinball until scores got up to, like, a couple hundred thousand. That would be my indication that I was sharp enough to go and design something.". + + +* Popular from the Start : Tempest was a game that immediately captivated people from the very start. Lyle Rains : "Like a number of these games that were very addictive, the Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there. And you could get very good at it. I think what people like is the ability to accomplish amazing things". + + +* The Great 25-Cent Escape : Not only did players often find a sense of welcome escape in the video games they played, but this was very much the intention of some of the great game designers. Dave Theurer : "I want to design it for a guy who's totally frazzled by his job and needs a way to temporarily escape. There's a certain class of games... where you just get into a trance when you're playing them. As long as you're in this trance you'll do fine.". + + +Tempest was available in three different dedicated cabinets. An upright, a cabaret, and a cocktail. The upright machine came in a nice arrow shaped cabinet that featured one long straight angled line from the top of the cabinet to the bottom of the control panel. This design makes it very easy to spot converted Tempest cabinets. The Tempest marquee had a whole bunch of glowing purple lines along with an evil looking crawly thing that looked like it was coming right at you. The sideart had kind of a spacey look to it, with a bunch of red lines radiating out from a central point that had monsters crawling out of it! The control panel had more spacey lines and holes graphics, along with an optical spinner and a pair of fire buttons. The cocktail version was a black square table with a woodgrain top. It had red lines and instructions underneath the glass, with player control panels on either side. For some reason the monitors on these were installed butted up against one side, instead of centered. Both the cocktail and the upright used a color X-Y monitor. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TEMPEST. + + +A Tempest unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Twilight Zone - The Movie', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1986 movie 'Running Scared', in the 1986 movie 'Maximum Overdrive' (A cocktail cabinet) and in the 1987 movie 'Death Wish 4 - The Crackdown'. + + +A Tempest unit appears in the music video 'Subdivisions' by RUSH. + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + +- UPDATES - + + +Revision 1 : + +* First public release. + + +Revision 2 : + +* Fixes the score cheat in test mode. + +* Changes spinner letters to a line. + + +Revision 3 : + +* Fixes screen collapse between 1 and 2 players in the 2 player mode. + + +- TIPS AND TRICKS - + + +* These are cheats (They weren't cheats at all. They were intentionally programmed in as a security measure). They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below... + +00 - freeze screen + +01 - access bookkeeping totals + +05 - allows playing during attract mode + +06 - 40 free credits + +11 - 40 free credits + +12 - 40 free credits + +14 - credit sound without actual credit + +15 - credit sound without actual credit + +16 - 40 free credits + +17 - 40 free credits + +18 - 40 free credits + +41 - switch last 2 digits of score + +42 - increase score quickly + +46 - demonstration mode - start at any level, up to level 81 + +50 - player moves by itself + +51 - player moves by itself + +60 - objects drift down + +66 - objects drift right + +67 - objects jump + +68 - objects drift up + +70 - objects drift up + + +After code '05' (play during attract mode) is activated, the following cheats become available... + +Set the last two digits to 46 : Random-colored level with wrong enemies. + +Set the last two digits to 48 : 255 extra lives. + + +* Here are some quick tips for anyone new to Tempest : + +1) Flippers flip at a constant rate, so play the angles. You can kill flippers on the outer edge by shooting when they are in the spaces next to you (as they flip). The wider the angle, the more time you have to shoot. You can also move under them as they flip. Good practice is to play level 1 as long as possible without firing. On the open shapes, you will want to hang out on one end of the other (to avoid attacks from both directions). On closed shapes, pick a spot with good angles and good visibility. Often flipping back and forth between two spaces (playing the angles depending on which direction the flippers are attacking from) is all you have to do. + + +2) Fuseballs ride the lines. The safest place to be is in the space *next* to one. It looks like it will kill you, but the hit logic only tests the center of the fuseball. Fuseballs will only cross one space at a time before dropping back down (until the end of the round when they start chasing you). If you get stuck with one coming after you at the end of a round (usually on one of the open shapes), try the 'Hail Mary' move of spinning very quickly. You can actually jump over one or more spaces (and a fuseball!) if you spin fast enough. Watch out for fuseball tankers at higher levels that split into two fuseballs that will immediately try and jump on you. + + +3) Pulsars are only dangerous when they are pulsing. Listen to the low, periodic buzz sound. As you get used to it, you will find yourself adapting to this built-in rhythm. You can shoot them when they aren't pulsing or spin out of the way. Watch out for pulsar tankers at higher levels that split into two pulsars on either side of the tanker lane. + + +4) Regular tankers contain two flippers. Feel free to shoot them and their cargo with impunity. Fuseball tankers are *very* dangerous. Shoot them and get out of the way. Pulsar tankers are also very dangerous. Shoot them and stay where you are (the pulsars will appear to either side). You can differentiate between the types of tankers by looking closely at their centers. Fuseball and pulsar tankers have tiny pictures of their cargos in their centers. The ability to instantly differentiate between tanker types is probably the most important ability separating good Tempest players from great Tempest players. + + +5) Spikers are generally harmless (although they do shoot at you), and the spikes they lay down are very handy some times. You can hold the fire button down for continuous fire, but you only get a maximum of eight shots at a time. This is enough to fill half the tube, but not enough for a true continuous stream of shots. If you have lots of flippers coming after you, find a long spike to sit on top of. You can then hold down the fire button for a machine gun effect. As the spike gets eaten away, look for another one to switch to. Be careful of pulsars and fuseballs when you do this however. When you get to level 65 (black/invisible circle) try riding a full spike all the way down at the end of the round. Your descent rate and rate of fire are perfectly matched so that you can actually blast it away without being impaled all the way to the bottom. + + +6) Dip Switch #2 (2nd from the back of the game) on the upper bank (at N13) controls demo mode. Demo mode lets you start (and practice) anywhere you like. It does not record scores, however. In normal play, the game will let you start close to where you left off. If you want to 'cheat', put the game into demo mode, spin up to where you want to start, start the game and hit the player one start button causing you to zoom down the tube and gain the bonus. Then die and flip the dip switch back to normal mode. Now you can start a real game at the same level and record your score at the end. If you do this often, wiring a front-mounted bypass to that dip switch will come in very handy. There is also a freeze game dip switch that is also handy in case the phone rings while you are playing. + + +7) Level 81 (green circle) is the highest starting level. Most expert Tempest players agree that green is actually easier than the black/invisible levels that precede it. It is a bit faster, but it restores one of the most valuable visual clues in the game - the tell tale break in the outer edge caused by a pulsar (which is missing in the black/invisible levels). After level 96 (green figure eight/infinity), you are back to the green circle (97) and green square (98). Level 99 is the highest recorded by the game and consists of a never ending supply of random green shapes. Every time you finish the round or loose a life, you will end up with a different shape. To achieve a world record score, you will spend *most* of your time playing level 99 over and over again. If you can keep your rate of loss to roughly one life per two rounds (at 20K bonus), you can theoretically play forever. Tempest isn't a very good marathon game, however, as it only lets you build up five lives max at any one time. A 30-second bladder break while playing level 99 will pretty much wipe you out. ;-) + + +8) The highest score recordable by the game is 999,999 (a horrible error on the part of the designers). Starting at 81, you get there pretty fast (mid way through the greens). With a bit of practice, you can end the game at exactly 999,999. Do that three times and no one will ever be able to beat your score on a single machine (w/o clearing the high score table). + + +- SERIES - + + +1. Tempest (1981) + +2. Tempest 2000 (1994, Atari Jaguar) + +3. Tempest X (1996, Sony PlayStation) + +4. Tempest 3000 (2000, Nuon) + + +- STAFF - + + +Designed and programmed by : Dave Theurer (DFT) + +Project leader : Morgan Hoff (MPH) + +Hardware Guy : (SDL) + +Technician : (MJP) + +From hiscore table : Eric Durfey (EJD), Dave Sheppard (DES), (RRR), (BEH) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983, Proto, Only one cart exists by the looks of it :) + +Atari 5200 (1983, Proto) + +Atari 2600 (1984) + +Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1") + +Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1") + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + +Nintendo Game Boy Advance (2002, "Atari Anniversary Advance") + + +* Computers : + +Acorn Electron (1985) + +Amstrad CPC (1986) + +Atari ST (1989) + +PC [CD-Rom] (1999, "Atari Arcade hits 1") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +Commodore C64 ("Genesis") + +Sinclair ZX Spectrum + +$end + +$info=temptube, +$bio + +Tempest Tubes (c) 1982. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : (2x) Pokey (@ 1.512 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 231 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This is a hack of the original "Tempest". + + +- UPDATES - + + +This hack adds new shaped levels to the game (game is much harder), but the title screen remains unchanged. + + +- STAFF - + + +This hack was created by : Duncan Brown + +$end + +$info=dynwarj, +$bio + +Tenchi wo Kurau (c) 04/1989 Capcom. + + +In this beat'em up, Chinese heroes of the Three Kingdoms saga mount their horses and slash their way through hordes of enemy infantry in order to unite ancient China! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 4 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows'. + + +This game is known outside Japan as "Dynasty Wars". + + +The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms. + + +Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989. + + +- SERIES - + + +1. Tenchi wo Kurau (1989) + +2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992) + + +- STAFF - + + +Producer : Kihaji Okamoto + +Game Designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka + +Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki + +Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita + +Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi + +Sound music : Manami Goto + +Illustration : S. Shintani + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1991) + +$end + +$info=wofj, +$bio + +Tenchi wo Kurau II - Sekiheki no Tatakai (c) 10/1992 Capcom. + + +Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows II - Battle of Red Wall'. + + +This game is known in US as "Warriors of Fate" and in Asia as "Sangokushi II". + + +The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993. + + +- UPDATES - + + +There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version ("Warrior of Fates"). They are listed as follows : + +* After the bonus stage, a scene with the 3rd emperor making comments was cut. + +* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti. + +* All names in-game were accompanied by their kanji. + +* All names were changed and aren't even properly translated from the originals. + +* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut. + +* In stage 1, a short message from the advisor was taken out. + +* In stage 1, the boss gave a short dialogue. + +* In stage 3, during the opening the boss has a short dialogue. + +* In stage 4, the boss had a short dialogue. + +* In stage 5, Akkila-Orkhan has a short dialogue. + +* In stage 5, the boss had a short dialogue. + +* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut. + +* In stage 6, there were additional lines between the player and Kuan-Ti. + +* In stage 8, a short message from the advisor was taken out. + +* In stage 8, the boss has a short dialogue. + +* In stage 9, a short message from the advisor was taken out. + +* In stage 9, there was a conversation between player and the boss. + +* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get. + +* Some weapons were generalized in the World version. + +* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1. + +* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!). + + +- SERIES - + + +1. Tenchi wo Kurau (1989) + +2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992) + + +- STAFF - + + +Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz + +Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume + +Onnanoko designer : Akiman + +Sound : T. Yomage, Toshi Bull, Oyabun, Inu + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=tengai, +$bio + +Tengai (c) 04/1996 Psikyo. + + +Nice horizontal shoot'em up with five selectable characters who have their own storyline and ending. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF278B (@ 33.8688 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.30 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Beyond The Heavens'. + + +This game is known in Japan as "Sengoku Blade - Sengoku Ace Episode II". + + +- TIPS AND TRICKS - + + +* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + + +* Play As Ayin : At the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear. + + +- SERIES - + + +1. Samurai Aces (1993) + +2. Tengai (1996) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=pc_tenis, +$bio + +Tennis (c) 1983 Nintendo. + +Game ID : TE + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=tenthdeg, +$bio + +Tenth Degree (c) 1998 Atari. + + +- TECHNICAL - + + +Atari Vegas hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way Joystick + +Buttons : 6 + + +- TRIVIA - + + +Tenth Degree (originally to be called Juko Threat) was to be Atari's apparently failed attempt to join the great 3-D fighter genre. Unfortunately for Atari by 1998 Namco had released "Tekken 3" and "Soul Calibur" and Sega were onto "Virtua Fighter 3" and "Fighting Vipers 2", meaning that unless a 3D fighter really stood out it wasn't going to make an impact at all... It was dropped from production as it just didn't take any money during testing, it had nothing that hadn't been seen before, and the competition was just too advanced by the time it would reach full production. + + +- SOURCES - + + +System 16; http://www.system16.com + +$end + +$info=term2,term2la2,term2la1, +$bio + +Terminator 2 - Judgment Day (c) 11/1991 Midway. + + +Hasta La Vista, Baby! + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- UPDATES - + + +REVISION 1 : + +* Software version : LA1 + +* Build date : 11/1/91 + + +REVISION 2 : + +* Software version : LA2 + +* Build date : 12/9/91 + + +REVISION 3 : + +* Software version : LA3 + +* Build date : 3/27/92 + + +- TIPS AND TRICKS - + + +Bonus Trick on Stage 1 : On Stage 1, exoskeletons will sometimes pop up in the foreground. When this occurs, shoot the skull until a CPU appears. Shoot the CPU quickly and you can receive a bonus (points, shield, more energy, plasma cannon, etc)! + + +- STAFF - + + +Directors : George N. Petro (GNP), Jack E. Haeger (JEH) + + +* Game Design : + +Programmers : George N. Petro (GNP), Warren Davis (WBD), William F. Dabelstein, Jr. Todd R. Allen + +Graphics designers : Jack E. Haeger (JEH), Tim Coman (TJC), John Vogel (JCV) + +Sound / Music : Chris Granner (CPG) + + +Producers : Neil Nicastro, Ken Fedesna + +Based on the story by James Cameron & Willian Wisher. + +Hardware : Mark Loffredo, Cary Mednick (CMM), Rich Karstens, Glenn Shipp, Pat Cox (P C), Raymond Gay (ROG) + +Gun designers : Ray Czajka (RAY), & Jerry Pinsler + +Cabinet designer : Ray Czajka (RAY) + +Cabinet graphic designers : Jack E. Haeger (JEH), Bruce Siegel, Kevin O'Connor + +Production Support : Sheridan Oursler (SNO), Al Lasko + +Marketing : Roger Sharpe, Rebecca Ellis + +Sales : Joe Dillon, Lesley Ross, Bob Lentz, Rachel Davies + + +* CAST : + +Terminator : Arnold Schwarzenegger (ALS), Peter Kent + +T-1000 : Robert Patrick (REP) + +John Connor : Eddie Furlong (EZF) + +Sarah Connor : Debbie Evans + +Future Soldier : Doug Watson, Tania Mulderink + +Swat/Clean Room Guy : Ken Moreno + +Hideout Human : Jack E. Haeger (JEH) + +Hideout Gunner : Tim Coman (TJC) + +Hideout Kid : Matt Cooney + +Voice of Skynet : Stephanie Rogers + +Hideout Dog : Sparky + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +Nintendo Game Boy (1992, "T2 - The Arcade Game") + +Nintendo Super Famicom (1993) + +Sega Game Gear (1993) + +Sega Master System + + +* Computers : + +Commodore Amiga (1993) + +Sinclair ZX Spectrum + +$end + +$info=terracre,terracra,terracrb, +$bio + +Terra Cresta (c) 11/1985 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +You can become a phoenix like in the title screen if you collect all the ship parts :). + + +Pony Canyon / Scitron released a limited-edition soundtrack for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- UPDATES - + + +New version uses a YM3526 (@ 4 Mhz) sound chip instead of a YM2203 + + +- SERIES - + + +1. Moon Cresta (1980) + +2. Terra Cresta (1985) + +3. Terra Cresta II (NEC PC Engine) + +4. Dangar - Ufo Robo (1986) + +5. Terra Force (1987) + + +- STAFF - + + +Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada + +Music composed by : Kenji Yoshida + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + + +* Computers : + +Amstrad CPC (1986) + +Commodore C64 (1987) + +Sharp X68000 (19??, "Video Game Anthology Vol. 01 - Terra Cresta") + +$end + +$info=terraf,terrafu, +$bio + +Terra Force (c) 12/1987 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Terra Force uses the same innovative overworld/underground and perspective changing gameplay found in Nichibutsu's earlier game "Mag Max". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + + +- SERIES - + + +1. Moon Cresta (1980) + +2. Terra Cresta (1985) + +3. Terra Force (1987) + + +- STAFF - + + +Game designer : Shigeki Fujiwara + +Game programmers : Kakefu, Shinya Okuda + +Character designers : Takanori Tanaka, Yuki Yasuda + +Title designer : Shinji Kubota + +Sound composer : Noburu Yoshida + +Sound programmer : Yoshinori Mitta + +Hardware engineer : Isao Shiki + +$end + +$info=cterrani, +$bio + +Terranean (c) 02/1981 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 04 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=ctsttape, +$bio + +Test Tape (c) 1981 Data East. + + +- TRIVIA - + + +This Test Tape runs on the DECO Cassette System hardware. + +$end + +$info=mt_tetri, +$bio + +Tetris (c) 1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 22 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=tetris,tetris3,tetris2,tetris1,tetrisbl,tetrist,tetrista, +$bio + +Tetris (c) 12/1988 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0091 / 317-0092 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- UPDATES - + + +FD1094 317-0091 + +* Runs on Sega System 16B hardware. + + +FD1094 317-0092 + +* Runs on Sega System 16B hardware. + + +FD1094 317-0093 + +* Runs on Sega System 16A hardware. + + +FD1094 317-0093a + +* Runs on Sega System 16A hardware. + + +- SERIES - + + +1. Tetris (1988) + +2. Sega Tetris (1999) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +$end + +$info=atetris,atetrisa,atetrisb,atetrsb2,atetcktl,atetckt2, +$bio + +Tetris (c) 1988 Atari Games. + + +Face The Soviet Challenge! + + +- TECHNICAL - + + +Game ID : 136066 + + +Main CPU : M6502 (@ 1.789772 Mhz) + +Sound Chips : (2x) Pokey (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Tetris is a CLASSIC; ranking with the likes of "Pac-Man", "Donkey Kong" and "Tempest"; and is still one of the most popular games today. + + +Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines. + + +Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) : + +* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line. + +* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square. + +* The 'T' - A row of three blocks with one added below the center. + +* The 'L' - A row of three blocks with one added below the left side. + +* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L'). + +* The 'S' - Bent trimino with block placed on outside of clockwise side. + +* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S'). + + +Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realise that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased. + + +Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive. + + +A bootleg version was released by 'Video Games' in 1989 (See 'Updates' for more information). + + +- UPDATES - + + +The bootleg version (made by 'Video Games') shares a different 'Staff screen' (See Staff section for the original), here is the bootleg one : + +Project leader : James Bond + +Video Graphics : Tom Catson + +Engineer : Ted Tedious + +Technician : Log Dreaming + +Audio : Bill Cody + + +- TIPS AND TRICKS - + + +While on attract mode, if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into its next phase. If you repeat it a few times the music will start playing... + + +- STAFF - + + +Project leader : Kelly Turner + +Programmed by : Norm Avellar, Kelly Turner, Ed Logg + +Video graphics by : Kris Moser + +Engineer : Doug Snyder + +Technician : Glenn Mcnamara + +Audio by : Brad Fuller + + +- PORTS - + + +* Consoles : + +Nintendo NES ("Tengen Tetris"). This port was not licensed by Nintendo and was only released in North America. + +$end + +$info=tgmj, +$bio + +Tetris - The Grand Master (c) 07/1998 Arika / Capcom. + + +- TECHNICAL - + + +Sony ZN-1 hardware + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : PSX (@ 8 Mhz), QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (TGM the Ground Master - PCCB-00372) on 19/05/1999. + + +- TIPS AND TRICKS - + + +* Conditions for Achieving the Grandmaster Grade : The higher you score, the better your grade will be. However, you need more than a high score to be graded a Grandmaster. You must be at least grade 1 when you reach level 300 and grade S4 when you reach level 500. Finally, you must be grade S9 and reach level 999 in under 13 minutes and 30 seconds (the tricky bit). Good luck! + + +* Basic Tips for Improving Speed : + +1) When a piece is touching your stack, tapping 'down', will lock it in place instantly, saving you a fraction of a second. These really add up, so keep pushing the game forward as fast as you can handle! + +2) It takes the same amount of time to clear a single line as it does to clear a double, triple, or Tetris, so try to be efficient and avoid clearing too many singles. + +3) Your level increases by 1 for every line you clear. It also increases by 1 for every piece that appears. However, when you are at levels 99, 199, 299, etc. your level will not increase from falling pieces. You MUST clear a line to proceed (and change the background). Every second you spend without clearing a line is wasted time, so keep an eye on your level and try to have a line ready for the right moment. + +4) If you intentionally keep your stack near the top of the screen it will take less time for pieces to fall and you will save time. This is most important at the beginning when pieces fall slowly, and again at level 200 when they slow to a crawl once more. By level 500, pieces will literally fall instantly and it will no longer make a difference how high your stack is. + + +* Advanced Rotation Techniques : + +1) If you press and hold a rotate button before a piece appears, that piece will be rotated instantly as it appears in the field. The attract mode can give you a visual demonstration. + +2) When you are rotating a piece, if there are any blocks preventing a rotation then the game will then try to see if there is room for a rotated piece 1 square to the right, and failing that, 1 square to the left. It sounds subtle, but you can use this to get pieces into seemingly impossible locations. Study the visual demonstrations of this in the attract mode. + + +* Title Screen Codes : Enter these codes at the title screen for the desired effect... + +Big Mode (Pieces are much larger in size.) : Left(x4), Down, C, B, A. + +Black & White Mode (Removes color.) : Right(x3), Up, C, B, A. + +TLS Mode (Pieces will still have shadows beyond lvl100) : A, B, C(x2), B, A(x2), C, B. + +Uki Mode (A Japanese child will laugh when you clear lines.) : A, B, A, B, A, B, A, B, A, B, A, B, A, B, A, B(x2). + +Death Mode (Starts the game at the highest speed.) : Down(x8), C, B, A. + +Reverse Mode (Pieces rise and you play Tetris upside down) : Down, Up(x2), Down, C, B, A. + + +* No Item Mode : To play a classic versus game without any items, hold down both player Start buttons when it says 'Here Comes a New Challenger'. + + +* Another Hidden Game Mode : As you play, leave the bottom left square unfilled so that that line doesn't clear. Also, leave the square up one and right one unfilled so that the second line won't clear. Continue like this, leaving holes diagonally, until you reach the right wall. Then continue diagonally to the left wall. You should be making a pattern that looks like '>'. It's actually rather hard to make the pattern entirely, but try to make as much as you can. After you die the game will recognise this pattern and give you an additional "Secret Grade", according to how much of the pattern you were able to make. Can you achieve Grandmaster in this challenging exercise? + + +- SERIES - + + +1) Tetris - The Grand Master (1998) + +2) Tetris The Absolute - The Grand Master 2 (2000) + +3) Tetris The Absolute - The Grand Master 2 Plus (2000) + + +- STAFF - + + +Visual Design: Sakai, Chiba, Naitou + +Programmer: Cara, Nagatani + +Programmer of Prot-Type: Akira.K + +Music composed by : Shinji Hosoe (Megaten), Ayako Sasou (AYA), Takayuki Aihara (J99) + +Planner & Producer: Mihara + +$end + +$info=tetrisp, +$bio + +Tetris Plus (c) 1995 Jaleco / BPS. + + +- TECHNICAL - + + +Jaleco Mega System 32 hardware + + +Main CPU : V70 (@ 2.222222 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YMF271 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Tetris Plus (1995) + +2. Tetris Plus 2 (1997) + + +- STAFF - + + +Game designer : Taro Sasahara + +Programmers : Rerorero, -M- + +Graphic designers : Suzuki Tatsuhiro, Pyonkey Matsuo, Shigesawa Hiroshi + +Sound : NIS, Kazuo Sawa + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1996) + +Sony PlayStation (1996) + +Sega Saturn (1996) + +$end + +$info=tetrisp2,teplus2j,tp2m32, +$bio + +Tetris Plus 2 (c) 1997 Jaleco / The Tetris Company. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +Alternate version runs on the Jaleco Mega System 32 hardware. + + +- SERIES - + + +1. Tetris Plus (1995) + +2. Tetris Plus 2 (1997) + + +- STAFF - + + +Character voices -Joshuko- : Sachiko Sugawara + +Directors : Taro Sasahara, YU1 Sekine + +Programmers : Shuji Ohno, Koichi Satoh + +Graphic designers : Takashi Hashizume, Pyonkey Matsuo, Satoshi Higashida, Koichi Narita, Tatsuhiro Suzuki, Hiroshi Shigesawa, Ken Kogawa + +Sound : Kenichi Kamio + +$end + +$info=thoop2, +$bio + +TH Strikes Back (c) 1994 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Thunder Hoop (1992) + +2. TH Strikes Back (1994) + +3. Thunder Hoop III + +$end + +$info=nss_adam, +$bio + +The Addams Family (c) 1992 Nintendo. + + +- TECHNICAL - + + +Nintendo Super System hardware + + +Main CPU : G65C816 (@ 2.68 Mhz) + +Sound CPU : SPC700 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 6 + + +- TIPS AND TRICKS - + + +* Level Passwords : + +&#KKN - Start. + +V1913 - After Pugsly. + +B&J15 - After Grandma. + +BD#K4 - After Wednesday. + +BL91B - After Fester. + + +* Misc. Passwords : + +11111 - Start with 100 lives! + +99966 - Start with 3 hearts. + +BZXYC - Start with 5 hearts and Pugsley resqued. + +BLKX8 - Start with 70 lives! + +2211B - Start with the sword, golf balls, 5 hearts, all characters rescued and 100 lives! + +$end + +$info=anteatgb, +$bio + +The Anteater (c) 1983 Free Enterprise Games. + + +A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 99 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Tago Electronics. + + +This game is known outside UK as "Anteater" and in Germany as "Ameisenbaer". + + +- STAFF - + + +Designed and programmed by : Chris Oberth + +$end + +$info=pc_goons, +$bio + +The Goonies (c) 1986 Konami. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : GN + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=mt_revsh, +$bio + +The Revenge of Shinobi (c) 12/1988 Sega. + + +A few years ago, Joe Musashi defeated the terrorist ninja group known as Zeed, and peace returned to the world for a while. those years have passed and Zeed has returned, this time they have become much stronger and powerful (not to mention having their name changed to Neo Zeed). aside from their world domination plans, Neo Zeed have a new goal, the demise of the man who defeated them. and to begin, Musashi's sensei (the ninja teacher) was killed, and as if that wasn't enough, Joe's fiancee, Naoko was kidnapped and taken hostage by Neo Zeed. And now for Joe Musashi, this time it's personal. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 28 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +In some early versions of 'The Revenge of Shinobi', Spider-Man and Batman made appearances as enemies. Unfortunately, DC Comics and Marvel Comics didn't appreciate the fact that Sega used the comic book heroes without permission. So in order to avoid a lawsuit, Sega removed Batman from the new versions, but kept Spidey under one condition... that condition was that Marvel Entertainment Group would get credit for their 'friendly neighborhood' Spider-Man in the beginning of 'The Revenge of Shinobi'. + + +Godzilla also makes an appearance in this game + + +- TIPS AND TRICKS - + + +* Infinite Shurikins : Go to the options Screen, move the pointer up to Shurikins and set them to 00, wait about 30 seconds (without moving the pointer). You will here a sound and the '00' should change to an infinite symbol. Start the game and you will have unlimited Shurikins. + + +- SERIES - + + +1. Shinobi (1987) + +2. Shadow Dancer - Kage no Mai (1989) + +3. The Revenge of Shinobi (1989, Sega Mega Drive) + +4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System) + +5. GC Shinobi (1991, Sega Game Gear) + +6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear) + +7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive) + + +- STAFF - + + +Producer / Program coordinator : Yamaichi + +Programmers : Mizoran, Kottsu + +Assistant programmers : Ore, Sat Man + +Sound coordinator / Sound programmer : Tokuhiko Uwabo (Bo) + +Music composer : Yuzo Koshiro + +Chief designer : Taro Shizuoka + +Designers : Thomas Yuuda, Seishi Atsumiya + +Assistant coordinator / Coffee maker : Pal-Ko + +Total planner / Total cordinator : The Alive + +$end + +$info=thief, +$bio + +Thief (c) 12/1981 Pacific Novelty. + + +This title plays a lot like "Pac-Man", except the maze is more detailed. You drive you car around the maze, picking up the money that is laying around everywhere (just like the dots in "Pac-Man"). Now to avoid being any more like" Pac-Man", the designer decided to give you four enemies, who each move around the maze with a distinct personality (but they are cars, not ghosts). In a final attempt to make this game different from "Pac-man", the designer then added dollar signs in each corner of the screen, running over these allows you to chase after your foes, and run over them (not at all like "Pac-Man"). In later levels these dollar signs may be in places other than the corners (finally, something that actually is different than "Pac-Man"). Each level is finished by clearing all the dollars bills from the board (the game will also rate you with a new 'Crime Level' everytime you complete a screen). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1 Mhz), Samples (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + + +- TRIVIA - + + +Thief was not a new idea, it was a simple automotive maze game, but is memorable for having some truly horrible graphics. The kind of graphics that are so bad that you can tell a lot of effort was put into them. This was actually a common problem with a lot of lesser known early 80s arcade titles. The programmers would try and push the limits of their hardware, and end up with a true monstrousity. + + +The game is still fun, despite the "crashed Nintendo" look of the background scenes and explosions. + + +This game has an intriguing sound sample that includes what sounds like chatter between cops on their radios. If you are able to last long enough, a voice breaks through saying 'Hey, Good play!'. + + +Thief machines are of an interesting design. They are bright red, and have a very 'top heavy' look to them, this is due to the laid back monitor, and oversized marquee. These machines have a simple 'Thief' logo as sideart (it is a sticker), and use chrome t-molding. The oversized marquee is yellow, and has an image of a 1920s paddy wagon, and a prisoner wearing a classic black and white striped prison suit. The control panel overlay and monitor bezel are yellow as well, and are covered in similar images to the one on the marquee. The control panel itself has only a 4-Way joystick with a red ball on top, and Start buttons for each player located on the right side of the panel. + + +The machine also has a cassette player mounted inside that plays a four minute loop tape of actual police radio announcements from many years ago. + + +- STAFF - + + +Executive producer : Brian D. Senler + +Screenplay by : Philip Lieberman + +Directed by : Bernie Stolar + +Stunts performed by : Bill Cravens + +Cinematography by : Robert Meacher + +$end + +$info=trally, +$bio + +Thrash Rally (c) 11/1991 Alpha Denshi. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0038 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994, "Rally Cross") + +$end + +$info=3stooges, +$bio + +The Three Stooges In Brides Is Brides (c) 07/1984 Mylstar Electronics. + +Game ID : GV-113 + + +Larry, Moe and Curly throw pies and cause their usual mischief in all the wrong places. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Players : 3 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This video game is based on the movie shorts and full-length movies that feature the characters of the same name. + + +- STAFF - + + +Programmed by : Sam Russo + +Video graphics by : Jeff Lee + +Gameplay designed by : Tom Malinowski + +Audio by : Dave Zabriskie + +$end + +$info=3wonders,3wonderu, +$bio + +Three Wonders (c) 05/1991 Capcom. + + +Three Wonders contains three games : + +1) Midnight Wanderers - Quest for the chariot + +2) Chariot - Adventure through the sky + +3) Don't Pull + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Wonder 3". + + +The main character of the action game (Midnight Wanderers) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992. + + +- UPDATES - + + +Wonder 3 (the Japanese version) has some differences : + +* The action game is called 'Roosters' instead 'Midnight Wanderers'. + +* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them. + + +- STAFF - + + +Game designer : Udatoshi + +Programmer : Koma Chan + +Character designer : Kurisan + +B.G. designer : Kuramoyan + +Sound composer : T. Yomage + +Director : Kihaji Okamoto + +$end + +$info=thrilld, +$bio + +Thrill Drive (c) 1998 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +- SERIES - + + +1. Thrill Drive (1998) + +2. Thrill Drive 2 (2000) + +$end + +$info=thunderl, +$bio + +Thunder & Lightning (c) 1990 Seta. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US manufacture and distribution. + +Also licensed to Visco. + + +- SERIES - + + +1. Thunder & lighting (1990) + +2. Block Carnival (1992) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1990) + +$end + +$info=thndrbld,thndrbdj, +$bio + +Thunder Blade (c) 1987 Sega. + + +Taking control of a heavily-armed 'battle chopper, the player must battle through a variety of both overhead and 'into-the-screen' 3d stages. Each stage is packed with a mixture of enemy choppers, planes, tanks, boats and static gun emplacements, all intent on bringing Thunder Blade crashing to the ground. The player's 'copter is armed with two different weapons; a rapid-fire machine gun and air-to-ground missiles - both of which have unlimited ammunition. The first half of every stage begins with a top-down, vertically-scrolling section, before switching to an 'After Burner-esque', into-the-screen section. Thunder Blade consists of four stages, which are as follows : + +* Stage 1 : The game begins in a skyscraper-packed city. Enemies consist of rival choppers, jets, and ground-based tanks and gun emplacements. The level ends over the sea, with the player facing a huge and heavily-armed battleship. + +* Stage 2 : This stage begins with the player navigating a desert canyon, before switching to the into-the-screen view and taking the player through a number of stalactite-packed and densly populated caves. A huge ground-based tank awaits the player at the end of the stage. + +* Stage 3 : This begins in a river canyon, before moving on to a rainforest river network. As well the the usual line-up of enemies, heavily-armed boats are introduced. the end-of-level battle takes place in the skies as the player attempts to destroy a massive jet fighter. + +* Stage 4 : The fourth and final stage begins with a repeat of the first stage's city level, only this time the action takes place at night. The second half of this stage takes the player deep into an industrial complex, eventually leading to an end-of-game showdown with a massive and heavily-armed gun emplacement. + + +- TECHNICAL - + + +Sega X Board hardware + + +Main CPU : (2x) 68000 (@ 12.5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 24576 + + +Player : 1 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Despite bringing nothing new or original to the shoot'em up genre, Thunder Blade was a huge commercial success for Sega. This was down to the superb and innovative use of their breathtaking sprite-scaling graphics technology - used to such stunning effect in "Out Run", "Super Hang-on", "After Burner", etc. The way Thunder Blade constantly switched between overhead and into-the-screen levels was smooth and flawless and helped to disguise the otherwise unremarkable gameplay. + + +Unlike the upright cabintet version, Thunder Blade's joystick (which, in both cabinets, is shaped like a helicopter yoke) doesn't vibrate. The player sits on a bright orange 'helicopter' seat and the seat moves in sync with the chopper's movements - in other words; the player controls the movement of the seat. The monitor of the sitdown version is decorated with various dials and graphics to simulate the look of a real helicopter cockpit. + + +Pony Canyon released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) 07/07/1988. + + +- STAFF - + + +Music by : Kouichi Namiki + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1988, "Super Thunder Blade") + +Sega Master System (1988) + +Sega Mega Drive (199?, "MegaGames 3in1 Vol 3") + + +* Computers : + +Amstrad CPC (1988) + +Atari ST (1988) + +Commodore 64 (1988) + +Commodore Amiga (1988) + +NEC PC Engine (1988) + +Sinclair ZX Spectrum (1988) + +Sharp X68000 (1990) + + +* Others : + +Tiger LCD Handheld Game (1988) : Features 99 levels of play as you pilot your craft to battle! + +$end + +$info=thndblst, +$bio + +Thunder Blaster (c) 1991 Irem. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz) + +Sound CPU : V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Lethal Thunder". + +$end + +$info=tceptor, +$bio + +Thunder Ceptor (c) 1986 Namco. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 12.288 Mhz), HD63701 (@ 1.536 Mhz) + +Sound CPU : (2x) M65C02 (@ 2.048 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Namco (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- SERIES - + + +1. Thunder Ceptor (1986) + +2. Thunder Ceptor II (1986) + + +- STAFF - + + +Music by : Norio Nakagata + +$end + +$info=tceptor2, +$bio + +Thunder Ceptor II (c) 1986 Namco. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 12.288 Mhz), HD63701 (@ 1.536 Mhz) + +Sound CPU : (2x) M65C02 (@ 2.048 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Namco (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : stick + +Buttons : 4 + + +- SERIES - + + +1. Thunder Ceptor (1986) + +2. Thunder Ceptor II (1986) + + +- STAFF - + + +Music by : Norio Nakagata + +$end + +$info=thunderx,thnderxj,thnderxa, +$bio + +Thunder Cross (c) 10/1988 Konami. + + +Wipe Out The Mechanikon Hordes!!! Take off into outer space and prepare for battle. + + +- TECHNICAL - + + +Game ID : GX873 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989. + + +- UPDATES - + + +The Japanese version has different level order. + + +- SERIES - + + +1. Thunder Cross (1988) + +2. Thunder Cross II (1991) + + +- STAFF - + + +Soft technicians : Kalcium Wada, The Great Utamaro + +Team consultant : Beauty Hide + +Production superviser : K. Hiro + +Animation character : Moriyanma 24 + +Set visual artist : M. Sunachan + +Sound designers : Nyanpy J-Kane, Prophet Fuka + +Processing to Hard : Taka + +Package designer : Maya 2095 + +$end + +$info=thndrx2,thndrx2a, +$bio + +Thunder Cross II (c) 1991 Konami. + + +- TECHNICAL - + + +Game ID : GX073 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991. + + +- SERIES - + + +1. Thunder Cross (1988) + +2. Thunder Cross II (1991) + + +- STAFF - + + +Producer : T. Nakagawa + +Programmers : K. Tokunaga, K. Kano + +Graphic designers : Satoru. K, S. Yamamoto, T. Kiuchi, Y. Kimura, Y. Takano, Kazuaki Nakanishi, T. Nakanishi, T. Nakazawa, M. Tohyama + +Assist : Y. Suzuki + +Sound designer : Mikio Saito (Metal Yuhki) + +$end + +$info=tdragon,tdragonb, +$bio + +Thunder Dragon (c) 08/1991 NMK. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo for distribution. + + +- UPDATES - + + +The bootleg version uses the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =). + + +- TIPS AND TRICKS - + + +* Secret Message : Reset game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press P1 Button 2(x14). If you did this correctly, you should see another message '4th June. 1991'. And you are in the test mode. + + +- SERIES - + + +1. Thunder Dragon (1991) + +2. Thunder Dragon 2 (1993) + + +- STAFF - + + +Producer : Yukio Tomonari + +Director : Yosuke Ono + +Game designer : Merry Tamio + +Programmer : Lieut. Col. Ore + +Scenario writer : Ikezu Kenzi + +Sound creator : Hide-Kaz + +Graphic designers : Ikezu Kenzi, Giant Ama + +$end + +$info=tdragon2, +$bio + +Thunder Dragon 2 (c) 1993 NMK. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : UPL-93091 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Big Bang - Power Shooting". + + +- SERIES - + + +1. Thunder Dragon (1991) + +2. Thunder Dragon 2 (1993) + + +- STAFF - + + +Planner : W.W. Miyakawa + +Programmer : Ore-Dayo + +Co-programmer : Ryu Kikuchi + +Graphic designers : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami + +Sound creator : Manabu Namiki (Taro) + +Sound adviser : Hide-Kaz + +$end + +$info=tfrceac,tfrceacj,tfrceacb, +$bio + +Thunder Force AC (c) 1990 Sega / Technosoft. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game was originally released the same year on the Sega Mega Drive as "Thunder Force III". + + +AC stands for 'ArCade'. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996, "ThunderForce Gold Pack Vol. 2") + +$end + +$info=mt_tfor2, +$bio + +Thunder Force II MD (c) 06/1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 11 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +'MD' stands for 'Mega Drive'. + + +- TIPS AND TRICKS - + + +* Options Menu : At the title screen, press and hold A+B+C and then press Start. + + +- SERIES - + + +1. Thunder Force (PC98) + +2. Thunder Force II (X68000) + +3. Thunder Force II MD (1989, Sega Mega Drive) + +4. Thunder Force III (1990, Sega Mega Drive) + +5. Thunder Force IV (1994, Sega Mega Drive) + +6. Thunder Force V - Perfect System (1998, Sega Saturn) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991, "Thunder Spirits") + +Sega Saturn (1996, "ThunderForce Gold Pack Vol. 1") + + +* Others : + +Arcade (1990, "Thunder Force AC") + +$end + +$info=thundfox,thndfoxu,thndfoxj, +$bio + +Thunder Fox (c) 08/1990 Taito. + + +The world is being overrun by terrorists! Not to worry, since two super soldiers are on the case of wiping out this threat. Features nice graphics and sound, along with solid side-scrolling "Rolling Thunder" style action as well as some side scrolling shooter stages to mix things up. + + +- TECHNICAL - + + +Taito F2 Expanded hardware + +Game ID : C28 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +As odd as it may sound, this is one of the very few game that lets you use melee attacks with some firearms without actually firing a single shot, this allows you to use these only when you really need extra firepower! It is so strange that this idea is not used more often! :) + + +- STAFF - + + +Game designer : Keppel Maekawa + +Creators : Wolf Kato, Oki, Van Van, CZ-601, Takahiro Natani, Mizushima-ya.Mii, FZR-MOM + +Character designers : Kawamoto, Nishikawa, Morimoto, Kazama, Omae, Yamada, Kawagishi + +Designer : Hiroyasu Nagai + +Sound director : Hisayoshi Ogura (OGR.) + +Music composer : Kazuko Umino (Karu.) + +Sounds effects editor : (Pochi.) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=thoop, +$bio + +Thunder Hoop (c) 1992 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Thunder Hoop (1992) + +2. TH Strikes Back (1994) + +3. Thunder Hoop III + +$end + +$info=tstrike, +$bio + +Thunder Strike (c) 19?? The Game Room. + + +- TECHNICAL - + + +Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz) + +Sound CPU : HD6309 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=thndzone, +$bio + +Thunder Zone (c) 1991 Data East. + + +In this shoot'em up game, four soldiers grab machine guns and other projectile weapons and shoot their way through the terrorist arsenal. + + +- TECHNICAL - + + +Game ID : MAJ + + +Main CPU : (2x) 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Desert Assault". + + +- STAFF - + + +Project leader : Naomi Susa + +Planner : Yoshiaki Honda + +Programmers : Souichi Akiyama, Halyuki Kobayashi, Nod Suzuki + +Adviser : Kazuyuki Kurata + +Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu + +Composers : Hiroaki Yoshida (MARO), Akira Takemoto (Raika) + +Hardware : Shingo Mitsui + +$end + +$info=tndrcade, +$bio + +Thundercade (c) 1987 Seta. + + +- TECHNICAL - + + +Game ID : UA-0 + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 2 Mhz), YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +-------------- + + +- TRIVIA - + + +Licensed to Taito for manufacture and distribution. + + +This game is also known as "Twin Formation" and in Japan as "Tokusyu Butai U.A.G.". + + +- STAFF - + + +Producer : Jun Fujimoto + +Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato + +Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka + +Music & Sound : K. Hasegawa + +Goblin sound : T. Suzuki, H. Yotsumoto + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +$end + +$info=thunderj, +$bio + +Thunderjaws (c) 06/1990 Atari Games. + + +- TECHNICAL - + + +Game ID : 136076 + + +Main CPU : (2x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), MSM6295 (@ 9.037 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : Russel Dawe (Rusty) + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1991) + +Amstrad CPC (1991) + +Commodore C64 (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +$end + +$info=tictac, +$bio + +Tic Tac Trivia (c) 1983 Merit. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 5 + +$end + +$info=tickee, +$bio + +Tickee Tickats (c) 1994 Raster Elite. + + +- TECHNICAL - + + +Main CPU : TMS34010 (@ 5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 200 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : lightgun + +Button : 1 + +$end + +$info=tigeroad,tigerodb, +$bio + +Tiger Road (c) 11/1987 Capcom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 576 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Tora-he no Michi". + + +Licensed to Romstar for US manufacture and distribution (12/1987). + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988. + + +- UPDATES - + + +* Tiger Road has a stage select, unlike the Japanese version. + +* All the voices from the Japanese "Tora-he no Michi" have been removed in Tiger Road. + + +- STAFF - + + +Director and martial arts guidance : Lee Wong + +Planners and directors : Lee Wong, Shin Wong + +Special effects : Chan Yuki, Tom Yang, Mah Shing + +Art experts : Ryu Kyu, Ei Show, Take Pong + +Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe + +Stagehand : Ji Shing + +Sound effects : Hero Yoe, Mie Maru + +Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + + +* Computers : + +Atari ST (1987) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +Sinclair ZX Spectrum (1988) + +Commodore Amiga (1989) + +$end + +$info=tigerh,tigerhb2,tigerhj,tigerhb1,tigerh2, +$bio + +Tiger-Heli (c) 1985 Taito. + + +- TECHNICAL - + + +Game ID : GX-551 (not a Konami board!) + + +Main CPU : (2x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon released a limited edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + + +- UPDATES - + + +Bootlegs don't uses the M68705 @ 2 Mhz :-) + + +- TIPS AND TRICKS - + + +* 10,000 Points Bonus : At the start of the game, count your shots until arriving at the first railroad. If you've counted 40 shots, a little car should enter the screen on the right side. Destroy it with the 41th shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery. + + +* A Second 10,000 Points Bonus : Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus. + + +* Hint : Blast everything. Civilian cars and houses, etc, all give 50 points each. + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +Sony Playstation (1996, "Toaplan Shooting Battle 1") + +FM Towns Marty + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Sharp X68000 (1993) + +$end + +$info=timber, +$bio + +Timber (c) 10/1984 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +The main character in the game (as well as the bartender in "Tapper" and the guy in "Domino Man") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time. The original idea was to do a kind of two-player, simultaneous, competitive game. A beaver was originally programmed into the game to add some extra competition in cutting down trees but was removed. + + +- STAFF - + + +Designed and programmed by : Steve Meyer + +Graphics by : Scott Morrison + + +- PORTS - + + +* Consoles : + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=timecris,timecrsa, +$bio + +Time Crisis (c) 1995 Namco. + + +- TECHNICAL - + + +Namco Super System 22 hardware + +Game ID : TS + + +Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz) + +Sound Chips : C352 (@ 16.384 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +First game to use a foot pedal that controlled whether the player's character ducked behind cover (and was thus invulnerable but unable to shoot) or was in a standing position (and could thus attack but was vulnerable). + + +- TIPS AND TRICKS - + + +* Free Lives : Hit the enemy 10 times in a row. When targets begin to get hit, a 'Life Icon' starts to become visible to the right of the time display. Continue to hit enemies, the Icon becomes clearer and clearer. You will receive one life for every 40 direct hits. + + +- SERIES - + + +1. Time Crisis (1995) + +2. Time Crisis II (1998) + +3. Time Crisis 3 (2003) + + +- STAFF - + + +Supervisor : Takashi Sano + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997) + +$end + +$info=timekill,timek131, +$bio + +Time Killers (c) 11/1992 Strata / Incredible Technologies. + + +Cartoony weapon-based fighter wrought with dismemberment and decapitation. Eight characters to choose from and cut apart! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +Time Killers was removed from many arcades for being just a little too gory. + + +This game had a unique button layout that no other games uses. Even its sequel, "Blood Storm", doesn't use it, but instead uses the "Mortal Kombat" five button X pattern. The unique part is those five buttons are laid out in a pattern that resembles the human anatomy on the Time Killer control panel. There are many moves that requires hitting all five buttons at the same time, which is easy to do with the above layout (use your entire hand to press all five buttons simultaneously). + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.31. + + +Revision 2 : + +* Software version : 1.32. + + +- SERIES - + + +1. Time Killers (1992) + +2. Blood Storm (1994) + + +- STAFF - + + +Staff : Chris Oberth + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1996) + +$end + +$info=timelimt, +$bio + +Time Limit (c) 1983 Chuo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=timeplt,timepltc,timeplta, +$bio + +Time Pilot (c) 11/1982 Konami. + + +The player assumes the role of a pilot of a futuristic fighter jet, trying to rescue fellow pilots trapped in different time eras. The player must fight off hordes of enemy craft while picking up parachuting friendly pilots. Once 56 enemy craft are defeated, the player must defeat the mothership for the time period. Once this is destroyed, any remaining enemy craft are also eliminated and the player progresses to the next level. All the levels have a blue sky and clouds as the background except the last level, which has space and asteroids instead. The specific eras visited, the common enemies and the motherships are : + +1. 1910 : Biplanes and a blimp + +2. 1940 : WWII monoplanes and a B-25 + +3. 1970 : Helicopters + +4. 1982/1983 : Jets and a B-52 + +5. 2001 : UFOs + + +Once all the eras have been visited, the levels start over again but are harder and faster. + + +- TECHNICAL - + + +Game ID : GX393 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (12/1982). Also licensed to Atari. + + +Yoshiki was told to design a driving game. When he learned of the game's concept, he balked at making it and started on Time Pilot. As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot. Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot. Okamoto decided not to disgrace his boss and let the episode go!! + + +The background moves in the opposite direction to the player's plane, rather than the other way around; the player's plane always remains in the center. + + +A bootleg of this game is known as "Space Pilot". + + +- TIPS AND TRICKS - + + +* A Way To Get A Great Score : Finish the first stage as soon as possible. On the second stage, don't shoot anything!! Eventually, parachutes will start to appear. Collect the parachutes while avoiding the planes. Each parachute (after #4) will give you 5,000 points. It's possible to roll the machine over (999,999+ points) while remaining on level 2 using this strategy. By the way, while using this cheat you can also shoot the 1500 point bombers without causing the time bar to be shortened. + + +- SERIES - + + +1. Time Pilot (1982) + +2. Time Pilot '84 - Further Into Unknown World (1984) + + +- STAFF - + + +Programmed by : Toshio Arima + +Designed by : Yoshiki Okamoto + +Character by : Hideki Ooyama + +Sound by : Mashahiro Inoue + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + + +* Computers : + +Commodore C64 (1983, "Space Pilot") + +MSX (1983) + +Commodore Amiga (1989, "Space Pilot '89") + +$end + +$info=tp84,tp84a, +$bio + +Time Pilot '84 - Further Into Unknown World (c) 06/1984 Konami. + + +- TECHNICAL - + + +Game ID : GX388 + + +Main CPU : (2x) M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : (3x) SN76496 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This title was usually sold as a conversion kit. There were only a few hundred dedicated cabinets made. It used the Konami Standard harness, and required a vertical monitor. The marquee showed a yellow Time Pilot '84 logo on a red space background. The sideart consisted of a huge sticker that showed a complicated space scene. Sideart like that rarely holds up very well, so most machines will probably be missing it altogether. The control panel featured a single joystick with two fire buttons off to the right (along with start buttons and game instructions). + + +A Time Pilot '84 unit appears in the 1986 movie 'Maximum Overdrive'. + + +- TIPS AND TRICKS - + + +* On the first level, head directly to the right. After a couple of screens, you'll see an unusual 'V' formation of silver ships that resemble craft in "Time Pilot", heading up or down. This easy-to-kill formation gives you 8,000 points, a good start to the game. + + +* The biplane from the original "Time Pilot" also makes a cameo appearance in TP84. To find it, fly right to the water and harbor area. Then turn vertically up the screen. When the biplane appears (over water), hit it with a missile, and you are rewarded with a free player! + + +- SERIES - + + +1. Time Pilot (1982) + +2. Time Pilot '84 - Further Into Unknown World (1984) + + +- PORTS - + + +* Computers : + +Commodore C64 (1985, "Time Pilot II") + +$end + +$info=timescan,timesca1, +$bio + +Time Scanner (c) 1987 Sega. + + +- TECHNICAL - + + +Sega System 16A hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +Another version runs on the Sega System 16B hardware + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +$end + +$info=timesold,timesol1, +$bio + +Time Soldier (c) 11/1987 Alpha Denshi. + + +Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses. + + +- TECHNICAL - + + +Game ID : Alpha-68K96II 'BT' + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 7.15909 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick (rotary) + +Buttons : 2 + + +- TRIVIA - + + +Licensed to SNK for US manufacture and to Romstar for US distribution (09/1987). + + +This game is known in Japan as "Battle Field". + + +The game contain a horrible original bug : when you put the 'Japanese language' in dipswich's setting, the title screen is totally broken. + + +- UPDATES - + + +In "Battle Field", the highscore table contains different name entries than Time Soldiers. + + +- STAFF - + + +Director : Kyuko Ozutumi + +A.D & design : Tomoharu Takahasi + +Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono + +Music programmer : S. Hagitani + +Music : Yuka Watanabe + +Programmers : Hideo Kamera, Hiroyuki Ryu + + +- PORTS - + + +* Consoles : + +Sega Master System (1989) + + +* Computers : + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +$end + +$info=timetunl, +$bio + +Time Tunnel (c) 1982 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : UN + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + +$end + +$info=tinstar, +$bio + +The Tin Star (c) 12/1983 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : A10 + + +Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : doublejoy8way + +Buttons : 2 + + +- STAFF - + + +Programmed by T.I & H.F. + +$end + +$info=tinklpit, +$bio + +Tinkle Pit (c) 1993 Namco. + + +- TECHNICAL - + + +Namco System NA-1 hardware + +Game ID: TK + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Tinkle Pit is a Namco museum, a LOT of Namco characters (from early Namco games) appear in this game, here is a list : + +* All characters (Ghosts and Pacman) from "Pac-Man". + +* All characters from "Dig Dug". + +* Several characters from "Xevious". + +* Several characters from "Libble Rabble". + +* 'Pino', 'Acha' and the 'Soldier' from "Toypop" as item. + +* The 'Special Flag' sprite and the "Blue Cars" from "Rally X". + +* The 'Lucky Flag' sprite from "New Rally X". + +* The 'King' from "King & Balloon". + +* 'Kai' from "The Tower of Druaga". + +* 'Mappy', 'Mona Lisa' and the 'Safe' from "Mappy". + +* The 'Rainbow Block' from "Cutie Q" + +* The 'Red Baron' from "Sky Kid". + +* 'Mill' from "Pac & Pal". + +* The 'Headquarters' from "Tank Battalion". + +* The 'Pink Chewing Gum' from "Emeraldia". + +* The 'Morekku' from "Phozon". + +* The 'Green Furossa' from "Grobda". + +* The 'Red Missile' from "Bosconian - Star Destroyer". + +* The 'Orange BEROBERO' from "Warp & Warp". + +* The 'Missing child' from "Marvel Land". + + +Also, you can get a sort of 'trophee character' on the name registration depending of the highscore (the number in [x x] appears by 1 figure under the number which added all the beams) : + +* Second place on the Ranking - 'Ms. Pacman' from "Ms. Pac-Man". + +* A highscore [0 1] - 'Reira' from "Rolling Thunder 2". + +* A highscore [2 3] - 'Acha' from "Toypop". + +* A highscore [4 5] - 'Peach' from "Wonder Momo". + +* A highscore [6 7] - a 'Princess Character' from "Bravo Man - Chou Zetsurin Jin". + +* A highscore [8 9] - 'Sharon' from "Numan Athletics". + +* Game finished (continue used) - 'Kai' from "The Tower of Druaga". + +* Game finished (in one coin) - 'Valkyrie' from "Valkyrie no Densetsu". + +$end + +$info=tiptop, +$bio + +Tip Top (c) 1983 Sega. + + +The game begins with an animation where Bongo the gorilla approaches the sleeping hunter and gives him a 'hotfoot'. You play the hunter who has vowed revenge on Bongo for this cruel prank. + +* The first level is Primate Peak. Climb to the top to reach Bongo the gorilla, avoiding the rolling coconuts he throws at you. Don't let the monkeys jump on your back, because if three of them get on you, they will toss you over the cliff. Press the jump button repeatedly to dislodge them. When you reach Bongo, he will retreat and you will follow him to the next level. + +* The second level is Snake Lake. Avoid the scorpions that crawl on the beginning side of the lake and jump onto the maze-like paths while jumping over or avoiding snakes. Jump onto the back of the submerging hippo without getting your feet wet to reach Bongo. + +* The third level is Rhino Ridge. Avoid the deadly puddles and dodge the charging rhinos by jumping over them or hiding down in the mole holes. Do not wait too long in any of the holes because a man in a headress randomly appears in the various pits and fills them in. When you have made it safely past the entire rhino herd, climb the rock where Bongo stands to proceed to the fourth and final level. + +* Level four is Lazy Lagoon. Cross the water by leaping onto floating lily pads and standing rocks, and riding on the backs of submerging hippos and swimming giant fish. When you reach dry land, a couple of rhinos will be charging back and forth and after you get past them, you will find Bongo sleeping on his chair next to a fire. The hunter will finally have his revenge and give Bongo the hotfoot, after which, the game begins again, but with increased difficulty. + + +- TECHNICAL - + + +Game ID : 605-5167 + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz), Samples (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in Europe as "Congo Bongo". + +$end + +$info=titlef,titlefu, +$bio + +Title Fight (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System Multi 32 hardware + + +Main CPU : V60 (@ 2 Mhz), Z80 (@ 8.053975 Mhz) + +Sound Chips : YM3438 (@ 8.053975 Mhz), Sega (@ 8.053975 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 832 x 448 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : Double 8-way joysticks + + +- SERIES - + + +1. Heavyweight Champ (1987) + +2. Title Fight (1992) + +$end + +$info=tnk3, +$bio + +TNK III (c) 09/1985 SNK. + + +- TECHNICAL - + + +Game ID : A3006 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "TANK". + + +- STAFF - + + +Programmers : Hasegawa, Noriko + +Sound : Tsuji + +Hardware : Akitadesi + +Art : Tama, Nakai, Funahasi + +Producers : Mr. Oba, Bon + +$end + +$info=toffy, +$bio + +Toffy (c) 1993 Midas. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 3.579545 Mhz) + +Sound CPU : M6809 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.44 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons". + + +- SERIES - + + +1. Toffy (1993) + +2. Super Toffy (1994) + +$end + +$info=toggle, +$bio + +Toggle (c) 1985 Bally / Sente. + + +- TECHNICAL - + + +Bally / Sente SAC-I hardware + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a prototype and was never released. + + +- STAFF - + + +Original concept and programming : Jon Kinsting + +Original concept and screen graphics : Mark McPhee + +Music and sounds : Jesse Osbone + +$end + +$info=thetogyu, +$bio + +The Togyu (c) 1984 Sega / Coreland. + + +A bull fighting game. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5478 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Bullfight'. + + +This game is known outside Japan as "Bullfight". + +$end + +$info=toki,tokiu,tokib,tokia, +$bio + +Toki (c) 1989 TAD. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Fabtek for US manufacture and distribution (12/1989). + + +This game is known in Japan as "JuJu Densetsu". + + +A bootleg version of this game was released by Datsu Electron in 1990. + + +- STAFF - + + +Staff : Drew, Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama + + +- PORTS - + + +* Consoles : + +Atari Lynx (1990) + +Nintendo Famicom (1991) + +Sega Mega Drive (This port uses the same sprites, but had the level data rewritten by the TAD Corporation, for a better console gaming experience - The credits list this port as 'A TAD Reprogrammed Game') + + +* Computers : + +Amstrad CPC (1990) + +Commodore C64 (1991) + +Atari ST (1991) + +Commodore Amiga (1991) + +$end + +$info=tokisens, +$bio + +Toki no Senshi - Chrono-Soldier (c) 1987 Sega. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Soldier of Time'. + +$end + +$info=tokimbsj, +$bio + +Tokimeki Bishoujo (c) 1989 Nichibutsu. + + +Mahjong with sexy girls from Tokyo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Pretty Heartthrob'. + + +This game is also known as "Tokyo Gal Zukan". + +$end + +$info=tmmjprd, +$bio + +Tokimeki Mahjong Paradise - Dear My Love (c) 1997 Media / Sonnet. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 24 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=tkmmpzdm, +$bio + +Tokimeki Memorial Taisen Puzzle-dama (c) 1995 Konami. + + +- TECHNICAL - + + +Konami GX hardware + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is based on the school age girls from 'Tokimeki Memorial', a popular Japanese love simulation game. + + +- TIPS AND TRICKS - + + +* Play as secret characters : + +1) Select versus mode on first selection scene. + +2) 1P push LEFT, 2P push RIGHT and decide mode on second selection scene. + +3) 1P push UP, 2P push DOWN and decide handicap on third selection scene. + +4) Secret characters appear on fourth selection scene. + + +- SERIES - + + +1. Taisen Puzzle-dama (1994) + +2. Tokimeki Memorial Taisen Puzzle-dama (1995) + +3. Taisen Tokkae Puzzle-dama (1996) + +4. Susume! Taisen Puzzle Dama (1996) + + +- STAFF - + + +* Voice Actors (In the order of the character selection screen) : + +Fujisaki Shiori : Kingetsu Mami + +Yumi Saotome : Kurin Yoshiki + +Nozomi Kiyokawa : Sasaki Ayako + +Saki nijino : Sachiko Sugawara + +Megumi Mikihara : Mikiko Kurihara + +Yukari Koshiki : Ayako Kurosaki + +Mio Kisaragi : Akiko Sekine + +Yuina Himoo : Tomoko Naka + +Yuko Asahina : Yoko Tepouzuka + +Mira Kagami : Rei Igarashi + +Ayako Katagiri : Masayo Kawaguchi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sony PlayStation (1996) + +$end + +$info=tokio,tokiob, +$bio + +Tokio (c) 1986 Taito. + + +- TECHNICAL - + + +Game ID : A71 + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Scramble Formation". + + +Taito released a limited-edition soundtrack album for this game (Taito Sound Team Demo Tape ver.1986). + + +- PORTS - + + +* Consoles : + +FM Towns Marty + + +* Computers : + +MSX + +MSX2 + +$end + +$info=mahmajn, +$bio + +Tokoro San no MahMahjan (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Tokoro-san's MahMahjong'. + + +Joji Tokoro is a comedian/actor. + + +- SERIES - + + +1. Tokoro San no MahMahjan (1992) + +2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994) + +$end + +$info=mahmajn2, +$bio + +Tokoro San no MahMahjan 2 - Tokoro's Cup (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 24 hardware + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Tokoro-san's MahMahjong 2'. + + +- SERIES - + + +1. Tokoro San no MahMahjan (1992) + +2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994) + +$end + +$info=jackalj, +$bio + +Tokushu Butai Jackal (c) 10/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX631 + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Special Force Jackal'. + + +This game is known outside Japan as "Jackal" and is known in US as "Top Gunner". + + +Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987. + + +- UPDATES - + + +In Top Gunner, the jeep has an American flag flying next to the cannon and the sound effects are slightly different. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai") + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +$end + +$info=tndrcadj, +$bio + +Tokusyu Butai U.A.G. (c) 1987 Seta. + + +- TECHNICAL - + + +Game ID : UA-0 + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz) + +Sound Chips : YM2203 (@ 2 Mhz), YM3812 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Special Force U.A.G.'. + + +U.A.G. stands for 'Un-Attached Grenadier'. + + +Licensed to Taito for manufacture and distribution. + + +This game is known outside Japan as "Thundercade" and also as "Twin Formation". + + +- STAFF - + + +Producer : Jun Fujimoto + +Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato + +Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka + +Music & Sound : K. Hasegawa + +Goblin Sound : T. Suzuki, H. Yotsumoto + +$end + +$info=tokyogal, +$bio + +Tokyo Gal Zukan (c) 11/1989 Nichibutsu. + + +Mahjong with sexy girls from Tokyo. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Tokyo Gal Picture Book'. + + +This game is also known as "Tokimeki Bishoujo". + +$end + +$info=tomahawk,tomahaw5, +$bio + +Tomahawk 777 (c) 04/1980 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 662.187 Khz) + +Sound Chips : Samples (@ 662.187 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : 4-way joystick + +Button : 1 + +$end + +$info=mt_tlbba, +$bio + +Tommy Lasorda Baseball (c) 04/1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 35 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Passwords : + +Enable special effects - RGsiopqm2jhZZSUXVtEEAE + +Odd gameplay code - VU9lrstpomXcZTiebrHWyW + +Play against an invisible team - Zb6jpqrnmGnYWQXaHuFFAB + +$end + +$info=tondemo, +$bio + +Tondemo Crisis (c) 1999 Tecmo. + + +- TECHNICAL - + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1999) + +$end + +$info=tontonb, +$bio + +Tonton (c) 11/1987 Dynax. + + +Tonton the pig challenges you to mahjong! + + +- TECHNICAL - + + +Game ID : 09 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : mahjong keyboard + +$end + +$info=toobin,toobin2,toobin1,toobing,toobine,toobin2e, +$bio + +Toobin' (c) 06/1988 Atari Games. + + +One or two players (either against the machine or each other) ride inner-tubes as they race each other down a fast-flowing river. Cans can be picked up and used as missiles, either against each other, or at some of the many enemies that populate the river and its banks. The player can outscore their opponent by swishing the gates, hitting obstacles and other game characters with cans, picking up bonus items and finally by collecting hidden letters to spell 'Toobin', and collecting treasures. The player characters are called Bif and Jet. Whenever there is only one player in the game, there will be a computer-controlled opponent called Flotsam. The game has three different classes, each with five rivers, for a total of 15 different courses. When the player reaches Class 4 the game repeats the classes until the last class of the game: number 6. The rivers in each class are as follows : + +1. Colorado, Amazon, Okeefenokee, American and Nile + +2. Yukon, Argentum, Left Bank, Cuprum and Canals Of Mars + +3. Jurassic, Black Forest, Rio Grande, Styx and Nightmare + + +Completion of a level sees the player rewarded with a beach party thrown in his or her name, the party gets bigger and more impressive as the player progresses. Great music and gameplay combine for a fun two player game. + + +- TECHNICAL - + + +Game ID : 136061 + + +Main CPU : 68010 (@ 8 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), Pokey (@ 1.7895 Mhz) + + +Screen orientation : Vertical + +Video resolution : 384 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +Toobin' featured a unique cabinet (as did many Atari games of the time) that featured a large marquee behind which were two rotating drums, designed to give the impression of a flowing waterfall. + + +Toobin' was a classic example of Atari's genius approach to abstract game design, that would typify their heyday of the mid-to-late 80s. + + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TOOBIN. + + +- UPDATES - + + +REVISION 1 : + +* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59 + + +REVISION 2 : + +* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21 + + +REVISION 2 (European release) : + +* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15 + + +REVISION 3 : + +* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31 + + +REVISION 3 (European release) : + +* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06 + + +REVISION 3 (German release) : + +* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41 + + +- TIPS AND TRICKS - + + +* When you pick up a six-pack of cans, it's possible to park yourself close to a non-player character and rack up points by hitting them with the cans. The faster you are the better, so the beachball speed-up can be a big help here. + + +* When the alligator comes to eat you (because you're taking too long to progress down the river) just hit him with one of the cans. This also works for certain other obstacles such as the floating mines (seeking or non-seeking). If you are quick enough, you can re-destroy the same mine several times and release multiple bonuses such as letters, treasures, sixpacks, etc. You can only throw one can at a time so any can already thrown will disappear once you press throw again. + + +* Collect as many points as possible and try to push your opponent into obstacles. Swish up to five gates in a row and you will correspondingly advance your score multiplier (very important). Basic gates start at 2000, 1000, 500, 250. Once passed through the gates will decrease in points until they reach 100. Swishing a gate and then bumping it numerous times before your opponent can pass is an effective move. Pick-up cans (you can carry up to 9 at a time) or a sixpack (which gives you unlimited cans). The cans are used as "ammo" to hinder your opponent, stun other game characters, or to destroy certain obstacles (some obstacles are only temporarily destroyed). When you have a blowout you lose your sixpack and your score multiplier resets to 1. Your multiplier will go down each time you miss a gate. + + +* Obstacles in the water (icebergs, bushes, mines, etc.) can reveal hidden points, sixpacks, patches (extra life), beachballs (speedup), including the fabled colorful letters. These letters are worth 10,000 points a piece. Try to have your score multiplier as high as possible to maximize the letter bonus at the end of each class. Be on the lookout for the 25,000 point gate since swishing it can give you up to 125,000 points if your score multiplier is 5! Unlike the other gates however, you only get one chance at the 25,000. Also be on the lookout for falling rocks, jumping penguins, submarines with nasty torpedoes, etc. On the first and second start gate you can utilize the warp whirlpool that will send you to a higher class. Many non-player characters chase you along the way. Watch out for the alligator, he likes to come out when you stall and he always comes from the top of the screen. You must go through a gate to repel that alligator before he appears or before he gets you. + + +* A simple way to get a very high score : In only a minute or so, there's a way you can rack up over a million points. On Class 1, after going towards the first gate, direct your innertube to the right-hand side of the screen. You should see a sign that says 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Immediately move to the right of the screen, the same sign will appear, only this one warps you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each. That's 1,200,000+ for doing very little work. An added bonus is that you will have four patches left in reserve thanks to the excess points you will have accumulated. + + +- STAFF - + + +Game designer : Milt Loper + +Game programmer : Dennis Harper + +Support programmers : Gary Stark, Rusty Dawe + +Animators : Will Noble, Mark West, Deborah Short + +Audio : Brad Fuller, Hal Canon + +Engineers : Gary Stempler, Doug Snyder + +Technician : Dave Wiebenson + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sony PlayStation (2000, "Arcade Party Pak") + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + +Nintendo Game Boy Colors + + +* Computers : + +Amstrad CPC (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Atari ST (1989) + +Sinclair ZX Spectrum (1989) + +MSX + +$end + +$info=topgunr,topgunbl, +$bio + +Top Gunner (c) 10/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX631 + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known outside US as "Jackal" and in Japan as "Tokushu Butai Jackal". + + +Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987. + + +- UPDATES - + + +In this version, the jeep has an American flag flying next to the cannon and the sound effects are slightly different. + + +- TIPS AND TRICKS - + + +The name of the game is POWERUPS. Your success in this game will depend solely on your ability to obtain and KEEP powerups. Your jeep is equipped with two weapons : a machine gun (always shoots up in TG) and a rocket type weapon that shoots the direction you are facing and can be 'boosted' in various ways and usually in steps or levels of powerup. The default level is short range rocket, which Will stop and destroy many buildings and all vehicles. + + +Here are the levels of powerup you can obtain for your rocket weapon : + +1) Short Range Rocket (default) - shoots a short range rocket. + +2) Long Range Rocket - shoots a long range rocket (almost the entire length of the screen). + +3) Horizontal Exploding Rocket - same as above but the rocket explodes in two directions horizontally, taking out anything the schrapnel hits. + +4) Diagonal Exploding Rocket - same as above but the rocket explodes in 4 directions diagonally, taking out anything the schrapnel hits. + + +There are a couple of ways of boosting your rocket weapon. The assumed way is to blow up the special bunkers that have a single gun turret and a single POW - picking up the POW will give you a nice points bonus as well as a POWERUP to the next level of rocket weapon. These bunkers are available every so often - but you will need a little something extra to get further in the game. You need to get full powerup quickly - and this is how you do it. A diversion in the game (not required to actually finish it) is to shoot open bunkers and pick up POWs - this is above and beyond the single POW bunkers you can snag guys from. Your jeep can handle a total of 8 POWs. First trick - NEVER fill your jeep to capacity - always leave a single slot open. If you fill your jeep up and run across a single 'power up' bunker, you won't be able to pick the POW up and get your powerup. Now, just before you get to the helicopter pad (to release the POWs), you will almost ALWAYS find a bunker with a single powerup POW. Blow it up, get the POW ,the powerup, and that will fill your jeep to capacity. YOU WANT YOUR JEEP FULL BEFORE STOPPING AT THE CHOPPER PAD. Clear the area of enemies around the pad (you don't want any suprise enemies popping up and making you move) then park and start releasing the POWs. DO NOT MOVE UNTIL THE LAST MAN IS AWAY. Once all eight are out of the jeep, you can get the heck out of there (chances are, you will being stalked or about to be killed) You will receive a great bonus of points and FULL POWERUP on your rocket weapon! Talk about tilting the odds in your favor! You can do this EACH and EVERY time you are at a helicopter pad! This will earn you HUGE scores and keep your weapon up to snuff. + + +Remember, every time you die, you lose ONE level of powerup - so aside from the understood incentive for staying alive, you want to also maintain your weapon. Best of all - YOU GET A HUGE BONUS for picking up the powerup POWs when you are at full rocket weapon strength. If you want to see your score skyrocket, get full powerup and start plucking those powerup POWs up. Later in the game, you will need to strategically stop on the helicopter pad to allow yourself to shoot up and to a left angle to shoot down bomber planes that will DEFINITELY start showing up. If you can kill them the second they appear on the screen, none of their bombs will hurt you. If you miss lining up the jeep right, or you miss the plane, you will HAVE to move before the last guy gets out of the jeep or die. It takes some practice (you can't 'reposition' the jeep after the first man gets out or you lose the bonus) but you'll get to be a pro in no time. Enemies are not random in this game, so you can learn where tanks and enemy jeep vehicles reside quite quickly. While it sounds like a 'duh' tip, keep the enemy count low - especially enemy soldiers on foot. While they are little more than an annoyance at the beginning of the game, they QUICKLY become formidable enemies and keeping the number of them 'on screen' to a minimum is a requirement. The enemy subs can be killed before they are all the way out of the water as well as while they are going back in (i.e. when they aren't firing). Learn their location and plant rockets in the water before they have a chance to fire on you. In a two player game, have the player NOT offloading POWs to the helicopter 'stand guard' against the bomber planes (and other enemies for that matter). Then swap off and let the other one offload. Enemies are still 'active' hidden partially off screen (but they don't move or fire). Use this to kill enemies before they take a stance against you (the big tanks especially). Most vehicles can be killed with enough shots from your machine gun. If you don't feel you can reposition yourself in time to line up your rocket, pound away with bullets and hope you kill him first. + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai") + + +* Computers : + +Commodore C64 (1987) + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988) + +$end + +$info=tophuntr,tophunta, +$bio + +Top Hunter - Roddy & Cathy (c) 05/1994 SNK. + + +An unique action platform game that feature Roddy & Cathy, two powerful bounty hunters that are determined to wipe out the space pirate army! Features excellent 2-D graphics & plenty of secrets to find! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0046 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize! + + +- STAFF - + + +Producer : Eikichi Kawasaki + +Planners : Tozono, M. Matsuda, Y. Hashimoto + +Front designers : Tatsuya Shinkai, K. Nagashima, C. Yamasaki, Mikarin Nishida + +Back designers : Hirolin Hajima, Munk Etoh, K. Kusunoki, E. Kojitani, Oda Nobunaga + +Programmers : Carib, Shochan, Imasa.F, Data Tada + +Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Papaya, Shimizm + +Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=topland, +$bio + +Top Landing (c) 1988 Taito. + + +- TECHNICAL - + + +Taito Air System hardware + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : stick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Music composed by Zuntata. + +$end + +$info=tpgolf, +$bio + +Top Player's Golf (c) 05/1990 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0003 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +$end + +$info=topracer,topracra,topracrb, +$bio + +Top Racer (c) 1984. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz), (2x) Z8002 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), (2x) Namco (@ 1.536 Mhz), Custom (@ 1.536 Mhz), Samples (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 128 + + +- TRIVIA - + + +This game is a bootleg of "Pole Position". + +$end + +$info=trstar,trstaro,trstarj,trstaroj, +$bio + +Top Ranking Stars (c) 05/1993 Taito. + + +Six boxers fight each other with their own special attack to win the world unity open weight boxing title match. + + +- TECHNICAL - + + +Taito F3 System hardware + +Game ID : D53 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in US as "Prime Time Fighter". + + +- STAFF - + + +Project leader : George K-S + +Game designers : Fumio Horiuchi, Masakazu Iwahashi + +Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato + +Base character designers : N. Korammer, Vap Corp. + +Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp. + +Art Designer : Hiroyasu Nagai (Super Psychicer Nagai) + +Hardware designer : Katsumi Kaneoka + +Sound designer : Yoshirou Horie + +Executive producer : Keisuke Hasegawa + +$end + +$info=topsecrt, +$bio + +Top Secret (c) 03/1987 Capcom. + + +A platform game. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Bionic Commando". + + +The main character is Super Joe from "Senjou no Ookami" and "Rush & Crash". + + +There are a few songs in the Test Mode that are not used in the actual game. + + +- SERIES - + + +1. Top Secret (1987) + +2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color) + + +- STAFF - + + +Music by : Harumi Fujita + +$end + +$info=topsecex, +$bio + +Top Secret (c) 1986 Exidy. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : steering wheel, pedal + +Buttons : 8 + + +- STAFF - + + +Software : Larry Hutcherson (LWH), Vic Tolomei (VIC), Ken Nicholson (KEN) + +Hardware : Phil Gohr, Al Schrum + +Graphic designers : Ken Nicholson (KEN), Larry Hutcherson (LWH), Trish Gerving + +Audio : Ken Nicholson (KEN), Jody Gouletas + +$end + +$info=topskatr, +$bio + +Top Skater - Sega Skateboarding (c) 1997 Sega. + + +- TECHNICAL - + + +Sega Model 2C hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Each character is sponsored by major skateboard and gear manufacturers including Air Walk, Vans, Etnies, Es, Reef and A.D. One. + + +The thrashing soundtrack was performed by "Pennywise", an LA-based punk band. + + +- TIPS AND TRICKS - + + +* Play As Alex (Older brother of Ash) : Keep the icon on Ash. Press the Yellow decide button 3 times to the Left, 3 three time to the Right, and 13 more times to the Left. + + +* Play As P-Nut (Older Sister of Cookie) : After you select the course with the Start button, keep it depressed. Kick the board 6 times to the Right, 6 times to the Left, 3 times to the Right, 3 times to the Left and 4 more times to the Right. After all this kicking release the Start button. + + +* Super Deformed Mode : At the stage select screen, press Left(x9), Right(x9), Left(x4), Right (x4), and finally Left(x5), next lean the board forward (step on the front of the board) and press both the Left and Right buttons simultaneously three times. When you get the characters select screen each character should appear to be in super deformed mode. + + +* Hidden Track : Choose advanced level with any character. Then, before the board unlocks, continuously move the board Up. After the game starts, miss the first jump and crash into the fence on the left side of the church. Now, you'll find yourself in the hidden track. + + +- SERIES - + + +1. Top Skater - Sega Skateboarding (1997) + +2. Air Trix (2001) + +$end + +$info=topspeed,topspedu, +$bio + +Top Speed (c) 10/1987 Taito. + + +- TECHNICAL - + + +Game ID : B14 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 8 + + +- TRIVIA - + + +Licensed to Romstar for US manufacture and distribution. + + +This game is known in Japan as "Full Throttle". + + +Top Speed is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games). + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + + +- STAFF - + + +Project leader / Game designer : Hiroyuki Sakou + +Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi + +Music composer : Masahiko Takagi + +Sound effects : Eikichi Takahashi + +Sound adviser : Hisayoshi Ogura + +Hardware designer : Masahiro Yamaguchi + +Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada + +Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu + +Mechanical designer : Tomio Suzuki + +Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi + +Cabinet designer : Taked Shiraishi + +Art designer : Hiroyasu Nagai + +$end + +$info=toratora, +$bio + +Tora Tora (c) 1980 GamePlan. + + +- TECHNICAL - + + +Main CPU : M6800 (@ 500 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Tiger Tiger'. + +$end + +$info=toramich, +$bio + +Tora-he no Michi (c) 11/1987 Capcom. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 576 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Road to the Tiger'. + + +This game is known in US as "Tiger Road". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988. + + +- UPDATES - + + +* "Tiger Road" has a stage select, unlike Tora-he no Michi. + +* All the voices from Tora-he no Michi have been removed in the US version "Tiger Road". + + +- STAFF - + + +Director and martial arts guidance : Lee Wong + +Planners and directors : Lee Wong, Shin Wong + +Special effects : Chan Yuki, Tom Yang, Mah Shing + +Art experts : Ryu Kyu, Ei Show, Take Pong + +Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe + +Stagehand : Ji Shing + +Sound effects : Hero Yoe, Mie Maru + +Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage) + +$end + +$info=ctornado, +$bio + +Tornado (c) 1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 20 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=tornado1,tornado2, +$bio + +Tornado (c) 1980 Jeutel. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is a French bootleg of "Defender". + +$end + +$info=tornbase, +$bio + +Tornado Baseball (c) 07/1976 Midway. + +Game ID : 605 + + +The game is a very simple game of baseball, implemented with stick figures. The game is very simple in terms of rules, and anybody can pick up on how to play fairly quickly. This is a two player only title, with both people playing for a single quarter. The pitching player selects his pitch with one joystick, while moving his outfielders with a second one. The batting player only has a single button (that is a 'swing' button). Both players use the same set of controls, so they must switch spots in front of the machine midway through each inning. You get a four inning game for one quarter, although that number can be adjusted by the game operator. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick (pitching team), joystick 2-way (the outfielders) + +Buttons : 1 + + +Tornado Baseball came in a two tone brown upright cabinet, heavily decorated with sticker sideart of baseball players in action. The cabinet design dates itself by its straight up and down design, without a curve to be seen anywhere on the machine. The field is displayed using an open frame monitor, mirror, and a blacklight to make it seem as though the action is taking place on a picture of a baseball field that is housed inside the cabinet. + + +- TRIVIA - + + +One of the first arcade baseball titles to try and put a lot of players on the field at once. + + +- SERIES - + + +1. Tornado Baseball (1976) + +2. Extra Inning (1977) + +3. Extra Bases (1980) + + +- PORTS - + + +* Consoles : + +Bally Astrocade + +$end + +$info=toryumon, +$bio + +Toryumon (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Gateway To Success'. + +$end + +$info=totcarn,totcarnp, +$bio + +Total Carnage (c) 01/1992 Midway. + + +"Smash T.V." is for weeneies! + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : Double 8-way joysticks + + +- TRIVIA - + + +Total Carnage is billed as the sequel to "Smash T.V.", mostly because of the dual-joystick controls and massive amounts of enemies onscreen. The concept of Total Carnage is a parody on the 1991 Gulf War. The main bad guy, General Akhboob, is a parody of Saddam Hussein. During scenes with him, he will say slogans from "Smash T.V." as well as things alluding to the Gulf War such as 'All we are making is baby milk!'. + + +- UPDATES - + + +* Rev 1.0 + +* Rev LA1 + + +- TIPS AND TRICKS - + + +* Password : Enter the password on the 'red and white warp' at the begining of the first mission. + + +Mission 1 : + +'GOOB' - Gate (heading Checkpoint #1). + +'ZULU' - Bunker (heading Checkpoint #2). + +'ORCS' - Orcus (boss). + + +Mission 2 : + +'ROAD' - Road one (heading Checkpoint #3). + +'LIPS' - Airport gate (heading Checkpoint #4). + +'LICK' - Airfield (heading Checkpoint #5). + +'FIRE' - Hangar. + +'FOOD' - Road two (heading Checkpoint #6). + + +Mission 3 : + +'EATS' - Monster Cutscene. + +'TOID' - Factory (heading Checkpoint #7). + +'BOOF' - Reactor. + +'MARK' - Reactor basement (heading Checkpoint #10). + + +Misc : + +'SHOK' - Electric chair. + +'DOME' - Akhboob escaped and lacking keys. + +'WORM' - Caught Akhboob but lacking keys. + +'AZAZ' - Warp to Pleasure dome with 500 keys. + + +- STAFF - + + +Staff : Mark Turmell (MJT), John Tobias (JON), Shawn Liptak (SL!), Jim Gentile, Jon Hey (HEY), Eugene Jarvis (DRJ) (EPJ), Tony Coskie, Larry DeMar (LED) + +Voices by : Ed Boon (EJB) + + +- PORTS - + + +* Consoles : + +Amiga CD32 (1994) + +Nintendo Super Famicom + +Nintendo Game Boy (1994) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Commodore Amiga (1992) + +$end + +$info=touchgo, +$bio + +Touch & Go (c) 1995 Gaelco. + + +- TECHNICAL - + + +Gaelco GAE1 hardware + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : GAELCO (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 960 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=tdfever,tdfeverj, +$bio + +Touch Down Fever (c) 01/1987 SNK. + + +- TECHNICAL - + + +Game ID : A6006 'TD' + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- SERIES - + + +1. Touch Down Fever (1987) + +2. Touch Down Fever II (1988) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +$end + +$info=tdfever2, +$bio + +Touch Down Fever II (c) 1988 SNK. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- SERIES - + + +1. Touch Down Fever (1987) + +2. Touch Down Fever II (1988) + +$end + +$info=tturf,tturfbl,tturfu, +$bio + +Tough Turf (c) 03/1989 Sega / Sunsoft. + + +A fellow that looks like he just got off of work figures that he'd rid the city streets of those pesky gang members and their allies. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0099 / 317-0104 + + +Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +A bootleg of this game made by Datsu / Electron was released under the same name. + + +- UPDATES - + + +317-0099 + +* US release. + + +317-0104 + +* Japan release. + + +- STAFF - + + +Director : Cho Musow + +Programmers : A.T., Hac.F.,BG.Yama + +Sound programmer / music composer : About.Us + +Graphic designers : Ame, Sp. Taka, Minokamo. Sakoh + +$end + +$info=tkdensho, +$bio + +Touki Denshou - Angel Eyes (c) 1996 Tecmo. + + +An all-female fighting game featuring 8 selectable angels engaging in one-on-one battle. This game is made by Tecmo, which is not surprising given that they are now more popular because of the "Dead or Alive" series (specifically because of its female characters) than their older series like "Ninja Gaiden". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 2 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF262 (@ 14.31818 Mhz), MSM6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2049 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Fighting Princess Legend - Angel Eyes'. + + +The characters in this game are either hand drawn, similiar to the style found in "Power Instinct 3 - Groove on Fight", or pre-rendered CG that are a bit better than the quality found in "Ragnagard", but not as good as "Killer Instinct"'s. There will be people who will find a pre-rendered CG character fighting a hand drawn character to be a visual clash in this game. + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997) + +$end + +$info=cyberbt,cyberbt1, +$bio + +Tournament Cyberball 2072 (c) 1989 Atari Games. + + +- TECHNICAL - + + +Game ID : 136073 + + +Main CPU : (3x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1344 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Default highscore contains nicknames in homage for other Atari games including : + +* PAPERBOY for "Paperboy" + +* ASTEROID for "Asteroids" + +* GAUNTLET for "Gauntlet" + +* GRAVITAR for "Gravitar" + +* TEMPEST for "Tempest" + +* CENTIPED for "Centipede" + +* STARWARS for "Star Wars" + +* AKKAARRH for "Akka Arrh" + +* TOOBIN for "Toobin'" + +* ESCAPE for "Escape From The Planet of the Robot Monsters". + + +- UPDATES - + + +REVISION 1 : + +* Build date (OP SYS) : P1 : 17AUG1989 09 :14 :21 / P2 : 07AUG1989 14 :57 :35 + +* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 15AUG1989 14 :51 :24 + + +REVISION 2 : + +* Build date (OP SYS) : P1 : 18SEP1989 11 :50 :53 / P2 : 17AUG1989 09 :54 :48 + +* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 30AUG1989 14 :40 :08 + + +- SERIES - + + +1. Cyberball - Football in the 21st Century (1988) + +2. Cyberball 2072 (1989) + +3. Tournament Cyberball 2072 (1989) + + +- STAFF - + + +Programmer / Designer : John Salwitz + +Artist / Designer : Davis A. Ralston + +Physicist / Programmer : Paul kwinn + +Hardware designer : Doug Snyder + +Technician : Rob Rowe + +Animators : Mark West, Will Noble, Deborah Short + +Audio group : Brad Fuller, Hal Canon, Don Diekneite + +Product manager : Jerry Momoda + +Cabinet designer : Dave Coox + +Cabinet graphics by Atari Visual Communications. + + +- PORTS - + + +* Consoles : + +Atari Lynx (1991) + +$end + +$info=tourtabl,tourtab2, +$bio + +Tournament Table (c) 03/1978 Atari. + + +This multi-game contains : "Breakout", Soccer I / II, Foozpong, Hockey I / II / III, "Quadra Pong", Handball, Basketball I / II. + + +- TECHNICAL - + + +Game ID : 030170 + + +Main CPU : M6502 (@ 1.193191 Mhz) + +Sound Chips : TIA (@ 1.193191 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 160 x 200 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : paddle + +Button : 1 + + +- PORTS - + + +* Consoles : + +Atari 2600 ("Video Olympics") + +$end + +$info=todruaga,todruago, +$bio + +The Tower of Druaga (c) 06/1984 Namco. + + +- TECHNICAL - + + +Game ID: TD + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +Sound Chips : Namco 8-channel WSG + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +The Tower of Druaga (or 'TOD' for short) was originally called 'The Tower of ANU' during the development. + + +Namco released a boardgame based on this game (same name) in 1985 (in Japan only): You move through each level of the dungeon to get a key. You roll a dice for movement, take the shortest route towards the key, and after every roll (the game does not even have rooms or such), you have an encounter with a monster that you must fight. You get a treasure for each victory, and once you have the key, you can open the door that leads to the next level, and continue doing so on each level until you get to the 6th level where the princess is. + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Select sound 19 + +3) Press the service switch to display the grid and enter the following sequence : Up(x4), Down, Right(x2), Left(x6), Start2. + +4) '(c) NAMCO LTD. 1984' will appear on the screen. + + +* Level Select : Keep Button1 pressed while pressing the Start button to continue the previous game; you can choose which level to start from. + + +- SERIES - + + +1. The Tower of Druaga (1984) + +2. The Return of Ishtar (1986) + +3. The Quest of Ki (1988, Nintendo Famicom) + +4. The Blue CrystalRod (1994, Nintendo Super Famicom) + +5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2) + + +- STAFF - + + +Game designer : Masanobu Endoh (E.END) + +Programmer : Satoshi Knight (NIGHT) + +Sound composer : Junko Odawa (ZUNKO) + +Hardware : Single Shigeru (SHIGE) + +Graphics designer : You.Shino (YOU.S) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Nintendo Game Boy (1990) + +NEC PC Engine (1992) + +Sony PlayStation (1996, "Namco Museum Vol.3") + + +* Computers : + +MSX (1986) + +Fujitsu FM-77AV (1986) + +Fujitsu FM-7 (1987) + +Sharp X68000 (1989) + +PC [Windows, CD-Rom] (1997, "Namco History Vol.2") + +PC [Windows, CD-Rom] (2001) + +Sharp MZ2500 + +$end + +$info=toypop, +$bio + +Toypop (c) 04/1986 Namco. + +Game ID: TP + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz) + +Sound CPU : M6809 (@ 1.536 Mhz) + +Sound Chips : Namco (@ 6.144 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987. + + +- STAFF - + + +Music composed by : Junko Ozawa + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1995, "Namco Museum Vol.1") + +$end + +$info=pc_tkfld, +$bio + +Track & Field (c) 1987 Konami. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : TR + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=trackfld,trackflc, +$bio + +Track and Field (c) 10/1983 Konami. + + +One to four players compete against each other in six track and field events in this legendary, genre creating and much-copied game from Konami. Track and Field consisted of two run buttons per player (one for each 'leg' of the athlete) and one action button. Only two players could compete simultaneously so on three and four-player games, players had to wait their turn. An extra life is awarded for every 100,000 points acquired. Each player must qualify in the current event before they can move on to the next. Hit the two run buttons to build up speed and use action button to jump or throw. The events are : + +* 100M DASH - Run as fast as possible. + +* LONG JUMP - Run to the take-off board then choose angle of jump (45 is optimal). + +* JAVELIN - Run to the line then choose angle of throw (42 is optimal). + +* 110M HURDLES - Run and time jumps over the hurdles. + +* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is optimal). + +* HIGH JUMP - The athlete will run to the bar, just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height. + + +- TECHNICAL - + + +Game ID : GX361 + + +Main CPU : M6809 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (10/1983). + + +Track and Field proved to be incredibly successful for Konami, and would spawn countless imitations - particularly on the 8-bit home systems of the time - as well as three sequels of its own. One of the undoubted reasons for its success was the superb multi-player game, which, for perhaps the first time in the video arcade, introduced a genuine sense of rivally among players and showed the gaming world what was truly possible with multi-player gaming. + + +The song that is heard playing on the high score and awards screen is 'Chariots of Fire', written by Vangelis for the movie of the same name. + + +This game is known in Asia as "Hyper Olympic", later versions of the game replaced the Run buttons with a trackball. A Bootleg of this game, called "Atlant Olimpic" was released in Italy in 1996, thirteen years after the game first appeared. + + +A Track and Field unit appears in the 1985 movie, 'The Goonies'. + + +- TIPS AND TRICKS - + + +* 100m Dash : Achieve exactly the same time for player one and two and 1000 point bonus will be awarded. + + +* Long Jump : Three jumps of exactly the same length will cause a little man with a key to run across the screen, awarding 1000 points. + + +* Javelin : Throw the javelin off the top of the screen to bring down a bird for a 1000 point bonus. To do this you must achieve the 'maximum' angle. + + +* 110m Hurdles : If both players finish the race in a dead heat then a little man with a key will run across the screen, awarding 1000 points to each player. + + +* High Jump : Fail the first two jumps and then clear it; a mole burrows up for a 1000 point bonus. + + +* Hint : When you alternate tapping the run buttons (run1, run2, run1, run2 etc.) you will get a much better speed increase. You have three attempts to qualify on all but the two running events. + + +* BUG : In both Javelin and the Hammer Throw, throwing over 100m will cause a counter wraparound, so a 100m12 throw will be logged as 0m12 (and will not qualify you). + + +- SERIES - + + +1. Track and Field (1983) + +2. Hyper Olympic '84 (1984) + +3. '88 Games (1988) + +4. Hyper Athlete (1996) + + +- STAFF - + + +Music by : Shigeru Fukutake + + +- PORTS - + + +* Consoles : + +Atari 2600 (1984) + +Nintendo Famicom (1987) + +Nintendo Game Boy (1992) + + +* Computers : + +Commodore C64 (1985) + +Sinclair ZX Spectrum (1988) + +MSX + +Apple II + + +* Others : + +LCD handheld game (1984, "Track & Field Running Type") by Bandai. + +LCD handheld game (1984, "Track & Field Throwing Type") by Bandai. + +$end + +$info=tranqgun, +$bio + +Tranquilizer Gun (c) 05/1980 Sega. + + +- TECHNICAL - + + +Game ID : 413-428 + + +Main CPU : Z80 (@ 1.93356 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Steve Hanawa + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1983, "Safari Hunting") + +$end + +$info=transfrm, +$bio + +Transformer (c) 1986 Sega. + + +A horizontally scrolling shoot'em up. + + +- TECHNICAL - + + +Sega System E hardware + +Game ID : 834-5803 + + +Main CPU : Z80 (@ 5.3693 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Astro Flash". + + +This game is not based on The Transformer toys by Takara and Hasbro, which were very popular at the time. The name change from "Astro Flash" to "Transformer" was probably an attempt to cash in on the popularity of The Transformers. + + +This game is a port from an original game created and released in 1985 on the Sega Master System. + +$end + +$info=travrusa, +$bio + +Traverse USA (c) 06/1983 Irem. + + +- TECHNICAL - + + +Irem M-52 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 56.75 Hz + +Colors palette : 144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "MotoRace USA" and "Zippy Race". + + +- PORTS - + + +* Consoles : + +Sega SG-1000 ("Zippy Race") + +Nintendo Famicom ("Zippy Race") + +Sega Saturn (1996, as "Zippy Race" in "Irem Arcade Classics") + +Sony Playstation (1996, as "Zippy Race" in "Irem Arcade Classics") + + +* Computers : + +MSX ("Zippy Race") + +$end + +$info=treahunt, +$bio + +Treasure Hunt (c) 1982 Hara Industries. + + +This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four. + +* The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings). + +* In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way. + +* The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top. + +* On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape. + +* The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level). + + +After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 (jump and shot) + + +- TRIVIA - + + +This game is known outside Japan as "Jack the Giantkiller". + +$end + +$info=thunt, +$bio + +Treasure Hunt - Puzzle & Action (c) 09/1997 Sega. + + +A game that includes puzzle, quiz and action games within. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in Japan as "Sando-R - Puzzle & Action". + + +- SERIES - + + +1. Tant-R - Puzzle & Action (1992) + +2. Ichidant-R - Puzzle & Action (1994) + +3. Treasure Hunt - Puzzle & Action (1997) + + +- PORTS - + + +Sega Saturn (1997) + +$end + +$info=ctisland,ctislnd2,ctislnd3, +$bio + +Treasure Island (c) 01/1982 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + +Game ID : 16 + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=tripool,tripoola, +$bio + +Tri-Pool (c) 1981 Noma. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +Licensed to Casino Tech and Costal Games for distribution. + +$end + +$info=trisport, +$bio + +Tri-Sports (c) 1989 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : trackball + +Buttons : 2 + +$end + +$info=tricktrp, +$bio + +Trick Trap - 1771 (c) 1987 Konami. + + +- TECHNICAL - + + +Game ID : GX771 + + +Main CPU : HD6309 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 280 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Labyrinth Runner". + + +- STAFF - + + +Chief programmer : K. Takabayashi + +Programmers : Masaya. M, T. Kondo + +Charactor designers : Dr. Hide, N. Ishii + +Sound editor : J. Kaneda + +Producer : S. Idaka + +$end + +$info=trckydoc, +$bio + +Tricky Doc (c) 1987 Tecfri. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3812 (@ 3.6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=trigon, +$bio + +Trigon (c) 1990 Konami. + + +- TECHNICAL - + + +Game ID : GX939 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 053260 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in US as "Lightning Fighters". + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990. + + +- STAFF - + + +Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae + +Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku + +Sound editors : K. Matsubara, K. Yamane + +Engineers : M. Idaka, H. Matsuura + +Title designers : M. Yoshihashi, H. Matsuda + +$end + +$info=triothep, +$bio + +Trio the Punch - Never Forget Me... (c) 1989 Data East. + + +A hilarious action game with three selectable characters : a brawler, warrior and ninja who can randomly power up/decrease after stage complete. + + +- TECHNICAL - + + +Main CPU : HuC6280 (@ 7.159066 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM6295 (@ 7.759 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Like many others Data East game, Karnov appears as an enemy. + +$end + +$info=triplfun, +$bio + +Triple Fun (c) 1993. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 6 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This is an English language bootleg of "Oishii Puzzle Wa Irimasen Ka". + +$end + +$info=triplhnt, +$bio + +Triple Hunt (c) 04/1977 Atari. + + +- TECHNICAL - + + +Game ID : 008422-008791 + + +Main CPU : M6800 (@ 800 Khz) + +Sound Chips : Discrete (@ 800 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Owen Rubin + +$end + +$info=triplep, +$bio + +Triple Punch (c) 1982 KKI. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Knock Out!!" (KKK). + + +- TIPS AND TRICKS - + + +* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full. + + +* Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy. Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously. + +$end + +$info=statriv4, +$bio + +Triv Four (c) 1985 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Triv Quiz (1984) + +2. Triv Two (1984) + +3. Triv Four (1985) + +4. Super Triv II (1986) + +5. Super Triv III (1988) + +$end + +$info=trivquiz, +$bio + +Triv Quiz (c) 1984 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Triv Quiz (1984) + +2. Triv Two (1984) + +3. Triv Four (1985) + +4. Super Triv II (1986) + +5. Super Triv III (1988) + +$end + +$info=statriv2, +$bio + +Triv Two (c) 1984 Status Games. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 12.4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 272 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Triv Quiz (1984) + +2. Triv Two (1984) + +3. Triv Four (1985) + +4. Super Triv II (1986) + +5. Super Triv III (1988) + +$end + +$info=gt102b,gt102c,gt102c1,gt102c2,gt102c3,gt103,gt103a,gt103a1,gt103a2,gt103a3,gt103aa,gt103ab,gt103asx,gt5,gt507uk, +$bio + +Trivia (c) 1984 Greyhound Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 416 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 5 + +$end + +$info=trvchlng, +$bio + +Trivia Challenge (c) 1985 Joyland. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 3.072 Mhz) + +Sound Chips : (3x) SN76496 (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Senko. + +$end + +$info=trvgns, +$bio + +Trivia Genius (c) 19?? Unknown. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : TMS36XX (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + +$end + +$info=trvmstr, +$bio + +Trivia Master (c) 1985 Enerdyne Technologies. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : TMS36XX (@ 1.5 Mhz), Custom (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Buttons : 4 + + +- SERIES - + + +1. Trivia Master (1985) + +2. Super Trivia Master (1986) + +$end + +$info=trvwhiz, +$bio + +Trivia Whiz (c) 1985 Merit. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 5 + + +- SERIES - + + +1. Trivia Whiz (1985) + +2. Trivia Whiz II (198?) + +$end + +$info=trvwhzii, +$bio + +Trivia Whiz II (c) 198? Merit. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Buttons : 5 + + +- SERIES - + + +1. Trivia Whiz (198?) + +2. Trivia Whiz II (198?) + +$end + +$info=triviasp,triviabb,triviag1,triviag2,triviayp, +$bio + +Trivial Pursuit (c) 1984 Bally / Sente. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.25 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (6x) CEM3394 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +There are five editions of this game : 'All Star Sports', 'Baby Boomer', 'Think Tank - Genus', 'Genus II' and 'Young Players'. Those games run on the Bally / Sente SAC-I hardware. + + +- STAFF - + + +Game adaptation and software designer : Richard Adam + +Screen graphics designers : Gary Johnson, Bil Maher Esq., Mark McPhee + +Audio : Richard Green, Gary Levenberg + +Video hardware designers : Howard Delman, Tian Harter + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1986, Baby Boomer edition) + +Sinclair ZX Spectrum (1987, Young Players edition) + +Sinclair ZX Spectrum (1988, Genus edition) + +$end + +$info=trog,trog3,trogpa6,trogp, +$bio + +Trog (c) 02/1991 Midway. + + +- TECHNICAL - + + +Midway Y Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : M6809 (@ 2 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 396 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +* PROTOTYPE REV 4.00 : This particular code revison is also referred to in other resources as 'BattleTrog'. This prototype (known in Midway as Trog Proto 4) represents the original concept for the game Trog. The plans called for a strategy game where the player character, a dinosaur, had to be manipulated via placing bones to block his or her path, similar to many home computer games of the time. However, it soon became clear on field tests that players were confused and frustrated by this method of control in an arcade setting, where such strategic thinking was rarely required. Some surveys suggested that many players expected the game to be a simple "Pac-Man"-style affair. Many customers also were concerned/laughed openly at the action buttons labelled 'Bone', the term also being used in American slang for certain 'mature' acts and at least one cabinet panel was defaced to add an 'R' to the end of the word. As a consequence of this disasterous location test, the game was nearly axed entirely. Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - the story is that its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites. As it turned out, the game was turned into a "Ms. Pac-Man" clone, the small and large pills replaced with eggs and pineapples. It has been argued by some, including myself, that the use of trackballs instead of joysticks would salvage the original game mechanic, but closer inspection of the hardware through the MAME emulation suggests that 4-player trackball play, or indeed any trackball play could not be included without major complications, or indeed a whole new Midway hardware unit being devised. + + +* REV PA6-PAC : This prototype (known in Midway as Trog II Proto 6) represents the first major step towards the final Trog concept. The devitation from the standard naming system (the game would normally be listed as Trog PA6 only) represents the change in the project, the -PAc extension added to make it perfectly clear that this was a "Pac-Man" clone. With the original plans for a strategy game abandoned due to a poor location test, new thinking was required to salvage the project - it is rumoured that too much had been invested in the animation for the project to be canned at this stage. Money became very tight on the Trog II project (Trog I being the abandoned strategy game) and so a total rewrite of the concept was out of the question - they would have to make do with the existing code libraries for the project, with only minor alterations. Pushed for time and funding, the programmers decided to make the game into the Pacman clone many expected it to be, as this would require the least recoding, all that would be required would be to make the dinosaurs fully controllable, instead of the guided automatons they were originally. However, it was clear that the Trog AI would make them too good for even the best of players to overcome through clever moves, so a 'Punch' option was added which replaced the 'Bone' function and led to the only new animation added in the project, - a 3 frame jab which looked poor compared to that of the Trogs due to the time pressures on Haeger at the time of animation. But I digress... With this established, the programmers then altered the level order to provide a more suitable learning curve for the game, however this destroyed the main purpose of the 'Trog's Cave' intermissions screens and meant that the order of Trog's thoughts didn't fully match his actions. Also, although some of the 'thought balloon' animations (created on the fly through the game ROMS) were changed to remove the bone breaking scenes relating to proto 4, the cave drawings (done by professional 2D animators) could not be altered due to time and money considerations. The original ending of the game was also scrapped, as it was believed to be an anticlimax, so another hastily animated island was added for an extra challenge, purported to be Trog's Cave (Note the use of the intermission style lettering coupled with superimposed text straight from the ROM, again new graphics were out of the question). However, most of the other features remained intact, with a Complex Egg Lay option being added in the release versions to allow owners to change the egg patterns back from the Pacman style to the original layouts (it is believed that there may be a version of the game which put the original mechanic back in too, but no evidence of this has been found). + + +A Trog unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + + +- UPDATES - + + +PROTOTYPE REV 4.00 : + +* The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music. + +* The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack E. Haeger. + +* The last level uses the Intermission 'Trog's Cave' text, complete with graphical artifacts that were cut off on its normal background, due to the need to minimise adding graphics to the already overtime and overbudget project (the rest of the explanatory text is placed on screen using the same code that superimposes the victory messages). + +* The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels. + +* Trog is seen trying to overcome bones in the recap drawings. In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on and not replaced due to the cost of redrawing the animation. (It is worth pointing out that the main scenes have bone bashing elements removed). + + +- STAFF - + + +Artwork and playmation : Jack E. Haeger (JEH) + +Game designers : Jack E. Haeger (JEH), George N. Petro (GNP) + +Music and sounds : Chris Granner + +Software : George N. Petro (GNP) & Kurt Mahan + +Hardware : Mark Loffredo (M L), Glenn Shipp (GWS), Cary Mednick, Al Lasko (AL ), Raymond Gay, Sheridan Oursler + +Cabinet designer : Ray Czajka (RAY) + +Cabinet artworks : Linda Deal (LTD), Jack E. Haeger (JEH) + +Publication : Karen Trybula + +Marketing : Laura Rezek (LJR) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +$end + +$info=pc_trjan, +$bio + +Trojan (c) 1986 Capcom USA. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : TJ + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* Continue Game : When you get Game Over hold Up+Start at the title screen. + +$end + +$info=trojan,trojanr, +$bio + +Trojan (c) 04/1986 Capcom. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Romstar. + + +This game is known in Japan as "Tatakai no Banka". + + +Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986. + + +- STAFF - + + +Music by : Ayako Mori + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1986) + +$end + +$info=tron,tron2,tron3,tron4, +$bio + +Tron (c) 05/1982 Bally Midway. + + +Based on scenes from the Walt Disney movie of the same name, this game has four distinct mini-games per level and all four games must be completed before the player can advance to the next level. The four levels, which can be attempted in any order, are : + +* Light Cycles : The player controls a Light Cycle that leaves a blue trail. The joystick controls the direction of travel and the trigger controls the speed of the bike. The object is force the enemy Light Cycles (yellow) to run into either each other or the bike trails, while avoiding crashing. + +* Grid Bugs : Destroy the Grid Bugs and escape into the I/O Tower before the timer runs out. The stick controls the movement of the player's character and the whirlygig controls the direction of fire. + +* Tanks : Destroy all enemy tanks or Recognizers to clear the level. The stick controls the movement of the player's tank and the whirlygig controls the direction of fire. + +* MCP Cone : Destroy the blocks (similar to Breakout) and move the character into the cone to clear the level. A bonus is awarded if all of the blocks are destroyed. The stick controls the movement of the character and the whirlygig controls the direction of fire. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +One of the more unique touches in Tron is that the levels, instead of being simply designated Level 1, 2, 3, etc. were named after programming languages and terminology; the game starts out at RPG and advances through PASCAL, BASIC, ASSEMBLER, etc. until the USER level is reached. + + +Walt Disney Productions sued Williams Electronics for copyright and patent infringement over Williams' use of the name 'tron' in their arcade legend, "Robotron - 2084". Common sense prevailed, however, and Williams won the suit. + + +Tron was originally intended to be a colour vector game and was designed using an early draft of the movie script. Tron's programming team took a handful of the various challenges that Flynn faced in the movie and worked them into four separate mini-games. However, three of the four scenes were either changed, or removed entirely from the final cut of the movie. One obvious example of this is the 'spiders' level; the grid bugs were almost entirely edited out of the movie (what was left was about two seconds of an animation of a grid bug creating itself). Grid bugs appear in the game because of pressures to develop the arcade game to conicide with the release of the movie. This was all part of Disney's sales strategy for the movie's launch - Tron's movie posters and trailers featured a tagline along the lines of : "See the movie. Play the game.". + + +The game's sequel, 'Discs of Tron' was originally intented to be a part of the original game but tight time constraints meant that the mini-game was not completed in time. + + +A Tron unit appears in the 1983 movie, 'War Games', in the 1986 movie 'The Color of Money' and in the 1987 movie, 'Death Wish 4 - The Crackdown' + + +- TIPS AND TRICKS - + + +* General Tips + +1) TANKS : Hide behind corners and use them for cover when you shoot. Also, use the transporter in the center as cover. You can shoot clear through the transporter and out the other side and destroy the enemy tanks. Don't use the transporter except for a desperation tactic. It will more than likely dump you right in the enenmy tank's gunsight(s). + +2) SPIDERS : Fire in a constant spread and just hose 'em down from side to side. Gradually move in a constant arc up to the entrance. Stay just outside the entrance and hose the spiders above and below until time runs out. + +3) MCP CONE : Move up so you're just underneath the rotating cone and on the right side. Shoot the blocks nearest to you, this gives you another shot more quickly than shooting blocks farther away. When you get a gap, move up and fire away due left. Above all, don't hang around and get caught: if the going gets tough, move up and into the cone. Don't forget to twirl the knob as you rise. (You'll see if you do it) + +4) LIGHT CYCLES : Use a question mark type shape for the first board. The enemy cycle will run right into it. For the harder boards, try to trap them either near the center tracks or against the wall. This is, by far, the hardest thing to do. + +5) On the 3rd Light Cycle screen, travel at high speed up & then turn left JUST ABOVE the 3rd black grid line, then down when you reach the wall at which point you can slow down. All 3 cars will crash at virtually the same time. + +6) On the 4th Light Cycle screen, simply turn left AT THE VERY BEGINNING at slow speed & all 3 cars will crash around you at virtually the same time. + + +* This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect. + + +* Here's an odd Tron bug: On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen. + + +- SERIES - + + +1. Tron (1982) + +2. Discs of Tron (1983) + + +- STAFF - + + +VP Engineering : John Pasierb (JP) + +Software : Bill Adams (BA) + +Hardware : Atish Ghosh (AG) + +Art / Cabinet designer : George Gomez (CG) + +With support from : Tom Leon (TL) + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App") + + +* Computers : + +Oric I (1984, "Light Cycle") + +Sinclair ZX Spectrum (1984, "Light Cycle") + + +* Others : + +LCD handheld game (1982) released by Tomy : Cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...) + +$end + +$info=troangel, +$bio + +Tropical Angel (c) 09/1983 Irem. + + +An abstract take on the 3d racing genre, Tropical Angel puts the player in control of a female water-skier who must dodge the many rocks that protude from the water while attempting to steer through a set number of gates - in the form of a pair of flags - before the time limit expires. The acceleration button needs to be held down all the time while the 'trick' button makes the water-skiing girl spin through one-eighty degrees and proceed to ski backwards. The player cannot steer while travelling backwards, but will earn bonus points for the duration of the trick. As the game progresses, small ramps, buoys and sharks come into play. The small ramps can be jumped to add to the player's score, although they're always in difficult to reach locations. The buoys are usually very close together, but skiing between them earns bonus points. Finally, the shark will appear from time-to-time, running into it means game over, regardless of how much time the player has left. + + +- TECHNICAL - + + +Irem M-57 hardware + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 272 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 (gaz button and trick button) + + +- TRIVIA - + + +This title was only available as conversion kit, there were no dedicated cabinets made. The kit for this title would install in any cabinet with a horizontal monitor. The kit was rather different in the fact that it supported both joysticks AND analog driving controls. The marquee to this game bore a photo of two cartoon water skiers being pulled behind a boat, one of which was in the process of falling down. + +$end + +$info=trucocl, +$bio + +Truco Clemente (c) 1991 Miky S.R.L. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : DAC (@ 3.072 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Only a few boards were made so Truco Clemente is a very rare game. + + +- STAFF - + + +Designed by : Caloi Miky + +Arts : Caloi Miky + +Graphics : Leonardo + +Montage : Tito + +Programs : Miguel + +$end + +$info=truco, +$bio + +Truco-Tron (c) 19?? Playtronic SRL. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 750 Khz) + +Sound Chips : DAC (@ 750 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 192 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=truxton, +$bio + +Truxton (c) 1988 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-013B + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito for manufacture ans distribution and to Romstar for US distribution. + + +This game is known in Japan as "Tatsujin" (translates from Japanese as 'Master'). + + +PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- SERIES - + + +1. Truxton (1988) + +2. Truxton II (1992) + + +- STAFF - + + +Music composed by : Masahiro Yuge + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1989) + +NEC PC Engine (1992) + +FM Towns Marty ("Tatsujin") + +$end + +$info=truxton2, +$bio + +Truxton II (c) 10/1992 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-024 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz), MSM6295 (@ 20.454 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.41 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Tatsujin Ou" (translates from Japanese as 'Master Ruler'). + + +- SERIES - + + +1. Truxton (1988) + +2. Truxton II (1992) + + +- STAFF - + + +Music composed by : Masahiro Yuge + + +- PORTS - + + +* Consoles : + +FM Towns Marty ("Tatsujin Ou") + +$end + +$info=tryout, +$bio + +Tryout - Pro baseball skill (c) 1985 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + +$end + +$info=tubep, +$bio + +Tube Panic (c) 01/1984 Nichibutsu / Fujitek. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 2.496 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.248 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16416 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=tubeit, +$bio + +Tube-It (c) 1993 Taito. + + +A very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over. + + +- TECHNICAL - + + +Taito L System hardware + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Cachat". + +$end + +$info=tugboat, +$bio + +Tugboat (c) 1982 ETM. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 2 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=tumblep,tumblepj,tumblepb,tumblep2, +$bio + +Tumble Pop (c) 11/1991 Data East. + + +- TECHNICAL - + + +Game ID : MAP + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), MSM6295 (@ 7.757 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +"Karnov" (Data East trademarks) appear one more time... + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992. + + +- UPDATES - + + +Bootlegs don't use the HuC6280 @ 4.0275 Mhz :-) + + +- STAFF - + + +Planner : Makoho Kikuchi + +Programmers : Hidemi Hamada, Kei Ichikawa, M. Sano + +Designers : Atsushi Takahashi, Ryohey Hirakata, Touma Arakawa, Sanomi Kiyota, Chie Kitahara, Oguri, Noriyuki Morita, Yasuko Kurohiji, Hiroshi Tada + +Sound : Tom Sato, Seila, Tatsuya Kiuchi (Mr.K) + +Hardware : T. Kanayama + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy + +$end + +$info=tunhunt,tunhuntc, +$bio + +Tunnel Hunt (c) 1979 Atari. + + +- TECHNICAL - + + +Game ID : 136000 + + +Main CPU : M6502 (@ 2 Mhz) + +Sound Chips : (2x) Pokey (@ 1.2096 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : stick + +Buttons : 2 + + +- TRIVIA - + + +Also Licensed to Centuri (1981). + + +Owen got the idea from the opening of the original 'Alien' movie during the landing sequence. + + +Originally called 'Tube Chase' as a vector game. Using the vector system from "Asteroids" and some software from "Night Driver", a prototype was created where you could fly down tunnels. However, He could not do hidden line removal, and all those lines got very confusing. A hardware engineer at Atari came up with an expensive hardware that drew ellipses. Owen re-wrote the game to use that. The game looked great. Multiple tunnels with splits and rotates. But it was too expensive. Then the hardware was changed to circles, but still too expensive. Then it was changed to rectangles. That was what finally shipped. But marketing felt just flying was not fun enough, so we added 'Star Wars'-like objects that flew down the tube at you and you had to shoot them. It was killed and brought back at least 3 or 4 times at Atari under the same name. It became 'Vertigo' when Exidy first took it, but they decided to pass on it when it did not test well at the arcades any more (at that time, it was only 3rd for 10 weeks!), and then finally 'Tunnel Hunt' at Centuri. + + +- STAFF - + + +Designed and programmed by : Owen Rubin + +Hardware by : Dave Sherman + +$end + +$info=turbo,turboa,turbob, +$bio + +Turbo (c) 10/1981 Sega. + + +This title is fairly simple in idea. You have to pass as many cars as possible before time runs out. If you pass enough cars (30 usually), you get to move on to the next level (although level is kind of a misnomer, as the game never really stops, you simply switch screens instantly to the new level). The only real problem with this game is the poor transitions between various screens. They simply happen instantly, one moment you are in a tunnel, and the next you are in the snow. This can mean an instant crash if you are too close to the edge when the road switches to a narrower section. You should begin the game with a lead foot, never let up on the gas. Crashing at the beginning will only hold you back a second or two while your car reforms. Once you finish the first stage (that is if you manage to finish), the game will count down all the cars you passed, and reset the timer. Now you should begin driving cautiously, as you can only crash once from this point on (a second crash will end the game). It is possible to rack up a few extra bonus cars from getting good scores, but it is very difficult. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Player : 1 + +Control : dial + +Buttons : 3 + + +- TRIVIA - + + +This was the first game ever to feature the now common semi-first person viewpoint (above and behind), that almost all modern racing games utilize (most previous racing games used a top-down perspective). The first thing many people think when playing Turbo is that it is just another "Pole Position" rip-off. That simply isn't true. Turbo came out before "Pole Position" :) + + +Turbo came in three different cabinet styles. The first (and most common), was an enclosed sit down cabinet. Less common were the two stand up variations (both a full sized model and a smaller cabaret version). The sitdown and full sized standup models both featured full top to bottom painted sideart of cars in action (while the cabaret version was simply labeled 'Turbo' on the side). All Turbo machines were controlled by a steering wheel (with full 360 degree rotation), gas pedal (optical), and a high/low shifter. These controls where of exceptional quality. The Sitdown and upright machines both used an Nanoa 20'' monitor (which was very resistant to burn in). The Turbo games also had a few innvovations in the general design of their dedicated cabinets. They had no top marquee, instead the monitor glass simply extended all the way to the top of the machine. Top scores were kept on a LED panel to the left of the screen (unfortunately these scores reset everytime you turn the game off). Turbo also used 3-channel audio (which was pratically unheard of in 1981). Standard stereo speakers behind the control panel played most of the sounds, while a huge 12'' subwoofer down by the coin box played the engine noises. Sadly the PCB boards in Turbo games were subject to a wide variety of failures (as where many of the other components). Making Turbo machines fairly rare today. + + +A Turbo unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and is featured prominently in the band Rainbow's 1982 video 'Death Alley Driver'. + + +MB (Milton Bradley) released a boardgame based on this videogame (same name) in 1983 : Players spin the spinner and move their cars along the track. Cars printed on spaces of the track block movement, so players can set up blockades in places to keep from being passed. First one across the finish line wins. + + +- STAFF - + + +Designed and programmed by : Steve Hanawa + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Mattel Intellivision (1983) + +$end + +$info=turbofrc, +$bio + +Turbo Force (c) 1991 Video System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 352 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 3 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The main character of the game appears as a secret character in "Aero Fighters 3". + +$end + +$info=toutrun,toutrun1,toutrun2, +$bio + +Turbo Out Run (c) 1989 Sega. + + +Turbo Out Run echews the 'forked-road' variable route gameplay of it's illustrious older brother, and instead opts for a standard set route approach. There are several new gameplay additions, however, which help to seperate TOR from the orginal game and give it its own identity. Firstly; there's the 'Turbo' of the title which is, obviously, a turbo boost that greatly increases the car's speed when engaged. It must be used sparingly, however, as overuse will cause the engine to overheat, rendering the turbo useless until such time as the engine has cooled. Weather effects are another new gameplay addition, with snow, rain etc. making driving conditions very tricky. One final new feature is the ability to upgrade your car at the end of each stage; this can be a turbo boost, new engine, better tires etc. + + +- TECHNICAL - + + +Game ID : 317-0118 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 12288 + + +Player : 1 + +Control : steering wheel + +Buttons : 2 + + +- TRIVIA - + + +The catchy music that plays during the 'car upgrade' section is the same music used in the upgrade section of Sega's "Hot Rod" game and also the shop section of their 1986 shoot-em-up, "Fantasy Zone". + + +Pony Canyon / Scitron released a limited-edition soundtrack record for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989. + + +- SERIES - + + +1. Out Run (1986) + +2. Out Run 3-D (1989, Sega Master System) + +3. Battle Out Run (1989, Sega Master System) + +4. Turbo Out Run (1989) + +5. Out Run Europa (1991, Sega Game Gear) + +6. Out Runners (1992) + +7. Out Run 2019 (1993, Sega Mega Drive) + +8. Out Run 2 (2003) + + +- STAFF - + + +Music composed by : Yas Takagi + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1992) + +FM Towns Marty + + +* Computers : + +Atari ST (1989) + +Commodore C64 (1989) + +Commodore Amiga (1989) + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +PC [MS-DOS] (1990) + +$end + +$info=turbotag, +$bio + +Turbo Tag (c) 1985 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 3 hardware + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : 68000 (@ 7.5 Mhz) + +Sound Chips : DAC (@ 7.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 480 x 480 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 68 + + +Player : 1 + +Control : paddle + +Buttons : 6 + + +- TRIVIA - + + +This game is a prototype and was never released. + + +The highscores table says 'TUR-BO-TAG-BY + game staff nickname' (See Staff section for more info). + + +- STAFF - + + +Programmed by : Steve Meyer (SMM) + +Graphic designed by : Scott Morrison (RSM) + +Sounds by : Novak (NOV) + +Designed by : Shannon Donnelly (MSD), Sam Palahnuk (SLP), Steve Radosh + +Support : Robert Patton (RHP) + +$end + +$info=tshoot, +$bio + +Turkey Shoot - The Day They Took Over (c) 07/1984 Williams. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 284 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 144 + + +Player : 1 + +Control : lightgun + +Buttons : 3 + + +- TRIVIA - + + +Approximately 450 units were produced. + + +- STAFF - + + +Game designed by : John R. Newcomer (JRN) + +Software by : Thomas N. Deaux (TND), Wayne P. Breivogel (WPB) + +Graphic art by : Chris L. Simmons (CLS), Jill Chittenden (JIL) + +$end + +$info=turpin, +$bio + +Turpin (c) 1981 Konami. + + +Turpin is your standard maze game (one of dozens released in the wake of "Pac-Man"), with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy bug (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released, but luckily a star will appear in the center of the screen to help you out. Grab this star to gain land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty. + + +- TECHNICAL - + + +Game ID : GX353 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin". + +$end + +$info=turtship, +$bio + +Turtle Ship (c) 1988 Philko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This Korean game is a hack of "Side Arms - Hyper Dyne" (Capcom), the Side Arms logo resides somewhere in the code. The font used in this game is also the standard Capcom font that appears in "Side Arms - Hyper Dyne", "1942", "Commando", etc... + + +- STAFF - + + +Director : Han Sang Ho + +Programmer : No Young Ho + +Graphic designers : Nam Han Hee, Jang Kye Sook, Kwak Woo Jong, Song Hae Jung + +Scenario & Music : Lee Jae Kun, Lee Jung Kyu + +Technical supporters : Park Hee Jang, Ryoo Sook Ja + +Board designers : Hong Jong Rim, Choi Seung Li + +$end + +$info=turtles, +$bio + +Turtles (c) 11/1981 Konami. + + +Turtles is your standard maze game (one of dozens released in the wake of "Pac-Man"), with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy bug (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released, but luckily a star will appear in the center of the screen to help you out. Grab this star to gain land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty. + + +- TECHNICAL - + + +Game ID : GX353 + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 106 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (12/1981), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin". + + +Turtles came in an upright cabinet. This game used the standard 'Stern' cabinet that most Stern titles used, sideart was often just a painted 'Stern' logo on these. The marquee, monitor bezel, and control panel overlay all feature delightful cartoon turtle graphics in a very distinct style. The control panel has a single ball-top 4-Way joystick mounted in the center, with bomb buttons way off to each side. + + +Entex Industries released a boardgame based on this videogame (same name) in 1982 : It's each player's goal to rescue as many cute little turtlettes as possible and bring'em safely back to the home pond. But watch out for the evil beetles 'cause they're out to getcha! + + +- PORTS - + + +* Consoles : + +Entex AdventureVision (1982) + +Emerson Arcadia 2001 + +G7000 Videopac + + +* Others : + +VFD handheld game (1982) released by Entex : Play against the computer, or head to head with another player. This game has a headphone jack, volume control, and a knob that will speed up the gameplay. Pretty cool features for an old 80's handheld game! + +$end + +$info=tutankhm,tutankst, +$bio + +Tutankham (c) 06/1982 Konami. + + +Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun... and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you... if you dare. + + +- TECHNICAL - + + +Game ID : GX350 + + +Main CPU : M6809 (@ 1.5 Mhz) + +Sound CPU : Z80 (@ 1.789772 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 30.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Also licensed to Stern for US manufacture and distribution (07/1982). + + +The game was originally to be called 'Tutankhamon'. However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from 'Tutankhamon' to make the title fit the screen width. + + +A Tutankham unit appears in the 1983 movie 'WarGames'. + + +- STAFF - + + +Programmed by : H. Tanigaki + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +Atari 2600 (1983) + +Mattel Intellivision (1983) + + +* Computers : + +Tandy (1983) + +Atari 800 (1983) + +Sinclair ZX Spectrum (1984) + + +* Others : + +LCD handheld game : released by Konami. + +VFD handheld game (1983) : released by Bandai. + +$end + +$info=quiztvqq, +$bio + +TV Gassyuukoku Quiz Q&Q (c) 1992 Dynax. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5.5 Mhz) + +Sound Chips : AY-3-8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 239 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Populace TV's Quiz Q&Q'. + +$end + +$info=twinbee, +$bio + +Twin Bee (c) 03/1985 Konami. + + +- TECHNICAL - + + +Game ID : GX412 + + +Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.789772 Mhz), 005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986. + + +- SERIES - + + +1. Twin Bee (1985) + +2. Detana!! Twin Bee (1991) + +3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995) + + +- STAFF - + + +Music by : Shigeru Fukutake, Yoshinori Sasaki + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +Nintendo Game Boy ("Twinbee Da!") + + +* Computers : + +MSX (1986) + +Sharp X68000 + +$end + +$info=tbyahhoo, +$bio + +Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (c) 1995 Konami. + + +- TECHNICAL - + + +Konami GX hardware + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Twin Bee Yahhoo! - Uproar In A Mysterious Land'. + + +The J-Pop song played in attract mode (make sure that get it via the dipswitches) is called 'Bokura no Suteki' and is sung by Mariko Kouda. Here are the Japanese lyrics : + +kanashimi no mori o, sama you kimi wa - + +futo sora o mite, uchuu o omou - + +ikutsumono ginga - + +IMEEJI shita, sono mune ni - + +umareru yuuki - + +yume o mite, aruki daseru no wa - + +bokura no SUTEKI sa, kimi to - + +mirai e yukou - + +soba ni ite, sasae au koto wa - + +inochi no SUTEKI no hitotsu - + +kodoku ni ochinaide. + + +King Records released a limited-edition soundtrack album for this game (Twin Bee Yahhoo! Original Game Soundtrack - KICA-7681) on 07/06/1995. + + +- SERIES - + + +1. Twin Bee (1985) + +2. Detana!! Twin Bee (1991) + +3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995, in "Detana Twinbee Yahho-! Deluxe Pack") + +$end + +$info=twinbrat, +$bio + +Twin Brats (c) 1995 Elettronica Video-Games. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 14.7456 Mhz) + +Sound Chips : MSM6295 (@ 7.102 Khz) + + +Screen orientation : Horizontal + +Video resolution : 352 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=twincobr,twincobu, +$bio + +Twin Cobra (c) 10/1987 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-011 + + +Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.88 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + +Licensed to Romstar for US distribution (11/1988). + + +This game is known in Japan as "Kyukyoku Tiger". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. + + +- UPDATES - + + +Difference between Twin Cobra and Kyukyoku Tiger : + +* T.C. supports two simultaneous players. + +* K.T. supports two players, but only one at a time. For this reason, it also supports Table Top cabinets. + +* T.C. stores 3 characters for high scores. + +* K.T. stores 6 characters for high scores. + +* T.C. heros are Red and Blue for player 1 and 2 respectively. + +* K.T. heros are grey for both players. + +* T.C. dead remains of ground tanks are circular. + +* K.T. dead remains of ground tanks always vary in shape. + +* T.C. continues new hero and continued game at current position. + +* K.T. continues new hero and continued game at predefined positions. + +* After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears. + +* K.T. Due to this difference in continue sequence, "Kyukyoku Tiger" is MUCH harder, challenging and nearly impossible to complete ! + + +- SERIES - + + +1. Twin Cobra (1987) + +2. Twin Cobra II (1995) + +3. Kyukyoku Tiger II Plus (1997, Sega Saturn) + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989) + +Sega Mega Drive (1991) + +Sony Playstation (1996, "Toaplan Shooting Battle 1") + +FM Towns Marty + + +* Computers : + +Commodore C64 (1988) + +$end + +$info=tcobra2,tcobra2u, +$bio + +Twin Cobra II (c) 1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Vertical + +Video resolution : 232 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Kyukyoku Tiger II". + + +- SERIES - + + +1. Twin Cobra (1987) + +2. Twin Cobra II (1995) + +3. Kyukyoku Tiger II Plus (1997, Sega Saturn) + +$end + +$info=twineagl, +$bio + +Twin Eagle - Revenge Joe's Brother (c) 1988 Seta. + + +- TECHNICAL - + + +Game ID : UA-2 + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also Licensed to Taito + + +Licensed to Romstar for US distribution. + + +- SERIES - + + +1. Twin Eagle - Revenge Joe's Brother (1988) + +2. Twin Eagle II - The Rescue Mission (1994) + + +- STAFF - + + +Produced by : Jun Fujimoto + +Game designed by : MTY, Yam + +Game programmed by : MTY + +Game sub programmed by : K. Nakanishi WLZ + +System programmed by : H. Kobayashi, K. Yoshii + +Graphic designed by : Sachiko + +Character designers : K. Sato, A. Kumura, M. Kasajima, M. Takeda + +Music direction : Goblin Sound + +Music composers : Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa + +Music performers : T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui + +Sound edited by : T. Suzuki, T. Hasegawa + +Allugataya system : T. Hasegawa, T. Suzuki, K. Okuda + +Game advised by : J. Narita + +Graphic editer designed by : M. Watanabe + +68K Chan : K. Ishikawa + +Board designed by : N. Nonaka + +Pcm 16 : K. Oiyama + +Vdc : T. Iwata, K. Oiyama + +Vrc : N. Nonaka + +Sound filter : Shyachou, M. Tanaka + +Eigiyou : T. Ishikawa, Y. Ota + +Jimu : T. Watanabe, T. Hiroi, K. Komura, M. Tanaka + +Koubai : M. Harada, M. Iwata + +Koumu : Y. Ikegai + +Seizou : A. Aranaga, T. Sasho, K. Tominaga + +Character model maked by : M. Takeda, K. Nakanishi WLZ, S. Tanaka + +$end + +$info=twineag2, +$bio + +Twin Eagle II - The Rescue Mission (c) 02/1994 Seta. + + +- TECHNICAL - + + +Seta SSV system + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- SERIES - + + +1. Twin Eagle - Revenge Joe's Brother (1988) + +2. Twin Eagle II - The Rescue Mission (1994) + + +- STAFF - + + +Programmers : Noboru Harada, Takashi Kitabayashi + +Graphics designers : Kohzoh Igarashi, Katutoshi Hiruta, Shingo Aoyama + +CG Designer : Yasuhiko Kikuchi + +Hardware engineer : Masahiro Yamaguchi + +Soundtrack : Opus Corp. + +Executive producer : Jun Fujimoto + +$end + +$info=twinfalc, +$bio + +Twin Falcons (c) 1989 Philko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Whizz". + +$end + +$info=twinhawk,twinhwku, +$bio + +Twin Hawk (c) 1989 Taito. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : B87 + +Taito X System hardware + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Developed by Toaplan. + + +This game is known in Japan as "Dai Senpuu". + + +- UPDATES - + + +There are several differences between Twin Hawk and its Japanese version "Dai Senpuu" : + +* Twin Hawk supports two simultaneous players. + +* Dai Senpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets. + +* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively. + +* In Dai Senpuu, the planes are green for both players. + +* In Twin Hawk, when you die, you continue the game at current position. + +* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete. + + +- STAFF - + + +Sound composer : Osamu Oota + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1990) + +$end + +$info=twinqix, +$bio + +Twin Qix (c) 01/1995 Taito. + + +- TECHNICAL - + + +Taito F3 System hardware + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.23805 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.97 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Qix (1981) + +2. Super Qix (1987) + +3. Twin Qix (1995) + + +- STAFF - + + +Project leader : Keppel Maekawa + +Software designer : Harumi. K + +Game designers : Tukasa Oshima, Takafumi Kaneko + +Character designer : Izumi Takemoto + +Graphic designer : Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan + +Sound : Nakayama Jotohei (Zuntata) + +Printing designer : Kumi Mizobe + +Hardware works : Takeshi Kinugasa + +$end + +$info=twinsqua, +$bio + +Twin Squash (c) 1991 Sega. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=twinspri, +$bio + +Twinkle Star Sprites (c) 01/1997 SNK / ADK. + + +A vertical shooter where you fight against other player like a puzzle game. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0224 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Twinkle Star Sprites - PCCB-00247) on 21/02/1997. + + +- TIPS AND TRICKS - + + +* Play As Sprites : At the character select screen, put the selector on Ran and press Up(x4), A. + + +* Play As Memory : At the character select screen, put the selector on Ran and press Down(x4), A. + + +* Play As Mevious : At the character select screen, put the selector on Griffon and press Up(x4), A. + + +* Play As Dark Ran : At the character select screen, put the selector on Griffon and press Down(x4), A. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +SNK Neo-Geo CD (1997) + +Sega Dreamcast (2000) + +$end + +$info=twins, +$bio + +Twins (c) 1994 Electronic Devices. + + +- TECHNICAL - + + +Main CPU : V30 (@ 8 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 200 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The music of this game is directly ripped from some Spanish Amstrad CPC games. 1st level music was taken from "Rock'n Roller" (Topo Soft). 2nd level music taken from "Clever & Smart II" (Animagic). 3rd level music taken from "Mad Mix Game" (Topo Soft). + + +The 1st gal also appears in the menu screen of another Spanish PC game : "Super Sextris" (Magic Studios). + +$end + +$info=twocrude, +$bio + +Two Crude (c) 04/1990 Data East. + + +In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics! + + +- TECHNICAL - + + +Game ID : MAB + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside US as "Crude Buster". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990. + + +- STAFF - + + +Game designer : Akira Ohtami + +Programmers : Takaaki Inowe, Souichi Akiyama + +Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto + +Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi + +Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka + +Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch) + +Hard : Masami Ohki + +Voices : Fred Young + +Advicer : Joe Kaminkow + +Project leader : Iwao Horita + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=twotiger,twotigra, +$bio + +Two Tigers (c) 07/1984 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 2 hardware + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Based on the novel 'Gus is my Co-Pilot'. + + +- UPDATES - + + +Two Tigers dedicated version has significantly different gameplay and stuff : + + +Two Tigers Dedicated : + +* Additional control 'speed'. + +* Steering controlled by a pot with an A/D converter. + +* Some stages occur at dusk, night, dawn and day. + +* No crashes involve parachuting escapes except in between stages. + +* Ships shoot from cannons. + +* No plane engine noise. + +* Background music was provided by a tape. + +* Dogfight involves protecting your aircraft carrier from sinking by the opponent. + +* Sea Level is close to ship. + +* Game Designers Names apear in attract mode. + +* Hero Table for Dogfight mode is shown in attract mode. + +* Cloud graphics are repetitive. + +* Ship has no wake. + + +Two Tigers : + +* No speed function. + +* Speed is constant. + +* Steering controlled by an optical encoder on a spinner. + +* Different interface locations. + +* Ship graphics vary. + +* All Stages occur during the day. + +* All crashes include pilot escape with parachute. + +* Ships shoot to crosshairs. + +* Player planes have background engine sound. + +* Different high score music. + +* Dogfight involves shooting down the opponent's aircraft and avoiding the crosshairs. + +* Sea level is halfway up the screen,. + +* Only Bally / Midway appears in attract mode. + +* There is no Hero table for Dogfight mode. + +* Cloud graphics have middle line mirrored horizontally for better appearance. + +* Ships have a wake. + + +- STAFF - + + +Designed by : Ron Halliburton + +Software : Tim Gilbert + +Graphics : R. Berrios + +Production : M. Gardaphe + +$end + +$info=tylz, +$bio + +TYLZ (c) 1984 Mylstar Electornics. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : DAC (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a very rare unreleased prototype. Only 5 PCBs were produced. + + +- STAFF - + + +Programming : Chris Krubel + +Video Graphics : Jeff Lee + +$end + +$info=typhoon, +$bio + +Typhoon (c) 1987 Konami. + + +Take control of a powerful helicopter and blast enemy strongholds in this superb shooter from the good folks at Konami. Ajax features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shoot'em up enthusiast! + + +- TECHNICAL - + + +Game ID : GX770 + + +Main CPU : KONAMI (@ 3 Mhz), M6809 (@ 3 Mhz), Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) 007232 (@ 3.579545 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Ajax". + + +Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988. + + +- UPDATES - + + +The stage order is different between Typhoon and "Ajax". + + +- STAFF - + + +Producer : K. Hiroshita + +Director : S. Okamoto + +Programmers : S. Fujiwara, Gen. S + +2D designer : N. Sugita + +3D designer : N. Ishii + +Title designer : Dr. Hide + +Character designer : K. Nakamura + +Sound : Y. Uno, Motoaki Furukawa + +Hardware : H. Ueno, K. Ban + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Commodore C64 (1988) + +Amstrad CPC (1988) + +$end + +$info=earthjkr, +$bio + +U.N. Defense Force - Earth Joker (c) 1993 Visco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Producer : Tetsuo Akiyama + +Assistant producer : Keisuke Usami + +Director : Don Gabacyo + +Programmers : IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J + +Character designers : K. Takahashi, T. Takahashi + +Music composers : K. Fukumori, Space Creative + +$end + +$info=unsquad, +$bio + +U.N. Squadron (c) 08/1989 Capcom. + + +A horizontally scrolling shoot'em up game. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 6 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Area 88". + + +U.N. Squadron is based on the Japanese manga 'Area 88'. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989. + + +- TIPS AND TRICKS - + + + * More Money : If you start a 2 player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars). + + +* Various Little Ending Animations : At the ending screen (Presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered... + + +Mission 3, Forest Fortress : + +Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress. + +Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. + + +Mission 4, The Carrier : + +Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear. + + +Mission 5, Bomber called Bayson : + +Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife. + + +Mission 6, Missile Launcher : + +Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear. + + +Mission 8, Battleship called Minks : + +Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water. + +Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. + + +Mission 9, The Arsenal : + +Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides. + + +- SERIES - + + +1. U.N. Squadron (1989) + +2. Carrier Air Wing (1990) + + +- STAFF - + + +Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo) + +Direction : Kihaji Okamoto + +Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana + +Music composer : Chan Chakorin + +Hard design : Kucchan + +Programmers : Blbon, Takako + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + + +* Computers : + +Amstrad CPC (1990) + +Atari ST (1990) + +Sinclair ZX Spectrum (1990) + +Commodore C64 + +Commodore Amiga + +$end + +$info=usclssic, +$bio + +U.S. Classic (c) 03/1989 Seta. + + +- TECHNICAL - + + +Game ID : UE + + +Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Button : 1 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + +Also licensed to Taito. + +$end + +$info=cawingj, +$bio + +U.S. Navy (c) 10/1990 Capcom. + + +This is a side-scrolling shoot'em up with power-ups and special weapons. You can buy the special weapons and things like energy and shields at the beginning of a stage. You gain money by shooting enemies. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 12 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Carrier Air Wing". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991. + + +- UPDATES - + + +The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese version of the game (U.S. Navy) than in the American version ("Carrier Air Wing"). + + +- TIPS AND TRICKS - + + +* Real Ending : beat the game in one credit. + + +* Secrets items : + + +Mission 2 : + +White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot. + + +Mission 3 : + +Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb. + +Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on). + +Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier. + + +Mission 6 : + +Snowman (4,000 pts) - Shoot at the base of the 4th iceberg. + + +Mission 7 : + +Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano. + + +Mission 8 : + +Mech with a flag (20,000 pts) - Release a bomb behind the second house. + + +Mission 9 : + +Red Mech (10,000 pts) - Shoot at the base of the fortress wall. + +Yashichi - Destroy the red turret located on a footbridge. + + +Mission 10 : + +Yashichi - Destroy the red turret located at the top of the engines. + + +- SERIES - + + +1. Area 88 (1989) + +2. U.S. Navy (1990) + +$end + +$info=ufosensi, +$bio + +Ufo Senshi Youko-Chan (c) 1988 Sega. + + +- TECHNICAL - + + +Sega System 2 hardware + +Game ID : 834-6659 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Extraterrestrial Soldier Youko-chan'. + +$end + +$info=ssideki4, +$bio + +The Ultimate 11 - SNK Football Championship (c) 10/1996 SNK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0215 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Tokuten Ou - Honoo no Libero" (translates from Japanese as 'Top Scorer - Flame of Libero'). + + +- SERIES - + + +1. Super Sidekicks (1992) + +2. Super Sidekicks 2 - The World Championship (1994) + +3. Super Sidekicks 3 - The Next Glory (1995) + +4. The Ultimate 11 - Snk Football Championship (1996) + +5. NeoGeo Cup '98 - The Road to the Victory (1998) + + +- STAFF - + + +Cast : Mr.Rod, Kuwayan., Bug Stopper, I. Etsuko, Tsubo-Tsubo, Hiroto, YNY with Catbrow + +Camera : Kentarou + +Light-1 : Hiroto + +Light-2 : Lemon Angeler + +Chief Director : RC-31Kai + +Planners : Y. Romario, I. Etsuko, Galmaster Yanya + +Programmers : CC8WRX, Toppo George + +Sound-Music : Tate Norio, Miki + +Art director : Newsea + +Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako + +Sponsor : Akai + +Executive producer : Takashi Nishiyama + +Music composer : Chan Chakorin + +Hard designer : Kucchan + +Programmers : Blbon, Takako + +$end + +$info=uecology, +$bio + +Ultimate Ecology (c) 12/1993 Capcom. + + +An environmental friendly shoot'em up? In this highly creative shooter, you must battle a ruthless mega corporation who is polluting the planet. Stop them before it's too late! Features nice graphics and interesting game mechanics. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known outside Japan as "Eco Fighters". + + +Shinseisha / Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994. + + +- STAFF - + + +Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka + +Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon + +Programmers : Yuuka, A.Komorini, Tilde.Kaw, Commander Guchi, Some-P + +Sound designers : Toshio Kajino, Hiroaki Kondo + +Music composer : Syun Nishigaki (SYUN) + +Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa + +Planners : Meshi, Konou, Etos + +Producer : Yokamoto + +Original planners : Mori Keisuke + +$end + +$info=umk3,umk3r11,umk3r10, +$bio + +Ultimate Mortal Kombat 3 (c) 1994 Midway. + + +An update of "Mortal Kombat 3" featuring lots of additions and other little goodies (See Updates section (Rev. 1.0)). + + +- TECHNICAL - + + +Midway Wolf Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters. + + +- UPDATES - + + +This game is the same as "Mortal Kombat 3 except for the inclusion of : + + +REV. 1.0 : + +* Jade, Kitana, Milenna, Scorpion, Reptile, Ermac, Classic Sub, Rain, Noob Saibot, Human Smoke are all added. + +* Hell, The Desert, The Cavern, The Waterfront stages added. + +* Computer intelligence increased. + +* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added. + +* Jump in Combo starters added. + +* Can uppercut through Scorpion's Lair to The Cavern. + +* Bank stage removed. + +* 2nd Master Added. + +* Endurance Rounds Added in Master and 2nd Master. + +* Pit Fatal in Hell added (and all its accompanying secrets). + +* Classic Sub-Zero's Fats added. + +* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone. + + +REV. 1.1 : + +* Supreme Demonstration icon selectable only through the 8-man tournament. + + +REV. 1.2 : + +* CPU Pattern Fixed. + +* Bugs fixed. + +* More Kombat Kodes. + + +- TIPS AND TRICKS - + + +* Random Select : Up+Start on your side (Player One on Kitana and Player Two on Scorpion). + + +* Play As Human Smoke : Select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left). + + +* Play As Noob Saibot (Note : This can only be enabled on WaveNet machines) : Play against a human opponent. Select Kano then hold Back+LP+LK+HP+BL until the match begins. + + +* Ultimate Kombat Kodes : The Ultimate Kombat Codes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (player one side) HP LP BL LK HK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries : + +Play as Mileena - 22264-22264 + +Play as Ermac - 12344-44321 + +Play as Classic Subzero - 81835-81835 + + +* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry... + + +The Stages : + +002-003 - River Kombat + +004-700 - Kahn's Kave + +050-050 - Noob Saibot Dorfen + +077-022 - The Bridge + +079-035 - Street + +091-190 - Bell Tower + +123-901 - Soul Chamber + +330-033 - Jade's Desert + +343-343 - Rooftop + +600-040 - Kombat Temple + +666-333 - The Graveyard + +666-444 - Scorpion's Lair + +820-028 - The Pit 3 + +880-088 - Subway + +880-220 - Kahn's Tower + +933-933 - Scislac Busorez (Blue Portal) + + +Messages : + +004-400 - Whacha Gun Do ? - E.B. + +010-010 - Throwing Encouraged + +122-221 - Skunky!! - E.F. + +123-926 - There Is No Knowledge That Is Not Power + +282-282 - No Fear = EB Button, Skydive, Max Countdown + +448-844 - Don't Jump At Me - MXV + +550-550 - See The Mortal Kombat Live Tour + +717-313 - Rain Can Be Found In The Graveyard + +987-666 - Hold Flippers During Casino Run + +999-999 - Revision x.x + + +Handicaps : + +033-000 - Player 1 Half Power + +000-033 - Player 2 Half Power + +707-000 - Player 1 Quarter Power + +000-707 - Player 2 Quarter Power + +020-020 - Blocking Disabled + +044-440 - Unikoriv Referri: Sans Power + +100-100 - Throwing Disabled + + +Different Kombats : + +300-300 - Silent Kombat + +444-444 - Randper Kombat + +460-460 - Randper Kombat + +688-422 - Dark Kombat + +985-125 - Psycho Kombat + + +Winner of this round battles : + +033-564 - Shao Khan + +205-205 - Smoke + +769-342 - Noob Saibot + +969-141 - Motaro + + +4 Player 2 on 2 Kombat : + +227-227 - Explosive Kombat + +022-220 - Explosive Kombat/ Throwing Disabled + + +Other Codes : + +466-466 - Unlimited Run + +642-468 - You Are Entering The Land Of Rellim (Play "Galaga") + +788-322 - Fast Uppercut Recovery Enabled + +987-123 - No Powerbars + + +* Double stage (If a character is uppercutted, they will fly up to the other stage) : + +Scorpion's Lair => Kahn's Kave + +Subway => Street + +Bank => Rooftop + +Soul Chamber => Kahn's Tower + + +* Fatality - CLASSIC SUB-ZERO + +1. (close) Down(x3), Forward, HP - Black screen (Censured) + +2. ??? + + +* Fatality - CYRAX + +1. (anywhere) Hold Block, Down(x2), Up, Down, Release Block, HP - Helichopper + +2. (close) Hold Block, Down(x2), Forward, Up, Release Block, Run - Self Destruct + + +* Fatality - ERMAC + +1. (close) Run, Block, Run(x2), HK - Uppercut Decapitation + +2. (sweep) Hold Block, Down, Up, Release Block, Down(x3), Block - Telekinetic Massacre + + +* Fatality - HUMAN SMOKE + +1. (close) Run, Block, Run(x2), HK - Uppercut Decapitation + +2. ??? + + +* Fatality - JADE + +1. (close) Run(x3), Block, Run - Staff Impale + +2. (close) Hold Block, Up(x2), Release Block, Down, Forward, HP - Stomach Shaker + + +* Fatality - JAX + +1. (close) Hold Block, Up, Down, Forward, Up, Release Block - Arm Blades + +2. (far) Run, Block, Run(x2), LK - Giant Stomp + + +* Fatality - KABAL + +1. (sweep) Down(x2), Back, Forward, Block - Head Inflation + +2. (close) Run, Block(x3), HK - Soul Scream + + +* Fatality - KANO + +1. (close) hold LP, Forward, Down(x2), Forward, release LP - Skeleton Pull + +2. (sweep) LP, Block(x2), HK - Eye Laser + + +* Fatality - KITANA + +1. (close) Run(x2), Block(x2), LK - Kiss of Death + +2. (close) Back, Down, Forward(x2), HK - Fan Decapitation + + +* Fatality - KUNG LAO + +1. (anywhere) Run, Block, Run, Block, Down - Spin of Death + +2. (sweep) Forward(x2), Back, Down, HP - Hat Boomerang + + +* Fatality - LIU KANG + +1. (anywhere) Forward(x2), Down(x2), LK - Flame Engulf + +2. (anywhere) Hold Block, Up, Down, Up(x2), Release Block, Block+Run - MK1 Cabinet Drop + + +* Fatality - MILEENA + +1. (close) Down, Forward, Down, Forward, LP - Man Eater + +2. (far) Back(x3), Forward, LK - Nail Spit + + +* Fatality - NIGHTWOLF + +1. (one step back) Up(x2), Back, Forward, Block - Enlightenment + +2. (jump distance) Back(x2), Down, HP - Lightning Hatchet + + +* Fatality - REPTILE + +1. (jump distance) Back, Forward, Down, Block - Body Snack + +2. (sweep) Hold Block, Forward(x2), Up(x2), Release Block, HK - Acid Puke + + +* Fatality - SCORPION + +1. (jump distance) Hold Block, Down(x2), Up, Release Block, HK - Toasty!! + +2. (close) Hold Block, Forward(x2), Down, Up, Release Block, Run - Hell Raiser + + +* Fatality - SEKTOR + +1. (sweep) LP, Run(x2), Block - Compactor + +2. (less jump distance) Forward(x3), Back, Block - Flame Thrower + + +* Fatality - SHANG TSUNG + +1. (close) hold LP, Down, Forward(x2), Down, release LP - Spike Slam + +2. (close) hold LP, Run, Block, Run, Block, release LP - Soul Steal + + +* Fatality - SHEEVA + +1. (close) Forward, Down(x2), Forward, LP - Ground Pound + +2. (close) hold HK, Back, Forward(x2), release HK - Skinner + + +* Fatality - SINDEL + +1. (close) Run, Block(x2), Run+Block - Death Shriek + +2. (sweep) Run(x2), Block, Run, Block - Hair Spin + + +* Fatality - SMOKE + +1. (far) Hold Block, Up(x2), Release Block, Forward, Down - Earth Bomb + +2. (sweep) hold Run+Block, Down(x2), Forward, Up - Throat Bomb + + +* Fatality - SONYA BLADE + +1. (anywhere) Back, Forward, Down(x2), Run - Kiss of Death + +2. (far) hold Run+Block, Up(x2), Back, Down - Purple Haze + + +* Fatality - STRYKER + +1. (close) Down, Forward, Down, Forward, Block - Bomb + +2. (far) Forward(x3), LK - Tazer + + +* Fatality - SUB-ZERO + +1. (close) Block(x2), Run, Block, Run - Body Breaker + +2. (sweep) Back(x2), Down, Back, Run - Ice Breath + + +* Fatality - STAGE : + +1) Bell Tower - the opponent falls seven stories onto a bed of spikes. + +2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train. + +3) The Pit III - the opponent is knocked of into rotating blades and cut apart. + +4) Scorpion's Lair - the opponent is knocked into a pool of lava. + +CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP + +CYRAX : Run, Block, Run + +ERMAC : Run(x4), LK + +HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP + +JADE : Back, Forward, Down, Run + +JAX : Down, Forward, Down, LP + +KABAL : Block(x2), HK + +KANO : Hold Block, Up(x2), Back, Release Block, LK + +KITANA : Forward, Down(x2), LK + +KUNG LAO : Down(x2), Forward(x2), LK + +LIU KANG : Run, Block(x2), LK + +MILEENA : Down(x3), LP + +NIGHTWOLF : Run(x2), Block + +REPTILE : Run, Block, Run, Block(x2) + +SCORPION : Forward, Hold Block, Up(x2), Release Block, LP + +SEKTOR : Run(x3), Down + +SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP + +SHEEVA : Down, Forward, Down, Forward, LP + +SINDEL : Down(x3), LP + +SMOKE : Forward(x2), Down, LK + +SONYA BLADE : Forward(x2), Down, HP + +STRYKER : hold Block, Forward, Up(x2), Release Block, HK + +SUB-ZERO : Back, Down, Forward(x2), HK + + +* CRISPY : After the fatality stage 'Scorpions's Lair' : + +Hold both HP buttons (Dan Forden voice) + +Hold both Run buttons (Shao Kahn voice) + +Hold both HP+Run buttons (Dan Forden + Shao Kanh voice) + + +* Finish him - Mercy : (Anywhere) Hold Run, Down (x2) + + +* Finish him - Animality (After Mercy) : + +CLASSIC SUB-ZERO : ??? + +CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Shark + +ERMAC : ??? + +HUMAN SMOKE : ??? + +JADE : (close) Forward, Down, Forward(x2), LK - Cat + +JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Lion + +KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Rhino Bones + +KANO : (close) hold HP, Block(x3) release HP - Spider + +KITANA : (one step back) Down(x4), Run - Rabbit + +KUNG LAO : (close) Run(x4), Block - Leopard + +LIU KANG : (one step back) Down(x2), Up - Dragon + +MILEENA : (close) Forward, Down(x2), Forward, HK - Skunk + +NIGHTWOLF : (close) Forward(x2), Down(x2) - Wolf + +REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Chimpanzee + +SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Penguin + +SEKTOR : (close) Forward(x2), Down, Up - Bat + +SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Snake + +SHEEVA : (close) Run, Block(x3) - Scorpion + +SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Wasp + +SMOKE : (far) Down, Forward(x2), Block - Bull + +SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Hawk + +STRYKER : (one step back) Run(x3), Block - T.Rex + +SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Polar Bear + + +* Finish him - Friendship (don't use Block during the last round) : + +CLASSIC SUB-ZERO : ??? + +CYRAX : Run(x3), Up - Dance + +ERMAC : ??? + +HUMAN SMOKE : ??? + +JADE : Back, Down, Back(x2), HK - Pogo Stick + +JAX : LK, Run(x2), LK - Jump Rope + +KABAL : (past sweep) Run, LK, Run(x2), Up - Marshmallow Roast + +KANO : LK, Run(x2), HK - Bubble Gum + +KITANA : Down, Back, Forward(x2), LP - Bubbles + +KUNG LAO : (past sweep) Run, LP, Run, LK - Hat Frisbee + +LIU KANG : Run(x3), Down+Run - Dragon Shadow Puppet + +MILEENA : Down(x2), Back, Forward, HP - Pretty + +NIGHTWOLF : (past sweep) Run(x3), Down - Raiden Morph, MK2 Drop + +REPTILE : (close) Down, Forward(x2), Back, HK - Reptile In The Box + +SCORPION : (close) Back, Forward(x2), Back, LK - Skull In The Box + +SEKTOR : (half screen) Run(x4), Down - Ring the Bell + +SHANG TSUNG : LK, Run(x2), Down - Joust + +SHEEVA : Forward(x2), Down, Forward, HP - Plate Spin + +SINDEL : Run(x5), Up - Field Goal + +SMOKE : (far) Run(x3), HK - Horn + +SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Flowers + +STRYKER : LP, Run(x2), LP - Crossing Guard + +SUB-ZERO : LK, Run(x2), Up - Snowman + + +* Finish him - Babality (don't use Block during the last round) : + +CLASSIC SUB-ZERO : ??? + +CYRAX : Forward(x2), Back, HP + +ERMAC : ??? + +HUMAN SMOKE : Down, Back(x2), Forward, HP + +JADE : Down(x2), Forward, Down, HK + +JAX : Down(x3), LK + +KABAL : Run(x2), LK + +KANO : Forward(x2), Down(x2), LK + +KITANA : Forward(x2), Down, Forward, HK + +KUNG LAO : Down, Forward(x2), HP + +LIU KANG : Down(x3), HK + +MILEENA : Down(x2), Forward(x2), HP + +NIGHTWOLF : Forward, Back, Forward, Back, LP + +REPTILE : Forward(x2), Back, Down, LK + +SCORPION : Down, Back(x2), Forward, HP + +SEKTOR : Back, Down(x3), HK + +SHANG TSUNG : Run(x3), LK + +SHEEVA : Down(x3), Back, HK + +SINDEL : Run(x3), Up + +SMOKE : Down(x2), Back(x2), HK + +SONYA BLADE : Down(x2), Forward, LK + +STRYKER : Down, Forward(x2), Back, HP + +SUB-ZERO : Down, Back(x2), HK + + +* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons... + +Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12) + +01) MK Dragon : Tournament Outcome + +02) MK Logo : Rellim Ohcanep (Play Galaga) + +03) Yin-Yang : Battle width ERMAC + +04) Number three : Battle width NOOB SAIBOT + +05) Question Mark : Random select + +06) Lightning Bolt : Fatality Demonstration One + +07) Goro : Fatality Demonstration Two + +08) Raiden : Fatality Demonstration Three + +09) Shao Kahn : NOOB SAIBOT / ERMAC endurance + +10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke) + +11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena) + +12) Question Mark : Supreme Demonstration + + +Hidden treasures : Fatality Demonstration Four and Five, another ? + + +- SERIES - + + +1. Mortal Kombat (1992) + +2. Mortal Kombat II (1993) + +3. Mortal Kombat 3 (1994) + +4. Ultimate Mortal Kombat 3 (1994) + +5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) + +6. Mortal Kombat 4 (1997) + +7. Mortal Kombat Gold (1997, Sega Dreamcast) + +8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) + +9. Mortal Kombat - Deception / Mortal Kombat - Mystification (2004, Microsoft XBOX, Sony PlayStation 2) + + +- STAFF - + + +* Cast : + +Kitana, Mileena : Becky Gable + +Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk + +Sonya Blade : Kerri Hoskins + +Jax : John Parrish + +Nightwolf, Sektor, Cyrax, Smoke : Sal Divita + +Jade : Becky Gable + +Kano : Richard Divizio + +Sindel : Lia Montelongo + +Kurtis Stryker : Michael O'Brien + +Kung Lao : Tony Marquez + +Kabal : Richard Divizio + +Sheeva : A Clay Model + +Liu Kang : Eddie Wong + +Shao Kahn : Brian Glynn, Steve Ritchie (voice) + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Sega Mega Drive (1995) + +Sega Saturn (1996) + +$end + +$info=ultennis, +$bio + +Ultimate Tennis (c) 1993 Art & Magic. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12.5 Mhz), TMS34010 (@ 5 Mhz) + +Sound Chips : MSM6295 (@ 8.08 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 50.27 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Art and Magic were a group of coders and artists who had cut their teeth making various demos for the Amiga platform. Eventually they were approached by a hardware manufacturer, who wished to recruit them to make good quality games. Ultimate Tennis was their first, as they were still trying to adapt to their new platform, digitised sprites (all pallette swaps of the same footage) were used as a proof of concept - later the artists would develop their caracature style to make cel-animated sprites. Approximately 5,000 units were produced. + + +Although their last official arcade game was released in 1998, the Art and Magic brand still continues making gambling games. + + +- STAFF - + + +Artwork : Franck Sauer, Iwan Scheer + +Software : Yann Robert, Yves Grolet + +Music : Franck Sauer, Christian Dutilleux + +Starring : Eric Dardenne + +Hardware designer : Deltatec + +Manufacturing : Deltatec + +$end + +$info=uballoon, +$bio + +Ultra Balloon (c) 1996 SunA. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz), Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=ultramhm, +$bio + +Ultra Maru-hi Mahjong (c) 1993 Apple. + + +Mahjong against girls! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ultra Secret Mahjong'. + +$end + +$info=ultratnk, +$bio + +Ultra Tank (c) 02/1978 Atari. + + +- TECHNICAL - + + +Game ID : 009801 + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : Discrete (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +- SERIES - + + +1. Tank (1974) + +2. Tank II (1974) + +3. Tank III (1975) + +4. Tank 8 (1976) + +5. Ultra Tank (1978) + + +- STAFF - + + +Designed and programmed by : Mike Albaugh + +$end + +$info=utoukond, +$bio + +Ultra Toukon Densetsu (c) 1993 Banpresto. + + +Horizontal beat'em up featuring, in SD (Super Deformed), Ultraman and his comrades who fight evil monsters. + + +- TECHNICAL - + + +Game ID : BP931 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz), YM2612 (@ 6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ultra Fighting Spirit Legend'. + + +Based on the sentai series "Ultraman" of Tsuburaya productions. + + +- STAFF - + + +Producer : Toshifumi Kawashima + +Game designer : Momonga. Ogawa + +Programmer : S. Yagawa + +Character designer : General. W + +Screen designer : K. Nakajima + +Object designers : Shinsuke Yamakawa, Satoshi. Ono, K. Kitajima, Aya. Kanagawa + +Sound creater : N. Shioda + +$end + +$info=ultrax, +$bio + +Ultra X Weapons (c) 01/1995 Banpresto. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in China as "Ultra Keibitai" (translates as 'Ultra Guards'). + + +Developed by Seta and produced by Banpresto. + + +- STAFF - + + +Planner : Takehiko Hoashi + +Programmer : Noboru Harada + +CG designer : Yasuhiko Kikuchi + +Graphic designers : Kohzoh Igarashi, Shingo Aoyama + +Hardware engineer : Masahiro Yamaguchi + +Video chip designer : Kenji Oiyama + +Sound : Opus Corp. + +Music : Masanao Akahori + +Sound effects : Jun Enoki, Satoshi Ohta + +Supervisor : Tsuburaya Pro., Hiroshi Funai + +$end + +$info=ultraman, +$bio + +Ultraman - Kuusou Tokusatsu Series (c) 1991 Banpresto / Bandai. + + +A one-on-one fighting game based on the Japanese series by Tsuburaya Productions. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Fantasy Special Effects Series'. + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1991) + +Sega Mega Drive (1992) + +Bandai WonderSwan (2001) + +Nintendo Game Boy + +$end + +$info=umanclub, +$bio + +Ultraman Club - Tatakae! Ultraman Kyoudai!! (c) 1992 Banpresto. + + +- TECHNICAL - + + +Game ID : BP922 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Fight! Ultraman Brothers!'. + +$end + +$info=pc_ftqst, +$bio + +Uncle Fester's Quest - The Addams Family (c) 1989 Sunsoft. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : EQ + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- TIPS AND TRICKS - + + +* No Sound : Quickly press Select twice to pause and unpause the game and the sound will be gone. To turn on the sound you have to run into a wall and then pause and unpause the game. + +$end + +$info=undrfire,undrfiru,undrfirj, +$bio + +Under Fire (c) 1993 Taito. + + +- TECHNICAL - + + +Game ID : D67 + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound CPU : 68000 (@ 16 Mhz) + +Sound Chips : ES5505 (@ 15.238 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : lightgun + +Buttons : 3 + + +- TRIVIA - + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.5 - ZTTL-0036) on 20/02/1999. + + +- STAFF - + + +Producers : Hisao Shimizu, Ichiro Fujisue + +Directed by : Naomitsu Abe + +Screenplay by : Yosuke Tsuda + +Programmers : Masaki Yagi (Ymot Yagi), Iromust TMR, TKHC-1, NOB + +Characters creators : Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yosuke Tsuda + +Hardware designers : Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp. + +Mechanical coordinators : Jun Hishiyama + + +* Cast : Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yosuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue + +$end + +$info=uccops,uccopsj, +$bio + +Undercover Cops (c) 07/1992 Irem. + + +The three Streetsweepers are assigned to take out the large gang that has been terrorizing the city. Very unconventional characters and lots of HUGE weapons to pick up. + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The Police 'car' at the end of Undercover Cops looks (and acts) just like "Moon Patrol", which is also from Irem. + + +On the small red TV items, you can see that they have a picture of the boss from Stage 1 of "R-Type"! + + +- UPDATES - + + +The Japanese version has different music. + + +- STAFF - + + +Creator : Meeher + +Designers : Akio, Susumu, Kozo, Nob + +Programmers : Teroling, Danger Nao + +Sound : Hiya! + +Character voices : Nukegara, Muttershi, Fuku Chan, Kiki + +American staff : Steve, Drew, Max + +Publicity staff : S. Sakomizu + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Nintendo Game Boy + +$end + +$info=undoukai, +$bio + +The Undoukai (c) 1984 Taito. + + +- TECHNICAL - + + +Game ID : A17 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'The Athletic Meet'. + + +This game is known outside Japan as "Field Day". + + +- STAFF - + + +Game programmer : Hiroshi Kawakami (H.K) + +Game control : Ichiro Fujisue (I.F) + +Sound programmer : Tukasa Nakamura + +$end + +$info=uniwars, +$bio + +UniWar S (c) 10/1980 Irem. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in Japan as "Ginga Teikoku no Gyakushuu". + + +Two bootleg of this game are known as "Space Battle" and "Sky Raiders". + +$end + +$info=untoucha, +$bio + +Untouchable (c) 08/1987 Dynax. + + +- TECHNICAL - + + +Game ID : 08 + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +$end + +$info=uopoko, +$bio + +Uo Poko - Lots of Fish (c) 02/1998 Cave. + + +- TECHNICAL - + + +Game ID : CV02 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YMZ280B (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.55 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Jaleco. + + +- SERIES - + + +1. Uo Poko - Lots of Fish (1998) + +2. Himitsu no Hana Poko + + +- STAFF - + + +Sound composer : Ryuichi Yabuki + +$end + +$info=upndown,upndownu, +$bio + +Up'n Down (c) 09/1983 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TIPS AND TRICKS - + + +* Pengo : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board. + + +- STAFF - + + +Staff : Yoji Ishii (ICI), (T.N), (SHO), (R.T), (H.N), (TAK), (H.K), (STO), (KIP) + +Security by : Masatoshi Mizunaga (MI.) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Colecovision (1984) + +Sega Saturn (1997, "Sega Memorial Selection Vol.1") + + +* Computers : + +Atari 800 (1984) + +Commodore C64 (1985) + +Apple II + +$end + +$info=urashima, +$bio + +Urashima Mahjong (c) 1989 UPL. + + +- TECHNICAL - + + +Game ID : UPL-89052 + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 2 + +$end + +$info=mustang,mustangs,mustangb, +$bio + +US AAF Mustang (c) 05/1990 UPL. + + +- TECHNICAL - + + +Game ID : UPL-90058 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Seoul Trading. + + +- UPDATES - + + +The bootleg version use the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =). + + +- TIPS AND TRICKS - + + +* Secret message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 14 times on player1 side. The release date will appear. + +$end + +$info=usvsthem, +$bio + +Us vs Them (c) 06/1984 Mylstar Electronics. + + +- TECHNICAL - + + +Game ID : GV-126 + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Easter Egg : This easter egg allows you to watch the whole disc from start to finish. To do this you must hold the Trigger button in while inserting your coins. + + +- STAFF - + + +Programmers : Warren Davis, Dennis Nordman, Dave Fraust, Rich Tracy + +Video graphics by : Jeff Lee + +Video footage by : Warren Davis, Dennis Nordman + +Music by : Dave Zabriskie + +Sounds by : Graig Beierwaltes + +Cabinet graphics : Larry Day + +Hardware by : Dave Pfeiffer + +$end + +$info=vgoalsoc,vgoalsca, +$bio + +V Goal Soccer (c) 199? Tecmo. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + +$end + +$info=vball,vball2pj, +$bio + +V'Ball - U.S.Championship (c) 12/1988 Technos. + + +- TECHNICAL - + + +Game ID : TA-0025 + + +Main CPU : M6502 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1989, US : "Super Spike V'Ball", Japan : "US Championship V'Ball") + +$end + +$info=vfive, +$bio + +V-Five (c) 12/1992 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-027 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM2151 (@ 3.375 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 59.41 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Grind Stormer". + + +This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc, came about. + + +- UPDATES - + + +"Grind Stormer" seems to be different in the way that you pick up the items directly and don't go through the power-up bar. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Director : K. Takano + +Programmers : C. Hayasato, T. Ikeda + +Graphic designers : Y. Naora, M. Yamaguchi + +Sound director : Masahiro Yuge + +$end + +$info=vliner,vlinero, +$bio + +V-Liner (c) 2001 Dyna / BreezaSoft. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 4 + +$end + +$info=vformula, +$bio + +V.F. - Virtua Formula (c) 1993 Sega. + + +This was the full size formula one car version of "Virtua Racing". + + +- TECHNICAL - + + +Sega Model 1 hardware + + +Main CPU : V60 (@ 1.333333 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +Uses an additional Model 1 board to power the commentator screen, including your very own 3D announcer 'Virt McPolygon' :) + + +- TRIVIA - + + +Each seat loads the CCD camera to show the players' expression to broadcast the live of the race. + +$end + +$info=vr, +$bio + +V.R. - Virtua Racing (c) 1992 Sega. + + +- TECHNICAL - + + +Sega Model 1 hardware + + +Main CPU : V60 (@ 1.333333 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 6 + + +- TRIVIA - + + +Sega went to General Electric Aerospace (who made the first 3D simulators for NASA in the 1960s) in 1991-92 for assistance to develop a CG platform architecture for their new experimental 3D system, which later became known as the Sega Model 1 hardware. Virtua Racer was the game being written to find out how viable hardware 3D games were, it was never designed to be released, but it was such a success internally they decided to actually release it. + + +The first AM-2 polygon race game. The game features many epoch-making ideas : changing the point of view freely, feeling the hardness of the steering, the seat interacting with the gravity. + + +In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis". + + +Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993. + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) : The cartridge was huge compared to all others because it included the SVP chip (Sega Virtua Processor). + +Sega 32x (1994, "Virtua Racing Deluxe") + +Sega Saturn (1995, "Time Warner Interactive's V.R. - Virtua Racing") + +Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8 : V.R. - Virtua Racing Flat Out") + +$end + +$info=valkyrie, +$bio + +Valkyrie no Densetsu (c) 04/1989 Namco. + +Game ID: WD + + +- TECHNICAL - + + +Namco System 2 hardware + + +Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 2.048 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Legend of the Valkyrie'. + + +Victor Entertainment released a limited-edition soundtrack album for this game (Valkyrie no densetsu : Namco Game Sound Express Vol.1 - VDR-14001) on 21/09/1989. + + +- TIPS AND TRICKS - + + +* Round Select : + +1. Turn DIP-5 ON. + +2. Press Button3 when 'Please Press 1P or 2P Button' screen is displayed after inserted credit. + +3. A number is displayed in the screen (success !) + +4. Select number by Button3+Right or Left + + +Code - Starting Round + +0 or 1 - Round 1 + +2 or 9 - Round 2 + +3 or A - Round 3 + +4 or B - Round 4 + +5 or C - Round 5 + +6 or D - Round 6 + +7 or E - Round 7 + +8 or F - Round 8 + + +NOTE : Round Select has several problems (Music stops until you enter a house, etc.). + + +- STAFF - + + +Staff : Spanky Usukura, Nam Nam, WanWan, Astron Ishii + +Music composed by : Hiroyuki Kawada + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +Sony PlayStation (1997, "Namco Museum Vol.5") + +$end + +$info=valtric, +$bio + +Valtric (c) 11/1986 NMK. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Jaleco. + +$end + +$info=vamphalf, +$bio + +Vamp x ½ (c) 1999 Danbi System. + + +- TECHNICAL - + + +Main CPU : E1-16T (@ 50 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 13.558 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Based on the comic of the same name. + + +- SERIES - + + +1. Vamp x ½ (1999) + +2. Vamp x ½ 1+2 (????, PC CD-Rom) + +$end + +$info=vampj,vampja,vampjr1, +$bio + +Vampire - The Night Warriors (c) 06/1994 Capcom. + + +Ten characters taken straight from horror films duke it out "Street Fighter" style, featuring two end bosses. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 05 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Darkstalkers - The Night Warriors". + + +Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994. + + +- UPDATES - + + +In the non-Japanese version : + +* Gallon is named 'Jon Talbain'. + +* Zabel Zarock is named 'Lord Raptor'. + +* Aulbath is named 'Rikuo'. + +* Phobos is named 'Huitzil'. + + +- TIPS AND TRICKS - + + +* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons. + + +* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start. + + +* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune. + + +- SERIES - + + +1. Vampire - The Night Warriors (1994) + +2. Vampire Hunter - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +4. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Planners : Junichi Ohno, Gyo, Jun Koike + +Programmers : Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba + +Object designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon + +Scroll designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru + +Sound designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31) + +Music composers : Takayuki Iwai (Anachey Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28) + + +* Voice Actors : + +Demitri : Nobuyuki Hiyama + +Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1996) + +$end + +$info=vhuntj,vhuntjr1,vhuntjr2, +$bio + +Vampire Hunter - Darkstalkers' Revenge (c) 03/1995 Capcom. + + +The second game in the Darkstalkers series includes fourteen horrific fighters. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 09 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known outside Japan as "Night Warriors - Darkstalkers' Revenge". + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Highlight a fighter at the character selection screen. + +1. Press Roundhouse to select the costume color from Darkstalkers. + +2. Press Start to select the secondary costume color from Darkstalkers. + +3. Press Jab+Forward to select the dark costume version. + + +* Secret End Tune : Beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start. + + +- SERIES - + + +1. Vampire - The Night Warriors (1994) + +2. Vampire Hunter - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Game designers : Ohn, Nohah + +Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino + +Music composers : Takayuki Iwai (Anachey Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon- + +Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta + +Scroll designers : Kyo, Tamachan, Motokazz.S, Aya + +Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama + +Producer : Kihaji Okamoto + + +* Voice Actors : + +Demitri, Donovan, Pyron : Nobuyuki Hiyama + +Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru + +Hsien-Ko : Michiko Neya + +Huitzil : Jyurouta Kosugi + +Cecil : Kyoko Hikami + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=vhunt2,vhunt2r1, +$bio + +Vampire Hunter 2 - Darkstalkers Revenge (c) 09/1997 Capcom. + + +Fourteen well-animated creatures from Hell rip, tear and otherwise fight for control of the nether-realms. + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 27 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game was only released in Japan. + + +- TIPS AND TRICKS - + + +* Hidden Warriors : The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round. + + +* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Marionette Mode : On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button. + + +* Priest Bishamon : On the character select screen, go to Bishamon, hold Start and press any punch or kick button. + + +- SERIES - + + +1. Darkstalkers - The Night Warriors (1994) + +2. Night Warriors - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +* Voice Actors : + +Demitri, Donovan, Pyron : Nobuyuki Hiyama + +Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru + +Hsien-Ko : Michiko Neya + +Huitzil : Jyurouta Kosugi + +Cecil : Kyoko Hikami + +$end + +$info=vsav,vsavj,vsavh,vsava,vsavu, +$bio + +Vampire Savior - The Lord Of Vampire (c) 05/1997 Capcom. + + +Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 22 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Secret Title : "Darkstalkers - Jedah's Damnation" (hosted in a gfx rom but not used in the game). + + +Victor Entertainment released a limited-edition soundtrack album for this game (Vampire Savior : Capcom Game Soundtrack - VICL-60098, 60099) on 21/08/1997. + + +- TIPS AND TRICKS - + + +* Hidden Warriors : To reach your character's hidden warrior, you must finish the stage without losing any energy bats, and without timeouts. The KO move MUST be an EX Finish. Dark Force or ES Finishes may be acceptable, but an EX Finish is preferred. If you meet this condition, you'll get a 'Here comes a new challenger' prompt as you enter the fourth stage. Each character has their own boss character fights (i.e. Demitri's final boss is Morrigan, Jedah's final boss is Demitri, etc.), and after you finish the first 6 stages, you must defeat your character's boss character in Stage 7 to finish the game. If your character's final boss is Jedah, there will be a special intro scene. + + +* Play As Original Jon Talbain : At the character select screen, highlight Jon Talbain and press Start and all three punch buttons at the same time. + + +* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Win Poses : By holding any attack button at the end of a fight, you may choose most of each character's win poses. However, there are a few that can't be seen with this trick, such as Felicia's perfect win pose. + + +* Tricks : Even though the Start button is mostly used as a taunt button, there are a few characters that can use it for some rather silly moves such as Sasquatch & Felicia. + + +If you leap at the enemy's head without attacking while using Felicia, you'll sit on their heads as long as neither player moves at all. An extra taunt? :) + + +- SERIES - + + +1. Darkstalkers - The Night Warriors (1994) + +2. Night Warriors - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Main music composer : Takayuki Iwai (Anarchy Takapon) + +Sub music composer : Masato Kouda (Cipher) + +Sound effects & Voice edit : Moe.T (Cipher) + +Sound drivers : Yasushi Ikeda" A!Ohana" + +Sound Tool : Tomohiro Masuda (Q~CVE) + +Sound "Q_64M" hardware : Ida~~~~~~~N + +Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi + +Scrool designers : Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon + +Program designers : Hyper Shinchan, Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, Teruaki Hirokado, Hard.Yas (-Jedah-) + +Planners : S. Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta) + +Producer : Tetsuya Iijima + +General producers : Noritaka Funamizu, Yoshiki Okamoto + + +* Voice Actors : + +Jedah : Chiba Isshin + +Q-Bee, B. B. Hood : Miyuki Matsushita + +Lilith : Hiroko Konishi + +Demitri : Nobuyuki Hiyama + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Rikuo, Lord Raptor, Jon Talbain : Yuuji Ueda + +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru + +Hsien-Ko : Michiko Neya + +Emily : Kozue Yoshizumi + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=vsav2, +$bio + +Vampire Savior 2 - The Lord Of Vampire (c) 09/1997 Capcom. + + +Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 26 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is known in US as "Darkstalkers - Jedah's Damnation". + + +- TIPS AND TRICKS - + + +* Hidden Warriors : The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round. + + +* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button. + + +* Marionette Mode : On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button. + + +* Priest Bishamon : On the character select screen, go to Bishamon, hold Start and press any punch or kick button. + + +- SERIES - + + +1. Darkstalkers - The Night Warriors (1994) + +2. Night Warriors - Darkstalkers' Revenge (1995) + +3. Vampire Savior - The Lord of Vampire (1997) + +4. Vampire Hunter 2 - Darkstalkers' Revenge (1997) + +5. Vampire Savior 2 - The Lord of Vampire (1997) + + +- STAFF - + + +Producer : Noritaka Funamizu + +General producers : Noritaka Funamizu, Yoshiki Okamoto + +Main music composers : Takayuki Iwai (Anarchy Takapon) + +Sub music composers : Tetsuya Shibata (Cyber-T) + +Sound effects & Voice edit : Moe.T (Cipher) + +Sound drivers : Yasushi Ikeda" A!Ohana" + +Sound tool : Tomohiro Masuda (Q~CVE) + +Sound "Q_64M" hardware : Ida~~~~~~~N + +Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui + +Scrool designers : Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon + +Program designers : Hyper Shinchan, Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, Teruaki Hirokado, Hard.Yas (-Savior2-) + +Planners : S. Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta) + + +* Voice Actors : + +Jedah : Chiba Isshin + +Q-Bee, B. B. Hood : Miyuki Matsushita + +Lilith : Hiroko Konishi + +Demitri, Donovan, Pyron : Nobuyuki Hiyama + +Lord Raptor : Yuuji Ueda + +Morrigan : Yayoi Jinguji + +Felicia : Kae Araki + +Victor, Bishamon, Anakaris : Kan Tokumaru + +Hsien-Ko : Michiko Neya + +Huitzil : Jyurouta Kosugi + +Cecil : Kyoko Hikami + +Emily : Kozue Yoshizumi + +$end + +$info=vanvan,vanvank,vanvanb, +$bio + +Van-Van Car (c) 1983 Sanritsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) SN76496 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Also licensed to Karateco. + +$end + +$info=vandyke,vandyjal, +$bio + +Vandyke (c) 1990 UPL. + + +- TECHNICAL - + + +Game ID : UPL-90064 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : (2x) MSM6295 (@ 24.242 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Jaleco for manufacture and distribution. + +$end + +$info=vanguard,vanguarj,vangrdce, +$bio + +Vanguard (c) 07/1981 SNK. + + +This is a scrolling space shooter (some levels are horizontal, some are vertical). Shoot down enemies with your laser. Keep a close eye on your ever decreasing fuel gauge, luckily each enemy that you destroy will add to your remaining fuel. Find the energy pods to be temporarily invulnerable), the energy pods will also increase your fuel level. At the end of each level you must defeat a boss that is guarded by two moving force fields with holes in them. The computer will then announce the name of the next zone using some nifty early 80's synthesized speech. The different levels include Mountain Zone, Rainbow Zone, Styx Zone, Rainbow Zone 2, Stripe Zone, Rainbow Zone 3, Bleak Zone, and the City of Mystery. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 930 Khz) + +Sound Chips : Custom (@ 930 Khz), Samples (@ 930 Khz), (2x) SN76477 (@ 930 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Licensed to Centuri for US manufacture and distribution (10/1981). This game put SNK on the map in the US. + + +Vanguard is the first color game from SNK and it was one of the first shoot-em-up with a 4-way directional fire. + + +A Vanguard unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'. + + +- SERIES - + + +1. Vanguard (1981) + +2. Vanguard II (1984) + + +- PORTS - + + +* Consoles : + +Atari 2600 (1982) + +Atari 5200 (1983) + + +* Computers : + +Atari 800 + +$end + +$info=vangrd2, +$bio + +Vanguard II (c) 01/1984 SNK. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.36 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz), Namco (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 288 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Vanguard (1981) + +2. Vanguard II (1984) + +$end + +$info=vaportra,vaportru, +$bio + +Vapor Trail - Hyper Offence Formation (c) 1989 Data East. + + +- TECHNICAL - + + +Game ID : MAA + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 58.00 Hz + +Colors palette : 1280 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Kuhga - Operation Code Vapor Trail". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990. + + +- SERIES - + + +1. Vapor Trail - Hyper Offence Formation (1989) + +2. Rohga Armor Force (1991) + +3. Skull Fang (1996) + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +$end + +$info=vaportrx,vaportrp, +$bio + +Vapor TRX (c) 04/1998 Atari Games. + + +- TECHNICAL - + + +Atari Seattle hardware + + +Main CPU : R5000 (@ 200 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- TRIVIA - + + +Developed by Blue Shift (see 'Staff' section for more information). + + +- UPDATES - + + +Prototype Version : + +* GUIS : Apr 10 1998 11:03:14 / MAIN : Apr 10 1998 11:27:44 + + +Released Version : + +* GUIS : Jul 2 1998 09:03:42 / MAIN : Jul 18 1998 09:06:54 + +* Some texts changed in Test Mode ('How-To-navigate-In-Test-Mode' texts) + +* Added music during the demo mode. + +* Changed voice (3, 2, 1...). + +* Gameplay changes : Unlike the prototype version, you start with weapons, your turbo gauge is not empty, etc... + + +- STAFF - + + +* Blue Shift : + +Game design : Dave Ralston + +Game programming : Bob Flanagan, John Salwitz + +Programming : John Brooks, Kevin Shapiro, Doug Snyder + +Operations : Becky Liu + +Vehicles : Will Noble + +Playfield art : Lynne Gura, Adalbert Mlak, K.C. Murphy + +Interface design : Raul Dominguez + +Additional art : Gil Valadez + + +* Atari Games : + +Producer : Robert Rowe + +Executive producer : Mark Pierce + +Audio : Stephen Geering, Mickael Henry, John Paul, Universal Sound + +Hardware design : Steve Correll, Andrew Dyer, John Lowes, Ross Shaffer + +Technician : Darrell Robinson + +Programming : Michael Albaugh, Forrest Miller, Dave Shepperd + +Design services : Peter Dorn, Mark Gruber, Mark Hoendervoogt, Stevie Landaverde, Rick Meyette, Ralph Perez + +$end + +$info=vmetal, +$bio + +Varia Metal (c) 1995 Excellent System. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : MSM6295 (@ 10 Khz), ADPCM (@ 10 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to New Way Trading for manufacture and distribution. + + +- STAFF - + + +Programmers : K Ishiguri, F Satou, Unko + +Producers : T Yamanaka, D Yamada, K Osabe + +Graphic designers : T Yamanaka, S Iwaya, T Kanou, D Yamada, M Tezuka + +Sound : T Inoue + +$end + +$info=varth,varthj,varthu, +$bio + +Varth - Operation Thunderstorm (c) 06/1992 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 19 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Romstar for US distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993. + + +- STAFF - + + +Planners : Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake + +Scroll designers : Kintaro, Kuramoyan, Maru Chan, Mon Chan + +Object designers : Kurata N, Manbou, Hanisawa, Ume + +Programmers : Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside + +Sound : T. Yomage, P, Bull + +Directors : Kihaji Okamoto, Noritaka Funamizu (Poo), Akira Nishitani (Nin) + +Producer : Kihaji Okamoto + +$end + +$info=vasara, +$bio + +Vasara (c) 2000 Visco. + + +Vertical shoot'em up with three selectable characters and nice manga style cut scene. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Good Ending : Clear stage 5 without continuing play, or clear stage 5 with continuing play over 10 times, or clear stage 5 with slashing all Bushous. + + +- SERIES - + + +1. Vasara (2000) + +2. Vasara 2 (2001) + +$end + +$info=vasara2,vasara2a, +$bio + +Vasara 2 (c) 2001 Visco. + + +- TECHNICAL - + + +Main CPU : V60 (@ 1.333333 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 336 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 33024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Play as Magoichi Saiga : Insert a coin, then press Up(x3), Down(x3) Up(x7) and press Start. + + +- SERIES - + + +1. Vasara (2000) + +2. Vasara 2 (2001) + +$end + +$info=vastar,vastar2, +$bio + +Vastar (c) 1983 Sesame Japan. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Warp : When you reach the second radar that pops up from the ground, after you landed the first time and gone though the forest, put your shield on and go directly into the laser firing turret. You should activate a warp to the second spaceship! + + +- STAFF - + + +Staff : Toshiaki.O, Super.Kita, Nakanishi, Nakamura, Yoshida, Holstein, Kashuga, Kapa Enoki, Sweet Yuge, Harumage.M + +$end + +$info=vautour, +$bio + +Vautour (c) 1980 Jeutel. + + +- TECHNICAL - + + +Main CPU : 8085A (@ 2.75 Mhz) + +Sound Chips : TMS36XX (@ 2.75 Mhz), Custom (@ 2.75 Mhz) + + +Screen orientation : Vertical + +Video resolution : 208 x 248 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from French as "Vulture". + + +This game is a French hack of "Phoenix". + +$end + +$info=vendetta,vendetao,vendet2p,vendetas,vendtaso, +$bio + +Vendetta (c) 07/1991 Konami. + + +The four Cobras go after the rival gang that kidnapped their girl. Worth playing to experience the biker lads alone :) + + +- TECHNICAL - + + +Game ID : GX081 + + +Main CPU : KONAMI (@ 3 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 053260 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Crime Fighters 2". + + +Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'. + + +On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'. + + +King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991. + + +- UPDATES - + + +Asian version contain ugly sado maso and pervert dogs who was censored in all others versions. + + +- SERIES - + + +1. Crime Fighters (1989) + +2. Vendetta (1991) + +3. Violent Storm (1993) + + +- STAFF - + + +Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi + +Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama + +Sound designers : Hideaki Kashima, M. Yamame + +Hardware designer : K. Itoh + +Director : S. Okamoto + +Management : S. Kido + +$end + +$info=venture,venture2,venture4, +$bio + +Venture (c) 06/1981 Exidy. + + +Venture is a one- or two-player, color video game, full of surprising treasures. Venture is a series of games within the game. Venture is played in a dark dungeon of multi-levels. The player forges through one level of rooms at the time, displayed on the screen as a floor plan. Armed with bow and arrow, the player learns to avoid confrontation with the wandering green Hall Monsters by skillfully entering the sanctity of a room. Once inside a room, the chamber's image grows to full screen size, creating a game within a game. Every room has a treasure or weapon guarded by a threatening creature or hazardous condition. The player must retrieve the treasure, avoiding threats and obstacles. When the treasure is succefully taken out of the chamber, bonus points are awarded. The screen image then returns to the original floor plan. Whenever a treasure is safely withdrawn, the player no longer has access to that room. The player must win all the treasures of one level before descending to another level. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Player : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Venture came in a white dedicated cabinet and featured sideart of Winky battling green monsters (looks like snakes). + + +- STAFF - + + +Designed and programmed by : Howell Ivey + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Atari 2600 (1982) + +Mattel Intellivision (1982) + +$end + +$info=venus, +$bio + +Venus (c) 1983. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz) + +Sound Chips : (5x) AY-3-8910 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a booleg of "Gyruss". + +$end + +$info=vsnetscr,vsnetscj, +$bio + +Versus Net Soccer (c) 1996 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX627 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=vcircle, +$bio + +Vicious Circle (c) 03/1996 Atari Games. + + +Nine characters bearing that "Killer Instinct" go head-to head in this Atari fighting game. + + +- TECHNICAL - + + +Atari Cojag hardware + + +Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz) + +Sound CPU : Jaguar (@ 26 Mhz) + +Sound Chips : (2x) DAC (@ 26 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65534 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Vicious Circle is an unreleased prototype. + +$end + +$info=victnine, +$bio + +Victorious Nine (c) 1984 Taito. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + +$end + +$info=victory, +$bio + +Victory (c) 02/1982 Exidy. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz), TMS5220 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +A modification kit for this game is known as "Victory Banana". + + +- PORTS - + + +* Consoles : + +Colecovision (1983) + +$end + +$info=victorba, +$bio + +Victory Banana (c) 09/1982 Exidy. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : M6502 (@ 894.886 Khz) + +Sound Chips : Custom (@ 894.886 Khz), TMS5220 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : dial + +Buttons : 4 + + +- TRIVIA - + + +This is a modification kit for "Victory". + +$end + +$info=victroad, +$bio + +Victory Road (c) 1986 SNK. + + +An overhead-view shoot'em up game. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 216 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Dogosoken". + + +- SERIES - + + +1. Ikari Warriors (1986) + +2. Victory Road (1986) + +3. Ikari III - The Rescue (1989) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988, "Ikari Warriors 2 - Victory Road") + + +* Computers : + +Sinclair ZX Spectrum (1988) + +Amstrad CPC (1988, "Victory Road - The Pathway to fear") + +Commodore C64 (1988) + +Commodore Amiga (1989) + +Atari ST (1989) + +Apple II + +$end + +$info=8ball,8ball1, +$bio + +Video Eight Ball (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=hustler,hustlerb, +$bio + +Video Hustler (c) 08/1981 Konami. + +Game ID : GX343 + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Two bootlegs of this game are known as "The Billiards" and "Video Pool". + + +- PORTS - + + +* Consoles : + +Colecovision (1984) + + +* Computers : + +MSX (1984) + +$end + +$info=videopin, +$bio + +Video Pinball (c) 02/1979 Atari. + + +- TECHNICAL - + + +Game ID : 034253-034267 + + +Main CPU : M6502 (@ 756 Khz) + +Sound Chips : Discrete (@ 756 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 304 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Player : 1 + +Buttons : 4 + + +- TRIVIA - + + +World's first video attraction to simulate a pinball game. Video Pinball was an instant winner. With fluorescent 'disco' 3-D playfield, challenging targets, bumpers, slingshots, rollovers and drop targets Atari Video Pinball had it all, but without all the mechanical objects associated with classic pinball games. Even a pinball 'nudge' feature is included to give a more realistic feel to the play action. Approximately 1,500 units were produced. + + +A Video Pinball unit appears in the 1982 movie 'Fast Times at Ridgemont High'. + + +- SERIES - + + +1. Video Pinball (1979) + +2. Solar War (1979) + + +- STAFF - + + +Designed and programmed by : Ed Logg + + +- PORTS - + + +* Consoles : + +Atari 2600 (1980) + +$end + +$info=vpool, +$bio + +Video Pool (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Video Hustler". + +$end + +$info=vidvince, +$bio + +Video Vince and the Game Factory (c) 1984 Mylstar Electronics. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Programmer : Chris Brewer + +$end + +$info=viewpoin, +$bio + +Viewpoint (c) 10/1992 Sammy. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0051 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993. + + +- STAFF - + + +Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run + +Programmers : S. Kinjo, M. Tani + +Sound : Sizla, Masaki Kase, Megumi M. + +Polygonizer : N. Yamaguchi + +Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico + +BG designers : Hiroppi T., K. Nishithuka + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1994) + +SNK Neo-Geo CD (1995) + +Sony PlayStation (1995) + +Sega Saturn (1996) + + +* Computers : + +Sharp X68000 (1995) + +FM Towns PC + +$end + +$info=vigilant,vigilntu,vigilntj, +$bio + +Vigilante (c) 03/1988 Irem. + + +Our hero fights an entire gang to save his girlfriend Madonna in this kung-fu game. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.579645 Mhz) + +Sound CPU : Z80 (@ 3.579645 Mhz) + +Sound Chips : YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 544 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Data East for US manufacture and distribution (02/1988). + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sega Master System (1989) + + +* Computers : + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +Sinclair ZX Spectrum (1989) + +$end + +$info=vimana,vimanan,vimana1, +$bio + +Vimana (c) 1991 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-019 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Licensed to Tecmo for Japanese, to Romstar for US and to Nova Apparate GMBH & Co for Europe. + + +When you start the game, you'll see two elephants that the ship takes off from. On top of that they closely resemble Hindu drawings from India. The background for this game is based on a thousand's of years old book called the mahabarata that is regarded as a bible (sorta) for millions of Hindu's in India. When you read some of the verses in it you'll find funny descriptions of vehicles that the gods used that closely resemble modern aircraft of today. They are called Vimana's that carry *magical* axes and spears :). The mahabarata also describe what appears to be a technological war with missiles, nukes and huge flying fortresses and something which could be interpreted as radiation poisoning! The ancient Babylonian and Indian civilisations have often been an interesting pool for speculation and creative thinking regarding alien interference on earth in ancient times... + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Music composed by : Toshiaki Tomizawa + +$end + +$info=vindictr,vindict4,vindict2,vindict1,vindictg,vindicte,vindice4,vindice3, +$bio + +Vindicators (c) 04/1988 Atari Games. + + +- TECHNICAL - + + +Game ID : 136059 + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz), Pokey (@ 1.7895 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +1988 was quite a year for Atari and tank games, since they also released "Assault" that very same year. + + +The Vindicators dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers. + + +- UPDATES - + + +REVISION 1 : + +* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40 + + +REVISION 2 : + +* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35 + + +REVISION 3 : + +* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49 + + +REVISION 4 : + +* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46 + + +- STAFF - + + +Designed and programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Rusty Dawe (RBD) + +Art and animation by : Kris Moser (KEM), Susan G. McBride (SGM) + +Audio by : Brad Fuller (BAF), Hal Canon (HAL) + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Sony PlayStation 2 (2003, "Midway Arcade Treasure") + +Nintendo Gamecube (2003, "Midway Arcade Treasure") + +Microsoft XBOX (2003, "Midway Arcade Treasure") + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +Commodore C64 (1990) + +PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2") + + +* Others: + +Tiger LCD Handheld Game (1989) + +$end + +$info=vindctr2,vindc2r1,vindc2r2, +$bio + +Vindicators Part II (c) 05/1989 Atari Games. + + +- TECHNICAL - + + +Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), Pokey (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This was sold only as a conversion kit for "Gauntlet". About 400 of these kits were made. + + +Vindicators part II plays identically to "Vindicators" with some exceptions : + +* Changes were made to the original weapons. + +* No T-shirt contest appears nor are there any contest-related items. + +* Only 10 of the 14 original levels are included. + + +- UPDATES - + + +REVISION 1 : + +* Build date : OS : 30JUN1988 13 :24 :12 / PG : 10AUG1988 13 :24 :45 + + +REVISION 2 : + +* Build date : OS : 30JUN1988 13 :24 :12 / PG : 16JAN1989 10 :33 :55 + + +REVISION 3 : + +* Build date : OS : 30JUN1988 13 :24 :12 / PG : 31JAN1989 14 :50 :03 + + +- STAFF - + + +Designed and programmed by : Kelly Turner, Norm Avellar, Rusty Dawe + +Art and animation by : Kris Moser, Susan G. McBride + +Audio by : Brad Fuller, Hal Canon + +$end + +$info=viofight,viofighu, +$bio + +Violence Fight (c) 1989 Taito. + + +Four street toughs battle each other for prize money in multiple stages. + + +- TECHNICAL - + + +Taito B System hardware + +Game ID : C16 + + +Main CPU : 68000 (@ 12 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : YM2203 (@ 3 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TIPS AND TRICKS - + + +* Level Select : Boot machine with service switch pressed. + +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. + +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + + +- SERIES - + + +1. Violence Fight (1989) + +2. Solitary Fighter (1991) + + +- STAFF - + + +Game programmers : Takeshi Ishizashi, Yumi Inoue + +Game designer : Yukihiko Sakamoto + +PCB designer : Eikichi Takahashi + +Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabie + +Cabinet designer : Hiroyasu Nagai + +Character designers : Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto + +$end + +$info=viostorm,viostrmj,viostrma,viostrmu, +$bio + +Violent Storm (c) 1993 Konami. + + +Wade, Boris & Kyle's best friend, the lovely Sheena, is kidnapped in front of their eyes! So they venture into the hippie filled streets to maul anyone that gets in their way of rescuing her. Features awesome color-filled graphics, a kickin' vocal soundtrack and cool sound effects, lots of vicious moves (especially those from Boris!!!), a great sense of humor & plenty of great looking enemies & bosses. Break out fighting, everybody come on!!! :) + + +- TECHNICAL - + + +Game ID : GX168 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The 4 stage boss is actually disguised as a Power Loader seen in the 'Aliens' movie and the Konami title of the same name! + + +At the middle of the last stage, two cabinets of "Penta" and "Scramble" make an appearance (Note that "Penta" is originally a bootleg of "Pengo" :). + + +King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994. + + +- TIPS AND TRICKS - + + +* Some Tips : Keep an eye out for unusual weapons, smash the light bulbs in the 2nd stage to temporary blind your enemies! Also grab the piggies in this stage and they turn into footballs that you can use as proyectiles! (Now you know where the term 'pigskin' comes from!) :) + + +- SERIES - + + +1. Crime Fighters (1989) + +2. Vendetta (1991) + +3. Violent Storm (1993) + + +- STAFF - + + +Progammers : Hirotako, N-Man, AI UEO, On The Hill + +Character designers : Monmo 29, Yoh, Kenny.N, Tori.Tori, Kanban Musume, Chupper Maki + +Sound : Prophet Fuka, Everybody, Kishimaro + +Violent Storm's special Singers : Jeffrey, Junko, Mayumi + +Hardware : W. Yuusaku + +Hardware adviser : Dendou K. + +Package : Vio.N + +Director : Monmo 29 + +Producer : Masa 32 + +$end + +$info=vipclub, +$bio + +VIP Club - Maru-hi Ippatsu Kaihou (c) 03/1988 Daiichi Denshi. + + +Mahjong with girls who are hooked on oranges! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 2 + +Control : mahjong keyboard + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Secret Ippatsu Thrown Open'. + + +The [amuse] version of this game is known as "Orange Club - Maru-hi Kagai Jugyou". + +$end + +$info=viper, +$bio + +Viper (c) 04/1988 Leland. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Player : 1 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. Danger Zone (1986) + +2. Viper (1988) + +$end + +$info=viperp1,viperp1o, +$bio + +Viper Phase 1 (c) 1995 Seibu Kaihatsu. + + +A spin-off of the "Raiden" series. + + +- TECHNICAL - + + +Seibu SPI Hardware + + +Main CPU : I386 (@ 25 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YMF271 (@ 8 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 54.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=vcop, +$bio + +Virtua Cop (c) 1994 Sega. + + +- TECHNICAL - + + +Sega Model 2 hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : paddle + +Buttons : 7 + + +- TRIVIA - + + +Virtua Cop serves 300,000 polygons per second. + + +Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating + +all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't. + + +- SERIES - + + +1. Virtua Cop (1994) + +2. Virtua Cop 2 (1995) + +3. Virtua Cop 3 (2003) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sony PlayStation 2 (2002, "Virtua Cop Re-Birth") + + +* Computers : + +PC (1997) + +$end + +$info=vcop2, +$bio + +Virtua Cop 2 (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Virtua Cop (1994) + +2. Virtua Cop 2 (1995) + +3. Virtua Cop 3 (2003) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +Sega Dreamcast (2000) + +Sony PlayStation 2 (2002, "Virtua Cop Re-Birth") + + +* Computers : + +PC [Windows 9x,CD-ROM] (1997) + +$end + +$info=vf, +$bio + +Virtua Fighter (c) 1993 Sega. + + +- TECHNICAL - + + +Sega Model 1 hardware + + +Main CPU : V60 (@ 1.333333 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Virtua Fighter (or VF for short) serves 180,000 polygons per second. This is the first 3D polygonal one-on-one fighting game. This game defined its genre just like "Street Fighter II - The World Warrior" defined the 2D one-on-one fighting game genre. The difference between their achievement is that Virtua Fighter was the first game of its kind, while Street Fighter II wasn't. + + +- TIPS AND TRICKS - + + +* Play As Dural : First, you must beat the computer Dural and have 2 games worth of credits in the machine ready to go. After beating the game, have one player press Start and pick a character. As soon as that character finishes smiling, but before the game actually starts, player 2 should press Start to interrupt the process. If your timing is perfect, and the stars are perfectly aligned, and you've been a good boy or girl, player 2 may come in as Dural. + + +* See Credits : You can get the credits of the programmers to come up on the screen by holding down a Start button during the demo. When it comes to the standard demo w/ Sarah kicking Kage, the credits will come up. Keep holding the Start button to keep the credits coming or else they will freeze. + + +* Kage's Face Mask : It seems that after about 3,000 plays, the mask on Kage falls off instead of just his headband. You can see his teeth and a scar on his cheek. + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + + +- STAFF - + + +Coordinator & Main designer : Seiichi Ishii + +Main programmer : Toru Ikebuchi + +Programmers : Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku + +Designers : Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima + +Program supports : Keiji Okayasu, Hiroaki Shoji + +Music composer : Takayuki Nakamura + +Planning support : Manabu Tsukamoto + +Producer & Director : Yu Suzuki + + +- PORTS - + + +* Consoles : + +Sega Saturn (1994) + +Sega 32x (1995) + + +* Computers : + +PC [Windows 9x,CD-ROM] (1996) + +$end + +$info=vf2,vf2,vf2b,vf2o, +$bio + +Virtua Fighter 2 (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Virtua Fighter 2 (or VF2 for short) was a technical knownout for its time with 300,000 polygons per second. Two times faster than "Virtua Fighter". + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sega Mega Drive (1996) + +Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 16 : Virtua Fighter 2") + + +* Computers: + +PC [Windows 9x,CD-ROM] (1997) + +$end + +$info=vf3, +$bio + +Virtua Fighter 3 (c) 1996 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 1.0 hardware + + +Main CPU : PPC603 (@ 66 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Virtua Fighter 3 (or VF3 for short) was the first game to run on the Sega Model 3. + + +1,000,000 polygons per second! VF3 is three times faster than "Virtua Fighter 2". + + +- TIPS AND TRICKS - + + +* Ranking Mode : Insert your coin(s), hold all four buttons (A+B+C+D) and press Start. When the game begins, your attacks will be illustrated on the screen and your rank will be displayed when the game is over. + + +* Alternate Costume : At the character selection screen, Highlight the character you wish to select, hold Start and press any button. + + +* Winning Pose Select : When you win a match, you can select a specific winning pose by holding down Punch, Kick, Guard or Dodge button each one corresponds to a different pose. Some characters-like PAI- have more than four victory poses, and each fighter has a special pose and saying which only appear after a PERFECT VICTORY. + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + +$end + +$info=vf3tb, +$bio + +Virtua Fighter 3 - Team Battle (c) 1997 Sega. + + +A new feature is added compared to "Virtua Fighter 3". The player can organize a favorite team. More strategic and more enhanced. New moves are added too, and Taka-Arashi now has the jump moves. + + +- TECHNICAL - + + +Sega Model 3 Step 1.0 hardware + + +Main CPU : PPC603 (@ 66 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + + +- PORTS - + + +* Consoles : + +Sega Dreamcast (1998) + +$end + +$info=vfkids, +$bio + +Virtua Fighter Kids (c) 03/1996 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + + +- STAFF - + + +Director : Makoto Osaki + +Main program & Programming direction : Takayuki Yamaguchi + +Scroll & Console program : Takashi Isowaki + +Texture & Animation program : Takeshi Matsuda + +Command & Test mode program : Shinji Ohshima + +Enemy & Effect program : Norihiro Sekine + +Motion program : Hiroaki Shoji + +Character design & Design direction : Masataka Aochi + +Stage & Scroll design : Ryoya Yui + +Stage & Effect design : Saori Nishikawa + +Stage & Title design : Masumi Uchida + +Sound compose : Kazuhiko Kouchi + +Publicity : Koji Umeda + +Producer : Yu Suzuki + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + +$end + +$info=vfremix, +$bio + +Virtua Fighter Remix (c) 04/1995 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Virtua Fighter (1993) + +2. Virtua Fighter 2 (1995) + +3. Virtua Fighter Remix (1995) + +4. Virtua Fighter Kids (1996) + +5. Virtua Fighter 3 (1997) + +6. Virtua Fighter 3 - Team Battle (1998) + +7. Virtua Fighter 4 (2001) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +$end + +$info=vstriker,vstrikra, +$bio + +Virtua Striker (c) 1994 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Virtua Striker is the first 3D CG socer game, bringing extreme competition to the arcades market. Using the same architecture as "Virtua Fighter 2", Virtua Striker creates astonishingly smooth and detailed character movements. + + +- SERIES - + + +1. Virtua Striker (1994) + +2. Virtua Striker 2 (1997) + +3. Virtua Striker 2 version '98 (1998) + +4. Virtua Striker 2 version '99 (1999) + +5. Virtua Striker 2 ver. 2000 (2000) + +6. Virtua Striker 3 (2001) + +7. Virtua Striker 2002 (2002) + +$end + +$info=vs2,vs215, +$bio + +Virtua Striker 2 (c) 1997 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 1.5 hardware + + +Main CPU : PPC603 (@ 100 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +Another version runs on the Sega Model 3 Step 2.0 hardware (PPC603 @ 166 Mhz). + + +- SERIES - + + +1. Virtua Striker (1994) + +2. Virtua Striker 2 (1997) + +3. Virtua Striker 2 version '98 (1998) + +4. Virtua Striker 2 version '99 (1999) + +5. Virtua Striker 2 ver. 2000 (2000) + +6. Virtua Striker 3 (2001) + +7. Virtua Striker 2002 (2002) + +$end + +$info=vs298,vs29815, +$bio + +Virtua Striker 2 version '98 (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.0 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +There's also a version that runs on Sega Model 3 Step 1.5 hardware. + + +- SERIES - + + +1. Virtua Striker (1994) + +2. Virtua Striker 2 (1997) + +3. Virtua Striker 2 version '98 (1998) + +4. Virtua Striker 2 version '99 (1999) + +5. Virtua Striker 2 ver. 2000 (2000) + +6. Virtua Striker 3 (2001) + +7. Virtua Striker 2002 (2002) + +$end + +$info=vs2v991,vs299, +$bio + +Virtua Striker 2 version '99 (c) 1999 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.1 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Virtua Striker (1994) + +2. Virtua Striker 2 (1997) + +3. Virtua Striker 2 version '98 (1998) + +4. Virtua Striker 2 version '99 (1999) + +5. Virtua Striker 2 ver. 2000 (2000) + +6. Virtua Striker 3 (2001) + +7. Virtua Striker 2002 (2002) + +$end + +$info=vbowl, +$bio + +Virtual Bowling (c) 199? IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 11 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + +$end + +$info=vmahjong, +$bio + +Virtual Mahjong (c) 12/1996 Micronet. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Virtual Mahjong (1996) + +2. Virtual Mahjong 2 - My Fair Lady (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=myfairld, +$bio + +Virtual Mahjong 2 - My Fair Lady (c) 06/1998 Micronet. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- SERIES - + + +1. Virtual Mahjong (1997) + +2. Virtual Mahjong 2 - My Fair Lady (1998) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998) + +$end + +$info=von,vonusa, +$bio + +Virtual On - Cyber Troopers (c) 1995 Sega. + + +- TECHNICAL - + + +Sega Model 2B hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Toshiba EMI / Yumex released a limited-edition soundtrack album for this game (Cyber Troopers Virtual-On Official Sound Data - TYCY-5486) on 29/05/1996. + + +- SERIES - + + +1. Virtual On - Cyber Troopers (1995) + +2. Virtual On - Cyber Troopers Oratorio Tangram (1998) + +3. 4 Force - Cyber Troopers Virtual On (2001) + +4. Dennou Senki Virtual-On Marz (2003, Sony PlayStation 2) + + +- PORTS - + + +* Consoles : + +Sega Saturn (1996) + + +* Computers : + +PC [Windows 9x, CD-ROM] (1997) + +$end + +$info=von2,von254g, +$bio + +Virtual On - Cyber Troopers Oratorio Tangram (c) 1998 Sega. + + +- TECHNICAL - + + +Sega Model 3 Step 2.0 hardware + + +Main CPU : PPC603 (@ 166 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Virtual On - Cyber Troopers (1995) + +2. Virtual On - Cyber Troopers Oratorio Tangram (1998) + +3. 4 Force - Cyber Troopers Virtual On (2001) + +4. Dennou Senki Virtual-On Marz (2003, Sony PlayStation 2) + +$end + +$info=volfied,volfiedu,volfiedj, +$bio + +Volfied (c) 1989 Taito. + + +- TECHNICAL - + + +Game ID : C04 + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : YM2203 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 256 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- STAFF - + + +Game designer : Fukio Mitsuji (MTJ) + +Software : Kobayashi (Y.K), TKN, DKI + +Character designers : Hitsuji (HTJ), Taira Sanuki (T.S), Genya Kuriki (KRK), Iwabuchi (IWB), TEC Team, V.P Team + +Sound : Hisayoshi Ogura (OGR) + +Hardware : Ohara (OHR) + +Instraction : Hiroyasu Nagai (NGI) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +FM Towns Marty + +Sony Playstation (as "The Jintori" in "Simple 1500 Series Vol.80") + + +* Computers : + +Commodore C64 (1991) + +Sinclair ZX Spectrum (1991) + +Amstrad CPC (1991) + +Commodore Amiga (1991) + +Atari ST (1991) + +PC-Compatible [MS-DOS, 5.25''] (1991) + +$end + +$info=pc_vball, +$bio + +Volley Ball (c) 12/1986 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : VB + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Designed and programmed by : T. Hashishita + +$end + +$info=gowcaizr, +$bio + +Voltage Fighter Gowcaizer (c) 09/1995 Technos. + + +A fighter based on the anime of the same name featuring ten characters and the ability to learn special moves from defeated characters. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0094 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Choujin Gakuen Gowcaizer" (literally : Superman School Gowcaizer). + + +- STAFF - + + +Starring the voice talents of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami + +Project leader : Teruo Ichimura + +Director and writer : Kengo Asai + +Character designer : Masami Oobari (Studio G-1) + +Character art director : Hideki Nakazawa + +Title designer : Seiji Tanda + +Assistant director : Junichi Arai, Norihiro Sawada + +Character action designers and arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada + +Enemy algorithm staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa + +Programming director : Nobuyuki Nakane + +Programming crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori + +Music composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura + +Music data entry and sound effects : Kennosuke Suemura + +Graphic artwork crew : Kouji Ogata, Masamiti Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Kouji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, takahide Koizumi, Atushi Ikeda, (c)J.C. Staff, (c)Winz, (c)Y.Y,B + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=vblokbrk, +$bio + +VS Block Breaker (c) 1997 Kaneko / Mediaworks. + + +Breakout featuring a jumping character and hilarious graphics. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Saru Kani Hamu Zou - Taisen Block Kuzushi". + +$end + +$info=vsgongf, +$bio + +VS Gong Fight (c) 1984 Kaneko. + + +- TECHNICAL - + + +Game ID : KN-002 + + +Main CPU : (2x) Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 2 Mhz), DAC (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Ring Fighter". + +$end + +$info=ryouran, +$bio + +VS Mahjong Otome Ryouran (c) 1998 Electro Design. + + +A joystick-controlled mahjong game with selectable characters and anime sequences. + + +- TECHNICAL - + + +Kaneko Super Nova System hardware + + +Main CPU : SH-2 (@ 28.638 Mhz) + +Sound Chips : YMZ280B (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 4 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'VS Mahjong Blooming Virgins'. + +$end + +$info=rbibb,rbibba, +$bio + +Vs. Atari RBI Baseball (c) 1987 Namco / Atari Games. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=balonfgt, +$bio + +Vs. Balloon Fight (c) 09/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Musics by : Hirokazu Tanaka + +$end + +$info=vsbball,vsbballj,vsbbalja,vsbbaljb, +$bio + +Vs. Baseball (c) 10/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=btlecity, +$bio + +Vs. Battle City (c) 1985 Namco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- SERIES - + + +1. Tank Battalion (1980) + +2. Vs. Battle City (1985) + +3. Tank Force (1991) + +$end + +$info=cstlevna, +$bio + +Vs. Castlevania (c) 1987 Konami. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- STAFF - + + +Directed by : Trans Fishers + +Screenplay by : Bram Stoker + +Music by : James Banana + +$end + +$info=cluclu, +$bio + +Vs. Clu Clu Land (c) 1984 Nintendo. + + +The game takes place in the underwater kingdom of Clu Clu Land. There's this mean Sea Urchin who steals all the gold bars (which looks remarkably like Rupees from Zelda) In each of the levels, you play this Lolo-type person, who just floats through each screen. The character's actual name is 'Bubbles' (but he is known as 'Gloopy' in the Japanese version, and he is actually a 'she'). To change your direction, instead of pushing a direction on the controller, you need to grab poles and steer yourself to where you need to go. Anytime you run over a hidden gold bar, it appears. Run over enough of them, and a picture develops (this is predetermined in each level). The sea urchins will try to stop you, but you can stun them and run them into the wall. Just don't fall into the pits that spawns urchins. That's it. Just finds all of the invisible gold bars and you've completed it all. Next level. The graphics are very plain. There's no scrolling, and the setting only changes slightly with each level. The sounds are alright. There's bouncy music throughout the game, and it's basically the only song you'll hear (other than the stage complete tune). + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=drmario, +$bio + +Vs. Dr. Mario (c) 10/1990 Nintendo. + + +The object of the game is to help Dr. Mario destroy the most sickening bunch of viruses around. These miserable germs can only be destroyed by lining up the appropriate combinations of vitamins as they fall. And Dr. Mario is relying on your players to help him get the job done! This game isn't just fun. It's contagious. That's why players of all ages keep coming back to Dr. Mario for another dose. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Dr. Mario was the last game released on the Vs. hardware. + + +- STAFF - + + +Music by : Hirokazu Tanaka + +$end + +$info=duckhunt, +$bio + +Vs. Duck Hunt (c) 03/1985 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +The arcade version of Duck Hunt was almost identical to the version later made for the Nintendo NES. The main difference was that the 'Skeet Shoot' round was a bonus game instead of an alternate play option (actually there were not any player selectable options at all). + +$end + +$info=excitebk,excitbkj, +$bio + +Vs. Excitebike (c) 1984 Nintendo. + + +A dirt bike game. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=vsfdf, +$bio + +Vs. Freedom Force (c) 1988 Konami. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : lightgun + +Button : 1 + +$end + +$info=vsgradus, +$bio + +Vs. Gradius (c) 12/1986 Konami. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=vsgshoe, +$bio + +Vs. Gumshoe (c) 1986 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : lightgun + +Button : 1 + +$end + +$info=hogalley, +$bio + +Vs. Hogan's Alley (c) 03/1985 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Player : 1 + +Control : lightgun + +Button : 1 + +$end + +$info=iceclimb,iceclmbj, +$bio + +Vs. Ice Climber (c) 1984 Nintendo. + + +You are an Eskimo who wants to climb mountains. You can jump and break the ice, or splat monsters with a handily provided hammer. Bad weather will hamper your progress through 20 different scenarios. A fun platform game in 2 player mode, but pretty unimpressive in 1 player mode. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=iceclmrj, +$bio + +Vs. Ice Climber Dual (c) 1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=machridr,machridj, +$bio + +Vs. Mach Rider (c) 1985 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Super Smash Bros. Melee (Nintendo Gamecube) has a remix medley of the Mach Rider soundtrack. + + +- UPDATES - + + +On the Fighting Course version, you travel across 10 sectors, and try to avoid being destroyed by obstacles and enemies. + + +In Endurance Course version, you race a certain amount of miles within a time limit while enemies get in your way and try to throw you off course. + +$end + +$info=vsmahjng, +$bio + +Vs. Mahjang (c) 1984 Nintendo. + + +Two-player multi-screen Nintendo mahjong! + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : mahjong keyboard + +$end + +$info=mightybj, +$bio + +Vs. Mighty Bomb Jack (c) 1986 Tecmo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. Bomb Jack (1984) + +2. Bomb Jack II (1986, Commodore C64) + +3. Vs. Mighty Bomb Jack (1986) + +4. Bomb Jack Twin (1993) + +$end + +$info=jajamaru, +$bio + +Vs. Ninja Jajamaru-Kun (c) 1985 Jaleco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The princess is called 'Sakura'. + + +- SERIES - + + +1. Ninjakun Majou no Bouken (1984) + +2. Vs. Ninja Jajamaru-kun (1985) + +3. Ninja-Kid II (1987) + +$end + +$info=vspinbal,vspinblj, +$bio + +Vs. Pinball (c) 11/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=platoon, +$bio + +Vs. Platoon (c) 1988 Sunsoft. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=bnglngby, +$bio + +Vs. Raid on Bungeling Bay (c) 1985 Nintendo / Broderbund Software. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Raid on Bungeling Bay was the first Will Wright game (the author of the succesfull video game "The Sims"). + + +- STAFF - + + +Designed by : Will Wright + +$end + +$info=vsslalom, +$bio + +Vs. Slalom (c) 11/1986 Rare. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=vssoccer, +$bio + +Vs. Soccer (c) 1985 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Sound : Koji Kondo + +$end + +$info=starlstr, +$bio + +Vs. Star Luster (c) 1985 Namco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- STAFF - + + +Sound : Hiroyuki Kawada + +$end + +$info=smgolf,smgolfj,smgolfb,ladygolf, +$bio + +Vs. Stroke and Match Golf (c) 11/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Both 'Man' and 'Lady' version exist. + + +- STAFF - + + +Sound : Koji Kondo + +$end + +$info=suprmrio, +$bio + +Vs. Super Mario Bros. (c) 04/1986 Nintendo. + + +Classic and cult horizontal platform game featuring the Nintendo mascot Mario who must save princess Toadstool (Princess Peach in Japan) from Bowser (Koopa in Japan). + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +Vs. Super Mario Bros. is most common in a converted "Donkey Kong" or "Donkey Kong Junior" cabinet (this game was only available as a kit, there were no dedicated cabinets made). Actually, any copy of this game that is not in a converted Donkey Kong series cabinet is incorrect (as the Vs. kit was only designed for those cabinets). Nintendo designed a special small joystick for their Vs. Unisystem games (allowing a 2 player setup on the tiny Donkey Kong control panel). Other difference between this title and most standard games was audio that was processed in the monitor (although this was the same as most other early Nintendo titles). One other notable thing about this title is that either joystick will control either player (most Vs. titles were like this), making it rather pointless to have 2 sticks in the first place. + + +- TRIVIA - + + +Basically, this is the arcade port of the Nintendo Famicom "Super Mario Bros." but see the 'Updates' section :). + + +A hack of this game where made by Two-Bits Score and is known as "Skate Kid Bros.". + + +- UPDATES - + + +There are slight differences between the arcade version Vs. Super Mario Bros. and the Playchoice-10 version of Super Mario Bros. : + +* Item placement in the '?' and hidden blocks differs slightly, so if you're used to the Playchoice-10 version you may find a few different and unexpected items in certain familiar places. + +* Parts of levels were also changed slightly, too, the most noticeable being a gap in the ceiling bricks on the way to the Warp Zone in World 1-2. + +* This seems to make the World -1 trick impossible to do on Vs. Super Mario Bros., as it involved the use of these removed bricks. + +* More enemies added in most levels + +* Bug fixes / preventions. + + +- TIPS AND TRICKS - + + +* Increase The Number Of Marios By 100 Or More : There is a way of increasing the number of Marios by more than 100. At the end of World 3-1, when Koopa Troopa comes on the block stairway just before the flagpole... and reaches the lowest step, jump on him to make him stop moving. + + +* The 999 Timer Bonus Trick : This one can be done on any of the -4 Worlds. It is most difficult to achieve on World 6-4 and World 7-4. What you do is try to end the level with the timer at 000, and the machine will act as though you have 1000 units of time instead of 0. It will drop to 999 and count down to 000 from there and award points for each unit of time. Simply jump to the axe as the timer goes from 002 to 001 and you should finish the screen with the timer at 000 and get the maximum bonus. + + +- STAFF - + + +Designed by video game legend : Shigeru Miyamoto + +Music & sound by : Koji Kondo + +$end + +$info=vsskykid, +$bio + +Vs. Super SkyKid (c) 1986 Namco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + + +- SERIES - + + +1. Sky Kid (1985) + +2. Sky Kid Deluxe (1986) + +3. Vs. Super Sky Kid (1986) + +$end + +$info=supxevs, +$bio + +Vs. Super Xevious (c) 1986 Namco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=tkoboxng, +$bio + +Vs. T.K.O. Boxing (c) 11/1987 Namco. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=vstennis,vstennij, +$bio + +Vs. Tennis (c) 02/1984 Nintendo. + + +Single or doubles tennis against human or computer players. Match is best of 3 sets. Game operates on both single and dual monitor cabinets. + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game was designed for the dual-monitor cabinet so that opposing players had their own monitor. + +$end + +$info=vstetris, +$bio + +Vs. Tetris (c) 1988 Atari Games. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines. + + +Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) : + +* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line. + +* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square. + +* The 'T' - A row of three blocks with one added below the center. + +* The 'L' - A row of three blocks with one added below the left side. + +* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L'). + +* The 'S' - Bent trimino with block placed on outside of clockwise side. + +* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S'). + + +Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realise that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased. + + +Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive. + +$end + +$info=goonies, +$bio + +Vs. The Goonies (c) 12/1986 Konami. + + +You're a young boy, in a dungeon, who needs to rescue his friend and collect all the keys before escaping to the next level. This is a very enjoyable platformer, with enough of a challenge to ensure you'll want to come back and play again. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo. + +$end + +$info=topgun, +$bio + +Vs. Top Gun (c) 1987 Konami. + + +- TECHNICAL - + + +Main CPU : N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=wrecking, +$bio + +Vs. Wrecking Crew (c) 09/1984 Nintendo. + + +- TECHNICAL - + + +Main CPU : (2x) N2A03 (@ 1.789772 Mhz) + +Sound Chips : (2x) Nintendo (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Sound : Hirokazu Tanaka + +$end + +$info=vulcan, +$bio + +Vulcan Venture (c) 03/1988 Konami. + + +- TECHNICAL - + + +Game ID : GX785 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), 007232 (@ 3.579545 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is known in Japan as "Gradius II - GOFER no Yabou". + + +Apollon released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988. + + +- UPDATES - + + +The main differences between Vulcan Venture and "Gradius II - GOFER no Yabou" are : + +* Different title screen. + +* Multiple is called Option in "Gradius II - GOFER no Yabou". + +* No continue available in "Gradius II - GOFER no Yabou". + +* Pulse Laser is called Ripple Laser in "Gradius II - GOFER no Yabou". + + +- SERIES - + + +1. Nemesis (1985) + +2. Gradius 2 (1987, MSX) + +3. Vulcan Venture (1988) + +4. Nemesis 3 : The Eve of Destruction (1988, MSX) + +5. Gradius III (1989) + +6. Nemesis '90 Kai (1993, Sharp X68000) + +7. Solar Assault - Gradius (1997) + +8. Solar Assault - Revisited (1997) + +9. Gradius IV - Fukkatsu (1999) + +10. Gradius V (2003, Sony PlayStation 2) + + +- STAFF - + + +Game programmers : T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii + +Graphic designers : Miki Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, Kuniaki Kakuwa + +Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami + +Engineer : K. Hashima + +Title designers : F. Shinuya, J. Tanaka + +$end + +$info=vulgus,vulgusj,vulgus2, +$bio + +Vulgus (c) 05/1984 Capcom. + + +Vulgus is pretty simple. You just pilot a spaceship and blast countless enemies. That is what is fun about this game. There is nothing complicated, just pure blasting. You only have two weapons, your blaster, and a limited supply of bombs. This title uses the time honored top-down vertically scrolling format. The background moves eternally forward, but you can move all around the screen, and can make the screen scroll both left and right. Your enemies consist of an assortment of fairly realistic looking spacecraft, some of which have a distinctive 'insectoid' look to them. This game is endless and it doesn't seem to have a level format. You just move forward and shoot. The backgrounds will change from time to time from planetary surfaces to space scenes and eventually they will start repeating once you blast this particularly large alien formation. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Vulgus is the first game produced by Capcom. Capcom, a name derived from 'Capsule' and 'Computer'. Kenzo Tsujimoto established the company in Japan as a manufacturer and distributor of electronic games machines. + + +In space shuttle terminology, CAPCOM also stands for 'Capsule Communications'.They are responsible for most of the talking to the shuttle during the missions. They relay all the messages to and from the shuttle. It's a very important, very stressful position in the space flight system. + + +Vulgus was only available as a conversion kit from SNK (or Capcom in Japan). The marquee to this title was red and it had a strange blue 'Vulgus' logo that had red veins running through it. + + +- UPDATES - + + +The US version's high score table allowed three initials to be entered. The Japanese version allowed ten letters to be entered. + + +- STAFF - + + +Staff : T. Toyohara, M. Kimura, Y. Morita, A. Fukada, S. Okada + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998, "Capcom Generation 3") + +Sega Saturn (1998, "Capcom Generation 3") + +$end + +$info=wacko, +$bio + +Wacko (c) 1982 Bally Midway. + + +The game is a colorful single screen shooter, with excellent graphics for the time. You maneuver 'Kapt'n Krooz'r' around the screen in his spaceship. The terrain is an orange moon scene, various cartoonish monsters dot the landscape. You must blast the monsters in pairs to make them vanish. Later levels introduce even more complex rules as to what can be shot. You control your ship with the trackball, while using the joystick to aim and shoot. The controls feel natural with a little practice, but the game quickly becomes very difficult on the higher levels. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 2.5 Mhz) + +Sound CPU : Z80 (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : trackball, joystick + + +- TRIVIA - + + +The game originally had a wizard shooting at cute animals but Bally/Midway execs thought it was too cute and needed an edge. Monsters were designed by Scott and put in instead, plus Bally/Midway also called him at the last minute to replace the wizard with the little green alien from Kozmik Kooz'r. The slanted cabinet was an idea by Marvin Glass which required the trackballs to be installed upside down to work properly. + + +This game runs on the Bally Midway MCR 2 hardware. + + +This title takes the prize for having the strangest dedicated cabinet ever made The Wacko cabinet is sloped, both the control panel, and the marquee are set at an angle. The right side of each being about three inches lower than the left side. This means that the joystick and trackball are both at an angle. This is the only machine ever made to feature a sloped control panel (a distinction which it will probably keep for a long time). + + +- STAFF - + + +Designed and programmed by : Steve Meyer + +Graphics by : Scott Morrison + + +- PORTS - + + +* Consoles : + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=arcadia, +$bio + +Waga Seishun no Arcadia (c) 1982 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1 Mhz), (2x) DAC (@ 1 Mhz) + + +Screen orientation : Vertical + +Video resolution : 248 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 50.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Arcadia of My Youth'. + + +This game is known outside Japan as "New York New York". + + +Waga Seishun no Arcadia is based on the animated movie of the same name. The guy standing in the background of this game is Space Pirate Captain Harlock, the protagonist of the movie. Arcadia is the name of his ship. Starting before this movie and into the present day, Harlock is featured in a number of comic books, TV series and movies. + + +- UPDATES - + + +Differences between "Arcadia' and 'NY, NY' : + +* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings. + +* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings. + +* Also, the words 'New York' have been replaced by 'Arcadia' in the demo. + +* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all. + +* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie. + +* There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed). + +* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background. + +* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background. + +$end + +$info=mj4simai, +$bio + +Wakakusa Monogatari Mahjong Yonshimai (c) 1996 Maboroshi Ware. + + +Anime-style mahjong game with lovely female opponents and bonus games. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16.2652 Mhz) + +Sound Chips : X1-010 (@ 16.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Control : mahjong keyboard + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Young Grass Mahjong Story - Four Sisters'. 'Wakakusa Monogatari' is also the Japanese title of the Louisa May Alcott novel 'Little Women', of which this mahjong game is *very* loosely based upon. + +$end + +$info=wakuwak7, +$bio + +Waku Waku 7 (c) 11/1996 Sunsoft. + + +A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0225 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +'Waku Waku' is Japanese onomatopoiea for sounds of excitement. + + +The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior". + + +- TIPS AND TRICKS - + + +* Reverse Title : Accumulate 7 credits and the title will be reversed (77 too). + + +* Alternate Costume Colors : Press B, C, or D when selecting a fighter on the character selection screen. + + +* Choose Black Color : On character selection screen, press Down+A+B+C+D simultaneously. + + +* Change Winning Mark : On character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal. + + +* Change CPU Character Color : On character selection screen, press Upperright+Start+A simultaneously. + + +* Widescreen Mode : On character selection screen, press Right+Start+C simultaneously. + + +* Arina Stage Song Lyrics : When fighting Arina, before 'Round 1' appears, press Start, then A+D. + + +- STAFF - + + +Programmers : Yuichi Ueda, Shige. YTM. Inaba + +Graphic designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe + +Sound composers : Kazuo Nii, Noriaki Urata + +Music composers : Masato Araikawa + +Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka + +Voice actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi,Naho Hattori, Yukitoshi Hirano + +Music coordinators : Atsushi Mihiro, Hideo Zaitsu + +Director : Yuichi Ueda + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=wallc,wallca, +$bio + +Wall Crash (c) 1984 Midcoin. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +Midcoin was founded by Bruno De Georgio (Ex Felaco) in Naples (Italy). + + +- STAFF - + + +Programmed by : Bruno De Georgio + +$end + +$info=wallst, +$bio + +Wall Street (c) 1982 Century Electronics. + + +- TECHNICAL - + + +Main CPU : S2650 (@ 894.886 Khz) + +Sound CPU : S2650 (@ 894.886 Khz) + +Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 248 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=wwally,wwally1, +$bio + +Wally wo Sagase! (c) 1992 Sega. + + +- TECHNICAL - + + +Sega System 18 hardware + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 3 + +Control : trackball + +Buttons : 3 + + +- TRIVIA - + + +Based on the children's books called 'Where's Wally?' where you had to find Wally (Waldo in US) in various drawn scenes. + +$end + +$info=wanted, +$bio + +Wanted (c) 1984 Sigma Enterprises. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- PORTS - + + +* Consoles : + +Sega Master System (1989) + +$end + +$info=warfa, +$bio + +War - Final Assault (c) 1999 Atari Games. + + +- TECHNICAL - + + +Atari Vegas hardware + + +Main CPU : R5000 (@ 250 Mhz) + +Sound CPU : ADSP2104 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : stick + +Buttons : 4 + +$end + +$info=wargods, +$bio + +War Gods (c) 1996 Midway. + + +Ten mystical characters battle for dominance in a 3-D environment. + + +- TECHNICAL - + + +Midway V Unit hardware + + +Main CPU : TMS32031 (@ 50 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +This game is the only game on the Midway V Unit to use a hard-disk (401 megabyte). + + +War Gods was the first truly 3D fighting game to include the Digital Skin Technology that eliminates polygon look. + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1997) + +Nintendo 64 (1997) + + +* Computers : + +PC [Windows 95] (1997) + +$end + +$info=wrofaero, +$bio + +War of Aero - Project MEIOU (c) 1993 Yang Cheng Electronic. + + +- TECHNICAL - + + +Game ID : 93111A + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Programmer : J. Ichikawa + +Graphci designers : Y. Sugimoto, H. Kanemaru + +Character designers : J. Ichikawa, H. Kanemaru + +Sound programmer : H. Yamanaka + +Sound : Y. Ogawa, H. Shiomi + +Director : J. Ichikawa + +$end + +$info=warofbug, +$bio + +War of the Bugs or Monsterous Manouvers in a Mushroom Maze (c) 1981 Armenia / Food and Fun. + + +Very interesting game. Play "Centipede" in a "Galaxian" environment :). + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=wotw,wotwc, +$bio + +War of the Worlds (c) 1981 Cinematronics. + + +This is one great looking game. You control a little tank that can move back and forth at the bottom of the screen, your enemies are martian walkers that advance on your position. Each martian takes several hits to destroy, as you are actually blasting their legs out from under them. You can protect yourself from their shots by using your shield button, but use it sparingly, as you only have a limited amount of shield time. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : ?? + + +- TRIVIA - + + +War of the Worlds (or WOTW for shorts) is based on the HG Wells science-fiction classic. + + +WOTW was one of the last vector games Cinematronics created. This game was meant to be a 3-D vector version of "Space Invaders" but was never released due to it testing badly at the 1982 AMOA show. Less than 10 were made. They were all sold to distributors and sold at trade shows. The game did not generate enough interest to be put into production. The reason this game never went into wide production was twofold. The first reason was that it was simply too easy. Games that are too easy don't make a lot of money. The second reason was that the hardware simply wasn't good enough to run the game, it lagged a bit from time to time, and arcade games are not supposed to lag. + + +One interesting note is that the game was originally made with the B+W X-Y monitors, but a couple years later, it was resurrected with a color monitor around the time of "Solar Quest". Only one or two where made this way, and it is doubtful that they still exist. + + +The 'War of the Worlds' conversion kit came with a red and yellow marquee that had a fairly simple game logo on it. The monitor bezel showed the curved surface of an orange planet, along with some generic outer space stuff. The control panel has graphics showing a ruined city, and the legs of several giant martian walkers. The controls are all pushbuttons, no joysticks or anything like that at all. The game came with a plastic monitor overlay meant to give color to the black and white monitor, it made the upper and lower areas red, while the center area was yellow (it also had a hand drawn city scene way in the background). + + +- STAFF - + + +Designed and programmed by : Tim Skelly, Rob Patton + +$end + +$info=wardner, +$bio + +Wardner (c) 12/1987 Taito. + + +Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans. + + +- TECHNICAL - + + +Game ID : TP-009 + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.428571 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Wardner no Mori" and in US as "Pyros". + + +Toaplan releases a limitd-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- STAFF - + + +Music composed by : Ree Ohta + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) + +Famicom Disk System + +$end + +$info=wardnerj, +$bio + +Wardner no Mori (c) 12/1987 Toaplan. + + +Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans. + + +- TECHNICAL - + + +Game ID : TP-009 + + +Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.428571 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 56.00 Hz + +Colors palette : 1792 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Wardner's Forest'. + + +Licensed to Taito for manufacture and distribution. + + +This game is known outside Japan as "Wardner" and in US as "Pyros". + + +Toaplan releases a limitd-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + + +- STAFF - + + +Music composed by : Ree Ohta + +$end + +$info=warlords, +$bio + +Warlords (c) 04/1980 Atari. + + +- TECHNICAL - + + +Game ID : 037153-037159 + + +Main CPU : M6502 (@ 1.512 Mhz) + +Sound Chips : Pokey (@ 1.512 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 128 + + +Players : 4 + +Control : paddle + +Button : 1 + + +- TRIVIA - + + +Licensed to Sega for Japan market. + + +A prototype version of this game is known under the name of "Castles & Kings". + + +Approximately 1,000 upright and 1,250 cocktail units were produced. + + +- STAFF - + + +Designed and programmed by : Greg Rivera, Norm Avalar + + +- PORTS - + + +* Consoles : + +Atari 2600 (1981) + +Sony PlayStation (2001, "Atari Anniversary Edition Redux") + +Sega Dreamcast (2001, "Atari Anniversary Edition") + + +* Computers : + +PC [CD-Rom] (2000, "Atari Arcade hits 2") + +PC [CD-Rom] (2001, "Atari Anniversary Edition") + +PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") + +$end + +$info=warpwarp, +$bio + +Warp & Warp (c) 07/1981 Namco. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known in US as "Warp Warp" (licensed to Rock-ola 08/1981). + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4). + +'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen. + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=warpwarr,warpwar2, +$bio + +Warp Warp (c) 08/1981 Rock-ola. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2.048 Mhz) + +Sound Chips : Custom (@ 2.048 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 272 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is known outside US as "Warp & Warp". + + +- UPDATES - + + +The only difference between the new and the old version is the copyright string on the first screen (when the scores are displayed) : + +* New version (set1) : '(c) 1981 ROCK-OLA MFG.CORP.' + +* Old version (set2) : '(c) 1981 ROCK-OLA MFG.CO.' + + +- TIPS AND TRICKS - + + +* Easter Egg : + +1) Enter service mode. + +2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4). + +'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen. + + +- PORTS - + + +* Computers : + +MSX (1984) + +$end + +$info=warrior, +$bio + +Warrior (c) 10/1979 Vectorbeam. + + +Two vector knights battle each other in an overhead death pit. + + +- TECHNICAL - + + +Main CPU : CCPU (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 38.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Warrior was the first one-on-one fighting game. + + +Back in the 1970s a few arcade distributors still held on to the exclusivity rules that were a holdover from the older pinball days. Because of this many arcade game manufacturers had several different names. Atari was also 'Kee' and 'Horror Games'. While 'Sega' was also known as 'Gremlin'. Many people think that Vectorbeam and Cinematronics were the same way. But that wasn't how it really worked with them. Vectorbeam was originally an independent company. They had purchased several titles from Cinematronics in the past, but were a totally different company. But in 1978 Cinematronics bought Vectorbeam so they could have their patents. They promptly released Warrior under the Vectorbeam name, and then shut the company down soon after. + + +It was a very rare game. There was only one way to buy this game, and that was in a dedicated cabinet, and only upright versions were available (and this was one heavy game, weighing in at 280 lbs). This particular title had white sides with sticker style sideart of two Knights crossing swords while a sinister castle loomed above them. The marquee, monitor bezel, and control panel all had graphics of swords and energy beams. There were tow joysticks on the control panel, and they were of a very sturdy design, and were probably the only thing on a Warrior machine that wasn't bound to fail in a few years. + + +The game used a rather complicated display system that included a 19'' black and white vector monitor, a half-silvered mirror, and a detailed plastic display of the game background. Those items all came together to make it look like the action was happening directly on the picture of the background, instead of on the monitor itself. + + +- STAFF - + + +Designed and programmed by : Tim Skelly + +$end + +$info=warriorb, +$bio + +Warrior Blade - Rastan Saga Episode III (c) 1991 Taito. + + +- TECHNICAL - + + +Game ID : D24 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610B (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- SERIES - + + +1. Rastan Saga (1987) + +2. Rastan Saga II (1988) + +3. Warrior Blade - Rastan Saga Episode III (1991) + + +- STAFF - + + +Game design director : PPR. Kaito + +Software programmers : Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda + +Character graphics designers : Fujita Makoto, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, Kohzoh Igarashi, Y. Kikuchi + +All music composed and arrenged by : Masahiko Takaki (Zuntata) + +Sound effects and data programmers : Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata) + +Hardware system engineers : T. Ohhara, Toshiyuki Sanada, Yahachi Don Masao + +Electric harness : Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki + +Cabinet designers : Jyun Nishiyama, Koji Enomoto, Kazu Tabuchi, I. Yama + +Cabinet decoration : Hiroyasu Nagai (Excellent Nagai), Y. Aiura, Kyoko Umezu + +P.C.B. inspector : Fumio Takeda + +Produced by : PPR.Kaito + +Project cooperation : Fujiwaran X, Sakou Menme + +$end + +$info=wof,wofu, +$bio + +Warriors of Fate (c) 10/1992 Capcom. + + +Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 6 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and in Asia as "Sangokushi II". + + +The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993. + + +- UPDATES - + + +There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version (Warrior of Fates). They are listed as follows : + +* After the bonus stage, a scene with the 3rd emperor making comments was cut. + +* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti. + +* All names in-game were accompanied by their kanji. + +* All names were changed and aren't even properly translated from the originals. + +* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut. + +* In stage 1, a short message from the advisor was taken out. + +* In stage 1, the boss gave a short dialogue. + +* In stage 3, during the opening the boss has a short dialogue. + +* In stage 4, the boss had a short dialogue. + +* In stage 5, Akkila-Orkhan has a short dialogue. + +* In stage 5, the boss had a short dialogue. + +* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut. + +* In stage 6, there were additional lines between the player and Kuan-Ti. + +* In stage 8, a short message from the advisor was taken out. + +* In stage 8, the boss has a short dialogue. + +* In stage 9, a short message from the advisor was taken out. + +* In stage 9, there was a conversation between player and the boss. + +* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get. + +* Some weapons were generalized in the World version. + +* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1. + +* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!). + + +- SERIES - + + +1. Dynasty Wars (1989) + +2. Warriors of Fate (1992) + + +- STAFF - + + +Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz + +Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume + +Onnanoko designer : Akiman + +Sound : T. Yomage, Toshi Bull, Oyabun, Inu + +$end + +$info=warzard, +$bio + +Warzard (c) 1996 Capcom. + + +Select one of four unique playable characters, and face off against a series of demons and monsters. The game is a 2-D fighter featuring RPG elements. Players earn special moves and weapons as the game progresses. A Level-up system determines how fast you earn these, based on how well you play. + + +- TRIVIA - + + +This game is known outside Japan as "Red Earth". Despite the common appearance of the game in Japan, it saw a very limited release in the United States. + + +Warzard is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EPROMs. + + +- STAFF - + + +* Voice Actors : + +Tessa : Naka Tomoko + +Mai-Ling : Megumi Urawa + + +- PORTS - + + +This game was never ported to any home consoles, most likely due to the lack of ram needed to store the thousands of sprite animations. + +$end + +$info=suzume, +$bio + +Watashi wa Suzume-chan (c) 1986 Dyna Electronics. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Player : 1 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'I Am Suzume-chan'. + +$end + +$info=wmatch, +$bio + +Water Match (c) 11/1984 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : Double 8-way joysticks + +Button : 1 + + +- STAFF - + + +Programmed by : Kawahara, Nakagawa + +Security by : R. Nakagawa + +$end + +$info=waterski, +$bio + +Water Ski (c) 1983 Taito. + + +In Water Ski you control a skier who is being pulled behind a boat. The object is to complete the course as fast as possible, while avoiding rocks and other obstacles. The graphics are decent early 80s stuff (quite colorful, but not highly detailed), and the sounds aren't bad, but the game is impossible. It starts off well, your red boat takes of moving upward, towing you behind it. You can move left or right, and you can press buttons to either slow the boat down or to jump over obstacles. The first few obstacles are small rocks, you can simply dodge them (or jump them if you wish), then comes a large rock. The large rock is tricky, because you have to dodge it on the correct side, otherwise your tow rope will hit the rock and break. To compound this difficulty, it seems that your tow boat will often fake you out near this rock (it will begin to go one direction, and then turn and head off in a different direction, sending you right into the rocks). After this big rock some more small ones are coming and a raft, and then finally comes the big ramp. The big ramp is the undefeatable gelatinous cube of this game. If you attempt to dodge it you will crash, and you also crash no matter how you attempt to jump it. Once you get to this ramp your game is over, you will simply crash into it over and over again until time runs out, or you walk away in disgust. + + +- TECHNICAL - + + +Game ID : A03 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Water Ski came in the standard 'Taito Classic' cabinet (the same one that was used for titles such as "Qix", "Zoo Keeper", and "Jungle King"). It was usually a brown cabinet with painted sideart (stripes and a 'Taito' logo). This was not a very popular game, and real cabinets are almost impossible to find. + + +- PORTS - + + +* Consoles : + +Atari 7800 (1988) + + +* Computers : + +Atari ST + +$end + +$info=wg3dh, +$bio + +Wayne Gretzky's 3D Hockey (c) 10/1996 Atari Games. + + +A cutting-edge 3-D hockey game for up to four players. Features input codes for stats tracking, two levels of Cup play, time-released secrets, and player contests with prizes from Atari. + + +- TECHNICAL - + + +Atari Phoenix hardware + + +Main CPU : R4700 (@ 100 Mhz) + +Sound CPU : ADSP2115 (@ 16 Mhz) + +Sound Chips : (2x) DMA-driven (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 400 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is an official licensed product of the NHL (National Hockey League) and the NHLPA (National Hockey League Players Association). + + +During the match, you can see in the background adverts for 'Coca-Cola', 'Upper Deck', 'Campbell's' and 'Chunky'. + + +Wayne Douglas Gretzky was born in Canada on january 26, 1961. He began playing organized hockey at the age of 6. He entered the WHA (World Hockey Association) on June 12 1978 and the NHL the following year. Winning 57 trophy and cups in all his career, Gretzky retired from the NHL in 1999. In his last game versus the Pittsburgh Penguins on April 29th 1999, he recorded his 2857th point in his 1487th game. + + +- STAFF - + + +Programmers : Steve Bennetts, Terry Farnham, Steve Thomas + +Artists : Bob Ingold, Jeremy Mattson, Patrice Moriarity + +Producer : Robert Daly + +Associate producer : Howard Lehr + +Marketing manager : Derryl Depriest + +Technician : Dennis Nale + +Audio : John Paul, Doug Brandon, Jon Hey + +Hardware designers : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, John Lowes + +Game testers : Rob Reininger, David Ortiz, Trenton Lewis, Todd Papy, Jesse Meza + +Hardware support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Betty Purcell, Sam DeVaney, Bobby Kay, Scott Parrish, Gregg Piotrowski, Al Lasko, Sheridan Oursler, Leroy Brown, Rick Meyette + +DCS2 sound system : Matt Booty, Ed Keenan + +Support programmers : Bruce Rogers, David Shepperd, Robert Birmingham, Mike Albaugh, Mike Lynch, Jason Skiles, Chris Krubel, Forrest Miller + +Executive producer : Mark Stepen Pierce + +Publicist : Tracy Egan + +Additional technicians : Mark Hoendervoogt, Minh Nguyen, Todd Modjeski, Pete Mokris + +Mechanical engineers : Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski + +Development hardware engineers : Alan Gray, John Moore, Sam Lee, Senthil Vinayagam, Mark Hess + +Cabinet designers : Nik Ehrlich, Rudy Aguire, Joyce Fluty, Mark Gruber, Pete Takaichi + +Motion capture models : Wayne Gretzky, Eddie Mio, Charlie Simmons, Howard Lehr, Steve Thomas, Robert Daly + +Video production : Joe Noyes, Greg Allen, Brent Englund, Eric Durfey + +Statistics : George Zeimek, Robert Daly + + +- PORTS - + + +* Consoles : + +Nintendo 64 (1996) + +$end + +$info=wecleman, +$bio + +WEC Le Mans 24 (c) 11/1986 Konami. + + +- TECHNICAL - + + +Game ID : GX602 + + +Main CPU : (2x) 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), 007232 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Player : 1 + +Control : paddle + +Buttons : 3 + + +- TRIVIA - + + +Released the same year as Sega's seminal "Out Run", WEC Le Mans tends to be unfairly overlooked in the annuals of video game history. The sprite-scaling and use of colour is superb with the gameplay being tight and responsive - if a little on the difficult side. Le Mans asked rather more of the player than "Out Run", adopting more of a 'simulation' approach to its gameplay - but patient and skillful players found their efforts suitably rewarded. + + +Like "Out Run", Le Mans was also available as a 'deluxe' cabinet edition - but instead of offering the usual 'left-right' tilting mechanism of its rival, Le Mans' cabinet rotated on a central spidle. The results were highly effective, if a little disorienting. + + +Apolon released a limited-edition soundtrack album for this game (Original Sound of WEC Le Mans 24 Arcade Version - BY12-5027) on 21/08/1987. + + +- PORTS - + + +* Computers : + +Amstrad CPC (1988) + +Commodore C64 (1989) + +Sinclair ZX Spectrum (1989) + +$end + +$info=weddingr, +$bio + +Wedding Rhapsody (c) 05/1997 Konami. + + +- TECHNICAL - + + +Konami GV System hardware + +Game ID : GX624 + + +Main CPU : PSX (@ 16.9344 Mhz) + +Sound Chips : PSX (@ 16.9344 Mhz), CD (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=weststry, +$bio + +West Story (c) 1991 Datsu Alliance. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is a bootleg of "Blood Bros.". + +$end + +$info=wexpress,wexpresc,wexpresb, +$bio + +Western Express (c) 1986 Data East. + + +A beat'em up / platform game with shoot'em up sequence. + + +- TRIVIA - + + +This game is known in US as "Express Raider". + +$end + +$info=wgp,wgpj,wgpjoy,wgpjoya, +$bio + +WGP - Real Racing Feeling (c) 1989 Taito. + + +- TECHNICAL - + + +Game ID : C32 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : stick + +Buttons : 7 + + +- STAFF - + + +Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori + +Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino + +Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi + +Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda + +Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack) + +Graphic designer : Rintarou Doi + +Cabinet designer : Shinobu Sekiguchi + +Direction & Game designer : Hiroyuki Sakou + +$end + +$info=wgp2, +$bio + +WGP2 - Real Racing Feeling (c) 1990 Taito. + + +- TECHNICAL - + + +Game ID : C73 + + +Main CPU : (2x) 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : stick + +Buttons : 7 + + +- STAFF - + + +Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori + +Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino + +Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi + +Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda + +Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack) + +Graphic designer : Rintarou Doi + +Cabinet designer : Shinobu Sekiguchi + +Direction & Game designer : Hiroyuki Sakou + +$end + +$info=wfortune,wfortuna, +$bio + +Wheel of Fortune (c) 09/1989 GameTek. + + +Spin the wheel!!! Prepare to select a letter and spell the secret word... toc-toc-toc-BANKRUPT!! oh no :( + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound Chips : MSM6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 3 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +The game is based on a TV show produced by Merv Griffin Enterprises that's followed by more than forty million viewers every week. + +$end + +$info=whizz, +$bio + +Whizz (c) 1989 Philko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is also known as "Twin Falcons". + +$end + +$info=whodunit, +$bio + +Who Dunit (c) 06/1988 Exidy. + + +- TECHNICAL - + + +Exidy 440 hardware + + +Main CPU : M6809 (@ 1.6224 Mhz) + +Sound CPU : M6809 (@ 811.2 Khz) + +Sound Chips : Custom (@ 811.2 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : lightgun + +Button : 1 + + +- STAFF - + + +Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson + +$end + +$info=whoopee, +$bio + +Whoopee!! (c) 1991 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-025 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.375 Mhz) + +Sound Chips : YM3812 (@ 3.375 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside Japan as "Pipi & Bibis". + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +$end + +$info=wiggie, +$bio + +Wiggie Waggie (c) 1994 Promat. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz) + +Sound Chips : MSM6295 (@ 7.575 Khz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=wldarrow, +$bio + +Wild Arrow (c) 1982 Meyco Games. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +$end + +$info=wildfang, +$bio + +Wild Fang (c) 1989 Tecmo. + + +The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm! + + +- TECHNICAL - + + +Main CPU : 68000 (@ 9.216 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Tecmo Knight". + + +- STAFF - + + +Programmers : Pochi, HB.M, EXP2148 + +Graphic designers : Bruter, Noise, Yohkun, D.H.Max + +Character designers : Bruter, Noise, S?nager, Yohkun + +Sound creators : Mikio Saito (Metal Yuhki), Mayu + +Hardware : Yoshidasan + +Directed by : Strong Shima + +$end + +$info=pc_wgnmn, +$bio + +Wild Gunman (c) 1984 Nintendo. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : WG + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TRIVIA - + + +A Wild Gunman unit appears in the 1985 movie 'Back to the Future' and in the 1989 movie 'Back to the Future Part II'. + +$end + +$info=wildplt, +$bio + +Wild Pilot (c) 1992 Jaleco. + + +- TECHNICAL - + + +Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz) + +Sound CPU : 68000 (@ 6 Mhz) + +Sound Chips : YM2151 (@ 3 Mhz), (2x) MSM6295 (@ 12 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 4864 + + +Players : 2 + +Control : lightgun + +Buttons : 3 + +$end + +$info=moo,mooua,moobl, +$bio + +Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami. + + +Rustle Up Some Moolah! The four COW-boys draw their pistols "Sunset Riders" style to get those dastardly varmints out of their town! + + +- TECHNICAL - + + +Game ID : GX151 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Based on the Saturday morning cartoon of the same name. + + +- STAFF - + + +Management : Mashahiro Inoue, S. Kido + +Supervisor : S. Okamoto + +Programmers : Taka, Kou1, T. Takeda + +Character designers : M. Samejima, T. Nakazawa, E. Aida + +Sound programmer : Hideaki Kashima (H. Shikama) + +Music and effects : Michiru Yamane + +Package designer : T. Nishimura + +Hardware designers : K. Hashima, D. Konishi + +Screenplay by : K. Kinugasa + +Suit Man : Arai + +Pilot : E. Aida + +$end + +$info=wwestern,wwester1, +$bio + +Wild Western (c) 05/1982 Taito. + + +- TECHNICAL - + + +Taito SJ System hardware + +Game ID : WW + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 3 Mhz) + +Sound Chips : (4x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : Double 8-way joysticks + +Buttons : 2 + +$end + +$info=willow,willowj,willowje, +$bio + +Willow (c) 06/1989 Capcom. + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + +Game ID : CP-S No. 5 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed by Lucasfilm and based on the movie of the same name. + + +- STAFF - + + +Planners : Kawanorider, Deru Deru Itoh + +Programmers : Yukio Arai (Professor Arai), Kyoko Tomita (Queen Tomita), Yokoyan, Ueyan + +Character designers : Frunky Kazu, Yokota Yokozo (Bakuhatsu Yokozo), Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan + +Music composer : Ogeretu Kun + +Hard designer : Kucchan + +Direction : Kihaji Okamoto + +$end + +$info=wilytowr, +$bio + +Wily Tower (c) 1984 Irem. + + +A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : I8039 (@ 533.333 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 260 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Atomic Boy". + + +- UPDATES - + + +In difference to "Atomic Boy", Wily Tower has NO storyline. + +$end + +$info=windheat, +$bio + +Winding Heat (c) 1996 Konami. + + +- TECHNICAL - + + +Main CPU : PPC403 (@ 32 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + +$end + +$info=wjammers, +$bio + +Windjammers - Flying Disk Game (c) 02/1994 Data East. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0065 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Flying Power Disc". + + +Windjammers is based on the real world flying disc sport called '10-S'. But the inventor of the 10-S has nerver give permission or signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers. It have never been compensated for the illegal use of 10-S rules and method of play. 10-S was created in 1977 and copyrighted in 1980. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighters History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994. + + +- UPDATES - + + +Curiously, B. Yoo of Korea is replaced with S. Miller of Britain only on the USA Territory dip switch setting. The sprites remain exactly the same, but the voice is changed to that of an Englishman. + + +- STAFF - + + +Project leader : Takaaki Inoue + +Planner : Adachi Pentax + +Programmers : Takaaki Inoue, Wataru, Iida + +Graphic designers : Nozu Makoto, Galactus Mina, Y. Urushibara, El Santo Inopita, Flex Inagaki, Hiroshi Tamawashi, Tomoyuki Arakawa + +Bug-Dashi's : Takatoshi Katahata, Kagenobu Murata + +Sound creators : Atomic & Tom & Koremasa + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +$end + +$info=wingwar,wingwara, +$bio + +Wing War (c) 1994 Sega. + + +- TECHNICAL - + + +Sega Model 1 hardware + + +Main CPU : V60 (@ 1.333333 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YM3438 (@ 8 Mhz), (2x) Sega (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Player : 1 + +Control : stick + +Buttons : 7 + +$end + +$info=winrun91, +$bio + +Winning Run 91 (c) 1991 Namco. + + +- TECHNICAL - + + +Namco System 21 hardware + + +Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz) + +Sound Chips : C140 (@ 12.288 Mhz), YM2151 (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Player : 1 + +Buttons : 4 + + +- SERIES - + + +1. Winning Run + +2. Winning Run 91 (1991) + +$end + +$info=winspike,winspikj, +$bio + +Winning Spike (c) 1997 Konami. + + +- TECHNICAL - + + +Konami GX hardware + +Game ID : GX705 + + +Main CPU : 68EC020 (@ 24 Mhz) + +Sound CPU : 68000 (@ 9.2 Mhz) + +Sound Chips : (2x) 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Assistant directors : 'Monkey Business' Takepon, 'Super Lover' Mommy Ad + +Main programmer : 'Red Shooter 7.5.5' K. Toga + +Programmer : 'Shooting Guard' Cha-Cha-Ki + +Motion designers : 'Sonic & Throw' S. Kihara, '3Digitizer' T. Nagamatsu + +Stage designer : 'Dzungarian Hamster' Terara Hitomi + +Graphic designers : 'Peace Maker' Sho. M, 'Retouching' Y-Sakaue, 'Machine 4.0J' Machuoka, 'King of Unlucky' M. Yabe, 'Ducati-User' Zig the Crusher + +Rendering designer : 'Bones' T. Hayashino + +Sound editor : 'Precision Man' Sakagon + +Music composer : 'Snail Man' Name-Kun + +Product designer : 'Tel-Matsu 928' M. Uematsu + +Manual planning : Hideaki Minoda + +Technical engineer : K. Hashima + +Technical support : Yoshikazu Yzz + +Team manager : 'Takarazuka Raid' Acky 7 + +Produced by : KCE R + +$end + +$info=wintbob, +$bio + +The Winter Bobble (c) 1990 Sakowa Project. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 6 Mhz) + +Sound Chips : YM3812 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.50 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Snow Bros. - Nick & Tom". + +$end + +$info=winterht, +$bio + +Winter Heat - Sega Sports (c) 10/1997 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=wiping, +$bio + +Wiping (c) 09/1982 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was also known one year later as "Rug Rats". + +$end + +$info=wiseguy, +$bio + +Wise Guy (c) 1990 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Yam! Yam!?". + +$end + +$info=wits, +$bio + +Wit's (c) 1989 Athena. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 8 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Visco for manufacture and distribution. + + +- STAFF - + + +Producer : Sakae Nakamura + +Game director : Crazy Tom + +Game designers : Crazy Tom, Hironobu Tamai + +Composer : Shotaro Sasaki + +Manupilater : Kouichi Ishibashi + +Programmer : Tom_boy + +Character designers : Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi + +Sound mixers : Enjoy Sasaki, Tarako Ishibashi + +Hardware service : Drunkard Nonaka + +Monitor : Sayuri Murakami, Zensack Yamamura + + +- PORTS - + + +* Consoles : + +Nintendo Famicom + +$end + +$info=wiz,wizt, +$bio + +Wiz (c) 1985 Seibu Kaihatsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 1.78975 Mhz) + +Sound Chips : (3x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Taito. + + +- PORTS - + + +* Computers : + +MSX + +$end + +$info=wizwarz, +$bio + +Wiz Wars (c) 1984 Mylstar Electronics. + + +- TECHNICAL - + + +Main CPU : I8086 (@ 5 Mhz) + +Sound CPU : (2x) M6502 (@ 1 Mhz) + +Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY-3-8910 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 61.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game was playable & near completion before getting canned. Only 1 machine was known to exist + +$end + +$info=wizdfire, +$bio + +Wizard Fire (c) 1992 Data East. + + +Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom. May the power be with you! + + +- TECHNICAL - + + +Game ID : MAS + + +Main CPU : 68000 (@ 14 Mhz) + +Sound CPU : HuC6280 (@ 4.0275 Mhz) + +Sound Chips : YM2151 (@ 3.58 Mhz), (2x) MSM6295 (@ 7.627 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known outside US as "Dark Seal 2". + + +Only 100 PCBs were manufactured. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993. + + +- SERIES - + + +1. Gate of Doom (1990) + +2. Wizard Fire (1992) + + +- STAFF - + + +Game master : Yoshiyuki Urushibara + +Project leader : Naomi Susa + +Soft leader : Souichi Akiyama + +Object graphic leader : Yohiyuki Ishibiki + +Back graphic leader : Masanori Tokoro + +Music leader : Mr. K + +Soft : Haruyuki Kobayashi, Shinichi Suzuki + +Character designer : Tomoki Matoba + +Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga + +Back designers : Ryohei Harakata, Kazuhi Imoto + +Music composers : Tom Sato, Mihoko Ando, Gamadelic + +Hard : Shingo Mitsui, Masao + + +* CAST : + +Knight : Greg Sullivan + +Wizard : Susan Barger + +Bard : Bill O'Neill + +Dwarf : William Rooney + +Elf : Chiwe Gordon + +$end + +$info=wow, +$bio + +Wizard of Wor (c) 1980 Midway. + + +Players control a separate squadron of WORriors, the object is to descend into the many dungeons of WOR, killing monsters, beating the WIZARD and earning a high score. Full color video screen is accented by action sounds and haunting mood music. Dungeon maze patterns appear at random for a new play each time. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 1.789773 Mhz) + +Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Samples (@ 1.789773 Mhz), Custom (@ 1.789773 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 204 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game featured some early speech synthesis that was done in a similar manner to that in "Gorf" (Gorf and Wizard of Wor ran on nearly identical hardware). + + +Wizard of Wor arcade units came in a white dedicated cabinet with sticker sideart of a menacing looking wizard. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart, while the cocktail versions had the monitor mounted sideways for some reason). This game used a special 4-Way Joystick that had 2 positions for each directions. + + +- TIPS AND TRICKS - + + +* Hint 1 : When the warp doors open, use them as quickly as possible if the way is clear on the other side. This eliminates the possibility of one of the monsters appearing on top of you out of the blue by coming in from the other side. Otherwise, stay away from the warp doors if it's not clear. + + +* Hint 2 : Try to make your shots 'short'. That is, NEVER start shooting down a long corridor! Your shots are limited, and the shorter the corridor, the more shots and the faster you can shoot. + + +* Hint 3 : You already know this, but try to get used to using the radar - if you get good enough at it, you can almost use it exclusively when they monsters are invisible. It's not much use when you can see them, but it does help me when they are invisible. + + +* Hint 4 : The Worluk almost always appears dead center in the maze. When you get down to one or two monsters left, try to situate yourself as strategically as possible, pointing to the center of the maze. He'll appear and you can bag him as he tries to move out into the maze. + + +* Hint 5 : Try to make sure you use (and therefore close) the warp doors IF AT ALL POSSIBLE when the Worluk or Wizard appear. That keeps them in the maze a little while longer and if they don't escape through the warp doors, you get more chances at them. + + +* Hint 6 : Don't ever try to get close to the Worluk - he'll nail you. You have a lag in control, due to the way the game is programmed, so don't ever assume you can turn around on an enemy before they simply walk right over you. + + +- STAFF - + + +Designed and programmed by : Tom McHugh, Dave Nutting + + +- PORTS - + + +* Consoles : + +Atari 5200 (1983) + +Commodore C64 (1984) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + +$end + +$info=wizzquiz,wizzquza, +$bio + +Wizz Quiz (c) 1985 Zilec-Zenitone. + + +- TECHNICAL - + + +Main CPU : M6803 (@ 2.048 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Buttons : 5 + +$end + +$info=wolfpack, +$bio + +Wolf Pack (c) 1978 Atari. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 756 Khz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8 + + +Player : 1 + +Control : dial + +Button : 1 + + +- TRIVIA - + + +Wolf Pack was a prototype that was never released. + + +- STAFF - + + +Designed and programmed by : Dennis Koble, Jerry Lichac + +$end + +$info=wonder3, +$bio + +Wonder 3 (c) 05/1991 Capcom. + + +Wonder 3 contains three games : + +1) Roosters - Chariot wo Sagashite + +2) Chariot - Tenkuu-he no Ryo + +3) Don't Pull (donpuru) + + +- TECHNICAL - + + +Capcom Play System hardware (CPS) + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), MSM6295 (@ 7.576 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +'Chariot - Tenkuu-he no Ryo' translates from Japanese as 'Chariot - A Trip Through The Sky'. + + +This game is known outside Japan as "Three Wonders". + + +The main character of the action game (Roosters) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes". + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992. + + +- UPDATES - + + +Wonder 3 (the Japanese version) has some differences : + +* The action game is called 'Roosters' instead of 'Midnight Wanderers'. + +* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them. + + +- STAFF - + + +Game designer : Udatoshi + +Programmer : Koma Chan + +Character designer : Kurisan + +B.G. designer : Kuramoyan + +Sound composer : T. Yomage + +Director : Kihaji Okamoto + + +- PORTS - + + +* Consoles : + +Sony PlayStation (1998) + + +Sega Saturn (1998) + +$end + +$info=wboy,wboyu,wboyo,wboy2u,wboy2,wboy3,wbdeluxe, +$bio + +Wonder Boy (c) 1986 Sega. + + +- TECHNICAL - + + +Sega System 1 hardware + +Game ID : 834-5984 + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Escape. + + +A deluxe version (bootleg ?) was made by Vision Electronics (see Updates section for more information). + + +- UPDATES - + + +Wonder Boy Deluxe has a dip switch to control how fast the energy decreases. + + +- SERIES - + + +1. Wonder Boy (1986) + +2. Wonder Boy in Monster Land (1987) + +3. Wonder Boy III - Monster Lair (1988) + +4. Wonder Boy IV - Monster World II (Sega Mega Drive) + +5. Wonder Boy V - Monster World III (1991, Sega Mega Drive) + +6. Monster World IV (1994, Sega Mega Drive) + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1986) + +Nintendo Famicom (1986, "Adventure island") + +Sega Master System (1987) + +Sega Game Gear (1990) + +Nintendo Game Boy (1991, "Adventure island") + +Nintendo Super Famicom (1992, "Super Adventure Island") + + +* Computers : + +Sinclair ZX Spectrum (1987) + +Commodore C64 (1987) + +Amstrad CPC (1987) + +MSX + +$end + +$info=wb3,wb31,wb33,wb32,wb3bbl, +$bio + +Wonder Boy III - Monster Lair (c) 1988 Sega / Westone. + + +- TECHNICAL - + + +Sega System 16A hardware + +Game ID : 317-0084 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +FD1094 317-0084 + +* Runs on Sega System 16A hardware. + + +FD1094 317-0085 + +* Japanese version + +* Runs on Sega System 16B hardware. + + +FD1094 317-0089 + +* World version + +* Runs on Sega System 16B hardware. + + +8751 317-0098 + +* World version + +* Runs on Sega System 16B hardware. + + +- SERIES - + + +1. Wonder Boy (1986) + +2. Wonder Boy in Monster Land (1987) + +3. Wonder Boy III - Monster Lair (1988) + +4. Wonder Boy IV - Monster World II (Sega Mega Drive) + +5. Wonder Boy V - Monster World III (1991, Sega Mega Drive) + +6. Monster World IV (1994, Sega Mega Drive) + + +- STAFF - + + +Programmer : Naoki Hoshizaki + +Character designers : Rie Ishizuka, Hiromi Suzuko + +Music composer / Effect designer : Shin-ichi Sakamoto + +Director : Ryuichi Nishizawa + +Assistant : Takanori Kurihara, Yoshihito Saisho + +Supervisor : Michishito Ishizuka + + +- PORTS - + + +* Consoles : + +Sega Master System (1989) + +Sega Mega Drive (1990) + +NEC PC Engine CD + +$end + +$info=wbml,wbmlb,wbmljb,wbmljo, +$bio + +Wonder Boy in Monster Land (c) 1987 Sega / Westone. + + +- TECHNICAL - + + +Sega System 2 hardware + + +Main CPU : Z80 (@ 4 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 2 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Hint : This game has hidden coins that appear when you jump in certain spots. The demo screen shows a couple of these. Some of them will give you 60 gold or more every time. + + +- SERIES - + + +1. Wonder Boy (1986) + +2. Wonder Boy in Monster Land (1987) + +3. Wonder Boy III - Monster Lair (1988) + +4. Wonder Boy IV - Monster World II (Sega Mega Drive) + +5. Wonder Boy V - Monster World III (1991, Sega Mega Drive) + +6. Monster World IV (1994, Sega Mega Drive) + + +- STAFF - + + +Music composed by : Shin-ichi Sakamoto + + +- PORTS - + + +* Consoles : + +Sega Master System (1988) + +NEC PC Engine (1988) + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +$end + +$info=wndrmomo, +$bio + +Wonder Momo (c) 02/1987 Namco. + +Game ID: WM + + +- TECHNICAL - + + +Namco System 86 hardware + + +Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz), Namco (@ 6 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987. + + +- STAFF - + + +Music by : Kumio Yudate + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1989) + +Sony PlayStation (1998, "Namco Museum Encore") + +$end + +$info=wndrplnt, +$bio + +Wonder Planet (c) 10/1987 Data East. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988. + + +- STAFF - + + +Game designer : K. Kubota + +Graphic designers : J. Matsuda, R. Takahashi, H. Nomura + +Programmers : M. Sano, K. Takahashi, T. Sasagawa, Souichi Akiyama + +Music editors : Azusa Hara (AZUSA), Tatsuya Kiuchi, H. Kowastu, H. Yoshida + +$end + +$info=woodpek,woodpeka, +$bio + +Woodpecker (c) 1981 Amenip. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 16 + + +Players : 2 + +Control : 4-way joystick + +$end + +$info=wbeachvl, +$bio + +World Beach Volley (c) 1995 Playmark. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 7.575 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- STAFF - + + +Art director : Marchi D. + +Software : Benvenuto L., Cappi A., Gusso S., Nassi P., Giacomel G. + +Hardware : Gusso G., Cappi A., Cappelli A., De Marco F. + +Graphics : Banfi M., Corrieri M., Parenti A., Corica F. + +Sound / FX : Riccadonna G., Riccadonna L. + +Supervisor : Persona S., Benedini A., Cattane A., Rizzo C. + +Photografy : E.P.R. (Milan) + +$end + +$info=wcbowl,wcbwl165,wcbwl12,wcbwl161, +$bio + +World Class Bowling (c) 1995 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- UPDATES - + + +Revision 1 : + +* First release + +* Software version : 1.2. + + +Revision 2 : + +* Uses a 68EC020 @ 25 Mhz instead of the 68000 @ 12 Mhz + +* Software version : 1.61. + +* Added a sound in the operator menu when you move the trackball. + +* Added 'Volume Settings' in the operator menu. + +* Added 'Voltage Adjust Test' in the System Test Menu of the operator menu. + + +Revision 3 : + +* Software version : 1.65. + + +Revision 4 : + +* Software version : 1.66. + +* Removed 'Player Control Test' in the System Test Menu of the operator menu. + +* Added 'Player1 Control Test' and 'Player2 Control Test (Cocktail mode only)' in the System Test Menu of the operator menu. + + +- SERIES - + + +1. World Class Bowling (1995) + +2. World Class Bowling Tournament (1997) + +3. World Class Bowling Deluxe (1999) + +$end + +$info=wcbowldx, +$bio + +World Class Bowling Deluxe (c) 1999 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. World Class Bowling (1995) + +2. World Class Bowling Tournament (1997) + +3. World Class Bowling Deluxe (1999) + +$end + +$info=wcbwl140, +$bio + +World Class Bowling Tournament (c) 1997 Incredible Technologies. + + +- TECHNICAL - + + +Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz) + +Sound Chips : ES5506 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 255 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : trackball + +Buttons : 2 + + +- SERIES - + + +1. World Class Bowling (1995) + +2. World Class Bowling Tournament (1997) + +3. World Class Bowling Deluxe (1999) + +$end + +$info=wldcourt, +$bio + +World Court - Pro Tennis (c) 10/1988 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : WC + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 1 + + +- SERIES - + + +1. World Court - Pro Tennis (1988) + +2. Super World Court (1992) + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1990) + +$end + +$info=mt_wcsoc, +$bio + +World Cup Soccer (c) 07/1989 Sega. + + +- TECHNICAL - + + +Sega Mega-Tech hardware + +Game ID : Mega-Tech No. 21 + + +Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 416 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 2080 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=wcvol95, +$bio + +World Cup Volley '95 (c) 1993 Data East. + + +- TECHNICAL - + + +Main CPU : ARM (@ 7 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 58.00 Hz + +Colors palette : 4096 + + +Player : 1 + +$end + +$info=ar_dart, +$bio + +World Darts! (c) 1987 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Code & Graphics : The Flying, Ravioli, Brothers + +Bits & Bobs : Nick Speakman + +Music & Effects : Jas C. Brooke + +$end + +$info=wh1,wh1h, +$bio + +World Heroes (c) 07/1992 Alpha Denshi. + + +Eight heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0053 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Hanzou Hattori is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown"). + +Kotaeo Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603). + +Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973). + +Janne d'arc is based on the real Jeanne d'Arc who was burned in 1431. + +Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917) + +Muscle Power is most likely based on the real Hulk Hogan (1953-20XX) + +Jengis Carn is based on the real Genghis Khan (1162-1229) + + +The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series. + + +- SERIES - + + +1. World Heroes (1992) + +2. World Heroes 2 (1993) + +3. World Heroes 2 Jet (1994) + +4. World Heroes Perfect (1995) + + +- STAFF - + + +Producer and director : Kenji Sawatari + +Planners : Kenji Sawatari, Kimitoshi Yokoo + +Main programmers : TAT, Marbo (Toshi), Yuji Noguchi + +System programmers : Eiji Fukatsu, Makio Chiba, E-Chan + +Sound programmer : Makio Chiba + +Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sihara, Atsushi Kobayashi + +Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida + +Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1993) + +Sega Mega Drive (1994) + +SNK Neo-Geo CD (1995) + +$end + +$info=wh2, +$bio + +World Heroes 2 (c) 04/1993 ADK. + + +Fourteen characters do battle in normal or death match modes. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0057 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Captain Kidd is based on the real Captain William Kidd (1645-1701) + +The last boss of this game was 'Baoh' from the manga called 'Baoh'! + + +The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8!. + + +The 'Skinhead' Deathmatch level does not feature any trap or hazzard to look out for, however the loser in this particular ring will get his/her head shaven! :) + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Press B button when selecting a character. + + +* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy! + + +* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though! + + +- SERIES - + + +1. World Heroes (1992) + +2. World Heroes 2 (1993) + +3. World Heroes 2 Jet (1994) + +4. World Heroes Perfect (1995) + + +- STAFF - + + +Producer : Kenji Sawatari + +Planner : Kenji Sawatari, Yokoo + +Director : Akira Ushizawa + +Assistant director : Sho (Y. Ono) + +Main programmers : TAT.MST, Marbo (Toshi), Wizard Nogup + +System programmers : Eiji Fukatsu, Makio Chiba, E Chan + +Sound programmer : Makio Chiba + +Character maker : Ryu Hiroyuki + +Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Gigas (R. Nakajima) + +Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue, Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara + +Demo designers : Rie Mori, K. Fujita, Masato Mitsuya + +Music and Sound effects composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe + +Voice cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzou Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Gigas (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK) + +Special guest : Koji.T.Shimizu + +Graphic adviser : Tsutomu Maruyama + +Executive producer : Kazuo Arai + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1994) + +NEC PC Engine Super CD-ROM (1994) + +SNK Neo-Geo CD (1995) + + +* Computers : + +FM Towns PC + +$end + +$info=wh2j, +$bio + +World Heroes 2 Jet (c) 04/1994 SNK / ADK. + + +This update of World Heroes 2 introduces two new characters, Ryofu and Jack and two new modes of play - the Tournament and the Forging of Warriors. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0064 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Jack the Ripper is based on the real Jack the Ripper, who brutally murdered and mutilated five prostitutes in London in 1888. + +Ryofu is based on the real Lu Bu Fengxian, one of the famous warrior of the Three Kingdoms period. + + +- TIPS AND TRICKS - + + +* Endings : World Heroes 2 Jet is a very fun game, but only has 4 different endings available. Here is how to get each of these : + +Ending 1 - Beat Zeus in 'Tournament Mode' in the second or third round with 25% of remaining energy or less in your character's lifebar. + +Ending 2 - Beat Zeus in 'Tournament Mode' in the second or third round with 75% of remaining energy in your character's lifebar. + +Ending 3 - Get a 'Perfect' against Zeus in 'Tournament Mode' in the second or third round (This is the true ending, since the developer's credits will appear only in this one!). + +Ending 4 - Defeat 4 opponents in 'The Forging of Warriors Mode' to see this ending. + + +* Alternate costume Colors : Press B or C when selecting a character. + + +- SERIES - + + +1. World Heroes (1992) + +2. World Heroes 2 (1993) + +3. World Heroes 2 Jet (1994) + +4. World Heroes Perfect (1995) + + +- STAFF - + + +Producer & planner : Kenji Sawatari + +Producer & director : Akira Ushizawa + +Market research : Yukio Gotoh + +System programmers : Eiji Fukatsu, Makio Chiba + +Sound programmer : Makio Chiba + +Design-Tool programmer : Ryu Hiroyuki + +Main programmers : TAT&MST, E-Chan, Puyo (Toshi) + +Editor : Sho + +Music & Sound effect : Hideki Yamamoto, Yuka Watanabe~N, Hiroaki Shimizu + +Chief scroll designer : Kenichi Sakanishi + +Scroll designers : Takashi Egashira, Mitsunari Ishida + +Chief sprite designer : Hiroyuki-Toda + +Sprite designers : H. Yamada, Muneki-Shiraishi, Yokoo, Giga.S, Y. Sohara, West-Maison, K-Hakamata, Yoshiaki Ono + +Graphic designers : Gensan, Rie Mori, M. Mitsuya + +Public information : K. Fujita, S. Itoo II' + +Game adviser : Tsutomu Maruyama + +Executive producer : Kazuo Arai + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1994) + +Nintendo Game Boy (1995) + +$end + +$info=whp, +$bio + +World Heroes Perfect (c) 05/1995 SNK / ADK. + + +A new button layout for the final game in the series greets the 16 fighters and two end bosses. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0090 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TIPS AND TRICKS - + + +* Alternate Costume Colors : Press D button when selecting a character. + + +- UPDATES - + + +In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game. + + +- SERIES - + + +1. World Heroes (1992) + +2. World Heroes 2 (1993) + +3. World Heroes 2 Jet (1994) + +4. World Heroes Perfect (1995) + + +- STAFF - + + +Producer & planner : Muneki Shiraishi + +Chief planner : Takashi Hatono + +Planner : Ken Kazama + +Market research : Yukio Gotoh + +System programmers : Eiji Fukatsu, Makio Chiba + +Sound programmers : Makio Chiba + +Design-Tool programmer : Ryu Hiroyuki + +Main programmers : MKY, TAT&MST, E-Chan, Syd, Maguro + +Editor : Kobayan + +Music & Sound effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa + +Chief scroll designer : T. Egashira + +Scroll designers : Hideyuki Kusano, Misako Ohno, Ryonosuke + +Chief sprite designer : Gen San + +Sprite designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu + +Effect sprite designer : West-Maison + +Chief demo designer : M. Yoshikoshi + +Demo designer : G. Aoyagi + +Public information : Tsukasa, Ito, Detchi1 + + +* Character Voices : + +Event produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh + +Step action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama + +ADK staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison + + +Test player : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi + +Game adviser : Akira Ushizawa + +Executive Producer : Kazuo Arai + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1995) + +Sega Saturn (1996) + +$end + +$info=wpksoc, +$bio + +World PK Soccer (c) 1995 Jaleco. + + +- TECHNICAL - + + +Irem M-107 system hardware + + +Main CPU : V33 (@ 14 Mhz) + +Sound CPU : V30 (@ 7.159 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=wrally,wrallya, +$bio + +World Rally (c) 1993 Gaelco. + + +- TECHNICAL - + + +Game ID : 930705 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 512 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Atari for US distribution. + + +- SERIES - + + +1. World Rally (1993) + +2. World Rally 2 - Twin Racing (1995) + +$end + +$info=wrally2, +$bio + +World Rally 2 - Twin Racing (c) 1995 Gaelco. + + +- TECHNICAL - + + +Gaelco GAE1 hardware + +Game ID : 950510 + + +Main CPU : 68000 (@ 13 Mhz) + +Sound Chips : GAELCO (@ 13 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 768 x 240 pixels + +Aspect Ratio : 8/3 + +Screen refresh : 59.10 Hz + +Colors palette : 65520 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Designed & developed by Zigurat. + + +- SERIES - + + +1. World Rally (1993) + +2. World Rally 2 - Twin Racing (1995) + +$end + +$info=wseries, +$bio + +World Series - The Season (c) 1985 Cinematronics. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : stick + +Buttons : 3 + + +- SERIES - + + +1. World Series - The Season (1985) + +2. Baseball The Season II (1987) + +3. Super Baseball Double Play Home Run Derby (1987) + +4. Strike Zone Baseball (1988) + +$end + +$info=wsf, +$bio + +World Soccer Finals (c) 06/1990 Leland Corp. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 6 Mhz) + +Sound CPU : I80186 (@ 8 Mhz) + +Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=ws89, +$bio + +World Stadium '89 (c) 01/1989 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : W9 + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=ws90, +$bio + +World Stadium '90 (c) 07/1990 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID: W90 + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU : HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + +$end + +$info=ws, +$bio + +World Stadium - Pro Yakyuu (c) 03/1988 Namco. + + +- TECHNICAL - + + +Namco System 1 hardware + +Game ID : WS + + +Main CPU : 6809 (@ 1.536 Mhz) + +Sub CPU : 6809 (@ 1.536 Mhz) + +Sound CPU : 6809 (@ 1.536 Mhz) + +MCU: HD63701 (@ 1.536 Mhz) + +Sound Chips : Yamaha YM2151, Namco advanced 8-channel stereo WSG, stereo DAC + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 24-bit RGB palette + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The subtitle of this game translates from Japanese as 'Pro Baseball'. + + +- SERIES - + + +1. World Stadium - Pro Yakyuu (1988) + +2. World Stadium '89 (1989) + +3. World Stadium '90 (1990) + +4. Super World Stadium (1992) + +5. Super World Stadium '92 (1992) + +6. Super World Stadium '92 Gekitouban (1992) + +7. Super World Stadium '93 (1993) + +8. Super World Stadium '95 (1995) + +9. Super World Stadium '96 (1996) + +10. Super World Stadium '97 (1997) + +11. Super World Stadium '98 (1998) + +12. Super World Stadium 1999 (1999) + +13. Super World Stadium 2000 (2000) + +14. Super World Stadium 2001 (2001) + + +- STAFF - + + +Music by : Yuriko Keino + +$end + +$info=wtennis, +$bio + +World Tennis (c) 05/1982 Original Game. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 8 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + +$end + +$info=worldwar, +$bio + +World Wars (c) 1987 SNK. + + +A vertically scrolling shoot'em up. + + +- TECHNICAL - + + +Game ID : A6003 'WW' + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 5 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Bermuda Triangle". + + +- UPDATES - + + +World Wars and an early "Bermuda Triangle" version have different gameplay and graphics from the other versions. + + +- STAFF - + + +Director : Eikichi Kawasaki + +Software : SNK jr. + +Designers : Rampty, Tetsuyaki + +Assistants : Miss Yoko, Angel + +Hardware : Akitadesi + +Sound : Kenny + +Producer : Mr. Oba + +Printing : Tomotae + +$end + +$info=wrestwar,wrestwa1,wrestwa2, +$bio + +Wrestle War - Sega Wrestling Alliance (c) 03/1989 Sega. + + +- TECHNICAL - + + +Sega System 16B hardware + +Game ID : 317-0090 / 317-0102 / 317-0103 + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 5 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 320 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- UPDATES - + + +FD1094 317-0090 : + +* Japanese release. + +* Player has dark hair and black clothing. + + +FD1094 317-0102 : + +* Player has blond hair and blue clothing. + + +FD1094 317-0103 : + +* Player has blond hair and blue clothing. + +$end + +$info=wwfmania, +$bio + +WWF - Wrestlemania (c) 08/1995 Midway. + + +Eight selectable wrestlers fights in mayhem with punishing head-to-head and team matchups and grueling WWF and Intercontinental title bouts. Features in-ring commentary by Vince McMahon and Jerry 'The King' Lawler. + + +- TECHNICAL - + + +Midway Wolf Unit hardware + + +Main CPU : TMS34010 (@ 6.25 Mhz) + +Sound CPU : ADSP2105 (@ 10 Mhz) + +Sound Chips : DMA-driven (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 400 x 254 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 53.20 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +The Midway coin-op has, within its code, the engine for a graphical reworking of Robotron, to be played like "Pong" in "Mortal Kombat II". However, the graphics were removed due to memory constraints, so the feature remains disabled. + + +In the crowd, you can see the people who made this game possible. If you look closely on the far right-top outside of the ring you'll see cracked floor below not moving 'Ed Boon'. On the far right outside of the ring you'll see 'Mark Turmell''s head on the TV screen. On the far left (and right) side outside of the ring 3 seats from the bottom you'll see secret guy with encrypted face eating some chips. + + +Here are the real names of the wrestlers : + +Bret Hart - Bret Hart + +Shawn Michaels - Michael Shawn Hickenbottom + +Undertaker - Mark Calloway + +Razor Ramon - Scott Hall + +Bam Bam Bigelow - Scott Bigelow + +Yokozuna - Rodney Anoa'i + +Lex Luger - Lawrence Pfohl + +Doink - Matt Borne (1st), Ray Apollo (2nd), Steve Keirn (3rd), Dusty Wolfe (4th) + + +About fatalities : The original plan was for all 8 wrestlers to have finishing moves, but once the WWF got wind of it, they ordered Midway to not put anymore in. + + +- TIPS AND TRICKS - + + +* Moves Names On : Tap Punch 4 times during vs. screen. + + +* No Blocking : Tap Block 3 times (both players) during vs. screen. + + +* Buddy Mode : Tap Block 5 times (both players) during vs. screen. + + +* Random Character : Press Up+Start at the fighter selection screen without moving the selection box from its original position. + + +* Alternate costume Colors : While holding left (for fighters on left side) or right (for fighters on right side) press P, K, PP or PK when selecting a fighter. + + +* Mortal Kombat 3 Code : Win 25 fights to get MK3 Unlimited run code. + + +* Fatalities : To perform a fatality, you must win the match, then do the proper joystick/button sequence when 'Pin Him' appears. + +Undertaker : Up, Down(x2), Punch (opponent must be in mid-left of the ring). + + +- STAFF - + + +Software & Designers : Mark Turmell (MJT), Jason Skiles (JMS), Jamie Rivett, Jake Simpson (JAK), Shawn Liptak (SL) + +Art & Designers : Sal Divita (SAL), Josh Tsui, Eugene Geer (OEG), Tony Goskie (TDG) + +Music & Sound effects : Chris Granner + +Hardware designers : Mark Loffredo (MJL), Cary Mednick, Steve Correll, Joe Kalinowski, John Lowes + +Artwork tools : Warren Davis, Shawn Liptak (SL), Todd Allen, Alias Research + +Hardware support : Pat Cox, Sheridan Oursler, Al Lasko, Jeff Peters + +DCS sound system : Matt Booty, Ed Keenan + +Game testers : Eddie Ferrier, Mike Vinikour + + +- PORTS - + + +* Consoles : + +Nintendo Super Famicom (1995) + +Sega Mega Drive (1995) + +Sega 32x (1995) + +Sony PlayStation (1995) + +Sega Saturn (1996) + +$end + +$info=wwfsstar, +$bio + +WWF Superstars (c) 07/1989 Technos. + + +Basic tag team wrestle game with 6 superstars of the moment. + + +- TECHNICAL - + + +Game ID : TA-0024 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 8.5 Khz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 384 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +You can choose from the following six wrestlers: Hulk Hogan, Randy 'Macho Man' Savage, The Ultimate Warrior, Hacksaw Jim Duggan, The Big Boss Man and The Honky Tonk Man. If you manage to win the first three games you finally face Andre the Giant and 'The Million Dollar Man' Ted DiBiase. + + +You can see Jimmy Lee (the main character in "Double Dragon") in the first row of the public standing up. + + +- TIPS AND TRICKS - + + +* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase. + +1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen. + +2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite. + + +- SERIES - + + +1. WWF Superstars (1989) + +2. WWF WrestleFest (1991) + +3. WWF Superstars 2 (1992, Nintendo Game Boy) + + +- PORTS - + + +* Consoles : + +Nintendo Game Boy (1991) + +$end + +$info=wwfwfest,wwfwfsta,wwfwfstj,wwfwfstb, +$bio + +WWF WrestleFest (c) 07/1991 Technos. + + +Ten selectable wrestlers fight in a tag team tournament or take part in the Royal Rumble. + + +- TECHNICAL - + + +Game ID : TA-0031 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), MSM6295 (@ 7.759 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Also licensed to Tecmo. + + +* The only WWF Technos game to not feature theme music for any of the individual wrestlers. + + +* The announcer is Michelle 'Mike' McGuirk, who would sometimes substitute for Howard Finkel, the WWF's longtime ring announcer in the early 90s. + + +* The game's announcer incorrectly announces Sergeant Slaugher's finishing move. Slaughter's finishing move (digging a knuckle into the opponent's temple) is announced as a 'Cobra Clutch', whereas that move is called 'The Torture Bar'. A Cobra Clutch looks totally different : DiBiase's Million Dollar Dream is a Cobra Clutch. + + +* You can beat the Legion of Doom and get their titles via a count-out in the Tag Team portion of the game (Saturday Night's Main Event). This is incorrect : in pro wrestling, a championship only changes hands via a pinfall or a submission. If the champs are disqualified, they lose, but they hold on to their titles. + + +* The rules for the Royal Rumble are not quite correct. In WrestleFest, you can be eliminated by being thrown from the ring, or the traditional means (pin, submission, etc). This is not correct. Ever since the WWF Royal Rumble started (1989 or so), the rules for elimination have never changed. The ONLY way to be eliminated is to be thrown over the top rope. No pinfalls, no submissions. In fact, the referee should not be in the ring during a Royal Rumble. + + +* Likewise, the Steel Cage Matches are not done correctly, by pro wrestling rules. Again, there should not be a referee, pinfall or submission. To win a steel cage match, you must be the first to escape the steel cage... either by breaking the door open and crawling out, or by climbing over the top (in both cases you win when your feet touch the ground first outside the ring). + + +* Crush and Smash are not the original members of Demolition. Crush replaced Ax (Bill Eadie) when Ax was let go for being too old and injury prone. This game was made just as Crush replaced him. + + +* Crush and Smash may not be played seperately in the tag-team (Saturday Night's Main Event) game. You must pick them both for your tag team, to get either. Of course, you may play either of them in The Royal Rumble. + + +* You may not play either member of Legion of Doom under any circumstances: they are unavailable to pick for both games (Saturday Night's Main Event and The Royal Rumble). Much like the game's precursor, "WWF Superstars," the champions are reserved for the AI only. + + +* Pure Trivia: The real names of the wrestlers : + +Hulk Hogan : Terry Bollea + +The Ultimate Warrior : James Hellwig + +The Big Boss Man : Raymond Trayler + +Earthquake : John Tenta + +Sergeant Slaughter : Bob Remus + +The Million Dollar Man : Ted DiBiase + +Jake The Snake : Jake Roberts + +Mr. Perfect : Curt Hennig + +Smash of Demolition : Barry Darsow + +Crush of Demolition : Brian Adams + +Hawk of LOD : Michael Hegstrand + +Animal of LOD : Joe Laurinatis + + +- SERIES - + + +1. WWF Superstars (1989) + +2. WWF WrestleFest (1991) + +3. WWF Superstars 2 (1992, Nintendo Game Boy) + + +- STAFF - + + +Character designers : Hiroshi Shibata, Koji Sakuma, Michiaki Ishida, Makoto Shirai, Toru Tsuboya, Koji Minagawa + +Character design assist : Koji Ogata + +B.G. designers : Takehisa Izumiyama, Toshiyuki Osumi + +Programmers : Tatsumi Saito, Isamu Kanakubo, Genei Fukuhara, Teruhiro Maeda, Naritaka Nishimura + +Hardware : Kenji Nishikawa + +Editor : Hiroshi Sato, Ai Onoe, Yasuhiro Ohi + +Sound programmer : Yoshihiro Kameoka + +Director : Shinichi Saito + +Producer : Kunio Taki + +$end + +$info=xday2, +$bio + +X-Day 2 (c) 1995 Namco. + + +- TECHNICAL - + + +Namco System NA-2 hardware + +Game ID: XDS + + +Main CPU : 68000 (@ 12.52825 Mhz) + +Sound Chips : Namco (@ 12.52825 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 4 + +Buttons : 3 + + +- SERIES - + + +1. X-Day (1993) + +2. X-Day 2 (1995) + +$end + +$info=xfiles, +$bio + +X-Files (c) 1999 dgPIX Entertainment. + + +- TECHNICAL - + + +Main CPU : E1-32XT (@ 42.95454 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32768 + + +Players : 2 + +Control : 8-way Joystick + +Buttons : 2 + +$end + +$info=xmen,xmen2pj,xmen2p,xmen6p, +$bio + +X-Men (c) 04/1992 Konami. + + +Six X-Men travel to Asteroid M in order to end Magneto's reign of terror. Depending on the machine, the maximum number of simultaneous players varies from two, over four, to six (play on an impressive 3-monitor cabinet!). + + +- TECHNICAL - + + +Game ID : GX065 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +X-Men is based upon the comic book series of the same name. + + +Although "Final Fight" set the standard for scrolling fighters, X-Men created several innovations for the genre, including the ability to hit felled opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting gameplay and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet'). + + +King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992. + + +A X-Men unit appears in the 1998 movie 'The Replacement Killers'. + + +- STAFF - + + +Chief producer and director : Lee + +Visual designers : K. Hattori, Captain Oe + +Design works : Y. Asano, Mitsuhiro Nomi + +Hardware designers : H. Matsuura, S. Yasuda + +Cabinet designer : Rasher Y. Tamura + +Sound producer and composer : S. Fukami + +Music coproducer and composer : Y. Technouchi + +Guest composer : J. Nakano + +Support composer : A. Hashimoto + +$end + +$info=xmcota,xmcotah,xmcotajr,xmcotaj1,xmcotaj,xmcotau,xmcotaa, +$bio + +X-Men - Children of the Atom (c) 12/1994 Capcom. + + +Back when Magneto and Juggernaut were boss characters, ten X-Men characters fought to challenge them! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 08 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +It is the first fighting game produced by Capcom using characters under license from Marvel Comics, widely praised for its faithfulness in capturing the spirit of its namesake comics, by using colorful animation and voice actors (see Staff section for more information) from the 'X-Men' animated series. + + +Unlike previous incarnations of X-Men video games, X-Men - Children of the Atom also allowed players to helm popular X-Men villains, such as Omega Red; the mutant hunting android Sentinel; Spiral, lackey of Mojo; and Silver Samurai. Also, because this game was released around the same time as "Super Street Fighter II Turbo", programmers also included Akuma (see Tips And Tricks section for more information). + + +The game, along with SSFII Turbo, is considered as one of the first fighting games to popularize the now often-used ideas of 'Super Jumps', 'Super Combos', and 'Tech. Hit', which meant that an attempted grab or throw had been negated by the opponent. Furthermore, the game was the precursor to the Capcom 'Vs. series', with elements and characters from this game having been combined with "Street Fighter Alpha - Warriors' Dreams" to create "X-Men vs. Street Fighter". + + +Sony Records released a limited-edition soundtrack album (X-Men Arcade Game Track - SRCL-3120) on 24/03/1995. + + +- UPDATES - + + +Revision 1 : + +* Software version : 1.00. + +* Japanese release only (94/12/08). + + +Revision 2 : + +* Software version : 2.00. + +* Japanese and Asia releases (94/12/17). + + +Revision 3 : + +* Software version : 2.10. + +* Japanese releases only (94/12/19). + + +Revision 4 : + +* Software version : 3.00. + +* European and American releases (95/01/05). + + +- TIPS AND TRICKS - + + +* Play As Akuma (Player 1) : Highlight Spiral and wait 3 seconds, then move without stopping through : Silver Samurai, Psylocke, Colossus, Iceman, Colossus, Cyclops, Wolverine, Omega Red and stop on Silver Samurai. Wait 3 seconds there and press and hold : LK+HP+HK. + + +* Play As Akuma (Player 2) : Highlight Storm and wait 3 seconds, then move without stopping through : Cyclops, Colossus, Iceman, the Sentinel, Omega Red, Wolverine, Psylocke, Silver Samurai and stop on Spiral. Wait 3 seconds there, then press and hold : LK+HP+HK. + + +* Play As Juggernaut (Player 1 and 2) : Input Akuma code, then after the battle press Up/Left TWICE and you should see Juggernaut's face. + + +* Play Against Akuma : You must use 'manual block' and win every match without continuing. Defeat your opponents two rounds in a row (don't lose a round), having 'first attack' on each round. You must also win the final round of each battle with your Hyper-X. + + +* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character. + + +- STAFF - + + +Game planners : Akira Nishitani (Nin), Noritaka Funamizu (Poo), Hiratou K-Suke (X68K), Kiyo, Fuji, Tomita Otouto + +Programmers : Aoi-Tokimeki, Tarabar - Black, K.Nishi-Man, Sailor-Ponkichi, O.G.T.-iron Liver, Mo Suzuki-Memorial, Min-T3, Hard.Yas (-466P+K-), Kaw.Hiroshima + +Object designers : Satoru Yamashita, Ino, Kuriotoko, Yue, Minobe, M. Nakatani, Ari, Eripyon.N, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjiro, Sagat, Ta, Jun Matsumura (26), Hitoshi Nishio (Vip.T2), G.Kamina, Ushi, H. Yoshino, Eiji, Naoki Fukuda, H.S, Manish, Shinya Kitamura + +Scroll designers : Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko.O, Hiroko.N, Iwai, Kisabon, Rk + +Music composers : Takayuki Iwai (Anachey Takapon), Syun Nishigaki, Hideki Okugawa (Hideki Ok), Isao Abe (Oyaji) + +Sound designers : Hiroaki Kondo (X68K), Toshio Kajino + + +* Voice Actor : + +Psylocke, Storm, Spiral : Catherine Disher + +Cyclops : Norman Spencer + +Wolverine : Cathal J. Dodd + +????? : George Buza + +Colossus : Dan Hennessey + +????? : Ike-Bomb + + +- PORTS - + + +* Consoles : + +Sega Saturn (1995) + +Sony PlayStation (1998) + + +* Computers : + +PC [MS-Dos] + +$end + +$info=xmvsf,xmvsfa,xmvsfh,xmvsfj,xmvsfu,xmvsfur1,xmvsfjr1,xmvsfjr2,xmvsfb, +$bio + +X-Men vs. Street Fighter (c) 09/1996 Capcom. + + +The first 'Capcom vs.' fighter, featuring 16 classic characters and fast-paced tag action. The mighty Apocalypse is reduced to but a punching bag! + + +- TECHNICAL - + + +Capcom Play System II hardware (CPS II) + +Game ID : CP-S II No. 20 + + +Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz) + +Sound Chips : QSound (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.63 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +Victor Entertainment released a limited-edition soundtrack album for this game (X-Men Vs. Street Fighter - VICL-2176) on 21/11/1996. + + +- UPDATES - + + +Akuma is called Gouki in the Japanese version. Akuma means 'devil'. Gouki means 'powerful oni' (An oni is a Japanese mythological creature, kind of like an ogre or demon). + + +- TIPS AND TRICKS - + + +* Play As Akuma : Play As Akuma : At the character select screen, highlight Magneto or Juggernaut or Dhalsim or Bison and press Up. + + +* Play As Alpha Chun Li : At the character select screen, highlight Chun Li, hold the Start button and press any action button. + + +* Play As the Same Character : Enter the random selection code and if you can make it stop on the highlighted character, the highlight will remain there, enabling you to select the same character twice. This does some strange things to the life bars, so be careful. It may also screw up the palette for one of the characters on the selection grid, but this will not effect game play. + + +* Alternate Costume Colors : Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume. + + +* Random Fighter : At the character select screen, press and hold left or right for 3 seconds. Note : You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter. + + +* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character. + + +* Rogue's Additional Winning Pose : After you beat an opponent with Rogue, hold all three punches or kicks before she does her normal win pose (If done correctly, Rogue will turn around and say 'TA-DA!'). + + +* In-game tip messages (These are all the tip messages that randomly appear when the player loses) : + + +1) HP+HK simultaneously for the Cross-over Attack! You can switch your character at any time! + + +2) Push LP+MP+HP while guarding for the Advancing Guard. Push the opponent back! + + +3) When Air Combo starts to move hits the opponent, put the lever Up to chase him and execute a combo! + + +4) Create a quick combo when fighting in the air! Switch your character when vitality is low! + + +5) Back, Back/Down, Down, P before landing for the safe fall! Outsmart your opponent! + + +6) By charging the gauge past level one, you can do a Hyper Combo! Make a comeback! + + +7) Enter Down, Up or LK+MK+HK for a Super Jump! You can attack indefinitely while doing a Super Jump! + + +8) Back, Back/Down, Down, HP+HK while guarding for the Counter! Your partner will assist you. + + +9) When Level 2 or higher, enter Down, Forward/Down, Forward, HP+HK for the cross-over Combination move! + + +10) Vitality recovers slowly while you're resting. When grabbed, enter Forward MP(HP) immediately! + + +11) You'll escape from the throw move! Forward, Forward or LP+MP+HP for the forward dash! + + +12) Get into the striking distance at once! X-MEN VS STREET FIGHTER COMING SOON + + +- SERIES - + + +Note : also called the 'Capcom vs.' series. + + +1. X-Men vs. Street Fighter (1996) + +2. Marvel Super Heroes vs. Street Fighter (1997) + +3. Marvel vs. Capcom - Clash of Super Heroes (1998) + +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) + + +- STAFF - + + +Planner : Atsushi Tomita + +Assistants : Takayoshi Terada, Moriyoshi Teruya + +Programmers : Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide + +Character designer : Akiman + +Title designer : Shoei + +Object designers : Minobe Hiroaki!, Rie Satou, Masanori-Kondo, Kanako<3Takami, Miwaringo<3, Yosinori Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R.Naoi, Kako, Narancha, Shin, Ikusan, Kurose, G.Kamina, K.Kikutani, T.Ohsumi + +Scroll designers : Iwai, Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuk<3, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani20%, manga-Chop + +Music composer & Arranges : Yuki Iwai, Yuko Kadota + +Sound & voice designers : Hiroaki Kondo (X68K), Moe.T + +Producer : Tetsuya Iijima + +General producer : Noritaka Funamizu (poo) + + +* Voice Actors : + +Cyclops : Norman Spencer + +Wolverine : Cathal J. Dodd + +Storm : Catherine Disher + +Rogue : Lenore Zann + +Gambit : Tony Daniels + +Sabretooth : Don Francks + +Juggernaut : Rick Bennett + +Magneto, Apocalypse, Announcer : Lorne Kennedy + +Ryu : Katashi Ishizuka + +Cammy : Susan Hart + +Ken Masters : Tetsuya Iwanaga + +Chun-Li : Yuko Miyamura + +Charlie : Toshiyuki Morikawa + +Dhalsim : Yoshiharu Yamada + +Zangief : Wataru Takagi + +M. Bison : Tomomichi Nishimura + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +Sony PlayStation (1998) + +$end + +$info=xmultipl, +$bio + +X-Multiply (c) 09/1989 Irem. + + +- TECHNICAL - + + +Irem M-72 system hardware + + +Main CPU : V30 (@ 8 Mhz) + +Sound CPU : Z80 (@ 3.579545 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21/01/1990. + + +- TIPS AND TRICKS - + + +1) Turn DIP 2-7 ON. + +2) Reset the game with holding Player 1-Button 2. + +3) You will be able to start a game with invincibility. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1998, "Image Fight & X Multiply") + +Sony PlayStation (1998, "Image Fight & X Multiply") + +$end + +$info=xsleena,xsleenab, +$bio + +Xain'd Sleena (c) 1986 Technos. + + +- TECHNICAL - + + +Game ID : TA-0019 + + +Main CPU : (2x) M6809 (@ 1.5 Mhz) + +Sound CPU : M6809 (@ 1.5 Mhz) + +Sound Chips : (2x) YM2203 (@ 3 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 57.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in US as "Solar Warrior". + + +- PORTS - + + +* Computers : + +Sinclair ZX Spectrum (1988, "Soldier of Light") + +Amstrad CPC (1988, "Soldier of Light") + +Commodore C64 (1988, "Soldier of Light") + +Commodore Amiga (1988, "Soldier of Light") + +Atari ST (1988, "Soldier of Light") + +$end + +$info=ar_xeon, +$bio + +Xenon (c) 1988 Arcadia Systems. + + +- TECHNICAL - + + +Arcadia System hardware + + +Main CPU : 68000 (@ 7.15909 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 230 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Xenon was originally called "KellyX" during the development. + + +This is the first Bitmap Brothers game, a team of programmers which made some of the greatest amiga titles ever. + +$end + +$info=xenophob, +$bio + +Xenophobe (c) 07/1987 Bally Midway. + + +A starbase is infested with aliens, and the player (up to 3) has to kill the aliens before it is completely overrun. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.7238 Mhz) + +Sound CPU : 68000 (@ 8 Mhz) + +Sound Chips : DAC (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 64 + + +Players : 3 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The word 'Xenophobe' (pronounced 'Zee-no-phobe') is a psychiatric term meaning 'fear of aliens'. + + +Xenophobe was a highly original game with a highly original concept. It was the first split-screen game. It was also a victim of a production scheduling snafu. Due to its production being pushed ahead, a lot of the game's tuning was axed. There are many objects in the game that the player can pick up, but have no use. + + +- STAFF - + + +Programmer : Howard Shere + +Art and graphics : Brian Colin + +Sound and musics : Souvenir of Omaha + +Hardware designers and support : Bob Ploussard, True Truong + +Mechanical designer : John Kubik + +Technical support : Jim Belt, Sue Lohse + +Game concept and designers : Brian Colin, Howard Shere + +Development : Jeff Nauman, Bob Libbe, Gary Oglesby, Tom Leon, Larry Stalmah, Peter Perry + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1988) + +Atari Lynx (1990) + +Atari 2600 (1990) + +Atari 7800 + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Amstrad CPC (1989) + +Atari ST (1989) + +Commodore Amiga (1989) + +$end + +$info=xevios, +$bio + +Xevios (c) 1980 Watson. + + +- TECHNICAL - + + +Main CPU : (3x) Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz), Namco (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 129 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is a bootleg of "Xevious". + + +- UPDATES - + + +This bootleg has different explosion sound than the original Xevious. + + +- TIPS AND TRICKS - + + +* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Dead copy making copy under Namco program.' will appear on the screen. + +$end + +$info=xevious,xeviousa,xeviousb,xeviousc, +$bio + +Xevious (c) 12/1982 Namco. + + +The player pilot a combat aircraft called a Solvalou, which is armed with a forward-firing zapper for aerial targets and a blaster for ground targets. There are various aerial enemy aircraft which shoot relatively slow bullets, as well as (presumably unpiloted) fast-moving projectiles and exploding black spheres. Ground enemies are a combination of stationary bases and moving vehicles, most of which also fire slow bullets. A gigantic floating fortress (officially named 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core. The game is actually divided into 16 areas but these aren't reported on screen. Each area is separated by a section of forest. When a player dies, if less than 70% of the area has been completed then play restarts at the beginning of the same area, otherwise play restarts at the beginning of the next area. After area 16 has been completed, the game loops back to area 7. + + +- TECHNICAL - + + +Game ID: XVI + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sub CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Atari for US manufacture and distribution (01/1983). Approximately 5,295 units were produced by Atari. + + +Xevious was one of the earliest vertical scrolling shooters, and greatly influenced games in this genre. Xevious was among the first games to use pre-rendered graphics and was the first vertically scrolling shooter to allow you to target both land-based and airborne enemies. The graphics were revolutionary for their time, and characters were rendered with remarkable clarity and effect through careful use of shades of gray and palette-shifting. It was the one of the first games to have 'hidden characters' which are not mentioned in the instructions but can be revealed by a secret maneuver. Among these was the 'special flag' which gave the player an extra life. This feature was carried over to numerous subsequent Namco games. + + +While it saw limited popularity in the U.S., Xevious was a huge cult hit in Japan, and to this day is considered one of the greatest videogames of all time. Popular musicians Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco videogames, with Xevious as its centerpiece. A follow-up 12'' single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even a rudimentary fictional language. + + +At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert, a high arid plateau that stretches 37 miles between the towns of Nazca and Palpa in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD. + + +The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired. + + +The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image. + + +Two bootlegs of this game are known as "Xevios" and "Battles". + + +In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight". + + + + +- UPDATES - + + +* The high-score name are 3 characters long on the version licensed to Atari. It's 10 characters long on the version manufactured by Namco. + + +* The zapper and blaster buttons were reversed between the Japanese and US versions. + + +- TIPS AND TRICKS - + + +* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen. + + +Hidden buildings : There are many hidden building called 'Sol Citadels'. You get 2000 points for exposing the citadels and an additional 2000 points for destroying them once they are fully exposed. Your bomb sight will always alert you when you move over one. To find them, sweep over seemingly innocuous areas of green field, sandy desert and strips of grey - your sights should soon pick them out. The first one is quite early on (about 30 seconds into the game or so), in the right-hand corner of a field before you move over trees and into the first lot of ground-based targets. Another can be found just after a horizontal road that runs the whole length of the screen, dead center in the green strip. Also check to the right of the moving target on the pier after flying over the ocean for the first time. A definite one is after the first set of tumbling walls, above and to the left of the large grey pyramid. One can be found in the run-up to the first mother ship - when tackling the ground targets, look where the two vertical roads are joined by a thinner horizontal strip - one is hidden in the top-left crook. Four are located in a diagonal line before the second mother ship and after you pass over the bird in the desert the second time there are 8 in two long rows of 4!! + + +* Special Flags : There are several special flags that give you an extra ship (plus a 1,000 point bonus). The Specials are not detected by your sights. The first Special is in the first cross screen river after three tanks that don't move. It's usually in the lower part of the river on the far left or far right. Its position moves around so you need to bomb the whole river. During the first set of tumbling walls, you'll pass over a half-desert, half-forest area. Look for a small lake shaped like a kidney with a thin stream running to the right - bomb in a straight line across the stream repeatedly (including into the lake) and you'll find one Special. Fly over it to pick it up for a bonus ship. The third Special is somewhere on a horizontal line at the end of the pier that appears after you cross the large body of water (after the first mothership). The fourth Special is somewhere on a horizontal line at the tail of the first full bird in the desert. You'll fly over one partial bird and then later pass over one full bird. Start bombing in a horizontal line along the bottom of the full bird's tail. + + +- SERIES - + + +1. Xevious (1982) + +2. Super Xevious (1984) + +3. Solvalou (1991) + +4. Xevious 3D/G (1995) + + +- STAFF - + + +From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima) + +Music by : Yuriko Keino + + +- PORTS - + + +* Consoles : + +Atari 2600 (1983) + +Atari 5200 (1984) + +Nintendo Famicom (1988) + +Atari 7800 (1989) + +NEC PC Engine (1990) + +Sony PlayStation (1996, "Namco Museum Vol.2") + +Sony Playstation (1997, "Xevious 3D/G+") + + +* Computers : + +Sharp MZ2500 (1982) + +Atari 800 (1984) + +Commodore C64 (1986) + +Amstrad CPC (1986) + +Fujitsu FM-7 (1984) + +Atari ST (1987) + +Sinclair ZX Spectrum (1987) + +MSX2 (1988) + +Apple II + +Sharp X68000 + + +* Others : + +Arcade (1995, "Namco Classics Collection Vol.1") + +Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004). + +$end + +$info=xevi3dg, +$bio + +Xevious 3D/G (c) 04/1995 Namco. + + +- TECHNICAL - + + +Namco System 11 hardware + +Game ID: XV3 + + +Main CPU : PSX (@ 16.9344 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 640 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65536 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 3 + + +- UPDATES - + + +* Revision 1 : + +XV31/VER.A : Japan release, 13:03:46, APR 10 1996 + + +- SERIES - + + +1. Xevious (1982) + +2. Super Xevious (1984) + +3. Solvalou (1991) + +4. Xevious 3D/G (1995) + + +- STAFF - + + +Director : Kohji Kenjoh + +Visual director : Rascal Fukuda + +Proto programmer : Yousuke Kuroda + +Coordinator : Yutaka Kounoe, Tadashi Iguchi + +Programmers : Hajime Harima, MT-Kio + +Visual designers : Kaname Takai, Nabuo Takahashi, Muneyuki Tejima + +Test mode programmers : Kazuyuki Nikaido + +Graphic designer : Hideaki Ito + +Music & Sound effects : Ayako Saso, Shinji Hosoe, Nobuyoshi Sano, Hiroto Sasaki + +Debug & Tuning team : Kazuo Takahashi, Tetsuya Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa + +Supervisor : Shukuo Ishikawa, Hajime Nakatani, Katsuo Nakamura, Junichi Kawamura, Masaya Nakamura + + +- PORTS - + + +* Consoles : + +Sony Playstation (1997, "Xevious 3D/G+") + +$end + +$info=xexex,xexexj, +$bio + +Xexex (c) 1991 Konami. + + +Fly the Flintlock TMF01 across several beautifully drawn stages and help save the Planet E-Square! A great horizontal scrolling shooter featuring some very large ships, lots of raster effects and one neat charge-shot. + + +- TECHNICAL - + + +Game ID : GX067 + + +Main CPU : 68000 (@ 16 Mhz) + +Sound CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2151 (@ 4 Mhz), 054539 (@ 48 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +King Records released a limited-edition soundtrack album for this game (Xexex : Konami Kukeiha Club - KICA-7508) on 21/01/1992. + + +- UPDATES - + + +The Japanese version has lives (with respawn points) instead of a lifebar and a much larger variety of weapons. + + +- STAFF - + + +Directored by : Tom Murchie + +Program design by : Tom Murchie, Baumann, Wady Teits + +Graphic design by : Mickey, James K kark, Cha Heifetz + +Sound designers : Carol Queen, Michael Oldriver, Rosetta Stone, Shanghai Manmos + +Hardware design by : Jean Simons + +Title design by : Nissy Balvoa + +Character design by : Ken.Heine + +Art directed by : Maguro Banda + +Special design by : Nori Tama + +Special effect by : Screaming (Mt.Fuji) + +Sub special effect by : Tamaya Jp + +Screen play by : Coszo Gi Ken + +Planning produced by : Studio Sumomo + +$end + +$info=xymg, +$bio + +Xing Yen Man Guan (c) 199? IGS. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 232 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + +$end + +$info=xorworld, +$bio + +Xor World (c) 1990 Gaelco. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound Chips : SAA1099 (@ 10 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=xxmissio, +$bio + +XX Mission (c) 07/1986 UPL. + + +- TECHNICAL - + + +Game ID : UPL-86001 + + +Main CPU : (2x) Z80 (@ 3 Mhz) + +Sound Chips : (2x) YM2203 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 512 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 768 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- STAFF - + + +Game designer : Tsutomu Fuzisawa + +Software designer : Satoru Kinjo + +Character designer : Tsutomu Fuzisawa, Akemi Tsunoda + +Sound : Tsutomu Fuzisawa, Kiyoshi Yokoyama + +Data : Takashi Hayashi + +$end + +$info=xybots,xybots1,xybots0,xybotsg,xybotsf, +$bio + +Xybots (c) 11/1987 Atari Games. + + +Captain Ace Gunn and Major Rock Hardy run through 3D mazes. Shoot robots to collect coins, buy upgrade and destroy the master Xybots! + + +- TECHNICAL - + + +Game ID : 136054 + + +Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz) + +Sound Chips : YM2151 (@ 3.579 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 336 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +Xybots was originally supposed to be Gauntlet 3. + + +The monsters and shots were done with motion objects which had been around since 1977 (10 years before!). + + +Note : The game is endless. + + +- TIPS AND TRICKS - + + +* Extra Bonus Points : On the first level, don't collect any money for totally massive bonus points at the end. And lots of cash. + + +* A Tip : You can shoot around a wall to your right by putting your gun around the corner. You can shoot them but they cannot shoot you. + + +- STAFF - + + +Game designer : Ed Logg (ED ) + +Programmers : Ed Logg (ED ), Bob Flanagan (BOB) + +Enginner : Doug Snyder (DUG) + +Technician : Cris Drobny (CAD) + +Animators : Sam Comstock (SWC), Mark West (MLW) + +Audio designers : Earl Vickers (EAR), Hal Canon (HLC), Brad Fuller (BAF) + + +- PORTS - + + +* Consoles : + +Atari Lynx (1991) + +Microsoft Xbox (2004, "Midway Arcade Treasures 2") + +Nintendo Gamecube (2004, "Midway Arcade Treasures 2") + +Sony PlayStation 2 (2004, "Midway Arcade Treasures 2") + + +* Computers : + +Sinclair ZX Spectrum (1989) + +Commodore C64 (1989) + +Atari ST (1989) + +Amstrad CPC (1989) + +Commodore Amiga (1989) + +$end + +$info=xyonix, +$bio + +Xyonix (c) 1989 Philko. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + +$end + +$info=yatchmn, +$bio + +Yachtsman (c) 1982 Sanritsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 65 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is also known as "Mermaid". + +$end + +$info=leaguemn, +$bio + +Yakyuu Kakutou League-Man (c) 1993 Irem. + + +A team of four baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power! + + +- TECHNICAL - + + +Irem M-92 system hardware + + +Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Baseball Hand-to-Hand Fighting League-Man'. + + +This game is known in US as "Ninja Baseball BatMan". + + +An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game. + + +- STAFF - + + +Planner : Chinta + +Graphic designers : Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama + +Programmers : Andrew Whiskey, Mc. Hama Amuse_Light, Hiro + +Sound effecst : Aiai + +Sound programmers : Hayashi Sho, Jitta + +$end + +$info=yamyam, +$bio + +Yam! Yam!? (c) 1990 Dooyong. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : YM2203 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is also known as "Wise Guy". + +$end + +$info=yamato,yamato2, +$bio + +Yamato (c) 03/1983 Sega. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 96 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Yamato is the name of a Japanese battleship that was sunk off Kyuushuu during World War II. + + +- STAFF - + + +Security by : Masatoshi Mizunaga + +Program by : L'Y + + +- PORTS - + + +* Consoles : + +Sega SG-1000 (1983) + +$end + +$info=yankeedo, +$bio + +Yankee DO! (c) 19??. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + +Sound Chips : (2x) SN76496 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.17 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a hack of "Mr. Do!". + + +- UPDATES - + + +It has an American Civil War theme : + +* Apples are replaced by oil barrels and you control Uncle Sam with a bomb instead of a clown with a snowball. + +* Only freeze your enemies for a few seconds. + +* The Letter monsters are always unaccompanied. + +* This is the hardest of the Mr. Do! hacks. + +* You run faster digging through the dirt than through open terrain. + +$end + +$info=yesnoj, +$bio + +Yes/No Sinri Tokimeki Chart (c) 03/1992 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : D20 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Yes/No Heartthrob Chart Trial'. + +$end + +$info=yiear,yiear2, +$bio + +Yie Ar Kung-Fu (c) 01/1985 Konami. + + +Oolong the Kung-Fu fighter fights different martial artists for the respect of his dojo! + + +- TECHNICAL - + + +Game ID : GX407 + + +Main CPU : M6809 (@ 1.152 Mhz) + +Sound Chips : SN76496 (@ 1.536 Mhz), VLM5030 (@ 3.58 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +A true classic, Yie Ar Kung-Fu, while somewhat limited in gameplay terms, was very innovative in its own right. It was the first one-on-one fighter to offer a progression of truly different opponents for the player to defeat in order to progress through the game. This is something that would later be adopted by Capcom for its legendary "Street Fighter" series, as well as SNK and countless others. + + +- SERIES - + + +1. Yie Ar Kung-Fu (1985) + +2. Yie Ar Kung-Fu II - The Emperor Yie-Gah (1985, MSX) + + +- STAFF - + + +Staff : S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano + + +- PORTS - + + +* Consoles : + +Nintendo Famicom (1985) + +Sony PlayStation (1999, "Konami Arcade Classics") + +Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced") + +Nintendo Game Boy + + +* Computers : + +Commodore C64 (1985) + +MSX (1985) + +Sinclair ZX Spectrum (1985) + +Amstrad CPC (1986) + +Acorn Electron + +Spectravideo + +$end + +$info=pc_ynoid, +$bio + +Yo! Noid (c) 1986 Capcom. + + +Yo! Noid is an adventure that takes you skipping, skating and skyscraper scaling through the streets of New York City. Your players will need every gimmick imaginable to out-prank the group of slippery scalawags who are disrupting the Big Apple with assorted monkeyshines and shenanigans. A mysterious Noid look-alike is the brains behind the bad guys. But if Yo! Noid can prevail, the reward is a lifetime supply of pizzas. Players of all ages will enjoy romping through the 14 levels of fun. And the good times don't stop there. + + +- TECHNICAL - + + +Nintendo PlayChoice-10 hardware + +Game ID : YC + + +Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz) + +Sound Chips : Nintendo (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 480 pixels + +Aspect Ratio : 4/6 + +Screen refresh : 60.00 Hz + +Colors palette : 320 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Nintendo for manufacture and distribution. + + +The Noid character comes from the Domino's pizza commercials. + + +- TIPS AND TRICKS - + + +* Cheat mode : Press Up(x2), Down, Left, Right, Left, Right, A, B, A, Up, Start at the title screen to display a new options screen. + + +* Warp Zone : In level 3, right before the fourth enemy, press Up(x2), Down(x2), A. You will be taken to a special warp zone. + +$end + +$info=youkaidk,yokaidko, +$bio + +Yokai Douchuuki (c) 04/1987 Namco. + +Game ID: YD + + +- TECHNICAL - + + +Namco System 1 hardware + + +Main CPU : (3x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz) + +Sound Chips : YM2151 (@ 3.57958 Mhz), Namco (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 288 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.61 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Supernatural Creature Traveler's Journal'. + + +This game is known outside Japan as "Shadow Land". + + +Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987. + + +- TIPS AND TRICKS - + + +* There are 5 different endings depending on what you do during the play : + +1) you go to Hell + +2) you go to slave world + +3) you go to beast world + +4) you return to human world + +5) you go to heaven + + +The endings are listed in crescent order of difficulty. + + +- STAFF - + + +Musics composed by : Hiroyuki Kawada + + +- PORTS - + + +* Consoles : + +NEC PC Engine (1987) + +$end + +$info=yosakdon,yosakdoa, +$bio + +Yosaku to Donbei (c) 1979 Wing. + + +In this title you play a little farmer guy, who is attempting to shoot down the crows out of his tree. Gameplay is identical to that of "Space Invaders". A large bird replaces the UFO that goes over the top of the screen from time to time. While a lumberjack will chop out a section of the tree every time the birds reach the side of the screen (lowering them closer to the bottom). The only real gameplay difference is that the birds come in a pyramid pattern, as opposed to the rectangle pattern of "Space Invaders". This serves to make the game much easier. + + +- TECHNICAL - + + +Main CPU : 8080 (@ 2 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 2 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +The title of the game translates from Japanese as 'Yosaku and Donbei'. + +$end + +$info=youjyudn, +$bio + +Youjyuuden (c) 05/1986 Irem. + + +- TECHNICAL - + + +Irem M-62 system hardware + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : M6803 (@ 894.886 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz) + + +Screen orientation : Vertical + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 55.00 Hz + +Colors palette : 512 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Legend of Bewitching Beast'. + +$end + +$info=youma, +$bio + +Youma Ninpou Chou (c) 1986 Nichibutsu. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Ghost Ninja Arts Scroll'. + + +This game is known outside Japan as "Ninja Emaki". + + +A bootleg of the game was released the same year by Game Electronics. + +$end + +$info=yujan, +$bio + +Yu-Jan (c) 1999 Yubis / T.System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 1024 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=yuka, +$bio + +Yu-Ka (c) 1999 Yubis / T.System. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 8 Mhz) + +Sound Chips : ST-0016 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 1024 x 1024 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1025 + + +Player : 1 + +Control : 8-way Joystick + +Button : 1 + +$end + +$info=yumefuda, +$bio + +Yumefuda (c) 19?? Alba. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 6 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Player : 1 + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Dream Card' + +$end + +$info=yuyugogo, +$bio + +Yuuyu no Quiz de Go!Go! (c) 03/1991 Taito. + + +- TECHNICAL - + + +Taito F2 System hardware + +Game ID : C83 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 4096 + + +Players : 2 + +Buttons : 5 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Leisure Quiz de Go! Go!'. + + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + +$end + +$info=zaryavos, +$bio + +Zarya Vostoka (c) 1984 Nova Games. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound CPU : Z80 (@ 2.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.536 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 40 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Intrepid (1983) + +2. Zarya Vostoka (1984) + +$end + +$info=zarzon, +$bio + +Zarzon (c) 1981 SNK. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 705.562 Khz) + +Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), SN76477 (@ 705.562 Khz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 61.25 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Taito. + + +This game is also known as "Satan of Saturn". + +$end + +$info=zaviga,zavigaj, +$bio + +Zaviga (c) 1984 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : DECO (@ 2 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Game programmer used a Millennium 95085 Microsystem Emulator to program this game. + + +- STAFF - + + +Game programmer : Akira Sakuma + +$end + +$info=zaxxon,zaxxon2, +$bio + +Zaxxon (c) 02/1982 Sega. + + +The game gives the player the experience of flying a space shuttle-like craft through a fortress while shooting at enemy entities (missiles, enemy gunfire, etc.). The object of the game is to hit as many targets as possible without being shot down. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.04125 Mhz) + +Sound Chips : Samples (@ 3.04125 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person). + + +In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?' + + +There were two different dedicated cabinets available for Zaxxon, an upright and a cocktail : + +* The upright version came in a nice woodgrain cabinet with black and blue sticker style sideart. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style. + +* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks. + +All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification). + + +A Zaxxon unit appears in the 1983 movie 'WarGames'. + + +A bootleg of this game is known as "Jackson". + + +- TIPS AND TRICKS - + + +To kill the robot at the end of every second level, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at the robot's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air. + + +Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you. + + +Shoot airplanes on the ground : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus. + + +On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also. + + +This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back. + + +There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower. + + +Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed. + + +The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots. + + +On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship. + + +- SERIES - + + +1. Zaxxon (1982) + +2. Super Zaxxon (1982) + + +- PORTS - + + +* Consoles : + +Colecovision (1982) + +Atari 5200 (1984) + +Sega SG-1000 (1985) + +Mattel Intellivision + +Atari 2600 + + +* Computers : + +Tandy (1983) + +Commodore C64 (1984) + +Atari 800 (1984) + +MSX (1985) + +Sinclair ZX Spectrum (1985) + +PC [MS-DOS] (1985) + +Amstrad CPC (1986, "Zaxx") + +Apple II + + +* Others : + +VFD handheld game (1981) released by Coleco : One of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror. + + + +LCD handheld game (1982) released by Bandai : It's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!). + + + +VFD handheld game (19??) released by Bandai : This game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode.. The only thing that seems to be missing is the actual Zaxxon boss at the end... + +$end + +$info=zedblade, +$bio + +Zed Blade (c) 09/1994 NMK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0076 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game is known in Japan as "Operation Ragnarok". + + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + + +- STAFF - + + +Software : Ore Dayo + +Graphic designers : Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei + +Sound : Manabu Namiki (Santaruru) + +$end + +$info=zektor, +$bio + +Zektor (c) 08/1982 Sega. + + +- TECHNICAL - + + +Sega G80 Vector hardware + + +Main CPU : Z80 (@ 3.86712 Mhz) + +Sound CPU : I8035 (@ 3.12 Mhz) + +Sound Chips : Samples (@ 3.12 Mhz), GI (@ 3.12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 40.00 Hz + +Colors palette : 256 + + +Player : 1 + +Control : dial + +Buttons : 2 + + +- TRIVIA - + + +The last alien is the alien from 1981's "Space Fury". + + +- TIPS AND TRICKS - + + +* A Tip : When fighting in 'the city', try to stay in the upper left-hand corner. The city boss will not shoot you there. + +$end + +$info=znpwfv, +$bio + +Zen Nippon Pro Wrestling (c) 11/1997 Sega. + + +- TECHNICAL - + + +Sega Titan Video hardware (STV) + + +Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz) + +Sound Chips : YMF292-F (@ 11.45456 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 704 x 513 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 6144 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 6 + + +- TRIVIA - + + +The title of this game translates from Japanese as ' All Japan Pro Wrestling'. + + +- PORTS - + + +* Consoles : + +Sega Saturn (1997) + +$end + +$info=zero, +$bio + +Zero (c) 1980 Jeutel. + + +- TECHNICAL - + + +Main CPU : M6809 (@ 1 Mhz) + +Sound CPU : M6808 (@ 894.75 Khz) + +Sound Chips : DAC (@ 894.75 Khz) + + +Screen orientation : Horizontal + +Video resolution : 292 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 16 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is a French bootleg of Midway's "Defender". + +$end + +$info=zerogun,zeroguna,zerogunj, +$bio + +Zero Gunner (c) 1997 Psikyo. + + +- TECHNICAL - + + +Sega Model 2A hardware + + +Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz) + +Sound Chips : YMF292-F (@ 12 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 496 x 384 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +Another version runs on the Sega Model 2B hardware. + + +- SERIES - + + +1. Zero Gunner (1997) + +2. Zero Gunner 2 + +$end + +$info=zerohour, +$bio + +Zero Hour (c) 12/1980 Universal. + +Game ID : 8011 + + +Shoot down the enemy as it attacks you from among the meteorites!! + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz) + + +Screen orientation : Vertical + +Video resolution : 192 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- SERIES - + + +1. Cosmic Monsters (1979) + +2. Cosmic Guerilla (1979) + +3. Cosmic Alien (1980) + +4. Devil Zone (1980) + +5. Zero Hour (1980) + +6. Cosmic Avenger (1981) + +$end + +$info=zeropnt,zeropnta, +$bio + +Zero Point (c) 1998 Unico Electronics. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : YM3812 (@ 3.579545 Mhz), MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- TRIVIA - + + +Although 'Zero Point' as a title is intended to paraphrase the idiom "Point Blank" it fails to have this effect. In fact 'Zero Point' is a quantum mechanical term, describing the intrinsic value of a particular quantum property in the absence of external influences. + + +- SERIES - + + +1. Zero Point (1998) + +2. Zero Point 2 (1999) + + +- STAFF - + + +Programmers : Cheong yong ik, Koo eun joong + +Graphic designers : Na jong yong, Lee gi seon, Moon sung ok, Hong you hyun + +Music & sound : Park hyo jin + +Hardware : Chun Chung ok + +Scenario & director : Chun Chung ok + +$end + +$info=zeropnt2, +$bio + +Zero Point 2 (c) 04/1999 Unico Electronics. + + +- TECHNICAL - + + +Game ID : UZP21001A + + +Main CPU : 68EC020 (@ 16 Mhz) + +Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 8192 + + +Players : 2 + +Control : lightgun + +Button : 1 + + +- SERIES - + + +1. Zero Point (1998) + +2. Zero Point 2 (1999) + + +- STAFF - + + +Programmer : Cheong yong ik + +Graphic artists : Song Phil Sang, Lee Jun Young, Ro Gi Tae, Moon Sung Ok + +Hardware : Chun Chung Ok, Hong Seog Gil + +Music & sound : Lee Hyoun Jong + +$end + +$info=zerotrgt, +$bio + +Zero Target (c) 1985 Data East. + + +- TECHNICAL - + + +Main CPU : (2x) M6809 (@ 2 Mhz) + +Sound CPU : M6502 (@ 1.5 Mhz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 256 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 5 + + +- TRIVIA - + + +This game is known in Japan as "Gekitsui Oh". + +$end + +$info=zeroteam,zeroteaa, +$bio + +Zero Team (c) 1993 Seibu Kaihatsu. + + +A side scrolling beat-em-up that uses Japanese superhero-type characters. Characters are able to throw and break background objects and use them against their enemies. The goal is to progress past the end-of-level bosses and rescue the kidnapped girl. + + +- TECHNICAL - + + +Main CPU : V30 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +There are four characters you can choose to play. They are named Ace, Speed, Spin (female) and Big O. Each character has its own speciality. For example, Ace is good at his flying kicks; Speed is the fastest of all; Spin's intercepting is marvelous since she has long arms, which allows her to slap her opponents easily; Big O is slow, but he has the most powerful punches. + +Do not expect to defeat the enemies in a single session everytime. The AI level of this game is quite impressive even though it was created back in 1993. The enemies will use different approaches and unpredictable movement to defeat the player. + + +- TIPS AND TRICKS - + + +Never underestimate the enemies; go step by step and do not rush. The enemies are programmed to surround the player on both sides, both front and back. If you get surrounded, find a way out by using flying kicks, then try to group the enemies in one whole bunch and then punch them into ashes. + +Super power can be used against the boss or other enemies. To use it, for Ace, press Punch three times continuously, followed by a short pause (half second), then press Punch again. For Speed, press Punch four times then pause and press Punch again. Normally, you can figure how many punches have been made by listening to the punching sound that bursts from the machine. + + +To get the highest score, one must finish the objects in bonus stage fast. A single player will be given 20 seconds to finish the objects. More time left over means more points. + + +Spin will score more when destroying enemies. The total points in a single session can be up to 13 million. + + +Use the stinger or bazooka wisely. Do not waste the bullet if you can use your flying kicks to trash the enemies. Wait until the boss appears and then open fire. + + +The total time needed to finish the game in one session is around 45 minutes. + + +- SERIES - + + +1. Zero Team (1993) + +2. New Zero Team (1993) + +$end + +$info=zerotime, +$bio + +Zero Time (c) 1979 Petaco S.A. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : Custom (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a Spanish bootleg of "Galaxian". + +$end + +$info=zerowing, +$bio + +Zero Wing (c) 09/1989 Toaplan. + + +- TECHNICAL - + + +Game ID : TP-015 + + +Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz) + +Sound Chips : YM3812 (@ 3.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Williams for US distribution. + + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Zero King - PCCB-00001) on 21/09/1989. + + +- UPDATES - + + +The Williams licensed version allows for two-player simultaneous gameplay. + + +- TIPS AND TRICKS - + + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + + +- STAFF - + + +Music and sound created by : Tatsuya Uemura + + +- PORTS - + + +* Consoles : + +Sega Mega Drive (1991) : Contains an extra intro scene - ...'All your base are belong to us'... + +NEC PC Engine CD (1992) : Conversion by Naxat Soft. + +$end + +$info=zerozone, +$bio + +Zero Zone (c) 1993 Comad. + + +A risque version of "Columns". + + +- TECHNICAL - + + +Main CPU : 68000 (@ 10 Mhz) + +Sound CPU : Z80 (@ 1 Mhz) + +Sound Chips : MSM6295 (@ 8 Khz) + + +Screen orientation : Horizontal + +Video resolution : 368 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 256 + + +Players : 2 + +Control : 4-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game shares the music with "Las Vegas Girl - Girl '94", another Comad game. + + +The samples 'Welcome' and 'You suck!' (originally 'You die!') were ripped from Data East's "Sly Spy". + +$end + +$info=czeroize, +$bio + +Zeroize (c) 1985 Data East. + + +- TECHNICAL - + + +DECO Cassette System hardware + + +Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : stick + +Buttons : 2 + +$end + +$info=drgw2c, +$bio + +Zhong Guo Long 2 (c) 1997 IGS. + + +A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles. + + +- TECHNICAL - + + +IGS PGM hardware + + +Main CPU : 68000 (@ 20 Mhz) + +Sound CPU : Z80 (@ 8.468 Mhz) + +Sound Chips : ICS2115 (@ 8.468 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 448 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2304 + + +Players : 4 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +The title of this game translates from Chinese as 'China Dragon 2'. + + +This game is known outside China as "Dragon World II" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II'). + + +- STAFF - + + +Executive producer : Ming-Der Tsai + +Director : Zhohg-Zen Gao + +Software : Fred Liao, Ejiro Rii + +Hardware : Franklin Wu + +Music & Sound effects : Eddie Yao + +Art conductor : Shih-Chlang Wu + +Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin + +Animation : Pon-Pon Peng + +Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang + +$end + +$info=dzigzag, +$bio + +Zig Zag (c) 1982. + + +- TECHNICAL - + + +Main CPU : (4x) Z80 (@ 3.072 Mhz) + +Sound Chips : Namco (@ 3.072 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 288 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 32 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Dig Dug". + +$end + +$info=zigzag,zigzag2, +$bio + +Zigzag (c) 1982 LAX. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3.072 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.61 Hz + +Colors palette : 98 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +This game is a bootleg of "Dig Dug". + +$end + +$info=zingzip, +$bio + +Zing Zing Zip - The Shooting (c) 1992 Allumer. + + +- TECHNICAL - + + +Game ID : UY + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 384 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +Licensed to Tecmo. + +$end + +$info=zintrckb, +$bio + +ZinTricK (c) 1996 SNK / ADK. + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0211 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 4 + + +- TRIVIA - + + +This game is known in Japan as "Oshidashi Zentrix". + + +This game is a very rare prototype and was never officialy released. + + +- TIPS AND TRICKS - + + +* Play As Ryu Eagle (Ninja) : Put the machine in 'Free Play' mode (via dip switches), at the character selection screen, highlight Subberg, hold Up+B and press A. + + +- STAFF - + + +Producer & Planner/Author : Takashi Hatono + +Ace programmer : Satoru Kubota + +Main programmer : Hideo Kamoda + +Programmer : Vega + +Sprite designer : Masayo Kobayashi + +Scroll designer : Yohei Sano + +System programmer : Eiji Fukatsu + +Sound programmer : Makio Chiba + +Chief music composer / Sound effect : Hideki Yamamoto + +Music composers : Takao Ohshima, Keiichiro Segawa, Tsuyoshi Muramatsu + +Market research : Yukio Gotoh + +Character voice : Kazumasa Katsura, Ken Kazama, Naoki Ogata, Yasue Ishi, Sayaki Takeshita + +Chief public inormation : Hajime Taguchi + +Public information : Satsuki Itoh, Kayo Yamagata, Kiyotaka Sugiyama + +Executive producer : Kazuo Arai + + +- PORTS - + + +* Consoles : + +SNK Neo-Geo CD (1996) + +$end + +$info=zoar, +$bio + +Zoar (c) 03/1982 Data East. + + +- TECHNICAL - + + +Main CPU : M6502 (@ 1.5 Mhz) + +Sound CPU : M6502 (@ 500 Khz) + +Sound Chips : (2x) AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 240 x 240 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 57.00 Hz + +Colors palette : 64 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 3 + +$end + +$info=zodiack, +$bio + +Zodiack (c) 1983 Orca. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz) + +Sound Chips : AY-3-8910 (@ 1.78975 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 49 + + +Players : 2 + +Control : 8-way joystick + +Button : 1 + + +- TRIVIA - + + +Licensed to Esco Trading for manufacture and distribution. + +$end + +$info=zombraid, +$bio + +Zombie Raid (c) 1995 American Sammy. + + +First person shooting game with cowboy zombie theme. + + +- TECHNICAL - + + +Main CPU : 68000 (@ 16 Mhz) + +Sound Chips : X1-010 (@ 16 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 384 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1536 + + +Players : 2 + +Control : lightgun + +Buttons : 2 + + +- TIPS AND TRICKS - + + +* Crystal Codes : + +Level 2 - The Crystal Code is posted at the end of the level, on the 2 pillars framing the wrought iron gate (below the head with the horns). + +Level 3 - The Red Crystal is obtained at the end of the level in the elevator. + +Level 4 - The Blue Crystal is hidden in a statuette on a pillar (the statuette resembles the level 2 famous head with the horns). + +Level 5 - The Green Crystal is obtained at the end of the level by killing the 2-heads monster. + + +To fight the final boss, the Crystal Codes seen on level 2 should be inserted : Red, Green, Blue - if not it is assured death. + + +- STAFF - + + +Producer : Onijust (ONJ) + +Programmers : Tomohiro Takahashi (TOM), Hiroaki Murase (MRS) + +Graphic design : Isao Suwa (SUW), Ujita in U.S.A. (UJI), Noriyo Antako + +Sound designer : Brian Schmidt + +Game designer : George Matono + +Executive producer : Yoshi Suzuki + +Supervisors : Jim Miskell, Rick Rochetti + +Technical supervisor : Kiyo Nishimura + +Technical assistance : Gen Ozeki + +Production coordinaor : Brad Faris + +Cabinet coordinator : Pat O'Brien + +Cabient designer : Tom Lenick + +Artwork designer : Paul Faris + +Electrical supervisor : John Jaron + +Supervising engineer : Dave Pallotto + +Mechanic coordinator : James Perales + +Mechanic engineer : Bob Paneck + +Game adviser : Dave Cane + +Creature sound effects : Fred Young + +$end + +$info=zookeep,zookeep2,zookeep3, +$bio + +Zoo Keeper (c) 1982 Taito. + + +You control Zeke the zookeeper who must rescue his girlfriend Zelda from the Zoo. + + +- TECHNICAL - + + +Game ID : ZA + + +Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz) + +Sound CPU : M6802 (@ 921.6 Khz) + +Sound Chips : Discrete (@ 1 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 240 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1024 + + +Players : 2 + +Control : 4-way joystick + +Button : 1 + + +- TRIVIA - + + +Originally called 'King Crab', Zoo Keeper was one of the few American-designed games that Taito released (with "Space Dungeon" and "Qix" being two others). + + +The game went out in 1983 and was about the number three game of the year nationwide, which was quite good. Unfortunately, this was right at the time when the whole arcade market took one huge dive, so the game only sold a fraction of what it would have if completed just a year earlier. + + +Zoo Keeper contains a little-known free game feature. You can go into option and set the 'Free Game Rate' to 99 to make it appear more frequently. If it's set to 0, it won't come out at all. The Zoo Keeper Flyer actually has a note saying that the free game feature maybe prohibited in some states! - The free game icon pops up on one of the platforms on the 3rd screen (coconuts). It comes out like one of the bonuses, but instead it says 'Free Game' in a little box. When it appears, it has it's own little tune too (and it usually pops up opposite of where you are, so if you are at the bottom of the screen, it will come out at the top). + + +- UPDATES - + + +Early machines had a bug in which the player could turn the machine off and on and get one or two free credits. + + +- TIPS AND TRICKS - + + +* Use A Benefit Free Try : Start the game, build the first wall of bricks a bit without jumping and immediately crash into an animal. If you have never jumped before, you won't lose a life. The game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning. Best of all, you get to keep the wall of bricks that you built a bit. + + +* An Obscure Trick : On the coconut boards, when you jump onto the top ledge, you get some points. Jump off the ledge then onto it again; you'll get twice as many points. And again, for four times as many. The bonus keeps doubling until 300K per land. The best board to try this on is the board where the ledges are invisible. It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error. + + +- STAFF - + + +Designed by : John Morgan, Keith Egging + +Programmed by : John Morgan, Rex Battenberg, Mark Blazczyk + +Music and sound effects by : Tom Fosha + +$end + +$info=zoom909, +$bio + +Zoom 909 (c) 1982 Sega. + + +- TECHNICAL - + + +Main CPU : (2x) Z80 (@ 5 Mhz) + +Sound Chips : Samples (@ 5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 256 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 1792 + + +Player : 1 + +Control : 8-way joystick + +Buttons : 3 + + +- TRIVIA - + + +This game is also known as "Buck Rogers - Planet of Zoom". + + +This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?). + + +- SERIES - + + +1. Zoom 909 (1982) + +2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS) + +3. Buck Rogers - Matrix Cubed (1992 - MS-DOS) + + +- STAFF - + + +Security by : Masatoshi Mizunaga + + +- PORTS - + + +* Computers : + +MSX (1985) + +$end + +$info=zunkyou, +$bio + +Zunzunkyou No Yabou (c) 1994 Sega. + + +- TECHNICAL - + + +Sega System C2 hardware + + +Main CPU : 68000 (@ 7.670442 Mhz) + +Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), uPD7759 (@ 640 Khz) + + +Screen orientation : Horizontal + +Video resolution : 320 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 60.00 Hz + +Colors palette : 2048 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +The title of this game translates from Japanese as 'Zunzunkyou's Ambition'. + +$end + +$info=zupapa, +$bio + +Zupapa! (c) 2001 SNK. + + +In this whimsical action game, you take control of an uber cute, long-eared, boxing-gloves wearing hero and his 4 little sidekicks (called 'Zooks' by the way!) in order to tackle colorful yet dangerous enemies in fun looking worlds such as Nightmare Land, Circus Land, Toy Land, Jungle Land, Dino Land, Japan Land, Sci-fi Land, Dragon Land & Virtual Land! Features very colorful graphics, nicely animated characters, fun bonus stages to mix things up and a simple yet really catchy soundtrack! Grab a friend for some truly awesome platforming fun! + + +- TECHNICAL - + + +SNK Neo-Geo MVS hardware + +Game ID : 0070 + + +Main CPU : 68000 (@ 12 Mhz) + +Sound CPU : Z80 (@ 4 Mhz) + +Sound Chips : YM2610 (@ 8 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 304 x 224 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 59.19 Hz + +Colors palette : 4096 + + +Players : 2 + +Control : 8-way joystick + +Buttons : 2 + + +- TRIVIA - + + +This game runs on the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console. + + +In February 1994, SNK third party developer Face debuted Zupapa at the AOU Show in Japan, however the game was released by SNK for its MVS system in 2001. That is the reason the game was long thought to be a prototype-only title! So far, this is the only NeoGeo un-released protype game that finally saw an actual official release. + + +The game was finally released a few months after the 'success' of "Nightmare in the Dark" (because they are very similar : only graphics and levels change). They are so close that some players consider that Nightmare in the Dark is the adult version of the game (with dark graphics) and Zupapa the children version (with its cute animations). + + +This is one of the very few Neo Geo games that does not show the names of its developers at the ending, it also deems this title as Episode 1 but chances of a sequel are next to none! Too bad... :( + + +- TIPS AND TRICKS - + + +* Destroy all enemies in any stage with a single Zook Bomb in order to be rewarded with a golden Zupapa trophy! + + +* Do not throw the Zooks if you do not need to, otherwise they will run away from you making the current stage more tricky to clear! + +$end + +$info=zwackery, +$bio + +Zwackery (c) 1984 Bally Midway. + + +- TECHNICAL - + + +Bally Midway MCR 68k hardware + + +Main CPU : 68000 (@ 7.6524 Mhz) + +Sound CPU : 68000 (@ 7.5 Mhz) + +Sound Chips : DAC (@ 7.5 Mhz) + + +Screen orientation : Horizontal + +Video resolution : 512 x 480 pixels + +Aspect Ratio : 4/3 + +Screen refresh : 30.00 Hz + +Colors palette : 4096 + + +Player : 1 + +Control : dial + +Buttons : 4 + + +- STAFF - + + +Concept and design : Jeff Nauman, Brian Colin + +$end + +$info=zzyzzyxx,zzyzzyx2, +$bio + +Zzyzzyxx (c) 11/1982 Advanced Microcomputer / Cinematronics. + + +Help Boris get to Lola. Life would be fun if women were that easy, but as in real life it's not that easy. To please her you need to collect some gifts for her. Only when she is pleased with what you collected can you dare to come near, just to start over on the next screen. + + +- TECHNICAL - + + +Main CPU : Z80 (@ 3 Mhz) + +Sound CPU : Z80 (@ 1.5 Mhz) + +Sound Chips : AY-3-8910 (@ 1.5 Mhz) + + +Screen orientation : Vertical + +Video resolution : 224 x 256 pixels + +Aspect Ratio : 3/4 + +Screen refresh : 60.00 Hz + +Colors palette : 32 + + +Players : 2 + +Control : Joystick 2-way + +Button : 1 + + +- TRIVIA - + + +A prototype of this game is known as "Brix", which was renamed to Zzyzzyxx before release. + + +Note : This game is always the last to appear alphabetically in a complete arcade games database. :) + + +Cinematronics never designed a dedicated cabinet for this game. It can be found in any of the generic black cabinets of the day (they used several different ones during the production run). No sideart was made, just a control panel overlay, marquee, and two stickers (which were applied to a generic glass monitor bezel). A far cry from the standard floor to ceiling art that decorated most games in the early eighties. This game uses a unique wiring harness that is not compatible with any other titles, although it could be rigged up in any vertical cabinet with a little work. + +$end diff --git a/bios/Other/advmame-1.4/hiscore.dat b/bios/Other/advmame-1.4/hiscore.dat new file mode 100644 index 00000000..53855717 --- /dev/null +++ b/bios/Other/advmame-1.4/hiscore.dat @@ -0,0 +1,10606 @@ +; ___ ___ ___ ________ ______ ________ _____ _______ ______ _______ __________ +; / / / // // // ___/ / ____ // _ \ / / / __ \ / __ //___ ___/ +; / /__/ // // _____// / / / / // /_/ / / ____/ / / \ // /_/ / / / +; / __ // //____ // / / / / // / / ____/ / / / // __ / / / +; / / / // // // /___ / /___/ // /\ \ / /_ / /___/ // / / / / / +;/__/ /__//__//_______//______//_______//__/ \__\/______//_//_______//_/ /_/ /__/ +;_________________________________________________________________________________________ + +;UNOFFICIAL HISCORE.DAT (INCLUDING HISCORE.DAT VERSION 7.0) +;Data for the hi-score routines of MAME +;This file should be in the same directory of MAME.EXE . +; +;This file can be edited with a text editor, but keep the same format: +; all fields are separated by a colon (:) +; : +; :
::: +; [repeat the above as many times as necessary] + +; *** All Entries Without Name Done By Me !! ( Leezer ) ;0) *** + +; contact me ( Leezer ) at :- leezer@leezer.karoo.co.uk +; contact firebrand at :- firebrand75@hotmail.com +; Unofficial hiscore.dat file official website :- www.mameworld.net/highscore + +;*********************************************************************** +;* latest unofficial highscore_v0.100 additions below - by leezer * +;*********************************************************************** + +;** top 3 scores saved by nvram, this saves other scoretable data ** +;** delete crkdown.nv file before 1st time you play game, ok after that ** +crkdown: +crkdownj: ;******Crack Down (Japan, FD1094 317-0058-04b) +0:fb246:25:00:18 + +pwrinst2: +pwrins2j: ;******gouketsuji ichizoku 2 (japan) +0:40e800:32:00:01 + +gtmr: +gtmra: ;******1000 Miglia: Great 1000 Miles Rally (94/06/13) +0:102df2:19e:59:80 + +frogf: ;******Frogger (Falcon bootleg) +0:83f0:c:04:05 + +wbeachv2: ;******World Beach Volley (set 2) +0:ffbe9a:87:56:00 +0:ffbf1f:1:05:05 + +jollyjgr: ;******Jolly Jogger +;** hiscore updates when you start your first game ** +0:85c8:3:00:00 +0:85c9:1:50:50 + +indianbt: ;******Indian Battle +0:2314:2:00:00 + +elim2c: ;******Eliminator (2 Players, cocktail) +0:c9a0:1e:0c:03 +0:c925:14:00:00 + +elim4p: ;******Eliminator (4 Players, prototype) +0:cc4d:1e:0c:03 +0:c928:14:00:00 + +bnglngby: ;******vs. raid on bungeling bay (japan) +0:6400:5a:00:01 + +dkngjnrb: ;******donkey kong jr. (bootleg?) +dkngjnrj: ;******donkey kong jr. (japan?) +dkongjr: ;******donkey kong jr. (us) +0:6105:9e:10:10 +0:7661:1:10:10 +0:7641:1:00:00 +0:7621:1:00:00 +0:7601:1:07:07 +0:75e1:1:06:06 +0:75c1:1:05:05 +0:75a1:1:00:00 + +dkongjrb: ;******donkey kong jr. (bootleg) +dkongjrj: ;******donkey kong jr. (japan) +0:6105:9e:10:10 +0:7661:1:10:10 +0:7641:1:00:00 +0:7621:1:01:01 +0:7601:1:01:01 +0:75e1:1:08:08 +0:75c1:1:00:00 +0:75a1:1:00:00 + +dkongjrm: ;******donkey kong jr. (moon cresta hardware) +0:6105:9e:10:10 +0:9261:1:10:10 +0:9241:1:00:00 +0:9221:1:01:01 +0:9201:1:01:01 +0:91e1:1:08:08 +0:91c1:1:00:00 +0:91a1:1:00:00 + +vspinbal: +vspinblj: ;******vs. pinball (japan) +0:ba0:10:1c:00 +0:118:5:00:00 + +searchar: +sercharu: +sercharj: ;******;sar - search and rescue (japan) +0:437b6:50:00:1f +0:40118:3:00:01 + +jajamaru: ;******vs. ninja jajamaru kun (japan) +0:900:5b:22:00 +0:66:3:d0:00 + +mightybj: ;******vs. mighty bomb jack (japan) +0:3a8:4:00:00 +0:3aa:1:10:10 + +machridj: ;******vs. mach rider(japan,fighting cource version) +0:700:50:00:4b +0:701:1:05:05 + +iceclmrj: ;******vs. ice climber dual (japan) +0:750:3c:00:23 +0:751:1:77:77 +1:750:3c:00:23 +1:751:1:77:77 + +iceclimb: +iceclmbj: ;******vs. ice climber (japan) +0:750:3c:00:23 + +vsgradus: ;******vs. gradius +0:7e0:3:00:00 +0:7e1:1:50:50 + +vsfdf: ;******vs. freedom force +0:712:9c:10:28 + +excitebk: +excitbkj: ;******vs. excitebike (japan) +0:630:14f:00:0e + +vsgongf: ;******vs. gong fight +0:c026:3:00:00 +0:c060:3e:00:11 +0:c027:1:20:20 + +vblokbrk: ;******vs block breaker (asia) +0:6027cb8:80:00:2e + +vsgshoe: ;******vs. gumshoe +0:560:1d:12:a0 + +tetrisse: ;******Tetris (Japan, System E) +0:ccc1:9f:4a:04 + +ssriders: +ssrdrebd: +ssrdrebc: +ssrdruda: +ssrdruac: +ssrdrubc: +ssrdrjbd: +ssrdrabd: +ssrdreaa: ;******Sunset Riders (4 Players ver EAA) +0:104400:50:4b:00 +0:104120:4:00:00 + +masterw: +masterwu: ;******Master of Weapon (US) +0:2030c0:28:00:4f + +plotting: +plottina: +plottinu: ;******Plotting (US) +0:82b0:30:00:13 + +mslugx: ;******metal slug x +0:10f010:47:00:50 +0:10e8f2:2:ff:ff + +mslug2: ;******metal slug 2 +0:10f00a:61:00:59 +0:10e6f4:2:ff:ff + +jin: ;******jin +0:a200:3f:30:4e + +spatter: +ssanchan: ;******sanrin san chan (japan) +0:ef00:31:00:52 +0:c00b:3:00:00 +0:c00c:1:10:10 + +vautour: ;******Vautour (set 1-jeutel france) +0:41e1:1:20:20 +0:41c1:1:20:20 +0:41a1:1:20:20 +0:4181:1:20:20 +0:4161:1:20:20 +0:4141:1:20:20 +0:4389:3:00:00 + +vautour2: ;******Vautour (set 2) +0:41e0:1:20:20 +0:41c0:1:20:20 +0:41a0:1:20:20 +0:4180:1:20:20 +0:4160:1:20:20 +0:4140:1:20:20 +0:4389:3:00:00 + +;*********************************************************************** +;* latest unofficial highscore_v0.99 additions below - by leezer * +;*********************************************************************** + +xmvsf: +xmvsfur1: +xmvsfu: ;******X-Men Vs. Street Fighter (US 961023) +0:ff256e:63:00:05 + +osman: ;******osman (world) +candance: ;******cannon dancer (japan) +0:186f80:ee:93:00 +0:187068:1:01:01 + +magdropp: ;******magical drop plus 1 (japan, version 2.1 1995.09.12) +0:6800c4:45:00:41 +0:680920:a:54:00 + +magdrop: ;******Magical Drop (japan, version 1.1 1995.06.21) +0:3800c4:45:00:41 +0:380920:a:54:00 + +chainrec: ;******Chain Reaction (world, version 2.2 1995.09.25) +0:4000c0:4d:00:41 +0:400920:a:54:00 + +cannonb: +cannonb2: ;******Cannonball (set 2) +0:6180:d4:00:01 +0:665c:3:00:01 + +prtytime: ;******Party Time: Gonta the Diver II +gangonta: ;******Ganbare! Gonta!! 2 +0:185c24:4d:00:18 +0:201bd0:27:32:00 +0:201bf4:1:05:05 + +joemacr: ;******Joe & Mac Returns +joemacra: ;******Joe & Mac Returns (set 2) +0:1000c0:9d:01:09 +0:20105c:3:a0:01 + +enduror: +enduror1: ;******Enduro Racer (YM2203, FD1089B 317-0013A) +0:43400:4a0:01:20 +0:43b90:10:99:99 + +edf: +edfu: ;******E.D.F. : Earth Defense Force (North America) +0:64c17:107:01:00 +0:61d3e:4:00:00 +0:64ccb:1:09:09 + +kaiteik: ;******kaitei takara sagashi (k`k-tokki) +0:200e:5:00:00 + +kaitei: ;******kaitei takara sagashi +0:403e:2:00:00 +0:21c0:1:00:00 +0:21e0:1:00:00 +0:2200:1:ec:ec +0:2240:1:ec:ec +0:2220:1:ec:ec +0:2260:1:ec:ec + +loffire: ;******line of fire / bakudan yarou (world, fd1094 317-0136) +loffireu: ;******Line of Fire / Bakudan Yarou (US, FD1094 317-0135) +loffirej: ;******Line of Fire / Bakudan Yarou (japan, FD1094 317-0134) +0:a3800:18f:01:49 + +;******lethal enforcers II:gun fighters (ver uaa) +le2u: +0:c03e94:40:05:48 + +;******lethal enforcers (us ver uae) +lethalen: +0:3390:50:41:00 +0:33de:1:70:70 + +;******born to fight +borntofi: +0:166:8b:50:0b + +sandscrp: +sandscra: ;******Sand Scorpion (set 2) +0:702014:50:00:1b +0:700048:4:00:00 + +;******Crush Roller (Kural TWT) +crush4: +0:4c80:3:00:00 +0:4c83:1:04:04 + +;********arabian (fixed) +arabian: +arabiana: +0:d384:3c:00:00 +0:d3bd:1:01:01 + +;*********************************************************************** +;* latest unofficial highscore_v0.98 additions below - by leezer * +;*********************************************************************** + +;******Gun Master +gunmast: +0:80e308:4b:00:ae + +;******Tenkomori Shooting (TKM2/VER.A1) +tenkomor: +0:3fd60:c7:20:2d + +;******slipstream +slipstrm: +0:2095e1:4e3:60:4d +0:2037cf:5c:01:4d + +mechatt: +mechattu: ;******Mechanized Attack (US) +0:7f943:3:02:54 +0:7f9bb:99:02:14 + +metrocrs: ;******metro-cross (set 1) +metrocra: ;******metro-cross (set 2) +0:1471:7b:2b:0e +0:1423:3:00:00 +0:486c:7:2d:00 + +;******action hollywood +actionhw: +0:ff5a2a:28:4a:01 + +;******Animalandia Jr. +animaljr: +0:67a3:a:00:22 +0:6b63:1:08:08 + +finalap2: +finalp2j: ;******final lap 2 (japan) +0:106000:d0:50:01 + +;** after you get a hiscore, you must start a new game then exit ** +;** for save to work (i.e make sure the new top score is displaying in top score spot) ** +phoenix: +phoenix3: +phoenixa: +phoenixc: +phoenixt: +pleiads: +pleiadbl: +pleiadce: +griffon: +falcon: +0:4389:3:00:00 +0:4141:1:20:20 +0:4161:1:20:20 +0:4181:1:20:20 +0:41a1:1:20:20 +0:41c1:1:20:20 +0:41e1:1:20:20 + +finalap3: +finalp3j: ;******Final Lap 3 (Japan) +0:106000:d0:4d:19 + +eaglshot: ;******eagle shot golf +eaglshta: ;******eagle shot golf (alt) +0:20:62:48:18 + +rdft: +rdftau: +rdftj: +rdftdi: ;******Raiden Fighters (Dream Island Co. license) +rdftu: ;******Raiden Fighters (US) +0:29bc1:aa:40:4f + +;tantr (& clones) hiscores update after hiscore table is displayed in attract mode +tantr: +tantrbl: +tantrbl2: +tantrkor: ;******Tant-R (Puzzle & Action) (Korea) +0:fffc45:28:48:00 + +puzznic: +puzznica: ;******Puzznic (Japan set 2) +0:8f23:32:00:49 +0:8d37:3:00:00 + +turtship: +turtshik: ;******turtle ship (korea) +0:c504:96:00:0a +0:c202:2:00:1e + +mrkougar: +mrkougb: +mrkougb2: ;******Mr. Kougar (bootleg Set 2) +mrkougr2: ;******mr.kougar (earlier) +0:40a6:12:00:00 +0:4a61:1:10:10 +0:4a41:1:10:10 +0:4a21:1:10:10 +0:4a01:1:10:10 +0:49e1:1:10:10 +0:49c1:1:10:10 + +ladybug: +ladybugb: +ladybgb2: ;******Lady Bug (bootleg Set 2) +0:6073:1b:01:00 +0:d380:75:ff:ff + +;******n-sub (upright) +nsub: +0:8397:2:00:00 + +boogwing: +boogwina: +ragtime: ;******The Great Ragtime Show (Japan v1.5, 92.12.07) +0:200f4a:27:00:0b + +;******Falcon (bootleg set 2) +falcona: +0:4389:3:00:00 +0:4140:1:20:20 +0:4160:1:20:20 +0:4180:1:20:20 +0:41a0:1:20:20 +0:41c0:1:20:20 +0:41e0:1:20:20 + +;******Battle Field (bootleg) +btlfildb: +0:40030:4:00:70 +0:204101:bf:00:0c + +;******a.d. 2083 +ad2083: +0:4600:64:0a:04 +0:40a8:3:00:06 + +welltris: ;******welltris (world?,2 players) +welltrij: ;******welltris (japan,2 players) +0:ffb61c:50:0c:00 + +mshuttle: +mshuttlj: +mshutlj2: ;****** Moon Shuttle (Japan set 2) +0:808a:58:00:24 + +exprrada: ;******Express Raider (US set 2) +0:0240:50:20:00 + +ddtod: +ddtodu: +ddtodh: ;******Dungeons & Dragons: Tower of Doom (hispanic 940125) +ddtodjr1: ;******Dungeons & Dragons: Tower of Doom (japan 940113) +ddtodj: ;******Dungeons & Dragons: Tower of Doom (japan 940125) +ddtodur1: ;******Dungeons & Dragons: Tower of Doom (us 940113) +0:ff1050:1dd:0a:10 + +ddsom: +ddsoma: ;******dungeons & dragons: shadow over mystara (asia 960619) +ddsomr1: ;******dungeons & dragons: shadow over mystara (euro 960209) +ddsomjr1: ;******dungeons & dragons: shadow over mystara (japan 960206) +ddsomj: ;******dungeons & dragons: shadow over mystara (japan 960619) +ddsomur1: ;******dungeons & dragons: shadow over mystara (us 960209) +ddsomu: ;******dungeons & dragons: shadow over mystara (us 960619) +0:ff0fd0:8b:12:09 + +brdrline: ;******Borderline +brdrlinb: ;******borderline (bootleg) +0:938d:2:00:00 + +yosakdon: +yosakdoa: ;******yokasu to donbei (set 2) +0:23ab:3:00:00 + +dynablst: +atompunk: ;******atomic punk (us) +0:a0b2c:8f:03:03 +0:a0c0f:3:40:00 + +;*******Yellow Cab (bootleg) +;** you must exit this game when either the main title page is showing ** +;** (the screen with the game name and copyright displaying) or when the hiscore ** +;** is being displayed in attract mode, or the save will not work ** +kamikcab: +yellowcb: +0:636b:7c:00:20 + +;******Rock 'n Rage (Prototype?) +rockraga: +0:4980:4e:01:53 +0:48be:3:01:80 +0:4866:1:03:03 + +;******Multi Champ Deluxe +mchampdx: +0:20a900:200:00:40 + +;******hyper crash (version d) +hcrash: +hcrashc: ;******Hyper Crash (version C) +0:81900:ac5:00:10 +0:80e88:4:00:70 +0:80e94:4:00:70 +0:80c64:1:20:20 + +gaiapols: +gaiapolj: +gaiapolu: +0:60f801:99:00:00 +0:60f896:1:29:29 + +;******Cosmic Monsters 2 +cosmicm2: +cosmicmo: ;******cosmic monsters (*) +0:20f4:03:00:00 + +;******space position (japan) +spcpostn: +0:c000:172:00:02 +0:cfe9:64:ff:ff + +;******gardia +gardia: +0:d300:50:00:4a +0:c017:3:00:02 + +rf2_2k: +rdft22kc: +rdft2a: +rdft2: ;******Raiden Fighters 2 +rdft2j: +rdft2a2: +rdft2us: ;******raiden fighters 2.1 (us, single board) +0:285dc:1ab:01:2e + +;** these are untested as the dont work in this version of mame (mame v0.96u1) ** +mtlchmpj: +mtlchamp: ;******martial champion (europe ver eaa) +mtlchmpa: ;******martial champion (asia ver aaa) +mtlchmpu: ;******martial champion (us ver uad) +0:100300:61:00:44 + +brival: +brivalj: ;*******(burning rival (japan) +0:208300:4a:42:04 + +kikcubic: +kikcubib: ;******Kickle Cubele +0:fe30:c8:07:04 +0:fef8:3:07:35 + +;*********************************************************************** +;* latest unofficial highscore_v0.96 additions below - by leezer * +;*********************************************************************** + +;******Schmeiser Robo (japan) +schmeisr: +0:ff5a20:79:00:4c + +;******rohga armour force (asia/europe v3.0) +rohga: +rohgah: ;******rohga armour force (hong kong v3.0) +rohgau: ;******rohga armour force (us v1.0) +0:3f0200:50:00:09 + +;******joinem +joinem: +0:8bad:5a:00:43 + +;******calorie kun vs moguranian +calorie: +calorieb: ;******calorie kun vs moguranian (bootleg) +0:cd11:78:00:49 +0:c418:3:00:01 + +;******Pachinko Sexy Reaction 2 (Japan) +sxyreac2: +0:7550:a3:4c:4c + +survarts: +survartu: ;******survival arts (usa) +0:11a5:26:00:45 +0:11cb:2:45:00 + +;********tempest.c +;** this saves scores 4 - 98 , the nvram file saves scores 1 - 3 ** +tempest: +tempest1: +tempest2: +temptube: +0:606:f:07:0c +0:706:f:01:01 +0:61e:e8:00:00 + +tempest3: +;** tempest (rev ?) [tempest3] saves irratically, delete tempest3.nv file ** +;** before you start using this save. ** +0:606:18:07:04 +0:706:f:01:01 +0:61e:e8:00:00 + +invaders: +earthinv: +spaceatt: +sinvemag: +sitv: +sicv: +sisv: +sisv2: +alieninv: +spceking: +spcewars: +spacewr3: +invader4: +invadrmr: +cosmicm2: ;******Cosmic Monsters 2 +0:20f4:02:00:00 + +;******diet go go (euro v1.1 1992.09.26) +dietgo: +dietgoe: ;******(euro v1.1 1992.08.04) +dietgoj: ;******(japan v1.1 1992.09.26) +dietgou: ;******(usa v1.1 1992.09.26) +0:3801f8:4:00:00 +0:380100:ef:48:50 +0:3801f9:1:35:35 + +ambush: +ambusht: ;******ambush (tecfry) +ambushv: ;******ambush (Volt Elec co-ltd) +0:8050:3:00:00 +0:800f:24:00:3a + +;******g-loc air battle (us) +;** you need to press f3 as soon as this game starts before it will save ** +;** for some reason the hiscore data will not display untill game is reset with f3 ** +;** driver problem ?????? ** +gloc: +2:1ffa00:ee:02:04 +2:1ffa4a:1:50:50 + +;******Beach Festival World Championship 1997 +wbbc97: +0:5023f1:6d:00:02 + +opwolf: ;******Operation Wolf (World) +opwolfb: +opwolfu: ;******operation wolf (us) +0:100a42:75:00:54 +0:100e28:3b:00:01 + +gsword: ;******Great Swordsman (Japan?) +gsword2: ;******Great Swordsman (world?) +0:9c00:1e:00:00 +0:9c78:3c:34:00 + +;******Flying Tiger +flytiger: +0:d244:34:88:48 +0:d235:1:03:03 + +mcatadv: +catt: ;******Catt (Japan) +0:101bd3:31:05:2b + +avalnche: +cascade: ;******Cascade +0:009b:2:00:00 + +;******Aero Fighters (bootleg) +aerfboot: +aerofgtb: ;******aero fighters (turbo force hardware set 1) +aerofgtc: ;******aero fighters (turbo force hardware set 2) +0:cc1af:97:0b:64 + +triothej: +triothep: ;******Trio The Punch - Never Forget Me... (World) +0:1f1a58:41:41:4d + +simpsons: +simps2pj: +simpsn2p: +simps4pa: ;******The Simpsons (4 Players alt) +simps2pa: ;******the simpsons (2 player alt) +0:4980:50:42:00 + +;******Dr. Tomy +drtomy: +0:ffee00:c0:20:30 + +pbaction: +pbactio2: +pbactio3: ;******Pinball Action (set 3, encrypted?) +0:c093:51:07:00 +0:c12f:27:48:4b + +rainbow: +rainbowo: ;******rainbow islands (old version) +0:10d0cc:32:00:32 +0:10e1f2:04:00:00 + +;*********************************************************************** +;* latest unofficial highscore_v0.95 additions below - by leezer * +;*********************************************************************** + +pclubys: +pclubysa: ;******Puzzle Club (Yun Sung - set 2) +0:20b461:145:3a:64 +0:20e835:b9:38:64 +0:206935:ed:14:64 +0:20b515:91:38:64 + +;******Hook (Japan) +hookj: +0:ea6b7:ec:00:4f + +;******Big Kong +bigkong: +0:6109:a1:00:92 +0:60b8:3:50:00 + +;******mighty monkey (bootleg on scramble hardware) +;** very dodgy hiscore saving, possibly because of it been a ** +;** poorly put together bootleg ** +mimonscr: +0:44a1:2:d0:07 +0:4981:1:00:00 +0:49a1:1:00:00 +0:49c1:1:00:00 +0:49e1:1:00:00 +0:4a01:1:02:02 +0:4a21:1:10:10 +0:4a41:1:10:10 +0:4920:1:10:10 +0:4940:1:10:10 +0:4960:1:15:15 +0:4980:1:22:22 +0:49a0:1:1f:1f +0:49c0:1:13:13 +0:49e0:1:23:23 +0:4a00:1:10:10 +0:4a20:1:18:18 +0:4a40:1:17:17 +0:4a60:1:19:19 +0:4a80:1:18:18 +0:4aa0:1:10:10 +0:4ac0:1:10:10 +0:4ae0:1:10:10 + +;******mighty monkey +mimonkey: +mimonsco: ;******mighty monkey (bootleg on super cobra hardware) +0:84a1:2:d0:07 +0:8981:1:00:00 +0:89a1:1:00:00 +0:89c1:1:00:00 +0:89e1:1:00:00 +0:8a01:1:02:02 +0:8a21:1:10:10 +0:8a41:1:10:10 +0:8920:1:10:10 +0:8940:1:10:10 +0:8960:1:15:15 +0:8980:1:22:22 +0:89a0:1:1f:1f +0:89c0:1:13:13 +0:89e0:1:23:23 +0:8a00:1:10:10 +0:8a20:1:18:18 +0:8a40:1:17:17 +0:8a60:1:19:19 +0:8a80:1:18:18 +0:8aa0:1:10:10 +0:8ac0:1:10:10 +0:8ae0:1:10:10 + +disco: +discof: ;******disco no.1 (rev f) +0:0400:24:00:00 +0:0006:3:00:00 + +;********xevious.c +xevious: +sxevious: +xevios: +xeviousa: +battles: ;******battles +0:8510:50:00:00 +0:8024:3:00:00; + +;******Cookie & Bibi +cookbib: +0:121cca:aa:20:64 + +;(bull fighter) (by GeoMan) +bullfgtr: +bullfgts: ;******Bull Fighter (Sega) +0:40700:40:41:00 +0:40012:6:00:00 +0:800b0:1c:00:11 + +bigstrik: +bestleag: ;******Best League +0:ff890b:49:08:78 + +;******gain ground +gground: +0:f07800:318:00:00 +0:f07b13:1:10:10 + +;******Snapper (Korea) +snapper: +0:ff3521:26:01:05 + +;*******holeland.c (crazy rally) +crzrally: +crzrallg: ;******Crazy Rally (Gecas license) +0:c000:36:00:41 + +;******Buccaneers (set 2) +buccanra: +0:e36d:46:20:4f + +buccanrs: ;******Buccaneers (set 1) +0:e36e:46:20:4f + +;*********(defender (red label)) +;*** this saves just the today`s best scores, the all time greatest are *** +;*** saves using nvram *** +defender: +startrkd: ;******Star Trek (Defender bootleg) +defendg: ;******defender (green label) +defendw: ;******defender (white label) +0:b260:60:00:48 + +;(sky lancer) (by GeoMan) +skylancr: +skylance: ;******sky lancer (esco trading co licence) +0:82e3:2:00:01 +0:82e5:22:00:00 + +;********pinbo.c (pinbo & pinbo (strike)) +pinbo: +pinbos: +pinboa: ;******Pinbo (set 2) +0:120:6e:24:00 +0:43:3:00:00 +0:44:1:50:50 + +;******Star Fire 2 +starfir2: +0:82a9:6a:00:00 + +;******star fire (set 2) +starfira: +0:82ba:aa:00:00 + +;******Excelsior +excelsr: +0:ff1778:b3:0c:01 + +;*********************************************************************** +;* latest unofficial highscore_v0.94 additions below - by leezer * +;*********************************************************************** + +;******raiden fighters jet +rfjet: +rfjeta: ;******raiden fighters jet (asia) +rfjetu: ;******raiden fighters jet (us) +rfjetus: ;******raiden fighters jet (us,single board) +rfjetj: ;******Raiden Fighters Jet (Japan) +0:28cc8:1a2:2e:06 + +;******galaxy force 2 +gforce2: +gforce2j: ;******galaxy force 2 (japan) +2:1fe400:38:00:01 + +;******power drift +pdrift: +pdriftj: ;******power drift (japan) +2:1ffa16:18f:02:08 + +;******Viper Phase 1 (japan,new version) +viprp1: +viprp1s: ;******Viper Phase 1 (Switzerland, New Version) +0:1e610:c7:40:2e + +viprp1o: ;******Viper Phase 1 (japan) +0:1d7b9:c7:20:2e +viprp1ot: ;******Viper Phase 1 (Germany) +0:1e600:c7:40:2e + +;******Ring King (US, Woodplace license) +ringkinw: +1:8048:8C:00:12 +0:C22a:04:00:05 + +;******Surprise Attack (Asia ver. L) +suratk: +suratkj: +suratka: +0:b00:5a:11:31 +0:5981:3:10:00 +0:609e:6:01:00 + +;******Alpha Mission +alphamis: +0:d83b:82:00:20 +0:e77b:3:00:00 + +;********sprcros2.c +sprcros2: +sprcrs2a: ;******Super Cross 2 (Japan set 2) +0:fa00:78:00:4a +0:f012:6:00:00 +0:f013:1:03:03 + +;******ufo senshi yohko chan +ufosensi: +ufosensb: ;******Ufo Senshi Yohko Chan (not encrypted) +0:c800:62:11:41 + +;(sdi - strategic defence initiative) +sdi: +sdioj: +defense: ;******Defense (System 16B, FD1089A 317-0028) +0:fff800:320:00:20 +0:fffb88:4:00:00 +0:fffbca:3:4b:5a + +;********aliens.c +aliens: +aliensj: +aliensu: +aliens2: +aliens3: ;******Aliens (World set 3) +aliensj2: ;******Aliens (Japan set 2) +0:1e30:38:00:48 + +altbeast: +altbeas2: +altbeaj3: ;******altered beast (japan, fd1094 317-0068) +altbeas4: ;******altered beast (set 4, mc-8123b 317-0066) +altbeas5: ;******altered beast (set 5, 8751 317-0076) +altbeasj: ;******altered beast (set 6, japan, 8751 317-0077) +altbeaj1: ;******altered beast (set 1, japan, fd1094 317-0065) +0:fffc00:74:00:33 +0:fff010:4:00:00 + +;******lunar battle (prototype,later) +lunarbat: +0:42b:2d:50:03 + +;******rack + roll +racknrol: +0:1db8:45:23:13 + +gravitar: +gravitr2: +gravp: ;******gravitar (prototype) +0:41e:30:50:05 + +;******black widow +bwidow: +0:302:24:20:db +0:326:76:1b:11 + +;********missile.c +missile: +suprmatk: +sprmatkd: ;******super missile attack (not encrypted) +0:002c:30:47:00 + +;******Little Hero +lithero: +0:e062:6e:00:44 +0:e02b:3:00:00 + +;********astrof.c +astrof: +astrof2: +astrof3: +abattle: +abattle2: +afire: +acombat: ;******Astro Combat +0:0084:2:00:00 + +;*******wall crash +wallc: +wallca: ;******Wall Crash (set 2) +0:a200:28:00:01 +0:a284:4:00:00 + +;******Space Guerilla +spaceg: +0:7007:3:00:00 + +rezon: +rezont: ;******Rezon (Taito) +0:201c66:63:03:20 +0:2018ba:2:03:e8 + +;********pushman.c +pushman: +pushmans: +pushmana: ;******Pushman (Korea, set 2) +0:ffc690:50:00:41 +0:ffcc2a:4:00:00 + +;*** puckman/pacman (and clones) for pacmame & regular mame builds ** +hangly3: +zolamaze: +mspatkx: +mspacx: +msmini: +mspacat2: +msatk2ad: +msatkad: +mspacatk: +chtmsatk: +fastplus: +mspacatb: +mshearts: +mssilad: +fstmsatk: +mspac6m: +msminia: +chtmspa: +fastmspa: +msrumble: +msindy: +fasthear: +heartbrn: +mshangly: +msf1pac: +mselton: +faststrm: +msdstorm: +msbaby1: +msbaby: +mrpacman: +pacmanf: +puckmanf: +pacmini2: +pacmini: +mazeman: +hangly2x: +hanglyx: +hanglyad: +fasthang: +chthang: +eltonpac: +dizzy: +pacstrm: +crazypac: +caterpil: +baby2: +baby3: +pacman: +pacmanm: +pacmanjp: +npacmod: +pacmod: +hangly: +hangly2: +puckman: +piranha: +piranhah: +pacplus: +mspacman: +mspacmnf: +mschamp: +newpuc2: +newpuc2b: +joyman: +mspacpls: +pacgal: +newpuckx: +alibaba: +mspacmat: +puckmod: +puckmana: +ctrpllrp: +puckmanh: ;******Puckman (Falcom?) +00:4E88:04:00:00 +00:43ED:06:40:40 +00:43D1:01:48:48 + +lgtnfght: +trigon: +lgtnfghu: ;******lightning fighters (us) +0:90400:50:41:50 +0:90120:4:00:60 + +;******Bronx +bronx: +0:e1da:28:0:41 + +;********aerofgt.c (karate blazers (world? & us)) +karatblz: +karatblu: +karatblj: ;******Karate Blazers (Japan) +0:c5ba7:31:00:20 + +;*********************************************************************** +;* latest unofficial highscore_v0.91 additions below - by leezer * +;*********************************************************************** + +;******Kick Boy +kickboy: +0:9338:3:88:02 +0:9340:23:88:54 + +;******Dacholer +dacholer: +0:933c:23:88:54 +0:9334:3:88:02 + +;*******clshroad.c (clash road) +clshroad: +clshrdst: ;******Clash-Road (Status license) +0:8000:3c:4d:00 +0:803a:1:40:40 + +;********pacman.c (van van car) +vanvan: +vanvank: ;******van-van car (karateco) +vanvanb: ;******Van-Van Car (set 3) +0:4809:6:00:00 +0:4c60:f0:00:00 + +;******Super Glob (Pac-Man hardware) +sprglobp: +0:4c48:6:4d:00 +0:4c4c:1:01:01 + +;shot rider (by tamphax) +shtrider: +shtridra: ;******shot rider (sigma license) +0:e013:2d:00:4d + +;********othunder.c (operation thunderbolt) +othunder: +othundu: +othundrj: ;******Operation Thunderbolt (Japan) +othunduo: ;******Operation Thunderbolt (us,older) +0:839ca:438:4e:00 +0:83dd9:1:01:01 + +;******Great 1000 Miles Rally 2 USA (95/05/18) +gtmr2u: +0:103b34:b62:59:01 + +;******The Anteater (UK) +anteatgb: +0:4ef:3c:00:59 + +;********popeye.c (popeye bootleg fixed) +popeyebl: +0:8200:24:00:02 +0:8fed:3:00:03 +0:8f32:6:00:00 + +;******Bee Storm - DoDonPachi II +ddp2: +0:816108:18d:00:01 + +;******super volley (japan) +svolley: +svolleyk: +svolleyu: +0:60512:48:00:05 + +popeyef: +0:8a00:24:00:01 +0:8fed:3:00:02 +0:8f32:6:00:00 + +;********popeye.c (popeye (revision d & revision d not protected & revision f))fixed +popeye: +popeyeu: +0:8a00:24:00:02 +0:8fed:3:00:03 +0:8f32:6:00:00 + +;Puzzle Bobble (Japan, B-System) - (By Andrea Trasatti) +pbobble: +0:907010:36:00:00 + +;******turbo out run (set 2, upright, 317-unknown)(both fixed) +toutruna: +toutrunk: ;****** turbo out run (set 3,upgrade kit, 317-0118) +toutrun1: +toutrun2: +toutrun: +0:6046e:118:05:20 +0:60909:1:09:09 + +;*********neogeo.c (Twinkle Star Sprites) +twinspri: +0:10bcff:7d:00:00 +0:10bb74:02:ff:ff + +;*********************************************************************** +;* latest unofficial highscore_v0.90 additions below - by leezer * +;*********************************************************************** + +alexkida: +alexkidd: ;******alex kidd: the lost stars (set 1,fd1089a -unknown) +alexkid1: +0:fffc00:38:00:44 +0:fff010:4:00:00 + +;******action fighter (fd1089a 317-0018) +afighter: +0:fff300:50:00:59 +0:ffc060:4:00:00 +0:ffc061:1:06:06 + +;******dunk shot (fd1089 317-0022) +dunkshot: +0:ff31c0:874:49:01 + +;*********(Quiz Sangokushi (Japan)) +qsangoku: +0:e815:4b:00:00 +0:e860:03:01:00 + +;*********(Shippu Mahou Daisakusen (Japan)) +shippumd: +0:1002d0:9e:00:4e +0:1003c4:53:2a:39 <- add Fastest LAP + +;********cps2.c (Quiz Nanairo Dreams: Nijiirochou no Kiseki (Japan 960826)) +qndream: +0:ff40b3:d8:00:00 +0:ff418b:02:01:00 + +;*********(Sonic Wings (Japan)) +sonicwi: +0:cc1af:a0:0b:00 + +;*********scobra.c (tazz-mania) +tazmania: +tazmani2: +tazzmang: ;******Tazz-Mania (Galaxian Hardware) +0:80ef:3c:01:4c + +;******riot +riot: +0:101d3c:f0:64:18 + +;******Progear (US 010117) +progear: +progearj: ;******Progear no arashi (japan 010117) +0:ff3dcf:e5:20:04 + +galaxian: +galmidw: +superg: +galaxb: +galapx: +galap1: +galap4: +galturbo: +swarm: +uniwars: +gteikoku: +spacbatt: +redufo: +galaxiaj: +galmidwo: ;******galaxian (midway,old rev) +0:40a8:3:00:00 + +;******Shinobi (set 3, System 16A, unprotected) +shinobaa: +shinobi3: +shinobi4: +shinobic: ;******Shinobi (set 4, System 16B, unprotected) +0:fffc00:142:00:54 +0:fff010:4:00:00 + +;******thunder blade (fd1094 317-0056) +thndrbld: +thndrbdj: ;******thunder blade (japan) +0:a3b00:64:01:01 + +;********segac2.c (bloxeed (c system)) +bloxeedc: +bloxeedu: +bloxeed: ;******bloxeed (japan,fd1094 317-0139) +0:fff40a:64:53:08 +0:fff082:1:01:01 + +;********sf1.c +sf1: +sf: ;******street fighter (world) +0:ff94f2:9C:00:12 +0:ff8732:8:00:00 + +wrestwar: +wrestwrb: ;******Wrestle War (FD1094, 317-0102) +0:fff800:a0:00:a0 +0:ffe044:4:00:00 + +;******Tetris (Japan, System 16A, FD1094 317-0093a) +tetrisaa: +tetris: ;******tetris (Japan, System 16A, FD1094 317-0093) +0:ffe800:64:45:08 + +;*******jump coaster +jumpcoas: +jumpcoat: ;******Jump Coaster (Taito) +0:c400:3f:00:11 +0:c04b:3:00:00 + +;******Desert Breaker (FD1094 317-0196) +dbrkr: +0:ff3418:1:1a:1a +0:ff3b02:4:00:e8 +0:ffbb02:4:00:e8 +0:fffb02:4:00:e8 +0:ff7b02:4:00:e8 + +;******Racing Hero (FD1094 317-0144) +rachero: +0:ff89be:51:10:01 +0:ff89ae:4:10:00 + +;********bloodbro.c +bloodbro: +weststry: +bloodbra: ;******Blood Bros. (set 2) +0:85b1f:f9:30:00 +0:85c15:1:02:02 + +;******scorpion (set 1) +scorpion: +scorpnmc: ;******scorpion (moon cresta hardware) +scrpiona: ;******Scoprion (set 2) +0:4207:f:00:00 +0:42ad:f:10:10 + +;*******steel gunner +sgunner: +sgunnerj: ;******Steel Gunner (Japan) +0:10018f:bb:00:4f +0:100165:b:00:00 +0:100169:1:04:04 + +;*******namcos2.c (ordyne (japan)) +ordynej: +ordyne: ;******Ordyne (Japan) +0:100712:28:00:03 +0:40925c:4:00:00 + +;********(lucky & wild) +luckywld: +lckywldj: ;******Lucky & Wild (Japan) +0:100b00:a0:00:02 + +huncholy: +hncholms: ;******Hunchback Olympic (Scramble hardware) +0:3c08:12:00:30 + +;*******(arabian fight) +arabfgt: +arabfgtj: ;******Arabian Fight (Japan) +0:208300:47:53:00 +0:208345:1:17:17 + +;********system16.c (flash point (bootleg)) +fpointbl: +fpointbj: ;******flash point (japan,bootleg) +0:ffec6e:64:00:00 +0:fff000:910:00:00 +0:ffe083:1:33:33 + +;******michael jacksons moonwalker (world,fd1094/8751 317-0159) +mwalk: +mwalkb: ;******michael jacksons moonwalker (japan,fd1094/8751 317-0157) +mwalka: ;******michael jacksons moonwalker (us,fd1094/8751 317-0158) +0:ff3c00:50:00:4a + +aurail: +auraila: ;******aurail (set 2,fd1089? 317-unknown) +aurailj: +0:ffff7e:27:00:52 + +;******wonder boy III - monsters lair (japan,system 16b, fd1094 317-0085) +wb3bb: +wb32: +wb33: +0:ff08b8:27:4c:30 + +;******body slam (8751 317-unknown) +bodyslam: +dumpmtmt: ;******dump matsumoto (japan 8751 317-unknown) +0:fffcc0:3c:00:00 +0:fffcfa:1:03:03 + +;Golden Axe (by GeoMan) +goldnaxe: +goldnaxa: ;****** golden axe (version 2) +;goldnaxj: ;****** golden axe (version 1,japan,fd1094 317-0121)(driver issues not working yet) +;goldnxj2: ;****** golden axe (version 1,world,fd1094 317-0120)(driver issues not working yet) +0:fffc00:38:02:00 + +;*******system16.c (dynamite dux (bootleg)) +dduxbl: +ddux: ;******dynamite dux (fd1094 317-0096) +0:fff880:98:00:20 +0:fff31b:1:03:03 + +;******cotton (fd1094 317-0181a) +;** not working yet (driver issue ????) ** +;cotton: +;cottonj: +;0:200077:30:00:55 +;0:2000b6:4:00:a0 + +eswat: +eswatbl: +eswatu: ;******e-swat - cyber police (us,fd1094 317-0129) +eswatj: ;******E-Swat - Cyber Police (Japan, FD1094 317-0128) +0:ffcc00:46:00:00 +0:ffcc42:1:2e:2e + +quartet: +quartet2: +quartetj: +quartt2j: ;******quartet 2 (japan, 8751 317-unknown) +0:ffc400:317:00:44 + +bayroute: +bayrouta: ;******bay route (set 2,fd1094 317-0116) +0:500110:50:00:0f + +shinobi: +shinobl: +shinobi1: +shinobi2: +shinobia: ;******shinobi (set 2,system16a,fd1094 317-0050) +shinobib: ;******shinobi (set 3,system16b,fd1094 317-0049) +0:fffc00:142:00:54 +0:fff010:4:00:00 + +;*********************************************************************** +;* latest unofficial highscore_v0.89 additions below - by leezer * +;*********************************************************************** + +;********cps2.c (street fighter alpha 3 (us 980904)) +sfa3: +sfa3r1: +sfz3j: +sfz3jr1: +sfz3a: +sfz3jr2: ;******street fighter zero 3 (japan 980629) +0:ff23be:ae0:00:05 + +;********rockola.c (vanguard) +vanguard: +vangrdce: +vanguarj: ;******Vanguard (Japan) +0:220:70:11:30 +0:25:3:00:00 + +;********tigeroad.c +tigeroad: +toramich: +tigerodb: ;******Tiger Road (us bootleg) +0:ffec70:64:59:bc +0:ffc092:4:00:00 + +;*******wwfwfest.c (wwf wrestlefest (us)) +wwfwfest: +wwfwfstj: ;******www wrestlefest (japan) +wwfwfstb: ;******www wrestlefest (us bootleg) +wwfwfsta: ;******www wrestlefest (us tecmo) +0:1c00c2:84:08:01 + +;********combatsc.c by (GoKu) +bootcamp: +0:1320:46:02:07 +0:826:3:00:10 + +;********cps2.c (rockman 2 : the power fighters (japan 960708)) by (GoKu) +megaman2: +0:ffefc0:118:00:02 +0:fff047:1:01:01 + +;********cps2.c (street fighter alpha) +sfa: +sfzjr1: +sfzj: +sfau: ;******street fighter alpha:warrior`s dream (us 950627) +0:ffaea0:9f:01:16 + +;*******mermaid.c (mermaid) +mermaid: +yachtmn: ;******Yachtsman +0:c008:6:00:00 + +;********asteroid.c +asteroid: +asteroib: +meteorts: ;******Meteorites top score not 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bootleg,japanese) +arkatayt: +0:ef79:23:00:42 +0:c4df:3:00:00 +0:c4c7:1:07:07 + +;******Wizz Quiz (version 4) +wizzquiz: +0:2b4f:221:4d:00 +0:2d6e:1:05:05 + +;******miss bingo +msbingo: +0:101288:a:09:30 +0:1000c2:31:4d:20 + +;******cookie & bibi 2 +cookbib2: +0:1026a2:28:4b:00 +0:1026c4:1:4d:4d + +;******Multi 5 / New Multi Game 5 +;** tong boy game does not save , driver issues ???? ** +nmg5: +0:129101:ff:10:40 + +;******Tetris (Japan, B-System, YM2203) +tetrista: +0:8023ac:64:45:08 + +;******Street Fighter II' - Hyper Fighting (World 921209) +sf2hf: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;*******Fighting Basketball +fghtbskt: +0:c0c0:28:03:dd + +dynwar: +dynwarj: +0:ffe2d6:3c:e2:00 +0:ff8158:04:00:00 + +;*******Pairs (Nichibutsu) (Japan 890822)& pairs (system ten)(japan 890826) +pairsten: +pairsnb: +0:f832:3:70:00 +0:f814:1:03:03 + +;****************************************************************************************** +;* latest unofficial highscore_v0.86 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******drakton +drakton: +0:6449:118:00:00 +0:655d:1:20:20 + +;*******Robo Wres 2001 & bootleg +robowres: +robowrb: +0:e01a:7:00:00 +0:e370:73:00:00 + +;*******Field Goal +fgoal: +fgoala: +0:89:9:00:00 + +;*******Jumping Pop +jumppop: +0:123c10:a0:45:50 +0:123c01:3:00:00 + +;*******Virtua Fighter 1 +vf1: +vf: +0:40f800:b3:09:4d + +;*******The Return of Lady Frog & The Return of Lady Frog (set 2) +roldfrog: +roldfrga: +0:ffca10:50:00:00 +0:ffca5b:1:0f:0f + +;*******Twin Cobra 2 (World) & (us) +tcobra2: +tcobra2u: +0:4006e0:11a:0:01 +0:4007d3:1:02:02 + +;*******counter Run (bootleg set 1) +countrnb: +0:d0d8:127:00:48 + +;****************************************************************************************** +;* latest unofficial highscore_v0.85 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******gold medalist & Gold Medalist (alt) +goldmedl: +goldmeda: +0:40a20:a0:00:00 +0:40b22:46:1b:00 +0:40b20:2:00:01 + +;********segac2.c (columns japan&us)+columns2 +;** fixed ** +columns: +columnsj: +columns2: +column2j: +0:fffc20:8e:57:01 + +;*******fax & fax (alt questions) +fax: +faxa: +0:02b4:15e:00:00 + +;********bagman & clones +bagman: +bagnard: +bagnarda: +bagmans: +bagmans2: +sbagman: +sbagmans: +0:6217:50:00:10 + +;********Last Fortress - Toride (German) +lastforg: +0:c0db1a:0a:01:64 + +;Mille Miglia 2: Great 1000 Miles Rally (95/05/24) & (95/04/04) +gtmr2a: +gtmr2: +0:103b1c:1a0:59:01 +0:103cfc:300:4d:2e + +;*******Gals Panic (set 3) +galpania: +0:c825b6:64:30:31 + +;*******caterpillar: +caterplr: +0:02:18:97:01 +0:1a:18:02:14 + +;*******hyper pacman +hyperpac: +0:10315c:28:50:00 + +;*******digger (cvs) +diggerc: +0:1cf8:2e:00:00 +0:1c01:1:a2:a2 + +;*******vasara 2 (set 1 & 2) 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+megaznik: +megazona: +megazonb: +megazonc: +0:2446:89:00:55 +0:3b08:4:00:00 + +;(final blow (world)) (by GeoMan) +finalb: +finalbj: +finalbu: +0:101f22:4:00:00 +0:10104c:32:00:45 + +;********Dragon World II (ver. 110X, Export) +drgw2: +0:80caf8:46:49:40 + +;********cvs.c (gold bug) +goldbug: +0:3D09:1E:00:00 + +;******tetris the grand master (japan 980710) +;** this saves "today`s scores", the game saves the grand master scores using ** +;** nvram (i think !! :0) ** +tgmj: +0:80171198:35:06:64 + +;******miss puzzle +mspuzzle: +0:100ff4:c:0b:f4 +0:100608:2f:4d:20 + +;******monster maulers (Europe ver EAA)& kyukyoku sentai dadandarn (japan ver jaa) +dadandrn: +mmaulers: +0:600701:99:02:e8 + +headoni: +;** does not save in game top score, only hiscore table saves ** +0:0e:f:00:00 + +headon: +headonb: +;** does not save in game top score, only hiscore table saves ** +0:878a:f:30:30 + +headon2: +;** does not save in game top score, only hiscore table saves ** +0:8390:12:30:30 + 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+;****************************************************************************************** + +;*******spinner +spinner: +0:1c11:3:00:00 +0:1e40:f:00:00 + +;********system18.c (shadow dancer) +shdancer: +shdancrj: +shdancbl: +shdancrb: +shdance1: +0:ffec24:13a4:80:50 + +;*******scooter shooter +scotrsht: +0:1ca0:46:01:1d +0:199c:3:01:40 + +;*******MTV Rock-N-Roll Trivia (Part 2) +rocktrv2: +0:4c2c:3c:44:0 +0:4c66:1:25:25 +0:43ed:6:00:40 +0:43f0:1:05:05 + +;*******space fever high splitter (set 1 & set 2) +highsplt: +highspla: +0:60a9:3:00:00 +0:60a3:3:00:00 +0:609d:3:00:00 +0:60bb:3:00:00 +0:60b5:3:00:00 +0:60af:3:00:00 +0:60f1:3:00:00 +0:60ec:3:00:00 +0:60e7:3:00:00 +0:60cd:3:00:00 +0:60c7:3:00:00 +0:60c1:3:00:00 + +;********kyugo.c (gyrodine) +;** top score updates as soon as you score your first points ** +;** hiscore table saves ok.... *** +gyrodine: +gyrodinc: +0:f300:45:00:0b + +;*******griffon +;** once you have beaten the hiscore, play another game then exit(no need to finish 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of screen don`t display untill 1st game is over ** +;** also top side score may display 1 digit untill 1st game is over ** +buckrog: +0:c400:3e:00:00 +0:c54b:d:0f:f0 + +zoom909: +;** top score on game screen updated after 1st game ** +;** assuming you have made score display in dipswitch menu !!** +0:c400:3e:00:00 + +;******cvs.c (hunchback & clones) +hunchbak: +0:1c07:68:00:00 +0:1c34:1:20:20 + +hunchbks: +0:3c0a:4f:1b:00 +0:3c25:1:20:20 + +hunchbkg: +0:1c0a:4f:1b:00 +0:1c0f:1:00:00 +0:1c0d:1:20:20 + +;*******mad alien +;** only top score saved properly, although all other scores do save ** +;** they go in the wrong order ???? ** +madalien: +0:000b:2:00:00 +0:6ef0:d6:00:00 +0:300:c:00:00 +0:604d:5:01:01 +0:6050:1:01:01 + +;******botanic +botanic: +0:720a:46:18:10 +0:700a:1e:00:00 +0:7233:1:23:23 + +;******bongo +bongo: +0:8300:11:0:15 +0:8301:1:05:05 + +spang: +sbbros: +0:fc01:9e:00:07 +0:e158:4:00:00 + +;******triv four +statriv4: +0:482b:18:00:00 + +;******pairs love: +pairlove: +0:f00748:63:00:2d + +knockout: +mariner: +scramble: +scrambls: +triplep: +800fath: +strfbomb: +0:4200:1e:00:01 +0:40a8:03:00:01 + +outrun: +outruna: +outrunb: +0:6046e:118:05:20 + +outrundx: +0:6046e:118:01:20 +0:604c8:1:4f:4f + +;********mappy.c +mappy: +mappyj: +0:1460:28:00:41 +0:1385:3:00:00 +0:07ed:6:00:20 +0:7e0:2:00:02 + + +;*******funny bubble +funybubl: +0:e005:99:4c:00 +0:e09a:1:05:05 + +;*******bonanza bros +bnzabros: +0:f00700:98:00:4d +0:f00701:1:31:31 + +;*******last striker / kyuukyoku no striker +kyustrkr: +0:f00d06:4f:41:4e + +;*******mobile suit gundam ex revue +gundamex: +0:2078a7:63:01:50 + +;*******grand striker 2 (japan) +gstrik2: +0:ffaef3:48:76:28 + +;*******goal `92 +goal92: +0:109f57:99:28:01 + +;*******dangerous dungeons +ddungeon: +0:915:9c:4b:30 + +;*******space attack/head on +sspacaho: +0:e4cb:c:00:00 +0:878a:f:30:30 + +;*******boxy boy (us) & souko ban deluxe (japan) +;** do not use in game reset (f3) or save fails !! ** +;** saves hi-score and hiscore table - not step records ** +boxyboy: +soukobdx: +0:22d:3:00:00 +0:255:2c:09:00 +0:500f:1:03:03 + +;*******cosmo +cosmo: +0:2038:3:00:00 +0:2e22:1:7c:7c +0:2e42:1:82:82 +0:2e62:1:82:82 +0:2e82:1:82:82 +0:2ea2:1:7c:7c +0:2f22:1:00:00 +0:2f42:1:00:00 +0:2f62:1:00:00 +0:2f82:1:00:00 +0:2fa2:1:00:00 +0:3022:1:00:00 +0:3042:1:00:00 +0:3062:1:00:00 +0:3082:1:00:00 +0:30a2:1:00:00 +0:3122:1:00:00 +0:3142:1:00:00 +0:3162:1:00:00 +0:3182:1:00:00 +0:31a2:1:00:00 +0:3222:1:00:00 +0:3242:1:00:00 +0:3262:1:00:00 +0:3282:1:00:00 +0:32a2:1:00:00 +0:3322:1:00:00 +0:3342:1:00:00 +0:3362:1:00:00 +0:3382:1:00:00 +0:33a2:1:00:00 +0:3422:1:00:00 +0:3442:1:00:00 +0:3462:1:00:00 +0:3482:1:00:00 +0:34a2:1:00:00 + +;*******asterock +asterock: +0:1c:35:00:00 + +splatter: +1:1430:3f:00:2e + +;*********(jackal (world)& top gunner (us)& top gunner (bootleg) & tokughu butai jackal (japan) +jackal: +topgunr: +topgunbl: +jackalj: +1:72f8:27:00:1d +1:7340:3:00:00 +1:7341:1:02:02 + +pacmania: +1:644:50:00:4d +1:61c:4:00:00 + +pacmanij: +1:61c:4:00:00 +1:61e:1:50:50 + +;****************************************************************************************** +;* latest unofficial highscore_v8.2 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******lady frog +ladyfrog: +0:eb44:8f:dc:00 +0:ebd1:1:20:20 + +;*******bakuretsu breaker +bakubrkr: +0:10c01a:63:00:4e + +;*******demoneye-x +demoneye: +0:128:b:00:00 + +;********jumping cross +jcross: +0:f5ab:1e:00:49 + +;********dorachan +dorachan: +0:1815:5:00:00 +0:5d70:1:7c:7c +0:5d71:1:8a:8a +0:5d72:1:92:92 +0:5d73:1:a2:a2 +0:5d74:1:7c:7c +0:5d78:1:7c:7c +0:5d79:1:8a:8a +0:5d7a:1:92:92 +0:5d7b:1:a2:a2 +0:5d7c:1:7c:7c +0:5d80:1:7c:7c +0:5d81:1:8a:8a +0:5d82:1:92:92 +0:5d83:1:a2:a2 +0:5d84:1:7c:7c +0:5d88:1:7c:7c +0:5d89:1:8a:8a +0:5d8a:1:92:92 +0:5d8b:1:a2:a2 +0:5d8c:1:7c:7c +0:5d90:1:7c:7c +0:5d91:1:8a:8a +0:5d92:1:92:92 +0:5d93:1:a2:a2 +0:5d94:1:7c:7c + +;********deco32.c (captain america (asia rev 4) +captaven: +0:127040:A0:20:0 + +;******puzz loop (usa) +puzloopu: +0:609c5d8:41:00:31 +0:609c700:41:00:30 + +;******porky +porky: +0:1c38:4a:00:20 +0:1c56:1:30:30 + +;******big bucks +bigbucks: +0:4d7f:5f:48:00 +0:4ddc:1:20:20 + +;******explorer +explorer: +0:40a8:3:00:01 +0:4200:1e:49:01 + +;******bang! (japan) +bangj: +0:fe5a50:f0:30:01 + +;******prop cycle (rev.pr2 ver.a) +;** bit dodgy this one - think it saves top ten hiscores tho...... *** +propcycl: +0:e04031:76:00:31 +0:e15bf9:226:00:0f + +;******super-x (ntc & mitchell) +superx: +superxm: +0:d07c0:68:32:20 + +;******speed arttack! +speedatk: +0:8a3c:4c:00:0f + +pacheart: +0:43d1:2:4e:55 +0:4e88:3:00:00 +0:43ed:6:40:40 + +;********pacland.c +pacland: +pacland2: +pacland3: +paclandm: +0:2140:4a:00:e6 +0:205d:3:00:00 + +;********jrpacman.c +jrpacman: +fastjr: +jrpacad: +jrhearts: +jrvectr: +0:4751:01:48:48 +0:476d:06:40:40 +0:4e88:03:00:00 + +;*******street heat - cardinal amusements +strtheat: +0:6270:a7:01:20 + +;*******gaia crusaders +gaia: +0:100030:9a:00:04 + +;*******asura blade - sword of dynasty (japan) +asurabld: +0:4036ea:2:00:0a +0:40370a:4:04:07 +0:40374a:4:00:50 +0:40378a:4:09:01 +0:40368b:1:10:10 +0:4036aa:4:00:00 + +;*******twin eagle ii - the rescue mission +twineag2: +0:e208:3:40:0f +0:15572:2f:40:0a + +;*******ultra x weapons / ultra keibitai +ultrax: +0:1ac8e:28:40:04 +0:e23c:3:40:0f + +;**btime by Ziller +vecbtime: +0:0033:27:00:FF + +;*******centiped.c by Ziller +centidux: +pacipede: +vectiped: +vectrped: +killiped: +0:000b:0f:10:01 +0:0023:0f:04:12 + +;********dkong.c by Ziller +kong2600: +0:6100:AA:94:76 +0:60B8:03:50:00 +0:7641:01:00:00 +0:7621:01:00:00 +0:7601:01:07:07 +0:75e1:01:06:06 +0:75c1:01:05:05 +0:75a1:01:00:00 + + +;********galaga.c by Ziller +galaga99: +vgalaga: +0:8a20:2d:00:18 +0:83ed:6:00:24 + +;**galaxian: by Ziller +buglaxn: +0:40a8:3:00:00 + +;********milliped.c by Ziller +silliped: +0:64:30:75:17 +0:24:1:a0:a0 + +;********mrdo.c by Ziller +mrdigdo: +0:e017:64:01:00 + +;******zero point 2 +zeropnt2: +0:fe901a:37:14:00 +0:fe904c:1:01:01 + +;******eight ball action +8ballact: +0:1d29:48:00:00 +0:1d24:1:17:17 + +;******special forces II(By Firebrand) +spcfrcii: +0:1a22:1:33:33 +0:1a27:5:30:30 + +;******special forces(By Firebrand) +spclforc: +0:1a22:1:33:33 +0:1a27:5:30:30 + +;******strike bowling(By Firebrand) +;****no hiscore list per se but this will save the top 5 results permanantly +;****if you like if not, you can disable this +sbowling: +0:fe61:f:00:00 + +;******imago +imago: +0:c521:4a:00:00 +0:c565:1:01:01 + +;******run and gun(By Firebrand) +rungun: +0:380c80:4b:4b:40 + +;******locked and loaded(By Firebrand) +lockload: +0:102703:f6:20:1e + +;******great guns(By Firebrand) +greatgun: +0:e00b:53:55:50 + +;******genix(By Firebrand) +genix: +0:10bd2c:64:4e:10 + +;*******pit & run +pitnrun: +pitnruna: ;******Pit & Run (set 2) +0:8710:1e:00:01 +0:80aa:3:00:01 +0:8a21:1:01:01 +0:8a01:1:00:00 +0:89e1:1:00:00 +0:89c1:1:00:00 +0:89a1:1:00:00 +0:8981:1:27:27 + +;****************************************************************************************** +;* latest unofficial highscore_v8.1 additions below - by leezer/firebrand/geoman/others * +;****************************************************************************************** + +;*******1944: The Loop Master(US 000620 and Japan 000620)(By Firebrand) +1944: +1944j: +0:921d90:b8:01:18 + +;*******evil stone +;** the game hiscore is not working, but the hiscore table saves ok ** +evilston: +0:a782:3c:01:2e + +;********taito_f3.c (puzzle bobble 2 (world)/bust a move again (us)) +pbobble2: +pbobbl2u: +0:40a854:10c:00:00 +0:40a8bf:1:05:05 + +;******change air blade(By Firebrand) +cairblad: +0:580030:b1:a0:01 + +;*******sengeki striker (asia) +;** this saves the todays top 10 scores, nvram saves all time top 100 ** +;** update - nvran may save all scores - this needs verifying ** +;sengekis: +;0:60b1f24:60:53:01 + +;*******stadium cross +scross: +0:701fb0:3f:53:03 + +;*******r2d tank +r2dtank: +0:43:3:00:00 +0:48:1:a9:a9 + +;*******grand tour +grndtour: +0:f182:29:41:00 +0:f1dd:4:00:00 + +;*******enigma 2 +enigma2: +0:20af:3:00:00 +0:20c1:3:24:24 + +;*******battlecry +;** driver broken at moment, should still work when its fully fixed ** +battlcry: +0:4449:16:48:88 + +dockman: +portman: +0:80fd:3:00:00 +0:92c1:1:00:00 +0:92e1:1:24:24 +0:9301:1:24:24 +0:9321:1:24:24 +0:9341:1:24:24 +0:9181:1:00:00 +0:91a1:1:24:24 +0:91c1:1:24:24 +0:91e1:1:24:24 +0:9201:1:24:24 + +;******magical spot +magspot: +0:6007:3:00:00 +0:6008:1:20:20 + +;********retofinv.c +retofinv: +retofin2: +retofin1: +0:9980:23:00:54 +0:990f:3:00:00 + +;********(field day and clone) +fieldday: +undoukai: +0:c00d:536:48:11 +0:a190:1:03:03 + +;*******ozon1 +ozon1: +0:4047:3:00:00 +0:4300:4e:01:10 + +;*******mustache boy +mustache: +0:f000:50:00:47 + +;*******lethal enforcers II - gun fighters (ver eaa) +le2: +0:c03d98:3f:05:45 + +;*******galaxy gunners +galaxygn: +0:01e9c:190:50:00 +0:0202a:1:0a:0a + +;********dragoon might (ver jaa) +dragoonj: +0:c01b00:9a:00:b0 + +;********(steel gunner 2) +sgunner2: +sgunnr2j: +0:108e2b:1b7:00:02 +0:108c6b:9:00:00 + +;*******zaviga(By Firebrand) +zaviga: +0:0da0:50:00:20 +0:1026:5:14:10 + +;*******tricky doc(By Firebrand) +trckydoc: +0:e05a:5a:2d:46 + +;*******super doubles tennis(By Firebrand) +;doesn't record initials +sdtennis: +0:0200:3c:01:15 +0:002c:3:88:01 + +;*******rapid hero(Japan?)(By Firebrand) +;wait to see top scores before you start a game +raphero: +0:1fe600:60:00:01 + +;*******progress(By Firebrand)(Hiscore does not seem to change during game) +progress: +0:8711:e:00:01 + +;*******prebillian(By Firebrand)(Hiscore display will not change. It is always 50,000. Please check) +pbillian: +0:f26b:23:00:45 +0:f222:3:00:00 + +;*******mighty! pang(japan)(001011)(By Firebrand) +mpangj: +0:ff817c:1e0:00:01 + +;*******metal soldier issac II(By Firebrand) +msisaac: +0:e4a5:50:02:4d + +;*******kung-fu taikun(By Firebrand) +kungfut: +kungfuta: +0:c1d3:2c:00:1f + +;*******kick start wheelie king(By Firebrand) +kikstart: +0:816f:3:00:00 + +;*******horizon(By Firebrand) +horizon: +0:e801:96:28:23 +0:e03c:2:28:06 + +;*******straight flush +;** gotta love those early videoram games !! ** +sflush: +0:215:3:00:00 +0:4e3d:1:00:00 +0:4e5d:1:00:00 +0:4e7d:1:00:00 +0:4e9d:1:00:00 +0:4ebd:1:00:00 +0:4f3d:1:00:00 +0:4f5d:1:00:00 +0:4f7d:1:00:00 +0:4f9d:1:00:00 +0:4fbd:1:00:00 +0:503d:1:00:00 +0:505d:1:00:00 +0:507d:1:00:00 +0:509d:1:00:00 +0:50bd:1:00:00 +0:513d:1:3e:3e +0:515d:1:45:45 +0:517d:1:49:49 +0:519d:1:51:51 +0:51bd:1:3e:3e +0:523d:1:3e:3e +0:525d:1:45:45 +0:527d:1:49:49 +0:529d:1:51:51 +0:52bd:1:3e:3e +0:533d:1:00:00 +0:535d:1:00:00 +0:537d:1:00:00 +0:539d:1:00:00 +0:53bd:1:00:00 + +;*******sky army +skyarmy: +0:8131:ad:00:8a + +;*******sd gundam neo battling (japan) +neobattl: +0:2006a4:78:00:0a + +;*******rock climber +rockclim: +0:80d9:15:03:00 +0:80eb:1:03:03 + +;*******puckman pockimon +puckpkmn: +0:ff0020:30:38:36 + +;*******nitroball (us) +nitrobal: +0:ff9deb:14b:54:00 +0:ff803a:4:00:00 +0:ff803b:1:10:10 + +;*******metal clash (japan) +metlclsh: +0:802f:8c:47:40 +0:800a:3:30:05 + +;*******mach breakers (japan) +machbrkr: +0:23f532:f6:03:30 + +;*******boardwalk casino +;** only saves the top score of each card game ** +bwcasino: +0:4c3c:d2:00:00 +0:4cce:1:43:43 + +;*******twin bee yahhoo! (ver jaa) +tbyahhoo: +0:c0fb42:82:00:12 +0:c0fb43:1:57:57 + +;*******the deep (japan) +thedeep: +0:c256:3c:04:04 + +;*******fire battle +firebatl: +0:8000:21:54:00 +0:801f:1:70:70 + +;*******billiard academy real break (japan) +realbrk: +0:ff84da:44:52:f8 + +;*******head panic(Korea?)(By Firebrand) +hedpanic: +0:10a840:28:00:40 +0:10a840:28:00:40 + +;*******champion pro wrestling(By Firebrand) +chwrestl: +0:c009:3:00:00 +0:c00c:3:00:00 + +;*******vasara +vasara: +0:2a32:c5:01:1e + +;*******salamader 2 (jaa) +salmndr2: +0:c02033:136:0:14 + +;*******sexy parodius (ver jaa) +sexyparo: +0:c10752:4:00:00 +0:c1075e:78:00:06 +0:c10754:1:73:73 + +;*******eggor +eggor: +0:4cf7:3c:4c:00 +0:4d31:1:52:52 +0:43ed:6:00:40 + +;*******dark tower +darktowr: +0:a82:9c:4b:30 + +;*******chack`n pop +chaknpop: +0:8449:1f:04:00 +0:8466:1:14:14 + +;*******battle wings +bwing: +0:d00:f0:34:20 +0:0d:4:00:00 + +;*******big bang +bigbang: +0:1ff101:6b:18:00 +0:1ff169:1:01:01 + +;*******cuebrick +cuebrick: +2:60368:50:00:4f + +;******************************************************************************** +;* latest unofficial highscore_v7.97 additions below - by leezer/geoman/others * +;******************************************************************************** + +;*******arcade classics (prototype) +;** this entry saves all but the top 4 scores, nvram does the rest ** +arcadecl: +0:3eee41:32:00:11 +0:3eedf6:32:00:10 + +;*******dead angle +deadang: +0:1442:bd:50:00 +0:14f9:1:2a:2a + +;*******gokujyou parodius (ver jad) +gokuparo: +0:c0d736:4:00:00 +0:c0d742:78:00:09 +0:c0d738:1:73:73 + +;*******metamorphic force (us ver uaa) +metamrph: +0:203240:35:00:5a + +;*******mystic warriors (world ver eaa) +mystwarr: +0:200400:4e:48:01 +0:200170:4:00:00 +0:200171:1:10:10 + +;*******violent storm (us ver uab) +viostorm: +0:20dc00:139:00:07 +0:200138:8:00:45 + +;*******guardians/denjin makai II(By Firebrand) +grdians: +0:201582:4a:c3:01 + +;*******dragon gun(us)(By Firebrand) +dragngun: +0:011f387:136:00:01 + +;*******cave.c (esp.ra.de) (International Ver 1998 4/22 and clones) +esprade: +espradeo: +espradej: +0:1023b0:50:00:8c +0:1022ec:4:00:00 + +;*******tecmo bowl (world? & japan) +tbowl: +tbowlj: +0:8015:b4:41:01 + +;*******thunderjaws +thunderj: +0:3ffd9c:64:00:95 + +;*******dragon master +drgnmst: +0:ff84f0:4:00:00 +0:ff8450:6c:00:01 + +;*******las vegas girl (girl`94) +lvgirl94: +0:c17cd:77:53:00 +0:c1840:1:07:07 +0:c23da:6:00:00 + +;*******boggy `84 +boggy84: +0:c400:45:00:11 +0:c044:6:10:10 +0:c04b:3:00:00 + +;*******off the wall (2/3 player upright)) +offtwall: +0:3fee2e:37:00:49 + +;********bublbobl.c +;**** now saves all hiscore data and special item counters **** +bublbobl: +bublbobr: +bubbobr1: +boblbobl: +sboblbob: +bublbob1: +0:e654:23:00:48 +0:e67b:3:1f:13 +0:e64c:3:00:00 +0:e5df:1:00:00 +0:e5e0:1:00:00 +0:e5e4:1:00:00 +0:e5e6:1:00:00 +0:e5e1:1:00:00 +0:e5e2:1:00:00 +0:e5e3:1:00:00 +0:e5e7:1:00:00 +0:e5e8:1:00:00 +0:e5e9:1:00:00 +0:e5ea:1:00:00 +0:e5eb:1:00:00 +0:e5f6:1:00:00 +0:e5f7:1:00:00 +0:e5ee:1:00:00 +0:e5ef:1:00:00 +0:e5f0:1:00:00 +0:e5ec:1:00:00 +0:e5ed:1:00:00 +0:e5f3:1:00:00 +0:e5f4:1:00:00 +0:e5d9:1:00:00 +0:e5da:1:00:00 +0:f457:1:00:00 +0:f458:1:00:00 +0:e601:1:00:00 +0:e602:1:00:00 +0:e600:1:00:00 +0:e5ff:1:00:00 +0:e5fd:1:00:00 +0:e5fc:1:00:00 +0:e5fb:1:00:00 +0:e5fa:1:00:00 +0:e5f9:1:00:00 +0:e5f8:1:00:00 +0:e5fe:1:00:00 +0:e604:1:00:00 +0:e605:1:00:00 +0:e606:1:00:00 +0:e607:1:00:00 +0:e609:1:00:00 +0:e60a:1:00:00 +0:e611:1:00:00 + +;*******(oli-boo-chi) +;** game updates saved hiscore as soon as you insert a coin ** +olibochu: +0:f84c:5:00:00 +0:f84e:1:05:05 +0:81bd:1:60:60 +0:81dd:1:60:60 +0:81fd:1:05:05 +0:821d:1:00:00 +0:823d:1:00:00 +0:825d:1:00:00 +0:814f:1:18:18 + +;*******(birdie king 2)(By Firebrand) +bking2: +0:8166:9:0:0 +0:8187:1:0:0 + +;*******(world rally 2: twin racing)(By Firebrand) +wrally2: +0:fec766:288:5a:ff + +;*******(ghost pilots)(By Firebrand) +gpilots: +0:10e001:3:00:00 +0:10e005:4b:00:10 + +;*******(grand striker)(By Firebrand) +gstriker: +0:ffe357:43:0f:01 + +;*******Knights of the Round (world 911127 & clones)) +knights: +knightsj: +knightsu: +0:ffe53a:002:00:08 +0:ffe53c:256:00:00 +0:ffe800:1c:00:bf + +;*******(mad shark) +madshark: +0:201d20:4:00:00 +0:205dd2:c4:00:00 +0:201d21:1:0a:0a + +;*******(mad donna (set 1)) +maddonna: +0:835fc:4:00:30 + +;*******(raiga - strato fighter)(US and Japan)(By Firebrand) +stratof: +raiga: +0:060082:8c:00:20 + +;*******(halley's comet)(By Firebrand) +halleys: +halleycj: +0:fc3c:23:02:54 +0:fc21:3:02:00 + +;*******(gigas mark II)(bootleg)(By Firebrand) +gigasm2b: +0:c0a0:4d:00:20 + +;*******(gigas)(bootleg)(By Firebrand) +gigasb: +0:cb10:4d:80:20 + +;*******(crowns golf (set 1)) +crgolf: +0:4001:10c:04:00 +0:411a:1:0a:0a + +;*******(fantasy `95) +fantsy95: +0:c825b6:63:30:20 + +;*******dorodon (set 1) +dorodon: +0:6073:1b:01:00 +0:d381:46:0f:17 + +;*******ben bero beh (japan) +benberob: +0:fa4d:3:00:96 + +;*******pistol daimyo no bouken(Japan)(By Firebrand) +pistoldm: +0:01f7:23:05:33 +0:015c:4:05:00 + +;********ribbit!(By Firebrand) +ribbit: +0:fff800:1e:00:45 +0:fffada:126:ff:ff + +;********the game paradise - master of shooting +gametngk: +0:fee0021e:4:40:00 +0:fc000450:15cd:47:20 +0:fee16000:44d:47:00 +0:fee16448:1:01:01 + +;********macross II(By Firebrand)(redited to include each stage's hiscore +;and all ranks) +macross2: +0:1ffa00:80:00:50 +0:1ffb00:80:00:50 +0:1ffc00:80:00:50 +0:1fc400:200:00:73 +0:1fc600:200:00:73 +0:1fc800:200:00:73 +0:1fca00:200:00:73 +0:1fcc00:200:00:73 +0:1fce00:200:00:73 +0:1fd000:200:00:73 +0:1fd200:200:00:73 +0:1fd400:200:00:73 +0:1fd600:200:01:63 + +;*******thunder zone(world)(By Firebrand) +thndzone: +0:3f8040:1a:10:10 + +;*******mayhem 2002(By Firebrand) +; - Only works if you delete the nvram after you turn off the game. Making +;the nvram read-only will not work. +mayhem: +0:e081:ba:10:45 + +;*******super triv II(By Firebrand) +; - Only saves "Experts Only" scores, can save other slots but the games are +;different every time +;, - unless you choose the same three over and over again so only "Experts +;Only" game stays the same. +supertr2: +0:4891:20:00:00 + +;*******golly! ghost!(By Firebrand)(unable to test properly due to lack of +;sight movement on screen) +gollygho: +0:10312E:143:02:00 + +;*******wizard fire (us v1.1) +wizdfire: +0:fdc034:28:0b:00 +0:fdc059:1:01:01 + +;********mutant fighter (world rev 4 em-5) +mutantf: +0:1000fc:32:01:00 +0:10012c:1:01:01 + +;********cosmic cop(world)(by Firebrand) +cosmccop: +0:e3c5e:6e:10:41 +0:e3d72:03:10:06 +0:e3d18:3c:00:5a + +;********perestroika girls (japan) +perestro: +0:f4c0:28:00:03 +0:f8f1:4:00:00 + +;********the cliffhanger - edward randy (world revision 2)) +edrandy: +0:194080:80:4d:02 + +;********btime.c +bnj: +brubber: +0:000a:3:12:01 +0:500:26c:01:00 +0:640:1:4d:4d + +tubep: +0:a0b6:240:a8:4d +0:a092:3:a8:00 + +;********neogeo.c (blues journey) +bjourney: +0:103381:49:05:05 + +;*******(mega twins [updated]) +mtwins: +;chikij: ;* +0:ff12c8:190:00:00 +0:ff9168:28:02:5b +0:ffe006:04:00:00 + +;******************************************************************************** +;* latest unofficial highscore_v7.96 additions below - by leezer/geoman/others * +;******************************************************************************** + +;*******(sidearms & clones) +sidearms: +sidearjp: +sidearmr: +0:e682:4e:00:03 +0:e601:7:00:00 +0:e6ce:1:3b:3b + +;Teenage Mutant Ninja Turtles 2(& clones) +tmnt2: +tmnt2a: +0:107600:f1:03:41 + +;*******(p-47 aces) +p47aces: +0:fee1b04c:78:10:03 + +;*******(mouser/mouser (cosmos)) +mouser: +mouserc: +0:6107:a1:00:00 +0:60b8:3:00:00 +0:61a6:1:23:23 +0:9241:1:00:00 +0:9221:1:00:00 +0:9201:1:07:07 +0:91e1:1:08:08 +0:91c1:1:00:00 +0:91a1:1:00:00 + +;*******(birdy try (japan)) +birdtry: +0:ff8530:31a:01:40 + +;*******(f1 exhaust note) +;** needs testing - can anyone verify this game saves hiscores ?? ** +f1en: +0:20f20e:38:42:02 + +;*******(alien 3) +alien3: +0:20f2bc:78:80:00 + +;mars matrix (usa/japan)(by tamphax) +mmatrix: +mmatrixj: +0:ff0104:140:43:00 +0:ff4988:6:00:90 + +;snow brothers 3 (by tamphax) +snowbro3: +0:1001ca:40:00:4f + +;zombie raid (by tamphax) +zombraid: +0:20cabc:50:4f:00 + +;shadow warriors (US set 2)(clone)(by tamphax) +shadowwa: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;street fighter 2 (US 910318)(clone)(by tamphax) +sf2ud: +0:ffd28a:30:00:20 +0:ffd302:04:00:00 + +;street fighter 2 champion edition (US920803)(clone)(by tamphax) +sf2ceuc: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;willow (japan, english)(clone)(by tamphax) +willowje: +0:ffefc6:50:00:20 +0:fff03e:04:00:00 + +;spiderman (us) and clones (by GeoMan) +spidey: +spideyj: +0:208c00:80:a0:00 + +;pirates (by GeoMan) - 10th score not saved, driver +problem? +pirates: +0:10a544:80:4e:00 + +;perfect billiards (by GeoMan) +pbillrd: +0:c940:A0:00:40 + +;******(enforce (japan)) +enforce: +0:1026fc:4:00:a0 + +;maniac square (unprotected)(by tamphax) +maniacsq: +0:fe982c:48:50:00 + +;maniac square (prototype)(by tamphax) +maniacsp: +0:ff713e:64:50:00 + +;liberation (by tamphax) +liberate: +0:41:3:05:00 +0:6304:6e:20:60 + +;SF-X (by tamphax) +sfx: +0:40a8:3:00:02 +0:4540:1e:00:15 + +;*******(gumbo) +;** this hiscore seems broken, think its a driver problem ** +gumbo: +0:80000:30:4b:50 +0:815d2:12:0b:0a + +;*******(F-1 grand prix part II) +f1gp2: +0:ff91c2:2ee:14:50 +0:ffa617:3f:59:49 + +;*******(dr.micro) +drmicro: +0:c800:10e:00:00 +0:c017:6:00:00 + +;gunbarich (by tamphax) +gnbarich: +0:6076864:a5:00:01 + +;strikers 1945 III (by tamphax) +s1945iii: +0:6083c84:c4:00:00 +0:6083d80:46:00:02 + +;dragon blaze (by tamphax) +dragnblz: +0:60824B4:dd:00:00 +0:60825d4:4d:00:03 + +;*******(bang!) +bang: +0:fe5a4c:ee:41:01 + +;*******(alligator hunt (unprotected)) +aligatun: +0:fe51da:2:42:68 +0:feaf02:98:42:2e + +;*******(boomer rang`r / genesis) +;** you must let this game display the hiscore table before starting game and ** +;** this game only saves properly if you exit the game when the hiscore is scrolling ** +;** up the screen during attract mode, you have to be quick, you only get about 4-5 seconds ** +;** to do this...** +boomrang: +0:10:3:07:00 +0:62a2:3f:07:89 + +;*******(penguin brothers (japan)) +penbros: +0:200050:63:00:4a + +;Dimahoo/Great Mahou Daisakusen (by tamphax) +dimahoo: +gmahou: +0:928586:3C:00:40 + +;*******(power spikes (world)) +pspikes: +0:1023f1:4d:00:03 + +;(fantasia ii) (by GeoMan) +fantsia2: +0:f825b6:64:30:00 + +;(dragonball z 2 super battle) (by GeoMan) +dbz2: +0:48772a:2:00:02 +0:48772c:2:00:00 + +;******(gratia - second earth) +gratia: +0:fee1bc2c:a0:c8:43 + +;******(desert war) +desertwr: +0:fee1b028:eb:94:24 + +;******(tetris plus) +tetrisp: +0:fee184a0:135:10:1e +0:fee00010:31e:5a:ea + +;******(the history of martial arts) +histryma: +0:e02be0:28:41:10 + +;******(puzz loop (europe)) +puzzloop: +0:60985ac:41:00:31 +0:60986d4:41:00:30 + +;********(speed spin) +speedspn: +0:b04c:61:4a:20 + +;********(sky raider) +skyraid: +0:a:2:00:00 + +;********(sengeki striker) +;** the nvram in this game is about as reliable as the english cricket team, hence ** +;** the top score is sometimes wrong.... but nevermine eh...?? ** +;** the todays top ten hi table saves fine though... ** +sengekis: +0:60b1de8:78:53:00 +0:60b1e47:1:01:01 + +;********(solvalou) +solvalou: +0:10660f:119:00:07 + +;********(s.s.mission) +ssmissin: +0:b9100:c0:00:6f + +;********(megadon) +;** only saves top score ???? don`t know why ???? anyone fix this ?? ** +megadon: +0:7a01:48:00:00 +0:7a6e:2:01:00 +0:7862:1:f4:f4 + +;********(legion(ver 2.03 & 1.05)) +legion: +0:62e8e:27:00:29 +0:62fde:4:00:00 +legiono: +0:62e8c:27:00:29 +0:62fdc:4:00:00 + +;********(legend) +legend: +0:e70c:5d:00:40 + +;********(kid no hore hore daisakusen) +horekid: +0:4025a:28:00:01 + +;********(ipm invader) +ipminvad: +0:c0:a:00:00 + +;********(golden fire II) +gfire2: +0:1003d:45:4f:4a + +;********(best bout boxing) +bbbxing: +0:fee0f45c:d7:a0:53 + +;********(alpha fighter / head on) +alphaho: +0:878a:f:30:30 +0:e4cb:c:00:00 + +;********(samurai aces (world)) +samuraia: +0:fe7d80:9e:00:04 + +;********(flower) +flower: +0:d060:37:00:20 +0:c00f:3:00:00 +0:c010:1:30:30 + +;********(fancy world - earth of crisis) +fncywld: +0:ff8311:ae:05:56 + +;********(bouncing balls) +bballs: +0:fc688:31:90:90 +0:fc687:1:00:00 + +;(tengai) (by tamphax) +tengai: +0:fe4cb0:48:2d:98 + +;(Blaze On) (by tamphax) +blazeon: +0:304fb0:77:00:0d +0:30020c:8:00:00 + +;********(blandia) +blandia: +0:301094:62:09:17 + +;********(aquarium (japan)) +aquarium: +0:ff904c:28:49:e8 + +;********(masked riders club battle race) +kamenrid: +0:202e93:9f:0a:10 + +;********(soldier girl amazon) +amazon: +0:40db4:46:00:0e +0:40d66:4:00:00 +0:40d68:1:50:50 + +;********(n.y. captor) +;** hiscore is broken in this game, when h/score is beaten you cannot put your name in ** +;** the scores save ok though... ** +nycaptor: +0:e1da:28:00:4e +0:e188:3:00:00 + +;********(sky skipper) +skyskipr: +0:81f2:3:01:00 +0:8610:1e:01:16 + +;********(diver boy) +diverboy: +0:44715:b1:31:e9 + +;********(nostradamus) +nost: +0:100350:29:59:00 +0:100019:3:01:00 + +;********(daioh) +daioh: +0:10748c:a3:00:05 +0:10748f:1:e8:e8 + +;********(beam invader) +beaminv: +0:1833:3:00:00 + +;********(4 en raya) +4enraya: +0:c152:6c:01:0c + +;Armored Warriors(Europe/USA) (by tamphax) +armwar: +armwaru: +0:ff27d6:256:00:04 + +;Gigawing(USA/Japan) (by tamphax) +gigawing: +gwingj: +0:ff70dc:170:00:01 + +;(cassette: tornado) (by GeoMan) +ctornado: +0:25:3:0:0 + +;(cassette: terranean) (by GeoMan) +cterrani: +0:44:2:0:50 +0:46:1:0:0 + +;(cassette: super astro fighter) (by GeoMan) +csuperas: +0:480:1c:0:ff +0:98:2:0:0 + +;(cassette: scrum try (set 1)) and clones (by GeoMan) +cscrtry: +0:400:21:01:15 +0:a:3:10:01 +cscrtry2: +0:400:24:0:2b +0:a:3:0:0 +0:ca41:1:1:1 +0:ca21:1:2b:2b +0:ca01:1:2b:2b +0:c9e1:1:2b:2b +0:ca61:1:1:1 +0:c9c1:1:2b:2b + +;******************************************************************************** +;* latest unofficial highscore_v7.95 additions below - by leezer/geoman/others * +;******************************************************************************** + +;******(up`n down (not encrypted)) +upndownu: +0:c93f:3f:01:00 +0:c97b:1:01:01 + +;(wily tower) and clones (by GeoMan) +wilytowr: +atomboy: +0:dd00:4:00:05 +0:dd04:ac:0:0 +0:e78d:6:ff:ff + +;(jump kids) (by GeoMan) +jumpkids: +0:123c10:a0:50:50 +0:123c01:3:0:0 + +;(inferno (s2650)) (by GeoMan) +minferno: +0:1c3a:5:10:10 + +;(high voltage) (by GeoMan) - For the hiscore to display correctly in the opening screen always quit the game when opening screen is displayed! +hvoltage: +0:40d20:1e0:4c:00 +0:40020:3:01:00 +0:201615:1:20:20 +0:201695:1:01:01 +0:201715:1:0:0 +0:201795:1:0:0 +0:201815:1:0:0 +0:201895:1:0:0 +0:201915:1:0:0 + +;(gulf war ii) (by GeoMan) +gulfwar2: +0:315a6:16a:00:01 +0:315a2:4:0:0 + +;(f1 - grand prix) (by GeoMan) +f1gp: +0:ff917a:2f0:14:00 + +;(equites) and clones (by GeoMan) +equites: +equitess: +0:40020:4:0:0 +0:40a30:a0:00:09 + +;(clay shoot) (by GeoMan) +clayshoo: +0:2140:8:be:00 + +;(dingo) (by GeoMan) +dingo: +0:4028:31:0:0 + +;(roller jammer) (by GeoMan) +rjammer: +0:a4fa:1e:a8:55 + +;(rip cord) (by GeoMan) +ripcord: +0:36:2:0:0 + +;(next space, the) (by GeoMan) +tnexspce: +0:70016:4:0:0 +0:72b40:50:0:0 +0:a0f56:10:30:4e + +;(net wars) (by GeoMan) +netwars: +0:5890:6:00:00 +0:8040:1:24:24 +0:8060:1:0:0 +0:8080:1:0:0 +0:80a0:1:0:0 +0:80c0:1:0:0 +0:80e0:1:1:1 +0:8100:1:24:24 +0:8110:1:24:24 + +;(lethal crash race (set 1)) and clones (by GeoMan) +crshrace: +crshrac2: +0:fe21b6:80:41:00 + +;(koukouyakyuh, the) (by GeoMan) +kouyakyu: +0:40a01:70:0:0 +0:40010:4:0:0 +0:8070d:1:20:20 +0:8078d:1:20:20 +0:8080d:1:2:2 +0:8088d:1:0:0 +0:8090d:1:0:0 +0:8098d:1:0:0 +0:80a0d:1:0:0 + +;********decocass.c (cassette: peter peppers ice cream factory) +cppicf: +cppicf2: +0:d940:1e:05:00 +0:d800:1e:4d:00 +0:3:3:00:05 +0:94:1:13:13 + +;(cassette: rootin' tootin' (aka la.pa.pa)) and clones (by GeoMan) +clapapa: +clapapa2: +0:1:2:00:45 +0:3:1:0:0 + +;(cassette: pro soccer) (by GeoMan) +cprosocc: +0:56a:23:00:00 +0:591:3:0:0 + +;(cassette: night star (set 1)) and clones (by GeoMan) +cnightst: +cnights2: +0:d:2:00:03 +0:7800:40:03:00 +0:7940:40:6b:00 + +;(cassette: mission-x) (by GeoMan) +cmissnx: +0:23:3:0:0 + +;(toffy) (by GeoMan) +toffy: +0:913:a0:20:ff + +;(battle cross) (by GeoMan) +battlex: +0:a036:3:0:0 +0:a266:23:0:0 + +;(bakutotsu kijuutei) (by GeoMan) +bakutotu: +0:1e00:60:42:50 + +;*********(tube-it) +tubeit: +0:8d0d:4c:4b:00 +0:8d57:1:10:10 + +;******************************************************************************** +;* latest unofficial highscore_v7.94 additions below - by leezer/geoman/others * +;******************************************************************************** + +;******(moon cresta (nichibutsu, old rev)) +mooncrsa: +0:8042:54:00:24 +0:804f:1:50:50 + +;(super toffy) (by GeoMan) +stoffy: +0:833:e0:00:f2 +0:913:f0:20:00 + +;(storm blade (us)) (by GeoMan) +stmblade: +0:28d3:80:15:00 + +;(splendor blast) (by GeoMan) +splndrbt: +0:40840:168:53:01 +0:40020:3:01:00 + +;(space king 2) (by GeoMan) +spcking2: +0:1cf4:2:0:0 + +;(beast busters (world ?)) (by GeoMan) +bbusters: +0:8a578:2:00:02 +0:8a57a:be:30:00 + +;(birdie king) (by GeoMan) +bking: +0:8161:9:0:0 +0:8175:1:0:0 + +;********(red robin) +redrobin: +0:c743:3b:1b:00 +0:c6e6:3:01:00 + +;********(monte carlo) +montecar: +0:b6:1:00:00 + +;********(macross plus) +macrossp: +0:f16ddc:5e:00:14 + +;(cassette: lock'n'chase) (by GeoMan) +clocknch: +0:a:3:0:0 +0:b800:f:0:0 +0:b810:11:ff:0 + +;(cassette: fighting ice hockey) (by GeoMan) +cfghtice: +0:c2:3:02:0 +0:4b09:50:20:00 + +;(cassette: disco no 1) and clones (by GeoMan) +cdiscon1: +csweetht: +0:8:3:0:0 +0:400:21:0:0 + +;(cassette: bump n jump) and clones (by GeoMan) +cburnrub: +cbnj: +cburnrb2: +0:9:3:12:01 +0:7800:f:01:82 +0:9800:f:4d:4d + +;********(super shanghai dragon`s eye (world,bootleg)) +sshanghb: +0:fec478:13f:00:1c + +;(american horseshoes (us)) (by GeoMan) +horshoes: +0:8e1c:2:0:0 +0:8f37:1:0:0 +0:8ff0:1:0:0 +0:8bd0:1:4c:4c + +;(exvania (japan)) (by GeoMan) +exvania: +0:14ee8:28:50:02 + +;(gunbuster (japan)) (by GeoMan) +gunbustr: +0:2032a0:2:00:21 +0:2032a2:9e:13:00 + +;(yamato (set 1)) and clones (by GeoMan) +yamato: +yamato2: +0:6100:50:00:ff +0:6038:3:00:00 + +;(us aaf mustang (japan)) and clones (by GeoMan) +mustang: +mustangb: +mustangs: +0:f9090:4:00:10 + +;(sotsugyo shousho) (by GeoMan) +sotsugyo: +0:14269c:10:00:32 +0:1426ac:50:04:00 + +;(sokonuke taisen game (japan)) (by GeoMan) +sokonuke: +0:208004:10:00:46 +0:208014:40:00:00 + +;(sea fighter poseidon) (by GeoMan) +sfposeid: +0:8188:2:00:50 +0:818a:1:00:00 + +;(s.p.y. - special project y (us)) (by GeoMan) +spy: +0:9a0:50:11:00 +0:836:4:00:00 + +;(scud hammer) (by GeoMan) +scudhamm: +0:fd1ea:3c:00:01 + +;(super cup finals (world)) and clones (by GeoMan) +scfinals: +0:410f74:50:00:ff +hthero93: +cupfinal: +0:410f60:50:00:ff + +;(sen jin - guardian storm (korea)) (by GeoMan) +grdnstrm: +0:3c0300:3c:00:98 + +;(shadow force (us) (by GeoMan) +shadfrce: +0:1f002a:2:00:05 +0:1f002c:26:00:00 +0:1f0022:4:00:00 + +;(sheriff) and clones (by GeoMan) +sheriff: +bandido: +0:60f1:3:0:0 + +;(sindbad mystery) (by GeoMan) +sindbadm: +0:e3a0:3c:00:4b +0:c90b:3:00:00 + +;(sonic blast man (japan)) (by GeoMan) +sbm: +0:10c000:2:00:73 +0:10c002:3e:01:00 + +;(sos) (by GeoMan) +sos: +0:406c:2:0:0 + +;(stagger i (japan)) (by GeoMan) +stagger1: +0:3c0300:3c:00:98 + +;(space tactics) (by GeoMan) +stactics: +0:d700:a:0:0 +0:e700:a:0:0 +0:f700:a:0:0 + +;(space odyssey) (by GeoMan) +spaceod: +0:c907:2:0:0 + +;(space laser) and clones (by GeoMan) +spclaser: +laser: +0:2034:2:0:0 +0:205b:1:3d:3d +0:2e70:4a1:0:0 +spcewarl: +0:2034:2:0:0 +0:2058:1:9:9 +0:2e70:4a1:0:0 + +;(space intruder) (by GeoMan) +spaceint: +0:2000:3:0:0 + +;(space fortress) (by GeoMan) +spacefrt: +0:1c00:10:00:1b +0:1c18:44:1b:00 + +;(super bug) (by GeoMan) +superbug: +0:c:1:0:0 + +;(super pinball action (japan)) (by GeoMan) +spbactn: +0:41780:32:00:05 + +;(super stingray) (by GeoMan) +sstingry: +0:20028:4:00:73 +0:20770:90:00:00 + +;(syusse oozumou (japan)) (by GeoMan) +ssozumo: +0:24:3:0:0 +0:714:74:42:40 + +;(super gem fighter mini mix (us 970904)) and clones (by GeoMan) +sgemf: +pfghtj: +sgemfa: +0:fff23a:2:00:02 +0:fff23c:ae:00:00 + +;(ring rage (world)) and clones (by GeoMan) +ringrage: +ringragj: +ringragu: +0:40e660:30:00:4b +0:40e690:280:53:00 + +;********(power goal (world) +pwrgoal: +0:411aed:87:03:46 + +;*********xain.c (xain`d sleena)(fix) +xsleena: +0:33:3:00:00 +0:1bc7:3c:00:2c + +;*******(perfect soldiers (japan)) +psoldier: +ssoldier: +0:e1b0f:31:10:31 +0:e0032:1:06:06 + +;*******(passing shot (2 players)(bootleg)) +passshtb: +0:ffee00:59e:4d:41 + +;*******(point blank) +ptblank: +0:21ccd4:64:00:09 + +;*******(video pinball) +videopin: +0:37:1:00:00 +0:3c:1:00:00 +0:41:1:00:00 + +;(gunbird 2) (by Paul Priest) +gunbird2: +0:604c758:28:00:70 +0:604c780:3c:1e:00 + +;(sol divide) (by Paul Priest) +soldivid: +0:600bb50:18:00:50 +0:600bb68:1e:24:02 + +;(space bomber) (by Paul Priest) +sbomberb: +0:600c904:28:00:c0 +0:600c92c:3c:1e:00 + +;(strikers 1945 ii) (by Paul Priest) +s1945ii: +0:600c4ec:28:00:70 +0:600c514:3c:1e:00 + +;*******(vampire savior 2: the lord of vampire (japan 970913) +vsav2: +0:fff426:1bf:00:03 + +;(trick trap (world?)) and clones (by GeoMan) +tricktrp: +labyrunr: +0:22a0:40:00:53 +0:2308:4:0:0 + +;(toryumon) (by GeoMan) +toryumon: +0:fffe20:28:0:0 + +;(tactician) (by GeoMan) +tactcian: +0:98a8:3:0:0 +0:8048:140:00:10 +0:8028:20:00:10 + +;(top ranking stars (world new version)) and clones (by GeoMan) +trstar: +trstarj: +trstaro: +trstaroj: +prmtmfgt: +prmtmfgo: +0:413d10:2:00:00 +0:413d12:7fe:13:00 + +;(no man's land) (by GeoMan) +nomnlnd: +nomnlndg: +0:6004:3:00:00 +0:6c5d:6c0:ff:00 + +;(night warriors: darkstalker's revenge (us 950406) and clones (by GeoMan) +nwarr: +vhuntj: +vhuntjr1: +0:fff4e8:4:00:01 +0:fff4ec:44:00:00 + +;(night driver) (by GeoMan) - Hiscore is updated when new game starts! +nitedrvr: +0:a0:c:0:0 +0:130:1:52:52 + +;(news) (by GeoMan) +news: +0:e4bb:8:30:30 + +;(namco classics vol. 1) and clones (by GeoMan) - ALL games MUST run through attract mode before starting a new game! +ncv1: +ncv1j: +ncv1j2: +0:400914:2ee:07:01 + +;********(outfoxies) +outfxies: +0:236210:3e:00:5f + +;********(oriental legend) +orlegend: +0:811946:d4:49:b0 + +;********(kokontouzai eto monogatari (japan)) +eto: +0:202d08:30:37:d0 + +;********(golfing greats) +glfgreat: +0:100320:50:41:9 +0:100400:50:41:9 + +;(metamoqester) (by GeoMan) +metmqstr: +0:f080e0:100:0a:01 + +;(major title 2 (world)) and clones (by GeoMan) +majtitl2: +skingame: +skingam2: +0:ed542:140:4d:00 + +;(major league) (by GeoMan) +mjleague: +0:ffe000:50:00:20 + +;(mighty guy) (by GeoMan) +mightguy: +0:c055:75:00:41 + +;(many block) (by GeoMan) +manybloc: +0:f0050:4:00:19 +0:f0054:9c:00:00 +0:f03b2:6:0:0 + +;********(hyper pacman (bootleg)) +hyperpcb: +0:10535c:28:50:00 +0:10537e:1:43:43 + +;********taito_f3.c (landmaker (japan)) +landmakr: +0:40fc30:28:00:50 + +;********nmk16.c (koutetsu yousai strahl (japan set 1)) +strahl: +0:f30d9:18f:55:88 +0:f0d8a:4:00:50 + +;********namcona1.c (knuckle heads (world)) +knckhead: +0:9372:27:00:4c + +;(galactic warriors) (by GeoMan) +gwarrior: +0:1a4f6:50:00:01 +0:1f72f:3:00:85 + +;(grand cross) (by GeoMan) +gcpinbal: +0:ff2318:2:00:02 +0:ff231a:6e:81:00 +0:ff000e:70:00:00 + +;*******segac2.c (ichidant-r (puzzle_action 2 (english & japan))) +ichidant: +ichidnte: +0:fffc3d:27:00:00 + +;*******iqblock.c (iq-block) +iqblock: +0:f149:27:41:00 +0:f1a4:3:00:00 +0:f16e:1:13:13 + +;*******epos.c (igmo) +;** only saves top score ** +igmo: +0:784a:3c:10:00 +0:7805:1:f4:f4 + +;*******megasys1.c (iga ninjyutsuden (japan)) +iganinju: +0:f0004:4:00:00 +0:f4001:97:20:ac +0:f0010:8:30:30 + +;(magic crystals (world)) and clones (by GeoMan) - FIXED +mgcrystl: +0:300478:4:00:09 +0:30047c:7c:00:00 +mgcrystj: +0:300488:4:00:00 +0:30048c:7c:41:00 + +;(recordbreaker (world)) (by GeoMan) +recordbr: +0:1034ee:1e0:00:45 + +;(final fight (world)) and clones (by GeoMan) +ffight: +ffightj: +0:ff850c:3c:ff:00 +0:ff80a0:04:00:00 +ffightu: +0:ff850c:3c:ff:00 +0:ff80a0:04:00:01 + +;(fighter & attacker (us)) and clones (by GeoMan) +fghtatck: +fa: +0:1faa8:f2:00:03 +0:1122:4:0:0 + +;(fast lane) (by GeoMan) +fastlane: +0:32a0:50:00:00 +0:3309:3:02:00 + +;********xyonix.c (xyonix) +xyonix: +0:d500:13f:4f:00 +0:d639:1:08:08 + +;********namcona1.c (cosmo gang the puzzle (us)) +cgangpzl: +0:add2:ce:ff:a2 + +;********supbtime.c (china town (japan)) +chinatwn: +0:1a3e00:50:00:2e + +;********decocass.c (cassette: graplop (aka cluster buster(set 1)) +cgraplop: +0:2a51:5d:43:30 +0:23:6:30:30 + +;(demon) (by GeoMan) +demon: +0:1c0:1e:00:10 +0:0:a0:01:ff + +;(dream soccer '94) and clones (by GeoMan) +dsoccr94: +0:eb57b:80:10:04 +dsccr94j: +0:ead6d:80:10:04 + +;(dynamic ski) (by GeoMan) +dynamski: +0:f092:46:00:1e +0:f100:15:00:13 +0:f088:4:00:00 + +;(dark warrior) (by GeoMan) +darkwar: +0:1e3e:20:0:0 +0:1e5e:3c:0:0 +0:1e9a:a:0:0 + +;(dark planet) (by GeoMan) +darkplnt: +0:80b8:1e:00:4a +0:80f4:1e:00:51 + +;********system1.c (block gal (bootleg) +blckgalb: +0:c062:3:00:01 + +;********cinemat.c (barrier) +barrier: +0:74:4:00:00 +0:c1:5:00:00 + +;********cinemat.c (boxing bugs) +boxingb: +0:e0:30:00:f4 + +;********seta.c (blandia (prototype)) +blandiap: +0:201056:62:09:17 + +;********nmk16.c (black heart) +blkheart: +0:f9090:4:00:10 + +;********mcr68.c (spy hunter 2 (rev 1 & 2)) +spyhnt2a: +spyhunt2: +0:60130:4:00:00 +0:600b3:1:32:32 + +;(beraboh man (japan version c)) and clones (by GeoMan) +berabohm: +beraboho: +0:3f00:68:42:02 + +;(hyper duel (japan)) (by GeoMan) +hyprdelj: +0:fff2a2:3c:00:01 +0:fff2e2:1:ff:ff + +;(sky chuter) (by GeoMan) - Hiscores are updated when game enters attract mode! +skychut: +0:7b:f:0:0 +0:406d:6:40:40 + +;(tank busters) (by GeoMan) +tankbust: +0:f602:50:00:10 + +;(space beam) (by GeoMan) +spacbeam: +0:c6:b:0:0 +0:0e:f:0:0 + +;(formation z) and clones (by GeoMan) +formatz: +aeroboto: +0:430:138:00:0f +0:600:14:00:40 + +;(angel kids (japan)) (by GeoMan) +angelkds: +0:c101:3:01:00 +0:c11b:118:01:20 + +;(space seeker) (by GeoMan) +spaceskr: +0:83c0:3:0:0 +0:c46c:7:2e:00 + +;******firetrk.c (fire truck) +firetrk: +0:28:1:06:06 + +;********taito_f2.c (solitary fighter (world)) +solfigtr: +0:102b80:49:00:24 + +;*******(blasto) +blasto: +0:ff3a:5:30:30 + +;(eco fighters (world 931203)) (by GeoMan) +ecofghtr: +0:ff0339:a0:0a:00 +0:ff8106:4:00:00 + +;********psikyo.c (battle k-road (japan)) +btlkrodj: +btlkroad: +0:fe1af4:4e:00:04 + +;********silkroad.c (the legend of silkroad) +silkroad: +0:fe305e:8c:4d:01 + +;********missb.c (miss bubble 2) +missb2: +0:e654:23:00:48 +0:e64c:3:00:00 +0:e64d:1:30:30 + +;********renegade.c (nekketsu kouha kunio-kun (japan bootleg)) +kuniokub: +kuniokun: +0:2e:3:00:05 +0:102c:28:47:00 + +;********rockrage.c (rock `n rage (world?) +rockrage: +0:4980:4e:01:53 +0:48be:3:01:80 +0:4fc8:1:54:54 + +;********galaxian.c (zero time) +zerotime: +0:40a8:3:00:00 + +;(scrambled egg) and clones (by GeoMan) +scregg: +eggs: +0:400:1e:17:00 +0:015:3:00:03 + +;(scorpion (bootleg on galaxian hardware)) (by GeoMan) +scorpng: +0:4207:f:00:00 +0:42ad:f:10:10 + +;(sauro) (by GeoMan) +sauro: +0:e000:b4:00:4f + +;(satan of saturn) and clones (by GeoMan) +satansat: +zarzon: +0:24:2:00:05 + +;(sasuke vs. commander) (by GeoMan) +sasuke: +0:24:2:00:05 + +;********galaxian. c ??? (wild west c.o.w.boys of moo mesa (us)) +moo: +0:1801e0:97:00:1a + +;(samurai (sega)) (by GeoMan) +samurai: +0:971a:12:00:00 + +;(safari rally) (by GeoMan) - hiscore updates after new game start !!! +safarir: +0:2389:3:00:00 +0:2381:3:00:00 +0:2141:1:20:20 +0:2161:1:20:20 +0:2181:1:20:20 +0:21a1:1:20:20 +0:21c1:1:20:20 +0:21e1:1:20:20 + +;(sadari) (by GeoMan) +sadari: +0:c31d:3c:3a:01 + +;(riding fight (world)) and clones (by GeoMan) +ridingf: +ridefgtu: +ridefgtj: +0:408060:80:00:3f + +;(reikai doushi (japan)) +reikaids: +0:43ca:1e:00:e8 +0:40df:2:13:88 + +;(red clash) and clones (by GeoMan) +redclash: +0:6023:4:00:00 +0:6320:6:23:1d +redclask: +0:6023:4:00:00 +0:6320:6:1a:1e + +;(red alert) (by GeoMan) +redalert: +0:301:f:0:0 + +;(raiders5) and clones (by GeoMan) +raiders5: +raidrs5t: +0:e075:37:00:55 +0:888c:7:22:10 + +;(rafflesia) (by GeoMan) +raflesia: +0:d300:50:00:4a +0:c017:3:00:02 + +;(puzzle de bowling (japan)) (by GeoMan) +pzlbowl: +0:20a9c4:60:0a:a8 + +;(punk shot (us 4 players)) and clones (by GeoMan) +punkshot: +punkshtj: +punksht2: +0:80700:30:00:40 + +;(power surge) (by GeoMan) - Hiscores appear correctly after game enters attract mode! +psurge: +0:a86c:6:20:30 +0:b080:50:31:ff + +;(power instinct (usa bootleg) (by GeoMan) +powerins: +0:18e800:28:00:05 + +;Naughty Boy and clones (by GeoMan)- hiscore updates after new game start !!! - UPDATED +naughtyb: +naughtya: +naughtyc: +0:4004:3:0:0 +0:4021:3:0:0 +0:872f:1:20:20 +0:8733:1:20:20 +0:8737:1:20:20 +0:873b:1:20:20 +0:873f:1:20:20 +0:8743:1:20:20 + +;(pop flamer (protected)) and clones (by GeoMan)- hiscore updates after new game start !!! +popflame: +popflama: +popflamb: +0:4004:3:0:0 +0:4021:3:0:0 +0:872f:1:20:20 +0:8733:1:20:20 +0:8737:1:20:20 +0:873b:1:20:20 +0:873f:1:20:20 +0:8743:1:20:20 + +;(pocket gal (japan)) and clones (by GeoMan) +pcktgal: +pcktgalb: +pcktgal2: +spool3: +spool3i: +0:0467:2:64:00 + +;(pioneer balloon) (by GeoMan) +pballoon: +0:0220:70:11:30 +0:0022:3:00:00 + +;(pettan pyuu (japan)) (by GeoMan) +pettanp: +0:c0c2:1e:20:00 + +;********slapfght.c - ADDED CLONE +perfrman: +perfrmau: +0:8006:30:89:12 +0:8609:07:24:00 + +;(percussor, the) (by GeoMan) +percuss: +0:5da8:37:00:24 + +;******************************************************************************** +;* latest unofficial highscore_v7.93 additions below - by leezer/geoman/others * +;******************************************************************************** + +;(peek-a-boo!) (by GeoMan) +peekaboo: +0:1f0278:60:00:fa +0:1f0380:4:00:00 + +;(pass) (by GeoMan) +pass: +0:81200:50:4b:00 +0:8005e:4:00:00 + +;(paddle mania) (by GeoMan) +paddlema: +0:801a8:28:02:03 +0:82108:a0:00:20 + +;(onna sansirou - typhoon gal (set 1)) and clones (by GeoMan) +onna34ro: +onna34ra: +0:e1d7:82:00:65 +0:e188:3:00:01 + +;(noboranka (japan)) (by GeoMan) +noboranb: +0:d300:3c:00:2e +0:f000:3:00:00 + +;(ninjakun majou no bouken) (by GeoMan) +ninjakun: +0:e0a3:37:00:20 +0:c08c:7:22:10 + +;(ninja kid ii (set 1)) and clones (by GeoMan) +ninjakd2: +ninjak2a: +ninjak2b: +rdaction: +0:e0f4:3:00:00 +0:e04e:64:31:20 + +;(night striker (us)) (by GeoMan) +nightstr: +0:109b9a:4:00:40 +0:10de48:1f3:00:41 + +;(new sinbad 7) (by GeoMan) +newsin7: +0:43d3:48:00:10 +0:413d:3:0:0 + +;(navalone) (by GeoMan) +navalone: +navarone: +0:402d:3:0:0 + +;(nato defense) and clones (by GeoMan) +natodef: +natodefa: +0:8df6:49:30:20 + +;(nastar (world)) and clones (by GeoMan) +nastar: +nastarw: +rastsag2: +0:601eef:3a:00:42 +0:600545:3:00:77 + +;(hexion (japan)) (by GeoMan) +hexion: +0:a740:3:00:10 +0:a743:27d:00:00 + +;*******gotya.c (got-ya (12/241981,prototype ?)) - ADDED CLONE +gotya: +thehand: +0:5021:3:00:01 + +;******cvs.c (radar zone - ADDED CLONE) +outline: +radarzon: +radarzn1: +radarznt: +0:1c08:35:00:00 + +;(invinco) (by GeoMan) +invinco: +0:8398:16:00:00 + +;(invinco / head on 2) (by GeoMan) +invho2: +0:83b6:16:00:00 +0:8392:12:30:30 + +;(kaos) (by GeoMan) +kaos: +0:03c8:30:84:44 + +;(ken-go) (by GeoMan) +kengo: +0:e09f2:82:10:20 + +;(kodure ookami (japan)) (by GeoMan) +kodure: +0:637c0:4:00:00 +0:635b4:28:00:00 + +;(knuckle bash) (by GeoMan) +kbash: +0:100080:3c:00:30 + +;(knuckle joe (set 1)) and clones (by GeoMan) +kncljoe: +kncljoea: +0:f01a:2d:00:43 + +;(kuri kinton (world)) and clones (by GeoMan) +kurikint: +kurikinu: +kurikinj: +kurikina: +0:8aa3:a0:00:2e + +;(legend of makai (world)) and clones (by GeoMan) +lomakai: +makaiden: +0:ff000:2:00:03 +0:ff002:7e:00:00 +0:fe060:4:00:00 + +;(kyros) (by GeoMan) +kyros: +0:20e00:ae:01:02 +0:20020:4:00:00 + +;(lizard wizard) (by GeoMan) +lizwiz: +0:4daf:3c:4d:01 +0:43ed:6:00:40 + +;(lost tomb (easy)) and clones (by GeoMan) +losttomb: +losttmbh: +0:8110:50:03:00 + +;(mach rider) (by GeoMan) +machridr: +0:0714:50:00:4b + +;(mad crasher) (by GeoMan) +madcrash: +0:c2b3:4b:00:4b + +;(magical spot ii) (by GeoMan) +magspot2: +0:6007:2:00:20 +0:6009:1:00:00 + +;(megatack) (by GeoMan) +megatack: +0:00c4:f:00:1a + +;(minefield) (by GeoMan) +minefld: +0:80f3:3c:01:43 + +;(bucky o'hare (world version ea) and clones (by GeoMan) +bucky: +buckyua: +0:801e0:50:00:04 + +;(mister viking) and clones (by GeoMan) +mrviking: +mrvikngj: +0:d42c:15:59:47 +0:d300:15:00:01 +0:c086:3:00:02 + +;(money money) (by GeoMan) +monymony: +0:7512:48:0a:00 +0:726d:3:00:00 + +;(mystic raiders (world)) and clones (by GeoMan) +mysticri: +gunhohki: +0:e8af8:38:00:4d +0:e8b30:94:2e:00 + +;(mysterious stones) (by GeoMan) +mystston: +0:0308:37:00:0c +0:001a:5:00:00 +0:1033:8:40:41 + +;(cyberbots: fullmetal madness (japan 950420)) (by GeoMan) +cybots: +cybotsj: +cybotsjregion: +0:ffe6a0:5:00:43 +0:ffe6a5:4b:41:00 + +;(space trek (upright)) and clones (by GeoMan) +spacetrk: +sptrekct: +0:838c:4:0:0 + +;(space zap) (by GeoMan) +spacezap: +0:d01a:a:0:0 + +;(american speedway (set 1)) and clones (by GeoMan)- * UNDER TEST * +amspdwy: +amspdwya: +0:e402:190:50:00 +0:e602:190:50:00 +0:e3de:23:00:5c + +;(speed ball) (by GeoMan) +speedbal: +0:f800:46:20:50 + +;(speed freak) (by GeoMan) +speedfrk: +0:128:2:0:0 + +;(spinal breakers (world)) and clones (by GeoMan) +spinlbrk: +spinlbru: +0:ffac76:8c:00:50 +spinlbrj: +0:ffacce:8c:00:50 + +;(sports match) (by GeoMan) +sprtmtch: +0:7500:30:4a:00 +0:7743:2:00:00 + +;(s.r.d. mission) (by GeoMan) +srdmissn: +0:e6ef:5f:00:ff + +;(star jacker (sega)) and clones (by GeoMan) +starjack: +0:c0e1:1e:00:52 +0:c0db:3:00:03 + +starjacs: +0:c102:23:00:52 +0:c0fb:4:00:00 + +;(strength & skill) and clones (by GeoMan) +strnskil: +guiness: +0:c0c4:1e:22:00 +0:c430:60:09:00 + +;(super bond) (by GeoMan) +superbon: +0:810f:50:00:48 + +;(super invader attack) (by GeoMan) +sia2650: +tinv2650: +0:1d07:2:0:0 +0:19fa:1:30:30 +0:1a1a:1:30:30 +0:1a3a:1:30:30 +0:1a5a:1:30:30 + +;(twin hawk (world)) and clones (by GeoMan) +twinhawk: +twinhwku: +daisenpu: +0:f00132:40:00:aa +0:f00614:8:20:00 + +;(superbike) (by GeoMan) +superbik: +0:1c08:1e:00:30 + +;(syvalion (japan)) (by GeoMan) +syvalion: +0:1090ec:10:00:01 +0:1090fc:54:49:00 +0:104266:4:00:00 + +;(tailgunner) (by GeoMan) +tailg: +0:d8:4:0:0 + +;(tecmo knight) and clones (by GeoMan)- hiscores update after hiscore table is displayed in attract mode +tknight: +wildfang: +0:609ce:28:00:1a + +;(time limit) (by GeoMan) +timelimt: +0:80ca:3:0:0 +0:8981:1:27:27 +0:89a1:1:00:00 +0:89c1:1:27:27 +0:89e1:1:27:27 +0:8a01:1:27:27 +0:8a21:1:27:27 + +;(time tunnel) (by GeoMan) +timetunl: +0:801f:6:0:0 +0:c46d:6:63:63 + +;(toki no senshi - chrono soldier) (by GeoMan) +tokisens: +0:c04d:54:00:20 +0:c0a1:4:00:00 + +;(tokio/scramble formation(bootleg)) clone (by GeoMan) +tokiob: +0:f4bf:4:00:00 +0:c858:f:00:2a + +;(tough turf (japan)) and clones (by GeoMan) +tturf: +tturfu: +tturfbl: +0:200100:4:00:08 +0:200104:7c:08:00 + +;(ultraman club - tatakae! ultraman kyoudai!!) (by GeoMan) +umanclub: +0:200742:2:00:07 +0:2006a2:a0:00:00 + +;(valkyrie no densetsu (japan)) (by GeoMan) +valkyrie: +0:100620:4:00:a0 +0:100624:9c:56:00 + +;(vanguard ii) (by GeoMan) +vangrd2: +0:c380:60:0a:00 +0:f620:3:00:00 + +;(vastar (set 1)) and clones (by GeoMan) +vastar: +vastar2: +0:cda1:1:00:00 +0:cdc1:1:00:00 +0:cde1:1:00:00 +0:ce01:1:00:00 +0:ce21:1:02:02 +0:ce41:1:28:28 +0:ce61:1:28:28 +0:f128:85:00:16 + +;(wai wai jockey gate-in!) (by GeoMan) +wwjgtin: +0:0220:70:24:24 +0:001c:3:00:00 + +;(wall street) (by GeoMan) +wallst: +0:1c19:1e:00:00 + +;(water match) (by GeoMan) +wmatch: +0:c000:3c:84:02 +0:c086:3:00:02 +0:d300:15:00:01 +0:d380:15:41:49 +0:d400:2d0:84:4d + +;(water ski) (by GeoMan) +waterski: +0:835b:3:0:0 + +;(darkstalkers: the night warriors (euro 940705)) and clones (by GeoMan) +dstlk: +dstlku: +dstlkur1: +dstlka: +vampj: +vampja: +vampjr1: +0:fff4aa:5:00:43 +0:fff4af:37:41:00 +0:ffe976:4:00:00 + +;(capcom sports club (japan 970722)) and clones (by GeoMan) +csclubj: +cscluba: +csclub: + +0:ff9894:50:00:b2 +0:ff98e4:dc:1a:01 + +;(in the hunt (world)) and clones (by GeoMan) - FIXED ENTRY! +inthunt: +inthuntu: +kaiteids: +0:e0180:d8:00:02 + +;********system16.c (wonder boy iii - monster lair (set 1)) +wb3b: +wb3a: +wb31: +wb34: +wb3: +0:ffc8b8:28:4c:00 +0:ffc8de:1:30:30 + +;********vicdual.c (pulsar) +pulsar: +0:85f4:39:50:50 + +;********galspnbl.c (hot pinball) +hotpinbl: +0:801780:30:00:09 +0:800007:1:03:03 + +;********dooyong.c (gun dealer `94) +gundl94: +0:c322:3a:41:01 + +;(battle circuit (japan 970319)) (by GeoMan) +batcirj: +batcira: +batcirjregion: +0:ff0482:35:00:03 +0:ff04b7:e3:03:00 + +;(karate tournament, the) (by GeoMan) +karatour: +0:ffd4fe:c0:62:01 + +;(hebereke no popoon (japan)) (by GeoMan) +heberpop: +0:304920:a0:00:1c + +;(hasamu (japan)) (by GeoMan) +hasamu: +0:a3115:105:00:04 + +;(hal21) and clones (by GeoMan) +hal21: +hal21j: +0:fe6b:3c:00:41 +0:fce1:3:00:00 + +;(gypsy juggler) (by GeoMan) - Hiscore displays correctly after a new game starts! +gypsyjug: +0:0e00:5:00:00 +0:0e23:1:0e:0e + +;(guzzler) (by GeoMan) +guzzler: +0:8584:50:00:55 +0:8007:6:00:00 + +;(dead eye) (by GeoMan) - Hiscore displays correctly after a new game starts! +deadeye: +0:0e00:6:0:0 +0:0e2a:1:20:20 + +;********twin16.c (missing in action (version t)) +mia: +0:62100:4f:00:54 +0:6012a:4:00:30 + +;********taito_f2.c (mega blast (world)) +megab: +0:203f38:32:00:52 +0:2043ea:4:00:00 +0:2043eb:1:08:08 + +;********mugsmash.c (mug smashers) +mugsmash: +0:1c01c4:e:03:d2 +0:1c00b4:4f:2e:20 + +;(gulf storm) and clones (by GeoMan) +gulfstrm: +gulfstr2: +0:c580:80:00:2e +0:c618:4:00:00 + +;(grand champion) (by GeoMan) +grchamp: +0:4215:f:0:0 + +;(goindol) and clones (by GeoMan) +goindol: +homo: +0:c0d8:2:05:00 +0:c076:50:05:59 + +;(funny mouse) parent +funnymou: +0:804A:03:00:00 +0:9221:01:24:24 +0:9201:01:24:24 +0:91E1:01:24:24 +0:91C1:01:24:24 +0:91A1:01:24:24 +0:9181:01:00:00 + +;(funky jet) (by GeoMan) +funkyjet: +0:143a01:20:00:10 +0:143a21:140:12:00 + +;(funky fish) (by GeoMan) +fnkyfish: +0:e030:9:0:0 + +;(funky bee) (by GeoMan) +funkybee: +0:828b:2d:00:0c + +;(frogs) (by GeoMan) - Hiscore displays correctly after a game starts! +frogs: +0:8508:4:00:05 + +;(freeze) (by GeoMan) +freeze: +0:4b90:50:f4:00 + +;(robotron) and clones (by GeoMan) - Changing DIP switch settings resets the Daily heroes table (ONLY)! +robotron: +robotryo: +0:cf6e:8c:04:10 + +;********destroyr.c (destroyer) +;** hiscore updates once first game is over ** +destroyr: +0:dd:2:00:00 +0:e0:1:00:00 + +;********turbo.c (subroc3d) +;** top score updates after hiscore displayed in attract mode ** +subroc3d: +0:e400:3e:00:00 +0:b049:1:f6:f6 + +;********lemmings.c (lemmings (us prototype)) +lemmings: +0:10a402:50:44:01 + +;(football champ (world)) and clones (by GeoMan) +footchmp: +hthero: +0:10a920:50:0a:00 +euroch92: +0:10a99c:50:0a:00 + +;(i'm sorry (us)) and clones (by GeoMan) +imsorry: +imsorryj: +0:c017:3:00:02 +0:d300:a0:00:20 + +;(ninja gaiden (world)) clones +shadoww: +ryukendn: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;(missile command (set 2)) clone (by GeoMan) - modified hiscore save +missile2: +0:002c:30:4D:00 + +;(flash gal) (by GeoMan) +flashgal: +flashgla: +0:f690:5e:00:40 + +;(fire one) (by GeoMan) +fireone: +0:831a:5a:00:24 + +;(enduro racer (bootleg set 2)) clone (by GeoMan) +endurob2: +0:043400:54:01:00 + +;(dynamite duke) and clones (by GeoMan) +dynduke: +0:1346:78:50:00 +dbldyn: +0:155c:8c:50:00 + +;(devil zone) (by GeoMan) +devzone: +0:7ec0:5b:1e:26 +0:6007:3:0:0 + +;(devil fish) parent +devilfsh: +0:40a8:3:0:0 + +;(hammerin' harry (world)) clones (by GeoMan) +dkgenm72: +0:a09a0:9f:40:20 +0:a0a40:03:40:02 + +;(dai toride) (by GeoMan) +daitorid: +0:8042ba:28:00:40 +0:8042e2:28:02:00 + +;(cutie q) (by GeoMan) +cutieq: +0:2215:c:00:01 + +;********metro.c (pururun) +pururun: +0:80f2b8:4b:00:85 + +;********ninjaw.c (the ninja warriors (world)) +ninjaw: +0:c4645:3f8:01:47 + +;********vicduel.c (invinco/deep scan) +; ** player scores from last game played also saved - no big deal !! ** +invds: +0:8398:e6:00:09 + +;********snk68.c (ikari iii - the rescue) +ikari3: +0:4007e:58:00:1d + +;************************************************************************* +;* latest unofficial highscore_v7.92 additions below - by leezer/geoman * +;************************************************************************* +;********metro.c (puzzli) +puzzli: +0:80eabc:4c:00:4f + +;********taito_b.c (hit the ice (us)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +hitice: +0:802830:27:00:4b +0:802852:1:56:56 + +;********m92.c (gunforce 2) +gunforc2: +0:ea5ae:4b:00:a6 + +;********sharrier.c (enduro racer (bootleg set 1)) +endurobl: +0:43400:4a0:01:20 +0:43b90:10:99:99 + +;********cicsheat.c (big run (11th rallye version)) +bigrun: +0:f61da:2bc:50:05 + +;(crude buster (world fx version)) and clones (by GeoMan) +cbuster: +cbusterw: +cbusterj: +0:80080:28:01:00 +twocrude: +0:80080:28:01:00 +0:800c0:28:41:00 + +;(bounty, the) (by GeoMan) +bounty: +0:b1ba:6:0:0 +0:b23a:6:0:0 +0:b2ba:6:0:0 +0:b19a:6:26:27 +0:b21a:6:26:27 +0:b29a:6:26:27 + +;(bottom of the ninth (version t)) and clones (by GeoMan) +bottom9: +bottom9n: +mstadium: +0:4176:82:41:70 + +;(bomb bee) (by GeoMan) +bombbee: +0:2214:5:00:01 + +;(bogey manor) (by GeoMan) +bogeyman: +0:0021:3:00:01 +0:13e0:29:00:1e +0:1409:27:0f:00 + +;(block hole) and clones (by GeoMan) +blockhl: +quarth: +0:4163:44:00:05 + +;(bio attack) (by GeoMan) +bioatack: +0:800e:2:00:50 +0:8010:1:00:00 + +;(black hole) (by GeoMan) +blkhole: +0:4140:9:58:00 + +;********stlforce.c (steel force) +stlforce: +0:105772:32:4e:00 +0:105784:1:02:02 + +;********tmnt.c (premier soccer (japan)) +prmrsocr: +0:100364:4b:59:54 + +;(street fighter ii! - champion edition (v004)) (by Kds) +sf2v004: +0:ffd276:28:01:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:01:67 + +;(street fighter ii' - champion edition (world clones (by Kds) +sf2ceua: +sf2ceub: +sf2rb2: +0:ffd276:28:00:20 +0:ffd2c6:14:ff:96 +0:ffd2ee:04:00:00 + +;(big pro wrestling!,the) (by GeoMan) +bigprowr: +tagteam: +0:406:12c:00:19 +0:32:3:00:05 + +;(big karnak) (by GeoMan) +bigkarnk: +0:102086:a0:00:0a +0:ff801e:4:00:80 + +;(super street fighters 2: the new challengers (us 930911)) clones - modified hiscore save (by GeoMan) +ssf2t: +ssf2tu: +ssf2ta: +ssf2xj: +0:ffd6a2:30:00:20 +0:ffd71a:4:00:00 + +;(super street fighters 2: the new challengers (us 930911)) clones +ssf2j: +ssf2jr1: +ssf2jr2: +0:ffd5a2:30:00:20 +0:ffd61a:4:00:00 + +;(beezer (set1)) (by GeoMan) +beezer: +0:0507:50:55:00 + +;(beezer (set2)) clone - modified hiscore save (by GeoMan) +beezer1: +0:0503:50:55:00 + +;(battlantis) (battlantis (japan)) (by GeoMan) +battlnts: +battlntj: +0:1050:4:0:0 +0:1100:50:00:52 + +;(back street soccer) (by GeoMan) +bssoccer: +0:200e90:28:41:00 + +;(warriors of fate (world)) (warriors of fate (us)) (by GeoMan) +wof: +wofu: +wofa: +wofj: +0:ff6368:0a:00:00 +0:ff77d8:78:ff:10 +0:ff63d4:04:00:00 + +;********warriorb.c (warrior blade (japan)) +warriorb: +0:202a38:ef:50:00 +0:202b25:1:01:01 + +;********cps2.c (rockman 2 : the power fighters (japan 960708)) +rckman2j: +rckman2jregion: +0:ffefc0:118:00:02 +0:fff047:1:01:01 + +;Vampire Savior The Lord of Vampire and clones +vsav: +vsava: +vsavu: +0:fff426:ad:00:02 + +;Skull & Crossbones (set2) clone +skullxb2: +0:fff568:100:6f:00 +0:fff666:1:4d:4d + +;Saturday Night Slam Masters clones +slammasu: +0:ffa138:02:00:10 +0:ffa13a:ae:00:00 + +;Robocop clones +robocopw: +robocopj: +robocopu: +robocpu0: +0:ff8ed8:a0:4d:00 +0:ffb522:4:00:00 +0:ffb523:1:05:05 + +;Puzzle Bobble 4 clones +pbobbl4j: +pbobbl4u: +0:40e85a:116:00:00 +0:40e8ba:1:41:41 + +;King of Dragons clones (by GeoMan) +kodu: +kodj: +0:ff9d94:28:00:04 + +;Growl (US) clones +growlu: +0:10e340:f7:01:43 + +;GI Joe clones +gijoeu: +0:18f900:f8:41:01 + +;Elevator Action 2 clones +elvact2u: +elvactrj: +0:40ce3a:7c:00:01 +0:40ce3c:1:c3:c3 + +galpanic: +galpanib: +0:53e728:50:30:31 + +;Double Dragon 2 clones +ddragn2u: +0:0f91:1e:02:23 +0:0023:3:02:00 + +;CamelTry clones +camltrua: +cameltrj: +0:106c9e:244:35:44 +0:1066b0:3e:06:00 +0:105430:4:00:00 + +;Alien vs Predator clones +avspu: +avspa: +avspj: +0:ffeac0:31d:01:01 +0:ffedda:1:44:44 + +;Wonder Momo (by GeoMan) +wndrmomo: +0:4e00:45:0:2f + +;Youjyudn (Japan) (by GeoMan) +youjyudn: +0:e565:37:70:4e + +;ZeroHour (by GeoMan) +zerohour: +0:3023:4:0:0 + +;Devastators clones +devstor2: +devstor3: +garuka: +0:41c4:2e:01:01 + +;Main Event (by GeoMan) +mainevt: +mainevt2: +ringohja: +0:415d:45:ae:77 + +;Markham (by GeoMan) +markham: +0:c0c4:3c:2a:00 + +;Route16b clone +route16b: +0:4032:9:0:0 + +;Moguchan (by GeoMan) +moguchan: +0:5eda:6:0:0 + +;Naughty Boy and clones (by GeoMan) - score updates after game start !!! +naughtyb: +naughtya: +naughtyc: +0:4004:3:0:0 + +;ThePit (by GeoMan) +thepit: +0:8283:17:10:0 +0:8039:f:10:0 + +;Video Hustler and clones (by GeoMan) +hustlerb: +billiard: +0:84c0:e:0:0 +0:80a8:3:0:2 + +;Moonwar and clones (by GeoMan) +moonwar: +moonwara: +0:80f2:3c:02:4c + +;********taito_f3.c (pop `n pop (asia)) +popnpop: +0:40a668:d2:00:ba + +;********taito_f3.c (lightbringer (japan)) +;** you must wait until the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +lightbr: +0:40a312:70:00:01 + +;********lsasquad.c (land sea air squad / riku kai kuu saizensen) +lsasquad: +0:a814:3:00:01 +0:a46c:70:68:00 +0:d754:d:20:30 + +;********namcos2.c (marvel land (us)) +marvland: +0:106100:28:00:03 +0:40b650:4:00:00 + +;********m92.c (undercover cops (world)) +uccops: +0:e3e9a:49:30:01 + +;********galpanic.c (new fantasia) +newfant: +0:c825b7:62:30:20 + +;********seta.c (wits (japan)) +wits: +0:ffd6c2:49:00:4b + +;********decocass.c (cassette: pro bowling) +cprobowl: +0:33:24:50:13 +0:36:1:50:50 + +;********taito_z.c (space gun (world)) +spacegun: +0:318d74:97:00:58 + +;********system16.c (riot city) +riotcity: +0:ffce00:3f:00:45 + +;********system1.c (regulus (new ver)) +regulus: +0:ce40:1e:41:4a +0:c0e1:3:00:00 +0:cd01:1e:00:00 + +;********leland.c (cerberus) +;** only seems to save top score ** +cerberus: +0:e83b:ba:27:00 +0:e004:1:1b:1b + +;********namcos2.c (burning force (japan)) +burnforc: +0:100171:bb:00:48 +0:100175:1:08:08 + +;********galaxian.c (omega) +omega: +0:43c0:0f:00:00 +0:40a8:03:00:00 + +;********wgp.c (world grand prix (us & joystick version set 1 japan) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +;** THIS SAVE DOES NOT SAVE THE COURSE RECORDS ** +wgp: +0:10bbd9:c5:01:02 +0:10bc9b:1:44:44 + +wgpjoy: +0:10bbdd:c5:01:02 +0:10bc9f:1:44:44 + +;********cps2.c (super puzzle fighter 2x (japan 960531)) +spf2t: +spf2xj: +0:ffd7aa:4e:00:02 +0:ff8081:1:01:01 + +;********deco.c (sly spy (us revision 3)) +slyspy: +0:306adc:4:00:00 +0:304000:9f:00:33 +0;306add:1:30:30 + +;********taito_z.c (double axle (us)) +dblaxle: +0:202c91:18f:13:10 + +;********taito_f3.c (cleopatras fortune (japan)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +cleopatr: +0:412de4:78:00:4a + +;*************************************************************** +;* latest :highscore_v7.91 additions below - by leezer * +;*************************************************************** +;*******namcos2.c (mirai ninja (japan)) +mirninja: +0:100400:d0:4d:00 +0:1004ce:1:10:10 + +;********seta.c (gundhara) +gundhara: +0:20f908:33:00:6e + +;********nmk16.c (gunnail) +gunnail: +0:faf00:6e:00:49 +0:fa800:78:00:55 +0:fe004:f93:00:50 + +;********galaxian.c (sky base) +;** if you beat the top score don`t exit game until it is displaying in ** +;** the top centre of the screen ** +skybase: +0:803a:36:00:00 +0:8000:1:14:14 +0:91a1:1:00:00 +0:91c1:1:00:00 +0:91e1:1:00:00 +0:9201:1:05:05 +0:9221:1:00:00 +0:9241:1:00:00 + +;********dcon.c (sd gundam psycho salamander no kyoui) +;** for some reason you have to press key 9 to insert credits ** +;** game (driver ??) related problem - not hiscore.dat ** +sdgndmps: +0:8b600:9c:00:1a + +;********popper.c (popper) +;** do not reset this game - it screws up the hiscore & hiscore saving ** +popper: +0:c700:3c:4f:00 +0:db2b:3:00:01 +0:c1ed:6:00:20 +0:c8ca:1:19:19 + +;********carjmbre.c (car jamboree) +carjmbre: +0:820a:a0:00:45 +0:8217:1:30:30 + +;*******ssv.c (monster slider (japan)) +mslider: +0:2acc:a8:00:02 +0:c0:1:15:15 + +;*******mosaic.c (mosaic) +mosaic: +0:201e7:50:54:00 +0:20235:1:05:05 + +;********cave.c (air gallet (taiwan)) +agallet: +0:100292:5a:00:00 +0:100200:2:02:1a + +;********skykid.c (dragon buster) +drgnbstr: +0:485a:3:00:00 +0:485b:1:10:10 +0:406c:7:2f:00 +0:406e:1:01:01 + +;********shangha3.c (blocken (japan)) +blocken: +0:3086ec:4f:00:57 + +;********z80bw.c (astro invader) +;** god, the things i do to give y`all these hiscore saves !! ** +;** is this the longest hiscore.data yet ? ** +astinvad: +0:1fca:14:00:00 +0:2f1d:1:3e:3e +0:2f3d:1:41:41 +0:2f5d:1:41:41 +0:2f7d:1:41:41 +0:2f9d:1:3e:3e +0:301d:1:3e:3e +0:303d:1:41:41 +0:305d:1:41:41 +0:307d:1:41:41 +0:309d:1:3e:3e +0:311d:1:3e:3e +0:313d:1:41:41 +0:315d:1:41:41 +0:317d:1:41:41 +0:319d:1:3e:3e +0:321d:1:3e:3e +0:323d:1:41:41 +0:325d:1:41:41 +0:327d:1:41:41 +0:329d:1:3e:3e +0:331d:1:3e:3e +0:333d:1:41:41 +0:335d:1:41:41 +0:337d:1:41:41 +0:339d:1:3e:3e + +;********taito_f2.c (dino rex (world & us)) +dinorex: +0:602760:90:00:4f +dinorexu: +0:602764:8c:00:4f + +;********megasys1.c (cybattler) +cybattlr: +0:1f0101:ed:02:20 + +;********karnov.c (chelnov - atomic runner (us)) +chelnovu: +0:060048:04:00:00 +0:060080:2C:00:00 +0:0600C0:2C:41:00 + +;*******segac2.c (stack columns (japan)) *** fix *** +;** stack columns (japan) now, (before just stack columns),same rom name different game ?? ** +stkclmns: +0:fffc24:38:4b:88 + +;*********nmk16.c (acrobat mission) +acrobatm: +0:800ea:8d:00:00 +0:800da:4:00:00 +0:80021:1:48:48 + +;*********neogeo.c (nightmare in the dark) +nitd: +0:105da4:3a:00:41 + +;********snk.c (athena) (fix) +;** fixed, but delete any athena.hi file before playing first time ** +athena: +0:fe52:6f:41:30 +0:d7f5:3:00:00 + +;********taito_f3.c (puzzle bobble 2x (japan)) +pbobbl2x: +0:40db78:104:00:3e +0:40dbd8:1:41:41 + +;********namcos2.c (phelios (japan)) +phelios: +0:100012:44:00:45 +0:40c478:4:00:50 +0:109373:11:02:01 + +;********seicross.c (seicross) +seicross: +0:7ad4:1e:00:0a + +;********metro.c (blazing tornado) +blzntrnd: +0:ff9338:50:02:00 +0:ff9385:1:10:10 + +;********nemesis.c (black panther) +blkpnthr: +0:90400:99:00:59 +0:90300:4:00:00 + +;********system1.c (wonder boy in monster land (bootleg)**fix**)) +wbmlb: +0:c179:8:00:00 +0:c17d:1:03:03 + +;********wecleman.c (wec le mans 24) +;** only saves top 10 scores (ones you put your name to) ** +wecleman: +0:41110:64:00:20 +0:40006:4:00:00 + +;********rollerg.c (rollergames (us)) +;** untested - no good at this game !! ** +rollerg: +0:2a80:28:08:06 + +;********flkatck.c (mx5000) +mx5000: +0:3a00:50:00:14 +0:395e:3:00:90 + +;********seta.c (mobile suit gundam) +msgundam: +0:204287:63:01:10 + +;********toobin.c (toobin` (version 3)) +toobin: +0:ffff40:32:01:ef + +;********skullxbo.c (skull + crossbones (set 1)) +skullxbo: +0:fff568:100:6f:00 +0:fff666:1:4d:4d + +;********cps2.c (marvel super heroes vs. street fighter (us 970625)) +mshvsf: +0:ff2b0c:63:00:03 + +;********taito_b.c (ashura blaster (us)) +ashurau: +0:6019f9:63:00:19 +0:6012a7:3:00:00 + +;*********cps2.c (x-men children of the atom (japan 941217)) +xmcota: +xmcotaj1: +0:ffec8e:3c:00:01 + +;*********taito_l.c (champion wrestler (world)) +champwr: +0:89b7:28:00:4e + +;*********bladestl.c (blades of steel (version t)) +bladestl: +0:4170:82:23:15 + +;*********system16.c (atomic point) +atomicp: +0:ffd90f:27:01:20 + +;*********megasys1.c (the astyanax) +;** top score updates when first game starts ** +astyanax: +0:f8909:97:00:4e +0:f885d:f:00:00 +0:f8863:1:02:02 + +;*********mrflea.c (the amazing adventures of mr. f. lea) +;** this game does not display the top score in the top centre of the screen ** +;** untill the game has ran for a while without inserting any credits but this ** +;** does not matter as long as the default 5,000 high score has been beaten on your** +;** first game....... +;** which isn`t hard, or you can just let the game run through attract mode for a ** +;** couple of minutes until the 5,000 top score is on screen. it`s up to you !!! ** +mrflea: +0:cafd:99:30:20 +0:c6f8:6:30:30 + +;*********system1.c (bullfight) +bullfgt: +0:d300:3c:00:49 +0:c014:3:00:02 + +;*********m62.c (spelunker) +spelunkr: +spelnkrj: +0:e052:64:39:3f +0:e03b:2:39:08 + +;*********cps2.c (marvel super heros (us 951024)) +msh: +mshu: +0:ff2720:9f:00:0b + +;*********buggychl.c (buggy challenge) +buggychl: +0:8814:4ec:04:00 +0:80e1:1:04:04 + +;*********taito_z.c (battle shark (us)) +bshark: +0:10e9b6:31:00:49 +0:10f0ce:4:00:84 + +;*********battlera.c (battle rangers (world)) +battlera: +0:1f0220:8a:41:00 +0:1f000e:4:00:00 +0:1f000f:1:10:10 + +;*********neogeo.c (money puzzle exchanger / money idol exchanger) +miexchng: +0:100002:9e:00:0f + +;*********keneko16.c (great 1000 miles rally (usa)) +gtmrusa: +0:1035fa:19e:59:80 + +;*********seta.c (dragon unit / castle of dragon) +drgnunit: +0:ffd50e:50:00:2e + +;*********cloak.c (cloak & dagger) +cloak: +0:f35:a0:11:58 + +;*************************************************************** +;* latest :highscore_v7.9 additions below - by leezer* +;*************************************************************** + +;*********taito_b.c (rambo 3 us) +rambo3a: +0:802600:50:01:4e + +;********taito_z.c (aqua jack (world)) +;** game displays highscores wrong (nowt to do with hiscore.dat file,driver issue ??) +;** top score displays ok.. +aquajack: +0:100160:7c:00:02 + +;********superchs.c (super chase - criminal termination (us)) +superchs: +0:102815:49:00:47 + +;********metro.c (bal cube) +balcube: +0:f04ac0:4a:00:02 + +;********alpha68k.c (sky adventure (world & us)) +skyadvnt: +skyadvnu: +0:40031:3:00:24 +0:41102:bc:00:20 + +;********nemesis.c (kitten kaboodle) +kittenk: +0:4005a:4:00:00 +0:42800:28:00:10 + +;********ajax.c (typhoon) +typhoon: +0:2100:50:1a:00 +0:2050:4:00:00 + +;********namcona1.c (tinkle pit (japan)) +tinklpit: +0:5ca8:174:00:02 + +;********lassp.c (chameleon) +chameleo: +0:4f:4:00:00 +0:120:6e:26:00 +0:50:1:50:50 + +;********sprint2.c (sprint 1) +sprint1: +0:57:3:30:30 + +;********taito_z.c (special criminal investigation (world set 1)) +sci: +0:101500:28:02:51 +0:10164e:4:02:80 + +;********taito_z.c (chase hq (world)) +chasehq: +0:101766:99:02:52 + +;********spcforce (space force) +spcforce: +0:4300:50:30:30 + +;*************************************************************** +;* latest :highscore_v7.8 additions below - by leezer* +;*************************************************************** + +;*********senjyo.c (baluba-louk no densetsu) +baluba: +0:80f6:4:00:00 +0:80f8:1:03:03 +0:9261:1:8a:8a +0:9241:1:8a:8a +0:9221:1:8a:8a +0:9201:1:83:83 +0:91e1:1:80:80 +0:91c1:1:80:80 +0:91a1:1:80:80 +0:9181:1:80:80 + +;*********bloodbro.c (sky smasher) +skysmash: +0:8925e:50:53:00 +0:80008:4:00:00 +0:80009:1:02:02 + +;********nyny.c (new york new york) +nyny: +0:c000:f:00:00 + +;*******m92.c (ninja baseball batman (us)) +nbbatman: +0:e25d4:4f:00:03 + +;********volfied.c (volified (japan)) +;** top score on top centre of screen does not update untill ** +;** after first demo game in attract mode ** +volfied: +0:100200:26:00:50 +0:100201:1:50:50 + +;********vicduel.c (depthcharge) +depthch: +0:e408:c:55:5a + +;*********pstadium.c (toki (world set 1)) +toki: +0:66b5e:b4:00:03 +0:60008:4:00:00 +0:6000a:1:20:20 + +;********tnzs.c (arkanoid - revenge of doh (us&japan)) -- *fixes** +;** you must wait until the highscore has been displayed in attract mode ** +;** before starting a game for this save to work ** +;** this fix fixes the rom name changes within mame ** +;** you can rename your .hi files to the new rom names & they should still work !! ** +arknid2u: +arknid2j: +arknoid2: +0:ec81:27:01:4e +0:e3a8:3:01:00 + +;*********(block block (world 910910)) +blocka: +0:e0f0:50:54:85 + +;*******megasys1.c (saint dragon) +stdragon: +0:f8d00:7c:00:d3 + +;*******sbrkout.c (super breakout(fix)) +sbrkout: +0:22:08:00:00 + +;*********scobra.c (video hustler) +hustler: +0:84c0:f:00:00 +0:80a8:3:00:02 +0:8003:1:0a:0a + +;*********mcr68.c (pigskin 621ad) +pigskin: +0:142a17:157:05:03 + +;*********taito_l.c (cuby bop) +cubybop: +0:8462:28:05:04 + +;*********metro.c (bang bang ball (v1.05)) +bangball: +0:f04b24:9a:46:03 + +;*********m92.c (gunforce - battle fire engulfed terror island (world)) +gunforce: +0:e6633:40:44:20 + +;********taito_f2.c (pulirula (world)) +pulirula: +0:30d586:f9:00:42 + +;*******dec0.c (robocop (world revision 4)) +robocop: +0:ff8ed8:a0:4d:00 +0:ffb522:4:00:00 +0:ffb523:1:05:05 + +;********8080bw.c (space stranger & space stranger 2) +sstrangr: +sstrngr2: +0:20f4:2:00:00 + +;********sega.c (zektor (revision b)) +zektor: +0:c924:39:90:10 +0:cfd2:f:0c:02 + +;********cclimber.c (river patrol (bootleg)) +rpatrolb: +0:919b:4:11:18 +0:91ba:6:00:00 +0:921b:4:11:18 +0:923a:6:00:00 +0:929b:4:11:18 +0:92ba:6:00:00 + +;*******decocass.c (cassette: astro fantasia) +castfant: +0:0b:3:00:00 +0:08:1:3f:3f + +;********vsnes.c (battle city) +btlecity: +0:3e:6:00:00 +0:3f:1:02:02 + +;********system16.c (wonder boy 3 (bootleg)) +wb3bl: +wb3bbl: +0:ffc8b8:28:4c:00 +0:ffc8de:1:30:30 + +;*******cave.c (pretty soldier sailer moon) +sailormn: +0:10944f:47:02:05 + +;*******cave.c (mazinger z) +mazinger: +0:100022:43:00:4e + +;******pacman.c (ms pacman (bootleg) +mspacmab: +00:4E88:04:00:00 +00:43ED:06:40:40 +00:43D1:01:48:48 + +;*************************************************************** +;* latest :highscore_v7.7 additions below - by leezer* +;*************************************************************** +;********fukki16.c (gyakuten!! puzzle bancho (japan) +pbancho: +0:402e1f:3b:01:04 +0:400ad3:3:01:a0 +0:400b41:3:05:32 + +;*********warlord.c (warlord) +warlords: +0:f3:9:4d:61 +0:126:2:75:75 +0:12d:2:13:26 +0:13a:2:00:00 + +;********travusa.c (fix) +travrusa: +motorace: +0:e07c:4b:00:15 +0:e008:3:00:03 + +;********pacman.c (ponpoko) +ponpoko: +0:4c40:3:00:00 +0:4e5a:13:00:00 +0:406c:6:0f:00 +0:4c53:1:02:02 + +;********taito_f3.c (gekirindan (japan)) +gekirido: +0:408e72:7a:00:01 +0:408e4c:4:00:00 + +;********starfire.c (star fire) +starfire: +0:82ba:a5:00:00 + +;********cinemat.c (war of the worlds) +wotw: +0:1f0:4:00:00 +0:12b:5:1e:1e + +;********vsnes.c (vs. wrecking crew) +wrecking: +0:a1:3:00:00 +0:6000:1e:06:16 + +;********unico16.c (zero point) +zeropnt: +0:ef1eb4:24:00:10 +0:ef1f58:23:55:53 + +;********gijoe.c (gi joe (world)) +gijoe: +0:18f900:f8:41:01 + +;********undrfire.c (under fire (world)) +undrfire: +0:20dfaf:75:08:53 + +;********decocass.c (cassette: pro tennis & world tennis) +cptennis: +wtennis: +0:db:3:00:00 +0:b2:1:da:da + +;*******munchmo.c (joyful road / munch mobile) +joyfulr: +mnchmobl: +0:813a:3:00:00 +0:8313:6b:30:4b +0:813b:1:10:10 + +;*******metro.c (dharma doujou) +dharma: +0:40e302:4b:00:5a + +;*************************************************************** +;* latest :highscore_v7.6 additions below - by leezer* +;*************************************************************** +;*******shangha3.c (shanghai iii (japan)) +;** you must let the highscore display in attract mode before starting a game ** +shangha3: +0:307be2:78:00:1d + +;********shanghai.c (shanghai ii (japan)) +shangha2: +0:180b:be:90:01 + +;********shanghai.c (shanghai (japan)) +shanghai: +0:201b:b4:90:1e + +;*********taito_l.c (cachat (japan)) +cachat: +0:8d0d:4c:4b:00 +0:8d57:1:10:10 + +;*********dec0.c (boulder dash/boulder dash part 2 (world)) +; ** top score updates at start of first game ** +bouldash: +0:306d4d:44:00:52 +0:306aa1:3:00:00 + +;*********gaelco.c (biomechanical toy (unprotected)) +;** you must let the highscore display in attract mode before starting a game ** +biomtoy: +0:ff0794:17:06:2e + +;*********marvins.c (marvins maze) +marvins: +0:c290:46:00:4b +0:c28b:4:00:00 +0:c28c:1:01:01 + +;*********outrun.c (super hang-on (bootleg)) +shangonb: +shangupb: +0:20d400:1b2:01:00 +0:20d5ad:1:20:20 +0:20d678:70:99:99 + +;*********splash.c (splash!) +splash: +0:ffca10:50:00:00 +0:ffca5e:1:27:27 + +;*********mcr3.c (turbo) +;** highscore updates after first game ** +turbo: +turboa: +turbob: +0:e400:1e:94:94 +0:f310:1e:00:00 +0:f292:d:0f:f0 + +;********cps2.c (alien vs. predator (euro940520)) +avsp: +0:ffeac0:31d:01:01 +0:ffedda:1:44:44 + +;********cps2.c (super street fighters 2: the new challengers (us 930911)) +ssf2: +ssf2u: +0:ffd5a2:30:00:20 +0:ffd61a:4:00:00 + +;********namcos2.c (dragon saber) +dsaber: +0:108080:8c:ce:60 +0:10819e:40:00:00 +0:1081d9:1:70:70 + +;********shangkid.c (chinese hero) +chinhero: +0:e132:46:00:17 +0:e128:4:00:00 +0:e12a:1:03:03 + +;********higemaru (pirate ship higemaru) +higemaru: +0:ee00:82:00:4f +0:ee97:3:00:00 +0:d04e:7:20:30 + +;********cabal.c (us set 1 & 2 ) +cabalbl: +cabal: +cabal2: +0:42167:63:44:00 + +;********baraduke.c (baraduke) +baraduke: +0:280:49:00:20 +0:74:3:00:65 + +;********seta.c (extreme downhill v1.5) +extdwnhl: +0:20286c:2c4:4d:40 + +;********spacefb.c (space firebird (nintendo & gremlin & bootleg)) +;** hiscore & top score don`t update until you lose your first life, pretty ** +;** lame way for doing a hiscore - but who am i to complain!! ;0) ** +spacefb: +spacefbb: +0:c0a0:1e:00:00 +0:c0e0:3:00:00 +0:c7c0:1:10:10 + +spacefbg: +0:c0a0:1e:00:80 +0:c0e0:3:00:30 +0:c3c0:1e:11:10 + +;*******atarisys1.c (indiana jones and the temple of doom (set 1&4)) +indytemp: +indytem4: +0:401e56:32:01:16 +0:400fbe:32:01:16 + +;*******tunhunt.c (tunnel hunt) +tunhunt: +0:300:20:00:44 +0:b0:1:03:03 + +;*******mhavoc.c (major havoc (rev 3)) +mhavoc: +0:184:45:0b:00 +0:95:1:02:02 + +;*******segac2.c (zunzunkyou no yabou (japan)) +zunkyou: +0:fffa01:4f:00:01 + +;*************************************************************** +;* latest :highscore_v7.5 additions below - by leezer* +;*************************************************************** + +;********blmbycar.c (blomby car) +;** highscore only saves , other course highscores are not possible ** +;** as they don`t load in until you finish a course ** +blmbycar: +blmbycau: +0:fecdbc:117:4e:08 + +;********williams.c (mayday (set 1)) +mayday: +0:b260:3c:00:55 + +;********namconb1.c (nebulas ray (japan)) +nebulray: +0:22a769:8a:22:4c +0:23be6a:4:00:a0 + +;********metro.c (lady killer) +ladykill: +0:ffe20f:67:00:8c + +;********exzisus.c (exzisus (japan)) +exzisus: +0:f840:3c:00:4f +0:c9c6:1:20:20 +0:c9ca:1:20:20 +0:c9ce:1:05:05 +0:c9d2:1:02:02 +0:c9d6:1:02:02 +0:c9da:1:05:05 + +;********segasyse.c (transformer) +;** saves top 10 scores displayed in attract mode ** +transfrm: +0:f900:37:00:4b +0:c080:4:00:00 + +;*******namconb1.c (gun bullet (japan)) +gunbulet: +0:21ccd4:68:00:01 + +;*******est16.c (multi champ (korea)) +multchmp: +0:10a841:3f:10:40 + +;*******segasyse.c (hang-on jr.) +hangonjr: +0:d000:69:02:2c +0:c07d:3:02:00 + +;*******segasyse.c (riddle of the pyphagoras (japan)) +ridleofp: +0:e215:c8:00:4e + +;*******chinagat.c (china gate (us)) +chinagat: +0:c83:23:00:21 + +;********unico16.c (burglar x) +burglarx: +0:ff2524:5a:01:01 +0:ffce7c:4:01:00 + +;********asuka.c (bonze adventure (world)) +bonzeadv: +0:10d554:32:00:2a +0:10d52a:4:00:00 +0:10d52b:1:05:05 + +;********cps2.c (19xx (us 951207)) +19xx: +19xxa: +19xxh: +19xxjr1: +0:ff4dca:4:00:00 +0:ff0443:9f:14:70 + +;*******vsnes.c (hogans alley) +hogalley: +0:4a0:19:12:2f +0:4be:2:12:28 + +;*******scobra.c (calipso) +calipso: +0:81cb:3c:01:45 + +;********foodf.c (food fight) +foodf: +0:17ba8:2d:4a:45 +0:17f64:3c:00:2f +0:1860e:7:35:a5 + +;*******namcona1.c (emeraldia (japan)) +emeralda: +0:9c9e:10e:4b:01 + +;*******neogeo.c (pulstar) +pulstar: +0:100000:2c:00:58 + +;*******neogeo.c (pop `n bounce) +popbounc: +0:100004:648:00:01 + +;********metro.c (poitto!) +poitto: +0:40e31a:4e:00:41 +0:40e2ec:4:00:00 +0:40e2ed:1:02:02 + +;********ccastles.c (crystal castles (set 1)) +ccastles: +ccastle3: +0:474:5dd:00:55 +0:d2:1:03:03 + +;********cheekyms.c (cheeky mouse) +cheekyms: +0:3009:9:00:00 +0:3014:1:36:36 + +;********cinemat.c (solar quest) +solarq: +0:e0:50:08:00 +0:db:1:19:19 + +;********megasys1.c (soldam (japan)) +;** you must let the game display the highscore in attract mode before ** +;** starting a game - just like in star force ** +soldamj: +0:1f00ba:8:00:00 +0:1f3fbe:24a:00:81 + +;********gundealr.c (yam! yam!?) +yamyam: +0:eba8:3f:00:4d + +;*******metro.c (pang pomms) +pangpoms: +0:c0de63:77:10:01 + +;********taito_f3.c (puzzle bobble 4 (world)) +pbobble4: +0:40e85a:116:00:00 +0:40e8ba:1:41:41 + +;********fuuki16.c (go go! mile smile) +gogomile: +0:40660d:161:01:14 +0:4066CF:1:05:05 + +;********namcos1.c (marchen maze (japan)) +mmaze: +0:12c1:3:00:00 +0:1241:27:00:01 +0:1100:1:95:95 + +;*******argus.c (butasan (japan)) +butasan: +0:fab0:110:00:07 +0:fca0:5:00:00 +0:fca2:1:02:02 + +;******namcos1.c (puzzle club (japan prototype)) +puzlclub: +0:24fc:7c:0f:2e +0:263f:bf:0d:45 + +;*******neogeo.c (shock troopers) +shocktro: +0:10ef04:27:00:08 + +;*******toaplan2.c (teki paki) +tekipaki: +0:80013:3f:00:60 + +;*******dcon.c (d-con) +dcon: +0:83138:64:53:10 + +;*******gaiden.c (ninja gaiden (world)) +gaiden: +0:62e34:d0:2e:00 +0:62e47:1:09:09 + +;*******jack.c (brix / zzyzzyxx set 1&2) +brix: +zzyzzyxx: +zzyzzyx2: +0:5100:28:00:00 +0:5400:1e:9d:a3 +0:5126:1:50:50 + +;*******shootout.c (shoot out (us)) +shootout: +0:24a:4e:44:60 +0:53:3:05:00 +0:54:1:80:80 + +;*******pandoras.c (pandoras palace) +pandoras: +0:6100:2d:18:20 +0:60d0:4:00:50 + +;********taito_f2.c (ninja kids (world)) +ninjak: +0:102b80:48:00:20 + +;********taito_f2.c (growl (us)) +growl: +0:10e340:f7:01:43 + +;********pacman.c (dream shopper) +dremshpr: +0:4c00:f0:00:01 +0:4808:6:00:00 +0:4809:1:03:03 + +;********neogeo.c (nam-1975) +nam1975: +0:100040:4f:00:4b + +;********taito_f2.c (thunder fox (japan)) +thundfox: +0:303b2c:32:00:49 +0:303c56:4:00:00 +0:303b59:1:01:01 + +;********champbas.c (champion baseball (fix)) +champbas: +0:8c30:2f:40:00 +0:8c5c:1:05:05 + +;********cave.c (dangun feveron (japan)) +dfeveron: +0:103eb4:16d:02:07 + +;********cave.c (guwange (japan)) +guwange: +0:2024f0:140:00:10 +0:2024ac:4:00:00 + +;********namcos1.c (blazer (japan)) +blazer: +0:30ad:5f:00:20 +0:2888:8:00:00 +0:288b:1:03:03 + +;*******neogeo.c (aero fighters 3/sonic wings 3) +sonicwi3: +0:10000c:cf:4b:20 + +;********neogeo.c (aero fighters 2/sonic wings 2) +sonicwi2: +0:10000e:52:48:03 + +;*******dec0.c (midnight resistance (world & us)) +midres: +midresu: +0:1026ea:50:00:26 +0:102710:1:78:78 + +;********vsnes.c (the goonies) +goonies: +0:7f0:3:00:01 + +;********alpha68k.c (time soldiers (us rev 3)) +;** ignore first highscore screen, updates on next highscore show !! ** +timesold: +0:204101:bf:00:0c +0:40030:4:00:00 +0:4003c:1:02:02 +0:4003d:1:09:09 + +;********vsnes.c (clu clu land) +cluclu: +0:751:4f:1d:70 +0:19:3:05:20 + +;********aerofgt.c (turbo force) +turbofrc: +0:c221b:4e:04:54 + +;*******taito_f3.c (twin qix(us prototype) +twinqix: +0:406b6f:9b:00:54 + +;*************************************************************** +;* latest :highscore_v7.4 additions below - by leezer* +;*************************************************************** + +;********momoko.c (momoko 120%) +momoko: +0:ce01:9f:20:20 +0:c049:7:20:30 + +;*******bjtwin.c (vandyke (japan)) +vandyke: +0:f0101:ff:00:2e +0:f00d1:3:00:00 + +;*******yunsun16.c (magic bubble) +magicbub: +0:ff3c66:4e:00:20 + +;******zaxxon.c (ixion (prototype)) +ixion: +0:610d:1e:00:00 +0:61d2:1e:23:24 + +;*******seta.c (j.j. squawkers) +jjsquawk: +0:20561e:4f:00:61 + +;********taito_f3.c (elevator action returns (world)) +elvactr: +0:40ce3a:7c:00:01 +0:40ce3c:1:c3:c3 + +;********scregg.c (dommy) +dommy: +0:1a:3:00:05 + +tetrist: +0:8045ac:64:45:08 + +;********omegaf.c (omega fighter / omega fighter special) +;** only saves pasrt of highscore ?? - tables ok though !! ** +omegaf: +omegafs: +0:f880:7f:00:24 +0:f7d4:3:00:00 +0:f7d5:1:20:20 + +;*******taito_f3.c (darius gaiden - silver hawk / extra version ) +dariusg: +dariusgx: +0:406cd4:39:00:59 + +;*******taito_b.c (silent dragon (world)) +silentd: +0:403E03:65:01:20 + +;********megasys1.c (hachoo) +hachoo: +0:f0072:100:00:59 +0:f017e:4:00:00 +0:f0073:1:05:05 + +;*******snk68.c (street smart (us version 1)) / (us version 2) +streets1: +streetsm: +0:41470:a0:20:20 +0:43f7e:4:00:00 + +;*******namcos2.c (finest hour (japan)) +finehour: +0:106afe:64:00:5a +0:10002a:4:00:00 + +;*******gotya.c (got-ya (12/241981,prototype ?)) +gotya: +0:5021:3:00:01 + +;*******gameplan.c (killer comet) +killcom: +0:88:2:47:00 + +;*******twin16.c (devil world) +devilw: +2:60131:ef:00:10 +2:60049:3:00:30 + +;*******suna16.c (ultra balloon) +uballoon: +0:80048c:4f:00:45 + +;*******megasys1.c (takeda shingen (japan)) +tshingen: +tshingna: +0:f0f00:3a:00:4e + +;*******seta.c (strike gunner s.t.g.) +stg: +0:ffda3e:28:42:00 +0:ffda64:1:31:31 + +;******tigeroad.c (f-1 dream) +f1dream: +0:fff132:60:59:01 +0:fff2e9:5f:01:34 + +;******atarisy1.c (road runner) +roadrunn: +0:401e42:32:00:da + +;added galaxiaj (galaxian (namco set 2)) + +;*************************************************************** +;* latest :highscore_v7.3 additions below - by leezer* +;*************************************************************** + +;*******taito_b.c (ryu jin (japan)) +ryujin: +0:103e3c:63:54:01 +0:103f20:4:00:00 + +;*******xxmissio (xx mission) +xxmissio: +0:e018:4:00:00 +0:e084:61:20:20 +0:c1a0:1:30:30 +0:c1c0:1:30:30 +0:c1e0:1:30:30 +0:c200:1:30:30 +0:c220:1:33:33 +0:c240:1:01:01 +0:c260:1:01:01 + +;*******karnov.c (wonder planet (japan)) +wndrplnt: +0:60048:ac:00:01 +0:600dd:1:4d:4d + +;********metro.c (mouja (japan)) +mouja: +0:f00064:12c:00:37 + +;********shangkid.c (shanghai kid (japan)) +shangkid: +hiryuken: +0:e128:50:00:17 + +;********epos.c (super glob) +;** saves top highscore only (????) ** +suprglob: +0:7c20:3c:00:00 +0:7ca4:1:d8:d8 + +;********bjtwin (thunder dragon 2) +tdragon2: +0:1ff101:6b:18:00 + +;********suna8.c (rough rangers(v2.0 sharp image licence)) +rranger: +0:d220:4c:00:20 +0:c851:2:00:03 + +;********parodius.c (parodius da! (japan)) +parodius: +parodisj: +0:1f50:5e:00:00 +0:1f51:1:05:05 + +;********asterix.c (asterix (world ver.ead)) +asterix: +0:107800:50:00:01 + +;********neogeo.c (zed blade) +zedblade: +0:108f00:50:00:11 + +;********neogeo.c (cyber-lip) +cyberlip: +0:100000:50:00:20 + +;********dooyong.c (r-shark) +rshark: +0:340382:4e:4e:41 + +;*********taito_b.c (rambo 3 europe) +rambo3: +0:802600:50:01:2e + +;*******prehisle.c (prehistoric isle in 1930 (world)) +prehisle: +0:700a0:4e:00:00 +0:7003d:5:00:00 +0:700ec:1:01:01 + +;*******sbasketb.c (super basketball)(fix) +sbasketb: +0:2a26:194:ef:14 +0:20ac:3:00:00 +0:3521:1:10:10 +0:3501:1:10:10 +0:34e1:1:10:10 +0:34c1:1:10:10 +0:34a1:1:10:10 +0:3481:1:00:00 +0:3461:1:00:00 + +;*******asteroid.c (asteroids delux)(FIX) +astdelu1: +astdelux: +0:23:3e:00:00 +0:76:1:c1:c1 + +;********bjtwin.c (thunder dragon (bootleg)) +tdragonb: +0:b9100:c0:00:20 + +;*************************************************************** +;* latest :highscore_v7.2 additions below - by leezer* +;*************************************************************** + +;********chqflag.c (chequered flag) +chqflag: +0:1f08:dd:30:42 + +;********taito_f3.c (puzzle bobble 3 (world)) +pbobble3: +0:41eff0:99:00:04 + +;********sgladiat.c (gladiator 1984) +sgladiat: +0:d9b0:28:00:4b + +;********cave.c (hotdog storm) +hotdogst: +0:301100:54:00:14 + +;********bjtwin.c (bio-ship paladin) +bioship: +0:f0150:8:00:00 +0:f0169:a3:00:00 +0:f0207:1:4c:4c + +;********decocass.c (cassette: burger time) +cbtime: +0:33:24:00:12 + +;********decocass.c (cassette: boulder dash) +cbdash: +0:200:8c:01:13 +0:23:3:88:01 + +;*********tetrisp2.c (tetris plus 2(JAPAN)) +teplus2j: +tetrisp2: +0:10dfb7:b3:01:00 +0:10e065:1:01:01 +0:10b0f2:460:03:09 + +;*********cninja.c (robocop 2) +robocop2: +0:1b8300:27:4e:21 +0:1b8200:28:00:00 +0:1b8020:4:00:00 + +;*********neogeo.c (puzzle bobble2/bust a move again) +pbobbl2n: +0:10ee00:112:00:d4 +0:10fe8b:1:23:23 + +;********polepos.c (pole position 2) +polepos2: +poleps2b: +poleps2a: +poleps2c: +0:3000:7f2:d0:a2 + +;********polepos.c (pole position) +polepos: +polepos1: +poleposa: +0:3000:7f2:b0:95 + +;********shocking.c (shocking) +shocking: +0:ff0d19:63:41:64 + +;********marineb.c (battle cruiser m12) +bcruzm12: +0:858c:45:00:12 + +;********nemesis.c (twinbee) +twinbee: +0:1f580:58:00:0a +0:1eba0:4:00:00 + +;********skydiver.c (sky diver) +;** note highscore must be displaying new top score to save properly ** +;** so start a new game after a new highscore and kill man 3 times ** +;** untill new highscore is displayed. ** +skydiver: +0:af:3:00:00 + +;********magix.c (cannon ball) +cannball: +0:f800:80:00:2e + +;********cps2.c (vampire savior) +vsavj: +0:fff426:ad:00:02 + +;********cps2.c (street fighter alpha 2) +sfa2: +0:ffdf6a:ad:00:01 + +;********segar.c (astro blaster (version 2 & 3)) +astrob: +astrob2: +0:cb3f:100:00:000 + +;*************************************************************** +;* latest :highscore_v7.1 additions below - by leezer* +;*************************************************************** + +;*********senjyo.c (star force) +;** you must wait until highscore table has been displayed ** +;** before playing first game or saved data will NOT work ** +starforc: +starfore: +megaforc: +0:803a:6b:00:44 +0:8348:4:00:00 +0:9261:1:23:23 +0:9241:1:23:23 +0:9221:1:23:23 +0:9201:1:1d:1d +0:91e1:1:18:18 +0:91c1:1:21:21 +0:91a1:1:18:18 +0:9181:1:18:18 + +;********vsnes.c (platoon) +platoon: +0:700:e9:10:60 + +;********vsnes.c (super skykid) +vsskykid: +0:10:6:00:00 +0:26:6:00:3f + +;*******bosco.c (bosconian) +; ** highscore beaten at 20,000 every time ** +; ** no way around this ** +; ** highscore table ok though !! :0) ** +boscomd: +bosco: +0:8bc5:f:17:18 +0:8be4:10:00:00 +0:885c:4:00:00 +0:8060:8:00:02 + +;********gameplan.c (challenger) +challeng: +0:cc:f:00:1f + +;********m92.c (lethal thunder) +lethalth: +thndblst: +0:e0086:b7:00:08 + +;********taito_f3.c (arabian magic) +arabianm: +arabiamj: +arabiamu: +0:410ef8:30:00:01 + +;********vsnes.c (duck hunt) +duckhunt: +0:640:20:12:28 + +;********vsnes.c (dr mario) +drmario: +0:120:9b:00:15 + +;********vsnes.c (vs super mario bros) +suprmrio: +0:6675:8b:05:00 +0:7d7:6:00:00 + +;********leland.c (danger zone) +dangerz: +1:e908:12e:52:14 + +;********sega.c (eliminator) +elim2: +0:c924:14:00:00 +0:c99f:1e:0c:03 + +elim2a: +0:c924:14:25:05 +0:c99f:1e:0c:03 + +elim4: +0:cc4d:1e:0c:03 +0:c928:14:00:00 + +;********zodiak.c (dog fight) +dogfight: +0:587e:82:20:ff +0:b2df:1:24:24 +0:b2ff:1:24:24 +0:b31f:1:03:03 +0:b33f:1:05:05 +0:b35f:1:02:02 +0:b37f:1:00:00 +0:b39f:1:00:00 + +;*******playch10.c (playchoice 10 - balloon fight) +pc_bfght: +1:629:5:00:00 +1:d:5:00:00 + +;*******playch10.c (playchoice 10 - 1942) +pc_1942: +1:7bf:6:00:00 + +;*******arkanoid.c (tournament arkanoid) +arkatour: +0:ef7c:23:00:52 +0:c4df:3:00:00 +0:c4e0:1:50:50 + +;*******lwings.c (section z) +sectionz: +sctionza: +0:ce00:51:00:00 +0:ce97:3:00:00 +0:ce4f:1:08:08 + +;********tmnt.c (thunder cross 2) +thndrx2: +thndrx2a: +0:1002f0:50:00:40 + +;*********thunderx.c (thunder cross) +thunderx: +thnderxj: +0:4050:4:00:00 +0:4100:50:11:00 +0:414e:1:10:10 + +;*********alpha68k.c (sky soldiers) +skysoldr: +0:204100:c0:00:0c +0:40030:4:00:00 + +;*******cave.c (donpachi) +donpachi: +donpachj: +0:101782:4:00:00 +0:101846:5a:00:01 + +;********quantum.c (quantum) +;* signiture is screwed up (other scores ok) * +quantum: +quantum1: +quantump: +0:1b5aa:1254:00:54 + +;******playch10.c (play choice 10:super mario bros) +pc_smb: +1:7d7:7:00:00 + +;*******playch10.c (play choice 10:rc pro am) +pc_rcpam: +1:378:64:17:29 + +;********deniam.c (karian cross) +karianx: +0:ff069c:68:4b:30 + +;*********cclimber.c (swimmer) +swimmer: +swimmera: +0:84e0:2d:00:48 +0:8577:6:00:00 + +;******cvs.c (radar zone) +radarzon: +radarzn1: +radarznt: +0:1c08:35:00:00 + +;******cvs.c (heart attack) +heartatk: +0:3c00:27:01:1b + +;********cvs.c (logger) +logger: +0:3c09:30:00:00 + +;******cvs.c (dazzler) +;** udates highscore at end of 1st game ** +;** or after 2nd attract mode ** +dazzler: +0:3cea:20:00:1b + +;*******cvs.c (video 8 ball) +8ball: +8ball1: +8bpm: +0:3c0c:38:00:00 + +;*******bjtwin.c (strahl) +strahl: +0:f30d9:18f:55:88 +0:f0d8a:4:00:00 + +;*******suprloco.c (super locomotive) +;*******saves top 10 scores only +;*****can`t be bothered with lower scores !! +suprloco: +0:fd00:1e:02:00 +0:fca0:12:41:48 +0:fc2c:3:02:00 + +;*********** latest unofficial additions above this line ************** +;******************************************************************* +;********* official hiscore.dat v7.0 starts here ******************* + +;********1942.c +1942: +1942a: +1942b: +0:e800:190:00:00 +0:e9c0:1:1e:1e +0:e040:8:00:00 +0:e028:1:01:01 + +;********1943.c +1943: +0:e600:60:00:00 +0:e110:8:00:00 +0:d1be:1:24:24 +0:d1de:1:24:24 +0:d1fe:1:02:02 +0:d21e:1:00:00 +0:d23e:1:00:00 +0:d25e:1:00:00 +0:d27e:1:00:00 + +1943kai: +1943j: +0:e600:60:00:00 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+0:EE47:03:00:00 + +vulgus2: +vulgusj: +0:EE00:41:00:2E +0:EE47:03:00:00 + +;********wardner.c +wardner: +wardnerj: +pyros: +0:7119:5a:00:01 +0:7116:3:00:00 + +;********warpwarp.c +warpwarp: +0:831d:3:00:00 + +;********wc90.c +wc90: +wc90b: +0:800f:1e:00:00 + +;********wecleman.c +hotchase: +0:610b0:50:00:0d +0:60034:4:00:00 + +;********wiping.c +wiping: +0:906f:82:03:54 + +rugrats: +0:906f:82:10:54 + +;********wiz.c +scion: +0:c070:50:00:1e +0:d062:7:10:00 + +stinger: +0:c031:1e:00:00 +0:c079:6:00:00 +0:c200:13:1d:23 + +wiz: +wizt: +0:c01e:32:00:43 + +;********xexex.c +xexex: ;*missing 1st digit? +0:85001:60:00:59 +0:80057:3:00:30 + +;********xmen.c +xmen: +xmen2pj: +xmen6pu: +xmen6p: +0:113301:167:0b:10 + +;********xybots.c +xybots: +0:ffac22:ca:00:a4 + +;********yard.c +yard: +vsyard: +vsyard2: +0:e600:8a:00:4a +0:e008:3:00:03 + +;********yiear.c +yiear: +0:5520:8c:00:10 +0:521c:3:00:40 + +yiear2: +0:5520:8c:00:10 +0:521c:3:00:70 + +;********xaccaria.c +jackrabt: +jackrab2: +jackrabs: +0:73ba:48:0a:00 +0:727d:3:00:00 +0:605e:1:00:00 +0:607e:1:00:00 +0:609e:1:ff:ff +0:60be:1:ff:ff +0:60de:1:ff:ff +0:60fe:1:ff:ff + +;********zaxxon.c +zaxxon: +zaxxon2: +zaxxonb: +szaxxon: +0:6100:7e:90:81 +0:6038:3:00:00 + +futspy: +0:6419:3c:00:41 + +razmataz: +0:66a4:1e:00:00 +0:6739:3c:25:3e + +;Spiders and clones (by GeoMan) +spiders: +spiders2: +0:1c13:3:0:0 +0:1e42:f:0:0 + +;********zerozone.c +zerozone: +0:c17cd:77:53:00 +0:c23da:6:00:00 + +zodiack: +0:5857:37:00:24 +0:b2df:1:00:00 +0:b2ff:1:00:00 +0:b31f:1:01:01 +0:b33f:1:02:02 +0:b35f:1:08:08 +0:b37f:1:00:00 +0:b39f:1:00:00 \ No newline at end of file diff --git a/bios/Other/arcadeduck/resources/arcadedb.yaml b/bios/Other/arcadeduck/resources/arcadedb.yaml new file mode 100644 index 00000000..d191521c --- /dev/null +++ b/bios/Other/arcadeduck/resources/arcadedb.yaml @@ -0,0 +1,22638 @@ +# ArcadeDuck universal arcade database. +# Game archives are always complete non-merged sets. Parent relationships are metadata only. +# The title field keeps the canonical game/edition name; region, board revision, and set notes use dedicated fields. +schemaVersion: 1 + +systems: + konami_gv: + name: "Konami GV" + manufacturer: "Konami" + hardwareFamily: "sony_psx_arcade" + machineHandler: "konami_gv" + biosProfile: "konami_gv" + releaseYear: 1995 + maxPlayers: 4 + supportsLightgun: true + supportsTrackball: true + supportsSpecialControls: true + supportsNetwork: false + properties: + mainCPU: "CXD8530BQ" + systemRAM: "0x200000" + storageController: "NCR53CF96" + storageBus: "SCSI" + + konami_gq: + name: "Konami GQ" + manufacturer: "Konami" + hardwareFamily: "sony_psx_arcade" + machineHandler: "konami_gq" + biosProfile: "konami_gq" + releaseYear: 1995 + maxPlayers: 3 + supportsLightgun: true + supportsTrackball: false + supportsSpecialControls: false + supportsNetwork: false + properties: + mainCPU: "CXD8530BQ" + systemRAM: "0x400000" + gpu: "CXD8538Q" + videoRAM: "0x200000" + storageController: "NCR53CF96" + storageBus: "SCSI" + soundCPU: "M68000" + soundDSP: "TMS57002" + soundPCM: "2x K054539" + + # BEGIN ARCADEDUCK UNIVERSAL SYSTEM CATALOG 20260803 + # Titles are not stored here; game title qualifiers belong in game metadata fields. + namco_system11: + name: "Namco System 11" + manufacturer: "Namco" + hardwareFamily: "sony_psx_arcade" + machineHandler: "namco_system11" + biosProfile: "namcoc76" + releaseYear: 1994 + maxPlayers: 4 + supportsLightgun: true + supportsTrackball: true + supportsSpecialControls: true + supportsNetwork: true + properties: + mainCPU: "CXD8530AQ/CQ-compatible R3000A" + systemRAM: "0x400000" + soundCPU: "Namco C76 / M37702" + sound: "Namco C352" + archivePolicy: "complete_non_merged" + bios: + archive: "namcoc76.zip" + romRegions: + - { id: "c76", size: 0x4000, width: 8, endianness: "native" } + roms: + - { role: "c76_internal", region: "c76", name: "c76.bin", size: 0x4000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x399faac7", sha1: "ceb184ef0486caf715dd997101999785f67a40b8", groupSize: 1, skip: 0 } + + namco_system12: + name: "Namco System 12" + manufacturer: "Namco" + hardwareFamily: "sony_psx_arcade" + machineHandler: "namco_system12" + biosProfile: "" + releaseYear: 1997 + maxPlayers: 2 + supportsLightgun: true + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: true + properties: + mainCPU: "CXD8661R-compatible R3000A" + systemRAM: "0x200000" + soundCPU: "Namco C76 / H8 variants" + sound: "Namco C352" + archivePolicy: "complete_non_merged" + + capcom_zn1: + name: "Capcom ZN-1" + manufacturer: "Capcom" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "capcom_zn1" + biosProfile: "coh1000c" + releaseYear: 1995 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1000C" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1000c.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + capcom_zn2: + name: "Capcom ZN-2" + manufacturer: "Capcom" + hardwareFamily: "sony_zn2_arcade" + machineHandler: "capcom_zn2" + biosProfile: "coh3002c" + releaseYear: 1997 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-3002C" + archivePolicy: "complete_non_merged" + bios: + archive: "coh3002c.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + taito_fx1: + name: "Taito FX-1" + manufacturer: "Taito" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "taito_fx1" + biosProfile: "coh1000t" + releaseYear: 1995 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1000T / COH-1002T" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1000t.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "audiocpu", size: 0x80000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + acclaim_zn1: + name: "Acclaim ZN-1" + manufacturer: "Acclaim" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "acclaim_zn1" + biosProfile: "coh1000a" + releaseYear: 1995 + maxPlayers: 4 + supportsLightgun: true + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1000A" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1000a.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-15.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d8d0764", sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "ac01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc425eaf5", sha1: "decf77ab50f7f58c641c3214a11647924f3a8998", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + time_warner_zn1: + name: "Time Warner ZN-1" + manufacturer: "Atari / Time Warner" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "time_warner_zn1" + biosProfile: "coh1000w" + releaseYear: 1995 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1000W" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1000w.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "roms", size: 0x200000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x45e8a4b4", sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tw01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1cac067e", sha1: "8e87941bfb374172628c8a37647e3a66b7166aa8", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + atlus_zn1: + name: "Atlus ZN-1" + manufacturer: "Atlus" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "atlus_zn1" + biosProfile: "coh1001l" + releaseYear: 1995 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1001L" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1001l.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-17.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6721146b", sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "at01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x181668b3", sha1: "8d2fe1facb4473cc20b4b477aaf881f9280939cf", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + video_system_zn1: + name: "Video System ZN-1" + manufacturer: "Video System" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "video_system_zn1" + biosProfile: "coh1002v" + releaseYear: 1996 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1002V" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1002v.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "fixedroms", size: 0x280000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "coh-1002v.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ff165f3", sha1: "8f59314c1093446b9bcb06d232244da6df78e206", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "kn01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1ce271df", sha1: "b01479dc75a4a8a86bee7ac7cd10af2bda332544", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + eighting_raizing_zn1: + name: "Eighting / Raizing ZN-1" + manufacturer: "Eighting / Raizing" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "eighting_raizing_zn1" + biosProfile: "coh1002e" + releaseYear: 1996 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + sonyBoard: "COH-1002E" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1002e.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "audiocpu", size: 0x80000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + tecmo_tps: + name: "Tecmo TPS System" + manufacturer: "Tecmo" + hardwareFamily: "sony_zn1_arcade" + machineHandler: "tecmo_tps" + biosProfile: "coh1002m" + releaseYear: 1997 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: true + properties: + sonyBoard: "COH-1002M" + archivePolicy: "complete_non_merged" + bios: + archive: "coh1002m.zip" + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x4800000, width: 32, endianness: "little", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + + namco_system10: + name: "Namco System 10" + manufacturer: "Namco" + hardwareFamily: "sony_psx_arcade" + machineHandler: "namco_system10" + biosProfile: "" + releaseYear: 2000 + maxPlayers: 4 + supportsLightgun: true + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + mainCPU: "CXD8606BQ-compatible R3000A" + systemRAM: "0x200000" + storage: "MEM PCB mask ROM, NAND, flash, and optional ATAPI CD-ROM" + protection: "KEYCUS / MEM-board specific" + archivePolicy: "complete_non_merged" + + konami_system573: + name: "Konami System 573" + manufacturer: "Konami" + hardwareFamily: "sony_psx_arcade" + machineHandler: "konami_system573" + biosProfile: "sys573" + releaseYear: 1997 + maxPlayers: 4 + supportsLightgun: true + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: true + properties: + mainCPU: "CXD8530CQ" + systemRAM: "0x400000" + storage: "ATAPI CD-ROM, onboard 29F016 flash, PCMCIA flash" + security: "install/game security cassettes" + expansionIO: "analog, digital audio/I/O, karaoke, network, and GunMania boards" + archivePolicy: "complete_non_merged" + bios: + archive: "sys573.zip" + roms: + - { name: "700a01.22g", size: 0x80000, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", variant: "std" } + - { name: "700a01,gchgchmp.22g", size: 0x80000, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", variant: "gchgchmp" } + - { name: "700b01.22g", size: 0x80000, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", variant: "dsem2" } + - { name: "h8a01.bin", size: 0x40, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", variant: "std" } + - { name: "h8b01.bin", size: 0x40, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", variant: "dsem2" } + undumpedRoms: + - { name: "hd6473644h.18e", size: 0x8000, role: "mcu" } + + konami_twinkle: + name: "Konami Twinkle" + manufacturer: "Konami" + hardwareFamily: "sony_psx_arcade" + machineHandler: "konami_twinkle" + biosProfile: "gq863" + releaseYear: 1999 + maxPlayers: 2 + supportsLightgun: false + supportsTrackball: false + supportsSpecialControls: true + supportsNetwork: false + properties: + mainCPU: "CXD8530CQ" + systemRAM: "0x400000" + storage: "SCSI program CD, video CD, and IDE hard disk" + security: "per-release security EEPROM/dongle image" + cabinet: "beatmania IIDX Twinkle" + archivePolicy: "complete_non_merged" + bios: + archive: "gq863.zip" + roms: + - { name: "863a03.7b", size: 0x80000, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71", role: "maincpu" } + - { name: "863a05.2x", size: 0x80000, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1", role: "audiocpu", wordSwap: true } + # END ARCADEDUCK UNIVERSAL SYSTEM CATALOG 20260803 + +controlLayouts: + driving_generic: + displayName: "Generic Driving / Racing" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Steering" + displayName: "Steering" + kind: "axis" + - key: "Accelerator" + displayName: "Accelerator" + kind: "axis" + - key: "Brake" + displayName: "Brake" + kind: "axis" + - key: "Clutch" + displayName: "Clutch" + kind: "axis" + - key: "GearUp" + displayName: "Gear Up" + kind: "button" + - key: "GearDown" + displayName: "Gear Down" + kind: "button" + - key: "Handbrake" + displayName: "Handbrake" + kind: "button" + - key: "View" + displayName: "View Change" + kind: "button" + - key: "Horn" + displayName: "Horn" + kind: "button" + + cryptklr: + displayName: "Crypt Killer" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "Trigger" + displayName: "Trigger — Trigger / Fire" + kind: "button" + - key: "Reload" + displayName: "Reload / Secondary — Reload" + kind: "button" + - key: "GunX" + displayName: "Gun X — Aim" + kind: "axis" + - key: "GunY" + displayName: "Gun Y — Aim" + kind: "axis" + + fambowl: + displayName: "Family Bowl" + controllerType: "trackball" + joystickMode: "none" + bindings: + - key: "Left" + displayName: "Left — Control panel left" + kind: "button" + - key: "Button1" + displayName: "Select — Control panel select" + kind: "button" + - key: "Right" + displayName: "Right — Control panel right" + kind: "button" + - key: "TrackballX" + displayName: "Bowling Ball X — Throw direction / trajectory" + kind: "axis" + - key: "TrackballY" + displayName: "Bowling Ball Y — Throw speed / forward motion" + kind: "axis" + + simpbowl: + displayName: "The Simpsons Bowling" + controllerType: "trackball" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Action / Select / Confirm / Lock setting / Start approach" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Action / Select / Confirm / Lock setting / Start approach" + kind: "button" + - key: "TrackballX" + displayName: "Trackball X — Menu selection; character position; curve; bowling roll/power/accuracy" + kind: "axis" + - key: "TrackballY" + displayName: "Trackball Y — Menu selection; character position; curve; bowling roll/power/accuracy" + kind: "axis" + + btchamp: + displayName: "Beat the Champ" + controllerType: "trackball" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Action / Select" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Action / Select" + kind: "button" + - key: "TrackballX" + displayName: "Trackball X — Sport/event control" + kind: "axis" + - key: "TrackballY" + displayName: "Trackball Y — Sport/event control" + kind: "axis" + + kdeadeye: + displayName: "Dead Eye" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "Trigger" + displayName: "Trigger — Trigger / Fire" + kind: "button" + - key: "GunX" + displayName: "Gun X — Aim" + kind: "axis" + - key: "GunY" + displayName: "Gun Y — Aim" + kind: "axis" + - key: "Reload" + displayName: "Reload / Secondary — Off-screen reload behavior" + kind: "button" + + tokimeki: + displayName: "Tokimeki" + controllerType: "tokimeki" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Action / Select" + kind: "button" + - key: "GSRIncrease" + displayName: "Increase Excitement" + kind: "button" + - key: "GSRDecrease" + displayName: "Decrease Excitement" + kind: "button" + + gv027: + displayName: "Crazy Cross / Puzzle-Dama" + controllerType: "arcade" + joystickMode: "four_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Rotate Right / Clockwise" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Rotate Left / Counterclockwise" + kind: "button" + + hyperath: + displayName: "Hyper Athlete" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Run / build speed" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Event action — jump, throw, release, dive or turn" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Run / build speed" + kind: "button" + + powyak96: + displayName: "Jikkyou Powerful Pro Yakyuu '96" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Swing; advance selected runner; pitch; throw to selected base; confirm" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Cancel bunt stance; steal/pickoff modifier; return selected runner; base/tag action" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Bunt; speed up runners; relay throw; call timeout" + kind: "button" + + weddingr: + displayName: "Wedding Rhapsody" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Answer 1 / Pan Left" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Answer 2 / Pan Right" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Answer 3 / Zoom In" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Answer 4 / Zoom Out" + kind: "button" + + nagano: + displayName: "Nagano Olympics" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Primary event action / speed input" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Secondary event action / alternate speed input" + kind: "button" + + bam2: + displayName: "Bust a Move 2 - Dance Tengoku Mix" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Rhythm" + kind: "button" + - key: "Button2" + displayName: "Pedal" + kind: "button" + - key: "SelectUp" + displayName: "Up Select" + kind: "button" + - key: "SelectDown" + displayName: "Down Select" + kind: "button" + - key: "Coin" + displayName: "Coin" + kind: "button" + - key: "Start" + displayName: "Start / Jammar" + kind: "button" + - key: "Enter" + displayName: "Enter" + kind: "button" + - key: "Select" + displayName: "Service 2" + kind: "button" + + jdredd: + displayName: "Judge Dredd" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "Trigger" + displayName: "Trigger - Fire" + kind: "button" + - key: "Button2" + displayName: "Button 2 - Secondary Weapon" + kind: "button" + - key: "Reload" + displayName: "Reload - Off-screen Reload" + kind: "button" + - key: "GunX" + displayName: "Gun X - Aim" + kind: "axis" + - key: "GunY" + displayName: "Gun Y - Aim" + kind: "axis" + nbajamex: + displayName: "NBA Jam Extreme" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Shoot / Block" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Pass / Steal" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Turbo" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Extreme" + kind: "button" + + hvnsgate: + displayName: "Heaven's Gate" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Guard" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Kick" + kind: "button" + + glpracr: + displayName: "Gallop Racer 1 / 2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Whip" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Change View" + kind: "button" + + glpracr3: + displayName: "Gallop Racer 3" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Whip" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Change radar lock-on target" + kind: "button" + + sfex: + displayName: "Capcom / Arika 6-Button Fighter" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Light Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Medium Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Heavy Punch" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Light Kick" + kind: "button" + - key: "Button5" + displayName: "Button 5 — Medium Kick" + kind: "button" + - key: "Button6" + displayName: "Button 6 — Heavy Kick" + kind: "button" + + starglad: + displayName: "Star Gladiator" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Vertical Slash" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Horizontal Slash" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Guard" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Kick" + kind: "button" + + ts2: + displayName: "Battle Arena Toshinden 2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 - Escape In" + kind: "button" + - key: "Button2" + displayName: "Button 2 - Light Weapon" + kind: "button" + - key: "Button3" + displayName: "Button 3 - Heavy Weapon" + kind: "button" + - key: "Button4" + displayName: "Button 4 - Escape Out" + kind: "button" + - key: "Button5" + displayName: "Button 5 - Light Kick" + kind: "button" + - key: "Button6" + displayName: "Button 6 - Heavy Kick" + kind: "button" + + plsmaswd: + displayName: "Plasma Sword / Star Gladiator 2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Vertical Slash" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Horizontal Slash" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Kick" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Move / Sidestep" + kind: "button" + + rvschool: + displayName: "Rival Schools / Justice Gakuen" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Light Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Heavy Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Light Kick" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Heavy Kick" + kind: "button" + + strider2: + displayName: "Strider 2 / Strider Hiryu 2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Attack" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Jump" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Boost" + kind: "button" + + techromn: + displayName: "Tech Romancer / Kikaioh" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Primary / close-range attack" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Secondary / ranged attack" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Guard" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Jump" + kind: "button" + + tgmj: + displayName: "Tetris: The Grand Master" + controllerType: "arcade" + joystickMode: "four_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Rotate Counterclockwise" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Rotate Clockwise" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Rotate Counterclockwise" + kind: "button" + + beastrzr: + displayName: "Beastorizer / Bloody Roar" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Kick" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Beast / Transform" + kind: "button" + + bldyror2: + displayName: "Bloody Roar 2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Kick" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Beast / Transform" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Guard" + kind: "button" + + darkhleg: + displayName: "Dark Horse Legend" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1" + kind: "button" + - key: "Button2" + displayName: "Button 2" + kind: "button" + - key: "Button3" + displayName: "Button 3" + kind: "button" + - key: "Button4" + displayName: "Button 4" + kind: "button" + - key: "Button5" + displayName: "Button 5" + kind: "button" + - key: "Button6" + displayName: "Button 6" + kind: "button" + + pnchmn: + displayName: "Fighting Mania / Punch Mania" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Top Left — Punch the illuminated top left pad at the correct time" + kind: "button" + - key: "Button2" + displayName: "Top Right — Punch the illuminated top right pad at the correct time" + kind: "button" + - key: "Button3" + displayName: "Middle Left — Punch the illuminated middle left pad at the correct time" + kind: "button" + - key: "Button4" + displayName: "Middle Right — Punch the illuminated middle right pad at the correct time" + kind: "button" + - key: "Button5" + displayName: "Bottom Left — Punch the illuminated bottom left pad at the correct time" + kind: "button" + - key: "Button6" + displayName: "Bottom Right — Punch the illuminated bottom right pad at the correct time" + kind: "button" + - key: "SelectLeft" + displayName: "Select Left" + kind: "button" + - key: "SelectRight" + displayName: "Select Right" + kind: "button" + + hndlchmp: + displayName: "Steering Champ / Handle Champ" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Accelerator" + displayName: "Accelerator — Accelerate or perform the current mini-game's pedal action" + kind: "axis" + - key: "Steering" + displayName: "Steering — Steer or perform the current mini-game's wheel action" + kind: "axis" + + hyperbbc: + displayName: "Hyper Bishi Bashi Series" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Red Button" + kind: "button" + - key: "Button2" + displayName: "Green Button" + kind: "button" + - key: "Button3" + displayName: "Blue Button" + kind: "button" + + konam80: + displayName: "Konami 80's Arcade Gallery / AC Special" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1" + kind: "button" + - key: "Button2" + displayName: "Button 2" + kind: "button" + - key: "Button3" + displayName: "Button 3" + kind: "button" + - key: "Button4" + displayName: "Button 4" + kind: "button" + - key: "Button5" + displayName: "Button 5" + kind: "button" + - key: "Button6" + displayName: "Button 6" + kind: "button" + + powyakex: + displayName: "Jikkyou Pawafuru Puro Yakyu EX" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Primary baseball action" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Secondary baseball action" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Third baseball action" + kind: "button" + + danceyes: + displayName: "Dancing Eyes" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Draw/close a line to cut and erase enclosed panels; confirm selections" + kind: "button" + + dunkmnia: + displayName: "Dunk Mania" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Shift / change controlled player" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Shoot / dunk on offense; block on defense" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Pass on offense; steal on defense" + kind: "button" + + myangel3: + displayName: "Kosodate Quiz My Angel 3" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Answer 1" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Answer 2" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Answer 3" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Answer 4" + kind: "button" + + pocketrc: + displayName: "Pocket Racer" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Accelerator" + displayName: "Accelerator — Accelerate" + kind: "axis" + - key: "View" + displayName: "View — Toggle View" + kind: "button" + - key: "Steering" + displayName: "Steering — Steer the pocket-size racing car" + kind: "axis" + + primglex: + displayName: "J-League Soccer Prime Goal EX" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Kick / action / confirm" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Unverified additional arcade input" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Unverified additional arcade input" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Unverified additional arcade input" + kind: "button" + + pointblank2: + displayName: "Point Blank 2 / Gunbarl" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "Trigger" + displayName: "Trigger — Trigger / Fire" + kind: "button" + - key: "GunX" + displayName: "Gun X — Aim" + kind: "axis" + - key: "GunY" + displayName: "Gun Y — Aim" + kind: "axis" + + souledge: + displayName: "Soul Edge / Soul Calibur" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Horizontal Attack" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Vertical Attack" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Kick" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Guard" + kind: "button" + + starswep: + displayName: "Star Sweep" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Rotate block" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Drop the block" + kind: "button" + + tekken: + displayName: "Tekken Series" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Left Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Right Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Left Kick" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Right Kick" + kind: "button" + + xevi3dg: + displayName: "Xevious 3D/G" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Anti-air Attack" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Anti-ground Attack / Bomb" + kind: "button" + + aplarail: + displayName: "Attack Pla Rail" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Left" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Right" + kind: "button" + - key: "Accelerator" + displayName: "Speed Lever — Control train speed" + kind: "axis" + - key: "Start" + displayName: "Start / OK / Horn — Confirm / sound horn" + kind: "button" + + aquarush: + displayName: "Aqua Rush" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Raise/extend the left bubble column" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Raise/extend the center bubble column" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Raise/extend the right bubble column" + kind: "button" + + ehrgeiz: + displayName: "Ehrgeiz" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Guard" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Low Attack" + kind: "button" + - key: "Button3" + displayName: "Button 3 — High Attack" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Special Attack" + kind: "button" + + ghlpanic: + displayName: "Ghoul Panic / Oh! Bakyuuun" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "Trigger" + displayName: "Trigger — Trigger / Fire" + kind: "button" + - key: "GunX" + displayName: "Gun X — Aim" + kind: "axis" + - key: "GunY" + displayName: "Gun Y — Aim" + kind: "axis" + + golgo13: + displayName: "Golgo 13" + controllerType: "lightgun" + joystickMode: "none" + bindings: + - key: "SelectDown" + displayName: "Select Down — Move menu selection down" + kind: "button" + - key: "Enter" + displayName: "Enter / Confirm — Confirm" + kind: "button" + - key: "GunX" + displayName: "Gun X — Aim through the rifle scope" + kind: "axis" + - key: "GunY" + displayName: "Gun Y — Aim through the rifle scope" + kind: "axis" + - key: "Sensor" + displayName: "Sensor — Cabinet/rifle sensor input" + kind: "button" + - key: "Trigger" + displayName: "Trigger — Fire" + kind: "button" + - key: "SelectUp" + displayName: "Select Up — Move menu selection up" + kind: "button" + + kartduel: + displayName: "Kart Duel" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Brake" + displayName: "Brake — Brake" + kind: "axis" + - key: "SelectDown" + displayName: "Select Down — Move menu selection down" + kind: "button" + - key: "Enter" + displayName: "Enter / Confirm — Confirm" + kind: "button" + - key: "Accelerator" + displayName: "Accelerator — Accelerate" + kind: "axis" + - key: "Steering" + displayName: "Steering — Steer" + kind: "axis" + - key: "SelectUp" + displayName: "Select Up — Move menu selection up" + kind: "button" + + lbgrande: + displayName: "Libero Grande" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Pass" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Shoot / cross / clearance" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Footwork / ball control" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Offensive strategy" + kind: "button" + - key: "Button5" + displayName: "Button 5 — Defensive strategy" + kind: "button" + - key: "Button6" + displayName: "Button 6 — Unverified / possibly unused" + kind: "button" + + mdhorse: + displayName: "Derby Quiz My Dream Horse / Kaiun Quiz" + controllerType: "arcade" + joystickMode: "none" + bindings: + - key: "Button1" + displayName: "Button 1 — Answer 1" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Answer 2" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Answer 3" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Answer 4" + kind: "button" + + mrdrillr: + displayName: "Mr. Driller" + controllerType: "arcade" + joystickMode: "four_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Drill / break the adjacent block" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Duplicate of B1 / not a separate action" + kind: "button" + + sws: + displayName: "Super World Stadium '98-'2001" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Pitch / swing / throw / advance runner / confirm" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Bunt / return runner" + kind: "button" + + technodr: + displayName: "Techno Drive" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Brake" + displayName: "Brake — Brake" + kind: "axis" + - key: "Accelerator" + displayName: "Accelerator — Accelerate" + kind: "axis" + - key: "Select" + displayName: "Select / Confirm — Select/confirm the current test" + kind: "button" + - key: "Steering" + displayName: "Steering — Steer or perform the current driving test" + kind: "axis" + + tenkomor: + displayName: "Tenkomori Shooting" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Shoot / perform the current mini-game action" + kind: "button" + + toukon3: + displayName: "Toukon Retsuden 3 Arcade Edition" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Wrestling action not yet assigned" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Wrestling action not yet assigned" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Wrestling action not yet assigned" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Wrestling action not yet assigned" + kind: "button" + - key: "Button5" + displayName: "Button 5 — Wrestling action not yet assigned" + kind: "button" + - key: "Button6" + displayName: "Button 6 — Wrestling action not yet assigned" + kind: "button" + + truckk: + displayName: "Truck Kyosokyoku" + controllerType: "driving" + joystickMode: "none" + bindings: + - key: "Brake" + displayName: "Brake — Brake" + kind: "axis" + - key: "Enter" + displayName: "Enter / Confirm — Confirm" + kind: "button" + - key: "Accelerator" + displayName: "Accelerator — Accelerate" + kind: "axis" + - key: "Horn" + displayName: "Horn — Sound horn" + kind: "button" + - key: "MusicPrevious" + displayName: "Previous Music — Previous music track" + kind: "button" + - key: "MusicNext" + displayName: "Next Music — Next music track" + kind: "button" + - key: "SelectDown" + displayName: "Select Down — Move menu selection down" + kind: "button" + - key: "SelectUp" + displayName: "Select Up — Move menu selection up" + kind: "button" + - key: "Steering" + displayName: "Steering — Steer" + kind: "axis" + - key: "View" + displayName: "View Change — Change camera view" + kind: "button" + + ftimpact: + displayName: "Fighters' Impact / Fighters' Impact A" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Evade" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Kick" + kind: "button" + + gdarius: + displayName: "G-Darius / G-Darius Ver.2" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Shot" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Capture Ball / Capture Bomb" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Rapid-fire Shot" + kind: "button" + + mgcldate: + displayName: "Magical Date / Magical Date EX" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Mini-game Action 1" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Mini-game Action 2" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Mini-game Action 3" + kind: "button" + + psyforce: + displayName: "Psychic Force / Psychic Force EX" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Guard" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Light Attack" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Heavy Attack" + kind: "button" + + raystorm: + displayName: "RayStorm" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Primary Shot" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Lock-on Laser" + kind: "button" + + sfchamp: + displayName: "Super Football Champ" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Shoot / defensive sliding action" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Pass / defensive challenge" + kind: "button" + + oneononegov: + displayName: "1 on 1 Government" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Block" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Steal" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Shoot" + kind: "button" + + brvblade: + displayName: "Brave Blade" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Normal Shot" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Transform to Mech / Sword attack; hold for Guard" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Core Awakening" + kind: "button" + + cbaj: + displayName: "Cool Boarders Arcade Jam" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Brake / carve / additional trick action" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Jump / perform trick" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Grab / trick modifier" + kind: "button" + + doapp: + displayName: "Dead or Alive ++" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Hold / Counter / Guard" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Kick" + kind: "button" + + flamegun: + displayName: "Flame Gunner" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Fire" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Special weapon / action" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Jump / evade" + kind: "button" + + lpadv: + displayName: "Logic Pro Adventure" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Fill / mark square" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Mark empty / cross square" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Erase / additional puzzle action" + kind: "button" + + mfjump: + displayName: "Monster Farm Jump" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Jump / primary action" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Secondary action" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Secondary action" + kind: "button" + + shngmtkb: + displayName: "Shanghai Matekibuyuu" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Select tile / confirm" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Cancel / deselect; hold for Hint" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Hold to tilt table" + kind: "button" + + tblkkuzu: + displayName: "The Block Kuzushi" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Launch ball / confirm" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Item / secondary action" + kind: "button" + + tondemo: + displayName: "Tondemo Crisis" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Mini-game Action 1" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Mini-game Action 2" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Mini-game Action 3" + kind: "button" + + twcupmil: + displayName: "Tecmo World Cup Millennium" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Pass / tackle" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Long ball / long pass / foul" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Shoot / slide; hold for harder shot" + kind: "button" + + primrag2: + displayName: "Primal Rage II" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Quick Punch" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Fierce Punch" + kind: "button" + - key: "Button3" + displayName: "Button 3 — Power Punch" + kind: "button" + - key: "Button4" + displayName: "Button 4 — Quick Kick" + kind: "button" + - key: "Button5" + displayName: "Button 5 — Fierce Kick" + kind: "button" + - key: "Button6" + displayName: "Button 6 — Power Kick" + kind: "button" + + aerofgts: + displayName: "Aero Fighters Special / Sonic Wings Limited" + controllerType: "arcade" + joystickMode: "eight_way" + bindings: + - key: "Up" + displayName: "Up" + kind: "button" + - key: "Down" + displayName: "Down" + kind: "button" + - key: "Left" + displayName: "Left" + kind: "button" + - key: "Right" + displayName: "Right" + kind: "button" + - key: "Button1" + displayName: "Button 1 — Fire" + kind: "button" + - key: "Button2" + displayName: "Button 2 — Bomb" + kind: "button" + +games: + powyak96: + archive: "powyak96.zip" + title: "Jikkyou Powerful Pro Yakyuu '96" + sortTitle: "Jikkyou Powerful Pro Yakyuu '96" + nativeTitle: "実況パワフルプロ野球'96" + system: "konami_gv" + parent: "" + manufacturer: "Konami" + developer: "Konami" + distributor: "Konami" + genre: "Sports / Baseball" + year: 1996 + region: "Japan" + revision: "1.03" + boardCode: "GV017" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "powyak96" } + roms: + - { role: "eeprom", region: "eeprom", name: "powyak96.25c", size: 0x80, crc32: "0x405a7fc9", sha1: "e2d978f49748ba3c4a425188abcd3d272ec23907", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "powyak96", sha1: "ebd0ea18ff9ce300ea1e30d66a739a96acfb0621" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + hyperath: + archive: "hyperath.zip" + title: "Hyper Athlete" + system: "konami_gv" + manufacturer: "Konami" + genre: "Sports" + year: 1996 + region: "Japan" + revision: "1.00" + boardCode: "GV021" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "hyperath" } + - { type: "arcade", joystick: "eight_way", layout: "hyperath" } + - { type: "arcade", joystick: "eight_way", layout: "hyperath" } + - { type: "arcade", joystick: "eight_way", layout: "hyperath" } + roms: + - { role: "eeprom", region: "eeprom", name: "hyperath.25c", size: 0x80, crc32: "0x20a8c435", sha1: "a0f203a999757fba68b391c525ac4b9684a57ba9" } + media: + - { role: "disc", type: "chd_cdrom", name: "gv021-j1", sha1: "579442444025b18da658cd6455c51459fbc3de0e" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + lacrazyc: + archive: "lacrazyc.zip" + title: "Let's Attack Crazy Cross" + system: "konami_gv" + manufacturer: "Konami" + genre: "Puzzle" + year: 1996 + region: "Asia" + revision: "1.10" + boardCode: "GV027" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "four_way", layout: "gv027" } + - { type: "arcade", joystick: "four_way", layout: "gv027" } + roms: + - { role: "eeprom", region: "eeprom", name: "lacrazyc.25c", size: 0x80, crc32: "0xe20e5730", sha1: "066b49236c658a4ef2930f7bacc4b2354dd7f240", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "gv027-a1", sha1: "840d0d4876cf1b814c9d8db975aa6c92e1fe4039" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + susume: + archive: "susume.zip" + title: "Susume! Taisen Puzzle-Dama" + system: "konami_gv" + manufacturer: "Konami" + genre: "Puzzle" + year: 1996 + region: "Japan" + revision: "1.20" + boardCode: "GV027" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "four_way", layout: "gv027" } + - { type: "arcade", joystick: "four_way", layout: "gv027" } + roms: + - { role: "eeprom", region: "eeprom", name: "susume.25c", size: 0x80, crc32: "0x52f17df7", sha1: "b8ad7787b0692713439d7d9bebfa0c801c806006", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "gv027j1", sha1: "e7e6749ac65de7771eb8fed7d5eefaec3f902255" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + btchamp: + archive: "btchamp.zip" + title: "Beat the Champ" + system: "konami_gv" + manufacturer: "Konami" + genre: "Sports / Golf" + year: 1996 + region: "USA" + revision: "UAA01" + boardCode: "GV053" + hardwareProfile: "konamigv_btchamp" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "trackball", joystick: "none", layout: "btchamp" } + - { type: "trackball", joystick: "none", layout: "btchamp" } + roms: + - { role: "eeprom", region: "eeprom", name: "btchmp.25c", size: 0x80, crc32: "0x6d02ea54", sha1: "d3babf481fd89db3aec17f589d0d3d999a2aa6e1", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "btchamp", sha1: "c9c858e9034826e1a12c3c003dd068a49a3577e1" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + - { id: "flash", type: "sharp_lh28f400", size: 0x80000 } + + kdeadeye: + archive: "kdeadeye.zip" + title: "Dead Eye" + system: "konami_gv" + manufacturer: "Konami" + genre: "Shooter / Lightgun" + year: 1996 + region: "USA" + revision: "UAA01" + boardCode: "GV054" + hardwareProfile: "konamigv_kdeadeye" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropBottom: 4, monitorOffsetX: -2 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "kdeadeye" } + - { type: "lightgun", joystick: "none", layout: "kdeadeye" } + roms: + - { role: "eeprom", region: "eeprom", name: "kdeadeye.25c", size: 0x80, crc32: "0x3935d2df", sha1: "cbb855c475269077803c380dbc3621e522efe51e" } + media: + - { role: "disc", type: "chd_cdrom", name: "054uaa01", sha1: "a05079e4e5024ca66b7f6b81de74695d86c62dd8" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + - { id: "flash", type: "sharp_lh28f400", size: 0x80000 } + + weddingr: + archive: "weddingr.zip" + title: "Wedding Rhapsody" + system: "konami_gv" + manufacturer: "Konami" + genre: "Quiz" + year: 1997 + region: "Japan" + revision: "JAA" + boardCode: "GX624" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "weddingr" } + - { type: "arcade", joystick: "none", layout: "weddingr" } + roms: + - { role: "eeprom", region: "eeprom", name: "weddingr.25c", size: 0x80, crc32: "0xb90509a0", sha1: "41510a0ceded81dcb26a70eba97636d38d3742c3", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "weddingr", sha1: "4e7122b191747ab7220fe4ce1b4483d62ab579af" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + tmosh: + archive: "tmosh.zip" + title: "Tokimeki Memorial Oshiete Your Heart" + system: "konami_gv" + manufacturer: "Konami" + genre: "Simulation" + year: 1997 + region: "Japan" + revision: "JAA" + boardCode: "GQ673" + hardwareProfile: "konamigv_tokimeki" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "tokimeki", joystick: "eight_way", layout: "tokimeki" } + roms: + - { role: "eeprom", region: "eeprom", name: "tmosh.25c", size: 0x80, crc32: "0x2f6a27fc", sha1: "4ead9313f07e9bf7aa0272dba59db6b21510e00b", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "673jaa01", sha1: "eaa76073749f9db48c1bee3dff9bea955683c8a8" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + properties: { daughterboard: "tokimeki_printer_sensor" } + + tmoshs: + archive: "tmoshs.zip" + title: "Tokimeki Memorial Oshiete Your Heart Seal Version" + system: "konami_gv" + manufacturer: "Konami" + genre: "Simulation" + year: 1997 + region: "Japan" + revision: "JAA" + boardCode: "GE755" + hardwareProfile: "konamigv_tokimeki" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "tokimeki", joystick: "eight_way", layout: "tokimeki" } + roms: + - { role: "eeprom", region: "eeprom", name: "tmoshs.25c", size: 0x80, crc32: "0xe57b833f", sha1: "f18a0974a6be69dc179706643aab837ff61c2738" } + media: + - { role: "disc", type: "chd_cdrom", name: "755jaa01", sha1: "fc742a0b763ba38350ba7eb5d775948632aafd9d" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + properties: { daughterboard: "tokimeki_printer_sensor" } + + tmoshsp: + archive: "tmoshsp.zip" + title: "Tokimeki Memorial Oshiete Your Heart Seal Version Plus" + system: "konami_gv" + manufacturer: "Konami" + genre: "Simulation" + year: 1997 + region: "Japan" + revision: "JAB" + boardCode: "GE756" + hardwareProfile: "konamigv_tokimeki" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "tokimeki", joystick: "eight_way", layout: "tokimeki" } + roms: + - { role: "eeprom", region: "eeprom", name: "tmoshsp.25c", size: 0x80, crc32: "0xaf4cdd87", sha1: "97041e287e4c80066043967450779b81b62b2b8e" } + media: + - { role: "disc", type: "chd_cdrom", name: "756jab01", sha1: "b2c59b9801debccbbd986728152f314535c67e53" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + properties: { daughterboard: "tokimeki_printer_sensor" } + + tmoshspa: + archive: "tmoshspa.zip" + title: "Tokimeki Memorial Oshiete Your Heart Seal Version Plus" + system: "konami_gv" + manufacturer: "Konami" + genre: "Simulation" + year: 1997 + region: "Japan" + revision: "JAA" + boardCode: "GE756" + hardwareProfile: "konamigv_tokimeki" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "tokimeki", joystick: "eight_way", layout: "tokimeki" } + roms: + - { role: "eeprom", region: "eeprom", name: "tmoshsp.25c", size: 0x80, crc32: "0xaf4cdd87", sha1: "97041e287e4c80066043967450779b81b62b2b8e", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "756jaa01", sha1: "5e6d349ad1a22c0dbb1ec26aa05febc830254339" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + properties: { daughterboard: "tokimeki_printer_sensor" } + + nagano98: + archive: "nagano98.zip" + title: "Nagano Winter Olympics '98" + system: "konami_gv" + manufacturer: "Konami" + genre: "Sports" + year: 1998 + region: "Europe" + revision: "EAA01 1.03" + boardCode: "GX720" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + roms: + - { role: "eeprom", region: "eeprom", name: "nagano98.25c", size: 0x80, crc32: "0xb64b7451", sha1: "a77a37e0cc580934d1e7e05d523bae0acd2c1480", badDump: true } + media: + - { role: "disc", type: "chd_cdrom", name: "nagano98", sha1: "1be7bd4531f249ff2233dd40a206c8d60054a8c6" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + naganoj: + archive: "naganoj.zip" + title: "Hyper Olympics in Nagano" + system: "konami_gv" + manufacturer: "Konami" + genre: "Sports" + year: 1998 + region: "Japan" + revision: "JAA01 1.02" + boardCode: "GX720" + hardwareProfile: "konamigv_standard" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + - { type: "arcade", joystick: "eight_way", layout: "nagano" } + roms: + - { role: "eeprom", region: "eeprom", name: "720ja.25c", size: 0x80, crc32: "0x34c473ba", sha1: "768225b04a293bdbc114a092d14dee28d52044e9" } + media: + - { role: "disc", type: "chd_cdrom", name: "720jaa01", sha1: "437160996551ef4dfca43899d1d14beca62eb4c9" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + + simpbowl: + archive: "simpbowl.zip" + title: "The Simpsons Bowling" + sortTitle: "Simpsons Bowling, The" + system: "konami_gv" + manufacturer: "Konami" + genre: "Sports / Bowling" + year: 2000 + region: "USA" + revision: "UAA" + boardCode: "GQ829" + hardwareProfile: "konamigv_simpbowl" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "trackball", joystick: "none", layout: "simpbowl" } + roms: + - { role: "eeprom", region: "eeprom", name: "simpbowl.25c", size: 0x80, crc32: "0x2c61050c", sha1: "16ae7f81cbe841c429c5c7326cf83e87db1782bf" } + media: + - { role: "disc", type: "chd_cdrom", name: "829uaa02", sha1: "2ec4cc608d5582e478ee047b60ccee67b52f060c" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80, defaultRomRole: "eeprom" } + - { id: "flash", type: "fujitsu_29f016a_x4", size: 0x800000 } + properties: { daughterboard: "simpsons_bowling_flash_trackball" } + + cryptklr: + archive: "cryptklr.zip" + title: "Crypt Killer" + sortTitle: "Crypt Killer" + system: "konami_gq" + manufacturer: "Konami" + genre: "Shooter / Lightgun" + year: 1995 + region: "USA" + revision: "UAA" + boardCode: "GQ420" + hardwareProfile: "konamigq_cryptklr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 3 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, refreshHz: 59.825 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "cryptklr" } + - { type: "lightgun", joystick: "none", layout: "cryptklr" } + - { type: "lightgun", joystick: "none", layout: "cryptklr" } + roms: + - { role: "sound_program", region: "soundcpu", name: "420a01.2g", size: 0x80000, crc32: "0x84fc2613", sha1: "e06f4284614d33c76529eb43b168d095200a9eac", wordSwap: true } + - { role: "pcm_samples", region: "k054539", name: "420a02.3m", size: 0x80000, crc32: "0x2169c3c4", sha1: "6d525f10385791e19eb1897d18f0bab319640162" } + - { role: "bios", region: "maincpu", name: "420b03.27p", size: 0x80000, crc32: "0xaab391b1", sha1: "bf9dc7c0c8168c22a4be266fe6a66d3738df916b" } + media: + - { role: "harddisk", type: "chd_hard_disk", name: "420uaa04", sha1: "67cb1418fc0de2a89fc61847dc9efb9f1bebb347" } + persistentStorage: + - { id: "eeprom", type: "eeprom_93c46_16", size: 0x80 } + + # BEGIN ARCADEDUCK UNIVERSAL GAME CATALOG 20260803 + # Canonical edition/subtitle text stays in title; region, board revision, board code, and set notes are separate metadata. + + tekken: + archive: "tekken.zip" + title: "Tekken" + system: "namco_system11" + manufacturer: "Namco" + year: 1994 + region: "World" + revision: "TE2/VER.C" + boardCode: "TE2" + hardwareProfile: "tekken" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "te2verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa24c8c57", sha1: "bf69f17310201e38aa17fb4484cdb480f26d876e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "te2verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3224c298", sha1: "8afe80af0eef52f96bf2ddb2482b06692a8f047d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "te1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb9860b29", sha1: "678889fc5c70bf66f0bd9864a20636ffb620ed0d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "te1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x3dc01aad", sha1: "266f346fa575c42b635bc469798f5aade9821e20", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "te1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x03786e09", sha1: "de2b9e19ace43c424d100dc5d3207217f66d6479", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "te1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x75d91051", sha1: "1c7958162315576c3881dcc684b85710f7f19cd6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "te1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x81416f8e", sha1: "b42ff08ee84491c57a7c87bb767db7e2ec7a26c2", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "te1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xfa7ba433", sha1: "e222c4b1631c09e58546446a1e82c16fca936f1d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "te1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x41d77846", sha1: "eeab049135c02a255899fe37e225c1111b2fbb7d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "te1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa678987e", sha1: "c62c00ce5cf4d001723c999b2bc3dbb90283def1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "te1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x849587e9", sha1: "94c6a757b24758a866a41bd8acd46aa46844f74b", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "te1wave.8k", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfce6c57a", sha1: "7fb8c69452c92c59a940a2b69d0d73ef7aefcb82", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekkenb: + archive: "tekkenb.zip" + title: "Tekken" + parent: "tekken" + system: "namco_system11" + manufacturer: "Namco" + year: 1994 + region: "World" + revision: "TE2/VER.B" + boardCode: "TE2" + hardwareProfile: "tekken" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "te2verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x246cfbdd", sha1: "c1bffe3c463e9eff6dcaf9937da72bff8ff33e4e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "te2verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdfa83e47", sha1: "a29d852c1b6a52c043248d7e5af04067dfa3eb40", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "te1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb9860b29", sha1: "678889fc5c70bf66f0bd9864a20636ffb620ed0d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "te1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x3dc01aad", sha1: "266f346fa575c42b635bc469798f5aade9821e20", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "te1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x03786e09", sha1: "de2b9e19ace43c424d100dc5d3207217f66d6479", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "te1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x75d91051", sha1: "1c7958162315576c3881dcc684b85710f7f19cd6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "te1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x81416f8e", sha1: "b42ff08ee84491c57a7c87bb767db7e2ec7a26c2", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "te1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xfa7ba433", sha1: "e222c4b1631c09e58546446a1e82c16fca936f1d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "te1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x41d77846", sha1: "eeab049135c02a255899fe37e225c1111b2fbb7d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "te1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa678987e", sha1: "c62c00ce5cf4d001723c999b2bc3dbb90283def1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "te1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x849587e9", sha1: "94c6a757b24758a866a41bd8acd46aa46844f74b", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "te1wave.8k", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfce6c57a", sha1: "7fb8c69452c92c59a940a2b69d0d73ef7aefcb82", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekkenac: + archive: "tekkenac.zip" + title: "Tekken" + parent: "tekken" + system: "namco_system11" + manufacturer: "Namco" + year: 1994 + region: "Asia" + revision: "TE4/VER.C" + boardCode: "TE4" + hardwareProfile: "tekken" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "te4verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7ecb7892", sha1: "7837f2b3dbfc6b4a153ea652e8a3fd89c4daa26e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "te4verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xeea3365d", sha1: "d13df90833aac48f9d9d20cddefb81f90ebab249", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "te1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb9860b29", sha1: "678889fc5c70bf66f0bd9864a20636ffb620ed0d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "te1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x3dc01aad", sha1: "266f346fa575c42b635bc469798f5aade9821e20", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "te1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x03786e09", sha1: "de2b9e19ace43c424d100dc5d3207217f66d6479", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "te1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x75d91051", sha1: "1c7958162315576c3881dcc684b85710f7f19cd6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "te1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x81416f8e", sha1: "b42ff08ee84491c57a7c87bb767db7e2ec7a26c2", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "te1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xfa7ba433", sha1: "e222c4b1631c09e58546446a1e82c16fca936f1d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "te1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x41d77846", sha1: "eeab049135c02a255899fe37e225c1111b2fbb7d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "te1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa678987e", sha1: "c62c00ce5cf4d001723c999b2bc3dbb90283def1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "te1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x849587e9", sha1: "94c6a757b24758a866a41bd8acd46aa46844f74b", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "te1wave.8k", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfce6c57a", sha1: "7fb8c69452c92c59a940a2b69d0d73ef7aefcb82", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekkenjb: + archive: "tekkenjb.zip" + title: "Tekken" + parent: "tekken" + system: "namco_system11" + manufacturer: "Namco" + year: 1994 + region: "Japan" + revision: "TE1/VER.B" + boardCode: "TE1" + hardwareProfile: "tekken" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "te1verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4291afee", sha1: "2e04a6c786544176e2b7e22b5f469e3548896b19", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "te1verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5c534705", sha1: "2430b5c36de419822de0283c006c5af2e7cd95ef", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "te1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb9860b29", sha1: "678889fc5c70bf66f0bd9864a20636ffb620ed0d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "te1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x3dc01aad", sha1: "266f346fa575c42b635bc469798f5aade9821e20", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "te1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x03786e09", sha1: "de2b9e19ace43c424d100dc5d3207217f66d6479", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "te1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x75d91051", sha1: "1c7958162315576c3881dcc684b85710f7f19cd6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "te1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x81416f8e", sha1: "b42ff08ee84491c57a7c87bb767db7e2ec7a26c2", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "te1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xfa7ba433", sha1: "e222c4b1631c09e58546446a1e82c16fca936f1d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "te1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x41d77846", sha1: "eeab049135c02a255899fe37e225c1111b2fbb7d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "te1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa678987e", sha1: "c62c00ce5cf4d001723c999b2bc3dbb90283def1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "te1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x849587e9", sha1: "94c6a757b24758a866a41bd8acd46aa46844f74b", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "te1wave.8k", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfce6c57a", sha1: "7fb8c69452c92c59a940a2b69d0d73ef7aefcb82", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2: + archive: "tekken2.zip" + title: "Tekken 2 Ver.B" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "World" + revision: "TES2/VER.D" + boardCode: "TES2" + hardwareProfile: "tekken2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes2verd.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x1aef3da8", sha1: "1bb5359b28777fa26034d6916bcda1cc225a0574", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes2verd.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x03787fd0", sha1: "c4971de47b61cae149d0c8a493ca0b3a2ee7a4ab", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verd.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x846ace0a", sha1: "2016b415ba771d159d63b01f3a12a6cadf23451d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verd.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x7a0663b4", sha1: "f0036f5c2bf81471e63cd5cf86698dc0721ab9b4", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2b: + archive: "tekken2b.zip" + title: "Tekken 2 Ver.B" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "TES2/VER.B" + boardCode: "TES2" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes2verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xaa9a4503", sha1: "e6fdd34216591510593bbda0232ddc0fcd80e80b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes2verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x63706d8c", sha1: "740cfa8b422fb663bcb412b3389da33c7f9f13be", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x668ca712", sha1: "67100db4c6a3ca62d3f62f6fcef974ce017e2c9e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc4f66a0a", sha1: "1b3dd33d7e6d9122826bf8be0dbbc088e4cc41e8", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2ud: + archive: "tekken2ud.zip" + title: "Tekken 2 Ver.B" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "US" + revision: "TES3/VER.D" + boardCode: "TES3" + hardwareProfile: "tekken2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes3verd.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0768f36c", sha1: "fe299998649eeded77ab4bda23090997f4b39734", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes3verd.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd29a0545", sha1: "b969f388d141d2e5cdb021aa72024ea040f493c7", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verd.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x846ace0a", sha1: "2016b415ba771d159d63b01f3a12a6cadf23451d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verd.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x7a0663b4", sha1: "f0036f5c2bf81471e63cd5cf86698dc0721ab9b4", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2ub: + archive: "tekken2ub.zip" + title: "Tekken 2 Ver.B" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "US" + revision: "TES3/VER.B" + boardCode: "TES3" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes3verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4692075f", sha1: "d048a92040ceb57ef7462bebc2c1112b964570ec", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes3verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdb3ec640", sha1: "fc9f475232ea77abd2eb7e2e09314281264e9d38", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x668ca712", sha1: "67100db4c6a3ca62d3f62f6fcef974ce017e2c9e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc4f66a0a", sha1: "1b3dd33d7e6d9122826bf8be0dbbc088e4cc41e8", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2jc: + archive: "tekken2jc.zip" + title: "Tekken 2 Ver.B" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "Japan" + revision: "TES1/VER.C" + boardCode: "TES1" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes1verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xabcb4981", sha1: "5122b2107184a4465f2e9583556b7d3d6ae37444", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes1verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd936bf5f", sha1: "bb59cd294d0b7d30efa65b070cdc01b6f7a23739", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x668ca712", sha1: "67100db4c6a3ca62d3f62f6fcef974ce017e2c9e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc4f66a0a", sha1: "1b3dd33d7e6d9122826bf8be0dbbc088e4cc41e8", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2jb: + archive: "tekken2jb.zip" + title: "Tekken 2 Ver.B" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "Japan" + revision: "TES1/VER.B" + boardCode: "TES1" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes1verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x9c333739", sha1: "d850746e5a9147951ede56a6cf115fe98fc9f70b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes1verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdc8cfaea", sha1: "e66d4a1d37148f60874210c1431dc59bf944ebaf", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1verb.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x668ca712", sha1: "67100db4c6a3ca62d3f62f6fcef974ce017e2c9e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1verb.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc4f66a0a", sha1: "1b3dd33d7e6d9122826bf8be0dbbc088e4cc41e8", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2a: + archive: "tekken2a.zip" + title: "Tekken 2" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "TES2/VER.A" + boardCode: "TES2" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes2vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8bb82bf0", sha1: "ac4e0077dff4c46ea2435903c410590f91cafe7d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes2vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x4e02f921", sha1: "15339c2626033912947d33e5f59a109e607be0bf", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x78e2ce1a", sha1: "fb242725dc72fa234bd7df81cec57fe010cf58f3", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xfbb0b146", sha1: "08b11ac0fbfeed62910c5cb5ff7b5939ecbca142", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + tekken2ua: + archive: "tekken2ua.zip" + title: "Tekken 2" + parent: "tekken2" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "US" + revision: "TES3/VER.A" + boardCode: "TES3" + hardwareProfile: "tekken2o" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 11, monitorCropBottom: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tes3vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0276680b", sha1: "508bb1c8a0ce929181508108ad3797e67ddd3df8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tes3vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x80e9b5ec", sha1: "2f6313492f0d78b9745303418cd77347d14acc8c", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "tes1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x78e2ce1a", sha1: "fb242725dc72fa234bd7df81cec57fe010cf58f3", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "tes1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xfbb0b146", sha1: "08b11ac0fbfeed62910c5cb5ff7b5939ecbca142", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tes1rom0l.ic6", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc904ede", sha1: "cea378ba86f94beadb3d67685f1b8c141f478abe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tes1rom0u.ic5", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x57b38f5d", sha1: "edb4beab47b1339a5b1bc8071086abfcba57722e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tes1rom1l.ic8", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0xaa48f04b", sha1: "f7383d2b3a84c4e649a27c0ad1e6af4702ec0a17", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tes1rom1u.ic3", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xb147c543", sha1: "c4b18c218999ec73d04c92e06fb3e6165ceebf2b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tes1rom2l.ic7", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb08da52c", sha1: "31fe2021d0fe37c16555650dd10d26ed80d9b493", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tes1rom2u.ic4", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x8a1561b8", sha1: "ebc02c9e7033d54aefb5034c97a3c8cd749b5600", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tes1rom3l.ic9", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xd5ac0f18", sha1: "342d063f7974bd1f90b5ca4832dfa4fbc9605453", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tes1rom3u.ic1", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x44ed509d", sha1: "27e26aaf5ce72ab686f3f05743b1d91b5334b4e0", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "tes1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaf18759f", sha1: "aabd7d1384925781d37f860605a5d4622e0fc2e4", groupSize: 1, skip: 0 } + - { role: "c352_001", region: "c352", name: "tes1wave.8k", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x34a34eab", sha1: "8e83a579abdcd419dc5cff8aa4c1d7e6c3add773", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "tekken2o" + inputProfile: "tekken" + stateClass: "namcos11_state" + + souledge: + archive: "souledge.zip" + title: "Soul Edge Ver. II" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "Asia" + revision: "SO4/VER.C" + boardCode: "SO4" + hardwareProfile: "souledge" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "so4verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x12b8ae0d", sha1: "31571023d5b77ebcd4103b8cac5ba710a3d570a0", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "so4verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x938262b0", sha1: "e806883e32c473a3c2bb07849126631f6d66fa66", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "so1verc.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x1789e399", sha1: "2e11869124cdfa7a66107b0e642bdc72ee0c306a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "so1verc.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x8cffe1c3", sha1: "d54a0b1d55f33db2890bfa70c411cca3e446fccf", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "so1rom0u.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe364d673", sha1: "70fd58fb912939c57e3a5fadd01c1467df08d4ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "so1rom0l.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9c5b0858", sha1: "f3ac726f1167551beea7edc46e43b826b7baaf62", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "so1rom1u.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f9d8c5b", sha1: "ac1da70854eee344a645749f564366ceac571767", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "so1rom1l.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4406ef16", sha1: "c86f199fdb1db23e5944ca51e6518b9cd0dafb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "so1rom2u.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4baa886", sha1: "0432692a4d71a3f1b47707efb6858927744940e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "so1rom2l.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x37c1f66e", sha1: "13a8a73fce142ea5ebe3f0c1050e44a027ab42a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "so1rom3u.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xf11bd521", sha1: "baf936dec58cebfeef1c74f95e455b2fe74eb982", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "so1rom3l.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x84465bcc", sha1: "d8be888d41cfe194c3a1853d9146d3a74ef7bab1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "so1sprogc.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2bbc118c", sha1: "4168a9aa525f1f0ce6cf6e14cfe4c118c4c0d773", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "so1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x0e68836b" + sha1: "c392b370a807803c7ab060105861253e1b407f49" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "souledge" + inputProfile: "souledge" + stateClass: "namcos11_state" + + souledgeuc: + archive: "souledgeuc.zip" + title: "Soul Edge Ver. II" + parent: "souledge" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "US" + revision: "SO3/VER.C" + boardCode: "SO3" + hardwareProfile: "souledge" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "so3verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc90e343b", sha1: "83bd2fc67493c34b408b13148f6a2feba9a44ed0", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "so3verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xb7466db5", sha1: "c7a4c66e61812fb6de582fe555755293d78771c7", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "so1verc.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x1789e399", sha1: "2e11869124cdfa7a66107b0e642bdc72ee0c306a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "so1verc.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x8cffe1c3", sha1: "d54a0b1d55f33db2890bfa70c411cca3e446fccf", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "so1rom0u.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe364d673", sha1: "70fd58fb912939c57e3a5fadd01c1467df08d4ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "so1rom0l.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9c5b0858", sha1: "f3ac726f1167551beea7edc46e43b826b7baaf62", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "so1rom1u.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f9d8c5b", sha1: "ac1da70854eee344a645749f564366ceac571767", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "so1rom1l.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4406ef16", sha1: "c86f199fdb1db23e5944ca51e6518b9cd0dafb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "so1rom2u.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4baa886", sha1: "0432692a4d71a3f1b47707efb6858927744940e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "so1rom2l.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x37c1f66e", sha1: "13a8a73fce142ea5ebe3f0c1050e44a027ab42a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "so1rom3u.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xf11bd521", sha1: "baf936dec58cebfeef1c74f95e455b2fe74eb982", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "so1rom3l.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x84465bcc", sha1: "d8be888d41cfe194c3a1853d9146d3a74ef7bab1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "so1sprogc.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2bbc118c", sha1: "4168a9aa525f1f0ce6cf6e14cfe4c118c4c0d773", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "so1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x0e68836b" + sha1: "c392b370a807803c7ab060105861253e1b407f49" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "souledge" + inputProfile: "souledge" + stateClass: "namcos11_state" + + souledgea: + archive: "souledgea.zip" + title: "Soul Edge" + parent: "souledge" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "SO2/VER.A" + boardCode: "SO2" + hardwareProfile: "souledge" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "so2vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0e9efc5c", sha1: "212b156f811174189fbf2ba908e67c6d76b9b4a6", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "so2vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xfda023f5", sha1: "f0a5bb1c813a5ee8629cb590e473dd0f5f1f416e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "so2vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x29bdc6bb", sha1: "9047792c1a21a0001024939f1c6a8c3d86948973", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "so2vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc035b71b", sha1: "38719a75193774b124d845460c0c03d36849719d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "so1rom0u.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe364d673", sha1: "70fd58fb912939c57e3a5fadd01c1467df08d4ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "so1rom0l.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9c5b0858", sha1: "f3ac726f1167551beea7edc46e43b826b7baaf62", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "so1rom1u.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f9d8c5b", sha1: "ac1da70854eee344a645749f564366ceac571767", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "so1rom1l.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4406ef16", sha1: "c86f199fdb1db23e5944ca51e6518b9cd0dafb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "so1rom2u.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4baa886", sha1: "0432692a4d71a3f1b47707efb6858927744940e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "so1rom2l.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x37c1f66e", sha1: "13a8a73fce142ea5ebe3f0c1050e44a027ab42a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "so1rom3u.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xf11bd521", sha1: "baf936dec58cebfeef1c74f95e455b2fe74eb982", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "so1rom3l.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x84465bcc", sha1: "d8be888d41cfe194c3a1853d9146d3a74ef7bab1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "so1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6f682b7", sha1: "a64e19be3f6e630b8c34f34b46b95aadfabd3f63", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "so1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x0e68836b" + sha1: "c392b370a807803c7ab060105861253e1b407f49" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "souledge" + inputProfile: "souledge" + stateClass: "namcos11_state" + + souledgeua: + archive: "souledgeua.zip" + title: "Soul Edge" + parent: "souledge" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "US" + revision: "SO3/VER.A" + boardCode: "SO3" + hardwareProfile: "souledge" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "so3vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x19b39096", sha1: "9188cd1fd9b15e5545eb41ea2768a8bd42113379", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "so3vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x09eda46f", sha1: "24d04d2ba51af508ddc0656e8bb5e1335b08cc8a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "so1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x29bdc6bb", sha1: "9047792c1a21a0001024939f1c6a8c3d86948973", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "so1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc035b71b", sha1: "38719a75193774b124d845460c0c03d36849719d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "so1rom0u.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe364d673", sha1: "70fd58fb912939c57e3a5fadd01c1467df08d4ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "so1rom0l.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9c5b0858", sha1: "f3ac726f1167551beea7edc46e43b826b7baaf62", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "so1rom1u.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f9d8c5b", sha1: "ac1da70854eee344a645749f564366ceac571767", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "so1rom1l.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4406ef16", sha1: "c86f199fdb1db23e5944ca51e6518b9cd0dafb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "so1rom2u.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4baa886", sha1: "0432692a4d71a3f1b47707efb6858927744940e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "so1rom2l.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x37c1f66e", sha1: "13a8a73fce142ea5ebe3f0c1050e44a027ab42a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "so1rom3u.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xf11bd521", sha1: "baf936dec58cebfeef1c74f95e455b2fe74eb982", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "so1rom3l.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x84465bcc", sha1: "d8be888d41cfe194c3a1853d9146d3a74ef7bab1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "so1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6f682b7", sha1: "a64e19be3f6e630b8c34f34b46b95aadfabd3f63", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "so1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x0e68836b" + sha1: "c392b370a807803c7ab060105861253e1b407f49" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "souledge" + inputProfile: "souledge" + stateClass: "namcos11_state" + + souledgeja: + archive: "souledgeja.zip" + title: "Soul Edge" + parent: "souledge" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "Japan" + revision: "SO1/VER.A" + boardCode: "SO1" + hardwareProfile: "souledge" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "so1vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xbafb94c8", sha1: "92461ce74a537a9801a024280e18fc3d0a5e6e5c", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "so1vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xabe2d28e", sha1: "e9d858c8f8651b04bc72eb6de423da4925e94250", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "so1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x29bdc6bb", sha1: "9047792c1a21a0001024939f1c6a8c3d86948973", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "so1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xc035b71b", sha1: "38719a75193774b124d845460c0c03d36849719d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "so1rom0u.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe364d673", sha1: "70fd58fb912939c57e3a5fadd01c1467df08d4ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "so1rom0l.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9c5b0858", sha1: "f3ac726f1167551beea7edc46e43b826b7baaf62", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "so1rom1u.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f9d8c5b", sha1: "ac1da70854eee344a645749f564366ceac571767", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "so1rom1l.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4406ef16", sha1: "c86f199fdb1db23e5944ca51e6518b9cd0dafb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "so1rom2u.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4baa886", sha1: "0432692a4d71a3f1b47707efb6858927744940e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "so1rom2l.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x37c1f66e", sha1: "13a8a73fce142ea5ebe3f0c1050e44a027ab42a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "so1rom3u.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xf11bd521", sha1: "baf936dec58cebfeef1c74f95e455b2fe74eb982", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "so1rom3l.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x84465bcc", sha1: "d8be888d41cfe194c3a1853d9146d3a74ef7bab1", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "so1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6f682b7", sha1: "a64e19be3f6e630b8c34f34b46b95aadfabd3f63", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "so1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x0e68836b" + sha1: "c392b370a807803c7ab060105861253e1b407f49" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "souledge" + inputProfile: "souledge" + stateClass: "namcos11_state" + + dunkmnia: + archive: "dunkmnia.zip" + title: "Dunk Mania" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "DM2/VER.C" + boardCode: "DM2" + hardwareProfile: "dunkmnia" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dm2verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf6a6c46e", sha1: "5552c3a8fb0ef18e6f0bca8d81ec68b904824a66", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dm2verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1df539ce", sha1: "89ac436c685cf26899168c73fdaccee778fd7d2d", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "dm1verc.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xc8d72f78", sha1: "30341301f0d1cdcb14f3e0672ec1165c0583fbc8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "dm1verc.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xd379dfa9", sha1: "142cb70b5ea060c961c5bc60a624643b5ec390df", groupSize: 1, skip: 1 } + - role: "bankedroms_001" + region: "bankedroms" + name: "dm1rom0l.ic5" + size: 0x400000 + offset: 0x0 + interleave: 2 + wordSwap: false + required: true + crc32: "0x4bb5d71d" + sha1: "7d61211c7a6d1f6593604390fe99206a6a8cc7b3" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_002" + region: "bankedroms" + name: "dm1rom0u.ic6" + size: 0x400000 + offset: 0x1 + interleave: 2 + wordSwap: false + required: true + crc32: "0xc16b47c5" + sha1: "0fb2c5bc4674b3366762127c6333fb3a837b4de2" + segments: + - { operation: "load", offset: 0x1, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x1, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_003" + region: "bankedroms" + name: "dm1rom1l.ic3" + size: 0x400000 + offset: 0x400000 + interleave: 2 + wordSwap: false + required: true + crc32: "0x20dd3294" + sha1: "b2fd5075b6281ac7bfc2681fc282f9ebaa089af5" + segments: + - { operation: "load", offset: 0x400000, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400000, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_004" + region: "bankedroms" + name: "dm1rom1u.ic8" + size: 0x400000 + offset: 0x400001 + interleave: 2 + wordSwap: false + required: true + crc32: "0x01e905d3" + sha1: "430b2ae0c67265b6acc8aa4dd50f6144929993f8" + segments: + - { operation: "load", offset: 0x400001, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400001, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - { role: "c76_001", region: "c76", name: "dm1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xde1cbc78", sha1: "855ebece1841f50ae324d7d6b8b18ab6f657d28e", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "dm1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x883d7455" + sha1: "d2129d7c8b981128c3d0ce0c56fd0d5d58d5d2d9" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "dunkmnia" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + dunkmniajc: + archive: "dunkmniajc.zip" + title: "Dunk Mania" + parent: "dunkmnia" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "Japan" + revision: "DM1/VER.C" + boardCode: "DM1" + hardwareProfile: "dunkmnia" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + - { type: "arcade", joystick: "eight_way", layout: "dunkmnia" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dm1verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6c81654a", sha1: "00e84cc41b3dd49a8f0d3a364ea4a5d2662c45ff", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dm1verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x10329b7e", sha1: "d214764e90c7d79abea01580e79092e34a58b695", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "dm1verc.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xc8d72f78", sha1: "30341301f0d1cdcb14f3e0672ec1165c0583fbc8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "dm1verc.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xd379dfa9", sha1: "142cb70b5ea060c961c5bc60a624643b5ec390df", groupSize: 1, skip: 1 } + - role: "bankedroms_001" + region: "bankedroms" + name: "dm1rom0l.ic5" + size: 0x400000 + offset: 0x0 + interleave: 2 + wordSwap: false + required: true + crc32: "0x4bb5d71d" + sha1: "7d61211c7a6d1f6593604390fe99206a6a8cc7b3" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_002" + region: "bankedroms" + name: "dm1rom0u.ic6" + size: 0x400000 + offset: 0x1 + interleave: 2 + wordSwap: false + required: true + crc32: "0xc16b47c5" + sha1: "0fb2c5bc4674b3366762127c6333fb3a837b4de2" + segments: + - { operation: "load", offset: 0x1, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x1, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_003" + region: "bankedroms" + name: "dm1rom1l.ic3" + size: 0x400000 + offset: 0x400000 + interleave: 2 + wordSwap: false + required: true + crc32: "0x20dd3294" + sha1: "b2fd5075b6281ac7bfc2681fc282f9ebaa089af5" + segments: + - { operation: "load", offset: 0x400000, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400000, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_004" + region: "bankedroms" + name: "dm1rom1u.ic8" + size: 0x400000 + offset: 0x400001 + interleave: 2 + wordSwap: false + required: true + crc32: "0x01e905d3" + sha1: "430b2ae0c67265b6acc8aa4dd50f6144929993f8" + segments: + - { operation: "load", offset: 0x400001, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400001, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - { role: "c76_001", region: "c76", name: "dm1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xde1cbc78", sha1: "855ebece1841f50ae324d7d6b8b18ab6f657d28e", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "dm1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x883d7455" + sha1: "d2129d7c8b981128c3d0ce0c56fd0d5d58d5d2d9" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "dunkmnia" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + xevi3dg: + archive: "xevi3dg.zip" + title: "Xevious 3D/G" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "XV32/VER.B" + boardCode: "XV32" + hardwareProfile: "xevi3dg" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "xv32verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6ffcceac", sha1: "b26b1c38680a818335748554eee50f6290ae23d2", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "xv32verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc096dd18", sha1: "195e080f833b8854d9011d5eb50b9e556954903f", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "xv31vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x3d58138e", sha1: "9203d6bdc2d968de818d5f465523cc030217dcf8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "xv31vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x9e8780a2", sha1: "83148d55456b2b92969f7ac2bdb2d492bf969895", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "xv31rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x24e1e262", sha1: "84df49b22a8a36284da771944a8390672a0c32bf", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "xv31rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xcae38ef3", sha1: "2dfe0b31969091975e8d8c8188ce7dd007e4a0f3", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "xv31rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x46b4cb72", sha1: "c3360c4fdb71ffcbccec3f4ad8d7963b08822e26", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "xv31rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe0eb5d1", sha1: "f1a0adcb7c65bbba723fe09b07280b0b924d6b19", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "xv31rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8403a277", sha1: "35193211351494a086d8422e3b0b71a8d3a262a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "xv31rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xecf70432", sha1: "bec128a215e0aef66e9a8707bb0d1eb7b098a356", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "xv31sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe50b856a", sha1: "631da4f60c9ce08387fca26a70481a2fdacf9765", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "xv31wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x14f25ddd" + sha1: "4981cf1017432ff85b768ec88c36f535df30b783" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "xevi3dg" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + xevi3dga: + archive: "xevi3dga.zip" + title: "Xevious 3D/G" + parent: "xevi3dg" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "World" + revision: "XV32/VER.A" + boardCode: "XV32" + hardwareProfile: "xevi3dg" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "xv32vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xbb5c0f1b", sha1: "b021fce7237208e95c138d8ad1bdbdcbafd3796e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "xv32vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x21e20037", sha1: "f383150e9a0e5d0d96a0be661dfb5d3d09cb2518", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "xv31vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x3d58138e", sha1: "9203d6bdc2d968de818d5f465523cc030217dcf8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "xv31vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x9e8780a2", sha1: "83148d55456b2b92969f7ac2bdb2d492bf969895", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "xv31rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x24e1e262", sha1: "84df49b22a8a36284da771944a8390672a0c32bf", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "xv31rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xcae38ef3", sha1: "2dfe0b31969091975e8d8c8188ce7dd007e4a0f3", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "xv31rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x46b4cb72", sha1: "c3360c4fdb71ffcbccec3f4ad8d7963b08822e26", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "xv31rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe0eb5d1", sha1: "f1a0adcb7c65bbba723fe09b07280b0b924d6b19", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "xv31rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8403a277", sha1: "35193211351494a086d8422e3b0b71a8d3a262a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "xv31rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xecf70432", sha1: "bec128a215e0aef66e9a8707bb0d1eb7b098a356", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "xv31sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7e9fc6a0", sha1: "7f8f1bb9c55f0de0d21c20128806ee9e8a821504", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "xv31wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x14f25ddd" + sha1: "4981cf1017432ff85b768ec88c36f535df30b783" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "xevi3dg" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + xevi3dgj: + archive: "xevi3dgj.zip" + title: "Xevious 3D/G" + parent: "xevi3dg" + system: "namco_system11" + manufacturer: "Namco" + year: 1995 + region: "Japan" + revision: "XV31/VER.A" + boardCode: "XV31" + hardwareProfile: "xevi3dg" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + - { type: "arcade", joystick: "eight_way", layout: "xevi3dg" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "xv31vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x419e0f13", sha1: "876ae81c9fde18cdec792f3dfee682761ac99730", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "xv31vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdf95373a", sha1: "65cf85ad4dcbc8f0376ac46ee0c1037d79099843", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "xv31vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x3d58138e", sha1: "9203d6bdc2d968de818d5f465523cc030217dcf8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "xv31vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x9e8780a2", sha1: "83148d55456b2b92969f7ac2bdb2d492bf969895", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "xv31rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x24e1e262", sha1: "84df49b22a8a36284da771944a8390672a0c32bf", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "xv31rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xcae38ef3", sha1: "2dfe0b31969091975e8d8c8188ce7dd007e4a0f3", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "xv31rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x46b4cb72", sha1: "c3360c4fdb71ffcbccec3f4ad8d7963b08822e26", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "xv31rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe0eb5d1", sha1: "f1a0adcb7c65bbba723fe09b07280b0b924d6b19", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "xv31rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8403a277", sha1: "35193211351494a086d8422e3b0b71a8d3a262a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "xv31rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xecf70432", sha1: "bec128a215e0aef66e9a8707bb0d1eb7b098a356", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "xv31sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe50b856a", sha1: "631da4f60c9ce08387fca26a70481a2fdacf9765", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "xv31wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x14f25ddd" + sha1: "4981cf1017432ff85b768ec88c36f535df30b783" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "xevi3dg" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + primglex: + archive: "primglex.zip" + title: "Prime Goal EX" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "Japan" + revision: "PG1/VER.A" + boardCode: "PG1" + hardwareProfile: "primglex" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "primglex" } + - { type: "arcade", joystick: "eight_way", layout: "primglex" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "pg1vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfc15fd1a", sha1: "6ca5ebdc096cab3296dc7c1f675d78dfc7c69a05", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "pg1vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x79955553", sha1: "ad2dca38b06a835f8241fae0a5fa18d5874cebe4", groupSize: 1, skip: 1 } + - role: "bankedroms_001" + region: "bankedroms" + name: "pg1rom0u.ic5" + size: 0x400000 + offset: 0x0 + interleave: 2 + wordSwap: false + required: true + crc32: "0x2a503f2f" + sha1: "206b9c9204be22241d2a3e017b96c3a103f5a976" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_002" + region: "bankedroms" + name: "pg1rom0l.ic6" + size: 0x400000 + offset: 0x1 + interleave: 2 + wordSwap: false + required: true + crc32: "0x54cef992" + sha1: "5ba81353b1dddc1c6640fc4c15df81535e7a6ae8" + segments: + - { operation: "load", offset: 0x1, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x1, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_003" + region: "bankedroms" + name: "pg1rom1u.ic3" + size: 0x400000 + offset: 0x400000 + interleave: 2 + wordSwap: false + required: true + crc32: "0x1ee41152" + sha1: "d240e6ba820aa2aa4f12380c255f624f91aed564" + segments: + - { operation: "load", offset: 0x400000, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400000, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - role: "bankedroms_004" + region: "bankedroms" + name: "pg1rom1l.ic8" + size: 0x400000 + offset: 0x400001 + interleave: 2 + wordSwap: false + required: true + crc32: "0x59b5a71c" + sha1: "ddc1f0a5488466166c21fd0c84ab2b4cf04316bf" + segments: + - { operation: "load", offset: 0x400001, length: 0x200000, sourceOffset: 0x0, groupSize: 1, skip: 1, reverse: false } + - { operation: "continue", offset: 0x400001, length: 0x200000, sourceOffset: 0x200000, groupSize: 1, skip: 1, reverse: false } + - { role: "c76_001", region: "c76", name: "pg1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe7c3396d", sha1: "12bbb8ebcaab1b40462a12917dd9b58bd9ab8663", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "pg1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 2 + wordSwap: true + required: true + crc32: "0xfc9ad9eb" + sha1: "ce5bb2288ed8cf1348825c39423cbb99d9324b9c" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "primglex" + inputProfile: "tekken" + stateClass: "namcos11_state" + + danceyes: + archive: "danceyes.zip" + title: "Dancing Eyes" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "World" + revision: "DC2/VER.B" + boardCode: "DC2" + hardwareProfile: "danceyes" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dc2verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x9f605dd9", sha1: "67a13a9195b766e66fe581099ea3d4615b8532b2", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dc2verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x210d7e22", sha1: "1aa76f5a9c2bbddeb7880df7e98287e29e8dea05", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "dc1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xbdd9484e", sha1: "2f85e0ac4b12b2cf4c9717fad745d2d68c27d39a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "dc1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x25a2f06f", sha1: "400806a262681cf908ac16e039686b5a0d5fd58e", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "dc1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8b5b4b13", sha1: "9681e29ad95a2cc555d0fbb558a0865a87a77268", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "dc1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x93ca9bd0", sha1: "c7d2ecbeb451bd57097fb39f21dc347b86a2b838", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "dc1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x380e0282", sha1: "33389e3b15b93fb939991b8d7dc8b182ba88e78a", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "dc1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x47d966a7", sha1: "3b6f004136bd9d75dbef846f417ca34a56893d61", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "dc1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f130220", sha1: "7f086d502178c27511c1142254381a9a2a999e8d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "dc1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x24514dc6", sha1: "f9f7d6a45cbd51513cc038f6321a30c1a72b7a58", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "dc1rom3l.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xa76bcd4c", sha1: "817abdc43158b7aaac329c3ea17782277acb36a4", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "dc1rom3u.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x1405d123", sha1: "3d7be5558358740f5a0a3a3022543cf5aca4cf24", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "dc1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x96cd7788", sha1: "68a5a53a5fc50e2b6b684c99d27d81e3a8c56287", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "dc1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x8ba0f6a7" + sha1: "e9868debd808e92b196d1baeeeae9c4855356a01" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "danceyes" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + danceyesu: + archive: "danceyesu.zip" + title: "Dancing Eyes" + parent: "danceyes" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "US" + revision: "DC3/VER.C" + boardCode: "DC3" + hardwareProfile: "danceyes" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dc3verc.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa7a00bc6", sha1: "9e51e28fee1f3f5bf212d1c2c07c674487a61ed3", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dc3verc.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x02fc2415", sha1: "cfe597302e2d322c1068a2a3b3ab27efd6154c72", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "dc1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xbdd9484e", sha1: "2f85e0ac4b12b2cf4c9717fad745d2d68c27d39a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "dc1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x25a2f06f", sha1: "400806a262681cf908ac16e039686b5a0d5fd58e", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "dc1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8b5b4b13", sha1: "9681e29ad95a2cc555d0fbb558a0865a87a77268", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "dc1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x93ca9bd0", sha1: "c7d2ecbeb451bd57097fb39f21dc347b86a2b838", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "dc1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x380e0282", sha1: "33389e3b15b93fb939991b8d7dc8b182ba88e78a", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "dc1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x47d966a7", sha1: "3b6f004136bd9d75dbef846f417ca34a56893d61", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "dc1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f130220", sha1: "7f086d502178c27511c1142254381a9a2a999e8d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "dc1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x24514dc6", sha1: "f9f7d6a45cbd51513cc038f6321a30c1a72b7a58", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "dc1rom3l.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xa76bcd4c", sha1: "817abdc43158b7aaac329c3ea17782277acb36a4", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "dc1rom3u.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x1405d123", sha1: "3d7be5558358740f5a0a3a3022543cf5aca4cf24", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "dc1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x96cd7788", sha1: "68a5a53a5fc50e2b6b684c99d27d81e3a8c56287", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "dc1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x8ba0f6a7" + sha1: "e9868debd808e92b196d1baeeeae9c4855356a01" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "danceyes" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + danceyesj: + archive: "danceyesj.zip" + title: "Dancing Eyes" + parent: "danceyes" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "Japan" + revision: "DC1/VER.A" + boardCode: "DC1" + hardwareProfile: "danceyes" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + - { type: "arcade", joystick: "eight_way", layout: "danceyes" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dc1vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xb164ad67", sha1: "62a7f9bc7fb9c218e5031598512dbd1e013283b3", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dc1vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x28e4cb3d", sha1: "17923c66725da1f8e77b7c08d8017160bba53eb9", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "dc1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xbdd9484e", sha1: "2f85e0ac4b12b2cf4c9717fad745d2d68c27d39a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "dc1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x25a2f06f", sha1: "400806a262681cf908ac16e039686b5a0d5fd58e", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "dc1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8b5b4b13", sha1: "9681e29ad95a2cc555d0fbb558a0865a87a77268", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "dc1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x93ca9bd0", sha1: "c7d2ecbeb451bd57097fb39f21dc347b86a2b838", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "dc1rom1l.ic3", size: 0x200000, offset: 0x400000, interleave: 2, wordSwap: false, required: true, crc32: "0x380e0282", sha1: "33389e3b15b93fb939991b8d7dc8b182ba88e78a", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "dc1rom1u.ic8", size: 0x200000, offset: 0x400001, interleave: 2, wordSwap: false, required: true, crc32: "0x47d966a7", sha1: "3b6f004136bd9d75dbef846f417ca34a56893d61", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "dc1rom2l.ic4", size: 0x200000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x8f130220", sha1: "7f086d502178c27511c1142254381a9a2a999e8d", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "dc1rom2u.ic7", size: 0x200000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x24514dc6", sha1: "f9f7d6a45cbd51513cc038f6321a30c1a72b7a58", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "dc1rom3l.ic1", size: 0x200000, offset: 0xc00000, interleave: 2, wordSwap: false, required: true, crc32: "0xa76bcd4c", sha1: "817abdc43158b7aaac329c3ea17782277acb36a4", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "dc1rom3u.ic9", size: 0x200000, offset: 0xc00001, interleave: 2, wordSwap: false, required: true, crc32: "0x1405d123", sha1: "3d7be5558358740f5a0a3a3022543cf5aca4cf24", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "dc1sprog.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x96cd7788", sha1: "68a5a53a5fc50e2b6b684c99d27d81e3a8c56287", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "dc1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x8ba0f6a7" + sha1: "e9868debd808e92b196d1baeeeae9c4855356a01" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "danceyes" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + pocketrc: + archive: "pocketrc.zip" + title: "Pocket Racer" + system: "namco_system11" + manufacturer: "Namco" + year: 1996 + region: "Japan" + revision: "PKR1/VER.B" + boardCode: "PKR1" + hardwareProfile: "pocketrc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "pocketrc" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "pkr1verb.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x300d906a", sha1: "f521858f78284d69e6a6ec2c35a468c87dd0628c", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "pkr1verb.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd5f47526", sha1: "b1d5b6f714510d0cfcc9b32708287755f9f27ead", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "pkr1rom0l.ic5", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6c9b074c", sha1: "885f342bd178e4146e1f75259206f6625c0b3c18", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "pkr1rom0u.ic6", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa55c0906", sha1: "3b6abfa877f88a4d96222d98af02498b0c777af6", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "pkr1verb.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9bf08992", sha1: "fca7943f7bcf0ee758fa63fbdef8f7456b9e46cb", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "pkr1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x72517c46" + sha1: "d0dcc750fe8eca9e965e7c366ac39a42ffd76557" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "pocketrc" + inputProfile: "pocketrc" + stateClass: "namcos11_state" + emulationFlags: "MACHINE_NODEVICE_LAN" + + fambowl: + archive: "fambowl.zip" + title: "Family Bowl" + system: "namco_system11" + manufacturer: "Namco" + year: 1997 + region: "Japan" + revision: "FB1/VER.A V1.00" + boardCode: "FB1" + hardwareProfile: "fambowl" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "trackball", joystick: "none", layout: "fambowl" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + - { id: "iomcu", size: 0x80000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "fb1_vera.1j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1a3c7317", sha1: "1535a41aa5e6e5c5f83b647895cfdd231e47728a", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "fb1_vera.1l", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x63393cbc", sha1: "51051a032da52ae1bda7f2b4431bea56750aab96", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "fb1_rom0l.ic5", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0bb1dee3", sha1: "3feaa50a64aecba89ca0ca209069fde45a09a2ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "fb1_rom0u.ic6", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe735b2eb", sha1: "f3b1088f38d32195b0cf839b3dff35142bc5cccc", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "fb1_vera.7e", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x452794c4", sha1: "cc128e368d5fab2e891bc4daf877e4348a095946", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "fb1_wave0a.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0xef45939f" + sha1: "8bad6d008c10b8d9920dbff25006e9c25e8db925" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { role: "iomcu_001", region: "iomcu", name: "fb1_spr0.ic5", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4325439f", sha1: "0ce62c1d2f6adc3b3102f403e9d594b8a071829f", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "fambowl" + inputProfile: "namcos11" + stateClass: "namcos11_state" + emulationFlags: "MACHINE_NOT_WORKING" + + starswep: + archive: "starswep.zip" + title: "Star Sweep" + system: "namco_system11" + manufacturer: "Axela / Namco" + year: 1997 + region: "World" + revision: "STP2/VER.A" + boardCode: "STP2" + hardwareProfile: "starswep" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 16, monitorCropBottom: 8 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "stp2vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa03f4bac", sha1: "a9b5e5e540105c325a4b8f7f1ae863b6fd6227f9", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "stp2vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x590da032", sha1: "be0af7b68ab7cc666424ca07edebc17d813b2d03", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "stp2vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xac8717d5", sha1: "66dbc734de78041202e7d32ccceec306a6df34f8", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "stp2vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x42733309", sha1: "d28cb6dc03ccf992e0b1c67db7f39b4fd8a38392", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "stp2vera.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x08aaaf6a", sha1: "51c913a39ff7c154aef8bb10139cc8b92eb4756a", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "stp1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x18f30e92" + sha1: "b3819455856298527a7224495f541145aecf23dd" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "starswep" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + starswepj: + archive: "starswepj.zip" + title: "Star Sweep" + parent: "starswep" + system: "namco_system11" + manufacturer: "Axela / Namco" + year: 1997 + region: "Japan" + revision: "STP1/VER.A" + boardCode: "STP1" + hardwareProfile: "starswep" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 16, monitorCropBottom: 8 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + - { type: "arcade", joystick: "eight_way", layout: "starswep" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "stp1vera.1j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xef83e126", sha1: "f721b43358cedad0f28af5d2b292b44043fd47a0", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "stp1vera.1l", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x0ee7fe1e", sha1: "8c2f5b0e7b49dbe0e8105bf55c493acd46a4f59d", groupSize: 1, skip: 0 } + - { role: "c76_001", region: "c76", name: "stp1sprog.7e", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x08aaaf6a", sha1: "51c913a39ff7c154aef8bb10139cc8b92eb4756a", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "stp1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x18f30e92" + sha1: "b3819455856298527a7224495f541145aecf23dd" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "starswep" + inputProfile: "namcos11" + stateClass: "namcos11_state" + + myangel3: + archive: "myangel3.zip" + title: "Kosodate Quiz My Angel 3" + system: "namco_system11" + manufacturer: "MOSS / Namco" + year: 1998 + region: "Japan" + revision: "KQT1/VER.A" + boardCode: "KQT1" + hardwareProfile: "myangel3" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "myangel3" } + - { type: "arcade", joystick: "none", layout: "myangel3" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "kqt1vera.1j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdf7aef8a", sha1: "d4ff144bcdecc1d4a3b834d0b9c182609ad9b260", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "kqt1vera.1l", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0xffc51c01", sha1: "bba2c2c1ad31039c7dc7413e51e7fc317451e1e3", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "kqt1prg0l.ic2", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd67eee66", sha1: "1842e987ae406ac2cf4c173aaaa73b5f67f4fd3d", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "kqt1prg0u.ic5", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x4d1c7bf3", sha1: "6bf9712264a82920f7898896643d05a6b425e74a", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "kqt1prg1l.ic3", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x298d8eeb", sha1: "c421b1bdd5fd46c026a41e2cec47cafd1a69d33d", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "kqt1prg1u.ic6", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x911783db", sha1: "1005fc9b38e212844e397150a6f98f43ad88d4b9", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "kqt1sprog.7e", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb1888a6", sha1: "4db07738079725413cdba7eb75252ee71ae50a66", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "kqt1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x92ca8e4f" + sha1: "48d6bdfcc5de1c280afa36c3f0dd6d4177771355" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "myangel3" + inputProfile: "myangel3" + stateClass: "namcos11_state" + + ptblank2a: + archive: "ptblank2a.zip" + title: "Point Blank 2" + parent: "ptblank2" + system: "namco_system11" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "GNB2/VER.A" + boardCode: "GNB2" + hardwareProfile: "ptblank2ua" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 12, monitorCropBottom: 4 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb2vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4926599d", sha1: "acb5e37d5f5d9e9ade0e92c9574cccdd0f7388e0", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb2vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2aba8c09", sha1: "18c31f4bde3b90ef7b3ca7cc07da4a3c146fa2c1", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "gnb1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xe6335e4e", sha1: "9067f05d848c1c8a88967a3c6552d2d24e80672b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "gnb1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x2bb7eb6d", sha1: "d1b1e031a28443140ac8652dfd77a65a042b67fc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb2prg.1", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8a8e77c3", sha1: "1a37e04a0acd1ab8c5fcbf807f24fd22f1d90a82", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb2prg.2", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x563edc3f", sha1: "d691560bded88fe7738de01b293f1e761ab9304c", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gnb2prg.3", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x94fbe733", sha1: "74634c3680d22697c1cc3059c2bbe1703e77ddf1", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "gnb2prg.4", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1cbe79a6", sha1: "46e9f72c121ece3457b2f66413489ce6568e5510", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "gnb1vera.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6461ae77", sha1: "1377b716a69ef9d4d2e48083d23f22bd5c103c00", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "ptblank2ua" + inputProfile: "ptblank2ua" + stateClass: "namcos11_state" + + ptblank2b: + archive: "ptblank2b.zip" + title: "Point Blank 2" + parent: "ptblank2" + system: "namco_system11" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "GNB2/VER.A alt" + boardCode: "GNB2" + hardwareProfile: "ptblank2ua" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 12, monitorCropBottom: 4 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb2vera.1j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdf0bc5f0", sha1: "ccd5cac2c8cef73dae971d256afec58d4b897430", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb2vera.1l", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x8a274d96", sha1: "9ae0932e5dba2a052dc4977c76bde2e0c5f39d54", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb2prg.1", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8a8e77c3", sha1: "1a37e04a0acd1ab8c5fcbf807f24fd22f1d90a82", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb2prg.2", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x563edc3f", sha1: "d691560bded88fe7738de01b293f1e761ab9304c", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gnb2prg.3", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x94fbe733", sha1: "74634c3680d22697c1cc3059c2bbe1703e77ddf1", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "gnb2prg.4", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1cbe79a6", sha1: "46e9f72c121ece3457b2f66413489ce6568e5510", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "gnb1vera.7e", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6461ae77", sha1: "1377b716a69ef9d4d2e48083d23f22bd5c103c00", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "ptblank2ua" + inputProfile: "ptblank2ua" + stateClass: "namcos11_state" + + ptblank2c: + archive: "ptblank2c.zip" + title: "Point Blank 2" + parent: "ptblank2" + system: "namco_system11" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "unknown version" + hardwareProfile: "ptblank2ua" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 12, monitorCropBottom: 4 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb2verx.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc2a02ccf", sha1: "fa637ecacc3e72d432c91dbff7d59fe56f28bab2", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb2verx.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x96abd746", sha1: "13720d02ef9e7445422c07836296acde4db4aa50", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "gnb1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xe6335e4e", sha1: "9067f05d848c1c8a88967a3c6552d2d24e80672b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "gnb1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x2bb7eb6d", sha1: "d1b1e031a28443140ac8652dfd77a65a042b67fc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb2prg.1", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8a8e77c3", sha1: "1a37e04a0acd1ab8c5fcbf807f24fd22f1d90a82", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb2prg.2", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x563edc3f", sha1: "d691560bded88fe7738de01b293f1e761ab9304c", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gnb2prg.3", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x94fbe733", sha1: "74634c3680d22697c1cc3059c2bbe1703e77ddf1", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "gnb2prg.4", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1cbe79a6", sha1: "46e9f72c121ece3457b2f66413489ce6568e5510", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "gnb1vera.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6461ae77", sha1: "1377b716a69ef9d4d2e48083d23f22bd5c103c00", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "ptblank2ua" + inputProfile: "ptblank2ua" + stateClass: "namcos11_state" + + ptblank2ua: + archive: "ptblank2ua.zip" + title: "Point Blank 2" + parent: "ptblank2" + system: "namco_system11" + manufacturer: "Namco" + year: 1999 + region: "US" + revision: "GNB3/VER.A" + boardCode: "GNB3" + hardwareProfile: "ptblank2ua" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 12, monitorCropBottom: 4 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb3vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x57ad719a", sha1: "f22a02d33c7c23cccffb8ce2e3aca26b07ecac0a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb3vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x0378af98", sha1: "601444b5a0935a4b69b5ada618aaf1bc6bb12a3b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "gnb1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xe6335e4e", sha1: "9067f05d848c1c8a88967a3c6552d2d24e80672b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "gnb1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x2bb7eb6d", sha1: "d1b1e031a28443140ac8652dfd77a65a042b67fc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb1prg0l.ic2", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x78746037", sha1: "d130ca1153a730e3c967945248f00662f9fab304", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb1prg0u.ic5", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x697d3279", sha1: "40302780f7494d9413888b2d1da38bd14a9a444f", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "gnb1vera.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6461ae77", sha1: "1377b716a69ef9d4d2e48083d23f22bd5c103c00", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "ptblank2ua" + inputProfile: "ptblank2ua" + stateClass: "namcos11_state" + + gunbarla: + archive: "gunbarla.zip" + title: "Gunbarl" + parent: "ptblank2" + system: "namco_system11" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "GNB1/VER.A" + boardCode: "GNB1" + hardwareProfile: "ptblank2ua" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1, monitorCropTop: 12, monitorCropBottom: 4 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "c76", size: 0x80000, width: 16, endianness: "little" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb1vera.2l", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x405e2585", sha1: "dc05ce7692e9244db0276fba13800b00a68d2054", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb1vera.2j", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2d2af8cf", sha1: "e9ad303777d71e8c37f2a83b12fe61ee018dbd8e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_003", region: "maincpu:rom", name: "gnb1vera.2k", size: 0x100000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0xe6335e4e", sha1: "9067f05d848c1c8a88967a3c6552d2d24e80672b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_004", region: "maincpu:rom", name: "gnb1vera.2f", size: 0x100000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0x2bb7eb6d", sha1: "d1b1e031a28443140ac8652dfd77a65a042b67fc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb1prg0l.ic2", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x78746037", sha1: "d130ca1153a730e3c967945248f00662f9fab304", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb1prg0u.ic5", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x697d3279", sha1: "40302780f7494d9413888b2d1da38bd14a9a444f", groupSize: 1, skip: 1 } + - { role: "c76_001", region: "c76", name: "gnb1vera.6d", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6461ae77", sha1: "1377b716a69ef9d4d2e48083d23f22bd5c103c00", groupSize: 1, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1wave.8k" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos11.cpp" + machineConfig: "ptblank2ua" + inputProfile: "ptblank2ua" + stateClass: "namcos11_state" + + tekken3: + archive: "tekken3.zip" + title: "Tekken 3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "TET2/VER.E1" + boardCode: "TET2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet2vere1.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7ded5461", sha1: "3a5638c6ad40bfde6e12fdfd6d469f6ea5e9f4fb", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet2vere1.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x25c96e1e", sha1: "554d1e42886d6a6c9c5857e9cbd5d7c37d7a6e67", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1vere.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc92b98d1", sha1: "8ae6fba8c5b6b9a2ab9541eac8553b282f35750d", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3a: + archive: "tekken3a.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "TET2/VER.A" + boardCode: "TET2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet2vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7270f157", sha1: "e73c5970e58f9e8c5696f4e3b15908fbec6c21ce", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet2vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x94ceb446", sha1: "c730eb5c770991ae3ae0b9ba63681ce037e46746", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1verafl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x64fa1f83", sha1: "5bc8b4657826ead19827f63d04f67597970d5337", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1verafl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x32a2516b", sha1: "6f4e4fc1b11d17a867d3e7bdfdd351438390a5a2", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xa74dfe7f", sha1: "854096a6f12ee9073fb1f38e41c8e6e0725a7521", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3b: + archive: "tekken3b.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "TET2/VER.B" + boardCode: "TET2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet2verb.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa6cbc434", sha1: "859d84e6e9a52c2cdd54a2a0bb8104169eb19c07", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet2verb.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc8f95ec5", sha1: "7f34c42e1fbc35118e8476cdb78fbdb9564001de", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xb13d88a9", sha1: "944d35203bbb7155a296ff37daa426b42f8e2b6b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3c: + archive: "tekken3c.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "TET2/VER.C" + boardCode: "TET2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet2verc.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4483d76e", sha1: "c43b7e445acb77ddeb8a647bef1fc509ced0412e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet2verc.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3b4fee42", sha1: "b71b2969b0416e6fd348297876fc55d44e14ebef", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xb13d88a9", sha1: "944d35203bbb7155a296ff37daa426b42f8e2b6b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3d: + archive: "tekken3d.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "TET2/VER.D" + boardCode: "TET2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet2verd.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xff269bcd", sha1: "f118b69ffe3ee1ad785c115c39d5166f3c546554", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet2verd.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x46f9205c", sha1: "662b8f910e4ccc1a0e9f3fef0992a92abbebebd0", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xb13d88a9", sha1: "944d35203bbb7155a296ff37daa426b42f8e2b6b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3ua: + archive: "tekken3ua.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "US" + revision: "TET3/VER.A" + boardCode: "TET3" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet3vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2fb6fac2", sha1: "518f74f09fa879cc1507c6afa2dd922b38cecd55", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet3vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x968af792", sha1: "6187128d5ca07fd394f674b8dda0c190e6cd7f9d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1verafl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x64fa1f83", sha1: "5bc8b4657826ead19827f63d04f67597970d5337", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1verafl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x32a2516b", sha1: "6f4e4fc1b11d17a867d3e7bdfdd351438390a5a2", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xa74dfe7f", sha1: "854096a6f12ee9073fb1f38e41c8e6e0725a7521", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3ud: + archive: "tekken3ud.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "US" + revision: "TET3/VER.D" + boardCode: "TET3" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet3verd.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x9056a8d1", sha1: "08269de80361672f1a193e5cdcd0d4571b746a85", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet3verd.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x60ae06f4", sha1: "898355cc6bae4745b6b9913e34d50fe2a00f1c2c", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xb13d88a9", sha1: "944d35203bbb7155a296ff37daa426b42f8e2b6b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3ja: + archive: "tekken3ja.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "Japan" + revision: "TET1/VER.A" + boardCode: "TET1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x98fe53b4", sha1: "0d3380f368908a21cb1e4cea353687d3f6295d79", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x4dc6bb4a", sha1: "1a0ae22410fb6f7757d21fdaf713893ca4e177fe", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1verafl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x64fa1f83", sha1: "5bc8b4657826ead19827f63d04f67597970d5337", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1verafl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x32a2516b", sha1: "6f4e4fc1b11d17a867d3e7bdfdd351438390a5a2", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xa74dfe7f", sha1: "854096a6f12ee9073fb1f38e41c8e6e0725a7521", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3jd: + archive: "tekken3jd.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "Japan" + revision: "TET1/VER.D" + boardCode: "TET1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet1verd.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8a2e5ed5", sha1: "f06aa6eceffa30359c93811bc70e34eb3d85b3c5", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet1verd.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xfd2128f7", sha1: "c8be7101538c26b6eb1a8fe901549457be8d05b9", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xb13d88a9", sha1: "944d35203bbb7155a296ff37daa426b42f8e2b6b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + tekken3je1: + archive: "tekken3je1.zip" + title: "Tekken 3" + parent: "tekken3" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "Japan" + revision: "TET1/VER.E1" + boardCode: "TET1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tet1vere1.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8b01113b", sha1: "45fdfd58293641ed16bc59c633a85a9cf64ccbaf", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tet1vere1.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdf4c96fb", sha1: "2e223045bf5b80ccf615106e869760c5b7aa8d44", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tet1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2886bb32", sha1: "08ad9da2df25ad8c933a812ac238c81135072929", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tet1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc5705b92", sha1: "20df20c8d18eb4712d565a3df9a8d9270dee6aaa", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tet1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x0397d283", sha1: "ebafcd14cdb2601214129a84fc6830846f5cd274", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tet1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x502ba5cd", sha1: "19c1282245c6dbfc945c0bd0f3918968c3e5c3ed", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tet1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe03b1c24", sha1: "8579b95a8fd06b7d2893ff88b228fd794162dff1", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tet1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x75eb2ab3", sha1: "dee43884e542391903f6aaae2c166e7921a86fb4", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tet1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x45513073", sha1: "8a36f58ee2d292b50e00c6bf275f9def358032d8", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tet1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x1917d993", sha1: "cabc44514a3e62a18a7f8f883603241447d6948b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tet1vere.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc92b98d1", sha1: "8ae6fba8c5b6b9a2ab9541eac8553b282f35750d", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tet1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77ba7975", sha1: "fe9434dcf0fb232c85efaaae1b4b13d36099620a", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tet1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xffeba79f", sha1: "941412bbe9d0305d9a23c224c1bb774c4321f6df", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "tekken3" + stateClass: "namcos12_state" + + lbgrande: + archive: "lbgrande.zip" + title: "Libero Grande" + system: "namco_system12" + manufacturer: "Namco" + year: 1997 + region: "World" + revision: "LG2/VER.A" + boardCode: "LG2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "lbgrande" } + - { type: "arcade", joystick: "eight_way", layout: "lbgrande" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "lg2vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x5ed6b152", sha1: "fdab457862bd6e0a3178c9329bd0978b6aa3ae2f", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "lg2vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x97c57149", sha1: "bb9bc1ba3ea826eb1c987b11218c0afa0fc54bdc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "lg1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc5df7f27", sha1: "07c596efb2533b9adc579874b7e8ef7fcc7f73c3", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "lg1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x74607817", sha1: "448a9213fa566fdbab5d789df064da7dc946ba2c", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "lg1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xc9947d3e", sha1: "239b1f81ffac6a54b438082664124b6cf51a9b1c", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "lg1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xf3d69f45", sha1: "546f588f144e1a75eee4a6d0a6cef8a3f79f0238", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "lg1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xde717a09", sha1: "78f26ff630c50632916fa17fa870dcde7f13781d", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "lg1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4647fada", sha1: "99f5e9ded0c83f1a0d3670f6380bc15c1380671e", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + toukon3: + archive: "toukon3.zip" + title: "Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition" + system: "namco_system12" + manufacturer: "Namco / Tomy" + year: 1997 + region: "Japan" + revision: "TR1/VER.A" + boardCode: "TR1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "toukon3" } + - { type: "arcade", joystick: "eight_way", layout: "toukon3" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tr1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x126ebb73", sha1: "de429e335e03f2b5116fc50f556a5507475a0535", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tr1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2edb3ad2", sha1: "d1d2d78b781c7f6fb5a201785295daa825ad057e", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tr1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x42946d26", sha1: "dc7944cb6daceda41ecee7a4e3f549cba916ab87", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tr1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe3cd0be0", sha1: "f27d14cd086b5961be33e635662aca89a5e8c857", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tr1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf9ecbd19", sha1: "ad64f95ef85ee5c45dcf15217ea5adff61fddba6", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tr1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x07d10e55", sha1: "3af8f7019a221981984741181b6be98e2315d441", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tr1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x34539cdd", sha1: "afb7079c0f447fbda285a5b97a37c04baf26db75", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + emulationFlags: "MACHINE_IMPERFECT_GRAPHICS" + + soulclbr: + archive: "soulclbr.zip" + title: "Soul Calibur" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "World" + revision: "SOC12/VER.A2" + boardCode: "SOC12" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc12vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xceadcc9a", sha1: "68cd3d15f28178fcea8aada6067b7060edfb2913", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc12vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x65a74cf0", sha1: "1129c078925bd02f4e9cef64cd7761968be53537", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrab: + archive: "soulclbrab.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Asia" + revision: "SOC14/VER.B" + boardCode: "SOC14" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc14verb.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6af5c5f6", sha1: "51d1e7d78d95cfc765cd219ed07b405cd920044b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc14verb.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x23e7a4c4", sha1: "a97f36cafdeff9e26fbd24e54ab8ac8080763761", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrac: + archive: "soulclbrac.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Asia" + revision: "SOC14/VER.C" + boardCode: "SOC14" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc14verc.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc40e9614", sha1: "dc20469f0d657423e472fdf5897852ab9fb8bb73", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc14verc.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x80c41446", sha1: "e5620a4f0ffba913169a779df73384b7ca8780b9", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrub: + archive: "soulclbrub.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "US" + revision: "SOC13/VER.B" + boardCode: "SOC13" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc13verb.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xad7cfb1e", sha1: "7d1e7fd0024e31780335690906846e91ba063003", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc13verb.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7449c045", sha1: "1c7a8b659d0f12dded2a00bc83baeb392fd7a719", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbruc: + archive: "soulclbruc.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "US" + revision: "SOC13/VER.C" + boardCode: "SOC13" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc13verc.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4ba962fb", sha1: "e2b5e543d92a4157788482f3ab7c6b0e5ff30367", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc13verc.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x140c40de", sha1: "352faec0fff5a8422ee7c8db2e0c946b139be03f", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrja2: + archive: "soulclbrja2.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "SOC11/VER.A2" + boardCode: "SOC11" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x37e0a203", sha1: "3915b5e530c8e70a07aa8ccedeb66633ae5f670e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7cd87a35", sha1: "5a4837b6f6a49c88126a0ddbb8059a4da77127bc", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrjb: + archive: "soulclbrjb.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "SOC11/VER.B" + boardCode: "SOC11" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc11verb.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x9660d996", sha1: "6361abfd8b0d29848aabad6a5c517ba0d336359a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc11verb.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x49939880", sha1: "a53fb8ecd71c8d59b0e08d6233ea658ae083bc6d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + soulclbrjc: + archive: "soulclbrjc.zip" + title: "Soul Calibur" + parent: "soulclbr" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "SOC11/VER.C" + boardCode: "SOC11" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + - { type: "arcade", joystick: "eight_way", layout: "souledge" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "soc11verc.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf5e3679c", sha1: "b426cfc7707a6772e6aabbaf4a19b7f008324d55", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "soc11verc.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7537719c", sha1: "d83d4c762fa7fcfd5d84de550568e92999e5bdfb", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "soc1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcdc47b55", sha1: "315ea6b819de5c4883aa400f1b9f4172637757bf", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "soc1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x30d2dd5a", sha1: "1c0c467ba339e0241efb8d5c3b025a046b2ca676", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "soc1rom2.9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbb93955", sha1: "624cd8ad94e8ae53206f798bff81784afe95e5f1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "soc1fl3.6", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x24d94c38", sha1: "0f9b9ab11dd4e02086d7b9104ce2f5d4e93cd696", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "soc1fl4.5", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6212090e", sha1: "ed5e50771180935a0c2e760e7369673098722201", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "soc1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x52aa206a", sha1: "5abe9d6f800fa1b9623aa08b16e9b959b840e50b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "soc1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc100618d", sha1: "b87f88ee42ad9c5affa674e5f816d902143fed99", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + ehrgeiz: + archive: "ehrgeiz.zip" + title: "Ehrgeiz" + system: "namco_system12" + manufacturer: "Square / Namco" + year: 1998 + region: "World" + revision: "EG2/VER.A" + boardCode: "EG2" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "eg2vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x9174ec90", sha1: "273bb9c9f0a7eb48470601a0eadf450908ac4d92", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "eg2vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa8388248", sha1: "89eeb6095cc8c7ad6cdc8480cff6f688f07f64d7", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "eg1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfe11a48e", sha1: "bdb2af5949bb4a324dab01489e9488aa5b9bd129", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "eg1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7cb90c25", sha1: "0ff6f7bf8b7eb2e0706bd235fcb9a95ea639fae6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "eg1fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xdd4cac2b", sha1: "f49d0055303b3d8639e94f93bce6bf160cc99913", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "eg1fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe3348407", sha1: "829bf1be0f74fd385e325d774f1449e28aba1e4d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "eg1fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0x34493262", sha1: "9dd5b1b25e7232460bf5ee5b339d9f536ec26979", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "eg1fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4fb84f1d", sha1: "714e0ef56871d7b4568bc6dda08bbb1c01dbba37", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "eg1fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xf9441f87", sha1: "70944160620ba2fc80b4fc3a7b61c33622298a8b", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "eg1fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xcea397de", sha1: "3791dbadb5699c805c27930e59c61af4d62f77f7", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "eg1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9e44645e", sha1: "374eb4a4c09d6b5b7af5ff0efec16b4d2aacbe2b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "eg1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x961fe69f", sha1: "0189a061959a8d94b9d2db627911264faf9f28fd", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + ehrgeizua: + archive: "ehrgeizua.zip" + title: "Ehrgeiz" + parent: "ehrgeiz" + system: "namco_system12" + manufacturer: "Square / Namco" + year: 1998 + region: "US" + revision: "EG3/VER.A" + boardCode: "EG3" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "eg3vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x64c00ff0", sha1: "fc7980bc8d98c810aed2eb6b3265d150784dfc15", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "eg3vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe722c030", sha1: "4669a7861c14d97048728989708a0fa3733f83a8", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "eg1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfe11a48e", sha1: "bdb2af5949bb4a324dab01489e9488aa5b9bd129", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "eg1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7cb90c25", sha1: "0ff6f7bf8b7eb2e0706bd235fcb9a95ea639fae6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "eg1fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xdd4cac2b", sha1: "f49d0055303b3d8639e94f93bce6bf160cc99913", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "eg1fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe3348407", sha1: "829bf1be0f74fd385e325d774f1449e28aba1e4d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "eg1fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0x34493262", sha1: "9dd5b1b25e7232460bf5ee5b339d9f536ec26979", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "eg1fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4fb84f1d", sha1: "714e0ef56871d7b4568bc6dda08bbb1c01dbba37", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "eg1fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xf9441f87", sha1: "70944160620ba2fc80b4fc3a7b61c33622298a8b", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "eg1fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xcea397de", sha1: "3791dbadb5699c805c27930e59c61af4d62f77f7", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "eg1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9e44645e", sha1: "374eb4a4c09d6b5b7af5ff0efec16b4d2aacbe2b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "eg1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x961fe69f", sha1: "0189a061959a8d94b9d2db627911264faf9f28fd", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + ehrgeizja: + archive: "ehrgeizja.zip" + title: "Ehrgeiz" + parent: "ehrgeiz" + system: "namco_system12" + manufacturer: "Square / Namco" + year: 1998 + region: "Japan" + revision: "EG1/VER.A" + boardCode: "EG1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + - { type: "arcade", joystick: "eight_way", layout: "ehrgeiz" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "eg1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x302d62cf", sha1: "e2de280ae4475829398a6770aed8eab0ed35b1ce", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "eg1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1d7fb3a1", sha1: "dc038a639f89d7c8daaf987b728fde175fe4dbec", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "eg1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfe11a48e", sha1: "bdb2af5949bb4a324dab01489e9488aa5b9bd129", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "eg1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7cb90c25", sha1: "0ff6f7bf8b7eb2e0706bd235fcb9a95ea639fae6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "eg1fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xdd4cac2b", sha1: "f49d0055303b3d8639e94f93bce6bf160cc99913", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "eg1fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe3348407", sha1: "829bf1be0f74fd385e325d774f1449e28aba1e4d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "eg1fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0x34493262", sha1: "9dd5b1b25e7232460bf5ee5b339d9f536ec26979", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "eg1fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0x4fb84f1d", sha1: "714e0ef56871d7b4568bc6dda08bbb1c01dbba37", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "eg1fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xf9441f87", sha1: "70944160620ba2fc80b4fc3a7b61c33622298a8b", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "eg1fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xcea397de", sha1: "3791dbadb5699c805c27930e59c61af4d62f77f7", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "eg1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9e44645e", sha1: "374eb4a4c09d6b5b7af5ff0efec16b4d2aacbe2b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "eg1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x961fe69f", sha1: "0189a061959a8d94b9d2db627911264faf9f28fd", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + sws98: + archive: "sws98.zip" + title: "Super World Stadium '98" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "SS81/VER.A" + boardCode: "SS81" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sws" } + - { type: "arcade", joystick: "eight_way", layout: "sws" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ss81vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x94b1f34c", sha1: "0c8491fda366b5b2874e5f49959dccd11d372e46", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ss81vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7d0ed33d", sha1: "34342ce57b29ee15c6279c099bb145ac7ad262f3", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ss81fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xb0b5dc77", sha1: "abce4e6ae60858b7c7408d10975b7a1e0d183115", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "ss81fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe526dba5", sha1: "889fdfba17282eb05a3e254af81ee15c3e16acc4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "ss81fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0x2dc6f6b5", sha1: "e6c7bb804d7d027acca5adb15b0bb95321905ff3", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "ss81fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0xc8341c9f", sha1: "b7c5a960a238e963c7ec5bdb0751a8730d3b09f7", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ss81fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xce5d2a96", sha1: "08f3955e1ce949ce436f6f2f19fd42204682ae8c", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ss81fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x02df4df8", sha1: "01fd66c905cde9ca073dc4b6dbd826c5fe96b79b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ss81vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc6bc5c31", sha1: "c6ef46c3fa8a7749618126d360e614ea6c8d9c54", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ss81wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1c5e2ff1", sha1: "4f29dfd49f6b5c3ca3b758823d368051354bd673", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ss81wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x5f4c8861", sha1: "baee7182c32bc064d805de5a16948faf78941ac4", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + aplarail: + archive: "aplarail.zip" + title: "Attack Pla Rail" + system: "namco_system12" + manufacturer: "Namco / Tomy" + year: 1998 + region: "Japan" + revision: "AP1/VER.A" + boardCode: "AP1" + hardwareProfile: "aplarail" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "aplarail" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3400000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ap1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x386ffe26", sha1: "27b4bb0f0b178b4236e18d7ef9d810d1afc99798", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ap1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xcab954e1", sha1: "3d3b8cfbb8160bb0c421af88137b9de7f8ea22bf", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ap1rom0.ic9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc8042aad", sha1: "48d4205535fd20ffc99a0caab6c5f9c66b7f64ed", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ap1rom1.ic10", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0f3210ec", sha1: "d3e0782f01e952a27d4fbe2470159e92ba57a57a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ap1rom2.ic11", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x9ef8382d", sha1: "bb1e56a4911bfc9c4f763f35885da74a1c1e96c5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ap1fl3l.ic7", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xb52c2df6", sha1: "9d07b546395486e7cae86d24c8a352d9e48d00d4", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ap1fl3h.ic8", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x050af45d", sha1: "4cd93222b9a2fbfad5c93b60cdb7ccd4d58678d5", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ap1fl4l.ic5", size: 0x200000, offset: 0x1c00000, interleave: 2, wordSwap: false, required: true, crc32: "0x9a4109e5", sha1: "ba59caac5f5a80fc52c507d8a47f322a380aa9a1", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "ap1fl4h.ic6", size: 0x200000, offset: 0x1c00001, interleave: 2, wordSwap: false, required: true, crc32: "0x9a4109e5", sha1: "ba59caac5f5a80fc52c507d8a47f322a380aa9a1", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ap1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x126aaebc", sha1: "3f5a709c38ca38753d7a93d81e59a7ed48515b92", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ap1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x003abebb", sha1: "edd70a0cc2f8648d3cbd3457ee36aa3772f97d2e", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "aplarail" + inputProfile: "aplarail" + stateClass: "namcos12_state" + + mdhorse: + archive: "mdhorse.zip" + title: "Derby Quiz My Dream Horse" + system: "namco_system12" + manufacturer: "MOSS / Namco" + year: 1998 + region: "Japan" + revision: "MDH1/VER.A2" + boardCode: "MDH1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "mdhorse" } + - { type: "arcade", joystick: "none", layout: "mdhorse" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "mdh1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfbb567b2", sha1: "899dccdfbc8dcbcdaf9b5df93e249a36f8cbf999", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "mdh1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa0f182ab", sha1: "70c789ea88248c1f810f9fdb3feaf808acbaa8cd", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "mdh1rom0l", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xca5bf806", sha1: "8c88b1f29c96a0696ac9428c411cde10faacce35", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "mdh1rom0u", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x315e9539", sha1: "340fcd196f53f64b3f56ef73101eddc9e142d907", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "mdh1rom1l", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x9f610211", sha1: "8459733c52d1c62033a4aeb9985b4a6e863a62d0", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "mdh1rom1u", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xa2e43560", sha1: "b0657a22701c6f2098f210d59e4c9bc88593a750", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "mdh1rom2l", size: 0x800000, offset: 0x2000000, interleave: 2, wordSwap: false, required: true, crc32: "0x84840fa9", sha1: "0f051db55b30f7dd473f4df9bb5e7d38c39dc785", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "mdh1rom2u", size: 0x800000, offset: 0x2000001, interleave: 2, wordSwap: false, required: true, crc32: "0x9490dafe", sha1: "c1bd9343535876eac5369a86105013b4a7d731b3", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "mdh1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x20d7ba29", sha1: "95a056d1f1ac70dda8ced832b506076485348a33", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "mdh1wave0", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7b031123", sha1: "7cbc1f71d259405f9f1ef26026d51abcb255b057", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "mdhorse" + stateClass: "namcos12_altbank_state" + + technodr: + archive: "technodr.zip" + title: "Techno Drive" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "TH1/VER.B" + boardCode: "TH1" + hardwareProfile: "technodr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "technodr" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3400000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "th1verb.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x736fae08", sha1: "099e648784f617cc3b5a57a5838b8fbb54cacca1", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "th1verb.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1fafb2d2", sha1: "ea0617714dcd7636e21a10fa2665a6f9c0f0a93b", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "th1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf8274106", sha1: "5c0b60c7440cfa01572b10ed564446d7f1a81a3a", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "th1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x260ae0c5", sha1: "2ecb82e069fa64b9d3f63d6193befae02f3140e4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "th1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x56d9b477", sha1: "101b5acfbe5d292418f7fd8db642187f2b571d0b", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "th1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa45d337e", sha1: "10e230b61ab4c6aa386c68463badef0c4ba58f0e", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "th1fl3l.12", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xc330116f", sha1: "b12de5a82d6ebb5f893882b578e02af732231512", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "th1fl3u.13", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xcd4422c0", sha1: "97a9788cf0c589477f77c5403cc715ce4980a7bd", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "th1verb.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x85806e2e", sha1: "9e0a7e6924b72e7b5b1d0e72eeec10045984dd4b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "th1wave0.5", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6cdd06fb", sha1: "31bd0b359e3b93bd40c3416a4805d0523e7f54c3", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "th1wave1.4", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x40fd413b", sha1: "b7edf89b5fa196a0787646c73b9aa07fc062fc8b", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "technodr" + inputProfile: "technodr" + stateClass: "technodr_state" + + tenkomor: + archive: "tenkomor.zip" + title: "Tenkomori Shooting" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "World" + revision: "TKM2/VER.A1" + boardCode: "TKM2" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tenkomor" } + - { type: "arcade", joystick: "eight_way", layout: "tenkomor" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tkm2vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa9b81653", sha1: "9199505019234140b0d89e199f0db307d5bcca02", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tkm2vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x28cff9ee", sha1: "d1996d45cca3a9bbd6a7f39721b2ec9f3d052422", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tkm1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xdddebb39", sha1: "44169b0c6be4d387e7b6087ce723476ee96b09b4", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tkm1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdbcc3838", sha1: "c4e11800c5e8122044914152227b8a29e9446c9d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tkm1fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x071ef722", sha1: "7c0317b3bca2763dbbac5454901cd48a0b195edd", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tkm1fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x580f8391", sha1: "2205c80721631ea8016efbe6d79f5ea7d1924278", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tkm1fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0xbd54efe3", sha1: "ff3573066ad2498a33ceabf378a3c69af11ee7db", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tkm1fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0x6e4e6320", sha1: "8d220b0028cfc2f02eb34df41a5dbb23be3e7908", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tkm1fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xa31ffb10", sha1: "4f8e41e263611a7f9a63bd53ebee4e68ad0095e6", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tkm1fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xbc566162", sha1: "db40d28c57dbf1351adfa2dd740edbe0b897307f", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tkm1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x0b414dae", sha1: "a8f77ae7ee0dc516cd9aaf944431a9a0c9dc7def", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tkm1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6085387d", sha1: "a2a55f6ebe9de2d5415a1c4f3ec7975af95b45b4", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tkm1wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7567796b", sha1: "99e4b867477da2ccddfa9bebc4be84adc5cba53c", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + tenkomorja1: + archive: "tenkomorja1.zip" + title: "Tenkomori Shooting" + parent: "tenkomor" + system: "namco_system12" + manufacturer: "Namco" + year: 1998 + region: "Japan" + revision: "TKM1/VER.A1" + boardCode: "TKM1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tenkomor" } + - { type: "arcade", joystick: "eight_way", layout: "tenkomor" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tkm1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd4c89229", sha1: "aba6686eef924868b3bd2142fd073303fe9c4042", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tkm1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa6bfcaf4", sha1: "55dfa65e07a63a413f6eb47084e60b4fc32bcde5", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tkm1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xdddebb39", sha1: "44169b0c6be4d387e7b6087ce723476ee96b09b4", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tkm1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xdbcc3838", sha1: "c4e11800c5e8122044914152227b8a29e9446c9d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tkm1fl1l.9", size: 0x200000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x071ef722", sha1: "7c0317b3bca2763dbbac5454901cd48a0b195edd", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tkm1fl1u.10", size: 0x200000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0x580f8391", sha1: "2205c80721631ea8016efbe6d79f5ea7d1924278", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tkm1fl2l.7", size: 0x200000, offset: 0x1400000, interleave: 2, wordSwap: false, required: true, crc32: "0xbd54efe3", sha1: "ff3573066ad2498a33ceabf378a3c69af11ee7db", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tkm1fl2u.8", size: 0x200000, offset: 0x1400001, interleave: 2, wordSwap: false, required: true, crc32: "0x6e4e6320", sha1: "8d220b0028cfc2f02eb34df41a5dbb23be3e7908", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tkm1fl3l.5", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xa31ffb10", sha1: "4f8e41e263611a7f9a63bd53ebee4e68ad0095e6", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tkm1fl3u.6", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xbc566162", sha1: "db40d28c57dbf1351adfa2dd740edbe0b897307f", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tkm1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x0b414dae", sha1: "a8f77ae7ee0dc516cd9aaf944431a9a0c9dc7def", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tkm1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6085387d", sha1: "a2a55f6ebe9de2d5415a1c4f3ec7975af95b45b4", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "tkm1wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7567796b", sha1: "99e4b867477da2ccddfa9bebc4be84adc5cba53c", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + fgtlayer: + archive: "fgtlayer.zip" + title: "Fighting Layer" + system: "namco_system12" + manufacturer: "Arika / Namco" + year: 1998 + region: "Asia" + revision: "FTL3/VER.A" + boardCode: "FTL3" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ftl3vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x17c23471", sha1: "22b5a25569c085f059c1c846cf628a1f140035e9", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ftl3vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1626465d", sha1: "941e7f8fbbaa232aab10a52aba1c462b4c91bb71", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ftl1rom0.9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe33ce365", sha1: "f7e5b98d2e8e5f233265909477c84331f016ebfb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ftl1rom1.10", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa1ec7d08", sha1: "e693a0b16235c44d4165b2f53dc25d5288297c27", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ftl1rom2.11", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x204be858", sha1: "95b22b678b7d11b0ec907698c18cebd84437c656", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ftl1fl3l.7", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xe4fb01e1", sha1: "c7883e86afb58412281a317bfdf62a21488421be", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ftl1fl3h.8", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x67a5c56f", sha1: "6f0a4f93b4975b24efb26c3dd47b791c92c55fbf", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ftl1fl4l.5", size: 0x200000, offset: 0x1c00000, interleave: 2, wordSwap: false, required: true, crc32: "0x8039242c", sha1: "9c3f9637d7cd0c004c0c39aee815eed228ebad20", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "ftl1fl4h.6", size: 0x200000, offset: 0x1c00001, interleave: 2, wordSwap: false, required: true, crc32: "0x5ad59726", sha1: "b3a68f7ba2052b99407a5423223202001f2a4f67", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ftl1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xe3f957cd", sha1: "1c7f2033025fb9c40654cff26d78697baf697c59", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ftl1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xee009a2b", sha1: "c332bf59917b2673d7acb864bf92d25d74a350b6", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ftl1wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa54a89cd", sha1: "543b47c6442f7a78e26992b041235a91d719bb89", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + fgtlayerja: + archive: "fgtlayerja.zip" + title: "Fighting Layer" + parent: "fgtlayer" + system: "namco_system12" + manufacturer: "Arika / Namco" + year: 1998 + region: "Japan" + revision: "FTL0/VER.A" + boardCode: "FTL0" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ftl0vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf4156e79", sha1: "cedb917940be8c74fa4ddb48213ce6917444e306", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ftl0vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc65b57c0", sha1: "0051aa46d09fbe9d896ae5f534e21955373f1d46", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ftl1rom0.9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe33ce365", sha1: "f7e5b98d2e8e5f233265909477c84331f016ebfb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ftl1rom1.10", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa1ec7d08", sha1: "e693a0b16235c44d4165b2f53dc25d5288297c27", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ftl1rom2.11", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x204be858", sha1: "95b22b678b7d11b0ec907698c18cebd84437c656", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ftl1fl3l.7", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0xe4fb01e1", sha1: "c7883e86afb58412281a317bfdf62a21488421be", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ftl1fl3h.8", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x67a5c56f", sha1: "6f0a4f93b4975b24efb26c3dd47b791c92c55fbf", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ftl1fl4l.5", size: 0x200000, offset: 0x1c00000, interleave: 2, wordSwap: false, required: true, crc32: "0x8039242c", sha1: "9c3f9637d7cd0c004c0c39aee815eed228ebad20", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "ftl1fl4h.6", size: 0x200000, offset: 0x1c00001, interleave: 2, wordSwap: false, required: true, crc32: "0x5ad59726", sha1: "b3a68f7ba2052b99407a5423223202001f2a4f67", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ftl1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xe3f957cd", sha1: "1c7f2033025fb9c40654cff26d78697baf697c59", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ftl1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xee009a2b", sha1: "c332bf59917b2673d7acb864bf92d25d74a350b6", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ftl1wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa54a89cd", sha1: "543b47c6442f7a78e26992b041235a91d719bb89", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + pacapp: + archive: "pacapp.zip" + title: "Paca Paca Passion" + system: "namco_system12" + manufacturer: "Produce / Namco" + year: 1998 + region: "Japan" + revision: "PPP1/VER.A2" + boardCode: "PPP1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ppp1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6e74bd05", sha1: "41a2e06538cea3bced2992f5858a3f0cd1c0b4aa", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ppp1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xb7a2f724", sha1: "820ae04ec416b8394a1d919279748bde3460cb96", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ppp1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xb152fdd8", sha1: "23c5c07680a62e941a7b1a28897f986dd9399801", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "ppp1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc615c26e", sha1: "db1aae37ebee2a74636415e4b1b0b17790a6a67e", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "ppp1rom1l.7", size: 0x400000, offset: 0x800000, interleave: 2, wordSwap: false, required: true, crc32: "0x46eaedbd", sha1: "afe3c966fcf083d89b45d44d871bed1b8caa3014", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "ppp1rom1u.10", size: 0x400000, offset: 0x800001, interleave: 2, wordSwap: false, required: true, crc32: "0x32f27dce", sha1: "06de870b83c972403d96b8b9a8ee5a192a99451d", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ppp1rom2l.8", size: 0x400000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xdca7e5ed", sha1: "b43b6e086912009295ceae11d2d540733353d7b6", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ppp1rom2u.11", size: 0x400000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xcada7a0d", sha1: "e8d927a4680911b77de1d906b5e0140697e9c67b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ppp1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x22242317", sha1: "e46bf3c594136168faedebbd59f53ff9a6ecf3c1", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ppp1wave0.5", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x184ccc7d", sha1: "b74638cebef209638c625aac7e8c5b924f56a8bb", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ppp1wave1.4", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xcbcf74c5", sha1: "a089277c9befc87b5bbe0d4e5b8187a4ad5ef143", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "pacapp" + stateClass: "namcos12_state" + + ptblank2: + archive: "ptblank2.zip" + title: "Point Blank 2" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "GNB5/VER.A" + boardCode: "GNB5" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb5vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4d0ef3b7", sha1: "6c4077316fa90b734c4a4e0aa3eadd26e97bd6ce", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb5vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5d1d19ff", sha1: "4aa8ba7233d7f9bac759c98f53e637c1f3659c3f", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb1prg0l.ic12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x78746037", sha1: "d130ca1153a730e3c967945248f00662f9fab304", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb1prg0u.ic11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x697d3279", sha1: "40302780f7494d9413888b2d1da38bd14a9a444f", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "gnb_vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd45a53eb", sha1: "01eb4f659b29671d417c5d3684f15a5876f76009", groupSize: 2, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1waveb.ic2" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "ptblank2" + stateClass: "ptblank2_state" + + gunbarl: + archive: "gunbarl.zip" + title: "Gunbarl" + parent: "ptblank2" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "GNB4/VER.A" + boardCode: "GNB4" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + - { type: "lightgun", joystick: "none", layout: "pointblank2" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gnb4vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x88c05cde", sha1: "80d210b06c8eda19e37430fb34492885d9eec671", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gnb4vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7d57437a", sha1: "b4fc960b11e7dc9d3bde567f534635f264276e53", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gnb1prg0l.ic12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x78746037", sha1: "d130ca1153a730e3c967945248f00662f9fab304", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gnb1prg0u.ic11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x697d3279", sha1: "40302780f7494d9413888b2d1da38bd14a9a444f", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "gnb_vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd45a53eb", sha1: "01eb4f659b29671d417c5d3684f15a5876f76009", groupSize: 2, skip: 0 } + - role: "c352_001" + region: "c352" + name: "gnb1waveb.ic2" + size: 0x400000 + offset: 0x0 + interleave: 1 + wordSwap: false + required: true + crc32: "0x4e19d9d6" + sha1: "0a92c987536999a789663a30c787950ab6995128" + segments: + - { operation: "load", offset: 0x0, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "reload", offset: 0x800000, length: 0x400000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "ptblank2" + stateClass: "ptblank2_state" + + sws99: + archive: "sws99.zip" + title: "Super World Stadium '99" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "SS91/VER.A3" + boardCode: "SS91" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sws" } + - { type: "arcade", joystick: "eight_way", layout: "sws" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ss91vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4dd928d7", sha1: "d76c0f52d1a2cd101a6879e6ff57ed1c52b5e228", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ss91vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x40777a48", sha1: "6e3052ddbe3943eb2418cd50102cead88b850240", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ss91rom0.9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdb5bc50d", sha1: "b8b59f6db3a374277871c39b3657cb193525e558", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ss91rom1.10", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4d71f29f", sha1: "3ccc8410d383bfd9fde44574ebb9c24a235cc734", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ss91fl3l.7", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x61efd65b", sha1: "1e97d5cd51bf778995c3e568ac7e1d3514264d48", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "ss91fl3h.8", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0x7f3c8c54", sha1: "b473a503cc5d532922780139ab3cab974d3df65b", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ss91fl4l.5", size: 0x200000, offset: 0x1c00000, interleave: 2, wordSwap: false, required: true, crc32: "0xa6af9511", sha1: "63f14f4fc2b210348e41cdfa552a7a7c86fb1b99", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "ss91fl4h.6", size: 0x200000, offset: 0x1c00001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe3730a4", sha1: "48802229d31c1eef7f4173eb05060a328b702336", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ss91vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc6bc5c31", sha1: "c6ef46c3fa8a7749618126d360e614ea6c8d9c54", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ss91wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1c5e2ff1", sha1: "4f29dfd49f6b5c3ca3b758823d368051354bd673", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ss91wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x5f4c8861", sha1: "baee7182c32bc064d805de5a16948faf78941ac4", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "bankedroms", offset: 0x1000000, length: 0x800000, value: 0x0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "namcos12" + stateClass: "namcos12_state" + + tektagt: + archive: "tektagt.zip" + title: "Tekken Tag Tournament" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "TEG2/VER.C1, set 1" + boardCode: "TEG2" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg2verc1.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc6da0717", sha1: "9e01ae64710d85eb9899d6fa6fd0a2152aee8c11", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg2verc1.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x25a1d2ff", sha1: "529a11a1bbb8655534d7ec371f1c09e9e387ed11", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "flel.ic4", size: 0x200000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x88b3823c", sha1: "6f31acb642c57daccbfdb87b790037e261c8c73c", groupSize: 1, skip: 3 } + - { role: "bankedroms_008", region: "bankedroms", name: "fleu.ic5", size: 0x200000, offset: 0x3000001, interleave: 4, wordSwap: false, required: true, crc32: "0x36df0867", sha1: "6bec8560ad4c122dc909daa83aa9089ba5b281f7", groupSize: 1, skip: 3 } + - { role: "bankedroms_009", region: "bankedroms", name: "flol.ic6", size: 0x200000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x03a76765", sha1: "ae35ae28375f2a3e52d72b77ec09750c326cc269", groupSize: 1, skip: 3 } + - { role: "bankedroms_010", region: "bankedroms", name: "flou.ic7", size: 0x200000, offset: 0x3000003, interleave: 4, wordSwap: false, required: true, crc32: "0x6d6947d1", sha1: "2f307bc4070fadb510c0473bc91d917b2d845ca5", groupSize: 1, skip: 3 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + + tektagtc1a: + archive: "tektagtc1a.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "World" + revision: "TEG2/VER.C1, set 2" + boardCode: "TEG2" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg2ver_c1.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc0800960", sha1: "80fc8910ebb2399b3be3c9ea87cc1d9283b42676", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg2ver_c1.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc0476713", sha1: "e51e4f3cd20ad6838fb05aaede0ab288e145e7a2", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg2roml0", size: 0x400000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xcf984e85", sha1: "4d8296998b5f225b3f20bfdcb092a64b6e1fa76e", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg2roml00.ic13", size: 0x400000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0x927723a5", sha1: "075aaca1700c9134496eb9a73cbe325ddc74eae1", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg2romh0", size: 0x400000, offset: 0x800000, interleave: 4, wordSwap: false, required: true, crc32: "0xea088657", sha1: "fbacca78832f68a310bafd06188d645e3424e0ed", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg2romh00", size: 0x400000, offset: 0x800002, interleave: 4, wordSwap: false, required: true, crc32: "0xa85aa306", sha1: "07318133c7c48cb61590ed0eceb519a8cc1ca781", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg2roml1", size: 0x400000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0x8552f0ef", sha1: "45ed0dacdad94e708260a98b9cd47861543d2b7a", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg2roml10.ic14", size: 0x400000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x13eb424b", sha1: "59d6c77136050de1e7250e6627636d5b178bb8a8", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "teg2romh1", size: 0x400000, offset: 0x1800000, interleave: 4, wordSwap: false, required: true, crc32: "0x86eb5abe", sha1: "66a3807a18d81e8291baf56533694f60e31a6367", groupSize: 2, skip: 2 } + - { role: "bankedroms_008", region: "bankedroms", name: "teg2romh10", size: 0x400000, offset: 0x1800002, interleave: 4, wordSwap: false, required: true, crc32: "0x25131a87", sha1: "77fa236c4879a59323bc2dac26c195b7c47f812c", groupSize: 2, skip: 2 } + - { role: "bankedroms_009", region: "bankedroms", name: "teg2roml2", size: 0x400000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0xabdfc6ca", sha1: "70033becd29ea15611be2fc099a43712181bcbec", groupSize: 2, skip: 2 } + - { role: "bankedroms_010", region: "bankedroms", name: "teg2roml20.ic15", size: 0x400000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0xed5ec7f7", sha1: "c91085a64ced95ee6618303987de61893e069742", groupSize: 2, skip: 2 } + - { role: "bankedroms_011", region: "bankedroms", name: "teg2romh2", size: 0x400000, offset: 0x2800000, interleave: 4, wordSwap: false, required: true, crc32: "0x8c03b301", sha1: "f395a4685e2deb8f7e9afc18ce15fa0d392b0cfa", groupSize: 2, skip: 2 } + - { role: "bankedroms_012", region: "bankedroms", name: "teg2romh20", size: 0x400000, offset: 0x2800002, interleave: 4, wordSwap: false, required: true, crc32: "0xc873c362", sha1: "d95451a7477b716c0d75ba04e1d8df3d8a4e10dd", groupSize: 2, skip: 2 } + - { role: "bankedroms_013", region: "bankedroms", name: "teg2rf4", size: 0x400000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x612f6a37", sha1: "bd9597ef802e3c46f891f0ef523a3e0b0fe22672", groupSize: 2, skip: 2 } + - { role: "bankedroms_014", region: "bankedroms", name: "teg2rf6", size: 0x400000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x0c9292ce", sha1: "664c6ccf18042ed8ebc29b1781ae7454acb05ba1", groupSize: 2, skip: 2 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg2wavel0.ic12", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1865336f", sha1: "deda6d129daf709b0316f6260e67613fbf849e57", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg2wavel1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf5ab70e6", sha1: "cdb62d8eb92ca961be684caf768d1961d98ece22", groupSize: 1, skip: 0 } + - { role: "c352_003", region: "c352", name: "teg2waveh0", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbc0325bf", sha1: "77059c300a9d53d0e97bb898a06c58076078d7d2", groupSize: 1, skip: 0 } + - { role: "c352_004", region: "c352", name: "teg2waveh1", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6c654921", sha1: "3849157b30b4b459956b823511551abda2e4b6e5", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + + tektagtub: + archive: "tektagtub.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "US" + revision: "TEG3/VER.B" + boardCode: "TEG3" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg3verb.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x97df2855", sha1: "c1b61df8e79348424f4bd2660ab5179ef21bdb07", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg3verb.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1dbe7591", sha1: "af464caa03fdd12024ad482e9c853a36510bfba7", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "flel.ic4", size: 0x200000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x88b3823c", sha1: "6f31acb642c57daccbfdb87b790037e261c8c73c", groupSize: 1, skip: 3 } + - { role: "bankedroms_008", region: "bankedroms", name: "fleu.ic5", size: 0x200000, offset: 0x3000001, interleave: 4, wordSwap: false, required: true, crc32: "0x36df0867", sha1: "6bec8560ad4c122dc909daa83aa9089ba5b281f7", groupSize: 1, skip: 3 } + - { role: "bankedroms_009", region: "bankedroms", name: "flol.ic6", size: 0x200000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x03a76765", sha1: "ae35ae28375f2a3e52d72b77ec09750c326cc269", groupSize: 1, skip: 3 } + - { role: "bankedroms_010", region: "bankedroms", name: "flou.ic7", size: 0x200000, offset: 0x3000003, interleave: 4, wordSwap: false, required: true, crc32: "0x6d6947d1", sha1: "2f307bc4070fadb510c0473bc91d917b2d845ca5", groupSize: 1, skip: 3 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + + tektagtuc1: + archive: "tektagtuc1.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "US" + revision: "TEG3/VER.C1" + boardCode: "TEG3" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg3verc1.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x1efb7b85", sha1: "0623bb6571caf046ff7b4f83f11ee84a92c4b462", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg3verc1.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7caef9b2", sha1: "5c56d69ba2f723d0a4fbe4902196efc6ba9d5094", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "flel.ic4", size: 0x200000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x88b3823c", sha1: "6f31acb642c57daccbfdb87b790037e261c8c73c", groupSize: 1, skip: 3 } + - { role: "bankedroms_008", region: "bankedroms", name: "fleu.ic5", size: 0x200000, offset: 0x3000001, interleave: 4, wordSwap: false, required: true, crc32: "0x36df0867", sha1: "6bec8560ad4c122dc909daa83aa9089ba5b281f7", groupSize: 1, skip: 3 } + - { role: "bankedroms_009", region: "bankedroms", name: "flol.ic6", size: 0x200000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x03a76765", sha1: "ae35ae28375f2a3e52d72b77ec09750c326cc269", groupSize: 1, skip: 3 } + - { role: "bankedroms_010", region: "bankedroms", name: "flou.ic7", size: 0x200000, offset: 0x3000003, interleave: 4, wordSwap: false, required: true, crc32: "0x6d6947d1", sha1: "2f307bc4070fadb510c0473bc91d917b2d845ca5", groupSize: 1, skip: 3 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + + tektagtja3: + archive: "tektagtja3.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "TEG1/VER.A3" + boardCode: "TEG1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x17c4bf36", sha1: "abf2dfb3e35344cf4449ade6e63b36c590d9c131", badDump: true, groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x97cd9524", sha1: "8031cb465db378a6d9db9b132cf1169b94cba7dc", badDump: true, groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "bankedroms_007", region: "bankedroms", name: "teg1flel.4", size: 0x200000, required: true } + - { role: "bankedroms_008", region: "bankedroms", name: "teg1fleu.5", size: 0x200000, required: true } + - { role: "bankedroms_009", region: "bankedroms", name: "teg1flol.6", size: 0x200000, required: true } + - { role: "bankedroms_010", region: "bankedroms", name: "teg1flou.7", size: 0x200000, required: true } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + emulationFlags: "MACHINE_NOT_WORKING" + + tektagtjb: + archive: "tektagtjb.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "TEG1/VER.B" + boardCode: "TEG1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg1verb.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xca6c305f", sha1: "264a85566b74f544fe63a01332d92c65d23b6608", badDump: true, groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg1verb.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5413e2ed", sha1: "d453f7932654d8258c67eb7fe3639d71db7e414c", badDump: true, groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "flel.ic4", size: 0x200000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x88b3823c", sha1: "6f31acb642c57daccbfdb87b790037e261c8c73c", groupSize: 1, skip: 3 } + - { role: "bankedroms_008", region: "bankedroms", name: "fleu.ic5", size: 0x200000, offset: 0x3000001, interleave: 4, wordSwap: false, required: true, crc32: "0x36df0867", sha1: "6bec8560ad4c122dc909daa83aa9089ba5b281f7", groupSize: 1, skip: 3 } + - { role: "bankedroms_009", region: "bankedroms", name: "flol.ic6", size: 0x200000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x03a76765", sha1: "ae35ae28375f2a3e52d72b77ec09750c326cc269", groupSize: 1, skip: 3 } + - { role: "bankedroms_010", region: "bankedroms", name: "flou.ic7", size: 0x200000, offset: 0x3000003, interleave: 4, wordSwap: false, required: true, crc32: "0x6d6947d1", sha1: "2f307bc4070fadb510c0473bc91d917b2d845ca5", groupSize: 1, skip: 3 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + emulationFlags: "MACHINE_NOT_WORKING" + + tektagtjc1: + archive: "tektagtjc1.zip" + title: "Tekken Tag Tournament" + parent: "tektagt" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "TEG1/VER.C1" + boardCode: "TEG1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + - { type: "arcade", joystick: "eight_way", layout: "tekken" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "teg1verc1.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xadbdfc2e", sha1: "e18458efb0f9b341970132b512d2e5104a942c6e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "teg1verc1.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2fa33418", sha1: "e15f4c8cc4309ebb90d8d015b1f17f75ce5c8879", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "teg1_rom0e.ic9", size: 0x800000, offset: 0x0, interleave: 4, wordSwap: false, required: true, crc32: "0xc962a373", sha1: "d662dbd89ef62c5ac3150a018fc2d35ef2ee94ac", groupSize: 2, skip: 2 } + - { role: "bankedroms_002", region: "bankedroms", name: "teg1_rom0o.ic13", size: 0x800000, offset: 0x2, interleave: 4, wordSwap: false, required: true, crc32: "0xbadb7dcf", sha1: "8c0bf7f6351c5a2a0996df371a901cf90c68cd8c", groupSize: 2, skip: 2 } + - { role: "bankedroms_003", region: "bankedroms", name: "teg1_rom1e.ic10", size: 0x800000, offset: 0x1000000, interleave: 4, wordSwap: false, required: true, crc32: "0xb3d56124", sha1: "4df20c74ba63f7362caf15e9b8949fab655704fb", groupSize: 2, skip: 2 } + - { role: "bankedroms_004", region: "bankedroms", name: "teg1_rom1o.ic14", size: 0x800000, offset: 0x1000002, interleave: 4, wordSwap: false, required: true, crc32: "0x2434ceb6", sha1: "f19f1599acbd6fd48793a2ee5a500ca817d9df56", groupSize: 2, skip: 2 } + - { role: "bankedroms_005", region: "bankedroms", name: "teg1_rom2e.ic11", size: 0x800000, offset: 0x2000000, interleave: 4, wordSwap: false, required: true, crc32: "0x6e5c3428", sha1: "e3cdb60a4445406877b2e273385f34bfb0974220", groupSize: 2, skip: 2 } + - { role: "bankedroms_006", region: "bankedroms", name: "teg1_rom2o.ic15", size: 0x800000, offset: 0x2000002, interleave: 4, wordSwap: false, required: true, crc32: "0x21ce9dfa", sha1: "f27e8210ee236c327aa3e1ce4dd408abc6580a1b", groupSize: 2, skip: 2 } + - { role: "bankedroms_007", region: "bankedroms", name: "flel.ic4", size: 0x200000, offset: 0x3000000, interleave: 4, wordSwap: false, required: true, crc32: "0x88b3823c", sha1: "6f31acb642c57daccbfdb87b790037e261c8c73c", groupSize: 1, skip: 3 } + - { role: "bankedroms_008", region: "bankedroms", name: "fleu.ic5", size: 0x200000, offset: 0x3000001, interleave: 4, wordSwap: false, required: true, crc32: "0x36df0867", sha1: "6bec8560ad4c122dc909daa83aa9089ba5b281f7", groupSize: 1, skip: 3 } + - { role: "bankedroms_009", region: "bankedroms", name: "flol.ic6", size: 0x200000, offset: 0x3000002, interleave: 4, wordSwap: false, required: true, crc32: "0x03a76765", sha1: "ae35ae28375f2a3e52d72b77ec09750c326cc269", groupSize: 1, skip: 3 } + - { role: "bankedroms_010", region: "bankedroms", name: "flou.ic7", size: 0x200000, offset: 0x3000003, interleave: 4, wordSwap: false, required: true, crc32: "0x6d6947d1", sha1: "2f307bc4070fadb510c0473bc91d917b2d845ca5", groupSize: 1, skip: 3 } + - { role: "sub_001", region: "sub", name: "teg1.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x67d0c469", sha1: "da164702fc21b9f46a9e32c89e7b1d36070ddf79", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "teg1_wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bd99104", sha1: "f76b0576cc28fe49d3c1c402988b933933e52e15", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "teg1_wave1.ic12", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xdbc74fff", sha1: "601b7e7361ea744b34e3fa1fc39d88641de7f4c6", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "tektagt_state" + + ghlpanic: + archive: "ghlpanic.zip" + title: "Ghoul Panic" + system: "namco_system12" + manufacturer: "Eighting / Raizing / Namco" + year: 1999 + region: "World" + revision: "OB2/VER.A" + boardCode: "OB2" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "ghlpanic" } + - { type: "lightgun", joystick: "none", layout: "ghlpanic" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ob2vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x77162ae0", sha1: "cdc0833756037562b49bb2ae02931b3b24d27329", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ob2vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x628f0830", sha1: "a547880674d95b84acc9c05413cba4fd3a81e0cf", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ob1rom0l.ic12", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf8b6a599", sha1: "2af3186242a8cbf14ab7532496a91041300527e9", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "ob1rom0u.ic11", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x0625db92", sha1: "b63be6e41b2c6e2194f02f0c31da1f30c4e08232", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ob1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf8c459f2", sha1: "681520c891f5c8a0f321652d8834910310c88d1a", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ob1wave.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe7bc7202", sha1: "f0f598304866ebe62642eaac6b7d8709baa14fe1", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "ghlpanic" + stateClass: "ptblank2_state" + + ohbakyuun: + archive: "ohbakyuun.zip" + title: "Oh! Bakyuuun" + parent: "ghlpanic" + system: "namco_system12" + manufacturer: "Eighting / Raizing / Namco" + year: 1999 + region: "Japan" + revision: "OB1/VER.A" + boardCode: "OB1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "ghlpanic" } + - { type: "lightgun", joystick: "none", layout: "ghlpanic" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ob1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4cb3c25a", sha1: "18679b9ae54f2b001316d9a55065c859df292c4c", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ob1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x85abbe30", sha1: "0edfa34c45bd95882639a7d3e43bc9df3bc23586", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ob1rom0l.ic12", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf8b6a599", sha1: "2af3186242a8cbf14ab7532496a91041300527e9", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "ob1rom0u.ic11", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x0625db92", sha1: "b63be6e41b2c6e2194f02f0c31da1f30c4e08232", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ob1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf8c459f2", sha1: "681520c891f5c8a0f321652d8834910310c88d1a", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ob1wave.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe7bc7202", sha1: "f0f598304866ebe62642eaac6b7d8709baa14fe1", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "ghlpanic" + stateClass: "ptblank2_state" + + pacapp2: + archive: "pacapp2.zip" + title: "Paca Paca Passion 2" + system: "namco_system12" + manufacturer: "Produce / Namco" + year: 1999 + region: "Japan" + revision: "PKS1/VER.A" + boardCode: "PKS1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "pks1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xaec428d3", sha1: "c13aecc6a367d6da501dce66fecbab5458ecac53", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "pks1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x289e6e8a", sha1: "b8197355bee5660e8ff78a1c427c6d2b94a12b9d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "pks1rom0.ic7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x91f151fc", sha1: "84b4c9b2a9ae5687e1cba5f0a0db96495956cbfe", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "pks1rom1.ic8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8195f981", sha1: "1b9c2289e0975606ff52b9974778f82c9c29e955", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "pks1rom2.ic9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xfea93ddc", sha1: "5f9c3f899a11797746d9c1077960f918aaca95f4", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "pks1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x4942b588", sha1: "b28eb64a7347259619e32fdd396770983e25a707", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "pks1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3ebd27c3", sha1: "af874c3fb4cf1651075f307daefe7e3434769ecb", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "pks1wave1.ic1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x07e426b7", sha1: "6dd038d4f2c95470f1ca09cfead83802e9480d02", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "pacapp2" + stateClass: "namcos12_state" + + mrdrillr: + archive: "mrdrillr.zip" + title: "Mr. Driller" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "US" + revision: "DRI3/VER.A2" + boardCode: "DRI3" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "four_way", layout: "mrdrillr" } + - { type: "arcade", joystick: "four_way", layout: "mrdrillr" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dri3vera2.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x36b9eeab", sha1: "85f5d57d4fc6160bfed49a08ad31a2cc2b4a38c5", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dri3vera2.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x811c00d5", sha1: "627685078fceb023e8af1b7af5269f9b01a06dba", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "dri1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x021bb2fa", sha1: "bfe3e46e9728d5b5a692f432515267ff8b8255e7", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "dri1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5aae85ea", sha1: "a54dcc050c12ed3d77efc328e366e99c392eb139", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "dri1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x33ea9c0e", sha1: "5018d7a1a45ec3133cd928435db8804f66321924", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "dri1wave0.5", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x32928df1", sha1: "79af92a2d24a0e3d5bfe1785776b0f86a93882ce", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "mrdrillr" + stateClass: "namcos12_state" + + mrdrillrja2: + archive: "mrdrillrja2.zip" + title: "Mr. Driller" + parent: "mrdrillr" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "DRI1/VER.A2" + boardCode: "DRI1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "four_way", layout: "mrdrillr" } + - { type: "arcade", joystick: "four_way", layout: "mrdrillr" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "dri1vera2.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x751ca21d", sha1: "1c271bba83d387c797ce8daa43885bcb6e1a51a6", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "dri1vera2.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2a2b0704", sha1: "5a8b40c6cf0adc43ca2ee0c576ec82f314aacd2c", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "dri1rom0l.6", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x021bb2fa", sha1: "bfe3e46e9728d5b5a692f432515267ff8b8255e7", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "dri1rom0u.9", size: 0x400000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5aae85ea", sha1: "a54dcc050c12ed3d77efc328e366e99c392eb139", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "dri1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x33ea9c0e", sha1: "5018d7a1a45ec3133cd928435db8804f66321924", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "dri1wave0.5", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x32928df1", sha1: "79af92a2d24a0e3d5bfe1785776b0f86a93882ce", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "mrdrillr" + stateClass: "namcos12_state" + + ujlnow: + archive: "ujlnow.zip" + title: "Um Jammer Lammy NOW!" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "UL1/VER.A" + boardCode: "UL1" + hardwareProfile: "cdxa_pcb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + - { id: "m148", size: 0x80000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ul1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x40251bc3", sha1: "377a156d738b29d8f19d9696a261cc6e3470ee3e", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ul1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x98181955", sha1: "febd73361d0de10282a850611b5f966a99eecdec", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ul1rom0l.ic12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7a77cffd", sha1: "6bd18837f475615061be73ee6d1bc09726e96fb5", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "ul1rom0u.ic11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1fdb34b3", sha1: "3773b3fb1574a0b4acebfaf510c75fa117394ae4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "ul1rom1l.ic10", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x2d300d8c", sha1: "eabd0b4525530e5b33a6d85fa4d959e88c6fbd42", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "ul1rom1u.ic9", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xa4762002", sha1: "0faadc04bcc32e4f805069af8e635765a0b77ca9", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ul1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x2f466df3", sha1: "6468089c6cf3e056a30fa04274056ff2c9a01d5b", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ul1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4efbff5d", sha1: "add4caf9aa9443707bcb6cf9ebad0a5a59900ca9", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ul1wave1.ic1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xad512f4c", sha1: "cfbecaad13a2239be0e697f3f9856401f11a1bc5", groupSize: 1, skip: 0 } + - { role: "m148_001", region: "m148", name: "ul1spro.10c", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1bd0e763", sha1: "07e9ad77bb983fcb4e4e6f66fbe55808b5a27d2e", groupSize: 1, skip: 0 } + media: + - { role: "cdxa_pcb:ata:0:cdrom_001", type: "chd_cdrom", name: "ul1-a", sha1: "676f2c530f8d422ab9895ea04a43b2e9272fb8f8", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "cdxa_pcb" + inputProfile: "ujlnow" + stateClass: "namcos12_cdxa_state" + + kaiunqz: + archive: "kaiunqz.zip" + title: "Kaiun Quiz" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "KW1/VER.A" + boardCode: "KW1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "mdhorse" } + - { type: "arcade", joystick: "none", layout: "mdhorse" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "kw1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfd1d2324", sha1: "eedb4627dfa17e9aac2c99592628f1fa7060edb5", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "kw1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd8bdea6b", sha1: "d32118846a1f43eecff7f56dcda03adf04975784", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "kw1rom0l.12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xe0768f0b", sha1: "3ffec7c789a95fcff7f06432723f155b99a20c42", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "kw1rom0u.11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x04101a16", sha1: "c2d79333ee382e2fea229bba23918fb5f88a25d4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "kw1rom1l.10", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x6a4edfa6", sha1: "a59fa28446b28db28b38368c794af71e673f69a2", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "kw1rom1u.9", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe6150b0d", sha1: "7dd1ba524246aea007e7bd6d3e7d457033b23a09", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "kw1rom2l.7", size: 0x800000, offset: 0x2000000, interleave: 2, wordSwap: false, required: true, crc32: "0x21c376e4", sha1: "4b82494c1e13ebcea3c4e97803c0667be73bf6ae", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "kw1rom2u.8", size: 0x800000, offset: 0x2000001, interleave: 2, wordSwap: false, required: true, crc32: "0xd850c222", sha1: "802c1782b323802eae871e2b9ccc5eae34277861", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "kw1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd863fafa", sha1: "3c2bb38c24165e3a1a4d1d257fcfc019b63d5199", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "kw1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x060e52ae", sha1: "7ea95cae9d3c648163b225d0c7d365644be90241", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "mdhorse" + stateClass: "namcos12_altbank_state" + + pacappsp: + archive: "pacappsp.zip" + title: "Paca Paca Passion Special" + system: "namco_system12" + manufacturer: "Produce / Namco" + year: 1999 + region: "Japan" + revision: "PSP1/VER.A" + boardCode: "PSP1" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "psp1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4b6943af", sha1: "63b21794719bc1fc075e9cc4f1c1783442860036", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "psp1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x91397f04", sha1: "db3dd59edcdec10eb2fee74450c024a7ecffe1c9", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "psp1rom0.ic7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7c26ff47", sha1: "f9d366ae9eb11e14875b611112bc82f7c7d391e0", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "psp1rom1.ic8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4b764fc3", sha1: "92a7f0f1537f2f4d5a8b0218720978b576f78dad", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "psp1rom2.ic9", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xa3fa6730", sha1: "0126a77661c3add0bfec9f6ef15021e602b7a614", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "psp1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x47b9ccab", sha1: "15d4c5ac9ae7202df2d0ef84092679d190f2c45a", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "psp1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x44b9a327", sha1: "ab20d5371f7a8c3a7fbc21fcf54a93c1cd007cd2", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "psp1wave1.ic1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc045b09c", sha1: "1cfd7003771576f6574d91d862af1f76ceaed64f", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "pacapp2" + stateClass: "namcos12_state" + + aquarush: + archive: "aquarush.zip" + title: "Aqua Rush" + system: "namco_system12" + manufacturer: "Namco" + year: 1999 + region: "Japan" + revision: "AQ1/VER.A1" + boardCode: "AQ1" + hardwareProfile: "coh700" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "aquarush" } + - { type: "arcade", joystick: "none", layout: "aquarush" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "aq1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x91eb9258", sha1: "30e225eb551bfe1bed6b342dd6d597345d64b677", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "aq1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa92f21aa", sha1: "bde33f1f66aaa55031c6b2972b042eef87047cce", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "aq1rom0.7", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3e64dd33", sha1: "dce3bb84c3069bc202d04f24d7702158dd3194d4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "aq1rom1.8", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xe4d415cf", sha1: "bbd244adaf704d7daf7341ff3b0a92162927a59b", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "aq1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x78277e02", sha1: "577ebb6d7ab5e304fb1dc1e7fd5649762e0d1786", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "aq1wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0cf7278d", sha1: "aee31e4d9b3522f42325071768803c542aa6de09", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700" + inputProfile: "lbgrande" + stateClass: "namcos12_state" + + golgo13: + archive: "golgo13.zip" + title: "Golgo 13" + system: "namco_system12" + manufacturer: "Eighting / Raizing / Namco" + year: 1999 + region: "Japan" + revision: "GLG1/VER.A" + boardCode: "GLG1" + hardwareProfile: "golgo13" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "golgo13" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "glg1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xaa15abfe", sha1: "e82b408746e01c50c5cb0dcef804974d1e97078a", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "glg1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x37a4cf90", sha1: "b5470d44036e9de8220b669f71b50bcec42d9a18", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "glg1rom0l.10", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x2837524e", sha1: "81d811c2cf8121854ed6046dc421cda7fcd44014", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "glg1rom0u.14", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x4482deff", sha1: "03dcd12633b167d9af664ae826fc2c2ff096c0a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "glg1rom1l.11", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0x080f3550", sha1: "40a5257baeb366e32ff51f571efb12a556f93430", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "glg1rom1u.15", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xb49e8613", sha1: "d25ede8046ce309d5a5515a2e44b6773fdd56333", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "glg1rom2l.12", size: 0x800000, offset: 0x2000000, interleave: 2, wordSwap: false, required: true, crc32: "0xe1a79a87", sha1: "c3f31b1bc6a3b51361df0d89d3ff0717875fd800", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "glg1rom2u.16", size: 0x800000, offset: 0x2000001, interleave: 2, wordSwap: false, required: true, crc32: "0xcda22852", sha1: "e609a55e0ec91b532469c3607dcc96456eec6a07", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "glg1fl3l.4", size: 0x200000, offset: 0x3000000, interleave: 2, wordSwap: false, required: true, crc32: "0x16ddc2cb", sha1: "71460bd4ad35b3488dc1326fe2f600df40988e06", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "glg1fl3u.5", size: 0x200000, offset: 0x3000001, interleave: 2, wordSwap: false, required: true, crc32: "0xd90d72d1", sha1: "0027389344862486c53cd0e1554b36eed65aa5b0", groupSize: 1, skip: 1 } + - { role: "bankedroms_009", region: "bankedroms", name: "glg1fl4l.6", size: 0x200000, offset: 0x3400000, interleave: 2, wordSwap: false, required: true, crc32: "0x820d8133", sha1: "2d780612055a0fa5de756cfa46ce7f134139e550", groupSize: 1, skip: 1 } + - { role: "bankedroms_010", region: "bankedroms", name: "glg1fl4u.7", size: 0x200000, offset: 0x3400001, interleave: 2, wordSwap: false, required: true, crc32: "0x02d78160", sha1: "2eafcbd3ba550acf7816074e6c7eee65f7d64859", groupSize: 1, skip: 1 } + - { role: "bankedroms_011", region: "bankedroms", name: "glg1fl5l.8", size: 0x200000, offset: 0x3800000, interleave: 2, wordSwap: false, required: true, crc32: "0x090b2508", sha1: "c3587aeab71f6a9dcc90bf2af496303e9d20eac8", groupSize: 1, skip: 1 } + - { role: "bankedroms_012", region: "bankedroms", name: "glg1fl5u.9", size: 0x200000, offset: 0x3800001, interleave: 2, wordSwap: false, required: true, crc32: "0x2231a07c", sha1: "480e17219101a0dae5cd64507e31cd7e711c95fa", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "glg1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x5c33f240", sha1: "ec8fc8d83466b28dfa35b93e16d8164883513b19", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "glg1wave0.1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x672d4f7c", sha1: "16a7564a2c68840a438a33ac2381df4e70e1bb45", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "glg1wave1.13", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x480b0a1a", sha1: "341d5ec8ad0f3c0a121eeeec9466aaeec2bd1c74", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "golgo13" + inputProfile: "golgo13" + stateClass: "golgo13_state" + + sws2000: + archive: "sws2000.zip" + title: "Super World Stadium 2000" + system: "namco_system12" + manufacturer: "Namco" + year: 2000 + region: "Japan" + revision: "SS01/VER.A" + boardCode: "SS01" + hardwareProfile: "coh700b" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sws" } + - { type: "arcade", joystick: "eight_way", layout: "sws" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ss01vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6ddbdcaa", sha1: "cff31d75e7780851b2c2c025ee34fd8990e2f502", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ss01vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6ade7d28", sha1: "3e8d7bc9a284324c4de0ac265872b613d108cb57", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ss01rom0.9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc08cc59c", sha1: "f2d8064491c98acbb40260d7f13d0f9b394c1383", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ss01rom1.10", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd4aa1dc6", sha1: "68fcb60aadf35668d7d746da1e29d5d985e40aec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ss01rom2.11", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3371904a", sha1: "58bbf98a44560bc021bac4bc513fe89deea85b50", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ss01fl3l.7", size: 0x200000, offset: 0x1800000, interleave: 2, wordSwap: false, required: true, crc32: "0x35bad813", sha1: "19ceffb78695c8c22b30659aad56ac237ffb56ac", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "ss01fl3h.8", size: 0x200000, offset: 0x1800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa14828fc", sha1: "fd8a052451f74f420f4a4a2b902e0c2e83e3239b", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "ss01vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x641e6584", sha1: "dfc0ac21bea5b19dbce5d50fb681854889d756dc", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ss01wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1c5e2ff1", sha1: "4f29dfd49f6b5c3ca3b758823d368051354bd673", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ss01wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x5f4c8861", sha1: "baee7182c32bc064d805de5a16948faf78941ac4", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh700b" + inputProfile: "namcos12" + stateClass: "namcos12_state" + emulationFlags: "MACHINE_NOT_WORKING" + + truckk: + archive: "truckk.zip" + title: "Truck Kyosokyoku" + system: "namco_system12" + manufacturer: "Metro / Namco" + year: 2000 + region: "US" + revision: "TKK2/VER.A" + boardCode: "TKK2" + hardwareProfile: "truckk" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "truckk" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3400000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + - { id: "iocpu", size: 0x20000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "tkk2vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x321344e0", sha1: "0273284d05707b76ca38fd160ef6f17572314a8b", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "tkk2vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa7b5e4ea", sha1: "f11eefd80559b4d42318a920088b77bd67b70cc3", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "tkk1rom0l.ic10", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x5e1c8660", sha1: "05fcfa9cc834f85c38e41610a32624464d67ee21", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tkk1rom0u.ic14", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xee4e6566", sha1: "f3c7e227681003a3491a3996a90887e1091c0eed", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tkk1rom1l.ic11", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xfde2863c", sha1: "a01141df8c84730974c9f37fa2ee911e2f4e45f9", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "tkk1rom1u.ic15", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xe51a56d7", sha1: "c5bad8df8edd5a5f352e5bf3bb93133503ca4ba0", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "tkk1rom2l.ic12", size: 0x800000, offset: 0x2000000, interleave: 2, wordSwap: false, required: true, crc32: "0x029cf107", sha1: "30cbcf00ffb9c379c64718914874936ff32ed186", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "tkk1rom2u.ic16", size: 0x800000, offset: 0x2000001, interleave: 2, wordSwap: false, required: true, crc32: "0x30c426dd", sha1: "2dae3d415715c779251c79006ea18e3bd14a1f51", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "tkk1fl3l.ic4", size: 0x200000, offset: 0x3000000, interleave: 2, wordSwap: false, required: true, crc32: "0xb0e98cb2", sha1: "8c53037b8e20410a395db8d9bb9229b550ebf228", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "tkk1fl3u.ic5", size: 0x200000, offset: 0x3000001, interleave: 2, wordSwap: false, required: true, crc32: "0x16d9ede7", sha1: "e989e0a6afbfca5e7ef81bf7c24e8e6b38a11eca", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "tkk2vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd3d0a46a", sha1: "20569462df49ad93ff1118b587d6d32edf9d851e", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "tkk1wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x037d3095", sha1: "cc343bdd45d023c133964321e2df5cb1c91525ef", groupSize: 1, skip: 0 } + - { role: "iocpu_001", region: "iocpu", name: "tkk1prg0.ic7", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x11fd9c31", sha1: "068b8364ec0eb1e88f9f85f40b8b322876f6f3e2", groupSize: 1, skip: 0 } + media: + - { role: "cdxa_pcb:ata:0:cdrom_001", type: "chd_cdrom", name: "tkk2-a", sha1: "6b7c3686b22a508c44f67295b188504b757dd482", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "truckk" + inputProfile: "truckk" + stateClass: "truckk_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + + kartduel: + archive: "kartduel.zip" + title: "Kart Duel" + system: "namco_system12" + manufacturer: "Gaps / Namco" + year: 2000 + region: "World" + revision: "KTD2/VER.A" + boardCode: "KTD2" + hardwareProfile: "kartduel" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "kartduel" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ktd2vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7e7d8454", sha1: "4e0db56e433015cf1b9fd4cad35df99f1730e567", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ktd2vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6c8af7e7", sha1: "602975500180de98a0a7e22c079344e7a3ece25e", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "kdt1rom0l.ic12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf8a79aef", sha1: "8c2a6aef5cc0ffe4b5e9f2a98ef5a29edd59eb4d", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "kdt1rom0u.ic11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xbab0d328", sha1: "9a15bfb38c63b0012f29755b2be071e9c82d1c20", groupSize: 1, skip: 1 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1be18a1b", sha1: "3f7f95736dc7b03dfd06e2124518a1828d567303", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "ktd1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc2ff1971", sha1: "32ee2afe08e92049d8139c9324a0ea1a3b7ee5a1", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ktd1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc54d5539", sha1: "17518dc76bb3627ca42bac665938bb11ea926396", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "kartduel" + inputProfile: "kartduel" + stateClass: "kartduel_state" + emulationFlags: "MACHINE_NODEVICE_LAN" + + kartduelja: + archive: "kartduelja.zip" + title: "Kart Duel" + parent: "kartduel" + system: "namco_system12" + manufacturer: "Gaps / Namco" + year: 2000 + region: "Japan" + revision: "KTD1/VER.A" + boardCode: "KTD1" + hardwareProfile: "kartduel" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "kartduel" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ktd1vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0c207249", sha1: "6c57de25d452226a25f658638d89b81257960741", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ktd1vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xf6e2581f", sha1: "06eb108c2775290590dba75f964f26443a585d70", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "kdt1rom0l.ic12", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf8a79aef", sha1: "8c2a6aef5cc0ffe4b5e9f2a98ef5a29edd59eb4d", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "kdt1rom0u.ic11", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xbab0d328", sha1: "9a15bfb38c63b0012f29755b2be071e9c82d1c20", groupSize: 1, skip: 1 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdd9aba8f", sha1: "477e2f319d3e1a61982b27b911bd0264a55634da", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "ktd1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xc2ff1971", sha1: "32ee2afe08e92049d8139c9324a0ea1a3b7ee5a1", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ktd1wave0.ic2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc54d5539", sha1: "17518dc76bb3627ca42bac665938bb11ea926396", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "kartduel" + inputProfile: "kartduel" + stateClass: "kartduel_state" + emulationFlags: "MACHINE_NODEVICE_LAN" + + g13knd: + archive: "g13knd.zip" + title: "Golgo 13 Kiseki no Dandou" + system: "namco_system12" + manufacturer: "Eighting / Raizing / Namco" + year: 2000 + region: "Japan" + revision: "GLS1/VER.A" + boardCode: "GLS1" + hardwareProfile: "golgo13" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "golgo13" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3c00000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "gls1vera.2e", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x904c39a7", sha1: "e62a518657b639d31e390b8d1a36eee8a46ab179", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "gls1vera.2j", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xf8f9d6d2", sha1: "ec02192f3874fea289d123fd6d828148c77fbf6d", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "gls1rom0l.ic10", size: 0x800000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x91e04e7e", sha1: "70603ec5c17d9074f7176e7214f7507a3e408578", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gls1rom0u.ic14", size: 0x800000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x29f67094", sha1: "d17baa723bca5cadb483cd777d0ef25c29367426", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gls1rom1l.ic11", size: 0x800000, offset: 0x1000000, interleave: 2, wordSwap: false, required: true, crc32: "0xfc69578f", sha1: "20bcd687aeb3741893588b492f93531e58405c3e", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "gls1rom1u.ic15", size: 0x800000, offset: 0x1000001, interleave: 2, wordSwap: false, required: true, crc32: "0xdb46d626", sha1: "a623097fd17e99ee31c22ed62cb88aa9dc25721c", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "gls1rom2l.ic12", size: 0x800000, offset: 0x2000000, interleave: 2, wordSwap: false, required: true, crc32: "0x707cec76", sha1: "59257acc0b5a7f86a895873fc679ea184d2c0a50", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "gls1rom2u.ic16", size: 0x800000, offset: 0x2000001, interleave: 2, wordSwap: false, required: true, crc32: "0x970abad0", sha1: "fb41c379d28df2115baee967cc9645da869d2e2d", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "gls1fl3l.ic4", size: 0x200000, offset: 0x3000000, interleave: 2, wordSwap: false, required: true, crc32: "0x3a0ffd17", sha1: "03c704012040b9b9c24453baa8dbfbb3aec82854", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "gls1fl3u.ic5", size: 0x200000, offset: 0x3000001, interleave: 2, wordSwap: false, required: true, crc32: "0x565567ff", sha1: "36a26ed8fbba95dccbde6300363acb45d9c029b3", groupSize: 1, skip: 1 } + - { role: "bankedroms_009", region: "bankedroms", name: "gls1fl4l.ic6", size: 0x200000, offset: 0x3400000, interleave: 2, wordSwap: false, required: true, crc32: "0xb4591cc0", sha1: "8da1defb74957bd02324d5b2d3af406dc1f7061b", groupSize: 1, skip: 1 } + - { role: "bankedroms_010", region: "bankedroms", name: "gls1fl4u.ic7", size: 0x200000, offset: 0x3400001, interleave: 2, wordSwap: false, required: true, crc32: "0x679d545c", sha1: "b0e04cb123b4a15d935d773856e9cc954e81ba21", groupSize: 1, skip: 1 } + - { role: "bankedroms_011", region: "bankedroms", name: "gls1fl5l.ic8", size: 0x200000, offset: 0x3800000, interleave: 2, wordSwap: false, required: true, crc32: "0xa5581533", sha1: "58721d3acc1a740e616b721b400c6912f21d516f", groupSize: 1, skip: 1 } + - { role: "bankedroms_012", region: "bankedroms", name: "gls1fl5u.ic9", size: 0x200000, offset: 0x3800001, interleave: 2, wordSwap: false, required: true, crc32: "0xa8b6832a", sha1: "c0e392b7aa51dfcfce602fb0a46ccbc18074385c", groupSize: 1, skip: 1 } + - { role: "sub_001", region: "sub", name: "gls1vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xa1e68d02", sha1: "bcacea12531539776d5ad5d34b64f7f4a10a0b97", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "gls1wave0.ic1", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9de10ef5", sha1: "c391998ed3d882d49d6dbe7079414a2bfd180b49", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "gls1wave1.ic13", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4c92b6bf", sha1: "a463b5825f635efe402a6ea6c1ed8ecdc3d466e0", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "golgo13" + inputProfile: "golgo13" + stateClass: "golgo13_state" + + sws2001: + archive: "sws2001.zip" + title: "Super World Stadium 2001" + system: "namco_system12" + manufacturer: "Namco" + year: 2001 + region: "Japan" + revision: "SS11/VER.A" + boardCode: "SS11" + hardwareProfile: "coh716" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sws" } + - { type: "arcade", joystick: "eight_way", layout: "sws" } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x4000000, width: 32, endianness: "little" } + - { id: "sub", size: 0x80000, width: 8, endianness: "native" } + - { id: "c352", size: 0x1000000, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "ss11vera.2l", size: 0x200000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa7b4dbe5", sha1: "1bcb8d127388e2ead9ca04b527779896c69daf7f", groupSize: 1, skip: 1 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "ss11vera.2p", size: 0x200000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3ef76b4e", sha1: "34c21b6002d3f88aa3f4b4606c8aace24be92920", groupSize: 1, skip: 1 } + - { role: "bankedroms_001", region: "bankedroms", name: "ss01rom0.9", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc08cc59c", sha1: "f2d8064491c98acbb40260d7f13d0f9b394c1383", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ss01rom1.10", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd4aa1dc6", sha1: "68fcb60aadf35668d7d746da1e29d5d985e40aec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ss01rom2.11", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3371904a", sha1: "58bbf98a44560bc021bac4bc513fe89deea85b50", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ss11fl1l.5", size: 0x800000, offset: 0x3000000, interleave: 1, wordSwap: false, required: true, crc32: "0x0546a2b4", sha1: "b61457c9c5136f94ace48e83de8043ce20ca4d99", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ss11fl1u.6", size: 0x800000, offset: 0x3800000, interleave: 1, wordSwap: false, required: true, crc32: "0xb3de0b2c", sha1: "a89d3a2eb0952a98cc4765af2897b94136ca58ad", groupSize: 1, skip: 0 } + - { role: "sub_001", region: "sub", name: "ss01vera.11s", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x641e6584", sha1: "dfc0ac21bea5b19dbce5d50fb681854889d756dc", groupSize: 2, skip: 0 } + - { role: "c352_001", region: "c352", name: "ss01wave0.2", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1c5e2ff1", sha1: "4f29dfd49f6b5c3ca3b758823d368051354bd673", groupSize: 1, skip: 0 } + - { role: "c352_002", region: "c352", name: "ss01wave1.1", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x5f4c8861", sha1: "baee7182c32bc064d805de5a16948faf78941ac4", groupSize: 1, skip: 0 } + properties: + sourceDriver: "namcos12.cpp" + machineConfig: "coh716" + inputProfile: "namcos12" + stateClass: "namcos12_altbank_state" + emulationFlags: "MACHINE_NOT_WORKING" + + ts2: + archive: "ts2.zip" + title: "Battle Arena Toshinden 2" + system: "capcom_zn1" + manufacturer: "Capcom / Takara" + year: 1995 + region: "Europe" + revision: "951124" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ts2e_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7a3b535f", sha1: "f17f0dad81e50a7f4ccd042a26af1d472df4785f", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ts2-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f4228e2", sha1: "3690a76d19d97e55bc7b05a8456328697cfd7a77", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ts2-06m.4h", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x67be6797", sha1: "521f69439ba7666f54d1008a291f3391f3a16499", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ts2-07m.5h", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xdb73e2b8", sha1: "239243f44c41df765789c14cc4036bb02e2ab373", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ts2-08m.2k", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x01a48431", sha1: "6e395af726da91909e07dac25bb9b70b3ccebd4e", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ts2-09m.3k", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x83f408de", sha1: "415787c4dca604dd5611e16936a0ffa981dedf78", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ts2-10m.4k", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xad90679a", sha1: "19dd30764f892ee7f89c78ccbccdaf4d6b0e6e09", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ts2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2f45c461", sha1: "513b6b9b5a2f7c567c30c958e0e13834cd9bd266", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ts2-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd7a505e0", sha1: "f1b0cdea712101f695bd326eccd753eb79a07490", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40b0b697", sha1: "a8ee10fc9c0257de0a9ed0db29ea08afe900405f", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "audiocpu", offset: 0x20000, length: 0x20000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ts2u: + archive: "ts2u.zip" + title: "Battle Arena Toshinden 2" + parent: "ts2" + system: "capcom_zn1" + manufacturer: "Capcom / Takara" + year: 1995 + region: "US" + revision: "951124" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ts2u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xddb52e7c", sha1: "e77891abae7681d911ef6eba2e0920d81433ebe6", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ts2-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f4228e2", sha1: "3690a76d19d97e55bc7b05a8456328697cfd7a77", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ts2-06m.4h", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x67be6797", sha1: "521f69439ba7666f54d1008a291f3391f3a16499", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ts2-07m.5h", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xdb73e2b8", sha1: "239243f44c41df765789c14cc4036bb02e2ab373", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ts2-08m.2k", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x01a48431", sha1: "6e395af726da91909e07dac25bb9b70b3ccebd4e", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ts2-09m.3k", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x83f408de", sha1: "415787c4dca604dd5611e16936a0ffa981dedf78", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ts2-10m.4k", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xad90679a", sha1: "19dd30764f892ee7f89c78ccbccdaf4d6b0e6e09", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ts2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2f45c461", sha1: "513b6b9b5a2f7c567c30c958e0e13834cd9bd266", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ts2-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd7a505e0", sha1: "f1b0cdea712101f695bd326eccd753eb79a07490", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40b0b697", sha1: "a8ee10fc9c0257de0a9ed0db29ea08afe900405f", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "audiocpu", offset: 0x20000, length: 0x20000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ts2ua: + archive: "ts2ua.zip" + title: "Battle Arena Toshinden 2" + parent: "ts2" + system: "capcom_zn1" + manufacturer: "Capcom / Takara" + year: 1995 + region: "US" + revision: "951124, 32Mb mask ROMs" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ts2u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xddb52e7c", sha1: "e77891abae7681d911ef6eba2e0920d81433ebe6", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ts2-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f4228e2", sha1: "3690a76d19d97e55bc7b05a8456328697cfd7a77", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ts2-06m", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xcd7e0a27", sha1: "325b5f2e653cdea07cddc9d20d12b5ab50dca949", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ts2-08m", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xb1f7f115", sha1: "3f416d2aac07aa73a99593b5a21b047da60cea6a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ts2-10m.4k", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xad90679a", sha1: "19dd30764f892ee7f89c78ccbccdaf4d6b0e6e09", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ts2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2f45c461", sha1: "513b6b9b5a2f7c567c30c958e0e13834cd9bd266", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ts2-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd7a505e0", sha1: "f1b0cdea712101f695bd326eccd753eb79a07490", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40b0b697", sha1: "a8ee10fc9c0257de0a9ed0db29ea08afe900405f", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "audiocpu", offset: 0x20000, length: 0x20000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ts2j: + archive: "ts2j.zip" + title: "Battle Arena Toshinden 2" + parent: "ts2" + system: "capcom_zn1" + manufacturer: "Capcom / Takara" + year: 1995 + region: "Japan" + revision: "951124" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ts2j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4aba8c5e", sha1: "a56001bf50bfc1b03036e88ae1febd1aac8c63c0", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ts2-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f4228e2", sha1: "3690a76d19d97e55bc7b05a8456328697cfd7a77", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ts2-06m.4h", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x67be6797", sha1: "521f69439ba7666f54d1008a291f3391f3a16499", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ts2-07m.5h", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xdb73e2b8", sha1: "239243f44c41df765789c14cc4036bb02e2ab373", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ts2-08m.2k", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x01a48431", sha1: "6e395af726da91909e07dac25bb9b70b3ccebd4e", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ts2-09m.3k", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x83f408de", sha1: "415787c4dca604dd5611e16936a0ffa981dedf78", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ts2-10m.4k", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xad90679a", sha1: "19dd30764f892ee7f89c78ccbccdaf4d6b0e6e09", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ts2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2f45c461", sha1: "513b6b9b5a2f7c567c30c958e0e13834cd9bd266", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ts2-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd7a505e0", sha1: "f1b0cdea712101f695bd326eccd753eb79a07490", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40b0b697", sha1: "a8ee10fc9c0257de0a9ed0db29ea08afe900405f", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "audiocpu", offset: 0x20000, length: 0x20000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ts2ja: + archive: "ts2ja.zip" + title: "Battle Arena Toshinden 2" + parent: "ts2" + system: "capcom_zn1" + manufacturer: "Capcom / Takara" + year: 1995 + region: "Japan" + revision: "951124, 32Mb mask ROMs" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + - { type: "arcade", joystick: "eight_way", layout: "ts2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ts2j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4aba8c5e", sha1: "a56001bf50bfc1b03036e88ae1febd1aac8c63c0", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ts2-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f4228e2", sha1: "3690a76d19d97e55bc7b05a8456328697cfd7a77", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ts2-06m", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xcd7e0a27", sha1: "325b5f2e653cdea07cddc9d20d12b5ab50dca949", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ts2-08m", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xb1f7f115", sha1: "3f416d2aac07aa73a99593b5a21b047da60cea6a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ts2-10m.4k", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xad90679a", sha1: "19dd30764f892ee7f89c78ccbccdaf4d6b0e6e09", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ts2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2f45c461", sha1: "513b6b9b5a2f7c567c30c958e0e13834cd9bd266", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ts2-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xd7a505e0", sha1: "f1b0cdea712101f695bd326eccd753eb79a07490", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40b0b697", sha1: "a8ee10fc9c0257de0a9ed0db29ea08afe900405f", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "audiocpu", offset: 0x20000, length: 0x20000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + starglad: + archive: "starglad.zip" + title: "Star Gladiator Episode I: Final Crusade" + system: "capcom_zn1" + manufacturer: "Capcom" + year: 1996 + region: "US" + revision: "960627" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "starglad" } + - { type: "arcade", joystick: "eight_way", layout: "starglad" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ps1u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x121fb234", sha1: "697d18d37afd95f302b40a5a6a78d8c92a41ea73", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ps1-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8ad72c4f", sha1: "c848c37eb5365000b4d4720b5c08d89ddd8e2c33", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ps1-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x95d8ed61", sha1: "e9f259d589dc38a8321a6fea1f5dac741cadc0ff", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ps1-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc06752db", sha1: "0884b308e9cd9dde8660b422bc8fec9a362bcb52", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ps1-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x381f9ded", sha1: "b7878a90740f5b3c5881ac7d46e2b84b18727337", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ps1-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xbd894812", sha1: "9f0c3365e685a53ae793f4a256a6c177a843a424", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ps1-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xff80c18a", sha1: "8d01717eed6ec1f508fe7c445da941fb84ef7d22", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ps1_02a.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb854df92", sha1: "ea71a613b5b19ec7e9c6e342e7743d320582a6bb", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "ps1_03a.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0xa2562fbb", sha1: "3de02a4aa7ea620961ca2a5c331f38134033db79", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ps1-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x0bfb17aa", sha1: "cf4482785a2a33ad814c8b1461c5bc8e8e027895", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27970400", sha1: "b240e3587d39315840c7471a0e97d7cd8275886c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + stargladj: + archive: "stargladj.zip" + title: "Star Gladiator Episode I: Final Crusade" + parent: "starglad" + system: "capcom_zn1" + manufacturer: "Capcom" + year: 1996 + region: "Japan" + revision: "960627" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "starglad" } + - { type: "arcade", joystick: "eight_way", layout: "starglad" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ps1j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf865006d", sha1: "6abb476777a4309b1a60f12e6313c051db195808", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ps1-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8ad72c4f", sha1: "c848c37eb5365000b4d4720b5c08d89ddd8e2c33", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ps1-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x95d8ed61", sha1: "e9f259d589dc38a8321a6fea1f5dac741cadc0ff", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ps1-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc06752db", sha1: "0884b308e9cd9dde8660b422bc8fec9a362bcb52", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ps1-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x381f9ded", sha1: "b7878a90740f5b3c5881ac7d46e2b84b18727337", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ps1-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xbd894812", sha1: "9f0c3365e685a53ae793f4a256a6c177a843a424", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ps1-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xff80c18a", sha1: "8d01717eed6ec1f508fe7c445da941fb84ef7d22", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ps1_02a.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb854df92", sha1: "ea71a613b5b19ec7e9c6e342e7743d320582a6bb", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "ps1_03a.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0xa2562fbb", sha1: "3de02a4aa7ea620961ca2a5c331f38134033db79", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ps1-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x0bfb17aa", sha1: "cf4482785a2a33ad814c8b1461c5bc8e8e027895", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27970400", sha1: "b240e3587d39315840c7471a0e97d7cd8275886c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr: + archive: "glpracr.zip" + title: "Gallop Racer" + system: "capcom_zn1" + manufacturer: "Tecmo" + year: 1996 + region: "International" + revision: "Ver 10.17.K" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "gra_ep-eng.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf3ab9c85", sha1: "ce9d5d0406a6854975d5c71935fe917706334429", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gra-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78053700", sha1: "38727c8cc34bb57b7b7e73041e382fb0361f184e", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "gra-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd73b392b", sha1: "241ddf474cea035e81a2abc580d3c0395ee925bb", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xacaefe3a", sha1: "32d596b0f975e1558fa7929c3166d8dad40a1c80", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xae930900", sha1: "01fd03487943e21e3634285ef50107c6c2c4f6ca", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "glpracr" + stateClass: "glpracr_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracrj: + archive: "glpracrj.zip" + title: "Gallop Racer" + parent: "glpracr" + system: "capcom_zn1" + manufacturer: "Tecmo" + year: 1996 + region: "Japan" + revision: "Ver 9.01.12" + hardwareProfile: "coh1000c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native", eraseValue: 0xff } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "gpaj_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x53bf551c", sha1: "320632b5010630cee4c5ccb1578d5ee6d2754632", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gra-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78053700", sha1: "38727c8cc34bb57b7b7e73041e382fb0361f184e", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "gra-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd73b392b", sha1: "241ddf474cea035e81a2abc580d3c0395ee925bb", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xacaefe3a", sha1: "32d596b0f975e1558fa7929c3166d8dad40a1c80", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xae930900", sha1: "01fd03487943e21e3634285ef50107c6c2c4f6ca", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000c" + inputProfile: "glpracr" + stateClass: "glpracr_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex: + archive: "sfex.zip" + title: "Street Fighter EX" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1996 + region: "Europe" + revision: "961219" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfee_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x092cfa2e", sha1: "8af38a3f4f89f661233995a672faf486e71b79bc", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfe-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeab781fe", sha1: "205476cb72c8dac915e140fb32243dfc5d209ba4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfe-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x999de60c", sha1: "092882698c411fc5c3bcb43105bf1886f94b8e40", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfe-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76117b0a", sha1: "027233199170fa6e5b32f28da2031638c6d3d14a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfe-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa36bbec5", sha1: "fa22ea50d4d8bed2ded97a346f61b2f5f68769b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfe-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x62c424cc", sha1: "ea19c49b486473b150dbf8541286e225655496db", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfe-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x83791a8b", sha1: "534969797640834ca692c11d0ce7c3a060fc7e4b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexu: + archive: "sfexu.zip" + title: "Street Fighter EX" + parent: "sfex" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1996 + region: "US" + revision: "961219" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfeu_04b.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xde02bd29", sha1: "62a88a30f73db661f5b98fc7e2d34d51acb965cc", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfe-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeab781fe", sha1: "205476cb72c8dac915e140fb32243dfc5d209ba4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfe-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x999de60c", sha1: "092882698c411fc5c3bcb43105bf1886f94b8e40", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfe-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76117b0a", sha1: "027233199170fa6e5b32f28da2031638c6d3d14a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfe-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa36bbec5", sha1: "fa22ea50d4d8bed2ded97a346f61b2f5f68769b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfe-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x62c424cc", sha1: "ea19c49b486473b150dbf8541286e225655496db", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfe-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x83791a8b", sha1: "534969797640834ca692c11d0ce7c3a060fc7e4b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexa: + archive: "sfexa.zip" + title: "Street Fighter EX" + parent: "sfex" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1996 + region: "Asia" + revision: "961219" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfea_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x08247bd4", sha1: "07f356ef2827b3fbd0bfaf2010915315d9d60ef1", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfe-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeab781fe", sha1: "205476cb72c8dac915e140fb32243dfc5d209ba4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfe-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x999de60c", sha1: "092882698c411fc5c3bcb43105bf1886f94b8e40", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfe-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76117b0a", sha1: "027233199170fa6e5b32f28da2031638c6d3d14a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfe-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa36bbec5", sha1: "fa22ea50d4d8bed2ded97a346f61b2f5f68769b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfe-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x62c424cc", sha1: "ea19c49b486473b150dbf8541286e225655496db", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfe-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x83791a8b", sha1: "534969797640834ca692c11d0ce7c3a060fc7e4b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexj: + archive: "sfexj.zip" + title: "Street Fighter EX" + parent: "sfex" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1996 + region: "Japan" + revision: "961130" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfej_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xea100607", sha1: "27ef8c619804999d32d14fcc5ec783c057b4dc73", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfe-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeab781fe", sha1: "205476cb72c8dac915e140fb32243dfc5d209ba4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfe-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x999de60c", sha1: "092882698c411fc5c3bcb43105bf1886f94b8e40", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfe-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76117b0a", sha1: "027233199170fa6e5b32f28da2031638c6d3d14a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfe-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa36bbec5", sha1: "fa22ea50d4d8bed2ded97a346f61b2f5f68769b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfe-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x62c424cc", sha1: "ea19c49b486473b150dbf8541286e225655496db", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfe-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x83791a8b", sha1: "534969797640834ca692c11d0ce7c3a060fc7e4b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexp: + archive: "sfexp.zip" + title: "Street Fighter EX Plus" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1997 + region: "US" + revision: "970407" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfpu_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4617adc2", sha1: "200307904349ad7e5d7d76d8c904b6b10424c7ef", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfp-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac7dcc5e", sha1: "216de2de691a9bd7982d5d6b5b1e3e35ff381a2f", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfp-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x1d504758", sha1: "bd56141aba35dbb5b318445ba5db12eff7442221", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfp-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0f585f30", sha1: "24ffdbc360f8eddb702905c99d315614327861a7", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfp-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x65eabc61", sha1: "bbeb3bcd8dd8f7f88ed82412a81134a3d6f6ffd9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfp-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x15f8b71e", sha1: "efb28fbe750f443550ee9718385355aae7e858c9", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfp-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xc1ecf652", sha1: "616e14ff63d38272730c810b933a6b3412e2da17", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexpu1: + archive: "sfexpu1.zip" + title: "Street Fighter EX Plus" + parent: "sfexp" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1997 + region: "US" + revision: "970311" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfpu_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x305e4ec0", sha1: "0df9572d7fc1bbc7131483960771d016fa5487a5", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfp-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac7dcc5e", sha1: "216de2de691a9bd7982d5d6b5b1e3e35ff381a2f", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfp-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x1d504758", sha1: "bd56141aba35dbb5b318445ba5db12eff7442221", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfp-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0f585f30", sha1: "24ffdbc360f8eddb702905c99d315614327861a7", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfp-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x65eabc61", sha1: "bbeb3bcd8dd8f7f88ed82412a81134a3d6f6ffd9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfp-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x15f8b71e", sha1: "efb28fbe750f443550ee9718385355aae7e858c9", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfp-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xc1ecf652", sha1: "616e14ff63d38272730c810b933a6b3412e2da17", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexpj: + archive: "sfexpj.zip" + title: "Street Fighter EX Plus" + parent: "sfexp" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1997 + region: "Japan" + revision: "970407" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfpj_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6e99a0f7", sha1: "8f22bc545dd0e3eff24ab62ce5af1998d48d3770", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfp-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac7dcc5e", sha1: "216de2de691a9bd7982d5d6b5b1e3e35ff381a2f", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfp-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x1d504758", sha1: "bd56141aba35dbb5b318445ba5db12eff7442221", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfp-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0f585f30", sha1: "24ffdbc360f8eddb702905c99d315614327861a7", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfp-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x65eabc61", sha1: "bbeb3bcd8dd8f7f88ed82412a81134a3d6f6ffd9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfp-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x15f8b71e", sha1: "efb28fbe750f443550ee9718385355aae7e858c9", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfp-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xc1ecf652", sha1: "616e14ff63d38272730c810b933a6b3412e2da17", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfexpj1: + archive: "sfexpj1.zip" + title: "Street Fighter EX Plus" + parent: "sfexp" + system: "capcom_zn1" + manufacturer: "Capcom / Arika" + year: 1997 + region: "Japan" + revision: "970311" + hardwareProfile: "coh1002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x2400000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-13.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x50033af6", sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a", biosVariant: "j", groupSize: 1, skip: 0 } + - { role: "maincpu:rom_002", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0xf20f7fe5", sha1: "9aac7d3b3d0cc0bbbe4056164b73078dce41d91c", biosVariant: "e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb7ba033", sha1: "966f3aee5d00e1312c455f855915d621e6cb0672", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sfpj_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18d043f5", sha1: "9e6e24a722d13888fbfd391ddb1a5045b162488c", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sfp-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac7dcc5e", sha1: "216de2de691a9bd7982d5d6b5b1e3e35ff381a2f", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sfp-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x1d504758", sha1: "bd56141aba35dbb5b318445ba5db12eff7442221", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sfp-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0f585f30", sha1: "24ffdbc360f8eddb702905c99d315614327861a7", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sfp-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x65eabc61", sha1: "bbeb3bcd8dd8f7f88ed82412a81134a3d6f6ffd9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sfp-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x15f8b71e", sha1: "efb28fbe750f443550ee9718385355aae7e858c9", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sfp-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xc1ecf652", sha1: "616e14ff63d38272730c810b933a6b3412e2da17", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sfe_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1908475c", sha1: "99f68cff2d92f5697eec0846201f6fb317d5dc08", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sfe_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x95c1e2e0", sha1: "383bbe9613798a3ac6944d18768280a840994e40", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sfe-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xf5afff0d", sha1: "7f9ac32ba0a3d9c6fef367e36a92d47c9ac1feb3", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0dc24ae", sha1: "17d6e3dc11308195f4c46a6cd8093db9eaf584e5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfchamp: + archive: "sfchamp.zip" + title: "Super Football Champ" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.5O" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e18-12.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x72304685", sha1: "2e6f645871e19a49fcdfbdca49c6be415471eadf", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e18-13.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfa4d01ee", sha1: "27efd8e2107d71213d35f2a58762ed8812f809d3", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e18-02.12", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xc7b4fe29", sha1: "7f823bd61abf2b15d3ba62bca829a5b1acacfd09", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e18-03.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76392346", sha1: "2c5b70c4708208f866feea0472fcc72333061124", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e18-04.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0xfc3731da", sha1: "58948aad8d7bb7a8449d2bf12e9d5e6d7b4426b5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "e18-05.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x2e984c50", sha1: "6d8255e38c67d68bf489c9885663ed2edf148188", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e18-09.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb5a5319", sha1: "0bb700cafc157d3af663cc9bebb8167487ff2852", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e18-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdbd1408c", sha1: "ef81064f2f95e5ae25eb1f10d1e78f27f9e294f5", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb1585ac7", sha1: "d967eea539de2dd7a8d13fa2785c3033065bed9c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfchampo: + archive: "sfchampo.zip" + title: "Super Football Champ" + parent: "sfchamp" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.4O" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e18-11.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xf5462f30", sha1: "44eb03a9b51e2d8dd14fe2ed36dbcf17035a22c7", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e18-08.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6a5558cd", sha1: "75b26bcaaa213283e7e0dace69ee58f305b4572d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e18-02.12", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xc7b4fe29", sha1: "7f823bd61abf2b15d3ba62bca829a5b1acacfd09", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e18-03.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76392346", sha1: "2c5b70c4708208f866feea0472fcc72333061124", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e18-04.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0xfc3731da", sha1: "58948aad8d7bb7a8449d2bf12e9d5e6d7b4426b5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "e18-05.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x2e984c50", sha1: "6d8255e38c67d68bf489c9885663ed2edf148188", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e18-09.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb5a5319", sha1: "0bb700cafc157d3af663cc9bebb8167487ff2852", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e18-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdbd1408c", sha1: "ef81064f2f95e5ae25eb1f10d1e78f27f9e294f5", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb1585ac7", sha1: "d967eea539de2dd7a8d13fa2785c3033065bed9c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfchampu: + archive: "sfchampu.zip" + title: "Super Football Champ" + parent: "sfchamp" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.4A" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e18-10.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x82411fa6", sha1: "0aa1764b7ff68258ef76a41355c50d5067262d75", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e18-08.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6a5558cd", sha1: "75b26bcaaa213283e7e0dace69ee58f305b4572d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e18-02.12", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xc7b4fe29", sha1: "7f823bd61abf2b15d3ba62bca829a5b1acacfd09", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e18-03.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76392346", sha1: "2c5b70c4708208f866feea0472fcc72333061124", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e18-04.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0xfc3731da", sha1: "58948aad8d7bb7a8449d2bf12e9d5e6d7b4426b5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "e18-05.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x2e984c50", sha1: "6d8255e38c67d68bf489c9885663ed2edf148188", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e18-09.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb5a5319", sha1: "0bb700cafc157d3af663cc9bebb8167487ff2852", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e18-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdbd1408c", sha1: "ef81064f2f95e5ae25eb1f10d1e78f27f9e294f5", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb1585ac7", sha1: "d967eea539de2dd7a8d13fa2785c3033065bed9c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfchampj: + archive: "sfchampj.zip" + title: "Super Football Champ" + parent: "sfchamp" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.4J" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + - { type: "arcade", joystick: "eight_way", layout: "sfchamp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e18-07.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1b484e1c", sha1: "f29f40a9988475d8abbb126095b0716133c087a0", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e18-08.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6a5558cd", sha1: "75b26bcaaa213283e7e0dace69ee58f305b4572d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e18-02.12", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xc7b4fe29", sha1: "7f823bd61abf2b15d3ba62bca829a5b1acacfd09", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e18-03.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x76392346", sha1: "2c5b70c4708208f866feea0472fcc72333061124", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e18-04.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0xfc3731da", sha1: "58948aad8d7bb7a8449d2bf12e9d5e6d7b4426b5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "e18-05.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x2e984c50", sha1: "6d8255e38c67d68bf489c9885663ed2edf148188", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e18-09.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb5a5319", sha1: "0bb700cafc157d3af663cc9bebb8167487ff2852", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e18-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdbd1408c", sha1: "ef81064f2f95e5ae25eb1f10d1e78f27f9e294f5", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb1585ac7", sha1: "d967eea539de2dd7a8d13fa2785c3033065bed9c", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + psyforce: + archive: "psyforce.zip" + title: "Psychic Force" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.4O" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e22-09_.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x997e4500", sha1: "4a90b452c9a877ccec55a11f36c4cbc6df1f1f41", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e22-06_.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf6341d63", sha1: "99dc27aa694ae5951148054291912a486726e8c9", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e22-02.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x03b50064", sha1: "0259537e86b266b3f34308c4fc0bcc04c037da71", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e22-03.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x8372f839", sha1: "646b3919b6be63412c11850ec1524685abececc0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e22-04.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x397b71aa", sha1: "48743c362503c1d2dbeb3c8be4cb2aaaae015b88", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e22-07.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x739af589", sha1: "dbb4d1c6d824a99ccf27168e2c21644e19811523", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e22-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808b8340", sha1: "d8bde850dd9b5b71e94ea707d2d728754f907977", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5799d8c9", sha1: "72cf1ed0958959d085ca5f8ab8b4f883ab1cd162", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + psyforcej: + archive: "psyforcej.zip" + title: "Psychic Force" + parent: "psyforce" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.4J" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e22-05_.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7770242c", sha1: "dd37575d3d9ffdef60fe0e4cab6c9e42d087f714", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e22-10_.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf6341d63", sha1: "99dc27aa694ae5951148054291912a486726e8c9", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e22-02.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x03b50064", sha1: "0259537e86b266b3f34308c4fc0bcc04c037da71", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e22-03.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x8372f839", sha1: "646b3919b6be63412c11850ec1524685abececc0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e22-04.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x397b71aa", sha1: "48743c362503c1d2dbeb3c8be4cb2aaaae015b88", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e22-07.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x739af589", sha1: "dbb4d1c6d824a99ccf27168e2c21644e19811523", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e22-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808b8340", sha1: "d8bde850dd9b5b71e94ea707d2d728754f907977", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5799d8c9", sha1: "72cf1ed0958959d085ca5f8ab8b4f883ab1cd162", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + psyforcex: + archive: "psyforcex.zip" + title: "Psychic Force EX" + parent: "psyforce" + system: "taito_fx1" + manufacturer: "Taito" + year: 1995 + revision: "Ver 2.0J" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + - { type: "arcade", joystick: "eight_way", layout: "psyforce" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x200000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e22-11.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x29ebebc9", sha1: "48a3371460d69ae5ba58d3e24615f389bf43b2cc", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e22-12.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7426ffc5", sha1: "24b0132241e2e49109e585b082bf4ab67f86b294", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e22-02.16", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x03b50064", sha1: "0259537e86b266b3f34308c4fc0bcc04c037da71", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e22-03.19", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x8372f839", sha1: "646b3919b6be63412c11850ec1524685abececc0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e22-04.21", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x397b71aa", sha1: "48743c362503c1d2dbeb3c8be4cb2aaaae015b88", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e22-07.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x739af589", sha1: "dbb4d1c6d824a99ccf27168e2c21644e19811523", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e22-01.15", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808b8340", sha1: "d8bde850dd9b5b71e94ea707d2d728754f907977", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5799d8c9", sha1: "72cf1ed0958959d085ca5f8ab8b4f883ab1cd162", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + mgcldate: + archive: "mgcldate.zip" + title: "Magical Date / Magical Date - Dokidoki Kokuhaku Daisakusen" + parent: "mgcldtex" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.02J" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "mgcldate" } + - { type: "arcade", joystick: "eight_way", layout: "mgcldate" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e32-05.2", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x72fc7f7b", sha1: "50d9e84bc74fb63ec1900ab149051888bc3d03a5", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e32-06.7", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd11c3881", sha1: "f7046c5bed4818152edcf697a49664b0bcf12a1b", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e32-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xcf5f1d01", sha1: "5417f8aef5c8d0e9e63ba8c68efb5b3ef37b4693", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e32-02.6", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x61c8438c", sha1: "bdbe6079cc634c0cd6580f76619eb2944c9a31d9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e32-03.12", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x190d1618", sha1: "838a651d32752015baa7e8caea62fd739631b8be", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e32-07.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xadf3feb5", sha1: "bae5bc3fad99a92a3492be1b775dab861007eb3b", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e32-04.15", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc72f9eea", sha1: "7ab8b412a8ed00a42016acb7d13d3b074155780a", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce282fc9", sha1: "dfc1f679ec70f2ff32869cfeb452acf9ac154aef", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + mgcldtex: + archive: "mgcldtex.zip" + title: "Magical Date EX / Magical Date - Sotsugyou Kokuhaku Daisakusen" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.01J" + hardwareProfile: "coh1000ta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "mgcldate" } + - { type: "arcade", joystick: "eight_way", layout: "mgcldate" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x20000, width: 8, endianness: "native" } + - { id: "ym2610b:adpcma", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e32-08.2", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3d42cd28", sha1: "9017922e835a359ba5126c8a9e8c27380a5ce081", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e32-09.7", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xdb7ec115", sha1: "fa6f18de71ba997389d887d7ffe745aa25e24c20", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e32-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xcf5f1d01", sha1: "5417f8aef5c8d0e9e63ba8c68efb5b3ef37b4693", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e32-02.6", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x61c8438c", sha1: "bdbe6079cc634c0cd6580f76619eb2944c9a31d9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e32-03.12", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x190d1618", sha1: "838a651d32752015baa7e8caea62fd739631b8be", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "e32-10.22", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xadf3feb5", sha1: "bae5bc3fad99a92a3492be1b775dab861007eb3b", groupSize: 1, skip: 0 } + - { role: "ym2610b:adpcma_001", region: "ym2610b:adpcma", name: "e32-04.15", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc72f9eea", sha1: "7ab8b412a8ed00a42016acb7d13d3b074155780a", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce282fc9", sha1: "dfc1f679ec70f2ff32869cfeb452acf9ac154aef", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000ta" + inputProfile: "znt2p" + stateClass: "taito_fx1s_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + raystorm: + archive: "raystorm.zip" + title: "Ray Storm" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.06A" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 16, endianness: "little" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e24-xx.ic4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x33f63638", sha1: "fdda33ffc9902b3605a3272fae5a614e93856a86", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e24-xx.ic3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x5eeed3b2", sha1: "d8bb1613d7285eabdc6f0a2d231d2eeeb52f307b", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e24-02.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f70950d", sha1: "b3e4f925a61ae2e5dd4cc5d7ec3030a0d5c2c04d", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e24-03.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6c1f0a5d", sha1: "1aac37a7ff23e54021a4cec18c9bb93242337180", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e24-09.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808589e1", sha1: "46ada4c6d68c2462186a0b962abb435ee740c0ba", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e24-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf403493a", sha1: "3e49fd2a060a3893e26f14cc3cf47c4ba91e17d4", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x013363df", sha1: "f04d04c7c858a8e2eaff0c51e782ad76d6ebbed1", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "raystorm" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + raystormo: + archive: "raystormo.zip" + title: "Ray Storm" + parent: "raystorm" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.05O" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e24-08.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xae071b95", sha1: "0e1597220808d6e3998ef1e9d88779e0187ba0af", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e24-06.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd70cdf46", sha1: "da6163d69d3ea9c1e3f4b7961a548f1f9d8d9909", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e24-02.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f70950d", sha1: "b3e4f925a61ae2e5dd4cc5d7ec3030a0d5c2c04d", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e24-03.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6c1f0a5d", sha1: "1aac37a7ff23e54021a4cec18c9bb93242337180", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e24-09.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808589e1", sha1: "46ada4c6d68c2462186a0b962abb435ee740c0ba", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e24-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf403493a", sha1: "3e49fd2a060a3893e26f14cc3cf47c4ba91e17d4", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x013363df", sha1: "f04d04c7c858a8e2eaff0c51e782ad76d6ebbed1", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "raystorm" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + raystormu: + archive: "raystormu.zip" + title: "Ray Storm" + parent: "raystorm" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.05A" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e24-07.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd9002b03", sha1: "bdb0aa88536c4c98c150ece87387930b3dbdd258", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e24-06.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd70cdf46", sha1: "da6163d69d3ea9c1e3f4b7961a548f1f9d8d9909", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e24-02.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f70950d", sha1: "b3e4f925a61ae2e5dd4cc5d7ec3030a0d5c2c04d", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e24-03.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6c1f0a5d", sha1: "1aac37a7ff23e54021a4cec18c9bb93242337180", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e24-09.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808589e1", sha1: "46ada4c6d68c2462186a0b962abb435ee740c0ba", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e24-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf403493a", sha1: "3e49fd2a060a3893e26f14cc3cf47c4ba91e17d4", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x013363df", sha1: "f04d04c7c858a8e2eaff0c51e782ad76d6ebbed1", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "raystorm" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + raystormj: + archive: "raystormj.zip" + title: "Ray Storm" + parent: "raystorm" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.05J" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + - { type: "arcade", joystick: "eight_way", layout: "raystorm" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e24-05.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x40097ab9", sha1: "67e73568b35515c2c5a9119e97ac4709baff8c5a", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e24-06.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd70cdf46", sha1: "da6163d69d3ea9c1e3f4b7961a548f1f9d8d9909", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e24-02.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f70950d", sha1: "b3e4f925a61ae2e5dd4cc5d7ec3030a0d5c2c04d", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e24-03.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6c1f0a5d", sha1: "1aac37a7ff23e54021a4cec18c9bb93242337180", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e24-09.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x808589e1", sha1: "46ada4c6d68c2462186a0b962abb435ee740c0ba", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e24-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf403493a", sha1: "3e49fd2a060a3893e26f14cc3cf47c4ba91e17d4", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x013363df", sha1: "f04d04c7c858a8e2eaff0c51e782ad76d6ebbed1", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "raystorm" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ftimpact: + archive: "ftimpact.zip" + title: "Fighters' Impact" + parent: "ftimpcta" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.02O" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x600000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e25-09.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd457bfc7", sha1: "e974a9c3e7b0748ef89d78e76a7dbb763c42b6f7", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e25-07.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x829be1cc", sha1: "64b139d7c3696ab2f0b9a4842c19a38fe6a8cede", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e25-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x8cc4be0c", sha1: "9ca15558a83b7e332e50accf1f7852444a7ce730", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e25-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8e8b4c82", sha1: "55c9d4d3a08fc3226a75ab3a674be433af83e289", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e25-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43b1c085", sha1: "6e53550e9be0d2f415fc6b4f3b8a71185c5370b2", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e25-10.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b2ad1b1", sha1: "6d064d0b6805d43ce42929ac8f5645b56384f53c", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e25-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x09a66d35", sha1: "f0df24bc9bfc9eb0f5150dc035c19fc5b8a39bf9", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_002", region: "taito_zoom:zsg2", name: "e25-05.28", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x3fb57636", sha1: "aa38bfac11ecf10fd55143cf4525a2a529be8bb6", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66045c83", sha1: "b040fa87e855fd512fa99e80056d37aba895805b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "znt2p" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ftimpactu: + archive: "ftimpactu.zip" + title: "Fighters' Impact" + parent: "ftimpcta" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.02A" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x600000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e25-08.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xa3508f51", sha1: "fd4c3cc186e280497dc905ebda92472d5b72b1b4", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e25-07.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x829be1cc", sha1: "64b139d7c3696ab2f0b9a4842c19a38fe6a8cede", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e25-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x8cc4be0c", sha1: "9ca15558a83b7e332e50accf1f7852444a7ce730", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e25-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8e8b4c82", sha1: "55c9d4d3a08fc3226a75ab3a674be433af83e289", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e25-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43b1c085", sha1: "6e53550e9be0d2f415fc6b4f3b8a71185c5370b2", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e25-10.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b2ad1b1", sha1: "6d064d0b6805d43ce42929ac8f5645b56384f53c", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e25-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x09a66d35", sha1: "f0df24bc9bfc9eb0f5150dc035c19fc5b8a39bf9", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_002", region: "taito_zoom:zsg2", name: "e25-05.28", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x3fb57636", sha1: "aa38bfac11ecf10fd55143cf4525a2a529be8bb6", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66045c83", sha1: "b040fa87e855fd512fa99e80056d37aba895805b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "znt2p" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ftimpactj: + archive: "ftimpactj.zip" + title: "Fighters' Impact" + parent: "ftimpcta" + system: "taito_fx1" + manufacturer: "Taito" + year: 1996 + revision: "Ver 2.02J" + hardwareProfile: "coh1000tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x600000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e25-06.4", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3a59deeb", sha1: "4377c5829fb5b6f5d0120caf992b1ee714897641", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e25-07.3", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x829be1cc", sha1: "64b139d7c3696ab2f0b9a4842c19a38fe6a8cede", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e25-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x8cc4be0c", sha1: "9ca15558a83b7e332e50accf1f7852444a7ce730", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e25-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8e8b4c82", sha1: "55c9d4d3a08fc3226a75ab3a674be433af83e289", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e25-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43b1c085", sha1: "6e53550e9be0d2f415fc6b4f3b8a71185c5370b2", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e25-10.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b2ad1b1", sha1: "6d064d0b6805d43ce42929ac8f5645b56384f53c", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e25-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x09a66d35", sha1: "f0df24bc9bfc9eb0f5150dc035c19fc5b8a39bf9", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_002", region: "taito_zoom:zsg2", name: "e25-05.28", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x3fb57636", sha1: "aa38bfac11ecf10fd55143cf4525a2a529be8bb6", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66045c83", sha1: "b040fa87e855fd512fa99e80056d37aba895805b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "znt2p" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + ftimpcta: + archive: "ftimpcta.zip" + title: "Fighters' Impact A" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.00J" + hardwareProfile: "coh1000tb" + cpuClockPercent: 98 + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + - { type: "arcade", joystick: "eight_way", layout: "ftimpact" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x600000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e25-13.4", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x7f078d7b", sha1: "df9800dd6885dbc33736c5143d877b0847221061", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e25-14.3", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0c5f474f", sha1: "ce7031ba860297b99cddd6d0177f07e03520faeb", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e25-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x8cc4be0c", sha1: "9ca15558a83b7e332e50accf1f7852444a7ce730", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e25-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8e8b4c82", sha1: "55c9d4d3a08fc3226a75ab3a674be433af83e289", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e25-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43b1c085", sha1: "6e53550e9be0d2f415fc6b4f3b8a71185c5370b2", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e25-10.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b2ad1b1", sha1: "6d064d0b6805d43ce42929ac8f5645b56384f53c", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e25-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x09a66d35", sha1: "f0df24bc9bfc9eb0f5150dc035c19fc5b8a39bf9", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_002", region: "taito_zoom:zsg2", name: "e25-05.28", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x3fb57636", sha1: "aa38bfac11ecf10fd55143cf4525a2a529be8bb6", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66045c83", sha1: "b040fa87e855fd512fa99e80056d37aba895805b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000tb" + inputProfile: "znt2p" + stateClass: "taito_fx1z_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + gdarius: + archive: "gdarius.zip" + title: "G-Darius" + parent: "gdarius2" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.02O" + hardwareProfile: "coh1002tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e39-09.ic4", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xf457794d", sha1: "43571770b239298e3442d3da8aa4f4507380d639", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e39-10.ic3", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6ba4d941", sha1: "75f2d8c920d29102c09e041fc3198e32ad57dbaf", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e39-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbdaaa251", sha1: "a42daa706ee859c2b66be179e08c0ad7990f919e", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e39-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa47aab5d", sha1: "64b58e47035ad9d8d6dcaf475cbcc3ad85f4d82f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e39-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa883b6a5", sha1: "b8d00d944c90f8cd9c2b076688f4c68b2e6d557a", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e39-07.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2252c7c1", sha1: "92b9908e0d87cad6587f1acc0eef69eaae8c6a98", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e39-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6ee35e68", sha1: "fdfe63203d8cecf84cb869039fb893d5b63cdd67", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xccf2f332", sha1: "6eb07cd5fab29f5536fd94aa88a2b09f28cc3494", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002tb" + inputProfile: "znt2p" + stateClass: "gdarius_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + gdariusu: + archive: "gdariusu.zip" + title: "G-Darius" + parent: "gdarius2" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.02A" + hardwareProfile: "coh1002tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e39-08.ic4", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x835049db", sha1: "2b230c8fd6c6ea4e30740fda28f631344b018b79", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e39-10.ic3", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x6ba4d941", sha1: "75f2d8c920d29102c09e041fc3198e32ad57dbaf", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e39-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbdaaa251", sha1: "a42daa706ee859c2b66be179e08c0ad7990f919e", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e39-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa47aab5d", sha1: "64b58e47035ad9d8d6dcaf475cbcc3ad85f4d82f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e39-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa883b6a5", sha1: "b8d00d944c90f8cd9c2b076688f4c68b2e6d557a", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e39-07.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2252c7c1", sha1: "92b9908e0d87cad6587f1acc0eef69eaae8c6a98", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e39-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6ee35e68", sha1: "fdfe63203d8cecf84cb869039fb893d5b63cdd67", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xccf2f332", sha1: "6eb07cd5fab29f5536fd94aa88a2b09f28cc3494", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002tb" + inputProfile: "znt2p" + stateClass: "gdarius_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + gdariusj: + archive: "gdariusj.zip" + title: "G-Darius" + parent: "gdarius2" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.01J" + hardwareProfile: "coh1002tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e39-06.4", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2980c30d", sha1: "597321642125c3ae37581c2d9abc2723c7909996", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e39-05.3", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x750e5b13", sha1: "68fe9cbd7d506cfd587dccc40b6ae0b0b6ee7c29", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e39-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbdaaa251", sha1: "a42daa706ee859c2b66be179e08c0ad7990f919e", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e39-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa47aab5d", sha1: "64b58e47035ad9d8d6dcaf475cbcc3ad85f4d82f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e39-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa883b6a5", sha1: "b8d00d944c90f8cd9c2b076688f4c68b2e6d557a", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e39-07.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2252c7c1", sha1: "92b9908e0d87cad6587f1acc0eef69eaae8c6a98", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e39-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6ee35e68", sha1: "fdfe63203d8cecf84cb869039fb893d5b63cdd67", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xccf2f332", sha1: "6eb07cd5fab29f5536fd94aa88a2b09f28cc3494", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002tb" + inputProfile: "znt2p" + stateClass: "gdarius_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + gdarius2: + archive: "gdarius2.zip" + title: "G-Darius Ver.2" + system: "taito_fx1" + manufacturer: "Taito" + year: 1997 + revision: "Ver 2.03J" + hardwareProfile: "coh1002tb" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + - { type: "arcade", joystick: "eight_way", layout: "gdarius" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "taito_zoom:mn10200", size: 0x80000, width: 8, endianness: "native" } + - { id: "taito_zoom:zsg2", size: 0x400000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-14.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f23b6e", sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tt01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdaac13e7", sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "e39-12.4", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xb23266c3", sha1: "80aaddaaf10e40280ade4c7d11f45ddab47ee9a6", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "e39-11.3", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x766f73df", sha1: "9ce24c153920d259bc7fdef0778083eb6d639be3", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "e39-01.1", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbdaaa251", sha1: "a42daa706ee859c2b66be179e08c0ad7990f919e", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "e39-02.2", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa47aab5d", sha1: "64b58e47035ad9d8d6dcaf475cbcc3ad85f4d82f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "e39-03.12", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xa883b6a5", sha1: "b8d00d944c90f8cd9c2b076688f4c68b2e6d557a", groupSize: 1, skip: 0 } + - { role: "taito_zoom:mn10200_001", region: "taito_zoom:mn10200", name: "e39-07.14", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2252c7c1", sha1: "92b9908e0d87cad6587f1acc0eef69eaae8c6a98", groupSize: 1, skip: 0 } + - { role: "taito_zoom:zsg2_001", region: "taito_zoom:zsg2", name: "e39-04.27", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6ee35e68", sha1: "fdfe63203d8cecf84cb869039fb893d5b63cdd67", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tt07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xccf2f332", sha1: "6eb07cd5fab29f5536fd94aa88a2b09f28cc3494", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002tb" + inputProfile: "znt2p" + stateClass: "gdarius_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + nbajamex: + archive: "nbajamex.zip" + title: "NBA Jam Extreme" + system: "acclaim_zn1" + manufacturer: "Acclaim" + year: 1996 + revision: "ver. 1.10I" + hardwareProfile: "nbajamex" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "rax", size: 0x800000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-15.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d8d0764", sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "ac01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc425eaf5", sha1: "decf77ab50f7f58c641c3214a11647924f3a8998", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "nba_jam_110i_odd_cs_cc48.u36", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x533041e7", sha1: "691a11a031e61d892db74c4c29b6a999917c341b", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "nba_jam_110i_even_cs_9567.u35", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x63d7f15d", sha1: "23525e875d0e61763301e95f70964bc9df3a2624", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "nba0o.u28", size: 0x200000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe13c5af", sha1: "eee5c9d985384ecfe4f00fae27d66fbefc15b28e", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "nba0e.u41", size: 0x200000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x077f4355", sha1: "63c52bb82943b52bb0906d114acd5ea8643068b6", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "nba1o.u29", size: 0x200000, offset: 0x600001, interleave: 2, wordSwap: false, required: true, crc32: "0x3650e85b", sha1: "a36bfa235c8e3bb516e178f54d3c5e3955c7e918", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "nba1e.u42", size: 0x200000, offset: 0x600000, interleave: 2, wordSwap: false, required: true, crc32: "0xf1212cf9", sha1: "b2f80af3ec4d559056e86f695d89d1d32b500f50", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "nba2o.u30", size: 0x200000, offset: 0xa00001, interleave: 2, wordSwap: false, required: true, crc32: "0xccbb6125", sha1: "998eda99182b984f88f5fc58095cb35bf232a26b", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "nba2e.u43", size: 0x200000, offset: 0xa00000, interleave: 2, wordSwap: false, required: true, crc32: "0xc20ab628", sha1: "7ffe5005e1913da56770452ae2f907a4a270ab24", groupSize: 1, skip: 1 } + - { role: "bankedroms_009", region: "bankedroms", name: "nba3o.u31", size: 0x200000, offset: 0xe00001, interleave: 2, wordSwap: false, required: true, crc32: "0xd5238edf", sha1: "d1eb30ec65dd6cfa8cbb2b36af3a83820d1de99a", groupSize: 1, skip: 1 } + - { role: "bankedroms_010", region: "bankedroms", name: "nba3e.u44", size: 0x200000, offset: 0xe00000, interleave: 2, wordSwap: false, required: true, crc32: "0x07ba00a3", sha1: "c14bffd35ee715b07d6065b454b0443438ab6536", groupSize: 1, skip: 1 } + - { role: "bankedroms_011", region: "bankedroms", name: "nba4o.u3", size: 0x200000, offset: 0x1200001, interleave: 2, wordSwap: false, required: true, crc32: "0x1cf16a34", sha1: "a7e984a2db846854f1c4a9a2fdefd0d17ce3108c", groupSize: 1, skip: 1 } + - { role: "bankedroms_012", region: "bankedroms", name: "nba4e.u17", size: 0x200000, offset: 0x1200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb5977765", sha1: "08acdfe413a5a9182ca117f44b7acac9dac9ecea", groupSize: 1, skip: 1 } + - { role: "bankedroms_013", region: "bankedroms", name: "nba5o.u4", size: 0x200000, offset: 0x1600001, interleave: 2, wordSwap: false, required: true, crc32: "0x5272754b", sha1: "c35ba5377eb812991e4bf0d954a34af90b986341", groupSize: 1, skip: 1 } + - { role: "bankedroms_014", region: "bankedroms", name: "nba5e.u18", size: 0x200000, offset: 0x1600000, interleave: 2, wordSwap: false, required: true, crc32: "0x0eb917da", sha1: "d6c8991ba7cd492668757658ee64078d0e82b596", groupSize: 1, skip: 1 } + - { role: "bankedroms_015", region: "bankedroms", name: "nba6o.u5", size: 0x200000, offset: 0x1a00001, interleave: 2, wordSwap: false, required: true, crc32: "0xb1dfb42e", sha1: "fb9627e228bf2a744842eb44afbca4a6232cadb2", groupSize: 1, skip: 1 } + - { role: "bankedroms_016", region: "bankedroms", name: "nba6e.u19", size: 0x200000, offset: 0x1a00000, interleave: 2, wordSwap: false, required: true, crc32: "0x6f17d8c1", sha1: "22cf263efb64cf62030e02b641c485debe75944d", groupSize: 1, skip: 1 } + - { role: "rax_001", region: "rax", name: "360snda1.u52", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x36d8a628", sha1: "944a01c9128f5e90c7dba3557a3ecb2c5ca90831", groupSize: 1, skip: 0 } + - { role: "rax_002", region: "rax", name: "sound0.u48", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x38873b67", sha1: "b2f8d32270ae604c099a1b9b71d2e06468c7d4a9", groupSize: 1, skip: 0 } + - { role: "rax_003", region: "rax", name: "sound1.u49", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0x57014589", sha1: "d360ff1c52424bd91a5a8d1a2a9c10bf7abb0602", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "ac02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1412d475", sha1: "c2f62232a261870f58353d09dc0d6ce2ad17a729", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "nbajamex" + inputProfile: "nbajamex" + stateClass: "nbajamex_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + nbajamexa: + archive: "nbajamexa.zip" + title: "NBA Jam Extreme" + parent: "nbajamex" + system: "acclaim_zn1" + manufacturer: "Acclaim" + year: 1996 + revision: "ver. 1.04" + hardwareProfile: "nbajamex" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 4 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + - { type: "arcade", joystick: "eight_way", layout: "nbajamex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "rax", size: 0x800000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-15.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d8d0764", sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "ac01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc425eaf5", sha1: "decf77ab50f7f58c641c3214a11647924f3a8998", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "360-mp-a1_odd_cs_e0fe.u36", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xc433e827", sha1: "1d2a5a6990a1b1864e63ce3ba7306d48ebbd4775", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "360-mp-a1_even_cs_295a.u35", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xd8f5b2f7", sha1: "e38609d314721b8b612e047406e2888395917b0d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "nba0o.u28", size: 0x200000, offset: 0x200001, interleave: 2, wordSwap: false, required: true, crc32: "0xbe13c5af", sha1: "eee5c9d985384ecfe4f00fae27d66fbefc15b28e", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "nba0e.u41", size: 0x200000, offset: 0x200000, interleave: 2, wordSwap: false, required: true, crc32: "0x077f4355", sha1: "63c52bb82943b52bb0906d114acd5ea8643068b6", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "nba1o.u29", size: 0x200000, offset: 0x600001, interleave: 2, wordSwap: false, required: true, crc32: "0x3650e85b", sha1: "a36bfa235c8e3bb516e178f54d3c5e3955c7e918", groupSize: 1, skip: 1 } + - { role: "bankedroms_006", region: "bankedroms", name: "nba1e.u42", size: 0x200000, offset: 0x600000, interleave: 2, wordSwap: false, required: true, crc32: "0xf1212cf9", sha1: "b2f80af3ec4d559056e86f695d89d1d32b500f50", groupSize: 1, skip: 1 } + - { role: "bankedroms_007", region: "bankedroms", name: "nba2o.u30", size: 0x200000, offset: 0xa00001, interleave: 2, wordSwap: false, required: true, crc32: "0xccbb6125", sha1: "998eda99182b984f88f5fc58095cb35bf232a26b", groupSize: 1, skip: 1 } + - { role: "bankedroms_008", region: "bankedroms", name: "nba2e.u43", size: 0x200000, offset: 0xa00000, interleave: 2, wordSwap: false, required: true, crc32: "0xc20ab628", sha1: "7ffe5005e1913da56770452ae2f907a4a270ab24", groupSize: 1, skip: 1 } + - { role: "bankedroms_009", region: "bankedroms", name: "nba3o.u31", size: 0x200000, offset: 0xe00001, interleave: 2, wordSwap: false, required: true, crc32: "0xd5238edf", sha1: "d1eb30ec65dd6cfa8cbb2b36af3a83820d1de99a", groupSize: 1, skip: 1 } + - { role: "bankedroms_010", region: "bankedroms", name: "nba3e.u44", size: 0x200000, offset: 0xe00000, interleave: 2, wordSwap: false, required: true, crc32: "0x07ba00a3", sha1: "c14bffd35ee715b07d6065b454b0443438ab6536", groupSize: 1, skip: 1 } + - { role: "bankedroms_011", region: "bankedroms", name: "nba4o.u3", size: 0x200000, offset: 0x1200001, interleave: 2, wordSwap: false, required: true, crc32: "0x1cf16a34", sha1: "a7e984a2db846854f1c4a9a2fdefd0d17ce3108c", groupSize: 1, skip: 1 } + - { role: "bankedroms_012", region: "bankedroms", name: "nba4e.u17", size: 0x200000, offset: 0x1200000, interleave: 2, wordSwap: false, required: true, crc32: "0xb5977765", sha1: "08acdfe413a5a9182ca117f44b7acac9dac9ecea", groupSize: 1, skip: 1 } + - { role: "bankedroms_013", region: "bankedroms", name: "nba5o.u4", size: 0x200000, offset: 0x1600001, interleave: 2, wordSwap: false, required: true, crc32: "0x5272754b", sha1: "c35ba5377eb812991e4bf0d954a34af90b986341", groupSize: 1, skip: 1 } + - { role: "bankedroms_014", region: "bankedroms", name: "nba5e.u18", size: 0x200000, offset: 0x1600000, interleave: 2, wordSwap: false, required: true, crc32: "0x0eb917da", sha1: "d6c8991ba7cd492668757658ee64078d0e82b596", groupSize: 1, skip: 1 } + - { role: "bankedroms_015", region: "bankedroms", name: "nba6o.u5", size: 0x200000, offset: 0x1a00001, interleave: 2, wordSwap: false, required: true, crc32: "0xb1dfb42e", sha1: "fb9627e228bf2a744842eb44afbca4a6232cadb2", groupSize: 1, skip: 1 } + - { role: "bankedroms_016", region: "bankedroms", name: "nba6e.u19", size: 0x200000, offset: 0x1a00000, interleave: 2, wordSwap: false, required: true, crc32: "0x6f17d8c1", sha1: "22cf263efb64cf62030e02b641c485debe75944d", groupSize: 1, skip: 1 } + - { role: "rax_001", region: "rax", name: "360snda1.u52", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x36d8a628", sha1: "944a01c9128f5e90c7dba3557a3ecb2c5ca90831", groupSize: 1, skip: 0 } + - { role: "rax_002", region: "rax", name: "sound0.u48", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x38873b67", sha1: "b2f8d32270ae604c099a1b9b71d2e06468c7d4a9", groupSize: 1, skip: 0 } + - { role: "rax_003", region: "rax", name: "sound1.u49", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0x57014589", sha1: "d360ff1c52424bd91a5a8d1a2a9c10bf7abb0602", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "ac02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1412d475", sha1: "c2f62232a261870f58353d09dc0d6ce2ad17a729", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "nbajamex" + inputProfile: "nbajamex" + stateClass: "nbajamex_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + jdredd: + archive: "jdredd.zip" + title: "Judge Dredd" + system: "acclaim_zn1" + manufacturer: "Acclaim" + year: 1996 + revision: "Rev C Dec. 17 1997" + hardwareProfile: "jdredd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "jdredd" } + - { type: "lightgun", joystick: "none", layout: "jdredd" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x200000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-15.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d8d0764", sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "ac01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc425eaf5", sha1: "decf77ab50f7f58c641c3214a11647924f3a8998", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "9e54_01-16-98_1566_u_36.u36", size: 0x20000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x37addbf9", sha1: "a4061a1ba9e230f080f0bfea69bf77efe9264a92", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "79d3_01-16-98_1565_u_35.u35", size: 0x20000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc1e17191", sha1: "82901439b1a51b9aadb4df4b9d944f26697a1460", groupSize: 1, skip: 1 } + - { role: "cat702_2_001", region: "cat702_2", name: "ac02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1412d475", sha1: "c2f62232a261870f58353d09dc0d6ce2ad17a729", groupSize: 1, skip: 0 } + media: + - { role: "ata:0:hdd_001", type: "chd_hard_disk", name: "jdreddc", sha1: "eee205f83e5f590f8baf36452c873d7063156bd0", required: true, readOnly: true, companion: true } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "jdredd" + inputProfile: "jdredd" + stateClass: "jdredd_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + jdreddb: + archive: "jdreddb.zip" + title: "Judge Dredd" + parent: "jdredd" + system: "acclaim_zn1" + manufacturer: "Acclaim" + year: 1996 + revision: "Rev B Nov. 26 1997" + hardwareProfile: "jdredd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "lightgun", joystick: "none", layout: "jdredd" } + - { type: "lightgun", joystick: "none", layout: "jdredd" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x200000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-15.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d8d0764", sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "ac01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc425eaf5", sha1: "decf77ab50f7f58c641c3214a11647924f3a8998", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "9e54_11-21-97_1566_u_36.u36", size: 0x20000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x37addbf9", sha1: "a4061a1ba9e230f080f0bfea69bf77efe9264a92", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "79d3_11-21-97_1565_u_35.u35", size: 0x20000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc1e17191", sha1: "82901439b1a51b9aadb4df4b9d944f26697a1460", groupSize: 1, skip: 1 } + - { role: "cat702_2_001", region: "cat702_2", name: "ac02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1412d475", sha1: "c2f62232a261870f58353d09dc0d6ce2ad17a729", groupSize: 1, skip: 0 } + media: + - { role: "ata:0:hdd_001", type: "chd_hard_disk", name: "jdreddb", sha1: "20f696fa6e1fbf97793bac2a794631c5dd4fb39a", required: true, readOnly: true, companion: true } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "jdredd" + inputProfile: "jdredd" + stateClass: "jdredd_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + primrag2: + archive: "primrag2.zip" + title: "Primal Rage II" + system: "time_warner_zn1" + manufacturer: "Atari" + year: 1997 + revision: "Test Version 0.36a" + hardwareProfile: "coh1000w" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "primrag2" } + - { type: "arcade", joystick: "eight_way", layout: "primrag2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "roms", size: 0x200000, width: 32, endianness: "little" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "msm27c402zb.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x45e8a4b4", sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "tw01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1cac067e", sha1: "8e87941bfb374172628c8a37647e3a66b7166aa8", groupSize: 1, skip: 0 } + - { role: "roms_001", region: "roms", name: "pr2_036.u16", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x3ee39e4f", sha1: "dbd859b54fb9be33effc14eb847dcd829024eea3", groupSize: 1, skip: 1 } + - { role: "roms_002", region: "roms", name: "pr2_036.u14", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc86450cd", sha1: "19c3c50d839a9efb6ffa9ada8a072f56697c1abb", groupSize: 1, skip: 1 } + - { role: "roms_003", region: "roms", name: "pr2_036.u17", size: 0x80000, offset: 0x100001, interleave: 2, wordSwap: false, required: true, crc32: "0x3681516c", sha1: "714f73ea4ac190c36a6eb2308616a4aecabc4e69", groupSize: 1, skip: 1 } + - { role: "roms_004", region: "roms", name: "pr2_036.u15", size: 0x80000, offset: 0x100000, interleave: 2, wordSwap: false, required: true, crc32: "0x4b24bd54", sha1: "7f27cd524d10e5869aab6d4dc6a4217d049c475d", groupSize: 1, skip: 1 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x62c21283", sha1: "6013d831fb97c025682603a1bb9d62bd93e1b893", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "tw02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x583e8e1c", sha1: "0af99e3feb3fa684883a5daefba2c38a442f3884", groupSize: 1, skip: 0 } + media: + - { role: "ata:0:hdd_001", type: "chd_hard_disk", name: "primrag2", sha1: "bc615068ddf4fd967f770ee01c02f285c052c4c5", required: true, readOnly: true, companion: true } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1000w" + inputProfile: "primrag2" + stateClass: "primrag2_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + hvnsgate: + archive: "hvnsgate.zip" + title: "Heaven's Gate" + system: "atlus_zn1" + manufacturer: "Racdym / Atlus" + year: 1996 + hardwareProfile: "coh1001l" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "hvnsgate" } + - { type: "arcade", joystick: "eight_way", layout: "hvnsgate" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "ymz280b", size: 0x800000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-17.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6721146b", sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "at01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x181668b3", sha1: "8d2fe1facb4473cc20b4b477aaf881f9280939cf", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "athg-01b.18", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe820136f", sha1: "2bc3465928dd08060736a2a67d98864d634275d6", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "athg-02b.17", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x11bfa89b", sha1: "f23e4c9d8eb90bd3bb3327d9950edd7a467ce8da", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "athg-07.027", size: 0x400000, offset: 0x100000, interleave: 1, wordSwap: false, required: true, crc32: "0x46411f67", sha1: "2e8f37c3d9d7f5f3c79fca8ffeaf4c2fd1634b91", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "athg-08.028", size: 0x400000, offset: 0x500000, interleave: 1, wordSwap: false, required: true, crc32: "0x85289345", sha1: "6385fe27451b80f97e7bad823b3b59eff3efa541", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "athg-09.210", size: 0x400000, offset: 0x900000, interleave: 1, wordSwap: false, required: true, crc32: "0x19e558b5", sha1: "c195bc7dc3cfe4f099d27afdebd6f9cfe064e1df", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "athg-10.029", size: 0x400000, offset: 0xd00000, interleave: 1, wordSwap: false, required: true, crc32: "0x748f936e", sha1: "134e78ea71bb9646f36cc503c704496a2b622ee9", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "athg-11.215", size: 0x200000, offset: 0x1100000, interleave: 1, wordSwap: false, required: true, crc32: "0xac8e53bd", sha1: "002c4be1aa57d810c5d810c475631d9f14e1d2ab", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "athg-04.21", size: 0x20000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x18523e85", sha1: "0ecc2116760f05fca8e5366b0a97dfe26fa9bc0c", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "athg-03.22", size: 0x20000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x7eef7e68", sha1: "65b8ae18ef4ff636c548326a360b481aeb316869", groupSize: 1, skip: 1 } + - { role: "ymz280b_001", region: "ymz280b", name: "athg-05.4136", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x74469a15", sha1: "0faa883900d7fd2e5240f486db33b3d868f1f05f", groupSize: 1, skip: 0 } + - { role: "ymz280b_002", region: "ymz280b", name: "athg-06.4134", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0x443ade73", sha1: "6ef6aa68c525b9749833125dcab929d1d65d3b90", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "at02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x55fe469e", sha1: "a99d41e21bd1df67b387558314763864eaae0265", groupSize: 1, skip: 0 } + regionOperations: + - { operation: "fill", region: "ymz280b", offset: 0x0, length: 0x400000, value: 0xff } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1001l" + inputProfile: "zn2p" + stateClass: "atlus_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + aerofgts: + archive: "aerofgts.zip" + title: "Aero Fighters Special" + system: "video_system_zn1" + manufacturer: "McO'River, Inc." + year: 1996 + region: "US" + hardwareProfile: "coh1002v" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "fixedroms", size: 0x280000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "coh-1002v.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ff165f3", sha1: "8f59314c1093446b9bcb06d232244da6df78e206", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "kn01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1ce271df", sha1: "b01479dc75a4a8a86bee7ac7cd10af2bda332544", groupSize: 1, skip: 0 } + - { role: "fixedroms_001", region: "fixedroms", name: "1-8_prog0_usa_aa9e.ic5", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd15a4904", sha1: "4e329f56584df4b057b56e21f0230dda4ec46bcf", groupSize: 1, skip: 0 } + - { role: "fixedroms_002", region: "fixedroms", name: "1-8_prog1_usa_0a1e.ic6", size: 0x80000, offset: 0x80000, interleave: 1, wordSwap: false, required: true, crc32: "0xd6625176", sha1: "018bba263effda1a0b64023aa08b384f0590245b", groupSize: 1, skip: 0 } + - { role: "fixedroms_003", region: "fixedroms", name: "1-8_prog2_usa_c4b3.ic7", size: 0x80000, offset: 0x100000, interleave: 1, wordSwap: false, required: true, crc32: "0xdf5ba2f7", sha1: "19153084e7cff632380b67a2fff800644a2fbf7d", groupSize: 1, skip: 0 } + - { role: "fixedroms_004", region: "fixedroms", name: "1-8_prog3_usa_e1d8.ic8", size: 0x80000, offset: 0x180000, interleave: 1, wordSwap: false, required: true, crc32: "0x8711574a", sha1: "d02a9dac78ee468985c2f2c8d3b9a588f6fc7c02", groupSize: 1, skip: 0 } + - { role: "fixedroms_005", region: "fixedroms", name: "1-8_prog4_usa_9127.ic9", size: 0x80000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x670d9b27", sha1: "a4bca91c36d06cb0663d2478096bbc1668e01d60", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ic11.bin", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa93f6fee", sha1: "6f079643b50833f8fb497c49945ad23326cc9170", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ic12.bin", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f584ef7", sha1: "12c04e198f17d1915f58e83aff45ca2e76773df8", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ic13.bin", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x652e9c78", sha1: "a929b2944de72606338acb822c1031463e2b1cc5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ic14.bin", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xc4ef1424", sha1: "1734a6ee6d0be94d24afefcf2a125b74747f53d0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ic15.bin", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x2551d816", sha1: "e1500d4bfa8cc55220c366a5852263ac2070da82", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ic16.bin", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x21b401bc", sha1: "89374b80453c474aa1dd3a219422f557f95a262c", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "kn02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0d2001b4", sha1: "740d7794a1b94a42351d81947cbfae138c56ecc9", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002v" + inputProfile: "aerofgts" + stateClass: "visco_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + aerofgtst: + archive: "aerofgtst.zip" + title: "Aero Fighters Special" + parent: "aerofgts" + system: "video_system_zn1" + manufacturer: "Video System Co." + year: 1996 + region: "Taiwan" + hardwareProfile: "coh1002v" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "fixedroms", size: 0x280000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "coh-1002v.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ff165f3", sha1: "8f59314c1093446b9bcb06d232244da6df78e206", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "kn01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1ce271df", sha1: "b01479dc75a4a8a86bee7ac7cd10af2bda332544", groupSize: 1, skip: 0 } + - { role: "fixedroms_001", region: "fixedroms", name: "vs.ic5", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x453dd514", sha1: "189fe5598485de160f5c0add90235ed63ed92747", groupSize: 1, skip: 0 } + - { role: "fixedroms_002", region: "fixedroms", name: "vs.ic6", size: 0x80000, offset: 0x80000, interleave: 1, wordSwap: false, required: true, crc32: "0x24257295", sha1: "fe6d969c407f2c26c3af2a2a5015dc83b1675e9a", groupSize: 1, skip: 0 } + - { role: "fixedroms_003", region: "fixedroms", name: "vs.ic7", size: 0x80000, offset: 0x100000, interleave: 1, wordSwap: false, required: true, crc32: "0xdf5ba2f7", sha1: "19153084e7cff632380b67a2fff800644a2fbf7d", groupSize: 1, skip: 0 } + - { role: "fixedroms_004", region: "fixedroms", name: "vs.ic8", size: 0x80000, offset: 0x180000, interleave: 1, wordSwap: false, required: true, crc32: "0xdf638f92", sha1: "5704eed2ef798a91a0398948af0324955ec38534", groupSize: 1, skip: 0 } + - { role: "fixedroms_005", region: "fixedroms", name: "vs.ic9", size: 0x80000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x1294aa24", sha1: "07ca2cc3f117cfd48d2ca558d9435a3fc238c0fe", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ic11.bin", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa93f6fee", sha1: "6f079643b50833f8fb497c49945ad23326cc9170", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ic12.bin", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f584ef7", sha1: "12c04e198f17d1915f58e83aff45ca2e76773df8", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ic13.bin", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x652e9c78", sha1: "a929b2944de72606338acb822c1031463e2b1cc5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ic14.bin", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xc4ef1424", sha1: "1734a6ee6d0be94d24afefcf2a125b74747f53d0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ic15.bin", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x2551d816", sha1: "e1500d4bfa8cc55220c366a5852263ac2070da82", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ic16.bin", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x21b401bc", sha1: "89374b80453c474aa1dd3a219422f557f95a262c", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "kn02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0d2001b4", sha1: "740d7794a1b94a42351d81947cbfae138c56ecc9", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002v" + inputProfile: "aerofgts" + stateClass: "visco_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sncwgltd: + archive: "sncwgltd.zip" + title: "Sonic Wings Limited" + parent: "aerofgts" + system: "video_system_zn1" + manufacturer: "Video System Co." + year: 1996 + region: "Japan" + hardwareProfile: "coh1002v" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + - { type: "arcade", joystick: "eight_way", layout: "aerofgts" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "fixedroms", size: 0x280000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "coh-1002v.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ff165f3", sha1: "8f59314c1093446b9bcb06d232244da6df78e206", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "kn01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1ce271df", sha1: "b01479dc75a4a8a86bee7ac7cd10af2bda332544", groupSize: 1, skip: 0 } + - { role: "fixedroms_001", region: "fixedroms", name: "ic5.bin", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x458f14aa", sha1: "b4e50be60ffb9b7911561dd35b6a7e0df3432a3a", groupSize: 1, skip: 0 } + - { role: "fixedroms_002", region: "fixedroms", name: "ic6.bin", size: 0x80000, offset: 0x80000, interleave: 1, wordSwap: false, required: true, crc32: "0x8233dd1e", sha1: "1422b4530d671e3b8b471ec16c20ef7c819ab762", groupSize: 1, skip: 0 } + - { role: "fixedroms_003", region: "fixedroms", name: "ic7.bin", size: 0x80000, offset: 0x100000, interleave: 1, wordSwap: false, required: true, crc32: "0xdf5ba2f7", sha1: "19153084e7cff632380b67a2fff800644a2fbf7d", groupSize: 1, skip: 0 } + - { role: "fixedroms_004", region: "fixedroms", name: "ic8.bin", size: 0x80000, offset: 0x180000, interleave: 1, wordSwap: false, required: true, crc32: "0xe8145f2b", sha1: "3a1cb189426998856dfeda47267fde64be34c6ec", groupSize: 1, skip: 0 } + - { role: "fixedroms_005", region: "fixedroms", name: "ic9.bin", size: 0x80000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x605c9370", sha1: "9734549cae3028c089f4c9f2336ee374b3f950f8", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ic11.bin", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa93f6fee", sha1: "6f079643b50833f8fb497c49945ad23326cc9170", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ic12.bin", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f584ef7", sha1: "12c04e198f17d1915f58e83aff45ca2e76773df8", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ic13.bin", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x652e9c78", sha1: "a929b2944de72606338acb822c1031463e2b1cc5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ic14.bin", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xc4ef1424", sha1: "1734a6ee6d0be94d24afefcf2a125b74747f53d0", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ic15.bin", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x2551d816", sha1: "e1500d4bfa8cc55220c366a5852263ac2070da82", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "ic16.bin", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x21b401bc", sha1: "89374b80453c474aa1dd3a219422f557f95a262c", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "kn02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0d2001b4", sha1: "740d7794a1b94a42351d81947cbfae138c56ecc9", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002v" + inputProfile: "aerofgts" + stateClass: "visco_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + beastrzr: + archive: "beastrzr.zip" + title: "Beastorizer" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1997 + region: "US" + revision: "Sep 22 1997" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "b.roar_u0213.u0213", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x2c586534", sha1: "a38dfc3a45446d24a1caac89b0f560989d46ded5", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "b.roar_u0212.u0212", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x1c85d7fb", sha1: "aa406a42c424cc16a9e5330c68dda9acf8760088", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "b.roar_u0215.u0215", size: 0x80000, offset: 0x100001, interleave: 2, wordSwap: false, required: true, crc32: "0x31c8e055", sha1: "2811789ab6221b972d1e3ffe98916587990f7564", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "b.roar_u0214.u0214", size: 0x80000, offset: 0x100000, interleave: 2, wordSwap: false, required: true, crc32: "0x1cdc450a", sha1: "9215e5fec52f7c5c0070feb621eb9c77f98e2362", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "8ing_ra-b.roar_rom-1.u0217", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x11f1ba36", sha1: "d41ae686c2c607640cbadf906215c89134758050", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "8ing_ra-b.roar_rom-2.u0216", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd46d46b7", sha1: "1c42cb5dcda4b26c08c4ecf95efeadaf3a1d1dd2", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "b.roar_u046.u046", size: 0x40000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd4bb261a", sha1: "9a295b1354ef15f37ea09bb209cf0cb98437c462", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "b.roar_u042.u042", size: 0x40000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4d537f88", sha1: "1760367d70a81606e29885ea315185d2c2a9409b", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "8ing_ra-b.roar_rom-3.u0326", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x187ce61a", sha1: "521122b0f7b3f278dd2a2b1d73c252b952b5f55d", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + beastrzra: + archive: "beastrzra.zip" + title: "Beastorizer" + parent: "beastrzr" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1997 + region: "US" + revision: "Jun 21 1997" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + - { id: "plds", size: 0x114, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "b.roar_u0213.u0213", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5c3ca4d3", sha1: "f246de057c2ea725e5e628dd32597f3bc7d22070", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "b.roar_u0212.u0212", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x45f1269b", sha1: "4754bc97c261dfcb5e379fe765689ea737dd5e1d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "b.roar_u0215.u0215", size: 0x80000, offset: 0x100001, interleave: 2, wordSwap: false, required: true, crc32: "0x31c8e055", sha1: "2811789ab6221b972d1e3ffe98916587990f7564", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "b.roar_u0214.u0214", size: 0x80000, offset: 0x100000, interleave: 2, wordSwap: false, required: true, crc32: "0x1cdc450a", sha1: "9215e5fec52f7c5c0070feb621eb9c77f98e2362", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "8ing_ra-b.roar_rom-1.u0217", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x11f1ba36", sha1: "d41ae686c2c607640cbadf906215c89134758050", badDump: true, groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "8ing_ra-b.roar_rom-2.u0216", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd46d46b7", sha1: "1c42cb5dcda4b26c08c4ecf95efeadaf3a1d1dd2", badDump: true, groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "b.roar_u046.u046", size: 0x40000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd4bb261a", sha1: "9a295b1354ef15f37ea09bb209cf0cb98437c462", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "b.roar_u042.u042", size: 0x40000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4d537f88", sha1: "1760367d70a81606e29885ea315185d2c2a9409b", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "8ing_ra-b.roar_rom-3.u0326", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", badDump: true, groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x187ce61a", sha1: "521122b0f7b3f278dd2a2b1d73c252b952b5f55d", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + - { role: "plds_001", region: "plds", name: "gal16v8b.u0219", size: 0x114, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + bldyroar: + archive: "bldyroar.zip" + title: "Bloody Roar" + parent: "beastrzr" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1997 + region: "Japan" + revision: "Jun 21 1997" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "b.roar_u0213.u0213", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x63769342", sha1: "7231188073b997b039467db85ce7c85383daf591", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "b.roar_u0212.u0212", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x966b7169", sha1: "63e025cacb84e89d30b40ed6cfa5c63d84c298c4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "b.roar_u0215.u0215", size: 0x80000, offset: 0x100001, interleave: 2, wordSwap: false, required: true, crc32: "0x31c8e055", sha1: "2811789ab6221b972d1e3ffe98916587990f7564", groupSize: 1, skip: 1 } + - { role: "bankedroms_004", region: "bankedroms", name: "b.roar_u0214.u0214", size: 0x80000, offset: 0x100000, interleave: 2, wordSwap: false, required: true, crc32: "0x1cdc450a", sha1: "9215e5fec52f7c5c0070feb621eb9c77f98e2362", groupSize: 1, skip: 1 } + - { role: "bankedroms_005", region: "bankedroms", name: "8ing_ra-b.roar_rom-1.u0217", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x11f1ba36", sha1: "d41ae686c2c607640cbadf906215c89134758050", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "8ing_ra-b.roar_rom-2.u0216", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd46d46b7", sha1: "1c42cb5dcda4b26c08c4ecf95efeadaf3a1d1dd2", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "b.roar_u046.u046", size: 0x40000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xd4bb261a", sha1: "9a295b1354ef15f37ea09bb209cf0cb98437c462", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "b.roar_u042.u042", size: 0x40000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x4d537f88", sha1: "1760367d70a81606e29885ea315185d2c2a9409b", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "8ing_ra-b.roar_rom-3.u0326", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x187ce61a", sha1: "521122b0f7b3f278dd2a2b1d73c252b952b5f55d", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + beastrzrb: + archive: "beastrzrb.zip" + title: "Beastorizer" + parent: "beastrzr" + system: "eighting_raizing_zn1" + manufacturer: "bootleg" + year: 1997 + region: "US" + revision: "bootleg" + hardwareProfile: "beastrzrb" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + - { type: "arcade", joystick: "eight_way", layout: "beastrzr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x1000, width: 8, endianness: "native" } + - { id: "oki", size: 0x100000, width: 8, endianness: "native" } + - { id: "blprot", size: 0x80000, width: 16, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "27c160.1", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x820855e2", sha1: "18bdd4d0b4a92ae4fde457e1f37c813be6eece71", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "27c160.4", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x2d2b25f4", sha1: "77d8ad94602e71f16b47de47bc2e0a97957c530b", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "27c160.5", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0x10fe6f4d", sha1: "9faee2faa6d741e1caf25edd093644be5723aa5c", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "27c160.2", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x1712af34", sha1: "3a78997a2ad0fec1b09828b47150a4be611cd9ad", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "27c800.3", size: 0x100000, offset: 0xb00000, interleave: 1, wordSwap: false, required: true, crc32: "0x7192eb4e", sha1: "bb276a38261099d91080d8613dc7500322f6fcab", groupSize: 1, skip: 0 } + - { role: "oki_001", region: "oki", name: "27c4096.1", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x217734a1", sha1: "de4f519215123c09b3b5f27509b4d74604b5e03d", groupSize: 1, skip: 0 } + - { role: "oki_002", region: "oki", name: "27c4096.2", size: 0x80000, offset: 0x80000, interleave: 1, wordSwap: false, required: true, crc32: "0xd1f2a9b2", sha1: "d1475a453ce4e3b9f2ff59abedf0f57ba3c408fe", groupSize: 1, skip: 0 } + - { role: "blprot_001", region: "blprot", name: "27c240.3", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x509cdc8b", sha1: "8b92b79be09de56e7d40c2d02fcbeca92bb60226", badDump: true, groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x187ce61a", sha1: "521122b0f7b3f278dd2a2b1d73c252b952b5f55d", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + - { role: "audiocpu_001", region: "audiocpu", name: "at89c4051", size: 0x1000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "beastrzrb" + inputProfile: "znt2p" + stateClass: "beastrzrb_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE | MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + + bldyror2: + archive: "bldyror2.zip" + title: "Bloody Roar 2" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1998 + region: "World" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfa7602e1", sha1: "6fb6af09656fbb86d2abda35804b2ed4a4cd7461", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x03465a69", sha1: "7c29aff2bf19c379873d3927c260892c78281882", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "rom-1a.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0e711461", sha1: "1d0bd80e6885432ef0623babde28e5760b714bfa", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "rom-1b.29", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x0cf153f9", sha1: "53bb9f8642079f56d8e925792b069362df666819", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "rom-2a.026", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xb71d955d", sha1: "49fce452c70ceafc8a149fa9ff073589b7261882", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "rom-2b.210", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x89959dde", sha1: "99d54b9876f38f5e625334bbd1439618cdf01d56", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "br2_u0412.412", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe254dd8a", sha1: "5b8fcafcf2176e0b55efcf37799d7c0d97e01bdc", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "br2_u049.049", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x10dc855b", sha1: "4e6e3a71911c8976ae07c2b6cac5a36f98193def", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "rom-3.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_world", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x01b42397", sha1: "853553a38e81e64a17c040173b29c7bfd6f79f31", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x779b0bfd", sha1: "76a188c78083bbb2740379d53143e1efaf637b85", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "bldyror2" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + bldyror2u: + archive: "bldyror2u.zip" + title: "Bloody Roar 2" + parent: "bldyror2" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1998 + region: "US" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfa7602e1", sha1: "6fb6af09656fbb86d2abda35804b2ed4a4cd7461", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x03465a69", sha1: "7c29aff2bf19c379873d3927c260892c78281882", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "rom-1a.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0e711461", sha1: "1d0bd80e6885432ef0623babde28e5760b714bfa", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "rom-1b.29", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x0cf153f9", sha1: "53bb9f8642079f56d8e925792b069362df666819", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "rom-2a.026", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xb71d955d", sha1: "49fce452c70ceafc8a149fa9ff073589b7261882", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "rom-2b.210", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x89959dde", sha1: "99d54b9876f38f5e625334bbd1439618cdf01d56", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "br2_u0412.412", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe254dd8a", sha1: "5b8fcafcf2176e0b55efcf37799d7c0d97e01bdc", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "br2_u049.049", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x10dc855b", sha1: "4e6e3a71911c8976ae07c2b6cac5a36f98193def", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "rom-3.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_usa", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb78d6fc3", sha1: "49d8b6f44c31d74f36cba981af7f4c7e23dd9007", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x779b0bfd", sha1: "76a188c78083bbb2740379d53143e1efaf637b85", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "bldyror2" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + bldyror2a: + archive: "bldyror2a.zip" + title: "Bloody Roar 2" + parent: "bldyror2" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1998 + region: "Asia" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfa7602e1", sha1: "6fb6af09656fbb86d2abda35804b2ed4a4cd7461", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x03465a69", sha1: "7c29aff2bf19c379873d3927c260892c78281882", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "rom-1a.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0e711461", sha1: "1d0bd80e6885432ef0623babde28e5760b714bfa", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "rom-1b.29", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x0cf153f9", sha1: "53bb9f8642079f56d8e925792b069362df666819", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "rom-2a.026", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xb71d955d", sha1: "49fce452c70ceafc8a149fa9ff073589b7261882", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "rom-2b.210", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x89959dde", sha1: "99d54b9876f38f5e625334bbd1439618cdf01d56", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "br2_u0412.412", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe254dd8a", sha1: "5b8fcafcf2176e0b55efcf37799d7c0d97e01bdc", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "br2_u049.049", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x10dc855b", sha1: "4e6e3a71911c8976ae07c2b6cac5a36f98193def", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "rom-3.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_asia", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xda8c1a64", sha1: "14cbb751f498c96d9d8fce3eea3781ebc45f6291", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x779b0bfd", sha1: "76a188c78083bbb2740379d53143e1efaf637b85", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "bldyror2" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + bldyror2j: + archive: "bldyror2j.zip" + title: "Bloody Roar 2" + parent: "bldyror2" + system: "eighting_raizing_zn1" + manufacturer: "Eighting / Raizing" + year: 1998 + region: "Japan" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + - { type: "arcade", joystick: "eight_way", layout: "bldyror2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfa7602e1", sha1: "6fb6af09656fbb86d2abda35804b2ed4a4cd7461", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x03465a69", sha1: "7c29aff2bf19c379873d3927c260892c78281882", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "rom-1a.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0e711461", sha1: "1d0bd80e6885432ef0623babde28e5760b714bfa", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "rom-1b.29", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x0cf153f9", sha1: "53bb9f8642079f56d8e925792b069362df666819", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "rom-2a.026", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xb71d955d", sha1: "49fce452c70ceafc8a149fa9ff073589b7261882", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "rom-2b.210", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x89959dde", sha1: "99d54b9876f38f5e625334bbd1439618cdf01d56", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "br2_u0412.412", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xe254dd8a", sha1: "5b8fcafcf2176e0b55efcf37799d7c0d97e01bdc", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "br2_u049.049", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x10dc855b", sha1: "4e6e3a71911c8976ae07c2b6cac5a36f98193def", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "rom-3.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb74cc4d1", sha1: "eb5485582a12959ae06927a2f1d8a7e63e0f956f", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_japan", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6cb55630", sha1: "b840bc0339485dd82f7c9aa669faf90ae371218f", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x779b0bfd", sha1: "76a188c78083bbb2740379d53143e1efaf637b85", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "bldyror2" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + bam2: + archive: "bam2.zip" + title: "Bust a Move 2 - Dance Tengoku Mix" + system: "eighting_raizing_zn1" + manufacturer: "Metro / Enix / Namco" + year: 1999 + region: "Japan" + revision: "HDD Japanese ROM ver. 1999/07/17 10:00:00" + hardwareProfile: "bam2hdd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "bam2" } + - { type: "arcade", joystick: "none", layout: "bam2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2c00000, width: 32, endianness: "little" } + - { id: "h83644", size: 0x8000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "u19", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4d9f2337", sha1: "b156fd461d9d5141c60dbcd9ecd26b4f277b7919", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "u20", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x1efb3c55", sha1: "d86e21a10fbcbcc759ba78b200dc2a10cb945b4c", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "mtr-bam-a01.u23", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x5ed9e2dd", sha1: "85ac746735ec2fd89cd9082a3ab4ac6b4d9e8f4a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "mtr-bam-a02.u24", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe335265", sha1: "7e09a166fe6d0e9e96c99fd472afb4db023ad217", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "mtr-bam-a03.u25", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xbf71791b", sha1: "b3eb791770838fc74e3535340610164166b63af8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "mtr-bam-a04.u26", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd3aa62b5", sha1: "958b34fa2fa21c25f34972d4c288ef46e088d6e3", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "mtr-bam-a05.u27", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbd94d0ae", sha1: "97fe7b25768be2f57d8e823ec445c0ee92f07c02", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "mtr-bam-a06.u28", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xb972c0b4", sha1: "e5ef170d0e71b7e02463462e1ea31c21ae890d14", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "mtr-bam-a07.u29", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0xe8f716c1", sha1: "b15aafb0c9f3484a7ee41b5e6728af08d6a7bd8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "mtr-bam-a08.u30", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6e691ff1", sha1: "3fdcf3403e9ffd99b98e789930fc805dc2bc7692", groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "mtr-bam-a09.u31", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0xe4bd7cec", sha1: "794d10b15a22aeed89082f4db2f3cb94aa7d807d", groupSize: 1, skip: 0 } + - { role: "bankedroms_012", region: "bankedroms", name: "mtr-bam-a10.u32", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x37fd1fa0", sha1: "afe846a817e499c405a5fd4ad83094270640faf3", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb4a157c", sha1: "8ea729c3c2694bee12292b9654b86ff6a9e45f94", groupSize: 1, skip: 0 } + media: + - { role: "ata:0:hdd_001", type: "chd_hard_disk", name: "bam2", sha1: "634d9a745a82c567fc4d7ce48e3570d88326c5f9", required: true, readOnly: true, companion: true } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + - { role: "h83644_001", region: "h83644", name: "hd64f3644.u2", size: 0x8000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "bam2hdd" + inputProfile: "bam2" + stateClass: "bam2_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE | MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + + bam2a: + archive: "bam2a.zip" + title: "Bust a Move 2 - Dance Tengoku Mix" + parent: "bam2" + system: "eighting_raizing_zn1" + manufacturer: "Metro / Enix / Namco" + year: 1999 + region: "Japan" + revision: "CDROM Japanese ROM ver. 1999/07/17 10:00:00" + hardwareProfile: "bam2cdrom" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "bam2" } + - { type: "arcade", joystick: "none", layout: "bam2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2c00000, width: 32, endianness: "little" } + - { id: "h83644", size: 0x8000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m27c402cz-54.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x910f3a8b", sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "et01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7dd922e", sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "u19", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4d9f2337", sha1: "b156fd461d9d5141c60dbcd9ecd26b4f277b7919", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "u20", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x1efb3c55", sha1: "d86e21a10fbcbcc759ba78b200dc2a10cb945b4c", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "mtr-bam-a01.u23", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x5ed9e2dd", sha1: "85ac746735ec2fd89cd9082a3ab4ac6b4d9e8f4a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "mtr-bam-a02.u24", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe335265", sha1: "7e09a166fe6d0e9e96c99fd472afb4db023ad217", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "mtr-bam-a03.u25", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xbf71791b", sha1: "b3eb791770838fc74e3535340610164166b63af8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "mtr-bam-a04.u26", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd3aa62b5", sha1: "958b34fa2fa21c25f34972d4c288ef46e088d6e3", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "mtr-bam-a05.u27", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xbd94d0ae", sha1: "97fe7b25768be2f57d8e823ec445c0ee92f07c02", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "mtr-bam-a06.u28", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xb972c0b4", sha1: "e5ef170d0e71b7e02463462e1ea31c21ae890d14", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "mtr-bam-a07.u29", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0xe8f716c1", sha1: "b15aafb0c9f3484a7ee41b5e6728af08d6a7bd8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "mtr-bam-a08.u30", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6e691ff1", sha1: "3fdcf3403e9ffd99b98e789930fc805dc2bc7692", groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "mtr-bam-a09.u31", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0xe4bd7cec", sha1: "794d10b15a22aeed89082f4db2f3cb94aa7d807d", groupSize: 1, skip: 0 } + - { role: "bankedroms_012", region: "bankedroms", name: "mtr-bam-a10.u32", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x37fd1fa0", sha1: "afe846a817e499c405a5fd4ad83094270640faf3", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "et05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb4a157c", sha1: "8ea729c3c2694bee12292b9654b86ff6a9e45f94", groupSize: 1, skip: 0 } + media: + - { role: "ata:0:cdrom_001", type: "chd_cdrom", name: "bam2cd", sha1: "cdedc8f9eb67bed267c899d679f986bf1748bd00", required: true, readOnly: true, companion: true } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + - { role: "h83644_001", region: "h83644", name: "hd64f3644.u2", size: 0x8000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "bam2cdrom" + inputProfile: "bam2" + stateClass: "bam2_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE | MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + + rvschool: + archive: "rvschool.zip" + title: "Rival Schools: United By Fate" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1997 + region: "Europe" + revision: "971117" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "jste_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1567555a", sha1: "3b93235076ab3c06914c83becf0da8e810b8917a", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "jst-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x723372b8", sha1: "2a7c95d1f9a3f58c469dfc28ead1fd192eaaebd1", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "jst-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4248988e", sha1: "4bdf7cac17d70ea85aa2002fc6b21a64d05e6e5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "jst-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc84c5a16", sha1: "5c0ca7454189c766f1ca7305504ff1867007c8e6", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "jst-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x791b57f3", sha1: "4ea12a0f7a7110d7dcbc55b3f02aa9a92dea4b12", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "jst-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6df42048", sha1: "9e2b4a424de3918e5e54bc87fd9dcceff8d162be", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "jst-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd7e22769", sha1: "733f96dce2586fc0a8af3cec18153085750c9a4d", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "jst-11m.5k", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0a033ac5", sha1: "218b33cb51db99d3e9ee180da6a74460f4444fc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "jst-12m.6k", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43bd2ddd", sha1: "7f2976e394362cb648f620e430b3bf11b71485a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "jst-13m.7k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6b443235", sha1: "c764d8b742aa1c46bc8d37f36e864ef50a1ff4e4", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "jst_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7809e2c3", sha1: "0216a665f7978bc8db3f7fdab038e1c7aa120844", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "jst_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x860ff24d", sha1: "eea72fa5eaf407a112a5b3daf60f7ac8ad191cc7", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "jst-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9a7c98f9", sha1: "764c6c4f41047e1f36d2dceac4aa9b943a9d529a", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x99b22128", sha1: "9a773927ead72ed4ded44d53d89ecb123e1d3f17", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + rvschoolu: + archive: "rvschoolu.zip" + title: "Rival Schools: United By Fate" + parent: "rvschool" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1997 + region: "US" + revision: "971117" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "jstu_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd83724ae", sha1: "0890c0164116606acc600f646e82972d0d4f79b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "jst-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x723372b8", sha1: "2a7c95d1f9a3f58c469dfc28ead1fd192eaaebd1", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "jst-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4248988e", sha1: "4bdf7cac17d70ea85aa2002fc6b21a64d05e6e5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "jst-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc84c5a16", sha1: "5c0ca7454189c766f1ca7305504ff1867007c8e6", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "jst-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x791b57f3", sha1: "4ea12a0f7a7110d7dcbc55b3f02aa9a92dea4b12", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "jst-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6df42048", sha1: "9e2b4a424de3918e5e54bc87fd9dcceff8d162be", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "jst-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd7e22769", sha1: "733f96dce2586fc0a8af3cec18153085750c9a4d", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "jst-11m.5k", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0a033ac5", sha1: "218b33cb51db99d3e9ee180da6a74460f4444fc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "jst-12m.6k", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43bd2ddd", sha1: "7f2976e394362cb648f620e430b3bf11b71485a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "jst-13m.7k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6b443235", sha1: "c764d8b742aa1c46bc8d37f36e864ef50a1ff4e4", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "jst_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7809e2c3", sha1: "0216a665f7978bc8db3f7fdab038e1c7aa120844", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "jst_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x860ff24d", sha1: "eea72fa5eaf407a112a5b3daf60f7ac8ad191cc7", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "jst-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9a7c98f9", sha1: "764c6c4f41047e1f36d2dceac4aa9b943a9d529a", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x99b22128", sha1: "9a773927ead72ed4ded44d53d89ecb123e1d3f17", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + rvschoola: + archive: "rvschoola.zip" + title: "Rival Schools: United By Fate" + parent: "rvschool" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1997 + region: "Asia" + revision: "971117" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "jsta_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x034b1011", sha1: "6773246be242ee336503d21d7d44a3884832eb1e", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "jst-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x723372b8", sha1: "2a7c95d1f9a3f58c469dfc28ead1fd192eaaebd1", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "jst-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4248988e", sha1: "4bdf7cac17d70ea85aa2002fc6b21a64d05e6e5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "jst-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc84c5a16", sha1: "5c0ca7454189c766f1ca7305504ff1867007c8e6", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "jst-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x791b57f3", sha1: "4ea12a0f7a7110d7dcbc55b3f02aa9a92dea4b12", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "jst-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6df42048", sha1: "9e2b4a424de3918e5e54bc87fd9dcceff8d162be", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "jst-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd7e22769", sha1: "733f96dce2586fc0a8af3cec18153085750c9a4d", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "jst-11m.5k", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0a033ac5", sha1: "218b33cb51db99d3e9ee180da6a74460f4444fc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "jst-12m.6k", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43bd2ddd", sha1: "7f2976e394362cb648f620e430b3bf11b71485a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "jst-13m.7k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6b443235", sha1: "c764d8b742aa1c46bc8d37f36e864ef50a1ff4e4", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "jst_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7809e2c3", sha1: "0216a665f7978bc8db3f7fdab038e1c7aa120844", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "jst_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x860ff24d", sha1: "eea72fa5eaf407a112a5b3daf60f7ac8ad191cc7", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "jst-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9a7c98f9", sha1: "764c6c4f41047e1f36d2dceac4aa9b943a9d529a", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x99b22128", sha1: "9a773927ead72ed4ded44d53d89ecb123e1d3f17", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + jgakuen: + archive: "jgakuen.zip" + title: "Shiritsu Justice Gakuen: Legion of Heroes" + parent: "rvschool" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1997 + region: "Japan" + revision: "971216" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "jstj_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x91b36f38", sha1: "423dbf0f9f08458a866e9acb2a5b657c736b179f", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "jst-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x723372b8", sha1: "2a7c95d1f9a3f58c469dfc28ead1fd192eaaebd1", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "jst-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4248988e", sha1: "4bdf7cac17d70ea85aa2002fc6b21a64d05e6e5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "jst-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc84c5a16", sha1: "5c0ca7454189c766f1ca7305504ff1867007c8e6", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "jst-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x791b57f3", sha1: "4ea12a0f7a7110d7dcbc55b3f02aa9a92dea4b12", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "jst-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6df42048", sha1: "9e2b4a424de3918e5e54bc87fd9dcceff8d162be", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "jst-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd7e22769", sha1: "733f96dce2586fc0a8af3cec18153085750c9a4d", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "jst-11m.5k", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0a033ac5", sha1: "218b33cb51db99d3e9ee180da6a74460f4444fc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "jst-12m.6k", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43bd2ddd", sha1: "7f2976e394362cb648f620e430b3bf11b71485a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "jst-13m.7k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6b443235", sha1: "c764d8b742aa1c46bc8d37f36e864ef50a1ff4e4", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "jst_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7809e2c3", sha1: "0216a665f7978bc8db3f7fdab038e1c7aa120844", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "jst_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x860ff24d", sha1: "eea72fa5eaf407a112a5b3daf60f7ac8ad191cc7", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "jst-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9a7c98f9", sha1: "764c6c4f41047e1f36d2dceac4aa9b943a9d529a", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x99b22128", sha1: "9a773927ead72ed4ded44d53d89ecb123e1d3f17", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + jgakuen1: + archive: "jgakuen1.zip" + title: "Shiritsu Justice Gakuen: Legion of Heroes" + parent: "rvschool" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1997 + region: "Japan" + revision: "971117" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + - { type: "arcade", joystick: "eight_way", layout: "rvschool" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "jstj_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x28b8000a", sha1: "9ebf74b453d775cadca9c2d7d8e2c7eb57bb9a38", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "jst-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x723372b8", sha1: "2a7c95d1f9a3f58c469dfc28ead1fd192eaaebd1", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "jst-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4248988e", sha1: "4bdf7cac17d70ea85aa2002fc6b21a64d05e6e5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "jst-07m.5h", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc84c5a16", sha1: "5c0ca7454189c766f1ca7305504ff1867007c8e6", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "jst-08m.2k", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x791b57f3", sha1: "4ea12a0f7a7110d7dcbc55b3f02aa9a92dea4b12", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "jst-09m.3k", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6df42048", sha1: "9e2b4a424de3918e5e54bc87fd9dcceff8d162be", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "jst-10m.4k", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd7e22769", sha1: "733f96dce2586fc0a8af3cec18153085750c9a4d", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "jst-11m.5k", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x0a033ac5", sha1: "218b33cb51db99d3e9ee180da6a74460f4444fc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "jst-12m.6k", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x43bd2ddd", sha1: "7f2976e394362cb648f620e430b3bf11b71485a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "jst-13m.7k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6b443235", sha1: "c764d8b742aa1c46bc8d37f36e864ef50a1ff4e4", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "jst_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7809e2c3", sha1: "0216a665f7978bc8db3f7fdab038e1c7aa120844", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "jst_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x860ff24d", sha1: "eea72fa5eaf407a112a5b3daf60f7ac8ad191cc7", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "jst-01m.3b", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x9a7c98f9", sha1: "764c6c4f41047e1f36d2dceac4aa9b943a9d529a", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x99b22128", sha1: "9a773927ead72ed4ded44d53d89ecb123e1d3f17", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom4b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2: + archive: "sfex2.zip" + title: "Street Fighter EX2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "Europe" + revision: "980312" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2e_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77e1622b", sha1: "626a6718e7e843b09075b652d4fcbd9c86eea02b", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2u: + archive: "sfex2u.zip" + title: "Street Fighter EX2" + parent: "sfex2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "US" + revision: "980526" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2u_04a.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8dc5317f", sha1: "c35224caf70662a0e45a74cbead294a51f9b9e16", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2u1: + archive: "sfex2u1.zip" + title: "Street Fighter EX2" + parent: "sfex2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "US" + revision: "980312" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeb417c2c", sha1: "bd47d0a1d911af4457c795ec348c847c2cf9e721", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2a: + archive: "sfex2a.zip" + title: "Street Fighter EX2" + parent: "sfex2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "Asia" + revision: "980312" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2a_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac9a872d", sha1: "4e237f5e2e5de58e587e9abc5767509b8d750004", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2h: + archive: "sfex2h.zip" + title: "Street Fighter EX2" + parent: "sfex2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "Hispanic" + revision: "980312" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2h_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x68f2ef80", sha1: "212bb3c0d935c64f5e3b20e427e06d97404709d8", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2j: + archive: "sfex2j.zip" + title: "Street Fighter EX2" + parent: "sfex2" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1998 + region: "Japan" + revision: "980312" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "ex2j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5d603586", sha1: "ff546d3bd011d6441e9672b88bab763d3cd89be2", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ex2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78726b17", sha1: "2da449df335ef133ebc3997bbad73ef4137f4771", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ex2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe1075ed", sha1: "36dc673372f30f8b3ff5689ae568c5cd01fe2c07", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ex2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x6496c6ed", sha1: "054bcecbb04033abea14d9ffe6634b2bd11ca88b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "ex2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3194132e", sha1: "d1324fcf0a8528fc683791d6342697a7e08674f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "ex2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x075ae585", sha1: "6b88851db618fc3e96f1d740c46c1bc5be0ee21b", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ex2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9489875e", sha1: "1fc9985ff98232c63ea8d05a69f7d77cdf72919f", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ex2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa63d6fa6", sha1: "68995438a1e90ff9aa59090e7e031d51c68c4d73", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + plsmaswd: + archive: "plsmaswd.zip" + title: "Plasma Sword: Nightmare of Bilstein" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "US" + revision: "980316" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sg2u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x154187c0", sha1: "58cc0e9d32786b1c1d64ecee4667190456b36ef6", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sg2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf1759236", sha1: "fbe3a820a8c571dfb186eae68346e6461168ed48", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sg2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x33de4f72", sha1: "ab32af76b5682e3d9f67dadbaed35abc043912b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sg2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x72f724ba", sha1: "e6658b495d308d1de6710f87b5b9d346008b0c5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sg2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x9e169eee", sha1: "6141b1a7863fdfb200ca35d2893979a34dcc3f6c", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sg2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x33f73d4c", sha1: "954695a43e77b58585409678bd87c76adac1d855", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sg2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x415ee138", sha1: "626083c8705f012552691c450f95401ddc88065b", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sg2_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x43806735", sha1: "88d389bcc79cbd4fa1f4b62008e171a897e77652", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sg2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x643ea27b", sha1: "40747432d5cfebac54d3824b6a6f26b5e7742fc1", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4c1acdc2", sha1: "8c0b4ae95d6ba89e4bdf9fce5e2605c2728ae67f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + plsmaswda: + archive: "plsmaswda.zip" + title: "Plasma Sword: Nightmare of Bilstein" + parent: "plsmaswd" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "Asia" + revision: "980316" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sg2a_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66e5dada", sha1: "f2e50ee963b8a6aadf25a17b3ff6dcb428b8bdb2", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sg2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf1759236", sha1: "fbe3a820a8c571dfb186eae68346e6461168ed48", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sg2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x33de4f72", sha1: "ab32af76b5682e3d9f67dadbaed35abc043912b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sg2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x72f724ba", sha1: "e6658b495d308d1de6710f87b5b9d346008b0c5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sg2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x9e169eee", sha1: "6141b1a7863fdfb200ca35d2893979a34dcc3f6c", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sg2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x33f73d4c", sha1: "954695a43e77b58585409678bd87c76adac1d855", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sg2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x415ee138", sha1: "626083c8705f012552691c450f95401ddc88065b", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sg2_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x43806735", sha1: "88d389bcc79cbd4fa1f4b62008e171a897e77652", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sg2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x643ea27b", sha1: "40747432d5cfebac54d3824b6a6f26b5e7742fc1", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4c1acdc2", sha1: "8c0b4ae95d6ba89e4bdf9fce5e2605c2728ae67f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + stargld2: + archive: "stargld2.zip" + title: "Star Gladiator 2: Nightmare of Bilstein" + parent: "plsmaswd" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "Japan" + revision: "980316" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + - { type: "arcade", joystick: "eight_way", layout: "plsmaswd" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "sg2j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcf4ce6ac", sha1: "52b6f61d79671c9c108b3dfbd3c2ac333285412c", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "sg2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf1759236", sha1: "fbe3a820a8c571dfb186eae68346e6461168ed48", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "sg2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x33de4f72", sha1: "ab32af76b5682e3d9f67dadbaed35abc043912b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "sg2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x72f724ba", sha1: "e6658b495d308d1de6710f87b5b9d346008b0c5a", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sg2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x9e169eee", sha1: "6141b1a7863fdfb200ca35d2893979a34dcc3f6c", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sg2-09m.3k", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x33f73d4c", sha1: "954695a43e77b58585409678bd87c76adac1d855", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "sg2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x415ee138", sha1: "626083c8705f012552691c450f95401ddc88065b", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "sg2_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x43806735", sha1: "88d389bcc79cbd4fa1f4b62008e171a897e77652", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "sg2-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x643ea27b", sha1: "40747432d5cfebac54d3824b6a6f26b5e7742fc1", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4c1acdc2", sha1: "8c0b4ae95d6ba89e4bdf9fce5e2605c2728ae67f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + tgmj: + archive: "tgmj.zip" + title: "Tetris: The Grand Master" + system: "capcom_zn2" + manufacturer: "Arika / Capcom" + year: 1998 + region: "Japan" + revision: "980710" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "four_way", layout: "tgmj" } + - { type: "arcade", joystick: "four_way", layout: "tgmj" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "atej_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb4bbb96", sha1: "808f4b29493e74efd661d561d11cbec2f4afd1c8", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "ate-05m.3h", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50977f5a", sha1: "78c2b1965957ff1756c25b76e549f11fc0001153", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "ate-06m.4h", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x05973f16", sha1: "c9262e8de14c4a9489f7050316012913c1caf0ff", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "ate_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf4f6e82f", sha1: "ad6c49197a60f456367c9f78353741fb847819a1", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "ate-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0xa21c6521", sha1: "560e4855f6e00def5277bdd12064b49e55c3b46b", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp11", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x22d77c59", sha1: "8e837a2f1b0c146ff835f20f4b9f6f9eb7e5ff04", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "tgmj" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + techromn: + archive: "techromn.zip" + title: "Tech Romancer" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "Europe" + revision: "980914" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "kioe_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xebd33b09", sha1: "3f0226d275efc7b97c8d3431211f948aa1271d34", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "kio-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x98e9eb24", sha1: "144773296c213ab09d626c915f90bb74e24487f0", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "kio-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe8d7d73", sha1: "bcbbbd0b83503f2ed32527444e0da3afd774d3f7", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "kio-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xffd81f18", sha1: "f8387a9d45e79f97ccdffabe755638a60f80ccf5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "kio-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x17302226", sha1: "976ba7f48c9a52d24388cd63d02be08627cf2e30", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "kio-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xa34f2119", sha1: "50fa992eba5324a173fcc0923227c13cad4f97e5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "kio-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7400037a", sha1: "d58641e1d6bf1c6ca04f6c98d6809edaa7df75d3", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "kio_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x174309b3", sha1: "b35b9c3905d2fabaa8410f70f7b382e916c89733", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "kio_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x0b313ae5", sha1: "0ea39305ca30f376930e39b134fd1a52200624fa", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "kio-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x6dc5bd07", sha1: "e1755a48465f741691ea0fa1166cb2dc09210ed9", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp09", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x02939f83", sha1: "a2a4d5218609c28da8175647cfb5114064d3265e", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + techromnu: + archive: "techromnu.zip" + title: "Tech Romancer" + parent: "techromn" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "US" + revision: "980914" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "kiou_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x08aca34a", sha1: "768a37f719af5d96993db5592b6505b013e0d6f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "kio-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x98e9eb24", sha1: "144773296c213ab09d626c915f90bb74e24487f0", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "kio-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe8d7d73", sha1: "bcbbbd0b83503f2ed32527444e0da3afd774d3f7", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "kio-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xffd81f18", sha1: "f8387a9d45e79f97ccdffabe755638a60f80ccf5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "kio-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x17302226", sha1: "976ba7f48c9a52d24388cd63d02be08627cf2e30", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "kio-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xa34f2119", sha1: "50fa992eba5324a173fcc0923227c13cad4f97e5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "kio-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7400037a", sha1: "d58641e1d6bf1c6ca04f6c98d6809edaa7df75d3", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "kio_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x174309b3", sha1: "b35b9c3905d2fabaa8410f70f7b382e916c89733", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "kio_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x0b313ae5", sha1: "0ea39305ca30f376930e39b134fd1a52200624fa", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "kio-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x6dc5bd07", sha1: "e1755a48465f741691ea0fa1166cb2dc09210ed9", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp09", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x02939f83", sha1: "a2a4d5218609c28da8175647cfb5114064d3265e", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + techromna: + archive: "techromna.zip" + title: "Tech Romancer" + parent: "techromn" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "Asia" + revision: "980914" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "kioa_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8ff43381", sha1: "7ce81e70fdc593b01a56e5e8b7d1de8000fe9453", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "kio-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x98e9eb24", sha1: "144773296c213ab09d626c915f90bb74e24487f0", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "kio-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe8d7d73", sha1: "bcbbbd0b83503f2ed32527444e0da3afd774d3f7", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "kio-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xffd81f18", sha1: "f8387a9d45e79f97ccdffabe755638a60f80ccf5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "kio-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x17302226", sha1: "976ba7f48c9a52d24388cd63d02be08627cf2e30", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "kio-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xa34f2119", sha1: "50fa992eba5324a173fcc0923227c13cad4f97e5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "kio-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7400037a", sha1: "d58641e1d6bf1c6ca04f6c98d6809edaa7df75d3", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "kio_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x174309b3", sha1: "b35b9c3905d2fabaa8410f70f7b382e916c89733", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "kio_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x0b313ae5", sha1: "0ea39305ca30f376930e39b134fd1a52200624fa", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "kio-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x6dc5bd07", sha1: "e1755a48465f741691ea0fa1166cb2dc09210ed9", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp09", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x02939f83", sha1: "a2a4d5218609c28da8175647cfb5114064d3265e", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + kikaioh: + archive: "kikaioh.zip" + title: "Choukou Senki Kikaioh" + parent: "techromn" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1998 + region: "Japan" + revision: "980914" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + - { type: "arcade", joystick: "eight_way", layout: "techromn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "kioj_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3a2a3bc8", sha1: "3c4ae3cfe00a7f60ab2196ae042dab4a8eb6f597", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "kio-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x98e9eb24", sha1: "144773296c213ab09d626c915f90bb74e24487f0", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "kio-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xbe8d7d73", sha1: "bcbbbd0b83503f2ed32527444e0da3afd774d3f7", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "kio-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xffd81f18", sha1: "f8387a9d45e79f97ccdffabe755638a60f80ccf5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "kio-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x17302226", sha1: "976ba7f48c9a52d24388cd63d02be08627cf2e30", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "kio-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xa34f2119", sha1: "50fa992eba5324a173fcc0923227c13cad4f97e5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "kio-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7400037a", sha1: "d58641e1d6bf1c6ca04f6c98d6809edaa7df75d3", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "kio_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x174309b3", sha1: "b35b9c3905d2fabaa8410f70f7b382e916c89733", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "kio_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x0b313ae5", sha1: "0ea39305ca30f376930e39b134fd1a52200624fa", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "kio-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x6dc5bd07", sha1: "e1755a48465f741691ea0fa1166cb2dc09210ed9", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp09", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x02939f83", sha1: "a2a4d5218609c28da8175647cfb5114064d3265e", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "plsmaswd" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2p: + archive: "sfex2p.zip" + title: "Street Fighter EX2 Plus" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1999 + region: "Europe" + revision: "990611" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "x2pe_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2cbd44ff", sha1: "9f32e447b811df8a8fa8d28d11204fc8ca7f93f8", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "x2p-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4ee3110f", sha1: "704f8dca7d0b698659af9e3271ea5072dfd42b8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "x2p-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4cd53a45", sha1: "39499ea6c9aa51c71f4fe44cc02f93d5a39e14ec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "x2p-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x11207c2a", sha1: "0182652819f1c3a36e7b42e34ef86d2455a2dd90", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "x2p-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3560c2cc", sha1: "8b0ce22d954387f7bb032b5220d1014ef68741e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "x2p-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x344aa227", sha1: "69dc6f511939bf7fa25c2531ecf307a7565fe7a8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "x2p-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x2eef5931", sha1: "e5227529fb68eeb1b2f25813694173a75d906b52", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "x2p_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3705de5e", sha1: "847007ca271da64bf13ffbf496d4291429eee27a", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "x2p_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x6ae828f6", sha1: "41c54165e87b846a845da581f408b96979288158", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "x2p-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7cc2ed68", sha1: "a409ae837665700bdc4e3aa7c41a418d5b792940", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2pu: + archive: "sfex2pu.zip" + title: "Street Fighter EX2 Plus" + parent: "sfex2p" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1999 + region: "US" + revision: "990611" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "x2pu_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2938118c", sha1: "4bdeeb9aa3dd54ef44aa3fc73d78d65297b1ed25", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "x2p-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4ee3110f", sha1: "704f8dca7d0b698659af9e3271ea5072dfd42b8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "x2p-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4cd53a45", sha1: "39499ea6c9aa51c71f4fe44cc02f93d5a39e14ec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "x2p-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x11207c2a", sha1: "0182652819f1c3a36e7b42e34ef86d2455a2dd90", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "x2p-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3560c2cc", sha1: "8b0ce22d954387f7bb032b5220d1014ef68741e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "x2p-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x344aa227", sha1: "69dc6f511939bf7fa25c2531ecf307a7565fe7a8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "x2p-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x2eef5931", sha1: "e5227529fb68eeb1b2f25813694173a75d906b52", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "x2p_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3705de5e", sha1: "847007ca271da64bf13ffbf496d4291429eee27a", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "x2p_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x6ae828f6", sha1: "41c54165e87b846a845da581f408b96979288158", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "x2p-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7cc2ed68", sha1: "a409ae837665700bdc4e3aa7c41a418d5b792940", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2pa: + archive: "sfex2pa.zip" + title: "Street Fighter EX2 Plus" + parent: "sfex2p" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1999 + region: "Asia" + revision: "990611" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "x2pa_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc437d602", sha1: "150f0dfd9f2e4f9adc11f8960da1e6be250456b1", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "x2p-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4ee3110f", sha1: "704f8dca7d0b698659af9e3271ea5072dfd42b8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "x2p-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4cd53a45", sha1: "39499ea6c9aa51c71f4fe44cc02f93d5a39e14ec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "x2p-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x11207c2a", sha1: "0182652819f1c3a36e7b42e34ef86d2455a2dd90", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "x2p-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3560c2cc", sha1: "8b0ce22d954387f7bb032b5220d1014ef68741e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "x2p-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x344aa227", sha1: "69dc6f511939bf7fa25c2531ecf307a7565fe7a8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "x2p-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x2eef5931", sha1: "e5227529fb68eeb1b2f25813694173a75d906b52", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "x2p_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3705de5e", sha1: "847007ca271da64bf13ffbf496d4291429eee27a", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "x2p_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x6ae828f6", sha1: "41c54165e87b846a845da581f408b96979288158", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "x2p-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7cc2ed68", sha1: "a409ae837665700bdc4e3aa7c41a418d5b792940", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2ph: + archive: "sfex2ph.zip" + title: "Street Fighter EX2 Plus" + parent: "sfex2p" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1999 + region: "Hispanic" + revision: "990611" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "x2ph_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa4f07439", sha1: "630be537062134da2d01866b9587e5c119c198bb", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "x2p-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4ee3110f", sha1: "704f8dca7d0b698659af9e3271ea5072dfd42b8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "x2p-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4cd53a45", sha1: "39499ea6c9aa51c71f4fe44cc02f93d5a39e14ec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "x2p-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x11207c2a", sha1: "0182652819f1c3a36e7b42e34ef86d2455a2dd90", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "x2p-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3560c2cc", sha1: "8b0ce22d954387f7bb032b5220d1014ef68741e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "x2p-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x344aa227", sha1: "69dc6f511939bf7fa25c2531ecf307a7565fe7a8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "x2p-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x2eef5931", sha1: "e5227529fb68eeb1b2f25813694173a75d906b52", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "x2p_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3705de5e", sha1: "847007ca271da64bf13ffbf496d4291429eee27a", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "x2p_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x6ae828f6", sha1: "41c54165e87b846a845da581f408b96979288158", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "x2p-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7cc2ed68", sha1: "a409ae837665700bdc4e3aa7c41a418d5b792940", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + sfex2pj: + archive: "sfex2pj.zip" + title: "Street Fighter EX2 Plus" + parent: "sfex2p" + system: "capcom_zn2" + manufacturer: "Capcom / Arika" + year: 1999 + region: "Japan" + revision: "990611" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + - { type: "arcade", joystick: "eight_way", layout: "sfex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "x2pj_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc6d0aea3", sha1: "f48ee889dd743109f830063da3eb0f687db2d86c", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "x2p-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4ee3110f", sha1: "704f8dca7d0b698659af9e3271ea5072dfd42b8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "x2p-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4cd53a45", sha1: "39499ea6c9aa51c71f4fe44cc02f93d5a39e14ec", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "x2p-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x11207c2a", sha1: "0182652819f1c3a36e7b42e34ef86d2455a2dd90", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "x2p-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x3560c2cc", sha1: "8b0ce22d954387f7bb032b5220d1014ef68741e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "x2p-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x344aa227", sha1: "69dc6f511939bf7fa25c2531ecf307a7565fe7a8", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "x2p-10m.4k", size: 0x800000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x2eef5931", sha1: "e5227529fb68eeb1b2f25813694173a75d906b52", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "x2p_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3705de5e", sha1: "847007ca271da64bf13ffbf496d4291429eee27a", groupSize: 1, skip: 0 } + - { role: "audiocpu_002", region: "audiocpu", name: "x2p_03.3e", size: 0x20000, offset: 0x20000, interleave: 1, wordSwap: false, required: true, crc32: "0x6ae828f6", sha1: "41c54165e87b846a845da581f408b96979288158", groupSize: 1, skip: 0 } + - { role: "qsound_001", region: "qsound", name: "x2p-01m.3a", size: 0x400000, offset: 0x0, interleave: 2, wordSwap: true, required: true, crc32: "0x14a5bb0e", sha1: "dfe3c3a53bd4c58743d8039b5344d3afbe2a9c24", groupSize: 2, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "cp12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7cc2ed68", sha1: "a409ae837665700bdc4e3aa7c41a418d5b792940", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "capcom6b" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + strider2: + archive: "strider2.zip" + title: "Strider 2" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1999 + region: "Europe" + revision: "991213" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "hr2e_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x32d89b1c", sha1: "77d4d9de768cb195d1290b89892feaef6d8705e8", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "hr2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18716fe8", sha1: "bb923f18120086054cd6fd91f77d27a190c1eed4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "hr2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6f13b69c", sha1: "9a14ecc72631bc44053af71fe7e3934bedf1a71e", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "hr2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3925701b", sha1: "d93218d2b97cc0fc6c30221bd6b5e955520fbc46", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "hr2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd844c0dc", sha1: "6010cfbf4dc42fda182884d78e12dcb63df00249", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "hr2-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcdd43e6b", sha1: "346a83deadecd56428276acefc2ce95249a49921", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "hr2-10m.4k", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd95b3f37", sha1: "b6566c1184718f6c0986d13060894c0fb400c201", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "hr2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xacd8d385", sha1: "5edb61c3d66d2d09a28a71db52eee3a9f7db8c9d", groupSize: 1, skip: 0 } + - role: "qsound_001" + region: "qsound" + name: "hr2-01m.3a" + size: 0x200000 + offset: 0x0 + interleave: 2 + wordSwap: true + required: true + crc32: "0x510a16d1" + sha1: "05f10c2921a4d3b1fab4d0a4ea06351809bdbb07" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { operation: "reload", offset: 0x200000, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { role: "cat702_2_001", region: "cat702_2", name: "cp13", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x606edf50", sha1: "db711a9da4ecaf74e0b37deb8eb94e8b8fbae041", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "strider2" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + strider2u: + archive: "strider2u.zip" + title: "Strider 2" + parent: "strider2" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1999 + region: "US" + revision: "991213" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "hr2u_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb28b01c6", sha1: "ad40f550ce14f09cf34d51b9b0b7154c31c8936e", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "hr2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18716fe8", sha1: "bb923f18120086054cd6fd91f77d27a190c1eed4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "hr2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6f13b69c", sha1: "9a14ecc72631bc44053af71fe7e3934bedf1a71e", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "hr2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3925701b", sha1: "d93218d2b97cc0fc6c30221bd6b5e955520fbc46", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "hr2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd844c0dc", sha1: "6010cfbf4dc42fda182884d78e12dcb63df00249", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "hr2-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcdd43e6b", sha1: "346a83deadecd56428276acefc2ce95249a49921", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "hr2-10m.4k", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd95b3f37", sha1: "b6566c1184718f6c0986d13060894c0fb400c201", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "hr2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xacd8d385", sha1: "5edb61c3d66d2d09a28a71db52eee3a9f7db8c9d", groupSize: 1, skip: 0 } + - role: "qsound_001" + region: "qsound" + name: "hr2-01m.3a" + size: 0x200000 + offset: 0x0 + interleave: 2 + wordSwap: true + required: true + crc32: "0x510a16d1" + sha1: "05f10c2921a4d3b1fab4d0a4ea06351809bdbb07" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { operation: "reload", offset: 0x200000, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { role: "cat702_2_001", region: "cat702_2", name: "cp13", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x606edf50", sha1: "db711a9da4ecaf74e0b37deb8eb94e8b8fbae041", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "strider2" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + strider2a: + archive: "strider2a.zip" + title: "Strider 2" + parent: "strider2" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1999 + region: "Asia" + revision: "991213" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "hr2a_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x56ff9394", sha1: "fe8417965d945210ac098c6678c02f1c678bd13b", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "hr2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18716fe8", sha1: "bb923f18120086054cd6fd91f77d27a190c1eed4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "hr2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6f13b69c", sha1: "9a14ecc72631bc44053af71fe7e3934bedf1a71e", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "hr2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3925701b", sha1: "d93218d2b97cc0fc6c30221bd6b5e955520fbc46", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "hr2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd844c0dc", sha1: "6010cfbf4dc42fda182884d78e12dcb63df00249", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "hr2-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcdd43e6b", sha1: "346a83deadecd56428276acefc2ce95249a49921", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "hr2-10m.4k", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd95b3f37", sha1: "b6566c1184718f6c0986d13060894c0fb400c201", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "hr2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xacd8d385", sha1: "5edb61c3d66d2d09a28a71db52eee3a9f7db8c9d", groupSize: 1, skip: 0 } + - role: "qsound_001" + region: "qsound" + name: "hr2-01m.3a" + size: 0x200000 + offset: 0x0 + interleave: 2 + wordSwap: true + required: true + crc32: "0x510a16d1" + sha1: "05f10c2921a4d3b1fab4d0a4ea06351809bdbb07" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { operation: "reload", offset: 0x200000, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { role: "cat702_2_001", region: "cat702_2", name: "cp13", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x606edf50", sha1: "db711a9da4ecaf74e0b37deb8eb94e8b8fbae041", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "strider2" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + shiryu2: + archive: "shiryu2.zip" + title: "Strider Hiryu 2" + parent: "strider2" + system: "capcom_zn2" + manufacturer: "Capcom" + year: 1999 + region: "Japan" + revision: "991213" + hardwareProfile: "coh3002c" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + - { type: "arcade", joystick: "eight_way", layout: "strider2" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "countryrom", size: 0x80000, width: 32, endianness: "little" } + - { id: "bankedroms", size: 0x3000000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "qsound", size: 0x400000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-59.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe860ea8b", sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "cp10.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7808fcef", sha1: "3c3fb8227b05dace042dc1429b9f2355b1a15638", groupSize: 1, skip: 0 } + - { role: "countryrom_001", region: "countryrom", name: "hr2j_04.2h", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0824ee5f", sha1: "a296ffe03f0d947deb9803d05de3c240a26b52bb", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "hr2-05m.3h", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18716fe8", sha1: "bb923f18120086054cd6fd91f77d27a190c1eed4", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "hr2-06m.4h", size: 0x800000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x6f13b69c", sha1: "9a14ecc72631bc44053af71fe7e3934bedf1a71e", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "hr2-07m.5h", size: 0x800000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3925701b", sha1: "d93218d2b97cc0fc6c30221bd6b5e955520fbc46", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "hr2-08m.2k", size: 0x800000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd844c0dc", sha1: "6010cfbf4dc42fda182884d78e12dcb63df00249", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "hr2-09m.3k", size: 0x800000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcdd43e6b", sha1: "346a83deadecd56428276acefc2ce95249a49921", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "hr2-10m.4k", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0xd95b3f37", sha1: "b6566c1184718f6c0986d13060894c0fb400c201", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "hr2_02.2e", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xacd8d385", sha1: "5edb61c3d66d2d09a28a71db52eee3a9f7db8c9d", groupSize: 1, skip: 0 } + - role: "qsound_001" + region: "qsound" + name: "hr2-01m.3a" + size: 0x200000 + offset: 0x0 + interleave: 2 + wordSwap: true + required: true + crc32: "0x510a16d1" + sha1: "05f10c2921a4d3b1fab4d0a4ea06351809bdbb07" + segments: + - { operation: "load", offset: 0x0, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { operation: "reload", offset: 0x200000, length: 0x200000, sourceOffset: 0x0, groupSize: 2, skip: 0, reverse: true } + - { role: "cat702_2_001", region: "cat702_2", name: "cp13", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x606edf50", sha1: "db711a9da4ecaf74e0b37deb8eb94e8b8fbae041", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh3002c" + inputProfile: "strider2" + stateClass: "capcom_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr2: + archive: "glpracr2.zip" + title: "Gallop Racer 2" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1997 + region: "Export" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gallop2u.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9899911c", sha1: "f043fb97760c53422ad6aeb214474c0be00017ce", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gallop2u.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xfd69bd4b", sha1: "26a183bdc3b2fb3d93bd7694e429a676106f4e58", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra2-0.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa077ffa3", sha1: "73492ec2145246276bfe25b27d7de4f6393124f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "gra2-1.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x28ce033c", sha1: "4dc53e5c82fde683efd72c66b397d56aa72d52b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "gra2-2.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x0c9cb7da", sha1: "af23c11e69428413ff4d1c2746adb786de927cb5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "gra2-3.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x264e3a0c", sha1: "c1509b16d7192b9f61dbceb299290239219adefd", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "gra2-4.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x056bf022", sha1: "f73152268e09249bad2ffd4df5cfb4f0f4a494ae", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "gra2-5.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x3eb97009", sha1: "e3ed4bdb0dcf581dc05b19306a3db0b989d00f75", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "gra2-6.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x8c6b4c4c", sha1: "0053f736dcd437c01da8cadd820e8af658ce6077", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "gra2-7.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x7dfb6c54", sha1: "6e9a9a4172f957ba354ddd82c30735a56c5934b1", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce1d5558", sha1: "1d704636b14bb11889c06b344043555803ad6e08", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "glpracr2" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr2j: + archive: "glpracr2j.zip" + title: "Gallop Racer 2" + parent: "glpracr2" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1997 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "1.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x0fe2d2df", sha1: "031369f4e1138e2ee293c321e5ee418e560b3f06", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "2.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8e3fb1c0", sha1: "2126c1e43bee7cd938e0f2a3ea841da8811223cd", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra2-0.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa077ffa3", sha1: "73492ec2145246276bfe25b27d7de4f6393124f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "gra2-1.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x28ce033c", sha1: "4dc53e5c82fde683efd72c66b397d56aa72d52b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "gra2-2.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x0c9cb7da", sha1: "af23c11e69428413ff4d1c2746adb786de927cb5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "gra2-3.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x264e3a0c", sha1: "c1509b16d7192b9f61dbceb299290239219adefd", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "gra2-4.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x056bf022", sha1: "f73152268e09249bad2ffd4df5cfb4f0f4a494ae", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "gra2-5.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x3eb97009", sha1: "e3ed4bdb0dcf581dc05b19306a3db0b989d00f75", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "gra2-6.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x8c6b4c4c", sha1: "0053f736dcd437c01da8cadd820e8af658ce6077", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "gra2-7.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x7dfb6c54", sha1: "6e9a9a4172f957ba354ddd82c30735a56c5934b1", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce1d5558", sha1: "1d704636b14bb11889c06b344043555803ad6e08", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "glpracr2" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr2l: + archive: "glpracr2l.zip" + title: "Gallop Racer 2 Link HW" + parent: "glpracr2" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1997 + region: "Japan" + hardwareProfile: "coh1002ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "linkcpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gra2b.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x43abee7c", sha1: "ea0afc820d8480c12c9af54057877ff11a8012fb", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gra2a.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xf60096d4", sha1: "5349d780d41a5711b483cd7eb66cd4e496b4fbe4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra2-0.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa077ffa3", sha1: "73492ec2145246276bfe25b27d7de4f6393124f4", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "gra2-1.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x28ce033c", sha1: "4dc53e5c82fde683efd72c66b397d56aa72d52b9", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "gra2-2.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x0c9cb7da", sha1: "af23c11e69428413ff4d1c2746adb786de927cb5", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "gra2-3.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x264e3a0c", sha1: "c1509b16d7192b9f61dbceb299290239219adefd", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "gra2-4.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x056bf022", sha1: "f73152268e09249bad2ffd4df5cfb4f0f4a494ae", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "gra2-5.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x3eb97009", sha1: "e3ed4bdb0dcf581dc05b19306a3db0b989d00f75", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "gra2-6.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x8c6b4c4c", sha1: "0053f736dcd437c01da8cadd820e8af658ce6077", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "gra2-7.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x7dfb6c54", sha1: "6e9a9a4172f957ba354ddd82c30735a56c5934b1", groupSize: 1, skip: 0 } + - { role: "linkcpu_001", region: "linkcpu", name: "link3118.bin", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa4d4761e", sha1: "3fb25dfa5220d25093588d9501e0666214491100", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg02", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce1d5558", sha1: "1d704636b14bb11889c06b344043555803ad6e08", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002ml" + inputProfile: "glpracr2" + stateClass: "glpracr2l_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + doapp: + archive: "doapp.zip" + title: "Dead Or Alive ++" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1998 + region: "Japan/USA/Export" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "doapp" } + - { type: "arcade", joystick: "eight_way", layout: "doapp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "doapp119.bin", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xbbe04cef", sha1: "f2dae4810ca78075fc3007a6001531a455235a2e", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "doapp120.bin", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xb614d7e6", sha1: "373756d9b88b45c677e987ee1e5cb2d5446ecfe8", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "doapp-0.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xacc6c539", sha1: "a744567a3d75634098b1749103307981be9acbdd", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "doapp-1.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x14b961c4", sha1: "3fae1fcb4665ba8bad391881b26c2d087718d42f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "doapp-2.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x134f698f", sha1: "6422972cf5d30a0f09f0c20f042691d5969207b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "doapp-3.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x1c6540f3", sha1: "8631fde93a1da6325d7b31c7edf12c964f0ac4fc", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "doapp-4.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf83bacf7", sha1: "5bd66da993f0db966581dde80dd7e5b377754412", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "doapp-5.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xe11e8b71", sha1: "b1d1b9532b5f074ce216a603436d5674d136865d", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5748a4ca", sha1: "c88d73f6a646a9ddefdfd84cba70d591759c069f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + doappk: + archive: "doappk.zip" + title: "Dead Or Alive ++" + parent: "doapp" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1998 + region: "Korea" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "doapp" } + - { type: "arcade", joystick: "eight_way", layout: "doapp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "doapp_u0119.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x9084704e", sha1: "616b3e65a32768767209ae77c48ad34d11b31754", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "doapp_u0120.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x720a6983", sha1: "d38783110440ffa00036b86f97bff5edb6a5673f", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "doapp-0.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xacc6c539", sha1: "a744567a3d75634098b1749103307981be9acbdd", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "doapp-1.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x14b961c4", sha1: "3fae1fcb4665ba8bad391881b26c2d087718d42f", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "doapp-2.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x134f698f", sha1: "6422972cf5d30a0f09f0c20f042691d5969207b4", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "doapp-3.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x1c6540f3", sha1: "8631fde93a1da6325d7b31c7edf12c964f0ac4fc", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "doapp-4.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf83bacf7", sha1: "5bd66da993f0db966581dde80dd7e5b377754412", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "doapp-5.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xe11e8b71", sha1: "b1d1b9532b5f074ce216a603436d5674d136865d", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg05", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5748a4ca", sha1: "c88d73f6a646a9ddefdfd84cba70d591759c069f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + cbaj: + archive: "cbaj.zip" + title: "Cool Boarders Arcade Jam" + system: "tecmo_tps" + manufacturer: "UEP Systems" + year: 1998 + region: "Export" + hardwareProfile: "cbaj" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "cbaj" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "ymz280b", size: 0x800000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + - { id: "misc", size: 0xc00, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "cbaj_1.119", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x814f8b4b", sha1: "17966038a692d0701139660f25725d7c10a2a928", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "cbaj_2.120", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x89286229", sha1: "18a84ef648ec3b79707eb42b55563adf38dffd0d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "cb-00.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x3db68bea", sha1: "77ab334e0c02e608b11d8fdb9505b2301f6f9afb", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "cb-01.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x481040bc", sha1: "c6fe575b77d1eb5f613691dec5ed08929b72b955", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "cb-02.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x858f116c", sha1: "e3546862d367d2fe88913fea3185b23bc6a9777d", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "cb-03.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3576ea2a", sha1: "a5ee7bb9f4650e99ee067eb1cc28c62d9099a6cf", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "cb-04.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x551c4b29", sha1: "c3f8508a006b475491c9ea20eb64c3bea6b35afb", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "cb-05.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x7da453da", sha1: "85b2c93b9453e8c7791b530b7e036e4ef6abc077", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "cb-06.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x833cb18b", sha1: "dbc390e1dbf3e7815eb3d170c0890d3785d8002c", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "cb-07.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x3b64ce9e", sha1: "a137da126295736bb7643655d52bd570004e87fd", groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "cb-08.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x57cc482e", sha1: "603c3d13a6cd796c209a97aa7e63b77bdbf71580", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "cbaj_z80.3118", size: 0x40000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x92b02ad2", sha1: "f72317679ecbd8a0c3b081baaf9ff20a8c9ec00f", groupSize: 1, skip: 0 } + - { role: "ymz280b_001", region: "ymz280b", name: "cb-vo.5120", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xafb05d6d", sha1: "0c08010579813814fbf8a978cf4376bab18697a4", groupSize: 1, skip: 0 } + - { role: "ymz280b_002", region: "ymz280b", name: "cb-se.5121", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf12b3db9", sha1: "d5231ad664603050bdca2081b114b07fc905ddc2", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8be79633", sha1: "f38f881b6139eb8368e593904cb50b6e68bdf2e9", groupSize: 1, skip: 0 } + - { role: "misc_001", region: "misc", name: "gal16v8d-15lp.sop-rom1.uo117", size: 0x117, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcf8ebc23", sha1: "0662f8ba418eb9187fb7a86cc8c0d86220dcdbf0", groupSize: 1, skip: 0 } + - { role: "misc_002", region: "misc", name: "gal16v8d-15lp.sop-rom2b.uo4138", size: 0x117, offset: 0x200, interleave: 1, wordSwap: false, required: true, crc32: "0x098662c1", sha1: "5fcf66b16f840129aa61e9cf2b2951c37a5cbabf", groupSize: 1, skip: 0 } + - { role: "misc_003", region: "misc", name: "gal16v8d-15lp.sop-rom3.uo3125", size: 0x117, offset: 0x400, interleave: 1, wordSwap: false, required: true, crc32: "0xf9c92db7", sha1: "1c2818f0fceedca914a0cbb74c2237a8c3798906", groupSize: 1, skip: 0 } + - { role: "misc_004", region: "misc", name: "gal16v8d-15lp.sop-rom4c.uo4131", size: 0x117, offset: 0x600, interleave: 1, wordSwap: false, required: true, crc32: "0xe87179ef", sha1: "9942ff71d39924d938aa5e7c3d0c1aa9a38c5e77", groupSize: 1, skip: 0 } + - { role: "misc_005", region: "misc", name: "gal16v8d-15lp.sop-rom5b.uo4128", size: 0x117, offset: 0x800, interleave: 1, wordSwap: false, required: true, crc32: "0xf32a1803", sha1: "8251bad3fe5a0ebf6cba4c1a67aa09e391289c65", groupSize: 1, skip: 0 } + - { role: "misc_006", region: "misc", name: "gal16v8d-15lp.sop-rom6a.uo4134", size: 0x117, offset: 0xa00, interleave: 1, wordSwap: false, required: true, crc32: "0x40e1f6f2", sha1: "e7703e6db5d4f23c34c633ec147a88d2b0f681d5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "cbaj" + inputProfile: "zn1p" + stateClass: "cbaj_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + cbajbl: + archive: "cbajbl.zip" + title: "Cool Boarders Arcade Jam" + parent: "cbaj" + system: "tecmo_tps" + manufacturer: "bootleg" + year: 1998 + region: "Export" + revision: "bootleg" + hardwareProfile: "cbaj" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "cbaj" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x40000, width: 8, endianness: "native" } + - { id: "ymz280b", size: 0x800000, width: 8, endianness: "native" } + - { id: "blprot", size: 0x800000, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "uo119.bin", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x814f8b4b", sha1: "17966038a692d0701139660f25725d7c10a2a928", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "uo120.bin", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x89286229", sha1: "18a84ef648ec3b79707eb42b55563adf38dffd0d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "uo216.bin", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x1b18e0e9", sha1: "306b4849f707c5b643992e3880a34b894fc9f0e1", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "uo216h.bin", size: 0x200000, offset: 0x600000, interleave: 1, wordSwap: false, required: true, crc32: "0xbb86ee76", sha1: "9eead295d8fec3708c1e693d3d58346cc214580c", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "uo217.bin", size: 0x200000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x02d8dfcd", sha1: "b83636374fcae6aa1c3a320fafcc7bd7890c0bc6", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "uo217h.bin", size: 0x200000, offset: 0xa00000, interleave: 1, wordSwap: false, required: true, crc32: "0x6e0f34da", sha1: "e7384a3019dcc0f69335635056ae3fac89fb4b52", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "uo218.bin", size: 0x200000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x14eaaff6", sha1: "b38f541b9f0397edee071d883b2801fa40cba127", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "uo218h.bin", size: 0x200000, offset: 0xe00000, interleave: 1, wordSwap: false, required: true, crc32: "0x9f6420dc", sha1: "3b354bdfc54ac5d69c229d897cabc807c21c61bc", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "uo219.bin", size: 0x200000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x89e727b1", sha1: "09e69708c5b8244dbacd09dce6558cf917a58623", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "uo219h.bin", size: 0x200000, offset: 0x1200000, interleave: 1, wordSwap: false, required: true, crc32: "0x727b7ae5", sha1: "182b63b77965a25591bda71575af464f6e3b26f8", badDump: true, groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "uo220.bin", size: 0x200000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x19102f15", sha1: "b7964e0cb53b608b775d7a713b63f13307b1b532", badDump: true, groupSize: 1, skip: 0 } + - { role: "bankedroms_012", region: "bankedroms", name: "uo220h.bin", size: 0x200000, offset: 0x1600000, interleave: 1, wordSwap: false, required: true, crc32: "0xe7b94df3", sha1: "07b5d85e1a337f10c25cebdb0f3f893e38a1db6c", badDump: true, groupSize: 1, skip: 0 } + - { role: "bankedroms_013", region: "bankedroms", name: "uo221.bin", size: 0x200000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x701d7c4e", sha1: "b06c2db7e06d453991f9872bcb62951eb62b5d56", groupSize: 1, skip: 0 } + - { role: "bankedroms_014", region: "bankedroms", name: "uo221h.bin", size: 0x200000, offset: 0x1a00000, interleave: 1, wordSwap: false, required: true, crc32: "0x5e93c0d6", sha1: "2ec5afd53eee9e8e6e2ac91a269a5ec55cef4da1", groupSize: 1, skip: 0 } + - { role: "bankedroms_015", region: "bankedroms", name: "uo222.bin", size: 0x200000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x76ad7801", sha1: "9cb38aff86f3f8151145f2661bf1261adbd2ec1c", groupSize: 1, skip: 0 } + - { role: "bankedroms_016", region: "bankedroms", name: "uo222h.bin", size: 0x200000, offset: 0x1e00000, interleave: 1, wordSwap: false, required: true, crc32: "0x34561670", sha1: "2131fcbbc8bc3da31cd4ef027ec6688af212b7c1", groupSize: 1, skip: 0 } + - { role: "bankedroms_017", region: "bankedroms", name: "uo223.bin", size: 0x200000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd4a80392", sha1: "d8d69e8a15910471b718dc6531e4470fc35365cc", groupSize: 1, skip: 0 } + - { role: "bankedroms_018", region: "bankedroms", name: "uo223h.bin", size: 0x200000, offset: 0x2200000, interleave: 1, wordSwap: false, required: true, crc32: "0xeb5b6b3a", sha1: "ad595053b852a45b85f061dfa960fa04cf74eb9f", groupSize: 1, skip: 0 } + - { role: "bankedroms_019", region: "bankedroms", name: "uo323.bin", size: 0x200000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0xe9140f6c", sha1: "a9e8c3b94de319a5fd5327111339c76c65371ba9", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "near_z80.bin", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x10b30c5b", sha1: "8c4af71dc14c43a2b32377737b6dabc393b3c141", groupSize: 1, skip: 0 } + - { role: "ymz280b_001", region: "ymz280b", name: "uo5120.bin", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x973bc8fe", sha1: "ab37fdebff5daee469f51838a6f498541c1c9e07", groupSize: 1, skip: 0 } + - { role: "ymz280b_002", region: "ymz280b", name: "uo5120h.bin", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0x01bede31", sha1: "ed7a2eaabe21127b6440cc20d3089a880ce428d5", groupSize: 1, skip: 0 } + - { role: "ymz280b_003", region: "ymz280b", name: "uo5121.bin", size: 0x200000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x76112372", sha1: "f69860fbffd33aee6cdf475c091987467bca274a", groupSize: 1, skip: 0 } + - { role: "blprot_001", region: "blprot", name: "near_a1020b.bin", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd4a68a96", sha1: "178a7e06381c2fa70c3dffd191facd96a39ff7d2", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg03", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8be79633", sha1: "f38f881b6139eb8368e593904cb50b6e68bdf2e9", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "cbaj" + inputProfile: "zn1p" + stateClass: "cbaj_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + shngmtkb: + archive: "shngmtkb.zip" + title: "Shanghai Matekibuyuu" + system: "tecmo_tps" + manufacturer: "Sunsoft / Activision" + year: 1998 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "shngmtkb" } + - { type: "arcade", joystick: "eight_way", layout: "shngmtkb" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "shmj-b.119", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x65522c67", sha1: "b5981e5859aab742a87d6742feb9c55a3e6ba13f", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "shmj-a.120", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa789defa", sha1: "f8f0d1c9e3492cda652a9561ef1d549b92f73efd", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "sh-00.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x081fed1c", sha1: "fb18add9521b8b104329871b4c1b8ae5e0254f8b", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "sh-01.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x5a84ea96", sha1: "af4972cc10706999361d7505b975f5f1e1fc6761", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "sh-02.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xc8f80d76", sha1: "51e4eac6cec8e37e5b8c0e7d341feea574add7da", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "sh-03.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0xdaaa4c73", sha1: "eb31d4cadd9eba3d3431f3f6ef880bb2effa0b9f", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg04", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2711a75f", sha1: "400cd6f28826ba0ad1125eda21507e5ebf5caccf", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + tondemo: + archive: "tondemo.zip" + title: "Tondemo Crisis" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1999 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tondemo" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "u0119.bin", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5711e301", sha1: "005375d32c1eda9bd39e46326880a62506d06389", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "u0120.bin", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x0b8312c6", sha1: "93e0e4b796cc953daf7ed2ff2f327aed07cf833a", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tca-0.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xef175910", sha1: "b77aa9016804172d433d97d5fdc242a1361e941c", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "tca-1.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xc3474e8a", sha1: "46dd0ae7cd2e54c639fe39d6965ef71ce6a1b921", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "tca-2.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x89b8e1a8", sha1: "70c5f0f2d0a7869e29b62b32fa485f941b683678", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "tca-3.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x4fcf8032", sha1: "3ea815548c3bda32b1d4e88454c29e5025431b1c", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "tca-4.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xc9e23f25", sha1: "145d4e7f0cb67d2552559ce90305a56802a253f9", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg09", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbb4a157c", sha1: "8ea729c3c2694bee12292b9654b86ff6a9e45f94", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn1p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr3: + archive: "glpracr3.zip" + title: "Gallop Racer 3" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1999 + region: "Export" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr3" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "misc", size: 0x200, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "1.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x89bdf567", sha1: "916accbcad52e9ee4e3b28a339138fe2bfbecdfe", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "2.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x042273fb", sha1: "eb98c4e74f385ddc6545b9250df5858b39fe361d", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra3-0.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xb405ee65", sha1: "8ba9872e4c166e3b659a2802554bf1e964f64620", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "gra3-1.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa06f05ac", sha1: "ade224533d75c64cb188b78bdca908c1fa882492", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "gra3-2.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x31793f9b", sha1: "310c2dff84d17c9ed7f59e249b22e9394edcb444", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "gra3-3.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd59fb3eb", sha1: "2db2cc1d4884d54c415531053319f2b2ad65361f", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "gra3-4.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x59a0a105", sha1: "6a585c9eaa8d9b5dad798d9d28d73f04bc838114", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "gra3-5.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4994fb17", sha1: "59b3e6c333e55ca8b6b4b00cd52b51e3e59a5657", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "gra3-6.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x1362c1af", sha1: "eae5b3cb11d361b3aa3f572e49800c0b2e3544ca", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "gra3-7.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x73565e1f", sha1: "74311ee94e3abc8428b4a8b1c6c3dacd883b5646", groupSize: 1, skip: 0 } + - { role: "misc_001", region: "misc", name: "rom1.gal16v8d.u0117.bin", size: 0x117, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcf8ebc23", sha1: "0662f8ba418eb9187fb7a86cc8c0d86220dcdbf0", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x679367fe", sha1: "495b03e1cdad9d6aaf509b73d837340e2b1bb23b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "glpracr2" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + glpracr3j: + archive: "glpracr3j.zip" + title: "Gallop Racer 3" + parent: "glpracr3" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 1999 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "glpracr3" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "gra3u119.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xaba69017", sha1: "670b895ee7d36bc5a00f6b0df7ce965517986617", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "gra3u120.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x8aa98d99", sha1: "9dc1ba89e37a5c2955ee027e4e5aa0ae71e09f9b", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "gra3-0.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xb405ee65", sha1: "8ba9872e4c166e3b659a2802554bf1e964f64620", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "gra3-1.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xa06f05ac", sha1: "ade224533d75c64cb188b78bdca908c1fa882492", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "gra3-2.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x31793f9b", sha1: "310c2dff84d17c9ed7f59e249b22e9394edcb444", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "gra3-3.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xd59fb3eb", sha1: "2db2cc1d4884d54c415531053319f2b2ad65361f", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "gra3-4.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x59a0a105", sha1: "6a585c9eaa8d9b5dad798d9d28d73f04bc838114", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "gra3-5.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x4994fb17", sha1: "59b3e6c333e55ca8b6b4b00cd52b51e3e59a5657", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "gra3-6.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x1362c1af", sha1: "eae5b3cb11d361b3aa3f572e49800c0b2e3544ca", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "gra3-7.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0x73565e1f", sha1: "74311ee94e3abc8428b4a8b1c6c3dacd883b5646", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg08", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x679367fe", sha1: "495b03e1cdad9d6aaf509b73d837340e2b1bb23b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "glpracr2" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + flamegun: + archive: "flamegun.zip" + title: "Flame Gunner" + system: "tecmo_tps" + manufacturer: "Gaps Inc." + year: 1999 + region: "Export" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "flamegun" } + - { type: "arcade", joystick: "eight_way", layout: "flamegun" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flamegun.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0xbc8e9e29", sha1: "02e4f079f0ed864dbc056d5f64d33a0522c034fd", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "flamegun.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x387f3070", sha1: "6b12765f1d3ec5f3d1cdfd961fba72a319d65ff4", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "fg00.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf33736ca", sha1: "7b18f9fef1df913b7ed3a2c97e9c4925790d86c5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "fg01.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8980ff44", sha1: "f677bf5d279ad7731730b7e36ebf33d554903ce6", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "fg02.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x97d1b032", sha1: "1d23cd40ced002ae1fe2fb009d2f31d8612b125a", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "fg03.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcf84508c", sha1: "2a1173e3751f5a8b2400219a75f23d2450a0ebd6", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "fg04.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x5cc333fa", sha1: "fd81e811ef2026b245e65c104d24ae1679baa0f5", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "fg05.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x9490bc1b", sha1: "c5ea133de0a271793601f2701267d3ca82781f60", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "fg06.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x8c29b754", sha1: "304086196321b7d9748456ed1af8965ac6192942", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "fg07.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xf62cefe8", sha1: "a59a3a41258e8474f0aeb0e3b8c2f73caf47ece4", groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "fg08.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x855959b4", sha1: "994b7c8bd883a41470791802d5a07a98a553096e", groupSize: 1, skip: 0 } + - { role: "bankedroms_012", region: "bankedroms", name: "fg09.324", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x82f129b4", sha1: "c0dcbc908c12f7cecbb051a671649edd20bac32c", groupSize: 1, skip: 0 } + - { role: "bankedroms_013", region: "bankedroms", name: "fg0a.325", size: 0x400000, offset: 0x2c00000, interleave: 1, wordSwap: false, required: true, crc32: "0xf8d2b20c", sha1: "d0c9e413d72772ab8710e217d228e001b28667c8", groupSize: 1, skip: 0 } + - { role: "bankedroms_014", region: "bankedroms", name: "fb0b.326", size: 0x400000, offset: 0x3000000, interleave: 1, wordSwap: false, required: true, crc32: "0xad78ec79", sha1: "7e37a90a64c70f2c0024eaf30e1e4e028c0d858e", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa10556fe", sha1: "5c2ecbb9319517137c0bbce1e38e75c6aa5e8b6f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + flamegunj: + archive: "flamegunj.zip" + title: "Flame Gunner" + parent: "flamegun" + system: "tecmo_tps" + manufacturer: "Gaps Inc." + year: 1999 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "flamegun" } + - { type: "arcade", joystick: "eight_way", layout: "flamegun" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x3800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "fg_1.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x1f2aa527", sha1: "de3a20d9aeb745fe82cd1d87bde26876e088483a", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "fg_2.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xa2cd4cad", sha1: "bf542eeb6e768b3e86bacdc79ab04be394ce3e63", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "fg00.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xf33736ca", sha1: "7b18f9fef1df913b7ed3a2c97e9c4925790d86c5", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "fg01.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8980ff44", sha1: "f677bf5d279ad7731730b7e36ebf33d554903ce6", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "fg02.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x97d1b032", sha1: "1d23cd40ced002ae1fe2fb009d2f31d8612b125a", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "fg03.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0xcf84508c", sha1: "2a1173e3751f5a8b2400219a75f23d2450a0ebd6", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "fg04.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x5cc333fa", sha1: "fd81e811ef2026b245e65c104d24ae1679baa0f5", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "fg05.221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0x9490bc1b", sha1: "c5ea133de0a271793601f2701267d3ca82781f60", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "fg06.222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0x8c29b754", sha1: "304086196321b7d9748456ed1af8965ac6192942", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "fg07.223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xf62cefe8", sha1: "a59a3a41258e8474f0aeb0e3b8c2f73caf47ece4", groupSize: 1, skip: 0 } + - { role: "bankedroms_011", region: "bankedroms", name: "fg08.323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x855959b4", sha1: "994b7c8bd883a41470791802d5a07a98a553096e", groupSize: 1, skip: 0 } + - { role: "bankedroms_012", region: "bankedroms", name: "fg09.324", size: 0x400000, offset: 0x2800000, interleave: 1, wordSwap: false, required: true, crc32: "0x82f129b4", sha1: "c0dcbc908c12f7cecbb051a671649edd20bac32c", groupSize: 1, skip: 0 } + - { role: "bankedroms_013", region: "bankedroms", name: "fg0a.325", size: 0x400000, offset: 0x2c00000, interleave: 1, wordSwap: false, required: true, crc32: "0xf8d2b20c", sha1: "d0c9e413d72772ab8710e217d228e001b28667c8", groupSize: 1, skip: 0 } + - { role: "bankedroms_014", region: "bankedroms", name: "fb0b.326", size: 0x400000, offset: 0x3000000, interleave: 1, wordSwap: false, required: true, crc32: "0xad78ec79", sha1: "7e37a90a64c70f2c0024eaf30e1e4e028c0d858e", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg06", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa10556fe", sha1: "5c2ecbb9319517137c0bbce1e38e75c6aa5e8b6f", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + lpadv: + archive: "lpadv.zip" + title: "Logic Pro Adventure" + system: "tecmo_tps" + manufacturer: "Amuse World" + year: 1999 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "lpadv" } + - { type: "arcade", joystick: "eight_way", layout: "lpadv" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1000000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "lp_3.u0119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x18cade44", sha1: "8a44156224c77c51f4f6ca61a0168e48dfcc6eda", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "lp_4.u0120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x12fffc02", sha1: "3294b65e4a0bbf501785565dd0c1f36f9bcea969", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "rp00.u0216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0xd759d0d4", sha1: "47b009a5dfa81611276b1376bdab44dfad597e85", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "rp01.u0217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x5be576e1", sha1: "e24a96d179016d6d65205079874b35500760a642", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg07", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xafec0e8e", sha1: "dc3c696181dfb5b7426d882094be5eee2619e2a5", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + tblkkuzu: + archive: "tblkkuzu.zip" + title: "The Block Kuzushi" + system: "tecmo_tps" + manufacturer: "Tamsoft / D3 Publisher" + year: 2000 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "tblkkuzu" } + - { type: "arcade", joystick: "eight_way", layout: "tblkkuzu" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "tbk.u119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x621b07e1", sha1: "30773aaa333fdee7ef55db2f8adde010688abce1", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "tbk.u120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xbb390f7d", sha1: "6bce88448fbb5308952f8c221e786be8aa51ceff", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "tbk.u0216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x41f8285f", sha1: "3326ab83d96d51ed31fb5c2f30630ff480d45282", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg12", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x584e6ea2", sha1: "f60fb556090d31f0f0fa1f8d87815eff6d2498a4", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + 1on1gov: + archive: "1on1gov.zip" + title: "1 on 1 Government" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 2000 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "oneononegov" } + - { type: "arcade", joystick: "eight_way", layout: "oneononegov" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "1on1.u119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x10aecc19", sha1: "ad2fe6011551935907568cc3b4028f481034537c", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "1on1.u120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xeea158bd", sha1: "2b2a56fcce46557201bbbab7b170ee64549ddafe", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "oog-0.u0217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x8b42f365", sha1: "6035a370f477f0f33894f642717fa0b012540d36", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "oog-1.u0218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0x65162f46", sha1: "db420a2f0d996b32cd4b6e9352d46a36fa31eaaa", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "oog-2.u0219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x14cf3a84", sha1: "60175a1fb2c765e4c3d0e30e77961f84cfa8485c", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "oog-3.u0220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x9a45f6ff", sha1: "e0ee90c545c821bf1d6b4709b1e40f93314c51a6", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "oog-4.u0221", size: 0x400000, offset: 0x1800000, interleave: 1, wordSwap: false, required: true, crc32: "0xba20a1fd", sha1: "7893f50de730624b8447f39fc7e25e4e334df845", groupSize: 1, skip: 0 } + - { role: "bankedroms_008", region: "bankedroms", name: "oog-5.u0222", size: 0x400000, offset: 0x1c00000, interleave: 1, wordSwap: false, required: true, crc32: "0xeed1953d", sha1: "8d3e738a07b9c6b6ca55be7b47444b5e3725065c", groupSize: 1, skip: 0 } + - { role: "bankedroms_009", region: "bankedroms", name: "oog-6.u0223", size: 0x400000, offset: 0x2000000, interleave: 1, wordSwap: false, required: true, crc32: "0xf74f38b6", sha1: "ff7f0ebff85fc982f8d1c13d6649d4c7c5da6c45", groupSize: 1, skip: 0 } + - { role: "bankedroms_010", region: "bankedroms", name: "oog-7.u0323", size: 0x400000, offset: 0x2400000, interleave: 1, wordSwap: false, required: true, crc32: "0x0e58777c", sha1: "9f8ee3c6d6d8b1482522500e18217577056d8c98", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfe992f29", sha1: "73c9c4d40abd8f3a95d4eb20f3c65f3a5cdd1203", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg10", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8a73da40", sha1: "d6803a4c1d240dec2a4d8ac43aa6d7e9df947026", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + twcupmil: + archive: "twcupmil.zip" + title: "Tecmo World Cup Millennium" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 2000 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "twcupmil" } + - { type: "arcade", joystick: "eight_way", layout: "twcupmil" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "twm-ep.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x5f2908fb", sha1: "fc7ac1f6e81543678705e6e510dbf786b1502444", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "twm-ep.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x1a0ef17a", sha1: "bb7123610d3791c08577b87c8be59a0dd2cc33f1", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "twm-0.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x39cbc56a", sha1: "931d0d729620ef20e5c4fd521bce45cdb1742127", groupSize: 1, skip: 0 } + - { role: "bankedroms_004", region: "bankedroms", name: "twm-1.217", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0xfae0687a", sha1: "383a86f55441be287075af046ebac6a5ab54e6cf", groupSize: 1, skip: 0 } + - { role: "bankedroms_005", region: "bankedroms", name: "twm-2.218", size: 0x400000, offset: 0xc00000, interleave: 1, wordSwap: false, required: true, crc32: "0xcb852264", sha1: "a7a2f3d6f723ddd80c57ac63522a1a0bf526a7b3", groupSize: 1, skip: 0 } + - { role: "bankedroms_006", region: "bankedroms", name: "twm-3.219", size: 0x400000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x7c9f6925", sha1: "32519a238810d02181eaf5c2344334c523fa77d1", groupSize: 1, skip: 0 } + - { role: "bankedroms_007", region: "bankedroms", name: "twm-4.220", size: 0x400000, offset: 0x1400000, interleave: 1, wordSwap: false, required: true, crc32: "0x17cd0ec9", sha1: "37581530e974af692ab71471d0238801cd19c843", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg13", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5778418e", sha1: "7c4d6922bbe726e0f25297f8528e94b41023581b", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + mfjump: + archive: "mfjump.zip" + title: "Monster Farm Jump" + system: "tecmo_tps" + manufacturer: "Tecmo" + year: 2001 + region: "Japan" + hardwareProfile: "coh1002m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "mfjump" } + - { type: "arcade", joystick: "eight_way", layout: "mfjump" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x2800000, width: 32, endianness: "little" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "mfj-o.119", size: 0x100000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x0d724dc5", sha1: "2ba388fe6254c0cf3847fd173a414ee5ca31f4f4", groupSize: 1, skip: 1 } + - { role: "bankedroms_002", region: "bankedroms", name: "mfj-e.120", size: 0x100000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0x86292bca", sha1: "b6a25ab828da3d5c8f6d945336513485708f3f5b", groupSize: 1, skip: 1 } + - { role: "bankedroms_003", region: "bankedroms", name: "mfj.216", size: 0x400000, offset: 0x400000, interleave: 1, wordSwap: false, required: true, crc32: "0x0d518dba", sha1: "100cd4d0a1e678e660336027f067a9a1f5cbad3e", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg14", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5fa9a8c2", sha1: "d927760279ebda185fecf879e62ceefe938acd81", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002m" + inputProfile: "zn2p" + stateClass: "tecmo_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + brvblade: + archive: "brvblade.zip" + title: "Brave Blade" + system: "tecmo_tps" + manufacturer: "Eighting / Raizing" + year: 2000 + region: "World" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x97e12c63", sha1: "382970617a363f6c98ee741f26be6a75c9752bdb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0xd9d40a34", sha1: "c91dbc6f85404e9397fa79a4bac28e8c3c1a5228", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ra-bbl_rom1.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x418535e0", sha1: "7c443e651704f2cd552565c35f4a93f2dc250558", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "spu1u412.bin", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6408b5b2", sha1: "ba60aa1074df87e98fa260211e9ec99cea25023f", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "spu0u049.bin", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc9df8ed9", sha1: "00a58522189091c48d781b6703e4378e04343c33", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "ra-bbl_rom2.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcd052c02", sha1: "d955a70a89b3b1a0b505a05c0887c399fe7a2c68", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_world", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfe7f7d34", sha1: "18f6ae14e57afa668b3eef821b4cf0a7599a21ac", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg11", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x56d917de", sha1: "3c1cdbf552265dbff6051853d933ac34047bcdae", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + brvbladeu: + archive: "brvbladeu.zip" + title: "Brave Blade" + parent: "brvblade" + system: "tecmo_tps" + manufacturer: "Eighting / Raizing" + year: 2000 + region: "US" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x97e12c63", sha1: "382970617a363f6c98ee741f26be6a75c9752bdb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0xd9d40a34", sha1: "c91dbc6f85404e9397fa79a4bac28e8c3c1a5228", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ra-bbl_rom1.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x418535e0", sha1: "7c443e651704f2cd552565c35f4a93f2dc250558", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "spu1u412.bin", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6408b5b2", sha1: "ba60aa1074df87e98fa260211e9ec99cea25023f", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "spu0u049.bin", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc9df8ed9", sha1: "00a58522189091c48d781b6703e4378e04343c33", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "ra-bbl_rom2.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcd052c02", sha1: "d955a70a89b3b1a0b505a05c0887c399fe7a2c68", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_usa", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0a2c042f", sha1: "147651d2e55873a82295214b3b0bd6c46cdad239", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg11", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x56d917de", sha1: "3c1cdbf552265dbff6051853d933ac34047bcdae", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + brvbladea: + archive: "brvbladea.zip" + title: "Brave Blade" + parent: "brvblade" + system: "tecmo_tps" + manufacturer: "Eighting / Raizing" + year: 2000 + region: "Asia" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x97e12c63", sha1: "382970617a363f6c98ee741f26be6a75c9752bdb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0xd9d40a34", sha1: "c91dbc6f85404e9397fa79a4bac28e8c3c1a5228", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ra-bbl_rom1.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x418535e0", sha1: "7c443e651704f2cd552565c35f4a93f2dc250558", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "spu1u412.bin", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6408b5b2", sha1: "ba60aa1074df87e98fa260211e9ec99cea25023f", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "spu0u049.bin", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc9df8ed9", sha1: "00a58522189091c48d781b6703e4378e04343c33", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "ra-bbl_rom2.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcd052c02", sha1: "d955a70a89b3b1a0b505a05c0887c399fe7a2c68", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_asia", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xadb1aa3d", sha1: "118a17b8a15108666e4f9f2d1798031b3b893536", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg11", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x56d917de", sha1: "3c1cdbf552265dbff6051853d933ac34047bcdae", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + brvbladej: + archive: "brvbladej.zip" + title: "Brave Blade" + parent: "brvblade" + system: "tecmo_tps" + manufacturer: "Eighting / Raizing" + year: 2000 + region: "Japan" + hardwareProfile: "coh1002e" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", rotation: "Rotate270", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + - { type: "arcade", joystick: "eight_way", layout: "brvblade" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "cat702_1", size: 0x8, width: 8, endianness: "native" } + - { id: "upd78081", size: 0x2000, width: 8, endianness: "native" } + - { id: "bankedroms", size: 0x1800000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x100000, width: 8, endianness: "native" } + - { id: "ymf", size: 0x400000, width: 8, endianness: "native" } + - { id: "at28c16", size: 0x800, width: 8, endianness: "native" } + - { id: "cat702_2", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu:rom_001", region: "maincpu:rom", name: "m534002c-61.ic353", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x69ffbcb4", sha1: "03eb2febfab3fcde716defff291babd9392de965", groupSize: 1, skip: 0 } + - { role: "cat702_1_001", region: "cat702_1", name: "mg01.ic652", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x50dc8322", sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57", groupSize: 1, skip: 0 } + - { role: "bankedroms_001", region: "bankedroms", name: "flash0.021", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x97e12c63", sha1: "382970617a363f6c98ee741f26be6a75c9752bdb", groupSize: 1, skip: 0 } + - { role: "bankedroms_002", region: "bankedroms", name: "flash1.024", size: 0x200000, offset: 0x200000, interleave: 1, wordSwap: false, required: true, crc32: "0xd9d40a34", sha1: "c91dbc6f85404e9397fa79a4bac28e8c3c1a5228", groupSize: 1, skip: 0 } + - { role: "bankedroms_003", region: "bankedroms", name: "ra-bbl_rom1.028", size: 0x400000, offset: 0x800000, interleave: 1, wordSwap: false, required: true, crc32: "0x418535e0", sha1: "7c443e651704f2cd552565c35f4a93f2dc250558", groupSize: 1, skip: 0 } + - { role: "audiocpu_001", region: "audiocpu", name: "spu1u412.bin", size: 0x80000, offset: 0x1, interleave: 2, wordSwap: false, required: true, crc32: "0x6408b5b2", sha1: "ba60aa1074df87e98fa260211e9ec99cea25023f", groupSize: 1, skip: 1 } + - { role: "audiocpu_002", region: "audiocpu", name: "spu0u049.bin", size: 0x80000, offset: 0x0, interleave: 2, wordSwap: false, required: true, crc32: "0xc9df8ed9", sha1: "00a58522189091c48d781b6703e4378e04343c33", groupSize: 1, skip: 1 } + - { role: "ymf_001", region: "ymf", name: "ra-bbl_rom2.336", size: 0x400000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcd052c02", sha1: "d955a70a89b3b1a0b505a05c0887c399fe7a2c68", groupSize: 1, skip: 0 } + - { role: "at28c16_001", region: "at28c16", name: "at28c16_japan", size: 0x800, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x59e2d326", sha1: "53f48b6ad7243aa92b54863515f104a7a54b2810", groupSize: 1, skip: 0 } + - { role: "cat702_2_001", region: "cat702_2", name: "mg11", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x56d917de", sha1: "3c1cdbf552265dbff6051853d933ac34047bcdae", groupSize: 1, skip: 0 } + undumpedRoms: + - { role: "upd78081_001", region: "upd78081", name: "78081g503.ic655", size: 0x2000, required: true } + properties: + sourceDriver: "zn.cpp" + machineConfig: "coh1002e" + inputProfile: "znt2p" + stateClass: "raizing_zn_state" + emulationFlags: "MACHINE_SUPPORTS_SAVE" + + mrdrilr2: + archive: "mrdrilr2.zip" + title: "Mr. Driller 2" + system: "namco_system10" + manufacturer: "Namco" + year: 2000 + region: "World" + revision: "World, DR22 Ver.A" + boardCode: "DR22" + hardwareProfile: "ns10_mrdrilr2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand", size: 0x800000, width: 32, endianness: "little" } + - { id: "data", size: 0x2000000, width: 8, endianness: "native" } + roms: + - { role: "nand_001", region: "nand", name: "dr22vera.1a", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x140eafb6", sha1: "b68f901ff18d052bc21bb548159dcbc7dd731e5c" } + - { role: "data_001", region: "data", name: "dr21ma1.1d", size: 0x1000000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x26dc6f55", sha1: "a9cedf547fa7a4d5850b9b3b867d46e577a035e0" } + - { role: "data_002", region: "data", name: "dr21ma2.2d", size: 0x1000000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x702556ff", sha1: "c95defd5fd6a9b406fc8d8f28ecfab732ef1ff42" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_mrdrilr2" + inputProfile: "mrdrilr2" + stateClass: "namcos10_memm_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Mr. Driller 2 (World, DR22 Ver.A)" + + mrdrilr2j: + archive: "mrdrilr2j.zip" + title: "Mr. Driller 2" + parent: "mrdrilr2" + system: "namco_system10" + manufacturer: "Namco" + year: 2000 + region: "Japan" + revision: "Japan, DR21 Ver.A" + boardCode: "DR21" + hardwareProfile: "ns10_mrdrilr2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand", size: 0x800000, width: 32, endianness: "little" } + - { id: "data", size: 0x2000000, width: 8, endianness: "native" } + roms: + - { role: "nand_001", region: "nand", name: "dr21vera.1a", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x03e0241e", sha1: "de26054657cc129dd581e2672d5c81d26daeb5e6" } + - { role: "data_001", region: "data", name: "dr21ma1.1d", size: 0x1000000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x26dc6f55", sha1: "a9cedf547fa7a4d5850b9b3b867d46e577a035e0" } + - { role: "data_002", region: "data", name: "dr21ma2.2d", size: 0x1000000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x702556ff", sha1: "c95defd5fd6a9b406fc8d8f28ecfab732ef1ff42" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_mrdrilr2" + inputProfile: "mrdrilr2" + stateClass: "namcos10_memm_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Mr. Driller 2 (Japan, DR21 Ver.A)" + + mrdrilr2u: + archive: "mrdrilr2u.zip" + title: "Mr. Driller 2" + parent: "mrdrilr2" + system: "namco_system10" + manufacturer: "Namco" + year: 2000 + region: "USA" + revision: "US, DR23 Ver.A" + boardCode: "DR23" + hardwareProfile: "ns10_mrdrilr2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand", size: 0x800000, width: 32, endianness: "little" } + - { id: "data", size: 0x2000000, width: 8, endianness: "native" } + roms: + - { role: "nand_001", region: "nand", name: "dr23vera.1a", size: 0x800000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5f32b6fb", sha1: "ecb94d8317946f278a2cb0bc55abea2b89fa2e71" } + - { role: "data_001", region: "data", name: "dr21ma1.1d", size: 0x1000000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x26dc6f55", sha1: "a9cedf547fa7a4d5850b9b3b867d46e577a035e0" } + - { role: "data_002", region: "data", name: "dr21ma2.2d", size: 0x1000000, offset: 0x1000000, interleave: 1, wordSwap: false, required: true, crc32: "0x702556ff", sha1: "c95defd5fd6a9b406fc8d8f28ecfab732ef1ff42" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_mrdrilr2" + inputProfile: "mrdrilr2" + stateClass: "namcos10_memm_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Mr. Driller 2 (US, DR23 Ver.A)" + + gahaha: + archive: "gahaha.zip" + title: "GAHAHA Ippatsudou" + system: "namco_system10" + manufacturer: "Namco / Metro" + year: 2000 + region: "World" + revision: "World, GID2 Ver.A" + boardCode: "GID2" + hardwareProfile: "ns10_gahaha" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "gid2vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd7888ca3", sha1: "723f7d30a0d109c0e664bccfddb00fdf2e551835" } + - { role: "nand1_001", region: "nand1", name: "gid2vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x102932a7", sha1: "01133986c64d7290019706e4373006a5af04c105" } + - { role: "nand2_001", region: "nand2", name: "gid2vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdf8ec017", sha1: "59f9cdad77d452af25c35913e1daca6b561074c2" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gahaha" + inputProfile: "gahaha" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "GAHAHA Ippatsudou (World, GID2 Ver.A)" + + ptblank3: + archive: "ptblank3.zip" + title: "Point Blank 3" + system: "namco_system10" + manufacturer: "Namco" + year: 2000 + region: "World" + revision: "World, GNN2 Ver.A" + boardCode: "GNN2" + hardwareProfile: "ns10_ptblank3" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "decrypter:nonlinear_table", size: 0x2ec00, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "gnn2vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ae03e23", sha1: "2ad9e04080a99427e3c59e0b1567b8d98109938f" } + - { role: "nand1_001", region: "nand1", name: "gnn2vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x82d2cfb5", sha1: "4b5e713a55e74a7b32b1b9b5811892df2df86256" } + - { role: "decrypter_nonlinear_table_001", region: "decrypter:nonlinear_table", name: "ptblank3_nonlinear", size: 0x2ec00, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5997d7dd", sha1: "ab3f32fd92ee20ca3c7642686d9d8039d0b6cbc5" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_ptblank3" + inputProfile: "ptblank3" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Point Blank 3 (World, GNN2 Ver.A)" + + gunbalina: + archive: "gunbalina.zip" + title: "Gunbalina" + parent: "ptblank3" + system: "namco_system10" + manufacturer: "Namco" + year: 2000 + region: "Japan" + revision: "Japan, GNN1 Ver.A" + boardCode: "GNN1" + hardwareProfile: "ns10_ptblank3" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "decrypter:nonlinear_table", size: 0x2ec00, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "gnn1a.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2371aaba", sha1: "fc43a2172a6325da9c0a9f4d9cf65ab8d3883f22" } + - { role: "nand1_001", region: "nand1", name: "gnn1a.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6cd343e0", sha1: "dcec44abae1504025895f42fe574549e5010f7d5" } + - { role: "decrypter_nonlinear_table_001", region: "decrypter:nonlinear_table", name: "ptblank3_nonlinear", size: 0x2ec00, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5997d7dd", sha1: "ab3f32fd92ee20ca3c7642686d9d8039d0b6cbc5" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_ptblank3" + inputProfile: "ptblank3" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Gunbalina (Japan, GNN1 Ver.A)" + + gahaha2: + archive: "gahaha2.zip" + title: "GAHAHA Ippatsudou 2" + system: "namco_system10" + manufacturer: "Namco / Metro" + year: 2001 + region: "Japan" + revision: "Japan, GIS1 Ver.A" + boardCode: "GIS1" + hardwareProfile: "ns10_gahaha2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "gis1vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd1e4a8b8", sha1: "59ee1b98d94dcabc48ba368fd56db13a248dcf24" } + - { role: "nand1_001", region: "nand1", name: "gis1vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeeb680ac", sha1: "9737cd9db600ec10bea53a6473cfff57cb1c1aec" } + - { role: "nand2_001", region: "nand2", name: "gis1vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd22c9ee1", sha1: "e0a7da2843e0a43eacb2bd8c8f088c6b7433fc1a" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gahaha2" + inputProfile: "gahaha" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "GAHAHA Ippatsudou 2 (Japan, GIS1 Ver.A)" + + gjspace: + archive: "gjspace.zip" + title: "GekiToride-Jong Space" + system: "namco_system10" + manufacturer: "Namco / Metro" + year: 2001 + region: "Asia" + revision: "10011 Ver.A" + boardCode: "10011" + hardwareProfile: "ns10_gjspace" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "10011.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc581bca7", sha1: "3042fa8383b9f18509768feb08b400ac194831b0" } + - { role: "nand1_001", region: "nand1", name: "10011.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7fb4a3fe", sha1: "677ba88af00d448c72a89af145acc9a9d85c3d76" } + - { role: "nand2_001", region: "nand2", name: "10011.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x31bfc843", sha1: "398017d1a4e26d63feef395fdfac56d6c9f0ed99" } + - { role: "nand3_001", region: "nand3", name: "10011.7d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x15d83649", sha1: "8ecbf6e294182459fbe2cc098e2406767851c911" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gjspace" + inputProfile: "gjspace" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "GekiToride-Jong Space (10011 Ver.A)" + + kd2001: + archive: "kd2001.zip" + title: "Knock Down 2001" + system: "namco_system10" + manufacturer: "Namco" + year: 2001 + region: "Japan" + revision: "Japan, KD11 Ver. B" + boardCode: "KD11" + hardwareProfile: "ns10_kd2001" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "pdrivecpu", size: 0x20000, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x83b50470", sha1: "56aa687fb0dc360832e705d66ec67265d61fa322" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfed610a8", sha1: "8f4e238164fd80342e4fab6b40da693f241048f7" } + - { role: "pdrivecpu_001", region: "pdrivecpu", name: "kd11-dr0-ic10.bin", size: 0x20000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x59649293", sha1: "71c3a0e73d077398e7f3d95acedc47814e99fbc6" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_kd2001" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Knock Down 2001 (Japan, KD11 Ver. B)" + + knpuzzle: + archive: "knpuzzle.zip" + title: "Kotoba no Puzzle Mojipittan" + system: "namco_system10" + manufacturer: "Namco" + year: 2001 + region: "Japan" + revision: "Japan, KPM1 Ver.A" + boardCode: "KPM1" + hardwareProfile: "ns10_knpuzzle" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "kpm1vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4b4255da", sha1: "c8ec575e53596a167a07db97076fd69e6646d0f5" } + - { role: "nand1_001", region: "nand1", name: "kpm1vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x644595a6", sha1: "4b60008ca5cac894a815fe6aaa980296a83f673f" } + - { role: "nand2_001", region: "nand2", name: "kpm1vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6bf164e5", sha1: "b4a2e6eb18c09220b0c8ec80159d13d0e439a559" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_knpuzzle" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Kotoba no Puzzle Mojipittan (Japan, KPM1 Ver.A)" + + mrdrilrg: + archive: "mrdrilrg.zip" + title: "Mr. Driller G" + system: "namco_system10" + manufacturer: "Namco" + year: 2001 + region: "Japan" + revision: "Japan, DRG1 Ver.A" + boardCode: "DRG1" + hardwareProfile: "ns10_mrdrilrg" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4b61ac62", sha1: "b91076ce3d99fbe1f9247c66a577af3c3d468b20" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc87b5e86", sha1: "b034210da30e1f2f7d04f77e00bf7724437e2024" } + - { role: "nand2_001", region: "nand2", name: "2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0a9339f", sha1: "4284e7233876cfaf8021440d78ccc8c70d00cc00" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_mrdrilrg" + inputProfile: "mrdrilr2" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Mr. Driller G (Japan, DRG1 Ver.A)" + + chocovdr: + archive: "chocovdr.zip" + title: "Uchuu Daisakusen: Chocovader Contactee" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, CVC1 Ver.A" + boardCode: "CVC1" + hardwareProfile: "ns10_chocovdr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x330d86d3", sha1: "0d7ea7593510531ef7350dd7ee957208681708da" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4aecd6fc", sha1: "31fe8f36e38020a92f15c44fd1a4b486636b40ce" } + - { role: "nand2_001", region: "nand2", name: "2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac212e5a", sha1: "f2d2e65a3249992730b8b90561b9bcf5eaaafb88" } + - { role: "nand3_001", region: "nand3", name: "3.7d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x907d3d15", sha1: "20519d1f8bd9c6bc45b65e2d7444d588e922611d" } + - { role: "nand4_001", region: "nand4", name: "4.6e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1ed957dd", sha1: "bc8ce9f249fe496c130c6fe67b2260c4d0734ab9" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_chocovdr" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Uchuu Daisakusen: Chocovader Contactee (Japan, CVC1 Ver.A)" + + gamshara: + archive: "gamshara.zip" + title: "Gamshara" + system: "namco_system10" + manufacturer: "Mitchell" + year: 2002 + region: "Asia" + revision: "20020912A / 10021 Ver.A" + boardCode: "10021" + hardwareProfile: "ns10_gamshara" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "10021a_e.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1413b7d2", sha1: "595c77dfcba8074fff84b859870818aace530ed8" } + - { role: "nand1_001", region: "nand1", name: "10021a.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x73669ff7", sha1: "eb8bbf931f1f8a049208d081d040512a3ffa9c00" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gamshara" + inputProfile: "gamshara" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Gamshara (20020912A / 10021 Ver.A)" + + gamsharao: + archive: "gamsharao.zip" + title: "Gamshara" + parent: "gamshara" + system: "namco_system10" + manufacturer: "Mitchell" + year: 2002 + region: "Asia" + revision: "20020716A / 10021 Ver.A" + boardCode: "10021" + hardwareProfile: "ns10_gamshara" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "10021a.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6c0361fc", sha1: "7debf1f2e6bed31d59fb224a78a17a94fc573785" } + - { role: "nand1_001", region: "nand1", name: "10021a.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x73669ff7", sha1: "eb8bbf931f1f8a049208d081d040512a3ffa9c00" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gamshara" + inputProfile: "gamshara" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Gamshara (20020716A / 10021 Ver.A)" + + panikuru: + archive: "panikuru.zip" + title: "Panikuru Panekuru" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, PPA1 Ver.A" + boardCode: "PPA1" + hardwareProfile: "ns10_panikuru" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa68b0965", sha1: "037e41e80a62675ffe1c820060c8bb414fb84c30" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x18e5135d", sha1: "a7b1533a1df71be5498718e301d1c9c548551fb4" } + - { role: "nand2_001", region: "nand2", name: "2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcd3b25e0", sha1: "39dfebc59e71b8f1c28e718ee71032620f11440c" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_panikuru" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Panikuru Panekuru (Japan, PPA1 Ver.A)" + + puzzball: + archive: "puzzball.zip" + title: "Puzz Ball" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, PZB1 Ver.C" + boardCode: "PZB1" + hardwareProfile: "ns10_puzzball" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb136ad99", sha1: "033fb9d0369dc07d0747091f7721f14f8d0a3e1f" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdc9dd8fe", sha1: "de25ef1e0a5b60a80e28bfc84f64aabe3301bbe7" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_puzzball" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Puzz Ball (Japan, PZB1 Ver.C)" + + puzzballa: + archive: "puzzballa.zip" + title: "Puzz Ball" + parent: "puzzball" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, PZB1 Ver.A" + boardCode: "PZB1" + hardwareProfile: "ns10_puzzball" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0d9bac12", sha1: "f386fca5e5dd65995bb0bb04688222e0962fffd0" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0002794e", sha1: "44b6bcea835d3dbb6b2e85ba3ea4404e1400c4f5" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_puzzball" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Puzz Ball (Japan, PZB1 Ver.A)" + + startrgn: + archive: "startrgn.zip" + title: "Star Trigon" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, STT1 Ver.A" + boardCode: "STT1" + hardwareProfile: "ns10_startrgn" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "stt1a_0.bin", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1e090644", sha1: "a7a293e2bd9eea2eb64a492a47272d9d9ee2c724" } + - { role: "nand1_001", region: "nand1", name: "stt1a_1.bin", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaa527694", sha1: "a25dcbeca58a1443070848b3487a24d51d41a34b" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_startrgn" + inputProfile: "startrgn" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Star Trigon (Japan, STT1 Ver.A)" + + sugorotc: + archive: "sugorotc.zip" + title: "Sugorotic JAPAN" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Rental" + revision: "STJ1 Ver.C" + boardCode: "STJ1" + hardwareProfile: "ns10_sugorotic" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "stj1verc_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa994fc8f", sha1: "58ea3f7576e07ade0be71058705baf7ec348e55b" } + - { role: "nand1_001", region: "nand1", name: "stj1verc_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa7a20960", sha1: "72bc89637f966fe23a84c34346be3cdc20d712e5" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_sugorotic" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Sugorotic JAPAN (STJ1 Ver.C)" + + sugorotcb: + archive: "sugorotcb.zip" + title: "Sugorotic JAPAN" + parent: "sugorotc" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Rental" + revision: "STJ1 Ver.B" + boardCode: "STJ1" + hardwareProfile: "ns10_sugorotic" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0b.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4f2a62c2", sha1: "db38a2976e464c5499791150ad31d281071b7337" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0b.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x796fb7c9", sha1: "3cd8fbe115bcb3a304b49e26c0e8155391c26a98" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_sugorotic" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Sugorotic JAPAN (STJ1 Ver.B)" + + sugorotca: + archive: "sugorotca.zip" + title: "Sugorotic JAPAN" + parent: "sugorotc" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Asia" + revision: "STJ1 Ver.A" + boardCode: "STJ1" + hardwareProfile: "ns10_sugorotic" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0b.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7171f8b9", sha1: "e6cb0641b71a6a6a0ab72f7260d7b5a63c7c4805" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0b.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x072bd579", sha1: "cd763bc553da6ce30f5207b1895eb5403f085406" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_sugorotic" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Sugorotic JAPAN (STJ1 Ver.A)" + + konotako: + archive: "konotako.zip" + title: "Kono e Tako" + system: "namco_system10" + manufacturer: "Mitchell" + year: 2003 + region: "Asia" + revision: "10021 Ver.A" + boardCode: "10021" + hardwareProfile: "ns10_konotako" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 16, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 16, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x63d23a0c", sha1: "31b54119f20827ff13ecf0cd87803a5e27eaafe7" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbdbed53c", sha1: "5773069c43642e6f334cee185a6fb6908eedcf4a" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_konotako" + inputProfile: "konotako" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Kono e Tako (10021 Ver.A)" + + nflclsfb: + archive: "nflclsfb.zip" + title: "NFL Classic Football" + system: "namco_system10" + manufacturer: "Namco / Metro" + year: 2003 + region: "USA" + revision: "US, NCF3 Ver.A." + boardCode: "NCF3" + hardwareProfile: "ns10_nflclsfb" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x97ac7216", sha1: "0f3383e5df534daf899fd6d40d1932d7ace78217" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd3f519d8", sha1: "60d5f2fafd700e39245bed17e3cc6d608cc2c088" } + - { role: "nand2_001", region: "nand2", name: "2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0c65fdc2", sha1: "fa5d41a7b10ae8f8d312b61cc6d34408123bda97" } + - { role: "nand3_001", region: "nand3", name: "3.7d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0a4e601d", sha1: "9c302a0b5aaf7046390982e62092b867c3a534a5" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_nflclsfb" + inputProfile: "nflclsfb" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND" + mameDescription: "NFL Classic Football (US, NCF3 Ver.A.)" + + pacmball: + archive: "pacmball.zip" + title: "Pacman BALL" + system: "namco_system10" + manufacturer: "Namco" + year: 2003 + region: "Asia" + revision: "PMB2 Ver.A." + boardCode: "PMB2" + hardwareProfile: "ns10_pacmball" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7b6f814d", sha1: "728167866d9350150b5fd9ebcf8fe7280efedb91" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf79d7199", sha1: "4ef9b758ee778e12f7fef717e063597299fb8219" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_pacmball" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Pacman BALL (PMB2 Ver.A.)" + + slotouji: + archive: "slotouji.zip" + title: "Slot no Oujisama / Slot Prince" + system: "namco_system10" + manufacturer: "Namco" + year: 2003 + region: "Japan" + revision: "Japan, SLO1 Ver. B" + boardCode: "SLO1" + hardwareProfile: "ns10_slotouji" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0b.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x26bbbd8c", sha1: "3976e6fe98d6f6e7b5af99825db7c3c46233ce2c" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0b.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7f3744fe", sha1: "5ad4d700a274a4d5b87dff3706a9b958c1aa4763" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_slotouji" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Slot no Oujisama / Slot Prince (Japan, SLO1 Ver. B)" + + slotoujia: + archive: "slotoujia.zip" + title: "Slot no Oujisama / Slot Prince" + parent: "slotouji" + system: "namco_system10" + manufacturer: "Namco" + year: 2003 + region: "Japan" + revision: "Japan, SLO1 Ver. A" + boardCode: "SLO1" + hardwareProfile: "ns10_slotouji" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0b.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9c64859f", sha1: "b0609744f37ca16e4a5c5f2c5e6e1fb16357f634" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0b.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x70ba4025", sha1: "8957dc0c56a385534d65b793592d40fdeebb1230" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_slotouji" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Slot no Oujisama / Slot Prince (Japan, SLO1 Ver. A)" + + sekaikh: + archive: "sekaikh.zip" + title: "Sekai Kaseki Hakken" + system: "namco_system10" + manufacturer: "Namco" + year: 2004 + region: "Japan" + revision: "Japan, SKH1 Ver.B" + boardCode: "SKH1" + hardwareProfile: "ns10_sekaikh" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "exio:nvram", size: 0x8000, width: 16, endianness: "big" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb0cc4a4f", sha1: "41974931901090811e07f18c04e2af853c308f88" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x65c4a8b4", sha1: "c7fefc32604bb47519a05cdb6c8b0f50034e0efd" } + - { role: "exio_nvram_001", region: "exio:nvram", name: "m48z35y.ic11", size: 0x8000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0e52ffc", sha1: "557490e2f286773a945851f44ed0214de731cd75" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_sekaikh" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND" + mameDescription: "Sekai Kaseki Hakken (Japan, SKH1 Ver.B)" + + sekaikha: + archive: "sekaikha.zip" + title: "Sekai Kaseki Hakken" + parent: "sekaikh" + system: "namco_system10" + manufacturer: "Namco" + year: 2004 + region: "Japan" + revision: "Japan, SKH1 Ver.A" + boardCode: "SKH1" + hardwareProfile: "ns10_sekaikh" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "exio:nvram", size: 0x8000, width: 16, endianness: "big" } + roms: + - { role: "nand0_001", region: "nand0", name: "0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe32c36ac", sha1: "d762723b6ecf65c8cb7c85c25d9a1fbbcdcfd27a" } + - { role: "nand1_001", region: "nand1", name: "1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7cb38ece", sha1: "e21fbc9ff09ca51e1857e32318b95107ae4b3f0b" } + - { role: "exio_nvram_001", region: "exio:nvram", name: "m48z35y.ic11", size: 0x8000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe0e52ffc", sha1: "557490e2f286773a945851f44ed0214de731cd75" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_sekaikh" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND" + mameDescription: "Sekai Kaseki Hakken (Japan, SKH1 Ver.A)" + + ballpom: + archive: "ballpom.zip" + title: "Ball Pom Line" + system: "namco_system10" + manufacturer: "Namco" + year: 2005 + hardwareProfile: "ns10_ballpom" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf31cec39", sha1: "509209f7bec6384fa1e7f2d32110d1ceaed83826" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66041249", sha1: "16e21f5874aa53306921664073e79b814c954cd8" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_ballpom" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_CONTROLS | MACHINE_IMPERFECT_SOUND" + mameDescription: "Ball Pom Line" + + medalnt: + archive: "medalnt.zip" + title: "Medal no Tatsujin Doki! Ooatari-Darake no Sugoroku Matsuri" + system: "namco_system10" + manufacturer: "Namco" + year: 2005 + revision: "MTL1 SPR0B" + boardCode: "MTL1" + hardwareProfile: "ns10_medalnt" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb8ce45c6", sha1: "cfc85e796e32f5f3cc16e12ce902f0ae088eea31" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49a2a732", sha1: "1a473177827a6d0e58c289d9af064665b941519b" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_medalnt" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Medal no Tatsujin Doki! Ooatari-Darake no Sugoroku Matsuri (MTL1 SPR0B)" + + medalnta: + archive: "medalnta.zip" + title: "Medal no Tatsujin Doki! Ooatari-Darake no Sugoroku Matsuri" + parent: "medalnt" + system: "namco_system10" + manufacturer: "Namco" + year: 2005 + region: "Asia" + revision: "MTL1 SPR0A" + boardCode: "MTL1" + hardwareProfile: "ns10_medalnt" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0c.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe3f2ee5c", sha1: "3857077bfb211df72e44d5f7c92476b6c82ba98c" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0c.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe857c20f", sha1: "e72842446073d79c013e88f78eee918d6377801a" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_medalnt" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Medal no Tatsujin Doki! Ooatari-Darake no Sugoroku Matsuri (MTL1 SPR0A)" + + keroro: + archive: "keroro.zip" + title: "Keroro Gunsou: Pekopon Shinryaku Shirei...De Arimasu!" + system: "namco_system10" + manufacturer: "Namco / Banpresto" + year: 2006 + region: "Asia" + revision: "KRG1 Ver.A" + boardCode: "KRG1" + hardwareProfile: "ns10_keroro" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x2100000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "krg1.8e", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x12e78c66", sha1: "83573f68f27ace345a3be16f29f874f14e593233" } + - { role: "nand1_001", region: "nand1", name: "krg1.8d", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x879a87b7", sha1: "fcef8eb9423b4825bf27fbfe8cae6d4018cb534f" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_keroro" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Keroro Gunsou: Pekopon Shinryaku Shirei...De Arimasu! (KRG1 Ver.A)" + + gegemdb: + archive: "gegemdb.zip" + title: "Gegege no Kitaro Yokai Yokocho Matsuri de Battle Ja" + system: "namco_system10" + manufacturer: "Namco" + year: 2007 + region: "Asia" + revision: "GYM1 Ver.A" + boardCode: "GYM1" + hardwareProfile: "ns10_gegemdb" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nvram", size: 0x8000, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "gym1.8e", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf1d77330", sha1: "143e14fbfe525ac675eacf2de12758b0d20d81d5" } + - { role: "nand1_001", region: "nand1", name: "gym1.8d", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf74a5dbf", sha1: "80ce701abd5ee02a3b8759eae6b50da4338809f5" } + - { role: "nvram_001", region: "nvram", name: "nvram.bin", size: 0x8000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc0c87c71", sha1: "263f7f3df772644bcf973413d3fac9ae305fda6c" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_gegemdb" + inputProfile: "mgexio_medal" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND | MACHINE_UNEMULATED_PROTECTION" + mameDescription: "Gegege no Kitaro Yokai Yokocho Matsuri de Battle Ja (GYM1 Ver.A)" + + medalnt2: + archive: "medalnt2.zip" + title: "Medal no Tatsujin 2 Atsumare! Go! Go! Sugoroku Sentai Don Ranger Five" + system: "namco_system10" + manufacturer: "Namco" + year: 2007 + region: "Asia" + revision: "MTA1 STMPR0A" + boardCode: "MTA1" + hardwareProfile: "ns10_medalnt2" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x2100000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "mta1001_stmpr0a_0.8e", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x074b305a", sha1: "772799ebba96104a191db236dd45257cdef6c5f2" } + - { role: "nand1_001", region: "nand1", name: "mta1001_stmpr0a_1.8d", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7ca5fdc0", sha1: "5920fa753b190dc87f775567fa9fb9bccb6f7a95" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_medalnt2" + inputProfile: "namcos10" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Medal no Tatsujin 2 Atsumare! Go! Go! Sugoroku Sentai Don Ranger Five (MTA1 STMPR0A)" + + taiko2: + archive: "taiko2.zip" + title: "Taiko no Tatsujin 2" + system: "namco_system10" + manufacturer: "Namco" + year: 2001 + region: "Japan" + revision: "Japan, TK21 Ver.C" + boardCode: "TK21" + hardwareProfile: "ns10_taiko2" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tk21verc_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf3842791", sha1: "3108e23cb98455e5016e7fa845ab686e89ed61e8" } + - { role: "nand1_001", region: "nand1", name: "tk21verc_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe294f460", sha1: "a22d553215d7e109c03af8bd0edb962fdcede5dc" } + - { role: "nand2_001", region: "nand2", name: "tk21verc_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf1dbe387", sha1: "8ae5f3b659acec150d89af2a14fc2dec8c3b1643" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "nm-002", sha1: "cede127f3d87f894ccaa1d77c8b279f209f6a8e4", required: true, readOnly: true, companion: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taiko2" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin 2 (Japan, TK21 Ver.C)" + + taiko3: + archive: "taiko3.zip" + title: "Taiko no Tatsujin 3" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, TK31 Ver.A" + boardCode: "TK31" + hardwareProfile: "ns10_taiko3" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tk31vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x54add039", sha1: "7697455936b93da02c742be4afc2f67901facade" } + - { role: "nand1_001", region: "nand1", name: "tk31vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x384c9692", sha1: "f40602522de18b8b2dd14254221279905df6b38a" } + - { role: "nand2_001", region: "nand2", name: "tk31vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x904c09ee", sha1: "a81b70661e3f07a4e8f7cb5c2be6c2c526ce27c3" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "nm-003", sha1: "9af3491c7fae51a311ff37657410145e67a3046a", required: true, readOnly: true, companion: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taiko3" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin 3 (Japan, TK31 Ver.A)" + + taiko4: + archive: "taiko4.zip" + title: "Taiko no Tatsujin 4" + system: "namco_system10" + manufacturer: "Namco" + year: 2002 + region: "Japan" + revision: "Japan, TK41 Ver.A" + boardCode: "TK41" + hardwareProfile: "ns10_taiko4" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tk41vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6dc209b1", sha1: "406a4c9e4bee9d4353d8847d7916ad459da9e089" } + - { role: "nand1_001", region: "nand1", name: "tk41vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0d1731d8", sha1: "b1e30fd2a4f1034325b9745f8c371d918413d03c" } + - { role: "nand2_001", region: "nand2", name: "tk41vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6fc63af0", sha1: "78bac0a11497d5cdfba17fb0ff4d6916349df527" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "tk-41", sha1: "6a5b960e792e4b291cdcc9e5ac4bcf84967e30e7", required: true, readOnly: true, companion: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taiko4" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin 4 (Japan, TK41 Ver.A)" + + taiko5: + archive: "taiko5.zip" + title: "Taiko no Tatsujin 5" + system: "namco_system10" + manufacturer: "Namco" + year: 2003 + region: "Japan" + revision: "Japan, TK51 Ver.A" + boardCode: "TK51" + hardwareProfile: "ns10_taiko5" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tk51vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe2c9e74a", sha1: "0eb27c0ddd7f389711fece1bb705a03171ba2e87" } + - { role: "nand1_001", region: "nand1", name: "tk51vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x63ffbcaa", sha1: "8cdef91605d76e1f9b8a72e0bce793f3e7da31e7" } + - { role: "nand2_001", region: "nand2", name: "tk51vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1f419247", sha1: "93e624107b614bd30b18f6bac0422e64ad467742" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "tk-5", sha1: "7e1b66d3f5d51faecdcd0f70cf3969ef6e6dca0d", required: true, readOnly: true, companion: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taiko5" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin 5 (Japan, TK51 Ver.A)" + + taiko6: + archive: "taiko6.zip" + title: "Taiko no Tatsujin 6" + system: "namco_system10" + manufacturer: "Namco" + year: 2004 + region: "Japan" + revision: "Japan, TK61 Ver.A" + boardCode: "TK61" + hardwareProfile: "ns10_taiko6" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tk61vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa07936c6", sha1: "a9e02f4f3d901def294a7b4758f2e7d2397aaf68" } + - { role: "nand1_001", region: "nand1", name: "tk61vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x288fb1aa", sha1: "0ff6b608f2540cd993a443b0d2c74567e9af5b10" } + - { role: "nand2_001", region: "nand2", name: "tk61vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x550bb6a1", sha1: "466ff7d5a8a06cdddbb1976ca05ccfd34c0851fd" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "tk-6", sha1: "ca8b8dfccc2022094c428b5e0b6391a77ec351f4", required: true, readOnly: true, companion: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taiko6" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin 6 (Japan, TK61 Ver.A)" + + taikort: + archive: "taikort.zip" + title: "Taiko no Tatsujin RT: Nippon no Kokoro" + system: "namco_system10" + manufacturer: "Namco" + year: 2004 + region: "Japan" + revision: "Japan, TKN1 Ver.A" + boardCode: "TKN1" + hardwareProfile: "ns10_taikort" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "tkn1vera_0.8e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8d4a0234", sha1: "25128ba304a4f89e83720912b756854d370e8af3" } + - { role: "nand1_001", region: "nand1", name: "tkn1vera_1.8d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x66ac3551", sha1: "91b5af4c9ce0e1e9da0435d31d055eea41cde04d" } + - { role: "nand2_001", region: "nand2", name: "tkn1vera_2.7e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xac0b5f03", sha1: "f617a5bf4589edef8e1cef527dd0308be1ca9a46" } + media: + - { role: "ata_0_cdrom", type: "chd_cdrom", name: "tk-n", sha1: "3987d163a47dd8616b7c15dbbbaea75f0762cce3", required: true, readOnly: true, companion: true, badDump: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_taikort" + inputProfile: "taiko" + stateClass: "namcos10_memn_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Taiko no Tatsujin RT: Nippon no Kokoro (Japan, TKN1 Ver.A)" + + g13jnr: + archive: "g13jnr.zip" + title: "Golgo 13: Juusei no Requiem" + system: "namco_system10" + manufacturer: "Eighting / Raizing / Namco" + year: 2001 + region: "Japan" + revision: "Japan, GLT1 VER.A" + boardCode: "GLT1" + hardwareProfile: "ns10_g13jnr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand5", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "glt1vera_0.2j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x24f5bb06", sha1: "cb61b754e7c1afaeb3cff5c588d28f68a1eca092" } + - { role: "nand1_001", region: "nand1", name: "glt1vera_1.1j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5ec552da", sha1: "d23f73ae4694c581d3827afac7f62bc6ce83eb30" } + - { role: "nand2_001", region: "nand2", name: "glt1vera_2.2h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0835d6ed", sha1: "5dc4e734aad91e9ab722d11c57eff11e0a100657" } + - { role: "nand3_001", region: "nand3", name: "glt1vera_3.1h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf7486979", sha1: "a44c33ae7004e79fe66c6d2cba3d11671ce2582c" } + - { role: "nand4_001", region: "nand4", name: "glt1vera_4.2f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe60b526a", sha1: "3599af2ebb894833d1233cd76d35644fc95a647b" } + - { role: "nand5_001", region: "nand5", name: "glt1vera_5.1f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0cb2df20", sha1: "b0e10b6d00f3cc20103177faca0c14d98b10994d" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_g13jnr" + inputProfile: "g13jnr" + stateClass: "namcos10_memp3_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Golgo 13: Juusei no Requiem (Japan, GLT1 VER.A)" + + nicetsuk: + archive: "nicetsuk.zip" + title: "Tsukkomi Yousei Gips Nice Tsukkomi" + system: "namco_system10" + manufacturer: "Namco / Metro" + year: 2002 + region: "Asia" + revision: "NTK1 Ver.A" + boardCode: "NTK1" + hardwareProfile: "ns10_nicetsuk" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand5", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand6", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand7", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "ntk1vera_0.2j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x92b60f09", sha1: "2219c306e3241736d7141d59987becf2aa2a2baa" } + - { role: "nand1_001", region: "nand1", name: "ntk1vera_1.1j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5d5a4ca2", sha1: "b14ab6ca26236f819bd7d8bd5bbd828e36a528da" } + - { role: "nand2_001", region: "nand2", name: "ntk1vera_2.2h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdf2ba95f", sha1: "8c98812bbaf4246055bdc5a171fc9f5f5c47a38b" } + - { role: "nand3_001", region: "nand3", name: "ntk1vera_3.1h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xee0c6a94", sha1: "7ee3f5e96635885a7f6abbd8e869205aa16f5f94" } + - { role: "nand4_001", region: "nand4", name: "ntk1vera_4.2f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcf9ad49e", sha1: "4aa5593bc8154bb31c5e8113e97e6384b37eec7b" } + - { role: "nand5_001", region: "nand5", name: "ntk1vera_5.1f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xcf73d26b", sha1: "fe760793f21d2f9a833371dc9e76e4841d52a22f" } + - { role: "nand6_001", region: "nand6", name: "ntk1vera_6.2e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xee63d5ee", sha1: "e76d00891bb868c34a2327ccb5f968586c467b04" } + - { role: "nand7_001", region: "nand7", name: "ntk1vera_7.1e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5c8981e4", sha1: "5315b8a5426199c3bb08d427491d644b435bddc1" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_nicetsuk" + inputProfile: "nicetsuk" + stateClass: "namcos10_memp3_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Tsukkomi Yousei Gips Nice Tsukkomi (NTK1 Ver.A)" + + squizchs: + archive: "squizchs.zip" + title: "Seishun-Quiz Colorful High School" + system: "namco_system10" + manufacturer: "Namco" + year: 2003 + region: "Asia" + revision: "CHS1 Ver.A" + boardCode: "CHS1" + hardwareProfile: "ns10_squizchs" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand5", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand6", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand7", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand8", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand9", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand10", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand11", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand12", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand13", size: 0x1080000, width: 32, endianness: "little" } + roms: + - { role: "nand0_001", region: "nand0", name: "chs1vera_0.2j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2e92071c", sha1: "51e0bf8989b8a8fdf0d915df2d2227f3e425684a" } + - { role: "nand1_001", region: "nand1", name: "chs1vera_1.1j", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x85212a85", sha1: "3c8c1d1671d65d594d30da546e8f4c2dcdfca840" } + - { role: "nand2_001", region: "nand2", name: "chs1vera_2.2h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6a6a1ee7", sha1: "6f42afbc58d9b40b152bb004fa06b096b1f9c29a" } + - { role: "nand3_001", region: "nand3", name: "chs1vera_3.1h", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb7ccfaf6", sha1: "3b5ab8fc0ccd59b4566c3d26e347f550030d0a2c" } + - { role: "nand4_001", region: "nand4", name: "chs1vera_4.2f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6623029d", sha1: "b84e2291cd15271ce8417be71a9e2e238a7d6820" } + - { role: "nand5_001", region: "nand5", name: "chs1vera_5.1f", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5f771c16", sha1: "7d48476283f6fd4c8fc754d7a312eea542d4b4ca" } + - { role: "nand6_001", region: "nand6", name: "chs1vera_6.2e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x840514fd", sha1: "5afe352c4b871b71f16c8df3f53e73985df1a270" } + - { role: "nand7_001", region: "nand7", name: "chs1vera_7.1e", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x24c38637", sha1: "8b3682683fcb63c55835793e1fbfb62c8e12b61c" } + - { role: "nand8_001", region: "nand8", name: "chs1vera_8.2d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd59d87ec", sha1: "d08b6073481248555c03d32d9353c5fef972cc7b" } + - { role: "nand9_001", region: "nand9", name: "chs1vera_9.1d", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x822532d8", sha1: "0cb30628761ea575ac7dfc6e68b9e6745a910146" } + - { role: "nand10_001", region: "nand10", name: "chs1vera_10.2c", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x46752e59", sha1: "60b5f4a1dd83011aeed097ba8dcb05b67d55407e" } + - { role: "nand11_001", region: "nand11", name: "chs1vera_11.1c", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc9ed471", sha1: "7e2827e5babdbcbd5cc6f3bd4165d68f3e62bc86" } + - { role: "nand12_001", region: "nand12", name: "chs1vera_12.2b", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xab786753", sha1: "99348e0a7d389e2e177f8907683a1bb12635e855" } + - { role: "nand13_001", region: "nand13", name: "chs1vera_13.1b", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x739e3b1e", sha1: "d7a25984d939d69de11b0fea000e51fdb4759163" } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_squizchs" + inputProfile: "squizchs" + stateClass: "namcos10_memp3_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Seishun-Quiz Colorful High School (CHS1 Ver.A)" + + ippo: + archive: "ippo.zip" + title: "Hard Puncher Hajime no Ippo - The Fighting!" + system: "namco_system10" + manufacturer: "Taito" + year: 2001 + region: "Japan" + revision: "VER.2.02J" + boardCode: "VER.2.02J" + hardwareProfile: "ns10_ippo" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x1080000, width: 32, endianness: "little" } + - { id: "nand5", size: 0x1080000, width: 32, endianness: "little" } + - { id: "plds", size: 0x157, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "k9f2808u0a.ic4", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf93878db", sha1: "921d316b74368d5ebeddb3c40fec7911f2ad33eb" } + - { role: "nand1_001", region: "nand1", name: "k9f2808u0a.ic8", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x142744bc", sha1: "fadc3265f87cd9fc3774e4c32a8e46167b397acf" } + - { role: "nand2_001", region: "nand2", name: "k9f2808u0a.ic5", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3880d85b", sha1: "b7459b2e7bac02383ac67229927b38f8b796e2b0" } + - { role: "nand3_001", region: "nand3", name: "k9f2808u0a.ic9", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xda2fcdbb", sha1: "7f509c0c21442dc17beda6cfd086aebfc33a658c" } + - { role: "nand4_001", region: "nand4", name: "k9f2808u0a.ic6", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd791a383", sha1: "90917d818c4697ed7977901bbbd54b6bcc74b718" } + - { role: "nand5_001", region: "nand5", name: "k9f2808u0a.ic10", size: 0x1080000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf997c4d1", sha1: "88e79dd9985b5f6199ab608c8923299a6fdf7ced" } + undumpedRoms: + - { role: "plds_001", region: "plds", name: "f06-02.ic15", size: 0x157, required: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_ippo" + inputProfile: "ippo2" + stateClass: "namcos10_memio_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Hard Puncher Hajime no Ippo - The Fighting! (VER.2.02J)" + + ippo2: + archive: "ippo2.zip" + title: "Hard Puncher Hajime no Ippo 2 - The Fighting! - Ouja e no chousen" + system: "namco_system10" + manufacturer: "Taito" + year: 2002 + region: "Japan" + revision: "VER.2.00J" + boardCode: "VER.2.00J" + hardwareProfile: "ns10_ippo2" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x400000, width: 32, endianness: "little" } + - { id: "nand0", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand1", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand2", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand3", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand4", size: 0x2100000, width: 32, endianness: "little" } + - { id: "nand5", size: 0x2100000, width: 32, endianness: "little" } + - { id: "plds", size: 0x157, width: 8, endianness: "native" } + roms: + - { role: "nand0_001", region: "nand0", name: "tc58256aft.ic4", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1fdb4a2d", sha1: "0712f8256330098a6ad0b5c3d5d99f771c19669c" } + - { role: "nand1_001", region: "nand1", name: "tc58256aft.ic8", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6d97189", sha1: "9cb145ea35ea7e5d36e124f3d5ed6dfea4ecc252" } + - { role: "nand2_001", region: "nand2", name: "tc58256aft.ic5", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x47e970cc", sha1: "e884d259448ad258a19fad466bf664c4052555e7" } + - { role: "nand3_001", region: "nand3", name: "tc58256aft.ic9", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8158e228", sha1: "ea82f4ee6aa98c734c035465a5543ecb34fd5d38" } + - { role: "nand4_001", region: "nand4", name: "tc58256aft.ic6", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xab84f5fd", sha1: "b5f41b4cff7741d6af4490b1ce32b2d9eeb09625" } + - { role: "nand5_001", region: "nand5", name: "tc58256aft.ic10", size: 0x2100000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2a084db7", sha1: "67b0922aa92255b8ce60feda87f2937d94336c09" } + undumpedRoms: + - { role: "plds_001", region: "plds", name: "f06-02.ic15", size: 0x157, required: true } + regionOperations: + - { operation: "fill", region: "maincpu:rom", offset: 0x0, length: 0x400000, value: 0x55 } + properties: + sourceDriver: "namcos10_master_20260803.cpp" + machineConfig: "ns10_ippo2" + inputProfile: "ippo2" + stateClass: "namcos10_memio_state" + emulationFlags: "MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND" + mameDescription: "Hard Puncher Hajime no Ippo 2 - The Fighting! - Ouja e no chousen (VER.2.00J)" + + strgchmp: + archive: "strgchmp.zip" + title: "Steering Champ" + system: "konami_system573" + manufacturer: "Konami" + year: 1997 + region: "USA" + revision: "GQ710 97/12/18 VER. UAA" + boardCode: "GQ710" + hardwareProfile: "konami573n" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "hndlchmp" } + - { type: "driving", joystick: "none", layout: "hndlchmp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "710uaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x389f8acb", sha1: "db80af29d53f737a6affd1afd18cce050c294fa6" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "710uaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5b5c6e4d", sha1: "a5ad9a459504dfb7ada0148f590f777a604549e9" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "710uaa.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfd9fd9b1", sha1: "f1536f62f68d80cabd5d58e8dfa14a8b3e9a6ae3" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "710uaa.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa0e9b72b", sha1: "7272c54c5dc1d1df2427e301e5a10083c9db1967" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "710uaa.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbf6ebc47", sha1: "59a4812e79c9695a0d161fd62534bbb4ae84a4bc" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "710uaa.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x79669ebd", sha1: "45828fd6c0b63666963c8f3b7cc5d508bc06b845" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "710uaa.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2a41c844", sha1: "ffa36fef3abc90f2e25e79ccbda199d614edf034" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "710uaa.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb30556bb", sha1: "b771114c6520fe17e4256b9217c72243ac97f4b5" } + - { role: "m48t58_001", region: "m48t58", name: "710uaa.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa3e93d49", sha1: "630daa1a02320433a068eb5214f6b30acc06df76" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573n" + inputProfile: "hndlchmp" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Steering Champ (GQ710 97/12/18 VER. UAA)" + + hndlchmp: + archive: "hndlchmp.zip" + title: "Handle Champ" + parent: "strgchmp" + system: "konami_system573" + manufacturer: "Konami" + year: 1997 + region: "Asia" + revision: "GQ710 97/12/18 VER. SAA" + boardCode: "GQ710" + hardwareProfile: "konami573n" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "hndlchmp" } + - { type: "driving", joystick: "none", layout: "hndlchmp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "710saa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0eec3edf", sha1: "9624bbf207e81cdbc2754cce81aeb57d4042ddce" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "710saa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7571daa8", sha1: "5f07b894a954d1eb13c4da1533a634d8185f4e54" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "710saa.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1dc20303", sha1: "46cc531977865e718ed2049651baef2eccbc233e" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "710saa.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5109ca33", sha1: "11c0ec8773240a002083205dceff21dac2fb7a1a" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "710saa.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbdc05d16", sha1: "ee397950f7e7e910fdc05737f99604e43d288719" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "710saa.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xad925ed3", sha1: "e3222308961851cccee2de9da804f74854907451" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "710saa.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdfcef2cd", sha1: "5b5025ae5d64767a17523d7e1559cf03c0609b85" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "710saa.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xeda05636", sha1: "d63ccb52946b1f70874d81ba53e09ca08b0d7f71" } + - { role: "m48t58_001", region: "m48t58", name: "710saa.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6a8b13b6", sha1: "10218242ea14cd355c139d47598a195d71db6352" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573n" + inputProfile: "hndlchmp" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Handle Champ (GQ710 97/12/18 VER. SAA)" + + hndlchmpj: + archive: "hndlchmpj.zip" + title: "Handle Champ" + parent: "strgchmp" + system: "konami_system573" + manufacturer: "Konami" + year: 1997 + region: "Japan" + revision: "GQ710 1997/12/08 VER. JAB" + boardCode: "GQ710" + hardwareProfile: "konami573n" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "driving", joystick: "none", layout: "hndlchmp" } + - { type: "driving", joystick: "none", layout: "hndlchmp" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "710jab.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf5f71b1d", sha1: "7d518e5333f44e6ec921a1e882df970953814b6e" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "710jab.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb3d8c037", sha1: "678b88c37111d1fde8996c7d71b66ec1c4f161fe" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "710jab.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78e8556c", sha1: "9f6bb651ddeb042ebf1ba057d4932494149f47d6" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "710jab.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6a87155", sha1: "269bfdf05ee4ab2e4b87b6e92045e56d0557a576" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "710jab.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbdc05d16", sha1: "ee397950f7e7e910fdc05737f99604e43d288719" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "710jab.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xad925ed3", sha1: "e3222308961851cccee2de9da804f74854907451" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "710jab.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa0293108", sha1: "2e5651a4c1b8e021cc3060db138c9fe7c28caa3b" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "710jab.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaed26efe", sha1: "20b6fccd0bc5495d8258b976f72d330d6315c6f6" } + - { role: "m48t58_001", region: "m48t58", name: "710jab.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb784de91", sha1: "048157e9ad6df46656dbac6349b0c821254e1c37" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573n" + inputProfile: "hndlchmp" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Handle Champ (GQ710 1997/12/08 VER. JAB)" + + darkhleg: + archive: "darkhleg.zip" + title: "Dark Horse Legend" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GX706 VER. JAA" + boardCode: "GX706" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "darkhleg" } + - { type: "arcade", joystick: "eight_way", layout: "darkhleg" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx706ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x04bb0b14", sha1: "6cdedee6b1e169e0be6e065f93263abd3285a21a" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "706jaa02", sha1: "10101952fad80b7a10b1299158081bf86ce8cbe6", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dark Horse Legend (GX706 VER. JAA)" + + fbaitbc: + archive: "fbaitbc.zip" + title: "Fisherman's Bait - A Bass Challenge" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "USA" + revision: "GE765 VER. UAB" + boardCode: "GE765" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge765ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5bfe59b0", sha1: "a15ae8e95a4fe6a3fa212297af8324b075b315c9" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "765uab02", sha1: "07b09e763e4b90108aa924b518221b16667a7133", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait - A Bass Challenge (GE765 VER. UAB)" + + bassangl: + archive: "bassangl.zip" + title: "Bass Angler" + parent: "fbaitbc" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GE765 VER. JAA" + boardCode: "GE765" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge765ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x98141cc7", sha1: "79ed944c556671a00af995e054b9aeafee245015" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "765jaa02", sha1: "dfcf62581e0d0e994945cc2c37ef86827d511628", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Bass Angler (GE765 VER. JAA)" + + powyakex: + archive: "powyakex.zip" + title: "Jikkyou Pawafuru Puro Yakyu EX" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GX802 VER. JAB" + boardCode: "GX802" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "powyakex" } + - { type: "arcade", joystick: "eight_way", layout: "powyakex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx802ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x82743f7b", sha1: "9019de5f38e79477327e4dde23e1e572e8450d67" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "802jab02", sha1: "460cc9f0b2514ec1da06b0a1d7b52fe43220d181", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Jikkyou Pawafuru Puro Yakyu EX (GX802 VER. JAB)" + + jppyex98: + archive: "jppyex98.zip" + title: "Jikkyou Pawafuru Puro Yakyu EX '98" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GC811 VER. JAA" + boardCode: "GC811" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "powyakex" } + - { type: "arcade", joystick: "eight_way", layout: "powyakex" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc811ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xfd70efbe", sha1: "206fd4a6424723f082856c19617461897d127638" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "811jaa02", sha1: "e9580172d58b38841f643651ae0bcaf24fd5f118", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Jikkyou Pawafuru Puro Yakyu EX '98 (GC811 VER. JAA)" + + konam80s: + archive: "konam80s.zip" + title: "Konami 80's AC Special" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Europe" + revision: "GC826 VER. EAA" + boardCode: "GC826" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc826ea.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7c12ec3f", sha1: "7989ed47fe551116a821c7d4bc4de6bbb22eff29" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "826eaa01", sha1: "be5f8b31fd18ba631fe98c2132c56abf20193419", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Konami 80's AC Special (GC826 VER. EAA)" + + konam80u: + archive: "konam80u.zip" + title: "Konami 80's AC Special" + parent: "konam80s" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "USA" + revision: "GC826 VER. UAA" + boardCode: "GC826" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc826ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x077fefab", sha1: "2b3db957b6b767854ffeb99edd767040cb981489" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "826uaa01", sha1: "be5f8b31fd18ba631fe98c2132c56abf20193419", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Konami 80's AC Special (GC826 VER. UAA)" + + konam80j: + archive: "konam80j.zip" + title: "Konami 80's Gallery" + parent: "konam80s" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GC826 VER. JAA" + boardCode: "GC826" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc826ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0479ef71", sha1: "043c01f115dd1434273729d06be3ba9c2d7b7a86" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "826jaa01", sha1: "be5f8b31fd18ba631fe98c2132c56abf20193419", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Konami 80's Gallery (GC826 VER. JAA)" + + konam80a: + archive: "konam80a.zip" + title: "Konami 80's AC Special" + parent: "konam80s" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Asia" + revision: "GC826 VER. AAA" + boardCode: "GC826" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc826aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xda4cff17", sha1: "9a7b074d15b7d861132d9588c753cd18a469590f" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "826aaa01", sha1: "be5f8b31fd18ba631fe98c2132c56abf20193419", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Konami 80's AC Special (GC826 VER. AAA)" + + konam80k: + archive: "konam80k.zip" + title: "Konami 80's AC Special" + parent: "konam80s" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Korea" + revision: "GC826 VER. KAA" + boardCode: "GC826" + hardwareProfile: "konami573x" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "vertical", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + - { type: "arcade", joystick: "eight_way", layout: "konam80" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc826ka.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb4d57749", sha1: "8edbc08bc160350aa45dc4eb75dff29bcfd3d8f0" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "826kaa01", sha1: "be5f8b31fd18ba631fe98c2132c56abf20193419", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573x" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Konami 80's AC Special (GC826 VER. KAA)" + + dstage: + archive: "dstage.zip" + title: "Dancing Stage - Internet Ranking Ver" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GC845 VER. EBA" + boardCode: "GC845" + hardwareProfile: "dsftkd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn845eb.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x35a88d75", sha1: "122317074a96f36cdfc33cd26851bab3d514da3c" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn884eb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "gc845eba", sha1: "0b7b100ceb37ac30cc1d309e5fe11fde5e1192d0", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsftkd" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dancing Stage - Internet Ranking Ver (GC845 VER. EBA)" + + dstagea: + archive: "dstagea.zip" + title: "Dancing Stage" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GN845 VER. EAA" + boardCode: "GN845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn845ea.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb0cb136c", sha1: "ff9471517d94caaf6f8e07c0aa4f70762cbcd6ee" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845uaa02", sha1: "d3f9290d4dadb5e9b82ebe77abf7b99d1a89f716", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dancing Stage (GN845 VER. EAA)" + + ddru: + archive: "ddru.zip" + title: "Dance Dance Revolution" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GN845 VER. UAA" + boardCode: "GN845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn845ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa248d576", sha1: "081bcc86c72314159c6560681b4d03cef9e231a7" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845uaa02", sha1: "d3f9290d4dadb5e9b82ebe77abf7b99d1a89f716", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution (GN845 VER. UAA)" + + ddrj: + archive: "ddrj.zip" + title: "Dance Dance Revolution - Internet Ranking Ver" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GC845 VER. JBA" + boardCode: "GC845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc845jb.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xcac06b23", sha1: "6df13364d07308c19d4d4c3c92730637989619f1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845jba02", sha1: "e4be989f6a655857af8e7336c9a7acf82e51f123", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution - Internet Ranking Ver (GC845 VER. JBA)" + + ddrja: + archive: "ddrja.zip" + title: "Dance Dance Revolution" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GC845 VER. JAA" + boardCode: "GC845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc845ja.u1", size: 0x224, required: true } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gc845jaa.31m", size: 0x200000, required: true } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gc845jaa.27m", size: 0x200000, required: true } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "gc845jaa.31l", size: 0x200000, required: true } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "gc845jaa.27l", size: 0x200000, required: true } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "gc845jaa.31j", size: 0x200000, required: true } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "gc845jaa.27j", size: 0x200000, required: true } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gc845jaa.31h", size: 0x200000, required: true } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gc845jaa.27h", size: 0x200000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845jaa02", sha1: "37ca16be25bee39a5692dee2fa5f0fa0addfaaca", required: true, readOnly: true, companion: true, badDump: true } + undumpedMedia: + - { role: "install", type: "chd_cdrom", name: "845jaa01", required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution (GC845 VER. JAA)" + + ddrjb: + archive: "ddrjb.zip" + title: "Dance Dance Revolution" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GC845 VER. JAB" + boardCode: "GC845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gc845jab.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7acbc2ef", sha1: "64cd25ee3060399bf072346e4e6383f77755188b" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gc845jab.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x67608bb7", sha1: "42f0203342b913b6ff433bcaf6cf44a471294032" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "gc845jab.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc15ad83c", sha1: "79b401ff58ed84a60647531f94852b70cd86aea0" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "gc845jab.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4a712a01", sha1: "e9716c6750adff78bd6c85f406fa61ae2981a1c0" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "gc845jab.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4fb5437e", sha1: "21a892d0c63fa146a89bcc0e83244549f55fe4fb" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "gc845jab.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3b281fa3", sha1: "05cfa8d09d6da56e4438b6d19f9bbdb5c17b651b" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gc845jab.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x724b373b", sha1: "157f879fc4f4d3f4021d40aa8e2fdd464fc2b0e3" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gc845jab.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x43294c4b", sha1: "ebaa32495a50c78560eb4988587220ed535d0dc2" } + - { role: "m48t58_001", region: "m48t58", name: "gc845jab.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb20d341e", sha1: "ed423e2ec66924ac4fada83d70dda6be75e5e85c" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc845ja.u1", size: 0x224, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845jab02", sha1: "bfaeff41ec0dac281fd40567309e0bb1c22354fa", required: true, readOnly: true, companion: true } + undumpedMedia: + - { role: "install", type: "chd_cdrom", name: "845jab01", required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution (GC845 VER. JAB)" + + ddra: + archive: "ddra.zip" + title: "Dance Dance Revolution" + parent: "dstage" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GN845 VER. AAA" + boardCode: "GN845" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn845aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x59d361ca", sha1: "7014768c660e591f63622442c842f442c0d8e0ea" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "845aaa02", sha1: "9b786de9b1085009c088de0d40425976c1f8df7b", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution (GN845 VER. AAA)" + + ddrkara: + archive: "ddrkara.zip" + title: "Dance Dance Revolution Karaoke Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ921 VER. JBB" + boardCode: "GQ921" + hardwareProfile: "ddrk" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq921jbb.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x56fe552c", sha1: "51ccf6a64b478fd44a8e2d64c7a0f34138b680d2" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq921jbb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "921jbb02", sha1: "32849007fe5527245a6cc2de38e73d60ae74eff0", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrk" + inputProfile: "ddrkara" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Karaoke Mix (GQ921 VER. JBB)" + + fbait2bc: + archive: "fbait2bc.zip" + title: "Fisherman's Bait 2 - A Bass Challenge" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "USA" + revision: "GE865 VER. UAB" + boardCode: "GE865" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc865ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe9f61a3d", sha1: "367914f142811ca592700c43570b4498a32434cd" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "865uab02", sha1: "d14dc066d4c16fba1e9b31d5f042ad249c4b5137", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait 2 - A Bass Challenge (GE865 VER. UAB)" + + bassang2: + archive: "bassang2.zip" + title: "Bass Angler 2" + parent: "fbait2bc" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Japan" + revision: "GE865 VER. JAA" + boardCode: "GE865" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc865ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0a25aec3", sha1: "7b3c4da67f862d8d17e84cf5b9fbb3f7554cc409" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "865jaa02", sha1: "b98d9aa54f13aa73bea580d6494cb6a7f3217be3", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Bass Angler 2 (GE865 VER. JAA)" + + hyperbbc: + archive: "hyperbbc.zip" + title: "Hyper Bishi Bashi Champ" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Europe" + revision: "GQ876 VER. EAA" + boardCode: "GQ876" + hardwareProfile: "hyperbbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "876ea.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa76043cb", sha1: "1c37034298abf3219d0bba29f4fcea8d83782926" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "876ea.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x689ddd94", sha1: "512ca1529695f4f79ca8c1b8f64bb0067137e430" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "876ea.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd011c7a5", sha1: "8861b62c8b654b8e719600a37337ae44e6438899" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "876ea.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x950a5267", sha1: "373a7305a090d1e347bfeb62cc2db55cde2a106e" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "876ea.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xae497ebc", sha1: "ef131e60726db94f0d9ceab70bce02c0de080ede" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "876ea.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9c156b1b", sha1: "bf07d71cc1f7e9e14beb9f9dfb71667ef2b54f8d" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "876ea.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x368372fb", sha1: "5cc4cb72e182c9e4d0737352e029fd703ba2f516" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "876ea.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49175f99", sha1: "0154f6332ed210b6f0af20ba622133cde0994b7f" } + - { role: "m48t58_001", region: "m48t58", name: "876ea.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8e11d196", sha1: "e7442fdd611f4290d531b1ebdc9f487e323fd531" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "hyperbbc" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Hyper Bishi Bashi Champ (GQ876 VER. EAA)" + + hyperbbca: + archive: "hyperbbca.zip" + title: "Hyper Bishi Bashi Champ" + parent: "hyperbbc" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Asia" + revision: "GQ876 VER. AAA" + boardCode: "GQ876" + hardwareProfile: "hyperbbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "876aa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x677f8b0a", sha1: "a4c1029a70f5733f64a4f4dde4a568d2cb4dd11d" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "876aa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x0af35a7d", sha1: "086ad70c8bf4bbe5d9748e4d47c639b4250270fc" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "876ea.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd011c7a5", sha1: "8861b62c8b654b8e719600a37337ae44e6438899" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "876ea.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x950a5267", sha1: "373a7305a090d1e347bfeb62cc2db55cde2a106e" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "876ea.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xae497ebc", sha1: "ef131e60726db94f0d9ceab70bce02c0de080ede" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "876ea.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9c156b1b", sha1: "bf07d71cc1f7e9e14beb9f9dfb71667ef2b54f8d" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "876ea.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x368372fb", sha1: "5cc4cb72e182c9e4d0737352e029fd703ba2f516" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "876ea.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49175f99", sha1: "0154f6332ed210b6f0af20ba622133cde0994b7f" } + - { role: "m48t58_001", region: "m48t58", name: "876aa.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3c17f026", sha1: "8ed33aca99f5d09d5792e136e700e3ac628018e8" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "hyperbbc" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Hyper Bishi Bashi Champ (GQ876 VER. AAA)" + + hyperbbck: + archive: "hyperbbck.zip" + title: "Hyper Bishi Bashi Champ" + parent: "hyperbbc" + system: "konami_system573" + manufacturer: "Konami" + year: 1998 + region: "Korea" + revision: "GE876 VER. KAA" + boardCode: "GE876" + hardwareProfile: "hyperbbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "876ka.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb2f5ea67", sha1: "205416c2954cfc303f164bb74f66356c393db294" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "876ka.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xd5f32438", sha1: "3bc8598af2e8817bbcb381f90a9b12d5736abed7" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "876ka.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x628cd211", sha1: "5c2d5f95bf3e7995ad32dc432c81e69e42ba9b88" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "876ka.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4a860adf", sha1: "02aea8c205ea5b094d1a52dadc751c11d6b8aab7" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "876ka.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4d572e90", sha1: "ac06a4f4efcee2729b131da8634eced85338196a" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "876ka.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf80953f7", sha1: "c82bea38a8dc19ed99e5fd5c97cbffd7669581a7" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "876ka.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4f99ef5b", sha1: "df02cdc61455a470cadada16c43e7f153d9d48c7" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "876ka.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x21586113", sha1: "a563e383961b8e2421869070fe384ed910ed2fe4" } + - { role: "m48t58_001", region: "m48t58", name: "876ka.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb4705bde", sha1: "3005982b3c237181c6a03b42bf37ffe79f68dc79" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "hyperbbc" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Hyper Bishi Bashi Champ (GE876 VER. KAA)" + + gchgchmp: + archive: "gchgchmp.zip" + title: "Gacha Gachamp" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE877 VER. JAB" + boardCode: "GE877" + hardwareProfile: "gchgchmp" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:1l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:1u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:2l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:2u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:3l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:3u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:4l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:16mb:4u", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "710ja.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf5f71b1d", sha1: "7d518e5333f44e6ec921a1e882df970953814b6e" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "710ja.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb3d8c037", sha1: "678b88c37111d1fde8996c7d71b66ec1c4f161fe" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "710ja.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x78e8556c", sha1: "9f6bb651ddeb042ebf1ba057d4932494149f47d6" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "710ja.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf6a87155", sha1: "269bfdf05ee4ab2e4b87b6e92045e56d0557a576" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "710ja.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbdc05d16", sha1: "ee397950f7e7e910fdc05737f99604e43d288719" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "710ja.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xad925ed3", sha1: "e3222308961851cccee2de9da804f74854907451" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "710ja.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa0293108", sha1: "2e5651a4c1b8e021cc3060db138c9fe7c28caa3b" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "710ja.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaed26efe", sha1: "20b6fccd0bc5495d8258b976f72d330d6315c6f6" } + - role: "pccard1_16mb_1l_001" + region: "pccard1:16mb:1l" + name: "ge877ja.1l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x06b95144" + sha1: "870fc99ba6c6b0c314ddc270b8ba0f44412978bd" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_1u_001" + region: "pccard1:16mb:1u" + name: "ge877ja.1u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x2a3b639f" + sha1: "c810a16a36c5e3f5a67a760d488d22108b8a35f7" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_2l_001" + region: "pccard1:16mb:2l" + name: "ge877ja.2l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0xe2b273ac" + sha1: "73eda00d9a32e252e66ad166d35c5bc8a1a1bf97" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_2u_001" + region: "pccard1:16mb:2u" + name: "ge877ja.2u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x247a6c18" + sha1: "145a8bbf35f71ebf5c9232ad1a860ee4c10083c1" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_3l_001" + region: "pccard1:16mb:3l" + name: "ge877ja.3l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x174a4551" + sha1: "32c24c99824719cd3057281ac1114e624c16df81" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_3u_001" + region: "pccard1:16mb:3u" + name: "ge877ja.3u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x45398c5f" + sha1: "ec5f7e83dbd86807fb78e852e31c6f5db187204a" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_4l_001" + region: "pccard1:16mb:4l" + name: "ge877ja.4l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x351cbbd6" + sha1: "eccb5dc03dc668b0690a6209d57b37fb5cdc200a" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_16mb_4u_001" + region: "pccard1:16mb:4u" + name: "ge877ja.4u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + crc32: "0x7b28d962" + sha1: "27a46e41dc53cb85f83ec4558bc1f88504d725eb" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge877jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6e2f06ff", sha1: "79901dfcc5b1bd89cf464246c27fc9657aff3f05" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gchgchmp" + inputProfile: "gchgchmp" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Gacha Gachamp (GE877 VER. JAB)" + + gtrfrks: + archive: "gtrfrks.zip" + title: "Guitar Freaks Ver 1.01" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GQ886 VER. EAD" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886eac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b38dccf", sha1: "c313d025b4faed73ab021b76dbf0c51c9d701eb3" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__d02", sha1: "8d6681d6cacd054a047ad984184fa0dfa383ecb9", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks Ver 1.01 (GQ886 VER. EAD)" + + gtrfrksu: + archive: "gtrfrksu.zip" + title: "Guitar Freaks Ver 1.01" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GQ886 VER. UAD" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886uac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x29bb1ad5", sha1: "797ba61b6407fc0d0531e58129a9230e1484dc11" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__d02", sha1: "8d6681d6cacd054a047ad984184fa0dfa383ecb9", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks Ver 1.01 (GQ886 VER. UAD)" + + gtrfrksj: + archive: "gtrfrksj.zip" + title: "Guitar Freaks Ver 1.01" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ886 VER. JAD" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886jac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x2c7a64bd", sha1: "01bd46989a897dbd023603e5cabbd7deb85825ff" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__d02", sha1: "8d6681d6cacd054a047ad984184fa0dfa383ecb9", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks Ver 1.01 (GQ886 VER. JAD)" + + gtrfrksa: + archive: "gtrfrksa.zip" + title: "Guitar Freaks Ver 1.01" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GQ886 VER. AAD" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886aac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd220ae69", sha1: "dfdd29197222cb621b05f9b9091cff9a20cd846e" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__d02", sha1: "8d6681d6cacd054a047ad984184fa0dfa383ecb9", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks Ver 1.01 (GQ886 VER. AAD)" + + gtrfrksc: + archive: "gtrfrksc.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GQ886 VER. EAC" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886eac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b38dccf", sha1: "c313d025b4faed73ab021b76dbf0c51c9d701eb3" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__c02", sha1: "80293512c4b914ef98acb1bbc7e3a2ed944a0dad", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. EAC)" + + gtrfrksuc: + archive: "gtrfrksuc.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GQ886 VER. UAC" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886uac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x29bb1ad5", sha1: "797ba61b6407fc0d0531e58129a9230e1484dc11" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__c02", sha1: "80293512c4b914ef98acb1bbc7e3a2ed944a0dad", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. UAC)" + + gtrfrksjc: + archive: "gtrfrksjc.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ886 VER. JAC" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886jac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x2c7a64bd", sha1: "01bd46989a897dbd023603e5cabbd7deb85825ff" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__c02", sha1: "80293512c4b914ef98acb1bbc7e3a2ed944a0dad", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. JAC)" + + gtrfrksac: + archive: "gtrfrksac.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GQ886 VER. AAC" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886aac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd220ae69", sha1: "dfdd29197222cb621b05f9b9091cff9a20cd846e" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__c02", sha1: "80293512c4b914ef98acb1bbc7e3a2ed944a0dad", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. AAC)" + + gtrfrksea: + archive: "gtrfrksea.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GQ886 VER. EAA" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886eac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b38dccf", sha1: "c313d025b4faed73ab021b76dbf0c51c9d701eb3" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__a02", sha1: "f34f5678cfc0292e65e114480f167866664f4173", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. EAA)" + + gtrfrksua: + archive: "gtrfrksua.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GQ886 VER. UAA" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886uac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x29bb1ad5", sha1: "797ba61b6407fc0d0531e58129a9230e1484dc11" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__a02", sha1: "f34f5678cfc0292e65e114480f167866664f4173", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. UAA)" + + gtrfrksja: + archive: "gtrfrksja.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ886 VER. JAA" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886jac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x2c7a64bd", sha1: "01bd46989a897dbd023603e5cabbd7deb85825ff" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__a02", sha1: "f34f5678cfc0292e65e114480f167866664f4173", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. JAA)" + + gtrfrksaa: + archive: "gtrfrksaa.zip" + title: "Guitar Freaks" + parent: "gtrfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GQ886 VER. AAA" + boardCode: "GQ886" + hardwareProfile: "gtrfrks" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq886aac.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd220ae69", sha1: "dfdd29197222cb621b05f9b9091cff9a20cd846e" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "886__a02", sha1: "f34f5678cfc0292e65e114480f167866664f4173", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrks" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks (GQ886 VER. AAA)" + + fbaitmc: + archive: "fbaitmc.zip" + title: "Fisherman's Bait - Marlin Challenge" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GX889 VER. EA" + boardCode: "GX889" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx889ea.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xceadb821", sha1: "12da44b0c4f4d4af133d1e8e0089602c0a3d8411" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "889ea", sha1: "0b567bf2f03ee8089e0b021ea502a53b3f6fe7ac", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitmc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait - Marlin Challenge (GX889 VER. EA)" + + fbaitmcu: + archive: "fbaitmcu.zip" + title: "Fisherman's Bait - Marlin Challenge" + parent: "fbaitmc" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GX889 VER. UA" + boardCode: "GX889" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx889ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xdc2e7e3b", sha1: "461910918392037f9e33eb7ed2ac8e494c141fe1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "889ua", sha1: "0b567bf2f03ee8089e0b021ea502a53b3f6fe7ac", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitmc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait - Marlin Challenge (GX889 VER. UA)" + + fbaitmcj: + archive: "fbaitmcj.zip" + title: "Fisherman's Bait - Marlin Challenge" + parent: "fbaitmc" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GX889 VER. JA" + boardCode: "GX889" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx889ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd9ef0053", sha1: "56503e668693af092e680fada47314ca4dcfea5f" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "889ja", sha1: "0b567bf2f03ee8089e0b021ea502a53b3f6fe7ac", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitmc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait - Marlin Challenge (GX889 VER. JA)" + + fbaitmca: + archive: "fbaitmca.zip" + title: "Fisherman's Bait - Marlin Challenge" + parent: "fbaitmc" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GX889 VER. AA" + boardCode: "GX889" + hardwareProfile: "fbaitbc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx889aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x27b5ca87", sha1: "5c3c822b1bd8c03aabdebcd927cf4479fdfc3bff" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "889aa", sha1: "0b567bf2f03ee8089e0b021ea502a53b3f6fe7ac", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "fbaitbc" + inputProfile: "fbaitmc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Fisherman's Bait - Marlin Challenge (GX889 VER. AA)" + + ddr2m: + archive: "ddr2m.zip" + title: "Dance Dance Revolution 2nd Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GN895 VER. JAA" + boardCode: "GN895" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn895jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5d906be5", sha1: "4ea9c5506aaaf1726f2a39d0a37a8df35a6aad47" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "895jaa02", sha1: "cfe3a6f3ed62ba388b07045e29e22472d17dcfe4", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix (GN895 VER. JAA)" + + ddr2ml: + archive: "ddr2ml.zip" + title: "Dance Dance Revolution 2nd Mix - Link Ver" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE885 VER. JAC" + boardCode: "GE885" + hardwareProfile: "ddr2ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge885jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa066ad5e", sha1: "1783c62d7396e4e7f8d723b7bc07e45285dc122d" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "885jac01", sha1: "ed864096ee99aa813f40642b9467fe2cbb07d669", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr2ml" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix - Link Ver (GE885 VER. JAC)" + + ddr2mla: + archive: "ddr2mla.zip" + title: "Dance Dance Revolution 2nd Mix - Link Ver" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE885 VER. JAB" + boardCode: "GE885" + hardwareProfile: "ddr2ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge885jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa066ad5e", sha1: "1783c62d7396e4e7f8d723b7bc07e45285dc122d" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "885jab01", sha1: "c2bbb9e2e6f34e07f57e7076726af81df39f55c9", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "885jaa02", sha1: "f02bb09f41533c6ec496a662d815e85b304fcc72", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr2ml" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix - Link Ver (GE885 VER. JAB)" + + ddr2mlb: + archive: "ddr2mlb.zip" + title: "Dance Dance Revolution 2nd Mix - Link Ver" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE885 VER. JAA" + boardCode: "GE885" + hardwareProfile: "ddr2ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge885jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa066ad5e", sha1: "1783c62d7396e4e7f8d723b7bc07e45285dc122d" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "885jaa02", sha1: "f02bb09f41533c6ec496a662d815e85b304fcc72", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr2ml" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix - Link Ver (GE885 VER. JAA)" + + ddrbocd: + archive: "ddrbocd.zip" + title: "Dance Dance Revolution Best of Cool Dancers" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE892 VER. JAA" + boardCode: "GE892" + hardwareProfile: "ddrbocd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn895jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5d906be5", sha1: "4ea9c5506aaaf1726f2a39d0a37a8df35a6aad47" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "892jaa01", sha1: "46ace0feef48a2a6643c3cb4ac9164ba0beeea94", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "895jaa02", sha1: "cfe3a6f3ed62ba388b07045e29e22472d17dcfe4", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrbocd" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution Best of Cool Dancers (GE892 VER. JAA)" + + ddr2mc: + archive: "ddr2mc.zip" + title: "Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE896 VER. JAA" + boardCode: "GE896" + hardwareProfile: "ddr" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge984ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa066ad5e", sha1: "1783c62d7396e4e7f8d723b7bc07e45285dc122d" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "896jaa01", sha1: "f802a0e2ba0147eb71c54d92af409c3010a5715f", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "895jaa02", sha1: "cfe3a6f3ed62ba388b07045e29e22472d17dcfe4", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (GE896 VER. JAA)" + + ddr2mc2: + archive: "ddr2mc2.zip" + title: "Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2" + parent: "ddr2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE984 VER. JAA" + boardCode: "GE984" + hardwareProfile: "ddr2mc2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge984ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa066ad5e", sha1: "1783c62d7396e4e7f8d723b7bc07e45285dc122d" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "ge984a01,ddr", sha1: "badd15656f2316f81b0a45026b5ef10287d1480b", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "885jaa02", sha1: "f02bb09f41533c6ec496a662d815e85b304fcc72", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr2mc2" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (GE984 VER. JAA)" + + pcnfrk: + archive: "pcnfrk.zip" + title: "Percussion Freaks" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GQ881 VER. EAB" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881ea.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe878901a", sha1: "5c58c6b580b6d864d42e1fc0dd4852cfe4bbe02b" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881ea.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881ea.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881ea.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "881xxb02", sha1: "9252ff1841584c06506f58c9a9cefbc82b32187d", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks (GQ881 VER. EAB)" + + pcnfrka: + archive: "pcnfrka.zip" + title: "Percussion Freaks" + parent: "pcnfrk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GQ881 VER. AAB" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0160e2bc", sha1: "d18cb24c1ebf4ab4492ab2a2d863e522a7b47692" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881aa.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881aa.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881aa.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "881xxb02", sha1: "9252ff1841584c06506f58c9a9cefbc82b32187d", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks (GQ881 VER. AAB)" + + pcnfrkk: + archive: "pcnfrkk.zip" + title: "Percussion Freaks" + parent: "pcnfrk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Korea" + revision: "GQ881 VER. KAB" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881ka.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd47e26e4", sha1: "c74209be867eeb4196e2c3a6cf2ef6c89ba9faf4" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881ka.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881ka.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881ka.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "881xxb02", sha1: "9252ff1841584c06506f58c9a9cefbc82b32187d", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks (GQ881 VER. KAB)" + + drmnu: + archive: "drmnu.zip" + title: "DrumMania" + parent: "pcnfrk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GQ881 VER. UAB" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881ua.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xfafb5600", sha1: "b18c0ca09e563be710f3c3fcfc408a62131c6d18" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881ua.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881ua.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881ua.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "881xxb02", sha1: "9252ff1841584c06506f58c9a9cefbc82b32187d", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania (GQ881 VER. UAB)" + + drmn: + archive: "drmn.zip" + title: "DrumMania" + parent: "pcnfrk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ881 VER. JAD" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xff3a2868", sha1: "3949fe928cc435ceca8bb2fe8b5a558d91542dfd" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881ja.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881ja.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881ja.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "881xxb02", sha1: "9252ff1841584c06506f58c9a9cefbc82b32187d", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania (GQ881 VER. JAD)" + + drmna: + archive: "drmna.zip" + title: "DrumMania" + parent: "pcnfrk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ881 VER. JAD ALT CD" + boardCode: "GQ881" + hardwareProfile: "drmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq881ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xff3a2868", sha1: "3949fe928cc435ceca8bb2fe8b5a558d91542dfd" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq881ja.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa5b86ece", sha1: "9696f0c512501574bae6e436306675894bb2352e" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq881ja.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfc0b94c1", sha1: "967d374288db757d161d0e9e8e396a1176071c5f" } + - { role: "m48t58_001", region: "m48t58", name: "gq881ja.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe834d5ec", sha1: "1c845811e43d7dfec657da288b5a38b8bc9c8366" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "881jad01", sha1: "7d9d47bef636dbaa8d578f34ea9489e349d3d6df", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "881jaa02", sha1: "dad3eab14bb4535dd52885fef022720caf280e2b", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania (GQ881 VER. JAD ALT CD)" + + gtrfrk2m: + archive: "gtrfrk2m.zip" + title: "Guitar Freaks 2nd Mix Ver 1.01" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ883 VER. JAD" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883jad.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b4f65b0", sha1: "ddec1da89feb848ba412b70064bf45ca4ba50426" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "929jbb02", sha1: "4f6bb0150ad6ed574dd7583ccd60604028663b2a", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix Ver 1.01 (GQ883 VER. JAD)" + + gtrfrk2ma: + archive: "gtrfrk2ma.zip" + title: "Guitar Freaks 2nd Mix" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Europe" + revision: "GQ883 VER. EAA" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883eaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x1777a6eb", sha1: "6d5fd8fd63bf96de31a1b2d6e372aa728b5deaab" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "883__a01", sha1: "913c55a41d313e6197e0a176a2fba1461cda17f2", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix (GQ883 VER. EAA)" + + gtrfrk2mua: + archive: "gtrfrk2mua.zip" + title: "Guitar Freaks 2nd Mix" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "USA" + revision: "GQ883 VER. UAA" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883uaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x6ca19ad2", sha1: "5ef4a1c65966b646a8808ec1d97893d3df40819f" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "883__a01", sha1: "913c55a41d313e6197e0a176a2fba1461cda17f2", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix (GQ883 VER. UAA)" + + gtrfrk2mja: + archive: "gtrfrk2mja.zip" + title: "Guitar Freaks 2nd Mix" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ883 VER. JAA" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883jaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b4f65b0", sha1: "ddec1da89feb848ba412b70064bf45ca4ba50426" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "883__a01", sha1: "913c55a41d313e6197e0a176a2fba1461cda17f2", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix (GQ883 VER. JAA)" + + gtrfrk2mka: + archive: "gtrfrk2mka.zip" + title: "Guitar Freaks 2nd Mix" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Korea" + revision: "GQ883 VER. KAA" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883kaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x34d01c64", sha1: "98fa0ff0d1f7f179648d4c37dd89d0cf5a322e64" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "883__a01", sha1: "913c55a41d313e6197e0a176a2fba1461cda17f2", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix (GQ883 VER. KAA)" + + gtrfrk2maa: + archive: "gtrfrk2maa.zip" + title: "Guitar Freaks 2nd Mix" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GQ883 VER. AAA" + boardCode: "GQ883" + hardwareProfile: "gtrfrk2m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883aaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7f5e6875", sha1: "44a217e674c82443a7876dab46dc56af75010ccf" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "883__a01", sha1: "913c55a41d313e6197e0a176a2fba1461cda17f2", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix (GQ883 VER. AAA)" + + gtrfrk2ml1: + archive: "gtrfrk2ml1.zip" + title: "Guitar Freaks 2nd Mix Link Kit 1" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE929 VER. JAA" + boardCode: "GE929" + hardwareProfile: "gtrfrk2ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883jad.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b4f65b0", sha1: "ddec1da89feb848ba412b70064bf45ca4ba50426" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "929jaa02", sha1: "7667f6d8eee055a12ed032ab2087db10f1d21bd4", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2ml" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix Link Kit 1 (GE929 VER. JAA)" + + gtrfrk2ml2: + archive: "gtrfrk2ml2.zip" + title: "Guitar Freaks 2nd Mix Link Kit 2" + parent: "gtrfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GC929 VER. JBB" + boardCode: "GC929" + hardwareProfile: "gtrfrk2ml" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq883jad.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3b4f65b0", sha1: "ddec1da89feb848ba412b70064bf45ca4ba50426" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq883jad.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "929jbb02", sha1: "4f6bb0150ad6ed574dd7583ccd60604028663b2a", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk2ml" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Guitar Freaks 2nd Mix Link Kit 2 (GC929 VER. JBB)" + + dsftkd: + archive: "dsftkd.zip" + title: "Dancing Stage featuring TRUE KiSS DESTiNATiON" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "G*884 VER. JAA" + boardCode: "G*884" + hardwareProfile: "dsftkd" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn884ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x12e9807b", sha1: "4bbd4696b9345030daf8922775463cea3ee792c5" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn884ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "884jaa02", sha1: "80f02fcb7ea5b6394a2a58f12b73d87a1826d7f4", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsftkd" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dancing Stage featuring TRUE KiSS DESTiNATiON (G*884 VER. JAA)" + + cr589fw: + archive: "cr589fw.zip" + title: "CD-ROM Drive Updater 2.0" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + revision: "700B04" + boardCode: "700B04" + hardwareProfile: "konami573" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "700b04", sha1: "2f65f62eb7ae202153a8544989675989ed33316f", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "CD-ROM Drive Updater 2.0 (700B04)" + + cr589fwa: + archive: "cr589fwa.zip" + title: "CD-ROM Drive Updater" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + revision: "700A04" + boardCode: "700A04" + hardwareProfile: "konami573" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "700a04", sha1: "554481f48eeb5daf8b4e7be2d66840d6c8454a52", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "konami573" + inputProfile: "konami573" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "CD-ROM Drive Updater (700A04)" + + ddr3mk: + archive: "ddr3mk.zip" + title: "Dance Dance Revolution 3rd Mix - Ver.Korea2" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "GN887 VER. KBA" + boardCode: "GN887" + hardwareProfile: "ddr3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge887kb.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x68e01a7b", sha1: "a0094ae0f78ef4246957f998b1493973b3bb67ec" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn887kb.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0c095e3d", sha1: "0a5b3d4ba917f55b29ad80d989c20675c14b3cad" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge887kb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn887kb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "887kba02", sha1: "9f2c6a4e7ad0de44295dc09b9b054afb044238a9", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 3rd Mix - Ver.Korea2 (GN887 VER. KBA)" + + ddr3mka: + archive: "ddr3mka.zip" + title: "Dance Dance Revolution 3rd Mix - Ver.Korea" + parent: "ddr3mk" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "GN887 VER. KAA" + boardCode: "GN887" + hardwareProfile: "ddr3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge887ka.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x68e01a7b", sha1: "a0094ae0f78ef4246957f998b1493973b3bb67ec" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn887ka.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0c095e3d", sha1: "0a5b3d4ba917f55b29ad80d989c20675c14b3cad" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge887ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn887ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "887kaa02", sha1: "d002f2c98c012d67ad0587553e1d0f45c0ae470e", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 3rd Mix - Ver.Korea (GN887 VER. KAA)" + + ddr3ma: + archive: "ddr3ma.zip" + title: "Dance Dance Revolution 3rd Mix" + parent: "ddr3mk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GN887 VER. AAA" + boardCode: "GN887" + hardwareProfile: "ddr3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge887aa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x68e01a7b", sha1: "a0094ae0f78ef4246957f998b1493973b3bb67ec" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn887aa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0c095e3d", sha1: "0a5b3d4ba917f55b29ad80d989c20675c14b3cad" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge887aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn887aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "887aaa02", sha1: "6f9a0e9dd046a1fc0c81be9eeb45c136574a4472", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 3rd Mix (GN887 VER. AAA)" + + ddr3mj: + archive: "ddr3mj.zip" + title: "Dance Dance Revolution 3rd Mix" + parent: "ddr3mk" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GN887 VER. JAA" + boardCode: "GN887" + hardwareProfile: "ddr3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge887ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xcc8838ee", sha1: "b4db610103c0c5ba473f725b3b8b7f987ac3eaec" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn887ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x987e93b2", sha1: "9892b479fdc2c54b2e23783c69e270aa60596673" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge887ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn887ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "887jaa02", sha1: "8736818f42822f77e3484ea46a9e63faa7f8517a", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 3rd Mix (GN887 VER. JAA)" + + ddrsbm: + archive: "ddrsbm.zip" + title: "Dance Dance Revolution Solo Bass Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ894 VER. JAA" + boardCode: "GQ894" + hardwareProfile: "ddrsbm" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq894ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x10b85f6b", sha1: "c15ec333c8bb0c33edb8d31bf4f309aa0db9ff55" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq894ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "894jaa02", sha1: "d6872078a87ee00280a627675540676fb8b10f60", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrsbm" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Solo Bass Mix (GQ894 VER. JAA)" + + ddrs2k: + archive: "ddrs2k.zip" + title: "Dance Dance Revolution Solo 2000" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "GC905 VER. AAA" + boardCode: "GC905" + hardwareProfile: "ddrs2k" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge905aa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb7a75390", sha1: "8ad65f4d9fa949296b5b21e7a12be0bde8ffec38" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc905aa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x961a9dbe", sha1: "c112af1da26eee8da237655ed28d9bae2bc5728a" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge905aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gc905aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "905aaa02", sha1: "1fc0f3fcc7d5d23711967023ff02c1fc76479024", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrs2k" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Solo 2000 (GC905 VER. AAA)" + + ddrs2kj: + archive: "ddrs2kj.zip" + title: "Dance Dance Revolution Solo 2000" + parent: "ddrs2k" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GC905 VER. JAA" + boardCode: "GC905" + hardwareProfile: "ddrs2k" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge905ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf3b65e55", sha1: "24656affd3fe3a0a594e2cd0aeb91eb6ceb996b8" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc905ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x00bca330", sha1: "c83bd38846698cdfba9d7d40c51a59720a75bfee" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge905ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gc905aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "905jaa02", sha1: "a78cf628fb2ba823e1ca35cbd611938273ab82ac", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrs2k" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Solo 2000 (GC905 VER. JAA)" + + hypbbc2p: + archive: "hypbbc2p.zip" + title: "Hyper Bishi Bashi Champ - 2 Player" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GX908 1999/08/24 VER. JAA" + boardCode: "GX908" + hardwareProfile: "hypbbc2p" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx908ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x8900eaff", sha1: "aea4449c2453875694dfa92451d46dace710faf2" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "908a02", sha1: "573194ca9938c30415fc88dcc0c0152dd3024d71", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "hypbbc2p" + inputProfile: "hypbbc2p" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Hyper Bishi Bashi Champ - 2 Player (GX908 1999/08/24 VER. JAA)" + + hypbbc2pk: + archive: "hypbbc2pk.zip" + title: "Hyper Bishi Bashi Champ - 2 Player" + parent: "hypbbc2p" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Korea" + revision: "GX908 1999/08/24 VER. KAA" + boardCode: "GX908" + hardwareProfile: "hypbbc2p" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gx908ka.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x869f932b", sha1: "db5f96536ede2c16fc5fd5ab6a8efdf0f03be43b" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "908a02", sha1: "573194ca9938c30415fc88dcc0c0152dd3024d71", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "hypbbc2p" + inputProfile: "hypbbc2p" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Hyper Bishi Bashi Champ - 2 Player (GX908 1999/08/24 VER. KAA)" + + dsfdct: + archive: "dsfdct.zip" + title: "Dancing Stage featuring Dreams Come True" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GC910 VER. JCA" + boardCode: "GC910" + hardwareProfile: "dsfdct" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge887ja_gn887ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xbfbba6c7", sha1: "eb082fe7bb1bbc3656391a0617075010281b8726" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc910jc.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe09eb1c6", sha1: "046d5552c774ea2b9141fff45c13a926c18f705c" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge887ja_gn887ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gc910jc.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "910jca02", sha1: "0c868f3c9f696d291e8f27687e3ad83e453a4894", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsfdct" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dancing Stage featuring Dreams Come True (GC910 VER. JCA)" + + dsfdcta: + archive: "dsfdcta.zip" + title: "Dancing Stage featuring Dreams Come True" + parent: "dsfdct" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GC910 VER. JAA" + boardCode: "GC910" + hardwareProfile: "dsfdcta" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gn884ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x12e9807b", sha1: "4bbd4696b9345030daf8922775463cea3ee792c5" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc910ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xeebf9f88", sha1: "afc5f63f4b4251edfe12e9bbc6a788ddb76c0985" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gn884ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gc910ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "910jaa02", sha1: "70851c383e3876c4a697a99706fbaae2dafcb0e0", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsfdcta" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Dancing Stage featuring Dreams Come True (GC910 VER. JAA)" + + pcnfrk2m: + archive: "pcnfrk2m.zip" + title: "Percussion Freaks 2nd Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "GE912 VER. AAA" + boardCode: "GE912" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge912aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaed7ab59", sha1: "41103d383c35dab0b074e336b1b07dd346a855ee" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn912aa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x89928c8b", sha1: "5999e5366ae12c24d7a68fad4f1e12dbee6ef7b2" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge912aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn912aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "912aaa02", sha1: "0abc1c32c71c535ee2deb3e1fa574f1e723b97b0", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 2nd Mix (GE912 VER. AAA)" + + pcnfrk2mk: + archive: "pcnfrk2mk.zip" + title: "Percussion Freaks 2nd Mix" + parent: "pcnfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "GE912 VER. KAA" + boardCode: "GE912" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge912ka.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7bc96f01", sha1: "ea6a51a6b10c56beb68c949b6939e9d2fef3f44e" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn912ka.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xbd67eb6b", sha1: "35e3434effaae1222b9e72886fa6ae28a74b9a42" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge912ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn912ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "912kaa02", sha1: "f817054453b7d66260813fe823f348280b4e9902", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 2nd Mix (GE912 VER. KAA)" + + drmn2m: + archive: "drmn2m.zip" + title: "DrumMania 2nd Mix" + parent: "pcnfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE912 VER. JAB" + boardCode: "GE912" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge912ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x508d618d", sha1: "d30ba54ccc86072c10962632603028206ff08d4b" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn912ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x952f4681", sha1: "667fc5ef07517801496444a91b6f1d88c8d0b9d2" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge912ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn912ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "912jab02", sha1: "19dfae94b63468d3e16d3cc4a3eeae60d5dff1d7", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 2nd Mix (GE912 VER. JAB)" + + drmn2mpu: + archive: "drmn2mpu.zip" + title: "DrumMania 2nd Mix Session Power Up Kit" + parent: "pcnfrk2m" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GE912 VER. JAB" + boardCode: "GE912" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "ge912ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x508d618d", sha1: "d30ba54ccc86072c10962632603028206ff08d4b" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gn912ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x952f4681", sha1: "667fc5ef07517801496444a91b6f1d88c8d0b9d2" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "ge912ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gn912ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "912jab02", sha1: "19dfae94b63468d3e16d3cc4a3eeae60d5dff1d7", required: true, readOnly: true, companion: true, badDump: true } + - { role: "install", type: "chd_cdrom", name: "912za01", sha1: "033a310006efe164cc6a8276de42a5d555f9fea9", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 2nd Mix Session Power Up Kit (GE912 VER. JAB)" + + stepchmp: + archive: "stepchmp.zip" + title: "Step Champ" + system: "konami_system573" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GQ930 VER. JA" + boardCode: "GQ930" + hardwareProfile: "stepchmp" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq930ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd3e541fd", sha1: "157812a2afeb287804c659115a2a7f8bb7fd2ee9" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq930ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq930ja.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x274f1813", sha1: "ff6053c0889e9b10bf5eeebda68a051bcf8d7430" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq930ja.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x257f9f8a", sha1: "65f51b1b26809a96798b015c1625f52f7280d9d1" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "gq930ja.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xdd3a1821", sha1: "b00ce3e88737f9aa935d0f9e5dc587c28d509483" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "gq930ja.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfff93684", sha1: "a5653bef9ff58bbbb77b6e18c1bbb017ae171426" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "gq930ja.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x40cfee5b", sha1: "4dd0bbe9a49b7220d670b2387a7468124cf05938" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "gq930ja.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x96ea2ee4", sha1: "ad0c1da7441fb0cc08c917e99b9df48faddd2487" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gq930ja.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3ddffadd", sha1: "fa2c1289f4813e987bcadf83853627b2e7578978" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gq930ja.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x256f0794", sha1: "f95d5a8a53dea4d1f4d766124e94ee103cc1e3b2" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "stepchmp" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_NO_SOUND" + mameDescription: "Step Champ (GQ930 VER. JA)" + + dncfrks: + archive: "dncfrks.zip" + title: "Dance Freaks" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "G*874 VER. KAA" + boardCode: "G*874" + hardwareProfile: "dmx" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gk874ka.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x43244ec6", sha1: "07040d4bc491274d39d6c5d39e346c0905892cb4" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gk874ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "874kaa", sha1: "4d1e843417ea96635eeba0cef944e83fdb72565c", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dmx" + inputProfile: "dmx" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Freaks (G*874 VER. KAA)" + + dmx: + archive: "dmx.zip" + title: "Dance Maniax" + parent: "dncfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*874 VER. JAA" + boardCode: "G*874" + hardwareProfile: "dmx" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge874ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf27cfd58", sha1: "4d8a61bdf2c5f3bebcb37cb2bac1e3de90a9a30e" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge874ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "874jaa", sha1: "3338a784efdca4f8bdcc83d2c9a6bbe7f7046d5c", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dmx" + inputProfile: "dmx" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Maniax (G*874 VER. JAA)" + + dmxa: + archive: "dmxa.zip" + title: "Dance Maniax" + parent: "dncfrks" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "G*874 VER. AAA" + boardCode: "G*874" + hardwareProfile: "dmx" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge874aa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xcf2fc30c", sha1: "1d2688f8fe2d8b51dd73815dedb3e99f53439846" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge874aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "874aaa02", sha1: "6985445a492e9d8ccd9938c7c47402c3886e2d62", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dmx" + inputProfile: "dmx" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Maniax (G*874 VER. AAA)" + + gunmania: + archive: "gunmania.zip" + title: "GunMania" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GL906 VER. JAA" + boardCode: "GL906" + hardwareProfile: "gunmania" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 1 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "ds2401_id", size: 0x8, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:1l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:1u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:2l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:2u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:3l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:3u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:4l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:4u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:5l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:5u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:6l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:6u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:7l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:7u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:8l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard2:32mb:8u", size: 0x200000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "ds2401_id_001", region: "ds2401_id", name: "ds2401", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b977f4d", sha1: "2b108a56653f91cb3351718c45dfcf979bc35ef1" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gl906jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6c02d360", sha1: "961bd9df4928a3dead9da6a88641547cae4c4dbd" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gl906jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x057b5bce", sha1: "979e3fb5496920c3f9eb7111425c08d80c9076a5" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "gl906jaa.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3f3abf8f", sha1: "9c93e58fad16ccbe4bc4499a1a15af134243c154" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "gl906jaa.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf2be642d", sha1: "6c46197a0d114ac90824de1fc4df12db561844e5" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "gl906jaa.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x889a4733", sha1: "1f6578d95c0331fdf3235ef7d899d5bd083ff6a0" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "gl906jaa.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x984193a8", sha1: "1a310e22a80cb4854b138f737f679384c98b2e46" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "gl906jaa.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x202236c1", sha1: "ecd58f2b325fdefe2ac6cdd6f4edd212432e149a" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "gl906jaa.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8861b858", sha1: "2a67d465786759a74162ebebc0a44ba9309ffa60" } + - role: "pccard2_32mb_1l_001" + region: "pccard2:32mb:1l" + name: "gl906jaa.1l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x4ad00681" + sha1: "93fb97bd148c72f13d6d3b713d8bc6eeda7383ef" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_1u_001" + region: "pccard2:32mb:1u" + name: "gl906jaa.1u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x6730d49a" + sha1: "4f1810c04f078ef6de3a582d1982c6d54223998b" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_2l_001" + region: "pccard2:32mb:2l" + name: "gl906jaa.2l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x383c80f6" + sha1: "b540aba095526ce956a9a81e43bf46cb3eca6a9e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_2u_001" + region: "pccard2:32mb:2u" + name: "gl906jaa.2u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x68a92d52" + sha1: "05584cd7e94ac551a82cfb435c637aabe6d4d044" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_3l_001" + region: "pccard2:32mb:3l" + name: "gl906jaa.3l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x390b3ff7" + sha1: "9ff79043125c11d5338a32443693259c728f8640" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_3u_001" + region: "pccard2:32mb:3u" + name: "gl906jaa.3u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xb2ba1f4d" + sha1: "1cd9227b99498d3f6bf464d7185fb511babb135e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_4l_001" + region: "pccard2:32mb:4l" + name: "gl906jaa.4l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xfed293be" + sha1: "9109a18a342f455d7ee6f08c09e494781b6ae400" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_4u_001" + region: "pccard2:32mb:4u" + name: "gl906jaa.4u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xac42d147" + sha1: "0dcb9515f6f8c609cc10a73f07683aa132927f18" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_5l_001" + region: "pccard2:32mb:5l" + name: "gl906jaa.5l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x8209c1e0" + sha1: "9f1f47f49e45bd3c71cd07c6719f8616c2518014" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_5u_001" + region: "pccard2:32mb:5u" + name: "gl906jaa.5u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x1e3f0f1a" + sha1: "2e6134a1d64ae3367261adfad5af61265d00340a" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_6l_001" + region: "pccard2:32mb:6l" + name: "gl906jaa.6l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x53ca942e" + sha1: "4d82bf406a338e4f96eb28c5c6f2707d73e53086" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_6u_001" + region: "pccard2:32mb:6u" + name: "gl906jaa.6u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x82cfd213" + sha1: "cd18de5d93541c64bdacc76ab8cd41656827284e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_7l_001" + region: "pccard2:32mb:7l" + name: "gl906jaa.7l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xbcf3ed36" + sha1: "8c9c97b0c5a21222ce1d680110509231abb58b9e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_7u_001" + region: "pccard2:32mb:7u" + name: "gl906jaa.7u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xb5d5da7d" + sha1: "000c2db950c3a4ac6296edb45b7c89b4be724071" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_8l_001" + region: "pccard2:32mb:8l" + name: "gl906jaa.8l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x96c5e4fe" + sha1: "9c7429f0352357b4b370d39b0e0fb9ce4b514a1b" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard2_32mb_8u_001" + region: "pccard2:32mb:8u" + name: "gl906jaa.8u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x030fff86" + sha1: "5a04fde970fe542b13327ef54b9b6ad6c79a9e3c" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gunmania" + inputProfile: "gunmania" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "GunMania (GL906 VER. JAA)" + + fghtmn: + archive: "fghtmn.zip" + title: "Fighting Mania" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Europe" + revision: "QG918 VER. EAA" + boardCode: "QG918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918eaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4bf384d9", sha1: "094d541efb27ad4f2faf799b141069b78db6ad6b" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918eaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918xxb02", sha1: "8ced8952fff3e70ce0621a491f0973af5a6ccd82", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Fighting Mania (QG918 VER. EAA)" + + fghtmna: + archive: "fghtmna.zip" + title: "Fighting Mania" + parent: "fghtmn" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "QG918 VER. AAA" + boardCode: "QG918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918aaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa2ebf67f", sha1: "e845ffd517c23f5d577898267bec1572bb9559ef" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918xxb02", sha1: "8ced8952fff3e70ce0621a491f0973af5a6ccd82", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Fighting Mania (QG918 VER. AAA)" + + pnchmn: + archive: "pnchmn.zip" + title: "Punch Mania: Hokuto no Ken" + parent: "fghtmn" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GQ918 VER. JAB" + boardCode: "GQ918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5cb13cab", sha1: "7b4e084df560c317f5530d6d5f4052ec51ecc683" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918xxb02", sha1: "8ced8952fff3e70ce0621a491f0973af5a6ccd82", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Punch Mania: Hokuto no Ken (GQ918 VER. JAB)" + + pnchmna: + archive: "pnchmna.zip" + title: "Punch Mania: Hokuto no Ken" + parent: "fghtmn" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GQ918 VER. JAB ALT CD" + boardCode: "GQ918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918jab.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5cb13cab", sha1: "7b4e084df560c317f5530d6d5f4052ec51ecc683" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918jab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918jab02", sha1: "8b8cb806a4e15b4687456a5a4482ea7e1373bbf6", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Punch Mania: Hokuto no Ken (GQ918 VER. JAB ALT CD)" + + fghtmnk: + archive: "fghtmnk.zip" + title: "Fighting Mania" + parent: "fghtmn" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "QG918 VER. KAA" + boardCode: "QG918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918kaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x77f53227", sha1: "649d3fbf47369487f366a8d6192e79612be4ec83" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918kaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918xxb02", sha1: "8ced8952fff3e70ce0621a491f0973af5a6ccd82", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Fighting Mania (QG918 VER. KAA)" + + fghtmnu: + archive: "fghtmnu.zip" + title: "Fighting Mania" + parent: "fghtmn" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "USA" + revision: "QG918 VER. UAA" + boardCode: "QG918" + hardwareProfile: "pnchmn" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gq918uaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x597042c3", sha1: "5bc16259c0c0d55bbb2142bae79cc9be3dc52304" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gq918xxb.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3653b5d7", sha1: "1deb44335b7a38506fb30da40e0ca61b96aea7bb" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gq918xxb.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x27d48c97", sha1: "c140d4bdfa869fbcae1133bbfe73a346e6f46cb8" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gq918uaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "918xxb02", sha1: "8ced8952fff3e70ce0621a491f0973af5a6ccd82", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Fighting Mania (QG918 VER. UAA)" + + dsem: + archive: "dsem.zip" + title: "Dancing Stage Euro Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Europe" + revision: "G*936 VER. EAA" + boardCode: "G*936" + hardwareProfile: "dsem" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge936ea.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xc7e3a7f9", sha1: "7120c0ef3c3dac23713922f9447d5eac1b91c54d" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge936ea.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "936eaa", sha1: "7cacc15ae065d47af31f1008374ec8241dba0d55", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsem" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dancing Stage Euro Mix (G*936 VER. EAA)" + + ddrkara2: + archive: "ddrkara2.zip" + title: "Dance Dance Revolution Karaoke Mix 2" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GQ947 VER. JAA" + boardCode: "GQ947" + hardwareProfile: "ddrk" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gc947ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5bea7b68", sha1: "46d3ae1ffa97474cc2e91cb5982dcf4ca9cc9a1d" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gc947ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6d76f4a9", sha1: "4fe5d9151ca0a0a67d64657c9a82776b928f429b" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "947jaa02", sha1: "c1e9ad0386b52867bdabd550b95e1651d07d972c", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrk" + inputProfile: "ddrkara" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Karaoke Mix 2 (GQ947 VER. JAA)" + + gtrfrk3m: + archive: "gtrfrk3m.zip" + title: "Guitar Freaks 3rd Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GE949 VER. JAC" + boardCode: "GE949" + hardwareProfile: "gtrfrk3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "949jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe98b0389", sha1: "bbc5d54946625d140b1b431cbbb09118b49d39f1" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge949jab.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe7bd2ccc", sha1: "93721ef9fcd65073438c60fc4403293a7670811a" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "949jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge949jab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "949jac01", sha1: "ff017dd5c0ecbdb8935d0d4656a45e9fab10ef82", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "949jab02", sha1: "ad629c9bafbdc4bf6c679918a5fae2bcfdb39332", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk3m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 3rd Mix (GE949 VER. JAC)" + + gtfrk3ma: + archive: "gtfrk3ma.zip" + title: "Guitar Freaks 3rd Mix" + parent: "gtrfrk3m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GE949 VER. JAB" + boardCode: "GE949" + hardwareProfile: "gtrfrk3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "949jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe98b0389", sha1: "bbc5d54946625d140b1b431cbbb09118b49d39f1" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge949jab.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe7bd2ccc", sha1: "93721ef9fcd65073438c60fc4403293a7670811a" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "949jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge949jab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "949jab02", sha1: "ad629c9bafbdc4bf6c679918a5fae2bcfdb39332", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk3m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 3rd Mix (GE949 VER. JAB)" + + gtfrk3mb: + archive: "gtfrk3mb.zip" + title: "Guitar Freaks 3rd Mix - security cassette versionup" + parent: "gtrfrk3m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + revision: "949JAZ02" + boardCode: "949JAZ02" + hardwareProfile: "gtrfrk5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "ge949jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe7bd2ccc", sha1: "93721ef9fcd65073438c60fc4403293a7670811a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "ge949jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "949jaz02", sha1: "b0c786ba420a34fcbd16bc36a137f6ae87b7dfa8", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk5m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 3rd Mix - security cassette versionup (949JAZ02)" + + pnchmn2: + archive: "pnchmn2.zip" + title: "Punch Mania 2: Hokuto no Ken" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GQA09 JAA" + boardCode: "GQA09" + hardwareProfile: "pnchmn2" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "pnchmn" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gqa09ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5923bba3", sha1: "97b099779f20f4169c3171c73f55048fb5314c50" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gqa09ja.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xb1043a91", sha1: "b474439c1a7da7855d9b6d2162d4a522f499d6ab" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gqa09ja.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x09b1a70b", sha1: "0f3bcad879e05faaf8130133d774a2071031ee74" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gqa09ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a09jaa02", sha1: "b085fbe76d5ef87578744b45b874b5f79147e586", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "pnchmn2" + inputProfile: "pnchmn" + stateClass: "pnchmn_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Punch Mania 2: Hokuto no Ken (GQA09 JAA)" + + animechmp: + archive: "animechmp.zip" + title: "Anime Champ" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GCA07 VER. JAA" + boardCode: "GCA07" + hardwareProfile: "animechmp" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 3 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "pccard1:32mb:1l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:1u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:2l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:2u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:3l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:3u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:4l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:4u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:5l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:5u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:6l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:6u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:7l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:7u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:8l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:8u", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - role: "pccard1_32mb_1l_001" + region: "pccard1:32mb:1l" + name: "ca07jaa02.1l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x7be507ae" + sha1: "3eee2e46a9d16662f6897d3c50841933a1fdbddb" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_1u_001" + region: "pccard1:32mb:1u" + name: "ca07jaa02.1u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x5cca6cb3" + sha1: "b8bad3e8b37712a464a582a796676cffeb1ca953" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_2l_001" + region: "pccard1:32mb:2l" + name: "ca07jaa02.2l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x035f96b0" + sha1: "dcd74bac370c65edd597f7331888ed714c081704" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_2u_001" + region: "pccard1:32mb:2u" + name: "ca07jaa02.2u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xfce9defd" + sha1: "c3ae258fc8afdbacfc718b2d4251c6f478e70c77" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_3l_001" + region: "pccard1:32mb:3l" + name: "ca07jaa02.3l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x6fa3c80a" + sha1: "8c84a29f382a85f8235848bc5dad5cfe33eb85f8" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_3u_001" + region: "pccard1:32mb:3u" + name: "ca07jaa02.3u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xdedc20b7" + sha1: "289766eb2c01214102fd177b70a5422cbf11a615" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_4l_001" + region: "pccard1:32mb:4l" + name: "ca07jaa02.4l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x1781eac1" + sha1: "01e7d71e885d786aab46a7f37e23719279320b37" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_4u_001" + region: "pccard1:32mb:4u" + name: "ca07jaa02.4u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x04b717a2" + sha1: "730fd39623f72b0fec8eb2553e82ee0fb9262f99" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_5l_001" + region: "pccard1:32mb:5l" + name: "ca07jaa02.5l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x16e568b5" + sha1: "d4627ff0eca6b0a3c4c67d429bc897039c7d7743" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_5u_001" + region: "pccard1:32mb:5u" + name: "ca07jaa02.5u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x1cd747d2" + sha1: "9b9250f6fe6ff20e2c8951610b253ce3f56265e7" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_6l_001" + region: "pccard1:32mb:6l" + name: "ca07jaa02.6l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xcf0ef666" + sha1: "d8788763301ae456412e694fcdc05eee236201fb" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_6u_001" + region: "pccard1:32mb:6u" + name: "ca07jaa02.6u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xb74e1a51" + sha1: "b0a30e706d88701f6622167e5e4534b1f2e7bb7e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_7l_001" + region: "pccard1:32mb:7l" + name: "ca07jaa02.7l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x1ca3a2bf" + sha1: "e0bcce586167b3107836f1c4aa2807871a34ff68" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_7u_001" + region: "pccard1:32mb:7u" + name: "ca07jaa02.7u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x680d2651" + sha1: "94659c5188e31acb75882597a75b7e5f29175d37" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_8l_001" + region: "pccard1:32mb:8l" + name: "ca07jaa02.8l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x0b6c2a8e" + sha1: "3871ea584f987f14e73dbcd99f29c94d4e0e6cb6" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_8u_001" + region: "pccard1:32mb:8u" + name: "ca07jaa02.8u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x08ac7edb" + sha1: "ddbd900134dfff220ef833507ef67a4883cac0f1" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca07ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x845e2907", sha1: "bf278d3eb35eaa233ccedf54bfee313b6ae772e0" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca07ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "animechmp" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Anime Champ (GCA07 VER. JAA)" + + salarymc: + archive: "salarymc.zip" + title: "Salary Man Champ - Tatakau Salary Man" + system: "konami_system573" + manufacturer: "Success / Konami" + year: 2000 + region: "Japan" + revision: "GCA18 VER. JAA" + boardCode: "GCA18" + hardwareProfile: "salarymc" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca18jaa.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xc4e827e3", sha1: "9429eedcc793d84223c5494b50e64b906e2fa8e1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca18jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a18jaa02", sha1: "740cc93ec65433098153684fdfc418a098a43736", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "salarymc" + inputProfile: "hypbbc2p" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Salary Man Champ - Tatakau Salary Man (GCA18 VER. JAA)" + + ddr3mp: + archive: "ddr3mp.zip" + title: "Dance Dance Revolution 3rd Mix Plus" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A22 VER. JAA" + boardCode: "G*A22" + hardwareProfile: "ddr3mp" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea22ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xadfc9021", sha1: "bb161b9c1bd358cb72e61197a9fafd58c44adb7c" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca22ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x02f8ba64", sha1: "3d1b660ff7c98de7f6386fc4d3300dc4205b5a3a" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea22ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca22ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a22jaa02", sha1: "dc3c1223882716d47b4f4db45b5dd2e988cba64c", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3mp" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 3rd Mix Plus (G*A22 VER. JAA)" + + pcnfrk3m: + archive: "pcnfrk3m.zip" + title: "Percussion Freaks 3rd Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "G*A23 VER. AAA" + boardCode: "G*A23" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a23aaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaed7ab59", sha1: "41103d383c35dab0b074e336b1b07dd346a855ee" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca23aa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf5e5c5d0", sha1: "8a27fbb3ac32bc4be9dad97bb3c428bb4bc60b24" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a23aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca23aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a23aaa02", sha1: "aab3b2e1167f0b4ab101d77fa3bb25db8ab01437", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 3rd Mix (G*A23 VER. AAA)" + + pcnfrk3mk: + archive: "pcnfrk3mk.zip" + title: "Percussion Freaks 3rd Mix" + parent: "pcnfrk3m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Korea" + revision: "G*A23 VER. KAA" + boardCode: "G*A23" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a23kaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7bc96f01", sha1: "ea6a51a6b10c56beb68c949b6939e9d2fef3f44e" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca23ka.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xee247c6f", sha1: "e6aa6b45e8151ea6d84834be93c831c6394864e7" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a23kaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca23ka.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a23kaa02", sha1: "5b853cc25eb583ed36d8cd402235b4f5c9ce065a", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 3rd Mix (G*A23 VER. KAA)" + + drmn3m: + archive: "drmn3m.zip" + title: "DrumMania 3rd Mix" + parent: "pcnfrk3m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A23 VER. JAA" + boardCode: "G*A23" + hardwareProfile: "drmn2m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a23jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x508d618d", sha1: "d30ba54ccc86072c10962632603028206ff08d4b" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca23ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe78225db", sha1: "0870cfb01cd3f940812b842b315bc6329e956d88" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a23jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca23ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a23jaa02", sha1: "89e365f61a4db889621d7d9d9917bcfa2c09704e", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn2m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 3rd Mix (G*A23 VER. JAA)" + + gtrfrk4m: + archive: "gtrfrk4m.zip" + title: "Guitar Freaks 4th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A24 VER. JAA" + boardCode: "G*A24" + hardwareProfile: "gtrfrk3m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a24jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe98b0389", sha1: "bbc5d54946625d140b1b431cbbb09118b49d39f1" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gea24ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x6a6bb4b5", sha1: "a7ae107e42201f694a99e7c58b0f5b26d147b3d4" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a24jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gea24ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a24jaa02", sha1: "bc0303f5a6a19484cd35890cc9934ee0bcabb2ad", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk3m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 4th Mix (G*A24 VER. JAA)" + + ddr4m: + archive: "ddr4m.zip" + title: "Dance Dance Revolution 4th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "G*A33 VER. AAA" + boardCode: "G*A33" + hardwareProfile: "ddr3mp" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea33aa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa9bf9a0e", sha1: "7210ff9606746bc94bfba28e3522ee79222da32c" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca33aa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x284effe1", sha1: "bdaeef1b47b643d9ad0ebac82651e60752565fcb" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea33aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca33aa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a33aaa02", sha1: "cc7349cbee37bfb101480497e99f1f52acb4ffa1", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3mp" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix (G*A33 VER. AAA)" + + ddr4mj: + archive: "ddr4mj.zip" + title: "Dance Dance Revolution 4th Mix" + parent: "ddr4m" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A33 VER. JAA" + boardCode: "G*A33" + hardwareProfile: "ddr3mp" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a33jaa.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xadfc9021", sha1: "bb161b9c1bd358cb72e61197a9fafd58c44adb7c" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca33ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3a291fea", sha1: "15e777d2137313e925d922e7289dd46c00838211" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a33jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca33ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a33jaa02", sha1: "9d9fb5e65f1532f358e9c273c56d11389d11fd79", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3mp" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix (G*A33 VER. JAA)" + + ddr4ms: + archive: "ddr4ms.zip" + title: "Dance Dance Revolution 4th Mix Solo" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Asia" + revision: "G*A33 VER. ABA" + boardCode: "G*A33" + hardwareProfile: "ddr4ms" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea33ab.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x4ca14f40", sha1: "90cdcaea12f1305c1068496df80ef1069625e398" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca33ab.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x15d7ccf0", sha1: "2bda973c83cf2b042753492201a51db2e415338e" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea33ab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca33ab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a33aba02", sha1: "cc7349cbee37bfb101480497e99f1f52acb4ffa1", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr4ms" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix Solo (G*A33 VER. ABA)" + + ddr4msj: + archive: "ddr4msj.zip" + title: "Dance Dance Revolution 4th Mix Solo" + parent: "ddr4ms" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A33 VER. JBA" + boardCode: "G*A33" + hardwareProfile: "ddr4ms" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "a33jba.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb458d46a", sha1: "791b938e0a65131238e66fe86efa5f83d9225332" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca33jb.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x07b02cfb", sha1: "291d654d9dec8180f48a9da1cb71f4a4f7e86c26" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "a33jba.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca33jb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a33jba02", sha1: "9d9fb5e65f1532f358e9c273c56d11389d11fd79", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr4ms" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix Solo (G*A33 VER. JBA)" + + dsfdr: + archive: "dsfdr.zip" + title: "Dancing Stage Featuring Disney's Rave" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GCA37JAA" + boardCode: "GCA37JAA" + hardwareProfile: "dsfdr" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea37ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xadfc9021", sha1: "bb161b9c1bd358cb72e61197a9fafd58c44adb7c" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca37ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd7df793c", sha1: "3b85ef84edda34dce13fcafb7f6c77f4154eee5d" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea37ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca37ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a37jaa02", sha1: "c6a23b910e884aa0d4afc388dbc8379e0d09611a", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsfdr" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dancing Stage Featuring Disney's Rave (GCA37JAA)" + + ddrusa: + archive: "ddrusa.zip" + title: "Dance Dance Revolution USA" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "USA" + revision: "G*A44 VER. UAA" + boardCode: "G*A44" + hardwareProfile: "ddrusa" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gka44ua.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xca12febe", sha1: "3bd01332e5b20420ec195ab125671cb212a8f5f2" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gka44ua.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a44uaa02", sha1: "2cdbe1c62d16a2be65adb7e11331fce5c8e45504", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddrusa" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution USA (G*A44 VER. UAA)" + + ddr4mp: + archive: "ddr4mp.zip" + title: "Dance Dance Revolution 4th Mix Plus" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A34 VER. JAA" + boardCode: "G*A34" + hardwareProfile: "ddr3mp" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea34ja.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xadfc9021", sha1: "bb161b9c1bd358cb72e61197a9fafd58c44adb7c" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca34ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe7f5f795", sha1: "cf942ed741d9605aaa1d99bfa848cc13f3f87b1b" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea34ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca34ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + - { role: "m48t58_001", region: "m48t58", name: "gca34ja.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x80575c1f", sha1: "a0594ca0f75bc7d49b645e835e9fa48a73c3c9c7" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a34jaa02", sha1: "c33e43192ce49845f8901c505f1c7867bc643a0b", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr3mp" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix Plus (G*A34 VER. JAA)" + + ddr4mps: + archive: "ddr4mps.zip" + title: "Dance Dance Revolution 4th Mix Plus Solo" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A34 VER. JBA" + boardCode: "G*A34" + hardwareProfile: "ddr4ms" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:install:eeprom", size: 0x224, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:install:id", size: 0x8, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + - { id: "m48t58", size: 0x2000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_install_eeprom_001", region: "cassette:install:eeprom", name: "gea34jb.u1", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb458d46a", sha1: "791b938e0a65131238e66fe86efa5f83d9225332" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca34jb.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xda6cc484", sha1: "1fe1aa95bbee1de7fd4930e6883f99768486da2a" } + - { role: "cassette_install_id_001", region: "cassette:install:id", name: "gea34jb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xaf09e43c", sha1: "d8372f2d6e0ae07061b496a2242a63e5bc2e54dc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca34jb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + - { role: "m48t58_001", region: "m48t58", name: "gca34jb.22h", size: 0x2000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xbc6c8bd7", sha1: "10ceec5c7bc5ca9fca88f3c083a7d97012982079" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a34jba02", sha1: "c33e43192ce49845f8901c505f1c7867bc643a0b", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr4ms" + inputProfile: "ddrsolo" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 4th Mix Plus Solo (G*A34 VER. JBA)" + + dmx2m: + archive: "dmx2m.zip" + title: "Dance Maniax 2nd Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "G*A39 VER. JAA" + boardCode: "G*A39" + hardwareProfile: "dmx" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca39ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x7f1e7a66", sha1: "65afe81544e096769c4b7ecf9ffde760f69dc331" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca39ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a39jaa02", sha1: "3d021448df857c12f6d46a20e14ae0fc6d342dcc", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dmx" + inputProfile: "dmx" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Maniax 2nd Mix (G*A39 VER. JAA)" + + pcnfrk4m: + archive: "pcnfrk4m.zip" + title: "Percussion Freaks 4th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Asia" + revision: "G*A25 VER. AAA" + boardCode: "G*A25" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gea25aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x9c81a343", sha1: "1ad243e4905e5c7ee1355221759f337bdec5bb58" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gea25aaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x557093c2", sha1: "80e8eecf3248e890f9cce70859b6092725c4918c" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gea25aaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x118fa45a", sha1: "6bc6129e328f6f97a27b9f524066297b29efff5a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gea25aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a25aaa02", sha1: "cea168d38a4052ef5f30dc00a80529bbd8a31097", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "a25aba02", sha1: "eb8eed41c715f39a426433224671adc36d4b0262", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 4th Mix (G*A25 VER. AAA)" + + pcnfrk4mk: + archive: "pcnfrk4mk.zip" + title: "Percussion Freaks 4th Mix" + parent: "pcnfrk4m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Korea" + revision: "G*A25 VER. KAA" + boardCode: "G*A25" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gka25kaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b0efc90", sha1: "84bfc8dd365e9d51d248d4dbc09274aa3dff345f" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gka25kaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a25kaa02", sha1: "6c9084773c6964e794bd096822da4413aa7305ef", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Percussion Freaks 4th Mix (G*A25 VER. KAA)" + + drmn4m: + archive: "drmn4m.zip" + title: "DrumMania 4th Mix" + parent: "pcnfrk4m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*A25 VER. JAA" + boardCode: "G*A25" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gea25jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x8ee64348", sha1: "9c02096c94da68d096efc225f19e420cb9445820" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gea25jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa0dd0ef4", sha1: "be4c1d3f2eb3c484b515be12b692c30cc780c36c" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gea25jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x118fa45a", sha1: "6bc6129e328f6f97a27b9f524066297b29efff5a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gea25jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a25jaa02", sha1: "8a0b761d1c282d927e2daf92519654a1c91ee1ab", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "a25jba02", sha1: "5f4aae359da610352c1004cfa1a32064d8f55d0e", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 4th Mix (G*A25 VER. JAA)" + + gtrfrk5m: + archive: "gtrfrk5m.zip" + title: "Guitar Freaks 5th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*A26 VER. JAA" + boardCode: "G*A26" + hardwareProfile: "gtrfrk5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gea26jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5e16a3f1", sha1: "629dce132588035cea20d1fe92e0f17f90d0ef60" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gea26jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1a25e660", sha1: "dbd8fad0bac307723c70d00763cadf4261a7ed73" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gea26jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x345dc5f2", sha1: "61af3fcfe6119c1e8e18b92693855ab4fe708b30" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gea26jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a26jaa02", sha1: "9909e08abff780db6fd7a5fbcc57ffbe14ae08ce", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk5m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 5th Mix (G*A26 VER. JAA)" + + gtrfrk5ma: + archive: "gtrfrk5ma.zip" + title: "Guitar Freaks 5th Mix" + parent: "gtrfrk5m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Asia" + revision: "G*A26 VER. AAA" + boardCode: "G*A26" + hardwareProfile: "gtrfrk5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gea26aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x09539c73", sha1: "a92a9c41121d98e06890323564cf731c437d9286" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gea26aaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x59a9a1a0", sha1: "f673d8f60a77e2257ffc9c7e486fc836733bc14c" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gea26aaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x345dc5f2", sha1: "61af3fcfe6119c1e8e18b92693855ab4fe708b30" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gea26aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a26aaa02", sha1: "79c430664b79fb8f8d78b61b0192b73e70d3f206", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk5m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 5th Mix (G*A26 VER. AAA)" + + ddr5m: + archive: "ddr5m.zip" + title: "Dance Dance Revolution 5th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*A27 VER. JAA" + boardCode: "G*A27" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca27ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x0044c64d", sha1: "ac25b51125675ccca992d60b12396b3b370c6368" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca27ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a27jaa02", sha1: "70465669dfd48abf806cb58b2410ff4f1781f5f1", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution 5th Mix (G*A27 VER. JAA)" + + kicknkick: + archive: "kicknkick.zip" + title: "Kick & Kick" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Europe" + revision: "GNA36 VER. EAA" + boardCode: "GNA36" + hardwareProfile: "kicknkick" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "ds2401_id", size: 0x8, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27l", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27j", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.31h", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27h", size: 0x200000, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "ds2401_id_001", region: "ds2401_id", name: "ds2401", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x2b977f4d", sha1: "2b108a56653f91cb3351718c45dfcf979bc35ef1" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "a36eaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xf7461ee1", sha1: "60898894237ef2c478eb91c1d11e0f2beda7d55c" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "a36eaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x80379c73", sha1: "9e226c258570efc6c45b76b277010c23527ce480" } + - { role: "29f016a_31l_001", region: "29f016a.31l", name: "a36eaa.31l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa1129729", sha1: "50b8134b2fd6fd82ad1e95db39633f1e338174ea" } + - { role: "29f016a_27l_001", region: "29f016a.27l", name: "a36eaa.27l", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x8f489306", sha1: "d5a27ed048139fd46404cb11e5d42a813989e0ab" } + - { role: "29f016a_31j_001", region: "29f016a.31j", name: "a36eaa.31j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x4608ab06", sha1: "033e30f0a866bcedd9b718d234e788c8919f7f3a" } + - { role: "29f016a_27j_001", region: "29f016a.27j", name: "a36eaa.27j", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1f75eb84", sha1: "c54c4221a2fa0668b688ec2479abf1838461493a" } + - { role: "29f016a_31h_001", region: "29f016a.31h", name: "a36eaa.31h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6475da5f", sha1: "6b1de2ed06504583bfa3e5b11851c459d227e6d8" } + - { role: "29f016a_27h_001", region: "29f016a.27h", name: "a36eaa.27h", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1179ab7b", sha1: "19a316cacb6eb87b905884091820e6b53aef64b7" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "kicknkick" + inputProfile: "kicknkick" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Kick & Kick (GNA36 VER. EAA)" + + dmx2majp: + archive: "dmx2majp.zip" + title: "Dance Maniax 2nd Mix Append J-Paradise" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*A38 VER. JAA" + boardCode: "G*A38" + hardwareProfile: "dmx" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gca38ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x34d8db6f", sha1: "7936b7e1e464ce1738f38f9a0960507404735e86" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gca38ja.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xa0f54ab5", sha1: "a5ae67d7619393779c79a2e227cac0675eeef538" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gca38ja.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x6c3934b8", sha1: "f0e4a692b6caaf60fefaec87fd23da577439f69d" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gca38ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a38jaa02", sha1: "27fbecefb634ce282ca3bf09500c0c9e8155a7ef", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dmx" + inputProfile: "dmx" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Maniax 2nd Mix Append J-Paradise (G*A38 VER. JAA)" + + mamboagg: + archive: "mamboagg.zip" + title: "Mambo A Go-Go" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "GQA40 VER. JAB" + boardCode: "GQA40" + hardwareProfile: "mamboagg" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gqa40jab.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xbbb6033d", sha1: "22f3d0e9541be7c24338e97a8c29f0baadf40557" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gqa40jab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a40jab02", sha1: "2e4ed217a7e9f7c79abc9a1798556cc3649db30e", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "mamboagg" + inputProfile: "mamboagg" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Mambo A Go-Go (GQA40 VER. JAB)" + + mamboagga: + archive: "mamboagga.zip" + title: "Mambo A Go-Go" + parent: "mamboagg" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Rental" + revision: "GQA40 VER. JRB, Rental" + boardCode: "GQA40" + hardwareProfile: "mamboagga" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gqa40jrb.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x313b5685", sha1: "8df9cab660af8f9d057a1360ec4dc9f9ed50e185" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gqa40jrb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "a40jab02", sha1: "2e4ed217a7e9f7c79abc9a1798556cc3649db30e", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "mamboagga" + inputProfile: "mamboagg" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Mambo A Go-Go (GQA40 VER. JRB, Rental)" + + pcnfrk5m: + archive: "pcnfrk5m.zip" + title: "Percussion Freaks 5th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Asia" + revision: "G*B05 VER. AAA" + boardCode: "G*B05" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb05aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x484ba0d3", sha1: "4d24a38e0975449dd0f155021d9c804b7547354a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb05aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b05aaa02", sha1: "71e244ba03d6e761921c24f2a2ae5835f0a69021", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 5th Mix (G*B05 VER. AAA)" + + pcnfrk5mk: + archive: "pcnfrk5mk.zip" + title: "Percussion Freaks 5th Mix" + parent: "pcnfrk5m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Korea" + revision: "G*B05 VER. KAA" + boardCode: "G*B05" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb05kaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x6fd59b3f", sha1: "5118a56f4303dce78a806b49ff9e834be85528a7" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb05kaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b05kaa02", sha1: "10e7ca2b0d8ed29f5882cccd735b6d1cb13aca21", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 5th Mix (G*B05 VER. KAA)" + + drmn5m: + archive: "drmn5m.zip" + title: "DrumMania 5th Mix" + parent: "pcnfrk5m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*B05 VER. JAA" + boardCode: "G*B05" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb05jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x1f0e9f51", sha1: "64f9ae6c2d9a6264b09c1b66ae2acac9db9ada32" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb05jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b05jaa02", sha1: "7a6e7940d1441cff1d9be1bc3affc029fe6dc9e4", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "b05jba02", sha1: "822149db553ca78ad8174719a657dbbd2776b922", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 5th Mix (G*B05 VER. JAA)" + + gtrfrk6m: + archive: "gtrfrk6m.zip" + title: "Guitar Freaks 6th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*B06 VER. JAA" + boardCode: "G*B06" + hardwareProfile: "gtrfrk5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb06ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x6a4b2436", sha1: "c9ad3b9b1c1b58c70b7ceb0332e8904f62cd56f9" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb06ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b06jaa02", sha1: "2ea53ef492da63183a28c54afde07fce323fe42e", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk5m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 6th Mix (G*B06 VER. JAA)" + + pcnfrk6m: + archive: "pcnfrk6m.zip" + title: "Percussion Freaks 6th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Asia" + revision: "G*B16 VER. AAA" + boardCode: "G*B16" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb16aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x95f80e09", sha1: "14e7998baf42bc8610638a4e5aa13ba1afb361e2" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcb16aaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x52c9334b", sha1: "2288f729611aefe93a470f8ef88a211582136e86" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcb16aaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5696e133", sha1: "aad39cc25ce5279adac8a10fb10158f4f4418c0a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb16aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b16aaa02", sha1: "d268548e7cbfb22a8127509aeb84b4487b0e7460", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 6th Mix (G*B16 VER. AAA)" + + drmn6m: + archive: "drmn6m.zip" + title: "DrumMania 6th Mix" + parent: "pcnfrk6m" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*B16 VER. JAA" + boardCode: "G*B16" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb16jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa8ab305d", sha1: "7815ec63fa419174d689f237bcb3ec2372fb6baa" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcb16jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x19de3e53", sha1: "bbb7a247bdd617a124330a946c2e8dd565b2a09c" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcb16jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5696e133", sha1: "aad39cc25ce5279adac8a10fb10158f4f4418c0a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb16jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b16jaa02", sha1: "fa0862a9bd3a48d4f6e7b44b11ad387acc05037e", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "b16jba02", sha1: "07de74a3ca384407d99c433110085208a458653e", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 6th Mix (G*B16 VER. JAA)" + + gtrfrk7m: + archive: "gtrfrk7m.zip" + title: "Guitar Freaks 7th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*B17 VER. JAA" + boardCode: "G*B17" + hardwareProfile: "gtrfrk7m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb17jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x3e08140c", sha1: "8ba94ced641edab17a61e25b890985280bf5d30b" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcb17jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1e1cbfe3", sha1: "6c942820f915ea0e01f0e736d70780ad8408aa69" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcb17jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7e7da9a9", sha1: "1882418779a48b5aefd113895756116379a6a4f7" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb17jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b17jaa02", sha1: "daf23982abbab882882f89b3a9d985df36252cae", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk7m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 7th Mix (G*B17 VER. JAA)" + + ddrmax: + archive: "ddrmax.zip" + title: "DDRMAX - Dance Dance Revolution 6th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "G*B19 VER. JAA" + boardCode: "G*B19" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb19ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x680a3288", sha1: "b413c6c43c4a18c5c713049a9c2fbde2d98e36bc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb19ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b19jaa02", sha1: "fe8a6731a2163fe7864cd3c4457034768eb98caa", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DDRMAX - Dance Dance Revolution 6th Mix (G*B19 VER. JAA)" + + ddrmax2: + archive: "ddrmax2.zip" + title: "DDRMAX2 - Dance Dance Revolution 7th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*B20 VER. JAA" + boardCode: "G*B20" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb20ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x169be875", sha1: "de40794ebf9190fe3676326d21150fd6aa72dc25" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb20ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b20jaa02", sha1: "ef6579192b86cfea08debe82f54fc4aae5985c92", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DDRMAX2 - Dance Dance Revolution 7th Mix (G*B20 VER. JAA)" + + mrtlbeat: + archive: "mrtlbeat.zip" + title: "Martial Beat" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*B47 VER. JBA" + boardCode: "G*B47" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "geb47jb.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x83de7dd1", sha1: "cc9afd1f8f93829e845dbbb9e27eb786525e9d66" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "geb47jb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b47jxb02", sha1: "6bbe8d6169ef692bd8995da564bd5a97b6bf0b31", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Martial Beat (G*B47 VER. JBA)" + + mrtlbeata: + archive: "mrtlbeata.zip" + title: "Martial Beat" + parent: "mrtlbeat" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*B47 VER. JAB" + boardCode: "G*B47" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "geb47ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xbe474ec0", sha1: "328d352847cdddcf04a6179e45f2f273bee713dd" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "geb47jb.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "b47jxb02", sha1: "6bbe8d6169ef692bd8995da564bd5a97b6bf0b31", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Martial Beat (G*B47 VER. JAB)" + + gbbchmp: + archive: "gbbchmp.zip" + title: "Great Bishi Bashi Champ" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "GBA48 VER. JAB" + boardCode: "GBA48" + hardwareProfile: "gbbchmp" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + controls: + ports: + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + - { type: "arcade", joystick: "none", layout: "hyperbbc" } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "pccard1:32mb:1l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:1u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:2l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:2u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:3l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:3u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:4l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:4u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:5l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:5u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:6l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:6u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:7l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:7u", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:8l", size: 0x200000, width: 8, endianness: "native" } + - { id: "pccard1:32mb:8u", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x84, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - role: "pccard1_32mb_1l_001" + region: "pccard1:32mb:1l" + name: "cb48jab02.1l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xc461f9d8" + sha1: "739adaafc121a2978802e0a2e1551954e34e60c6" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_1u_001" + region: "pccard1:32mb:1u" + name: "cb48jab02.1u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xa909447e" + sha1: "03ddd1a34bd51a11a4a838b75a8885b6acb4daff" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_2l_001" + region: "pccard1:32mb:2l" + name: "cb48jab02.2l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xc67b8134" + sha1: "632a02f5c35906f6f4512a68caf98a70dc4d0d98" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_2u_001" + region: "pccard1:32mb:2u" + name: "cb48jab02.2u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xe3f5a88b" + sha1: "d9103810e5c9d64d73525c5c2176a5e6c5fd4be4" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_3l_001" + region: "pccard1:32mb:3l" + name: "cb48jab02.3l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xd8a58e21" + sha1: "5a58a6759aa4bca7e35033cc411a2058e2f2e31f" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_3u_001" + region: "pccard1:32mb:3u" + name: "cb48jab02.3u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x6a26bcc0" + sha1: "92bedd98a28ebb04e2e3c1a9f16f6d4c7a5be29e" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_4l_001" + region: "pccard1:32mb:4l" + name: "cb48jab02.4l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xd61d6e20" + sha1: "121360976d515a2539f1b1d508591b70dd375095" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_4u_001" + region: "pccard1:32mb:4u" + name: "cb48jab02.4u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xd0babf51" + sha1: "929f2e940c9639c9fcf7bb6a7ba5e15c43a343b4" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_5l_001" + region: "pccard1:32mb:5l" + name: "cb48jab02.5l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x5848bdd0" + sha1: "14ea255adc644fa49ca6967ba36087e6ac9046dc" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_5u_001" + region: "pccard1:32mb:5u" + name: "cb48jab02.5u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xe18e2e43" + sha1: "8a460d86fcc0713b46bf2786aa3bb40faa8a2f23" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_6l_001" + region: "pccard1:32mb:6l" + name: "cb48jab02.6l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x8b6da035" + sha1: "1993d8f9c68dc5fea19f3d9a9348c6ab55cda9cf" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_6u_001" + region: "pccard1:32mb:6u" + name: "cb48jab02.6u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x84968845" + sha1: "64f66fa377388305047dccb2f9c6ab1881788da6" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_7l_001" + region: "pccard1:32mb:7l" + name: "cb48jab02.7l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xa36fc186" + sha1: "5bb93bbb41729b64bcb32cf5b6d572d71fcd4437" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_7u_001" + region: "pccard1:32mb:7u" + name: "cb48jab02.7u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0xdd6b3c8c" + sha1: "1350f4d8287105f18e108f2687f51371e20396cd" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_8l_001" + region: "pccard1:32mb:8l" + name: "cb48jab02.8l" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x9a4109e5" + sha1: "ba59caac5f5a80fc52c507d8a47f322a380aa9a1" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - role: "pccard1_32mb_8u_001" + region: "pccard1:32mb:8u" + name: "cb48jab02.8u" + size: 0x200000 + offset: 0x100000 + interleave: 1 + wordSwap: false + required: true + badDump: true + crc32: "0x9a4109e5" + sha1: "ba59caac5f5a80fc52c507d8a47f322a380aa9a1" + segments: + - { operation: "load", offset: 0x100000, length: 0x100000, sourceOffset: 0x0, groupSize: 1, skip: 0, reverse: false } + - { operation: "continue", offset: 0x0, length: 0x100000, sourceOffset: 0x100000, groupSize: 1, skip: 0, reverse: false } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcb48ja.u1", size: 0x84, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x879ff48d", sha1: "c548173c5adfda08a82a04e0d0fbcfc529ed41a0" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcb48ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gbbchmp" + inputProfile: "hyperbbc" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Great Bishi Bashi Champ (GBA48 VER. JAB)" + + pcnfrk7m: + archive: "pcnfrk7m.zip" + title: "Percussion Freaks 7th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Asia" + revision: "G*C07 VER. AAA" + boardCode: "G*C07" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc07aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x98144a51", sha1: "376d265a0f897ad116cdd88a673f6e20d880204a" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcc07aaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xe32a680d", sha1: "fcdf8bc9ff2290350b2653588047c78ec6c5f4a8" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcc07aaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49d27b57", sha1: "e62737fe8665d837c2cebd1dcf4577a021d8cdb1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc07aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c07aaa02", sha1: "3edb219d5fd7cf25c851fa02c7c1926c9e2baa02", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Percussion Freaks 7th Mix (G*C07 VER. AAA)" + + drmn7m: + archive: "drmn7m.zip" + title: "DrumMania 7th Mix power-up ver." + parent: "pcnfrk7m" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*C07 VER. JBA" + boardCode: "G*C07" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc07jba.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x9b85fd8a", sha1: "34fc42389fc5eb5d09a0a7b6b4c4b4597b1f6849" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcc07jba.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x7120d1ce", sha1: "4df9828150120762b99c5b212bc7a91b0d525bce" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcc07jba.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9393fe8e", sha1: "f60752e3e397121f3d4856a634e1c8ce5fc465b5" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc07jba.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c07jca02", sha1: "a81a35360933ab8a7630cf5e8a8c6988714cfa0d", required: true, readOnly: true, companion: true } + - { role: "multisession", type: "chd_cdrom", name: "c07jda02", sha1: "7c22ebbda11bdaf85c3441d7a6f3497994cd957f", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 7th Mix power-up ver. (G*C07 VER. JBA)" + + drmn7ma: + archive: "drmn7ma.zip" + title: "DrumMania 7th Mix" + parent: "pcnfrk7m" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*C07 VER. JAA" + boardCode: "G*C07" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc07jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xa5477405", sha1: "f532bba5f089a263bbfd07bb66f028663c659a84" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcc07jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x1e1cbfe3", sha1: "6c942820f915ea0e01f0e736d70780ad8408aa69" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcc07jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49d27b57", sha1: "e62737fe8665d837c2cebd1dcf4577a021d8cdb1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc07jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c07jaa02", sha1: "96c410745d1fd14059bf11987655ed998a9b79dd", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "c07jba02", sha1: "25e1a3ff7886c409d16e40ca1798b01b11546755", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 7th Mix (G*C07 VER. JAA)" + + gtrfrk8m: + archive: "gtrfrk8m.zip" + title: "Guitar Freaks 8th Mix power-up ver." + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*C08 VER. JBA" + boardCode: "G*C08" + hardwareProfile: "gtrfrk7m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc08jba.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xb7da7085", sha1: "19702458b22dc49e5475ee6e39b02cca9b626122" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcc08jba.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xddef5efe", sha1: "7c3a219eacf63f55894e81cb0e41753176191708" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcc08jba.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9393fe8e", sha1: "f60752e3e397121f3d4856a634e1c8ce5fc465b5" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc08jba.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c08jba02", sha1: "8e352ed8ade581b7c9bb579fc56003ea1831202c", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk7m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 8th Mix power-up ver. (G*C08 VER. JBA)" + + gtrfrk8ma: + archive: "gtrfrk8ma.zip" + title: "Guitar Freaks 8th Mix" + parent: "gtrfrk8m" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*C08 VER. JAA" + boardCode: "G*C08" + hardwareProfile: "gtrfrk7m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "29f016a.31m", size: 0x200000, width: 8, endianness: "native" } + - { id: "29f016a.27m", size: 0x200000, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc08jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xe35a6b58", sha1: "a10f670adae91efbef09b2a1c8c29e1ccb1036bc" } + - { role: "29f016a_31m_001", region: "29f016a.31m", name: "gcc08jaa.31m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xaa723d4c", sha1: "5f55ddaf7f21b624deac99cc40b89989cd6f3a3d" } + - { role: "29f016a_27m_001", region: "29f016a.27m", name: "gcc08jaa.27m", size: 0x200000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x49d27b57", sha1: "e62737fe8665d837c2cebd1dcf4577a021d8cdb1" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc08jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c08jaa02", sha1: "7a1d97f74ec4d643ff7d3981d66b551cbf9e57f0", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk7m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 8th Mix (G*C08 VER. JAA)" + + dsem2: + archive: "dsem2.zip" + title: "Dancing Stage Euro Mix 2" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Europe" + revision: "G*C23 VER. EAA" + boardCode: "G*C23" + hardwareProfile: "dsem2" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gkc23ea.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x107e9868", sha1: "02a0f92fc3167d37818818332bf189f39e3c25fc" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gkc23ea.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c23eaa02", sha1: "46868c97530db5be1b43ffa32744e3e12495c243", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "dsem2" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dancing Stage Euro Mix 2 (G*C23 VER. EAA)" + + ddrextrm: + archive: "ddrextrm.zip" + title: "Dance Dance Revolution Extreme" + system: "konami_system573" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "G*C36 VER. JAA" + boardCode: "G*C36" + hardwareProfile: "ddr5m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc36ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x197845c2", sha1: "c6c1c192f69331232a93ec6c690257e57a244e25" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc36ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c36jaa02", sha1: "edeb45fff0e66151b1ba2fd67542064ccddb031e", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "ddr5m" + inputProfile: "ddr" + stateClass: "ddr_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Dance Dance Revolution Extreme (G*C36 VER. JAA)" + + pcnfrk8m: + archive: "pcnfrk8m.zip" + title: "Percussion Freaks 8th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Asia" + revision: "G*C38 VER. AAA" + boardCode: "G*C38" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc38aaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x5a3611fe", sha1: "279dbad199abdaa947f8c1e39cf08385d9e102ab" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc38aaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c38aaa02", sha1: "df1699e6216cfccf5ff0cad8ad2b66a8c4c8cfc9", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "Percussion Freaks 8th Mix (G*C38 VER. AAA)" + + drmn8m: + archive: "drmn8m.zip" + title: "DrumMania 8th Mix" + parent: "pcnfrk8m" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*C38 VER. JAA" + boardCode: "G*C38" + hardwareProfile: "drmn4m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc38jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xc2895619", sha1: "49dcebd44435760dde02638b0e0a89b743064e69" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc38jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c38jaa02", sha1: "9115252e6cc13ff90e73cd1a864e0d99e3c8b5ea", required: true, readOnly: true, companion: true } + - { role: "multisession", type: "chd_cdrom", name: "c38jba02", sha1: "2a31335277929b2231b12ad950ab69e35b37d973", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn4m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 8th Mix (G*C38 VER. JAA)" + + gtrfrk9m: + archive: "gtrfrk9m.zip" + title: "Guitar Freaks 9th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*C39 VER. JAA" + boardCode: "G*C39" + hardwareProfile: "gtrfrk7m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcc39jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x865d2191", sha1: "9f5226d01164d83c36fde315de2d15a2f3b61604" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcc39jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "runtime", type: "chd_cdrom", name: "c39jaa02", sha1: "fef1202457b6bae2e10be6ecea35369820ffded5", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtrfrk7m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 9th Mix (G*C39 VER. JAA)" + + pcnfrk9m: + archive: "pcnfrk9m.zip" + title: "Percussion Freaks 9th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Asia" + revision: "G*D09 VER. AAA" + boardCode: "G*D09" + hardwareProfile: "drmn9m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd09aba.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x1fe73b91", sha1: "b3c49b84295b9dfc946b12a53bdec5cd24541c98" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd09aba.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d09aba02", sha1: "a817d1c7fdb354b7d2d5c08f92a352c76a2b1a72", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "d09aaa02", sha1: "593706872e3a541acfe4d9527c3a5e89cc193e98", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn9m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 9th Mix (G*D09 VER. AAA)" + + drmn9m: + archive: "drmn9m.zip" + title: "DrumMania 9th Mix" + parent: "pcnfrk9m" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*D09 VER. JAB" + boardCode: "G*D09" + hardwareProfile: "drmn9m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd09jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf73f2f6b", sha1: "30abe964fcef3901b2098e32946568f4a7c617d7" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd09jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d09jab01", sha1: "f3962f77b96a48bf0195700f4b72bf02d75a7e03", required: true, readOnly: true, companion: true } + - { role: "install2", type: "chd_cdrom", name: "d09jca02", sha1: "4583ce07fca67660f9f1928589f39d3f551206ff", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "d09jaa02", sha1: "33f3e48ed5a8becd8c4714413e454328d8d5baae", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "d09jba02", sha1: "68324d474d89a9ddf5cadc9ab4a8d615b3739879", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn9m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 9th Mix (G*D09 VER. JAB)" + + drmn9ma: + archive: "drmn9ma.zip" + title: "DrumMania 9th Mix" + parent: "pcnfrk9m" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*D09 VER. JAA" + boardCode: "G*D09" + hardwareProfile: "drmn9m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd09jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xf73f2f6b", sha1: "30abe964fcef3901b2098e32946568f4a7c617d7" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd09jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d09jca02", sha1: "4583ce07fca67660f9f1928589f39d3f551206ff", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "d09jaa02", sha1: "33f3e48ed5a8becd8c4714413e454328d8d5baae", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "d09jba02", sha1: "68324d474d89a9ddf5cadc9ab4a8d615b3739879", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn9m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 9th Mix (G*D09 VER. JAA)" + + gtfrk10m: + archive: "gtfrk10m.zip" + title: "Guitar Freaks 10th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*D10 VER. JAB" + boardCode: "G*D10" + hardwareProfile: "gtfrk10m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd10jab.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x4147d6fb", sha1: "35877a6c295369f3c6857f6e33fad80abf111156" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd10jab.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d10jab01", sha1: "c84858b412f0798a65cf3059c743501f32ad7280", required: true, readOnly: true, companion: true, badDump: true } + - { role: "install2", type: "chd_cdrom", name: "d10jba02", sha1: "80893da422268cc1f89688289cdec981c4f9feb2", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "d10jaa02", sha1: "d4e4460ca3edc1b365af593757557c6cf5b7b3ec", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtfrk10m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 10th Mix (G*D10 VER. JAB)" + + gtfrk10ma: + archive: "gtfrk10ma.zip" + title: "Guitar Freaks 10th Mix" + parent: "gtfrk10m" + system: "konami_system573" + manufacturer: "Konami" + year: 2003 + region: "Japan" + revision: "G*D10 VER. JAA" + boardCode: "G*D10" + hardwareProfile: "gtfrk10m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd10jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x97b5afc8", sha1: "ac57ac0dfb0ee73ad5e0819505153fe9d7da9dc9" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd10jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d10jba02", sha1: "80893da422268cc1f89688289cdec981c4f9feb2", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "d10jaa02", sha1: "d4e4460ca3edc1b365af593757557c6cf5b7b3ec", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtfrk10m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 10th Mix (G*D10 VER. JAA)" + + gtfrk11m: + archive: "gtfrk11m.zip" + title: "Guitar Freaks 11th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2004 + region: "Japan" + revision: "G*D39 VER. JAA" + boardCode: "G*D39" + hardwareProfile: "gtfrk11m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd39ja.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x809301a6", sha1: "718e646bc6e72d89e78b771fb64374f77c5662a0" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd39ja.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d39jba02", sha1: "a10225d1dd6cfd22382970099927aeba5e0c03e7", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "d39jaa02", sha1: "7a87ee331ba0301bb8724c398e6c77cfb9c172a7", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "gtfrk11m" + inputProfile: "gtrfrks" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Guitar Freaks 11th Mix (G*D39 VER. JAA)" + + pcnfrk10m: + archive: "pcnfrk10m.zip" + title: "Percussion Freaks 10th Mix" + system: "konami_system573" + manufacturer: "Konami" + year: 2004 + region: "Asia" + revision: "G*D40 VER. AAA" + boardCode: "G*D40" + hardwareProfile: "drmn10m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd40aca.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xcbeaaaae", sha1: "ccc6c47b20ab847859ec37c9c45dc90b24a232b5" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd40aca.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d40aca02", sha1: "3a23808e13b689f3ed2a1fa1ce541a4b82765d97", required: true, readOnly: true, companion: true, badDump: true } + - { role: "runtime", type: "chd_cdrom", name: "d40aaa02", sha1: "638c19588c5f9967eb5623a3a979ac68e7c96dae", required: true, readOnly: true, companion: true } + undumpedMedia: + - { role: "multisession", type: "chd_cdrom", name: "d40aba02", required: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn10m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "Percussion Freaks 10th Mix (G*D40 VER. AAA)" + + drmn10m: + archive: "drmn10m.zip" + title: "DrumMania 10th Mix" + parent: "pcnfrk10m" + system: "konami_system573" + manufacturer: "Konami" + year: 2004 + region: "Japan" + revision: "G*D40 VER. JAA" + boardCode: "G*D40" + hardwareProfile: "drmn10m" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "mcu", size: 0x8000, width: 8, endianness: "native" } + - { id: "h8_response", size: 0x40, width: 8, endianness: "native" } + - { id: "cassette:game:eeprom", size: 0x8c, width: 8, endianness: "native" } + - { id: "cassette:game:id", size: 0x8, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "700a01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x11812ef8", sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48", biosVariant: "std" } + - { role: "maincpu_rom_002", region: "maincpu:rom", name: "700a01,gchgchmp.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x39ebb0ca", sha1: "9aab8c637dd2be84d79007e52f108abe92bf29dd", biosVariant: "gchgchmp" } + - { role: "maincpu_rom_003", region: "maincpu:rom", name: "700b01.22g", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x6cf852af", sha1: "a2421d0a494892c0e71003c96995ce8f945064dd", biosVariant: "dsem2" } + - { role: "h8_response_001", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "std" } + - { role: "h8_response_002", region: "h8_response", name: "h8a01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x131e0359", sha1: "967f66578ebc0cf6b044d71af09b59bce1f4a1d0", biosVariant: "gchgchmp" } + - { role: "h8_response_003", region: "h8_response", name: "h8b01.bin", size: 0x40, offset: 0x0, interleave: 1, wordSwap: false, required: false, crc32: "0x508b057d", sha1: "779177e6312ef272483eeb64a5e84bbae6e301f2", biosVariant: "dsem2" } + - { role: "cassette_game_eeprom_001", region: "cassette:game:eeprom", name: "gcd40jaa.u1", size: 0x8c, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xd98d4aa5", sha1: "7142c1e6291fdaac726477662487c7600c048e0a" } + - { role: "cassette_game_id_001", region: "cassette:game:id", name: "gcd40jaa.u6", size: 0x8, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xce84419e", sha1: "839e8ee080ecfc79021a06417d930e8b32dfc6a1" } + undumpedRoms: + - { role: "mcu_001", region: "mcu", name: "hd6473644h.18e", size: 0x8000, required: true } + media: + - { role: "install", type: "chd_cdrom", name: "d40jca02", sha1: "f0208a62e2d15773961e89383ae8d4bd2e8f6b47", required: true, readOnly: true, companion: true } + - { role: "runtime", type: "chd_cdrom", name: "d40jaa02", sha1: "68b2038f0cd2d461f608945d1e243f2b6979efaa", required: true, readOnly: true, companion: true, badDump: true } + - { role: "multisession", type: "chd_cdrom", name: "d40jba02", sha1: "0ded9e0a6c77b181e7b6beb1dbdfa17dee4acd90", required: true, readOnly: true, companion: true, badDump: true } + properties: + sourceDriver: "ksys573_master_20260803.cpp" + machineConfig: "drmn10m" + inputProfile: "drmn" + stateClass: "ksys573_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "DrumMania 10th Mix (G*D40 VER. JAA)" + + bmiidx: + archive: "bmiidx.zip" + title: "beatmania IIDX" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "863 JAB" + boardCode: "863" + hardwareProfile: "twinklex" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "863a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x078be99f", sha1: "7def88d18a9250a8e4b54a51bf663161676cd9be" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gq863-jab01", sha1: "331f80b40ed560c7e017621b7daeeb8275d92b9a", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gq863a04", sha1: "25359f0eaff3749a6194a6b9d93f6aec67d94819", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "863hdda01", sha1: "0b8dbf1c9caf4abf965dbc6e1a8e6329d48b1c90", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "beatmania IIDX (863 JAB)" + + bmiidxa: + archive: "bmiidxa.zip" + title: "beatmania IIDX" + parent: "bmiidx" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "863 JAA" + boardCode: "863" + hardwareProfile: "twinklex" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "863a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x078be99f", sha1: "7def88d18a9250a8e4b54a51bf663161676cd9be" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gq863a01", sha1: "07fc467f6500504729becbaf77dabc093a134e65", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gq863a04", sha1: "25359f0eaff3749a6194a6b9d93f6aec67d94819", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "863hdda01", sha1: "0b8dbf1c9caf4abf965dbc6e1a8e6329d48b1c90", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "beatmania IIDX (863 JAA)" + + bmiidxc: + archive: "bmiidxc.zip" + title: "beatmania IIDX with DDR 2nd Club Version" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "896 JAB" + boardCode: "896" + hardwareProfile: "twinklex" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "863a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x078be99f", sha1: "7def88d18a9250a8e4b54a51bf663161676cd9be" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "896jabbm", sha1: "09fb638bc5b3e64af13ae3df66ba25e490440946", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gq863a04", sha1: "25359f0eaff3749a6194a6b9d93f6aec67d94819", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "863hdda01", sha1: "0b8dbf1c9caf4abf965dbc6e1a8e6329d48b1c90", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "beatmania IIDX with DDR 2nd Club Version (896 JAB)" + + bmiidxca: + archive: "bmiidxca.zip" + title: "beatmania IIDX with DDR 2nd Club Version" + parent: "bmiidxc" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "896 JAA" + boardCode: "896" + hardwareProfile: "twinklex" + setFormat: "non_merged" + status: "not_working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "863a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x078be99f", sha1: "7def88d18a9250a8e4b54a51bf663161676cd9be" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "896jaabm", sha1: "ea7205f86543d9273efcc226666ab530c32b23c1", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gq863a04", sha1: "25359f0eaff3749a6194a6b9d93f6aec67d94819", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "863hdda01", sha1: "0b8dbf1c9caf4abf965dbc6e1a8e6329d48b1c90", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING" + mameDescription: "beatmania IIDX with DDR 2nd Club Version (896 JAA)" + + bmiidxs: + archive: "bmiidxs.zip" + title: "beatmania IIDX Substream" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "983 JAA" + boardCode: "983" + hardwareProfile: "twinklex2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "983a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x6a6ace82", sha1: "1e1373f40c469c117316c03db414d9984567dd42" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc983a01", sha1: "7a80380f9c18c7da9643e0b9954ad8367eda5948", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc983a04", sha1: "73454f2acb5a1e6b9e21140eb7b93a4827072d63", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "983hdda01", sha1: "bcbbf55acf8bebc5773ffc5769420a0129f4da57", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex2" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX Substream (983 JAA)" + + bmiidxsa: + archive: "bmiidxsa.zip" + title: "beatmania IIDX Substream" + parent: "bmiidxs" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Asia" + revision: "983-AA JAA" + boardCode: "983-AA" + hardwareProfile: "twinklex2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "983aa02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0xbcc8965c", sha1: "e152d19a92544212e321a332c6e6678d623dab21" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc983aa,a01", sha1: "9ef5725fc79a7f4f524ef93849af42b2758102cd", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc983a04", sha1: "73454f2acb5a1e6b9e21140eb7b93a4827072d63", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "983hdda01", sha1: "bcbbf55acf8bebc5773ffc5769420a0129f4da57", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex2" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX Substream (983-AA JAA)" + + bmiidxc2: + archive: "bmiidxc2.zip" + title: "beatmania IIDX Substream with DDR 2nd Club Version 2" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + revision: "984 A01 BM" + boardCode: "984" + hardwareProfile: "twinklex2" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x224, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "984a02", size: 0x224, offset: 0x0, interleave: 1, wordSwap: false, required: true, badDump: true, crc32: "0x786db814", sha1: "722c709d95d54cd519856ddea64b9176ef191b0d" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "ge984a01,bm", sha1: "03b083ba09652dfab6f328000c3c9de2a7a4e618", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc983a04", sha1: "73454f2acb5a1e6b9e21140eb7b93a4827072d63", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "983hdda01", sha1: "bcbbf55acf8bebc5773ffc5769420a0129f4da57", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklex2" + inputProfile: "twinklex" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX Substream with DDR 2nd Club Version 2 (984 A01 BM)" + + bmiidx2: + archive: "bmiidx2.zip" + title: "beatmania IIDX 2nd style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 1999 + region: "Japan" + revision: "GC985 JAA" + boardCode: "GC985" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "985a02", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x059c1f99", sha1: "f094a12c9a56d351667746a765804c94cb3f96bb" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc985a01", sha1: "0b783f11317f64552ebf3323459139529e7f315f", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc985a04", sha1: "4306417f61eb1ea92894d288cdb7c385eb4610f2", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "985hdda01", sha1: "a5b9ec9a5afa38f36af529d3aea5355ea7d022ca", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 2nd style (GC985 JAA)" + + bmiidx3: + archive: "bmiidx3.zip" + title: "beatmania IIDX 3rd style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GC992 JAC" + boardCode: "GC992" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "992a02", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x92520992", sha1: "c4a47dd0e805807df0f086fd9602c000fe2baa61" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc992-jac01", sha1: "c02d6e58439be678ec0d7171eae2dfd53a21acc7", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc992-jaa04", sha1: "66d0b9ac793ff3fdddd0aa2aa5f2809d0c295944", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "992hdda01", sha1: "c3936ae9368b23a3a6a876b668cac67a4c9d1287", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 3rd style (GC992 JAC)" + + bmiidx3b: + archive: "bmiidx3b.zip" + title: "beatmania IIDX 3rd style" + parent: "bmiidx3" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GC992 JAB" + boardCode: "GC992" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "992a02", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x92520992", sha1: "c4a47dd0e805807df0f086fd9602c000fe2baa61" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc992-jab01", sha1: "7a5bc08e5723c2705fb7954a8bb727f96514ec2e", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc992-jaa04", sha1: "66d0b9ac793ff3fdddd0aa2aa5f2809d0c295944", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "992hdda01", sha1: "c3936ae9368b23a3a6a876b668cac67a4c9d1287", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 3rd style (GC992 JAB)" + + bmiidx3a: + archive: "bmiidx3a.zip" + title: "beatmania IIDX 3rd style" + parent: "bmiidx3" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GC992 JAA" + boardCode: "GC992" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "992a02", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x92520992", sha1: "c4a47dd0e805807df0f086fd9602c000fe2baa61" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "gc992-jaa01", sha1: "d86dab5c8130859e73a3e2936b7fd6231e1c025d", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "gc992-jaa04", sha1: "66d0b9ac793ff3fdddd0aa2aa5f2809d0c295944", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "992hdda01", sha1: "c3936ae9368b23a3a6a876b668cac67a4c9d1287", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 3rd style (GC992 JAA)" + + bmiidx4: + archive: "bmiidx4.zip" + title: "beatmania IIDX 4th style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2000 + region: "Japan" + revision: "GCA03 JAA" + boardCode: "GCA03" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "a03", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x9ccf71f9", sha1: "01c4060ac6e2cdc156c034797ea2e305cbbc31ef" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "a03jaa01", sha1: "f54fc778c2187ccd950402a159babef956b71492", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "a03jaa02", sha1: "d6f01d666e8de285a02215f7ef987073e2b25019", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "a03jaa03", sha1: "a9814c60d2ed98b8c4f6e11ea762518a1712e7b5", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 4th style (GCA03 JAA)" + + bmiidx5: + archive: "bmiidx5.zip" + title: "beatmania IIDX 5th style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2001 + region: "Japan" + revision: "GCA17 JAA" + boardCode: "GCA17" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "a17", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x70ae9983", sha1: "de0b9ce8ca09e794a35722737958fa7ee6eef6ce" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "a17jaa01", sha1: "5ac46973b42b2c66ae63297d1a7fd69b33ef4d1d", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "a17jaa02", sha1: "cc24a4c3f5e7c77dbeee7db94c0cc8a330e2b51b", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "a17jaa03", sha1: "f8c9b1af4ad15bb9cc37f0d234949a4342f1ca34", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 5th style (GCA17 JAA)" + + bmiidx6: + archive: "bmiidx6.zip" + title: "beatmania IIDX 6th style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2001 + region: "USA" + revision: "GCB4U JAB" + boardCode: "GCB4U" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "b4u", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5c134715", sha1: "2bc40388c5e2d54e99e9fdfd63216820b5c939c0" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "b4ujab01", sha1: "aaae77f473c4a44ce6838da3ef6dab27e4afa0e4", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "b4ujaa02", sha1: "70c85f6df6f21b96c02e4eefc224593edcaf9e63", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "b4ujaa03", sha1: "cfcbdfab157a864cbd4ac83247be5d62218f5b72", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 6th style (GCB4U JAB)" + + bmiidx6a: + archive: "bmiidx6a.zip" + title: "beatmania IIDX 6th style" + parent: "bmiidx6" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2001 + region: "USA" + revision: "GCB4U JAA" + boardCode: "GCB4U" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "b4u", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x5c134715", sha1: "2bc40388c5e2d54e99e9fdfd63216820b5c939c0" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "b4ujaa01", sha1: "22589f2a2b421e910d8dc3d98b375d7939a94921", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "b4ujaa02", sha1: "70c85f6df6f21b96c02e4eefc224593edcaf9e63", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "b4ujaa03", sha1: "cfcbdfab157a864cbd4ac83247be5d62218f5b72", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 6th style (GCB4U JAA)" + + bmiidx7: + archive: "bmiidx7.zip" + title: "beatmania IIDX 7th style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "GCB44 JAB" + boardCode: "GCB44" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "b44", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfb6aaa40", sha1: "7a93a8b69d71c2e448d176a6a9d175a01bd8a5f1" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "b44jab01", sha1: "f04411b2c7a671dc9544635b187db7a5f3eae6aa", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "b44jaa02", sha1: "a45726d99025f4d824ec143ef92957c76c08a13a", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "b44jaa03", sha1: "1adb8e4874e26e8ccd9822e6f9dd12f6e6f8af05", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 7th style (GCB44 JAB)" + + bmiidx7a: + archive: "bmiidx7a.zip" + title: "beatmania IIDX 7th style" + parent: "bmiidx7" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "GCB44 JAA" + boardCode: "GCB44" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "b44", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0xfb6aaa40", sha1: "7a93a8b69d71c2e448d176a6a9d175a01bd8a5f1" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "b44jaa01", sha1: "57fb0312d8102e959658e48a97e46aa16e592b60", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "b44jaa02", sha1: "a45726d99025f4d824ec143ef92957c76c08a13a", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "b44jaa03", sha1: "1adb8e4874e26e8ccd9822e6f9dd12f6e6f8af05", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 7th style (GCB44 JAA)" + + bmiidx8: + archive: "bmiidx8.zip" + title: "beatmania IIDX 8th style" + system: "konami_twinkle" + manufacturer: "Konami" + year: 2002 + region: "Japan" + revision: "GCC44 JAA" + boardCode: "GCC44" + hardwareProfile: "twinklei" + setFormat: "non_merged" + status: "working" + minPlayers: 1 + maxPlayers: 2 + display: { orientation: "horizontal", aspectNumerator: 4, aspectDenominator: 3, screens: 1 } + romRegions: + - { id: "maincpu:rom", size: 0x80000, width: 32, endianness: "little" } + - { id: "audiocpu", size: 0x80000, width: 32, endianness: "little" } + - { id: "security", size: 0x100, width: 8, endianness: "native" } + roms: + - { role: "maincpu_rom_001", region: "maincpu:rom", name: "863a03.7b", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x81498f73", sha1: "3599b40a5872eab3a00d345287635355fcb25a71" } + - { role: "audiocpu_001", region: "audiocpu", name: "863a05.2x", size: 0x80000, offset: 0x0, interleave: 1, wordSwap: true, required: true, crc32: "0x6f42a09e", sha1: "cab5209f90f47b9ee6e721479913ad74e3ba84b1" } + - { role: "security_001", region: "security", name: "c44", size: 0x100, offset: 0x0, interleave: 1, wordSwap: false, required: true, crc32: "0x3afc8048", sha1: "36cf01288a5ca4f03060de44a89472650e9f8dcc" } + media: + - { role: "cdrom", type: "chd_cdrom", name: "c44jaa01", sha1: "dd2aeb925182ed75ade510ca3a0f913d667a2be2", required: true, readOnly: true, companion: true } + - { role: "cdrom1", type: "chd_cdrom", name: "c44jaa02", sha1: "f4c454a6360c507a122888d5bc3311eed5ce083b", required: true, readOnly: true, companion: true } + - { role: "ata_0_hdd", type: "chd_hard_disk", name: "c44jaa03", sha1: "14df5039a4f5a648f1a2d12a35c16f56d0f9cd28", required: true, readOnly: true, companion: true } + properties: + sourceDriver: "twinkle_master_20260803.cpp" + machineConfig: "twinklei" + inputProfile: "twinklei" + stateClass: "twinkle_state" + emulationFlags: "MACHINE_IMPERFECT_SOUND" + mameDescription: "beatmania IIDX 8th style (GCC44 JAA)" + # END ARCADEDUCK UNIVERSAL GAME CATALOG 20260803 diff --git a/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (FR).cpr b/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (FR).cpr new file mode 100644 index 00000000..580c0d6e Binary files /dev/null and b/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (FR).cpr differ diff --git a/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (SP).cpr b/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (SP).cpr new file mode 100644 index 00000000..322df8b9 Binary files /dev/null and b/bios/Other/capriceforever/Cartridges/Burnin' Rubber + BASIC (SP).cpr differ diff --git a/bios/Other/capriceforever/Roms/albireo.rom b/bios/Other/capriceforever/Roms/albireo.rom new file mode 100644 index 00000000..c038e4be Binary files /dev/null and b/bios/Other/capriceforever/Roms/albireo.rom differ diff --git a/bios/Other/capriceforever/Roms/fw-v3-u5.rom b/bios/Other/capriceforever/Roms/fw-v3-u5.rom new file mode 100644 index 00000000..cdb63481 Binary files /dev/null and b/bios/Other/capriceforever/Roms/fw-v3-u5.rom differ diff --git a/bios/Other/capriceforever/Roms/unidos.rom b/bios/Other/capriceforever/Roms/unidos.rom new file mode 100644 index 00000000..6178e562 Binary files /dev/null and b/bios/Other/capriceforever/Roms/unidos.rom differ diff --git a/bios/Other/capriceforever/Roms/unitools.rom b/bios/Other/capriceforever/Roms/unitools.rom new file mode 100644 index 00000000..d06474df Binary files /dev/null and b/bios/Other/capriceforever/Roms/unitools.rom differ diff --git a/bios/Other/chihiro-ds/EmuDisk/Chihiro/SEGABOOT_MBROM1.XBE b/bios/Other/chihiro-ds/EmuDisk/Chihiro/SEGABOOT_MBROM1.XBE new file mode 100644 index 00000000..96fa2d90 Binary files /dev/null and b/bios/Other/chihiro-ds/EmuDisk/Chihiro/SEGABOOT_MBROM1.XBE differ diff --git a/bios/Other/dsda-doom/dsda-doom.wad b/bios/Other/dsda-doom/dsda-doom.wad new file mode 100644 index 00000000..186bad5b Binary files /dev/null and b/bios/Other/dsda-doom/dsda-doom.wad differ diff --git a/bios/Other/gngeopi/gngeo_data.zip b/bios/Other/gngeopi/gngeo_data.zip new file mode 100644 index 00000000..91290292 Binary files /dev/null and b/bios/Other/gngeopi/gngeo_data.zip differ diff --git a/bios/Other/ppsspp-1.5.4/assets/compat.ini b/bios/Other/ppsspp-1.5.4/assets/compat.ini new file mode 100644 index 00000000..54279cb8 --- /dev/null +++ b/bios/Other/ppsspp-1.5.4/assets/compat.ini @@ -0,0 +1,318 @@ +# ======================================================================================== +# compat.ini for PPSSPP +# ======================================================================================== +# +# This file is not meant to be user-editable, although is kept as a separate ini +# file instead of compiled into the code for debugging purposes. +# +# The uses cases are strict: +# * Enable fixes for things we can't reasonably emulate without completely ruining +# performance for other games, such as the screen copies in Dangan Ronpa +# * Disabling accuracy features like 16-bit depth rounding, when we can't seem to +# implement them at all in a 100% compatible way +# * Emergency game-specific compatibility fixes before releases, such as the GTA +# music problem where every attempted fix has reduced compatibility with other games +# * Enable "unsafe" performance optimizations that some games can tolerate and +# others cannot. We do not currently have any of those. +# +# This functionality should NOT be used for any of the following: +# * Cheats +# * Fun hacks, like enlarged heads or whatever +# * Fixing general compatibility issues. First try to find a general solution. Try hard. +# +# Game IDs can be looked up at GameFAQs, for example: +# http://www.gamefaqs.com/psp/925776-grand-theft-auto-liberty-city-stories/data +# Sometimes the information may be incomplete though. +# +# ======================================================================================== +# Issue numbers refer to issues on https://github.com/hrydgard/ppsspp/issues +# ======================================================================================== + +[VertexDepthRounding] +# Phantasy Star Portable needs depth rounding to 16-bit precision for text to show up. +# It's enough to do it at the vertex granularity. #3777 +ULJM05309 = true +ULUS10410 = true +ULES01218 = true +ULJM08023 = true +ULES01218 = true +# Phantasy Star Portable 2 JP (missing text) +ULJM05493 = true +NPJH50043 = true +ULJM08030 = true +# Puyo Puyo Fever 2 #3663 (layering) +ULJM05058 = true +# NBA 2K13 #6603 (menu glitches) +ULAS42332 = true +ULJS00551 = true +NPJH50713 = true +ULJS00596 = true +ULES01578 = true +ULUS10598 = true +# Power Stone Collection #6257 (map arrow) +ULES00496 = true +ULUS10171 = true +ULJM05178 = true +# Taiko no Tatsujin Portable DX #7920 (missing text) +ULJS00383 = true +NPJH50426 = true +ULAS42282 = true +# PhotoKano #7920 (missing text) +ULJS00378 = true +NPJH50579 = true +ULJS19069 = true +NPJH50579 = true + +[PixelDepthRounding] +# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites) +NPJH50558 = true +ULJS00456 = true +ULJS00454 = true +# Heroes Phantasia Limited Edition Disc requires pixel depth rounding. +ULJS00455 = true +# Phantasy Star games flickering +# Phantasy Star Portable 1 +ULJM05309 = true +ULUS10410 = true +ULES01218 = true +ULJM08023 = true +ULES01218 = true +# Phantasy Star Portable 2 JP +ULJM05493 = true +NPJH50043 = true +ULJM08030 = true +# Phantasy Star Portable 1 Demo +NPUH90023 = true +ULJM91014 = true +NPJH90002 = true +# Phantasy Star Portable 2 JP Demo +ULJM91018 = true +NPJH90062 = true + +[DepthRangeHack] +# Phantasy Star Portable 2 and Infinity both use viewport depth outside [0, 1]. +# This gets clamped in our current implementation, but attempts to fix it run into +# Other bugs, so we've restored this hack for now. +ULJM05493 = true +NPJH50043 = true +ULJM08030 = true +ULES01439 = true +ULUS10529 = true +ULJM91018 = true # Infinity demo disc? +NPJH90157 = true # Infinity demo +ULJM05732 = true +NPJH50332 = true + +[ClearToRAM] +# SOCOM Navy Seals games require this. See issue #8973. +# Navy Seals +UCUS98615 = true +ULES00038 = true +UCKS45021 = true +# Fireteam Bravo 3 +UCJS10102 = true +NPJG00035 = true +UCUS98716 = true +UCES01242 = true + +[Force04154000Download] +# This applies a hack to Dangan Ronpa, its demo, and its sequel. +# The game draws solid colors to a small framebuffer, and then reads this directly in VRAM. +# We force this framebuffer to 1x and force download it automatically. +NPJH50631 = true +NPJH50372 = true +NPJH90164 = true +NPJH50515 = true +# Let's also apply to Me & My Katamari. +ULUS10094 = true +ULES00339 = true +ULJS00033 = true +UCKS45022 = true +ULJS19009 = true +NPJH50141 = true + +[DisableReadbacks] +# MotoGP copies the framebuffer to RAM every frame. We have a hack to display it directly, +# which means we don't also need a readback. +ULJS00078 = true +ULUS10153 = true +UCES00373 = true + +[DrawSyncEatCycles] +# This replaced Crash Tag Team Racing hack to also fix Gundam games +# It makes sceGeDrawSync eat a lot of cycles which can affect timing in lots of games, +# might be negative for others, but happens to fix games below. +# Crash Tag Team Racing needs it to pass checking memory stick screen. +ULUS10044 = true +ULES00168 = true +ULES00172 = true +ULJM05036 = true +# Gundam Battle Royale might need it to avoid crashes when certain Ace enemies shows up +ULJS00083 = true +ULKS46104 = true +ULJS19015 = true +# Gundam Battle Chronicle needs it to avoid crashes after most battles +ULJS00122 = true +ULKS46158 = true +ULJS19021 = true +# Gundam Battle Universe same problem as above +ULJS00145 = true +ULKS46183 = true +ULJS00260 = true +ULJS19041 = true +NPJH50843 = true +# Helps with Jeanne d'Arc weird 40/40 fps problem #5154 +UCAS40129 = true +UCJS10048 = true +UCKS45033 = true +UCJS18014 = true +UCUS98700 = true +NPJG00032 = true + +[FakeMipmapChange] +# This hacks separates each mipmap to independent textures to display wrong-size mipmaps. +# For example this requires games like Tactics Ogre(Japanese) to display multi bytes fonts stored in mipmaps. +# See issue #5350. +# Tactics Ogre(Japanese) +ULJM05753 = true +NPJH50348 = true +ULJM06009 = true + +[RequireBufferedRendering] +# Warn the user that the game will not work and have issue, if buffered rendering is not enabled. +# Midnight Club: LA Remix +ULUS10383 = true +ULES01144 = true +ULJS00180 = true +ULJS00267 = true +ULJM05904 = true +NPJH50440 = true +# Midnight Club 3 : DUB edition +ULUS10021 = true +ULES00108 = true +# GTA : VCS +ULUS10160 = true +ULES00502 = true +ULJM05297 = true +ULJM05395 = true +ULJM05884 = true +NPJH50827 = true +# GTA : LCS +ULUS10041 = true +ULES00151 = true +ULJM05255 = true +ULJM05359 = true +ULJM05885 = true +NPJH50825 = true +# GOW : Chains Of Olympus +UCUS98653 = true +UCUS98705 = true +UCES00842 = true +ULJM05438 = true +ULJM05348 = true +UCKS45084 = true +NPUG80325 = true +NPEG00023 = true +NPHG00028 = true +NPJG00120 = true +# Daxter +UCUS98618 = true +UCES00044 = true +NPUG80329 = true +NPEG00025 = true +# Ys Seven +ULUS10551 = true +ULJM05475 = true +NPEH00065 = true +NPJH50350 = true +ULJM08041 = true +NPEH00065 = true +# The Legend of Heroes: Trails in the Sky +ULUS10540 = true +ULUS10578 = true +ULES01556 = true +ULJM05170 = true +ULJM08033 = true +NPJH50373 = true +# Grand Knights History +ULJS00394 = true +ULJS19068 = true +NPJH50518 = true +# Tactics Ogre +ULUS10565 = true +ULES01500 = true +ULJM05753 = true +NPJH50348 = true +ULJM06009 = true +UCKS45164 = true +# Metal Gear Solid : Peace Walker +ULUS10509 = true +ULES01372 = true +ULJM08038 = true +NPJH50045 = true +ULJM05630 = true +# Star Ocean : Second Evolution +ULUS10375 = true +ULES01187 = true +ULJM05591 = true +ULJM05325 = true +UCAS40203 = true +# Driver 76 +ULUS10235 = true +ULES00740 = true +# Chili Con Carnage +ULUS10216 = true +ULES00629 = true + +[RequireBlockTransfer] +# Warn the user that the game will have issue graphic, if simulate block transfer is not enabled. +# Ys Seven need it to fix minimap. See issues #2928 +ULUS10551 = true +ULJM05475 = true +NPEH00065 = true +NPJH50350 = true +ULJM08041 = true +NPEH00065 = true +# The Legend of Heroes: Trails in the Sky need it to fix graphical glitch in menu screen. See issues #8053 +ULUS10540 = true +ULUS10578 = true +ULES01556 = true +ULJM05170 = true +ULJM08033 = true +NPJH50373 = true +# Grand Knights History need it to fix blackboxes on characters and flickering texture . See issues #2135 , #6099 +ULJS00394 = true +ULJS19068 = true +NPJH50518 = true +# TODO: Will add some games in the future + +[DisableAccurateDepth] +# Midnight Club: LA Remix +ULUS10383 = true +ULES01144 = true +ULJS00180 = true +ULJS00267 = true +ULJM05904 = true +NPJH50440 = true +# Midnight Club 3 : DUB edition +ULUS10021 = true +ULES00108 = true + +# Shadow of Destiny (#9545) +ULUS10459 = true +NPJH50036 = true + +# Burnout games have problems with this on Mali, and have no use for it +# Legends +ULES00125 = true +ULUS10025 = true +ULJM05228 = true +NPJH50305 = true +ULJM05049 = true +# Dominator +ULUS10236 = true +ULES00750 = true +ULJM05242 = true +ULJM05371 = true +NPJH50304 = true +ULES00703 = true diff --git a/bios/Other/ppsspp-1.5.4/assets/flash0/font/jpn0.pgf b/bios/Other/ppsspp-1.5.4/assets/flash0/font/jpn0.pgf new file mode 100644 index 00000000..7b247766 Binary files /dev/null and b/bios/Other/ppsspp-1.5.4/assets/flash0/font/jpn0.pgf differ diff --git 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+# Actualized by: cnterr # +############################################### + +############################################################## +# 1941 (C)1990 CAPCOM # +# Translated By Whack # +############################################################## +$info=1941 +$cmd +[Controls] +——————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons + ^E: Guns (Hold to charge) + ^F: Bomb (Uses Life) + +Hitting the wall will not hurt you. +When bombing you will roll. +(While rolling you are invincible) +$end +$cmd +[Planes & Power-Ups] +——————————————————————————————————— +P1 - P-38 Lightning +P2 - DH Mosquito B Mk.IV + +Gun Power-Ups: +[M.GUN] + Low powered machine gun + +[S.SHELL] + High Powered Laser + +[MISSILE] + Missles that crawl the walls + +Fuselage Power-Ups: +[SIDE FIGHTER] + Mini fighters that appear beside + your plane. They can be destroyed + by enemy fire. + +[AFTER IMAGE] + 3 trailing copies of your plane + that shoot when you do. They + are invicible. +$end + +############################################################## +# 1944 (C) 2000 CAPCOM # +# by Anon - Y # +############################################################## +$info=1944 +$cmd +[Controls] +—————————————————————————————————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons + ^E: Guns (Hold to charge) + ^F: Bomb + +Hold ^E to charge guns. When it is fully charged release ^E. +The plane will be invincible for a short period of time and +fire powerful low range projectiles. Then the guns will +overheat preventing you from charging them for a short time. +$end +$cmd +[Side Fighters] +—————————————————————————————————————————————————————————————— +Mini fighters that appear beside your plane. They are +destroyed after taking two hits. Destroyed side fighters are +replaced if you have more in stock. + +During charge attacking or when there is no bomb pushing ^F +makes side fighters charge forward for a powerful suicide +attack. +$end + +############################################################## +# 19XX (C) 1996 CAPCOM # +# Translated By Whack # +############################################################## +$info=19xx +$cmd +[Controls] +——————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons + ^E: Guns (Hold to charge) + ^F: Bomb (Hold to charge x3) + +Hold ^E to charge guns and prepare +the marker missle. When you release +^E the marker missle will be fired. +You will then be locked on to the +location the marker missle hit. The +targeted area will then be hit with +homing shots every time you fire +your guns. + +Charging your bombs makes them more +powerfull and does not cost you any +extra bombs. When the bomb charges +up to 3 it will automatically fire. +$end +$cmd +[Planes & Power-Ups] +——————————————————————————————————— +Planes: +[P-38 Lightning] + Strength: Homing + Special Weapon: 4 Fireballs + Marker: Front shot + +[DH Mosquito] + Strength: Power + Special Weapon: 3WAY + Marker: Side shot + +[J7W1 Sinden] + Strength: Speed + Special Weapon: Super shell + Marker: Rear shot + +Weapon Power-Ups: +[4 Fireballs] + 4 Parallel Firerballs + +[3WAY] + 3-Way Faned Shot. + +[Super shell] + High Powered Laser +$end +$cmd +[Secrets] +——————————————————————————————————— +Play with the BGM from 1942. +Immediately after the game starts: + _8·_6×9·_2×4·_4×2 + +Play with an arranged version of +the BGM from 1942. +Immediately after the game starts: + _8·_2×9·(_7_1_7_3_9_1)×2 +$end + +############################################################## +# 2020 super baseball (C) 1991 SNK / Pallas # +# Translated By Whack # +############################################################## +$info=2020bb +$cmd +[Controls] +———————————————————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons +[Hitting] + _A: Swing/Return to base + _B: Stolen Base/Lead off + _C: Bunt + _D: Time Out + +[Fielding] + _A: Pitch/Throw ball/Jump + _B: Base touch/Feint ball + _C: + _D: Time +$end + +$info=3countb +$cmd +*---INFO---* +----------------------------------------------- +3 Count Bout +Fire Suplex +(c)1993 SNK +Made by: Fabricio da Silva Coroquer +Last Update: February 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Jump +_D: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Buttons: +_X: tap following Button repeatedly + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Standing Moves: +performed in standing position + +:Running Moves: +performed while running + +:Normal Grapple Moves: +performed after winning a Grapple + +:Power Grapple Moves: +performed after winning a Grapple +needs fill 3/4 of grapple bar + +:Post Moves: +performed on the post + +:Down Moves: +performed while foe down +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run Forward _6_6 +Run Backward _4_4 +Quick Movement _A_+_B + +:Grapple Moves: +Grapple Start stay close +^!Grapple Win _X_A + ^!Grapple any Grapple Move + +:Down Moves: +Pin _D +----------------------------------------------- +$end +$cmd +Big Bomberder +----------------------------------------------- +:Standing Moves: +Big Swipe _A +Headbutt _B +Jump Kick _C_A +Biting _6_+_X_A +Run to Shoulder Toss _4_6_+_A +Shoulder Toss foe running_A + +:Running Moves: +Hip Attack _A +Cross Body _B + +:Normal Grapple Moves: +Body Slam _A +Big Swipes _8_+_A +Swipes to Headbutt _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Toss Body Slam _B +Backbreaker _8_+_B +Slum Drop Hold _2_+_B +Dangerous German [_4/_6]_+_B + +:Post Moves: +Double Knee [_A/_B] + +:Down Moves: +Boston Crab _B +Double Knee _C +----------------------------------------------- +$end +$cmd +Blubber Man +----------------------------------------------- +:Standing Moves: +Hell Stabs _A +Low Hell Stab _B +Enziguri _C_A +Knife Attack _6_+_X_A +Thunderball _4_6_+_A + +:Running Moves: +Hip Attack _A +Headbutt _B + +:Normal Grapple Moves: +Headbutt _A +Hell Stabs _8_+_A +Hell Stabs to Low HS _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Rolling Headbutt _B +Thunder Fire Bomb _8_+_B +Lift Up Toss _2_+_B +Release German Suplex [_4/_6]_+_B + +:Post Moves: +Fire Bird Splash [_A/_B] + +:Down Moves: +Knife Stab _B +Flip Leg Drop _C +----------------------------------------------- +$end +$cmd +Blues Hablam +----------------------------------------------- +:Standing Moves: +Hell Stabs _A +Low Hell Stab _B +Enziguri _C_A +Knife Attack _6_+_X_A +Thunderball _4_6_+_A + +:Running Moves: +Hip Attack _A +Headbutt _B + +:Normal Grapple Moves: +Headbutt _A +Hell Stabs _8_+_A +Hell Stabs to Low HS _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Rolling Headbutt _B +Thunder Fire Bomb _8_+_B +Lift Up Toss _2_+_B +Release German Suplex [_4/_6]_+_B + +:Post Moves: +Fire Bird Splash [_A/_B] + +:Down Moves: +Knife Stab _B +Flip Leg Drop _C +----------------------------------------------- +$end +$cmd +Gochack Bigbomb +----------------------------------------------- +:Standing Moves: +Big Swipe _A +Headbutt _B +Jump Kick _C_A +Biting _6_+_X_A +Run to Shoulder Toss _4_6_+_A +Shoulder Toss foe running_A + +:Running Moves: +Hip Attack _A +Cross Body _B + +:Normal Grapple Moves: +Body Slam _A +Big Swipes _8_+_A +Swipes to Headbutt _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Toss Body Slam _B +Backbreaker _8_+_B +Slum Drop Hold _2_+_B +Dangerous German [_4/_6]_+_B + +:Post Moves: +Double Knee [_A/_B] + +:Down Moves: +Boston Crab _B +Double Knee _C +----------------------------------------------- +$end +$cmd +Leo Bradlay +----------------------------------------------- +:Standing Moves: +Chain Whip _A +Vertical Chop _B +Axe Kick _C_A +Chain Flurry _6_+_X_A +Head Stomp _4_6_+_A +Neck Breaker foe running_A + +:Running Moves: +Jumping Neck Breaker _A +Flying Forearm _B + +:Normal Grapple Moves: +Body Slam _A +Chops to Chain _8_+_A +Chops to Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Toss Body Slam _B +Stalling Suplex _8_+_B +Danger Suplex _2_+_B +Backbreaker Toss [_4/_6]_+_B + +:Post Moves: +Double Stomp [_A/_B] + +:Down Moves: +Chain Choke _B +Double Stomp _C +----------------------------------------------- +$end +$cmd +Master Barnes +----------------------------------------------- +:Standing Moves: +Big Punch _A +Mid Kick _B +Jump Kick _C_A +Kick Rush _6_+_X_A +Flying Knee _4_6_+_A +Jumping Knee foe running_A + +:Running Moves: +Shoulder Charge [_A/_B] + +:Normal Grapple Moves: +Punches _A +Punches to Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Atomic Drop _B +Super Ganso Bomb _8_+_B +Ganso Bomb _2_+_B +Thunder Fire Bomb [_4/_6]_+_B + +:Post Moves: +Elbow Drop [_A/_B] + +:Down Moves: +Boston Crab _B +Elbow Drop _C +----------------------------------------------- +$end +$cmd +Red Dragon +----------------------------------------------- +:Standing Moves: +Uppercuts _A +Roundhouse _B +Jumping Roundhouse _C_A +Muta Mist _6_+_X_A +Cartwheel Elbow _4_6_+_A +Side Suplex foe running_A + +:Running Moves: +Spinning Heel Kick [_A/_B] + +:Normal Grapple Moves: +Body Slam _A +Uppercuts _8_+_A +Uppercuts to Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Toss Body Slam _B +Super D.D.T. _8_+_B +D.D.T. _2_+_B +Side Suplex [_4/_6]_+_B + +:Post Moves: +Moonsault [_A/_B] + +:Down Moves: +Romero Special _B +Flashing Elbow _C +----------------------------------------------- +$end +$cmd +Roy Wilson +----------------------------------------------- +:Standing Moves: +Chops _A +Straight Kick _B +Drop Kick _C_A +Biting _6_+_X_A +Crotch Ride _4_6_+_A +Power Slam foe running_A + +:Running Moves: +Lariat [_A/_B] + +:Normal Grapple Moves: +Body Slam _A +Chops _8_+_A +Chops to Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Toss Body Slam _B +Suplex _8_+_B +Belly to Belly Suplex _2_+_B +Power Slam [_4/_6]_+_B + +:Post Moves: +Flip Leg Drop [_A/_B] + +:Down Moves: +Half Boston Crab _B +Flip Leg Drop _C +----------------------------------------------- +$end +$cmd +Terry Rogers +----------------------------------------------- +:Standing Moves: +Palm Strike _A +Mid Kick _B +Jump Kick _C_A +Repeating Palm _6_+_X_A +Somersault Shoulder _4_6_+_A +Frankensteiner foe running_A + +:Running Moves: +Shoulder Charge [_A/_B] + +:Normal Grapple Moves: +Body Slam _A +3-Palms _8_+_A +Palms to Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Throwing Body Slam _B +Super Jumping PB _8_+_B +Sit Out Powerbomb _2_+_B +German Suplex [_4/_6]_+_B + +:Post Moves: +Somersault Senton [_A/_B] + +:Down Moves: +STF _B +Double Knee Drop _C +----------------------------------------------- +$end +$cmd +The Gandhara +----------------------------------------------- +:Standing Moves: +Palm Strikes _A +High Kick _B +Flip Kick _C_A +Fire Ball _6_+_X_A +Flying Screw Kick _4_6_+_A +Rolling Clutch Hold foe running_A + +:Running Moves: +Screw Kick [_A/_B] + +:Normal Grapple Moves: +Body Slam _A +Palm Strikes _8_+_A +Palms to High Kick _2_+_A +Hammer Throw [_4/_6]_+_A + +:Power Grapple Moves: +Rolling Clutch Hold _B +Jumping Powerbomb [_2/_8]_+_B +Powerbomb [_4/_6]_+_B + +:Post Moves: +Somersault Senton [_A/_B] + +:Down Moves: +Romero Special _B +Somersault Senton _C +----------------------------------------------- +$end + +############################################################## +# Three Wonders (C) 1991 CAPCOM # +# Translated By Whack # +############################################################## +$info=3wonders +$cmd +[3 Wanderers/Roosters Controls] +—————————————————————————————————————————————————————————————— +Joystick + _8 + _4_N_6 + _2 : Movement/Aim/Stance + +Buttons + ^E: Attack + ^F: Jump + +Common Controls + _4or_6: Left and Right movement + _8 : Aim up/Pull yourself up on platform + _2 : Squat/Let go of platform + _2_+^F: Sliding/Drop down from platform + _8_+^F: Jump and grab platform +$end +$cmd +[Chariot Controls] +—————————————————————————————————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons + ^E: Shot + ^F: Tail shot +$end +$cmd +[Dont Pull Controls] +—————————————————————————————————————————————————————————————— +Joystick + _8 + _4_N_6 + _2 : Movement + +Buttons + ^E: Push Block/Break Block + ^F: Push Block/Break Block +$end + +############################################################## +# Alpha Mission II/ASO II - Last Guardian (C) 1991 SNK # +# Translated By Whack # +############################################################## +$info=alpham2 +$cmd +[Controls] +———————————————————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons +[TYPE A] + _A: Missile/Laser/Attach armor + _B: Armor attack + _C: Open menu + +[TYPE B] + _A: Laser/Attach armor + _B: Missile + _C: Open menu +$end +$cmd +[Armor] +———————————————————————————————————————————————— +[LASER] +[BUBBLE] +[SIDE] +[NUCLEAR] +[HOMING] +[SHOTGUN] +[FIRE] +[THUNDER] +[BLACKHOLE] +[SHIELD] +[PHOENIX] +$end + +############################################################## +# Andro Dunos (C) 1992 Visco # +# by Anon - Y # +############################################################## +$info=androdun +$cmd +[Controls] +———————————————————————————————————————————————— +Joystick + _7_8_9 + _4_N_6 + _1_2_3: Movement + +Buttons + _A: Guns (Hold to charge) + _B: Change Type + +Hold ^E to charge primary (blue) weapon. When it +is fully charged and ^E is released the plane +makes a powerful attack and decrases blue weapon +level by 1. You must have at least level 2 blue +weapon to make a charged attack. +$end +$cmd +[Weapon Types] +———————————————————————————————————————————————— +[Type-1] + Blue: Frontal attack + Orange: Bombs that spread upward and downward + Yellow: Homing missile + Green: Rolling shields +[Type-2] + Blue: Frontal attack with rear attack + Orange: Bombs that spread upward and downward + Yellow: Homing missile + Green: Side shields +[Type-3] + Blue: Four way laser gun + Orange: Bombs that spread upward and downward + Yellow: Homing missile + Green: Front shields +[Type-4] + Blue: Frontal attack with high spread + Orange: Bombs that spread upward and downward + Yellow: Homing missile + Green: Rear shields +$end + +$info=aodk +$cmd +*---INFO---* +----------------------------------------------- +Aggressors of Dark Kombat +Tsuukai GANGAN Koushinkyoku +(c)1994 SNK / ADK +Made by: Anon - Y +Correct by: Fabricio da Silva Coroquer +Last Update: February 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Jump +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Buttons: +_O: hold following Button + +:Positon: +^-: must be done close from foe + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Air Throws: +you and your foe must be close in the air + +:Grab Moves: +do after a grab +- (front) = use after grab from front +- (behind) = use after grab from behind + +:Gan-Gan Moves: +needs a Full Power Bar and the foe with red +life, the Gan-Gan name will flash on your life +bar +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Light Punch tap_A +Strong Punch press_A +Light Kick tap_B +Strong Punch press_B +Alternate Strong Punch _6_+press_A +Alternate Strong Kick _6_+press_B + +:Movement: +Dash tap_6 +Retreat tap_4 +Sidestep tap[_8/_2] + +:Grab Moves: +Grab Enemy ^-_6_+_A_+_B +^!Throw _?_+[_A/_B] +^!Change Position _C + ^!Throw _?_+[_A/_B] + +:Escape Moves: +Grab Enemy Back grabbed[_A/_B/_C] + +:Other Moves: +Pick Up Item close item_2_+_A +Taunt _2_+_C +----------------------------------------------- +$end +$cmd +Kisarah Westfield +----------------------------------------------- +:Command Moves: +Stomp Kick _^_2_+_B + +:Special Moves: +Cutey Rainbow _A_+_B_+_C +Hip Bazooka _2_3_6_+_B +Cheerleader Kick _2_1_4_+_B + +:Grab Moves: +Supreme Inferno (behind)_2_3_6_9_8_+_B + +:Gan-Gan Moves: +Jealousy Bomber _4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Fuuma, Kotaro +----------------------------------------------- +:Air Throws: +Izuna Ochitoshi _^[_4/_6]_+_A + +:Special Moves: +Bakuretsu Hakkei _4_1_2_3_6_+_A +Enryu Ha _6_1_2_3_+_A +Denko Shakuhi no Jutsu _2_1_4_+_A + +:Grab Moves: +Pesticide Fist (front)_4_6_+_A +UltimateSprinterDrop (front)_6_9_8_7_4_1_2_+_B + +:Gan-Gan Moves: +Koppa Mijin no Jutsu _6_3_2_1_4_+_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Goh Kidokoro +----------------------------------------------- +:Special Moves: +Flying Cross Chop _B_+_C +Do Konjou Kick _2_3_6_+_B +Do Konjou Geta Rush _4_1_2_3_6_+_A + +:Grab Moves: +Tap Bag (front)_4_7_8_9_6_+_B +Backbreaker (behind)_8_2_+_B + +:Gan-Gan Moves: +OsakaMeibutsuUsushiOkuzushi _6_9_8_7_4_1_2_+_A +----------------------------------------------- +$end +$cmd +Leonhalt Domador +----------------------------------------------- +:Air Throws: +Tiger Throw _^[_4/_6]_+_A + +:Special Moves: +Bloody Cross _4_1_2_3_6_+_A +Masakari Kick _6_1_2_3_+_B +Shin Baku Sassou _2_1_4_+_A + +:Gan-Gan Moves: +Tiger Death Blade _2_1_4_6_+_A +----------------------------------------------- +$end +$cmd +Sheen Genus +----------------------------------------------- +:Air Throws: +Frankeinsteiner _^[_4/_6]_+_B + +:Command Moves: +Power Slam _6_+_A + +:Special Moves: +Flying Kneel Kick _4_1_2_3_6_+_B +Super Gyakusui Hyoh _2_1_4_+_A +Kyapuchuudo _6_9_8_7_4_+_A + +:Grab Moves: +Neck Breaker (front)_4_7_8_2_+_A +Backbreaker Buster (front)_6_9_8_2_+_B + +:Gan-Gan Moves: +Super Dangerous Frankensteiner _O_B_6 +----------------------------------------------- +$end +$cmd +Joe Kusanagi +----------------------------------------------- +:Special Moves: +Joe's Special _4_1_2_3_6_+_A +Shinkuu Midan Keri _6_1_2_3_+_B +Kattobi Hyakuretsu Kyaku _2_1_4_+_B +Gorgeous Throwing _2_1_4_+_A_+_B_+_C + +:Grab Moves: +Roll Throw (front)_6_9_8_7_4_+_B + +:Gan-Gan Moves: +Yujou-no Gattai Nekketsu Punch _8_7_4_6_+_A +----------------------------------------------- +$end +$cmd +Lee Hae Gwan +----------------------------------------------- +:Special Moves: +Triple Kick _2_3_6_+_B_B_B +Ko Shuu Kyaku _6_1_2_3_+_B +Bossatsu Sou _2_1_4_+_A +Seirouga _2_1_4_+_B + +:Gan-Gan Moves: +Kyouyousou _3_9_3_9_+_A +----------------------------------------------- +$end +$cmd +Bobby Nelson +----------------------------------------------- +:Air Throws: +Bobby Dunk _^[_4/_6]_+_A + +:Special Moves: +Zig-Zag Dash _B_+_C +^!Upper _A +^!Rolling Attack _B +Spinning Attack _4_1_2_3_6_+_A +Flying Triple Kick _4_1_2_3_6_+_B +Jet Uppercut _6_1_2_3_+_A + +:Gan-Gan Moves: +Big Burn Attack _2_1_4_7_8_2_+_B +----------------------------------------------- +$end + +$info=aof, fitfight +$cmd +*---INFO---* +----------------------------------------------- +Art of Fighting +Ryuuko no Ken +(c)1992 SNK +Fit of Fighting +(c)199? +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: August 17th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Strong Attack +_D: Taunt + _`not for Fit of Fighting +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Buttons: +_O: hold following Button + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Special Moves: +needs some of Spirit Gauge +the --% is the amount + +:Super Moves: +on 1P Game may be used only after have +"mastered" them in the bonus round +needs some of Spirit Gauge +the --% is the amount + +:Super Death Blows: +needs Low Life and some of Spirit Gauge +the --% is the amount +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Punch after_Apress_C +Strong Kick after_Bpress_C + +:Movement: +Dash _6_6 +Retreat _4_4 + +:Command Moves: +Body Attack _A_+_C +Low Kick _B_+_C +Charge Spirit Gauge _O[_A/_B] +----------------------------------------------- +$end +$cmd +Robert Garcia +----------------------------------------------- +:Throws: +Ryuuchou Kyaku _C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ryuugeki Ken _2_3_6_+_A 20% +Ryuuga _6_2_3_+_A 00% +Hien Shippuu Kyaku _1_6_+_B 25% +Gen'ei Kyaku _6_4_6_+_C 50% + +:Super Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Ryuuko Ranbu _2_3_6_+_C_A 75% +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +----------------------------------------------- +:Throws: +Tomoe Nage _C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ko'ou Ken _2_3_6_+_A 20% +Kohou _6_2_3_+_A 00% +Hien Shippuu Kyaku _1_6_+_B 25% +Zanretsu Ken _6_4_6_+_C 50% + +:Super Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Ryuuko Ranbu _2_3_6_+_C_A 75% +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Jack, John, King, Lee, Micky, Todoh + - only on 2P Game + +*Play with Mr. Big and "?"(Mr. Karate) + - reach them on 1P Game + - player 2 must join in +----------------------------------------------- +$end +$cmd +Jack Turner +----------------------------------------------- +:Throws: +Body Slam _C + +:Special Moves: +Knuckle Pad _2_3_6_+_A 20% +Sliding Kick _2_3_6_+_B 20% +Super Drop Kick _1_6_+_B 20% +----------------------------------------------- +$end +$cmd +John Crawley +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Mega Smash _2_3_6_+_A 20% +Overdrive Kick _2_1_4_+_B 20% +Flying Attack _1_6_+_A 20% +----------------------------------------------- +$end +$cmd +King +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Venom Strike _2_3_6_+_B 20% +Moushuu Kyaku _2_1_4_+_B 20% +Tornado Kick _1_6_+_B 25% +----------------------------------------------- +$end +$cmd +Lee Pai Long +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Tetsu no Tsume-high _2_3_6_+_B 20% +Tetsu no Tsume-low _2_3_6_+_A 20% +Kachuu Mou Wan Kyaku _1_6_+_B 20% +Hyakuretsu Ken _6_4_6_+_C 40% +----------------------------------------------- +$end +$cmd +Mickey Rogers +----------------------------------------------- +:Special Moves: +Burning Upper _2_3_6_+_A 20% +Rolling Upper _2_3_6_+_B 20% +----------------------------------------------- +$end +$cmd +Todoh, Ryuhaku +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Kasane Ate _2_3_6_+_A 20% +----------------------------------------------- +$end +$cmd +Mr. Big +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ground Blaster _2_3_6_+_A 20% +Cross Diving _2_3_6_9_8_+_A 15% +Rolling Strike only for CPU + +:Additional Notes: +_`can't jump +----------------------------------------------- +$end +$cmd +"?"(Mr. Karate) +----------------------------------------------- +:Throws: +Tomoe Nage _C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ko'ou Ken _2_3_6_+_A 20% +Kohou _6_2_3_+_A 00% +Hien Shippuu Kyaku _1_6_+_B 25% +Zanretsu Ken _6_4_6_+_C 50% + +:Super Moves: +Haoh Shikou Ken _6_4_1_2_3_6_+_A 75% +----------------------------------------------- +$end + +$info=aof2 +$cmd +*---INFO---* +----------------------------------------------- +Art of Fighting 2 +Ryuuko no Ken 2 +(c)1994 SNK +Made by: Anon - Y +Correct by: Fabricio da Silva Coroquer +Last Update: December 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Attack +_D: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Buttons: +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Special Moves: +needs some of Spirit Gauge +the --% is the amount + +:Super Moves: +on 1P Game may be used only after have +"mastered" them in the bonus round +needs some of Spirit Gauge +the --% is the amount + +:Super Death Blows: +needs Low Life and some of Spirit Gauge +the --% is the amount +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Moves: +Weak Punch tap_A +Strong Punch press_A +Weak Kick tap_B +Strong Kick press_B + +:Movement: +Dash _6_6 +Retreat _4_4 + +:Command Moves: +Body Attack _A_+_C +Low Kick _B_+_C +Charge Spirit Gauge _O[_A/_B/_C] + +:Recovery Moves: +Safe Roll landing[_A/_B/_C] +----------------------------------------------- +$end +$cmd +Eiji Kisaragi +----------------------------------------------- +:Throws: +Kuuchuu Ippon Seoi [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Kikou Hau _2_3_6_+_A 20% +Kasumi Giri _2_1_4_+_A 20% +Kisaragi-ryuu Renbu Ken _2_1_4_+_B 20% +Koppa Giri _6_4_6_+_A 20% +Ryu Ei Jin _2_8_+_A 20% +Tenba Kyaku _1_6_+_B 40% + +:Super Moves: +Zantetsu Ha _2_3_6_3_2_1_4_+_A 75% + +:Super Death Blows: +Zantetsu Kamakiriken _4_1_2_3_6_3_2_+_B 75% +----------------------------------------------- +$end +$cmd +Jack Turner +----------------------------------------------- +:Throws: +Body Slam [_4/_6]_+_C + +:Air Throws: +Body Slam _^_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Knuckles of Fury _2_3_6_+_A 20% +Bomber Dance _2_1_4_+_A 20% +Super Drop Kick _1_9_+_B 25% +Jack The Dynamite _6_4_6_+_A 20% +Brain Shock Punch ^-_6_4_6_+_B 25% + +:Super Moves: +Super Hip Attack _4_6_3_2_1_4_+_B 75% + +:Super Death Blows: +Hell Diving ^-_6_3_2_1_4_+_A 75% +----------------------------------------------- +$end +$cmd +John Crawley +----------------------------------------------- +:Throws: +Bear Killer [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Mega Smash _2_3_6_+_A 20% +Flying Attack _2_1_4_+_A 25% +Overdrive Kick _2_1_4_+_B 20% +Spiral Leg Bomber _2_8_+_B 25% + +:Super Moves: +Mega Smasher _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Atomic Smash _6_4_1_2_3_6_+_B_+_C 75% +----------------------------------------------- +$end +$cmd +King +----------------------------------------------- +:Throws: +Hook Buster [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Venom Strike _2_3_6_+_B 20% +Moushuu Kyaku _2_1_4_+_B 20% +Tornado Kick _6_4_6_+_B 20% +Trap Shot _2_8_+_B 33% + +:Super Moves: +Double Strike _6_4_6_3_2_+_B 75% + +:Super Death Blows: +Surprise Rose _4_6_3_2_1_+_B_+_C 75% +----------------------------------------------- +$end +$cmd +Lee Pai Long +----------------------------------------------- +:Throws: +Sori Kaeri Nage [_4/_6]_+_C + +:Air Throws: +Head Scissors _^[_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Tetsu no Tsume _2_3_6_+_A 20% +Kachuu Mou Wan Kyaku _2_1_4_+_A 20% +Hyakuretsu Ken _6_4_6_+_A 40% +Hawk Talon Dropping _2_8_+_A 20% + +:Super Moves: +Shinkuu Kuuten Sou _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Kachuu Hien Sou _2_1_4_1_2_3_6_+_A 75% +----------------------------------------------- +$end +$cmd +Mickey Rogers +----------------------------------------------- +:Throws: +Body Blow Grab [_4/_6]_+_C + +:Special Moves: +Burning Upper _2_3_6_+_A 20% +Rolling Upper _2_3_6_+_B 20% +Combination 1 _2_1_4_+_A 20% +Combination 2 _2_1_4_+_A_+_C 20% +Chopping Right _2_1_4_+_B 25% +Crazy Upper _2_8_+_A 20% + +:Super Moves: +Planet Gale _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Rush Bomber _2_1_4_1_2_+_A 75% +----------------------------------------------- +$end +$cmd +Mr. Big +----------------------------------------------- +:Throws: +High Lift Throw [_4/_6]_+_C + +:Special Moves: +Ground Blaster _2_3_6_+_B 20% +Cross Diving _4_1_2_3_6_+_A 20% +Crazy Drum _1_6_+_A 25% +Spinning Lancer _4_6_3_2_1_4_+_B 20% + +:Super Moves: +Blaster Wave _4_1_2_3_6_4_+_A 75% + +:Super Death Blows: +Raging Spear ^-_2_3_6_3_2_1_4_+_A 75% +----------------------------------------------- +$end +$cmd +Robert Garcia +----------------------------------------------- +:Throws: +Ryuuchou Kyaku [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ryuugeki Ken _2_3_6_+_A 20% +Ryuuga _6_2_3_+_A 20% +Kyokugen-ryuu Renbu Ken _2_1_4_+_A 20% +Hien Shippuu Kyaku _1_6_+_B 25% +Hien Ryuujin Kyaku _^_2_1_4_+_B 25% +Gen'ei Kyaku _6_4_6_+_B 40% + +:Super Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C 75% +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +----------------------------------------------- +:Throws: +Tomoe Nage [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ko'ou Ken-ground _2_3_6_+_A 20% +Ko'ou Ken-air _^_2_3_6_+[_A/_B] 20% +Kohou _6_2_3_+_A 20% +Kyokugen-ryuu Renbu Ken _2_1_4_+_A 20% +Hien Shippuu Kyaku _1_6_+_B 25% +Zanretsu Ken _6_4_6_+_A 40% + +:Super Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C 75% +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +----------------------------------------------- +:Throws: +Ippon Seoi [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ko'ou Ken _2_3_6_+_A 20% +Kishin Geki _2_1_4_+_A 20% +Shouran Kyaku _6_3_2_1_4_+_B 40% +Hien Shippuu Kyaku _1_6_+_B 25% +Zanretsu Ken _6_4_6_+_A 40% + +:Super Moves: +Haoh Shikou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Ryuuko Ranbu _2_3_6_4_6_+_A_+_C 75% +----------------------------------------------- +$end +$cmd +Temjin +----------------------------------------------- +:Throws: +Mongolian Throw [_4/_6]_+_C +Mongolian Slam [_1/_3]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Kidan Heki _2_3_6_+_A 20% +Tatsumaki Geki _4_1_2_3_6_+_A 20% +Mouko Rengeki Ken Kyaku _2_1_4_+_A 20% +Raigeki Dan ^-_6_3_2_1_4_+_A 25% +Daisharin Nage ^-_6_3_2_1_4_+_B 25% + +:Super Moves: +Mouko Mouretsu Hasaidan _4_6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Mouko Temjin Ranbu _2_1_4_6_3_2_+_A_+_C 75% +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +----------------------------------------------- +:Throws: +Silent Nage [_4/_6]_+_C + +:Air Throws: +Tsubami Otoshi _^_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Ko'ou Ken _2_3_6_+_A 20% +Raiou Ken _2_3_6_+_B 25% +Saiha _2_1_4_+_A 20% +Enbu Kick _2_1_4_+_B 20% +Hyakuretsu Binta _6_4_6_+_A 40% + +:Super Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A 75% + +:Super Death Blows: +Hien Hou'ou Kyaku _6_4_6_3_2_1_4_+_B_+_C 75% +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Geese Howard + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Tomoe Nage [_4/_6]_+_C + +:Command Moves: +Sankaku Tobi _^corner_C + +:Special Moves: +Reppuu Ken _2_1_4_+_A 20% +Hisshou Nichirin Zan _2_3_6_+_A 20% +Hard Blow _2_3_6_+_B 40% + +:Super Death Blows: +Deadly Rave _2_3_6_+[_A_+_C/_B_+_C] 40% +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Geese + - don't lose any round +----------------------------------------------- +$end + +$info=aof3 +$cmd +*---INFO---* +----------------------------------------------- +Art of Fighting 3 - The Path of the Warrior +Art of Fighting - Ryuuko no Ken Gaiden +(c)1996 SNK +Made by: Anon - Y +Correct by: Fabricio da Silva Coroquer +Last Update: August 17th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Blow Away Attack +_D: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +_N: directional in Neutral position + +:Buttons: +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Recovery Moves: +performed while you are knocked + +:Special Moves: +needs some of Spirit Gauge +the --% is the amount + +:Super Death Blows: +needs Low Life and some of Spirit Gauge +the --% is the amount + +:Utimate KO: +you must done a Super Death Blow when the foe +life is low + +:Rush Combos: +h = High Attack +m = Medium Attack +l = Low Attack +H = High Attack / Juggle Starter +M = Medium Attack / Juggle Starter + +:Special Days: +this character got a Infinite Super Death Blow +Move when the bios reach or set this date +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 + +:Recovery Moves: +Charge Spirit Gauge _O[_A/_B/_C] + +:Command Moves: +Sabaki Motion _4_+_C + _`reverse high +Charge Spirit Gauge _O[_A/_B/_C] +Pursuit Move foe down_3_+[_A/_B] +----------------------------------------------- +$end +$cmd +Jin Fu-Ha +----------------------------------------------- +:Throws: +Tengeki Satsu _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Tenchuu Raku _2_8_+_A +Crouch Punch _3_+_A + +:Command Moves: +Double Jump _^_8 +Kaikyaku Kakato Otoshi _A_+_B +Zutsuki _6_6_+_A + _`juggle foe +Fuha-ryuu Tatsumaki Keri _6_6_+_B + _`can be used was Recovery Move +Body Tsuki _4_+_A + _`juggle foe +Sokutai Geki _4_+_B +Double Slap _3_+_A +Low Kick _3_+_B + +:Special Moves: +Ryu Ei Jin _2_3_6_+_A 25% +Shinkuu Zankubi Toh _2_1_4_+_A 25% +Shinobi Kakure _2_4_1_+_B 30% +Mougo Ryusatsu Jin _6_4_1_2_3_6_+_C 30% + +:Super Death Blows: +Tohshin Shoh _2_2_+_C 75% + +:Rush Combos: strike level +_6_+_A_6_+_A_6_+_C hhm +_6_+_A_6_+_A_6_+_B_6_+_B hhhhh +_6_+_A_6_+_B_6_+_B hhhh +_6_+_B_6_+_B hhh +_2_+_A_2_+_B ll +_2_+_B_A lh + +:Special Day: +September 4th +----------------------------------------------- +$end +$cmd +Karman Cole +----------------------------------------------- +:Throws: +Dive Drop _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Low Punch _3_+_A + +:Command Moves: +Standing Back Knuckle _A_+_B + _`juggle foe +2hit Kick _6_+_B +Cut Straight _4_+_A + _`reverse stand kick +Cut High Kick _4_+_A + _`reverse mid kick +Dodge Straight _4_+_A_+_C +Dodge High Kick _4_+_B_+_C +Throttle Knuckle _3_+_A + +:Special Moves: +GebarutigaaFuusutorittoFonOopen _2_3_6_+_B 25% +Hefutigaa Shuutohsuaguria _2_1_4_6_+_A 33% +Quick Under Straight _6_4_6_+_A 25% +Quick Back Knuckle _6_4_6_+_B 25% + +:Super Death Blows: +Aofoin' Byurufe _6_3_2_1_4x2_+_C 75% + +:Rush Combos: strike level +_6_+_A_6_+_A_6_+_B hhlm +_4_+_B_B hh + +:Special Day: +June 13th +----------------------------------------------- +$end +$cmd +Kasumi Todoh +----------------------------------------------- +:Throws: +Mochi Mawashi Zen Otoshi _6_+_C + +:Recovery Moves: +Crouch Kick _2_+_A +Low Punch _3_+_A + +:Command Moves: +Gohsen _A_+_B +Hisou _6_6_+_B + _`can be used was Recovery Move +Sakken On Uchi _4_+_A + _`reverse mid punch +Sassho On Kyaku _4_+_A + _`reverse stand kick +Sway ^-_4_+_C +^!Tsuyu Barai _A +Sweep _2_+_B +Hiji Ate _3_+_A +Face Kick _3_+_B + +:Special Moves: +Kasane Ate _2_3_6_+_A 25% +Raiho Hoh _2_1_4_+_A 25% + +:Super Death Blows: +Chou Kasane Ate _4_6_3_2_1_4_+_A 75% + +:Rush Combos: strike level +_A_A_+_B hh +_A_C hh +_6_+_A_6_+_A_6_+_B hhh +_6_+_A_6_+_A_6_+_C hhhm +_6_+_A_6_+_B hh +_6_+_B_6_+_A_6_+_B Hhh +_6_+_B_6_+_A_6_+_C Hhh +_6_+_B_6_+_B Hh +_6_6_+_A_4_+_B hH +_6_6_+_A_2_+_B hl +_4_+_B_A_+_B hh + +:Special Day: +March 29th +----------------------------------------------- +$end +$cmd +Lenny Kreston +----------------------------------------------- +:Throws: +Twine Throw _6_+_C + +:Recovery Moves: +Crouch Kick _2_+_A +Long Swing _3_+_A + +:Command Moves: +High Dodge _A_+_B +Chest Bump _6_6_+_B + _`juggle foe + _`can be used was Recovery Move +Over Swing Long _4_+_A +Over Swing Shot _4_+_A_+_B + _`juggle foe +Low Somersault [_4/_7]_+_B +Medium Kick _3_+_B + _`juggle foe + +:Special Moves: +Flick Shot _2_3_6_+_A 30% +4 Swish Rave _2_1_4_+_A 20% +Whip Rush _6_4_6_+_A 25% + +:Super Death Blows: +Flick Break _6_4_1_2_3_6_+_C 75% + +:Rush Combos: strike level +_6_+_A_6_+_A_6_+_B hhh +_6_+_A_6_+_A_6_+_C hhh +_6_+_A_6_+_A_4_+_B hhh +_6_+_A_6_+_B hh +_6_+_B_6_+_B hh +_6_6_+_A_6_+_B hh +_6_6_+_B_A hh +_2_+_B_4_+_B hm + +:Special Day: +May 20th +----------------------------------------------- +$end +$cmd +Robert Garcia +----------------------------------------------- +:Throws: +Ryuuchou Kyaku _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Crouch Punch _3_+_A + +:Command Moves: +Burning Knuckle _A_+_B + _`juggle foe +Uraken _4_+_A + _`juggle foe +Jumping Heel _2_8_+_B +Forward Elbow _3_+_A + +:Special Moves: +Ryuugeki Ken _2_3_6_+[_A/_C] 25% +Ryuuga _6_2_3_+[_A/_C] 25% +Hien Shippuu Kyaku _1_6_+_B 25% +Hien Ryuujin Kyaku _^_2_1_4_+_B 25% +Gen'ei Kyaku _6_4_6_+_B 33% +Haoh Shoukou Ken _6_4_1_2_3_6_+_C 40% + +:Super Death Blows: +Ryuuko Ranbu _6_4_1_2_3_6_N_B 75% + +:Rush Combos: strike level +_A_B hh +_6_+_A_6_+_A_6_+_B hhh +_6_+_A_6_+_A_6_+_C_6_+_B hhhh +_6_+_A_6_+_A_6_+_C_6_+_C hhhh +_6_+_A_6_+_A_6_+_C_4_+_B hhhm 20% +_6_+_A_6_+_B hh +_6_+_B_6_+_B hh +_6_+_B_2_+_A hl +_4_+_B_B_B hhm +_3_+_B_B_B mhh + +:Special Day: +December 25th +----------------------------------------------- +$end +$cmd +Rody Birts +----------------------------------------------- +:Throws: +Hook Throw _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Crouch Punch _3_+_A + +:Command Moves: +Over Swing _4_+_A + _`juggle foe +Dodge Knee Kick _4_+_B + _`reverse stand kick +Slide Low Kick _1_+_B + _`can be used was Recovery Move +Jumping Knee _3_+_B +High Tonfa _3_+_A + _`juggle foe + +:Special Moves: +Revolving Rod _2_3_6_+[_A/_C] 25% +Middle Impact TT _2_3_6_+_B 25% +Decisive Impact ^-_6_4_6_+_A 33% + +:Super Death Blows: +Hyper Tonfa _6_4_6_4_6_+_C 75% + +:Rush Combos: strike level +_A_+_B(1hit)_4_+_A hH +_A_+_B(1hit)_2_+_B_B hll +_A_C hh +_6_+_A_6_+_A_6_+_B_6_+_B hhMh +_6_+_A_6_+_A_6_+_C hhh +_6_+_A_6_+_A_1_+_B_B hhll +_6_+_A_6_+_B hh +_6_+_B_6_+_B Hh +_1_+_B_B ll + +:Special Day: +July 24th +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +----------------------------------------------- +:Throws: +Ippon Seoi _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Fumikomu Kadan Seiken _3_+_A + +:Command Moves: +Sankaku Tobi _^corner_A +Sankaku Tobi-Kick _^corner_B +Step Back Sway _A_+_B +Ate Keri _B_+_C +Torage Uchi _6_6_+_A_A +Kaku Gyaku Sho _6_6_+_B + _`can be used was Recovery Move +High Spin Kick _6_4_+_B_+_C + _`juggle foe +Fuusatsu Keri _4_+_B +Jumping Heel _2_8_+_A + _`juggle foe +Jumping Heel _3_+_A + _`juggle foe +Fumikomu Kadan Seiken _3_3_+_A + +:Special Moves: +Ko'ou Ken _2_3_6_+[_A/_C] 25% +Kohou _6_2_3_+[_A/_C] 25% +Hien Shippuu Kyaku _1_6_+_B 25% +Zanretsu Ken _6_4_6_+_A 25% +Haoh Shoukou Ken _6_4_1_2_3_6_+_C 40% +Koh Geki foe down_2_1_4_+_A 25% + +:Super Death Blows: +Ryuuko Ranbu _6_4_1_2_3_6_N_B 75% + +:Rush Combos: strike level +_A_B hh +_A_C hh +_6_+_A_6_+_A_6_+_B hhh +_6_+_A_6_+_A_6_+_C_6_+_B hhhh +_6_+_A_6_+_A_6_+_C_6_+_C hhhh +_6_+_A_6_+_B hh +_6_+_B_6_+_B hh +_3_+_B_B mh +_3_+_B_C_C mmm +_3_+_B_C_2_+_A mml + +:Special Day: +August 2nd +----------------------------------------------- +$end +$cmd +Wang Koh-San +(Park on Korean Version) +----------------------------------------------- +:Throws: +Yanagihou _6_+_C + +:Recovery Moves: +Sweep _2_+_A +Low Punch _3_+_A + +:Command Moves: +Face Punch _A_+_B + _`juggle foe +Left Side Kick _B_+_C +Flying Butt Strike _^_A_+_B +Jikottsu _6_6_+_A + _`can be used was Recovery Move +Backroll Jab ^-_6_4_+_A_+_C +Hakuhja Tojin _4_+_A +Right Side Kick _4_+_B + _`juggle foe +Ifuoh _1_+_B +Pan Attack _3_+_A +Butt Attack _3_+_B + +:Special Moves: +Muteki Ranbu Kun _4_1_2_3_6_+_B 25% +Hisho Ishi Atama Kun _6_2_3_+_A 25% +Kyoretsu Jirai Shiri Kun _2_2_+_A 30% + +:Super Death Blows: +Kyuukyoku Ogi Randa Kun _4_6_6_+_C 75% + +:Rush Combos: strike level +_6_+_A_6_+_A_6_+_B_6_+_B hHhh +_6_+_A_6_+_A_6_+_C hHm +_6_+_A_6_+_B_6_+_B hhh +_6_+_B_6_+_B hh +_2_+_A_+_B_6_+_A lh +_2_+_A_+_B_6_+_B lm +_2_+_A_+_B_2_+_B ll +_3_+_C_2_+_B ml + +:Special Day: +April 17th +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Sinclair + - at the Character Select screen + - put the cursor on Jin + - _B_4_B_4_B_4...until reach Robert + - only needed on Home Version + +*Play with Wyler + - at the Character Select Screen + - put the cursor on Robert + - _C_6_C_6_C_6...until reach Jin + - only needed on Home Version +----------------------------------------------- +$end +$cmd +Sinclair +----------------------------------------------- +:Recovery Moves: +Low Edge _2_+_A +Low Stab _3_+_A + +:Command Moves: +Turn Attack _6_+_A +^!Cancel _B +Turning Edge _4_+_A + _`juggle foe +Switch Back Sword _4_+_B +Turning Stab _4_+_A_+_B +Forward Stab _3_+_A + +:Special Moves: +Spinning Sword _2_1_4_+_A 25% +Vision Cutter _6_4_6_+_A 25% +Dive Sword _2_8_+_A 25% + +:Super Death Blows: +Hyper Aura Slash _6_4_1_2_3_6_+_A 75% + +:Rush Combos: strike level +_A_C hh +_6_+_A(2hit)_4_+_B_4_+_B hmhm + +:Special Day: +November 14th +----------------------------------------------- +$end +$cmd +Wyler +----------------------------------------------- +:Throws: +Buster Throw _6_+_C + +:Recovery Moves: +Lift Punch _2_+_A + _`juggle foe + +:Command Moves: +Akousu Kick _4_+_B +Lift Punch _2_+[_A/_B] + _`juggle foe +Medium Punch _3_+_A + +:Special Moves: +Black Out _2_3_6_+_A 25% +Red Shoulder _6_4_6_+_A 25% +Bounce Back _2_8_+_A 15% + +:Rush Combos: strike level +_A_C hh +_6_+_A_6_+_A_C hHh +_6_+_B_6_+_B hh + +:Special Day: +October 22nd + +:Additional Notes: +_`can't be thrown +----------------------------------------------- +$end + +############################################################## +# Armored Warriors (C)1994 CAPCOM # +# Made by: Axe # +############################################################## +$info=armwar +$cmd +[Buttons] +—————————————————————————————————————————————————————————————— +^E: Attack (_P) +^F: Jump +^G: Weapon +$end +$cmd +[Common Commands] +—————————————————————————————————————————————————————————————— +Dash (hold) _4/_6 x2 +Dash Attack dash_+_P +DFA Attack _^ _2_+_P +Desperation 1 ^E_+^F +Desperation 2 ^F_+^G +Swap Arm/Weapon/Legs near _P +$end +$cmd +[Chain Spark] +—————————————————————————————————————————————————————————————— +Ball Charge _6_+[_P] + - Grab near _6 + - Cluster near _6 + - Fire release _P +$end +$cmd +[Death Drill] +—————————————————————————————————————————————————————————————— +Spin (any direction)_P +Open Sesame _6_+_P +$end +$cmd +[Force Claw] +—————————————————————————————————————————————————————————————— +Grapple _P + - Droopy (_X) _4_6 + - Smashy _X _P +ROATS _6_+_P + - Droopy (_X) _4_6 + - Smashy _X _P +$end +$cmd +[Laser Blade] +—————————————————————————————————————————————————————————————— +Jedi Slash _6_+[_P] +Shoryuken _8_+_P +$end +$cmd +[Power Knuckle] +—————————————————————————————————————————————————————————————— +Rodimus _6_+_P +Grab _6 +$end +$cmd +[Shield Arm] +—————————————————————————————————————————————————————————————— +Salvo _P +Plasma _6_+_P +Low Formation _2_+_P +High Formation _8_+_P +Shield _4_+_P +$end + +############################################################## +# Alien Vs. Predator (C)1994 CAPCOM # +# Made by: Axe # +############################################################## +$info=avsp +$cmd +[Buttons] +—————————————————————————————————————————————————————————————— +^E: Weapon +^F: Attack (_P) +^G: Jump +$end +$cmd +[Linn Kurosawa] +—————————————————————————————————————————————————————————————— +Combo ^F^F^F^F^F +Jump Kick _^ ^F + - Rebound (any direction)_+^F + - Air Throw close ^F +Jumping Stab _^ _2_+^F + - Rebound (any direction)_2_+^F + - Air Throw close ^F +Air Throw _^ close ^F +Iaikiri _6_6 +Slide Kick _3_+^F +Spear Dive _^ _2_+^G +Soukeiha [^F] +(Double Power Wave) +Koeikyaku _2_8_+^F +(Tiger Shadow Kick) +Senpuzan (any direction)_+^E_+^F/^E_+^G/^F_+_C +(Hurricane Slice) +$end +$cmd +[Predator Hunter] +—————————————————————————————————————————————————————————————— +Combo ^F^F^F^F +Dash _6_+^G + - Dash Kick (_X) ^F + - Flying Tackle _2_+^F +Back Dash _4_+^G + - Dash Kick (_X) ^F + - Flying Tackle _2_+^F +Short Slide _2_+^G +Long Slide _3_+^G +Ball Attack _^ _2_+(_X)^G +Grab _6 + - Pummel (_X) ^F + - Ground Smash ^G_2_+^F +Uppercut _2_8_+^F +Escape Move ^E_+^F/^E_+^G/^F_+_C +$end +$cmd +[Predator Warrior] +—————————————————————————————————————————————————————————————— +Combo ^F^F^F^F +Dash _6_+^G + - Dash Kick (_X) ^F + - Evade any direction + - Dash Knee _2_+^F + - Dash Lunge Punch ^F +Back Dash _4_+^G + - Dash Kick (_X) ^F + - Evade any direction + - Dash Knee _2_+^F + - Dash Lunge Punch ^F +Short Slide _2_+^G +Long Slide _3_+^G +Spear Dive _^ _2_+^G +Grab _6 + - Pummel (_X) ^F + - Ground Smash ^G_2_+^F +Flying Kick _2_8_+^F +Escape Move ^E_+^F/^E_+^G/^F_+_C +$end +$cmd +[Dutch Schaefer] +—————————————————————————————————————————————————————————————— +Combo ^F^F^F^F +Rush _6_+^G/(_X) ^G + - Rush and Punch (_X) ^F +Rush and Punch ^G_+^F +Slide _3_+^G +Grab _6 + - Suplex _6_+^F + - Ground Smash ^G_+^F +Rising Knee _2_8_+^F +Escape Move ^E_+^F/^E_+^G/^F_+_C +$end + +############################################################## +# Battle Circuit (C)1994 CAPCOM # +# Made by: Axe # +############################################################## +$info=batcir +$cmd +[Buttons] +—————————————————————————————————————————————————————————————— +^E: Attack (_P) +^F: Jump +$end +$cmd +[Common Commands] +—————————————————————————————————————————————————————————————— +Dash (hold) any direction x2 +Grapple _6 + - Pummel (_X) _P + - Throw _4/_6_+_P +Floor Grapple near _6 + - Pummel (_X) _P + - Throw _4/_6_+_P + - Super Move character dependent +Desperation Move _P_+^F +Pickup Item near _P +$end +$cmd +[Alien Green] +—————————————————————————————————————————————————————————————— +Tornado _2_8_+_P +Extended Grab _6_+_P + - Droopy (_X) _4_6 + - Pile Driver ^F_P + - Unearth _P_+^F +Poison Gas [_P] + +Upgrades: + - Alien Twister grab _2_3_6_+_P + - Alien Magic grab _x_+_P + - Green Cyclone _2_3_6_+_P + - Honey Bee Attack [_P] +$end +$cmd +[Cyber Blue] +—————————————————————————————————————————————————————————————— +Tornado _2_8_+_P +Burning Knuckles _6_+_P +Cyber Blast [_P] + +Upgrades: + - Hyper Tornado _2_8_+_P + - Burning Heel Kick dash_+_P + - Heat Kick _^ dash_+_P + - Cyber Cannon [_P] + - Giga Crush _P_+^F +$end +$cmd +[Pink Ostrich] +—————————————————————————————————————————————————————————————— +Rising Ostrich Kick _2_8_+_P +Levitate ^F^F_+_8 + - Sky Stomp _2_+_P +Sky Feather ^F^F_+_P +Burning Arrow [_P] + +Upgrades: + - Sonic Spin _2_8_+_P + - Sky Capture _2_+^F + - Levitate ^F^F_+_8 + - Sky Capture _2_+^F + - Triple Feather ^F^F_+_P + - Pinky Ball _^ _2_+_P + - BDL UNIT _^ _P_+^F + - Burning Arrow [_P] +$end +$cmd +[Captain Silver] +—————————————————————————————————————————————————————————————— +Silver Rush dash_+_P +Silver Arc _2_3_6_+_P +Slash Upper _2_8_+_P +Freeze Spear [_P] + +Upgrades: + - Silver Wind dash_+(_X)_P + - Slash Stream _2_8_+_P + - Rolling Crush _^ _2_+_P + - Freeze Laser [_P] + - Freeze Storm [_P] + - BDL UNIT _P_+^F +$end +$cmd +[Yellow Iris] +—————————————————————————————————————————————————————————————— +Arial Dance _2_8_+_P +Whip _6_+_P +Fin Attack [_P] +Rush dash_+_P + +Upgrades: + - Arial Dance _2_8_+_P + - Whip Rush _6_+_P + - Follow Up combo + - Triangle Shot dash b_+_P + - Mirage Dance grab _2_3_6_+_P + - Fin Special [_P] +$end + +$info=breakers +$cmd +*---INFO---* +----------------------------------------------- +Breakers +(c)1996 Visco +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 7th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Moves: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Recovery Moves: +Safe Roll landing 3Buttons +----------------------------------------------- +$end +$cmd +Alsion III +----------------------------------------------- +:Throws: +Hand Throw [_4/_6]_+_C + +:Air Throws: +Piledriver _^[_4/_6]_+[_C/_D] + +:Command Moves: +Somersault Slap _A_+_C +Heel Kick _B_+_D +Short Jab _4_+_A +Short Kick _4_+_B +Short Strong Punch _4_+_C +Backward Launching Kick _4_+_D +Pharoh's Knee _^_2_+_D + +:Special Moves: +Dash Knee (_^)_2_3_6_+_K +Poison Fang _4_1_2_3_6_+_P +Deadly Claw (_^)_2_1_4_+_K + +:Super Moves: +Anubis Hag _2_3_6x2_+_P +Pharaoh Rampage _2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Condor +----------------------------------------------- +:Throws: +Lift Throw [_4/_6]_+[_A/_B] +Piledriver [_4/_6]_+_C +Suplex [_4/_6]_+_D +Choke Hold _3_+[_A/_B] +Headbutt _3_+_C +Bearhug _3_+_D + +:Command Moves: +Straight ^=_6_+_C +Flying Body Press _^_2_+_C +Dive Kick _^_2_+_D + +:Special Moves: +Tomahawk Jack 3Buttons +Grand Buffalo Horn _6_6_+_K +Sky Bridge _2_3_6_+_K +Moonlight Slam ^-_x_+_P + +:Super Moves: +Astra Rock Buster _2_3_6x2_+_P +Moonlight Shake ^-_x_x_+_P + +:Additional Notes: +_`can't use Dash +_`can't use Retreat +----------------------------------------------- +$end +$cmd +Dao-Long +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Command Moves: +Mini Dragon Fang _A_+_C +Turnaround Roundhouse _B_+_D +Flying Elbow Smash _C_+_D + +:Special Moves: +Kou Ryuuga ^4_6_+_P +Senkyu Tai ^2_8_+_K + +:Super Moves: +Houshin Renha ^4_6_4_6_+_P +Shinkyoku Renbu ^4_6_4_6_+_K +Renkyuu Tai ^1_3_1_9_+_X_K +----------------------------------------------- +$end +$cmd +Maherl +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C +Lift Slaps [_4/_6]_+_D + +:Command Moves: +Belly Splash _A_+_C +Ass Splash _^_2_+_B +Belly Flop _^_2_+_C + +:Special Moves: +Mahrel Bomb 3Buttons +Fire Breath _4_1_2_3_6_+_P +Slash Sword _2_1_4_+_P +Punish Sword _2_1_4_+_K + +:Super Moves: +Kadabuura Bomber _2_3_6x2_+_P +Shiva Dance _2_1_4x2_+_P +Rolling Press ^-_x_+_K +----------------------------------------------- +$end +$cmd +Pielle +----------------------------------------------- +:Throws: +Frankensteiner [_4/_6]_+[_C/_D] + +:Air Throws: +Frankensteiner _^[_4/_6]_+[_C/_D] + +:Command Moves: +Hopping Fierce Thrust _A_+_C +Butt Bounce _B_+_D +Pogo Sword _^_2_+_A +Open Arc _^_8_+_C + +:Special Moves: +Bonjour Shot _2_3_6_+_P +Ropin Runner _6_2_3_+_P +Musshu Clash _2_1_4_+_X_P +Rosa Train _2_1_4_+_K +Merushii Une Deux Trois _^_2_+3Buttons + +:Super Moves: +Andu Ropin _2_3_6x2_+_P +Thunder Kurauzaa _2_1_4x2_+_P +Super Rosa _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Rila +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Command Moves: +Hopping Side Kick ^=_6_+_D + +:Special Moves: +Spinning Claw _X_P +Quick Scratch ^4_6_+_P +Wild Sabre ^2_8_+_K +Killer Snake ^4_3_+_K + +:Super Moves: +Shine Beast ^4_6_4_6_+_O_P +Bloody Fang ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Sho +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Air Throws: +Shoulder Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +Hopping Lunge Punch _A_+_C +Pseudo~Tiger Knee _B_+_C +Shin Kick _B_+_D +3hit Elbow _C_C_C +Knee Bounce _^_2_+_B +Stutter _^_2_+_D +Upper _^_8_+_C + +:Special Moves: +Rekko Ha _2_3_6_+_P +Midare Kiryuu Keri _2_3_6_+_K +Kurenai Sandan Keri _2_1_4_+_X_K +Shippuu Shoken Tsuki _6_4_6_+_P + +:Super Moves: +Seiken Shouha _2_3_6x2_+_P +Super Air Rekko Ha _^_2_3_6x2_+_P +Kurenai Gansai Shuu _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Tia +----------------------------------------------- +:Throws: +Suplex [_4/_6]_+_C + +:Air Throws: +Leg Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +1-2 Punch _A_+_C +Crescent Kick _B_+_D +Upper _^_8_+_C + +:Special Moves: +Mirage Spear Kick _X_K +Rapid Gale _2_3_6_+_P +Lightning Upper _6_2_3_+_P +Soul Spike (_^)_2_1_4_+_K + +:Super Moves: +Rapid Change _2_3_6x2_+_P +Cutlass Flasher _2_3_6x2_+_K +Burning Revolver (_^)_2_1_4x2_+_P +^!Control [_2/_8] +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Bai-Hu + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Bai-Hu +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Air Throws: +Shoulder Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +Lightning Strike _6_+_A +Overhead Kick _6_+_B +Lightning Fists _6_+_C +Crescent Kick _6_+_D + +:Special Moves: +Fireball Bounce-short _A_+_B +Fireball Bounce-long _C_+_D +Rushing Lightning Charge _A_+_C +Upper Kick _B_+_C +Demon Pillar _B_+_D + +:Super Moves: +Evil Rushing Charge _A_+_B_+_C +Windmill of Death _B_+_C_+_D +----------------------------------------------- +$end + +$info=breakrev +$cmd +*---INFO---* +----------------------------------------------- +Breakers Revenge +(c)1998 Visco +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 7th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Moves: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Recovery Moves: +Safe Roll landing 3Buttons +----------------------------------------------- +$end +$cmd +Alsion III +----------------------------------------------- +:Throws: +Hand Throw [_4/_6]_+_C + +:Air Throws: +Piledriver _^[_4/_6]_+[_C/_D] + +:Command Moves: +Somersault Slap _A_+_C +Heel Kick _B_+_D +Short Jab _4_+_A +Short Kick _4_+_B +Short Strong Punch _4_+_C +Backward Launching Kick _4_+_D +Pharoh's Knee _^_2_+_D + +:Special Moves: +Dash Knee (_^)_2_3_6_+_K +Poison Fang _4_1_2_3_6_+_P +Deadly Claw (_^)_2_1_4_+_K + +:Super Moves: +Anubis Hag _2_3_6x2_+_P +Pharaoh Rampage _2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Condor +----------------------------------------------- +:Throws: +Lift Throw [_4/_6]_+[_A/_B] +Piledriver [_4/_6]_+_C +Suplex [_4/_6]_+_D +Choke Hold _3_+[_A/_B] +Headbutt _3_+_C +Bearhug _3_+_D + +:Command Moves: +Straight ^=_6_+_C +Flying Body Press _^_2_+_C +Dive Kick _^_2_+_D + +:Special Moves: +Tomahawk Jack 3Buttons +Grand Buffalo Horn _6_6_+_K +Sky Bridge _2_3_6_+_K +Moonlight Slam ^-_x_+_P + +:Super Moves: +Astra Rock Buster _2_3_6x2_+_P +Moonlight Shake ^-_x_x_+_P + +:Additional Notes: +_`can't use Dash +_`can't use Retreat +----------------------------------------------- +$end +$cmd +Dao-Long +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Command Moves: +Mini Dragon Fang _A_+_C +Turnaround Roundhouse _B_+_D +Flying Elbow Smash _C_+_D + +:Special Moves: +Kou Ryuuga ^4_6_+_P +Senkyu Tai ^2_8_+_K + +:Super Moves: +Houshin Renha ^4_6_4_6_+_P +Shinkyoku Renbu ^4_6_4_6_+_K +Renkyuu Tai ^1_3_1_9_+_X_K +----------------------------------------------- +$end +$cmd +Maherl +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C +Lift Slaps [_4/_6]_+_D + +:Command Moves: +Belly Splash _A_+_C +Ass Splash _^_2_+_B +Belly Flop _^_2_+_C + +:Special Moves: +Mahrel Bomb 3Buttons +Fire Breath _4_1_2_3_6_+_P +Slash Sword _2_1_4_+_P +Punish Sword _2_1_4_+_K + +:Super Moves: +Kadabuura Bomber _2_3_6x2_+_P +Shiva Dance _2_1_4x2_+_P +Rolling Press ^-_x_+_K +----------------------------------------------- +$end +$cmd +Pielle +----------------------------------------------- +:Throws: +Frankensteiner [_4/_6]_+[_C/_D] + +:Air Throws: +Frankensteiner _^[_4/_6]_+[_C/_D] + +:Command Moves: +Hopping Fierce Thrust _A_+_C +Butt Bounce _B_+_D +Pogo Sword _^_2_+_A +Open Arc _^_8_+_C + +:Special Moves: +Bonjour Shot _2_3_6_+_P +Ropin Runner _6_2_3_+_P +Musshu Clash _2_1_4_+_X_P +Rosa Train _2_1_4_+_K +Merushii Une Deux Trois _^_2_+3Buttons + +:Super Moves: +Andu Ropin _2_3_6x2_+_P +Thunder Kurauzaa _2_1_4x2_+_P +Super Rosa _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Rila +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Command Moves: +Hopping Side Kick _6_+_D + +:Special Moves: +Spinning Claw _X_P +Quick Scratch ^4_6_+_P +Wild Sabre ^2_8_+_K +Killer Snake ^4_3_+_K + +:Super Moves: +Shine Beast ^4_6_4_6_+_O_P +Bloody Fang ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Saizo +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Air Throws: +Shoulder Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +2hit Overhead Kick _B_+_D + +:Special Moves: +Hiryu _2_3_6_+_P +Enzuki Zan _6_2_3_+_P +Yashagami _2_1_4_+_P + +:Super Moves: +Musou-Shinra _2_3_6x2_+_P +Senkou Ensatsu Jin _2_3_6x2_+_K +Musou-Tenha _2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Sho +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Air Throws: +Shoulder Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +Hopping Lunge Punch _A_+_C +Pseudo~Tiger Knee _B_+_C +Shin Kick _B_+_D +3hit Elbow _C_C_C +Knee Bounce _^_2_+_B +Stutter _^_2_+_D +Upper _^_8_+_C + +:Special Moves: +Rekko Ha _2_3_6_+_P +Midare Kiryuu Keri _2_3_6_+_K +Kurenai Sandan Keri _2_1_4_+_X_K +Shippuu Shoken Tsuki _6_4_6_+_P + +:Super Moves: +Seiken Shouha _2_3_6x2_+_P +Super Air Rekko Ha _^_2_3_6x2_+_P +Kurenai Gansai Shuu _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Tia +----------------------------------------------- +:Throws: +Suplex [_4/_6]_+_C + +:Air Throws: +Leg Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +1-2 Punch _A_+_C +Crescent Kick _B_+_D +Upper _^_8_+_C + +:Special Moves: +Mirage Spear Kick _X_K +Rapid Gale _2_3_6_+_P +Lightning Upper _6_2_3_+_P +Soul Spike (_^)_2_1_4_+_K + +:Super Moves: +Rapid Change _2_3_6x2_+_P +Cutlass Flasher _2_3_6x2_+_K +Burning Revolver (_^)_2_1_4x2_+_P +^!Control [_2/_8] +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Bai-Hu + - at the Character Select Screen + - _8on 2 joysticks at same time +----------------------------------------------- +$end +$cmd +Bai-Hu +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_C + +:Air Throws: +Shoulder Throw _^[_4/_6]_+[_C/_D] + +:Command Moves: +Lightning Strike _6_+_A +Overhead Kick _6_+_B +Lightning Fists _6_+_C +Crescent Kick _6_+_D + +:Special Moves: +Fireball Bounce-short _A_+_B +Fireball Bounce-long _C_+_D +Rushing Lightning Charge _A_+_C +Upper Kick _B_+_C +Demon Pillar _B_+_D + +:Super Moves: +Evil Rushing Charge _A_+_B_+_C +Windmill of Death _B_+_C_+_D +----------------------------------------------- +$end + +$info=cybots +$cmd +*---INFO---* +----------------------------------------------- +Cyberbots: Fullmetal Madness +(c)1995 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 7th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_a: Attack 1 +_b: Attack 2 +@W-button: Weapon +_B: Boost +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Cyber EX: +need a Full Power Meter +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/_B] +Retreat [_4_4/_4_+_B] +Fly _^_?_+_B + +:Throws: +Throw ^-[_4/_6]_+[_a/_b] +Arm Ripper ^-_6_3_2_+[_a/_b] +Ground Throw ^-foe down[_4/_6]_+[_a/_b] + +:Command Moves: +Charge Power Meter _O_a_+_b + +:Escape Moves: +Giga Crush (Full)_a_+_b + +:Recovery Moves: +Safe Roll landing_B +Escape knocked[_4/_6] +----------------------------------------------- +$end +$cmd +Blodia (BX-02) +Blodia +----------------------------------------------- +:Special Moves: +Gatling Rod _2_1_4_+[_a/_b] +Break Shift _4_1_2_3_6_+[_a/_b] +Full Metal Charge _6_2_3_+[_a/_b] +Direct Press ^-_6_3_2_+_b +Needle Press foe down_2_8_+[_a/_b] + +:Cyber EX: +Planet Smasher _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Swordman (BX-045) +Blodia +----------------------------------------------- +:Command Moves: +E Slasher Boost_2_+_a + +:Special Moves: +G Splasher _2_3_6_+[_a/_b] +Slay Sword _6_3_2_1_4_+_O[_a/_b] +Photon Splash (_^)_4_2_1_+[_a/_b] +Verticle Gear _2_8_+_b + +:Cyber EX: +Crescent Tornado _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Riot (BX-075) +Blodia +----------------------------------------------- +:Special Moves: +Dyna Blow (_^)_2_3_6_+[_a/_b] +Riot Strike _6_2_3_+[_a/_b] +Shining Arm _4_2_1_+[_a/_b] +Death Bolt _6_3_2_1_4_+[_a/_b] + +:Cyber EX: +Gravitation Field _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Reptos (RF-004) +Reptos +----------------------------------------------- +:Command Moves: +Fatality Dunk _^_?_+[_a/_b] + +:Special Moves: +Violence Wind _4_1_2_3_6_+[_a/_b] +Risky Nail _6_2_3_+[_a/_b] +Satellite Force _2_1_4_+[_a/_b] +Power Slam ^-_2_2_+[_a/_b] +Hyper Laser _O@W-button + +:Cyber EX: +Full Hurricane _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Jackal (RF-027) +Reptos +----------------------------------------------- +:Special Moves: +Heat Wave _X[_a/_b] +Heat Grapple _2_3_6_+[_a/_b] +Dizzy Boomerang (_^)_2_1_4_+[_a/_b] +Jackal Stomp ^2_8_+[_a/_b] +Laser Screen-air _2_3_6_+@W-button +Laser Screen-ground _6_2_3_+@W-button + +:Cyber EX: +Assault Bits _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Lightning (RF-009) +Reptos +----------------------------------------------- +:Special Moves: +Sparkle Laser _2_3_6_+[_a/_b] +Rolling Gear (_^)^2_8_+[_a/_b] +Vertical Gear _2_8_+_b +Thunder Rain _2_2_+[_a/_b] + +:Cyber EX: +Thunder Shaking _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Fordy (FZ 100) +Fordy +----------------------------------------------- +:Special Moves: +Iron Nail _2_3_6_+[_a/_b] +Sunrise Blade _6_2_3_+[_a/_b] +Spiral Anchor ^4_6_+[_a/_b] +Upper _a@W-button_b +^!Upper Break _a@W-button_b_a +Homing Missile _2_3_6_+@W-button + +:Cyber EX: +Nebulous Dream _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Tarantula (FZ 202) +Fordy +----------------------------------------------- +:Special Moves: +Powered Wrecker-ground _2_3_6_+[_a/_b] +^!Powered Wrecker Missile _2_1_4_+[_a/_b] +Powered Wrecker-air _6_3_2_+[_a/_b] +^!Powered Wrecker Missile _2_1_4_+[_a/_b] +Rising Grenade-straight _6_2_3_+[_a/_b] +Rising Grenade-retreat _4_2_1_+[_a/_b] +Tarantula Stomp ^2_8_+[_a/_b] + +:Cyber EX: +Falling Destroy _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Killer Bee (FZ 900J) +Fordy +----------------------------------------------- +:Special Moves: +KillerScrewAlpha-ground _2_3_6_+[_a/_b/_a_+_b] +^!Double _?_+[_a/_b] +KillerScrewAlpha-air _^_6_3_2_+[_a/_b/_a_+_b] +^!Double _?_+[_a/_b] +Killer Screw Beta _6_2_3_+[_a/_b] +Killer Sword _6_3_2_1_4_+[_a/_b] +Killer Eye ^4_6_+[_a/_b] + +:Cyber EX: +Delta Blast _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Guldin (GP-N1) +Guldin +----------------------------------------------- +:Command Moves: +Heavy Dive _^_2_+_b + +:Special Moves: +Gul Lariat _2_3_6_+[_a/_b] +Sky Gul Lariat _2_1_4_+[_a/_b] +Gul Wheel _6_2_3_+[_a/_b] + +:Cyber EX: +Gul Burning _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Vise (GP-V4) +Guldin +----------------------------------------------- +:Special Moves: +Capture Device _2_3_6_+[_a/_b] +^!E-Typhoon _2_1_4_+[_a/_b] +E-Pressure _2_1_4_+[_a/_b] +Body Scrap ^-_6_2_3_+[_a/_b] +The Woo _2_8_+_b +Homing Launch _2_3_6_+@W-button + +:Cyber EX: +G-Typhoon _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Cyclone (GP-D2) +Guldin +----------------------------------------------- +:Special Moves: +Drill Cannon _2_3_6_+[_a/_b] +Hyper DD _6_4_6_+_X[_a/_b] +Cyclone Stamp ^2_8_+[_a/_b] +D3 Bomb Far _2_3_6_+@W-button +D3 Bomb Near _2_1_4_+@W-button + +:Cyber EX: +Final DD _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Gaits (P-10033) + - after choose your V.A. + - before the Vs. screen appear + - _a_b_B@W-button_a_B + +*Play with Super-8 (S-008) + - after choose your V.A. + - before the Vs. screen appear + - _8_6_2_4_8_6_+_a_8_4_2_6_+_b + +*Play with Helion (UVA-02) + - after choose your V.A. + - before the Vs. screen appear + - _8_8_2_2_4_6_+_B@W-button + +*Play with Warlock (X-0) + - after choose your V.A. + - before the Vs. screen appear + - _4_a_8_b_6_B_2@W-button +----------------------------------------------- +$end +$cmd +Gaits (P-10033) +----------------------------------------------- +:Special Moves: +Ikki Tousen (_^)_2_3_6_+[_a/_b] +Mondou Muyou _6_2_3_+[_a/_b] +Ichimou Dajin ^-_2_1_4_+[_a/_b] +Shogyou Mujou ^4_6_+[_a/_b] +Shogyou Mujou ^4_6_4_+[_a/_b] + +:Cyber EX: +Kuuzen Zetsugo _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Super-8 (S-008) +----------------------------------------------- +:Special Moves: +Red Omega _4_1_2_3_6_+[_a/_b] +Octopus Jr. _6_2_3_+[_a/_b] +Devil X _2_8_+_a +Final Omicron _2_8_+_b +Super Gamma _2_8_+@W-button +Hell Delta 1 _4_1_2_3_6_+@W-button +Hell Delta 2 _2_3_6_+@W-button +Hell Delta 3 _6_2_3_+@W-button + +:Cyber EX: +Death Satan Sigma _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Helion (UVA-02) +----------------------------------------------- +:Special Moves: +Gott Kugel _2_3_6_+[_a/_b] +Himmel Fangen _^_2_1_4_+[_a/_b] +Flugal Bogen _6_3_2_1_4_+[_a/_b] + +:Cyber EX: +Schlatchfield Qual _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end +$cmd +Warlock (X-0) +----------------------------------------------- +:Special Moves: +Sacred Star _2_3_6_+[_a/_b] +Forbidden Force (_^)^4_6_+[_a/_b] +Energy Drain _x_+[_a/_b] +Eminent Alpha _4_4_B_6_6_B +Eminent Beta _6_a_b_a_4 +Black Ascention _2_3_6_+@W-button + +:Cyber EX: +Final Sacrifice _2_3_6x2_+[_a/_b] +----------------------------------------------- +$end + +$info=dstlk +$cmd +*---INFO---* +----------------------------------------------- +Darkstalkers: The Night Warriors +Vampire: The Night Warriors +(c)1994 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 7th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +G: Guard Cancel Move (Full Special Bar) +S: ES Special Move (Full Special Bar) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:EX Moves: +needs a Full Special Bar +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^F/^G/^I/^J] +----------------------------------------------- +$end +$cmd +Anakaris +----------------------------------------------- +:Command Moves: +Seija no Ayumi [_4/_6]_+^I +Floating Coffin [_4/_6]_+^J +Mid-air Float _8 +^!Move [_4/_6] +^!High Float _8 +^!Cancel _2 +Diagonal Float [_7/_9]_8 +^!Tombstone Drop _2_+_K +^!Tombstone Dive _3_+_K + +:Special Moves: +Hitsugi no Mai [^U/^T] S +Miira Drop _2_3_6_+_P S +Ouke no Sabaki _^_6_1_2_3_+_P SG +Cobra Blow _6_4_6_+_P S +Kotodama Gaeshi-inhale _6_3_2_1_4_+_P + _`absorb projectile +^!Kotodama Gaeshi-exhale _2_3_6_+_K + +:EX Moves: +Pharaoh Magic ^I^E_2^H^F +----------------------------------------------- +$end +$cmd +Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Hane Ha _4_1_2_3_6_+_P +^!Tsuji Hayate _2_3_6_+_P S +^!Kaeshi Ha _2_1_4_+_P + ^!Kien Zan _6_2_3_+_P +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Karame Dama _^_8_9_6_+_P S +Kien Zan reversal_6_2_3_+_P SG +Kirisute Gomem ^-_6_3_2_1_3_+[^F/^G] S + +:EX Moves: +Kassobaki-high ^4_6_4_6_+_P +Kassobaki-low ^4_6_4_6_+_K +Oni Kubi Hineri _6_3_2_1_+_P +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive [_4/_6]_+[^F/^G] + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P S +Demon Cradle-vertical _6_2_3_+_P SG +Demon Cradle-diagonal Dash_6_2_3_+_P S +Bat Spin (_^)_2_1_4_+_K SG +Negative Stolen ^-_x_+[^F/^G] + +:EX Moves: +Midnight Pleasure _2_6_3_+^U +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Throws: +Panic Nail [_4/_6]_+[^F/^G] +Tumble Cat [_4/_6]_+[^I/^J] + +:Air Throws: +Flip Cat _^_?_+[^F/^G] + +:Special Moves: +Rolling Buckler _4_1_2_3_6_+_P_P S +Rolling Scratch _6_3_2_1_4_+_P_P S +Sand Splash _2_3_6_+_K SG +Delta Kick _4_2_1_+_K S +Hell Cat ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Dancing Flash _2_3_6_4_1_2_+^U +----------------------------------------------- +$end +$cmd +Jon Talbain +(Gallon on Japanese Version) +----------------------------------------------- +:Throws: +Rapid Crunch [_4/_6]_+[^F/^G] +Canyon Rounder [_4/_6]_+[^I/^J] + +:Air Throws: +Canyon Flyer _^_?_+[^F/^G] + +:Special Moves: +Beast Rush-straight _2_3_6_+_P S +Beast Rush-diving _^_6_3_2_+_P SG +Beast Rush-rising _6_2_3_+_P SG +Climb Laser _2_8_+_K S +Wild Circular ^-_6_3_2_1_4_+[^I/^J] + +:EX Moves: +Beast Cannon-straight _4_1_2_3_6_+_P +^!Double _?_+_P +Beast Cannon-diving _^_7_4_1_2_3_+_P +^!Double _?_+_P +Beast Cannon-rising _2_1_9_+_P G +^!Double _?_+_P +----------------------------------------------- +$end +$cmd +Lord Raptor +(Zabel Zarock on Japanese Version) +----------------------------------------------- +:Throws: +Murder Beat [_4/_6]_+[^F/^G] +Deadly Catapult [_4/_6]_+[^I/^J] + +:Air Throws: +Air Catastrophe _^_?_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Extend Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Directed Punches _^_2_+_P +Diving Stinger _^_2_+[^I/^J] + +:Special Moves: +Death Hurricane (_^)_2_1_4_+_K SG +Skull Punish ^-_2_3_6_9_+[^F/^G] S +Hell's Gate _4_1_2_3_6_+_K + +:EX Moves: +Death Voltage (_^)_6_3_2_1_4_+_K +Evil Scream _6_4_+^U +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] + +:Command Moves: +Vertical Dash _O^H[_4_4/_6_6] + +:Special Moves: +Soul Fist-ground _2_3_6_+_P S +Soul Fist-air _^_8_9_6_+_P SG +Shadow Blade _6_2_3_+_P SG +Shell Kick _^_2_1_4_+_K SG +Vector Drain ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Valkyrie Turn (_^)_6_3_2_1_4_+_K[_P/_K] +Darkness Illusion ^E^E_6^H^G +----------------------------------------------- +$end +$cmd +Rikuo +(Aulbath on Japanese Version) +----------------------------------------------- +:Throws: +Land Fisher [_4/_6]_+[^F/^G] +^!Multi Land Fisher _4_6_4 + +:Special Moves: +Sonic Wave _2_3_6_+_P G +Poison Breath _4_1_2_3_6_+_K S +Screw Shot _4_6_+_P S +Trick Fish _4_4_+_K S +Crystal Lancer ^-_6_3_2_1_4_+[^F/^G] S +Sky Neptune ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Aqua Spread _6_3_2_+_O[^U/^T] +----------------------------------------------- +$end +$cmd +Sasquatch +----------------------------------------------- +:Throws: +Big Bomb [_4/_6]_+[^F/^G] + +:Special Moves: +Big Snow _4_1_2_3_6_+_P +Big Typhoon _6_2_3_+_K SG +Big Towers _2_2_+^U S +Big Shake ^-_6_3_2_+[^F/^G] +Big Brunch ^-_2_1_4_+[^I/^J] +Big Swing ^-_x_+[^I/^J] + +:EX Moves: +Big Freeze _2_3_6_+^U +----------------------------------------------- +$end +$cmd +Victor Von Gerdenheim +----------------------------------------------- +:Throws: +Jaw Slugger [_4/_6]_+[^F/^G] +^!Gravition Knuckle _2_8_+_P +Mega Strangle [_4/_6]_+[^I/^J] + +:Command Moves: +Dengeki Touki _O[^G/^J] + +:Special Moves: +Giga Hammer ^4_6_+_P S +Giga Buster ^4_6_+_K S +Hop Kick _1_9_+_K S +Gyro Crush _2_1_4_6_+_P S +Giga Burn _2_1_4_+_K G +Mega Shock ^-_2_3_6_+[^I/^J] +Mega Spike ^-_x_+^U + +:EX Moves: +Giga Brute ^4_6_+^U +Thunder Break ^2_8_+[_P/^U] + +:Additional Notes: +_`can't use Dash +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Huitzil and Pyron + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Huitzil +(Phobos on Japanese Version) +----------------------------------------------- +:Throws: +Magnetic Slam [_4/_6]_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Plasma Beam-high _2_3_6_+_P +Plasma Beam-low _2_3_6_+_K +Might Launcher _2_1_4_+_K +Reflect Wall reversal_6_2_3_+_P +Circuit Scrapper ^-_6_3_2_1_4_+[^F/^G] +----------------------------------------------- +$end +$cmd +Pyron +----------------------------------------------- +:Throws: +Corona Whip [_4/_6]_+[^F/^G] + +:Command Moves: +Rush Punches _6_+_P + +:Special Moves: +Sol Smasher-ground _2_3_6_+_P +Sol Smasher-air _^_8_9_6_+_P +Orbiter Blaze _^_2_1_4_+_K +Zodiac Fire _6_2_3_+_P +Galaxy Trip (_^)_4_2_1_+[_P/_K] + +:Additional Notes: +_`can't use Dash +_`can't use Retreat +_`can't use Tech Hit +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - [_P/_K]: 1st Outfit + - _S: 2nd Outfit +----------------------------------------------- +$end + +$info=doubledr +$cmd +*---INFO---* +----------------------------------------------- +Double Dragon(Neo Geo) +(c)1995 Technos +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Attack +_B: Medium Attack +_C: Strong Attack +_D: Super Attack +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +_&: change position + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Charge Moves: +needs Life Bar in Charge Mode +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +Double Jump _^_8 + +:Pursuit Moves: +Downed Offensive foe down_2_+[_A/_B/_C/_D] +----------------------------------------------- +$end +$cmd +Abobo +----------------------------------------------- +:Throws: +Throw [_4/_6]_+_B +Gut Punch [_4/_6]_+_C +Face Slam [_4/_6]_+_D + +:Air Throws: +Face Slam _^[_4/_6]_+_D + +:Special Moves: +Hammer Punch _6_3_2_+[_A/_B/_C/_D] +Hyper Bomb ^-_2_3_6_+[_A/_B/_C/_D] +Giant Swing ^-_6_3_2_1_4_+[_A/_B/_C/_D] +Giant Swing ^-_4_1_2_3_6_+[_A/_B/_C/_D] + +:Charge Moves: +Triple Hammer Punch _6_3_2_+2Buttons +Grow and Throw ^-_6_3_2_1_4_+2Buttons +Grow and Throw ^-_4_1_2_3_6_+2Buttons +----------------------------------------------- +$end +$cmd +Amon +----------------------------------------------- +:Throws: +Toss [_4/_6]_+_B +Cross and Throw [_4/_6]_+_C +Slam and Strike [_4/_6]_+_D + +:Air Throws: +Slam _^[_4/_6]_+_C +Slam and Strike _^[_4/_6]_+_D + +:Special Moves: +Yo So Ken _^_4_1_2_+[_A/_B/_C/_D] +Rekka Bakuenheki ^2_8_+[_A/_B/_C/_D] +Shi Ho Ken ^4_6_+[_A/_B/_C/_D] +^!Teleport Elbow [_A/_B/_C/_D] + +:Charge Moves: +Super Ninja Bomb ^2_8_+2Buttons +SuperTeleportExplosion (_^)_4_1_2_3_6_+2Buttons +----------------------------------------------- +$end +$cmd +Billy Lee +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+[_B/_C/_D] + +:Air Throws: +Shoulder Toss _^[_4/_6]_+[_B/_C/_D] + +:Special Moves: +So Syu Ga _2_3_6_+[_A/_B/_C/_D] +Re Kku Ha _6_2_3_+[_A/_B/_C/_D] +Ryu Bi Sen (_^)_2_1_4_+[_A/_B/_C/_D] + +:Charge Moves: +Super Flaming Dragon Fist _2_3_6_+2Buttons +Trasformation_&Double Dragon _A_+_B_+_C_+_D + + _& DOUBLE DRAGON MOVES _& +:Throws: +Shoulder Toss [_4/_6]_+[_B/_C/_D] + +:Air Throws: +Shoulder Toss _^[_4/_6]_+[_B/_C/_D] + +:Special Moves: +Fireball _2_3_6_+[_A/_B/_C/_D] +Flaming Dragon Punch _6_2_3_+[_A/_B/_C/_D] +Flaming Dragon Kick _2_1_4_+[_A/_B/_C/_D] +Double Dragon _4_1_2_3_6_+[_A/_B/_C/_D] +----------------------------------------------- +$end +$cmd +Burnov +----------------------------------------------- +:Throws: +Knee Drop [_4/_6]_+_B +Suplex [_4/_6]_+_C +Powerbomb [_4/_6]_+_D + +:Air Throws: +Powerbomb _^[_4/_6]_+_D + +:Special Moves: +Nitro Slime _2_3_6_+[_A/_B/_C/_D] +Cannon Ball ^4_6_+[_A/_B/_C/_D] +Throw and Splash ^-_6_3_2_1_4_+[_A/_B/_C/_D] + +:Charge Moves: +Super Nitro Slime _2_3_6_+2Buttons +Super Cannon Ball ^4_6_+2Buttons +----------------------------------------------- +$end +$cmd +Cheng Fu +----------------------------------------------- +:Throws: +Sake Spit [_4/_6]_+[_B/_C/_D] + +:Special Moves: +Ko Ryu Kyaku _6_2_3_+[_A/_B/_C/_D] +Suiko Retsudu _2_3_6_+[_A/_B/_C/_D] +Hi Syo Kyaku _2_1_4_+[_A/_B/_C/_D] + +:Charge Moves: +Super Dragon Kick _6_2_3_+2Buttons +Shadow Multi Punches _2_3_6_+2Buttons +----------------------------------------------- +$end +$cmd +Dulton +----------------------------------------------- +:Throws: +2hit Punch Combo~Backfist [_4/_6]_+_B +3hit Punch Combo~Uppercut [_4/_6]_+_C +Slam and Ground Attack [_4/_6]_+_D + +:Air Throws: +Slam and Ground Attack _^[_4/_6]_+_D + +:Special Moves: +Dalton Blaster _2_3_6_+[_A/_B/_C/_D] +Dalton Power Combo _X[_A/_B/_C/_D] +Dash and Grab Combo ^4_6_+[_A/_B/_C/_D] + +:Charge Moves: +Super Dalton Blaster _2_3_6_+2Buttons +Super Flaming Combo _X2Buttons +----------------------------------------------- +$end +$cmd +Eddie +----------------------------------------------- +:Throws: +Knee Lift [_4/_6]_+_B +3hit Punch Combo [_4/_6]_+_C +4hit Punch Combo [_4/_6]_+_D + +:Special Moves: +Leg Slash ^4_6_+[_A/_B/_C/_D] +Sky Leg Slash ^2_8_+[_A/_B/_C/_D] +Dragon Knee _6_2_3_+[_A/_B/_C/_D] + +:Charge Moves: +Rising Flames ^2_8_+2Buttons +Super Dragon Knee Combo _6_2_3_+2Buttons +----------------------------------------------- +$end +$cmd +Jimmy Lee +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+[_B/_C/_D] + +:Air Throws: +Shoulder Toss _^[_4/_6]_+[_B/_C/_D] + +:Special Moves: +So Syu Ga _2_3_6_+[_A/_B/_C/_D] +Re Kku Ha _6_2_3_+[_A/_B/_C/_D] +Ryu Bi Sen (_^)_2_1_4_+[_A/_B/_C/_D] + +:Charge Moves: +Multi Hit Dragon Punch _6_2_3_+2Buttons +Trasformation_&Double Dragon _A_+_B_+_C_+_D + + _& DOUBLE DRAGON MOVES _& +:Throws: +Shoulder Toss [_4/_6]_+[_B/_C/_D] + +:Air Throws: +Shoulder Toss _^[_4/_6]_+[_B/_C/_D] + +:Special Moves: +Fireball _2_3_6_+[_A/_B/_C/_D] +Flaming Dragon Punch _6_2_3_+[_A/_B/_C/_D] +Flaming Dragon Kick _2_1_4_+[_A/_B/_C/_D] +Double Dragon _4_1_2_3_6_+[_A/_B/_C/_D] +----------------------------------------------- +$end +$cmd +Marian +----------------------------------------------- +:Throws: +Bulldog [_4/_6]_+[_B/_C] +4hit Punch~Knee Lift Combo [_4/_6]_+_D + +:Air Throws: +Bulldog _^[_4/_6]_+[_B/_C] + +:Special Moves: +Accele Breaker ^2_8_+[_A/_B/_C/_D] +Moon Drive ^4_6_+[_A/_B/_C/_D] +Throw and Slam ^-_6_3_2_1_4_+[_A/_B/_C/_D] + +:Charge Moves: +Super Accele Breaker ^2_8_+2Buttons +Super Moon Drive ^4_6_+2Buttons +----------------------------------------------- +$end +$cmd +Rebecca +----------------------------------------------- +:Throws: +Leg Toss [_4/_6]_+[_B/_C] +Trip and Elbow [_4/_6]_+_D + +:Air Throws: +Leg Toss _^[_4/_6]_+[_B/_C] + +:Special Moves: +Hi Cyo Zen _6_2_3_+[_A/_B/_C/_D] +Ko Jin Ken _2_3_6_+[_A/_B/_C/_D] +Ko Jin Ken _^_4_1_2_+[_A/_B/_C/_D] + +:Charge Moves: +Super Dragon Punch _6_2_3_+2Buttons +Super Flaming Shot _2_3_6_+2Buttons +Super Aerial Flaming Shot _^_4_1_2_+2Buttons +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Duke and Shuko + - at the Character Select Screen + - put the cursor on Billy for 3sec + - put the cursor on Marian for 3sec + - put the cursor on Cheng-Fu for 3sec + - put the cursor on Jimmy for 3sec +----------------------------------------------- +$end +$cmd +Duke +----------------------------------------------- +:Throws: +Catch and Punch [_4/_6]_+[_B/_C/_D] + +:Special Moves: +Mouko Resshouda _2_3_6_+[_A/_B/_C/_D] +Shosou Kyaku _6_2_3_+[_A/_B/_C/_D] +Chougekihashou ^4_6_+[_A/_B/_C/_D] +Kosouranshoubu ^2_8_+[_A/_B/_C/_D] +Hisou Kyaku _^_4_1_2_+[_A/_B/_C/_D] + +:Charge Moves: +Mouko Resshou Gekien Ha _2_3_6_+2Buttons +Houou Tenshou Kyaku _6_2_3_+2Buttons +Houou Chizan Kyaku _^_4_1_2_+2Buttons +----------------------------------------------- +$end +$cmd +Shuko +----------------------------------------------- +:Throws: +Catch and Punch [_4/_6]_+[_B/_C] +Big Toss [_4/_6]_+_D + +:Special Moves: +Suzaku _2_3_6_+[_A/_B/_C/_D] +Souryuu _6_2_3_+[_A/_B/_C/_D] +Kasumi _4_6_+[_A/_B/_C/_D] +Byakko _2_8_+[_A/_B/_C/_D] +Genbu _6_3_2_+[_A/_B/_C/_D] +Houou _^_4_1_2_+[_A/_B/_C/_D] + +:Charge Moves: +Kirin _6_2_3_+2Buttons +Gekirin _6_3_2_+2Buttons +----------------------------------------------- +$end + +############################################################## +# Donkey Kong (C)1981 Nintendo # +# Made by: Procyon # +############################################################## +$info=dkong +$cmd +[Controls] +——————————————————————————————————— +_4 - Move Mario left +_6 - Move Mario right +_8 - Mario climbs up a ladder +_2 - Mario climbs down a ladder +_a - Jump +$end +$cmd +[Elements] +——————————————————————————————————— +Mario: The one and only Mario who +will go on to become one of the +biggest video game stars of all +time. This is his debut. In this +game, he is thought to be a +carpenter instead of a plumber. + +Donkey Kong: The most well known +video game monkey. Donkey Kong has +kidnapped Mario's girlfriend and +carried her up to the top of the +construction site that Mario is +working at. + +Pauline: Mario's girlfriend and +damsel in distress. She is stuck +at the top of each screen awaiting +rescue from the clutches of Donkey +Kong. + +Hammer: Except for the elevator +stage, two hammers can be found on +each stage. Jump to grab the +hammer and use it to smash nearby +dangers for points. It only lasts +for a short time and Mario can not +climb ladders while he is holding +the hammer. + +Barrel: Donkey Kong throws these at +Mario on the ramp stage. Many of +them roll down the ramps and +randomly drop down ladders that +they pass. Sometimes Kong throws +them directly down the building. + +Beams: These are the blue barrels +that Kong throws. The only +difference between them barrels is +they will turn in to fireballs when +they reach the burning can of oil +at the bottom. + +Fireballs: These appear on every +stage but the rivet stage. They +move about randomly and can be +jumped, but it's dangerous to try +because they change directions +frequently. + +Firefox: The fire enemies that roam +around the rivet stage. They are +even harder to jump over and they +seem to track Mario a little more +closely. + +Springese: These bounce along the +roof of the elevator stage before +falling down to the bottom of the +screen creating a dangerous but +predictable obstacle to avoid. + +Cement Tub: The tubs passively +travel along the conveyer belt and +are harmful to touch. The only +danger they pose is when the +conver belt suddenly changes +directions. + +Prizes: Some of Pauline's items +liter the construction site and can +be retrieved by Mario for bonus +points. +$end +$cmd +[Gameplay] +——————————————————————————————————— +_`There are four different stages +in this game: the Ramp stage, the +Conveyer Belt stage, the Elevator +stage, and the Rivet stage. The +goal in all stages but the Rivet +stage is to reach Pauline in an +attempt to rescue her from Donkey +Kong. The goal of the Rivet stage +is to unplug all of the rivets that +hold the beams together, causing +Donkey Kong to fall and Pauline to +be rescued. + +_`Mario's best defense is his +ability to jump. He can jump +straight up or he can jump across +while running. Mario stands a +better chance of jumping over +something successfully if he jumps +while running. Mario can jump over +items as well as small gaps. +Fireballs and Firefoxes can be +jumped, but it's dangerous to try. + +_`Mario dies when he comes in +contact with a Barrel, Beam, +Fireball, Firefox, Springese, or +Cement Tub. He will die if he +falls a greater distance than his +height. And he will also die if +the timer in the Bonus window drops +to zero. At the default settings, +Mario starts with two extra lives +and earns one extra life at 7000 +points. + +_`When Mario is beneath a hammer, +he may jump up to pick it up and +begin hitting anything that poses +a threat to him. He can not climb +up or down a ladder until the +hammer disappears, and be aware +that it is still possible for Mario +to die if he gets hit by something +that slips past the hammer. + +_`On the Ramp stage, the broken +ladders can not be completely +crossed, but they can be used to +avoid getting hit by barrels. + +_`On the Conveyer belt stage, +Mario must avoid the Cement Tubs. +He will run twice as fast if he +runs in the same direction as the +conveyer belt and half as fast if +he runs against it. The final +ladders to Pauline rise and fall +and Mario can only reach the top +when the ladders are fully extended. +Either ladder can be used. + +_`On the Elevator stage, you must +use the elevators to traverse the +stage. You may ride them freely +but Mario will die if he reaches +the top or bottom without getting +off. At the top of the screen, +Mario must position himself at the +points where the Springese are at +the peak of their jump in order to +safely reach Pauline. + +_`On the Rivet stage, you must +pull out all 8 rivets in the stage, +either by running or jumping over +them. Once a rivet is pulled, you +must be sure to jump over the gap +left behind or Mario will fall to +his death at any height. The +Firefoxes can not cross the gaps. +Once all 8 rivets have been pulled, +Donkey Kong will fall and Pauline +will be rescued and the game will +start over on the Ramp stage at a +higher difficulty. + +_`In the Japanese version, the +order of the four stages remains +constant. In the US version, the +order of the stages varies from +level to level, but they always +start with the Ramp and end with +the Rivets. +$end +$cmd +[Scoring] +——————————————————————————————————— +Jump 1 Barrel /Beam 100 +Jump 2 Barrels/Beams 300 +Jump 3 Barrels/Beams 500 +Jump 4+ Barrels/Beams 800 +Jump Fireball or Firefox 100 + +Hammer a Barrel 300 +Hammer a Beam 500 +Hammer a Fireball or Firefox 500 + +Prizes in Level 1 300 +Prizes in Level 2 500 +Prizes in Level 3+ 800 +$end + +$info=kabukikl +$cmd +*---INFO---* +----------------------------------------------- +Far East of Eden - Kabuki Klash +Tengai Makyou - Shin Den +(c)1995 Hudson Soft +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Weak Kick +_D: Medium Kick + +^s: any Slash Button[_A/_B/_A_+_B] +_K: any Kick Button[_C/_D/_C_+_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Jutsu: +needs a Full Magic Bar +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Moves: +Strong Slash _A_+_B +Strong Kick _C_+_D +Super Attack _B_+_C + +:Movement: +Dash _6_6 +^!Roll _3 +Retreat _4_4 + +:Jumps: +Dash Jump Dash_9 + +:Other Moves: +Weapon Throw _^_B_+_C +Recovery Weapon close weapon_A +----------------------------------------------- +$end +$cmd +Manjimaru Sengoku +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_A_+_B +Manjimaru Rush [_4/_6]_+_B + +:Special Moves: +Matsumushi Kiri-ground _6_6_+^s +Matsumushi Kiri-air _^_8_8_+^s +Manji Kiri _2_3_6_+^s +Manji Shotei unarmed_6_3_2_1_4_+^s +Kaiten Kadan Kiri _2_+_B_+_C + +:Jutsu: +Raikoh _2_2_+_A +Junrai _2_2_+_B +Tenrai _2_2_+_C +----------------------------------------------- +$end +$cmd +Ziria +----------------------------------------------- +:Throws: +Cat Grab Neck [_4/_6]_+_A_+_B + +:Air Throws: +Cat Lost _^_2_+_A_+_B + +:Special Moves: +Emmaku _2_1_4_+_K +Kama Itachi _2_3_6_+^s +Momi _2_1_4_+_A_+_B +Suihei Kunai Nage _2_+_B_+_C + +:Jutsu: +Baku En _2_2_+_A +Ko Ten _2_2_+_B +Kami Hono _2_2_+_C +----------------------------------------------- +$end +$cmd +Kabuki Danjuro +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_A_+_B +Kenka Ranbu [_4/_6]_+_C_+_D + +:Special Moves: +Kabuki Ra Saitoh _6_2_3_+^s +Kabuki Senpuu Dan _4_1_2_3_6_+^s +Kabuki Rekkuuha _6_2_3_+_C_+_D +Dadan Nitoh Kiri _2_+_B_+_C + +:Jutsu: +Kaze Bana _2_2_+_A +Hana Arashi _2_2_+_B +----------------------------------------------- +$end +$cmd +Yagumo +----------------------------------------------- +:Throws: +Leg Throw [_4/_6]_+[_A_+_B/_C_+_D] + +:Special Moves: +Oh Rou Zan _2_3_6_+^s +Rouga Tenrin _6_2_3_+^s +Ryusei Kyaku _^_2_+_C_+_D +Hyakka Ryohran _6_2_3_+_C_+_D +Youen Tembu _2_+_B_+_C + +:Jutsu: +Shirako _2_2_+_A +Narukami _2_2_+_B +Fudoh _2_2_+_C + +:Additional Notes: +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Kinu +----------------------------------------------- +:Throws: +Aura Throw [_4/_6]_+_A_+_B + +:Special Moves: +Kamitsuki ^4_6_+_C_+_D +Toriyose ^2_8_+_A +Yuuki _6_6_+_A +Kumo Hakare _6_6_+_B_+_C + +:Jutsu: +Haha Wasure _2_2_+_A +Tsukineri _2_2_+_B +Nazumi Mushi _2_2_+_C +Triple Demon Toss _2_2_+_D +Rolling Attack _2_2_+_C_+_D + +:Additional Notes: +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Tsunade +----------------------------------------------- +:Throws: +Lift Throw [_4/_6]_+_A_+_B + +:Special Moves: +Kaiten Koma _2_3_6_+^s +Bakujin Namekuji Keri _2_1_4_+_C_+_D +Namekuji Kami Kakushi _2_1_4_+^s +Kaiten Keri _6_+_C_+_D +^!Keri Age _2_3_6_+_C_+_D +Usonaki _2_+_B_+_C + +:Jutsu: +Riki Oh _2_2_+_A +Kin Goh _2_2_+_B +----------------------------------------------- +$end +$cmd +Gokuraku Taro +----------------------------------------------- +:Throws: +1-Hand Throw [_4/_6]_+_A_+_B + +:Special Moves: +Gokuraku Dai Senpuu Kon _6_2_3_+^s +Gokuraku Homerun ^-_4_1_2_3_6_+_B_+_C +Gokuraku Taiatari _O_A_+_B +Gokuraku Ji Retsu Sho _2_+_B_+_C +Gokuraku Head Sliding _6_6_+_B_+_C + +:Jutsu: +Gokuraku Fire-high _2_2_+_A +Gokuraku Fire-mid _2_2_+_B +Gokuraku Fire-low _2_2_+_C +----------------------------------------------- +$end +$cmd +Orochimaru +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_A_+_B + +:Special Moves: +Kanzashi Nage ^4_6_+^s +Tatsuyari Rengeki _X^s + +:Jutsu: +Eiryu unarmed_2_2_+_A +Saryu armed_2_2_+_A +Kohryu _2_2_+_B +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Manto,Karakuri,Jyashinsai,Lucifeller + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Manto Ace +----------------------------------------------- +:Special Moves: +Fireball _2_3_6_+_A +Shoen Ken _6_2_3_+[_A/_C] +Spinning Kick _2_1_4_+[_B/_D] +Leap and Bite _2_3_6_+_C +Rush and Scratch _2_3_6_+_D +Monkey Crusher _6_6_+_B_+_C + +:Jutsu: +"Micro" Stampede or Baka-no Jutsu _2_2_+_A + +:Additional Notes: +_`can't use Strong Kick +_`can't use Super Attack +_`can't use Roll +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Karakuri +----------------------------------------------- +:Special Moves: +Having No Competitor _2_3_6_+_A +Flamethrower _2_3_6_+_B +Machine Gun _2_1_4_+_B +Arm Swing _2_1_4_+_A +High Arm Swing _6_3_6_+_A +Grab and Blast ^-_4_1_2_3_6_+_A + +:Additional Notes: +_`can't use Strong Kick +_`can't use Super Attack +_`can't use Dash +_`can't use Roll +_`can't use Retreat +_`can't use Dash Jump +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Jyashinsai +----------------------------------------------- +:Throws: +God Evil _6_+_A_+_B + +:Special Moves: +Ice Projectile _2_1_4_+_A +Electric Projectile _2_3_6_+_B +Firebird _2_3_6_+_A + +:Additional Notes: +_`can't use Super Attack +_`can't use Dash +_`can't use Retreat +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Lucifeller +----------------------------------------------- +:Throws: +Dead Leak _6_+_A + +:Special Moves: +Armageddon _2_3_6_+_A +Helsingborg Storm ^-_2_3_6_+_B +Stardust Spear _2_3_6_+_C + +:Additional Notes: +_`can't use Strong Slash +_`can't use Strong Kick +_`can't use Super Attack +_`can't use Dash +_`can't use Retreat +_`can't use Dash Jump +_`can't lose the weapon +----------------------------------------------- +$end + +$info=fatfury1 +$cmd +*---INFO---* +----------------------------------------------- +Fatal Fury - King of Fighters +Garou Densetsu - shukumei no tatakai +(c)1991 SNK +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Throw +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Plane Moves: +Plane Roll foe in other Plane[_2/_8] +Plane Attack foe in other Plane[_A/_B] +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Special Moves: -Non Japanese Bios- +Hishou Ken _2_3_6_+_A +Shouryuu Dan ^2_8_+_A +Kuuha Dan ^1_9_+_B +Zan'ei Ken _4_6_+_A + +:Special Moves: -Japanese Bios- +Hishou Ken _2_1_4_+_A +Shouryuu Dan _2_3_6_9_+_A +Kuuha Dan ^1_9_+_B +Zan'ei Ken _1_6_+_A +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Special Moves: -Non Japanese Bios- +Bakuretsu Ken _X_A +Hurricane Upper _2_3_6_+_A +Tiger Kick _1_9_+_B +Slash Kick _2_1_4_+_B + +:Special Moves: -Japanese Bios- +Bakuretsu Ken _X_A +Hurricane Upper _4_1_2_3_6_+_A +Tiger Kick _2_3_6_9_+_B +Slash Kick _1_9_+_B +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Special Moves: -Non Japanese Bios- +Power Wave _2_3_6_+_A +Rising Tackle ^2_8_+_A +Crack Shoot _1_9_+_B +Burn Knuckle _2_1_4_+_A + +:Special Moves: -Japanese Bios- +Power Wave _2_3_6_+_A +Rising Tackle ^2_8_+_A +Crack Shoot _6_3_2_1_4_7_+_B +Burn Knuckle _2_1_4_+_A +----------------------------------------------- +$end + +$info=fatfury2 +$cmd +*---INFO---* +----------------------------------------------- +Fatal Fury 2 +Garou Densetsu 2 - arata-naru tatakai +(c)1992 SNK +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: +needs a Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Retreat _4_4 +Crawl ^3 + +:Plane Moves: +Change Plane _A_+_B +Plane Roll foe in other Plane[_2/_8] +Plane Attack foe in other Plane[_P/_K] + +:Guard Moves: +Defensive Attack block_6_+_A + +:Command Moves: +Strong Attack _C_+_D + _`knocks foe to other plane + +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Kakaekomi Nage _6_+_C + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _2_3_6_+_P +Kuuha Dan ^1_9_+_K +Zan'ei Ken _1_6_+_P + +:Danger Moves: +Chou Reppa Dan ^2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Big Bear +----------------------------------------------- +:Throws: +Powerbomb _6_+_C +Back Drop _4_+_C +Lariot Drop _3_+_C +Neck Hang _6_+_D +Head Bat _4_+_D +Head Off _2_+_D +Lift Up Throw _3_+_D +Bear Hug _9_+_D + +:Special Moves: +Giant Bomb ^1_6_+_P +Super Drop Kick _O_D + +:Danger Moves: +Fire Breath _6_3_2_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Cheng Sinzan +----------------------------------------------- +:Throws: +Aiki Nage _6_+_C +Zutsuki Satsu _6_+_D + +:Special Moves: +Kiten Hinzan _2_3_6_+_P +Dai Taikobara Uchi ^2_8_+_P +Hagan Geki ^4_6_+_K + +:Danger Moves: +Bukurai Hoh ^1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Leg Throw _6_+_C +Hiza Jigoku _6_+_D + +:Special Moves: +Bakuretsu Ken _X_P +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _2_3_6_9_+_K +Slash Kick ^1_9_+_K + +:Danger Moves: +Screw Upper _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Jubei Yamada +----------------------------------------------- +:Throws: +Ippon Seoi _6_+_C +Tawara Nage _3_+_C +Kumo Koroshi _9_+_C +Benkei Nakashi _6_+_D +Tomoe Nage _4_+_D + +:Air Throws: +Jumping Izuna Otoshi _^_2_+_D + +:Special Moves: +Nihon Seoi Dash ^4_6_+_K +Ooizuna Otoshi ^-^2_8_+_P +Senbe Shuriken ^4_6_+_P + +:Danger Moves: +Dynamit Izuna Otoshi ^-^1_2_3_+_B_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Sakkyaku Nage _6_+_C + +:Command Moves: +Hishou Kyaku _^_2_+_K + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K + +:Danger Moves: +Hou'ou Kyaku _2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzushi _6_+_C + +:Air Throws: +Yume Zakura _^_2_+_D + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Musasabi no Mai ^2_8_+_C + _`on her stage + +:Danger Moves: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw _6_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle ^2_8_+_P +Crack Shoot _2_1_4_7_+_K +Burn Knuckle _2_1_4_+_P + +:Danger Moves: +Power Geyser _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Axle, Billy, Laurence and Krauser + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Axel Hawk +----------------------------------------------- +:Throws: +Hell Bomber _6_+_D +Rolling Buster _4_+_D + +:Special Moves: +Sonic Boom ^4_6_+_C +Axel Rush ^4_6_+_D +Smash Bomber _2_1_4_+_C + +:Additional Notes: +_`can't use Taunt +----------------------------------------------- +$end +$cmd +Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage _6_+_C +Jigoku Otoshi _6_+_D + +:Special Moves: +Senpuu Kon _X_A +Sansetsu Kon~Chuudan Uchi ^4_6_+_C +Suzume Otoshi ^1_9_+_C +Kyoushuu Hishou Kon ^2_8_+_D +^!Move [_4/_6] + +:Additional Notes: +_`can't use Defensive Attack +_`can't use Taunt +----------------------------------------------- +$end +$cmd +Laurence Blood +----------------------------------------------- +:Throws: +Poncho Throw _6_+_C +Poncho Breaker _6_+_D + +:Air Throws: +Flying Buster _^_4_+_C + +:Command Moves: +Ole Dodge ^=_C + +:Special Moves: +Bloody Saber ^4_6_+_D +Bloody Cutter ^2_8_+_C +Bloody Spin ^4_6_+_C + +:Additional Notes: +_`can't use Taunt +----------------------------------------------- +$end +$cmd +Wolfgang Krauser +----------------------------------------------- +:Throws: +Lift Up Blow _6_+_C +Knee Smasher _4_+_C +Neck Hang Blow _6_+_D + +:Special Moves: +Blitz Ball-high _2_3_6_+_C +Blitz Ball-low _2_3_6_+_D +Kaiser Wave ^4_6_+_C + +:Additional Notes: +_`can't use Defensive Attack +_`can't use Taunt +----------------------------------------------- +$end + +$info=fatfury3 +$cmd +*---INFO---* +----------------------------------------------- +Fatal Fury 3 - Road to the Final Victory +Garou Densetsu 3 - haruka-naru tatakai +(c)1995 SNK +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: May 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +B: pull for Background Plane +F: pull for Foreground Plane +P: pull for any Plane + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: (DM) +needs a Low Life + +:Hidden Danger Moves: (HDM) +Before the match begins, at the "GO!", +press_A_+_B_+_C_+_D_+_S. +needs Low Life and Name Flashing +only once per round +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 +Crawl ^3 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Dash_9 + +:Escape Moves: +Quicksway tap_3 +^!Attack [_P/_K] B + +:Plane Moves: +Change to Foreground _A_+_B +Change to Background _B_+_C +Return to Mid Plane on other plane[_2/_8] +Weak Return on other plane[_A/_B] +Strong Return on other plane[_C/_D] P +High Pull foe on Foreground_A_+_B +High Pull foe on Background_B_+_C +Low Pull foe on Foreground_2_+_A_+_B +Low Pull foe on Background_2_+_B_+_C + +:Guard Moves: +Defensive Attack block_6_+_A + +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Uchimata _6_+_C + +:Command Moves: +Abise Geri _6_+_D + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken _1_6_+_P +^!Shippuu Uraken(with_C) _2_3_6_+_C +Shiranui Kumo Karami ^2_8_+_D +Gen'ei Shiranui _^_2_3_6_+_D F + +:Danger Moves: +Chou Reppa Dan ^2_3_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash _D_2_+_C +^!Bokosuka Reppa Dan _2_1_4_6_+_C_+_D + +:Fake Moves: +Fake~Hishou Ken _2_1_4_+_B_+_D +Fake~Shouryuu Dan _6_2_3_+_B_+_D +Fake~Zan'ei Ken _1_6_+_B_+_D +Fake~Chou Reppa Dan _2_3_6_+_A_+_C + +:Combos: + --- 3hits --- +_C(1hit)_C(1hit)_C +_C(1hit)_C(1hit)_6_+_DF + --- 4hits --- +_B_B_B_6_+_C + --- 5hits --- +_A_C_C_C_D +_A_C_C_D(2hit) +----------------------------------------------- +$end +$cmd +Blue Mary +----------------------------------------------- +:Throws: +Head Throw _3_+_D +^!Achilles Hold _D + +:Command Moves: +Step Rolling _6_+_D F + +:Special Moves: +Spin Fall _2_3_6_9_+_A +M. Spider _2_3_6_9_+_C +Vertical Arrow _6_2_3_+_B +M. Snatcher _6_2_3_+_D +Straight Slicer ^4_6_+_B +Crab Clutch ^4_6_+_D +Backdrop Real ^-_x_+_C +^!Face Rock _C + +:Danger Moves: +M. Typhoon ^1_2_3_6_9_+_B_+_D + +:Hidden Danger Moves: +To Name Flash recovery +^!M. Cyclone _4_6_3_2_1_4_+_C + +:Fake Moves: +Fake~Vertical Arrow/M. Snatcher _6_2_3_+_A_+_C + +:Combos: + --- 2hits --- +_B_6_+_DF + --- 3hits --- +_C(1hit)_C(1hit)_D +^=_B_B_D + --- 4hits --- +_C(1hit)_C(1hit)_C(1hit)_6_+_DF + --- 6hits --- +_A_C_C_C(2hit)_6_2_3_+_D +----------------------------------------------- +$end +$cmd +Bob Wilson +----------------------------------------------- +:Throws: +Falcon _6_+_D +^!Wild Wolf _9_9_+_D +^!Ringsu Fang _3_3_+_D + +:Command Moves: +Sliding Headbutt _6_+_C +Jump Under Kick _^_3_+_D +Bob Somersault knocked_8_+_C + +:Special Moves: +Rolling Turtle [_A_+_C/_B_+_D] +Wild Wolf ^4_6_+_K +Bison Horn ^2_8_+_K + +:Danger Moves: +Dangerous Bob _2_2_2_+_B_+_C_+_D + +:Hidden Danger Moves: +To Name Flash Dash +^!Dangerous Wolf _1_9_+_C_+_D + +:Combos: + --- 3hits --- +_C(1hit)_D_2_2_+_D + --- 4hits --- +_C(1hit)_C_C_6_+_C + --- 5hits --- +_A_B_C_C_D +_C(1hit)_C_C_C_D +----------------------------------------------- +$end +$cmd +Franco Bash +----------------------------------------------- +:Throws: +Side Buster _6_+_C + +:Command Moves: +Back Tornado _6_+_D F + +:Special Moves: +Double Kong _2_1_4_+_P +Waving Blow _4_1_2_3_6_+_P +Power Bicycle _2_3_6_+_K + +:Danger Moves: +Armageddon Buster _6_3_2_1_4_+_C_+_D +^!Hook Punches _6_3_2_1_4_+_C_+_D + +:Hidden Danger Moves: +To Name Flash _D_2_+_C +^!Genocide Buster _2_1_4_6_+_C_+_D + ^!Hook Punches _2_1_4_+_A + +:Fake Moves: +Fake~Double Kong _2_1_4_+_B_+_D +Fake~Power Bicycle _2_3_6_+_A_+_C + +:Combos: + --- 4hits --- +_C(1hit)_C(1hit)_C(1hit)_C +_C(1hit)_C(1hit)_C(1hit)_D + --- 5hits --- +_6_+_A_6_+_A_B_B_6_+_D +_6_+_A_6_+_A_B_D_D +_6_+_A_6_+_A_B_D_6_+_C +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Kosatsu Nage _4_+_C +^!Zetsumei Hitonaka Uchi _C +Shinkuu Nage _3_+_C +Ura Kumo Kakushii _9_+_C +^!Zetsumei Hitchu Shime _C +Kosatsu Sho _6_+_D + +:Command Moves: +Raikou Mawashi Geri _4_+_D B + +:Special Moves: +Reppuu Ken _2_3_6_+_A +Double Reppuu Ken _2_3_6_+_C +Shippuu Ken _^_2_1_4_+_P +Ja'ei Ken ^4_6_+_K +Joudan Atemi Nage _4_1_2_3_6_+_B + _`reverse jump/Special/DM/HDM +Chudan Atemi Uchi _4_1_2_3_6_+_D + _`reverse high/mid + +:Danger Moves: +Rasing Storm _1_6_3_2_1_4_3_+_C_+_D + +:Hidden Danger Moves: +To Name Flash _2_+_C_C +^!Thunder Break _2_1_4_6_+_C_+_D + +:Fake Moves: +Fake~Reppuu Ken _2_3_6_+_B_+_D +Fake~Ja'ei Ken _2_1_4_6_+_B_+_D +Fake~Rasing Storm _1_6_3_2_1_4_3_+_A_+_C + +:Combos: + --- 2hits --- +^=_D_D + --- 5hits --- +_C(1hit)_C(1hit)_C(1hit)_C(1hit)_C +----------------------------------------------- +$end +$cmd +Hon Fu +----------------------------------------------- +:Throws: +Back Flip _4_+_C +Keiraku Randa _4_+_D + +:Command Moves: +Fumi Somi Sokukeri _6_+_D + +:Special Moves: +Seikuu Rekka Kon _6_2_3_+_P +Kyu Ryu no Yomi block_6_+_K +Denkou Sekka no Ten ^1_6_+_K +Denkou Sekka no Chi _2_1_4_7_+_K + +:Danger Moves: +Gadenza no Taifuu _2_1_4_1_6_+_B_+_D + +:Hidden Danger Moves: +To Name Flash Retreat +^!Gadenza no Arashi _6_3_2_1_4x2_+_C_+_D + _`can't be performed with infinite time + +:Fake Moves: +Fake~Seikuu Rekka Kon _6_2_3_+_B_+_D +Fake~Denkou Sekka no Ten _2_1_4_6_+_B_+_D + +:Combos: + --- 3hits --- +_C(1hit)_C_D +_2_+_B_6_+_B_6_+_B + --- 5hits --- +_C(1hit)_C_C_C_D +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Joe Special _6_+_C +Hiza Jigoku _6_+_D + +:Command Moves: +Vertical Upper _4_+_C +Joe Sobat _4_+_D F +Sliding Kick _3_+_D + +:Special Moves: +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _2_3_6_9_+_K +Slash Kick _1_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Danger Moves: +Screw Upper _6_4_1_2_3_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash stay far +^!Slide Screw _6_3_2_1_4_+_C_+_D + +:Fake Moves: +Fake~Hurricane Upper _4_1_2_3_6_+_B_+_D +Fake~Tiger Kick _6_2_3_+_A_+_C +Fake~Slash Kick _1_6_+_A_+_C + +:Combos: + --- 3hits --- +_4_+_C(1hit)_D_2_+_D +_2_+_C(1hit)_D_D +^=_B_D_D + --- 5hits --- +_C(1hit)_C_C(1hit)_C_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzuki Kai _6_+_D + +:Air Throws: +Yume Zakura _^_2_+_C + +:Command Moves: +Ryu no Mai _4_+_D B + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_C +Musasabi no Mai _^_2_+[_B_+_C/_C_+_D] +Kagero no Mai _2_2_+_A_+_B_+_C + +:Danger Moves: +Chou Hissatsu Shinobi Bachi _6_1_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash stay far_O_C +^!ShiranuiHiohgi HissatsuS.Bachi _6_1_6_+_B_+_D + +:Fake Moves: +Fake~Kachou Sen _2_3_6_+_B_+_D +Fake~Ryuu Enbu _2_1_4_+_B_+_D +Fake~Musasabi no Mai _^_2_+_A_+_B + +:Combos: + --- 2hits --- +_C(1hit)_D + --- 3hits --- +_B_6_+_B_6_+_B +_C(1hit)_C(1hit)_B + --- 4hits --- +_C(1hit)_C(1hit)_C_D +----------------------------------------------- +$end +$cmd +Sokaku Mochizuki +----------------------------------------------- +:Throws: +Muken Jigoku Nage _4_+_C +Mudoh Shibari Nage _4_+_D +^!Jigoku Mon _D + +:Air Throws: +Shoten Satsu _^_2_+_C + +:Command Moves: +Shukajoh Joudan Uchi _1_+_C + +:Special Moves: +Makibishi Masher _2_3_6_+_A +Jashin Kon _4_1_2_3_6_+_C +Hametsu no Honou _2_4_1_+_B +Ja Kon Bu _X_D +Hyoi Dan _6_4_6_+_D +Nozaru Geri _2_1_4_+_D +Higi Kaminari Otoshi _6_2_3_+_D +Kimon Jin ^-_x_+_C + +:Danger Moves: +Ikazuchi _6_3_2_3_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash you must be hit by a[_C/_D] +^!Raijin no Ibuki _6_3_2_1_4_+_C_+_D + +:Combos: + --- 4hits --- +_B_D(2hit)_3_+_D + --- 5hits --- +_C(1hit)_C(1hit)_C(1hit)_C_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw _6_+_C + +:Command Moves: +Rising Upper _1_+_C +Backspin Kick _6_+_D B + +:Special Moves: +Power Wave _2_3_6_+_P +Power Dunk _6_2_3_+_K +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P + +:Danger Moves: +Power Geyser _2_1_4_1_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash _1_+_C_6_+_C +^!Triple Geyser _6_3_2_1_4_+_C_+_D + +:Fake Moves: +Fake~Power Wave _2_3_6_+_B_+_D +Fake~Crack Shoot _2_1_4_+_A_+_C +Fake~Burn Knuckle _2_1_4_+_B_+_D +Fake~Power Geyser _2_1_4_1_6_+_B_+_D + +:Combos: + --- 3hits --- +_A_A_C +_A_A_2_+_D +_C(1hit)_C_C +_C(1hit)_C_1_+_C + --- 4hits --- +_A_B_D(2hit) + --- 5hits --- +_6_+_A_C(1hit)_C(1hit)_C_D +_6_+_A_C(1hit)_C(1hit)_D_D +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Jin Chonrei, Jin Chonshu, Yamazaki + - defeat Jin Chonrei on 1P Game and Save + - load the data and select New Game + - at the Character Select Screen + - put the cursor on Terry_B + - put the cursor on Hon Fu_B + - put the cursor on Mai_B + - put the cursor on Geese_B + - put the cursor on Bob_B + - put the cursor on Sokaku_B + - put the cursor on Andy_B + - put the cursor on Franco Bash_B + - put the cursor on Joe_B + - put the cursor on Mary_B + - only for Home Console +----------------------------------------------- +$end +$cmd +Jin Chonrei +----------------------------------------------- +:Throws: +Energy Burst _6_+_C + +:Command Moves: +Tatsukai Atama _3_+_C + +:Special Moves: +Teio Jinsoku Ken _1_6_+_P +Teio Tenji Ken _6_2_3_+_P +Teio Rojin Ken _2_1_4_6_+_P +Teio Tengan Ken _2_3_6_+_K +Teio Tashin Ken _2_1_4_+_D + +:Danger Moves: +Teio Syu Myo Ken _6_4_1_2_3_6_+_B_+_D + +:Hidden Danger Moves: +To Name Flash stay far +^!Teio Ryuusei Ken _6_3_2_1_4_+_C_+_D + +:Fake Moves: +Fake~Teio Tengan Ken _2_3_6_+_B_+_D + +:Combos: + --- 4hits --- +_A(2hit)_C(2hit) +_B(2hit)_C(2hit) +_2_+_A(2hit)_2_+_C(2hit) +_2_+_B(2hit)_2_+_C(2hit) + --- 6hits --- +_A(2hit)_B(2hit)_C(2hit) +_2_+_A(2hit)_2_+_B(2hit)_2_+_C(2hit) +----------------------------------------------- +$end +$cmd +Jin Chonshu +----------------------------------------------- +:Throws: +Energy Burst _6_+_C + +:Command Moves: +Tatsukai Atama _3_+_C + +:Special Moves: +Teio Jinsoku Ken _1_6_+_P +Teio Tenji Ken _6_2_3_+_P +Teio Tengan Ken _2_3_6_+_K + +:Danger Moves: +Teio Rojin Ken _2_1_4_6_+_C_+_D + +:Hidden Danger Moves: +To Name Flash stay 4 steps from foe +^!Teio Rojin Ken _2_3_6_4_+_C_+_D + +:Fake Moves: +Fake~Teio Tengan Ken _2_3_6_+_B_+_D + +:Combos: + --- 4hits --- +_A(2hit)_C(2hit) +_B(2hit)_C(2hit) +_2_+_A(2hit)_2_+_C(2hit) +_2_+_B(2hit)_2_+_C(2hit) + --- 6hits --- +_A(2hit)_B(2hit)_C(2hit) +_2_+_A(2hit)_2_+_B(2hit)_2_+_C(2hit) +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +----------------------------------------------- +:Throws: +Shime Age _4_+_X_C +Bakudan Pachiki _6_+_D + +:Command Moves: +Bussashi _6_+_C + +:Special Moves: +Hebi Tsukai Charge _2_1_4_+_C +^!Forward _6_+_C +^!Upward _9_+_C +Bai Gaeshi _2_3_6_+_C + _`reflect projectile +Sadomazo _4_1_2_3_6_+_D + _`reverse jump/high/mid/Special/DM/HDM + +:Danger Moves: +Guillotine ^2_3_6_+_B_+_D + +:Hidden Danger Moves: +To Name Flash Retreat +^!Alternate Guillotine _6_3_2_1_4_+_C_+_D + +:Combos: + --- 3hits --- +_6_+_C_C_6_+_D + --- 4hits --- +_A_A_A_6_+_D +_6_+_C_C_C_D + --- 5hits --- +_A_A_A_A_CF +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Expert Mode + - at the How To Play Screen_4_6_4_6_6_4_6_4 +----------------------------------------------- +$end + +$info=fatfursp +$cmd +*---INFO---* +----------------------------------------------- +Fatal Fury Special +Garou Densetsu Special +(c)1993 SNK +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: December 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: +needs a Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Retreat _4_4 +Crawl ^3 + +:Plane Moves: +Change Plane _A_+_B +Plane Roll foe in other Plane[_2/_8] +Plane Attack foe in other Plane[_P/_K] + +:Guard Moves: +Defensive Attack block_6_+_A + +:Command Moves: +Strong Attack _C_+_D + _`knocks foe to other plane + +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Kakaekomi Nage _6_+_C + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _2_3_6_+_P +Kuuha Dan ^1_9_+_K +Zan'ei Ken _1_6_+_P + +:Danger Moves: +Chou Reppa Dan ^2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Axel Hawk +----------------------------------------------- +:Throws: +Hell Bomber _6_+_D +Electric Attack _4_+_D +Rolling Buster _9_+_D + +:Special Moves: +Axel Dance _X_P +Tornado Upper _2_3_6_+_P +Smash Bomber ^1_6_+_P + +:Danger Moves: +Axel Rush _4_6_3_2_1_4_9_+_B_+_C +----------------------------------------------- +$end +$cmd +Big Bear +----------------------------------------------- +:Throws: +Powerbomb _6_+_C +Back Drop _4_+_C +Lariot Drop _3_+_C +Neck Hang _6_+_D +Head Bat _4_+_D +Lift Up Throw _3_+_D +Bear Hug _9_+_D + +:Special Moves: +Giant Bomb ^1_6_+_P +Super Drop Kick _O_D +Bear Bomber _6_4_2_8_+_C + +:Danger Moves: +Fire Breath _6_3_2_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage _6_+_C +Jigoku Otoshi _6_+_D + +:Special Moves: +Senpuu Kon _X_P +Sansetsu Kon~Chuudan Uchi ^4_6_+_P +Suzume Otoshi ^1_9_+_P +Kyoushuu Hishou Kon _1_2_3_6_+_K +^!Move [_4/_6] + +:Danger Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_7_+_A_+_C +----------------------------------------------- +$end +$cmd +Cheng Sinzan +----------------------------------------------- +:Throws: +Aiki Nage _6_+_C +Zutsuki Satsu _6_+_D + +:Special Moves: +Kiten Hinzan _2_3_6_+_P +Dai Taikobara Uchi ^2_8_+_P +Hagan Geki ^4_6_+_K + +:Danger Moves: +Bukurai Hoh ^1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Duck King +----------------------------------------------- +:Throws: +Rolling Neck _6_+_C + +:Air Throws: +Reverse Breaker _^_2_+_C + +:Command Moves: +Sliding Kick _3_+_D + +:Special Moves: +Headspin Attack ^4_6_+_P +Break Storm _2_3_6_9_+_K +Dancing Dive _2_1_4_+_K +Beat Rush _6_4_6_+_C + +:Danger Moves: +Break Spiral _4_1_2_3_6_9_2_+_B_+_C +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Katate Nage _6_+_C +Shinkuu Nage _3_+_C +Kosatsu Sho _6_+_D + +:Special Moves: +Reppuu Ken _2_3_6_+_A +Double Reppuu Ken _2_3_6_+_C +Shippuu Ken _^_2_1_4_+_P +Joudan Atemi Nage _4_1_2_3_6_9_+_B + _`reverse jump +Chudan Atemi Uchi _4_1_2_3_6_9_+_D + _`reverse high/mid + +:Danger Moves: +Rasing Storm _1_6_3_2_1_4_3_+_B_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Leg Throw _6_+_C +Hiza Jigoku _6_+_D + +:Special Moves: +Bakuretsu Ken _X_P +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _2_3_6_9_+_K +Slash Kick ^1_9_+_K + +:Danger Moves: +Screw Upper _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Jubei Yamada +----------------------------------------------- +:Throws: +Ippon Seoi _6_+_C +Tawara Nage _3_+_C +Kumo Koroshi _9_+_C +Benkei Nakashi _6_+_D +Tomoe Nage _4_+_D + +:Air Throws: +Jumping Izuna Otoshi _^_2_+_D + +:Special Moves: +Nihon Seoi Dash ^4_6_+_K +Ooizuna Otoshi ^-^2_8_+_P +Senbe Shuriken ^4_6_+_P +Neko Jarashi ^-_6_3_2_1_4_+_C + +:Danger Moves: +Dynamit Izuna Otoshi ^-^1_2_3_+_B_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Sakkyaku Nage _6_+_C + +:Command Moves: +Hishou Kyaku _^_2_+_K + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K + +:Danger Moves: +Hou'ou Kyaku _2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Laurence Blood +----------------------------------------------- +:Throws: +Poncho Throw _6_+_C +Poncho Breaker _6_+_D + +:Air Throws: +Flying Buster _^_2_+_C + +:Special Moves: +Bloody Saber _4_1_2_3_6_+_P +Bloody Spin ^4_6_+_K +Bloody Cutter ^2_8_+_C + +:Danger Moves: +Bloody Flash _3_4_1_2_3_6_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzushi _6_+_C + +:Air Throws: +Yume Zakura _^_2_+_D + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Musasabi no Mai ^2_8_+_C + +:Danger Moves: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw _6_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle ^2_8_+_P +Crack Shoot _2_1_4_7_+_K +Burn Knuckle _2_1_4_+_P + +:Danger Moves: +Power Geyser _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Tung Fu Rue +----------------------------------------------- +:Throws: +Ressen Shou _6_+_C + +:Special Moves: +Gekihou _X_C +Sen Shippo _2_1_4_+_P +Ressen Kyaku ^-^1_9_+_K +Shouha ^1_6_+_P + +:Danger Moves: +Senpuu Gou Ken _6_3_2_8_+_B_+_C +----------------------------------------------- +$end +$cmd +Wolfgang Krauser +----------------------------------------------- +:Throws: +Knee Smasher _6_+_C +Lift Up Blow _3_+_C +Neck Hang Blow _6_+_D + +:Special Moves: +Blitz Ball-high _2_1_4_+_P +Blitz Ball-low _2_1_4_+_K +Leg Tomahawk _2_3_6_+_K +Atemi Nage _4_1_2_3_6_+_P + _`reverse high/mid + +:Danger Moves: +Kaiser Wave ^4_9_+_A_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Ryo Sakazaki + - defeat Ryo on 1P Game + - wait for the demo-mode fights to begin + - _8_4_2_6_8_+_A_8_6_2_4_8_+_C + - only for 2P Game + - only for Home Console +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +----------------------------------------------- +:Throws: +Tomoe Nage _6_+_C + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P +Hien Shippuu Kyaku _1_6_+_K +Zanretsu Ken _X_C +Haoh Shoukou Ken _6_4_1_2_3_6_+_C + +:Danger Moves: +Ryuuko Ranbu _2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Ryo + - don't lose any round +----------------------------------------------- +$end + +############################################################## +# Final Fight (C)1989 CAPCOM # +# Made by: Axe # +############################################################## +$info=ffight +$cmd +[Buttons] +—————————————————————————————————————————————————————————————— +^E: Attack (_P) +^F: Jump +$end +$cmd +[Common Commands] +—————————————————————————————————————————————————————————————— +Desparation Attack _P_+^F +Grab _6 +$end +$cmd +[Guy] +—————————————————————————————————————————————————————————————— +Roundhouse Combo _P_P_P_P_P +Jump Kick _^ _P +Reverse Jumping Knee ^F..._1_+_P +Jumping Knee _^ _2_+_P + - Follow Up combo +Grab _6 + - Knee Strike _P (x3) + - Throw _4/_6 + - Throw _4/_6 +Cyclone Kick _P_+^F +Wall Rebound _^ corner _4/_6(_+_P) + +* Guy can utilize the Katana better than other characters +$end +$cmd +[Mike Haggar] +—————————————————————————————————————————————————————————————— +Hammerfist Combo _P_P_P +Drop Kick _^ _P +Splash _^ _2_+_P +Reverse Splash ^F..._1_+_P +Grab _6 + - Headbutt _P (x3) + - Throw _4/_6 + - Spinning Piledriver ^F_P + - Throw _4/_6 + - Spinning Piledriver ^F_P +Lariat _P_+^F + +* Haggar can utilize the pipe better than other characters +$end +$cmd +[Cody] +—————————————————————————————————————————————————————————————— +Combo _P_P_P_P +Jump Kick _^ _P +Reverse Jumping Knee ^F..._1_+_P +Jumping Knee _^ _2_+_P + - Follow Up combo +Grab _6 + - Knee Strike _P (x3) + - Throw _4/_6 + - Throw _4/_6 +Cyclone Kick _P_+^F + +* Cody can utilize the Knife better than other characters +$end + +############################################################## +# The Punisher (C)1994 CAPCOM # +# Made by: Axe # +############################################################## +$info=punisher +$cmd +[Buttons] +—————————————————————————————————————————————————————————————— +_a: Attack (_P) +_b: Jump +$end +$cmd +[Common Commands] +—————————————————————————————————————————————————————————————— +Roll (hold) _4/_6 x2 + - Attack _P + - Jump _b + - Sweep _a_+_b + - Super Kick _2_8_+_P +Sweep _a_+_b +Super Kick _2_8_+_P +Grapple near _6 + - Jump Throw ^G(_+_4/_6)_P + - Headcrush _b_2_+_P +Floor Grapple near downed _P + - Jump Throw ^G(_+_4/_6)_P + - Headcrush _b_2_+_P +Jump Attack _b_P + - Rebound _4 + - Drop Attack _2_+_P +Hand Grendade _b_a_+_b +Combo _P_P + - Kick Finisher _P + - Throw _2_+(_4/_6_+)_P + - Overhead Throw _8_+_P + - Super Attack _4/_6_+_P + - Super Kick _2_8_+_P + - Slit Throat/Execute w/Gun/Knife _P +$end + +$info=fightfev +$cmd +*---INFO---* +----------------------------------------------- +Fight Fever +(c)1994 Viccom +Made by: Fabricio da Silva Coroquer +Last Update: March 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Danger Moves: +needs Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Throws: +Throw ^-_6_+_C + +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Han Baedal +Korea +----------------------------------------------- +:Command Moves: +Rising Tiger Kick _^_2_+_B + +:Special Moves: +Tiger Simoon _2_3_6_+[_A/_C] +Fierce Tiger Fist _6_4_6_+_C +Tiger Dragon Attack _4_1_2_3_6_+_B + +:Danger Moves: +Ryuuko Ranbu _6_4_1_2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Miyuki +Japan +----------------------------------------------- +:Special Moves: +Spinning Whirlwind _2_1_4_+[_A/_C] +Reactive Attack _4_1_2_3_6_+_B +Typhoon Kick _6_2_3_+_C +Twin Claw Attack _2_8_+_B + +:Danger Moves: +Super Twin Claw Attack _6_3_2_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Rophen Heimer +Germany +----------------------------------------------- +:Special Moves: +Thunder Palm Wind/Style _2_1_4_+[_A/_C] +Flying Scissors Attack _4_1_2_3_6_+_B +Taichi Breaker _6_4_1_2_3_+_C +Somersault _2_8_+_B + +:Danger Moves: +Super Taichi Breaker _2_3_6_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Magic Dunker +U.S.A +----------------------------------------------- +:Special Moves: +Thunderstorm Fist _2_3_6_+[_A/_C] +Swirling Current Body _6_4_6_+_A +Basketball Kick _2_1_4_+_B +Flaming Body Pillar _4_1_2_3_6_+_C + +:Danger Moves: +Super Flaming Body Pillar _6_4_1_2_3_+_B_+_D +----------------------------------------------- +$end +$cmd +Golrio +Brazil +----------------------------------------------- +:Special Moves: +Heat Throwing Fist _2_1_4_+[_A/_C] +Windmill Attack _2_3_6_9_+_B +Turtle Belly Kick _6_2_3_+_C + +:Danger Moves: +Super Turtle Belly Kick _4_6_3_2_1_+_B_+_D +----------------------------------------------- +$end +$cmd +Kim Hoon +Mexico +----------------------------------------------- +:Special Moves: +Eagle Feather Wind _2_3_6_+[_A/_C] +Eagle Swooping Strike _4_1_2_3_6_+_B +Eagle Heat Kick _6_4_6_+_C +Eagle Claw Kick _2_1_4_+_A + +:Danger Moves: +SuperEagleSwoopingStrike _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Chintao +China +----------------------------------------------- +:Special Moves: +Braided Hair Strike _2_3_6_+_B +Snow Scattering Palm _2_1_4_+[_A/_C] +Thunderclap Kick _4_1_2_3_+_C + +:Danger Moves: +Super Thunderclap Kick _6_3_2_1_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Nick Commando +U.S.A +----------------------------------------------- +:Special Moves: +Hand Grenade _2_1_4_+[_A/_C] +Headbutt Attack _6_4_6_+_B +Half Moon Fist _6_4_1_2_3_+_A +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Master Taekuk + - only for 2P Game + +*Play with Karate Kenji + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Master Taekuk +Korea +----------------------------------------------- +:Command Moves: +Hawk Claw Grip _^_2_+_B + +:Special Moves: +Multiple Foot Strike _2_3_6_+[_A/_C] +Pulling Hand Blow _6_4_1_2_3_+_A +Perpendicular Attack ^2_8_+_C + +:Danger Moves: +Super Pulling Hand Blow _4_1_2_3_6_3_2_1_6_+_A +----------------------------------------------- +$end +$cmd +Karate Kenji +----------------------------------------------- +:Special Moves: +Full Moon _2_3_6_+[_A/_C] +Ryu Seung Leg _4_1_2_3_6_+_C +Lightning Reiki Hammer _6_4_6_+_A +Reiki Ryu Wave _2_1_4_+_B +----------------------------------------------- +$end + +############################################################## +# Galaxian (C)1979 Namco / Midway # +# Made by: Procyon # +############################################################## +$info=galaxian +$cmd +[Controls] +——————————————————————————————————— +_4 - Direct Galaxip left +_6 - Direct Galaxip right +_a - Fire +$end +$cmd +[Elements] +——————————————————————————————————— +Galaxip: This is the name of the +ship which you control at the +bottom of the screen. + +Galaxian: These attacking aliens +come in three varieties, aqua, +purple, and red. They begin in +formation at the top of the screen +and will occasionally swoop down to +attack you before returning to +their position in the formation. + +Flagship: At least two of these +appear at the top of the formation +at the start of each stage. They +will swoop down to attack with one +or two red Galaxians if any are +nearby. If a flagship is one of +the last enemies left of the screen +it will run away and appear as a +third Flagship at the start of the +next stage. +$end +$cmd +[Gameplay] +——————————————————————————————————— +_`The goal of each wave is to +eliminate every Galaxian. You must +fire up and hit each one while +dodging their return fire and +avoid getting hit by their direct +attacks. + +_`Most of the Galaxians will remain +in formation at the top of the +screen and move left and right in +uniform. Occasionally one or many +will drop out of formation and +swoop down to attack the player +directly. The attacking Galaxian +can still fire down at the player +along the way. + +_`The Flagship is also capable of +attacking directly. However if +there are any red Galaxians near +the Flagship before it begins its +decent, it will take up to two of +them with it as escorts. Flagships +are the worth a lot of points but +they are worth the most points when +you destroy them in mid flight +after you destroy it's escorts. + +_`You lose one life any time you +collide with a Galaxian or with one +of their shots. At the default +settings, you start with two extra +lives and gain one extra life at +7000 points. + +_`If you fail to destroy all of the +Flagships by the end of the level, +one will escape and join the next +wave of Galaxians. + +_`Pay attention to where you fire. +If the bullet is going to go +between two columns of Galaxians, +the Galaxians will wait for the +bullet to fly by before continuing +on. +$end +$cmd +[Scoring] +——————————————————————————————————— + Formation Swoop +Aqua Galaxian 30 60 +Purple Galaxian 40 80 +Red Galaxian 50 100 +Flagship (alone) 60 150 +Flagship (1 escort) 150 +Flagship (1 escort killed) 200 +Flagship (2 escorts) 300 +Flagship (2 escorts killed) 800 +$end + +$info=galaxyfg +$cmd +*---INFO---* +----------------------------------------------- +Galaxy Fight - Universal Warriors +(c)1995 Sunsoft +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: December 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Attack +_B: Medium Attack +_C: Strong Attack +_D: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 +----------------------------------------------- +$end +$cmd +Rolf +----------------------------------------------- +:Throws: +Boost Overdrop [_4/_6]_+_B +Boost Pressure [_4/_6]_+_C + +:Command Moves: +Double Jump _^_8 +Comet Tail _3_+_A +Star Dust Arrow _3_+_B +Meteor Launch _3_+_C + +:Special Moves: +Planet Breaker _6_2_3_+[_A/_B/_C] +Rolf Shot _2_3_6_+[_A/_B/_C] +Rolling Rolf Shot _4_1_2_3_6_+[_A/_B/_C] +Rapid Crush _2_1_4_+[_A/_B/_C] +Striking Bomb _x_+[_A/_B/_C] +----------------------------------------------- +$end +$cmd +Kazuma +----------------------------------------------- +:Throws: +Oniyara [_4/_6]_+_B +Mizuchi [_4/_6]_+_C + +:Command Moves: +Tensui _3_+_A +Bassohanshu _3_+_B +Chikokagsetsu _3_+_C + +:Special Moves: +Blade Storm _6_2_3_+[_A/_B/_C] +Ninja Replicant _2_3_6_+[_A/_B/_C] +Hurricane Destruction (_^)_2_1_4_+[_A/_B/_C] +Ninja Death Tornado ^-_6_4_1_2_3_6_+_D +----------------------------------------------- +$end +$cmd +Juri +----------------------------------------------- +:Throws: +Grand Dump [_4/_6]_+_B +Air Dump [_4/_6]_+_C + +:Air Throws: +Air Toss _^[_4/_6]_+_C + +:Command Moves: +Garing Elbow _4_+_B + +:Special Moves: +Laser Stroke _6_2_3_+[_A/_B/_C] +Rolling Slicer _2_3_6_+[_A/_B/_C] +Somersault Kick _2_1_4_+[_A/_B/_C] +Needle Shoot _^_4_1_2_3_6_+[_A/_B/_C] +Galactica Cyclone _6_4_1_2_3_6_+_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Roomi +----------------------------------------------- +:Throws: +Suppoko Ride [_4/_6]_+_C + +:Command Moves: +Star Punch _^_2_+_C + +:Special Moves: +Rabbit Blow _2_3_6_+[_A/_B/_C]x3 +Rolling Crush ^4_6_+[_A/_B/_C] +Rolling Bomber _^_A_+_B_+_C +Giant Knuckle _x_+[_A/_B/_C] +----------------------------------------------- +$end +$cmd +Gunter +----------------------------------------------- +:Throws: +Bull Smash [_4/_6]_+_C + +:Special Moves: +Gunter Bomber _6_2_3_+[_A/_B/_C] +Gunter Breath _6_3_2_1_4_+[_A/_B/_C] +Gunter Shoulder ^4_6_+[_A/_B/_C] +Wild Shake ^-_x_+[_A/_B/_C] +Hammer Brake ^-_x_+_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Alvan +----------------------------------------------- +:Throws: +Head Bat [_4/_6]_+_B +Gamba Through [_4/_6]_+_X_C + +:Command Moves: +Aldigy _^_8_+_B + +:Special Moves: +Aerial Al Blast _6_2_3_+[_A/_B/_C] +Al Blast (_^)_2_3_6_+[_A/_B/_C] +Al Fire _4_1_2_3_6_+[_A/_B/_C] +Al Slugger _A_+_B_+_C +Al Thunder ^2_8_+[_A/_B/_C] +Super Alvan _6_4_1_2_3_6_+_A_+_B_+_C + _`needs Energy Bar flashing +----------------------------------------------- +$end +$cmd +G. Done +----------------------------------------------- +:Throws: +Double Knee Kick _6_+_A +Front Suplex _4_+_A +German Suplex _6_+_B +Brain Buster _4_+_B +Tombstone Piledriver _6_+_C +Block Buster _4_+_C + +:Command Moves: +Overhead Kick _3_+_C + +:Special Moves: +Diving Headbutt Dash_6_2_3_+[_A/_B/_C] +Hurricane Bolt _^_2_3_6_+[_A/_B/_C] +Shoring Roll _2_3_6_+[_A/_B/_C] +Flying Cross Chop _^_4_1_2_3_6_+[_A/_B/_C] +Retro Attack _^_6_3_2_+[_A/_B/_C] +Final Mega Diver _^_6_2_3_+[_A/_B/_C] +----------------------------------------------- +$end +$cmd +Musafar +----------------------------------------------- +:Throws: +Face Knee Kick [_4/_6]_+_B +Hard Slam [_4/_6]_+_C + +:Air Throws: +Air Throw _^[_4/_6]_+_B +Head Crusher _^[_4/_6]_+_C + +:Command Moves: +Reverse Spin Kick block_6_+_C +Reverse Back Knuckle block_3_+_C +Head Upper Dash_2_+_A +Sliding Kick Dash_2_+_B +Head Sliding Dash_2_+_C + +:Special Moves: +Musafar Punch _6_3_2_1_4_+[_A/_B/_C] +Musafar Kick ^2_8_+[_A/_B/_C] +Musafar Missile ^4_6_+[_A/_B/_C] +Musafar Bomber _x_+[_A/_B/_C] +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Felden and Rouwe + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Felden +----------------------------------------------- +:Throws: +Grand Crusher [_4/_6]_+_B +Slow Illusion [_4/_6]_+_C + +:Command Moves: +Flying Elbow _^_2_+_C + +:Special Moves: +Ground Fireball _2_3_6_+[_A/_B/_C] +Bouncing Plasma Ball _^_2_3_6_+[_A/_B/_C] +Flaming Spin _6_2_3_+[_A/_B/_C] +Grab and Plasma Punch ^-_4_1_2_3_6_+[_A/_B/_C] +----------------------------------------------- +$end +$cmd +Rouwe +----------------------------------------------- +:Throws: +Ground Roll Throw [_4/_6]_+_B +Face Bash [_4/_6]_+_C + +:Command Moves: +Water Return [_4/_6]_+_B +Water Returns [_4/_6]_+_C +Upper Palm _3_+_C + +:Special Moves: +Sand Wave _2_3_6_+[_A/_B/_C] +Dragon Punch _6_2_3_+[_A/_B/_C] +Hurricane Kick _2_1_4_+[_A/_B/_C] +----------------------------------------------- +$end + +$info=garou +$cmd +*---INFO---* +----------------------------------------------- +Garou - Mark of the Wolves +(c)1999 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: August 18th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +B: Break Move (use_A_+_Bto cancel) +c: Cancel in any Special/SP/PP/T.O.P + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Powers: (SP) +needs S. Power + +:Potential Powers: (PP) +needs P. Power + +:T.O.P. Attack: +need Life Bar in T.O.P. Mode +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 + +:Escape Moves: +Low Dodge Attack _A_+_B +High Dodge Attack _2_+_A_+_B +Throw Escape thrown[_4/_6]_+_C + +:Guard Moves: +Just Defense when struck[_4/_1] +^!Guard Cancel do any move + +:Recovery Moves: +Short Evade Forward knocked_A +Short Evade Backward knocked_B +Long Evade Forward knocked_C +Long Evade Backward knocked_D +----------------------------------------------- +$end +$cmd +Bonne Jenet +----------------------------------------------- +:Throws: +Bye Bye Boo [_4/_6]_+_C + +:Air Throws: +Falling Crush _^_?_+_C + +:Command Moves: +Big Jump _2_8 +Harrier Bee _^_2_+_X_K + +:Special Moves: +Buffrass _2_3_6_+_P +Crazy Ivan _2_1_4_+_P +The Hind _2_3_6_+_K B +Gulf Tomahawk _2_1_4_+_K + +:Super Powers: +Many Many Torpedoes _2_3_6x2_+_A +Aurora _2_3_6x2_+_B + +:Potential Powers: +Many Many Torpedoes _2_3_6x2_+_C +Aurora _2_3_6x2_+_D +Ab Oi Mademoiselle Just Defense_A_B_C + +:T.O.P. Attack: +Rolling Thunder _C_+_D + +:Fake Moves: +Fake~Many Many Torpedoes _6_+_A_+_C +Fake~Aurora _2_+_A_+_C + +:Combos: + --- 2hits --- +^=_C_C +_^vertical_D_A + --- 3hits --- +_Ac_A_A +----------------------------------------------- +$end +$cmd +Freeman +----------------------------------------------- +:Throws: +Gore Fest [_4/_6]_+_C + +:Special Moves: +Nightmare _2_3_6_+_P +V.O.D. _2_1_4_+_Px3 +Crow _2_1_4_+_K +Phobia _6_2_3_+_P +Morbid Angel _4_1_2_3_6_+_K B + +:Super Powers: +Full Blast _2_3_6x2_+_O_A +Creeping Death _2_3_6x2_+_B + _`reverse all + +:Potential Powers: +Full Blast _2_3_6x2_+_O_C +Creeping Death _2_3_6x2_+_D + _`reverse all + +:T.O.P. Attack: +Overkill _C_+_D + +:Fake Moves: +Fake~Phobia _2_+_A_+_C +Fake~Full Blast _6_+_A_+_C + +:Combos: + --- 2hits --- +^=_A_A + --- 3hits --- +_A_A_A +----------------------------------------------- +$end +$cmd +Gato +----------------------------------------------- +:Throws: +Daien Shin [_4/_6]_+_C +Danzetsu Tai [_4/_6]_+_D + +:Command Moves: +Saigaku _6_+_A +Muran Geri _6_+_B +Kuuchuu Furi Muki _^_C_+_D + +:Special Moves: +Shinga _2_3_6_+_P +^!Totsuga _6_6_+_P +Houzan Sai Hekiga ^2_8_+_C +Raiga _6_2_3_+_K B +Fuuga _2_1_4_+_K +^!Kouga _A +^!Senga _B +^!Kyuuga _C +^!Katsuga _D + +:Super Powers: +Zero Kiba _2_3_6x2_+_A +Tatsu Kiba _2_3_6x2_+_B + +:Potential Powers: +Zero Kiba _2_3_6x2_+_C +Tatsu Kiba _2_3_6x2_+_D +Tenryuu Retsu Kiba _6_2_3_+_A_+_Bx3 + +:T.O.P. Attack: +Mouko Kou Hazan _C_+_D + +:Fake Moves: +Fake~Shinga _6_+_A_+_C +Fake~Raiga _2_+_A_+_C + +:Combos: + --- 2hits --- +_^_B_A +----------------------------------------------- +$end +$cmd +Hokutomaru +----------------------------------------------- +:Throws: +Hikkaki [_4/_6]_+_C + +:Air Throws: +Nonmen Tsukuri _^_?_+_C + +:Command Moves: +Double Jump _^_8 +Sliding _3_+_B +Kuuten Keri _3_+_D + +:Special Moves: +Shuriken (_^)_2_3_6_+_P +Kuuha Dan _2_3_6_+_K B +Rakka Zan Kyou _^_2_1_4_+_B +Rakka Zan Jitsu _^_2_1_4_+_D +Karakusa Giri _2_1_4_+_O_P + +:Super Powers: +Chou Hissatsu Shuriken _2_3_6x2_+_A +^!End _A_+_B +Ougi Chou Hissatsu Tatsumaki _2_3_6x2_+_B + +:Potential Powers: +Chou Hissatsu Shuriken _2_3_6x2_+_C +^!End _A_+_B +Ougi Chou Hissatsu Tatsumaki _2_3_6x2_+_D + +:T.O.P. Attack: +Ninpou Bakuen Jump _C_+_D + +:Fake Moves: +Fake~Shuriken _2_+_A_+_C +Fake~Karakusa Giri _6_+_A_+_C + +:Combos: + --- 1hit --- +High Dodge Attack_B_+_C(jump over foe) + --- 2hits --- +_Ac_Bc +_Ac_Cc_C(pose) +_B_Dc_C(pose) +_2_+_Ac_2_+_Bc +_2_+_Ac_2_+_C_C(pose) +_2_+_Bc_2_+_C_C(pose) +_2_+_Bc_2_+_D +_^_Ac_Bc +_^_Ac_Cc +_^_Ac_D +_^_Bc_Ac +_^_Bc_Cc +_^_Bc_D +_^_Cc_Ac +_^_Cc_Bc +_^_Cc_D +_^vertical_Dc_Ac +_^vertical_Dc_Bc +_^vertical_Dc_Cc +----------------------------------------------- +$end +$cmd +Hotaru Futaba +----------------------------------------------- +:Throws: +Ten Raku-tou [_4/_6]_+_C + +:Air Throws: +Hanten-tou _^_?_+_C + +:Command Moves: +Kou-shuu Da _^_2_+_B +Kuuchuu Furi Muki _^_C_+_D + +:Special Moves: +Hakki Shou _2_3_6_+_P +Sou Shou Shin _2_1_4_+_P +Kobi Kyaku _2_1_4_+_K B +Ten Shin Shou _6_2_3_+_K +Ren Geki Shou _^_2_1_4_+_K +Shin Jou Tai ^-_4_1_2_3_6_+_D + +:Super Powers: +Sou Shou Ten Ren Ge _2_3_6x2_+_A +Ten Shou Ran Ki _2_3_6x2_+_B + +:Potential Powers: +Sou Shou Ten Ren Ge _2_3_6x2_+_C +Ten Shou Ran Ki _2_3_6x2_+_D + +:T.O.P. Attack: +Sen Kai En _C_+_D + +:Fake Moves: +Fake~Hakki Shou _6_+_A_+_C +Fake~Sou Shou Shin _2_+_A_+_C + +:Combos: + --- 2hits --- +_^_Ac_Bc +_^_Ac_C +----------------------------------------------- +$end +$cmd +Kevin Rian +----------------------------------------------- +:Throws: +Poli Throw [_4/_6]_+_C + +:Command Moves: +Poli Kick _6_+_B + +:Special Moves: +Hell Rotor _2_1_4_+_O_P +^!Cancel _D +Hell Arrest ^-_4_1_2_3_6_+_P +Hell Snipe _6_2_3_+_P +Hell Creeper _2_1_4_+_B +^!Low Attack _A +^!Mid Attack _B +^!High Attack _C +Abide Mine _2_1_4_+_D +Hell Trap _2_3_6_+_K B + +:Super Powers: +Lucky Strike _2_3_6x2_+_A +Gattling Freezer _2_3_6x2_+_B + +:Potential Powers: +Lucky Strike _2_3_6x2_+_C +Gattling Freezer _2_3_6x2_+_D + +:T.O.P. Attack: +Blast Charge _C_+_D + +:Fake Moves: +Fake~Hell Rotor _6_+_A_+_C +Fake~Hell Arrest _2_+_A_+_C +----------------------------------------------- +$end +$cmd +Khushnood Butt +(Marco Rodriguez on Japanese Version) +----------------------------------------------- +:Throws: +Kyokugen Zutsuki [_4/_6]_+_C + +:Command Moves: +Kyokugen Hiji _6_+_A + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P B +Hien Shippuu Kyaku _2_3_6_+_K +Joudan Harai _2_1_4_+_A +Gedan Harai _2_1_4_+_B +Ryuusen Ken _O_C +Kosen Kyaku _O_D + +:Super Powers: +Haou Shoukou Ken _2_3_6x2_+_A +Kyokugen Kohou _2_3_6x2_+_B + +:Potential Powers: +Haou Shoukou Ken _2_3_6x2_+_C +Kyokugen Kohou _2_3_6x2_+_D +Ryuuko Ranbu _2_3_6x3_+_X_C + +:T.O.P. Attack: +Zanretsu Ken _C_+_D + +:Fake Moves: +Fake~Haou Shoukou Ken _6_+_A_+_C +Fake~Kyokugen Kohou _2_+_A_+_C + +:Combos: + --- 2hits --- +_^_B_A +_^_B_C +----------------------------------------------- +$end +$cmd +Kim Dong Hwan +----------------------------------------------- +:Throws: +Tai Otoshi [_4/_6]_+_C + +:Air Throws: +Tai Hineri _^_?_+_C + +:Command Moves: +Big Jump _2_8 +Ushiro Geri _^_4_+_C +Hishou Kyaku _^_2_+_K +Sankaku Tobi _^corner_6 + +:Special Moves: +Shiden Kyaku _2_3_6_+_K +Kuu Sajin _6_2_3_+_P B +Raimei Zan _2_1_4_+_K +Ashi Binta _6_3_2_1_4_+_C + +:Super Powers: +Super Dong Hwan Kyaku _^_2_3_6x2_+_A +Raimei Dan _2_3_6x2_+_B + +:Potential Powers: +Super Dong Hwan Kyaku _^_2_3_6x2_+_C +Raimei Dan _2_3_6x2_+_O_D +Ore Sama Hou'ou Kyaku _2_3_6x3_+_C + +:T.O.P. Attack: +Kaiten Dong Hwan _C_+_D + +:Fake Moves: +Fake~Shiden Kyaku with_B _6_+_A_+_C +Fake~Shiden Kyaku with_D _2_+_A_+_C + +:Combos: + --- 2hits --- +_^_Ac_Cc +_^_Bc_Cc +----------------------------------------------- +$end +$cmd +Kim Jae Hoon +----------------------------------------------- +:Throws: +Tai Otoshi [_4/_6]_+_C + +:Command Moves: +Shou Kyaku Hou retreat_B + +:Special Moves: +Shakka Shuu _2_3_6_+_O_P +Ryuusei Raku _2_3_6_+_K +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K B +^!Tenshou Zan(with_D) _2_+_D +Hishou Kyaku _^_2_+_K +^!Hassei Waza _3_+_K +^!Hassei Waza _2_1_4_+_K + +:Super Powers: +Hou Yoku Ten Shou Kyaku _2_3_6x2_+_A +Hou'ou Kyaku _2_3_6x2_+_B + +:Potential Powers: +Hou Yoku Ten Shou Kyaku _2_3_6x2_+_O_C +Hou'ou Kyaku _2_3_6x2_+_D + +:T.O.P. Attack: +Neri Chagi _C_+_D + +:Fake Moves: +Fake~Shakka Shuu _6_+_A_+_C +Fake~Hou'ou Kyaku _2_+_A_+_C + +:Combos: + --- 2hits --- +_^_Ac_C +_^_Bc_D +----------------------------------------------- +$end +$cmd +Rock Howard +----------------------------------------------- +:Throws: +Kokuu Sen [_4/_6]_+_C + +:Special Moves: +Reppuu Ken _2_3_6_+_A +Double Reppuu Ken _2_3_6_+_C +Hard Edge _2_1_4_+_P +Rising Tackle ^2_8_+_P +Shinkuu Nage ^-_x_+_C B +^!Rassetsu _O_A_+_B +Atemi Nage Joudan _2_3_6_+_B + _`reverse jump/high/mid/Special/SP/PP +Atemi Uchi Gedan _2_3_6_+_D + _`reverse low +Rage Run Dunk _2_1_4_+_B +Rage Run Shift _2_1_4_+_D + +:Super Powers: +Rasing Storm _2_3_6x2_+_A +Shine Knuckle _2_3_6x2_+_B + +:Potential Powers: +Rasing Storm _2_3_6x2_+_O_C +Shine Knuckle _2_3_6x2_+_D +Deadly Rave~Neo _6_3_2_1_4_6_+_A +^!Deadly Rave-combo _A_A_B_B_C_C_D_D + ^!Deadly Rave-finisher _2_1_4_+_C + +:T.O.P. Attack: +Overhead Kick _C_+_D + +:Fake Moves: +Fake~Reppuu Ken _2_+_A_+_C +Fake~Shine Knuckle _6_+_A_+_C + +:Combos: + --- 2hits --- +_Dc_6_+_D +_^_A_C +_^_C_B +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Power Dunk _6_2_3_+_K B +Burn Knuckle _2_1_4_+_P +Power Charge _6_6_+_Px3 +Crack Shoot _2_1_4_+_K + +:Super Powers: +Power Geyser _2_3_6x2_+_A +Buster Wolf _2_3_6x2_+_B + +:Potential Powers: +Power Geyser _2_3_6x2_+_C +Buster Wolf _2_3_6x2_+_D + +:T.O.P. Attack: +Max Dunk _C_+_D + +:Fake Moves: +Fake~Burn Knuckle with_A _6_+_A_+_C +Fake~Burn Knuckle with_C _2_+_A_+_C + +:Combos: + --- 2hits --- +_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Tizoc +(The Griffon Mask on Japanese Version) +----------------------------------------------- +:Throws: +Griffon Tower [_4/_6]_+_C +^!Griffon Fall _3_3_+_C +Griffon Hug [_4/_6]_+_D + +:Special Moves: +Justice Hurricane ^-_x_+_P +Icarus Crash _^^-_2_3_6_+_A +Active Tupon _6_2_3_+_P +Poseidon Wave _4_2_1_+_P B + _`B only with_C +Hercule's Throw ^-_4_1_2_3_6_+_B +Olympus Over _2_1_4_+_K B + _`B only with_D + +:Super Powers: +Big Fall Griffon ^-_x_x_+_A +Daedalus Attack _2_3_6x2_+_B + +:Potential Powers: +Big Fall Griffon ^-_x_x_+_C +Daedalus Attack _2_3_6x2_+_D + +:T.O.P. Attack: +Gridro Super Kick _C_+_D + +:Fake Moves: +Fake~Hercule's Throw _6_+_A_+_C +Fake~Daedalus Attack _2_+_A_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Grant (set 1 and set 2 only) + - at the Character Select Screen + - put the cursor on Dong Hwan_O_S + - _8_8_2_2_8_2 + +*Play with Kain (set 1 and set 2 only) + - at the Character Select Screen + - put the cursor on Jae Hoon_O_S + - _2_2_8_8_2_8 + +*Play with Grant (bootleg and prototype only) + - at the Character Select Screen_O_S + - _8_8_8_8_8_8 + +*Play with Kain (bootleg and prototype only) + - at the Character Select Screen_O_S + - _2_2_2_2_2_2 +----------------------------------------------- +$end +$cmd +Grant +----------------------------------------------- +:Throws: +Ankoku Otoshi [_4/_6]_+_C + +:Command Moves: +Maheki _3_+_C +Messhou Hisetsu _^_2_+_K + +:Special Moves: +Kokuen Ryuu _2_1_4_+_P +Kyou Choujin _6_2_3_+_P B +^!Messhou Hisetsu _2_+_D +Gou Retsu Shou _6_4_6_+_P +Gou Dangai _2_3_6_+_K + +:Super Powers: +Majin Haten Dan _2_3_6x2_+_A +Majin Engetsu Rin _2_3_6x2_+_B + +:Potential Powers: +Majin Haten Dan _2_3_6x2_+_C +Majin Engetsu Rin _2_3_6x2_+_D + +:T.O.P. Attack: +Majin Gan _C_+_D + +:Fake Moves: +Fake~Kokuen Ryuu _6_+_A_+_C +Fake~Majin Haten Dan _2_+_A_+_C +----------------------------------------------- +$end +$cmd +Kain R. Heinlein +----------------------------------------------- +:Throws: +Schwarze Mond [_4/_6]_+_C + +:Special Moves: +Schwarze Flamme ^4_6_+_P +Schwarze Panzer ^4_6_+_K B + _`B with_D +Schwarze Lanze ^2_8_+_K B + +:Super Powers: +Himmlischer Atem _2_3_6x2_+_A +Himmlische Seele _2_3_6x2_+_B + +:Potential Powers: +Himmlischer Atem _2_3_6x2_+_C +Himmlische Seele _2_3_6x2_+_D + +:T.O.P. Attack: +Schwarzer Stob _C_+_D + +:Fake Moves: +Fake~Schwarze Panzer _6_+_A_+_C +Fake~Himmlischer Atem _2_+_A_+_C + +:Combos: + --- 2hits --- +_2_+_Ac_2_+_B +_2_+_Ac_2_+_C +_2_+_Bc_2_+_B +_2_+_Bc_2_+_C +_^vertical_D_A +High Dodge Attack_Cc +----------------------------------------------- +$end +$cmd +«Ranking» +----------------------------------------------- +:Ranking on Round: +M +- more than 40000points -> with less than 10sec +SSS +- 20000 to 39999points -> with less than 10sec +- more than 30000points -> with 11 to 15sec +- more than 40000points -> with 16 to 20sec +SS +- 12000 to 19999points -> with less than 10sec +- 15000 to 29999points -> with 11 to 15sec +- 20000 to 39999points -> with 16 to 20sec +- more than 30000points -> with 21 to 25sec +- more than 40000points -> with 26 to 30sec +S +- 8000 to 11999points -> with less than 10sec +- 10000 to 14999points -> with 11 to 15sec +- 12000 to 19999points -> with 16 to 20sec +- 20000 to 29999points -> with 21 to 25sec +- 30000 to 39999points -> with 26 to 30sec +- more than 40000points -> with 31 to 35sec +AAA +- less than 8000points -> with less than 10sec +- 8000 to 9999points -> with 11 to 15sec +- 10000 to 11999points -> with 16 to 20sec +- 12000 to 19999points -> with 21 to 25sec +- 15000 to 29999points -> with 26 to 30sec +- 20000 to 39999points -> with 31 to 35sec +- more than 40000points -> with 36 to 40sec +- more than 40000points -> with 41 to 45sec +AA +- less than 8000points -> with 11 to 15sec +- less than 9999points -> with 16 to 20sec +- 8000 to 11999points -> with 21 to 25sec +- 10000 to 14999points -> with 26 to 30sec +- 12000 to 19999points -> with 31 to 35sec +- 15000 to 39999points -> with 36 to 40sec +- 20000 to 39999points -> with 41 to 45sec +- more than 40000points -> with 46 to 50sec +A +- less than 8000points -> with 21 to 25sec +- less than 9999points -> with 26 to 30sec +- less than 11999points -> with 31 to 35sec +- 8000 to 14999points -> with 36 to 40sec +- 10000 to 19999points -> with 41 to 45sec +- 12000 to 39999points -> with 46 to 50sec +- more than 30000points -> with 51 to 55sec +B +- less than 8000points -> with 36 to 40sec +- less than 9999points -> with 41 to 45sec +- 8000 to 11999points -> with 46 to 50sec +- 10000 to 29999points -> with 51 to 55sec +- more than 12000points -> with 56 to 60sec +C +- less than 8000points -> with 46 to 50sec +- less than 9999points -> with 51 to 55sec +- less than 11999points -> with 56 to 60sec +- any total of points -> Time Over + +:Points for each grade: +M - 90 +SSS - 70 +SS - 60 +S - 50 +AAA - 30 +AA - 20 +A - 15 +B - 10 +C - 5 +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Kain + - rank over AAA + +*Survival Mode + - after inserting coins_O_A_+_B_+_C_+_Dpress_S + +*Roulette + - at The Character Select Screen_O_S + +*Increase T.O.P. Attack Damage + - at the T.O.P. Area Select Screen[_2/_8] + - only on Home Version +----------------------------------------------- +$end + +$info=hsf2 +$cmd +*---INFO---* +----------------------------------------------- +Hyper Street Fighter II - TheAnniversaryEdition +(c)2003 Capcom +Made by: Fabricio da Silva Coroquer +Last Update: March 12th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: use this move in "NORMAL" +C: use this move in "CHAMP/DASH" +H: use this move in "TURBO" +N: use this move in "SUPER" +S: use this move in "SUPERT/SUPERX" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:SUPER: +needs a full SUPER bar +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^G/^J] S + _`must be thrown by a SUPERT/SUPERX +----------------------------------------------- +$end +$cmd +«Modes of Play» +----------------------------------------------- +:NORMAL: +Street Fighter II - World Warrior + +:CHAMP/DASH: +Street Fighter II' - Champion Edition + +:TURBO: +Street Fighter II' Turbo - Hyper Fighting + +:SUPER: +Super Street Fighter II - The New Challengers + +:SUPERT/SUPERX: +Super Street Fighter II Turbo/X +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+[^F/^G] CHNS + +:Special Moves: +Dash Straight-high ^4_6_+_P CHNS +Dash Straight-low ^4_3_+_P S +Dash Upper-high ^4_6_+_K CHNS +Dash Upper-low ^4_3_+_K S +Turn Punch _O[^U/^T] CHNS +Buffalo Head ^2_8_+_P NS + +:SUPER: +Crazy Buffalo ^4_6_4_6_+[_P/_K] S +^!Crazy Straight _O_P S +^!Crazy Upper _O_K S +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G WCHNS + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F WCHNS +Surprise Forward _6_+^T S +Surprise Back _4_+^T S +Amazon River Run _3_+^G S + +:Special Moves: +Electric Thunder _X_P WCHNS +Rolling Attack ^4_6_+_P WCHNS +Vertical Rolling ^2_8_+_K HNS +Backstep Rolling ^4_6_+_K NS + +:SUPER: +Ground Shave Rolling ^4_6_4_6_+_P S +----------------------------------------------- +$end +$cmd +Cammy White +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+[^F/^G] NS +Frankensteiner [_4/_6]_+[^I/^J] NS + +:Air Throws: +Frankensteiner _^[_4/_6]_+[^I/^J] NS +Flying Neck Hunt _^[_4/_6]_+[^F/^G] NS + +:Special Moves: +Cannon Drill _2_3_6_+_K NS +Thrust Kick _6_2_3_+_K NS +Axle Spin Knuckle _4_1_2_3_6_+_P NS +Hooligan Combination _1_2_3_6_9_+_P S +^!Cancel _K S +^!Razor Edge Slicer _N S +^!Fatal Leg Twister ^-head[_4/_6]_+_K S +^!Cross Scissor Press ^-legs[_4/_6]_+_K S + +:SUPER: +Spin Drive Smasher _2_3_6x2_+_K S +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] WCHNS + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] WCHNS + +:Command Moves: +Kouhou Kaiten Kyaku ^-[_4/_6]_+^I CHN +Kouhou Kaiten Kyaku _3_+^I S +Kaku Kyaku Raku ^-[_4/_6]_+^J CHN +Kaku Kyaku Raku _3_+^J S +Yousou Kyaku _^_2_+^I WCHNS +Sankaku Tobi _^corner_6 WCHNS + +:Special Moves: +Hyakuretsu Kyaku _X_K WCHNS +Kikou Ken _4_1_2_3_6_+_P H +Kikou Ken ^4_6_+_P NS +Spinning Bird Kick ^2_8_+_K WC +Spinning Bird Kick (_^)^2_8_+_K HN +Spinning Bird Kick (_^)^4_6_+_K S +Tenshou Kyaku ^2_8_+_K S + +:SUPER: +Houyoku Sen ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Dee Jay +----------------------------------------------- +:Throws: +Funky Shout Throw [_4/_6]_+[^F/^G] NS +Monkey Flip [_4/_6]_+[^I/^J] NS + +:Command Moves: +Knee Shot _^diagonal_2_+^H NS + +:Special Moves: +Max Out ^4_6_+_P NS +Double Rolling Sobat ^4_6_+_K NS +Machine Gun Upper ^2_8_+_X_P NS +Jackknife Maximum ^2_8_+_K S + +:SUPER: +Sobat Carnival ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F WCHNS +Yoga Throw [_4/_6]_+^G WCHNS + +:Command Moves: +Shock _4_+^E S +Shutou Chop _4_+^F S +Yoga Headbutt _4_+^G S +Short High Kick _4_+^I S +Yoga Knee Kick _4_+^J S +Short Mid Punch _1_+_P S +Short Low Kick _1_+^H S +Short sweep _1_+[^I/^J] S +Drill Kick _^^J W +Drill Kick _^_2_+^J CHN +Drill Kick _^_2_+_K S +Drill Zutsuki _^^G W +Drill Zutsuki _^_2_+^G CHNS + +:Special Moves: +Yoga Fire _2_3_6_+_P WCHNS +Yoga Flame _4_1_2_3_6_+_P WCHNS +Yoga Blast _4_1_2_3_6_+_K S +Yoga Teleport-right _6_2_3_+[^U/^T] HNS +Yoga Teleport-left _4_2_1_+[^U/^T] HNS + +:SUPER: +Yoga Inferno _4_1_2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F WCHNS +Saba Ori [_4/_6]_+^G WCHNS +Sekkan Kyaku [_4/_6]_+^J WCHNS + +:Command Moves: +Hiza Geri ^-[_4/_6]_+^I WCHNS +Harai Geri [_4/_6]_+^J S +Flying Sumo Press _^diagonal_2_+^I NS + +:Special Moves: +Hyakuretsu Harite _X_P WCHNS +^!Move [_4/_6] CHN +Super Zutsuki ^4_6_+_P WCHNS +Super Hyakkan Otoshi ^2_8_+_K HNS +Ooichou Nage ^-_6_3_2_1_4_+_P S + +:SUPER: +Oni Musou ^4_6_4_6_+_P S +----------------------------------------------- +$end +$cmd +Fei Long +----------------------------------------------- +:Throws: +Gankai Hou [_4/_6]_+[^F/^G] NS +Shuu Kubi Kari [_4/_6]_+[^I/^J] NS + +:Air Throws: +Shuu Kubi Raku _^[_4/_6]_+[^F/^G] S + +:Command Moves: +Chookka Raku Shuu [_4/_6]_+^I NS +Engeki Shuu _6_+^J NS + +:Special Moves: +Rekka Kan _2_3_6_+_Px3 NS +Shien Kyaku _4_2_1_+_K NS +Rekkuu Kyaku _1_2_3_6_9_+_K S + +:SUPER: +Rekka Shin Ken _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F WCHNS +Dragon Suplex [_4/_6]_+^G WCHNS + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] WCHNS +Flying Buster Drop _^[_4/_6]_+[^I/^J] WCHNS + +:Command Moves: +Knee Bazooka ^-[_4/_6]_+^I W +Knee Bazooka [_4/_6]_+^I CHN +Knee Bazooka [_4/_6]_+^H S +Step Kick [_4/_6]_+^I S +Jump Sobat ^-[_4/_6]_+^J WCHNS +Spinning Back Knuckle _6_+^G S + +:Special Moves: +Sonic Boom ^4_6_+_P WCHNS +Somersault Shell ^2_8_+_K WCHNS + +:SUPER: +Somersault Justice ^1_3_1_9_+_K S +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] WCHNS +Tsukami Hiza Geri [_4/_6]_+^I S +Jigoku Guruma [_4/_6]_+[^I/^J] WCHN +Jigoku Guruma [_4/_6]_+^J S + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+[^I/^J] S + +:Special Moves: +Hadou Ken _2_3_6_+_P WCHNS +Shouryuu Ken _6_2_3_+_P WCHNS +Tatsumaki Senpuu Kyaku _2_1_4_+_K WC +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K HNS +Kama Barai Geri _2_3_6_+_K S +^!Inazuma Kakato Wari _O_K S +Nata Otoshi Geri _6_3_2_+_K S +^!Inazuma Kakato Wari _O_K S +Oosoto Mawashi Geri _4_1_2_3_6_+_K S +^!Inazuma Kakato Wari _O_K S + +:SUPER: +Shouryuu Reppa _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] CHNS + +:Special Moves: +Psycho Crusher ^4_6_+_P CHNS +Double Knee Press ^4_6_+_K CHNS +Head Press ^2_8_+_K CHNS +^!Move [_4/_6] CHNS +^!Somersault Skull Diver _P CHNS +Somersault Skull Diver ^2_8_+_P NS +^!Attack _P S + +:SUPER: +Knee Press Nightmare ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] WCHNS +Tomoe Nage [_4/_6]_+[^I/^J] WCHNS + +:Command Moves: +Sakotsu Wari _6_+^F S +Seichuu Nidan Tsuki _6_+^G S + +:Special Moves: +Hadou Ken _2_3_6_+_P WCHNS +Shakunetsu Hadou Ken _4_1_2_3_6_+_P NS +Shouryuu Ken _6_2_3_+_P WCHNS +Tatsumaki Senpuu Kyaku _2_1_4_+_K WC +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K HNS + +:SUPER: +Shinkuu Hadou Ken _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+[^F/^G] CHNS + +:Special Moves: +Tiger Shot-high _2_3_6_+_P CHNS +Tiger Shot-low _2_3_6_+_K CHNS +Tiger Uppercut _6_2_3_+_P CHNS +Tiger Crush _2_3_6_9_+_K CHNS + +:SUPER: +Tiger Genocide _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Thunder Hawk +----------------------------------------------- +:Throws: +Mexican Throw [_4/_6]_+^F NS +Neck Hanging Tree [_4/_6]_+^G NS +Elbow Stomping [_4/_6]_+^J NS + +:Command Moves: +Thrust Beak [_4/_6]_+^E NS +Elbow Drop _^diagonal_2_+^F NS +Body Press _^diagonal_2_+^G NS + +:Special Moves: +Condor Dive _^^U NS +Tomahawk Buster _6_2_3_+_P NS +Mexican Typhoon ^-_x_+_P NS + +:SUPER: +Raging Typhoon _x_x_+_P S +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+[^F/^G] CHNS + +:Air Throws: +Stardust Drop _^[_4/_6]_+[^F/^G] CHNS + +:Command Moves: +Sankaku Tobi _^corner_6 CHNS + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P CHNS +Backslash _4_4 C +Backslash ^U HNS +Short Backslash ^T NS +Wall Pounce ^2_8_+_K CHNS +^!Flying Barcelona Attack _P CHNS +^!Izuna Drop ^-[_4/_6]_+_P CHNS +Sky High Claw ^2_8_+_P NS +Scarlet Terror ^1_6_+_K S + +:SUPER: +Rolling... ^1_3_1_9_+_K S +^!Izuna Drop ^-[_4/_6]_+_P S +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F WCHNS +Back Throw [_4/_6]_+^G WCH +German Suplex [_4/_6]_+^I WCH +Knee Smash [_4/_6]_+^J WCH +Iron Claw ^=[_4/_6]_+^F WCH +Iron Claw [_4/_6]_+^G NS +Brain Buster [_4/_6]_+^I NS +Kamitsuki ^=[_4/_6]_+^G WCH +Kamitsuki [_4/_6]_+^J NS +Ground Slam _2_+^F WCH +Leg Throw _2_+^G WCH +Stomach Claw ^=_2_+[^F/^G] WCH +Stomach Claw _2_+[^F/^G] NS + +:Air Throws: +Air Slam _^[_4/_6]_+[^F/^G] NS +Air Leg Throw _^[_4/_6]_+[^I/^J] NS + +:Command Moves: +Headbutt-ground [_4/_6]_+[^F/^G] S +Headbutt-air _^_8_+[^F/^G] WCHNS +Body Press _^diagonal_2_+^G WCHNS +Double Knee Drop _^diagonal_2_+^H H +Double Knee Drop _^diagonal_2_+[^H/^I] NS + +:Special Moves: +Double Lariat ^U WCHNS +^!Move [_4/_6] CHNS +Quick Double Lariat ^T HNS +^!Move [_4/_6] HNS +Screw Piledriver _x_+_P WCHNS +Flying Powerbomb _x_+_K NS +Atomic Suplex ^-_x_+_K NS +Banishing Flat _6_3_2_+_P S + +:SUPER: +Final Atomic Buster _x_x_+_P S +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma + - at the Character Select Screen + - put the cursor on Ryu for 3sec + - put the cursor on T. Hawk for 3sec + - put the cursor on Guile for 3sec + - put the cursor on Cammy for 3sec + - put the cursor on Ryu for 3sec + - ^U_+_S + - only in SUPERT(SUPERX) +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] S +Tomoe Nage [_4/_6]_+[^I/^J] S + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P S +Zankuu Hadou Ken _^_2_3_6_+_P S +Shakunetsu Hadou Ken _4_1_2_3_6_+_P S +Gou Shouryuu Ken _6_2_3_+_P S +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K S +Ashura Senkuu-right _6_2_3_+[^U/^T] S +Ashura Senkuu-left _4_2_1_+[^U/^T] S +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*SUPER mode of SSF2 Turbo version + - at the Mode Select Screen + - put the cursor on SUPER_O_Spress[_P/_K] + +*Outfit Scheme + - NORMAL mode + [_P/_K]: 1st Outfit(SF2 1st outfit) + _S: 2nd Outfit(SF2 2nd outfit) + - CHAMP/DASH mode + [_P/_K]: 1st Outfit(SF2 1st outfit) + _S: 2nd Outfit(SF2CE outfit) + - Turbo mode + [_P/_K]: 1st Outfit(SF2HF outfit) + _S: 2nd Outfit(SF2 1st outfit) + - SUPER mode + [_P/_K]: 1st Outfit(SF2 1st outfit) + _S: 2nd Outfit(SF2 2nd outfit) + - SUPERT/SUPERX mode + ^E: 1st Outfit(SSF2T 1st outfit) + ^F: 2nd Outfit(SF2CE outfit) + ^G: 3rd Outfit(SF2HF outfit) + ^H: 4th Outfit(SSF2T 2nd outfit) + ^I: 5th Outfit(SSF2T 3rd outfit) + ^J: 6th Outfit(SSF2T 4th outfit) + _S: 7th Outfit(SSF2T 5th outfit) + _O[_P/_K/_S]: 8th Outfit(SSF2T 6th outfit) + +*Fight Akuma + - don't lose any round +----------------------------------------------- +$end + +$info=kaiserkn +$cmd +*---INFO---* +----------------------------------------------- +Kaiser Knuckle +Global Champion +(c)1994 Taito +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: March 13th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G/^E_+^F/^F_+^G] +_K: any Kick Button[^H/^I/^J/^H_+^I/^I_+^J] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: +needs Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Moves: +Level 4 Punch ^E_+^F +Level 5 Punch ^F_+^G +Level 4 Kick ^H_+^I +Level 5 Kick ^I_+^J + +:Command Moves: +Dive Kick _^_2_+^H_+^I_+^J +----------------------------------------------- +$end +$cmd +Barts +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Suplex [_4/_6]_+[^I/^J] + +:Air Throws: +Piledriver _^[_4/_6]_+[^F/^G] + +:Special Moves: +Aura Cannon ^2_8_+_P +Moonsault Slash ^2_8_+_K +Thunder Knuckle ^4_6_+_P +Rolling Smash ^4_6_+_K + +:Danger Moves: +Final Spark ^1_3_4_6_+^F_+^G +----------------------------------------------- +$end +$cmd +Boggy +----------------------------------------------- +:Throws: +Grab and Elbows [_4/_6]_+^F +Grab and Toss [_4/_6]_+^G + +:Special Moves: +Storm Dancer _4_1_2_3_6_+_K +Wheel Spin _2_1_4_7_+_K +Risky Step _1_3_7_+_K +Blast Hurricane _2_8_+_K + +:Danger Moves: +Dead Dance ^-_6_3_2_1_4_1_2_+^G_+^J +----------------------------------------------- +$end +$cmd +Gekkou +----------------------------------------------- +:Throws: +Grab and Toss [_4/_6]_+[^F/^G] + +:Air Throws: +Grab and Toss _^[_4/_6]_+[^F/^G] + +:Command Moves: +Retreat _4_4 +Double Jump _^_8 + +:Special Moves: +Kurojuuji _2_3_6_+_P +Jigokugoma (_^)_2_1_4_+_K +Air Shuriken _^_8_9_6_+_P +Black Death _^^-_3_2_1_+^E_+^F +Izuna Otoshi _^^-_4_1_2_3_6_+^F_+^G + +:Danger Moves: +Senpuu Kaen Jigoku no Jutsu ^-_6_4_1_2_+^G_+^J +----------------------------------------------- +$end +$cmd +J-McCoy +----------------------------------------------- +:Throws: +Grab and Punches [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Grab and Knees [_4/_6]_+[^I/^J] + +:Special Moves: +Spark Blow _X_P +Boomerang Crush ^4_6_+_P +Thunder Bolt ^2_8_+_P +Jet Upper ^4_6_+_K +Sonic Bomber ^4_6_4_+_P + +:Danger Moves: +Destructive Combination ^1_3_2_1_4_7_+^F_+^G +----------------------------------------------- +$end +$cmd +Kazuya +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+[^F/^G] +Head Smash [_4/_6]_+^I +Backbreaker [_4/_6]_+^J + +:Special Moves: +Ko'oh Ken _2_3_6_+_P +Dankuuga _6_2_3_+_K +Gasaigeki _6_3_2_1_4_+_P +Genroudan _2_1_4_6_+_P +Shiten Kongouha _^_2_1_4_6_+_P + +:Danger Moves: +Gen'ei Koroudan _4_1_2_3_6x2_+^F_+^G +----------------------------------------------- +$end +$cmd +Lihua +----------------------------------------------- +:Throws: +Roll Throw [_4/_6]_+^F +Grab and Punch [_4/_6]_+^G +Momiji Gari [_4/_6]_+^I +Tenrakuna [_4/_6]_+^J + +:Air Throws: +Tenrakuna _^[_4/_6]_+[^I/^J] + +:Special Moves: +Taizan _2_3_6_9_+_P +Hen'i Battou Kasumi Girl _2_1_4_6_+_P +Mueikassatsu Ken _4_1_2_+_P +Shinkuu Nage _6_3_2_1_4_7_+_P + +:Danger Moves: +Shinkuu Sen _6_3_2_1_4_1_7_+^F_+^G +----------------------------------------------- +$end +$cmd +Liza +----------------------------------------------- +:Throws: +Grab and Punches [_4/_6]_+[^F/^G] +Frankensteiner [_4/_6]_+[^I/^J] + +:Special Moves: +Samba _X_K +Ester ^2_8_+_P +Priego ^2_8_+_K +Toto ^4_6_+_P +Kiki ^4_6_+_K + +:Danger Moves: +Samba de Excelente ^2_1_2_3_+^I_+^J +----------------------------------------------- +$end +$cmd +Marco +----------------------------------------------- +:Throws: +Ground Slam [_4/_6]_+^F +Grab and Toss [_4/_6]_+^G + +:Special Moves: +Rampaging Tearing _X_P +Head Crasher _2_3_6_+_P +Magic Hand _6_3_2_1_4_6_+_P + +:Danger Moves: +Marco Dynamite _6_3_2_1_4_1_2_3_6_+^F_+^G +----------------------------------------------- +$end +$cmd +Wulong +----------------------------------------------- +:Throws: +Ground Slam [_4/_6]_+[^F/^G] +Grab and Knees [_4/_6]_+[^I/^J] + +:Air Throws: +Grab and Knees _^[_4/_6]_+[^I/^J] + +:Special Moves: +Ryuugekiken _4_1_2_3_6_+_P +Shouten Ryuubu _4_1_2_3_6_+_K +Ryuukizan _6_2_3_+_P +Nunchuck no Mai _6_3_2_1_4_+_X_P + +:Danger Moves: +Gekisatsu Hiryuuken _4_6_3_2_1_4_6_+^G_+^J +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Azteca, General and Gonzales + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Azteca +----------------------------------------------- +:Throws: +Air Drop [_4/_6]_+[^F/^G] + +:Special Moves: +Mystic Buzzsaw _2_3_6_+_P +Silent Spear _2_1_4_6_+_P +----------------------------------------------- +$end +$cmd +General +----------------------------------------------- +:Throws: +Grab and Slam [_4/_6]_+[^F/^G] +Stomp Throw [_4/_6]_+[^I/^J] +----------------------------------------------- +$end +$cmd +Gonzales +----------------------------------------------- +:Throws: +Back Slam [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Dai Tatsumaki Otoshi [_4/_6]_+^I +Daisharin Nage [_4/_6]_+^J +----------------------------------------------- +$end + +$info=dankuga +$cmd +*---INFO---* +----------------------------------------------- +Dan-Ku-Ga +(c)1994 Taito +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: March 13th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: +needs Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Retreat _4_4 + +:Command Moves: +Dive Kick _^_2_+^H_+^I_+^J +----------------------------------------------- +$end +$cmd +Azteca +----------------------------------------------- +:Throws: +Air Drop [_4/_6]_+[^F/^G] + +:Command Moves: +Stand Kick _6_+^J + +:Special Moves: +Mexican Moonsault ^T +Mystic Buzzsaw-ground _4_1_2_3_6_+_P +Mystic Buzzsaw-air _^_2_3_6_+_P +Silent Spear _2_1_4_6_+_P +Stone Shock ^-_6_3_2_1_4_+_P + +:Danger Moves: +Death Blow Pressure _4_1_2_4_6_+^F_+^G +----------------------------------------------- +$end +$cmd +Barts +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Suplex [_4/_6]_+[^I/^J] + +:Air Throws: +Piledriver _^[_4/_6]_+[^F/^G] + +:Command Moves: +Elbow _6_+^G +Forward Kick _6_+^J + +:Special Moves: +Aura Cannon ^2_8_+_P +Moonsault Slash ^2_8_+_K +Thunder Knuckle ^4_6_+_P +Rolling Smash _^_4_6_+_K + +:Danger Moves: +Final Spark ^1_3_4_6_+^F_+^G +----------------------------------------------- +$end +$cmd +Boggy +----------------------------------------------- +:Throws: +Grab and Elbows [_4/_6]_+^F +Grab and Toss [_4/_6]_+^G + +:Special Moves: +Storm Dancer _4_1_2_3_6_+_K +Wheel Spin _2_1_4_7_+_K +Risky Step _4_2_1_+_K +Blast Hurricane _2_8_+_K +Hell Kiss _2_3_6_+_P + +:Danger Moves: +Dead Dance ^-_6_3_2_1_4_1_2_+^G_+^J +----------------------------------------------- +$end +$cmd +Gekkou +----------------------------------------------- +:Throws: +Grab and Toss [_4/_6]_+[^F/^G] + +:Air Throws: +Grab and Toss _^[_4/_6]_+[^F/^G] + +:Command Moves: +Jump Kick _6_+^J +Double Jump _^_8 + +:Special Moves: +Kurojuuji _2_3_6_+_P +Jigokugoma (_^)_2_1_4_+_K +Air Shuriken _^_8_9_6_+_P +Black Death _^^-_3_2_1_+^E_+^F +Izuna Otoshi _^^-_4_1_2_3_6_+^F_+^G + +:Danger Moves: +Senpuu Kaen Jigoku no Jutsu ^-_6_4_1_2_+^G_+^J +----------------------------------------------- +$end +$cmd +Gonzales +----------------------------------------------- +:Throws: +Back Slam [_4/_6]_+^F +Ground Slam [_4/_6]_+^G + +:Special Moves: +Zenpou Kaiten Ukemi ^T +Daisharin Nage ^-_6_3_2_1_4_6_+_P +Dai Tatsumaki Otoshi ^-_6_2_3_6_9_+_K + +:Danger Moves: +Chou Ginga Nage ^-_4_1_2_3_6_4_6_+^F_+^G +----------------------------------------------- +$end +$cmd +J-McCoy +----------------------------------------------- +:Throws: +Grab and Punches [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Grab and Knees [_4/_6]_+[^I/^J] + +:Command Moves: +Overhead Punch _6_+^G + +:Special Moves: +Spark Blow _X_P +Boomerang Crush ^4_6_+_P +Thunder Bolt ^2_8_+_P +Jet Upper ^4_6_+_K +Sonic Bomber ^4_6_4_+_P + +:Danger Moves: +Destructive Combination ^1_3_2_1_4_7_+^F_+^G +----------------------------------------------- +$end +$cmd +Kazuya +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+[^F/^G] +Head Smash [_4/_6]_+^I +Backbreaker [_4/_6]_+^J + +:Command Moves: +Double Kick _6_+^J + +:Special Moves: +Ko'oh Ken _2_3_6_+_P +Dankuuga _6_2_3_+_K +Gasaigeki _6_3_2_1_4_+_P +Genroudan _2_1_4_6_+_P +Shiten Kongouha _^_2_1_4_6_+_P + +:Danger Moves: +Gen'ei Koroudan _4_1_2_3_6x2_+^F_+^G +----------------------------------------------- +$end +$cmd +Lihua +----------------------------------------------- +:Throws: +Roll Throw [_4/_6]_+^F +Grab and Punch [_4/_6]_+^G + +:Air Throws: +Stomp Throw _^[_4/_6]_+[^I/^J] + +:Command Moves: +Mid Kick _6_+^J +Slide Kick _3_+^J + +:Special Moves: +Taizan _2_3_6_9_+_P +Hen'i Battou Kasumi Girl _2_1_4_6_+_P +Mueikassatsu Ken _4_1_2_+_P +Momiji Gari ^-_6_2_3_+_P +Tenrakuna (_^)^-_6_3_2_1_4_+_K +Shinkuu Nage _2_1_4_+_P + +:Danger Moves: +Shinkuu Sen _6_3_2_1_4_1_7_+^F_+^G +----------------------------------------------- +$end +$cmd +Liza +----------------------------------------------- +:Throws: +Grab and Punches [_4/_6]_+[^F/^G] +Frankensteiner [_4/_6]_+[^I/^J] + +:Special Moves: +Samba _X_K +Ester ^2_8_+_P +Priego ^2_8_+_K +Toto ^4_6_+_P +Kiki ^4_6_+_K + +:Danger Moves: +Samba de Excelente ^2_1_2_3_+^I_+^J +----------------------------------------------- +$end +$cmd +Marco +----------------------------------------------- +:Throws: +Ground Slam [_4/_6]_+^F +Grab and Toss [_4/_6]_+^G + +:Command Moves: +Long Palm _6_+^G +Double Kick _6_+^J +Upward Palm _3_+^G +Slide Kick _3_+^J +Body Press _^_2_+^G + +:Special Moves: +Rampaging Tearing _X_P +Hammer Punch ^U +Head Crasher _2_3_6_+_P +Magic Hand _6_3_2_1_4_6_+_P + +:Danger Moves: +Marco Dynamite _6_3_2_1_4_1_2_3_6_+^F_+^G +----------------------------------------------- +$end +$cmd +Wulong +----------------------------------------------- +:Throws: +Ground Slam [_4/_6]_+[^F/^G] +Grab and Knees [_4/_6]_+[^I/^J] + +:Air Throws: +Grab and Knees _^[_4/_6]_+[^I/^J] + +:Command Moves: +Jump Kick _6_+^I +Forward Kick _6_+^J +Slide Kick _3_+^J + +:Special Moves: +Ryuugekiken _4_1_2_3_6_+_P +Shouten Ryuubu _4_1_2_3_6_+_K +Ryuukizan _6_2_3_+_P +Nunchuck no Mai _6_3_2_1_4_+_P + +:Danger Moves: +Gekisatsu Hiryuuken _4_6_3_2_1_4_6_+^G_+^J +----------------------------------------------- +$end + +$info=karnovr +$cmd +*---INFO---* +----------------------------------------------- +Karnov's Revenge +Fighter's History Dynamite +(c)1994 Data East +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 14th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Strong Punch +_C: Weak Kick +_D: Strong Strong + +_P: any Punch Button[_A/_B] +_K: any Kick Button[_C/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Retreat _4_4 +----------------------------------------------- +$end +$cmd +Ray McDougal +----------------------------------------------- +:Throws: +D.D.T. [_4/_6]_+_B + +:Air Throws: +Flying D.D.T. _^[_4/_6]_+_B + +:Special Moves: +Big Tornado _2_3_6_+_P +Dynamite Tackle _6_6_+_P +Wheel Kick (_^)_2_1_4_+_K +Thunder Dynamite Tackle ^4_6_6_+_P +----------------------------------------------- +$end +$cmd +Liu Feilin +----------------------------------------------- +:Throws: +Knee Falling [_4/_6]_+_B + +:Command Moves: +High Kick ^-[_4/_6]_+_D +Flip Kick ^=[_4/_6]_+_D +Hishou Kyaku _^_2_+_D + +:Special Moves: +Touroh Zan _2_3_6_+_P +Kuuchu Touroh Zan _^_4_1_2_+_P +Hakkaku Soubi Ken ^2_8_+_P +Kakkou Hakkaku Soubi Ken ^2_1_3_6_9_+_P +----------------------------------------------- +$end +$cmd +Kano Ryoko +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+_B +Back Roll [_1/_3]_+_B +^!Submission Hold _2_2_+_P + +:Air Throws: +Izuna Drop _^[_4/_6]_+_B + +:Special Moves: +Cho Yama Arashi ^-_6_3_2_1_4_+_P +Zen Ten Ukemi ^4_6_+_K +Ippon Seoi (_^)^=_6_3_2_1_4_+_P +Kata Guruma ^-_6_9_8_7_4_+_P +----------------------------------------------- +$end +$cmd +Matlock Jade +----------------------------------------------- +:Throws: +Back Roll [_4/_6]_+_B + +:Command Moves: +Dancing Head Press _^_2_+_K + +:Special Moves: +Spinning Wave ^4_6_+_P +Overhead Kick ^4_6_+_K +Road Hurricane ^2_8_+_K +Loop Hurricane ^2_8_+_X_C_+_D +^!Move [_4/_6] +----------------------------------------------- +$end +$cmd +Samchay Tomyamgun +----------------------------------------------- +:Throws: +Grab and Elbow [_4/_6]_+_B +Grab and Knee [_4/_6]_+_D + +:Command Moves: +Long Punch _6_+_B +Long Kick _6_+_D + +:Special Moves: +Maddron Jusarop _2_3_6_+_P +Ti-Kaukoun _2_3_6_+_K +Ti-Kau Roi _6_1_2_3_+_K +Pap Soukau [_A_+_C/_B_+_D] +----------------------------------------------- +$end +$cmd +Lee Diendo +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+_B + +:Special Moves: +Zesshou Hou _2_3_6_+_P +Super Zesshou Hou _2_3_6_4_+_P +^!Chosin Kou _6_6_+_A +^!Tetsuzan Kou _6_6_+_B +Senkyuu Tai _2_3_6_+_K +Mouko Kouhazan _4_6_1_2_3_+_A_+_B +----------------------------------------------- +$end +$cmd +Mizoguchi Makoto +----------------------------------------------- +:Throws: +Neck Throw [_4/_6]_+_B +Leg Throw [_4/_6]_+_D + +:Special Moves: +Tiger Bazooka _2_3_6_+_P +Ko Ryuu Sai _4_1_2_+_P +Ren Zoku Keri (_^)_2_3_6_+_Kx4 +Gottsui Tiger Bazooka _2_3_6_+_A_+_B_+_C_+_D +Sho Ten Sai _4_1_2_+_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Jean Pierre +----------------------------------------------- +:Throws: +Frankensteiner [_4/_6]_+[_B/_D] + +:Air Throws: +Death Lake Driver _^[_4/_6]_+_B + +:Command Moves: +Sliding Kick _3_+_K + +:Special Moves: +Needle Shower _X_P +Ball Rose ^4_6_+_P +Flic Flac ^2_6_+_K +Chojaku Needle Shower _A_+_B_+_C_+_D +Rondato ^6_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Marstorius +----------------------------------------------- +:Throws: +Suplex [_4/_6]_+_B +Powerbomb [_1/_3]_+_B + +:Command Moves: +Low Jump Kick _9_+_D +Flying Body Splash _^_2_+_B +Double Kick _^_2_+_D + +:Special Moves: +Dash Lariot ^4_6_+_P +Moonsault Press ^2_8_+_P +Double German ^-_6_3_2_1_4_+_P +Kneel Kick ^4_6_+_K +Drill Power Slam _6_9_8_7_4_+_P +Flying Drop ^2_8_+_K +----------------------------------------------- +$end +$cmd +Liu Yungmie +----------------------------------------------- +:Throws: +Back Roll [_4/_6]_+_B + +:Command Moves: +Sankaku Tobi _^corner_?_+[_P/_K] +^!Attack _2_+_D + +:Special Moves: +Aura Smash _^_2_3_6_+_P +Nerichagi _6_1_2_3_+_K +Fire Kick _X_A_+_C +----------------------------------------------- +$end +$cmd +Zazie Muhaba +----------------------------------------------- +:Throws: +Neck Suplex [_4/_6]_+_B + +:Command Moves: +Far Punch ^=[_4/_6]_+_B +Double Punch ^-[_4/_6]_+_B + +:Special Moves: +Vulcan Hook _X_P +^!Move [_4/_6] +Hellfire _4_1_2_+_P +Ducking _6_6_+_K +Step Back _6_4_+_K +Chojaku Vulcan Hook _A_+_B_+_C_+_D +^!Move [_4/_6] +Deshikakato _8_2_+_K +----------------------------------------------- +$end +$cmd +Clown +----------------------------------------------- +:Throws: +Clown Leg Throw [_4/_6]_+_B + +:Special Moves: +Pick-a-Card ^4_6_+_P +Head Stamp ^1_9_+_P +Spin Attack ^1_6_+_K +Spin Drop ^1_8_+_K +----------------------------------------------- +$end +$cmd +Karnov +----------------------------------------------- +:Throws: +Headbutt [_4/_6]_+_B + +:Special Moves: +Fireball _2_3_6_+_P +Fire Breath _6_6_+[_P/_K] +Super 100 Kick ^4_6_+_K +Ballon Attack _^_6_3_2_1_4_7_+_P +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Ox + - don't lose any round +----------------------------------------------- +$end + +############################################################## +# Ms. Pac-Man (C)1981 Midway # +# Made by: Procyon # +############################################################## +$info=mspacman,mspacmab,mspacpls +$cmd +[Controls] +——————————————————————————————————— +_8 - Direct Ms. Pac-Man up +_4 - Direct Ms. Pac-Man left +_6 - Direct Ms. Pac-Man right +_2 - Direct Ms. Pac-Man down +$end +$cmd +[Elements] +——————————————————————————————————— +Ms. Pac-Man: The partner of one of +the most widely recognized video +game characters in history. To +distinguish her from the original, +she has a bow, eye shadow, and a +birth mark. + +Blinky: The red ghost which follows +you more closely than any of the +other ghosts. + +Pinky: The pink ghost tries to +second guess which way you will +go and trap you. + +Inky: The aqua ghost will often run +away if he is charged at by Ms. +Pac-Man + +Sue: The orange ghost who +does her own thing in the maze. + +Power Pills: The large energizer +dots in that start in the four +corners of the maze that allow +the player to temporarily chase +and eat the ghosts until they +begin to flash and turn back to +normal. + +Bonuses: The prizes that bounce in +to the maze from one of the tunnels, +bounce around the ghost pen, and +head out through another tunnel if +you don't catch it in time. Check +Scoring for a complete list. + +Tunnel: By going through one end of +the tunnels, the player can cross +over to the other side of the +screen. Any ghost who chases the +player in to the tunnel will move +at half speed. Some boards feature +more than one tunnel. +$end +$cmd +[Gameplay] +——————————————————————————————————— +_`The goal is simple: eat all of +the dots on the screen, and avoid +getting caught by the four ghosts. +There are four different mazes in +total. + +_`Ms. Pac-Man loses one life when a +ghost catches her. At the default +setting you start with two extra +lives and you will get one extra +life for reaching 10000 points. + +_`Four Power Pills are on every +screen and allow the player to turn +the tables on the ghosts and eat +them for a short time. When the +ghosts begin to flash, time is +running out and they will switch +back so beware. + +_`The Tunnels are a great way to +put some space between you and any +ghosts that are on you tail since +they can only move half as fast as +you when they are in it. + +_`Each level is indicated by a +bonus item, which appear twice per +level and can be eaten if caught +for bonus points. The higher the +level, the more points they are +worth, but the ghosts will move +faster, and the time they remain +blue for becomes shorter. + +_`The last bonus item is the banana +on level 7. After Level 7, the +bonus item that appears will be +random. + +_`In Ms. Pac-Man the ghosts do not +follow as predictable behavior as +they do in Pac-Man. Therefore you +can not rely on any one set of +patterns to get you safely through +the game, making Ms. Pac-Man more +challenging than her predacessor. + +_`You are treated to an entertain- +ing intermission after the 2nd, +5th, and 9th boards and every +4th board thereafter depicting the +flourishing romance between Pac-Man +and Ms. Pac-Man and their first +child. +$end +$cmd +[Scoring] +——————————————————————————————————— +Dots: 10 +Power Pills: 50 + +1st Blue Ghost: 200 +2nd Blue Ghost: 400 +3rd Blue Ghost: 800 +4th Blue Ghost: 1600 + +Cherry: 100 +Strawberry: 200 +Peach: 500 +Pretzel: 700 +Apple: 1000 +Pear: 2000 +Banana: 5000 +$end + +$cmd +«Buttons» +----------------------------------------------- +_a: High Attack +_b: Mid Attack +_c: Low Attack +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe + +:Others: +_+: press the motions together +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Throws: +Throw ^-_6_+_b +----------------------------------------------- +$end +$cmd +Avu +----------------------------------------------- +:Special Moves: +Arabian Burner _2_3_6_+_b +Arabian Drill ^4_6_+_b +----------------------------------------------- +$end +$cmd +Bobby +----------------------------------------------- +:Special Moves: +Hell Slugger _2_3_6_+_b +Bloody Screw _2_1_4_+_b +----------------------------------------------- +$end +$cmd +Chaos +----------------------------------------------- +:Special Moves: +Nile Star _2_3_6_+_b +Double Cross ^2_8_+_b +----------------------------------------------- +$end +$cmd +Goldor +----------------------------------------------- +:Special Moves: +Gol Barrier _X_b +Gol Wave ^4_6_+_c +----------------------------------------------- +$end +$cmd +Hoi +----------------------------------------------- +:Command Moves: +Long Range Kick _4_+_c +Heel Kick _^forward_2_+_c + +:Special Moves: +Makuken ^4_6_+_b +Sho En Kyaku _6_2_3_+_a +----------------------------------------------- +$end +$cmd +Jin +----------------------------------------------- +:Special Moves: +Ho'o Ken _2_3_6_+_b +Ten Ga Ren Ken _6_2_3_+_a +----------------------------------------------- +$end +$cmd +Mahambah +----------------------------------------------- +:Special Moves: +Savannah Tornado _6_2_3_+_a +Panther Claw ^2_8_+_b +----------------------------------------------- +$end +$cmd +Racheal +----------------------------------------------- +:Special Moves: +Hiton'no Jutsu _X_b +Shadow Attack ^4_6_+_b +----------------------------------------------- +$end +$cmd +Titi +----------------------------------------------- +:Special Moves: +Hyaku Rettoken _X_b +Chameleon Attack _2_3_6_+_b +----------------------------------------------- +$end +$cmd +Zen +----------------------------------------------- +:Special Moves: +Kumo no Himo _2_3_6_+_b +Koma no Mai ^4_6_+_b +----------------------------------------------- +$end + +$info=msh +$cmd +*---INFO---* +----------------------------------------------- +Marvel Super Heroes +(c)1995 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 16th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Cycle Gems + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Infinity Special: +needs 1LV + +:Special Gem: +gem when used in this character gives a +original powers + +:Combo Info: +combo rules +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/^U] +Retreat [_4_4/_4_+^U] + +:Jumps: +Super Jump [_2_8/^T] + +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^F/^G/^I/^J] + +:Recovery Moves: +Safety Roll landing_4_1_2_+[_P/_K] + +:Guard Cancel Moves: +Infinity Counter (1LV)block_4_1_2_+[_P/_K] + +:Other Moves: +Taunt _2_2_+_S +Activate Infinity Gem _2_1_4_+^W + _`needs a Gem +----------------------------------------------- +$end +$cmd +«Gem Info» +----------------------------------------------- +Power +- strength x2 for Normal Attacks +- cause block damage with Normal Attacks + +Space +- gives Super Armor +- don't get block damage +- resistence x2 + +Time +- speed x2 for Normal Attacks and Movement + +Soul +- recovery 2 blocks of Energy Bar + +Mind +- charge at least 2LV of Power Bar + +Reality +- add projectiles attributes for Normal Attacks + ^!High Fireballs ^E + ^!Low Fireballs ^H + ^!Downward Icicles ^F + ^!Upward Icicles ^I + ^!Homing Electric Spheres ^G + ^!Spread Electric Spheres ^J + ^!Pumpkins _S +----------------------------------------------- +$end +$cmd +«Combo Info» +----------------------------------------------- +Chain-Combo +- Ground + you and your foe must be on the ground +- Jump + you must be in the air and your foe can be on + the ground or air +- Super Jump + you and your foe must be on the Super Jump + + Punch-to-Kick [^E/^F/^G]->[^H/^I/^J] + Kick-to-Punch [^H/^I/^J]->[^E/^F/^G] + Weak Start [^E/^H]->[^F/^I/^G/^J] + Stronger [^E/^H]->[^F/^I]->[^G/^J] + Zig-Zag ^E->^H->^F->^I->^G->^J + +Strikes +- this move launch the foe straight forward + starting the Flying Screen + +Knockdowns +- this move knockdown the foe + +Launchers +- this move launch the foe up. you can jump + with_8to do a Super Jump Chain-Combo on foe + +Air Launchers +- this move launch the foe up if the foe is in + the air. +- you can jump with_8to do a Super Jump + Chain-Combo on foe + +Air Combo Finishers +- this move finish the Super Jump Chain-Combo + and starting the Flying Screen + +Infinity Counter +- this is the move used when the character use + the Infinity Counter motion +----------------------------------------------- +$end +$cmd +Blackheart +----------------------------------------------- +:Throws: +Soul Absorb [_4/_6]_+[^F/^I] +Energy Surge [_4/_6]_+[^G/^J] + +:Air Throws: +Energy Surge _^_?_+[^F/^I/^G/^J] + +:Command Moves: +Long Dash [_4^4/_6^6] +Air Dash _^[_4_4/_6_6/^U/_4_+^U] + +:Special Moves: +Dark Thunder _4_1_2_3_6_+_P +Inferno _6_3_2_1_4_+_P + +:Infinity Specials: +Armageddon _2_3_6_+^W +Heart of Darkness _2_3_6_+^V + +:Special Gem: +Reality +- turn invisible + +:Combo Info: +Ground Chain-Combo Kick-to-Punch +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Zig-Zag +Strikes _2_+^F +Knockdowns --- +Launchers ^F +Air Launchers --- +Air Combo Finishers ^I +Infinity Counter Dark Thunder +----------------------------------------------- +$end +$cmd +Captain America +Codename: Steve Rogers +----------------------------------------------- +:Throws: +1-hand Slam [_4/_6]_+[^F/^G] +Ground Launch [_4/_6]_+[^I/^J] + +:Air Throws: +1-hand Drop _^_?_+[^F/^G] + +:Command Moves: +Double Kick ^I^I +Double Jump _^_8 +Hell Kick _^_2_+^J + +:Special Moves: +Shield Slash (_^)_2_3_6_+_P +Stars and Stripes _6_2_3_+_P +Charging Star _2_3_6_+_K +Forward Flip _6_3_2_1_4_+_P + +:Infinity Special: +Final Justice _2_3_6_+^W + +:Special Gem: +Power +- all Special Moves become multi-hit attacks + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [^F/_2_+^G] +Air Launchers --- +Air Combo Finishers [^G/^J/_2_+^J] +Infinity Counter Stars and Stripes +----------------------------------------------- +$end +$cmd +Hulk +Codename: Robert Bruce Banner +----------------------------------------------- +:Throws: +1-Hand Drop [_4/_6]_+[^F/^G] + +:Air Throws: +Drop Slam _^_?_+[^F/^G] + +:Special Moves: +Gamma Slam _4_1_2_3_6_+_P +Gamma Tornado _6_3_2_1_4_+_P +Gamma Charge-ground ^4_6_+_K +^!Double _?_+_K +Gamma Charge-air ^2_8_+_K +^!Double _?_+_K +Gamma Lift _2_2_+^W +^!Throw [_P/_K] + +:Infinity Special: +Gamma Crush _2_3_6_+^W +^!Move [_4/_6] + +:Special Gem: +Time +- all Normal Attacks become multi-hit attacks +- strength increased + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns --- +Launchers _2_+^G +Air Launchers ^J +Air Combo Finishers [^G/^J] +Infinity Counter Gamma Charge-ground +----------------------------------------------- +$end +$cmd +Iron Man +Codename: Anthony 'Tony' Stark +----------------------------------------------- +:Throws: +Repulsor Slam [_4/_6]_+^F +Rocket Corner Slam [_4/_6]_+^G + +:Air Throws: +Repulsor Slam _^_?_+[^F/^G] + +:Command Moves: +Double Punches ^E^E +Directed Laser _^[_2/_8]_+^G +Air Dash _^_?_+^W +Knee Stomp _^_2_+^I +Upward Kick _^_8_+^J + +:Special Moves: +Uni-Beam (_^)_4_1_2_3_6_+_P +Repulsor Blast _6_3_2_1_4_+_P +Smart Bomb (_^)[^E_+^H/^F_+^I/^G_+^J] +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Infinity Special: +Proton Cannon _2_3_6_+^W + +:Special Gem: +Soul +- add electrical attribute for Normal Moves +- absorb foe's Energy Bar + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns _2_+^I +Launchers [_2_+^F/^J] +Air Launchers --- +Air Combo Finishers --- +Infinity Counter Repulsor Blast +----------------------------------------------- +$end +$cmd +Juggernaut +Codename: Cain Marko +----------------------------------------------- +:Throws: +Cackling Slam [_4/_6]_+^F +Headbutts and Uppercut [_4/_6]_+^G + +:Air Throws: +Air Drop _^_?_+[^F/^G] + +:Command Moves: +Double Punch ^E^E +Double Fist _6_+^G + +:Special Moves: +Earthquake Punch _6_3_2_+_P +Juggernaut Punch _4_1_2_3_6_+_P +Juggernaut Body Press (_^)_4_1_2_3_6_+_K +Cyttorak Power-Up _6_2_3_+^W +Object Pick Up close object_2_2_+^U +^!Throw Object _P + +:Infinity Special: +Juggernaut Headcrush _2_3_6_+^W + +:Special Gem: +Space +- Super Armor increased +- nothing will damage you + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Weak Start +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^I +Launchers [_6_+^G/_2_+^G] +Air Launchers ^G +Air Combo Finishers [^G/^J] +Infinity Counter Juggernaut Punch +----------------------------------------------- +$end +$cmd +Magneto +Codename: Erik 'Magnus' Lehnsherr +----------------------------------------------- +:Throws: +E-M Repulse [_4/_6]_+^F +Scrap Hold [_4/_6]_+^G + +:Air Throws: +E-M Repulse _^_?_+^F +Scrap Hold _^_?_+^G + +:Special Moves: +E-M Disruptor (_^)_4_1_2_3_6_+_P +Hyper Gravity (_^)_6_3_2_1_4_+_K +Magnetic Blast _^_8_9_6_+_P +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Infinity Specials: +Magnetic Shockwave _2_3_6_+^W +Magnetic Tempest (_^)_2_3_6_+^V + +:Special Gem: +Space +- nothing will damage you + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [_2_+^F/^G] +Knockdowns _2_+^J +Launchers [^F/_2_+^G/^J] +Air Launchers --- +Air Combo Finishers [^G/^J] +Infinity Counter Magnetic Shockwave +----------------------------------------------- +$end +$cmd +Psylocke +Codename: Elizabeth 'Betsy' Braddock +----------------------------------------------- +:Throws: +Vertical Launch [_4/_6]_+^F +Rolling Slam [_4/_6]_+^G + +:Air Throws: +Rolling Slam _^_?_+[^F/^G] + +:Command Moves: +Flip Kick _6_+^I +Crossover Rolling Roundhouse ^J_6 +Delayed Rolling Roundhouse _4_+^J +Triple Jump _^_8_8 +Moonsault Kick _^_8_+^J + +:Special Moves: +Psi-Blade (_^)_2_3_6_+_P +Psi-Spin (_^)_2_3_6_+_K +Psi-Spin Arc (_^)_2_3_6_+^H^I^J +Psi-Spin Curve (_^)_2_3_6_+^J^I^H +Ninjitsu (_^)_6_3_2_1_4_+[_P/_K] +^!Psi-Drill _?_+[_P/_K] + +:Infinity Specials: +Psi-Trust (_^)_2_3_6_+^W +^!Double _?_+[_P/_K] +Psi-Maelstrom _2_3_6_+_X^V +Butterfly Storm (_^)_2_1_4_+^V + +:Special Gem: +Power +- create 2 images +- can attack while image is under attack + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [_2_+^I/_2_+^G] +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J] +Infinity Counter Psy-Blade +----------------------------------------------- +$end +$cmd +Shuma-Gorath +----------------------------------------------- +:Throws: +Bit and Throw [_4/_6]_+[^F/^G] +Energy Drain [_4/_6]_+[^I/^J] + +:Air Throws: +Blob Drop _^_?_+[^F/^G] +Energy Drain _^_?_+[^I/^J] + +:Command Moves: +Air Blast _^_8_+^G +Sekika _^_2_+^I + +:Special Moves: +Mystic Stare ^4_6_+_P +Mystic Smash (_^)^4_6_+_K +Devitalize _6_3_2_1_4_+_K + +:Infinity Special: +Chaos Dimension _2_3_6_+^W +^!Grab [^F/^G/^I/^J] + +:Special Gem: +Time +- petrify foe with Normal Attacks + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +Strikes [_2_+^I/^G/_2_+^G/^J/_2_+^J] +Knockdowns --- +Launchers ^I +Air Launchers --- +Air Combo Finishers [^G/_8_+^G/^J] +Infinity Counter Mystic Smash +----------------------------------------------- +$end +$cmd +Spider-Man +Codename: Peter Parker +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+^F +Double Rolling Slam [_4/_6]_+^G + +:Air Throws: +Double Rolling Slam _^_?_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Web Toss (_^)_2_3_6_+_P +Spider Sting _6_2_3_+_P_P +Web Swing (_^)_2_1_4_+_K +Web Throw _6_3_2_1_4_+_P + +:Infinity Special: +Maximum Spider (_^)_2_3_6_+^W +^!Control [_2/_8] + +:Special Gem: +Power +- double image and enclose foe +- double hits + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers ^F +Air Launchers ^J +Air Combo Finishers [^G/^J] +Infinity Counter Spider Sting +----------------------------------------------- +$end +$cmd +Wolverine +Codename: James 'Logan' Howlett +----------------------------------------------- +:Throws: +Shoulder Mount Adamantium Hell [_4/_6]_+^F +Ground Mount Adamantium Hell [_4/_6]_+^G + +:Air Throws: +Airborne Adamantium Hell _^_?_+[^F/^G] + +:Command Moves: +Double Claw ^F^F +Double Kick ^I^I +Sliding Claw _3_+^G +Repeted Claw _^_X^F +Dart Kick _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Berserker Barrage _2_3_6_+_X_P +Tornado Claw _6_2_3_+_X_P +Drill Claw (_^)_?_+[^E_+^H/^F_+^I/^G_+^J] + +:Infinity Specials: +Berserker Barrage X _2_3_6_+^W +Weapon X _6_2_3_+^W + +:Special Gem: +Power +- all Normal Attacks become multi-hit attacks +- speed increased + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns [_2_+^I/_3_+^G] +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Infinity Counter Drill Claw +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Dr. Doom, Thanos and Anita + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Dr. Doom +Codename: Victor Von Doom +----------------------------------------------- +:Throws: +Upward Energy Flash [_4/_6]_+^F +Ground Slam [_4/_6]_+^G + +:Air Throws: +Upward Energy Flash _^_?_+^F +Ground Slam _^_?_+^G + +:Special Moves: +Plasma Beam (_^)_2_3_6_+_P +Photon Shot (_^)_6_3_2_1_4_+_P +Molecular Shield _6_3_2_1_4_+_K +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Infinity Special: +Photon Array (_^)_2_3_6_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [^I/_2_+^G] +Air Launchers --- +Air Combo Finishers --- +Infinity Counter Plasma Beam +----------------------------------------------- +$end +$cmd +Thanos +----------------------------------------------- +:Throws: +Soul Drop [_4/_6]_+^F +Rock Slab [_4/_6]_+^G + +:Command Moves: +Dash Drop _^_2_+^J + +:Special Moves: +Titanic Rush (_^)_4_1_2_3_6_+_P +Death Sphere _2_3_6_+_K + +:Infinity Specials: +Gauntlet - Reality _4_2_1_+^E +Gauntlet - Space _4_2_1_+^F +Gauntlet - Power _4_2_1_+^G +Gauntlet - Time _4_2_1_+^H +Gauntlet - Soul _4_2_1_+^I +Gauntlet - Mind _4_2_1_+^J + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^I +Launchers _2_+^F +Air Launchers --- +Air Combo Finishers [^G/^J] +Infinity Counter Titanic Rush +----------------------------------------------- +$end +$cmd +Anita +----------------------------------------------- +:Throws: +Sharirum Luna [_4/_6]_+[^F/^G] + +:Air Throws: +Sharirum Luna _^_?_+[^F/^G] + +:Command Moves: +Quadruple Jump _^_8_8_8 + +:Special Moves: +Killshread Plant [^E_+^H/^F_+^I/^G_+^J] +^!Killshread Summon [^E_+^H/^F_+^I/^G_+^J] +Akuma Summon (_^)_6_2_3_+_P +Lin-Lin Summon (_^)_4_2_1_+_X_P + +:Infinity Special: +Love For You _2_3_6_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers --- +Infinity Counter Akuma Summon +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*No Gems + - at the Vs. Screen_O_Son both sides + - only on Vs. Mode + +*Outfit Scheme + - [_P/_K]: 1st Outfit + - [^8/^2]for 3sec[_P/_K]: 2nd Outfit +----------------------------------------------- +$end + +$info=mshvsf +$cmd +*---INFO---* +----------------------------------------------- +Marvel Super Heroes vs. Street Fighter +(c)1997 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 16th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Variable Attacks: +needs a partner + +:Hyper Combos: +needs 1LV + +:Combo Info: +combo rules +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/^U] +Retreat [_4_4/_4_+^U] + +:Jumps: +Super Jump [_2_8/^T] + +:Guard Moves: +Advancing Guard block^U + +:Recovery Moves: +Safety Roll landing_4_1_2_+[_P/_K] + +:Variable Attacks: +Variable Assist ^F_+^I +Variable Attack ^G_+^J +Variable Counter (1LV)block_4_1_2_+^G_+^J +Variable Combo (2LV)_2_3_6_+^G_+^J +----------------------------------------------- +$end +$cmd +«Combo Info» +----------------------------------------------- +Chain-Combo +- Ground + you and your foe must be on the ground +- Jump + you must be in the air and your foe can be on + the ground or air +- Super Jump + you and your foe must be on the Super Jump + + Punch-to-Kick [^E/^F/^G]->[^H/^I/^J] + Kick-to-Punch [^H/^I/^J]->[^E/^F/^G] + Weak Start [^E/^H]->[^F/^I/^G/^J] + Stronger [^E/^H]->[^F/^I]->[^G/^J] + Zig-Zag ^E->^H->^F->^I->^G->^J + +Strikes +- this move launch the foe straight forward + starting the Flying Screen + +Knockdowns +- this move knockdown the foe + +Launchers +- this move launch the foe up. you can jump + with_8to do a Super Jump Chain-Combo on foe + +Air Launchers +- this move launch the foe up if the foe is in + the air. +- you can jump with_8to do a Super Jump + Chain-Combo on foe + +Air Combo Finishers +- this move finish the Super Jump Chain-Combo + and starting the Flying Screen + +Variable Assist +- this is the move used when the character use + the Variable Assist motion + +Variable Counter +- this is the move used when the character use + the Variable Counter motion + +Variable Combo +- this is the move used when the character use + the Variable Combo motion +----------------------------------------------- +$end +$cmd +Blackheart +----------------------------------------------- +:Throws: +Soul Absorb [_4/_6]_+[^F/^G] +Energy Surge [_4/_6]_+[^I/^J] + +:Air Throws: +Energy Surge _^_?_+[^F/^G/^I/^J] + +:Command Moves: +Long Dash [_4^4/_6^6] +Air Dash _^[_4_4/_6_6/^U/_4_+^U] + +:Special Moves: +Dark Thunder _4_1_2_3_6_+_P +Inferno _6_3_2_1_4_+_P + +:Hyper Combos: +Armageddon _2_3_6_+^W +Heart of Darkness _2_3_6_+^V +Judgement Day (_^)_2_1_4_+^W + +:Combo Info: +Ground Chain-Combo Kick-to-Punch +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Zig-Zag +Strikes _2_+^F +Knockdowns --- +Launchers ^F +Air Launchers --- +Air Combo Finishers ^I +Variable Assist Dark Thunder +Variable Counter Dark Thunder +Variable Combo Armageddon +----------------------------------------------- +$end +$cmd +Captain America +Codename: Steve Rogers +----------------------------------------------- +:Throws: +1-hand Slam [_4/_6]_+[^F/^G] +Ground Launch [_4/_6]_+[^I/^J] + +:Air Throws: +1-hand Drop _^_?_+[^F/^G] + +:Command Moves: +Double Kick ^I^I +Double Jump _^_8 +Hell Kick _^_2_+^J + +:Special Moves: +Shield Slash (_^)_2_3_6_+_P +Stars and Stripes _6_2_3_+_P +Charging Star _2_3_6_+_K +Forward Flip _6_3_2_1_4_+_P + +:Hyper Combos: +Final Justice _2_3_6_+^W +Hyper Stars and Stripes _6_2_3_+^W +Hyper Charging Star _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [^F/_2_+^G] +Air Launchers --- +Air Combo Finishers [^G/^J/_2_+^J] +Variable Assist Charging Star +Variable Counter Stars and Stripes +Variable Combo [HyperS.andS./HyperChargingStar] +----------------------------------------------- +$end +$cmd +Cyclops +Codename: Scott Summers +----------------------------------------------- +:Throws: +Optic Drill [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Forward Optic Drill [_4/_6]_+^J +Leg Throw [_1/_3]_+[^I/^J] + +:Air Throws: +Downward Optic Drill _^_?_+[^F/^G] + +:Command Moves: +Double Attacks [^E^E/^H^H/^J^J] +Double Jump _^_8 +Alternate Attacks _^_2_+[^F/^G/^H/^I/^J] + +:Special Moves: +Optic Blast (_^)_2_3_6_+_P +Optic Sweep _6_3_2_+_P +Gene Splice _6_2_3_+_X_P +Cyclone Kick _2_1_4_+_K +Rapid Punch ^4_6_+_X_P +Neck Breaker Drop ^4_6_+_K + +:Hyper Combos: +Mega Optic Blast _2_3_6_+^W +Control Beam (_^)_6_3_2_+^W +^!Control _? + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^F +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/^J/_2_+^J] +Variable Assist Gene Splice +Variable Counter Optic Blast +Variable Combo Mega Optic Blast +----------------------------------------------- +$end +$cmd +Hulk +Codename: Robert Bruce Banner +----------------------------------------------- +:Throws: +1-Hand Drop [_4/_6]_+[^F/^G] + +:Air Throws: +Drop Slam _^_?_+[^F/^G] + +:Special Moves: +Gamma Slam _2_3_6_+_P +Gamma Tornado _6_3_2_1_4_+_P +Gamma Charge-ground ^4_6_+_K +^!Double _?_+_K +Gamma Charge-air ^2_8_+_K +^!Double _?_+_K + +:Hyper Combos: +Gamma Wave _2_3_6_+^W +Gamma Crush _2_1_4_+^W +^!Move [_4/_6] + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns --- +Launchers [_2_+^G/^J] +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Gamma Charge-ground +Variable Counter Gamma Charge-ground +Variable Combo Gamma Wave +----------------------------------------------- +$end +$cmd +Omega Red +Codename: Arkady Russovich +----------------------------------------------- +:Throws: +Coil Toss [_4/_6]_+^F +Powerbomb [_4/_6]_+^G + +:Air Throws: +Powerbomb _^_?_+[^F/^G] + +:Command Moves: +Air Dash _^_6_6 + +:Special Moves: +Carbonadium Coil-ground _2_3_6_+_P +^!Coil Retract _P +^!Flail Smash _?_+_Px2 +^!Death Factor _X_P +^!Energy Drain _X_K +Carbonadium Coil-air _^_2_3_6_+[_P/_K] +^!Coil Retract _P +^!Flail Smash _?_+_Px2 +^!Death Factor _X_P +^!Energy Drain _X_K +Omega Strike _2_3_6_+_K +^!Strike Cancel _2_+_K +^!Strike Recall _4_+_K + +:Hyper Combos: +Omega Destroyer _2_3_6_+^W +Omega Smasher _^_2_3_6_+^W + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns --- +Launchers ^F +Air Launchers --- +Air Combo Finishers ^J +Variable Assist ^G +Variable Counter Omega Strike +Variable Combo Omega Destroyer +----------------------------------------------- +$end +$cmd +Shuma-Gorath +----------------------------------------------- +:Throws: +Bit and Throw [_4/_6]_+[^F/^G] +Energy Drain [_4/_6]_+[^I/^J] + +:Air Throws: +Blob Drop _^_?_+[^F/^G] +Energy Drain _^_?_+[^I/^J] + +:Command Moves: +Air Blast _^_8_+^G +Sekika _^_2_+^I + +:Special Moves: +Mystic Stare ^4_6_+_P +Mystic Smash (_^)^4_6_+_K +Devitalize _6_3_2_1_4_+_K + +:Hyper Combos: +Chaos Dimension (^M)_2_3_6_+^W +^!Grab [^F/^G/^I/^J] +Chaos Split _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +Strikes [_2_+^I/^G/_2_+^G/^J/_2_+^J] +Knockdowns --- +Launchers ^I +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Mystic Smash +Variable Counter Mystic Smash +Variable Combo Hyper Mystic Smash +----------------------------------------------- +$end +$cmd +Spider-Man +Codename: Peter Parker +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+^F +Double Rolling Slam [_4/_6]_+^G + +:Air Throws: +Double Rolling Slam _^_?_+[^F/^G] + +:Command Moves: +Wall Hold _^corner^6 + +:Special Moves: +Web Toss (_^)_2_3_6_+_P +Spider Sting _6_2_3_+_P_P +Web Swing (_^)_2_1_4_+_K +Web Throw _6_3_2_1_4_+_P + +:Hyper Combos: +Maximum Spider (_^)_2_3_6_+^W +^!Control [_2/_8] +Crawler Assault _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers ^F +Air Launchers ^J +Air Combo Finishers [^G/^J] +Variable Assist Web Swing +Variable Counter Spider Sting +Variable Combo Crawler Assault +----------------------------------------------- +$end +$cmd +Wolverine +Codename: James 'Logan' Howlett +----------------------------------------------- +:Throws: +Shoulder Mount Adamantium Hell [_4/_6]_+^F +Ground Mount Adamantium Hell [_4/_6]_+^G + +:Air Throws: +Airborne Adamantium Hell _^_?_+[^F/^G] + +:Command Moves: +Double Claw ^F^F +Double Kick ^I^I +Sliding Claw _3_+^G +Repeted Claw _^_X^F +Dart Kick _^_2_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Berserker Barrage _2_3_6_+_X_P +Tornado Claw _6_2_3_+_X_P +Drill Claw (_^)_?_+^F_+^H + +:Hyper Combos: +Berserker Barrage X _2_3_6_+^W +Weapon X _6_2_3_+^W +Fatal Claw (_^)_6_2_3_+^V +Berserker Charge _2_1_4_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns _3_+^G +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J/Drill Claw] +Variable Assist Berserker Barrage +Variable Counter Berserker Barrage +Variable Combo Berserker Barrage X +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+^I +Tomoe Nage [_4/_6]_+^J + +:Air Throws: +Jigoku Guruma _^_?_+[^F/^G] + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Tenma Kuujin Kyaku _^_2_3_6_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Hyper Combos: +Messatsu Gou Hadou _2_1_4_+^W +Messatsu Gou Shouryuu _2_3_6_+^W +Tenma Gou Zankuu _^_2_3_6_+^W +Shun Goku Satsu (^M)^E^E_6^H^G + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/ZankuuH.Ken] +Variable Assist Tatsumaki Zankuu Kyaku +Variable Counter Gou Shouryuu Ken +Variable Combo Messatsu Gou Hadou +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^_?_+[^F/^G] + +:Command Moves: +Mini-kikosho _6_+^G +Kaku Kyaku Raku _3_+^J +Triple Jump _^_8_8 +Air Dash _^[_6_6/^U] +Split Kick _^_8_+^H +Yosou Kyaku _^_2_+^I +Front Kick _^_6_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku (_^)_X_K +Kikou Ken _4_1_2_3_6_+_P +Tenshou Kyaku _6_2_3_+_K +Sen'en Shuu _6_3_2_1_4_+_K + +:Hyper Combos: +Kikou Shou _2_3_6_+^W +Houyoku Sen _2_3_6_+^V +Hazan Tenshou Kyaku _6_2_3_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J/_6_+^J] +Variable Assist Kikou Ken +Variable Counter Kikou Ken +Variable Combo Kikou Shou +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Otoko Zuki [_4/_6]_+[^I/^J] + +:Air Throws: +Otoko Nage _^_?_+[^F/^G] + +:Command Moves: +Kuuchuu Chouhatsu _^_S +Shagami Chouhatsu crouch_S + +:Special Moves: +Gadou Ken _2_3_6_+_P +Kouryuu Ken _6_2_3_+_P +Dankuu Kyaku _2_1_4_+_K +Premium Sign _2_3_6_+_K +Zenten Chouhatsu _2_3_6_+_S +Kouten Chouhatsu _2_1_4_+_S + +:Hyper Combos: +Shinkuu Gadou Ken _2_3_6_+^W +Hisshou Burai Ken _2_1_4_+^V +Kouryuu Rekka _2_3_6_+^V +Chouhatsu Densetsu _2_3_6x2_+_S +Otoko Michi (^M)^G^H_4^E^E + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Gadou Ken +Variable Counter Dankuu Kyaku +Variable Combo Shinkuu Gadou Ken +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G +Stomach Attack [_4/_6]_+[^I/^J] + +:Air Throws: +Stomach Attack _^_?_+[^F/^G] + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+_K + +:Special Moves: +Yoga Fire (_^)_2_3_6_+_P +Yoga Flame _6_3_2_1_4_+_P +Yoga Blast _6_3_2_1_4_+_K +Yoga Teleport-right (_^)_6_2_3_+[^U/^T] +Yoga Teleport-left (_^)_4_2_1_+[^U/^T] +Fuyuu (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Hyper Combos: +Yoga Inferno (_^)_2_3_6_+^W +^!Control [_2/_8] +Yoga Strike _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^J +Knockdowns _2_+^J +Launchers ^-^F +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Yoga Fire +Variable Counter Yoga Flame +Variable Combo Yoga Inferno +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^_?_+[^F/^G] + +:Command Moves: +Inazuma Kakatowari _6_+^I +Alternative Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken (_^)_6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Hyper Combos: +Shouryuu Reppa _2_3_6_+^W +Shinryuu Ken _2_3_6_+_X^V +Shippuu Jinrai Kyaku _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/Hadou Ken] +Variable Assist Shouryuu Ken +Variable Counter Shouryuu Ken +Variable Combo [ShouryuuReppa/ShinkuuHKen(Ryu)] +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Psycho Fall _^_?_+[^F/^G] + +:Special Moves: +Psycho Shot _4_1_2_3_6_+_P +Psycho Field _6_3_2_1_4_+_P +Double Knee Press (_^)_4_1_2_3_6_+_K +Head Press (_^)^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver (_^)^2_8_+_P +^!Attack [_4/_6]_+_P +Warp (_^)_6_2_3_+[_P/_K] +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Hyper Combos: +Psycho Crusher (_^)_2_3_6_+^W +Knee Press Nightmare _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers ^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Psycho Shot +Variable Counter Double Knee Press +Variable Combo Knee Press Nightmare +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Air Throws: +Tomoe Nage _^_?_+[^F/^G] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Hyper Combos: +Shinkuu Hadou Ken (_^)_2_3_6_+^W +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4_+^V +Shin Shouryuu Ken _6_2_3_+^W + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/HKen/TSKyaku] +Variable Assist Hadou Ken +Variable Counter Hadou Ken +Variable Combo Shinkuu Hadou Ken +----------------------------------------------- +$end +$cmd +Sakura Kasugano +----------------------------------------------- +:Throws: +Sakura-jime [_4/_6]_+[^F/^G] +Sailor Shoot [_4/_6]_+[^I/^J] + +:Air Throws: +Sailor Fly _^_?_+[^I/^J] + +:Command Moves: +Flower Kick _6_+^I + +:Special Moves: +Hadou Ken (_^)_2_1_4_+_P +Shou'ou Ken (_^)_2_3_6_+_P +Shunpuu Kyaku (_^)_2_1_4_+_K + +:Hyper Combos: +Midare Zakura _2_3_6_+^W +Shinkuu Hadou Ken _2_1_4_+^W +Haru Ichiban _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Shunpuu Kyaku +Variable Counter Shou'ou Ken +Variable Combo Shinkuu Hadou Ken +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Upward Toss [_4/_6]_+^F +Brain Buster [_4/_6]_+^G +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw [_1/_3]_+[^F/^G] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Elbow Drop _6_+^F +Headbutt _^_8_+^F +Elbow Dive _^_2_+^F +Long Punch _^_6_+^G +Body Press _^_2_+^G +Double Knee Drop _^_2_+^I +Grab Dash Dash[^F/^G/^I/^J] + +:Special Moves: +Double Lariat (_^)^U +^!Move [_4/_6] +Quick Double Lariat (_^)^T +^!Move [_4/_6] +Screw Piledriver (_^)_x_+_P +Flying Powerbomb _4_1_2_3_6_+_K +Atomic Suplex ^-_4_1_2_3_6_+_K +Banishing Flat _6_2_3_+_P +Aerial Russian Slam _6_2_3_+_K + +:Hyper Combo: +Final Atomic Buster _x_+^W + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers [_2_+^F/throw with^F] +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/_6_+^G/^J] +Variable Assist Quick Double Lariat +Variable Counter Flying Powebomb +Variable Combo [DoubleF.A.Buster/HyperD.Lariat] + +:Additional Notes: +_`can't use Retreat +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Norimaro + - only on Japanese version + - you need set the machine to "Freeplay" or + "1 coin X credit" + - if you set "2 coins X credit" he's not + appear on Character Select Screen + +*Play with Armor Spider-Man + - at the Character Select Screen + - put the cursor on Ryu_O_S,^2for 5sec + - [^E_+^G/^H_+^J] + - he use the same moves of Spider-Man + +*Play with Mephisto + - at the Character Select Screen + - put the cursor on Omega Red_O_S,^2for 5sec + - [^E_+^G/^H_+^J] + - he use the same moves of Mephisto + +*Play with U.S. Agent + - at the Character Select Screen + - put the cursor on M. Bison_O_S,^8for 5sec + - [^E_+^G/^H_+^J] + - he use the same moves of Captain America + +*Play with Dark Sakura + - at the Character Select Screen + - put the cursor on Hulk_O_S,^6for 5sec + - [^E_+^G/^H_+^J] + +*Play with Mech-Zangief + - at the Character Select Screen + - put the cursor on Blackheart_O_S,^4for 5sec + - [^E_+^G/^H_+^J] + +*Play with Shadow Charlie + - at the Character Select Screen + - put the cursor on Dhalsim_O_S,^8for 5sec + - [^E_+^G/^H_+^J] + +*Play with Apocalypse and Cyber Akuma + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Norimaro +----------------------------------------------- +:Throws: +Big Headbutt [_4/_6]_+[^F/^G] +Hang Bag [_4/_6]_+[^I/^J] + +:Air Throws: +Hang Bag _^_?_+[^I/^J] + +:Command Moves: +Double Jump _^_8 +Quadruple Jump _^_8_8wait_8 + _`needs cheat +Inazuma Kakato Wari _^[_7/_9]_+^I + +:Special Moves: +Super Fantastic Treasure (_^)_2_3_6_+_P +Great Fighting Jump _6_2_3_+_P +Powerful Rolling Arms _2_3_6_+_K + +:Hyper Combos: +Hyper Strong Miracle Treasure _2_3_6_+^W +Ultimate Grand Champion Jump _6_2_3_+^W +Ultra Variety Private Memories _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Super Fantastic Treasure +Variable Counter Powerful Rolling Arms +Variable Combo Hyper Strong Miracle Treasure +----------------------------------------------- +$end +$cmd +Dark Sakura +----------------------------------------------- +:Throws: +Sakura-jime [_4/_6]_+[^F/^G] +Sailor Shoot [_4/_6]_+[^I/^J] + +:Air Throws: +Sailor Fly _^_?_+[^I/^J] + +:Command Moves: +Flower Kick _6_+^I + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shou'ou Ken (_^)_6_2_3_+_P +Shunpuu Kyaku (_^)_2_1_4_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Hyper Combos: +Shinkuu Hadou Ken _2_3_6_+^W +Midare Zakura _2_3_6_+^V +Haru Ichiban _2_1_4_+^V +Shun Goku Satsu (^M)^E^E_6^H^G + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/Hadou Ken] +Variable Assist Shunpuu Kyaku +Variable Counter Shou'ou Ken +Variable Combo Shinkuu Hadou Ken +----------------------------------------------- +$end +$cmd +Mech-Zangief +----------------------------------------------- +:Throws: +Upward Toss [_4/_6]_+^F +Brain Buster [_4/_6]_+^G +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw [_1/_3]_+[^F/^G] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Elbow Drop _6_+^F +Headbutt _^_8_+^F +Elbow Dive _^_2_+^F +Long Punch _^_6_+^G +Body Press _^_2_+^G +Double Knee Drop _^_2_+^I +Grab Dash Dash[^F/^G/^I/^J] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver (_^)_x_+_P +Flying Powerbomb _4_1_2_3_6_+_K +Atomic Suplex ^-_4_1_2_3_6_+_K +Vodka Fire _2_3_6_+_P +Aerial Russian Slam _6_2_3_+_K + +:Hyper Combos: +Final Atomic Buster _x_+^W +Siberian Blizzard _x_+^V + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers [_2_+^F/throw with^F] +Air Launchers --- +Air Combo Finishers ^J +Variable Assist Quick Double Lariat +Variable Counter Flying Powerbomb +Variable Combo [DoubleF.A.Buster/HyperD.Lariat] + +:Additional Notes: +_`can't block +_`can't use Retreat +----------------------------------------------- +$end +$cmd +Shadow Charlie +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+[^F/^G] +Knee Gatling [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Buster Drop _^_?_+[^F/^G] + +:Command Moves: +Spinning Back Knuckle _6_+^G +Jump Sobat [_4/_6]_+^I +Step Kick [_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +Moonsault Slash _^_8_9_6_+_K + +:Hyper Combos: +Shadow Break _2_3_6_+_X^W +Cross Shadow Blitz _2_3_6_+^V +Shadow Justice _2_1_4_+^V +Final Mission (^M)^4_6_4_6_+^W + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Assist Sonic Boom +Variable Counter Somersault Shell +Variable Combo Shadow Justice +----------------------------------------------- +$end +$cmd +Apocalypse +Codename: En Sabah Nur +----------------------------------------------- +:Command Moves: +Dash ^U +Retreat _4_+^U + +:Special Moves: +Shockwave _6_3_2_+_P +Hammer Crush _6_2_3_+_P +Shoulder Cannon _2_3_6_+^I +Drill _2_3_6_+^G +Rushing Eye Laser _2_3_6_+^J +Bit Laser Automatic + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use Super Jump +_`can't use Safety Roll +_`can't use any Variable Move +----------------------------------------------- +$end +$cmd +Cyber-Akuma +(Mech-Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+^I +Tomoe Nage [_4/_6]_+^J + +:Air Throws: +Jigoku Guruma _^_?_+[^F/^G] + +:Command Moves: +Mech Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Mech Gou Hadou Ken _2_3_6_+_P +Mech Zankuu Hadou Ken _^_2_3_6_+_P +Mech Gou Shouryuu Ken _6_2_3_+_P +Mech Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Mech Tenma Kuujin Kyaku _^_2_3_6_+_K +Mech Ashura Senkuu-right _6_2_3_+[^U/^T] +Mech Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Hyper Combos: +High Mech Gou Beam _2_1_4_+^W +Scramble Gou Punch _2_3_6_+^W +Thunder Gou Shower _^_2_3_6_+^W +Shining Gou Shock (_^)^E^E_6^H^G + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/ZHKen/SGShoc] +Variable Assist Mech Tatsumaki Zankuu Kyaku +Variable Counter Mech Gou Shouryuu Ken +Variable Combo High Mech Gou Beam +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Change Battle Order + - at the Vs. Screen_O^U + +*Dan's Explosion + - pick Dan as your first character + - at the Vs. Screen_O^E + +*Norimaro's Quadruple Jump + - pick Norimaro as your first character + - at the Vs. Screen_O^E_+^F_+^J +----------------------------------------------- +$end + +$info=mvsc +$cmd +*---INFO---* +----------------------------------------------- +Marvel vs. Capcom: Clash of Super Heroes +(c)1998 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 16th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Variable Attacks: +needs a partner + +:Hyper Combos: +needs 1LV + +:Combo Info: +combo rules +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/^U] +Retreat [_4_4/_4_+^U] + +:Jumps: +Super Jump [_2_8/^T] + +:Guard Moves: +Advancing Guard block^U + +:Recovery Moves: +Safety Roll landing_4_1_2_+[_P/_K] + +:Variable Moves: +Variable Attack ^G_+^J +Variable Counter (1LV)block_4_1_2_+^G_+^J +Variable Combo (2LV)_2_3_6_+^G_+^J +Variable Cross (2 or 3LV)_2_1_4_+^G_+^J + +:Other Moves: +Special Partner ^F_+^I +----------------------------------------------- +$end +$cmd +«Combo Info» +----------------------------------------------- +Chain-Combo +- Ground + you and your foe must be on the ground +- Jump + you must be in the air and your foe can be on + the ground or air +- Super Jump + you and your foe must be on the Super Jump + + Punch-to-Kick [^E/^F/^G]->[^H/^I/^J] + Weak Start [^E/^H]->[^F/^I/^G/^J] + Stronger [^E/^H]->[^F/^I]->[^G/^J] + Zig-Zag ^E->^H->^F->^I->^G->^J + +Strikes +- this move launch the foe straight forward + starting the Flying Screen + +Knockdowns +- this move knockdown the foe + +Launchers +- this move launch the foe up. you can jump + with_8to do a Super Jump Chain-Combo on foe + +Air Launchers +- this move launch the foe up if the foe is in + the air. +- you can jump with_8to do a Super Jump + Chain-Combo on foe + +Air Combo Finishers +- this move finish the Super Jump Chain-Combo + and starting the Flying Screen + +Variable Counter +- this is the move used when the character use + the Variable Counter motion. + +Variable Combo +- this is the move used when the character use + the Variable Combo motion. +----------------------------------------------- +$end +$cmd +«Special Partners» +----------------------------------------------- +At The Special Partner Select Screen_O_S_+: +01 - Unknown Soldier ^E +02 - Lou ^F +03 - Arthur ^E_+^F +04 - Saki ^G +05 - Ton-Pooh ^E_+^G +06 - Devilot ^F_+^G +07 - Anita ^E_+^F_+^G +08 - Pure & Fur ^H +09 - Michelle Heart ^E_+^H +10 - Thor ^H_+^F +11 - Cyclops ^E_+^H_+^F +12 - Magneto ^H_+^G +13 - Storm ^E_+^H_+^G +14 - Jubilee ^H_+^F_+^G +15 - Rogue ^E_+^H_+^F_+^G +16 - Psylocke ^I +17 - Juggernaut ^E_+^I +18 - Iceman ^F_+^I +19 - Colossus ^E_+^F_+^I +20 - U.S. Agent ^I_+^G +21 - Shadow ^E_+^I_+^G +22 - Sentinel ^F_+^I_+^G +----------------------------------------------- +$end +$cmd +Captain America +Codename: Steve Rogers +----------------------------------------------- +:Throws: +1-hand Slam [_4/_6]_+[^F/^G] +Ground Launch [_4/_6]_+[^I/^J] + +:Air Throws: +1-hand Drop _^_?_+[^F/^G] + +:Command Moves: +Double Kick ^I^I +Double Jump _^_8 +Hell Kick _^_2_+^J + +:Special Moves: +Shield Slash (_^)_2_3_6_+_P +Stars and Stripes _6_2_3_+_P +Charging Star _2_3_6_+_K +Forward Flip _6_3_2_1_4_+_P + +:Hyper Combos: +Final Justice _2_3_6_+^W +Hyper Stars and Stripes _6_2_3_+^W +Hyper Charging Star _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers ^F +Air Combo Finishers [^G/^J/_2_+^J] +Variable Counter Charging Star +Variable Combo [HyperC.Star/HyperS.andStripes] +----------------------------------------------- +$end +$cmd +Gambit +Codename: Jean-Luc 'Remy' LeBeau +----------------------------------------------- +:Throws: +Charge Hold [_4/_6]_+[^F/^G] +Stick Throw [_4/_6]_+[^I/^J] + +:Air Throws: +Kick Throw _^_?_+[^I/^J] + +:Special Moves: +Kinetic Card (_^)_2_3_6_+_P +Trick Card _2_1_4_+_P +Cajun Slash _6_2_3_+_P +Cajun Escape ^2_8_+_P +^!Control [_4/_6] +^!Attack _P +Cajun Strike ^2_8_+_K + +:Hyper Combos: +Royal Flush _2_3_6_+^W +Cajun Explosion-right _2_3_6_+^V +Cajun Explosion-left _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Cajun Slash +Variable Combo Royal Flash +----------------------------------------------- +$end +$cmd +Hulk +Codename: Robert Bruce Banner +----------------------------------------------- +:Throws: +1-Hand Drop [_4/_6]_+[^F/^G] + +:Air Throws: +Drop Slam _^_?_+[^F/^G] + +:Special Moves: +Gamma Slam _2_3_6_+_P +Gamma Tornado _6_3_2_1_4_+_P +Gamma Charge-ground ^4_6_+_K +^!Double _?_+_K +Gamma Charge-air ^2_8_+_K +^!Double _?_+_K + +:Hyper Combos: +Gamma Wave _2_3_6_+^W +Gamma Crush _2_1_4_+^W +^!Move [_4/_6] +Gamma Quake _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes [^F/^I/^G/^J/_2_+^J] +Knockdowns --- +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^F/^G/^J] +Variable Counter Gamma Charge-ground +Variable Combo Gamma Wave +----------------------------------------------- +$end +$cmd +Spider-Man +Codename: Peter Parker +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+^F +Double Rolling Slam [_4/_6]_+^G + +:Air Throws: +Double Rolling Slam _^_?_+[^F/^G] + +:Command Moves: +Air Dash _^[_6_6/^U] +Sankaku Tobi _^corner_6 + +:Special Moves: +Web Toss (_^)_2_3_6_+_P +Spider Sting _6_2_3_+_P_P +Web Swing (_^)_2_1_4_+_K +Web Throw _6_3_2_1_4_+_P + +:Hyper Combos: +Maximum Spider (_^)_2_3_6_+^W +^!Control [_2/_8] +Crawler Assault _2_3_6_+^V +Ultimate Web Throw _2_1_4_+^W + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers ^F +Air Launchers ^J +Air Combo Finishers [^G/^J] +Variable Counter Spider Sting +Variable Combo Crawler Assault +----------------------------------------------- +$end +$cmd +Venom +Codename: Edward 'Eddie' Brock +----------------------------------------------- +:Throws: +Web Hold [_4/_6]_+[^F/^G] +Ground Slam [_4/_6]_+[^I/^J] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Air Dash _^[_6_6/^U] + +:Special Moves: +Venom Fang (_^)_2_3_6_+_P +Venom Rush _2_3_6_+_K +Web Throw _6_3_2_1_4_+_P + +:Hyper Combos: +Venom Web _2_3_6_+^W +Death Bite _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^G] +Knockdowns _2_+^J +Launchers ^F +Air Launchers --- +Air Combo Finishers ^G +Variable Counter Venom Fang +Variable Combo Death Bite +----------------------------------------------- +$end +$cmd +War Machine +Codename: James R. 'Rhodey' Rhodes +----------------------------------------------- +:Throws: +Repulsor Slam [_4/_6]_+[^F/^G] +Rocket Corner Slam [_4/_6]_+[^I/^J] + +:Air Throws: +Repulsor Slam _^_?_+[^F/^I/^G/^J] + +:Command Moves: +Double Punches ^E^E +Directed Laser _^[_2/_8]_+^G +Air Dash _^_?_+^U +Knee Stomp _^_2_+^I +Upward Kick _^_8_+^J + +:Special Moves: +Shoulder Cannon-high (_^)_2_3_6_+_P +Shoulder Cannon-low _2_3_6_+_K +Repulsor Blast _6_3_2_1_4_+_P +Smart Bomb (_^)[_4/_6]_+^F_+^H +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Hyper Combos: +Proton Cannon _2_3_6_+^W +War Destroyer _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns _2_+^I +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/^J] +Variable Counter Repulsor Blast +Variable Combo Proton Cannon +----------------------------------------------- +$end +$cmd +Wolverine +Codename: James 'Logan' Howlett +----------------------------------------------- +:Throws: +Shoulder Mount Adamantium Hell [_4/_6]_+^F +Ground Mount Adamantium Hell [_4/_6]_+^G + +:Air Throws: +Airborne Adamantium Hell _^_?_+[^F/^G] + +:Command Moves: +Double Claw ^F^F +Double Kick ^I^I +Sliding Claw _3_+^G +Repeted Claw _^_X^F +Dart Kick _^_2_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Berserker Barrage _2_3_6_+_X_P +Tornado Claw _6_2_3_+_X_P +Drill Claw (_^)_?_+^F_+^H +Berserker Slash _2_1_4_+_P + +:Hyper Combos: +Berserker Barrage X _2_3_6_+^W +Weapon X _6_2_3_+^W +Fatal Claw (_^)_6_2_3_+^V +Berserker Charge _2_1_4_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns _3_+^G +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J/Drill Claw] +Variable Counter Berserker Barrage +Variable Combo Berserker Barrage X +----------------------------------------------- +$end +$cmd +Captain Commando +----------------------------------------------- +:Throws: +Throw with Mummy [_4/_6]_+^F +Throw with Ninja [_4/_6]_+^G +Kick Throw [_4/_6]_+[^I/^J] + +:Air Throws: +Leg Throw _^_?_+[^F/^G] + +:Special Moves: +Captain Fire (_^)_2_3_6_+_P +Captain Corrider _2_1_4_+_P +Captain Kick _2_1_4_+_K +Commando Strike _2_3_6_+_K + +:Hyper Combos: +Captain Sword _2_3_6_+^W +Captain Storm _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [_2_+^F/^J] +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Captain Corridor +Variable Combo Captain Sword +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^_?_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Mini-kikosho _6_+^G +Triple Jump _^_8_8 +Air Dash _^[_6_6/^U] +Yosou Kyaku _^_2_+^I +Split Kick _^_8_+^H +Front Kick _^_6_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku (_^)_X_K +Kikou Ken _4_1_2_3_6_+_P +Tenshou Kyaku _6_2_3_+_K +Sen'en Shuu _6_3_2_1_4_+_K + +:Hyper Combos: +Kikou Shou _2_3_6_+^W +Houyoku Sen _2_3_6_+^V +Hazan Tenshou Kyaku _6_2_3_+^V +Shichisei Senkuu Kyaku _^_2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Kikou Ken +Variable Combo [Kikou Shou/Houyoku Sen] +----------------------------------------------- +$end +$cmd +Jin Saotome +----------------------------------------------- +:Throws: +Throw with Blodia [_4/_6]_+[^F/^G] +Grab and Punch [_4/_6]_+[^I/^J] + +:Air Throws: +Throw with Blodia _^_?_+[^F/^G] + +:Command Moves: +Diving Cyclone _^_2_+_K +Saotome Shine Low Life + +:Special Moves: +Saotome Typhoon ^4_6_+_P +Saotome Dynamite ^2_8_+_P +Saotome Crush _6_3_2_1_4_+_K +Saotome Fire _O_S_X_P + +:Hyper Combos: +Blodia Punch _2_3_6_+^W +Blodia Vulcan _2_1_4_+^W +Saotome Cyclone _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Weak Start +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^G/^J] +Knockdowns _2_+^J +Launchers ^F +Air Launchers --- +Air Combo Finishers [^F/^I/^G/^J] +Variable Counter Saotome Dynamite +Variable Combo Blodia Punch +----------------------------------------------- +$end +$cmd +Megaman +(Rockman on Japanese Version) +----------------------------------------------- +:Throws: +Shoulder Throw [_4/_6]_+[^F/^G] + +:Air Throws: +Shoulder Throw _^_?_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Mega Buster (_^)^G +Charged Mega Buster (_^)_O^G +Mega Upper _6_2_3_+_P +Eddie's Item Transport~Rockball _2_1_4_+^H +^!Item Use _2_3_6_+_P +Eddie's Item Transport~Tornado Hold _2_1_4_+^I +^!Item Use _2_3_6_+_P +Eddie's Item Transport~Leaf Shield _2_1_4_+^J +^!Item Use _2_3_6_+_P + +:Hyper Combos: +Hyper Megaman _2_3_6_+^W +Rush Drill _2_3_6_+^V +^!Move _? +^!Dask [_P/_K] +Beat Plane (_^)_2_1_4_+^V +^!Move _? +^!Attack _X[_P/_K] + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Mega Upper +Variable Combo Hyper Megaman +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] +Breast Anguish [_4/_6]_+[^I/^J] + +:Air Throws: +Sexual Embrace _^_?_+[^F/^G] + +:Command Moves: +Necro Desire _6_+^J +Mysterious Arc _3_+^G +Air Dash _^[_6_6/^U] +Vania Dash Upward _^[_6_6_9/_8_+^U] +Vania Dash Downward _^[_6_6_3/_2_+^U] +Shell Kick _^_2_+^I +Shell Pierce _^_2_+^J + +:Special Moves: +Soul Fist (_^)_2_3_6_+_P +Shadow Blade (_^)_6_2_3_+_P +Vector Drain ^-_6_3_2_1_4_+_P + +:Hyper Combos: +Soul Eraser _2_3_6_+^W +Darkness Illusion (_^)_2_3_6_+^V +Silhouette Blade _6_2_3_+^W +Eternal Slumber (^M)^E^I_4^F^J + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_2_+^J/Soul Fist] +Variable Counter Soul Fist +Variable Combo Soul Eraser +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Air Throws: +Tomoe Nage _^_?_+[^F/^G] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Hyper Combos: +Shinkuu Hadou Ken (_^)_2_3_6_+^W +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4_+^V +Shin Shouryuu Ken _6_2_3_+^W +Mode Change_&Ken _6_3_2_1_4_+^F +Mode Change_&Akuma _6_3_2_1_4_+^G + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/HKen/TSKyaku] +Variable Counter Hadou Ken +Variable Combo Shinkuu Hadou Ken + + _& KEN MODE MOVES _& +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^_?_+[^F/^G] + +:Command Moves: +Inazuma Kakato Wari _6_+^I +Alternative Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken (_^)_6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Hyper Combos: +Shouryuu Reppa _2_3_6_+^W +Shinryuu Ken _2_3_6_+^V +Shippuu Jinrai Kyaku _2_1_4_+^V +Mode Change_&Ryu _6_3_2_1_4_+^E +Mode Change_&Akuma _6_3_2_1_4_+^G + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^J +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/Hadou Ken] +Variable Counter Hadou Ken +Variable Combo Shouryuu Reppa + + _& AKUMA MODE MOVES _& +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Guruma _^_?_+[^F/^G] + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Tenma Kuujin Kyaku _^_2_3_6_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Hyper Combos: +Messatsu Gou Hadou _2_1_4_+^W +Messatsu Gou Shouryuu _2_3_6_+^W +Tenma Gou Zanku _^_2_3_6_+^W +Shun Goku Satsu (^M)^E^E_6^H^G +Mode Change_&Ryu _6_3_2_1_4_+^E +Mode Change_&Ken _6_3_2_1_4_+^F + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_8_+^J/GouHadou Ken] +Variable Counter Gou Hadou Ken +Variable Combo Messatsu Gou Hadou +----------------------------------------------- +$end +$cmd +Strider Hiryu +----------------------------------------------- +:Throws: +Izuna Drop [_4/_6]_+[^F/^G] +Throw with Hook [_4/_6]_+[^I/^J] + +:Air Throws: +Kick Throw _^_?_+[^F/^G] + +:Command Moves: +Sliding Kick _3_+^J +Double Jump _^_8 +Sankaku Tobi _^corner_6 + +:Special Moves: +Ame no Murakumo _2_3_6_+_P +Excalibur _^_2_3_6_+[_P/_K] +Gram _6_2_3_+[_P/_K] +Air Gram _^_6_2_3_+_P +Warp _4_2_1_+[_P/_K] +Vajra _2_1_4_+_K +Formation A _2_3_6_+_K +Formation B ^4_6_+_P +^!Formation B Fire (_^)^4_6_+_P +Formation C ^4_6_+_K +Wall Cling _2_1_4_+_P +^!Climb Up or Down [_8/_2] +^!Ground Drop _6 +^!Wall Shift _4_6 +^!Cipher Kougeki _P +^!Jimen ni Tobigeri _K +^!Climb Down Kick _2_+_K + +:Hyper Combos: +Ragnarok _6_2_3_+^W +Ouroboros _2_3_6_+^W +Legion _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Ame no Murakumo +Variable Combo Legion +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Upward Toss [_4/_6]_+^F +Brain Buster [_4/_6]_+^G +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw [_1/_3]_+[^F/^G] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Elbow Drop _6_+^F +Headbutt _^_8_+^F +Elbow Dive _^_2_+^F +Long Punch _^_6_+^G +Body Press _^_2_+^G +Double Knee Drop _^_2_+^I +Grab Dash Dash[^F/^G/^I/^J] + +:Special Moves: +Double Lariat (_^)^U +^!Move [_4/_6] +Quick Double Lariat (_^)^T +^!Move [_4/_6] +Screw Piledriver (_^)_x_+_P +Flying Powerbomb _4_1_2_3_6_+_K +Atomic Suplex ^-_4_1_2_3_6_+_K +Banishing Flat _6_2_3_+_P +Aerial Russian Slam _6_2_3_+_K + +:Hyper Combos: +Final Atomic Buster _x_+^W +Ultra Atomic Buster (^M)_x_+^V +Mode Change_&Mech-Zangief _4_2_1_+^H + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers [_2_+^F/throw with^F] +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/_6_+^G/^J] +Variable Counter Flying Powerbomb +Variable Combo [DoubleF.A.Buster/HyperD.Lariat] + +:Additional Notes: +_`can't use Retreat + + _& MECH-ZANGIEF MODE MOVES _& +:Throws: +Upward Toss [_4/_6]_+^F +Brain Buster [_4/_6]_+^G +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw [_1/_3]_+[^F/^G] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Elbow Drop _6_+^F +Headbutt _^_8_+^F +Elbow Dive _^_2_+^F +Long Punch _^_6_+^G +Body Press _^_2_+^G +Double Knee Drop _^_2_+^I +Grab Dash Dash[^F/^G/^I/^J] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver (_^)_x_+_P +Flying Powerbomb _4_1_2_3_6_+_K +Atomic Suplex ^-_4_1_2_3_6_+_K +Vodka Fire _2_3_6_+_P +Aerial Russian Slam _6_2_3_+_K + +:Hyper Combos: +Final Atomic Buster _x_+^W +Siberian Blizzard _x_+^V +Mode Change_&Normal Body _4_2_1_+^H + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers [_2_+^F/throw with^F] +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/_6_+^G/^J] +Variable Counter Flying Powerbomb +Variable Combo [DoubleF.A.Buster/HyperD.Lariat] + +:Additional Notes: +_`can't block +_`can't use Retreat +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Carnage "Red Venom" + - at the Character Select Screen + - put the cursor on Chun-Li_6_2_2_2_2_4 + _8_8_8_8_6_6_2_2_4_4_2_2_6_2_8_8_8_8_4_4_8 + +*Play with "Golden" War Machine + - at the Character Select Screen + - put the cursor on Zangief_4_4_2_2_6_6_2_2 + _4_4_8_8_8_8_6_6_4_4_2_2_6_6_2_2_4_4_2_2 + _6_6_2_2_2_2 + +*Play with "Orange" Hulk + - at the Character Select Screen + - put the cursor on Chun-Li_6_6_2_2_4_4_6_6 + _2_2_4_4_8_8_8_8_2_2_6_6_8_8_2_2_2_2_8_8_8_8 + _4_8 + +*Play with Lilith "Morrigan" + - at the Character Select Screen + - put the cursor on Zangief_4_4_2_2_6_6_8_8 + _2_2_2_2_4_4_8_8_8_8_6_4_2_2_2_2_6_6_8_8_8_8 + _4_4_2_2_2_2_6_2 + +*Play with Roll + - at the Character Select Screen + - put the cursor on Zangief_4_4_2_2_6_6_2_2 + _4_4_8_6_8_8_6_6 + +*Play with Shadow Lady + - at the Character Select Screen + - put the cursor on Morrigan_8_6_6_2_2_2_2_4_4 + _8_8_8_8_6_6_4_4_2_2_6_6_2_2_4_4_8_8_6_6_8_8 + _4_4_2_2_2_2_2 + +*Play with Onslaught + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Carnage "Red Venom" +Codename: Cletus Kasady +----------------------------------------------- +:Throws: +Web Hold [_4/_6]_+[^F/^G] +Ground Slam [_4/_6]_+[^I/^J] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Air Dash _^[_6_6/^U] + +:Special Moves: +Venom Crush _2_3_6_+_X_P +Venom Storm _2_3_6_+_X_K +Venom Charge _^_2_3_6_+_P +Web Throw _6_3_2_1_4_+_P + +:Hyper Combos: +Venom Web _2_3_6_+^W +Death Bite _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes _2_+^G +Knockdowns _2_+^J +Launchers ^G +Air Launchers --- +Air Combo Finishers ^G +Variable Counter Venom Crush +Variable Combo Death Bite +----------------------------------------------- +$end +$cmd +"Golden" War Machine +----------------------------------------------- +:Throws: +Repulsor Slam [_4/_6]_+[^F/^G] +Rocket Corner Slam [_4/_6]_+[^I/^J] + +:Air Throws: +Repulsor Slam _^_?_+[^F/^I/^G/^J] + +:Command Moves: +Double Punches ^E^E +Directed Laser _^[_2/_8]_+^G +Upward Kick _^_8_+^J +Knee Stomp super jump_2_+^I + +:Special Moves: +Shoulder Cannon-high (_^)_2_3_6_+_P +Shoulder Cannon-low _2_3_6_+_K +Smart Bomb (_^)[_4/_6]_+^F_+^H + +:Hyper Combos: +Proton Cannon _2_3_6_+^W +War Destroyer _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns _2_+^I +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/_2_+^G/^J] +Variable Counter Shoulder Cannon +Variable Combo Proton Cannon + +:Additional Notes: +_`can't block +----------------------------------------------- +$end +$cmd +"Orange" Hulk +Codename: Robert Bruce Banner +----------------------------------------------- +:Throws: +1-Hand Drop [_4/_6]_+[^F/^G] + +:Air Throws: +Drop Slam _^_?_+[^F/^G] + +:Special Moves: +Gamma Slam _2_3_6_+_P +Gamma Tornado _6_3_2_1_4_+_P +Gamma Charge-ground ^4_6_+_K +^!Double _?_+_K +Gamma Charge-air ^2_8_+_K +^!Double _?_+_K + +:Hyper Combos: +Gamma Wave _2_3_6_+^W +Gamma Crush _2_1_4_+^W +^!Move [_4/_6] +Gamma Quake _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes [^G/^J/_2_+^J] +Knockdowns --- +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Gamma Charge-ground +Variable Combo Gamma Wave +----------------------------------------------- +$end +$cmd +Lilith "Morrigan" +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] +Breast Anguish [_4/_6]_+[^I/^J] + +:Air Throws: +Sexual Embrace _^_?_+[^F/^G] + +:Command Moves: +Necro Desire _6_+^J +Mysterious Arc _3_+^G +Air Dash _^[_6_6/^U] +Vania Dash Upward _^[_6_6_9/_8_+^U] +Vania Dash Downward _^[_6_6_3/_2_+^U] +Shell Kick _^_2_+^I +Shell Pierce _^_2_+^J + +:Special Moves: +Soul Flash (_^)_2_3_6_+_P +Shining Blade _6_2_3_+_P +Vector Drain ^-_6_3_2_1_4_+_P + +:Hyper Combos: +Brilliant Shower _2_3_6_+^W +Luminous Illusion (_^)_2_3_6_+^V +Splendor Love _6_2_3_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Launchers --- +Air Combo Finishers [^G/^J/_2_+^J/Soul Flash] +Variable Counter Soul Flash +Variable Combo Brilliant Shower +----------------------------------------------- +$end +$cmd +Roll +----------------------------------------------- +:Throws: +Shoulder Toss [_4/_6]_+[^F/^G] + +:Air Throws: +Shoulder Toss _^_?_+[^F/^G] + +:Command Moves: +Swipe Kick _^_8_+^J + +:Special Moves: +Roll Buster (_^)_2_3_6_+_P +Flower Bundle Bomb (_^)_2_1_4_+_P +Eddie's Item Transport~Rockball _2_1_4_+^H +^!Item Use _2_3_6_+_K +Eddie's Item Transport~Tornado Hold _2_1_4_+^I +^!Item Use _2_3_6_+_K +Eddie's Item Transport~Leaf Shield _2_1_4_+^J +^!Item Use _2_3_6_+_K + +:Hyper Combos: +Hyper Roll _2_3_6_+^W +Rush Drill _2_3_6_+^V +^!Move _? +^!Dask [_P/_K] +Beat Plane (_^)_2_1_4_+^V +^!Move _? +^!Attack _X[_P/_K] + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Rock Buster +Variable Combo Hyper Roll +----------------------------------------------- +$end +$cmd +Shadow Lady +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^_?_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Triple Jump _^_8_8 +Air Dash _^[_6_6/^U] +Yosou Kyaku _^_2_+^I +Split Kick _^_8_+^H +Front Kick _^_6_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Infinity Leg (_^)_X_K +Miracle Drill _2_3_6_+_P +Rainbow Missile _2_3_6_+_K +Sky Counter Crash _6_3_2_1_4_+_K +Plasma Barrier _6_2_3_+_P + +:Hyper Combos: +Big Bang Laser _2_3_6_+^W +Galaxy Missile _2_3_6_+^V +Final Mission (^M)^4_6_4_6_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Launchers --- +Air Combo Finishers [^G/^J] +Variable Counter Miracle Drill +Variable Combo Big Bang Laser +----------------------------------------------- +$end +$cmd +Onslaught +----------------------------------------------- +:Special Moves: +Hyper Gravity _2_3_6_+^E +Magnetic Shockwave _2_3_6_+^F +Magnetic Tempest _2_3_6_+^G +Head Crash _2_3_6_+^H +Mega Optic Blast _2_3_6_+^I +Sentinel Assist _2_3_6_+^J +Warp _6_2_3_+_P +Partner Change _2_1_4_+^E + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use Dash +_`can't use Retreat +_`can't use Super Jump +_`can't use Safety Roll +_`can't use any Variable Moves +_`can't use Special Partner +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Change Battle Order + - at the Vs. Screen_O^U + +*Use Opponent's Helper + - at the Vs. Screen_O^T +----------------------------------------------- +$end + +$info=matrim +$cmd +*---INFO---* +----------------------------------------------- +Matrimelee +Shin Gouketsuji Ichizoku Toukou +(c)2002 Atlus / Noise Factory +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: May 26th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +S: Shadow Move (use on Run) +c: cancel in any move + +:Stress Shot: (SS) +needs 1 Stress Meter + +:Ippatsu Ougi: (IO) +needs 2 Stress Meter + +:Kinjite: (KI) +needs 3 Stress Meter +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Super Jump _2_8 +Double Jump _^_8 + +:Escape Moves: +Roll Forward _A_+_B +Roll Backward _4_+_A_+_B + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Throws: +Throw (_^)^-[_4/_6]_+_C + +:Guard Cancel Moves: +Counter Attack (1Strees)block_C_+_D + +:Command Moves: +Knock Opponent _C_+_D +Launcher _2_+_C_+_D + +:Referre Moves: +Call Referee _B_+_C +^!Shield Referee on front[_4/_6]_+_B_+_C +^!Shot Referee on back[_4/_6]_+_B_+_C +----------------------------------------------- +$end +$cmd +Anny +----------------------------------------------- +:Command Moves: +Forward Flip Kick _6_+_B +Upward Slap _3_+_A + +:Special Moves: +Annie Dynamic _O_D +Golden Swan (_^)_2_3_6_+_P +Rainbow Sweep _6_2_3_+_P S + +:Stress Shot: +Psychedelic Throw _6_3_2_1_4x2_+_C + +:Ippatsu Ougi: +Angel Laser Attack _4_6_+_A_1_3_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_2_+_Bc_Dc +----------------------------------------------- +$end +$cmd +Buntaro +----------------------------------------------- +:Command Moves: +Headbutt _6_+_A +Shoulder Charger _3_+_C + +:Special Moves: +Bun-chan Kick! _6_2_3_+_K S +Gekisoku! Slider! _6_3_2_1_4_+_K +Ki! Yuuki! _6_3_2_1_4_+_P +Kakatsun Kick _^_2_3_6_+_Kx2 +Ground Stomp _2_2_+_K +^!Gekisoku! Slider! _6_3_2_1_4_+_K +^!Ki! Yuuki! _6_3_2_1_4_+_P +^!Double Ground Stomp _2_2_+_K + ^!Gekisoku! Slider! _6_3_2_1_4_+_K + ^!Ki! Yuuki! _6_3_2_1_4_+_P + ^!Triple Ground Stomp _2_2_+_K + ^!Gekisoku! Slider! _6_3_2_1_4_+_K + ^!Ki! Yuuki! _6_3_2_1_4_+_P + +:Stress Shot: +Somersault Combo _2_1_4_1_2_3_6_+_D + +:Ippatsu Ougi: +Rush Combo ^4_D_B_D_B + +:Combos: + --- 2hits --- +_Bc_Dc +_2_+_Bc_Dc +_^diagonal_Bc_Dc +----------------------------------------------- +$end +$cmd +Chinnen +----------------------------------------------- +:Command Moves: +Overhead Double Kick _6_+_B +Ground Slide _3_+_B + +:Special Moves: +Striking Thunder Fist _6_4_6_+_P S +Oro Ball Wave _6_3_2_1_4_+_P +Thunder Kick _4_1_2_3_6_+_K S +Freeze Curse Card _4_1_2_3_6_+_A_+_C + +:Stress Shot: +Turn of Fate _O_A_O_B_C + +:Ippatsu Ougi: +Rush Combo _2_3_6_3_2_1_4_+_B + +:Kinjite: +Super Rush Combo stress explode_x_x_+_D + +:Combos: + --- 2hits --- +_Ac_Bc +_Cc_Dc +----------------------------------------------- +$end +$cmd +Clara +----------------------------------------------- +:Command Moves: +Long Wand Down Swipe _6_+_A +Stomp _^_2_+_B + +:Special Moves: +Wand Throw _2_3_6_+_P +Hammer Blow _2_1_4_+_P +Whirlwind Attack (_^)_2_1_4_+_K S +^!Move(ground version) [_4/_6] +Blow Kiss _6_4_1_2_3_6_+_B_+_D + +:Stress Shot: +Starlight Transformation _2_3_6x2_+_C + +:Ippatsu Ougi: +Unknown Creator Call _4_1_2_3_6_4_1_2_+_C +^!Capture _C + +:Combos: + --- 2hits --- +_Ac_Cc +_^diagonal_Cc_Dc + --- 3hits --- +_Bc_Bc_Dc +----------------------------------------------- +$end +$cmd +Hikaru +----------------------------------------------- +:Command Moves: +Knee Hop _6_+_B +Forward Roll _3_+_A + +:Special Moves: +Multi Hit Dragon Punch _6_2_3_+_P S +Diving Kick _^_2_1_4_+_K +Counter _6_2_3_+_K + _`reverse all +Impulse _6_3_2_1_4_+_P S +2hit Cane Strike _6_3_2_1_4_+_K + +:Stress Shot: +Upper Combo (_^)_2_1_4_1_2_3_6_+_A_+_C + +:Ippatsu Ougi: +Super Counter _2_2_3_6_+_D + _`reverse all + +:Combos: + --- 2hits --- +_Cc_Cc +_Dc_Dc +_2_+_Bc_2_+_Cc +----------------------------------------------- +$end +$cmd +Kanji +----------------------------------------------- +:Command Moves: +Balances on his Stick _6_+_A +^!Move [_4/_6] +^!Gets off his Stick _2 +^!Whacks with his Cane _P +^!Does a Spinning Roll _K + +:Special Moves: +Rapid Cane _X_P S +Libido Attack _6_3_2_1_4_+_P +Loincloth Snap _4_1_2_3_6_+_K +Headbutt Launch _6_4_1_2_3_6_+_P S + +:Stress Shot: +Kanji Combo Rush ^4_6_+_B_+_D + +:Ippatsu Ougi: +Samurai Slash _B_+_D_B_B_D + +:Combos: + --- 2hits --- +^=_Ac_Cc +_^vertical_C_C + --- 3hits --- +_2_+_Bc_Bc_Dc +----------------------------------------------- +$end +$cmd +Keith +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_B +Forward Kick _6_+_D + +:Special Moves: +Lightning Flash _2_1_4_+_P +Knuckle Bomber ^4_6_+_P +Rolling Cannon _2_1_4_+_K S +Spiral Kick (_^)_2_3_6_+_Kx3 + +:Stress Shot: +Knuckle Bomb Flash _2_1_4_1_2_3_6_+_C +^!Super Rolling Cannon _2_1_4_1_2_3_6_+_C + +:Ippatsu Ougi: +Upper Flame Attack _2_3_6x2_+_C + +:Combos: + --- 2hits --- +_2_+_Cc_Cc + --- 3hits --- +_Ccc_Cc +----------------------------------------------- +$end +$cmd +Olof +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_A +2hit Kick _3_+_B + +:Special Moves: +Auto Reversal _N + _`reverse high/mid/Special/SS/IO +2-Spinning Kicks _2_1_4_+_K S +Anti Air Double Kick _6_2_3_+_K S +Projectile Aimed-straight _2_3_6_+_P +Projectile Aimed-downward _2_3_6_+_B +Projectile Aimed-upward _2_3_6_+_D +Mid-Air Flying Kick _^_2_1_4_+_Kx2 + +:Stress Shot: +Rush Combo _2_3_6_3_2_1_4_+_D + +:Ippatsu Ougi: +Powerful Punch _4_1_4_6_+_P + +:Combos: + --- 2hits --- +_Bc_Bc +_Cc_Dc +_^diagonal_Dc_Dc +----------------------------------------------- +$end +$cmd +Poochy +----------------------------------------------- +:Command Moves: +Roll Kick _6_+_B +Forward Kick _3_+_D + +:Special Moves: +Bone Dig _2_1_4_+_P +Swan Dive (_^)_2_1_4_+_K +Ear Slap _2_3_6_+_P +Doggy Dash _2_3_6_+_K S + +:Stress Shot: +Great Bear Charge _O_A_O_B_C + +:Ippatsu Ougi: +Big Typhoon _6_4_6_4_6_4_6_4 +Double Typhoon stress explode_6_4_6_4_6_4_6_4 + +:Combos: + --- 2hits --- +_Cc_Cc +----------------------------------------------- +$end +$cmd +Reiji +----------------------------------------------- +:Command Moves: +Overhead Punch _6_+_A +Elbow and Kick _3_+_B + +:Special Moves: +Thunder Kick _X_K S +Thunder Glove _2_3_6_+_P +Flying Dragon Upper _6_2_3_+_P S +Super Spin Kick _^_2_1_4_+_K +Roll Tackle Pound ^-_6_3_2_1_4_+_D + +:Stress Shot: +Punch Rush _6_3_2_1_4_6_+_C +^!Finisher _6_2_3_+_C + +:Ippatsu Ougi: +Ground Tiger Punch _2_3_6x2_+_C + +:Combos: + --- 2hits --- +_Bc_Dc +_2_+_Cc_Cc +----------------------------------------------- +$end +$cmd +Saizo +----------------------------------------------- +:Command Moves: +Slide Kick _3_+_B +Dive Kick _^_2_+_D + +:Special Moves: +Dragon Flame Flash _2_3_6_+_P +Dragon Flash Bomb _2_1_4_+_P +Dragon Flash-fake _2_1_4_+_B +Tsunami Slash _^_2_1_4_+_P +Blue Flame Slice _4_1_2_3_6_+_K S + +:Stress Shot: +Flaming Flash Wave (_^)_2_3_6_3_2_1_4_+_C + +:Ippatsu Ougi: +Shadow Ninja Combo _1_3_1_3_+_D + +:Combos: + --- 2hits --- +_2_+_Ac_Cc + --- 3hits --- +_Bc_Dc_Dc +----------------------------------------------- +$end +$cmd +Shintaro +----------------------------------------------- +:Command Moves: +Headbutt _6_+_A +Air Uppercut _^_6_+_A + +:Special Moves: +Rising Kicks _6_2_3_+_K S +Backflip (_^)_6_3_2_1_4_+_P S +Lunging Punch _2_3_6_+_Px3 +Punch Flurry _6_3_2_+_P + +:Stress Shot: +Upper Combo _2_3_6x2_+_C + +:Ippatsu Ougi: +Rush Combo ^4_C_A_C_A + +:Kinjite: +Super Upper Combo ^-_6_2_3_4_+_C + +:Combos: + --- 2hits --- +_Cc_Cc +----------------------------------------------- +$end +$cmd +Tane +----------------------------------------------- +:Command Moves: +4hit Punch _3_+_C +2hit Stomp _^_2_+_B + +:Special Moves: +Gan Sai Ha ^4_6_+_P +Ikaku Gan ^4_6_+_K +Sei Ryuu Ranbu Dan ^-_6_3_2_1_4_+_P +Tenbu Kyaku ^2_8_+_D + +:Stress Shot: +Big Face Projectile _2_3_6x2_+_C + +:Ippatsu Ougi: +Spirit Charge _4_1_4_6_+_C + +:Kinjite: +Super Big Face Projectile _2_3_6x3_+_C + +:Combos: + --- 2hits --- +^=_Bc_Bc + --- 3hits --- +_Ccc_Cc +_2_+_Bc_Bc_Dc +----------------------------------------------- +$end +$cmd +Ume +----------------------------------------------- +:Command Moves: +Slide _3_+_B +Stomp _^_2_+_B + +:Special Moves: +Gan Sai Ha _2_3_6_+_P +Ikaku Gan _6_2_3_+_P S +Sei Ryuu Ranbu Dan _6_3_2_1_4_+_P +Tenbu Kyaku _^_2_3_6_+_K + +:Stress Shot: +Pillar Face Attack _2_3_6x2_+[_P/_K] + +:Ippatsu Ougi: +Spirit Charge _1_3_4_6_+_A_+_C + +:Kinjite: +Super Pillar Face Attack _2_3_6x3_+_C + +:Combos: + --- 2hits --- +_2_+_Bc_2_+_Bc +_2_+_Cc_Cc +_^diagonal_Cc_Dc + --- 3hits --- +^=_Bc_Bc_Bc +----------------------------------------------- +$end +$cmd +White +----------------------------------------------- +:Command Moves: +Counter Knee _6_+_B +Shoulder Attack _3_+_A + +:Special Moves: +Arrow Shot _2_3_6_+_P +Flying Elbow Blow _^_2_1_4_+_P +Smash Tackle ^4_6_+_P +^!Uppercut(with_C) _6_2_3_+_C + ^!Flipping Slam _^^-[_4/_6]_+_C +Charging Buffalo ^4_6_+_K + +:Stress Shot: +Indian Pillar _2_3_6_3_2_1_4_+_C + +:Ippatsu Ougi: +Indian Super Grab ^-_6_3_2_1_4x2_+_C + +:Combos: + --- 2hits --- +_Dc_Dc +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Elias, Jimmy, Lynn and Mr. Jones + - at the Character Select Screen + - _8_8_8_8_2_2_2_4_4_6 + +*Play with Princess Sissy + - after choose your character + - _O_A_+_B_+_C_+_Duntil match begins +----------------------------------------------- +$end +$cmd +Elias Patrick +----------------------------------------------- +:Command Moves: +Vertical Punch _6_+_A +2hit Low Kick _3_+_B + +:Special Moves: +Holy Flare _2_3_6_+_P +Sinful ^-_6_2_3_+_P +Magnus _2_1_4_+_P S +Hell or Heaven _4_1_2_3_6_+_K + +:Stress Shot: +Maximum Delirium _6_3_2_1_4_6_+_A + +:Ippatsu Ougi: +Maximum Delirium _6_3_2_1_4_6_+_C + +:Additional Notes: +_`can't use Air Throw + +:Combos: + --- 3hits --- +_Ccc_Cc +----------------------------------------------- +$end +$cmd +Jimmy +----------------------------------------------- +:Command Moves: +Elbow _6_+_A +Autoguard Elbow _3_+_A + +:Special Moves: +Red Rage _2_3_6_+_P +Shouryuu Dan _6_2_3_+_P S +Cannon Kick _2_1_4_+_K +Triple Hit Punch Combo _6_3_2_1_4_+_A +Heat Hurricane _6_3_2_1_4_+_C +^!Flaming Punch _2_3_6_+_C +^!Overhead Elbow _2_1_4_+_C +^!Uppercut Finish _6_2_3_+_C + +:Stress Shot: +Gun Blow _2_1_4_1_2_3_6_+_A + +:Ippatsu Ougi: +Gun Blow _2_1_4_1_2_3_6_+_C + +:Additional Notes: +_`can't use Air Throw + +:Combos: + --- 2hits --- +_2_+_Cc_Cc +----------------------------------------------- +$end +$cmd +Lynn Baker +----------------------------------------------- +:Command Moves: +Forward Palm _6_+_A +Crossup Kick _^_4_+_B + +:Special Moves: +Ko Ryu Sho Zan _2_3_6_+_P +Enretsu Ken _6_3_2_1_4_+_P S +Ko Ryu Kyaku ^2_8_+_K +Ryu En Hou _6_2_3_+_P +^!High Kick _2_3_6_+_K + ^!Downward Kick _K + +:Stress Shot: +Tobi Ryu _2_1_4_1_2_3_6_+_B + +:Ippatsu Ougi: +Tobi Ryu _2_1_4_1_2_3_6_+_D + +:Combos: + --- 2hits --- +_Cc_Cc +_Dc_Dc +----------------------------------------------- +$end +$cmd +Mr. Jones +----------------------------------------------- +:Command Moves: +Elbow _6_+_A +2hit Sliding Kick _3_+_B + +:Special Moves: +Gaudy Punch _X_P +Funky Impact _2_3_6_+_P S +Retro Knuckle _2_1_4_+_P +Arc Fliegen _2_1_4_+_K + +:Stress Shot: +Groove Master _2_1_4x2_+_B + +:Ippatsu Ougi: +Kang Special _2_3_6_+_B_+_D + +:Combos: + --- 2hits --- +_2_+_Cc_Cc +----------------------------------------------- +$end +$cmd +Princess Sissy +----------------------------------------------- +:Special Moves: +Abubo in a Box _2_3_6_+_P +Sword _6_2_3_+_P +Unleash Frog _2_3_6_+_K +Bomb Throw _2_1_4_+_K + +:Stress Shot: +Super Bomb Throw _2_1_4_1_2_3_6_+_A + +:Ippatsu Ougi: +Transform Shot _2_1_4_1_2_3_6_+_C + +:Additional Notes: +_`can't use Air Throw +----------------------------------------------- +$end + +$info=mbombrd +$cmd +*---INFO---* +----------------------------------------------- +Muscle Bomber Duo - Heat up Warriors +Muscle Bomber Duo - Ultimate Team Battle +(c)1993 Capcom +Made by: Fabricio da Silva Coroquer +Last Update: March 19th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_G: Grab +_a: Attack +_b: Jump +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Grab Moves: +Do after a Normal Grab + +:Super Slam: +Do after a Normal Grab + +:Special Pin: +Do after a Normal Grab + +:Submission Hold: +Do after a Normal Grab +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_4_4/_6_6] + +:Normal Moves: +Guard ^4_+_O_a +Look Down Attack _G_+_a +Left and Right Attack _a_+_b +Slide Dash_2_+_a +Pin foe down_a + +:Normal Grab: +Normal Grab ^-_G +^!Throw on the Ropes [_4/_6]_+_G +^!Body Slam _?_+_a +^!Throw _a_+_b + +:Command Moves: +Climb the Turnbuckle on turnbuckle_?_?(same) +^!Taunt [_G/_a] +^!Jump _b +----------------------------------------------- +$end +$cmd +Alexander the Greater +----------------------------------------------- +:Special Moves: +Shoot Gunstab _X_a +Knuckle Gust _2_3_6_+_a + +:Special Pins: +Powerbomb Pin (front)_2_+_G_+_a + +:Submission Holds: +Backbreaker (front)_8_+_G_+_a +----------------------------------------------- +$end +$cmd +Biff Slamkovich +----------------------------------------------- +:Special Moves: +Sonic Fist _X_a +Low Kick _2_+_a +Leg Cracker _4_6_+_a + +:Grab Moves: +Piledriver (front)_2_+_a_+_b + +:Super Slams: +Head Rocker _8_9_6_+_a + +:Special Pins: +Perfect Plex (front)_2_+_G_+_a +----------------------------------------------- +$end +$cmd +El Stingray +----------------------------------------------- +:Special Moves: +Jalapeno Comet _2_3_6_+_a +Meteor Southern Cross on turnbuckle_b_2_+_a +Back Flip _G_+_a_+_b +Flying Headbutt _2_8_+_a + +:Super Slams: +Atomic Diver _6_2_3_+_a + +:Submission Holds: +Choke Hold (back)_G_+_a + +:Special Pins: +Jumping Fall Dashb_G_+_a +----------------------------------------------- +$end +$cmd +Great Oni +----------------------------------------------- +:Special Moves: +Senbuu Kyaku _G_+_a_+_b +Kizan _2_8_+_a + +:Grab Moves: +Super Bulldog (front)_2_+_a_+_b + +:Super Slams: +Neck Wrecker _x_+_a_+_b + +:Special Pins: +Back Suplex (back)_G_+_a +----------------------------------------------- +$end +$cmd +Gunlock +----------------------------------------------- +:Special Moves: +Sonic Fist _X_a +Double Elbow _2_+_a +Leg Cracker _4_6_+_a + +:Super Slams: +Head Rocker _8_9_6_+_a + +:Special Pins: +Powerslam (front)_2_+_G_+_a +Perfect Plex (front)_2_+_a_+_b +----------------------------------------------- +$end +$cmd +Jumbo Flapjack +----------------------------------------------- +:Special Moves: +Pancake Poison _4_1_2_3_6_+_a +Balloon Missile _8_9_6_+_a + +:Super Slams: +Pancake Toss _8_4_6_+_a + +:Submission Holds: +Bear Hug (front)_G_+_a +----------------------------------------------- +$end +$cmd +King Rasta Mon +----------------------------------------------- +:Special Moves: +Jungle Fever _X_a +Wild Tackle _2_8_+_a + +:Super Slams: +Dread Lock Drop _2_8_+_a + +:Special Pins: +German Suplex (back)_G_+_a +----------------------------------------------- +$end +$cmd +Mike Haggar +----------------------------------------------- +:Special Moves: +Double Lariat _G_+_a_+_b +Angry Hammer _8_9_6_+_a + +:Super Slams: +Spinning Piledriver _x_+_a_+_b + +:Special Pins: +Powerbomb Pin (front)_2_+_G_+_a +----------------------------------------------- +$end +$cmd +Scorpion +----------------------------------------------- +:Special Moves: +Death Spiral _2_8_+_G_+_a +Low Kick _2_+_a +Tiger Fang _2_3_6_+_a + +:Super Slams: +Death Spiral _8_2_+_a + +:Special Pins: +Piledriver Pin (front)_G_+_b +German Suplex (back)_G_+_a +----------------------------------------------- +$end +$cmd +Titanic Tim +----------------------------------------------- +:Special Moves: +Tsunami _4_1_2_3_6_+_a +Elephant Bomb _8_9_6_+_a + +:Super Slams: +Titan Breaker _1_2_8_+_a + +:Submission Holds: +Choke Hold (front)_2_+_G_+_a +Backbreaker (back)_8_+_G_+_a +----------------------------------------------- +$end + +$info=nwarr +$cmd +*---INFO---* +----------------------------------------------- +Night Warriors: Darkstalkers' Revenge +Vampire Hunter: Darkstalkers' Revenge +(c)1995 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: March 20th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +S: ES Special Move (use^V/^W) (needs 1LV) +G: Guard Cancel Move (needs 1LV) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:EX Moves: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Escape Moves: +Throw Escape thrown[_4/_6]_+[^G/^J] + +:Recovery Moves: +Safety Roll knocked[_4/_6] + +:Pursuit Moves: +Pursuit Attack foe down_8_+_K S +----------------------------------------------- +$end +$cmd +«Super Bar Color» +----------------------------------------------- +Level 1------Blue +Level 2------Green +Level 3------Orange +----------------------------------------------- +$end +$cmd +Anakaris +----------------------------------------------- +:Command Moves: +Mid-air Float _8 +^!Move [_4/_6] +^!High Float _8 +^!Cancel _2 +Diagonal Float [_7/_9]_8 +^!Tombstone Drop _2_+_K +^!Tombstone Dive _3_+_K +Seija no Ayumi _6_+^I +Floating Coffin [_4/_6]_+^J +Reverse Warp against wall_4_4 + +:Special Moves: +Cobra Blow _4_6_+_P S +Miira Drop _2_3_6_+_P S +Ouke no Sabaki _^_2_3_6_+_P S +Hitsugi no Mai [^E_+^H/^F_+^I/^G_+^J] S +Kotodama Gaeshi-inhale (_^)_2_1_4_+_K + _`absorb projectiles +^!Kotodama Gaeshi-exhale _2_3_6_+_K S + +:EX Moves: +Naraku no Ana _4_1_2_3_6_+^V +Pharaoh Magic ^I^E_2^H^F +Pharaoh Split ^E^E_2^I^J + _`splits in two +----------------------------------------------- +$end +$cmd +Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^_?_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Hane Ha _4_1_2_3_6_+_P S +^!Tsuji Hayate _2_3_6_+_P +^!Kaeshi Ha _4_+_P + ^!Kien Zan _6_2_3_+_P +Karame Dama _^_8_9_6_+_P S +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Kien Zan reversal_6_2_3_+_P SG +Kirisute Gomem ^-_x_+_P S + +:EX Moves: +Tsurane Giri _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Oni Kubi Hineri _6_2_3_+^W +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive [_4/_6]_+[^F/^G] + +:Air Throws: +Demon Fly _^_?_+[^F/^G] + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P S +Bat Spin (_^)_2_1_4_+_K S +Demon Cradle-vertical _6_2_3_+_P SG +Demon Cradle-diagonal Dash_6_2_3_+_P S +Negative Stolen ^-_x_+[^F/^G] + +:EX Moves: +Midnight Pleasure _2_6_3_+^W +Demon Blast _2_6_3_+^V +----------------------------------------------- +$end +$cmd +Donovan Baine +----------------------------------------------- +:Throws: +Sharirum Luna [_4/_6]_+[^F/^G] + +:Command Moves: +Hop Kick _6_+^J +Killshread Surf _^_2_+[^H/^I] +Killshread Dive _^_2_+^J + +:Special Moves: +Shiva Summon _4_1_2_3_6_+_P S +Ifrit Summon _6_2_3_+_P SG +Raiden Summon _4_2_1_+_X_P S +Sword Grapple ^-_6_3_2_1_4_+_P +Killshread Plant [^E_+^H/^F_+^I/^G_+^J] S +^!Killshread Summon [^E_+^H/^F_+^I/^G_+^J] + +:EX Moves: +Titan Summon _4_1_2_3_6_+_K +Charge Immortal ^F^E_4^H^I +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Throws: +Panic Nail [_4/_6]_+[^F/^G] +Tumble Cat [_4/_6]_+[^I/^J] + +:Air Throws: +Flip Cat _^_?_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Sand Splash _2_3_6_+_K SG +Rolling Buckler _2_3_6_+_P_P S +Rolling Scratch _2_1_4_+_X_P S +Delta Kick _4_2_1_+_K S +Hell Cat ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Dancing Flash _6_2_3_+^W +Please Help Me! _4_1_2_3_6_+^V +----------------------------------------------- +$end +$cmd +Hsien-Ko +(Lei-Lei on Japanese Version) +----------------------------------------------- +:Throws: +Hourei [_4/_6]_+[^F/^G] + +:Air Throws: +Houten _^_?_+[^F/^G] + +:Command Moves: +Rantetsu _6_+^F +Edoga _6_+^G +Air Walk _^[_4_4/_6_6] + +:Special Moves: +Anki Hou _2_3_6_+_P S +Henkyou Ki (_^)_2_1_4_+_P SG +Senpuu Bu (_^)_6_2_3_+_P S +^!Blender _X_P +^!Cancel _K +Houten Geki ^-_6_3_2_1_4_+[^F/^G] + +:EX Moves: +Chirei Tou _4_1_2_3_6_+^V +Tenrai Ha ^H^J^F^F_8 +----------------------------------------------- +$end +$cmd +Huitzil +(Phobos on Japanese Version) +----------------------------------------------- +:Throws: +Magneto Slam [_4/_6]_+[^F/^G] + +:Air Throws: +Sky Capture _^_?_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Plasma Beam _2_3_6_+_P S +Might Launcher _2_3_6_+_K S +Genocide Vulcan _4_2_1_+_P S +Reflect Wall reversal_6_2_3_+_P SG +Circuit Scrapper ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Confusioner _6_2_3_+^V +Final Guardian _6_3_2_1_4_+^V +----------------------------------------------- +$end +$cmd +Jon Talbain +(Gallon on Japanese Version) +----------------------------------------------- +:Throws: +Rapid Crunch [_4/_6]_+[^F/^G] +Canyon Rounder [_4/_6]_+[^I/^J] + +:Air Throws: +Canyon Flyer _^_?_+[^F/^G] + +:Special Moves: +Beast Cannon-straight _2_3_6_+_P SG +^!Double _?_+_P +Beast Cannon-diving _^_9_6_3_+_P S +^!Double _?_+_P +Beast Cannon-rising _6_2_3_+_P S +^!Double _?_+_P +Million Flicker _4_2_1_+_P S +Climb Laser _2_8_+_K S +Wild Circular ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Dragon Cannon _6_3_2_1_4_+^W +Mirage Body _4_1_2_3_6_+^V + _`all Normal Attacks become multi-hit +----------------------------------------------- +$end +$cmd +Lord Raptor +(Zabel Zarock on Japanese Version) +----------------------------------------------- +:Throws: +Murder Beat [_4/_6]_+[^F/^G] +Deadly Catapult [_4/_6]_+[^I/^J] + +:Air Throws: +Air Catastrophe _^_?_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Extend Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Directed Punches _^_2_+_P +Diving Stinger _^_2_+_K + +:Special Moves: +Death Hurricane (_^)_2_1_4_+_K SG +Skull Sting (_^)_2_8_+_K S +Skull Punish ^-_6_3_2_1_4_+[^F/^G] S +Hell's Gate _4_1_2_3_6_+_K + +:EX Moves: +Death Voltage (_^)_6_3_2_1_4_+^V +Evil Scream _6_4_+^W +Hell Dunk _6_2_3_+^W +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] + +:Air Throws: +Sexual Embrace _^_?_+[^F/^G] + +:Command Moves: +Vertical Dash _O^H[_4_4/_6_6] +Shell Kick _^_2_+_K + +:Special Moves: +Soul Fist-ground _2_3_6_+_P S +Soul Fist-air _^_8_9_6_+_P S +Shadow Blade _6_2_3_+_P SG +Vector Drain ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Valkyrie Turn (_^)_6_3_2_1_4_+_K[_P/_K] +Darkness Illusion (_^)^E^E_6^H^G +Astral Vision (_^)^E^E_6^F^G + _`double image and enclose foe + _`double hits +----------------------------------------------- +$end +$cmd +Pyron +----------------------------------------------- +:Throws: +Corona Whip [_4/_6]_+[^F/^G] + +:Air Throws: +Galactic Throw _^_?_+[^F/^G] + +:Command Moves: +Rush Punches _6_+_P +Diving Punch _^_2_+_P + +:Special Moves: +Sol Smasher-ground _2_3_6_+_P S +Sol Smasher-air _^_8_9_6_+_P S +Orbital Blaze _^_2_1_4_+_K S +Zodiac Fire _6_2_3_+_P SG +Galaxy Trip (_^)_4_2_1_+[_P/_K] +Planet Burning ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Cosmo Disruption _4_1_2_3_6_+[^W/^V] +----------------------------------------------- +$end +$cmd +Rikuo +(Aulbath on Japanese Version) +----------------------------------------------- +:Throws: +Land Fisher [_4/_6]_+[^F/^G] +^!Multi Land Fisher _4_6_4 + +:Air Throws: +Cataract Cry _^_?_+[^F/^G] + +:Special Moves: +Sonic Wave _2_3_6_+_P SG +Poison Breath _2_3_6_+_K S +Screw Shot _4_6_+_P S +Spinning Current _6_6_+^G +Trick Fish _4_4_+_K S +Crystal Lancer ^-_6_3_2_1_4_+[^F/^G] S +Sky Neptune ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Aqua Spread _6_3_2_+_O[^W/^V] +Water Jail _6_2_3_+^W +Sea Rage _4_1_2_3_6_+^W +Direct Scissors _2_2_+^W + _`only with Darkstalkers original outfit +----------------------------------------------- +$end +$cmd +Sasquatch +----------------------------------------------- +:Throws: +Big Bomb [_4/_6]_+[^F/^G] + +:Air Throws: +Big Air _^_?_+[^F/^G] + +:Special Moves: +Big Typhoon _6_2_3_+_K SG +Big Towers _2_2_+_P S +Big Snow _2_3_6_+_P S +Big Cyclone (_^)_2_1_4_+_K S +Big Brunch ^-_6_3_2_1_4_+[^F/^G] S +Big Swing ^-_x_+[^I/^J] S + +:EX Moves: +Big Freeze _4_1_2_3_6_+^W +Big Ice Burn _4_1_2_3_6_+^V +----------------------------------------------- +$end +$cmd +Victor Von Gerdenheim +----------------------------------------------- +:Throws: +Jaw Slugger [_4/_6]_+[^F/^G] +^!Gravition Knuckle _2_8_+_P +Mega Strangle [_4/_6]_+[^I/^J] + +:Air Throws: +Mega Throw _^_?_+[^F/^G] + +:Command Moves: +Dengeki Touki _O[^F/^G/^I/^J] + +:Special Moves: +Gyro Crush _2_1_4_+_P S +Giga Burn _2_1_4_+_K SG +Giga Hammer ^4_6_+_P S +Giga Buster ^4_6_+_K S +Mega Shock ^-_2_3_6_+[^I/^J] +Mega Spike ^-_x_+[^F/^G] + +:EX Moves: +Thunder Break ^2_8_+^W +Great Geldenheim _4_1_2_3_6_+^V +^!Dash _6_6 +^!Gerdenheim Gyro _P + +:Additional Notes: +_`can't use Dash +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit + - ^F: 2nd Outfit + - ^G: 3rd Outfit + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit(DSTLK 1st outfit) + - _S: 7th Outfit(DSTLK 2nd outfit) +----------------------------------------------- +$end + +$info=ninjamas +$cmd +*---INFO---* +----------------------------------------------- +Ninja Master's - haoh-ninpo-cho +(c)1996 SNK / ADK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: May 27th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Strong Punch +_C: Weak Kick +_D: Strong Kick + +_P: any Punch Button[_A/_B] +_K: any Kick Button[_C/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon Required to Perform Move +N: Move Performed With Bare Hands +D: Drop your weapon to Perform Move +P: Powered Move (use[_A_+_B/_C_+_D]) + _`needs POW Max or Hyper Mode + _`doesn't spend gauge + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Power Move: +needs POW Max or Hyper Mode + +:Desperation Moves: (DM) +needs Low Life or Hyper Mode + +:Super Desperation Moves: (SDM) +foe needs to be with Low Life and you with POW +Max or Hyper Mode + +:Super Chains: +needs POW Max or Hyper Mode +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 WND +Retreat _4_4 WND + +:Command Moves: +Change between Weapons/Bare Hands _B_+_C WN +Retrive Weapon close weapon_2_+_B_+_C D + +:Super Moves: +Hyper Mode (MAX)_A_+_B_+_C WND +----------------------------------------------- +$end +$cmd +Goemon +----------------------------------------------- +:Throws: +Large Death _6_+_B WND + +:Air Throws: +Combination Dropping _^_6_+_B WND + +:Command Moves: +Sack Dividing _6_+_A WND +Fishing of River _6_+_B_+_C D +Hiding Chain Book _4_+_B ND +Dove Tail _3_+_A WND +Hiding Large Weight _^_2_+_B ND +Quarrel Kicking Dash_3_+_D WND + +:Special Moves: +Bakuen Sho _6_2_3_+_O_P WNDP +Kaen Sho _2_1_4_+_P NDP +Ji Tekkyuu _2_3_6_+_P NDP +Go Gekihou _2_3_6_+_P W P +Tenchuu Baku-Villainy _2_3_6_+_K WND +^!Tenchuu Baku-Iron Attack _2_3_6_+_K WND + ^!Tenchuu Baku-Wealth Jail _2_3_6_+_K WND +Bellow Gun ^-_4_2_1_+_D W +Impossible Beating ^-_4_2_1_+_D ND +Tekkyuu Kaen Goku _2_1_4_6_+_A_+_B WND + +:Super Moves: +Tekkyuu Kaen Goku _2_1_4_6_+_A_+_B WND + +:Desperation Moves: +Darkness Vessel Pair _4_2_1_6_+_A_+_C WND + +:Super Desperation Moves: +Rekka Mess Tu Syo _4_6_2_3_+_A_+_C ND + +:Super Chains: +Destruction Iron Fist(7hits) +_3_+_A_B_6_+_B WND + +:Combos: + --- 2hits --- +_6_+_A_6_+_B WND +_3_+_A_6_+_A WND + --- 3hits --- +[_A/_B/_C/_D]_D_D WND +[_B/_C]_C[_6_+_A/_2_+_D] WND +[_B/_C]_C_4_+_B ND +_3_+_A_B_2_3_6_+_B W + --- 4hits --- +[_A/_D][_B/_C]_C[_6_+_A/_2_+_D] WND +[_A/_D][_B/_C]_C_4_+_B ND +[_A/_D][_B/_C]_D_D WND +[_A/_B/_C/_D]_C_B[_6_+_B/_2_+_D] WND +[_A/_B/_C/_D]_C_B_2_3_6_+_B W +[_B/_C]_C_D_D WND + --- 5hits --- +[_A/_D][_B/_C]_C_B[_6_+_B/_2_+_D] WND +[_A/_D][_B/_C]_C_B_2_3_6_+_B W +[_A/_D][_B/_C]_C_D_D WND +_3_+_A_B_B_B[_6_+_B/_2_+_D] WND +_3_+_A_B_B_B_2_3_6_+_B W +----------------------------------------------- +$end +$cmd +Houoh +----------------------------------------------- +:Throws: +Throwing _6_+_B WND +Asura Revolution Releasing _6_+_D WND + +:Air Throws: +Bullet _^_6_+_B WND + +:Command Moves: +Crow Sand Attacking _6_+_A W +The Inside Palm _6_+_A ND +Bishamon Attacking _6_+_B W +Time _6_+_C WND +Wave Barbarian _4_+_C WND +Cheap Benevolence _4_+_D WND + +:Special Moves: +Ku Sen Koh ^4_6_+_P WNDP +Chi Retsu Sen ^4_6_+_K WNDP +Hou'ou Tenbu ^2_8_+_K WNDP +Kishin Zan-Wicked Ogre _4_1_2_3_6_+_P WND +^!Kishin Zan-Hungry Ghost _2_3_6_+_P WND + ^!Kishin Zan-Demon Ogre _2_3_6_+_P WND +Palm ^-_4_6_3_2_+_B WND +Ha Ja Rei Ha Doh _2_1_4_6_+_A_+_B WND + +:Super Moves: +Ha Ja Rei Ha Doh _2_1_4_6_+_A_+_B WND + +:Desperation Moves: +Dai Nichi Sya Na Syo Rai _4_1_2_8_+_A_+_C WND + +:Super Desperation Moves: +Mu Soutai Yo Ken _6_3_2_1_4_6_3_2_+_A_+_C W + +:Super Chains: +Houou Flight(8hits) +[_A/_C]_B_A_6_+_B WND +Houou Flight(9hits) +[_A/_B/_C/_D]_D(2hit)_A_6_+_B WND + +:Combos: + --- 2hits --- +[_A/_B/_C/_D]_4_+_D WND + --- 4hits --- +[_A/_C]_B_A_6_+_C WND +[_A/_C]_B[_B/_6_+_B]_D WND +[_A/_C]_B_D[_B/_D/_4_+_D] WND +[_B/_D]_A[_B/_6_+_B]_D WND +[_B/_D]_A_D[_B/_D/_4_+_D] WND + --- 5hits --- +[_A/_C]_B[_B/_6_+_B]_2_+_D[_D/_2_+_D] WND +[_A/_B/_C/_D]_D(2hit)_A_6_+_C WND +[_A/_B/_C/_D]_D(2hit)[_B/_6_+_B]_D WND +[_A/_B/_C/_D]_D(2hit)_D[_B/_D/_4_+_D] WND +[_B/_D]_A[_B/_6_+_B]_2_+_D[_D/_2_+_D] WND + --- 6hits --- +[_A/_B/_C/_D]_D(2hit)_B_2_+_D_D WND +[_A/_B/_C/_D]_D(2hit)_B_2_+_D_2_+_D WND +[_A/_B/_C/_D]_D(2hit)_6_+_B_2_+_D_D WND +[_A/_B/_C/_D]_D(2hit)_6_+_B_2_+_D_2_+_D WND +----------------------------------------------- +$end +$cmd +Kamui +----------------------------------------------- +:Throws: +Basement Ogre Rain _6_+_B WND + +:Command Moves: +Ogre Stomach Cutting _6_+_A W +Shadow Fang _6_+_A ND +Shadow Neck Shattering ^=_6_+_B ND +Darkness Fang _6_+_C WND +Earth Spider _3_+_A WND +Sankaku Tobi _^corner_6 WND +Shadow Crawling _^corner^4 WND +^!Control [_2/_8] WND +^!Ogre Spider _A WND +^!Darkness Striking _B WND +^!Poison Spider _C WND +^!Darkness Fang _D WND + +:Special Moves: +Fuuga _2_3_6_+_P WNDP +Ryu Toh Ga _6_2_3_+_P WNDP +Sakki _2_1_4_+_K WND +^!Sakki-Industry _2_1_4_+_K WND + ^!Sakki-Finisher _2_1_4_+_K WND +Crane Mania ^-_6_4_1_2_+_D WND +Kaen Jin One Za Me _^_6_3_2_1_4_+_A_+_B WND + +:Super Moves: +Kaen Jin One Za Me _^_6_3_2_1_4_+_A_+_B WND + +:Desperation Moves: +RetsuChikemuri _6_3_2_1_4_1_2_3_6_+_A_+_C WND + +:Super Desperation Moves: +OgreSealingDestruction _2_2_1_4_6_+_A_+_B W + +:Super Chains: +Darkness Flame Position Ogre(27hits) +^=_A_B_B_6_+_B WND +Darkness Flame Position Ogre(28hits) +[_A/_3_+_A]_A_B_B_6_+_B WND +_D(2hit)_B_B_6_+_B WND +Darkness Flame Position Ogre(29hits) +_B[_A/_C]_A_B_B_6_+_B WND + +:Combos: + --- 2hits --- +[_A/_C][_D/_6_+_C/_4_+_D/_2_+_B] WND +[_6_+_A/_6_+_C/_3_+_A][_D/_4_+_D] WND +_3_+_A_2_+_B WND +^=_A[_D/_4_+_D/_2_+_B/_2_+_D] WND +^=_6_+_B[_6_+_D/_4_+_D/_2_+_B/_2_+_D] ND + --- 3hits --- +[_A/_B/_3_+_A]_A[_D/_4_+_D] WND +[_A/_3_+_A]_A[_2_+_B/_2_+_D] WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_6_+_D WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_4_+_D WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_2_+_B WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_2_+_D WND +[_A/_C/_3_+_A]_C_6_+_D WND +[_A/_C/_3_+_A]_C_4_+_D WND +[_A/_C/_3_+_A]_C_2_+_B WND +[_A/_C/_3_+_A]_C_2_+_D WND +_B_C[_D/_4_+_D] WND +_D(2hit)[_D/_4_+_D/_2_+_B/_2_+_D] WND +^=_A_B[_D/_4_+_D/_2_+_D] WND +^=_6_+_B[_A/_D][_6_+_D/_4_+_D] ND + --- 4hits --- +[_A/_3_+_A]_A_B[_D/_4_+_D/_2_+_D] WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_A_6_+_D WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_A_4_+_D WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_D_6_+_D WND +[_A/_B/_C/_6_+_A/_6_+_C/_3_+_A]_B_D_4_+_D WND +[_A/_C/_3_+_A]_C[_A/_D][_6_+_D/_4_+_D] WND +_B[_A/_C]_A[_D/_4_+_D/_2_+_B/_2_+_D] WND +_B[_A/_C][_B/_C]_6_+_D WND +_B[_A/_C][_B/_C]_4_+_D WND +_B[_A/_C][_B/_C]_2_+_B WND +_B[_A/_C][_B/_C]_2_+_D WND +_D(2hit)_B[_D/_4_+_D/_2_+_D] WND +^=_A_B_6_+_B[_C/_D] WND + --- 5hits --- +[_A/_3_+_A]_A_B_6_+_B[_C/_D] WND +_B[_A/_C]_A_B[_D/_4_+_D/_2_+_D] WND +_B[_A/_C][_B/_C][_A/_D][_6_+_D/_4_+_D] WND +_D(2hit)_B_6_+_B[_C/_D] WND + --- 6hits --- +_B[_A/_C]_A_B_6_+_B[_C/_D] WND +----------------------------------------------- +$end +$cmd +Karasu +----------------------------------------------- +:Throws: +Grab and Stab _6_+_B W +Grab and Punch _6_+_B ND + +:Command Moves: +Mid Slash ^-_6_+_A W +Breaking ^=_6_+_A W +Mourning _6_+_A ND +Double Slash ^=_6_+_B W +Rough _6_+_B_+_C D +Shadow _B_+_C W +Black _B_+_C N + +:Special Moves: +Karasu Yaiba _6_2_3_+_P W P +Hayate Ba Ne _6_2_3_+_P NDP +Ri Dare Ba Ne _2_1_4_+_P W P +Ha Ne Yaiba _^_2_3_6_+_P W P +Yami Karasu-Shade _2_3_6_+_P WNDP +^!Yami Karasu-Cruel _6_N_P WNDP + ^!Yami Karasu-Destruction _6_N_P WNDP +Punishment ^-_6_4_1_+_B W +Crime ^-_6_4_1_+_B ND +Ky Kyo Sho Heki _6_4_1_2_3_6_+_A_+_C WND + +:Super Moves: +Ky Kyo Sho Heki _6_4_1_2_3_6_+_A_+_C WND + +:Desperation Moves: +On Myo Karasu _6_3_2_1_4_6_+_A_+_B WND + +:Super Desperation Moves: +Whirling Crow Hell _4_6_3_2_1_4_+_O_A_+_B WND + +:Super Chains: +Deviation Blade(17hits) +[_A/_C]_B_A_B_6_+_B ND +[_A/_C][_B/_C]_A_B_+_CW_6_+_B N +[_A/_C][_B/_C]_B_+_CW_B_6_+_B N +[_A/_C]_C_A_B_6_+_B WND +[_A/_C]_C_D_B_6_+_B W +_A_C_D_B_+_CN(2hit)_6_+_B W +[_A/_C]_6_+_B[_A/_D]_B_6_+_B W +_C_C_D_B_+_CW_6_+_B N +Deviation Blade(18hits) +[_A/_C]_B_B_+_CW_B_+_CN(2hit)_6_+_B N +[_A/_C][_C/_6_+_B]_A_B_+_CN(2hit)_6_+_B W +[_A/_C][_C/_6_+_B]_B_+_CN(2hit)_B_6_+_B W +_A_C_B_+_CW_B_+_CN(2hit)_6_+_B N +_A_C_B_+_CN(2hit)_B_+_CW_6_+_B W +[_A/_C]_6_+_B_B_+_CN(2hit)_B_+_CW_6_+_B W +_A_6_+_B_D_B_+_CN(2hit)_6_+_B W +_C_B_+_CN(2hit)_A_B_6_+_B W +_C_B_+_CW_A_B_+_CN(2hit)_6_+_B N +_C_B_+_CN(2hit)_A_B_+_CW_6_+_B W +_C_B_+_CW_B_+_CN(2hit)_B_6_+_B N +_C_B_+_CN(2hit)_B_+_CW_B_6_+_B W +_C_B_+_CW_B_+_CN(2hit)_B_+_CW_6_+_B N +_C_C_D_B_+_CN(2hit)_6_+_B W +Deviation Blade(19hits) +_C_B_+_CN(2h)_B_+_CW_B_+_CN(2h)_6_+_B W + +:Combos: + --- 3hits --- +[_A/_C][_C/_6_+_B]_6_+_A W +[_A/_C]_D_B ND +_C_B_+_CW_6_+_A N + --- 4hits --- +[_A/_C]_B_A[_D/_6_+_A] ND +[_A/_C]_B_B_6_+_A W +[_A/_C][_B/_C]_B_+_CW[_D/_6_+_A] N +[_A/_C][_B/_C]_D_B ND +[_A/_C][_B/_C]_D_B_+_CW N +[_A/_C]_B_D[_6_+_A/_4_+_B] ND +[_A/_C]_C_A[_D/_6_+_A] WND +[_A/_C]_C_D_D W +[_A/_C]_C_D_6_+_A WND +[_A/_C]_C_D_4_+_B ND +[_A/_C]_C_4_+_B(2hit) W +[_A/_C]_6_+_B[_A/_D][_D/_6_+_A] W +[_A/_C]_6_+_B_4_+_B(2hit) W +_C_B_+_CW[_A/_D][_D/_6_+_A] N +_C_B_+_CN(2hit)_D_B W +_C_B_+_CW_4_+_B(2hit) N + --- 5hits --- +[_A/_C]_B_A_B_B ND +[_A/_C]_B_B_B_B W +[_A/_C][_C/_6_+_B]_B_+_CN(2hit)[_D/_6_+_A] W +[_A/_C]_C_D_B_+_CN(2hit) W +_C_B_+_CN(2hit)_A[_D/_6_+_A] W +_C_B_+_CW_B_+_CN(2hit)[_D/_6_+_A] N +_C_B_+_CN(2hit)_B_+_CW[_D/_6_+_A] W +_C_B_+_CW_D_B_+_CN(2hit) N +_C_B_+_CN(2hit)_D_B_+_CW W +_C_B_+_CN(2hit)_D[_6_+_A/_4_+_B] W +_C_C_A_B_B ND +_C_6_+_B_D_B_+_CN(2hit) W + --- 6hits --- +[_A/_C][_B/_C]_A_B_+_CW_B(2hit) N +[_A/_C][_B/_C]_B_+_CW_B_B(2hit) N +[_A/_C][_B/_C]_B_+_CW_B_+_CN(2hit)_B N +[_A/_C][_C/_6_+_B]_A_B_B(2hit) W +[_A/_C][_C/_6_+_B]_B_+_CN(2hit)_B_B W +[_A/_C][_C/_6_+_B]_D_B_B(2hit) W +[_A/_C]_6_+_B_A_B_+_CN(2hit)_B W +_A_6_+_B_D_B_+_CN(2hit)_B W +_C_B_+_CW[_A/_D]_B_B(2hit) N +_C_B_+_CN(2hit)_A_B_B W +_C_B_+_CW_A_B_+_CN(2hit)_B N +_C_B_+_CW_B_+_CN(2hit)_B_B N +_C_C_A_B_+_CN(2hit)_B W + --- 7hits --- +[_A/_C]_C_B_+_CN(2hit)_B_+_CW_B(2hit) W +[_A/_C]_6_+_B_B_+_CN(2hit)_B_+_CW_B(2hit) W +_C_B_+_CN(2hit)[_A/_D]_B_+_CW_B(2hit) W +_C_B_+_CN(2hit)_B_+_CW_B_B(2hit) W +_C_B_+_CN(2hit)_B_+_CW_B_+_CN(2hit)_B W +_C_B_+_CW_B_+_CN(2hit)_B_+_CW_B(2hit) N +----------------------------------------------- +$end +$cmd +Kasumi +----------------------------------------------- +:Throws: +Mallow Pushing Down _6_+_B WND + +:Air Throws: +Cicada Repelling _^_6_+_B WND + +:Command Moves: +Reverse Side Crane Leg _6_+_C WND +Haze Cutting _3_+_A W +Crimson Crane Fist _3_+_A ND +Pinwheel _3_+_B W +Asaka _B_+_C N +Sankaku Tobi _^corner_6 WND + +:Special Moves: +Kakyaku En Sen Syu _2_3_6_+_K WNDP +Hisen Syu _6_3_2_1_4_+_K WND +Hiryuu Sen _^_8_2_+_K WND +Hi Zan Geki-Medicine _2_3_6_+_P WND +^!Hi Zan Geki-Peony _2_3_6_+_P WND + ^!Hi Zan Geki-Lily _2_3_6_+_P WND +Hiten Kyaku ^2_8_+_K WND +^!Ten Sin Senpuu _P WNDP +^!Hiten Kyaku _K WND +^!Circular Dance ^-[_4/_6]_+_K WND +Hien Bu ^-_2_1_4_6_+_B WND +He Sen Tyu Geki ^4_6_+_A_+_B WND + +:Super Moves: +He Sen Tyu Geki ^4_6_+_A_+_B WND + +:Desperation Moves: +He Sen _6_3_2_1_4_6_+_A_+_B WND + +:Super Desperation Moves: +RotationCircularDance _2_2_1_4_6_+_A_+_C W + +:Super Chains: +Secret Principles Flower(13hits) +[_A/_B/_C][_B/_6_+_A]_A_B_6_+_A WND +[_A/_B/_C][_B/_6_+_A]_A_6_+_B_6_+_A WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_B_6_+_A WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_6_+_B_6_+_A WND + +:Combos: + --- 3hits --- +^=_D[_B/_2_+_D]_D WND +^=_D_B_2_+_D WND + --- 4hits --- +[_A/_B/_C/_6_+_C/_3_+_A]_B_B_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_B_B_2_+_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_D_B_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_D_B_2_+_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_D_2_+_D_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_6_+_A_B_D WND +[_A/_B/_C/_6_+_C/_3_+_A]_6_+_A_B_2_+_D WND +^=_D_2_+_D_2_+_D[_D/_2_+_D] WND + --- 5hits --- +[_A/_B/_C][_B/_6_+_A]_A[_B/_6_+_B]_B WND +[_A/_B/_C][_B/_6_+_A]_A[_B/_6_+_B]_D WND +[_A/_B/_C][_B/_6_+_A]_A[_B/_6_+_B]_6_+_B WND +[_A/_B/_C][_B/_6_+_A]_A[_B/_6_+_B]_6_+_D WND +[_A/_B/_C]_D_2_+_D_2_+_D[_D/_2_+_D] WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_B_B WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_B_D WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_B_6_+_B WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_B_6_+_D WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_6_+_B_B WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_6_+_B_D WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_6_+_B_6_+_B WND +[_6_+_C/_3_+_A][_B/_6_+_A]_A_6_+_B_6_+_D WND +[_6_+_C/_3_+_A]_D_2_+_D_2_+_D[_D/_2_+_D] WND +^=_D_B_B(3hit) WND + --- 6hits --- +[_A/_B/_C/_6_+_C/_3_+_A]_B_B_B(3hit) WND +[_A/_B/_C/_6_+_C/_3_+_A]_D_B_B(3hit) WND +[_A/_B/_C/_6_+_C/_3_+_A]_6_+_A_B_B(3hit) WND +----------------------------------------------- +$end +$cmd +Natsume +----------------------------------------------- +:Throws: +Lower Dragon _6_+_B WND +Violent Earthquake Snake _6_+_D WND +Area Dragon foe crouch_3_+_B WND + +:Air Throws: +Empty Dragon _^_6_+_B WND + +:Command Moves: +Snake Mania _6_+_A WND +Heaven Spear _6_+_D WND +Flying Broadax _3_+_A WND +Ascent Axe _8_+_D WND +Bloom Nail _B_+_C N + +:Special Moves: +Jin Ku Zan _6_2_3_+_P WNDP +Hyakki Ren Sai _2_1_4_+_X_P WNDP +Go Zanpuu _2_1_4_+_K WND +Asuka _4_1_2_3_6_+_P W P +Touha Sen Geki-Sword Axe _2_3_6_+_K WND +^!Touha Sen Geki-Bullet Spear _2_3_6_+_K WND + ^!Touha Sen Geki-God _2_3_6_+_K WND +Blade Destruction _2_3_6_4_6_+_B ND +Large Peak Storm ^-_4_2_1_+_D WND +Tenha Rekkyaku _6_4_1_2_3_6_+_C_+_D WND + +:Super Moves: +Tenha Rekkyaku _6_4_1_2_3_6_+_C_+_D WND + +:Desperation Moves: +Oh Satsu Ryouran _6_3_2_1_4_2_3_6_+_A_+_C WND + +:Super Desperation Moves: +Extremely Flow Jail _6_3_2x2_+_A_+_B ND + +:Super Chains: +Nothing Flow Instant(15hits) +_6_+_A_6_+_A_A_6_+_B WND +^=_A_6_+_A_A_6_+_B W +Nothing Flow Instant(16hits) +_3_+_A_6_+_A_6_+_A_A_6_+_B WND + +:Combos: + --- 2hits --- +_D[_B/_D] WND + --- 3hits --- +_A[_B/_D]_D ND +_A[_B/_6_+_B]_8_+_D ND +_A_D_B ND +_A(1hit)[_B/_D]_D W +_A(1hit)[_B/_6_+_B]_8_+_D W +_A(1hit)_D_B W +_B_D[_B/_D] WND +[_B/_6_+_A/_3_+_A]_B[_D/_8_+_D] WND +[_B/_3_+_A]_6_+_B_8_+_D WND +_6_+_A_6_+_B[_B/_2_3_6_+_B] WND +_3_+_A[_6_+_A/_6_+_B]_D WND +^=_A_6_+_B[_B/_2_3_6_+_B] W + --- 4hits --- +_A_D_6_+_A[_B/_2_3_6_+_B] ND +_A_D_8_+_D_8_+_D ND +_A(1hit)_D_6_+_A[_B/_2_3_6_+_B] W +_A(1hit)_D_8_+_D_8_+_D W +_B_D_6_+_A[_B/_2_3_6_+_B] WND +_B_D_8_+_D_8_+_D WND +_6_+_A_6_+_A_A[_D/_2_+_D/_8_+_D] WND +_6_+_A_6_+_B_4_6_+_B(2hit) WND +_3_+_A_A_B_D WND +_3_+_A_A[_B/_6_+_B]_8_+_D WND +_3_+_A_6_+_A_B[_D/_8_+_D] WND +_3_+_A_6_+_A[_6_+_A/_6_+_B]_B WND +_3_+_A_6_+_A[_6_+_A/_6_+_B]_2_3_6_+_B WND +^=_A_B[_D/_8_+_D] W +^=_A_6_+_A_A[_D/_2_+_D/_8_+_D] W +^=_A_6_+_B_4_6_+_B(2hit) W + --- 5hits --- +_A_D_6_+_A_4_6_+_B(2hit) ND +_A(1hit)_D_6_+_A_4_6_+_B(2hit) W +_B_D_6_+_A_4_6_+_B(2hit) WND +_3_+_A_A_D_8_+_D_8_+_D WND +_3_+_A_6_+_A_6_+_A_A[_D/_2_+_D/_8_+_D] WND +_3_+_A_6_+_A[_6_+_A/_6_+_B]_4_6_+_B(2hit) WND +----------------------------------------------- +$end +$cmd +Raiga +----------------------------------------------- +:Throws: +Thunder Fang _6_+_B WND +Lightning Cutting _6_+_D WND + +:Command Moves: +Torpedo Attack Bullet _6_+_A WND +Thunder Kicking _6_+_C WND +Thunderbolt Bullet _^_2_+_B WND +Depth Charge Bullet _^_2_+_C WND +Assault Thunder Ascent Dash_3_+_B WND +Assault Thunder God Kicking Dash_3_+_C WND +Assault Thunder Spark Dash_3_+_D WND + +:Special Moves: +Raigeki Satsu _2_1_4_+_P WND +^!Chi Rairyuu _4_1_2_3_6_+_P WNDP +Ikazuchi Chiryuu ^4_6_+_K WNDP +Ikazuchi Tenryuu ^2_8_+_K WNDP +Baku Raigeki-Blast ^4_6_+_P WND +^!Baku Raigeki-Thunder _4_6_+_P WND + ^!Baku Raigeki-Death _4_6_+_P WND +Thunder Fang Violent Dream ^-_x_+_B WND +Raishin Sho ^2_8_+_B_+_D WND + +:Super Moves: +Raishin Sho ^2_8_+_B_+_D WND + +Desperation Moves: +Senco Rai Zin _2_3_6_4_1_2_3_6_+_A_+_B WND + +:Super Desperation Moves: +Depth Charge Position _4_6_4_1_2_+_C_+_D W + +:Super Chains: +Thunder God Descending(15hits) +[_B/_C/_D][_B/_C/_D]_B_6_+_B WND +Thunder God Descending(16hits) +_A[_B/_C][_B/_C/_D]_B_6_+_B WND + +:Combos: + --- 2hits --- +[_B/_C/_D]_6_+_C WND + --- 3hits --- +_A[_B/_C]_6_+_C WND +_A_D_B WND +[_B/_C/_D][_B/_C/_D]_2_+_D WND +_6_+_A_6_+_D[_D/_6_+_C] WND + --- 4hits --- +_A[_B/_C][_B/_C/_D]_2_+_D WND +_A_D[_C/_D]_B WND +[_B/_C/_D][_B/_C/_D][_B/_D]_B WND + --- 5hits --- +_A[_B/_C][_B/_C/_D][_B/_D]_B WND +[_B/_C/_D][_B/_C/_D]_D[_C/_D]_B WND + --- 6hits --- +_A[_B/_C][_B/_C/_D]_D[_C/_D]_B WND +----------------------------------------------- +$end +$cmd +Sasuke +----------------------------------------------- +:Throws: +Green Intense Position _6_+_B WND +Green Shadow Position _6_+_D WND + +:Command Moves: +Wall Palm _6_+_A W +Wall Palm Attacking _6_+_A ND +Snake Destruction _6_+_B W +Destruction Elbow Attacking _6_+_B ND +Arc Month _1_1_+_D WND +Green Intensity _B_+_C N +Sankaku Tobi _^corner_6 WND +Green Wheel Dash_3_+_D WND + +:Special Moves: +Hishou Getsu _2_3_6_+_P WNDP +Shoukuu Kyaku Sen _2_1_4_+_K WND +Shoukuu Kyaku Retsu _^_2_1_4_+_K WND +Hishou Ken-Rotation _6_2_3_+_P WNDP +^!Hishou Ken-Sky(with_B) _2_3_6_+_B WND + ^!Hishou Ken-Intensity _2_3_6_+_B WND +Green Bombing Position ^-_6_3_2_1_4_+_D WND +Shin Geki Ha _6_4_1_2_3_6_+_A_+_B WND + +:Super Moves: +Shin Geki Ha _6_4_1_2_3_6_+_A_+_B WND + +:Desperation Moves: +Shippuu Geki _6_3_2_1_4_1_2_3_6_+_A_+_C WND + +:Super Desperation Moves: +Shou Shin Ko Huu Baku _2_2_1_4_6_+_A_+_B N + +:Super Chains: +Shin Mon Satsu(12hits) +_B[_A/_B/_C]_B_6_+_B WND +Shin Mon Satsu(13hits) +[_A/_C/_D][_B/_6_+_A]_B_B_6_+_B WND + +:Combos: + --- 2hits --- +[_A/_C/_D][_D/_2_+_D] WND +_B[_D/_6_+_A/_2_+_B/_2_+_D] WND + --- 3hits --- +[_A/_C/_D][_B/_6_+_A]_D WND +[_A/_C/_D][_B/_6_+_A]_6_+_A WND +[_A/_C/_D][_B/_6_+_A]_2_+_B WND +[_A/_C/_D][_B/_6_+_A]_2_+_D WND +_B[_A/_B/_C][_D/_6_+_A/_2_+_B/_2_+_D] WND + --- 4hits --- +[_A/_C/_D][_B/_6_+_A][_B/_C]_D WND +[_A/_C/_D][_B/_6_+_A]_B_+_CW_A N +[_A/_C/_D][_B/_6_+_A]_B_+_CW_D N +[_A/_C/_D][_B/_6_+_A]_B_+_CW_2_+_B N +[_A/_C/_D][_B/_6_+_A]_B_+_CW_2_+_D N +[_A/_C/_D][_B/_6_+_A]_C_A WND +[_A/_C/_D][_B/_6_+_A]_C_2_+_B WND +[_A/_C/_D][_B/_6_+_A]_C_2_+_D WND +_B[_A/_B/_C][_B/_6_+_B]_D WND +_B[_A/_B/_C]_6_+_B_B WND + --- 5hits --- +[_A/_C/_D][_B/_6_+_A][_B/_C]_B_D WND +[_A/_C/_D][_B/_6_+_A]_B_+_CW_B[_B/_D] N +[_A/_C/_D][_B/_6_+_A]_C_B_B WND +[_A/_C/_D][_B/_6_+_A]_C_6_+_B[_B/_D] ND +----------------------------------------------- +$end +$cmd +Tenho +----------------------------------------------- +:Throws: +Polar Palm _6_+_B WND + +:Air Throws: +Flight Polar Palm _^_6_+_B WND + +:Command Moves: +Jumping Heel _6_+_C WND +Change Over ^=_4_+_B W +Sankaku Tobi _^corner_6 WND +Monkey Dance _^corner^4 WND +^!Empty Mountain _P WND +^!Monkey Kicking _K WND +^!Top and Bottom Movement [_2/_8] WND +^!Shell Monkey Dance _4_+_D WND +Falling Heel Attacking _^_2_+_C WND + +:Special Moves: +Jubaku Fu _2_3_6_+_P WNDP +Senkuu Dan _2_3_6_+_K WND +Shuu Go Ju Retsu Dan _O_D WND +Sen Metsu Sho _X_P NDP +Tenma Ensatsu Jin _6_3_2_1_4_+_P NDP +Senkuu Ken-Pine Rotation _6_2_3_+_P WND +^!Senkuu Ken-Bamboo Rotation _2_3_6_+_P WND + ^!Senkuu Ken-Plum Rotation _2_3_6_+_P WND +Back Fan Gun ^-_4_2_1_+_B WND +Taikyoku Ha _2_1_4_1_2_3_6_+_A_+_B WND + +:Super Moves: +Taikyoku Ha _2_1_4_1_2_3_6_+_A_+_B WND + +:Desperation Moves: +Sen Jin Fu Ja _6_3_2_1_4_6_3_2_+_A_+_C WND + +:Super Desperation Moves: +Timber Releasing Wickedness _O_A_2_1_4 ND + +:Super Chains: +National Retainer(24hits) +[_A/_C][_B/_C]_A_6_+_D_6_+_B W +[_A/_C][_B/_C]_B_6_+_D_6_+_B ND +[_A/_C][_B/_C]_C_6_+_D_6_+_B WND + +:Combos: + --- 2hits --- +[_B/_D]_B W +_B[_C/_D] ND +_B_D W + --- 3hits --- +[_A/_C][_B/_C]_6_+_B W +[_A/_C][_B/_C]_2_+_B WND +_D_6_+_A_B ND +_D_6_+_C_B W + --- 4hits --- +[_A/_C][_B/_C]_A_6_+_C W +[_A/_C][_B/_C][_A/_C]_4_+_B W +[_A/_C][_B/_C]_B(2hit) W +[_A/_C][_B/_C]_B_6_+_C ND +[_A/_C][_B/_C]_C_6_+_C WND +[_A/_C][_B/_C]_6_+_B[_C/_D] ND + --- 5hits --- +[_A/_C][_B/_C][_A/_C]_B[_B/_D] W +[_A/_C][_B/_C][_A/_C]_D_B W +[_A/_C][_B/_C][_A/_C]_6_+_D_6_+_D W +[_A/_C][_B/_C]_B_6_+_D_6_+_D ND +----------------------------------------------- +$end +$cmd +Unzen +----------------------------------------------- +:Throws: +Transfer _6_+_B W +Hell Gate _6_+_B ND +Paradise Gate foe crouch_3_+_B WND + +:Command Moves: +Great Shattering _6_+_A W +The Passing Away _6_+_A ND + +:Special Moves: +Dai Funsai Geki _B_+_D WND +Dai Gokusa Tu Geki ^-_2_1_4_6_3_2_1_4_+_P WNDP +Inga Ohou _2_1_4_7_+_P WND + _`reverse high +Daichi Meido _6_3_2_1_4_+_P WNDP +Zai Nin Sabaki _6_2_3_+_P W +Zan Ge Kaku Go-South _2_3_6_+_K WND +^!Zan Ge Kaku Go-America _2_3_6_+_K WND + ^!Zan Ge Kaku Go-France _2_3_6_+_K WND +Darkness Sending ^-_1_2_3_6_+_B WND +Mei Mya Kumi Zin ^4_6_+_A_+_C WND + +:Super Moves: +Mei Mya Kumi Zin ^4_6_+_A_+_C WND + +:Desperation Moves: +Yomi Okuri _4_6_3_2_1_4_6_+_A_+_C WND + +:Super Desperation Moves: +Pulling Transfer _2_1_4_1_2_3_6_+_A_+_C ND + +:Super Chains: +Surging Waves Flame(14hits) +[_A/_C]_A[_B/_D]_6_+_B W +[_A/_C][_A/_B/_C]_6_+_A_6_+_B W +[_A/_C][_B/_C][_B/_D]_6_+_B WND +_6_+_A_B[_B/_D/_6_+_A]_6_+_B W +^=_B_B[_B/_D]_6_+_B ND + +:Combos: + --- 2hits --- +^=_B_6_+_B ND + --- 3hits --- +[_A/_C][_A/_B/_C]_A W +[_A/_C]_A_6_+_B W +[_A/_C][_B/_C]_6_+_B WND +_6_+_A_B[_A/_6_+_B] W +^=_B_B_6_+_B ND + --- 4hits --- +[_A/_C][_A/_B/_C][_B/_D/_6_+_A]_2_+_B W +[_A/_C]_A[_B/_D]_2_+_D W +[_A/_C][_A/_B/_C]_6_+_A_2_+_D W +[_A/_C][_B/_C][_B/_D]_2_+_D WND +_6_+_A_B[_B/_D/_6_+_A][_2_+_B/_2_+_D] W +^=_B_B[_B/_D]_2_+_D ND + --- 5hits --- +[_A/_C][_A/_B/_C][_B/_D/_6_+_A]_B_B W +_6_+_A_B[_B/_D/_6_+_A]_B_B W +^=_B_B[_B/_D]_6_+_A_B ND +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Nobunaga and Ranmaru + - at the Character Select Screen: + + Player 1 + - put the cursor on Kamui + - _4_2_4_8_4_2_4_8_6_2_6_8_+_C_+_D + + Player 2 + - put the cursor on Sasuke + - _6_2_6_8_6_2_6_8_4_2_6_8_+_C_+_D +----------------------------------------------- +$end +$cmd +Nobunaga +----------------------------------------------- +:Throws: +Heaping of Dead _6_+_B WND + +:Command Moves: +Flame of Ash to Dust _6_+_A W +Blade of Heaven Demon _6_+_A ND +Flame of _6_+_B W +Blade of Wicked God _6_+_C WND +Demon Annihilation _3_+_A WND + +:Special Moves: +Large Six Heaven Demon Mirrors _2_3_6_+_P WND +Falling _6_2_3_+_P WNDP +Black Rotation Link Shooting _2_3_6_+_K WND +Three Boundary Cruel-Heaven ^4_6_+_P WND +^!Three Boundary Cruel-Zoning _4_6_+_P WND + ^!Three Boundary Cruel-Human _4_6_+_P WND +Flying Spear Heaven Dance ^2_8_+_K WND +^!Flying Heaven Thunder Nail _K WND +Road Six ^-_6_4_1_+_D WND +RevengeGhostBlast _2_1_4_1_2_3_6_+_A_+_B WND + +:Super Moves: +RevengeGhostBlast _2_1_4_1_2_3_6_+_A_+_B WND + +:Desperation Moves: +JailFlameSwordDance _4_6_3_2_1_4_+_A_+_B WND + +:Super Desperation Moves: +Metempsychosis _2_1_4_6_3_2_1_4_+_A_+_C ND + +:Super Chains: +All Creation Ash to Dust(25hits) +_3_+_A_6_+_D_B_D_6_+_B WND + +:Combos: + --- 2hits --- +[_A/_B]_D WND + --- 3hits --- +[_A/_B][_B/_6_+_A][_A/_C/_D] WND +[_A/_B]_B_2_+_D WND +_6_+_A_A_D WND +_3_+_A[_B/_D]_D WND + --- 4hits --- +[_A/_B]_6_+_C_B(2hit) WND +_6_+_A_A[_B/_6_+_A/_6_+_C]_A WND +_6_+_A_A_B[_C/_2_+_D] WND +_6_+_A_A[_B/_6_+_C]_D WND +_3_+_A[_B/_D][_B/_6_+_A/_6_+_C]_A WND +_3_+_A[_B/_D]_B[_C/_2_+_D] WND +_3_+_A[_B/_D][_B/_6_+_C]_D WND +_3_+_A_6_+_D_B[_A/_B] WND + --- 5hits --- +_6_+_A_A_6_+_C_B(2hit) WND +_3_+_A[_B/_D]_6_+_C_B(2hit) WND +----------------------------------------------- +$end +$cmd +Ranmaru +----------------------------------------------- +:Throws: +Dance of puppet _6_+_B WND + +:Command Moves: +Dream Cherry Tree _6_+_A ND +Crimson Cherry Tree _6_+_C WND +Fetal Movement of Shadow _B_+_C W +Black Coming Maneuvering _B_+_C N + +:Special Moves: +Fantasy Cherry Tree _2_3_6_+_P WNDP +Vision Dance _6_2_3_+_P NDP +Vision Cherry Tree Dance-Ouka _2_1_4_+_K WNDP +^!Vision C. Tree Dance-Fugetsu _2_1_4_+_K WNDP + ^!Vision C.T.D.-Vision Water _2_1_4_+_K WNDP +Vision Dance Sky _^_6_3_2_1_4_+_P WNDP +Connected Ouka _6_4_1_2_3_6_+_K WND +Songstress Night Tune ^-_6_3_2_1_4_+_D WND +Dream _6_3_2_1_4_6_+_A_+_B WND + +:Super Moves: +Dream _6_3_2_1_4_6_+_A_+_B WND + +:Desperation Moves: +Fantasy Ouka _4_6_3_2_1_4_+_A_+_B WND + +:Super Desperation Moves: +Vision Demon _4_1_2_3_6_4_1_2_+_A_+_B W + +:Super Chains: +Life Dew Scattering Bloom(19hits) +[_A/_C][_B/_C]_AN[_B/_6_+_A]_6_+_B W +[_A/_C][_B/_C]_AW_B_6_+_B N +[_A/_C][_B/_C]_6_+_A_B_6_+_B W +[_B/_D]_A_AN[_B/_6_+_A]_6_+_B W +_B_A_B_B_6_+_B W +_D[_A/_B]_AW_B_6_+_B N +_D_A_B_6_+_A_6_+_B ND +_D_A_B_B_6_+_B WND +Life Dew Scattering Bloom(20hits) +_B(2hit)_A_AW_B_6_+_B N +_B(2hit)_A_B[_B/_6_+_A]_6_+_B ND + +:Combos: + --- 2hits --- +[_B/_D]_B W + --- 3hits --- +[_A/_C][_B/_C]_B W +[_A/_C][_B/_C]_2_+_D WND +_D_B_2_+_D ND + --- 4hits --- +[_A/_C][_B/_C]_AW[_2_+_B/_2_+_D] N +[_A/_C][_B/_C]_AN_2_+_D W +[_A/_C][_B/_C]_B_2_+_D ND +[_A/_C][_B/_C]_D(2hit) WND +[_A/_C][_B/_C]_6_+_A[_2_+_B/_2_+_D] W +[_B/_D]_A_AN_2_+_D W +[_B/_D]_A_B_2_+_B W +_B_A_B_2_+_D W +_B(2hit)_B_2_+_D ND +_D[_A/_B]_AW[_2_+_B/_2_+_D] N +_D_A_B_2_+_D WND +_D_B_B_2_+_D ND +_D_B_D(2hit) ND + --- 5hits --- +[_A/_C][_B/_C]_AW_B_B N +[_A/_C][_B/_C]_AN[_B/_6_+_A]_D W +[_A/_C][_B/_C]_AN_6_+_C[_2_+_D/_2_3_6_+_B] W +[_A/_C][_B/_C]_AW_6_+_C[_2_+_D/_2_3_6_+_B] N +[_A/_C][_B/_C]_B_A_D ND +[_A/_C][_B/_C]_6_+_A_B_B W +[_A/_C][_B/_C]_6_+_A_6_+_C_2_+_D W +[_A/_C][_B/_C]_6_+_A_6_+_C_2_3_6_+_B W +[_B/_D]_A_AN[_B/_6_+_A]_D W +[_B/_D]_A_AN_6_+_C[_2_+_D/_2_3_6_+_B] W +[_B/_D]_A_B_B_B W +_B_A_B_6_+_C[_2_+_D/_2_3_6_+_B] W +_B(2hit)[_A/_B]_AW[_2_+_B/_2_+_D] N +_B(2hit)[_A/_B]_B_2_+_D ND +_B(2hit)_B_D(2hit) ND +_D[_A/_B]_AW_B_B N +_D[_A/_B]_AW_6_+_C[_2_+_D/_2_3_6_+_B] N +_D_A_B[_B/_6_+_A]_D ND +_D_A_B_6_+_C[_2_+_D/_2_3_6_+_B] WND +_D_B_B_A_D ND + --- 6hits --- +_B(2hit)[_A/_B]_AW_B_B N +_B(2hit)[_A/_B]_AW_6_+_C[_2_+_D/_2_3_6_+_B] N +_B(2hit)_A_B[_B/_6_+_A]_D ND +_B(2hit)_A_B_6_+_C[_2_+_D/_2_3_6_+_B] ND +_B(2hit)_B_B_A_D ND +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Time Attack Mode + - at The Character Select Screen + - put the cursor on Kamui + - _2_4_8_4_2_4_8_4_2_6_6_6_6_8_+_C_+_D +----------------------------------------------- +$end + +############################################################## +# Puckman / Pac-Man (C)1980 Namco / Midway # +# Made by: Procyon # +############################################################## +$info=puckman +$cmd +[Controls] +——————————————————————————————————— +_8 - Direct Pac-Man up +_4 - Direct Pac-Man left +_6 - Direct Pac-Man right +_2 - Direct Pac-Man down +$end +$cmd +[Elements] +——————————————————————————————————— +Pac-Man: One of the most recognized +icons in video game history, you +guide the yellow mouth around the +maze in order to eat the dots and +avoid the ghosts + +Blinky/Shadow: The red ghost which +follows you more closely than any +of the other ghosts. + +Pinky/Speedy: The pink ghost tries +to second guess which way you will +go and trap you. + +Inky/Bashful: The aqua ghost will +often run away if he is charged at +by Pac-Man + +Clyde/Pokey: The orange ghost who +does his own thing in the maze. + +Power Pills: The large energizer +dots in that start in the four +corners of the maze that allow +the player to temporarily chase +and eat the ghosts until they +begin to flash and turn back to +normal. + +Bonuses: The prizes that appear in +the center of the maze which you +can eat for bonus points. Check +Scoring for a complete list. + +Tunnel: By going through one end of +the tunnel, the player can cross +over to the other side of the +screen. Any ghost who chases the +player in to the tunnel will move +at half speed. +$end +$cmd +[Gameplay] +——————————————————————————————————— +_`The goal is simple: eat all of +the dots on the screen, and avoid +getting caught by the four ghosts. + +_`Pac-Man loses one life whenever a +ghost catches him. At the default +setting you start with two extra +lives and you will get one extra +life for reaching 10000 points. + +_`Four Power Pills are on every +screen and allow the player to turn +the tables on the ghosts and eat +them for a short time. When the +ghosts begin to flash, time is +running out and they will switch +back so beware. + +_`The Tunnel is a great way to put +some space between you and any +ghosts that are on you tail since +they can only move half as fast as +you when they are in it. + +_`Each level is indicated by a +bonus item, which appear twice per +level for 8 seconds and can be +eaten for bonus points. The higher +the level, the more points they are +worth, but the ghosts will move +faster, and the time they remain +blue for becomes shorter. + +_`The last bonus item is the key. +Once you reach the ninth key, the +difficulty will no longer increase +and every board the follows will +be exactly the same. + +_`Watch the behavior of the ghosts +as they follow basic patterns that +you can manipulate to your +advantage. Two times per level the +ghosts will return to the quadrant +of the maze that they are in charge +of patrolling. This is a good time +to get any difficult dots. + +_`You are treated to an entertain- +ing intermission after the 2nd, +5th, and 9th boards and every 4th +board thereafter. +$end +$cmd +[Scoring] +——————————————————————————————————— +Dots: 10 +Power Pills: 50 + +1st Blue Ghost: 200 +2nd Blue Ghost: 400 +3rd Blue Ghost: 800 +4th Blue Ghost: 1600 + +Cherry: 100 +Strawberry: 300 +Peach: 500 +Apple: 700 +Grapes: 1000 +Galaxian: 2000 +Bell: 3000 +Key: 5000 +$end + +$info=rotd +$cmd +*---INFO---* +----------------------------------------------- +Rage of the Dragons +(c)2002 Evoga / Playmore +Made by: Fabricio da Silva Coroquer +Last Update: March 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1LV + +:Super Desperation Moves: (SDM) +needs 2LV + +:First Impact Combos: +use after a First Impact Attack +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 + +:Escape Moves: +Dodge _A_+_B +Roll Forward _6_+_A_+_B +Roll Backward _4_+_A_+_B + +:Throws: +Throw ^-[_4/_6]_+_C + +:Recovery Moves: +Roll knocked_A_+_B +Throw Escape thrown_C + +:Guard Cancel Moves: +Counter (1LV)block_C_+_D + +:Command Moves: +First Impact Attack _C_+_D + +:Tag Moves: +Character Change _B_+_C + _`needs Full Partner Meter +Team Duplex (2LV)_2_3_6_+_B_+_Cx2 + _`needs Full Partner Meter +Surrender _O_A_+_B_+_C_+_D + _`needs Full Partner Meter +----------------------------------------------- +$end +$cmd +Billy +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_B + +:Special Moves: +Slashing Cross _2_3_6_+_Px2 +Ko Ryu Kyaku _6_2_3_+_K +Lightning Tail _2_3_6_+_K +Blue Rage _2_1_4_+_Kx3 + +:Desperation Moves: +Back Slasher _2_1_4_1_2_3_6_+_B + +:Super Desperation Moves: +Back Slasher _2_1_4_1_2_3_6_+_D + +:First Impact Combos: +Ground _B_A_C_D_D +Air _A_B_B_C_D +----------------------------------------------- +$end +$cmd +Lynn Baker +----------------------------------------------- +:Air Throws: +Grab and Toss _^_6_+_C + +:Command Moves: +Forward Palm _6_+_A +Crossup Kick _^_4_+_B + +:Special Moves: +Ko Ryu Sho Zan _2_3_6_+_P +Ko Ryu Kyaku ^2_8_+_K +Ryu en Hou _6_2_3_+_P +^!High Kick _2_3_6_+_K + ^!Downward Kick _K +Enretsu Ken _6_3_2_1_4_+_P + +:Desperation Moves: +Tobi Ryu _2_1_4_1_2_3_6_+_B + +:Super Desperation Moves: +Tobi Ryu _2_1_4_1_2_3_6_+_D + +:First Impact Combos: +Ground _A_A_A_C_C +Air _A_A_A_C_C +----------------------------------------------- +$end +$cmd +Radel +----------------------------------------------- +:Command Moves: +2hit Low Kick _3_+_B + +:Special Moves: +Glass Escape _2_3_6_+_P +Head Execution _6_3_2_1_4_+_P +^!Head Execution Finisher _2_1_4_+_P +Screw Back _6_3_2_1_4_+_K +Dead Dragon _6_2_3_+_P + +:Desperation Moves: +Shadow Sword _2_3_6_3_2_1_4_+_A + +:Super Desperation Moves: +Shadow Sword _2_3_6_3_2_1_4_+_C + +:First Impact Combos: +Ground _A_A_A_C_D +Air _A_A_A_C_D +----------------------------------------------- +$end +$cmd +Annie Murakami +----------------------------------------------- +:Air Throws: +Grab and Toss _^_6_+_C + +:Command Moves: +2hit Forward Knee _6_+_B + +:Special Moves: +Zuum _2_3_6_+_P +Zuum Cross _6_2_3_+_P +Ichi ni Zan _6_3_2_1_4_+_K +Cat Leap _6_3_2_1_4_+_P +Magical Comet _^_2_3_6_+_P + +:Desperation Moves: +Crossing Wrath _2_1_4x2_+_O_A + +:Super Desperation Moves: +Crossing Wrath _2_1_4x2_+_O_C + +:First Impact Combos: +Ground _A_A_B_C_C +Air _A_A_B_D_C +----------------------------------------------- +$end +$cmd +Cassandra Murata +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_B +Slide _3_+_B + +:Special Moves: +Fallen Angel _^_2_1_4_+_K +Angel Wings _6_2_3_+_P +Illusion _2_3_6_+_K +Innocence _6_3_2_1_4_+_P + _`reverse jump/high/mid + +:Desperation Moves: +White Wave-ground _2_1_4_1_2_3_6_+_A +White Wave-air _^_2_3_6_3_2_1_4_+_A + +:Super Desperation Moves: +White Wave-ground _2_1_4_1_2_3_6_+_C +White Wave-air _^_2_3_6_3_2_1_4_+_C + +:First Impact Combos: +Ground _A_B_C_C_D +Air _A_B_C_C_D +----------------------------------------------- +$end +$cmd +Oni Inomura +----------------------------------------------- +:Air Throws: +Grab and Stomp _^_6_+_C + +:Command Moves: +2hit Claw _6_+_A +High Kick _3_+_B + +:Special Moves: +The Ripper _4_1_2_3_6_+_P +Rising Cutter _6_2_3_+_P +Cold Steel _2_1_4_+_Px3 +Cutting Edge _^_2_1_4_+_P + +:Desperation Moves: +Bloody Mess _2_3_6x2_+_B + +:Super Desperation Moves: +Bloody Mess _2_3_6x2_+_O_D + +:First Impact Combos: +Ground _A_A_C_C_D +Air _A_B_C_C_D +----------------------------------------------- +$end +$cmd +Pepe +----------------------------------------------- +:Air Throws: +Leg Throw _^_6_+_C + +:Command Moves: +Overhead Punch _6_+_A +2hit Kick _3_+_B + +:Special Moves: +Arriba _6_2_3_+_K +Istak _2_1_4_+_P +Cuautli ^-_6_3_2_1_4_+_P +Temoc _^_2_1_4_+_K + +:Desperation Moves: +Quetzalcoatl _2_3_6x2_+_A + +:Super Desperation Moves: +Quetzalcoatl _2_3_6x2_+_C + +:First Impact Combos: +Ground _A_B_C_D_D +Air _B_A_C_D_D +----------------------------------------------- +$end +$cmd +Pupa Salgueiro +----------------------------------------------- +:Command Moves: +Wrench Attack _6_+_A +3hit Low Kick _3_+_B + +:Special Moves: +Real Beat _X_K +^!Real Beat Finisher _2_3_6_+_K +Parafuso _6_3_2_1_4_+_K +Benção _2_3_6_+_P +Breeze Dancer _6_2_3_+_K +^!Downward Punch _2_+_P +Queixada _O_K2sec + +:Desperation Moves: +Au Lande _2_3_6x2_+_B +Super Queixada _O_K10sec + +:Super Desperation Moves: +Au Lande _2_3_6x2_+_D +Ultimate Queixada _O_K30sec + +:First Impact Combos: +Ground _A_A_B_B_D +Air _B_B_D_D_D +----------------------------------------------- +$end +$cmd +Alice Carroll +----------------------------------------------- +:Command Moves: +3hit Energy Ball _6_+_A +Stomp _^_2_+_B + +:Special Moves: +Eat It _2_1_4_+_P +Rising Hell _6_2_3_+_P +Twinkle Twinkle _2_3_6_+_P +Heads Off _^_2_1_4_+_K + +:Desperation Moves: +Red Rose of Darkness _6_3_2_1_4_6_+_A + +:Super Desperation Moves: +Red Rose of Darkness _6_3_2_1_4_6_+_C + +:First Impact Combos: +Ground _A_A_C_C_C +Air _B_A_C_D_D +----------------------------------------------- +$end +$cmd +Elias Patrick +----------------------------------------------- +:Command Moves: +Vertical Punch _6_+_A +2hit Low Kick _6_+_B + +:Special Moves: +Sinful ^-_6_2_3_+_P +Magnus _2_1_4_+_P +Holy Flare _2_3_6_+_P +Hell or Heaven _4_1_2_3_6_+_K + +:Desperation Moves: +Maximum Delirium _6_3_2_1_4_6_+_A + +:Super Desperation Moves: +Maximum Delirium _6_3_2_1_4_6_+_C + +:First Impact Combos: +Ground _A_B_A_C_D +Air _A_C_D_D_D +----------------------------------------------- +$end +$cmd +Mr. Jones +----------------------------------------------- +:Air Throws: +Grab and Toss _^_6_+_C + +:Command Moves: +Elbow _6_+_A +2hit Sliding Kick _3_+_B + +:Special Moves: +Gaudy Punch _X_P +Retro Knuckle _2_1_4_+_P +Arc Fliegen _2_1_4_+_K +Funky Impact _2_3_6_+_P + +:Desperation Moves: +Groove Master _2_1_4x2_+_B + +:Super Desperation Moves: +Groove Master _2_1_4x2_+_D + +:First Impact Combos: +Ground _A_B_C_D_C +Air _A_B_B_C_C +----------------------------------------------- +$end +$cmd +Kang +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_B +4hit Punch _3_+_A +Counter Hit _3_+_C + +:Special Moves: +Fire Bomb _2_3_6_+_P +Kang Anger _4_1_2_3_6_+_K +Rolling Fire _2_1_4_+_P +Kang Screw _6_2_3_+_P + +:Desperation Moves: +Body Press Special ^-_6_3_2_1_4x2_+_A + +:Super Desperation Moves: +Body Press Special ^-_6_3_2_1_4x2_+_C + +:First Impact Combos: +Ground _A_A_A_A_C +Air _A_A_A_A_C +----------------------------------------------- +$end +$cmd +Sonia Romanenko +----------------------------------------------- +:Command Moves: +Axe Kick _6_+_B +2hit Slide _3_+_B + +:Special Moves: +Fascination Sharp _6_3_2_1_4_+_P +Snake Hold _2_3_6_+[_P/_K] +Snake Bite _2_1_4_+_K +Snake Whip _6_2_3_+_K + +:Desperation Moves: +Guardian Mercy _2_3_6x2_+[_A/_B] + +:Super Desperation Moves: +Guardian Mercy _2_3_6x2_+[_C/_D] + +:First Impact Combos: +Ground _A_A_C_C_D +Air _B_A_B_A_C +----------------------------------------------- +$end +$cmd +Jimmy +----------------------------------------------- +:Command Moves: +Elbow _6_+_A +Autoguard Elbow _3_+_A + +:Special Moves: +Red Rage _2_3_6_+_P +Shouryuu Dan _6_2_3_+_P +Heat Hurricane _6_3_2_1_4_+_P +^!Overhead Elbow _8 +^!Uppercut Finish _2 +Cannon Kick _2_1_4_+_K + +:Desperation Moves: +Gun Blow _2_1_4_1_2_3_6_+_A + +:Super Desperation Moves: +Gun Blow _2_1_4_1_2_3_6_+_C + +:First Impact Combos: +Ground _A_A_B_C_C +Air _B_A_C_D_D +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Abubo Rao + - at the Character Select screen + - _8_8_8_8_2_2_2_4_4_6 + +*Play with Johann + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Abubo Rao +----------------------------------------------- +:Command Moves: +Chest Attack _6_+_A +2hit Hammer Punch _3_+_A +2hit Low Punch _3_+_C + +:Special Moves: +Destruction ^-_6_3_2_1_4_+_P +Steel Crusher _2_3_6_+_O_P +Flea Catch _6_2_3_+_P +Violent Instinct _4_1_2_3_6_+_K + +:Desperation Moves: +War Path ^-_6_3_2_1_4x2_+_A + +:Super Desperation Moves: +War Path ^-_6_3_2_1_4x2_+_C + +:First Impact Combos: +Ground _A_A_B_B_D +Air _A_A_B_B_D +----------------------------------------------- +$end +$cmd +Johann +----------------------------------------------- +:Special Moves: +Surge of Anger _2_1_4_+_A +Signs of Doom _2_1_4_+_B +Silent Sorrow _2_1_4_+_C +Painful Scream ^-_2_1_4_+_D + +:Desperation Moves: +Burnt Offering _2_3_6_3_2_1_4_+_A + +:Super Desperation Moves: +Burnt Offering _2_3_6_3_2_1_4_+_C + +:Additional Notes: +_`can't use Team Duplex +_`can't use First Impact Attack +----------------------------------------------- +$end + +$info=ragnagrd +$cmd +*---INFO---* +----------------------------------------------- +Ragnagard +Shin-Oh-Ken +(c)1996 Saurus / System Vision +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Light Punch +_B: Light Kick +_C: Heavy Punch +_D: Heavy Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +F: needs Fire Power +C: needs Lightning Power +W: needs Water Power +B: needs Wind Power + +:Desperation Moves: (DM) +needs POW Max + +:Super Desperation Moves: (SDM) +needs POW Max and Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash (_^)_6_6 +Retreat _4_4 + +:Throws: +Throw ^-[_4/_6]_+[_C/_D] +Passive Throwing ^-_6_3_2_1_4_+_C + +:Command Moves: +Blow Away Attack _6_+_B_+_C +Energy Charge [_A_+_B_+_C/_B_+_C_+_D] +Drop Attack _^_2_+_A_+_B +Rise Attack _8_+_A_+_B +Continual Skill 1 _A_B_C_+_D +Continual Skill 2 _B_A_C_+_D +----------------------------------------------- +$end +$cmd +Benten +----------------------------------------------- +:Special Moves: +Ryuu Sei Zan (_^)_6_2_3_+_P B +Sourai Raku _^^-_2_1_4_+_K C +Sourai Geki _^^-_2_3_6_+_K C + +:Desperation Moves: +Seki Ryuu Sou Ken _2_1_4_2_3_6_+_A_+_B C +Senkuu Hou'ou Yoku _2_3_6_4_6_+_B_+_C B + +:Super Desperation Moves: +Shinkuu Ren Zan _6_4_6_3_2_1_4_+_A_+_B +----------------------------------------------- +$end +$cmd +Binten +----------------------------------------------- +:Special Moves: +Juu Baku Kin _6_3_2_1_4_+_A W +Sai Nen Dan _^_2_3_6_+[_A/_B/_C] B +You Sen Nen Ja _2_1_4_+_D W + +:Desperation Moves: +Juu Baku Ten Hyou _2_3_6x2_+_C_+_D W +Pun Jin Otoshi ^2_4_6_+_B_+_C B + +:Super Desperation Moves: +HachiMonNenKiJin _4_6_4_1_2_3_6_+_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Chi Chi-Ne Ne +----------------------------------------------- +:Special Moves: +Rekka E _A_+_B_+_C_+_D + _`exchange character +Kururin Ko ^-_2_1_4_2_3_6_+_C +Raijin Ken only Chi Chi_6_2_3_+_P C +Funjin Kyaku (_^)only Ne Ne_2_1_4_+_K B +Mane Mane Attack _6_4_6_+_P +Ton De Ke Punch ^4_6_+_P + +:Desperation Moves: +Boko Boko Drop _2_3_6x2_+_D B +Biri Biri Cannon _6_2_3x2_+_A_+_B C + +:Super Desperation Moves: +Tensei Fuu Raijin _4_6_1_3_+_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Gokuu +----------------------------------------------- +:Special Moves: +Ensatsu Kon _2_1_4_6_+_P F +Sou Shin Ni Ki Kyaku _6_2_3_+_K B +Sanren Kon _2_3_6_+_P F + +:Desperation Moves: +Ren Sen Kon _4_1_2x2_+_A_+_B B +Enjin No Kei _2_3_6x2_+_B_+_C F + +:Super Desperation Moves: +En Bou Jutsu _6_4_6_4_6_+_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Igret +----------------------------------------------- +:Special Moves: +Soul Slash ^4_2_3_6_+_P C +Ripper Haaken ^4_6_+_K F +Bramble Ring (_^)^2_8_+_K F + +:Desperation Moves: +Trap Edge ^4_6_3_2_1_4_+_A_+_B C +Vigor Remove ^4_6_2_3_6_+_B_+_C F + +:Super Desperation Moves: +Hell Inhabitant _^_x_+_A_+_B +----------------------------------------------- +$end +$cmd +Seena +----------------------------------------------- +:Special Moves: +2-Launcher ^4_6_+_P W +Tail Whip (_^)^4_6_+_K B +Dolphin Roll ^2_8_+_K B +Aqua Bell _2_3_6x2_+_B W + +:Desperation Moves: +Bubble Spike _4_1_2_3_6_+_A_+_B B +Crystal Splash _2_2_2_+_A_+_B_+_C W + +:Super Desperation Moves: +2-Mind Storm ^2_4_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Susano +----------------------------------------------- +:Special Moves: +Koku Ryuu Sai (_^)_6_2_3_+_P F +Ryuu Ga Hou _2_3_6_+_P C +Ryuu Hare Ba _2_3_6x2_+_P C +Ryuu Ga Raku Kyaku (_^)_4_2_1_+_K C + +:Desperation Moves: +Raigeki Rin _2_3_6_2_+_A_+_B C +Nana G. _A_+_B_+_C_6_3_2_1_4_+_A_B_C_D_A_B_C F + +:Super Desperation Moves: +Sou Mei Fuu Rai Ken _2_3_6_2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Syuten-Dozi +----------------------------------------------- +:Special Moves: +Oni Hone Kudaki _2_3_6_+_K F +Kongou Hajiki ^6_8_+_P F +Daku Ryuu Nada ^-_2_1_4_6_+_P W +Oni Kobushi _6_2_3_+_P F + +:Desperation Moves: +Gouen Shu _4_1_2x2_+_A_+_B F +Jigoku Nagashi ^-_4_6_+_C W +^!2nd part _2_2_+_C + ^!3rd part _2_2_+_B_+_C + +:Super Desperation Moves: +Rei Shuuki Jin Yado Ri _6_2_3x2_+_A_+_B_X_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Behemoth + - at the Character Select Screen + - put the cursor on Syuten-Dozi + - _B_C_B_C_B_B_C[_A/_D] + +*Play with Eelis + - at the Character Select Screen + - put the cursor on Benten + - _C_C_B_B_C_B_C[_A/_D] + +*Play with Lucifer + - at the Character Select Screen + - put the cursor on Susano + - _B_C_C_C_B_B_B_C[_A/_D] +----------------------------------------------- +$end +$cmd +Behemoth +----------------------------------------------- +:Special Moves: +Wild Snap _2_3_6_+_P F +Deadly Press (_^)_2_1_4_+_A F +Nitro Break _6_2_3_+_C C + +:Desperation Moves: +Murder Fang _2_3_6x2_+_B_+_C C +Howling Beast ^-_6_4_1_2_3_6_+_A_+_B F + +:Super Desperation Moves: +Grand Explosion _2_1_4_2_3_6_+_C_+_D +----------------------------------------------- +$end +$cmd +Eelis +----------------------------------------------- +:Special Moves: +Nightmare Wing (_^)_2_3_6_9_+_P B +Phantom Kuroishi _6_4_6_+_K B +Dancing Needle _^_4_2_1_+_K C +Bat Illusion _2_8_+_A B + +:Desperation Moves: +Lunatic Jail _2_1_4_2_3_6_2_1_4_+_A_+_B C +Killing Chariot _6_2_3x2_+_C_+_D B + +:Super Desperation Moves: +Midnight Fire _6_3_2_1_4_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Lucifer +----------------------------------------------- +:Special Moves: +Pentagram Dune ^4_6_+_P C +Pentagram Ruin ^4_6_+_K C +Mind Wave ^2_8_+_A_+_B F + +:Desperation Moves: +Dark Side Gate ^4_6_+_A_+_B_+_C C +Anger Body Sonic _4_6_4_6_+_A_+_B F + +:Super Desperation Moves: +Flare Burst _O_A_+_B_+_C_+_D +----------------------------------------------- +$end + +$info=rbff1 +$cmd +*---INFO---* +----------------------------------------------- +Real Bout Fatal Fury +Real Bout Garou Densetsu +(c)1995 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: August 19th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Powerful Attack +_D: Plane Switch +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +B: pull for Background Plane +F: pull for Foreground Plane +P: pull for any Plane +G: Guard Cancel Move (H.POWER) +c: cancel in any Special/SP/PP +j: Juggle foe + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Recovery Moves: +performed when knocked + +:Pursuit Moves: +performed with foe down + +:Super Power: (SP) +needs a S. POWER or Red Life + +:Potential Power: (PP) +needs a P. POWER +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 +Crawl ^3 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Dash_9 + +:Plane Moves: +Change to Background _D +Change to Foreground _2_+_D +Return to Mid Plane on other plane[_2/_8] +Weak Return on other plane[_A/_B] +Strong Return on other plane_C P +High Pull foe on other plane_D +Low Pull foe on other plane_2_+_D + +:Guard Moves: +Dodge Attack block_6_+_A + +:Other Moves: +Taunt ^=_C +Turn in the Air _^_O_D +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Uchimata [_4/_6]_+_C + +:Command Moves: +Age Men _1_+_A +Abise Geri _6_+_B + +:Pursuit Moves: +Dart Throw _2_+_C + +:Special Moves: +Hishou Ken _2_1_4_+_A +Geki Hishou Ken _2_1_4_+_C + _`hit on 3 planes +Shouryuu Dan _6_2_3_+_C G +Zan'ei Ken _1_6_+[_A/_C] +^!Shippuu Uraken(with_C) _1_6_+_C +Kuuha Dan _1_2_3_6_+_B +Yami Abise Geri _6_2_3_+_B +Gen'ei Shiranui _^_2_3_6_+_D F +Shippuu Tatsumaki Geri _2_1_4_+_D +Shiranui Kumo Karami _^above foe_2_2_+_C + +:Super Power: +Chou Reppa Dan ^2_3_6_+_B_+_C + +:Potential Power: +Zan'ei Reppa _1_2_3_6_+_C + +:Fake Moves: +Fake~Hishou Ken _2_+_A_+_B +Fake~Zan'ei Ken _6_+_A_+_B +Fake~Chou Reppa Dan _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CcF +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj + --- 4hits --- +_Bc(2hit)[_Bc/_2_+_Bc]_C +_Bc(2hit)[_Bc/_2_+_Bc]_6_+_CcF +_Bc(2hit)[_Bc/_2_+_Bc]_2_+_C +_Bc(2hit)[_Bc/_2_+_Bc]_1_+_Cj + --- 8hits --- +_Cc(2hit)_Cc(2hit)_Cc(2hit)_Cc_6_+_CF +----------------------------------------------- +$end +$cmd +Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+_C +Jigoku Otoshi _6_+_B + +:Command Moves: +Pole Stab _6_+_A + +:Pursuit Moves: +Pole Whack _2_+_C + +:Special Moves: +Senpuu Kon _X_A +Sansetsu Kon~Chuudan Uchi ^4_6_+_A +^!Kaen Sansetsu Kon~Chuudan Tsuki _4_6_+_C +Suzume Otoshi _2_1_4_+_A +Kyoushuu Hishou Kon _1_2_3_6_+_B +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B G + _`reverse high/mid +Suiryuu Tsuigeki Kon _2_1_4_+_C G + _`reverse jump/special/SP/PP + +:Super Power: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_B_+_C + +:Potential Power: +Guren Sakkon _6_3_2_+_C G + +:Fake Moves: +Fake~Kyoushuu Hishou Kon _4_+_A_+_B + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac]_Ac[_C/_6_+_CcB/_2_+_C] +[_Ac/_2_+_Ac/_2_+_Bc]_2_+_Bc_C +[_Ac/_2_+_Ac/_2_+_Bc]_2_+_Bc_6_+_CcB +[_Ac/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C + --- 5hits --- +_B(3hit)_2_+_Bc[_C/_6_+_CcB/_2_+_C] + --- 10hits --- +[_Ac/_2_+_Ac]_Bc(3hit)_2_3_6_+_C(6hit) +----------------------------------------------- +$end +$cmd +Blue Mary +----------------------------------------------- +:Throws: +Head Throw _4_+_C +^!Achilles Hold _6_+_C + +:Command Moves: +Crouching Punch _3_+_A +Double Rolling _4_+_B + +:Recovery Moves: +Fire Vertical Arrow _2_8_+_C + +:Pursuit Moves: +Foot Stomp _2_+_C +Leg Drop _8_+_C + +:Special Moves: +Spin Fall _2_3_6_+_A +M. Spider _2_3_6_+_C +Straight Slicer ^4_6_+_B G +^!Stun Slice _4_6_+_B +Crab Clutch ^4_6_+_C +Vertical Arrow _6_2_3_+_B +^!M. Snatcher _6_2_3_+_B +M. Head Buster _2_1_4_+_B + _`reverse high/mid +^!follow with Vertical Arrow +Stun Gun Smasher _2_1_4_+_C + _`reverse jump/special/SP/PP +Quick-sway _2_1_4_+_A +^!Backdrop Real _4_+_A + ^!Face Lock _4_+_B + +:Super Power: +M. Driving Smasher _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +M. Typhoon ^-_6_4_1_2_3_6_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_Cj +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_4_+_CF +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cc +[_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cc + --- 4hits --- +_Bc(2hit)[_Bc/_2_+_Bc]_C +_Bc(2hit)[_Bc/_2_+_Bc]_6_+_Cj +_Bc(2hit)[_Bc/_2_+_Bc]_4_+_CF +_Bc(2hit)[_Bc/_2_+_Bc]_2_+_C +_Bc(2hit)[_Bc/_2_+_Bc]_1_+_Cc +_Bc(2hit)[_Bc/_2_+_Bc]_3_+_Cc +----------------------------------------------- +$end +$cmd +Bob Wilson +----------------------------------------------- +:Throws: +Falcon [_4/_6]_+_C +^!Wild Wolf _9_9_+_C + +:Command Moves: +Sliding Headbutt _6_+_A +Thrust Kick _1_+_A +Jump Under Kick _^_2_+_B + +:Recovery Moves: +Bob Somersault _X_C + +:Pursuit Moves: +Ringsu Fang _8_+_C + +:Special Moves: +Rolling Turtle _2_1_4_+[_B/_C] +^!Move(with_C) [_4/_6] +Bison Horn ^2_8_+[_B/_C] +Wild Wolf ^4_6_+_B +Monkey Dance _6_2_3_+_B G + +:Super Power: +Dangerous Wolf _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Mad Spin Wolf _2_1_4x2_+_C +^!Wolf Fang _X_C + +:Fake Moves: +Fake~Mad Spin Wolf _2_+_B_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc/_2_+_A]_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_A]_B[_C/_6_+_CcF/_1_+_Cj/_3_+_C] + --- 4hits --- +_Cc(2hit)_Cc_8_+_C + --- 5hits --- +_Cc(2hit)_Cc_Cc_8_+_C + --- 6hits --- +_Cc(2hit)_Cc_Cc_Cc[_Cc/_8_+_C] +----------------------------------------------- +$end +$cmd +Duck King +----------------------------------------------- +:Throws: +Rolling Neck [_4/_6]_+_C + +:Air Throws: +Reverse Breaker _^_2_+_C + +:Command Moves: +Overhead Axe Handle _4_+_A +Sliding Kick _3_+_B +Duck Fake Air _^_2_2 +^!Move [_4/_6] +Duck Fake Ground Dash_3_+_C + +:Pursuit Moves: +Ground Spin _2_+_C + +:Special Moves: +Head Spin Attack _2_3_6_+[_A/_C] +^!Kick Away(with_C) _C +Dancing Dive _2_1_4_+_B G +Neo Break Storm _6_2_3_+_B +Flying Spin Attack _^_2_1_4_+_A + +:Super Power: +Break Spiral ^-_4_1_2_3_6_9_2_+_B_+_C + +:Potential Power: +Duck Dance _2_2_+_A_+_B_+_C +^!Break Hurricane _2_3_6x2_+_B_+_C +^!Dancing Calibre _2_1_4x2_+_B_+_C +^!Rolling Banisher ^4_6_4_6_+_B_+_C +^!Diving Banisher _^_6_3_2_+_B_+_C + +:Fake Moves: +Fake~Duck Dance _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_CcB +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_4_+_Cj +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_8_+_CF + --- 5hits --- +_Ac_Ac_Bc_Bc_C + --- 6hits --- +_Ac_Ac_Bc_Bc_4_+_Cc(2hit) +----------------------------------------------- +$end +$cmd +Franco Bash +----------------------------------------------- +:Throws: +Side Buster [_4/_6]_+_C + +:Command Moves: +Back Tornado _6_+_B F +Step Axe Dash_C + +:Recovery Moves: +Power Uppercut _X_C + +:Special Moves: +Double Kong _2_1_4_+[_A/_C] G + _`Guard Cancel with_C +Power Bicycle _2_3_6_+_B F + _`hit on 3 planes +Meteo Shot _2_3_6_+_A +Meteo Tackle _1_6_+_C +^!Meteo Back Blow _1_6_+_C +Waving Blow _4_1_2_3_6_+_D +^!Double Waving Blow _4_1_2_3_6_+_D +Waving Step ^4_6_+_B +^!Quick Step [_4_6/_6_4]_+_B + +:Super Power: +Final Omega Shot _2_1_4_1_6_+_B_+_C + +:Potential Power: +Armageddon Buster ^-_6_3_2_1_4_+_C + _`can use the moves below up to 3 times +^!Hook _2_1_4_+_A +^!High Kick _2_1_4_+_B +^!Straight _2_3_6_+_A + _`can use the moves below once time +^!Back Finish _2_3_6_+_B +^!Tackle _2_3_6_+_C +^!Upperhigh Kick _6_2_3_+_A +^!Reverse High Kick _6_2_3_+_B +^!Bicycle _6_2_3_+_C + _`the move below is the final move +^!Omega Shot _2_1_4_+_C + +:Fake Moves: +Fake~Meteo Shot _2_+_A_+_B + +:Combos: + --- 2hits --- +_Bc_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_6_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_8_+_CB + --- 8hits --- +_Ac_Cc(2hit)_Cc(2hit)_Cc(2hit)[_6_+_CcB/_8_+_C] +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Shinkuu Nage _6_+_C +Kosatsu Nage _4_+_C +^!Zetsumei Hitonaka Uchi _6_+_C +Ura Kumo Kakushii _1_+_C +^!Zetsumei Hitchu Shime _9_+_C +Kosatsu Sho _3_+_C + +:Command Moves: +Upper Palm _1_+_A +Raikou Mawashi Geri _4_+_B B + +:Pursuit Moves: +Raimei Gouha Nage _2_+_C + +:Special Moves: +Reppuu Ken _2_1_4_+_A +Double Reppuu Ken _2_1_4_+_C +Shippuu Ken _^_2_1_4_+[_A/_C] +^!Move(with_A) [_4/_6] +Ja'ei Ken ^4_6_+[_B/_C] G + _`Guard Cancel with_C +Joudan Atemi Nage _4_1_2_3_6_+_B + _`reverse jump/special/SP/PP +Chudan Atemi Uchi _4_1_2_3_6_+_C G + _`reverse high/mid + +:Super Power: +Rasing Storm _1_6_3_2_1_4_3_+_B_+_C + _`hit on 3 planes + +:Potential Powers: +Thunder Break _6_3_2_+_C + _`hit on 3 planes +Deadly Rave _6_3_2_1_4_6_+_A +^!Deadly Rave-combo _A_B_C_C_C_B_C + ^!Deadly Rave-finisher _2_1_4_+_C + +:Fake Moves: +Fake~Reppuu Ken _2_+_A_+_B +Fake~Ja'ei Ken _6_+_A_+_B +Fake~Rasing Storm _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac][_Ac/_2_+_Ac]_C +[_Ac/_2_+_Ac][_Ac/_2_+_Ac]_6_+_CcB +[_Ac/_2_+_Ac][_Ac/_2_+_Ac]_2_+_C +[_Ac/_2_+_Ac][_Ac/_2_+_Ac]_1_+_Cj +[_Bc/_2_+_Bc]_Bc[_C/_6_+_CcB/_2_+_C/_1_+_Cj] +_2_+_Bc_2_+_Bc[_C/_6_+_CcB/_2_+_C/_1_+_Cj] + --- 7hits --- +_Ac_Cc(2hit)_Cc_Cc(2hit)_6_+_C +----------------------------------------------- +$end +$cmd +Hon Fu +----------------------------------------------- +:Throws: +Back Flip [_4/_6]_+_C +Keiraku Randa _3_+_C + +:Command Moves: +High NC hit _1_+_A +Fumi Somi Sokukeri _6_+_B + +:Pursuit Moves: +Low NC Hit _2_+_C + +:Special Moves: +Honou no Taneuma _X_A +Seikuu Rekka Kon _6_2_3_+_A G +Kyu Ryu no Yomi ^-_4_1_2_3_6_+_C +Koku Ryu ^-foe in air_4_1_2_3_6_+_C +Denkou Sekka no Chi ^1_6_+_B +^!Denkou Pachiki _B +Denkou Sekka no Ten _2_1_4_+_B +Hissho Kyakushu Kyaku _2_1_4_+_C + +:Super Power: +Bakuhatsu Goro _2_1_4_1_6_+_B_+_C + +:Potential Power: +Gadenza no Arashi _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Seikuu Rekka Kon _4_+_A_+_B +Fake~Denkou Sekka no Chi _6_+_A_+_B + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_2_+_Ac]_Ac[_C/_6_+_CcF/_2_+_C/_1_+_Cj] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcF +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_1_+_Cj +[_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_C +[_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_6_+_CcF +[_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_1_+_Cj +_1_+_Ac_C_C +----------------------------------------------- +$end +$cmd +Jin Chonrei +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Axe Kick _6_+_B + +:Special Moves: +Teio Jinsoku Ken-short _6_6_+_A +Teio Jinsoku Ken-long _6_6_6_+_A +Teio Tengan Ken _2_3_6_+[_A/_C] +Teio Tenji Ken _6_2_3_+[_A/_C] G + _`Guard Cancel with_A +Teio Rojin Ken _2_1_4_6_+_C +Teio Tashin Ken _2_1_4_+_B + _`reflect projectile +Ryu Ten Shin _2_3_6_+_B + +:Super Power: +Teio Syu Myo Ken _6_4_1_2_3_6_+_B_+_C + _`hit on 3 planes + +:Potential Power: +Teio Ryusei Ken _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Teio Tengan Ken _2_+_A_+_B +Fake~Teio Syu Myo Ken _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac]_Ac[_C/_6_+_CcB/_2_+_C] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CcB +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +----------------------------------------------- +$end +$cmd +Jin Chonshu +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Chop _6_+_A +Tatsukai Atama _3_+_C + +:Special Moves: +Teio Jinsoku Ken _6_6_+_A +Teio Tengan Ken _2_3_6_+[_A/_C] +Teio Tenji Ken _6_2_3_+[_A/_C] G + _`Guard Cancel with_C +Teio Jingan Ken _6_3_2_1_4_+[_A/_B/_C] +^!Teio Hagane Kachi [_A/_B/_C] + +:Super Power: +Teio Rojin Ken _2_1_4_6_+_B_+_C + +:Potential Power: +Teio Sukyu Kyo Ken _2_1_4_6_+_C + +:Fake Moves: +Fake~Teio Tengan Ken _2_+_A_+_B +Fake~Teio Rojin Ken _2_+_B_+_C + +:Combos: + --- 5hits --- +[_A(2hit)/_2_+_Ac(2hit)]_Ac(2hit)_C +[_A(2hit)/_2_+_Ac(2hit)]_Ac(2hit)_6_+_CcF +[_A(2hit)/_2_+_Ac(2hit)]_Ac(2hit)_2_+_C +[_A(2hit)/_2_+_Ac(2hit)]_Bc(2hit)_C +[_A(2hit)/_2_+_Ac(2hit)]_Bc(2hit)_6_+_CcF +[_A(2hit)/_2_+_Ac(2hit)]_Bc(2hit)_2_+_C +[_A(2hit)/_2_+_Ac(2hit)]_2_+_Bc(2hit)_C +[_A(2hit)/_2_+_Ac(2hit)]_2_+_Bc(2hit)_6_+_CcF +[_A(2hit)/_2_+_Ac(2hit)]_2_+_Bc(2hit)_2_+_C +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_C +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_6_+_CcF +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_2_+_C +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_C +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_6_+_CcF +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_2_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Joe Special [_4/_6]_+_C +Hiza Jigoku _3_+_C + +:Command Moves: +Vertical Upper _4_+_A +High Elbow _1_+_A +Joe Sobat _4_+_B F +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_A +^!Bakuretsu Elbow _2_3_6_+_A +Bakuretsu Hurricane _4_1_2_3_6_+[_A/_C] + _`hit on 3 planes with_C +Tiger Kick _6_2_3_+_B G +Slash Kick _1_6_+[_B/_C] +Ougon no Kakato _2_1_4_+_B +Pressure Knee _2_3_6_+_D + +:Super Power: +Screw Upper _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Slide Screw _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Bakuretsu Hurricane _2_+_A_+_B +Fake~Tiger Kick _4_+_A_+_B +Fake~Slash Kick _6_+_A_+_B +Fake~Screw Upper _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CcF +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj +_1_+_Ac_C_C + --- 9hits --- +_4_+_Ac(2hit)_Cc(2hit)_Cc(2hit)_Cc(2hit)_Cj +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+_C + +:Command Moves: +Neri Chagi _6_+_B +Haki Kyaku _A_+_B +Hishou Kyaku _^_2_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+[_B/_C] +Hien Zan ^2_8_+_B +^!Tenshou Zan _2_+_B +Kuu Sajin _6_2_3_+_A G + _`hit on 3 planes + +:Super Power: +Hou'ou Tenbu Kyaku _^_4_1_2_3_6_+_B_+_C + +:Potential Power: +Hou'ou Kyaku _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Hangetsu Zan _6_+_A_+_B +Fake~Hou'ou Kyaku _2_+_B_+_C + +:Combos: + --- 2hits --- +^=_C_C + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CcF +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj + --- 6hits --- +_Ac_Bc_Bc_Cj_Cj on 2nd(2hit) +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzuki Kai [_4/_6]_+_C + +:Air Throws: +Yume Zakura _^_2_+_C + +:Command Moves: +Ryu no Mai _4_+_A B +Thrust Kick _6_+_B + +:Recovery Moves: +Double Kick _X_C + +:Special Moves: +Kacho Sen _2_3_6_+_A +Midare Kacho Sen _2_1_4_+_C + _`hit on 3 planes +Ryuu Enbu _2_1_4_+_A G +Kagero no Mai _2_2_+_C +Hissatsu Shinobi Bachi _4_1_2_3_6_+_C +Musasabi no Mai _^_2_+_A_+_B +Gen'ei Shiranui _^_2_3_6_+_D F + +:Super Power: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C + +:Potential Power: +Leotard Shinobi Bachi _6_1_6_+_C + +:Fake Moves: +Fake~Kacho Sen _2_+_A_+_B +Fake~Ryuu Enbu _4_+_A_+_B + +:Combos: + --- 2hits --- +_2_+_Ac_2_+_Cc + --- 3hits --- +_Ac_Cc(2hit) +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CcF +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj +_Bc_C_C + --- 4hits --- +[_Ac/_2_+_Ac]_Ac(2hit)_C +[_Ac/_2_+_Ac]_Ac(2hit)_6_+_CcF +[_Ac/_2_+_Ac]_Ac(2hit)_2_+_C +[_Ac/_2_+_Ac]_Ac(2hit)_1_+_Cj +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +----------------------------------------------- +:Throws: +Bun Nage [_4/_6]_+_C +Bakudan Pachiki _3_+_C + +:Command Moves: +Bussashi _6_+_A +Uppercut _1_+_A + +:Recovery Moves: +Dust Throw _X_C + +:Pursuit Moves: +Palm Smash _2_+_C + +:Special Moves: +Hebi Tsukai Zenpou _2_1_4_+_O_C +^!Hebi Damashi _A +^!Hebi Tsukai Taikuu _9 +Bai Gaeshi _2_3_6_+_C + _`reflect projectile +Sabaki no Aikuchi _6_1_6_+[_A/_C] G + _`Guard Cancel with_C +Sadomazo _4_1_2_3_6_+_B + _`reverse jump/high/mid/special/SP/PP + +:Super Power: +Guillotine _6_3_2_1_6_+_B_+_C + +:Potential Power: +Drill ^-_x_+_X_C + +:Combos: + --- 2hits --- +_Bc[_CcB/_6_+_CcF] + --- 3hits --- +[_Ac/_Bc/_2_+_Bc][_Bc/_6_+_Bc/_2_+_Bc]_Cc +[_Ac/_Bc/_2_+_Bc][_Bc/_6_+_Bc/_2_+_Bc]_6_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_6_+_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_6_+_Bc/_2_+_Bc]_1_+_Cj + --- 6hits --- +_Ac_Cc_Cc[_Cc/_6_+_C/_4_+_C] +----------------------------------------------- +$end +$cmd +Sokaku Mochizuki +----------------------------------------------- +:Throws: +Muken Jigoku Nage _6_+_C +Mudoh Shibari Nage _4_+_C +^!Jigoku Mon _6_+_C + +:Air Throws: +Shoten Satsu _^_2_+_C + +:Command Moves: +Shukajoh Joudan Uchi _1_+_A + +:Pursuit Moves: +Lightning _2_+_C + +:Special Moves: +Makibishi Masher _2_3_6_+_A +Nozaru Geri _2_1_4_+_A +Hyoi Dan _6_4_6_+_C +Higi Kaminari Otoshi _6_2_3_+_B +Gen Mu Jin _6_2_3_+_A +Ja Kon Bu _X_A +^!Ten Ha _1_+_C +^!Fu Ha _3_+_C +^!Toppa _6_+_C +^!Kou Ha _9_+_C +^!Tou Ha _D +Jashin Kon _4_1_2_3_6_+_B + _`reflect projectile +Hametsu no Honou _2_4_1_+_B G +Kimon Jin ^-_x_+_C + +:Super Power: +Ikazuchi _6_3_2_3_6_+_B_+_C + +:Potential Power: +Raijin no Ibuki _6_3_2_3_6_+_C + +:Fake Moves: +Fake~Makibishi Masher _2_+_A_+_B +Fake~Raijin no Ibuki _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_CcB +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_6_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj +_Bc_6_+_Cc_6_+_CcF + --- 6hits --- +_Cc(2hit)_Cc_Cc_Cc_2_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+_C + +:Command Moves: +Rising Upper _1_+_A +Backspin Kick _6_+_B B +Charging Kick Dash_6_+_C + +:Special Moves: +Power Wave _2_3_6_+_A +Round Wave _2_3_6_+_C + _`hit on 3 planes +Rising Tackle ^2_8_+_A +Power Dunk _6_2_3_+_B G +Crack Shoot _2_1_4_+_B +Burn Knuckle _2_1_4_+[_A/_C] +Passing Sway _2_3_6_+_D + +:Super Power: +Power Geyser _2_1_4_1_6_+_B_+_C + _`hit on 3 planes + +:Potential Power: +Triple Geyser _2_1_4_1_6_+_C + _`hit on 3 planes + +:Fake Moves: +Fake~Power Wave _2_+_A_+_B +Fake~Burn Knuckle _6_+_A_+_B +Fake~Power Geyser _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_2_+_Ac_2_+_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_6_+_CB +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_1_+_Cj + --- 5hits --- +Dash_Ac_Cc_Cc_Cc_C +----------------------------------------------- +$end +$cmd +«Ranking» +----------------------------------------------- +:Ranking on Round: +SSS +- more than 8000points -> with less than 6sec +- more than 9000points -> with 7 to 10sec +SS +- 6000 to 7999points -> with less than 6sec +- 7000 to 8999points -> with 7 to 10sec +- more than 8000points -> with 11 to 15sec +- more than 9000points -> with 16 to 20sec +S +- 3000 to 5999points -> with less than 6sec +- 4000 to 6999points -> with 7 to 10sec +- 5000 to 7999points -> with 11 to 15sec +- 6000 to 8999points -> with 16 to 20sec +- more than 7000points -> with 21 to 25sec +- more than 8000points -> with 26 to 30sec +AAA +- less than 3000points -> with less than 6sec +- 3000 to 3999points -> with 7 to 10sec +- 4000 to 4999points -> with 11 to 15sec +- 5000 to 5999points -> with 16 to 20sec +- 6000 to 6999points -> with 21 to 25sec +- 7000 to 7999points -> with 26 to 30sec +- more than 9000points -> with 31 to 35sec +AA +- less than 3000points -> with 7 to 10sec +- less than 3999points -> with 11 to 15sec +- 3000 to 4999points -> with 16 to 20sec +- 4000 to 5999points -> with 21 to 25sec +- 5000 to 6999points -> with 26 to 30sec +- 7000 to 8999points -> with 31 to 35sec +- more than 9000points -> with 36 to 40sec +A +- less than 3000points -> with 16 to 20sec +- less than 3999points -> with 21 to 25sec +- 3000 to 4999points -> with 26 to 30sec +- 5000 to 6999points -> with 31 to 35sec +- 7000 to 8999points -> with 36 to 40sec +- more than 9000points -> with 41 to 45sec +B +- less than 3000points -> with 26 to 30sec +- 3000 to 4999points -> with 31 to 35sec +- 5000 to 6999points -> with 36 to 40sec +- 7000 to 8999points -> with 41 to 45sec +- more than 9000points -> with more than 46sec +C +- less than 3000points -> with 31 to 35sec +- less than 4999points -> with 36 to 40sec +- less than 6999points -> with 41 to 45sec +- less than 8999points -> with more than 46sec +- any total of points -> Time Over + +:Points for each grade: +SSS - 41 +SS - 33 +S - 25 +AAA - 17 +AA - 12 +A - 9 +B - 9 +C - 5 +All these points are summed up and you will be +awarded a Fighter Grade. + +:Fighter Grade: +Holy Fighter more than 850 +Genius Fighter 849 to 650 +Master Fighter 649 to 442 +Ace Fighter 441 to 351 +Hope Fighter 350 to 221 +Average Fighter 220 to 156 +Trainee Fighter 155 to 117 +Beginner Fighter less than 117 +----------------------------------------------- +$end + +$info=rbff2 +$cmd +*---INFO---* +----------------------------------------------- +Real Bout Fatal Fury 2 - The Newcomers +Real Bout Garou Densetsu 2 - the newcomers +(c)1998 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: May 28th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Powerful Attack +_D: Move to Other Fighting Plane +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +P: pull for Background Plane +G: Guard Cancel Move (H.POWER) +c: cancel in any Special/SP/PP +j: Juggle foe + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Recovery Moves: +performed when knocked + +:Pursuit Moves: +performed with foe down + +:Super Power: (SP) +needs a S. POWER or Red Life + +:Potential Power: (PP) +needs a P. POWER +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 +Crawl ^3 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 + +:Plane Moves: +Change Plane _D +Return to Mid Plane on other plane_2 +Stay on Background Plane on other plane_8 +High Return on other plane_A +Low Return on other plane_B +Strong Return on other plane_C +High Pull foe on other plane_D +Low Pull foe on other plane_2_+_D + +:Recovery Moves: +Line Roll (H.POWER)landing_8_+_D +Quick Recover knocked_2_+_D + +:Other Moves: +Attack Avoider _A_+_B +Taunt _C_+_D +Turn in the Air _^_D +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Uchimata [_4/_6]_+_C + +:Command Moves: +Age Men _3_+_A +Abise Geri _6_+_B +^!2hit Somersault _9_+_C + +:Special Moves: +Hishou Ken _2_1_4_+_A G +Geki Hishou Ken _2_1_4_+_C G +Shouryuu Dan _6_2_3_+_C G +Zan'ei Ken _1_6_+[_A/_C] +^!Shippuu Uraken(with_C) _1_6_+_C +Kuuha Dan _1_2_3_6_+_B G +Gen'ei Shiranui _^_2_1_4_+_D + +:Super Power: +Chou Reppa Dan _2_1_4_1_6_+_B_+_C + +:Potential Power: +Dan Da Dan _2_1_4_1_6_+_X_C G + +:Fake Moves: +Fake~Hishou Ken _2_+_A_+_C +Fake~Zan'ei Ken _6_+_A_+_C +Fake~Chou Reppa Dan _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_3_+_Ac_2_+_C + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CP +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_3_+_Cj +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_3_+_Cj +_3_+_Ac_B_C +_3_+_Ac_Cc_Cc +----------------------------------------------- +$end +$cmd +Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+_C +Jigoku Otoshi _3_+_C + +:Pursuit Moves: +Pole Whack _2_+_C + +:Special Moves: +Senpuu Kon _X_A +Sansetsu Kon~Chuudan Uchi ^4_6_+_A +^!Kaen Sansetsu Kon~Chuudan Tsuki _4_6_+_C +Suzume Otoshi _2_1_4_+_A G +Kyoushuu Hishou Kon _1_2_3_6_+_B G +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B G + +:Super Powers: +Chou Kaen Senpuu Kon _6_4_1_2_3_6_+_B_+_C +Guren Sakkon _6_3_2_+_C + +:Potential Power: +Salamander Stream _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Kyoushuu Hishou Kon _4_+_A_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_2_+_Ac_2_+_Cc + --- 3hits --- +_Ac_6_+_Cc(2hit)P + --- 6hits --- +_2_+_C(1hit)_C_2_3_6_+_C(4hit) +----------------------------------------------- +$end +$cmd +Blue Mary +----------------------------------------------- +:Throws: +Head Throw [_4/_6]_+_C +^!Achilles Hold _6_3_2_+_C + +:Command Moves: +Heel Follow _6_+_B +Double Rolling _4_+_B +^!Climbing Arrow _3_+_C + +:Pursuit Moves: +Leg Press _2_+_B + +:Special Moves: +Crab Clutch ^4_6_+_B +M. Snatcher _6_2_3_+_B G +Real Counter _2_1_4_+_A +^!Backdrop Real ^-_A +^!Face Lock ^-_B +^!Good Night Backbreaker ^-_C +Leg Drop ^2_8_+_C +^!Reverse Kick _4_+_B +^!M. Spider _2_3_6_+_C +M. Spider _^forward_2_3_6_+_C + +:Super Power: +M. Typhoon _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +M. Escalation _6_4_1_2_3_6_+_C +^!Spin Fall _2_3_6_+_C G + ^!Double Spin Fall _2_3_6_+_C + ^!M. Dynamite Swing _2_+_C +^!Vertical Arrow _6_2_3_+_A G + ^!M. Snatcher _6_2_3_+_B + ^!M. Dynamite Swing _2_+_C +^!Straight Slicer ^4_6_+_A G + ^!Crab Clutch _4_6_+_B + ^!M. Dynamite Swing _2_+_C +^!M. Double Swing foe down_2_+_C + +:Fake Moves: +Fake~M. Snatcher _4_+_A_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_A_+_Bc_C + --- 3hits --- +[_Ac/_Bc/_2_+_Bc]_Bc[_C/_6_+_CP/_2_+_C/_3_+_Cj] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_3_+_Cj +_2_+_Ac_C_3_3_+_C + --- 4hits --- +_Cc(2hit)_C_C +----------------------------------------------- +$end +$cmd +Bob Wilson +----------------------------------------------- +:Throws: +Falcon [_4/_6]_+_C +^!Wild Wolf _3_3_+_C + +:Air Throws: +Eagle Catch _^_2_+_C + +:Command Moves: +Thrust Kick _3_+_A +Jump Under Kick _^_2_+_B +Sliding Headbutt Dash_6_+_C + +:Recovery Moves: +Bob Somersault _X_C + +:Pursuit Moves: +Ringsu Fang _8_+_C + +:Special Moves: +Rolling Turtle _2_1_4_+_B G +^!Move [_4/_6] +Sidewinder _2_1_4_+_C G +Frog Hunting _4_6_6_+_B_+_C +Bison Horn ^2_8_+_C G +Wild Wolf ^4_6_+_B G +Monkey Dance _6_2_3_+_B G + +:Super Power: +Dangerous Wolf _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Dancing Bison _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Dancing Bison _2_+_B_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc]_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc[_C/_3_+_Cj] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +_Cc(1hit)_C[_6_+_C/_8_+_C] +_3_+_Ac_2_+_B_2_+_Cc +----------------------------------------------- +$end +$cmd +Cheng Sinzan +----------------------------------------------- +:Throws: +Aiki Nage [_4/_6]_+_C +Zutsuki Satsu _3_+_C + +:Command Moves: +Energy Ball _4_+_A P +Energy Balls _6_+_A +^!Cancel and Crawl [_1_1/_3_3]_+_C + +:Special Moves: +Kiten Hinzan-high _2_3_6_+_A G +Kiten Hinzan-upward _6_2_3_+_A G +Hagan Geki ^4_6_+[_B/_C] G +Dai Taikobara Uchi ^2_8_+_X_A +Flexible Geezer _2_1_4_+_O_B G +Fatty Bazooka _2_1_4_+_C + +:Super Power: +Bakurai Hoh ^1_2_3_6_+_B_+_C G + +:Potential Power: +Collapse of Creation _^_4_1_2_3_6_+_O_C +^!Move [_4/_6] + +:Fake Moves: +Fake~Hagan Geki _6_+_A_+_C +Fake~Fatty Bazooka _2_+_A_+_C + +:Combos: + --- 2hits --- +_Ac[_Cc/_3_+_Cj] +_Cc(1hit)_C +_4_+_AcP_Dc +[_2_+_Ac/_2_+_Bc]_2_+_Cc + --- 5hits --- +on other Plane[_A/_B/_C]_C_C_C_C +----------------------------------------------- +$end +$cmd +Duck King +----------------------------------------------- +:Throws: +Rolling Neck [_4/_6]_+_C + +:Air Throws: +Reverse Breaker _^_2_+_C + +:Command Moves: +Overhead Axe Handle _4_+_A +Sliding Kick _3_+_B +Duck Fake Air _^_2_2 +^!follow with Flying Spin Attack +Duck Fake Ground Dash_3_+_C + +:Pursuit Moves: +Ground Spin _2_+_C + +:Special Moves: +Head Spin Attack _2_3_6_+[_A/_C] G +^!Kick Away(with_C) _C +Dancing Dive _2_1_4_+_B G +^!Dancing Dive Return _2_3_6_+_B +Cross Head Spin on other Plane_8_2_+_D +Neo Break Storm _6_2_3_+_X_B +^!follow with Break Spiral(without_X_B) +Flying Spin Attack _^_2_1_4_+_A + +:Super Powers: +Break Spiral ^-_4_1_2_3_6_9_2_+_B_+_C +Break Spiral _^^-_4_1_2_3_6_+_B_+_C + +:Potential Power: +Duck Dance _6_4_1_2_3_6_+_X_C + _`_X_Cto charge the LVs +^!Diving Banisher LV1_^_2_1_4_+_B_+_C +^!Rolling Banisher LV2_2_3_6_+_B_+_C +^!Dancing Calibre LV3_2_1_4_+_B_+_C +^!Break Hurricane LV3_6_2_3_+_B_+_C +^!Duck Rave LV4_6_3_2_1_4_+_C + +:Fake Moves: +Fake~Duck Dance _2_+_B_+_C + +:Combos: + --- 1hit --- +_2_+_Ac_2_+_C(Duck Fake Ground) + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CP +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_3_+_Cj +[_Bc/_2_+_Bc]_2_+_Bc[_2_+_C/_3_+_Cj] + --- 5hits --- +_2_+_C(1hit)_2_+_Cc(2hit)_2_3_6_9_+_B(2hit) +----------------------------------------------- +$end +$cmd +Franco Bash +----------------------------------------------- +:Throws: +Gut Punch [_4/_6]_+_C + +:Command Moves: +Back Tornado _6_+_B P +Big Punch _B_+_C + +:Recovery Moves: +Power Uppercut _X_C + +:Special Moves: +Double Kong _2_1_4_+_A G +Power Stomp _2_3_6_9_+_B G +Meteo Shock _2_3_6_+_A G +Meteo Tackle ^1_6_+_C G +Waving Blow _2_3_6_+_D + +:Super Powers: +Megaton Scruncher _6_3_2_1_4_+_B_+_C +Final Omega Shot _6_4_1_2_3_6_+_B_+_C G + +:Potential Power: +Armageddon Buster _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Power Stomp _6_+_A_+_C +Fake~Armageddon Buster _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Ac_Ac +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Ac_Bc +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Ac_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Ac_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Ac_3_+_Cj +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc_Ac +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc_Bc +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc_3_+_Cj +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_Ac +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_Bc +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_3_+_Cj + --- 4hits --- +_6_+_BcP_Dc[_Ac/_Cc/_2_+_Bc]_Ac +_6_+_BcP_Dc[_Ac/_Cc/_2_+_Bc]_Bc +_6_+_BcP_Dc[_Ac/_Cc/_2_+_Bc]_C +_6_+_BcP_Dc[_Ac/_Cc/_2_+_Bc]_2_+_C +_6_+_BcP_Dc[_Ac/_Cc/_2_+_Bc]_3_+_Cj +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Kosatsu Nage [_4/_6]_+_C +^!Zetsumei Hitonaka Uchi _6_3_2_+_C +Kosatsu Sho _3_+_C + +:Command Moves: +Raikou Mawashi Geri _4_+_B P + +:Pursuit Moves: +Raimei Gouha Nage _2_+_C + +:Special Moves: +Reppuu Ken _2_1_4_+_A G +Double Reppuu Ken _2_1_4_+_C G +Shinkuu Nage ^-_x_+_A +Gedan Atemi Nage _4_1_2_3_6_+_A + _`reverse low +Chudan Atemi Nage _4_1_2_3_6_+_B + _`reverse jump/special/SP/PP +Joudan Atemi Uchi _4_1_2_3_6_+_C + _`reverse high/mid + +:Super Power: +Rasing Storm _6_4_1_2_3_6_+_B_+_C + +:Potential Powers: +Rashoumon ^-_x_+_C +Deadly Rave _6_3_2_1_4_6_+_A G +^!Deadly Rave-combo _A_A_B_B_B_C_C_C + ^!Deadly Rave-finisher _2_1_4_+_C + +:Fake Moves: +Fake~Reppuu Ken _2_+_A_+_C +Fake~Rasing Storm _2_+_B_+_C + +:Combos: + --- 2hits --- +_4_+_BP[_Dc/_2_+_Dc] +_2_+_Ac_2_+_Cc + --- 3hits --- +_Ac_Bc[_C/_2_+_Cc] +[_Bc/_2_+_Ac]_Cc(2hit) +_6_+_A_C_x_+_A +_2_+_Bc_2_+_Bc[_2_+_Cc/_3_+_Cj] +_3_+_Ac(2hit)_2_+_Cc + --- 4hits --- +_3_+_Ac(2hit)_C_2_2_+_C +----------------------------------------------- +$end +$cmd +Hon Fu +----------------------------------------------- +:Throws: +Back Flip [_4/_6]_+_C +Keiraku Randa _3_+_C + +:Command Moves: +High NC hit _3_+_A +Fumi Somi Sokukeri _6_+_B + +:Pursuit Moves: +Low NC Hit _2_+_C + +:Special Moves: +Honou no Taneuma _2_1_4_+_X_A +Seikuu Rekka Kon _6_2_3_+[_A/_C] G +Kyu Ryu no Yomi ^-_4_1_2_3_6_+_C +Koku Ryu ^-foe in air_4_1_2_3_6_+_C +Denkou Sekka no Chi ^1_6_+_X_B G +Denkou Sekka no Ten _2_1_4_+_B G +Victory Counter Attack _2_1_4_+_C + _`reverse jump/high/mid + _`he only attack after reverse 3 times + +:Super Power: +Bakuhatsu Goro _2_1_4_1_6_+_B_+_C + +:Potential Power: +Gadenza no Arashi _2_1_4_1_6_+_C G + +:Fake Moves: +Fake~Seikuu Rekka Kon _4_+_A_+_C + +:Combos: + --- 2hits --- +_6_+_B_3_+_C +[_2_+_Ac/_2_+_Bc]_2_+_Cc +_3_+_Ac_2_+_C + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CP +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_3_+_Cj +_Ac_Cc_Cc +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_3_+_Cj +_3_+_Ac_C_Cj +----------------------------------------------- +$end +$cmd +Jin Chonrei +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Axe Kick _6_+_B + +:Special Moves: +Teio Jinsoku Ken-short _6_6_+_A +Teio Jinsoku Ken-long _6_6_6_+_A +Teio Tengan Ken _2_3_6_+[_A/_C] G +Teio Tenji Ken _6_2_3_+[_A/_C] G +Teio Rojin Ken _2_1_4_6_+_C G +Teio Tashin Ken _2_1_4_+_O_B +Ryu Ten Shin _2_3_6_+_O_B + +:Super Power: +Teio Syu Myo Ken _6_4_1_2_3_6_+_B_+_C +^!multiple fireball _X_C +^!old-style fireball _O_B_+_C + +:Potential Power: +Teio Ryusei Ken _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Teio Syu Myo Ken _2_+_B_+_C + +:Combos: + --- 2hits --- +_Cc[_6_+_B/_2_+_Bc] + --- 3hits --- +[_Ac/_2_+_Ac][_Bc/_2_+_Bc][_C/_6_+_CcP/_2_+_C] +_Bc_Cc[_Cc/_3_+_Cj/_8_+_C] +----------------------------------------------- +$end +$cmd +Jin Chonshu +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Chop _6_+_A + +:Special Moves: +Teio Jinsoku Ken _6_6_+_A +Teio Tengan Ken _2_3_6_+[_A/_C] G +Teio Tenji Ken _6_2_3_+[_A/_C] G +Teio Jingan Ken _6_3_2_1_4_+[_A/_B/_C] G +^!Hagane Kachi(with_B) [_A/_B/_C] +Tatsu Tomoshibi _2_3_6_+_B +^!Tatsu Tomoshibi Genmetsu _6_3_2_1_4_+_B +TeioKarasatsuKamiManakoKobushi _^_2_1_4_+_B + +:Super Powers: +Teio Rojin Ken-ground _6_4_1_2_3_6_+_B_+_C G +Teio Rojin Ken-air _^_2_1_4_6_+_B_+_C + +:Potential Power: +Teio Sukyu Kyo Ken _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Teio Sukyu Kyo Ken _2_+_B_+_C + +:Combos: + --- 3hits --- +[_2_+_A(2hit)/_2_+_B(2hit)]_2_+_C + --- 4hits --- +[_A(2hit)/_2_+_A(2hit)/_2_+_B(2hit)]_Ac_C +[_A(2hit)/_2_+_A(2hit)/_2_+_B(2hit)]_Ac_6_+_CP +[_A(2hit)/_2_+_A(2hit)/_2_+_B(2hit)]_Ac_2_+_C +[_A(2hit)/_2_+_A(2hit)/_2_+_B(2hit)]_Ac_3_+_Cj +[_A(2hit)/_2_+_A(2hit)][_Bc/_2_+_Bc]_C +[_A(2hit)/_2_+_A(2hit)][_Bc/_2_+_Bc]_6_+_CP +[_A(2hit)/_2_+_A(2hit)][_Bc/_2_+_Bc]_2_+_C +[_A(2hit)/_2_+_A(2hit)][_Bc/_2_+_Bc]_3_+_Cj +[_B(2hit)/_2_+_B(2hit)][_Bc/_2_+_Bc]_C +[_B(2hit)/_2_+_B(2hit)][_Bc/_2_+_Bc]_6_+_CP +[_B(2hit)/_2_+_B(2hit)][_Bc/_2_+_Bc]_2_+_C +[_B(2hit)/_2_+_B(2hit)][_Bc/_2_+_Bc]_3_+_Cj +_Cc(1hit)_C_C_6_4_+_Cj +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Joe Special [_4/_6]_+_C +^!Downward Kick _2 +Hiza Jigoku _3_+_C + +:Command Moves: +Joe Sobat _4_+_B +Sliding Kick _3_+_B + +:Pursuit Moves: +Taunt _2_+_C + +:Special Moves: +Bakuretsu Ken _X_A G +^!Bakuretsu Elbow _2_3_6_+[_A/_C] +Hurricane Upper _4_1_2_3_6_+[_A/_C] G +Tiger Kick _6_2_3_+_B G +Slash Kick _1_6_+[_B/_C] +Ougon no Kakato _2_1_4_+_B G + +:Super Power: +Screw Upper _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Thunder Fire _6_4_1_2_3_6_+[_C/_D] + +:Fake Moves: +Fake~Hurricane Upper _2_+_A_+_C +Fake~Slash Kick _6_+_A_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc/_2_+_C]_Cc + --- 3hits --- +[_Ac/_2_+_Ac][_Ac/_Bc/_2_+_Bc]_A +[_Ac/_2_+_Ac][_Ac/_Bc/_2_+_Bc]_Bc +[_Ac/_2_+_Ac][_Ac/_Bc/_2_+_Bc]_C +[_Ac/_2_+_Ac][_Ac/_Bc/_2_+_Bc]_3_+_Cj +[_Ac/_2_+_Ac][_Ac/_Bc/_2_+_Bc]_8_+_C + --- 5hits --- +^=_Bc_Cc_2_3_6_+_C(3hit) +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+_C + +:Command Moves: +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+[_B/_C] G +Hien Zan ^2_8_+_B G +Kuu Sajin ^2_8_+_A +^!Kuu Sazan _2_+_A +Haki Kyaku _2_2_+_B G +Hishou Kyaku _^_2_+_B +^!Hassei Waza _3_+_B + +:Super Power: +Hou'ou Tenbu Kyaku _^_4_1_2_3_6_+_B_+_C + +:Potential Power: +Hou'ou Kyaku _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Hou'ou Kyaku _2_+_B_+_C + +:Combos: + --- 3hits --- +_Ac[_Ac/_Bc]_CcP + --- 5hits --- +_Ac_Ac_Bc_C(2hit) +_Cc(2hit)_Ac_Bj_C +----------------------------------------------- +$end +$cmd +Laurence Blood +----------------------------------------------- +:Throws: +Matador Buster [_4/_6]_+_C + +:Air Throws: +Flying Buster _^_2_+_C + +:Command Moves: +Spin Kick _6_+_B P +Ole Dodge _B_+_C + +:Special Moves: +Bloody Mixer _X_A +Bloody Spin _6_3_2_1_4_+[_A/_C] G +Bloody Saber ^4_6_+_C +Bloody Cutter ^2_8_+_C G + +:Super Power: +Bloody Flash _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Bloody Shadow _6_4_1_2_3_6_+_C + +:Combos: + --- 1hit --- +_B_+_C(no hit)[_Bc/_2_+_C] + --- 2hits --- +_B_+_C(no hit)_C_6_3_2_+_C +_6_+_Bc[_Dc/_2_+_Dc] + --- 6hits --- +_Cc(2hit)_Cc(2hit)_C(2hit) +----------------------------------------------- +$end +$cmd +Li Xiangfei +(Hanna on Korean Version) +----------------------------------------------- +:Throws: +Ryokuchi Kou'en [_4/_6]_+_C + +:Command Moves: +Ri Mon Chou Chu _6_+_A +Kyuuho~Kousentai _4_+_B +^!Hop _C + +:Special Moves: +Nanpa _2_3_6_+[_A/_C] G +Senri Chuu'ou _2_3_6_+_B +^!Kankuu _2_3_6_+_B +^!Shinsaiha _2_1_4_+_B +Tenpou Zan _6_2_3_+_B G +Esaka _A_8 G + _`reverse jump +Esaka _A_6 G + _`reverse high +Esaka _A_2 G + _`reverse mid/low + +:Super Powers: +Dai Tetsujin _6_4_1_2_3_6_+_B_+_C G +Chou Pai-Long-starter ^-_C_6_1_6_+_A_+_B +^!Chou Pai-Long-finish _6_1_6_+_A_+_B + +:Potential Power: +Majinga ^-_x_+_C + +:Fake Moves: +Fake~Tenpou Zan _4_+_A_+_C +Fake~Dai Tetsujin _2_+_B_+_C + +:Combos: + --- 1hit --- +_Cc_6_6_+_A(crawl) + --- 2hits --- +[_A/_Bc/_2_+_Ac/_6_+_Ac/_2_+_Bc]_Bc_D(retreat) +[_A/_Bc/_2_+_Ac/_6_+_Ac/_2_+_Bc]_2_+_Bc_D(retr) + --- 3hits --- +[_A/_2_+_Ac/_6_+_Ac][_Ac/_2_+_Ac]_Cc +[_A/_2_+_Ac/_6_+_Ac][_Bc/_2_+_Bc][_C/_2_+_C] +[_A/_2_+_Ac/_6_+_Ac]_Cc_Ac_A_+_B(taunt) +[_A/_2_+_Ac/_6_+_Ac]_Cc_Ac_D(taunt) +[_A/_2_+_Ac/_6_+_Ac]_Cc_Bc +[_Bc/_2_+_Bc][_Bc/_2_+_Bc][_C/_2_+_C] + --- 4hits --- +[_A/_2_+_Ac/_6_+_Ac][_Ac/_2_+_Ac]_Ac_Bc +[_A/_2_+_Ac/_6_+_Ac][_Ac/_2_+_Ac]_Ac_C +[_A/_2_+_Ac/_6_+_Ac][_Ac/_2_+_Ac]_2_+_Ac_Bc +[_A/_2_+_Ac/_6_+_Ac][_Ac/_2_+_Ac]_2_+_Ac_C +[_A/_2_+_Ac/_6_+_Ac]_Bc_3_+_Cj on 2nd(2hit) +[_A/_2_+_Ac]_Cc_Ac_C +[_A/_2_+_Ac/_6_+_Ac]_2_+_Bc_3_+_Cj on 2nd(2hit) +[_Bc/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj on 2nd(2hit) + --- 5hits --- +[_A/_2_+_Ac/_6_+_Ac]_Ac_Ac_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_Ac_Ac_2_+_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_Ac_2_+_Ac_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_Ac_2_+_Ac_2_+_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_2_+_Ac_Ac_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_2_+_Ac_Ac_2_+_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_2_+_Ac_2_+_Ac_A_6_+_A +[_A/_2_+_Ac/_6_+_Ac]_2_+_Ac_2_+_Ac_2_+_A_6_+_A +_6_+_Ac_Cc_Ac_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzuki Kai [_4/_6]_+_C + +:Air Throws: +Yume Zakura _^_2_+_C + +:Command Moves: +Ryu no Mai _4_+_A +Sankaku Tobi _^corner_6 + +:Recovery Moves: +Double Kick _X_C + +:Special Moves: +Kacho Sen _2_3_6_+_A G +Sachiyo Dori _2_1_4_+_C G +Ryuu Enbu _2_1_4_+_A G +Hissatsu Shinobi Bachi _4_1_2_3_6_+_C G +Musasabi no Mai _^_2_+_A_+_B + +:Super Power: +Chou H. Shinobi Bachi _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Hana Arashi _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Kacho Sen _2_+_A_+_C +Fake~Hana Arashi _2_+_B_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Cc +[_Ac/_Bc/_2_+_Ac]_2_+_Bc +_4_+_AcP[_Dc/_2_+_Dc] +[_2_+_Ac/_2_+_Bc]_2_+_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac]_Bc_C + --- 5hits --- +[_Ac/_Bc/_2_+_Ac]_Bc_3_+_Cj_Cc[_Bc/_Cc] +----------------------------------------------- +$end +$cmd +Rick Strowd +----------------------------------------------- +:Throws: +Dynamite Puncher [_4/_6]_+_C + +:Command Moves: +1-2 Puncher _6_+_A +Uppercut _3_+_A +Dashing Punch Dash_6_+_C + +:Special Moves: +Shooting Star _2_3_6_+[_A/_C] G +Helion _6_2_3_+_A G +Blazing Sun Burst _2_1_4_+_A G +^!follow with EX/MAX Shooting Star +Full Moon Fever _2_1_4_+_O_B +Divine Blast _2_1_4_+_C G +^!Cancel _D + +:Super Powers: +Gaia Press _6_4_1_2_3_6_+_B_+_C +EX Shooting Star (some Power)_2_3_6_+_C + +:Potential Powers: +Howling Bull _6_4_1_2_3_6_+_C +MAX Shooting Star (some Power)_2_3_6_+_C + +:Fake Moves: +Fake~Shooting Star _6_+_A_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc/_Cc/_2_+_Ac]_Cc +_2_+_Bc_Bc +_3_+_Ac[_4_+_CP/_3_3_+_B] +Dash_6_+_C_Cc + --- 3hits --- +_Ac_Bc_C +_Bc_Bc[_Cc/_3_+_Cj] +[_Bc/_2_+_Ac]_2_+_Bc_2_+_C +_2_+_Bc_2_+_Cc_6_+_C + --- 4hits --- +_3_+_Ac_Bc_6_+_C_2_2_+_C +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +----------------------------------------------- +:Throws: +Bun Nage [_4/_6]_+_C + +:Command Moves: +Bussashi _6_+_A +Uppercut _3_+_A +Short Uppercut _^_B_+_C + +:Recovery Moves: +Dust Throw _X_C + +:Pursuit Moves: +Todome _2_2_+_C + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] G +^!Hebi Damashi _D +Bai Gaeshi-absorb _2_3_6_+_C + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_O_C + _`reflect projectile +Sabaki no Aikuchi _6_2_3_+_A G +Yakiire _6_2_3_+_B +Sadomazo _4_1_2_3_6_+_B + _`reverse jump/high/mid/special/SP/PP +Bakudan Pachiki ^-_6_4_2_8_+_C + +:Super Power: +Guillotine _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Drill ^-_x_+_X_C +^!8 Bai Gaeshi _A_+_B_+_C + +:Fake Moves: +Fake~Sabaki no Aikuchi _6_+_A_+_C + +:Combos: + --- 2hits --- +_Ac[_Cc/_6_+_C] +[_Ac/_Bc][_2_+_Cc/_3_+_Cj] +_Bc_CcP + --- 3hits --- +_6_+_A(2hit)_CcP +_3_+_Ac_Cc_C +----------------------------------------------- +$end +$cmd +Sokaku Mochizuki +----------------------------------------------- +:Throws: +Mudoh Shibari Nage [_4/_6]_+_C +^!Jigoku Mon _6_3_2_+_C + +:Air Throws: +Shoten Satsu _^_2_+_C + +:Command Moves: +Shukajoh Joudan Uchi _3_+_A + +:Pursuit Moves: +Lightning _2_+_C + +:Special Moves: +Makibishi Masher _2_3_6_+_A G +Nozaru Geri _2_1_4_+_A G +Hyoi Dan _6_4_6_+_C G +Ja Kon Bu _X_A +^!Ten Ha _1_+_C +^!Fu Ha _3_+_C +^!Toppa _6_+_C +^!Kou Ha _9_+_C +^!Tou Ha _D P +Jashin Kon _6_3_2_1_4_+_B G +Hametsu no Honou on other Plane_8_2_+_D +Kimon Jin ^-_x_+_C + +:Super Power: +Ikazuchi _6_4_1_2_3_6_+_B_+_C + _`hit on both planes + +:Potential Power: +Raijin no Ibuki _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Makibishi Masher _2_+_A_+_C +Fake~Ikazuchi _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_2_+_Ac_2_+_Cc +_2_+_Bc_6_+_CP + --- 3hits --- +[_Bc/_2_+_Bc]_C_2_2_+_C + --- 4hits --- +_Cc(2hit)_6_+_B_6_2_3_+_A + --- 5hits --- +_6_3_2_1_4_+_B(3hit)_C_x_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+_C + +:Command Moves: +Rising Upper _3_+_A +^!Power Dunk _9_+_B +Backspin Kick _6_+_B +Charging Kick Dash_6_+_C +Power Charge Attack Avoider_6_+_C + +:Special Moves: +Power Wave _2_3_6_+_A G +Round Wave _2_3_6_+_C G + _`hit on both planes +Rising Tackle ^2_8_+_A +Crack Shoot _2_1_4_+_B G +Burn Knuckle _2_1_4_+[_A/_C] G +Fire Kick _2_3_6_+_B G +Passing Sway _2_3_6_+_D + +:Super Power: +Power Geyser _2_1_4_1_6_+_B_+_C G + +:Potential Power: +Triple Geyser _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Burn Knuckle _6_+_A_+_C +Fake~Power Geyser _2_+_B_+_C + +:Combos: + --- 2hits --- +[_Ac/_Bc]_Cc +_6_+_BP[_Dc/_2_+_Dc] +[_2_+_Ac/_3_+_Ac]_2_+_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CP +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_3_+_Cj +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_2_+_Bc_3_+_Cj +_3_+_Ac_Cc_Cc +----------------------------------------------- +$end +$cmd +Tung Fu Rue +----------------------------------------------- +:Throws: +Energy Blast [_4/_6]_+_C + +:Command Moves: +Upper Fist _3_+_A + +:Special Moves: +Shouha _2_3_6_+_A G +Gekihou _2_3_6_+_O_C +Ressen Kyaku _6_2_3_+_B G +Sen Shippo _2_1_4_+[_A/_C] G +Meditation _C_+_D_C_+_D +^!Cho Ressen Kyaku _B +^!Cho Sen Shippo _C +^!Meditation 2 _C_+_D + ^!Cho Ressen Kyaku _B + ^!Cho Sen Shippo _C + +:Super Power: +Senpuu Gou Ken _6_4_1_2_3_6_+_B_+_C + _`hit on both planes + +:Potential Power: +Chou Gekihou _6_4_1_2_3_6_+_O_C + +:Fake Moves: +Fake~Senpuu Gou Ken _2_+_B_+_C + +:Combos: + --- 2hits --- +_A_+_Bc_C +_3_+_Ac_Cc +----------------------------------------------- +$end +$cmd +Wolfgang Krauser +----------------------------------------------- +:Throws: +Knee Smasher [_4/_6]_+_C + +:Command Moves: +Overhead Punch _6_+_A +Stomach Splash _^_2_+_C + +:Pursuit Moves: +Elbow Drop _2_+_C + +:Special Moves: +Blitz Ball-high _2_1_4_+_A G +Blitz Ball-low _2_1_4_+_C G +Leg Tomahawk _2_3_6_+_B G +Scum Gale ^-_4_1_2_3_6_+_A +^!Scum Gale Finisher _6_6_+_C +Phoenix Thrust _4_1_2_3_6_+_C + _`reverse jump/special/SP/PP +Kaiser Claw _6_2_3_+_C +Lift Up Blow ^-_6_3_2_1_4_+_B + +:Super Power: +Kaiser Wave ^1_6_+_O_B_+_C G + +:Potential Powers: +Gigantic Cyclone ^-_x_+_C +Deadly Rave _6_3_2_1_4_6_+_A +^!Deadly Rave-combo _A_B_C_B_C_A_B_C + ^!Long Punch _C + ^!Gigantic Cyclone _4_2_1_+_A_+_C + +:Fake Moves: +Fake~Low Blitz Ball _2_+_A_+_C +Fake~Kaiser Wave _2_+_B_+_C + +:Combos: + --- 2hits --- +[_Ac/_2_+_Ac]_Cc +_Bc_C +_2_+_Bc_2_+_C + --- 3hits --- +_Cc(2hit)_3_+_Cj + --- 7hits --- +_Cc(2hit)_Cc_2_3_6_+_C(4hit) +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Alfred + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Alfred Airhawk +----------------------------------------------- +:Throws: +Sonic Wing [_4/_6]_+_C + +:Command Moves: +Step Kick _6_+_B +Retreat Kick _4_+_B +Fokker _^_2_+_B + +:Special Moves: +Augmentor Wing _2_3_6_+_A G +Diver Jens _2_3_6_+_C G +Critical Wing _2_1_4_+[_A/_C] G +Mayday Mayday _^_2_1_4_+_X_B +S.TOL _6_9_8_+_B + +:Super Power: +Shock Stall _^_4_1_2_3_6_+_B_+_C + +:Potential Power: +Wave Rider _2_3_6x2_+_C + +:Fake Moves: +Fake~Diver Jens _2_+_A_+_C +Fake~Critical Wing _4_+_A_+_C + +:Additional Notes: +_`can't use Crawl +_`can't use High Return +_`can't use Low Return +_`can't use Strong Return +_`can't use High Pull +_`can't use Low Pull +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Alfred + - don't lose a round + - get a score over 750.000 + - perform 7 S.Power moves or 5 P.Power moves +----------------------------------------------- +$end + +$info=rbffspec +$cmd +*---INFO---* +----------------------------------------------- +Real Bout Fatal Fury Special +Real Bout Garou Densetsu Special +(c)1996 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: August 19th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Powerful Attack +_D: Move to Other Fighting Plane +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +P: pull for Background Plane +G: Guard Cancel Move (H.POWER) +c: cancel in any Special/SP/PP +j: Juggle foe + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Recovery Moves: +performed when knocked + +:Pursuit Moves: +performed with foe down + +:Super Power: (SP) +needs a S. POWER or Red Life + +:Potential Power: (PP) +needs a P. POWER +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 +Crawl ^3 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 + +:Plane Moves: +Change Plane _D +Weak Return on other plane[_A/_B] +High Pull foe on other plane_C +Low Pull foe on other plane_2_+_C + +:Recovery Moves: +Roll Recovery (H.POWER)landing_4_1_2_+_D + +:Other Moves: +Taunt ^=_C +Turn in the Air _^_D +----------------------------------------------- +$end +$cmd +Andy Bogard +----------------------------------------------- +:Throws: +Uchimata [_4/_6]_+_C + +:Command Moves: +Age Men _3_+_A +Abise Geri _6_+_B + +:Special Moves: +Hishou Ken _2_1_4_+_A +Shouryuu Dan _6_2_3_+_C +Zan'ei Ken _1_6_+[_A/_C] +^!Shippuu Uraken(with_C) _1_6_+_C +Grab Explosion _6_3_2_1_4_+_C +Kuuha Dan _1_2_3_6_+_B G + +:Super Power: +Chou Reppa Dan ^2_3_6_+_B_+_C + +:Potential Power: +Zan'ei Reppa _1_2_3_6_+_C + +:Fake Moves: +Fake~Hishou Ken _2_+_A_+_B +Fake~Zan'ei Ken _6_+_A_+_B +Fake~Chou Reppa Dan _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP + --- 5hits --- +_3_+_Ac_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+_C +Jigoku Otoshi _6_+_B + +:Pursuit Moves: +Pole Whack _2_+_C + +:Special Moves: +Senpuu Kon _X_A +Sansetsu Kon~Chuudan Uchi ^4_6_+_A +^!Kaen Sansetsu Kon~Chuudan Tsuki _4_6_+_C +Suzume Otoshi _2_1_4_+_A +Kyoushuu Hishou Kon _1_2_3_6_+_B +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B G + +:Super Power: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_B_+_C + +:Potential Power: +Guren Sakkon _2_3_6_3_2_1_4_+_C + +:Fake Moves: +Fake~Kyoushuu Hishou Kon _4_+_A_+_B + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C + --- 4hits --- +[_Ac/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +[_Ac/_2_+_Ac]_Cc(3hit) + --- 5hits --- +_B(3hit)_Bc_C +_B(3hit)[_Bc/_2_+_Bc]_2_+_C + --- 6hits --- +_B(3hit)_Bc_6_+_CcP_4_+_CcP + --- 10hits --- +_2_+_C(1hit)_Cc(3hit)_2_3_6_+_C(6hit) +----------------------------------------------- +$end +$cmd +Blue Mary +----------------------------------------------- +:Throws: +Knee in the Back [_4/_6]_+_C +^!Elbow Bash _6_6_+_C + +:Command Moves: +Double Rolling _4_+_B + +:Pursuit Moves: +Leg Drop _8_+_C + +:Special Moves: +Spider Fall _2_3_6_+_A +Straight Slicer ^4_6_+_B +^!Stun Slice _4_6_+_B +Vertical Arrow _6_2_3_+_B G +^!M. Snatcher _6_2_3_+_B +M. Head Buster _2_1_4_+_B + _`reverse high +^!follow with Vertical Arrow +Stun Gun Smasher _2_1_4_+_C + _`reverse jump/special/SP/PP +Backdrop Real _3_3_+_A_+_B + +:Super Power: +M. Splash Rose _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +M. Typhoon ^-_6_4_1_2_3_6_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_2_+_Ac/_2_+_Bc]_Bc[_Cj/_6_+_Cc] +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +_Bc(2hit)_Bc[_Cj/_6_+_Cc] +_Bc(2hit)[_Bc/_2_+_Bc][_2_+_C/_3_+_Cj] +_Cc(1hit)_Cc_C_4_6_+_B +----------------------------------------------- +$end +$cmd +Bob Wilson +----------------------------------------------- +:Throws: +Falcon [_4/_6]_+_C +^!Wild Wolf _3_3_+_C + ^!Frog Hunting _4_6_6_+_B_+_C + +:Air Throws: +Eagle Catch _^_2_+_C + +:Command Moves: +Thrust Kick _3_+_A +Jump Under Kick _^_2_+_B + +:Recovery Moves: +Bob Somersault _X_C + +:Pursuit Moves: +Ringsu Fang _8_+_C + +:Special Moves: +Rolling Turtle _2_1_4_+_B +^!Move [_4/_6] +Sidewinder _2_1_4_+_C +Sliding Headbutt _6_6_+_A +Bison Horn ^2_8_+_C +Wild Wolf ^4_6_+_B +Monkey Dance _6_2_3_+_B G + +:Super Power: +Dangerous Wolf _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Mad Spin Wolf _2_1_4x2_+_C +^!Wolf Fang _X_C + +:Fake Moves: +Fake~Mad Spin Wolf _2_+_B_+_C + +:Combos: + --- 2hits --- +_Bc_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj +_Cc(1hit)_Cc_8_+_C +_3_+_Ac_2_+_Bc_2_+_Cc + --- 4hits --- +_Cc(1hit)_Cc_Cc_8_+_C + --- 5hits --- +_Cc(1hit)_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Cheng Sinzan +----------------------------------------------- +:Throws: +Aiki Nage [_4/_6]_+_C +Zutsuki Satsu _3_+_C + +:Command Moves: +Energy Balls _6_+_A +Energy Ball _A_+_B P + +:Special Moves: +Kiten Hinzan-high _2_3_6_+_A +Kiten Hinzan-upward _6_2_3_+_A +Hagan Geki ^4_6_+[_B/_C] G + _`Guard Cancel with_C +Dai Taikobara Uchi ^2_8_+_X_A +Flexible Geezer _6_3_2_1_4_+_B + _`reverse jump/high/mid/special/SP/PP + +:Super Power: +Bakurai Hoh ^1_2_3_6_+_B_+_C + +:Potential Power: +Collapse of Creation _6_3_2_1_4_+_C +^!Move [_4/_6] + +:Fake Moves: +Fake~Kiten Hinzan _2_+_A_+_B +Fake~Hagan Geki _6_+_A_+_B + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C_2_3_6_+_C +_Cc(1hit)_Cc_6_+_C_4_6_+_C +----------------------------------------------- +$end +$cmd +Duck King +----------------------------------------------- +:Throws: +Rolling Neck [_4/_6]_+_C + +:Air Throws: +Reverse Breaker _^_2_+_C + +:Command Moves: +Overhead Axe Handle _4_+_A +Sliding Kick _3_+_B +Duck Fake Air _^_2_2 +^!Move [_4/_6] +^!follow with Flying Spin Attack +Duck Fake Ground Dash_3_+_C + +:Pursuit Moves: +Ground Spin _2_+_C + +:Special Moves: +Head Spin Attack _2_3_6_+[_A/_C] +^!Kick Away(with_C) _C +Dancing Dive _2_1_4_+_B G +Cross Head Spin _2_1_4_+_D +Neo Break Storm _6_2_3_+_B +Flying Spin Attack _^_2_1_4_+_A + +:Super Power: +Break Spiral ^-_4_1_2_3_6_9_2_+_B_+_C + +:Potential Power: +Duck Dance _2_2_+_O_A_+_B_+_C + _`_O_A_+_B_+_Cto charge the LVs +^!Rolling Banisher LV1^4_6_4_6_+_B_+_C +^!Diving Banisher LV1_^_6_3_2_+_B_+_C +^!Dancing Calibre LV2_2_1_4x2_+_B_+_C +^!Break Hurricane LV3_2_3_6x2_+_B_+_C +^!Duck Rave LV4_6_3_2_1_4_+_C + ^!Duck Rave-combo _A_A_B_A_B_B_C_C + ^!Duck Rave-finisher _6_2_3_+_C + +:Fake Moves: +Fake~Duck Dance _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc[_C/_6_+_CcP] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 10hits --- +_2_+_C(1h)_2_+_Cc(2h)_2_+_C(2h)_2_3_6_9_+_B(5h) +----------------------------------------------- +$end +$cmd +Franco Bash +----------------------------------------------- +:Throws: +Gut Punch [_4/_6]_+_C + +:Command Moves: +Back Tornado _6_+_B P +Big Punch _A_+_B + +:Recovery Moves: +Power Uppercut _X_C + +:Special Moves: +Double Kong _2_1_4_+_A G +Power Stomp _2_3_6_9_+_B +Meteo Shot _2_3_6_+_A +Meteo Tackle ^1_6_+_C +Waving Blow _4_1_2_3_6_+_D + +:Super Power: +Final Omega Shot _2_1_4_1_6_+_B_+_C + +:Potential Power: +Armageddon Buster ^-_6_3_2_1_4_+_C +^!Low Punches _X_A +^!Knee Thrusts _X_B +^!Gut Punch Combos _X_C + +:Fake Moves: +Fake~Meteo Shot _2_+_A_+_B + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_C + --- 5hits --- +_Cc(1hit)_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Hon Fu +----------------------------------------------- +:Throws: +Back Flip [_4/_6]_+_C +Keiraku Randa _3_+_C + +:Command Moves: +High NC hit _3_+_A +Fumi Somi Sokukeri _6_+_B + +:Pursuit Moves: +Low NC Hit _2_+_C + +:Special Moves: +Honou no Taneuma _2_1_4_+_X_A +Seikuu Rekka Kon _6_2_3_+[_A/_C] G + _`Guard Cancel with_A +Kyu Ryu no Yomi ^-_4_1_2_3_6_+_C +Koku Ryu ^-foe in air_4_1_2_3_6_+_C +Denkou Sekka no Chi ^1_6_+_B +^!Denkou Pachiki _B +Denkou Sekka no Ten _2_1_4_+_B +Hissho Kyakushu Kyaku _2_1_4_+_C + +:Super Power: +Bakuhatsu Goro _2_1_4_1_6_+_B_+_C +^!Somersault and Headbutt _X_x + +:Potential Power: +Gadenza no Arashi _2_1_4_1_6_+_C G + +:Fake Moves: +Fake~Seikuu Rekka Kon _4_+_A_+_B + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj +_3_+_Ac_Cc_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +----------------------------------------------- +$end +$cmd +Jin Chonrei +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Axe Kick _6_+_B + +:Special Moves: +Teio Jinsoku Ken-short _6_6_+_A +Teio Jinsoku Ken-long _6_6_6_+_A +Teio Tengan Ken _2_3_6_+_O_C +Teio Tenji Ken _6_2_3_+[_A/_C] G + _`Guard Cancel with_C +Teio Rojin Ken _2_1_4_6_+_C +Teio Tashin Ken _2_1_4_+_B + _`reflect projectile +Ryu Ten Shin _2_3_6_+_O_B + +:Super Power: +Teio Syu Myo Ken _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Teio Ryuusei Ken _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Teio Syu Myo Ken _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +_Cc(1hit)_Cc_2_+_C_2_3_6_+_C +----------------------------------------------- +$end +$cmd +Jin Chonshu +----------------------------------------------- +:Throws: +Energy Burst [_4/_6]_+_C + +:Command Moves: +Chop _4_+_A +Tatsukai Atama _3_+_C + +:Special Moves: +Teio Jinsoku Ken _6_6_+_A +Teio Tengan Ken _2_3_6_+[_A/_C] +Teio Tenji Ken _6_2_3_+[_A/_C] +Teio Jingan Ken _6_3_2_1_4_+[_A/_B/_C] G + _`Guard Cancel with_C +^!Teio Hagane Kachi(with_B) [_A/_B/_C] +TeioKarasatsuKamiManakoKobushi _^_6_3_2_+_B + +:Super Power: +Teio Rojin Ken (_^)_2_1_4_6_+_B_+_C + +:Potential Power: +Teio Sukyu Kyo Ken _2_1_4_6_+_C + +:Fake Moves: +Fake~Teio Rojin Ken _2_+_B_+_C + +:Combos: + --- 4hits --- +[_A(2hit)/_2_+_A(2hit)]_Ac[_C/_2_+_C/_3_+_Cj] +_Cc(1hit)_Cc_C_6_4_+_Cj + --- 5hits --- +[_A(2hit)/_2_+_A(2hit)]_Bc(2hit)_C +[_A(2hit)/_2_+_A(2hit)]_Bc(2hit)_2_+_C +[_A(2hit)/_2_+_A(2hit)]_Bc(2hit)_3_+_Cj +[_A(2hit)/_2_+_A(2hit)]_2_+_Bc(2hit)_C +[_A(2hit)/_2_+_A(2hit)]_2_+_Bc(2hit)_2_+_C +[_A(2hit)/_2_+_A(2hit)]_2_+_Bc(2hit)_3_+_Cj +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_C +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_2_+_C +[_B(2hit)/_2_+_B(2hit)]_Bc(2hit)_3_+_Cj +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_C +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_2_+_C +[_B(2hit)/_2_+_B(2hit)]_2_+_Bc(2hit)_3_+_Cj +----------------------------------------------- +$end +$cmd +Joe Higashi +----------------------------------------------- +:Throws: +Joe Special [_4/_6]_+_C +^!Downward Kick _2 +Hiza Jigoku _3_+_C + +:Command Moves: +Vertical Upper _4_+_A +High Elbow _3_+_A +Joe Sobat _4_+_B P +Sliding Kick _3_+_B + +:Pursuit Moves: +Taunt _2_+_C + +:Special Moves: +Bakuretsu Ken _X_A +^!Bakuretsu Elbow _2_3_6_+_A +Bakuretsu Hurricane _6_3_2_1_4_+[_A/_C] +Tiger Kick _6_2_3_+_B G +Slash Kick _1_6_+[_B/_C] +Ougon no Kakato _2_1_4_+_B +Pressure Knee _6_2_3_+_C +^!follow with Ougon no Kakato + +:Super Power: +Screw Upper _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +Slide Screw _6_4_1_2_3_6_+_C + +:Fake Moves: +Fake~Bakuretsu Hurricane _2_+_A_+_B +Fake~Tiger Kick _4_+_A_+_B + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP + --- 6hits --- +_Bc_Cc_Cc_2_3_6_+_Cj on 3rd(3hit) +_4_+_Ac(2hit)_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+_C + +:Command Moves: +Neri Chagi _6_+_B +Hishou Kyaku _^_2_+_B +^!Hassei Waza _3_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+[_B/_C] +Hien Zan ^2_8_+_B +^!Tenshou Zan _2_+_B +Haki Kyaku _2_1_4_+_A +Kuu Sajin _6_2_3_+_A G + +:Super Power: +Hou'ou Tenbu Kyaku _^_4_1_2_3_6_+_B_+_C + +:Potential Power: +Hou'ou Kyaku _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Hou'ou Kyaku _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP + --- 7hits --- +_Cc(2hit)_Cj_6_+_C_6_2_3_+_A(3hit) +----------------------------------------------- +$end +$cmd +Laurence Blood +----------------------------------------------- +:Throws: +Matador Slash [_4/_6]_+_C + +:Air Throws: +Flying Buster _^_2_+_C + +:Command Moves: +Heat Saber _4_+_A +Ole Dodge _A_+_B +Spin Kick _6_+_B P +Saber Poke _^_2_+_A + +:Special Moves: +Bloody Saber _2_3_6_+_Ax3 +Bloody Spin ^4_6_+[_A/_C] G + _`Guard Cancel with_C +Bloody Axle _2_3_6_+_C +^!Bloody Cutter [_A/_B/_C] +^!Bloody Press ^-_6_+_C +^!Bloody Shooter _2_1_4_+[_A/_B] + +:Super Power: +Bloody Flash _3_4_1_2_3_6_1_+_B_+_C + +:Potential Power: +Certain Death _2_3_6_3_2_1_4_+_C + +:Fake Moves: +Fake~Bloody Flash _2_+_B_+_C + +:Combos: + --- 2hits --- +_A_+_B(no hit)_6_+_C_6_3_2_+_C + --- 3hits --- +[_Ac/_2_+_Ac]_Ac[_C/_2_+_C] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +_Ac_Cc(2hit) + --- 4hits --- +[_Ac/_2_+_Ac]_Ac_6_+_CcP_4_+_CcP +[_Ac/_Bc/_2_+_Ac][_Bc/_2_+_Bc]_6_+_CcP_4_+_CcP +_2_+_Bc[_Bc/_2_+_Bc]_6_+_CcP_4_+_CcP + --- 5hits --- +_Cc(1hit)_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Fuusha Kuzuki Kai [_4/_6]_+_C + +:Air Throws: +Yume Zakura _^_2_+_C + +:Command Moves: +Ryu no Mai _4_+_A P +Sankaku Tobi _^corner_6 + +:Recovery Moves: +Double Kick _X_C + +:Special Moves: +Kacho Sen _2_3_6_+_A +Midare Kacho Sen _2_1_4_+_Cx5 +Ryuu Enbu _2_1_4_+_A G +Kagero no Mai ^2_8_+_C +Hissatsu Shinobi Bachi _4_1_2_3_6_+_C +Musasabi no Mai _^_2_+_A_+_B + +:Super Power: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C + +:Potential Power: +Leotard Shinobi Bachi _6_1_6_+_C + +:Fake Moves: +Fake~Kacho Sen _2_+_A_+_B + +:Combos: + --- 2hits --- +_2_+_Ac_2_+_Cc + --- 3hits --- +[_Ac/_2_+_Ac]_Ac[_Cj/_2_+_C] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_Cj +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C + --- 4hits --- +[_Ac/_2_+_Ac]_Ac_6_+_CcP_4_+_CcP +[_Ac/_Bc/_2_+_Ac][_Bc/_2_+_Bc]_6_+_CcP_4_+_CcP +_2_+_Bc[_Bc/_2_+_Bc]_6_+_CcP_4_+_CcP + --- 5hits --- +_Cc(2hit)_Cc_Cc_2_+_Cc +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +----------------------------------------------- +:Throws: +Bun Nage [_4/_6]_+_C + +:Command Moves: +Bussashi _6_+_A +Uppercut _3_+_A +Short Uppercut _^_B_+_C + +:Recovery Moves: +Dust Throw _X_C + +:Pursuit Moves: +Palm Smash _2_+_C + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] +^!Hebi Damashi _D +Bai Gaeshi-absorb _2_3_6_+_C + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_O_C + _`reflect projectile +Sabaki no Aikuchi _6_1_6_+_A G +Sadomazo _4_1_2_3_6_+_B + _`reverse jump/high/mid/special/SP/PP +Bakudan Pachiki ^-_6_4_2_8_+_C + +:Super Power: +Guillotine _6_3_2_1_6_+_B_+_C + +:Potential Power: +Drill ^-_x_+_X_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 6hits --- +_3_+_Ac_Cc_Cc_Cc_Cc_4_+_C +----------------------------------------------- +$end +$cmd +Sokaku Mochizuki +----------------------------------------------- +:Throws: +Muken Jigoku Nage _6_+_C +Mudoh Shibari Nage _4_+_C +^!Jigoku Mon _4_1_2_+_C + +:Air Throws: +Shoten Satsu _^_2_+_C + +:Command Moves: +Shukajoh Joudan Uchi _3_+_A + +:Pursuit Moves: +Lightning _2_+_C + +:Special Moves: +Makibishi Masher _2_3_6_+_A +Nozaru Geri _2_1_4_+_A G +Hyoi Dan _6_4_6_+_C +Higi Kaminari Otoshi _6_2_3_+_B +Ja Kon Bu _X_A +^!Ten Ha _1_+_C +^!Fu Ha _3_+_C +^!Toppa _6_+_C +^!Kou Ha _9_+_C +^!Tou Ha _D P +Jashin Kon _6_3_2_1_4_+_B +Hametsu no Honou _2_1_4_+_D +Kimon Jin ^-_x_+_C + +:Super Power: +Ikazuchi _6_3_2_3_6_+_B_+_C + _`hit on both planes + +:Potential Power: +Raijin no Ibuki _6_3_2_3_6_+_C + +:Fake Moves: +Fake~Makibishi Masher _2_+_A_+_B +Fake~Ikazuchi _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc[_C/_6_+_CcP] +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 6hits --- +_Cc(1hit)_Cc(2hit)_2_+_Cj_2_+_Cj_2_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+_C + +:Command Moves: +Rising Upper _3_+_A +Backspin Kick _6_+_B P +Charging Kick Dash_6_+_C + +:Special Moves: +Power Wave _2_3_6_+_A +Round Wave _2_3_6_+_C + _`hit on both planes +Rising Tackle ^2_8_+_A +Power Dunk _6_2_3_+_B G +Power Charge _4_6_6_+_A +Crack Shoot _2_1_4_+_B +Burn Knuckle _2_1_4_+[_A/_C] +Passing Sway _2_3_6_+_D + +:Super Power: +Power Geyser _2_1_4_1_6_+_B_+_C + +:Potential Power: +Triple Geyser _2_1_4_1_6_+_C + +:Fake Moves: +Fake~Burn Knuckle _6_+_A_+_B +Fake~Power Geyser _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc +_2_+_Ac_2_+_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP + --- 5hits --- +_3_+_Ac_Cc_Cc_Cc_6_+_C +----------------------------------------------- +$end +$cmd +Tung Fu Rue +----------------------------------------------- +:Throws: +Energy Blast [_4/_6]_+_C + +:Command Moves: +Upper Fist _3_+_A + +:Special Moves: +Spit Fireball _2_3_6_+_A +Ressen Kyaku _6_2_3_+_B G +Shouha ^1_6_+_C +Sen Shippo _2_1_4_+[_A/_C] +Super Taunt Taunt_X_C + +:Super Power: +Senpuu Gou Ken _6_3_2_8_+_B_+_C + +:Potential Power: +Gekihou _6_4_1_2_3_6_+_O_C + +:Fake Moves: +Fake~Spit Fireball _2_+_A_+_B +Fake~Senpuu Gou Ken _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj +_3_+_Ac_Cc_6_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +----------------------------------------------- +$end +$cmd +Wolfgang Krauser +----------------------------------------------- +:Throws: +Knee Smasher [_4/_6]_+_C + +:Command Moves: +Overhead Punch _6_+_B_+_C +Stomach Splash _^_2_+_C + +:Pursuit Moves: +Elbow Drop _2_+_C + +:Special Moves: +Blitz Ball-high _2_1_4_+_A +Blitz Ball-low _2_1_4_+_C +Leg Tomahawk _2_3_6_+_B G +Dangerous Thrust ^-_4_1_2_3_6_+_A +Phoenix Thrust _4_1_2_3_6_+_C P + _`reverse jump/special/SP/PP +Lift Up Blow ^-_6_3_2_1_4_+_B + +:Super Power: +Kaiser Wave ^4_9_+_B_+_C + +:Potential Powers: +Gigantic Cyclone ^-_6_3_2_1_4_6_3_2_+_C +Deadly Rave _6_3_2_1_4_6_+_A +^!Deadly Rave-combo _A_B_C_B_C_A_B_C + ^!Long Punch _C + ^!Gigantic Cyclone _4_2_1_+_A_+_C + +:Fake Moves: +Fake~High Blitz Ball _2_+_A_+_B +Fake~Kaiser Wave _2_+_B_+_C + +:Combos: + --- 2hits --- +_Ac_Cc + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_C + --- 9hits --- +_Cc(1hit)_Cc(2hit)_2_3_6_+_C(6hit) +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with EX Andy Bogard + - at the Character Select Screen + - put the cursor on Andy_O_S + - _B_B_C_C_O_B_+_O_C[_A/_D] + +*Play with EX Billy Kane + - at the Character Select Screen + - put the cursor on Billy_O_S + - _B_B_C_C_O_B_+_O_C[_A/_D] + +*Play with EX Blue Mary + - at the Character Select Screen + - put the cursor on Mary_O_S + - _B_B_C_C_O_B_+_O_C[_A/_D] + +*Play with EX Tung Fu Rue + - at the Character Select Screen + - put the cursor on Tung_O_S + - _B_B_C_C_O_B_+_O_C[_A/_D] + +*Play with Geese Howard + - defeat Geese on 1P Game + - wait for the Ranking Screen + - _6_9_8_7_4_1_2_3_6^3_+_A_B_C + - only for Home Version + - needed to select the EX Characters +----------------------------------------------- +$end +$cmd +EX Andy Bogard +----------------------------------------------- +:Throws: +Uchimata [_4/_6]_+_C + +:Command Moves: +Age Men _3_+_A + +:Pursuit Moves: +Dart Throw _2_+_C + +:Special Moves: +Geki Hishou Ken _2_1_4_+_C +Zan'ei Ken _1_6_+_C +Yami Abise Geri _4_2_1_+_B G +Shiranui Kumo Karami _^above foe_2_2_+_C +Illusion Kick Dash_6_3_2_+_D + +:Super Power: +Chou Reppa Dan ^2_3_6_+_B_+_C + +:Potential Power: +Zan'ei Reppa _1_2_3_6_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +_3_+_Ac_C_C_Cj +----------------------------------------------- +$end +$cmd +EX Billy Kane +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+_C +Jigoku Otoshi _6_+_B + +:Pursuit Moves: +Pole Whack _2_+_C + +:Special Moves: +Senpuu Kon _X_A +Sansetsu Kon~Chuudan Uchi ^4_6_+_A +^!Kaen Sansetsu Kon~Chuudan Tsuki _4_6_+_C +Suzume Otoshi _2_1_4_+_A +Kyoushuu Hishou Kon _1_2_3_6_+_B +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B G + _`reverse high/mid +Suiryuu Tsuigeki Kon _2_1_4_+_C G + _`reverse jump/special/SP/PP + +:Super Power: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_B_+_C + +:Potential Power: +Guren Sakkon _6_3_2_+_C G + +:Fake Moves: +Fake~Kyousyuu Hishou Kon _4_+_A_+_B + +:Combos: + --- 3hits --- +[_Ac/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C + --- 4hits --- +[_Ac/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +[_Ac/_2_+_Ac]_Cc(3hit) + --- 5hits --- +_B(3hit)_Bc_C +_B(3hit)[_Bc/_2_+_Bc]_2_+_C + --- 6hits --- +_B(3hit)_Bc_6_+_CcP_4_+_CcP +_2_+_C(1hit)_Cc_2_+_C(3hit)_4_6_+_C +----------------------------------------------- +$end +$cmd +EX Blue Mary +----------------------------------------------- +:Throws: +Head Throw [_4/_6]_+_C +^!Achilles Hold _6_3_2_+_C + +:Command Moves: +Climbing Arrow _3_+_A + +:Pursuit Moves: +Leg Press _2_+_B + +:Special Moves: +M. Spider _2_3_6_+_C G +Straight Slice ^4_6_+_B +^!Club clutcher _4_1_2_3_6_+_B +M. Snatcher _6_2_3_+_B G +^!Face Lock _1_6_+_C +Real Counter _A_+_B +^!Backdrop Real _6_3_2_1_4_+_C +Achilles Hold ^-_2_1_4_+_C + +:Super Power: +M. Typhoon _6_4_1_2_3_6_+_B_+_C + +:Potential Power: +M. Driving Smasher _A_A_4_B_C + +:Combos: + --- 2hits --- +[_2_+_Ac/_2_+_Bc]_2_+_Cj + --- 3hits --- +_Ac_C_6_3_2_1_4_+_C + --- 4hits --- +_Bc(2hit)_C_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +EX Tung Fu Rue +----------------------------------------------- +:Throws: +Ressen Shou [_4/_6]_+_C + +:Command Moves: +Upper Fist _3_+_A + +:Special Moves: +Gekihou _X_C +Ressen Kyaku ^-_6_2_3_+_B +Shouha ^1_6_+_A +Sen Shippo _2_1_4_+[_A/_C] G + _`Guard Cancel with_C +Super Taunt Taunt_X_C + +:Super Power: +Senpuu Gou Ken _6_3_2_8_+_B_+_C + +:Potential Power: +Million Kick _6_2_3_+_C + +:Fake Moves: +Fake~Power Wave _2_+_A_+_B +Fake~Iron Hurricane _2_+_B_+_C +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Shinkuu Nage [_4/_6]_+_C +Kosatsu Sho _3_+_C + +:Command Moves: +Upper Palm _3_+_A +Low Swip _A_+_B +Raikou Mawashi Geri _4_+_B P +Quick Swipe block_6_+_A + +:Pursuit Moves: +Raimei Gouha Nage _2_+_C + +:Special Moves: +Reppuu Ken _2_1_4_+_A +Double Reppuu Ken _2_1_4_+_C +Shippuu Ken _^_2_1_4_+_A +^!Double _A +^!Move [_4/_6] +Double Shippuu Ken _^_2_1_4_+_Cx2 +Ja'ei Ken ^4_6_+[_B/_C] G + _`Guard Cancel with_B +Joudan Atemi Nage _4_1_2_3_6_+_B + _`reverse jump/special/SP/PP +Chudan Atemi Uchi _4_1_2_3_6_+_C + _`reverse high/mid + +:Super Power: +Rasing Storm _1_6_3_2_1_4_3_+_B_+_C + +:Potential Powers: +Thunder Break _6_3_2_+_C + _`hit on both planes +Deadly Rave _6_3_2_1_4_6_+_A +^!Deadly Rave-combo _A_A_B_B_B_C_C_C + ^!Deadly Rave-finisher _2_1_4_+_C + +:Fake Moves: +Fake~Reppuu Ken _2_+_A_+_B +Fake~Rasing Storm _2_+_B_+_C + +:Combos: + --- 3hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_2_+_C +[_Ac/_Bc/_2_+_Ac/_2_+_Bc][_Bc/_2_+_Bc]_3_+_Cj +_Ac_Cc(2hit) +_3_+_Ac(1hit)_Cj_C + --- 4hits --- +[_Ac/_Bc/_2_+_Ac/_2_+_Bc]_Bc_6_+_CcP_4_+_CcP +----------------------------------------------- +$end +$cmd +«Ranking» +----------------------------------------------- +:Ranking on Round: +SSS +- more than 8000points -> with less than 15sec +- more than 9000points -> with 16 to 20sec +SS +- 6000 to 7999points -> with less than 15sec +- 7000 to 8999points -> with 16 to 20sec +- more than 8000points -> with 21 to 25sec +- more than 9000points -> with 26 to 30sec +S +- 3000 to 5999points -> with less than 15sec +- 4000 to 6999points -> with 16 to 20sec +- 5000 to 7999points -> with 21 to 25sec +- 6000 to 8999points -> with 26 to 30sec +- more than 7000points -> with 31 to 35sec +- more than 9000points -> with 36 to 40sec +AAA +- less than 3000points -> with less than 15sec +- 3000 to 3999points -> with 16 to 20sec +- 4000 to 4999points -> with 21 to 25sec +- 5000 to 5999points -> with 26 to 30sec +- 6000 to 6999points -> with 31 to 35sec +- 7000 to 8999points -> with 36 to 40sec +- more than 9000points -> with 41 to 45sec +AA +- less than 3000points -> with 16 to 20sec +- less than 3999points -> with 21 to 25sec +- 3000 to 4999points -> with 26 to 30sec +- 4000 to 5999points -> with 31 to 35sec +- 5000 to 6999points -> with 36 to 40sec +- 7000 to 8999points -> with 41 to 45sec +- more than 9000points -> with 46 to 50sec +A +- less than 3000points -> with 26 to 30sec +- less than 3999points -> with 31 to 35sec +- 3000 to 4999points -> with 36 to 40sec +- 5000 to 6999points -> with 41 to 45sec +- 7000 to 8999points -> with 46 to 50sec +- more than 9000points -> with 51 to 55sec +B +- less than 3000points -> with 36 to 40sec +- 3000 to 4999points -> with 41 to 45sec +- 5000 to 6999points -> with 46 to 50sec +- 7000 to 8999points -> with 51 to 55sec +- more than 9000points -> with more than 56sec +C +- less than 3000points -> with 41 to 45sec +- less than 4999points -> with 46 to 50sec +- less than 6999points -> with 51 to 55sec +- less than 8999points -> with more than 56sec +- any total of points -> Time Over + +:Points for each grade: +SSS - 53 +SS - 45 +S - 33 +AAA - 25 +AA - 17 +A - 12 +B - 9 +C - 5 +All these points are summed up and you will be +awarded a Fighter Grade. + +:Fighter Grade: +Holy Fighter more than 850 +Genius Fighter 849 to 650 +Master Fighter 649 to 442 +Ace Fighter 441 to 351 +Hope Fighter 350 to 221 +Average Fighter 220 to 156 +Trainee Fighter 155 to 117 +Beginner Fighter less than 117 +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Geese + - don't lose a round + - get a score over 750.000 + - rank over S at least once + - never get a rank C +----------------------------------------------- +$end + +$info=ringdest +$cmd +*---INFO---* +----------------------------------------------- +Ring of Destruction: Slammasters II +Super Muscle Bomber: The International Blowout +(c)1994 Capcom +Made by: Fabricio da Silva Coroquer +Last Update: March 30th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_G: Grab +^E: Light Punch +^G: Hard Punch +^H: Light Kick +^J: Hard Kick + +_P: any Punch Button[^E/^G] +_K: any Kick Button[^H/^J] +^W: 2Punch Buttons^E_+^G +^V: 2Kick Buttons^H_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Super: +Do after a Taunt +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Running [_4_4/_6_6] + +:Command Moves: +Dashing Grab _2_3_6_+_G +Bounce against the Ropes toward the ropes^6 +Taunt _P_+_K +----------------------------------------------- +$end +$cmd +Alexander the Greater +----------------------------------------------- +:Special Moves: +Shoot Gunstab _X_P +Death Feather Rain _2_3_6_+_P +Knuckle Gust _4_6_+_P + +:Super: +Tornado Slam _6_9_8_+_G +----------------------------------------------- +$end +$cmd +Biff Slamkovich +----------------------------------------------- +:Special Moves: +Sonic Fist _X_P +Trinity Wave _2_3_6_+_P +Leg Cracker _2_1_4_+_K + +:Super: +Sunset Splash _8_7_4_+_G +----------------------------------------------- +$end +$cmd +Black Widow +----------------------------------------------- +:Command Moves: +Crawl ^3 + +:Special Moves: +Tarantula Net _2_3_6_+_P +Rising Cutter _6_2_3_+_P +Illusion Parade _2_3_6_9_+_K + +:Super: +Vortex Fall _2_1_4_7_8_+_G +----------------------------------------------- +$end +$cmd +El Stingray +----------------------------------------------- +:Command Moves: +Heel Kick _^_2_+^H + +:Special Moves: +Jalapeno Comet _2_3_6_+_P +Meteor Southern Cross ^W +Spiral Moon ^V +Back Flip _2_1_4_+_K + +:Super: +Atomic Dive _6_2_3_+_G +----------------------------------------------- +$end +$cmd +Great Oni +----------------------------------------------- +:Special Moves: +Senbuu Kyaku [^W/^V] +Dohatsuryuu _2_3_6_+_P +Obarokendoku _4_6_+_P +Kizan _2_8_+_K + +:Super: +Keppujin _x_+_G +----------------------------------------------- +$end +$cmd +Gunloc +----------------------------------------------- +:Special Moves: +Sonic Fist _X_P +Crescent Slash _6_2_3_+_K +Leg Cracker _2_1_4_+_K + +:Super: +Sunset Splash _8_7_4_+_G +----------------------------------------------- +$end +$cmd +Jumbo Flapjack +----------------------------------------------- +:Special Moves: +Pancake Poison [^W/^V] +Hellbane _2_3_6_+_P +Balloon Missile _4_6_+_P + +:Super: +Giant Swing _4_1_2_3_6_+_G +----------------------------------------------- +$end +$cmd +King Rasta Mon +----------------------------------------------- +:Special Moves: +Monkey Help _2_3_6_+_P +Wild Tackle _2_8_+_P +Jungle Panic _4_6_+_P +Jungle Climb _2_8_+_K + +:Super: +Hurricane Stomp _2_8_+_G +----------------------------------------------- +$end +$cmd +Mike Haggar +----------------------------------------------- +:Command Moves: +Jumping Body Attack _^diagonal_2_+^G +Guillotine Drop _^_2_+^H + +:Special Moves: +Double Lariat [^W/^V] +Violent Axe _4_1_2_3_6_+_P +Angry Hammer _4_6_+_P + +:Super: +Screw Piledriver _x_+_G +----------------------------------------------- +$end +$cmd +Ortega +----------------------------------------------- +:Special Moves: +Knuckle Big Bang _2_1_4_7_+_P +Aura Buster _4_1_2_3_6_+_P +Aura Fire _4_6_+_P + +:Super: +Muscle Bomb _4_2_1_+_G +----------------------------------------------- +$end +$cmd +Saber +----------------------------------------------- +:Special Moves: +Carnage Saber [^W/^V] +TNT Buster _2_3_6_+_P +Flash Nuts _4_6_+_P +Ground Crawl _4_1_2_+_K +Ground Crawl _6_3_2_+_K + +:Super: +Fatal Air Raid _3_7_+_G +----------------------------------------------- +$end +$cmd +Scorpion +----------------------------------------------- +:Special Moves: +Death Spiral [^W/^V] +Tiger Fang _4_6_+_K +Shaft Harrier _2_8_+_K +K3 _6_2_3_+_K +Teleport [_4/_6]_+_G_+^W + +:Super: +Pyramid Crush _8_2_+_G +----------------------------------------------- +$end +$cmd +Titanic Tim +----------------------------------------------- +:Special Moves: +Tsunami [^W/^V] +Mountain Break _2_3_6_9_+_P +Elephant Bomb _2_1_4_+_K + +:Super: +Titan Breaker _1_2_8_+_G +----------------------------------------------- +$end +$cmd +Wraith +----------------------------------------------- +:Special Moves: +Burning Dead [^W/^V] +Bloodsuck _2_3_6_+_P +Meat Grind _4_1_2_3_6_+_K + +:Super: +Lucifer Drop _6_9_8_+_G +----------------------------------------------- +$end + +$info=samsho +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown +Samurai Spirits +(c)1993 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 30th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Weak Kick +_D: Medium Kick + +^s: any Slash Button[_A/_B/_A_+_B] +_K: any Kick Button[_C/_D/_C_+_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Slash _A_+_B W +Strong Kick _C_+_D + +:Movement: +Run _6^6 +Retreat _4_4 +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde +----------------------------------------------- +:Throws: +Lion Lance _6_+[_B/_A_+_B/_D] + +:Special Moves: +Splash Fount _X^s W +Power Gradation _1_2_3_+^s W +----------------------------------------------- +$end +$cmd +Earthquake +----------------------------------------------- +:Throws: +Fat Buster _6_+[_B/_D] +Go to Heaven _6_+_C_+_D + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Fat Bound _^_2_X_C_+_D +Fat Chainsaw _X^s W + +:Additional Notes: +_`can't be thrown +----------------------------------------------- +$end +$cmd +Galford D. Weiler +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Slam and Stab _6_+[_D/_C_+_D] + +:Air Throws: +Stardust Drop _^_2_+[_B/_A_+_B/_D/_C_+_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Rush Dog _2_1_4_+^s +Machine Gun Dog _2_1_4_+[_C/_D] +Shadow Copy _6_4_1_2_3_6_+[^s/_K] +Imitate Replica when hit_B_+_C_+_D +Replica Attack _6_3_2_1_4_+_B_+_C_+_D +Strike Heads ^-_6_2_3_+_K +----------------------------------------------- +$end +$cmd +Gen-An Shiranui +----------------------------------------------- +:Throws: +Diving Claw _6_+_B +Grabs and Bashes _6_+_D + +:Command Moves: +Crawl [^1/^3] + +:Special Moves: +Doku Fubuki _2_3_6_+^s +Nikuten Tsuki _6_2_3_+^s +----------------------------------------------- +$end +$cmd +Hanzo Hattori +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Slam and Stab _6_+[_D/_C_+_D] + +:Air Throws: +Kuuten Geki _^_2_+[_B/_A_+_B/_D/_C_+_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Reppuu Shuriken _2_3_6_+^s +Ninpou Bakuen Ryuu ^4_6_+^s +Ninpou Kage Bunshin _6_4_1_2_3_6_+[^s/_K] +Ninpou Migwari no Jutsu when hit_B_+_C_+_D +Ninpou Utsusemi Tenbu _6_3_2_1_4_+_B_+_C_+_D +Ninpou Mozu Otoshi ^-_6_2_3_+_K +----------------------------------------------- +$end +$cmd +Haohmaru +----------------------------------------------- +:Throws: +Slam onto Ground _6_+[_B/_A_+_B] +Monkey Flip _6_+[_D/_C_+_D] + +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Kogetsu Zan _6_2_3_+^s W +----------------------------------------------- +$end +$cmd +Jubei Yagyu +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Overhead Toss _6_+[_D/_C_+_D] + +:Special Moves: +Hassou Happa _X^s W +Kattou Suigetsu Tou _2_3_6_+^s W +Nikkaku Ratou _6_2_3_+^s W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo +----------------------------------------------- +:Throws: +Spear Toss _6_+[_B/_A_+_B] +Hair Toss _6_+_D +Hair Strangle _6_+_C_+_D + +:Command Moves: +Crawl [^1/^3] + +:Special Moves: +Choubi Jishi _2_1_4_+_K W +Kaen Kyokubu _1_2_3_6_+^s +Kaiten Kyokubu _6_2_3_+^s W +Chikemuri Kuruwa _8_2_+_A_+_B W +Fuuretsu Sen _2_1_4_+^s +----------------------------------------------- +$end +$cmd +Nakoruru +----------------------------------------------- +:Throws: +2-handed Toss _6_+_B +Sit and Stab _6_+_A_+_B W +Climb and Kicks _6_+_D +Climb and Slap unarmed_6_+_A_+_B + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Annu Mutsube _4_1_2_+^s W +Rera Mutsube _2_3_6_+^s W +Amube Yatoro _6_3_2_1_4_+^s +Taka ni Tsukamaru _2_1_4_+_C +^!Yatoro Pok _2_+[^s/_K] +^!Kamui Mutsube [^s/_K] +^!Taka ni Oriru _2 +----------------------------------------------- +$end +$cmd +Tam Tam +----------------------------------------------- +:Throws: +Headbutt _6_+[_B/_D] +Grab and Stab _6_+_A_+_B + +:Special Moves: +Moora Moora _2_3_6_+^s +Paguna Dios _2_1_4_+_K +Paguna Paguna ^4_6_+^s W +^!Move [_4/_6] W +Ahau Gaburu _6_3_2_1_4_+^s +----------------------------------------------- +$end +$cmd +Ukyo Tachibana +----------------------------------------------- +:Throws: +Scabbard Slap _6_+_B W +Throw and Slash _6_+_A_+_B W +Trip and Stab _6_+[_D/_C_+_D] W +Toss unarmed_6_+[_B/_A_+_B/_D/_C_+_D] + +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +----------------------------------------------- +$end +$cmd +Wan-Fu +----------------------------------------------- +:Throws: +Grab and Slash _6_+_B W +Sit and Bash _6_+_A_+_B W +Drop foe on Knee _6_+_D +Grab and Sit _6_+_C_+_D +Throw Against Wall unarmed_6_+_B +Smash into Ground unarmed_6_+_A_+_B + +:Command Moves: +Crawl [^1/^3] + +:Special Moves: +Shin Kikou Bakutenhoh _2_1_4_+^s W +Kikou Senpuu Geki _6_2_3_+^s W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Amakusa Shiro Tokisada + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 +^!Nanji,Anten Nyuumetsu Seyo~Ankoku Otoshi ^s W + +:Special Moves: +Oumagatoki~Mae _2_3_6_+^s W +Oumagatoki~Ushiro _2_3_6_+_K +Shiryou Ha _2_1_4_+^s W +Ridicule _A_+_B +Meifu Mashou Dan _A_+_B_+_C_+_D W + +:Additional Notes: +_`can't use Strong Slash +_`can't use Strong Kick +_`can't use Run +_`can't use Retreat +----------------------------------------------- +$end + +$info=samsho2 +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown II +Shin Samurai Spirits - Haohmaru jigokuhen +Saulabi Spirits / Jin Saulabi Tu Hon +(c)1994 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 30th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Weak Kick +_D: Medium Kick + +^s: any Slash Button[_A/_B/_A_+_B] +_K: any Kick Button[_C/_D/_C_+_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:POW Special: +needs POW MAX +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Slash _A_+_B W +Strong Kick _C_+_D + +:Movement: +Run _6^6 +^!Roll Forward _3 +Retreat _4_4 +^!Lie Down ^2 +^!Roll Forward _3 +^!Run ^6 + ^!Roll Forward _3 +Lie Down _2^2 +Roll Back _1_1 +Roll Forward _3_3 + +:Escape Moves: +Hop Away _B_+_C +Hop Up _6_+_B_+_C + +:Counter Moves: +Counter unarmed_4_1_2_3_6 + +:Other Moves: +Taunt 1 ^=_O_A_+_C +Taunt 2 ^=_O_B_+_D +Retrieve Weapon close weapon[_A/_B] +----------------------------------------------- +$end +$cmd +Cham Cham +----------------------------------------------- +:Throws: +Back Scratcher _6_+[_B/_A_+_B/_D/_C_+_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Boomerang Gut Buster _2_3_6_+^s W +Boomerang Beheader _2_1_4_+^s W +Tobi Hikkaki _2_3_6_+_K +Mura Paku Paku _6_3_2_1_4_+_C +Ahau Paku Paku _6_3_2_1_4_+_D +Paku Gaburu _6_3_2_1_4_+_C_+_D +Super Deformed _6_3_2_1_4x2_+_C + +:POW Special: +Metamolie Animal Attack _6_4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde +----------------------------------------------- +:Throws: +Lion Lance _6_+[_B/_A_+_B/_D/_C_+_D] + +:Special Moves: +Splash Fount _X^s W +Power Gradation _1_2_3_+^s W +Tri-Slash _6_2_3_+^s W +Super Deformed _6_3_2_1_4x2_+_D + +:POW Special: +Splash Gradation _6_3_2_1_4_6_+_B W +----------------------------------------------- +$end +$cmd +Earthquake +----------------------------------------------- +:Throws: +Fat Buster _6_+[_B/_D] +Fat Buster _6_+[_A_+_B/_C_+_D] + +:Command Moves: +Fat Bound _^_2_+_K +Sankaku Tobi _^corner_6 + +:Special Moves: +Fat Chainsaw _X^s W +Fat Breath _2_1_4_+^s +Fat Replica Attack _6_3_2_1_4_+_B_+_C_+_D +Fat Copy _6_4_1_2_3_6_+[_A/_B] +Super Deformed _6_4_6_4_6_4_2_+_B + +:POW Special: +Earth Got 'Em _6_4_1_2_3_6_+_C_+_D W +^!Move [_4/_6] W + +:Additional Notes: +_`can't be thrown +----------------------------------------------- +$end +$cmd +Galford D. Weiler +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Slam and Stab _6_+[_D/_C_+_D] + +:Air Throws: +Stardust Drop _^_2_+[_B/_A_+_B] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Rush Dog _2_1_4_+^s +Machine Gun Dog _2_1_4_+_C +Replica Dog _2_1_4_+_D +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Imitate Replica when hit_B_+_C_+_D +Replica Attack _6_3_2_1_4_+_B_+_C_+_D +Strike Heads ^-_6_2_3_+_K +Invisibility _6_4_6_4_6_4_2_+_B_+_C_+_D +Super Deformed _6_3_2_1_4_6_4_+_C + +:POW Special: +Mega Strike Dog _6_3_2_1_4_6_+_D +----------------------------------------------- +$end +$cmd +Gen-An Shiranui +----------------------------------------------- +:Throws: +Grabs and Bashes _6_+[_B/_A_+_B/_D/_C_+_D] + +:Command Moves: +Crawl [^1/^3] +Sankaku Tobi _^corner_6 + +:Special Moves: +Doku Fubuki _2_3_6_+^s +Nikuten Tsuki _6_2_3_+^s +Tsume Tsunami _6_3_2_1_4_+^s W +Gen-An Dappi when hit_B_+_C_+_D +Gen-An Utsusemi Dappi _3_2_1_+_B_+_C_+_D +Super Deformed _6_3_2_1_4x2_+_C + +:POW Special: +Madou Diving Claw _6_3_2_1_4_6_+_A_+_B W +----------------------------------------------- +$end +$cmd +Genjuro Kibagami +----------------------------------------------- +:Throws: +Slam onto Ground _6_+[_B/_A_+_B/_D/_C_+_D] + +:Special Moves: +Sanren Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s W +Ouka Zan _2_1_4_+^s W +Super Deformed _6_3_2_1_4_6_4_+_B + +:POW Special: +Gokou Zan _6_3_2_1_4_6_+_A W +----------------------------------------------- +$end +$cmd +Hanzo Hattori +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Slam and Stab _6_+[_D/_C_+_D] + +:Air Throws: +Kuuten Geki _^_2_+[_B/_A_+_B] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Reppuu Shuriken _^_4_1_2_3_6_+^s +Ninpou Mozu Otoshi ^-_6_2_3_+_K +Ninpou Mozu Otoshi~Hayate Run^-_6_2_3_+_K +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Bakuen Ryuu _6_3_2_1_4_+^s +Ninpou Migwari no Jutsu when hit_B_+_C_+_D +Ninpou Utsusemi Tenbu _6_3_2_1_4_+_B_+_C_+_D +Kage Mai _6_4_6_4_6_4_2_+_B_+_C_+_D +Super Deformed _6_4_6_4_6_4_2_+_A + +:POW Special: +Tenma Rimetsu _6_3_2_1_4_6_+_D W +----------------------------------------------- +$end +$cmd +Haohmaru +----------------------------------------------- +:Throws: +Slam onto Ground _6_+[_B/_A_+_B] +Monkey Flip _6_+[_D/_C_+_D] + +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Senpuu Retsu Zan-fake _2_3_6_+_K W +Ougi Kogetsu Zan _6_2_3_+^s W +Ougi Resshin Zan _6_2_3_+_K W +Sake Kougeki _2_1_4_+_A +HiougiT.FuujinZan _3_4_1_2_3_6_4_2_1_+_B_+_C W +Super Deformed _6_3_2_1_4_6_4_+_B + +:POW Special: +Tenha Seikou Zan _6_3_2_1_4_6_+_A W +----------------------------------------------- +$end +$cmd +Jubei Yagyu +----------------------------------------------- +:Throws: +Ground Slam _6_+[_B/_A_+_B] +Overhead Toss _6_+[_D/_C_+_D] + +:Special Moves: +Hassou Happa _X^s W +Kattou Suigetsu Tou _2_3_6_+^s W +Nikkaku Ratou _6_2_3_+^s W +Yagyu Shingan Tou~Suigetsu _2_1_4_6_+_A + _`reverse jump/high/mid +Super Deformed _6_3_2_1_4_6_4_+_D + +:POW Special: +Zetsu Suigetsu Tou _6_3_2_1_4_6_+_C W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo +----------------------------------------------- +:Throws: +Spear Toss _6_+[_B/_A_+_B] W +Hair Toss _6_+_D +Hair Strangle _6_+_C_+_D +Hair Toss unarmed_6_+_B +Hair Strangle unarmed_6_+_A_+_B + +:Command Moves: +Crawl [^1/^3] + +:Special Moves: +Choubi Jishi _2_1_4_+_K W +Kaiten Kyokubu _6_2_3_+^s W +Kaen Kyokubu _2_3_6_+^s +Chikemuri Kuruwa _^_2_+_A_+_B W +Fuuretsu Sen _2_1_4_+^s +Super Deformed _6_4_1_2_3_6_4_+_D + +:POW Special: +AragotoshiK~Ketsuniku no Mai _6_4_1_2_3_6_+_C W +----------------------------------------------- +$end +$cmd +Nakoruru +----------------------------------------------- +:Throws: +2-handed Toss _6_+_B +Sit and Stab _6_+_A_+_B W +Climb and Kicks _6_+[_D/_C_+_D] +Climb and Slap unarmed_6_+_A_+_B + +:Air Throws: +Rera Kishima Tek _^_2_+[_B/_A_+_B] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Annu Mutsube _4_1_2_+^s W +Rera Mutsube _2_3_6_+^s W +Amube Yatoro _6_3_2_1_4_+^s +Taka ni Tsukamaru _2_1_4_+_C +^!Kamui Mutsube [^s/_K] +^!Yatoro Pok _2_+[^s/_K] +^!Taka ni Oriru _2 +Mamaha Call unarmed_2_1_4_+_C +Mamaha Call unarmed_6_3_2_1_4_+^s +Kamui Rimse _2_1_4_+^s +Apefuchi Kamui Rimse _3_2_1_4_6_2_3_+_B_+_C +Super Deformed _6_3_2_1_4x2_+_D + +:POW Special: +Irusuka Yatoro Lise _6_4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Neinhalt Sieger +----------------------------------------------- +:Throws: +Grab and Slam _6_+[_B/_A_+_B] +Trip and Sit _6_+[_D/_C_+_D] + +:Air Throws: +Grab and Punch _^_2_+[_B/_A_+_B] + +:Special Moves: +Wolf Fangen _6_4_1_2_3_6_+_A_+_B W +Vulcan Weinen _2_3_6_+_X_A W +Blitz Jaeger _6_3_2_1_4_+_K W +Tigerkopf _2_3_6_+_C +^!Falkennagel _2_3_6_+_B + ^!Elefantglied _6_3_2_1_4_+_A +Firestorm _3_+_B_+_C W +Super Deformed _6_3_2_1_4_6_4_+_A + +:POW Special: +Operation Tiger _6_3_2_1_4_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Nicotine Caffeine +----------------------------------------------- +:Throws: +Steals Life into Bowl _6_+_B W +Machine Gun with Staff _6_+_A_+_B W +Grab and Breath _6_+[_D/_C_+_D] +Grab and Breath unarmed_6_+[_B/_A_+_B] + +:Special Moves: +Bakusa Jougeki _6_3_2_1_4_+^s W +Shikigamireifu Rai _2_3_6_+^s +Shikigamireifu En _2_3_6_+_K +Shinjou Rasen Kyaku _^_1_2_3_6_+_K W +Rashin Jufu _4_2_1_+_A_+_B +Super Deformed _4_1_2_1_4_6_+_D + +:POW Special: +Niou Furei Satsu _6_4_1_2_3_6_+_D W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana +----------------------------------------------- +:Throws: +Scabbard Slap _6_+_B W +Throw and Slash _6_+_A_+_B W +Trip and Stab _6_+[_D/_C_+_D] W +Toss unarmed_6_+[_B/_A_+_B/_D/_C_+_D] + +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Sasameyuki-fake _2_1_4_+_K W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +Hiken Oboro Gatana _2_3_6_+_K W +Super Deformed _6_3_2_1_4_6_2_3_+_B + +:POW Special: +Tsubame Rokuren _6_4_1_2_3_6_+_A_+_B_O_C W +----------------------------------------------- +$end +$cmd +Wan-Fu +----------------------------------------------- +:Throws: +Sit and Bash _6_+[_B/_A_+_B] W +Drop Foe on Knee _6_+_D +Throw Against Wall unarmed_6_+_B +Slam into Ground unarmed_6_+_A_+_B +Grab and Sit unarmed_6_+_C_+_D + +:Command Moves: +Crawl [^1/^3] + +:Special Moves: +Shin Kikou Bakutenhoh _2_1_4_+^s W +Kikou Senpuu Geki _6_2_3_+^s W +Benpatsu _2_1_4_+_C_+_D W +Kikou Dai Bokusatsu _2_3_6_+^s W +Super Deformed _6_4_1_2_3_6_4_+_D + +:POW Special: +Shin Kikou Dai Bakuten _6_4_1_2_3_6_+_B W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Kuroko + - at the Character Select Screen + - _8_2_4_8_2_6_+_A + - only for 2P Game + - only for Home Version + +*Play with Mizuki Rashoushin + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Kuroko +----------------------------------------------- +:Throws: +Ressen Kyaku _6_+[_B/_A_+_B/_D/_C_+_D] W + +:Special Moves: +Ko'ou Ken _2_3_6_+_A W +Haoh Shoukou Ken _6_4_1_2_3_6_+_A W +Double Ko'ou Ken _2_1_4_+_A W +Mega Smash _2_3_6_+_B W +Gekihou _X_C W +Za Tetsu Ha _2_3_6_3_2_1_4_+_A W +Flags of Fury _6_3_2_1_4_+_A W +Mass Slash _6_+[_A_+_B_+_C/_B_+_C_+_D] W +Spike Ball _2_1_4_1_6_+_B_+_C W +Side Splitter-left when hit_A_+_B_+_C W +Side Splitter-right when hit_B_+_C_+_D W +Bukurai Hoh ^1_2_3_6_+_B_+_C W +Cookie Cutter ^1_6_+_A W +Weapon Split in confront^2 W +Super Deformed _4_1_2_3_6x2_+_D W + +:POW Special: +Ryuuko Ranbu _6_3_2_1_4_6_+_A_+_B W +Alternate Ryuuko Ranbu _6_4_1_2_3_6_+_C_+_D W + +:Additional Notes: +_`can't use Counter +_`can't be thrown +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Mizuki Rashoujin +----------------------------------------------- +:Throws: +Levitate Crush _6_+[_B/_D] W + +:Command Moves: +Sankaku Tobi _^corner_6 W + +:Special Moves: +Jashin Kyoumei _2_3_6_+^s W + _`change foe controls +Haki Inmetsu Jin _2_3_6_+_C_+_D W +Shinma Messatsu Jin _2_1_4_+_C W +Gashin Kyoumei Kon _2_1_4_+[_A/_B] W +Makai Tensei-left _2_+_A_+_B_+_C W +Makai Tensei-right _2_+_B_+_C_+_D W + +:POW Special: +Tenchi Makyou Jin _6_3_2_1_4_6_+_A W + +:Additional Notes: +_`can't use Strong Kick +_`can't use Lie Down +_`can't use Hop Away +_`can't use Hop Up +_`can't use Counter +_`can't use Taunt 2 +_`can't be thrown +_`can't lose the weapon +----------------------------------------------- +$end + +$info=samsho3 +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown III +Samurai Spirits - Zankurou Musouken +Fighters Swords +(c)1995 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: March 30th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Strong Slash +_D: Kick + +^s: any Slash Button[_A/_B/_C] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move + +:Air Throws: +you and your foe must be close in the air + +:POW Special: +needs POW MAX +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Kicks: +Sweep Kick _3_+_D +Standing Kick _6_+_D + +:Escape Moves: +Sidestep ^=_A_+_B +Behind Step ^-_A_+_B + +:Throws: +Pulling Guard Crush ^-_4_+_C +Pushing Guard Crush ^-_6_+_C + +:Escape Moves: +Hop Crush _B_+_C + +:Counter Moves: +Block Stun _4_1_2_3_6 W +Catch and Throw unarmed_4_1_2_3_6 + +:Recovery Moves: +Roll Back knocked_4 +Roll Forward knocked_6 +Quick Recovery knocked_8 + +:Command Moves: +POW Charge _O_A_+_B_+_C + +:Other Moves: +Retrieve Weapon close weapon^s +----------------------------------------------- +$end +$cmd +«Level Select» +----------------------------------------------- +Beginners Class +- less damage +- auto-guard + +Medium Grade +- normal game + +Upper Grade +- POW Max +- no guard +----------------------------------------------- +$end +$cmd +Basara Kubikiri - SLASH +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_D +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Chisashi _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Tomobiki ^-_4_1_2_3_6_+_A W +Kage Nui _6_3_2_1_4_+^s W +Kage Sui _2_1_4_+_D +^!Move [_4/_6] +Nue Dama _4_3_2_1_+_C W + +:POW Special: +Kage Mai~Mukui _4_1_2_3_6_4_+_A_+_B W +----------------------------------------------- +$end +$cmd +Basara Kubikiri - BUST +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_D +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Chisashi _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Tomobiki ^-_4_1_2_3_6_+_A W +Kage Ide _6_2_3_+^s W +Kage Sui _2_1_4_+_D +^!Move [_4/_6] +Kage Damashi~Zenpou Jump _6_4_6_4_+_A W +Kage Damashi~Suichoku Jump _6_4_6_4_+_B W +Kage Damashi~Zenshin _6_4_6_4_+_C W +Kage Damashi~Tobikomi _6_4_6_4_+_D W + +:POW Special: +Kage Mai~Yumebiki _4_1_2_3_6_4_+_B_+_C W +----------------------------------------------- +$end +$cmd +Gaira Caffeine - SLASH +(Kim Ung Che on Korean Version) +----------------------------------------------- +:Command Moves: +Buchinomeshi _^_2_+_C W +Hyakkan Otoshi _^_2_+_D + +:Special Moves: +Kachi Age _6_2_3_+^s W +Midare Uchi _2_3_6_+_A_+_B W +Katsu! _2_1_4_+_A +Jishin Gan _2_2_+_A_+_B W +Tsukamuzo~Kumi-tenjou _4_2_1_+_A +Tsukamuzo~Ishi-atama _4_2_1_+_B +Tsukamuzo~Shiri-mekuri _4_2_1_+_C + +:POW Special: +Kenbu _2_3_6x2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Gaira Caffeine - BUST +(Kim Ung Che on Korean Version) +----------------------------------------------- +:Command Moves: +Hyakkan Otoshi _^_2_+_D + +:Special Moves: +Deadly Pokes _2_3_6_+^s W +Katsu! _2_1_4_+_A +Jishin Gan _2_2_+_A_+_B W +Jissatsu Enshin Satsu _2_1_4_6_+_C_+_D W +^!Damage Zouka _X_x W +Kaiten Enshin Satsu _2_1_4_6_+_A_+_B W +^!Damage Zouka _X_x W + +:POW Special: +Kenbu _2_3_6x2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Galford D. Weiler - SLASH +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Rolling Crush ^-_6_2_3_+_C +Rush Dog _2_1_4_+_A +Plasma Dog _2_1_4x2_+_A +Machine Gun Dog _2_1_4_+_B +Replica Dog _2_1_4_+_C +Overhead Crash _2_1_4_+_D +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_D +Imitate Replica-left when hit_A_+_C +Imitate Replica-right when hit_B_+_D + +:POW Special: +DoubleMegaStrikeHeads-left _6_4_1_2_3_6_+_C W +DoubleMegaStrikeHeads-right _6_4_1_2_3_6_+_D W +----------------------------------------------- +$end +$cmd +Galford D. Weiler - BUST +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Factor [_6/_3]_+_A_+_B +Lightning Slash _6_2_3_+_C W +Plasma Break _2_3_6_+^s +Strike Heads ^-_6_2_3_+_D + _`also when Run +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_D +Imitate Replica-left when hit_A_+_C +Imitate Replica-right when hit_B_+_D + +:POW Special: +Lightning Strike Three _6_3_2_1_4_6_+_C W +----------------------------------------------- +$end +$cmd +Genjuro Kibagami - SLASH +----------------------------------------------- +:Special Moves: +Sanren Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s W +Ouka Zan _2_1_4_+^s W +Shizuku Jin ^-_4_2_1_+_C W +Kurenai _6_3_2_+^s W + +:POW Special: +Gokou Zan _6_4_1_2_3_6_+_A_+_B W +----------------------------------------------- +$end +$cmd +Genjuro Kibagami - BUST +----------------------------------------------- +:Special Moves: +Sanku Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s W +Hyakki Satsu _6_4_6_+^s W +Ura Ouka _2_1_4_+^s W +^!Ayame when blocked_O^s W +Shigure _6_3_2_+^s W + +:POW Special: +Ura Gokou _6_4_1_2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Hanzo Hattori - SLASH +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Shizune _2_2_+_A +Ninpou Bakuen Ryuu _2_1_4_+^s +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Mozu Otoshi ^-_6_2_3_+_C_+_D +Ninpou MozuOtoshi~Hayate Run^-_6_2_3_+_C_+_D +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Utsusemi-high _6_3_2_1_4_+_B_+_C_+_D +Ninpou Utsusemi-low _4_1_2_3_6_+_B_+_C_+_D +Ninpou Migwari no Jutsu-high when hit_A_+_C +Ninpou Migwari no Jutsu-low when hit_B_+_D + +:POW Special: +Fujite Mijin Gakure _2_2_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Hanzo Hattori - BUST +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Shizune _2_2_+_A +Ninpou Bakuen Ryuu _2_1_4_+^s +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Enbu _4_2_1_+[^s/_D] +Ninpou Bakuen Mijin Gakure ^-_6_2_3_+_C_+_D +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Utsusemi-high _6_3_2_1_4_+_B_+_C_+_D +Ninpou Utsusemi-low _4_1_2_3_6_+_B_+_C_+_D + +:POW Special: +Fujite Dokuu Ryuu _6_3_2_1_4_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Haohmaru - SLASH +----------------------------------------------- +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Kogetsu Zan _6_2_3_+^s W +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s W +Zankousen _6_3_2_1_4_+_C W +Ougi Resshin Zan _4_2_1_+^s W +Ougi Sora Resshin Zan _^_2_1_4_+_C W +Ougi Sora Senpuu Retsu Zan _^_2_3_6_+^s W + +:POW Special: +Hiougi Tenha Fuujin Zan _6_2_3x2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Haohmaru - BUST +----------------------------------------------- +:Command Moves: +Force Fang after^-_Cpress_C W +Broiler Blast after^-_2_+_Cpress_C W + +:Special Moves: +Ougi Senpuu Retsu Zan~Sen _2_3_6_+^s W +Ougi Kogetsu Zan _6_2_3_+^s W +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s W +Gou Ha _6_2_3_+_D +Senpuu Ha _2_3_6_+_D W +Nagi Yaiba _2_1_4_6_+_C W + +:POW Special: +Tenha Dankuu Retsu Zan _6_4_1_2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo - SLASH +----------------------------------------------- +:Command Moves: +Chikemuri Kuruwa _^_2_+_A W + +:Special Moves: +Kaen Kyokubu _2_3_6_+^s +Kaiten Kyokubu _6_2_3_+^s W +Gama Jigoku _6_4_1_2_3_6_+_A_+_C W +Oo Tsunami _2_1_4_+^s +Kyoshiro Enbu _2_3_6x2_+_C W +Chobi Jishi _6_3_2_1_4_+^s W + +:POW Special: +Aragotoshi K.~Chiniku no Mai _2_3_6x2_+_B_+_C W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo - BUST +----------------------------------------------- +:Command Moves: +Chikemuri Kuruwa _^_2_+_A W + +:Special Moves: +Jisatsu Kaen Kyokubu _2_3_6_+^s +Yamata no Orochi _2_1_4x2_+_C +Chikaze Goma _6_2_3_+^s W +Kyoshiro Enbu _2_3_6x2_+_C W +Chobi Jishi~Ranshin _6_3_2_1_4_+^s W + +:POW Special: +Aragotoshi K.~Chiniku no Mai _2_3_6x2_+_B_+_C W +----------------------------------------------- +$end +$cmd +Nakoruru - SLASH +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Annu Mutsube _4_1_2_+^s W +Rera Mutsube _2_3_6_+^s W +Kamui Rimse _4_2_1_+^s +^!Final Flick _X^s +Lela O Chikiri ^-_6_2_3_+_D +Taka ni Tsukamaru _2_1_4_+_D +^!Taka Tsukamari Kougeki ^s +^!Kamui Mutsube _2_3_6_+_C +^!Taka ni Oriru _2_+_D +Shichikapu Etu _6_3_2_1_4_+_B +Shichikapu Amyu _6_3_2_1_4_+_C +Le Lashe _6_3_2_1_4_+_A + +:POW Special: +Elerush Kamui Rimse _6_3_2_1_4x2_+_A_+_B +----------------------------------------------- +$end +$cmd +Nakoruru - BUST +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Annu Mutsube _4_1_2_+^s W +Rera Mutsube _2_3_6_+^s W +Kamui Rimse _4_2_1_+^s +^!Final Flick _X^s +Lela O Chikiri ^-_6_2_3_+_D +Wolf Pounce _2_1_4_+_D +^!Ookami Nori Kougeki ^s +^!Mer Shikite _4_1_2_+_C + ^!Bunshin Kougeki _?_+_C +^!Kanto Shikite _2_3_6_+_C + ^!Bunshin Kougeki _?_+_C +^!Imeru Shikite _^_6_2_3_+_C + ^!Bunshin Kougeki _?_+_C +^!Ookami ni Oriru _8_+_D +Epunkine Shikite knocked_A_+_C + +:POW Special: +Nubeki Kamui Shikite _4_1_2_3_6_2_3_+_B_+_C W +----------------------------------------------- +$end +$cmd +Rimururu - SLASH +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Konru Mem _4_1_2_+_A +Rupush Kuare~Nishi _2_3_6_+^s +Konru Nonno _6_2_3_+_A +Konru Shirar _^_6_3_2_+_A +^!Double Jump _8 +Rupu Tunu Tiu ^-_6_3_2_1_4_+_B +Kamui Shituki _2_1_4_6_+_C + +:POW Special: +Rupush Kamui Emush~Nishi _6_3_2_1_4x2_+_C_+_D +----------------------------------------------- +$end +$cmd +Rimururu - BUST +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Upun Op _X^s +Lopu Thomumu [_6/_3]_+_A_+_B +Konru Mem _4_1_2_+_A +Rupush Kuare~Nishi _2_3_6_+^s +Rupu Tunu Yaku ^-_6_3_2_1_4_+_D + +:POW Special: +Rupush Kamui Emush~Nishi _6_3_2_1_4x2_+_C_+_D +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada - SLASH +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shiryou Ha _2_3_6_+^s W +Tenshou Fuu'ou Jin _4_6_4_6_+^s W +Nanji, Anten Nyuumetsu Seyo _6_4_1_2_3_6_+_C W +^!Ankoku Otoshi ^s W +^!Chuushi _D W +Shoki Dan _4_2_1_+_A W +Oumagatoki~Mae _4_1_2_3_6_+_D W +Oumagatoki~Ushiro _6_3_2_1_4_+_D W +Kairetsu Shou ^-_6_3_2_+_C + +:POW Special: +Kyoumei Jussatsu Jin _4_6_2_3_+_B_+_C W +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada - BUST +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Meifu Mashou Dan _2_3_6_+^s W +Kouma Shorai Ha _4_6_4_6_+^s W +Nanji, Anten Nyuumetsu Seyo _6_4_1_2_3_6_+_C W +^!Ankoku Otoshi ^s W +^!Chuushi _D W +Kairetsu Shou ^-_6_3_2_+_C +Oumagatoki~Mae _4_1_2_3_6_+_D W +Oumagatoki~Ushiro _6_3_2_1_4_+_D W +Shoki Dan _4_2_1_+_A W + +:POW Special: +Kyoumei Jussatsu Jin _4_6_2_3_+_B_+_C W +----------------------------------------------- +$end +$cmd +Shizumaru Hisame - SLASH +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s W +Hitou-ryuu Samidare Giri _6_3_2_1_4_+^s W +Hitou-ryuu Hisame Gaeshi _4_1_2_3_6_+_A W +Kyouraku Zan _4_2_1_+^s W + +:POW Special: +H.Kinjite~BouuKyoufuuZan _6_3_2_1_4x2_+_C_+_D W +----------------------------------------------- +$end +$cmd +Shizumaru Hisame - BUST +----------------------------------------------- +:Command Moves: +Hitou-ryuu Shigure _^_2_+_C W +^!Move [_4/_6] W +Hitou-ryuu Kosame _^_8_+_C W +^!Chakuchi _2 W +^!Move [_4/_6] W +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s W +Kyouraku Zan _4_2_1_+^s W + +:POW Special: +H.Kinjite~UryuRessatuJin _6_4_1_2_3_6_+_A_+_B W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana - SLASH +----------------------------------------------- +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Sasameyuki-fake _2_1_4_+_D W +Hiken Oboro Gatana _2_3_6_+^s W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +Hiken _6_3_2_1_4_+_C W +^!Heaven's Gale _A W +^!Warrior's Wind _B W + +:POW Special: +Tsubame Rokuren _6_3_2_1_4_6_+_B_+_C W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana - BUST +----------------------------------------------- +:Special Moves: +Hiken Sasameyuki~Sen _2_1_4_+^s W +Hiken Bame Gaeshi _4_6_+_A W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +Hiken Kagero _6_2_3_+^s W +Hiken Kiris _6_3_2_1_4_6_+_C W + +:POW Special: +Musou Zankou-ka _6_4_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Zankuro Minazuki + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Zankuro Minazuki - SLASH/BUST +----------------------------------------------- +:Command Moves: +Slash Down _^_2_+_C W + +:Special Moves: +Mugen-ryuu Shippuu Zan _2_3_6_+^s W +Mugenhou _2_1_4_6_+^s W +Mugen-ryuu Tenhou Zan _6_2_3_+^s W +Mugen-ryuu Muhou Ken _4_6_+_A +Ittou Zan _4_1_2_+_A_+_B W +Mugen-ryuu Tenchuu _4_1_2_3_6_+_D W + _`reverse high/mid/low + +:POW Special: +Mugen-ryuu Gokui,Musou Ken _2_2_2_3_6_+_A_+_B W +----------------------------------------------- +$end + +$info=samsho4 +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown IV - Amakusa's Revenge +Samurai Spirits - Amakusa Kourin +Pae Wang Jeon Seol / Legend of a Warrior +(c)1996 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: March 30th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Strong Slash +_D: Kick + +^s: any Slash Button[_A/_B/_C] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move +P: Powered Move (POW Max) + +:Air Throws: +you and your foe must be close in the air + +:POW Special: +needs POW Max or Rage Explosion +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Kicks: +Sweep Kick _3_+_D +Standing Kick _6_+_D + +:Escape Moves: +Dodge _A_+_B +Behind Step ^-_6_+_A_+_B + +:Throws: +Pulling Guard Crush ^-_4_+_C +Pushing Guard Crush ^-_6_+_C + +:Counter Moves: +Block Stun _2_1_4_6_+_D W +Catch and Throw unarmed_2_1_4_6_+_D + +:Escape Moves: +Hop Crush _B_+_C + +:Pursuit Moves: +Ground Attack foe down^-_3_+^s +Pounce Attack foe down^=_8_+^s + +:Recovery Moves: +Roll Back knocked_4 +Roll Forward knocked_6 +Quick Recovery knocked_8 +Restore Life knocked_2_+_X[^s/_D] + +:Chain Combo System: +Grade Chain Combo _C_+_D W +^!Chain Combo 1 _A_A_A W +^!Chain Combo 2 _A_B_C W +^!Chain Combo 3 _B_B_C W +^!DeadlyChain _6_+_A_A_B_B_C_C_A_B_C_C_C_C_C W + +:Rage Moves: +Rage Explosion _A_+_B_+_C W +^!Combination Slash _A_+_B_+_C W +^!Issen _B_+_C_+_D W + +:Other Moves: +Weapon Loss and Taunt _Sx3 W +Retrieve Weapon close weapon[_A/_B] +Suicide _4_6_2_+_S W +Fatal Move _2_2_8_6_6_+_C W + _`win 2 rounds and wait for a No Contest + _`can't be used on Nakoruru, Rimururu, + CPU Amakusa, CPU Zankuro and last CPU foe + _`foe must be on ground +----------------------------------------------- +$end +$cmd +«Level Select» +----------------------------------------------- +Beginners Class +- auto 4hit chain with_C_+_D +- POW Special with_A_+_B_+_C_+_D +- can't use normal Chain Combo System +- can't use Rage Explosion +- POW gauge charge slowly + +Medium Grade +- normal game + +Upper Grade +- faster character +- no guard +----------------------------------------------- +$end +$cmd +Basara Kubikiri - SLASH +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_D +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kage Nui _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Tomobiki ^-_6_2_3_+[^s/_D] WP +Kage Sui _2_1_4_+[^s/_D] +^!Move [_4/_6] +Nue Dama _4_2_1_+^s W + +:POW Special: +Kage Mai~Mukui _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Basara Kubikiri - BUST +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_D +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Chisashi _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Kage Ide _6_2_3_+^s WP +Kage Sui _2_1_4_+[^s/_D] +^!Move [_4/_6] +Kage Damashi~Zenpou Jump _4_2_1_+_A +Kage Damashi~Suichoku Jump _4_2_1_+_B +Kage Damashi~Kouhou Jump _4_2_1_+_C +Kage Damashi~Zenshin _4_2_1_+_D + +:POW Special: +Kage Mai~Yumebiki _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde - SLASH +----------------------------------------------- +:Special Moves: +Power Gradation _6_2_3_+^s W +Splash Fount _6_+_X^s W +Tri-Slash _2_3_6_+_O^s WP + +:POW Special: +Splash Gradation _4_6_2_+_A_+_B W +^!Alternative Finish _O[^s/_D] W +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde - BUST +----------------------------------------------- +:Special Moves: +Power Gradation _6_2_3_+^s WP +Lion Lance _2_3_6_+_D +Bayonette Lunge _2_3_6_+_O^s WP + +:POW Special: +Crystal Rose _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Gaira Caffeine - SLASH +(Kim Ung Che on Korean Version) +----------------------------------------------- +:Command Moves: +Buchinomeshi _^_2_+[^s/_D] W + +:Special Moves: +Kachi Age _6_2_3_+^s WP +Midare Uchi _2_3_6_+^s W +Jishin Gan _2_2_+[^s/_D] W +Tsukamuzo~Kumi-tenjou _4_2_1_+_A +Tsukamuzo~Ishi-atama _4_2_1_+_B +Tsukamuzo~Shiri-mekuri _4_2_1_+_C + +:POW Special: +Kenbu _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Gaira Caffeine - BUST +(Kim Ung Che on Korean Version) +----------------------------------------------- +:Command Moves: +Hyakkan Otoshi _^_2_+[^s/_D] + +:Special Moves: +Katsu! _2_3_6_+^s +Enshin Satsu _2_1_4_6_+^s WP +^!Damage Zouka _X_x W + +:POW Special: +Nion Bakushin Satsu _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Galford D. Weiler - SLASH +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Rush Dog _2_1_4_+_A P +Machine Gun Dog _2_1_4_+_B +Replica Dog _2_1_4_+_C +Overhead Crush _2_1_4_+_D +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_D +Imitate Replica-left when hit_A_+_C +Imitate Replica-right when hit_B_+_D + +:POW Special: +DoubleMegaStrikeHeads-left _4_6_2_+_A_+_B W +DoubleMegaStrikeHeads-right _4_6_2_+_C_+_D W +----------------------------------------------- +$end +$cmd +Galford D. Weiler - BUST +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Factor _2_3_6_+[_A/_B] +Lightning Slash _2_3_6_+_C +Plasma Break _6_+_X^s P +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Strike Heads ^-_6_2_3_+[^s/_D] + _`also when Run +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_D +Imitate Replica-left when hit_A_+_C +Imitate Replica-right when hit_B_+_D + +:POW Special: +Lightning Strike Three _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Genjuro Kibagami - SLASH +----------------------------------------------- +:Special Moves: +Sanren Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s WP +Ouka Zan _2_1_4_+^s W +Shizuku Jin ^-_6_2_3_+_D W +Kurenai _4_2_1_+^s W + +:POW Special: +Gokou Zan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Genjuro Kibagami - BUST +----------------------------------------------- +:Special Moves: +Sanku Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s WP +Ura Ouka _2_1_4_+^s W +^!Ayame when blocked_O^s W +Hyakki Satsu _2_1_4_6_+^s W +Shigure _4_2_1_+^s W + +:POW Special: +Ura Gokou _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Hanzo Hattori - SLASH +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Bakuen Ryuu _2_1_4_+^s P +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Mozu Otoshi ^-_6_2_3_+^s +Ninpou Mozu Otoshi~Hayate Run^-_6_2_3_+^s +Ninpou Utsusemi-high _6_3_2_1_4_+_A_+_C +Ninpou Utsusemi-low _6_3_2_1_4_+_B_+_D +Ninpou Migwari no Jutsu-high when hit_A_+_C +Ninpou Migwari no Jutsu-low when hit_B_+_D + +:POW Special: +Fujite Mijin Gakure _4_6_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Hanzo Hattori - BUST +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Bakuen Ryuu _2_1_4_+^s P +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Shizune _2_2_+^s +Ninpou Enbu _4_2_1_+[^s/_D] +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Bakuen Mijin Gakure ^-_6_2_3_+[^s/_D] + _`also when Run + +:POW Special: +Fujite Dokuu Ryuu _4_6_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Haohmaru - SLASH +----------------------------------------------- +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Kogetsu Zan _6_2_3_+^s WP +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s WP +Ougi Resshin Zan _4_2_1_+^s W + +:POW Special: +Hiougi Tenha Fuujin Zan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Haohmaru - BUST +----------------------------------------------- +:Special Moves: +Ougi Senpuu Retsu Zan~Sen _2_3_6_+^s W +Ougi Kogetsu Zan _6_2_3_+^s WP +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s WP +Gou Ha _6_2_3_+_D +Senpuu Ha _2_3_6_+_D W +Nagi Yaiba _4_2_1_+^s W + +:POW Special: +Tenha Dankuu Retsu Zan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Jubei Yagyu - SLASH +----------------------------------------------- +:Special Moves: +Kattotsu Suigetsu Tou _2_3_6_+^s W +Nikkaku Ratou _6_2_3_+^s WP +^!Downward Slash(with_Cnot in MAX) _2_+_C W +Hassou Happa _6_+_X^s W + +:POW Special: +Zetsu Suigetsu Tou _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Jubei Yagyu - BUST +----------------------------------------------- +:Special Moves: +Kattotsu Suigetsu Tou _2_3_6_+^s WP +Yagyu Shingan Tou~Suigetsu _2_1_4_+_A W + _`reverse low/mid/special +Yagyu Shingan Tou~Souha _2_1_4_+_B W + _`reverse high +Yagyu Shingan Tou~Tenra _2_1_4_+_C W + _`reverse jump/special +Y.Sougetsu Jin~Ichi foe block_2_3_6_+_A_+_B W +^!Ni no Tachi _2_3_6_+_A W + ^!San no Tachi _2_3_6_+_B W + +:POW Special: +Geki Souran Jin _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Kazuki Kazama - SLASH +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C W +^!Second _C_B_B_B W + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Saien _2_1_4_+[^s/_D] W +Shounetsu Kon~Saien Nashi _2_3_6_+_A WP +Shounetsu Kon~Saien Hitotsu _2_3_6_+_B WP + _`needs Saien x1 +Shounetsu Kon~Saien Futatsu _2_3_6_+_C WP + _`needs Saien x2 +Shounetsu Kon~Saien Mittsu _2_3_6_+_D WP + _`needs Saien x3 +Dai Bakusatsu~Saien Nashi ^-_6_2_3_+_A W +Dai Bakusatsu~Saien Hitotsu ^-_6_2_3_+_B W + _`needs Saien x1 +Dai Bakusatsu~Saien Futatsu ^-_6_2_3_+_C W + _`needs Saien x2 +Dai Bakusatsu~Saien Mittsu ^-_6_2_3_+_D W + _`needs Saien x3 +Enmetsu _4_2_1_+[^s/_D] W +Homura Gaeshi when hit_A_+_C + _`needs Saien x1 + +:POW Special: +Boubaku~Kaen Geki _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Kazuki Kazama - BUST +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C W +^!Second _C_B_B_B W + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rikudou Rekka~Jigoku-dou _2_3_6_+_A WP +^!Rikudou Rekka~Gakidou _2_3_6_+_B W + ^!Rikudou Rekka~Tendou _2_3_6_+_C W +Guren Kyaku _6_2_3_+[^s/_D] +^!Tsuika Nyuuryoku _4_+[^s/_D] + ^!Tsuika Nyuuryoku _6_+[^s/_D] +Enmetsu _4_2_1_+[^s/_D] W + +:POW Special: +Enja Bakunetsu _4_6_2_+_A_+_B W +^!Kakusei Chuushi _A_+_B_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo - SLASH +----------------------------------------------- +:Command Moves: +Chikemuri Kuruwa _^_2_+^s W + +:Special Moves: +Kaen Kyokubu _4_2_1_+^s P +Kaiten Kyokubu _6_2_3_+^s W +Gama Jigoku _2_3_6_+_D W +Oo Tsunami _2_3_6_+^s +Choubi Jishi _2_1_4_+^s W + +:POW Special: +AragotoshiKyoshiro~Oni no Mai _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo - BUST +----------------------------------------------- +:Special Moves: +Yamata no Orochi _2_3_6_+^s +Chikaze Goma _6_2_3_+^s W +Kyoshiro Enbu _2_3_6_+_D W +Choubi Jishi~Ranshin _2_1_4_+^s WP + +:POW Special: +AragotoshiK.~Ketsuniku no Mai _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Nakoruru - SLASH +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _A_A_A_A_A + +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Annu Mutsube _4_1_2_+^s WP +Rera Mutsube _2_3_6_+^s W +Kamui Rimse _4_2_1_+^s +^!Final Flick _X^s +Taka ni Tsukamaru _2_1_4_+_D +^!Taka Tsukamari Kougeki [_A/_B] +^!Mamahaha Attack Down _C +^!Kamui Mutsube _A_+_B P +^!Taka ni Oriru _2_+_D +Shichikapu Etu _2_1_4_+^s + +:POW Special: +Elerush Kamui Rimse _4_6_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Nakoruru - BUST +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _A_A_A_A_A W + +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kamui Rimse _4_2_1_+^s +^!Final Flick _X^s +Ookami Ni Noru _2_1_4_+[^s/_D] +^!Ookami Nori Kougeki [^s/_D] +^!Mer Shikite _4_1_2_+^s P + ^!Bunshin Kougeki _?_+_C +^!Kanto Shikite _6_2_3_+^s P + ^!Bunshin Kougeki _?_+_C +^!Imeru Shikite _^_2_3_6_+^s + ^!Bunshin Kougeki _?_+_C +^!Imeru Shikite _^_6_2_3_+^s + ^!Bunshin Kougeki _?_+_C +^!Ookami Ni Oriru _?_+_D +Epunkine Shikite knocked_A_+_C + +:POW Special: +Nubeki Kamui Shikite _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Rimururu - SLASH +----------------------------------------------- +:Command Moves: +Konru Shirar _^_2_+^s +^!Double Jump _8 +Sankaku Tobi _^corner_6 + +:Special Moves: +Kamui Shituki _4_2_1_+^s +Konru Mem _2_1_4_+^s +Rupush Kuare~Nishi _2_3_6_+^s +Konru Nonno _6_2_3_+^s P +R.KamuiWaysanPekoru~Atama unarmed Run_A_+_C +R.KamuiWaysanPekoru~Ashi unarmed Run_B_+_D + +:POW Special: +Rupush Kamui Emush~Nishi _4_6_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Rimururu - BUST +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Konru Mem _2_1_4_+^s +Rupush Kuare~Toitoi _2_3_6_+^s +Rupush Tum _6_2_3_+^s P +Upun Op _6_+_X^s +R.KamuiWaysanPekoru~Atama unarmed Run_A_+_C +R.KamuiWaysanPekoru~Ashi unarmed Run_B_+_D + +:POW Special: +Rupush Kamui Emush~Toitoi _4_6_2_+_A_+_B +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada - SLASH +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shiryou Ha _2_3_6_+^s WP +Tenshou Fuu'ou Jin _2_1_4_+^s W +Nanji, Anten Nyuumetsu Seyo _6_2_3_+^s W +^!Ankoku Otoshi ^s W +^!Chuushi _D W +Shoki Dan _6_2_3_+_D W +Oumagatoki~Mae _2_3_6_+_D +Oumagatoki~Ushiro _2_1_4_+_D + +:POW Special: +Kyoumei Jussatsu Jin _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada - BUST +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Meifu Mashou Dan _2_3_6_+^s WP +Kouma Shorai Ha _2_1_4_+^s W +Nanji, Anten Nyumetsu Seyo _6_2_3_+^s W +^!Ankoku Otoshi ^s W +^!Chuushi _D W +Kairetsu Shou _6_2_3_+_D +Oumagatoki~Mae _2_3_6_+_D +Oumagatoki~Ushiro _2_1_4_+_D + +:POW Special: +Kyoumei Jussatsu Jin _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Shizumaru Hisame - SLASH +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C_D W + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Samidare Giri _2_1_4_+^s W +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Hitou-ryuu Hisame Gaeshi _2_3_6_+_D W +Kyouraku Zan _O_D W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s WP + +:POW Special: +H. Kinjite~Bouu Kyoufuu Zan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Shizumaru Hisame - BUST +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C_D W + +:Command Moves: +Hitou-ryuu Shigure _^_2_+^s W +^!Move [_4/_6] W +Hitou-ryuu Kosame _^_8_+^s W +^!Hitou-ryuu Raiu ^s W +^!Chakuchi _2 W +^!Move [_4/_6] W +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Kyouraku Zan _O_D W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s WP + +:POW Special: +H. Kinjite~Uryu Ressatu Jin _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Sogetsu Kazama - SLASH +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C W +^!Second _C_B_B_B W + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Gekkou _6_2_3_+^s WP +Fuzuki _2_3_6_+[^s/_D] W +^!Fuzuki Soushi _?_+_O[^s/_D] W +Tsukigakure _2_1_4_+^s W + +:POW Special: +Shouha~Fuugetsu Zan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Sogetsu Kazama - BUST +----------------------------------------------- +:Unique Chain Combos: +Grade Chain Combo _C_+_D W +^!First _C_C W +^!Second _C_B_B_B W + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shizuki _^_2_1_4_+^s +Engetsu _^_6_2_3_+^s W +^!Kuuchuu Idou _? W +Getsurin Ha Chi _2_3_6_+^s WP +Getsurin Ha Ku _^_2_3_6_+^s WP + +:POW Special: +Tenshou~Suichuu Ha _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Tam Tam - SLASH +----------------------------------------------- +:Special Moves: +Paguna Paguna _6_+_X^s W +^!Move _6 W +Moora Moora-high _2_3_6_+^s +Moora Moora-low _2_1_4_+^s +Ahau Gaburu _6_2_3_+^s P +Paguna Dios _4_2_1_+^s + +:POW Special: +Ahau Tiuwakan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Tam Tam - BUST +----------------------------------------------- +:Special Moves: +Gaburu Gaburu _2_3_6_+_C +Moora Moora-high _2_3_6_+_Ax3 +Moora Moora-low _2_3_6_+_Bx3 +Paguna Dios _4_2_1_+^s P + +:POW Special: +Ahau Tiuwakan _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana - SLASH +----------------------------------------------- +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Sasameyuki-fake _2_1_4_+_D W +Hiken Oboro Gatana _2_3_6_+^s W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s WP + +:POW Special: +Tsubame Rokuren _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana - BUST +----------------------------------------------- +:Special Moves: +Hiken Bame Gaeshi _2_1_4_+_D W +Hiken Sasameyuki~Sen _2_1_4_+^s W +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s WP +Hiken Kagero _2_3_6_+^s W + +:POW Special: +Musou Zankou-ka _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Zankuro Minazuki + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Zankuro Minazuki - SLASH/BUST +----------------------------------------------- +:Special Moves: +Mugen-ryuu Shippuu Zan _2_3_6_+^s W +Mugen-ryuu Tenhou Zan _6_2_3_+^s W +Mugen-ryuu Mohou Ken _2_3_6_+_D +Mugen-ryuu Tenchuu _6_2_3_+_D W + _`reverse high/mid/low + +:POW Special: +Mugen-ryuu Mugen Hou _4_6_2_+_A_+_B W +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Blood Code + - at the Title Screen_O_Sand select "Options" + - put the cursor on "Exit" + - _A_+_B_+_C_+_D + - only on Home Version +----------------------------------------------- +$end + +$info=samsho5 +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown V +Samurai Spirits Zero +(c)2003 Yuki Enterprise / SNK Playmore +Made by: Fabricio da Silva Coroquer +Last Update: March 31st, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Kick +_D: Meditation + +^s: any Slash Button[_A/_B/_A_+_B] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move + +:Air Throws: +you and your foe must be close in the air + +:Weapon-Flipping Technique: +needs POW MAX or Rage Explosion +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Slash _A_+_B W +Sweep Kick _3_+_C +Standing Kick _6_+_C +Surprise Attack _B_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Throws: +Guard Destroyer~Pulling Towards ^-_4_+_C +^!Destroyer Slash ^s +Guard Destroyer~Pushing Away ^-_6_+_C +^!Destroyer Slash ^s + +:Escape Moves: +Hopping _6_+_D +Lower Evade _4_+_D +Forward Roll _1_+_D +Backward Roll _3_+_D +Lay Down _2_+_D + +:Counter Moves: +Block Stun _2_1_4_6_+_D W +Catch and Throw unarmed_2_1_4_6_+_D + +:Pursuit Moves: +Ground Attack foe down^-_2_+_B_+_C +Pounce Attack foe down^=_8_+_B_+_C + +:Recovery Moves: +Quick Getting Up knocked_8 +Getting Up Backward Roll knocked_4 +Getting Up Forward Roll knocked_6 + +:Rage Moves: +Rage Explosion _A_+_B_+_C + +:Other Moves: +Meditation _O_D +Weapon Loss and Taunt _Sx3 W +Retrieve Weapon close weapon[_A/_A_+_B] +Mu no Kyouchi _2_1_4_+_C_+_D + _`needs Life on Blue Mark +^!Issen _B_+_C_+_D W +Suicide _4_6_2_+_S W +----------------------------------------------- +$end +$cmd +Basara Kubikiri +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_C +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Chisashi _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Kage Ide _6_2_3_+^s W +Tomobiki ^-_6_2_3_+_C W +Nue Dama _2_3_6_+_C W +Kage Sui _2_1_4_+_C +^!Move [_4/_6] +Kage Damashi~Zenpou Jump _4_2_1_+_A +Kage Damashi~Suichoku Jump _4_2_1_+_B +Kage Damashi~Kouhou Jump _4_2_1_+_C +Kage Damashi~Zenshin _4_2_1_+_A_+_B +Kage Damashi~Zenten _4_2_1_+_A_+_C +Kage Damashi~Tobikomi _4_2_1_+_B_+_C +Kage Damashi~Kouten _4_2_1_+_B_+_D + +:Weapon-Flipping Technique: +Kage Mai~Yumebiki _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde +----------------------------------------------- +:Special Moves: +Tri-Slash _2_3_6_+_O^s W +Lion Lance _2_3_6_+_C +Power Gradation _6_2_3_+^s W +Bayonette Lunge _2_1_4_+^s W +Splash Fount _6_+_X^s W + +:Weapon-Flipping Technique: +Crystal Rose _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Enja +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rikudou Rekka~Jigoku-dou _2_3_6_+_A W +^!Rikudou Rekka~Gakidou _2_3_6_+_B W + ^!Rikudou Rekka~Tendou _2_3_6_+_C W +Enmetsu _4_2_1_+[_A/_B/_C] W +Guren Kyaku _6_2_3_+^s +^!Tsuika Nyuuryoku _4_+[^s/_C] + ^!Tsuika Nyuuryoku _6_+[^s/_C] + +:Weapon-Flipping Technique: +Enja Bakunetsu _2_3_6_+_C_+_D W +^!Kakusei Chuushi _A_+_B_+_C_+_D W +----------------------------------------------- +$end +$cmd +Gaira Caffeine +----------------------------------------------- +:Special Moves: +Hyakkan Otoshi _^_8_+_A_+_B +Katsu! _2_3_6_+^s +Jishin Gan _2_2_+[_A/_B/_C] W +Tsukamuzo~Kumi-tenjou _4_2_1_+_A +Tsukamuzo~Ishi-atama _4_2_1_+_B +Tsukamuzo~Shiri-mekuri _4_2_1_+_C +Enshin Satsu _4_7_8_9_6_+_A_+_B W +^!Damage Zouka _X_x W + +:Weapon-Flipping Technique: +Nion Bakushin Satsu _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Galford D. Weiler +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Shadow Copy _6_4_1_2_3_6_+[_A/_B] +Strike Heads ^-_6_2_3_+^s +Rush Dog _2_1_4_+_A +Machine Gun Dog _2_1_4_+_B +Replica Dog _2_1_4_+_A_+_B +Overhead Crash _2_1_4_+_C +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_C +ImitateReplica-left when hit_6_4x3_2_+_A_+_C +ImitateReplica-right when hit_6_4x3_2_+_B_+_C + +:Weapon-Flipping Technique: +Double Mega Strike Heads-left _2_3_6_+_C_+_D W +Double Mega Strike Heads-right _2_3_6_+_B_+_C W +----------------------------------------------- +$end +$cmd +Genjurou Kibagami +----------------------------------------------- +:Special Moves: +Sanren Satsu _2_3_6_+^sx3 W +Touha Kouyoku Jin _6_2_3_+^s W +Ura Ouka _2_1_4_+^s W +^!Ayame when blocked_O^s W +Shizuku Jin ^-_6_2_3_+_C W +Hyakki Satsu _4_2_1_+^s W + +:Weapon-Flipping Technique: +Gokou Zan _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Hanzo Hattori +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Shizune _2_2_+^s +Ninpou Bakuen Ryuu _2_1_4_+^s +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Kage Bunshin _6_4_1_2_3_6_+[_A/_B] +Ninpou Enbu _4_2_1_+[^s/_C/_D] +Ninpou Mozu Otoshi ^-_6_2_3_+^s +Ninpou Mozu Otoshi~Hayate Run^-_6_2_3_+^s +Ninpou Utsusemi-high _6_3_2_1_4_+_A_+_C +Ninpou Utsusemi-low _6_3_2_1_4_+_B_+_C +N.MigwariJutsu-high when hit_6_4x3_2_+_A_+_C +N.MigwariJutsu-low when hit_6_4x3_2_+_B_+_C + +:Weapon-Flipping Technique: +Shin Mozu Otoshi ^-_2_3_6_+_C_+_D +----------------------------------------------- +$end +$cmd +Haohmaru +----------------------------------------------- +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Senpuu Retsu Zan-fake _2_3_6_+_C W +Ougi Kogetsu Zan _6_2_3_+^s W +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s W +Ougi Resshin Zan _4_2_1_+^s W +Zankousen _6_3_2_1_4_6_+_A_+_B W +Sake Kougeki _2_1_4_+_C + +:Weapon-Flipping Technique: +Hiougi Tenha Fuujin Zan _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Jubei Yagyu +----------------------------------------------- +:Special Moves: +Kattotsu Suigetsu Tou _2_3_6_+[_A/_B] W +Retsu Suigetsu Tou _2_3_6_+_A_+_B W +Nikkaku Ratou _6_2_3_+^s W +Hassou Happa _6_+_X^s W +Yagyu Shingan Tou~Suigetsu _2_1_4_+_A W + _`reverse low/mid/special +Yagyu Shingan Tou~Souha _2_1_4_+_B W + _`reverse high +Yagyu Shingan Tou~Tenra _2_1_4_+_C W + _`reverse jump/special + +:Weapon-Flipping Technique: +Zetsu Suigetsu Tou _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kasaregedo Youkai +----------------------------------------------- +:Special Moves: +Akuryou Yobi _2_3_6_+^s +Ieki Haki _2_1_4_+[_A/_B] W +Niku Mochiage _4_2_1_+_C W +Gedo no Rakuin Oshi ^-_6_4_2_N_8_+_C W +Doro Nage _3_4_1_2_3_6_4_2_1_+_B_+_C W + +:Weapon-Flipping Techniques: +Tobi Zutsuki _2_3_6_+_C_+_D +Gedo noEmonoGari ^-_6_9_8_7_4_1_2_N_8_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kazuki Kazama +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Saien _2_1_4_+[^s/_D] W +Shounetsu Kon~Saien Nashi _2_3_6_+_A W +Shounetsu Kon~Saien Hitotsu _2_3_6_+_B W + _`needs Saien x1 +Shounetsu Kon~Saien Futatsu _2_3_6_+_C W + _`needs Saien x2 +Shounetsu Kon~Saien Mittsu _2_3_6_+_A_+_B W + _`needs Saien x3 +Dai Bakusatsu~Saien Nashi ^-_6_2_3_+_A W +Dai Bakusatsu~Saien Hitotsu ^-_6_2_3_+_B W + _`needs Saien x1 +Dai Bakusatsu~Saien Futatsu ^-_6_2_3_+_C W + _`needs Saien x2 +Dai Bakusatsu~Saien Mittsu ^-_6_2_3_+_A_+_B W + _`needs Saien x3 +Enmetsu _4_2_1_+[_A/_B/_C] W +Homura Gaeshi when hit_A_+_C + _`needs Saien x1 + +:Weapon-Flipping Technique: +Boubaku~Kaen Geki _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo +----------------------------------------------- +:Command Moves: +Chikemuri Kuruwa _^_2_+^s W + +:Special Moves: +Oo Tsunami _2_3_6_+^s +Choubi Jishi _2_1_4_+[_A/_B] W +Choubi Jishi~Ranshin _2_1_4_+_A_+_B W +Gama Jigoku _2_1_4_+_C +Kaen Kyokubu _4_2_1_+^s +Kaiten Kyokubu _6_2_3_+^s W + +:Weapon-Flipping Technique: +Aragotoshi K.~Ketsuniku no Mai _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Mina Majikina +----------------------------------------------- +:Command Moves: +Kajifuchi _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Jikyuu Shin ^4_6_+^s W +Tenkyuu Shin ^4_6_+_C W +Shinimabui no Nageki _6_2_3_+^s W +Sungan no Sasoi _4_2_1_+_Ax3 W +^!Sungan no Mukae _4_2_1_+_Bx3 W +Chanpuru, kocchi-oide _2_1_4_+_B W +Chanpuru, oyasumi-nasai _2_1_4_+_C W + +:Weapon-Flipping Technique: +Umichimun no Ikari _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Nakoruru +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Rera Mutsube _2_3_6_+^s W +Annu Mutsube _4_1_2_+^s W +Kamui Rimse _4_2_1_+^s +^!Final Flick ^s +Amube Yatoro _2_1_4_+^s +Taka ni Tsukamaru _2_1_4_+_C +^!Taka ni Oriru _2_+_C +^!Taka Tsukamari Kougeki ^s +^!Kamui Mutsube _B_+_C +ApefuchiK.Rimse unarmed_3_2_1_4_6_2_3_+_B_+_C + +:Weapon-Flipping Technique: +Elerush Kamui Rimse _2_3_6_+_C_+_D +----------------------------------------------- +$end +$cmd +Rera +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Ookami ni Noru _2_1_4_+_C +^!Ookami ni Oriru (_^)_?_+_C +^!Ookami Nori Kougeki ^s +^!Mer Shikite _4_1_2_+^s + ^!Bunshin Kougeki _?_+_C +^!Kanto Shikite _6_2_3_+^s + ^!Bunshin Kougeki _?_+_C +^!Imeru Shikite _^_2_3_6_+^s + ^!Bunshin Kougeki _?_+_C + +:Weapon-Flipping Technique: +Nubeki Kamui Shikite _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Resetsumaru +----------------------------------------------- +:Special Moves: +Senpuu Retsu Zan~Setsu _2_3_6_+^s W +Senpuu Ha _2_3_6_+_C W +Nagi Yaiba _6_2_3_+^s W + _`reverse all +Gou Ha _6_2_3_+_C +Shitatari _2_1_4_+_C W + _`charge POW + +:Weapon-Flipping Technique: +Tenha Dankuu Retsu Zan _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Rimururu +----------------------------------------------- +:Command Moves: +Konru Shirar _^_2_+^s +^!Double Jump _8 +Sankaku Tobi _^corner_6 + +:Special Moves: +Kamui Shituki _4_2_1_+^s +Rupush Kuare~Nishi _2_3_6_+[_A/_B] +Rupush Kuare~Toitoi _2_3_6_+_A_+_B +Konru Mem _2_1_4_+^s +Upun Op _6_+_X^s +Konru Nonno _6_2_3_+^s +R.Kamui WeisanPekoru~Atama unarmed Run_A_+_C +R.Kamui WeisanPekoru~Ashi unarmed Run_B_+_C + +:Weapon-Flipping Technique: +Rupush Kamui Emush~Toitoi _2_3_6_+_C_+_D +R.K.W.Pekoru Ruyanpe~Atama unarmed Run_A_+_C + _`doesn't spend the gauge +R.K.W.Pekoru Ruyanpe~Ashi unarmed Run_B_+_C + _`doesn't spend the gauge +----------------------------------------------- +$end +$cmd +Shizumaru Hizame +----------------------------------------------- +:Command Moves: +Hitou-ryuu Kosame _^_8_+^s W +^!Hitou-ryuu Raiu _A_+_B W +^!Chakuchi _2 W +^!Move [_4/_6] W +Hitou-ryuu Shigure _^_2_+^s W +^!Move [_4/_6] W +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Hitou-ryuu Hisame Gaeshi _2_3_6_+_C W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s W +Kyouraku Zan _O_D W +Hitou-ryuu Samidare Giri _2_1_4_+^s W +Hitou-ryuu AmanagareRessatsuJin when hit_O_D W + +:Weapon-Flipping Technique: +H. Kinjite~Bouu Kyoufuu Zan _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Sogetsu Kazama +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Fuzuki _2_3_6_+^s W +^!Fuzuki Sousui _?_+_O^s W +Gekkou _6_2_3_+^s W +Tsukigakure _2_1_4_+^s W + +:Weapon-Flipping Technique: +Shouha~Fuugetsu Zan _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Suija +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shizuki _^_2_1_4_+^s +Shougetsu _^_1_2_3_6_+^s W +Getsurin Ha _^_4_2_1_+^s W +Engetsu _6_2_3_+^s W +^!Kuuchuu Idou _? W + +:Weapon-Flipping Technique: +Tenshou~Suichuu Ha _^_2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Tam Tam +----------------------------------------------- +:Special Moves: +Moora Moora _2_3_6_+[_A/_B]x3 +Gaburu Gaburu ^-_2_3_6_+_C +Ahau Gaburu _6_2_3_+^s +Paguna Dios _4_2_1_+^s +Paguna Paguna _6_+_X^s W +^!Move _6 W + +:Weapon-Flipping Technique: +Magnas Dios Zarl _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana +----------------------------------------------- +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Sasameyuki-fake _2_1_4_+_C +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +Hiken Oboro Gatana _2_3_6_+^s W + +:Weapon-Flipping Technique: +Tsubame Rokuren _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Yoshitora Tokugawa +----------------------------------------------- +:Special Moves: +Ichi no Tachi~Nadeshiko _2_3_6_+^s W +Ni no Tachi~Shirayuri _6_2_3_+^s W +San no Tachi~Botan _^_2_3_6_+^s W +Yon no Tachi~Tsubaki _4_2_1_+^s W +Go no Tachi~Asagao _2_1_4_+^s W +Roku no Tachi~Yuugao ^-_6_2_3_+_C W +Nana no Tachi~Yuchouka _6_3_2_1_4_6_+_B_+_C W + _`only after hit foe with all Special Moves + +:Weapon-Flipping Technique: +Aoi _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +Yunfei Liu +----------------------------------------------- +:Air Throws: +Tensui Choukan _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Tenki Shichiyou~Tsuki _2_1_4_+_A +Tenki Shichiyou~Hi _2_1_4_+_B +Tenki Shichiyou~Mizu _^_2_3_6_+_A +Tenki Shichiyou~Mizu _^_2_1_4_+_A +Tenki Shichiyou~Ki _^_2_3_6_+_B +Tenki Shichiyou~Ki _^_2_1_4_+_B +Tenki Shichiyou~Kon _^_2_3_6_+_C +Tenki Shichiyou~Kon _^_2_1_4_+_C +Tenki Shichiyou~Do _^_2_3_6_+_D +Tenki Shichiyou~Do _^_2_1_4_+_D +Tenki Shichiyou~Nichi _^_A_+_C +Tenmou Konji~Zenpou _^_2_3_6_+_A_+_B W +Tenmou Konji~Zenpou _^_2_1_4_+_A_+_B W +Tenmou Konji~Kouhou _^_2_3_6_+_C_+_D W +Tenmou Konji~Kouhou _^_2_1_4_+_C_+_D W +Ten'i Daihou _2_3_6_+[_A/_B] W +Tenkoku Houra ^-_6_2_3_+_C W +^!Tensatsu Daisai _2_3_6_+_A_+_B W + +:Weapon-Flipping Technique: +Tenkai Unri _2_3_6_+_C_+_D W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Poppy + - at the Character Select Screen + - put the cursor on Galford + - _6_4_6_4_4_6_6_4_4_6_+[_A/_B/_C/_D] + +*Play with Sankuro, Yumeji, and Gaoh + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Poppy +----------------------------------------------- +:Special Moves: +Rush Dog _2_3_6_+[_A/_B] +Machine Gun Dog _2_3_6_+_A_+_B +Replica Dog _2_1_4_+^s +Strike Dog ^-_6_2_3_+_C + +:Weapon-Flipping Technique: +Mega Strike Dog ^-_2_3_6_+_C_+_D + +:Additional Notes: +_`can't block +_`can't use Sweep Kick +_`can't use Standing Kick +_`can't use Guard Destroyer +_`can't use Lay Down +_`can't use Catch and Throw +_`can't lose the weapon +----------------------------------------------- +$end +$cmd +Sankuro Yorozu +----------------------------------------------- +:Special Moves: +Sushi _2_3_6_+^s +Goshichi _2_1_4_+_A +Ippachi _2_1_4_+_B +Fuyo _2_1_4_+_C + +:Weapon-Flipping Technique: +Hajiki _2_3_6_+_C_+_D +----------------------------------------------- +$end +$cmd +Yumeji Kurokochi +----------------------------------------------- +:Special Moves: +Shin Musou Ittou-ryuu~Kagerou _2_3_6_+^s W +ShinMusouIttou-ryuu~Sasameyuki-Sen _2_1_4_+^s W +Yagyu Shingan Tou~Souha _2_1_4_+_C W + _`reverse all +Hiken Tsubame Gaeshi _1_2_3_6_+_C W +Ougi Kogetsu Zan _6_2_3_+_A W +Bayonette Lunge _6_2_3_+_B W +Ninpou Mozu Otoshi _6_2_3_+_A_+_B W +Sanren Satsu _6_2_3_+_C W +Choubi Jishi _4_2_1_+_A W +Yon no Tachi~Tsubaki _4_2_1_+_C W +Annu Mutsube _4_1_2_+^s W +Rupush Kamui Weisan Pekoru-Ashi _6_3_2_+^s W +----------------------------------------------- +$end +$cmd +Gaoh Hinowanokami Kyougoku +----------------------------------------------- +:Command Moves: +Ibushi Miyabe _2_+_A W +Overhead Slash [_1/_3]_+_C W + +:Special Moves: +Kabuto Goma _1_+_A_+_B W +Imi Kagura _2_3_6_+_B W +Oboro Bayashi _4_6_4_+^s W +Kurogane Kudaki ^-_6_6_+_A_+_B W + +:Weapon-Flipping Technique: +Naraku Boe_&Ankiou [charge POW/_Sx3] W + +:Additional Notes: +_`can't crouch +_`can't use Sweep Kick +_`can't use Standing Kick +_`can't use Run +_`can't use Block Stun +_`can't use Catch and Throw +_`can't use Ground Attack +_`can't lose the weapon + + _& ANKIOU MOVES _& +:Command Moves: +Long Distance Slash _C +Very Long Distance Slash _6_+_C +Overhead Downward Slash [_2/_1]_+_C +Low Sweep Slash _3_+_C + +:Special Moves: +Dashing Horn Toss _6_N_2_3_+_B + +:Weapon-Flipping Technique: +Yomi Yashiro ^-_2_3_6_+_C_+_D + +:Additional Notes: +_`become invincible +_`can't crouch +_`can't jump +_`can't block +_`can't use any Commom Command +_`can't lose the weapon +----------------------------------------------- +$end + +$info=samsh5sp +$cmd +*---INFO---* +----------------------------------------------- +Samurai Shodown V Special +Samurai Spirits Zero Special +(c)2004 SNK Playmore +Made by: Fabricio da Silva Coroquer +Last Update: March 31st, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Kick +_D: Meditation + +^s: any Slash Button[_A/_B/_A_+_B] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +W: Weapon is Required to perform move + +:Air Throws: +you and your foe must be close in the air + +:Weapon-Flipping Technique: +needs POW MAX or Rage Explosion + +:Zetsumei Ougi: +needs Rage Explosion and foe life on Blue Mark +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Slash _A_+_B W +Sweep Kick _3_+_C +Standing Kick _6_+_C +Surprise Attack _B_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Throws: +Guard Destroyer~Pulling Toward ^-_4_+_C_+_D +^!Destroyer Slash ^s +Guard Destroyer~Pushing Away ^-_6_+_C_+_D +^!Destroyer Slash ^s + +:Escape Moves: +Hopping _6_+_D +Lower Evade _4_+_D +Forward Roll _1_+_D +Backward Roll _3_+_D +Lay Down _2_+_D + +:Counter Moves: +Block Stun _2_1_4_6_+_D W +Catch and Throw unarmed_2_1_4_6_+_D + +:Pursuit Moves: +Ground Attack foe down^-_2_+_B_+_C +Pounce Attack foe down^=_8_+_B_+_C + +:Recovery Moves: +Quick Getting Up knocked_8 +Getting Up Backward Roll knocked_4 +Getting Up Forward Roll knocked_6 + +:Rage Moves: +Rage Explosion _A_+_B_+_C W + +:Other Moves: +Meditation _O_D +Weapon Loss and Taunt _Sx3 W +Retrieve Weapon close weapon[_A/_A_+_B] +Mu no Kyouchi _B_+_C_+_D + _`needs Life on Blue Mark +^!Issen _B_+_C_+_D W +Suicide _4_6_2_+_S W +----------------------------------------------- +$end +$cmd +Basara Kubikiri +----------------------------------------------- +:Command Moves: +Sashi Ashi _^_2_+_C +^!Move [_4/_6] +Toukotsu Wari _^[_1/_3]_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Chisashi _2_3_6_+^s W +Sorasashi _^_2_3_6_+^s W +Nue Dama _2_3_6_+_C W +Kage Sui _2_1_4_+_C +^!Move [_4/_6] +Kage Ide _6_2_3_+^s W +Tomobiki ^-_6_2_3_+_C W +Kage Damashi~Zenpou Jump _4_2_1_+_A +Kage Damashi~Suichoku Jump _4_2_1_+_B +Kage Damashi~Kouhou Jump _4_2_1_+_C +Kage Damashi~Zenshin _4_2_1_+_A_+_B +Kage Damashi~Zenten _4_2_1_+_A_+_C +Kage Damashi~Fumikomi _4_2_1_+_B_+_C +Kage Damashi~Enbu _4_2_1_+_B_+_D + +:Weapon-Flipping Technique: +Kage Mai~Yumebiki _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Gokumon _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Charlotte Christine Colde +----------------------------------------------- +:Special Moves: +Tri-Slash _2_3_6_+_O^s W +Lion Lance _2_3_6_+_C +Bayonette Lunge _2_1_4_+^s W +Power Gradiation _6_2_3_+^s W +Splash Fount _6_+_X^s W + +:Weapon-Flipping Technique: +Crystal Rose _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Splash Gradation _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Enja +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rikudou Rekka~Jigoku-dou _2_3_6_+_A W +^!Rikudou Rekka~Gakidou _2_3_6_+_B W + ^!Rikudou Rekka~Tendou _2_3_6_+_C W +Enmetsu _4_2_1_+[_A/_B/_C] W +Guren Kyaku _6_2_3_+^s +^!Tsuika Kougeki _4_+[^s/_C/_D] + ^!Tsuika Kougeki _6_+[^s/_C/_D] + +:Weapon-Flipping Technique: +Enja Bakunetsu _2_3_6_+_C_+_D W +^!Kakusei Chuushi _A_+_B_+_C_+_D W + +:Zetsumei Ougi: +Sanzendaisen-sekai Zen Shoudo _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Gaira Caffeine +----------------------------------------------- +:Special Moves: +Hyakkan Otoshi _^_8_+_A_+_B +Katsu! _2_3_6_+^s +Tsukamuzo~Kumi-tenjou _4_2_1_+_A +Tsukamuzo~Ishi-atama _4_2_1_+_B +Tsukamuzo~Shiri-mekuri _4_2_1_+_C +Jishin Gan _2_2_+[_A/_B/_C] W +Enshin Satsu _4_7_8_9_6_+_A_+_B W +^!Damage Zouka _X_x W + +:Weapon-Flipping Technique: +Nion Bakushin Satsu _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Kachiwaruzo-koraa! _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Galford D. Weiler +----------------------------------------------- +:Air Throws: +Stardust Drop _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Plasma Blade _2_3_6_+^s +Strike Heads ^-_6_2_3_+^s +Rush Dog _2_1_4_+_A +Machine Gun Dog _2_1_4_+_B +Replica Dog _2_1_4_+_A_+_B +Overhead Crash _2_1_4_+_C +Replica Attack-left _6_3_2_1_4_+_A_+_C +Replica Attack-right _6_3_2_1_4_+_B_+_C +ImitateReplica-left when hit_6_4x3_2_+_A_+_C +ImitateReplica-right when hit_6_4x3_2_+_B_+_C + +:Weapon-Flipping Technique: +Double Mega Strike Heads-left _2_3_6_+_C_+_D W +Double Mega Strike Heads-right _2_3_6_+_B_+_C W + +:Zetsumei Ougi: +Zetsu-Heaven's Wolf-Bad Fang _2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Gaoh Hinowanokami Kyougoku +----------------------------------------------- +:Special Moves: +Imi Kagura _2_3_6_+^s W +Ibushi Miyabe _2_1_4_+_C +Kabuto Goma _6_2_3_+^s W +Kurogane Kudaki ^-_6_2_3_+_C +Oboro Bayashi _6_+_X^s W + +:Weapon-Flipping Technique: +Naraku Boe _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Yomi Yashiro _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Genjurou Kibagami +----------------------------------------------- +:Special Moves: +Sanren Satsu _2_3_6_+^sx3 W +Ura Ouka _2_1_4_+_O^s W +^!Ayame when blocked_O^s W +Touha Kouyoku Jin _6_2_3_+^s W +Shizuku Jin ^-_6_2_3_+_C W +Hyakki Satsu _4_2_1_+^s W + +:Weapon-Flipping Technique: +Gokou Zan _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Fudajimai _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Hanzo Hattori +----------------------------------------------- +:Air Throws: +Kuuten Geki _^_2_+_C + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ninpou Bakuen Ryuu _2_1_4_+^s +Ninpou Reppuu Shuriken _^_2_3_6_+^s +Ninpou Shizune _2_2_+^s +Ninpou Enbu _4_2_1_+[^s/_C/_D] +Ninpou Mozu Otoshi ^-_6_2_3_+^s +Ninpou Mozu Otoshi~Hayate Run^-_6_2_3_+^s +Ninpou Utsusemi-high _6_3_2_1_4_+_A_+_C +Ninpou Utsusemi-low _6_3_2_1_4_+_B_+_C +N.MigwariJutsu-high when hit_6_4x3_2_+_A_+_C +N.MigwariJutsu-low when hit_6_4x3_2_+_B_+_C + +:Weapon-Flipping Technique: +Shin Mozu Otoshi ^-_2_3_6_+_C_+_D + +:Zetsumei Ougi: +Kinki~Mozu Kudaki _2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Haohmaru +----------------------------------------------- +:Special Moves: +Ougi Senpuu Retsu Zan _2_3_6_+^s W +Ougi Senpuu Retsu Zan-fake _2_3_6_+_C W +Ougi Resshin Zan _4_2_1_+^s W +Ougi Kogetsu Zan _6_2_3_+^s W +Ougi Shippuu Kogetsu Zan Run_6_2_3_+^s W +Zankousen _6_3_2_1_4_6_+_A_+_B W +Sake Kougeki _2_1_4_+_C + +:Weapon-Flipping Technique: +Hiougi Tenha Fuujin Zan _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Tenha Seiou Zan _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Jubei Yagyu +----------------------------------------------- +:Special Moves: +Kattotsu Suigetsu Tou _2_3_6_+[_A/_B] W +Retsu Suigetsu Tou _2_3_6_+_A_+_B W +Nikkaku Ratou _6_2_3_+^s W +Hassou Happa _6_+_X^s W +Yagyu Shingan Tou~Suigetsu _2_1_4_+_A W + _`reverse low/mid/special +Yagyu Shingan Tou~Souha _2_1_4_+_B W + _`reverse high +Yagyu Shingan Tou~Tenra _2_1_4_+_C W + _`reverse jump/special + +:Weapon-Flipping Technique: +Zetsu Suigetsu Tou _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Y.Shin'in-ryuuHiden~MuniRaten _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kasaregedo Youkai +----------------------------------------------- +:Special Moves: +Akuryou Yobi _2_3_6_+^s +Ieki Haki _2_1_4_+[_A/_B] W +Niku Mochiage _4_2_1_+_C W +Gedo no Rakuin Oshi ^-_6_4_2_N_8_+_C W +Doro Nage _3_4_1_2_3_6_4_2_1_+_B_+_C W + +:Weapon-Flipping Techniques: +Tobi Zutsuki _2_3_6_+_C_+_D +Gedo noEmonoGari ^-_6_9_8_7_4_1_2_N_8_+_C_+_D W + +:Zetsumei Ougi: +Gedo no Banzan _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kazuki Kazama +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Saien _2_1_4_+[^s/_C/_D] W +Shounetsu Kon~Saien Nashi _2_3_6_+_A W +Shounetsu Kon~Saien Hitotsu _2_3_6_+_B W + _`needs Saien x1 +Shounetsu Kon~Saien Futatsu _2_3_6_+_C W + _`needs Saien x2 +Shounetsu Kon~Saien Mittsu _2_3_6_+_A_+_B W + _`needs Saien x3 +Dai Bakusatsu~Saien Nashi ^-_6_2_3_+_A W +Dai Bakusatsu~Saien Hitotsu ^-_6_2_3_+_B W + _`needs Saien x1 +Dai Bakusatsu~Saien Futatsu ^-_6_2_3_+_C W + _`needs Saien x2 +Dai Bakusatsu~Saien Mittsu ^-_6_2_3_+_A_+_B W + _`needs Saien x3 +Enmetsu _4_2_1_+[_A/_B/_C] W +Homura Gaeshi when hit_A_+_C + _`needs Saien x1 + +:Weapon-Flipping Technique: +Boubaku~Kaen Geki _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Kyougeki,Hidaruma Dai Tosshin _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Kyoshiro Senryo +----------------------------------------------- +:Command Moves: +Chikemuri Kuruwa _^_2_+^s W + +:Special Moves: +Oo Tsunami _2_3_6_+^s +Choubi Jishi _2_1_4_+[_A/_B] W +Choubi Jishi~Ranshin _2_1_4_+_A_+_B W +Gama Jigoku _2_1_4_+_C +Kaen Kyokubu _4_2_1_+^s +Kaiten Kyokubu _6_2_3_+^s W + +:Weapon-Flipping Technique: +Aragotoshi K.~Ketsuniku no Mai _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Dokudanjou~Oni no Mai _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Mina Majikina +----------------------------------------------- +:Command Moves: +Kajifuchi _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Jikyuu Shin ^4_6_+^s W +Tenkyuu Shin ^4_6_+_C W +Shinimabui no Nageki _6_2_3_+^s W +Sungan no Sasoi _4_2_1_+_Ax3 W +^!Sungan no Mukae _4_2_1_+_Bx3 W +Chanpuru, kocchi-oide _2_1_4_+_B W +Chanpuru, oyasumi-nasai _2_1_4_+_C W + +:Weapon-Flipping Technique: +Umichimun no Ikari _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Niruya-Kanaya no Jubaku _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Mizuki Rashoujin +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Juka Soudan _2_3_6_+[_A/_B] +Magauta Tsumabiki _2_3_6_+_A_+_B +Haki Inmetsu Jin _2_1_4_+^s W +Jashin Kyoumei _2_1_4_+_C + _`change foe controls +Gashin Kyoumei Kon _6_2_3_+^s W +Shinma Messatsu Jin ^-_6_2_3_+_C W +Makai Tensei _4_2_1_+^s W + +:Weapon-Flipping Technique: +Tenchi Makyou Jin _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Kyoumashi Engoku _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Nakoruru +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Rera Mutsube _2_3_6_+^s W +Annu Mutsube _4_1_2_+^s W +Kamui Rimse _4_2_1_+^s +^!Final Flick ^s +Amube Yatoro _2_1_4_+^s +Taka ni Tsukamaru _2_1_4_+_C +^!Taka Tsukamari Kougeki ^s +^!Taka ni Oriru _2_+_C +^!Kamui Mutsube _B_+_C +^!Yatoro Pok _2_3_6_+^s +ApefuchiK.Rimse unarmed_3_2_1_4_6_2_3_+_B_+_C + +:Weapon-Flipping Technique: +Elerush Kamui Rimse _2_3_6_+_C_+_D + +:Zetsumei Ougi: +Turuse Sanpe Kiku Mutsube _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Rera +----------------------------------------------- +:Air Throws: +Rera Kishima Tek _^_2_+_C + +:Command Moves: +Kamui Fumu Kesupu _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Ookami ni Noru _2_1_4_+_C +^!Ookami Nori Kougeki ^s +^!Ookami ni Oriru (_^)_?_+_C +^!Mer Shikite _4_1_2_+^s + ^!Bunshin Kougeki _?_+_C +^!Kanto Shikite _6_2_3_+^s + ^!Bunshin Kougeki _?_+_C +^!Imeru Shikite _^_2_3_6_+^s + ^!Bunshin Kougeki _?_+_C + +:Weapon-Flipping Technique: +Nubeki Kamui Shikite _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Irusuka Emush Newa Shikite _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Resetsumaru +----------------------------------------------- +:Special Moves: +Senpuu Retsu Zan~Setsu _2_3_6_+^s W +Senpuu Ha _2_3_6_+_C W +Nagi Yaiba _6_2_3_+^s W + _`reverse all +Gou Ha _6_2_3_+_C +Shitatari _2_1_4_+_C W + _`charge POW + +:Weapon-Flipping Technique: +Tenha Dankuu Retsu Zan _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Zoubu Eguri _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Rimururu +----------------------------------------------- +:Command Moves: +Konru Shirar _^_2_+^s +^!Double Jump _8 +Sankaku Tobi _^corner_6 + +:Special Moves: +Rupush Kuare~Nishi _2_3_6_+[_A/_B] +Rupush Kuare~Toitoi _2_3_6_+_A_+_B +Konru Mem _2_1_4_+^s +Konru Nonno _6_2_3_+^s +Kamui Shituki _4_2_1_+^s +Upun Op _6_+_X^s +R.Kamui WeisanPekoru~Atama unarmed Run_A_+_C +R.Kamui WeisanPekoru~Ashi unarmed Run_B_+_C + +:Weapon-Flipping Technique: +Rupush Kamui Emush~Toitoi _2_3_6_+_C_+_D +R.K.W.Pekoru Ruyanpe~Atama unarmed Run_A_+_C + _`doesn't spend the gauge +R.K.W.Pekoru Ruyanpe~Ashi unarmed Run_B_+_C + _`doesn't spend the gauge + +:Zetsumei Ougi: +Konru Sutu Poro _2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Shiro Amakusa Tokisada +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shiryou Ha _2_3_6_+^s W +Tenshou Fuu'ou Jin _2_1_4_+^s W +Oumagatoki~Mae _2_3_6_+_C +Oumagatoki~Ushiro _2_1_4_+_C +Kairetsu Shou ^-_6_2_3_+_C +Nanji, Anten Nyuumetsu Seyo _6_2_3_+^s W +^!Ankoku Otoshi ^s W +^!Chuushi _D W + +:Weapon-Flipping Technique: +Kyoumei Jussatsu Jin _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +N.,sangeseyo.Ware,metsuzaisen. _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Shizumaru Hizame +----------------------------------------------- +:Command Moves: +Hitou-ryuu Kosame _^_8_+^s W +^!Hitou-ryuu Raiu _A_+_B W +^!Chakuchi _2 W +^!Move [_4/_6] W +Hitou-ryuu Shigure _^_2_+_C W +^!Move [_4/_6] W +Sankaku Tobi _^corner_6 + +:Special Moves: +Hitou-ryuu Kirisame Jin _2_3_6_+^s W +Hitou-ryuu Hisame Gaeshi _2_3_6_+_C W +Hitou-ryuu Samidare Giri _2_1_4_+^s W +Hitou-ryuu Baiu Ensatsu Jin _6_2_3_+^s W +Kyouraku Zan _O[^s/_C/_D] W +H. AmanagareRessatsuJin when hit_O[^s/_C/_D] W + +:Weapon-Flipping Technique: +H. Kinjite~Bouu Kyoufuu Zan _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Oni no Kioku~Mugen Hou _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Sogetsu Kazama +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Fuzuki _2_3_6_+^s W +^!Fuzuki Sousui _?_+_O^s W +Gekkou _6_2_3_+^s W +Tsukigakure _2_1_4_+^s W + +:Weapon-Flipping Technique: +Shouha~Fuugetsu Zan _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Kotsuki~Suikyou no Jin _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Suija +----------------------------------------------- +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shougetsu _^_1_2_3_6_+^s W +Getsurin Ha _^_4_2_1_+^s W +Shizuki _^_2_1_4_+^s +Engetsu _^_6_2_3_+^s W +^!Kuuchuu Idou _? W + +:Weapon-Flipping Technique: +Tenshou~Suichuu Ha _^_2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Byoudou-katsuShinseinaruSabaki _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Tam Tam +----------------------------------------------- +:Special Moves: +Moora Moora _2_3_6_+[_A/_B]x3 +Gaburu Gaburu ^-_2_3_6_+_C +Ahau Gaburu _6_2_3_+^s +Paguna Dios _4_2_1_+^s +Paguna Paguna _6_+_X^s W +^!Move _6 W + +:Weapon-Flipping Technique: +Magnas Dios Zarl _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Ahau Casteegar _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Ukyo Tachibana +----------------------------------------------- +:Special Moves: +Hiken Sasameyuki _2_1_4_+^s W +Hiken Sasameyuki-fake _2_1_4_+_C +Hiken Tsubame Gaeshi _^_1_2_3_6_+^s W +Zanzou Fumikomi Giri _2_3_6_+^s W + +:Weapon-Flipping Technique: +Tsubame Rokuren _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Musou Zankou-ka _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Yoshitora Tokugawa +----------------------------------------------- +:Special Moves: +Ichi no Tachi~Nadeshiko _2_3_6_+^s W +Ni no Tachi~Shirayuri _6_2_3_+^s W +San no Tachi~Botan _^_2_3_6_+^s W +Yon no Tachi~Tsubaki _4_2_1_+^s W +Go no Tachi~Asagao _2_1_4_+^s W +Roku no Tachi~Yuugao ^-_6_2_3_+_C W +Nana no Tachi~Yuchouka _6_3_2_1_4_6_+_B_+_C W + _`only after hit foe with all Special Moves + +:Weapon-Flipping Technique: +Aoi _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Hyakka-ryouran _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Yunfei Liu +----------------------------------------------- +:Air Throws: +Tensui Choukan _^_2_+_C + +:Special Moves: +Ten'i Daihou _2_3_6_+[_A/_B] W +Tenki Shichiyou~Tsuki _2_1_4_+_A +Tenki Shichiyou~Hi _2_1_4_+_B +Tenki Shichiyou~Mizu _^_2_3_6_+_A +Tenki Shichiyou~Mizu _^_2_1_4_+_A +Tenki Shichiyou~Ki _^_2_3_6_+_B +Tenki Shichiyou~Ki _^_2_1_4_+_B +Tenki Shichiyou~Kon _^_2_3_6_+_C +Tenki Shichiyou~Kon _^_2_1_4_+_C +Tenki Shichiyou~Do _^_2_3_6_+_D +Tenki Shichiyou~Do _^_2_1_4_+_D +Tenki Shichiyou~Nichi _^_A_+_C +Tenmou Konji~Zenpou _^_2_3_6_+_A_+_B W +Tenmou Konji~Zenpou _^_2_1_4_+_A_+_B W +Tenmou Konji~Kouhou _^_2_3_6_+_C_+_D W +Tenmou Konji~Kouhou _^_2_1_4_+_C_+_D W +Tenkoku Houra ^-_6_2_3_+_C W +^!Tensatsu Daisai _2_3_6_+_A_+_B W + +:Weapon-Flipping Technique: +Tenkai Unri _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Tenbatsu Soumon _2_1_4_+_C_+_D W +----------------------------------------------- +$end +$cmd +Zankuro Minazuki +----------------------------------------------- +:Special Moves: +Mugen-ryuu Shippuu Zan _2_3_6_+^s W +Mugen-ryuu Muhou Ken _2_3_6_+_C +Mugen-ryuu Tenhou Zan _6_2_3_+^s W +Mugen-ryuu Tenchuu _2_1_4_+_C W + _`reverse high/mid/low + +:Weapon-Flipping Technique: +Mugen-ryuu Mugen Hou _2_3_6_+_C_+_D W + +:Zetsumei Ougi: +Mugen-ryuu Gokui, Musou Ken _2_1_4_+_C_+_D W +----------------------------------------------- +$end + +$info=slammast +$cmd +*---INFO---* +----------------------------------------------- +Saturday Night Slam Masters +Muscle Bomber - The Body Explosion +(c)1993 Capcom +Made by: Fabricio da Silva Coroquer +Last Update: March 31st, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_a: Attack +_b: Jump +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Grab Moves: +Do after a Normal Grab + +:Super Slam: +Do after a Normal Grab + +:Special Pin: +Do after a Normal Grab + +:Submission Hold: +Do after a Normal Grab +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_4_4/_6_6] + +:Normal Grab: +Normal Grab ^-_6_+_a +^!Attack _a +^!Throw on the Ropes [_4/_6]_+_a +^!Body Slam [_2/_8]_+_a + +:Command Moves: +Get Out of the Ring on Ropes_?_?(same) +Climb the Turnbuckle on turnbuckle_?_?(same) +^!Taunt _a +^!Jump _b + +:Other Moves: +Use Weapon close weapon_a +----------------------------------------------- +$end +$cmd +Alexander the Greater +----------------------------------------------- +:Special Moves: +Rapid Fists _X_a + +:Special Pin: +Powerbomb Pin (front)_2_+_a_+_b + +:Submission Hold: +Backbreaker (front)_8_+_a +----------------------------------------------- +$end +$cmd +Biff Slamkovich +----------------------------------------------- +:Special Moves: +Sonic Fist _X_a + +:Grab Moves: +Piledriver (front)_2_+_a_+_b + +:Super Slam: +Head Rocker _8_9_6_+_a + +:Special Pin: +Perfect Plex _2_+_a +----------------------------------------------- +$end +$cmd +El Stingray +----------------------------------------------- +:Special Moves: +Jalapeno Comet _2_3_6_+_a + +:Super Slam: +Atomic Diver _6_2_3_+_a + +:Submission Hold: +Choke Hold (back)_a +----------------------------------------------- +$end +$cmd +Great Oni +----------------------------------------------- +:Special Moves: +Senbuu Kyaku _a_+_b + +:Grab Moves: +Super Bulldog (front)_2_+_a_+_b + +:Super Slam: +Neck Wrecker _x_+_a_+_b + +:Special Pin: +Back Suplex (back)_2_+_a +----------------------------------------------- +$end +$cmd +Gunlock +----------------------------------------------- +:Special Moves: +Sonic Fist _X_a + +:Super Slam: +Head Rocker _8_9_6_+_a + +:Special Pin: +Perfect Plex (front)_2_+_a +----------------------------------------------- +$end +$cmd +King Rasta Mon +----------------------------------------------- +:Special Moves: +Jungle Fever _X_a + +:Super Slam: +Dread Lock Drop _2_8_+_a + +:Special Pin: +German Suplex (back)_2_+_a +----------------------------------------------- +$end +$cmd +Mike Haggar +----------------------------------------------- +:Special Moves: +Double Lariat _a_+_b + +:Super Slam: +Spinning Piledriver _x_+_a_+_b + +:Special Pin: +Powerbomb Pin (front)_2_+_a +----------------------------------------------- +$end +$cmd +Titanic Tim +----------------------------------------------- +:Special Moves: +Tsunami _4_1_2_3_6_+_a + +:Submission Holds: +Choke Hold (front)_2_+_a +Backbreaker (back)_8_+_a +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Jumbo Flapjack and Scorpion + - only unlocked on Tag Team Battle Royal mode +----------------------------------------------- +$end +$cmd +Jumbo Flapjack +----------------------------------------------- +:Special Moves: +Pancake Poison _4_1_2_3_6_+_a + +:Super Slam: +Pancake Toss _8_4_6_+_a + +:Special Pin: +Bear Hug (front)_8_+_a +----------------------------------------------- +$end +$cmd +Scorpion +----------------------------------------------- +:Special Moves: +Slam Stand _2_8_+_a + +:Super Slam: +Death Spiral _8_2_+_a + +:Special Pins: +Pile Drive Pin (front)_2_+_a_+_b +German Suplex (back)_2_+_a +----------------------------------------------- +$end + +$info=savagere +$cmd +*---INFO---* +----------------------------------------------- +Savage Reign +Fu'un Mokoshiroku - kakutou sousei +(c)1995 SNK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: March 31st, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Weapon Strike +_D: Dimensional Attack +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Air Throws: +you and your foe must be close in the air + +:Danger Moves: +needs Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Moves: +Light Punch tap_A +Heavy Punch press_A +Light Kick tap_B +Heavy Kick press_B + +:Movement: +Dash _6_6 +Retreat _4_4 +Large Dash _1_6_6 +Large Backstep _3_4_4 + +:Throws: +Throw ^-[_4/_6]_+_C + +:Counter Moves: +Counter Attack block_6_+_A + +:Dimensional Attacks: +Dimensional Attack _A_+_B +Foward Step Line Attack _2_3_6_+_A_+_B +Backward Step Line Attack _2_1_4_+_A_+_B +Big Jump Line Attack _2_8_+_A_+_B +Super Line Attack _6_4_1_2_+_A_+_B + +:Weapon Moves: +Light Weapon Throw _B_+_C +Heavy Weapon Throw _A_+_B_+_C +----------------------------------------------- +$end +$cmd +Carol Stanzack +----------------------------------------------- +:Command Moves: +Dream Angel _^_2_+_C + +:Special Moves: +Spinning Top _2_1_4_+[_A/_B] +Swan Dive Dumper ^1_6_+[_A/_B] +Fast Ball Flash _4_1_2_3_6_+[_B_+_C/_A_+_B_+_C] +Rainbow Attack _6_2_3_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Naughty Ball _6_4_2_8_+_A +----------------------------------------------- +$end +$cmd +Chung Paifu +----------------------------------------------- +:Special Moves: +Sen Shushou Uchi _2_3_6_9_+[_A/_B] +Hakukoh Dan ^1_6_+[_A/_B] +Kiden Dama _2_8_2_8_+[_A/_B] + _`hanging on the pipe +Shien Ryu _6_2_3_+[_B_+_C/_A_+_B_+_C] +Change_&Angry Mode Low Life + + _& ANGRY MODE MOVES _& +:Special Moves: +Sen Shushou Uchi _2_3_6_9_+[_A/_B] +Hakukoh Dan ^1_6_+[_A/_B] +Kiden Dama _2_8_2_8_+[_A/_B] + _`hanging on the pipe +Senpuu Enbu _2_1_4_7_+_C +Shien Ryu _6_2_3_+[_B_+_C/_A_+_B_+_C] +Chocho Henka _6_4_6_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Sennin Happa _2_2_2_2_8_+_A +----------------------------------------------- +$end +$cmd +Eagle, Max +----------------------------------------------- +:Air Throws: +Diving Head Buster _^_6_+_C + +:Special Moves: +American Screw _2_1_4_+[_A/_B] +Flash Wing _2_3_6_9_+[_A/_B] +Axe Boom _4_1_2_3_6_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Eagle Special ^-_6_3_2_1_4_6_+_C +----------------------------------------------- +$end +$cmd +Gordon Bowman +----------------------------------------------- +:Air Throws: +Hard Pusher _^_6_+_C + +:Special Moves: +Friction Heat _6_3_2_1_4_+[_A/_B] +Launch Upper _1_4_6_+[_A/_B] +Cyclone Tonfa _2_3_6_+_C +Spark Bolt _6_4_6_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Mad Police ^-_6_3_2_1_4_6_+_C +----------------------------------------------- +$end +$cmd +Gozu +----------------------------------------------- +:Special Moves: +Youen Ken _X_A +Gohten _2_3_6_9_+_C +Mudoh Goenha _6_3_2_8_+[_A/_B] +Gouen Dan _6_2_3_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Jaga Rangeki Shoh ^1_6_+_X_A +----------------------------------------------- +$end +$cmd +Hayate, Sho +----------------------------------------------- +:Command Moves: +Reppuu Satsu _^_2_+[_A/_B] + +:Special Moves: +Kyoretsu Zan _2_3_6_+_C +Hi Tensho Oh Kyaku _2_1_4_+[_A/_B] +Genei Hikon _6_2_3_+[_B_+_C/_A_+_B_+_C] +Nendou Hikon _6_4_6_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Hioh! Musou Ranbu _2_1_4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Joker +----------------------------------------------- +:Command Moves: +Blood Parasol _^_2_+[_A/_B] + +:Special Moves: +Crazy Toy _2_3_6_9_+_C +Blood Parasol _^_2_1_4_+[_A/_B] +Roller Dash ^1_6_+[_A/_B] +Transporter _2_2_+[_A/_B] +Murder Hat _6_3_2_1_4_6_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Good Face _2_1_2_3_6_9_+_A +----------------------------------------------- +$end +$cmd +King Lion +(Kage Shishioh on Japanese Version) +----------------------------------------------- +:Special Moves: +Nightmare _2_3_6_9_+_C +Beast Blow _1_4_6_+[_A/_B] +Earth Chopper _2_1_4_7_+_C +Silent Storm _6_3_2_8_+[_B_+_C/_A_+_B_+_C] +God Bless ^2_8_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +King Straight _6_3_2_1_4_6_4_6_+_A +----------------------------------------------- +$end +$cmd +Mezu +----------------------------------------------- +:Special Moves: +Youen Kyaku _X_B +Gohten _2_3_6_9_+_C +Mudoh Suiryuu Ha _6_3_2_8_+[_A/_B] +Ryuuhyou Dan _6_2_3_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Jaga Rangeki Kyaku ^1_6_+_X_B +----------------------------------------------- +$end +$cmd +Nicola Zara +----------------------------------------------- +:Air Throws: +Power Driver _^_4_+_C + +:Special Moves: +Galvanic Smash _2_3_6_9_+_C +Discus Driver _2_1_4_+[_A/_B] +Samson Spirit _6_3_2_1_4_6_+[_B_+_C/_A_+_B_+_C] +U.F.O. Blaster _4_2_1_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +Lazer of Hell _2_1_2_3_6_9_+_A +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with King Leo + - finish the game with all 10 characters + - at the Character Select Screen + - put the cursor on King Lion_2x10_+_A + - only for 2P Game + - only for Home Version +----------------------------------------------- +$end +$cmd +King Leo +(Shin Shishioh on Japanese Version) +----------------------------------------------- +:Special Moves: +Nightmare _2_3_6_9_+_C +Beast Blow _1_4_6_+[_A/_B] +Hunter Killer _2_1_4_+[_A/_B] +Earth Chopper _2_1_4_7_+_C +Silent Storm _6_3_2_8_+[_B_+_C/_A_+_B_+_C] +God Bless ^2_8_+[_B_+_C/_A_+_B_+_C] +Thunder God Breath _4_2_1_+[_B_+_C/_A_+_B_+_C] + +:Danger Moves: +King Straight _6_3_2_1_4_6_4_6_+_A +King Upper _6_3_2_1_4_6_4_6_+_B +----------------------------------------------- +$end + +$info=svc, svcpcb +$cmd +*---INFO---* +----------------------------------------------- +SNK vs. CAPCOM SVC CHAOS +(c)2003 SNK Playmore +Made by: Fabricio da Silva Coroquer +Last Update: March 31st, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (MAXIMUM Mode) +I: Anywhere Cancel In (MAXIMUM Mode) +O: Anywhere Cancel Out (MAXIMUM Mode) + +:Throws: +must be close, spend 25% of LV if miss + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1LV or be in MAXIMUM Mode + +:Exceed Moves: (EX) +needs Red Life and name flashing +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +High Jump _2_8 +Long Jump Dash_9 + +:Escape Moves: +Throw Escape thrown[_A_+_B/_C_+_D] + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC Front Step 1 (20% of LV)block_6_6 +GC Front Step 2 (60% of LV)block_B_+_C +GC Strong Attack (1LV)block_C_+_D O +----------------------------------------------- +$end +$cmd +«MAX MODE» +----------------------------------------------- +- can cancel any normal attack into any move + with "I" +- can cancel any jumping attack into any move + with "I" +- can cancel any move with "O" into any move + with "I" +----------------------------------------------- +$end +$cmd +Choi Bounge +----------------------------------------------- +:Throws: +Zujou Sashi _A_+_B +Geketsu Zuki _C_+_D + +:Command Moves: +Toorima Geri [_4/_6]_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Tatsumaki Shippuu Zan ^2_8_+_P !IO + _`! on 1st hit +Kaiten Hien Zan _2_1_4_+_P I +^!Kishuu Hien Zuki _P +^!follow with Hishou Kyaku +Hien Zan _6_2_3_+_K IO +Senpuu Hien Sashi ^4_6_+_P I +^!Houkou Tenkan _?_+[_P/_K] +Hishou Kuuretsu Zan ^2_8_+_O_K I +^!Houkou Tenkan _?_+[_P/_K] +Hishou Kyaku _^_2_3_6_+_K + +:Desperation Moves: +Shin! ChouzetsuShinkuuZan _6_3_2_1_4x2_+_P +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K + +:Exceed Moves: +Shakushi _^_4_1_2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Earthquake +----------------------------------------------- +:Throws: +Go to Heaven _A_+_B +Fat Buster _C_+_D + +:Command Moves: +Fat Bound _^_2_+_K +Fat Triangle _^corner_6 + +:Special Moves: +Fat Burst _2_3_6_+_P I +Chainsaw Dive _^_2_3_6_+_P +Fat Chainsaw _6_2_3_+_P I +Fat Breath _2_1_4_+_P I +^!Control [_2/_8] +Fat Fake _6_3_2_1_4_+_B I +Fat Replica Attack _6_3_2_1_4_+_D I +^!follow with Fat Bound +^!follow with Chainsaw Dive + +:Desperation Moves: +Earth Got 'Em 2003 _2_3_6x2_+_P +Fat Guilty _2_3_6x2_+_K + +:Exceed Moves: +Fat Carnival _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Genjyuro Kibagami +----------------------------------------------- +:Throws: +Tsukitobashi _A_+_B +Ashige _C_+_D + +:Command Moves: +Gekikaze _3_+_C +Suso Kosuri _6_+_D + +:Special Moves: +Sanren Satsu _2_3_6_+_Px3 IO +Touha Kouyoku Jin _6_2_3_+_P IO +Hyakki Satsu _2_1_4_6_+_P I +Gashin Totsu _2_1_4_+_O_K IO +Ouka Zan _2_1_4_+_P +Gekka Zan ^-_6_2_3_+_K O + +:Desperation Moves: +Gokou Zan _2_3_6x2_+_P + +:Exceed Moves: +Ikari Bakuha _A_+_B_+_C + _`attack power up +^!Issen _B_+_C_+_D +----------------------------------------------- +$end +$cmd +Iori Yagami +----------------------------------------------- +:Throws: +Sakahagi _A_+_B +Saka Sakahagi _C_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A O + _`O on 1st hit +Ge Shiki~Goufu In Shinigame _6_+_B O +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P I +100 Shiki~Oniyaki _6_2_3_+_P !IO +311 Shiki~Tsumagushi _6_2_3_+_K IO +127 Shiki~Aoi Hana _2_1_4_+_Px3 IO +212 Shiki~Kototsuki In _6_3_2_1_4_+_K !IO + _`! on 1st hit +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +^!Ura 316 Shiki~Saika _2_3_6x4_+_A_+_C +Ura 311 Shiki~Saku Tsumagushi _2_3_6x2_+_K + +:Exceed Moves: +Chi no Bousou _6_3_2_1_4x2_+_A_+_C + _`reverse all +----------------------------------------------- +$end +$cmd +Kasumi Todoh +----------------------------------------------- +:Throws: +Maki Age _A_+_B +Aiki Nage _C_+_D + +:Command Moves: +Hiji Ate _6_+_A O + +:Special Moves: +Kasane Ate (_^)_2_3_6_+_P +Senkou Nagashi _2_1_4_+_Px3 IO +Hakusan Tou~Dageki Bougyo _2_1_4_+_K ! O +Messhin Mutou~Joudan Atemi _4_1_2_3_6_+_B I + _`reverse jump/special/DM/EX +Sasshou Inshuu~Chuudan Atemi _4_1_2_3_6_+_D I + _`reverse high/mid +Hanshin~Morote Gaeshi _2_2_+_K I + _`reverse low +Tatsumaki Souda~Dageki ^-_6_3_2_1_4_6_+_P !IO + +:Desperation Moves: +Chou Kasane Ate _2_3_6x2_+_P +Shiranui ^-_6_3_2_1_4x2_+_K + +:Exceed Moves: +ShinganKazuraOtoshi _2_3_6_3_2_1_4_+_A_+_C + _`reverse all +----------------------------------------------- +$end +$cmd +Kim Kaphwan +----------------------------------------------- +:Throws: +Kubikime Otoshi _A_+_B +Sakkyaku Nage _C_+_D + +:Command Moves: +Neri Chagi _6_+_B O + +:Special Moves: +Hangetsu Zan _2_1_4_+_K !IO + _`! on 1st hit with_B +Hien Zan ^2_8_+_K !IO + _`! on 1st hit with_D +^!Tenshou Zan(with_D) _2_+_D +Sanren Geki _2_1_4_+_Px3 !IO + _`! on 4th hit +Sankuu Kyaku _2_1_4_+_P IO +^!Sankuu Kyaku Finisher _9_+_K_2_+_K ! + _`! on 1st hit +Hishou Kyaku _^_2_3_6_+_K +Haki Kyaku _2_2_+_K ! O + _`! with_Bonly on Hou'ou Kyaku + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K + +:Exceed Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +----------------------------------------------- +:Throws: +Hatsugane _A_+_B +Issetsu Seoi Nage _C_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B O +88 Shiki _3_+_D O +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A IO +^!128 Shiki~Kono Kizu _2_3_6_+_P O + ^!127 Shiki~Yano Sabi _P O + ^!125 Shiki~Nanase _K O +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P O + ^!Ge Shiki~Migiri Ugachi _P O + ^!125 Shiki~Nanase _K O + ^!212 Shiki~Kototsuki You _6_3_2_1_4_+_K +115 Shiki~Dokugami _2_3_6_+_C IO +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P O + ^!402 Shiki~Batsu Yomi _6_+_P + ^!100 Shiki~Oniyaki _6_2_3_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! O +R.E.D. KicK _4_2_1_+_K I +212 Shiki~Kototsuki You _6_3_2_1_4_+_K IO +75 Shiki Kai _2_3_6_+_K_K I + +:Desperation Moves: +Ura 108~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +182 Shiki _2_3_6x2_+_O_P + +:Exceed Moves: +SaishuuKessenOugi~MuShiki _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +----------------------------------------------- +:Throws: +Shiranui Gourin _A_+_B +Fuusha Kuzushi _C_+_D + +:Air Throws: +Yume Zakura _^[_A_+_B/_C_+_D] + +:Command Moves: +Koukaku no Mai _6_+_B O +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B +Yusura Ume _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P I +Ryuu Enbu _2_1_4_+_P !I + _`! on 1st hit with_C +Sachiyo Dori _2_1_4_+_K IO +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K IO +Hakuro no Mai _6_2_3_+_P IO +Koshuu no Mai _6_2_3_+_K O +^!Tsuika Kougeki _6_2_3_+_K ! O + _`! on 1st hit +Musasabi no Mai-air _^_2_1_4_+_P +Musasabi no Mai-ground ^2_8_+_P +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Yusura Ume _2_+_P +^!Ukihane _2_+_K +^!Toki Tsubute ^-foe in air_2_+_D + +:Desperation Moves: +Hou'ou no Mai _2_1_4x2_+_P +Mizudori no Mai _2_3_6x2_+_P + +:Exceed Moves: +ChouHissatsuS.Bachi _2_1_4_1_2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Mr. Karate +----------------------------------------------- +:Throws: +Oosotogari _A_+_B +Ippon Seoi _C_+_D + +:Command Moves: +Oni Guruma _6_+_A +Kawara Wari _6_+_B O +Hisha Otoshi _4_+_A O + +:Special Moves: +Ko'ou Ken _2_3_6_+_P I +Kohou _6_2_3_+_P IO +Zanretsu Ken _6_4_6_+_P +Mouko Burai Gan _2_1_4_+_P !IO +Hien Shippuu Kyaku ^1_6_+_K I +Shouran Kyaku _6_3_2_1_4_+_K I + +:Desperation Moves: +Haou Shikou Ken _6_4_1_2_3_6_+_O_P +Kyokugen Kohou _2_3_6x2_+_K + +:Exceed Moves: +Chou Haou Shikou Ken _6_4_1_2_3_6_+_O_A_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +----------------------------------------------- +:Throws: +Tomoe Nage _A_+_B +Tani Otoshi _C_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A O +Joudan Uke _6_+_B ! + _`block jump/high +Gedan Uke _3_+_B ! + _`block mid/low + +:Special Moves: +Ko'ou Ken _2_3_6_+_P I +Kohou _6_2_3_+_P !IO +Hien Shippuu Kyaku _6_3_2_1_4_+_K I +Kohou Shippuu Ken _2_1_4_+_P !IO +Mouko Raijin Setsu _2_3_6_+_K I +Zanretsu Ken _6_4_6_+_P + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P + +:Exceed Moves: +Tenchi Haou Ken _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Shiki +----------------------------------------------- +:Throws: +Zebu _A_+_B +Kokuu _C_+_D + +:Command Moves: +Tsurane Giri~Tensei _6_+_A_A_A_A O + _`O on 2nd/3rd/4th/5th hit +Tsurane Giri~Rinne _6_+_B_B_B_B O + +:Special Moves: +Tsuyuharai _2_3_6_+_P !IO +^!Shizuku Gari _K +Tenhourin (_^)_6_2_3_+_P O +Meika _2_3_6_+_K IO +Kourin _^_2_3_6_+_K IO +Mumyou ^-_6_3_2_1_4_+_K + _`change foe controls +Setsuna _2_2_+[_P/_K] I + +:Desperation Moves: +Tenma Hajun _2_1_4_1_2_3_6_+_P + +:Exceed Moves: +Shikiju _2_1_4_1_2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Terry Bogard +----------------------------------------------- +:Throws: +Grasping Upper _A_+_B +Buster Throw _C_+_D + +:Command Moves: +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_A +Round Wave _2_3_6_+_C !I +^!follow with Rising Tackle +^!follow with Crack Shoot +^!follow with Power Dunk +Rising Tackle ^2_8_+_P !IO +Crack Shoot _2_1_4_+_K I +Burn Knuckle _2_1_4_+_P I +Power Dunk _6_2_3_+_K IO + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +^!Double Geyser _2_3_6_+_P + ^!Triple Geyser _2_3_6_+_P +High Angle Geyser _2_3_6x2_+_K O + _`O on 1st/2nd/3rd hit +Buster Wolf _2_3_6x2_+_P O + _`O on 1st hit + +:Exceed Moves: +Rising Beat _2_1_4_6_+_B_+_C +^!Rising Beat-combo _A_A_B_B_C_C_D_D O + ^!Rising Beat-finisher _2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage _A_+_B +Tomoe Nage _C_+_D + +:Command Moves: +Zugai Hassatsu _6_+_C O +Hiza Geri _6_+_D I +Kurubushi Kick _1_+_D +Tenma Kuujin Kyaku _^forward_2_+_B + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P I +Shakunetsu Hadou Ken _6_3_2_1_4_+_P +Gou Shouryuu Ken _6_2_3_+_P !IO + _`! on 1st/2nd hit + _`O on 1st/2nd hit +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K I + _`I on ground version +Ashura Senkuu-right _6_2_3_+[_A_+_C/_B_+_D] +Ashura Senkuu-left _4_2_1_+[_A_+_C/_B_+_D] +Hyakki Shuu _6_2_3_+_K I +^!Hyakki Gou Zan _N O +^!Hyakki Gou Shou _P +^!Hyakki Gou Sen _K O +^!Hyakki Gou Sai ^-foe in air_A_+_B +^!Hyakki Gou Sai ^-foe in air_C_+_D + +:Desperation Moves: +Messatsu Gou Shouryuu _2_3_6x2_+_P +Messatsu Gou Hadou _6_3_2_1_4x2_+_P +Tenma Gou Zanku _^_2_3_6x2_+_P + +:Exceed Moves: +Shun Goku Satsu _A_A_6_B_C +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber _A_+_B +Lever Break _C_+_D + +:Special Moves: +Dash Straight-high ^4_6_+_P IO +Dash Straight-low ^4_3_+_P IO +Dash Upper-high ^4_6_+_K IO +Dash Upper-low ^4_3_+_K IO +Turn Punch _O[_A_+_C/_B_+_D] IO +Buffalo Head ^2_8_+_P I +Wild Smash ^2_8_+_K IO + +:Desperation Moves: +Crazy Buffalo ^4_6_4_6_+_P +^!Crazy Straight _O_P +^!Crazy Upper _O_K +Gigaton Blow ^4_6_4_6_+_K + +:Exceed Moves: +Ultimate Wild Smash ^1_3_1_9_+_B_+_D +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Kirin Shuu _A_+_B +Koshuu Tou _C_+_D + +:Air Throws: +Ryuusei Raku _^_A_+_B + +:Command Moves: +Kakusen Kyaku _6_+_B +Kakusen Rakushuu _6_+_D O +Zensou Sentai _3_+_B +Kaku Kyaku Raku _3_+_D +Youshi Ken _^forward_C_C +Yousou Kyaku _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K I +Spinning Bird Kick ^2_8_+_K I +Kikou Ken _4_1_2_3_6_+_P !IO + _`! with_A + _`I with_A + _`O with_A +Tenshin Enbu ^-_6_3_2_1_4_+_P +Sen'en Shuu _6_3_2_1_4_+_K I +Tenshou Kyaku _6_2_3_+_K I + +:Desperation Moves: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen _2_3_6x2_+_K + +:Exceed Moves: +Hazan Tenshou Kyaku ^1_3_1_9_+_B_+_D +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash _A_+_B +Yoga Throw _C_+_D + +:Command Moves: +Shutou Chop _4_+_A O +Low Kick _4_+_B +Yoga Headbutt _4_+_C O + _`O on 2nd hit +Yoga Knee Kick _4_+_D +Zoom Punch _3_+_P O +Sliding _3_+_K O +Jump Side Punch _^_4_+_A +Jump Punch _^_4_+_C +Jump Mae Geri _^_4_+_K +Drill Zutsuki _^_2_+_C +Drill Kick _^_2_+_D +Move Kick Dash_D + +:Special Moves: +Yoga Fire _2_3_6_+_P I +Yoga Flame _6_3_2_1_4_+_P I +Yoga Blast _6_3_2_1_4_+_K I +YTeleport-right (_^)_6_2_3_+[_A_+_C/_B_+_D] I +YTeleport-left (_^)_4_2_1_+[_A_+_C/_B_+_D] I + +:Desperation Moves: +Yoga Inferno _2_3_6x2_+_P +Yoga Drill Zutsuki _^_2_3_6x2_+_B +Yoga Drill Kick _^_2_3_6x2_+_D + +:Exceed Moves: +Yoga Legend-Yoga Headbutt _2_3_6x2_+_B +Yoga Legend-Drill Kick _2_3_6x2_+_D +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw _A_+_B +Dragon Suplex _C_+_D + +:Air Throws: +Flying Mayor _^[_A_+_B/_C_+_D] + +:Command Moves: +Knee Bazooka [_4/_6]_+_B +Jump Sobat [_4/_6]_+_D O +Spinning Back Knuckle _6_+_C I +Slide Kick _3_+_B I + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K + +:Desperation Moves: +Somersault Slash ^1_3_1_9_+_P +Crossfire Blitz ^4_6_4_6_+_K +Somersault Justice ^1_3_1_9_+_K + +:Exceed Moves: +Sonic Hurricane ^4_6_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Hugo +----------------------------------------------- +:Throws: +Body Slam _A_+_B +Neck Hanging Three _C_+_D + +:Command Moves: +Elbow ^-_C O +Slap _6_+_A I +Hip Press _6_+_B I +Drop Kick [_4/_6]_+_D +High Parry _6_+_A_+_C ! O + _`O only in Slap or Hip Press +Low Parry _2_+_B_+_D ! O + _`O only in Slap or Hip Press +Body Press _^_2_+_C + +:Special Moves: +Monster Lariat _2_3_6_+_K IO +Shootdown Backbreaker _6_2_3_+_K I +Giant Palm Bomber _2_1_4_+_P IO +Ultra Throw ^-_6_3_2_1_4_+_K +Moonsault Press ^-_x_+_P +Meat Squasher _x_+_K + +:Desperation Moves: +Hammer Frenzy _2_3_6x2_+_O_P +Megaton Press _2_3_6x2_+_K + +:Exceed Moves: +Gigas Breaker _x_+_A_+_C +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage _A_+_B +Jigoku Guruma _C_+_D + +:Air Throws: +Jigoku Fuusha _^_C_+_D + +:Command Moves: +Inazuma Kakato Wari _6_+_B IO +Kurubushi Kick _1_+_D + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P !IO + _`O on 1st/2nd hit +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K I + _`I on ground version +Kama Barai Geri _4_1_2_3_6_+_B IO +^!Inazuma Kakato Wari _O_K O +Nata Otoshi Geri _4_1_2_3_6_+_D IO +^!Inazuma Kakato Wari _O_K O +Oosoto Mawashi Geri _4_1_2_3_6_+_B_+_D O +^!Inazuma Kakato Wari _O_K O + +:Desperation Moves: +Shouryuu Reppa _2_3_6x2_+_P +Shippuu Jinrai Kyaku _2_1_4x2_+_K + +:Exceed Moves: +Shinryuu Ken _2_3_6x2_+_X_B_+_D +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Deadly Throw _A_+_B +Death Tower _C_+_D + +:Special Moves: +Psycho Crusher ^4_6_+_P I +Double Knee Press ^4_6_+_K I +Head Press ^2_8_+_K I +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver ^2_8_+_P I +^!Devil Reverse _P +Warp-right _6_2_3_+[_A_+_C/_B_+_D] I +Warp-left _4_2_1_+[_A_+_C/_B_+_D] I + +:Desperation Moves: +Mega Psycho Crusher ^4_6_4_6_+_P +Knee Press Nightmere ^4_6_4_6_+_K + +:Exceed Moves: +Final Psycho Crusher ^4_6_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage _A_+_B +Tomoe Nage _C_+_D + +:Command Moves: +Sakotsu Wari _6_+_A IO +Senpuu Kyaku _6_+_B I +Hiji Ate _4_+_A +Kurubushi Kick _1_+_D + +:Special Moves: +Hadou Ken _2_3_6_+_P I +Shakunetsu Hadou Ken _4_1_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P !IO + _`! only on Shin Shouryuu Ken +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K I + _`I only in ground version + +:Desperation Moves: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K + +:Exceed Moves: +Shin Shouryuu Ken _2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Rage _A_+_B +Tiger Carry _C_+_D + +:Command Moves: +Tiger Hook _6_+_A O +Tiger Tail _1_+_D + +:Special Moves: +Tiger Shot-high _2_3_6_+_P I +Tiger Shot-low _2_3_6_+_K I +Tiger Uppercut _6_2_3_+_P IO +Tiger Crush _6_2_3_+_K I + +:Desperation Moves: +Tiger Cannon-high _2_3_6x2_+_P +Tiger Cannon-low _2_1_4x2_+_P +Tiger Raid _2_1_4x2_+_K + +:Exceed Moves: +Tiger Genocide _2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Tessa +(Tabasa on Japanese Version) +----------------------------------------------- +:Throws: +Squash Hat _A_+_B +Kitten Scratch _C_+_D + +:Command Moves: +Flask-Tachi _6_+_O_C I +Flask-Shagami _3_+_O_C I +Haul Flapper _3_+_B I +Restive Kitten _3_+_D IO +Inroad Fowl _^_2_+_O_D + +:Special Moves: +Chakra Wave (_^)_2_3_6_+_P +Winder Fist _2_3_6_+_K IO +^!She's On Enemy _2_3_6_+_K +Reverie Sword _6_2_3_+_P IO +Jamming Ghost _6_2_3_+_K +Ascend Proof ^-_6_3_2_1_4_+_P + +:Desperation Moves: +Tricicle Edge _2_3_6x2_+_O_P +Death Phenomeno _6_3_2_1_4x2_+_K + +:Exceed Moves: +Meteo Fall ^-_6_3_2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Carmine Flip _A_+_B +Rainbow Suplex _C_+_D + +:Air Throws: +Stardust Shoot _^[_A_+_B/_C_+_D] + +:Command Moves: +Peace of Mercury _6_+_B +Cosmic Smart _6_+_D O +Round Slider _3_+_D O +Sankaku Tobi _^corner_6 + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P IO +Scarlet Terror ^1_6_+_K IO +Sky High Claw ^2_8_+_P I +Wall Pounce ^2_8_+_K +^!Flying Barcelona Attack _P +^!Izuna Drop ^-_?_+_P +Backslash _A_+_C I +Short Backslash _B_+_D I + +:Desperation Moves: +Rolling... ^1_3_1_9_+_K +^!Flying Barcelona Special _P +^!Izuna Drop ^-_?_+_P +Scarlet Mirage ^4_6_4_6_+_K + +:Exceed Moves: +Red Impact ^4_6_4_6_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Goenitz + - at the Character Select Screen_O_S + - _2_2_2_6_2_4_4_4_+[_P/_K] + +*Play with Dan Hibiki + - at the Character Select Screen_O_S + - _2_4_4_4_4_4_4_4_+[_P/_K] + +*Play with Geese Howard + - at the Character Select Screen_O_S + - _4_4_4_2_4_8_6_8_+[_P/_K] + +*Play with Demitri Maximoff + - at the Character Select Screen_O_S + - _6_6_6_4_8_6_2_8_+[_P/_K] + +*Play with Mars People + - at the Character Select Screen_O_S + - _8_2_6_6_6_8_2_4_4_2_+[_P/_K] + +*Play with Zero + - at the Character Select Screen_O_S + - _8_6_6_4_4_2_8_8_8_6_+[_P/_K] + +*Play with Orochi Iori + - at the Character Select Screen_O_S + - _8_8_8_2_4_6_2_4_+[_P/_K] + +*Play with Violent Ken + - at the Character Select Screen_O_S + - _8_8_2_4_4_6_4_8_+[_P/_K] + +*Play with Serious Mr. Karate + - at the Character Select Screen_O_S + - _8_4_8_2_6_6_2_4_8_4_6_6_+[_P/_K] + - before the time reach 10 + - only for Home Version + +*Play with Shin Akuma + - at the Character Select Screen_O_S + - _4_8_8_6_8_2_2_6_4_4_8_2_+[_P/_K] + - before the time reach 10 + - only for Home Version + +*Play with Athena and Red Arremer + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Goenitz, Leopold +----------------------------------------------- +:Throws: +Meifu no Mon _A_+_B +Soukatsu Satsu _C_+_D + +:Special Moves: +Yonokaze _4_1_2_3_6_+[_P/_K] I +Shin Aoi Hana~Seiran _2_1_4_+_Px3 IO +Wanpyuu Tokobuse _6_2_3_+_A IO +Wanpyuu Mametsu _6_2_3_+_C IO +Hyouga _2_1_4_+_K I + +:Desperation Moves: +Fuujin Ibuki _2_3_6x2_+_A_+_C +Yamidoukoku ^-_6_3_2_1_4x2_+_P + +:Exceed Moves: +Shin Yaotome _2_1_4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Otoko Zuki _A_+_B +Seoi Nage _C_+_D + +:Command Moves: +Shagami Chouhatsu crouch_A_+_C +Kuuchuu Chouhatsu _^_A_+_C + +:Special Moves: +Gadou Ken _2_3_6_+_P I +Gadou Shoukou Ken _6_4_1_2_3_6_+_P I +Kouryuu Ken _6_2_3_+_P IO +Dankuu Kyaku-ground _2_1_4_+_K I +Dankuu Kyaku-air _^_2_1_4_+_K +Zenten Chouhatsu _2_3_6_+_A_+_C I +Kouten Chouhatsu _2_1_4_+_A_+_C +KyuukyokuTenchiGadouZuki _2_1_4x2_+_A_+_C IO + +:Desperation Moves: +Kouryuu Rekka _2_3_6x2_+_K +Chouhatsu Densetsu _2_3_6x2_+_A_+_C + _`charge POW bar for you and your foe +Hisshou Burai Ken _2_1_4x2_+_K + +:Exceed Moves: +Otoko Michi _C_B_4_A_A +----------------------------------------------- +$end +$cmd +Geese Howard +----------------------------------------------- +:Throws: +Katate Nage _A_+_B +Shinkuu Nage _C_+_D + +:Command Moves: +Fudou Sakkatsu Uraken _6_+_C +Raikou Mawashi Geri _6_+_D I +Raimei Gouha Nage foe down^-_3_+_C + +:Special Moves: +Reppuu Ken _2_3_6_+_A I +Reppuu Ken'96 attack_2_3_6_+_A I +Double Reppuu Ken _2_3_6_+_C +Double Reppuu Ken'96 attack_2_3_6_+_C +Hishou Nichirin Zan _6_2_3_+_P IO +Shippuu Ken _^_2_1_4_+_P I +Ja'ei Ken _4_1_2_3_6_+_K IO +Gedan Atemi Nage _6_3_2_1_4_+_A + _`reverse low +Joudan Atemi Nage _6_3_2_1_4_+_B + _`reverse jump/special/DM/EX +Chuudan Atemi Nage _6_3_2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +Rasing Storm _1_6_3_2_1_4_3_+_P +Rashoumon ^-_6_3_2_1_4x2_+_C + +:Exceed Moves: +Deadly Rave _6_3_2_1_4_6_+_B_+_C_+_D +^!Deadly Rave-combo _A_A_B_B_C_C_D_D + ^!Deadly Rave-finisher _2_1_4_+_C_+_D +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive _A_+_B +Light Pleasure _C_+_D + +:Command Moves: +Standing LP _6_+_A O +Standing MP _4_+_A O +Standing HP _6_+_C O +Standing LK _6_+_B O +Standing MK _4_+_B O +Standing HK _D +Crouching LP _3_+_A O +Crouching MP _1_+_A O +Crouching HP _3_+_C O +Crouching LK _3_+_B O +Crouching MK _1_+_B O +Crouching HK _2_+_D O +Hunter Chain [_6/_3]_+_A_B_A_B_C_D +Hell Ride foe down_8_+_K + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P I +ES Chaos Flare (1LV)(_^)_2_3_6_+_A_+_C +Demon Cradle _6_2_3_+_P !IO + _`O on 1st/2nd hit +Bat Spin (_^)_2_1_4_+[_K/_B_+_D] I +Tokushu Idou [_4_6/_6_4]_+_B_+_C I +^!follow with Demon Cradle +Tokushu Idou _O_B_+_C[_4_6/_6_4] I +^!follow with Demon Cradle + +:Desperation Moves: +Midnight Bliss _2_6_3_+_A_+_C +Midnight Pleasure _A_A_6_B_D + +:Exceed Moves: +Demon Flare _2_3_6x2_+_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Mars People +----------------------------------------------- +:Throws: +Mars Back _A_+_B +Million Leg Lariat _C_+_D + +:Command Moves: +Slide Head _4_+_C O +Hopping Knee _4_+_D +Mars Slider _3_+_D O + +:Special Moves: +Mars Shot _2_3_6_+_P I +Area 801 _2_3_6_+_K I +Roswell Vanish _6_3_2_1_4_+_K IO +Plasma Abduction ^-_6_3_2_1_4_+_K +Plasma Spin _6_2_3_+_K I + +:Desperation Moves: +Not Independence _4_1_2_3_6x2_+_P +MP12 _6_3_2_1_4x2_+_K + +:Exceed Moves: +Tungus Incident _2_2_2_+_A_+_B +Tungus Incident _2_2_2_+_A_+_C +Tungus Incident _2_2_2_+_A_+_D +Tungus Incident _2_2_2_+_B_+_C +Tungus Incident _2_2_2_+_C_+_D +----------------------------------------------- +$end +$cmd +Zero +----------------------------------------------- +:Throws: +Upper _A_+_B +Tensou Buster Shot _C_+_D + +:Command Moves: +3-Dan Zuki _6_+_B_B_B +Jouhou Zuki _4_+_B O +Naname Shitazuki _3_+_B O +Sliding _3_+_D IO +Jump Kahou Zuki _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Buster Shot (_^)_2_3_6_+_A I +Charge Shot (_^)_2_3_6_+_O_C I +Zed Saber (_^)_4_1_2_3_6_+_B !IO +Charge Zed Saber (_^)_4_1_2_3_6_+_O_D !IO + _`O only in Sliding +Triple Saber _2_1_4_+_Px3 IO +Shield Boomerang _2_1_4_+_K +Triple Rod (_^)_6_2_3_+_B I +Charge Triple Rod (_^)_6_2_3_+_O_D I +Irregular Hunt _6_4_1_2_3_6_+_P +Cyber Elf-Support-life ^4_6_+_A + _`restore a small amount of life + _`3 for battle +Cyber Elf-Support-absorb ^4_6_+_B + _`absorb a projectile + _`gain 1LV + _`3 for battle +Cyber Elf-Support-arrow ^4_6_+_C + _`throw arrows + _`3 for battle +Cyber Elf-Support-elf change ^4_6_+_D + _`foe become a elf(not in MAXIMUM) + _`3 for battle +Cyber Elf-Bakudan Setchi ^2_8_+[_P/_K] + _`3 for battle + +:Desperation Moves: +Spiral Shot _2_3_6x2_+_O_P +Ultimate Saber _2_1_4_1_2_3_6_+_K + +:Exceed Moves: +Cyber Elf Force _A_A_2_B_D + _`restore a small amount of life + _`speed up(not in MAXIMUM) + _`attack power up(not in MAXIMUM) + _`defense power up(not in MAXIMUM) + _`timer goes down slower(not in MAXIMUM) +----------------------------------------------- +$end +$cmd +Orochi Iori +----------------------------------------------- +:Throws: +Hiriki Kine _A_+_B +Saka Sakahagi _C_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B O +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P I +100 Shiki~Oniyaki _6_2_3_+_P IO +127 Shiki~Aoi Hana _2_1_4_+_Px3 IO +212 Shiki~Kototsuki In _6_3_2_1_4_+_K IO +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 108~Ya Sakazuki _2_1_4_1_2_3_6_+_O_P + +:Exceed Moves: +???! ^-_2_3_6_3_2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +Violent Ken +----------------------------------------------- +:Throws: +Tsukami Hiza Geri _A_+_B +Jigoku Guruma _C_+_D + +:Air Throws: +Jigoku Fuusha _^_C_+_D + +:Command Moves: +Inazuma Kakato Wari _6_+_B O +Kurubushi Kick _1_+_D + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P !IO + _`O on 1st/2nd hit +Rasetsu Kyaku _6_2_3_+_K I +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K I + _`I only in ground version +Kama Barai Geri _4_1_2_3_6_+_B IO +^!Inazuma Kakato Wari _O_K O +Nata Otoshi Geri _4_1_2_3_6_+_D IO +^!Inazuma Kakato Wari _O_K O +Oosoto Mawashi Geri _4_1_2_3_6_+_B_+_D O +^!Inazuma Kakato Wari _O_K O + +:Desperation Moves: +Shinryuu Ken _2_3_6x2_+_X_K +Kuzuryuu Reppa _2_1_4x2_+_K + +:Exceed Moves: +Shinbu Messatsu _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Serious Mr. Karate +----------------------------------------------- +:Throws: +Oosotogari _A_+_B +Ippon Seoi _C_+_D + +:Command Moves: +Yoke Migi Seiken Zuki _4_+_A O +Ducking Shite Mawashi Geri _4_+_B O +Jigoku Zuki _3_+_C O +Soku Gatana _3_+_D O +Kiryoku Tame _O_A_+_B_+_C + _`charge POW +Sankaku Tobi _^corner_6 + +:Special Moves: +Ko'ou Ken'02 _2_3_6_+_P I +Built Upper _6_2_3_+_P IO +Hien Shippuu Kyaku ^1_6_+_K I +Zanretsu Ken _6_4_6_+_P +Kyokugen Kohou _2_3_6x2_+_K IO +Kishin Geki ^-_2_1_4x2_+_P O +Haou Shikou Ken _6_4_1_2_3_6_+_O_P I +Chou Haou Shikou Ken _6_4_1_2_3_6_+_O_A_+_C + +:Exceed Moves: +Chou Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Shin Akuma +(Shin Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage _A_+_B +Tomoe Nage _C_+_D + +:Command Moves: +Zugai Hassatsu _6_+_C O +Hiza Geri _6_+_D I +Kurubushi Kick _1_+_D +Tenma Kuujin Kyaku _^forward_2_+_B + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Shakunetsu Hadou Ken _6_3_2_1_4_+_P +Gou Shouryuu Ken _6_2_3_+_P IO + _`O on 1st/2nd hit +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K I + _`I only in ground version +Ashura Senkuu-right _6_2_3_+[_A_+_C/_B_+_D] +Ashura Senkuu-left _4_2_1_+[_A_+_C/_B_+_D] +Messatsu Gou Shouryuu _2_3_6x2_+_P O + _`O on 1st/2nd/3rd/4th/5th/6th hit +Messatsu Gou Hadou _6_3_2_1_4x2_+_P +Tenma Gou Zanku _^_2_3_6x2_+_P + +:Desperation Moves: +Shun Goku Satsu _A_A_6_B_C + +:Exceed Moves: +Misogi _6_3_2_1_4x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Athena Asamiya +----------------------------------------------- +:Throws: +Flow of Life [_A_+_B/_C_+_D] + +:Command Moves: +Sliding _3_+_D + +:Special Moves: +Heaven's Gate _2_3_6_+_P IO + _`O only if lion's body hits +Poseidon Rage _2_3_6_+_K I +Milk Crown _2_1_4_+_P +Bow of Judgement ^4_6_+_P I +end of the TRIP or NIGHT ^4_6_+_K IO + _`O on 2nd hit + +:Exceed Moves: +Pegasus*Fantasy _2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +Red Arremer +----------------------------------------------- +:Throws: +Demon Head [_A_+_B/_C_+_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Fireball (_^)_2_3_6_+_P I +Woody Pig _2_3_6_+_B +Zombie _2_3_6_+_D +Puchi Devil _^_2_3_6_+_K +Hell Hunter-diving _2_1_4_+_K I +Hell Hunter-straight _6_2_3_+_K I +Demon Pillar _6_2_3_+_P I +Death Cannon _6_4_1_2_3_6_+_P I + +:Exceed Moves: +Suppertime _2_3_6x2_+_K + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Roulette + - at The Character Select Screen_O_S + +*Challenger Battle (Stage 4) + Goenitz or Dan + - don't met any conditions below + + Geese or Demitri + - get 1 round with Exceed Finish + - don't win any round by Time Out + - don't lose any round + + Mars People or Zero + - get 3 round with Exceed Finish + - don't win any round by Time Out + - don't lose any round + +*Mid-Boss Battle (Stage 7) + Orochi Iori + - if you 6th character was an SNK + + Violent Ken + - if you 6th character was a Capcom + +*Secret Boss Battle (Stage 9) + Athena + - don't lose any rounds + - don't win any round via block damage + + Red Arremer + - don't lose any rounds + - win 5 rounds via block damage +----------------------------------------------- +$end + +$info=sfa2 +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter Alpha 2 +Street Fighter Zero 2 +(c)1996 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 2nd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Combos: +needs 1LV if made with[_P/_K] +needs 2LV if made with[^W/^V] +needs 3LV if made with[^U/^T] +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^G/^J] + +:Recovery Moves: +Safe Roll landing_4_1_2_+[_P/_K] + +:Guard Cancel Moves: +Alpha Counter (1LV)block_4_1_2_+[_P/_K] + +:Command Moves: +Custom Combo (1LV)[^W_+_K/^V_+_P] +----------------------------------------------- +$end +$cmd +Adon +----------------------------------------------- +:Throws: +Jaguar Carry [_4/_6]_+[^F/^G] +Jaguar Slam [_4/_6]_+[^I/^J] + +:Command Moves: +Jaguar Crunch _6_+^F +Jutting Kick _3_+^I + +:Special Moves: +Jaguar Kick _2_3_6_+_K +Rising Jaguar _6_2_3_+_K +Jaguar Tooth _6_3_2_1_4_+_K + +:Super Combos: +Jaguar Varied Assault _2_3_6x2_+_P +^!Jaguar Thousand (^M)_X_P +^!Jaguar Assassin (^M)_X_K +Jaguar Revolver _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+^I +Jigoku Guruma [_4/_6]_+^J + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Tenma Kuujin Kyaku _^forward_2_+^I + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Shakunetsu Hadou Ken _6_3_2_1_4_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Zenpou Tenshin _2_1_4_+_P +Hyakki Shuu _2_3_6_9_+_P +^!Hyakki Gou Zan _N +^!Hyakki Gou Shou _P +^!Hyakki Gou Sen _K +^!Hyakki Gou Sai ^-[_4/_6]_+_P +^!Hyakki Gou Tsui ^-foe in air[_4/_6]_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Super Combos: +Messatsu Gou Hadou _6_3_2_1_4x2_+_P +Messatsu Gou Shouryuu _2_3_6x2_+_P +Tenma Gou Zankuu _^_2_3_6x2_+_P +Shun Goku Satsu (^M)^E^E_6^H^G +----------------------------------------------- +$end +$cmd +Birdie +----------------------------------------------- +:Throws: +Bull Spike [_4/_6]_+[^F/^G] +Bad Throw [_4/_6]_+[^I/^J] + +:Command Moves: +Bull Drop _6_+^J +Body Slam _^_2_+^G + +:Special Moves: +Murderer Chain _x_+_P +Bandit Chain _x_+_K +Bull Head ^4_6_+_P +Bull Horn _O[^W/^V] + +:Super Combos: +The Birdie ^4_6_4_6_+_P +Bull Revenger _2_3_6x2_+[_P/_K] +----------------------------------------------- +$end +$cmd +Charlie +(Nash on Japanese Version) +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+[^F/^G] +Knee Gatling [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Buster Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Spinning Back Knuckle _6_+^G +Jump Sobat [_4/_6]_+^I +Step Kick [_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K + +:Super Combos: +Sonic Break ^4_6_4_6_+_X_P +Crossfire Blitz ^4_6_4_6_+_K +Somersault Justice ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Kikou Ken _4_1_2_3_6_+_P +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen ^4_6_4_6_+_K +Hazan Tenshou Kyaku ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] + +:Command Moves: +Kuuchuu Chouhatsu _^_S +Shagami Chouhatsu crouch_S + +:Special Moves: +Gadou Ken _2_3_6_+_P +Kouryuu Ken _6_2_3_+_P +Dankuu Kyaku _2_1_4_+_K +Zenten Chouhatsu _2_3_6_+_S +Kouten Chouhatsu _2_1_4_+_S + +:Super Combos: +Shinkuu Gadou Ken _2_3_6x2_+_P +Hisshou Burai Ken _2_1_4x2_+_K +Kouryuu Rekka _2_3_6x2_+_K +Chouhatsu Densetsu _2_3_6x2_+_S +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Yoga Palm _6_+^E +Yoga Shock _4_+_O^E +Shutou Chop _4_+^F +Yoga Headbutt _4_+^G +Short Mid Kick _4_+^H +Short High Kick _4_+^I +Yoga Knee Kick _4_+^J +Short Mid Punch _1_+_P +Short Low Kick _1_+_K +Kuuchuu Chouhatsu _^_S +Air Short Punch _^_4_+_P +Air Short Kick _^_4_+_K +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+_K + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _6_3_2_1_4_+_P +Yoga Blast _6_3_2_1_4_+_K +Yoga Teleport-right (_^)_6_2_3_+[^U/^T] +Yoga Teleport-left (_^)_4_2_1_+[^U/^T] +Yoga Escape landing_4_1_2_+_K + +:Super Combos: +Yoga Inferno _2_3_6x2_+_P +Yoga Strike _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Gen +----------------------------------------------- + _& SOU-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+[^F/^G] +Houzen [_4/_6]_+[^I/^J] + +:Command Moves: +Ansatsu Ken_&Ki-ryuu Style (_^)^T + +:Special Moves: +Hyakurenkou _X_P +Gekirou _6_2_3_+_X_K + +:Super Combos: +Zan'ei _2_3_6x2_+_P +Shitenshuu _2_1_4x2_+_P + + _& KI-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+[^F/^G] +Houzen [_4/_6]_+[^I/^J] + +:Command Moves: +Ansatsu Ken_&Sou-ryuu Style (_^)^U +Uken~Shakudan _^^J^J + +:Special Moves: +Jasen ^4_6_+_P +Ouga ^2_8_+_K +^!Cancel _4 +^!Short Kick _N +^!Long Kick _6 +^!Stomp Kick _8 + ^!Cancel _8 + ^!Left Kick _4 + ^!Right Kick _6 + +:Super Combos: +Kouga _^_2_1_4x2_+_K +^!Left Kick ^H +^!Stomp Kick ^I +^!Right Kick ^J +Jakouha _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Guy +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tsukami Nage [_4/_6]_+[^I/^J] +^!Bushin-ryuu Seoi Nage _6_9_8_7_4_+[^F/^G] + +:Air Throws: +Izuna Otoshi _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kubi Kudaki _6_+^F +Kamaitachi _3_+^J +Hiji Otoshi _^_2_+^F +Sankaku Tobi _^corner_6 + +:Special Moves: +Forward Leap _2_3_6_+_P +^!Bushin Izuna Otoshi ^-_P +^!Izuna no Hiji Otoshi ^=_P +Houzantou _2_1_4_+_P +Hayagake~Kyuuteishi _2_3_6_+^H_K +Hayagake~Kage Sukui _2_3_6_+^I_K +Hayagake~Kubikari _2_3_6_+^J_K +Bushin Senpuu Kyaku _2_1_4_+_K +Bushin Gokusa Ken ^-^E^F^G^J + +:Super Combos: +Bushin Hassou Ken _2_3_6x2_+_P +Bushin Gourai Kyaku _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+[^F/^G] + +:Command Moves: +Inazuma Kakato Wari _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +Zenpou Tenshin _2_1_4_+_P +Zentou _2_3_6_+_S + +:Super Combos: +Shouryuu Reppa _2_3_6x2_+_P +Shinryuu Ken _2_3_6x2_+_X_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Psycho Fall _^[_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Shot ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver ^2_8_+_P +^!Attack _P +Warp-right _6_2_3_+[^U/^T] +Warp-left _4_2_1_+[^U/^T] + +:Super Combos: +Psycho Crusher ^4_6_4_6_+_P +Knee Press Nightmare ^4_6_4_6_+_K +----------------------------------------------- +$end +$cmd +Rolento Schugerg +----------------------------------------------- +:Throws: +Colonel Carrier [_4/_6]_+[^F/^G] +Deadly Package [_4/_6]_+[^I/^J] + +:Command Moves: +High Jump _2_8 +Fake Rod _6_+^I +Spike Rod _^_2_+^I +Trick Landing _^landing[_4/_6]_+^T + +:Special Moves: +Patroit Circle _2_3_6_+_Px3 +Stinger _6_2_3_+_K[_P/_K] +Mekong Delta Air Raid _2_1_4_+_P_P +Mekong Delta Escape _2_1_4_+_K[_4/_6]_+_P +Mekong Delta Attack ^U_P + +:Super Combos: +Mine Sweeper _2_1_4x2_+_P +Take No Prisoner _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Rose +----------------------------------------------- +:Throws: +Soul Drain [_4/_6]_+[^F/^G] + +:Command Moves: +Sliding _3_+^I + +:Special Moves: +Soul Spark _4_1_2_3_6_+_P +Soul Throw _6_2_3_+_P +Soul Reflect-absorb _2_1_4_+^E + _`absorb projectile + _`a next Soul Spark will do more damage +Soul Reflect-straight _2_1_4_+^F + _`reflect projectile +Soul Reflect-upward _2_1_4_+^G + _`reflect projectile +Soul Spiral _2_3_6_+_K + +:Super Combos: +Aura Soul Spark _2_1_4x2_+_P +Aura Soul Throw _2_3_6x2_+_P +Soul Illusion _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Hadou no Kamae _2_3_6_+_S +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Rage [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Blow _6_2_3_+_P +Tiger Crush _6_2_3_+_K + +:Super Combos: +Tiger Cannon _2_3_6x2_+_P +Tiger Genocide _2_3_6x2_+_K +Tiger Raid _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Sakura Kasugano +----------------------------------------------- +:Throws: +Sakura-jime [_4/_6]_+[^F/^G] +Sailor Shoot [_4/_6]_+[^I/^J] + +:Command Moves: +Flower Kick _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_X_P +Shou'ou Ken _6_2_3_+_P +Shunpuu Kyaku _2_1_4_+_K + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Haru Ichiban _2_1_4x2_+_K +Midare Zakura _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Sodom +----------------------------------------------- +:Throws: +Shogun Throw [_4/_6]_+[^F/^G/^I/^J] + +:Special Moves: +Jigoku Scrape _2_3_6_+_P +Shiraha Catch _6_2_3_+_K + _`reverse overhead +Butsumetsu Buster _x_+_P +Daikyou Burning _x_+_K +Kouten Okiagari landing_6_3_2_+_P +Tengu Walking landing_4_1_2_+_K + +:Super Combos: +Meido no Miyage _2_3_6x2_+_P +Ten Chuu Satsu _x_x_+_P +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Brain Buster [_4/_6]_+[^F/^G] +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw _3_+[^F/^G] + +:Command Moves: +Dynamite Kick _1_+^I +Russian Kick _1_+^J +Body Press _^diagonal_2_+^G +Double Knee Drop _^diagonal_2_+[^H/^I] +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver _x_+_P +Flying Powerbomb _x_+_K +Atomic Suplex ^-_x_+_K +Banishing Flat _6_2_3_+_P + +:Super Combos: +Final Atomic Buster _x_x_+_P +Aerial Russian Slam _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Chun-Li 'SF2 Outfit + - at the Character select Screen + - put the cursor on Chun-Li_O_Sfor 5sec_P + +*Play with Dhalsim 'SF2 + - at the Character Select Screen + - put the cursor on Dhalsim_S + - _4_2_6_8_O_Spress[_P/_K] + - only for USA Version + +*Play with Evil Ryu + - at the Character Select Screen + - put the cursor on Ryu_S + - _6_8_2_4_O_Spress[_P/_K] + - only for USA Version + +*Play with Zangief 'SF2 + - at the Character Select Screen + - put the cursor on Zangief_S + - _2_4_4_4_4_8_8_6_6_6_6_2_O_Spress[_P/_K] + - only for USA Version +----------------------------------------------- +$end +$cmd +Chun-Li 'SF2 Outfit +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Kikou Ken ^4_6_+_P +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen ^4_6_4_6_+_K +Hazan Tenshou Kyaku ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Dhalsim 'SF2 +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Evil Ryu +(Satsui no Hadou Ryu on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Hadou no Kamae _2_3_6_+_S +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K +Messatsu Gou Shouryuu _2_3_6x2_+_K +Shun Goku Satsu (^M)^E^E_6^H^G +----------------------------------------------- +$end +$cmd +Zangief 'SF2 +----------------------------------------------- +:Throws: +Brain Buster [_4/_6]_+[^F/^G] +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw _3_+[^F/^G] + +:Command Moves: +Body Press _^diagonal_2_+^G +Double Knee Drop _^diagonal_2_+[^H/^I] +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Screw Piledriver _x_+_P + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - _P: 1st Outfit + - _K: 2nd Outfit + - ^W: 3rd Outfit + - ^V: 4th Outfit + +*Fight Mid-Boss + - win 5 rounds with SuperCombo or CustomCombo + - don't lose any rounds + +*Alternate Sodom Stage + - appears every 4096 matches + +*Fight Shin Akuma + - win 3 rounds with Perfect + - win 3 rounds with SuperCombo or CustomCombo + - don't lose any rounds +----------------------------------------------- +$end + +$info=sfa3 +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter Alpha 3 +Street Fighter Zero 3 +(c)1998 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: August 22nd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV +X: use this move in X-ISM +A: use this move in A/Z-ISM +V: use this move in V-ISM + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Combos: +needs 1LV if made with[^E/^H] in A/Z-ISM +needs 2LV if made with[^F/^I] in A/Z-ISM +needs 3LV if made with[^G/^J] in A/Z-ISM +needs a Full Super Bar in X-ISM +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Guard Cancel Moves: +Alpha Counter block_6_+_P_+_K AV + _`on A/Z-ISM needs 1LV + _`on V-ISM needs 50% of Super Bar + _`use 1 Guard Gauge + +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^W/^V] XAV + +:Recovery Moves: +Air Recovery when hit_^[_4/_6]_+^W XAV +Ground Recovery landing^V AV +^!Long Roll ^6 AV + +:Command Moves: +Custom Combo (50%)[^E_+^H/^F_+^I/^G_+^J] V + +:Other Moves: +Taunt _S AV +----------------------------------------------- +$end +$cmd +«ISM's and MODE's» +----------------------------------------------- +:ISM's: +X-ISM +- can't use Air Blocking +- only Dan can use Taunts +- Big Guard Gauge +- Slow Gauge Speed Charge +- 1LV Super Bar +- Damage x1.2(not for Super Combos) +- Defense x0.8 + +A/Z-ISM +- can use Air Blocking +- Medium Guard Gauge +- Normal Gauge Speed Charge +- 3LV Super Bar +- Damage x1.0 +- Defense x1.0 + +V-ISM +- can use Air Blocking +- Little Guard Gauge +- Fast Gauge Speed Charge +- 2LV Super Bar(50%/100%) +- Damage x0.8 +- Defense x1.0 + +:MODE'S: +CLASSIC +- Without Guard Gauge +- More Damage than X-ISM +- can't use Air Blocking +- can't use Air Recovery +- can't use Ground Recovery +- only Dan can use Taunts +- can't use Super Combos + +MAZI +- Bigger Damage +- Lesses Resistence +- Your foe need win only 1 round + +SAIKYO +- Mini Guard Gauge +- Can't cancel normal moves into Special Moves +- Dizzed quickly +----------------------------------------------- +$end +$cmd +Adon +----------------------------------------------- +:Throws: +Jaguar Carry [_4/_6]_+^W XAV +Jaguar Slam [_4/_6]_+^V XAV + +:Air Throws: +Jaguar Stab _^[_4/_6]_+^W XAV +Jaguar Throw _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Kick _4_+^J V + +:Command Moves: +Doujioshi SP ^E^H_+^G X +Jaguar Crunch _6_+^F XAV + +:Special Moves: +Jaguar Kick _^_K X +Jaguar Kick _4_2_1_+_K AV +Rising Jaguar _6_2_3_+_K XAV +Jaguar Tooth _6_3_2_1_4_+_K XAV + +:Super Combos: +Jaguar Varied Assault _2_3_6x2_+_P XA +^!Jaguar Thousand (^M)_X_P XA +^!Jaguar Assassin (^M)_X_K XA +Jaguar Revolver _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+^W XAV +Tomoe Nage [_4/_6]_+^V XAV + +:Air Throws: +Jigoku Guruma _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Zugai Hassatsu _6_+^F XAV +Senpuu Kyaku _6_+^I XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X +Tenma Kuujin Kyaku _^forward_2_+^I XAV + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P XAV +Zankuu Hadou Ken _^_2_3_6_+_P XAV +Shakunetsu Hadou Ken _6_3_2_1_4_+_P XAV +Gou Shouryuu Ken _6_2_3_+_P XAV +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K XAV +Ashura Senkuu-right _6_2_3_+[^U/^T] XAV +Ashura Senkuu-left _4_2_1_+[^U/^T] XAV +Zenpou Tenshin _2_1_4_+_P AV +Hyakki Shuu _2_3_6_9_+_P AV +^!Hyakki Gou Zan _N AV +^!Hyakki Gou Shou _P AV +^!Hyakki Gou Sen _K AV +^!Hyakki Gou Sai ^-[_4/_6]_+_P AV +^!Hyakki Gou Tsui ^-foe in air[_4/_6]_+_K AV + +:Super Combos: +Messatsu Gou Shouryuu _2_3_6x2_+_P A +Messatsu Gou Hadou _6_3_2_1_4x2_+_P A +Tenma Gou Zankuu _^_2_3_6x2_+_P A +Shun Goku Satsu (^M)^E^E_6^H^G XA +----------------------------------------------- +$end +$cmd +Birdie +----------------------------------------------- +:Throws: +Bull Spike [_4/_6]_+^W XAV +Bad Throw [_4/_6]_+^V XAV + +:Air Throws: +Bad Scrap _^[_4/_6]_+^W XAV + +:Variable Attack: +Variable Punch _4_+^G V + +:Command Moves: +Bad Hammer ^-^G_8 X +Bull Drop _6_+^J XAV +Body Slam _^_2_+^G XAV + +:Special Moves: +Murderer Chain _x_+_P XAV +Bandit Chain _x_+_K XAV +Bull Head ^4_6_+_P XAV +Bull Horn _O[^W/^V] XAV + +:Super Combos: +The Birdie ^4_6_4_6_+_P XA +Bull Revenger _2_3_6x2_+[_P/_K] A +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^W XAV + +:Air Throws: +Jungle Slam _^[_4/_6]_+^W XAV +Wild Shoot _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch _4_+^E V +Variable Kick 1 _4_+^H V +Variable Kick 2 _4_+^I V + +:Command Moves: +Surprise Forward ^T XAV +Surprise Back _4_+^T XAV +Rock Crush [_4/_6]_+^F XA +Rock Crush _4_+^F V +Amazon River Run _3_+^G XAV + +:Special Moves: +Electric Thunder _X_P XAV +Rolling Attack ^4_6_+_P XAV +Backstep Rolling ^4_6_+_K XAV +Vertical Rolling ^2_8_+_K XAV + +:Super Combos: +Ground Shave Rolling ^4_6_4_6_+_O_P XA +Tropical Hazard ^1_3_1_9_+_X_K A +----------------------------------------------- +$end +$cmd +Cammy White +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+^W XAV +Frankensteiner [_4/_6]_+^V XAV + +:Air Throws: +Flying Neck Hunt _^[_4/_6]_+^W XAV +Frankensteiner _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch 1 _4_+^E V +Variable Punch 2 _4_+^F V +Variable Punch 3 _4_+^G V +Variable Kick 1 _4_+^H V +Variable Kick 2 _4_+^I V +Variable Kick 3 _4_+^J V + +:Command Moves: +Doujioshi SP ^H^H_+^G X +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Spiral Arrow _2_3_6_+_K XAV +Cannon Spike _6_2_3_+_K XAV +Hooligan Combination _1_2_3_6_9_+_P XAV +^!Cancel _K XAV +^!Razor Edge Slicer _N XAV +^!Fatal Leg Twister ^-head[_4/_6]_+_K XAV +^!Cross Scissor Pressure ^-legs[_4/_6]_+_K XAV +Axle Spin Knuckle _6_3_2_1_4_+_P XA +Cannon Strike _^forward_2_1_4_+_K V +Cannon Revenge _2_1_4_+_P V + _`reverse jump/overhead + +:Super Combos: +Spin Drive Smasher _2_3_6x2_+_K XA +Reverse Shaft Breaker _2_1_4x2_+_X_K A +Killer Bee Assault ^1_3_1_9_+_K A +----------------------------------------------- +$end +$cmd +Charlie +(Nash on Japanese Version) +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+^W XAV +Knee Gatling [_4/_6]_+^V XAV + +:Air Throws: +Flying Buster Drop _^[_4/_6]_+^W XAV +Airjack _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V + +:Command Moves: +Dash _6_6 AV +^!Knee Bazooka _K AV +Knee Bazzoka [_4/_6]_+^H X +Jump Sobat [_4/_6]_+^I XAV +Step Kick [_4/_6]_+^J XAV + +:Special Moves: +Sonic Boom ^4_6_+_P XAV +Somersault Shell ^2_8_+_K XAV + +:Super Combos: +Sonic Break ^4_6_4_6_+_X_P A +Crossfire Blitz ^4_6_4_6_+_K A +Somersault Justice ^1_3_1_9_+_K XA +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+^W XAV + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Doujioshi SP ^E^H_+^G X +Kouhou Kaiten Kyaku _3_+^I XAV +Kaku Kyaku Raku _3_+^J XAV +Yousou Kyaku _^_2_+^I XAV +Sankaku Tobi _^corner_6 XAV + +:Special Moves: +Hyakuretsu Kyaku _X_K XAV +Kikou Ken _4_1_2_3_6_+_P AV +Sen'en Shuu _6_3_2_1_4_+_K AV +Tenshou Kyaku reversal^2_8_+_K X +Tenshou Kyaku ^2_8_+_K AV +Sou Hakkei ^4_6_+_P X +Spinning Bird Kick (_^)^4_6_+_K X + +:Super Combos: +Kikou Shou _2_3_6x2_+_P A +Houyoku Sen ^4_6_4_6_+_K XA +Hazan Tenshou Kyaku ^1_3_1_9_+_K A +----------------------------------------------- +$end +$cmd +Cody Travers +----------------------------------------------- +:Throws: +Prisoner Throw [_4/_6]_+^W XAV +Bad Stamp [_4/_6]_+^V XAV + +:Air Throws: +Guilty Stamp _^[_4/_6]_+^V XAV + +:Command Moves: +Stomach Blow _6_+^F XAV +Crack Kick _6_+^J XAV +Yoke when attacked[_4/_1] V + +:Special Moves: +Bad Stone _2_3_6_+_O_P XAV +Fake Throw _2_3_6_+_O_S AV +Ruffian Kick _2_3_6_+_K XAV +Criminal Upper _2_1_4_+_P XAV +Bad Spray reversal_4_1_2_+_P XAV +TokushuKoudou~KnifeHiroi close knife_2_+^W XAV +^!Knife Kougeki (_^)_P XAV +^!Knife Nage _2_3_6_+_P XAV + +:Super Combos: +Final Destruction _2_3_6x2_+_P XA +^!Final Fight Combo _X[_P/_K] X + ^!FinalFightThrow on 3rd hit_2_+[_P/_K] X +Dead End Irony _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+^W XAV + +:Air Throws: +Otoko Nage _^[_4/_6]_+^W XAV + +:Command Moves: +Saikyou-ryuu Bougyo (_^)block_6_+^U V +Kuuchuu Chouhatsu _^_S XAV +Shagami Chouhatsu crouch_S XAV + +:Special Moves: +Gadou Ken _2_3_6_+_P XAV +Kouryuu Ken _6_2_3_+_P XAV +Dankuu Kyaku-ground _2_1_4_+_K XAV +Dankuu Kyaku-air _^_2_1_4_+_K AV +Zenten Chouhatsu _2_3_6_+_S XAV +Kouten Chouhatsu _2_1_4_+_S XAV + +:Super Combos: +Shinkuu Gadou Ken _2_3_6x2_+_P A +Kouryuu Rekka _2_3_6x2_+_K A +Hisshou Burai Ken _2_1_4x2_+_K XA +Chouhatsu Densetsu _2_3_6x2_+_S A +Chouhatsu Shinwa (^M)_2_1_4x2_+_S A +^!Chouhatsu (_^)[_P/_K/_S] A +^!Zenten Chouhatsu _1_+[_P/_K/_S] A +^!Kouten Chouhatsu _3_+[_P/_K/_S] A +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^W XAV +Yoga Throw [_4/_6]_+^V XAV + +:Air Throws: +Yoga Trip _^[_4/_6]_+^W XAV + +:Command Moves: +Yoga Palm _6_+^E AV +Yoga Shock _4_+_O^E A +Shutou Chop _4_+^F AV +Yoga Headbutt _4_+^G AV +Short Mid Kick _4_+^H AV +Short High Kick _4_+^I AV +Yoga Knee Kick _4_+^J AV +Short Mid Punch _1_+_P AV +Short Low Kick _1_+_K AV +Kuuchuu Chouhatsu _^_S AV +Air Short Punch _^_4_+_P AV +Air Short Kick _^_4_+_K AV +Drill Zutsuki _^_2_+^G XAV +Drill Kick _^_2_+_K XAV + +:Special Moves: +Yoga Fire _2_3_6_+_P XAV +Yoga Flame _4_1_2_3_6_+_P X +Yoga Flame _6_3_2_1_4_+_P AV +Yoga Blast _4_1_2_3_6_+_K X +Yoga Blast _6_3_2_1_4_+_K AV +Yoga Teleport-right _6_2_3_+[^U/^T] X +Yoga Teleport-left _4_2_1_+[^U/^T] X +Yoga Teleport-right (_^)_6_2_3_+[^U/^T] AV +Yoga Teleport-left (_^)_4_2_1_+[^U/^T] AV +Yoga Escape landing_4_1_2_+_K AV + +:Super Combos: +Yoga Tempest _4_1_2_3_6x2_+_P X +Yoga Inferno _2_3_6x2_+_P A +Yoga Strike _2_3_6x2_+_K A +Yoga Stream _2_1_4x2_+_P A +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^W XAV +Saba Ori [_4/_6]_+^V XAV + +:Air Throws: +Tsuriyane Nage _^[_4/_6]_+^W XAV + +:Command Moves: +Hiza Geri [_4/_6]_+^I X +Hiza Geri _6_+^I AV +Harai Geri [_4/_6]_+^J X +Harai Geri _6_+^J AV +Flying Sumo Press _^_2_+^I X + +:Special Moves: +Hyakuretsu Harite _X_P XAV +Super Zutsuki ^4_6_+_P XAV +Super Hyakkan Otoshi ^2_8_+_K XAV +Ooichou Nage _x_+_P XAV + +:Super Combos: +Oni Musou ^4_6_4_6_+_P XA +Fuji Oroshi ^4_6_4_6_+_K A +Orochi Kudaki (^M)_x_x_+_P A +----------------------------------------------- +$end +$cmd +Gen +----------------------------------------------- + _& SOU-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+^W XAV +Houzen [_4/_6]_+^V XAV + +:Air Throws: +Shuuga _^[_4/_6]_+^V XAV + +:Command Moves: +Ansatsu Ken_&Ki-ryuu Style (_^)^T AV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Hyakurenkou _X_P XAV +Gekirou _6_2_3_+_X_K XAV + +:Super Combos: +Zan'ei _2_3_6x2_+_P XA +Shitenshuu _2_1_4x2_+_P A + + _& KI-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+^W XAV +Houzen [_4/_6]_+^V XAV + +:Air Throws: +Shuuga _^[_4/_6]_+^V XAV + +:Command Moves: +Uken~Shakudan _^^J^J AV +Ansatsu Ken_&Sou-ryuu Style (_^)^U AV + +:Special Moves: +Jasen ^4_6_+_P XAV +Ouga ^2_8_+_K AV +^!Cancel _4 AV +^!Short Kick _N AV +^!Long Kick _6 AV +^!Stomp Kick _8 AV + ^!Cancel _8 AV + ^!Left Kick _4 AV + ^!Right Kick _6 AV + +:Super Combos: +Kouga _^_2_1_4x2_+_K A +^!Left Kick ^H A +^!Stomp Kick ^I A +^!Right Kick ^J A +Jakouha _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Guy +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+^W XAV +Tsukami Nage [_4/_6]_+^V XAV +^!Bushin-ryuu Seoi Nage _6_9_8_7_4_+^W XAV + +:Air Throws: +Izuna Otoshi _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Doujioshi SP ^H^H_+^G X +Kubi Kudaki _6_+^F XAV +Doujioshi SP _2_+^H_2_+^H_+^G X +Kamaitachi _3_+^J XAV +Hiji Otoshi _^_2_+^F XAV +Sankaku Tobi _^corner_6 XAV + +:Special Moves: +Forward Leap _2_3_6_+_P XAV +^!Bushin Izuna Otoshi ^-_P XAV +^!Izuna no Hiji Otoshi ^=_P XAV +Houzantou _2_1_4_+_P XAV +Hayagake~Kyuuteishi _2_3_6_+^H_K XAV +Hayagake~Kage Sukui _2_3_6_+^I_K XAV +Hayagake~Kubikari _2_3_6_+^J_K XAV +Bushin Senpuu Kyaku _2_1_4_+_K XAV +Bushin Gokusa Ken ^-^E^F^G^J XAV +Bushin-ryuu Seoi Nage ^-^E^F^G_2_+^J X + +:Super Combos: +Bushin Hassou Ken _2_3_6x2_+_P A +Bushin Gourai Kyaku _2_3_6x2_+_K A +Bushin Musou Renge (^M)_6_3_2_1_4x2_+_P XA +----------------------------------------------- +$end +$cmd +Karin Kanzuki +----------------------------------------------- +:Throws: +Yashiro Kuzushi [_4/_6]_+^W XAV +Homura Geri [_4/_6]_+^V XAV + +:Air Throws: +Abise Yashiro Kuzushi _^[_4/_6]_+[^W/^V] XAV + +:Command Moves: +Tsumuji-gari _6_+^I XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Guren Ken _2_3_6_+_P XAV +^!Guren Hou Shou _6_+_P XAV +^!Guren Mujin Kyaku _K XAV +^!Guren Chou Chuu _3_+_P_P XAV +^!Guren Yasha-Joudan _4_+_P XAV + _`reverse jump/high +^!Guren Yasha-Gedan _4_+_K XAV + _`reverse mid/low +^!Guren Ressen Ha _8_+_K XAV +^!Guren Kusabi _2_+_K XAV +Guren Ken _2_3_6_+_P_P XAV +^!Guren Hou Shou _P XAV +^!Guren Mujin Kyaku _K XAV +^!Guren Chou Chuu _3_+_P_P XAV +^!Guren Yasha-Joudan _4_+_P XAV + _`reverse jump/high +^!Guren Yasha-Gedan _4_+_K XAV + _`reverse mid/low +^!Guren Ressen Ha _8_+_K XAV +^!Guren Kusabi _2_+_K XAV +Hou Shou _6_2_3_+_P XAV +Mujin Kyaku _6_2_3_+_K XAV +Ressen Chou _4_2_1_+_P XAV +^!Ressen Chuu _P XAV +Ressen Ha _2_3_6_9_+_K XAV +Yasha Gaeshi-Joudan _2_1_4_+_P XAV + _`reverse jump/high +Yasha Gaeshi-Gedan _2_1_4_+_K XAV + _`reverse mid/low +Arakuma Inashi _x_+_K XAV + +:Super Combos: +Kanzuki-ryuu Shinpikaibyaku _2_3_6x2_+_P XA +Kanzuki-ryuu Kou'ou Ken _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+^W XAV +Tsukami Hiza Geri [_4/_6]_+^V XAV + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Inazuma Kakato Wari _6_+^I XAV +Ushiro Mawashi Geri _6_+^J XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Hadou Ken _2_3_6_+_P XAV +Shouryuu Ken _6_2_3_+_P XAV +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K XAV +Zenpou Tenshin _2_1_4_+_P AV +Zentou _2_3_6_+_S AV + +:Super Combos: +Shouryuu Reppa _2_3_6x2_+_P XA +Shinryuu Ken _2_3_6x2_+_X_K A +Shippuu Jinrai Kyaku (^M)_2_1_4x2_+_K A +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+^W XAV + +:Air Throws: +Psycho Fall _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Special Moves: +Psycho Crusher ^4_6_+_P X +Psycho Shot ^4_6_+_P AV +Double Knee Press ^4_6_+_K XAV +Head Press ^2_8_+_K XAV +^!Move [_4/_6] XAV +^!Somersault Skull Diver _P XAV +Somersault Skull Diver ^2_8_+_P XAV +^!Attack _P XAV +Warp-right _6_2_3_+[^U/^T] AV +Warp-left _4_2_1_+[^U/^T] AV + +:Super Combos: +Psycho Crusher ^4_6_4_6_+_P XA +Knee Press Nightmare ^4_6_4_6_+_K A +----------------------------------------------- +$end +$cmd +Rainbow Mika Nakanawa +----------------------------------------------- +:Throws: +German Suplex [_4/_6]_+^W XAV +Brain Buster [_4/_6]_+^V XAV +Headbutt [_1/_3]_+^W XAV + +:Air Throws: +Hip Buster _^[_4/_6]_+^W XAV +Neck Breaker _^[_4/_6]_+^V XAV + +:Command Moves: +Rainbow Sobat [_4/_6]_+^I X +Rainbow Sobat _6_+^I AV +Flying Body Attack _^diagonal_2_+^G XAV +Knee Drop _^diagonal_2_+^H XAV + +:Special Moves: +Flying Peach _2_1_4_+_P XAV +Shooting Peach _2_1_4_+_K XAV +Paradise Hold _x_+_P XAV +Daydream Headlock _x_+_X_K XAV +Wingless Airplane _^_6_3_2_1_4_+_K XAV + +:Super Combos: +Heavenly Dynamite _x_x_+_X_P A +Rainbow Hip Rush _2_3_6x2_+_P A +Sardine's Beach Special _2_3_6x2_+_K XA +^!Hashiri [^4/^6] XA + ^!Dageki~J. Ocean Drop Kick ^E XA + ^!Dageki~Mika Sliding ^F XA + ^!Dageki~Mika Lariat ^G XA + ^!Moonsault Press [_P/_N] XA + ^!Missile Kick _K XA + ^!Paradise Hold [^4/^6]_+_P XA + ^!Wingless Airplane [_4/_6]_+_K XA + ^!Tobikoshi [_K/collide] XA + ^!Haigotori _X[_P/_K] XA + ^!Enzui Lariat _P XA + ^!Enzui Drop Kick _K XA + ^!Rainbow Suplex [_4/_6]_+_P XA + ^!Daydream Headlock [_4/_6]_+_K XA +----------------------------------------------- +$end +$cmd +Rolento Schugerg +----------------------------------------------- +:Throws: +Colonel Carrier [_4/_6]_+^W XAV +Deadly Package [_4/_6]_+^V XAV + +:Air Throws: +Fatality Package _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch 1 _4_+^E V +Variable Punch 2 _4_+^F V +Variable Punch 3 _4_+^G V +Variable Kick 1 _4_+^H V +Variable Kick 2 _4_+^I V +Variable Kick 3 _4_+^J V + +:Command Moves: +High Jump tap_2_8 AV +Fake Rod _6_+^I XAV +Spike Rod _^_2_+^I XAV +Trick Landing _^landing[_4/_6]_+^T XAV + +:Special Moves: +Patroit Circle _2_3_6_+_Px3 XAV +Stinger _6_2_3_+_K[_P/_K] XAV +Mekong Delta Air Raid _2_1_4_+_P_P XAV +Mekong Delta Escape _2_1_4_+_K[_4/_6]_+_P XAV +Mekong Delta Attack ^U_P XAV + +:Super Combos: +Take No Prisoner _2_3_6x2_+_P XA +Steel Rain _2_3_6x2_+_K A +Mine Sweeper _2_1_4x2_+_P A +----------------------------------------------- +$end +$cmd +Rose +----------------------------------------------- +:Throws: +Soul Drain [_4/_6]_+^W XAV + +:Air Throws: +Soul Fade _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Soul-piette _6_+^J AV +Sliding _3_+^I XAV + +:Special Moves: +Soul Spark _4_1_2_3_6_+_P XAV +Soul Throw _6_2_3_+_P XAV +Soul Reflect-absorb _2_1_4_+^E XAV + _`absorb projectile + _`a next Soul Spark will do more damage +Soul Reflect-straight _2_1_4_+^F XAV + _`reflect projectile +Soul Reflect-upward _2_1_4_+^G XAV + _`reflect projectile +Soul Spiral _2_3_6_+_K XAV + +:Super Combos: +Aura Soul Throw _2_3_6x2_+_P XA +Aura Soul Spark _2_1_4x2_+_P A +Soul Illusion _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+^W XAV +Tomoe Nage [_4/_6]_+^V XAV + +:Air Throws: +Seoi Nage _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^E V +Variable Punch 2 _4_+^F V +Variable Punch 3 _4_+^G V +Variable Kick _4_+^J V + +:Command Moves: +Sakotsu Wari _6_+^F XAV +Seichuu Nidan Tsuki _6_+^G X V +Senpuu Kyaku _6_+^I AV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Hadou Ken _2_3_6_+_P XAV +Hadou no Kamae _2_3_6_+_S AV +Shakunetsu Hadou Ken _4_1_2_3_6_+_P XAV +Shouryuu Ken _6_2_3_+_P XAV +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K XAV + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P XA +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K A +Metsu Shouryuu Ken (^M)^-_2_3_6x2_+_K A +Shin Shouryuu Ken (^M)^=_2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+^W XAV +Tiger Rage [_4/_6]_+^V XAV + +:Air Throws: +Tiger Carry _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V + +:Command Moves: +Fake Kick ^I^I AV + +:Special Moves: +Tiger Shot-high _2_3_6_+_P XAV +Tiger Shot-low _2_3_6_+_K XAV +Tiger Uppercut _6_2_3_+_P X +Tiger Blow _6_2_3_+_P AV +Tiger Crush _2_3_6_9_+_K X +Tiger Crush _6_2_3_+_K AV + +:Super Combos: +Tiger Cannon _2_3_6x2_+_P A +Tiger Genocide _2_3_6x2_+_K XA +Tiger Raid _2_1_4x2_+_K A +Angry Charge _2_3_6_+_S A + _`a next Tiger Blow will do more damage +----------------------------------------------- +$end +$cmd +Sakura Kasugano +----------------------------------------------- +:Throws: +Sakura-jime [_4/_6]_+^W XAV +Sailor Shoot [_4/_6]_+^V XAV + +:Air Throws: +Sailor Fly _^[_4/_6]_+^V XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick _4_+^J V + +:Command Moves: +Flower Kick _6_+^I XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X + +:Special Moves: +Hadou Ken _2_3_6_+_X_P XAV +Shou'ou Ken _6_2_3_+_P XAV +Shunpuu Kyaku (_^)_2_1_4_+_K XAV +Sakura Otoshi _6_2_3_+_K_X_P AV + +:Super Combos: +Midare Zakura _2_3_6x2_+_K XA +Shinkuu Hadou Ken _2_3_6x2_+_P A +Haru Ichiban _2_1_4x2_+_K A +----------------------------------------------- +$end +$cmd +Sodom +----------------------------------------------- +:Throws: +Shogun Throw [_4/_6]_+[^W/^V] XAV + +:Air Throws: +Daimyo Throw _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V + +:Special Moves: +Jigoku Scrape _2_3_6_+_P XAV +Shiraha Catch _6_2_3_+_K XAV + _`reverse overhead +Butsumetsu Buster _x_+_P XAV +Daikyou Burning _x_+_K XAV +Yagura Reverse _4_2_1_+_K XAV +Kouten Okiagari landing_6_3_2_+_P XAV +^!Long Roll ^6 XAV +Tengu Walking landing_4_1_2_+_K XAV + +:Super Combos: +Meido no Miyage _2_3_6x2_+_P XA +Ten Chuu Satsu _x_x_+_P A +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+^W XAV + +:Air Throws: +Stardust Drop _^[_4/_6]_+^W XAV +Crescent Line _^[_4/_6]_+^V XAV + +:Command Moves: +Cosmic Smart _6_+^J XAV +Sankaku Tobi _^corner_6 XAV + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P XAV +Sky High Claw ^2_8_+_P XAV +Wall Pounce ^2_8_+_K XAV +^!Flying Barcelona Attack _P XAV +^!Izuna Drop ^-[_4/_6]_+_P XAV +Kabe Hari Tsuki ^2_8_+^T XAV + _`on his Stage +^!Flying Barcelona Attack _P XAV +^!Izuna Drop ^-[_4/_6]_+_P XAV +Backslash ^U XAV +Short Backslash ^T XAV +Scarlet Terror ^1_6_+_K V + +:Super Combos: +Rolling... ^1_3_1_9_+_K XA +^!Flying Barcelona Special _P XA +^!Izuna Drop ^-[_4/_6]_+_P XA +Hari Tsuki Rolling... ^1_3_1_9_+^T XA + _`on his Stage +^!Flying Barcelona Special _P XA +^!Izuna Drop ^-[_4/_6]_+_P XA +Scarlet Mirage ^4_6_4_6_+_K A +Red Impact (^M)^4_6_4_6_+_P A +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Brain Buster [_4/_6]_+^W XAV +Kamitsuki [_4/_6]_+^V XAV +Stomach Claw [_1/_3]_+^W XAV +Piledriver [_1/_3]_+^V XAV + +:Air Throws: +Flying Piledriver _^[_4/_6]_+^W XAV + +:Command Moves: +Headbutt _6_+^G X +Headbutt _6_+^F V +Dynamite Kick _1_+^I XAV +Russian Kick _1_+^J XAV +Body Press _^diagonal_2_+^G XAV +Double Knee Drop _^diagonal_2_+[^H/^I] XAV +Headbutt-air _^_8_+[^F/^G] XAV + +:Special Moves: +Double Lariat ^U XAV +^!Move [_4/_6] XAV +Quick Double Lariat ^T XAV +^!Move [_4/_6] XAV +Screw Piledriver _x_+_P XAV +Flying Powerbomb _x_+_K XAV +Atomic Suplex ^-_x_+_K XAV +Banishing Flat _6_3_2_+_P X +Banishing Flat _6_2_3_+_P AV + +:Super Combos: +Final Atomic Buster _x_x_+_P XA +Aerial Russian Slam _2_3_6x2_+_K A +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Balrog + - needs a Red Title Screen + - at the Character Select Screen + - put the cursor on Karin for 5sec + - move to any Random Select Square + - _O_Spress[_P/_K] + +*Play with Juli + - needs a Red Title Screen + - at the Character Select Screen + - put the cursor on Karin for 5sec + - move to [left/right] Random Select Square + - [^4/^6]press[_P/_K] + +*Play with Juni + - needs a Red Title Screen + - at the Character Select Screen + - put the cursor on Karin for 5sec + - move to [top/bottom] Random Select Square + - [^8/^2]press[_P/_K] +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+^W XAV + +:Air Throws: +Head Bomber _^[_4/_6]_+^W XAV + +:Variable Attacks: +Variable Punch 1 _4_+^F V +Variable Punch 2 _4_+^G V +Variable Kick 1 _4_+^I V +Variable Kick 2 _4_+^J V + +:Command Moves: +Doujioshi SP ^E^E_+^G X +Doujioshi SP ^E_2_+^E_+^G X + +:Special Moves: +Dash Straight-high ^4_6_+_P XAV +Dash Straight-low ^4_3_+_P AV +Dash Upper-high ^4_6_+_K XAV +Dash Upper-low ^4_3_+_K AV +Buffalo Head reversal^2_8_+_P A +Buffalo Head ^2_8_+_P V +Turn Punch _O[^U/^T] XAV + +:Super Combos: +Crazy Buffalo ^4_6_4_6_+[_P/_K] X +^!Crazy Straight _O_P X +^!Crazy Upper _O_K X +Crazy Buffalo ^4_6_4_6_+_P A +^!Crazy Straight _O_P A +^!Crazy Upper _O_K A +Gigaton Blow (^M)^4_6_4_6_+_K A +----------------------------------------------- +$end +$cmd +Juli +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+^W XAV +Frankensteiner [_4/_6]_+^V XAV + +:Air Throws: +Flying Neck Hunt _^[_4/_6]_+^W XAV +Frankensteiner _^[_4/_6]_+^V XAV + +:Command Moves: +Doujioshi SP ^H^H_+^G X +Falling Arc _6_+^I XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X +Psycho Charge Beta ^T XAV + _`Dramatic Battle Only + _`restore a small amount of life +Psycho Charge Gamma Only for CPU XAV + _`Dramatic Battle Only + +:Special Moves: +Sniping Arrow _2_3_6_+_K XAV +Cannon Spike _6_2_3_+_K XAV +Axel Spin Knuckle _6_3_2_1_4_+_P XAV + +:Super Combos: +Spin Drive Smasher _2_3_6x2_+_K A +Reverse Shaft Breaker _2_1_4x2_+_X_K XA +Psycho Rolling _2_3_6x2_+_P A + _`Dramatic Battle Only +Death Cross Dancing (^M)^E^E_6^H^G A + _`Dramatic Battle Only +----------------------------------------------- +$end +$cmd +Juni +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+^W XAV +Frankensteiner [_4/_6]_+^V XAV + +:Air Throws: +Flying Neck Hunt _^[_4/_6]_+^W XAV +Frankensteiner _^[_4/_6]_+^V XAV + +:Command Moves: +Doujioshi SP ^H^H_+^G X +Falling Arc _6_+^I XAV +Doujioshi SP _2_+^H^H_+^G X +Doujioshi SP _2_+^H_2_+^H_+^G X +Psycho Shield block_6_+^U X +Psycho Shield (_^)block_6_+^U AV +Psycho Charge Alpha ^U XAV + _`Dramatic Battle Only + _`restore a small amount of Super bar + +:Special Moves: +Spiral Arrow (_^)^4_6_+_K XAV +Cannon Spike ^2_8_+_K XAV +Mach Slide _2_3_6_+_K XAV +Cannon Strike _^forward_2_3_6_+_K XAV +Hooligan Combination _1_2_3_6_9_+_P XAV +^!Cancel _K XAV +^!Razor Edge Slicer _N XAV +^!Fatal Leg Twister ^-head[_4/_6]_+_K XAV +^!Cross Scissor Pressure ^-legs[_4/_6]_+_K XAV +Earth Direct _x_+_P XAV + +:Super Combos: +Psycho Streak ^4_6_4_6_+_P XA +Spin Drive Smasher ^1_3_1_9_+_K A +Psycho Rolling _2_3_6x2_+_P A + _`Dramatic Battle Only +Death Cross Dancing (^M)^E^E_6^H^G A + _`Dramatic Battle Only +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Title Color Chart +Cream - (default color) +Green - Classical Mode +Red - Unlock secret characters +Dark Blue - Mazi Mode +Purple - Saikyou Mode +Light Blue - Can select the 3 Battle Modes + +*Operator's Code + - after all codes + - exit Test Mode + - insert a coin and_O_S + - restart the machine + + Green + - at the Test Mode + - go into COLOR and press + - ^Hon player 1 + - ^Jon player 2 + - ^Fon player 1 + - ^Fon player 2 + - _8on player 1 + - _S_+^Eon player 1 + - 'TRADITIONAL FIGHT BEGINS' should appear. + + Red + - at the Test Mode + - go into INPUT and press + - ^Eon player 1 + - ^Eon player 1 + - _6on player 1 + - ^Hon player 1 + - ^Gon player 1 + - _S_+^Eon player 1 + - 'HERE COME NEW CHALLENGERS' should appear. + + Purple + - at the Test Mode + - go into GAME DATA and press + - _6on player 2 + - _2on player 2 + - _4on player 1 + - ^Jon player 2 + - _6on player 1 + - _2on player 1 + - ^Eon player 2 + - _8on player 1 + - _S_+^Eon player 1 + - 'ENJOY NEW FIGHTING STYLE' should appear. + +*Modes of Play +Classic Mode +- needs a Green Title Screen +- after insert a coin_O^G_+^Jpress_S + +Mazi Mode +- needs a Dark Blue Title Screen +- after insert a coin_O^F_+^Ipress_S + +Saikyo Mode +- needs a Purple Title Screen +- after insert a coin_O^E_+^Hpress_S + +*Final Battle Mode + - needs a Light Blue Title Screen + - after select your ISM_O_S_+^E_+^I_+^G + +*Dramatic Battle Mode + - needs a Light Blue Title Screen + - after insert a coin_O^Tpress_S + +*Survival Mode + - needs a Light Blue Title Screen + - after insert acoin_O^Upress_S +----------------------------------------------- +$end + +$info=sfa, sfzch +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter Alpha: Warriors' Dreams +Street Fighter Zero +CPS Changer - Street Fighter Zero +CPS Changer - Street Fighter Alpha +(c)1995 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 2nd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Combos: +needs 1LV if made with[_P/_K] +needs 2LV if made with[^W/^V] +needs 3LV if made with[^U/^T] + +:Alpha Counters: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^G/^J] + +:Recovery Moves: +Safe Roll landing_4_1_2_+[_P/_K] +----------------------------------------------- +$end +$cmd +Adon +----------------------------------------------- +:Throws: +Jaguar Carry [_4/_6]_+[^F/^G] +Jaguar Slam [_4/_6]_+[^I/^J] + +:Command Moves: +Jutting Kick _3_+^I + +:Special Moves: +Rising Jaguar _2_3_6_9_+_K +Jaguar Kick _4_2_1_+_K +Jaguar Tooth _6_3_2_1_4_+_K + +:Super Combos: +Jaguar Varied Assault _2_3_6x2_+_P +^!Jaguar Thousand (^M)_X_P +^!Jaguar Assasin (^M)_X_K +Jaguar Revolver _2_1_4x2_+_K + +:Alpha Counter: +Rising Jaguar block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +Birdie +----------------------------------------------- +:Throws: +Bull Spike [_4/_6]_+[^F/^G] +Bad Throw [_4/_6]_+[^I/^J] + +:Command Moves: +Body Slam _^_2_+^G + +:Special Moves: +Murderer Chain _x_+_P +Bull Head ^4_6_+_P +Bull Horn _O[^W/^V] + +:Super Combos: +The Birdie ^4_6_4_6_+_P +Bull Revenger _2_3_6x2_+[_P/_K] + +:Alpha Counter: +Bull Head block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +Charlie +(Nash on Japanese Version) +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+[^F/^G] +Knee Gatling [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Buster Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Spinning Back Knuckle _6_+^G +Jump Sobat [_4/_6]_+^I +Step Kick [_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K + +:Super Combos: +Sonic Break ^4_6_4_6_+_X_P +Crossfire Blitz ^4_6_4_6_+_K +Somersault Justice ^1_3_1_9_+_K + +:Alpha Counter: +Spinning Back Knuckle block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen ^4_6_4_6_+_K +Hazan Tenshou Kyaku ^1_3_1_9_+_K + +:Alpha Counter: +Crouch Medium Kick block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +Guy +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tsukami Nage [_4/_6]_+[^I/^J] +^!Bushin-ryuu Seoi Nage _6_9_8_7_4_+[^F/^G] + +:Air Throws: +Izuna Otoshi _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kubi Kudaki _6_+^F +Kamaitachi _3_+^J +Hiji Otoshi _^_2_+^F +Sankaku Tobi _^corner_6 + +:Special Moves: +Forward Leap _2_3_6_+_P +^!Bushin Izuna Otoshi ^-_P +^!Izuna no Hiji Otoshi ^=_P +Hayagake~Kyuuteishi _2_3_6_+^H_K +Hayagake~Kage Sukui _2_3_6_+^I_K +Hayagake~Kubikari _2_3_6_+^J_K +Bushin Senpuu Kyaku _2_1_4_+_K +Bushin Gokusa Ken ^-^E^F^G^J + +:Super Combos: +Bushin Hassou Ken _2_3_6x2_+_P +^!Bushin Starter (2LV/^M)_P +Bushin Gourai Kyaku _2_3_6x2_+_K + +:Alpha Counter: +Crouch Medium Kick block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+[^F/^G] + +:Command Moves: +Inazuma Kakato Wari _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +Zenpou Tenshin _2_1_4_+_P + +:Super Combos: +Shouryuu Reppa _2_3_6x2_+_P +Shinryuu Ken _2_3_6x2_+_X_K + +:Alpha Counter: +Shouryuu Ken block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +Rose +----------------------------------------------- +:Throws: +Soul Drain [_4/_6]_+[^F/^G] + +:Command Moves: +Sliding _3_+^I + +:Special Moves: +Soul Spark _4_1_2_3_6_+_P +Soul Throw _6_2_3_+_P +Soul Reflect-absorb _2_1_4_+^E + _`absorb projectile + _`a next Soul Spark will do more damage +Soul Reflect-straight _2_1_4_+^F + _`reflect projectile +Soul Reflect-upward _2_1_4_+^G + _`reflect projectile + +:Super Combos: +Aura Soul Spark _2_1_4x2_+_P +Aura Soul Throw _2_3_6x2_+_P +Soul Illusion _2_3_6x2_+_K + +:Alpha Counter: +Soul Throw block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K + +:Alpha Counter: +Shouryuu Ken block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Rage [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Blow _6_2_3_+_P +Tiger Crush _6_2_3_+_K + +:Super Combos: +Tiger Cannon _2_3_6x2_+_P +Tiger Genocide _2_3_6x2_+_K +Tiger Raid _2_1_4x2_+_K + +:Alpha Counter: +Standing Medium Kick block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +Sodom +----------------------------------------------- +:Throws: +Shogun Throw [_4/_6]_+[^F/^I/^G/^J] + +:Special Moves: +Jigoku Scrape _6_2_3_+_P +Butsumetsu Buster _x_+_P +Daikyou Burning _x_+_K +Kouten Okiagari landing_6_3_2_+_P +Tengu Walking landing_4_1_2_+_K + +:Super Combos: +Meido no Miyage _2_3_6x2_+_P +Ten Chuu Satsu _x_x_+_P + +:Alpha Counter: +Jigoku Scrape block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma + - at the Character Select Screen + - put the cursor on "?" box on your side + - _O_Sand press: + + Player 1 + - _2_2_2_4_4_4_+[^E_+^G/^H_+^J] + + Player 2 + - _2_2_2_6_6_6_+[^E_+^G/^H_+^J] + +*Play with Dan Hibiki + - after insert a credit_O_S + - at the Character Select Screen + - put the cursor on "?" Box + - [^E^H^I^J^G^F/^G^J^I^H^E^F] + +*Play with M. Bison + - at the Character Select Screen + - put the cursor on "?" box on your side + - _O_Sand press: + + Player 1 + - _2_2_4_4_2_4_4_+[^E_+^G/^H_+^J] + + Player 2 + - _2_2_6_6_2_6_6_+[^E_+^G/^H_+^J] +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Tenma Kuujin Kyaku _^forward_2_+^I + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Shakunetsu Hadou Ken _4_1_2_3_6_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Hyakki Shuu _2_3_6_9_+_P +^!Hyakki Gou Zan _N +^!Hyakki Gou Shou _P +^!Hyakki Gou Sen _K +^!Hyakki Gou Sai ^-[_4/_6]_+_P +^!Hyakki Gou Tsui ^-foe in air[_4/_6]_+_K +Zenpou Tenshin _2_1_4_+_P +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Super Combos: +Messatsu Gou Shouryuu _2_3_6x2_+_P +Messatsu Gou Hadou _6_3_2_1_4x2_+_P +Tenma Gou Zankuu _^_2_3_6x2_+_P +Shun Goku Satsu (^M)^E^E_6^H + +:Alpha Counter: +Crouch Strong Kick block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] + +:Special Moves: +Gadou Ken _2_3_6_+_P +Kouryuu Ken _6_2_3_+_P +Dankuu Kyaku _2_1_4_+_K + +:Super Combos: +Shinkuu Gadou Ken _2_3_6x2_+_P +Hisshou Burai Ken _2_1_4x2_+_K +Kouryuu Rekka _2_3_6x2_+_K + +:Alpha Counter: +Crouch Strong Kick block_4_1_2_+_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Shot ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver ^2_8_+_P +^!Attack _P +Warp-right _6_2_3_+[^U/^T] +Warp-left _4_2_1_+[^U/^T] + +:Super Combos: +Psycho Crusher ^4_6_4_6_+_P +Knee Press Nightmare ^4_6_4_6_+_K + +:Alpha Counter: +Standing Medium Punch block_4_1_2_+_P +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Select Win Quote + - after win a match^2_+_O[^U/^T] + +*Dramatic Battle Mode + - player 1 put the cursor on Ryu_O_Spress_8_8 + - _8_8_+^E + - player 2 put the cursor on Ken_O_Spress_8_8 + - _8_8_+^G + - only on Vs. mode + - doesn't work on CPS Changer + +*Fight Akuma + - at the Character Select Screen_O_S_+^F_+^I + +*Fight Dan + - win 5 matchs with the same winning quote + - don't lose any rounds +----------------------------------------------- +$end + +$info=sf2 +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter II - The World Warrior +(c)1991 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F + +:Special Moves: +Electric Thunder _X_P +Rolling Attack ^4_6_+_P +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Spinning Bird Kick ^2_8_+_K +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F +Saba Ori [_4/_6]_+^G +Sekkan Kyaku [_4/_6]_+^J + +:Command Moves: +Hiza Geri ^-[_4/_6]_+^I + +:Special Moves: +Hyakuretsu Harite _X_P +Super Zutsuki ^4_6_+_P +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F +Dragon Suplex [_4/_6]_+^G + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] +Flying Buster Drop _^[_4/_6]_+[^I/^J] + +:Command Moves: +Knee Bazooka ^-[_4/_6]_+^I +Jump Sobat ^-[_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F +Back Throw [_4/_6]_+^G +German Suplex [_4/_6]_+^I +Knee Smash [_4/_6]_+^J +Iron Claw ^=[_4/_6]_+^F +Kamitsuki ^=[_4/_6]_+^G +Ground Slam _2_+^F +Leg Throw _2_+^G +Stomach Claw ^=_2_+[^F/^G] + +:Command Moves: +Body Press _^diagonal_2_+^G +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +Screw Piledriver _x_+_P +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Character Stats + - during the demo fight in attract mode + - _8_8_2_2_4_6_4_6_+^F^Eon Player 2 +----------------------------------------------- +$end + +$info=sf2ce +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter II' - Champion Edition +(c)1992 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+[^F/^G] + +:Special Moves: +Dash Straight ^4_6_+_P +Dash Upper ^4_6_+_K +Turn Punch _O[^U/^T] +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F + +:Special Moves: +Electric Thunder _X_P +Rolling Attack ^4_6_+_P +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kouhou Kaiten Kyaku ^-_6_+^I +Kaku Kyaku Raku ^-_6_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Spinning Bird Kick ^2_8_+_K +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F +Saba Ori [_4/_6]_+^G +Sekkan Kyaku [_4/_6]_+^J + +:Command Moves: +Hiza Geri ^-[_4/_6]_+^I + +:Special Moves: +Hyakuretsu Harite _X_P +^!Move [_4/_6] +Super Zutsuki ^4_6_+_P +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F +Dragon Suplex [_4/_6]_+^G + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] +Flying Buster Drop _^[_4/_6]_+[^I/^J] + +:Command Moves: +Knee Bazooka [_4/_6]_+^I +Jump Sobat ^-[_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Crusher ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Drive _P +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Uppercut _6_2_3_+_P +Tiger Crush _2_3_6_9_+_K +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Stardust Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P +Backslash _4_4 +Wall Pounce ^2_8_+_K +^!Flying Barcelona Attack _P +^!Izuna Drop ^-[_4/_6]_+_P +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F +Back Throw [_4/_6]_+^G +German Suplex [_4/_6]_+^I +Knee Smash [_4/_6]_+^J +Iron Claw ^=[_4/_6]_+^F +Kamitsuki ^=[_4/_6]_+^G +Ground Slam _2_+^F +Leg Throw _2_+^G +Stomach Claw ^=_2_+[^F/^G] + +:Command Moves: +Body Press _^diagonal_2_+^G +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Screw Piledriver _x_+_P +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Character Stats + - during the demo fight in attract mode + - _8_8_2_2_4_6_4_6_+^F^Eon player 2 + +*Outfit Scheme + - [_P/_K]: 1st Outfit + - _S: 2nd Outfit +----------------------------------------------- +$end + +$info=sf2hf, sf2hfu, sf2hfj +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter II' - Hyper Fighting +Street Fighter II' Turbo - Hyper Fighting +(c)1992 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 3rd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+[^F/^G] + +:Special Moves: +Dash Straight ^4_6_+_P +Dash Upper ^4_6_+_K +Turn Punch _O[^U/^T] +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F + +:Special Moves: +Electric Thunder _X_P +Rolling Attack ^4_6_+_P +Vertical Rolling ^2_8_+_K +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kouhou Kaiten Kyaku ^-_6_+^I +Kaku Kyaku Raku ^-_6_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Spinning Bird Kick (_^)^2_8_+_K +Kikou Ken _4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P +Yoga Teleport-right _6_2_3_+[^U/^T] +Yoga Teleport-left _4_2_1_+[^U/^T] +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F +Saba Ori [_4/_6]_+^G +Sekkan Kyaku [_4/_6]_+^J + +:Command Moves: +Hiza Geri ^-[_4/_6]_+^I + +:Special Moves: +Hyakuretsu Harite _X_P +^!Move [_4/_6] +Super Zutsuki ^4_6_+_P +Super Hyakkan Otoshi ^2_8_+_K +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F +Dragon Suplex [_4/_6]_+^G + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] +Flying Buster Drop _^[_4/_6]_+[^I/^J] + +:Command Moves: +Knee Bazooka [_4/_6]_+^I +Jump Sobat ^-[_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Crusher ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Drive _P +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Uppercut _6_2_3_+_P +Tiger Crush _2_3_6_9_+_K +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Stardust Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P +Backslash ^U +Wall Pounce ^2_8_+_K +^!Flying Barcelona Attack _P +^!Izuna Drop ^-[_4/_6]_+_P +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F +Back Throw [_4/_6]_+^G +German Suplex [_4/_6]_+^I +Knee Smash [_4/_6]_+^J +Iron Claw ^=[_4/_6]_+^F +Kamitsuki ^=[_4/_6]_+^G +Ground Slam _2_+^F +Leg Throw _2_+^G +Stomach Claw ^=_2_+[^F/^G] + +:Command Moves: +Body Press _^diagonal_2_+^G +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver _x_+_P +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - [_P/_K]: 1st Outfit + - _S: 2nd Outfit +----------------------------------------------- +$end + +$info=sfz2al +$cmd +*---INFO---* +----------------------------------------------- +Street Fighter Zero 2 Alpha +(c)1996 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 4th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +(^M): needs 3LV + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Super Combos: +needs 1LV if made with[_P/_K] +needs 2LV if made with[^W/^V] +needs 3LV if made with[^U/^T] +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^G/^J] + +:Recovery Moves: +Safe Roll landing_4_1_2_+[_P/_K] + +:Counter Moves: +Alpha Counter (1.5LV)block_4_1_2_+[_P/_K] + +:Command Moves: +Custom Combo (1LV)^G_+^J +----------------------------------------------- +$end +$cmd +Adon +----------------------------------------------- +:Throws: +Jaguar Carry [_4/_6]_+[^F/^G] +Jaguar Slam [_4/_6]_+[^I/^J] + +:Command Moves: +Jaguar Crunch _6_+^F +Jutting Kick _3_+^I + +:Special Moves: +Jaguar Kick _2_3_6_+_K +Rising Jaguar _6_2_3_+_K +Jaguar Tooth _6_3_2_1_4_+_K + +:Super Combos: +Jaguar Varied Assault _2_3_6x2_+_P +^!Jaguar Thousand (^M)_X_P +^!Jaguar Assassin (^M)_X_K +Jaguar Revolver _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+^I +Jigoku Guruma [_4/_6]_+^J + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Tenma Kuujin Kyaku _^forward_2_+^I + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Shakunetsu Hadou Ken _6_3_2_1_4_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Zenpou Tenshin _2_1_4_+_P +Hyakki Shuu _1_2_3_6_9_+_P +^!Hyakki Gou Zan _N +^!Hyakki Gou Shou _P +^!Hyakki Gou Sen _K +^!Hyakki Gou Sai ^-[_4/_6]_+_P +^!Hyakki Gou Tsui ^-foe in air[_4/_6]_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Super Combos: +Messatsu Gou Hadou _6_3_2_1_4x2_+_P +Messatsu Gou Shouryuu _2_3_6x2_+_P +Tenma Gou Zankuu _^_2_3_6x2_+_P +Shun Goku Satsu (^M)^E^E_6^H^G +----------------------------------------------- +$end +$cmd +Birdie +----------------------------------------------- +:Throws: +Bull Spike [_4/_6]_+[^F/^G] +Bad Throw [_4/_6]_+[^I/^J] + +:Command Moves: +Body Slam _^_2_+^G + +:Special Moves: +Murderer Chain _x_+_P +Bandit Chain _x_+_K +Bull Head ^4_6_+_P +Bull Horn _O[^W/^V] + +:Super Combos: +The Birdie ^4_6_4_6_+_P +Bull Revenger _2_3_6x2_+[_P/_K] +----------------------------------------------- +$end +$cmd +Charlie +(Nash on Japanese Version) +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+[^F/^G] +Knee Gatling [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Buster Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Spinning Back Knuckle _6_+^G +Jump Sobat [_4/_6]_+^I +Step Kick [_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K + +:Super Combos: +Sonic Break ^4_6_4_6_+_X_P +Crossfire Blitz ^4_6_4_6_+_K +Somersault Justice ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Kikouken _4_1_2_3_6_+_P +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen ^4_6_4_6_+_K +Hazan Tenshou Kyaku ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] + +:Command Moves: +Kuuchuu Chouhatsu _^_S +Shagami Chouhatsu crouch_S + +:Special Moves: +Gadou Ken _2_3_6_+_P +Kouryuu Ken _6_2_3_+_P +Dankuu Kyaku _2_1_4_+_K +Zenten Chouhatsu _2_3_6_+_S +Kouten Chouhatsu _2_1_4_+_S + +:Super Combos: +Shinkuu Gadou Ken _2_3_6x2_+_P +Hisshou Burai Ken _2_1_4x2_+_K +Kouryuu Rekka _2_3_6x2_+_K +Chouhatsu Densetsu _2_3_6x2_+_S +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Yoga Palm _6_+^E +Yoga Shock _4_+_O^E +Shutou Chop _4_+^F +Yoga Headbutt _4_+^G +Short Mid Kick _4_+^H +Short High Kick _4_+^I +Yoga Knee Kick _4_+^J +Short Mid Punch _1_+_P +Short Low Kick _1_+_K +Kuuchuu Chouhatsu _^_S +Air Short Punch _^_4_+_P +Air Short Kick _^_4_+_K +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+_K + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _6_3_2_1_4_+_P +Yoga Blast _6_3_2_1_4_+_K +Yoga Teleport-right (_^)_6_2_3_+[^U/^T] +Yoga Teleport-left (_^)_4_2_1_+[^U/^T] +Yoga Escape landing_4_1_2_+_K + +:Super Combos: +Yoga Inferno _2_3_6x2_+_P +Yoga Strike _2_3_6x2_+_K +Yoga Tempest _6_3_2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Gen +----------------------------------------------- + _& SOU-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+[^F/^G] +Houzen [_4/_6]_+[^I/^J] + +:Command Moves: +Ansatsu Ken_&Ki-ryuu Style (_^)^T + +:Special Moves: +Hyakurenkou _X_P +Gekirou _6_2_3_+_X_K + +:Super Combos: +Zan'ei _2_3_6x2_+_P +Shitenshuu _2_1_4x2_+_P + + _& KI-RYUU STYLE MOVES _& +:Throws: +Juraku [_4/_6]_+[^F/^G] +Houzen [_4/_6]_+[^I/^J] + +:Command Moves: +Ansatsu Ken_&Sou-ryuu Style (_^)^U +Uken~Shakudan _^^J^J + +:Special Moves: +Jasen ^4_6_+_P +Ouga ^2_8_+_K +^!Cancel _4 +^!Short Kick _N +^!Long Kick _6 +^!Stomp Kick _8 + ^!Cancel _8 + ^!Left Kick _4 + ^!Right Kick _6 + +:Super Combos: +Kouga _^_2_1_4x2_+_K +^!Left Kick ^H +^!Stomp Kick ^I +^!Right Kick ^J +Jakouha _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Guy +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tsukami Nage [_4/_6]_+[^I/^J] +^!Bushin-ryuu Seoi Nage _6_9_8_7_4_+[^F/^G] + +:Air Throws: +Izuna Otoshi _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kubi Kudaki _6_+^F +Kamaitachi _3_+^J +Hiji Otoshi _^_2_+^F +Sankaku Tobi _^corner_6 + +:Special Moves: +Forward Leap _2_3_6_+_P +^!Bushin Izuna Otoshi ^-_P +^!Izuna no Hiji Otoshi ^=_P +Houzantou _2_1_4_+_P +Hayagake~Kyuuteishi _2_3_6_+^H_K +Hayagake~Kage Sukui _2_3_6_+^I_K +Hayagake~Kubikari _2_3_6_+^J_K +Bushin Senpuu Kyaku _2_1_4_+_K +Bushin Gokusa Ken ^-^E^F^G^J + +:Super Combos: +Bushin Hassou Ken _2_3_6x2_+_P +Bushin Gourai Kyaku _2_3_6x2_+_K +Bushin Musou Renge (^M)_6_3_2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+[^F/^G] + +:Command Moves: +Inazuma Kakato Wari _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +Zenpou Tenshin _2_1_4_+_P +Zentou _2_3_6_+_S + +:Super Combos: +Shouryuu Reppa _2_3_6x2_+_P +Shinryuu Ken _2_3_6x2_+_X_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Psycho Fall _^[_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Shot ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver ^2_8_+_P +^!Attack _P +Warp-right _6_2_3_+[^U/^T] +Warp-left _4_2_1_+[^U/^T] + +:Super Combos: +Psycho Crusher ^4_6_4_6_+_P +Knee Press Nightmare ^4_6_4_6_+_K +----------------------------------------------- +$end +$cmd +Rolento Schugerg +----------------------------------------------- +:Throws: +Colonel Carrier [_4/_6]_+[^F/^G] +Deadly Package [_4/_6]_+[^I/^J] + +:Command Moves: +High Jump _2_8 +Fake Rod _6_+^I +Spike Rod _^_2_+^I +Trick Landing _^landing[_4/_6]_+^T + +:Special Moves: +Patroit Circle _2_3_6_+_Px3 +Stinger _6_2_3_+_K[_P/_K] +Mekong Delta Air Raid _2_1_4_+_P_P +Mekong Delta Escape _2_1_4_+_K[_4/_6]_+_P +Mekong Delta Attack ^U_P + +:Super Combos: +Mine Sweeper _2_1_4x2_+_P +Take No Prisoner _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Rose +----------------------------------------------- +:Throws: +Soul Drain [_4/_6]_+[^F/^G] + +:Command Moves: +Soul-piette _6_+^J +Sliding _3_+^I + +:Special Moves: +Soul Spark _4_1_2_3_6_+_P +Soul Throw _6_2_3_+_P +Soul Reflect-absorb _2_1_4_+^E + _`absorb projectile + _`a next Soul Spark will do more damage +Soul Reflect-straight _2_1_4_+^F + _`reflect projectile +Soul Reflect-upward _2_1_4_+^G + _`reflect projectile +Soul Spiral _2_3_6_+_K + +:Super Combos: +Aura Soul Spark _2_1_4x2_+_P +Aura Soul Throw _2_3_6x2_+_P +Soul Illusion _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Hadou no Kamae _2_3_6_+_S +Shakunetsu Hadou Ken _4_1_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Rage [_4/_6]_+[^F/^G] + +:Command Moves: +Fake Kick ^I^I + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Blow _6_2_3_+_P +Tiger Crush _6_2_3_+_K + +:Super Combos: +Tiger Cannon _2_3_6x2_+_P +Tiger Genocide _2_3_6x2_+_K +Tiger Raid _2_1_4x2_+_K +Angry Charge _2_3_6_+_S + _`a next Tiger Blow will do more damage +----------------------------------------------- +$end +$cmd +Sakura Kasugano +----------------------------------------------- +:Throws: +Sakura-jime [_4/_6]_+[^F/^G] +Sailor Shoot [_4/_6]_+[^I/^J] + +:Command Moves: +Flower Kick _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_X_P +Shou'ou Ken _6_2_3_+_P +Shunpuu Kyaku _2_1_4_+_K +Sakura Otoshi _6_2_3_+_K_X_P + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Haru Ichiban _2_1_4x2_+_K +Midare Zakura _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Sodom +----------------------------------------------- +:Throws: +Shogun Throw [_4/_6]_+[^F/^G/^I/^J] + +:Special Moves: +Jigoku Scrape _2_3_6_+_P +Shiraha Catch _6_2_3_+_K + _`reverse overhead +Butsumetsu Buster _x_+_P +Daikyou Burning _x_+_K +Kouten Okiagari landing_6_3_2_+_P +Tengu Walking landing_4_1_2_+_K + +:Super Combos: +Meido no Miyage _2_3_6x2_+_P +Ten Chuu Satsu _x_x_+_P +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Brain Buster [_4/_6]_+[^F/^G] +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw _3_+[^F/^G] + +:Command Moves: +Dynamite Kick _1_+^I +Russian Kick _1_+^J +Body Press _^diagonal_2_+^G +Double Knee Drop _^diagonal_2_+[^H/^I] +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver _x_+_P +Flying Powerbomb _x_+_K +Atomic Suplex ^-_x_+_K +Banishing Flat _6_2_3_+_P + +:Super Combos: +Final Atomic Buster _x_x_+_P +Aerial Russian Slam _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Chun-Li 'SF2 + - at the Character Select Screen + - put the cursor on Chun-Li_S_S + +*Play with Chun-Li 'SF2 Outfit + - at the Character select Screen + - put the cursor on Chun-Li_S + +*Play with Dhalsim 'SF2 + - at the Character Select Screen + - put the cursor on Dhalsim_S + +*Play with Evil Ryu + - at the Character Select Screen + - put the cursor on Ryu_S_S + +*Play with Ken 'SF2 + - at the Character Select Screen + - put the cursor on Ken_S + +*Play with M. Bison 'SF2 + - at the Character Select Screen + - put the cursor on M. Bison_S + +*Play with Ryu 'SF2 + - at the Character Select Screen + - put the cursor on Ryu_S + +*Play with Sagat 'SF2 + - at the Character Select Screen + - put the cursor on Sagat_S + +*Play with Sakura 'Special Outfit + - at the Character select Screen + - put the cursor on Sakura_S_S_S_S_S + - she use the same moves of Sakura + +*Play with Zangief 'SF2 + - at the Character Select Screen + - put the cursor on Zangief_S +----------------------------------------------- +$end +$cmd +Chun-Li 'SF2 +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Sen'en Shuu ^2_8_+_K + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Chun-Li 'SF2 Outfit +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Kikouken ^4_6_+_P +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6x2_+_P +Houyoku Sen ^4_6_4_6_+_K +Hazan Tenshou Kyaku ^1_3_1_9_+_K +----------------------------------------------- +$end +$cmd +Dhalsim 'SF2 +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Evil Ryu +(Satsui no Hadou Ryu on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I + +:Special Moves: +Hadou Ken _2_3_6_+_P +Hadou no Kamae _2_3_6_+_S +Shakunetsu Hadou Ken _4_1_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Super Combos: +Shinkuu Hadou Ken _2_3_6x2_+_P +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4x2_+_K +Messatsu Gou Shouryuu _2_3_6x2_+_K +Shun Goku Satsu (^M)^E^E_6^H^G +----------------------------------------------- +$end +$cmd +Ken 'SF2 +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Command Moves: +Doujioshi SP _2_+^H^H_+^G + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +M. Bison 'SF2 +(Vega 'SF2 on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Crusher ^4_6_+_P +Double Knee Press ^4_6_+_K +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Ryu 'SF2 +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Command Moves: +Doujioshi SP _2_+^H^H_+^G + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku _2_1_4_+_K + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Sagat 'SF2 +----------------------------------------------- +:Throws: +Tiger Rage [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Blow _6_2_3_+_P +Tiger Crush _2_3_6_9_+_K + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +Zangief 'SF2 +----------------------------------------------- +:Throws: +Brain Buster [_4/_6]_+[^F/^G] +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw _3_+[^F/^G] + +:Command Moves: +Body Press _^diagonal_2_+^G +Double Knee Drop _^diagonal_2_+[^H/^I] +Headbutt _^_8_+[^F/^G] + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Screw Piledriver _x_+_P + +:Additional Notes: +_`can't use Tech Hit +_`can't use Safe Roll +_`can't use Alpha Counter +_`can't use Custom Combo +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Mid-Boss + - win 5 rounds with SuperCombo or CustomCombo + - don't lose any rounds + +*Fight Shin Akuma + - win 3 rounds with Perfect + - win 5 rounds with SuperCombo or CustomCombo + - don't lose any rounds + +*Dramatic Battle Mode + - after insert a coin_O^Tpress_S + +*Survival Mode + - after insert a coin_O^Upress_S + +*Shin Gouki Mode + - after insert a coin_O^F_+^Ipress_S +----------------------------------------------- +$end + +$info=sdodgeb +$cmd +*---INFO---* +----------------------------------------------- +Super Dodge Ball +Kunio no Nekketsu Toukyuu Densetsu +(c)1996 Technos +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: February 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +:Offense: +_A: Throw Ball +_B: Pass +_C: Jump +_D: Fake + +:Defense: +_A: Catch Ball/Block +_B: Dodge Ball/Crouch +_C: Jump +_D: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward + +:Others: +_+: press the motions together + +:Desperation Moves: +needs Power Max +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6_6 +Retreat _4_4 +----------------------------------------------- +$end +$cmd +Offense Moves +----------------------------------------------- +:Special Moves: +Special 1 _2_3_6_+_A + _`Main character only +Special 2 _6_2_3_+_A + +:Desperation Moves: +Tag Team Super _6_4_1_2_3_6_+_A + _`Main character only +----------------------------------------------- +$end +$cmd +Defense Moves +----------------------------------------------- +:Special Moves: +Charge Power _A_+_B +Special Defense _6_2_3_+_A +----------------------------------------------- +$end + +$info=sgemf +$cmd +*---INFO---* +----------------------------------------------- +Super Gem Fighter - Mini Mix +Pocket Fighter +(c)1997 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 5th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_P: Punch +_K: Kick +^s: Special +_S: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +_?: press any Direction +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Gem Powered Special Moves: +can be power up with Gems +R = Red GEM +Y = Yellow GEM +B = Blue GEM + +:Mighty Combos: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +High Jump _2_8 + +:Guard Cancel Moves: +Guard Cancel (1LV)block_6_+^s + +:Throws: +Throw (_^)^-_P_+_K +Special Throw ^-_6_3_2_1_4_+_P_+_K +Special Throw ^-_4_1_2_3_6_+_P_+_K + +:Pursuit Moves: +Pursuit foe down_8_+[_P/_K] + +:Command Moves: +Guard Crush _?_+^s +Mega Crush (1LV)_P_+_K_+^s +Item Throw _?_+_K_+^s +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Command Moves: +Forward Kick _6_+_K +Upward Kick _3_+_P +Roundhouse Kick _3_+_K +Yousou Kyaku _^_2_+_K +Sankaku Tobi _^corner_6 + +:Gem Powered Special Moves: +Hyakuretsu Kyaku _X_K R +Kikou Ken _4_1_2_3_6_+_P Y +Hishou Kyaku _6_2_3_+_K B + +:Regular Special Moves: +Spinning Bird Kick _4_1_2_3_6_+_K + +:Mighty Combos: -normal motion- +Kikou Shou _2_3_6x2_+_P +Rinkaishou _6_3_2_1_4_1_2_3_6_+_P +Hazan Hishou Kyaku _2_3_6x2_+_K + +:Mighty Combos: -simple motion- +Kikou Shou _2_3_6_+^s +Rinkaishou _6_3_2_1_4_+^s +Hazan Hishou Kyaku _6_2_3_+^s +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Command Moves: +Upper Kick _3_+_P +Toe Kick _3_+_K +Sankaku Tobi _^corner_6 + +:Gem Powered Special Moves: +Sand Splash _2_3_6_+_K R +Rolling Buckler _2_3_6_+_P_P Y +Delta Kick _6_2_3_+_X_K B + +:Regular Special Moves: +Hysteric Star _X_P +Rolling Scratch _2_1_4_+_X_P +Gamo Screw ^-_x_+_P_+_K + +:Mighty Combos: -normal motion- +Please Help Me! _6_3_2_1_4_1_2_3_6_+_P +Crazy For You _4_1_2_3_6_3_2_1_4_+_K +Dancing Flash _2_3_6x2_+_P + +:Mighty Combos: -simple motion- +Please Help Me! _4_1_2_3_6_+^s +Crazy For You _6_3_2_1_4_+^s +Dancing Flash _6_2_3_+^s +----------------------------------------------- +$end +$cmd +Hsien-Ko +(Lei-Lei on Japanese Version) +----------------------------------------------- +:Command Moves: +Double Panda _6_+_P +Chainsaw Blade _6_+_K +Uppercut _3_+_P +Teleport Dash _O^s_6_6 +Air Dash _^[_4_4/_6_6] + +:Gem Powered Special Moves: +Anki Hou _2_3_6_+_P R +Henkyou Ki (_^)_2_3_6_+_P Y +Chirei Tou _4_1_2_3_6_+_K B + +:Mighty Combos: -normal motion- +Tenrai Ha --- +Rairai Kyuu _2_3_6x2_+_K +Tenkaisan _2_3_6x2_+_P + +:Mighty Combos: -simple motion- +Tenrai Ha _6_3_2_1_4_+^s +Rairai Kyuu _2_3_6_+^s +Tenkaisan _6_2_3_+^s +----------------------------------------------- +$end +$cmd +Ibuki +----------------------------------------------- +:Command Moves: +Split Kick _3_+_P +Spin Kick _3_+_K + +:Gem Powered Special Moves: +Kunai (_^)_2_3_6_+_P R +Kazekiri _6_2_3_+_K Y +Hien _4_2_1_+_K B + +:Regular Special Moves: +Tsumuji _2_1_4_+_K +^!Medium Kick _Kx2 +^!Low Kick _2_+_Kx2 + +:Mighty Combos: -normal motion- +Kasumi Suzaku (_^)_2_3_6x2_+_P +Hayate _2_3_6x2_+_P +Jiraiya _6_3_2_1_4_1_2_3_6_+_K + +:Mighty Combos: -simple motion- +Kasumi Suzaku (_^)_2_3_6_+^s +Hayate _6_2_3_+^s +Jiraiya _6_3_2_1_4_+^s +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Command Moves: +Inazuma Kakato Wari _6_+_K +Uppercut _3_+_P +Front Kick _3_+_K + +:Gem Powered Special Moves: +Hadou Ken _2_3_6_+_P R +Shouryuu Ken _6_2_3_+_P Y +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K B + +:Mighty Combos: -normal motion- +Shouryuu Reppa _2_3_6x2_+_P +Shinryuu Ken _2_3_6x2_+_X_K +Shippuu Jinrai Kyaku _2_1_4x2_+_K + +:Mighty Combos: -simple motion- +Shouryuu Reppa _6_2_3_+^s +Shinryuu Ken _4_2_1_+_X^s +Shippuu Jinrai Kyaku _4_1_2_3_6_+^s +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Command Moves: +Shoe Attack _6_+_P +Uppercut Fist _3_+_P +Vania Dash _O^s[_4_4/_6_6] +Shell Kick _^_2_+_K + +:Gem Powered Special Moves: +Soul Fist (_^)_2_3_6_+_P R +Shadow Blade _6_2_3_+_P Y +Parasite Roll _2_1_4_+_K B + +:Mighty Combos: -normal motion- +Death Blade _2_3_6x2_+_P +Parasite Tempest _2_1_4x2_+_K +Darkness Illusion _P_P_6_K^s + +:Mighty Combos: -simple motion- +Death Blade _6_2_3_+^s +Parasite Tempest _2_1_4_+^s +Darkness Illusion _4_1_2_3_6_+^s +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Command Moves: +Sakotsu Wari _6_+_P +Overhead Kick _6_+_K +Quick Punch _4_+_P +Uppercut _3_+_P +Front Kick _3_+_K + +:Gem Powered Special Moves: +Hadou Ken _2_3_6_+_P R +Shouryuu Ken _6_2_3_+_P Y +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K B + +:Mighty Combos: -normal motion- +Shinkuu Hadou Ken _2_3_6x2_+_P +Thunder Storm Kick _2_1_4x2_+_K +Reppuu Jinrai Shou _P_P_6_K^s + +:Mighty Combos: -simple motion- +Shinkuu Hadou Ken _2_3_6_+^s +Thunder Storm Kick _2_1_4_+^s +Reppuu Jinrai Shou _6_2_3_+^s +----------------------------------------------- +$end +$cmd +Sakura Kasugano +----------------------------------------------- +:Command Moves: +Flower Kick _6_+_K +Double Punch _3_+_P +Slow Sweep _3_+_K + +:Gem Powered Special Moves: +Hadou Ken _2_3_6_+_P R +Shou'ou San _6_2_3_+_P Y +Shunka Shuutou _4_1_2_3_6_+_X_K B + +:Mighty Combos: -normal motion- +Shinkuu Hadou Ken _2_3_6x2_+_P +Midare Harusame _2_3_6x2_+_K +Haru Ranman _6_3_2_1_4_1_2_3_6_+_P + +:Mighty Combos: -simple motion- +Shinkuu Hadou Ken _2_3_6_+^s +Midare Harusame _6_2_3_+^s +Haru Ranman _6_3_2_1_4_+^s +----------------------------------------------- +$end +$cmd +Tessa +(Tabasa on Japanese Version) +----------------------------------------------- +:Command Moves: +Cat Kick-ground _6_+_K +Witch's Hat _3_+_P +Hurl Flapper _3_+_K +Cat Kick-air _^_6_+_K +Mew Sweep high jump_2_+_K + +:Gem Powered Special Moves: +Dragon Blow _2_3_6_+_P R +Reverie Sword _6_2_3_+_P Y +Dragon Roar _2_3_6_+_K B + +:Mighty Combos: -normal motion- +Astron Cannon _2_1_4x2_+_P +Untouchable Force _6_3_2_1_4_1_2_3_6_+_P_+_K +Dragon Apocalypse _2_3_6x2_+_X_K + +:Mighty Combos: -simple motion- +Astron Cannon _2_3_6_+^s +Untouchable Force _6_3_2_1_4_+^s +Dragon Apocalypse _6_2_3_+_X^s +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Command Moves: +Hammer Throw ^-[_4/_6]_+_P_+_K +Piledriver ^-_2_+_P_+_K +Strong Upper _3_+_P +Dynamite Kick _3_+_K +Body Press _^_2_+_P +Double Knee Drop _^_2_+_K + +:Gem Powered Special Moves: +Screw Piledriver _x_+_P_+_K R +Double Lariat _P_+^s Y +^!Move [_4/_6] +Banishing Flat _6_2_3_+_P B + +:Regular Special Moves: +Iron Press _^_2_2_+_P +German Suplex ^-_2_3_6_+_P_+_K + +:Mighty Combos: -normal motion- +Russian Beat _2_3_6x2_+_K +Heavy Bite _2_1_4x2_+_P_+_K +Final Atomic Buster _x_x_+_P_+_K + +:Mighty Combos: -simple motion- +Russian Beat _6_2_3_+^s +Heavy Bite _4_1_2_3_6_+^s +Final Atomic Buster _x_+^s +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma + - at the Character Select Screen + - put the cursor on Ryu_4 + +*Play with Dan Hibiki + - at the Character Select Screen + - put the cursor on Ken_6 +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Command Moves: +Overhead Kick _6_+^I +Uppercut _3_+_P +Front Kick _3_+_K +Tenma Kuujin Kyaku _^forward_2_+^I + +:Gem Powered Special Moves: +Gou Hadou Ken _2_3_6_+_P R +Zankuu Hadou Ken _^_2_3_6_+_P R +Gou Shouryuu Ken _6_2_3_+_P Y +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K B + +:Regular Special Moves: +Shakunetsu Hadou Ken _6_3_2_1_4_+_P +Ashura Senkuu-right _6_2_3_+[_P_+^s/_K_+^s] +Ashura Senkuu-left _4_2_1_+[_P_+^s/_K_+^s] +Hyakki Shuu _2_3_6_9_+_P +^!Hyakki Gou Zan _N +^!Hyakki Gou Shou _P +^!Hyakki Gou Sen _K +^!Hyakki Gou Sai ^-[_4/_6]_+_P +^!Hyakki Gou Tsui ^-foe in air[_4/_6]_+_K + +:Mighty Combos: -normal motion- +Messatsu Gou Hadou _6_3_2_1_4_1_2_3_6_+_P +Messatsu Gou Shouryuu _2_3_6x2_+_P +Tenma Gou Zankuu _^_6_3_2_1_4_1_2_3_6_+_P +Shun Goku Satsu (3LV)_P_P_6_K^s + +:Mighty Combos: -simple motion- +Messatsu Gou Hadou _4_1_2_3_6_+^s +Messatsu Gou Shouryuu _6_2_3_+^s +Tenma Gou Zankuu _^_4_1_2_3_6_+^s +Shun Goku Satsu (3LV)_6_3_2_1_4_+^s +----------------------------------------------- +$end +$cmd +Dan Hibiki +----------------------------------------------- +:Command Moves: +Uppercut _3_+_P +Front Kick _3_+_K +Shagami Chouhatsu _2_+_S +Kuuchuu Chouhatsu _^_S + +:Gem Powered Special Moves: +Gadou Ken _2_3_6_+_P R +Kouryuu Ken _6_2_3_+_P Y +Dankuu Kyaku _2_1_4_+_K B + +:Mighty Combos: -normal motion- +Shinkuu Gadou Ken _2_3_6x2_+_P +Kouryuu Rekka _2_3_6x2_+_K +Oyaji Blast _2_1_4_1_2_3_6_+_P +Jun Koku Satsu (3LV)_P_P_6_K^s +Legendary Taunt _2_3_6x2_+_S + +:Mighty Combos: -simple motion- +Shinkuu Gadou Ken _2_3_6_+^s +Kouryuu Rekka _6_2_3_+^s +Oyaji Blast _4_1_2_3_6_+^s +Jun Koku Satsu (3LV)_6_3_2_1_4_+^s +Legendary Taunt --- +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Dan Hibiki + - don't lose any round + - finish 3 rounds within 40 seconds + - finish 3 rounds with 75% or higher health + - finish 2 rounds with Gem Moves Lv1 + - finish 2 rounds while your foe Gem Moves Lv3 + +*Fight Akuma + - don't lose any round + - finish 6 battles with a Mighty Combo Finish + - finish 2 rounds within 20 seconds + - finish 2 rounds with 90% or higher health + - finish 2 rounds with Gem Moves Lv3 + - finish 2 rounds while your foe Gem Moves Lv1 +----------------------------------------------- +$end + +$info=ssf2, ssf2mdb +$cmd +*---INFO---* +----------------------------------------------- +Super Street Fighter II: The New Challengers +Super Street Fighter II: The Tournament Battle +(c)1993 Capcom +Super Street Fighter II (MegaDrive bootleg) +(c)1995 Unknown +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 5th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Button^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+[^F/^G] + +:Special Moves: +Dash Straight ^4_6_+_P +Dash Upper ^4_6_+_K +Buffalo Head ^2_8_+_P +Turn Punch _O[^U/^T] +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F + +:Special Moves: +Electric Thunder _X_P +Rolling Attack ^4_6_+_P +Vertical Rolling ^2_8_+_K +Backstep Rolling ^4_6_+_K +----------------------------------------------- +$end +$cmd +Cammy White +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+[^F/^G] +Frankensteiner [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Neck Hunt _^[_4/_6]_+^G +Frankensteiner _^[_4/_6]_+^J + +:Special Moves: +Cannon Drill _2_3_6_+_K +Thrust Kick _6_2_3_+_K +Axle Spin Knuckle _4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] + +:Command Moves: +Kouhou Kaiten Kyaku ^-[_4/_6]_+^I +Kaku Kyaku Raku ^-[_4/_6]_+^J +Yousou Kyaku _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku _X_K +Spinning Bird Kick (_^)^2_8_+_K +Kikou Ken ^4_6_+_P +----------------------------------------------- +$end +$cmd +Dee Jay +----------------------------------------------- +:Throws: +Funky Shout Throw [_4/_6]_+[^F/^G] +Monkey Flip [_4/_6]_+[^I/^J] + +:Command Moves: +Knee Shot _^diagonal_2_+^H + +:Special Moves: +Max Out ^4_6_+_P +Rolling Sobat ^4_6_+_K +Machine Gun Upper ^2_8_+_X_P +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+^J + +:Special Moves: +Yoga Fire _2_3_6_+_P +Yoga Flame _4_1_2_3_6_+_P +Yoga Teleport-right _6_2_3_+[^U/^T] +Yoga Teleport-left _4_2_1_+[^U/^T] +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F +Saba Ori [_4/_6]_+^G +Sekkan Kyaku [_4/_6]_+^J + +:Command Moves: +Hiza Geri ^-[_4/_6]_+^I +Flying Sumo Press _^diagonal_2_+^I + +:Special Moves: +Hyakuretsu Harite _X_P +Super Zutsuki ^4_6_+_P +Super Hyakkan Otoshi ^2_8_+_K +----------------------------------------------- +$end +$cmd +Fei Long +----------------------------------------------- +:Throws: +Gankai Hou [_4/_6]_+[^F/^G] +Shuu Kubi Kari [_4/_6]_+[^I/^J] + +:Command Moves: +Chokka Raku Shuu [_4/_6]_+^I +Engeki Shuu _6_+^J + +:Special Moves: +Rekka Kan _2_3_6_+_Px3 +Shien Kyaku _4_2_1_+_K +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F +Dragon Suplex [_4/_6]_+^G + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] +Flying Buster Drop _^[_4/_6]_+[^I/^J] + +:Command Moves: +Knee Bazooka [_4/_6]_+^I +Jump Sobat ^-[_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Special Moves: +Psycho Crusher ^4_6_+_P +Double Knee Press ^4_6_+_K +Somersault Skull Diver ^2_8_+_P +Head Press ^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Special Moves: +Hadou Ken _2_3_6_+_P +Shakunetsu Hadou Ken _4_1_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+[^F/^G] + +:Special Moves: +Tiger Shot-high _2_3_6_+_P +Tiger Shot-low _2_3_6_+_K +Tiger Uppercut _6_2_3_+_P +Tiger Crush _2_3_6_9_+_K +----------------------------------------------- +$end +$cmd +Thunder Hawk +----------------------------------------------- +:Throws: +Mexican Throw [_4/_6]_+^F +Neck Hanging Tree [_4/_6]_+^G +Elbow Stomping [_4/_6]_+^J + +:Command Moves: +Thrust Beak [_4/_6]_+^E +Elbow Drop _^diagonal_2_+^F +Body Press _^diagonal_2_+^G + +:Special Moves: +Condor Dive _^^U +Tomahawk Buster _6_2_3_+_P +Mexican Typhoon ^-_x_+_P +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Stardust Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P +Backslash ^U +Short Backslash ^T +Sky High Claw ^2_8_+_P +Wall Pounce ^2_8_+_K +^!Flying Barcelona Attack _P +^!Izuna Drop ^-[_4/_6]_+_P +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F +Iron Claw [_4/_6]_+^G +Brain Buster [_4/_6]_+^I +Kamitsuki [_4/_6]_+^J +Stomach Claw _2_+[^F/^G] + +:Air Throws: +Air Slam _^[_4/_6]_+[^F/^G] +Air Leg Throw _^[_4/_6]_+[^I/^J] + +:Command Moves: +Body Press _^diagonal_2_+^G +Double Knee Drop _^diagonal_2_+[^H/^I] +Headbutt _^vertical_8_+^F/^G + +:Special Moves: +Double Lariat ^U +^!Move [_4/_6] +Quick Double Lariat ^T +^!Move [_4/_6] +Screw Piledriver _x_+_P +Flying Powerbomb _x_+_K +Atomic Suplex ^-_x_+_K +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit(SF2 outfit) + - ^F: 2nd Outfit(SF2CE outfit) + - ^G: 3rd Outfit(SF2HF outfit) + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit + - _S: 7th Outfit + - _O[_P/_K/_S]: 8th Outfit +----------------------------------------------- +$end + +$info=ssf2t, ssf2ta, ssf2tu, ssf2tur1, ssf2xj, ssf2xjd +$cmd +*---INFO---* +----------------------------------------------- +Super Street Fighter II Turbo +SuperStreet Fighter II X:Grand Master Challenge +(c)1994 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 5th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Button^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +N: use this move in SSF2 version + (New Challengers) +S: use this move in SSF2T + (Super Turbo/X) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:SUPER: +needs a full SUPER bar +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Escape Moves: +Tech Hit thrown[_4/_6]_+[^G/^J] S + _`must be thrown by a SSF2T +----------------------------------------------- +$end +$cmd +«SSF2 Codes» +----------------------------------------------- +- at the Character Select Screen +- choose the character and do the code below: + Ryu _6_6_6_4_+^E + Ken _4_4_4_6_+^E + Guile _8_2_2_2_+^E + Dhalsim _2_8_8_8_+^E + Edmond Honda _8_8_8_2_+^E + Chun-Li _2_2_2_8_+^E + Blanka _6_4_4_4_+^E + Zangief _4_6_6_6_+^E + Thunder Hawk _6_6_4_4_+^E + Fei Long _4_4_6_6_+^E + Dee Jay _2_2_8_8_+^E + Cammy _8_8_2_2_+^E + Balrog _6_4_6_4_+^E + Vega _4_6_6_4_+^E + Sagat _8_2_2_8_+^E + M. Bison _2_8_8_2_+^E +----------------------------------------------- +$end +$cmd +Balrog +(M. Bison on Japanese Version) +----------------------------------------------- +:Throws: +Head Bomber [_4/_6]_+[^F/^G] NS + +:Special Moves: +Dash Straight-high ^4_6_+_P NS +Dash Straight-low ^4_3_+_P S +Dash Upper-high ^4_6_+_K NS +Dash Upper-low ^4_3_+_K S +Buffalo Head ^2_8_+_P NS +Turn Punch _O[^U/^T] NS + +:SUPER: +Crazy Buffalo ^4_6_4_6_+[_P/_K] S +^!Crazy Straight _O_P S +^!Crazy Upper _O_K S +----------------------------------------------- +$end +$cmd +Blanka +----------------------------------------------- +:Throws: +Wild Fang [_4/_6]_+^G NS + +:Command Moves: +Rock Crush ^-[_4/_6]_+^F NS +Surprise Forward _6_+^T S +Surprise Back _4_+^T S +Amazon River Run _3_+^G S + +:Special Moves: +Electric Thunder _X_P NS +Rolling Attack ^4_6_+_P NS +Vertical Rolling ^2_8_+_K NS +Backstep Rolling ^4_6_+_K NS + +:SUPER: +Ground Shave Rolling ^4_6_4_6_+_P S +----------------------------------------------- +$end +$cmd +Cammy White +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+[^F/^G] NS +Frankensteiner [_4/_6]_+[^I/^J] NS + +:Air Throws: +Flying Neck Hunt _^[_4/_6]_+[^F/^G] NS +Frankensteiner _^[_4/_6]_+[^I/^J] NS + +:Special Moves: +Cannon Drill _2_3_6_+_K NS +Thrust Kick _6_2_3_+_K NS +Axle Spin Knuckle _4_1_2_3_6_+_P NS +Hooligan Combination _1_2_3_6_9_+_P S +^!Cancel _K S +^!Razor Edge Slicer _N S +^!Fatal Leg Twister ^-head[_4/_6]_+_K S +^!Cross Scissor Pressure ^-legs[_4/_6]_+_K S + +:SUPER: +Spin Drive Smasher _2_3_6x2_+_K S +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] NS + +:Air Throws: +Ryuusei Raku _^[_4/_6]_+[^F/^G] NS + +:Command Moves: +Kouhou Kaiten Kyaku _6_+^I N +Kouhou Kaiten Kyaku _3_+^I S +Kaku Kyaku Raku _6_+^J N +Kaku Kyaku Raku _3_+^J S +Yousou Kyaku _^_2_+^I NS +Sankaku Tobi _^corner_6 NS + +:Special Moves: +Hyakuretsu Kyaku _X_K NS +Kikou Ken ^4_6_+_P NS +Spinning Bird Kick ^2_8_+_K N +Spinning Bird Kick (_^)^4_6_+_K S +Tenshou Kyaku ^2_8_+_K S + +:SUPER: +Houyoku Sen ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Dee Jay +----------------------------------------------- +:Throws: +Funky Shout Throw [_4/_6]_+[^F/^G] NS +Monkey Flip [_4/_6]_+[^I/^J] NS + +:Command Moves: +Knee Shot _^diagonal_2_+^H S + +:Special Moves: +Max Out ^4_6_+_P NS +Double Rolling Sobat ^4_6_+_K NS +Machine Gun Upper ^2_8_+_P NS +Jackknife Maximum ^2_8_+_K S + +:SUPER: +Sobat Carnival ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F NS +Yoga Throw [_4/_6]_+^G NS + +:Command Moves: +Shock _4_+^E S +Shutou Chop _4_+^F S +Yoga Headbutt _4_+^G S +Short High Kick _4_+^I S +Yoga Knee Kick _4_+^J S +Short Mid Punch _1_+_P S +Short Low Kick _1_+^H S +Short sweep _1_+[^I/^J] S +Drill Zutsuki _^_2_+^G NS +Drill Kick _^_2_+^J N +Drill Kick _^_2_+_K S + +:Special Moves: +Yoga Fire _2_3_6_+_P NS +Yoga Flame _4_1_2_3_6_+_P NS +Yoga Blast _4_1_2_3_6_+_K S +Yoga Teleport-right _6_2_3_+[^U/^T] NS +Yoga Teleport-left _4_2_1_+[^U/^T] NS + +:SUPER: +Yoga Inferno _4_1_2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Edmond Honda +----------------------------------------------- +:Throws: +Tawara Nage [_4/_6]_+^F NS +Saba Ori [_4/_6]_+^G NS +Sekkan Kyaku [_4/_6]_+^J NS + +:Command Moves: +Hiza Geri ^-_6_+^I S +Shiko Geri ^-_4_+^I S +Harai Geri [_4/_6]_+^J NS +Flying Sumo Press _^diagonal_2_+^I NS + +:Special Moves: +Hyakuretsu Harite _X_P NS +Super Zutsuki ^4_6_+_P NS +Super Hyakkan Otoshi ^2_8_+_K NS +Ooichou Nage ^-_6_3_2_1_4_+_P S + +:SUPER: +Oni Musou ^4_6_4_6_+_P S +----------------------------------------------- +$end +$cmd +Fei Long +----------------------------------------------- +:Throws: +Gankai Hou [_4/_6]_+[^F/^G] NS +Shuu Kubi Kari [_4/_6]_+[^I/^J] NS + +:Air Throws: +Shuu Kubi Raku [_4/_6]_+[^F/^G] S + +:Command Moves: +Chookka Raku Shuu [_4/_6]_+^I NS +Engeki Shuu _6_+^J NS + +:Special Moves: +Rekka Ken _2_3_6_+_Px3 NS +Shien Kyaku _4_2_1_+_K NS +Rekkuu Kyaku _1_2_3_6_9_+_K S + +:SUPER: +Rekka Shin Ken _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Guile +----------------------------------------------- +:Throws: +Judo Throw [_4/_6]_+^F NS +Dragon Suplex [_4/_6]_+^G NS + +:Air Throws: +Flying Mayor _^[_4/_6]_+[^F/^G] NS +Flying Buster Drop _^[_4/_6]_+[^I/^J] NS + +:Command Moves: +Spinning Back Knuckle _6_+^G S +Knee Bazooka [_4/_6]_+^I N +Knee Bazooka [_4/_6]_+^H S +Step Kick [_4/_6]_+^I S +Jump Sobat ^-[_4/_6]_+^J NS + +:Special Moves: +Sonic Boom ^4_6_+_P NS +Somersault Shell ^2_8_+_K NS + +:SUPER: +Somersault Justice ^1_3_1_9_+_K S +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] NS +Tsukami Hiza Geri [_4/_6]_+^I NS +Jigoku Guruma [_4/_6]_+[^I/^J] N +Jigoku Guruma [_4/_6]_+^J S + +:Air Throws: +Jigoku Fuusha _^[_4/_6]_+[^I/^J] S + +:Special Moves: +Hadou Ken _2_3_6_+_P NS +Shouryuu Ken _6_2_3_+_P NS +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K NS +Kama Barai Geri _2_3_6_+_K S +^!Inazuma Kakato Wari _O_K S +Nata Otoshi Geri _6_3_2_+_K S +^!Inazuma Kakato Wari _O_K S +Oosoto Mawashi Geri _4_1_2_3_6_+_K S +^!Inazuma Kakato Wari _O_K S + +:SUPER: +Shouryuu Reppa _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] NS + +:Special Moves: +Psycho Crusher ^4_6_+_P NS +Double Knee Press ^4_6_+_K NS +Head Press ^2_8_+_K NS +^!Move [_4/_6] NS +^!Somersault Skull Diver _P NS +Somersault Skull Diver ^2_8_+_P N +Somersault Skull Diver ^2_8_+_P S +^!Attack _P S + +:SUPER: +Knee Press Nightmare ^4_6_4_6_+_K S +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] NS +Tomoe Nage [_4/_6]_+[^I/^J] NS + +:Command Moves: +Sakotsu Wari _6_+^F S +Seichuu Nidan Tsuki _6_+^G S + +:Special Moves: +Hadou Ken _2_3_6_+_P NS +Shakunetsu Hadou Ken _4_1_2_3_6_+_P NS +Shouryuu Ken _6_2_3_+_P NS +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K NS + +:SUPER: +Shinkuu Hadou Ken _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Sagat +----------------------------------------------- +:Throws: +Tiger Carry [_4/_6]_+[^F/^G] NS + +:Special Moves: +Tiger Shot-high _2_3_6_+_P NS +Tiger Shot-low _2_3_6_+_K NS +Tiger Uppercut _6_2_3_+_P NS +Tiger Crush _2_3_6_9_+_K NS + +:SUPER: +Tiger Genocide _2_3_6x2_+_P S +----------------------------------------------- +$end +$cmd +Thunder Hawk +----------------------------------------------- +:Throws: +Mexican Throw [_4/_6]_+^F NS +Neck Hanging Tree [_4/_6]_+^G NS +Elbow Stomping [_4/_6]_+^J NS + +:Command Moves: +Thrust Beak [_4/_6]_+^E S +Elbow Drop _^diagonal_2_+^F NS +Body Press _^diagonal_2_+^G NS + +:Special Moves: +Condor Dive _^^U NS +Tomahawk Buster _6_2_3_+_P NS +Mexican Typhoon _x_+_P NS + +:SUPER: +Raging Typhoon _x_x_+_P S +----------------------------------------------- +$end +$cmd +Vega +(Balrog on Japanese Version) +----------------------------------------------- +:Throws: +Rainbow Suplex [_4/_6]_+[^F/^G] NS + +:Air Throws: +Stardust Drop _^[_4/_6]_+[^F/^G] NS + +:Command Moves: +Sankaku Tobi _^corner_6 NS + +:Special Moves: +Rolling Crystal Flash ^4_6_+_P NS +Backslash ^U NS +Short Backslash ^T NS +Sky High Claw ^2_8_+_P NS +Wall Pounce ^2_8_+_K NS +^!Flying Barcelona Attack _P NS +^!Izuna Drop ^-[_4/_6]_+_P NS +Scarlet Terror ^1_6_+_K S + +:SUPER: +Rolling... ^1_3_1_9_+_K S +^!Izuna Drop ^-[_4/_6]_+_P S +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Piledriver [_4/_6]_+^F NS +Iron Claw [_4/_6]_+^G NS +Brain Buster [_4/_6]_+^I NS +Kamitsuki [_4/_6]_+^J NS +Stomach Claw _2_+[^F/^G] NS + +:Air Throws: +Air Slam _^[_4/_6]_+[^F/^G] NS +Air Leg Throw _^[_4/_6]_+[^I/^J] NS + +:Command Moves: +Headbutt [_4/_6]_+[^F/^G] S +Body Press _^diagonal_2_+^G NS +Double Knee Drop _^diagonal_2_+[^H/^I] NS +Headbutt _^_8_+[^F/^G] S + +:Special Moves: +Double Lariat ^U NS +^!Move [_4/_6] NS +Quick Double Lariat ^T NS +^!Move [_4/_6] NS +Screw Piledriver _x_+_P NS +Flying Powerbomb _x_+_K NS +Atomic Suplex ^-_x_+_K NS +Banishing Flat _6_3_2_+_P S + +:SUPER: +Final Atomic Buster _x_x_+_P S +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma + - at the Character Select Screen + - put the cursor on Ryu for 3sec + - put the cursor on T. Hawk for 3sec + - put the cursor on Guile for 3sec + - put the cursor on Cammy for 3sec + - put the cursor on Ryu for 3sec + - ^U_+_S +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] S +Tomoe Nage [_4/_6]_+[^I/^J] S + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P S +Zankuu Hadou Ken _^_2_3_6_+_P S +Shakunetsu Hadou Ken _4_1_2_3_6_+_P S +Gou Shouryuu Ken _6_2_3_+_P S +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K S +Ashura Senkuu-right _6_2_3_+[^U/^T] S +Ashura Senkuu-left _4_2_1_+[^U/^T] S +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit + - ^F: 2nd Outfit(SF2CE outfit) + - ^G: 3rd Outfit(SF2HF outfit) + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit + - _S: 7th Outfit + - _O[_P/_K]: 8th Outfit + +*Fight Akuma + - don't lose any round +----------------------------------------------- +$end + +$info=kof94 +$cmd +*---INFO---* +----------------------------------------------- +The King of Fighters '94 +(c)1994 SNK +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs Low Life or POW MAX +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Escape Moves: +Sidestep _A_+_B + +:Recovery Moves: +Team Assistance dizzy_A_+_B_+_C + +:Guard Cancel Moves: +GC in Attack (MAX)block_6_+_A + +:Command Moves: +Body Blow (_^)_C_+_D +Charge POW gauge _O_A_+_B_+_C + +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +JAPAN TEAM +----------------------------------------------- +:Throws: +Issetsu Seoi Nage [_4/_6]_+_C + +:Command Moves: +Ge Shiki~Goufu You _6_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +101 Shiki~Oboro Guruma _4_2_1_+_K + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +JAPAN TEAM +----------------------------------------------- +:Throws: +Front Suplex [_4/_6]_+[_C/_D] + +:Air Throws: +Spinning Knee Drop _^_?_+_C + +:Command Moves: +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken _6_2_3_+_P +Iai Geri _2_3_6_+_K +Shinkuu Katategoma _6_3_2_1_4_+_K +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_C +----------------------------------------------- +$end +$cmd +Goro Daimon +JAPAN TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Special Moves: +Jiraishin _6_2_3_+_P +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_C +Chou Oosotogari ^-_6_1_2_3_+_D +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +ITALY TEAM +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle ^2_8_+_P +Crack Shoot _2_1_4_7_+_K +Burn Knuckle _2_1_4_+_P + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Andy Bogard +ITALY TEAM +----------------------------------------------- +:Throws: +Kakaekomi Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _2_3_6_+_P +Zan'ei Ken ^1_6_+_P +Kuuha Dan ^1_9_+_K + +:Desperation Moves: +Chou Reppa Dan ^2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Joe Higashi +ITALY TEAM +----------------------------------------------- +:Throws: +Leg Throw [_4/_6]_+_C +Hiza Jigoku [_4/_6]_+_D + +:Command Moves: +Crawl ^3 + +:Special Moves: +Bakuretsu Ken _X_P +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _2_3_6_9_+_K +Slash Kick ^1_9_+_K + +:Desperation Moves: +Screw Upper _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +MEXICO TEAM +----------------------------------------------- +:Throws: +Tomoe Nage [_4/_6]_+[_C/_D] + +:Special Moves: +Ko'ou Ken (_^)_2_3_6_+_P +Kohou _6_2_3_+_P +Zanretsu Ken _6_3_2_1_4_+_P +Hien Shippuu Kyaku ^1_6_+_K +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +MEXICO TEAM +----------------------------------------------- +:Throws: +Ryuuchou Kyaku [_4/_6]_+[_C/_D] + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Gen'ei Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +MEXICO TEAM +----------------------------------------------- +:Throws: +Ippon Seoi [_4/_6]_+[_C/_D] + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Zanretsu Ken _6_3_2_1_4_+_P +Hien Shippuu Kyaku ^1_6_+_K +Shouran Kyaku ^-_6_3_2_1_4_+_K +Haoh Shikou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Heidern +BRAZIL TEAM +----------------------------------------------- +:Throws: +Raid Hell Char [_4/_6]_+_C + +:Air Throws: +Critical Drive _^_?_+[_C/_D] + +:Special Moves: +Cross Cutter ^4_6_+_P +Moon Slasher ^2_8_+_P +Neck Roller ^2_8_+_K +Storm Bringer ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Final Bringer ^4_1_2_8_+_B_+_C +----------------------------------------------- +$end +$cmd +Ralf Jones +BRAZIL TEAM +----------------------------------------------- +:Throws: +Dropping Wheel [_4/_6]_+[_C/_D] + +:Special Moves: +Vulcan Punch _X_P +Gatling Attack ^4_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_D + +:Desperation Moves: +Baribari Vulcan Punch ^1_4_6_+_C +----------------------------------------------- +$end +$cmd +Clark Steel +BRAZIL TEAM +----------------------------------------------- +:Throws: +Death Mountain Buster [_4/_6]_+[_C/_D] + +:Special Moves: +Vulcan Punch _X_P +Gatling Attack ^4_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_D + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +CHINA TEAM +----------------------------------------------- +:Throws: +Bit Throw [_4/_6]_+[_C/_D] + +:Air Throws: +Psychic Shoot _^_?_+_C + +:Command Moves: +Phoenix Bomb _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Phoenix Arrow _^_2_1_4_+_P +Psycho Reflector _4_1_2_3_6_+_K + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit _4_6_3_2_1_4_7_+_B_+_C +----------------------------------------------- +$end +$cmd +Sie Kensou +CHINA TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_P +Ryuu Gakusai _4_2_1_+_K + +:Desperation Moves: +Shinryuu Tenbu Kyaku _2_3_6_4_6_+_D +----------------------------------------------- +$end +$cmd +Chin Gentsai +CHINA TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Special Moves: +Hyoutan Geki _2_1_4_+_P +Ryuurin Hourai _4_2_1_+_P +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_C +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ENGLAND TEAM +----------------------------------------------- +:Throws: +Silent Nage [_4/_6]_+[_C/_D] + +:Air Throws: +Tsubame Otoshi _^_?_+_C + +:Command Moves: +En Yoku _6_+_D + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Saiha _2_1_4_+_P +Hyakuretsu Binta ^-_6_2_3_+_P +Raiou Ken _2_3_6_+_K +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Hien Hou'ou Kyaku _6_4_6_3_2_1_4_+_B_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +ENGLAND TEAM +----------------------------------------------- +:Throws: +Fuusha Kuzushi [_4/_6]_+[_C/_D] + +:Air Throws: +Yume Zakura _^_?_+_D + +:Command Moves: +Crawl ^3 +Dairin Fuusha Otoshi _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Kacho Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Musasabi no Mai ^2_8_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +King +ENGLAND TEAM +----------------------------------------------- +:Throws: +Hook Buster [_4/_6]_+[_C/_D] + +:Special Moves: +Venom Strike _2_3_6_+_K +Double Strike _6_4_6_3_2_+_K +Moushuu Kyaku _2_1_4_+_K +Tornado Kick _4_2_1_+_K +Trap Shot _6_2_3_+_K + +:Desperation Moves: +Illusion Dance _4_6_3_2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 +Hishou Kyaku _^_2_+_K + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K + +:Desperation Moves: +Hou'ou Kyaku _2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Dai Hakai Nage [_4/_6]_+_C +Hagan Geki [_4/_6]_+_D + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan ^4_6_+_P +^!Kaiten Hien Zuki _P +Tatsumaki Shippuu Zan ^2_8_+_P +Hishou Kuuretsu Zan ^2_8_+_K + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan ^4_1_2_8_+_B_+_C +----------------------------------------------- +$end +$cmd +Heavy D! +USA TEAM +----------------------------------------------- +:Throws: +Stomach Buster [_4/_6]_+_C +Shadow [_4/_6]_+_D + +:Command Moves: +Rock Crush _6_+_C + +:Special Moves: +Rolling Soul Driver _6_2_3_+_P +Soul Flower _4_1_2_3_6_+_P +Blast Upper _2_3_6_9_+_K + +:Desperation Moves: +D. Crazy _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Lucky Glauber +USA TEAM +----------------------------------------------- +:Throws: +Dunk Buster [_4/_6]_+_C +Lucky Crash [_4/_6]_+_D + +:Command Moves: +Dunk Otoshi _^_2_+_C + +:Special Moves: +Death Bound _2_3_6_+_P +Cyclone Break _2_1_4_7_+_K +Lucky Vision _4_1_2_3_6_+_K + +:Desperation Moves: +Hell Bound _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Brian Battler +USA TEAM +----------------------------------------------- +:Throws: +Atomic Drop [_4/_6]_+_C +Rock Buster [_4/_6]_+_D + +:Command Moves: +Buster Tomahawk _^_2_+_C + +:Special Moves: +Brian Tornado _6_2_3_+_P +Hyper Tackle _6_3_2_1_4_+_P +Screw Body Press _^_2_3_6_+_K + +:Desperation Moves: +Big Bang Tackle _2_1_4_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Rugal Bernstein + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Rugal Bernstein +----------------------------------------------- +:Throws: +Rugal Execution [_4/_6]_+[_C/_D] + +:Special Moves: +Reppuu Ken _2_3_6_+_P +Kaiser Wave _2_1_4_+_P +Genocide Cutter _2_3_6_+_K +Dark Barrier _2_1_4_+_K + _`reflect projectile + +:Desperation Moves: +Gigantic Pressure _6_1_2_3_+_C + +:Additional Notes: +_`can't use Body Blow on 1st form +_`invincible when charging POW on 1st form +_`can't use GC in Attack +_`all moves work only on 2nd form +_`lose a round for change to 2nd form +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Blood Code + - wait for the high scores table appear + - on player 1_O_A_+_Dand + - on player 2_O_B_+_Cpress_S + - only on Home Version +----------------------------------------------- +$end + +$info=kof95 +$cmd +*---INFO---* +----------------------------------------------- +The King of Fighters '95 +(c)1995 SNK +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs Low Life or POW MAX +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +High Jump tap_8 + +:Escape Moves: +Sidestep _A_+_B +^!Sidestep Attack [_P/_K] + +:Guard Cancel Moves: +GC in Attack (MAX)block[any Special/DM] + +:Recovery Moves: +Team Assistance dizzy_A_+_B_+_C + +:Command Moves: +Body Blow (_^)_C_+_D +Charge POW gauge _O_A_+_B_+_C + +:Other Moves: +Taunt _B_+_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +JAPAN TEAM +----------------------------------------------- +:Throws: +Issetsu Seoi Nage [_4/_6]_+_C + +:Command Moves: +Ge Shiki~Goufu You _6_+_D +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +101 Shiki~Oboro Guruma _4_2_1_+_K +212 Shiki~Kototsuki You _6_3_2_1_4_+_K +75 Shiki Kai _2_3_6_+_K_K + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +JAPAN TEAM +----------------------------------------------- +:Throws: +Front Suplex [_4/_6]_+[_C/_D] + +:Air Throws: +Spinning Knee Drop _^_?_+_C + +:Command Moves: +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken _6_2_3_+_P +Iai Geri _2_3_6_+_K +^!follow with Handou Sandan Geri +Handou Sandan Geri _2_8_+_K +Shinkuu Katategoma _6_3_2_1_4_+_K +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_C +----------------------------------------------- +$end +$cmd +Goro Daimon +JAPAN TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_C +Chou Oosotogari ^-_6_1_2_3_+_D +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 +Back Knuckle _6_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle ^2_8_+_P +Power Dunk _6_2_3_+_K +Crack Shoot _2_1_4_7_+_K +Burn Knuckle _2_1_4_+_P + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Kakaekomi Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken ^1_6_+_P +Kuuha Dan _1_9_+_K +Gekiheki Haisui Shou _2_1_4_+_Kx3 + +:Desperation Moves: +Chou Reppa Dan ^2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Leg Throw [_4/_6]_+_C +Hiza Jigoku [_4/_6]_+_D + +:Command Moves: +Crawl ^3 +Sliding Kick _3_+_D + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Upper _2_3_6_+_P +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _2_3_6_9_+_K +Slash Kick _1_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tomoe Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Hyouchuu Wari _6_+_C + +:Special Moves: +Ko'ou Ken (_^)_2_3_6_+_P +Kohou _6_2_3_+_P +Zanretsu Ken _6_3_2_1_4_+_P +Hien Shippuu Kyaku ^1_6_+_K +Kyokugen-ryuu Renbu Ken ^-_4_1_2_3_6_+_C +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Ryuuchou Kyaku [_4/_6]_+[_C/_D] + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Gen'ei Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_D +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Ippon Seoi [_4/_6]_+[_C/_D] + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Zanretsu Ken _6_3_2_1_4_+_P +Hien Shippuu Kyaku ^1_6_+_K +Shouran Kyaku ^-_6_3_2_1_4_+_B +Shouran Kyaku _6_3_2_1_4_+_D +Haoh Shikou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Raid Hell Char [_4/_6]_+[_C/_D] + +:Air Throws: +Critical Drive _^_?_+[_C/_D] + +:Special Moves: +Cross Cutter ^4_6_+_P +Moon Slasher ^2_8_+_P +Neck Roller ^2_8_+_K +Storm Bringer ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Final Bringer ^4_1_2_8_+_B_+_C +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dropping Wheel [_4/_6]_+[_C/_D] + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gatling Attack ^4_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_D +Kyuukouka Bakudan Punch ^2_8_+_P + +:Desperation Moves: +Baribari Vulcan Punch ^1_4_6_+_C +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Death Mountain Buster [_4/_6]_+[_C/_D] + +:Special Moves: +Vulcan Punch _X_P +Gatling Attack ^4_6_+_P +S.Arabian Burglary Backbreaker ^-_4_1_2_3_6_+_C +Super Argentine Backbreaker ^-_4_1_2_3_6_+_D + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Bit Throw [_4/_6]_+[_C/_D] + +:Air Throws: +Psychic Shoot _^_?_+_C + +:Command Moves: +Phoenix Bomb _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P +Phoenix Arrow _^_2_1_4_+_P +Psycho Reflector _4_1_2_3_6_+_K + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit _4_6_3_2_1_4_7_+_B_+_C +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_C +Kousentai _6_+_D + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_P +Ryuu Gakusai _4_2_1_+_K +Ryuu Sougeki _^_2_1_4_+_P + +:Desperation Moves: +Shinryuu Tenbu Kyaku _2_3_6_4_6_+_D +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Special Moves: +Hyoutan Geki _2_1_4_+_P +Ryuurin Hourai _6_2_3_+_P +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K +Hishou Kyaku _^_2_3_6_+_K +Ryuusei Raku ^4_6_+_K + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Dai Hakai Nage [_4/_6]_+_C +Hagan Geki [_4/_6]_+_D + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P +Tekkyuu Hien Zan ^2_8_+_K + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_C +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C + +:Command Moves: +Nidan Zan _6_+_C +Toorima Geri _6_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaitei Hien Zan ^4_6_+_P +^!Kishuu Hien Zuki _P +Tatsumaki Shippuu Zan ^2_8_+_P +Hishou Kyaku _^_2_3_6_+_K +Hishou Kuuretsu Zan ^2_8_+_O_K +Senpuu Hien Sashi ^4_6_+_K + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan ^4_1_2_8_+_B_+_C +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Silent Nage [_4/_6]_+[_C/_D] + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_D + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Saiha _2_1_4_+_P +Kuuga _6_2_3_+_P +Hyakuretsu Binta ^-_6_3_2_1_4_+_A +Hyakuretsu Binta _6_3_2_1_4_+_C +Raiou Ken _2_3_6_+_K +Haoh Shoukou Ken _6_4_1_2_3_6_+_P + +:Desperation Moves: +Hien Hou'ou Kyaku _6_4_6_3_2_1_4_+_B_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Fuusha Kuzushi [_4/_6]_+[_C/_D] + +:Air Throws: +Yume Zakura _^_?_+_D + +:Command Moves: +Crawl ^3 +Dairin Fuusha Otoshi _^_2_+_C +Sankaku Tobi _^corner_6 + +:Special Moves: +Kacho Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Musasabi no Mai-ground ^2_8_+_O_P +Musasabi no Mai-air _^_2_1_4_+_P +Hishou Ryuu'en Jin _6_2_3_+_K +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Danger Moves: +Chou Hissatsu Shinobi Bachi _6_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hook Buster [_4/_6]_+[_C/_D] + +:Command Moves: +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_K +Double Strike _6_4_6_3_2_+_K +Surprise Rose _2_1_4_7_+_K +Tornado Kick _6_3_2_1_4_+_K +Trap Shot _6_2_3_+_K + +:Desperation Moves: +Illusion Dance _4_6_3_2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +Iori Yagami +RIVAL TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Kuzukaze [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumekibi _6_+_C_C +Ge Shiki~Goufu In Shinigame _6_+_D +Ge Shiki~Yuri Ori _^_4_+_D + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_1_4_1_2_3_6_+_C +----------------------------------------------- +$end +$cmd +Eiji Kisaragi +RIVAL TEAM +----------------------------------------------- +:Throws: +Kuuchuu Ippon Seoi [_4/_6]_+[_C/_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Ryu Ei Jin _4_1_2_3_6_+_P +Kikou Hau _2_3_6_+_P +Kisaragi Ryuu Ren Ken Kyaku _2_3_6_+_K +Koppa Giri _6_3_2_1_4_+_K +Tenba Kyaku _2_1_4_7_+_K +Kasumi Giri _2_1_4_+_P +Zan Tetsu Ha _2_3_6_3_2_1_4_+_P + +:Desperation Moves: +Zantetsu Kamakiriken _4_1_2_3_6_3_2_+_B +----------------------------------------------- +$end +$cmd +Billy Kane +RIVAL TEAM +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Crawl ^3 +Boutaka Tobigeri _6_+_D + +:Special Moves: +Senpuu Kon _X_P +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P +Kyoushuu Hishou Kon _1_2_3_6_+_K +^!Move [_4/_6] +Suzume Otoshi _2_1_4_7_+_P + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Saisyu Kusanagi and Omega Rugal + - at the Character Select Screen + - choose TEAM EDIT_O_S + - _8_+_B_6_+_C_4_+_A_2_+_D +----------------------------------------------- +$end +$cmd +Saisyu Kusanagi +----------------------------------------------- +:Throws: +Issetsu Seoi Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Ge Shiki~Gou Tsui _6_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +427 Shiki~Kamu Kakari _6_3_2_1_4_+_P + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_C +----------------------------------------------- +$end +$cmd +Omega Rugal +----------------------------------------------- +:Throws: +Rugal Execution [_4/_6]_+[_C/_D] + +:Special Moves: +Reppuu Ken _2_3_6_+_P +Kaiser Wave _6_4_1_2_3_6_+_P +Genocide Cutter _2_1_4_7_+_K +God Press _6_3_2_1_4_+_P +Dark Barrier _2_3_6_+_K + _`reflect projectile + +:Desperation Moves: +Gigantic Pressure _6_3_2_1_4x2_+_B_+_C +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Blood Code + - wait for the high scores table appear + - on player 1_O_A_+_Dand + - on player 2_O_B_+_Cpress_S + - only on Home Version +----------------------------------------------- +$end + +$info=kof96 +$cmd +*---INFO---* +----------------------------------------------- +The King of Fighters '96 +(c)1996 SNK +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs Low Life or POW MAX + +:Super Desperation Moves: (SDM) +you must do a Desperation Move with a Low Life +and POW MAX +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 +Run Backward _6_6_7^6 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Forward Roll _6_+_A_+_B +Backward Roll _A_+_B +Throw Escape thrown_A_+_B + +:Recovery Moves: +Safe Roll landing_A_+_B +Team Assistance dizzy_2_+_A_+_B_+_C + +:Guard Cancel Moves: +GC in Forward Roll (MAX)block_6_+_A_+_B +GC in Backward Roll (MAX)block_A_+_B +GC in Body Blow (MAX)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Charge POW Meter _O_A_+_B_+_C + +:Other Moves: +Taunt _B_+_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +HERO TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugashi _P + ^!125 Shiki~Nanase _K +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +R.E.D. KicK _4_2_1_+_K +212 Shiki~Kototsuki You _6_3_2_1_4_+_K +75 Shiki Kai _2_3_6_+_K_K +910 Shiki~Nue Tumi _2_1_4_+_P + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +HERO TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P +Iai Geri _2_3_6_+_K +^!Handou Sandan Geri _2_8_+_K +Handou Sandan Geri _4_2_1_+_K +Super Inazuma Kick _6_2_3_+_K +Shinkuu Katategoma _6_3_2_1_4_+_K +Benimaru Collider ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Goro Daimon +HERO TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Command Moves: +'94/'95 Sidestep _B_+_C_+_D + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Chou Oosotogari _4_1_2_3_6_+_B +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_C +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle _6_2_3_+_P +Power Dunk _6_2_3_+_K +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken _1_6_+_P +^!Gadankou _2_3_6_+_P +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P +^!Uwa Agito _K +Kuuha Dan _4_1_2_3_6_+_K +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K +Slash Kick _4_1_2_3_6_+_K +Ougon No Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Mouko Raijin Gou _2_1_4_+_P +^!follow with Kohou +Kyokugen-ryuu Renbu Ken ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_D + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kuuga _6_2_3_+_P +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_P +Hyakuretsu Binta ^-_6_3_2_1_4_+_A +Hyakuretsu Binta _6_3_2_1_4_+_C +Hien Senpuu Kyaku _2_1_4_+_K +Raiou Ken _2_3_6_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Killer Bite [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D +X-Calibur ^2_8_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gatling Attack ^4_6_+_P +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Ralf Kick ^4_6_+_K +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Driver _^_?_+[_C/_D] + +:Command Moves: +'94/'95 Sidestep _B_+_C_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Rolling Cradler _4_1_2_3_6_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner _4_1_2_3_6_+_B +^!Flashing Elbow _2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_D +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P +Phoenix Arrow _^_2_1_4_+_P +Psychic Teleport _2_3_6_+_K +Psycho Reflector _6_3_2_1_4_+_K + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_4_6_3_2_1_4_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K +Ryuu Sougeki _^_2_1_4_+_P + +:Desperation Moves: +Shinryuu Seiou Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Special Moves: +Hyoutan Geki _2_1_4_+_P +Ryuurin Hourai _6_2_3_+_P +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K +Choushuu Rikugyo _2_3^6_+_P +Suikan Kanou _2_3_6_+_P +^!Cancel _A_+_B_+_C_+_D +^!Choushuu Rikugyo _6_+_P +^!Kaiten-teki Kuutotsu Ken _6_+_K +Bougetsu Sui _2_1_4_+_K +^!Cancel _A_+_B_+_C_+_D +^!Move [_4/_6] +^!Rouja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D +^!Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K +Kuu Sajin ^2_8_+_P +Hishou Kyaku _^_2_3_6_+_K +Ryuusei Raku ^4_6_+_K + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P +Tekkyuu Hien Zan ^2_8_+_K +Dai Hakai Nage ^-_6_3_2_1_4_6_+_C + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+[_C/_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Shissou Hishou Zan ^4_6_+_P +Tatsumaki Shippuu Zan ^2_8_+_P +Hishou Kyaku _^_2_3_6_+_K +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K] +Senpuu Hien Sashi ^4_6_+_K +^!Houkou Tenkan _?_+[_P/_K] + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +----------------------------------------------- +$end +$cmd +Kasumi Todoh +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Okuri Ashi Barai [_4/_6]_+[_C/_D] + +:Special Moves: +Kasane Ate (_^)_2_3_6_+_P +Hakusan Tou~Dageki Bougyou _2_1_4_+_P +Messhin Mutou~Joudan Atemi _4_1_2_3_6_+_B + _`reverse jump/Special/DM/SDM +Sasshou Inshuu~Chuudan Atemi _4_1_2_3_6_+_D + _`reverse high/mid +Tatsumaki Souda~Nage Dageki ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Chou Kasane Ate _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Kacho Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Hishou Ryuu'en Jin _6_2_3_+_K +Musasabi no Mai-ground _6_3_2_1_4_+_O_P +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Special Moves: +Venom Strike _2_3_6_+_K +Double Strike _2_3_6x2_+_K +Surprise Rose _6_2_3_+_P +Trap Shot _6_2_3_+_K +Tornado Kick _6_3_2_1_4_+_K +Mirage Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Iori Yagami +YAGAMI TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +Kuzukaze ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_1_4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Mature +YAGAMI TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Special Moves: +Death Row _2_1_4_+_Px3 +Despair _2_3_6_+_P +Decide _4_1_2_3_6_+_P +Metal Massacre _2_1_4_+_K + +:Desperation Moves: +Heaven's Gate _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Vice +YAGAMI TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Special Moves: +Outrage _2_1_4_+_K +Ravenous _^_2_1_4_+_K +Decide _4_1_2_3_6_+_P +Gore Fest ^-_6_3_2_1_4_6_+_C + +:Desperation Moves: +Negative Gain ^-_6_3_2_1_4x2_+_C +----------------------------------------------- +$end +$cmd +Geese Howard +BOSS TEAM +----------------------------------------------- +:Throws: +Katate Nage [_4/_6]_+_C +Shinkuu Nage [_4/_6]_+_D + +:Special Moves: +Reppuu Ken _2_3_6_+_A +Double Reppuu Ken _2_3_6_+_C +Shippuu Ken _^_2_1_4_+_P +Hisshou Nichirin Zan _6_2_3_+_P +Ja'ei Ken _6_3_2_1_4_+_P +Joudan Atemi Nage _4_1_2_3_6_+_B + _`reverse jump/Special/DM/SDM +Chudan Atemi Uchi _4_1_2_3_6_+_D + _`reverse high/mid + +:Desperation Moves: +Rasing Storm _1_6_3_2_1_4_3_+_P +----------------------------------------------- +$end +$cmd +Wolfgang Krauser +BOSS TEAM +----------------------------------------------- +:Throws: +Cliffhanger Drop [_4/_6]_+_C +Kaiser Driver '91 [_4/_6]_+_D + +:Special Moves: +Blitz Ball-high _2_1_4_+_P +Blitz Ball-low _2_1_4_+_K +Leg Tomahawk _2_3_6_+_K +Lift Up Blow ^-_6_3_2_1_4_6_+_C +Kaiser Dual Sobal _4_1_2_3_6_+_K +Kaiser Kick _6_2_3_+_K + +:Desperation Moves: +Kaiser Wave _6_4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +Mr. Big +BOSS TEAM +----------------------------------------------- +:Throws: +Million Dolar Buster [_4/_6]_+_C +High Lift Throw [_4/_6]_+_D + +:Special Moves: +Crazy Drum _X_P +Ground Blaster _2_3_6_+_P +California Romance _6_2_3_+_P +Cross Diving _6_3_2_1_4_+_P +Spinning Lancer _6_3_2_1_4_+_K + +:Desperation Moves: +Blaster Wave _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Chizuru Kagura and Goenitz + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Chizuru Kagura +----------------------------------------------- +:Throws: +Reigetsu [_4/_6]_+_C +Kaiten [_4/_6]_+_D + +:Special Moves: +100 Katsu~Tenjin no Kotowari _6_2_3_+_P +212Katsu~Shinsoku no Norito _6_3_2_1_4_+[_P/_K] +^!Tenzui _2_1_4_+[_P/_K] +108 Katsu~Tamayura on Shitsune _4_1_2_3_6_+_P + _`reflect projectile + +:Desperation Moves: +Rimen 85~Reigi no Ishizue _2_1_4_1_2_3_6_+_P + _`foe can't use Special/DM/SDM +Rimen 1 Katsu~Sanrai no Fujin _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Goenitz, Leopold +----------------------------------------------- +:Throws: +Meifu no Mon [_4/_6]_+_C +Soukatsu Satsu [_4/_6]_+_D + +:Special Moves: +Yonokaze _4_1_2_3_6_+[_P/_K] +Hyouga _2_1_4_+_K +Wanpyou Tokobuse _2_1_4_+_A +Wanpyou Mametsu _2_1_4_+_C + +:Desperation Moves: +Yamidoukoku ^-_6_3_2_1_4x2_+_C + _`can be done at anytime + _`doesn't have a SDM version +Shin Ya Otome _2_1_4_1_2_3_6_+_P + _`can be done at anytime +----------------------------------------------- +$end + +$info=kof97 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers '97 +(c)1997 SNK +King of Gladiator +(c)1997 Unknown +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1 stock(Advanced) or +POW MAX / Low Life(Extra) + +:Super Desperation Moves: (SDM) +you must do a Desperation Move +with 1 stock and Time Gauge(Advanced) or +Low Life and POW MAX(Extra) +----------------------------------------------- +$end +$cmd +«Advanced Mode Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Forward Roll _A_+_B +Backward Roll _4_+_A_+_B + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Forward Roll (1Stock)block_6_+_A_+_B +GC in Backward Roll (1Stock)block_A_+_B +GC in Body Blow (1Stock)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Activate Time Gauge (1Stock)_A_+_B_+_C +----------------------------------------------- +$end +$cmd +«Extra Mode Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +Normal Jump _8 +High Jump _2_8 + +:Escape Moves: +Sidestep _A_+_B + +:Recovery Moves: +Safe Roll landing_A_+_B +Team Assistance dizzy_A_+_B_+_C + +:Guard Cancel Moves: +GC in Forward Roll (MAX)block_6_+_A_+_B +GC in Backward Roll (MAX)block_A_+_B +GC in Body Blow (MAX)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Charge Power Gauge _O_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +HERO TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugashi _P + ^!125 Shiki~Nanase _K +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +212 Shiki~Kototsuki You _6_3_2_1_4_+_K +R.E.D. KicK _4_2_1_+_K +75 Shiki Kai _2_3_6_+_K_K +910 Shiki~Nue Tsumi _2_1_4_+_P + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +Saishuu Kessen Ougi~Mu Shiki _2_3_6x2_+_P +^!Chouhatsu _X_P + _`on Desperation Move only +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +HERO TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P +Shinkuu Katategoma _2_1_4_+_P +Super Inazuma Kick _6_2_3_+_K +Iai Geri _2_3_6_+_K +Handou Sandan Geri _6_3_2_1_4_+_K +Benimaru Collider ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Elec-Trigger ^-_6_3_2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Goro Daimon +HERO TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Command Moves: +Tama Tsubushi _6_+_A +Zujou Barai _3_+_C + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Chou Oosotogari ^-_6_2_3_+_K +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_P +Ura Nage _6_3_2_1_4_6_+_K +Nekko Gaeshi _2_3_6_+_K + _`reverse high/mid +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_P +Arashi no Yama~Nekko Meki ^-_4_1_2_3_6x2_+_K +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Bukko Nuki Ura Nage _6_2_3_+_K +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Back Knuckle _6_+_A +Rising Upper _3_+_C + +Special Moves +Power Wave _2_3_6_+_P +Rising Tackle _6_2_3_+_P +Power Dunk _6_2_3_+_K +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P +Power Charge _4_1_2_3_6_+_K + +:Desperation Moves: +Power Geyser _2_1_4_1_2_3_6_+_P +High Angle Geyser _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken _1_6_+_P +^!Gadankou _2_3_6_+_P +Kuuha Dan _4_1_2_3_6_+_K +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P +^!Uwa Agito _K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_2_3_6_+_K +Hishou Ryuusei Ken _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K +Slash Kick _4_1_2_3_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +BakuretsuHuricaneTigerKakato _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Mouko Raijin Gou _2_1_4_+_P +^!follow with Kohou +Mouko Raijin Setsu _2_3_6_+_K +Kyokugen-ryuu Renbu Ken ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Tenchi Haoh Ken _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Ryuu Hanshuu _6_+_B + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Ryuu Zanshou _6_2_3_+_K +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Muei Shippuu Juudan Kyaku _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Raiou Ken _2_3_6_+_K +Kuuga _6_2_3_+_P +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_P +Hien Senpuu Kyaku _2_1_4_+_K +Hyakuretsu Binta _6_3_2_1_4_+_P + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Hien Rekkou _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +X-Calibur ^2_8_+_K +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D +Eye Slasher _2_1_4_+_P + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Gravity Storm _2_3_6x2_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gatling Attack ^4_6_+_P +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Ralf Kick ^4_6_+_K +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K +Galactica Phantom _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner _6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +Rolling Cradler _4_1_2_3_6_+_P +^!Flashing Elbow _2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Phoenix Arrow _^_2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P +Psychic Teleport _2_3_6_+_K +Psycho Reflector _6_3_2_1_4_+_K + _`reflect projectile +Super Psychic Throw ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Shining Crystal Bit (_^)_4_6_3_2_1_4_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A +Kousentai _6_+_B + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Sougeki _^_2_1_4_+_P +Ryuu Renda ^-_6_2_3_+_X_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K + +:Desperation Moves: +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_B +Shinryuu Seiou Rekkyaku _2_3_6_3_2_1_4_+_D +Senki Hakkei ^-_2_3_6x2_+_P +Niku Man o Kuu _2_1_4x2_+_P + _`recovery life +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Hyoutan Geki _2_1_4_+_P +Ryuurin Hourai _6_2_3_+_P +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K +Choushuu Rikugyo _2_3^6_+_P +Suikan Kanou _2_3_6_+_P +^!Cancel _A_+_B_+_C_+_D +^!Choushuu Rikugyo _6_+_P +^!Kaiten-teki Kuutotsu Ken _6_+_K +Bougetsu Sui _2_1_4_+_K +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +^!Ryuuja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D +^!Kaiten-teki Kuutotsu Ken _6_+_K + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Chizuru Kagura +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Reigetsu [_4/_6]_+_C +Kaiten [_4/_6]_+_D + +:Special Moves: +100 Katsu~Tenjin no Kotowari _6_2_3_+_P +212Katsu~Shinsoku no Norito _6_3_2_1_4_+[_P/_K] +^!Tenzui _2_1_4_+[_P/_K] +212K.OtsuShiki~Choumon noIsshin _2_3_6_+[_P/_K] +106 Katsu~Tamayura no Shitsune _4_1_2_3_6_+_P + _`reflect projectile + +:Desperation Moves: +Rimen 85~Reigi no Ishizue _2_1_4_1_2_3_6_+_P + _`foe can't use Special/DM/SDM +Rimen 1 Katsu~Sanrai no Fujin _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _3_+_B + +:Special Moves: +Kacho Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Hishou Ryuu'en Jin _6_2_3_+_K +Musasabi no Mai-ground ^2_8_+_O_P +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Hakuro no Mai _6_2_3_+_P + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _2_1_4_1_2_3_6_+_K +Hou'ou no Mai _2_1_4x2_+_P +Mizudori no Mai _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Command Moves: +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_K +Double Strike _2_3_6x2_+_K +Surprise Rose _6_2_3_+_P +Trap Shot _6_2_3_+_K +Tornado Kick _6_3_2_1_4_+_K +Mirage Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Silent Flash _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Dora Yup Chagi _6_+_A +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K +^!Tenshou Zan(with_D) _2_+_D +Kuu Sajin ^2_8_+_P +Hishou Kyaku _^_2_3_6_+_K +Ryuusei Raku ^4_6_+_K + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_2_3_6_+_K +Hou'ou Tenbu Kyaku _^_2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hiki Nige _3_+_A + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P +Tekkyuu Hien Zan ^2_8_+_K +Dai Hakai Nage ^-_6_3_2_1_4_6_+_C + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Assatsu _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Nidan Zan _6_+_A +Toorima Geri _6_+_B + +:Special Moves: +Tatsumaki Shippuu Zan ^2_8_+_P +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K] +Senpuu Hien Sashi ^4_6_+_K +^!Houkou Tenkan _?_+[_P/_K] +Shissou Hishou Zan ^4_6_+_P +Hishou Kyaku _^_2_3_6_+_K + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Yashiro Nanakase +NEW FACES TEAM +----------------------------------------------- +:Throws: +Lever Blow [_4/_6]_+_C +Hatchet Throw [_4/_6]_+_D + +:Command Moves: +Step Side Kick _6_+_B + +:Special Moves: +Upper Duel _6_2_3_+_P +Sledgehammer _2_1_4_+_P +Missile Might Bash _6_3_2_1_4_+_P +Jet Counter _4_1_2_3_6_+_P + +:Desperation Moves: +Million Bash Stream _2_1_4_1_2_3_6_+_P +Final Impact _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Shermie +NEW FACES TEAM +----------------------------------------------- +:Throws: +Shermie Flash~Original [_4/_6]_+_C +Front Flash [_4/_6]_+_D + +:Command Moves: +Shermie Stand _6_+_B + +:Special Moves: +Shermie Whip _6_2_3_+_K +Axle Spin Kick _2_1_4_+_K +Shermie Shoot _4_1_2_3_6_+_K +Shermie Spiral ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Shermie Flash ^-_6_3_2_1_4x2_+_P +Shermie Cranival ^-_4_1_2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Chris +NEW FACES TEAM +----------------------------------------------- +:Throws: +Step Turn [_4/_6]_+_C +Aerial Drop [_4/_6]_+_D + +:Command Moves: +Spinning Array _6_+_A + +:Special Moves: +Slide Touch _2_3_6_+_P +Glider Stomp _^_2_3_6_+_K +Hunting Air _6_2_3_+_K +Shooting Dancer~Thrust _6_3_2_1_4_+_P +Shooting Dancer~Step _6_3_2_1_4_+_K +^!follow with Glider Stomp + +:Desperation Moves: +Chain Slide Touch _2_3_6x2_+_P +Twister Drive _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Shime Age [_4/_6]_+_C +Bun Nage [_4/_6]_+_D + +:Command Moves: +Bussashi _6_+_A + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] +^!Hebi Damashi _D +Sabaki no Aikuchi _6_2_3_+_P +Bai Gaeshi-absorb _2_3_6_+_A + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_C + _`reflect projectile +Suna Kake _6_2_3_+_K +^!follow with Hebi Tsukai +Bakudan Pachiki ^-_4_1_2_3_6_+_P +Sadomazo _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/SDM + +:Desperation Moves: +Guillotine _2_3_6x2_+_P +Drill ^-_6_3_2_1_4x2_+_X_P +----------------------------------------------- +$end +$cmd +Blue Mary +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch _6_+_A +Climbing Arrow _3_+_B + +:Special Moves: +M. Spider _2_3_6_+_P +Spin Fall _2_3_6_+_K +Straight Slicer ^4_6_+_K +^!Crab Clutch _2_3_6_+_K +Vertical Arrow _6_2_3_+_K +^!M. Snatcher _6_2_3_+_K +M. Reverse Facelock _2_1_4_+_B + _`reverse jump/Special/DM/SDM +M. Head Buster _2_1_4_+_D + _`reverse high/mid +Backdrop Real ^-_4_1_2_3_6_+_P + +:Desperation Moves: +M. Typhoon ^-_6_3_2_1_4x2_+_K +M. Splash Rose _2_3_6_3_2_1_4_+_P +M. Dynamite Swing _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Billy Kane +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Jigoku Otoshi [_4/_6]_+_C +Ippon Zuri Nage [_4/_6]_+_D + +:Command Moves: +Dai Kaiten Geri _6_+_A +Boutaka Tobigeri _6_+_B + +:Special Moves: +Senpuu Kon _X_A +Shuuten Renpa Kon _X_C +Sen'en Sakkon _6_2_3_+_P +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P +^!Kaen Sansetsu Kon~Chuudan Tsuki _2_3_6_+_P +Kyoushuu Hishou Kon _6_2_3_+_K +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B + _`reverse jump/Special/DM/SDM +Suiryuu Tsuigeki Kon _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_P +Dai Senpuu _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Iori Yagami +EDIT TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumekibi _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +Kuzukaze ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 108 Shiki~Ya Sakazuki _2_1_4_1_2_3_6_+_P +^!Delay _O_P_+_K +----------------------------------------------- +$end +$cmd +Shingo Yabuki +EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Ippon Seoi Nage Fukanzen [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A +115 Shiki~Dokugami Mikansei _2_3_6_+_C +100 Shiki~Oniyaki Mikansei _6_2_3_+_P +101 Shiki~Oboro Guruma Mikansei _2_1_4_+_K +Shingo Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +Burning Shingo _2_1_4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Kyo Kusanagi '94 + - at the Character Select Screen + - put the cursor on Kyo_O_Spress[_P/_K] + +*Play with Orochi Leona + - at the Character Select Screen_O_S + - _8_2_8_2_8_2_+_B_+_D + - she use the same moves of Leona + +*Play with Orochi Iori + - at the Character Select Screen_O_S + - _4_6_4_6_4_6_+_A_+_C + - he use the same moves of Iori + +*Play with Orochi Team + - at the Character Select Screen_O_S + - _8_4_2_6_8_2_+_B_+_C + - only after a code for Orochi Iori or Leona + +*Play with Orochi + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Kyo Kusanagi '94 +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +101 Shiki~Oboro Guruma _4_2_1_+_K + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +----------------------------------------------- +$end +$cmd +Yashiro of the Parched Earth +OROCHI TEAM +----------------------------------------------- +:Throws: +Baku [_4/_6]_+_C +Beki [_4/_6]_+_D + +:Command Moves: +Bu _6_+_B + +:Special Moves: +Odoru Daichi ^-_4_1_2_3_6_+_P +Niragu Daichi ^-_6_3_2_1_4_6_+_P +Musebu Daichi _4_1_2_3_6_+_K +Kujiku Daichi _2_1_4_+_P + +:Desperation Moves: +AnkokuJigokuGokurakuOtoshi ^-_6_3_2_1_4x2_+_P +Araburu Daichi ^-_4_1_2_3_6x2_+_P +Hoeru Daichi _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Shermie of the Insanely Violent Lightning +OROCHI TEAM +----------------------------------------------- +:Throws: +Bakurai [_4/_6]_+_C +Enrai [_4/_6]_+_D + +:Command Moves: +Kourai _6_+_B + +:Special Moves: +Mugetsu no Raiun _4_1_2_3_6_+[_P/_K] +Yatanagi no Muchi _2_1_4_+_P +Shajitsu no Odori _2_1_4_+_K +Raijin no Tsue _^_2_3_6_+_K + +:Desperation Moves: +Ankoku Raiko Ken _2_3_6x2_+_P +Shukumei, Gen'ei, Shinshi _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Chris of the Flame of Destiny +OROCHI TEAM +----------------------------------------------- +:Throws: +Chi no Batsu [_4/_6]_+_C +Ten no Tsumi [_4/_6]_+_D + +:Command Moves: +Muyou no Ono _6_+_A + +:Special Moves: +Taiyou o Iru Honoo _2_3_6_+_P +Tsuki o Tsumu Honoo _6_2_3_+_P +Kagami o Hofuru Honoo _2_1_4_+_P +Shishi o Kamu Honoo ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Ankoku Orochi Nagi _2_1_4_1_2_3_6_+_O_P +Daichi o Harau Gouka _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Orochi +----------------------------------------------- +:Throws: +Arahabaki [_4/_6]_+[_C/_D] + +:Special Moves: +Kaijo _2_3_6_+_A +Ken Imi-straight _2_3_6_+_B +Ken Imi-upward _2_3_6_+_C +Tadasu normal attack_2_3_6_+_D +Katakenawa _6_3_2_1_4_+[_P/_K] + +:Desperation Moves: +Kon _2_1_4_+_P + _`doesn't have a SDM version +Ookami _6_2_3_+_P + _`doesn't have a SDM version + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end + +$info=kof98 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers '98 - The Slugfest +The King of Fighters '98-dream match never ends +(c)1998 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1 stock(Advanced) or +POW MAX / Low Life(Extra) + +:Super Desperation Moves: (SDM) +you must do a Desperation Move +with 1 stock and Time Gauge(Advanced) or +Low Life and POW MAX(Extra) +----------------------------------------------- +$end +$cmd +«Advanced Mode Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Forward Roll _A_+_B +Backward Roll _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_P/_K] + +:Recovery Moves: +Safe Fall landing_A_+_B + +:Guard Cancel Moves: +GC in Forward Roll (1Stock)block_6_+_A_+_B +GC in Backward Roll (1Stock)block_A_+_B +GC in Body Blow (1Stock)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Activate Time Gauge (1Stock)_A_+_B_+_C +----------------------------------------------- +$end +$cmd +«Extra Mode Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 + +:Escape Moves: +Sidestep _A_+_B +^!Sidestep Attack [_P/_K] + +:Recovery Moves: +Safe Fall landing_A_+_B +Team Assistance dizzy_A_+_B_+_C + +:Guard Cancel Moves: +GC in Forward Roll (MAX)block_6_+_A_+_B +GC in Backward Roll (MAX)block_A_+_B +GC in Body Blow (MAX)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Charge Power Gauge _O_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +HERO TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugachi _P + ^!125 Shiki~Nanase _K +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +75 Shiki Kai _2_3_6_+_K_K +R.E.D. KicK _4_2_1_+_K +212 Shiki~Kototsuki You _6_3_2_1_4_+_K +910 Shiki~Nue Tsumi _2_1_4_+_P + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +Saishuu Kessen Ougi~Mu Shiki _2_3_6x2_+_P +^!Chouhatsu _X_P + _`on Desperation Move only +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +HERO TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P +Shinkuu Katategoma _2_1_4_+_P +Iai Geri _2_3_6_+_K +Super Inazuma Kick _6_2_3_+_K +Handou Sandan Geri _6_3_2_1_4_+_K +Benimaru Collider ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Elec-Trigger ^-_6_3_2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +Goro Daimon +HERO TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Command Moves: +Tama Tsubushi _6_+_A +Zujou Barai _3_+_C + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Chou Oosotogari ^-_6_2_3_+_K +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_P +Ura Nage _6_3_2_1_4_6_+_K +Nekko Gaeshi _2_3_6_+_K + _`reverse high/mid +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_P +Arashi no Yama~Nekko Nuki ^-_4_1_2_3_6x2_+_K +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Bukko Nuki Ura Nage _6_2_3_+_K +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Back Knuckle _6_+_A +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle _6_2_3_+_P +Power Dunk _6_2_3_+_K +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P +Power Charge _4_1_2_3_6_+_K + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +High Angle Geyser _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B +Age Men _3_+_A + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken _1_6_+_P +^!Gadankou _2_3_6_+_P +Kuuha Dan _4_1_2_3_6_+_K +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P +^!Uwa Agito _K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Hishou Ryuusei Ken _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Ougon no Kakato _2_1_4_+_K +Tiger Kick _6_2_3_+_K +Slash Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +BakuretsuHuricaneTigerKakato _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Ryo Sakasaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Mouko Raijin Gou _2_1_4_+_P +^!follow with Kohou +Mouko Raijin Setsu _2_3_6_+_K +Kyokugen-ryuu Renbu Ken ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Tenchi Haoh Ken _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Kouryuu Koukyaku Geri _6_+_A +Ryuu Hanshuu _6_+_B + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Ryuu Zanshou _6_2_3_+_K +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Muei Shippuu Juudan Kyaku _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kuuga _6_2_3_+_P +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_P +Raiou Ken _2_3_6_+_K +Hien Senpuu Kyaku _2_1_4_+_K + +:Desperation Moves: +Haou Shoukou Ken _6_4_1_2_3_6_+_P +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Hien Rekkou _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Command Moves: +Strike Arch _6_+_B + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D +X-Calibur ^2_8_+_K +Eye Slasher _2_1_4_+_P +Earring Bakudan _2_1_4_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Gravity Storm _2_3_6x2_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gattling Attack ^4_6_+_P +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +Ralf Kick ^4_6_+_K + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K +Galactica Phantom _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +SuperArabianBurglaryBackbreaker _4_1_2_3_6_+_A +^!Flashing Elbow _2_3_6_+_P +Rolling Cradle _4_1_2_3_6_+_C +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P +Psychic Teleport _2_3_6_+_K +Phoenix Arrow _^_2_1_4_+_K +Psycho Reflector _2_1_4_+_B + _`reflect projectile +New Psycho Reflector _2_1_4_+_D + _`reflect projectile +Super Psychic Throw ^-_4_1_2_3_6_+_P + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A +Kousentai _6_+_B + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Sougeki _^_2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K +Ryuu Renda _6_2_3_+_X_P + +:Desperation Moves: +Shinryuu Seioh Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D +Senki Hakkei ^-_2_3_6x2_+_P +Niku Man o Kuu _2_1_4x2_+_P + _`recovery life +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Kisui Shuu _2_3_6_+_P +Ryuurin Hourai _6_2_3_+_P +Hyoutan Geki _2_1_4_+_P +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K +Suikan Kanou _2_2_+_P +^!Choushuu Rikugyo _6_+_P +^!Kaiten-teki Kuutotsu Ken _6_+_K +^!Cancel _A_+_B_+_C_+_D +Bougetsu Sui _2_2_+_K +^!Move [_4/_6] +^!Rouja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D +^!Kaiten-teki Kuutotsu Ken _6_+_K +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +Chizuru Kagura +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Reigetsu [_4/_6]_+_C +Kaiten [_4/_6]_+_D + +:Command Moves: +Jokatsu~Sousou-Zheng Zheng _6_+_A +Jokatsu~Sousou-Cang Cang _6_+_B +Jokatsu~Sousou-Cong Cong _3_+_B + +:Special Moves: +212Katsu~Shinsoku no Norito _6_3_2_1_4_+[_P/_K] +^!Tensui _2_1_4_+[_P/_K] +108 Katsu~Tamayura no Shitsune _2_3_6_+_P + _`reflect projectile +100 Katsu~Tenjin no Kotowari _6_2_3_+_P +212K.OtsuShiki~Choumon no Isshin _2_2_+[_P/_K] + +:Desperation Moves: +Rimen 85~Reigi no Ishizue _2_1_4_1_2_3_6_+_P + _`foe can't use Special/DM/SDM +Rimen 1 Katsu~Sanrai no Fujin _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Musasabi no Mai-ground ^2_8_+_O_P +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Hakuro no Mai _6_2_3_+_P +Hishou Ryuu'en Jin _6_2_3_+_K + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _2_1_4_1_2_3_6_+_K +Mizudori no Mai _2_3_6x2_+_P +Hou'ou no Mai _2_1_4x2_+_P +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Command Moves: +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_K +Double Strike _2_3_6x2_+_K +Trap Shot _6_2_3_+_K +Surprise Rose _6_2_3_+_P +Mirage Kick _6_3_2_1_4_+_P +Tornado Kick _6_3_2_1_4_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Silent Flash _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Dora Yup Chagi _6_+_A +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K +^!Tenshou Zan(with_D) _2_+_D +Sanren Geki _2_1_4_+_Px3 +Hishou Kyaku _^_2_3_6_+_K +Kuu Sajin ^2_8_+_P +Haki Kyaku _2_2_+_K +^!follow with Hou'ou Kyaku +Ryuusei Raku ^4_6_+_K + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Tenbu Kyaku _^_2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hike Nige _3_+_A + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P +Tekkyuu Hien Zan ^2_8_+_K +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Assatsu _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Nidan Zan _6_+_A +Toorima Geri _6_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan _2_1_4_+_P +^!Kaiten Hien Zuki _P +Tatsumaki Shippuu Zan ^2_8_+_P +Senpuu Hien Sashi ^4_6_+_K +^!Houkou Tenkan _?_+[_P/_K]x2 +Shissou Hishou Zan ^4_6_+_P +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kyaku _^_2_3_6_+_K + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +----------------------------------------------- +$end +$cmd +Yashiro Nanakase +NEW FACES TEAM +----------------------------------------------- +:Throws: +Lever Blow [_4/_6]_+_C +Hatchet Throw [_4/_6]_+_D + +:Command Moves: +Regret Bash _6_+_A +Step Side Kick _6_+_B + +:Special Moves: +Upper Duel _6_2_3_+_P +Missile Might Bash _6_3_2_1_4_+_P +Jet Counter _4_1_2_3_6_+_P +^!Still _2_3_6_+_P +Sledgehammer _2_1_4_+_K + +:Desperation Moves: +Million Bash Stream _2_1_4_1_2_3_6_+_X_P +Final Impact _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Shermie +NEW FACES TEAM +----------------------------------------------- +:Throws: +Shermie Flash~Original [_4/_6]_+_C +Front Flash [_4/_6]_+_D + +:Command Moves: +Shermie Stand _6_+_B + +:Special Moves: +Shermie Whip _2_1_4_+_P +^!Shermie Cute _2_3_6_+_K +Axle Spin Kick _2_1_4_+_K +Shermie Shoot _4_1_2_3_6_+_K +Shermie Spiral ^-_4_1_2_3_6_+_P +^!Shermie Cute _2_3_6_+_K +Shermie Clutch _6_2_3_+_K +^!Shermie Cute _2_3_6_+_K + +:Desperation Moves: +Shermie Flash ^-_6_3_2_1_4x2_+_P +Shermie Carnival ^-_4_1_2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Chris +NEW FACES TEAM +----------------------------------------------- +:Throws: +Step Turn [_4/_6]_+_C +Aerial Drop [_4/_6]_+_D + +:Command Moves: +Spinning Array _6_+_A +Reverse Anchor Kick _6_+_B +Carry Off Kick _3_+_B + +:Special Moves: +Slide Touch _2_3_6_+_P +Scramble Dash _2_3_6_+_K +Hunting Air _6_2_3_+_K +Direction Change _6_2_3_+_P +Glider Stomp _^_2_3_6_+_K +Shooting Dancer~Thrust _6_3_2_1_4_+_P +Shooting Dancer~Step _6_3_2_1_4_+_K +^!follow with Glider Stomp + +:Desperation Moves: +Chain Slide Touch _2_3_6x2_+_P +Twister Drive _2_1_4x2_+_K +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Shime Age [_4/_6]_+_C +Bun Nage [_4/_6]_+_D + +:Command Moves: +Bussashi _6_+_A + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] +^!Hebi Damashi _D +Sabaki no Aikuchi _6_2_3_+_P +Yakiire _6_2_3_+_B +Suna Kake _6_2_3_+_D +^!follow with Hebi Tsukai +Bai Gaeshi-absorb _2_3_6_+_A + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_C + _`reflect projectile +Sadomazo _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/SDM +Bakudan Pachiki ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Guillotine _2_3_6x2_+_P +Drill ^-_6_3_2_1_4x2_+_X_P +^!Chouhatsu _X[_P/_K] +----------------------------------------------- +$end +$cmd +Blue Mary +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch _6_+_A +Double Rolling _6_+_B +Climbing Arrow _3_+_B + +:Special Moves: +M. Spider _2_3_6_+_P +Spin Fall _2_3_6_+_K +Vertical Arrow _6_2_3_+_K +^!M. Snatcher _6_2_3_+_K +Straight Slicer ^4_6_+_K +^!Crab Clutch _2_3_6_+_K +Backdrop Real ^-_6_3_2_1_4_6_+_P +M. Reverse Facelock _2_1_4_+_B + _`reverse jump/Special/DM/SDM +M. Head Buster _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +M. Typhoon ^-_6_3_2_1_4x2_+_K +M. Splash Rose _2_3_6_3_2_1_4_+_P +M. Dynamite Swing _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Billy Kane +'97 SPECIAL TEAM +----------------------------------------------- +:Throws: +Jigoku Otoshi [_4/_6]_+_C +Ippon Zuri Nage [_4/_6]_+_D + +:Command Moves: +Dai Kaiten Geri _6_+_A +Boutaka Tobigeri _6_+_B + +:Special Moves: +Senpuu Kon _X_A +Shuuten Renpa Kon _X_C +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P +^!Kaen Sansetsu Kon~Chuudan Tsuki _2_3_6_+_P +Sen'en Sakkon _6_2_3_+_P +Kyoushuu Hishou Kon _6_2_3_+_K +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B + _`reverse jump/Special/DM/SDM +Suiryuu Tsuigeki Kon _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_P +Dai Senpuu _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Iori Yagami +YAGAMI TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +311 Shiki~Tsumagushi _6_2_3_+_K +^!follow with 127 Shiki~Aoi Hana +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 108 Shiki~Ya Sakazuki _2_1_4_1_2_3_6_+_O_P +----------------------------------------------- +$end +$cmd +Mature +YAGAMI TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Command Moves: +Crematory _6_+_B + +:Special Moves: +Death Row _2_1_4_+_Px3 +Metal Massacre _2_1_4_+_K +Despair _2_3_6_+_P +Decide _4_1_2_3_6_+_K +Sacrilege _6_2_3_+_P +Ebony Tears _2_3_6_3_2_1_4_+_P + +:Desperation Moves: +Heaven's Gate _2_1_4_1_2_3_6_+_K +Nocturnal Lights _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Vice +YAGAMI TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Command Moves: +Monstrosity _6_+_A + +:Special Moves: +Mayhem _2_1_4_+_P +^!Mithan's Robe _2_3_6_+_P +Outrage _2_1_4_+_K +Ravenous _^_2_1_4_+_K +Gore Fest ^-_6_3_2_1_4_6_+_P +Blackened ^-_4_1_2_3_6_+_P +^!Mithan's Robe _2_3_6_+_P +Decide _4_1_2_3_6_+_K + +:Desperation Moves: +Negative Gain ^-_6_3_2_1_4x2_+_K +Withering Surface _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Heidern +FATHER TEAM +----------------------------------------------- +:Throws: +Backstabbing [_4/_6]_+_C +Lead Belcher [_4/_6]_+_D + +:Air Throws: +Critical Drive _^_?_+[_C/_D] + +:Command Moves: +Shooter Narnagel _6_+_B + +:Special Moves: +Cross Cutter ^4_6_+_P +Moon Slasher ^2_8_+_P +Neck Roller ^2_8_+_K +Storm Bringer ^-_6_3_2_1_4_+_P +Killing Bringer _6_3_2_1_4_+_K + _`reverse jump/high + +:Desperation Moves: +Final Bringer _2_3_6x2_+_P +Heidern End _2_1_4_1_2_3_6_+_K +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +FATHER TEAM +----------------------------------------------- +:Throws: +Oosotogari [_4/_6]_+_C +Ippon Seoi [_4/_6]_+_D + +:Command Moves: +Oni Guruma _6_+_A +Kawara Wari _6_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Mouko Burai Gan _2_1_4_+_P +Zanretsu Ken _6_4_6_+_P +Shouran Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K +Haoh Shikou Ken _6_4_1_2_3_6_+_O_P + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kishin Geki ^-_2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Saisyu Kusanagi +FATHER TEAM +----------------------------------------------- +:Throws: +Hikiri Tsuchi [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Gou Tsui _6_+_A +Ge Shiki~Kubu Tsuchi _6_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +721 Shiki~Homura Gasane _2_1_4_+_Px2 +110 Shiki~Nata Guruma _6_2_3_+_K +427 Shiki~Kamu Kakari _6_3_2_1_4_+_K + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +1127 Shiki~Tsumugari _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Heavy D! +AMERICAN SPORTS TEAM +----------------------------------------------- +:Throws: +Stomach Buster [_4/_6]_+_C +Reverse Stomach Buster [_4/_6]_+_D + +:Command Moves: +Rock Crush _6_+_A + +:Special Moves: +Rolling Soul Diver _2_3_6_+_P +Ducking Combination _2_1_4_+_Px2 +Blast Upper _2_3_6_+_K +Soul Flower _2_1_4_+_K +Shadow _2_2_+_P +^!follow with any Special Move +Dancing Beat ^-_6_2_3_+_P + +:Desperation Moves: +D. Crazy _2_1_4_1_2_3_6_+_P +D. Magnum _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Lucky Glauber +AMERICAN SPORTS TEAM +----------------------------------------------- +:Throws: +Dunk Buster [_4/_6]_+_C +Lucky Crash [_4/_6]_+_D + +:Command Moves: +Lucky Kick _6_+_B +Dunk Otoshi _^_2_+_A + +:Special Moves: +Death Bound _2_3_6_+_P +Death Dunk _2_1_4_+_P +Lucky Vision _2_3_6_+_K +Cyclone Break _2_1_4_+_K +Death Shoot _2_2_+[_P/_K] +Death Heel _6_2_3_+_K + +:Desperation Moves: +Hell Bound _2_3_6x2_+_P +Lucky Driver _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Brian Battler +AMERICAN SPORTS TEAM +----------------------------------------------- +:Throws: +Atomic Drop [_4/_6]_+_C +Rock Buster [_4/_6]_+_D + +:Command Moves: +Buster Tomahawk _^_2_+_C + +:Special Moves: +Screw Body Press _^_2_3_6_+_P +Brian Tornado _4_1_2_3_6_+_P +Hyper Tackle _4_1_2_3_6_+_K +Rocket Tackle _6_2_3_+_K +Brian Hammer _2_1_4_+_P +^!Double Hammer _2_1_4_+_P + ^!D.D.T. _2_1_4_+_P +^!Tiger Driver _4_1_2_3_6_+_P + ^!Samurai Bomb _2_2_+_P + ^!Shoulder Backbreaker _2_2_2_+_K + ^!Buster and Bomb _2_8_+_P + +:Desperation Moves: +American Supernova _2_3_6x2_+_P +Big Bang Tackle _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Rugal Bernstein +EDIT TEAM +----------------------------------------------- +:Throws: +Scorpion Deathlock [_4/_6]_+_C +Scorpion Blow [_4/_6]_+_D + +:Command Moves: +Double Tomahawk _6_+_B + +:Special Moves: +Reppuu Ken _2_3_6_+_P +Kaiser Wave _6_4_1_2_3_6_+_O_P +Genocide Cutter _6_2_3_+_K +Dark Barrier _2_3_6_+_K + _`reflect projectile +God Press _6_3_2_1_4_+_P + +:Desperation Moves: +Gigantic Pressure _2_3_6_3_2_1_4_+_P +Dead End Screamer _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Shingo Yabuki +EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage Fukanzen [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A +115 Shiki~Dokugami Mikansei _2_3_6_+_C +100 Shiki~Oniyaki Mikansei _6_2_3_+_P +101 Shiki~Oboro Guruma Mikansei _2_1_4_+_K +Shingo Kinsei Ore Shiki~Nie Togi ^-_6_2_3_+_K +Shingo Kick _4_1_2_3_6_+_K +Shingo Kinsei Ore Shiki~Gecchuu _2_1_4_+_P + _`reverse high/mid + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +Burning Shingo _2_1_4_1_2_3_6_+_P +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with EX Kyo Kusanagi + - at the Character Select Screen + - put the cursor on Kyo_O_Spress[_P/_K] + +*Play with EX Terry Bogard + - at the Character Select Screen + - put the cursor on Terry_O_Spress[_P/_K] + +*Play with EX Andy Bogard + - at the Character Select Screen + - put the cursor on Andy_O_Spress[_P/_K] + +*Play with EX Joe Higashi + - at the Character Select Screen + - put the cursor on Joe_O_Spress[_P/_K] + +*Play with EX Ryo Sakazaki + - at the Character Select Screen + - put the cursor on Ryo_O_Spress[_P/_K] + +*Play with EX Robert Garcia + - at the Character Select Screen + - put the cursor on Robert_O_Spress[_P/_K] + +*Play with EX Yuri Sakazaki + - at the Character Select Screen + - put the cursor on Yuri_O_Spress[_P/_K] + +*Play with EX Mai Shiranui + - at the Character Select Screen + - put the cursor on Mai_O_Spress[_P/_K] + +*Play with Yashiro of the Parched Earth + - at the Character Select Screen + - put the cursor on Yashiro_O_Spress[_P/_K] + +*Play with Shermie of the Insanely V. Lightning + - at the Character Select Screen + - put the cursor on Shermie_O_Spress[_P/_K] + +*Play with Chris of the Flame of Destiny + - at the Character Select Screen + - put the cursor on Chris_O_Spress[_P/_K] + +*Play with EX Billy Kane + - at the Character Select Screen + - put the cursor on Billy_O_Spress[_P/_K] + +*Play with EX Rugal + - at the Character Select Screen + - put the cursor on Rugal_O_Spress[_P/_K] + - only on Home Version +----------------------------------------------- +$end +$cmd +EX Kyo Kusanagi +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +101 Shiki~Oboro Guruma _4_2_1_+_K +75 Shiki Kai _2_3_6_+_K_K +212 Shiki~Kototsuki You _6_3_2_1_4_+_K + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +----------------------------------------------- +$end +$cmd +EX Terry Bogard +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Back Knuckle _6_+_A +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_P +Rising Tackle ^2_8_+_P +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P +Fire Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +----------------------------------------------- +$end +$cmd +EX Andy Bogard +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B +Age Men _3_+_A + +:Special Moves: +Hishou Ken _2_1_4_+_P +Shouryuu Dan _6_2_3_+_P +Zan'ei Ken _1_6_+_P +^!Gadankou _2_3_6_+_P +Kuuha Dan _4_1_2_3_6_+_K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Dan Da Dan _2_3_6x2_+_X_P +----------------------------------------------- +$end +$cmd +EX Joe Higashi +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Move _6 +^!Bakuretsu Upper _2_3_6_+_P +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K +Slash Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +EX Ryo Sakazaki +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A + +:Special Moves: +Ko'ou Ken (_^)_2_3_6_+_P +Kohou _6_2_3_+_P +Zanretsu Ken _6_4_6_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +EX Robert Garcia +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Kouryuu Koukyaku Geri _6_+_A +Ryuu Hanshuu _6_+_B + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Hien Ryuujin Kyaku _^_2_1_4_+_K +Gen'ei Kyaku _6_4_6_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +----------------------------------------------- +$end +$cmd +EX Yuri Sakazaki +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Saiha _2_1_4_+_P +Raiou Ken _2_3_6_+_K +Hyakuretsu Binta _6_3_2_1_4_+_K + +:Desperation Moves: +Haou Shoukou Ken _6_4_1_2_3_6_+_P +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Mekki Zan Kuuga _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +EX Mai Shiranui +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P +Musasabi no Mai-ground ^2_8_+_O_P +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Sachiyo Dori _2_1_4_+_K +^!follow with Ryuu Enbu + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _2_1_4_1_2_3_6_+_K +Hana Arashi _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Yashiro of the Parched Earth +OROCHI TEAM +----------------------------------------------- +:Throws: +Baku [_4/_6]_+_C +Beki [_4/_6]_+_D + +:Command Moves: +Saku _6_+_A +Bu _6_+_B + +:Special Moves: +Kujiku Daichi _2_1_4_+_P +Odoru Daichi ^-_4_1_2_3_6_+_P +Niragu Daichi _4_1_2_3_6_+_K +Musebu Daichi ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +AnkokuJigokuGokurakuOtoshi ^-_6_3_2_1_4x2_+_P +Araburu Daichi _2_3_6x2_+_K +Hoeru Daichi _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Shermie of the Insanely Violent Lightning +OROCHI TEAM +----------------------------------------------- +:Throws: +Bakurai [_4/_6]_+_C +Enrai [_4/_6]_+_D + +:Command Moves: +Kourai _6_+_B + +:Special Moves: +Mugetsu no Raiun _4_1_2_3_6_+[_P/_K] +Yatanagi no Muchi _2_1_4_+_P +Shajitsu no Odori _2_1_4_+_K +Raijin no Tsue _^_2_3_6_+_K + +:Desperation Moves: +Ankoku Raikou Ken _2_3_6x2_+_P +Shukumei, Gen'ei, Shinshi _2_3_6x2_+_K +----------------------------------------------- +$end +$cmd +Chris of the Flame of Destiny +OROCHI TEAM +----------------------------------------------- +:Throws: +Chi no Batsu [_4/_6]_+_C +Ten no Tsumi [_4/_6]_+_D + +:Command Moves: +Muyou no Ono _6_+_A +Jukei no Oni _6_+_B +Setsudan no Koto _3_+_B + +:Special Moves: +Taiyou o Iru Honoo _2_3_6_+_P +Tsuki o Tsumu Honoo _6_2_3_+_P +Kagami o Hofuru Honoo _2_1_4_+_P +Shishi o Kamu Honoo ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Ankoku Orochi Nagi _2_1_4_1_2_3_6_+_O_P +Daichi o Harau Gouka _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +EX Billy Kane +----------------------------------------------- +:Throws: +Jigoku Otoshi [_4/_6]_+_C +Ippon Zuri Nage [_4/_6]_+_D + +:Command Moves: +Dai Kaiten Geri _6_+_A +Boutaka Tobigeri _6_+_B + +:Special Moves: +Senpuu Kon _X_A +Shuuten Renpa Kon _X_C +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P +^!Kaen Sansetu Kon~Chuudan Tsuki _2_3_6_+_P +Kyoushuu Hishou Kon _6_2_3_+_K +^!Move [_4/_6] +Suzume Otoshi _2_1_4_+_P + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_P +Salamander Stream _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +EX Rugal +----------------------------------------------- +:Throws: +Scorpion Deathlock [_4/_6]_+_C +Scorpion Blow [_4/_6]_+_D + +:Command Moves: +Double Tomahawk _6_+_B + +:Special Moves: +Gravity Smash (_^)_2_3_6_+_O_P +Dark Genocide _6_2_3_+_K +Dark Barrier _2_3_6_+_K + _`reflect projectile +Vanishing Rush _6_3_2_1_4_+_P + +:Desperation Moves: +Gigantic Pressure _2_3_6_3_2_1_4_+_P +Rugal Execution _2_3_6x2_+_P +Destruction Omega _2_3_6x2_+_K +----------------------------------------------- +$end + +$info=kof99 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers '99 - Millennium Battle +(c)1999 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (Counter Mode) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1 Stock or be in Counter Mode + +:Super Desperation Moves: (SDM) +you must do a Desperation Move with 1 stock and +Low Life + +:Striker Moves: +this move can be done when this character is a +Striker +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Front Evade _A_+_B +^!Side Attack [_P/_K] ! +Back Evade _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_P/_K] + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Front Evade (1Stock)block_A_+_B +GC in Back Evade (1Stock)block_4_+_A_+_B +GC in Body Blow (1Stock)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Striker Call _B_+_C + _`needs 1 Striker Stock + +:Mode Changes: +Counter Mode Activate (3Stocks)_A_+_B_+_C +Armor Mode Activate (3Stocks)_B_+_C_+_D +----------------------------------------------- +$end +$cmd +«Counter and Armor Modes» +----------------------------------------------- +Counter Mode + - your character flash red for 20 seconds + - more damage + - can use any Guard Cancel without Stock + - infinite DMs (slowy) + - can't use SDMs + - can cancel Side Attack in any Special/DM + - can use Super Cancel + - without Gauge for 10 seconds after mode ends + +Armor Mode + - your character flash yellow for 10 seconds + - more damage + - more resistence (take less damage) + - no block damage + - your character doesn't have a hit animation + - can use any Guard Cancel without Stock + - can't use DMs/SDMs + - Side Attack will knockdown the foe + - without Gauge for 10 seconds after mode ends +----------------------------------------------- +$end +$cmd +K' +HERO TEAM +----------------------------------------------- +:Throws: +Spot Pile [_4/_6]_+_C +Knee Strike [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A ! +Knee Assault _6_+_B + +:Special Moves: +Eins Trigger _2_3_6_+_P +^!2nd Shoot _6_+_B +^!2nd Shell _6_+_D +Crow Bites _6_2_3_+_P ! + _`! with_A +^!2nd Bites(with_C) _6_+_K +Blackout _2_3_6_+_K +Minute Spike (_^)_2_1_4_+_K + +:Desperation Moves: +Heat Drive _2_3_6x2_+_O_P +Chain Drive _2_3_6_3_2_1_4_+_P + +:Striker Moves: +Narrow Spike / Crow Bites _B_+_C +----------------------------------------------- +$end +$cmd +Maxima +HERO TEAM +----------------------------------------------- +:Throws: +Dynamite Drop [_4/_6]_+_C +Choking Vise [_4/_6]_+_D + +:Command Moves: +Mongolian _6_+_A ! +M9 Kata~Maxima Missile _3_+_C + +:Special Moves: +System 1~Maxima Scramble _2_3_6_+_A +^!Double Bomber _2_3_6_+_A + ^!Bulldog Press _2_3_6_+_A +System 2~Maxima Scramble _2_3_6_+_C +^!Skull Crush _2_3_6_+_C + ^!Centoun Press _6_+_K +M4 Kata~Vapour Cannon _2_1_4_+_P ! +M11 Kata~Dangerous Arch ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Bunker Buster _2_3_6_3_2_1_4_+_P +Maxima Revenger ^-_6_3_2_1_4x2_+_K + +:Striker Moves: +Maxima Gallows _B_+_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +HERO TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P ! +Shinkuu Katategoma _2_1_4_+_P ! +Iai Geri _2_3_6_+_K +^!Handou Sandan Geri _2_8_+_K ! + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Gen'ei Hurricane _2_3_6x2_+_K + +:Striker Moves: +Elec-Trigger _B_+_C +----------------------------------------------- +$end +$cmd +Shingo Yabuki +HERO TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Ippon Seoi Nage Fukanzen [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A ! +115 Shiki~Dokugami Mikansei _2_3_6_+_C ! +100 Shiki~Oniyaki Mikansei _6_2_3_+_P ! +101 Shiki~Oboro Guruma Mikansei _4_2_1_+_K +212 Shiki~Kototsuki Mikansei _6_3_2_1_4_+_K +Shingo Kinsei Ore Shiki~Nie Togi ^-_6_2_3_+_K ! +Shingo Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +Burning Shingo _2_1_4_1_2_3_6_+_P + +:Striker Moves: +Yacchatte Kudasai! _B_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Hammer Punch _6_+_A +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_A ! +Round Wave _2_3_6_+_C ! +Rising Tackle ^2_8_+_P ! +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P +Power Charge _4_1_2_3_6_+_K +^!Power Dunk _6_2_3_+_K +Power Shoot _6_2_3_+_K ! +Power Drive _6_2_3_+_P ! + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +High Angle Geyser _2_3_6x2_+_K + +:Striker Moves: +Dunk Geyser _B_+_C +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B +Age Men _3_+_A + +:Special Moves: +Hishou Ken _2_1_4_+_A ! +Geki Hishou Ken _2_1_4_+_C ! + _`! on 2nd/3rd/4th/5th hit +Shouryuu Dan _6_2_3_+_P ! +Zan'ei Ken _1_6_+_P ! + _`! with_A +^!Shippuu Ouken _2_3_6_+_P ! +Kuuha Dan _4_1_2_3_6_+_K ! +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P ! + _`! on 1st/2nd hit +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P ! +^!Uwa Agito _K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Zan'ei Ryuusei Ken _2_1_4_1_2_3_6_+_P + +:Striker Moves: +Shippuu Zan'ei Ken _B_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A ! +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P ! + _`! on 2nd hit with_C +Tiger Kick _6_2_3_+_K ! +Slash Kick _4_1_2_3_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +B. Hurricane Tiger Kakato _2_3_6_3_2_1_4_+_P +Shijou Saikyou no Low Kick _2_3_6x2_+_O_K + +:Striker Moves: +Ora Ora Bakuretsu Ken _B_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B +Yusura Ume _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P ! +Ryuu Enbu _2_1_4_+_P ! +Sachiyo Dori _2_1_4_+_K +^!follow with Ryuu Enbu(no "!") +Musasabi no Mai-ground ^2_8_+_P +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Ukihane _2_+_K +^!Yusura Ume _2_+_P +^!Toki Tsubute ^-foe in air_2_1_4_+_K +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Desperation Moves: +Chou Hissatsu Shinobi Bachi _2_1_4_1_2_3_6_+_K +Mizudori no Mai _2_3_6x2_+_P +Hou'ou no Mai _2_1_4x2_+_P + +:Striker Moves: +Sakura Fubuki / Hana Arashi _B_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A +Joudan Uke _6_+_B + _`block jump/high +Gedan Uke _3_+_B ! + _`block mid/low + +:Special Moves: +Ko'ou Ken _2_3_6_+_P ! +Kohou _6_2_3_+_P ! +Kohou Shippuu Ken _2_1_4_+_P ! + _`! on 1st hit +Zanretsu Ken _6_4_6_+_P +Mouko Raijin Setsu _2_3_6_+_K +Hien Shippuu Kyaku _6_3_2_1_4_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Tenchi Haoh Ken _2_3_6x2_+_P + +:Striker Moves: +Ko'ou Ken-air _B_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Kouryuu Koukyaku Geri [_4/_6]_+_A +Ryuu Hanshuu [_4/_6]_+_B +Nidan Sokudou Geri _3_+_B +Hien Ryuujin Kyaku _^_3_+_K + +:Special Moves: +Ryuugeki Ken ^4_6_+_P +Ryuu Zanshou ^2_8_+_K +Hien Shippuu Kyaku ^4_6_+_K +Sen'en Renbu Kyaku ^-^2_8_+_P ! + _`! on 1st/2nd hit + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Muei Shippuu Juudan Kyaku _2_1_4_1_2_3_6_+_K + +:Striker Moves: +Ryuuren Moushuu _B_+_C +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throw: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_A +Senkai Kyaku _6_+_B_B ! + _`! on 2nd hit + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +^!Haou Shoukou Ken _O_P +Kuuga _6_2_3_+_P ! + _`! with_A +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_O_P +Raiou Ken _2_3_6_+_K +Hien Senpuu Kyaku _2_1_4_+_K +Hyakuretsu Binta _6_3_2_1_4_6_+_K + +:Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Hien Rekkou _2_3_6x2_+_K +Mekki Zan Kuuga _2_3_6x2_+_P + +:Striker Moves: +Hien Rekkou _B_+_C +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oosotogari [_4/_6]_+_C +Ippon Seoi [_4/_6]_+_D + +:Command Moves: +Oni Guruma _6_+_A +Kawara Wari _6_+_B +Hisha Otoshi~Dan Tsubushi _4_+_A +Keima Uchi~Oiuchi _3_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P ! +Mouko Burai Gan _2_1_4_+_P ! + _`! on 2nd hit +Zanretsu Ken _6_4_6_+_P +Shouran Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K +Sanchin no Kata _2_2_+_O_P + _`charge POW + +:Desperation Moves: +Haoh Shikou Ken _6_4_1_2_3_6_+_O_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kishin Geki ^-_2_3_6x2_+_P + +:Striker Moves: +Chou Hissatsu~Tengu Shikou Ken _B_+_C +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Command Moves: +Strike Arch [_4/_6]_+_B + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P ! +Ground Saber ^4_6_+_K ! + _`! with_B +^!Gliding Buster(with_D) _6_+_D ! +X-Calibur _^_2_1_4_+_P ! +Earring Bakudan 1 _2_1_4_+_K +Earring Bakudan 2~Heart Attack _4_2_1_+_K ! +^!Kibaku _4_2_1_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Grateful Dead _2_3_6x2_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K + +:Striker Moves: +Killer Touch _B_+_C +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gattling Attack ^4_6_+_P ! +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +Ralf Kick _O_K +Ralf Tackle _6_3_2_1_4_+_K ! + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K +Galactica Phantom _2_3_6x2_+_P + +:Striker Moves: +Galactica Phantom _B_+_C +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B ! + +:Special Moves: +Gattling Attack ^4_6_+_P ! +^!(with_C)follow with Napalm Stretch +Mount Tackle _4_1_2_3_6_+_P +^!Clark Lift _2_2_+_A +^!Lift D.D.T. _2_2_+_C + ^!Flashing Elbow _2_3_6_+_P +^!Rolling Cradle _2_2_+_K +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine Backbreaker ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K + +:Striker Moves: +Flashing Launcher _B_+_C +----------------------------------------------- +$end +$cmd +Whip +IKARI TEAM +----------------------------------------------- +:Throws: +Alpha [_4/_6]_+_C +Zed [_4/_6]_+_D + +:Command Moves: +Whip Shot _6_+_X_A + +:Special Moves: +Desert Eagle _4_2_1_+_X_P +Assassin Strike Code~BB _6_2_3_+[_P/_K] +Boomerang Shot Code~SC _4_1_2_3_6_+_P ! +Hook Shot Code~Kaze _^_2_1_4_+_P +S. Shot TypeA Code~Yuuetsu _6_3_2_1_4_+_O_A ! +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeB Code~Chikara _6_3_2_1_4_+_O_B ! + _`! on 1st hit +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeC Code~Shouri _6_3_2_1_4_+_O_C ! +^!Strings Shot TypeD Code~Ame _D + +:Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_P + +:Striker Moves: +Valkyrie Killer _B_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P ! +Psycho Sword (_^)_6_2_3_+_P ! +Psychic Teleport _2_3_6_+_K +Phoenix Arrow _^_2_1_4_+_K ! +Psycho Shoot _4_1_2_3_6_+_P +Psycho Reflector _2_1_4_+_B ! + _`reflect projectile +New Psycho Reflector _2_1_4_+_D ! + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_K + +:Striker Moves: +Psycho Healing / Psycho Repair _B_+_C +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A +Kousentai _6_+_B + +:Special Moves: +Sen Shippo _2_1_4_+_P ! +Ryuu Sougeki _^_2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K ! +Senkyuutai _2_3_6_+_K ! +Ryuu Renda _6_2_3_+_X_P + +:Desperation Moves: +Shinryuu Seioh Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D +Chouryuu Renken _2_3_6x2_+_P + +:Striker Moves: +Niku Man 4 U _B_+_C +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Hyoutan Geki _2_1_4_+_P ! +Ryuurin Hourai _6_2_3_+_P ! + _`! with_C +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K ! +Suihai Kou _2_3_6_+_P +^!Fun'en Kou _2_3_6_+_P ! + _`! with_A +^!Gouen Shourai~Kai _6_2_3_+_P ! +Suikan Kanou _2_2_+_P +^!Choushuu Rikugyo _6_+_P +^!Kaiten-teki Kuutotsu Ken _6_+_K ! +^!Cancel _A_+_B_+_C_+_D +Bougetsu Sui _2_2_+_K +^!Move [_4/_6] +^!Rouja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D ! +^!Kaiten-teki Kuutotsu Ken _6_+_K ! +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P + +:Striker Moves: +Hourai Raku'en _B_+_C +----------------------------------------------- +$end +$cmd +Bao +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gen'ei Tougi [_4/_6]_+_C +Critical Throw [_4/_6]_+_D + +:Command Moves: +Kawasaki _6_+_A +Senheki Shuu _6_+_B +Senshou Shuu _3_+_B +Rikatsu Shuu _3_+_D +Soushou _^_2_+_A +Hikida _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack~Rise _2_3_6_+_A ! +Psycho Ball Attack~Front _2_1_4_+_A ! +Psycho Ball Attack~Air Front _^_2_1_4_+_A +Psycho Ball Attack~Bound _2_3_6_+_B ! +Psycho Ball Attack~Air Bound _^_2_3_6_+_B +Psycho Ball Attack~Reflect _2_1_4_+_B + _`reflect projectile +Psycho Ball Crash~Rise _2_3_6_+_C ! +Psycho Ball Crash~Front _2_1_4_+_C ! +Psycho Ball Crash~Air Front _^_2_1_4_+_C +Psycho Ball Crash~Bound _2_3_6_+_D +Psycho Ball Crash~Air Bound _^_2_3_6_+_D +Psycho Ball Crash~Reflect _2_1_4_+_D + _`reflect projectile + +:Desperation Moves: +Psycho Ball Attack~SP _2_1_4x2_+_K +Psycho Ball Attack~MAX _2_1_4x2_+_P +Psycho Ball Crash~ORE DX _6_4_1_2_3_6_+_K + +:Striker Moves: +Psycho Ball Attack MAX ~Striker MIX~ _B_+_C +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Command Moves: +Trap Kick _6_+_B +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_B ! +Double Strike _2_3_6_+_D ! +Trap Shot _6_2_3_+_K +Surprise Rose _6_2_3_+_P +Mirage Dance ^-_4_1_2_3_6_+_P ! + _`! on 1st/2nd hit +Mirage Kick _6_3_2_1_4_+_P ! + _`! on 1st/2nd/3rd hit +Tornado Kick'95 _6_3_2_1_4_+_B +Tornado Kick _6_3_2_1_4_+_D + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Silent Flash _2_1_4x2_+_K + +:Striker Moves: +Trap Rush _B_+_C +----------------------------------------------- +$end +$cmd +Blue Mary +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch [_4/_6]_+_A +Double Rolling [_4/_6]_+_B +Climbing Arrow _3_+_B + +:Special Moves: +Spin Fall _2_3_6_+_P +^!M. Spider _2_3_6_+_P +Real Counter _2_1_4_+_P +^!Backdrop Real _4_1_2_3_6_+_P +^!Head Crush _4_1_2_3_6_+_K +Vertical Arrow _6_2_3_+_K ! + _`! with_B +^!M. Snatcher _6_2_3_+_K +Straight Slicer ^4_6_+_K ! + _`! with_B +^!Crab Clutch _2_3_6_+_K +M. Reverse Facelock _2_1_4_+_B + _`reverse jump/Special/DM/SDM +M. Head Buster _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +M. Typhoon ^-_6_3_2_1_4x2_+_K +M. Splash Rose _2_3_6_3_2_1_4_+_P +M. Dynamite Swing _2_3_6x2_+_K + +:Striker Moves: +Rapid Spider _B_+_C +----------------------------------------------- +$end +$cmd +Kasumi Todoh +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Maki Age [_4/_6]_+_C +Aiki Nage [_4/_6]_+_D + +:Command Moves: +Hiji Ate _6_+_A + +:Special Moves: +Kasane Ate (_^)_2_3_6_+_P ! +Tatsumaki Souda~Nage Dageki ^-_6_3_2_1_4_+_P ! +Hakusan Tou~Dageki Bougyou _2_1_4_+_K ! +Senkou Nagashi _2_1_4_+_Px3 +Messhin Mutou~Joudan Atemi _4_1_2_3_6_+_B + _`reverse jump/Special/DM/SDM +Sasshou Inshuu~Chuudan Atemi _4_1_2_3_6_+_D + _`reverse high/mid + +:Desperation Moves: +Chou Kasane Ate _2_3_6x2_+_P +Shingan Kazura Otoshi _2_3_6_3_2_1_4_+_P + _`reverse all + +:Striker Moves: +Katsu _B_+_C +----------------------------------------------- +$end +$cmd +Li Xiangfei +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Kadoma [_4/_6]_+_C +Ryokuchi Kou'en [_4/_6]_+_D + +:Command Moves: +Sou Shouda _6_+_A +Kyuuho~Kousentai _6_+_B +Fukuho~Kousentai _3_+_D + +:Special Moves: +Nanpa _2_3_6_+_P ! +Senri Chuu'ou _2_3_6_+_B +^!Kankuu _2_3_6_+_B +Senri Chuu'ou~Shinsaiha _2_3_6_+_D +Banpaku Kou'en ^-_6_3_2_1_4_6_+_P +^!Eikishuhou _2_1_4_+_P ! +Esaka~Atemi Kougeki _2_1_4_+_P + _`reverse high/mid/low +Tenpou Zan _6_2_3_+_K ! + +:Desperation Moves: +Chou Pai Long _2_3_6x2_+_P +^!Chouhatsu _X_K +Dai Tetsujin _2_3_6_3_2_1_4_+_K +Majinga _6_3_2_1_4x2_+_P + +:Striker Moves: +Dai Kokuchou _B_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Kuuren Geki _6_+_A +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+_K ! + _`! on 1st hit +Hien Zan ^2_8_+_K +^!Tenshou Zan(with_D) _2_+_D +Hishou Kyaku _^_2_3_6_+_K ! +Haki Kyaku _2_2_+_K +^!follow with Hou'ou Kyaku +Ryuusei Raku ^4_6_+_K ! + _`! on 1st hit + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K + +:Striker Moves: +Hishou Kyaku _B_+_C +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hiki Nige _3_+_A + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P ! +Tekkyuu Taiko Uchi _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/SDM +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Assatsu _2_3_6x2_+_P +Tekkyuu Dai Bokusatsu _2_3_6x2_+_K + +:Striker Moves: +Tekkyuu Dai Kourin _B_+_C +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Mukuro Zuki [_4/_6]_+_A +Toorima Geri [_4/_6]_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan _2_1_4_+_P +^!Kishuu Hien Zuki _P ! +Tatsumaki Shippuu Zan ^2_8_+_P ! +Senpuu Hien Sashi ^4_6_+_P +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kyaku _^_2_3_6_+_K ! + +:Desperation Moves: +Shin! Chouzetsu T. Shinkuu Zan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Shin! Chouzetsu Rinkaiten Toppa _^_2_3_6x2_+_P + +:Striker Moves: +Chouhatsu Zanmai _B_+_C +----------------------------------------------- +$end +$cmd +Jhun Hoon +KOREA TEAM +----------------------------------------------- +:Throws: +Handou Geki [_4/_6]_+_C +Kai Senpuu [_4/_6]_+_D + +:Command Moves: +Ryouko Geki _6_+_B +^!Ryouko Jin_&Ryouko Stance _O_B +Ryuurou Shuu _^_2_+_X_B ! + +:Special Moves: +Haiki Geki _2_1_4_+_P ! + _`! with_C +^!Soshuu Jin_&Soshuu Stance(with_A) _O_A +Mangetsu Zan _2_1_4_+_K ! + _`! with_D +^!Ryouko Jin_&Ryouko Stance(with_B) _O_B +Kuu Sajin ^2_8_+_P +^!Soshuu Jin_&Soshuu Stance(with_A) _O_A +Soshuu Jin_&Soshuu Stance _2_2_+_O_A +Ryouko Jin_&Ryouko Stance _2_2_+_O_B + +:Desperation Moves: +Hou'ou Ressou Kyaku _2_3_6x2_+_K +Hou'ou Tenbu Kyaku _^_2_3_6x2_+_K + +:Striker Moves: +Fukuko Shuugeki _B_+_C + + _& SOSHUU STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Dash [_4_4/_6_6] + +:Special Moves: +Kirikae Kougeki~Dousa Go [_4/_6]_+_B +^!Ryouko Jin_&Ryouko Stance _O_B +Shuusou Kyaku~Joudan _8_+_C ! +Shuusou Kyaku~Gedan _C ! +Taikyoku Ha _D ! +Kirikae Dousa~Omote-Ura_&Ryouko Stance _O_B + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands + + _& RYOUKU STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Dash [_4_4/_6_6] + +:Special Moves: +Shuuko Geki~Shimo _2_+_C ! +Hiko Geki~Ue _8_+_C +Kirikae Kougeki~Dousa Go [_4/_6]_+_A +^!Soshuu Jin_&Soshuu Stance _O_A +Mouko Geki~Naka _C ! +Taikyoku Hi _D ! +Kirikae Dousa~Ura-Omote_&Soshuu Stance _O_A + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands +----------------------------------------------- +$end +$cmd +Kyo-1 +EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Kurogami _6_+_A +Honofuri _6_+_B +Migiri Ugachi _3_+_C + +:Special Moves: +Yami Barai _2_3_6_+_P ! +Aoki _2_1_4_+_P ! +75 Shiki Kai _2_3_6_+_K_K +Oboro Guruma _6_2_3_+_K + +:Desperation Moves: +Orochi Nagi _2_1_4_1_2_3_6_+_O_P + +:Striker Moves: +75 Shiki Kai _B_+_C +----------------------------------------------- +$end +$cmd +Kyo-2 +EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Goufu You _6_+_B +Naraku Otoshi _^_2_+_C + +:Special Moves: +Aragami _2_3_6_+_A +^!Kono Kizu _2_3_6_+_P + ^!Migiri Ugachi Kai _P ! + ^!Nanase _K ! +^!Yano Sabi _6_3_2_1_4_+_P + ^!Migiri Ugachi _P ! + ^!Nue Tsumi _K ! +Dokugami _2_3_6_+_C +^!Tsumi Yomi _6_3_2_1_4_+_P + ^!Batsu Yomi _6_+_P +Oniyaki _6_2_3_+_P ! +R,E,D, Kick _4_2_1_+_K +Kototsuki _6_3_2_1_4_+_K ! + +:Desperation Moves: +Mu Shiki _2_3_6x2_+_P +^!Chouhatsu _X[_P/_K] + _`only in Desperation Move + +:Striker Moves: +75 Shiki Kai _B_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Kyo Kusanagi and Iori Yagami + - you need to get "K.I." on logo screen first + - to get "K", you must use a team of 4 random + characters consisting at least of 3 of these + characters are K, Maxima, Benimaru, Shingo, + Whip, Kyo-1 or Kyo-2 + - to get "I", you must use a team of 4 random + characters consisting at least of 3 of these + characters are Leona, Athena, Bao, Xiangfei, + Kasumi, Kim or Jhun + - you must win a battle + + Kyo + - at the Character Select Screen + - put the cursor on Roulette box_O_S + - _4_6_8_4_2_6 + + Iori + - at the Character Select Screen + - put the cursor on Roulette box_O_S + - _6_4_8_6_2_4 + +*Play with Krizalid I and Krizalid II + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +SECRET EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K ! +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugachi _P + ^!125 Shiki~Nanase _K ! +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! +75 Shiki Kai _2_3_6_+_K_K +R.E.D. KicK _4_2_1_+_K +427 Shiki~Hikigane _6_3_2_1_4_+_K ! +910 Shiki~Nue Tsumi _2_1_4_+_P ! + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura 108 Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +182 Shiki _2_3_6x2_+_O_P + +:Striker Moves: +Ura 108 Shiki~Orochi Nagi _B_+_C +----------------------------------------------- +$end +$cmd +Iori Yagami +SECRET EDIT TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P ! +100 Shiki~Oniyaki _6_2_3_+_P ! +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +311 Shiki~Tsumagushi _6_2_3_+_K +^!follow with 127 Shiki~Aoi Hana +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 311 Shiki~Saku Tsumagushi _2_3_6x2_+_K + +:Striker Moves: +Ura 108 Shiki~Ya Sakazuki _B_+_C +----------------------------------------------- +$end +$cmd +Krizalid I +----------------------------------------------- +:Throws: +Dead Fall [_4/_6]_+[_C/_D] + +:Command Moves: +Overhead Axe Kick ^=_D +Low Kicks _2_+_K + +:Special Moves: +Negative Anguish _2_3_6_+_P +Demon Landing _^_2_3_6_+_K + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +Krizalid II +----------------------------------------------- +:Throws: +Dead Fall [_4/_6]_+[_C/_D] + +:Command Moves: +Cut Spin _6_+_A +Low Kicks _2_+[_A/_K] + +:Special Moves: +Tuhon Rage _2_3_6_+_P +Lethal Impact _2_3_6_+_K ! + _`! on non-throw version +Rising Darkmoon _6_2_3_+_P ! +Desperate Moment _6_3_2_1_4_+_P +^!Moment Penetration [_4/_6]_+_P + +:Desperation Moves: +Desperate Overdrive _2_3_6_3_2_1_4_+_P +End of Heaven _2_1_4_1_2_3_6_+_P + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Show Order Select + - at the Order Select screen_O_S + +*Fight Kyo Kusanagi or Iori Yagami + - choose a full team + - after clearing the 5th stage take note of + your Battle Ability Points + - defeat Krizalid and after finishing the Boss + Stage, if the Battle Ability Point is: + + Iori + - between 200 and 280 Points + + Kyo + - above 280 points +----------------------------------------------- +$end + +$info=kof2000 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers 2000 +(c)2000 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: April 6th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (Counter Mode) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1 Stock or be in Counter Mode + +:Super Desperation Moves: (SDM) +needs 3 Stocks + +:Striker Moves: +this move can be done when this character is a +Striker +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Front Evade _A_+_B +Back Evade _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_P/_K] + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Front Evade (1Stock)block_6_+_A_+_B +GC in Back Evade (1Stock)block_4_+_A_+_B +GC in Body Blow (1Stock)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D + +:Mode Changes: +Counter Mode Activate (3Stocks)_A_+_B_+_C +Armor Mode Activate (3Stocks)_B_+_C_+_D + +:Striker Moves: +Striker Call _B_+_C + _`needs 1 Striker Stock +Bonus Striker Call (1Stock)throw_B_+_C + _`needs 1 Striker Stock +Replenish Strike Stock (1Stock)_S +----------------------------------------------- +$end +$cmd +«Counter and Armor Modes» +----------------------------------------------- +Counter Mode + - your character flash red for 20 seconds + - can't use Guard Cancel + - infinite DMs + - can't use SDMs + - can use Super Cancel + +Armor Mode + - your character flash yellow for 15 seconds + - your character doesn't have a hit animation + - can't use Guard Cancel + - can't use DMs/SDMs +----------------------------------------------- +$end +$cmd +K' +HERO TEAM +----------------------------------------------- +:Throws: +Spot Pile [_4/_6]_+_C +Knee Strike [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A ! +Knee Assault _6_+_B + +:Special Moves: +Eins Trigger _2_3_6_+_P +^!2nd Shoot _6_+_B +^!2nd Shell _6_+_D +^!Blackout _4_+_K +Crow Bites _6_2_3_+_P ! +^!2nd Bites(with_C) _6_+_K +Blackout _2_3_6_+_K +Minute Spike (_^)_2_1_4_+_K + +:Desperation Moves: +Heat Drive _2_3_6x2_+_O_P +Chain Drive _2_3_6_3_2_1_4_+_P + +:Super Desperation Moves: +Chain Drive _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +K' Narrow Spike / Crow Bites +Another K' Narrow Spike +----------------------------------------------- +$end +$cmd +Maxima +HERO TEAM +----------------------------------------------- +:Throws: +Dynamite Drop [_4/_6]_+_C +Choking Vise [_4/_6]_+_D + +:Command Moves: +Mongolian _6_+_A ! +M9 Kata~Maxima Missile _3_+_C + +:Special Moves: +System 1/2~Maxima Scramble _2_3_6_+_P +^!Double Bomber _2_3_6_+_P + ^!Bulldog Press _2_3_6_+_P +System 3~Maxima Lift _6_3_2_1_4_+_K +^!Centoun Press _6_+_K +M4 Kata~Vapour Cannon _2_1_4_+_P ! +M11 Kata~Dangerous Arch ^-_4_1_2_3_6_+_K +M19 Kata~Blitz Cannon _6_2_3_+_K + +:Desperation Moves: +Bunker Buster _2_3_6_3_2_1_4_+_P +Maxima Revenger ^-_6_3_2_1_4x2_+_K + +:Super Desperation Moves: +Maxima Revenger ^-_6_3_2_1_4x2_+_B_+_D + +:Striker Moves: +Maxima Maxima Gallows +Rocky Atomic Burn +----------------------------------------------- +$end +$cmd +Ramon +HERO TEAM +----------------------------------------------- +:Throws: +Arm Whip [_4/_6]_+_C +Flying Mayor [_4/_6]_+_D + +:Command Moves: +Teikuu Drop Kick _3_+_B + +:Special Moves: +Drop Kick _2_1_4_+_O_A +Feint Step _2_1_4_+_O_C +Tiger Neck Chancery ^-_4_1_2_3_6_+_P +Rolling Sobat _6_2_3_+_K +^!Flying Body Attack _6_2_3_+_K +Somersault _4_1_2_3_6_+_K + +:Desperation Moves: +El Diablo Amarillo Ramon _2_1_4_1_2_3_6_+_K +Tiger Spin ^-_6_3_2_1_4x2_+_P + +:Super Desperation Moves: +Tiger Spin ^-_6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +Ramon El Diablo Amarillo +Duke Edwards Submarine Screw +Neo & Geo Countdown Three +----------------------------------------------- +$end +$cmd +Vanessa +HERO TEAM +----------------------------------------------- +:Throws: +Dynamite Puncher [_4/_6]_+_C +Clench Puncher [_4/_6]_+_D + +:Command Moves: +1-2 Puncher _6_+_A +Sliding Puncher _3_+_B + +:Special Moves: +Puncher Weaving _2_1_4_+_O_P +^!Puncher Upper _6_+_P ! +^!Parrying Puncher _4_+_P +^!Puncher Vision [_4/_6]_+_K +Puncher Vision _2_3_6_+_K +^!Puncher Upper _6_+_A ! + _`! on 1st hit +^!Puncher Straight _6_+_C +^!Puncher Vision _2_3_6_+_K +^!Puncher Vision _2_1_4_+_K +^!Puncher Weaving _4_+_O_P +Puncher Vision _2_1_4_+_K +^!Puncher Upper _6_+_A ! + _`! on 1st hit +^!Puncher Straight _6_+_C +^!Puncher Vision _2_3_6_+_K +^!Puncher Vision _2_1_4_+_K +^!Puncher Weaving _4_+_O_P +Parrying Puncher _6_2_3_+_P +Machine Gun Puncher _4_1_2_3_6_+_X_P +Dash Puncher ^4_6_+_P ! + +:Desperation Moves: +Champion Puncher ^-_2_3_6x2_+_P +Crazy Puncher _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Crazy Puncher _2_1_4_1_2_3_6_+_A_+_C + +:Striker Moves: +Vanessa Hard Puncher +Fio Parachute Kouka Kunren +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +BENIMARU TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P ! +Shinkuu Katategoma _2_1_4_+_P ! +Iai Geri _2_3_6_+_K +^!Handou Sandan Geri _2_8_+_K ! +Super Inazuma Kick _6_2_3_+_K + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Gen'ei Hurricane _2_1_4x2_+_K + +:Super Desperation Moves: +Raikou Ken _2_3_6x2_+_A_+_C + +:Striker Moves: +Benimaru Elec-Trigger +Another Benimaru Raijin Ken +----------------------------------------------- +$end +$cmd +Shingo Yabuki +BENIMARU TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage Fukanzen [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A +115 Shiki~Dokugami Mikansei _2_3_6_+_C +100 Shiki~Oniyaki Mikansei _6_2_3_+_P +101 Shiki~Oboro Guruma Mikansei _4_2_1_+_K +212 Shiki~Kototsuki Mikansei _6_3_2_1_4_+_K ! + _`! on 1st hit +Shingo Kinsei Ore Shiki~Nie Togi ^-_6_2_3_+_K ! +Shingo Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +Burning Shingo _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Burning Shingo _2_1_4_1_2_3_6_+_A_+_C + +:Striker Moves: +Shingo Yacchatte Kudasai! +Cosplayer Kyoko 75 Shiki Kai Squared +----------------------------------------------- +$end +$cmd +Lin +BENIMARU TEAM +----------------------------------------------- +:Throws: +Akuzan [_4/_6]_+[_C/_D] + +:Command Moves: +Benpatsu Ken~Chuudan _6_+_A +Higi Hakkyoku Ken~Dakai _3_+_C ! + +:Special Moves: +Zantetsu Bu~Rasatsu _2_3_6_+_P +^!Nagi _6_3_2_1_4_+_P + ^!Hakei _6_+_P ! +Kasumi _2_1_4_+_P ! +Muei Kusashu _6_2_3_+_P +Hike Kyaku _4_1_2_3_6_+_K +Hiten Kyaku _6_3_2_1_4_+_K + +:Desperation Moves: +Hizoku Ougi Yougou _4_1_2_3_6x2_+_K +Hizoku Ougi Ranbu~Dokuga _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Hizoku Ougi Ranbu~Dokuga _2_1_4_1_2_3_6_+_A_+_C +Hizoku Ougi Doku Shukou _2_2_2_+_A_+_C + +:Striker Moves: +Lin Hirai Kyaku +Eiji Kisaragi Kasumi Giri +----------------------------------------------- +$end +$cmd +Seth +BENIMARU TEAM +----------------------------------------------- +:Throws: +Hiji ate kara no hadou uchi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Tackle _6_+_A +Mae Age Geri _6_+_B +^!follow with Tackle +Sobat _4_+_A +Sliding _3_+_B + +:Special Moves: +Sho-Yoh _2_3_6_+_P ! +Kyu-Getsu _6_3_2_1_4_+_K ! +Koh-Getsu _^_2_3_6_+_A +^!follow with Sliding +Raku-Getsu _^_2_3_6_+_B +An-Getsu _^_2_3_6_+_C +Ei-Getsu _^_2_3_6_+_D +Doh-Kuzushi _4_1_2_3_6_+_B + _`reverse jump/high/mid/Special/DM/SDM +Ashi-Tori _4_1_2_3_6_+_D + _`reverse low + +:Desperation Moves: +Morote-Sho-Yoh _2_3_6x2_+_P +Irimi-Nadazuki _2_3_6_3_2_1_4_+_K +Doh-Tori-Shichimonsatsu _2_3_6_3_2_1_4_+_P + _`reverse jump/high/mid/Special/DM/SDM + +:Super Desperation Moves: +Doh-Tori-Shichimonsatsu _2_3_6_3_2_1_4_+_A_+_C + _`reverse all + +:Striker Moves: +Seth Final Agent +Goro Daimon Tenchi Gaeshi~Olympic Version +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Hammer Punch _6_+_A +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_A ! +Round Wave _2_3_6_+_C ! +Rising Tackle ^2_8_+_P ! +Crack Shoot _2_1_4_+_K +Power Dunk _6_2_3_+_K +Burn Knuckle _2_1_4_+_P + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +High Angle Geyser _2_3_6x2_+_K + +:Super Desperation Moves: +Power Geyser _2_1_4_1_6_+_A_+_C + +:Striker Moves: +Terry Dunk Geyser +Geese Howard Shinkuu Nage +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B +Age Men _3_+_A + +:Special Moves: +Hishou Ken _2_1_4_+_A ! +Geki Hishou Ken _2_1_4_+_C ! +Shouryuu Dan _6_2_3_+_P ! + _`! on 1st hit +Zan'ei Ken _1_6_+_P ! + _`! with_A +^!Shippuu Ouken _2_3_6_+_P ! +Kuuha Dan _4_1_2_3_6_+_K +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P ! +^!Uwa Agito _K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Zan'ei Ryuusei Ken _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_B_+_D + +:Striker Moves: +Andy Shippuu Zan'ei Ken +Billy Kane Rengeki Ensatsu Kon +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A ! +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P ! +Tiger Kick _6_2_3_+_K ! +Slash Kick _4_1_2_3_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +B. Hurricane Tiger Kakato _2_3_6_3_2_1_4_+_P +Shijou Saikyou no Low Kick _2_3_6x2_+_O_K + +:Super Desperation Moves: +Screw Upper _2_3_6x2_+_A_+_C + +:Striker Moves: +Joe Ora Ora Bakuretsu Ken +Duck King Windmill +----------------------------------------------- +$end +$cmd +Blue Mary +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch [_4/_6]_+_A ! +Double Rolling [_4/_6]_+_B +Climbing Arrow _3_+_B + +:Special Moves: +Spin Fall _2_3_6_+_P +^!M. Spider _2_3_6_+_P +Real Counter _2_1_4_+_P +^!Backdrop Real _4_1_2_3_6_+_P +^!Head Crush _4_1_2_3_6_+_K +Vertical Arrow _6_2_3_+_K ! + _`! with_B +^!M. Snatcher _6_2_3_+_K +Straight Slicer ^4_6_+_K ! + _`! with_B +^!Crab Clutch _2_3_6_+_K +M. Reverse Facelock _2_1_4_+_B + _`reverse jump/Special/DM/SDM +M. Head Buster _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +M. Typhoon ^-_6_3_2_1_4x2_+_K +M. Splash Rose _2_3_6_3_2_1_4_+_P +M. Dynamite Swing _2_3_6x2_+_K + +:Super Desperation Moves: +M. Dynamite Swing _2_3_6x2_+_B_+_D + +:Striker Moves: +Mary Rapid Spider +Ryuji Yamazaki Sarashi Kubi +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A +Joudan Uke _6_+_B + _`block jump/high +Gedan Uke _2_+_B ! + _`block mid/low + +:Special Moves: +Ko'ou Ken _2_3_6_+_P ! +Kohou _6_2_3_+_P ! +Kohou Shippuu Ken _2_1_4_+_P ! +Zanretsu Ken _6_4_6_+_P +Mouko Raijin Setsu _2_3_6_+_K +Hien Shippuu Kyaku _6_3_2_1_4_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Tenchi Haoh Ken _2_3_6x2_+_P + +:Super Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_A_+_C +Ryuuko Ranbu _2_3_6_+_A_+_C + +:Striker Moves: +Ryo Ko'ou Ken-air +Kaede Kasshin~Fukuryuu +G-Mantle G-Mantle Shot +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Ryuu Hanshuu [_4/_6]_+_A +Kouryuu Koukyaku Geri [_4/_6]_+_B +Nidan Sokudou Geri _3_+_B +Hien Ryuujin Kyaku _^_3_+_K + +:Special Moves: +Ryuugeki Ken ^4_6_+_P ! +Ryuu Zanshou ^2_8_+_K ! + _`on 1st hit +Hien Senpuu Kyaku ^4_6_+_K +Sen'en Renbu Kyaku ^-^2_8_+_P ! + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kuzuryuu Sen _2_3_6x2_+_K + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Robert Ryuuren Moushuu +Another Robert Chouhatsu no Ken +----------------------------------------------- +$end +$cmd +King +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Command Moves: +Trap Kick _6_+_B +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_B ! +Double Strike _2_3_6_+_D ! +Trap Shot _6_2_3_+_K +Surprise Rose _6_2_3_+_P +Mirage Dance ^-_4_1_2_3_6_+_P +Mirage Kick _6_3_2_1_4_+_P ! + _`! on 1st/2nd/3rd hit +Tornado Kick'95 _6_3_2_1_4_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Silent Flash _2_1_4x2_+_K + +:Super Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_B_+_D + +:Striker Moves: +King Trap Rush +King Lion Beast Blow / King Straight +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oosotogari [_4/_6]_+_C +Ippon Seoi [_4/_6]_+_D + +:Command Moves: +Oni Guruma _6_+_A +Kawara Wari _6_+_B ! +Hisha Otoshi~Dan Tsubushi _4_+_A +Keima Uchi~Oiuchi _3_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P ! +Mouko Burai Gan _2_1_4_+_P ! +Zanretsu Ken _6_4_6_+_P +Shouran Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K + +:Desperation Moves: +Haoh Shikou Ken _6_4_1_2_3_6_+_O_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kishin Geki ^-_2_3_6x2_+_P + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Mr. Karate Chou Hissatsu~Tengu Shikou Ken +Gai Tendou Wheel Combo~Maxi Edge +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Command Moves: +Strike Arch [_4/_6]_+_B + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P ! +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D ! +X-Calibur _^_2_1_4_+_P ! +Earring Bakudan 1 _2_1_4_+_K +Earring Bakudan 2~Heart Attack _4_2_1_+_K +^!Kibaku _4_2_1_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Grateful Dead _2_3_6x2_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Leona Killer Touch +Goenitz Yonokaze +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gattling Attack ^4_6_+_P ! +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +Ralf Kick _O_K +Ralf Tackle _6_3_2_1_4_+_K ! + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_A_+_C +Galactica Phantom _2_3_6x2_+_A_+_C + +:Striker Moves: +Ralf Galactica Phantom +Yashiro Missile Might Bash +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B ! + +:Special Moves: +Gattling Attack ^4_6_+_P ! + _`! with_A +^!(with_C)follow with Napalm Stretch +Mount Tackle _4_1_2_3_6_+_P +^!Clark Lift _2_2_+_A + ^!Flashing Elbow _2_3_6_+_P +^!Lift D.D.T. _2_2_+_C +^!Rolling Cradle _2_2_+_K +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +UltraArgentineBackbreaker ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K + +:Super Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +Clark Flashing Launcher +Shermie Shermie Spiral Hold +----------------------------------------------- +$end +$cmd +Whip +IKARI TEAM +----------------------------------------------- +:Throws: +Zed [_4/_6]_+[_C/_D] + +:Command Moves: +Whip Shot _6_+_X_A + +:Special Moves: +Assassin Strike Code~BB _6_2_3_+[_P/_K] +Boomerang Shot Code~SC _4_1_2_3_6_+_P ! +Hook Shot Code~Kaze _^_2_1_4_+_P +S. Shot TypeA Code~Yuuetsu _6_3_2_1_4_+_O_A ! +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeB Code~Chikara _6_3_2_1_4_+_O_B ! + _`! on 1st hit +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeC Code~Shouri _6_3_2_1_4_+_O_C ! +^!Strings Shot TypeD Code~Ame _D + +:Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_A_+_C + +:Striker Moves: +Whip Valkyrie Killer +Chris Shooting Dancer +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P ! +Psycho Sword (_^)_6_2_3_+_P ! + _`! on 2nd/3rd hit with_A + _`! on 5th/6th/7th hit with_C +Psychic Teleport _2_3_6_+_K +Phoenix Arrow _^_2_1_4_+_K ! +Psycho Shoot _4_1_2_3_6_+_P ! +Psycho Reflector _2_1_4_+_B ! + _`reflect projectile +New Psycho Reflector _2_1_4_+_D ! + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_K + +:Super Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_A_+_C +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P + +:Striker Moves: +Athena Psycho Healing +Athena Athena Flame Sword +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A +Kousentai _6_+_B + +:Special Moves: +Sen Shippo _2_1_4_+_P ! +Ryuu Sougeki _^_2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K ! +Senkyuutai _2_3_6_+_K +Ryuu Renda _6_2_3_+_X_P ! + _`on last hit + +:Desperation Moves: +Shinryuu Seioh Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D +Chouryuu Renken _2_3_6x2_+_P + +:Super Desperation Moves: +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_B_+_D + +:Striker Moves: +Kensou Niku Man 4 U +Psycho Soldier Kensou Psycho Space +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Hyoutan Geki _2_1_4_+_P ! +Ryuurin Hourai _6_2_3_+_P ! +Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K ! +Suihai Kou _2_3_6_+_P +^!Fun'en Kou _2_3_6_+_P ! + _`! with_A +^!Gou'en Shourai~Kai _6_2_3_+_P ! +Suikan Kan'ou _2_2_+_P +^!Choushuu Rikugyo _6_+_P +^!Kaiten-teki Kuutotsu Ken _6_+_K ! +^!Cancel _A_+_B_+_C_+_D +Bougetsu Sui _2_2_+_K +^!Move [_4/_6] +^!Rouja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D ! +^!Kaiten-teki Kuutotsu Ken _6_+_K ! +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P ! + _`! on 9th with_A + _`! on 13th with_C + +:Super Desperation Moves: +Gouran Enpou _2_3_6x2_+_A_+_C + +:Striker Moves: +Chin Gentsai Hourai Raku'en +Baijang Gororin Panda +----------------------------------------------- +$end +$cmd +Bao +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gen'ei Tougi [_4/_6]_+_C +Critical Throw [_4/_6]_+_D + +:Command Moves: +Kawasaki _6_+_A +Senheki Shuu _6_+_B +Senshou Shuu _3_+_B +Rikatsu Shuu _3_+_D +Soushou _^_2_+_A +Hikida _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack~Rise _2_3_6_+_A ! +Psycho Ball Attack~Front _2_1_4_+_A ! +Psycho Ball Attack~Air Front _^_2_1_4_+_A +Psycho Ball Attack~Bound _2_3_6_+_B ! +Psycho Ball Attack~Air Bound _^_2_3_6_+_B +Psycho Ball Attack~Reflect _2_1_4_+_B + _`reflect projectile +Psycho Ball Crash~Rise _2_3_6_+_C ! +Psycho Ball Crash~Front _2_1_4_+_C ! +Psycho Ball Crash~Air Front _^_2_1_4_+_C +Psycho Ball Crash~Bound _2_3_6_+_D +Psycho Ball Crash~Air Bound _^_2_3_6_+_D +Psycho Ball Crash~Reflect _2_1_4_+_D + _`reflect projectile + +:Desperation Moves: +Psycho Ball Attack~MAX _2_1_4x2_+_P +Psycho Ball Crash~SP _2_1_4x2_+_K + +:Super Desperation Moves: +Psycho Ball Attack~MAX _2_1_4x2_+_A_+_C +Psycho Ball Attack~ORE DX _6_4_1_2_3_6_+_B_+_D + +:Striker Moves: +Bao Psycho Ball Attack ~Striker MiX~ +Kaoru Watanabe Powerful Miracle Tackle +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Kuuren Geki _6_+_A +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+_K ! + _`! on 1st hit +Hien Zan ^2_8_+_K +^!Tenshou Zan(with_D) _2_+_D +Hishou Kyaku _^_2_3_6_+_K ! +Haki Kyaku _2_2_+_K +^!follow with Hou'ou Kyaku +Ryuusei Raku ^4_6_+_K ! + _`! on 1st hit + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K + +:Super Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_B_+_D + +:Striker Moves: +Kim Hishou Kyaku +Kim Sue-il Hisen Zan +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hiki Nige _3_+_A + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P ! +Tekkyuu Taiko Uchi _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/SDM +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Assatsu _2_3_6x2_+_P +Tekkyuu Dai Bokusatsu _2_3_6x2_+_K + +:Super Desperation Moves: +Tekkyuu Dai Assatsu _2_3_6x2_+_A_+_C + +:Striker Moves: +Chang Tekkyuu Dai Kourin +Kim Dong Hwan Shiden Kyaku / Ponpe Odori +Smart Chang Tekkyuu Dai Kaiten +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Mukuro Zuki [_4/_6]_+_A +Toorima Geri [_4/_6]_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan _2_1_4_+_P +^!Kishuu Hien Zuki _P +^!follow with Hishou Kyaku +Tatsumaki Shippuu Zan ^2_8_+_P ! +Senpuu Hien Zashi ^4_6_+_P +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kyaku _^_2_3_6_+_K ! +Hien Zan _6_2_3_+_K + +:Desperation Moves: +Shin!ChouzetsuT. ShinkuuZan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Shin!ChouzetsuRin-kaitenToppa _^_2_3_6x2_+_P + +:Super Desperation Moves: +Hou'ou Kyaku _2_3_6_3_2_1_4_+_B_+_D + +:Striker Moves: +Choi Chouhatsu Zanmai +Kim Jae Hoon Ryuusei Raku +Smart Choi Shissou Hishou Zan +----------------------------------------------- +$end +$cmd +Jhun Hoon +KOREA TEAM +----------------------------------------------- +:Throws: +Handou Geki [_4/_6]_+_C +Kai Senpuu [_4/_6]_+_D + +:Command Moves: +Soshuu Geki _6_+_A +^!Soshuu Jin_&Soshuu Stance _O_A +Ryouko Geki _6_+_B +^!Ryouko Jin_&Ryouko Stance _O_B +Ryuurou Shuu _^_2_+_B ! + +:Special Moves: +Haiki Geki _2_1_4_+_P ! + _`! with_C +^!Soshuu Jin_&Soshuu Stance(with_A) _O_A +Mangetsu Zan _2_1_4_+_K ! + _`! on 5th/6th/7th hit with_D +^!Ryouko Jin_&Ryouko Stance(with_B) _O_B +Kuu Sajin ^2_8_+_P +^!Soshuu Jin_&Soshuu Stance(with_A) _O_A +Soshuu Jin_&Soshuu Stance _2_2_+_O_A +Ryouko Jin_&Ryouko Stance _2_2_+_O_B + +:Desperation Moves: +Hou'ou Tenbu Kyaku _^_2_3_6x2_+_K +Hou'ou Ressou Kyaku _2_3_6x2_+_K + +:Super Desperation Moves: +Hou'ou Ressou Kyaku _2_3_6x2_+_B_+_D + +:Striker Moves: +Jhun Fukuko Shuugeki +Kang Baedal Ko Neppuu + + _& SOSHUU STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Dash [_4_4/_6_6] + +:Special Moves: +Shuusou Kyaku~Joudan _8_+_C ! +Shuusou Kyaku~Chuudan _C ! +Taikyoku Ha _D ! +Kirikae Dousa~Omote-Ura_&Ryouko Stance _O_B +Kirikae Kougeki~Dousa Go [_4/_6]_+_B +^!Ryouko Jin_&Ryouko Stance _O_B + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands(only Strikers) + + _& RYOUKU STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Dash [_4_4/_6_6] + +:Special Moves: +Shuuko Geki~Shimo _2_+_C ! +Hiko Geki~Ue _8_+_C +Kirikae Kougeki~Dousa Go [_4/_6]_+_A +^!Soshuu Jin_&Soshuu Stance _O_A +Mouko Geki~Naka _C ! +Taikyoku Hi _D ! +Kirikae Dousa~Ura-Omote_&Soshuu Stance _O_A + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B +Yusura Ume _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P ! +Ryuu Enbu _2_1_4_+_P ! +Sachiyo Dori _2_1_4_+_K +^!follow with Ryuu Enbu(no "!") +Musasabi no Mai-ground ^2_8_+_P +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Yusura Ume _2_+_P +^!Ukihane _2_+_K +^!Toki Tsubute ^-foe in air_2_+_D +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Desperation Moves: +ChouHissatsuShinobiBachi _2_1_4_1_2_3_6_+_K +Mizudori no Mai _2_3_6x2_+_P +Hou'ou no Mai _2_1_4x2_+_P + +:Super Desperation Moves: +ChouHissatsuShinobiBachi _2_1_4_1_2_3_6_+_B_+_D + +:Striker Moves: +Mai Sakura Fubuki / Hana Arashi +Chizuru Boukatsu~Hatei no Reifu +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_A +Senkai Kyaku _6_+_B_B ! + _`! on 2nd hit + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +^!Haou Shoukou Ken _O_P +Kuuga _6_2_3_+_P ! + _`! with_A +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_O_P +Raiou Ken _2_3_6_+_K +Hien Senpuu Kyaku _2_1_4_+_K +Hyakuretsu Binta _6_3_2_1_4_6_+_K + +:Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Hien Rekkou _2_3_6x2_+_P + +:Super Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_B_+_D +Mekki Zan Kuuga _2_3_6x2_+_B_+_D + +:Striker Moves: +Yuri Hien Rekkou +Nakoruru Daichi no Megumi +----------------------------------------------- +$end +$cmd +Kasumi Todoh +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Maki Age [_4/_6]_+_C +Aiki Nage [_4/_6]_+_D + +:Command Moves: +Hiji Ate _6_+_A + +:Special Moves: +Kasane Ate (_^)_2_3_6_+_P ! +Tatsumaki Souda~Nage Dageki ^-_6_3_2_1_4_+_P ! +Hakusan Tou~Dageki Bougyo _2_1_4_+_K ! +Senkou Nagashi _2_1_4_+_Px3 +Messhin Mutou~Joudan Atemi _4_1_2_3_6_+_B + _`reverse jump/Special/DM/SDM +Sasshou Inshuu~Chuudan Atemi _4_1_2_3_6_+_D + _`reverse high/mid +Hanshin~Morote Gaeshi _2_2_+_K + _`reverse low + +:Desperation Moves: +Chou Kasane Ate _2_3_6x2_+_P +Shingan Kazura Otoshi _2_3_6_3_2_1_4_+_P + _`reverse all + +:Super Desperation Moves: +Shingan Kazura Otoshi _2_3_6_3_2_1_4_+_A_+_C + _`reverse all + +:Striker Moves: +Kasumi Katsu +Li Xiangfei Dai Kokuchou +Unknown Unknown +----------------------------------------------- +$end +$cmd +Hinako Shijou +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Tasuki Nage [_4/_6]_+_C +Uwate Nage [_4/_6]_+_D + +:Command Moves: +Harite-Sendai _6_+_A_A +Harite-Nishiki _6_+_A_C +Tsuppari _6_+_B_B +Maemitsu Tataki _3_+_A +Nodowa _3_+_C_D +Ketaguri _3_+_D + +:Special Moves: +Tsukidashi _2_3_6_+_P ! + _`! on 1st/2nd hit with_A + _`! on 1st/2nd/3rd hit with_C +Tsuki Otoshi _2_1_4_+_P ! + _`! on 1st hit +Yorigiri ^-_6_2_3_+_K +Kote Nage ^-_4_1_2_3_6_+_K +Kake Nage ^-_6_3_2_1_4_6_+_K + +:Desperation Moves: +Gashou Hineri _4_1_2_3_6x2_+_K + +:Super Desperation Moves: +Gashou Hineri _4_1_2_3_6x2_+_B_+_D + +:Striker Moves: +Hinako Teppou Hinako +Lily Kane Lily no Ouen +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +EDIT TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K ! +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugachi _P + ^!125 Shiki~Nanase _K ! +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! +75 Shiki Kai _2_3_6_+_K_K +R.E.D. KicK _4_2_1_+_K +427 Shiki~Hikigane _6_3_2_1_4_+_K ! +910 Shiki~Nue Tsumi _2_1_4_+_P ! + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura108Shiki~Orochi Nagi _2_1_4_1_2_3_6_+_O_P +182 Shiki _2_3_6x2_+_O_P + +:Super Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_A_+_C + +:Striker Moves: +Kyo Ura 108 Shiki~Orochi Nagi +ShoKirishima SexualCharismaDynamite~RememberKOF +Saisyu Kusanagi no Jin +----------------------------------------------- +$end +$cmd +Iori Yagami +EDIT TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P ! +100 Shiki~Oniyaki _6_2_3_+_P ! +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 327 Shiki~Yami Sugi _2_3_6x2_+_P + +:Super Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Iori Ura 108 Shiki~Ya Sakazuki +Mature & Vice Decide +Another Iori 311 Shiki~Tsumagushi +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Kula Diamond + - at the Character Select Screen + - put the cursor on Whip_S + - put the cursor on Vanessa_S + - put the cursor on Seth_S + - put the cursor on Maxima_S + - put the cursor on K'_S + - put the cursor on Random_8_2 + +*Play with Zero + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Kula Diamond +----------------------------------------------- +:Throws: +Ice Coffin [_4/_6]_+_C +Behind Slash [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A ! +Slider Shoot _3_+_B + +:Special Moves: +Diamond Breath _2_3_6_+_P ! +Crow Bites _6_2_3_+_P ! +Counter Shell _2_1_4_+_P + +:Desperation Moves: +Diamond Edge _2_3_6x2_+_P + +:Super Desperation Moves: +Diamond Edge _2_3_6x2_+_A_+_C +Freeze Execution _6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +Candy Candy Spin +Foxy Unicorn no Tsuno / Getsu no Shirogane +Rugal Genocide Cutter +----------------------------------------------- +$end +$cmd +Zero +----------------------------------------------- +:Throws: +Genma Kokushou [_4/_6]_+[_C/_D] + +:Command Moves: +Jagai Kusetsu _6_+_A +Low Kicks _2_+[_A/_K] + +:Special Moves: +Zanpuu Enpa~Hankyou _2_3_6_+_A ! +Zanpuu Enpa~Satsuma _2_3_6_+_C ! +Zanpuu Enpa~Kouga _6_2_3_+_A +Zanpuu Enpa~Shouha _6_2_3_+_C +Shikka Koujin _2_3_6_+_K +Mabukousou _2_1_4_+_K + +:Desperation Moves: +Gokusa Zanjin _2_3_6x2_+_P +Hakura Messei _2_3_6x2_+_K + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Maniac Striker + - at the Striker Select Screen + - put the cursor on Another Striker + - _8_4_4_4_6_6_6_2 + +*3rd Outfit + - at the Character Select Screen + - put the cursor on Kyo, Benimaru, K', Terry, + Mary, Mai, Whip or Choi_C_+_D +----------------------------------------------- +$end + +$info=kof2001 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers 2001 +(c)2001 Eolith +Crouching Tiger Hidden Dragon 2003 +(c)2003 PhenixSoft +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: August 22nd, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (needs 1LV) +&: Critical Wire (bounces foe off wall) +@: Counter Wire (bounces foe off wall) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1LV + +:Super Desperation Moves: (SDM) +needs 2LV + +:Striker Moves: +this move can be done when this character is a +Striker +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Front Evade _A_+_B +Back Evade _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_C/_D] + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Front Evade (1LV)block_6_+_A_+_B +GC in Back Evade (1LV)block_4_+_A_+_B +GC in Body Blow (1LV)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D +Striker Call (1LV)_B_+_C +----------------------------------------------- +$end +$cmd +«Striker System» +----------------------------------------------- +:Striker Ratio with 0 Strikers: +- 1LV of Super Gauge +- Longest Super Gauge +- Attack Power x4 +- Defense Power x1 +- Life Recovery x0.5 + +:Striker Ratio with 1 Striker: +- 2LV of Super Gauge +- Long Super Gauge +- Attack Power x3 +- Defense Power x2 +- Life Recovery x1 +- Striker Call _B_+_C + +:Striker Ratio with 2 Strikers: +- 3LV of Super Gauge +- Medium Super Gauge +- Attack Power x3 +- Defense Power x3 +- Life Recovery x4 +- 1st Striker Call _B_+_C +- 2nd Striker Call _4_+_B_+_C + +:Striker Ratio with 3 Strikers: +- 4LV of Super Gauge +- Short Super Gauge +- Attack Power x1 +- Defense Power x3.5 +- Life Recovery x4 +- 1st Striker Call _6_+_B_+_C +- 2nd Striker Call _B_+_C +- 3rd Striker Call _4_+_B_+_C +----------------------------------------------- +$end +$cmd +K' +HERO TEAM +----------------------------------------------- +:Throws: +Spot Pile [_4/_6]_+_C +Knee Strike [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A @ +Knee Assault _6_+_B + +:Special Moves: +Eins Trigger _2_3_6_+_P +^!2nd Shoot _6_+_B +^!2nd Shell _6_+_D +^!Blackout _4_+_K +Crow Bites _6_2_3_+_P ! +^!2nd Bites(with_C) _6_+_K + ^!follow with Minute Spike +Blackout _2_3_6_+_K +Minute Spike (_^)_2_1_4_+_K +^!Narrow Spike _2_1_4_+_K ! + _`in ground version + +:Desperation Moves: +Heat Drive _2_3_6x2_+_O_P +Chain Drive _2_3_6_3_2_1_4_+_P + +:Super Desperation Moves: +Chain Drive _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Narrow Spike _B_+_C +----------------------------------------------- +$end +$cmd +Maxima +HERO TEAM +----------------------------------------------- +:Throws: +Dynamite Drop [_4/_6]_+_C +Choking Vise [_4/_6]_+_D + +:Command Moves: +Mongolian _6_+_A +M9 Kata~Maxima Missile _3_+_C + +:Special Moves: +System 1/2~Maxima Scramble _2_3_6_+_P +^!Double Bomber _2_3_6_+_P ! + _`! on 2nd hit + ^!Bulldog Press _2_3_6_+_P +System 3~Maxima Lift _6_3_2_1_4_+_K +^!Centoun Press _6_+_K +M4 Kata~Vapour Cannon _2_1_4_+_P @ +M11 Kata~Dangerous Arch ^-_4_1_2_3_6_+_K +M19 Kata~Blitz Cannon _6_2_3_+_K + +:Desperation Moves: +Bunker Buster _2_3_6_3_2_1_4_+_P +Maxima Revenger ^-_6_3_2_1_4x2_+_K + +:Super Desperation Moves: +Maxima Revenger ^-_6_3_2_1_4x2_+_B_+_D + +:Striker Moves: +Maxima Gallows _B_+_C +----------------------------------------------- +$end +$cmd +Whip +HERO TEAM +----------------------------------------------- +:Throws: +Zed [_4/_6]_+[_C/_D] + +:Command Moves: +Whip Shot _6_+_X_A + +:Special Moves: +Desert Eagle _4_2_1_+_X_P +Assassin Strike Code~BB _6_2_3_+[_P/_K] +Boomerang Shot Code~SC _4_1_2_3_6_+_P +Hook Shot Code~Kaze _^_2_1_4_+_P +S.Shot TypeA Code~Yuuetsu _6_3_2_1_4_+_O_A ! +^!Strings Shot TypeD Code~Ame _D +S.Shot TypeB Code~Chikara _6_3_2_1_4_+_O_B ! + _`! on 1st hit +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeC Code~Shouri _6_3_2_1_4_+_O_C ! +^!Strings Shot TypeD Code~Ame _D + +:Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Sonic S. Code~KW _2_1_4_1_2_3_6_+_A_+_C + +:Striker Moves: +Valkyrie Killer _B_+_C +----------------------------------------------- +$end +$cmd +Lin +HERO TEAM +----------------------------------------------- +:Throws: +Akuzan [_4/_6]_+[_C/_D] + +:Command Moves: +Benpatsu Ken~Chuudan _6_+_A +Benpatsu Ken~Gedan _3_+_C + +:Special Moves: +Zantetsu Bu~Rasatsu _2_3_6_+_Px3 ! @ + _`! on 1st/2nd hit with_C + _`@ on 1st hit with_A + _`@ on 3rd hit with_C +Kasumi _2_1_4_+_P +Muei Kusashu _6_2_3_+_P +Hike Kyaku _4_1_2_3_6_+_K +Hiten Kyaku _6_3_2_1_4_+_K +Jatotsu Ga _4_2_1_+[_P/_K] + +:Desperation Moves: +Hizoku Ougi Ranbu~Dokuga _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +H. Ougi Ranbu~Dokuga _2_1_4_1_2_3_6_+_A_+_C +HizokuOugiSenshu~Rakan Satsu _2_2_2_+_A_+_C + +:Striker Moves: +Hirai Kyaku _B_+_C +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +JAPAN TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugachi _P + ^!125 Shiki~Nanase _K + ^!212 Shiki~Kototsuki You _6_3_2_1_4_+_K +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_P + ^!follow with 100 Shiki~Oniyaki(no"!") +100 Shiki~Oniyaki _6_2_3_+_P ! + _`! with_C +75 Shiki Kai _2_3_6_+_K_K +R.E.D. KicK _4_2_1_+_K +427 Shiki~Hikigane _6_3_2_1_4_+_K ! + _`! with_B + +:Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_P + +:Super Desperation Moves: +Ura108S~OrochiNagi _2_1_4_1_2_3_6_+_O_A_+_C +524 Shiki~Kamukura ^-_6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +R.E.D. Kick _B_+_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +JAPAN TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P +Shinkuu Katategoma _2_1_4_+_P ! +Iai Geri _2_3_6_+_K @ + _`@ when legs retreat +^!Handou Sandan Geri _2_8_+_K !& + _`! with_B + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Gen'ei Hurricane _2_1_4x2_+_K + +:Super Desperation Moves: +Raikou Ken _2_3_6x2_+_A_+_C + +:Striker Moves: +Elec-Trigger _B_+_C +----------------------------------------------- +$end +$cmd +Goro Daimon +JAPAN TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Tsukami Tataki Tsuke ^=[_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Command Moves: +Tama Tsubushi _6_+_A +Zujou Barai _3_+_C + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_P +Chou Oosotogari ^-_6_2_3_+_K +Ura Nage _6_3_2_1_4_6_+_K +Nekko Gaeshi _2_3_6_+_K + _`reverse high/mid +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_P +Arashi no Yama~Nekko Nuki _4_1_2_3_6x2_+_K +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Bukko Nuki Ura Nage _6_2_3_+_K + +:Super Desperation Moves: +JigokuGokurakuOtoshi ^-_6_3_2_1_4x2_+_A_+_C +ArashinoYama~NekkoNuki _4_1_2_3_6x2_+_B_+_D +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Zoku~Tenchi Gaeshi _6_2_3_+_K + +:Striker Moves: +Abare Goro _B_+_C + +:Additional Notes: +_`Air Body Blow is @ +----------------------------------------------- +$end +$cmd +Shingo Yabuki +JAPAN TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage Fukanzen [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A +115 Shiki~Dokugami Mikansei _2_3_6_+_C +100 Shiki~Oniyaki Mikansei _6_2_3_+_P +101 Shiki~Oboro Guruma Mikansei _4_2_1_+_K +212 Shiki~Kototsuki Mikansei _6_3_2_1_4_+_K ! + _`! on 1st hit +Shingo Kinsei Ore Shiki~Gecchuu _2_1_4_+_P @ + _`reverse high/mid +ShingoKinseiOre Shiki~NieTogi ^-_6_2_3_+_K +Shingo Kick _4_1_2_3_6_+_K + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +ShingoKinseiOreMuShiki _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_A_+_C +^!Idol Teishi _P + +:Striker Moves: +212 Shiki~Kototsuki Mikansei _B_+_C +----------------------------------------------- +$end +$cmd +Iori Yagami +YAGAMI TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! +127 Shiki~Aoi Hana _2_1_4_+_Px3 ! +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P + +:Super Desperation Moves: +Ura 316 Shiki~Saika _2_3_6x4_+_A_+_C + _`after Kin 1211 Shiki~Ya Otome + +:Striker Moves: +Ura 108 Shiki~Ya Sakazuki _B_+_C @ + _`@ on 1st hit +----------------------------------------------- +$end +$cmd +Vanessa +YAGAMI TEAM +----------------------------------------------- +:Throws: +Dynamite Puncher [_4/_6]_+_C +Clench Puncher [_4/_6]_+_D + +:Command Moves: +1-2 Puncher _6_+_A +Sliding Puncher _3_+_B + +:Special Moves: +Machine Gun Puncher _4_1_2_3_6_+_X_P +Puncher Weaving _2_1_4_+_O_P +^!Dash Puncher _6_+_P +^!Parrying Puncher _4_+_P +^!Puncher Vision [_4/_6]_+_K +Puncher Vision _2_3_6_+_K +^!Puncher Upper _6_+_A ! + _`! on 2nd hit +^!Puncher Straight _6_+_C & +^!Puncher Weaving _4_+_O_P +^!Puncher Vision _2_3_6_+_K +^!Puncher Vision _2_1_4_+_K +Puncher Vision _2_1_4_+_K +^!Puncher Upper _6_+_A ! + _`! on 2nd hit +^!Puncher Straight _6_+_C & +^!Puncher Weaving _4_+_O_P +^!Puncher Vision _2_3_6_+_K +^!Puncher Vision _2_1_4_+_K +Parrying Puncher _6_2_3_+_P ! + _`! with_C +Dash Puncher ^4_6_+_P + +:Desperation Moves: +Champion Puncher ^-_2_3_6x2_+_P +Crazy Puncher _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Crazy Puncher _2_1_4_1_2_3_6_+_A_+_C + +:Striker Moves: +Hard Puncher _B_+_C +----------------------------------------------- +$end +$cmd +Seth +YAGAMI TEAM +----------------------------------------------- +:Throws: +Hiji ate kara no hadou uchi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Tackle _6_+_A +Mae Age Geri _6_+_B +^!follow with Tackle +Back Blow _4_+_A +Sobat _4_+_B +Sliding _3_+_B + +:Special Moves: +Sho-Yoh _2_3_6_+_P ! @ + _`@ with_C +Raku-Getsu _^_2_3_6_+_B +An-Getsu _^_2_3_6_+_D +Kyu-Getsu _6_3_2_1_4_+_K +^!Ya-Getsu _6_+_K +^!Gen-Getsu _2_+_K +Doh-Kuzushi _4_1_2_3_6_+_B + _`reverse jump/Special/DM/SDM +Doh-Kuzushi _4_1_2_3_6_+_D + _`reverse high/mid +Ashi-Tori _2_2_+_P + _`reverse low + +:Desperation Moves: +Morote-Sho-Yoh _2_3_6x2_+_P +Irimi-Nadazuki _2_3_6_3_2_1_4_+_K + +:Super Desperation Moves: +Doh-T-Shichimonsatsu _2_3_6_3_2_1_4_+_A_+_C + _`reverse all + +:Striker Moves: +Final Agent _B_+_C +----------------------------------------------- +$end +$cmd +Ramon +YAGAMI TEAM +----------------------------------------------- +:Throws: +Arm Whip [_4/_6]_+_C +Flying Mayor [_4/_6]_+_D + +:Command Moves: +Teikuu Drop Kick _3_+_B + +:Special Moves: +Drop Kick _2_1_4_+_O_A +Feint Step _2_1_4_+_O_C +Tiger Neck Chancery ^-_4_1_2_3_6_+_P +Rolling Sobat _6_2_3_+_K @ +^!Flying Body Attack _6_2_3_+_K + ^!Hiki Okoshi _2_2_+_P ! +Tiger Road _4_2_1_+_K +^!Cross Chop corner_D +^!Cancel _A_+_B_+_C +Somersault _4_1_2_3_6_+_K +^!Cancel _A_+_B_+_C + +:Desperation Moves: +El Diablo Amarillo Ramon _2_1_4_1_2_3_6_+_K +Tiger Spin ^-_6_3_2_1_4x2_+_P + +:Super Desperation Moves: +Tiger Spin ^-_6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +El Diablo Amarillo _B_+_C +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Command Moves: +Strike Arch [_4/_6]_+_B + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D ! +X-Calibur _^_2_1_4_+_P +Earring Bakudan 1 _2_1_4_+_K +Earring Bakudan 2~Heart Attack _4_2_1_+_K +^!Kibaku _4_2_1_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Grateful Dead _2_3_6x2_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Killer Touch _B_+_C +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _6_2_3_+_Px2 +^!Move _6 +Gattling Attack ^4_6_+_P ! + _`! on 2nd hit +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +SuperArgentineBackbreaker ^-_4_1_2_3_6_+_K +Ralf Kick _6_3_2_1_4_+_B +Ralf Tackle _6_3_2_1_4_+_D +Galactica Phantom _2_3_6x2_+_P & + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +BaribariVulcanPunch _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Galactica Phantom _B_+_C +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B + +:Special Moves: +Gattling Attack ^4_6_+_P +^!(with_C)follow with Napalm Stretch +Mount Tackle _4_1_2_3_6_+_P +^!Clark Lift _2_2_+_A +^!Lift D.D.T. _2_2_+_C + ^!Flashing Elbow _2_3_6_+_P +^!Rolling Cradle _2_2_+_K +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +SuperArgentineBackbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K + +:Super Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +Gattling Attack _B_+_C +----------------------------------------------- +$end +$cmd +Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Backstabbing [_4/_6]_+_C +Lead Belcher [_4/_6]_+_D + +:Air Throws: +Critical Drive _^_?_+[_C/_D] + +:Command Moves: +Shooter Narnagel _6_+_B + +:Special Moves: +Cross Cutter _2_3_6_+_P +Moon Slasher _6_2_3_+_P ! + _`! with_A +Neck Roller _6_2_3_+_K +Storm Bringer ^-_6_3_2_1_4_+_P +Killing Bringer _6_3_2_1_4_+_K + _`reverse jump/high/Special/DM/SDM + +:Desperation Moves: +Final Bringer _2_3_6x2_+_P +Heidern End _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +Final Bringer _2_3_6x2_+_A_+_C +Heidern End _2_1_4_1_2_3_6_+_B_+_D + +:Striker Moves: +Clearing Moon Slasher _B_+_C + +:Additional Notes: +_`Body Blow is @ +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Hammer Punch _6_+_A +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_A +Round Wave _2_3_6_+_C ! +^!follow with any Special +Rising Tackle ^2_8_+_P ! +Crack Shoot _2_1_4_+_K +Power Dunk _6_2_3_+_K +Burn Knuckle _2_1_4_+_P + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +High Angle Geyser _2_3_6x2_+_K + +:Super Desperation Moves: +Power Geyser _2_1_4_1_6_+_A_+_C + +:Striker Moves: +Dunk Geyser _B_+_C +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B +Age Men _3_+_A + +:Special Moves: +Hishou Ken _2_1_4_+_A +Geki Hishou Ken _2_1_4_+_C +Shouryuu Dan _6_2_3_+_P ! + _`! with_A +Zan'ei Ken _1_6_+_P ! + _`! with_A +^!Shippuu Ouken _2_3_6_+_P ! +Kuuha Dan _4_1_2_3_6_+_K +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P +Gen'ei Shiranui _^_2_3_6_+_K +^!Shimo Agito _P ! +^!Uwa Agito _K + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Zan'ei Ryuusei Ken _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_B_+_D + +:Striker Moves: +Shippuu Zan'ei Ken _B_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A ! +^!Bakuretsu Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K ! +Slash Kick _4_1_2_3_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +B.HurricaneTigerKakato _2_3_6_3_2_1_4_+_P +Shijou Saikyou no Low Kick _2_3_6x2_+_O_K +Ougon no Tiger Kick _2_3_6_9_+_K ! + +:Super Desperation Moves: +Screw Upper _2_3_6x2_+_A_+_C + +:Striker Moves: +Shijou Saikyou no Low Kick _B_+_C +----------------------------------------------- +$end +$cmd +Blue Mary +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch [_4/_6]_+_A +Double Rolling [_4/_6]_+_B +Climbing Arrow _1_+_B + +:Special Moves: +Spin Fall _2_3_6_+_P +^!M. Spider _2_3_6_+_P +Real Counter _2_1_4_+_P +^!Backdrop Real _4_1_2_3_6_+_P +^!Head Crush _4_1_2_3_6_+_K +Vertical Arrow _6_2_3_+_K ! + _`! with_B +^!M. Snatcher _6_2_3_+_K +Straight Slicer ^4_6_+_K ! + _`! with_B +^!Crab Clutch _2_3_6_+_K +M. Reverse Facelock _2_1_4_+_B + _`reverse jump/Special/DM/SDM +M. Head Buster _2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +M. Splash Rose _2_3_6_3_2_1_4_+_P ! +M. Dynamite Swing _A_A_6_B_C + +:Super Desperation Moves: +M. Dynamite Swing _A_A_4_B_C + +:Striker Moves: +Rapid Spider _B_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A +Joudan Uke _6_+_B + _`block jump/high +Gedan Uke _3_+_B + _`block mid/low + +:Special Moves: +Ko'ou Ken _2_3_6_+_A +Kohou _6_2_3_+_P ! + _`! with_A +Kohou Shippuu Ken _2_1_4_+_P ! +Zanretsu Ken _6_4_6_+_P & + _`& with_A +Mouko Raijin Setsu _2_3_6_+_K +Hien Shippuu Kyaku _6_3_2_1_4_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Tenchi Haoh Ken _2_3_6x2_+_P + +:Super Desperation Moves: +Ryuuko Ranbu ^-_2_3_6_+_C_A + +:Striker Moves: +Tenchi Haou Ken _B_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Kouryuu Koukyaku Geri _6_+_A +Uraken _4_+_A +Ryuu Hanshuu [_4/_6]_+_B +Nidan Sokudou Geri _3_+_B +Hien Ryuujin Kyaku _^_3_+_K + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P ! +Hien Shippuu Kyaku _1_6_+_K +Kyokugen-ryuu Renbu Kyaku ^-_6_3_2_1_4_+_K !& + _`! on 4th hit + _`& on 4th hit +Gen'ei Kyaku _6_4_6_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Haiga Ryuu _2_3_6x2_+_P + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Ryuuren Moushuu _B_+_C +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_A +Senkai Kyaku _6_+_B_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +^!Haou Shoukou Ken _O_P +Kuuga _6_2_3_+_P ! +^!Ura Kuuga(with_C) _6_2_3_+_P +Hien Senpuu Ken _2_1_4_+_O_P +Raiou Ken _2_3_6_+_K +Hien Senpuu Kyaku _2_1_4_+_K +Hyakuretsu Binta _6_3_2_1_4_6_+_K + +:Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Mekki Zan Kuuga _2_3_6x2_+_K ! + _`! on Yuri Chou Enbu + +:Super Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_B_+_D +Yuri Chou Enbu _A_A_6_B_C + +:Striker Moves: +Hien Rekkou _B_+_C +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oosotogari [_4/_6]_+_C +Ippon Seoi [_4/_6]_+_D + +:Command Moves: +Oni Guruma _6_+_A +Kawara Wari _6_+_B +Hisha Otoshi~Dan Tsubushi _4_+_A +Keima Uchi~Oiuchi _3_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Mouko Burai Gan _2_1_4_+_P ! +Zanretsu Ken _6_4_6_+_P +Shouran Kyaku _6_3_2_1_4_+_K +Hien Shippuu Kyaku ^1_6_+_K + +:Desperation Moves: +Haoh Shikou Ken _6_4_1_2_3_6_+_O_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kishin Geki ^-_2_3_6x2_+_P + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Striker Moves: +Chou Hissatsu~Tengu Shikou Ken _B_+_C +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+_C +Hook Buster [_4/_6]_+_D + +:Command Moves: +Trap Kick _6_+_B +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike _2_3_6_+_B +Double Strike _2_3_6_+_D +Trap Shot _6_2_3_+_K +Mirage Dance ^-_4_1_2_3_6_+_P +Mirage Kick _6_3_2_1_4_+_P ! + _`! on 1st/2nd/3rd hit +Tornado Kick'95 _6_3_2_1_4_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Surprise Rose _4_6_2_3_+_K + +:Super Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_B_+_D + +:Striker Moves: +Trap Rush _B_+_C +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B +Yusura Ume _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P ! + _`! on 1st hit with_C +Sachiyo Dori _2_1_4_+_K +^!Ryuu Enbu _2_1_4_+_P +Musasabi no Mai-ground ^2_8_+_P +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Ukihane _2_+_K +^!Yusura Ume _2_+_P +^!Toki Tsubute ^-foe in air_2_+_D +Musasabi no Mai-air _^_2_1_4_+_P +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K + +:Desperation Moves: +ChouHissatsuShinobiBachi _2_1_4_1_2_3_6_+_K +Hana Arashi _2_3_6x2_+_P +Hou'ou no Mai _2_1_4x2_+_P + +:Super Desperation Moves: +Chou H.ShinobiBachi _2_1_4_1_2_3_6_+_B_+_D + +:Striker Moves: +Mizudori no Mai _B_+_C +----------------------------------------------- +$end +$cmd +Hinako Shijou +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Tasuki Nage [_4/_6]_+_C +Uwate Nage [_4/_6]_+_D + +:Command Moves: +Maemitsu Tataki _3_+_A +Ketaguri _3_+_D + +:Special Moves: +Tsukidashi _X_P +Tsuki Otoshi _2_1_4_+_P +Gaburi Yori ^-_6_3_2_1_4_6_+_P ! +^!Hatakikomi _6_2_3_+_P & +^!Ketaguri _4_1_2_+_K ! +Yorigiri ^-_6_2_3_+_K +Kote Nage ^-_4_1_2_3_6_+_K +Kake Nage ^-_6_3_2_1_4_6_+_K + +:Desperation Moves: +Dai Ichiban _2_3_6x2_+_P +Gasshou Hineri _4_1_2_3_6x2_+_K + +:Super Desperation Moves: +Gasshou Hineri _4_1_2_3_6x2_+_B_+_D + +:Striker Moves: +Teppou Hinako _B_+_C @ + _`@ on 5th hit +----------------------------------------------- +$end +$cmd +Li Xiangfei +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Kadoma [_4/_6]_+_C +Ryokuchi Kou'en [_4/_6]_+_D + +:Command Moves: +Sou Shouda _6_+_A +Kyuuho~Kousentai _6_+_B +Fukuho~Kousentai _3_+_D + +:Special Moves: +Nanpa _2_3_6_+_P +Banpaku Kou'en ^-_6_3_2_1_4_6_+_P +^!Eikishuhou _2_1_4_+_P ! +Senri Chuu'ou _2_3_6_+_B +^!Kankuu _2_3_6_+_B +Senri Chuu'ou~Shinsaiha _2_3_6_+_D +Tenpou Zan _6_2_3_+_K ! +Esaka foe attack_A_8 ! + _`reverse jump/Special/DM/SDM +Esaka foe attack_A_6 ! + _`reverse high/mid +Esaka foe attack_A_2 ! + _`reverse low + +:Desperation Moves: +Chou Pai Long _A_+_C_4_3_+_C_4_+_C & + _`& on 3rd hit +Dai Tetsujin _2_3_6_3_2_1_4_+_K +Majinga _6_3_2_1_4x2_+_K + +:Super Desperation Moves: +Dai Tetsujin _2_3_6_3_2_1_4_+_B_+_D +Majinga _6_3_2_1_4x2_+_B_+_D + +:Striker Moves: +Chou Pai Long Ni _B_+_C +----------------------------------------------- +$end +$cmd +Kula Diamond +N.E.S.T.S. TEAM +----------------------------------------------- +:Throws: +Ice Coffin [_4/_6]_+_C +Behind Slash [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A @ +Slider Shoot _3_+_B +Critical Ice _3_+_C @ + _`@ on 3rd hit + +:Special Moves: +Diamond Breath _2_3_6_+_P +Crow Bites _6_2_3_+_P ! + _`! with_C +Counter Shell _2_1_4_+_P @ +Ray Spin _2_1_4_+_K +^!Counter Shoot _6_+_B ! + _`! on 1st hit +^!Slider Shoot _6_+_D ! + +:Desperation Moves: +Diamond Edge _2_3_6x2_+_P + +:Super Desperation Moves: +Diamond Edge _2_3_6x2_+_A_+_C +Freeze Execution _6_3_2_1_4x2_+_A_+_C + +:Striker Moves: +Slider Crow Bites _B_+_C +----------------------------------------------- +$end +$cmd +Foxy +N.E.S.T.S. TEAM +----------------------------------------------- +:Throws: +Daisan no Kagi [_4/_6]_+_C +Daijuuni no Kagi [_4/_6]_+_D + +:Command Moves: +Nanatsu no Kinzoku _6_+_A +Nanajuu no Junkan _6_+_B + _`block jump/high/mid +Nanatsu no Koubutsu _3_+_A +Nanajuu no Jouryuu _3_+_B + _`block mid/low + +:Special Moves: +Unicorn no Tsuno _2_3_6_+_P +Prenylnium _6_2_3_+_P ! + _`! on 1st hit with_A +Hajimari no Ki _6_3_2_1_4_+_P +^!Noah no Kioku _P +^!Nanajuu no Hoshi _4_+_K + _`block jump/high/mid +Chie no Ki _2_3_6_+_K +^!Getsu no Shirogane _6_+_P ! +Taiki no Shoukei _6_2_3_+_K + +:Desperation Moves: +Hakuchou no Uta _2_3_6x2_+_P +^!Getsu no Shirognae _6_+_P ! + _`! on 2nd hit +^!Chishiki no Bon _2_+_K ! + _`! on 3rd hit + +:Super Desperation Moves: +Wakusei no Inori _^_2_3_6x2_+_A_+_C +Mitsubachi _2_3_6x4_+_B_+_D + +:Striker Moves: +Getsu no Shirogane _B_+_C + +:Additional Notes: +_`Body Blow is @ +_`Air Body Blow is @ +----------------------------------------------- +$end +$cmd +K9999 +N.E.S.T.S. TEAM +----------------------------------------------- +:Throws: +Kieroo! [_4/_6]_+_C +Itsumade yondendayoo! [_4/_6]_+_D + +:Command Moves: +Urusee-! _6_+_A + +:Specials Moves: +Acchi he itteroo! _2_3_6_+_P ! + _`! on 3rd/4th hit with_A + _`! on 1st/2nd/3rd/4th hit with_C +Wareroo! _6_2_3_+_P ! + +:Desperation Moves: +Tsuki... _1_6_3_2_1_4_3_+_P +Temee mo oucchimae!! _1_6_3_2_1_4_3_+_K + +:Super Desperation Moves: +Chikara ga katte ni _2_6_3_+_A_+_B_+_C_+_D + +:Striker Moves: +Ore ni meirei sunna-!! _B_+_C & + _`& on 3rd hit +----------------------------------------------- +$end +$cmd +Angel +N.E.S.T.S. TEAM +----------------------------------------------- +:Throws: +Go Go For Ten Girl [_4/_6]_+_C +Starlit Field [_4/_6]_+_D + +:Command Moves: +Senseless Chatter _6_+_B +At The Wasteland _^_2_+_D + +:Special Moves: +Red Sky of Japonesia _6_3_2_1_4_+_K +Mad Murder Roulette ^-_4_2_1_+_K + +:Desperation Moves: +TheUnidentifVictimConsciousnes _4_6_2_3_+_K + _`reverse all + +:Striker Moves: +Beyond Frames _B_+_C + + _& CHAIN-CIRCLE STARTER MOVES _& +:Command Moves: +Formalists' Blue _3_+_B +^!Welcome to Ryuugu _A +^!Citizen of the World _B + +:Special Moves: +Repun Kamuy _2_1_4_+_P +Beyond The Frames _4_1_2_3_6_+_K + +:Additional Notes: +_`all moves can be followed by any move below + + _& CHAIN-CIRCLE MOVES _& +:Special Moves: +Bye Bye Ryuugu _8_+_P +Buggy and Coffin _6_+_P +A Train to See Cherry Blossoms _2_+_P +Shelter From the Storm _8_+_K +With a Lamp for the Pathway _6_+_K +Important Symptom _2_+_K + +:Additional Notes: +_`can link all moves +_`must alternate between Punch and Kick +_`can't use the same direction twice in a row +_`can't repeat a command +_`all moves can be followed by any move below + + _& CHAIN-CIRCLE FINISH MOVES _& +:Special Moves: +Crown Under the Sky _6_6_+_P +State of Heat Haze _6_6_+_K +A Full Moon Evening _2_1_4_+_P +A Garden to Play With Ghost _4_2_1_+_K +Light Your Cycle _4_1_2_3_6_+_K +Red Sky of Japonesia _6_3_2_1_4_+_K + +:Desperation Moves: +RoyalityTestFortheLiberalists _4_6_2_3_+_P + +:Super Desperation Moves: +Royality Test For the L. _4_6_2_3_+_A_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P ! + _`! on 1st/2nd/3rd hit with_A + _`! on 3rd/4th/5th/6th/7th hit with_C +Psychic Teleport _2_3_6_+_K +Phoenix Arrow _^_2_1_4_+_K ! + _`! on 3rd hit with_B + _`! on all hits with_D +Psycho Reflector _2_1_4_+_B + _`reflect projectile +New Psycho Reflector _2_1_4_+_D + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_K + +:Super Desperation Moves: +ShiningCrystalBit (_^)_6_3_2_1_4x2_+_A_+_C +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Psychic 9 _6_3_2_1_4_6_+_A_+_C +^!Psychic Combo _A_B_C_A_B_C_D + ^!Sailor Punch _2_3_6_+_P & + ^!Psycho Sword _6_2_3_+_P + ^!Flaming Sword _6_3_2_1_4_+_K + +:Striker Moves: +Phoenix Arrow'95 _B_+_C & + _`& on 4th hit +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A +Kousentai _6_+_B + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Sougeki _^_2_1_4_+_P +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C +Ryuu Gakusai _4_2_1_+_K ! +Senkyuutai _2_3_6_+_K + +:Desperation Moves: +Shinryuu Seiou Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D + +:Super Desperation Moves: +Senki Hakkei ^-_2_3_6x2_+_A_+_C + +:Striker Moves: +Sen Shippo _B_+_C & + _`& on Taunt animation only +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Suihai Kou _2_3_6_+_P +^!Fun'en Kou _2_3_6_+_P +^!Ryuurin Hourai _6_2_3_+_P ! + _`! with_C +^!Gou'en Shourai~Kai _6_2_3_+_K !& + _`! on 6th hit with_B + _`! on 1st hit with_D + _`& on 6th hit with_B +^!Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K ! +Hyoutan Geki _2_1_4_+_P +Bougetsu Sui _2_2_+_K +^!Move [_4/_6] +^!Rouja Hanhou _8_+_B +^!Rigyo Hanhou _8_+_D ! +^!Cancel _A_+_B_+_C_+_D + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P ! + _`! on 9th hit with_A + _`! on 13th hit with_C + +:Super Desperation Moves: +Gouran Enpou _2_3_6x2_+_A_+_C + +:Striker Moves: +Kaiten Hyoutan Shuu _B_+_C +----------------------------------------------- +$end +$cmd +Bao +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gen'ei Tougi [_4/_6]_+_C +Critical Throw [_4/_6]_+_D + +:Command Moves: +Kawasaki _6_+_A +Senheki Shuu _6_+_B +Sliding _2_+_D +Senshou Shuu _3_+_B +Rikatsu Shuu _3_+_D +Soushou _^_2_+_A +Hikida _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_3_6_+_A +Psycho Ball Crash~Rise _2_3_6_+_C ! +Psycho Ball Crash~Front _2_1_4_+_P ! +Psycho Ball Crash~Air Front _^_2_1_4_+_P +Psycho Ball Crash~Bound _2_3_6_+_K +Psycho Ball Crash~Air Bound _^_2_3_6_+_K +Psycho Ball Crash~Reflect _2_1_4_+_K + _`reflect projectile + +:Desperation Moves: +Psycho Ball Crash~SP _2_1_4x2_+_K + +:Super Desperation Moves: +P.BallAttack~ORE DX _6_4_1_2_3_6_+_O_A_+_C + +:Striker Moves: +Psycho Ball Attack~Rise _B_+_C +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Kuuren Geki _6_+_A +Neri Chagi _6_+_B + +:Special Moves: +Hangetsu Zan _2_1_4_+_K +Hien Zan ^2_8_+_K ! + _`! on 1st hit with_D +^!Tenshou Zan(with_D) _2_+_D +Hishou Kyaku _^_2_3_6_+_K +Haki Kyaku _2_2_+_K ! + _`! with_B +^!Double Dechagi(with_B) _6_2_3_+_K ! + _`! on 2nd hit + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K +Hou'ou Tenbu Kyaku _^_2_3_6x2_+_K + +:Super Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_B_+_D + +:Striker Moves: +Hishou Kyaku _B_+_C +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hiki Nige _3_+_A + +:Special Moves: +Tekkyuu Dai Kaiten _6_2_3_+_P +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki _2_1_4_+_P ! + _`! only is hit from behind with_C +Tekkyuu Taiko Uchi _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/SDM +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P & + _`& if 11th hit is a kick +Tekkyuu Dai Assatsu _2_3_6x2_+_P + +:Super Desperation Moves: +Tekkyuu Dai Assatsu _2_3_6x2_+_A_+_C + +:Striker Moves: +Tekkyuu Dai Kourin _B_+_C +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Tsuki [_4/_6]_+_D + +:Command Moves: +Toorima Geri [_4/_6]_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan _2_1_4_+_P +^!Kishuu Hien Zuki _P +^!follow with Hishou Kyaku +Tatsumaki Shippuu Zan ^2_8_+_P ! +Senpuu Hien Zashi ^4_6_+_P +^!Houkou Tenkan _?_+[_P/_K]x2 +Hishou Kyaku _^_2_3_6_+_K +Hien Zan _6_2_3_+_K +Hishou Kuuretsu Zan ^2_8_+_O_K +^!Houkou Tenkan _?_+[_P/_K]x2 + +:Desperation Moves: +Shin!ChouzetsuTShinkuuZan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Zan! Engetsu Rin _4_1_2_3_6x2_+_O_P + +:Super Desperation Moves: +Hou'ou Kyaku _2_3_6_3_2_1_4_+_B_+_D + +:Striker Moves: +Toorima Zuki _B_+_C +----------------------------------------------- +$end +$cmd +May Lee +KOREA TEAM +----------------------------------------------- +:Throws: +Omote Enbu [_4/_6]_+_C +Ura Enbu [_4/_6]_+_D + +:Comand Moves: +Kuusetsu Geki _6_+_B +Kamae Henka_&Hero Mode _A_+_B_+_C + +:Special Moves: +Mawashi Geri _2_3_6_+_K +Kakato Otoshi _6_2_3_+_B +Gedan Geri _6_2_3_+_D ! +Gada Hanshuu _6_3_2_1_4_+_K ! + _`reverse all + +:Desperation Moves: +Shinjuu Kyaku _2_1_4x2_+_K & +Ryuu Getsurin Kyaku _2_3_6x2_+_K + +:Striker Moves: +Shinjuu Shoukan _B_+_C + +:Additional Notes: +_`all Special Moves can be link together +_`link moves Chart(Sanren Kyaku) +_2_3_6_+_K_6_2_3_+_K_6_3_2_1_4_+_K +_2_3_6_+_K_6_3_2_1_4_+_B_6_2_3_+_K +_2_3_6_+_K_6_3_2_1_4_+_D +_6_2_3_+_K_2_3_6_+_K_6_3_2_1_4_+_K +_6_2_3_+_K_6_3_2_1_4_+_B_2_3_6_+_K +_6_2_3_+_K_6_3_2_1_4_+_D +_6_3_2_1_4_+_B_2_3_6_+_K_6_2_3_+_K +_6_3_2_1_4_+_B_6_2_3_+_K_2_3_6_+_K +_`_6_3_2_1_4on 2nd/3rd is Ushiro Mawashi Geri +_`Ushiro Mawashi Geri is ! with_B +_`Ushiro MawashiGeri change to Hero Mode with_D + + _& HERO MODE MOVES _& +:Command Moves: +Hero Uke _6_+_A + _`block jump/high/mid +Sliding _3_+_B +Kamae Henka_&Normal Mode _A_+_B_+_C + +:Special Moves: +Full Swing Chop _2_3_6_+_P !&@ + _`! with_C + _`& with_C + _`@ with_A +May Lee Ch~p! _2_1_4_+_P ! +^!follow with May Lee Ki~ck! +May Lee Ki~ck! _^_2_3_6_+_K +May Lee Break! ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +May Lee Dynamic! _^_2_3_6x2_+_P + +:Super Desperation Moves: +May The End _2_3_6x2_+_A_+_C + +:Additional Notes: +_`Body Blow is & +_`can't block +_`can't use Front Evade +_`can't use Back Evade +_`can't use Air Body Blow +_`can't use Striker Call +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Original Zero and Igniz + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Original Zero +----------------------------------------------- +:Throws: +Genma Kokushou [_4/_6]_+[_C/_D] + +:Command Moves: +Jagai Kusetsu _A_6 +Krizalid _6_+_A +Grugan _6_+_B +Ron _6_+_C & + +:Special Moves: +Zankaze Enpa~Hankyou _2_3_6_+_A +Zankaze Enpa~Kouha _2_3_6_+_C +Zankaze Enpa~Satsuma _6_2_3_+_P + +:Desperation Moves: +Gokusa Zanjin _2_3_6x2_+_P +Hakura Messei _2_3_6x2_+_K + +:Striker Moves: +Typhon Rage _B_+_C + +:Additional Notes: +_`Standing_D is @ +_`Body Blow is @ +_`Air Body Blow is @ +_`can't use Striker Call +_`has a invisible Power Bar(not infinite) +----------------------------------------------- +$end +$cmd +Igniz +----------------------------------------------- +:Throws: +Blue Noah [_4/_6]_+_C +Red Noah [_4/_6]_+_D + +:Special Moves: +Chain-Blade Transaxle Slice _2_3_6_+_P ! +Void Genocide _2_3_6_+_K @ + _`reverse high/mid/low +Chain-Blade Sagital Edge Slice _6_2_3_+_P ! +Divine Arrow _2_1_4_+_P +Nega Genesis _2_1_4_+_K !& + +:Desperation Moves: +Idion Blade _2_3_6x2_+_P +Chaos Tide _6_2_3_+_K + +:Super Desperation Moves: +Brutal God Project _2_3_6_3_2_1_4_+_A_+_C + +:Additional Notes: +_`Air Body Blow is @ +_`can't use Striker Call +_`has a invisible Power Bar(not infinite) +----------------------------------------------- +$end + +$info=kof2002 +$cmd +*---INFO---* +----------------------------------------------- +The King of Figthers 2002 +(c)2002 Eolith / Playmore +The King of Fighters Special Edition 2004 +(c)2004 Dragon +The King of Fighters 10th Anniversary +(c)2002 Unknown +Made by: Hanz0(Milton) +Correct by: Fabricio da Silva Coroquer +Last Update: April 8th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (needs 1LV) +@: Counter Wire (bounces foe off wall) +I: Free Cancel Into (be in MAX Mode) +O: Free Cancel Out (be in MAX Mode) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1LV or MAX Mode + +:Super Desperation Moves: (SDM) +needs 1LV and MAX Mode + +:Hidden Super Desperation Moves: (HSDM) +needs 1LV and MAX Mode and Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Front Roll _A_+_B +Back Evade _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_C/_D] + +:Recovery Moves: +Recovery Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Front Evade (1LV)block_6_+_A_+_B +GC in Back Evade (1LV)block_4_+_A_+_B +GC in Body Blow (1LV)block_C_+_D + +:Command Moves: +Body Blow (_^)_C_+_D O +Quick Evade (1LV)normal attack_A_+_B +Activate MAX Mode (1LV)_B_+_C +Quick MAX Mode (2LV)normal attack_B_+_C +----------------------------------------------- +$end +$cmd +«MAX MODE» +----------------------------------------------- +- damage decrease(not for DM) +- can cancel any normal attack into any move + with "I" +- can cancel any jumping attack into any move + with "I" +- can cancel any move with "O" into any move + with "I" +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +JAPAN TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B O +88 Shiki _3_+_D O +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A IO +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P O + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P O + ^!Ge Shiki~Migiri Ugachi _P O + ^!125 Shiki~Nanase _K + ^!212 Shiki~Kototsuki You _6_3_2_1_4_+_K +115 Shiki~Dokugami _2_3_6_+_C IO +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P O + ^!402 Shiki~Batsu Yomi _6_+_P + ^!follow with 100 Shiki~Oniyaki(no!/O) +100 Shiki~Oniyaki _6_2_3_+_P ! O + _`! with_C +75 Shiki Kai _2_3_6_+_K_K I +427 Shiki~Hikigane _6_3_2_1_4_+_K ! IO + _`! with_B +R.E.D. KicK _4_2_1_+_K I + +:Desperation Moves: +Ura 108S.~Orochi Nagi _2_1_4_1_2_3_6_+_O_P + +:Super Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_A_+_C + +:Hidden Super Desperation Moves: +524 Shiki~Kamukura ^-_6_3_2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +JAPAN TEAM +----------------------------------------------- +:Throws: +Catch and Shoot [_4/_6]_+_C +Front Suplex [_4/_6]_+_D + +:Air Throws: +Spinning Knee Drop _^_?_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D O + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P I + _`I on air version only +Shinkuu Katategoma _2_1_4_+_P ! IO +Iai Geri _2_3_6_+_K @I +^!Handou Sandan Geri _2_8_+_K ! O + _`O on 1st hit +Benimaru Collider ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Gen'ei Hurricane _2_1_4x2_+_K + +:Super Desperation Moves: +Raikou Ken _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Raijin Ten _6_1_3_4_6_+[_P/_K] +----------------------------------------------- +$end +$cmd +Goro Daimon +JAPAN TEAM +----------------------------------------------- +:Throws: +Juuji Shime [_4/_6]_+_C +Okuri Ashi Barai [_4/_6]_+_D + +:Command Moves: +Zujou Barai _3_+_C O + +:Special Moves: +Jiraishin _6_2_3_+_A I +Jiraishin-fake _6_2_3_+_C I +Kumo Tsukami Nage _4_1_2_3_6_+_A IO + _`O if blocked +Kirikabu Gaeshi _4_1_2_3_6_+_C IO + _`O if blocked +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_P +Chou Oosotogari ^-_6_2_3_+_K I +Ura Nage _6_3_2_1_4_6_+_K +Nekko Gaeshi _2_3_6_+_K I + _`reverse high/mid +Chou Ukemi _2_1_4_+_K I + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_P +ArashinoYama~NekkoNuki ^-_4_1_2_3_6x2_+_K +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Bukko Nuki Ura Nage _6_2_3_+_K + +:Super Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_A_+_C +Arashi no Yama~NekkoNuki ^-_4_1_2_3_6x2_+_B_+_D +^!Zoku~Kirikabu Gaeshi _4_1_2_3_6_+_K + ^!Zoku~Tenchi Gaeshi _6_2_3_+_K + +:Hidden Super Desperation Moves: +Furinkazan _6_2_3_4_2_1_+_B_+_C +----------------------------------------------- +$end +$cmd +Terry Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Grasping Upper [_4/_6]_+_C +Buster Throw [_4/_6]_+_D + +:Command Moves: +Rising Upper _3_+_C + +:Special Moves: +Power Wave _2_3_6_+_A +Round Wave _2_3_6_+_C ! I +^!follow with Crack Shoot +^!follow with Burn Knuckle +^!follow with Power Dunk +Rising Tackle ^2_8_+_P ! O +Crack Shoot _2_1_4_+_K I +Burn Knuckle _2_1_4_+_P I +Power Dunk _6_2_3_+_K IO + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +High Angle Geyser _2_3_6x2_+_K + +:Super Desperation Moves: +Power Geyser _2_1_4_1_6_+_A_+_C + +:Hidden Super Desperation Moves: +Rising Force _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Andy Bogard +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Gourin Kai [_4/_6]_+_C O +Kakaekomi Nage [_4/_6]_+_D + +:Command Moves: +Uwa Agito _6_+_B O +Age Men _3_+_A O + _`O on 2nd hit + +:Special Moves: +Hishou Ken _2_1_4_+_A +Geki Hishou Ken _2_1_4_+_C +Shouryuu Dan _6_2_3_+_P ! O +Zan'ei Ken _1_6_+_P ! I + _`! with_A +^!Shippuu Ouken _2_3_6_+_P ! O +Kuuha Dan _4_1_2_3_6_+_K IO +Gekiheki Haisui Shou ^-_4_1_2_3_6_+_P O +Yami Abise Geri _4_2_1_+_K O +Gen'ei Shiranui _^_2_3_6_+_K I +^!Shimo Agito _P ! O +^!Uwa Agito _K O + +:Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_K +Zan'ei Ryuusei Ken _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Chou Reppa Dan _2_1_4_1_6_+_B_+_D + +:Hidden Super Desperation Moves: +Zan'ei Shitou Reppa Dan _2_3_6x2_+_A_+_C +^!Hiryuu Bakuha Dan _B_+_C_+_D +----------------------------------------------- +$end +$cmd +Joe Higashi +FATAL FURY TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+_C +Leg Throw [_4/_6]_+_D + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B O + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A ! O +^!Shijou Saikyou no Low Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K ! IO +Slash Kick _4_1_2_3_6_+_K I +Ougon no Kakato _2_1_4_+_K I + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +B.HurricaneTigerKakato _2_3_6_3_2_1_4_+_P +Ougon no Tiger Kick _2_3_6_9_+_K + +:Super Desperation Moves: +Screw Upper _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Cross Gigantes _2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tani Otoshi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Hyouchuu Wari _6_+_A O +Joudan Uke _6_+_B + _`block jump/high +Gedan Uke _3_+_B + _`block mid/low + +:Special Moves: +Ko'oh Ken _2_3_6_+_P +Kohou _6_2_3_+_P ! IO +Zanretsu Ken _6_4_6_+_P O + _`O on 13th hit +Mouko Raijin Setsu _2_3_6_+_K I +Hien Shippuu Kyaku _6_3_2_1_4_+_K I + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_+_C_A + +:Hidden Super Desperation Moves: +Tenchi Haoh Ken _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Kubikiri Nage [_4/_6]_+_C +Ryuuchou Kyaku [_4/_6]_+_D + +:Command Moves: +Kouryuu Koukyaku Geri _6_+_A O +Uraken _4_+_A O + _`O after canceled +Ryuu Hanshuu [_4/_6]_+_B + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuuga _6_2_3_+_P ! IO + _`O on 2nd hit with_C +Hien Ryuujin Kyaku _^_2_1_4_+_K I +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_K O +Gen'ei Kyaku _6_4_6_+_K O + _`O on 13th hit + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Haiga Ryuu _2_3_6x2_+_K + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Zetsu!! Ryuuko Ranbu _2_3_6_3_2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +Takuma Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Oosotogari [_4/_6]_+_C +Ippon Seoi [_4/_6]_+_D + +:Command Moves: +Kawara Wari _6_+_B O + +:Special Moves: +Ko'oh Ken _2_3_6_+_P IO +Mouko Burai Gan _2_1_4_+_P ! IO +Hien Shippuu Kyaku _6_3_2_1_4_+_K @ O + _`@ on 2nd hit with_B + _`O on 2nd hit +Haoh Shikou Ken _6_4_1_2_3_6_+_P !@ O + _`! with_C + +:Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P +Kishin Geki ^-_2_3_6x2_+_P + +:Super Desperation Moves: +Ryuuko Ranbu _2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Kosatsu Jin _4_6_2_3_+_A_+_C + _`reverse all +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Leona Crush [_4/_6]_+_C +Order Buckler [_4/_6]_+_D + +:Air Throws: +Heidern Inferno _^_?_+[_C/_D] + +:Command Moves: +Strike Arch [_4/_6]_+_B O + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +Ground Saber ^4_6_+_K +^!Gliding Buster(with_D) _6_+_D ! O +X-Calibur _^_2_1_4_+_P I +Earring Bakudan 1 _2_1_4_+_K +Earring Bakudan 2~Heart Attack _4_2_1_+_K +^!Kibaku _4_2_1_+_K +Kakusei_&Orochi Mode _8_2_8_2_8_2_+_B_+_D + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K + _`only in Normal Mode + +:Super Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Rebel Spark _2_1_4_1_2_3_6_+_B_+_D + _`only in Orochi Mode +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+_C +Northern Light Bomb [_4/_6]_+_D + +:Special Moves: +Vulcan Punch _X_P I +Gatling Attack ^4_6_+_P ! O + _`! on 2nd hit +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +SuperArgentineBackbreaker ^-_4_1_2_3_6_+_K +Ralf Kick _6_3_2_1_4_+_B I +Ralf Tackle _6_3_2_1_4_+_D IO +Galactica Phantom _2_3_6x2_+_P @ O + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K + +:Super Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Umanori G. Phantom _2_1_4_1_2_3_6_2_3_6_+_A_+_D +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+_C +Fisherman Buster [_4/_6]_+_D + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B + +:Special Moves: +Mount Tackle _4_1_2_3_6_+_P I +^!Clark Lift _2_2_+_A +^!Lift D.D.T. _2_2_+_C + ^!Flashing Elbow _2_3_6_+_P +^!Rolling Cradle _2_2_+_K +Shining Wizard _6_3_2_1_4_+_P +Napalm Stretch _6_2_3_+_P I +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K I +^!Flashing Elbow _2_3_6_+_P +SuperArgentineBackbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P + +:Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K + +:Super Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_A_+_C + +:Hidden Super Desperation Moves: +Running Pirates _4_1_2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Athena Asamiya +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Psychic Throw [_4/_6]_+_C +Bit Throw [_4/_6]_+_D + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Renkan Tai _6_+_B O + _`O on 1st hit +Phoenix Bomb _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P ! IO + _`! on 3rd hit with_A + _`! on 6th/7th hit with_C +Psychic Teleport _2_3_6_+_K I +Phoenix Arrow _^_2_1_4_+_K ! IO + _`! on 1st/2nd hit with_B + _`! on all hits with_D +Psycho Reflector _2_1_4_+_B I + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_3_6x2_+_K + +:Super Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_A_+_C +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Psychic 9 _6_3_2_1_4_6_+_A_+_C +^!Psychic Combo _A_B_C_A_B_C_D + ^!Sailor Punch _2_3_6_+_P + ^!Psycho Sword _6_2_3_+_P + ^!Flaming Sword _6_3_2_1_4_+_K + +:Hidden Super Desperation Moves: +Psycho Medley _2_3_6_+_A_+_B_+_C_+_D +^!Psychic Combo _D_C_B_D_C_B_A + ^!Healing Athena _2_3_6_+_A_+_B + ^!Momoiro Gatame _2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Sie Kensou +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Hakkei [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Kobokushu _6_+_A O +Kousentai _6_+_B + +:Special Moves: +Choukyuu Dan _2_1_4_+_P +Ryuu Sougeki _^_2_1_4_+_P I +Ryuu Renga~Chiryuu _4_1_2_3_6_+_A IO +Ryuu Renga~Tenryuu _4_1_2_3_6_+_C O +Ryuu Gakusai _4_2_1_+_K ! O +Senkyuutai _2_3_6_+_K IO + _`O only in Ryuu Renga~Chiryuu + +:Desperation Moves: +Shinryuu Seioh Rekkyaku _2_3_6_3_2_1_4_+_B +Shinryuu Tenbu Kyaku _2_3_6_3_2_1_4_+_D +Niku Man Respect _2_1_4x2_+_P + +:Super Desperation Moves: +Senki Hakkei ^-_2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Seigan Rairyuu _2_3_6x2_+_B_+_D + _`attack power up if projectile hits you +----------------------------------------------- +$end +$cmd +Chin Gentsai +PSYCHO SOLDIER TEAM +----------------------------------------------- +:Throws: +Gou Inshu [_4/_6]_+_C +Gyaku Ashi Nage [_4/_6]_+_D + +:Command Moves: +Suiho Hyoutan Shuu _6_+_A + +:Special Moves: +Suihai Kou _4_2_1_+_P +^!Fun'en Kou _2_3_6_+_P + _`needs Suihai Kou x1 +^!Ryuurin Hourai _6_2_3_+_P ! IO + _`needs Suihai Kou x1 + _`! with_C + _`O with_C +^!Kaiten-teki Kuutotsu Ken _4_1_2_3_6_+_K ! I + _`needs Suihai Kou x1 +^!Gou'en Shourai~Kai _6_2_3_+_K ! IO + _`needs Suihai Kou x3 + _`! on 6th hit with_B + _`O on 6th hit with_B +Hyoutan Geki _2_1_4_+_P +Bougetsu Sui _2_2_+_K I +^!Move [_4/_6] +^!Kousentai _A_+_B_+_C_+_D O +^!Rouja Hanyou _8_+_B +^!Rigyo Hanyou _8_+_D ! O +^!Kaiten-teki Kuutotsu Ken _6_+_K ! I + _`needs Suihai Kou x1 + +:Desperation Moves: +Gouran Enpou _2_3_6x2_+_P +Gou'en Shourai _2_3_6_3_2_1_4_+_P ! + _`! on 9th hit with_A + _`! on 13th hit with_C + +:Super Desperation Moves: +Gouran Enpou _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Suisou Enbu _2_3_6x2_+_B_+_D +^!Control _? +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Shiranui Gourin [_4/_6]_+_C +Fuusha Kuzushi [_4/_6]_+_D + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B O +Koku'en no Mai _3_+_B O +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B O +Yusura Ume _^_2_+_D O +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P ! I + _`! on 1st hit with_C +Musasabi no Mai-ground ^2_8_+_P +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Ukihane _2_+_K O +^!Yusura Ume _2_+_P O +^!Toki Tsubute ^-foe in air_2_+_D +Musasabi no Mai-air _^_2_1_4_+_P I +Sachiyo Dori _2_1_4_+_K O +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K IO + +:Desperation Moves: +Chou H. Shinobi Bachi _2_1_4_1_2_3_6_+_K +Hana Arashi _2_3_6x2_+_P + +:Super Desperation Moves: +ChouHissatsuShinobiBachi _2_1_4_1_2_3_6_+_B_+_D + +:Hidden Super Desperation Moves: +Shiranui-ryuu-Kubi no Kitsune _D_B_C_C_8 +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Oni Harite [_4/_6]_+_C +Silent Nage [_4/_6]_+_D + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_A O +Shiyoku _3_+_B +Shouyoku _3_+_D + +:Special Moves: +Ko'oh Ken _2_3_6_+_P +^!Haou Shoukou Ken _O_P +Saiha _2_1_4_+_P +Kuuga _6_2_3_+_P ! IO +^!Ura Kuuga(with_C) _6_2_3_+_P O +Raiou Ken _^_2_3_6_+_K I +Hyakuretsu Binta _6_3_2_1_4_+_K I + +:Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K + +:Super Desperation Moves: +Mekki Zan Kuuga _2_3_6x2_+_B_+_D + +:Hidden Super Desperation Moves: +Ee! Hien Hou'ou Kyaku _6_4_6_3_2_1_4_+_B_+_D +----------------------------------------------- +$end +$cmd +May Lee +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Omote Enbu [_4/_6]_+_C +Ura Enbu [_4/_6]_+_D + +:Command Moves: +Kamae Henka_&Hero Mode _A_+_B_+_C + +:Special Moves: +Lightning Needle _2_3_6_+_K +^!Dinossaur Footprint _2_+_K +^!Leaping Swordfish _3_+_K +^!Surprise Air _9_+_K + ^!Surprise Air Finish _2_+_K +^!Into Sky _8_+_K +^!Blazing Interceptor _4_+_K + _`reverse jump/high/mid/Special/DM/SDM/HSDM +^!Spinning Edge _K ! + ^!Dinossaur Footprint _2_+_K + ^!Leaping Swordfish _3_+_K + ^!Surprise Air _9_+_K + ^!Surprise Air Finish _2_+_K + ^!Into Sky _8_+_K + ^!Blazing Interceptor _4_+_K + _`reverse jump/high/mid/Specia/DM/SDM/HSDM + ^!Approaching Beetle _K +Blazing Intercept _6_3_2_1_4_+_K + _`reverse jump/high/mid/Special/DM/SDM/HSDM + +:Desperation Moves: +Shinjuu Kyaku _2_1_4x2_+_K + +:Super Desperation Moves: +Disposition Frog _A_+_C_B_+_D_A_+_B_+_C + + _& HERO MODE MOVES _& +:Command Moves: +Hero Uke _6_+_A + _`block jump/high/mid +Sliding _3_+_B +Kamae Henka_&Normal Mode _A_+_B_+_C + +:Special Moves: +Full Swing Chop _2_3_6_+_P ! + _`! with_C +May Lee Ch~p! _2_1_4_+_P ! +Shining Thunder Blow _2_3_6_+_K !@ + _`@ with_B +May Lee Break! ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +May Lee Dynamic! _^_2_3_6x2_+_P + +:Super Desperation Moves: +May The End _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Key of Victory _6_B_C_6_C + +:Additional Notes: +_`Body Blow is @ +_`can't block +_`can't use Air Body Blow +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Kubikime Otoshi [_4/_6]_+_C +Sakkyaku Nage [_4/_6]_+_D + +:Command Moves: +Neri Chagi _6_+_B O + +:Special Moves: +Hangetsu Zan _2_1_4_+_K ! IO + _`! with_B +Hien Zan ^2_8_+_K ! IO + _`! on 1st hit with_D + _`O on 1st hit with_D +^!Tenshou Zan(with_D) _2_+_D +Sanren Geki _2_1_4_+_Px3 ! IO + _`! on 4th hit + _`O on 1st hit +Sankuu Kyaku _2_1_4_+_P IO +^!Sankuu Kyaku Finisher _9_+_K_2_+_K +Hishou Kyaku _^_2_3_6_+_K +^!Tsuika Kougeki _D +Haki Kyaku _2_2_+_K ! O + _`! with_B + +:Desperation Moves: +Hou'ou Kyaku _2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K + +:Super Desperation Moves: +Hou'ou Kyaku _^_2_1_4_1_6_+_B_+_D + +:Hidden Super Desperation Moves: +ZeroKyoriHou'ouKyaku _2_1_4_1_6_+_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+_C +Kusari Jime [_4/_6]_+_D + +:Command Moves: +Hiki Nige _3_+_A O + +:Special Moves: +Tekkyuu Dai Kaiten _X_P I +^!Move [_4/_6] +^!Cancel _A_+_B_+_C_+_D +Tekkyuu Funsai Geki ^4_6_+_P O +Tekkyuu Taiko Uchi _4_1_2_3_6_+_K I + _`reverse jump/high/mid/Special/DM/SDM/HSDM +Haki Kyaku _2_2_+_K ! O +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Assatsu _2_3_6x2_+_P +Tekkyuu Dai Bokusatsu _2_3_6x2_+_K + +:Super Desperation Moves: +Tekkyuu Dai Assatsu _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Tekkyuu Dai Sekai _B_A_3_C_A +----------------------------------------------- +$end +$cmd +Choi Bounge +KOREA TEAM +----------------------------------------------- +:Throws: +Zujou Sashi [_4/_6]_+_C +Geketsu Zuki [_4/_6]_+_D + +:Command Moves: +Toorima Geri [_4/_6]_+_B O +Sankaku Tobi _^corner_6 + +:Special Moves: +Kaiten Hien Zan _2_1_4_+_P O +^!Kishuu Hien Zuki _P O +^!follow with Hishou Kyaku +Tatsumaki Shippuu Zan ^2_8_+_P ! O +Senpuu Hien Zashi ^4_6_+_P O +^!Houkou Tenkan _?_+[_P/_K]x3 O +Hishou Kuuretsu Zan ^2_8_+_O_K O +^!Houkou Tenkan _?_+[_P/_K]x3 O +Hishou Kyaku _^_2_3_6_+_K I +Hien Zan _6_2_3_+_K IO + _`O on 1st hit with_B + _`O on 1st/2nd hit with_D + +:Desperation Moves: +Shin!ChouzetsuTShinkuuZan _6_3_2_1_4x2_+_P +^!Move [_4/_6] +Hou'ou Kyaku _2_3_6_3_2_1_4_+_K + +:Super Desperation Moves: +Hou'ou Kyaku _2_3_6_3_2_1_4_+_B_+_D + +:Hidden Super Desperation Moves: +Shakushi _^_4_1_2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Iori Yagami +KOF'96 TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+_C +Saka Sakahagi [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A O + _`O on 1st hit +Ge Shiki~Goufu In Shinigame _6_+_B O +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! IO +127 Shiki~Aoi Hana _2_1_4_+_Px3 IO +212 Shiki~Kototsuki In _6_3_2_1_4_+_K IO +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +^!Ura316Shiki~Saika (1LV)_2_3_6x4_+_A_+_C + +:Super Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Ura 1219 Shiki~En'ou _2_1_4_1_2_3_6_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Mature +KOF'96 TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Special Moves: +Despair _2_3_6_+_P I +Death Row _2_1_4_+_Px3 IO +Sacrilege _6_2_3_+_P O +Metal Massacre _2_1_4_+_K IO +Decide _4_1_2_3_6_+_K +Ebony Tears _2_3_6_3_2_1_4_+_P I + _`I from normal attack + _`I from Body Blow + +:Desperation Moves: +Heaven's Gate _2_1_4_1_2_3_6_+_K +Nocturnal Lights _2_3_6x2_+_P + +:Super Desperation Moves: +Heaven's Gate _2_1_4_1_2_3_6_+_B_+_D +Nocturnal Lights _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Ecstasy 816 _6_D_C_B_6 +----------------------------------------------- +$end +$cmd +Vice +KOF'96 TEAM +----------------------------------------------- +:Throws: +Death Blow [_4/_6]_+_C +Back Rush [_4/_6]_+_D + +:Command Moves: +Monstrosity _6_+_A O + +:Special Moves: +Outrage _2_1_4_+_K +Ravenous _^_2_1_4_+_K I +Mayhem _2_1_4_+_P IO +^!Mithan's Robe _2_3_6_+_P +Blackened ^-_4_1_2_3_6_+_P +^!Mithan's Robe _2_3_6_+_P +Gore Fest ^-_6_3_2_1_4_6_+_P +Decide _4_1_2_3_6_+_K I + +:Desperation Moves: +Negative Gain ^-_6_3_2_1_4x2_+_K +Withering Surface _2_3_6x2_+_P + +:Super Desperation Moves: +Negative Gain ^-_6_3_2_1_4x2_+_B_+_D +Withering Surface _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Overkill _^^-_1_2_3_6_9_8_2_+_A_+_C +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +KOF'97 TEAM +----------------------------------------------- +:Throws: +Shime Age [_4/_6]_+_C +Bun Nage [_4/_6]_+_D + +:Command Moves: +Bussashi _6_+_A O + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] O +^!Hebi Damashi _D +Sabaki no Aikuchi _6_2_3_+_P ! IO + _`! on 1st hit +Yakiire _6_2_3_+_B IO +Suna Kake _6_2_3_+_D IO +^!follow with Hebi Tsukai +Sadomazo _4_1_2_3_6_+_K ! IO + _`reverse jump/high/mid/Special/DM/SDM/HSDM +Bai Gaeshi-absorb _2_3_6_+_A IO + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_C IO + _`reflect projectile +Bakudan Pachiki ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Guillotine _2_3_6x2_+_P +Drill ^-_6_3_2_1_4x2_+_X_P +^!Chouhatsu _X_P +Akumu soshitekyouki _2_3_6_+_A_+_B_+_C_+_D + +:Super Desperation Moves: +Guillotine _2_3_6x2_+_A_+_C +Drill ^-_6_3_2_1_4x2_+_X_A_+_C +^!Chouhatsu _X_P + +:Hidden Super Desperation Moves: +...!! ^-_6_3_2_1_4x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Blue Mary +KOF'97 TEAM +----------------------------------------------- +:Throws: +Victor Nage [_4/_6]_+_C +Head Throw [_4/_6]_+_D + +:Command Moves: +Hammer Arch [_4/_6]_+_A O +Double Rolling [_4/_6]_+_B O + _`O on 1st hit + +:Special Moves: +Spin Fall _2_3_6_+_P I +^!M. Spider _2_3_6_+_P +Real Counter _2_1_4_+_P I +^!Backdrop Real _2_3_6_+_P +Vertical Arrow _6_2_3_+_K ! IO + _`! with_B +^!M. Snatcher _6_2_3_+_K ! + _`! on M. Dynamite Swing +Straight Slicer ^4_6_+_K ! IO + _`! with_B + _`O with_B +^!Crab Clutch _2_3_6_+_K +M. Reverse Facelock _2_1_4_+_B I + _`reverse jump/Special/DM/SDM/HSDM +M. Head Buster _2_1_4_+_D I + _`reverse high/mid + +:Desperation Moves: +M. Splash Rose _2_3_6_3_2_1_4_+_P +M. Dynamite Swing _A_A_6_B_C + +:Super Desperation Moves: +M. Dynamite Swing _A_A_4_B_C + +:Hidden Super Desperation Moves: +M. Typhoon ^-_1_2_3_6_9_8_2_+_B_+_D +----------------------------------------------- +$end +$cmd +Billy Kane +KOF'97 TEAM +----------------------------------------------- +:Throws: +Jigoku Otoshi [_4/_6]_+_C +Ippon Zuri Nage [_4/_6]_+_D + +:Command Moves: +Dai Kaiten Geri _6_+_A +Boutaka Tobigeri _6_+_B + +:Special Moves: +Senpuu Kon _X_A O +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P IO +^!KaenSansetsuKon~Chuudan Zuki _2_3_6_+_P O +Kyoushuu Hishou Kon _6_2_3_+_K I +^!Move [_4/_6] +Suzume Otoshi _2_1_4_+_P I +Karyuu Tsuigeki Kon _2_1_4_+_B IO + _`reverse jump/Special/DM/SDM/HSDM +Suiryuu Tsuigeki Kon _2_1_4_+_D ! IO + _`reverse high/mid/low + _`! on 1st hit + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_P +Dai Senpuu _2_3_6x2_+_P + +:Super Desperation Moves: +Dai Senpuu _2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Liar Elemental _2_1_4_1_2_3_6_+_B_+_D + _`reverse all +----------------------------------------------- +$end +$cmd +Yashiro Nanakase +KOF'98 TEAM +----------------------------------------------- +:Throws: +Lever Blow [_4/_6]_+_C +Hatchet Throw [_4/_6]_+_D + +:Command Moves: +Regret Bash _6_+_A O +Step Side Kick _6_+_B + +:Special Moves: +Upper Duel _6_2_3_+_P IO + _`O on 1st hit with_A + _`O on 1st/2nd hit with_C +'98 Jet Counter _4_1_2_3_6_+_A IO +^!Jet Counter~Still _2_3_6_+_A O +Jet Counter _4_1_2_3_6_+_C IO +^!Jet Counter~Still _2_3_6_+_C ! O +Sledgehammer _2_1_4_+_K I + +:Desperation Moves: +Final Impact _2_3_6x2_+_O_P + +:Super Desperation Moves: +Final Impact _2_3_6x2_+_O_A_+_C + +:Hidden Super Desperation Moves: +[ERROR] CODE 2002 _2_1_4_1_2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Shermie +KOF'98 TEAM +----------------------------------------------- +:Throws: +Shermie Flash~Original [_4/_6]_+_C +Front Flash [_4/_6]_+_D + +:Command Moves: +Baku New Suplex _6_+_A O + _`O if blocked +Shermie Stand _6_+_B O +Yoke Dousa _A_+_B_+_C + +:Special Moves: +Shermie Whip _2_1_4_+_P I +^!Shermie Cute _2_3_6_+_K +Shermie Spiral ^-_4_1_2_3_6_+_P I +^!Shermie Cute _2_3_6_+_K +F-Captured _6_3_2_1_4_6_+_P + _`reverse high/mid +Axle Spin Kick _2_1_4_+_K IO +Diamond Bust _4_1_2_3_6_+_K I +Shermie Clutch _6_2_3_+_K I +^!Shermie Cute _2_3_6_+_K + +:Desperation Moves: +Shermie Flash ^-_6_3_2_1_4x2_+_P +Shermie Carnival ^-_4_1_2_3_6x2_+_P + +:Super Desperation Moves: +Shermie Flash ^-_6_3_2_1_4x2_+_A_+_C +Shermie Carnival ^-_4_1_2_3_6x2_+_A_+_C + +:Hidden Super Desperation Moves: +Inazuma Leg Lariat ^-_2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Chris +KOF'98 TEAM +----------------------------------------------- +:Throws: +Step Turn [_4/_6]_+_C +Aerial Drop [_4/_6]_+_D + +:Command Moves: +Spinning Array _6_+_A +Reverse Anchor Kick _6_+_B O +Carry Off Kick _3_+_B O +Leading High _6_+_D_B ! O +Leading Low _2_+_D_B ! O + +:Special Moves: +Slide Touch _2_3_6_+_P O +Scramble Dash _2_3_6_+_K I +Glider Stamp _^_2_3_6_+_K I +Direction Change _6_2_3_+_P +Hunting Air _6_2_3_+_K IO +Shooting Dancer~Thrust _6_3_2_1_4_+_P ! IO + _`! on 1st hit +Shooting Dancer~Step _6_3_2_1_4_+_K ! IO +^!follow with Glider Stomp + +:Desperation Moves: +Chain Slide Touch _2_3_6x2_+_P +Twister Drive _2_1_4x2_+_K + +:Super Desperation Moves: +Chain Slide Touch _2_3_6x2_+_A_+_C +Twister Drive _2_1_4x2_+_B_+_D + +:Hidden Super Desperation Moves: +Honoo no Sadame no Chris _6_3_2_1_4x2_+_A_+_C + _`change to Chris of the Flame of Destiny +----------------------------------------------- +$end +$cmd +K' +KOF'99 TEAM +----------------------------------------------- +:Throws: +Spot Pile [_4/_6]_+_C +Knee Strike [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A @ O +Knee Assault _6_+_B + +:Special Moves: +Eins Trigger _2_3_6_+_P +^!2nd Shoot _6_+_B +^!2nd Shell _6_+_D +Crow Bites _6_2_3_+_P ! IO +^!2nd Bites(with_C) _6_+_K O +Blackout _2_3_6_+_K +Minute Spike (_^)_2_1_4_+_K IO +^!Narrow Spike _2_1_4_+_K ! O + _`on ground version + +:Desperation Moves: +Heat Drive _2_3_6x2_+_O_P +Chain Drive _2_3_6_3_2_1_4_+_P + +:Super Desperation Moves: +Chain Drive _2_3_6_3_2_1_4_+_A_+_C + +:Hidden Super Desperation Moves: +Crimson Star Road _2_1_4_+_C_A +----------------------------------------------- +$end +$cmd +Maxima +KOF'99 TEAM +----------------------------------------------- +:Throws: +Dynamite Drop [_4/_6]_+_C +Choking Vise [_4/_6]_+_D + +:Command Moves: +Mongolian _6_+_A O +M9 Kata~Maxima Missile _3_+_C + +:Special Moves: +System 1/2~Maxima Scramble _2_3_6_+_P IO +^!Double Bomber _2_3_6_+_P ! O + _`! on 2nd hit + ^!Bulldog Press _2_3_6_+_P +System 3~Maxima Lift _6_3_2_1_4_+_K I +^!Centoun Press _6_+_K +M4 Kata~Vapour Cannon _2_1_4_+_P @I +M11 Kata~Dangerous Arch ^-_4_1_2_3_6_+_K I +M19 Kata~Blitz Cannon _6_2_3_+_K I + +:Desperation Moves: +Bunker Buster _2_3_6_3_2_1_4_+_P +Maxima Revenger ^-_6_3_2_1_4x2_+_K +M2 Kata~Maxima Beam _6_4_1_2_3_6_+_P + +:Super Desperation Moves: +Maxima Revenger ^-_6_3_2_1_4x2_+_B_+_D + +:Hidden Super Desperation Moves: +Arc Enemy _6_B_C_6_C +----------------------------------------------- +$end +$cmd +Whip +KOF'99 TEAM +----------------------------------------------- +:Throws: +Alpha [_4/_6]_+_C +Zed [_4/_6]_+_D + +:Command Moves: +Whip Shot _6_+_X_A O + +:Special Moves: +Desert Eagle _4_2_1_+_X_P +Assassin Strike Code~BB _6_2_3_+[_P/_K] IO + _`O on 2nd hit +Boomerang Shot Code~SC _4_1_2_3_6_+_P IO +Hook Shot Code~Kaze _^_2_1_4_+_P I +S.Shot TypeA Code~Yuuetsu _6_3_2_1_4_+_O_A ! IO +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D +S.Shot TypeB Code~Chikara _6_3_2_1_4_+_O_B ! IO + _`! on 1st hit + _`O on 1st hit +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D +S.Shot TypeC Code~Shouri _6_3_2_1_4_+_O_C ! IO +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D + +:Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Sonic Slaughter Code~KW _2_1_4_1_2_3_6_+_A_+_C + +:Hidden Super Desperation Moves: +Super Black Hawk _4_B_C_4_C +----------------------------------------------- +$end +$cmd +Vanessa +KOF'00 TEAM +----------------------------------------------- +:Throws: +Dynamite Puncher [_4/_6]_+_C +Clench Puncher [_4/_6]_+_D + +:Command Moves: +1-2 Puncher _6_+_A O +Sliding Puncher _3_+_B O + +:Special Moves: +Puncher Weaving _2_1_4_+_O_P +^!Dash Puncher _6_+_P ! +^!Parrying Puncher _4_+_P O +^!Puncher Vision [_4/_6]_+_K +Puncher Vision _2_3_6_+_K I +^!Puncher Upper _6_+_A ! + _`! on 2nd hit +^!Puncher Straight _6_+_C @ O + _`@ on 2nd hit + _`O on 2nd hit +^!Puncher Weaving _4_+_O_P +Puncher Vision _2_1_4_+_K I +^!Puncher Upper _6_+_A ! + _`! on 2nd hit +^!Puncher Straight _6_+_C @ O + _`@ on 2nd hit + _`O on 2nd hit +^!Puncher Weaving _4_+_O_P +Forbidden Eagle _6_2_3_+_A IO +Parrying Puncher _6_2_3_+_C ! IO +Machine Gun Puncher _4_1_2_3_6_+_X_P @ O + _`@ on last hit +Dash Puncher ^4_6_+_P O + +:Desperation Moves: +Champion Puncher ^-_2_3_6x2_+_P +Crazy Puncher _2_1_4_1_2_3_6_+_P + +:Super Desperation Moves: +Crazy Puncher _2_1_4_1_2_3_6_+_A_+_C + +:Hidden Super Desperation Moves: +Gaia Gear _6_4_1_2_3_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Seth +KOF'00 TEAM +----------------------------------------------- +:Throws: +Hiji ate kara no hadou uchi [_4/_6]_+_C +Tomoe Nage [_4/_6]_+_D + +:Command Moves: +Tackle _6_+_A O +Mae Age Geri _6_+_B O +^!follow with Tackle +Back Blow _4_+_A +Sobat _4_+_B O +Sliding _3_+_B O + +:Special Moves: +Sho-Yoh _2_3_6_+_P !@IO + _`@ with_C +Raku-Getsu _^_2_3_6_+_B I +An-Getsu _^_2_3_6_+_D I +Kyu-Getsu _6_3_2_1_4_+_K IO +^!Ya-Getsu _6_+_K O +^!Gen-Getsu _2_+_K O +Doh-Kuzushi _4_1_2_3_6_+_B O + _`reverse jump/Special/DM/SDM/HSDM + _`O on 1st hit +Doh-Kuzushi _4_1_2_3_6_+_D + _`reverse high/mid +Ashi-Tori _2_2_+_P O + _`reverse low + +:Desperation Moves: +Morote-Sho-Yoh _2_3_6x2_+_P +Irimi-Nadazuki _2_3_6_3_2_1_4_+_K + +:Super Desperation Moves: +Doh-Tori-Shichimonsatsu _2_3_6_3_2_1_4_+_A_+_C + _`reverse all + +:Hidden Super Desperation Moves: +Sigure-Rangiku ^-_6_4_1_2_3_6_+_A_+_C + _`change foe controls +----------------------------------------------- +$end +$cmd +Ramon +KOF'00 TEAM +----------------------------------------------- +:Throws: +Arm Whip [_4/_6]_+_C +Flying Mayor [_4/_6]_+_D + +:Command Moves: +Teikuu Drop Kick _3_+_B O +Sankaku Tobi _^corner_6 + +:Special Moves: +Drop Kick _2_1_4_+_O_A @ + _`@ with_A +Feint Step _2_1_4_+_O_C +Tiger Neck Chancery ^-_4_1_2_3_6_+_P +Rolling Sobat _6_2_3_+_K @IO +^!Flying Body Attack _6_2_3_+_K + ^!Hiki Okoshi _2_2_+_P ! +Tiger Road _4_2_1_+_K I +^!Cross Chop corner_D +^!Feint Dash _A_+_B_+_C ! +Force of Will _2_1_4_+_K +^!Tsuika Kougeki corner_2_3_6_+_A +^!Feint Dash _A_+_B_+_C ! +Somersault _4_1_2_3_6_+_K I +^!Cancel _A_+_B_+_C +Bard of Paradise _2_2_+_A_C + +:Desperation Moves: +Savage Fire Cat _2_3_6_3_2_1_4_+_K +^!Feint Dash _A_+_B_+_C ! +El DiabloAmarilloRamon _2_1_4_1_2_3_6_+_K +Tiger Spin ^-_6_3_2_1_4x2_+_P + +:Super Desperation Moves: +Tiger Spin ^-_6_3_2_1_4x2_+_A_+_C + +:Hidden Super Desperation Moves: +Hypnotic Tiger _2_1_4_1_2_3_6_+_A_+_C + +:Additional Notes: +_`Body Blow is O +----------------------------------------------- +$end +$cmd +Kula Diamond +KOF'01 TEAM +----------------------------------------------- +:Throws: +Ice Coffin [_4/_6]_+_C +Behind Slash [_4/_6]_+_D + +:Command Moves: +1-Inch _6_+_A @ O +Slider Shoot _3_+_B O +Critical Ice _3_+_C @ O + _`@ on 1st hit + +:Special Moves: +Diamond Breath _2_3_6_+_P I +Crow Bites _6_2_3_+_P ! IO +Counter Shell _2_1_4_+_P @I +Ray Spin _2_1_4_+_K I +^!Counter Shoot _6_+_B ! O + _`! on 1st hit + _`O on 1st hit +^!Slider Shoot _6_+_D ! O + +:Desperation Moves: +Diamond Edge _2_3_6x2_+_P + +:Super Desperation Moves: +Freeze Execution _6_3_2_1_4x2_+_A_+_C +La * Cachora _^_2_3_6x2_+_B_+_D + +:Hidden Super Desperation Moves: +Freeze Completion _A_+_C_B_+_D_A_+_B_+_C +----------------------------------------------- +$end +$cmd +K9999 +KOF'01 TEAM +----------------------------------------------- +:Throws: +Kieroo! [_4/_6]_+_C +Itsumade yondendayoo! [_4/_6]_+_D + +:Command Moves: +Urusee-! _6_+_A O + +:Special Moves: +Acchi he itteroo! _2_3_6_+_P ! IO + _`! on 2nd/3rd/4th hit + _`O on 1st/2nd/3rd/4th hit +Wareroo! _6_2_3_+_P ! IO +Kudakeroo! _2_1_4_+_K I + +:Desperation Moves: +Tsuki... _1_6_3_2_1_4_3_+_P +Temee mo oucchimae!! _1_6_3_2_1_4_3_+_K + +:Super Desperation Moves: +Chikaraga katteni uwaa!! _2_6_3_+_A_+_B_+_C_+_D + +:Hidden Super Desperation Moves: +Kore wa, maru de....!! _^_6_4_6_4_6_4_6_4 + +:Additional Notes: +_`Crouch_Dis I and O +----------------------------------------------- +$end +$cmd +Angel +KOF'01 TEAM +----------------------------------------------- +:Throws: +Go Go For Ten Girl [_4/_6]_+_C +Starlit Field [_4/_6]_+_D + +:Command Moves: +Senseless Chatter _6_+_B O + _`O on 1st hit +At The Wasteland _^_2_+_D + +:Special Moves: +Red Sky of Japonesia _6_3_2_1_4_+_K +Mad Murder Roulette ^-_4_2_1_+_K I + +:Super Desperation Moves: +Wind's Fairground _4_6_2_3_+_B_+_D + _`reverse high/mid/low/Special/DM/SDM/HSDM +Blue Monday Parade _4_6_2_3_+_B_+_D + _`reverse jump + +:Hidden Super Desperation Moves: +Survivor's Banquet _B_+_C_+_D + _`after Blue Monday Parade + + _& CHAIN-CIRCLE STARTER MOVES _& +:Command Moves: +Formalists' Blue _3_+_B O +Citizen of the World _3_+_D O + +:Special Moves: +Senseless Fists _4_6_+_K +Repun Kamuy _2_1_4_+_P IO +Beyond The Frames _4_1_2_3_6_+_K + +:Additional Notes: +_`all moves can be followed by any move below + + _& CHAIN CIRCLE MOVES _& +:Special Moves: +Bye Bye Ryuugu _8_+_P +Buggy and Coffin _6_+_P +A Train to See Cherry Blossoms _2_+_P +Shelter From the Storm _8_+_K +With a Lamp for the Pathway _6_+_K +Impotent Symptom _2_+_K + +:Additional Notes: +_`can link all moves +_`must alternate between Punch and Kick +_`can't use the same direction twice in a row +_`can't repeat a command +_`all moves can be followed by any move below + + _& CHAIN CIRCLE FINISH MOVES _& +:Special Moves: +Crown Under the Sky _6_6_+_A +A Full Moon Evening _6_6_+_C +State of Heat Haze _6_6_+_K +Cosmic Futen Swing _2_3_6_+_A +Lost Homeland _2_3_6_+_C +Beyond Frames _4_1_2_3_6_+_K +Oumagatoki [_4/_6]_+_B_+_C_+_D + +:Desperation Moves: +Royality Test for Liberalists _4_6_2_3_+_P + +:Super Desperation Moves: +Royality Test for Liberalists _4_6_2_3_+_A_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Yashiro of the Parched Earth + - at the Character Select Screen + - put the cursor on Yashiro_O_Spress[_P/_K] + +*Play with Shermie of the Insanely V.Lightning + - at the Character Select Screen + - put the cursor on Shermie_O_Spress[_P/_K] + +*Play with Chris of the Flame of Destiny + - at the Character Select Screen + - put the cursor on Chris_O_Spress[_P/_K] + +*Play with Kusanagi + - at the Character Select Screen + - put the cursor on Kyo_8_2_6_4_2_8_4_6 + +*Play with Rugal Bernstein + - only on Home Version +----------------------------------------------- +$end +$cmd +Yashiro of the Parched Earth +OROCHI TEAM +----------------------------------------------- +:Throws: +Baku [_4/_6]_+_C +Beki [_4/_6]_+_D + +:Command Moves: +Saku _6_+_A O +Bu _6_+_B + +:Special Moves: +Kujiku Daichi _2_1_4_+_P I +Niragu Daichi ^-_4_1_2_3_6_+_P +Musebu Daichi ^-_6_3_2_1_4_6_+_P +Odoru Daichi _4_1_2_3_6_+_K + +:Desperation Moves: +Ankoku Jigoku G. Otoshi ^-_6_3_2_1_4x2_+_P +Araburu Daichi _2_3_6x2_+_K + +:Super Desperation Moves: +Ankoku Jigoku G. Otoshi ^-_6_3_2_1_4x2_+_A_+_C +Araburu Daichi _2_3_6x2_+_B_+_D + +:Hidden Super Desperation Moves: +Armageddon _B_D_A_A_+_B_+_C +----------------------------------------------- +$end +$cmd +Shermie of the Insanely Violent Lightning +OROCHI TEAM +----------------------------------------------- +:Throws: +Bakurai [_4/_6]_+_C +Enrai [_4/_6]_+_D + +:Command Moves: +Kourai _6_+_B O + +:Special Moves: +Mugetsu no Raiun _4_1_2_3_6_+[_P/_K] I +Yatanagi no Muchi _2_1_4_+_P I +Raijin no Tsue _^_2_3_6_+_K I +Shajitsu no Odori _2_1_4_+_K IO + +:Desperation Moves: +Ankoku Raikou Ken _2_3_6x2_+_P +Shukumei, Gen'ei, Shinshi _2_3_6x2_+_K + +:Super Desperation Moves: +Ankoku Raikou Ken _2_3_6x2_+_A_+_C +Shukumei, Gen'ei, Shinshi _2_3_6x2_+_B_+_D + +:Hidden Super Desperation Moves: +Unmei no Ya _B_A_4_A[_P/_K] +----------------------------------------------- +$end +$cmd +Chris of the Flame of Destiny +OROCHI TEAM +----------------------------------------------- +:Throws: +Chi no Batsu [_4/_6]_+_C +Ten no Tsumi [_4/_6]_+_D + +:Command Moves: +Muyou no Ono _6_+_A +Jukei no Oni _6_+_B O +Setsudan no Koto _3_+_B O + +:Special Moves: +Taiyou o Iru Honoo _2_3_6_+_P +Tsuki o Tsumu Honoo _6_2_3_+_P ! IO + _`! on 3rd hit with_C +Kagami o Hofuru Honoo _2_1_4_+_P I +Shishi o Kamu Honoo ^-_4_1_2_3_6_+_K ! O + _`! on 6th hit + +:Desperation Moves: +Ankoku Orochi Nagi _2_1_4_1_2_3_6_+_O_P + +:Super Desperation Moves: +Ankoku Orochi Nagi _2_1_4_1_2_3_6_+_O_A_+_C + +:Hidden Super Desperation Moves: +Sanagi o Yaburi, Chou wa mau _D_C_2_C_D +----------------------------------------------- +$end +$cmd +Kusanagi +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+_C +Issetsu Seoi Nage [_4/_6]_+_D + +:Command Moves: +Ge Shiki~Goufu You _6_+_B O +88 Shiki _3_+_D O +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P IO +101 Shiki~Oboro Guruma _4_2_1_+_K I +212 Shiki~Kototsuki You _6_3_2_1_4_+_K O +75 Shiki Kai _2_3_6_+_K_K I +910 Shiki~Nue Tsumi _2_1_4_+_P O + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura 108 S.~OrochiNagi _2_1_4_1_2_3_6_+_O_P + +:Super Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_A_+_C + +:Hidden Super Desperation Moves: +Saishuu Kessen Ougi~Mu Shiki _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Rugal Bernstein +----------------------------------------------- +:Throws: +Scorpion Deathlock [_4/_6]_+_C +Scorpion Deathblow [_4/_6]_+_D + +:Command Moves: +Double Tomahawk _6_+_B O + _`O on 2nd hit + +:Special Moves: +Reppuu Ken _2_3_6_+_P +Kaiser Wave _6_4_1_2_3_6_+_O_P +Genocide Cutter _6_2_3_+_K O +God Press _6_3_2_1_4_+_P +Dark Barrier _2_3_6_+_K I + _`reflect projectile +B's Destruction _6_3_2_1_4_+_K IO + _`O on 3rd hit + +:Desperation Moves: +Gigantic Pressure _2_3_6_3_2_1_4_+_P +Destruction Omega _2_3_6x2_+_K + +:Super Desperation Moves: +Gigantic Pressure _2_3_6_3_2_1_4_+_A_+_C +Destruction Omega _2_3_6x2_+_B_+_D + +:Hidden Super Desperation Moves: +Kaiser Phoenix _4_1_2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Roulette + - at The Character Select Screen_O_S +----------------------------------------------- +$end + +$info=kf2k3pcb, kof2003 +$cmd +*---INFO---* +----------------------------------------------- +The King of Fighters 2003 +(c)2003 SNK Playmore +Made by: Fabricio da Silva Coroquer +Last Update: April 8th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Weak Kick +_C: Strong Punch +_D: Strong Kick +_S: Taunt + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel +@: Counter Wire (bounces foe off wall) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Desperation Moves: (DM) +needs 1LV + +:Leader Desperation Moves: (LDM) +needs 2LV and be a Leader Character +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +High Jump _2_8 +Long Jump Run_9 + +:Escape Moves: +Front Roll _A_+_B +Back Evade _4_+_A_+_B +Throw Escape thrown[_4/_6]_+[_C/_D] + +:Recovery Moves: +Safe Roll landing_A_+_B + +:Guard Cancel Moves: +GC in Front Evade (1LV)block_6_+_A_+_B +GC in Back Evade (1LV)block_4_+_A_+_B +GC in Body Blow (1LV)block_C_+_D + +:Change Moves: +Normal Change [_B_+_C/_C_+_D] +Change Attack (1LV)_2_3_6_+[_B_+_C/_C_+_D] +----------------------------------------------- +$end +$cmd +Ash Crimson +HERO TEAM +----------------------------------------------- +:Throws: +Brumaire [_4/_6]_+[_C/_D] + +:Command Moves: +Messidor _6_+_A +Floreal _4_+_B +Prarial _4_+_D + +:Special Moves: +Ventose ^4_6_+_P +Nivose ^2_8_+_K ! +Vendemiaire ^-_4_1_2_3_6_+_C ! + _`! on 3rd hit + +:Desperation Moves: +Thermidor _2_3_6x2_+_P +Pluviose _2_3_6x2_+_K + +:Leader Desperation Moves: +Sans-Culottes _A_B_C_D + _`charge moves doesn't need to be charged +----------------------------------------------- +$end +$cmd +Duo Lon +HERO TEAM +----------------------------------------------- +:Throws: +Suishu~Shoukou [_4/_6]_+[_C/_D] + +:Command Moves: +Fuuka Tenshi _3_+_D +^!Raika Tenshi _D @ +Hika Tenshi _^forward_B_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Jaki Juuryuu _2_3_6_+_P +^!Jaki Juuryuu Combo _2_3_6_+_Px2 ! + _`! on 2nd hit + ^!follow with Himou Kyaku + ^!follow with Genma Kyaku + ^!follow with Genma Hishou Keikou +^!Onpei Ryuujin Ha _6_+_K + ^!Shiryou Hassei Kin _2_1_4_+_P ! + ^!follow with Himou Kyaku + ^!follow with Genma Kyaku + ^!follow with Fuuka Tenshi +Himou Kyaku _2_3_6_+_K +Genma Hishou Keikou _2_1_4_+_K +Genmu Kyaku _6_2_3_+_K +Genmu Kyaku _4_2_1_+_K +Suishu~Makyakuho ^-_6_3_2_1_4_6_+_P +^!Suishu~Ransaiki _2_1_4_+_P + +:Desperation Moves: +Hiden~Genmu Juon Shikon _2_1_4_1_2_3_6_+_P +Hiden~Genmu Onryou Heki _6_3_2_1_4x2_+_P + +:Leader Desperation Moves: +Ougi~Tajuu Genmu Ankei _A_C_B_D + _`create a image that imitate your moves +----------------------------------------------- +$end +$cmd +Shen Woo +HERO TEAM +----------------------------------------------- +:Throws: +Kyakuten Zuchi [_4/_6]_+[_C/_D] + +:Command Moves: +Fusen Kyaku _6_+_B +Tenren no Kamae _6_+_O_D +Tenren Shuu _6_+_D + +:Special Moves: +Gekiken _2_3_6_+_O_P ! + _`! if not charged +^!Cancel _K +Fukuko Geki _2_1_4_+_A +^!Kouryuu Geki _2_3_6_+_A +Saikou Hougeki ^-_6_3_2_1_4_6_+_C + +:Desperation Moves: +Zetsu! Gekiken _2_3_6x2_+_P @ +Kohyou Rengeki _2_3_6x2_+_K + +:Leader Desperation Moves: +Bakushin _C_A_B_C + _`attack power up +----------------------------------------------- +$end +$cmd +Terry Bogard +GAROU TEAM +----------------------------------------------- +:Throws: +Buster Throw [_4/_6]_+[_C/_D] + +:Command Moves: +Combination Blow after^-_Cpress_6_+_C +Rising Upper _3_+_C +Backspin Kick _3_+_D + +:Special Moves: +Power Wave _2_3_6_+_P +Power Charge _4_1_2_3_6_+_K +^!Tsuika Nyuuryoku _6_6_+_Kx2 !@ + _`! on 1st hit(not into Power Stream) + _`@ on 2nd hit +Crack Shoot _2_1_4_+_K +Burn Knuckle _2_1_4_+_P +Power Dunk _6_2_3_+_K +^!Breaking _A_+_B + ^!Break Shoot _2_1_4_+_B + +:Desperation Moves: +Power Geyser _2_1_4_1_6_+_P +Buster Wolf _2_3_6x2_+_K + +:Leader Desperation Moves: +Power Stream _2_1_4_1_2_3_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Joe Higashi +GAROU TEAM +----------------------------------------------- +:Throws: +Hiza Jigoku [_4/_6]_+[_C/_D] + +:Command Moves: +Low Kick _6_+_B +Sliding Kick _3_+_B + +:Special Moves: +Bakuretsu Ken _X_P +^!Bakuretsu Elbow _2_3_6_+_A ! +^!Shijou Saikyou no Low Kick _2_3_6_+_C +Hurricane Upper _4_1_2_3_6_+_P +Tiger Kick _6_2_3_+_K ! +Slash Kick _4_1_2_3_6_+_K +Ougon no Kakato _2_1_4_+_K + +:Desperation Moves: +Screw Upper _2_3_6x2_+_P +B. Hurricane Tiger Kakato _2_3_6_3_2_1_4_+_P + +:Leader Desperation Moves: +ShijouSaikyou no B.Straight _2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Tizoc +(The Griffon Mask on Japanese Version) +GAROU TEAM +----------------------------------------------- +:Throws: +Griffon Tower [_4/_6]_+[_C/_D] +^!Griffall _3_3_+_C + +:Command Moves: +Joudan Yoke Kougeki _2_+_A_+_B +Gridro Super Kick _2_+_C_+_D + +:Special Moves: +Olympus Over _2_1_4_+_K +^!Griffall _3_3_+_C +Active Tupon _6_2_3_+_P +Poseidon Wave _4_2_1_+_P ! +^!Griffall _3_3_+_C +Justice Hurricane ^-_6_3_2_1_4_+_P +Hercule's Throw ^-_4_1_2_3_6_+_B +Icarus Crash _^^-_2_3_6_+_A +Griffall after_2_+_Dpress_3_3_+_C + +:Desperation Moves: +Dadaleus Attack _2_3_6x2_+_K +Big Fall Griffon ^-_6_3_2_1_4x2_+_P + +:Leader Desperation Moves: +Big Fall Griffon ^-_6_3_2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Ryo Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Tomoe Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Hyouchuu Wari _6_+_A +Joudan Uke _6_+_B + _`block jump/high +Gedan Uke _3_+_B + _`block mid/low + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +Kohou _6_2_3_+_P ! +Hien Shippuu Kyaku _6_3_2_1_4_+_K +Mouko Raijin Setsu _2_3_6_+_K +Kohou Shippuu Ken _2_1_4_+_P ! +Zanretsu Ken _6_4_6_+_P + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P + +:Leader Desperation Moves: +Tenchi Haou Ken _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Robert Garcia +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Ryuuchou Kyaku [_4/_6]_+[_C/_D] + +:Command Moves: +Kouryuu Koukyaku Geri _6_+_A +Uraken _4_+_A +Ryuu Hanshuu [_4/_6]_+_B + +:Special Moves: +Ryuugeki Ken _2_3_6_+_P +Ryuu Zanshou _6_2_3_+_K ! + _`! on 1st hit +Gen'ei Kyaku _6_4_6_+_K +Hien Shippuu Kyaku _2_1_4_+_Kx4 ! + _`! on 2nd/3rd hit in Hiryuu Choushuu Kyaku +Hien Ryuujin Kyaku _^_2_1_4_+_K +Kyokugen-ryuu Renbu Kyaku ^-_4_1_2_3_6_+_K + +:Desperation Moves: +Haoh Shoukou Ken _6_4_1_2_3_6_+_O_P +Ryuuko Ranbu _2_3_6_3_2_1_4_+_P + +:Leader Desperation Moves: +Jiryuu Haisen Kyaku _^_2_1_4x2_+_B +Hiryuu Choushuu Kyaku _^_2_1_4x2_+_D +----------------------------------------------- +$end +$cmd +Yuri Sakazaki +ART OF FIGHTING TEAM +----------------------------------------------- +:Throws: +Silent Nage [_4/_6]_+[_C/_D] + +:Air Throws: +Tsubame Otoshi _^_?_+[_C/_D] + +:Command Moves: +En Yoku _6_+_A +Shiyoku _3_+_B +Shouyoku _3_+_D +Yuri Ori _^_4_+_B + +:Special Moves: +Ko'ou Ken _2_3_6_+_P +^!Haoh Shoukou Ken _O_P +Kuuga _6_2_3_+_P ! +^!Ura Kuuga(with_C) _6_2_3_+_P ! + _`! on Mekki Zan Kuuga +Saiha _2_1_4_+_P +Raiou Ken _^_2_3_6_+_K +Hyakuretsu Binta _6_3_2_1_4_+_K + +:Desperation Moves: +Hien Hou'ou Kyaku _2_3_6_3_2_1_4_+_K +Mekki Zan Kuuga _2_3_6x2_+_K + +:Leader Desperation Moves: +Denjin Haou Shoukou Ken _2_3_6x2_+_O_P +----------------------------------------------- +$end +$cmd +Kim Kaphwan +KOREA TEAM +----------------------------------------------- +:Throws: +Sakkyaku Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Neri Chagi _6_+_B +Hishou Kyaku _^_2_+_K + +:Special Moves: +Hangetsu Zan _2_1_4_+_K ! + _`! with_B +Hien Zan ^2_8_+_K ! + _`! on 3rd hit with_D +^!Tenshou Zan(with_D) _2_+_D +Sanren Geki _2_1_4_+_Px3 ! + _`! on 4th hit +Sankuu Kyaku _2_1_4_+_P +^!Sankuu Kyaku Finisher _9_+_K_2_+_K +Ryuusei Raku ^4_6_+_K ! + _`! on 1st hit +Haki Kyaku _2_2_+_K ! + _`! with_Binto the Hou'ou Kyaku + +:Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_K +Hou'ou Hiten Kyaku _2_3_6x2_+_K + +:Leader Desperation Moves: +Hou'ou Kyaku (_^)_2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Chang Koehan +KOREA TEAM +----------------------------------------------- +:Throws: +Hagan Geki [_4/_6]_+[_C/_D] + +:Command Moves: +Hiki Nige _3_+_A +Tekkyuu Geki _^_6_+_C + +:Special Moves: +Tekkyuu Dai Kaiten _X_P +^!Move [_4/_6] +^!Cancel _A_+_C +Tekkyuu Funsai Geki ^4_6_+_P ! +Tekkyuu Dai Bokusatsu _2_3_6_+_K +Dai Hakai Nage ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Tekkyuu Dai Bousou _2_3_6_3_2_1_4_+_P +Tekkyuu Dai Funsai Geki _2_1_4x2_+_P + +:Leader Desperation Moves: +Tekkyuu Dai Assatsu _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Jhun Hoon +KOREA TEAM +----------------------------------------------- +:Throws: +Kai Senpuu [_4/_6]_+[_C/_D] + +:Command Moves: +Soshuu Geki_&Soshuu Stance _6_+_A @ +Ryouko Geki_&Ryouko Stance _6_+_B +Ryuurou Shuu _^_2_+_B + +:Special Moves: +Haiki Geki _2_1_4_+_P + _`change to Soshuu Stance with_A +Mangetsu Zan _2_1_4_+_K ! + _`change to Ryouko Stance with_B + _`! on 5th hit with_D +Kuu Sajin ^2_8_+_P + _`change to Soshuu Stance with_A +Soshuu Jin_&Soshuu Stance _2_2_+_A +Ryouko Jin_&Ryouko Stance _2_2_+_B + +:Desperation Moves: +Hou'ou Ressou Kyaku _2_3_6x2_+_K +Hou'ou Tenbu Kyaku _^_2_3_6x2_+_K + +:Leader Desperation Moves: +JhunShiki~RessouHitenKyaku _2_3_6x2_+_A_+_C + + _& SOSHUU STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Hikikomi/Fumikomi [_4_4/_6_6] +Cancel _D + +:Special Moves: +Kirikae Kougeki_&Ryouko Stance _A +Mangetsu Zan_&Ryouko Stance _B +Shuusou Kyaku~Gedan _C +Shuusou Kyaku~Joudan _8_+_C +Koshuu Ha _4_+_B @ + +:Desperation Moves: +Hou'ou Ressou Kyaku _2_3_6x2_+_B + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands + + _& RYOUKO STANCE MOVES _& +:Command Moves: +Move [_4/_6] +Hikikomi/Fumikomi [_4_4/_6_6] +Cancel _D + +:Special Moves: +Kirikae Kougeki_&Soshuu Stance _A +Ko Ressou _B + _`reflect projectile +Mouko Geki~Naka _C +Hiko Geki~Ue _8_+_C +Shuuko Geki~Shimo _2_+_C +Kuu Sajin_&Soshuu Stance _A + +:Leader Desperation Moves: +Jhun Shiki~Ressou Hiten Kyaku _2_3_6x2_+_C + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use any Common Commands +----------------------------------------------- +$end +$cmd +Leona Heidern +IKARI TEAM +----------------------------------------------- +:Throws: +Order Buckler [_4/_6]_+[_C/_D] + +:Command Moves: +Strike Arch [_4/_6]_+_B +Leo Kick _^_C_+_D + +:Special Moves: +Baltic Launcher ^4_6_+_P +Moon Slasher ^2_8_+_P +Ground Saber ^4_6_+_K ! + _`! with_Binto V-Slasher~Aerial +^!Gliding Buster(with_D) _6_+_D ! +X-Calibur _^_2_1_4_+_P +Earring Bakudan 1 _2_1_4_+_K +Earring Bakudan 2~Heart Attack _4_2_1_+_K +^!Kibaku _4_2_1_+_K + +:Desperation Moves: +V-Slasher _^_2_3_6_3_2_1_4_+_P +Rebel Spark _2_1_4_1_2_3_6_+_K + +:Leader Desperation Moves: +V-Slasher~Aerial _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Ralf Jones +IKARI TEAM +----------------------------------------------- +:Throws: +Dynamite Headbutt [_4/_6]_+[_C/_D] + +:Special Moves: +Vulcan Punch _X_P +^!Move _6 +Gattling Attack ^4_6_+_P ! + _`! on 2nd hit +Unblock _6_2_3_+_P +Kyuukouka Bakudan Punch-ground ^2_8_+_P +Kyuukouka Bakudan Punch-air _^_2_3_6_+_P +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +Teikuu Ralf Kick _6_3_2_1_4_+_B +Ralf Kick _6_3_2_1_4_+_D + +:Desperation Moves: +Baribari Vulcan Punch _2_3_6_3_2_1_4_+_P +Umanori Vulcan Punch _2_1_4_1_2_3_6_+_K + +:Leader Desperation Moves: +Galactica Phantom _2_3_6x2_+_A_+_C @ +----------------------------------------------- +$end +$cmd +Clark Steel +IKARI TEAM +----------------------------------------------- +:Throws: +Nageppanashi German [_4/_6]_+[_C/_D] + +:Air Throws: +Death Lake Drive _^_?_+[_C/_D] + +:Command Moves: +Stomping _6_+_B + +:Special Moves: +Mount Tackle _4_1_2_3_6_+_P +^!Clark Lift _2_2_+_A +^!Lift D.D.T. _2_2_+_C + ^!Flashing Elbow _2_3_6_+_P +^!Rolling Cradle _2_2_+_K +Super Argentine Backbreaker ^-_4_1_2_3_6_+_K +^!Flashing Elbow _2_3_6_+_P +Napalm Stretch _6_2_3_+_P +^!Flashing Elbow _2_3_6_+_P +Frankensteiner ^-_6_2_3_+_K +^!Flashing Elbow _2_3_6_+_P +Shining Wizard _6_3_2_1_4_+_P + +:Desperation Moves: +UltraArgentineBackbreaker ^-_6_3_2_1_4x2_+_P +Running Three _4_1_2_3_6x2_+_K + +:Leader Desperation Moves: +Ultra Argentine B. ^-_6_3_2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Gato +OUTLAW TEAM +----------------------------------------------- +:Throws: +Danzetsu Tai [_4/_6]_+[_C/_D] + +:Command Moves: +Saigaku _6_+_A +Muran Geri _6_+_B + +:Special Moves: +Shinga _2_3_6_+_P ! +^!Totsuga _6_6_+_P +Ura Fuuga _2_1_4_+_P +^!Shunga _A +^!Ouga _B + _`reverse jump/high/mid/Special/DM/LDM +^!Muga ^-_C +^!Rouga _D +Fuuga _2_1_4_+_K +^!Kouga _A +^!Senga _B +^!Kyuuga _C +^!Katsuga _D ! + +:Desperation Moves: +Zero Kiba _2_3_6x2_+_P +Tatsu Kiba _2_3_6x2_+_K + +:Leader Desperation Moves: +Tenryuu Retsu Kiba _6_2_3_+_A_+_Bx3 +----------------------------------------------- +$end +$cmd +Billy Kane +OUTLAW TEAM +----------------------------------------------- +:Throws: +Ippon Zuri Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Dai Kaiten Geri _6_+_A +Boutaka Tobigeri _6_+_B +Hishou Kon _3_+_A + +:Special Moves: +Senpuu Kon _X_P +Sansetsu Kon~Chuudan Uchi _4_1_2_3_6_+_P +^!Kaen Sansetsu Kon~Chuudan Zuki _2_3_6_+_P +Suzume Otoshi _2_1_4_+_P +Kyoushuu Hishou Kon _6_2_3_+_K +^!Move [_4/_6] +Karyuu Tsuigeki Kon _2_1_4_+_B + _`reverse jump/Special/DM/LDM +Suiryuu Tsuigeki Kon _2_1_4_+_D ! + _`reverse high/mid/low + _`! on 1st/2nd/3rd hit + +:Desperation Moves: +Chou Kaen Senpuu Kon _2_3_6_3_2_1_4_+_P +Dai Senpuu _2_3_6x2_+_P + +:Leader Desperation Moves: +Senkuu Sakkon _2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Ryuji Yamazaki +OUTLAW TEAM +----------------------------------------------- +:Throws: +Bun Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Bussashi _6_+_A + +:Special Moves: +Hebi Tsukai _2_1_4_+_O[_A/_B/_C] +^!Hebi Damashi _D +Sabaki no Aikuchi _6_2_3_+_P ! + _`! on 1st hit +Yakiire _6_2_3_+_B +Suna Kake _6_2_3_+_D +^!follow with Hebi Tsukai +Bai Gaeshi-absorb _2_3_6_+_A + _`absorb projectile +Bai Gaeshi-reflect _2_3_6_+_C + _`reflect projectile +Sadomazo _4_1_2_3_6_+_K ! + _`reverse jump/high/mid/Special/DM/LDM +Bakudan Pachiki ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Guillotine _2_3_6x2_+_P +Drill ^-_6_3_2_1_4x2_+_X_P +^!Chouhatsu _X_P + +:Leader Desperation Moves: +Kyouken _A_A_6_B_C +----------------------------------------------- +$end +$cmd +King +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Hold Rush [_4/_6]_+[_C/_D] + +:Command Moves: +Sliding Kick _3_+_D + +:Special Moves: +Venom Strike-high _2_3_6_+_P +Venom Strike-low _2_3_6_+_K +Double Strike _2_3_6x2_+_K +Tornado Kick _6_3_2_1_4_+_B +Tornado Kick'95 _6_3_2_1_4_+_D +Trap Shot _4_2_1_+_K + +:Desperation Moves: +Illusion Dance _2_3_6_3_2_1_4_+_K +Silent Slash _2_1_4x2_+_K + +:Leader Desperation Moves: +Phantom Strike _2_3_6x2_+_P +----------------------------------------------- +$end +$cmd +Mai Shiranui +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Fuusha Kuzushi [_4/_6]_+[_C/_D] + +:Air Throws: +Yume Zakura _^_?_+[_C/_D] + +:Command Moves: +Benitsuru no Mai _6_+_B @ + _`@ on 2nd hit +Koku'en no Mai _3_+_B +Dairin Fuusha Otoshi _^_2_+_A +Ukihane _^_2_+_B +Yusura Ume _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Kachou Sen _2_3_6_+_P +Ryuu Enbu _2_1_4_+_P ! + _`! with_C +Sachiyo Dori _2_1_4_+_K ! + _`! with_D +Hissatsu Shinobi Bachi _4_1_2_3_6_+_K +Musasabi no Mai-ground ^2_8_+_P +^!Kuuchuu Idou [_4/_6] +^!Musasabi no Mai _2_1_4_+_P +^!Musasabi no Mai _O_P +^!Yusura Ume _2_+_P +^!Ukihane _2_+_K +^!Toki Tsubute ^-foe in air_2_+_D +Musasabi no Mai-air _^_2_1_4_+_P + +:Desperation Moves: +ChouHissatsuShinobiBachi _2_1_4_1_2_3_6_+_K +Kagerou no Mai _2_3_6x2_+_P + +:Leader Desperation Moves: +Chou H. Shinobi Bachi _2_1_4_1_2_3_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Blue Mary +WOMEN'S FIGHTERS TEAM +----------------------------------------------- +:Throws: +Head Throw [_4/_6]_+[_C/_D] + +:Command Moves: +Hammer Arch [_4/_6]_+_A ! +Double Rolling [_4/_6]_+_B +M.B.S.C. _^_C_+_D + +:Special Moves: +Spin Fall _2_3_6_+_P +^!M. Spider _2_3_6_+_P +Straight Slicer ^4_6_+_K ! + _`! with_Binto the M. Twister Rose +^!Crab Clutch _2_3_6_+_K +Vertical Arrow _6_2_3_+_K +^!M. Snatcher _6_2_3_+_K +Real Counter _2_1_4_+_P +^!Backdrop Real _2_3_6_+_P +M. Reverse Face Lock _6_3_2_1_4_+_B + _`reverse jump/Special/DM/LDM +M. Head Buster _6_3_2_1_4_+_D + _`reverse high/mid + +:Desperation Moves: +M. Dynamite Swing _2_3_6x2_+_K +M. Typhoon _6_3_2_1_4x2_+_K + +:Leader Desperation Moves: +M. Twister Rose _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Benimaru Nikaido +BENIMARU TEAM +----------------------------------------------- +:Throws: +Front Suplex [_4/_6]_+[_C/_D] + +:Command Moves: +Jackknife Kick _6_+_B +Flying Drill _^_2_+_D + +:Special Moves: +Raijin Ken (_^)_2_3_6_+_P +Raimei Tou _2_1_4_+_O_P +Shinkuu Katategoma _2_1_4_+_K ! + _`! on 1st/2nd/3rd/4th/5th hit +Iai Geri _2_3_6_+_K +^!Handou Sandan Geri _2_3_6_+_K ! + +:Desperation Moves: +Raikou Ken _2_3_6x2_+_P +Gen'ei Hurricane _2_1_4x2_+_K + +:Leader Desperation Moves: +Raikou Ken _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Shingo Yabuki +BENIMARU TEAM +----------------------------------------------- +:Throws: +Hatsugane [_4/_6]_+[_C/_D] + +:Command Moves: +Ge Shiki~Goufu Kakkodake _6_+_B + +:Special Moves: +114 Shiki~Aragami Mikansei _2_3_6_+_A ! +115 Shiki~Dokugami Mikansei _2_3_6_+_C ! + _`! on normal version +100 Shiki~Oniyaki Mikansei _6_2_3_+_P +212 Shiki~Kototsuki Mikansei _6_3_2_1_4_+_K ! + _`! on 1st hit +Shingo Kick _4_1_2_3_6_+_K +Shingo Kick~Air _^_2_3_6_+_K +ShingoKinseiOre Shiki~Nie Togi ^-_6_2_3_+_K ! +Idou Yoke _2_1_4_+_P + +:Desperation Moves: +Ge Shiki~Kake Hourin _2_3_6x2_+_P +^!Idol Teishi _P +Burning Shingo _2_1_4_1_2_3_6_+_P + +:Leader Desperation Moves: +S. KinseiOreS.~RoukaGuruma _2_3_6x2_+_B_+_D +----------------------------------------------- +$end +$cmd +Goro Daimon +BENIMARU TEAM +----------------------------------------------- +:Throws: +Okuri Ashi Barai [_4/_6]_+[_C/_D] + +:Command Moves: +Zujou Barai _3_+_C + +:Special Moves: +Jiraishin _6_2_3_+_A +Jiraishin-fake _6_2_3_+_C +Kumo Tsukami Nage _4_1_2_3_6_+_A +Kirikabu Gaeshi _4_1_2_3_6_+_C +Chou Oosotogari ^-_6_2_3_+_K +Tenchi Gaeshi ^-_6_3_2_1_4_6_+_P +Chou Ukemi _2_1_4_+_K + +:Desperation Moves: +Jigoku Gokuraku Otoshi ^-_6_3_2_1_4x2_+_P +Meido Otoshi _4_1_2_3_6_+_K + _`reverse jump/high/mid/Special/DM/LDM + +:Leader Desperation Moves: +KyokudaiJigokuOtoshi ^-_6_3_2_1_4x2_+_A_+_C +----------------------------------------------- +$end +$cmd +Athena Asamiya +HIGH SCHOOL GIRLS TEAM +----------------------------------------------- +:Throws: +Bit Throw [_4/_6]_+[_C/_D] + +:Air Throws: +Psychic Shoot _^_?_+[_C/_D] + +:Command Moves: +Star Debut _6_+_A_+_C +Renkan Tai _6_+_B +Phoenix Bomb _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Psycho Ball Attack _2_1_4_+_P +Psycho Sword (_^)_6_2_3_+_P ! + _`! on 3rd hit with_A + _`! on 3rd/4th/5th hit with_C +Phoenix Arrow _^_2_1_4_+_K ! + _`! on 1st/2nd/3rd/4th hit +Psychic Teleport _2_3_6_+_K +Psycho Reflector _2_1_4_+_B + _`reflect projectile + +:Desperation Moves: +Shining Crystal Bit (_^)_6_3_2_1_4x2_+_P +^!Cancel _A_+_B_+_C_+_D +^!Crystal Shoot _2_1_4_+_O_P +Phoenix Fang Arrow _^_2_1_4x2_+_K + +:Leader Desperation Moves: +Psychic 10 _6_3_2_1_4_6_+_A_+_C +^!Sailor Punch _2_3_6_+_P +^!Psycho Sword _6_2_3_+_P +^!Flaming Sword _2_1_4_+_P +^!Healing Athena (1LV)_2_3_6_+_A_+_B +^!Chu-Psycho Bomber (1LV)_2_1_4_+_C_+_D +^!Random Finish _A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Hinako Shijou +HIGH SCHOOL GIRLS TEAM +----------------------------------------------- +:Throws: +Tasuki Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Maemitsu Tataki _3_+_A +EH Kick _3_+_D + +:Special Moves: +Tsukidashi _X_P ! + _`! on 3rd hit with_A + _`! on 5th hit with_C +Tsukiage _2_1_4_+_A ! + _`! on 2nd hit +Tsuki Otoshi _2_1_4_+_C ! + _`! on 2nd hit +Chou Zutsuki _4_1_2_3_6_+_P +Kote Nage ^-_4_1_2_3_6_+_K +Gaburi Yori ^-_6_3_2_1_4_6_+_P +^!Tsuki Hanashi _2_3_6_+_A +^!Kake Nage _2_3_6_+_B +^!Uwate Nage _2_3_6_+_C +^!Yorigiri _2_3_6_+_D + +:Desperation Moves: +Dai Ichiban _2_3_6x2_+_P +Gasshou Hineri _2_3_6x2_+_K + +:Leader Desperation Moves: +Morote Zuki _2_1_4_1_2_3_6_+_A_+_C + _`is a Critical Wire(no other in game) +----------------------------------------------- +$end +$cmd +Malin +HIGH SCHOOL GIRLS TEAM +----------------------------------------------- +:Throws: +Malin Rocket [_4/_6]_+[_C/_D] + +:Command Moves: +Beni Sasori _6_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Doku Sasori _2_3_6_+_K ! +Suzume Bachi-straight _2_3_6_+_P +^!Houkou Tenkan _?_+_A_+_Cx2 +Suzume Bachi-rising _6_2_3_+_P +^!Houkou Tenkan _?_+_A_+_Cx2 +Suzume Bachi-air _^_?_+_A_+_C +^!Houkou Tenkan _?_+_A_+_Cx2 +Onigumo _2_1_4_+_P + +:Desperation Moves: +Jo'ou Bachi _^_2_3_6x2_+_P +Kagerou _2_3_6x2_+_K + +:Leader Desperation Moves: +Mizuchi _2_3_6x2_+_A_+_C +^!Houkou Tenkan _?_+_A_+_Cx2 +----------------------------------------------- +$end +$cmd +K' +K' TEAM +----------------------------------------------- +:Throws: +Spot Pile [_4/_6]_+[_C/_D] + +:Command Moves: +1-Inch _6_+_A !@ +Knee Assault _6_+_B + +:Special Moves: +Eins Trigger _2_3_6_+_P +^!2nd Shell _6_+_B +^!2nd Shoot _6_+_D +^!Blackout _4_+_K +Crow Bites _6_2_3_+_P ! +^!2nd Bites(with_C) _6_+_K +Minute Spike (_^)_2_1_4_+_K +^!Narrow Spike _2_1_4_+_K ! + _`on ground version +Blackout _2_3_6_+_K +Air Trigger _^_2_3_6_+_K + +:Desperation Moves: +Heat Drive _2_3_6x2_+_O_P +Heaven's Drive _2_3_6x2_+_K + +:Leader Desperation Moves: +Chain Drive _2_3_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Maxima +K' TEAM +----------------------------------------------- +:Throws: +Choking Vise [_4/_6]_+[_C/_D] + +:Command Moves: +Mongolian _6_+_A +M9 Kata~Maxima Missile _3_+_C + +:Special Moves: +System 1/2~Maxima Scramble _2_3_6_+_P +^!Double Bomber _2_3_6_+_P ! + _`! on 2nd hit + ^!Bulldog Press _2_3_6_+_P +System 3~Maxima Lift _6_3_2_1_4_+_K +^!Centoun Press [_4/_6]_+_K +M4 Kata~Vapour Cannon _2_1_4_+_P @ +M11 Kata~Dangerous Arch ^-_4_1_2_3_6_+_K +M19 Kata~Blitz Cannon _6_2_3_+_K + +:Desperation Moves: +Bunker Buster _2_3_6_3_2_1_4_+_P +Maxima Revenger ^-_6_3_2_1_4x2_+_K + +:Leader Desperation Moves: +MX-II Kata~Final Cannon _6_3_2_1_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Whip +K' TEAM +----------------------------------------------- +:Throws: +Zed [_4/_6]_+[_C/_D] + +:Command Moves: +Whip Shot _6_+_X_A +Spiral Pick _^_C_+_D + +:Special Moves: +Boomerang Shot Code~SC _4_1_2_3_6_+_P ! +Hook Shot Code~Kaze _^_2_1_4_+_P +S. Shot TypeA Code~Yuuetsu _6_3_2_1_4_+_O_A ! +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeB Code~Chikara _6_3_2_1_4_+_O_B ! + _`! on 1st hit +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D +S. Shot TypeC Code~Shouri _6_3_2_1_4_+_O_C ! +^!Move [_4/_6] +^!Strings Shot TypeD Code~Ame _D +Desert Eagle _4_2_1_+_X_P + +:Desperation Moves: +Sonic Slaughter Code~DP _2_1_4_1_2_3_6_+_P + +:Leader Desperation Moves: +SonicSlaughterCode~KW _2_1_4_1_2_3_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Iori Yagami +EDIT TEAM +----------------------------------------------- +:Throws: +Sakahagi [_4/_6]_+[_C/_D] + +:Command Moves: +Ge Shiki~Yumebiki _6_+_A_A +Ge Shiki~Goufu In Shinigame _6_+_B +Ge Shiki~Yuri Ori _^_4_+_B + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P ! + _`! with_C +127 Shiki~Aoi Hana _2_1_4_+_Px3 +212 Shiki~Kototsuki In _6_3_2_1_4_+_K +Kuzukaze ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Kin 1211 Shiki~Ya Otome _2_3_6_3_2_1_4_+_P +Ura 108 Shiki~Ya Sakazuki _2_1_4_1_2_3_6_+_P + +:Leader Desperation Moves: +San Shingi no Ni _2_3_6_3_2_1_4_+_A_+_C +Ura 316 Shiki~Saika _2_3_6x4_+_A_+_C + _`after Kin 1211 Shiki~Ya Otome +----------------------------------------------- +$end +$cmd +Kyo Kusanagi +EDIT TEAM +----------------------------------------------- +:Throws: +Issetsu Seoi Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +114 Shiki~Aragami _2_3_6_+_A +^!128 Shiki~Kono Kizu _2_3_6_+_P + ^!127 Shiki~Yano Sabi _P + ^!125 Shiki~Nanase _K +^!127 Shiki~Yano Sabi _6_3_2_1_4_+_P + ^!Ge Shiki~Migiri Ugachi _P + ^!125 Shiki~Nanase _K +115 Shiki~Dokugami _2_3_6_+_C +^!401 Shiki~Tsumi Yomi _6_3_2_1_4_+_P + ^!402 Shiki~Batsu Yomi _6_+_C + ^!follow with 100 Shiki~Oniyaki(no "!") +100 Shiki~Oniyaki _6_2_3_+_P ! +R.E.D. KicK _4_2_1_+_K +427 Shiki~Hikigane _6_3_2_1_4_+_K ! + _`! with_B +75 Shiki Kai _2_3_6_+_K_K + +:Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_P +182 Shiki _2_3_6x2_+_O_P + +:Leader Desperation Moves: +SaishuuKessenOugi~Mu Shiki _2_3_6x2_+_A_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Kusanagi + - at the Character Select Screen + - _2_1_4_7_4_1_2_3_6_9_+[_P/_K] + +*Play with Chizuru Kagura + - at the Character Select Screen + - _8_7_4_1_2_3_6_9_6_3_2_1_+[_P/_K] + +*Play with Maki Kagura, Adelheid and Mukai + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Kusanagi +----------------------------------------------- +:Throws: +Issetsu Seoi Nage [_4/_6]_+[_C/_D] + +:Command Moves: +Ge Shiki~Goufu You _6_+_B +88 Shiki _3_+_D +Ge Shiki~Naraku Otoshi _^_2_+_C + +:Special Moves: +108 Shiki~Yami Barai _2_3_6_+_P +100 Shiki~Oniyaki _6_2_3_+_P +101 Shiki~Oboro Guruma _4_2_1_+_K +212 Shiki~Kototsuki You _6_3_2_1_4_+_K +75 Shiki Kai _2_3_6_+_K_K +910 Shiki~Nue Tsumi _2_1_4_+_P + _`reverse high/mid(Ge Shiki~Ryuu Iri) + _`reverse low(Ge Shiki~Tora Fuse) + +:Desperation Moves: +Ura108Shiki~OrochiNagi _2_1_4_1_2_3_6_+_O_P + +:Leader Desperation Moves: +Ura108S.~OrochiNagi _2_1_4_1_2_3_6_+_O_A_+_C +----------------------------------------------- +$end +$cmd +Chizuru Kagura +----------------------------------------------- +:Throws: +Reigetsu [_4/_6]_+[_C/_D] + +:Command Moves: +Jokatsu~Sousou-Zheng Zheng [_4/_6]_+_A +Jokatsu~Sousou-Cang Cang _6_+_B +Jokatsu~Sousou-Cong Cong _3_+_B +Jokatsu~Saisai _^_C_+_D + +:Special Moves: +108 Katsu~Tamayura no Shitsune _2_3_6_+_P +100 Katsu~Tenjin no Kotowari _6_2_3_+_P +Jokatsu~Houhou _6_2_3_+_K ! +212K~Shinsoku Norito-Uchiage _4_2_1_+[_P/_K] +^!Tenzui _2_1_4_+[_P/_K] +212K~S.noNorito-Tatakitsuke _2_1_4_+[_P/_K] +^!Tenzui _2_1_4_+[_P/_K] +212K.OtsuShiki~ChoumonnoIsshin _2_2_+[_P/_K] + +:Desperation Moves: +Rimen85K~Reigi no Ishizue _2_1_4_1_2_3_6_+_P + _`foe can't use Special/DM/LDM +Rimen 1 Katsu~Sanrai no Fujin _2_3_6x2_+_K + +:Leader Desperation Moves: +San Shingi no San _2_3_6x2_+_A_+_C + _`foe can't use Special/DM/LDM +----------------------------------------------- +$end +$cmd +Maki Kagura +----------------------------------------------- +:Throws: +Kaiten [_4/_6]_+[_C/_D] + +:Command Moves: +Jokatsu~Heihei _6_+_A +Jokatsu~Heihei _6_+_B +Jokatsu~Heihei _3_+_B + +:Special Moves: +Rimen 108 Katsu~Iotsu no Utamai _2_3_6_+_P +Rimen 100 Katsu~Jingi no Kotowari _6_2_3_+_P +Rimen212K~Mikagura no Shinobigoto _2_1_4_+_A +Rimen212K~Mikagura no Noritogoto _2_1_4_+_C +212K.Heishiki~Tarumusubi noKeihitsu _2_2_+_A +212KatsuHeishiki~Sakaki no Kirinusa _2_2_+_B +212KatsuKoushiki~Himorogi no Reiji _2_2_+_C @ +212KatsuKoushiki~Iwasaka no Ubusuna _2_2_+_D +94 Katsu~Rakusui no Jingi ^-_2_1_4_+_B + _`foe can't use Special/DM/LDM + +:Desperation Moves: +Rimen85K~Reigi no Ishizue _2_1_4_1_2_3_6_+_P + _`foe can't use Special/DM/LDM +Rimen 1 Katsu~Sanrai no Fujin _2_3_6x2_+_K + _`foe can't use Special/DM/LDM +----------------------------------------------- +$end +$cmd +Adelheid Bernstein (Adel) +----------------------------------------------- +:Throws: +Drucken [_4/_6]_+[_C/_D] + +:Command Moves: +G. Wand _3_+_A +A. Kunst Zwei _3_+_B +A. Kunst Eins _3_+_C +A. Kunst Vier _3_+_D @ + _`@ on 4th hit + +:Special Moves: +G. Kicken _2_3_6_+_K +G. Springen normal attack_2_3_6_+_K ! + _`! with_B +G. Drucken _2_1_4_+_P + +:Desperation Moves: +G. Kreis _6_2_3_+_K + +:Leader Desperation Moves: +G. Sklaven _2_3_6_+_P +----------------------------------------------- +$end +$cmd +Mukai +----------------------------------------------- +:Throws: +Touha [_4/_6]_+[_C/_D] + +:Command Moves: +Uppercut _2_+_C +Sliding _2_+_D + +:Special Moves: +Touha _2_3_6_+_P +Chishou _2_1_4_+[_P/_K] +Tenshou _6_2_3_+_P +Shikai ^-_6_3_2_1_4_6_+_P + +:Desperation Moves: +Goushou _2_3_6x2_+_P + +:Leader Desperation Moves: +Shikai _2_1_4_1_2_3_6_+_A_+_C + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Final Battle + Adelheid + - defeat Kusanagi without using a DM/LDM or + Change Attack + + Mukai + - defeat Kusanagi using a DM/LDM or + Change Attack +----------------------------------------------- +$end + +$info=lastblad +$cmd +*---INFO---* +----------------------------------------------- +The Last Blade +Bakumatsu Roman - Gekka no Kenshi +The Last Soldier +(c)1997 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: April 8th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Strong Slash +_C: Weak Kick +_D: Repel +_S: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (POWER MODE) + +:Air Throws: +you and your foe must be close in the air + +:Pursuit Moves: +performed when foe down + +:Desperation Moves: (DM) +needs POW MAX or Low Life + +:Super Desperation Moves: (SDM) +needs POW MAX and Low Life and be in POWER MODE +----------------------------------------------- +$end +$cmd +«Power Mode Common Commands» +----------------------------------------------- +:Normal Attacks: +Weak Punch _4_+_A +Strong Slash _6_+_B +Strong Kick _6_+_C +Sweep Kick _3_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Run_9 + +:Throws: +Throw ^-[_4/_6]_+_B + +:Repel Moves: +Normal Repel _D +Special Repel _6_+_D +Low Normal Repel [_2/_1]_+_D +Low Special Repel _3_+_D + +:Guard Cancel Moves: +Guard Cancel (50% of POW)block_2_1_4_+_D + +:Command Moves: +Overhead Slash _B_+_C +----------------------------------------------- +$end +$cmd +«Speed Mode Common Commands» +----------------------------------------------- +:Normal Attacks: +Weak Punch _4_+_A +Strong Slash _6_+_B +Strong Kick _6_+_C +Sweep Kick _3_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Run_9 + +:Throws: +Throw ^-[_4/_6]_+_B + +:Repel Moves: +Normal Repel _D +Special Repel _6_+_D +Low Normal Repel [_2/_1]_+_D +Low Special Repel _3_+_D + +:Guard Cancel Moves: +Guard Cancel (50% of POW)block_2_1_4_+_D + +:Command Moves: +Overhead Slash _B_+_C +Combo Special _2_2_+_A_+_B + _`needs Low Life and POW Max + +:Combo Link: +Geral +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_B + +Lee Rekka +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_2_+_C_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_2_+_Cx2_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_2_+_Cx3 + +Moriya +_4_+_A_A[_A/_2_+_A][_B/_4_+_B/_2_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A]_3_+_A +----------------------------------------------- +$end +$cmd +Akari Ichijou +(Choi Jae Eun on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Stick Stab _3_+_B +Kick _C +Kick Stab _8_+_C + +:Command Moves: +Electric Attack _4_+_B +Stomp Kick _^_2_+_C + +:Special Moves: +Shikigami Tenku _2_3_6_+[_A/_B] +Tenmon Hoshi no Meguri _2_8_+_C ! + _`! on 1st hit +Gaiki Dorota Bou _6_2_3_+[_A/_B/_C] +^!Mei Ryu Mari Otoshi _2_+_C +^!Mei Ryu Mari Houri _8_+_C +^!Mei Ryu Mari Koroge _O[_A/_B] +Gaiki Kiyo Hime _6_3_2_1_4_+_A +Kawari Hito Gata _6_3_2_1_4_+_B +Henka Hito Gata _6_3_2_1_4_+_C + _`imitate foe + +:Desperation Moves: +Shikigami Rikugou _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Shikigami Hyakki Yakou _6_3_2_1_4_6_+_B +----------------------------------------------- +$end +$cmd +Genbu no Okina +(Kang Tae Kong on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Basket Pursuit _3_+_B +Kick _C + +:Special Moves: +Ki Paku _2_3_6_+[_A/_B/_C] + _`can use as pursuit move with[_A/_B] + _`with_Crestore life +Chouka Tairyou _6_2_3_+[_A/_B/_C] +Kame Mai Chi _6_3_2_1_4_+[_A/_B] ! + _`can use as pursuit move +Kame Mai Ten _6_3_2_1_4_+_C +Mukuyu _2_2_+_C + +:Desperation Moves: +Genbu no Hoko _6_4_1_2_3_6_+_A_+_B + +:Super Desperation Moves: +Genbu no Ikari _6_4_1_2_3_6_+_B +----------------------------------------------- +$end +$cmd +Hyo Amano +----------------------------------------------- +:Pursuit Moves: +Stick Stab _3_+_B +Kick _C + +:Command Moves: +Fast Stick _4_+_B + +:Special Moves: +Ibisha Anaguma _X_A +^!Anaguma no Fundoshi Nugi _2_3_6_+_B +Keima no Taka _6_2_3_+_C +Suzume Sashi _6_1_6_+[_A/_B] ! +Shougi Doushi _3_3_+_C +Hisshi _6_3_2_1_4_+_O_B ! + _`! when charged +Takabisha _6_3_2_1_4_+_C + _`reverse jump/high/mid/Special + +:Desperation Moves: +Banjo Kono Itte-Tokin _6_3_2_1_4x2_+_O_A_+_B + +:Super Desperation Moves: +Banjo Kono Itte-Hisha _6_3_2_1_4x2_+_A +Banjo Kono Itte-Kaku _6_3_2_1_4x2_+_B +----------------------------------------------- +$end +$cmd +Juzoh Kanzaki +(Back Chon Ji on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Stab _8_+_B +Kick _C +Run _6_6 + +:Special Moves: +Geki Shin _6_2_3_+[_A/_B] + _`can use as pursuit move +Gou Dan Shou _O[_A/_B/_C] + _`can use as pursuit move +Kongou Ju Tsui _2_3_6_+[_A/_B] ! + _`! on 1st/2nd hit +Fugaku ^-_6_3_2_1_4_+_B +^!Suritsubushi _2_3_6_+_B + ^!Bokunaguri _2_3_6_+_B + +:Desperation Moves: +Katsu Moku Dai Gekidou _2_1_4_1_6_+_A_+_B +^!Houmuran _2_3_6_+_B + +:Super Desperation Moves: +Katsu Moku Cho Gekidou ^-_6_3_2_1_4x2_+_B +----------------------------------------------- +$end +$cmd +Kaede +(Kim Doohan on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Special Moves: +Ittou Hayate _2_3_6_+[_A/_B] +Ittou Kuga _6_2_3_+[_A/_B] +^!Downward Slash _6_2_3_+_B + _`(with_B) on POWER Mode +Ittou Renjin Zan _2_1_4_+[_A/_B]x3 ! +Ittou Tabakaze _2_1_4_+_C +Ittou Arashi Uchi ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Kasshin~Fukuryuu _2_1_4_1_6_+_O_A_+_B +Kakusei_&Awakened Mode _B_+_C_+_D + +:Super Desperation Moves: +Kasshin~Kouryuu _2_1_4_1_6_+_B + + _& AWAKENED MODE MOVES _& +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Air Throws: +Ittou Raitei _^^-_8_+_B + +:Special Moves: +Shinmei Hayate _2_3_6_+[_A/_B] +Shinmei Kuga _6_2_3_+[_A/_B] +^!Repeat _6_2_3_+_B +Shinmei Renjin Zan _2_1_4_+[_A/_B]x3 ! +Shinmei Tabakaze _2_1_4_+_C +Shinmei Arashi Uchi ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Kasshin~Fukuryuu _2_1_4_1_6_+_O_A_+_B +Kasshin~Seiryuu _2_3_6x2_+_O_A_+_B + +:Super Desperation Moves: +Kasshin~Kouryuu _2_1_4_1_6_+_B +Kasshin~Souryuu _2_3_6x2_+_B +----------------------------------------------- +$end +$cmd +Keiichiro Washizuka +(Yagyu on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Special Moves: +Shun Satsu _2_1_4_+_X[_A/_B] +Shikku Satsu ^4_6_+[_A/_B] +Koku Satsu ^2_8_+[_A/_B] +Rouga ^4_6_+_C ! +^!Rouga Shashiki _2_1_4_+_C +^!Rouga Onshiki _2_3_6_+_C ! + +:Desperation Moves: +Shin Rouga _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Saishu Rouga _2_1_4_1_6_+_O_B +----------------------------------------------- +$end +$cmd +Lee Rekka +(Hwang Bi Hong on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Jump Kick _8_+_C +Kick _C + +:Command Moves: +Ibuki _O_S + _`restore life +Muei Kyaku _^_2_+_C + +:Special Moves: +Ryu Tsui Sen _2_1_4_+_Cx3 +Ryu Shou Sen _^_2_1_4_+_Cx2 +En Sen Shou _6_2_3_+_B +^!Falling Kick _2_+_B +Kasumi _A_+_B +^!Hokage [_A/_B/_C] +^!Homura _2_1_4_+_B +^!Senpuu _2_+_C + _`follow with any Special Move + ^!Breaking Ryu Falling _6_+_C + ^!Senpuu(2nd) _2_+_C + _`follow with any Special Move + ^!Breaking Ryu Falling _6_+_C + ^!Senpuu(3rd) _2_+_C +Enryu Haibi _6_3_2_1_4_+[_A/_B] ! + _`! on 2nd hit with_A + _`! with_B +^!Ni Enryu(with_B) _4_1_2_3_6_+_B + +:Desperation Moves: +Ougi Enryu Tenshin _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Hiougi Soten Muei Kyaku _2_1_4_1_6_+_B +----------------------------------------------- +$end +$cmd +Moriya Minakata +----------------------------------------------- +:Pursuit Moves: +Slash _3_+_B +Kick _C + +:Command Moves: +Upper Slash _4_+_B +Overhead Slash _3_+_A + +:Special Moves: +Ittou Oboro _2_1_4_+_O[_A/_B/_C] +^!Fake [_A/_B/_C] +^!Cancel _D +Ittou Shingetsu/Ura _6_2_3_+[_A/_B] +^!Ittou Sogetsu(with_A) _6_2_3_+_B + _`in SPEED MODE +Ittou Tsukikage _2_3_6_+[_A/_B]x3 ! +Taitou Hogetsu _4_1_2_+[_A/_B/_C] +^!Ittou Oboro [_A/_B/_C] + +:Desperation Moves: +Kassatsu Izayoi Gekka _6_4_1_2_3_6_+_O_A_+_B + +:Super Desperation Moves: +Kassatsu Midare Setsu Gekka _6_4_1_2_3_6_+_B +----------------------------------------------- +$end +$cmd +Shigen Naoe +(Kwa Ji Mo Do on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Low Punch _3_+_B +Kick _C + +:Command Moves: +2hit Elbow Attack _4_+_B + +:Special Moves: +Byakko So _2_1_4_+[_A/_B] ! +Retsu Hoko _6_2_3_+_X_A +Zetsu Hoko _6_2_3_+_X_B +Hisui Sai ^-_4_1_2_3_6_+_C +Kongo Sai ^-_6_3_2_1_4_6_+_C + +:Desperation Moves: +Inga Ohou ^-_6_3_2_1_4x2_+_A_+_B + +:Super Desperation Moves: +Hisshi no Sou ^-_6_3_2_1_4x2_+_B +----------------------------------------------- +$end +$cmd +Shikyoh +----------------------------------------------- +:Pursuit Moves: +Jump Stab _8_+_B +^!Shake _4_6_+_X_B +Kick _C + +:Special Moves: +Hage Washi _2_1_4_+[_A/_B] +^!Tsuibami _8_+_B +Kaiten Kimo Eguri _6_2_3_+_X[_A/_B] +Zan Niku Kamaitachi _4_1_2_3_6_+[_A/_B] +Ji Name Suberi _6_4_6_+_C +Zan Niku Obasami _^_2_1_4_+_B ! +Mujihi Sashi ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Mei Kyo Shisui Kyoki _2_3_6x2_+_A_+_B +^!Kosho _O_S + ^!Mei Kyo Shisui Kyoki _6_3_2_1_4_+_A_+_B + +:Super Desperation Moves: +Mei Kyo Shisui Kyoki Ruin _2_3_6x2_+_B +----------------------------------------------- +$end +$cmd +Yuki +(Kelly on Korean Version) +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Special Moves: +Hyou Jin _2_3_6_+[_A/_B] +Sou Ka _6_2_3_+[_A/_B] +Shun Setsu Zan _2_1_4_+[_A/_B] ! +Hyou Kyou _4_1_2_3_6_+_C +Suizan ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Yukishi Maki _2_1_4_1_6_+_A_+_B +^!Falling _2_3_6_+_B +^!Rising _2_3_6_+_C + +:Super Desperation Moves: +Shin Yukishi Maki _2_1_4_1_6_+_B +----------------------------------------------- +$end +$cmd +Zantetsu +----------------------------------------------- +:Pursuit Moves: +Slash _3_+_B +Kick _C + +:Command Moves: +Tenma Kyaku _^_2_+_Cx2 + +:Special Moves: +Ryuei Jin _2_3_6_+[_A/_B]x2 +Tenma Otoshi ^-_6_3_2_1_4_+_C +Hagane Tachi Kai _6_4_1_2_3_6_+_B +Kikou Hou _2_1_4_+_B ! + _`! on 2nd/3rd hit +Oboro Giri _6_2_3_+_C +Minamo Gakure _4_2_1_+_A +Mukuro Nui _^_2_3_6_+[_A/_B] + _`can use as pursuit move + +:Desperation Moves: +Toro Soujin _2_1_4_1_6_+_A_+_B +^!Kikou Hou _2_3_6_+_B +^!Ryuei Jin _2_3_6_+_B_2_3_6_+_B +^!Tenma Kyaku _2_3_6_+_C +^!Shin Tenma Kyaku _2_3_6_+_C_2_3_6_+_C + +:Super Desperation Moves: +Yami Gari ^-_6_3_2_1_4x2_+_B +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Musashi and Kagami + - at the Character Select Screen_Cx6_Bx3_Cx4 + - in less than 4sec + - Kagami is only unlocked on Home Version +----------------------------------------------- +$end +$cmd +Akatsuiki Musashi +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Command Moves: +Shuchu _O_A + _`charge POW +Blue Flame Slash _4_+_B + +:Special Moves: +Kanketsu Sen _2_3_6_+_B +Obiyakashi _4_1_2_3_6_+_A ! + _`! on 2nd/3rd hit +Juji Gamae _6_2_3_+_O_B +Makura Niren ^-_6_3_2_1_4_+_B + +:Desperation Moves: +Gorin Tsurane _6_3_2_1_4_6_+_A_+_B + +:Super Desperation Moves: +Niten Muso Ken _6_3_2_1_4x2_+_B +----------------------------------------------- +$end +$cmd +Shinnosuke Kagami +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B + +:Command Moves: +Low Slash _2_+[_A/_B] +Kouenshou _^_2_+_C + +:Special Moves: +Shiranui _2_3_6_+[_A/_B] +Sho Hoko _6_2_3_+[_A/_B] ! + _`! on 2nd hit +En Hoko ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Kakusei_&Awakened Mode _B_+_C_+_D +Guren Suzaku _^_4_1_2_3_6_+_A_+_B + +:Super Desperation Moves: +Funsho Koju _2_1_4_1_6_+_B + +:Additional Notes: +_`can't crouch + + _& AWAKENED MODE MOVES _& +:Pursuit Moves: +Blue Flame Shot _3_+_B +Stab _C + +:Command Moves: +Low Slash _2_+[_A/_B] +Kouenshou _^_2_+_C + +:Special Moves: +Jigoku no Goka _2_3_6_+[_A/_B] +Yomi e no Tsubasa _6_2_3_+[_A/_B] ! + _`! on 2nd hit with_A + _`! on 4th/5th/6th hit with_B +Gusha no Nageki ^-_6_3_2_1_4_+_C +Meifu e no Michibiki _2_1_4_+[_A/_O_B] +Giman no Kagami _4_1_2_3_6_+_C + +:Desperation Moves: +Fu no Sabaki _^_4_1_2_3_6_+_A_+_B +Fu no Senrei _6_4_1_2_3_6_+_A_+_B + +:Super Desperation Moves: +Konpeki no Mokin _2_1_4_1_6_+_B + +:Additional Notes: +_`can't crouch +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Time Attack Mode + - after inserting coins_O_A_+_B_+_C_+_Dpress_S + +*3rd Outfit + - at the Character Select Screen_S +----------------------------------------------- +$end + +$info=lastbld2 +$cmd +*---INFO---* +----------------------------------------------- +The Last Blade 2 +Bakumatsu Roman - Dai Ni Maku Gekka no Kenshi +(c)1998 SNK +Made by: Axe +Correct by: Fabricio da Silva Coroquer +Last Update: April 8th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Slash +_B: Medium Slash +_C: Weak Kick +_D: Repel +_S: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +!: Super Cancel (POWER and EX Modes) + +:Air Throws: +you and your foe must be close in the air + +:Pursuit Moves: +performed when foe down + +:Desperation Moves: (DM) +needs POW Max or Low Life + +:Super Desperation Moves: (SDM) +needs POW Max and Low Life and be in POWER or +EX MODE + +:Combo Special: +use after Combo Special Starter on SPEED or +EX MODE +----------------------------------------------- +$end +$cmd +«Power Mode Common Commands» +----------------------------------------------- +:Normal Moves: +Weak Punch _4_+_A +Strong Slash _6_+_B +Strong Kick _6_+_C +Sweep Kick _3_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Run_9 + +:Repel Moves: +Normal Repel _D +^!Counter-Attack _D +Special Repel _6_+_D +^!Counter-Attack _D +Low Normal Repel [_2/_1]_+_D +^!Counter-Attack _D +Low Special Repel _3_+_D +^!Counter-Attack _D +Mid-Air Repel _^_D + +:Throws: +Throw ^-_C_+_D + +:Recovery Moves: +Air Recovery when hit_^_D +Ground Recovery landing_D + +:Guard Cancel Moves: +Guard Cancel (50% of POW)block_4_1_2_+_D + +:Command Moves: +Unblockable Attack _B_+_C +----------------------------------------------- +$end +$cmd +«Speed and EX Mode Common Commands» +----------------------------------------------- +:Normal Moves: +Weak Punch _4_+_A +Strong Slash _6_+_B +Strong Kick _6_+_C +Sweep Kick _3_+_C + +:Movement: +Run _6^6 +Retreat _4_4 + +:Jumps: +Normal Jump press_8 +Low Jump tap_8 +Long Jump Run_9 + +:Repel Moves: +Normal Repel _D +^!Counter-Attack _D +Special Repel _6_+_D +^!Counter-Attack _D +Low Normal Repel [_2/_1]_+_D +^!Counter-Attack _D +Low Special Repel _3_+_D +^!Counter-Attack _D +Mid-Air Repel _^_D + +:Throws: +Throw ^-_C_+_D + +:Recovery Moves: +Air Recovery when hit_^_D +Ground Recovery landing_D + +:Guard Cancel Moves: +Guard Cancel (50% of POW)block_4_1_2_+_D + +:Command Moves: +Overhead Slash _B_+_C +Combo Special (MAX)_2_2_+[_A/_B] + +:Combo Link: +Geral +_A_B_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_B_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_3_+_C +Run[_A/_B][_B/_2_+_B]_B_+_C + _`not for Hyo and Kaede(normal) +Run[_A/_B][_B/_2_+_B]_6_+_B + _`not for Hyo and Kaede(normal) +Run[_A/_B][_B/_2_+_B]_6_+_C + _`not for Hyo and Kaede(normal) +Run[_A/_B][_B/_2_+_B]_3_+_C + _`not for Hyo and Kaede(normal) + +Akari Ichijou +_A_B_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_B_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_4_+_B +_4_+_A_A[_A/_2_+_A][_B/_2_+_B]_3_+_C +Run[_A/_B][_B/_2_+_B]_B_+_C +Run[_A/_B][_B/_2_+_B]_6_+_B +Run[_A/_B][_B/_2_+_B]_6_+_C +Run[_A/_B][_B/_2_+_B]_4_+_B +Run[_A/_B][_B/_2_+_B]_3_+_C + +Lee Rekka +_A_B[_C/_6_+_C] +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_B_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_6_+_B +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_3_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_2_+_C_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_2_+_Cx2_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_B_2_+_Cx3 +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_B_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_6_+_B +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_3_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_2_+_C_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_2_+_Cx2_6_+_C +_4_+_A_A[_A/_6_+_C/_2_+_A]_2_+_B_2_+_Cx3 +Run[_A/_B][_B/_2_+_B]_B_+_C +Run[_A/_B][_B/_2_+_B]_C +Run[_A/_B][_B/_2_+_B]_6_+_B +Run[_A/_B][_B/_2_+_B]_6_+_C +Run[_A/_B][_B/_2_+_B]_3_+_C +Run[_A/_B][_B/_2_+_B]_2_+_C_6_+_C +Run[_A/_B][_B/_2_+_B]_2_+_Cx2_6_+_C +Run[_A/_B][_B/_2_+_B]_2_+_Cx3 +_^_A_^_B_^_C +_^_A_^_C + +Moriya Minakata +_A_B_C +_4_+_A_A[_A/_2_+_A][_B/_4_+_B/_2_+_B]_B_+_C +_4_+_A_A[_A/_2_+_A][_B/_4_+_B/_2_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A][_B/_4_+_B/_2_+_B]_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_4_+_B/_2_+_B]_3_+_C +_4_+_A_A[_A/_2_+_A]_3_+_A +Run[_A/_B][_B/_4_+_B/_2_+_B]_B_+_C +Run[_A/_B][_B/_4_+_B/_2_+_B]_6_+_B +Run[_A/_B][_B/_4_+_B/_2_+_B]_6_+_C +Run[_A/_B][_B/_4_+_B/_2_+_B]_3_+_C +Run[_A/_B]_3_+_A + +Zantetsu +_A_B_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B/_4_+_B]_B_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B/_4_+_B]_6_+_B +_4_+_A_A[_A/_2_+_A][_B/_2_+_B/_4_+_B]_6_+_C +_4_+_A_A[_A/_2_+_A][_B/_2_+_B/_4_+_B]_3_+_C +Run[_A/_B][_B/_2_+_B/_4_+_B]_B_+_C +Run[_A/_B][_B/_2_+_B/_4_+_B]_6_+_B +Run[_A/_B][_B/_2_+_B/_4_+_B]_6_+_C +Run[_A/_B][_B/_2_+_B/_4_+_B]_3_+_C +Run[_A/_B]_3_+_A +_^_A_^_B +_^_A_^_C +----------------------------------------------- +$end +$cmd +Akari Ichijou +----------------------------------------------- +:Pursuit Moves: +Stick Stab _3_+_B +Kick _C +Kick Stab _8_+_C + +:Air Throws: +Denmen Katsuru Yadoyou _^^-_C_+_D + +:Command Moves: +Electric Attack _4_+_B +Stomp Kick _^_2_+_C + +:Special Moves: +Shikigami Tenku _2_3_6_+[_A/_B] +Tenmon Hoshi no Meguri _2_8_+_C ! +^!Tenmon Kakageshi Tenshin _2_8_+_B +^!Tenmon Tenzuru Hokuto _2_8_+_C ! +Gaiki Dorota Bou _6_2_3_+[_A/_B/_C] +^!Mei Ryu Mari Otoshi _2_+_C +^!Charge Roll Up _8_+_A +^!Mei Ryu Houri _8_+_B +^!Mei Ryu Mari Houri _8_+_C +^!Mei Ryu Mari Koroge _O[_A/_B] +Koumyou Gojuugo _4_2_1_+[_A/_B/_C] + _`change foe controls +Gaiki Kiyo Hime _6_3_2_1_4_+_A +Kawari Hito Gata _6_3_2_1_4_+_B + _`reverse jump/high/mid/Special +Henka Hito Gata _6_3_2_1_4_+_C + _`imitate foe + +:Desperation Moves: +Shikigami Rikugou _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Shikigami Hyakki Yakou _6_3_2_1_4_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Genbu no Okina +----------------------------------------------- +:Pursuit Moves: +Basket Pursuit _3_+_B +Kick _C + +:Special Moves: +Ki Paku _2_3_6_+[_A/_B/_C] + _`can use as pursuit move with[_A/_B] + _`with_Crestore life +Chouka Tairyou _6_2_3_+[_A/_B/_C] +Kame Mai Chi _6_3_2_1_4_+[_A/_B] ! + _`can use as pursuit move +Kame Mai Ten _6_3_2_1_4_+_C +Mukuyu Jin _4_2_1_+_A +Mukuyu Chi _4_2_1_+_B +Mukuyu Ten _4_2_1_+_C + +:Desperation Moves: +Genbu no Hoko _6_4_1_2_3_6_+_A_+_B + +:Super Desperation Moves: +Genbu no Ikari _6_4_1_2_3_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Hibiki Takane +----------------------------------------------- +:Pursuit Moves: +Slash _3_+_B +Kick _C + +:Command Moves: +Sanae o Okotaranu Kokoro Nari _O_S + _`charge POW + +:Special Moves: +Touma ni te Kiru Nari _2_3_6_+[_A/_B] +Chikayori te Kiru Nari _6_2_3_+_O_B ! +Suigetsu o Tsuku Nari _6_2_3_+_O_C +I o Awasu Nari _4_1_2_3_6_+_C +^!Nukaba Kiru Nari _C +^!Nukazuba Kiranu Nari _B_+_C +Kami Hitoe ni te Kawasu Nari _A_+_B +^!Ma o Tsumeru Koto Kanyou Nari _6_+_C +^!Ma o Oku Koto Kanyou Nari _4_+_C + +:Desperation Moves: +Hasshou Suru Shinki Nari _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Shi o Osorenu Kokoro Nari _6_4_1_2_3_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Hyo Amano +----------------------------------------------- +:Pursuit Moves: +Stick Stab _3_+_O_B +Kick _C + +:Command Moves: +Fast Stick _4_+_B + +:Special Moves: +Ibisha Anaguma _X_A +^!Anaguma no Fundoshi Nugi _2_3_6_+_B +Keima no Taka _6_2_3_+_C +Fusha _2_1_4_+_A +Suzume Sashi _6_1_6_+[_A/_B] ! +Shougi Doushi ^-_3_3_+_C +Choujouhatsu _2_3_6_+_S + _`charge POW +Hisshi _6_3_2_1_4_+_O_B ! + _`! when charged +^!Cancel _D +Takabisha _6_3_2_1_4_+_C ! + _`reverse jump/high/mid + +:Desperation Moves: +Banjo Kono Itte-Tokin _6_3_2_1_4x2_+_O_A_+_B + +:Super Desperation Moves: +Banjo Kono Itte-Hisha _6_3_2_1_4x2_+_A +Banjo Kono Itte-Kaku _6_3_2_1_4x2_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Juzoh Kanzaki +----------------------------------------------- +:Pursuit Moves: +Stab _8_+_B +Kick _C +Run _6^6 + +:Special Moves: +Happa _2_3_6_+[_A/_B] +Yasegaman _2_3_6_+_C +Iwakudaki ^6_4_+_C +^!Headbutt _2_1_4_+_C + _`only in SPEED MODE +^!Tetsu Atama _2_3_6_+_Cx3 + _`only in SPEED MODE + ^!Headbutt _2_1_4_+_C + _`only in SPEED MODE +Yurashi _6_2_3_+[_A/_B] ! + _`can use as pursuit move +Mozuhana _2_1_4_+_O_C ! +Tatakitsuke _6_3_2_1_4_+_A +^!Suritsubushi _2_3_6_+_B +^!Bokunaguri _2_3_6_+_A +Bunnage ^-_6_3_2_1_4_+_B +^!Kattobashi _2_3_6_+_B + ^!Futtobashi 1 _2_3_6_+_C +^!Futtobashi 2 _2_3_6_+_C + +:Desperation Moves: +Daitan Muteki _2_3_6x2_+_A_+_B +Ranmoku! _6_3_2_1_4x2_+_A_+_B + _`after Bokunaguri +Houmuran _2_3_6_+_A_+_B + _`after Bunnage + +:Super Desperation Moves: +ChougekiretsubouzenGyoutendaifunka _2_3_6x2_+_B +Chougeki Dou jai! _2_3_6_+_B + _`after Ranmoku! + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Kaede +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Air Throws: +Ittou Raitei _^^-_8_+_C_+_D + +:Special Moves: +Shinmei Hayate _2_3_6_+[_A/_B] +Shinmei Kuga _6_2_3_+[_A/_B] +^!Repeat(with_B) _6_2_3_+_B +Shinmei Renjin Zan _2_1_4_+[_A/_B] ! +Shinmei Oite _^_2_3_6_+[_A/_B] +Shinmei Tabakaze _2_1_4_+_C +Shinmei Arashi Uchi ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Kasshin~Fukuryuu _2_1_4_1_6_+_O_A_+_B +Kasshin~Seiryuu _2_3_6x2_+_O_A_+_B + +:Super Desperation Moves: +Kasshin~Kouryuu _2_1_4_1_6_+_B +Kasshin~Souryuu _2_3_6x2_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Keiichiro Washizuka +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Command Moves: +Unblockable Attack _O_B_+_C ! + _`! when charged + _`only in POWER Mode + +:Special Moves: +Shun Satsu _2_1_4_+_X[_A/_B] +Shikku Satsu ^4_6_+[_A/_B] +Koku Satsu ^2_8_+[_A/_B] +Rouga ^4_6_+_C ! +^!Rouga Shashiki _2_1_4_+_C +^!Rouga Onshiki _2_3_6_+_C +^!Rouga Fukushiki _2_1_4_+_B + +:Desperation Moves: +Shin Rouga _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Saishu Rouga _2_1_4_1_6_+_O_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Kojiroh Sanada +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Command Moves: +Unblockable Attack _O_B_+_C ! + _`! when charged + _`only in POWER Mode +Alternate Overhead Slash _6_+_B_+_C + _`only in SPEED Mode + +:Special Moves: +Shoubi Sen _2_1_4_+_A +Mu Myou Ken _2_1_4_+_B ! + _`! on 1st hit +Shunjin _2_1_4_+_C +^!Tenchi ^-_C +Koku Satsu _6_2_3_+[_A/_B] +Shikku Satsu _2_3_6_+[_A/_B] + +:Desperation Moves: +Mu Myou Ken Nie _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Rouga Zero _2_1_4_1_6_+_O_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_A_2_3_6_+_C +_A_B_C_2_+_C_A_6_+_B_+_C_A_B_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Lee Rekka +----------------------------------------------- +:Pursuit Moves: +Jump Kick _8_+_C +Kick _C + +:Command Moves: +Ibuki _O_S + _`restore life + +:Special Moves: +Ryu Tsui Sen _2_1_4_+_Cx3 +Ryu Shou Sen _^_2_1_4_+_Cx2 +En Sen Shou ^2_8_+_B +^!Falling Kick _2_+_B +Kasumi _A_+_B +^!Hokage _A +^!Homura _B +^!Senpuu _C + _`follow with any Special Move + ^!Breaking Ryu Falling _6_+_C + ^!Senpuu(2nd) _2_+_C + _`follow with any Special Move + ^!Breaking Ryu Falling _6_+_C + ^!Senpuu(3rd) _2_+_C +^!Hakkei _D +Enryu Haibi _6_3_2_1_4_+[_A/_B] ! +^!Ni Enryu(with_B) _4_1_2_3_6_+_B +Muei Kyaku _^_2_3_6_+_C + +:Desperation Moves: +Ougi Enryu Tenshin _2_1_4_1_6_+_A_+_B + +:Super Desperation Moves: +Hiougi Soten Muei Kyaku _2_1_4_1_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_A_2_3_6_+_C +_A_B_C_2_+_C_A_6_+_B_+_C_A_B_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Moriya Minakata +----------------------------------------------- +:Pursuit Moves: +Slash _3_+_B +Kick _C + +:Command Moves: +Upper Slash _4_+_B +Overhead Slash _3_+_A + +:Special Moves: +Ittou Oboro _2_1_4_+[_A/_B/_C] +^!Cancel _D +Ittou Shingetsu/Ura _6_2_3_+[_A/_B] +^!Ittou Sogetsu(with_A) _6_2_3_+_B + _`in SPEED/EX MODE +Ittou Tsukikage _2_3_6_+[_A/_B]x4 ! +Taitou Hogetsu _4_1_2_+[_A/_B/_C] +^!Ittou Oboro [_A/_B/_C] + +:Desperation Moves: +Kassatsu Izayoi Gekka _6_4_1_2_3_6_+_O_A_+_B + +:Super Desperation Moves: +Kassatsu Midare Setsu Gekka _6_4_1_2_3_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_A_2_3_6_+_C +_A_B_C_2_+_C_A_6_+_B_+_C_A_B_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Mukuro +----------------------------------------------- +:Pursuit Moves: +Jump Stab _8_+_B +^!Shake _4_6_+_X_B +Kick _C + +:Special Moves: +Hage Washi _2_1_4_+[_A/_B] +^!Tsuibami _8_+_B +Kaiten Kimo Eguri _6_2_3_+_X[_A/_B] +Zan Niku Kamaitachi _4_1_2_3_6_+[_A/_B] +Ji Name Suberi _6_4^6_+_C +Zan Niku Obasami _^_2_1_4_+[_A/_B] ! +Mujihi Sashi ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Mei Kyo Shisui Kyoki _2_3_6x2_+_A_+_B + +:Super Desperation Moves: +Mei Kyo Shisui Kyoki Ruin _2_3_6x2_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Setsuna +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Special Moves: +Mumei - Ichi _2_3_6_+[_A/_B] ! +Mumei - Ni _6_2_3_+[_A/_B] +Mumei - San _2_1_4_+_B +Mumei - Yon _6_2_3_+_C +Mumei - Go _6_3_2_1_4_+_C +^!Mumei - Go no Tsui _4_1_2_3_6_+_C ! + +:Desperation Moves: +Mumei - Zetsu _2_3_6x2_+_O_A_+_B + +:Super Desperation Moves: +Mumei - Kyoku _6_3_2_1_4x2_+_B +^!Mumei - Kyoku no Tsui _4_1_2_3_6_+_A_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Shigen Naoe +----------------------------------------------- +:Pursuit Moves: +Low Punch _3_+_B +Kick _C +Ground Grab _C_+_D +Stomp Kick _3_+_C + +:Air Throws: +Air Grab _^^-_C_+_D + +:Command Moves: +Elbow Attack _4_+_B + +:Special Moves: +Byakko So _2_1_4_+[_A/_B] ! + _`! with_A + _`! on 2nd/3rd hit with_B +Byakko Shu _2_1_4_+_C +^!Byakko Shuu Tsuika _2_1_4_+_C + _`only in SPEED MODE + ^!Shoulder Attack _2_1_4_+_C +Retsu Hoko _6_2_3_+_A +Zetsu Hoko _6_2_3_+_B +Hisui Sai ^-_4_1_2_3_6_+[_A/_B/_C] +Kongo Sai ^-_6_3_2_1_4_6_+_C +^!Ich Kai _4_1_2_3_6_+_A + ^!Ni Kai _2_1_4_+_A + ^!Retsu _2_1_4_+_B +^!Aku _4_1_2_3_6_+_B + ^!Sho _2_1_4_+_A + ^!Da _2_1_4_+_C + +:Desperation Moves: +Bouko Hyouga _2_3_6x2_+_A_+_B +^!Kyouten Douji _6_3_2_1_4x2_+_B +^!Yuuchuu Maisai _4_1_2_3_6_+_B +Inga Ohou _4_1_2_3_6_4_+_A_+_B +Shinden Taichi _6_3_2_1_4x2_+_A_+_B + _`after Ich Kai + +:Super Desperation Moves: +Hisshi no Sou ^-_6_3_2_1_4x2_+_B +Dohatsu Taiten _6_3_2_1_4x2_+_C + _`after Aku + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Shinnosuke Kagami +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Command Moves: +Kouenshou _^_2_+_C + +:Special Moves: +Hien Yoku _2_3_6_+_A +Gouen Sou _2_3_6_+_B +^!Shiranui _2_3_6_+_B +Sho Hoko _6_2_3_+[_A/_B] ! + _`! on 2nd hit +En Hoko ^-_6_3_2_1_4_+[_A/_B] +Shizuka Naru Kodou _2_1_4_+_O_C + _`charge POW + +:Desperation Moves: +Guren Suzaku _^_4_1_2_3_6_+_A_+_B +Houou Tenshou _6_4_1_2_3_6_+_A_+_B + +:Super Desperation Moves: +Houou Ittou _^_4_1_2_3_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Yuki +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_O_B +Kick _C + +:Special Moves: +Hyou Jin _2_3_6_+[_A/_B] +Sou Ka _6_2_3_+[_A/_B] +Shun Setsu Zan _2_1_4_+[_A/_B] ! + _`! on 1st/2nd hit +Hyou Kyou _4_1_2_3_6_+_C + _`reverse jump/high/mid/Special +Suizan ^-_6_3_2_1_4_+_C + +:Desperation Moves: +Juuyou _2_3_6x2_+_O_A_+_B + +:Super Desperation Moves: +Shin Yukishi Maki _2_1_4_1_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Zantetsu +----------------------------------------------- +:Pursuit Moves: +Slash _3_+_B +Kick _C + +:Command Moves: +Tenma Kyaku _^_2_+_Cx2 + +:Special Moves: +Ryuei Jin _2_3_6_+_A +Tenma Otoshi ^-_6_3_2_1_4_+_C +Kikou Hou _2_1_4_+_B ! +Oboro Giri _6_2_3_+_C +Minamo Gakure _4_2_1_+_A +Mukuro Nui _^_2_3_6_+[_A/_B]x2 + _`can use as pursuit move +Kagehoushi _6_4_6_+_C +^!Tachi Koppa _2_1_4_+_A +^!Kasumigiri _2_1_4_+_B + +:Desperation Moves: +Dankoujin _6_4_1_2_3_6_+_O_A_+_B + +:Super Desperation Moves: +Yami Gari ^-_6_3_2_1_4x2_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_A_2_3_6_+_C +_A_B_C_2_+_C_A_6_+_B_+_C_A_B_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Hagure Hitogata + - at the Character Select Screen + - put the cursor on Akari_Cx8_Bx9 wait 1sec_C + - in less than 4sec + +*Play with Kaede - Normal + - at the character Select Screen + - put the cursor on Kaede_Cx9_Bx1_Cx4 + - in less than 4sec + +*Play with Kotetsu Naoe + - at the character Select Screen + - put the cursor on Shigen_Cx5_Bx10_Cx2 + - in less than 4sec + - he use the same moves of Shigen Naoe + +*Play with Kouryu + - at the character Select Screen + - put the cursor on Kaede_Cx10_Bx5_Cx5 + - in less than 4sec +----------------------------------------------- +$end +$cmd +Hagure Hitogata +----------------------------------------------- +She doesn't have moves. +She take a form of your foe. +----------------------------------------------- +$end +$cmd +Kaede - Normal +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C + +:Air Throws: +Ittou Raitei _^^-_C_+_D + +:Special Moves: +Ittou Hayate _2_3_6_+[_A/_B] +Ittou Kuga _6_2_3_+[_A/_B] +^!Downward Slash(with_B) _6_2_3_+_B +Ittou Renjin Zan _2_1_4_+[_A/_B] ! +Ittou Tabakaze _2_1_4_+_C +Ittou Arashi Uchi ^-_4_1_2_3_6_+_C + +:Desperation Moves: +Kasshin~Fukuryuu _2_1_4_1_6_+_O_A_+_B + +:Super Desperation Moves: +Kasshin~Kouryuu _2_1_4_1_6_+_B + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_B_2_3_6_+_A +_A_B_C_2_+_C_A_B_+_C_A_2_3_6_+_B +_A_B_C_2_+_C_A_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Kouryu +----------------------------------------------- +:Pursuit Moves: +Stab _3_+_B +Kick _C +Strong Kick _3_+_C + +:Command Moves: +Low Slash _2_+[_A/_B] + +:Special Moves: +Soranuken _2_3_6_+[_A/_B] +Ichi Kyaku _2_1_4_+[_A/_B]x4 ! + _`! on 1st/2nd/3rd hit +ShoryuKen _2_1_4_+_C +Vogue _B_+_C_+_D + _`change Modes + _`not for EX Mode + +:Desperation Moves: +Suzaku _^_6_4_1_2_3_6_+_A +Byakko _6_4_1_2_3_6_+_B +Genbu _6_4_1_2_3_6_+_C +Seiryuu _6_4_1_2_3_6_+_D + +:Super Desperation Moves: +Imsofakingwetoddedd _4_6_3_2_1_4_+_B + +:Additional Notes: +_`can't crouch + +:Combo Special: +_A_B_C_A_B_C_A_B_2_3_6_+_C +_A_B_C_A_B_C_C_2_3_6_+_B +_A_B_C_2_+_C_B_+_C_2_3_6_+_B +_A_B_C_2_+_C_2_+_C_6_+_B_+_C +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Time Attack Mode + - after inserting coins_O_A_+_B_+_C_+_Dpress_S + +*EX Mode + - at the Mode Select Screen + - put the cursor on Speed_Cx6 + - put the cursor on Power_Bx3 + - put the cursor on Speed_Cx4 + - in less than 4sec +----------------------------------------------- +$end + +$info=tophuntr +$cmd +*---INFO---* +----------------------------------------------- +Top Hunter - Roddy & Cathy +(c)1994 SNK +Made by: André Luiz Dias da Silva +Correct by: Fabricio da Silva Coroquer +Last Update: February 25th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch/Arm Stretch +_B: Jump +_C: Change Planes +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Others: +_+: press the motions together +^!: follow with this move +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Punch tap_A +Arm Stretch press_A +Arm Strech Up _8_+_A + +:Throws: +Throw close enemy/object_A +^!Release Away _A +----------------------------------------------- +$end +$cmd +Roddy +----------------------------------------------- +Ko'ou Ken _2_3_6_+_A +Zanretsu Ken _X_+_A +Ryuuga _6_2_3_+_A +Burn Knuckle ^3_6_+_A +Power Wave ^8_9_+_A +Slide Kick _2_3_6_+_B +Roll Jump ^2_8_+_B + +Ryuuko Ranbu ^3_6_+_B + _`must collect 3 power up's +----------------------------------------------- +$end +$cmd +Cathy +----------------------------------------------- +Venom Strike _2_3_6_+_A +Gen'ei Kyaku _X_+_A +Kohou _6_2_3_+_A +Slash Kick ^3_6_+_A +Power Wave ^8_9_+_A +Slide Kick _2_3_6_+_B +Roll Jump ^2_8_+_B + +Ryuuko Ranbu ^3_6_+_B + _`must collect 3 power up's +----------------------------------------------- +$end + +$info=vhunt2 +$cmd +*---INFO---* +----------------------------------------------- +Vampire Hunter 2: Darkstalkers Revenge +(c)1997 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +S: ES Special Move with[^W/^V] (1LV) +G: Guard Cancel Move (1LV) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:EX Moves: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Recovery Moves: +Rising Attack knocked[_4/_6]_+[_P/_K] + +:Pursuit Moves: +Pursuit Attack foe down_8_+[_P/_K] S + +:Command Moves: +Dark Force (1LV)[^E_+^H/^F_+^I/^G_+^J] +----------------------------------------------- +$end +$cmd +Anakaris +----------------------------------------------- +:Command Moves: +Seija no Ayumi _6_+^I +Floating Coffin [_4/_6]_+^J +Mid-air Float _8 +^!Move [_4/_6] +^!High Float _8 +^!Cancel _2 +Diagonal Float [_7/_9]_8 +^!Tombstone Drop _2_+_K +^!Tombstone Dive _3_+_K +Kaibito Procession _O^U_S +Kaibito Kick Out _O^T_S + _`only on Anakaris vs. Anakaris + _`one of them must use Kaibito Procession 1st +Reverse Warp against wall_4_4 +Kaibito Coin Game after win_O^H + +:Special Moves: +Hitsugi no Mai (_^)_2_2_+[_P/_K] S +Miira Drop _2_3_6_+_P S +Ouke no Sabaki _^_2_3_6_+_P S +Cobra Blow _4_6_+_P S +Kotodama Gaeshi-inhale (_^)_2_1_4_+_K + _`absorb projectiles +^!Kotodama Gaeshi-exhale (_^)_2_3_6_+_K S +Pit of Blame knocked_6_2_3_+_K + +:EX Moves: +Shinjitsu no Oshie reversal_6_2_3_+^W G +Naraku no Ana _4_1_2_3_6_+^V +Pharaoh Split (_^)^E^E_2^I^J + _`splits in two +Pharaoh Magic (_^)^I^E_2^H^F +^!Reverse Coffin _O_S +Pharaoh Salvation (2LV)(_^)^J^F_2^I^G +^!Reverse Coffin _O_S +Pharaoh Decoration (3LV)(_^)^J^F^H_2^E^I^G +^!Reverse Coffin _O_S +----------------------------------------------- +$end +$cmd +Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Hane Ha _4_1_2_3_6_+_P S +^!Tsuji Hayate _2_3_6_+_P S + ^!Kaeshi Ha _4_+_P + ^!Kien Zan _6_2_3_+_P +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Karame Dama _^_4_1_2_3_6_+_P S +Kien Zan reversal_6_2_3_+_P SG +Kirisute Gomem ^-_x_+[^F/^G] S + +:EX Moves: +Enma Ishi _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Togakubi Sarashi foe down_2_2_+^W +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive [_4/_6]_+[^F/^G] +Light Pleasure [_4/_6]_+[^I/^J] + +:Air Throws: +Demon Fly _^[_4/_6]_+[^F/^G] + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P S +Demon Cradle-vertical _6_2_3_+_P SG +Demon Cradle-diagonal Dash_6_2_3_+_P S +Bat Spin (_^)_2_1_4_+_K S +Negative Stolen ^-_x_+[^F/^G] + +:EX Moves: +Midnight Bliss _2_6_3_+^W +Demon Blast _2_6_3_+^V +Midnight Pleasure (2LV)^E^F_6^I^I +Darkside Master _4_2_1_+^V + _`all attacks are followed by two bats +----------------------------------------------- +$end +$cmd +Donovan Baine +----------------------------------------------- +:Throws: +Sharirum Luna [_4/_6]_+[^F/^G] + +:Command Moves: +Hop Kick _6_+^J +Killshread Surf _^_2_+[^H/^I] +Killshread Dive _^_2_+^J + +:Special Moves: +Killshred Plant _2_1_4_+_K S +^!Killshread Summon _2_1_4_+_K +^!Killshread Lightning _2_1_4_+_P S +Ifrit Summon _6_2_3_+_P SG +Shiva Summon _4_1_2_3_6_+_P S +Raiden Summon _4_2_1_+_X_P S +Sword Grapple ^-_6_3_2_1_4_+[^F/^G] + +:EX Moves: +Titan Summon _4_1_2_3_6_+_K +Change Immortal ^F^E_4^H^I +^!Move [_2/_8] +Slay Shred _4_2_1_+^V + _`all attacks are followed by sword +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Throws: +Panic Nail [_4/_6]_+[^F/^G] +Tumble Cat [_4/_6]_+[^I/^J] +Fake Throw [_4/_6]_+_S + +:Air Throws: +Flip Cat _^[_4/_6]_+[^F/^G] + +:Command Moves: +Wall Hold _^corner +^!Delayed Wall Clutch [^7/^9] +^!Sankaku Tobi press[_7/_9] +Head Ride _^on foe's head + +:Special Moves: +Rolling Buckler _2_3_6_+_P_P S +Cat Spike _6_2_3_+_P S +Delta Kick _6_2_3_+_K SG +Hell Cat ^-_6_3_2_1_4_+[^I/^J] S +Toy Touch foe down_2_2_+_P S +EX Charge _2_2_+_O^V + _`charge POWER bar + +:EX Moves: +Dancing Flash _4_1_2_3_6_+^W +Please Help Me! _4_1_2_3_6_+^V +Kitty's Helper _4_2_1_+^V + _`call Kitty to attack together +----------------------------------------------- +$end +$cmd +Hsien-Ko +(Lei-Lei on Japanese Version) +----------------------------------------------- +:Throws: +Hourei [_4/_6]_+[^F/^I/^G/^J] + +:Air Throws: +Houten _^[_4/_6]_+[^F/^G] + +:Command Moves: +Rantetsu _6_+^F +Edoga _6_+^G +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Anki Hou _2_3_6_+_P S +Henkyou Ki (_^)_2_1_4_+_P S +Senpuu Bu (_^)_6_2_3_+_P SG +^!Blender _X_P +^!Cancel _K +Houten Geki ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Chirei Tou _4_1_2_3_6_+^V +Tenrai Ha ^H^J^F^F_8 +Chuuka Dan _4_1_2_3_6_+^W +----------------------------------------------- +$end +$cmd +Huitzil +(Phobos on Japanese Version) +----------------------------------------------- +:Throws: +Magnet Slam [_4/_6]_+[^F/^G] + +:Air Throws: +Sky Capture _^[_4/_6]_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Alternate Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Plasma Beam-high _2_3_6_+_P S +Plasma Beam-low _2_3_6_+_K S +Genocide Vulcan _4_2_1_+_P S +Reflect Wall reversal_6_2_3_+_P SG +Circuit Scrapper ^-_6_3_2_1_4_+[^F/^G] S +Might Launcher (_^)_2_1_4_+_P S +Plasma Trap _^_2_1_4_+_K S + +:EX Moves: +Enraging Sphere _4_2_1_+^V +Final Guardian _6_2_3_+^V +Ray of Doom _2_6_3_+^W + _`can fly + _`all attacks are followed by Beams +----------------------------------------------- +$end +$cmd +Jon Talbain +(Gallon on Japanese Version) +----------------------------------------------- +:Throws: +Rapid Crunch [_4/_6]_+[^F/^G] +Canyon Rounder [_4/_6]_+[^I/^J] + +:Air Throws: +Canyon Flyer _^_?_+[^F/^G] + +:Command Moves: +Sadness Wind _6_+^I +Quick Move _2_+^T + +:Special Moves: +Beast Cannon-straight _2_3_6_+_P S +^!Double _?_+_P +Beast Cannon-diving _^_2_3_6_+_P S +^!Double _?_+_P +Beast Cannon-rising _6_2_3_+_P SG +^!Double _?_+_P +Million Flicker _2_1_4_+_X_P S +Climb Laser _2_8_+_K S +Wild Circular ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Dragon Cannon _4_1_2_3_6_+^W +Moment Slice ^E^F_6^H^I +Mirage Body _4_1_2_3_6_+^V + _`all Normal Attacks become multi-hit +----------------------------------------------- +$end +$cmd +Lord Raptor +(Zabel Zarock on Japanese Version) +----------------------------------------------- +:Throws: +Murder Beat [_4/_6]_+[^F/^G] +Deadly Catapult [_4/_6]_+[^I/^J] + +:Air Throws: +Air Catastrophe _^[_4/_6]_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Extended Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Directed Punches _^_2_+_P +Divine Stinger _^_2_+_K + +:Special Moves: +Death Hurricane (_^)_2_1_4_+_K S +Skull Sting (_^)_2_8_+_K S +Hell's Gate _4_1_2_3_6_+_K +Death Phrase reversal_6_2_3_+_K SG +Skull Punish ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Death Voltage (_^)_6_3_2_1_4_+^V +Evil Scream _6_4_+^W +Hell Dunk _6_2_3_+^W +Ultimate Undead _4_2_1_+^V + _`get a chainsaw +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] +Breast Anguish [_4/_6]_+[^I/^J] + +:Air Throws: +Sexual Embrace _^[_4/_6]_+[^F/^G] + +:Command Moves: +Vertical Dash _2_8 +Shell Kick _^_2_+_K + +:Special Moves: +Soul Fist (_^)_2_3_6_+_P S +Shadow Blade _6_2_3_+_P SG +Vector Drain ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Valkyrie Turn (_^)_6_3_2_1_4_+_K[_P/_K] +Darkness Illusion (_^)^E^E_6^H^G +Finishing Shower ^F^E_4^H^I +Cryptic Needle _6^G^F^E_6 +Astral Vision (_^)^E^E_6^F^G + _`double image and enclose foe + _`double hits +----------------------------------------------- +$end +$cmd +Pyron +----------------------------------------------- +:Throws: +Corona Whip [_4/_6]_+[^F/^G] + +:Air Throws: +Galactic Throw _^[_4/_6]_+[^F/^G] + +:Command Moves: +Rush Punches _6_+_P +Diving Punch _^_2_+_P + +:Special Moves: +Sol Smasher (_^)_2_3_6_+_P S +Orbital Blaze _^_2_1_4_+_K S +Zodiac Fire _6_2_3_+_P SG +Galaxy Trip (_^)_4_2_1_+[_P/_K] +Planet Burning ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Cosmo Disruption _4_1_2_3_6_+[^W/^V] +Piled Hell (_^)_6_2_3_+^V +Shining Gemini _2_6_3_+^W + _`create a clone to attack foe +----------------------------------------------- +$end +$cmd +Rikuo +(Aulbath on Japanese Version) +----------------------------------------------- +:Throws: +Land Fisher [_4/_6]_+[^F/^G] +^!Multi Land Fisher _4_6_4 + +:Air Throws: +Cataract Cry _^[_4/_6]_+[^F/^G] + +:Command Moves: +Killer Vortex _^_2_+^J + +:Special Moves: +Sonic Wave ^4_6_+_P S +Poison Breath ^4_6_+_K S +Spinning Current _6_6_+^G +Trick Fish _4_4_+_K S +Trick Fish _6_2_3_+_K SG +Crystal Lancer ^-_6_3_2_1_4_+[^F/^G] S +Gem's Anger ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Aqua Spread _6_3_2_+_O[^W/^V] +Water Jail _6_2_3_+^W +Sea Rage _4_1_2_3_6_+^W +Direct Scissors (3LV)_2_2_+^W + _`only with Darkstalkers original outfit +----------------------------------------------- +$end +$cmd +Sasquatch +----------------------------------------------- +:Throws: +Big Bomb [_4/_6]_+[^F/^G] + +:Air Throws: +Big Air _^[_4/_6]_+[^F/^G] + +:Special Moves: +Big Breath _2_3_6_+_P S +Big Blow _6_2_3_+_O_P S +Big Typhoon _6_2_3_+_K SG +Big Towers _2_2_+_P S +Big Brunch ^-_6_3_2_1_4_+[^F/^G] S +Big Swing ^-_x_+[^I/^J] S + +:EX Moves: +Big Freeze _4_1_2_3_6_+^W +Big Ice Burn _4_1_2_3_6_+^V +Big Sledge ^-_x_x_+^V +Big Trap _4_1_2_3_6_+_S +Big Resistor with MAPS _4_2_1_+^V + _`create penguins to blow up when press_P +----------------------------------------------- +$end +$cmd +Victor Von Gerdenheim +----------------------------------------------- +:Throws: +Mega Strangle [_4/_6]_+^F +^!Gravition Knuckle _2_8_+_P +Jaw Slugger [_4/_6]_+^G +^!Gravition Knuckle _2_8_+_P +Bottom Grip [_4/_6]_+[^I/^J] + +:Air Throws: +Mega Throw _^[_4/_6]_+[^F/^G] + +:Command Moves: +Minimum Step _2_+^T +Dengeki Touki _O[^F/^G/^I/^J] + +:Special Moves: +Gyro Crush _2_1_4_+_P S +Giga Burn _6_2_3_+_K SG +Giga Buster ^4_6_+_K S +Mega Forehead ^4_6_+_P S +Mega Stake ^2_8_+_P S + _`can use as pursuit move +Mega Shock ^-_2_3_6_+_X_K +Mega Spike ^-_x_+[^F/^G] + +:EX Moves: +Thunder Break ^2_8_+^V +Geldenheim 3 (2LV)^-_x_x_+^V +Great Geldenheim _4_1_2_3_6_+^V +^!Gerdenheim Gyro _P +Giga Brute _6_2_3_+^W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Oboro Bishamon + - at the Character Select Screen + - put the cursor on Bishamon_O_Spress[_P/_K] +----------------------------------------------- +$end +$cmd +Oboro Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Nukienzan _4_1_2_3_6_+_P S +Oni Kubari _2_3_6_9_+_P S +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Kien Zan _6_2_3_+_P S +Kirisute Gomem ^-_x_+[^F/^G] S +Kibi Tsukane _6_2_3_+_K S + +:EX Moves: +Enma Ishi _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Togakubi Sarashi foe down_2_2_+^W +Kimen Kudaki _4_2_1_+^W +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit(DSTLK 1st outfit) + - ^F: 2nd Outfit(DSTLK 2nd outfit) + - ^G: 3rd Outfit + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit + - ^W: 7th Outfit + - ^V: 8th Outfit + +*Fight Mid-Boss + - win 3 rounds with EX Moves or Dark Forces + - don't lose any round + +*Fight Oboro Bishamon + - win 3 rounds with EX Moves + - don't lose any round + - kill your last boss with the EX Move below + Anakaris - Pharaoh Magic + Bishamon - Togakubi Sarashi + Demitri - Midnight Pleasure + Donovan - Change Immortal + Felicia - Please Help Me! + Hsien-Ko - Chuuka Dan + Huitzil - Final Guardian + Jon Talbain - Moment Slice + Lord Raptor - Hell Dunk + Morringan - Darkness Illusion + Pyron - Piled Hell + Rikuo - Aqua Spread + Sasquatch - Big Sledge + Victor - Geldenheim 3 + +*Shadow Mode + - at the Character Select Screen + - put the cursor on "?"_Sx5_O_Spress[_P/_K] + +*Marionette Mode + - at the Character Select Screen + - put the cursor on "?"_Sx7_O_Spress[_P/_K] +----------------------------------------------- +$end + +$info=vsav2 +$cmd +*---INFO---* +----------------------------------------------- +Vampire Savior 2: The Lord of Vampire +(c)1997 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +S: ES Special Move with[^W/^V] (1LV) +G: Guard Cancel Move (1LV) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:EX Moves: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Recovery Moves: +Rising Attack knocked[_4/_6]_+[_P/_K] + +:Pursuit Moves: +Pursuit Attack foe down_8_+[_P/_K] S + +:Command Moves: +Dark Force (1LV)[^E_+^H/^F_+^I/^G_+^J] +----------------------------------------------- +$end +$cmd +Anakaris +----------------------------------------------- +:Command Moves: +Seija no Ayumi _6_+^I +Floating Coffin [_4/_6]_+^J +Mid-air Float _8 +^!Move [_4/_6] +^!High Float _8 +^!Cancel _2 +Diagonal Float [_7/_9]_8 +^!Tombstone Drop _2_+_K +^!Tombstone Dive _3_+_K +Kaibito Procession _O^U_S +Kaibito Kick Out _O^T_S + _`only on Anakaris vs. Anakaris + _`one of them must use Kaibito Procession 1st +Reverse Warp against wall_4_4 +Kaibito Coin Game after win_O^H + +:Special Moves: +Hitsugi no Mai (_^)_2_2_+[_P/_K] S +Ouke no Sabaki _^_2_3_6_+_P S +Kotodama Gaeshi-inhale (_^)_2_1_4_+_K + _`absorb projectile +^!Kotodama Gaeshi-exhale (_^)_2_3_6_+_K S +Cobra Blow _4_6_+_P S +Miira Drop _2_3_6_+_P S +Pit of Blame knocked_6_2_3_+_K + +:EX Moves: +Shinjitsu no Oshie reversal_6_2_3_+^W G +Naraku no Ana _4_1_2_3_6_+^V +Pharaoh Split (_^)^E^E_2^I^J + _`splits in two +Pharaoh Magic (_^)^I^E_2^H^F +^!Reverse Coffin _O_S +Pharaoh Salvation (2LV)(_^)^J^F_2^I^G +^!Reverse Coffin _O_S +Pharaoh Decoration (3LV)(_^)^J^F^H_2^E^I^G +^!Reverse Coffin _O_S +----------------------------------------------- +$end +$cmd +Baby Bonnie Hood +(Bulleta on Japanese Version) +----------------------------------------------- +:Throws: +Hold and Cut [_4/_6]_+[^F/^G] + +:Air Throws: +Catch and Cut _^[_4/_6]_+[^F/^G] + +:Command Moves: +Tricky Basket [_4/_6]_+^F +Stumble and Blade [Dash/Retreat][_4/_6]_+^F +Surprise and Hop [_4/_6]_+^I +Tell Me Why _2_+^T +Malice and Mine _3_+^J +Double Jump _^_8 + +:Special Moves: +Smile and Missile-high ^4_6_+_P S +Smile and Missile-low ^4_6_+_K S +Happy and Missile ^2_8_+_P S +Cheer and Fire _6_2_3_+_P S +Shyness and Strike _2_1_4_+_O_P S +Jealousy and Fake reversal_6_2_3_+_K G +Sentimental Typhoon ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Cool Hunting _4_1_2_3_6_+^W +Beautiful Memory _4_1_2_3_6_+^V +Apple For You _6_3_2_1_4_+^V +Doll and Bomb _4_2_1_+^V +----------------------------------------------- +$end +$cmd +Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Hane Ha _4_1_2_3_6_+_P S +^!Tsuji Hayate _2_3_6_+_P S +^!Kaeshi Ha _4_+_P + ^!Kien Zan _6_2_3_+_P +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Kien Zan reversal_6_2_3_+_P SG +Kirisute Gomem ^-_x_+[^F/^G] S +Karame Dama _^_4_1_2_3_6_+_P S + +:EX Moves: +Enma Ishi _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Togakubi Sarashi foe down_2_2_+^W +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive [_4/_6]_+[^F/^G] +Light Pleasure [_4/_6]_+[^I/^J] + +:Air Throws: +Demon Fly _^[_4/_6]_+[^F/^G] + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P S +Bat Spin (_^)_2_1_4_+_K S +Demon Cradle-vertical _6_2_3_+_P SG +Demon Cradle-diagonal Dash_6_2_3_+_P S +Negative Stolen ^-_x_+[^F/^G] + +:EX Moves: +Midnight Bliss _2_6_3_+^W +Demon Blast _2_6_3_+^V +Midnight Pleasure (2LV)^E^F_6^I^I +Darkside Master _4_2_1_+^V + _`all attacks are followed by two bats +----------------------------------------------- +$end +$cmd +Donovan Baine +----------------------------------------------- +:Throws: +Sharirum Luna [_4/_6]_+[^F/^G] + +:Command Moves: +Hop Kick _6_+^J +Killshread Surf _^_2_+[^H/^I] +Killshread Dive _^_2_+^J + +:Special Moves: +Killshred Plant _2_1_4_+_K S +^!Killshread Summon _2_1_4_+_K +^!Killshread Lightning _2_1_4_+_P S +Ifrit Summon _6_2_3_+_P SG +Shiva Summon _4_1_2_3_6_+_P S +Raiden Summon _4_2_1_+_X_P S +Sword Grapple ^-_6_3_2_1_4_+[^F/^G] + +:EX Moves: +Titan Summon _4_1_2_3_6_+_K +Change Immortal ^F^E_4^H^I +^!Move [_2/_8] +Slay Shred _4_2_1_+^V + _`all attacks are followed by sword +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Throws: +Panic Nail [_4/_6]_+[^F/^G] +Tumble Cat [_4/_6]_+[^I/^J] +Fake Throw [_4/_6]_+_S + +:Air Throws: +Flip Cat _^[_4/_6]_+[^F/^G] + +:Command Moves: +Wall Hold _^corner +^!Delayed Wall Clutch [^7/^9] +^!Sankaku Tobi press[_7/_9] +Head Ride _^on foe's head + +:Special Moves: +Rolling Buckler _2_3_6_+_P_P S +Cat Spike _6_2_3_+_P S +Delta Kick _6_2_3_+_K SG +Hell Cat ^-_6_3_2_1_4_+[^I/^J] S +Toy Touch foe down_2_2_+_P S +EX Charge _2_2_+_O^V + _`charge POWER bar + +:EX Moves: +Dancing Flash _4_1_2_3_6_+^W +Please Help Me! _4_1_2_3_6_+^V +Kitty's Helper _4_2_1_+^V + _`call Kitty to attack together +----------------------------------------------- +$end +$cmd +Hsien-Ko +(Lei-Lei on Japanese Version) +----------------------------------------------- +:Throws: +Hourei [_4/_6]_+[^F/^I/^G/^J] + +:Air Throws: +Houten _^[_4/_6]_+[^F/^G] + +:Command Moves: +Rantetsu _6_+^F +Edoga _6_+^G +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Anki Hou _2_3_6_+_P S +Henkyou Ki (_^)_2_1_4_+_P S +Senpuu Bu (_^)_6_2_3_+_P SG +^!Blender _X_P +^!Cancel _K +Houten Geki ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Chirei Tou _4_1_2_3_6_+^V +Tenrai Ha ^H^J^F^F_8 +Chuuka Dan _4_1_2_3_6_+^W +----------------------------------------------- +$end +$cmd +Huitzil +(Phobos on Japanese Version) +----------------------------------------------- +:Throws: +Magnet Slam [_4/_6]_+[^F/^G] + +:Air Throws: +Sky Capture _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Float _^^8 + +:Special Moves: +Plasma Beam-high _2_3_6_+_P S +Plasma Beam-low _2_3_6_+_K S +Genocide Vulcan _4_2_1_+_P S +Reflect Wall reversal_6_2_3_+_P SG +Circuit Scrapper ^-_6_3_2_1_4_+[^F/^G] S +Might Launcher (_^)_2_1_4_+_P S +Plasma Trap _^_2_1_4_+_K S + +:EX Moves: +Enraging Sphere _4_2_1_+^V +Final Guardian _6_2_3_+^V +Ray of Doom _2_6_3_+^W + _`can fly + _`all attacks are followed by Beams +----------------------------------------------- +$end +$cmd +Jedah Dohma +----------------------------------------------- +:Throws: +Sange Vanjerono [_4/_6]_+[^F/^G] + +:Air Throws: +Maste Spinta _^[_4/_6]_+[^F/^G] + +:Command Moves: +Baruzo Perudono _^_6_6 + +:Special Moves: +Dio Seega (_^)_2_3_6_+_P S +Nero Fautica _2_1_4_+_P S +Ira Spinta _^_6_3_2_1_4_+_K S +^!Ira Piano _P SG +Spregio _6_2_3_+_P S +Sange Pasaare ^-_6_3_2_1_4_+[^I/^J] + +:EX Moves: +Prova di Cervo _4_1_2_3_6_+^V_K +Finale Rosso _2_2_+^W +Santo Ario _4_2_1_+^V + _`can fly +----------------------------------------------- +$end +$cmd +Lilith Aensland +----------------------------------------------- +:Throws: +Innocent Hug [_4/_6]_+[^F/^G] + +:Air Throws: +Childish Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +High Jump _2_8 + +:Special Moves: +Soul Flash (_^)_2_3_6_+_P S +Shining Blade _6_2_3_+_P SG +Merry Turn _2_1_4_+_K S +Mystic Arrow _6_3_2_1_4_+_P S + +:EX Moves: +Splendor Love _6_2_3_+^V +Luminous Illusion (_^)^E^E_6^H^G +Gloomy Puppet Show (2LV)_4_1_2_3_6_+^V +Mimic Doll (_^)^E^E_6^F^G + _`create a clone to imitate +----------------------------------------------- +$end +$cmd +Lord Raptor +(Zabel Zarock on Japanese Version) +----------------------------------------------- +:Throws: +Murder Beat [_4/_6]_+[^F/^G] +Deadly Catapult [_4/_6]_+[^I/^J] + +:Air Throws: +Air Catastrophe _^[_4/_6]_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Extended Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Directed Punches _^_2_+_P +Divine Stinger _^_2_+_K + +:Special Moves: +Death Hurricane (_^)_2_1_4_+_K S +Skull Sting (_^)_2_8_+_K S +Hell's Gate _4_1_2_3_6_+_K +Death Phrase reversal_6_2_3_+_K SG +Skull Punish ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Death Voltage (_^)_6_3_2_1_4_+^V +Evil Scream _6_4_+^W +Hell Dunk _6_2_3_+^W +Ultimate Undead _4_2_1_+^V + _`get a chainsaw +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] +Breast Anguish [_4/_6]_+[^I/^J] + +:Air Throws: +Sexual Embrace _^[_4/_6]_+[^F/^G] + +:Command Moves: +Vertical Dash _2_8 +Shell Kick _^_2_+_K + +:Special Moves: +Soul Fist (_^)_2_3_6_+_P S +Shadow Blade _6_2_3_+_P SG +Vector Drain ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Valkyrie Turn (_^)_6_3_2_1_4_+_K[_P/_K] +Darkness Illusion (_^)^E^E_6^H^G +Finishing Shower ^F^E_4^H^I +Cryptic Needle _6^G^F^E_6 +Astral Vision (_^)^E^E_6^F^G + _`double image and enclose foe + _`double hits +----------------------------------------------- +$end +$cmd +Pyron +----------------------------------------------- +:Throws: +Corona Whip [_4/_6]_+[^F/^G] + +:Air Throws: +Galactic Throw _^[_4/_6]_+[^F/^G] + +:Command Moves: +Rush Punches _6_+_P +Diving Punch _^_2_+_P + +:Special Moves: +Sol Smasher (_^)_2_3_6_+_P S +Orbiter Blaze _^_2_1_4_+_K S +Zodiac Fire _6_2_3_+_P SG +Galaxy Trip (_^)_4_2_1_+[_P/_K] +Planet Burning ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Cosmo Disruption _4_1_2_3_6_+[^W/^V] +Piled Hell (_^)_6_2_3_+^V +Shining Gemini _2_6_3_+^W + _`create a clone to attack foe +----------------------------------------------- +$end +$cmd +Q-Bee +----------------------------------------------- +:Throws: +Cn [_4/_6]_+[^F/^G] + +:Air Throws: +Ca _^[_4/_6]_+[^F/^G] + +:Command Moves: +Air Dash _^_6_6 +Hover Jump _^_8 + +:Special Moves: +SxP (_^)_X_K +C.R (_^)_4_1_2_3_6_+_P S +Delta A (_^)_2_1_4_+_K S +R.M. reversal_6_2_3_+_K SG +O.M. ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Qj (_^)_6_2_3_+^W ++B (_^)_4_1_2_3_6_+^V +I² _4_2_1_+^V + _`can fly +----------------------------------------------- +$end +$cmd +Victor Von Gerdenheim +----------------------------------------------- +:Throws: +Mega Strangle [_4/_6]_+^F +^!Gravition Knuckle _2_8_+_P +Jaw Slugger [_4/_6]_+^G +^!Gravition Knuckle _2_8_+_P +Bottom Grip [_4/_6]_+[^I/^J] + +:Air Throws: +Mega Throw _^[_4/_6]_+[^F/^G] + +:Command Moves: +Minimum Step _2_+^T +Dengeki Touki _O[^F/^G/^I/^J] + +:Special Moves: +Gyro Crush _2_1_4_+_P S +Giga Burn _6_2_3_+_K SG +Giga Buster ^4_6_+_K S +Mega Forehead ^4_6_+_P S +Mega Stake ^2_8_+_P S + _`can use as pursuit move +Mega Shock ^-_2_3_6_+_X_K +Mega Spike ^-_x_+[^F/^G] + +:EX Moves: +Thunder Break ^2_8_+^V +Geldenheim 3 (2LV)^-_x_x_+^V +Great Geldenheim _4_1_2_3_6_+^V +^!Gerdenheim Gyro ^-_P +Giga Brute _6_2_3_+^W +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Oboro Bishamon + - at the Character Select Screen + - put the cursor on Bishamon_O_Spress[_P/_K] +----------------------------------------------- +$end +$cmd +Oboro Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Nukienzan _4_1_2_3_6_+_P S +Oni Kubari _2_3_6_9_+_P S +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Kien Zan _6_2_3_+_P S +Kirisute Gomem ^-_x_+[^F/^G] S +Kibi Tsukane _6_2_3_+_K S + +:EX Moves: +Enma Ishi _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Togakubi Sarashi foe down_2_2_+^W +Kimen Kudaki _4_2_1_+^W +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit(DSTLK 1st outfit) + - ^F: 2nd Outfit(DSTLK 2nd outfit) + - ^G: 3rd Outfit + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit + - ^W: 7th Outfit + - ^V: 8th Outfit + +*Fight Mid-Boss + - win 3 round with EX Moves or Dark Forces + - don't lose any round + +*Fight Oboro Bishamon + - win 3 rounds with EX Moves + - don't lose any round + - kill your last boss with the EX Move below + Anakaris - Pharaoh Magic + Baby Bonnie Hood - Beautiful Memory + Bishamon - Togakubi Sarashi + Demitri - Midnight Pleasure + Donovan - Change Immortal + Felicia - Please Help Me! + Hsien-Ko - Chuuka Dan + Huitzil - Final Guardian + Jedah - Prova di Cervo + Lilith - Gloomy Puppet Show + Lord Raptor - Hell Dunk + Morringan - Darkness Illusion + Pyron - Piled Hell + Q-Bee - +B + Victor - Geldenheim 3 + +*Shadow Mode + - at the Character Select Screen + - put the cursor on "?"_Sx5_O_Spress[_P/_K] + +*Marionette Mode + - at the Character Select Screen + - put the cursor on "?"_Sx7_O_Spress[_P/_K] +----------------------------------------------- +$end + +$info=vsav +$cmd +*---INFO---* +----------------------------------------------- +Vampire Savior: The Lord of Vampire +(c)1997 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +S: ES Special Move with[^W/^V] (1LV) +G: Guard Cancel Move (1LV) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:EX Moves: +needs 1LV + +:Dark Force: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Guard Moves: +Advancing Guard block[_P/_K]x4 + +:Recovery Moves: +Rising Attack knocked[_4/_6]_+[_P/_K] + +:Pursuit Moves: +Pursuit Attack foe down_8_+[_P/_K] S +----------------------------------------------- +$end +$cmd +Anakaris +----------------------------------------------- +:Command Moves: +Seija no Ayumi _6_+^I +Floating Coffin [_4/_6]_+^J +Mid-air Float _8 +^!Move [_4/_6] +^!High Float _8 +^!Cancel _2 +Diagonal Float [_7/_9]_8 +^!Tombstone Drop _2_+_K +^!Tombstone Dive _3_+_K +Kaibito Procession _O^U_S +Kaibito Kick Out _O^T_S + _`only on Anakaris vs. Anakaris + _`one of them must use Kaibito Procession 1st +Reverse Warp against wall_4_4 +Kaibito Coin Game after win_O^H + +:Special Moves: +Hitsugi no Mai (_^)_2_2_+[_P/_K] S +Ouke no Sabaki _^_2_3_6_+_P S +Kotodama Gaeshi-inhale (_^)_2_1_4_+_K + _`absorb projectile +^!Kotodama Gaeshi-exhale (_^)_2_3_6_+_K S +Cobra Blow _4_6_+_P S +Miira Drop _2_3_6_+_P S +Pit of Blame knocked_6_2_3_+_K + +:EX Moves: +Shinjitsu no Oshie reversal_6_2_3_+^W G +Naraku no Ana _4_1_2_3_6_+^V +Pharaoh Magic (_^)^I^E_2^H^F +^!Reverse Coffin _O_S +Pharaoh Salvation (2LV)(_^)^J^F_2^I^G +^!Reverse Coffin _O_S +Pharaoh Decoration (3LV)(_^)^J^F^H_2^E^I^G +^!Reverse Coffin _O_S + +:Dark Force: +Pharaoh Split [^E_+^H/^F_+^I/^G_+^J] + _`splits in two + +:Additional Notes: +_`can't use Advancing Guard +----------------------------------------------- +$end +$cmd +Baby Bonnie Hood +(Bulleta on Japanese Version) +----------------------------------------------- +:Throws: +Hold and Cut [_4/_6]_+[^F/^G] + +:Air Throws: +Catch and Cut _^[_4/_6]_+[^F/^G] + +:Command Moves: +Tricky Basket [_4/_6]_+^F +Surprise and Hop [_4/_6]_+^I +Tell Me Why _2_+^T +Malice and Mine _3_+^J +Double Jump _^_8 + +:Special Moves: +Smile and Missile-high ^4_6_+_P S +Smile and Missile-low ^4_6_+_K S +Happy and Missile ^2_8_+_P S +Cheer and Fire _6_2_3_+_P S +Shyness and Strike _2_1_4_+_O_P S +Jealousy and Fake reversal_6_2_3_+_K G +Sentimental Typhoon ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Cool Hunting _4_1_2_3_6_+^W +Beautiful Memory _4_1_2_3_6_+^V +Apple For You _6_3_2_1_4_+^V + +:Dark Force: +The Killing Time [^E_+^H/^F_+^I/^G_+^J] + _`all_Pbecome Smile and Missile-high +----------------------------------------------- +$end +$cmd +Bishamon +----------------------------------------------- +:Throws: +Kesa Nage [_4/_6]_+[^F/^G] + +:Air Throws: +Mitamanuki _^[_4/_6]_+[^F/^G] + +:Command Moves: +Alternate Attacks _6_+[_P/_K] +Return Giri _6_+_P_P + +:Special Moves: +Hane Ha _4_1_2_3_6_+_P S +^!Tsuji Hayate _2_3_6_+_P S +^!Kaeshi Ha _4_+_P + ^!Kien Zan _6_2_3_+_P +Iai Giri-high ^4_6_+_P S +Iai Giri-low ^4_6_+_K S +Kien Zan reversal_6_2_3_+_P SG +Kirisute Gomem ^-_x_+[^F/^G] S +Karame Dama _^_4_1_2_3_6_+_P S + +:EX Moves: +Enma Ishi _4_1_2_3_6_+^V +Oni Kubi Hineri _6_3_2_1_4_+^W +Togakubi Sarashi foe down_2_2_+^W + +:Dark Force: +Kyouka Yoroi~K. Katabira [^E_+^H/^F_+^I/^G_+^J] + _`become Super Armor +----------------------------------------------- +$end +$cmd +Demitri Maximoff +----------------------------------------------- +:Throws: +Bat Dive [_4/_6]_+[^F/^G] +Light Pleasure [_4/_6]_+[^I/^J] + +:Air Throws: +Demon Fly _^[_4/_6]_+[^F/^G] + +:Special Moves: +Chaos Flare (_^)_2_3_6_+_P S +Bat Spin (_^)_2_1_4_+_K S +Demon Cradle-vertical _6_2_3_+_P SG +Demon Cradle-diagonal Dash_6_2_3_+_P S +Negative Stolen ^-_x_+[^F/^G] + +:EX Moves: +Midnight Bliss _2_6_3_+^W +Demon Blast _2_6_3_+^V +Midnight Pleasure (2LV)^E^F_6^I^I + +:Dark Force: +Darkside Master [^E_+^H/^F_+^I/^G_+^J] + _`all attacks are followed by two bats +----------------------------------------------- +$end +$cmd +Felicia +----------------------------------------------- +:Throws: +Panic Nail [_4/_6]_+[^F/^G] +Tumble Cat [_4/_6]_+[^I/^J] +Fake Throw [_4/_6]_+_S + +:Air Throws: +Flip Cat _^[_4/_6]_+[^F/^G] + +:Command Moves: +Wall Hold _^corner +^!Delayed Wall Clutch [^7/^9] +^!Sankaku Tobi press[_7/_9] +Head Ride _^on foe's head + +:Special Moves: +Rolling Buckler _2_3_6_+_P_P S +Cat Spike _6_2_3_+_P S +Delta Kick _6_2_3_+_K SG +Hell Cat ^-_6_3_2_1_4_+[^I/^J] S +Toy Touch foe down_2_2_+_P S +EX Charge _2_2_+_O^V + _`charge POWER bar + +:EX Moves: +Dancing Flash _4_1_2_3_6_+^W +Please Help Me! _4_1_2_3_6_+^V + +:Dark Force: +Kitty's Helper [^E_+^H/^F_+^I/^G_+^J] + _`call Kitty to attack together +----------------------------------------------- +$end +$cmd +Hsien-Ko +(Lei-Lei on Japanese Version) +----------------------------------------------- +:Throws: +Hourei [_4/_6]_+[^F/^I/^G/^J] + +:Air Throws: +Houten _^[_4/_6]_+[^F/^G] + +:Command Moves: +Rantetsu _6_+^F +Edoga _6_+^G +Air Dash _^[_4_4/_6_6] + +:Special Moves: +Anki Hou _2_3_6_+_P S +Henkyou Ki (_^)_2_1_4_+_P S +Senpuu Bu (_^)_6_2_3_+_P SG +^!Blender _X_P +^!Cancel _K +Houten Geki ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Chirei Tou _4_1_2_3_6_+^V +Tenrai Ha ^H^J^F^F_8 +Chuuka Dan _4_1_2_3_6_+^W + +:Dark Force: +Daibousou~Rimoukon [^E_+^H/^F_+^I/^G_+^J] + _`become Hyper Armor +----------------------------------------------- +$end +$cmd +Jedah Dohma +----------------------------------------------- +:Throws: +Sange Vanjerono [_4/_6]_+[^F/^G] + +:Air Throws: +Maste Spinta _^[_4/_6]_+[^F/^G] + +:Command Moves: +Baruzo Perudono _^_6_6 + +:Special Moves: +Dio Seega (_^)_2_3_6_+_P S +Nero Fautica _2_1_4_+_P S +Ira Spinta _^_6_3_2_1_4_+_K S +^!Ira Piano _P SG +Spregio reversal_6_2_3_+_P S +Sange Pasaare ^-_6_3_2_1_4_+[^I/^J] + +:EX Moves: +Prova di Cervo _4_1_2_3_6_+^V_K +Finale Rosso _2_2_+^W + +:Dark Force: +Santo Ario [^E_+^H/^F_+^I/^G_+^J] + _`can fly +----------------------------------------------- +$end +$cmd +Jon Talbain +(Gallon on Japanese Version) +----------------------------------------------- +:Throws: +Rapid Crunch [_4/_6]_+[^F/^G] +Canyon Rounder [_4/_6]_+[^I/^J] + +:Air Throws: +Canyon Flyer _^_?_+[^F/^G] + +:Command Moves: +Sadness Wind _6_+^I +Quick Move _2_+^T + +:Special Moves: +Beast Cannon-straight _2_3_6_+_P S +^!Double _?_+_P +Beast Cannon-diving _^_2_3_6_+_P S +^!Double _?_+_P +Beast Cannon-rising _6_2_3_+_P SG +^!Double _?_+_P +Million Flicker _2_1_4_+_X_P S +Climb Laser _2_8_+_K S +Wild Circular ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Dragon Cannon _4_1_2_3_6_+^V +Moment Slice ^E^F_6^H^I + +:Dark Force: +Mirage Body [^E_+^H/^F_+^I/^G_+^J] + _`all Normal Attacks become multi-hit +----------------------------------------------- +$end +$cmd +Lilith Aensland +----------------------------------------------- +:Throws: +Innocent Hug [_4/_6]_+[^F/^G] + +:Air Throws: +Childish Drop _^[_4/_6]_+[^F/^G] + +:Command Moves: +High Jump _2_8 + +:Special Moves: +Soul Flash (_^)_2_3_6_+_P S +Shining Blade _6_2_3_+_P SG +Merry Turn _2_1_4_+_K S +Mystic Arrow _6_3_2_1_4_+_P S + +:EX Moves: +Splendor Love _6_2_3_+^V +Luminous Illusion (_^)^E^E_6^H^G +Gloomy Puppet Show (2LV)_4_1_2_3_6_+^V + +:Dark Forces: +Mimic Doll [^E_+^H/^F_+^I] + _`create a clone to imitate +Mirror Doll ^G_+^J + _`double image and enclose foe +----------------------------------------------- +$end +$cmd +Lord Raptor +(Zabel Zarock on Japanese Version) +----------------------------------------------- +:Throws: +Murder Beat [_4/_6]_+[^F/^G] +Deadly Catapult [_4/_6]_+[^I/^J] + +:Air Throws: +Air Catastrophe _^[_4/_6]_+[^F/^G] + +:Command Moves: +Crawl [^1/^3] +Extended Attacks _6_+[_P/_K] +Air Dash _^[_4_4/_6_6] +Directed Punches _^_2_+_P +Divine Stinger _^_2_+_K + +:Special Moves: +Death Hurricane (_^)_2_1_4_+_K S +Skull Sting (_^)_2_8_+_K S +Hell's Gate _4_1_2_3_6_+_K +Death Phrase reversal_6_2_3_+_K SG +Skull Punish ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Death Voltage (_^)_6_3_2_1_4_+^V +Evil Scream _6_4_+^W +Hell Dunk _6_2_3_+^W + +:Dark Force: +Ultimate Undead [^E_+^H/^F_+^I/^G_+^J] + _`get a chainsaw +----------------------------------------------- +$end +$cmd +Morrigan Aensland +----------------------------------------------- +:Throws: +Moon Tracer [_4/_6]_+[^F/^G] +Breast Anguish [_4/_6]_+[^I/^J] + +:Air Throws: +Sexual Embrace _^[_4/_6]_+[^F/^G] + +:Command Moves: +Vertical Dash _2_8 + +:Special Moves: +Soul Fist (_^)_2_3_6_+_P S +Shadow Blade _6_2_3_+_P SG +Vector Drain ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Valkyrie Turn (_^)_6_3_2_1_4_+_K[_P/_K] +Darkness Illusion (_^)^E^E_6^H^G +Finishing Shower ^F^E_4^H^I +Cryptic Needle _6^G^F^E_6 + +:Dark Force: +Astral Vision [^E_+^H/^F_+^I/^G_+^J] + _`double image and enclose foe + _`double hits +----------------------------------------------- +$end +$cmd +Q-Bee +----------------------------------------------- +:Throws: +Cn [_4/_6]_+[^F/^G] + +:Air Throws: +Ca _^[_4/_6]_+[^F/^G] + +:Command Moves: +Air Dash _^_6_6 +Hover Jump _^_8 + +:Special Moves: +SxP (_^)_X_K +C.R (_^)_4_1_2_3_6_+_P S +Delta A (_^)_2_1_4_+_K S +R.M. reversal_6_2_3_+_K SG +O.M. ^-_6_3_2_1_4_+[^F/^G] S + +:EX Moves: +Qj (_^)_6_2_3_+^W ++B (_^)_4_1_2_3_6_+^V + +:Dark Force: +I² [^E_+^H/^F_+^I/^G_+^J] + _`can fly +----------------------------------------------- +$end +$cmd +Rikuo +(Aulbath on Japanese Version) +----------------------------------------------- +:Throws: +Land Fisher [_4/_6]_+[^F/^G] +^!Multi Land Fisher _4_6_4 + +:Air Throws: +Cataract Cry _^[_4/_6]_+[^F/^G] + +:Command Moves: +Killer Vortex _^_2_+^J + +:Special Moves: +Sonic Wave ^4_6_+_P S +Poison Breath ^4_6_+_K S +Spinning Current _6_6_+^G +Trick Fish _4_4_+_K S +Trick Fish _6_2_3_+_K SG +Crystal Lancer ^-_6_3_2_1_4_+[^F/^G] S +Gem's Anger ^-_6_3_2_1_4_+[^I/^J] S + +:EX Moves: +Aqua Spread _6_3_2_+_O[^W/^V] +Water Jail _6_2_3_+^W +Sea Rage _4_1_2_3_6_+^W +Direct Scissors (3LV)_2_2_+^W + _`only with Darkstalkers original outfit + +:Dark Force: +Ocean Rage [^E_+^H/^F_+^I/^G_+^J] + _`become Hyper Armor +^!Horseshoe Crab ^T +----------------------------------------------- +$end +$cmd +Sasquatch +----------------------------------------------- +:Throws: +Big Bomb [_4/_6]_+[^F/^G] + +:Air Throws: +Big Air _^_?_+[^F/^G] + +:Special Moves: +Big Breath _2_3_6_+_P S +Big Blow _6_2_3_+_P S +Big Typhoon _6_2_3_+_K SG +Big Towers _2_2_+_P S +Big Brunch ^-_6_3_2_1_4_+[^F/^G] S +Big Swing ^-_x_+[^I/^J] S + +:EX Moves: +Big Freeze _4_1_2_3_6_+^W +Big Ice Burn _4_1_2_3_6_+^V +Big Sledge ^-_x_x_+^V +Big Trap _4_1_2_3_6_+_S + +:Dark Forces: +Big Resistor [^E_+^H/^F_+^I] + _`become Hyper Armor +Big Resistor with MAPS ^G_+^J + _`create penguins to blow up when press_P +----------------------------------------------- +$end +$cmd +Victor Von Gerdenheim +----------------------------------------------- +:Throws: +Mega Strangle [_4/_6]_+^F +^!Gravition Knuckle _2_8_+_P +Jaw Slugger [_4/_6]_+^G +^!Gravition Knuckle _2_8_+_P +Bottom Grip [_4/_6]_+[^I/^J] + +:Air Throws: +Mega Throw _^[_4/_6]_+[^F/^G] + +:Command Moves: +Minimum Step _2_+^T +Dengeki Touki _O[^F/^G/^I/^J] + +:Special Moves: +Gyro Crush _2_1_4_+_P S +Giga Burn _6_2_3_+_K SG +Giga Buster ^4_6_+_K S +Mega Forehead ^4_6_+_P S +Mega Stake ^2_8_+_P S + _`can use as pursuit move +Mega Shock ^-_2_3_6_+_X_K +Mega Spike ^-_x_+[^F/^G] + +:EX Moves: +Thunder Break ^2_8_+^V +Geldenheim 3 (2LV)^-_x_x_+^V + +:Dark Forces: +Great Geldenheim S [^E_+^H/^F_+^I] +^!Gerdenheim Gyro ^-_P +Great Geldenheim L ^G_+^J + _`Dengeki Touki all the time +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Outfit Scheme + - ^E: 1st Outfit(DSTLK 1st outfit) + - ^F: 2nd Outfit(DSTLK 2nd outfit) + - ^G: 3rd Outfit + - ^H: 4th Outfit + - ^I: 5th Outfit + - ^J: 6th Outfit + - ^W: 7th Outfit + - ^V: 8th Outfit + +*Jon Talbain Alternate Outfit + - at the Character Select Screen + - put the cursor on Jon Talbain_O^T + +*Fight Mid-Boss + - win 3 round with EX Moves or Dark Forces + - don't lose any round + +*Shadow Mode + - at the Character Select Screen + - put the cursor on "?"_Sx5_O_Spress[_P/_K] +----------------------------------------------- +$end + +$info=gowcaizr +$cmd +*---INFO---* +----------------------------------------------- +Voltage Fighter - Gowcaizer +Choujin Gakuen Gowcaizer +(c)1995 Technos +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Quick Punch +_B: Quick Kick +_C: Strong Punch +_D: Strong Kick + +_P: any Punch Button[_A/_C] +_K: any Kick Button[_B/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Positon: +^-: must be done close from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Copyable Moves: +this move can be copied after defeat foe + +:Hyper Copyable Moves: +this move must be done after defeat your mirror +image + +:Danger Moves: +need Low Life +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash _6_6 +Retreat _4_4 + +:Other Moves: +Taunt _A_+_B_+_C +----------------------------------------------- +$end +$cmd +Gowcaizer +----------------------------------------------- +:Throws: +Caizer Suplex [_4/_6]_+_C +Toss and Kick [_4/_6]_+_D + +:Air Throws: +Toss and Kick _^_2_+_D + +:Special Moves: +Caizer Strike _6_2_3_+_P +Burning Slash _2_3_6_+_K +High Slash _^_2_3_6_+_K +Running Blaze _2_1_4x2_+_P + +:Copyable Moves: +Trickster Kick _1_9_+_K + +:Hyper Copyable Moves: +Hyper Trickster Kick _1_9_+_C_+_D + +:Danger Moves: +Flaming Dragon _2_3_6_4_+_A_+_C +Caizer Attack _2_1_4_1_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Captain Atlantis +----------------------------------------------- +:Throws: +Captain Head _6_+_C +Face Slam _4_+_C + +:Air Throws: +Face Slam _^_2_+_C + +:Special Moves: +Captain Shooter ^4_6_+_P +Captain Cyclone ^4_6_+_K +Captain Splash ^2_8_+_P +Captian Shoulder Attack _9_A + +:Copyable Moves: +Captian Smasher ^2_8_+_K + +:Hyper Copyable Moves: +Captian Nitro Smasher ^2_8_+_C_+_D + +:Danger Moves: +Hyper Captian Splash ^2_1_4_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Karin +----------------------------------------------- +:Throws: +Pole Throw [_4/_6]_+_C +Leg Toss [_4/_6]_+_D + +:Air Throws: +Pole Throw _^_2_+_C + +:Special Moves: +Strick Attack ^4_6_+_P +Cloud Driver _4_1_2_3_6_+_P +^!Direction Change [_4/_6]_+_P +^!Landing _2_+_P +Swallow Kick _2_1_4_7_+_K + +:Copyable Moves: +Spirit Hair _6_3_2_1_4_+_C + +:Hyper Copyable Moves: +Spirit Driver _6_3_2_1_4_+_C_+_D + +:Danger Moves: +Fire Pillars _1_6_3_2_1_4_+_A_+_C +----------------------------------------------- +$end +$cmd +Fudomaru +----------------------------------------------- +:Throws: +Ardently the Vine [_4/_6]_+_C +Revolution [_4/_6]_+_D + +:Air Throws: +Ardently the Vine _^_2_+_C +Revolution _^_2_+_D + +:Special Moves: +Kasumigiri ^4_6_+_P +Fudojin _6_2_3_+[_A/_B/_C] +Thunder Tube _2_3_6_+_C +Aerial Assault ^-_6_3_2_1_4_6_+_C + +:Copyable Moves: +Fire Tube _2_3_6_+_A + +:Hyper Copyable Moves: +Blast Tube _2_3_6_+_C_+_D + +:Danger Moves: +Blades _1_6_3_2_1_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Marion +----------------------------------------------- +:Throws: +Backbreaker _6_+_C +Hold Crusher _4_+_C +Screw Blow [_4/_6]_+_D + +:Air Throws: +Backbreaker _^_2_+_C + +:Special Moves: +Ground Washer _4_1_2_3_6_+_P +Gliding Blow _4_1_2_3_6_+_K +Flying Mode _2_2_8 +^!Death From Above _4_1_2_3_6_+_P +^!Aerial Crush _6_3_2_1_4_+_K + +:Copyable Moves: +Ambush Lifter _6_2_3_+_P + +:Hyper Copyable Moves: +Ambush Skynet _6_2_3_+_C_+_D + +:Danger Moves: +Ground Ripper _6_4_1_2_3_6_+_B_+_C +----------------------------------------------- +$end +$cmd +Shaia +----------------------------------------------- +:Throws: +Ballboy Throw [_4/_6]_+_C + +:Special Moves: +Smash-Bang! Bang! _2_3_6_+_P +Tick-Tack-Bomb ^4_6_+_C_C +Burning Ballboy _6_2_3_+_P + +:Copyable Moves: +3-Way Beamer _2_1_4_+_C + +:Hyper Copyable Moves: +Madness Ballboy _2_1_4_+_C_+_D + +:Danger Moves: +Shaia Inferno _6_3_2_1_4_6_+_A_+_C +----------------------------------------------- +$end +$cmd +Shen Long +----------------------------------------------- +:Throws: +Leg Throw [_4/_6]_+_C + +:Special Moves: +Rising Buster Kick _6_2_3_+_K +Illusion Warrior _2_1_4_+_P + +:Copyable Moves: +Illusion Grapple _2_3_6_+_P + +:Hyper Copyable Moves: +Illusion Bind _2_3_6_+_C_+_D + +:Danger Moves: +Super Buster Kick _2_3_6x2_+_B_+_D +Double Buster Kick _2_3_6x2_+_B_+_C +----------------------------------------------- +$end +$cmd +Kyosuke +----------------------------------------------- +:Throws: +Overhead Throw [_4/_6]_+_C + +:Special Moves: +Summon Kubira _2_1_4_+_A +^!Bit _4_1_2_3_6_+_B +^!Blitz _4_1_2_3_6_+_D +Summon Makora _2_1_4_+_B +^!Attack _4_1_2_3_6_+_B +^!Bit _4_1_2_3_6_+_D +Summon Basara _2_1_4_+_C +^!Attack _4_1_2_3_6_+_B +^!Attack _4_1_2_3_6_+_D + +:Copyable Moves: +Shadow Sharper _2_3_6_+_P + +:Hyper Copyable Moves: +Corona Sharper _2_3_6_+_C_+_D + +:Danger Moves: +Aura Blast _6_3_2_1_4_3_+_A_+_C +----------------------------------------------- +$end +$cmd +Hell Stinger +----------------------------------------------- +:Throws: +Flying Wall Slam [_4/_6]_+_C + +:Air Throws: +Patriot Drop _^_2_+_C + +:Special Moves: +Tread-A-Go! Go! ^4_6_+_K +Wryneck Swinger ^4_6_+_P +Beat it Needle _^_x_+_P + +:Copyable Moves: +Voltage Crack ^2_8_+_K + +:Hyper Copyable Moves: +Voltage Explosion ^2_8_+_C_+_D + +:Danger Moves: +Dance of Death _2_1_4_1_6_+_B_+_D +----------------------------------------------- +$end +$cmd +Brider +----------------------------------------------- +:Throws: +Shoulder Slam [_4/_6]_+_C +Leg Slam [_4/_6]_+_D + +:Air Throws: +Shoulder Slam _^_2_+_C +Leg Slam _^_2_+_D + +:Special Moves: +Hurricane _6_2_3_+_P +Manji Kick _2_3_6_9_+_K +Lightning Punch _2_1_4_7_+_P +Brider Attack _^_2_1_4_7_+_K +Brider Spin Kick ^-_6_3_2_1_4_6_+_C + +:Copyable Moves: +Double Brider Kick _2_3_6x2_+_B_+_D + +:Hyper Copyable Moves: +Double Brider Highkick _2_3_6x2_+_C_+_D + +:Danger Moves: +Final Brider Assault _2_3_6_3_2_1_4_7_+_B_+_C +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Platonic Twins and Ohga + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Platonic Twins +----------------------------------------------- +:Throws: +Spin and Rapid Punches _6_+_C +Ground Slam _4_+_C + +:Special Moves: +Rapid Punch _X_P +Electric Charge _2_3_6_+_P +Stretching Uppercut _6_2_3_+_P +Graviton Thunder _6_3_2_1_4_+_P +Grab and Punch _6_3_2_1_4_+_D + +:Copyable Moves: +Dark Thunder _6_3_2_1_4_+_C_+_D + +:Danger Moves: +Mega Graviton Thunder _6_3_2_1_4x2_+_B_+_C +----------------------------------------------- +$end +$cmd +Ohga +----------------------------------------------- +:Throws: +Flaming Hold _6_+_C +Grab and Throw _4_+_C + +:Special Moves: +Uppercut _6_2_3_+_P +Self-Combustion _2_1_4_+_A +Fireball _4_1_2_3_6_+_C +----------------------------------------------- +$end + +$info=wakuwak7 +$cmd +*---INFO---* +----------------------------------------------- +Waku Waku 7 +(c)1996 Sunsoft +Made by: Minoplis +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Strong Punch +_C: Weak Kick +_D: Strong Kick + +_P: any Punch Button[_A/_B] +_K: any Kick Button[_C/_D] +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move +E: ES Move with[_A_+_B/_C_+_D] (1LV) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:WakuWaku Attack: +must be done close + +:DokiDoki Attack: +needs 1LV + +:HaraHara Attack: +needs 1LV +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Run _6^6 +Retreat _4_4 + +:Escape Moves: +Throw Escape thrown_6_+_B + +:Pursuit Moves: +Pursuit Attack foe down_8_+[_P/_K] + +:Recovery Moves: +Safe Fall when hit the wall_P +Rebound Attack when hit the wall_K +Wake-Up Escapes knocked[_4/_6] +Wake-Up Attacks knocked_8_+[_P/_K] + +:Command Moves: +Overhead _P_+_K +Waku Super Power (1LV)_A_+_B_+_C_+_D +----------------------------------------------- +$end +$cmd +Arina +----------------------------------------------- +:Throws: +Back Throw [_4/_6]_+_B +Butt Springer [_4/_6]_+_D + +:Air Throws: +Air Raid _^[_4/_6]_+_B + +:Command Moves: +Renzoku Punch _X_A +2 Dan Kick _D_D +Renzoku Shagami Jaku Punch _2_+_X_A +Renzoku Shagami Kyou Punch _2_+_X_B +Renzoku Jump Jaku Punch _^_X_A +Renzoku Jump Kyou Punch _^_X_B +Hehe~n _^_X_C + +:Special Moves: +Arina Beam-horizontal (_^)_2_3_6_+_A E +Arina Beam-diagonal (_^)_2_3_6_+_B +Arina Crash _6_2_3_+_X_P E +Arina Tornado _2_1_4_+_K E + +:WakuWaku Attack: +Face Crusher _6_3_2_1_4_+_D + +:DokiDoki Attack: +Arina Carnival _6_4_1_2_3_6_+_C_+_D + +:HaraHara Attack: +Arina Special _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Dandy J +----------------------------------------------- +:Throws: +Banmotsu Gou Soku Kyuu Nage [_4/_6]_+_B + +:Air Throws: +Banmotsu Gou Soku Kyuu Nage _^[_4/_6]_+_B + +:Special Moves: +Hissatsu Rope-high (_^)_2_3_6_+_P E +^!Ren Hai Hanabi _P_P +^!Gouin Teikiatsu _4_+_P + ^!Taifuu Mouda _x_+_P +Hissatsu Rope-low _2_3_6_+_K E +^!Ren Hai Hanabi _K_K +^!Gouin Teikiatsu _4_+_K + ^!Taifuu Mouda _x_+_K +Kyou Ijin Tei Hatsu Hi Ken _6_2_3_+_P E +Ranpoo~Natsumi Nage _2_1_4x2_+_P +Natsumi~Ranpoo Nage _2_1_4x2_+_K + +:WakuWaku Attack: +Jou Shi Ka Shi Ten Nage _6_3_2_1_4_+_D + +:DokiDoki Attacks: +KyouTenDouChiG.G.Otoshi _2_3_6_3_2_1_4_+_A_+_B +Dai Youryou Seiden Ken _6_4_6_4_6_+_A_+_B + +:HaraHara Attack: +Tai S. Ryuushi Kasoku Ken _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Mauru +----------------------------------------------- +:Throws: +Poi [_4/_6]_+_B + +:Air Throws: +Poi _^[_4/_6]_+_B + +:Command Moves: +WakuWaku Upper _6_+_B + +:Special Moves: +Guruguru Punch _2_3_6_+_P E +Body Press _2_1_4_+_K E +Bunbun Copter _6_2_3_+_P E + +:WakuWaku Attack: +Mauru Binta _6_3_2_1_4_+_D + +:DokiDoki Attack: +Bunbun Typhoon _x_+_A_+_B + +:HaraHara Attack: +Miracle Voice _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Politank Z +----------------------------------------------- +:Throws: +Tsukami Gekichi [_4/_6]_+_B + +:Command Moves: +Crawl ^3 +Double Swing Arm _A_A +Pachinko Hou Rencha _C_C_C_C_C +Caterpillar Kick _D_D_D_D_D +Drill Arm _6_+_B +Zenshin Caterpillar Kick _6_+_D_D_D_D_D +Spin Kick _6_6_+_D +Missile Waza Shita _^_2_+_D + +:Special Moves: +Z Dama _2_3_6_+_P E +Doku Doku Smoke _2_3_6_+_K E +Guru Rinmogurin _4_1_2_+_K E + +:WakuWaku Attack: +Ningen Dai Hou _6_3_2_1_4_+_D + +:DokiDoki Attack: +Gyro Bakugeki _4_2_1_+_A_+_B + +:HaraHara Attack: +Bikkuri Dokkiri Dan _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Rai +----------------------------------------------- +:Throws: +Punch Smash [_4/_6]_+_B + +:Command Moves: +Renzoku Punch _X_A +High Jump Tame _C_+_D +^!High Jump _8 +Futtobe Kyaku _6_+_B +Kaminari da! Kick _6_6_+_B +Futtobe Ken _6_+_D +Rolling Knuckle _6_6_+_D +Crawl ^3 +Nouten Kick _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Inazuma Upper _6_2_3_+_P E +Inazuma Upper Renda _6_2_3_+_X_P +^!Side Blast _6_+_P +^!Down Blast _2_+_P +Inazuma Crash-ground _2_1_4_+_P E +Inazuma Crash-air _^_2_1_4_+_P E + _`needs Waku Super Power +Inazuma Cannon _2_3_6_+_P E +Mid-air Lightning Ball _^_2_3_6_+_P E + +:WakuWaku Attack: +Dai Kaiten High Jump Touge _6_3_2_1_4_+_D + +:DokiDoki Attacks: +Gourai Tempest _4_6_3_2_1_4_+_C_+_D +Chou Chikara Gourai D. Ken _6_4_1_2_3_6_+_C_+_D + +:HaraHara Attack: +Bakurai Hurricane _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Slash +----------------------------------------------- +:Throws: +Kick Turn Throw [_4/_6]_+_B + +:Air Throws: +Kick Turn Throw _^[_4/_6]_+_B + +:Command Moves: +Gedan Tsuki _6_+_A +Hizageri _6_+_B +Tsuki _6_+_C +Renzoku Zanri _6_+_D +Kabuto Wari _^_2_+_A +High Kick _^_2_+_B +Zanri Jouge _^_2_+_C +Zanri Geroshi _^_2_+_D +Sankaku Tobi _^corner_6 + +:Special Moves: +Slash Shot _2_3_6_+_P E +Slash Barrier _2_1_4_+_P E +Slash Dynamic _6_2_3_+_P E +Slash Teleport (_^)_4_2_1_+[_A/_B/_C/_D] + +:WakuWaku Attack: +Slash Corridor _6_3_2_1_4_+_D + +:DokiDoki Attack: +Darkness Rush _6_4_1_2_3_6_+_C_+_D + +:HaraHara Attack: +Darkness Wind _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +Tesse +----------------------------------------------- +:Throws: +Nobinobi Arm Nage [_4/_6]_+_B + +:Air Throws: +Nobinobi Arm Nage _^[_4/_6]_+_B + +:Command Moves: +Nobinobi Arm Jaku _6_+_A +Nobinobi Arm Kyou _6_+_B +Shagami Nobinobi Arm Jaku _3_+_A +Shagami Nobinobi Arm Kyou _3_+_B + +:Special Moves: +Arekore Poi (_^)_2_3_6_+_A +Himitsu Arekore Poi (_^)_2_3_6_+_B E +Chikuchiku Attack _6_2_3_+_P E +Chuuchuu Attack _4_2_1_+_P E +Denshi Kousen _2_3_6_+_K E + +:WakuWaku Attack: +Guruguru Pa! (_^)_6_3_2_1_4_+_D + +:DokiDoki Attack: +Chou Denshi Kai Kousen _6_3_2_1_4_6_+_C_+_D + +:HaraHara Attack: +Chou Denshi Eraser _2_2_+[_A_+_B/_C_+_D] +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Bonus Kun and Fernandez + - unlocked on 2P Game + - only for Home Version +----------------------------------------------- +$end +$cmd +Bonus Kun +----------------------------------------------- +:Special Moves: +Kou Shuu Tan _2_3_6_+_P E +Uzumaki Boufuu Kyaku _2_1_4_+_K E +Bou Bou Ken _6_2_3_+_P E + +:DokiDoki Attack: +ChouArata Netsu Dai Sharin _6_4_1_2_3_6_+_C_+_D + +:HaraHara Attack: +Shou Shin Bomber _2_2_+[_A_+_B/_C_+_D] + +:Additional Notes: +_`can't crouch +_`can't use Throw Escape +_`can't use Pursuit Attack +----------------------------------------------- +$end +$cmd +Fernandez +----------------------------------------------- +:Throws: +Beroncho Poi Death [_4/_6]_+_B + +:Command Moves: +Goodnight Death Kiss _P_+_K +^!Vacuum Death _O_2_+_P +Body Attack Death _^_2_+_B + +:Special Moves: +Tokudai Death Punch-high _2_3_6_+_A +Tokudai Death Punch-low _2_3_6_+_B +Tokudai Death Kick-high _2_3_6_+_C +Tokudai Death Kick-low _2_3_6_+_D +Tokudai Death Kick-air _^_2_3_6_+_D +Kurunarakoi Death _2_1_4_+_K E +Tobu Death Dessuun _6_2_3_+_P E + +:WakuWaku Attack: +Mogumogu Buuddesu _6_3_2_1_4_+_D + +:DokiDoki Attack: +Okotta Dessuun _6_4_1_2_3_6_+_A_+_B + +:HaraHara Attack: +Korogaru Death _2_2_+[_A_+_B/_C_+_D] + +:Additional Notes: +_`can't use Throw Escape +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Reverse Title + - when "Credits" is 7 or 77 + +*Waku Waku Calendar + - appears when opening demo is looped 7 times + +*Arina Stage Song Lyrics + - when fighting Arina + - before "Round 1" appears_O_Sthen_A_+_D + +*Hi-speed Waku Ball rotation + - at the Character Select Screen + - rotate the joystick + +*Widescreen Mode + - at the Character Select Screen_6_+_S_+_C + +*Choose Black Outfit + - at the Character Select Screen + - _2_+_A_+_B_+_C_+_D + +*Change CPU Character Outfit + - at the Character Select Screen_9_+_S_+_A + +*Change Winning Mark + - at the Character Select Screen_4_+_S +----------------------------------------------- +$end + +$info=wh1 +$cmd +*---INFO---* +----------------------------------------------- +World Heroes +(c)1992 Alpha Denshi +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Throw +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +Hanzou Hattori +----------------------------------------------- +:Command Moves: +Double Jump _^_8 + +:Special Moves: +Rekko Zan _2_3_6_+_A +Kohryu Ha _6_2_3_+_A +Ninpou Kohrin Kazan _2_1_4_+_B +----------------------------------------------- +$end +$cmd +Fuuma, Kotaro +----------------------------------------------- +:Command Moves: +Double Jump _^_8 + +:Special Moves: +Reppu Zan _2_3_6_+_A +Enryu Ha _6_2_3_+_A +Ninpou Furin Kazan _2_1_4_+_B +----------------------------------------------- +$end +$cmd +Kim Dragon +----------------------------------------------- +:Air Throws: +Dragon Falling _^[_4/_6]_+_A + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Ken _X_A +Dragon Kick _4_6_+_B +----------------------------------------------- +$end +$cmd +Janne D'Arc +----------------------------------------------- +:Throws: +Face Slap _6_+_B + +:Command Moves: +Sliding Kick _3_+_B +Mercury Sword _^_2_+_A + +:Special Moves: +Aura Bird ^4_6_+_A +Flash Sword ^2_8_+_B +----------------------------------------------- +$end +$cmd +Julius Carn +----------------------------------------------- +:Command Moves: +Head Sliding _3_+_B + +:Special Moves: +Mongolian Tiger Mash ^4_6_+_A +Mongolian Dynamite ^2_8_+_A +----------------------------------------------- +$end +$cmd +Muscle Power +----------------------------------------------- +:Throws: +Strangle Choke Hold ^=_C +Brain Buster _4_+[_A/_B/_C] +Headbutt ^=[_4/_6]_+_B +Powerbomb _6_+_B + +:Special Moves: +Muscle Bomber ^4_6_+_A +Tornado Body Smash ^-_x_+_A +----------------------------------------------- +$end +$cmd +Brocken +----------------------------------------------- +:Command Moves: +Rocket Jump _^_6_+_A + +:Special Moves: +Spark Thunder _X_A +Rocket Punch-small _4_6_+_A +Rocket Punch-big _4_1_2_3_6_+_A +Hurricane Arm _2_6_3_+_A +----------------------------------------------- +$end +$cmd +Rasputin +----------------------------------------------- +:Special Moves: +Fireball (_^)_2_3_6_+_A +Axle Spin _2_1_4_+_B +----------------------------------------------- +$end + +$info=wh2 +$cmd +*---INFO---* +----------------------------------------------- +World Heroes 2 +(c)1993 ADK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Throw +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Other Moves: +Taunt ^=_C +----------------------------------------------- +$end +$cmd +Brocken +----------------------------------------------- +:Command Moves: +Rolling Heel Kick _^_3_+_B + +:Special Moves: +Spark Thunder _X_A +Rocket Punch _3_6_+_A +German Missile _3_6_+_B +Hurricane Arm _2_6_3_+_A +Rocket Jump _^_A_+_B +----------------------------------------------- +$end +$cmd +Captain Kidd +----------------------------------------------- +:Special Moves: +Shark Knuckle ^4_6_+_A +Shark Upper ^2_8_+_A +Spiral Kick ^4_6_+_B +Hyper Dash Kick _A_+_B +Kyme _A_+_B_+_C +Pirate Ship Blast _2_3_6_+_A +----------------------------------------------- +$end +$cmd +Erick +----------------------------------------------- +:Command Moves: +Body Press _^_2_+_B + +:Special Moves: +Thor Hammer ^2_8_+_A +Aegyr's Halberd _4_3_+_B +Blizzard Breath _4_1_2_3_6_+_A +Long Horn ^4_6_+_A +----------------------------------------------- +$end +$cmd +Fuuma, Kotaro +----------------------------------------------- +:Air Throws: +Izuna Ochitoshi _^[_4/_6]_+_A + +:Command Moves: +Double Jump _^_8 + +:Special Moves: +Reppu Zan _2_3_6_+_A +Double Reppu Zan _2_3_6x2_+_A +Enryu Ha (_^)_6_2_3_+_A +Ninpou Furin Kazan _2_1_4_+_B +----------------------------------------------- +$end +$cmd +Hanzou Hattori +----------------------------------------------- +:Command Moves: +Double Jump _^_8 + +:Special Moves: +Rekko Zan _2_3_6_+_A +Double Rekko Zan _2_3_6x2_+_A +Kohryu Ha _6_2_3_+_A +Ninpou Kohrin Kazan _2_1_4_+_B +Ninja Leg Lariat _2_3_6_+_B +----------------------------------------------- +$end +$cmd +Janne D'Arc +----------------------------------------------- +:Throws: +Face Slap _6_+_B + +:Command Moves: +Sliding Kick _3_+_B +Mercury Sword _^_2_+_A + +:Special Moves: +Aura Bird ^4_6_+_A +Flash Sword ^2_8_+_B +Justice Sword ^4_6_+_B +----------------------------------------------- +$end +$cmd +Johnny Maximum +----------------------------------------------- +:Command Moves: +Sliding Kick _3_+_B + +:Special Moves: +Pigskin Thunder Shot _2_3_6_+_A +Shoulder Butt Crash _2_3_6_+_B +Shoulder Charging _6_6_+_A +Head Crash _2_8_+_A +Lightning Tackle _6_2_3_+_A +----------------------------------------------- +$end +$cmd +Julius Carn +----------------------------------------------- +:Command Moves: +Head Sliding _3_+_B + +:Special Moves: +Mongolian Tiger Mash ^4_6_+_A +Mongolian Dynamite ^2_8_+_A +----------------------------------------------- +$end +$cmd +Kim Dragon +----------------------------------------------- +:Air Throws: +Dragon Falling _^[_4/_6]_+_A + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Ken _X_A +Tobisokutou _A_+_B +Dragon Kick _2_8_+_B +----------------------------------------------- +$end +$cmd +Mudman +----------------------------------------------- +:Special Moves: +Mud Attack _3_6_+_A +Mud Cutter _2_1_4_+_A +Mud Gyro _2_8_+_A +Mud Dance _A_+_B_+_C +----------------------------------------------- +$end +$cmd +Muscle Power +----------------------------------------------- +:Throws: +Knee Drop _6_+[_A/_C] +Powerbomb _6_+_B +Strangle Choke Hold ^=_6_+_A +Headbutt ^=_6_+_B +Body Slam _2_+_A + +:Command Moves: +Elbow Drop _^_2_+_A + +:Special Moves: +Muscle Bomber ^4_6_+_A +Tornado Body Smash _x_+_A +Giant Swing _x_+_B +Super Drop Kick _2_3_6_9_+_B +----------------------------------------------- +$end +$cmd +Rasputin +----------------------------------------------- +:Special Moves: +Fireball (_^)_2_3_6_+_A +Thunder Ball _4_1_2_3_6_+_A +Axle Spin (_^)_2_1_4_+_B +Kossak Dance _2_3_6_+_B +----------------------------------------------- +$end +$cmd +Ryoko Izumo +----------------------------------------------- +:Air Throws: +Shinkuu Nage _^[_4/_6]_+_A + +:Command Moves: +Dash _6_6 +^!Dash Punch _A +^!Dash Kick _B +Sankaku Tobi _^corner_6 + +:Special Moves: +Bo Satsu Sho _2_6_3_+_A +Ni Dan Seoi Nage _4_1_2_3_6_+_A +Kuuchuu Ha Ni Dan Nage _6_3_2_1_4_6_+_B +Iakeri _A_+_B +----------------------------------------------- +$end +$cmd +Shura +----------------------------------------------- +:Command Moves: +Retreat _4_4 + +:Special Moves: +Tiger Fang ^4_6_+_A +Tiger Claw ^4_6_+_B +Dash Nige Punch _A_+_B +Muai Thai Kick _2_8_+_B +Double Knee Kick ^1_9_+_B +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Dio + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Dio +----------------------------------------------- +:Special Moves: +Sonic Saber _2_3_6_+_A +Gran Saber _2_3_6_+_B +Freezing Claw _4_6_+_B +Rolling Smash _1_2_3_6_9_8_+_B + +:Additional Notes: +_`can't use Taunt +----------------------------------------------- +$end + +$info=wh2j +$cmd +*---INFO---* +----------------------------------------------- +World Heroes 2 Jet +(c)1994 SNK / ADK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Punch +_B: Kick +_C: Taunt +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +^=: must be done far from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Weak Punch tap_A +Weak Kick tap_B +Strong Punch press_A +Strong Kick press_B + +:Movement: +Dash _6_6 +Retreat _4_4 + +:Command Moves: +Projectile Reflection when struck_4 + _`reflect projectile + +:Other Moves: +Fake a Dizzy _2_+_C +Alternate Taunt [_4/_6]_+_C +----------------------------------------------- +$end +$cmd +Hanzou Hattori +----------------------------------------------- +:Throws: +Izuna Otoshi _6_+_A +Reverse Side Throw _4_+_A + +:Command Moves: +Double Jump _^_8 +Izuna Giri _^_2_+_A + +:Special Moves: +Rekko Zan _2_3_6_+_A +Double Rekko Zan _2_3_6x2_+_A +Kohryu Ha _6_2_3_+_A +Ninpou Kohrin Kazan _2_1_4_+_B +Ninja Leg Lariat _2_3_6_+_B +Mijin Kakure no Jutsu _6_2_3_+_B +----------------------------------------------- +$end +$cmd +Fuuma, Kotaro +----------------------------------------------- +:Throws: +Izuna Otoshi _6_+_A +Reverse Side Throw _4_+_A + +:Air Throws: +Izuna Ochitoshi _^[_4/_6]_+_A + +:Command Moves: +Double Jump _^_8 +Sankaku Tobi _^corner_6 + +:Special Moves: +Reppu Zan _2_3_6_+_A +Double Reppu Zan _2_3_6x2_+_A +Enryu Ha (_^)_6_2_3_+_A +Ninpou Furin Kazan _2_1_4_+_B +Exploding Atomic Crash _6_3_2_1_4_7_+_A +----------------------------------------------- +$end +$cmd +Kim Dragon +----------------------------------------------- +:Throws: +Skull Crush [_4/_6]_+_A +Chinese Choke [_4/_6]_+_B + +:Air Throws: +Dragon falling _^[_4/_6]_+_A + +:Command Moves: +Keri Age _^_2_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Ken _X_A +Dragon Kick _2_8_+_B +Tobisokutou _2_3_6_+_B +Hiryu Kyaku _2_1_4_+_B +Hyakuretsu Shuu _6_3_2_1_+_B +----------------------------------------------- +$end +$cmd +Julius Carn +----------------------------------------------- +:Throws: +Dynamite Upper _6_+_A +Mongolian Throw _4_+_A + +:Command Moves: +Head Sliding _3_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Mongolian Tiger Mash ^4_6_+_A +Mongolian Blitz ^4_6_+_B +Mongolian Dynamite ^2_8_+_A +Mongolian Press _2_3_6_+_B +----------------------------------------------- +$end +$cmd +Rasputin +----------------------------------------------- +:Throws: +Aura Grip [_4/_6]_+_A +Handshake [_4/_6]_+_B + +:Special Moves: +Fireball (_^)_2_3_6_+_A +Thunder Ball _4_1_2_3_6_+_A +Axle Spin (_^)_2_1_4_+_B +Kossak Dance _2_3_6_+_B +----------------------------------------------- +$end +$cmd +Janne D'Arc +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+_A +Face Slap [_4/_6]_+_B + +:Command Moves: +Sliding Kick _3_+_B +Mercury Sword _^_2_+_A + +:Special Moves: +Aura Bird _4_6_+_A +Justice Sword _4_6_+_B +Flash Sword _2_8_+_B +Phoenix Dash _6_2_3_6_9_+_A +----------------------------------------------- +$end +$cmd +Brocken +----------------------------------------------- +:Throws: +High Suplex Drop _6_+_A +Back Drop _4_+_A + +:Command Moves: +Rocket Jump _^_A_+_B +Rolling Heel Kick _^_2_+_B + +:Special Moves: +Spark Thunder _X_A +Rocket Punch _2_3_6_+_A +German Missile _2_3_6_+_B +Long Spark Thunder _4_1_2_3_6_+_A +Hurricane Arm _2_6_3_+_A +Jack Hammer _2_1_4_+_A +----------------------------------------------- +$end +$cmd +Muscle Power +----------------------------------------------- +:Throws: +Knee Drop _6_+_A +Brain Buster _4_+[_A/_B] +Powerbomb _6_+_B +Strangle Choke Hold ^=_6_+_A +Headbutt ^=_6_+_B +Body Slam [_1/_3]_+_A + +:Command Moves: +Elbow Drop _^_2_+_A +Guillotine Drop _^_2_+_B + +:Special Moves: +Muscle Bomber _4_6_+_B +Tornado Body Smash ^-_x_+_A +Super Drop Kick _2_3_6_9_+_B +Anti-aircraft Jump Swing foe in air_9_+_A_+_B +----------------------------------------------- +$end +$cmd +Captain Kidd +----------------------------------------------- +:Throws: +Sling _6_+_A +Round-Trip Slap Fest _6_+_B + +:Command Moves: +Shark Kick _^_2_+_B + +:Special Moves: +Shark Knuckle ^4_6_+_A +Shark Upper ^2_8_+_A +Pirate Ship Blast _2_3_6_+_A +Spiral Kick ^4_6_+_B +Hyper Dash Kick _6_3_2_1_4_+_B +----------------------------------------------- +$end +$cmd +Erick +----------------------------------------------- +:Throws: +Arm Press _6_+_A +Horn Throw _4_+_A +The Viking Crash ^=_6_+_A + +:Command Moves: +Body Press _^_2_+_A + +:Special Moves: +Long Horn ^4_6_+_A +Blizzard Breath _4_1_2_3_6_+_A +Thor Hammer _2_1_4_+_A +Aegyr's Halberd _2_1_4_+_B +Hurricane Drop ^-_6_4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Ryoko Izumo +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+_A +Tomoe Nage [_4/_6]_+_B +Kata Guruma [_1/_3]_+_A +Strangle Hold ^=_6_+_A + +:Air Throws: +Shinkuu Nage _^[_4/_6]_+_A + +:Command Moves: +Shoutei Ha _3_+_A +Shoutei Kyaku _3_+_B +Sankaku Tobi _^corner_6 +^!Hien Ken _A + +:Special Moves: +Bo Satsu Sho _2_1_4_+_A +Ni Dan Seoi Nage ^-_4_1_2_3_6_+_A +Iakeri _6_2_3_+_B +Kubi Kiri Nage _4_1_2_3_6_+_B +----------------------------------------------- +$end +$cmd +Shura +----------------------------------------------- +:Throws: +Knee Bash _6_+_A + +:Special Moves: +Tiger Claw ^4_6_+_B +Tiger Fang ^4_6_+_A +Muai Thai Kick ^2_8_+_B +Double Knee Kick _2_3_6_+_B +----------------------------------------------- +$end +$cmd +Johnny Maximum +----------------------------------------------- +:Throws: +Touchdown Tackle _6_+_A +Toss _4_+_A +Bear Hug ^=_6_+_A + +:Command Moves: +Slide Kick _3_+_B + +:Special Moves: +Head Crash ^2_8_+_A +Lightning Tackle _6_2_3_+_A +Shoulder Butt Crash _2_3_6_+_B +Johnny Special ^-_4_1_2_3_6_+_A +----------------------------------------------- +$end +$cmd +Mudman +----------------------------------------------- +:Throws: +Clinging Punch _6_+_A +Mask Hooking _4_+_A +Mudman Dance [_4/_6]_+_B + +:Command Moves: +Mud Slider _3_+_B + +:Special Moves: +Mud Attack _2_3_6_+_A +Mud Launcher _2_3_6_+_B +Mud Cutter _2_1_4_+_A +Mud Gyro ^2_8_+_A +Mask Spinner ^2_8_+_B +Mud Dance _A_+_B_+_C +----------------------------------------------- +$end +$cmd +Jack +----------------------------------------------- +:Throws: +Flip Toss [_4/_6]_+_A +Flip Toss and Face Claw [_4/_6]_+_B + +:Command Moves: +Spinning Slide _3_+_B +Sankaku Tobi _^corner_6 + +:Special Moves: +Mixer Crush _2_3_6_+_A +Jaws of Death _6_2_3_+_B +Iron Crawl _2_3_6_+_B +Knee Smasher _2_1_4_+_B +Taunt _A_+_B_+_C +----------------------------------------------- +$end +$cmd +Ryofu +----------------------------------------------- +:Throws: +Spear Intense Destruction _6_+_A +Pinwheel Murder _4_+_A + +:Special Moves: +Psychic Kick _6_3_2_1_4_+_B +Sou Ranbu _2_1_4_+_A +Kaen Ken _2_3_6_+_A +Sou Geki Ha _2_3_6_+_B +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Zeus + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Zeus +----------------------------------------------- +:Throws: +Double Strike _6_+_A +Hammer Throw _4_+_A + +:Special Moves: +Megaton Punch _2_3_6_+_A +Atomic Heat ^4_6_+_A +Gigger Smasher _2_1_4_1_2_3_6_+_A +Grab and Upper ^-_2_1_4_1_2_3_6_+_B +----------------------------------------------- +$end + +$info=whp +$cmd +*---INFO---* +----------------------------------------------- +World Heroes Perfect +(c)1995 SNK / ADK +Made by: t65will +Correct by: Fabricio da Silva Coroquer +Last Update: April 9th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +_A: Weak Punch +_B: Medium Punch +_C: Weak Kick +_D: Medium Kick +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +(^M): Powered Move (Full HERO Gauge) + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Ultimate Moves: +needs Low Life + +:Additional Notes: +Blow Defense = causes Guard Crush +Weapon Killer = destroy projectile +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Normal Attacks: +Strong Punch _A_+_B +Strong Kick _C_+_D + +:Movement: +Dash _6_6 +Retreat _4_4 + +:Taunts: +Normal Taunt _B_+_C +Alternate Taunt 1 _6_+_B_+_C +Alternate Taunt 2 _4_+_B_+_C +Fake Dizzy _2_+_B_+_C +----------------------------------------------- +$end +$cmd +Brocken +----------------------------------------------- +:Throws: +High Suplex Drop _6_+_A_+_B +Back Drop _4_+_A_+_B +Das Attack [_4/_6]_+_C_+_D + +:Command Moves: +Rolling Heel Kick _^_3_+_C_+_D + +:ABC Special Moves: +Rocket Jump _^_A_+_B_+_C +^!Drop Bomb _4_6_+_K +Make a Pose 1 [_4/_6]_+_A_+_B_+_C +Make a Pose 2 _2_+_A_+_B_+_C + +:Special Moves: +Spark Thunder _X[_A/_B] +Rocket Punch _2_3_6_+[_A/_B] +German Missile _2_3_6_+[_C/_D] +Hurricane Arm (^M)_2_6_3_+[_A/_B] + +:Ultimate Moves: +German Explosion _B_+_C_B_+_C_A_+_B_+_C + +:Additional Notes: +Blow Defense _B +----------------------------------------------- +$end +$cmd +Captain Kidd +----------------------------------------------- +:Throws: +Round-Trip Slap Fest _6_+_A_+_B +Sling _4_+_A_+_B + +:Command Moves: +Shark Kick _^_3_+_C_+_D +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Quick Step [_4/_2/_6]_+_A_+_B_+_C + +:Special Moves: +Spiral Kick ^4_6_+[_C/_D] +Shark Knuckle (^M)^4_6_+[_A/_B] +Shark Upper ^2_8_+[_A/_B] +Pirate Ship Blast _2_3_6_+[_A/_B] +Hyper Dash Kick _6_3_2_1_4_+[_C/_D] + +:Ultimate Moves: +Pirate Punishment ^-_4_2_1_+_B_+_C + +:Additional Notes: +Blow Defense _2_+_B +Weapon Killer Shark Knuckle +----------------------------------------------- +$end +$cmd +Erick +----------------------------------------------- +:Throws: +Arm Press _6_+_A_+_B +Horn Throw _4_+_A_+_B +The Viking Crash [_4/_6]_+_C_+_D + +:Command Moves: +Seal Press _^_2_+_C_+_D + +:ABC Special Moves: +Erik Shield _A_+_B_+_C + _`reflect projectile + +:Special Moves: +Aegyr's Halberd _2_1_4_+[_C/_D] +Thor Hammer _2_1_4_+[_A/_B] +Blizzard Breath (^M)_4_1_2_3_6_+[_A/_B] +Long Horn ^4_6_+[_A/_B] + +:Ultimate Moves: +Whale Snarfer _2_1_4_1_2_3_+_B_+_D + +:Additional Notes: +Blow Defense _2_+_B +Weapon Killer _A_+_B +----------------------------------------------- +$end +$cmd +Fuuma, Kotaro +----------------------------------------------- +:Throws: +Izuna Otoshi _6_+_A_+_B +Reverse Side Throw _4_+_A_+_B + +:Air Throws: +Izuna Ochitoshi _^[_4/_6]_+[_B/_A_+_B] + +:Command Moves: +Double Jump _^_8 +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Tricks to Trick _A_+_B_+_C + _`fakes Enryu Ha +Tricks to Trick [_4/_6]_+_A_+_B_+_C + _`fakes Reppu Zan +Tricks to Trick _2_+_A_+_B_+_C + _`fakes Exploding Atomic Crash + +:Special Moves: +Reppu Zan (^M)_2_3_6_+[_A/_B] +Double Reppu Zan (^M)_2_3_6x2_+[_A/_B] +Enryu Ha _6_2_3_+[_A/_B] +Ninpou Furin Kazan _2_1_4_+[_C/_D] + +:Ultimate Moves: +Exploding Atomic Crash _6_3_2_1_4_7_+_A_+_B +Fireball Slug Trick _2_1_4x3_+_A_+_B_+_C + +:Additional Notes: +Blow Defense _B +Weapon Killer _A_+_B +----------------------------------------------- +$end +$cmd +Hanzou Hattori +----------------------------------------------- +:Throws: +Izuna Otoshi _6_+_A_+_B +Reverse Side Throw _4_+_A_+_B + +:Command Moves: +Double Jump _^_8 +Izuna Giri _^_2_+_B +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Hayate Tricks _A_+_B_+_C + _`cancels all attacks + +:Special Moves: +Rekko Zan _2_3_6_+[_A/_B] +Double Rekko Zan _2_3_6x2_+[_A/_B] +Kohryu Ha (^M)_6_2_3_+[_A/_B] +Ninpou Kohrin Kazan _2_1_4_+[_C/_D] +Ninja Leg Lariat _2_3_6_+[_C/_D] +Mijin Komoru no Subi _2_8_+[_A/_B/_C/_D] + +:Ultimate Moves: +Slice The Shimmering Light _6_4_1_2_3_6_+_A_+_C + +:Additional Notes: +Blow Defense _B +Weapon Killer _A_+_B +----------------------------------------------- +$end +$cmd +Jack +----------------------------------------------- +:Throws: +Flip Toss _6_+_A_+_B +Flip Toss and Face Claw _4_+_A_+_B + +:Command Moves: +Spinning Slide _2_+_C_+_D +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Crazy Escape _A_+_B_+_C + +:Special Moves: +Mixer Crush _2_3_6_+[_A/_B] +Iron Crawl _2_3_6_+[_C/_D] +Knee Smasher (^M)_2_1_4_+[_C/_D] + +:Ultimate Moves: +GreatHero of the ThreeKingdoms (^M)^2_8_+_B_+_D + +:Additional Notes: +Blow Defense _6_+_C_+_D +Weapon Killer _C_+_D +----------------------------------------------- +$end +$cmd +Janne D'Arc +----------------------------------------------- +:Throws: +Face Slap _6_+_A_+_B +Seoi Nage _4_+_A_+_B + +:Command Moves: +Sliding Kick _3_+[_C/_D] +Mercury Sword _^_2_+_B + +:ABC Special Moves: +Slash Whip _O_A_+_B_+_C + +:Special Moves: +Aura Bird (^M)^4_6_+[_A/_B] +Flash Sword ^4_6_+[_C/_D] +Justice Sword ^2_8_+[_C/_D] + +:Ultimate Moves: +Phoenix Dash _6_2_3_6_9_+_A_+_B +Angel Arrow _2_1_4_2_3_6_+_B_+_C_+_D + +:Additional Notes: +Blow Defense _A_+_B +Weapon Killer Slash Whip +----------------------------------------------- +$end +$cmd +Johnny Maximum +----------------------------------------------- +:Throws: +Touchdown Tackle _6_+_A_+_B +Toss _4_+_A_+_B +Bear Hug [_4/_6]_+_C_+_D + +:Command Moves: +Slide Kick _3_+[_C/_D] + +:ABC Special Moves: +Catching _O_A_+_B_+_C + _`catches foe's projectile and throws it back + +:Special Moves: +Johnny Special ^-_4_1_2_3_6_+[_A/_B] +Lightning Tackle _6_2_3_+[_A/_B] +Shoulder Butt Crash _2_3_6_+[_C/_D] +Head Crash (^M)_2_8_+[_A/_B] + +:Ultimate Moves: +Heaven Blows ^-_2_3_6x2_+_A_+_C + +:Additional Notes: +Blow Defense _2_+_A_+_B +Weapon Killer _C_+_D +----------------------------------------------- +$end +$cmd +Julius Carn +----------------------------------------------- +:Throws: +Dynamite Upper _6_+_A_+_B +Mongolian Throw _4_+_A_+_B + +:Command Moves: +Crawl ^3 +Head Sliding _3_+[_C/_D] +Mongolian Press _^_2_+_C_+_D +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Shouting Spirit _O_A_+_B_+_C + _`raises HERO Gauge + +:Special Moves: +Mongolian Tiger Mash (^M)^4_6_+[_A/_B] +Mongolian Dynamite ^2_8_+[_A/_B] +Mongolian Tackle ^2_8_+[_C/_D] + +:Ultimate Moves: +Fire Blast _6_4_1_2_8_+_A_+_C + +:Additional Notes: +Blow Defense _2_+_C_+_D +Weapon Killer _A_+_B +----------------------------------------------- +$end +$cmd +Kim Dragon +----------------------------------------------- +:Throws: +Chinese Choke _6_+_A_+_B +Skull Crush _4_+_A_+_B + +:Air Throws: +Dragon Falling _^[_4/_6]_+_A_+_B + +:Command Moves: +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Shining Dragon Attack _A_+_B_+_C + _`reverse jump/high + +:Special Moves: +Hyakuretsu Ken _X[_A/_B] +Dragon Kick (^M)_2_8_+[_C/_D] +Tobisokutou _2_3_6_+_K +Hyakuretsu Shuu _6_3_2_+[_C/_D] + +:Ultimate Moves: +Dragon Super Finish _6_4_6_+_B_+_D + +:Additional Notes: +Blow Defense _2_+_A_+_B +Weapon Killer Hyakuretsu Shuu +----------------------------------------------- +$end +$cmd +Mudman +----------------------------------------------- +:Throws: +Clinging Punch _6_+_A_+_B +Mask Hooking _4_+_A_+_B +Mudman Dance [_4/_6]_+_C_+_D + +:Command Moves: +Mud Slider _3_+[_C/_D] + +:ABC Special Moves: +Mud Flight _^_X_A_+_B_+_C + +:Special Moves: +Mud Attack (^M)_2_3_6_+[_A/_B] +Mud Launcher _2_3_6_+[_C/_D] +Mud Cutter _2_1_4_+[_A/_B] +Mud Gyro _2_8_+[_A/_B] + +:Ultimate Moves: +HeavenBlow _6_3_2_1_4_6_+[_A_+_B/_B_+_C/_C_+_D] +----------------------------------------------- +$end +$cmd +Muscle Power +----------------------------------------------- +:Throws: +Headbutt _6_+_A_+_B +Knee Drop _6_+_C_+_D +Brain Buster _4_+_A_+_B +Strangle Choke Hold _4_+_C_+_D +Body Slam _2_+_A_+_B + +:Command Moves: +Guillotine Drop _^_2_+_C_+_D + +:ABC Special Moves: +Muscle Grip ^-_A_+_B_+_C +Anti-aircraftJumpSwing foe in air_8_+_A_+_B_+_C +Knee Drop ^-_2_+_A_+_B_+_C + +:Special Moves: +Muscle Bomber ^4_6_+[_C/_D] +Tornado Body Smash (^M)^-_x_+[_A/_B] +Super Drop Kick _2_3_6_9_+[_C/_D] + +:Ultimate Moves: +Super D. Giant Breaker ^-_2_3_6_4_1_2_+_A_+_B + +:Additional Notes: +Blow Defense _2_+_A_+_B +----------------------------------------------- +$end +$cmd +Rasputin +----------------------------------------------- +:Throws: +Aura Grip _6_+_A_+_B +Handshake _4_+_A_+_B + +:ABC Special Moves: +Love Turtle _A_+_B_+_C + +:Special Moves: +Fireball (_^)_2_3_6_+[_A/_B] +Thunder Ball _4_1_2_3_6_+[_A/_B] +Ice Ball _2_1_4_+[_A/_B] +Axle Spin (^M)_2_1_4_+[_C/_D] +Kossak Dance _2_3_6_+[_C/_D] + +:Ultimate Moves: +The Secret Garden _2_1_4_6_+_A_+_C + +:Additional Notes: +Blow Defense _2_+_A_+_B +Weapon Killer Ice Ball +----------------------------------------------- +$end +$cmd +Ryofu +----------------------------------------------- +:Throws: +Spear Intense Destruction _6_+_A_+_B +Pinwheel Murder _4_+_A_+_B + +:Command Moves: +Long Low Spear Strike _6_+_C_+_D + +:ABC Special Moves: +Bombarding Spear _A_+_B_+_C + _`drinks to make his next attack 2x powerful + +:Special Moves: +Sou Geki Ha _X[_A/_B] +Sou Ranbu (^M)_2_3_6_+[_A/_B] +Kaen Ken _2_1_4_+[_A/_B] +Psychic Kick _^_4_1_2_3_6_+[_C/_D] + +:Ultimate Moves: +The Giraffe Bomber _6_3_2_1_4_7_+_C_+_D + +:Additional Notes: +Blow Defense _A_+_B +Weapon Killer _C_+_D +----------------------------------------------- +$end +$cmd +Ryoko Izumo +----------------------------------------------- +:Throws: +Strangle Hold _6_+_A_+_B +Seoi Nage _4_+_A_+_B +Tomoe Nage [_4/_6]_+_C_+_D + +:Air Throws: +Shinkuu Nage _^[_4/_6]_+_A_+_B + +:Command Moves: +Shoutei Ha _3_+_A_+_B +Shoutei Kyaku _3_+_C_+_D +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +The Izumoryu Throw _A_+_B_+_C + _`reverse jump/high/mid + +:Special Moves: +Bo Satsu Sho (^M)_2_1_4_+[_A/_B] +Iakeri _6_2_3_+[_C/_D] +Ni Dan Seoi Nage ^-_4_1_2_3_6_+[_A/_B] +Kubi Kiri Nage _4_1_2_3_6_+[_C/_D] + +:Ultimate Moves: +Mugger Throw ^-_6_4_1_2_3_6_+_B_+_C_+_D + +:Additional Notes: +Blow Defense _A_+_B +Weapon Killer Shoutei Ha +----------------------------------------------- +$end +$cmd +Shura +----------------------------------------------- +:Throws: +Knee Bash [_4/_6]_+_A_+_B + +:ABC Special Moves: +Tiger Punch _A_+_B_+_C + +:Special Moves: +Tiger Fang (^M)^4_6_+[_A/_B] +Tiger Claw (^M)^4_6_+[_C/_D] +Muai Thai Kick _2_8_+[_C/_D] +Double Knee Kick _2_3_6_9_+[_C/_D] + +:Ultimate Moves: +Muai Thai Machine Gun _2_1_4_1_2_9_+_B_+_D + +:Additional Notes: +Blow Defense _B +Weapon Killer _B +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Gokuu, Neo-Dio and Zeus + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Gokuu, Son +----------------------------------------------- +:Throws: +Trip and Statue Splat [_4/_6]_+_A_+_B + +:Command Moves: +Crawl ^3 +The Trample _^_2_+_D +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Rolling Stick _A_+_B_+_C + +:Special Moves: +Pouncing Clobberer _6_2_3_+[_C/_D] +Jumping Pounder (^M)_2_8_+[_A/_B] +Stone Drop _^_6_3_2_1_4_7_8_+[_C/_D] +Genie Sucker _2_1_4_+_B_+_C_+_D +Cloud Calling Attack _6_3_2_1_4_+[_C/_D] + +:Ultimate Moves: +The Silent Pounce _4_1_2_3_6x2_+_A_+_C + +:Additional Notes: +Blow Defense _D +----------------------------------------------- +$end +$cmd +Neo Dio +----------------------------------------------- +:Throws: +Spinning Toss [_4/_6]_+_A_+_B + +:Command Moves: +Slinding Blade _3_+[_C/_D] +Sankaku Tobi _^corner_6 + +:ABC Special Moves: +Short Jump _A_+_B_+_C + +:Special Moves: +Sonic Saber _2_3_6_+[_A/_B] +Gran Saber _2_3_6_+[_C/_D] +Breaking Claw Thunder _2_6_3_+[_A/_B] +Rolling Smash (^M)(_^)_1_3_8_+[_C/_D] +Freezing Claw ^-_2_1_4_6_+[_C/_D] +Flaming Claw ^-_2_1_4_6_+[_A/_B] + +:Ultimate Moves: +The Ultimate Beast _2_1_4_6_+_B_+_C_+_D + +:Additional Notes: +Blow Defense _2_+_A_+_B +Weapon Killer _C_+_D +----------------------------------------------- +$end +$cmd +Zeus +----------------------------------------------- +:Throws: +Double Strike _6_+_A_+_B +Hammer Throw _4_+_A_+_B + +:Special Moves: +Megaton Punch (^M)_2_3_6_+[_A/_B] +Gigger Smasher _2_1_4_1_2_3_6_+[_A/_B] + +:Ultimate Moves: +Atomic Hit _2_1_4_1_2_3_6_4_6_+_A_+_B + +:Additional Notes: +Blow Defense [_A/_B] +Weapon Killer [_A/_B] +----------------------------------------------- +$end + +$info=xmvsf +$cmd +*---INFO---* +----------------------------------------------- +X-Men vs. Street Fighter +(c)1996 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 10th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick +_S: Taunt + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction +_N: directional in Neutral position + +:Buttons: +_X: tap following Button repeatedly +_O: hold following Button + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:Variable Attacks: +needs a partner + +:Super Combos/Hyper-X: +needs 1LV + +:Combo Info: +combo rules +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/^U] +Retreat [_4_4/_4_+^U] + +:Jumps: +Super Jump [_2_8/^T] + +:Guard Moves: +Advancing Guard block^U + +:Recovery Moves: +Safety Roll landing_4_1_2_+[_P/_K] + +:Variable Moves: +Variable Attack ^G_+^J +Variable Counter (1LV)block_4_1_2_+^G_+^J +Variable Combo (2LV)_2_3_6_+^G_+^J +----------------------------------------------- +$end +$cmd +«Combo Info» +----------------------------------------------- +Chain-Combo +- Ground + you and your foe must be on the ground +- Jump + you must be in the air and your foe can be on + the ground or air +- Super Jump + you and your foe must be on the Super Jump + + Weak Start [^E/^H]->[^F/^I/^G/^J] + Stronger [^E/^H]->[^F/^I]->[^G/^J] + Zig-Zag ^E->^H->^F->^I->^G->^J + +Strikes +- this move launch the foe straight forward + starting the Flying Screen + +Knockdowns +- this move knockdown the foe + +Launchers +- this move launch the foe up. you can jump + with_8to do a Super Jump Chain-Combo on foe + +Air Launchers +- this move launch the foe up if the foe is in + the air. +- you can jump with_8to do a Super Jump + Chain-Combo on foe + +Air Combo Finishers +- this move finish the Super Jump Chain-Combo + and starting the Flying Screen + +Variable Counter +- this is the move used when the character use + the Variable Counter motion + +Variable Combo +- this is the move used when the character use + the Variable Combo motion +----------------------------------------------- +$end +$cmd +Cyclops +Codename: Scott Summers +----------------------------------------------- +:Throws: +Optic Drill [_4/_6]_+^F +Ground Slam [_4/_6]_+^G +Forward Optic Drill [_4/_6]_+^J +Leg Throw [_1/_3]_+[^I/^J] + +:Air Throws: +Downward Optic Drill _^_?_+[^F/^G] + +:Command Moves: +Quadruple Attacks [^Ex4/^Hx4] +Double Kick ^J^J +Alternate Attacks _^_2_+[^F/^G/^H/^I/^J] +Double Jump _^_8 + +:Special Moves: +Optic Blast (_^)_2_3_6_+_P +Optic Sweep _6_3_2_+_P +Gene Splice _6_2_3_+_X_P +Cyclone Kick _2_1_4_+_K +Rapid Punch _6_6_+^E_+^H_X[_P/_K] +Neck Breaker Drop _6_6_+^G_+^J + +:Hyper-X: +Mega Optic Blast _2_3_6_+^W +Control Beam (_^)_6_3_2_+^W +^!Control _? + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers [^F/_2_+^I] +AirCombo Finishers [_2_+^F/^G/_2_+^G/^J/_2_+^J] +Variable Counter Optic Blast +Variable Combo Mega Optic Blast +----------------------------------------------- +$end +$cmd +Gambit +Codename: Jean-Luc 'Remy' LeBeau +----------------------------------------------- +:Throws: +Charge Hold [_4/_6]_+[^F/^G] +Stick Throw [_4/_6]_+[^I/^J] + +:Air Throws: +Kick Throw _^_?_+[^I/^J] + +:Special Moves: +Kinetic Card (_^)_2_3_6_+_P +Trick Card _2_1_4_+_P +Cajun Slash _6_2_3_+_P +Cajun Escape ^2_8_+_P +^!Control [_4/_6] +^!Attack _P +Cajun Strike ^2_8_+_K + +:Hyper-X: +Royal Flush _2_3_6_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers _2_+^G +Air Combo Finishers [^G/^J] +Variable Counter Kinetic Card +Variable Combo Royal Flush +----------------------------------------------- +$end +$cmd +Juggernaut +Codename: Cain Marko +----------------------------------------------- +:Throws: +Cackling Slam [_4/_6]_+^F +Headbutts and Uppercut [_4/_6]_+^G + +:Air Throws: +Air Drop _^_?_+[^F/^G] + +:Command Moves: +Double Punch ^E^E +Double Fist _6_+^G + +:Special Moves: +Earthquake Punch _6_3_2_+_P +Juggernaut Punch _4_1_2_3_6_+_P +Juggernaut Body Press (_^)_4_1_2_3_6_+_K +Cyttorak Power-Up _6_2_3_+^W +Nail Slam _2_1_4_+_K + +:Hyper-X: +Juggernaut Headcrush _2_3_6_+^W + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^I +Launchers [_2_+^G/_6_+^G] +Air Combo Finishers [^G/^J] +Variable Counter Juggernaut Punch +Variable Combo Juggernaut Headcrush +----------------------------------------------- +$end +$cmd +Magneto +Codename: Erik 'Magnus' Lehnsherr +----------------------------------------------- +:Throws: +Scrap Hold [_4/_6]_+[^F/^G] +E-M Repulse [_4/_6]_+[^I/^J] + +:Air Throws: +Scrap Hold _^_?_+[^F/^G] +E-M Repulse _^_?_+[^I/^J] + +:Command Moves: +Air Dash _^_?_+^U + +:Special Moves: +E-M Disruptor (_^)_4_1_2_3_6_+_P +Hyper Gravity (_^)_6_3_2_1_4_+_K +Force Field _4_1_2_3_6_+_K +Magnetic Blast _^_8_9_6_+_P +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Hyper-X: +Magnetic Shockwave _2_3_6_+^W +Magnetic Tempest (_^)_2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [_2_+^F/^G] +Knockdowns _2_+^J +Launchers [^F/_2_+^G/^J] +Air Combo Finishers [^G/^J] +Variable Counter E-M Disruptor +Variable Combo Magnetic Shockwave +----------------------------------------------- +$end +$cmd +Rogue +----------------------------------------------- +:Throws: +Grab and Flying Punch [_4/_6]_+[^F/^G] + +:Air Throws: +Grab and Flying Punch _^_?_+[^F/^G] + +:Command Moves: +Air Dash _^[_6_6/^U] +Diving Kick _^_2_+^J + +:Special Moves: +Repeating Punch (_^)_2_3_6_+_P +Rising Punches _6_2_3_+_P +Power Dive Punch _6_2_3_+_K +Power Drain (_^)_2_1_4_+_K + _`copy foe Special Move +^!Power Mimic _2_3_6_+_K + _`use foe Special Move + +:Hyper-X: +Goodnight Sugar _2_3_6_+^W + _`copy foe Special Move +Shun Goku Satsu drain Akuma^E^E_6^H^G + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^J +Launchers [_2_+^G/^J] +Air Combo Finishers [^G/^J/Repeating Punch] +Variable Counter Repeating Punch +Variable Combo Hyper Repeating Punch +----------------------------------------------- +$end +$cmd +Sabretooth +Codename: Victor Creed +----------------------------------------------- +:Throws: +Grab and Multiple Slams [_4/_6]_+[^F/^G] + +:Air Throws: +Grab and Slam _^_?_+[^F/^G] + +:Command Moves: +Sankaku Tobi _^corner_6 + +:Special Moves: +Berserker Claw _2_3_6_+_P +Wild Fang _6_3_2_1_4_+_P +Armored Birdie _6_3_2_1_4_+_K + +:Hyper-X: +Berserker Claw X _2_3_6_+^W +Weapon X _6_2_3_+^W +Heavy Armored Birdie _6_3_2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [^F/^I/_2_+^I] +Knockdowns _2_+^J +Launchers [^G/_2_+^G] +Air Combo Finishers ^J +Variable Counter Berserker Claw +Variable Combo Hyper Berserker Claw +----------------------------------------------- +$end +$cmd +Storm +Codename: Ororo Munroe +----------------------------------------------- +:Throws: +Grab and Shock [_4/_6]_+[^F/^G] +Grab and Typhoon [_4/_6]_+[^I/^J] + +:Air Throws: +Grab and Shock _^_?_+[^F/^G] + +:Command Moves: +Lightning Ball _^_?_+^F +Air Dash _^_?_+^U +Float _^^8 + +:Special Moves: +Typhoon (_^)_2_3_6_+_P +Double Typhoon (_^)_2_1_4_+_P +Lightning Attack (_^)_?_+^F_+^H +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Hyper-X: +Lightning Storm (_^)_2_3_6_+^W +Hail Storm _2_1_4_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^G +Knockdowns _2_+^I +Launchers [_2_+^G/^J/_2_+^J] +Air Combo Finishers [^G/^J] +Variable Counter Lightning Attack +Variable Combo Lightning Storm +----------------------------------------------- +$end +$cmd +Wolverine +Codename: James 'Logan' Howlett +----------------------------------------------- +:Throws: +Shoulder Mount Adamantium Hell [_4/_6]_+^F +Ground Mount Adamantium Hell [_4/_6]_+^G + +:Air Throws: +Airborne Adamantium Hell _^_?_+[^F/^G] + +:Command Moves: +Double Claw ^F^F +Double Kick ^I^I +Sliding Claw _3_+^G +Repeted Claw _^_X^F +Dart Kick _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Berserker Barrage _2_3_6_+_X_P +Tornado Claw _6_2_3_+_X_P +Drill Claw (_^)_?_+^F_+^H + +:Hyper-X: +Berserker Barrage X _2_3_6_+^W +Weapon X _6_2_3_+^W + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes [^G/_2_+^J] +Knockdowns [_2_+^I/_3_+^G] +Launchers ^J +Air Combo Finishers [^G/^J/Drill Claw] +Variable Counter Berserker Barrage +Variable Combo Berserker Barrage X +----------------------------------------------- +$end +$cmd +Cammy White +----------------------------------------------- +:Throws: +Hooligan Suplex [_4/_6]_+[^F/^G] +Frankensteiner [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Neck Hunt _^_?_+[^F/^G] +Frankensteiner _^_?_+[^I/^J] + +:Command Moves: +Double Jump _^_8 + +:Special Moves: +Cannon Drill (_^)_2_3_6_+_K +Cannon Spike _6_2_3_+_K +Axle Spin Knuckle _2_3_6_+_P +Cannon Revenge _6_3_2_1_4_+_P + _`reverse all +Cannon Strike _^_2_1_4_+_K +Hooligan Combination _2_1_4_+_K +^!Cancel _K +^!Razor Edge Slicer _N +^!Fatal Leg Twister ^-head[_4/_6]_+_K +^!Cross Scissor Pressure ^-legs[_4/_6]_+_K + +:Super Combos: +Spin Dive Smasher _2_3_6_+^V +Killer Bee Assault (_^)_2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Combo Finishers ^J +Variable Counter Cannon Spike +Variable Combo Spin Dive Smasher +----------------------------------------------- +$end +$cmd +Charlie +(Nash on Japanese Version) +----------------------------------------------- +:Throws: +Dragon Suplex [_4/_6]_+[^F/^G] +Knee Gatling [_4/_6]_+[^I/^J] + +:Air Throws: +Flying Buster Drop _^_?_+[^F/^G] + +:Command Moves: +Spinning Back Knuckle _6_+^G +Jump Sobat [_4/_6]_+^I +Step Kick [_4/_6]_+^J + +:Special Moves: +Sonic Boom ^4_6_+_P +Somersault Shell ^2_8_+_K +Moonsault Slash _^_8_9_6_+_K + +:Super Combos: +Sonic Break _2_3_6_+_X^W +Crossfire Blitz _2_3_6_+^V +Somersault Justice _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Combo Finishers [^G/^J] +Variable Counter Somersault Shell +Variable Combo Somersault Justice +----------------------------------------------- +$end +$cmd +Chun-Li +----------------------------------------------- +:Throws: +Koshuu Tou [_4/_6]_+[^F/^G] + +:Air Throws: +Ryuusei Raku _^_?_+[^F/^G] + +:Command Moves: +Kaku Kyaku Raku _3_+^J +Triple Jump _^_8_8 +Air Dash _^[_6_6/^U] +Yousou Kyaku _^_2_+^I +Split Kick _^_8_+^H +Front Kick _^_6_+^J +Sankaku Tobi _^corner_6 + +:Special Moves: +Hyakuretsu Kyaku (_^)_X_K +Kikou Ken _4_1_2_3_6_+_P +Sen'en Shuu _6_3_2_1_4_+_K +Tenshou Kyaku ^2_8_+_K + +:Super Combos: +Kikou Shou _2_3_6_+^W +Houyoku Sen _2_3_6_+^V +Hazan Tenshou Kyaku _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers ^J +Air Combo Finishers [^G/^J/_6_+^J] +Variable Counter Kikouken +Variable Combo Kikou Shou +----------------------------------------------- +$end +$cmd +Dhalsim +----------------------------------------------- +:Throws: +Yoga Smash [_4/_6]_+^F +Yoga Throw [_4/_6]_+^G +Stomach Attack [_4/_6]_+[^I/^J] + +:Air Throws: +Stomach Attack _^_?_+[^F/^G] + +:Command Moves: +Drill Zutsuki _^_2_+^G +Drill Kick _^_2_+_K + +:Special Moves: +Yoga Fire (_^)_2_3_6_+_P +Yoga Flame _6_3_2_1_4_+_P +Yoga Blast _6_3_2_1_4_+_K +Yoga Teleport-right (_^)_6_2_3_+[^U/^T] +Yoga Teleport-left (_^)_4_2_1_+[^U/^T] + +:Super Combos: +Yoga Inferno _2_3_6_+^W +^!Control [_2/_8] +Yoga Strike _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo Stronger +Super Jump Chain-Combo Zig-Zag +Strikes ^J +Knockdowns _2_+^J +Launchers ^-^F +Air Combo Finishers ^J +Variable Counter Yoga Flame +Variable Combo Yoga Inferno +----------------------------------------------- +$end +$cmd +Ken Masters +----------------------------------------------- +:Throws: +Jigoku Guruma [_4/_6]_+[^F/^G] +Tsukami Hiza Geri [_4/_6]_+[^I/^J] + +:Air Throws: +Jigoku Fuusha _^_?_+[^F/^G] + +:Command Moves: +Inazuma Kakatowari _6_+^I +Alternative Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken (_^)_6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Super Combos: +Shouryuu Reppa _2_3_6_+^W +Shinryuu Ken _2_3_6_+_X^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes ^J +Knockdowns _2_+^J +Launchers _2_+^G +Air Combo Finishers [^G/^J/_8_+^J/Hadou Ken] +Variable Counter Shouryuu Ken +Variable Combo [ShouryuuReppa/ShinkuuHKen(Ryu)] +----------------------------------------------- +$end +$cmd +M. Bison +(Vega on Japanese Version) +----------------------------------------------- +:Throws: +Death Suplex [_4/_6]_+[^F/^G] + +:Air Throws: +Psycho Fall _^_?_+[^F/^G] + +:Special Moves: +Psycho Shot _4_1_2_3_6_+_P +Psycho Field _6_3_2_1_4_+_P +Double Knee Press (_^)_4_1_2_3_6_+_K +Head Press (_^)^2_8_+_K +^!Move [_4/_6] +^!Somersault Skull Diver _P +Somersault Skull Diver (_^)^2_8_+_P +^!Attack _P +Warp (_^)_6_2_3_+[_P/_K] +Flight (_^)_2_1_4_+^V +^!Cancel _2_1_4_+^V + +:Super Combos: +Psycho Crusher (_^)_2_3_6_+^W +Knee Press Nightmare _2_3_6_+^V + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Stronger +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers ^G +Air Combo Finishers [^G/^J] +Variable Counter Double Knee Press +Variable Combo Knee Press Nightmare +----------------------------------------------- +$end +$cmd +Ryu +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Tomoe Nage [_4/_6]_+[^I/^J] + +:Air Throws: +Tomoe Nage _^_?_+[^F/^G] + +:Command Moves: +Sakotsu Wari _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Hadou Ken (_^)_2_3_6_+_P +Shouryuu Ken _6_2_3_+_P +Tatsumaki Senpuu Kyaku (_^)_2_1_4_+_K + +:Super Combos: +Shinkuu Hadou Ken (_^)_2_3_6_+^W +Shinkuu Tatsumaki Senpuu Kyaku _2_1_4_+^V + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Combo Finishers [^G/^J/_8_+^J/HKen/TSKyaku] +Variable Counter Hadou Ken +Variable Combo Shinkuu Hadou Ken +----------------------------------------------- +$end +$cmd +Zangief +----------------------------------------------- +:Throws: +Upward Toss [_4/_6]_+^F +Brain Buster [_4/_6]_+^G +Kamitsuki [_4/_6]_+[^I/^J] +Stomach Claw [_1/_3]_+[^F/^G] + +:Air Throws: +Air Slam _^_?_+[^F/^G] + +:Command Moves: +Elbow Drop-ground _6_+^F +Long Punch _^_6_+^G +Headbutt _^_8_+^F +Elbow Drop-air _^_2_+^F +Double Knee Press _^_2_+^I +Body Press _^_2_+^G + +:Special Moves: +Double Lariat (_^)^U +^!Move [_4/_6] +Quick Double Lariat (_^)^T +^!Move [_4/_6] +Screw Piledriver (_^)_x_+_P +Flying Powerbomb _4_1_2_3_6_+_K +Atomic Suplex ^-_4_1_2_3_6_+_K +Aerial Russian Slam _6_3_2_1_4_+_K +Banishing Flat _6_2_3_+_P + +:Super Combo: +Final Atomic Buster _x_+^W + +:Combo Info: +Ground Chain-Combo --- +Jump Chain-Combo --- +Super Jump Chain-Combo Stronger +Strikes --- +Knockdowns _2_+^J +Launchers [_2_+^F/throw with^F] +Air Combo Finishers ^J +Variable Counter Flying Powerbomb +Variable Combo Hyper Double Lariat +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma + - at the Character Select Screen + - put the cursor on Magneto, Juggernaut, + Dhalsim or M. Bison_8 + +*Play with Apocalypse + - playable only with Cheats + +*Play with Chun-Li 'Alpha Outfit + - at the Character Select Screen + - put the cursor on Chun-Li_O_Spress[_P/_K] + - she use the same moves of Chun-Li +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+[^F/^G] +Jigoku Guruma [_4/_6]_+^I +Tomoe Nage [_4/_6]_+^J + +:Air Throws: +Air Jigoku Guruma _^_?_+[^F/^G] + +:Command Moves: +Zugai Hassatsu _6_+^F +Senpuu Kyaku _6_+^I +Alternate Kicks _^_8_+[^I/^J] + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] +Tenma Kuujin Kyaku _^_2_3_6_+_K + +:Super Combos: +Messatsu Gou Hadou _2_1_4_+^W +Messatsu Gou Shouryuu _2_3_6_+^W +Tenma Gou Zankuu _^_2_3_6_+^W +Shun Goku Satsu ^E^E_6^H^G + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +Strikes --- +Knockdowns _2_+^J +Launchers _2_+^G +Air Combo Finishers [^G/^J/_8_+^J/ZankuuH.Ken] +Variable Counter Gou Shouryuu Ken +Variable Combo Messatsu Gou Hadou +----------------------------------------------- +$end +$cmd +Apocalypse +Codename: En Sabah Nur +----------------------------------------------- +:Command Moves: +Dash ^U +Back Dash _4_+^U + +:Special Moves: +Shockwave _6_3_2_+_P +Hammer Crush _6_2_3_+_P +Shoulder Cannon _2_3_6_+^I +Bit Laser Automatic +Drill _2_3_6_+^G + +:Additional Notes: +_`can't block +_`can't crouch +_`can't jump +_`can't use Super Jump +_`can't use Safety Roll +_`can't use any Variable Move +----------------------------------------------- +$end + +$info=xmcota +$cmd +*---INFO---* +----------------------------------------------- +X-Men: Children of the Atom +(c)1994 Capcom +Made by: Procyon +Correct by: Fabricio da Silva Coroquer +Last Update: April 10th, 2009 +----------------------------------------------- +$end +$cmd +«Buttons» +----------------------------------------------- +^E: Weak Punch +^F: Medium Punch +^G: Strong Punch +^H: Weak Kick +^I: Medium Kick +^J: Strong Kick + +_P: any Punch Button[^E/^F/^G] +_K: any Kick Button[^H/^I/^J] +^W: 2Punch Buttons[^E_+^F/^E_+^G/^F_+^G] +^V: 2Kick Buttons[^H_+^I/^H_+^J/^I_+^J] +^U: 3Punch Buttons^E_+^F_+^G +^T: 3Kick Buttons^H_+^I_+^J +----------------------------------------------- +$end +$cmd +«Inscriptions» +----------------------------------------------- +:Directional: +_6: press Forward +^6: hold Forward +_?: press any Direction + +:Buttons: +_X: tap following Button repeatedly + +:Positon: +^-: must be done close from foe +_^: must be done in the air +(_^): can be done in the air + +:Others: +_+: press the motions together +[/]: use any motions between the "[]" +^!: follow with this move + +:Throws: +must be done close + +:Air Throws: +you and your foe must be close in the air + +:X-Ability: +needs 2LV + +:Hyper-X: +needs 3LV + +:Combo Info: +combo rules +----------------------------------------------- +$end +$cmd +«Common Commands» +----------------------------------------------- +:Movement: +Dash [_6_6/^U] +Retreat [_4_4/_4_+^U] + +:Jumps: +Super Jump [_2_8/^T] + +:Escape Moves: +Tech Hit (2LV)thrown[_4/_6]_+[_P/_K] + +:Recovery Moves: +Safety Roll (2LV)knocked[_4/_6]_+^U +----------------------------------------------- +$end +$cmd +«Combo Info» +----------------------------------------------- +Chain-Combo +- Ground + you and your foe must be on the ground +- Jump + you must be in the air and your foe can be on + the ground or air +- Super Jump + you and your foe must be on the Super Jump + + Punch-to-Kick [^E/^F/^G]->[^H/^I/^J] + Kick-to-Punch [^H/^I/^J]->[^E/^F/^G] + Weak Start [^E/^H]->[^F/^I/^G/^J] + Stronger [^E/^H]->[^F/^I]->[^G/^J] + Zig-Zag ^E->^H->^F->^I->^G->^J +----------------------------------------------- +$end +$cmd +Colossus +Codename: Piotr "Peter" Nikolaievitch Rasputin +----------------------------------------------- +:Throws: +Pileriver [_4/_6]_+^F +Back Toss [_4/_6]_+^G + +:Air Throws: +Piledriver _^_?_+[^F/^G] + +:Command Moves: +Combination Kick ^E^I^G +Back Punch _6_+^G +Downward Punch _^_2_+^G +Ground Grab foe down_2_+[^F/^G] +^!Throw _P + +:Special Moves: +Giant Swing _2_3_6_+_P +Power Tackle _2_3_6_+_K + +:X-Ability: +Super Armor _2_1_4_+^U + +:Hyper-X: +Super Dive _2_3_6_+^U + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Weak Start +Super Jump Chain-Combo Weak Start +----------------------------------------------- +$end +$cmd +Cyclops +Codename: Scott Summers +----------------------------------------------- +:Throws: +Optic Drill [_4/_6]_+^F +Ground Slam [_4/_6]_+^G + +:Air Throws: +Downward Optic Drill _^_?_+[^F/^G] + +:Command Moves: +Quadruple Attacks [^Ex4/^Hx4] +Double Kick ^J^J +Double Jump _^_8 +Alternate Attacks _^_2_+[^F/^G/^H/^I/^J] + +:Special Moves: +Optic Blast (_^)_2_3_6_+_P +Gene Splice _6_2_3_+_X_P +Rapid Punch _6_6_+^E_+^H_X[_P/_K] +Neck Breaker Drop _6_6_+^G_+^J + +:X-Ability: +Leg Throw ^-[_1/_3]_+[^I/^J] + +:Hyper-X: +Mega Optic Blast _2_3_6_+^U +Control Beam (_^)_2_1_4_+_P +^!Control _? + +:Combo Info: +Ground Chain-Combo Stronger +Jump Chain-Combo Stronger +Super Jump Chain-Combo Stronger +----------------------------------------------- +$end +$cmd +Iceman +Codename: Robert "Bobby" Drake +----------------------------------------------- +:Throws: +Grab and Freeze [_4/_6]_+^F +Ground Slam [_4/_6]_+^G + +:Air Throws: +Grab and Freeze _^_?_+[^F/^G] + +:Command Moves: +Ice Boulder _^_2_+^G +Downward Kick _^_2_+^J + +:Special Moves: +Ice Beam (_^)_2_3_6_+_P +Ice Avalanche (_^)[^E_+^H/^F_+^I/^G_+^J] + +:X-Ability: +Ice Fist _2_1_4_+^U + +:Hyper-X: +Artic Attack (_^)_2_3_6_+^U + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Omega Red +Codename: Arkady Russovich +----------------------------------------------- +:Throws: +Coil Toss [_4/_6]_+^F +Powerbomb [_4/_6]_+^G + +:Air Throws: +Air Powerbomb _^_?_+[^F/^G] + +:Command Moves: +Taunt ^I^E_2^H^F + _`charge POWER bar +Air Dash _^[_6_6/^U] + +:Special Moves: +Carbonadium Coil-ground (_^)_2_3_6_+_P +^!Cancel _P +^!Flail Smash _?_+_P +Carbonadium Coil-air _^_2_3_6_+_K +^!Cancel _P +^!Flail Smash _?_+_P +Omega Strike _2_3_6_+_K +^!Strike Recall _4_+_K +^!Strike Cancel _2_+_K + +:X-Ability: +Death Factor any Carbonadium Coil_X_P +Energy Drain any Carbonadium Coil_X_K + +:Hyper-X: +Omega Destroyer _2_3_6_+^U + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Psylocke +Codename: Elizabeth 'Betsy' Braddock +----------------------------------------------- +:Throws: +Vertical Launch [_4/_6]_+^F +Rolling Slam [_4/_6]_+^G + +:Air Throws: +Rolling Slam _^_?_+[^F/^G] + +:Command Moves: +Taunt _S +Flip Kick _6_+^I +Crossover Rolling Roundhouse ^J_6 +Delayed Rollig Roundhouse _4_+^J +Triple Jump _^_8 + +:Special Moves: +Psi-Blade (_^)_2_3_6_+_P +Psi-Spin (_^)_2_3_6_+_K +Psi-Spin Arc (_^)_2_3_6_+^H^I^J +Psi-Spin Curve (_^)_2_3_6_+^J^I^H + +:X-Ability: +Ninjitsu _2_1_4_+[_P/_K] + +:Hyper-X: +Psi-Thrust (_^)_2_3_6_+^U +^!Double _?_+_P + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Sentinel +----------------------------------------------- +:Throws: +Grab and Missile [_4/_6]_+^F +Grab and Rocket Punch [_4/_6]_+^G + +:Air Throws: +Grab and Missile _^_?_+^F +Grab and Rocket Punch _^_?_+^G + +:Command Moves: +Hard Punch _^_2_+^F +Helicopter Kick _^_2_+^J +Ground Grab foe down_2_+[^F/^G] +^!Grab and Missile _P + +:Special Moves: +Rocket Punch (_^)_2_3_6_+_P +Sentinel Force _2_3_6_+_K + +:X-Ability: +Hover _2_1_4_+^U +^!Cancel _2_1_4_+^U + +:Hyper-X: +Plasma Storm _2_3_6_+^U +^!Power Up _X_P + ^!Multiple Waves _X_P + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Kick-to-Punch +----------------------------------------------- +$end +$cmd +Silver Samurai +Codename: Kenichiro Harada +----------------------------------------------- +:Throws: +Back Toss [_4/_6]_+^F +Sword Stab [_4/_6]_+^G + +:Air Throws: +Back Toss _^_?_+[^F/^G] + +:Command Moves: +Return ^G^G + +:Special Moves: +Shuriken (_^)_2_3_6_+_P +Hyakuretsu Toh _6_2_3_+_P +Hyakuretsu Toh Continous _6_+_X_P + +:X-Ability: +Blink (_^)_2_3_6_+_K +Katana Element Thunder _2_1_4_+^E +Katana Element Ice _2_1_4_+^F +Katana Element Flame _2_1_4_+^G +Bushin _2_1_4_+^T + +:Hyper-X: +Lightning Katana _2_3_6_+^U +Triple Shuriken _2_1_4_+^U + +:Combo Info: +Ground Chain-Combo Weak Start +Jump Chain-Combo Weak Start +Super Jump Chain-Combo Weak Start +----------------------------------------------- +$end +$cmd +Spiral +Codename: Rita Ricochet +----------------------------------------------- +:Throws: +Grab and Toss [_4/_6]_+^F +Grab and Punches [_4/_6]_+^G +Leg Toss [_4/_6]_+[^I/^J] + +:Air Throws: +Grab and Toss _^_?_+[^F/^G] +Leg Toss _^_?_+[^I/^J] + +:Command Moves: +Downward Punch _^_2_+^G + +:Special Moves: +Dancing Swords (_^)_6_3_2_1_4_+^U +^!Sword Throw _P +^!Sword Ring Down _^_2_3_6_+^E +^!Sword Ring Across (_^)_2_3_6_+^F +^!Sword Ring Up (_^)_2_3_6_+^G +^!Sword Explosion (_^)_2_3_6_+^H +^!Sword Spinner (_^)_2_3_6_+^I +^!Sword Seeker (_^)_2_3_6_+^J +6-hand Grapple _2_8_+_P +Quick Drop _^_2_1_4_+^G + +:X-Ability: +Switch Dance (_^)_2_1_4_+^E +Teleport Dance (_^)_2_1_4_+^F +^!Change Position [_P/_K] +Power Dance (_^)_2_1_4_+^H +Speed Dance (_^)_2_1_4_+^I +Invisible Dance (_^)_2_1_4_+^J + +:Hyper-X: +Metamorphosis (_^)_2_3_6_+^U +^!Grab ^-_P + +:Combo Info: +Ground Chain-Combo Kick-to-Punch +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Storm +Codename: Ororo Munroe] +----------------------------------------------- +:Throws: +Grab and Shock [_4/_6]_+^F +Grab and Typhoon [_4/_6]_+^G + +:Air Throws: +Grab and Shock _^_?_+^F +Grab and Typhoon _^_?_+^G + +:Command Moves: +Lightning Ball _^_?_+^F +Air Dash _^_?_+[^U/^T] +Float _^^8 + +:Special Moves: +Typhoon (_^)_2_3_6_+_P +Lightning Attack (_^)[^E_+^H/^F_+^I/^G_+^J] + +:X-Ability: +Flying (_^)_2_1_4_+^U +^!Cancel _2_1_4_+^U +Sucked In (_^)_2_1_4_+^T +Blown Away (_^)_2_3_6_+^T + +:Hyper-X: +Lightning Storm (_^)_2_3_6_+^U +Hail Storm _2_3_6_+_S + +:Combo Info: +Ground Chain-Combo Punch-to-Kick +Jump Chain-Combo Punch-to-Kick +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Wolverine +Codename: James 'Logan' Howlett +----------------------------------------------- +:Throws: +Shoulder Mount Adamantium Hell [_4/_6]_+^F +Ground Mount Adamantium Hell [_4/_6]_+^G + +:Air Throws: +Airborne Adamantium Hell _^_?_+[^F/^G] + +:Command Moves: +Taunt ^E^I^I^G^F + _`charge POWER bar +Sliding Claw _3_+^G +Dart Kick _^_2_+^I +Sankaku Tobi _^corner_6 + +:Special Moves: +Tornado Claw _6_2_3_+_X_P +Drill Claw (_^)[^E_+^H/^F_+^I/^G_+^J] + +:X-Ability: +Berserker Charge _2_1_4_+^U +Healing Factor _2_1_4_+^T + _`restore Life + +:Hyper-X: +Berserker Barrage _2_3_6_+^U + +:Combo Info: +Ground Chain-Combo Kick-to-Punch +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Kick-to-Punch +----------------------------------------------- +$end +$cmd +«Secret Characters» +----------------------------------------------- +*Play with Akuma on 1.00 Version + - at the Character Select Screen + - put the cursor on + + Player 1 + - Cyclops for 3sec_6_6_2_6_8_4_4_6_6 + - stop for 3sec_O^H_+^G_+^J + + Player 2 + - Storm for 3sec_6_6_2_4_4_6_6_6_6 + - stop for 3sec_O^H_+^G_+^J + +*Play with Akuma on 2.00,2.10,2.20,3.00 Version + - at the Character Select Screen + - put the cursor on + + Player 1 + - Spiral for 3sec_4_4_4_4_6_8_6_6_2 + - stop for 3sec_O^H_+^G_+^J + + Player 2 + - Storm for 3sec_6_2_4_4_4_4_2_6_6 + - stop for 3sec_O^H_+^G_+^J + +*Play with Juggernaut and Magneto + - playable only with Cheats +----------------------------------------------- +$end +$cmd +Akuma +(Gouki on Japanese Version) +----------------------------------------------- +:Throws: +Seoi Nage [_4/_6]_+^F +Tomoe Nage [_4/_6]_+^G +Tsukami Nage [_4/_6]_+^I +Jigoku Guruma [_4/_6]_+^J + +:Air Throws: +Izuna Drop _^_?_+[^F/^G] + +:Special Moves: +Gou Hadou Ken _2_3_6_+_P +Zankuu Hadou Ken _^_2_3_6_+_P +Gou Shouryuu Ken _6_2_3_+_P +Tatsumaki Zankuu Kyaku (_^)_2_1_4_+_K +Tenma Kuujin Kyaku _^_2_3_6_+_K + +:X-Ability: +Ultimate Throw _2_1_4_+_P + _`reverse jump/high/mid/Special +Ashura Senkuu-right _6_2_3_+[^U/^T] +Ashura Senkuu-left _4_2_1_+[^U/^T] + +:Hyper-X: +Messatsu Gou Hadou _2_3_6x2_+_P +Messatsu Gou Shouryuu _2_3_6_2_3_+_P + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +Juggernaut +Codename: Cain Marko +----------------------------------------------- +:Throws: +Headbutts and Uppercut [_4/_6]_+^F +Cackling Slam [_4/_6]_+^G + +:Command Moves: +Double Punch ^E^E +Juggernaut Body Press _^_2_+^G +Ground Grab foe down_2_+[^F/^G] +^!Headbutts and Uppercut ^F +^!Cackling Slam ^G +Taunt without power_4_2_1_+_P + +:Special Moves: +Double Fist _2_3_6_+_P +Earthquake Punch _6_3_2_+_P +Pick Up Iron Bar close iron bar_2_2_+_P +^!Throw Iron Bar _2_2_+_K + +:X-Ability: +Cyttorak Power-Up _2_1_4_+_P + +:Hyper-X: +Juggernaut Headcrush _4_1_2_3_6_+_P + +:Combo Info: +Ground Chain-Combo Kick-to-Punch +Jump Chain-Combo Kick-to-Punch +Super Jump Chain-Combo Kick-to-Punch +----------------------------------------------- +$end +$cmd +Magneto +Codename: Erik 'Magnus' Lehnsherr +----------------------------------------------- +:Throws: +Scrap Hold [_4/_6]_+^F +E-M Repulse [_4/_6]_+^G + +:Air Throws: +Scrap Hold _^_?_+^F +E-M Repulse _^_?_+^G + +:Command Moves: +E-M Disruptor-ground ^G +E-M Disruptor-air _^^F +Magnetic Blast _^^G +Taunt _2_3_6_+^J + +:Special Moves: +Hyper Gravity _2_1_4_+^H +E-M Shock _2_3_6_+^F +Magnetic Tempest _2_3_6_+^E + +:X-Ability: +Flight _2_1_4_+^E +Force Field _2_3_6_+^G + +:Hyper-X: +Magnetic Shockwave _2_3_6_+^H + +:Combo Info: +Ground Chain-Combo Zig-Zag +Jump Chain-Combo Zig-Zag +Super Jump Chain-Combo Zig-Zag +----------------------------------------------- +$end +$cmd +«Cheats» +----------------------------------------------- +*Fight Akuma + - use Manual Block + - win every round with Hyper-X + - don't lose any rounds +----------------------------------------------- +$end + +### Mame Command Reference ############################# + + _______________________________________________________ +/ Pong \ +| Made by: Procyon | +\_______________________________________________________/ +$cmd +Key2 +----------------------------------------------- +_k _l _m _n _o _p _q _r _s _t _u _v +__k __l __m __n __o __p __q __r __s __t __u __v + +_w _x _y _z _L _M _Q _R _^ _? _X ^M +__w __x __y __z __L __M __Q __R __^ __? __X ^^M + +_| _O _- _= ^- ^= _~ ^* ^? _` +__| __O __- __= ^^- ^^= __~ ^^* ^^? __` + +_@ _) _( _* _& _% _$ _# _] _[ _{ _} _< _> +__@ __) __( __* __& __% __$ __# __] __[ __{ __} __< __> +----------------------------------------------- +$end +$cmd +Alphabetic Buttons (for NeoGeo): A~Z +----------------------------------------------- + No Glyph Description ShortCut + 1 | _A | BTN__A | __A | @@A-button + 2 | _B | BTN__B | __B | @@B-button + 3 | _C | BTN__C | __C | @@C-button + 4 | _D | BTN__D | __D | @@D-button + 5 | @E-button | BTN__E | | @@E-button + 6 | @F-button | BTN__F | | @@F-button + 7 | @G-button | BTN__G | | @@G-button + 8 | @H-button | BTN__H | | @@H-button + 9 | @I-button | BTN__I | | @@I-button + 10 | @J-button | BTN__J | | @@J-button + 11 | @K-button | BTN__K | | @@K-button + 12 | @L-button | BTN__L | | @@L-button + 13 | @M-button | BTN__M | | @@M-button + 14 | @N-button | BTN__N | | @@N-button + 15 | @O-button | BTN__O | | @@O-button + 16 | @P-button | BTN__P | | @@P-button + 17 | @Q-button | BTN__Q | | @@Q-button + 18 | @R-button | BTN__R | | @@R-button + 19 | ^s | BTN__S | ^^s | @@S-button + 20 | @T-button | BTN__T | | @@T-button + 21 | @U-button | BTN__U | | @@U-button + 22 | @V-button | BTN__V | | @@V-button + 23 | @W-button | BTN__W | | @@W-button + 24 | @X-button | BTN__X | | @@X-button + 25 | @Y-button | BTN__Y | | @@Y-button + 26 | _Z | BTN__Z | __Z | @@Z-button +----------------------------------------------- +$end +$cmd +Numerical Buttons (for Capcom or Normal): 1~10 +----------------------------------------------- + No Glyph Description ShortCut + 27 | _a | BTN__1 | __a | + 28 | _b | BTN__2 | __b | + 29 | _c | BTN__3 | __c | + 30 | _d | BTN__4 | __d | + 31 | _e | BTN__5 | __e | + 32 | _f | BTN__6 | __f | + 33 | _g | BTN__7 | __g | + 34 | _h | BTN__8 | __h | + 35 | _i | BTN__9 | __i | + 36 | _j | BTN__10 | __j | + 37 | @decrease | BTN__DEC | | @@decrease + 38 | @increase | BTN__INC | | @@increase +----------------------------------------------- +$end +$cmd +Directions of Arrow/Joystick Ball (Normal) +----------------------------------------------- + No Glyph Description ShortCut + 39 | _+ | BTN__+ | __+ | + 40 | _. | DIR__... | __. | + 41 | _1 | DIR__1 | __1 | + 42 | _2 | DIR__2 | __2 | + 43 | _3 | DIR__3 | __3 | + 44 | _4 | DIR__4 | __4 | + 45 | _5 | Joystick Ball | __5 | @@BALL + 46 | _6 | DIR__6 | __6 | + 47 | _7 | DIR__7 | __7 | + 48 | _8 | DIR__8 | __8 | + 49 | _9 | DIR__9 | __9 | + 50 | _N | DIR__N | __N | +----------------------------------------------- +$end +$cmd +Special Buttons (NeoGeo or Capcom) +----------------------------------------------- + No Glyph Description ShortCut + 51 | _S | BTN__START | __S | @@start + 52 | ^S | BTN__SELECT | ^^S | @@select + 53 | _P | BTN__PUNCH | __P | @@punch + 54 | _K | BTN__KICK | __K | @@kick + 55 | _G | BTN__GUARD | __G | @@guard + 56 | | | | + 57 | ^E | Light Punch | ^^E | @@L-punch + 58 | ^F | Middle Punch | ^^F | @@M-punch + 59 | ^G | Strong Punch | ^^G | @@S-punch + 60 | ^H | Light Kick | ^^H | @@L-kick + 61 | ^I | Middle Kick | ^^I | @@M-kick + 62 | ^J | Strong Kick | ^^J | @@S-kick + 63 | ^T | 3 Kick | ^^T | @@3-kick + 64 | ^U | 3 Punch | ^^U | @@3-punch + 65 | ^V | 2 Kick | ^^V | @@2-kick + 66 | ^W | 2 Pick | ^^W | @@2-punch +----------------------------------------------- +$end +$cmd +Custom Buttons/Cursor Buttons/Joystick Glyphs +----------------------------------------------- + No Glyph Description ShortCut + 67 | @custom1 | CUSTOM__1 | | @@custom1 + 68 | @custom2 | CUSTOM__2 | | @@custom2 + 69 | @custom3 | CUSTOM__3 | | @@custom3 + 70 | @custom4 | CUSTOM__4 | | @@custom4 + 71 | @custom5 | CUSTOM__5 | | @@custom5 + 72 | @custom6 | CUSTOM__6 | | @@custom6 + 73 | @custom7 | CUSTOM__7 | | @@custom7 + 74 | @custom8 | CUSTOM__8 | | @@custom8 + 75 | @up | (UP) | | @@up + 76 | @down | (DOWN) | | @@down + 77 | @left | (LEFT) | | @@left + 78 | @right | (RIGHT) | | @@right + 79 | @lever | Non Player Lever | | @@lever + 80 | @nplayer | Gray Color Lever | | @@nplayer + 81 | @1player | 1 Player Lever | | @@1player + 82 | @2player | 2 Player Lever | | @@2player + 83 | @3player | 3 Player Lever | | @@3player + 84 | @4player | 4 Player Lever | | @@4player + 85 | @5player | 5 Player Lever | | @@5player + 86 | @6player | 6 Player Lever | | @@6player + 87 | @7player | 7 Player Lever | | @@7player + 88 | @8player | 8 Player Lever | | @@8player + 89 | | | | +----------------------------------------------- +$end +$cmd +Charge of Directions and Arrows +----------------------------------------------- + No Glyph Description ShortCut + 90 | _! | Arrow | __! | @@--> + 91 | ^! | Continue Arrow | ^^! | @@==> + 92 | ^1 | Charge DIR__1 | ^^1 | + 93 | ^2 | Charge DIR__2 | ^^2 | + 94 | ^3 | Charge DIR__3 | ^^3 | + 95 | ^4 | Charge DIR__4 | ^^4 | + 96 | ^6 | Charge DIR__6 | ^^6 | + 97 | ^7 | Charge DIR__7 | ^^7 | + 98 | ^8 | Charge DIR__8 | ^^8 | + 99 | ^9 | Charge DIR__9 | ^^9 | +----------------------------------------------- +$end +$cmd +Composition of Arrow Directions (Shorthand) +----------------------------------------------- + No Glyph Description ShortCut +100 | _k | 1/2Circle Back | __k | @@hcb +101 | _l | 1/2Circle Forward Up | __l | @@huf +102 | _m | 1/2Circle Forward | __m | @@hcf +103 | _n | 1/2Circle Back Up | __n | @@hub +104 | _o | 1/4Circle Forward Down| __o | @@qfd +105 | _p | 1/4Circle Down Back | __p | @@qdb +106 | _q | 1/4Circle Back Up | __q | @@qbu +107 | _r | 1/4Circle Up Forward | __r | @@quf +108 | _s | 1/4Circle Back Down | __s | @@qbd +109 | _t | 1/4Circle Down Forward| __t | @@qdf +110 | _u | 1/4Circle Forward Up | __u | @@qfu +111 | _v | 1/4Circle Up Back | __v | @@qub +112 | _w | Full Clock Forward | __w | @@fdf +113 | _x | Full Clock Back | __x | @@fub +114 | _y | Full Count Forward | __y | @@fuf +115 | _z | Full Count Back | __z | @@fdb +116 | _L | 2x Forward | __L | @@xff +117 | _M | 2x Back | __M | @@xbb +118 | _Q | Dragon Screw Forward | __Q | @@dsf +119 | _R | Dragon Screw Back | __R | @@dsb +120 | | | | +----------------------------------------------- +$end +$cmd +Big letters Text (Large letter Shortcut) +----------------------------------------------- + No Glyph Description ShortCut +121 | _^ | AIR | __^^ | @@AIR +122 | _? | DIR | __? | @@DIR +123 | ^M | MAX | ^^M | @@MAX +124 | _X | TAP | __X | @@TAP +----------------------------------------------- +$end +$cmd +Condition of Positions (Small letter Shortcut) +----------------------------------------------- + No Glyph Description ShortCut +125 | _| | Jump | __| | @@jump +126 | _O | Hold | __O | @@hold +127 | _- | Air | __- | @@air +128 | _= | Squatting | __= | @@sit +129 | ^- | Close | ^^- | @@close +130 | ^= | Away | ^^= | @@away +131 | _~ | Charge | __~ | @@charge +132 | ^* | Serious Tap | ^^* | @@tap +133 | ^? | Any Button | ^^? | @@button +134 | | | | +----------------------------------------------- +$end +$cmd +Special Character Text +----------------------------------------------- + No Glyph Description ShortCut +135 | _` | Small Dot | __` | +136 | _@ | Double Ball | __@@ | +137 | _) | Single Ball | __) | +138 | _( | Solid Ball | __( | +139 | _* | Star | __* | +140 | _& | Solid star | __& | +141 | _% | Triangle | __% | +142 | _$ | Solid Triangle | __$ | +143 | _# | Double Square | __# | +144 | _] | Single Square | __] | +145 | _[ | Solid Square | __[ | +146 | _{ | Down Triangle | __{ | +147 | _} | Solid Down Triangle| __} | +148 | _< | Diamond | __< | +149 | _> | Solid Diamond | __> | +----------------------------------------------- +$end diff --git a/bios/Other/raine/gamecontrollerdb.txt b/bios/Other/raine/gamecontrollerdb.txt new file mode 100644 index 00000000..b7d500cc --- /dev/null +++ b/bios/Other/raine/gamecontrollerdb.txt @@ -0,0 +1,1913 @@ +# Game Controller DB for SDL in 2.0.16 format +# Source: https://github.com/gabomdq/SDL_GameControllerDB + +# Windows +03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000fa2d00000100000000000000,3dRudder Foot Motion Controller,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows, +03000000d0160000040d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000050d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000060d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000070d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000600a000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000c82d00000031000000000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000531000000000000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000951000000000000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightx:a3,righty:a5,start:b11,platform:Windows, +03000000008000000210000000000000,8BitDo F30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000003512000011ab000000000000,8BitDo F30 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000c82d00001028000000000000,8BitDo F30 Arcade Joystick,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d000011ab000000000000,8BitDo F30 Arcade Joystick,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000801000000900000000000000,8BitDo F30 Arcade Stick,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001038000000000000,8BitDo F30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000090000000000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001251000000000000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001151000000000000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000150000000000000,8BitDo M30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000151000000000000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000650000000000000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00005106000000000000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,guide:b2,leftshoulder:b8,lefttrigger:b9,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000310000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000451000000000000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightx:a3,righty:a5,start:b11,platform:Windows, +03000000c82d00002028000000000000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00008010000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d0000e002000000000000,8BitDo N30,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b6,platform:Windows, +03000000c82d00000190000000000000,8BitDo N30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001590000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00006528000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000290000000000000,8BitDo N64,+rightx:b9,+righty:b3,-rightx:b4,-righty:b8,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,platform:Windows, +03000000c82d00003038000000000000,8BitDo N64,+rightx:b9,+righty:b3,-rightx:b4,-righty:b8,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,platform:Windows, +030000003512000012ab000000000000,8BitDo NES30,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Windows, +03000000c82d000012ab000000000000,8BitDo NES30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000022000000090000000000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000203800000900000000000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00002038000000000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000751000000000000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000851000000000000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000360000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000361000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000660000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000131000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000231000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000331000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000431000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00002867000000000000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a2,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a5,start:b10,x:b3,y:b4,platform:Windows, +03000000c82d00000130000000000000,8BitDo SF30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000060000000000000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000061000000000000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000102800000900000000000000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d000021ab000000000000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00003028000000000000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +030000003512000020ab000000000000,8BitDo SN30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000030000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000351000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a2,rightshoulder:b7,rightx:a3,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001290000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d000020ab000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00004028000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00006228000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000021000000000000,8BitDo SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000260000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000261000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001230000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000121000000000000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +030000008f0e00001200000000000000,Acme GA02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000355000000000000,Acrux,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa190000f0ff000000000000,Acteck AGJ 3200,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d1180000402c000000000000,ADT1,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a3,rightx:a2,righty:a5,x:b3,y:b4,platform:Windows, +03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000263000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001101000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001401000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001402000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001901000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001a01000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001301000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001302000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001304000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001413000000000000,Afterglow Xbox Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00003901000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ab1200000103000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000f9000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000100000008200000000000000,Akishop Customs PS360,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000007c1800000006000000000000,Alienware Dual Compatible PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000491900001904000000000000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000710100001904000000000000,Amazon Luna Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b8,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b4,rightstick:b7,rightx:a3,righty:a4,start:b6,x:b3,y:b2,platform:Windows, +03000000830500000160000000000000,Arcade,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b4,platform:Windows, +03000000120c0000100e000000000000,Armor 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000490b00004406000000000000,ASCII Seamic Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000869800002500000000000000,Astro C40 TR PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000a30c00002700000000000000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows, +03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000e557000000000000,Batarang PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows, +030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f9000000000000,BB 070,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000bc2000005250000000000000,Beitong G3,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a3,righty:a4,start:b15,x:b3,y:b4,platform:Windows, +030000000d0500000208000000000000,Belkin Nostromo N40,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000000055000000000000,Betop BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006321000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006412000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000555000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000655000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000700000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000808300000300000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00006401000000000000,BF One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000300f00000202000000000000,Bigben,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a5,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +030000006b1400000209000000000000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b1400000055000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400000103000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000120c0000200e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000210e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f10e000000000000,Brook PS2 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000310c000000000000,Brook Super Converter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00000b00000000000000,Buffalo BSGP1601 Series,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows, +030000005b1c00002400000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000005b1c00002500000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000006d04000042c2000000000000,ChillStream,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000457500000401000000000000,Cobra,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000b0400003365000000000000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Windows, +030000004c050000c505000000000000,CronusMax Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d814000007cd000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d8140000cefa000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows, +030000003807000002cb000000000000,Cyborg,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000a306000022f6000000000000,Cyborg V.3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000f806000000a3000000000000,DA Leader,a:b7,b:b6,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b8,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:b3,rightx:a2,righty:a3,start:b12,x:b4,y:b5,platform:Windows, +030000001a1c00000001000000000000,Datel Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000791d00000103000000000000,Dual Box Wii,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c0160000e105000000000000,Dual Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000004f040000070f000000000000,Dual Power,a:b8,b:b9,back:b4,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,leftshoulder:b13,leftstick:b6,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b12,rightstick:b7,righttrigger:b15,start:b5,x:b10,y:b11,platform:Windows, +030000004f04000012b3000000000000,Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000020b3000000000000,Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000bd12000002e0000000000000,Dual Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ff1100003133000000000000,DualForce,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b1,platform:Windows, +030000008f0e00000910000000000000,DualShock 2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000317300000100000000000000,DualShock 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000006f0e00003001000000000000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fc0400000250000000000000,Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +030000006e0500000a20000000000000,Elecom DUX60 MMO,a:b2,b:b3,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b14,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b15,righttrigger:b13,rightx:a3,righty:a4,start:b20,x:b0,y:b1,platform:Windows, +03000000b80500000410000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000006e0500000520000000000000,Elecom P301U PlayStation Controller Adapter,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +03000000411200004450000000000000,Elecom U1012,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000320000000000000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000e20000000000000,Elecom U3912T,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000f20000000000000,Elecom U4013S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500001320000000000000,Elecom U4113,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006e0500001020000000000000,Elecom U4113S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000720000000000000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000007d0400000640000000000000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000430b00000300000000000000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000242f000000b7000000000000,ESM 9110,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +03000000101c0000181c000000000000,Essential,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b4,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000341a00000108000000000000,EXEQ RF Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00008401000000000000,Faceoff Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008001000000000000,Faceoff Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000021000000090000000000000,FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +0300000011040000c600000000000000,FC801,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000852100000201000000000000,FF GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000028f0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00002ef0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000038f0000000000000,Fightpad TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03005036852100000000000000000000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000f806000001a3000000000000,Firestorm,a:b9,b:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b10,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b12,x:b8,y:b4,platform:Windows, +03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows, +03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,misc1:b15,paddle1:b11,paddle2:b10,paddle3:b13,paddle4:b12,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows, +03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows, +03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows, +0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows, +03000000341a000005f7000000000000,GameCube Controller,a:b2,b:b3,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b1,y:b0,platform:Windows, +03000000430b00000500000000000000,GameCube Controller,a:b0,b:b2,dpdown:b10,dpleft:b8,dpright:b9,dpup:b11,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a3,rightx:a5,righty:a2,start:b7,x:b1,y:b3,platform:Windows, +03000000790000004718000000000000,GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000790000004618000000000000,GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000008f0e00000d31000000000000,Gamepad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ac0500003d03000000000000,GameSir G3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500001a06000000000000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00001110000000000000,GameStick Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +0300000047530000616d000000000000,GameStop,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000140000000000000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows, +030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000c9110000f055000000000000,GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000005c1a00003330000000000000,Genius MaxFire Grandias 12V,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000b01000000000000,GGE909 Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c283000000000000,Gioteck PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000021c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000031c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c383000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c483000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000026b3000000000000,GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000079000000d418000000000000,GPD Win,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000025b000000000000,GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000840000000000000,Gravis Destroyer Tilt,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,x:b0,y:b3,platform:Windows, +030000007d0400000540000000000000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000280400000140000000000000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a3,dpup:-a4,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00000610000000000000,GreenAsia,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a5,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ac0500006b05000000000000,GT2a,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004900000000000000,Hatsune Miku Sho PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000001008000001e1000000000000,Havit HV G60,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000000d0f00000c00000000000000,HEXT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d81400000862000000000000,HitBox Edition Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000632500002605000000000000,HJD X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00000a00000000000000,Hori DOA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008500000000000000,Hori Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002500000000000000,Hori Fighting Commander 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002d00000000000000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008400000000000000,Hori Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005100000000000000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008600000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ba00000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008800000000000000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +030000000d0f00008700000000000000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001000000000000000,Hori Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003200000000000000,Hori Fightstick 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c000000000000000,Hori Fightstick 4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00000d00000000000000,Hori Fightstick EX2,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00003701000000000000,Hori Fightstick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Windows, +030000000d0f00004000000000000000,Hori Fightstick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002100000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002700000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000a000000000000000,Hori Grip TAC4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b13,x:b0,y:b3,platform:Windows, +030000000d0f0000a500000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000a600000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00000101000000000000,Hori Mini Hatsune Miku FT,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005400000000000000,Hori Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00000900000000000000,Hori Pad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004d00000000000000,Hori Pad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003801000000000000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Windows, +030000000d0f00009200000000000000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002301000000000000,Hori PS4 Controller Light,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00001100000000000000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002600000000000000,Hori Real Arcade Pro 3P,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004b00000000000000,Hori Real Arcade Pro 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006f00000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00007000000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003d00000000000000,Hori Real Arcade Pro N3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b4,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b6,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000ae00000000000000,Hori Real Arcade Pro N4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008c00000000000000,Hori Real Arcade Pro P4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000aa00000000000000,Hori Real Arcade Pro S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000d800000000000000,Hori Real Arcade Pro S,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00002200000000000000,Hori Real Arcade Pro V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005b00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005c00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000af00000000000000,Hori Real Arcade Pro VHS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001b00000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000002f5000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00009c00000000000000,Hori TAC Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c900000000000000,Hori Taiko Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c100000000000000,Horipad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006400000000000000,Horipad 3TP,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001300000000000000,Horipad 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005500000000000000,Horipad 4 FPS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006e00000000000000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006600000000000000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004200000000000000,Horipad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f5000000000000,Horipad EXT2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows, +03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows, +03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows, +03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows, +03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows, +03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005c0a00000285000000000000,iDroidCon,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b6,platform:Windows, +03000000696400006964000000000000,iDroidCon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000b50700001403000000000000,Impact Black,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +030000006f0e00002401000000000000,Injustice Fightstick PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000830500005130000000000000,InterAct ActionPad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000ef0500000300000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000230000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000030000000000000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000fd0500003902000000000000,InterAct Hammerhead,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,rightshoulder:b7,rightstick:b5,righttrigger:b9,start:b10,x:b0,y:b1,platform:Windows, +03000000fd0500002a26000000000000,InterAct Hammerhead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500002f26000000000000,InterAct Hammerhead FX,a:b4,b:b5,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b1,y:b2,platform:Windows, +03000000fd0500005302000000000000,InterAct ProPad,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000ac0500002c02000000000000,Ipega Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000204000000000000,Ipega PG9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000304000000000000,Ipega PG9087,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows, +030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000250900000017000000000000,Joypad Adapter,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows, +03000000bd12000003c0000000000000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ff1100004033000000000000,JPD FFB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a2,start:b15,x:b3,y:b0,platform:Windows, +03000000242f00002d00000000000000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00008a00000000000000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +03000000c4100000c082000000000000,KADE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000828200000180000000000000,Keio,a:b4,b:b5,back:b8,leftshoulder:b2,lefttrigger:b3,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000bd12000001e0000000000000,Leadership,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00000103000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00000104000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008f0e00001300000000000000,Logic3,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows, +030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001dc2000000000000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001ec2000000000000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000019c2000000000000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d0400001ac2000000000000,Logitech Precision,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000009c2000000000000,Logitech WingMan,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000bc2000000000000,Logitech WingMan Action Pad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:a5~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:a2~,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000ac2000000000000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000380700005645000000000000,Lynx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000222200006000000000000000,Macally,a:b1,b:b2,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700003888000000000000,Mad Catz Arcade Fightstick TE S Plus PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008532000000000000,Mad Catz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006352000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006652000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005032000000000000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005082000000000000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008031000000000000,Mad Catz FightStick Alpha PS3 ,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000003807000038b7000000000000,Mad Catz Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008433000000000000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008483000000000000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008134000000000000,Mad Catz Fightstick TE2 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008184000000000000,Mad Catz Fightstick TE2 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006252000000000000,Mad Catz Micro CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008232000000000000,Mad Catz PlayStation Brawlpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008731000000000000,Mad Catz PlayStation Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000003807000056a8000000000000,Mad Catz PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700001888000000000000,Mad Catz SFIV Fightstick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700008081000000000000,Mad Catz SFV Arcade Fightstick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700001847000000000000,Mad Catz Street Fighter 4 Xbox 360 FightStick,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows, +030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows, +030000008f0e00001030000000000000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000790000000318000000000000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002418000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows, +0300000079000000ae18000000000000,Mega Drive Controller,a:b0,b:b1,back:b7,dpdown:b14,dpleft:b15,dpright:b13,dpup:b2,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c0160000990a000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,righttrigger:b2,start:b3,platform:Windows, +030000005e0400002800000000000000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Windows, +030000005e0400000300000000000000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400000700000000000000,Microsoft SideWinder,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +030000005e0400000e00000000000000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400002700000000000000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Windows, +03000000280d00000202000000000000,Miller Lite Cantroller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b5,x:b2,y:b3,platform:Windows, +03000000ad1b000023f0000000000000,MLG,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a6,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000ad1b00003ef0000000000000,MLG Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700006382000000000000,MLG PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ffff00000000000000000000,Mocute M053,a:b3,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b11,leftstick:b7,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b6,righttrigger:b4,rightx:a3,righty:a4,start:b8,x:b1,y:b0,platform:Windows, +03000000d6200000e589000000000000,Moga 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000007162000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000ad0d000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400002a89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400002b89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001a89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001b89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows, +03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows, +030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000100d000000000000,Nacon Revolution Infinity PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000080d000000000000,Nacon Revolution Unlimited Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000bd12000001c0000000000000,Nebular,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000eb0300000000000000000000,NeGcon Adapter,a:a2,b:b13,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,lefttrigger:a4,leftx:a1,righttrigger:b11,start:b3,x:a3,y:b12,platform:Windows, +0300000038070000efbe000000000000,NEO SE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000092120000474e000000000000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Windows, +03000000921200004b46000000000000,NES 2 port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows, +03000000000f00000100000000000000,NES Controller,a:b1,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000921200004346000000000000,NES Controller,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000790000004518000000000000,NEXILUX GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000045000000000000,Nexus,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Windows, +03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows, +030000007e0500001920000000000000,NSO N64 Controller,+rightx:b8,+righty:b2,-rightx:b3,-righty:b7,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Windows, +030000007e0500001720000000000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Windows, +03000000550900001472000000000000,NVIDIA Controller,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows, +03000000550900001072000000000000,NVIDIA Shield,a:b9,b:b8,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b3,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b2,righttrigger:a4,rightx:a2,righty:a5,start:b0,x:b7,y:b6,platform:Windows, +030000005509000000b4000000000000,NVIDIA Virtual,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000288000000000000,Nyko Air Flo Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000004b120000014d000000000000,Nyko Airflo,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a3,leftstick:a0,lefttrigger:b6,rightshoulder:b5,rightstick:a2,righttrigger:b7,start:b9,x:b2,y:b3,platform:Windows, +03000000d62000001d57000000000000,Nyko Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000791d00000900000000000000,Nyko Playpad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000782300000a10000000000000,Onlive Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows, +030000000d0f00000401000000000000,Onyx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000001fd000000000000,Onza CE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a3,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000000fd000000000000,Onza TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000362800000100000000000000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows, +03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00008501000000000000,PDP Fightpad Pro,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Windows, +030000006f0e00000901000000000000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows, +03000000666600006706000000000000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows, +03000000e30500009605000000000000,PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004c050000da0c000000000000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002306000000000000,PlayStation Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000f0250000c183000000000000,PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d9040000160f000000000000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000004c0500003713000000000000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +0300000062060000d570000000000000,PowerA PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d620000013a7000000000000,PowerA Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000084ca000000000000,Precision,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000d62000009557000000000000,Pro Elite PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c62400001a53000000000000,Pro Ex Mini,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000009f31000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d6200000c757000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000110e000000000000,Pro5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000100000000000000,PS1 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00007530000000000000,PS1 Controller,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000300000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000250900000088000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900006888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b6,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000151a00006222000000000000,PS2 Dual Plus Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120a00000100000000000000,PS3 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00001307000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c00001cf1000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f90e000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000250900000118000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000218000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows, +030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows, +030000004f1f00000800000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows, +03000000888800000804000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows, +030000008f0e00000300000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ba2200002010000000000000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000120c00000807000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000111e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000121e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000130e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000150e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000180e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000181e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000191e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c00001e0e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000a957000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000aa57000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f21c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f31c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f41c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f51c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f70e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000160e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000001a1e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000e60c000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000f20d000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000830500005020000000000000,PSX,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Windows, +03000000300f00000111000000000000,Qanba 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00000211000000000000,Qanba 2P,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000011000000000000,Qanba Arcade Stick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows, +03000000300f00001611000000000000,Qanba Arcade Stick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +03000000222c00000025000000000000,Qanba Dragon Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000020000000000000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001211000000000000,Qanba Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001210000000000000,Qanba Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000341a00000104000000000000,Qanba Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows, +03000000222c00000223000000000000,Qanba Obsidian Arcade Stick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000023000000000000,Qanba Obsidian Arcade Stick PS4,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000008a2400006682000000000000,R1 Mobile Controller,a:b3,b:b1,back:b7,leftx:a0,lefty:a1,start:b6,x:b4,y:b0,platform:Windows, +03000000086700006626000000000000,RadioShack,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000ff1100004733000000000000,Ramox FPS Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000009b2800002300000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800006900000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800000800000000000000,Raphnet Dreamcast Adapter,a:b2,b:b1,dpdown:b5,dpleft:b6,dpright:b7,dpup:b4,lefttrigger:a2,leftx:a0,righttrigger:a3,righty:a1,start:b3,x:b10,y:b9,platform:Windows, +030000009b2800006200000000000000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800003200000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800006000000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800001800000000000000,Raphnet Jaguar Adapter,a:b2,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b10,start:b3,x:b11,y:b12,platform:Windows, +030000009b2800006300000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows, +030000009b2800000200000000000000,Raphnet NES Adapter,a:b7,b:b6,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b4,platform:Windows, +030000009b2800004400000000000000,Raphnet PS1 and PS2 Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows, +030000009b2800004300000000000000,Raphnet Saturn,a:b0,b:b1,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000009b2800000500000000000000,Raphnet Saturn Adapter 2.0,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +030000009b2800000300000000000000,Raphnet SNES Adapter,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000009b2800005600000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800005700000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800001e00000000000000,Raphnet Vectrex Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a1,lefty:a2,x:b2,y:b3,platform:Windows, +030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a2,righty:a5,start:b17,x:b9,y:b10,platform:Windows, +03000000321500000204000000000000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000104000000000000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000710000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000a10000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000410000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000910000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000011000000000000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000921200004547000000000000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b6,x:b3,y:b4,platform:Windows, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +03000000830500006020000000000000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000bd12000013d0000000000000,Retrolink Sega Saturn Classic Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,lefttrigger:b6,rightshoulder:b2,righttrigger:b7,start:b8,x:b3,y:b4,platform:Windows, +03000000bd12000015d0000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000341200000400000000000000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Windows, +0300000000f000000300000000000000,RetroUSB RetroPad,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +0300000000f00000f100000000000000,RetroUSB Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +03000000830500000960000000000000,Revenger,a:b0,b:b1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b5,platform:Windows, +030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000020d000000000000,Revolution Pro Controller 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000130d000000000000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001f01000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00004601000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fefa000000000000,Rock Candy Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008701000000000000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000050b0000e318000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000e518000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00005819000000000000,ROG Chakram Core,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000181a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001a1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001c1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +030000004f04000001d0000000000000,Rumble Force,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000008916000000fe000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000045d000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000023f6000000000000,Saitek Cyborg V.1 Game,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001201000000000000,Saitek Dual Analog,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000a30600000cff000000000000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b0,y:b1,platform:Windows, +03000000a30600000d5f000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000dff000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000018f5000000000000,Saitek P3200,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001001000000000000,Saitek P480 Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000901000000000000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b5,rightx:a3,righty:a2,x:b0,y:b1,platform:Windows, +03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a30600002106000000000000,Saitek PS1000 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000020f6000000000000,Saitek PS2700 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001101000000000000,Saitek Rumble,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000e804000000a0000000000000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c01100000252000000000000,Sanwa Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c01100004350000000000000,Sanwa Micro Grip P3,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,x:b3,y:b2,platform:Windows, +03000000411200004550000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004150000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004450000000000000,Sanwa Online Grip,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b14,x:b3,y:b4,platform:Windows, +03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000830500006120000000000000,Sanwa Smart Grip II,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000c01100000051000000000000,Satechi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows, +03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +0300000000050000289b000000000000,Sega Saturn Adapter,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows, +03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows, +03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +0300000003040000c197000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +0300000081170000960a000000000000,SNES Controller,a:b4,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b5,y:b1,platform:Windows, +03000000811700009d0a000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000008b2800000300000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000921200004653000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000ff000000cb01000000000000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000208000000000000,Speedlink 6555,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000908000000000000,Speedlink 6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700001722000000000000,Speedlink Competition Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows, +030000008f0e00000800000000000000,Speedlink Strike FX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000591000000000000,Speedlink Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +03000000de280000fc11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000de280000ff11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c0000160e000000000000,Steel Play Metaltech PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows, +03000000790000001c18000000000000,STK 7024X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000380700003847000000000000,Street Fighter Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +030000001f08000001e4000000000000,Super Famicom Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000418000000000000,Super Famicom Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000341200001300000000000000,Super Racer,a:b2,b:b3,back:b8,leftshoulder:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b7,x:b0,y:b1,platform:Windows, +03000000d620000011a7000000000000,Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000f600000000000000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000457500002211000000000000,Szmy Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ab1000000000000,T16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows, +030000000d0f00007b00000000000000,TAC GEAR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000e40a00000207000000000000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Windows, +03000000d814000001a0000000000000,TE Kitty,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000790000002601000000000000,TGZ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000591c00002600000000000000,THEGamepad,a:b2,b:b1,back:b6,leftx:a0,lefty:a1,start:b7,x:b3,y:b0,platform:Windows, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ed0000000000000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000008d0000000000000,ThrustMaster Ferrari 150 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows, +030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000003d0000000000000,ThrustMaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000009d0000000000000,ThrustMaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000088ca000000000000,Thunderpad,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000666600000288000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000666600000488000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004f04000007d0000000000000,TMini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000571d00002100000000000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Windows, +03000000571d00002000000000000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100000055000000000000,Tronsmart,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows, +03000000411200000450000000000000,Twin Shock,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows, +03000000d90400000200000000000000,TwinShock PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000151900005678000000000000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000000b0400003065000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00006e00000000000000,USB Controller,a:b1,b:b4,back:b10,leftshoulder:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b3,platform:Windows, +03000000300f00000701000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000341a00002308000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000666600000188000000000000,USB Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000203000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000790000000a00000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000b404000081c6000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001503000000000000,USB Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000bd12000012d0000000000000,USB Controller,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000ff1100004133000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002305000000000000,USB Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000790000001a18000000000000,Venom,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000302000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000702000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:a3,righty:a4,start:b4,x:b2,y:b3,platform:Windows, +03000000120c0000ab57000000000000,Warrior Joypad JS083,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000007e0500003003000000000000,Wii U Pro,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b6,leftstick:b11,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b12,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +0300000032150000030a000000000000,Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000032150000140a000000000000,Wolverine,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002e160000efbe000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +03000000380700001647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002045000000000000,Xbox 360 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700002644000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a5,start:b8,x:b2,y:b3,platform:Windows, +03000000380700002647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000003807000026b7000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a7,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400001907000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400009102000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000001fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000016f0000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400000053000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fdfa000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002847000000000000,Xbox 360 Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000a102000000000000,Xbox 360 Wireless Receiver,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000a88000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000120c00001088000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2~,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5~,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002a0600002000000000000000,Xbox Controller,a:b0,b:b1,back:b13,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b5,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b15,righttrigger:b7,rightx:a2,righty:a5,start:b12,x:b2,y:b3,platform:Windows, +03000000300f00008888000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:b13,dpleft:b10,dpright:b11,dpup:b12,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700001645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700002645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700008645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000202000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008502000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008702000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008902000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b8,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b9,righttrigger:b4,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00006300000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000c0b000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000fd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ff02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000a802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000c802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400003a54000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000130b000000000000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000450c00002043000000000000,Xeox SL6556BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00000300000000000000,XGear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000172700004431000000000000,Xiaomi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000172700003350000000000000,Xiaomi XMGP01YM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000005060000000000000,Xiaomi XMGP01YM,+lefty:+a2,+righty:+a5,-lefty:-a1,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000340000000000000,Xterminator Digital Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:-a4,lefttrigger:+a4,leftx:a0,lefty:a1,paddle1:b7,paddle2:b6,rightshoulder:b5,rightstick:b9,righttrigger:b2,rightx:a3,righty:a5,start:b8,x:b3,y:b4,platform:Windows, +03000000790000004f18000000000000,ZDT Android Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00000500000000000000,Zeroplus Adapter,a:b2,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000120c0000101e000000000000,Zeroplus P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, + +# Mac OS X +030000008f0e00000300000009010000,2 In 1 Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000031000001000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000531000000020000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001251000000020000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000020000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000a30c00002400000006020000,8BitDo M30,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,guide:b9,leftshoulder:b6,lefttrigger:b5,rightshoulder:b4,righttrigger:b7,start:b8,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00005106000000010000,8BitDo M30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,lefttrigger:a5,rightshoulder:b7,righttrigger:a4,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00001590000001000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +030000003512000012ab000001000000,8BitDo NES30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d000012ab000001000000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00002028000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000022000000090000001000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000203800000900000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000190000001000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000660000000020000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000131000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000231000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000331000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000431000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Mac OS X, +03000000102800000900000000000000,8BitDo SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000351000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001290000001000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00004028000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000260000001000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001130000000020000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001330000001000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001330000000020000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a00500003232000009010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001890000001000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000491900001904000001010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000a30c00002700000003030000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000a30c00002800000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X, +03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000200e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000210e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d8140000cecf000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000a306000022f6000001030000,Cyborg V3 Rumble Pad PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X, +030000006f0e00008401000003010000,Faceoff Premiere Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X, +03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000ac0500001a06000002020000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000c01100000140000000010000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000102000000000000,GameStop Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000ff1100003133000007010000,GameWare PC Control Pad,a:b2,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Mac OS X, +030000007d0400000540000001010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000280400000140000000020000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000007010000,GreenAsia Joystick,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Mac OS X, +030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008400000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008500000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000341a00000302000014010000,Hori Fighting Stick Mini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008800000000010000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008700000000010000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00004d00000000000000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X, +030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000aa00000072050000,Hori Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000000d0f00000002000015010000,Hori Switch Split Pad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006e00000000010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000000000,Horipad FPS Plus 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000ee00000000010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242e0000ff0b000000010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Mac OS X, +03000000790000004e95000000010000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Mac OS X, +03000000830500006020000000000000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X, +03000000ef0500000300000000020000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Mac OS X, +03000000fd0500000030000010010000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Mac OS X, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000242f00002d00000007010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006d04000019c2000000000000,Logitech Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000000000,Logitech F310,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006d04000018c2000000010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005032000000010000,Mad Catz PS3 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700008433000000010000,Mad Catz PS3 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005082000000010000,Mad Catz PS4 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700008483000000010000,Mad Catz PS4 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000000600000007010000,Marvo GT-004,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000008f0e00001330000011010000,Mayflash Controller Adapter,a:b2,b:b4,back:b16,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b12,lefttrigger:b16,leftx:a0,lefty:a2,rightshoulder:b14,rightx:a6~,righty:a4,start:b18,x:b0,y:b6,platform:Mac OS X, +03000000790000004318000000010000,Mayflash GameCube Adapter,a:b4,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X, +0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00001030000011010000,Mayflash Saturn Adapter,a:b0,b:b2,dpdown:b28,dpleft:b30,dpright:b26,dpup:b24,leftshoulder:b10,lefttrigger:b14,rightshoulder:b12,righttrigger:b4,start:b18,x:b6,y:b8,platform:Mac OS X, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X, +03000000790000000318000000010000,Mayflash Wii DolphinBar,a:b8,b:b12,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b44,leftshoulder:b16,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b4,platform:Mac OS X, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +03000000790000000018000000010000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +030000005e0400002800000002010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Mac OS X, +030000005e0400000300000006010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Mac OS X, +030000005e0400000700000006010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Mac OS X, +030000005e0400002700000001010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Mac OS X, +03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400002b89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000632500007505000000020000,NeoGeo mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X, +030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000011a7000000020000,Nintendo Switch Core Plus Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d620000011a7000010050000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +050000007e05000009200000ff070000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b3,y:b2,platform:Mac OS X, +030000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Mac OS X, +030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X, +030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000666600006706000088020000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X, +030000004c050000da0c000000010000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500003713000000010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000100800000300000006010000,PS2 Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000072050000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000005e040000e002000001000000,PXN P30 Pro Mobile,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000222c00000225000000010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000222c00000020000000010000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000321500000204000000010000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000104000000010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000010000000010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000321500000011000000010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000632500008005000000010000,Redgear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000000d0f0000c100000072050000,Retro Bit Sega Genesis 6B Controller,a:b2,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b8,rightshoulder:b6,righttrigger:b7,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000921200004547000000020000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b2,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,lefttrigger:b14,rightshoulder:b10,righttrigger:b4,start:b12,x:b6,y:b8,platform:Mac OS X, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000001100000005010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000830500006020000000010000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000341200000400000000000000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Mac OS X, +030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c0500006802000002100000,Rii RK707,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b3,righttrigger:b9,rightx:a2,righty:a3,start:b1,x:b15,y:b12,platform:Mac OS X, +03000000c6240000fefa000000000000,Rock Candy PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006f0e00008701000005010000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000e804000000a000001b010000,Samsung EIGP20,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b11,leftx:a1,lefty:a3,rightshoulder:b12,rightx:a4,righty:a5,start:b16,x:b7,y:b9,platform:Mac OS X, +03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Mac OS X, +03000000a30c00002500000006020000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Mac OS X, +03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X, +03000000b40400000a01000000000000,Sega Saturn,a:b0,b:b1,back:b5,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X, +030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X, +030000004c050000a00b000000000000,Sony DualShock 4 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d11800000094000000010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +05000000484944204465766963650000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000591c00002600000021000000,THEGamepad,a:b2,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Mac OS X, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X, +030000004f0400000ed0000000020000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X, +03000000571d00002100000021000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Mac OS X, +03000000bd12000015d0000000010000,Tomee Retro Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000bd12000015d0000000000000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000571d00002000000021000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005f140000c501000000020000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X, +03000000632500002605000000010000,Uberwith Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000151900005678000010010000,Uniplay U6,a:b3,b:b6,back:b25,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,leftstick:b31,lefttrigger:b21,leftx:a1,lefty:a3,rightshoulder:b19,rightstick:b33,righttrigger:b23,rightx:a4,righty:a5,start:b27,x:b11,y:b13,platform:Mac OS X, +030000006f0e00000302000025040000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000702000003060000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X, +050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000104000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000c6240000045d000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000050b000003090000,Xbox Elite Controller Series 2,a:b0,b:b1,back:b31,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b53,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000013050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000015050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400003a54000000000000,Xbox One PowerA Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000120c0000100e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000101e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, + +# Linux +030000005e0400008e02000020010000,8BitDo Adapter,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000031000011010000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000021000000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001251000011010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001151000011010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000650000011010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000008000000210000011010000,8BitDo NES30,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000c82d00000310000011010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00008010000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +03000000022000000090000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000190000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000203800000900000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00002038000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000660000011010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000631000014010000,8BitDo Pro 2 Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00001030000011010000,8BitDo Pro 2 Wired Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000020000000000000,8BitDo Pro 2 Wired Controller for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +06000000c82d00000020000006010000,8BitDo Pro 2 Wired Controller for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000131000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000231000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000331000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000431000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Linux, +05000000c82d00000060000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000061000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +030000003512000012ab000010010000,8BitDo SFC30,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux, +030000003512000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000102800000900000000010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00003028000000010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000351000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000160000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001290000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000260000011010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000202800000900000000010000,8BitDo SNES30,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001130000011010000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000760000011010000,8BitDo Ultimate Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001230000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001330000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +05000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +050000005e040000e002000030110000,8BitDo Zero 2,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c01100000355000011010000,Acrux Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000013020000,Afterglow Prismatic Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001302000000010000,Afterglow Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000020060000,Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000100000008200000011010000,Akishop Customs PS360,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000007c1800000006000010010000,Alienware Dual Compatible Game PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000491900000204000021000000,Amazon Fire Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b17,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000491900001904000011010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +05000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000a30c00002800000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +03000000050b00000579000011010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b36,paddle1:b52,paddle2:b53,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b21,paddle1:b22,paddle2:b23,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000503200000110000000000000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000110000011010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000000000000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000044010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000046010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000210000000000000,Atari Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +03000000503200000210000011010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000000000000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000045010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000046010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:-a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +03000000c62400001b89000011010000,BDA MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000d62000002a79000011010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000c21100000791000011010000,Be1 GC101 Controller 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000c31100000791000011010000,Be1 GC101 Controller 1.03,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e0400008e02000003030000,Be1 GC101 Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000bc2000004d50000011010000,BEITONG A1T2 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000bc2000000055000001000000,BETOP AX1 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000006412000011010000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b30,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006b1400000209000011010000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000200e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000210e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000f70e000011010000,Brook Universal Fighting Board,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux, +03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux, +03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00009100000000010000,EasySMX ESM-9101,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006e0500000320000010010000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03005036852100000201000010010000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ac0500001a06000011010000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008f0e00000800000010010000,Gasia PlayStation Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000451300000010000010010000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +190000004b4800000010000000010000,GO-Advance Controller,a:b1,b:b0,back:b10,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,leftshoulder:b4,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b13,start:b15,x:b2,y:b3,platform:Linux, +190000004b4800000010000001010000,GO-Advance Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b13,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b16,righttrigger:b15,start:b17,x:b2,y:b3,platform:Linux, +190000004b4800000011000000010000,GO-Super Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b2,y:b3,platform:Linux, +03000000f0250000c183000010010000,Goodbetterbest Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000007d0400000540000000010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000280400000140000000010000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000610000000010000,GreenAsia Electronics Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux, +030000008f0e00001200000010010000,GreenAsia Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +06000000adde0000efbe000002010000,Hidromancer Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d81400000862000011010000,HitBox PS3 PC Analog Mode,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux, +03000000c9110000f055000011010000,HJC Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000632500002605000010010000,HJDX,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000000d0f00000d00000000010000,Hori,a:b0,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,rightshoulder:b7,start:b9,x:b1,y:b2,platform:Linux, +030000000d0f00006d00000020010000,Hori EDGE 301,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:+a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008400000011010000,Hori Fighting Commander,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005f00000011010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005e00000011010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005001000009040000,Hori Fighting Commander OCTA Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008500000010010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008600000002010000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00003701000013010000,Hori Fighting Stick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b3,y:b2,platform:Linux, +030000000d0f00008800000011010000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008700000011010000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,rightstick:b11,righttrigger:a4,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001000000011010000,Hori Fightstick 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000003f5000033050000,Hori Fightstick VX,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b8,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00004d00000011010000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00003801000011010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Linux, +030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000aa00000011010000,Hori Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000000d0f00001100000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00002200000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006a00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006b00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001600000000010000,Hori Real Arcade Pro EXSE,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00008501000015010000,Hori Switch Split Pad Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00006e00000011010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006600000011010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000ee00000011010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006700000001010000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f0000c100000011010000,Horipad S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +050000000d0f0000f600000001000000,Horipad Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux, +03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux, +03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux, +03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000830500006020000010010000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +050000006964726f69643a636f6e0000,idroidcon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700001503000010010000,Impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000d80400008200000003000000,IMS PCU0,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux, +03000000120c00000500000010010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000ef0500000300000000010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000fd0500000030000000010000,InterAct GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000fd0500002a26000000010000,InterAct HammerHead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +0500000049190000020400001b010000,Ipega PG 9069,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000632500007505000011010000,Ipega PG 9099,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +0500000049190000030400001b010000,Ipega PG9099,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000491900000204000000000000,Ipega PG9118,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000300f00001001000010010000,Jess Tech Dual Analog Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000ba2200002010000001010000,Jess Technology Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +050000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +03000000bd12000003c0000010010000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f00002d00000011010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00008a00000011010000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001dc2000014400000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000019200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000020200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000019c2000011010000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001fc2000005030000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux, +030000006d0400000ac2000010010000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux, +05000000380700006652000025010000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008532000010010000,Mad Catz Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005032000011010000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005082000011010000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000380700008034000011010000,Mad Catz Fightstick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008084000011010000,Mad Catz Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008433000011010000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008483000011010000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000380700001888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700003888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700001647000010040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000380700003847000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000120c00000500000000010000,Manta Dualshock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000008f0e00001330000010010000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +03000000790000004318000010010000,Mayflash GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f0000f700000001010000,Mayflash Magic S Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008f0e00001030000010010000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux, +0300000025090000e803000001010000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +03000000790000000018000011010000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000b50700004f00000000010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux, +030000005e0400000300000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux, +030000005e0400000700000000010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux, +030000005e0400000e00000000010000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux, +030000005e0400002700000000010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Linux, +030000005e0400008502000000010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008902000021010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008e02000001000000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.1,dpleft:h0.2,dpright:h0.8,dpup:h0.4,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000004010000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000056210000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000062230000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000001010000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000dd02000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000008040000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e040000120b00000b050000,Microsoft Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +050000004d4f435554452d3035335800,Mocute 053X,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +05000000e80400006e0400001b010000,Mocute 053X M59,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000004d4f435554452d3035305800,Mocute 054X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000d6200000e589000001000000,Moga 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000c62400002b89000011010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400001a89000000010000,MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000250900006688000000010000,MP8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux, +03000000790000004518000010010000,Nexilux GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Linux, +060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000009b2800008000000020020000,Nintendo Classic Controller,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux, +030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux, +03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux, +060000004e696e74656e646f20537700,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +060000007e0500000820000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000004c69632050726f20436f6e00,Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000620000001800000,Nintendo Switch Left Joy-Con,a:b16,b:b15,back:b4,leftshoulder:b6,leftstick:b12,leftx:a1,lefty:a0~,rightshoulder:b8,start:b9,x:b14,y:b17,platform:Linux, +03000000d620000013a7000011010000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000011a7000011010000,Nintendo Switch PowerA Core Plus Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000007e0500000920000000026803,Nintendo Switch Pro Controller,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Linux, +030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux, +05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux, +030000007e0500001920000011810000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux, +050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux, +050000007e0500001920000001800000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux, +030000007e0500001720000011810000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b8,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500001720000001800000,NSO SNES Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +19000000010000000100000001010000,ODROID Go 2,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux, +19000000010000000200000011000000,ODROID Go 2,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux, +03000000c0160000dc27000001010000,OnyxSoft Dual JoyDivision,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:Linux, +05000000362800000100000002010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000003010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000004010000,OUYA Controller,a:b0,b:b3,back:b14,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,start:b16,x:b1,y:b2,platform:Linux, +03000000830500005020000010010000,Padix Rockfire PlayStation Bridge,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Linux, +03000000ff1100003133000010010000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e0000b802000001010000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000b802000013020000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000d702000006640000,PDP Black Camo Wired Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b13,dpup:b14,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003101000000010000,PDP EA Sports Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008001000011010000,PDP Faceoff Nintendo Switch Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008501000011010000,PDP Nintendo Switch Fightpad Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00002801000011010000,PDP PS3 Rock Candy Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000901000011010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000004f9000000010000,PDP Xbox 360 Versus Fighting,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000a802000023020000,PDP Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e0000a702000023020000,PDP Xbox One Raven Black,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000d802000006640000,PDP Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000666600006706000000010000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux, +030000004c050000da0c000011010000,PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d9040000160f000000010000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000004c0500003713000011010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000140000001010000,PowerA Fusion Pro 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400001a53000000010000,PowerA Mini Pro Ex,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400001a58000001010000,PowerA Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000220000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +03000000d62000000228000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400001a54000001010000,PowerA Xbox One Mini Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000240000001010000,PowerA Xbox One Spectra Infinity,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000005f1400003102000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00001402000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000300000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +050000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000800000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +05000000504c415953544154494f4e00,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +060000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000c405000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000e60c000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000e60c000011810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000f20d000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000e60c000000810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +03000000300f00001211000011010000,Qanba Arcade Joystick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux, +03000000222c00000225000011010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000025000011010000,Qanba Dragon Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000020000011010000,Qanba Drone Arcade PS4 Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000300f00001210000010010000,Qanba Joystick Plus,a:b0,b:b1,back:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,start:b9,x:b2,y:b3,platform:Linux, +03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000023000011010000,Qanba Obsidian Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000009b2800000300000001010000,Raphnet 4nes4snes,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux, +030000009b2800004200000001010000,Raphnet Dual NES Adapter,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Linux, +030000009b2800003200000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800006000000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000204000011010000,Razer Panthera PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000104000011010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000810000011010000,Razer Panthera PS4 Evo Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000010000011010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000321500000a10000001000000,Razer Raiju Tournament Edition,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000011000011010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000790000001100000010010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Linux, +190000004b4800000111000000010000,RetroGame Joypad,a:b1,b:b0,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux, +0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +00000000526574726f53746f6e653200,RetroStone 2 Controller,a:b1,b:b0,back:b10,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,x:b4,y:b3,platform:Linux, +03000000341200000400000000010000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Linux, +030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00008701000011010000,Rock Candy Switch Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000c6240000fefa000000010000,Rock Candy Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000a306000023f6000011010000,Saitek Cyborg V1 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000a30600001005000000010000,Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux, +03000000a30600000701000000010000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000a30600000cff000010010000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b0,y:b1,platform:Linux, +03000000a30600000c04000011010000,Saitek P2900,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux, +03000000a306000018f5000010010000,Saitek P3200 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux, +03000000a30600000b04000000010000,Saitek P990 Dual Analog,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000a306000020f6000011010000,Saitek PS2700 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +05000000e804000000a000001b010000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux, +03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux, +03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux, +03000000790000002201000011010000,Sega Saturn,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +03000000b40400000a01000000010000,Sega Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux, +030000001f08000001e4000010010000,SFC Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000632500002305000010010000,ShanWan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000f025000021c1000010010000,Shanwan Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000632500007505000010010000,Shanwan PS3 PC,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000010010000,Shanwan PS3 PC ,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000341a00000908000010010000,SL6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000004c050000cc09000001000000,Sony DualShock 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000ff000000cb01000010010000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000250900000500000000010000,Sony PS2 pad with SmartJoy Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d11800000094000011010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000d11800000094000000010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000512000010010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux, +03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux, +03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0500000011010000311400001b010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b32,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000ad1b000038f0000090040000,Street Fighter IV Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000003b07000004a1000000010000,Suncom SFX Plus,a:b0,b:b2,back:b7,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux, +03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +030000008f0e00000d31000010010000,SZMY Power 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000457500000401000011010000,SZMY Power DS4 Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000457500002211000010010000,SZMY Power Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000008f0e00001431000010010000,SZMY Power PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ba2200000701000001010000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Linux, +03000000790000001c18000011010000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000004f04000015b3000001010000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000020b3000010010000,Thrustmaster Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000023b3000000010000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f0400000ed0000011010000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,back:b11,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b0,righttrigger:b9,start:b1,x:b3,y:b5,platform:Linux, +030000004f04000003b3000010010000,Thrustmaster Firestorm Dual Analog 2,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b9,rightx:a2,righty:a3,x:b1,y:b3,platform:Linux, +030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux, +030000004f04000004b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000026b3000002040000,Thrustmaster GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000025b000002020000,Thrustmaster GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000004f04000008d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000009d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000007d0000000010000,Thrustmaster T Mini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000012b3000010010000,Thrustmaster Vibrating Gamepad,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +03000000571d00002000000010010000,Tomee SNES Adapter,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000bd12000015d0000010010000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d814000007cd000011010000,Toodles 2008 Chimp PC PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +030000005e0400008e02000070050000,Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c01100000591000011010000,Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000680a00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000780300000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000e00d00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000100800000100000010010000,Twin PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000151900005678000010010000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux, +03000000790000001100000000010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux, +030000006f0e00000302000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000702000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +05000000ac0500003232000001000000,VR Box Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +0000000058626f782047616d65706100,Xbox Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e302000002090000,Xbox One Elite,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000220b000013050000,Xbox One Elite 2 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +060000005e040000ea0200000b050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000ea0200000d050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000005050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000009050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000007050000,Xbox Series 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+32353831643566306563643065356239,Atari VCS Modern Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32303165626138343962363666346165,Brook Mars PS4 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +38383337343564366131323064613561,Brook Mars PS4 Controller,a:b1,b:b19,back:b17,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +34313430343161653665353737323365,Elecom JC-W01U,a:b23,b:b24,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +4875694a6961204a432d573031550000,Elecom JC-W01U,a:b23,b:b24,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +30363230653635633863366338623265,Evo VR,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,x:b2,y:b3,platform:Android, +05000000b404000011240000dfff3f00,Flydigi Vader 2,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000bc20000000550000ffff3f00,GameSir G3w,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34323662653333636330306631326233,Google Nexus,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35383633353935396534393230616564,Google Stadia Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000d6020000e5890000dfff3f00,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +05000000d6020000e5890000dfff3f80,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a3,rightx:a4,righty:a5,start:b6,x:b2,y:b3,platform:Android, +66633030656131663837396562323935,Hori Battle,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +35623466343433653739346434636330,Hori Fighting Commander 3 Pro,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +484f524920434f2e2c4c54442e203130,Hori Fighting Commander 3 Pro,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b20,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b9,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +484f524920434f2e2c4c544420205041,Hori Gem Pad 3,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +65656436646661313232656661616130,Hori PC Engine Mini Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b18,platform:Android, +31303433326562636431653534636633,Hori Real Arcade Pro 3,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +32656664353964393561366362333636,Hori Switch Split Pad Pro,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +30306539356238653637313730656134,HORIPAD Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +48797065726b696e2050616400000000,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +62333331353131353034386136626636,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +31306635363562663834633739396333,Hyperkin N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +5368616e57616e202020202048797065,Hyperkin N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +0500000083050000602000000ffe0000,iBuffalo SNES Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b15,rightshoulder:b16,start:b10,x:b2,y:b3,platform:Android, +5553422c322d6178697320382d627574,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,rightshoulder:b18,start:b10,x:b3,y:b2,platform:Android, +64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android, +532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android, +65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android, +33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +4a6f792d436f6e20284c290000000000,Joy-Con (L),a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +38383665633039363066383334653465,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39363561613936303237333537383931,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +4a6f792d436f6e202852290000000000,Joy-Con (R),a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39656136363638323036303865326464,JYS Aapter,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +63316564383539663166353034616434,JYS Adapter,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +64623163333561643339623235373232,Logitech F310,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35623364393661626231343866613337,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4c6f6769746563682047616d65706164,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64396331333230326333313330336533,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39653365373864633935383236363438,Logitech G Cloud,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +416d617a6f6e2047616d6520436f6e74,Luna Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +4c756e612047616d6570616400000000,Luna Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30363066623539323534363639323363,Magic NS,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +31353762393935386662336365626334,Magic NS,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +39623565346366623931666633323530,Magic NS,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +6d6179666c617368206c696d69746564,Mayflash GameCube Adapter,a:b22,b:b21,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a5,righty:a2,start:b30,x:b23,y:b24,platform:Android, +436f6e74726f6c6c6572000000000000,Mayflash N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +65666330633838383061313633326461,Mayflash N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +37316565396364386635383230353365,Mayflash Saturn Adapter,a:b21,b:b22,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +4875694a696120205553422047616d65,Mayflash Saturn Adapter,a:b21,b:b22,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +535a4d792d706f776572204c54442043,Mayflash Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b31,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +30653962643666303631376438373532,Mayflash Wii DolphinBar,a:b23,b:b24,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +39346131396233376535393665363161,Mayflash Wii U Pro Adapter,a:b22,b:b23,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,leftstick:b31,lefttrigger:b27,rightshoulder:b26,rightstick:b0,righttrigger:b28,rightx:a0,righty:a1,start:b30,x:b21,y:b24,platform:Android, +31323564663862633234646330373138,Mega Drive,a:b23,b:b22,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b25,righttrigger:b26,start:b30,x:b24,y:b21,platform:Android, +37333564393261653735306132613061,Mega Drive,a:b21,b:b22,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +64363363336633363736393038313464,Mega Drive,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Android, +33323763323132376537376266393366,Microsoft Dual Strike,a:b24,b:b23,back:b25,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b29,rightshoulder:b78,rightx:a0,righty:a1~,start:b26,x:b22,y:b21,platform:Android, +30306461613834333439303734316539,Microsoft SideWinder Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b20,lefttrigger:b9,rightshoulder:b19,righttrigger:b10,start:b17,x:b2,y:b3,platform:Android, +32386235353630393033393135613831,Microsoft Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d4f435554452d303533582d4d35312d,Mocute 053X,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33343361376163623438613466616531,Mocute M053,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39306635663061636563316166303966,Mocute M053,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +7573622067616d657061642020202020,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Android, +050000007e05000009200000ffff0f00,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b17,y:b2,platform:Android, +34323437396534643531326161633738,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,misc1:b5,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +50726f20436f6e74726f6c6c65720000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b2,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b10,rightx:a2,righty:a3,start:b18,y:b3,platform:Android, +36326533353166323965623661303933,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +4e363420436f6e74726f6c6c65720000,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +534e455320436f6e74726f6c6c657200,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +64623863346133633561626136366634,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +050000005509000003720000cf7f3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000010720000ffff3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f00,NVIDIA Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f80,NVIDIA Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a3,rightx:a4,righty:a5,start:b6,x:b2,y:b3,platform:Android, +37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39383335313438623439373538343266,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b16,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +4f5559412047616d6520436f6e74726f,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b6,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +506572666f726d616e63652044657369,PDP PS3 Rock Candy Controller,a:b1,b:b17,back:h0.2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +62653335326261303663356263626339,PlayStation Classic Controller,a:b19,b:b1,back:b17,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b3,rightshoulder:b10,righttrigger:b20,start:b18,x:b2,y:b0,platform:Android, +536f6e7920496e746572616374697665,PlayStation Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +576972656c65737320436f6e74726f6c,PlayStation Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61653962353232366130326530363061,Pokken,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,rightshoulder:b20,righttrigger:b10,start:b18,x:b0,y:b2,platform:Android, +32666633663735353234363064386132,PS2,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a3,righty:a2,start:b30,x:b24,y:b21,platform:Android, +050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +536f6e7920504c415953544154494f4e,PS3 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61363034663839376638653463633865,PS3 Controller,a:b0,b:b1,back:b15,dpdown:a14,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66366539656564653432353139356536,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66383132326164626636313737373037,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c405000000783f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c4050000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000c4050000fffe3f80,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a3,rightx:a4,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000c4050000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000fffe3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30303839663330346632363232623138,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +31326235383662333266633463653332,PS4 Controller,a:b1,b:b16,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b17,x:b0,y:b2,platform:Android, +31373231336561636235613666323035,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31663838336334393132303338353963,PS4 Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34613139376634626133336530386430,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +37626233336235343937333961353732,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +37626464343430636562316661643863,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38393161636261653636653532386639,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63313733393535663339656564343962,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63393662363836383439353064663939,PS4 Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65366465656364636137653363376531,PS4 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +66613532303965383534396638613230,PS4 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +050000004c050000e60c0000fffe3f00,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000e60c0000fffe3f80,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a3,rightx:a4,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000e60c0000ffff3f00,PS5 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32346465346533616263386539323932,PS5 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32633532643734376632656664383733,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +37363764353731323963323639666565,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +61303162353165316365336436343139,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +64336263393933626535303339616332,Qanba 4RAF,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b20,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b9,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +36626666353861663864336130363137,Razer Junglecat,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000f8270000bf0b0000ffff3f00,Razer Kishi,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62653861643333663663383332396665,Razer Kishi,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000005070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000007070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000000090000bf7f3f00,Razer Serval,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +5a6869587520526574726f2042697420,Retro Bit Saturn Controller,a:b21,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b26,rightshoulder:b27,righttrigger:b28,start:b30,x:b23,y:b24,platform:Android, +32417865732031314b6579732047616d,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +36313938306539326233393732613361,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +526574726f466c616720576972656420,Retro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,rightshoulder:b18,start:b10,x:b2,y:b3,platform:Android, +61343739353764363165343237303336,Retro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,lefttrigger:b18,leftx:a0,lefty:a1,start:b10,x:b2,y:b3,platform:Android, +38653130373365613538333235303036,Retroid Pocket 2,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +526574726f696420506f636b65742043,Retroid Pocket Flip,a:b1,b:b0,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +582d426f7820436f6e74726f6c6c6572,Retroid Pocket Flip,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b17,paddle2:b18,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64363363336633363736393038313463,Retrolink,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b6,platform:Android, +37393234373533633333323633646531,RetroUSB N64 RetroPort,+rightx:b17,+righty:b15,-rightx:b18,-righty:b6,a:b10,b:b9,dpdown:b19,dpleft:b1,dpright:b0,dpup:b2,leftshoulder:b7,lefttrigger:b20,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Android, +5365616c6965436f6d707574696e6720,RetroUSB N64 RetroPort,+rightx:b17,+righty:b15,-rightx:b18,-righty:b6,a:b10,b:b9,dpdown:b19,dpleft:b1,dpright:b0,dpup:b2,leftshoulder:b7,lefttrigger:b20,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Android, +526574726f5553422e636f6d20534e45,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android, +64643037633038386238303966376137,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android, +37656564346533643138636436356230,Rock Candy Switch Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +33373336396634316434323337666361,RumblePad 2,a:b22,b:b23,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b24,platform:Android, +36363537303435333566386638366333,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +53616d73756e672047616d6520506164,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66386565396238363534313863353065,Sanwa PlayOnline Mobile,a:b21,b:b22,back:b23,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b24,platform:Android, +32383165316333383766336338373261,Saturn,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +38613865396530353338373763623431,Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b10,rightshoulder:b20,righttrigger:b19,start:b17,x:b2,y:b3,platform:Android, +61316232336262373631343137633631,Saturn,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +30353835333338613130373363646337,SG H510,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +66386262366536653765333235343634,SG H510,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +66633132393363353531373465633064,SG H510,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +62653761636366393366613135366338,SN30 PP,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38376662666661636265313264613039,SNES,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5346432f555342205061640000000000,SNES Adapter,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5553422047616d657061642000000000,SNES Controller,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +63303964303462366136616266653561,Sony PSP,a:b21,b:b22,back:b27,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b23,y:b24,platform:Android, +63376637643462343766333462383235,Sony Vita,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a3,righty:a4,start:b18,x:b0,y:b2,platform:Android, +476f6f676c65204c4c43205374616469,Stadia Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +5374616469614e3848532d6532633400,Stadia Controller,a:b0,b:b1,back:b15,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +0500000011010000201400000f7e0f00,SteelSeries Nimbus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,x:b19,y:b2,platform:Android, +35306436396437373135383665646464,SteelSeries Nimbus Plus,a:b0,b:b1,leftshoulder:b3,leftstick:b17,lefttrigger:b9,leftx:a0,rightshoulder:b20,rightstick:b18,righttrigger:b10,rightx:a2,x:b19,y:b2,platform:Android, +54475a20436f6e74726f6c6c65720000,TGZ Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62363434353532386238336663643836,TGZ Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +37323236633763666465316365313236,THEC64 Joystick,a:b21,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b27,x:b23,y:b24,platform:Android, +38346162326232346533316164363336,THEGamepad,a:b23,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b24,y:b21,platform:Android, +050000004f0400000ed00000fffe3f00,ThrustMaster eSwap Pro Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +5477696e20555342204a6f7973746963,Twin Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android, +30623739343039643830333266346439,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31643365666432386133346639383937,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30386438313564306161393537333663,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +33333034646336346339646538643633,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +050000005e0400008e02000000783f00,Xbox 360 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30396232393162346330326334636566,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38313038323730383864666463383533,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f782033363020576972656c6573,Xbox 360 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65353331386662343338643939643636,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65613532386633373963616462363038,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +47656e6572696320582d426f78207061,Xbox Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d6963726f736f667420582d426f7820,Xbox Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64633436313965656664373634323364,Xbox Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b19,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e04000091020000ff073f00,Xbox One Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e04000091020000ff073f80,Xbox One Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e00200000ffe3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e00200000ffe3f80,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a2,righty:a3,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e0020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b4,leftshoulder:b3,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e0020000ffff3f80,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b4,leftshoulder:b3,leftstick:b8,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b10,x:b17,y:b2,platform:Android, +050000005e040000fd020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33356661323266333733373865656366,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34356136633366613530316338376136,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android, +35623965373264386238353433656138,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +36616131643361333337396261666433,Xbox One Controller,a:b0,b:b1,back:b15,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f7820576972656c65737320436f,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000000b000000783f00,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000000b000000783f80,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000050b0000ffff3f00,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e002000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000ea02000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000fd020000ff7f3f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000120b000000783f00,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000120b000000783f80,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000130b0000ffff3f00,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65633038363832353634653836396239,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000001727000044310000ffff3f00,XiaoMi Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, + +# iOS +05000000ac0500000100000000006d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac050000010000004f066d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000cf076d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000df076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +05000000ac05000001000000ff076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +05000000ac0500000200000000006d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +05000000ac050000020000004f066d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +050000008a35000003010000ff070000,Backbone One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000008a35000004010000ff070000,Backbone One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS, +4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS, +050000007e050000062000000f060000,Nintendo Switch Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b2,leftshoulder:b4,rightshoulder:b5,x:b1,y:b3,platform:iOS, +050000007e050000062000004f060000,Nintendo Switch Joy-Con (L),+leftx:h0.1,+lefty:h0.2,-leftx:h0.4,-lefty:h0.8,dpdown:b2,dpleft:b0,dpright:b3,dpup:b1,leftshoulder:b4,misc1:b6,rightshoulder:b5,platform:iOS, +050000007e05000008200000df070000,Nintendo Switch Joy-Con (L/R),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000007e0500000e200000df070000,Nintendo Switch Joy-Con (L/R),a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS, +050000007e050000072000004f060000,Nintendo Switch Joy-Con (R),+rightx:h0.4,+righty:h0.8,-rightx:h0.1,-righty:h0.2,a:b1,b:b0,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b3,y:b2,platform:iOS, +050000007e05000009200000df870000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS, +050000007e05000009200000ff870000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff876d01,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000df870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,touchpad:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000ff870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +05000000ac0500000300000000006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000ac0500000300000043006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +050000005e040000050b0000df070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b10,paddle2:b12,paddle3:b11,paddle4:b13,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000050b0000ff070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000e0020000df070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000e0020000ff070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000130b0000df870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000130b0000ff870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, diff --git a/bios/Other/raine/hiscore.dat b/bios/Other/raine/hiscore.dat new file mode 100644 index 00000000..56e97d54 --- /dev/null +++ b/bios/Other/raine/hiscore.dat @@ -0,0 +1,4227 @@ +; ___ ___ ___ ________ ______ ________ _____ _______ ______ _______ __________ +; / / / // // // ___/ / ____ // _ \ / / / __ \ / __ //___ ___/ +; / /__/ // // _____// / / / / // /_/ / / ____/ / / \ // /_/ / / / +; / __ // //____ // / / / / // / / ____/ / / / // __ / / / +; / / / // // // /___ / /___/ // /\ \ / /_ / /___/ // / / / / / +;/__/ /__//__//_______//______//_______//__/ \__\/______//_//_______//_/ /_/ /__/ +;_________________________________________________________________________________________ +;This file can be edited with a text editor, but keep the same format: +; all fields are separated by a comma (,) +; : +; or +; ,: +; for machines with softlists +; @,,
,,,, +; [repeat the above as many times as necessary] +; +; *** All Entries Without Name Done By Me !! ( Leezer ) ;0) *** +; +; Based on the Unofficial hiscore.dat file from http://highscore.mameworld.info/ +; +; This hiscore.dat is only usable with lua enabled versions of mame since 0.172 +; For examples of @delay & Protected ram see: Gorf (protected ram) & blastoff (@delay) + +bbakraid: +@:maincpu,program,20f452,a7,00,30 ; normal +@:maincpu,program,20f356,a7,00,30 ; training +@:maincpu,program,20f54e,a7,00,30 ; advanced + +bbakraidja: +@:maincpu,program,20f444,9e,00,30 ; normal +@:maincpu,program,20f356,9e,00,30 ; training +@:maincpu,program,20f532,9e,00,30 ; advanced + +;******** start of mame0.211 additions *********** + +thunderl: +@:maincpu,program,ffe108,cc,00,41 + +;pzloop2:******puzz loop 2 (euro 010302) +;** stage scores not right ** ** you must wait untill the hiscore table has displayed ** +;** at least once before you start a game for this save to work **** +pzloop2: +pzloop2j: +pzloop2jr1: +@:maincpu,program,ff2cbc,3ae,4d,20 +@:maincpu,program,ff2cc8,1,20,20 + +;dkongf:******Donkey Kong Foundry (hack) +dkong: +dkongex: +dkongjp: +@:maincpu,program,6100,aa,94,76 +@:maincpu,program,60b8,03,50,00 +@:maincpu,program,7641,01,00,00 +@:maincpu,program,7621,01,00,00 +@:maincpu,program,7601,01,07,07 +@:maincpu,program,75e1,01,06,06 +@:maincpu,program,75c1,01,05,05 +@:maincpu,program,75a1,01,00,00 + +;*** puckman/pacman (and clones) for pacmame & regular mame builds ** +fastmspa: ; missing +fastplus: +hangly: +msindy: ; missing +mspac6m: ; missing +mspacmab: +mspacman: +mspacmat: +mspacpls: +pacman: +pacmini2: ; missing +pacmod: +pacplus: +pengman: +piranha: +pmad: +puckman: +pacman25: +pacman3d: +namcosil: +fastpac: +@:maincpu,program,4e88,04,00,00 +@:maincpu,program,43ed,06,40,40 +@:maincpu,program,43d1,01,48,48 + +xenrev: +; adapted from puckman +@:maincpu,program,4e88,04,00,00 +@:maincpu,program,43ed,06,40,40 +@:maincpu,program,43d1,01,54,54 + +mspacrip: +; adapted from puckman +@:maincpu,program,4e88,04,00,00 +@:maincpu,program,43ed,06,40,40 +@:maincpu,program,43d1,01,59,59 + +;arkanoid:[Special thanks to Cananas for enhancing this entry] +arkangc: +arkanoid: +arkatayt: +@:maincpu,program,ef79,23,00,52 +@:maincpu,program,c4df,03,00,00 + +arkatour: +@:maincpu,program,ef7c,23,00,52 +@:maincpu,program,c4df,03,00,00 + +terraf: +@:maincpu,program,6066e,3c,00,4a +@:maincpu,program,606b2,4,00,00 + +;******Crazy Climber 2 (Japan Harder) +cclimbr2: +@:maincpu,program,612a7,49,10,00 +@:maincpu,program,612f2,1,50,50 + +armedf: +@:maincpu,program,611b6,4f,00,4a +@:maincpu,program,61206,4,00,00 + +;********(legion(ver 2.03 & 1.05)) +legion: +@:maincpu,program,62e8e,27,00,29 +@:maincpu,program,62fde,4,00,00 + +;(kodure ookami (japan)) (by GeoMan) +kozure: +@:maincpu,program,637c0,4,00,00 +@:maincpu,program,635b4,28,00,00 + +cadash: +cadashf: +cadashg: +cadashi: +@:maincpu,program,103646,185,00,4d + +mofflott: +@:maincpu,program,100aad,75,00,31 + +asuka: +@:maincpu,program,103458,66,41,01 +@:maincpu,program,1033c4,4,00,20 + +;bonzeadvo:******Bonze Adventure (World, Older) +;bonzeadvu:******Bonze Adventure (us) +bonzeadv: +@:maincpu,program,10d554,32,00,2a +@:maincpu,program,10d52a,4,00,00 +@:maincpu,program,10d52b,1,05,05 + +cadashj: +@:maincpu,program,103646,18a,00,65 + +galaga: +@:maincpu,program,8a20,2d,00,18 +@:maincpu,program,83ed,6,00,24 + +galmedes: +@:maincpu,program,1031a0,4c,00,64 + +;********(kokontouzai eto monogatari (japan)) +eto: +@:maincpu,program,202d08,30,37,d0 + +earthjkr: +@:maincpu,program,103204,2f,00,42 + +;bloodbroa:******Blood Bros. (set 2) +bloodbro: +weststry: +@:maincpu,program,85b1f,f9,30,00 +@:maincpu,program,85c15,1,02,02 + +;**** now saves all hiscore data and special item counters **** +boblbobl: +boblbobl: +bublbobl: +bublredux: +bublboblr: +@:maincpu,program,e654,23,00,48 +@:maincpu,program,e67b,3,1f,13 +@:maincpu,program,e64c,3,00,00 +@:maincpu,program,e5df,1,00,00 +@:maincpu,program,e5e0,1,00,00 +@:maincpu,program,e5e4,1,00,00 +@:maincpu,program,e5e6,1,00,00 +@:maincpu,program,e5e1,1,00,00 +@:maincpu,program,e5e2,1,00,00 +@:maincpu,program,e5e3,1,00,00 +@:maincpu,program,e5e7,1,00,00 +@:maincpu,program,e5e8,1,00,00 +@:maincpu,program,e5e9,1,00,00 +@:maincpu,program,e5ea,1,00,00 +@:maincpu,program,e5eb,1,00,00 +@:maincpu,program,e5f6,1,00,00 +@:maincpu,program,e5f7,1,00,00 +@:maincpu,program,e5ee,1,00,00 +@:maincpu,program,e5ef,1,00,00 +@:maincpu,program,e5f0,1,00,00 +@:maincpu,program,e5ec,1,00,00 +@:maincpu,program,e5ed,1,00,00 +@:maincpu,program,e5f3,1,00,00 +@:maincpu,program,e5f4,1,00,00 +@:maincpu,program,e5d9,1,00,00 +@:maincpu,program,e5da,1,00,00 +@:maincpu,program,f457,1,00,00 +@:maincpu,program,f458,1,00,00 +@:maincpu,program,e601,1,00,00 +@:maincpu,program,e602,1,00,00 +@:maincpu,program,e600,1,00,00 +@:maincpu,program,e5ff,1,00,00 +@:maincpu,program,e5fd,1,00,00 +@:maincpu,program,e5fc,1,00,00 +@:maincpu,program,e5fb,1,00,00 +@:maincpu,program,e5fa,1,00,00 +@:maincpu,program,e5f9,1,00,00 +@:maincpu,program,e5f8,1,00,00 +@:maincpu,program,e5fe,1,00,00 +@:maincpu,program,e604,1,00,00 +@:maincpu,program,e605,1,00,00 +@:maincpu,program,e606,1,00,00 +@:maincpu,program,e607,1,00,00 +@:maincpu,program,e609,1,00,00 +@:maincpu,program,e60a,1,00,00 +@:maincpu,program,e611,1,00,00 +@:maincpu,program,e60b,2,00,00 + +bublcave: +@:maincpu,program,e654,23,00,4e +@:maincpu,program,e67b,3,1f,13 +@:maincpu,program,e64c,3,00,00 +@:maincpu,program,e5df,1,00,00 +@:maincpu,program,e5e0,1,00,00 +@:maincpu,program,e5e4,1,00,00 +@:maincpu,program,e5e6,1,00,00 +@:maincpu,program,e5e1,1,00,00 +@:maincpu,program,e5e2,1,00,00 +@:maincpu,program,e5e3,1,00,00 +@:maincpu,program,e5e7,1,00,00 +@:maincpu,program,e5e8,1,00,00 +@:maincpu,program,e5e9,1,00,00 +@:maincpu,program,e5ea,1,00,00 +@:maincpu,program,e5eb,1,00,00 +@:maincpu,program,e5f6,1,00,00 +@:maincpu,program,e5f7,1,00,00 +@:maincpu,program,e5ee,1,00,00 +@:maincpu,program,e5ef,1,00,00 +@:maincpu,program,e5f0,1,00,00 +@:maincpu,program,e5ec,1,00,00 +@:maincpu,program,e5ed,1,00,00 +@:maincpu,program,e5f3,1,00,00 +@:maincpu,program,e5f4,1,00,00 +@:maincpu,program,e5d9,1,00,00 +@:maincpu,program,e5da,1,00,00 +@:maincpu,program,f457,1,00,00 +@:maincpu,program,f458,1,00,00 +@:maincpu,program,e601,1,00,00 +@:maincpu,program,e602,1,00,00 +@:maincpu,program,e600,1,00,00 +@:maincpu,program,e5ff,1,00,00 +@:maincpu,program,e5fd,1,00,00 +@:maincpu,program,e5fc,1,00,00 +@:maincpu,program,e5fb,1,00,00 +@:maincpu,program,e5fa,1,00,00 +@:maincpu,program,e5f9,1,00,00 +@:maincpu,program,e5f8,1,00,00 +@:maincpu,program,e5fe,1,00,00 +@:maincpu,program,e604,1,00,00 +@:maincpu,program,e605,1,00,00 +@:maincpu,program,e606,1,00,00 +@:maincpu,program,e607,1,00,00 +@:maincpu,program,e609,1,00,00 +@:maincpu,program,e60a,1,00,00 +@:maincpu,program,e611,1,00,00 +@:maincpu,program,e60b,2,00,00 + +;dland:******dream land/super dream land +dland: +@:maincpu,program,e654,23,00,4f +@:maincpu,program,e67b,3,1f,13 +@:maincpu,program,e64c,3,00,00 +@:maincpu,program,e5df,1,00,00 +@:maincpu,program,e5e0,1,00,00 +@:maincpu,program,e5e4,1,00,00 +@:maincpu,program,e5e6,1,00,00 +@:maincpu,program,e5e1,1,00,00 +@:maincpu,program,e5e2,1,00,00 +@:maincpu,program,e5e3,1,00,00 +@:maincpu,program,e5e7,1,00,00 +@:maincpu,program,e5e8,1,00,00 +@:maincpu,program,e5e9,1,00,00 +@:maincpu,program,e5ea,1,00,00 +@:maincpu,program,e5eb,1,00,00 +@:maincpu,program,e5f6,1,00,00 +@:maincpu,program,e5f7,1,00,00 +@:maincpu,program,e5ee,1,00,00 +@:maincpu,program,e5ef,1,00,00 +@:maincpu,program,e5f0,1,00,00 +@:maincpu,program,e5ec,1,00,00 +@:maincpu,program,e5ed,1,00,00 +@:maincpu,program,e5f3,1,00,00 +@:maincpu,program,e5f4,1,00,00 +@:maincpu,program,e5d9,1,00,00 +@:maincpu,program,e5da,1,00,00 +@:maincpu,program,f457,1,00,00 +@:maincpu,program,f458,1,00,00 +@:maincpu,program,e601,1,00,00 +@:maincpu,program,e602,1,00,00 +@:maincpu,program,e600,1,00,00 +@:maincpu,program,e5ff,1,00,00 +@:maincpu,program,e5fd,1,00,00 +@:maincpu,program,e5fc,1,00,00 +@:maincpu,program,e5fb,1,00,00 +@:maincpu,program,e5fa,1,00,00 +@:maincpu,program,e5f9,1,00,00 +@:maincpu,program,e5f8,1,00,00 +@:maincpu,program,e5fe,1,00,00 +@:maincpu,program,e604,1,00,00 +@:maincpu,program,e605,1,00,00 +@:maincpu,program,e606,1,00,00 +@:maincpu,program,e607,1,00,00 +@:maincpu,program,e609,1,00,00 +@:maincpu,program,e60a,1,00,00 +@:maincpu,program,e611,1,00,00 +@:maincpu,program,e60b,2,00,00 + +;cabalbl2:******Cabal (bootleg of Joystick version, set 2) +cabalbl: +@:maincpu,program,42167,63,44,00 + +;(pretty soldier sailer moon) +sailormn: +@:maincpu,program,10944f,47,02,05 + +;(air gallet (taiwan)) +agallet: +@:maincpu,program,100292,5a,00,00 +@:maincpu,program,100200,2,02,1a + +;(mazinger z) +mazinger: +@:maincpu,program,100022,43,00,4e + +ddonpach: +@:maincpu,program,1016ea,64,00,05 +@:maincpu,program,101626,4,00,06 + +;(hotdog storm) +hotdogst: +@:maincpu,program,301100,54,00,14 + +uopoko: +@:maincpu,program,100038,6e,00,20 + +;(esp.ra.de) (International Ver 1998 4/22 and clones) +esprade: +espradej: +@:maincpu,program,1023b0,50,00,8c +@:maincpu,program,1022ec,4,00,00 + +;(guwange (japan)) +guwange: +@:maincpu,program,2024f0,140,00,10 +@:maincpu,program,2024ac,4,00,00 + +;(donpachi) +donpachi: +@:maincpu,program,101782,4,00,00 +@:maincpu,program,101846,5a,00,01 + +guwanges: +@:maincpu,program,2024fa,140,0,10 +@:maincpu,program,2024b6,4,00,00 + +;(dangun feveron (japan)) +dfeveron: +feversos: +@:maincpu,program,103eb4,16d,02,07 + +;*******chack`n pop +chaknpop: +@:maincpu,program,8449,1f,04,00 +@:maincpu,program,8466,1,14,14 + +sf2yyc: +@:maincpu,program,ffd276,28,02,20 +@:maincpu,program,ffd2c6,14,ff,96 +@:maincpu,program,ffd2ee,04,02,53 + +;street fighter 2 (US 910318)(clone)(by tamphax) +sf2: +sf2eb: +sf2ebbl: +sf2ee: +sf2j: +sf2ja: +sf2jc: +sf2qp1: +sf2thndr: +sf2ua: +sf2ub: +sf2uc: +sf2ud: +sf2ue: +sf2uf: +sf2ug: +sf2ui: +sf2uk: +@:maincpu,program,ffd28a,30,00,20 +@:maincpu,program,ffd302,04,00,00 + +;******Street Fighter II' - Hyper Fighting (World 921209) +sf2acc: +sf2acca: +sf2ce: +sf2ceea: +sf2ceja: +sf2cejb: +sf2cejc: +sf2ceua: +sf2ceub: +sf2ceuc: +sf2dkot2: +sf2dongb: +sf2hf: +sf2hfj: +sf2hfu: +sf2koryu: +sf2m2: +sf2m4: +sf2m5: +sf2m6: +sf2m7: +sf2m8: +sf2rb: +sf2rb2: +sf2rb3: +@:maincpu,program,ffd276,28,00,20 +@:maincpu,program,ffd2c6,14,ff,96 +@:maincpu,program,ffd2ee,04,00,00 + +;**** thanks to Takasaki for this fix **** +qadjr: +@:maincpu,program,ff4ba8,14,00,00 +@:maincpu,program,ff4bbc,14,01,00 +@:maincpu,program,ff4bd0,14,01,00 +@:maincpu,program,ff4be4,14,01,00 +@:maincpu,program,ff4bf8,14,00,00 +@:maincpu,program,ff4c0c,c8,00,00 +@:maincpu,program,ff4cd4,02,00,00 +@:maincpu,program,ff4cd6,04,ff,34 + +;**** thanks to Takasaki for this fix **** +qtono2j: +@:maincpu,program,ff50fe,64,00,00 +@:maincpu,program,ff519e,60,00,00 +@:maincpu,program,ff51fe,04,06,00 + +daimakai: +daimakair: +ghouls: +ghoulsu: +@:maincpu,program,ffbf4c,78,48,a8 +@:maincpu,program,ff087a,04,00,00 +@:maincpu,program,ffbfa9,01,01,01 + +;cawingr1:******Carrier Air Wing (World 901009) +cawing: +cawingj: +cawingr1: +cawingu: +@:maincpu,program,ffd9b4,28,00,00 +@:maincpu,program,ffda04,14,ff,d4 +@:maincpu,program,ffda2c,04,00,00 + +dino: +dinohunt: +dinoj: +dinou: +@:maincpu,program,fff03e,310,00,00 +@:maincpu,program,fff34e,010,99,00 + +qad: +@:maincpu,program,ffe96e,3c,00,70 + +punisher: +punisherbz: +punisherh: +punisherj: +punisheru: +@:maincpu,program,ff7896,258,ff,01 +@:maincpu,program,ff5b92,004,01,00 + +;wofhfh:******Sangokushi II: Huo Fenghuang (Chinese bootleg) +wof: +wofa: +wofhfh: +wofj: +wofr1: +wofu: +@:maincpu,program,ff6368,0a,00,00 +@:maincpu,program,ff77d8,78,ff,10 +@:maincpu,program,ff63d4,04,00,00 + +;captcommb:******Captain Commando (bootleg) +captcomm: +captcommb: +captcommj: +captcommjr1: +captcommr1: +captcommu: +@:maincpu,program,ff0000,190,08,00 +@:maincpu,program,ff018d,1,01,01 +@:maincpu,program,ffa8c2,04,00,00 + +sf2accp2: +@:maincpu,program,ffd276,27,00,4b +@:maincpu,program,ffd2ee,4,00,00 + +;ffightj2:******Final Fight (Japan 900112) +ffighta: +ffightj1: +ffightj2: +ffightu: +ffightu1: +ffightua: +ffightub: +@:maincpu,program,ff8520,27,00,50 +@:maincpu,program,ff80a0,4,00,01 +@:maincpu,program,ff8520,27,00,50 +@:maincpu,program,ff80a0,4,00,03 +@:maincpu,program,ff850c,3b,ff,50 +@:maincpu,program,ff80a0,4,00,00 + +;dynwara:******Dynasty Wars (US set 2) +dynwar: +dynwara: +dynwarj: +dynwarjr: +@:maincpu,program,ffe2d6,3c,e2,00 +@:maincpu,program,ff8158,04,00,00 + +sf2red: +@:maincpu,program,ffd276,28,02,20 +@:maincpu,program,ffd2ee,04,02,53 + +mbombrd: +mbombrdj: +@:maincpu,program,ffa0cc,02,00,10 +@:maincpu,program,ffa0ce,ae,00,00 + +ffight: +ffightj: +ffightjh: +@:maincpu,program,ff850c,3c,ff,00 +@:maincpu,program,ff80a0,04,00,00 + +;Saturday Night Slam Masters clones +mbomberj: +slammast: +slammastu: +@:maincpu,program,ffa138,02,00,10 +@:maincpu,program,ffa13a,ae,00,00 + +;willow (japan, english)(clone)(by tamphax) +willow: +willowj: +@:maincpu,program,ffefc6,50,00,20 +@:maincpu,program,fff03e,04,00,00 + +kodj: +kodja: +kodu: +@:maincpu,program,ff9d94,28,00,04 + +mercs: +mercsj: +mercsu: +mercsur1: +@:maincpu,program,ff0fd0,a0,00,20 + +1941: +1941j: +1941r1: +1941u: +@:maincpu,program,ff9680,78,ff,00 +@:maincpu,program,ff0d98,04,00,00 + +cworld2j: +@:maincpu,program,ff0f68,04,00,01 +@:maincpu,program,ff0f6c,9c,00,00 + +kod: +kodr1: +@:maincpu,program,ff9d94,28,01,04 + +pnickj: +@:maincpu,program,ff2574,28,03,00 +@:maincpu,program,ff259e,50,03,00 +@:maincpu,program,ff8534,04,00,00 + +sf2v004: +@:maincpu,program,ffd276,30,01,20 +@:maincpu,program,ffd2c6,18,ff,9e +@:maincpu,program,ffd2ee,04,01,67 + +;strider:*Missing: Stage completion information (Player name + Score) +;*DOES NOT WORK: Stage completion information (Player name + Score) +;*0,920000,14,00,00 Address pointers +;*0,921004,08,00,00 Stage: St. Petersburg +;*0,921804,08,00,00 Stage: Siberian Wilderness +;*0,922004,08,00,00 Stage: Adventure In Amazon +;*0,922804,08,00,00 Stage: The Arial Battleship +;*0,923004,08,00,00 Stage: +strider: +striderj: +striderua: +@:maincpu,program,ff89aa,78,ff,20 +@:maincpu,program,ff0ca4,04,00,00 + +;varthr1:******varth - operation thunderstorm (world 920612) +varth: +varthj: +varthr1: +varthu: +@:maincpu,program,fff9ea,50,00,01 +@:maincpu,program,fffa42,04,00,00 + +pang3: +pang3b: +pang3j: +pang3r1: +@:maincpu,program,ff9726,8c,00,09 + +;*******Knights of the Round (world 911127 & clones)) +knights: +knightsj: +knightsja: +knightsu: +@:maincpu,program,ffe53a,257,00,00 +@:maincpu,program,ffe78f,1,05,05 +@:maincpu,program,ffe7ca,1,02,02 +@:maincpu,program,ffa4b6,4,00,00 + +nemo: +nemoj: +@:maincpu,program,fff004,28,00,20 +@:maincpu,program,fff054,14,ff,24 +@:maincpu,program,fff07c,04,00,00 + +;3wondersh:******Three Wonders (hack?) +3wonders: +3wondersh: +3wondersr1: +3wondersu: +wonder3: +@:maincpu,program,ffd0ce,14,ff,36 +@:maincpu,program,ffd0f6,50,00,00 +@:maincpu,program,ffd196,28,ff,06 +@:maincpu,program,ffd1be,50,00,00 +@:maincpu,program,ffd25e,28,ff,ce +@:maincpu,program,ffd286,50,00,00 +@:maincpu,program,ff0dae,0c,00,00 + +msword: +mswordj: +mswordr1: +mswordu: +@:maincpu,program,fffe32,98,00,00 +@:maincpu,program,fffeca,02,04,00 +@:maincpu,program,ffa890,04,00,00 + +;unsquad:******u.n. squadren +area88: +area88r: +unsquad: +@:maincpu,program,ff101c,50,00,26 +@:maincpu,program,ff107c,08,00,00 + +megaman: +megamana: +mmancp2u: +rmancp2j: +rockmanj: +@:maincpu,program,ffeed0,28,00,00 +@:maincpu,program,ffef10,28,00,02 + +forgottn: +forgottnu: +forgottnua: +forgottnuaa: +lostwrld: +lostwrldo: +@:maincpu,program,ffe142,50,00,20 +@:maincpu,program,ffb2a0,04,00,00 + +;@s:cps2.cpp + +;xmcotar1d:******X-Men: Children of the Atom (Euro 950105 Phoenix Edition) +xmcota: +xmcotaa: +xmcotaar1: +xmcotah: +xmcotahr1: +xmcotaj: +xmcotaj1: +xmcotaj2: +xmcotaj3: +xmcotajr: +xmcotar1: +xmcotar1d: +xmcotau: +@:maincpu,program,ffec8e,3c,00,01 + +ssf2: +ssf2a: +ssf2ar1: +ssf2j: +ssf2jr1: +ssf2jr2: +ssf2tb: +ssf2tbd: +ssf2tbj: +ssf2tbr1: +ssf2u: +ssf2ud: +@:maincpu,program,ffd5a2,30,00,20 +@:maincpu,program,ffd61a,4,00,00 + +;ddsomud:******Dungeons & Dragons: Shadow over Mystara (USA 960619 Phoenix Edition) (bootleg) +ddsom: +ddsoma: +ddsomb: +ddsomh: +ddsomj: +ddsomjr1: +ddsomr1: +ddsomr2: +ddsomr3: +ddsomu: +ddsomud: +ddsomur1: +@:maincpu,program,ff0fd0,8b,12,09 + +mshvsf: +mshvsfa: +mshvsfa1: +mshvsfb: +mshvsfb1: +mshvsfh: +mshvsfj: +mshvsfj1: +mshvsfj2: +mshvsfu: +mshvsfu1: +mshvsfu1d: +@:maincpu,program,ff2b0c,63,00,03 + +;(rockman 2 : the power fighters (japan 960708)) +;megamn2d:******Mega Man 2: The Power Fighters (USA 960708 Phoenix Edition) (bootleg) +megaman2: +megaman2a: +megamn2d: +rockman2j: +@:maincpu,program,ffefc0,118,00,02 +@:maincpu,program,fff047,1,01,01 + +ecofghtru: +@:maincpu,program,ff033b,a0,0a,00 +@:maincpu,program,ff8106,4,00,00 + +;(Quiz Nanairo Dreams: Nijiirochou no Kiseki (Japan 960826)) +qndream: +@:maincpu,program,ff40b3,d8,00,00 +@:maincpu,program,ff418b,02,01,00 + +;sfa3ud:******Street Fighter Alpha 3 (USA 980904 Phoenix Edition) (bootleg) +sfa3: +sfa3b: +sfa3h: +sfa3hr1: +sfa3u: +sfa3ud: +sfa3ur1: +sfz3a: +sfz3ar1: +sfz3j: +sfz3jr1: +sfz3jr2: +sfz3jr2d: +@:maincpu,program,ff23be,ae0,00,05 + +sfa: +sfad: +sfar1: +sfar2: +sfar3: +sfau: +sfza: +sfzb: +sfzbr1: +sfzh: +sfzhr1: +sfzj: +sfzjr1: +sfzjr2: +@:maincpu,program,ffaea0,9f,01,16 + +sfa2: +sfa2u: +sfa2ur1: +sfz2a: +sfz2ad: +sfz2al: +sfz2alb: +sfz2ald: +sfz2alh: +sfz2alj: +sfz2b: +sfz2br1: +sfz2h: +sfz2j: +sfz2jd: +sfz2jr1: +sfz2n: +@:maincpu,program,ffdf6a,ad,00,01 + +;xmvsfu1d:******X-Men Vs. Street Fighter (USA 961004 Phoenix Edition) (bootleg) +xmvsf: +xmvsfa: +xmvsfar1: +xmvsfar2: +xmvsfb: +xmvsfh: +xmvsfj: +xmvsfjr1: +xmvsfjr2: +xmvsfr1: +xmvsfu: +xmvsfu1d: +xmvsfur1: +@:maincpu,program,ff256e,63,00,05 + +;vsavd:******Vampire Savior: The Lord of Vampire (Euro 970519 Phoenix Edition) (bootleg) +vhunt2: +vhunt2d: +vhunt2r1: +vsav: +vsava: +vsavd: +vsavh: +vsavj: +vsavu: +@:maincpu,program,fff426,ad,00,02 + +;(capcom sports club (japan 970722)) and clones (by GeoMan) +csclub: +csclub1: +csclub1d: +cscluba: +csclubh: +csclubj: +@:maincpu,program,ff9894,50,00,b2 +@:maincpu,program,ff98e4,dc,1a,01 + +;nwarrud:******Night Warriors: Darkstalkers' Revenge (USA 950406 Phoenix Edition) (bootleg) +nwarr: +nwarra: +nwarrb: +nwarrh: +nwarru: +nwarrud: +vhuntj: +vhuntjr1: +vhuntjr1s: +vhuntjr2: +@:maincpu,program,fff4e8,4,00,01 +@:maincpu,program,fff4ec,44,00,00 + +pfghtj: +sgemf: +sgemfa: +sgemfd: +sgemfh: +@:maincpu,program,fff23a,2,00,02 +@:maincpu,program,fff23c,ae,00,00 + +;Dimahoo/Great Mahou Daisakusen (by tamphax) +dimahoo: +dimahoou: +dimahoud: +gmahou: +@:maincpu,program,928586,3c,00,40 + +;mars matrix (usa/japan)(by tamphax) +mmatrix: +mmatrixd: +mmatrixj: +@:maincpu,program,ff0104,140,43,00 +@:maincpu,program,ff4988,6,00,90 + +spf2t: +spf2ta: +spf2td: +spf2th: +spf2xj: +spf2xjd: +@:maincpu,program,ffd7aa,4e,00,02 +@:maincpu,program,ff8081,1,01,01 + +;Armored Warriors(Europe/USA) (by tamphax) +armwar: +armwar1d: +armwara: +armwarr1: +armwaru: +armwaru1: +pgear: +pgearr1: +@:maincpu,program,ff27d6,256,00,04 + +ssf2t: +ssf2ta: +ssf2tu: +ssf2tur1: +ssf2xj: +@:maincpu,program,ffd6a2,30,00,20 +@:maincpu,program,ffd71a,4,00,00 + +;*******(vampire savior 2: the lord of vampire (japan 970913) +vsav2: +vsav2d: +@:maincpu,program,fff426,1bf,00,03 + +;mvscud:******Marvel Vs. Capcom: Clash of Super Heroes (USA 980123 Phoenix Edition) (bootleg) +mvsc: +mvsca: +mvscar1: +mvscb: +mvsch: +mvscj: +mvscjr1: +mvscjsing: +mvscr1: +mvscu: +mvscud: +mvscur1: +@:maincpu,program,ff26fd,66,ff,00 + +;progearjd:******Progear no Arashi (Japan 010117 Phoenix Edition) (bootleg) +progear: +progeara: +progearj: +progearjbl: +progearjd: +progearud: +@:maincpu,program,ff3dcf,e5,20,04 + +;1944d:******1944: The Loop Master (USA 000620 Phoenix Edition) (bootleg) +1944: +1944d: +1944j: +@:maincpu,program,921d90,b8,01,18 + +;mshud:******Marvel Super Heroes (US 951024 Phoenix Edition) (bootleg) +msh: +msha: +mshb: +mshh: +mshj: +mshjr1: +mshu: +mshud: +@:maincpu,program,ff2720,9f,00,0b + +mpang: +mpangj: +mpangr1: +mpangu: +@:maincpu,program,ff817c,1e0,00,01 + +;(eco fighters (world 931203)) (by GeoMan) +ecofghtr: +ecofghtra: +ecofghtrh: +ecofghtru1: +uecology: +@:maincpu,program,ff0339,a0,0a,00 +@:maincpu,program,ff8106,4,00,00 + +;avspd:******Alien vs. Predator (Euro 940520 Phoenix Edition) (bootleg) +;avsph:******Alien vs. Predator (Hispanic 940520) +avsp: +avspa: +avspd: +avsph: +avspj: +avspu: +@:maincpu,program,ffeac0,31d,01,01 +@:maincpu,program,ffedda,1,44,44 + +;19xxd:******19XX: The War Against Destiny (USA 951207 Phoenix Edition) (bootleg) +19xx: +19xxa: +19xxb: +19xxd: +19xxh: +19xxj: +19xxjr1: +@:maincpu,program,ff4dca,4,00,00 +@:maincpu,program,ff0443,9f,14,70 + +;(cyberbots: fullmetal madness (japan 950420)) (by GeoMan) +cybots: +cybotsj: +cybotsu: +cybotsud: +@:maincpu,program,ffe6a0,5,00,43 +@:maincpu,program,ffe6a5,4b,41,00 + +;hsf2d:******Hyper Street Fighter II: The Anniversary Edition (Asia 040202 Phoenix Edition) (bootleg) +hsf2: +hsf2a: +hsf2d: +hsf2j: +@:maincpu,program,ffd454,2f,00,58 +@:maincpu,program,ffd4cc,4,00,00 + +;gigawingjd:******Giga Wing (Japan 990223 Phoenix Edition) (bootleg) +gigawing: +gigawinga: +gigawingb: +gigawingd: +gigawingh: +gigawingj: +gigawingjd: +@:maincpu,program,ff70dc,170,00,01 + +;batcird:******Battle Circuit (Euro 970319 Phoenix Edition) (bootleg) +batcir: +batcira: +batcird: +batcirj: +@:maincpu,program,ff0482,35,00,03 +@:maincpu,program,ff04b7,e3,03,00 + +;ddtodd:******Dungeons & Dragons: Tower of Doom (Euro 940412 Phoenix Edition) (bootleg) +ddtod: +ddtoda: +ddtodd: +ddtodh: +ddtodhr1: +ddtodhr2: +ddtodj: +ddtodjr1: +ddtodjr2: +ddtodr1: +ddtodu: +ddtodur1: +@:maincpu,program,ff1050,1dd,0a,10 + +;dstlku1d:******Darkstalkers: The Night Warriors (USA 940705 Phoenix Edition) (bootleg) +dstlk: +dstlka: +dstlkh: +dstlku: +dstlku1d: +dstlkur1: +vampj: +vampja: +vampjr1: +@:maincpu,program,fff4aa,5,00,43 +@:maincpu,program,fff4af,37,41,00 +@:maincpu,program,ffe976,4,00,00 + +darius: +dariuse: +@:maincpu,program,822f2,729,00,2e + +dariusj: +dariuso: +@:maincpu,program,822ec,729,00,00 +@:maincpu,program,82666,1,41,41 + +;(wwf wrestlefest (us)) +;wwfwfestj:******www wrestlefest (japan) +;wwfwfestb:******www wrestlefest (us bootleg) +;wwfwfesta:******www wrestlefest (us tecmo) +wwfwfest: +@:maincpu,program,1c00c2,84,08,01 + +;********(diver boy) +diverboy: +@:maincpu,program,44715,b1,31,e9 + +;*******head panic(Korea?)(By Firebrand) +hedpanic: +@:maincpu,program,10a840,28,00,40 + +;******Multi Champ Deluxe +;mchampdxa:******Multi Champ Deluxe (ver. 1126, 26/11/1999) +mchampdx: +@:maincpu,program,20a900,200,00,40 + +;*******Jumping Pop +jumppop: +@:maincpu,program,123c10,a0,45,50 +@:maincpu,program,123c01,3,00,00 + +;tangtang:******tang tang (ver.0526,26/05/2000) + +;multchmpk:******multi champ (korea) +multchmp: +@:maincpu,program,10a841,3f,10,40 + +;(new fantasia) +newfant: +@:maincpu,program,c825b7,62,30,20 + +;*******(fantasy `95) +;supmodel:******super model +fantasia: +@:maincpu,program,c825b6,63,30,20 + +;missmw96:******Miss Mister World '96 Nude +missw96: +@:maincpu,program,c025b6,1d,30,53 + +;fantsia2a:******Fantasia II (set 2, less explicit) +fantsia2: +@:maincpu,program,f825b6,64,30,00 + +;(exzisus (japan)) +;0,c9c6,1,20,20 +;0,c9ca,1,20,20 +;0,c9ce,1,05,05 +;0,c9d2,1,02,02 +;0,c9d6,1,02,02 +;0,c9da,1,05,05 +exzisus: +@:cpua,program,f840,3c,00,4f + +;*******(mega twins [updated]) +chikij: +mtwins: +@:maincpu,program,ff12c8,190,00,00 +@:maincpu,program,ff9168,28,02,5b +@:maincpu,program,ffe006,04,00,00 + +;(fairyland story) +flstory: +@:maincpu,program,e74e,23,00,44 + +;(biomechanical toy (unprotected)) +;** you must let the highscore display in attract mode before starting a game ** +biomtoy: +@:maincpu,program,ff0794,17,06,2e + +;maniac square (unprotected)(by tamphax) +maniacsq: +@:maincpu,program,fe982c,48,50,00 + +;(ninja gaiden (world)) clones +gaiden: +ryukendn: +shadoww: +shadowwa: +@:maincpu,program,62e34,d0,2e,00 +@:maincpu,program,62e47,1,09,09 + +;(tecmo knight) and clones (by GeoMan)- hiscores update after hiscore table is displayed in attract mode +tknight: +wildfang: +@:maincpu,program,609ce,28,00,1a + +galapx: +galaxian: +superg: +@:maincpu,program,40a8,3,00,00 + +frogger: +@:maincpu,program,83f1,a,63,01 +@:maincpu,program,83ef,2,63,04 + +dangarb: +@:maincpu,program,e209,82,00,20 +@:maincpu,program,e394,3,00,00 + +;*******Gals Panic (set 3) +galpanic: +@:maincpu,program,53e728,50,30,31 + +; note saves last level completed and high scores +gauntlet: +gauntlets: +@:maincpu,program,904010,2,0,7 +@:maincpu,program,904de8,c8,00,50 + +; note saves last level completed and high scores +gaunt2: +@:maincpu,program,904010,2,0,5 +@:maincpu,program,904de8,c8,00,e3 + +;(grand cross) (by GeoMan) +gcpinbal: +@:maincpu,program,ff2318,2,00,02 +@:maincpu,program,ff231a,6e,81,00 +@:maincpu,program,ff000e,70,00,00 + +hvyunit: +@:master,program,e190,28,00,50 + +;********(macross plus) +macrossp: +@:maincpu,program,f16ddc,5e,00,14 + +excthour: +matmania: +@:maincpu,program,0700,50,00,b0 +@:maincpu,program,0028,3,00,00 + +;********(nostradamus) +nost: +@:maincpu,program,100350,29,59,00 +@:maincpu,program,100019,3,01,00 + +;catt:******Catt (Japan) +mcatadv: +mcatadvj: +@:maincpu,program,101bd3,31,05,2b + +rodland: +@:maincpu,program,f60fc,226,00,01 +@:maincpu,program,f3030,14,00,00 + +;(saint dragon) +stdragon: +@:maincpu,program,f8d00,7c,00,d3 + +;(iga ninjyutsuden (japan)) +iganinju: +@:maincpu,program,f0004,4,00,00 +@:maincpu,program,f4001,97,20,ac +@:maincpu,program,f0010,8,30,30 + +;(peek-a-boo!) (by GeoMan) +peekaboo: +@:maincpu,program,1f0278,60,00,fa +@:maincpu,program,1f0380,4,00,00 + +;(legend of makai (world)) and clones (by GeoMan) +lomakai: +makaiden: +@:maincpu,program,ff000,2,00,03 +@:maincpu,program,ff002,7e,00,00 +@:maincpu,program,fe060,4,00,00 + +;(takeda shingen (japan)) +tshingen: +@:maincpu,program,f0f00,3a,00,4e + +;(hachoo) +hachoo: +@:maincpu,program,f0072,100,00,59 +@:maincpu,program,f017e,4,00,00 +@:maincpu,program,f0073,1,05,05 + +;kazan:******Ninja Kazan (World) +kazan: +@:maincpu,program,f4001,97,20,ac +@:maincpu,program,f0004,4,00,00 +@:maincpu,program,f0010,08,30,30 + +;edfu:******E.D.F. : Earth Defense Force (North America) +edf: +@:maincpu,program,64c17,107,01,00 +@:maincpu,program,61d3e,4,00,00 +@:maincpu,program,64ccb,1,09,09 + +lordofk: +@:maincpu,program,f8921,97,00,4e +@:maincpu,program,f8875,f,00,00 +@:maincpu,program,f887b,1,02,02 + +;(soldam (japan)) +;** you must let the game display the highscore in attract mode before ** +;** starting a game - just like in star force ** +soldamj: +@:maincpu,program,f00ba,8,00,00 +@:maincpu,program,f3fbe,24a,00,81 + +;(cybattler) +cybattlr: +@:maincpu,program,1f0101,ed,02,20 + +;(the astyanax) +;** top score updates when first game starts ** +astyanax: +@:maincpu,program,f8909,97,00,4e +@:maincpu,program,f885d,f,00,00 +@:maincpu,program,f8863,1,02,02 + +p47: +p47j: +@:maincpu,program,f1800,78,00,4f + +avspirit: +@:maincpu,program,79df2,53,00,54 + +64street: +@:maincpu,program,ff8843,74,00,43 + +phantasm: +@:maincpu,program,ff9dee,53,00,54 + +chimerab: +@:maincpu,program,ff8850,a7,00,00 + +rodlandj: +@:maincpu,program,f60fa,226,00,01 +@:maincpu,program,f302e,13,00,00 + +plusalph: +@:maincpu,program,f2f36,168,00,43 + +;@s:megatech.cpp + +;******megatech: e-swat +mt_eswat: + +;******megatech: columns +mt_cols: + +;@s:megazone.cpp + +;@s:mermaid.cpp + +;(mermaid) +;yachtmn:******Yachtsman + +;@s:metlclsh.cpp + +;*******metal clash (japan) + +;@s:metlfrzr.cpp + +;@s:metro.cpp + +;(pang pomms) + +;(mouja (japan)) + +;*******grand striker 2 (japan) + +;(karate tournament, the) (by GeoMan) + +;toride2j:******Toride II Adauchi Gaiden (Japan) + +;batlbubl:******Battle Bubble (v2.00) + +;daitorida:******Daitoride (YMF278B version) + +;toride2gg:******toride ii adouchi gaiden (german) + +;(dai toride) (by GeoMan) + +;******Gun Master + +;(pururun) + +;(last fortress - toride / erotic) + +;(puzzli) + +;toride2g:******toride ii adouchi gaiden + +;(lady killer) + +;(blazing tornado) + +;(poitto!) + +;(bal cube) + +;(bang bang ball (v1.05)) + +;(dharma doujou) + +;@s:mexico86.cpp + +;knightb:******Knight Boy +kikikai: +knightb: +@:maincpu,program,e2fc,23,00,55 + +kicknrun: +@:maincpu,program,ee18,2d,17,49 + +;@s:mhavoc.cpp + +;(major havoc (rev 3)) + +;@s:mikie.cpp + +;@s:mirax.cpp + +;mirax:******mirax + +;@s:missb2.cpp + +;(miss bubble 2) + +;@s:missile.cpp + +;(missile command (set 2)) clone (by GeoMan) - modified hiscore save + +;suprmatkd:******super missile attack (not encrypted) + +;@s:mitchell.cpp + +block: +blockj: +@:maincpu,program,e0f0,50,54,85 + +;mstworld:******monsters world + +spang: +@:maincpu,program,fc01,9e,00,07 +@:maincpu,program,e158,4,00,00 + +;pangba:******Pang (bootleg, set 3) +pang: +@:maincpu,program,f9e3,9a,01,00 +@:maincpu,program,e00d,3,01,00 + +;*********(Quiz Sangokushi (Japan)) + +;@s:model1.cpp + +;vr:******virtua racing +;vformula:******virtua formula + +;*******Virtua Fighter 1 + +;@s:mole.cpp + +;@s:momoko.cpp + +;(momoko 120%) + +;@s:moo.cpp + +;(bucky o'hare (world version ea) and clones (by GeoMan) + +;moomesaaab:******Wild West C.O.W.-Boys of Moo Mesa (ver AA) +;moomesauab:******Wild West C.O.W.-Boys of Moo Mesa (ver ua) + +;@s:mosaic.cpp + +;(mosaic) + +;********(golden fire II) + +;@s:mouser.cpp + +;*******(mouser/mouser (cosmos)) + +;@s:mrdo.cpp + +;@s:mrflea.cpp + +;(the amazing adventures of mr. f. lea) +;** this game does not display the top score in the top centre of the screen ** +;** untill the game has ran for a while without inserting any credits but this ** +;** does not matter as long as the default 5,000 high score has been beaten on your** +;** first game....... +;** which isn`t hard, or you can just let the game run through attract mode for a ** +;** couple of minutes until the 5,000 top score is on screen. it`s up to you !!! ** + +;@s:mrjong.cpp + +;@s:ms32.cpp + +;******(tetris plus) + +;******(gratia - second earth) + +;********(best bout boxing) + +;*******(p-47 aces) + +;******(desert war) + +;********the game paradise - master of shooting + +;@s:msisaac.cpp + +;*******metal soldier issac II(By Firebrand) + +;@s:mugsmash.cpp + +;(mug smashers) +mugsmash: +@:maincpu,program,1c01c4,e,03,d2 +@:maincpu,program,1c00b4,4f,2e,20 + +;@s:munchmo.cpp + +;(joyful road / munch mobile) + +;@s:mustache.cpp + +;*******mustache boy + +;@s:mw8080bw.cpp + +;** lagunar - wait until cars race in attract mode for hi-scores to appear *** + +;clowns:*** dont start game untill attract mode starts.(hiscore also updated then) +;clowns1:*** dont start game untill attract mode starts.(hiscore also updated then) + +;seawolf:[Special thanks to Cananas for enhancing this entry] + +;@s:mwarr.cpp + +;******mighty warriors + +;@s:mystston.cpp + +;(mysterious stones) (by GeoMan) + +;@s:mystwarr.cpp + +;******monster maulers (Europe ver EAA)& kyukyoku sentai dadandarn (japan ver jaa) + +;** these are untested as the dont work in this version of mame (mame v0.96u1) ** +;mtlchamp1:******martial champion (ver eaa) + +;metamrphj:******Metamorphic Force (ver jaa) +;metamrphu:******Metamorphic Force (ver uaa) + +;*******mystic warriors (world ver eaa) + +;@s:n8080.cpp + +;********space launcher + +; updated when start a game + +;(sheriff) and clones (by GeoMan) + +;highspltb:******Space Fever High Splitter (alt Sound) + +;@s:namcona1.cpp + +;**** thanks to Takasaki for this fix **** + +;**** thanks to Takasaki for this fix **** + +;**** thanks to Takasaki for this fix **** + +;(cosmo gang the puzzle (us)) + +;(tinkle pit (japan)) + +;@s:namconb1.cpp + +;*******mach breakers (japan) + +;(nebulas ray (japan)) + +;********(outfoxies) + +;*******(point blank) + +;(gun bullet (japan)) + +;@s:namcond1.cpp + +;(namco classics vol. 1) and clones (by GeoMan) - ALL games MUST run through attract mode before starting a new game! + +;@s:namcos1.cpp + +;***** blastoff experimental @delay entry ******* +;@:maincpu,program,400e,1,fe,fe ;**origional timer code ** + +;(marchen maze (japan)) + +;(beraboh man (japan version c)) and clones (by GeoMan) + +;splatterj:*****splatter house (japan) + +;(puzzle club (japan prototype)) + +;(bakutotsu kijuutei) (by GeoMan) + +;*******pistol daimyo no bouken(Japan)(By Firebrand) + +;(blazer (japan)) + +;@s:namcos11.cpp + +;@s:namcos12.cpp + +;******Tenkomori Shooting (TKM2/VER.A1) + +;mrdrillrj:******Mr Driller [Special thanks to Cananas for finding the table] + +;@s:namcos2.cpp + +;(ordyne (japan)) +;ordyne:******Ordyne (Japan) + +;(phelios (japan)) + +;finalap3j:******Final Lap 3 (Japan) + +;(mirai ninja (japan)) + +;********(lucky & wild) +;luckywldj:******Lucky & Wild (Japan) + +;(marvel land (us)) + +;(finest hour (japan)) + +;(dragon saber) + +;(valkyrie no densetsu (japan)) (by GeoMan) + +;*******steel gunner +;sgunnerj:******Steel Gunner (Japan) + +;finalap2j:******final lap 2 (japan) + +;burnforco:******Burning Force (Japan old version) + +;********(steel gunner 2) + +;*******golly! ghost!(By Firebrand)(unable to test properly due to lack of +;sight movement on screen) + +;@s:namcos21_c67.cpp + +;********(solvalou) + +;@s:namcos22.cpp + +;******prop cycle (rev.pr2 ver.a) +;** bit dodgy this one - think it saves top ten hiscores tho...... *** + +;@s:namcos86.cpp + +;Wonder Momo (by GeoMan) + +;@s:naughtyb.cpp + +;in this game to make the hiscore display by starting a new game (if you beat the hiscore) before you exit +;(pop flamer (protected)) and clones (by GeoMan)- hiscore updates after new game start !!! + +;@s:nbmj8891.cpp + +;*******Pairs (Nichibutsu) (Japan 890822)& pairs (system ten)(japan 890826) + +;@s:nemesis.cpp + +;* top score not saved + +;(twinbee) + +;(galactic warriors) (by GeoMan) + +;(black panther) + +;(kitten kaboodle) + +;******hyper crash (version d) +;hcrashc:******Hyper Crash (version C) + +;@s:neogeo.cpp + +viewpoin: +@:100000:2:42:41 +@:1000c8:3d:00:00 + +;******metal slug 2 turbo +;mslug2:******metal slug 2 +mslug2: +@:maincpu,program,10f00a,61,00,59 +@:maincpu,program,10e6f4,2,ff,ff + +;(shock troopers) +shocktro: +@:maincpu,program,10ef04,27,00,08 + +;(puzzle bobble2/bust a move again) +pbobbl2n: +@:maincpu,program,10ee00,112,00,d4 +@:maincpu,program,10fe8b,1,23,23 + +;mslugx:******metal slug x +mslugx: +@:maincpu,program,10f010,47,00,50 +@:maincpu,program,10e8f2,2,ff,ff + +;(blues journey) +bjourney: +@:maincpu,program,103381,49,05,05 + +;(aero fighters 3/sonic wings 3) +sonicwi3: +@:maincpu,program,10000c,cf,4b,20 + +;(nam-1975) +nam1975: +@:maincpu,program,100040,4f,00,4b + +;*******(ghost pilots)(By Firebrand) +gpilots: +@:maincpu,program,10e001,3,00,00 +@:maincpu,program,10e005,4b,00,10 + +;(money puzzle exchanger / money idol exchanger) +miexchng: +@:maincpu,program,100002,9e,00,0f + +;(cyber-lip) +cyberlip: +@:maincpu,program,100000,50,00,20 + +;(nightmare in the dark) +nitd: +@:maincpu,program,105da4,3e,00,00 +@:maincpu,program,105ddd,1,41,41 + +;(pulstar) +pulstar: +@:maincpu,program,100000,2c,00,58 + +;(zed blade) +zedblade: +@:maincpu,program,108f00,50,00,11 + +;(Twinkle Star Sprites) +twinspri: +@:maincpu,program,10bcff,7d,00,00 +@:maincpu,program,10bb74,02,ff,ff + +;(pop `n bounce) +popbounc: +@:maincpu,program,100004,648,00,01 + +;(aero fighters 2/sonic wings 2) +sonicwi2: +@:maincpu,program,10000e,52,48,03 + +;@s:nes.cpp + +nes,smb: + +;@s:news.cpp + +;newsa:******News (set 2) + +;@s:ninjakd2.cpp + +mnight: +@:maincpu,program,c099,41,00,20 +@:maincpu,program,c0e6,3,00,00 + +;(ninja kid ii (set 1)) and clones (by GeoMan) +ninjakd2: +rdaction: +@:maincpu,program,e0f4,3,00,00 +@:maincpu,program,e04e,64,31,20 + +;(omega fighter / omega fighter special) +;** only saves pasrt of highscore ?? - tables ok though !! ** +omegaf: +omegafs: +@:maincpu,program,f880,7f,00,24 +@:maincpu,program,f7d4,3,00,00 +@:maincpu,program,f7d5,1,20,20 + +robokidj: +@:maincpu,program,e0a4,41,00,20 +@:maincpu,program,e0f3,3,00,00 + +robokid: +@:maincpu,program,e0a4,f,00,00 +@:maincpu,program,e0b3,f,46,49 +@:maincpu,program,e0d0,4,00,00 + +arkarea: +@:maincpu,program,d45c,42,46,30 +@:maincpu,program,c040,3,00,00 + +;@s:ninjaw.cpp + +;(the ninja warriors (world)) +ninjaw: +ninjawj: +@:maincpu,program,c4645,3f8,01,47 + +darius2: +@:maincpu,program,c216e,44b,00,20 + +;@s:nitedrvr.cpp + +;(night driver) (by GeoMan) - Hiscore is updated when new game starts! + +;@s:nmg5.cpp + +;wondstck:******Wonder Stick + +;** tong boy sub-game does not save , driver issues ???? ** +;nmg5e:******Multi 5 / New Multi Game 5 (earlier) + +;pclubysa:******Puzzle Club (Yun Sung - set 2) + +;@s:nmk16.cpp + +;(stagger i (japan)) (by GeoMan) +;(sen jin - guardian storm (korea)) (by GeoMan) + +;(bubble 2000) (by GeoMan) +;hotbubl:******Hot Bubble + +;(koutetsu yousai strahl (japan set 1)) +strahl: +@:maincpu,program,f30d9,18f,55,88 +@:maincpu,program,f0d8a,4,00,50 + +;strahla:******koutetsu yousai strahl (japan set 2) + +;*******rapid hero(Japan?)(By Firebrand) +;wait to see top scores before you start a game + +;********bjtwin (thunder dragon 2) +tdragon2: +@:maincpu,program,1ff101,6b,18,00 + +;bjtwina:******Bombjack Twin (set 2) +bjtwin: +@:maincpu,program,f9100,a0,00,4c + +;tdragon:******Thunder Dragon (9th Jan. 1992) +;tdragon1:******Thunder Dragon (4th Jun. 1991) +tdragon: +tdragonb: +@:maincpu,program,b9100,c0,00,20 + +hachamf: +@:maincpu,program,fc000,3f0,01,4e + +;mangchi:******Mang-Chi + +;(many block) (by GeoMan) + +;twinactn:******Twin Action + +;vandykejal:******Vandyke (Jaleco, Set 1) +;vandykejal2:******Vandyke (Jaleco, Set 2) + +;airattcka:******Air Attack (set 2) + +;********macross II(By Firebrand)(redited to include each stage's hiscore +;and all ranks) +macross2: +@:maincpu,program,1ffa00,80,00,50 +@:maincpu,program,1ffb00,80,00,50 +@:maincpu,program,1ffc00,80,00,50 +@:maincpu,program,1fc400,200,00,73 +@:maincpu,program,1fc600,200,00,73 +@:maincpu,program,1fc800,200,00,73 +@:maincpu,program,1fca00,200,00,73 +@:maincpu,program,1fcc00,200,00,73 +@:maincpu,program,1fce00,200,00,73 +@:maincpu,program,1fd000,200,00,73 +@:maincpu,program,1fd200,200,00,73 +@:maincpu,program,1fd400,200,00,73 +@:maincpu,program,1fd600,200,01,63 + +;(black heart) +;(us aaf mustang (japan)) and clones (by GeoMan) +blkheart: +mustang: +@:maincpu,program,f9090,4,00,10 + +sabotenb: +@:maincpu,program,f6e00,6c,00,1e + +;(bio-ship paladin) +bioship: +@:maincpu,program,f0150,8,00,00 +@:maincpu,program,f0169,a3,00,00 +@:maincpu,program,f0207,1,4c,4c + +;(acrobat mission) +acrobatm: +@:maincpu,program,800ea,8d,00,00 +@:maincpu,program,800da,4,00,00 +@:maincpu,program,80021,1,48,48 + +;********(s.s.mission) +ssmissin: +@:maincpu,program,b9100,c0,00,6f + +;*******big bang + +;@s:nova2001.cpp + +;(ninjakun majou no bouken) (by GeoMan) + +;****note doesnt save top scores + +;(raiders5) and clones (by GeoMan) + +;@s:nycaptor.cpp + +;******Bronx + +;********(n.y. captor) +;** hiscore is broken in this game, when h/score is beaten you cannot put your name in ** +;** the scores save ok though... ** + +;@s:nyny.cpp + +;(new york new york) + +;@s:offtwall.cpp + +;*******off the wall (2/3 player upright)) + +;@s:ohmygod.cpp + +;@s:olibochu.cpp + +;*******(oli-boo-chi) +;** game updates saved hiscore as soon as you insert a coin ** + +;@s:omegrace.cpp + +;********omegrace + +;@s:oneshot.cpp + +;*******(mad donna (set 1)) + +;@s:onetwo.cpp + +;********one + two + +;@s:opwolf.cpp + +opwolf: +opwolfb: +@:maincpu,program,100a42,75,00,54 +@:maincpu,program,100e28,3b,00,01 + +;@s:othunder.cpp + +;(operation thunderbolt) +;othunderj:******Operation Thunderbolt (Japan) +othunder: +@:maincpu,program,839ca,438,4e,00 +@:maincpu,program,83dd9,1,01,01 + +;@s:pacland.cpp + +;@s:pacman.cpp + +;******Crush Roller (Kural TWT) + +;eyeszac:******Eyes (Zaccaria) +eyes: +@:maincpu,program,4cf7,3c,4c,00 +@:maincpu,program,43ed,6,00,40 + +;(van van car) +;vanvank:******van-van car (karateco) +;vanvanb:******Van-Van Car (set 3) + +;*******MTV Rock-N-Roll Trivia (Part 2) + +;crushbl:******Crush Roller (bootleg) + +crush: +@:maincpu,program,4c80,03,00,00 +@:maincpu,program,4e40,1e,4b,00 + +;(dream shopper) + +;*******boardwalk casino +;** only saves the top score of each card game ** + +;******porky + +;(ponpoko) + +;******big bucks + +;sprglbpg:******Super Glob (Pac-Man hardware)german +;sprglobp:******Super Glob (Pac-Man hardware) + +;*******eggor + +;theglobp:******the glob (pac-man hardware) + +;(lizard wizard) (by GeoMan) +lizwiz: +@:maincpu,program,4daf,3c,4d,01 +@:maincpu,program,43ed,6,00,40 + +;@s:pandoras.cpp + +;(pandoras palace) + +;@s:panicr.cpp + +;panicr:******panic road + +;@s:paradise.cpp + +;madball:******Mad Ball V2.0 + +;******paradise + +;@s:parodius.cpp + +;(parodius da! (japan)) + +;@s:pass.cpp + +;(pass) (by GeoMan) + +;@s:pbaction.cpp + +;pbaction3:******Pinball Action (set 3, encrypted?) + +;@s:pcktgal.cpp + +;(pocket gal (japan)) and clones (by GeoMan) + +;@s:pengo.cpp + +;pengob:******pengo (bootleg) +pengo: +@:maincpu,program,8840,1e,d0,41 +@:maincpu,program,880c,2,d0,07 + +;pengo4:******Pengo (set 4) +pengo2u: +@:maincpu,program,8840,1e,00,4d +@:maincpu,program,880c,2,00,00 + +;******pengo (set 3 not encrypted) + +;@s:pgm.cpp + +;********(oriental legend) + +;dodonpachi dai-ou-jou (black label) -- new version game is the default hiscore.dat version !! +;ddpdojblk:**** you choose between old/new game on startup swap the ; on the version you want. **** +;*** new version (default) - if you use other version you must delete .hi file +;0,803824,8c,00,02 ;*** old version - if you use other version you must delete .hi file + +;********Dragon World II (ver. 110X, Export) + +;@s:phoenix.cpp + +; fenix is not working yet ;[Special thanks to Cananas for enhancing this entry] + +;** after you get a hiscore, you must start a new game then exit ** +;** for save to work (i.e make sure the new top score is displaying in top score spot) ** + +;@s:photon.cpp + +;phpython:******Python (Photon System) + +;@s:pingpong.cpp + +;@s:pipedrm.cpp + +;hatrisj:******hatris (japan) + +;@s:pirates.cpp + +;******genix(By Firebrand) +genix: +@:maincpu,program,10bd2c,64,4e,10 + +;pirates (by GeoMan) - 10th score not saved, driver +pirates: +@:maincpu,program,10a544,76,4e,10 +@:maincpu,program,10a5b0,1,4e,4e + +;@s:pitnrun.cpp + +;*******pit & run +;pitnruna:******Pit & Run (set 2) + +;@s:playch10.cpp + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_golf: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_1942: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +;****** hiscores update on game play start ****** +pc_bfght: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_duckh: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_grdue: +pc_grdus: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_hgaly: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_kngfu: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_mario: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_rnatk: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_suprc: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_tmnt: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_goons: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_tkfld: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_trjan: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_wgnmn: + +;****** turn FREEPLAY on (in dipswitch settings) before playing ****** +pc_drmro: +pc_virus: + +;it won't reload the high score unless you reset twice +pc_smb: + +;@s:playmark.cpp + +;wbeachvl2:******World Beach Volley (set 2) + +;******Excelsior + +;hrdtimes:******Hard Times (set 1) +;hrdtimesa:******Hard Times (set 2) + +;@s:polepos.cpp + +;(pole position) + +;(pole position 2) + +;@s:pooyan.cpp + +;@s:popeye.cpp + +;(popeye bootleg fixed) + +;(popeye (revision d & revision d not protected & revision f))fixed + +;********(sky skipper) + +;@s:popobear.cpp + +;@s:popper.cpp + +;(popper) +;** do not reset this game - it screws up the hiscore & hiscore saving ** + +;@s:powerins.cpp + +;powerinsa:******power instinct (usa, bootleg set 1) +;powerinsb:******power instinct (usa, bootleg set 2) + +;@s:prehisle.cpp + +;(prehistoric isle in 1930 (world)) + +;@s:psikyo.cpp + +;(strikers 1945) (by tamphax) +s1945: +s1945j: +@:maincpu,program,fe2af8,78,2d,f8 + +sngkace: +@:maincpu,program,fe7d88,9e,00,04 + +;********(samurai aces (world)) +samuraia: +@:maincpu,program,fe7d80,9e,00,04 + +;(tengai) (by tamphax) +tengai: +@:maincpu,program,fe4cb0,48,2d,98 + +gunbird: +gunbirdj: +gunbirdk: +@:maincpu,program,fe3dd0,75,00,2d + +;(battle k-road (japan)) +btlkroad: +@:maincpu,program,fe1af4,4e,00,04 + +;@s:psikyosh.cpp + +;(gunbird 2) (by Paul Priest) + +;(sol divide) (by Paul Priest) + +;gunbarich (by tamphax) + +;(strikers 1945 ii) (by Paul Priest) + +;dragon blaze (by tamphax) + +;strikers 1945 III (by tamphax) + +;@s:psychic5.cpp + +;@s:puckpkmn.cpp + +;*******puckman pockimon + +;@s:punchout.cpp + +;spnchout:[Special thanks to Cananas for enhancing this entry] + +;punchout:[Special thanks to Cananas for enhancing this entry] + +;@s:pzletime.cpp + +;pzletime:******Puzzle Time (Prototype) + +;@s:quantum.cpp + +;(quantum) +;* signiture is screwed up (other scores ok) * + +;@s:r2dtank.cpp + +;*******r2d tank + +;@s:r2dx_v33.cpp + +r2dx_v33: + +r2dx_v33_r2: + +;@s:rabbit.cpp + +;@s:raiden.cpp + +;@s:raiden2.cpp + +;***** raiden dx fixed (thanks to Takasaki) ********** + +;@s:rallyx.cpp + +;(tactician) (by GeoMan) + +;locoboot:******Loco-Motion (bootleg) + +;@s:rastan.cpp + +;rastan:[Special thanks to Wob for enhancing this entry] +rastan: +rastanu: +rastsaga: +@:maincpu,program,10c140,26,31,4e +@:maincpu,program,d000b2,1,00,00 +@:maincpu,program,d000b5,1,2b,2b +@:maincpu,program,d000ba,1,00,00 +@:maincpu,program,d000bd,1,2d,2d +@:maincpu,program,d000c2,1,00,00 +@:maincpu,program,d000c5,1,31,31 +@:maincpu,program,d000ca,1,00,00 +@:maincpu,program,d000cd,1,2c,2c +@:maincpu,program,d000d2,1,01,01 +@:maincpu,program,d000d5,1,2a,2a +@:maincpu,program,d000da,1,01,01 +@:maincpu,program,d000dd,1,2a,2a + +;@s:rbisland.cpp + +jumping: +@:maincpu,program,10d0cc,32,00,41 +@:maincpu,program,10e1f2,04,00,00 + +;@s:realbrk.cpp + +;realbrkk:******Billiard Academy Real Break (Korea) + +;@s:redalert.cpp + +;(red alert) (by GeoMan) + +;*******demoneye-x + +;@s:redclash.cpp + +;ZeroHour (by GeoMan) + +;@s:renegade.cpp + +;(nekketsu kouha kunio-kun (japan bootleg)) + +;@s:retofinv.cpp + +;@s:rockrage.cpp + +;(rock `n rage (world?) + +;******Rock 'n Rage (Prototype?) + +;@s:rocnrope.cpp + +;@s:rohga.cpp + +;******Schmeiser Robo (japan) + +;*******nitroball (us) + +;rohga1:******rohga armour force (asia/europe v3.0 set 1) +;rohga2:******rohga armour force (asia/europe v3.0 set 2) + +;@s:rollerg.cpp + +;(rollergames (us)) +;** untested - no good at this game !! ** + +;@s:rollrace.cpp + +;@s:route16.cpp + +;spacecho2:******space echo (set 1) +;spacecho:******space echo (set 2) + +;@s:rpunch.cpp + +;******super volley (japan) + +;@s:runaway.cpp + +;@s:rungun.cpp + +;******run and gun(By Firebrand) + +;@s:safarir.cpp + +;(safari rally) (by GeoMan) - hiscore updates after new game start !!! + +;@s:sandscrp.cpp + +;sandscrpa:******Sand Scorpion (set 2) + +;@s:sauro.cpp + +;(sauro) (by GeoMan) + +;*******tricky doc(By Firebrand) + +;trckydoca:******Tricky Doc (Set 2) + +;@s:sbasketb.cpp + +;(super basketball)(fix) + +;@s:sbowling.cpp + +;******strike bowling(By Firebrand) +;****no hiscore list per se but this will save the top 5 results permanantly +;****if you like if not, you can disable this + +;@s:sbrkout.cpp + +;(super breakout(fix)) + +;@s:scobra.cpp + +;(video hustler) + +;(minefield) (by GeoMan) + +;******mighty monkey +;mimonsco:******mighty monkey (bootleg on super cobra hardware) + +;(dark planet) (by GeoMan) + +;@s:scotrsht.cpp + +;*******scooter shooter + +;@s:scramble.cpp + +;scramb2:******Scramble (bootleg) +;scramble:[Special thanks to Cananas for enhancing this entry] + +;(devil fish) parent + +;(new sinbad 7) (by GeoMan) + +;mrkougb2:******Mr. Kougar (bootleg Set 2) +;mrkougar2:******mr.kougar (earlier) + +;******a.d. 2083 + +;******mighty monkey (bootleg on scramble hardware) +;** very dodgy hiscore saving, possibly because of it been a ** +;** poorly put together bootleg ** + +;@s:scregg.cpp + +;(dommy) + +;(scrambled egg) and clones (by GeoMan) + +;@s:scyclone.cpp + +;@s:seabattl.cpp + +;@s:segac2.cpp + +;tantr (& clones) hiscores update after hiscore table is displayed in attract mode +;tantrbl3:******Puzzle & Action: Tant-R (Japan) (bootleg set 3) + +;********ribbit!(By Firebrand) + +;stkclmnsj:******Stack Columns (japan) + +;(bloxeed (c system)) +;bloxeed:******bloxeed (japan,fd1094 317-0139) + +;(zunzunkyou no yabou (japan)) + +;(ichidant-r (puzzle_action 2 (english & japan))) + +;@s:segae.cpp + +;tetrisse:******Tetris (Japan, System E) + +;(riddle of the pyphagoras (japan)) + +;(transformer) +;** saves top 10 scores displayed in attract mode ** + +;(hang-on jr.) + +;@s:segag80r.cpp + +;******Astro Blaster (version 2a) + +;monsterb:******monster bash (fixed) * +;monsterb2:******monster bash (2 board version) (fixed) * + +;(astro blaster (version 2 & 3)) + +;005:******005 ;[Special thanks to Cananas for enhancing this entry] + +;(sindbad mystery) (by GeoMan) + +;spaceod:******space odessy (fixed) * + +;@s:segag80v.cpp + +;(zektor (revision b)) + +;(eliminator) + +;elim4p:******Eliminator (4 Players, prototype) + +;elim2c:******Eliminator (2 Players, cocktail) + +;@s:segahang.cpp + +;enduror1:******Enduro Racer (YM2203, FD1089B 317-0013A) +;(enduro racer (bootleg set 1)) + +;(super hang-on (bootleg)) + +;hangon1:******Hang-On +;note best lap time are not saved + +;(enduro racer (bootleg set 2)) clone (by GeoMan) + +;@s:segaorun.cpp + +;******turbo out run (set 2, upright, 317-unknown)(both fixed) + +;@s:segas16a.cpp + +;shinobls:******Shinobi (Star bootleg, System 16A) + +;aliensynjo:******Alien Syndrome (set 1, System 16A, FD1089a 317-0033) +;aliensyn2:******Alien Syndrome (set 2, System 16A, FD1089a 317-0033) +;aliensyn3:******Alien Syndrome (set 3, System 16b, FD1089a 317-0033) + +;******Tetris (Japan, System 16A, FD1094 317-0093a) +;tetris3:******tetris (Japan, System 16A, FD1094 317-0093) + +;quartet sets highscore table updated after it displays in attract mode +;quartet2:******quartet 2 (japan, 8751 317-unknown) + +;alexkida: +;alexkidd:******alex kidd: the lost stars (set 1,fd1089a -unknown) + +;******body slam (8751 317-unknown) +;dumpmtmt:******dump matsumoto (japan 8751 317-unknown) + +;(major league) (by GeoMan) + +;@s:segas16b.cpp + +;******action fighter (fd1089a 317-0018) + +;(tough turf (japan)) and clones (by GeoMan) + +;******Sonic Boom + +;******dunk shot (fd1089 317-0022) + +;*******(passing shot (2 players)(bootleg)) + +;******Snapper (Korea) + +;wrestwar1:******Wrestle War (FD1094, 317-0102) + +;(sdi - strategic defence initiative) +;defense:******Defense (System 16B, FD1089A 317-0028) + +;mvp:******mvp (set 2, japan,fd1094 317-0142) +;mvpj:******mvp (set 1, us,fd1094 317-0143) + +;(toryumon) (by GeoMan) + +;aurail1:******aurail (set 2,fd1089? 317-unknown) + +;(atomic point) + +;******cotton (fd1094 317-0181a) +;** not working yet (driver issue ????) ** + +;bayrouteb1:******Bay Route (encrypted, protected bootleg) + +;(dynamite dux (bootleg)) +;ddux:******dynamite dux (fd1094 317-0096) + +;eswatu:******e-swat - cyber police (us,fd1094 317-0129) +;eswatj:******E-Swat - Cyber Police (Japan, FD1094 317-0128) + +;Golden Axe (by GeoMan) + +;(flash point (bootleg)) +;fpointbj:******flash point (japan,bootleg) + +;(riot city) + +;@s:segas18.cpp + +;******Desert Breaker (FD1094 317-0196) + +;(shadow dancer) + +;@s:segas24.cpp + +;ggroundj:******Gain Ground (Japan, FD1094 317-0058-03b) + +;bnzabrosj:******Bonanza Bros (Japan, Floppy DS3-5000-07b) + +;** top 3 scores saved by nvram, this saves other scoretable data ** +;** delete crkdown.nv file before 1st time you play game, ok after that ** +;crkdownj:******Crack Down (Japan, FD1094 317-0058-04b) + +;@s:segas32.cpp + +;alien3u:*******alien 3: the gun (us) + +;*******stadium cross + +;******slipstream + +;*******(f1 exhaust note) +;** needs testing - can anyone verify this game saves hiscores ?? ** + +;arabfgtu:******Arabian Fight (us) + +;brivalj:*******(burning rival (japan) + +;@s:segaxbd.cpp + +;loffire:******line of fire / bakudan yarou (world, fd1094 317-0136) +;loffireu:******Line of Fire / Bakudan Yarou (US, FD1094 317-0135) +;loffirej:******Line of Fire / Bakudan Yarou (japan, FD1094 317-0134) + +;******Racing Hero (FD1094 317-0144) + +;******thunder blade (fd1094 317-0056) +;thndrbld1:******thunder blade (japan) + +;@s:segaybd.cpp + +;******power drift +;pdriftj:******power drift (japan) + +;******galaxy force 2 +;gforce2j:******galaxy force 2 (japan) + +;******g-loc air battle (us) +;** you need to press f3 as soon as this game starts before it will save ** +;** for some reason the hiscore data will not display untill game is reset with f3 ** +;** driver problem ?????? ** + +;@s:seibuspi.cpp + +;rdft2:******Raiden Fighters 2 +;rdft2us:******raiden fighters 2.1 (us, single board) + +;******Viper Phase 1 (japan,new version) +;viprp1s:******Viper Phase 1 (Switzerland, New Version) + +;rdftadi:******Raiden Fighters (Dream Island Co. license) +;rdftu:******Raiden Fighters (US) + +;rfjet:******raiden fighters jet (all versions fixed) + +;viprp1oj:******Viper Phase 1 (japan) + +;viprp1ot:******Viper Phase 1 (Germany) + +;@s:seicross.cpp + +;(seicross) + +;@s:senjyo.cpp + +;(baluba-louk no densetsu) + +;@s:seta.cpp + +;********(blandia) +blandia: +@:maincpu,program,301094,62,09,17 + +;(strike gunner s.t.g.) +stg: +@:maincpu,program,ffda3e,28,42,00 +@:maincpu,program,ffda64,1,31,31 + +tndrcade: +@:maincpu,program,e00301,96,00,2e + +;orbs:******Orbs (10/7/94 prototype?) + +eightfrc: +@:maincpu,program,20c526,5f,00,43 +@:maincpu,program,20c5bf,1,7a,7a + +;zombie raid (by tamphax) +zombraid: +@:maincpu,program,20cabc,50,4f,00 + +;(gundhara) +gundhara: +@:maincpu,program,20f908,33,00,6e + +;********Wiggie Waggie +wiggie: +@:maincpu,program,ffe108,54,00,47 + +;*******sd gundam neo battling (japan) +neobattl: +@:maincpu,program,2006a4,78,00,0a + +arbalest: +@:maincpu,program,f018cd,8b,00,14 + +;(wits (japan)) +wits: +@:maincpu,program,ffd6c2,49,00,4b + +;(mobile suit gundam) +msgundam: +@:maincpu,program,204287,63,01,10 + +;*******(mad shark) + +;********(masked riders club battle race) + +;(ultraman club - tatakae! ultraman kyoudai!!) (by GeoMan) +umanclub: +@:maincpu,program,200742,2,00,07 +@:maincpu,program,2006a2,a0,00,00 + +zingzip: +@:maincpu,program,2028fd,69,00,a2 + +;jjsquawkb:******J. J. Squawkers (bootleg) +jjsquawk: +@:maincpu,program,20561e,4f,00,61 + +;(extreme downhill v1.5) + +;(dragon unit / castle of dragon) +drgnunit: +@:maincpu,program,ffd50e,50,00,2e + +;rezont:******Rezon (Taito) +rezon: +@:maincpu,program,201c66,63,03,20 +@:maincpu,program,2018ba,2,03,e8 + +wrofaero: +@:maincpu,program,3006a4,71,00,3f + +;(sokonuke taisen game (japan)) (by GeoMan) + +;********(daioh) +daioh: +@:maincpu,program,10748c,a3,00,05 +@:maincpu,program,10748f,1,e8,e8 + +twineagl: +@:maincpu,program,ffc09c,3b,00,2e + +;(blandia (prototype)) + +metafox: +@:maincpu,program,f014e6,8c,00,14 + +;******pairs love: + +;@s:seta2.cpp + +;*******guardians/denjin makai II(By Firebrand) + +;*******(penguin brothers (japan)) + +;(puzzle de bowling (japan)) (by GeoMan) + +;*******mobile suit gundam ex revue + +;@s:sf.cpp + +;sf: ;******street fighter (world) + +;@s:sg1000a.cpp + +;*******champion pro wrestling(By Firebrand) + +;@s:shadfrce.cpp + +;(shadow force (us) (by GeoMan) + +;@s:shangha3.cpp + +;(hebereke no popoon (japan)) (by GeoMan) + +;(blocken (japan)) + +;** you must let the highscore display in attract mode before starting a game ** + +;@s:shanghai.cpp + +;(shanghai (japan)) + +;(shanghai ii (japan)) + +;@s:shangkid.cpp + +;(shanghai kid (japan)) + +;chinhero2:******chinese hero (older) + +;(dynamic ski) (by GeoMan) + +;@s:shaolins.cpp + +;@s:shisen.cpp + +;matchit:******match it + +;@s:shootout.cpp + +;(shoot out (us)) + +;@s:sidearms.cpp + +;*******(sidearms & clones) + +;*******Twin Falcons + +;turtshipj:******turtle ship (japan) + +;@s:sidepckt.cpp + +;@s:silkroad.cpp + +;(the legend of silkroad) + +;@s:simpl156.cpp + +;osman:******osman (world) +;candance:******cannon dancer (japan) + +;magdrop:******Magical Drop (japan, version 1.1 1995.06.21) + +;magdropp:******magical drop plus 1 (japan, version 2.1 1995.09.12) + +;chainrec:******Chain Reaction (world, version 2.2 1995.09.25) + +;prtytime:******Party Time: Gonta the Diver II +;gangonta:******Ganbare! Gonta!! 2 + +;joemacr:******Joe & Mac Returns +;joemacra:******Joe & Mac Returns (set 2) + +;@s:simple_st0016.cpp + +;*******Renju Kizoku + +;*******Neratte Chu + +;@s:simpsons.cpp + +;simpsons4pa:******The Simpsons (4 Players alt) +;simpsons2p2:******the simpsons (2 player alt) + +;@s:skyarmy.cpp + +;*******sky army + +;@s:skydiver.cpp + +;(sky diver) +;** note highscore must be displaying new top score to save properly ** +;** so start a new game after a new highscore and kill man 3 times ** +;** untill new highscore is displayed. ** + +;@s:skyfox.cpp + +;@s:skykid.cpp + +;(dragon buster) + +;@s:skyraid.cpp + +;********(sky raider) + +;@s:slapfght.cpp + +;tigerhj:******tiger heli (japan) + +;- ADDED CLONE + +;slapfighb3:******Slap Fight (bootleg) + +;@s:snk.cpp + +;ikarinc:******ikari warriors (us no continues) +;ikaria:******ikari warriors (us) + +;(athena) (fix) +;** fixed, but delete any athena.hi file before playing first time ** + +;(vanguard ii) (by GeoMan) + +;(mad crasher) (by GeoMan) + +;******Alpha Mission + +;(marvins maze) + +;(hal21) and clones (by GeoMan) + +;(gladiator 1984) + +;@s:snk6502.cpp + +;nibblero:******Nibbler (Olympia) + +;(satan of saturn) and clones (by GeoMan) +;(sasuke vs. commander) (by GeoMan) + +;(vanguard) +;vanguardj:******Vanguard (Japan) + +;@s:snk68.cpp + +;searcharj:******;sar - search and rescue (japan) + +;(street smart (us version 1)) / (us version 2) + +;@s:snowbros.cpp + +;******cookie & bibi 2 +cookbib2: +@:maincpu,program,1026a2,28,4b,00 +@:maincpu,program,1026c4,1,4d,4d + +;*******hyper pacman +hyperpac: +@:maincpu,program,10315c,28,50,00 + +;** top score updates as soon as a game is started ** +snowbros: +wintbob: +@:maincpu,program,1001ca,40,00,4f +@:maincpu,program,1014ad,1,1f,1f +@:maincpu,program,1014b7,1,1f,1f +@:maincpu,program,1014c1,1,08,08 +@:maincpu,program,1014cb,1,04,04 +@:maincpu,program,1014d5,1,04,04 +@:maincpu,program,1014df,1,04,04 +@:maincpu,program,1014e9,1,04,04 + +;toppyrap:******toppy & rappy +toppyrap: +@:maincpu,program,10372f,42,00,45 + +;********(hyper pacman (bootleg)) +hyperpacb: +@:maincpu,program,10535c,28,50,00 +@:maincpu,program,10537e,1,43,43 + +pzlbreak: +@:maincpu,program,102d9c,32,50,32 +@:maincpu,program,102e0b,3,00,00 + +;@s:solomon.cpp + +;@s:sonson.cpp + +;@s:source not found + +;by Ziller + +;by Ziller + +;**galaxian: by Ziller + +;by Ziller + +;**btime by Ziller + +;by Ziller + +;by Ziller + +;@s:spacefb.cpp + +;********spacefb.c (fixed thanks to thomas busse) +;** top score don`t update until you lose your first life, pretty ** +;** lame way for doing a hiscore - but who am i to complain!! ;0) ** +;Note: This was corrected by copying also the Video RAM (at 8299). So now also the initially shown score table is updated correctly. + +;** hiscore & top score don`t update until you lose your first life, pretty ** +;** lame way for doing a hiscore - but who am i to complain!! ;0) ** + +;@s:spaceg.cpp + +;******Space Guerilla + +;@s:spbactn.cpp + +;(super pinball action (japan)) (by GeoMan) + +;@s:spcforce.cpp + +;********spcforce (space force) + +;@s:spdodgeb.cpp + +;@s:speedatk.cpp + +;******speed arttack! + +;@s:speedbal.cpp + +;(speed ball) (by GeoMan) + +;@s:speedspn.cpp + +;********(speed spin) + +;@s:spiders.cpp + +;*******spinner + +;Spiders and clones (by GeoMan) + +;@s:splash.cpp + +;splash10:******Splash! (Ver. 1.0 World) +;******Painted Lady (Splash) (Ver 1.3 US) + +;*******The Return of Lady Frog & The Return of Lady Frog (set 2) + +;@s:sprcros2.cpp + +;sprcros2a:******Super Cross 2 (Japan set 2) + +;@s:sprint2.cpp + +;(sprint 1) + +;@s:spy.cpp + +;(s.p.y. - special project y (us)) (by GeoMan) + +;@s:srumbler.cpp + +;srumbler:[Special thanks to Wob for enhancing this entry] + +;@s:sshangha.cpp + +;********(super shanghai dragon`s eye (world,bootleg)) + +;@s:sslam.cpp + +;powerbals:******power balls (super slam conversion) + +;@s:ssozumo.cpp + +;(syusse oozumou (japan)) (by GeoMan) + +;@s:sstrangr.cpp + +;(space stranger & space stranger 2) + +;@s:ssv.cpp + +;*******ultra x weapons / ultra keibitai + +;*******vasara + +;*******vasara 2 (set 1 & 2) + +;survartsu:******survival arts (usa) + +;*******twin eagle ii - the rescue mission + +;******dyna gears +;** top score updates as soon as 1st game starts ** +;** wait about 10 seconds after game starts before entering a credit, or save won`t work ** + +;eaglshot:******eagle shot golf + +;(storm blade (us)) (by GeoMan) + +;(monster slider (japan)) + +;******change air blade(By Firebrand) + +;******Pachinko Sexy Reaction 2 (Japan) + +;@s:stactics.cpp + +;(space tactics) (by GeoMan) + +;@s:starfire.cpp + +;******star fire (set 2) + +;(fire one) (by GeoMan) + +;******Star Fire 2 + +;(star fire) + +;@s:starwars.cpp + +;esb fixed thanks to thomas busse + +;@s:statriv2.cpp + +;*******super triv II(By Firebrand) +; - Only saves "Experts Only" scores, can save other slots but the games are +;different every time +;, - unless you choose the same three over and over again so only "Experts +;Only" game stays the same. + +;******triv four + +;@s:stfight.cpp + +;(empire city: 1931 (bootleg?)) and clones (by GeoMan) + +;@s:stlforce.cpp + +;(steel force) + +;@s:stuntair.cpp + +;stuntair:****** hiscore updated when you start a game ****** + +;@s:stv.cpp + +;********shienryu + +;@s:sub.cpp + +;@s:suna16.cpp + +;(back street soccer) (by GeoMan) + +;(ultra balloon) + +;@s:suna8.cpp + +;(hard head & popper) +pop_hh: + +;(rough rangers(v2.0 sharp image licence)) + +;@s:supbtime.cpp + +;(china town (japan)) + +;@s:supduck.cpp + +;@s:superchs.cpp + +;(super chase - criminal termination (us)) +superchs: +@:maincpu,program,102815,49,00,47 + +;@s:superqix.cpp + +;********perestroika girls (japan) + +;*******prebillian(By Firebrand)(Hiscore display will not change. It is always 50,000. Please check) + +;@s:superwng.cpp + +;@s:suprloco.cpp + +;(super locomotive) +;*******saves top 10 scores only +;*****can`t be bothered with lower scores !! + +;@s:suprnova.cpp + +;********(sengeki striker) +;** the nvram in this game is about as reliable as the english cricket team, hence ** +;** the top score is sometimes wrong.... but nevermine eh...?? ** +;** the todays top ten hi table saves fine though... ** + +;vblokbrk:******vs block breaker (asia) + +;******(puzz loop (europe)) + +;@s:suprridr.cpp + +;******super rider + +;@s:surpratk.cpp + +;******Surprise Attack (Asia ver. L) + +;@s:system1.cpp + +;wboysys2:******Wonder Boy (system 2) + +;(toki no senshi - chrono soldier) (by GeoMan) + +;wboyu:*note* only 1/2 works... + +;flickys2:Flicky (128k Version, System 2, not encrypted) +;flickys1:Flicky (64k Version, System 1, 315-5051, set 2) + +;4dwarrio:[Special thanks to Cananas for enhancing this entry] + +;(star jacker (sega)) and clones (by GeoMan) + +;******(up`n down (not encrypted)) + +;(bullfight) + +;(regulus (new ver)) + +;******gardia +;(rafflesia) (by GeoMan) + +;(noboranka (japan)) (by GeoMan) + +;(wonder boy in monster land (bootleg)**fix**)) + +;ssanchan:******sanrin san chan (japan) + +;(water match) (by GeoMan) + +;(mister viking) and clones (by GeoMan) + +;(i'm sorry (us)) and clones (by GeoMan) + +;******ufo senshi yohko chan +;ufosensib:******Ufo Senshi Yohko Chan (not encrypted) + +;pitfall2a:******Pitfall II (315-5093, Flicky Conversion) + +;******brain + +;@s:system16.cpp + +;altbeastj3:******altered beast (japan, fd1094 317-0068) +;altbeast4:******altered beast (set 4, mc-8123b 317-0066) +;altbeast5:******altered beast (set 5, 8751 317-0076) +;altbeastj:******altered beast (set 6, japan, 8751 317-0077) +;altbeastj1:******altered beast (set 1, japan, fd1094 317-0065) + +;(wonder boy iii - monster lair (set 1)) + +;@s:tagteam.cpp + +;(big pro wrestling!,the) (by GeoMan) + +;@s:tail2nos.cpp + +;@s:taito_b.cpp + +;(sonic blast man (japan)) (by GeoMan) + +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +;(hit the ice (us)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +hitice: +@:maincpu,program,802830,27,00,4b +@:maincpu,program,802852,1,56,56 + +crimec: +crimecj: +crimecu: +@:maincpu,program,a02fba,4,00,00 +@:maincpu,program,a0e005,4af,54,00 + +;(ryu jin (japan)) +ryujin: +@:maincpu,program,103e3c,63,54,01 +@:maincpu,program,103f20,4,00,00 + +ashura: +@:maincpu,program,6019f4,64,00,19 +@:maincpu,program,6012a2,2,00,00 +@:maincpu,program,6012a4,2,10,00 + +;masterwj:******Master of Weapon (Japan) +masterw: +@:maincpu,program,2030c0,28,00,4f + +;(silent dragon (world)) +silentd: +@:maincpu,program,403e03,65,01,20 + +;Puzzle Bobble (Japan, B-System) - (By Andrea Trasatti) +pbobble: +@:maincpu,program,907010,36,00,00 + +;******Tetris (Japan, B-System, YM2203) + +;(nastar (world)) and clones (by GeoMan) +nastar: +nastarw: +rastsag2: +@:maincpu,program,601eef,3a,00,42 +@:maincpu,program,600545,3,00,77 + +;(rambo 3 us) +rambo3: +@:maincpu,program,802600,50,01,4e + +tetrist: +@:maincpu,program,8045ac,64,45,08 + +;(rambo 3 europe) +rambo3p: +@:maincpu,program,802600,50,01,2e + +selfeena: +@:maincpu,program,10338e,3a,41,00 +@:maincpu,program,102481,1,19,19 +@:maincpu,program,102483,1,0c,0c + +;(violence fight (world)) (by GeoMan) +viofight: +@:maincpu,program,a02800,28,02,20 + +;(ashura blaster (us)) +ashurau: +@:maincpu,program,6019f9,63,00,19 +@:maincpu,program,6012a7,3,00,00 + +spacedx: +@:maincpu,program,902701,3,00,00 +@:maincpu,program,90ff9b,1,37,37 + +;@s:taito_f2.cpp + +footchmp: +hthero: +@:maincpu,program,10a920,50,0a,00 + +euroch92: +@:maincpu,program,10a99c,50,0a,00 + +majest12j: +@:maincpu,program,205812,31,00,5a +@:maincpu,program,203606,4,00,00 + +;(pulirula (world)) +pulirula: +@:maincpu,program,30d586,f9,00,42 + +;*note cant see highscore table in cameltry so its commented out +;cameltru: +;CamelTry clones +cameltry: +@:maincpu,program,106c9e,244,35,44 +@:maincpu,program,1066b0,3e,06,00 +@:maincpu,program,105430,4,00,00 + +;(final blow (world)) (by GeoMan) +finalb: +@:maincpu,program,101f22,4,00,00 +@:maincpu,program,10104c,32,00,45 + +deadconx: +@:maincpu,program,10335a,59,00,47 + +;(dino rex (world & us)) +dinorex: +@:maincpu,program,602760,90,00,4f + +;(solitary fighter (world)) +solfigtr: +@:maincpu,program,102b80,49,00,24 + +ssi: +@:maincpu,program,205814,31,00,5a +@:maincpu,program,203606,4,00,00 + +;ninjaku:******The Ninja Kids (US) +;ninjakj:******The Ninja Kids (Japan) +ninjak: +@:maincpu,program,102b80,48,00,20 + +metalb: +metalbj: +@:maincpu,program,10e3aa,28,00,04 +@:maincpu,program,10d0b0,4,00,50 + +;(growl (us)) +growl: +@:maincpu,program,10e340,f9,01,43 + +gunfront: +@:maincpu,program,10922c,54,00,30 +@:maincpu,program,10922e,1,c3,c3 + +dondokodj: +@:maincpu,program,1028e8,28,00,55 + +liquidk: +@:maincpu,program,10b0fe,28,00,55 + +;(thunder fox (japan)) +thundfox: +@:maincpu,program,303b2c,32,00,49 +@:maincpu,program,303c56,4,00,00 +@:maincpu,program,303b59,1,01,01 + +;(mega blast (world)) +megablst: +@:maincpu,program,203f38,32,00,52 +@:maincpu,program,2043ea,4,00,00 +@:maincpu,program,2043eb,1,08,08 + +;@s:taito_f3.cpp + +;(landmaker (japan)) +landmakr: +@:maincpu,program,40fc30,28,00,50 + +;********(power goal (world) +pwrgoal: +@:maincpu,program,411aed,87,03,46 + +bubblem: +@:maincpu,program,40f2ec,10e,00,08 +@:maincpu,program,407135,3,27,13 +@:maincpu,program,40eb04,4f,00,00 + +;(top ranking stars (world new version)) and clones (by GeoMan) +trstar: +@:maincpu,program,413d10,2,00,00 +@:maincpu,program,413d12,7fe,13,00 + +;(super cup finals (world)) and clones (by GeoMan) +cupfinal: +scfinals: +@:maincpu,program,410f74,50,00,ff +@:maincpu,program,410f60,50,00,ff + +;(ring rage (world)) and clones (by GeoMan) +ringrage: +@:maincpu,program,40e660,30,00,4b +@:maincpu,program,40e690,280,53,00 + +;(gekirindan (japan)) +gekiridn: +@:maincpu,program,408e72,7a,00,01 +@:maincpu,program,408e4c,4,00,00 + +;(puzzle bobble 3 (world)) +pbobble3: +@:maincpu,program,41eff0,99,00,04 + +;(arabian magic) +arabianm: +@:maincpu,program,410ef8,30,00,01 + +;Elevator Action 2 clones +;(elevator action returns (world)) +elvact2u: +@:maincpu,program,40ce3a,7c,00,01 +@:maincpu,program,40ce3c,1,c3,c3 + +;(riding fight (world)) and clones (by GeoMan) +ridingf: +@:maincpu,program,408060,80,00,3f + +;(puzzle bobble 2x (japan)) +pbobble2x: +@:maincpu,program,40db78,104,00,3e +@:maincpu,program,40dbd8,1,41,41 + +;(cleopatras fortune (japan)) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +cleopatr: +@:maincpu,program,412de4,78,00,4a + +;(puzzle bobble 4 (world)) +;Puzzle Bobble 4 clones +pbobble4: +@:maincpu,program,40e85a,116,00,00 +@:maincpu,program,40e8ba,1,41,41 + +;(darius gaiden - silver hawk / extra version ) +dariusg: +dariusgx: +@:maincpu,program,406cd4,39,00,59 + +akkanvdr: +@:maincpu,program,417485,6b,00,00 +@:maincpu,program,4174e7,1,55,55 +@:maincpu,program,410b82,4,00,00 + +puchicar: +@:maincpu,program,401c7e,348,00,04 + +pbobble2o: +@:maincpu,program,40a854,112,00,00 +@:maincpu,program,400152,2,01,a2 + +;(lightbringer (japan)) +;** you must wait until the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +lightbr: +@:maincpu,program,40a312,70,00,01 + +;(twin qix(us prototype) +twinqix: +@:maincpu,program,406b6f,9b,00,54 + +pbobble2: +@:maincpu,program,40a858,112,00,00 +@:maincpu,program,400152,2,01,a2 + +arkretrn: +@:maincpu,program,401a1a,27,00,17 + +ktiger2: +@:maincpu,program,4006e0,11e,00,00 +@:maincpu,program,4007f9,1,01,01 + +;*******Twin Cobra 2 (World) & (us) + +gseeker: +@:maincpu,program,4107ba,50,00,f8 +@:maincpu,program,40d176,4,00,50 + +gunlock: +rayforce: +@:maincpu,program,40eff4,40,41,00 +@:maincpu,program,4022fa,4,01,00 + +bublbob2p: +@:maincpu,program,406848,04,00,34 + +bublbob2: +@:maincpu,program,40ed6c,96,00,07 +@:maincpu,program,40ed8d,1,06,06 +@:maincpu,program,40ea20,84,00,00 + +;popnpopu:******pop n pop (ver 2.07a 1998/02/09) +;popnpopj:******pop n pop (ver 2.07j 1998/02/09) +popnpopj: +@:maincpu,program,40a668,d2,00,ba + +;@s:taito_h.cpp + +;(recordbreaker (world)) (by GeoMan) +recordbr: +@:maincpu,program,1034ee,1e0,00,45 + +tetristh: +@:maincpu,program,1051a4,64,45,08 + +;(syvalion (japan)) (by GeoMan) +syvalion: +@:maincpu,program,1090ec,10,00,01 +@:maincpu,program,1090fc,54,49,00 +@:maincpu,program,104266,4,00,00 + +;@s:taito_l.cpp + +palamed: +@:maincpu,program,8206,2e,20,52 + +plgirls2: +@:maincpu,program,81e0,35,00,05 + +;puzznici:****** Puzznic (Italy) +puzznic: +@:maincpu,program,8f23,32,00,49 +@:maincpu,program,8d37,3,00,00 + +;*******evil stone +;** the game hiscore is not working, but the hiscore table saves ok ** + +fhawk: +@:maincpu,program,a2fe,50,50,2e +@:maincpu,program,a24e,3,50,00 + +;(champion wrestler (world)) +champwr: +@:maincpu,program,89b7,28,00,4e + +;(american horseshoes (us)) (by GeoMan) +horshoes: +@:maincpu,program,8e1c,2,0,0 +@:maincpu,program,8f37,1,0,0 +@:maincpu,program,8ff0,1,0,0 +@:maincpu,program,8bd0,1,4c,4c + +;*********(tube-it) +;(cachat (japan)) +cachat: +tubeit: +@:maincpu,program,8d0d,4c,4b,00 +@:maincpu,program,8d57,1,10,10 + +raimais: +@:maincpu,program,a237,30,50,4b + +;(kuri kinton (world)) and clones (by GeoMan) +kurikint: +@:maincpu,program,8aa3,a0,00,2e + +;(cuby bop) +cubybop: +@:maincpu,program,8462,28,05,04 + +;plottingu:******Plotting (US) +plotting: +plottinga: +plottingb: +@:maincpu,program,82b0,30,00,13 + +;@s:taito_x.cpp + +;*******last striker / kyuukyoku no striker + +ballbros: +@:maincpu,program,f00ebe,63,00,20 + +;supermanj:******Superman (Japan) +superman: +@:maincpu,program,f02953,3a,00,49 +@:maincpu,program,f0251f,9,20,30 +@:maincpu,program,f01cf3,3,00,88 + +gigandes: +@:maincpu,program,f00a86,57,00,4e +@:maincpu,program,f00964,4,00,00 + +;twinhawk:***** top scor updates on game start ***** +daisenpu: +twinhawk: +@:maincpu,program,f00132,40,00,aa + +;@s:taito_z.cpp + +;(double axle (us)) + +;(aqua jack (world)) +;** game displays highscores wrong (nowt to do with hiscore.dat file,driver issue ??) +;** top score displays ok.. +aquajackj: +@:maincpu,program,100160,7c,00,02 + +sci: +sciu: +@:maincpu,program,101500,28,02,51 +@:maincpu,program,10164e,4,02,80 + +;******(enforce (japan)) + +;scin:******Special Criminal Investigation (Negro Torino hack) + +;chasehq:[Special thanks to Cananas for making this entry work, and dnadisturber for adding clones] +chasehq: +chasehqj: +@:maincpu,program,101760,a0,20,24 + +;(space gun (world)) +spacegun: +@:maincpu,program,318d74,97,00,58 + +;nightstrj:******Night Striker (Japan) +;nightstru:******Night Striker (Us) +nightstr: +@:maincpu,program,109b9a,4,00,40 +@:maincpu,program,10de48,1f3,00,41 + +;(battle shark (us)) +bshark: +@:maincpu,program,10e9b6,31,00,49 +@:maincpu,program,10f0c6,4,00,84 + +;******continental circus (world & us set 1) +contcirc: +@:maincpu,program,83064,257,00,41 +@:maincpu,program,84582,4,00,e0 +@:maincpu,program,826ef,1,52,52 + +;******continental circus (us set 2) + +;@s:taitogn.cpp + +;@s:taitojc.cpp + +;@s:taitosj.cpp + +; Space Cruiser, taitosjc (thanks to thomas busse) + +;(water ski) (by GeoMan) + +;*******kick start wheelie king(By Firebrand) + +;(space seeker) (by GeoMan) + +;(sea fighter poseidon) (by GeoMan) + +;(bio attack) (by GeoMan) + +;(time tunnel) (by GeoMan) + +;@s:tankbatt.cpp + +;@s:tankbust.cpp + +;(tank busters) (by GeoMan) + +;@s:taotaido.cpp + +;@s:tbowl.cpp + +;*******tecmo bowl (world? & japan) + +;@s:tecmo.cpp + +gemini: +@:maincpu,program,cf41,45,00,46 +@:maincpu,program,c026,3,00,00 +@:maincpu,program,d241,1,40,40 +@:maincpu,program,d221,1,40,40 +@:maincpu,program,d201,1,35,35 +@:maincpu,program,d1e1,1,30,30 +@:maincpu,program,d1c1,1,30,30 +@:maincpu,program,d1a1,1,30,30 +@:maincpu,program,d181,1,30,30 + +rygar: +@:maincpu,program,c983,1c4,41,0 +@:maincpu,program,c023,2,0,0 +@:maincpu,program,c025,1,03,03 +@:maincpu,program,c026,1,0,0 +@:maincpu,program,d06c,8,1,60 + +silkworm: +@:maincpu,program,d262,64,00,10 +@:maincpu,program,c848,18,20,30 +@:maincpu,program,d54e,4,00,00 +@:maincpu,program,d572,4,00,00 + +;@s:tecmo16.cpp + +;******riot + +;fstarfrcj:******Final Star Force (Japan) + +;@s:tehkanwc.cpp + +;tehkanwcb:******Tehkan World Cup (set 2, bootleg?) + +;@s:tempest.cpp + +;** this saves scores 4 - 98 , the nvram file saves scores 1 - 3 ** +;tempest:******tempest (rev 3) * +;tempest1:******tempest (rev 1) * +;tempest2:******tempest (rev 2) * +;temptube:******tempest tubes * +;tempest3:******tempest (rev ?) * + +;@s:terracre.cpp + +;********(soldier girl amazon) + +terracre: +@:maincpu,program,20246,46,00,00 +@:maincpu,program,2028c,4,00,00 +@:maincpu,program,20248,1,50,50 + +;********(kid no hore hore daisakusen) + +;@s:tetrisp2.cpp + +;(tetris plus 2(JAPAN)) +tetrisp2: +@:maincpu,program,10dfb7,b3,01,00 +@:maincpu,program,10e065,1,01,01 +@:maincpu,program,10b0f2,460,03,09 + +;rocknms:******Rock'n MegaSession (Japan, bootleg) + +;rockna:******Rock'n Tread 1 (Japan, bootleg) +;rockn:******Rock'n Tread (Japan) + +;rockn4:******Rock'n 4 (Japan, prototype, bootleg) + +;rockn3:******Rock'n 3 (Japan, bootleg) + +;rockn2:******Rock'n Tread 2 (Japan, bootleg) + +;@s:thedeep.cpp + +;*******the deep (japan) + +;@s:thepit.cpp + +;porter:******Port Man (bootleg on Moon Cresta hardware) + +;(funny mouse) parent + +;thepit:******The Pit (Bootleg) + +;@s:thief.cpp + +;(nato defense) and clones (by GeoMan) + +;@s:thoop2.cpp + +;@s:thunderj.cpp + +;*******thunderjaws + +;@s:thunderx.cpp + +;thunderxa:******thunder cross (set 2) +;thunderxb:******thunder cross (set 3) + +;@s:tigeroad.cpp + +;pushmana:******Pushman (Korea, set 2) + +;tigeroadb:******Tiger Road (us bootleg) + +;*****(f-1 dream) + +;********(bouncing balls) + +;@s:timelimt.cpp + +;(time limit) (by GeoMan) + +;*******progress(By Firebrand)(Hiscore does not seem to change during game) + +;@s:timeplt.cpp + +;(power surge) (by GeoMan) - Hiscores appear correctly after game enters attract mode! + +;@s:tmnt.cpp + +;********(golfing greats) + +;Teenage Mutant Ninja Turtles (US & clones) + +;(thunder cross 2) + +;lgtnfghtu:******lightning fighters (us) + +;ssriderseaa:******Sunset Riders (4 Players ver EAA) + +;(punk shot (us 4 players)) and clones (by GeoMan) + +;@s:tnzs.cpp + +chukatai: +@:maincpu,program,ed8c,46,00,42 +@:maincpu,program,e210,3,00,75 + +;kagekih:******Kageki (World?, hack) +kageki: +@:maincpu,program,e057,a,05,50 +@:maincpu,program,e061,f,87,8c + +tnzs: +tnzsjo: +@:maincpu,program,e68d,23,00,55 + +;jpopnics:******Jumping Pop (Nics, Korean bootleg of Plump Pop) + +tnzsop: +@:maincpu,program,ec0a,23,00,55 + +;arknoid2:** you must let the hiscore table display first before starting a game ** +arknoid2: +arknoid2j: +arknoid2u: +@:maincpu,program,ec81,27,01,4e +@:maincpu,program,e3a8,03,01,00 + +plumppop: +@:maincpu,program,c625,27,00,52 +@:maincpu,program,e471,3,00,00 + +drtoppel: +@:maincpu,program,e057,23,00,25 +@:maincpu,program,e023,3,00,00 + +;extrmatn:[Special thanks to Cananas for enhancing this entry] +;extrmatnj:******Extermination (Japan) +extrmatn: +@:maincpu,program,e8a5,28,00,55 +@:maincpu,program,e888,01,00,00 +@:maincpu,program,e887,01,49,49 +@:maincpu,program,e886,01,00,00 + +insectx: +@:maincpu,program,c600,50,00,00 +@:maincpu,program,c6ea,3,00,21 + +;@s:toaplan1.cpp + +;fireshrkd:******Fire Shark (Korea, set 1, easier) +;fireshrkdh:******Fire Shark (Korea, set 2, harder) +fireshrk: +@:maincpu,program,c1ae8,194,00,01 +@:maincpu,program,c1c29,1,2d,2d +@:maincpu,program,c1dc5,1d,2d,00 + +samesame: +@:maincpu,program,c1778,194,00,01 +@:maincpu,program,c18b9,1,26,26 +@:maincpu,program,c1a4f,21,2d,00 + +demonwld: +demonwld2: +@:maincpu,program,c001c2,c8,00,2d +@:maincpu,program,c001be,4,00,00 + +;***** truxton fixed (delete old truxton entry and replace). +truxton: +@:maincpu,program,0819de,16c,00,0b +@:maincpu,program,81c53,1,2d,2d +@:maincpu,program,81c57,1,2d,2d +@:maincpu,program,81c5b,1,2d,2d +@:maincpu,program,81c5f,1,2d,2d +@:maincpu,program,81c63,1,05,05 +@:maincpu,program,81c67,1,00,00 +@:maincpu,program,81c6b,1,00,00 +@:maincpu,program,81c6f,1,00,00 + +rallybik: +@:maincpu,program,801ac,324,00,40 +@:maincpu,program,8053d,1,17,17 +@:maincpu,program,80555,1,04,04 +@:maincpu,program,8056d,1,00,00 +@:maincpu,program,80585,1,00,00 +@:maincpu,program,8059d,1,00,00 +@:maincpu,program,805b5,1,00,00 + +hellfire: +@:maincpu,program,42300,c2,00,08 +@:maincpu,program,423b9,1,14,14 +@:maincpu,program,42529,21,2e,30 + +zerowing: +@:maincpu,program,81a1e,68,00,10 +@:maincpu,program,81a20,1,50,50 + +;** only saves high table (no top score) +;** and highscore counter (not display) + +;outzonec:******outzone (set 4) +outzone: +outzonec: +outzoneh: +@:maincpu,program,2401de,18,00,00 +@:maincpu,program,240503,4f,3f,3f +@:maincpu,program,240372,a,00,00 + +;*note* top score does not display +vimana: +vimanaj: +@:maincpu,program,480198,f4,00,41 + +;@s:toaplan2.cpp + +snowbro2: +@:maincpu,program,1000a0,28,00,45 + +;(teki paki) +tekipaki: +@:maincpu,program,80013,3f,00,60 + +truxton2: +@:maincpu,program,100300,7c,00,01 + +;(knuckle bash) (by GeoMan) +;kbash2:******Knuckle Bash 2 (bootleg) +kbash: +kbash2: +@:maincpu,program,100080,3c,00,30 + +mahoudai: +sstriker: +sstrikerk: +@:maincpu,program,10029a,a4,00,20 + +;batsugun:[Special thanks to Cananas for making this entry work] +batsugun: +batsuguna: +batsugunsp: +@:maincpu,program,10109e,04,00,00 +@:maincpu,program,101166,70,00,00 +@:maincpu,program,1011b5,01,15,15 + +whoopee: +@:maincpu,program,0805da,1,00,00 +@:maincpu,program,0805db,3,05,00 +@:maincpu,program,0805e6,46,00,ff + +pipibibsbl: +@:maincpu,program,0805d8,1,00,00 +@:maincpu,program,0805d9,3,05,00 +@:maincpu,program,0805e4,46,00,ff + +vfive: +@:maincpu,program,1004fa,90,00,00 +@:maincpu,program,100436,4,00,00 +@:maincpu,program,100579,1,2d,2d + +grindstm: +@:maincpu,program,100500,90,00,00 +@:maincpu,program,10057f,1,2d,2d +@:maincpu,program,10043c,4,00,00 + +;ghoxj:******Ghox (set 2) +ghox: +@:maincpu,program,805a2,64,00,8e +@:maincpu,program,80006,4,00,00 + +fixeight: +@:maincpu,program,100408,4,00,00 +@:maincpu,program,10043c,82,00,04 +@:maincpu,program,10040a,1,53,53 + +bgareggacn: +bgaregganv: +bgareggat2: +@:maincpu,program,10ca4f,ea,0f,2a +@:maincpu,program,100030,1,72,72 + +;*********(Shippu Mahou Daisakusen (Japan)) +kingdmgp: +shippumd: +@:maincpu,program,1002d0,9e,00,4e +@:maincpu,program,1003c4,53,2a,39 + +batrider: +batriderja: +@:maincpu,program,20fa20,310,00,30 + +;dogyuuna:******Dogyuun (Licensed to Unite Trading For Korea) +dogyuun: +@:maincpu,program,10034a,7c,00,1b + +bgaregga: +bgareggahk: +@:maincpu,program,10ca4d,ea,0f,2a +@:maincpu,program,100030,1,72,72 + +;(toki (world set 1)) +;tokia:******Toki (World Set 2) +;juju:******JuJu Densetsu (Japan) +;jujub:******JuJu Densetsu (Japan, bootleg) +tokib: +@:maincpu,program,66b66,b4,00,03 +@:maincpu,program,60008,4,00,00 + +fullthrl: +topspeed: +@:maincpu,program,400080,6b,00,99 +@:maincpu,program,400081,1,45,45 + +;@s:toypop.cpp + +;@s:tp84.cpp + +;tp84a:******time pilot '84 (set 2) + +;tp84b:******time pilot '84 (set 3) + +;@s:trackfld.cpp + +;******Wizz Quiz (version 4) + +;@s:travrusa.cpp + +;shot rider (by tamphax) +;shtridera:******shot rider (sigma license) + +;(fix) + +;@s:tryout.cpp + +;tryout:******pro baseball skill tryout (japan) + +;@s:tsamurai.cpp + +;tsamuraih:******Samurai Nihon-ichi (set 3, harder) + +;vsgongf:******vs. gong fight + +;@s:tubep.cpp + +;(roller jammer) (by GeoMan) + +;@s:tugboat.cpp + +;@s:tumbleb.cpp + +;******Super Trio Thanks to Mr Valtric for this addition ****** + +;(jump kids) (by GeoMan) + +;htchctch:******hatch catch +htchctch: +@:maincpu,program,120faa,27,00,45 + +;********(fancy world - earth of crisis) + +;pangpang:******Pang Pang + +;metlsavr:******Metal Saver + +;sdfight:******SD Fighter (Korea) + +;******Cookie & Bibi +cookbib: +@:maincpu,program,121cca,aa,20,64 + +;@s:tunhunt.cpp + +;(tunnel hunt) + +;@s:turbo.cpp + +;(turbo) +;** highscore updates after first game ** + +;(subroc3d) +;** top score updates after hiscore displayed in attract mode ** + +;** top score on game screen updated after 1st game ** +;** assuming you have made score display in dipswitch menu !!** + +;(buck rodgers: planet of doom & clones) +;** scores on the side of screen don`t display untill 1st game is over ** +;** also top side score may display 1 digit untill 1st game is over ** + +;@s:tutankhm.cpp + +;@s:twin16.cpp + +;*******cuebrick + +;(devil world) + +;(missing in action (version t)) + +;@s:twincobr.cpp + +;(gulf war ii) (by GeoMan) + +;@s:twins.cpp + +;******twins + +;@s:uapce.cpp + +;paclandp:*****not working/saving driver issue i think + +;@s:ultraman.cpp + +;@s:undrfire.cpp + +;(under fire (world)) +undrfire: +@:maincpu,program,20dfaf,75,08,53 + +;(volified (japan)) +;** top score on top centre of screen does not update untill ** +;** after first demo game in attract mode ** +volfiedj: +@:maincpu,program,100200,26,00,50 +@:maincpu,program,100201,1,50,50 + +;(warrior blade (japan)) +warriorb: +@:maincpu,program,202a38,ef,50,00 +@:maincpu,program,202b25,1,01,01 + +;(world grand prix (us & joystick version set 1 japan) +;** you must wait untill the hiscore table has displayed in attract mode before ** +;** starting a game, for the save to work ** +;** THIS SAVE DOES NOT SAVE THE COURSE RECORDS ** +wgp: +@:maincpu,program,10bbd9,c5,01,02 +@:maincpu,program,10bc9b,1,44,44 + +zerozone: +@:maincpu,program,c17cd,77,53,00 +@:maincpu,program,c23da,6,00,00 + +;@s:psikyosh.cpp + +;(gunbird 2) (by Paul Priest) +gunbird2: +gunbird2a: +@:maincpu,program,604c758,28,00,70 +@:maincpu,program,604c780,3c,1e,00 + +;strikers 1945 III (by tamphax) +s1945iii: +@:maincpu,program,6083c84,c4,00,00 +@:maincpu,program,6083d80,46,00,02 + +;tgm2: saves todays scores (rest are saved in nvram i think) +tgm2: +@:maincpu,program,60793f4,68,54,00 +@delay=5 + + +;tgm2p: saves todays scores (rest are saved in nvram i think) +tgm2p: +@:maincpu,program,6079454,68,54,00 +@delay=5 + +;(sol divide) (by Paul Priest) +soldivid: +soldividk: +@:maincpu,program,600bb50,18,00,50 +@:maincpu,program,600bb68,1e,24,02 + +;gunbarich (by tamphax) +gnbarich: +@:maincpu,program,6076864,a5,00,01 + +;dragon blaze (by tamphax) +dragnblz: +@:maincpu,program,60824b4,dd,00,00 +@:maincpu,program,60825d4,4d,00,03 + +;(strikers 1945 ii) (by Paul Priest) +s1945ii: +@:maincpu,program,600c4ec,28,00,70 +@:maincpu,program,600c514,3c,1e,00 diff --git a/bios/Other/raine/history.dat b/bios/Other/raine/history.dat new file mode 100644 index 00000000..5c19c344 --- /dev/null +++ b/bios/Other/raine/history.dat @@ -0,0 +1,44797 @@ +# Generated by filter_history.pl on 2025-01-11 +# From history.xml version 2.73, generated on 2025-01-02. + +$info=1941,1941u,1941r1 +Arcade Video game published 35 years ago: + +1941 - Counter Attack (c) 1990 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1941 - Counter Attack [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- TRIVIA - + +1941 - Counter Attack was released in February 1990 in arcades outside of Japan. + +In the Export releases, at the 5th position on the high score table, it says 'a02' instead of 'j01' in the original Japanese release. + +- UPDATES - + +Two version are known to exists: +- USA 900227 +- ETC 900227 + +- PORTS - + +Here is a list of ports released outside Japan. For a list of Japanese ports, please see the original Japanese version entry, "1941 - Counter Attack [B-Board 89625B-1]". + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* OTHERS: +Apple iPhone/iPod [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=1941j +Arcade Video game published 35 years ago: + +1941 - Counter Attack (c) 1990 Capcom. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Runs on the Capcom "CP System" hardware. +B-Board ID: 89625B-1 + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +1941 was released in February 1990 in the Japanese arcades as the 7th CP-S release. It is the first Shoot'em Up to add +1 to the score when a continue is used. + +Player 1 uses a P-38 Lightning and Player 2 uses a Mosquito B Mk.IV. + +Known Export release: "1941 - Counter Attack [B-Board 89624B-3]". + +Here is all the official bosses names: +* Stage 1 - Leviathan +* Stage 2 - Bismarck +* Stage 3 - V3Rocket +* Stage 4 - Krote +* Stage 5 - Leviathan +* Stage 6 - Gotha + +Historical inaccuracies - V3Rocket : The real V3 was a Super Gun, not a rocket. Furthermore, 'V-weapons' would not appear until "1944 - The Loop Master". + +Default high-score table: +1ST 30000 CAP +2ND 29000 COM +3RD 28000 CAP +4TH 27000 COM +5TH 26000 j01 + +Soundtrack album releases: +Final Fight : G.S.M. Capcom 3 (PCCB-00030) (May 21, 1990) [Pony Canyon / Scitron] + +- TIPS AND TRICKS - + +* How to Play: +Control airplane with 8-way joystick. +Attack with button A. +Somersault & Mega-Crash with Button B. +Power Blast: If the A button is held down, energy will be stored up, so that a power blast is fired when the button is released. + +* Hint: +Your airplane doesn't lose energy when it collides with cliff-walls, buildings etc. Instead it will rotate a bit after such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure (while rolling you are invincible). + +- SERIES - + +1. 1942 (1984) +2. 1943 - Midway Kaisen (1987) +3. 1943 Kai - Midway Kaisen (1988) +4. 1941 - Counter Attack [B-Board 89625B-1] (1990) +5. 19XX - The War Against Destiny [Green Board] (1995) +6. 1944 - The Loop Master [Green Board] (2000) +7. 1942 - Joint Strike (2008, PSN/XBLA) + +- STAFF - + +Planners : Noritaka Funamizu (Poo), Rekite +Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow +Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan +Character support : Akira Yasuda (Akiman) +Character coordinator : Rekite +Character effects : Yokota Yokozo +Sound composer : Hifumi +Programmers : Makkow, Babel-2, Dome +Game analysers : Akira Nishitani (Nin), Doda Nda Uda +Director : Yoshiki Okamoto (Kihaji Okamoto) + +- PORTS - + +Here is a list of Japanese ports. For a list of ports released outside Japan, please see the export version entry, "1941 - Counter Attack [B-Board 89624B-3]". + +* CONSOLES: +[JP] NEC SuperGrafx (aug.22, 1991) "1941 - Counter Attack [Model HC91048]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=1944,1944u,1944d +Capcom CPS-II cart. published 25 years ago: + +1944 - The Loop Master (c) 2000 Capcom Ent., Inc. + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1944 - The Loop Master [Green Board]" (Japan 000620). + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +- TRIVIA - + +1944 - The Loop Master was released on June 20, 2000 in the USA. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=19xx,19xxd,19xxu +Capcom CPS-II cart. published 29 years ago: + +19XX - The War Against Destiny (c) 1996 Capcom USA, Incorporated. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board releases: + +NOTE: US releases also cover Canada. + +Revision 1: +* Build Date: 951207 +* US release. + +Revision 2: +* Build Date: 951218 +* EUROPE release. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=19xxj,19xxjr1,19xxjr2 +Capcom CPS-II cart. published 29 years ago: + +19XX - The War Against Destiny (c) 1996 Capcom. + +A vertical shoot'em up game. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: 2 +Control: 8-way joystick +Buttons: 2 +=> [A] Fire, [B] Bomb + +- TRIVIA - + +19XX The War Against Destiny was released on December 7, 1995 in Japan. It was known as the 13th CPS-II game. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'SYS'. + +Known export releases: +"19XX - The War Against Destiny [Blue Board]" +"19XX - The War Against Destiny [Grey Board]" +"19XX - The War Against Destiny [Orange Board]" +"19XX - The War Against Destiny [Pink Board]" + +Soundtrack album releases: +Capcom Game Sound Track -19XX The War Against Destiny- (VICL-2168) [Victor Entertainment] + +Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on April 3, 1996. Here is the official name of the songs : +Mission 1 - A Bit of Blue Sky Between the Clouds +Mission 2 - The Red Naval Port +Mission 3 - Dance of the Green Gnome +Mission 4 - Silver Ice Sheet +Mission 5 - City Lights in the Black Strait +Final Mission P1 - Grayish Tornado +Final Mission P2 - The Last-Ditch Fight + +- UPDATES - + +Green Board releases : + +Revision 1: +* Build Date: 951207 + +Revision 2: +* Build Date: 951225 + +- TIPS AND TRICKS - + +* Change First Stage Music To "1942" BGM : at the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered. + +* Change First Stage Music To An Arranged Version of "1942" BGM : at the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright, Upright, Downleft. A voice will be heard once the code is entered. + +* Stronger Bombs : holding the BOMB button will charge your bomb to a stronger level. + +- SERIES - + +1. 1942 (1984) +2. 1943 - Midway Kaisen (1987) +3. 1943 Kai - Midway Kaisen (1988) +4. 1941 - Counter Attack [B-Board 89625B-1] (1990) +5. 19XX - The War Against Destiny [Green Board] (1995) +6. 1944 - The Loop Master [Green Board] (2000) +7. 1942 - Joint Strike (2008, PSN/XBLA) + +- STAFF - + +Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan) +Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits +Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch +Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You-Ten Nakano, Takep, Eizi Murabayashi, Kogaman +Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki +Sound designers : Hiroaki Kondo (Mach-2) +All sound produce by Arcade Sound Team. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=19xxh +Capcom CPS-II cart. published 29 years ago: + +19XX - The War Against Destiny (c) 1996 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=19xxb +Capcom CPS-II cart. published 29 years ago: + +19XX - The War Against Destiny (c) 1996 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "19XX - The War Against Destiny [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board (Brazil) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=2020bb,2020bba + +2020 Super Baseball (c) 1991 SNK Corporation. + +There is no longer conventional baseball in 2020. The Super Baseball designed by the SUPER BASEBALL ASSOCIATION has been very popular and is the best sport. However, the truth is that the association has used a colossal sum of money to promote Super Baseball as show business. They have manipulated each player's ability using the control computer to secretly decide victory or defeat in every game. The players who knew this removed the connecting parts of the computer to play their own game of baseball. + +Finally, a fair game in going to be played at "CYBER EGG"! + +FUTURISTIC SUPER BASEBALL, NOW PLAY BALL! + +2020 Super Baseball: +1. Futuristic Graphics +2. Select 1 of 12 individual teams of men, women & robot players. +3. Fast paced game with new rules! +4. You can make your team stronger with prizes earned from amazing catches. +5. 2 players simultaneous competition with CONTINUE mode. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-030 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. + +- TRIVIA - + +2020 Super Baseball was released on September 20, 1991 in Japan. + +- TIPS AND TRICKS - + +* How to Play: +Hitting : +[A] Swing/Return to base +[B] Stolen Base/Lead off +[C] Bunt +[D] Time Out + +Fielding : +[A] Pitch/Throw ball/Jump +[B] Base touch/Feint ball +[C] x +[D] Time out + +* There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this. + +* A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running. + +* The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position. + +* Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield. + +* If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands. + +* The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily. + +* You cannot play against a team from the other league. + +* If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02. + +* You cannot change players positions in the field or line up without replacing them. + +* If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home. + +- STAFF - + +Developed by Pallas. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo (1991) "2020 Super Baseball [Model NGH-030]" +[JP] Nintendo Super Famicom (1993) "2020 Toshi no Super Baseball [Model SHVC-SA]" +[JP] Sega Mega Drive (1994) "2020 Toshi Super Baseball [Model EM20027]" +[JP] SNK Neo-Geo CD (1995) "2020 Super Baseball [Model NGCD-030]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=3in1semi,3in1semia +Arcade Video game published 28 years ago: + +3-in-1: New HyperMan + HyperMan + Cookie & Bibi (c) 1997 SemiCom. + +Three games including "New Hyperman", "Hyperman" and "Cookie & Bibis". + +- TECHNICAL - + +Runs on Toaplan/Semicom "Snow Bros" Hardware. + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- STAFF - + +Cookie & Bibis +Executive Producer : Jeon Jae Yeon +Game Designer : Han Seung Hoon +Programmer : Kim Hyun Ho +Graphic Designer : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo +Music/Sound : Jeon Seok Gee + +New Hyper Man +Executive Producer : Jeon Jae Yeon +Programmer : Kim Hyun Ho +Graphic Designer : Kim Sung Whan, Kim Kyung Hee, Lee Won Young, Lee Suk Nam +Music / Sound : Jeon Seok Gee +Hardware : Jee Deok Kyoo, Park Hoon Yong, Kim In Seok + +Hyper Man +Executive Producer : Jeon Jae Yeon +Game Designer : Han Seung Hoon +Programmer : Kim Hyun Ho +Graphic Designer : Hong Young Joo +Music/Sound : Jeon Seok Gee + +- CONTRIBUTE - + +Edit this entry +$end + +$info=64street,64streetj,64streetja +Arcade Video game published 34 years ago: + +64th. Street - A Detective Story (c) 1991 Jaleco Company, Limited. + +Rick. PRIVATE DETECTIVE +3. OCT. 1939 file no. 238 +The kidnapping of a rich man's daughter. + +Beat the bad guys and throw them into the wall! + +Rick and Allen's Detective Agency is on 64th st. They have specialized maneuvres to beat the enemy. When you are in trouble... call on a partner to join the game and assist you. A great new action game from Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-C Hardware + +Main CPU: Motorola 68000 (@ 12 Mhz) +Sound CPU: Motorola 68000 (@ 7 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Screen Orientation: Horizontal +Video Resolution: 256 x 224 Pixels +Screen Refresh: 60.00 Hz +Palette Colors: 1024 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> [A] Punch, [B] Jump + +- TRIVIA - + +64th. Street was released in March 1991. It is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom. The series' main character (Rick Norton) shares both the name of the main character (Rick) with the appearance of the supporting character (Allen). + +The game's two protagonists make a cameo appearance in another Jaleco game, "Chimera Beast". + +This game is probably the earliest (and sadly, one of very, very few) beat 'em up that allows the player to throw the enemy into the background, providing both an increased damage output and a somewhat nice looking dose of scenario destruction. Another game that allowed for this particular move to be performed was the Super Nintendo adaptation of Batman Returns, by Konami. + +- TIPS AND TRICKS - + +Lots of special items can be found by throwing enemies into the background and breaking things. + +Massive throw damage: When you grab an enemy, pressing Up on the joystick followed by the Attack button will make you throw the enemy onto the background, dealing quite a bigger amount of damage than the regular side throw; and in some cases (like in levels 2 and 3), it'll allow you to kill an enemy with a single move. + +- STAFF - + +Developed by C.P. Brain. + +Executive Producer: Tokuhiro Takemori +Director: Shigeru Hashimoto +Planner: Y. Hiroyama +Programmers: Manbou, Sin Fuzihiro +BG Designers: Helluder, Reiko Takano, Yamagata Tsubasa, Garadou +Character Designers: Mamoru Horikoshi, Shigeru Hashimoto +Hyper Advisor: Myaa +Sound Effects: Kiyoshi Yokoyama, Studio O.K. + +Special Thanks: Studio Sanbo, Miyuki Chan, Select, Abemasa, Aniki, Chin + +- CONTRIBUTE - + +Edit this entry +$end + +$info=acrobatm,acrobatmbl +Arcade Video game published 34 years ago: + +Acrobat Mission (c) 1991 Taito Corp. + +A great vertical scrolling shoot'em up game. + +At the year 2100 A.D. Humans were exterminated by their own self-destructive nature leaving behind the consequences of environmental degradation on earth and were forced to escape to Mars leaving a bio-computer for environmental recuperation of earth to preparing the blue planet for future recolonization. But one day a half a century after humans arrived, mars was attacked by strange flying objects. To fight these enemies, the director general of the Defence Agency organized the task force army and started quickly the dogfight with invaders to neutralize the invasion. + +The operation was called 'Acrobat Mission' as it exceeded the technical limits of the pilots. + +The players takes controls on one of two surviving fighters pilots, 'Jet' a male pilot and 'Nova' a female pilot and both flying the Icarus, a fast and powerful space-fighter, which comes equipped with a Standard laser. Two more weapons are available throughout the game - the wide shot (W) which spreads out in front of the ship and the Hurricane shot (H) which fires clusters of rotating balls of energy. Holding the fire button charges up a special attack and each weapon features a different energy blast and damage factor. The ships can also hold a maximum of two smart-bombs, one under each wing - although they can be activated by the players, they also do fall off easily and can be detonated by enemy shots. Interestingly, the Icarus can't collide with other ships or any part of the scenery - instead, it bounces off and only suffers damage from enemy shots. However, once the shield is depleted, the ship will fly out of control for a few seconds and grant the players a last chance to inflict damage to any remaining enemies before it explodes. + +- TECHNICAL - + +Game ID : AM91073 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4.0 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Acrobat Mission was released in July 1991. + +Produced by Taito under license from UPL. + +- TIPS AND TRICKS - + +* Secret Code for seeing the ending : In demonstration play, input the following code quickly : Up, Down, Left, Right, Shot, Bomb, Shot, Bomb, Button3(x3). + +- STAFF - + +Developed by UPL. + +GAME DESIGN : Mutsuo Kaneko +PROGRAM : Toshio Arai +GRAPHIC DESIGN : Kaoru Kamigiku, Kinya Aoyama, Mutsuo Kaneko, Minoru Tomizawa +SOUND : Yoshio Nagashima, Hiroshi Nishikawa + +- PORTS - + +* CONSOLES: +Nintendo Super Famicom (1992) "Acrobat Mission [Model SHVC-2T]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=koshien +Arcade Video game published 34 years ago: + +嗚呼栄光の甲子園 (c) 1991 Taito Corp. +(Ah Eikou no Koushien) + +A hilarious Japanese baseball game that follows the normal rules of baseball. However, a player may 'charge' up to try to hit (or pitch) better. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Game ID: F2-System No. 14 +Prom Stickers: C81 + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Ah Eikou no Koshien was released in April 1991 in Japan. + +The title of this game translates from Japanese as 'Oh Glorious Koshien'. 'Koshien' is a famous Japanese high school baseball tournament. + +The games' billboards advertises various Taito games. + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ainferno,ainfernoj,ainfernou +Arcade Video game published 35 years ago: + +Air Inferno (c) 1990 Taito. + +A helicopter rescue simulation game with quite good polygon-based graphics for its time. + +- TECHNICAL - + +Cockpit cabinet dimension : 68'' (171cm) Wide x 38'' (95cm) Deep x 56'' (140cm) High. Weight : 130 kg +Simulator cabinet dimension : 84'' (211cm) Wide x 54'' (135,5cm) Deep x 71'' (178,5cm) High. Weight : 330 kg + +Taito Air System hardware +Board Number : M4300186A +Prom Stickers : C45 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 512 x 400 pixels +Screen refresh : 60.00 Hz +Palette Colors : 8192 + +Players : 2 +Control : stick +Buttons : 7 + +- TRIVIA - + +Air Inferno was released in June 1990. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990. + +- UPDATES - + +The US version is slightly different : +* 'Winners Don't Use Drugs' screen added. +* New Color GFX. +* New weapons and missiles. + +- STAFF - + +Chief : Toshiaki Tsukano +Game design : Tsukasa Fujita + +- PORTS - + +* CONSOLES: +Turbo Grafx 16 (1991) + +* COMPUTERS: +PC + +- CONTRIBUTE - + +Edit this entry +$end + +$info=agallet,agalleta,agalleth,agalletah,agalletj,agalletaj,agalletk,agalletak,agallett,agalletat,agalletu,agalletau +Arcade Video game published 29 years ago: + +Airgallet (c) 1996 Banpresto. + +The player controls a fighter jet and shoot enemies in the air and on the ground, collects power-ups, and defeat bosses to advance levels. The player must collect four power ups to upgrade their weapon. There are four weapon types: L, a laser weapon, S, a support drone, M, a tracing missile, and F, gatling Fire, a spread-out vulcan bullet shot. + +Four levels of power-ups are available for each weapon, however each level requires four power up tokens be collected. There are also two special "bomb" weapons available for collection - green Energy Spark for a screen-covering swarm of lower-power bombs and blue Thunder Drive for a narrower and more focused attack. The Energy Spark clears all bullets from the screen, while the Thunder Drive only clears bullets that actually touch the blast. This blast starts momentarily atop the player, but quickly moves forward a short distance and stays stationary for a few seconds before dissipating. + +- TECHNICAL - + +Cave 1st Generation Hardware +Game ID: BP962A + +Main CPU: MC68000 (@ 16 Mhz) +Sound CPU: Zilog Z80 [Optional] +Sound Chips: OKIM6295 + Yamaha YM2151 +Other: 93C46 EEPROM +RAM: 62256 (x8), NEC 424260 (x2), 6264 (x5) + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Released in February 1996, Air Gallet features the voices of Lenne Hardt and Jeff Manning. + +This game was developed by Gazelle Co, Ltd., one of the offshoots of shooter greats Toaplan (along with Cave and Eighting/Raizing). + +- STAFF - + +Executive producer : Johan Satoh +Total coordinator : Toshifumi Kawashima +Producer : Hiroyuki Fujimoto +Director : Tatsuya Uemura +Programmer : Mizuiro Honey +Graphic designers : Mikio Yamaguchi, Junya Inoue, Kaneyo Oohira +Music composer : Yoshitatsu Sakai (Yoshitaz) + +Special thanks : S. Yoshida, D. Watanabe, L. Hardt, J. Manning + +- CONTRIBUTE - + +Edit this entry +$end + +$info=akkanvdr +Taito F3 cart. published 30 years ago: + +Akkanvader (c) 1995 Taito Corp. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E06 + +Players : 4 +Control : 8-way joystick +Buttons : 1 (FIRE) + +- TRIVIA - + +Akkanvader was released in June 1995 in Japan. It is known outside Japan as "Space Invaders '95 - The Attack of Lunar Loonies". + +The title of this game translates from Japanese as 'Rogue-vader'. + +For more information on the game itself, please see the non-Japanese version entry. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on November 17, 1997. + +- SERIES - + +1. Space Invaders (1978) +2. Space Invaders Part II (1979) +3. Return of the Invaders (1985) +4. Majestic Twelve - The Space Invaders Part IV (1990) +5. Minivaders (1990) +6. Space Invaders DX (1994) +7. Akkanvader (1995) +8. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy) +9. Space Invaders Anniversary (2003) +10. Space Invaders DS (2005, Nintendo DS) +11. Space Invaders: Galaxy Beat (2005, Sony PSP) +12. Space Invaders Extreme (2008, Nintendo DS, Sony PSP) +13. Space Invaders Extreme 2 (2009, Nintendo DS) + +- STAFF - + +* Consoles : +Sony PlayStation 2 [JP] (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" + +* Handhelds : +Sony PSP [JP] (may.12, 2005) "Space Invaders Pocket [Model ULJM-05015]" + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" + +* HANDHELDS: +[JP] Sony PSP (may.12, 2005) "Space Invaders Pocket [Model ULJM-05015]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=avsp,avspu,avspd +Capcom CPS-II cart. published 31 years ago: + +Alien vs. Predator (c) 1994 Capcom USA, Incorporated. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=avspj +Capcom CPS-II cart. published 31 years ago: + +Alien vs. Predator (c) 1994 Capcom Company, Limited. + +Two Space Marines and two Predators go after hordes of H.R. Giger's most fearsome creations! Each character has special projectile weapons in addition to the standard super moves. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 3. +Control: 8-Way Joystick per player. +Buttons: 3 per player. +=> [1] Attack, [2] Jump, [3] Weapon Attack + +- TRIVIA - + +Alien vs. Predator was released on May 20, 1994 in Japan. It was known as the 4th CPS-II game. + +Known export releases: +"Alien vs. Predator [Blue Board]" +"Alien vs. Predator [Grey Board]" +"Alien vs. Predator [Orange Board]" + +This game is based on the Dark Horse comics: Aliens vs. Predator (1989-1990) (5 comics). Also, it combines enemies from the two Twentieth Century Fox films entitled Alien and Predator. This is the first title to ever combine elements from two separate, non-related films into a single game. + +Lieutenant Linn Kurosawa made a cameo appearance in the background of Ken's stage in "Street Fighter Alpha 2". + +Chad Johnson holds the record for this game with 3074408 points. + +Comics published after the release of the game : +Aliens vs. Predator - Booty (1996) (1 comic) +Aliens vs. Predator - Eternal (1999) (4 comics) +Aliens vs. Predator - Xenogenesis (1999) (4 comics) +Aliens vs. Predator - Thrill of the Hunt (2004) (1 comic) + +- TIPS AND TRICKS - + +* Here are the 4 available characters and their statistics... +Predator Warrior : Speed 6 - Power 4 - Skill 5 +Major D. Schaefer : Speed 2 - Power 8 - Skill 4 +Lieutenant Linn Kurosawa : Speed 5 - Power 1 - Skill 8 +Predator Hunter : Speed 6 - Power 5 - Skill 4 + +- STAFF - + +Planners : Kame, Garuda Tetsu, Uda. T +Programmers : Cham Cho Choy, Arikichi Kiyoko, Pon, Hard. Yas, Shinchan +Character Designers : Hayashi, Yus, Shisui, Vlad T, Ban, Kawatori, Shige, Jun 26 +Artist : Iwai, Hiroki Ohnishi, Konishi. H, Norisaki Chie, Fukunoyan, Kisa, Angus +Music Composer : Hideki Okugawa (Hideki Ok) +Sound Designer : Toshio Kajino +Capcom USA Supporters : David Winstead, Alex Jimenez (Alex Jimerez) +Special Thanks : Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Tom + +- CONTRIBUTE - + +Edit this entry +$end + +$info=avspa +Capcom CPS-II cart. published 31 years ago: + +Alien vs. Predator (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=avsph +Capcom CPS-II cart. published 31 years ago: + +Alien vs. Predator (c) 1994 Capcom Company, Limited.. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Alien vs. Predator [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=horshoes +Arcade Video game published 35 years ago: + +American Horseshoes (c) 1990 Taito America Corp. + +A 1- to 4-players horseshoe game. Each players can choose from one of four characters. There are 2 pitches in each inning. Players may select grip and throwing angle prior to each pitch. The rolling of the trackball determines the distance of each pitch. After each inning the scoring with shown with an overhead shot of the stake area. Each player's score is shown throughout the game at the top of the screen. At the end of each 3 innings the players may continue by inserting additional credits. Up to 9 innings can be played per game. + +- TECHNICAL - + +Taito L System hardware +Prom Stickers : C47 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Screen orientation : Vertical +Video resolution : 224 x 320 pixels +Screen refresh : 60.00 Hz +Palette colors : 256 + +Players : 1 +Control : Trackball +Buttons : 2 + +- TRIVIA - + +Released in July 1990. + +- SCORING - + +Ringer (A horseshoe which wraps around the stake) : 3 points. +Leaner (A horseshoe which rests against the stake) : 2 points. +Landing within the stake area : 1 points. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=androdun + +Andro Dunos (c) 1992 Visco Corp. + +A horizontally scrolling shoot'em up with different weapon settings that you can switch between. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-049 + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player (2 usables) += > [A] Shot/Bomb/Charge switch, [B] Change type + +- TRIVIA - + +Released in June 1992, Andro Dunos is Visco's first game developed and released for the SNK Neo-Geo MVS hardware. + +- TIPS AND TRICKS - + +* Hold FIRE to charge primary (blue) weapon. When it is fully charged and FIRE is released the plane makes a powerful attack and decreases the blue weapon level by 1. You must have at least level 2 blue weapon to make a charged attack. + +- STAFF - + +Producer : Tetsuo Akiyama +Director : Don Gabacho +Assistant Director : Keisuke Usami +Programmers : R. Mutoh, Danna, City +Character Designers : Yuji Masuda, Tel. Y, Yasushi +Special Thanks : Itoi, Hos Kubo, Ideb, Isao Teramachi, New Katana Kouji, Nobe, Esab Nopaew, Takasuke Koizumi, Katsumi Kikumasa, Toshiyuki Takaha, Takumi Matsuura, Yasuhiro Sawamura + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.17, 1992) "Andro Dunos [Model NGH-049]" +[US] SNK Neo-Geo AES (jul.17, 1992) [Model NGH-049] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aquajack,aquajackj +Arcade Video game published 35 years ago: + +Aqua Jack (c) 1990 Taito. + +A chase-view shoot'em up were you pilot a hovercraft over water and land while dodging bullets and avoiding objects by either going around them or jumping over them. + +- TECHNICAL - + +Taito Z System hardware +Prom Sticker : B77 + +Main CPU : (2x) Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 1 +Control : dial +Buttons : 4 + +- TRIVIA - + +Aqua Jack was released in August 1990. + +Banglar, the Yoda lookalike villain from "The Ninja Warriors" makes an appearance in this game. + +- SERIES - + +1. Seafly (1984) +2. Aqua Jack (1990) + +- STAFF - + +Directer : Yoshinori Kobayasi +Orginal planner : Toshio Kohno +Game designers : Toshio Kohno, Masami Kikuchi +Game programmers : Yoshinori Kobayasi, Youichi Oki, Yasutaka Minami, Horihan Tak Bar +Character designers : Masami Kikuchi, Taira Sanuki, Yukiwo Ishikawa, Kohzoh Igarashi, Seiji Kawakami, Hisakazu Katou, Santa Claus Co., Visual Arts Production +Mechanical engineers : Tomio Suzuki, Hisayuki Yamaguchi, Masaharu Hori, Takaaki Deguchi +Hardware designers : Masahiro Yaaguchi, Tsukasa Nakamura, Satoru Shimomura, Yuuichi Yamato, Kauaki Sasaki +Cabinet and art designer : Atsushi Iwaoka +Sound composer : Shizuo Aizawa (Splatter A) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arabianm,arabianmu,arabianmj +Taito F3 cart. published 33 years ago: + +Arabian Magic (c) 1992 Taito Corporation. + +Arabian Magic is a scrolling beat-em-up for one to four players, set in the mythical world of The Arabian Nights. A long time ago, an evil wizard has taken over the peaceful kingdom of Shahariyard and used sorcery to transform its king into a Monkey. The player must defeat each of the game's seven Guardians to reclaim the 'Jewel of Seven Colours' and release the king from the evil hex. + +Each player can select from four distinctive characters: Prince Lassid, Princess Lisa, Sinbad or Afshael. Each character carries a primary weapon - Prince Lassid and Sinbad carry swords, Princess Lisa a magical veil and Afshael a mace. In addition to the weapons, players can also summon a magical attack in the form of a huge genie. The genie will only appear for a few seconds but during that time, players have control over the genie and can steer him towards enemies. + +Arabian Magic has seven different stages with one of the powerful guardians awaiting the player at the end of each level. Each guardian, once defeated, will drop a jewel which forms a part of the Jewel of Seven Colours. Guardians, once defeated, will join the player and become a Genie. Each level is littered with vases and wooden chests which, when broken, reveal treasure items and power-ups. + +The game ends when the player has recovered the Jewel of Seven Colours, saved the King (making him human in the process) and restored peace to Shahariyard. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D29 + +Players: Up to 4. +Control: 8-way joystick (per player) +Buttons: 3 (per player) +=> Attack, Jump, Magic + +- TRIVIA - + +Arabian Magic was released in July 1992. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.4 - Arabian Magic - ZTTL-0030) on September 21, 1998. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* Characters list +Princess Lisa can defeat enemies at a distance. She has only a small amount of health, but has powerful attacks. Her spinning attack is lethal. +Sinbad possesses the greatest of all swords and his attacks are skilful. By saving energy and emitting it from his sword, Sinbad can perform a charged attack. +Afshaal's body strength and attack power are the strongest of the four, but he is slow. His rolling tackle is particularly effective. +Prince Rassid has the fastest movement and attack speed of the four. He also has the most health. + +* Items list +Water jug: Temporary invincibility +Hourglass: Freezes all enemies on-screen +Book: Destroys all enemies on-screen +Red crystal: Flame magic +Blue crystal: Power up +Gold crystal: Thunder magic +Red jar: Recover 25% health +Blue jar: Recover 50% health +Gold jar: Recover 100% health + +* Round Select Mode : +1) Hold Service Switch and reset the game. +2) Press the buttons in the following sequence 'Start(x3), Service, Start' on the 'Service Switch Error' message screen. +3) If it's done successfully, you will be able to enter the Round Select Mode. + +- STAFF - + +Producers : Yukiwo Ishikawa (Yukio Abe), Kazutomo Ishida +Director : Yukiwo Ishikawa (Yukio Abe) +Software : Kazutomo Ishida, Kusago Nagahara, K. Usahi, Zippy Aoki, Masashi Tsuzura +Music & Sound (Zuntata): Norihiro Furukawa, Naoto Yagishita +Hardware : Katsumi Kaneoka, Syuji Kubota +Art director : Nobuhiro Hiramatsu +Character designers : Nobuhiro Hiramatsu, Hiroyo Kujirai, Sakabon, Yukio Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arbalest +Arcade Video game published 36 years ago: + +Arbalester (c) 1989 Seta Company, Limited. + +A vertically scrolling shoot'em up game. + +- TECHNICAL - + +Board Number : M6100439A +Prom Stickers : UK + +Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Arbalester was released in May 1989. + +Licensed to Romstar and Taito for US distribution. + +- STAFF - + +Producer : Jun Fujimoto +Maneger : T. Sato, M. Honda +Freeman : M. Asakawa +Chief programmer : K. Watanabe +Programmer : Y. Yamaguchi +Graphic designers : K. Nakabayashi, K. Yamada +Sound designer : A. Sato + +- CONTRIBUTE - + +Edit this entry +$end + +$info=area88 +Arcade Video game published 36 years ago: + +Area 88 (c) 1989 Capcom. + +Area 88 is a horizontally-scrolling shoot-em-up and is based on the Manga series of the same name. The game features characters from the original Manga and their mission is to battle their way through enemy-packed levels to stop a terrorist group known as 'Project 4'. + +Players chose to fly one of three jet fighters: an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark. The player's jet fighter has an energy bar that decreases every time it takes damage. The fighter is destroyed once the energy bar is depleted. + +Before entering a stage, players enter a shop and are given the opportunity to purchase special weapons or improved defences. Money for use in the shop is earned by destroying enemy planes and vehicles during play and when the stage is completed, any unused weapons are converted back into money. + +The game consists of ten stages plus a bonus stage. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 88622B-3 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> [1] Fire, [2] Special + +- TRIVIA - + +Area 88 was originally released in August 1989 in Japan. It was known there as the 6th video game made for the CP System. + +Area 88 is based on a Japanese Manga series published from 1979 to 1986. It was created by Kaoru Shintani and tells the story of Shin Kazawa, a mercenary fighter pilot training for the Area 88 air force base. The manga was very popular in Japan and was even adapted into at least three OVAs in 1985 and a twelve episode animation series in 2005. + +Known Export releases: +"U.N. Squadron [B-Board 89624B-2]" +It was re-released in 1991 as "Area 88 [B-Board 91634B-2]". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on January 21, 1989. + +- TIPS AND TRICKS - + +* More Money: +If you start a 2-player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars). + +* Hidden Mission: +There are several methods to play this mission, here is one : Beat the Mission 3 (The Forest Fortress) by destroying the heart of the fortress on the first blow (1st passage). + +* Various Little Ending Animations: +At the ending screen (presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered... + +Mission 3, Forest Fortress: +Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress. +Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. + +Mission 4, The Carrier: +Mech (1000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear. + +Mission 5, Bomber called Bayson: +Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife. + +Mission 6, Missile Launcher: +Mech (10000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear. + +Mission 8, Battleship called Minks: +Mech (1000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water. +Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. + +Mission 9, The Arsenal: +Mech (1000 pts) - Behind the second building, a Mech with an umbrella hides. + +Special Mission: +Mech (10000 pts) - An airliner will go down in the middle from the screen, then go up. Go to the left of the screen. When the plane starts to go down again, shoot until you see appearing the Mech overlapping a rocket at the bottom right of the screen. + +- SERIES - + +1. Area 88 [CP-S No. 06] (1989) +2. U.S. Navy [CP-S No. 12] (1990) + +- STAFF - + +Planners: Mako P, Parazoll Shono, Noritaka Funamizu (Poo) +Direction: Yoshiki Okamoto (Kihaji Okamoto) +Character designers: Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana +Music composer: Chan Chakorin +Hard design: Kucchan +Programmers: Blbon, Takako + +- PORTS - + +Only Japanese releases are listed here. For ports released outside Japan, refer to the Export version entry; "U.N. Squadron [B-Board 89624B-2]". + +* CONSOLES: +[JP] Nintendo Super Famicom (jul.26, 1991) "Area 88 [Model SHVC-E8]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=area88r +Arcade Video game published 34 years ago: + +Area 88 (c) 1991 Capcom Company, Limited. + +Re-release of "Area 88 [B-Board 88622B-3]". See this entry for more information about the game itself. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 91634B-2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkarea +Arcade Video game published 38 years ago: + +Ark Area (c) 1987 UPL. + +An overhead shoot'em up where you fight through 23 stages, battling 1 or 2 bosses at the end of each level + +- TECHNICAL - + +Game ID : UPL-87007 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 5 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) + +Screen orientation : Horizontal +Video resolution : 256 x 192 pixels +Screen refresh : 60.00 Hz +Palette colors : 768 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Ark Area was released in December 1987. It was a Japan-only release. + +- SERIES - + +1. Nova 2001 (1983) +2. Ark Area (1987) + +- STAFF - + +Staff : Tsutomu Fuzisawa, Hiropi, Mingma, Nihei, Nozawa + +- PORTS - + +* CONSOLES: +[JP] Sony PS4 [PSN] (jan.19, 2017) "Arcade Archives - Arc Area [Model CUSA-05978]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkanoid,arkanoidj,arkgcbl,arkgcbla,arkanoidja +Arcade Video game published 39 years ago: + +Arkanoid (c) 1986 Taito Corp. + +After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel, has been mysteriously trapped in another dimension by an unknown enemy. The player is charged with helping the 'Vaus' overcome the security systems, as well as the many enemies that guard them, before finally finding and destroying 'DOH', the alien responsible for the attack. + +Arkanoid is an update of the early ball and paddle video games - and specifically of Atari's 1978 classic, "Super Breakout" - in which the player takes control of a paddle at the bottom of the screen and must use it to deflect a ball into rows of bricks at the top of the screen, thus destroying them and, eventually, clearing the screen to progress to the next level. + +As well as impressive and colourful graphics, Arkanoid introduced a number of new elements to the classic bat 'n' ball gameplay. Certain bricks, when destroyed, would release a power-up - in the form of a falling capsule. the player had to catch the capsule to retrieve the power-up. Among the many enhancements the power-ups provided were an increased 'bat' size, multiple balls, 'sticky' ball (which would stick to the bat and could be released when the player chose) and even a laser, which allowed the player to shoot the bricks. + +- TECHNICAL - + +Prom Stickers : A75 + +Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 500 Khz) +Sound Chips : General Instrument AY8910 (@ 1.5 Mhz) + +Players: 2 (alternative) +Control: Spinner +Buttons: 1 +=> Fire - Used to launch the energy ball at the start of each new round and each new life, to relaunch the energy ball after it is caught by the vaus when the C (Catch) pill is in effect, and to fire lasers when the L (Laser) pill is in effect. + +- TRIVIA - + +Arkanoid was released in July 1986 in Japan. + +Arkanoid has remained a popular game and is commonly cloned by aspiring game developers in freeware and shareware titles. Many companies have also regularly cloned the game in arcades. + +Arkanoid's popularity led to it being featured in "Rainbow Islands - The Story of Bubble Bobble 2", which has a whole level (four stages in all) dedicated to the game, including DOH as the level boss. + +Nick Mollison holds the official record for this game on extremely hard settings with 1,156,930 points on September 7, 2008. +Zack Hample holds the official record for this game on normal settings with 1,658,110 points on March 13, 2000. + +An Arkanoid unit appears on the sitcom 'Married... With Children'; Season 6, Episode 4 (Cheese, Cues and Blood). + +Official releases: +Taito's Arkanoid +Taito America's Arkanoid +Taito's Tournament Arkanoid + +Bootleg/Hack releases: +Tayto's Arkanoid +Game Corporation's Arkanoid +Game Corporation's Block +Beta's Arkanoid +Two-Bits Score's Arkanoid Plus +SPA Co.'s Block II +Paddle 2 + +- UPDATES - + +The Japanese version supports cocktail mode whereas the others don't. + +- SCORING - + +Points are scored for destroying bricks and killings aliens. + +Bricks: +White brick: 50 points. +Orange brick: 60 points. +Cyan brick: 70 points. +Green brick: 90 points. +Red brick: 100 points. +Blue brick: 110 points. +Violet brick: 120 points. +Yellow brick: 50 points. +Silver brick: Worth 50X the stage number you are on. + +- TIPS AND TRICKS - + +* Pill descriptions: +S - Slow: slows down the energy ball. +L - Laser: enables the Vaus to fire laser beams. +C - Catch: catches the energy ball and shoots it when you want it. +B - Break: allow player to move to next playfield. +E - Expand: expands the Vaus. +P - Player: gains an additional Vaus. +D - Disrupt: splits the energy ball into three particles. + +* Bricks: +White brick: One shot to destroy. +Orange brick: One shot to destroy. +Cyan brick: One shot to destroy. +Green brick: One shot to destroy. +Red brick: One shot to destroy. +Blue brick: One shot to destroy. +Violet brick: One shot to destroy. +Yellow brick: One shot to destroy. +Silver brick: The number of hits it takes to destroy them increases by one every eight stages. +Gold brick: Cannot be destroyed. + +* Power-up Rarity: +The power pills are completely random except that the extra life and warp pills are twice as unlikely to occur. Only one extra life pill is possible per Vaus. If the pill randomizer selects a duplicate pill based on the last pill dropped, a multi-ball pill is substituted. Thus, the multi-ball pill is the only one you can get twice in a row. The randomizer uses player score as the seed, so it is possible to control which pill is dispensed by purposely breaking pill dispensing blocks with specific scores displayed. + +* Ball Speed: +On each level, the ball will not speed up completely until it hits the back wall, so: +1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills). +2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup. +3) Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example). + +* Multiple Balls: +As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1,000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P or two - thereby starting early with six or seven ships. + +* DOH: +In the final level, where you face DOH himself, you should get 15 hits (1,000 points per hit) on DOH/per man until you defeat DOH with the 16th hit on your last man to end the game. + +- SERIES - + +1. Arkanoid (1986, Arcade) +2. Arkanoid - Revenge of DOH (1987, Arcade) +3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) +4. Arkanoid Returns (1997, Arcade) +5. Arkanoid DS (2007, Nintendo DS) + +- STAFF - + +Game designed by: Akira Fujita (AKR) +Programmed by: Yasumasa Sasabe (SSB) +Director of hardware & co-programme : Toshiyuki Sanada (SND) +Assistant programmer: Toru T. (TOR) +Graphic designer: Onijust H. (ONJ) +Sound composer: Hisayoshi Ogura +Sound effects: Tadashi Kimijima +Pattern designer: Akira Iwai (A. Iwai) +Software analyzer: Hidegons +Mechanical Engineer: H. Yamaguchi +Publicity Supervisor: Varis. I + +- PORTS - + +* CONSOLES: +[JP] Nintendo BS "BS Arkanoid" : Might be a prototype +[JP] Nintendo Famicom (dec.26, 1986) "Arkanoid [Model TFC-AN-5400]" + +* COMPUTERS: +[JP] NEC PC-8801 : by Cary Lab +[JP] NEC PC-9801 (1986) "Arkanoid" +[EU] Atari ST (1986) +[EU] PC [MS-DOS] (1986) +[JP] MSX (1987) +[EU] MSX (1988) by Hit Squad +[EU] BBC B (1987) by Imagine +[EU] Thomson TO7 (1987) +[EU] Commodore C64 (1987) +[EU] Sinclair ZX Spectrum (1987) +[EU] Atari 800 (1987) +[EU] Amstrad CPC (1987) by Imagine +[EU] Amstrad CPC (1988) by Ocean +[EU] Amstrad CPC (1988) "Les Défis de Taito" +[EU] Amstrad CPC (1988) "Taito Coin-Op Hits" +[EU] Thomson M05 +[EU] Thomson TO8 +[EU] BK11M +[EU] Acorn Archimedes + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkatayt,arktayt2 +Arcade Video game published 39 years ago: + +Arkanoid (c) 1986 Tayto. + +Tayto's pirate version of Taito's original. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkangc,arkangc2 +Arcade Video game published 39 years ago: + +Arkanoid (c) 1986 Game Corporation. + +Game Corporation's unlicensed version of Taito's original. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arknoid2,arknoid2j,arknoid2b +Arcade Video game published 38 years ago: + +Arkanoid - Revenge of DOH (c) 1987 Taito Corp. + +The mysterious enemy known as 'DOH' has returned to seek vengeance on the 'Vaus' space vessel. The player must once again take control of the Vaus and overcome many challenges in order to destroy DOH once and for all. + +An update of the popular 1986 original, Revenge of DOH sees the player battle through 34 rounds, taken from a grand total of 64. Revenge of DOH differs from its predecessor with the introduction of "Warp Gates". Upon completion of a round or when the Break ('B') pill is caught, two gates appear at the bottom left and bottom right of the play area respectively, the Vaus is then taken through one of the gates - the choice will affect which version of the next round is provided. + +The game also features two new features for bricks. Notched silver bricks, like normal silver bricks, take several hits to destroy. However, after a short period of time after destruction, they regenerate at full strength. Fortunately, clearing a level does not require that any notched bricks to be destroyed. Also, some bricks move from side to side as long as their left and/or right sides are not obstructed by other bricks. + +The game features a mini-boss in the form of a giant brain, which will help you practice for DOH. You must aim for the brain's mouth to defeat it. + +- TECHNICAL - + +Board Number : K1100250A +Prom Stickers : B08 + +Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : spinner +Buttons : 1 +=> FIRE - Used to launch the energy ball at the start of each new round and each new life, to relaunch the energy ball after it is caught by the Vaus when the Catch ('C') pill is in effect, and to fire laser beams when the Laser ('L') pill is in effect. + +- TRIVIA - + +Arkanoid - Revenge of DOH was released in June 1987. + +Depending on the path, you will see a different name for the round. +Rounds 1 and 18 are always 'Iomanoid', and always provide the same level set. +Rounds 2-16 can either be 'Baltnoid' (left) or 'Saterranoid' (right). +Rounds 19-33 can either be 'Xeufnoid' (left) or 'Gakanoid' (right). +Rounds 17 and 34 are the boss battles, and are called 'Vetranoid'. + +Zachary Hample holds the official record for this game with 3,120,570 points on December 31, 2002. + +- SCORING - + +Points are scored for destroying bricks and killings aliens. + +- TIPS AND TRICKS - + +* Pill descriptions : +S - Slow : Temporarily slows down the speed of the energy ball. The energy ball will speed up upon hitting the ceiling of the chamber, making this pill unhelpful in some levels. On the other hand, the energy ball speeds up much more quickly and rapidly in this game, making it helpful to extend a normal playing speed. +L - Laser : Enables the Vaus to fire laser beams that destroy most bricks. +C - Catch : Enables the Vaus to catch the energy ball, move to another position, and relaunch it by pressing the fire button. If you hesitate too long, the Vaus will release the ball on its own. +B - Break : Opens the Warp Gates, allowing you to bypass the level even when it is unfinished. +E - Expansion : Expands the Vaus to double its size. +P - Player : Gives you an additional Vaus. +D - Disruption : Splits the energy ball into eight particles (unlike in the original game, where this pill split the energy ball into three particles). + +* Revenge of DOH also features these additional pills : +M - Mega : Turns a normal energy ball into a red "mega energy ball", which can destroy even indestructible bricks and will only bounce back after hitting the sides or ceiling of the chamber. +R - Reduce : Shrinks the Vaus to half its width, but every block you destroy doubles in point value. Unless you're really a good player, this makes it very difficult to play. +T - Twin : Gives you two Vauses instead of one. Not a particularly helpful one, as it limits your maneuverability and the energy ball tends to fall between the Vauses. +I - Illusion : Creates a transparent grey shadow at the bottom of the screen that follows the Vaus around. It will deflect energy balls (though with no control of the rebound direction), greatly expanding the functional area of the Vaus. +N - New : Continually splits the energy ball into three particles until the Vaus catches another pill. This is very helpful on some levels. +Flashing pill : This special pill will reward you randomly with one of the following four powers : 1. 40 energy balls; 2. 25 mega energy balls; 3. 8 regenerating energy balls; 4. Continuous laser fire. On most levels, the first three powers are enough to clear the entire board. The fourth, however, can make it extremely difficult to see what's going on and won't help on levels with lots of indestructible blocks. Finally, instead of yielding one of the aforementioned powers, a flashing capsule will occasionally result in a regenerating swarm of 15 floating enemies passing through the portals in the ceiling and flooding the screen. While these enemies are worth 100 points apiece if destroyed by the energy ball, having to battle so many at once is usually more of survival challenge than a scoring opportunity. + +- SERIES - + +1. Arkanoid (1986, Arcade) +2. Arkanoid - Revenge of DOH (1987, Arcade) +3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) +4. Arkanoid Returns (1997, Arcade) +5. Arkanoid DS (2007, Nintendo DS) + +- STAFF - + +Directed & Programmed by : Yasumasa Sasabe +Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto +Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki +Sound designer : Hisayoshi Ogura +Publicity supervisor : Hisayasu Nakane +Mechanical engineer : Yasunori Hatsuda +Game designed by : Kei. S + +- PORTS - + +NOTE: Home versions of Revenge of DOH also featured a level editor, where players could create their own levels or edit and replace existing levels, with the exception of two levels: the mini-boss and DOH. + +* CONSOLES: +[JP] Nintendo Famicom (mar.8, 1988) "Arkanoid II [Model TFC-ANII-5900]" + +* COMPUTERS: +[JP] Sharp X68000 (feb.1988) +[EU] Commodore C64 (1988) +[EU] Atari ST (1988) +[EU] Amstrad CPC (1987) by Imagine +[EU] Amstrad CPC (1988) by Hit Squad +[EU] Amstrad CPC (1988) "Les Défis de Taito" +[EU] Amstrad CPC (1988) "Taito Coin-Op Hits" +[EU] Commodore Amiga (1988) +[JP] MSX (1988) +[EU] Sinclair ZX Spectrum (1988) by Imagine +[EU] Sinclair ZX Spectrum (1989) by Hit Squad : Budget Edition +[EU] Sinclair ZX Spectrum (1989) by Erbe Software : Budget Edition +[EU] Sinclair ZX Spectrum (1988) +MSX2 (1987) +[EU] Acorn Archimedes + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arknoid2u +Arcade Video game published 38 years ago: + +Arkanoid - Revenge of DOH (c) 1987 Romstar. + +North American version. For more information about the game itself, please see the original Taito Japan entry. + +- TRIVIA - + +Licensed to Romstar for US distribution, Arkanoid - Revenge of DOH was released in June 1987. + +This US version is different : +* Round 1 (the first 'Iomanoid') features a completely different layout of blocks not included in the World or Japanese versions that features an entire line of notched bricks, with all colored bricks above it moving from side to side. +* If you use the continue feature after Game Over, your score is not reset to zero, and you don't have to start the current level over on a continue. +* The boss battles ('Vetranoid') are played in the attract mode. +* The layouts of Rounds 3-L and 20-R have both switched places with that of Round 17 (the first 'Vetranoid' - the mini-boss), making it possible to battle the mini-boss twice or not at all. Round 17-L is the same as non-US Round 3-L and is identified ingame as 'Xeufnoid' while Round 17-R is the same as non-US Round 20-R and is identified as 'Gakanoid'. + +- STAFF - + +Directed & Programmed by : Yasumasa Sasabe +Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto +Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki +Sound designer : Hisayoshi Ogura +Publicity supervisor : Hisayasu Nakane +Mechanical engineer : Yasunori Hatsuda +Game designed by : Kei. S + +- PORTS - + +* COMPUTERS: +[US] Commodore C64 (1988) +Commodore Amiga [US] (1988) +Atari ST [US] (1989) +Apple II GS [US] +PC [MS-DOS] [US] (1989) [Model 25-1324] : The mega energy ball produced when the Mega ('M') pill is caught is black in this port instead of red. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkretrn,arkretrnj,arkretrnu +Taito F3 cart. published 28 years ago: + +Arkanoid Returns (c) 1997 Taito Corp. + +The 3rd chapter in Taito's legendary 1 or 2-player bat and ball game, in which players once again control a paddle and must try to rebound a ball into patterns of bricks to remove them from the play area. + +Each level is patrolled by enemies and certain bricks, when hit, release power-ups which then roll down the screen and can be collected by the player. + +While the 3rd chapter contains 50 brand new levels for players to fight through, the actual gameplay itself remains unaltered from the first 2 games. The only real differences are a revamp of both the graphics and sound, as well as a number of minor enhancements to the in-game power-ups. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E36 + +Players : up to 2 +Control : 8-way joystick (or unlimited-range dial) +Buttons : 2 +=>[A] and [B]: Shoot the ball + +- TRIVIA - + +Arkanoid Returns was released in March 1997. + +Completion of the game on regular set of levels (#1~#50) will show only a staff roll with no flying parts. But completion of more difficult levels (#51~#100) will show a bit different ending - Vaus flying around the space ship scrambled into parts. The parts themselves will fly on the staff roll occurring after the CGI sequence. +Level #100 is a confrontation with DOH. +All the powerups are in fixed places, unlike in the previous games, where the random powerups were flying out of bricks. This makes the game slightly easier to memorize. + +Zachary Hample holds the official record for this game with 1589770 points on June 5, 2000. + +- UPDATES - + +The J release (probably for Japan) has a territorial notice not allowing to play outside Japan. +The A rom (probably for America) has a territorial notice not allowing to play outside South and North America. +The O rom (probably export rom for the rest of the world) has a copyright notice showing the rights to this game are owned by Taito corporation around the world. + +- TIPS AND TRICKS - + +The only way to get an extra life is to pick a silver "P" capsule. There is no point threshold which awards an extra life. + +Players can join the game at any time. + +OTHER SET OF LEVELS: to start the game on a different (way more difficult) set of levels, press (after you inserted a coin) button #1 3 times, then button #2 once and finally Start. The game will begin on stage #51. + +- SERIES - + +1. Arkanoid (1986, Arcade) +2. Arkanoid - Revenge of DOH (1987, Arcade) +3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom) +4. Arkanoid Returns (1997, Arcade) +5. Arkanoid DS (2007, Nintendo DS) + +- STAFF - + +Planners: Atsushi Taniguchi, Yuji Koga +Programmed by: I.T.L. +Program support: Shunsuke Ono +Character designers: Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa +Sound: Yasuhisa Watanabe (YACK), Ishikawa Babio (BABI) +Designer: Kumi Mizobe + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (1997) [Model SLPS-00948] +[JP] Sony PlayStation (1999) "Arkanoid R 2000 [Model SLPM-86262]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=armedf,armedff +Arcade Video game published 37 years ago: + +Armed Formation (c) 1988 Nichibutsu. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 8 Mhz) +Sound CPU: Zilog Z80 (@ 3.072 Mhz) +Sound Chips: YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + +Screen Orientation: Vertical +Video Resolution: 256 x 224 Pixels +Screen Refresh: 57.00 Hz +Palette Colors: 2048 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Shoot, Formation + +- TRIVIA - + +Armed Formation was released in August 1988. + +Also licensed to Fillmore. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on February 21, 1990. + +- STAFF - + +Director: Takanori Tanaka +Planner: Tomoaki Kabayashi +Main Programmer: Shinya Okuda +Programmers: Osamu Tomiyama, Satoshi Fujiwara +Main Designers: Hisaya Tsutsui, Shinji Kubota +Designer: Takanori Tanaka +Musician: Takeshi Yoshida +Hard Enginner: Isao Shiki +Special Thanks: Hiroshi Kitabata + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (mar.23, 1990) "Armed Formation F [Model PV2004]" +[JP] Sony PS4 [PSN] (may.27, 2016) "Arcade Archives - Armed F [Model CUSA-04469]" +Sony PlayStation 4 [PSN] [US] (may.26, 2016) "Arcade Archives - Formation Armed F [Model CUSA-05184]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batrider,batriderja,batridert,batriderhk +Arcade Video game published 28 years ago: + +Armed Police Batrider (c) 1997 Eighting / Raizing. + +An excellent vertically scrolling shoot'em up. + +- TECHNICAL - + +Game ID : RA9704 + +Main CPU : Motorola 68000, Zilog Z80 +Sound Chips : Yamaha YM2151, (2x) OKI6295 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Fire, [B] Bomb, [C] Option + +- TRIVIA - + +Released in December 1997. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'. + +If you beat the game in Single Character mode with Car-Pet, she says she's off to work on a great RPG and it shows a parody of the original Nintendo Famicom Dragon Quest boxart called 'Car-Pet Storys'. + +In the Secret Stage, you fight the first and last boss of Razing/8ing's game "Sokyugrentai". + +- UPDATES - + +Revision 1 : +* Software version : A. +* Japan release only. + +Revision 2 : +* Software version : B. +* Japan release only. + +Revision 2 (Alternate) : +* Software version : B. +* Korean release only. +* Enabled 'Special Course', 'Guest Players' and 'Player Select' codes by default. + +- SCORING - + +Medals score : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point... +1 : 100 points. +2 : 200 points. +3 : 300 points. +4 : 400 points. +5 : 500 points. +6 : 600 points. +7 : 700 points. +8 : 800 points. +9 : 900 points. +10 : 1000 points. +11 : 2000 points. +12 : 3000 points. +13 : 4000 points. +14 : 5000 points. +15 : 6000 points. +16 : 7000 points. +17 : 8000 points. +18 : 9000 points. +19 : 10,000 points. + +- TIPS AND TRICKS - + +* Ship Selection : at the player select screen, your fighter's capability is determined by which button(s) you press to pick your craft... +1) To select a 'Normal power type' fighter, select your ship with A button (Strong shot, weak option). +2) To select a 'Bomber power type', select your ship with B button (Strong option, weak shot). +3) To select a 'Option power type', select your ship with C button (Strong option & shot, slower speed). +4) To select a 'Speed up type', select your ship with Start button (Weak option & shot, faster speed). + +* Stage Edit : start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously. This can also be enabled by setting a DIP switch. + +* Guest Players : insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, FIRE, BOMB, START. Nine additional fighters from "Battle Garegga" and "Mahou Daisakusen" will be unlocked. This can also be enabled by setting a DIP switch. + +* Player Select : with this mode enabled you can select one ship instead of a team. Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, BOMB, FIRE, START. This can also be enabled with a DIP switch. + +* Score Mode : to show up score calculations, start from anywhere in the game, hold the START button and press BOMB (To leave the score mode, re-enter the code). + +* Special Course : at the title screen, press Up, Down, Up, Down, Left, Right, Left, Right, A, B, START. This will enable a fourth 'Boss Attack' game mode. This can also be enabled with a DIP switch. + +* Garegga Option Formation Codes : the Garegga ships are unique in that their options can be set to a variety of different formations. Typically, this is done by pushing button C, just as in "Battle Garegga". However, since Batrider is 'officially' a 2-button PCB, some cabinets may not have a third button. If you're stuck playing on one of these cabs, use these "Street Fighter" moves instead : +Front : up, down, A +Back : down, up, down, A +Wide : right, down, down-right, A +Control : left, down, down-left, A +Rolling : left, down-left, down, down-right, right, A + +* Garegga Option Special Formations : just like in "Battle Garegga", you can get unique (and in most cases powerful) option formation upgrades by collecting items in special sequence : +Wide : miss 5 small shot items, then pick up an option item. Options shoot out to the sides in a very wide pattern. +Search : miss 5 option items, pick up an option item. Options automatically aim themselves at enemies. +Homing : miss 5 bomb icons, pick up an option item. Options fly right up to enemies and shoot them. +Shadow : miss 5 bonus medals, pick up an option item. Options follow your ship a la Gradius. +Rolling : miss 5 large shot items, pick up an option item. Options roll around your ship while still shooting forwards. + +* Ingame Commands : press these button combinations during play to customize the game's bullet patterns. Note that the START+A and START+C combinations affect only your ship, and not the enemies : +Increase your ship's firing rate : START+A +Decrease your firing rate : START+C, or Start+Up (B ver. only) +Score Display : START+B (displays points given for destroying enemies) +Change color of round bullets : START+Left +Change color of straight bullet : START+Down +Change color of destructible bullets : START+Right + +* Secret Extend Items : an extend item will drop after each 1.5 million points. In addition, there are two secret methods for triggering extends : +1) Kill the Highway Stage's blue hovercraft only after it's stopped. +2) Miss 3 max bomb items. +Missing three extend items and collecting the fourth will yield a 'special extend', refilling all your empty life slots. + +* Galaxy Valhallyzer : this is Gain's 'dream machine' from the "Mahou Daisakusen" games. In Batrider, you can actually play as this ship for the first time, although it's not particularly useful. To get it, you must be playing as Gain. Miss an extend item with no options on your ship, and collect the next option you see. Your ship will now transform into the the 'Galaxy Valhallyzer'. It can be difficult to reach 1.5 million points without using options, so it's easiest to just suicide to drop your options right before you hit the extend. + +- STAFF - + +Program 68000 side : Shinobu Yagawa +Program Z80 side : Yuichi Ochiai +Character designer : Kazuyuki Nakashima +Graphic designers : Kazuyuki Nakashima, H. Yokoyama, M. Taguchi, Masaharu Tokutake, Yuki Yonei +Music composers : Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto +Sound effects : Mato + +- CONTRIBUTE - + +Edit this entry +$end + +$info=armwar,armwaru,armwarr1,armwaru1,armwar1d +Capcom CPS-II cart. published 31 years ago: + +Armored Warriors (c) 1994 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Powered Gear - Strategic Variant Armor Equipment [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board releases : + +NOTE: US releases also cover Canada. + +REVISION 1 : +* Build date: 940920 +* US release + +REVISION 2 : +* Build date: 941011 +* EUROPE release + +REVISION 3 : +* Build date: 941024 +* US and EUROPE release + +- CONTRIBUTE - + +Edit this entry +$end + +$info=armwara,armwarar1 +Capcom CPS-II cart. published 31 years ago: + +Armored Warriors (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Powered Gear - Strategic Variant Armor Equipment [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- TRIVIA - + +Grey Board releases : + +Revision 1: +* Build Date: 940920 + +Revision 2: +* Build Date: 941024 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aof3 + +Art of Fighting 龍虎の拳 外伝 (c) 1996 SNK Corp. +(Art of Fighting - Ryuuko no Ken Gaiden) + +10 selectable characters battle each other in various locations in Mexico. Extremely beautiful and fluid animation courtesy of motion capture technology brings a whole new style of game-play to this popular fighting game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-096 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player +=> [A] Punch [B] Kick [C] Hard brow [D] Raz + +- TRIVIA - + +Ryuuko no Ken Gaiden was released in March 1996 in Japan. + +The subtitle of this game translates from Japanese as 'Dragon and Tiger Fist Side Story'. + +This game is known outside Japan as 'Art of Fighting 3'. + +In each character endings, you receive a nice hand-draw of the character on the 'Thank you for Playing' screen. + +The drawing Hoeh-Hoeh selects for Wang Koh San in the ending is random, there are 7 different ones. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ryuuko no Ken Gaiden - PCCB-00212) on 03/04/1996. + +- TIPS AND TRICKS - + +* All characters have 2 colors, one is selected with the A button an the other one is chosen with the D button. + +* Play as Sinclair : Highlight Robert and press Left (or highlight Jin and press Right(x2)). + +* Play as Wyler : Highlight Robert and press Left(x2) (or highlight Jin and press Right). + +* Special Day (Birthday Gift) : Definitely one of the strangest tricks in fighting games, each character will be powered up on his birthday (able to perform Super Desperation Moves at any moment during the fight!). +Kasumi Todo - March, 29 +Wang Koh-San - April, 17 +Lenny Criston - May, 20 +Karman Cole - June, 13 +Rody Births - July, 24 +Ryo Sakazaki - August, 2 +Jin-Fuha - September, 4 +Wyler - October, 22 +Sinclair - November, 14 +Robert Garcia - December, 25 + +* Ultimate K.O. : Defeat an opponent in the first round by using your character's Super Desperation Move when the enemy's lifebar is 5% of less. If done correctly, you'll win the whole match in just a single round! + +* Finish the game without losing a round to get a comical hand drawn picture of the character after the credits. + +- SERIES - + +1. Ryuuko no Ken [Model NGM-044] (1992) +2. Ryuuko no Ken 2 [Model NGM-056] (1994) +3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996) + +- STAFF - + +Object Designers : Heitarou, Black Tree, Futatsu (Futatsu!!), Higetoboin, UG, Ponda, Tohru, Pinkey-EX, Horipu (Hori-pu~?), Terarin, Kattsun, Sumiccho, Nana, Ashizawan, Satopyon, Tani Tani, Koara, Rave Man, Sasa, K. Miya, Rolly(R), Tony Oki, ??....! +Back Designers : Muramama Eiko, Daisuke, Wa-Da-Mo, J K, Shochan, Take-Pyon +Programmers : MA2++, Yuritaro, Hiropon +CG Creators : K-Asa, Aki. Yama, Demao. Sat, Seri +Music Composers : Yamapy-1, Masahiko Hataya (Papaya), Shibakichi +Capture Assisted by : Masa, Shin. T, Jeffrey Zoern, Raymond Ho. +Producers : Takashi Nishiyama, Hiroshi Matsumoto (Finish Hiroshi) +Directors : Go, Shigeri #3, Kim-Ken, Moai-Nao + +* Voice Actors : +Ryo : Masaki Usui +Robert : Mantaro Koichi +Rody : Eiji Yano +Lenny : Kumi Ishida +Wang : Monster Maetsuka +Karman : Mantaro Koichi +Jin : Jai +Sinclair : Harumi Ikoma +Wyler : Monster Maetsuka + +Special Thanks : Kaori Kasai, Osamu Sato + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo (Apr. 26, 1996) "Ryuuko no Ken Gaiden [Model NGH-096]" +[JP] SNK Neo-Geo CD (june.14, 1996) "Ryuuko no Ken Gaiden [Model NGCD-096]" +[JP] SNK Neo-Geo CD (june.14, 1996) "Ryuuko no Ken Gaiden [Limited Edition] [Model NGCD-0960]" +[JP] Sony PS2 (may.11, 2006) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]" +[JP] Sony PS2 (june.21, 2007) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=legendos + +あしたのジョー伝説 (c) 1991 SNK. +(Ashita no Joe Densetsu) + +Beat-'em-up/boxing game with a Rocky-like storyline. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0029 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 usables). +[JOYSTICK] 8-way, [A] Jab/Straight/Hook/Uppercut/Body, [B] Sway/Low guard/Block + +- TRIVIA - + +Ashita no Joe Densetsu was released in July 1991 in Japan. + +The title of this game translates from Japanese as 'Legend of Tomorrow's Joe'. + +This game is known outside Japan as 'Legend of Success Joe'. + +This game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. + +- SERIES - + +1. Ashita no Joe (1990) +2. Ashita no Joe Densetsu (1991) + +- STAFF - + +Developed by Wave Corp. + +Original author: Asao Takamori +Original picture: Tetsuya Chiba +Chief programmer: Hirofumi Sakaue +Assistance programmer: Takashi Iehara +Chief character designer: Koji Tomoto +Assistance designer: Kenichiro Matsumoto +Total producer: Teruo Ohira + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (1992) "Ashita no Joe [Model SHVC-AJ]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ashura,ashurau,ashuraj +Arcade Video game published 35 years ago: + +Ashura Blaster (c) 1990 Taito Corp. + +A vertically scrolling shoot'em up game, an enhanced knock-off of Toaplan's "Twin Cobra". + +- TECHNICAL - + +Taito B System Hardware +Prom Stickers: C43 + +Main CPU: Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz) + +Screen orientation: vertical +Screen resolution in pixels: 224 x 320 +Screen refresh rate: 60 hz + +Players: up to 2 (simultaneous) +Control: 8-Way Joystick +Buttons: 2 +=> [1] Fire, [2] Bomb + +- TRIVIA - + +Ashura Blaster was released in March 1990. + +Developed by Visco (on the 2nd stage you can see tiny 'Visco' on a large battleship). + +The kanji characters on the titlescreen read 'Ashura'. Ashura is a demon related to fighting. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'REX'. 'GKS' initials are also broken and are changed into 'GKR'. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen and has a warning telling the game can be played only in Canada, Mexico and USA. + +The Japanese ROM can be operated only in Japan (as territorial notice suggests). The intermission screens feature non-English instructions there. + +- TIPS AND TRICKS - + +* In this game there is no backfire from enemies, unlike in other similar shoot'em ups. So you do not have to worry to be hit after you pass certain enemies. + +* Steal a continue: even if dip switch 'Allow continue' is set to off, you can still continue when you have spare credits: simply press start after you lose the last life before you encounter 'Game over' - you have roughly 3 seconds to do so. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=alpham2,alpham2p + +ASO II - Last Guardian (c) 1991 SNK. + +A full-screen vertically scrolling shoot'em up game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-007 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (3 usables) +=> Type A : [A] Missile/Laser/Attach armor, [B] Armor attack, [C] Open menu +=> Type B : [A] Laser/Attach armor, [B] Missile, [C] Open menu + +- TRIVIA - + +ASO II was released in March 1991 in Japan. + +This game is known outside Japan as Alpha Mission II. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (ASO II - PCCB-00062) on May 21, 1991. + +- UPDATES - + +The prototype version has different gameplay trailer in the attract mode. + +- SERIES - + +1. ASO - Armored Scrum Object (1985) +2. ASO II - Last Guardian [Model NGM-007] (1991) + +- STAFF - + +Producer : Eikichi Kawasaki +Planner : Kohyan +Sub planner : Shiba +Programmers : Data-Tada, Muge-San, Magi2, Shochan, Nishidon (as Nishido~N) +Designers : Toyochan, Maeda, Miki, Y. Kawase, Higa, Keisen. Y, Masami Tanaka, Mano +Sound : Jojoha Kitapi, Konny, Tarkun + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991) "ASO II - Last Guardian [Model NGH-007]" +[JP] SNK Neo-Geo CD (Sep. 9, 1994) "ASO II - Last Guardian [Model NGCD-007]" +Sony PlayStation Store (2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=asuka,asukaj,asukaja +Arcade Video game published 36 years ago: + +Asuka & Asuka (c) 1989 Taito. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Even if the title screen says 1988, Asuka & Asuka was released in January 1989. + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=robokid,robokidj,robokidj2,robokidj3 +Arcade Video game published 37 years ago: + +Atomic Robo-Kid (c) 1988 UPL. + +In the 21st century, a blast of cosmic radiation bombarded Terra-12, a deep-space outpost of Earth, hideously mutating all transplanted life. A fleet of savage beings followed the radiation wave and invaded the planet, and began the systematic destruction of all remaining sentient life. Years of battling the alien 'governors' have gone by, and now only one hope survives to avenge the desperate Terran colonists. + +The player controls the Atomic Robo-Kid through six stages of increasing difficulty, facing an alien "governor" boss, which are so large as to be considered levels themselves, followed by a "duel" level against other Robo-Kid sized robots. Many levels branch into others, giving the player the choice over which zone to enter next, increasing replayability. + +Robo-Kid can collect four different weapons. Whichever weapon is selected is lost when Robo-kid loses a life. In addition to his default gun, Robo-Kid is able collect powerups for a shield that activates on enemy contact, rapid fire, and speed powerups. The player can also encounter a friendly dinosaur-looking robot that sells weapons and shields to Robo-kid using extra lives as currency. + +- TECHNICAL - + +Game ID : UPL-88013 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 5 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Atomic Robo-Kid was released in November 1988. + +Act-3 main melody was taken from Gary Moore's Thunder Rising. + +Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990] + +Reviews: +[FR] November 1992 - Consoles+ No. 14: 91/100 + +- UPDATES - + +In the export (non-Japanese) versions, the highscore table contains only 3 letters. The original Japanese version can contains an entire name. + +- TIPS AND TRICKS - + +* Choose Start Level: +1) After inserting a coin, press p1 attack button while pressing 1p start. +2) Enter the code (codes appear after Act5 at the beginning of the level). + +* Hidden message: +During the attract mode, you can get the programmer's name and address: +At Time 99, press 1P Start. +now hold 2P Start and input: ABABABABA. +At Time 90, press B. + +- STAFF - + +Game designer : Tsutomu Fuzisawa +Chief programmer : Toshio Arai +Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima +Background designers : Noriko Nihei, Akemi Tsunoda +Effects : Kohji Abe +Compose & Music : Mecano Associates + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (1989) "Atomic Robo-Kid Special [Model UP01001]" +[JP] Sega Mega Drive (dec.1990) "Atomic Robo-Kid [Model T-24013]" +[US] Sega Genesis (dec.1990) "Atomic Robo-Kid [Model T-24016]" +[JP] Sony PlayStation 4 [PSN] (sept.29, 2016) "Arcade Archives - Atomic Robo-Kid [Model CUSA-05977]" + +* COMPUTERS: +[US] Commodore C64 (1989) "Atomic Robo-Kid" +Atari ST (1990) +Commodore Amiga (1990) +[JP] Sharp X68000 (dec.20, 1990) "Atomic Robo-Kid" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=avspirit +Arcade Video game published 34 years ago: + +Avenging Spirit (c) 1991 Jaleco. + +Export release. Game developed in Japan. See the original for more information; "Phantasm". + +- TECHNICAL - + +Jaleco Mega System 1-B hardware (the original Japanese version ran on 1-A hardware) + +- TRIVIA - + +Released in May 1991. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lastbladh + +幕末浪漫 月華の剣士 (c) 1997 SNK [Shin Nihon Kikaku]. +(Bakumatsu Rouman - Gekka no Kenshi) + +- TECHNICAL - + +[Model NGH-234] +474 Mega + +- TRIVIA - + +Released one month after the MVS release, on January 29, 1998 in Japan (even if the titlescreen shows 1997). + +Original MVS info: "The Last Blade [Model NGM-234]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lastblad + +幕末浪漫 月華の剣士 (c) 1997 SNK Corporation. +(Bakumatsu Rouman - Gekka no Kenshi) + +Japanese weapons-based fighter featuring beautiful artwork and sound. Twelve selectable characters and two end bosses. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-234 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 buttons per player. +=> [Joystick] 8-way, [A] Weak Slash, [B] Strong Slash, [C] Kick, [D] Repel + +- TRIVIA - + +Bakumatsu Rouman - Gekka no Kenshi (translates from Japanese as 'Bakumatsu Romance - Swordsman In The Moonlight') was released on December 5th, 1997. + +This game is known outside Japan as 'The Last Blade' and in Korea as 'The Last Soldier'. + +Parts of Gekka no Kenshi was based off of the manga 'Rurouni Kenshin'. + +The Bakumatsu period of Japan (1860-1899) represents the opening of Japanese ports to foreigners. The Last Blade is set during this time period and you can see Europeans in some backgrounds, as well as some European dress influences on some characters. + +This game has a lot to do with Japanese religion. In what little understanding of Japanese culture, there are four gods in Japanese mythology : Seiryuu (blue dragon), Suzaku (red phoenix), Byakko (white tiger) and Genbu. Each god is associated with a direction : Byakko with west, Seiryuu with east, Genbu with north and Suzaku in the south. The four gods also seem to be portrayed in an identical manner : Suzaku is often seen as a renegade of sorts, Genbu is often wise, Byakko seems to be strong and Seiryuu seems to be the role of the protagonist. To this end, the four characters that are avatars to these gods in Gekka no Kenshi (Kaede, Okina, Shigen and Kagami) seem to fit the gods themselves to a tee (Kaede to Seiryuu, Okina to Genbu, Shigen to Byakko and Kagami to Suzaku). However, there may be one (unintentional) reference to the entire fighting game itself. These four characters may very well represent the four popular styles of characters found in nearly fighting game : +Kaede is a Shotokan-style character. This type of character, of course, is the earliest type of fighting game character (as early fighting games always had the protagonist be proficient in some form of karate). However, ever since the release of "Street Fighter II - The World Warrior", a Shoto-character refers to a character with similar moves to that of Ryu and Ken from that game, or more specifically, a character with a projectile and a built upper. Kaede fits this property well : his Ittou Hayate is a projectile (much like Ryu's Hadou Ken) and his Ittou Kuuga is a built upper (like Ken's Shoryuu Ken). Of course, Kaede may also be a nod to that of SNK's first fighting game protagonist (Terry Bogard) as well : his Kasshin Fukuryuu super is in the style of Terry's Power Geyser. To this day, many fighting game characters are known as Shoto characters - their simplicity can't be beat. +Shigen is a large character. Large characters come generally in two flavors : the power character and the grappler (Shigen himself is a mix of both). Power characters generally don't move much but deal lots of damage per hit. Grapplers are those whose special moves are mainly throws. These characters tend to last longer because of their size, but have a weakness that they have either short range or are slow (or, in the case of some characters, overly complicated moves). +Okina may be described as a turtler. This may seem like an inside joke (Okina, in his profile, refers to his family as a bunch of turtles), but it sometimes make sense. Jokes aside, turtlers are not exactly a type of character, but a type of player. That is, a turtler is a player who tend to block attacks a lot. +Charge characters (i.e. those whose repertoire of moves are mainly charge moves) generally fall into this category, as it is often that they need to remain in a blocking position in order to get their charges and counterattack. +Over the years, there have been many incentives to stray away from this style (as well as derivatives thereof, such as ticking), such as guard breaks, overheads, low attacks, shorter charges and unblockable moves. +Granted, the turtler is not as big as a factor as it used to be (the most popular character in "Street Fighter II - The World Warrior" was Guile because of his turtling and ticking abilities), but Okina's reference to turtles remains. +Kagami, of course, continues SNK's tradition of making cheap-ass characters for final bosses. + +Akari and Juzoh are the comedic relief characters in the Gekka series : Juzoh is seen in Akari's stage if Akari is fighting (and obviously, if Akari is not fighting Juzoh). Likewise, Akari can be seen in Juzoh's stage if Juzoh is fighting (and if Juzoh isn't fighting against Akari). + +Soundtrack releases : +Bakumatsu Roman - Gekka no Kenshi / SNK Shinsekai Gakkyoku Zatsugidan - Pony Canyon / Scitron - PCCB-00287 - December 17, 1997 +Bakumatsu Roman - Gekka no Kenshi Arrange Sound Trax / SNK Shinsekai Gakkyoku Zatsugidan - Pony Canyon / Scitron - PCCB-00301 - January 21, 1998 +Bakumatsu Roman - Gekka no Kenshi Drama CD -Pony Canyon / Scitron - PCCB-00302 - February 04, 1998 + +- UPDATES - + +On the AES version, Musashi and Kagami are playable characters by imputing a code. On the MVS version only Musashi can be unlocked (see Tips & tricks section for more information). + +- TIPS AND TRICKS - + +* Play As Musashi : at the character selection screen, press C(x6), B(x3) and C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! + +* Time Attack Mode : insert a coin, hold A+B+C+D and press Start. + +* Alternate Costume Colors : press Start when selecting a fighter at the character selection screen. + +- SERIES - + +1. Bakumatsu Rouman - Gekka no Kenshi [Model NGM-234] (1997) +2. Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] (1998) + +- STAFF - + +Executive Producer: Hiroshi Matsumoto (H. Matsumoto) +Producer: Akira Goto (Akira. G) +Director: Kimura Ken (Kim-Ken), Wakama2 (Wakama2), Hidetaka Suehiro (Swery 65%) +Voice Cast: Kouji Suizu (Kaede), Jun Hashimoto (Lee Rekka/Moriya Minakata), Hazuki Nishikawa (Yuki), Shigefumi Nakai (Genbu no Okina), Mayuko Omimura (Akari Ichijou), (Juzoh Kanzaki) Tyson Oya, Akio Otsuka (Hyo Amano), Atsushi Maezuka (Shikyoh), Enma Ito (Shigen Naoe), Franky Nakamura (Musashi Akatsuki), Makoto Awane (Shinnosuke Kagami), Katsuyuki Konishi (Keiichiro Washizuka), Ryuzaburo Otomo (Zantetsu) +Sound: Yasuhiro Naka (Yassun), Yasuo Yamate (Tate_Norio), Brother-Hige, Zoe, Okan +Tool Staff: K. Miyazaki, Masatoshi Hashimoto (M. Hashimoto), O. Daimon, T. Kanehiro, K. Hamamoto +Adjuster: Kengo Asai (K. Asai), Game King, M-Panic! +Programmer: YuritaRo (Yuritaro), Hiropon (Hiropon-MK2), Naoyan Apchiba (Naoyan) +Demo Section - Direction: Hidetaka Suehiro (Swery 100%) +Demo Section - Graphics: Wadamo +Demo Section - Programming: Naoyan Apchiba (Naoyan) +Special Thanks: 56, Sho Chan, Asami Don, Oh!Butch, Anne, Haruo K., Sanpo A., H. Shinmei, M Marohie (Marhie), Sike-Tune + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jan.29, 1998) "Bakumatsu Rouman - Gekka no Kenshi [Model NGH-234]" +[US] SNK Neo-Geo AES (jan.29, 1998) "The Last Blade [Model NGH-234]" +[JP] SNK Neo-Geo CD (mar.26, 1998) "Bakumatsu Rouman - Gekka no Kenshi [Model NGCD-234]" +[US] SNK Neo-Geo CD (mar.26, 1998) "The Last Blade [Model NGCD-2341]" +[JP] Sony PlayStation (feb.25, 1999) "Bakumatsu Rouman - Gekka no Kenshi [Model SLPM-86118]" +[JP] Sony PS2 (jan.12, 2006) "Gekka no Kenshi 1-2 [NeoGeo Online Collection Vol.2] [Model SLPS-25503]" +[JP] Sony PS2 (june.21, 2007) "Gekka no Kenshi 1-2 [NeoGeo Online Collection The Best] [Model SLPS-25792]" +[JP] Nintendo Wii [Virtual Console] (mar.13, 2012) + +* COMPUTERS: +PC (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lastbld2 + +幕末浪漫第二幕 月華の剣士 ~月に咲く華、散りゆく花~ (c) 1998 SNK Corporation. +(Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana) + +Much-acclaimed swordplay fighter with sixteen selectable characters and one end boss. Another SNK triumph! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-243 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 buttons Per Player. +=> [Joystick] 8-Way, [A] Weak Slash, [B] Strong Slash, [C] Kick, [D] Repel + +- TRIVIA - + +Released on November 25, 1998 in Japan. + +The title translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman of the Moonlight: On the Moon a Flower Blooming, a Petal Falling'. + +This game is known outside Japan as The Last Blade 2. + +Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan). + +Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung. + +Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends. + +Soundtrack releases: +[JP] December 18, 1998; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [PCCB-00350] - Pony Canyon +[JP] January 07, 2000; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [Arrange Sound Trax] [PCCB-00353] - Pony Canyon + +- UPDATES - + +In the original (Japanese) version of Last Blade 2, each of the 3 modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'. +These 3 modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release. +However, one case where the modes were literally translated remain. +If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'. +A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names. + +- TIPS AND TRICKS - + +* Play As Kaede From Last Blade: +Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + +* Play As Kouryu: +Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS! + +* Hagure Hitogata Appearance: +Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + +* Naoe Kotetsu Appearance: +Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry. + +* Time Attack Mode: +Insert a coin, hold A+B+C+D and press Start. + +* Unlock EX Mode: +At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! + +* Ending variations: +-Hibiki: If you get 6 fatalities/decapitation kills before the last boss, you'll unlock an alternative ending. +-Setsuna: Get the same decapitation kills with Setsuna and his ending will be in full color instead of the usual brown tinted color. +-Lee: Finish the game without using a continue to see an alternative ending. + +* Alternative Credits: +Finish the game without using a continue and you'll see artworks of every character during the credits. + +* Contest?: +If you finish the game in one credit, a password is given to you (The Password is ELEPHANT). This password can be entered in the official LB2 Internet page. This contest was available between November 1998 and April 1999. + +- SERIES - + +1. Bakumatsu Rouman - Gekka no Kenshi [Model NGM-234] (1997) +2. Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] (1998) + +- PORTS - + +Notes: Home versions (except AES version) features Musashi Akatsuki as a hidden character. + +* CONSOLES: +[JP] SNK Neo-Geo AES (jan.28, 1999) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGH-243]" +[US] SNK Neo-Geo AES (jan.28, 1999) "The Last Blade 2 [Model NGH-243]" +[JP] SNK Neo-Geo CD (feb.27, 1999) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGCD-243]" +[JP] Sega Dreamcast (dec.21, 2000) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi [Final Edition] [Model T-3107M]" +[US] Sega Dreamcast (aug.6, 2001) "The Last Blade 2: Heart of the Samurai [Model T-44305M]" +[JP] Sega Dreamcast (may.23, 2002) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi [Final Edition] [Model T-47301M]" +[JP] Sony PS2 (jan.12, 2006) "Gekka no Kenshi 1-2 [NeoGeo Online Collection Vol.2] [Model SLPS-25503]" +[JP] Sony PS2 (june.21, 2007) "Gekka no Kenshi 1-2 [NeoGeo Online Collection The Best] [Model SLPS-25792]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ballbros +Arcade Video game published 33 years ago: + +Balloon Brothers (c) 1992 East Technology. + +A puzzle game similar to "Tetris" but with different colored balloons in different shapes. Instead of falling blocks, the balloons float to the top. Completing a full row across will make that row disappear. + +- TECHNICAL - + +Taito X System hardware + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in September 1992. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bangbead + +Bang Bead (c) 2001 Visco Corp. + +A modern "pong"-like game with selectable characters. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0259 + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player (3 usables) +=> [A] Return ball [B] Threat/Sliding occur [C] Miracle Swing (when maximum power) + +- TRIVIA - + +Bang Bead was released in May 2001. + +This game runs on the Neo-Geo MVS (only in Europe) and was never released on the Neo-Geo AES home console. + +- SERIES - + +1. Battle Flip Shot (1998) +2. Bang Bead (2001) + +- STAFF - + +Director : Tenzi +Programmers : Bilgo Baggins (Code), Ana (Minarai) +Graphic designers : Naka, Ber, Kan, Oka, Stickman (Swordman) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=b2b + +Bang² Busters (c) 1994 Visco Games + +It is an action-platform type game with play mechanics similar to Mario Brothers where you can 'blow up' enemies by puffing them as is done in "Dig Dug". It also contains special bonus stages and bosses. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-071 + +- TRIVIA - + +The game's title is pronounced Bang Bang Busters. + +The Model NGM-071 is a very rare prototype and was never released until its re-edition as an AES cart by NCI as "Bang² Busters [Model NGH-071]". + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (Dec.2010) "Bang² Busters [Model NGH-071]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bstars2 + +Baseball Stars 2 (c) 1992 SNK. + +The sequel to SNK's popular baseball arcade game. Players can create leagues of up to 125 games (6 teams playing each other 25 times) and view statistics such as League Standings, Average, Home Runs, Runs Batted In, Earned Run Average, Wins and Saves. Players can fire players and upgrade them using the same 15-point system introduced in the original Baseball Stars. + +Players can select from one of 18 teams across 2 leagues - Exciting League (beginner) & Fighting League (expert) : + +Exciting League : +* New York Monsters +* Tokyo Ninjas +* Napoli Angels +* Taipei Hawks +* Seoul Ivories +* Sydney Griffons +* Oaxaca Rockets +* Barcelona Flames +* London Lifeguards + +Fighting League : +* USA Bisons +* Japanese Samurais +* Korean Dragoon +* Italian Waves +* Taiwan Dragons +* Aussie Thunders +* Mexican Typhoons +* Spanish Galleons +* British Knights + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-041 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way +Hitting: [A] Swing bat/Return to base, [B] Stolen base/Lead off, [C] Bunt, [D] Time out +Fielding: [A] Pitch/Jump, [B] Base touch/Feint ball, [C] X, [D] Time out + +- TRIVIA - + +Released in April 1992. + +- TIPS AND TRICKS - + +* Weaken Enemy Pitcher : To perform this trick, you need to get as close to the plate as you can. If the pitcher then hits you, tap Up twice on your joystick. Your hitter will then throw his bat to the floor, walk up to the mound and punch the pitcher, thus lowering his abilities. Using this tip will help mess up the pitching schedule for your opponent, and can lead to easy scoring opportunities off the tired pitchers. + +- SERIES - + +1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989) +2. Baseball Stars Professional [Model NGM-002] (1990) +3. Baseball Stars 2 [Model NGM-041] (1992) +4. Baseball Stars (1998, Neo Geo Pocket Color) + +- STAFF - + +Producer : Eikichi Kawasaki +Planner : Pu-Ken 2020 +Programmers : To-Chan, Nakamura-Q +Design chief : Miki, Y. Kawase +Designers : Masami Tanaka, Kiku-Bee, Riding Monkey Gogo, Kazunori, G.O.N., Great King Yasu +Sounds : Masahiko Hataya (Papaya), Konny + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (1992) "Baseball Stars 2 [Model NGH-041]" +[JP] Nintendo Famicom (1992) +SNK Neo-Geo CD (1994) "Baseball Stars 2 [Model NGCD-041]" +Nintendo Wii [Virtual Console] (Dec.2007) +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bstarsh + +Baseball Stars Professional (c) 1991 SNK [Shin Nihon Kikaku]. + +AES release. For more information about the game itself, please see the original MVS entry: "Baseball Stars Professional [Model NGM-002]". + +- TECHNICAL - + +Cartridge ID: NGH-002 +Cartridge size: 50 MEGA + +- TRIVIA - + +Released on July 1, 1991. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bstars + +Baseball Stars Professional (c) 1990 SNK. + +A comical baseball game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-002 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way +[A] Batting/Return runner to the base/Pitching/Throwing ball, [B] Advance the runner, [C] Bunting, [D] Time out + +- TRIVIA - + +Baseball Stars Professional was released in April 1990 in the Arcades. + +Baseball Stars Professional was the first baseball game to be released for the SNK Neo-Geo MVS hardware. + +- TIPS AND TRICKS - + +* Extra Players And Teams : If you beat all of the other teams, a pennant extra players or an extra team will be unlocked. + +- SERIES - + +1. Baseball Star - Mezase Sankanou [Model SFX-B9] (1989) +2. Baseball Stars Professional [Model NGM-002] (1990) +3. Baseball Stars 2 [Model NGM-041] (1992) +4. Baseball Stars (1998, Neo Geo Pocket Color) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Jan.1991) "Baseball Stars Professional [Model NGH-002]" +[JP] SNK Neo-Geo CD (Apr.1995) "Baseball Stars Professional [Model NGCD-002]" +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batsugunsp +Arcade Video game published 32 years ago: + +Batsugun Special Ver. (c) 1993 Toaplan Company, Limited. + +In this special version: +* Different colours for all stages. +* Some sprites have different colors. +* The title screen/demo & the ship selection screen have different colors. +* The 4-lap end is different. +* The power-ups are different. +* The collision detection area is tighter than the original. +* The smart-bombs are bigger and nicer looking. They also do more damage. +* You get 8 credits instead of 4 to complete the game. + +So basically the Special version is an Easier version. + +- TRIVIA - + +The special version of Batsugun was originally shown at the AOU show (an arcade game show held in Japan every year) and was not for sale. After the Toaplan bunkruptcy, the board started to appear on the second hand market. + +- STAFF - + +* Consoles : +Sega Saturn (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batsugun,batsuguna,batsugunb,batsugunc,batsugunbl +Arcade Video game published 32 years ago: + +Batsugun (c) 1993 Toaplan. + +A vertically scrolling shoot'em up game. As is the standard with most arcade shooters, the player controls their ship with a joystick and two buttons. One button (Fire) shoots the main guns, and the other button (Bomb) releases a smart bomb that spreads huge energy balls all around the player's ship. + +As enemies are destroyed, the player gains experience points that are separate from the score. For every 288 experience points gained, the main gun will 'level up', becoming much stronger. This is analogous to experience points and leveling up in role playing games. The weapon can only level up twice, so after it has achieved its maximum level, 288 experience points will grant the player an extra bomb. + +The player can also grab P icons to increase the power of the current level gun. A maximum of five "P"s can be collected per experience level; getting more after this gives extra points instead. + +Collecting B icons increases the number of bombs, to a maximum of 7. + +Apart from destroying enemies, points can be gained from collecting golden V-shaped medals. After the level is finished, 3000 points are awarded for every small one, and 5000 points for every large one. If the player's ship is destroyed during a level, all medals collected are lost. + +- TECHNICAL - + +Game ID : TP-030 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 24.242 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shot, [B] Bomb + +- TRIVIA - + +Batsugun was released in February 1993. + +BATSUGUN means 'Preeminence', 'Predominace' or 'By far the best'. +BATSU means 'Dominant', 'Outstanding' or 'Excel'. +GUN is originally 'Group' or 'Brigade', but also means 'Common Level'. +BATSU also means a cross (X) mark, so there's an X under the logo of Batsugun. + +Licensed to Taito for world distribution and to Unite Trading for Korea. + +This is the last shoot'em up and the first 'non-endless' game by Toaplan. A special version of Batsugun existed, originally it was only for the AOU show (Arcade Operators Union, an arcade game show held in Japan every year) and not for sale. After the Toaplan bankruptcy, the board started to appear on the second hand market. + +Heralded by some as the first 'maniac shooter', Batsugun involved employees who would go on to form and work at Cave and continue to work in this subgenre. Batsugun saw an evolution in the use of complex bullet and enemy patterns and player fire power and hit-box. + +The scoring trick on the fourth boss (destroy the two giant laser cannons, let the tanks appearing from the hangars fill the ramps and become red, bomb for 59,630 points a tank) was one source of inspiration for "Battle Garegga"'s gameplay. + +Pony Canyon released a limited-edition soundtrack album for this game (Batsugun - PCCB-00151) on 18/03/1994. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- STAFF - + +Excecutive producer : Yuko Tataka +Programmers : Suki! Suki! Kohchan No-Make, Sigue Hayasato, Tsuneki Ikeda (Ikeda In Naeba), Yoshitatsu Sakai (the 3rd) +Graphic design : Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun) +Characters designed by : Junya Inoue (Joker Jun) +Musics composed by : Yoshitatsu Sakai (the 3rd) + +- PORTS - + +* CONSOLES: +Sega Saturn (1996) "Batsugun [Model T-20605G]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bbakraid,bbakraidja,bbakraidj,bbakraidc +Arcade Video game published 26 years ago: + +Battle Bakraid (c) 1999 Eighting. + +The sequel to "Battle Garegga", an equally excellent vertically scrolling shoot 'em up game. + +- TECHNICAL - + +Game ID : ET68-V99 + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 8 Mhz) +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) + +Screen orientation : Vertical +Video resolution : 240 x 320 pixels +Screen refresh : 60.00 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in April 1999. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Battle Bakraid Original Soundtrack - SGCD-0008) on 19/06/1999. + +- UPDATES - + +The 'Unlimited Version' (06/1999) has unlocking codes to gain access to five secret fighters and the special course. + +- SCORING - + +Medals System : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point... +1 : 100 points. +2 : 200 points. +3 : 300 points. +4 : 400 points. +5 : 500 points. +6 : 600 points. +7 : 700 points. +8 : 800 points. +9 : 900 points. +10 : 1000 points. +11 : 2000 points. +12 : 3000 points. +13 : 4000 points. +14 : 5000 points. +15 : 6000 points. +16 : 7000 points. +17 : 8000 points. +18 : 9000 points. +19 : 10,000 points. +20 : 100,000 points - You can only trigger the 100k points medals when you have a multiplier active, and you can only continue to release 100k points medals if you continue to keep a multiplier going. Once you lose a multiplier, your medals revert back to 10k points medals. + +* Multiplier System : Bakraid features another scoring system that alters the amount of points gained from enemy destruction by modifying the base point gain from enemy destruction with a specially acquired incremental multiplier. The multiplier system is the more important of the two scoring systems as it is the system that can contribute to almost 80% of your total score, and is centric to the release of the special 100,000 points medals. However, the multiplier system is also the most difficult to get to grips with and exploit, as it requires a lot of pre-planning on the player's part with regards to stage and boss strategies in order to maximize potential point gains. The multiplier system in essence features an incremental multiplier that is gained by destroying LARGE enemies. You can continue to increment the multiplier up to a max of 64x, via this simple table (the number in brackets refers to the amount of large enemies destroyed to reach that multiplier stage) : +2x (destroy 2) +4x (3) +8x (4) +16x (5) +32x (6) +64x (7 and more) + +- TIPS AND TRICKS - + +* Ship Selection : at the ship select screen... +1) To select a 'main shot power type' fighter, select your ship with A button. +2) To select a 'Bomber power type', select your ship with B button. +3) To select a 'Side shot power type', select your ship with C button. +4) To select a 'Speed up type', select your ship with Start button. + +* Phase 2 : to unlock 3 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start. + +* Phase 3 : to unlock 2 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start (the entering of this code has to be finished before the counter passes 10). + +* Special Course : hold C button, insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, B, A, Start and release C button. + +* Team Edit : insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, A, B, Start (the entering of this code has to be started after the counter passes 10). + +* Stage Edit : start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously. + +* Score Mode : to show up score calculations, start from anywhere in the game, hold C button and tap Joystick Up (to leave the score mode, re-enter the code). + +- SERIES - + +1. Battle Garegga (1996) +2. Battle Bakraid (1999) + +- STAFF - + +Program 68000 Side : Shinobu Yagawa +Program Z80 Side : Tatsuya Uemura +Music composed by : Atsuhiro Motoyama +Graphics: H. Tamai, N. Kaneko, F. Namie + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batcir,batcird +Capcom CPS-II cart. published 28 years ago: + +Battle Circuit (c) 1997 Capcom Company, Limited. + +European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Battle Circuit [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [Europe] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batcirj +Capcom CPS-II cart. published 28 years ago: + +Battle Circuit (c) 1997 Capcom. + +In this side-scrolling beat'em up, 5 wacky colour-coded characters fight to arrest 'Dr. Saturn' and stop the 'Shiva System' from taking over the world! Earn money to buy special moves and power-ups. This game has 7 stages... +* Stage 1: Inside enemy ship. +* Stage 2: Fever in disco, den of evil. +* Stage 3: Dead heat in desert. +* Stage 4: Sneak in and foil Dr. Saturn's plans. +* Stage 5: Jungle Battle, escape from death line. +* Stage 6: Chase Zipang as you go down river. +* Final Stage : Showdown, desperate battle with Shiva system. +* Secret : Last battle, stop Master Program. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 4. +Control: 8-way joystick per player. +Buttons: 2 per player. +=> [1] Attack, [2] Jump + +- TRIVIA - + +Battle Circuit was released in March 1997. It was known as the 21th CPS-II game. + +Known export releases: +"Battle Circuit [Blue Board]" +"Battle Circuit [Grey Board]" + +Some of the game's characters seem to borrow moves & stuff from other Capcom games : +* Cyber Blue : His battle armor seems VERY inspired by the one used by "Captain Commando", also his Cyber Cannon is reminiscent of Iron Man's Proton Cannon in "Marvel Super Heroes". +* Captain Silver : One of his special attacks is clearly based on Iceman's Artic Attack in "X-Men - Children of the Atom". +* Yellow Iris : Her Speed Up power attack is based on Psylocke's Gem Ability in "Marvel Super Heroes" in which she summons copies of herself that attack enemies. +* Pink Ostrich : She borrows LOTS of moves from Zelkin Fiskerkogen, the bird alien from "Star Gladiator - Episode : I Final Crusade". Also her anklet is quite reminiscent of the spiky bracelets that Chun-li wears in the Street Fighter games. +* Alien Green : His jump & slam throw is clearly based on Haggar's Pile Driver in "Final Fight". + +Johnny (the second boss) is based on Elvis Presley. When you defeat him, he becomes fat. + +- TIPS AND TRICKS - + +Pink Ostrich and Alien Green are very hard to clear stage 2 & 3. So if you can put only one credit in the machine, play with another character. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=batcira +Capcom CPS-II cart. published 28 years ago: + +Battle Circuit (c) 1997 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Battle Circuit [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=flipshot + +Battle Flip Shot (c) 1998 Visco Corp. + +A modern "Pong"-like game with selectable characters. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0247 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way [A] Special attack [B] Slide [C] Provoke + +- TRIVIA - + +Battle Flip Shot was released in December 1998. + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + +The game was in location test two months (10/1998) before its release. + +- SERIES - + +1. Battle Flip Shot (1998) +2. Bang Bead (2001) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bgaregga,bgareggacn,bgareggat,bgareggak,bgareggablj,battleg, +Arcade Video game published 29 years ago: + +Battle Garegga (c) 1996 Eighting / Raizing. + +An excellent vertically shoot'em up. + +- TECHNICAL - + +Game ID : RA9503 + +Main CPU : Motorola 68000, Zilog Z80 +Sound Chips : Yamaha YM2151, (2x) OKI6295 + +Screen orientation : Vertical +Video resolution : 240 x 320 pixels +Screen refresh : 60.00 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Shot, [B] Special weapon, [C] Change formation + +- TRIVIA - + +Battle Garegga was released in February 1996. It was considered as the first 'Danmaku' shooting game. Danmaku is a Japanese term for 'barrage', as in a barrage of bullets. + +The main source of inspiration for this game has been the game "Gun Frontier" (1990 ,Taito). The main gun and bomb power-up systems are almost identical in mechanics, many vehicles have the same attacking patterns, you can destroy scenery and there are flamingos flying away at stage 2 of both games :). Another interesting thing : "Batsugun" also was a source of inspiration for this game, as the last Toaplan game was one of the first SHMUPS in which bombing in key spots (4th boss) could grant a lot of points. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'. + +Shinseisha released a limited-edition soundtrack album for this game (Battle Garegga - GV-027(4-88199-284-8)) on 30/09/1996. + +- UPDATES - + +* VER. Feb 1 1996 : +First official version. + +* VER. Sat Feb 3 1996 : +Distributed in Japan, USA, Europe and Asia. + +* VER. Sat Mar 2 1996 : +The titlescreen says 'Battle Garegga - New version'. +Distributed in Austria and Hong Kong. +Most of the bullets are changed to yellow spheres. +'Stage select' and the 3 additional game-mode select secrets removed. + +* VER. Tue Apr 2 1996 : +The titlescreen says 'Battle Garegga - Type 2'. +Distributed in Denmark and China. +Most of the bullets are changed to yellow spheres. +'Stage select' and the 3 additional game-mode select secrets removed. + +- SCORING - + +Medals score : as long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 points... +1 : 100 points. +2 : 200 points. +3 : 300 points. +4 : 400 points. +5 : 500 points. +6 : 600 points. +7 : 700 points. +8 : 800 points. +9 : 900 points. +10 : 1000 points. +11 : 2000 points. +12 : 3000 points. +13 : 4000 points. +14 : 5000 points. +15 : 6000 points. +16 : 7000 points. +17 : 8000 points. +18 : 9000 points. +19 : 10000 points. + +- TIPS AND TRICKS - + +* Battle Garegga weapons : +1) Shot : to powerup your Shot, pick up small or big Shot powerups. The small powerups need to be collected in quantities : (1st) default > (2nd) 1 item > (3rd) 2 items > (4th) 4 items > (5th) 8 items + +2) Special weapon : to get one full Weapon in stock, you must collect 40 SMALL Weapon bullets (or one BIG bullet), and you can hold a maximum of four full Weapons and 40 SMALL Weapon bullets. Whenever you die, you get a bonus of 20 SMALL Weapon bullets added to your current stock. + +3) Options : there are five basic formations available which are controlled by pressing the "Change Formation" button. They are : +- Spread : two on each side of your ship, one fixed by your side firing at a wideish angle, and one fixed near your ship's nose, firing at a tighter angle. Overall firepower style similar to a fiveway spread. +- Tail : 4 pointing backwards in a wide fan shape, similar to a Silvergun's fully powered Tail shot. +- Front : 4 pointing straight forwards, fixed in front of your ship's nose. Good for concentrated attacks. +- Rotate : 4 Options spaced equally in a ring around your ship, spinning and firing when you do. Pretty useless. +- Trace : similar formation to Front, except they follow your ship around the screen, firing in the opposite direction to your movements. More useful than Rotate Wink +The order in which the Option formations are cycled are as follows. It is important to learn this order, as quick switching of formations is important to survival in many stages : +Spread > Tail > Front > Rotate > Trace > (back to Spread) +There are also secret formations, that are activated when you fulfill certain requirements. These requirements are based on missing a certain number and type of item BEFORE you pick up the next available Option icon, and also remember that it is a lot easier to set up for certain special formations than others: +- Search : these are fixed in a similar formation to Spread, but they track and fire at nearby enemies. It is quite hard to destroy faster moving drones with this formation, so if possible, avoid this and go for Homing instead. To get Search, miss 5 Option items, then pick up the next one that appears. +- Shadow : the Option items trail your ship much like the Gradius Options do. Useful if you like that sort of thing Wink. To get Shadow, miss 5 Medals, then pick up an Option item. +- Homing : the Options have full range of the screen, and will fly right up to the nearest enemy and attack. Very useful Very Happy. To get Homing, miss 5 SMALL Weapon bullets, then pick up an Option item. +- Wide : they are fixed in the same manner as the Spread formation, but have a much wider firing angle. To get Wide, miss 5 SMALL Shot power ups, then pick up an Option item. +- Chain : only available in two-player mode, the Options will create a chain between both ships. More Options beans a bigger chain Very Happy. To get Shadow, one player must satisfy a special formation condition, and the chances of Chain activating is 50%.. +There is also a activation order for the special formations which takes effect if you satisfy two or more activation conditions. The order is: +Search > Shadow > Homing > Wide +You can also cancel a special formation by a press of the Option button. Canceling a special form puts you straight back into Spread options. + +* Self Destruction : one other unlisted weapon you can use is the explosion and resulting scattered shrapnel released from your ship when it is destroyed. The power of the explosion itself isn't very powerful, but the shrapnel can cause moderate damage to larger enemies. For example, the four large tanks before the Stage 4 boss can have their turrets and tracks destroyed with a well placed suicide, which can set up for easier collection of the LARGE Weapon bullets they hold. The shrapnel released from your ship's explosion also nullifies bullets, so if you find yourself in a tricky situation with a few extra lives in stock, suicide one of them. + +* Ship Selection : at the ship select screen... +1) To select a 'Normal power type' fighter, select your ship with A button, +2) To select a 'Speed Up power type', select your ship with B button, +3) To select a 'Shot power type', select your ship with C button, +4) To select a 'Speed up & Shot power type', select your ship with A+B+C button. + +* "Mahou Daisakusen" Character : insert a credit, at the title screen press Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start. + +* Extended Mode : insert a credit, press and hold A and press Start (This code does not work with the type-2 version). + +* Harder Mode : insert a credit, press and hold B and press Start (This code does not work with the type-2 version). + +* Stage Edit : insert a credit, press and hold C and press Start (This code does not work with the type-2 version). + +* Unlock Special mode (combines extended, stage edit and harder modes) : insert a credit, press and hold A+B+C and press Start (this code does not work with the type-2 version). + +* Hint : destroy bridges and buildings!! Use your smartbombs to destroy bridges and buildings. They often contain large numbers of score medals. + +- SERIES - + +1. Battle Garegga (1996) +2. Battle Bakraid (1999) + +- STAFF - + +Director : Kazuyuki Nakashima +Programming 68000 Side : Shinobu Yagawa, Yasunari Watanabe +Programming Z80 Side : Yuichi Ochiai +Graphics : Shinsuke Yamakawa, Mitsuakira Tatsuta +Sound effects : Manabu Namiki (Santaruru) +Test players : Mr. Daigoro, Marika F. + +- PORTS - + +* CONSOLES: +Sega Saturn (1998) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bgareggahk +Arcade Video game published 29 years ago: + +Battle Garegga (c) 1996 Metrotainment. + +Hong Kong release. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bgaregganv +Arcade Video game published 29 years ago: + +Battle Garegga (c) 1996 Metrotainment. + +Honk Kong new version. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bgareggat2 +Arcade Video game published 29 years ago: + +Battle Garegga (c) 1996 Eighting / Raizing. + +New release [Type 2]. See the original for more information about the game itself. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=btlkroad,btlkroadk +Arcade Video game published 31 years ago: + +Battle K-Road - Multi Style Fighting Tournament (c) 1994 Psikyo. + +A fighting game. + +- TECHNICAL - + +Main CPU: Motorola 68EC020 (@ 16 Mhz) +Sound CPU: Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz) + +Screen orientation: Horizontal +Video resolution: 320 x 224 pixels +Screen refresh: 59.30 Hz +Palette colors: 4096 + +Players: 2 +Control: 8-way joystick +Buttons: 6 + +- TRIVIA - + +Released in January 1994. + +Licensed to Jaleco for US manufacture and distribution. + +This game is based on the real K-Road Tournament. The K-Road Tournament was banned in every country because of its no-rules, survival of the fittest attitude, which attracts ruthless international fighters. + +- TIPS AND TRICKS - + +* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + +- STAFF - + +Staff : Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bshark +Arcade Video game published 35 years ago: + +Battle Shark (c) 1990 Taito Corp. + +Europe model. For more information about the game, please see the Japan model entry. + +- TECHNICAL - + +European model dimensions : +73inch (185,4cm) high +43inch (109,2cm) deep +27,5inch (69,8cm) wide. + +Taito Z System hardware + +- TRIVIA - + +Even if the title screen says 1989, Battle Shark was released in April 1990 in Europe. + +Also released as : +"Battle Shark [Japan model]". +"Battle Shark [USA model]". + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=punisherbz +Arcade Video game published 23 years ago: + +Biaofeng Zhanjing (c) 2002 All-In Company, Limited. + +An unofficial Chinese version of "The Punisher". + +- TRIVIA - + +This hack uses the sound from "Final Fight"! + +- CONTRIBUTE - + +Edit this entry +$end + +$info=turfmast + +Big Tournament Golf (c) 1996 Nazca Corporation. + +Big Tournament Golf is an arcade golf game in which one or two players choose from a selection of six different golfers, each of which has different strengths and weaknesses to their game. This allows players to select a golfer that suits their preferred style of gameplay. + +The six golfers and their attributes are: +* Young Hero (USA) Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3 +* Technician (United Kingdom) Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3 +* Veteran (Australia) Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2 +* Shot Maker (Germany) Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4 +* Power Golfer (Brazil) Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1 +* Putt Master (Japan) Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5 + +Players can choose to play on one of four eighteen-hole courses: Germany, Japan, Australia and U.S.A. Two game modes are available: one-player stroke play against the CPU, or stroke or match-play against a second player. + +Unlike many golf games of the era that used a two-click swing system to determine the hook or slice of the ball, "Neo Turf Masters" uses a single click for the power of the shot and a second for the height of the shot. Hook and slice are determined before making the shot. + +Big Tournament Golf follows the standard golf scoring system. The order from the best to the worst performance is: +Albatros (3 hits under Par) +Eagle (2 hits under Par) +Birdie (1 hit under Par) +Par (reach the par for the hole) +Bogey (1 hit over Par) +Double Bogey (2 hits over Par) +Triple Bogey (3 hits over Par) + +If players miss the attempt to make a Triple Bogey, they will have to give up the hole and will suffer an additional penalty. If the ball lands out of bounds or in the water, the player will be penalized one stroke. + +* Contests are sometimes announced at the start of a hole: + +1) The closest to the pin contest: players must hit the ball as close as possible to the pin when driving off. If their ball gets closer to the pin than the previous record, they will earn a bonus hole. + +2) The longest driving contest: players must drive the ball as far as possible. If they exceed the previous record, they will earn a bonus hole. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-200 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Power then Height and shot, [B] Hook, [C] Slice + +- TRIVIA - + +Big Tournament Golf was released in January 1996 in Japan. + +This game is known outside Japan as Neo Turf Masters. + +This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed over Irem's death by Irem ex-members with the financal help of SNK. Nasca was originally financed by SNK to adapt their arcade games for home consoles like Playstation and Saturn. + +- TIPS AND TRICKS - + +* Random Selection: Press A+B+C+D at the player selection and/or the course selection screen. + +* Sometimes contests appear during a hole: + +1) The closest to the pin contest: you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole. + +2) The longest driving contest: you have to drive the ball as far as possible. If you exceed the previous record, you will earn a bonus hole. + +- SERIES - + +1. Neo Turf Masters (1996) +2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color) + +- STAFF - + +Big boss : Y. Kohdoh +Boss : Takashi Nishiyama +System engineer : Middle +Chief designer : Kinte +Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi +Music director : Hiya +S.E. coordinator : Jin jin +Voice : Yoshimi & Steve +Chief programmer : Mr N. +Programmer : H. Yamada, Zen, Hirokun, Kohkishi + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bioship +Arcade Video game published 35 years ago: + +Bio-Ship Paladin (c) 1990 American Sammy Corp. + +North American release. Licensed from UPL. Game developed in Japan. See the original for more information; "Uchuu Senkan Gomora [Model UPL-90062]". + +- TECHNICAL - + +Game ID : UPL-90062 + +- TRIVIA - + +Released in November 1990. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=biomtoy,biomtoya,biomtoyb,biomtoyc +Arcade Video game published 30 years ago: + +Biomechanical Toy (c) 1995 Zeus. + +Biomechanical Toy is an eightway-scrolling platform shoot-em-up set in a world of magically-animated toys, in which the magical pendulum that animates the toys has been stolen by the evil 'Scrubby', a criminal once imprisoned for trying to steal the pendulum who has managed to escape and take his revenge. The player takes on the role of Inguz and is tasked with freeing the few remaining good toys that are trapped throughout the stages, while destroying or avoiding the many evil toys that now patrol the kingdom. + +Inguz carries a basic, single-firing pistol, although additional ammo clips can be found throughout the game that upgrade the gun with either extra shot power, automatic firing or exploding bullets. When the gun's current ammo clip is empty, Inguz will take a moment to reload, leaving him vulnerable to attack. Freed toys will give help to Inguz by providing additional firepower for a short time. + +Inguz begins each stage and each new life with a full health meter of eighty units, but food can be found that will replenish the meter. The player can lose a life either by running out of health, falling off the bottom of the screen (or into a hazard, such as a lava pit), or by running out of time. Clearing each stage awards bonus points based on both remaining time and health units. + +Checkpoints - indicated by red flags - are located at certain points throughout the stages. In the event of losing a life, play restarts from the last checkpoint reached. Objects with Inguz's face on them (such as wooden chests and balloons) release bonus items when shot. + +An abstract, oriental-looking face occasionally forms part of a level's platform which, when shot, releases balloons which can in turn be shot for bonus items. A giant flying hat also occasionally appears and will drop bonus items when shot. Smart Bombs can also be found at certain points that, when run into by Inguz, will damage or destroy all enemy toys on screen. + +- TECHNICAL - + +Game ID : 922804/2 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound Chips : OKI6295 (@ 8 Khz) + +Control per player: 8-way joystick +Buttons per player: 2 + +- TRIVIA - + +This is the first and only Coin Op produced by Zeus. In 1992 Zeus Software developed the Amiga game 'Risky Woods' (published by Dinamic, a spanish software house, very famous in the eighties on the computer market). Ricardo Puerto and Raul Lopez (see Staff section for more info) made some games (not always together) on the Amstrad CPC for Dinamic software in the eighties. + +Some of the game's music is sampled from various films such as 1985's Subway starring Christopher Lambert, 1992's Passenger 57 starring Wesley Snipes, and 1985's To Live and Die in LA starring Willem Dafoe and William Petersen. + +- STAFF - + +Main design : Raul Lopez, Ricardo Puerto +Program : Ricardo Puerto +Computer Graphics : Raul Lopez +Art & Animation : Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero +Development system : Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga + +Thanks to : Rafael Arroyo + +- CONTRIBUTE - + +Edit this entry +$end + +$info=blkheart,blkhearj +Arcade Video game published 34 years ago: + +Black Heart (c) 1991 UPL. + +A horizontally scrolling shoot'em up. + +- TECHNICAL - + +Game ID : UPL-91069 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4 mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Black Heart was released in May 1991. + +'Black Heart' is not only the title of this game, but also boses' names in Razing's Famous shooter "Battle Garega" and "Armed Police Batrider.". Many staff from UPL joined Raizing later and apparently, they like this name. + +Gamest (Japanese game magazine) April 2011, a gamer called 'KDK-takeyuki' recorded a high score of 3,713,700 points on this game. + +- STAFF - + +Developed by NMK (Nihon Maicom Kaihatsu). + +- CONTRIBUTE - + +Edit this entry +$end + +$info=blandia,blandiap +Arcade Video game published 33 years ago: + +ブランディア (c) 1992 Allumer, Limited. +(Blandia) + +Weapon-based fighting game featuring visible damage to each of the 10 fighter's armor. + +- TECHNICAL - + +Runs on the Seta 1st Generation System Hardware. + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Screen Orientation : Horizontal +Video Resolution : 384 x 240 Pixels +Screen Refresh : 60.00 Hz +Palette Colors : 17408 + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> High Attack, Medium Attack, Low Attack + +- TRIVIA - + +Blandia was released in October 1992 in Japan. + +Gurianos and Irriana appear in Taito's "Gladiator" / "Ougon no Shiro" / "Great Gurianos" as Guaranos and Irene. + +- UPDATES - + +A prototype board is know to exists, there is no armor bonus in this prototype version. + +- STAFF - + +Planning : Ken Kaneda +Graphic Chief : Tadahiro Negome +Graphic Designers : Makoto Kobayashi, Kenji Inoue +Character Designers : Ken Kaneda, Tadahiro Negome +Main Programmer : Kazuyoshi Ishihara +Sub Programmers : Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya +System Designers : Kazuyoshi Ishihara, Sou Kajiwara +Sound & Music : Hisao Shiomi +Music : Akira Inoue, Manabu Namiki (as Manabu 'Gon' Namiki) +Hard : Noboru Kohno +Voices : Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa +Special Thanks : SF Amuseument, Mr. Ichikawa, Mr. Shikano + +- PORTS - + +* COMPUTERS: +NEC PC-9801 (june.22, 1995) "Blandia 98" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=blazstar + +Blazing Star (c) 1998 Yumekobo. + +Blazing Star is a horizontally-scrolling shoot-em-up in which the planets of Remuria and Mutras are engaged in endless interplanetary war. This fuels the development of ever-more dangerous weapons, eventually leading to the production of fully organic weapons that combine both human and alien technology. Soon, a fully sentient weapon called 'Brawshella' is born. Brawshella gathers all animal life on Remuria and Mutras and bends them to its will, forcing them to attack and assimilate the human race. + +Within days of Brawshella's appearance all humans are assimilated and now have no other purpose than to continue fighting each other. Over time, six of the assimilated fighter pilots regain their consciousness and remember their pasts. Upon rediscovering their humanity, they turn against the machines, in a battle to save humanity. + +Blazing Star is controlled via joystick and two buttons. Button 'A' fires the normal shot, if this is tapped rapidly, however, a variation on the normal shot is used. If the A button is held down, the ship stores energy for a charged shot, which is fired when the button is released. The charged-shot attacks have a duration based on how long the button is held for. Pressing the B button during the attack will split the projectile, greatly increasing its range. + +Players can choose to pilot one of six different ships, each with its own strengths and weaknesses. The 'Hellhound' is the perfect ship for performing high-scoring combos, for example. The 'Windina' has a wide and powerful shot; both 'Dinos' - the Pulstar hunters - are excellent in defense and pack efficient weapons. Finally, Aryutalism and Peplos require a little more skill and are best suited to experienced players. + +Power-ups can increase the strength of the player's guns, while also increasing the maximum power of the charged shot. The types of shots, charge-up attacks, and split shots used are dependent on which ship the player selects. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-239 + +Players: 2 +Control: 8-way joystick +Buttons: 2 +=> Ship name (pilot) > [A] Normal/Rapid/Charge attack, [B] Break attack +=> Hell Hound (Caster) > [A] 4 way shot/6 way shot/Deathflame, [B] Hell burst +=> Windina (Leefa) > [A] Wave/Tidal wave/3 way spread, [B] Homing +=> Aryustailm (JB) > [A] Laser/Lightning bolt/Sword, [B] Sword field +=> Peplos (Asayuki) > [A] 3 way shot/3 way fire/Holy flare, [B] Devil breath +=> Dino 135 (Naomi Y.) > [A] Shot/Rapidshot/Spreadshot, [B] Special scatter +=> Dino 246 (Kaoru Y.) > [A] Shot/Rapidshot/Chargeshot, [B] Bomber + +- TRIVIA - + +Blazing Star was released in January 1998. It is Yumekobo's first game developed and released for the Neo-Geo MVS. + +KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar". + +Part of the "Pulstar" / "R*Type" team also worked on Blazing Star (see Staff section for more information). + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on March 18, 1998. + +- TIPS AND TRICKS - + +* Stage Select : At the ship select screen, hold RIGHT and D on both 1 and 2-player sides, then select your ship. The next screen will be a stage select menu. + +* While choosing a ship in the select screen, press C+D for an extra color ship. + +* Asayuki and its Peplos ship can't power-up with any items. + +- STAFF - + +Executive producers : Akio Inove, Nobuyuki Okude +Producer : Takaya ida +Sub. producer : Isamu yutani +Director : Michio Sato +Main programmer : Minoru Yoshida +Sub. programmer : Taka / M. Sakae +Chief designer : Tomonori Nagakubo +Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda +Character designer : Daikichi +Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki +Sound designer : Yasuaki Fujita +Music composer : Harumi Fujita + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (1998) "Blazing Star [Model NGH-239]" + +* OTHERS: +Google Play (jul.2012) "Blazing Star" +Apple App Store (jul.2012) "Blazing Star": Published by SNK Playmore + +- CONTRIBUTE - + +Edit this entry +$end + +$info=block,blockbl,blockj,blockr1,blockr2 +Arcade Video game published 34 years ago: + +Block Block (c) 1991 Capcom. + +A blue paddle rebounds a ball into the colorful bricks. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 8 Mhz) +Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + +Screen orientation : Vertical +Video resolution : 240 x 384 pixels +Screen refresh : 60.00 Hz +Palette colors : 2048 + +Players : 2 +Control : Paddle +Buttons : 1 + +- TRIVIA - + +Block Block was released in September 1991 in Japan. + +A bootleg of this game was released by Koa the same year. + +- UPDATES - + +The Japanese version has a little storyline before the titlescreen. + +- STAFF - + +Planner: Futoshi Kuwahara, Udatoshi +Designers : Shinji Sakashita, H.K, M. Miyao +Programmers : T. Ohta, Kohei Akiyama, N. Sakoda +Sound designers : P-Chan, T. Yomage + +- PORTS - + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" +[US] Sony PSP (feb.6, 2007) "Capcom Puzzle World [Model ULUS-10217]" +[AU] Sony PSP (jul.11, 2007) "Capcom Puzzle World" +[EU] Sony PSP (jul.13, 2007) "Capcom Puzzle World [Model ULES-00647]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bloodbro,bloodbroj,bloodbroja,bloodbrok +Arcade Video game published 35 years ago: + +Blood Bros. (c) 1990 TAD. + +Blood Bros is an into-the-screen shooter with the action viewed from an over-the-shoulder perspective. The brothers can move left and right to avoid incoming fire while the enemies themselves are targeted by moving an on-screen cross-hair over them and pressing fire. If the fire button is held down, the player-character remains static, allowing for more accurate targeting of the cross-hair. While static, the brothers are more vulnerable to incoming enemy fire. + +Players have limitless ammunition for their primary gun, and carry a limited number of sticks of dynamite. Dynamite is used in a similar fashion to grenades; it can be thrown at enemies and inflicts greater damage than guns. An enemy gauge at the bottom of the screen depletes as foes are destroyed. Each of the game's stages is littered with structures that can also be destroyed. This removes enemy cover as well as earning players bonus points. + +Power-ups appear from time to time, being released from objects destroyed on-screen or dropped by shooting the special characters that occasionally appear, such as the small Indian Chief or warthogs. Points and weaponry can also be dispensed from the tin can, if you shoot it into the air and juggle it with subsequent shots. Some power-ups give special weapons with increased firepower, others grant extra dynamite or points. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Even if titlescreen says 1990, Blood Bros. was released in January 1991 in Japan. + +According to dead code buried in Sky Smasher, it appears that the working title for Blood Bros. was 'Cabal II In West'. + +A pirate version of the game is known as "West Story". + +- TIPS AND TRICKS - + +* Here's A Way To Play Blood Bros. For As Long As You Want : +1) Get to the second screen (preferably without dying on the first screen). +2) Shoot the building on the right side of the screen and start shooting the trees in the background on the right. 20,000 points fly out from each bunch of trees. Continue. +3) That is basically it. A few problems occur and here is how to counter them : +3a) 5 men run across the back from the left and throw grenades : Just shoot the grenades before they get to you. Eventually they come out less often, and will stop altogether. +3b) The men on the right come out from the edge to shoot you : Same as above. They stop eventually. +3c) A plane flies over and drops bombs : Same as above. It stops after some time. +3d) After a certain amount of time a bird comes out to kill you : Let it. Only 2 birds ever come out (sometimes only 1) and then they also stop coming. This is why it pays not to die on the first screen. +4) Hold your finger on the button to keep shooting the trees (sticky-tape works well here) and prepare to get 'really' bored. Play the neighboring game so that you can keep an eye on it. + +* Extra Live : On the 1-1 and 4-1 stages, the tin can be shot eight times to give you a free man. If you miss it, don't bother trying again - you only get one chance. + +- SERIES - + +1. Cabal (1988) +2. Blood Bros. (1990) + +- STAFF - + +Program : Dai. Kohama +Direction : Hiro. Kakiuchi +Graphic : Jun. Matsubara, Tetsu. Shiraishi, Jun. Fujisaku, Nao. Shishino +Sound : Yus. Aoki, Yuj. Tezuka + +- CONTRIBUTE - + +Edit this entry +$end + +$info=boblbobl +Arcade Video game published 39 years ago: + +Bobble Bobble (c) 1986. + +This game is a pirate version of "Bubble bobble". Unlike the original game: +* The left player ('Bub') can have only a total of two extends. +* This bootleg has a new feature in Dip switch where you may control the speed of monsters. +* The monsters 'Mighta', 'Hidegonsu', and 'Drunk' do not throw their projectile weapons (i.e. 'Mighta' does not throw his slow-moving stone balls, 'Hidegonsu' does not throw his fast-moving fireballs, and 'Drunk' does not throw his boomerang bottles). However, the 'Invader' monster, who appears in 'Normal' mode only, does throw his laser projectile. + +- TECHNICAL - + +Main CPU : (2x) Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 3 Mhz) +Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz) + +Players : 2 +Control : 2-way joystick +Buttons : 2 += > [1] Bubble, [2] Jump + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bjtwin,bjtwina,bjtwinp,bjtwinpa +Arcade Video game published 32 years ago: + +Bomb Jack Twin (c) 1993 NMK. + +Bomb Jack Twin is a direct sequel to the 1984 original and retains the same platform-based collect-the-bombs gameplay of its predecessor. + +Changes over the original game include a slightly faster playing tempo and the option for simultaneous two-player action. As with the prequel, extra points and bonuses can be earned by collecting bonus coins and bombs with their fuses still lit. Bomb Jack Twin also retains the 'Powerball' feature of its predecessor which, when collected, freezes the level's enemies for several seconds, allowing them to be destroyed. + +The way the sequel's levels are structured differs significantly from the original game. In "Bomb Jack", each screen was simply numbered sequentially and the background picture changed on every screen, but the stages in "Bomb Jack Twin" are grouped into 'rounds', each consisting of three screen layouts but retaining a single background picture for the duration of that round. + +Another new addition is the bonus screen. This appears every couple of rounds and players must try to collect all bombs on the screen within a tight time limit to earn extra bonus points. There are no enemies on the bonus screens and the background is plain black. + +As with the first game, "Bomb Jack Twin" takes place in different locations throughout the world. A map screen is displayed before the start of each new round showing the next location. The available locations are: Germany, Thailand, Nevada, Japan, England, Hong Kong and China. + +- TECHNICAL - + +Game ID : UPL-93087 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : (2x) OKI6295 (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Bomb Jack Twin was released in December 1993 in Japan. + +- TIPS AND TRICKS - + +* Secret Message: +Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode. + +- SERIES - + +1. Bomb Jack (1984, Arcade) +2. Bomb Jack II (1986, C64) +3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom) +4. Bomb Jack Twin (1993, Arcade) + +- STAFF - + +Sound: Manabu Namiki + +- PORTS - + +* CONSOLES: +Nintendo Game Boy Advance (2002) "Bomb Jack World": included in this unreleased prototype. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bonzeadv,bonzeadvu,bonzeadvo,bonzeadvp,bonzeadvp2 +Arcade Video game published 37 years ago: + +Bonze Adventure (c) 1988 Taito. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Jigoku Meguri". + +- TRIVIA - + +Bonze Adventure was released in June 1988. + +- PORTS - + +These are ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Jigoku Meguri". + +* CONSOLES: +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=breakrev + +Breaker's Revenge (c) 1998 Visco Corp. + +A small update to "Breaker's" containing one of new selectable character, Saizo and different colored backgrounds. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0245 + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player. +=>[JOYSTICK] 8-way, [A] Punch [B] Kick [C] Hard punch [D] Hard kick + +- TRIVIA - + +Breaker's Revenge was released on July 03, 1998. It runs on the Neo-Geo MVS and was never released on the Neo-Geo AES home console. + +A serious bug: Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + +- TIPS AND TRICKS - + +* Unlock Bai-Hu : At the character selection screen, press Up at the same time on both 1P&2P joystick. + +- SERIES - + +1. Breaker's (1996) +2. Breaker's Revenge (1998) + +- STAFF - + +Executive producer : Tetsuo Akiyama +Producer : Don Gabacho +Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki +'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware) +Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo +Object designer : Tomohiro Ohno +Art designers : Water Valley, E-Ayasu (E-Ayasu Beam!!) +'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware) +Music composers : Kenichi Kamio +Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music) +Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=breakers + +Breaker's (c) 1996 Visco Corp. + +Fast-paced and combo-friendly fighting game with 8 selectable characters and 1 end boss. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0230 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player. +=> [A] Punch [B] Kick [C] Hard punch [D] Hard kick + +- TRIVIA - + +Breaker's was released in March 1996 in Japan. + +In 1994, a prototype of this game was presented at an AM Show under the name of "Tenrin no Syo Chicago". + +- SERIES - + +1. Breaker's (1996) +2. Breaker's Revenge (1998) + +- STAFF - + +Executive producer : Tetsuo Akiyama +Producer : Don Gabacho +Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki +'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware) +Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo +Object designer : Tomohiro Ohno +Art designers : Water Valley, E-Ayasu (E-Ayasu Beam!!) +'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware) +Music composer : Kenichi Kamio +Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music) +Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa) + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (mar.21, 1996) +SNK Neo-Geo CD + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bublbobl,bublbobl1,bub68705,bublboblp,bub8749 +Arcade Video game published 39 years ago: + +Bubble Bobble (c) 1986 Taito Corp. + +One or two players take on the role of Bub and Bob, two cute dinosaurs who must battle through 100 platform-packed single screen levels to rescue their girlfriends. Bub and Bob are armed only with the ability to blow bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level. + +Any trapped enemies who are not killed quickly enough will turn red and escape their bubble prison. These angry enemies are much faster than before, making them harder to kill. Enemies also become angry if players are taking too long to complete a level. Defeated enemies are turned into bonus fruit items that can be collected for points. + +On many levels, bubbles containing fire, water or a lightning bolt appear. These can be burst by players to release their contents and destroy enemies. The fire bubble drops flames down onto the nearest platform, killing any enemies it hits. The lightning bubble sends a lightning bolt horizontally across the screen, its direction dictated by whichever side of the bubble the player hits to burst it. The water bubble releases a torrent of water that will quickly flow down the platforms to the bottom of the screen. Any enemies caught in the flow are killed. + +Bubbles containing letters also appear. The aim is to collect the letters needed to spell the word E.X.T.E.N.D. which earns players an extra life. + +The game's simple-yet-involving game-play saw Bubble Bobble become an instant classic. Its two-player co-operative mode, coupled with the incredible amount of hidden secrets and potential for strategic play - unheard of in the platform genre - would set the standard by which all other platform games were judged. + +- TECHNICAL - + +Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz), M6801 (@ 1 Mhz) +Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz) + +Players : 2 +Control : 2-Way Joystick +Buttons : 2 +=> [1] Bubble, [2] Jump + +- TRIVIA - + +Bubble Bobble was released in August 1986. + +This was one of the first games to feature multiple endings. + +The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob. + +The enemies are named (Round number of initial appearance applies to 'Normal' mode. For information on 'Super' mode, please see the Romstar (US version) entry, Updates section : +'Zen-Chan' [aka 'Bubble Buster', 'Benzo'] - First appears in Round 1 +'Mighta' [aka 'Stoner', 'Boris'] - First appears in Round 6 +'Monsta' [aka 'Beluga', 'Blubba'] - First appears in Round 10 +'PulPul' [aka 'Hullaballoon', 'Boaboa'] - First appears in Round 20 +'Banebou' [aka 'Coiley', 'Bonnie-bo'] - First appears in Round 30 +'Hidegonsu' [aka 'Incendo'] - First appears in round 40 +'Drunk' [aka 'Willy Whistle', 'Bonner'] - First appears in Round 50 +'Invader' [aka 'Super Socket'] - First appears in Round 60 +'Super Drunk' [aka 'Grumple Gromit'] - the boss character whom Bub and Bob fight in the final round +'Skel-Monsta' [aka 'Baron Von Blubba'] - Appears when you take too much time in a round +'Rascal' [aka 'Rubblen'] - Appears when you linger too long in a secret room + +The data code contains unused graphics of a full set of slot machine icons. These aren't used anywhere, there's no palette that fits them, and they wouldn't really fit anywhere either. + +In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H.!', but go to the Tips and Tricks section for more information about 'SEX' :-) + +Olly Cotton holds the official record for this game with 6,060,730 points on February 23, 2011. + +Some bootlegs of this game are known as "Bobble Bobble" and "Super Bobble Bobble". + +Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on January 25, 1987. + +NES cover band The Advantage cover two songs from Bubble Bobble on their self-titled debut album released on April 6, 2004. + +- SCORING - + +Bursting a bubble : 10 points. +Killing one monster : 1,000 points. +Killing two monsters at once : 2,000 points. +Killing three monsters at once : 4,000 points. +Points double for each extra monster killed at any one time. +Normal Fruit : 700 points. +Bonus Score Items (popcorn, burger etc) : 500 - 4,000 points. + +- TIPS AND TRICKS - + +* Bubble Bobble is a game heavily relying on game-play and precise technique rather than graphics, and it features a series of special techniques and tricks a player can perform to maximize his or her score, make some rounds of the game easier or faster to finish or just to be able to survive or even finish a round. Some of these techniques have special nicknames, which may differ from player to player and from country to country. + +'Kissing monsters' or just kissing means killing a monster by blowing a bubble at almost contact distance : the monster will be instantly bubbled and the bubble will be instantly popped, giving the visual effect of the player killing a monster with a 'kiss'. Some players flip their joysticks in the opposite direction after pressing the bubble buttons, giving more chances of an 'instant pop' and changing flight direction for the dead monster. This technique is useful in stages where monsters move too fast, bubbles last for too short of a time or it's otherwise hard to bubble them normally. Of course good timing is required for this technique to work. + +'Riding bubbles' means keeping the jump button pressed when dropping on a bubble: if done correctly, instead of popping the bubble, your dragon will instead jump on it, possibly continuously, enabling him to 'ride' bubbles in order to reach otherwise unreachable areas. Some stages can't be finished without this technique. + +'Climbing' is a step up from riding bubbles. It means standing at half a bubble distance from a wall, jumping and blowing a bubble almost simultaneously, jumping up from that bubble and blowing another bubble and so on. This is necessary if the air current pushes down bubbles but you need to climb up. Having the rapid-bubbling power-up (the yellow candy) makes climbing a lot easier, especially if you got the running shoes already. + +'Bubbling oneself through' means 'riding a bubble' through the opening at the top of a stage or even just through the ceiling of a stage in order to appear at the lower part, like some flying monsters can do. This technique is required to finish some stages or to get unstuck from some places, or just to save time. + +'Blowing against the wall' means blowing bubbles against wall at contact distance : the bubbles will pop immediately thus giving the player 10 points per bubble pop. This can be used to either increase a player's score, or to set a player's score to a specific amount, in order to do other tricks. + +'Two equal digits' means using the 'blowing against the wall' technique or other score-adjusting techniques in order to make the two penultimate (100s and 10s places) digits of at least one player equal, e.g., 456770, before the last enemy bubble is burst. If done correctly and the score is not modified when this occurs, then all remaining non-special bubbles on screen will be turned to 700-point bonuses, whose appearance depends on the digit picked. E.g., 7 gives Chocolate Ice Creams, 3 gives Hamburgers, and so on. +Note : This trick is easier to do with two players (one player adjusts his score and the other bursts the bubbles), but it can also be done with only one player, although calculating exactly how much (and if) one's score will be modified when bursting the last enemy bubbles can be extremely complex, if not unpredictable, especially if there are very large and clustered bubble bunches. +Note : Rounds with numbers ending with 5 and 0 up to and including level 50 generate bonuses from bubbles automatically, though, and some rounds (including round 1) do it by default. + +Internal Counters : An interesting (and exploitable) part of bubble bobble is that powerups are not entirely random. As with the two-digit trick, many internal counters in this game decide which special powers are available for collection. For example, rapid bubble shooting (a sweet in yellow wrapping), fast moving bubbles (a blue sweet), or fast moving bubbles (a blue sweet) appear shortly after either Bub or Bob jumps 51 times, pops 51 bubbles, or blows 51 bubbles. Also, running around a lot causes the speed powerup (red shoe) to appear. Keeping this is mind, it is possible to gain all power-ups with relative ease. Although there are many more counters that control various aspects of the game, one of particular interest is the letters forming the word EXTEND. Getting all 7 letters will end the current level and award the player with an extra life 'NICE 1P!' - these letters have a greater chance of appearing when more enemies are defeated simultaneously. Also, gathering three of the same letter causes candy canes to appear which in turn lead to a special big item at the end of the level! + +* Unlimited Run And Rapid Fire : At the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!. + +* Original Bubble Bobble : At the title screen, press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds. + +* The 'Super Bubble Bobble' Code : this will change the Bubble Bobble logo in 'Super Bubble Bobble' and the game will change under several points of view : different platform colors, different order for monster appearances... The code that must be entered at the title screen to access Super Bubble Bobble is displayed at the end of the credits after you beat the game in 2 players, normal mode. The message is coded, but it hints you to enter the secret room in level 20 to get the key for decoding. If you do so, you enter the secret room, on the base of which there is an inscription. The first line is the coding of the alphabet, the other lines are coded advices to beat the final boss. The decoded 'secret message' is : SJBLRJSR (Start - Jump - Bubble - Left - Right - Jump - Start - Right) + +The decoded advices in the secret rooms are : +Room in level 20 : IF YOU WANT TO BECOME THE OLD FIGURE, USE THE POWER OF YOUR FRIENDSHIP, AND FIGHT WITH ME! (hint to play in two player mode to defeat the final boss and see the real ending) +Room in level 30 : I ENCLOSE THESE MAGICAL MEDICINE HERE, BECAUSE THOSE ARE MY WORST FEARS... (hint to use the lighting bubble to beat the boss) +Room in level 40 : IF YOU WANT TO GET BACK YOUR LOVE OF TRUTH, YOU MUST HELP EACH OTHER UNTIL THE LAST... (hint to end the game in two player mode to see the real endings) + +A little more trivia on Super Bubble Bobble : If you beat the game in Super mode, two players, you will discover that the final boss is your mother and father that were controlled by some unknown evil. By defeating the boss you free them and your girlfriends, and are reverted back to your original human form (the one you play "Rainbow Island" with). + +* Secret Tombs : Make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the Drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door. + +* Paffing A Skel : Skel, also known as 'Baron Von Blubba', is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by HIS Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character. + +* Full Ending Sequence : Beat the game with two players in Super mode and you'll get the full end sequence. + +* High Score Codes : after getting a high score, enter your initials as : +'SEX' - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds. +'TAK' - Octopus-turns bubbles into X's at end of level. +'STR' - Flamingo-turns bubbles into smiling turds at end of level. +'KTT' - Beer-turns bubbles into pizzas at end of level, what a perfect match !!! +'...' - Knife-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds. +'I.F', 'MTJ', 'NSO', 'KIM', 'YSH' - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds. + +* A full map is viewable here: www.arcade-history.com/index.php?page=articles&num=14 + +- SERIES - + +1. Bubble Bobble (1986, Arcade) +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) +3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) +4. Bubble Bobble Part 2 (1993, Famicom) +5. Bubble Bobble II (1994, Arcade) +6. Bubble Memories - The Story of Bubble Bobble III (1996, Arcade) +7. Rainbow Islands - Putty's Party (2000, Wonderswan) +8. Bubble Bobble Revolution (2005, DS) +9. New Rainbow Islands (2005, DS) +10. Bubble Bobble Evolution (2006, PSP) +11. Bubble Bobble Double Shot (2007, DS) +12. Rainbow Islands Towering Adventure! (2009, WiiWare) +13. Bubble Bobble Plus! (2009, WiiWare) +14. Bubble Bobble Neo! (2009, XBLA) + +- STAFF - + +Game design & Character : Fukio Mitsuji (MTJ) +Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO) +Sound creator : Tadashi Kimijima (KIM) +Instruction : Yoshida (YSH) +Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK) + +- PORTS - + +NOTE: These are only non-US ports. For a list ports released in the US, please see the Romstar (US version) entry. + +* CONSOLES: +[JP] Nintendo Famicom Disk System (oct.30, 1987) "Bubble Bobble [Model TFD-BUB]" +[JP] Sega Mark III/Master System (jul.2, 1988) "Final Bubble Bobble [Model G-1362]" +[EU] Nintendo NES [AU] (1990) "Bubble Bobble [Model NES-B2]" +[EU] Sega Master System (1992) "Bubble Bobble [Model 7077]" +[BR] Sega Master System (1994) "Dragon Maze" +[EU] Sega Saturn (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H-50]" +[EU] Sony PlayStation (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLES-00448]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS4 [PSN] (jan.29, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03711]" +[EU] [AU] Sony PlayStation 4 [PSN] (apr.1, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03943]" + +* HANDHELDS: +[EU] Nintendo Game Boy (1991) "Bubble Bobble [Model DMG-B2-NOE]" +[JP] Nintendo Game Boy (dec.7, 1990) "Bubble Bobble [Model DMG-B2A]" +[JP] Nintendo GBA (jul.25, 2002) "Bubble Bobble - Old & New [Model AGB-A2BJ-JPN]" +[EU] Nintendo GBA (mar.14, 2003) "Bubble Bobble - Old & New [Model AGB-AONP-EUR]" + +* COMPUTERS: +[EU] Commodore C64 (1987) +[EU] Sinclair ZX Spectrum (1987) +[EU] Atari ST (1987) +[EU] Commodore Amiga (1987) +[EU] Amstrad CPC (1987) : released by Firebird; re-released by Ocean in 1988. +[EU] Amstrad CPC (1988) "Les Défis de Taito" +[EU] Amstrad CPC (1988) "Taito Coin-Op Hits" +[JP] MSX [Tape] (1988) +[JP] MSX2 [Disk] +[JP] Sharp X68000 (1989) +[EU] Amstrad CPC (199?) "Les Monuments D'Arcade" +[EU] Amstrad CPC (1990) "Le Monde des Merveilles" +[EU] Amstrad CPC (1991) "Addicted To Fun - Rainbow Collection" +[JP] FM Towns PC (1993) +[EU] PC [MS-DOS, CD-ROM] (sept.30, 1996) "Bubble Bobble featuring Rainbow Islands" +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bublboblr,bublboblr1 +Arcade Video game published 39 years ago: + +Bubble Bobble (c) 1986 Romstar, Incorporated. + +For more information about the game itself, please see the original Taito Corp. entry. + +- TRIVIA - + +Bubble Bobble was released in October 1986 in North America by Romstar, Inc. under license by Taito America Corp. + +- UPDATES - + +Revision 2 (October 1986 in USA): +* Software version : 1.0 + +Revision 3 (November 1986 in USA): +* Software version 5.1 +* Added mode selection at the beginning of the game (Normal or Super mode). + +In Super mode : +The rooms are all in different colors. +All 'Zen-Chan' are replaced by 'Hidegonsu' and vice-versa. +All 'Mighta' are replaced by 'Drunk' and vice-versa. +All 'Monsta' are replaced by 'PulPul' and vice-versa. +The only monster that remains unchanged is 'Banebou'. +'Invader' does not appear at all in Super mode ('Hidegonsu' takes its place). + +- PORTS - + +NOTE: Only home versions released in North America are listed here. For non-US ports, please see the original Taito Corp. entry. + +* CONSOLES: +[US] Nintendo NES (1988) "Bubble Bobble [Model NES-B2]" +[US] Sega Saturn (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H]" +[US] Sony PlayStation (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLUS-00370]" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +Sony PlayStation 4 [PSN] [US] (mar.15, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03722]" + +* HANDHELDS: +[US] Nintendo Game Boy (mar.1991) "Bubble Bobble [Model DMG-B2-USA]" +Sega Game Gear [US] (1994) +[US] Nintendo GBA (2003) "Bubble Bobble - Old & New [Model AGB-AONE-USA]" + +* COMPUTERS: +[US] Commodore C64 (1987) +[US] Apple II (1987) +PC [MS-DOS, 5.25"] [US] (1989) +PC [MS-DOS, CD-ROM] [US] (sept.30, 1996) "Bubble Bobble featuring Rainbow Islands" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +* OTHERS: +[US] Nokia N-Gage "Taito Memories" : Release cancelled + +- CONTRIBUTE - + +Edit this entry +$end + +$info=boblcave,bublcave,bublcave10,bublcave11,bublboblb +Arcade Video game kit published 13 years ago: + +Bubble Bobble - Lost Cave (c) 2012 Bisboch and Aladar. + +Recent pirate version. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bublbob2,bublbob2p,bublbob2o +Taito F3 cart. published 31 years ago: + +Bubble Bobble II (c) 1994 Taito. + +European release. Game developed in Japan. See the original for more information; "Bubble Symphony". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +- TRIVIA - + +Released in October 1994 in Europe, Southeast Asia, Hong Kong, Mainland China, Taiwan and Korea. + +A prototype version is known to exist - it have many differences from the final version; it’s almost an entirely different game, lacking even a title screen at the point in development it comes from. Levels, graphics, enemies, sound and music are different, gameplay is different, stage names are different, stage selection is different, no story sequence, no high score sequence, and no game logo during the attract mode. It is really more of a proof of concept sequel than anything close to a finished game at this point, and that's what makes it fascinating. The build date is close to a year before the final game, a lot changes in one year of development. + +- SERIES - + +1. Bubble Bobble (1986, Arcade) +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) +3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) +4. Bubble Bobble Part 2 (1993, Famicom) +5. Bubble Bobble II (1994, Arcade) +6. Bubble Memories - The Story of Bubble Bobble III (1996, Arcade) +7. Rainbow Islands - Putty's Party (2000, Wonderswan) +8. Bubble Bobble Revolution (2005, DS) +9. New Rainbow Islands (2005, DS) +10. Bubble Bobble Evolution (2006, PSP) +11. Bubble Bobble Double Shot (2007, DS) +12. Rainbow Islands Towering Adventure! (2009, WiiWare) +13. Bubble Bobble Plus! (2009, WiiWare) +14. Bubble Bobble Neo! (2009, XBLA) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bubblem,bubblemj,bubblemu +Taito F3 cart. published 29 years ago: + +Bubble Memories - The Story of Bubble Bobble III (c) 1996 Taito. + +One day in the land of the Rainbow Island, twin brothers Bubby and Bobby are playing together in the shadow of the tower that watches over and protects their homeland when suddenly, they are transformed into bubble-blowing dragons by the evil Super Dark Great Dragon. The Great Dragon then takes possession of the tower and destroys the 'Magical Rainbow Potion' from which the tower draws its strength, causing it to separate into seven differently-coloured potions. + +The twins must climb the 80 floors of the tower to free it from his clutches and regain their human forms. The final ten levels of the tower can only be accessed by collecting 7 differently-coloured potions to reform the Magical Rainbow Potion. + +The fourth and final arcade outing for Bub and Bob (not counting the "Puzzle Bobble/Bust-a-Move" series), "Bubble Memories" returns once more to the classic, single-screen gameplay of the series' legendary first outing. Graphically, the game is very similar to "Bubble Symphony", released two years earlier, with the only real visual difference being the latter game's use of digitized animal and plant photographs to form the game's backdrops. + +One major new gameplay addition is the introduction of 'Super Bubbles'. There are now two sizes of bubbles - standard and large; players can now hold down the bubble button until their characters glow, then release it to produce a giant bubble. This bubble can trap either a single large enemy (another new addition to the game), or several standard enemies. This replaces the 'Multiple Bubble' ability of the previous game in the series. + +Bubby and Bobby are young boys in the intro, indicating that this is a prequel to the series. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers: E21 + +Players: 2 +Control: 8-way joystick. +Buttons: 2 per player. += > [1] Bubble, [2] Jump + +- TRIVIA - + +Even if the title screen says 1995, Bubble Memories was released in February 1996. + +In the Taito logo sequence, a 'Zen-Chan' monster chases Bub from the right side of the screen to the left. When Bub reaches the left of the screen, he stops, turns around and traps Zen-Chan in a bubble. The bubble then pops, Zen-Chan is killed, and the Taito logo appears on screen. + +The entire cast of basic enemies from the original "Bubble Bobble" (including 'Skel', aka "Baron Von Blubba", so continue to watch out for him if you take too much time in a room; 'Rascal' also returns if you take too much time in a secret room) returns once again (however, the original game's end boss, 'Super Drunk' does not appear in this game), along with many of the characters first introduced in "Bubble Symphony". There is also a new version of 'Monsta' with a teal body and yellow eyes, who moves horizontally and vertically, as opposed to the regular 'Monsta' who moves diagonally. + +Chack'n from "Chack'n Pop" joins Zen-Chan and company in the pursuit of Bub and Bob. In this game, he dons a blue helmet. There is also a large version of him requiring a giant bubble to trap and kill. There are also giant versions of Zen-Chan, PulPul, and Puka Puka. + +- TIPS AND TRICKS - + +* Power Up Mode : Press Up, Right, Down, Left, Up, Right, Down, Left at the title screen. Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum and yellow gum. + +* Super Mode : Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels. + +* Original Mode : Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37. + +- SERIES - + +1. Bubble Bobble (1986, Arcade) +2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade) +3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine) +4. Bubble Bobble Part 2 (1993, Famicom) +5. Bubble Bobble II (1994, Arcade) +6. Bubble Memories - The Story of Bubble Bobble III (1996, Arcade) +7. Rainbow Islands - Putty's Party (2000, Wonderswan) +8. Bubble Bobble Revolution (2005, DS) +9. New Rainbow Islands (2005, DS) +10. Bubble Bobble Evolution (2006, PSP) +11. Bubble Bobble Double Shot (2007, DS) +12. Rainbow Islands Towering Adventure! (2009, WiiWare) +13. Bubble Bobble Plus! (2009, WiiWare) +14. Bubble Bobble Neo! (2009, XBLA) + +- STAFF - + +Software design : Harumi. K, Meltycat! +Character design : Voosy Marler, Aki, Mari Chan, Miwa Kamiya +Map design : Taka. Furukawa, FJT +Music by : Yasuko Yamada (Zuntata) +Sound Effects by : Ishikawa Babio (BABI) (Zuntata) +Design works : Kumi Mizore, Jun Iwata +Hardware design : Takeshi Kinugasa, Katsumi Kaneoka, Tomio Takeda, Kazuhiko Bando + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=burningfh + +Burning Fight (c) 1991 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-018] +54 Mega + +- TRIVIA - + +This AES version was released 4 months after the MVS release, on August 9, 1991 in Japan and in the United States of America. + +For more information about this game, please refer to the original MVS entry : "Burning Fight [Model NGM-018]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=burningf,burningfpa,burningfpb,burningfp + +Burning Fight (c) 1991 SNK. + +New York detectives battle organized crime in this fighter. Duke and Billy, 2 popular and renowned New York City Police detectives, are hot on the trail of a dangerous Japanese crime syndicate. Their investigation has led them to the mean streets of Japan where they meet a police officer and martial arts expert named Ryu. Ryu agrees to join the NYPD detectives as they track down the crime syndicate bosses and end their reign of terror once and for all. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-018 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way [A] Attack [B] Jump attack [C] Middle attack [D] Hard kick + +- TRIVIA - + +Released in April 1991. + +Duke, one of the player characters, appears as a striker in "The King of Fighters 2000". + +- UPDATES - + +The prototype version doens't have any character presentation during the attract mode. Billy is called Bully and has different graphics. On the characters selection screen, they doesn't have their portrait. + +- STAFF - + +Front character designers : Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee +Back character designers : Manoru, Masabon, Meguchirin +Music composer & Sound effect : Yamapy-1 +Programmers : ....& Eye Love, MA2 +Planning : Woo Woo, Moo +Producer : Eikichi Kawasaki +Special thanks : Futatsu!!, Y-Tick + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Aug. 9, 1991) "Burning Fight [Model NGH-018]" +[JP] SNK Neo-Geo CD (Sep. 9, 1994) "Burning Fight [Model NGCD-018]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cabalbl +Arcade Video game published 37 years ago: + +Cabal (c) 1988 Red Corp. + +The RED Corp. pirate version. + +- TRIVIA - + +Released in September 1988. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cachat +Arcade Video game published 32 years ago: + +Cachat (c) 1993 Taito Corp. + +Cachat is a very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over. This mind-blowing fast game is very highly addictive. The gameplay is quite easy but requires a lot of attention. + +- TECHNICAL - + +Taito L System hardware + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 (ROTATE LEFT, ROTATE RIGHT) + +- TRIVIA - + +This game is known outside Japan as "Tube-It". + +- TIPS AND TRICKS - + +If you want the blocks at the same slow speed make sure to create a few larger chains, instead of making smaller chains which increases the the speed of boxes falling down. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cadash,cadashj,cadashi,cadashf,cadashg,cadashgo,cadashp,cadashj1,cadashjo,cadashs +Arcade Video game published 35 years ago: + +Cadash (c) 1990 Taito Corp. + +Four great heroes: a fighter, a wizard, a cleric and a ninja go on a quest to rescue the captured princess. This Taito adventure game feature all the ingredients of a traditional role-playing game (stats, exp, buy upgrade in store...). + +- TECHNICAL - + +Prom Stickers : C21 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Even if the title screen says 1989, Cadash was released in March 1990. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on October 21, 1990. + +- UPDATES - + +The Japanese and US versions are harder. Here are the main differences from the other revisions: +* Medical herbs cost 200 gold each instead of 20. +* Each character can carry only 4 herbs instead of 8. This also applies to antidotes. +* Some of the priestess' magic are toned down. The shield spell can take less hits before disappearing, and the time spell gives 30 seconds instead of 60. +* Inns get more expensive after a few uses. Their progressive price is 50, 200, 1,000, 6,000, 30,000 and 60,000 instead of 50, 200, 1,000, 2,000 and 5,000. +* The Amulet of Dragon gives 10,000 gold instead of 60,000. + +There are many spelling and syntax errors in the French version texts. + +- TIPS AND TRICKS - + +* Characters list: +- Fighter: Best offensive and defensive power. Cannot use magic. +- Mage: Weak physical strength but strong attack magic. +- Priest: Uses defensive magic and has great endurance, but has weak offensive powers. +- Ninja: Uses thrown weapons and has excellent agility. Cannot use magic. + +* Debug Mode (in Debug Mode, you will be able to select starting scene, gold, EXP and several items) : +1) Hold Service Switch and reset the game. +2) Wait until 'Service Switch Error Message' is displayed, then push 'Start(x3), Service, Start'. +3) The game boots up then insert a credit and select a character. +4) Enter Debug Mode instead of starting the game. + +* Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly. + +* The maximum amount of money you can have is 60,000 Golds. + +- STAFF - + +Produced by : Keisuke Hasegawa +Directed by : Onijust +Director of Software : Toru Sugawara (SGW) +Main Programmer : Tarabar Hori (TAK) +Monster Programmer: Yuichi Kohyama +Trap Programer : Masaki Yagi (YMOT) (MYG) +Scenario Programmer : Seiichi Taikoishi +Production Designer : Onijust (ONJ) +Graphic Designers : Onijust (ONJ), Takatsuna Senba, Hisakazu Katoh, Kozo Igarashi, Yoshihiro Iwata, Tetsuya Shinoda, Takayuki Ogawa, Kenichi Imaeda +Assistant Graphic Design : Visual Arts Production +Supervising Editor : Masaki Yagi (YMOT) +Map Editor : Onijust +Hardware Engineer : Tadashi Kushiro +Electrician : Tomio Takeda +Sound Producer : Pochi (Zuntata) +Music Composer : Pinch Punch +Sound Effects : Pinch Punch +Mechanician : Yasunori Hatsuta +Publicity Supervisor : Kazuo Nakagawa +Software Analyzers : Hidehiro Fujiwara, Yuji Hiroshige +Data Entry : Mari Iwano +Game Designer : Onijust + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (jan.18, 1991) "Cadash [Model TP02015]" +[US] NEC TurboGrafx-16 (1991) "Cadash [Model WTG040501]" +[US] Sega Genesis (1992) "Cadash [Model T-11086]" +[KO] Sega Mega Drive (1992) "Cadash" by Samsung +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +* OTHERS: +[US] Nokia N-Gage "Taito Memories" : release cancelled + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dino,dinou,dinopic,dinopic2,dinoa,dinopic3 +Arcade Video game published 32 years ago: + +Cadillacs and Dinosaurs (c) 1993 Capcom. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cadillacs Kyouryuu Shin Seiki [B-Board 91634B]". + +- TECHNICAL - + +Capcom Play System hardware (CP-S) +B-Board #: 91635B-2 + +- TRIVIA - + +Cadillacs and Dinosaurs was released in February 1993 outside Japan. It is known in Japan as "Cadillacs Kyouryuu Shin Seiki" (translated from Japanese as 'Cadillacs New Dinosaur Century'). + +During the storyline on the original Japanese release, there is a scrolling effect on the text. All the Export versions have no such effect. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dinoj +Arcade Video game published 32 years ago: + +Cadillacs Kyouryuu Shin Seiki (c) 1993 Capcom. + +In this 2-D side-scrolling beat'em up, four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B + +# of Players: Up to 3 simultaneous. +Type of controls (per player): 8-way joystick +# of Buttons (per player): 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +Cadillacs Kyouryuu Shin Seiki was released in February 1993 in the Japanese arcades. It was known there as the 25th video game made for the CP-S system. + +The title of this game translates from Japanese as 'Cadillacs New Dinosaur Century'. + +This game is very famous by the name "Mustapha's game" (the main character of the game) in Asia. + +Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on August 20, 1993. + +Exported as "Cadillacs and Dinosaurs [B-Board 91635B-2]". + +There is also an unofficial Chinese version known as "Dinosaur Hunter". +There is a modified version of this game (hack?), in which certain gun(s) have unlimited ammo. + +- TIPS AND TRICKS - + +On the 2nd and 5th stages, there appears a large dinosaur called a Shivat that's sleeping when first encountered. Try to keep the human enemies from whacking them to wake them up. While the Shivats do attack the enemies, they can also cause trouble (and injuries) for the players. + +There are also some pterodactyl-like flying creatures that need to be struck by jumping to reach them. Whenever you drain the energy from any menacing dinosaurs, they slightly change color, then become harmless. + +On the 3rd stage, where you're driving Jack's Cadillac, try to dodge the grenades thrown by the stage's motorcycle-riding boss, Hogg, while crashing into him with the car. If you're good at this, you should be able to at least reduce his energy to the yellow level, the lowest for the enemies. + +On the 6th stage, there's 2 points at where you need to be careful not to be stomped on by the legs of a brontosaurus. But, try to lure some of the other enemies underneath them instead! + +- STAFF - + +Planning : DA., Hattari, JRA +Object GFX : Kurisan, Jun Matsumura (Jun), Matano, Ss, Shisui, Kinmon, The Who +Scroll GFX : Nissui, Konomi, Ohnicchan, Bentobucho +Programmers : Yuki Saiko, Cky Gi-u, T. Uragoro, Some-P +Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (Syun), Kiyo +Sound : Toshio Kajino (Toshi Bull), Nobuhiro Oouchi (Nobu. Oouchi) +Assists : Kitasan, Yokozo, Daniel, Inukichi, Ban, Jirou, Kurata-N, Hanisawa +AD-Design : Sho, Tom, Sensei +USA Support : James Goddard (DJames.) +Many Thanks : Noritaka Funamizu (Poo), Akira Nishitani (Nin), Hore Hore, Alex Jimenez, Super Joe + +- CONTRIBUTE - + +Edit this entry +$end + +$info=calibr50 +Arcade Video game kit published 36 years ago: + +Cal.50 - Caliber Fifty (c) 1989 Romstar. + +Caliber Fifty is a multi-directional scrolling shoot-em-up for one or two players taking on the roles of captured US pilots who have been taken prisoner during the Vietnam war in 1972. The pilots must escape the prison compound by battling enemy soldiers and vehicles, including tanks planes and helicopters. + +The game is very similar in play to SNK's Ikari and Heavy Barrel games, with players able to fully rotate their on-screen characters to fire and move in all directions. Players are initially armed with a machine gun and limited number of grenades but power-ups - including a rocket launcher, a flamethrower and grenades - can be found in the destructible wooden crates that litter the stages. + +Enemy vehicles such as a plane can also be commandeered and the stages take place both above ground in the Vietnamese jungles and below ground in hidden tunnels. Caliber Fifty is a quite short but very challenging game, with constantly spawning enemies attacking from all sides. + +- TECHNICAL - + +Game ID : UH + +Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Screen orientation : Vertical +Video resolution : 240 x 384 pixels +Screen refresh : 60.00 Hz +Palette colors : 512 + +Players : 2 +Control : dial +Buttons : 2 + +- TRIVIA - + +Released in September 1989 in the USA. + +All the speech in the game are the voice of Jun Aida. + +- STAFF - + +Produced by : Jun Fujimoto +Directed by : Noboru Miyamari +Screen play by : Noboru Miyamari +Based on the Novels by Viet Nam 1972. +Art direction : Mitsuhiro Takeda +Music direction : Tak Suzuki (Goblin Sound) +Original music composers (Goblin Sound) : Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto +Sound effects editor : Noboru Miyanari +Sound mixer / editor : Tak Suzuki (Goblin Sound) +Sound programmer : Noboru Miyanari +Titles : Mitsuhiro Takeda +Hardware designer : Nobuyuki Nonaka +Custom chip designed by Digital Magic Lab. +Programmer : Noboru Miyanari +Character designers : Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima +Background designer : Tomokazu Sunaga +Special effects : KII System +Controller designers : Yoshikazu Ikegai +Assemblers : Akihiro Aranaga, Toshio Sasho and many others +Marketing : Tohru Ishikawa, Yasuhiro Ota +Parts department : Mikio Harada, Masayuki Iwata +Graphic tools designed by : Hiroyuki Watanabe +Development system designed by : Keiji Ishikawa + +- PORTS - + +* CONSOLES: +Sega Mega Drive + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cameltry,cameltryj +Arcade Video game published 35 years ago: + +Cameltry (c) 1990 Taito Corp. + +The player must guide a ball through a number of mazes, rotating the maze through 180 degrees to get the ball to move in the desired direction - much like the special stages in the Sega Genesis/Mega Drive title, "Sonic the Hedgehog". Each maze must be completed within a tight time limit, and a number of traps and obstacles litter the mazes to slow players down. + +There are, however, a number of positive targets to be hit, and bonuses - such as additional time - can be found hidden away within the mazes. When the ball is stuck or the player would like to speed up, the JUMP button can be used. If the player runs out of time before reaching the goal, a random matching game is run to allow the player more time to complete the maze. This challenge, however, is very difficult to win. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System. + +Prom Stickers : C38 + +Players : 2 +Control : Spinner +Buttons : 1 + +- TRIVIA - + +Even if the title screen says 1989, Cameltry was released in April 1990. + +This game uses inertia and gravity to simulate how an actual ball in a maze would roll, under real-life conditions. This is what makes this game fun to play. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on October 21, 1990. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- TIPS AND TRICKS - + +* Obtain a very high time and you can gain 1000 points, featuring Tiki (the Kiwi Bird of "The New Zealand Story" game) or another character of Taito. + +* If you complete a stage with less than 10 seconds remaining, a slot machine appears. The numbers on all 3 reels will be added as a bonus time. This does not happen on the special courses. + +* Round Select : Hold Service Switch at boot. +Input : Start(x3), Service Switch, Start on Service Switch Error message screen. This code (Taito Command) is used in many Taito games, G-Darius, Rastan Saga II, Gunlock/Ray Force etc. + +* Ball Selection : If you hold down the START button while selecting a course (except the training course) you can change the appearance of the ball. + +* Secret Bonus : If the 3 digits on the timer is the same at goal (eg 11.1, 22.2, 33.3, etc), secret bonus is added. + +* Staff Credits : When seeing the ending, hold the JUMP button. NOTE : It's disabled when you select Training course. + +- SERIES - + +1) Cameltry (1990) +2) Mawashite Koron (2006, Nintendo DS JAP) / Labyrinth (2007, Nintendo DS EUR/USA) + +- STAFF - + +Produce & Game Designer: PPR Kaito +Software Programming: Magician Kaz, Teddy Koike, Tack Karube +Bit Graphics: Zak Munn, Zenzy Miya, PPR Kaito +Hardware: K. Fujimoto, M. Yamaguchi +Sound (Zuntata): Hisayoshi Ogura, Yasuhisa Watanabe +Cabinet Decoration: Hiroyasu Nagai (Super Star Nagai) + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (1992) "Cameltry [Model SHVC-CT]" +[US] Nintendo SNES (nov.1992) "On the Ball [Model SNS-CT-USA]" +[EU] Nintendo SNES (1993) "On the Ball [Model SNSP-CT-EUR]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-50706]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[JP] Sharp X68000 (sept.25, 1991) +FM Towns PC [JP] (1993) +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +* OTHERS: +[US] Nokia N-Gage "Taito Memories" : Release cancelled +Apple iPhone/iPod [US] (june.8, 2009) [Model 306654093] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=csclub,csclub1,csclub1d +Capcom CPS-II cart. published 28 years ago: + +Capcom Sports Club (c) 1997 Capcom Company, Limited. + +European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [Europe] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=csclubj,csclubjy +Capcom CPS-II cart. published 28 years ago: + +Capcom Sports Club (c) 1997 Capcom Company, Limited. + +Capcom Sports Club is a multi-event sports game for one or two players who can choose to play any one of three different sports games: Tennis (Smash Stars), Football (Kick Stars) and Basketball (Dunk Stars). + +The game's look and feel is typical of Capcom's output of the time and is skewed heavily towards fast, cartoon-like arcade action. + +Of the three games on offer, "Smash Stars" Tennis is by far the most accomplished and would easily stand up as an arcade machine in its own right. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. + +- TRIVIA - + +Capcom Sports Club was released in July 1997 in Japan. It was known as the 24th CPS-II game. + +Known export release: +"Capcom Sports Club [Blue Board]" +"Capcom Sports Club [Grey Board]" +"Capcom Sports Club [Orange Board]" + +In the Smash Stars tennis game, the Chinese tennis player bares more than a passing resemblance to one of Capcom's most famous characters, 'Street Fighter's Chun Li, here known as 'Li-li'. + +- TIPS AND TRICKS - + +* Select New Teams/Player : After 1997 credits have been entered into the machine, the title page changes by adding a girl with a dog on the left side of the screen. This also unlocks 3 new teams (one for each game) as follows... +Dunk Stars - Golden USA +Smash Stars - Melody Love +Kick Stars - All Stars + +* Play against secret teams : To play against the secret teams (Smash Stars - Melody, Kick Stars - Star Team and Dunk Stars - Golden USA) you must reach 200.000 points before winning the finals. + +- STAFF - + +Planner : Yoshifumi Fukuda +Programmers : Yoshinobu Inada, Masahito Oh!Ya! (as 'Masahito Ohya'), Kazuhiko Komori +CG-Works : Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura +Object Designers : Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori Shirahama, Tomohiko Ohsumi, Tadashi Noyama +Scroll designers : Kazumi Teramoto, Maeno Megumi, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno +Sound : Hideki Okugawa, Ryoji Yamamoto +Designers : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu +Voice Actors : Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto (Arts Vision) +Producer : Yoshimi Ohnishi +General Producer : Noritaka Funamizu +Supervisor : Yoshiki Okamoto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cscluba +Capcom CPS-II cart. published 28 years ago: + +Capcom Sports Club (c) 1997 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=csclubh +Capcom CPS-II cart. published 28 years ago: + +Capcom Sports Club (c) 1997 Capcom Company, Limited.. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Capcom Sports Club [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cworld2j +Arcade Video game published 33 years ago: + +Capcom World 2 - Adventure Quiz (c) 1992 Capcom. + +A Japanese quiz game. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board # 89625B-1 + +# of Players: Up to 2 +# of Buttons (per player): 4 + +- TRIVIA - + +Capcom World 2 was released in June 1992 in the Japanese arcades. It was known there as the 20th video game made for the CP-S system. The game was never exported outside Japan. + +This game features a multitude of characters from several Capcom games! Here they are listed by source game title : +* Captain Commando: Captain Commando, Baby Head (Baby Commando), Mack the Knife (Mummy Commando), Ginzu the Ninja (Ninja Commando), Carol, Doppel, Dr.T.W. (with the Monster), Marbin, Scumocide and Wooky (with a Robot). +* Final Fight: Cody, Guy, Haggar, Abigail, Edi E., Poison, Rolento and Sodom. +* Forgotten Worlds: Unknown Soldier, Dust Dragon and the girl from the shop. +* The King of Dragons: Cleric, Dwarf, Elf, Fighter, Wizard and Gildiss (the final boss). +* Knights of the Round: Arthur, Lancelot, Perceval, Garibaldi (or Arlon?) and Scorn. +* Magic Sword: Lizardman, Theif, Drokmar, Quimyra and several unnamed characters (player one, the cloak and dagger baddie, the skull wizard baddie and the dragon). +* Mega Man III: Megaman, Dr. Light, Dr. Wily, Protoman, Geminiman, Hardman, Shadowman, Snakeman, Hammer Joe and Mon King. +* Street Fighter II: Blanka, Chun Li, Dhalsim, E. Honda, Guile, Ken, Ryu and Zangief. +* Strider Hiryu: Itself +* Three Wonders: Gaia, Laru (the one with the sword) and an unnamed rabbit (player one from the 'Don't Pull' segment). + +Two of the game's characters (Pure & Fur) appear as assist characters in "Marvel vs. Capcom - Clash of Super Heroes". + +- SERIES - + +1. Capcom World - Adventure Quiz (1989) +2. Capcom World 2 - Adventure Quiz [B-Board 89625B-1] (1992) + +- STAFF - + +Character designers : Yamachan, Okame, Kitasan, M. Okazaki, Nakatsuka, Ban, Hkn, E. Shida +Programmers : M. Kobayashi, Pon, Hero Hero, H.M.D. +Music & sound : Syun Nishigaki (SYUN) +Planners : C. Kanemitsu, Hiratou K-Suke, K. Nishikawa, E. Shida + +- CONTRIBUTE - + +Edit this entry +$end + +$info=captcommj,captcommjr1 +Arcade Video game published 34 years ago: + +Captain Commando (c) 1991 Capcom Company, Limited. + +Captain Commando is a horizontally-scrolling beat-em-up for up to four players, set in the crime-ridden Metro City in the year 2026. Captain Commando, assisted by his three faithful Commando Companions, must rise up to protect the Earth and all the Galaxy from a gang of super-powered criminals. + +Players can select between any of the four commandos (Captain Commando, Ginzu the Ninja, Baby Head and Mack the Knife) with each able to perform numerous combinations of attacks while standing or jumping. These include grabbing the enemy, as well as a special attack activated by pressing attack and jump simultaneously that will drain a portion of the player's vitality. An addition to the controls is the ability to dash by pushing the joystick left or right twice. + +Players can pick up health-restoring food items hidden inside barrels and other destructible objects to restore their vitality, as well as other bonus items to increase their score. Weapons also can be picked up, such as three different types of firearms, as well as Shuriken that can only be used by Ginzu. + +Players also can ride certain robots by dismounting their riders and jumping over the robot. The robots each have their own vitality gauge and if they sustain enough damage, they will be destroyed. There are three types of robots in the game: a punching robot, a flame-throwing robot, and a freezing robot. Weapons can be carried when the player makes the transition to a new area until the stage is completed. + +The game consists of nine stages in total. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +Players: Up to 4 simultaneously +Control per player: 8-way joystick +Buttons per player: 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +Captain Commando was released in November 1991 in the Japanese arcades. It was known there as the 17th video game made for the CP-S system. + +CAPtain COMmando = CAPCOM + +The stages of the game takes place in "Final Fight"'s Metro City, but in the year 2026. + +Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff. + +Each of the player's button on the dedicated 4-player cabinet uses a unique two-in-one play action button design : two large half circle buttons (red & blue) placed straight side by straight side to form one big circle, thus making two buttons look like one big button cut in half vertically. + +Mack the Knife's name is based on a song made popular in the mid 1950's by Louis Armstrong, and later by Bobby Darin. + +Ginzu the ninja's name comes from the ginzu kitchen knives which were introduced in the 1970's which were made famous by its TV advertising campaign. + +Sho (Ginzu the ninja's Japanese name) is probably based on Sho Kosugi who is a Japanese actor who is known for his portrayals of ninjas in various movies in the 1980's. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992. + +- STAFF - + +Planners : Akira Yasuda (Akiman), Junichi Ohno (Ohno) +Character Designers : Kurisan, Ouji, Eripyon. N, Mattian, Q, Mayo, Ykaru M. +Scroll Designers : Koi, Konomi (Powerful Konomi), Sui, Buppo, Go +Programmers : Y. Egawa, Yokoyama, T. Ueno, Yoshizumi +Sound : Masaki Izutani (T. Yomage) +Sound-Sub : Syun Nishigaki (Syun) +Special Thanks : James Goddard (DJames), Scott, Tetsu, Akira Nishitani (Nin) + +- PORTS - + +Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Captain Commando [B-Board 91635B-2]". + +* CONSOLES: +[JP] Nintendo Super Famicom (mar.17, 1995) "Captain Commando [Model SHVC-QM]" +[JP] Sony PlayStation (sept.17, 1998) "Captain Commando [Model SLPS-01567]" by New, Inc. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=captcomm,captcommu,captcommb,captcommb2,captcommr1 +Arcade Video game published 34 years ago: + +Captain Commando (c) 1991 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Captain Commando [B-Board 91634B-2]". + +- TECHNICAL - + +B-Board #: 91635B-2 + +- TRIVIA - + +In this Export release : +* Sho is called 'Ginzu'. +* Jennety is called 'Mack the Knife'. +* Hoover is called 'Baby Head'. + +- PORTS - + +Here is a list of non-Japanese ports. To see Japanese ports, please see the original Japanese version entry; "Captain Commando [B-Board 91634B-2]". + +* CONSOLES: +[EU] Nintendo SNES (1995) "Captain Commando [Model SNSP-QM-EUR]" +[US] Nintendo SNES (aug.1, 1995) "Captain Commando [Model SNS-QM-USA]" +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ctomaday + +Captain Tomaday (c) 1999 Visco Corp. + +A comical vertically scrolling shoot'em up starring a mutated tomato who punches the enemy and can transform to other weird characters. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0249 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Left punch/Super blow attack [B] Right punch/Super blow attack [C] Formation change + +- TRIVIA - + +Captain Tomaday was released in May 1999. + +It was not released on the Neo-Geo AES home console. + +- STAFF - + +Producer : Don Gabacho (Don Gabacyo) +Director : Ume. W +Graphic designers : Max Noda, Mi, Mo, Mocchi, Nike. Pu!, Sadaijin, Shimarisu, Takano +Programmers : Bilbo, Chi-chan, Marin, Momonga, Alice You + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cawing,cawingu,cawingur1,cawingr1,cawingbl,cawingb2 +Arcade Video game published 35 years ago: + +Carrier Airwing (c) 1990 Capcom. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "U.S. Navy [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- TRIVIA - + +The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese release of the game than in the Export versions (graphic changed). Maybe in the hope to avoid license problems in the U.S. ? + +- SERIES - + +1. U.N. Squadron [CP-S No. 06] (1989) +2. Carrier Airwing [CP-S No. 12] (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chaknpop +Arcade Video game published 41 years ago: + +Chack'n Pop (c) 1984 Taito. + +Chack'n Pop is considered by many to be the precursor to the venerable game Bubble Bobble. The cast consists of two enemies that would later be seen in Bubble Bobble. Many fans of the Bubble Bobble series may find Chack'n Pop less fun to play due to its high degree of difficulty. + +The game puts the player in the role of Mr. Chack'n, who must rescue all of the hearts that were stolen during a romantic interlude between him and Miss Chack'n. Chack'n is an interesting character with equally interesting abilities. He can toss two bombs, only one in each direction at a time. He can also effortlessly go from walking on the floor to walking on the ceiling. If the ceiling is low enough, Chack'n can extend his legs until his head touches the ceiling to immediately begin walking on it. + +Chack'n must use his bombs to release the captured hearts from their cages. Once all of the hearts are freed, he can escape through the top right corner of the maze. Along the way, purple Monstas will be trying to stop Chack'n simply by colliding with him. Chack'n can use his bombs to defeat the Monstas, but the limited use he has over them makes the bombs an unreliable attack method. Once Chack'n spends enough time in a maze, it is not uncommon for him to become completely overwhelmed by the presence of the Monstas. + +- TECHNICAL - + +Prom Stickers : A04 + +Main CPU : Zilog Z80 (@ 2.35 Mhz) +Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Even if titlescreen says MCMLXXXIII (1983), Chack'n Pop was released in April 1984 in Japan. + +The graphics roms contain unused sprites for a character that looks identical to the mechanical wind-up 'Zen-Chan' that later appeared in "Bubble Bobble". + +Even though Chack'n battles Monstas and Mightas in this game, he would fight on their side 13 years later in "Bubble Memories - The Story of Bubble Bobble III". + +A copyright string is hidden in the ROM a04-05 at 0x1EC6: +83 TAITO CORPORATION +PROGRAMMED BY JUN. + +- TIPS AND TRICKS - + +Maze 1 +The first maze is a purely introductory maze. It teaches you the basics of the game. If you're new to the game, get to know the way that Chack can move through the maze. The first two Monstas make and easy multiple kill target, as do the two Monstas on the bottom if you're will to wait for both of them to hatch. If you happen to die on this level, you will not lose a life, but you will automatically be sent to Maze 2. + +Maze 2 +This is the first real stage. There are multiple paths that you can take to reach the single heart in the lower right corner. If you are concerned with the number of Monstas that may appear, be preemptive and bomb some of the eggs. Once you free the heart, you must come back to the center of the lowest level in order to progress to the top of the stage where the exit is. + +Maze 3 +There are two hearts in this stage. It makes the most sense to free the heart on the left first, and the heart on the second last. Eliminate as many eggs as you can unless you want to earn a completion bonus. Since you have many choices as to how you can get from the left heart to the first heart, proceed cautiously, and take the paths that are least occupied. Send bombs ahead of you in case any Monstas decide to hunt you down. + +Maze 4 + +This maze contains easily identifiable walls that can be broken by your bombs. Use your bombs to open up pathways that give Chack access to the hearts. Free the higher heart first, then drop down to free the lower left heart. Try to clear out Monstas and their eggs in advance of your arrival. Once you free the left heart, you can take the lower path that crosses the boundaries of the screen, allowing you to move from the left side of the screen to the right side. Traveling back up the right side can be risky since you can't bomb up, only down. Travel back to the opposite side of the screen if you need to return to safety, but remember, the Monstas can follow you. + +Maze 5 +Maze 5 is the first maze that features water vials. They are essential to your escape from this maze. Free the heart closest to your starting point. In the process, you should break the water vial nearby, and water will begin to fill the bottom of the screen. Free the vial below it, and cross the screen boundary at the bottom of the screen. Carefully climb back up the right side, and free the right heart as well as one more water vial by throwing a bomb as last as possible while you are hanging from the ceiling to the left of the heart. By the time you do this, there should be enough water in the maze to allow you to swim to the L shaped platform in the center of the lower level. From here, you can climb up through the middle of the screen and reach the exit. Breaking more vials doesn't help you, but it won't really hurt you either. Just remember that bombs don't work underwater. + +Maze 6 +This maze introduces a moving platform that can (infrequently) kill Monstas for you. The platform in this stage isn't vital to your escape, but it can come in handy. Work your way towards the bottom of the maze. Free the right heart as soon as you like, but approach the left heart carefully, as you're an easy target in the narrow tunnel. Once you reach the gap beneath the left heart, push up so that Chack extends his legs into the gap. He will never be able to rise above it, but when he is at his highest, drop a bomb on both sides so that the bomb comes to rest above the gap. When they explode, they will each break a corner of the cage, freeing the heart and opening the way out. + +Maze 7 +This maze looks deceptively simple, but the position of the hearts puts Chack in danger of getting attacked by Monstas, as a lot of backtracking is necessary. Either proceed cautiously by bombing as many eggs as possible, or move quickly through the maze before the eggs have a chance to hatch and overwhelm you. This maze can be particularly tricky to escape from once you're on the bottom. + +Maze 8 +Just after you start this maze, some of the decision making is taken off your hands as you are forced down the left alley. Move quickly to reach the lower heart and use the same technique that you used in Maze 6 to free the hearts by rising up and throwing bombs just as Chack's head clears the gap. Make your way back up to the top and free the higher heart. Once you do that, you are forced to fall to the bottom of the right side of the screen where you must cautiously advance to the exit at the top. + +Maze 9 +Maze 9 features another moving platform. Unlike the one before, this one is vital to your escape from the maze. In order to free the left heart, you must toss a bomb to the left as late as possible as you hang from the ceiling to the right of the cage and move to the left. If you release the bomb too early, it will fall to the floor below. The lower heart is easier, but you must travel towards the center of the lower level to begin your escape. Once you reach the moving platform, let it drop you off on the ledge to the left. Get back on top of it, hop over the obstacle along the platform's path, and ride the platform to the right side of the maze. + +Maze 10 +This is the last water vial maze and it can be particularly challenging. Start by dropping to the bottom and crossing the screen boundary to reach the right side. Climb up to the top and break the three water vials. Return to the middle of the screen and cross to the left. Free the right heart and break the vial in the center. There should now be enough water for you to swim to the gap on the left side of the screen that would allow you to climb up to the heart on the left. Once the heart is freed, the exit is clear, but the path to it can be quite deadly, especially if the water is full of Monstas. Only careful removal of the Monstas can ensure you with a safe path to the exit. + +Maze 11 +Maze 11 features a moving platformt that is both a friend and a foe. It moves slightly more erratically (although predictably) and is necessary to go from the left heart to the right heart. Both hearts must be freed by tossing a bomb from far away while hanging upside down. Once the left heart is freed, hang from the moving platform and exit to the left. Climb up over the to the first block above the platform. Cross over to the second block when the platform passes beneath both blocks. Then ride the platform over to the right where you can free the second heart and make your escape. + +Maze 12 +This maze features breakable blocks that must be destroyed to create the path to each heart and the exit. From the start, you will be forced to break blocks that cross the screen boundary not once, but twice. Once you're back on the left side, you can free the lower heart, and work your way to the higher heart. As a general rule, try not to destroy more walls than you need to, as they provide Chack with a defense against too many Monstas, as well as making it easier for him to navigate the maze. + +Maze 13 +The platform that moves back and forth in this maze blocks one pathway to one heart or the other. It doesn't matter which one you go after first, although it's a little faster to take the right path first. To get the right heart, you must pass above the heart first and fall down to the right of it in order to pitch a bomb over by the cage. Once you collect it, you must climb up the alley to the right of the platform. The left heart is a little more straightforward. Once you free both hearts, you must cross the screen boundary to reach the small tunnel that leads to the exit. Beware of any Monstas that might be remaining on that side. + +Maze 14 +As the last level, this maze can be particularly challenging to navigate. Certain regions of the maze can only be reach by cross the screen boundary. There are a lot of breakable walls in this stage, but the color difference is slight enough to be deceptive. Keep an eye out of all of them, and pay attention the avenues that are made available by destroying them. The exit can only be reached by crossing the screen boundary at the highest point on the left, and that can only be reached by falling through the breakable wall to the right of the higher heart. Finish this maze to view an ending before you start back over on maze 2. + +- STAFF - + +Programmed by: JUN. +Music by: Yoshino Imamura + +- PORTS - + +* CONSOLES: +[JP] Sega SG-1000 (1985) "Chack'n Pop [Model C-52]" +[JP] Nintendo Famicom (may.24, 1985) "Chack'n Pop [Model 02 TF-4500]" +[TW] Sega SG-1000 (198?) "Da Yu" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* HANDHELDS: +[AS] Sony PSP (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +[KO] Sony PSP (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[JP] Sharp X1 (1984) +[JP] MSX (1985) +[JP] NEC PC-6001 Mk2 (1984) +[JP] NEC PC-88 (1985) +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=champwr,champwrj +Arcade Video game published 36 years ago: + +Champion Wrestler (c) 1989 Taito Corporation. + +Eight original wrestlers fight for glory and money. Win the title belt of the TWF circuit in a single or tag-team match. + +- TECHNICAL - + +Taito L System Hardware +Prom Stickers: C01 + +Main CPU: (2x) Zilog Z80 (@ 6 Mhz) +Sound CPU: Zilog Z80 (@ 4 Mhz) +Sound Chips: YM2203 (@ 3 Mhz), OKI MSM5205 + +Screen Orientation: Horizontal +Video Resolution: 320 x 224 Pixels. +Screen Refresh: 60.00 Hz +Palette Colors: 256 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Punch, Kick + +- TRIVIA - + +Champion Wrestler was released in August 1989 in Japan and in December 1989 internationally. + +Rastan, the "Rastan Saga" hero appears in this game as Miracle Rastan. + +Don't miss the funny pictures in win/lose screen :). + +- SERIES - + +1. Champion Wrestler (1989, Arcade) +2. Champion Wrestler - Jikkyou Raibu [Model SLPS-00237] (1996, PlayStation) + +- STAFF - + +Director: Takeshi Murata +Progammers: Takeshi Murata, Tsui Kato, Creamy Tetsu, Takahisa Horimoto +Game Designers: Kenji Kaito, Hiroyuki Maekawa +Character Designers: Kenji Kaito, Minori Ishino, Makoto Fujita, Oolong Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, Minako Morimoto +Sound (Zuntata): Pochi, Hidehito Kitamura +Hardware Designer: Katsumi Kaneoka +Designer: Atsushi Iwaoka +Thanks: Junji Yarita, Toshio Kono, Tadashi Kushiro, Shinya Okuda + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (dec.14, 1990) "Champion Wrestler [Model TP02014]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=champwru +Arcade Video game published 36 years ago: + +Champion Wrestler (c) 1989 Taito America Corp. + +North American release. Game developed in Japan. See the original for more information; "Champion Wrestler". + +- TRIVIA - + +Released in December 1989 in the USA. + +This US version has the "Winners Don't Use Drugs" screen. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chasehq,chasehqj,chasehqju +Arcade Video game published 37 years ago: + +Chase H.Q. (c) 1988 Taito Corporation. + +Chase H.Q. is a checkpoint-based racing game in which the player takes on the role on an undercover cop called Tony Gibson in this 'Miami Vice' inspired game from Taito corporation. Gibson drives a powerful unmarked police car (resembling an anthracite Porsche 928) along with his partner, Raymond Broady, and must chase down and apprehend various criminals. + +The player has between 55 and 70 seconds (depending on the game's Dip switch; factory setting = 60 seconds) to catch up with the fleeing criminal(s), then the same time period again to repeatedly ram into the criminal's car until it is too damaged to drive. The criminal's car is constantly moving away, so if the player repeatedly crashes or drives too slowly, the criminal will escape and the game ends. + +As with Sega's seminal "Out Run", "Chase H.Q." features forked junctions offering players a choice of routes. In this game, however, the route selected is only a temporary diversion and dictates how quickly the criminal is caught up with. The player's Porsche is equipped with a limited number of turbo boosts (3 by factory), when used a turbo boost pushes the car to incredible speeds, at the expense of control. The turbos must be used wisely if the player is to have a chance of capturing the criminal before the time limit expires. + +The game consists of 5 levels, each with its own villain to capture. + +The game's villains and the cars they drive are: +1. Ralph, the Idaho slasher (white Lotus Esprit type 82) +2. Carlos, the New York armed robber (yellow Lamborghini Countach) +3. Chicago pushers (silver Porsche 911 [930]) +4. L.A. kidnapper (blue Ferrari 288 GTO) +5. Eastern Bloc spy (red Porsche 928, initially unknown) + +- TECHNICAL - + +Taito Z System hardware +Prom Stickers: B52 + +Main CPU: (2x) Motorola 68000 +Sound CPU: Zilog Z80 +Sound Chips: Yamaha YM2610 + +Players: 1 +Control: Steering wheel + 2 pedals (gas and brake) + high/low gear shift +Buttons: 1 +[button on the shift knob] = use a turbo + +- TRIVIA - + +Chase H.Q. was released in October 1988 in Japan. It was arguably the first sprite-scaled racer since Sega's legendary "Out Run" - released 2 years' earlier - to truly capture the gaming public's imagination. + +The names main characters of chase H.Q. are as follows: +The Caucasian cop: Tony Gibson +The African-American cop (A.K.A. Mr. Driver): Raymond Broady +Chase H.Q.'s Dispatcher: Nancy (she doesn't have a last name). + +The 1st stage always shows right arrow. The arrow on the 3rd stage, on the other hand, directs left. The 2nd, 4th and 5th stages feature a helicopter and the arrow direction is always random. + +Full Throttle (or Top Speed as released for the rest of the world) can be converted into Chase H.Q. When converted, the pedals will be analog (instead of digital in dedicated machines). Both Chase H.Q. and Full Throttle machines were produced with both types of steering wheel: with blockade (and centering after release) and without lock. Not every machine has a brake pedal, and not all machines have been produced with analog pedals either. + +The main player's car (the black Porsche 928) makes an appearance in 2 spin-offs to the Chase H.Q. series: "Crime City" and "Quiz H.Q.". + +Instructions shown after attract mode show you have to 'bumb' into 'climinals'. The game doesn't indicate how to 'bumb' (must have been 'bump') or who 'climinals' are; they must have been 'criminals'. + +Brian Kuh holds the official record for this game with 3,596,680 points on June 1, 2006. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on March 21, 1989. + +- UPDATES - + +The Japanese version has different voices (non-English) and a territorial notice not allowing to play outside Japan. + +The US release shows speed in a mile per hour. + +- SCORING - + +1 yard driven: 10 pts. +Every car overtaken: 200 pts, then 400 pts up to 8000 pts (when not crashed); overtake bonus resets to 200 when crashed into any car. +Bump into criminal's car: stage number × 10000 pts. You may even randomly score (stage number × 10000) + 40000 after a more powerful bump. Note this is a score when you don't continue (when you continue, you'll get 1000 and randomly 4000 points). + +BONUS SCORE +Stage completion: stage number × 100000 pts (1 coin only; continue reduces to 10000). +Time bonus: remaining seconds left × 5000 pts (1 coin only; continue reduces to 500). +Entire game (5 stages) complete: 5000000 pts (1 coin only; continue reduces to 500000). + +- TIPS AND TRICKS - + +* Maximum overtake bonus: overtake 40 cars without crashing to get 8000 points per overtake (starting with 200 and raising by 200). Crash into any traffic car and you'll have to start racking points up from 200 per overtake. + +* Always take a turn indicated by an arrow: taking a wrong turn will cause the distance meter to grow significantly, eventually resulting in a game over. + +* You may shift the gear from high to low very often to take sharp or long turns, given the brake (if available) isn't very strong. + +* Chase H.Q. doesn't have a final boss penalty (no continue on the final stage, seen in "Arkanoid"), so you can continue at every stage, but you'll get 1/10th of the initial score when you do so. + +- SERIES - + +1. Chase H.Q. (1988) +2. S.C.I. - Special Criminal Investigation (1989) +3. Super Chase - Criminal Termination (1993) +4. Ray Tracers (1997, Sony PlayStation) +5. Chase H.Q. 2 (2007) + +- STAFF - + +Game Design: Hiroyuki Sakou +Game Programmers: Takeshi Ishizashi, Takeshi Murata, Kyouji Shimamoto +P.C.B Designer: Masahiro Yamaguchi +Character Design: Yoshihiko Wakita, Sachiko Yamana, Izumi Ishikawa, Takeshi Ishizashi +Sound Designers: Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka +Music Composer: Takami Asano +Cabinet Designer: Nobuyuki Iwasaki +Proposer: Yoshiharu Suzuki + +Special Thanks: Junji Yarita, Kazuya Mikata, Atsushi Iwata (A. Iwata) + +- PORTS - + +* CONSOLES: +[JP] Nintendo FamiCom (Dec.8, 1989) "Taito Chase H.Q. [Model DTF-H9]" +[JP] NEC PC-Engine (Jan.26, 1990) "Taito Chase H.Q. [Model TP02006]" +[EU] Sega Master System (1990) "Chase H.Q. [Model 7038]" +[JP] Sega Saturn (Aug.9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]" +[JP] Sony PS2 (Mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +* HANDHELDS: +[EU] Nintendo Game Boy (1991) "Chase H.Q. [Model DMG-HQ-NOE]" +[JP] Nintendo Game Boy (Jan.11, 1991) "Taito Chase H.Q. [Model DMG-HQJ]" +[JP] Sega Game Gear (Mar.8, 1991) "Taito Chase H.Q. [Model T-11017]" +[EU] Nintendo Game Boy Color (Aug.1999) "Chase H.Q. - Secret Police [Model DMG-AH9P-EUR]" +[JP] Nintendo Game Boy Color (May.26, 2000) "Taito Memorial - Chase HQ - Secret Police [Model DMG-AH9J-JPN]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1988) +[EU] Amstrad CPC (1989) +[EU] Commodore Amiga (1989) +[EU] Atari ST (1989) +[EU] Commodore C64 (1990) +[JP] Sharp X68000 (oct.1992) +[JP] FM Towns PC (1993) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chikij +Arcade Video game published 35 years ago: + +Chiki Chiki Boys (c) 1990 Capcom Company, Limited. + +A cute platform game. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89625B-1 + +Players: Up to 2 simultaneously. +Control per player: 8-Way Joystick +Buttons per player: 3 +=> [1] Attack, [2] Jump, [3] Bomb + +- TRIVIA - + +Chiki Chiki Boys was released on June 19, 1990 in Japanese arcades. It was known there as the 10th video game made for the CP System. + +The game was known outside Japan as "Mega Twins [B-Board 89624B-3]". + +- STAFF - + +Game Designer : Bully Duck +Directors : Noritaka Funamizu (Poo), Yoshiki Okamoto (Kihaji Okamoto) +Object Designers : Manbou, Ikusan Z, Unicorn Mayumi +Scroll Designers : Zummy, Ziggy (Zummy & Ziggy) +Hard Designer : Kuccan +Programmers : Blbon, Meijin, Yuki Saiko +Spacial Thanks : Ozzy, Kame, Satochin, Genie + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (1993) "Chiki Chiki Boys [Model G-4083]" +PC-Engine CD-ROM² [JP] (jul.15, 1994) "Chiki Chiki Boys [Model NAPR-1033]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chimerab,chimeraba +Arcade Video game published 32 years ago: + +Chimera Beast (c) 1993 Jaleco. + +A horizontally scrolling shoot'em up where 1 or 2 players control creatures known as 'eaters' which are capable of eating other creatures and taking their DNA, thus acquiring their abilities or characteristics. + +Chimera Beast takes place on a planet which is described as distant and Earth-like. The planet is overrun by animals known as eaters, capable of eating other creatures and acquiring their abilities or characteristics. The player controls one of these eaters and progresses through the game by means of evolution, consuming microscopic organisms in the first stage, fish in the second, and so on. When the player's creature gets big enough to take on humanity, the goal of the game is revealed. The planet's humans have developed space travel, which the player must thwart, so as not to give the eaters a means of escaping the planet. There are two possible endings: one in which the player is able to stop the eaters from escaping the planet, and one in which the eaters do escape and, we are told, will eventually make their way to Earth. + +The chief innovation of Chimera Beast is its power-up system. Instead of collecting gun upgrades as in most games of this genre, the player's eater enhances itself by eating other creatures and assuming their abilities and defenses. Instead of simply having various types of projectile weaponry, the game attempts to make these new abilities as varied as possible. Consuming a crustacean might give the player's eater a hard protective shell, for example, while an insectoid creature might offer a poisonous tail instead. The game even includes the ability to use cancer as a weapon. + +Another difference from typical shooter mechanics is that the player's eater does not die after being hit. It has a life bar, which can be charged by consuming enemies. It is even possible to eat enough charge the life bar past its starting position, creating a larger eater which is not only more powerful but can take more damage as well. + +- TECHNICAL - + +Jaleco Mega System 1-C hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Jaleco never officially released this game to the market. A rare advanced prototype version (fully complete) was available in March 1993. + +The enemies in Chimera Beast are mostly animals, some with equivalent Earth versions and some without. Some of the enemy creatures include jellyfish, an eel-like agnathan, clown fish, clams, flying squirrels, and moles. Once the player reaches the human stage, they will face war vehicles such as tanks and jets. + +In Stage 6, destroying the jeeps that are on the ground makes a pair of humans appear. They are Allen and Rick, from Jaleco's 1991 release, "64th Street - A Detective Story". + +- TIPS AND TRICKS - + +Chimera Beast features both a Good and Bad endings. + +- STAFF - + +Developed by C.P. Brain. + +Executive produced by : Tokuhiro Takemori +Directed by : Shigeru Hashimoto +Game designed by : Y. Hiroyama +Programmed by : Manbow +Bg designers : Helluder, Toukaidou Nozomi, Reiko Takano, Tutomu Rukada +Obj. designers : Sigeru, Toukaidou Nozomi, Nanae +Creatures designed by : Y. Hiroyama +Sounds & Music composed by : Kiyoshi Yokoyama + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chokchok +Arcade Video game published 30 years ago: + +쵸키쵸키 (c) 1995 Mijin Computer. +(Choky! Choky!) + +Yet another clone of Buster Brothers / Pang! / Pomping World - this one featuring low-budget music and sound effects, and split-screen competitive two-player action, somewhat reminiscent of Twinkle Star Sprites. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 15 Mhz), Zilog Z80 (@ 3.42719 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz) + +Players: 2 +Control: 8-way Joystick +Buttons: 3 + +- STAFF - + +Developed by SemiCom. + +Producer: Jeon Jae Yun +Game Design: Han Seung Hun +Program: Kim Jin Woo +Music/Sound: Jeon Seok Gee +Graphic: Kim Eun Ae, Hong Young Joo, Whang O-Sik, Hong Dae Hyun + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gowcaizr + +超人学園ゴウカイザー (c) 1995 Technos. +(Choujin Gakuen Gowcaizer) + +An anime style fighting game that takes place in the Year 2010 in Tron City. In this city, there is a school for special students called the Belnar Institute. Isato Kaiza, the hero of the story, is a student at this school. He also possesses a stone called a Caizer stone which transforms him into a super human fighter named Gowcaizer. The story begins as a new student named Kyosuke Shigure arrives at the school seeking revenge against its principal, a mysterious man named Ohga, who seems to be bent on destroying the world. So it's up to Gowcaizer, Kyosuke, and their allies to stop him. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-094 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +=> [Joystick] 8-way, [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Literally : Superman School Gowcaizer. + +Choujin Gakuen Gowcaizer was released in September 1995 in Japan. It was known outside Japan as Voltage Fighter Gowcaizer. + +A sequel called "High Voltage 12+1" was planned. An alpha version was produced but Technos closed their doors soon after. + +A two part OAV anime based on the game was released in 1996. It was released on DVD in 1999 as a movie. + +- STAFF - + +Starring The Voice Talents Of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami +Project Leader : Teruo Ichimura +Director And Writer : Kengo Asai +Character Designer : Masami Oobari (Studio G-1) +Character Art Director : Hideki Nakazawa +Title Designer : Seiji Tanda +Assistant Director : Junichi Arai, Norihiro Sawada +Character Action Designers and Arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada +Enemy Algorithm Staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa +Programming Director : Nobuyuki Nakane +Programming Crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori +Music Composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura +Music Data Entry And Sound Effects : Kennosuke Suemura +Graphic Artwork Crew : Koji Ogata, Masamichi Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Koji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, Takahide Koizumi, Atushi Ikeda, JC Staff, Winz, Y.Y,B +Special Thanks To : Studio G-1, Kengo Asai, Yukinori Umetu, Tukasa Kotobuki, Ikegami Tatuya, Kazuyuki Kurata + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (oct.20, 1995) [Model NGH-094] +[US] SNK Neo-Geo AES (oct.20, 1995) [Model NGH-094] +[JP] SNK Neo-Geo CD (nov.24, 1995) [Model NGCD-094] +[JP] Sony PlayStation (jul.17, 1997) [Model SLPS-00527] +[JP] Sony PlayStation 3 (sept.14, 2011) "Choujin Gakuen Gowcaizer [PSOne Classics] [Model NPJJ00600]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=chukatai,chukataij,chukataiu,chukataija +Arcade Video game published 37 years ago: + +Chuka Taisen (c) 1988 Taito Corp. + +A horizontally scrolling shoot'em up. + +- TECHNICAL - + +Board Number : K1100332A +Prom Stickers : B44 + +Main CPU : (2x) Zilog Z80, I8X41 +Sound Chips : YM2203 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Chuka Taisen was released in July 1988 only in Japan by Taito. + +The title of this game translates from Japanese as 'Great Chinese Wizard'. + +- STAFF - + +Developed by Hot-B. + +From the High Score Table: Yukio Abe, Hidehiro Fujiwara + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (sept.22, 1989) "Chuka Taisen [Model DTF-CW]" +[US] [EU] Sega Master System (1989) "Cloud Master [Model 7027]" +[JP] NEC PC-Engine (mar.13, 1992) "Gokuraku! Chuuka Taisen [Model TP03021]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[JP] MSX2 (1988) by Hot-B +[JP] Sharp X68000 (jan.25, 1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cleopatr,cleopatro +Taito F3 cart. published 29 years ago: + +Cleopatra Fortune (c) 1996 Taito. + +A falling bricks puzzle game with an ancient Egyptian atmosphere. Features great music! + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E28 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Cleopatra Fortune was released in September 1996. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection Vol.3 - ZTTL-0022) on May 21, 1998. + +- SERIES - + +1. Cleopatra Fortune (1996) +2. Cleopatra Fortune Plus (2002) + +- STAFF - + +Game Design: FJT, S.N, Takaoka (Natsume) +Software Design: Moriyuki Kanaya (Natsume) +Character Design: Y. Kousokabe, I. Inoue (Natsume), Kana Hirano (Natsume), Kazuhiko Kawai (Natsume) +Sound: Shuichiro Nakazawa (Zuntata), C. Haggy (Zuntata) +Voice: Rimmy (Zuntata), AMI +Narration: Mika Twining +Design: Mihoko Sudoh +Producer: Masaki Ogata, Yoshihisa Nagata, Yoshio Imamura + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (feb.14, 1997) "Cleopatra Fortune [Model T-1108G]" +[JP] Sony PlayStation (may.17, 2001) "Cleopatra Fortune [Model SLPS-03187]" +Sega Dreamcast [JP] (june.21, 2001) "Cleopatra Fortune [Model T-16603M]" +[US] Sony PlayStation (2003) "Cleopatra's Fortune [Model SLUS-01491]" +[EU] Sony PlayStation (feb.7, 2003) "Cleopatra Fortune [Model SLES-03935]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +* OTHERS: +Mobile Phone [US] (sept.5, 2003) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=contcirc,contcircu,contcircua,contcircj +Arcade Video game published 37 years ago: + +Continental Circus (c) 1988 Taito corporation. + +Continental Circus is a Formula One-styled racing game in which the player races over 8 Grand Prix circuits (loosely based on real-life circuits from back then), trying to complete one full lap before the time limit expires. The game features pit-stops and dynamic weather; the latter in the form of rain and storm. + +If the player's car is hit by either a rival car, hits into a trackside barrier, checkpoint pillars, pit road barrels or billboards, the car will be damaged and begin smoking. The player must pit in at the earliest opportunity to get the car repaired, otherwise the fire will spread and the car will eventually explode. + +Should the player's car have a second collision before the Pit-stop is reached, the car will explode, wasting precious time before a replacement car appears. + +Continental Circus' Grand Prix tracks are as follows: +BRAZIL / Brazil GP - Qualified Rank 80 +AMERICA / U.S.A GP - Qualified Rank 60 +FRANCE / French GP - Qualified Rank 50 +MONACO / Monaco GP - Qualified Rank 40 +GERMANY / Germany GP - Qualified Rank 30 +SPAIN / Spain GP - Qualified Rank 20 +MEXICO / Mexico GP - Qualified Rank 10 +JAPAN / Japan GP - Qualified Rank 03 + +- TECHNICAL - + +Taito Z System hardware +Board Number: K1100351A +Prom Stickers: B33 + +Main CPU: (2x) Motorola 68000 (@ 12 MHz) +Sound CPU: Zilog Z80 (@ 4 MHz) +Sound Chips: Yamaha YM2610 (@ 8 MHz) +Screen resolution: 320x224 +Screen orientation: horizontal + +Players: 1 +Control: Steering wheel (either locked or free, depending on dip switch) + 2 analog pedals (gas and brake; only cockpit version features both), high-low gear shift +Buttons: 1 => start (only in Japanese version) + +- TRIVIA - + +Even if the title screen says 1987, Continental Circus was released in March 1988 in Japan. + +Like Nintendo's 1981 classic, "Donkey Kong", Continental Circus was the victim of a mistake during the translation from Japanese to English. The game was originally to be called 'Continental Circuits'. All the artwork on the US games was later corrected to say 'Continental Circuit' but the original Taito PCBs are clearly labeled with the epithet 'Circus'. + +F1 is often called the 'F1 circus' because it is like a big circus that travels to different cities across different continents. + +Continental Circus was unique at the time in that certain cabinets came supplied with a '3D visor', through which the player viewed the action. The visor, similar in outward appearance to the one used in Atari's "Battlezone", produced a simple but effective 3D effect. This effect could be disabled by the arcade operator via the dip switch settings. + +This game was released in the US and rest of the world a year later (in 1989). + +The race car driven by the player is the 1987 Camel-sponsored Honda/Lotus 99T Formula 1 car as driven by Ayrton Senna (1960-1994) and Satoru Nakajima. Sponsor names such as 'Camel' and 'DeLonghi' are misspelled deliberately to prevent copyright infringement under Japanese (and every other national) law. + +Special thanks are written in staff roll as "Spacial thanks". + +Briefing before round 5 displays wrong country - Germany. This country exists from October 1990. But the cabinets have round 5 written correctly as W. Germany. + +Mexico GP is actually former US GP west, raced on the streets of Long Beach, California. + +All versions measure the speed in a kilometer per hour. + +4 staff members are highlighted in staff roll by use of pink color (see the staff section and "P" letter put into brackets). + +Even when you complete the entire game, you get a game over after you enter initials. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on November 21, 1988. + +- UPDATES - + +Japanese rom has copyright notice not allowing to play this game outside Japan. This version is also started differently - using start button instead of pressing accelerator pedal. Additionally, it's not licensed from US navy. + +World and US ROMs are licensed from US Navy under US patent no. 4021846. + +- TIPS AND TRICKS - + +* Fast Start: Hold gas to the full during countdown; tires will smoke. Release gas quickly and hold it back to gain speed. + +* Remember to drive to the pit road when the bolide is smoking. When you fail to do so, engine will fire and the screen will show "impending explosion" warning. You may not complete the stage when the bolide explodes. + +* Don't forget to change tires when the rain emerges - the bolide handles worse at turns and this may also prevent you from completing the stage. + +* You have no option to continue on Japan GP when the time runs out or your position is lower than #03. + +* Use brakes only in emergency situations - when overtaking is difficult or before sharp turns on stages 4; 7 and 8. + +* Don't turn too lightly when not required - you'll cause the bolide to spin (when you don't center the steering wheel), which will eventually make you accelerate from 0 km/h, more or less like after explosion, but without the time necessary to place the replacement bolide (approximately 5 seconds). Try to keep the steering wheel centered on the straights when you don't need to overtake. + +* Watch out when the speedometer hits 380 km/h: the speedometer will turn yellow and bolide will crash after only one hit (the bolide explodes after 2 hits below that speed). + +- STAFF - + +CREATE STAFFS +Produce: Junji Yarita, Yoshimitsu Kasahara +Software: Tohru Sugawara, Hidenori Sasatani, Kenzo Nomura, Eiichi Sato +Character: Junji Yarita, Yoshimitsu Kasahara, Seiji Kawakami, Shinobu Iwabuchi (P), Toshiyuki Nishimura +Hardware: Seigo Sakamoto, Masahiro Yamaguchi, Takashi Ohhara +Mechanic: Akira Takahashi, Itsuji Yamada, Tohru Hirata, Yukihiro Akiyama, Masaharu Hori +Design: Naoko Yoshida (P), Shinobu Sekiguchi, Kazuo Nakagawa, Takeo Shiraishi, Atsushi Iwaoka +Sound - music arranged: Mar. (Ztt) +Sound - all direction: Mar. (Ztt) +Sound - sub direction: Yack (Ztt) +Sound - Software: Naoto Yagishita, Hisayoshi Ogura, Shiro Imaoka, Kazuyuki Ohnui +Sound - Hardware: Eikichi Takahashi, Tsukasa Nakamura +Electric: Fumio Takeda, Satoru Shimomura, Masatoki Sasaki + +Special thanks: Akira Iwai, Genya Kuriki, Hidehiro Fujiwara, Harutoki Kume, Hiroyasu Nagai, Ichiro Fujisue, Mari Iwano (P), Mikio Hatano, Natsuki Hirosawa, Takaaki Deguchi, Takeshi Ishii, Tetsushi Abe, Tetsuro Kitagawa, Toshiko Shimoda (P), Toshiyuki Sanada, Tsutomu Yoshikawa, Yasuhiko Tanaka, Yasuo Tsumori, Yoshinori Aiura, Yoshio Imamura + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (Oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (Oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (Jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (Jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1989) +[EU] Amstrad CPC (1989) +[EU] Atari ST (1989) +[US] Commodore C64 [EU] (1989) +[EU] Commodore Amiga (1989) +[EU] MSX (1989) +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cookbib,cookbiba +Arcade Video game published 30 years ago: + +Cookie & Bibi (c) 1995 Mijin Computer. + +A "Puzzle Bobble" ripoff. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 15 Mhz) +Sound CPU : Zilog Z80 (@ 3.42719 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 60.00 Hz +Palette colors : 1024 + +Players : 2 +Control : 8-way Joystick +Buttons : 2 + +- SERIES - + +1. Cookie & Bibi (1995) +2. Cookie & Bibi 2 (1996) +3. Cookie & Bibi 3 (1997) + +- STAFF - + +Developed by SemiCom. + +Executive Producer : Jeon Jae Yeon +Programmer : Baek Seung Ki +Graphic : Kim Eu Nae +Sound : Jeong Seok Gee + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cookbib2,cookbib2a,cookbib2b,cookbib2c +Arcade Video game published 29 years ago: + +Cookie & Bibi 2 (c) 1996 SemiCom. + +A "Puzzle Bobble" rip-off. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +The game was released in December 1995. + +- SERIES - + +1. Cookie & Bibi (1995) +2. Cookie & Bibi 2 (1996) +3. Cookie & Bibi 3 (1997) + +- STAFF - + +Executive producer : Jeon Jae Yeon +Game designer : Han Seung Hoon +Game programmer : Mm Hyun Ho +System programmer : Kim Jin Woo +Graphic designers : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo +Sound composer / S.E : Jeon Seok Gee + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cookbib3 +Arcade Video game published 28 years ago: + +Cookie & Bibi 3 (c) 1997 SemiCom. + +A "Puzzle Bobble" Ripoff. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way Joystick +Buttons : 3 + +- SERIES - + +1. Cookie & Bibi (1995) +2. Cookie & Bibi 2 (1996) +3. Cookie & Bibi 3 (1997) + +- STAFF - + +Executive Producer : Jeon Jae Yeon +Programmed by : Kim Hyun Ho +Reprogrammed by : Strider X +Graphic Designer : Kim Sung Hawan +Graphic Assist : Cho Young Kook, Kim Kyung Hee, Cho Oh Hyun, Kim Seung Hwan, Lee Shea Ho +Music and Sound : Jeon Seok Gee +Poster Artist : Sim Seng Bo + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qcrayon2 +Arcade Video game published 32 years ago: + +クレヨンしんちゃん オラと遊ぼ (c) 1993 Taito. +(Crayon Shin-chan - Ora To Asobo) + +A fun collection of mini-games including Quiz, Tug of War and many more. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : D63 + +Players : 2 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Released in December 1993. + +The title of this game translates from Japanese as 'I Want To Play Crayon Shin-chan'. + +- SERIES - + +1. Quiz Crayon Shin-chan (1993) +2. Crayon Shin-chan - Ora To Asobo (1993) + +- STAFF - + +All sound produced by : Yasuko Yamada (Zuntata) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cclimbr2,cclimbr2a +Arcade Video game published 37 years ago: + +Crazy Climber 2 (c) 1988 Nichibutsu. + +Using 2 joysticks, the player climbs up the face of high-rise buildings, avoiding closing windows, falling objects, cranes, birds, laundry, gorillas, etc. Reach the top of the building and catch a ride on a helicopter over to next building. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC + +Screen orientation : Horizontal +Video resolution : 288 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 2048 + +Players : 2 +Control : Double 8-way joysticks + +- TRIVIA - + +Crazy Climber 2 was released in December 1988. It was released in arcades in Japan only. Its only appearance outside of Japan was as part of the Arcade Archives series for the Sony PlayStation 4. + +This game wasn't as good as the first Crazy Climber and Nihon Bussan didn't got the success they expected. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on February 21, 1990. + +- SERIES - + +1. Crazy Climber [Model CCA-7001] (1980, ARC) +2. Crazy Climber 2 (1988, ARC) +3. Hyper Crazy Climber [Model SLPS-00248] (1996, PS1) +4. Crazy Climber 2000 [Model SLPS-02582] (2000, PS1)) + +- STAFF - + +Sound composer : Takeshi Yoshida + +- PORTS - + +* CONSOLES: +[JP] Sony PS4 [PSN] (feb.26, 2015) "Arcade Archives - Crazy Climber 2 [Model CUSA-01822]" +Sony PlayStation 4 [PSN] [AS] (jul.30, 2015) "Arcade Archives - Crazy Climber 2" +Sony PlayStation 4 [PSN] [US] (oct.15, 2015) "Arcade Archives - Crazy Climber 2 [Model CUSA-00989]" +Sony PlayStation 4 [PSN] [EU] [AU] (jan.19, 2016) "Arcade Archives - Crazy Climber 2 [Model CUSA-02971]" + +* COMPUTERS: +[JP] Sharp X68000 (aug.27, 1993) "Crazy Climber I & II" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=crimec,crimecu,crimecj +Arcade Video game published 36 years ago: + +Crime City (c) 1989 Taito Corporation. + +Crime City is a side-scrolling platform shoot-em-up for one or two players in which two cops by the names of Tony Gibson and Raymond Brody are tasked with taking down the gangs of criminals that have overrun their city. + +Each of the game's six stages focuses on a specific criminal activity, such as bank robbery or smuggling. The goal of each stage is to reach the powerful 'boss' character then defeat and arrest them. + +The game's heroes start each stage armed only with a pistol, but extra weapons become available as players progress through the stage. Both the pistol and additional weapons - which include a machine-gun, an armour-piercing gun and a threeway gun - have only a limited amount of ammunition and if players run out of ammo, they will only be able to punch or 'somersault attack' the attacking enemies. + +Each stage features background objects that can be used against the enemies, such as wooden barrels, boxes and hanging lights. When shot, some criminals drop packets of illegal drugs, which can be picked up for bonus points. + +The game's lead characters of Tony Gibson and Raymond Brody were also the lead characters in Taito's 1988 crime-themed racing game, Chase HQ. Crime City's gameplay takes its inspiration from Namco's Rolling Thunder. + +The game's final three stages focus on the kidnapping of the city's mayor, ending with a final confrontation with the city's kingpin of crime himself. The six stages are: +* Prison Break +* Bank Robbery +* Smuggling +* Kidnapping (Round 1) +* Kidnapping (Round 2) +* Kidnapping (Round 3) + +- TECHNICAL - + +Taito B System Hardware +Board Number: K1100470A +Prom Stickers: B99 + +Main CPU: Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz) + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Shoot/Punch, Jump + +- TRIVIA - + +Crime City was released in September 1989. + +The two heroes of Crime City are inspired from Mel Gibson and Danny Glover of 'Lethal Weapon' series. + +Crime City is an official Spin-off of the Chase H.Q series (you can see the black Porsche from "Chase H.Q."). + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* Level Select: Boot machine with service switch pressed. +Message appears: Service Switch Error, press 1p Start(x3), service switch, 1p Start. +Message appears: Select by down SW, select level with joystick Down/Up and push Start button. + +* Different Level: The level 2 design depends of your stock and health. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=crospang +Arcade Video game published 27 years ago: + +Cross Pang (c) 1998 F2 System. + +A puzzle game. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 7.15909 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 4-way joystick +Buttons : 2 + +- TRIVIA - + +Released in April 1998. + +- SERIES - + +1. Cross Pang (1998) +2. New Cross Pang (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=crsword + +Crossed Swords (c) 1991 Alpha Denshi. + +A rather unique 3rd-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-037 + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player (2 usables) +[JOYSTICK] 8-way, [A] Slash enemy, [B] Thrust enemy/Use sword magical power + +- TRIVIA - + +Released in July 1991. + +Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first). + +- SERIES - + +1. Crossed Swords (1991) +2. Crossed Swords 2 (1995 - SNK Neo-Geo CD) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Oct. 01, 1991) "Crossed Swords [Model NGH-037]" +[JP] SNK Neo-Geo CD (Oct. 31, 1994) "Crossed Swords [Model ADCD-002]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=crush,crush2,crush3,crush4,crushbl,crushbl2,crushbl3,crushrlf,crush5 +Arcade Video game published 44 years ago: + +Crush Roller (c) 1981 Kural Electric, Limited. + +Crush Roller is a maze game in which the player controls a paintbrush and must paint the entire layout in order to advance to the next stage. Two fish — one yellow, the other light blue — emerge from separate aquariums to pursue the paintbrush around the board, and if either of the fish succeeds in making contact with the paintbrush, the player loses a life. + +The player may use two "rollers" to attack the fish. The rollers are located on two overpasses, one vertical in its orientation, the other horizontal. To use a roller, the player positions the paintbrush on the forward end of the roller, waits for either or both of the fish to approach, then pushes the paintbrush along the roller, attacking the fish. The fish is removed from the maze for a few seconds, then returns to one of the aquariums and resumes its pursuit of the paintbrush. Killing fish in this manner scores bonus points. + +A third character, appearing to be an animal or human figure depending on the level, may enter the maze and leave tracks that must be painted over in order for the board to be completed. The player can limit the damage by running over the figure, which not only stops further tracks from being left but also awards the player a score, which progressively increases as more boards are cleared. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco (@ 96 Khz) + +Players : 2 +Control : 4-way joystick + +- TRIVIA - + +Released in October 1981 in Japan. + +This game is known in the U.S. as "Make Trax". + +Another version of this game is known as "Korosuke Roller". + +2 bootlegs are known as "Paint Roller" and "Magic Brush". Another bootleg was made by Sidam as "Crush Roller (Sidam [Torino, Italy, EUR])". + +Giuseppe Fiorido of Italy holds the official record for this game with 2514100 points on June 27, 1984. + +- UPDATES - + +Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing). + +- SCORING - + +Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment. +Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9000. +Each level starts with the lowest point scoring fish being increased by one. E.g. Level one starts at 50 points, level two with 100 points, and so on up to 9000 +Capturing the creature/object messing up your paintwork : 1000 points. + +- SERIES - + +1. Crush Roller (1981) +2. Crush Roller [Model NEOP00380] (1999, Neo Geo Pocket Color) + +- PORTS - + +* CONSOLES: +[AS] Nintendo Famicon (1990) "Brush Roller" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cubybop +Arcade Video game published 35 years ago: + +Cuby Bop (c) 1990 Hot-B. + +A ball and paddle game. + +- TECHNICAL - + +Taito L System hardware + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 60.00 Hz +Palette Colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +This game is a prototype, was in Location Test, and was never released. + +- TIPS AND TRICKS - + +* Skip Stages : Press Start (1 player side) while in the game to skip stages. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cybattlr +Arcade Video game published 32 years ago: + +Cybattler (c) 1993 Jaleco Company, Limited. + +Aliens are invading and the only hope is a robot warrior fitted with laser cannons and an ultra cool laser sword. So get ready to blast & slash lots of enemies in this exciting action game! Features excellent graphics & sound and fast gameplay that will put blisters on those trigger fingers! + +- TECHNICAL - + +Jaleco Mega System 1-C Hardware + +Main CPU: Motorola 68000 (@ 12 Mhz) +Sound CPU: Motorola 68000 (@ 7 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Screen Orientation: Vertical +Video Resolution: 256 x 224 Pixels +Screen Refresh: 60.00 Hz +Palette Colors: 1024 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Laser Cannon, Laser Sword + +- TRIVIA - + +Cybattler was released in April 1993. + +- SCORING - + +Special Bonus: 50,000 points (99,990 if life bar is full) + +- TIPS AND TRICKS - + +To get the Special Bonus in Mission 1, destroy the seven green mechs after defeating the boss. + +To get the Special Bonus in Mission 3, you must defeat the boss without losing the cannon. + +- STAFF - + +Director: Team M. Word, Jaleco +Character Designers: Nao, Takasan, Jun Matsumura (Jun) +Programmers: Kuma, Kikki, King +Composers: Pro, Masaaki U., Tsugumi Y. +Sound Effects: Pao +Sound Programmer: Kikki +Special Thanks: Kimiaki Kurashima, Kiyoshi Matunaga, A-1, Kenichirou Takashi, Kouichi Kinjyou, Tugumasa, Hideki + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cyberlip + +Cyber-Lip (c) 1990 SNK [Shin Nihon Kikaku]. + +Cyber-Lip is a platform shoot-em-up for one or two players that borrows heavily from Konami's "Contra" series. Players must battle through sideways-scrolling levels, to defeat armies of cyborgs and androids and restore order and peace to the world. + +Cyber-Lip has two shooting modes, one for standard weapon use and one for rocket launchers and grenade throwing. Players can switch between the two modes at any time, but only carry a limited amount of grenades or rockets. Weapon power-ups and additional grenades and rockets can be picked up throughout the levels. + +At the end of certain levels, the game's heroes will enter an elevator and players can then choose whether to go 'up' or 'down', depending on which route through the game they wish to take. Each level has a large end-of-level boss that must be defeated. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: Model NGM-010 + +[SNK MVS Neo-Geo Control Picture] +2 players - 4 buttons per player (3 usables) +=> [Joystick] 8-way, [A] Shoot, [B] Jump, [C] Arms select + +- TRIVIA - + +Cyber-Lip was released in November 1990. + +- STAFF - + +Producer : Eikichi Kawasaki +Directors : Deru-Deru, Ousama +Programmer : Shochan +Sound : Tate Norio +Front Designers : Higashi Pon, Miss.Jra +Back Designers : Ok Goo!, Crazy Love +Specail Thanks : Hi-Side, Yao- Yao, Oirabero, Poppyusan, Moriyan, Shibayan, Kaneshiro!, Kumasan, Nishidon, Dimajin, John Guso + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991; "Cyber-Lip [Model NGH-010]") +[US] SNK Neo-Geo AES (jul.1, 1991; "Cyber-Lip [Model NGH-010]") +[JP] SNK Neo-Geo CD (apr.21, 1995; "Cyber-Lip [Model NGCD-010]") +[US] SNK Neo-Geo CD (apr.21, 1995; "Cyber-Lip [Model NGCD-010E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cybots,cybotsu,cybotsud +Capcom CPS-II cart. published 30 years ago: + +Cyberbots - Fullmetal Madness (c) 1995 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cyberbots - Fullmetal Madness [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +In the original Japanese version's Vs. screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from these Export versions. + +After a 1P vs 2P match in the original Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the export versions, the victory quote is just written on screen (without the voice sample). + +There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits missing on the export versions. + +Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary. + +Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the Export versions. + +- UPDATES - + +The USA version has the Winners Don't Use Drugs screen. + +- PORTS - + +Non-Japanese ports only. + +* CONSOLES: +[US] Sony PlayStation 3 (sept.13, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPJJ00510]" + +* HANDHELDS: +[US] Sony PlayStation Portable (sept.13, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPJJ00510]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cybotsj,cybotsjd +Capcom CPS-II cart. published 30 years ago: + +Cyberbots - Fullmetal Madness (c) 1995 Capcom. + +A mecha-based fighting game featuring six selectable pilots and twelve selectable mechs with intertwining storylines. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 4 per player. +=> [1] Attack 1, [2] Attack 2, [3] Weapon, [4] Boost + +- TRIVIA - + +Cyberbots was released in April 1995 in Japan. It was known as the 10th CPS-II game. + +All of the mechs in this game appeared originally in "Armored Warriors". + +Devilot (on the S-008 Super-8) appear as a secret character in "Super Puzzle Fighter 2 Turbo" and as a striker character in "Marvel vs. Capcom - Clash of Super Heroes". + +Jin also appears as a selectable fighter in "Marvel vs. Capcom - Clash of Super Heroes", accompanied by the Blodia mech. + +Sony Music Entertainment released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on August 2, 1995. + +- TIPS AND TRICKS - + +* Play As S-008 Super-8 : After you choose your V.A. before the Vs screen do the following quickly Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2. + +* Play As P-10033 gaits : After you choose your V.A. before the Vs screen do the following quickly Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost. + +* Play As UVA-02 Helion : After you choose your V.A. before the Vs screen do the following quickly Up, Up, Down, Down, Left, Right, Boost, Weapon. + +* Play As X-0 Warlock : After you choose your V.A. before the Vs screen do the following quickly Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon. + +- SERIES - + +1. Armored Warriors [CP-S II No. 07] (1994) +2. Cyberbots - Fullmetal Madness [CP-S II No. 10] (1995) + +- STAFF - + +Game Designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Haruo Murata (Mucchi), Tatsuya Nakae (Daichan), 12BW1B +Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato +Object Designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Yutaka Maruno, Yoshino, K. Tokunaga, You-Tenkozow, Urabe Yakkyoku 8, Naoki Fukuda, H. Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, Eizi Murabayashi, Heno Heno, Yuki +Scroll Designers : Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hiroko N., Kichinosuke, Kazu, Akiko O., Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland +Sound Designers : Tomuyuki Kawakami (T.K NY), Takeshi Kitamura (Moe. T) +Sound Composers : Takayuki Iwai (Anarchy Takapon), Akari Kaida (Akari. K -Lemon-), Masato Koda (Kda Mto), Naoaki Iwami (Super 8 Iwami) +Producer : Iyono Pon + +* CAST : +Jin Saotome : Furuya Tooru +Mary Miyabi : Takano Urara +Santana Laurence : Yanada Kiyoyuki +Gawaine Murdock : Genda Tesshou +Bao : Kappei Yamaguchi +Mao : Araki Kae +Arieta : Kanai Mika + +Hagane Tessan : Ginga Banjou +Kagura Chiyomaru : Ryo Horikawa +Shade : Shozo Iizuka +Dr. Shutain (Gary in the US version) : Ginga Banjou +Jigoku Daishi (Xavier in the US version) : Yanami Jouji +Princess Devilotte Do Deathsatan IX : Kozakura Etsuko + +Special Thanks : Noritaka Funamizu (Poo) + +- PORTS - + +Japanese ports only. + +* CONSOLES: +[JP] Sega Saturn (mar.28, 1997) "Cyberbots - Fullmetal Madness [Limited Edition] [Model T-1216G]" +[JP] Sega Saturn (mar.28, 1997) "Cyberbots - Fullmetal Madness [Model T-1217G]" +[JP] Sony PlayStation (dec.25, 1997) "Cyberbots - Fullmetal Madness [Model SLPS-01011]" +[JP] Sony PlayStation 3 (feb.9, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPUF30028]" + +* HANDHELDS: +[JP] Sony PlayStation Portable (feb.9, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPUF30028]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=daisenpu +Arcade Video game published 36 years ago: + +大旋風 (c) 1989 Taito. +(Dai Senpuu) + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Taito X System hardware +Game ID : B87 + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in June 1989 in Japan. + +Developed by Toaplan. Even if developed by this famous shoot'em up company, Twin Hawk was not a good game, and it was a flop. + +The title of this game translates from Japanese as 'Great Whirlwind'. + +This game is known outside Japan as "Twin Hawk". + +- UPDATES - + +There are several differences between "Twin Hawk" and Dai Senpuu : +* Twin Hawk supports 2 simultaneous players. +* Dai Senpuu supports 2 players, but only one at a time. Because of this, it also supports Cocktail cabinets. +* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively. +* In Dai Senpuu, the planes are green for both players. +* In Twin Hawk, when you die, you continue the game at your current position. +* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete. + +- STAFF - + +Developed by Toaplan. + +Sound composer: Osamu Oota + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1990) "Dai Senpuu [Model G-4034]" +NEC PC-Engine (1990) "Dai Senpuu [Model NAPH-1014]" +NEC PC-Engine CD-ROM² (1991) "Dai Senpuu Custom [Model NAPR-1019]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=daimakai +Arcade Video game published 37 years ago: + +大魔界村 (c) 1988 Capcom. +(Daimakaimura) + +Three years have passed since the events of Makaimura and Arthur the knight once again finds himself battling against the hideous creatures of Demon World. The demons have now seized the kingdom and Arthur returns home to witness the castle's lone survivor, his beloved Gunievere, murdered by the king of the demons, Lucifer. Arthur once again embarks on a one-man quest to destroy the demonic invaders and save Gunievere's mortal soul. + +Game-play is of a very similar vein to that of Makaimura - the classic run, jump and shoot action remains intact. Daimakaimura is, however, even more difficult than its already demanding predecessor. Arthur now has access to several new power-ups to aid him on his daunting quest, such as 'Golden Armour' which gives Arthur greater protection from the demons. Additionally, unlike "Makaimura", Arthur can now fire his weapons upwards instead of just left or right and, while jumping, can fire beneath him as well. + +The graphics in Daimakaimura are predictably far superior to those of its 1985 prequel, with highly imaginative level design and superbly-drawn, smoothly animated enemies all adding to the game's superb Gothic feel. + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board #: 88622B-2 +B-Board PALs: DM22A | LWIO +C-Board #: 88622-C-1 (no PALs) +CPS-B #: CPS-B-01 DL-0411-10001 + +Players: 2 (Alternatively) +Control: 8-way joystick +Buttons: 2 +=> [1] Fire, [2] Jump + +- TRIVIA - + +Daimakaimura was originally released in December 1988 in the Japanese arcades. The game was known as the second video game made for the CPS1 system. It was then released outside Japan as "Ghouls'n Ghosts [B-Board 88620B-2]". + +The title of this game translates from Japanese as 'Great Demon World village'. + +A re-edition was released as "Daimakaimura [B-Board 91634B-2]" in Japan only. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989. +Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on December 28, 2005 containing music from the original arcade and Sega Mega Drive series. + +- SCORING - + +Skeleton Murderer : 100 points +The Magician : 100 points +Vulture : 200 points +Skull Flower : 100 points +Skull : 100 points +Tornado Weasel : 200 points +Giant Earthworm : 200 points +Pig Ogre : 500 points +Shielder (Level 1 boss) : 5,000 points +Rock Turtle : 200 points +Insect Goblin : 100 points +Red Arremer King : 500 points +Fire Bat : 100 points +Eyeball Plant : 500 points +Cerberus (Level 2 boss) : 5,000 points +Flying Goblin : 100 points +Mud Armor : 500 points +Blowfish Ghoul : 100 points +Gassuto (Level 3 boss) : 5,000 points +Tree Golem : 500 points +Armored Worm : 300 points +Goblin Hand : 300 points +Water Worm : 200 points +Hurricane Eye (small) : 500 points +Ghoul Snake : 500 points +Ohme (Level 4 boss) : 5,000 points +Heart of Ohme : 100 points +Ohme Larva : 100 points +Dragon Skeleton : 200 points +Satan : 1,000 points +Headless Golem : 1,000 points +Beelzebub (Level 5 boss) : 5,000 points +Lucifer (Final boss) : 10,000 points + +Citizen Doll : this item gives you 200 extra points. +Knight Doll : this item gives you 500 extra points. + +- SERIES - + +1. Makaimura (1985, Arcade) +2. Daimakaimura [B-Board 88622B-2] (1988, Arcade) +3. Chou Makaimura [Model SHVC-CM] (1991, Super Famicom) +4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, PlayStation) +5. Maximo (2001, PS2) +6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, PS2) +7. Goku Makaimura (2006, PSP) + +- STAFF - + +Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto +Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama +Music by : Tamayo Kawamoto + +- PORTS - + +Here is a list of ports release in Japan only. To see ports released in other regions, please see the export version entry; "Ghouls'n Ghosts [B-Board 88620B-2]" + +* CONSOLES: +[JP] Sega Mega Drive (aug.3, 1989) "Daimakaimura [Model G-4013]" +NEC SuperGrafx [JP] (jul.27, 1990) "Daimakaimura [Model NAPH-1008]" +[JP] Sega Saturn (sept.23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model T-1233G]" +[JP] Sony PlayStation (sept.23, 1998) "Capcom Generation Dai 2 Shou Makai to Kishi [Model SLPS-01585]" +[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" +Sony PlayStation 3 [PSN] [JP] (feb.19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]" + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" + +* COMPUTERS: +[JP] Sharp X68000 (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=daimakair +Arcade Video game published 34 years ago: + +Daimakaimura (c) 1991 Capcom Company, Limited. + +Re-release of the original classic. For more information about the game itself, please see the original Release entry; "Daimakaimura [B-Board 88622B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 +B-Board PALs: DAM63B | BPRG1 | IOB1 +C-Board #: 92631C-6 +C-Board PALs: C632 | IOC1 +CPS-B #: CPS-B-21 DL-0921-10014 + +- TRIVIA - + +This re-edition was released in 1991 in the Japanese arcades (even if the title screen still says 1988 as the original version). + +- CONTRIBUTE - + +Edit this entry +$end + +$info=daioh,daioha,daiohp,daiohp2,daiohc,daiohp3 +Arcade Video game published 32 years ago: + +Daioh (c) 1993 Sammy. + +An excellent vertically scrolling space shoot'em up. Excellent graphics, multi-layer scrolling, big sprites (especially bosses), and an extreme difficulty that continued to increase from easy to insane the farther along you went without getting killed. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 6 +=> Ion Shot, Laser Shot, Missile Shot, Fire Bomb, Mega Beam, Atomic Bomb + +- TRIVIA - + +Developed by Athena, Daioh was released in July 1993. + +The title of this game translates from Japanese as 'Great King'. + +In 1997, Daioh's staff established a new company, called 'Warashi', their first game was "Shienryu". The game is remarkably similar, and feature an identical power-up system, and the first level is a remake of the first stage of Daioh. + +A pseudo-sequel to the game entitled "Daioh Gale" appears as the sample level in Athena's 1994 title, Dezaemon - Kaite Tsukutte Asoberu. +A follow up to 'Daioh Gale', 'Daioh Gale ver.2' appears as the sample level in Athena's 1996 title, Dezaemon Plus. +A parody of the game entitled 'Daioh-P' appears as a sample level in Athena's 1997 Sega Saturn release, Dezaemon 2. + +Mark Carmichael holds the official record for this game with 144,900 points on July 15, 2006. + +- STAFF - + +Programmer : Tsutomu Tabata +Graphic designers : Undead Tama, Kata Chumuri, Numa +Composer : Sho +Sound driver : K. Zikil-Hide Ishibashi +Producer : Noriyuki Takasaki +Exective producer : Sakae Nakamura + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dankuga +Taito F3 cart. published 31 years ago: + +Dan-Ku-Ga (c) 1994 Taito Corporation. + +A one on one fighting game. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Screen Orientation: Horizontal + +Players: 2 +Control: Dial +Buttons: 6 +=> Weak Punch, Medium Punch, Strong Punch, Weak Kick, Medium Kick, Strong Kick + +- TRIVIA - + +Made on December 13, 1994 but never released to the public. Dan-Ku-Ga is an updated prototype version of "Kaiser Knuckle". + +Here are the known differences: +* Before your game, you choose the difficulty level Normal, Professional, or Training. +* At the character selection screen : Kazuya, Lihua and Liza have been redesigned, all others have different costume colors. +* Gonzales and Azteca are playable. +* The 5th opponent is Gonzales, the 9th opponent is Azteca and the 10th opponent is your Doppelganger. +* The CPU AI has been altered somewhat. +* You can backdash with all characters. +* You can't select the first opponent in 1P vs. CPU mode, except training. +* A medic comes out to check on the defeated opponent after the final round. + +- STAFF - + +Image Illustrator: Nobuteru Yuki +Project Leader: Takeshi Kobori +Planners: Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki +Main Character Designers: Yuji Sakamoto, Takeshi Kobori +Character Designers: Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukiwo Ishikawa (Yukio Abe), Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida +Assistants: Peacock, Production IG, Vap +Main Programmer: Hiroshi Aoki +Programmers: Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama +Music Composer: Yasuhisa Watanabe (Zuntata) +Sound Effect Designer: Katsuhisa Ishikawa (Zuntata) +Recording Engineer: Munehiro Nakanishi (Zuntata) +System Engineers: Katsumi Kaneoka, Hironobu Suzuki +Designers: Kumi Mizobe, Takeshi Kobori +Mechanic Engineer: Koichi Otsu + +* CAST: +Kazuya: Kazuki Yao +Barts: Ryutaro Okiayu +Lihua: Saeko Shimazu +Liza: Aya Hisakawa +Gekkou: Hideo Ishikawa +J-McCoy: Kazunari Tanaka +Wulong: Yasushi Horibata +Marco: Ichiro Otowa +Boggy: Andrew Holms +Gonzales: Hisao Egawa +Azteca: Ryu Kuzu +General: Steve Yamashita +Narrator: Randy Sexton + +Special Thanks: Yoshihisa Nagata, Yuji Iwasaki, Minoru Masuyama, Yasuo Tsumori, Tsukasa Oshima, Akira Kurayabashi, Tatsuhiko Abe, Kenji Nakatsuka, Makoto Tanaka, Takao Kawashima, Koichi Morita, S.Yamakata, VG Kumagaya R&D, VG Tokyo R&D, VG Osaka R&D, Taito America, Taito Europe, Ebina Factory + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dangar,dangara,dangarb,dangarj,dangarbt +Arcade Video game published 39 years ago: + +Dangar - UFO Robo (c) 1986 Nichibutsu. + +You fly a spaceship in a vertically scrolling game while fighting off enemy ships and collecting ship parts that combine to form an enormous, fist-launching robot. If the player can keep the robot in one piece (a difficult task considering the number of enemies the game throws at you), they'll eventually be able to arm it with a gun and even transform it into one of several devastatingly powerful smaller ships. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 6 MHz) +Sound CPU : Zilog Z80 (@ 4MHz) +Soundchips : Yamaha YM3526 (@ 4MHz), 2x DAC + +Screen orientation : Vertical +Video resolution : 256 x 224 +Screen refresh : 60 Hz + +Players : 1 +Control : 8-way joystick +Buttons : 2 +=> [A] Shoot, [B] Transform + +- TRIVIA - + +Released in September 1986. + +Pronounced 'dang-gar'. The game is inspired by Japanese cartoons 'DANGARD' and 'UFO ROBO GRENDIZER' from which takes also the design of the main character. + +UFO stands for 'Unidentified Flying Object'. + +Dangar - Ufo Robo is a sequel to "Terra Cresta" and a prequel to "Terra Force". Notice the same bosses and mini-bosses returning from "Terra Cresta" with minor changes, the formation and ship parts system returns again, the same enemies from "Terra Cresta" return, but now in a more robotic form. Some elements that will dominate in "Terra Force" are also here. Notice the underground warp holes and the mounted lasers that extend their length in the underground area. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + +- UPDATES - + +REVISION 1 : +* Build date : SEP. 26 1986 + +REVISION 2 : +* Build date : DEC. 1 1986 + +- SERIES - + +1. Moon Cresta (1980) +2. Terra Cresta (1985) +3. Dangar - Ufo Robo (1986) +4. Terra Force (1987) +5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine) + +- STAFF - + +Directed by : Shigeki Fujiwara +Software by : Vabi Vube +Hardware by : Isao Shiki +Designed by : K. Nakagawa +Music & Sound by : Kenji Yoshida + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dfeveron +Arcade Video game published 27 years ago: + +Dangun Feveron (c) 1998 Cave. + +A vertically scrolling shoot-em-up from the undisputed masters of the genre, 'Cave', Dangun Feveron features the usual Cave trademarks of intuitive, power-up driven gameplay backed-up with superb graphics and sound. + +Dangun Feveron features a very high level of player customisation. At the start of a new game, players are prompted to select 3 different ship attributes; the speed of ship they wish to pilot (from a choice of four), which of the 3 rapid-fire weapons they prefer, and their preferred choice of sustained-fire weapons (activated by holding down the FIRE button). This allows players to tailor the ship to suit their individual needs and gameplay styles, be it a fast-flying speeder with widespread shots to handle enemy squadrons, or a ship with a lower speed that makes it easier to negotiate the swathes of enemy bullets that often fill the screen. + +Another of the game's selling points is the capture-and-score system. Initially, every enemy destroyed is worth only one point. However, whenever an enemy is destroyed, coloured spheres appear in its wake, each containing a trapped, human prisoner. The spheres can then be collected by the player to earn additional points. For each prisoner saved, the total points gained from each enemy killed increases by one. For example, saving 56 prisoners means every subsequent defeated enemy is worth fifty-seven points. When the spheres appear, they drift slowly towards the bottom of the screen, before moving back up towards the top where, if they are not collected in time, they drift out of the screen and beyond the player's reach. This resets enemy-destroyed score back to a single point per enemy. If the player loses all of their lives and chooses to 'Continue' the game, the rescue count is reset to zero. + +Dangun Feveron's final distinction was in its use of music and sound effects, with the game's creators drawing heavily on the disco sound of the 1970s. + +- TECHNICAL - + +Game ID : CV01 + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen orientation : Vertical +Video resolution : 240 x 320 pixels +Screen refresh : 57.55 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in September 1998. + +The title of this game translates from Japanese as 'Bullet Gun Feveron'. + +Licensed to Nihon System for distribution. + +This game is known outside Japan as "Fever SOS". + +Dangun Feveron / Cave [Scitron / Gamest - SGCD-0004 - Dec 4, 1998] + +- TIPS AND TRICKS - + +* Secret Guest Character (from "Uo Poko") : insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start. 1P cat's name is Uotaro and 2P cat's is Poko (81). Note : At the continue (when you loose), you need to enter this code a second time, just after inserting a new credit, to continue to play with this guest character. + +* Time Attack Mode : insert a coin, hold A+B and press Start simultaneously. + +* You can kill enemies offscreen to the left and right, but not the top and bottom. This can be very useful for getting to later patterns. DM will still appear. + +* If you have your side-guns powered up, a quick change in direction can be used to 'whip' their spread to kill popcorn enemies. Useful for killing offscreen enemies as well. + +* There are specific triggers, sometimes apart from killing things fast that cause new formations to appear. Many yet to be deciphered. + +* At ~2200 DM a 1UP will appear at the center of the screen. Usually triggered late in stage 3 or early in stage 4. + +* Seems it is best to use Ship B with bomb or roll. Bomb appears to be higher scoring (due to chaining explosions) and require more planning, while roll is more frantic but kills many large enemies quickly. + +* There is a maximum saturation of DM that can be onscreen at one time ~80. After which no DM will spawn, this can be detrimental to score especially in Stage 3. + +* If the sphere boss at the end of stage 5 is beaten having not died, you will get a level bonus, then face the true boss. You will be invincible unless you use bombs and will get another level bonus when you kill it. + +* Bonus for clearing the game is 100,000 per bomb and 500,000 per life left. These are doubled if you finish by defeating the true last boss. + +- STAFF - + +Music composed by : Ryuichi Yabuki, Nanpei Misawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=darius,dariusj,dariuso,dariusu +Arcade Video game published 38 years ago: + +Darius (c) 1987 Taito Corp. + +A horizontally scrolling shoot-em-up that was unique at the time for featuring a game screen that was three times wider than the conventional size, with the arcade cabinet utilizing three CRT screens to accommodate it. + +In the game, the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons: Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship. + +During the course of the levels the player must navigate the terrain and battle a variety of fighter craft, ground vehicles, turrets, and other obstacles. At the end of every level, players are greeted with the obligatory end-of-level boss. The bosses in Darius are often in the form of mechanical aquatic animals, such as fish or squid. If the player defeats the boss, the tunnel splits into two and the player must decide whether to take the upper or lower tunnel, both of which lead to a different stage. This allows many different paths to be taken through the game. + +Power-ups can be obtained by shooting enemies of a certain color, with the power-ups appearing in the form of colored bubbles. Each color corresponds to one of the ship's three weapons : +* Red - Missile +* Green - Bomb +* Blue - Arm + +If the player powers up a weapon more than seven times, the weapon changes to a new, more powerful version. This then becomes the player's default weapon, and can be powered up further. There are also two other colors of power-up bubble, white and orange; which can be obtained by shooting at certain sections of the terrain; unfortunately, there are no visual clues as to where these may be on any given level. These hidden power-ups offer the following : +* White - Gives a score bonus. +* Orange - Smart bomb that kills all on-screen enemies. + +- TECHNICAL - + +Prom Stickers: A96 + +Main CPU: (2x) Motorola 68000 (@ 8 Mhz) +Sound CPU: (2x) Zilog Z80 (@ 4 Mhz) +Sound Chips: (2x) Yamaha YM2203 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz), (18x) Volume (@ 384 Khz) + +Players: 2 +Control: 8-way joystick. +Buttons: 2 + +- TRIVIA - + +Even if the title screen says 1986 (it was announced in 1986 in Japan), Darius was released in February 1987 in Japan. It was then released in March 1987 in North America. + +Darius was unique in the shoot 'em up genre for having a game screen three times longer than the usual size, and thus required a huge mirror to align the three screens in order to play. + +The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series. + +Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game. + +The heroes' names in Darius series, 'PROCO' and 'TIAT', spell 'TAITO CORP' backwards. + +The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985). + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on August 21, 1992. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- UPDATES - + +In the oldest version of the game, when Silver Hawk's missiles are upgraded to either the laser or wave weapons, each boos life increases. However, in the new version (Revision 1), the game has been rebalanced such that boss fights are easier even when the Silver Hawk has been powered up. + +- TIPS AND TRICKS - + +* Progression of the bubbles: +Weapons (red) : Bullets --> Lasers --> Wave +Shields (blue) : Green --> Silver --> Gold +Bombs (green) : Single --> Dual --> Quad + +* Miscellaneous bubbles: +Points (grey): Points +Extra-ship : Bomb certain key spots on the terrain. + +* Power levels: +There are eight power levels (0-7) within each armament category. Your weapons, shields, and bombs improve as you go from 0-7: +Weapons: The shots move faster and therefore recharge more quickly. +Bullets increase in number and waves increase in height, thus destroying more enemies at once. Waves, once fired, will go through anything until leaving the screen to the right. +Shields: They just recharge, but the better classes of shields absorb more hits. Gold shields will also protect your ship from collisions with objects as well as shots, but on certain screens that have lots of little squeezeways, gold shields can actually kill you by ricocheting your ship back and forth until you die. +Bombs: They get 'smarter' in seeking out targets. + +* How to complete the game: +Completing the game is easiest with triple bullets. +Explore the different paths this way, and when you're ready for a challenge, try to get wave. +Lasers are not weapons so much as a handicap you have to endure while building to wave. + +* Recommended version: +The newest (revision 1). + +* Recommended paths (easiest): +A-C-E-H-M-R-X + +- SERIES - + +1. Darius (1987, Arcade) +2. Darius II (1989, Arcade) +3. Darius Twin [Model SHVC-DT] (1991, Super Famicom) +4. Darius Force [Model SHVC-DH] (1993, Super Famicom) +5. Darius Gaiden - Silver Hawk (1994, Arcade) +6. G-Darius (1997, Arcade) +7. G-Darius ver.2 (1997, Arcade) +8. Darius Burst (2009, Sony PSP) +9. Darius Burst - Another Chronicle (2010, Arcade) +10. Darius Burst - Another Chronicle EX (2011, Arcade) + +- STAFF - + +Directed and produced by: Toshio Kohno +Game designers: Toshio Konho, Akira Fujita, Kazuya Mikata +Programmers: Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto +Art designers: Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama +Mechanical engineers: Takeki Nakamura, Eiji Kubota +Cabinet designers: Takeo Shiraishi, Hisayoshi Nakane, Natsuki Hirosawa +Hardware designers: Takashi Ohhada, Syuji Kubota, Seigo Sakamoto +Music composers: Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (1990) "Darius Alpha" +[JP] NEC PC-Engine (sept.21, 1990) "Darius Plus [Model NAPH-1009]" +[JP] NEC PC-Engine CD (mar.16, 1990) "Super Darius [Model HACD 0003]" +[JP] Sony PS4 [PSN] (aug.26, 2016) "Arcade Archives - Darius [Model CUSA-03707]" + +* HANDHELDS: +[AS] Nintendo Game Boy (1991) "Sagaia [Model DMG-116 CHN]" +[JP] Nintendo Game Boy (dec.13, 1991) "Sagaia [Model DMG-S8A]" +[JP] Nintendo GBA (dec.13, 2002) "Darius R [Model AGB-A2DJ-JPN]" + +* COMPUTERS: +[EU] Atari ST (1989) "Darius Plus" +[EU] Commodore Amiga (1989) "Darius Plus" +[EU] Sinclair ZX Spectrum (1990) "Darius Plus" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dariuse +Arcade Video game kit published 38 years ago: + +Darius - Extra Version (c) 1987 Taito Corp. + +A new version of Darius with greatly altered enemy health and enemy placement. Enhancements were added to make the game easier to play, including making the laser even more powerful. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dariusg,dariusgu,dariusgj +Taito F3 cart. published 31 years ago: + +Darius Gaiden - Silver Hawk (c) 1994 Taito Corporation. + +In this game, the third in the Darius series, the player flies an ornate fighter craft called the Silver Hawk. The craft is equipped with two weapons: Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor), a green energy shield that can absorb enemy attacks without harm to the ship. Some enemies leave panels behind that can be collected to power-up your shots, missiles or shield. + +The graphics and sound are superior to those of the previous Darius games, and the game employs a lot of impressive visual effects; for example, the Silver Hawk warps into a stage dramatically in the fourth-tier stages, and begins to burn on re-entry at the start of the sixth-tier stages. + +The bosses are huge and far more complex than those of the previous games, each employing several attack patterns and explode with powerful warping and twisting effects upon their defeat. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers: D87 + +Screen Orientation: Horizontal + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Missile, Bomb + +- TRIVIA - + +Darius Gaiden was released on September 19, 1994. + +The title of this game translates from Japanese as 'Darius Side Story - Silver Hawk'. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius Gaiden - PCCB-00166) on November 18, 1994. + +- UPDATES - + +The US version has the "Recycle It, Don't Trash It!" screen. + +- TIPS AND TRICKS - + +* Items list: +- Red Shield: Appears when a red enemy is destroyed. Your shots are powered up by one level. +- Green Shield: Appears when a green enemy is destroyed. When three have been obtained, your surface bombs are powered up by one level. +- Blue Shield: Appears when a blue enemy is destroyed. When five have been obtained, your barrier is upgraded by one level. +- Violet Shield: This is hidden in the landscape and appears when it is hit by a bomb. Your Black Hole bomb supply is increased by one. +- Silver Shield: This is hidden in the landscape and appears when it is hit by a bomb. Awards a bonus score. +- Gold Shield: This is hidden in the landscape and appears when it is hit by a bomb. It will destroy all enemies on the screen. +- Extend Medallion: This is hidden in the landscape and appears when it is hit by a bomb. It will award you one extra life. + +* Shoot the control ball to detach it from the mid-level boss. Then collect the ball to use the mid-level boss as a weapon. + +- SERIES - + +1. Darius (1987, Arcade) +2. Darius II (1989, Arcade) +3. Darius Twin [Model SHVC-DT] (1991, Super Famicom) +4. Darius Force [Model SHVC-DH] (1993, Super Famicom) +5. Darius Gaiden - Silver Hawk (1994, Arcade) +6. G-Darius (1997, Arcade) +7. G-Darius ver.2 (1997, Arcade) +8. Darius Burst (2009, Sony PSP) +9. Darius Burst - Another Chronicle (2010, Arcade) +10. Darius Burst - Another Chronicle EX (2011, Arcade) + +- STAFF - + +Producer: Hidehiro Fujihara +Game Designers: Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa +Thanks: Kentaro Matsumura +Art Directors: Kat, Masami Kikuchi, Baw-Baw +Programmers: Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada +Hardware Engineer: Katsumi Kaneoka +Decorator: Rintaro Doi +Sound (Zuntata): Hisayoshi Ogura (OGR.), Katsuhisa Ishikawa +Bit Pattern: Makoto Fujita, Ucky Maeda, Tohru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave + +Special Thanks: Hisao Shimizu, Ichiro Fujisue, Rie Amino, Takako Akitsu, Masahiro Tashito, Nakayama Jotohei, Nobuyuki Hayashi, Ryota Komai, Yasunobu Kosokabe, Mitsuru Fukumoto, Saori Hiratsuka, Ryota Sasaki, Naoto Yagishita, Takao Yoshiba, Nobuaki Kuroki, Yuichi Onogi, Makoto Osaka, Yoshihiro Mori, Naomitsu Abe, Masatoshi Tsuneoka, Yosuke Tsuda, Papara Kaito, Yoshinari Mitani, I,G Tatsunoko + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (dec.15, 1995) "Darius Gaiden [Model T-1102G]" +[EU] Sega Saturn (1996) "Darius Gaiden [Model T-8123H-50]" +[US] Sega Saturn (1996) "Darius Gaiden [Model T-8123H]" +[JP] Sony PlayStation (dec.13, 1996) "Darius Gaiden [Model SLPS-00574]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (1998) +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dariusgx +Arcade Video game kit published 30 years ago: + +Darius Gaiden - Silver Hawk - Extra Version (c) 1995 Taito Corp. + +An official hack with increased rapid fire and swapped bosses. + +In a 1-player game, if you press 2P Start, you won't be able to select your path at the end of a level, and you'll have to complete the 28 levels to end the game. The same trick is available in a 2-player game if you press 2P Start first, then let Player 1 join in. + +- TECHNICAL - + +This kit consists of four new EPROM to replace in the original F3 cart. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=darius2 +Arcade Video game kit published 36 years ago: + +Darius II (c) 1989 Taito Corp. + +3-Screen ver. made to allow cabinets containing Darius and The Ninja Warriors to be converted to Darius II. For more information about the game itself, please see the original 2-Screen version entry; "Darius II [2-Screen ver.]". + +- TRIVIA - + +This three screens version was the more common one in the arcades. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dstlk,dstlku,dstlkur1,dstlku1d +Capcom CPS-II cart. published 31 years ago: + +Darkstalkers - The Night Warriors (c) 1994 Capcom. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +Darkstalkers - The Night Warriors was released in July 1994 outside Japan. It is known in Japan as "Vampire - The Night Warriors". + +In these export versions: +- Gallon is named Jon Talbain. +- Zabel Zarock is named Lord Raptor. +- Aulbath is named Rikuo. +- Phobos is named Huitzil. + +Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and after his death became the Aztec god of the Sun and War. + +Justin Wong holds the official record for this game with 687800 points on May 30, 2008. + +A Darkstalkers unit appears in the 1995 movie 'The Net'. + +Michael Jackson used to own this game (Serial number: 305260). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009. + +- UPDATES - + +Blue Board releases : + +REVISION 1 +* Build date: 940705 +* US and EUROPE releases. + +REVISION 2 +* Build date: 940818 +* US release. + +- SERIES - + +1. Darkstalkers - The Night Warriors [Blue Board] (1994) +2. Night Warriors - Darkstalkers' Revenge [Blue Board] (1995) +3. Vampire Savior - The Lord of Vampire [CP-S II No. 22] (1997) +4. Vampire Savior 2 - The Lord of Vampire [CP-S II No. 26] (1997) +5. Vampire Hunter 2 - Darkstalkers' Revenge [CP-S II No. 27] (1997) +6. Darkstalkers 3 - Vampire Savior (1999, Sony PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP) + +- PORTS - + +Here is a list of ports released in North America and Europe. + +* CONSOLES: +Sega 32X: Unreleased prototype. +[US] Sony PlayStation (mar.28, 1996) "Darkstalkers - The Night Warriors [Model SLUS-00036]" +[EU] Sony PlayStation (nov.1996) "Darkstalkers - The Night Warriors [Model SLES-00251]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dstlka +Capcom CPS-II cart. published 31 years ago: + +Darkstalkers - The Night Warriors (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dstlkh +Capcom CPS-II cart. published 31 years ago: + +Darkstalkers - The Night Warriors (c) 1994 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ghostlop + +Dataeast's Ghostlop (c) 1996 Data East Corp. + +Bruce and McCoy are 2 ghost hunters who have to eradicate all the Great King of Terror's minions to save the world from his threat. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0228 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 usables). +[JOYSTICK] 8-way, [A] Release red ball/Change ball color to red, [B] Release blue ball/Change ball color to blue + +- TRIVIA - + +This game is known in Japan as "Ghostlop". + +This is a very rare prototype, never officially released. + +- TIPS AND TRICKS - + +Here are the list of all the enemies you will have to fight... +1 : Mc Coy, your associate +2 : Friday, a ghost dog +3A : Under the Bed, a monster. It unlocks the two following missions... +-4A : The Eater, a ferocious thrash +-4B : Roaming Horses, as the name says +3B : Poltergeist, a spirit. It unlocks the two following missions... +-4A : Tin Tank, a toy. +-4B : Dancing Doll, a possessed doll. +5 : Lulu, the Exorcist. +6A : Cursed Guitar, the rock'n roll demon. +6B : Depends on what you've done on the fourth level. If you haven't already fight nor the Tin Tank nor The Eater, you will encounter the Roaming Horses. Else, you will fight the one you haven't already fight between the Tin Tank and The Eater. +7 : Pumpkin Head, a Jack'o Lantern. +8 : Great King of Terror, the final boss. + +Sometimes, a secret level appears when reaching a certain score. In this secret level, you fight Gray, a Roswell's Alien! + +- STAFF - + +Producer : Koji Jinbo (Jinbo) +Planner : Yuzuru Tsukahara +Soft : Sho-chang, Osapan, Sandy Hirokun, K. Minegishi +Graphic : Ukkari Tony, Kazuto Lee, Endo Chang, Ryo Kimura, Kenichi Maruyama, Gomes?, Ryuji Ishizaki +Sound : Masaaki Iwasaki (Koremasa), Hiroaki Yoshida (Maro) (Gamadelic), Sin +Voice : Word E. Sexton, Lynn M. Harris +Special Thanks : Mistutoshi Sato, Hiroki Narisawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=deadconx,deadconxj +Arcade Video game published 33 years ago: + +Dead Connection (c) 1992 Taito Corporation. + +Mobsters & criminals own the streets. Law enforcement has taken a backseat against the criminal empire that overwhelms the city and innocent people turn up dead with each passing moment. Take control of 4 brave vigilantes and exterminate the criminals using their rules! Features excellent sound effects as well as fast & furious action with plenty of weapons & stuff to find! + +- TECHNICAL - + +Runs on the "Taito F2 System" Hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System). + +Board Number: K11E0714A +Prom Stickers: D28 + +Screen Orientation: Horizontal + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Fire Weapon, Dive Roll + +- TRIVIA - + +Dead Connection was released in July 1992. + +This game was unpopular in Japan because the Mafia theme was not proper to Japanese gamers. A very few boards were released in Japan. + +This game seems to take specific inspiration from the the 1987 mobster film 'The Untouchables'. Two of the main characters bear an uncanny resemblance to Kevin Costner and Andy Garcia who both starred in that film. + +- TIPS AND TRICKS - + +* Bonus points: In Stage 1, 5000 points are hidden in the safe. Hit it to get the bonus points. + +* Emeny's bullets can be stopped by the machine gun and the shotgun. + +- STAFF - + +Planners: Papara Kaito, Jiro Tonegawa +Programmers: Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi +Character Designers: Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock +Project Manager: Masaki Yagi (Ymot) +Hardware Engineer: Jun Sawaki +Graphic Designers: Rintaro Doi, Kyoko Umezu +Sound Soft (Zuntata): Yagisita +Sound Composed (Zuntata): Sousukun + +Special Thanks: Sigenobu Shimizu, Satoyuki Shintaku, Takatsuka Senba (Takatuka Senba), Masahiro Terakoshi, Yosuke Tsuda, Keijiro Tomokawa, Kazunori Takahashi, Naoto Omura, Hayashi Nobuyuki, Masatoshi Tsuneoka, Seiichi Nakakuki, Tatsuya Ushiroda, Naomitsu Abe, Akira Saito, Fumio Shogaki + +Directors: Masaki Ogata, Ichiro Fujisue, Fujiwaran X + +- CONTRIBUTE - + +Edit this entry +$end + +$info=demonwld,demonwld1,demonwld2,demonwld3,demonwld4 +Arcade Video game published 36 years ago: + +Demon's World (c) 1989 Toaplan. + +A side-scrolling shoot'em up / platform game. + +- TECHNICAL - + +Game ID : TP-016 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 55.16 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Licensed to Taito for Japanese distribution. + +Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool". + +- UPDATES - + +There are 2 versions of this game, which effect the order of the levels. One starts in the Far East and features Asian-style ghosts, while the other starts the game in the spooky Old West with Western-style ghosts. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- STAFF - + +Sound composer : Toshiaki Tomizawa, Osamu Oota + +- PORTS - + +* CONSOLES: +NEC PC-Engine Super CD-ROM (1993, "Horror Story") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=diggerma + +Digger Man (c) 1999 The Game Room. + +- TRIVIA - + +This game steals many sprites & sounds from Face's "Gururin". + +- STAFF - + +Designed by: Kyle Hodgetts + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dimahoo,dimahoou,dimahoud +Capcom CPS-II cart. published 25 years ago: + +Dimahoo (c) 2000 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Great Mahou Daisakusen [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- SERIES - + +1. Sorcer Striker (1993) +2. Kingdom Grandprix (1994) +3. Dimahoo [Blue Board] (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dinorex,dinorexu,dinorexj +Arcade Video game published 33 years ago: + +Dino Rex (c) 1992 Taito. + +In this one-on-one fighting game, six selectable dinosaurs do battle for their caveman masters! + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers: D39 + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Released in November 1992, Dino Rex was originally planned to be released exclusively to the western market, but in the end the game was released to the Japanese market, too. + +At the beginning of the game development, the original plan was to design a helicopter shoot'em up, but this changed because of the success of the famous "Street Fighter II: The World Warrior". + +According to one of the director (Senba Takatsuna), he lacked of Taito's programmers so he recruited new programmers, not familiar with Taito, for this game. + +If you end a fight with a Double KO or a Draw, your dinosaur handlers (Rastan from Warrior Blade wearing a mask) have to fight. Character have hidden Street Fighter 2 moves; Dragon Punch, Hurricane Kicks and a Dinosaur Fireball. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- STAFF - + +Game designer : Project D-Rex +Planners & Directors : Senba Takatsuna, Kimura Chiho +Programmers : Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Takayuki Shinma +Special programmer : Ichiro Fujisue +Hard Ware : Kawamoto Toshihiko +Decorator : Takenami Toshiyuki +Sound director : Yasuko Yamada (Zuntata) +Sound composers : Hiroshige Tonomura (TONO) (Zuntata), V. Ohashi (Pinch Panchi) +Sound effects : V. Ohashi (Pinch Panchi), Yasuko Yamada (Zuntata) +Planning support : Tomita Takaaki, Abe Naomitsu, Yusuke Tsuda +Software support : Kuroki Naoya, Masaya Kinoshita, Tany, Yagi Chan +Bit pattern (Character) : Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Yusuke Tsuda +Bit pattern : Masami Kikuchi, Oh!No! Tomohiro, Takayuki Miyazawa, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi +Rastan 3 design by : Makoto Fujita +Title present by : Ishii Hide +Cast : Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30 +Producers : Masaki Ogata, Ichiro Fujisue, Senba Takatsuna + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dinohunt +Arcade Video game published 32 years ago: + +Dinosaur Hunter (c) 1993 Unknown. + +Unofficial Chinese version of "Cadillacs and Dinosaurs". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=diverboy +Arcade Video game published 33 years ago: + +Diverboy (c) 1992 Electronic Devices. + +A reversed "Bomb Jack"-type game. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : OKI6295 (@ 10 Khz) + +Screen orientation : Horizontal +Video resolution : 318 x 240 pixels +Screen refresh : 60.00 Hz +Palette Colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +All songs of this game are ripped from Data East's "Tumble Pop". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddonpach,ddonpachj +Arcade Video game published 28 years ago: + +DoDonPachi (c) 1997 Atlus. + +An excellent vertically scrolling shoot'em up. + +- TECHNICAL - + +GAME ID: ATC03D2 + +Cave 1st Generation Hardware + +Main CPU: MC68000 (@ 16 Mhz) +Sound CPU: Zilog Z80 [Optional] +Sound Chips: Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other: 93C46 EEPROM + +Players: 2 +Control: 8-way joystick. +Buttons: 2 +=> [A] Shoot, [B] Bomb + +- TRIVIA - + +Released in February 1997. + +Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoeia for the firing of guns... + +A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners. + +Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998. +Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001. + +- TIPS AND TRICKS - + +* Bee Medals: +There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal. + +* Hits: +There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts. + +* Hidden 1up player: +In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smart bomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards. + +* Bomb Stock: +If you don't use the smart bombs and keep the stock display at 'maximum' bonus multiplier will be 2x. + +* Flower bloom: +There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score: +(each) flower blooming : 10 points per 1/60 sec. ++ your shots hit it : 510 points per bullet. ++ your laser crosses it : 1'100 points per 1/30 sec. + +* Second loop: +To access the second (harder) loop thus being able to fight against Hibachi, the 'true' final boss after level 6 boss, you have to complete the first 6 levels with only one credit and meet at least one of these conditions: +- Don't lose more than 2 fighters (lives). +- Depending on the fighter, have a maximum hit count of at least: +Type A : 270 hits. +Type B : 300 hits. +Type C : 330 hits. +- At least 50 million points by the end of level 6. +- Collect all 13 bees in four of the 6 areas using the tactic explained above for 'bee medals'. + +- SERIES - + +1. DonPachi (1995) +2. DoDonPachi (1997) +3. Bee Storm - DoDonPachi II (2001) +4. DoDonPachi Dai-Ou-Jou (2002) +5. DoDonPachi Dai-Fukkatsu (2008) +6. DoDonPachi Saidaioujou (2012) +7. DoDonPachi Maximum (2012) [Apple App Store] + +- STAFF - + +Developed by Cave. + +Designers: Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta +Programmers: Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura +Special Thanks: Toshiaki Tomizawa, Atsunori Aburatani, Ryuichi Yabuki +Producer: Kenichi Takano + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (sept.18, 1997) "DoDonPachi [Model T-14419G]" +[JP] Sony PlayStation (sept.10, 1998) "DoDonPachi [Model SLPS-01364]" +[JP] Sega Saturn (sept.17, 1998) "DoDonPachi [Model T-14424G]" +[JP] Sony PlayStation (may.26, 2010) "PSOne Classics: DoDonPachi [Model NPJJ00377]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dogyuun,dogyuuna,dogyuunb,dogyuunt,dogyuunto +Arcade Video game published 33 years ago: + +Dogyuun (c) 1992 Toaplan Company, Limited. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Game ID: TP-022 + +Main CPU: Motorola 68000 (@ 16 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz) + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Dogyuun was released in October 1992. + +Licensed to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia, to Atari Games for USA and to Taito corp. for Japan. + +The title of this game translates from Japanese as "Bang!" (an onomatopoeia for gunshot). + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- STAFF - + +Producer : Toshiaki Oota +Programmers : Hiroaki Furukawa, Toshiaki Oota, Tatsuya Uemura, Washimoto +Music composer : Tatsuya Uemura +Sound effects : Washimoto +Designers : Takaestu Iwabuchi, Miho Hayashi, Yuuko Takada, Anpanmanda, Saori Hiratsuka, Junya Inoue, Ikuo Matsumura, Kaneyo Oohira + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dondokod,dondokodu,dondokodj +Arcade Video game published 36 years ago: + +Don Doko Don (c) 1989 Taito Corporation. + +Don Doko Don is a platform game where you play a bearded dwarf with a mallet as your only weapon. Very abstract colors, talking trees, cute graphics and sounds. The object is to defeat all the enemies and advance to the next round, which reveals more and different enemies. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System). + +Board Number: M4300131A +Prom Stickers: B95 + +Screen Orientation: Horizontal + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Attack with mallet, Jump + +- TRIVIA - + +Don Doko Don was released in July 1989. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Don Doko Don - PCCB-00008) on October 21, 1989. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* Items list: +Power Drink (red): Increase your level by 1 one +Maxim Drink: Increase your level to maximum +Medicine (blue): Increase speed when holding an enemy +Book of Death (black): Eliminate all on-screen enemies +Book of Smash (brown): Smash all on-screen enemies +Death Hammer (grey): Can defeat an enemy with a single strike +Flying Hammer (blue): This hammer can be thrown +Fruit: Bonus points +Poison Apple: Decrease your level by one +Key: Open the door to a bonus or hidden stage + +* Teddy Bear cheat: in the demo mode during the attract mode (not the tutorial), press the attack button 3 times, and a cute picture of a bear will appear in the bottom left of the screen. + +* Secret Room and Bonus Game: +If you hit the bottom of the first level, you will get the key to go to the Secret Room. +In Level 5, hit the bottom of the Right screen and you will get the key to go to the bonus game. + +* Stage Select: like other Taito games, Don Doko Don has a stage select feature. +1) During boot, push the 'service button.' +2) The 'Service switch error' screen should appear; push START three times and then push the service switch button. + +* True Ending: If you get all the secret keys, you will be able to answer the secret code from the first secret stage. This means you will have to go through another 50 stages. Finally, you have to defeat the final boss (100th stage). Now you can see the true ending! + +- SERIES - + +1. Don Doko Don (1989) +2. Don Doko Don 2 (1992, Nintendo NES) + +- STAFF - + +Developed by the Taito team: Kumagaya Laboratory + +Producers: Seiji Kawakami, T. Matumoto, Hiroyuki Sakou (Hiroyuki Sakoh) +Software: Kazutomo Ishida, Masaya Kinoshita +Characters: Seiji Kawakami, Yukiwo Ishikawa (Y. Abechan), Minori Ishino, Kazuhiro Numata, Kohzoh Igarashi, Tetsuya Shinoda, V.A.P. +Sound (Zuntata): Masahiko Takagi, Yasuko Yamada +Hardware: K. Fugimoto, Who Manchu +Designers: Hiroyasu Nagai, V.A.P + +Special Thanks: Masaki Ogata, Kumagaya Project + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (mar.9, 1990) "Don Doko Don [Model TFC-DD-5900]" +[JP] NEC PC-Engine (may.31, 1990) "Don Doko Don [Model TP02010]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dkong,dkongo,dkonghrd +Arcade Video game published 44 years ago: + +Donkey Kong (c) 1981 Nintendo of America, Incorporated. + +Export version for North America. For more information about the game itself, please see the original Japanese upright version entry. + +- TECHNICAL - + +[Blue Upright model] +The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game). + +[Red Upright model] +The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay. + +- TRIVIA - + +Donkey Kong was released on July 31, 1981 in the USA. + +Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly. + +Mario was named after Mario Segale, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; most home coversions, particularly the NES version, game him the Mario name. + +Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic. + +Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds. + +About 60,000 units were sold in the US. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever. + +Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album. + +A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men' (Season 5, Episode 2 - People Who Love Peepholes). + +MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'. + +Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Mario was voiced by veteran voice actor Peter Cullen, while Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009). + +Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009. + +- UPDATES - + +The original Japanese version had all four stages displayed in their original, logical order 1-2-3-4. +For this US version, they changed it to match the 'How High Can You Try/Get?' theme, with the stage order as follows : +L-01: 1-4 +L-02: 1-3-4 +L-03: 1-2-3-4 (as in all levels of the Japanese version) +L-04: 1-2-1-3-4 +L-05: 1-2-1-3-1-4 +L-06 through L-21 all remain the same as L-05 +L-22: 1 (Kill screen). + +- SERIES - + +1. Donkey Kong (1981) +2. Donkey Kong Junior (1982) +3. Donkey Kong 3 (1983) + +- PORTS - + +NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese upright version entry. + +* CONSOLES: +[US] Atari 2600 (1982) "Donkey Kong [Model 2451]" +[US] Colecovision (1982) "Donkey Kong [Model 2411]" +[US] Mattel Intellivision (1982) "Donkey Kong [Model 2471]" +[US] Nintendo NES (june.1986) "Donkey Kong [Model NES-DK-USA]" +[US] Atari XEGS +[US] Atari 2600 (1988) "Donkey Kong [Model CX26143]" +[US] Atari 7800 (1988) "Donkey Kong [Model CX7848]" + +* HANDHELDS: +[US] Nintendo Game Boy (june.1994) "Donkey Kong [Model DMG-QD-USA]" + +* COMPUTERS: +[US] Tandy Color Computer (1982) "Dunkey Munkey" +[US] Tandy Color Computer (1982) "Donkey King" +[US] Tandy Color Computer (1983) "The King" +[US] Tandy Color Computer (1983) "Monkey Kong" +[US] PC [Booter] (1983) "Donkey Kong" +[US] PC [Booter] (1983) "Gorilla Gorilla" : part of the "FriendlyWare P.C. Arcade" suite. +[US] Atari 800 (1983) "Donkey Kong [Model RX8031]" +[US] TI99/4A (1983) "Donkey Kong [Model RX8512]" +[US] Commodore VIC-20 (1983) "Donkey Kong [Model RX8513]" +[US] Apple II (1983) +[US] Commodore C64 (1983) "Donkey Kong [Model RX8514]" +[US] PC [MS-DOS] (1997) "Champ Kong" by CHAMProgramming. + +* OTHERS: +[US] VFD handheld game (1982) released by Coleco. +[US] LCD handheld game "Game & Watch: Donkey Kong": Released by Nintendo and uses a double screen. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=donpachi,donpachij,donpachikr,donpachihk +Arcade Video game published 30 years ago: + +DonPachi (c) 1995 Atlus. + +An excellent vertically scrolling shoot'em up. The player assumes the role of a pilot who is sent by their squadron to fight their former allies until one side destroys the other, all of which is a part of a mission to strengthen the military power that controls each side. The player flies their selected fighter over 5 areas of various terrain, encountering a number of land, sea and air enemies. The player's ship has two modes of fire : by tapping the fire button, shots are fired; holding it down produces a concentrated vertical beam, but also reduces the ship's speed. + +The player can choose one of 3 aircraft at the start of the game, or upon continuing: +Type A: A red (or yellow/orange, for player two) fighter, which fires a narrow stream of shots +Type B: A green (or purple, for player two) helicopter, which fires its main guns forward, but has side guns that rotate in the direction of movement +Type C: A blue (or black, for player two) fighter, which fires a wide, three-way spread of shots + +- TECHNICAL - + +GAME ID: ATC01DP + +Cave 1st Generation Hardware + +Main CPU: MC68000 (@ 16 Mhz) +Sound CPU: Zilog Z80 [Optional] +Sound Chips: Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other: 93C46 EEPROM + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> [A] Shoot, [B] Bomb, [C] Full-Auto + +- TRIVIA - + +Developed by Cave, this is their first game (released in May 1995). + +DonPachi is one of only two Cave shooters to get released in the USA, the other being Progear no Arashi. Both US versions of these games are extremely rare and sought after since only a small handful were made for the American market. + +The name of the game is a pun; the kanji for DonPachi literally means 'leader bee', but the word 'don' is also a Japanese onomatopoeia for the sound of a gun firing. There are a number of references to bees in the game : the most obvious is the bee icon that can be picked up for high scores. The transition effect between levels is tiled, made up of red hexagons, which resembles a bee hive. + +The plot of this game is quite 'cheesy': you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'. + +Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course). He should also be the 'Ikeda in Maeba' guy appearing in "Batsugun"'s credits. + +The default high score table contains a hidden message: read vertically, the initials will read, TOAPLAN.FOREVER. + +The 'English' text that appears against the 'WARNING' message upon approaching a boss reads: THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Donpachi - G.S.M. 1500 / PCCB-00184) on 21/06/1995. + +- UPDATES - + +The US version is slightly different, it has the "Winners Don't Use Drugs" screen. + +- SCORING - + +DonPachi features a scoring system known as Get Point System (GPS). By destroying large groups or chains of enemies in a short period of time, you can build up a number called a combo, similar to the kind found in fighting games. You receive an increasing number of points with every enemy you shoot down; the more enemies you hit in one chain, the more points you receive. You can break the chain by waiting to shoot an enemy; the combo number will turn blue when your chain is broken. This system brings a new challenge after the player has cleared the game; plot out the stages to achieve a high score. + +After completing an area, player gains following scores based on performance in the completed area: +Star: 10000 points per item collected in the area using current live. +Bombitem: Player gets additional points for having less than 7 maximum slots. Player initially gets 100,000, 60,000, 30,000, 10,000 points for 3, 4, 5, 6 bomb slots respectively. If player manages to complete successive areas with only current life, the bombitem bonus increases, up to 5,000,000 points. + +If 2nd loop is completed with 1 credit, player gets 1 million points for each reserved fighter. + +- TIPS AND TRICKS - + +* Bee Medals: +There are 13 bee medals hidden in each stage. If you cross the location of a hidden bee medal with your bullets or your laser, it starts to blink. Only the head of the laser weapon frees it, so you can capture it after. +1st medal is worth 100 points, 2nd medal 200, 3rd 400, then 800, 1,000, 2,000... +If you miss a medal, the chain breaks and counting restarts. In case you manage to collect all bee medals of a stage, the 13th medal increases it's value stage by stage up to 1,000,000 points. + +* Hits: +If you destroy multiple targets within an very short time range (indicated by a green colored bar), a hit counter starts and after 10 hits it will be visible in large letters. Once your hits are too slow, the counter stops and disappears. + +* At the 2nd loop, all targets destroyed releases bullets towards your ship. + +- SERIES - + +1. DonPachi (1995) +2. DoDonPachi (1997) +3. Bee Storm - DoDonPachi II (2001) +4. DoDonPachi Dai-Ou-Jou (2002) +5. DoDonPachi Dai-Fukkatsu (2008) +6. DoDonPachi Saidaioujou (2012) +7. DoDonPachi Maximum (2012) [Apple App Store] + +- STAFF - + +Producer : Kenichi Takano +Programmers : Tsuneki Ikeda, Toshiaki Tomizawa, H. Uchida, Ryuichi Yabuki +Graphic Designers : Atsunori Aburatani, K. Asaba, J. Fujisaku, Riichirou Nitta, Naoki Ogihara +Sound : Ryuichi Yabuki +Special Thanks: N. Kaneko, Satoshi Kohyama + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (apr.26, 1996) "DonPachi [Model T-14405G]" +[JP] Sony PlayStation (oct.18, 1996) "DonPachi [Model SLPS-00548]" +[JP] Sony PlayStation (aug.30, 2001) "DonPachi [Model SLPS-86855]" +[JP] Sony PlayStation (may.12, 2010) : PSOne Classics + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddragon3,ddragon3b,ddragon3j,ddragon3p +Arcade Video game published 35 years ago: + +Double Dragon 3 - The Rosetta Stone (c) 1990 Technos Japan Corp. + +A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rosetta Stone'. + +The 3rd and final arcade entry of the Double Dragon series (not counting the later Neo-Geo fighting game based on the movie) features a completely gameplay system and graphics from the first two instalments. The game can played by up to 2 or 3 players, depending on the cabinet and settings. The 3rd player takes control of a yellow-clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games such as the hair grab and the elbow punch are gone, but new ones are added such as the belly-to-back throw and the back-to-back hurricane kick, as well as the ability to dash by tapping the joystick left or right twice. + +The game features weapon shops that allows the player to purchase power-ups by inserting additional tokens. The power-ups differ between stages differ between stages and are available as followed. +* Extra Guys - Allows the player to control a new character who replaces the current fighter when he dies. There are three character types in addition to the Lee brothers. +- The Urquidez Brothers (Roney, Sunny, Jonny) - Tall European grapplers. They have the most energy of the four character types. Up to three fighters can be have in reserve. +- The Chin Brothers (Seimei, Taimei, Sinmei) - Chubby Chinese men with powerful attacks. +- The Oyama Brothers (Masao, Kunio, Akira) - Japanese karate masters dressed in gis specializing in speedy attacks. +* Tricks - The hurricane kick and the one-armed stand head butt are added to the player's move set. If the player's current character dies, then the new techniques will be inherited by the next character in reserve, if there is one. +* Weapons - A nunchaku or sword are given player. Only the Lees can have purchase and wield weapons. +* Energy - Restores the current character's life to 150%. +* Power-Up - Increases the character's agility. + +There are 5 stages in the game : + +Mission 1 - America - The enemies in this stage are typical thugs and bikers. The first area takes place in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a red-haired biker wearing a leather jacket. + +Mission 2 - China - The enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in a countryside near the Great Wall of China. The boss at the end of level is Li Cheng-Long, a Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his club. + +Mission 3 - Japan - The enemies are samurai swordsmen. The first area takes place outside a castle, with bamboo traps and enemies coming out of walls. The second area takes place inside a castle, where the player will face a few more swordsmen before taking out on the boss, Ranzou, a ninja. He attacks with throwing stars and smoke bombs and splits into three forms when he's down on his life. + +Mission 4 - Italy - Consists of a single level set in the ruins of a coliseum. The enemies are roman archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armour, will attempt to run the player over with his horse. After defeating all the archers, Giuliano will dismount at the end of the level and fight the player. He wields a long hand spear and can block attacks with his shield. + +Mission 5 - Egypt - The final stage is composed of seven levels, which includes a desert field, an underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall with a flying disc. Enemies include living tree men and rock creatures. + +- TECHNICAL - + +Game ID : TA-0030 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz) + +Players : 3 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Developed by East Technology. Double Dragon 3 was released in November 1990 by Technos. + +The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information). A graffiti in the first stage reads "Gigandes", which one of the team's previous games. + +There are 4 character types, the Lee brothers and 3 new character types (who are available via the weapon shops in the American and World versions, and are selectable in the Japanese version). However the original idea for the game was for the player to select between Billy and Jimmy Lee, or one of the 3 new characters introduced in the game. The original characters which were Roney Urquidez (who originally wore orange), Chin Seimei (who originally wore red) and Masao Oyama (who was originally named Masahiko Oyama). Apparently the designers considered the possibility that 2 or 3 players playing the game at the same time might want to control the same character, so they revised this by creating Sonny (the 3rd Lee brother) and 2 siblings for each of the new characters. A separate character portrait was made for Jimmy, which is unused in the released Japanese version. The game's ending depicts the original 5 characters, as does the artwork on the Japanese sales flyer. + +Soundtrack releases (for limited-editon) : +Double Dragon 3 / The Conbatribes - / Pony Canyon / Scitron - PCCB-00065 - June 21, 1991 + +- UPDATES - + +The US version is slightly different, it has the 'Winners Don't Use Drugs' screen. + +The Japanese version discards the weapon shops completely from the game. Instead, the game asks the player to select from the 4 character types available when they begin (Lee, Chin, Urquidez or Oyama). The one-armed stand head-butt and the hurricane kick are available as part of the default moveset, but the hurricane kick is made hard to execute. While controlling one of the Lee brothers, a nunchaku or a sword can be found on the floor in certain stages. The first stage is slightly re-arranged, with the starting point moved in front of the Power Records store and the conveyor belt inside the warehouse removed. + +- SERIES - + +1. Double Dragon [Model TA-0021] (1987) +2. Double Dragon II - The Revenge [Model TA-0026] (1988) +3. Double Dragon 3 - The Rosetta Stone [Model TA-0030] (1991) +4. Super Double Dragon (1992, Super Famicom ) +5. Double Dragon V - The Shadow Falls (1994, Super NES / Jaguar ) +6. Double Dragon (1995, AES / NEO GEO / NEO GEO CD, 1996, Playstation) +7. Double Dragon Advance (2004, GBA) +8. Double Dragon (2009, Zeebo) +9. Double Dragon (2011 iOS / Android) +10. Double Dragon Neon (2012, PS3 / Xbox 360) +11. Double Dragon II: Wander of the Dragons - (2013, Xbox 360) +12. Double Dragon IV (2017, PS4 / Nintendo Switch / iOS / Android / Windows) + +- STAFF - + +Director: Yoshihisa Kishimoto +Programmers : N. Takioka, E. Ogura, Y. Katsumata +Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino +Audio : A. Inoue, T. Nozaki + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (1990) "Double Dragon III: The Rosetta Stone" +[US] [EU] Nintendo Entertainment System (feb.1991) "Double Dragon III: The Sacred Stones" +Sega Mega Drive (1992) +Nintendo Game Boy (1992) + +* COMPUTERS: +Commodore C64 (1991) +PC-Compatible [MS-DOS, 5.25" / 3.5"] (1991) +Atari ST (1991) +Commodore Amiga (1991) +Amstrad CPC (1991) +Sinclair ZX Spectrum (1992) + +* OTHERS: +LCD handheld game (1991): released by Tiger Electronics. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=doubledr + +Double Dragon (c) 1995 Technos. + +A head-to-head fighting game based on the 1994 Double Dragon movie, the game features a roster selectable which consists of "Double Dragon" alumni Billy, Jimmy, Marian, Abobo and Burnov, as well as 5 original characters as they enter a martial arts tournament to take out evil crime lord of Bloody Town, Koga Shuko. Unique features in the game includes destructible environments and a super move meter which fills out based on how much energy the player has left, giving weaker fighters a handicap. After defeating the default 10 fighters, the player faces Shuko's bodyguard, Duke, before fighting Shuko himself. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-082 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Light Attack [B] Medium Attack [C] Hard Attack [D] Extra Attack + +- TRIVIA - + +Released in February 1995. Double Dragon was Technos' first game for the Neo-Geo hardware. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games. + +The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's Super Dragon Kick technique (Forward Dragon Punch motion + 2 buttons with the charge meter filled) as a single hit! The original Double Dragon logo can be seen in the large white boat on Cheng Fu's stage! + +Billy, Jimmy, Marian and Abobo are the only characters from the original 1987 "Double Dragon" game who were featured in both : the movie and this game. Billy and Jimmy have the ability to transform into more powerful counterparts like they did in the end of the movie, while Abobo turns into his mutated form for a brief moment when he does his 'Grow 'n Throw' super move. Marian is depicted as a female gang leader, much like her movie counterpart. Burnov was the first stage boss in "Double Dragon II - The Revenge", while Duke was the final boss in the Super NES game "Super Double Dragon", although neither character were in the movie. Koga Shuko, the game's final boss, was an original character from the film. + +April Simmonds holds the official record for this game with 96,700 points on April 21, 2007. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon - G.S.M 1500 - PCCB-00175) on March 17, 1995. + +- UPDATES - + +MVS (arcade) vs. Home (neo-geo) differences : +- Arcade : If you beat the game without losing a round you'll see a drawing of each character posing while the credits roll. If you beat using a continue you just see the credits rolling on the screen in one of the monitors that fell on the last boss. +- Home : Regardless if you use continues or not you will only get the credits that roll on the big monitor screen. + +- TIPS AND TRICKS - + +* Play As Duke / As Koga Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 3 seconds each. If done correctly you will hear the word 'Bingo!'. + +* Alternate Costume Colors : Press B, C or D when selecting a fighter. + +- STAFF - + +Voice: Hikaru Midorikawa (as Billy), Kaneto Shiozawa (as Jimmy / Amon), Yuka Koyama (as Marian), Daisuke Gōri (as Abobo / Burnov), Yukimasa Kishino (as Eddie), Keiko Han (as Rebecca), Yusaku Yara (as Dulton), Hisao Egawa (as Cheng Fu / Duke), Osamu Saka (Shuko), Miyako Endo (Narration) +Aoni Production: Yasuaki Sumi +Program: Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto +Graphic: Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Ōnishi, Kazutaka Ōhashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Kōji Yamada, Hideki Hoshiya +Planner: Muneki Ebinuma, Minoru Yamaguchi +Sound Program & Tools: Robert C. Ashworth +Sound Effects: Taku Urabe (credited as Taku) +Composer: Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumio Suzuki +Guitar: Osamu Sakai +Special Thanks: Toshiaki Tsugane, Kensuke Nishi, S. Yasuraoka (credited as Yasuraoka Special), Makoto Shigenobu, Teruo Ichimura, Kouji Matsuyama, Yukiko Yamashita +Genic: Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesaka +Espo Corp.: Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura +Madhouse: Yuji Takae +J.C. Staff: Tomoko Kawasaki, Eiichi Endō, Nobuko Ogino +Illustration: Tsuguyuki Kubo +Leader: Kazuyuki Kurata +Boss: Kunio Taki + +- PORTS - + +* CONSOLES: +[JP] [US] SNK Neo-Geo (mar.31, 1995) "Double Dragon [Model NGH-082]" +[JP] SNK Neo-Geo CD (june.2, 1995) "Double Dragon [Model NGCD-082]" +[US] SNK Neo-Geo CD (1995) "Double Dragon [Model NGCD-082E]" +[JP] Sony PlayStation (apr.26, 1996) "Double Dragon [Model SLPS-00191]" +[JP] Sony PlayStation (aug.10, 2011) "Double Dragon [PS1 Classics]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=drtoppel,drtoppelu +Arcade Video game published 37 years ago: + +Dr. Toppel's Adventure (c) 1988 Taito. + +Export release. Game developed in Japan. See the original for more information; "Dr. Toppel's Tankentai". + +- TRIVIA - + +Even if titlescreen says 1987, Dr. Toppel's Adventure was released in March 1988 in US. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dragnblz +Arcade Video game published 25 years ago: + +Dragon Blaze (c) 2000 Psikyo. + +In a distant land, four brave dragonriders must make use of every trick in the book to survive wave after wave of powerful monsters and hulking bosses in this Psikyo shoot'em up masterpiece. Features some truly beautiful graphics & sound, excellent control that features some interesting gameplay mechanics and tons of challenge. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> Shoot, Bomb, Auto-Shot + +- TRIVIA - + +Dragon Blaze was released in May 2000. + +The game forbids the initials : 'SEX', 'DIE', 'FUC', 'FUK', 'PLO', 'PIS', 'PEE', 'KKK', 'IRA', 'HIV', 'AUM', and 'ASS' on the high score table. If you try, it gets changed to three smileys. + +- TIPS AND TRICKS - + +* Maintenance Code : +9-2-2-2-0 Maintenance Mode. +9-2-2-1-0 All Data Erased. +1-2-3-4-5 Reset Scores. + +* Each stage 2nd boss has a weak point which is called 'the core' that is exposed for some few seconds. To get the 'Technical Bonus' when the core is revealed you must use the dragon shoot against it killing the boss in one hit. Try not to damage the 2nd boss for too much though, if it gets too damaged it won't reveal the core. + +* Dragon Blaze characters: +1) Quaid: +- Speed: average. +- Shot Attack: average width and power, powerful aimed secondary lances with every button press. NOTE: Extra lances can be fired with faster button inputs. +- Shot Special - Button Held: aimed narrow stream of fire. Slow moving fireballs that stay on the screen for a few seconds. Good for deploying on one side of the screen to let them do their work while you take care of something else on screen. +- Dragon Attack: average width and call-back speed. +- Dragon Special: wide Dragon breath, very little range, must be positioned close for any real effect. +- Bomb: good, full screen protection for 2 seconds. +2) Sonia: +- Speed: slow. +- Shot Attack: wider shot than Quaid but about the same power, but she has a very strong secondary lazers that can take out multiple weaker enemies in one shot. Excellent. +- Shot Special - Button Held: very wide spead, powerful. Good. +- Dragon Attack: one of the best in the game, if you notice the main dragon has two extra dragons either side of it making it the widest of all the dragon strikes, only down side is the call-back speed is slow. +- Dragon Special: poor and pretty useless. Main Dragon fires a weak green spread while the two smaller dragons home onto the closest enemy with an even weaker attack. Pretty much useless. +- Bomb: poor, deploys a protective barrier slighly wider than Sonia vertical up the screen, can be hit if outside barrier, useful for sticky situations and not much else. +3) Rob: +- Speed: slowest. +- Shot Attack: one of the best in the game, Wide powerful spread covering a large span of the screen. His secondary weapon are very powerful slow moving metal balls tavelling at a slight angle to the sides but has limited range. +- Shot Special - Button Held: powerful spread of rocks, fast and covers a wide area. +- Dragon Attack: about the same range as Quaids but a little stronger, but again as with Sonia the recall speed is slow, not as slow but easily slower than Quaid and Ian. +- Dragon Special: powerful hori laser, decent. Very useful for level 6. +- Bomb: good, full screen protection for 2 seconds. +4) Ian: +- Speed: fastest. +- Shot Attack: straight fire, average. Secondary weapons are homing daggers that ermm, home in. Okay if you're going for survival but a pain in the arse if you're going for score because it kills everything before you get a chance to dragon shot them. Poor for Score, good for survival. +- Shot Special - Button Held: strong powerful laser, good but, Ian's powerbar takes about 10 years to charge so use it wisely +- Dragon Attack: pretty much the same power and width as Quaid, but with the fastest dragon recall in the entire game. Excellent. +- Dragon Special: green round circular area, shield? I dunno what it is but it spins around the spins the dragon Confused . Good for taking out stronger enemies in level stages. +- Bomb: worst in the game, pretty much useless, it does sod all damage. Poor for panic situation too, no invulnerability. + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (Mar. 31, 2005) "Sol Divide & Dragon Blaze [Psikyo Shooting Collection Vol.3] [Model SLPM-62593]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=drgnunit +Arcade Video game published 36 years ago: + +Dragon Unit (c) 1989 Athena Company, Limited. + +A beat'em up game. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 8 Mhz) +Sound Chips: X1-010 (@ 16 Mhz) + +Screen Orientation: Horizontal +Video Resolution: 380 x 240 Pixels +Screen Refresh: 60.00 Hz +Palette Colors: 512 + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 += > Attack, Jump, Crouch + +- TRIVIA - + +Dragon Unit was released in June 1989. You can changes the title from Japanese (Dragon Unit) to English (Castle of Dragon) (selectable by a dipswitch). + +The game was also licensed to Romstar for the manufacture and distribution of a Conversion Kit in the USA, as "Castle of Dragon". + +- STAFF - + +Producer: Sakae Nakamura +Game Director: Crazy Tom +Game Designer: Minoru Esaki +Composer: Shotaro Sasaki +Manupilater: Kouichi Ishibashi +Map Designer: Yoshie Ishiyama +Extra Debugers: Undead Tama (Undead Tamai), Zensack Yamamura +Programmer: Tom_boy +Animator: Super Esaki +Sound Mixer: Enjoy Sasaki +Hardware Service: Drunkard Nonaka +Special Thanks: Mr. Abe, Mr. Shinohara, Mr. Akiba, Mr. Suzuki, Mr. Fjimoto, Mr. Miyaboo, Stadio Irikaya, T. Yoshikawa, M. Esaki, S. Sasaki + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dland +Arcade Video game published 38 years ago: + +Dream Land / Super Dream Land (c) 1987 World Technos Co. + +Bootleg of "Bubble Bobble". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=driftout,driftoutj +Arcade Video game published 34 years ago: + +Drift Out (c) 1991 Visco Corp. + +An overhead-view racing game. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System). + +Players: 2 +Control: dial +Buttons: 2 + +- TRIVIA - + +Drift Out was released in October 1991. + +A bootleg of this game is known as "Drive Out". + +- SERIES - + +1. Drift Out (1991) +2. Drift Out '94 - The Hard Order (1994) +3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom) +3. Neo Drift Out - New Technology (1996) + +- STAFF - + +Producer : Tetsuo Akiyama +Director : Don Gabacho +Assistant Director : Keisuke Usami +Programmers : Nadu. S, Tera.Bat, Koizumi Pharmacy +Character Designers : Tel. Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi +Sound : Mr. Fukumori, Space Creative +Special Thanks : Ideb76kg, Hokke 450, Yakuruto Nakajima, Nakamura Lab, Philippines No3, Yuji Masuda, Rolling Kenmi, Ume W, Itoi Yasuhisa, Kin Chan + +- CONTRIBUTE - + +Edit this entry +$end + +$info=driveout +Arcade Video game published 34 years ago: + +Drive Out (c) 1991. + +This is a pirate version of the European release of "Drift Out" by Visco. + +- TECHNICAL - + +Players : 2 +Control : dial +Buttons : 2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddsom,ddsomu,ddsomr1,ddsomur1,ddsomr2,ddsomud,ddsomr3 +Capcom CPS-II cart. published 29 years ago: + +Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board revisions : + +REVISION 1 : +* Build date: 960208 +* EUROPE release + +REVISION 2 : +* Build date: 960209 +* US and EUROPE releases + +REVISION 3 : +* Build date: 960223 +* EUROPE release + +REVISION 4 : +* Build date: 960619 +* US and EUROPE releases + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddsomj,ddsomjr1,ddsomjr2 +Capcom CPS-II cart. published 29 years ago: + +Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited. + +Based on the famous RPG system Dungeons & Dragons. Six characters straight out of the Dungeons and Dragons Player's Manual take up arms in order to rid the kingdom of the evil sorceress Synn and her droves of annoying little Kobolds. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 4. +Control: 8-way joystick per player. +Buttons: 4 per player. + +- TRIVIA - + +Dungeons & Dragons - Shadow Over Mystara was released in February 1996 in Japan. It was known as the 14th CPS-II game. + +Known Export releases: +"Dungeons & Dragons - Shadow Over Mystara [Blue Board]" +"Dungeons & Dragons - Shadow Over Mystara [Grey Board]" +"Dungeons & Dragons - Shadow Over Mystara [Orange Board]" +"Dungeons & Dragons - Shadow Over Mystara [Pink Board]" + +The game forbids the initials 'SEX' on the name selection screen. If you try, it gets changed to (depending of the character you choose) : +Fighter: 'CRASSUS' +Cleric: 'GRELDON' +Elf: 'LUCIA' +Magic user: 'SYOUS' + +Victor Entertainment released a limited-edition soundtrack album for this game (Dungeons & Dragons - Shadow Over Mystara - VICL-2169) on May 22, 1996. + +- UPDATES - + +Green Board revisions: + +REVISION 1: +* Build date: 960206 + +REVISION 2: +* Build date: 960223 + +REVISION 3: +* Build date: 960619 +* Name Bug corrected (see 'Tips And Tricks' section for more info). + +- TIPS AND TRICKS - + +* Bug : very beneficial trick in some cases but leads to lockups. Choose a character with a 6-character name (Blue Dwarf and possibly 2 others). Press the name button and then erase it and start pressing buttons to put your own letters in. The timer to enter your name will reset as long as you are pressing buttons to enter letters. What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory. Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc... The character info on screen is all garbled. Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver. The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory. Try using about 110 ''M''s for a name. This glitch was removed with the later revision. + +- SERIES - + +1. Dungeons & Dragons - Tower of Doom [Green Board] (1994) +2. Dungeons & Dragons - Shadow Over Mystara [Green Board] (1996) + +- STAFF - + +Planners : Kenkun Kataoka, Malachie +Character Designer : Kinu Nishimura +Object Designers : "S" is a Criminal, Hiroaki Minobe, Shinya Miyamoto, Dway Nishimura, Kanako Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsujimoto, Tsunenori Shirahama, Ino, R. Sato, Sagata, Masanori Kondo, Shinji Sakashita (Shinz. Sakashita), Satoru Yamashita, Yosinori Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Matsumura (28) +Scroll Designers : Nissui, Saru, Shake, Hisoya, S. Kuwatch, J. Son, Ojiji, Takky, Iwai, Meiko. K +Music Composer : Masato Koda +Sound Designer : Moe. T +Sound Effects : Moe. T, Hachi Bee, Satoshi Ise +Sound Producer by Arcade Sound Team. +Programmers : O.G.T, Kazuo Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc +Original Script : Alex Jimenez + +Special Thanks : Lee, Mta (Groovy) Nshi, Shinichi Yasuki, Takuya Shiraiwa (Mr. Shiraiwa) + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (mar.4, 1999, "Dungeons & Dragons Collection") [Model T-1224G] +[JP] Sega Saturn (mar.4, 1999, "Dungeons & Dragons Collection [4MRAM Doukori Ban]") [Model T-1245G] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddsoma,ddsomar1 +Capcom CPS-II cart. published 29 years ago: + +Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- PORTS - + +* COMPUTERS: +PC [MS Windows, CD-ROM] [KO] (2003): by MCB Interactive. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddsomh +Capcom CPS-II cart. published 29 years ago: + +Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddsomb +Capcom CPS-II cart. published 29 years ago: + +Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddtod,ddtodur1,ddtodu,ddtodr1,ddtodd +Capcom CPS-II cart. published 31 years ago: + +Dungeons & Dragons - Tower of Doom (c) 1994 Capcom USA. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board revisions : + +REVISION 1 +* Build date: 940113 +* US and EUROPE releases + +REVISION 2 +* Build date: 940125 +* US release + +REVISION 3 +* Build date: 940412 +* EUROPE release + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddtodj,ddtodjr1,ddtodjr2 +Capcom CPS-II cart. published 31 years ago: + +Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited. + +Based on the famous RPG system Dungeons & Dragons. Four warriors set a course for the evil Tower of Doom and battle lots of enemies straight out of the Monstrous Compendium! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 4. +Control: 8-Way Joystick per player. +Buttons: 4 per player. +=> Attack, Jump, Use Item, Select Item + +- TRIVIA - + +Tower of Doom was released in January 1994 in Japan. It was known as the second game released on the CPS-II hardware. + +Known export releases: +"Dungeons & Dragons - Tower of Doom [Blue Board]" +"Dungeons & Dragons - Tower of Doom [Grey Board]" +"Dungeons & Dragons - Tower of Doom [Orange Board]" + +The little sword-swinging flourish the fighter does after defeating a major enemy is taken directly from Capcom's previous side-scrolling sword fighting game, "Knights Of The Round". + +Jorel Chisolm holds the official record for this game with 238452 experience points on November 10, 2005. + +- UPDATES - + +Green Board revisions : + +REVISION 1 : +* Build date: 940113 + +REVISION 2 : +* Build date: 940125 + +- TIPS AND TRICKS - + +* Extended Ending : During the last fight with Deimos activate all 4 players, than defeat the boss. If all 4 characters are alive then an extra scene will be played after the ending credits where the party sets off for their next adventure. + +- SERIES - + +1. Dungeons & Dragons - Tower of Doom [Green Board] (1994) +2. Dungeons & Dragons - Shadow Over Mystara [Green Board] (1996) + +- STAFF - + +Dungeon Masters : Tomoshi Sadamoto (11255), Magigi Fukunishi, George Kamitani, Alex Jimenez +Character Designers : Hitoshi Nishio (T), Shinji Sakashita (Sinz. Sakashita), Jun Matsumura (25), Youjiro, Yukari Ogawa, Minobeyan, Popozu. Boo, Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto +Artists : Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon +Programmers : Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko +Music Composers : Isao Abe (Oyaji), Takayuki Iwai (Anarchy Takapon), Ok Production +Sound Designers : Toshio Kajino, Tomuyuki Kawakami (T.K NY) + +Special Thanks : Kazumasa Yamanouchi, Ikusan Z, Yorio, Rikagon, Prof. Hayashi, Takuya Shiraiwa + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (mar.4, 1999, "Dungeons & Dragons Collection") [Model T-1224G] +[JP] Sega Saturn (mar.4, 1999, "Dungeons & Dragons Collection [4MRAM Doukori Ban]") [Model T-1245G] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddtoda,ddtodar1 +Capcom CPS-II cart. published 31 years ago: + +Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ddtodh,ddtodhr1,ddtodhr2 +Capcom CPS-II cart. published 31 years ago: + +Dungeons & Dragons - Tower of Doom (c) 1994 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Tower of Doom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- UPDATES - + +Orange Board revisions : + +REVISION 1 +* Build date: 940113 + +REVISION 2 +* Build date: 940125 + +REVISION 3 +* Build date: 940412 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=strhoop + +Dunk Dream (c) 1994 Data East Corp. + +A basketball game from the streets. Choose from one of ten countries and compete in three-on-three slamdunkin' action. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-079 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Offense > [A] Shoot/Dunk, [B] Pass +=> Defense > [A] Block a shot, [B] Steal the ball + +- TRIVIA - + +Exact release date: December 8, 1994 + +This game is known outside Japan as 'Street Hoop' and in the US as 'Street Slam'. + +Soundtrack releases (for limited edition) : +Dunk Dream / Gun Hard - PCCB-00173 - Pony Canyon / Scitron (January 20, 1995) + +- SERIES - + +1. Dunk Dream [Model NGM-079] (1994) +2. Dunk Dream '95 (1996) + +- STAFF - + +Producer : Iwao Horita +Game Designer : Atsushi Kaneko +Soft : Mitsutoshi Sato (Mitsutoshi Bono), K. Minegishi, Mya +Graphic Designers : Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chang, Kim, Takayuki Tanaka +Music and Sound Effects : Tatsuya Kiuchi (Mr. K Dynamite), Masaaki Iwasaka (Koremasa) +Thanks : Tohru Kikuchi, NSX Kato, Osapan + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (dec.09, 1994) "Dunk Dream [Model NGH-079]" +[JP] SNK Neo-Geo CD (jan.20, 1995) "Dunk Dream [Model DECD-004]" +[US] SNK Neo-Geo CD (jan.20, 1995) "Dunk Dream [Model DECD-004E]" +[US] Nintendo Wii (feb.19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" +Nintendo Wii [Virtual Console] [JP] (jul.20, 2010) Neo-Geo version +Nintendo Wii [Virtual Console] [EU] [AU] (oct.22, 2010) Neo-Geo version +Nintendo Wii [Virtual Console] [US] (nov.1, 2010) Neo-Geo version + +* OTHERS: +[MX] Zeebo (mar.30, 2010) +[BR] Zeebo (apr.16, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dleague,dleaguej +Arcade Video game published 35 years ago: + +Dynamite League (c) 1990 Taito. + +A baseball game. + +- TECHNICAL - + +Taito H System hardware +Prom Stickers : C02 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in June 1990 in Europe, North America, and Japan. + +- STAFF - + +Lead designer : Tsukasa Fujita +Programmers : Takashi Ishii, E. Satoh, M. Shimazaki, K. Nomura, T. Koike +Graphics designers : Hisaya Yabusaki, Kohzoh Igarashi, Hisakazu Katoh, Yukiwo Ishikawa (Yukio Abe), T. Matsumoto, Tetsuya Shinoda, Y. Iwata, Ken' Ichi Imaeda, T. Satoh, M. Fukui, H. Kumagai, Atsuchi Taniguchi, Taira Sanuki +Sound (Zuntata Team) : Naoto Yagishita, Shiro Imaoka, Norihiro Furukawa +Hardware : Toshiyuki Sanada +Additionial design : Hiroyasu Nagai +Mechanic : H. Arai + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dynwar,dynwara +Arcade Video game published 36 years ago: + +Dynasty Wars (c) 1989 Capcom USA, Incorporated. + +Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau [B-Board 88622B-3]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 88622B-3 + +- TRIVIA - + +Dynasty Wars was released in July 1989 outside Japan. It is known in Japan as "Tenchi wo Kurau" (translated from Japanese as 'Heaven and Earth Receiving Blows'). + +- SERIES - + +1. Dynasty Wars [B-Board 88622B-3] (1989) +2. Warriors of Fate [B-Board 91635B-2] (1992) + +- PORTS - + +Here is a list of ports released outside Japan. To see the Japanese ports please see the original Japanese entry; "Tenchi wo Kurau [CP-S No. 04]". + +* COMPUTERS: +[EU] Sinclair ZX-Spectrum (1990) +[US] [EU] Commodore C64 (1990) +[EU] Amstrad CPC (1990) +[EU] Amstrad CPC (1990) "Coin-Op Hits II" +[US] [EU] Commodore Amiga (1990) +[EU] Atari ST (1990) +[EU] Amstrad CPC (1991) "Capcom Collection" +[EU] Atari ST (1991) "Capcom Collection" +[EU] Commodore C64 (1991) "Capcom Collection" +[EU] Commodore Amiga (1991) "Capcom Collection" +[EU] Sinclair ZX Spectrum (1991) "Capcom Collection" +[US] Windows PC (2021) "Capcom Arcade Stadium" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=edf,edfu,edfbl,edfa,edfp +Arcade Video game published 34 years ago: + +E.D.F. - Earth Defence Force (c) 1991 Jaleco. + +A horizontally scrolling shoot'em up. + +- TECHNICAL - + +Jaleco Mega System 1-B hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in March 1991. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (E.D.F. - PCCB-00058) on 21/03/1991. + +- STAFF - + +Programmers : S A S, Azvear-s +Main graphic : Wan Da You, Ca-Sai, Nekomasa +Sub-graphics : Crayon Gear, Shimizu +Music : Tsukasa Tawada +Produced by : Yuki.Arai + +- PORTS - + +* CONSOLES: +Nintendo Super Famicom (1991, "Super E.D.F. - Earth Defence Force") : It's a 1-player game only, unlike the arcade which was a 2-player game. Graphics are slightly downgraded (smaller sprites), but now it has added transparency effects. Also, one level is different from the arcade. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ecofghtr,ecofghtru,ecofghtru1,ecofghtrd +Capcom CPS-II cart. published 32 years ago: + +Eco Fighters (c) 1993 Capcom Company, Limited. + +North American & World release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Etc.] + +- UPDATES - + +Blue Board revisions: + +REVISION 1 +* Build date: 931203 +* WORLD and US releases. + +REVISION 2 +* Build date: 940215 +* US release. + +- PORTS - + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ecofghtra +Capcom CPS-II cart. published 31 years ago: + +Eco Fighters (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ecofghtrh +Capcom CPS-II cart. published 32 years ago: + +Eco Fighters (c) 1994 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Ultimate Ecology [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=eightfrc +Arcade Video game published 31 years ago: + +Eight Forces (c) 1994 Tecmo, Limited. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Runs on the Seta 1st Generation System Hardware. + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Screen Orientation : Vertical +Video Resolution : 384 x 224 Pxels. +Screen Refresh : 60.00 Hz +Palette Colors : 1536 + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> Shoot, Bomb + +- TRIVIA - + +Eight Forces was released in August 1994. + +- STAFF - + +Producer: Mitsugu +Programmers: Mitsugu, Morizo +Planners: Kibandoo Jun, Masked-K, Duka +Graphic: Wataru, Iwakai, Arimoto +Sound: Hanaoka, Okuda, Nakanisi + +- CONTRIBUTE - + +Edit this entry +$end + +$info=eightman + +Eightman (c) 1991 SNK [Shin Nihon Kikaku]. + +A side-scrolling beat'em up / platform game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-025 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 buttons Per Player (3 usables). +=> [Joystick] 8-way, [A] Punch [B] Jump [C] Special Attack + +- TRIVIA - + +Developed by Pallas, Eightman was released in September 1991 by SNK. + +This game is based on a Japanese cartoon series from the 60s. The characters actually do not look exactly like the traditional Eightman. Nineman is Just a palette swapped Eightman. + +In 2000, Taiyo System released a pachislot based on this video game, called "Eightman (Taiyo System)". + +- STAFF - + +Producer : Eikichi Kawasaki +Directors : Deru-Deru, Stary Cat +Programmers : Nishidon, Shinchan (as 'Shinchan-SSS') +Music Composers : Jojoha Kitapy, Yoko, Makiko +Designers : Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91 + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (nov.10, 1991; "Eightman [Model NGH-025]") +[US] SNK Neo-Geo AES (nov.10, 1991; "Eightman [Model NGH-025]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=elvact2u +Taito F3 cart. published 30 years ago: + +Elevator Action II (c) 1995 Taito America Corp. + +North American version. For more information about the game, please see the non-US version entry; "Elevator Action Returns". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Game ID: E02 + +Players: 4 +Control: 8-way joystick +Buttons: 4 + +- TRIVIA - + +Elevator Action II was released in February 1995 in North America. It was known outside US as "Elevator Action Returns". + +- SERIES - + +1. Elevator Action (1983) +2. Elevator Action II (1995) +3. Elevator Action EX (2000, Nintendo Game Boy Color) +4. Elevator Action - Death Parade (2009) +5. Elevator Action Deluxe (2011, PSN) + +- PORTS - + +NOTE: These are US ports only. For ports released outside the US, please see the non-US version entry, "Elevator Action Returns". + +* CONSOLES: +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=espradej,espradejo +Arcade Video game published 27 years ago: + +ESP Ra.de. (c) 1998 Atlus. + +A vertically scrolling shoot'em up game. + +- TECHNICAL - + +Game ID : ATC04 + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen orientation : Vertical +Video resolution : 240 x 320 pixels +Screen refresh : 57.55 Hz +Palette colors : 32768 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Shoot, [B] Secondary shoot, [C] Psychic bomb + +- TRIVIA - + +ESP Ra.de. was released in April 1998 in Japan. + +Pronounced 'espraid', this game is known outside Japan as "ESP Ra.de. [International ver.]". ESP means 'ExtraSensory Perception'. + +Soundtrack releases : +Dodonpachi/esprade Soundtrack [Scitron / Gamest - SGCD-000002 - Nov 6, 1998] +Guwange/ ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007] + +- TIPS AND TRICKS - + +* Counter Display : Insert a coin, hold B button and press Start. + +* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages : + +YUSUKE : +Press A button : Houoh High School, Random, Random. +Press B button : Houoh High School, Shopping Mall At Night, Bay Area. +Press C button : Houoh High School, Bay Area, Shopping Mall At Night. + +JB-5TH : +Press A button : Shopping Mall At Night, Random, Random. +Press B button : Shopping Mall At Night, Bay Area, Houoh High School. +Press C button : Shopping Mall At Night, Houoh High School, Bay Area. + +IRORI : +Press A button : Bay Area, Random, Random. +Press B button : Bay Area, Houoh High School, Shopping Mall At Night. +Press C button : Bay Area, Shopping Mall At Night, Houoh High School. + +* ESP Ra.de. weapons : +1) Shot : your main shot is fired with the A button, and is the basic fire. If you just tap, the character will move at maximum speed: if you hold down the button, the character will slow down, about 20% slower. When you use the normal shot and have a chain going, destroying enemies while the timer is still active will grant you the multiplied score, i.e. if you have a x15 multiplier active and you destroy enemies, they all will be worth their value x15.You need to take four big "P" power-ups to be fully powered, or 4/8/12/16 (in this order) small "P" power-ups. +2) Secondary Shoot : actually the most important of the two basic weapons: Beside making a lot of damage, it triggers multipliers for your basic points. It works in this way: if you shoot a blast of the secondary shot and hit an enemy, you can land on it from 1 to 15 energy bars (the bar is located at the bottom of the screen, on the player's side of course). If you destroy the hit enemy with the main shot, you will also trigger a timer for your multiplier: depending on enemy's size, you can get from 0.5 to 2 seconds to continue the chain and keep having the said multiplier on score. Now, the only way to replenish said timer is to collect the bonus cubes. These cubes are released by larger (i.e. that take more hits to explode) enemies and by engulfing bullets into explosions: if this happens, every bullet will be turned into a bonus cube. Now, when you land a secondary attack on an enemy and then destroy it with the main weapon, you will trigger the multiplier bonus: said multiplier is based on the level of energy that lands on the enemy. For instance, if you land a full level 15 secondary attack on an enemy and then destroy it, you will trigger a x16 multiplier : the basic formula is Energy Bar+1=Multiplier Value, or EB+1=MV +The amount of energy in stock depends on your power level : you start at 7/15, then increase by +2 per full power-up. Now, one final note on the bonus cubes: every cube gives you back 0.1 seconds on your multiplier timer. The maximum timer, however, can never be higher than 2 seconds. Bonus cubes are also (obviously) worth points, hence the name: every bonus cube is worth 100 points x the MV, so big showers of cubes are worth a lot of points and will maintain the multiplier going. +3) Psychic bomb : is your limited weapon to get rid of enemies once you don't know what to do. It basically works in this way: you have a big energy bar on the right of the EB, which tells you how much energy you have to use on the bomb. Once you push the C button, you will release a quick blast of energy which will damage hit enemies: unlike the typical smart bomb, it won't clear the screen of all dangers. However, if you hold down the C button, you will create an aura of invincibility, and accumulate more power: this is useful to release more powerful blasts. Once you hold down the button, all bullets going against your barrier turn into bonus cubes, so you can also get back some of them. You can use up to half of the bar for one huge blast (holding down the button will consume your energy). +Now, the bonus cubes we've spoken about are also meant to make you replenish your bomb. How? Once you reach 200 cubes (counter is below the score), the game will be a bit harder and the bonus counter will flash. This also means that you will get more bullets to be cancelled into cubes with explosions, and thus a better change to keep a multiplier going. +Since we've spoken of replenishing the bomb energy, let's see how it works. Once you reach the 200 cubes value, if you don't have a full bomb bar, the bonus cubes will turn into energy bonuses. These will replenish your bomb bar, but the counter will turn quickly back to 0: once it's reset, you won't get any energy bonuses. Also, next time you will get energy bonuses will be at 300 cubes, then 400, then 500. Finally, if you die, your counter will be reduced at 75% of the stock, then 66%, then 50%, etc... + +- SERIES - + +1. ESP Ra.de. (1998) +2. Espgaluda (2003) +3. Espgaluda II (2005) +4. Espgaluda II [Black Label] [Model K2F-00001] (2010, XBOX360) + +- STAFF - + +Developed by CAVE. + +Producer : Kenichi Takano +Super visor : Hiroyuki Tanaka (Atlus) +Chief programmer : Tsuneki Ikeda +Programmers : Satoshi Kohyama, Ryuichi Yabuki +Chief designer : Junya Inoue +Designers : Akira Wakabayashi, Yuko Nakamura +CG designers : Riichirou Nitta, Atushi Aburano +Sound producer : Junya Inoue +Sound director : Hiroshi Horiguchi (Two Five) +Music composer : Masahiro Kusunoki (Two Five) +Sound effects : Ryuichi Yabuki +Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura +Special assist : Toshiaki Tomizawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=esprade +Arcade Video game published 27 years ago: + +ESP Ra.de. - A.D. 2018 Tokyo (c) 1998 Atlus. + +Export release (international). Game developed in Japan. See the original Japanese version for more information about the game itself; "ESP Ra.de." + +- CONTRIBUTE - + +Edit this entry +$end + +$info=euroch92,euroch92j +Arcade Video game published 33 years ago: + +Euro Champ '92 (c) 1992 Taito. + +European version. Game developed in Japan. For more information about the game, please see the original Japanese version entry; "Hattrick Hero". + +- TRIVIA - + +This game is known in Japan as "Hattrick Hero" and outside Europe as "Football Champ". + +In this version, the conditions (timer and score required) for the SUPER SHOOT are differents, see TIPS & TRICKS for more information. + +- TIPS AND TRICKS - + +How to perform a SUPER SHOOT (Euro Champ '92 version): +* Timer should be between 10 and 36 seconds. +* Score must be a tie (0-0, 1-1, 2-2, ...). +* Only Player's selected Captain can perform a Super Shoot and only ONCE in a whole game (After GAME OVER, +Super Shot becomes enabled again). +* Player's Captain should receive the ball in a certain area of the gamefield with High Pass (Button B long press) +and must not be moving at all, while receiving the ball. +-- #8: Between center point and 1/4 of the upper field. +-- #9: Between 1/4 and 1/2 of the upper field. +--#10: Between 1/2 and 3/4 of the upper field. +--#11: Same as #10 and also in a defensive position as #9. + +- SERIES - + +1. Euro Champ '92 (1992) +2. Taito Cup Finals (1993) +3. International Cup '94 (1994) +4. Taito Power Goal (1994) + +- PORTS - + +* CONSOLES: +[EU] Nintendo SNES (1992) "Euro Football Champ [Model SNSP-HT]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" + +* COMPUTERS: +[EU] Atari ST (1992) "European Football Champ" by Domark Software +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=excthour +Arcade Video game published 40 years ago: + +Exciting Hour - The Prowrestling Network (c) 1985 Taito Corp. + +A match of wits and skill with classic ring techniques used in today's popular professional wrestling arenas. The ringside announcer to signal the start of the match introduces the events. The player battles each of his 5 awesome opponents in quest of the championship. Timely use of joystick and buttons maneuvers the player into position and activates all the standard as well as spectacular moves including : Pile Driver, Sunset Flip, Rolling Sole Butt, Lariat, Plunger, Flying Body Press, everything to weaken the enemy for a pin-fall win for the count of 3, or keeping the challenger out of the ring for a twenty count. After each win, the player takes on the next opponent for another three-minute period. If he defeats all of the opponents, he earns the right to the Championship Belt and goes on to the next four in defense of his title. Colorful, fast-paced action plus realistic sound effects of hits, moves, count-down and crowd cheers adds to the atmosphere and excitement associated with the current rage of professional wrestling. + +- TECHNICAL - + +Game ID : TA-0015 + +Main CPU : MOS Technology M6502 (@ 1.5 Mhz) +Sound CPU : MOS Technology M6502 (@ 1.2 Mhz) +Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz), DAC + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [1] Punch, [2] Kick + +- TRIVIA - + +Exciting Hour was released in October 1985 by Taito under license from Technos. + +This game is known outside Japan as "Mat Mania - The Prowrestling Network". +A 2-Player version of this game is known as "Mania Challenge". + +In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd. + +In the game : +* TWA stands for Technos Wrestling Association. +* Insane Warrior's name is misspelled as 'Insane Worrier'. +* Coco Savage's name is misspelled as 'Coco Savege' at the top of the intro screen, but is spelled correctly in the announcer's scrolling message. +* The Piranha's name is misspelled both at the top of the intro screen and in the announcer's scrolling message as 'The Pirania'. + +Blues Bloody, the champion in this game, is very obviously a copy of Hulk Hogan. Other wrestlers are copied from superstars of the early 80s: The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Piranha is probably Mil Mascaras. The main wrestler ('You') bears a striking resemblance to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released. + +- TIPS AND TRICKS - + +* Moves list : +First, basic moves : +Joystick - Move Around +Button 1 - Punch (P) +Button 2 - Kick (K) +Both Buttons - Run + +While Opponent is Standing : +P+K - Dash at opponent. +P (while running) - Shoulder Block +K (while running) - Flying Press + +To grab the opponent, run towards him. + +While holding on to opponent : +P - Irish Whip (Throw opponent) +K - Pile Driver +P+UP - Body Slam +K+UP - Suplex + +After Opponent has been thrown : +P+Opponent's direction - Elbow Smash +P - Back Body Drop +K+Opponent's direction - Clothesline +K - Reverse Mule Kick + +While Opponent is on the ground : +P - Pick up opponent +K - Pin Opponent + +While on the Turnbuckle : +P - Knee Drop +K - Sunset Flip + +You can do three moves (two in later matches [late 30s on]) to your opponent before needing to ram him with the old 'faceblock' maneuver. However, the moves appear to be broken into categories : + +Big moves - Piledriver and Brainbuster (Suplex) +Medium moves - Clothesline, Elbow, Backdrop +Small moves - Body Slam, Spinning Kick + +Doesn't seem to count - Shoulder Block, Flying Body Press, Rope Moves + +The 'count' works as follows. Usually you get one of each class of move in order from big to small. You can always substitute a lower move for a higher one. At certain times you will get only medium and small, especially the first series when facing Karate Fighter or The Piranha after match 5. Sometimes you won't be able to do three. You can tell because your opponent puts up a small, ineffective resistance to your second move. + +Once per match, you CAN do two big moves in a row. You are guaranteed to be able to do a third move afterwards. In the first five matches, the triple is generally between 2:30 and 2:15. + +* Miscellaneous notes : +1) You can only climb on the turnbuckles in the top-left and top-right corners. +2) Running towards the ropes and pressing the K button will cause you to jump out of the ring (should only be done while an opponent is out there). +3) The maximum number of jumps off the rope you can do is three - any more and the opponent will get up regardless of the amount of damage inflicted. +4) Fight as little as possible outside the ring; you run the chance of being thrown to the other end and facing a ring out loss (especially with Coco Savage and the Piranha - they are dirty fighters!). +5) When an opponent throws you, you have the choice of pressing P to do a shoulder block or K to do a flying press. The move you select should depend on the opponent's reaction - if they throw you and run, press K repeatedly to beat them with the flying press. If the opponent is standing there, it is almost a sure sign that you will be receiving one of their 'stopping moves' (i.e.: Coco's Haymaker or Piranha's choke hold). For this, press K repeatedly. If the opponent has not prepared their signature stop, this usually means they are just going to punch or kick you. Pressing P will give them a shoulder block and knock them down. Try to decide on which move you plan on doing once you see their reaction. +6) If you start to get the 'upper hand' on your opponent (which isn't that hard to do), throw him into the ropes and when he bounces back, let him collide into you (you should be the first one to get up), pick him up and do a pile driver, pick him up, throw him into the ropes and let him collide into you, pick him up and pile drive him again. You can do this for as long as you like but make sure to pin him before the time runs out. For a sure pin, just climb the top rope and land on him three times then pin. +7) A change in the music in the game indicates you are in danger of losing the match! + +* List of opponents : + +1) Insane Warrior +Signature Move : Body Press +Difficulty : Very Easy +Comments : Comic relief for the game. A very easy opponent to beat up and a good learning partner. + +2) Karate Fighter +Signature Move : Rabbit Punch +Difficulty : Easy +Comments : Another opponent to use as a practice partner. + +3) Coco Savage +Signature Move : Slingshot (grabs you by the ankles and throws you across / out of the ring). +Difficulty : Very Difficult +Comments : A dirty fighter. Will knock you down by giving you a shoulder block or knocking you on the head. Will cheat by getting you near the ropes and giving you plenty of shoulder blocks! + +4) The Piranha +Signature Move : Elbow Drop +Difficulty : Moderate +Comments : The dirtiest fighter in the game. A very difficult opponent to fight with outside the ring. + +5) Blues Bloody +Signature Move : Leg Drop +Difficulty : Moderate +Comments : The champ. Likes to body slam and throw opponents out of the ring. + +- SERIES - + +1. The Big Pro Wrestling! [Model TA-0007] (1983) +2. Exciting Hour - The Prowrestling Network (1985) + +- PORTS - + +* CONSOLES: +[JP] Sony PS4 [PSN] (june.12, 2014) "Arcade Archives - Exciting Hour [Model CUSA-00782]" +Sony PlayStation 4 [PSN] [AS] (may.21, 2015) "Arcade Archives - Mat Mania Exciting Hour" +Sony PlayStation 4 [PSN] [KO] (nov.20, 2015) "Arcade Archives - Mat Mania Exciting Hour [Model CUSA-00782]" + +* COMPUTERS: +[JP] Sharp X68000 (feb.25, 1994) "Shusse Oozumou" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=extrmatn,extrmatnj,extrmatnur +Arcade Video game published 38 years ago: + +Extermination (c) 1987 Taito. + +A shoot'em up game. + +- TECHNICAL - + +This game runs on "The New Zealand Story" hardware. + +Board Number : M6100305A +Prom Stickers : B06 + +Main CPU : Zilog Z80 (@ 8 Mhz), Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in April 1987 in Japan. + +Licensed to World Games for US manufacture and distribution. + +- TIPS AND TRICKS - + +* Select stage: If you find all gates of underground rooms, you will be able to select the next stage. + +- STAFF - + +Director : Masaki Ogata +Game designer : Hiroyuki Sakou +Game programmers : YLW, Busuwa Kiraida, Kazutomo Ishida +Software support : Masaki Ogata, Satoshi Kuranaga +Character designers : Yukio Ishikawa, Kohzoh Igarashi, Tetsurou Kitagawa, Yoshihiko Wakita +Character coding : Hiroyuki Sakou +Original story : YLW +Sound programmers : Hisayoshi Ogura, Naoto Yagishita +Hardware analysis : Noboru Yasukawa +Art designer : Hisayasu Nakane +Tools : HP 64000 System, Mentor, Taito Animator + +- CONTRIBUTE - + +Edit this entry +$end + +$info=exzisus +Arcade Video game published 38 years ago: + +Exzisus (c) 1987 Taito. + +The player must use an 8-way joystick to take control of a space astronaut named Exzisus with two buttons to make him fire shots at and drop missiles on enemies, and launch his bird and dog-like robots at them. There are also several different powerups that he can collect to aid him in his mission: +L (Laser Light Blaster) +D (Disruption or Destruction depending upon the palette) +M (Missile) +F (Full Automatic) +A (Aerodynamic Power) +O (Option) +and, in some versions of the title, B (Barrier). When hit, Exzisus returns back to his regular humanoid form. + +- TECHNICAL - + +Game ID : B23 + +Main CPU : (4x) Z80 +Sound Chips : Yamaha YM2151 + +Control : 8-way joystick +Buttons : 2 + +It was also released as a conversion kit; "Exzisus [Conversion Kit]". + +- TRIVIA - + +Exzisus was released in August 1987 in Japan. + +Export release: "Exzisus [Export]" (Licensed to Tad) + +The design of the player spaceship is from Taito's famous shoot-em up, "Darius". + +- STAFF - + +PROGRAMMER: T.YOSHIKAWA, T.MURATA + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (Oct. 14, 2005) "Taito Legends" +[EU] Sony PS2 (Oct. 14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (Oct. 25, 2005) "Taito Legends" +[US] Sony PS2 (Oct. 25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PlayStation 2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (Jan. 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (Oct. 14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (Nov. 10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=eyes,eyes2 +Arcade Video game published 43 years ago: + +Eyes (c) 1982 Rock-Ola Mfg. Corp. + +The player controls a hat-wearing eyeball in a maze. As in Pac-Man, the goal is to collect all of the dots to advance to next level, but in Eyes you shoot the dots rather than eat them. Computer-controlled eyes chase and shoot at the player. Shooting a computer eye gives points and removes it from the level, but it will reappear a short time later. Being shot by a computer eye is fatal. + +As the game progresses, more computer eyes are added to levels and they take less time to shoot at the player. They also move faster. + +- TECHNICAL - + +Model G-206 + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco (@ 96 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 288 pixels +Screen refresh : 60.61 Hz +Palette colors : 16 + +Players : 2 +Control : 4-way joystick +Buttons : 1 + +- TRIVIA - + +Released in July 1982. + +Roogie Elliott holds the official record for this game with 23,222,320 points. + +A bootleg of this game was made by Zaccaria (Italian Market). + +Telko released a very similar game in 1983, called Eggor. + +- STAFF - + +Developed by Digitrex Techstar. + +Designed by : Luis Sanchez + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fantasia,fantasiaa,fantasiab,fantasian +Arcade Video game published 31 years ago: + +Fantasia (c) 1994 Comad Industry Company, Limited. + +Fantasia is a "Qix"-style adult puzzle game modeled heavily after the Kaneko game "Gals Panic!". It features photographic images of both Japanese and western models. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies. + +To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and moves dramatically towards the monster side whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar. If a round is completed while the monster's image is shown then the round must be repeated. + +- TECHNICAL - + +Main CPU : Motorola 68000 +Sound Chips : OKI6295 + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +Fantasia was released on March 07, 1994 + +The celebrity portraits : +Arnold Schwarzenegger (The Terminator) +Bruce Willis (Hudson Hawk) +Michael Jackson +Peter Weller (RoboCop) +Sylvester Stallone +Harrison Ford (Indiana Jones) + +- SERIES - + +1. Fantasia (1994) +2. Super Model (1994) +3. New Fantasia (1995) +4. Fantasia II (1997) +5. WOW Fantasia (2001) +6. WOW New Fantasia (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fantsia2,fantsia2a,fantsia2n +Arcade Video game published 28 years ago: + +Fantasia II (c) 1997 Comad. + +An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitised picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound Chips : OKI6295 (@ 12 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 33792 + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- SERIES - + +1. Fantasia (1994) +2. Super Model (1994) +3. New Fantasia (1995) +4. Fantasia II (1997) +5. WOW Fantasia (2001) +6. WOW New Fantasia (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=feversos +Arcade Video game published 27 years ago: + +Fever SOS (c) 1998 Cave Company, Limited. + +Export release. Game developed in Japan. See the original for more information about the game, "Dangun Feveron". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fightfev,fightfeva + +Fight Fever (c) 1994 Viccom. + +8 initially selectable characters face off to become the Tae Kwon Do master! After defeating the absolutely WACKY Master Taekuk, he becomes selectable as well to face off against end boss Karate Kenji. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0060 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way [A] Light punch [B] Light kick [C] Heavy punch [D] Heavy kick + +- TRIVIA - + +Fight Fever was released in July 1994. + +This game is also known in Korea as "Wang Joong Wang" (translated from Korean as 'King of the Kings'). + +Fight Fever is Viccom's only game developed and released for the SNK Neo-Geo MVS hardware (but was not released on the Neo-Geo AES home console). + +- UPDATES - + +The Korean titlescreen has a Korean flag in the background instead of flames. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fswords + +Fighters Swords (c) 1995 SNK. + +This is the Korean release of "Samurai Shodown III". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fhawk,fhawkj +Arcade Video game published 36 years ago: + +Fighting Hawk (c) 1989 Taito. + +The player controls his fighting plane 'Falcon' and fights against enemies in each round of grassy plain, iceberg, glacier, snowfield and city. His final aim is to shoot down the enemy's snowfield newest bomber 'Dragon Hat'. + +- TECHNICAL - + +Taito L System hardware +Prom Sticker : B70 + +Main CPU : (2x) Zilog Z80 +Sound CPU : Zilog Z80 +Sound Chips : YM2203 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Even if the title screen says 1988, Fighting Hawk was released in March 1989 in Japan. + +Many Japanese gamers expected this game to be along the lines of Toaplan's "Flying Shark". But the game didn't match up with Toaplan's usual style. So, the game was a flop. + +Fighting hawk's BGM and graphic engine were re-used in "Master of Weapon". Originally, Master of Weapon (at a very early stage of development) was planned to be a sequel to Fighting Hawk. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'. + +- TIPS AND TRICKS - + +* Stage selection screen: like many others games in the Taito library, this game has a hidden stage selection screen. Here is the process : +1) During boot-up, press the 'service' button. +2) "Service switch error" should appear; if it does, press 1P START (x3) and the service button (x1). +3) Stage Selection screen should appear. + +- SERIES - + +1. Flying Shark [TP-027] (1987) +2. Fighting Hawk (1989) +3. Fire Shark! [TP-017] (1989) + +- STAFF - + +Sound composer: V. Ohashi (Pinch Panchi) + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=finalb,finalbj +Arcade Video game published 36 years ago: + +Final Blow (c) 1989 Taito. + +The game features a single season boxing championship run. You can select from a group of fictional fighters. + +The game is essentially a side scrolling boxing game where the player moves left and right to control a boxer. With the right timing, the player can unleash a final blow punch that can KO the opponent in a single strike. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : B82 + +Players: 2 +Control: 8-way joystick +Buttons: Buttons: 3 [Weak/Medium/Duck] + +- TRIVIA - + +Final Blow was released in April 1989, even if the title screen says 1988. + +The game has five boxers, each with a nickname : +Detroit Kid - The Invincible Black Panther +Dynamite Joe - The Miracle Fighter +Fernando Gomez - The South American Eagle +Kim Nang - The Korean Comet +King Jason - The Black King + +- STAFF - + +Software : Ichiro Fujisue, Masaya Kinoshita, Yuichi Ohnogi, Takayuki Ishiwata +Character designers : Yukiwo Ishikawa, Kazuhiro Numata +Hardware : Katujiro Fujimoto, Minoru Yoshimura +Cabinet : Hisayuki Yamaguchi, Yoshihiro Akiyama +Art designer : Akio Nomura +Sound : Zuntata Sound Team +Game designers : Yukiwo Ishikawa, Kazuhiro Numata + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (mar.3, 1990) "Final Blow [Model T-11033]" +[US] Sega Genesis (june.1, 1990) "James 'Buster' Douglas Knockout Boxing" +[EU] Sega Mega Drive (1991) "James 'Buster' Douglas Knockout Boxing" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713 (TCPS-10183)]" +[JP] Sony PS2 (june.26, 2008) "Taito Memories II Gekan [Eternal Hits] [Model SLPM-55018]" + +* COMPUTERS: +[JP] FM Towns PC (1990) +[US] Commodore C64 (1991) +[EU] Commodore C64 (1991) +[EU] Atari ST (1991) +[EU] Commodore Amiga (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ffightj,ffightj1 +Arcade Video game published 36 years ago: + +Final Fight (c) 1989 Capcom Company, Limited. + +Final Fight is a horizontally-scrolling beat-em-up for one or two players in which Jessica - the daughter of ex-wrestler and newly-elected Mayor of Metro City, Mike Haggar - has been kidnapped by the evil 'Mad Gear' gang. Haggar rounds up two of his closest friends, Guy and Cody, and sets out to battle Mad Gear's gang members and ultimately rescue his daughter. Players must battle through numerous run-down gang-infested stages to rescue her. + +Each of the game's three playable characters have different strengths and weaknesses. Hagger is very strong but quite slow, Guy is fast but not as strong and Cody is a mix of the two. As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, with the trade-off that each time a special attack is executed, some of the player's health is lost. + +Enemies can be grabbed simply by walking into one of them. When an enemy is grabbed, the player can perform a 'grab attack' by pressing the attack button or can perform throw the enemy by moving the joystick left or right. If the thrown enemy hits another enemy, both will take damage. + +Health levels can be replenished by finding food that lies hidden in breakable crates and barrels. Some of the Mad Gear gang members carry weapons that can be knocked from their hands, these weapons can then be picked up and used by the players. Crates and barrels may also contain weapons and random bonus items. Weapons have limited uses and will disappear if the player is disarmed by an enemy too often, weapons are also discarded when players move to a new area. + +Final Fight consists of six stages, as well as two bonus rounds. At the end of each stage, players will face a powerful boss character unique to that stage. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 88622B-3 + +Players: Up to 2 simultaneously. +Control per player: 8-way joystick. +Buttons per player: 3. +=> [1] Attack, [2] Jump, [3] Release (when grabbed by enemies). + +- TRIVIA - + +Final Fight was released in December 1989 in the Japanese arcades. It was known there as the 8th video game made for the CP System. + +This game was originally billed as the sequel to "Street Fighter" and was to be called "Street Fighter '89". While the game had become a major hit in its own right, Capcom decided to change the name to "Final Fight" and save the "Street Fighter" name for another game, 2 years later. + +Guy's name is written with the kanji meaning 'victory song'. The character of Guy has been allegedly inspired by the lead singer of the post hardcore group Fugazi, Guy Picciotto. + +The enemy character, Andore, and all of his relatives (Andore Jr., Uncle Andore, Father Andore and Grandfather Andore) are Capcom's homage to the now late WWF Champion, Andre Rene Roussimoff, better known as 'Andre the Giant'. + +Two other Mad Gear characters, Axl and Slash, are parodies of the lead singer and guitarist respectively from American rock band, 'Guns N' Roses'. + +Poison is taken from the glam rock group of the '80s, in which the singer used to wear a similar hat to the female character in the game. The character Poison is actually a male transvestite and so is Roxy (although a translation error in the Capcom Classics Collection character profiles refers to Roxy as a female). + +Abigail is a King Diamond album, whose singer (King Diamond) resembles the character in the game. + +Sodom is a famous German thrash metal band founded in the eighties. + +The enemy character 'Two P' appears in "Forgotten Worlds" as the second player ('Two P' for 2P, 'Player 2'). + +The game shares a similar plot with the 1984 movie 'Streets of Fire' directed by Walter Hill. Starring : Michael Paré, Diane Lane, Rick Moranis and Willem Dafoe. Here's a list of the things the movie and the game have in common (Warning! Contains movie spoilers) : +1) The main character played by Michael Paré is named 'Tom Cody' and resembles the game character. Wears jeans and a white shirt at some points during the movie. +2) The city is plagued by gangs and a motorcycle gang kidnaps Cody's Ex girlfriend. +3) The cop that arranges a meeting between Cody and the Gang's boss is nothing other than a corrupted cop by the name of 'Ed Price', the only Cop in the game is called 'Eddie'. +4) The city has an old and trashed look similar to the game. +5) At the end of the movie, Cody leaves the girl just like in the game. Only this time there is no 'Guy' to stop him from leaving (see Final Fight ending sequence) + +Known re-release: "Final Fight [B-Board 89625B-1]" +Known Export release: "Final Fight [B-Board 89624B-3]" + +A bootleg of this game is known as "Final Crash". + +Before the release of "Final Fight", Capcom released a vertically scrolling driving/shoot-em-up called "Mad Gear". + +Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Final Fight : G.S.M. Capcom 3 - PCCB-00030) on May 21, 1990. + +- UPDATES - + +First revision: +* No Build Date screen. + +Second revision: +* Build Date screen added. +* Build date: 900112 + +Third revision: +* Build date: 900305 + +Fourth revision: +* Build date: 900613 + +- TIPS AND TRICKS - + +* At the front of the train of Level 2, stand on the barrel and let the clock get to about 45. You will skip the section without defeating the Mad Gear guys. + +* Special Endings : Finish the game without having to continue to see an additional credit sequence (meet the staff). + +* Hidden Stuff : +Gaining extra points : To gain jewels and other high points items from breakable stuff like barrels, dustbins. Execute the jump+down attack move. (Cody - headbutt, Guy - Elbow). When doing the move, rapidly jag controller left to right. Usually, jewels will appear instead of other cheap things. +Crewing Gum : When fighting Eddie B. (Cop), you will notice that he spit out a wad of gum. That thing will give you about half a life if you pick it up. +Last Boss : Cody is able to punch away the bolts that the last boss fires. No other character can do it. +Off the wall attack : Besides doing the normal off the wall flying kick, you can change it into a flying elbow drop by doing down+attack. +Hidden Gems : On the way to the last boss, there is a stage when there are some pillars. Located at the bottom of each pillar are gems. Make sure you get them. + +* Super Combo : This super combo can be easily executed with Cody or Guy, but it's a bit tougher with Haggar. To begin, initiate a punching combo (press attack, attack, attack for Cody or Guy) or (attack, attack for Haggar.) While you're pressing these buttons, hold the D-pad AWAY from your enemy. Before you do your final ending combo blow, you will throw the enemy, delivering massive damage! +Note : You can also start this combo with a jumping knee (jump and hold down, press attack) to deal even more damage! (This will not work for Haggar). +There's an easier way to do this: simply pull the joystick down while punching and the combo will finish throwing the enemy. + +* Cody is the only character who can attack with a knife without throwing it. Press Attack while standing next to an enemy to stab them. + +- SERIES - + +1. Final Fight [B-Board 88622B-3] (1989, Arcade) +2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom) +3. Mighty Final Fight (1993, Famicom) +4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom) +5. Final Fight Revenge (1999, Arcade) +6. Final Fight - Streetwise (2006, PS2/XBOX) + +- STAFF - + +Planner : Pon G, Akira Nishitani (Nin), Akira Yasuda (Akiman) +Programmers : Kiyomi Kaneko (Kanekon), Shin., Tomiyan, Yokoyan +Character designers : S.Y., Tissue, Prince +Backgrounds designers : Mikman, Okachan, Fukumary, Nissui +Music : Yoshihiro Sakaguchi (Youki Chan's papa) + +Special thanks : CBX, Noritaka Funamizu (Poo), Chin, Yamachan + +- PORTS - + +Here is a list of Japanese ports. To see ports released in other regions, please see the export version entry; "Final Fight [B-Board 89624B-3]". + +* CONSOLES: +[JP] Nintendo Super Famicom (dec.21, 1990) "Final Fight [Model SHVC-FT]" +[JP] Nintendo Super Famicom (mar.20, 1992) "Final Fight Guy [Model SHVC-FY]" +[JP] Sega Mega CD (apr.2, 1993) "Final Fight CD [Model G-6013]" +[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" + +* HANDHELDS: +[JP] Nintendo GBA (may.25, 2001) "Final Fight One [Model AGB-AFFJ-JPN]" + +* COMPUTERS: +[JP] Sharp X68000 (jul.17, 1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ffight,ffightua,ffightub,ffightu1,ffightu,ffighta,ffightbl,ffightuc +Arcade Video game published 35 years ago: + +Final Fight (c) 1990 Capcom USA, Incorporated. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Final Fight [B-Board 88622B-3]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- TRIVIA - + +The original Japanese version had a scene that shows Jessica in underwear on the TV in the abstract mode. This scene was removed in all Export versions. + +The game can be unlocked after one of the cutscenes in "Final Fight - Streetwise" for the Sony PlayStation 2 and the Microsoft XBOX. + +- UPDATES - + +First revision: +* No Build Date screen. + +Second revision: +* Buid date screen added. +* Build date: 900112 + +Third revision: +* Build date: 900424 + +Fourth revision: +* Build date: 900613 + +- PORTS - + +Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry, "Final Fight [B-Board 88622B-3]". + +* CONSOLES: +[US] Nintendo SNES (sept.1991) "Final Fight [Model SNS-FT-USA]" +[AU] Nintendo SNES (1992) "Final Fight [Model SNSP-FT-AUS]" +[EU] Nintendo SNES (mar.20, 1992) "Final Fight Guy [Model SHVC-FY]" +[EU] Nintendo SNES (dec.10, 1992) "Final Fight [Model SNSP-FT-EUR]" +[EU] Sega Mega CD (1993) "Final Fight CD [Model 4410]" +[US] Sega CD (1993) "Final Fight CD [Model 4410]" +[US] Nintendo SNES (june.1994) "Final Fight Guy [Model SNS-FY-USA]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" +Microsoft XBOX 360 [XBLA] [EU] [KO] [US] [AU] (apr.14, 2010) "Final Fight - Double Impact" +Sony PlayStation 3 [PSN] [EU] [US] (apr.15, 2010) "Final Fight - Double Impact" +Microsoft XBOX 360 [US] (mar.27, 2012) "Capcom Digital Collection" - XBLA version +[AU] Microsoft XBOX 360 (mar.29, 2012) "Capcom Digital Collection" - XBLA version +[EU] Microsoft XBOX 360 (mar.30, 2012) "Capcom Digital Collection" - XBLA version + +* HANDHELDS: +[US] Nintendo GBA (sept.26, 2001) "Final Fight One [Model AGB-AFFE-USA]" +[EU] Nintendo GBA (sept.28, 2001) "Final Fight One [Model AGB-AFFP-EUR]" +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* COMPUTERS: +[US] Commodore C64 [EU] (1991) +[EU] Amstrad CPC (1991) +[EU] Commodore Amiga (1991) +[EU] Atari ST (1991) +[EU] Sinclair ZX Spectrum (1991) + +* OTHERS: +Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]" +Apple iPhone/iPod [US] (sept.15, 2011) "Final Fight [Model 459663198]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ffightj2,ffightj3,ffightj4 +Arcade Video game published 35 years ago: + +Final Fight (c) 1990 Capcom Company, Limited. + +Re-release of "Final Fight [B-Board 88622B-3]". See this entry for more information about the game itself. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89625B-1 + +- TRIVIA - + +This re-release runs on a slighty updated hardware. The Build Date is 900305. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ffightjh +Arcade Video game: + +Final Fight (c) 199? Unknown [China] + +A Chinese hack of Final Fight where you can select and play enemies! + +- TECHNICAL - + +Runs on the "CP System" hardware. + +- TRIVIA - + +This pirate hack uses an official Japanese B-Board 91634B-2. The EPROMS have been modified. The Board uses a GAL instead of the classic PAL. There is no ROM check at the start and no logo Capcom, instead there is a chinese text. The game intro is in English. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=finalttr +Arcade Video game published 32 years ago: + +파이날테트리스 (c) 1993 Mijin Computer. +(Final Tetris) + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 3.578545 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Players : 2 +Control : 8-way Joystick +Buttons : 3 + +- TRIVIA - + +Released in August 1993 in Korea. + +- STAFF - + +Developed by Cheil Computer System. + +Producer: Jeon Jae Yun + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fireshrk,fireshrkd,fireshrkdh,fireshrka +Arcade Video game published 36 years ago: + +Fire Shark! (c) 1989 Toaplan Company, Limited. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Same! Same! Same! [TP-017]". + +- TECHNICAL - + +Game ID : TP-017 + +- TRIVIA - + +Fire Shark was released in November 1989. + +Licensed to Romstar for USA distribution. +Licensed to Dooyong for Korean distribution. + +This game is known in Japan as Same! Same! Same! and has some differences: +* You can only play one player at a time. +* When you get hit you start over a bit behind where you left off. + +- SERIES - + +1. Flying Shark [TP-027] (1987) +2. Fighting Hawk (1989) +3. Fire Shark! [TP-017] (1989) + +- PORTS - + +* CONSOLES: +[US] Sega Genesis (1990) [Model 34016] +[EU] Sega Mega Drive (1991) [Model 670-1875] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=3countb + +Fire Suplex (c) 1993 SNK [Shin Nihon Kikaku]. + +CAN YOU SURVIVE THE ULTIMATE BATTLE? + +The long-awaited, 100-Mega Shock charged Pro-Wrestling Game from NEO-GEO! 10 wrestlers, each equipped with Power Attacks and Malevolent Moves rage in the ring, biting, kicking and punching their way to the top spot in the Wrestling World. +Competitive Play and Tage Match battles! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-043 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player. +Player One : [Joystick] 8-Way, [A] Punch, [B] Kick, [C] Jump, [D] Fall +Player Two : [Joystick] 8-Way, [A] Punch, [B] Kick, [C] Jump, [D] Fall + +- TRIVIA - + +Fire Suplex was released on March 25, 1993 in Japan. It was developed by UPL and this is the last game developed by this manufacturer. + +This game is known outside Japan as 3 Count Bout. + +Fire Suplex is the only 'true' wrestling game for the SNK MVS Neo-Geo hardware but not the first. This honor goes to "King of The Monsters" (with giant monsters anyway!) :) + +Blues Hablam and Blubber Man are actually the same guy with the same ring attire, only Hablam sports a mask. The same occurs for Gochack Bigbomb and Big Bomberdir with Bigbomb wearing the mask. + +The character Master Barnes enters the ring wearing Shoulder Spikes similar to the ones worn by legendary wrestling tag-team The Road Warriors. + +Soundtrack album releases: +[JP] Fire Suplex (PCCB-00134) (17/09/93) [Pony Canyon/Scitron] + +Reviews: +[FR] June 1993 - Consoles + N.21: 94/100 + +- TIPS AND TRICKS - + +HOW TO PLAY: +[Joystick] Moves Wrestler (to dash: push joystick twice quickly then the A or B button). +[A & B] Attack - Punch & Kick (Used in close battles). +[C] Jump +[D] Fall (Tag-in: Tag match). + +USING SPECIAL MOVES: +* Move in on your opponent and press A+B buttons: POWER ATTACK. +* Move joystick left/right and press A repeatedly: MALEVOLENT MOVE. +* C+A or C+B button: JUMP +* Press B or C when your opponent hits the canvas: PIN + +POWER GAUGE: +When the gauge appears on the screen, push A continually to raise Power. When the attack signal is displayed, drop your opponent. Use the combinations to drop your opponent. +* A-button + Joystick: Rope Throw. +* B-button + Joystick: Body Slam & Super Moves. +* A+B button: Power Attack. + +CHARACTERS: +* Blubber Man - The Deutsch Dracula +Power Attack: German Suplex +Malevolent Move: Bloody Slash + +* Gochack Bigbomb - The Raging Bull +Power Attack: Megaton Crusher +Malevolent Move: Blitzkrieg Bite + +* Master Barnes - The Passionless Cyborg +Power Attack: Hyper-Drive Bomb +Malevolent Move: Thousand-Kick Thrust + +* Leo Bradley - The Wild-Matted Maniac +Power Attack: Hanging Throw +Malevolent Move: Hundred-Punch Smash + +* Roy Wilson - Bear-Busting Barbarian +Power Attack: Thunderbolt Buster +Malevolent Move: Bear Bite + +* Terry Rogers - The Gladiator +Power Attack: Fire Suplex +Malevolent Move: The Thousand Blows + +* Blues Hablam - The Mysterious Shadow Warrior +Power Attack: German Suplex +Malevolent Move: Bloody Slash + +* The Red Dragon - The Scarlet Ninja +Power Attack: Super Back Clutch +Malevolent Move: Poison Mist + +* Big Bombardier - The Human B-52 +Power Attack: Megaton Crush +Malevolent Move: The Chomper + +* The Ghandarra - The Buddhist Boss +Power Attack: Indian Arch +Malevolent Move: Furious Flames + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Apr. 23, 1993) "Fire Suplex [Model NGH-043]" +[JP] SNK Neo-Geo CD (Apr. 21, 1995) "Fire Suplex [Model NGCD-043]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fixeight,fixeighta,fixeighth,fixeightk,fixeighttw,fixeightu +Arcade Video game published 33 years ago: + +FixEight (c) 1992 Toaplan Company, Limited. + +A vertically scrolling shoot'em up from Toaplan. + +- TECHNICAL - + +Board Number : TP-026 + +Main CPU : Motorola 68000 +Sound Chips : Yamaha YM2151, OKI6295 + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> Shoot, Bomb + +- TRIVIA - + +FixEight was released in July 1992. + +This game is known in Japan as "FixEight - Jigoku no Eiyuu Densetsu" (translates from Japanese as 'Legend of Hell's Hero'). + +- SERIES - + +1. Out Zone [TP-018] (1990) +2. Fixeight [TP-026] (1992) + +- STAFF - + +Music composed by: Toshiaki Tomizawa + +- PORTS - + +* Computers: +STEAM (Windows/Mac/Linux) (Feb. 1, 2024) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wjammers + +Flying Power Disc (c) 1994 Data East Corp. + +A flying disk game from Data East. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-065 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> [A] Slide and receive/Throw, [B] Lob + +- TRIVIA - + +Flying Power Disc was released on February 17, 1994 in Japan. + +This game is known outside Japan as Windjammers. + +Each characters in game has his own native language (i.e. Costa says 'Perfecto'). + +Flying Power Disc contains 2 mini-games. After the second match, Dog Distance consists in catching the disc as far as possible with your dog. After the fourth match, Flying Disc Bowling allows us to make strikes and spares with the flying disc. + +Flying Power Disc is based on the real world flying disc sport called '10-S'. But the inventor of the 10-S has never give permission or signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers. It have never been compensated for the illegal use of 10-S rules and method of play. 10-S was created in 1977 and copyrighted in 1980. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighters History Dynamite & Flying Power Disc - PCCB-00149) on March 18, 1994. + +- UPDATES - + +Curiously, B. Yoo of Korea is replaced with S. Miller of Britain only on the USA Territory dip switch setting. The sprites remain exactly the same, but the voice is changed to that of an Englishman. + +- STAFF - + +Project Leader : Takaaki Inoue +Planner : Adachi Pentax +Programmers : Takaaki Inoue, Wataru Iida +Graphic Designers : Nozu Makoto, Galactus Mina, Yoshiyuki Urushibara, El Santo Inopita, Masateru Inagaki (Flex Inagaki), Hiroshi Tamawashi, Tomoyuki Arakawa +Bug-Dashi's : Takatoshi Katahata, Kagenobu Murata +Sound Creators : Atomic & Tom & Koremasa +Special Thanks : Steve Miller, E. Kariya + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (apr.8, 1994) "Flying Power Disc [Model NGH-065]" +[US] SNK Neo-Geo AES (1994) "Windjammers - Flying Disk Game [Model NGH-065]" +[JP] SNK Neo-Geo CD (jan.20, 1995) "Flying Power Disc [Model DECD-002]" +[US] SNK Neo-Geo CD (1995) "Windjammers - Flying Disk Game [Model DECD-002E]" +Nintendo Wii [Virtual Console] [JP] (june.22, 2010) Neo Geo version + +- CONTRIBUTE - + +Edit this entry +$end + +$info=footchmp,footchmpbl +Arcade Video game published 34 years ago: + +Football Champ (c) 1991 Taito. + +Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry: "Hattrick Hero". + +- TRIVIA - + +Football Champ was released in March 1991. + +In this export version, USA and JAPAN are replaced by SPAIN and FRANCE. + +- SERIES - + +1. Football Champ (1991) +2. Taito Cup Finals (1993) +3. Hattrick Hero '94 (1994) +4. Taito Power Goal (1994) + +- PORTS - + +* CONSOLES: +[US] Nintendo SNES (june.1992) "Super Soccer Champ [Model SNS-HT]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fbfrenzy + +Football Frenzy (c) 1992 SNK [Shin Nihon Kikaku]. + +A football game where 8 teams (10 in all) take part in a single-elimination tournament to decide who is the best. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-034 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player. + +- TRIVIA - + +Football Frenzy was released on January 31, 1992. + +- STAFF - + +Producer : Eikichi Kawasaki +Chief Designer : Tomomi (Tomomi. M) +Designers : Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu (Futatsu!!!), Tami Sugiura +Main Programmer : Makoto +Programmers : Data Tada, Masami Tanaka +Sound : Tina Terko, Tate Norio, Jojoha Kitapy + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (feb.21, 1992; "Football Frenzy [Model NGH-034]") +[US] SNK Neo-Geo AES (feb.21, 1992; "Football Frenzy [Model NGH-034]") +[JP] SNK Neo-Geo CD (sept.9, 1994; "Football Frenzy [Model NGCD-034]") +[US] SNK Neo-Geo CD (sept.9, 1994; "Football Frenzy [Model NGCD-034E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=forgottnua,forgottnuaa,forgottnue,forgottnuc +Arcade Video game published 37 years ago: + +Forgotten Worlds (c) 1988 Capcom USA, Incorporated. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Lost Worlds [B-Board 88618B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board #: 88618B-2 +B-Board PALs: LWCHR +CPS-B #: CPS-B-01 DL-0411-10001 + +- TRIVIA - + +This game is known in Japan as "Lost Worlds". + +An updated version was released as "Forgotten Worlds [B-Board 88621B-2]". + +- PORTS - + +Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry, "Lost World [B-Board 88618B-2]" + +* CONSOLES: +[US] Sega Genesis (nov.17, 1989) +Sega Mega Drive [BR] (1990) by Tec Toy +[EU] Sega Mega Drive (1990) +[EU] Sega Master System (1991) "Forgotten Worlds [Model 7056]" +Sega Master System [BR] (1991) by Tec Toy +NEC TurboGrafx-CD [US] (1992) "Forgotten Worlds [Model TGXCD1030]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* COMPUTERS: +PC [MS-DOS, 3.5"] [US] (1988) +Commodore Amiga [US] (1989) +[US] Commodore C64 [EU] (1989) +[EU] Sinclair ZX Spectrum (1989) +[EU] Amstrad CPC (1989) +[EU] Atari ST (1989) +[EU] Amstrad CPC (1990) "Les Aventuriers" +[EU] Amstrad CPC (1991) "Capcom Collection" +[EU] Atari ST (1991) "Capcom Collection" +[EU] Commodore C64 (1991) "Capcom Collection" +[EU] Commodore Amiga (1991) "Capcom Collection" +[EU] Sinclair ZX Spectrum (1991) "Capcom Collection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=forgottn,forgottnu,forgottna +Arcade Video game published 37 years ago: + +Forgotten Worlds (c) 1988 Capcom USA, Incorporated. + +Updated version/Re-release of "Forgotten Worlds [B-Board 88618B-2]". For more information about the game itself, see the original Japanese release entry; "Lost Worlds [B-Board 88618B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board #: 88621B-2 +B-Board PALs: LW621 +CPS-B #: CPS-B-01 DL-0411-10001 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=frogger,froggeram +Arcade Video game published 44 years ago: + +Frogger (c) 1981 Konami Industry Company, Limited. + +Frogger is a one or two-player game in which players must overcome a number of hazards to safely guide the green amphibian from the bottom of the screen to one of five home bases situated at the top of the screen. + +The lower half of the screen consists of a bi-directional flow of traffic moving across five lanes. To navigate across the road safely, Frogger's hops must be timed to avoid the vehicles, which include buses, civilian traffic and racing cars, with different vehicle types moving at different speeds. As well as being able to hop vertically, Frogger can also move left and right, allowing him to move with the flow of traffic. + +The upper half of the screen consists of a fast-flowing river populated with logs, crocodiles and turtles. Frogger will drown if he has any contact with the water and these act as platforms onto which Frogger can hop. He must be careful to avoid contact with crocodiles' snapping jaws, however and some of the turtles will periodically dive below the water's surface, drowning Frogger. Frogger will also die if he is on a log, turtle or crocodile when it reaches the edge of the screen. + +On the logs of the river section a female frog will occasionally appear and bonus points are awarded if Frogger successfully escorts her safely home. A fly also appears randomly in a home base and bonus points are awarded if Frogger enters the base when the fly is present. Conversely, a crocodile may also appear in a home base and a life is lost if Frogger enters the base while the crocodile is present. + +A round is completed once five frogs have been guided safely home, after which the next round begins with an increased level of difficulty. This includes faster-moving vehicles on the road section and new, deadly hazards on the river section, including crocodiles, otters and snakes. + +- TECHNICAL - + +Game ID : GX392 + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound CPU : Zilog Z80 (@ 1.78975 Mhz) +Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz) + +Players : 2 +Control : 4-Way Joystick + +- TRIVIA - + +Frogger was released by Konami in June 1981 in Japan; it became a runaway hit. + +1981 was a big year in video games. A lot of companies were putting some pretty popular games on the market and it created a very competitive atmosphere as to what company was putting out the most popular ones. In addition, 1981 continued on the trend of the 'cute' type games such as "Ms. Pac-Man", "Qix", and a host of Pac-Man clones. Konami was already becoming a force to be reckoned with in the video gaming world. With such hits as "Space War", "Scramble", and "Super Cobra", Konami was making its mark. + +The sound that can be heard when a coin is inserted into the machine was sampled by producer Richard X for the Sugababes' song, 'Freak Like Me' (and is the very first sound on the track). + +Frogger has numerous bugs, although many of these are not immediately apparent to the average player : +1. Sections of the music will occasionally cut out, although the main melody will continue to play. +2. On occasion, Frogger displays a somewhat haphazard approach to collision detection. One side effect of this is that the player can sometimes make a perfectly legal and safe jump and still lose a life. Another side effect of this is that the player can jump up onto the first row of turtles, and then immediately jump back. This will place the player 'off the grid', and it is now possible to jump right off the side of the screen, leading to a loss of life. +3. There are several other odd jumps that can be made as well. Firstly, the player can 'hang off' the left side of a turtle, but attempting to do the same on the right side results in death. If the player jumps onto a home base with an alligator (and the 'gator vanishes after you jump, but before the player lands), Frogger will be killed, but he will ALSO make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual - this is more likely to occur after previously eating a fly. +4. Another in-game bug is that the lady frog will sometimes be invisible, but will flash red when the player jumps onto the spot where she is. + +Mark Robichek holds the official record for this game with 442,330 points. + +A Frogger unit appears in the 1999 movie 'Magnolia' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes). + +Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album. + +The TV show, Seinfeld, has an episode named 'The Frogger'. George and Jerry are in Mario's Pizza which is closing down, and they find a Frogger game still there. They realize that the high score of 860,630 points has George's initials GLC [George Louis Costanza]. They reminisce about the night it happened : "I was unstoppable!... Just the right amount of grease on the joystick". George decides to buy the Frogger machine to immortalize his high score, but Jerry informs him that unplugging the game will erase all of the scores. Later, George tries in vain to call an electrician to help : "I need a guy that can rig a Frogger machine so that I can move it without losing power, 'cause I have the high score. H-hello?". Kramer suggests an electrician who can help. George says, "Kramer, listen to me. I'm never gonna have a child. If I lose this Frogger high score, that's it for me". George assembles a team and hatches a plan to salvage the game. But when he arrives, he finds the team playing the game, which has only three minutes of battery life left. They can't get it back in the closed pizzeria, but there is an open pharmacy across the street where it could be plugged in. George decides to push the machine across the highway, and an overhead shot of this feat looks much like the Frogger game itself, and the music from the game is played. At the end, George is unable to push the game onto the sidewalk and it gets destroyed by an oncoming truck. + +MB (Milton Bradley) released a board game based on this video game (same name) the same year, 'One Wrong Leap Will Get You Squished And Splattered' : in this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with 'bonus points' for landing on flies, this is actually a pretty faithful interpretation of the video-game, but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything. + +Frogger also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. + +Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009. + +The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios. + +- SCORING - + +Forward Hop : 10 points (max points per home is 100) +Frog Safely Put in Home : 50 points +Completing a Level : 1,000 points +Bringing a Lady Frog to Your Home : 200 points +Eating a Fly : 200 points + +You also get a time bonus of 10 x the remaining seconds added to your score. + +- TIPS AND TRICKS - + +* When you start the game, your frog will start at the bottom of the screen. You will have 60 seconds to move your frog up 10 spaces and successfully put it in one of the homes. If you are successful, then you will try to put another frog in another home and so on until you fill up all five homes with frogs. When you do this, you progress to the next level. + +* Note the traffic flow of the two parts. The cars travel on the roadway while the logs, turtles, crocodiles, etc. travel on the water lanes in the following direction : +a) Lanes #1, #3, and #5 go from right to left. +b) Lanes #2 and #4 go from left to right. + +* First, you must cross the highway. You will become roadkill if a vehicle hits you or you hit a vehicle. Try to find 'lanes' in between the vehicles. You must plan for gaps to form in the first three lanes so you don't become trapped. The vehicles in the first three lanes move slowly enough that you can jump side to side with reasonable safety. + +* Lane #4 is the dangerous lane. Depending on how much time you are taking, the cars may pick up speed even though it shows slow on the chart. Keep this in mind when you are moving your frog. + +* At level 3, a snake will either be in the median or on the log in water lane #3. The snake is deadly to your frog and you cannot hop over it. + +* The turtles are pretty easy to navigate over in water lanes #1 and #4. Be wary of the diving turtles and only use them as a quick bypass to a more solid footing. If your frog is on a diving turtle when it dives, your frog will drown. + +* Again, time your jumps to coincide with the logs and turtles to ensure you will always have a solid footing to jump to. As the levels progress, you will have less things you can jump to. + +* You can jump on the backs of the crocodiles and otters. Just don't get near their mouths or they are apt to turn your frog into a meal. + +* You may see a purple lady frog hopping around on a log in water lane #2. Just cross over her to give her a piggyback ride to your home and get an extra 200 points. + +* Watch out for the snakes, they sometimes like to ride on the logs. If you see a snake on a log, jump back to solid footing. + +* Your frog cannot 'wrap-around' the screen so make sure you bail off before that footing disappears off the edge of the screen or your frog will come out the other side in a squished condition. + +* By that same token, if you have the time and necessary footing, you can hold out until the fly appears in your home before you settle your frog in. That's another 200 points. + +* Try to fill in the two end homes before going for the middle. The hardest home to get into is the left-hand one (home #1) since everything in water lane #5 goes from right to left. This means you may have to bounce back to water lane #4 so you can get a good shot at your home. + +* Speaking of getting your frogs into their homes, you must hit exact center or your frog will die. Also, keep in mind that crocodiles like to randomly appear in your home. Make sure that your home is clear before trying to settle your frog down into it. + +* Again, if you waste too much time, the things on the river will move quicker so you will have to adjust your strategy accordingly. + +* When the game is playing in attract mode, you can control the frog. When the frog reaches water lane #4, you can control the frog's movements until you move either up or down. + +* If you jump into your home at the same time the crocodile is leaving your home, you will be credited with making to your home but you will still lose a frog in the process. + +* You can dangle your frog from the left side of the turtles but not the right side. + +* Your side-to-side movements in water lane #5 may be slow and sluggish. + +* The lady frog will sometimes be invisible. In this case, the only time you know she's there is when you jump on her. She will then ride on your back to your home. + +- SERIES - + +1. Frogger (1981) +2. Frogger II - Three Deep (1984, Colecovision) +3. Frogger [Unreleased Prototype] (1991, Sega Game Gear) +4. Frogger [3D remake] (1997, Sony PlayStation, PC CD-ROM) +5. Frogger 2 - Swampy's Revenge (2000, PC CD-ROM, Sony PlayStation, Sega Dreamcast) +6. Frogger's Adventures Temple of the Frog (2001, Nintendo Game Boy Advance) +7. Frogger's Adventures 2 - The Lost Wand (2002, Nintendo Game Boy Advance) +8. Frogger - The Great Quest (2002, PC CD-ROM, Sony PS2) +9. Frogger Beyond (2003, PC CD-ROM, Microsoft XBOX, Nintendo GameCube) +10. Frogger's Adventures: The Rescue (2003, PC CD-ROM, Nintendo GameCube, Sony PS2) +11. Frogger - Ancient Shadow (2005, Microsoft XBOX, Sony PlayStation 2, Nintendo GameCube) +12. Frogger Helmet Chaos (2005, Nintendo DS, Nintendo GameCube, Sony PS2) +13. My Frogger Toy Trials (2007, Nintendo DS) +14. Frogger - Hyper Arcade Edition (2012, PSN) + +- PORTS - + +* CONSOLES: +[EU] Magnavox Odyssey 2 (1982) +[BR] Magnavox Odyssey 2 (1984) +[AU] Atari 2600 (1990) "2 Pak Special: Star Warrior & Frogger" +[EU] [JP] Microsoft XBOX 360 [XBLA] (jul.12, 2006) + +* HANDHELDS: +[EU] Nintendo Game Boy Color (1997) "Frogger [Model DMG-AFRP-EUR]" +[JP] Nintendo GBA (may.2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]" +[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]" + +* COMPUTERS: +[EU] Sinclair ZX 81 (1981) by Sega +[EU] BBC Micro (1982) by A&F Software +[EU] BBC Micro (1983) "Froggy" by Superior Software +[EU] Commodore C64 (1983) +[EU] Sinclair ZX Spectrum (1983) by Rabbit Software +[EU] Sinclair ZX Spectrum (1983) "Froggy" by DJL Software +[JP] Tomy Tutor (1983) +[JP] MSX (dec.1983) "Frogger [Model RC704]" +[EU] Acorn Electron (1984) "Hopper" +[EU] Amstrad CPC (1985) "Froggy" by R&B Software +[EU] Oric I (1983) "Hopper" by PSS (Personal Software Services) +[JP] Sharp X68000 (1991) + +* OTHERS: +VFD handheld game (19??) by Computer Games Limited +[JP] VFD handheld game : by Gakken + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kizuna + +?? - Super Tag Battle (c) 1996 SNK. +(Fu'un - Super Tag Battle) + +2-on-2 tag team battle with 10 selectable characters with huge sprites to challenge King Leo and the powerful shaman Jyazu. Very fast-paced and fun! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-216 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player +=> [Joystick] 8-way, [A] Punch, [B] Kick, [C] Attack with weapon, [D] Switch fighter + +- TRIVIA - + +Kizuna Encounter was released on September 20, 1996 in Japan. + +This title od this game translates from Japanese as 'Wind and Cloud - Super Tag Battle'). + +The game was known outside Japan as 'Kizuna Encounter - Super Tag Battle'. + +- UPDATES - + +In the Japanese version : +* King Lion is named 'Kage Shishioh'. +* Kim Young-Mok is named 'Kim Sue Il'. +* King Leo is named 'Shin Shishioh'. + +- TIPS AND TRICKS - + +* Gozu, Mezu, Raged Chung and Jyazu are the only characters who can make double jumps. + +* Boss Code (Play as either King Leo or Jyazu) : At the character selection screen highlight Mezu, then highlight the following characters in this order : Mezu, Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King Lion & Gozu. Now press D. You should listen Jyazu's laugh to confirm the code, now select Gozu and press Up to reveal Jyazu or select King Lion and press Up to reveal King Leo. Note : Endings are disabled for either Jyazu or King Leo and they fight alone. + +* Hidden Matches : Beat Jyazu with the following teams to access an extra match : Gordon & Rosa, Hayate & Eagle, King Lion & Gozu, King Lion & Mezu. This extra match consist in a fight between your two characters (one of them is controlled by the CPU). + +- SERIES - + +1. Fu'un Mokushiroku - Kakutou Sousei [Model NGM-059] (1995) +2. Fu'un - Super Tag Battle [Model NGM-216] (1996) + +- STAFF - + +Object Designers : Rolly (R), Ponta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu, Odachan, Akairo Megane, Yorumo O. K. Yo, Tohru, Takehiro Isaji, Kaoruru +Back Designers : Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji +Programmers : Jaron, 0014 Take4, Bashi +Music Composers : Jojoha Kitapy, Tate Norio, Mitsuo +Producers : Takashi Nishiyama, Hiroshi Matsumoto, Akira +Directors : Mitsuzo, Kanbei Hama, Wakama2, Suery from OBC + +* Voice Actors : +Rosa : Hiroko Tsuji +Gozu : Konichi Hayashi +King Lion : Masaru Naka +Chung Paifu : Humio Niwa +Syo Hayate : Konichi Hayashi +Kim Young-Mok : Yoshiaki Fujita +Mezu : Konichi Hayashi +Gordon Bowman : Hisanori Higashi +Joker : Takeshi Kokubo +Max Eagle : Kunihiko Tatsumi +King Leo : John Hulaton +Jyazu : Enma Ito + +Special Thanks : Shigeti (Shigeti Extra), Wa. Da. Mo, Gabbadon, Terarin, Hori Pu, Sumida Hisashi, Nana, Taka. Gin, Tani Tani, Tako Tako, Rei Rei, M. Yasuda (Challenger), Darci Kubo (Neo Geo do Brazil), H. Miyagami, T. Seko, Anne, NKSAYNOMKKI YHKI, Melon Special, M. Sawa, GPZ + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (nov.8, 1996; "Fu'un - Super Tag Battle [Model NGH-216]") +[US] SNK Neo-Geo AES (nov.8, 1996; "Kizuna Encounter - Super Tag Battle [Model NGH-216]") +SNK Neo-Geo [EU] (nov.8, 1996; "Kizuna Encounter - Super Tag Battle [Model NGH-216]") +[JP] Sony PS2 (june.21, 2007; "Fu'un Super Combo [NeoGeo Online Collection Vol.8] [Model SLPS-25781]") +[JP] Sony PS2 (may.29, 2008; "Fu'un Super Combo [NeoGeo Online Collection The Best] [Model SLPS-25866]") +Nintendo Wii [Virtual Console] [JP] (june.28, 2011) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=savagere + +風雲黙示録 格闘創世 (c) 1995 SNK [Shin Nihon Kikaku]. +(Fu'un Mokushiroku - Kakutou Sousei) + +10 fighters, each brandishing a weapon, fight to have a crack at the Real King Leo. There are 2 planes of action to switch from and in some cases the player can use elements of the background as weapons. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-059 + +Players: 2 +Control: 8-Way Joystick +Buttons: 4 +=> [A] Light Punch/Strong Punch, [B] Light Kick/Strong Kick, [C] Attack with weapon/Throw, [D] Change Line + +- TRIVIA - + +Fu'un Mokushiroku was released on April 25, 1995 in Japan. The game was known outside Japan as Savage Reign (released one month later, on May 25, 1995). + +The title of this game translates from Japanese as 'Wind and Cloud Apocalypse - Hand-to-Hand Fighting Genesis'). 'Mokushiroku' is Japanese for the Christian book of Revelation, also known as the Apocalypse. 'Sousei' is Japanese for 'creation of the world', or 'genesis'. 'Sousei' and 'Mokushiroku' are diametrically opposed, just like 'Genesis' and 'Apocalypse' - and used here as a metaphor for the conflict between Syo Hayate and Shishi-Oh (King Lion). + +'Fu'un' in the series actually refers to the fighting style of the main character, Syo Hayate. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fu'un Mokushiroku - Kakutou Sousei - PCCB-00181) on June 21, 1995. + +- UPDATES - + +In the Japanese version : +* King Lion is named Kage Shishioh. +* King Leo is named Shin Shishioh. + +- SERIES - + +1. Fu'un Mokushiroku - Kakutou Sousei [Model NGM-059] (1995) +2. Fu'un - Super Tag Battle [Model NGM-216] (1996) + +- STAFF - + +Executive Producer : Eikichi Kawasaki +Producers : Takashi Nishiyama, R. Field +Front Designers : Sezamimi, Health Abe, Sugar Baby. R, Kanitaro, Masa. LC 630, Mina Kawai (Osu!), Futatsu!!!, Exe. Ponda, K -Oda- Kirigiri, Fuku. Fuku, Shio Shio Shio, Okiemon, Toshiaki Joe, Morimori, Mikarin, Toooooooooohru, Mr. 6?Adachi, Marche-Kaji, 460. Ito, Aho Kamen, Nobuhiro. J +Back Designers : Mic Senbey, Manoru, J. Mikami, Hipopo. Nao, Econo Daisuke, Ten Chan (260), Wadamomo Kagu, Miyoshi Yome, S Tami +Programmers : Magi2 Papa, Jaron, M.O.R. Jax Y. O +Sound : Jojoha Kitapy, Mariko, Yassun +Planners : Hamachi Papa, Mitsuzo, Uenoyama. Sys + +* Voice Actors : +Syo Hayate : Konichi Hayashi +Gozu : Konichi Hayashi +Carol Stanzack : Kana Ohshima +Mezu : Konichi Hayashi +Max Eagle : Kunihiko Tatsumi +Nicola Zaza : Kana Ohshima +Chung Paifu : Humio Niwa +King Lion (Shishioh in Japanese version) : Masaru Naka +Gordon Bowman : Hisanori Higashi +Joker : Takeshi Kokubo +King Leo (Shin Shishioh in Japanese version) : John Hulaton + +Special Thanks : Jerry G Hideki, Secret A., Y. Gushiken, Kengo Asai, Masahiko. Sawa, Nakomani Ono, K. Ohshima, Hayashi, Hurukubo, Niwa, Higashi, Nakatsuka, Tatsumi, John. F, Kanpee, SNK Design Selection All Staff + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (may.26, 1995; "Fu'un Mokushiroku - Kakutou Sousei [Model NGH-059]") +[US] SNK Neo-Geo AES (may.26, 1995; "Savage Reign [Model NGH-059]") +[JP] SNK Neo-Geo CD (june.16, 1995; "Fu'un Mokushiroku - Kakutou Sousei [Model NGCD-059]") +[US] SNK Neo-Geo CD (june.16, 1995; "Savage Reign [Model NGCD-059E]") +[JP] Sony PS2 (june.21, 2007; "Fu'un Super Combo [NeoGeo Online Collection Vol.8] [Model SLPS-25781]") +[JP] Sony PS2 (may.29, 2008; "Fu'un Super Combo [NeoGeo Online Collection The Best] [Model SLPS-25866]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fullthrl +Arcade Video game published 38 years ago: + +Full Throttle (c) 1987 Taito corp. + +Full Throttle is a point-to-point racing game in which the player drives a Mazda RX-7 [FC] and must reach each stage's end-of-level checkpoint before the time limit expires to progress to the next stage. + +The car is equipped with a limited number of nitro boosts (3 by default) that gives the car a temporary burst of speed when engaged. Forked junctions appear mid-way through each stage, allowing players to choose which route they wish to take. + +- TECHNICAL - + +Board Number: K1100273A +Prom Sticker: B14 + +Main CPU: (2x) Motorola 68000 (@ 12 Mhz) +Sound CPU: Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players: 1 +Control: Steering wheel (locked) + 2 pedals (gas and brake, both analog) + high/low gear shift +Buttons: 1 +=> Start + +- TRIVIA - + +Full Throttle was released in October 1987 in Japan. It was known outside Japan as "Top Speed". + +The Japanese version has a territorial notice not allowing to play outside Japan. + +All versions show speed in a kilometer per hour, even the US release. + +Full Throttle can be converted into Chase H.Q. - one of Taito's police themed games. + +This game is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games). + +The player is given to control a red Mazda RX-7 [FC]. + +Despite having been released in Japan, Full Throttle is fully in English. + +Hardware design is misspelled in staff roll as 'Hard wear design'. + +Default high-score table (Best Drivers, score, stage, time and 3 initials): +1ST 450000 4 3'44''78 TAK +2ND 350000 3 2'55''45 ESH +3RD 260000 2 1'47''21 I.I +4TH 240000 2 1'50''14 RGV +5TH 220000 2 1'54''19 VFR +6TH 200000 2 1'55''21 YZF +7TH 180000 2 1'59''99 CBR + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- TIPS AND TRICKS - + +* You don't get bonus points for unused turbos. You don't get a bonus turbo either, so use all the turbos during a stage, but not all at once. Using all 3 turbos one after another results in control loss caused by too high speed. + +* Shift gears at around 160 km/h. + +* Fastest route: choose the left fork at stage 3, take the right fork, then left at stage 4, whereas stage 5 requires you to take left fork first, then right. + +* Watch out at stage 2: you may hit a tree or rock so fast you'll need to wait up to 10 seconds before you return to the road. + +* Sometimes pulling the steering wheel to the limits is a wrong move. You should turn the wheel with smaller force, mainly at fast turns. + +- STAFF - + +Project leader, game design: Hiroyuki Sakou +Game program: Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi +Music composer: Masahiko Takagi +Sound effect: Eikichi Takahashi +Sound adviser: Hisayoshi Ogura +Hardware design: Masahiro Yamaguchi +Custom I.C. design: Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada +Graphic design: Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu +Mechanical design: Tomio Suzuki +Mechanical engineer: Nobuyuki Iwasaki, Akira Takahashi +Cabinet design: Takeo Shiraishi +Art design: Hiroyasu Nagai + +Special thanks: Nenko Nishimura, Miki Matsushita, Genya Kuriki, Hiromiki Racing team + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galaga,galagao +Arcade Video game published 44 years ago: + +Galaga (c) 1981 Namco. + +Galaga is a single-screen shoot-em-up in which the player controls a 'Fighter' spaceship and must defend the home planet against the on-coming hordes of alien invaders called "Galagans". The Fighter can only move left and right along the bottom of the screen. + +Galagans fly onto the screen in a variety of formations before forming troop lines at the top of the screen. Once all troop lines are formed the Galagans separate and start attacking the player's Fighter in ones, twos and threes. The top-line Boss Galaga need to be shot twice before they are destroyed. + +The Boss Galaga has a tractor beam that can capture the player's Fighter. A captured Fighter changes color from white to red and stays with that particular Boss until it is destroyed. The Fighter can be retrieved by destroying the Boss that captured it, but players must be careful not to destroy the captured Fighter itself, or that Fighter is lost. A rescued Fighter changes color back to white and links up with the player's current Fighter, doubling its fire power. + +As players progress through each screen, the speed and number of alien attacks increases. Alien formations also become more complex, making the aliens harder to shoot. + +Bonus Fighters are awarded periodically throughout the game, as players reach specific point values, as dictated by the 'Bonus Life' dip switch setting. Each enemy ship also has an assigned point value (see Scoring below). + +The alien troop lines that form at the top of the screen are, from top to bottom: Boss Galaga (in one row of four), Butterflies (red/white bug ships, in two rows of eight, directly below the Boss Galaga), and Bees (blue/yellow bug ships, in two rows of ten, directly below the Butterflies). + +In Stage 1, the enemies do not drop bombs as they fly onto the screen. However, they do so in most of the later stages. + +From Stage 4 onwards, a squadron of special bonus enemies called "transforms" start appearing. They're called transforms because Bees will begin pulsating and move out of formation to change into these bonus enemies. They appear in the form of yellow scorpions in Stages 4, 5, and 6, green 'Spy Ships' from "Bosconian" in Stages 8, 9, and 10, and Galaxian Flagships in Stages 12, 13, and 14. After that, the three different transforms are repeated in the same order. Transforms are always worthwhile targets because they are not very aggressive and are worth more than the other enemies. If all three transforms are destroyed, extra bonus points will be awarded. + +Galaga also features CHALLENGING STAGES, these consist of 40 Galagans that fly onto the screen in formations but do not drop any bombs. The object is to shoot as many of them as possible before they leave the play area. When an entire formation of eight Galagans is destroyed, bonus points are added to the player's score. If all 40 aliens are destroyed, players are awarded a special bonus of 10,000 points. + +Two new gameplay features Galaga introduced are: +1) Players are given the chance to double their fire power. +2) The game has a rapid fire (automatic firing) option, whereby the player simply holds the FIRE button down and the space fighter continues to fire at the Galagan army in bursts of two missiles each. + +- TECHNICAL - + +[Upright model] +Game ID : GG + +Main CPU: Zilog Z80 (x3), MB88xx +Sound Chips: Namco 3-channel WSG, discrete circuitry (for the ship explosion sound) + +Palette colors: 32 (16 colors for tiles + 16 colors for sprites) + +Players: 2 +Control: 2-way joystick +Buttons: 1 (FIRE) + +- TRIVIA - + +Galaga was released in September 1981 in Japan. + +Although Galaga was a superior game, it didn't sell the large numbers that "Galaxian" did. One of the first games with a bonus stage. + +The game 'rolls over' at 999,990 points. The 1P score counter is six digits, but the 2P counter is seven digits. Therefore, most good players start a 2-player game and play exclusively on the 2P side so their score won't 'roll over' at 999,990. After the 1,000,000 mark, new Fighters are no longer awarded. + +What happens after finishing Stage 255 depends upon the skill level set in the DIP switches: +* On the easy skill, the game resets. +* On the medium skill, the game flips to "Stage 0" which plays as a strange cross between the 2nd Challenging Stage and a regular level where the enemies shoot. The game will advance to Stage 1 after completion, and the game will get easy again. +* On the hard skill setting, the words "Stage 0" stay on the screen forever. No more enemies ever appear. The player can continue to move the ship and fire, but there is no way to advance to the next level, or to die. To play again, the machine must be reset. +* On the hardest skill, the game flips to "Stage 0" which plays like Stage 1 (no extra enemies when flying onto the screen), but it is still as difficult as Stage 255. The game will advance to Stage 1 after completion, and the game will get easy again. + +If you have more than seven extra Fighters, the marker for the screen will only show 7 1/2 (!) Fighters remaining. Additional extra Fighters will still be credited, even though they won't show on the screen. + +In Japan, the Bees are referred to as 'Zako' and the Butterflies are referred to as 'Goei'. + +Stephen Krogman holds the official record for this game with 15,999,990 points. + +A Galaga unit appears in the 1983 movie 'WarGames', the 1983 movie 'Spring Break' (being played by one of the main characters), the 1984 movie 'The Karate Kid,' the 1987 movie 'Planes, Trains and Automobiles', and the sitcom 'Two and a Half Men', Season 5, Episode 2 (People Who Love Peepholes), and was shown in 2012 movie 'The Avengers' (a agent soldier was surprised playing in the Helicarrier computer). + +- SCORING - + +Bee: 50 points in formation or 100 points in flight. +Butterfly: 80 points in formation or 160 points in flight. +Boss Galaga: 150 points in formation or 400 points in flight. +Boss Galaga: 800 points in flight with 1 wingman. +Boss Galaga: 1,600 points in flight with 2 wingmen. +Scorpions: 160 points each, 1,000 points for destroying all 3. +Bosconian Spy Ships: 160 points each, 2,000 points for destroying all 3. +Galaxian Flagships: 160 points each, 3,000 points for destroying all 3. +Captured fighter: 500 points in formation or 1000 points in flight. +Challenging Stage: 100 points per ship destroyed if less than 40. +Challenging Stage: 10,000 points for destroying all 40 ships (Perfect). +Challenging Stage: 1,000 points on the first two Challenging Stages, 1,500 points on the 3rd and 4th, 2,000 points on the 5th and 6th, and 3,000 points from the 7th onward for destroying a complete formation of 8 ships. + +- TIPS AND TRICKS - + +* Enemy Stop Shooting: +On the first stage, kill everything but the two Bees in the bottom left corner. Then just wait, dodging the enemies' shots, until the enemy no longer drops any shots towards you. After the enemies stop firing, let them pass for two more trips and then kill them. For the rest of the game, the enemies will not drop shots. It will take approximately 15 minutes for the enemies to quit shooting at you, so this trick requires a lot of patience. Note : in a 2-player game, only one person has to do the cheat for both players to benefit. But as soon as one of the player's game is over the enemies begin shooting again. + +* (BUG) Take The Control Of The Fighter For Free: +During the Galaga demo, the Boss Galaga comes down and tries to tractor-beam the Fighter. As soon as that tractor-beam starts, the player can take control of the ship in the demo. The player has two choices here and this will effect how the game handles this bug : If the player allows himself to be captured, the demo will continue as normal and he has the option of controlling the player Fighter or not. The player can choose whether to save the captured Fighter, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the Fighter and destroys the Boss Galaga with the tractor beam, some of the characters on the screen will freeze while others are still moving and doing what they are suppose to be doing. This will last 15-20 seconds, then the game will go to the high score screen. + +* Challenging stages are easier if the high score numbers are used to refine your aim. These tips assume a 6-digit high score: +1) On the first two challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list. +2) On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list (if the units come from the left) or between the last and next-to-last numbers (if the units come from the right). This will allow you to hit descending enemies at the highest possible point. + +* Here is a neat (and useless) Galaga trick: +It is possible to end the game with a 200% ratio. The 200% hit-miss ratio trick can only be done with your first shot of the game. When the game starts, don't move, and fire only one shot. If you time it correctly, two enemies will be killed at once. Let your remaining Fighters be destroyed, and presto : a better-than-perfect result. + +* Easter Egg: +1) Enter service mode. +2) Keep B1 pressed and enter the following sequence : Right(x5), Left(x6), Right(x3), Left(x7). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen. + +- SERIES - + +1. Galaxian (1979) +2. Galaga (1981) +3. Gaplus (1984) : also known in the USA as "Galaga 3" +4. Galaga '88 (1987) +5. Galaxian 3 Theatre 6 - Project Dragoon (1990) +6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994) +7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1" +8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation) +9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" +10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" +11. Galaga Legions (2008, XBLA) +12. Galaga Legions DX (2010, PSN, XBLA) +13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions" + +- STAFF - + +Music by: Nobuyuki Ohnogi + +- PORTS - + +NOTE : For ports released in North America, please see the Midway Upright Model entry. + +* CONSOLES: +[JP] Sega SG-1000 (1983) "Sega-Galaga [Model G-1022]" +[TW] Sega SG-1000 (198?) "Galaga [Model W-022]" +[JP] Nintendo Famicom (feb.15, 1985) "Galaga [Model NGG-4500]" +[EU] Nintendo NES (1988) "Galaga [Model NES-AG-EEC]" +[JP] Nintendo Famicom Disk (june.22, 1990) "Galaga [Model NDS-GAG]" +[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" +[EU] Philips CD-i (1996) "Arcade Classics [Model 810 0329]" +[AU]Sony PlayStation (1996) "Namco Museum Vol.1 [Model SCES-00243]" +[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]" +[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" +[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary" +[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" +[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" +[EU] [JP] Microsoft XBOX 360 [XBLA] (jul.26, 2006) +[JP] Sony PlayStation 3 [PSN] (jan.29, 2009) "Namco Museum.comm [Model NPJB-00012]" +[EU] Microsoft XBOX 360 [XBLA] (may.15, 2009) "Namco Museum - Virtual Arcade" +[AU] Microsoft XBOX 360 [XBLA] (june.4, 2009) "Namco Museum - Virtual Arcade" +[JP] Microsoft XBOX 360 [XBLA] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" +[JP] Nintendo Wii [Virtual Console Arcade] (nov.24, 2009) +[EU] Sony PlayStation 3 [PSN] (apr.1, 2010) "Namco Museum Essentials [Model NPEB-00104]" +[AU] Sony PlayStation 3 [PSN] (apr.1, 2010) "Namco Museum Essentials" +[EU] [AU] [JP] Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Galaga" +[EU] [AU] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Galaga [Model CUSA-03865]" +[JP] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Galaga [Model CUSA-03668]" + +* HANDHELDS: +Nintendo Game Boy [UK] (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]" +[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]" +[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]" +[JP] Nintendo Game Boy (jul.21, 1996) "Namco Gallery Vol.1 [Model DMG-ANGJ-JPN]" +[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" +[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]" +[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]" +Sony PSP [KO] (may.2, 2005) "Namco Museum [Model UCKS-45005]" +[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" +[EU] Nintendo GBA (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" +[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" +[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" +Nintendo 3DS [JP] (june.23, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]" +Nintendo 3DS [AU] (aug.25, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-AUS]" +Nintendo 3DS [EU] (aug.26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-EUR]" + +* COMPUTERS: +[EU] Commodore C64 (1982) Unlicensed +[JP] Casio PV-2000 +[EU] BBC B (1983) "Zalaga" by Aardvark +[EU] Acorn Electron (1984) "Zalaga" by Aardvark +[JP] MSX (1984) +[JP] NEC PC-9801 (apr.1985) +[JP] Fujitsu FM-7 (1985) +[JP] Fujitsu FM-77 (1985) +[EU] Sharp MZ-700 "Galao" +[EU] Sharp MZ-1500 +[JP] Sharp X1 +[EU] Sharp MZ2500 +[JP] PC [MS Windows] (dec.24, 1998) "Namco History Vol.4" +[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary" +[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary" + +* OTHERS: +[JP] Arcade (1995) "Namco Classics Collection Vol.1" +[JP] PC [MS Windows, Online] (apr.20, 2016) "Arcade Game Series - Galaga" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galaxian,galaxiana,galaxbsf,galaxianbl,galaxbsf2,galaxianbl2,galaxianbl3 +Arcade Video game published 46 years ago: + +Galaxian (c) 1979 Namco. + +Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave. + +- CAST OF CHARACTERS - + +Galaxip: This is the name of the ship which you control at the bottom of the screen. + +Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation. + +Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage. + +- TECHNICAL - + +This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade. + +The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire. + +Main CPU: Zilog Z80 (@ 3.072 Mhz) +Sound Chips: Tone generator and discrete circuits + +Players: 2 +Control: 2-way Joystick +Buttons: 1 (FIRE) + +Alternate Japanese cabinet versions): +Buttons: 3 (LEFT, RIGHT, FIRE) + +- TRIVIA - + +Galaxian was released on October 31, 1979 in Japan. + +While it is often cited as "the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color," this is inaccurate. It did have multi-color objects, that combined with animation was significant, but Taito had done this earlier with Super Speed Race - which Midway licensed and launched a month before they produced Galaxian. Home consoles already supported full color graphics prior to Galaxian's release (See the 1978 release of Superman on the Atari 2600 as an example of a multi-color object; Or the 1979 release of Basketball on the Atari 400/800) as did various other arcade games that used full color. These may have not been as detailed as Galaxian but were still important: Gotcha Color by Atari (1973) had an RGB color circuit; There was Wimbeldon by Nutting Associates (1973); Car Polo, Star Fire and Fire One! by Exidy (1977~79; Fire One came out a month before Galaxian did in the States), Sea Wolf II by Midway (1978), and a few others. + +Something can also be said for the iconic sounds that came from Galaxian, which players could use to identify the game before they even saw it. + +Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet, giving patterns to the attacking aliens that made for a more dynamic and memorable challenge than Space Invaders. + +* A place in video game history: +"Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience. +Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.". + +* The great 25-cent escape: +"Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games." +With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.". + +* Namco notes: +Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.". + +The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics: +* "Pac-Man" (1980) and "Pac-Man Plus" (1982): The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it. +* "Galaga" (1981): The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points. +* "Dig Dug" (1982): The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up. +* "Super Pac-Man" (1982): All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead. +* "Pac & Pal" (1983): The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru. +* "Pac-Land" (1984): The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten. +* "Super Xevious" (1984): The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each. +* "Quester" (1987): In Round 5, the bricks form a Galaxian Flagship. +* "Pac-Mania" (1987): The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten. +* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire. +* "Tinkle Pit" (1994): The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected. +* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit. +* "Namco Classic Collection Vol.1" (1995): The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points. +* "Namco Classic Collection Vol.2" (1996): The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up. +* "Pac-Man World" (1999): The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes. +* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005): The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000. +* "Namco Museum Battle Collection" (2005): The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points. +"Dig Dug - Digging Strike" (2005): Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points. +"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian. + +Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK. + +The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer". + +A Namco Galaxian until appears in April Wine's concert video 'Live in London (1981)'. + +- UPDATES - + +The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line. + +In Namco Set 2: +* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives. +* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000. + +In Midway Set 2: +* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None. + +In the bootleg version: +* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None. + +- SCORING - + +Blue Galaxian: 30 points in formation, 60 points in flight. +Purple Galaxian: 40 points in formation, 80 points in flight. +Red Galaxian: 50 points in formation, 100 points in flight. +Flagship: 60 points in formation, 150 points in flight. +Flagship: 200 points in flight with one escort. +Flagship: 300 points in flight with two escorts, Flagship killed before both escorts. +Flagship: 800 points in flight with two escorts, Flagship killed after both escorts. + +* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200. + +- TIPS AND TRICKS - + +* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it. + +Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom): +Flagships: 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether). +Red Galaxians (Escorts): 6 (in 1 row, directly below the flagships). +Purple Galaxians: 8 (in 1 row, directly below the red Galaxians). +Blue Galaxians: 30 (in 3 rows of 10, directly below the purple Galaxians). + +Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies. + +* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other. + +* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by. + +* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can’t fire after they pass an invisible horizontal line just above the Galaxip. + +* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present. + +* A 'swarm' is triggered by either of 2 criterion: +1. The total number of enemies in formation is 3 or less. +2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation. + +* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit. + +* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon. + +* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time. + +* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time. + +* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started. + +* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins. + +* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave. + +* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation. + +* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag. + +* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round. + +* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area. + +* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process. + +* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points. + +* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones). + +* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this. + +- SERIES - + +1. Galaxian (1979) +2. Galaga (1981) +3. Gaplus (1984) : also known in the USA as "Galaga 3" +4. Galaga '88 (1987) +5. Galaxian 3 Theatre 6 - Project Dragoon (1990) +6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994) +7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1" +8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation) +9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection" +10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix" +11. Galaga Legions (2008, XBLA) +12. Galaga Legions DX (2010, PSN, XBLA) +13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions" + +- PORTS - + +NOTE: For ports released in North America, please see the Midway Upright model entry. + +* CONSOLES: +[JP] Epoch Cassette Vision (aug.10, 1981) +[JP] Atari 2600 (1983) +[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]" +[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]" +[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" +[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]" +[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]" +[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" +[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary" +[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" +[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" +[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]" +[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]" +[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]" +[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]" +[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade" +[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade" +[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009) +[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" + +* HANDHELDS: +[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]" +[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]" +[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]" +[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]" +[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" +[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]" +[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]" +[KO] Sony PSP (may.2, 2005) "Namco Museum [Model UCKS-45005]" : as 'Old Galaga' and marks the only ever official connection between the Galaxian and Galaga series +[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" +[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" +[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" + +* COMPUTERS: +[EU] Exidy Sorcerer +[JP] Apple II (1980) Star Craft Tokyo. +[JP] Apple II (1981) "Alien Typhoon" by Star Craft. +[EU] BBC B (1982) "Arcadians" by Acornsoft +[EU] Acorn Electron (1982) "Arcadians" by Acornsoft. +[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic +[EU] Sinclair ZX Spectrum (1982) by Artic. +[EU] Commodore C64 (1983) "Galaxions" by Solar Software. +[EU] Commodore C64 (1983) +[EU] Sinclair ZX Spectrum (1983) by Atarisoft. +[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics. +[JP] MSX (1984) +[EU] MSX (1984) by Bug-Byte. +[JP] Fujitsu FM-7 (1985) +[JP] Sharp X1 : by Dempa. +[JP] NEC PC-88 +[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments +[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker +[EU] Commodore Amiga (1998) "Galaxians v1.3" : by PD / Shareware - Kev Gallagher +[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4" +[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary" +[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary" + +* OTHERS: +VFD tabletop game (1980) by Bandai +VFD tabletop game (19??) "Moon Alien" : alternate name by Bandai. +[JP] VFD tabletop game (19??) "Beam Galaxian" by Bandai. +VFD handheld game (1981) "Galaxian 2" : by Entex (or Futuretronics) and called Galaxian 2 because it can be a two-player game. +[JP] VFD handheld game (1981) "Astro Galaxy" by Entex. +VFD handheld game (1981) "Astro Invader" : Hales release by Entex. +LCD Keychains handheld game (1997) by Bandai. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galapx +Arcade Video game published 46 years ago: + +Galaxian Part X (c) 1979. + +Considered as a hack of "Galaxian", this game seems more like a hack of "Moon Alien" by Nichibutsu, but with the graphics changed to look more like "Galaxian". This explains why the shots move with the ship and why the fuel gauge is there. Galaxian also didn't use a 'title screen' formed with graphics, it went straight through to 'We are the Galaxians'. Also, the rate of fire is much faster and the alien's movements are more random. + +- SCORING - + +Blue Galaxian : 30 points in formation, 60 points in flight +Purple Galaxian : 40 points in formation, 80 points in flight +Red Galaxian : 50 points in formation, 100 points in flight +Flagship : 60 points in formation, 150 points in flight +Flagship : 200 points in flight with one escort +Flagship : 300 points in flight with two escorts, Flagship killed before both escorts +Flagship : 800 points in flight with two escorts, Flagship killed after both escorts + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galaxyfg + +Galaxy Fight - Universal Warriors (c) 1995 Sunsoft. + +Fighting game with 8 selectable characters. Each stage is infinite in length and therefore allows lots of running attacks. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0078 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +=> [Joystick] 8-way, [A] Subdued attack [B] Medium attack [C] Strong attack [D] Taunt opponent + +- TRIVIA - + +Released in January 1995. + +Galaxy Fight is Sunsoft's first game for the Neo-Geo MVS. + +The bonus round character 'Bonus-Kun' is a homage to "Street Fighter"'s Ryu character. He also appears as the bonus character in Sunsoft's other Neo Geo fighting game, "Waku Waku 7". + +Reviews: +[FR] April 1995, Consoles + N.42: 81/100 (Neo-Geo version) + +- TIPS AND TRICKS - + +Beat the game without losing a round (you can lose continues, but not rounds) to fight a hidden boss and get the staff roll after your character's ending. If you beat this hidden boss, you'll get a group shot of all your characters. + +- STAFF - + +Galaxy Programmers : Yuichi Ueda, Shigetaka Inaba +Graphic Designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda +Tool Programmer : Hirokatsu Fujii +Sound Programmers : Kazuo Nii, Noriaki Urata +Music Composers : Masato Araikawa, Takayuki Sasaki +Musicians : Jun Kojime, Masato Araikawa +Music Coordinators : Atsushi Mihiro, Shoji Yogo +Voice Actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson +Director : Yuichi Ueda +Special Thanks : Akihiro Asada, Kazuyuki Watanabe, Kazuyo Uemura, Naomi Sakaguchi, Hiroshi Ito, Megumi Masuko + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (nov.22, 1995) "Galaxy Fight - Universal Warriors [Model T-1510G]" +[US] Sega Saturn (jul.3, 1996) [Model T-1504H] +[EU] Sega Saturn (1995) "Galaxy Fight [Model T-1504H-50]" +[JP] [US] SNK Neo Geo (feb.25, 1995) +[JP] SNK Neo-Geo CD (apr.21, 1995) "Galaxy Fight - Universal Warriors [Model NGCD-078]" +[US] SNK Neo-Geo CD (apr.21, 1995) "Galaxy Fight - Universal Warriors [Model NGCD-078E]" +[JP] Sony PlayStation (may.3, 1996) "Galaxy Fight - Universal Warriors [Model SLPS-00138]" +[EU] Sony PlayStation (apr.1996) "Galaxy Fight [Model SLES-00197]" +[JP] Sony PlayStation (mar.29, 2007) PS1 Classics +[US] Sony PlayStation (dec.14, 2010) PS1 Classics +[EU] Sony PlayStation (jan.11, 2012) PS1 Classics +[JP] Sony PS2 (june.26, 2008) "Sunsoft Collection [Model SLPS-25849]" +[JP] Sony PS2 (june.18, 2009) "NeoGeo Online Collection The Best: Sunsoft Collection [Model SLPS-25936]" +[JP] Nintendo Wii [Virtual Console] (mar.23, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galmedes +Arcade Video game published 33 years ago: + +Galmedes (c) 1992 Visco. + +Galmedes is a vertical scrolling shooter arcade game released only in Japan.. The ship has two types of attack: the standard firing weapon and a charge attack. Once the player collects all three weapons, the player can select any of those weapons during combat. + +On the alien planet of Gaston, a dictator named Gildy rose to absolute power. Gildy started a plan to take over his home solar system, but upon doing so, he decided to spread his influence. After conquering his home galaxy, the next galaxy that Gildy planned on invading was the Galmedes Galaxy. In response, the unified forces of the planets of the Galmedes Galaxy have created a powerful space fighter known as the LEPTON (Launched Electro-Projectile Thermal Osmotic Nullifier). Two pilots, Foo and Bar, are selected to launch the LEPTON fighters against the invading Gastonian Forces. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Galmedes was released in July 1992 in Japan. + +The two pilots are named Foo and Bar. This is a play on the acronym FUBAR, which means "Fouled Up Beyond All Recognition". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=galpanic,galpanica,galsnew,galsnewj,galsnewk,galpanicb,galsnewt,galsnewu,galpanicc +Arcade Video game published 35 years ago: + +Gals Panic! (c) 1990 Kaneko. + +Gals Panic! is a "Qix"-style adult puzzle game. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies. + +To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar. If a round is completed while the monster's image is shown then the round must be repeated. + +After every round there is a roulette game where the player can earn rewards or penalties that will take effect in the following round. + +After winning three rounds against a girl, the graphic becomes a photographic image of that girl. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound Chips : OKI6295 (@ 12 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 256 pixels +Screen refresh : 60.00 Hz +Palette colors : 33792 + +Players : 2 +Control : 4-way joystick +Buttons : 1 + +- TRIVIA - + +Released in November 1990. + +An EXPRO-02 version was distributed by Taito Corp. in Japan and Inter Trading in Korea. + +- UPDATES - + +The EXPRO-02 Version supports Zoom IN/OUT scroll effects, has a new Push Start & 100% Clear screens. + +In the Korean EXPRO-02 version, naked girls are replaced by objects or animals. + +- SERIES - + +1. Gals Panic! (1990) +2. Gals Panic II (1993) +3. Gals Panic II' - Special Edition (1994) +4. Gals Panic 3 (1995) +5. Gals Panic 4 Yuu (1996) +6. Gals Panic SS (1996, Sega Saturn) +7. Gals Panic S - Extra Edition (1997) +8. Gals Panic S2 (1999) +8. Gals Panic SU (1999) +9. Gals Panic S3 (2002) + +- STAFF - + +Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano + +- PORTS - + +* CONSOLES: +Sega Mega-CD "Super Gal's Panic": Unreleased prototype. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ganbare +Arcade Video game published 25 years ago: + +Ganbare Marin-kun (c) 2000 Capcom Company, Limited. + +- TECHNICAL - + +Runs on the CP System hardware. +B-Board #: 91634B-2 + +- TRIVIA - + +Ganbare Marin-kun was released in April 2000 in the Japanese arcades. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=popbounc + +Gappolin (c) 1997 Video System. + +A breakout-style game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0237 + +Players: 2 +Control: dial +Buttons: 3 + +- TRIVIA - + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + +This game is known outside Japan as "Pop 'n Bounce". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'NON'. + +- STAFF - + +Producer: Furukama +Director: Nishikawa +Manager: Shiomi +Programmers: You-Chan, Gen +Designers: Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya +Music composer: Naoki Sakamura (Nao Itamura) +Sound effects: Pirowo, Norie +Sound programmers: Mami, H. Soyama + +- CONTRIBUTE - + +Edit this entry +$end + +$info=garouh,garouha + +Garou - Mark of the Wolves (c) 2000 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-253] +688 Mega + +- TRIVIA - + +Released on February 25, 2000 in Japan and United States of America. + +Related MVS version: "Garou - Mark of the Wolves [Model NGM-253]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=garou,garoup,garoubl + +Garou - Mark of the Wolves (c) 1999 SNK. + +Garou: Mark of the Wolves is a one-on-one fighting game and is the 9th title in SNK's Fatal Fury series. Ten years after crime-lord Geese Howard's death, the city of Southtown is now a peaceful place, leading it to be known as the Second Southtown. A new fighting tournament called King of Fighters: Maximum Mayhem is created, with several characters related to fighters from the previous "King of Fighters" tournaments participating. + +The game features 12 characters and foregoes the plane-switching style of its predecessors in favour of standard, single-plane battles. Garou introduced the "Tactical Offense Position" (T.O.P.), a special area on the fighter's life gauge. When the gauge reaches this area, the character enters the T.O.P. mode, granting them the ability to use T.O.P. attack, gradual life recovery, and increased attack damage. + +The game also introduced the Just Defend system, which rewards players who successfully block an attack at the last moment, granting them a small amount of health recovery and the ability to immediately counter-attack out of block stun. + +If players win all rounds with a ranking of AAA, they will face the boss 'Kain R. Heinlein', defeating him unlocks a special ending. If the AAA requirements are not met, Grant will be the final boss and there will be no special ending. Additionally, before facing Grant players will face a mid-boss, who, depending on which character the player is using, can be any character from the game's cast. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-253 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way [A] Swift punch [B] Swift kick [C] Pummeler punch [D] Colossal kick + +- TRIVIA - + +Released in November 1999. + +'Garou' translates from Japanese as 'Hungry Wolf'. 'Mark of the Wolves' is a reference to the legacy left behind by Terry to a new generation of fighters - specifically, Rock Howard. This can also refer to the legacy left by other characters from the previous Fatal Fury & Art of Fighting games. Kim Dong Hwan & Kim Jae Hoon are sons of Tae-Kwon Do fighter Kim Kaphwan. Khushmood Butt is a master of Kyokugenryu Karate, the same martial used by Ryo Sakazaki from Art of Fighting. Hokutomaru uses Shiranui-style Ninjitsu as his fighting style, this is the same ninja arts that Mai Shiranui uses, however Hokutomaru was trained by Andy Bogard. + +Garou pushes the capabilities of the Neo-Geo MVS hardware to its limit, giving some of the best-looking graphics to date. Some critics saying that there is life after all in the Neo-Geo hardware, which was past its prime when the game was released. + +Hokutomaru's stage has quite a few references to the rest of the "Fatal Fury" series. To the extreme left of the stage is a billboard with a picture of the old style Terry Bogard. A portrait of Geese Howard and his lieutenants can be seen on another billboard (this is the same picture that is seen in the flyer for Real Bout Fatal Fury). There is also a picture of Andy Bogard and Mai Shiranui holding hands posing as a bank advertisement right above another picture of Alfred. + +The sign that Khushnood Butt shows off in his victory pose is a Kyokugen Karate dojo sign. + +The Rock Howard music stage contains a part of Robert Miles' seminal trance tune "Children" (1996). + +Rock Howard is the son of the notorious crime-lord Geese Howard, the boss of previous Fatal Fury games. Rock was trained to fight by Terry Bogard and has incorporated moves from Terry and Geese's styles into his own fighting style. Rock is also related to Garou's main boss of the game: Kain R. Heinlein. Geese Howard married Marie Heinlein, whom is the sister of Kain. So, we can assume that Kain is Rock's uncle. + +The word 'Tizoc' (The Griffon Mask's Japanese name) means 'sick leg', or 'lame leg'. It was the name of an ancient Mexican tlatoani, or leader, who ruled from 1481 until 1486, when he was poisoned by Aztec aristocrats. + +If a double KO occurs, a round is won by each fighter, which can end a battle on this quite unsatisfying note. Moreover in this case, the player has no fighting level, neither displayed on the screen nor counted for the points. + +Soundtracks release: +[JP] Jan. 21, 2000; Garou - Mark of the Wolves [SCDC-00006] Scitron + +- UPDATES - + +The prototype version has a white background at the title screen instead a blue background on the final version. It has also a graphic bug on the Terry Bogard stage during the second round at the extreme right. + +- TIPS AND TRICKS - + +* Random Fighter : Hold Start and press a Punch or Kick button at the character selection screen. + +* Play as Grant : At the character select screen, highlight Dong Hwan, hold Start and press Up(x2) Down(x2), Up, Down. + +* Play as Kain R. Heinlein : At the character select screen, highlight Jae Hoon, hold Start and press Down(x2), Up(x2), Down, Up. + +* Play against Kain R. Heinlein : To reach Kain, you must finish the first 7 matches with an average fighting level of AAA. Your best bet would be to avoid losing any rounds throughout the preliminary 7 stages, especially Grant. If you meet this condition after defeating Grant, you'll get a cutscene featuring Kain R. Heinlein. Beat Kain to reveal your characters' true ending. + +* Alternate Costume Colors : Each character has 4 colors, corresponding to each button. + +* Secret Taunts : After defeating your opponent, hold Left or Right and tap Start to use an hidden taunt. Every character has two secret taunts (these can ONLY be used after defeating an opponent and before your character goes into his/her winning pose). Some of them, such as Hotaru's and Hokutomaru's are really cool! :) + +Taunts in the game can affect the background stages in many ways. For example, by using a taunt during a fight in Hotaru's stage (Philanthropy Belfry) you can make the bells in the background move. Most stages have hidden animations that can only be seen by this trick so try it! :) + +* Survival Mode : Insert a coin, hold A+B+C+D and press Start. You will then play a Survival Mode (quite hard one too). + +* Rock's Win-pose : Rock will have a special win-pose when he finishes the opponent with a Shine Knuckle and a different one when he finishes the opponent with either a Raging Storm or the Deadly Rave Neo. + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Exective producer : H. Matsumoto +Producers : S. Itoh, T. Tsukamoto +Planners : Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky +Foreground designers : Soe Soe (SoeSoe.F), Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa +Background designers : M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami +Special effects : Tashiboo, Masami Tanaka +Event art designers : Kaoruru, M. Hirano, C. Zanami, A. Yamada +New staff : Kohji, Z. Kadoma, Manbu, Zacky +Programmers : Bo-Fukunaga, Dan-Abe, Rotten Air +Sound : Ackey, Yassun, Hori-Hori, Okan, Q-Jirou +Title designer : Nao-Q +Illustrator : Tonko, Arita/Ymt + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Rock Howard : Eiji Takemoto +Kim Dong Hwan : Jun Hashimoto +Kim Jae Hoon : Hiroki Asakawa +Hotaru Futaba : Yuki Horie +Gato : Koji Ishii +B. Jenet : Rei Saito +Khushmood Butt (Marco Rodriguez in Japanese version) : Hikaru Hanada +Hokutomaru : Junko Takeuchi +Freeman : Eiji Yano +Tizoc (The Griffon in the Japanese version) : Hikaru Hanada +Kevin Rian : You Kitazawa +Grant : You Kitazawa +Kain R. Heinlein : Jun Hashimoto +Marky : Junko Takeuchi +Narration : Paul G.R. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Feb. 25, 2000; "Garou - Mark of the Wolves [Model NGH-253]") +Sega Dreamcast [JP] (Sep. 27, 2001; "Garou - Mark of the Wolves [Model T-3108M]") +Sega Dreamcast [JP] (may.23, 2002; "Garou - Mark of the Wolves [SNK Best Buy] [Model T-47302M]") +[JP] Sony PS2 (june.30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection Vol.1] [Model SLPS-25504]") +[JP] Sony PS2 (june.30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection Vol.1] [Model SLPS-25509]") +[JP] Sony PS2 (june.30, 2005; "Garou - Mark of the Wolves [NeoGeo Online Collection The Best] [Model SLPS-25793]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fatfury1 + +餓狼伝説 宿命の闘い (c) 1991 SNK Corporation. +(Garou Densetsu - Shukumei no Tatakai) + +Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature two battle planes for pseudo 3-D action, & excellent music! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-033 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (3 usables) +[JOYSTICK] 8-way [A] Punch [B] Kick [C] Skill + +- TRIVIA - + +Garou Densetsu was released in November 1991 in Japan. + +The title of this game translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny'. + +This game is known outside Japan as 'Fatal Fury - King of Fighters'. + +Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'. You can see the game's original title on the banner of a store in the background of Hwa Jai's stage ('Real Bout Shop'). + +According to the USA flyer, the name of the game is 'Fatal Fury - The Battle of Fury'. On the ingame titlescreen, however, it's called 'Fatal Fury - King of Fighters'. + +The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own. + +The music in a 2-player battle is taken from the first stage of "Street Smart". + +This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it. + +Terry Bogard appears in "Quiz King of Fighters" as selectable character. + +This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by courtesy of Viz Video, a division of Viz Comics. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992. + +- UPDATES - + +The Japanese version features quite different move list sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's move list sets are clearly based on the Japanese release of this particular game). All other versions feature very simplified joystick commands for each move. + +- TIPS AND TRICKS - + +As the game sometimes says on the continuation screen, you can tell some opponents' weak points by watching their moves carefully, which can help you figure out how to beat them. Here are a few examples : + +-- If you've knocked down an opponent, you can damage them some more by charging at them with a 'dash attack' just as they're getting up, until they've been fully beaten. This may work best when playing with Andy Bogard. + +-- When Tung Fu Rue changes into a hefty beast Incredible Hulk-style, he'll be briefly intangible as he beats his chest. Wait until the right moment and then dash at him (or, if you're playing with Joe Higashi, you can use his rapid punch). He won't actually fall on the ground in this form, but he'll be easier to beat until he turns back to normal as long as you can keep dash-attacking him. + +-- When you're facing Hwa Jai, he'll be thrown a bottle of some kind of drink by an agent of Geese standing within the crowd of spectators, and after drinking it (during which time he'll be briefly intangible too), that's when he really lets loose with damaging attacks. If you feel Hwa Jai's too hard to deal with this way, you can try to cause him damage by a small amount, and if your lifebar is still higher than his, you can then step back on defense. He'll try hitting you with standard punches and kicks, but will not throw you, and this way, you can keep on the defensive until the timer runs out, winning simply by having more life energy left than he does. + +-- When facing Billy Kane, if his pole falls away (he can either throw it at you or it can fall when he's thrown to the ground), he'll go on the defensive until another agent of Geese's tosses him another pole from within the crowd on the bridge. When he jumps up to grab hold of it, that's when you can move in and try to grab and throw him to the ground, or ram him with a dash attack. + +Finally, when facing Geese Howard in the showdown match, you can move towards him as the round begins and then grab and throw him to the ground, then, by timing your attacks correctly, you can grab him in a body slam again when he gets up, eventually beating him by body-slamming him repeatedly. It's a tricky strategy, but it can work! + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Producer : Eikichi Kawasaki +Planners : Tsukamichi, Deru-Deru +Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe +Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang +Programmers : Yamatan, Kura +Prg. back up! : Konchang, Nakamuura +Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee +Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Keiichi Nanba +Joe Higashi : Nobuyuki Hiyama +Michael Max : ??? +Hwa Jai : ??? +Tung Fu Rue : Shigehumi Nakai +Cheng Sinzan : Nakai Shigehumi +Duck King : Kong Kuwata +Richard Myer : Kong Kuwata +Raiden : ??? +Billy Kane : Atsushi Yamanishi +Geese Howard : Kong Kuwata + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 20, 1991) "Garou Densetsu - Shukumei no Tatakai [Model NGH-033]" +[JP] Nintendo Super Famicom (Nov. 27, 1992) "Garou Densetsu - Shukumei no Tatakai [Model SHVC-GN]" +[JP] Sega Mega Drive (Apr. 23, 1993) "Garou Densetsu - Shukumei no Tatakai [Model G-4100]" +[JP] SNK Neo-Geo CD (Sep. 9, 1994) "Garou Densetsu - Shukumei no Tatakai [Model NGCD-033]" +[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]" +[US] [EU] Sony PlayStation 2 (2006) "Fatal Fury Collection" +Nintendo Wii (2007) "Virtual Console" +[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +Sony PlayStation Store (Dec.2010) + +* COMPUTERS: +[JP] Sharp X68000 (may.21, 1993) "Garou Densetsu - Shukumei no Tatakai [Model HDX-5001]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fatfury2 + +餓狼伝説2 新たなる闘い (c) 1992 SNK Corp. +(Garou Densetsu 2 - Arata-Naru Tatakai) + +The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard. + +Can the lone wolves face this new threat and come out victorious? + +Features backgrounds with 2 different background planes, improved control & some very nice music! :) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-047 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[Joystick] 8-way, => [A] Quick Punch [B] Quick Kick [C] Strong Punch [D] Strong Kick + +- TRIVIA - + +Garou Densetsu 2 was released in December 1992 in Japan. + +The title of the translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle'. + +This game is known outside Japan as 'Fatal Fury 2'. According to the USA flyer, the name of the game is 'Fatal Fury 2 - The Sultan of Slugs Battle Royale'. + +Things that changed in this sequel : +* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!). +* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo-Geo fighters to use this now common button setup. +* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used when the life-bar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves. +* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cut-scenes!). + +Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character. + +The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves. + +Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars. + +When a player wins a match in a single player game, the post match screen shows people watching the tournament inside the Pao Pao Cafe from the first game, "Fatal Fury - King of Fighters". + +Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 2 - PCCB-00111) on 19/02/1993. + +Reviews: +[FR] March 1993 - Consoles + No. 18: 97/100 (AES version) + +- TIPS AND TRICKS - + +* You can only see any character's ending if you beat the game with a single credit used (no continues or 2-Player matches are allowed) + +* Just like the first game, it's possible to use the strategy of dashing at your opponents just as they're getting up in order to damage them repeatedly. + +* Billy Kane, Axel Hawk and Lawrence Blood all have stages that use a single plane, with the 'second' plane having objects on it that can injure players if they're knocked against them (all three of these bosses have ways of throwing their opponents into the background). You can knock the bosses into the background too by standing close to them while they're dazed and then hitting them with a good hard kick or punch. + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Producer : Eikichi Kawasaki +Planners : Deru-Deru, Tsukamichi-2, Chinta +Object Designers : Higashi Pon (Higashipon Mark3), Tony Oki, Tsuzakingyo (Tsuzakingyo 2), Lionheart, U.G, Ryouji-Sei, Soe Soe (Super Soe Soe), Heitarou, Terarin, Horipu (Horigen. Pu-Ta) +Back Scroll Designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang +Character Back Up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take. P, Albinome, Pinkey. TBC440 +Programmers : Yamatan (Yamatan-2' Turbo), Speaker. R +Sound : Toshio Shimizm (Shimizm), Yoko, Jojoha Kitapy, YLF. Communicate, Paciorek, Masahiko Hataya (Papaya) + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Jun Hashimoto +Joe Higashi : Katsuhisa Namase +Mai Shiranui : Akoya Sogi +Big Bear : Dango Takeda +Cheng Sinzan : Jun Hashimoto +Laurence Blood : Katsuhisa Namase +Axel Hawk : Michael Beard +Billy Kane : Katsuhisa Namase +Wolfgang Krauser : Michael Beard + +Special Thanks : Kazuya Hirata, Prince Deguchi, Kura, Shinchan, Data Tada, Oh!Butch (Oh! Buchii), Carry, Kenchan, Miyagami, Satochan, Sanpo, Iwata Kun, Hiroshi Matsumoto (Finish Hiroshi), Akiko Tsuruta, Mie Kurita, Megumi Moriyama, 1st Operation Staff + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Mar.5, 1993) "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGH-047]" +[JP] Nintendo Super Famicom (Nov.26, 1993) "Garou Densetsu 2 - Arata-Naru Tatakai [Model SHVC-DJ]" +[JP] NEC PC-Engine CD (Mar.12, 1994) "Garou Densetsu 2 - Arata-Naru Tatakai [Model HCD4060]" +[US] Nintendo Super NES (Apr.1994) "Fatal Fury 2 [Model SNS-DJ]" +[EU] Nintendo Super NES (1994) "Fatal Fury 2 [Model SNSP-DJ]" +[JP] Sega Mega Drive (june.24, 1994) "Garou Densetsu 2 - Arata-Naru Tatakai [Model T-146023]" +[US] Sega Genesis (1994) "Fatal Fury 2" +[JP] Nintendo Game Boy (jul.29, 1994) "Nettou Garou Densetsu 2 - Arata-Naru Tatakai [Model DMG-X3J]" +[JP] SNK Neo-Geo CD (Sep.9, 1994) "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGCD-047]" +[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]" +[US] Sony PS2 (Aug.2007) "Fatal Fury Battle Archives Volume 1" +[EU] Sony PS2 (jul.2008) "Fatal Fury Battle Archives Volume 1" +[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]" + +* COMPUTERS: +[JP] Sharp X68000 (Dec.23, 1993) "Garou Densetsu 2 [Model MGX-5002]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fatfury3 + +餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku]. +(Garou Densetsu 3 - Harukanaru Tatakai) + +During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it? + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-069 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons Per Player. +[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick + +- TRIVIA - + +Garou Densetsu 3 was released in March 1995 in Japan. + +The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'. + +Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game. + +This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'. + +Things that changed in this particular game: +* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes. +* Chain combos are introduced to add even more depth to each character's fighting style. +* Throws are harder to use since these are slow and throw-miss animations were added. +* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei. + +Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :) + +Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe! + +Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995. + +- TIPS AND TRICKS - + +Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei. + +One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises! + +Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine! + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Keiichi Nanba +Joe Higashi : Nobuyuki Hiyama +Mai Shiranui : Akoya Sogi +Geese Howard : Kong Kuwata +Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii +Bob Wilson, Hon-Fu : Toshiyuki Morikawa +Blue Mary : Harumi Ikoma +Franco Bash : B. J. Love +Jin Chonshu, Jin Chonrei : Kappei Yamaguchi + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Apr. 21, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]" +[JP] SNK Neo-Geo CD (Apr. 28, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]" +[JP] Sega Saturn (june.28, 1996) "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]" +[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]" +[US] Sony PS2 [EU] (2006) "Fatal Fury Collection" +[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]" + +* COMPUTERS: +[JP] PC [MS Windows 9x] (Sep. 19, 1996) "Garou Densetsu 3 - Harukanaru Tatakai" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=fatfursp,fatfurspa + +餓狼伝説スペシャル (c) 1993 SNK. +(Garou Densetsu Special) + +Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-058 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick + +- TRIVIA - + +Garou Densetsu Special was released in September 1993 in Japan. + +The title of this game translates from Japanese as 'Legend of Hungry Wolf Special'. + +This game is known outside Japan as 'Fatal Fury Special'. + +Things that changed in this particular game : +* The combo system has been improved, hit damage has been lessened & the game speed has been increased. +* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki. + +Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages! + +Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu Special - PCCB-00138) on 21/10/1993. + +- UPDATES - + +MVS (arcade) vs. Home (neo-geo) differences : +- Home : After the credits you will see all the characters grouped together and it will say to try a harder difficulty. If you beat it in the hardest difficulty it will say 'Perfect! It's a knockout, Superman!'. +- Home : If playing on the hardest difficulty and you fought Ryo Sakazaki, you will see all the characters moving around him in a circle while he, for some reason, is crying. + +- TIPS AND TRICKS - + +* Fight against Ryo Sakazaki : Beat the game without losing a single round (you can lose continues, but not rounds). You'll face against "Art of Fighting"'s main character Ryo Sakazaki as a powerful extra end boss! + +* Beat the game without using a single continue and after the credits you will see every character performing a special move, their portraits and giving a quote. + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Producer : Eikichi Kawasaki +Main Planner : Tsukamichi-2 +Planners : Chinta, Deru-Deru +Main Object designer : Tsuzakingyo +Object designers : Higashi Pon (as Higashipon Mega), Tony J Oki, Lionhert 31, Heitarou +Demo sketch : Tsuka +Main Scroll & Demo : Somatoreeno +Scroll & Demo : Moriyan No. 16th +Main programmer : Yamatan (as Yamatan GT-X) +Programmers : Narutaki, EP82Boy., Speaker.R +Sound creators : Toshio Shimizm (as Shimizm), Yamapy-1, Jojoha Kitapy + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Jun Hashimoto +Joe Higashi : Katsuhisa Namase +Mai Shiranui : Akoya Sogi +Big Bear : Dango Takeda +Cheng Sinzan : Jun Hashimoto +Laurence Blood : Katsuhisa Namase +Axel Hawk : Michael Beard +Billy Kane : Katsuhisa Namase +Wolfgang Krauser : Michael Beard + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 22, 1993) "Garou Densetsu Special [Model NGH-058]" +[US] SNK Neo-Geo AES (Dec. 22, 1993) "Fatal Fury Special [Model NGH-058]" +[JP] Nintendo Super Famicom (jul.29, 1994) "Garou Densetsu Special [Model SHVC-3R]" +[JP] SNK Neo-Geo CD (Sep. 09, 1994) "Garou Densetsu Special [Model NGCD-058]" +[US] SNK Neo-Geo CD (Sep. 09, 1994) "Fatal Fury Special [Model NGCD-058E]" +[JP] Sega Game Gear (Nov. 25, 1994) "Garou Densetsu Special [Model T-103017]" +[US] [EU] Sega Game Gear (1994) "Fatal Fury Special" +[JP] NEC PC-Engine Super CD (Dec. 02, 1994) "Garou Densetsu Special [Model HCD4067]" +[JP] Sega Mega CD (Mar. 31, 1995) "Garou Densetsu Special [Model T-60214]" +[US] Sega CD (1995) "Fatal Fury Special [Model T-60165]" +[US] Super NES (Apr.1995) "Fatal Fury Special [Model SNS-3R]" +[EU] Super NES (1995) "Fatal Fury Special [Model SNS-P-3R]" +[JP] Sony PS2 (jul.20, 2006) "NeoGeo Online Collection Vol.5: Garou Densetsu Battle Archives 1 [Model SLPS-25664]" +[US] [EU] Sony PS2 "Fatal Fury Collection" +[JP] Microsoft XBOX 360 [Xbox Live Arcade] (Sep. 05, 2007) "Garou Densetsu Special" +[US] [EU] Microsoft XBOX 360 [Xbox Live Arcade] (Sep. 05, 2007) "Fatal Fury Special" +[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]" +[JP] Nintendo Wii [Virtual Console] (Nov. 04, 2009) "Garou Densetsu Special" +[US] Nintendo Wii [Virtual Console] (Mar. 01, 2010) "Fatal Fury Special" +[EU] Nintendo Wii [Virtual Console] (Mar. 26, 2010) "Fatal Fury Special" + +* COMPUTERS: +[JP] Sharp X68000 (jul.28, 1994) "Garou Densetsu Special [Model MGX-5004]" +[JP] FM Towns (Sep. 13, 1996) +PC (1997) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gauntlet,gauntletr1,gauntletr2,gauntletr4,gauntletr5,gauntletr7,gauntletr9,gauntlets,gauntletg,gauntletgr3,gauntletgr6,gauntletgr8,gauntlet2p,gauntlet2pr3,gauntlet2pg,gauntlet2pg1 +Arcade Video game published 40 years ago: + +Gauntlet (c) 1985 Atari Games. + +Gauntlet is a maze-based shoot-em-up for up to four players. Heavily influenced by classic fantasy conventions, players take on the role of either Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf and must play cooperatively as they explore and fight their way through the enemy-packed mazes. Competitive play is encouraged as players must fight for the limited amount of food, treasure, magic potions and power-up items that litter the dungeons. + +Each of Gauntlet's four characters have different strengths and weaknesses: Thyra has the strongest armour, Thor is best at hand-to-hand combat, Questor has the fastest speed and Merlin has the most powerful magic attacks. The object of the game is simply to survive as long as possible while exploring Gauntlet's mazes in search of treasure, food, magic potions and, ultimately, the exit that leads to the next dungeon. + +The potions - shown as blue bottles - that litter the levels offer either improved character abilities (such as 'speed' or 'extra shot power') or can be used as a 'smart bomb', destroying some or all of the on-screen monsters. Potions are also the only way to kill the game's 'Death' character that appears in many of the stages. Magic potions can be kept and used at the player's discretion by pressing 'Magic' button, although each potion can only be used once. + +The first seven mazes are always the same, but from level 8 onwards, players will find themselves on any one of over a hundred different mazes. If players survive for long enough, the mazes will be repeated in a different order. How long a player lasts depends upon the player's 'health' level. Health continually depletes as time progresses and further health is lost by contact with various monsters or their projectiles. Health can be replenished by consuming the food found in the mazes or by inserting more credits. The many treasure chests that litter the levels can be plundered for points, and collecting treasure increases a player's score multiplier when two or more players are playing the game. + +- TECHNICAL - + +Game ID : 136037 + +Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz) + +Control per player (4): 8-way joystick +Buttons per player (4): 2 + +- TRIVIA - + +Gauntlet was released in October 1985. + +Gauntlet was originally going to be called 'Dungeons' and was inspired not only by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called 'Dandy'. Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet, and he in turn agreed not to sue Atari. + +Two character names were changed before release. The Valkyrie was originally named 'Amazon' and the Warrior was 'Hulk'" The first character art was produced on January 1, 1984. + +Gauntlet's revolutionary, non-linear game-play gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like 'Dungeons & Dragons', Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight; a simpler route through the dungeon could sometimes be found, or players could simply try to make a run for it. + +In the early '80s, arcades were struggling. Manufacturers created more elaborate games that operators could charge more money for ($.50!), but players were resistant to the increase. The question at Atari was: How do we get extra earnings? The idea with Gauntlet was that with four players you earn four times as much with every play. It was a drop-in/drop-out design so if someone died they could immediately rejoin or someone new could step in -- there was no down time, so the quarters just kept coming. Another choice made specifically to increase the coin drop: there was no end to the game. Gauntlet would recycle levels by flipping them horizontally and vertically once the players had run through all of them. Gauntlet was a big success in 1985. But the marketing team at Atari was actually worried about the four-player cabinet. They weren't sure four strangers would want to play a game together and they also had concerns about the four separate coin shoots (which were known to break easily). Confident in his game, Ed Logg convinced the marketing team to just go with it. + +Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occasions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionized the concept of in-game speech and added immeasurably to the game's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing them that 'Elf needs food, badly', or that 'Wizard is about to die' and the always-good advice that is 'Remember, don't shoot food.' + +Note: The game contains exactly 212 sounds (including digitized voices, effects and musics). + +It was common practice to test a new arcade game at select locations before wide release. The operator was given the cabinet for free, but in exchange they couldn't promote it (as a precaution against competition) and they would share the coin drop numbers of it and all the other machines at the location so that Atari could evaluate the new game's success against current games. But when Ed Logg came by to check on Gauntlet during its field test, he found developers from SEGA snapping photos of the cabinet. Atari pulled it from that location and didn't work with the operator henceforth. A year after Gauntlet's release in 1985, SEGA released a four-player arcade game called "Quartet" (although it was side-scrolling). + +7,848 units were sold in the U.S. A few thousand more were sold in Japan and Europe. Even though Atari considered Gauntlet a success, earlier games like "Space Invaders" and "Ms. Pac-Man" sold hundreds of thousands of cabinets. One of Gauntlet's contemporaries from Atari, the excellent Temple of Doom game, sold just 2,800 copies. + +Note : There were 20 officially released versions (see Updates section for detailed info), including 6 '2-player' versions and various Spanish, German and Japanese versions. Counting 4-player English variants alone, there were 7 releases with various bug-fixes. + +The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET. + +Charles Nagle holds the official record for this game with 4,401,169 points on March 28, 2003. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991. + +- UPDATES - + +Revision 1 (4-players) +* First world release. + +Revision 2 (4-players) +* Added an option called 'Disable Speech?' in the operator menu. +* Fixed some texts in attract mode. + +Revision 3 (4-players) +* German release only. + +Revision 4 (4-players) +* World release. + +Revision 5 (4-players) +* World release. + +Revision 6 (4-players) +* German release only. +* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section). +* Added ability to stop the attract mode with the fire button. + +Revision 7 (4-players) +* World release. + +Revision 8 (4-players) +* German release only. +* Added an option called 'Reduce Text?' in the operator menu. + +Revision 9 (4-players) +* World release. + +Revision 10 (4-players) +* German release only. + +Revision 12 (4-players) +* Japanese release only. + +Revision 13 (4-players) +* Japanese release only. + +Revision 14 (4-players) +* World release. +* Sequence of boards may be different : After Level 8, either every other level may be skipped (Level 9 = Level 10, Level 10 = Level 12, etc.), or every two levels may be skipped (Level 9 = Level 11, Level 10 = Level 14, etc.), or boards may be played in their normal order. (It may depend on the route taken to Level 8.) + +Revision 15 (4-players) +* Spanish release only. + +Revision 1 (2-players) +* German release only. +* Based on the latest 4-players revision. + +Revision 2 (2-players) +* Japanese release only. + +Revision 3 (2-players) +* World release. + +Revision 4 (2-players) +* German release only. + +Revision 5 (2-players) +* Japanese release only. + +Revision 6 (2-players) +* World release. + +- TIPS AND TRICKS - + +* Hints for Game Play : The following hints will help you use your health more effectively and score more points per coin : +1) Play cooperatively. +2) Allow the player with the best ability to use magic (usually Merlin the Wizard, unless one of the other players has acquired the magic potion for extra magic) to pick up the magic potions. +3) Save keys and potions and use them conservatively. +4) Pay attention to your marching order. Allow the players with the best fighting ability and armor (usually Thyra the Valkyrie and Thor the Warrior) to lead the way and fend off attacks. +5) Avoid contact with the ghosts : they take away your health very quickly and you cannot fight them hand-to-hand. + +* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels. + +* The best character to play, in the LONG run, is Questor. His magic is just as good as Merlin's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. Thyra is the worst, although some people regard this as a challenge... + +* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game. + +* You can kill Death painlessly by teleporting on top of him. + +* If a previous game ended beyond Level 8, Level 8 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score. + +- SERIES - + +1. Gauntlet (1985, Arcade) +2. Gauntlet II (1986, Arcade) +3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) +4. Gauntlet [Model NES-GL-USA] (1988, NES) +5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) +6. Gauntlet III - The Final Quest (1991, Atari ST) +7. Gauntlet 4 (1993, Mega Drive) +8. Gauntlet Legends (1998, Arcade) +9. Gauntlet Dark Legacy (2000, Arcade) +10. Gauntlet Seven Sorrows (2006, PS2/XBOX) + +- STAFF - + +Designer / Programmer : Ed Logg (ED ) +Game programmer : Bob Flanagan (BF ) +Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphy, Will Noble, Dave Pettigrew (D F) +Engineer : Pat McCarthy (PMC) +Technician : Sae Oh (SMO), Cris Drobny (CAD) +Sound designers : Hal Canon (HAL), Earl Vickers (EAR) +Cabinet designer : Ken Hata (KEN) + +- PORTS - + +* CONSOLES: +[EU] Sega Master System (1990) "Gauntlet [Model 25006]" +[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]" +[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]" +[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]" +[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]" +[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures" +[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]" +[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures" +[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]" +[US] Microsoft XBOX 360 [XBLA] (nov.22, 2005) : Retired in 2010 +[EU] Microsoft XBOX 360 [XBLA] (dec.2, 2005) : Retired in 2010 + +[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins" +[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]" +[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins" +[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]" + +* HANDHELDS: +[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]" +[US] Nintendo GBA (nov.3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-USA]" +[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]" +[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]" +[US] [EU] [AU] Nintendo DS : Unreleased + +* COMPUTERS: +[EU] BBC Micro (1984) +[EU] Atari XL/XE [Cassette] (1985) +[US] Atari XL/XE [Disk] (1985) +[US] Commodore C64 [Disc] (1986) +[EU] Commodore C64 [Tape] (1986) +[US] Tandy Color Computer (1986) "Gantelet" +[JP] MSX (1986) +[US] [EU] Atari ST (1985) +[EU] Amstrad CPC (1987) +[US] Apple IIGS (1987) +[EU] Amstrad CPC [Tape] (1987) "Les Tresors d'U.S.GOLD" +[EU] Amstrad CPC [Disc] (1987) "Les Tresors d'U.S.GOLD" +[EU] Commodore C64 [Tape] (1987) "Les Tresors d'U.S.GOLD" +[EU] Commodore C64 [Disc] (1987) "Les Tresors d'U.S.GOLD" +[EU] Sinclair ZX Spectrum [Tape](1987) "Les Tresors d'U.S.GOLD" +[EU] Sinclair ZX Spectrum +3 [Disc] (1987) "Les Tresors d'U.S.GOLD" +[EU] Amstrad CPC [Tape] (1988) "Arcade Force Four" +[EU] Amstrad CPC [Disc] (1988) "Arcade Force Four" +[EU] Commodore C64 [Tape] (1988) "Arcade Force Four" +[EU] Commodore C64 [Disc] (1988) "Arcade Force Four" +[EU] Sinclair ZX Spectrum [Tape] (1988) "Arcade Force Four" +[EU] Atari ST (1988) "Arcade Force Four" +[EU] Amstrad CPC (198?) "El Lingote" +[EU] Amstrad CPC (198?) "Gauntlet And Gauntlet II [Limited Edition]" +[EU] Amstrad CPC (1988) "History In The Making" +[EU] Sinclair ZX Spectrum (1988) "History In The Making" +[EU] Commodore C64 (1988) "History In The Making" +[EU] Amstrad CPC (1988) "Les Geants De L'Arcade" +[US] PC [MS-DOS] (1988) +[EU] Amstrad CPC (1990) "Micro Club No.02" +[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2" +[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures" +[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures" + +* OTHERS: +[US] LCD handheld game (1988) by Tiger Electronics. +[US] Mobile Phones (sept.8, 2004) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gaunt2,gaunt22pg,gaunt22p1,gaunt22p,gaunt2g +Arcade Video game published 39 years ago: + +Gauntlet II (c) 1986 Atari Games. + +Gauntlet II is a direct sequel to the legendary maze-based fantasy themed shoot-em-up, released a year earlier. Atari chose not to tinker with the core game-play mechanic to any great degree, opting instead to enhance the already excellent multi-player action that had created such a stir upon the original game's release. + +As with its prequel, up to four players once again take on the role of either 'Thor the Warrior', 'Thyra the Valkyrie', 'Merlin the Wizard', or 'Questor the Elf' and must play cooperatively as they explore and fight their way through the enemy-packed mazes, collecting potions, food and treasure as they searched for the exit that would lead them to the next dungeon. + +Changes to the sequel included the ability for players to play whatever character they wanted, even if that character was already in play. Characters were now colour-coded and players would find themselves taking on the role of 'Blue Elf', 'Green Wizard', etc. New in-game speech was added to allow for the new player definitions. + +Other changes included the ability to 'bounce' shots off walls - known as 'Reflective Shots' - providing the correct potion was picked up. As well as new potions, Gauntlet II also featured several new monsters. The most notorious of the new additions was the Fire-breathing Dragon that guards the exit to some dungeons. This powerful creature takes multiple hits to kill and defeating it would see the players rewarded with a permanent potion and a bag of treasure. + +Another notable addition was the 'It' monster: any player who was tagged by the creature would suddenly find that all of that level's monsters would ONLY chase the tagged player, completely ignoring the presence of all other players. The only way to remove this curse was to tag another player, thus making them 'it'. + +New level elements were also added to further increase variety. These included dungeons with entirely invisible walls, magical walls (which changed into monsters or items when hit), stun tiles (which stunned any player that walked on them) and exits that flashed between functioning and non-functioning. + +- TECHNICAL - + +Game ID : 136043 + +Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz) + +Players : 4 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +The original "Gauntlet" was released in October 1985, with the Gauntlet II conversion kits coming out nearly a year later, in August 1986. A lot of the original "Gauntlet" machines of the time were switched over to Gauntlet II cabinets. They tended to stay as Gauntlet II for some time, due to the relative scarcity of kits that would convert a "Gauntlet" cabinet to that of its sequel. The proper kits were uncommon until the late eighties, by which time four-player games were taking off in a big way. + +Only 209 dedicated units were produced. The selling price was $2,295. +3,250 '4-Player kits' were produced. Selling price: $595 +Only 61 '2-Player kits' were produced. Selling price: $395 + +Competition : Atari held a promotional competition to coincide with "Gauntlet II's" initial launch. If players followed the instructions the game gives before entering a secret room (the machine provides clues on how to enter the secret rooms whenever a hidden wall is shot away on any level), the player is greeted with a screen explaining that they had been awarded extra points and inviting the player to enter his or her name. +A six-digit code would then be given which the player could put onto a competition entry form. The first 500 entries drawn won Gauntlet II T-shirts, plus a chance of winning a $5000 savings bond. Machines can also be set (via dip switches) to suppress this screen, in which case players would get a screen saying '5000 points x coins = xxx' after doing the secret room. The contest ended in 1986. + +Note : the game contains exactly 205 sounds! (including digitized voices, effects and musics), less than the first Gauntlet. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991. + +- SCORING - + +Key : 100 points. +Treasure : 100 - 500 points. +Each type of monster has a set score value. +Each generator is worth twice as many points as its associated monster. +Death : up to 6,000 points. + +- TIPS AND TRICKS - + +* Secret Rooms : to get to a secret room, perform a secret trick on a level. Some of the secret tricks are : +1) Teleporting into the exit. +2) Pushing a movable wall into the exit +3) Keeping all the super shots +4) Not using invulnerability (this is almost always a good idea anyway) +5) Not touching a fake exit +6) Teleporting on top of Death and/or acid blobs +7) Not taking ANYTHING (the tick trick comes in handy here) + +* The hints it gives to the secret room don't necessarily apply to your current level, just as on "Gauntlet". The secret trick usually doesn't work, but it is always same for any given board. You're allowed one secret trick for every 15 levels or so. + +* You can kill the acid blobs! Just drop 2 potions in quick succession. This works regardless of your magic ability. It also puts the dragon back to sleep momentarily (You can also kill them with a teleporter...if there's a teleporter handy, that is). + +* The '?' foods are NOT random. Grab a '?' food on health mod 20 = 7 (i.e. 27, 47, 67, etc). You'll get 200 health. + +* Couple of strategy notes : +1) Reflective shots make the dragon easier +2) Invulnerability makes him very easy +3) Remember that when generators aren't on the screen, they don't generate monsters. +4) If you are playing two+ player you can kill almost all dragons with one player diverting his attention, or using an indirect attack. For example : you can find shootable walls or just stand in the right spot askew from the dragon. He will try to flame instead of fire-ball. If done correctly, you will be standing a wall away from him. Then your partner can go around and shoot flame head while the dragon is flaming away. + +* If a previous game ended beyond Level 6, Level 6 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score. + +- SERIES - + +1. Gauntlet (1985, Arcade) +2. Gauntlet II (1986, Arcade) +3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers) +4. Gauntlet [Model NES-GL-USA] (1988, NES) +5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx) +6. Gauntlet III - The Final Quest (1991, Atari ST) +7. Gauntlet 4 (1993, Mega Drive) +8. Gauntlet Legends (1998, Arcade) +9. Gauntlet Dark Legacy (2000, Arcade) +10. Gauntlet Seven Sorrows (2006, PS2/XBOX) + +- STAFF - + +Designer / Programmer : Ed Logg +Game programmer : Bob Flanagan +Video graphics : Sam Comstock, Susan G. McBride, Alan Murphy, Will Noble +Engineer : Pat McCarthy +Technician : Cris Drobny +Sound designers : Hal Canon, Brad Fuller, Earl Vickers +Cabinet designers : Ken Hata + +- PORTS - + +* CONSOLES: +[US] Nintendo NES (sept.1990) "Gauntlet II [Model NES-2U-USA]" +[EU] Nintendo NES (apr.25, 1991) "Gauntlet II [Model NES-2U]" +Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2" +[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]" +Nintendo GameCube [US] (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]" +[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]" +[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcade Treasures 2" +[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]" +Sony PlayStation 3 [PSN] [US] (may.3, 2007) +Sony PlayStation 3 [PSN] [EU] (june.29, 2007) +Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins" +Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]" +[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins" +Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]" + +* HANDHELDS: +[EU] Nintendo Game Boy (1991) "Gauntlet II [Model DMG-G2-NOE]" +[US] Nintendo Game Boy (sept.1991) "Gauntlet II [Model DMG-G2-USA]" + +* COMPUTERS: +Tandy Color Computer [US] (1986) "Gantelet II" +[EU] Amstrad CPC (1987) +[US] Commodore C64 [EU] (1987) +PC [MS-DOS] [US] (1987) +[EU] Sinclair ZX Spectrum (1988) +Atari ST [US] (1989) +Commodore Amiga [US] (1989) +[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition" +[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gekiridn,gekiridnjgekirido +Taito F3 cart. published 30 years ago: + +逆鱗弾 (c) 1995 Taito Corp. +(Gekirindan) + +Blast your way through different time periods in this vertical scrolling shoot'em up. + +In 3195 AD, scientists have developed a time-leap engine - but a mysterious entity known only as the Huge Boss has stolen it and used it to travel back in time and destroy 3000 years of mankind's history. + +Two people rise up to defeat him: Hokuto, whose parents were murdered by the Huge Boss; and Shario, to fulfill a last promise to her dead sister. Together they pilot their aircraft and chase the Huge Boss. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E11 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Gekirindan was released in September 1995. + +The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of 'ateji' - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning. + +The game was originally named 'Fire Breaker' at early stage of development. + +Lee Ota (from the Truxton series) produced this game. It's why the first and last stage, as well as the bomb/power-up system, are similar to "Truxton". The gameplay, however, is really different from Toaplan's games, so responses from Toaplan fans were not very favourable. + +The name of the twin characters, Orsa and Mayoru, is a play-on-words of the third largest constellation of our solar system, Ursa Major, which means Great Bear. + +All stages in this game share the same theme but remixed each time! + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on November 17, 1995. + +- TIPS AND TRICKS - + +* Instructions: +Choose from one of three aircraft: the biplane, the helicopter and the space fighter. +Press the Fire button for a normal attack. +Press the Bomb button for a special attack (limited number). +Destroy the yellow cargo ships to collect special items. + +* Items list: +(H): Homing Laser +(M): Missile +(N): Napalm +(B): Bomb +(C): Change shot type +(P): Upgrade shot power +(Eagle): Bonus points +(Bonus): Bonus points +(1UP): Extra life awarded + +- STAFF - + +Producer : Lee Ota +Programmers : Mr. Lee, Toten, Takahito Naoi, Riki +System engineers : Masaki Yagi (Ymot), Nob +Character designers : Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao +Designer : Hidetomo Ogino +CG designer : K. Kinoshita +Sound (Zuntata) : Kazuko Umino (Karu), Koji Sakurai +Special Thanks : Takao Yoshiba, Tokimemori, Zabog Osaka, Eiji Kawabata + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (apr.18, 1997) "Gekirindan - Time Travel Shooting [Model T-7008G]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gemini,geminib,geminij +Arcade Video game published 38 years ago: + +Gemini Wing (c) 1987 Tecmo. + +A vertically scrolling shooter. Destroy enemies and collect items, such as speed, that are stored in a tail behind your ship. Press the second button to activate them one by one in the order they were collected. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in October 1987 in Japan. + +- STAFF - + +Screenplay : S. Sakurazaki +Background designer : K. Niwakamaru +Logo & Base designer : Noise Holic +Monster designers : Willy Ichiro, Strong Shima, Soccer Kozou +Music / Sound Effects : Mikio Saito (Metal Yuhki) +Test play : Sugar Beet, Faw +Programmed by : Clark Gent +Directed by : S. Sakurazaki + +- PORTS - + +* COMPUTERS: +Sinclair ZX Spectrum (1989) +Commodore C64 (1989) +Amstrad CPC (1989) +Commodore Amiga (1989) +Atari ST (1989) +Sharp X68000 (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=genix +Arcade Video game published 31 years ago: + +Genix Family (c) 1994 NIX. + +A rip-off of Mitchell's "Pang" set in the Far-West. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : OKI6295 (@ 8.08 Khz) + +Screen orientation : Horizontal +Video resolution : 288 x 224 pixels +Screen refresh : 60.00 Hz +Palette Colors : 8192 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in May 1994. + +- STAFF - + +Software : Argi Salvador, Carlos Barahona +Hardware : Fernando Yago, Manuel Baena, Arthy +Graphics : Jordi Zudaire, Yolanda Plaza, Lourdes Marcs, M. Jose Galvez +Art designer : Tomas Bases +Sound by : Xavier Tobella + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gpilotsh + +Ghost Pilots (c) 1991 SNK [Shin Nihon Kikaku]. + +For more information about the game itself, please see the original MVS version entry: "Ghost Pilots [Model NGM-020]". + +- TECHNICAL - + +[Model NGH-020] +55 Mega + +- TRIVIA - + +This AES version was released on July 1, 1991 in Japan and in the United States of America (6 months after the original MVS release). + +Reviews: +September 1991 - Consoles + N.1 [FR]: 88/100 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gpilots,gpilotsp + +Ghost Pilots (c) 1991 SNK. + +Ghost Pilots is a vertically-scrolling shoot-em-up for one or two players set in World War II. An ambitious Nazi general has sent his forces against the Allies andwo freelance ace pilots called Tom Phillips and Charlie Stingley, nicknamed 'Ghost Pilots', set off in their seaplanes to combat the Axis forces head on. + +Before starting a stage, the player must choose one of two bomb types. In one of the two stages after the first, the player also has the option to choose a third unique bomb type (napalm bomb in the land strike stage and air mines in the air strike stage). At the start of the game a player starts with three bombs and can collect up to a maximum of nine bombs. In a two-player game, both players cannot choose the same bomb type. + +Enemies consist of tanks, gunboats, jets and a number of other military units. Shooting a row of red planes grants collectible power-ups giving either stronger and more widespread firepower, or additional bombs and extra lives. Certain medium-sized enemies destroyed grant collectible bonus stars for additional score. The player loses a life if the seaplane is hit by enemy projectiles orcollides with enemy craft. + +An end-of-level boss fight awaits players at the end of every stage. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-020 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 usables). +=> [Joystick] 8-way, [A] Shoot, [B] Bomb + +- TRIVIA - + +Released on January 25, 1991. + +- SERIES - + +1. Sky Adventure (1989) +2. Ghost Pilots [Model NGM-020] (1991) + +- STAFF - + +Producer : Eikichi Kawasaki +Executive Directors : Takashi Nishiyama, Tama +Planner : Y.O +Sub Planner : Ishimotti +Programmers : Mr. SNK26, 001 +Sound : Masahiko Hataya (Papaya) +Designers : Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi +Special Thanks : Helper 1, Canpai Shimizu + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991; "Ghost Pilots [Model NGH-020]") +[US] SNK Neo-Geo AES (jul.1, 1991; "Ghost Pilots [Model NGH-020]") +[JP] SNK Neo-Geo CD (mar.17, 1995; "Ghost Pilots [Model NGCD-020]") +[US] SNK Neo-Geo CD (mar.17, 1995; "Ghost Pilots [Model NGCD-020E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ghouls,ghoulsu +Arcade Video game published 37 years ago: + +Ghouls'n Ghosts (c) 1988 Capcom. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Daimakaimura [B-Board 88622B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board ID 88620B-2 +B-Board PALs: DM620 +CPS-B #: CPS-B-01 DL-0411-10001 + +There is no C-Board on these Export versions, contrary to the original Japanese release. + +- TRIVIA - + +Ghouls'n Ghosts was released in December 1988 in arcades outside of Japan. It is known in Japan as "Daimakaimura". + +- TIPS AND TRICKS - + +Debug features (US VERSION ONLY, it doesn't work on the original Japanese version) : +How to activate the debug features. +1) Set "Game Mode" Dip Switch to "Game". +2) Set both "Coin A" and "Coin B" Dip Switches to 1C_1C. +3) Reset the game. +4) Insert a coin. +5) Set "Game Mode" Dip Switch to "Test". +6) Set the debug Dip Switches to what you want. +7) Start a 1 player game. + +Some debug features : +- "Armor on New Life" is effective at the beginning of a new life. Note that even when you start without armor, you need to be hit twice. +- "Starting Weapon" is effective only when you start a new game or when you continue play. +- "Starting Level" is effective only when you start a new game (you must NOT continue play !). +- "Slow Motion" and "Invulnerability" can be changed at any time. + +- SERIES - + +1. Ghosts'n Goblins (1985, Arcade) +2. Ghouls'n Ghosts [B-Board 88620B-2] (1988, Arcade) +3. Super Ghouls'n Ghosts [Model SNS-CM-USA] (1991, SNES) +4. Maximo - Ghosts to Glory (2002, PS2) +5. Maximo vs. Army of Zin (2004, PS2) +6. Ultimate Ghosts'n Goblins (2006, PSP) + +- PORTS - + +Here is a list of all ports excluding Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Daimakaimura [B-Board 88622B-2]". + +* CONSOLES: +[US] Sega Genesis (1989) +Sega Mega Drive [BR] (1990) by Tec Toy +Sega Mega Drive [KO] (1990) "Daemagyecheon [Model GM-5008-JM]" +Sega Master System [US] [EU] (1990) "Ghouls'n Ghosts [Model 7055]" +Sega Master System [BR] (1990) by Tec Toy +[EU] Sega Mega Drive (nov.30, 1990) +[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 2 - Chronicles of Arthur [Capcom Generations Disc 2] [Model SLES-11881]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1989) +[US] Commodore C64 [EU] (1989) +[EU] Atari ST (1989) +[EU] Amstrad CPC (1989) +Commodore Amiga [US] (1989) "Ghouls 'n' Ghosts" +Commodore Amiga [US] (1991) "Ghouls 'n' Ghosts & Venus the Flytrap [Chart Attack]" +Commodore Amiga [US] (199?) "Ghouls 'n' Ghosts [Platinum]" +[EU] Amstrad CPC (1990) "Coin-Op Hits II" +[EU] Amstrad CPC (1991) "Capcom Collection" +[EU] Atari ST (1991) "Capcom Collection" +[EU] Commodore C64 (1991) "Capcom Collection" +[EU] Commodore Amiga (1991) "Capcom Collection" +[EU] Sinclair ZX Spectrum (1991) "Capcom Collection" + +* OTHERS: +Street Fighter II' Special Champion Edition Plug 'n Play TV Game [US] (2004) by Radica Games : Genesis version included as a bonus. +Apple iPhone/iPod [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ghox,ghoxj,ghoxjo +Arcade Video game published 34 years ago: + +Ghox (c) 1991 Toaplan Company, Limited. + +Under the spell of the evil Magician Jagula, who plots to conquer the world, Lucia, the goddess of light, is confined by the gates of the Netherworld. A dark age is ushered in and evil spirits from mountains and rivers roam throughout the world. + +Deeply affected by the horror of the world, King Gitane of the Akura Empire summons two burly and brave men from the Eastern Country and orders them to subdue Jagula. + +These 2 heroes journey through the evil spirits' lair which is cut off from the exclusive pious area. Freely manipulating their magic balls, Axis and Bilious plung into action. + +- TECHNICAL - + +Game ID : TP-021 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz) + +Players : 2 +Control : dial +Buttons : 2 + +- TRIVIA - + +Ghox was released in November 1991. + +Licensed to Romstar for USA, to Nova Apparate GMBH & Co. for Europe, to JP Leisure Limited for UK, to Star Electronica SRL for Italy, to APM Electronics S.A. for Spain & Portugal and to Honest Trading Co. for Hong Kong. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +* Power up items : +1. Purple : your own machine will grow +2. Red : a through ball +3. Blue : ball slows down +4. Green : all the balls are going to disintegrate +5. Bomb : additional bombs will be supplied +6. Heart : one up +7. Money + +* Beat the last boss using the Ultimate Paddle to achieve the elusive and often sought-after good ending of the game. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gigaman2 +Arcade Video game published 21 years ago: + +Giga Man 2 - The Power Fighters (c) 2004 J-Tech Company, Limited. + +- TRIVIA - + +Giga Man 2 has sampled music replacing the original Q-Sound, and an MCU driving the sound. It's a genuine bootleg which was made using the 'xor tables' running on a standalone board with both hardware and software changes. + +Very interesting bootleg. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gigawing,gigawingd +Capcom CPS-II cart. published 26 years ago: + +Giga Wing (c) 1999 Capcom Ent., Inc. + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Giga Wing [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +- PORTS - + +* CONSOLES: +[US] Sega Dreamcast (jul.19, 2000) [Model T-1209N] +Sega Dreamcast [EU] (oct.20, 2000) [Model T-7008D-50] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gigawingj,gigawingjd +Capcom CPS-II cart. published 26 years ago: + +Giga Wing (c) 1999 Capcom Company, Limited. + +'Medallions' are mystic stones sent from heaven, brought evolution to human technology and lead tremendous progress to the armories. To gain their powers which the 'Stones' hold for the promised victory, many nations fought over the mystic stones and reheated the world of war. Within all the 'Stones' is the 'Medallion of Wisdom', known as the power source of all mystic stones, it had enough energy to terminate humanity. The whole world was in despair. And now, four brave worriers have risen to fly straight into the combat zone! All four had different reasons, but their ultimate goal was the same : to destroy the Medallion of Wisdom! Fight to save the humanity! + +Giga Wing is a shoot-em-up set during a fictional war. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 2 per player. + +- TRIVIA - + +Giga Wing was released in February 1999 in Japan. It was known as the 30th video game released for the CPS-II hardware. + +Known export releases: +"Giga Wing [Blue Board]" +"Giga Wing [Grey Board]" +"Giga Wing [Orange Board]" +"Giga Wing [Pink Board]" + +It was the first arcade video game to show scores in the trillions! + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'. + +Note: There are 20 different endings! 10 of them are bad endings if you reach level 6 using more than one credit and the other 10 are good endings if you beat the game using only one credit. + +Sony Music Entertainment released a limited-edition soundtrack album for this game (GigaWing Original Soundtrack - CPCA-1026) on April 21, 1999. + +- SERIES - + +1. Giga Wing [CP-S II No. 30] (1999) +2. Giga Wing 2 [Model 841-0014C] (2000) +3. Giga Wing Generations (2005) + +- STAFF - + +Planner : I. Satou, R. Hazuki +Character designer : K. Toume +Mechanic designers : S. Satou, Tadahiro Mukaide, Toshihiro Suzuki, Ken Taketoshi, Y. Ono +Object designers : Tadahiro Mukaide, S. Satou, Toshihiro Suzuki, I. Matsumura, Hiroki Akiyama, Ken Taketoshi +Scroll designers : M. Oose, Kazumi Yogi, Akemi Ootaka, K. Kusaka +Music composers & arrangers : Yasushi Kaminishi, Masahiro Yuge +Programmers : Y. Kobayashi, T. Nishi, Kaju Ishii, N. Hasimoto +Producers : Y. Ozaki, T. Minami +Executive producers : T. Fujimoto, Yoshiki Okamoto, Noritaka Funamizu +Coordinators : Tomoshi Sadamoto, T. Saitou +Sound advisers : Hiroaki Kondo (X68K), Tomohiro Masuda +Program support : K. Kaneko, M. Shinohara, S. Yamazaki, Cham Cho Choy + +- PORTS - + +* CONSOLES: +Sega Dreamcast [JP] (nov.11, 1999) [Model T-1208M] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gigandes,gigandesa +Arcade Video game published 35 years ago: + +Gigandes (c) 1990 East Technology. + +A horizontal shooter with a twist. If you die, you get to keep your weapons and power-ups, but at the beginning of each stage you lose everything. + +- TECHNICAL - + +Taito X System hardware + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Even if the titlescreen says 1989 (development year), Gigandes was released in February 1990. + +- UPDATES - + +The Japanese version has a different level order. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=goalx3 + +Goal! Goal! Goal! (c) 1995 Visco Corp. + +A soccer game with all the right ingredients, skill, flair, passion, and of course, GOALS! With 28 national teams to choose from, compete in a tournament to become the best soccer nation in the world. Get past the opening group stage and go on to a round-robin elimination stage where failure is not an option. To help you on your way, hold down the shoot button until the power bar fills up and you can do a POWERFUL SUPER SHOT! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0209 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (3 usables) +[JOYSTICK] 8-way +=> Offense > [A] Shoot/Special shoot [B] Pass [C] Short kick +=> Defense > [A] Sliding [B] Tackle + +- TRIVIA - + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + +- STAFF - + +Producer : Tetsuo Akiyama +Direction : Don Gabacho (Don Gabacyo) +Assistance : Yasuhisa Itoi +Main programmer : N. Yamaguchi +Programmers : PHA, M. Taniguchi, Gogo +Graphic designers : T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu +Sound by Act Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gcpinbal +Arcade Video game published 31 years ago: + +Grand Cross (c) 1994 Excellent System. + +A futuristic video pinball game set in space where you use the 2 flippers to send the ball to many different enemies. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : OKI6295 (@ 8 Khz), OKI MSM5205 (@ 384 Khz) + +Players : 1 +Buttons : 8 + +- TRIVIA - + +Released in October 1994. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gseeker,gseekeru,gseekerj +Taito F3 cart. published 33 years ago: + +Grid Seeker - Project Storm Hammer (c) 1992 Taito Corp. + +It is August 1999. In the skies over the Middle East, the second Persian Gulf War has begun. The early half of the 90's, the Persian Gulf War breaks out in the Middle East and prolonged fighting rapidly increases the rate of destruction of the world's natural resources. In 1999 this develops into a state of crisis where the effects of the war have resulted in an absolute shortage of reserves. Mistaken policies have resulted in the nation of the Middle East, suffering from shortages since the time of the original Persian Gulf War, taking military action against neighboring nations in an attempt to assure a supply of resources for themselves. Those nations which have managed to escape the fighting once again form a Multinational Force. Using the technology gained from research which had been done for a new type of nuclear reactor, they succeed in developing and producing GRID - a Gyrodrive Reactive Intercept Device. This is the start of Project Storm Hammer. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D40 + +Players : 4 +Control : Dial +Buttons : 4 + +- TRIVIA - + +Grid Seeker - Project Storm Hammer was released in December 1992 in Japan. + +Even if it had interesting game play and very good BGM, the game went unnoticed because the success of Capcom's "Street Fighter II - The World Warrior". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Grid Seeker - PCCB-00131) on July 7, 1993. +Zuntata record released a limited-edition soundtrack album for this game (Taito Game Collection - Shooting cluster 1) on June 29, 2011. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: + +- Choose from one of the three aircraft: +-- The F-14 Fighter : The fastest of the three but has the least powerful firepower, concentrated at the front. +-- The AH-64F Attack Helicopter : The most average but fires scattered shots. +-- The B-2AT Stealth Bomber : slow moving but has the greatest fire power when upgraded. + +- Press the Fire button to attack normally. + +- Hold the Fire button while moving up and down to change the position of the GRID. + +- Press the Bomb button to use one of your bombs for a massive attack, which is different according to which colour GRID you have: +-- Red : A massive fireball damaging all enemies on the screen. +-- Blue : A concentrated forward attack. +-- Green : Green energy swirls around hitting enemies on the screen. +-- Yellow : A concentrated explosion in a small area, doing massive damage. + +- When the GRID is hit by an enemy bullet, the power gauge at the bottom of the screen will increase. When the gauge reaches its maximum level, you will gain an extra bomb (up to a maximum of four). + +- Collect power-up items to upgrade your aircraft. + +* ITEMS LIST: +(P) Power-Up: Increases your shot power by one level to a maximum of level 7. +(H) Helper: Makes an ally support ship appear. +(G) GRID Changer: Changes your GRID shot and bomb effect according to the colour. The colour cycles between red, blue, green and yellow. + +- STAFF - + +Game designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko +Programmers : Takahiro Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou +Software : Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura +Character designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa +Object art director : Lin Chinkai (Indy Chinkai) +Screen art directors : Takashi Yamada, Lin Hu-Man Gas +Graphic designers : Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Space Creative, A-Wave, Visual Arts Production +Hardware engineer : Katsumi Kaneoka +Decorator : Toshiyuki Takenami +Sound directors (Zuntata) : Norihiro Furukawa, Naoto Ishita (YAG) +Producer : Toshiaki Kato + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=grindstm,grindstma +Arcade Video game published 33 years ago: + +Grind Stormer (c) 1992 Toaplan. + +Export release. Game developed in Japan. See the original for more information; "V-Five [TP-027]". + +- TECHNICAL - + +Game ID : TP-027 + +- TRIVIA - + +Licensed to American Sammy for USA, to Unite Trading for Korea, to Charterfield for Hong Kong and Southeast Asia and to Anomoto International for Taiwan. + +Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=growl,growlu,growlp,growla +Arcade Video game published 34 years ago: + +Growl (c) 1991 Taito America Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Runark". + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +- TRIVIA - + +Even if the title screen says 1990, Growl was released in February 1991 in US. + +- PORTS - + +* CONSOLES: +[US] Sega Genesis (1991) "Growl [Model 11076]" +[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gunfront +Arcade Video game published 34 years ago: + +Gun & Frontier (c) 1991 Taito Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Gun Frontier". + +- TECHNICAL - + +Taito F2 System hardware + +- TRIVIA - + +Gun & Frontier was released in January 1991 in the US and Europe. + +- SERIES - + +1. Gun & Frontier (1991) +2. Metal Black (1991) + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gnbarich +Arcade Video game published 24 years ago: + +Gunbarich (c) 2001 Psikyo. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Gunbarich was released in June 2001. + +Psikyo's Gunbarich is a spin-off of "Gunbird" featuring Gunbird's protagonist Marion. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys. + +- TIPS AND TRICKS - + +* Maintenance Codes : +1-2-3-4-5 Clear Hi-Scores +0-2-9-2-0 Maintenance Mode (Stage Select etc.) +0-2-9-1-0 Clear All Data + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gunbird,gunbirdk,gunbirdj +Arcade Video game published 31 years ago: + +Gunbird (c) 1994 Psikyo. + +In this vertical shoot-'em-up, you have 5 selectable characters who fight the big army of pirates but this time to restore a magic mirror. + +- TECHNICAL - + +Main CPU : Motorola 68EC020 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> Shot, Bomb, Auto-Shot + +- TRIVIA - + +Gunbird was released in September 1994. + +Marion also appears as a selectable character in another Psikyo's game : "Gunbarich". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998. + +Note : There are 20 different endings! + +- TIPS AND TRICKS - + +* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + +- SERIES - + +1. Gunbird (1994) +2. Gunbird 2 (1998) + +- STAFF - + +Staff : Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou +Music Composed by : Masaki Izutani + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (dec.15, 1995; "Gunbird [Model T-14402G]") +[JP] Sony PlayStation (dec.15, 1995; "Gunbird [Model SLPS-00157]") +[JP] Sony PS2 (feb.19, 2004; "Gunbird 1&2 [Model SLPM-62469]") +[EU] Sony PS2 (mar.18, 2005; "Gunbird 1&2 [Model SLPM-62469]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gunbird2,gunbird2a +Arcade Video game published 27 years ago: + +Gunbird 2 (c) 1998 Psikyo. + +In this vertical shoot'em up, you have five selectable characters who fight the big army of pirates but this time to collect elemental potions. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in December 1998 in Japan. + +ALUCARD, a selectable character, backwards spells DRACULA. + +Aine originally appeared in "Samurai Aces" and as a hidden character in "Tengai" as Ayin. Here in Gunbird 2, he has quite a 'different' type of bomb attack :). + +Gunbird 2 shares some similarities with the 1975 anime series 'Time Bokan': +* The flag symbol in Time Bokan is a clear skull and in this game is a 2P like a skull. +* The thin guy has a very ugly nose also a moustache and teeth like a rabbit (he is the same in the game and the anime). +* The fat guy has a beard. In this game and in Time Bokan, he has a semi-shaved beard (so with the exception of the beard, the guy is almost the same). +* The chief is a luxuriant woman (in the anime, she always was topless in the end). +* In Time Bokan, the bad guys always show a stupid new-robot to defeat the good guys. In the game is the same. + +Note : There are 27 different endings! + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998. + +- TIPS AND TRICKS - + +* Maintenance Code : In test mode, enter this code... +5-2-0-4-8 for Maintenance Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status] +5-3-5-7-3 All Data Initialised. +5-3-7-6-5 Sit an AINE Flag1 (Displays 'AINE ?' at test, extra 'explicit' character on random box). +5-1-0-2-4 Sit an AINE Flag2 (Displays 'AINE OK' at test, use AINE by pressing 'Down' on random box). +5-3-1-5-7 AINE Flag Cancelled (Clears AINE from being playable, as default). + +- SERIES - + +1. Gunbird (1994) +2. Gunbird 2 (1998) + +- STAFF - + +Staff: Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto +Music composed by : Masaki Izutani + +- PORTS - + +* CONSOLES: +Sega Dreamcast [JP] (mar.09, 2000; "Gunbird 2 [Model T-1213M]") +[JP] Sony PS2 (feb.19, 2004; "Gunbird 1&2 [Model SLPM-62469]") +[EU] Sony PS2 (mar.18, 2005; "Gunbird 1&2 [Model SLPM-62469]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gundhara,gundharac +Arcade Video game published 30 years ago: + +Gundhara - Juudan Arashi (c) 1995 Banpresto. + +A two players vertical top-view shoot em up. + +In a near future a group of children disappeared from a town, a secret investigator woman named 'Sarah' entered secretly into the hideout of the kidnappers, to find the reasons, children were brainwashing. It was preparation for a World War III, commanded by a tyrant transhumanist to rule the world. The government opened a emergency meeting to chose two of their best soldiers, to stop this evil plan and rescue all the hostages children's. + +The players choose one of two soldiers 'Jerry Scott' from USA and 'Jinn Ayakawa' from Japan and must rescue all childrens on each level, while defeat all the enemies on the way using a variety of weapons, such as the Vulcan a shotgun a laser and a bazooka also a fire may obtained by collecting items. + +- TECHNICAL - + +Game ID : BP954 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in September 1995. + +The subtitle of this game translates from Japanese as 'Bullet Storm'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gunlock,gunlocko +Taito F3 cart. published 31 years ago: + +Gunlock (c) 1994 Taito. + +Export version. For more information about the game, please see the Japanese version entry, "Rayforce". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. +Prom Stickers : D66 + +- TRIVIA - + +Even if the title screen says 1993, Gunlock was released in January 1994 in Europe, Southeast Asia, Hong Kong, Mainland China, Taiwan and Korea. + +This game appeared in the US exclusively on home consoles (See Ports below). + +- SERIES - + +1. Gunlock (1994) +2. Ray Storm (1996) +3. Raycrisis (1998) + +- PORTS - + +* CONSOLES: +[US] Sega Saturn (1995) "Galactic Attack [Model T-8116H]" +[EU] Sega Saturn (1995) "Galactic Attack [Model T-8116H-50]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +* OTHERS: +Apple iPhone/iPod [US] (jan.13, 2012) "Rayforce [Model 484012905]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gururin + +Gururin (c) 1994 Face. + +A unique and challenging puzzle game from Face. 3 people in color-coordinated clothing descend from the top and you must align any 3 of the same color vertically or horizontally. During the game you do not rotate the 3 falling people, you rotate the puzzle itself. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0067 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 59.19 Hz +Palette colors : 4096 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Turns stage to left [B] Turns stage to right + +- TRIVIA - + +Released in May 1994. + +Gururin translates from Japanese as something like 'accomplice' or 'cohort'. Makes sense considering the noblemen fall in pairs. + +Gururin is Face's first game developed and released for the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console. + +- STAFF - + +Planning / Producer : K. Iwanaga +Programmers : K. Iwanaga, N. Tabata, K. Hiziya +Graphic designers : M. Molohosi, K. Kumakura, M. Araki +Sound : K. Sugai, A. Iwanaga +Sound programmer : J. Kosakai + +- CONTRIBUTE - + +Edit this entry +$end + +$info=guwange,guwanges +Arcade Video game published 26 years ago: + +Guwange (c) 1999 Atlus Company, Limited. + +Destroy the evil army with 3 Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up. + +- TECHNICAL - + +Game ID : ATC05 + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> [A] Shoot / Spirit, [B] Bomb, [C] Auto Fire + +- TRIVIA - + +Developed by Cave, Guwange was released by Atlus on June 24, 1999. + +The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch. + +This game was supposed to be exported to South Korea. But Korean deliberation Organization rejected this game, because it has strong Japanese things (Korean people are really anti-Japanese). + +Soundtrack releases : +Guwange / ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007] +GUWANGE Arrange Album + Original Soundtrack [Cave - CVAS-004] (2010-02-20) + +- SCORING - + +* Game Clear Bonus : upon clearance, the game rewards you for the following : full life segments remaining, maximum chain count, bombs remaining, and never receiving damage ('no miss'). +1) Life bonus : if you have any full life segments remaining (denoted as L), this bonus is calculated by the following formula : +9,216 / (4 - L) / 32 * 10,000. If you have all three life segments remaining, but you were hit at least once, then this value is multiplied by 2. If you were never hit, then this value is multiplied by 4. Examples : +1 Full Life Segment : 9,216 / 3 / 32 x 10,000 = 96,000 +2 Full Life Segments : 9,216 /2 / 32 x 10,000 = 144,000 +3 Full Life Segments : 9,216 / 1 / 32 x 10,000 x 2 = 576,000 +No miss : 9,216 / 1 / 32 x 10,000 x 4 = 1,152,000 +It seems that no credit is given for partial life segments. +2) Chain bonus : multiply your maximum chain count by 100. Examples : +1,210 Chain : 1,210 x 100 = 121,000 +15,889 Chain : 15,889 x 100 = 1,588,900 +3) Bomb bonus : multiply the number of bombs remaining by 1,000,000. If you were never hit, this value is multiplied by 2. Examples : +2 bombs remaining : 2 x 1,000,000 = 2,000,000 +3 bombs remaining, no miss : 3 x 1,000,000 x 2 = 6,000,000 + +- STAFF - + +Producer : Kenichi Takano +Chief Programmer : Tsuneki Ikeda +Programmers : Satoshi Kohyama, Takashi Ichimura +Chief Designer : Junya Inoue +Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atsushi Aburano, Toru Shimazu +Character Designers : Akira Nakabayashi, Junya Inoue +Calligraphy : Akira Nakabayashi +Character Voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takano Yoshida +Sound Producer : Junya Inoue +Music Composer : Masahiro Kusunoki +Sound Effects : Masahiro Kusunoki +Supervisor : Hiroyuki Tanaka (Atlus) +Special assist : Toshiaki Tomizawa + +- PORTS - + +* CONSOLES: +Microsoft Xbox 360 [XBLA] (nov.10, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hachamf,hachamfb,hachamfa,hachamfp +Arcade Video game published 34 years ago: + +Hacha Mecha Fighter (c) 1991 NMK. + +A cutesy horizontal scrolling shooter from NMK. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Players: Up to 2. +Control: 8-way joystick. +Buttons: 2 per player. + +- TRIVIA - + +Released in September 1991. + +- UPDATES - + +There are two different versions of Hacha Mecha Fighter. Those can be distinguished by the size of the NMK logo (the smaller the older) on the title screen. + +In the older version of the game, Rank increases at a slower rate (every 34 seconds) compared to the new version (every 17 seconds). Other changes include a shorter distance of the left side enemy kill point from the left edge of the screen (Old Version: -4px; New Version: -20px). This results in objects despawning on the left side of the screen slightly earlier in Old Version. + +- TIPS AND TRICKS - + +* Test Mode: +1. Hold 'Player 2 Button 1' & 'Button 2', then reset the game. +2. 'Ready ?' message is displayed in black screen. +3. Press 'Player 1 Button 2'x14. + +- STAFF - + +Software : Y. Koyama, T. Nakasato +Hardware : Y. Maki +Music : H. Mizushima, K. Hideya +Graphic Designers : N. Nagamine, A. Tsunoda, K. Yokoyama +Supervisor : Y. Kotoyori + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hachoo,hachooa,hachooj +Arcade Video game published 36 years ago: + +Hachoo! (c) 1989 Jaleco. + +A side-scrolling beat-em-up from Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Hachoo was released in September 1989. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hangly,hangly2,hangly3 +Arcade Video game published 44 years ago: + +Hangly Man (c) 1981 Nittoh. + +Bootleg/Hack of "Pac-Man". + +- TECHNICAL - + +Nittoh made a few cocktail units that were identical to the Namco cocktail in design, but had all their instructions in English, and have the word 'Hangly' substituted for 'Namco' everywhere on the machine. + +- TRIVIA - + +Released in July 1981. Hangly Man is presumed to be an 'Engrish' mangling of the title 'Hungry Man'. + +Hangly Man contains not one, but two different mazes. The first maze appears on the first stage and every even numbered stage thereafter. The second maze appears on the third stage and every odd numbered stage thereafter. + +The first maze is an alteration to the original maze. While an extra bump has been added to the once-open bottom row, the top row has been opened up. The areas near the mouths of the escape tunnel are no longer single width tunnels, but more open. This can cause players to miss the tunnels if they are not lined up exactly right. The first maze also contains two extra sets of tunnels, one each above and below the original tunnel. Eating a power pill in the first maze can sometimes make the maze turn invisible. In some versions of Hangly-Man, the maze never reappears until you die. + +The second maze is a wide-open maze, with no borders except around the very edges. The same three sets of tunnels exists as well as a new tunnel that has been positioned along the center of the top and bottom of the maze. + +During the attract mode, the ghosts are introduced by their original Japanese names and nicknames. + +- UPDATES - + +Set 1: (Level 2 only) Eating the first power pill hides the maze until the maze is cleared, or the player loses a life, whichever comes first. After the player loses a life while the maze is hidden, eating another power pill in the same level will no longer hide the maze. + +Sets 2 & 3: (All even-numbered levels) Eating a power pill hides the maze until the power pill wears off. + +The copyright says "Nittoh" on Sets 1 and 3; it says "-1984-" (with the hyphens but without the quotation marks) on Set 2. + +- SCORING - + +Dot : 10 points. +Power pill (energizer) : 50 points. +Ghosts : 200, 400, 800, 1600 points. +Cherry : 100 points. +Strawberry : 300 points. +Peach : 500 points. +Apple : 700 points. +Pineapple : 1000 points. +Galaxian : 2000 points. +Bell : 3000 points. +Key : 5000 points. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=htchctch +Arcade Video game published 30 years ago: + +해치캐치 (c) 1995 Mijin Computer. +(Hatch Catch) + +Shoot coloured blocks at the top of the screen. When 3 or more same colored blocks draw a line, they disappear. By terminating all blocks, the stage is clear. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 15 Mhz) +Sound CPU: Zilog Z80 (@ 3.42719 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz) + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Released in June 1995 in Korea. + +- STAFF - + +Developed by Semicom. + +Excutive producer : Jeon Jae Youn +Game design : Han Seung Hoon +Main program : Baek Seung Ki +Program assist : Kim Jin Woo +Music compose / S.E : Jeon Seok Gee +Graphic design : Kim Eun Ae, Hong Young Joo, Whang O-Sik + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hedpanic,hedpanicf,hedpanico,hedpanica +Arcade Video game published 26 years ago: + +Head Panic - Polly & Sally Adventure (c) 1999 ESD [Excellent Soft Design]. + +Follow Polly & Sally as they go round the world defeating monsters, complete with landscapes & landmarks from all around the world. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Attack, [B] Jump + +- TRIVIA - + +Head Panic was released in June 1999. + +The AAH that plays when you die is taken from Atari's "Klax" - same sound (the sound when a tile falls and you don't catch it). + +Most of the sound effects in this game are ripped from Treasure's Sega Mega Drive game 'Dynamite Headdy' (1994). + +- STAFF - + +Producer : James Park +Graphic designers : Min Gun Seo, Moon Heo, Eun Ja Yoon +Sound : Jeong Hun Kim +Hardware Designer : Tae Wook Hwang +Programmed by : D.C. Jeong +Directed by : Tony Jeong + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hvyunit,hvyunitj,hvyunitjo,hvyunitja +Arcade Video game published 37 years ago: + +Heavy Unit (c) 1988 Taito Corp. + +A very rare and little known shooter from Kaneko with nice chunky sprites and very imaginative level design, also the music and sound effects are surely on a par with "R*Type". + +- TRIVIA - + +Released in November 1988 in Japan. + +- STAFF - + +Developed by Kaneko. + +Software Section: S. Igarashi (TO-Y), Y. Yamauchi (UAY), T. Katoh +Art Design Section: K. Matsuoka, T. Tajima, H. Ichikawa, A. Funatsu, T. Okimoto, A. Yazaki +Music & Sound: T. Watanabe, S. Aizu +Hardware Section: H. Nagayoshi, H. Mikami +Management: H. Kikuchi +Director: H. Kaneko + +- PORTS - + +* CONSOLES: +NEC PC-Engine (Dec.1989) +Sega Mega Drive (Dec.1989) +Sega Mega Drive (Dec.1990, "Heavy Unit - Mega Drive Special") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hellfire,hellfire1,hellfire2a,hellfire1a +Arcade Video game published 36 years ago: + +Hellfire (c) 1989 Taito Corp + +Nice horizontal shoot'em up feature a selectable shooting direction. + +- TECHNICAL - + +Game ID: TP-014 +Prom Stickers: B90 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Hellfire was released in April 1989 in Japan, USA and Europe. + +Early version title is 'Captain Lancer'. + +Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- STAFF - + +Developed by Toaplan. + +Music and Sound created by: Tatsuya Uemura + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1990) "Hellfire [Model T-25073]" +Nec PC-Engine CD-ROM² (1991) "Hellfire [Model NAPR-1017]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=heuksun +Arcade Video game published 28 years ago: + +Heuk sun baek sa (c) 1997 F2 System. + +- TRIVIA - + +Heuk sun baek sa was released in August 1997. + +The title of this game translates from Korean as 'Black first, kill white'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hitice,hiticej,hiticerb +Arcade Video game published 35 years ago: + +Hit the Ice - The Video Hockey League (c) 1990 Williams Electronics Games, Incorporated. + +Welcome to no holds barred hockey brought to you by the Video Hockey League. It's the Reds versus the Blues, the VHL's biggest rivalry. + +The same hockey rules apply, pass the puck around around the ice rink and shoot it past the opposite goalie to score. You can also check your opponent just like real hockey, only each character has their own bone-crushing way of checking, each with maximum impact and zero tolerance for your well-being. Players can also start fights with one another to really spice things up. + +For an additional credit, players can purchase a 'power drink' that will make them 'Skate Faster and Shoot Harder' at the start of the period for one minute. + +Now get to the action and DROP THAT PUCK! + +- TECHNICAL - + +Taito B System hardware +Prom Stickers : C59 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 8 Khz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 4096 + +Players : 4 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Hit the Ice was released in December 1990. + +Developed and programmed by Taito Corp. In Japan, the Ice Hockey isn't a popular sport, so only a few board was released in Japan. + +A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'. + +- UPDATES - + +The US version has the 'Winners Don't Use Drugs' screen. + +Japanese version don't have 'locker room' screen, and has only a two-player mode. + +- PORTS - + +* CONSOLES: +NES: Unreleased prototype by Taito that also has added RPG elements. +Sega Mega Drive (1990) +NEC PC-Engine (1991) +NEC TurboGrafx 16 (1991) +Nintendo Super Famicom (1993) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hotdogst +Arcade Video game published 29 years ago: + +Hotdog Storm - The First Supersonics (c) 1996 Marble. + +A vertically scrolling shooter. + +- TECHNICAL - + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen orientation : Vertical +Video resolution : 240 x 384 pixels +Screen refresh : 57.55 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Licensed to Ace International Co., Ltd. for distribution. + +Hotdog Storm was developed by a Japanese staff but produced in South Korea. It was never released in Japan. + +- STAFF - + +Programmers : Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki +Mechanical designer : Manabu Takakashi +Character designer : Kazushi Tamada +Map designers : Manabu Takakashi, Kazushi Tamada +Visual designer : Manabu Takakashi +Visual design assistant : Kazushi Tamada +Title designer : Manabu Takakashi +Title graphic designer : Kazushi Tamada +Ending designer : Kazushi Tamada +Sound team : Fumito Tamayama, Shige Masco, Yoko +Director : A.Jin + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hyperpac,hyperpacb +Arcade Video game published 30 years ago: + +Hyper Pacman (c) 1995 SemiCom. + +This is an updated version of Namco's seminal "Pac-Man", featuring forced-perspective 3-D graphics that allow the players to jump over the enemy ghosts; in a similar fashion to Namco's "Pac-Mania", released in 1987. There are secret items and food to be found on each level that increases the player's power and score. The power-ups themselves consist of a shield, helmet lasers, speed and jump shoes. Players will face a boss encounter every ten stages and the game ends after the 30th stage. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in September 1995. + +- TIPS AND TRICKS - + +If you eat only the small dots and not the power dots, you will gain access to a secret stage on each round (with extend, shield, helmet lasers, speed, and jump shoes). If you play with the second player, the ghost will chase you less than the first player and you will be closer to the fixed items on each stage. + +- SERIES - + +1. Hyper Pacman (1995) +2. Twinkle (1997) + +- STAFF - + +Executive Producer : Jeon Jae Yeon +Game Designer : Han Seung Hoon +Main Programmer : Kim Hyun Ho +System Programmer : Kim Jin Woo +Sound Programmer : Oh Gyeong Hun +Graphic Designer : Hong Young Joo +Sound Composer / S.E : Jeon Seok Gee +Special Thanks : Whang O Sik, Oh Hyun Sook, Jung Il Bong, Jung Ui Jin, Her Eun Ock, Kim Jang Gun + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hsf2 +Capcom CPS-II cart. published 21 years ago: + +Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Ent., Inc. [Capcom USA sub.] + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hyper Street Fighter II - The Anniversary Edition [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +- PORTS - + +Here is a list of ports released in North America, Europe, and Australia. + +* CONSOLES: +Microsoft XBOX [AU] (2004) "Street Fighter Anniversary Collection" +[EU] Sony PS2 (may.28, 2004) "Hyper Street Fighter II - The Anniversary Edition [Model SLES-52444]" +[US] Sony PS2 (aug.31, 2004) "Street Fighter Anniversary Collection [Model SLUS-20949]" +[EU] Microsoft XBOX (oct.29, 2004) "Street Fighter Anniversary Collection" +[EU] Sony PS2 (oct.30, 2004) "Street Fighter Anniversary Collection" +[US] Microsoft XBOX (feb.22, 2005) "Street Fighter Anniversary Collection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hsf2j,hsf2j1,hsf2j2 +Capcom CPS-II cart. published 21 years ago: + +Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Company, Limited. + +Here comes a new challenger... Every character, every move, every combo: one massive game to celebrate the 15 years of one of the greatest fighting game of all time. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2 +Control: 8-way joystick per player +Buttons: 6 per player. += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Hyper Street Fighter II - The Anniversary Edition was released in December 2003 in Japan. It was known as the 38th CPS-II video game. + +Known Export releases: +"Hyper Street Fighter II - The Anniversary Edition [Blue Board]" +"Hyper Street Fighter II - The Anniversary Edition [Grey Board]" + +The core of the game is based on "Super Street Fighter II Turbo", but now players have up to five different versions of each character to choose from. + +The arcade intro has reverted back to the one found in "Super Street Fighter II - The New Challengers" with the new addition being the title screens from the previous SFII games alternating between lightning flashes. + +The title screens for the CPS1 games "Street Fighter II - The World Warrior", "Street Fighter II' - Champion Edition", and "Street Fighter II' - Hyper Fighting" are presented for the first time on the CPS2 hardware via this game's intro. + +Though the character select screen layout is the same as the one found in "Super Street Fighter II Turbo", its music has changed back to the character select music found in "Super Street Fighter II - The New Challengers, " which itself is a remixed version of the character select music from the CPS1 Street Fighter II games. + +The version of the character corresponds to the SFII game that they were playable in : +'NORMAL' - "Street Fighter II - The World Warrior" +'CHAMP' - "Street Fighter II' - Champion Edition" +- Japanese version : 'DASH' - "Street Fighter II' - Champion Edition" +'TURBO' - "Street Fighter II' - Hyper Fighting" +'SUPER' - "Super Street Fighter II - The New Challengers" +'SUPER T' - "Super Street Fighter II Turbo" +- Japanese version : 'SUPER X' - "Super Street Fighter II X - Grand Master Challenge" + +Note: In 1-player mode and attract mode, the CPU only uses the 'SUPER X'/'SUPER T' version of each character. + +The playback format of the background music has changed from "Super Street Fighter II - The New Challengers". In the previous game, the background music will change to the 'Heavy Damage' version of the music on the second round onward when the KO sign flashes. In this game, the background music will change to the 'Heavy Damage' version of the music only if the character that triggered the KO sign to flash is in danger of losing his or her final round. + +Color schemes for the stage backgrounds are still the same as for "Super Street Fighter II - The New Challengers" and "Super Street Fighter II Turbo". However, a few background elements originally seen exclusively in "Street Fighter II - The World Warrior" have returned : +1) The dual barrels and stack of boxes in Ken's stage (from "Champion Edition" to "Super Turbo" there was just a single barrel). +2) The breakable 'Fuurinkazan' signs in Ryu's stage. +3) The lantern on the left side of E. Honda's stage (originally seen exclusively on the SNES port of "Street Fighter II - The World Warrior"). + +Conversely, background elements that were present since "Super Street Fighter II - The New Challengers" are now missing : +1) The toucan that flies away at round's end in Dee Jay's stage. + +Another change from the previous episodes can be seen at the character selection screen, when you go on Fei Long's profile, the colonial flag of Hong Kong was changed to the flag of China due to the handover in 1997. Street Fighter has to keep up with the times! + +- TIPS AND TRICKS - + +* Holding Start while selecting 'SUPER' for the version of your character will select the secret 'Super' version of the character as found in "Super Street Fighter II Turbo". + +* Pressing the Start button to select your character when using the 'NORMAL', 'SUPER', or 'Old Super' version of the character will select them in an alternate classic outfit, used originally when two players simultaneously used the old version of the same character in "Super Street Fighter II Turbo". + +* Holding Start while selecting 'SUPER T' for the version of your character will allow certain characters to 'store' their super combos. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planner : Oni-Suzuki, Mo-Z +Programmer : Shin., Hard. Yas, Meijin, Hyper Shinchan, Yu Kawamura, Yoji Mikami, Senor, .Seta +Special Programmer : Nobuaki Minomiya +Title Designer : Ukabin +Instruction Card Designer : Masako Honma, Minoru Nagaoka +Scroll Designer : Yoko Fukumoto, Kuwajima.C-Ya.R-W, Alecky.Eh +Sound Designer : Hiroaki Kondo (X68K) +Music Arranger : Mitsuhiko Takano +Producer : Kenzy Itsuno +Executive Producer : Yoshihiro Sudo +Executive Director : Noritaka Funamizu +Special Thanks : Satoshi Ise, Neo-G (H. Ishizawa), Matsukuni, Takashi Kubozono, Toru Kusano, Masayuki Fukumoto, Noriko Kato, Bug (Skill-Smith), Ru-pin, M. Masa + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation 2 (Dec.18, 2003) "Hyper Street Fighter II - The Anniversary Edition [Model SLPM-65496]" +[JP] Sony PlayStation 2 (Dec.18, 2003) "Hyper Street Fighter II - The Anniversary Edition [Special Anniversary Pack] [Model CPCS-10007]" +[JP] Microsoft XBOX (Oct.28, 2004) "Street Fighter Anniversary Collection [Model STJ-00001]" +[JP] Sony PlayStation 2 (Jan.25, 2007) "Hyper Street Fighter II - The Anniversary Edition [CapKore] [Model SLPM-66636]" +[JP] Sony PlayStation 2 (Sep.18, 2008) "Hyper Street Fighter II - The Anniversary Edition/Vampire: Darkstalkers Collection Value Pack [Model CPCS-01039]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=hsf2a,hsf2d +Capcom CPS-II cart. published 21 years ago: + +Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Hyper Street Fighter II - The Anniversary Edition [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- PORTS - + +Here is a list of ports released in Asia (excluding Japan). + +* CONSOLES: +[KO] Sony PS2 (jul.22, 2004) "Street Fighter Anniversary Collection" +[KO] Sony PS2 (sept.3, 2008) "Street Fighter Anniversary Collection [PlayStation 2 Big Hit] [Model SLKA-25437]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=iganinju,iganinjub +Arcade Video game published 37 years ago: + +Iga Ninjutsuden - Goshin no Sho (c) 1988 Jaleco. + +A ninja platform game from Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Iga Ninjutsuden was released in September 1988 in Japan. It was exported outside Japan as "Ninja Kazan". + +The title of this game translates from Japanese as 'The Legend of Iga Ninjutsu - Book of the Five Gods'. + +Iga is one of the two famous schools of ninjutsu (the ninja martial art), the other being Kouga. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=insectx,insectxj +Arcade Video game published 36 years ago: + +Insector X (c) 1989 Taito Corporation. + +Battle against the insect army with your special insecticide weapons. + +The Burgoid, a tribe of midgets with dreams of conquest, have turned insects into cyborgs and formed them into a vast army which is now on the move and intending to invade planet Earth! + +To wipe out these mega-insects - which are invulnerable to ordinary weapons - humans have created an insect-sized warrior called Yanmer. The warrior wears a suit, giving him special powers and wings that are more efficient than a jet engine. + +You are Yanmer, and your mission is to destroy the Burgoid Monarch and save mankind from disaster! + +- TECHNICAL - + +Prom Stickers: B97 + +Main CPU: (2x) Zilog Z80 (@ 6 Mhz) +Sound Chips: YM2203 (@ 3 Mhz) + +Screen Orientation: Horizontal +Video Resolution: 256 x 224 Pixels +Screen Refresh: 60.00 Hz +Palette Colors: 512 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Shoot, Extra Weapon + +- TRIVIA - + +Insector X was released in August 1989. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: +- Press the Fire button to make a normal attack. +- Press the Special Attack button to use the special weapon (once you have picked up an insecticide can). +- Power-up items appear when you defeat the Hawk Moth enemy. +- The insecticide can is dropped by the middle boss on each stage and your special weapon becomes stronger as you pick up more insecticide cans. The colour of the can cycles between blue and brown: +-- Blue: Anti-air weapon +-- Brown: Air-to-ground weapon + +* ITEMS +(P): Increases shot power +(PP): Increases shot power by two levels +(S): Increases your movement speed +(A): Auto-fire +(1UP): Extra life awarded +(Acorn): 1000 points awarded +(Thunder): Destroys all on-screen enemies + +- PORTS - + +* CONSOLES: +Sega Mega Drive [KO] (1990) "Gonchung Gundan [Model GM 4001 HG]" +Sega Mega Drive [BR] (1990) by Tec Toy +[US] Sega Genesis (1990) "Insector X [Model 47036]" +[JP] Sega Mega Drive (sept.7, 1990) +[JP] Nintendo Famicom (sept.20, 1990) "Insector X [Model TFC-IS]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=intcup94 +Taito F3 cart. published 31 years ago: + +International Cup '94 (c) 1994 Taito. + +Export release. Game developed in Japan. See the original for more information; "Hattrick Hero '94". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D78 + +- SERIES - + +1. Euro Champ '92 (1992) +2. Taito Cup Finals (1993) +3. International Cup '94 (1994) +4. Taito Power Goal (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ironclad,ironclado + +Ironclad - Brikin'ger Choutetsu (c) 1996 Saurus. + +It is a pseudo 3-D (3/4 perspective) horizontal shoot'em up. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0220 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Shoot, [B] Robot, [C] Hyper bomb + +- TRIVIA - + +This game is a very rare prototype. It was shown in MVS format at the March 1996 ACME show in Orlando, Florida. + +Setting an European BIOS into an emulator makes the color game darker, any other BIOS region make the color game lighter. + +- STAFF - + +Director : Takehiro Uematsu +Screen Play : Makoto Maeda +Program Producer : Masaaki Yuuki +Character Program : Naoto Suzuki +Screen Program : Takashi Shishido +Character Artist : Masato Miyoshi, Kengo Tanaka, Kaori Itou, Keisuke Tsugita +Screen Artist : Sachiko Miyoshi, Miwako Kojima, Yuuko Hara, Yuri Tachikawa, Sumire Azuma +Sound Producer : Shinichi Yamazaki +Sound Effects : Kazuhiko Oshikiri, Hideki Nagai +Music : Hiroyuki Takei +Promotion Stuff : Kimihiko Kobayashi, Koutarou Noumura, Tomoo Yoda, Yumiko Yasui, Miwa Izumi +Special Thanks : Kenji Ishimoto, Shirou Nakamura, Youichi Satou, Kiyoshi Matsueda, Naohide Nakagawa +Producer : Yasushi Okahara +Executive Producer : Nobuyuki Tanaka + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=jjsquawk,jjsquawkb,jjsquawkb2,jjsquawko +Arcade Video game published 32 years ago: + +J.J. Squawkers (c) 1993 Athena / Able. + +J.J. Squarkers is a scrolling run 'n' gun platform shoot-em-up for one or two players in which several residents from the peaceful village if Pistachio have been kidnapped. Most of the remaining villagers have fallen under a mysterious spell, making them violent. Players take on the roles of two ducks called 'Ani Karasukun' and 'Ototo Karasukun' who set out to defeat the enemy minions and restore peace to their village. + +The ducks can fire projectiles to defeat the abstract enemies they face, with their default weapon being tomatoes. Other weapons - as well as bonus and health power-ups - become available when certain enemies are killed. Available weapons include pumpkins, watermelon seeds, screws and slinkys wearing red sneakers. + +Each weapon has different strengths and weaknesses; for example the slinkys simply walk in a straight line until they either meet obstacles or the edge of screen, making it easy to deal with enemies from a distance. On the other hand, watermelon seeds can only be thrown a short distance but several are thrown at once. This effectively gives players a 'spread shot' and is more effective when multiple enemies are attacking from several directions at once. + +J.J. Squarkers consists of five stages with a powerful end-of-level guardian waiting at the end of each. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in December 1993. + +A Hack of this game is known as "Simpson Junior". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=jyangoku +Capcom CPS-II cart. published 26 years ago: + +Jangokushi - Haou no Saihai (c) 1999 Capcom. + +A mahjong game from Capcom. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz) +Sound Chips : Q-Sound (@ 4 Mhz) + +Players : 2 +Buttons : 6 + +- TRIVIA - + +Jangokushi Haou no Saihai was released in May 1999 + +The title of this game translates from Japanese as 'Jong Countries' Intentions - Supreme Ruler's Dice and Tiles'. + +The title 'Jangokushi' is a pun on 'Sangokushi', the saga of the Three Kingdoms, which this game is based on. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=choko +Capcom CPS-II cart. published 24 years ago: + +Jong Pai Puzzle Choko (c) 2001 Mitchell Corp. + +An adult shanghai game from Mitchell. The objective is to clear the board of matching tiles before the timer runs out. + +Each level consists a board with two or more columns of tiles and walls slowly moving toward the center of the board. Every time a matching pair of tiles is cleared from the board the two columns momentarily shift away from the center. The game is lost if the opposing columns of tiles run into each other or into the wall. In order to legally remove matching tiles no walls or other tiles can be in a path with two or fewer bends between the matching tiles. Once per stage, the player can request help and the two columns will shift to their starting positions and matching tiles will be highlighted for a short time. If the player cannot legally remove any more tiles then the board is 'deadlocked', and the game is lost. + +If the player clears the board before the timer runs out, the background girl will change into a more revealing state of undress and this new image of her will be the background for the next stage. If the timer reaches zero the player can still attempt to clear the board but the background image will not change. The game features four girls with two background images each and a topless image that is revealed after defeating the girl's second stage within the time limit. +If the game is lost, upon continuing the player may select to attempt to clear the same board or try a new board of tiles. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Board: Green (Japan) + +Players: Up yo 2. +Control: 8-way Joystick per player. +Buttons: 6 per player. + +- TRIVIA - + +Jong Pai Puzzle Choko was released in August 2001 in Japan only. It was known as the 37th game released for the CPS-II hardware. + +The title translates from Japanese as 'Yangtze River Mahjong Tile Puzzle'. The kanji 'Choko' is the Japanese name of the Chinese Yangtze River. + +- STAFF - + +Concept Designer : Akihiro Akaishi +Planner : Futoshi Kuwahara, Satoru Tsujita +Programmer : Kaname Wada, Shigeru Komiya +Graphic Designer Object : Eiko Kato, Kazue Matsunaga, TTO +Graphic Designer Scroll : Satoshi Ida, Sachiko Shibuya, Hiroshi Katayama +Sound BGM Composer : Takafumi Wada, Takashi Kouga, Tomoyuki Takano +Sound SE Designer : Shin Yamazaki +Executive Producer : Roy Ozaki, Koichi Niida + +- CONTRIBUTE - + +Edit this entry +$end + +$info=joyjoy + +Joy Joy Kid (c) 1990 SNK. + +Two cute little kids need you to help rescue their villages. Their way is blocked by rows of blocks. Destroy the rows of blocks and help them reach the head God so their villages can be saved. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-021 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 usables). +=> [Joystick] 8-way, [A] Turn block, [B] Use L-Ball + +- TRIVIA - + +Joy Joy Kid was released in November 1990 in Japan. + +This game is known outside Japan as Puzzled. + +- SCORING - + +Each row of blocks : 100 points +Finishing of each screen : 1,000 (1st set) to 10,000 (12th set) + +- STAFF - + +Producer : Eikichi Kawasaki +Planner : CHP Nakata +Programmer : Nishidon (Nishido~N) +Designers : N-Chyuing Born, Komura, Burio Egresias, Sankoh Chokkyu, Shimachan -PU- +Sound : Jojoha Kitapy (Jojoha Kitamura) +Special Thanks : Hiroshi Matsumoto, Higashi Pon (Higashi Pon MK-2) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991, "Joy Joy Kid [Model NGH-021]") +[US] SNK Neo-Geo AES (jul.1, 1991, "Puzzled [Model NGH-021]") +[JP] SNK Neo-Geo CD (sept.9, 1994, "Joy Joy Kid [Model NGCD-021]") +[US] SNK Neo-Geo CD (1994, "Puzzled [Model NGCD-021E]") +Nintendo Wii [Virtual Console] [JP] (june.14, 2011) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=jumping,jumpinga,jumpingi +Arcade Video game published 36 years ago: + +Jumping (c) 1989 Seyutu Electronics. + +Bootleg of "Rainbow Islands - The Story of Bubble Bobble 2". + +The main character has been redrawn, as well as the rainbow, the title screen and several other things. + +The sound is slightly different because this bootleg board uses two YM2203 sound processors, while the original game uses a single YM2151. + +- TRIVIA - + +Bugs : the bootleggers didn't defeat the protection completely : secret rooms are broken, some dying enemy sprites have obviously wrong graphics, monsters are falling through platforms etc. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=jumppop,jumppope +Arcade Video game published 24 years ago: + +Jumping Pop (c) 2001 ESD [Excellent Soft Design]. + +The object of the game is to defeat the monsters by sucking them into your vacuum. Once the monsters are inside your vacuum, they can then be used to fire outward at other monsters. But beware - if you keep the monsters inside your vacuum for too long it will explode. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 6.628 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Jumping Pop was released in June 2001. + +This game appears to be a hack of "Tumble Pop" by Data East. Many of the game's sprites exist including the protagonists. The backgrounds are replaced with pictures of girls. + +- SCORING - + +Power Up : ??? +Speed Up : ??? +Barrier : ??? +Plasma Gun : ??? +Hyper Cleaner : ??? +Alphabet : ??? +1UP : ??? +Rainbow Crystal : ??? +Coin : ??? +Big Coin : ??? +Money : ??? +Big Money : ??? +Ruby : ??? +Big Ruby : ??? +Diamond : ??? +Big Diamond : ??? + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kageki,kagekij,kagekih +Arcade Video game published 37 years ago: + +火激 (c) 1988 Taito Corp. +(Kageki) + +A rather silly 1-on-1 beat-'em-up style affair against various gang members. + +- TECHNICAL - + +Board Number: M6100309B +Prom Stickers: B35 + +Main CPU: Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips: YM2203 (@ 3 Mhz), Samples (@ 3 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Released in April 1988 in Japan. + +The title of this game translates from Japanese as 'Extreme'. + +- STAFF - + +Developed by Kaneko. + +Game designer / Director : Hiroshi Kaneko +Production supervisor : H. Kikuchi +Project leader : K. Oikawa +Project sub leader : Hiromi Mikami +Programmers : K. Oikawa, H. Saigusa, N. Narita, T. Katoh +Graphic supervisor : M. Oikawa +Graphic designers : T. Tajima, Kazuhiro Fujimoto, K. Matsuoka, A. Funatsu, A. Kuratani, T. Okimoto, K. Awato, M. Ichikawa +Sound supervisor : Tatsuya Watanabe +Sound editer : S. Aizu +Hard designer : H. Nagayoshi +Rom editers : T. Hamada, H. Hamada, S. Igarashi, Y. Yamauchi + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kaiserkn,kaiserknj +Taito F3 cart. published 31 years ago: + +Kaiser Knuckle (c) 1994 Taito. + +A one-on-one fighting game featuring nine selectable characters and three end bosses, controlled with a single joystick and six buttons. In addition to the usual kicks and punches, each character also has a number of special moves, that can be utilized via complex joystick and button combinations. In the one player game, players can chose their first opponent, with subsequent opponents chosen randomly by the game. + +Unusually for a game of this type, Kaiser Knuckle features blood; something that had hitherto only been associated with Midway's "Mortal Kombat" series. The blood option can be switched off in the game's dip settings. + +Kaiser Knuckle was Taito's answer to Capcom's Street Fighter II during the fighting game trend of the 90s. Despite showing highly detailed and unique content in the arcades, it didn't catch enough attention to become a success and was never ported to home consoles. + +A unique feature is that this was the first and only fighting game to feature five different strength for basic punches and kicks. + +Another unique feature are power zones, these are activated when landing a special move when a character's Power (Crush in the Japanese version) meter is full. Power zones contain electricity or fire that can help improve a character's special move. Stage backgrounds can also be destroyed by the combat, getting hit fills the Power meter and when a special move connects when it is full, it greatly damages the background walls and can unlock the fire or electric zones found in levels. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D84 + +Players : 2 +Control : dial +Buttons : 6 (Weak Punch, Medium Punch, Strong Punch, Weak Kick, Medium Kick, Strong Kick) + +- TRIVIA - + +Kaiser Knuckle was released in July 1994 in Japan. + +This game was known in US as "Global Champion". + +An updated prototype of this game is known to exists as "Dan-Ku-Ga". The project was cancelled. + +- STAFF - + +Image Illustrator : Nobuteru Yuki +Project Leader : Takeshi Kobori +Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki +Main Character Designers : Yuji Sakamoto, Takeshi Kobori +Character Designers : Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukiwo Ishikawa (Yukio Abe), Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida +Assistants : Peacock, Production IG, Vap +Main Programmer: Hiroshi Aoki +Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama +Music Composer : Yasuhisa Watanabe (Zuntata) +Sound Effect Designer : Katsuhisa Ishikawa (Zuntata) +Recording Engineer : Munehiro Nakanishi (Zuntata) +System Engineers : Katsumi Kaneoka, Hironobu Suzuki +Designers : Kumi Mizobe, Takeshi Kobori +Mechanic engineer : Koichi Otsu + +* CAST : +Kazuya : Kazuki Yao +Barts : Ryutaro Okiayu +Lihua : Saeko Shimazu +Liza : Aya Hisakawa +Gekkou : Hideo Ishikawa +J-McCoy : Kazunari Tanaka +Wulong : Yasushi Horibata +Marco : Ichiro Otowa +Boggy : Andrew Holms +Gonzales : Hisao Egawa +Azteca : Ryu Kuzu +General : Steve Yamashita +Narrator : Randy Sexton + +Special Thanks : Yoshihisa Nagata, Yuji Iwasaki, Minoru Masuyama, Yasuo Tsumori, Tsukasa Oshima, Akira Kurayabashi, Tatsuhiko Abe, Kenji Nakatsuka, Makoto Tanaka, Takao Kawashima, Koichi Morita, S.Yamakata, VG Kumagaya R&D, VG Tokyo R&D, VG Osaka R&D, Taito America, Taito Europe, Ebina Factory + +- CONTRIBUTE - + +Edit this entry +$end + +$info=karnovr + +Karnov's Revenge (c) 1994 Data East Corp. + +The quest to defeat the mysterious Baron of Battlers, the mysterious "K", is on. In order to get to this grotesque gladiator, you need to fight your way through 13 with the most skilled, most deadly of all combatants in the world of physical contact. Use your powers of pulverization, psychic energy blasts, and ridiculous strength to become the explosive fighting god in FIGHTER'S HISTORY DYNAMITE!!! + +Don't just participate in history, MAKE IT! The sequel of the first "Fighter's History", this time ported in the Neo Geo MVS Hardware. In this new version of the original game several changes and improvements were made to enhance the gameplay: now the battles are faster and more technical, with the usual friendly combo system that makes the fight so spectacular. There are also some powerful hidden moves added for most of the characters. Even the graphic was slightly enhanced, with a nice color palette and some wonderful backgrounds (especially Zazie's). + +The game actually suffered from the reputation to be a 'SFII clone' given by the general opinion from the first episode. Thanks to this new chapter of the saga, which was particularly appreciated by the Neo Geo fans because it is one of the rare 'SFII style' beat'em ups on the Neo Geo this changed. + +A really nice and classical beat'em up, still worthy to be played, especially for the real fans of the 2-D beat'em up. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-066 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player. +=>[Joystick] 8-Way, [A] Fast Punch [B] Strong Punch [C] Fast Kick [D] Strong Kick + +- TRIVIA - + +Karnov's Revenge was released March 17, 1994. An important fact about this game is that it's the third Data East game to be manufactured on the Neo-Geo hardware. + +This game is known in Japan and USA as "Fighter's History Dynamite" while in Europe as Karnov's Revenge. + +New features and changes of the game: +* The controls discard the six button system of the first episode for the typical four buttons of the Neo Geo pad. In this way, the middle punch and middle kick attack are no longer available. +* New stages for every character and new background music. +* The portrait of every character was retouched a bit. Especially, the portraits of FeiLin and Karnov were both redrawn. +* New color schemes for the alternative suit's color of every character. However, the standard suit color of all the characters is still the same as that of the first Fighter's History episode. +* New vocal samples for every characters, except for Clown, Karnov and Mizoguchi: however, for Mizoguchi new samples for the win poses and a new 'scream of defeat' was added (in the first Fighter's History, when Mizoguchi lost, she emitted the generic KO sample shared with other characters). +* The in-game sprites of every character were retouched slightly in some determinate frames. +* The design of Karnov was redrawn from the first episode. +* Faster gameplay. +* New moves and new tricks for every character. +* New endings for every character. Even Clown and Karnov now have their own ending sequence. + +The stage of Marstorius takes place in a ring placed inside the Colosseum of Rome. + +The three children in the middle of the Samchay's stage are the two little brothers and sister of Samchay. + +The extra round against the bull named 'Ox' (see TIPS AND TRICKS section to learn more) is a retrieval to the similar bonus game in "Karate Champ" (one of the first fighting games of the history, developed by same Data East on 1984). + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History Dynamite & Flying Power Disc - PCCB-00149) on March 18, 1994. + +- TIPS AND TRICKS - + +* Karnov's Revenge introduced 'one-two attacks' to the series. Players can press a Strong attack button while connecting with a Weak attack button to chain the attacks into themselves. + +The following special moves aren't listed in the instruction manual. These secret moves aren't super moves, just hidden special moves with less obvious motions. Samchay, Clown, and Karnov do not have these moves. Here's a quick legend: U=Up, D=Down, B=Back, F=Forward, DF=Down/Forward, and so on. A=Button A (LP), B=Button B (HP), C=Button C (LK), D=Button D (HK). Charge=Hold listed direction for 2 or more seconds + +RAY +Thunder Dynamite Tackle: Charge B, F, F + A or B (Initial backward charge is longer than normal) + +FEILIN +Kakkou HakkakuSoubiKen: Charge D, DB, DF, F, UF + A or B (can also be charged with DB, but may not come out as often, slides through projectiles) + +RYOKO +KataGuruma: F, UF, U, UB, B + A or B (perform near opponent, may be done back to forward or forward to back regardless of facing left or right, doesn't damage opponent but sets them up for juggle combos) + +MATLOK +Loop Hurricane: Charge D, U + C and D (tap C+D to maintain spin, can move left or right) + +LEE +MouKo Kouhazan: B, F, DB, DF + A and B (destroys projectiles) + +MIZOGUCHI +Shotensai: B, DB, D + A, B, C and D (press all four buttons simultaneously, perform close to your opponent) + +JEAN +Rodanto: Charge F, D, DB, B + C or D (can be charged with DF) + +MARSTORIUS +Drill Power Slam: F, UF, U, UB, B + A or B (may be done back to forward or forward to back regardless of facing left or right) + +YUNGMIE +Fire Kick: Tap A and C repeatedly (can then move left and right) + +ZAZIE +Deshikakato: U, D + C or D + +* Beat the game without using a continue to see all the characters in chibi form grouped together during the credits. + +* If you beat the game without losing a single round you'll get an extra secret fight against a bull (Ox). + +* Weak Points: The Weak Points and the relates dizzy system remained the same of the first episode. Thus, heavy hits will flash the weak point (determinate part of the suit of the character) and after a while further hits taken will make fly away the weak point with a BOING! sound and the character will get dizzy. Here is the list of weak point for all the characters of the game... +Ray : lightning (on shirt) +Feilin : breastplate +Ryoko : headband +Matlock : headgear +Lee : knees +Mizoguchi : headband +Jean : leg band +Marstorius : leg warmers +Yungmie : waistband +Zazie : headband +Clown : mask +Karnov : necklace +Ox (bull) : horns + +- SERIES - + +1. Fighter's History (1993, Arcade) +2. Karnov's Revenge [Model NGM-066] (1994, Arcade) +3. Fighter's History - Mizoguchi Kikiippatsu!! [Model SHVC-AF3J-JPN] (1995, Super Famicom) + +- STAFF - + +Project Leader : Min +Planners : Shintoku, Nod Suzuki +Software Designers : Min, Hal, Nod Suzuki +Graphic Designers : Shintoku, Mori 2, Oguri, Kazumi, Yoshinari Kaihou, Chie Kitahara, Masateru Inagaki (072Inagaki), Yuzuru Tsukahara, Hiroki Narisawa, Yasuko Kurohiji, Seiji Satoh, Gashima, H. Shibahara, Koji Tomura +Sound Composers : Seiichi Hamada (Atomic), Tomoyoshi Sato (Tom), Seilah, Masaaki Iwasaka (Koremasa), Shogo +Special Thanks To : Hiroaki Yoshida (Maro), Steve Miller, E. Kariya, M. Andoh, A. Taya, Ichikawa, Murata, Takatoshi Katahata + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (apr.28, 1994) "Fighter's History Dynamite [Model NGH-066]" +[US] SNK Neo-Geo AES (apr.28, 1994) "Fighter's History Dynamite [Model NGH-066]" +SNK Neo-Geo [EU] (apr.28, 1994) "Karnov's Revenge [Model NGH-066]" +[US] SNK Neo-Geo CD [JP] (dec.22, 1994) "Fighter's History Dynamite [Model DECD-003]" +[JP] Sega Saturn (jul.4, 1997) "Fighter's History Dynamite [Model GS-9107]" +[JP] Sega Saturn (jul.4, 1997) "Fighter's History Dynamite [Model GS-9153]" : with 1MB RAM Cart +[MX] Zeebo [BR] (apr.16, 2010) +Nintendo Wii [Virtual Console] [JP] (june.8, 2010) "Fighter's History Dynamite" +Nintendo Wii [Virtual Console] [US] (dec.3, 2010) "Fighter's History Dynamite" +Nintendo Wii [Virtual Console] [EU] (dec.27, 2010) "Karnov's Revenge" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kicknrun +Arcade Video game published 39 years ago: + +Kick and Run (c) 1986 Taito Corp. + +A soccer game from Taito. + +- TECHNICAL - + +Prom Stickers : A87 + +Main CPU : (3x) Z80, Motorola M68705 +Sound Chips : YM2203 + +Players: 4 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Kick and Run was released in November 1986. + +The spelling of 'Argentina' is wrong, it is spelt 'Argentine' (this is the French word for Argentina). + +- STAFF - + +Programmer : Takeshi Ishizashi + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom Disk (sept.13, 1988) "Kick and Run [Model TFD-KIC]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kickoff +Arcade Video game published 37 years ago: + +Kick Off - Jaleco Cup (c) 1988 Jaleco. + +A soccer game from Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in June 1988. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kikikai +Arcade Video game published 39 years ago: + +奇々怪界 (c) 1986 Taito Corp. +(KiKi KaiKai) + +Priestess Sayo-chan must repel ghosts in order to rescue Seven Lucky Gods! + +The Seven Lucky Gods have been kidnapped by giant ghosts. Armed with talismans and a purification rod, Sayo-Chan must travel to the ghost village and defeat the enemies who are determined to stop her rescuing the Gods. + +- TECHNICAL - + +Prom Stickers : A85 + +Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 2 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +KiKi KaiKai was released in October 1986. + +The title of this game translates from Japanese as 'Strange Old Story of Mystery World'. + +The main character is actually a Shinto priestess (as is Miko from "Tengai"). Her main weapons are 'o-fuda', which are talismans that she shoots. She also has a purification rod that she uses to swipe at enemies up close. + +A pirate version if known as "Knight Boy". + +- TIPS AND TRICKS - + +* Secret characters : when 'Game Over' screen appears, hold UP key until the screen change. The bear (kuma) and the valley (tani) should appear on the title screen. It means that this game have been developed by Taito Kumagaya (kuma + tani) Laboratory. And if you start the game when these characters are displayed, on life is added to your play (3 by default, the game should start with 4 lives). + +* Wave a flag at a lamp post with a red orb inside it and you will get a powerup. + +* There are several types of letters or messages : +White - increase range +Red - increse firepower +Yellow - big letters + +* You can also pick up 'eggs' along the way. These eggs are activated by hitting fire & flag at the same time. +Blue - freezes all monsters for a given period of time, also those off screen. +Yellow - kill everything on screen. + +* The 'gremlins' don't kill you but they slow you down. You can lose them by running around a lamppost. + +- SERIES - + +1. KiKi KaiKai (1986, Arcade) +2. Kiki KaiKai - Nazo no Kuro Manteau [Model SHVC-KK] (1992, Super Famicom) +3. Kiki KaiKai - Tsukiyo Soushi [Model SHVC-3N] (1994, Super Famicom) +4. Kiki KaiKai Advance [Model AGB-AKIJ-JPN] (2001, GBA) + +- STAFF - + +Author : Hisaya Yabusaki +Programmer : Kazutomo Ishida, Daisuke Sasaki +Character Designer : Nenko Nishimura, Kazuya Mikata +Sound Effector : Naoto Yagishita +Music Composer : Hisayoshi Ogura +Director : Mikio Hatano + +- PORTS - + +* CONSOLES: +Nintendo Famicom Disk System [JP] (aug.28, 1987) "Kiki KaiKai - Dotou Hen [Model TFD-KIK]" +[JP] NEC PC-Engine (mar.27, 1990) "KiKi KaiKai [Model TP02009]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" +[JP] Sony PS4 [PSN] (jul.15, 2016) "Arcade Archives - KiKi KaiKai [Model CUSA-03709]" +Sony PlayStation 4 [PSN] [US] (sept.14, 2016) "Arcade Archives - KiKi KaiKai [Model CUSA-03721]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" +[JP] MSX (feb.10, 1987) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kotm2,kotm2p,kotm2a + +King of the Monsters 2 - The Next Thing (c) 1992 SNK. + +This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-039 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player (3 Usables). +=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump + +- TRIVIA - + +King of the Monsters 2 was released on May 25, 1992. + +- SERIES - + +1. King of the Monsters [Model NGM-016] (1991) +2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992) + +- STAFF - + +Planner & Director : Hamachi Papa +Chief Designer : Mitsuzo (Mitsuzou) +Main Character Designers : Abe, Taka, Pan, Ponda, Ahokamen +Main Scroll Designers : Sakai Goma, Manoru +Sub Designers : Kilitao, Bob Fukumizu +Main Programmer : Magi2 +Sub Programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo, Atomic Abe +Music Designers : Tarkun, Toshio Shimizm (Shimizum), Jojoha Kitapy, Team C2H5OH +Producer : Kawano +Executive Producer : Eikichi Kawasaki + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.19, 1992) "King of the Monsters 2 - The Next Thing [Model NGH-039]" +[US] SNK Neo-Geo AES (june.19, 1992) "King of the Monsters 2 - The Next Thing [Model NGH-039]" +[JP] Nintendo Super Famicom (dec.22, 1993) "King of the Monsters 2 - The Next Thing [Model SHVC-KT]" +[US] Nintendo Super NES (june.1994) "King of the Monsters 2 [Model SNS-A7SE]" +[JP] SNK Neo-Geo CD (sept.9, 1994) "King of the Monsters 2 - The Next Thing [Model NGCD-039]" +[US] Sega Genesis (1994) "King of the Monsters 2 [Model T-103056]" +[JP] Nintendo Wii [Virtual Console] (apr.12, 2011) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kotmh + +King of the Monsters (c) 1991 SNK [Shin Nihon Kikaku] + +- TECHNICAL - + +[Model NGH-016] +55 Mega + +- TRIVIA - + +This AES version was released on July 1, 1991 in Japan and United States of America (5 months after the MVS release). + +For more information about the game itself, please go to the original MVS entry: "King of the Monsters [Model NGM-016]". + +Reviews: +November 1991 - Consoles + N.2 [FR]: 91/100 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kotm + +King of the Monsters (c) 1991 SNK. + +If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-016 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 buttons per player (3 usables). +=> [Joystick] 8-way, [A] Punch [B] Kick [C] Run + +- TRIVIA - + +Released in February 1991. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (King of the Monsters / Quiz Daisousasen - G.S.M. 1500 / PCCB-00072) on 21/09/1991. + +- SERIES - + +1. King of the Monsters [Model NGM-016] (1991) +2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992) + +- STAFF - + +Producer & Director : Hamachi Papa +Chiff designer : Mitsuzo +Main designer : Tomomi +Background designers : Taka, Sakai +Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke +Main programmer : Makoto +Assistant programmer : Yamatan +Sound creaters : Tarukun, Konny, Ten6 Jaguars + +Special thanks : Y. Ebara, H. Tanaka, M. Yokoyama, Yoko Hiro + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991) "King of the Monsters [Model NGH-016]" +[JP] Nintendo Super Famicom (jul.31, 1992) "King of the Monsters [Model SHVC-KM]" +[JP] Sega Mega Drive (Nov. 26, 1993) "King of the Monsters [Model G-4104]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +* COMPUTERS: +PC (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kingdmgp +Arcade Video game published 31 years ago: + +Kingdom Grandprix (c) 1994 Eighting / Raizing. + +Export release. Game developed in Japan. See the original for more information; "Shippuu Mahou Daisakusen - Kingdom-Grandprix". + +- TRIVIA - + +Released in September 1994. + +- SERIES - + +1. Sorcer Striker (1993) +2. Kingdom Grandprix (1994) +3. Dimahoo [Blue Board] (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=knightb,knightba +Arcade Video game: + +Knight Boy (c) 198? Game Corp. + +Pirate version of "Kiki KaiKai". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=knightsja +Arcade Video game published 34 years ago: + +Knights of the Round (c) 1991 Capcom Company, Limited. + +Knights of the Round is a horizontally-scrolling beat-em-up based loosely on the legend of King Arthur and the Knights of the Round Table. Arthur, after training to become a knight, pulled the sacred sword of Excalibur from the rock. He then new that his destiny was to become the first King of the Britons and Merlin sends Arthur and his two closest companions, Lancelot and Perceval, to overthrow the evil king Garibaldi and to unite England. + +Knights of the Round features role-playing elements in the form of its level advancement system, with fighters automatically being upgraded to new weapons and armour as they advance through the game. There are seven stages, each with its own boss and a variety of generic enemies that try to stop the players' progress. + +Success in combat relies strongly on players' blocking ability, which is triggered by pressing the ATTACK button then pressing the joystick BACK as the opponent strikes. If successful, the player gains a few seconds of invincibility in which to counter-attack. However, if no enemy strikes the player-character while they're blocking, they will tire and drop their guard, making them vulnerable to attack. Blocking is vital in certain cases, since some bosses will only be vulnerable after their attack has been blocked by the player. + +Players can perform a desperation attack by pressing both the ATTACK and JUMP buttons simultaneously. This strikes multiple enemies but player-characters lose some health every time they use it. At various points in the game the players get to ride a horse, enabling them to attack enemies from horseback. Horses can stamp on enemies by pressing the joystick FORWARDS twice. On occasion, enemy characters and bosses also ride horses. + +HEROES + +* Arthur - The main protagonist, Arthur is a well-balanced character in both speed and power. His weapon is Excalibur. He can perform a special attack - a powerful slashing blow - by pressing ATTACK then holding the joystick TOWARDS the enemy. Initially, Arthur wears chain-mail and leather armour. After levelling-up, Excalibur becomes stronger and he eventually gets better armour. Arthur is also the most powerful character when on horseback. + +* Lancelot - A talented swordsman, Lancelot is the fastest character but lacks strength. His special attack is the jumping kick, achieved by pressing ATTACK then holding the joystick UP. Lancelot's weapon is a sabre. Lancelot starts out wearing a blue tabard with a yellow cross. After levelling-up, he gains plate armour and a broader sabre. + +* Perceval - The son of a blacksmith, Perceval is the strongest character but lacks agility. He is the only character who can dash by tapping the joystick forward twice, cancelled into a "Giant Swing" by pressing the ATTACK button while dashing. At first, Perceval has blond hair and light armour. After levelling-up, Perceval eventually becomes bald with a beard and gains heavier armour. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89625B-1 + +Players: Up to 3 simultaneous +Control per player: 8-Way Joystick +Buttons per player: 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +Knights of the Round was released in November 1991 in the Japanese arcades. It was known there as the 18th video game made for the CP-S system. + +Knights of the Round is based on the story of King Arthur and the Knights of the Round Table. + +Len Hanley holds the official record for this game with 431,450 points. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on February 19, 1993. + +Known re-release: "Knights of the Round [B-Board 91634B-2]" +Known Export release: "Knights of the Round [B-Board 91635B-2]" + +- TIPS AND TRICKS - + +Earning Extra Lives : In Stage 2, lose 1 life against boss. Beat him. When you come to the 3rd stage, don't break the barricades, just wait. First kill the Fat-Man and the Soldier. +Warning : If you launch a desperation attack (attack+jump), all the effort will be lost. +Then wait until the Bird Man comes run against you. Hit him with a strong strike (Push front+punch). Don't hit him while is recovering. Wait until he runs to you again and make the same. you can kill him after 3 strikes (unless with Lancelot). +If you're done correctly, hit the barricade of the above, don't pick the food, try to turn apart it, and you'll get a surprise... a chess piece with 2 lives (2Up) waiting for you. +If you kill the second Bird-Man in the same way, the second item in the barricade will give you 1 more level (green sceptre). +If you remember, a 3rd Bird-Man gets into the castle when you break the bridge's barricade. Do the same trick with him inside, break the down barricade, break the item and you'll get one more life (1Up). + +- STAFF - + +Game Designers : Boyoyon, Hachi, K. Suke, Nis 7 +Music Sound : Isao Abe (Oyaji) +Programmers : Ayrton Tsuna !!, Hero Hero, Cky +Object Designers : Ikusan Z, Tanuki, Imomushi, Jun Matsumura (Jun), Sho +Scroll Designers : Fukumoyan, Pooh!, Kyochan, Marchan + +- PORTS - + +Here is a list of Japanese ports. For ports released in other regions, please see the Export version entry; "Knights of the Round [B-Board 91635B-2]" + +* CONSOLES: +[JP] Nintendo Super Famicom (june.10, 1994) "Knights of the Round [Model SHVC-LO]" + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=knightsj +Arcade Video game published 34 years ago: + +Knights of the Round (c) 1991 Capcom Company, Limited. + +Japanese re-release. For more information about the game itself, please see the original Japanese release entry; "Knights of the Round [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=knights,knightsu,knightsb,knightsb2,knightsb3 +Arcade Video game published 34 years ago: + +Knights of the Round (c) 1991 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Knights of the Round [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91635B-2 + +- PORTS - + +Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Knights of the Round [B-Board 89625B-1]" + +* CONSOLES: +[EU] Nintendo SNES (1994) "Knights of the Round [Model SNSP-LO-EUR]" +[US] Nintendo SNES (apr.1994) "Knights of the Round [Model SNS-LO-USA]" +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kbash2 +Arcade Video game published 26 years ago: + +Knuckle Bash 2 (c) 1999 Unknown manufacturer. + +This bootleg of the Toaplan original game, Knuckle Bash: +* Does not run on the YM2151 sound hardware but on an OKI6295. +* Has a different title screen. +* Levels are in different order. +* The football player is selectable from the very beginning. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kbash,kbashk,kbashp +Arcade Video game published 32 years ago: + +Knuckle Bash (c) 1993 Toaplan Company, Limited. + +3 wacky characters go after the Bulls and others who would dare threaten the peace of the city! + +- TECHNICAL - + +Game ID : TP-023 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz) + +Control per player: 8-way joystick +Buttons per player: 3 + +- TRIVIA - + +Knuckle Bash was released in May 1993. + +Licensed to Atari Games for European and North American distribution. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- SERIES - + +1. Knuckle Bash (1993) +2. Knuckle Bash 2 (1999) + +- STAFF - + +Designer : Junya Inoue + +- CONTRIBUTE - + +Edit this entry +$end + +$info=eto,etoa +Arcade Video game published 31 years ago: + +Kokontouzai Eto Monogatari - Neko Datte Eto no Nakama ni Naritakatta (c) 1994 Visco. + +Place up to 3 blocks of the same colour, horizontally, vertically or in an 'L' shape which can be done in any direction. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2151 (@ 4 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Released in May 1994 in Japan. + +The title of this game translates from Japanese as 'Once Upon A Time Chinese Zodiac Story - The Cat Who Wanted To Become Part of the Chinese Zodiac'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=strahl,strahlj,strahlja,strahljbl +Arcade Video game published 33 years ago: + +Koutetsu Yousai Strahl (c) 1992 UPL. + +The game takes place in modern times where a great depression has swept over the world. Amidst the depression and its riots of jobless workers, a mad scientist starts his plan of world domination. Taking command in the titular fortress orbiting Earth, the evil Doctor Gegeben Funkerun uses his own robots, flying fortresses and mercenaries to wreak havoc across the globe until all his demands are met. Assisting the attacked and weakened governments, workers across the nations help develop a series of jet fighters called the Aizerun Geist to use against the forces of Dr. Funkerun and save the world. + +Before each stage begins, players are given a choice of weapons to purchase at a hangar for the Aizerun Geist. There are four weapons within three tiers to choose from including Main Attack, Sub Weapon and Bomb. Of the Main Attack the player can choose Twin Shot, Laser, Heavy Laser and the Charge Shot. Of the Sub Weapons, players can choose additional firepower, Homing Missiles, Shielded Options or an energy barrier. Players can stock up on multiple bombs including Small bombs, rockets, larger bombs or napalm. + +The Aizerun Geist provides tactical advantages during combat with the use of its manually directional Sub Weapon. Players are able to direct additional firepower in five directions including vertical and horizontal by pressing the bomb button while firing. The game runs for six stages through various settings such as a jungle, stormy skies, Tokyo and Fortress Strahl itself. + +- TECHNICAL - + +Game ID : UPL-91074 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Koutetsu Yousai Strahl was released in February 1992. + +The title of this game translates from Japanese as 'Steel Fortress Strahl'. + +After producing this video game, UPL went bankrupt in February 1992. So, they cancelled 2 game projects: 'Break Show' and 'High speed! ~do'. Some staff members established a new video game company called 'Scarab', which changed its name to 'feelplus' in 2005. feelplus stopped developing games in 2011. + +- STAFF - + +Co-produced by Nihon Maicom Kaihatsu (NMK) and Sales by Taito. + +Game designer : Kinya Adyama +Game programmer : Ken-Ichi Kunikyo +Music composer : Yoshio Nagashima +Object designers : Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama +Background designers : Mindru Tomizawa, Megumi Fujii +Hardware works : Nobuyuki Narita + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kozure +Arcade Video game published 38 years ago: + +Kozure Ookami (c) 1987 Nichibutsu. + +A side-scrolling shooter, based on the manga 'Lone Wolf and Cub', with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON! + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in December 1987 in Japan. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mahjong Sound Graffiti : G.S.M. Nichibutsu 2 - PCCB-00051) on 21/01/1991. + +- TIPS AND TRICKS - + +To jump press both the attack and block buttons. +Break the stone statues in background for power-ups. +To use an additional weapon, press block when you have the baby cart. + +- STAFF - + +Sound composer : Kenji Yoshida + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sdodgeb + +くにおの熱血闘球伝説 (c) 1996 Technos Japan Corp. +(Kunio no Nekketsu Toukyuu Densetsu) + +The popular game of Dodge Ball is a rather unique sport in which teams of three players try to knock each other out with the help of special moves and team attacks. In this game you take control of a team and must beat all other teams (you can even recruit the other team's leader after beating them!) in order to face the current Dodge Ball champion and take the title. Features cool anime style graphics, catchy music & great sound effects, plenty of moves at your disposal and a solid challenge level. Dodge Ball anyone? :) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-208 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Shoot/Catch, [B] Pass/Dodge, [C] Jump, [D] Faint/Provoke + +- TRIVIA - + +Literaly 'Kunio's Hotblooded Dodgeball Legend'. + +This game is known outside Japan as 'Super Dodge Ball'. + +This game runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console. + +This is yet another game by Technos that features characters inspired by the River City Ransom manga. In the overhead map at the beginning of each match, all characters are drawn in a comical small body style, apparently as an homage of the famous NES games that featured the River City Ransom characters. + +Kunio appears in "Renegade" / "Nekketsu Kouha Kunio-Kun" as main characters. + +After the release of this game, Technos Japan went bankrupt (December 15, 95). Since the licenses of Kunio-Kun and Dodge-Ball had a great values in the 90's, former Technos Japan staff established a new company. + +- UPDATES - + +The International versions of this game are almost identical to the Japanese version (no voice cuts as in the Magical Drop games), only the title screen is completely different & the fact that Shinji's taunt is censored outside Japan (Instead of merely shaking his fist angrily at his opponents, Shinji gives them the middle finger!). + +- TIPS AND TRICKS - + +* Characters turn VERY slowly in this game, this means that you can score free hits if you either run past them and smack them with the ball, or pass the ball to a teammate that has already been defeated! + +* Beat the game without continuing to see a special screen after the credits with all the characters grouped together. + +- SERIES - + +1. Super Dodge Ball [Model TA-0022] (1987, ARC) +2. Kunio no Dodgeball dayo Zen'in Shuugou! (1993, SFC) +3. Kunio no Nekketsu Toukyuu Densetsu [Model NGM-0208] (1996, MVS) +4. Super Dodge Ball Advance (2001, GBA) +5. Super Dodgeball Brawlers (2008, NDS) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kurikintj,kurikinta,kurikint,kurikintu +Arcade Video game published 37 years ago: + +Kuri Kinton (c) 1988 Taito Corporation. + +With your super kung-fu skills, penetrate the enemy's headquarters to rescue the Chris family. + +At the end of the 20th century, the world has gone through vast changes. Country borders around the world are constantly changing and every day brings further territorial expansion and new threats of power struggles. + +A member of the World Secret Police Organization (WSPO) has obtained information about an upcoming coup, but before it could be turned over to the WSPO he and his daughter were captured. Before his capture he was able to send a detailed letter to his counterpart in the People's Republic of China, code-named Kuri Kinton, along with a plea for help. + +It's all up to Kuri Kinton now to save the captives and restore the delicate balance of power. + +- TECHNICAL - + +Runs on the Taito L System Hardware. +Board Number: J1100147A +Prom Stickers: B42 + +Main CPU: (2x) Zilog Z80 (@ 6 Mhz) +Sound Chips: YM2203 (@ 3 Mhz) + +Players: 2 +Control: 8-Way Joystick. +Buttons: 2 +=> Attack, Jump + +- TRIVIA - + +Kuri Kinton was released in July 1988 in Japan. + +The title of this game translates from Japanese as 'Honor League Gold Association'. Note that there is a Japanese dish called 'kuri-kinton' which is mashed sweet potatoes and chestnuts. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- UPDATES - + +The known prototype version has: +* Difficulty very unoptimized. +* Dipswitches for invincibility and slow motion. +* No end credits. +* No water in level 2/3, only brown garbage instead. +* Some other minor things (graphic glitches vs. bosses, bad-oriented continue screen, etc.). +* The green carpet in level 2 isn't animated. + +- TIPS AND TRICKS - + +INSTRUCTIONS: + +- Holding down the Attack button charges up your power and allows you to shoot an energy ball. + +- When you stand still for a period of time, an aura appears around your body, which increases your attack and defence power. Your aura has three phases and can be upgraded from red to yellow and then to blue: +-- Red Aura : Increases attack power by 25%. Disappears when hit. +-- Yellow Aura : Increases attack power by 50%. Downgrades to red when hit. +-- Blue Aura : Increases attack power by 75%. Downgrades to yellow when hit. + +- Pay close attention to your energy level as well as the energy level of attacking enemies. + +- The game ends when you run out of energy or the last boss is destroyed. + +- There are a total of five different levels and a powerful leader to eliminate at the end of each level. When you destroy a leader, you will be awarded bonus points and extra power, and you will advance to the next level. + +- STAFF - + +Creators : Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi +Hardware Designers : Hiroyuki Noguchi, Minoru Yoshimura +Sound Designers : Masahiko Takagi, Yasuhisa Watanabe +Character Designers : Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan +Publicity Supervisor : Naoko Yoshida +Special Thanks To : Takeshi Murata, Kyoji Shimamoto, Takeshi Ishizashi, Onijust (Onijust. H), Hideki Hashimoto, Toshiaki Tsukano, Takeshi Ishii, Akira Saitou, Takako Kojima, Toshiyuki Nishimura, Toshio Kohno, Junji Yarita, Hiroyuki Sakou, Yukiwo Ishikawa (Yukio Ishikawa), Tsutomu Yoshikawa +Game Designer : Kei. S + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" +[JP] Sony PS2 (june.28, 2007) "Taito Memories Joukan [Eternal Hits]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ktiger2 +Taito F3 cart. published 30 years ago: + +Kyuukyoku Tiger II (c) 1995 Taito. + +A vertically scrolling shooter. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E15 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Produced by Takumi Corp., a new company established by former Toaplan staff. + +Kyuukyoku Tiger II was released in November 1995 by Taito. The title of this game translates from Japanese as 'Ultimate Tiger II'. + +This was Takumi's first arcade video game. Even if it was developed by former Toaplan staff, however, this game was a flop because it had nothing to do with the first game of the series, "Kyuukyoku Tiger". + +This game is known outside Japan as "Twin Cobra II". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +- SERIES - + +1. Kyuukyoku Tiger (1987) +2. Kyuukyoku Tiger II (1995) + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (1997) "Kyuukyoku Tiger II Plus [Model T-18715G]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=landmakr,landmakrp,landmakrj +Taito F3 cart. published 27 years ago: + +Land Maker (c) 1998 Taito. + +The objective of this game is to shoot a certain colored block to other blocks of the same color to create a building. The larger the building the greater damage that is done to the player's opponent which in effect speeds up the moving counter which pushes the blocks ever closer to the edge after which the player or opponent will lose the battle. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E61 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Released in June 1998. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +- UPDATES - + +REVISION 1 (Japanese release) : +* Software version : 2.01 J +* Build date : 1998/06/01 16 :30 + +REVISION 2 : +* Software version : 2.02 O +* Build date : 1998/06/02 17 :00 + +- TIPS AND TRICKS - + +* Alternative Gameplay : press Shoot, Left, Right, Shoot on the titlescreen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on different stage layout. + +- STAFF - + +* Consoles : +Sony PlayStation (1999) + +- PORTS - + +* CONSOLES: +Sony PlayStation (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lans2004 + +Lansquenet 2004 (c) 1998 Unknown. + +Pirate hack of "Shock Troopers - 2nd Squad". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lresort,lresortp + +Last Resort (c) 1992 SNK. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-024 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 used) +=> [A] Attack/Charge attack, [B] Restart the move + +- TRIVIA - + +Released in March 1992. + +The city depicted in the first two stages of the game is very similar to that of Neo Tokyo from the anime film 'Akira'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992. + +- TIPS AND TRICKS - + +Beat the game two times to see the real ending and credits. + +- STAFF - + +Producer : Yasumi Tozono +Designers : Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Sahori Etoh, Eri Kohjitani +Sound : Toshio Shimizm, Tate Norio (Yamate) +Programmer : Takefumi Yamamoto (Syndicate) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (apr.24, 1992) "Last Resort [Model NGH-024]" +[JP] SNK Neo-Geo CD (sep.9, 1994) "Last Resort [Model NGCD-024]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (oct.17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (oct.31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (nov.21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (may.21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lbowling + +League Bowling (c) 1990 SNK [Shin Nihon Kikaku]. + +A colourful and playable ten-pin bowling game for 1 to 4 players, offering a choice of three scoring methods : 'Regulation', 'Flash' and 'Strike 90'. + +The game begins with players selecting either a right or left-handed bowler, before choosing what weight they want their bowling balls to be. Once the match starts properly, Power and Direction meters will appear and players must use both their judgement and timing to select and execute the desired bowl. Timing is key as players are only allowed twenty seconds to make each shot. + +The 'Strike 90' mode awards players ninety points for a strike and sixty points for a spare. In the 'Flash' game mode, the points flash across the lane as the players throw the ball. Should they succeed in knocking down the standing pins, the points that are displayed at the time the pins are struck will be added to the players' scores. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-019 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player (only 1 usable). +[Joystick] 8-Way, [A] Set Controls/Set Power + +- TRIVIA - + +League Bowling was released on December 10, 1990. + +Nadia from Secret of Blue Water make a cameo in this game. She appears on the background (e.g : when you choose your hand, left or right, at the begin). + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (jul.1, 1991; "League Bowling [Model NGH-019]") +SNK Neo-Geo CD (Sept. 9, 1994; "League Bowling [Model NGCD-019]") +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lomakai +Arcade Video game published 37 years ago: + +Legend of Makai (c) 1988 Jaleco. + +North American release. Game developed in Japan. See the original for more information; "Makai Densetsu". + +- TRIVIA - + +Released in October 1988. + +- TIPS AND TRICKS - + +The correct spell at the end of the game is 'GIXGARD'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=legion +Arcade Video game published 38 years ago: + +Legion - Spinner-87 (c) 1987 Nichibutsu USA. + +North American release. Game developed in Japan. See the original Japanese release for more information about the game itself; "Choutoki Meikyuu Legion". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lightbr,lightbrj +Taito F3 cart. published 31 years ago: + +Lightbringer (c) 1994 Taito. + +Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refreshingly less linear than most beat'em ups. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D69 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Lightbringer was released in February 1994 in Japan. It was known outside Japan as "Dungeon Magic". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on May 20, 1994. + +- TIPS AND TRICKS - + +* Characters list: + +Ash is an ex-knight with excellent swordsmanship. +- Power Attack : Arc Sword - attacks enemies by leaping into the air. +- Special Attack : Berserk - temporary invincibility + continuous attacks. + +Gren is a roving eastern warrior and is an expert in martial arts. +- Power Attack : Break Off - makes a single attack with his sword. +- Special Attack : Fire Blast - explosion damages nearby enemies. + +Cisty is a fairy with great magic and archery skills. Her whole family was destroyed long ago by the evil spirit. +- Power Attack : Arrow - attacks distant enemies with an arrow. +- Special Attack : Summon - summons spirits to defeat enemies. + +Vold is a very old and powerful magician who wields a magic staff. +- Power Attack : Magic - attacks with various magical spells. +- Special Attack : Meteors - causes meteor showers. + +- STAFF - + +Project leader : Keppel Maekawa +Game designers : Keppel Maekawa, Turtle Mizukami, Mucha +Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa +Character designer : Kawamoyan +Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto +All music and sound effects : Nakayama Jyotohei (Zuntata) +Music sound effects director : Hisayoshi Ogura (Zuntata) +Instructions : Naoto Hashizume +Image illustration : Kouichirou Yonemura +Hardware works : Hironobu Suzuki, Katumi Kaneoka + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=liquidk,liquidku +Arcade Video game published 35 years ago: + +Liquid Kids (c) 1990 Taito Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Mizubaku Daibouken". + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Game ID: F2-System No. 07 + +Board Number: K1100593A +Prom Stickers: C49 + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* Teddy Bear Cheat : in the demo mode during the attract mode, press 20 times the bubble button and a cute picture of a bear will appear in the right bottom of the screen. + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] Commodore Amiga : Unreleased port by Manchester's 'Ocean Software', despite the game being completed the publisher decided that it would fail at retail and so its release was cancelled. The lead programmer finally released the code to the Amiga community in 2003, allowing gamers to enjoy what was a very accomplished conversion for the first time. +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lizwiz +Arcade Video game published 40 years ago: + +Lizard Wizard (c) 1985 Techstar. + +The player must use an eight-way joystick to take control of the Lizard Wizard, whose mission is to help free the people who are caught within the planet Zyfus. The Lizard Wizard does this by shooting the rocks that fly out of that erupting volcano at the bottom of the screen which will burst into flames if he misses them and get eaten by the dragon-like lizards for their fire. As the prisoners emerge from the volcano, the Lizard Wizard must also rescue them from the planet by taking them to the platforms on the surface. The player must also face Spydors on certain levels, which must be killed before they reach the surface. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco 3-channel WSG (@ 96 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +Released in November 1985. + +Licensed to Sunn. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lostwrld,lostwrldo +Arcade Video game published 37 years ago: + +Lost Worlds (c) 1988 Capcom. + +Lost Worlds is a horizontally-scrolling shoot-em-up in which two genetically engineered, jet-pack wearing super-soldiers must battle an evil god known as 'Emperor Bios' who has destroyed most of the Earth, turning it into a desolated wasteland known as the 'Dust World'. + +Gameplay features multi-directional shooting, with the super-soldiers able to rotate through 360 degrees, allowing them to fire in any direction. The soldiers are each accompanied by a satellite module orbiting them that provides additional fire-power. + +As with the super-soldiers, the satellite can also be rotated; rotating the soldier while firing will only rotate the aim of the satellite, while rotating the soldier while NOT firing will not only rotate the satellite's aim, it will also move its relative position to the player-character. + +Defeated enemies drop blue 'Zenny Coins', these are the game's currency and can be collected for use in the shops that appear at the halfway point of each stage. Items that can be bought consist primarily of new weapons for the satellite module, but also include a health kit to restore lost vitality, armour that allows players to sustain greater damage, a larger health gauge and even tips on how to defeat the boss that awaits at the end of the current stage. + +Lost Worlds consists of nine stages, each ending with a boss fight. The stages and their bosses are: +* Dust World Area 1 - Magnetic Paramecium +* Dust World Area 2 - Dust Dragon +* Dust World Area 3 - God of War +* Pyramid World Area 1 - Rah +* Pyramid World Area 2 - Centipede +* Pyramid World Area 3 - Tutankhamen +* Sky World Area 1 - Iceman +* Sky World Area 2 - Whodin & Laidin +* Sky World Area 3 - Bios + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board #: 88618B-2 +B-Board PALs: LWCHR +CPS-B #: CPS-B-01 DL-0411-10001 + +Players: Up to 2 +Control: 8-way joystick, Spinner +Buttons: 1 per player. + +- TRIVIA - + +Lost Worlds was released in July 1988 in the Japanese arcade. It was the first video game released for this system (Known as 'CP-S No. 01'). + +The game is known outside Japan as Forgotten Worlds. Here are some known export releases: +"Forgotten Worlds [B-Board 88618B-2]" +"Forgotten Worlds [B-Board 88621B-2]" + +Lost Worlds is the third and final game in Capcom's 'Jet-Pack Hero' trilogy (with the first two games being 1985's "Section Z" and 1986's "Side Arms") and, as with the first two games, is a one or two player sideways scrolling shoot-em-up. + +While Lost Worlds isn't a sequel to "Black Dragon", it does share similarities with it: In both games the player fights dragons, and also collects 'ZENNY' coins, money to buy weapons and armour in shops. Also, both games feature intros depicting dragons attacking cities. + +The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character appears in "Final Fight" as an enemy member of the Mad Gear gang; he was then called 'Two P' (for 2P, player 2). + +The shop music used in this game was later remade and used as the shop music for "SNK vs. Capcom - Card Fighters Clash". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989. + +- TIPS AND TRICKS - + +The DRESS (lips icon): +Only available on last stage(9)last shop. +Investing 99990 on the DRESS, after clear the final boss the zenny spent on the items you have in your inventory is REFUNDED IN SCORE. + +- STAFF - + +Game designers : Akira Yasuda (Akiman), Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto +Soft programmers : Youchi, Noriko, Takako, Nouchi +Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro +Scroll designers : Miki Chan (Mik), Hanachan, Kuramoyan, Nouochan, Black man +Sound : Tamayo Kawamoto, Yoshihiro Sakaguchi (Yukichan No papa) +Hardware : Shinji Kuchino +Mechatronics : Katuhiko Kamimori + +- PORTS - + +Here is a list of Japanese ports. To see ports released in other regions, please see the export version entry; "Forgotten Worlds [B-Board 88618B-2]". + +* CONSOLES: +[JP] Sega Mega Drive (nov.18, 1989) "Forgotten Worlds [Model G-4016]" +[JP] NEC PC-Engine Super CD-ROM² System (mar.27, 1992) [Model NAPR1025] +[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=macrossp +Arcade Video game published 29 years ago: + +Macross Plus (c) 1996 Banpresto. + +A vertically scrolling shooter. + +- TECHNICAL - + +Game ID : BP964 + +Main CPU : Motorola 68EC020 (@ 25 Mhz) +Sound CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : ES5506 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Released in December 1996 in Japan. + +Default highscore table (RANKING) : +1 0300000 +2 0160000 +3 0100000 +4 0070000 +5 0050000 +6 0030000 +7 0010000 + +- TIPS AND TRICKS - + +* Hidden Ending : Beat the game twice in a row to see a different ending than the first. + +- SERIES - + +1. Super Spacefortress Macross (1992) +2. Super Spacefortress Macross II (1993) +3. Macross Plus (1996) + +- STAFF - + +Producer : Toshifumi Kawashima +Director : T. Komazawa +Programmer : Kazuaki Yamaryo +Chf. designer : Noboru Inamoto +CG Designers : Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami +3-D Designers : Koji Takada, Koji Yokoe +Music : Kenichi Suzuki +Game designer : Moss. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=msword,mswordr1,mswordu +Arcade Video game published 35 years ago: + +Magic Sword - Heroic Fantasy (c) 1990 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- UPDATES - + +Revision 1: +* Build date: 900623 + +Revision 2: +* Build date: 900725 +* Magic attacks hexagram graphic replaced by a lightning bolt. + +- PORTS - + +Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]". + +* CONSOLES: +[US] Nintendo SNES (aug.1992) "Magic Sword [Model SNS-MD-USA]" +[EU] Nintendo SNES (mar.18, 1993) "Magic Sword [Model SNSP-MD-EUR]" +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[US] [EU] [AU] [KO] Microsoft XBOX 360 [XBLA] (apr.14, 2010) "Final Fight: Double Impact" +[US] [EU] Sony PlayStation 3 [PSN] (apr.15, 2010) "Final Fight: Double Impact" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* OTHERS: +[US] Apple iPhone/iPad (nov.4, 2010) "Capcom Arcade [Model 397347348]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mswordj +Arcade Video game published 35 years ago: + +Magic Sword - Heroic Fantasy (c) 1990 Capcom Company, Limited. + +The land has been cast in darkness by Drokmar, who has been corrupted by the Black Orb; an artefact that promises immortality to anyone who comes under the influence of the orb's powerful sorcery. Two warriors set out to fight their way through fifty levels of platform beat-em-up, in order to destroy the orb - which lies at the top of the Dragon Tower - and free their lands. + +Treasure chests litter the levels which, when smashed open, release treasure items, magic power-ups, keys, food and weapons. As players fight their way through the levels, they will come across a number of trapped prisoners. As long as the heroes are carrying keys, prisoners can be released who will then fight alongside the players, with each prisoner possessing their own unique attacks. Weapons and power-ups can be picked up to aid players in their quest and food can be found and eaten to increase player health. + +As the players ascend the tower, they will be granted new magical weapons after each boss they defeat. The player's weapons are affected by a 'magic bar' that charges over time. When fully charged, the weapon has a powerful ranged attack, but when not charged only a close attack is produced. A magical staff will grant increased range attack ability. A magical blast may be generated by pressing the Attack and Jump buttons at once, but costs health. + +There are multiple paths in the game, and two separate endings. Hidden doors can be used to skip levels when found - usually by attacking a wall or a particular spot. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89625B-1 + +Players: Up to 2 simultaneously. +Control per player: 8-Way Joystick +Buttons per player: 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +Magic Sword was released in June 1990 in the Japanese arcades. It was known there as the 11th video game made for the CP-S system. + +Known Export release: "Magic Sword - Heroic Fantasy [B-Board 89624B-3]" + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on March 21, 1991. + +- TIPS AND TRICKS - + +* Magic Sword items : +1) King crown : magical protection. +2) Gauntlet : increase power. +3) Golden pot : healing magic for partner. +4) Crystal ball : detect treasure boxes. +5) Pedant : double score. +6) Magic potion : increases magic skill. +7) Bell : summons a hostile Lizardman to tame. If you have the Diamond Ring equipped he will kneel to accept you as a partner. +8) Diamond Ring : see Bell. +9) Scroll : brings good luck. + +* Partners : +1) Big Man : is strong and has great endurance. His boomerang axe is powerful but slow. +2) Ninja : throws 2 to 5 stars which rebound from walls and ceiling. Fast but not so powerful. +3) Amazon : fires her crossbow continuously. Her attack is swift but lacking in power. +4) Thief : is able to locate hidden treasure chests and traps. His bomb packs quite a wallop, too. +6) Knight : is incredibly adept with his spear and is your strongest ally. He is held in the upper level of the tower. +7) Priest : lacks physical strength and speed but his holy bullets can do grave damage to undead monsters. +8) Wizard : shoots magical missiles. He has the most powerful attack but is slow and not much to speak physically. +9) Lizardman : becomes an ally only when bribed with a diamond ring. He is a brute with great strength, speed and attacking power. + +* Secret Doors : +Floor 7 - When you enter the floor, walk left and hit the column. warp to level 11. +Floor 17 - Slash the left side of the last arch. Warps to floor 20. +Floor 21 - Between the imprisoned (knight) and the exit, jump left from the elevated ground while slashing. Warp to floor 24. +Floor 28 - Crouch on the platform above the first pool of acid and slash the space in the middle. Enters RED floors 29 to 32. +Floor 34 - Jump and slash the left side of the the fourth pair of hanging pillars. Warps to floor 36. +Floor 39 - Slash the ledge immediately to the left of the first door after the pit of fire. Warps to floor 42. +Floor 40 - Crouch and slash the space above the ledge before the first pit of spikes. Enters RED floors 41 to 46. + +* An extra 1,000,000 points! is available on blue level 30 : there is a wizard there who levitates rocks. Jump and sword him once, and then when he causes the rocks to appear, use magic (both buttons) to turn the rocks into 8K gold pieces. You can do this until time runs out. + +* On level 14, go to the second 'door' with a head on top of it, jump and hit the 'nose' several times and two gems will drop down worth 80,000 a piece. + +- STAFF - + +Game designers : Yoshimi Ohnishi, Tomoshi Sadamoto, Yoshiki Okamoto +Character designers : Kurisan, E. Nishihara, Keiko Kitayama, T. Saramoto +Art : Y. Fukumoto, M. Kawamura, Y. Maruyama +Title designer : Satoru Yamashita +Sound : M. Gotoh +English story : S. Maxwell +Programmers : Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi + +- PORTS - + +Here is a list of Japanese ports. To see ports released outside Japan, please see the Export version entry; "Magic Sword - Heroic Fantasy [B-Board 89624B-3]" + +* CONSOLES: +[JP] Nintendo Super Famicom (may.29, 1992) "Magic Sword [Model SHVC-MD-JPN]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mcatadv,mcatadvj +Arcade Video game published 32 years ago: + +Magical Cat Adventure (c) 1993 Wintechno. + +Export release. Game developed in Japan. See the original for more information; "Catt". + +This export release version has: +* Different animations. +* No storyline. +* Less GFX. +* The gameplay is also a bit different (easier). + +- TECHNICAL - + +Game ID : LINDA5 + +- TRIVIA - + +Magical Cat Adventure was released in August 1993. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=magdrop2 + +Magical Drop II (c) 1996 Data East. + +Who says puzzle games can't be fast paced? This incredibly addictive puzzle game features hectic gameplay, cool graphics with awesome animations, fun music and different gameplay modes to choose from. Play it now but be warned, this is indeed one of the Neo-Geo's most addictive games ever! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-221 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Catch balloons, [B] Throw balloons + +- TRIVIA - + +Magical Drop II was released on March 21, 1996 in Japan. + +The characters are broad parodies of a few of the characters featured in the well-known Tarot cards. + +Default highscore table (RANKING TOP5) +1 5000 D .E +2 4500 D .E +3 4000 D .E +4 3500 D .E +5 3000 D .E + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop II - PCCB-00217) on June 21, 1996. + +- UPDATES - + +There are some serious differences between the Japanese version and the international versions of this game : + +* The Japanese version has character specific endings. + +* All characters feature their own voice in the Japanese version, the European version features 4 voice tracks for all characters (some of these in Spanish) & the USA version features a single voice track for all characters. + +* The Japanese version features three main different gameplay modes: Puzzle, Vs & Challenge. All other versions only feature Puzzle & Vs as selectable gameplay modes. + +* The Japanese version features three selectable skill levels for each gameplay mode (Easy, Normal & Difficult). All other versions only offer Easy & Normal skill settings. + +- TIPS AND TRICKS - + +* Bonus Characters : Enter the character selection screen. To play as Devil, Strength and Empress, highlight the following characters and press Down on each (in order) : +00 - The Fool +01 - Magician +02 - High Priestess +07 - Chariot +11 - Justice +17 - Sorceress +21 - World + +* Play Against Black Clown : Don't lose a credit and after the battle against The Empress, Black Clown will appears. + +- SERIES - + +1. Magical Drop (1995, Arcade) +2. Magical Drop Plus 1! (1995, Arcade) +3. Magical Drop II [Model NGM-221] (1996, Arcade) +4. Magical Drop III [Model NGM-233] (1997, Arcade) +5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation) +6. Magical Drop V (2012, Arcade) + +- STAFF - + +Supervisor : Iwao Horita, Naomi Susa +Planner : Syungo Katagiri +Programmers : Tac. H, 3.2.1 +Graphic Designers : S. Takeuchi, Asamin, Rie Sakurai, Mayu Sato, Hiroshi Hachiya +Sound : Masaaki Iwasaki (Koremasa), Hiroaki Yoshida (Maro) (Gamadelic), Shogo (Gamadelic) + +* Character Voices : +The Fool and The Devil : Eri Tanaka +The Star : Mitsuyo Sunada +The Chariot : Nobuyuki Hiyama +The Magician : Isshin Chiba +The High Priestess and The World : Eriko +The Justice : Ring Ring +The Strength : Gorilla +The Empress : Rie Sakurai +The Black Clown : Kumiko Oka + +* Foreign voices : +English : Steve Miller +Spanish : C. Amalia +Italian : B. Maurizio +Korean : K. Hyonsub, Maki + +Cooperation : Magical Drop Staff +Special Thanks : Tomohiko Ebi, K. Oshima, Osada Erika, Kanari Minoru, Y. Kawai, Y. Sakamoto, Mayu Sato, H. Jinbo, Y. Sugahara, K. Tatsukawa, Makoto Nagao, H. Nakamoto, Shingo Mitsui, K. Minegishi, Masao + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (apr.19, 1996) "Magical Drop II [Model NGH-221]" +[JP] SNK Neo-Geo CD (may.24, 1996) "Magical Drop II [Model NGCD-221]" +[US] SNK Neo-Geo CD (may.24, 1996) "Magical Drop II [Model NGCD-221E]" +[JP] Nintendo Super Famicom (sept.20, 1996) "Magical Drop II [Model SHVC-AOKJ]" +[JP] Sega Saturn (sept.27, 1996) "Magical Drop II [Model GS-9104]" +Nintendo Wii [Virtual Console] [JP] (may.25, 2010) Neo-Geo version +Nintendo Wii [Virtual Console] [US] (nov.29, 2010) Neo-Geo version +Nintendo Wii [Virtual Console] [EU] (dec.03, 2010) Neo-Geo version + +* OTHERS: +Mobile Phones [US] (mar.11, 2004) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=magdrop3 + +Magical Drop III (c) 1997 Data East. + +More characters, more gameplay modes, more frantic gameplay, more fun! This is what every videogame sequel should be, and the sequel to one of the best puzzle games for the Neo-Geo MVS is indeed a game not to be missed! Lots of fun for one or two players! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-233 + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 +=> [A] Catch Balloons, [B] Throw Balloons, [C] Shift the balloons a line down + +- TRIVIA - + +Magical Drop III was released on February 25, 1997. This is Data East's final arcade video game. + +The game now features parodies of all the characters featured in the 22 cards of the major Arcana in a Tarot card deck. These are numbered from 0 to 21 as follows : +00. Fool +01. Magician +02. High Priestess +03. Emperor +04. Empress +05. Hierophant +06. Lovers +07. Chariot +08. Strength +09. Hermit +10. (Wheel of) Fortune +11. Justice +12. Hanged Man +13. Death +14. Temperance +15. Devil +16. Tower +17. Star +18. Moon +19. Sun +20. Judgement +21. World + +Note that the only exception to this statement would be Black Pierrot since he does not appear in a Tarot card deck. Black Pierrot is an added bonus character to challenge really good Magical Drop 3 pros! + +Note : In puzzle and adventure modes, only 8 characters are available : Fool, High Priestess, Emperor, Lovers, Chariot, Strength, Justice and Star. + +Default highscore table : +Name Score Reactions Time +1ST D.E 5000 8 06:00 +2ND D.E 4500 7 05:30 +3RD D.E 4000 6 05:00 +4TH D.E 3500 5 04:30 +5TH D.E 3000 4 04:00 + +Soundtrack releases (for limited edition): +Magical Drop III - Pony Canyon / Scitron - PCCBX-00002 - March 21, 1997 + +- UPDATES - + +The Japanese version of this game features LOTS of stuff unavailable in any other version : + +* In Challenge Mode there is a story intro at the beginning explaining the reason behind the Magical Drop competition, an extra animation showing a close-up of the Magical Drop book as it opens, an ending for each character available in the game, a "Hard" difficulty setting, as well as a bonus fortune reading when you beat the Challenge Mode or you lose against the CPU and refuse to continue. All of this is absent in the USA & Europe versions. + +* In Challenge Mode, each character has a unique set of quotes before a battle begins, this even applies in the battles against the end bosses Tower & Fortune. In the USA & Europe versions there are only two possible quotes before a fight for all characters : + +Quote #1 +CPU : Get out of my way! +Player : I'll never lose to you! + +Quote #2 +CPU : You want to fight? +Player : Now let's see who is better! + +* In Adventure mode, each character has its very own story intro as well as its very own ending which is different from the one seen in Challenge mode. Additionally this mode plays like a board game in which you compete against three other characters on the board, and if any of the others get to Empress' castle before your character, you will get a generic bad ending. If you arrive on a tile already occupied by a CPU-controlled character, you will have 2 options : +1) The option on the right : you don't want to trouble and ignore the opponent (sometimes you will have to back off 1 tile) +2) The option on the left : you fight the opponent. If you win, he or she will be eliminated but it would be the same for you if you fail, so be careful! +In the USA and European versions, there is no storyline and the only character on the board is controlled by the player. + +* Like in the previous game, each character has his/her own unique voice. The European version features less voice tracks and the USA version features a single voice track for all characters. + +- TIPS AND TRICKS - + +* Play as Father Strength : At the character select screen, highlight Strength, hold C and press A or B. This trick does not work nor in puzzle mode nor in adventure mode. + +* Play with bonus characters : At the character select screen, highlight any character (Except World, World's number is 21 so she can't be used for this trick) and wait until the timer counts down to the number assigned to that character : +00 - Fool +01 - Magician +02 - High Priestess +03 - Empress +04 - Emperor +05 - Hierophant +06 - Lovers +07 - Chariot +08 - Strength +11 - Justice +13 - Death +15 - Devil +17 - Star +19 - Sun +20 - Judgment +Then push C only three times. Moon, Hanged Man, Hermit, Temperance, Tower and Fortune will appear and will now be selectable. This trick does neither work in puzzle mode nor in adventure mode. + +* Secret Stages : +1) Moon (after Level 6) : Finish the sixth stage without exceeding 90 seconds since the beginning. +2) Hanged Man (after Level 6) : Finish the sixth stage exceeding 300 seconds since the beginning. +3) Black Pierrot (after Level 10) : Finish the tenth stage with at least 150000 points. + +- SERIES - + +1. Magical Drop (1995, Arcade) +2. Magical Drop Plus 1! (1995, Arcade) +3. Magical Drop II [Model NGM-221] (1996, Arcade) +4. Magical Drop III [Model NGM-233] (1997, Arcade) +5. Magical Drop F - Daibouken Mo Rakujyanai! (1999, PlayStation) +6. Magical Drop V (2012, Arcade) + +- STAFF - + +Producer : Naomi Susa +Planner : S. Katagiri +Programmers : Tac. H, Poconyan, M. Saiki +Graphic designers : S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou +Sound designers : Koremasa, Hiroaki Yoshida (MARO) (Gamadelic), NmRtk (Gamadelic), Sin +Voice actors : Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi +Cast coordinate : Radon'86 (Junko Araki) +Recording studio : Japan Vistec (Osamu Iwata) +Publish : K. Oshima, T. Ebi, H. Miyashita +English translators : Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh +Debugers : K. Kusanagi, H. Ohtsubo +Special advisers : A. Wakabayashi (Nal), A. Shibazaki<3 + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (apr.25, 1997) "Magical Drop III [Model NGH-233]" +[JP] Sega Saturn (june.20, 1997) "Magical Drop III - Toretate Zoukangou! [Model T-1313G]" +[JP] Sony PlayStation (oct.30, 1997) "Magical Drop III - Yokubari Tokudaigou! [Model SLPM-86051]" +[JP] Sega Saturn (oct.22, 1998) "Magical Drop III - Toretate Zoukangou! [Sega Saturn Collection] [Model T-1318G]" +[JP] Sony PlayStation (feb.25, 1999) "Magical Drop III + Wonderful! [Model SLPS-01917~8]" +SNK Neo-Geo Pocket Color [JP] (june.24, 1999) "Magical Drop Pocket [Model NEOP00480]" +[JP] Sony PlayStation (mar.1, 2001) "Magical Drop III + Wonderful! [Model SLPM 86755~6]" +[US] Nintendo Wii (feb.19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=maglordh + +Magician Lord (c) 1991 Alpha Denshi Company, Limited. + +AES release. For more information about the game itself, please see the MVS version entry: "Magician Lord [Model NGM-005]" + +- TECHNICAL - + +Cartridge ID: NGH-005 +Cartridge Size: 46 Mega + +- TRIVIA - + +Magician Lord AES was released on April 26, 1990 in Japan. A second version was released on July 01, 1991. This second version was harder (based on the MVS version). + +Reviews: +[FR] September 1990 - Joystick: 96/100 +[FR] July-August 1991 - Consoles + HS N.2: 93/100 +[US] January 1992 - GamePro: 25/25 +[US] April 1993 - GameFan: 377/400 +[JP] April 1995 - Famitsu: 18/40 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=maglord + +Magician Lord (c) 1990 Alpha Denshi Company, Limited. + +Magician Lord is a side-scrolling platform shoot-em-up in which players take on the roll of a wizard called Elta - the last Magician Lord - on his quest to save his homeland from the evil Gul-Agieze, who plans to resurrect the God of Destruction using 8 tomes of mystical power. + +Elta has to jump, shoot and climb his way to the end of each of the game's 8 levels where he must beat a servant of Gal, along with one of Gal's sinister boss creations. To complete the game Elta must reach the final stage and defeat Az Atorse himself. If the player takes too long to complete a stage, Elta will be harassed by an invincible monster. + +Elta's primary form of attack is a weak but fast-moving energy projectile that can fired in one of four directions, but by collecting the special colored orbs that occasionally appear, he can transform into a different form, making him more powerful and giving him new attacks. + +These are the six different forms that Elta can assume by picking up the colored orbs: + +* Dragon Warrior: In this form Elta attacks by breathing fire; a continuous short-range attack that, unlike the standard attack, can also be aimed diagonally. + +* Waterman: The Waterman-form attacks with water grenades – blue bubbles of water that burst upon touching the ground and form into water pillars. The attack can hit several times for additional damage but only covers a small area. + +* Poseidon: A more powerful version of the Waterman, Poseidon shoots wide waves of water that travel along the ground for several hits. It does severe damage and causes enemies to freeze and shatter on impact. While very powerful, this form moves very slowly. + +* Shinobi: The Shinobi-form gains increased agility and attacks with powerful magical arcs of fire which are wide but slow-moving. + +* Samurai: While limited in range, the Samurai-form is the only form that can attack through walls, shields or even multiple enemies, using a boomerang-like energy attack that does heavy damage. + +* Raijin: The Raijin-form gives Elta's jumping ability a big boost as well as a unique attack that creates a continuous electrical field around his body. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-005 +Cartridge Size: 46 Mega + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> [A] Shot, [B] Jump + +- TRIVIA - + +The project design (kukakusho) debuted in 1989 and the development started first semester of 1989. A beta version was location tested in January 1990 in Japan, this version had longer stages and this was not adapted for an arcade play (a game was too long). So, developers taked the decision to smaller all stages but cutting them off for the final version. + +This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (dezooming, rotate). + +27 player's transforms were planned but only six were finalized due to gameplay changes. + +Magician Lord MVS was released in June 1990 in Japan. At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it. + +Default highscore table : +1 50000 +2 40000 RYU +3 30000 +4 20000 +5 10000 + +AES format: "Magician Lord [Model NGH-005]" + +- STAFF - + +Plan: Takashi Egashira +Produce: Akira Ushizawa +Back Ground Design: Tomoharu Takahashi, Kenichi Sakanishi, Takashi Egashira +Sprite Design: Akira Ushizawa, Shinji Moriyama +System Program: Eiji Fukatsu, Satoshi Okada (S.OKADA) +Main Program: Hiroyuki Ryuu, Osamu Iijima +Sub Program: Yukinori Nishikata, Teruaki Shirasawa +Sound Program: Makio Chiba +Music: Yuka Watanabe, Hiroaki Shimizu, Hideki Yamamoto +Sound: Hiroaki Shimizu, Hideki Yamamoto +Special Thanks: Yuji Noguchi, Takashi Hatono + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1994) "Magician Lord [Model ADCD-100]" +Nintendo Wii (2007) "Virtual Console" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mjnquest,mjnquestb +Arcade Video game published 34 years ago: + +Mahjong Quest (c) 1991 Taito. + +Mahjong game with an RPG-like setting and various power-ups. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : C77 + +Players: 1 +Control: Mahjong keyboard + +- TRIVIA - + +Developed by Whiteboard/Santos. + +Released in May 1991. + +- STAFF - + +Sound Composer: V. Ohashi (Pinch Panchi) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mahoudai +Arcade Video game published 32 years ago: + +魔法大作戦 (c) 1993 Raizing. +(Mahou Daisakusen) + +A superb vertically scrolling shooter from Raizing. + +- TECHNICAL - + +Game ID : RA-MA7893-01 + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Vertical +Video resolution : 240 x 320 pixels +Screen refresh : 60.00 Hz +Palette colors : 2048 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in May 1993 in Japan. + +The title of this game translates from Japanese as 'Magic Great Military Operation'. + +Licensed to Able for Japan distribution. + +This game is known outside Japan as "Sorcer Striker". + +This game is the first game created by Raizing. + +Default highscore table (TODAY'S TOP 5) : +RANK NAME TYPE SCORE +1ST YOK ? 655000 +2ND YAS ? 422000 +3RD Z?? ? 346000 +4TH SIN ? 201000 +5TH ??? ? 163000 + +- SERIES - + +1. Mahou Daisakusen (1993) +2. Shippuu Mahou Daisakusen - Kingdom-Grandprix (1994) +3. Great Mahou Daisakusen [Green Board] (2000) + +- STAFF - + +Music composed by: Atsuhiro Motoyama + +- PORTS - + +* COMPUTERS: +FM Towns PC (1993) +X68000 (1994) "Mahou Daisakusen [Model ESX-5003]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=majest12j,majest12u,majest12ua,majest12ub +Arcade Video game published 35 years ago: + +Majestic Twelve - The Space Invaders Part IV (c) 1990 Taito Corp. + +The third sequel to Taito's seminal "Space Invaders", Majestic Twelve leaves the classic Invaders game-play intact, but adds a slew of new alien invaders and power-ups to the mix. This, together with the vastly improved graphics that introduce colorful new backdrops - some of which scroll vertically in a similar fashion to the star-field in Namco's "Galaxian" - ensure that Majestic 12 is a worthy sequel to the legendary original. + +The original game's flying saucer still makes an appearance, but instead of merely awarding bonus points when shot - as in the original game - it now drops a power-up pod for the player to retrieve. Power-ups include shield, faster shots, a laser (activated with the second button) and a giant butterfly, which freezes the invaders for a limited time. + +One of the game's most memorable features was the 'Cattle Mutilation' bonus screen, in which the player must protect a heard of cattle from a number of fast-moving saucers, intent on stealing the animals. If a cow is snatched; the player must shoot the relevant saucer to free it; being careful not to actually shoot the cow itself. The '91 incarnation also introduced 'bosses' to the series for the first time; giant, screen-filling aliens that required several shots to kill. + +Another major difference to the previous games in the series is that if an invader reaches the bottom of the screen, the player will simply lose a ship (in the original, the game would end once an alien had landed). Also, the player's ship now comes equipped with a shield that can withstand several hits. The shield's strength is depleted every time it takes a direct hit from one of the invaders, and too many hits will result in the shield disappearing altogether. A direct hit on an un-shielded ship will result in the loss of a player life. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Game ID: C64 + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Majestic Twelve was released in October 1990 in Japan. + +This game is known outside Japan as "Super Space Invaders '91". + +The Majestic Twelve in the title originates from a secret coalition known as Majestic Twelve in the United States who was dedicated to investigating sighting of UFOs. + +This game was dedicated to Katsujiro Fujimoto. + +- SERIES - + +1. Space Invaders (1978, ARC) +2. Space Invaders Part II (1979, ARC) +3. Return of the Invaders (1985, ARC) +4. Majestic Twelve - The Space Invaders Part IV (1990, ARC) +5. Space Invaders DX (1994, ARC) +6. Akkanvader (1995, ARC) +7. Space Invaders Virtual Collection (1995, Virtual Boy) +8. Space Invaders X (2000, PS) +9. Space Invaders Anniversary (2003, ARC) +10. Space Invaders DS (2005, DS) +11. Space Invaders - Galaxy Beat (2005, PSP) +12. Space Invaders Extreme (2008, DS/PSP) +13. Space Invaders Extreme 2 (2009, DS) +14. Space Invaders Frenzy (2017, ARC) + +- STAFF - + +Director : Ichiro Fujisue +Game designer : Tomohiro Ohno +Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma +Hardware : Yasuhiro Shibuya +Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa +Designer : Rintaro Doi, Kumi Mizobe +Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" + +* HANDHELDS: +[JP] Sony PSP (may.12, 2005) "Space Invaders Pocket [Model ULJM-05015]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=makaiden +Arcade Video game published 37 years ago: + +Makai Densetsu (c) 1988 Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-Z hardware + +Main CPU : Motorola 68000 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 3 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 768 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Releases in July 1988 in Japan. + +The title of this game translates from Japanese as 'Legend of Makai'. + +This game is known outside Japan as "Legend of Makai". + +Default highscore table : +NAME SPELL SCORE AREA +1ST NMK - 30000 3 +2ND AKI - 20000 3 +3RD TAM - 10000 2 +4TH NAO - 5000 2 +5TH YOU - 4000 1 +6TH MAK - 3000 1 +7TH KOT - 2000 1 +8TH OKA - 1000 1 + +- STAFF - + +Sound composers : Shizuyoshi Okamura, K (Tecchan) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=maniacsq,maniacsp,maniacsqa,maniacsqu,maniacsqs +Arcade Video game published 33 years ago: + +Maniac Square (c) 1992 Gaelco. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 13 Mhz) +Sound Chips : GAELCO (@ 13 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 59.10 Hz +Palette colors : 65520 + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +Releases in April 1992. + +The final version (that is very different) was released in 1996, 4 years after the prototype (see Updates section for more info). + +Default highscore table (RANKING) : +NALME SCORE +1 PAB 200 +2 TOM 180 +3 RIC 160 +4 JPC 140 +5 EVM 120 +6 JQB 100 +7 GIF 80 +8 ARJ 60 +9 GOJ 40 + +- UPDATES - + +Differences between the Prototype version (Game ID : 922804/2) and the final release : +* The Prototype uses a OKI6295 @ 8 Khz instead of the GAELCO @ 13 Mhz. +* The Prototype has a very different soundtrack, which creates a different atmosphere when playing the game (Prototype has guitar music, Final release has folk songs, such as Barnacle Bill). +* In the Prototype version there is a digital scoreboard that was not there in the final version. +* In the final release, there are no special blocks and helps. +* In the final release, when only one player plays, the playing area is centered in the screen. +* In the final release, when there is only one player playing the game, the screen has only one playing field. +* The final release is an endurance game, while the Prototype is ala Tetris from Atari, a levels game. + +- STAFF - + +Programmers : Tomas Cepeda, Pablo Martinez, Raul Izquierdo +Graphic designer : Gerardo Oporto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mmatrix,mmatrixd +Capcom CPS-II cart. published 25 years ago: + +Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom Ent., Inc. + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mars Matrix - Hyper Solid Shooting [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +- PORTS - + +* CONSOLES: +[JP] Sega Dreamcast (nov.09, 2000) "Mars Matrix [Model T-1238N]" +[US] Sega Dreamcast (apr.25, 2001) "Mars Matrix [Model T-1221N]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mmatrixj +Capcom CPS-II cart. published 25 years ago: + +Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom Company, Limited. + +In the 25th century, Mars is home to millions of immigrants. This is because Earth was going to be overcrowded, and thus the colonization of a terraformed Mars was the only solution. The problem is, at some point, an unknown source of energy, located in the south pole, is discovered by the local government. All of a sudden, a declaration of independence arrives on Earth. What's going on? The Earth fleet goes to reveal it, with the new 'Mosquito fighters' acting as intruders... + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 1 per player. + +- TRIVIA - + +Developed by Takumi (see Staff section for more info), Mars Matrix was released in April 2000 by Capcom. It was known as the 32th video game released for the CPS-II hardware. + +The original arcade version could actually be maxed out, score wise: this means that you could get 999999999990 points (that's twelve digits), if you played in a flawless way. Note: This feature has been removed in the Dreamcast version, since that port added two extra digits in the score. + +Suleputer released a 2-CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on January 11, 2001. + +- TIPS AND TRICKS - + +* Mars Matrix weapons : +1) Normal rapid-fire : light-damage shooting is carried out by tapping the button. +2) Load (or beam) : By pausing between attacks, and then shooting, the beam-weapon will fire. This attack is relatively powerful, can hit multiple targets, but has a much shorter range. +3) Barrier : the absorption of enemy shots is performed by holding the attack button down. The player can choose the duration of absorption, and if they leave it pressed until the maximum, an explosion will result which destroys all enemies and shots displayed on the screen. On the other hand, absorbing only partially acts as a reflection attack: enemy projectiles are thrown back at the enemy. + +* Experience system : in Mars Matrix, there is a system which makes it possible to improve the protagonist vessel(s) by collecting gold cubes. The cubes, which come from the destruction or damage to every object in the game, add to an 'experience bar' at near the top of the screen when collected in a continuous combo. A greater amount of these gold cubes will be unleashed if the player uses reflection attacks. Once the experience bar is filled, the player's weapons will become more powerful, and then the meter zeroes out for the next experience level. A small bar located in top of the screen indicates the amount of remaining time until the combo runs out; if this happens the meter zeroes out for the current level. The meter will also reset if the player's ship is destroyed while a combo is active. + +- STAFF - + +Developed by Takumi. +Programmers: Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada +Object designers: Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou +Scroll designers: Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka +Music composer: Yasushi Kaminishi +Sound programmer: Masahiro Yuge +Concept mechanic designers: Choco, Shorp, Nadialove Kitty, Norihiro Takikawa +Planner: Ikuwo Satoh +Producer: Yukikazu ozaki +Executive producer: Tomoaki Fujimoto + +Produced by Capcom. +Producer : Tatuya Minami +Support from R&Dept. #3 : Tomoshi Sadamoto + +- PORTS - + +* CONSOLES: +Sega Dreamcast [JP] (nov.9, 2000) [Model T-1238M] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshvsf,mshvsfu,mshvsfu1,mshvsfu1d +Capcom CPS-II cart. published 28 years ago: + +Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board revisions: + +REVISION 1: +* Build date: 970625 +* US & EUROPE releases. + +REVISION 2: +* Build date: 970827 +* US release. + +- PORTS - + +* CONSOLES: +[EU] Sony PlayStation (1999) "Marvel Super Heroes vs. Street Fighter [Model SLES-01792]" +[US] Sony PlayStation (feb.23, 1999) "Marvel Super Heroes vs. Street Fighter [Model SLUS-00793]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshvsfj1,mshvsfj2,mshvsfj +Capcom CPS-II cart. published 28 years ago: + +Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom. + +The second 'Capcom Vs.' series fighter, featuring 17 Marvel and Street Fighter characters teaming up to face the extremely cheap Mech-Akuma! + +Notably, the Japanese version is the only version to contain the character Norimaro, a joke character created by comedian Noritake Kinashi. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Marvel Super Heroes vs. Street Fighter was released in June 1997 in the Japanese arcades. It was known as the 23th video game released on the CPS-II hardware. + +Known export releases: +"Marvel Super Heroes vs. Street Fighter [Blue Board]" +"Marvel Super Heroes vs. Street Fighter [Grey Board]" +"Marvel Super Heroes vs. Street Fighter [Orange Board]" +"Marvel Super Heroes vs. Street Fighter [Pink Board]" + +9 characters are coming from Marvel comic books-followed by their first appearance : +Apocalypse (aka En Sabah Nur) - X-Factor #5 +Blackheart - Daredevil #270 +Captain America (aka Steve Rogers) - Captain America Comics #1 +Cyclops (aka Scott Summers) - X-Men #1 +Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 +Omega Red (aka Arkady Rossovich) - X-Men #4 +Shuma-Gorath - Marvel Premiere #6 +Spider-Man (aka Peter Parker) - Amazing Fantasy #15 +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + +9 other character come from several Street Fighter games : +Akuma ('Gouki' in Japan) - "Super Street Fighter II X - Grand Master Challenge" in Japan; "Super Street Fighter II Turbo" in all other regions +Chun-Li - "Street Fighter II - The World Warrior" +Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" in North America and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions +Dhalsim - "Street Fighter II - The World Warrior" +Ken Masters - "Street Fighter" +Major Bison ('Vega' in Japan) - "Street Fighter II - The World Warrior" +Ryu - "Street Fighter" +Sakura Kasugano - "Street Fighter Alpha 2" in the United States, Canada, and Europe; "Street Fighter Zero 2" in Japan, Southeast Asia, Brazil, Oceania, and Hispanic regions +Zangief - "Street Fighter II - The World Warrior" + +Charlie, Gambit, Rogue, and Rose appear in the background in the 'Showdown in the Park' stage. + +Blanka (of "Street Fighter" fame) can be seen within the background in the 'Death Valley' stage. + +Dan's ending is an obvious parody of the ending of the SNK game, "Art of Fighting". + +Sunburned/Dark/Evil Sakura has two separate endings (Japanese version): Kei chases Gouki and Sunburned Sakura after they teleport away +1) Across the entire screen from right to left. +2) Across half the screen before she trips, falls, and falls asleep. + +Change: There are several cameos of Rockman in this game: +1) In the mall stage, there's a cameo of a Rockman cut-out (perhaps someone in a Rockman suit). And in relation to Capcom celebrating Rockman's "10th Anniversary" in 1997, they put a banner saying '10th Anniversary: Rockman'. +2) In one of Norimaro's super combos, he does a cosplay of Rockman. + +There is one rumored reason why Iron Man was not in this game. It is because Acclaim made an Iron Man game called "Iron Man and X-O Manowar in Heavy Metal" which was released for several consoles. + +Firstsmile released a limited-edition soundtrack album for this game (Marvel Super Heroes Vs. Street Fighter Original Soundtrack & Arrange - FSCA-10017) on September 19, 1997. + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 970625 + +REVISION 2: +* Build date: 970702 + +REVISION 3: +* Build date: 970707 + +ADDITIONAL NOTES: +The Japanese version features an extra playable character (his character slot on the character select screen is replaced by the MSH vs. SF logo on all non-Japanese versions), Norimaro, a silly otaku (Japanese geek specializing in anime and manga) who is a huge Chun-Li fanboy as evidence by his reaction in seeing her before the match begins. While his true intentions of entering the competition is unknown, we can assume that it was to take pictures of Chun-Li and the many superheroes. He is voiced by the comedian Kinashi Noritake and created by Capcom as being a joke character like Dan (modeled after Japanese comedian Noritake Kinashi). He was originally going to appear in non-Japanese versions of the game, but due to cultural differences and a reference to stealing Chun-Li's panties in his ending, he was cut out. However, his programming still exists in the ROM and he even has English dialogs in the game. He even has an ending with pictures, but his ending dialogs was cut out. + +- TIPS AND TRICKS - + +* Play as Suntanned ("Dark") Sakura: +At the character selection screen, highlight Hulk, hold Right for 5 sec. and press LP+HP or LK+HK. + +* Play as Mecha Zanglief: +At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press LP+HP or LK+HK. + +* Play as Armored Spiderman: +At the character selection screen, highlight Ryu, move down and hold Down for 5 sec. and press LP+HP or LK+HK. + +* Play as Mephisto: +At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press LP+HP or LK+HK. + +* Play as U.S. Agent: +At the character selection screen, highlight Bison, hold Up for 5 sec. and press LP+HP or LK+HK. + +* Play as Shadow (Charlie/Nash): +At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press LP+HP or LK+HK. + +* Play as Gambit: +Go to Dhalsim, hold Start, then move Left(x2), Down(x4), Right(x2), Up(x2), Right and press and hold LP+MK+HP together. + +* Play as Norimaro (Japanese version only): +Norimaro will show on the character select screen (bottom middle square) if the machine is set to Freeplay or 1 coin X credit. A setting of 2 coins or above and you will only see the Marvel Super Heroes Vs. Street Fighter logo in his square. + +* Beat 'em While They're Down: +After defeating your opponents, press and hold Start. Normally your character wont be able to move after the round is over but by holding Start you will not only be able to move freely (until the next round starts) but you will be able to hit your opponent and even do a Super on them! + +* Change Battle Order: +When the screen shows which teams will be battling, press Punch or Kick three times to change the order of battle. + +* Double Team Spidermen: +Start a new game and choose any character for your first choice followed by Spiderman as the second character. Deliberately lose, then continue and choose Silver Spiderman as your first character. The other Spiderman should be selected as your second character. + +* Fight Secret Characters (Japanese Version): +To fight a secret character in the Japanese version you must do a certain amount of team super finishes : +Character # +Dark Sakura 5 +Mecha Zangief 6 +Shadow Charlie 7 + +* Hyper Mode: +At the vs. screen, hold LK+MP+HK. + +* Dan's Explosion: +Pick Dan as your fighter and anyone else. At the Vs. screen hold LP until the word fight disappears. When the match begins Dan will fall into a small explosion. + +- SERIES - + +Note: also called the 'Capcom vs.' series. + +1. X-Men vs. Street Fighter [Green Board] (1996) +2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997) +3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998) +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) +5. Marvel vs. Capcom 3 (2011) + +- STAFF - + +Planners : Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto +Original art works : Akira Yasuda (Akiman), Sakomizu, Ukabin +Object designers : Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Shinya Miyamoto, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R. Naoi, Kanako Takami +Scroll designers : Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop +Music composers & arrange : Yuki Iwai, Yuko Kadota +Sound director : Hiroaki Kondo (X68K) (cipher) +Sound assistants : Hachi & Ise & lee, Moe.T (cipher) +Recording director : Susan Hart +Recording enginners : Paul Shubat, Dave Hatt +Programmers : Motsu, Eternal Sailor, Kaw, Silver Kadontz, You! +Producer : Kenji Kataoka +General producer : Noritaka Funamizu +Executive producer : Yoshiki Okamoto + +* Voice Actors : +Zangief : Wataru Takagi +M. Bison : Tomomichi Nishimura +Dhalsim : Yoshiharu Yamada +Sakura Kasugano : Yuko Sasamoto +Akuma : Tomomichi Nishimura +Chun-Li : Yuko Miyamura +Ken Masters : Iwanaga Tetsuya +Ryu : Toshiyuki Morikawa +Dan Hibiki : Osamu Hosoi +Cyclops : Norman Spencer +Captain America : Cathal J. Dodd +Spider-Man : Patrick Chilvers +Shuma-Gorath : Franck Perry +Wolverine : Cathal J. Dodd +The Incredible Hulk : Andrew Jackson +Blackheart : Jaimz Woolvett +Omega Red : Len Doncheff +Norimaro : Noritake Kinashi +Apocalypse : Lorne Kennedy +Narrator : Tony Daniels + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (Oct.22, 1998) "Marvel Super Heroes vs. Street Fighter [4MRAM Doukori Ban] [Model T-1238G]" +[JP] Sega Saturn (Oct.22, 1998) "Marvel Super Heroes vs. Street Fighter [Model T-1239G]" +[JP] Sony PlayStation (Feb.25, 1999) "Marvel Super Heroes vs. Street Fighter EX Edition [Model SLPS-01915]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshvsfa,mshvsfa1 +Capcom CPS-II cart. published 28 years ago: + +Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshvsfh +Capcom CPS-II cart. published 28 years ago: + +Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshvsfb,mshvsfb1 +Capcom CPS-II cart. published 28 years ago: + +Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- UPDATES - + +Pink Board revisions : + +REVISION 1: +* Build date: 970625 + +REVISION 2: +* Build date: 970827 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=msh,mshu,mshud +Capcom CPS-II cart. published 30 years ago: + +Marvel Super Heroes (c) 1995 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- PORTS - + +* CONSOLES: +[US] Sega Saturn (sept.30, 1997) "Marvel Super Heroes [Model T-1214H]" +[EU] Sega Saturn (dec.1997) "Marvel Super Heroes [Model T-7032H-50]" +[US] Sony PlayStation (sept.24, 1997) "Marvel Super Heroes [Model SLUS-00257]" +[EU] Sony PlayStation (dec.1997) "Marvel Super Heroes [Model SLES-00932]" +Sony PlayStation 3 [PSN] [US] (sept.25, 2012) "Marvel vs. Capcom Origins" +Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (sept.26, 2012) "Marvel vs. Capcom Origins" +Sony PlayStation 3 [PSN] [EU] (oct.10, 2012) "Marvel vs. Capcom Origins" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshj,mshjr1 +Capcom CPS-II cart. published 30 years ago: + +Marvel Super Heroes (c) 1995 Capcom Company, Limited. + +Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. +=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce) +=> [4] LK (Strong), [5] MK (Forward), [6] HK(Roundhouse) + +- TRIVIA - + +Marvel Super Heroes was released in October 1995 in the Japanese arcades. It was known as the 12th video game released for the CPS-II hardware. + +Known export releases: +"Marvel Super Heroes [Blue Board]" +"Marvel Super Heroes [Grey Board]" +"Marvel Super Heroes [Orange Board]" +"Marvel Super Heroes [Pink Board]" + +The game background is mainly inspired by the famous comic saga called the Infinity Gauntlet, published in 1991. This gauntlet is wielded by Thanos and allows him to use all the Infinity gems simultaneously. + +There are 10 characters available plus the 2 bosses which appears in different Marvel comic books : +Black Heart - Daredevil #270 +Captain America (aka Steve Rogers) - Captain America Comics #1 +Doctor Doom (aka Victor Von Doom) - Fantastic Four #5 +Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 +Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39 +Juggernaut (aka Cain Marko) - X-Men #12 +Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 +Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 +Shuma-Gorath - Marvel Premiere #6 +Spider-Man (aka Peter Parker) - Amazing Fantasy #15 +Thanos - Iron Man #55 +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + +Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him. + +Soundtrack releases: +Marvel Super Heroes / Sony Records - SRCL-3448 - December 1, 1995 + +- UPDATES - + +Green Board revisions : + +REVISION 1: +Build date: 951024 + +REVISION 2: +Build date: 951117 + +- TIPS AND TRICKS - + +* Play as the bosses: +This only works on the Japanese version of the game, and you need the assistance of an arcade operator if using a real Arcade machine. First, enter the Service Menu by pressing the Service Switch (F2 in MAME). The menu will be in Japanese, but go to option #7, then #1, and in the first entry, press the Low Punch button until you get to a phrase that has no numbers. That should be the Free Play option. Then select the bottom entry, then option #4, then option #9 to exit the Service Menu. The game will restart and it should be in Free Play mode. Now, on the "Virtual Audio" screen, hold the Credit Switch (the 1-Player Coin Button, usually the #5 key on MAME), and press the Start button to go to the character selection screen. While still holding the Credit Switch, press the following button combinations at a normal/medium speed. + +Notes: +-If you do the button combination too fast or too slow, it will not work. +-Also, when you enter the Dr. Doom or Anita code, you'll automatically pick Spiderman, but as long as you finish entering the code, he will turn into the character you want. + +Dr. Doom: +Medium Kick, Low Punch, Down, Low Kick, Medium Punch + +Thanos: +Up, Down, Left, Right, Up, Down, Left, Right, Medium Punch + +Anita: +Medium Punch, Low Punch, Left, Low Kick, Medium Kick + +* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start. + +* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character. + +* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts. + +* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character. + +* Here are the different gem effects (which acts during a short time) and when you can get them : +Time gem (Red) : You are much more faster than usual. +Space gem (Purple) : Your character get unstoppable with this super armor power. +Soul gem (Green) : Your fighter slowly recovers life. +Power gem (Pink) : Your attacks are more powerful. +Reality gem (Orange, on the fifth opponent) : Your attacks have additional effects which makes them more powerful. +Mind gem (Blue, owned by Thanos) : The character can recover about 2 energy levels in a few seconds. + +The gems are owned by different opponents: we have one at the beginning, then the first opponent have the following one then the second, then the third and finally the fifth (the last one is on Thanos). Characters have some special effects using some gems (for instance Magneto got an energy field around him with the Space gem, Spiderman divides himself in two similar being for symmetrical attacks using the Power gem). + +Notice that we can only use the first gem in our gem stack. If you press the Start button during the fight, you will change the gem order in your stack, allowing for you to use any desired gem at any time. + +When we reach the final fight against Thanos, he steal all the gems and collects them in his gauntlet. He uses them his way (for instance : space gem creates a warp which attracts and throws rocks on his enemy). + +* If you can get a win streak of 20, 40, 60, 80, 100 & 108 and finish your opponent with a super in those rounds, you get secret appearances from Anita, Gouki and Lin Lin on the victory screen. + +- STAFF - + +Planners : Takeshi Tezuka, Tetsuya Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura +Programmers : Tarabar Hori (Tarabar-Black), Aoi-Peach, Kaw-K. Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, Tomohiro Ueno, Youji +Scroll Designers : Konomi (Powerful Konomi), Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M +Music Composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki +Sound Designers : Picard Mij, Satoshi Ise (Ayano), Ryoji Yamamoto (Ryoji) +Sound Producer : Arcade Sound Team +Voice Designers : Hiroaki Kondo (New-X?) + +* Object Designers : +Thanos : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako. Satoh +Dr. Doom : Satoru Yamashita, Ino, Seigo Kawakami +Wolverine : Akira Yasuda (Akiman) +Spider-man : Arahijuf, Rumi Yamaguchi, Tsunenori Shirahama +Captain America : Masaaki Tanaka, Chimorin Shogun, Misako Yamamoto +Psylocke : Eripyon. N +Hulk : Makoto Ishi, K. Takechan, Miwa, Kanako Takami +Iron Man : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You-Ten Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K. Tokunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki +Magneto : A. Iwasaki +Shuma-Gorath : Masayo Tsujimoto, Jun Matsumura (27), Shinya Miyamoto, Kako, Masanori Kondo +Blackheart : Alien. Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin +Juggernaut : Minobe Hiroaki, R. Sato, Kazuko Kawanaka +Effect : Ntengm Nakatani, Sagata, Tanuki, Kimo Kimo + +* Voice Actors : +Captain America : Cathal J. Dodd +Wolverine : Cathal J. Dodd +Black Heart : Jaimz Woolvett +Psylocke : Catherine Disher +Shuma-Gorath : Franck Perry +Spider-Man : Patrick Chilvers +Hulk : Andrew Jackson +Thanos : Andrew Jackson +Juggernaut : Rick Bennett +Iron Man : Christopher Britton +Doctor Doom : Lorne Kennedy +Magneto : Lorne Kennedy +Anounncer : Lorne Kennedy + +Special Thanks : Takuya Shiraiwa (Mr. Shiraiwa), Alex Jimenez, Eric Luther (Eric Luthr), Phillp Reed (Phil Reed) + +- PORTS - + +Notes: Anita is now hidden character and only playable in Japanese console version. + +* CONSOLES: +[JP] Sega Saturn (aug.8, 1997) "Marvel Super Heroes [Model T-1215G]" +[JP] Sony PlayStation (sept.25, 1997) "Marvel Super Heroes [Model SLPS-00763]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshh +Capcom CPS-II cart. published 30 years ago: + +Marvel Super Heroes (c) 1995 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mshb,mshbr1 +Capcom CPS-II cart. published 30 years ago: + +Marvel Super Heroes (c) 1995 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- UPDATES - + +Pink Board revisions : + +REVISION 1: +Build date: 951024 + +REVISION 2: +Build date: 951117 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvscjsing +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +Japanese re-release. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Black Board [Japan] + +This is the Single PCB release of Marvel Vs. Capcom, it has the Program ROM stored on SIMMs similar to CPS3. All ROM data (including the code) is identical to the regular Green Board just in different sized ROMs. + +- TRIVIA - + +Released in Japan only. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvsc,mvscu,mvscud,mvscur1,mvscr1 +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +Most people probably already know that some of the characters' names were changed in the export versions (e.g., Rockman was changed to Megaman, etc.). + +When they recorded the announcer's voice, she had to say both the original names and the 'Export' ones during the recording. But for some of the characters' names that were NOT changed, there were alternate pronunciations recorded. +For example, when you select Chun-Li in the original Japanese version, the way the announcer pronounces 'Chun' rhymes with 'noon'. +In the Export versions, the way she pronounces 'Chun' rhymes with 'fun'. There is also an unused alternate pronunciation of Zangief (which sounds like 'Zain-geef') that can be heard in the Sound Test. + +Megaman's 'Rock Upper' move in the original Japanese version is called 'Mega Upper' in the Export versions, simply because the name of the character is different in Japan and Worldwide. + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build date: 971222 +* US release. + +REVISION 2: +* Build date: 980112 +* EUROPE release. + +REVISION 3: +* Build date: 980123 +* US & EUROPE releases. + +- PORTS - + +* CONSOLES: +[US] Sega Dreamcast (sept.30, 1999) "Marvel vs. Capcom - Clash of Super Heroes [Model T-1202N]" : Re-released as Sega All Stars edition (2000) +[US] Sony PlayStation (jan.27, 2000) "Marvel vs. Capcom - Clash of Super Heroes [Model SLUS-01059]" +[EU] Sony PlayStation (jan.31, 2000) "Marvel vs. Capcom - Clash of Super Heroes [Model SLES-02305]" +[EU] Sega Dreamcast (june.23, 2000) "Marvel vs. Capcom - Clash of Super Heroes [Model T-7002D-61]" +[US] Sony PlayStation 3 [PSN] (sept.25, 2012) "Marvel vs. Capcom Origins" +[US] [EU] [AU] Microsoft XBOX 360 [XBLA] (sept.26, 2012) "Marvel vs. Capcom Origins" +[EU] Sony PlayStation 3 [PSN] (oct.10, 2012) "Marvel vs. Capcom Origins" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvscjr1,mvscj +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +Fifteen characters from all walks of the Marvel and Capcom lineups tag-battle each other including loads of special assist characters. Their only goal : beat the supreme and terrific Onslaught! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +First revision is from December 1997, but most arcades didn't get the game until January 1998. It was known as the 28th video game released on the CPS-II hardware. + +The game was shown at the 1998 AOU Amusement Expo show, in Japan. + +Known export releases: +"Marvel vs. Capcom - Clash of Super Heroes [Blue Board]" +"Marvel vs. Capcom - Clash of Super Heroes [Grey Board]" +"Marvel vs. Capcom - Clash of Super Heroes [Orange Board]" +"Marvel vs. Capcom - Clash of Super Heroes [Pink Board]" + +The game was also re-edited in Japan as "Marvel vs. Capcom - Clash of Super Heroes [Black Board]". + +Here are the debut comics for the 21 Marvel characters including the Guest Characters (For those with alter-egos, they are also listed) : +Captain America (aka Steve Rogers) - Captain America Comics #1 +Carnage (aka Cletus Kasady) - Amazing Spider-Man #359 +Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 +Cyclops (aka Scott Summers) - X-Men #1 +Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 +Hulk (aka Robert Bruce Banner) - Incredible Hulk #1 +Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1 +Jubilee (aka Jubilation Lee) - Uncanny X-Men #244 +Juggernaut (aka Cain Marko) - X-Men #12 +Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 +Onslaught - X-Men (Vol. 2) #53 +Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 +Rogue - Avengers Annual #10 +Sentinel - Uncanny X-Men #14 +Spider-Man (aka Peter Parker) - Amazing Fantasy #15 +Storm (aka Ororo Munroe) - Giant Size X-Men #1 +Thor (aka Jake Olsen) - Journey Into Mystery #83 +U.S. Agent (aka John F. 'Johnny' Walker) - Captain America #351 +Venom (aka Edward 'Eddie' Brock) - Amazing Spider-Man #300 +War Machine (aka James R. 'Rhodey' Rhodes) - Iron Man #281 +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + +Here are the debut games for the 19 Capcom characters including the Guest Characters : +Anita - "Night Warriors - Darkstalkers' Revenge" ("Vampire Hunter - Darkstalkers' Revenge" in Japan) +Arthur - "Ghosts'n Goblins" ("Makaimura" in Japan) +Captain Commando - "Captain Commando" +Chun-Li - "Street Fighter II - The World Warrior" +Devilotte Do Dethsatan IX (aka Devilot) - "Cyberbots - Fullmetal Madness" +Jin Saotome - "Cyberbots - Fullmetal Madness" +Lou - "Three Wonders" ("Wonder 3" in Japan) +Megaman (Rockman in Japan) - Megaman (Rockman in Japan) +Michelle Heart - "Legendary Wings" ("Ares No Tsubasa - The Legendary Soldiers" in Japan) +Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan) +Pure and Fur - "Capcom World 2 - Adventure Quiz" +Roll - Megaman (Rockman in Japan) +Ryu - "Street Fighter" +Saki - "Quiz Nanairo Dreams - Nijiirochou no Kiseki" +Shadow - "Marvel Super Heroes vs. Street Fighter" +Strider Hiryu - "Strider" ("Strider Hiryu" in Japan) +Ton-Pooh - "Strider" ("Strider Hiryu" in Japan) +Unknown Soldier - "Forgotten Worlds" ("Lost Worlds" in Japan) +Zangief - "Street Fighter II - The World Warrior" + +Strider's ending is a reference to that of the ending in his own game ("Strider") +Jin's ending is a reference to Gawaine's ending in "Cyberbots - Fullmetal Madness" (but with Jin taking the place of Gawaine, Onslaught taking the place of the Final Weapon of Destruction, Jin's headband taking the place of Gawaine's sword and Ryu taking the place of Jin). +Megaman's ending is a reference to what happens in his own games ("Mega Man - The Power Battle") when he beats a boss. +Captain Commando's ending is a reference to the ending in his own game ("Captain Commando"). + +Rumors exist for the reason War Machine was in the roster instead of Iron Man (although Hyper-Armor War Machine in the game had similar moves with Iron Man). The most popular reason being that Capcom, at the time, did not have the rights to use the Iron Man character. + +The game background is mainly inspired by the famous comic saga called Onslaught, published in 1996. As in the comic books, Onslaught appears under his two main forms (after defeating the first one, he reveals its ultimate appearance). + +Shirley Burton holds the official record for this game with 1119300 points. + +Suleputer released a limited-edition soundtrack album for this game (Marvel Vs. Capcom OST - CPCA-1005) on March 21, 1998. + +The music from Roll's character theme (known in this game as 'Theme of Roll', but whose actual name is 'Kaze yo Tsutaete') samples "Tell It To My Heart", a song by pop artist Taylor Dayne released in 1987. The theme was composed by Yoshinori Ono (a sound engineer that would become known worldwide as the producer of the Street Fighter series a decade later), with lyrics sang by Yoshino Aoki. It was first used in the game "Rockman Battle & Chase [Model SLPS-00764]", released in 1997 on the Japanese PS1, and was once again featured in a variety of games, most notably "Tatsunoko vs. Capcom: Cross Generation of Heroes", where it finally received an English localization entitled 'Where The Wind Blows'. + +Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009. + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 980112 + +REVISION 2: +* Build date: 980123 + +- TIPS AND TRICKS - + +* Play As Hyper-Armor War Machine : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Up(x5). + +Hyper-Armor War Machine will appear above Zangief. Hyper Armor War Machine got the same moves as War Machine (with some little variations), can't jump very high, can't block attacks but can't be stopped during his attacks. + +* Play As Shadow Lady : At the character selection screen, highlight Morrigan and press Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5). Shadow Lady will appear below Gambit. Her attacks came from several characters in the game. + +* Play As MSH Seinou Hulk (Marvel Super Heroes Ability Hulk) : At the character selection screen, highlight Chun Li and press Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2), Right(x2), Up(x2), Down(x4), Up(x4), Left, Up. MSH Seinou Hulk will appear above Ryu. His moves are very similar from the original Hulk. + +* Play As Lilith-Kaze Morrigan (Lilith-style Morrigan) : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down. Lilith-Kaze Morrigan will appear below War Machine. She makes moves a little bit different from Morrigan ones. + +* Play As Roll-chan (-chan is a ''suffix for familiar 'female' person'') : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2). Roll-chan will appear to the right of Megaman. Her moves are the same as Megaman. + +* Play As Carnage (looks like a bloody Venom) : At the character selection screen, higlight Chun Li and press Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up. High-speed Venom will appear above Chun-Li. He got the same moves as Venom but can do them very quickly. + +* Change Character Lineup : Press all three Punch buttons at the 'vs.' screen to change the lineup (second chosen character is now first up). You can repeat this code again to reset the lineup. + +* Continue Attacking : Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves. + +* Choose Your Helper : To obtain the helper of you choice, you must always hold down start and then the designated buttons, just before selecting your second character. +Shadow (Dark Charlie)- LP+MK+HP +Sentinel - MP+MK+HP +Storm - LP+LK+HP +Thor - LK+MP +Unknown Soldier - LP +Pure and Fur - LK +Anita - LP+MP+HP +Lou - MP +Rogue - LP+MP+HP+LK +Colossus - LP+MP+MK +Michelle Heart - LP+LK +King Arthur - LP+MP +Saki - HP +Ton-Pooh - LP+HP +Iceman - MP+MK +Cyclops - LP+LK+MP +Magneto - LK+HP +U.S. Agent - MK+HP +Psylock - MK +Devilot - MP+HP +Juggernaut - LP+MK + +* Use Opponent's Helper : Defeat your opponent's helper in a single player game. Then, hold LK+MK+HK at the screen that displays the name of the character that won until the next match. If done correctly, your helper in the last match will be from your previous opponent's team. + +* Name Changes : Enter --- as a name to have the game change it to 'SIN'. Enter AAA as a name to have the game change it to 'CAP'. Enter MMM as a name to have the game change it to 'MOT'. + +* Fight Hidden Characters : In every case, you cannot lose a character. You can give up first attacks and have opponents join in, unlike what other sources tell you. A Super Finish is defined as either a Hyper Combo Finish, a Crossover Combination (or Variable Combination) Finish, or a Duo Team Attack (or Variable Cross) Finish. +1) To fight the team of Orange Hulk and Wolverine, get 3 Super Finishes. +2) To fight the team of Hyper-Armor War Machine and Captain America, get 5 Super Finishes, two of which must be Duo Team Attack Finishes. +3) To fight the team of Carnage and Spider-Man, get 6 Super Finishes, four of which must be Duo Finishes and finish six rounds under a certain amount of time. +4) To fight Lilith-Style Morrigan and Chun-Li, get 3 Super Finishes and drain your helper stocks in two matches. +5) To fight Roll and Megaman, get 5 Super Finishes, 2 of which are Duo Finishes and drain your helper stocks in six matches. +6) To fight Shadow Lady and Jin, get 6 Super Finishes, 4 of which are Duo finishes, drain your helper stocks in six matches and finish six matches under a certain amount of time. + +- SERIES - + +Note: also called the 'Capcom vs.' series. + +1. X-Men vs. Street Fighter [Green Board] (1996) +2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997) +3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998) +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) +5. Marvel vs. Capcom 3 (2011) + +- STAFF - + +Planners : Atsushi Tomita, Dave Matumoto, Nakano Tau! Masahiro +Original art works : Akira Yasuda (Akiman), Shoei, Sakomizu +Object designers : Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Masanori Kondo, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon.N, Kimo Kimo +Scroll designers : Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally +Music Composers & Arrangers : Yuko K. Takehara, Masato Koda +Sound director : Ryoji Yamamoto +Recording director : Susan Hart +Recording engineers : Paul Shubat, David Stinson +Second engineers : Dave Hatt, Rick Pacholko +Programmers : Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Teruaki Hirokado (Bakunetsu Hirokado) +Producer : Kenji Kataoka +General producer : Noritaka Funamizu +Executive producer : Yoshiki Okamoto + +* Voice Actors (Art Vision): +Capcom heroes... +Strider Hiryu : Fube Tomomi +Mega Man, Roll : Fujino Kahoru +Morrigan : Jinguji Yayoi +Chun Li : Miyamura Yuko +Ryu : Toshiyuki Morikawa +Captain Commando : Nagasako Takashi +Zangief : Takagi Wataru +Jin : Ueda Yuji + +Marvel heroes... +Jubilee : Alyson Court +Hulk : Andrew Jackson +Captain America, Wolverine : Cathal J. Dodd +Onslaught : Maurice Wint +Spider-Man : Patrick Chilvers +Venom, Thor : Rod Wilson +Gambit : Tony Daniels +War Machine : Wayne Ward + +Narrator : Sally Cahill + +- PORTS - + +* CONSOLES: +Sega Dreamcast [JP] (mar.25, 1999) "Marvel vs. Capcom - Clash of Super Heroes [Model T-1202M]" +[JP] Sony PlayStation (nov.11, 1999) "Marvel vs. Capcom EX Edition [Model SLPS-02368]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvsca,mvscar1 +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 980112 + +REVISION 2: +* Build date: 980123 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvsch +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mvscb +Capcom CPS-II cart. published 27 years ago: + +Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=masterw,masterwu,masterwj +Arcade Video game published 36 years ago: + +Master of Weapon (c) 1989 Taito Corp. + +A seven-day nuclear storm brings on a big change on the earth. The earth cracks, the sea boils and the living things change. And human is no exception. After finishing of the cursed 7-day war, the remaining people change their cells and return to the nature in order to endure severe environmental changes. However, a selected part of the people - they had been called scientists - create a computer, which can lead the people in order to leave a seed humankind. This computer is called N. + +- TECHNICAL - + +Taito B System hardware +Prom Sticker : B72 + +Main CPU : Motorola 68000, Zilog Z80 +Sound Chips : YM2203 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Master of Weapon was released in May 1989 in Japan. + +Master of Weapon was very unpopular, mostly because it was too difficult for its time. Also, it was released during the 'Tetris era' and most of the Master of Weapon boards (Taito B System) were replaced by Sega's Tetris. Despite unpopularity, some Taito fans still love Master of Weapon because the game displayed excellent graphics and an unique BGM. + +After the commercial failure of Master of Weapon, Taito decided to not continue development of vertical shoot'em ups. So, the famous company Toaplan developed their next shoot'em up game for Taito, "Twin Hawk". + +A very rare prototype of this game is known as "Yukiwo". According to the advisor, Senba Takatsuna, Taito Game Sales Department requested to change the game's name before the release. 'Yukiwo' is the protagonist's name and was also from the first name of the programmer, Yukiwo Ishikawa (Y.I), later known as 'Yukio Abe' and producer of "Rayforce" which took inspiration from Master of Weapon. Originally, the game was planned to be a 2-Player simultaneous game, but it became a 1-Player game after the name change. + +Senba Takatsuna said the game's development took about 6 months. The Mecha design was inspired by the famous anime 'Akira'. + +The music composer Hisayoshi Ogura didn't compose the actual BGM. He only did the arrangement. The actual, uncredited composer is V. Osahi. When the game changed its name to Master of Weapon, the deadline was approaching fast. So V. Osahi re-used sounds from "Jigoku Meguri" and "Fighting Hawk". + +Buddhism symbols appear in Act 1 and Act 6. + +Default highscore table (BEST 5) : +NO SCORE PLAY NAME +1 992300 1 Y.I +2 713000 4 KON +3 314000 4 TET +4 224000 2 T.M +5 191230 1 KYO + +Gamest (Japanese arcade magazine), December 1989, a Japanese gamer called 'RVS-R. Y' got a high score of 3,922,260 points. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on August 21, 1990. + +- TIPS AND TRICKS - + +* Levels Select : Boot machine with service switch pressed. +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + +* Good End : If you continue 5 times, you can have access to the last boss, defeat it to see the good end. + +* 'Yukiwo' Charater : When you hit specific building in act 1, you can see 'yukiwo' charater written by Kanakata. + +* Random boss : In act 4, after vanishing the first huge spaceship, small house appears in meadow. If you hit this house, a hidden boss will appears (this boss is the final boss in Metal Black and Galatic Storm). + +- STAFF - + +Directed & produced by : George Jyuttute +Game & character designed by : Yukiwo Ishikawa (Y.I) +Programmed by : George K-5, Takeshi Murata (T.M), Creamy Tetsu (TET), Maryin Kondoh +Art designed by : Yukiwo Ishikawa (Y.I), Takako Kojima, Dandy Yarita, Makoto Fujita, Akira Saitoh, Hisakazu Katoh, Oolong Yamada, Kenji Hazama, Animation 20, Santa Claus +Hardware designed by : Eikichi Takahashi, Hiroyuki Noguchi +Music composed & arranged by : V. Osahi(Pinch Panchi), Hisayoshi Ogura, Yasuhisa Watanabe +Graphic designed by : Hiroyasu Nagai, Kazuo Nakagawa, Animation 20 + +Special thanks to : Takeshi Ishizashi, Hidehiro Fujiwara, Keiichi Shibata, Ichirou Fujisue, Kenji Kaidoh, Tomio Takeda, Hiroshi Tsujino, Akira Fujita, Toshio Kohno, Masami Kikuchi, Kazuhiro Numata, Takashi Kitayabashi, Takamasa Hori + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (sept.27, 1991) "Master of Weapon [Model T-11063]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=matmania +Arcade Video game published 40 years ago: + +Mat Mania - The Prowrestling Network (c) 1985 Taito America Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Exciting Hour - The Prowrestling Network". + +- TECHNICAL - + +Game ID : TA-0015 + +- TRIVIA - + +Mat Mania was released in October 1985 by Taito America, under license from Technos Japan. + +In this version, TWA stands for Taito Wrestling Association. The ingame original misspelling of Insane Warrior's name has been corrected. Also, Blues Bloody is now called 'Golden Hulk'. (in reference of Hulk Hogan who debuted wrestling as 'Sterling Golden'. Golden Hulk's most powerful move is the leg drop, which is Hogan's finisher). + +A 2-Player version of this game is known as "Mania Challenge". + +Rac Carpana holds the official record for this game with 5,000,150 points. + +- SERIES - + +1. Tag Team Wrestling (1983) +2. Mat Mania - The Prowrestling Network (1985) +3. Mania Challenge (1986) + +- PORTS - + +* CONSOLES: +Sony PlayStation 4 [PSN] [US] (mar.24, 2015) "Arcade Archives - Mat Mania Exciting Hour [Model CUSA-00973]" +Sony PlayStation 4 [PSN] [EU] [AU] (aug.24, 2015) "Arcade Archives - Mat Mania Exciting Hour [Model CUSA-02486]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mofflott +Arcade Video game published 36 years ago: + +Maze of Flott (c) 1989 Taito. + +- TECHNICAL - + +Prom Stickers : C17 + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in November 1989. + +- STAFF - + +Producers : Akiyama.Sama, Usami.Sama, Kuramochi.Sama +Programmers : Myamya, Wanwan +Graphic designers : Hos, Kosuinen, Phazer.Koji, S. Miyakoshi, Ojyusan, Wan2 +Sound : K. Kusatu, Yasuhisa Watanabe, S. Saitou + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mazinger,mazingerj +Arcade Video game published 31 years ago: + +Mazinger Z (c) 1994 Banpresto. + +Vertical shoot'em up with 3 selectable characters : Mazinger Z, Great Mazinger and Grendizer. + +- TECHNICAL - + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen orientation : Vertical +Video resolution : 240 x 384 pixels +Screen refresh : 57.55 Hz +Palette colors : 16384 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in August 1994 in Japan. + +Based off the manga created by legendary artist Go Nagai in 1972. + +The anime series on which this game is based was known briefly in the United States as Tranzor Z. It aired in the U.S. in 1985 and was produced by Three B. Productions, Ltd. + +Default highscore table (TODAY'S TOP 8): +TOP 100000 SUG +2ND 90000 TAG +3RD 80000 TON +4TH 70000 FAW +5TH 60000 TOM +6TH 50000 FUJ +7TH 40000 SAT +8TH 30000 SIN + +- SERIES - + +1. Mazinger Z (1994) +2. Mazinger Z 2 + +- STAFF - + +Producer: Toshifumi Kawashima +Cast: Koji Kabuto, Hiroya Ishimaru, Duke Fried, Kei Tomiyama, Tetsuya Tsurugi, Keiichi Noda +Special Thanks To: Go Nagai, Takashi Nagai, Kenji Nagai, Dynamic Pl +Sound effect by : Hitoshi Sakimoto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megamana +Arcade Video game published 30 years ago: + +Mega Man - The Power Battle (c) 1995 Capcom. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +- TRIVIA - + +The Asian version has English text and character names, but doesn't have the voice samples the Japanese version has. + +- PORTS - + +* CONSOLES: +[US] Nintendo GBA "Mega Man Anniversary Collection": Planned, but never published. +[US] Nintendo GameCube (june.22, 2004) "Mega Man Anniversary Collection [Model DOL-G60E-USA]" +[US] Sony PS2 (june.22, 2004) "Mega Man Anniversary Collection [Model SLUS-20833]" +[US] Microsoft XBOX (mar.15, 2005) "Mega Man Anniversary Collection" + +* OTHERS: +Arcade (1995) "Capcom Play System II" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megaman +Arcade Video game published 30 years ago: + +Mega Man - The Power Battle (c) 1995 Capcom USA, Incorporated. + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91635B-2 + +- PORTS - + +* CONSOLES: +[US] Nintendo GBA "Mega Man Anniversary Collection": Planned, but never published. +[US] Nintendo GameCube (june.22, 2004) "Mega Man Anniversary Collection [Model DOL-G60E-USA]" +[US] Sony PS2 (june.22, 2004) "Mega Man Anniversary Collection [Model SLUS-20833]" +[US] Microsoft XBOX (mar.15, 2005) "Mega Man Anniversary Collection") + +* OTHERS: +Arcade [Capcom Play System II] (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mmancp2u,mmancp2ur1,mmancp2ur2 +Capcom CPS-II cart. published 30 years ago: + +Mega Man - The Power Battle (c) 1995 Capcom USA, Incorporated. + +CPS-2 re-release of an original CSP-1 game. For more information, see the original CSP1 release entry; "Rockman - The Power Battle [CP-S No. 32]" + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. + +- TRIVIA - + +This version was available as a sample only. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megaman2,megamn2d +Capcom CPS-II cart. published 29 years ago: + +Mega Man 2 - The Power Fighters (c) 1996 Capcom. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- SERIES - + +1. Mega Man - The Power Battle [CP-S No. 31] (1995) +2. Mega Man 2 - The Power Fighters [CP-S II No. 17] (1996) + +- PORTS - + +* CONSOLES: +[US] Nintendo GBA: Release cancelled. +Nintendo GameCube [US] (2004) "Mega Man Anniversary Collection [Player's Choice] [Model DOLG60E]" +Nintendo GameCube [US] (june.22, 2004) "Mega Man Anniversary Collection [Model DOLG60E]" +Sony PS2 [US] (june.22, 2004) "Mega Man Anniversary Collection [Model SLUS-20833]" +[US] Microsoft XBOX (mar.15, 2005) "Mega Man Anniversary Collection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megaman2a +Capcom CPS-II cart. published 29 years ago: + +Mega Man 2 - The Power Fighters (c) 1996 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megaman2h +Capcom CPS-II cart. published 29 years ago: + +Mega Man 2 - The Power Fighters (c) 1996 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mtwins +Arcade Video game published 35 years ago: + +Mega Twins (c) 1990 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Chiki Chiki Boys [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- TRIVIA - + +These Export versions are censored: the kidnapped bikini girls in the later levels don't appear. + +- PORTS - + +Ports for the Commodore C64, ZX Spectrum and Amstrad CPC were advertised, but were never published. + +* CONSOLES: +[EU] Sega Mega Drive (1992) "Chiki Chiki Boys [Model 1075-50]" +[BR] Sega Mega Drive (1992) "Chiki Chiki Boys" by Tec Toy +[AU] Sega Mega Drive(1992) "Chiki Chiki Boys" +[US] Sega Genesis (1993) "Chiki Chiki Boys [Model 1075]" +[KO] Sega Mega Drive (1993) by Samsung +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* COMPUTERS: +[EU] Atari ST (1991) +[EU] Commodore Amiga (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=megablst,megablstj,megablstu,megab +Arcade Video game published 36 years ago: + +Megablast (c) 1989 Taito Corp. + +At the end of the 21st century, war and hunger disappear on the earth, and humankind go on very well. On such occasion, it occurred to humankind that mysterious disappearances of women rise in waves in many places in the world. The cause is found by the investigation of a secretly organized 'Defending-the-earth-from-the-outside-organization'. That is, a strange contagious disease prevails throughout a planet 'Zancs' in a dark nebula, and women's generative power is lost, then, women on the earth were abducted as substitutes for having their descendants. Downson and Bogey, the choice out of the 'Defending-the-earth-from-the-outside-organization'. start on a journey to the space by using 'Megablast' which is a space fighter equipped with all available products of the earth's scientific power in order to rescue the earth women as well as lovable 'Sindy' who is also abducted together with the other earth women. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers: C11 + +Players: 2 +Control: 8-way joystick +Buttons: 1 + +- TRIVIA - + +Megablast was released in November 1989. + +As "Master of Weapon", Megablast was very unpopular. The main reason is the game was worse than other shoot'em ups of this period. So, most boards were withdraw. + +According to a former taito developer, this game was supposed to be a four-way button game. Prototypes versions exist. Also, the ending would originally be a battle between players, but they were not able to completed this function. + +Only one soundtrack include the game's sounds (composed by Zuntata): "Taito Retro collection 5" (KDSD-00553,00554) on May 30, 2012. + +- STAFF - + +Sound composer: Yasuhisa Watanabe + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mercs,mercsu,mercsur1 +Arcade Video game published 35 years ago: + +Mercs (c) 1990 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Senjou no Ookami II [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board ID: 89624B-3 + +- UPDATES - + +US versions have the "Winners Don't Use Drugs" screen. + +REVISION 1 : +* Build date : March 2, 1990 + +REVISION 2 : +* Build date : June 8, 1990 + +- SERIES - + +1. Commando (1985) +2. Mercs [CP-S No. 09] (1990) +3. Wolf of the Battlefield - Commando 3 (2007, XBLA, PSN) + +- PORTS - + +* CONSOLES: +[EU] Sega Master System (1987) "Mercs [Model 9007]" +Sega Master System [AU] (1991) "Mercs [Model 9007]" +[US] Sega Genesis (1991) "Mercs [Model 670-1625]" +[EU] Sega Mega Drive (1991) "Mercs [Model 670-1625-50]" +[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1991) +[EU] Commodore C64 (1991) +[EU] Amstrad CPC (1991) +[EU] Commodore Amiga (1991) +[EU] Atari ST (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=metafox +Arcade Video game published 36 years ago: + +Meta Fox (c) 1989 Seta Company, Limited. + +A vertically scrolling shooter. + +- TECHNICAL - + +Game ID : UP + +Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Meta Fox was released in December 1989. + +Licensed to I-Vics (International Video Computer Systems) for US distribution. +Also licensed to Taito and Jordan I.S. + +Ray Ballard holds the official record for this game with 79,000 points. + +- STAFF - + +Producer : Jun Fujimoto +Staff : T. Ishikawa, N. Nonaka, Y. Ohta, K. Ishikawa, T. Tsuboi, M. Watanabe, K 11, Jordan, M. Asakawa, K. Nakabayashi, F. Sugiura, T. Sato, J. Fujiwara, T. Wada + +- CONTRIBUTE - + +Edit this entry +$end + +$info=metalb,metalbj,metalba +Arcade Video game published 34 years ago: + +Metal Black (c) 1991 Taito Corp. + +Earth is under attack from an alien race from the 'Nemesis' region of space, and human civilization now stands on the brink of collapse. The invaders have utilized energy molecules - known to earth scientists as 'Newalones' - to create powerful beam weapons with which to attack Earth. In response, Earth's scientists have developed the 'Black Fly' project; a powerful space craft that utilizes the same Newalone molecule technology of the alien aggressors. + +Metal Black is a very playable sideways scrolling shoot-em-up which manages to feel different to other games in the genre, due to the fact that it lacks a a player-definable weapon power-up system. Instead of collecting items that provide extra speed, different weapons etc. players must collect the clusters of 'Newalone' molecules that float around each level. These molecule clusters will gradually increase the player ship's firepower. + +As long as the Metal Black ship has sufficient firepower, players can activate the 'Beam Weapon', which generates a powerful energy beam that destroys everything it comes into contact with. The Beam Weapon will only last for a few seconds and its use will reduce the ship's energy levels. Once the Beam weapon de-activates, Metal Black will have vastly reduced firepower for its forward-firing laser cannon. Players must once again collect the Newalone molecule clusters to build up the ship's firepower. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System). + +Prom Stickers: D12 + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Metal Black was released in September 1991. It was a great shoot them up game, but it didn't had the success it merit since it was published at same time of Capcom's "Street Fighter II - The World Warrior". + +Metal Black was originally planned to be "Gun Frontier 2", but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game. Metal black's original storyline was too gloomy. Taito's supervisor rejected the original game project. Also, the original plan was to make a 2-screen game like Darius. + +This was Taito's first game to show the title of the tune which plays for each stage at the start of each one. + +Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003). + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '***'. + +Metal Black was awarded by the Gamest Game music section. + +The companion star in the story is based on the Nemesis hypothesis as the source of Earth's most notable extinctions. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on January 1, 1992. +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 4, 1999. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: +- Press the Fire button to shoot a beam. +- Press and hold the MAX Beam button to shoot a converging beam. +- If your beam level is at maximum, release the MAX Beam button to shoot a spreading beam for greater destructive power. +- Collecting Newalone molecules increases the strength of both your normal and your MAX beam. +- Some enemies also collect Newalone and can fire MAX beams at you. Fire your MAX beam against an enemy MAX beam to create an energy interaction which can cause massive amounts of damage to your enemy - if your beam is stronger. + +* LEVELS SELECT: +Boot machine with service switch pressed. +Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. +Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + +- SERIES - + +1. Gun & Frontier (1991) +2. Metal Black (1991) + +- STAFF - + +Producers : Senba Takatsuna, Hori Takamasa +Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Katsuhisa Ishikawa +Art directors : Senba Takatsuna, Ohno Wepokichi +Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi +Hardware engineers : Jun Sawaki, Takeda Tomio +Decorator : Kumi Mizobe +Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio +Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave +Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme (director's cat) + +- PORTS - + +Note: The PS2 version has a bug that breaks the control system - in the original, you could press the super button and hold it down for a directed blast. The XBOX version does not suffer from the aforementioned bug, and plays as you would expect. + +* CONSOLES: +[JP] Sega Saturn (may.24, 1996) "Metal Black [Model T-19902G]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug + +Metal Slug - Super Vehicle-001 (c) 1996 Nazca. + +A scrolling 'run-and-gun' platform game for one or two players, Metal Slug is a humorous parody of war and specifically of World War II and the Nazis. + +The game features six enemy-packed levels, referred to as 'missions'. Players start the game armed only with a pistol, but extra weapons can be picked up and used for greater firepower. Also, at certain points during a level players will find an unused 'Super Vehicle-001' - or Metal Slug - tank which can be entered and driven. The Metal Slug is slow-moving but has very powerful weapons. If the Slug takes too many hits it will break down and start to flash, the player must then quickly exit the vehicle before it explodes. The enemy troops also have vehicles at their disposal, such as tanks, boats and helicopters. + +The levels are littered with bearded hostages who, when rescued, award players with either points bonuses (in the form of medals) or weapon power-ups. Available weapons are Heavy Machine Gun, Flame Shot, Rocket Launcher and Shotgun. Hand grenades are also available. + +Each level ends with at least one large enemy 'Boss' vehicle that takes many hits to destroy. Once the boss has been destroyed, bonus points are awarded for each prisoner rescued. Further bonus points are awarded if the player's Metal Slug vehicle has survived the boss battle. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-201 + +Players: Up to 2. +Control: 8-way joystick. +Buttons: 3 per player. +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack + +- TRIVIA - + +Metal Slug was released in April 1996. + +Etymology of 'Metal Slug': Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug'. The word 'metal' in the title indicates that the vehicle is mechanical. Initially, players considered the title to be "not good enough". Meeher later joked about the title, saying "Maybe I don't make much [sic] of a sense?". + +Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that did not fit Meeher's original definition. + +While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein. + +Just as the two main heroes (Marco & Tarma) appear in every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains. + +The tank in Metal Slug was inspired by the tank: Dominio Tank Police (1988). The tank in this anime is called Bonaparte and is piloted by Leona Ozaki. + +Cliff Reese holds the official record for this game with 2,683,030 points on March 8, 2011. + +The same team that created Metal Slug had previously created a handful of games for Irem, most of which featured very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that bear a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero". + +- TIPS AND TRICKS - + +* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu. + +* When you parachute into the level at the start of a mission, press B to make the parachute disappear, allowing your character to drop to the ground more quickly. + +* Don't waste ammo. Metal Slug requires some thinking and shooting indiscriminately is not the best way to play this game. + +* Don't waste special weapons on shields. Shielded soldiers will throw their shields aside when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough. + +* Use your knife against lone enemies. There is no need to waste ten rounds of your Heavy Machine Gun on a single enemy soldier. + +* When Metal Slug is dangerously low on health (but not so low that you are forced to leave it), use the frontal attack to inflict major damage. + +* Whenever you jump out of the slug, you are invincible for a brief amount of time. This is especially useful against the blue mortars, since they can't be avoided. Note, however, that there is no period of invincibility when you jump back into the slug. + +* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen so if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched. + +* The best way to earn points in to rescue hostages, but this can be tricky. The first problem is finding them, the second is to stay alive to the end of the mission to get credit for your rescues. + +As well as the easily-spotted hostages that litter the levels, there are also numerous hidden hostages: + +MISSION 1 (hostages: 10): +Two pairs of are hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall. + +MISSION 2 (hostages: 12): +Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction. + +MISSION 3 (hostages: 15): +There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear. + +There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared. + +MISSION 4 (hostages: 20): +Just after you have got the Metal Slug tank at the beginning of the level, blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar. + +At the end of level bosses you can either blast in the top right hand corner of the cave to get three hidden hostages OR blast the far bottom left hand corner for three hidden hostages. It is not possible to get both of these groups. You can only get one or the other. + +MISSION 5 (hostages: 13): +Blast the first and second houses and two hostages will appear. + +Fire at the top of the first and second trees in the stage in between the shops and houses. The first tree yields three POW's and the second only two. + +Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups. + +MISSION 6 (hostages: 25): +At the beginning, shoot above you to find one prisoner. + +Destroy the big pack of rocks to deliver one POW. + +Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages. + +When you're out of the boat, go left in the water to find some points. + +POWs appear on screen during the fight with the final boss, if you shoot in the top right corner. + +* Beat the game in two players mode to view a different ending sequence. + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Designers: Akio Oyabu (Akio), Susumu, Kazuhiro Tanaka (Max.D), Tomohiro, akeshi Okui (T. Okui), Kozo +Planners: Meeher, Kazuma Kujo (Hire-Nag) +Sound: Takushi Hiyamuta (Hiya!), Jim +Programmers: Shinichi Hamada (Hamachan), Kenji Andoh (Andy A.), Atsushi Kurooka (Kurooka), Tetsuya Yokota (T. Yokota), H. Yamada, Pierre + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) +Sony PlayStation (1997) +Sega Saturn (1997) +Sony PSP (2006) "The Metal Slug Collection" +Nintendo Wii (2006) "The Metal Slug Collection" +Sony PlayStation 2 (2006) "The Metal Slug Collection" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +Sony PlayStation Store (Dec.2010) + +* COMPUTERS: +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug2 + +Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK [Shin Nihon Kikaku]. + +The heroes of Metal Slug, Marco and Tarma, are called into action once again to take on the might of General Morden and his armies in this, the first of several sequels to the superb 1996 original. This time, however, Morden has acquired a number of powerful allies to aid him in his evil schemes, some of which are not even human. The 2 brave soldiers are called upon to deal with this threat once again, aided by members of the newly founded 'Sparrow Squad', Fio and Eri. + +Metal Slug 2 improved on much of what made the first game great; featuring more enemies, larger bosses, more weapons, more vehicles, more hostages, more surprises and more humour than its illustrious predecessor. The occasional moments of slowdown that blighted the first game are still present, however. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-241 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack + +- TRIVIA - + +Metal Slug 2 was shown at the 1998 AOU Amusement Expo show, in Japan. Then it was released in February 1998. + +The game's alien enemies, together with the final battle and ending sequence, are a deliberate pastiche of the risible sci-fi blockbuster movie, 'Independence Day'. + +On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998. + +- TIPS AND TRICKS - + +Rescued hostages are the greatest contributors of points. But you have to stay alive to get credit for your rescues (Once you complete a mission, you receive 10'000 pts for every POW). + +MISSION 1, Deserts of Arabia : You are sent to control a loyalist force suspected of building weapons of mass destruction. +* The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's. +* Palace : Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji. This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage). He'll help you until you finish the mission or die. +* You'll find the Camel Slug after the conversing Arabs. It comes equipped with a Vulcan but provides no cover against enemy fire. Like the Metal Slug, the Camel can run over enemy soldiers. +* BOSS 1, Harrier VTOL : Waves of swordsmen rush at you. Take them out before they get too close. After about 100 shots, 2 bazooka grunts open fire. Stay in between the jet exhausts. Aim for the engines as much as possible (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd). + +MISSION 2, Valley of the Pharaohs : Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery. +* Use your gun to knock out an eye from the Sphinx (30,000 pts). +* Without hitting the explosive barrel, kill the Imperial Guards. Then, fire at the top right corner offscreen, for 3 POW's. +* If you stand next to the 1st and 3rd miners, they'll dig up some bonus items. +* Shoot at the top right of the support tower for a POW. +* Pyramid slope : A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up. +* If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear. You'll be carrying only a pistol. Jumping is also quite a task. The flashing healing potions will turn you back into a human instantly. +* Near the door, get the POW's before clearing out the mummies. +* You'll catch up with Rumi Aikawa here. Shoot her for a healing potion or points. +* The eye hieroglyph before the special mummy hides a gem. +* Shoot the deceased explorer to make her give up a gem. Disgruntled, she'll give you the matching stick of dynamite. +* Jogging to the left, you'll see a few platforms to jump on. From the 2nd to the top, you can carefully jump over to the right. The long one holds 2 treasure chests. But don't stop here. Carefully jump on top of the cat statues. Shoot the chest open, which holds a magic lamp. If you are patient enough, a djinni will appear. Wait just a moment longer, and he'll grant a wish for riches. Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one. Shoot above the right statue for another magic lamp. +* On the next level path (8th platform), the head of the hieroglyph holds gems. Shoot'em out!! +* If you let the mummy attack the explorer, you can destroy the new mummy for a gem. +* The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom. The main cannon (C) fires downwards ((A)+(B) Swan Dive) +* BOSS 2, Iron Claw : Use your cannon and bombs. If you stay at the same altitude for a while, Iron Claw rears back and charges towards you. It won't fire while doing so, giving you time to get free hits in. When Iron Claw primes up, jump to the side ledges. + +* BOSS 2 Freeze bug - Stop the nasty climbing! This original flaw give players an unfair advantage to eliminate Boss2 without any difficulty. Below is the following of how to activate. When the player standing on the platform which placed on the last chest, jump to the right edge of the next platform and fall to right lower platform immediately. The screen scrolls up and the boss emerges from the bottom of the screen. Instead of being killed as usual, the player is still there safe and sound ,while the boss freezes and do no climbing at all. At this moment, Just stay on the platform where you are and attack then it will be destroyed afterwards. The trick is also possible when riding the slugnoid or two players' game, but both player must do it at the same time. + +MISSION 3, Supply Train : You've managed to catch up with an enemy train headed for a night shipment to the Far East. +* At the engine of the train, rescue the POW. Shoot at the smokestack from below to release 3 POW's. +* From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt. +* Use the Slug flyer which is equipped with a Vulcan that is limited in angular range. +* BOSS 3, Four Legger : While the boss is standing, jump to shoot at it. Everything except the flame-thrower can be avoided by hiding underneath its legs. If you still have the Slug flyer, stay on the left. + +MISSION 4, Chinese City, Downtown : A platoon of enemy troops is stationed nearby. +* Collect as much of the food as you can. Once you're fat, your weapons will cause more damage but you'll be slower. +* Most of the buildings can be demolished, revealing hidden POW's or bonuses. Some of the POW's can be reached by knocking down the building they're on or the one next to it. +* Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake. +* Sitting on a rooftop of the residential area is your Metal Slug. +* BOSS 4, Big Tank (kind of battleship) : Only the cannons take damage during this battle. If using the Metal Slug, try for the lower cannons first. Use the houses and boulders to aim for the higher guns. + +MISSION 5, New York : The townsfolk have been complaining about strange smells and sounds coming from the sewers. Intelligence confirms that a battalion is stationed inside, ready for an invasion. +* Jump on top of any of the cars, firing downwards. The car will burst in flames, sending you into the sky to reach a lot of bonus items. +* At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits. +* At the underground railroad, shoot into the top of the arch for POW's. +* As soon as one of the 4 trains approaches from the right, fire immediately. +After destroying each one, run to the right to regain any lost ground. +* After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling. There are 3 separate spots with hostages. +* In the sewers, you see a box with an arrow on it. Find the lever and press (A) to wind it. After 3 turns, an item will drop down with a weapon or bonus. +* BOSS 5, Nuclear Submarine : Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon. When you see double barrels pop up, prepare for some serious thunder. Fire the Vulcan and bomb it at the same time. + +MISSION 6, Siberian Shipyard : Far from Moscow, the rebel army has secretly established war factories and rebel headquarters. +* Mountainside : the sign with the arrow hides a POW. +* Midboss, Super Soldier : Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown. The horizontal shots can be ducked. Sometimes, you can knife him once and jump away. Take whatever shots you can in the meanwhile. +* In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform. +* Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform. +* When the 2nd area is clear, turn the crank to release a Laser Rifle. +* 3 POW's are hanging at the top of the screen after the 3rd area. +* A POW is hidden on the short plank in the 4th area. +* BOSS 6, Battle Drone : Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt. Keep a constant fire when free from the Battle Pods. +* FINAL BOSS, Mothership : Fear not the various grunts and tanks, they are here to help you. Try using them for cover. Aiming upward from anywhere will hit some section of the ship. The soldiers bring in a Metal Slug later in the battle, just unload it from the truck. After a long and ruthless battle, the Mothership withdraws. + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Planners : Meeher +Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi +Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun +Sound : Hiyamuta (Hiya!) +Producer : Takashi Nishiyama + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Apr. 02, 1998) "Metal Slug 2 - Super Vehicle-001/II [Model NGH-241]" +[JP] SNK Neo-Geo CD (june.25, 1998) "Metal Slug 2 - Super Vehicle-001/II [Model NGCD-241]" +[JP] Sony PSP (Feb. 22, 2007) "Metal Slug Complete [Model ULJS-00090]" +[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]" +[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]" +[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]" + +* COMPUTERS: +PC (2001) +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug3h + +Metal Slug 3 (c) 2000 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-256] +708 Mega + +- TRIVIA - + +This AES version was released one month after the original MVS release, on June 01, 2000 in Japan. + +For more information about the game itself, please see the MVS version entry: "Metal Slug 3 [Model NGM-256]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug3,mslug3a + +Metal Slug 3 (c) 2000 SNK. + +The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures. + +Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humor. Another effect is the now infamous 'Zombification'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack + +- TRIVIA - + +Metal Slug 3 was released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem. + +Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorous plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs. + +Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003. + +A hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6". + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Planners : Meeher, Akio +Enemy sequence : Narusawa, Arita +Character chief : Akio +Background chief : Susumu +Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry +Wizard : Andy +Enemy's brain : Aba +Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker +Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.01, 2000) "Metal Slug 3 [Model NGH-256]" +[JP] Sony PS2 (june.17, 2003) "Metal Slug 3 [Model SLPS-25209]" +[JP] Microsoft XBOX (june.24, 2004) "Metal Slug 3 [Model DP5-00001]" +[JP] Sony PS2 (Nov. 18, 2004) "SNK Best Collection: Metal Slug 3 [Model SLPS-25428]" +[JP] Sony PSP (Feb. 22, 2006) "Metal Slug Complete [Model ULJS-00090]" +[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]" +[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model SLPS-25937]" +[JP] Sony PSP (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model ULJS-00206]" + +* COMPUTERS: +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +* OTHERS: +Google Play (2012) "Metal Slug 3" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug4h + +Metal Slug 4 (c) 2002 Playmore Corp. + +- TECHNICAL - + +[Model NGH-263] +553 Mega + +- TRIVIA - + +This AES version was released on June 12, 2002 in Japan and United States of America. + +For more information about the game itself, please refer to the original MVS version entry: "Metal Slug 4 [Model NGM-263]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug4 + +Metal Slug 4 (c) 2002 Playmore Corp. + +The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus... + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-263 + +Players : 2 +Control : Joystick 8-way +Buttons : 4 +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack + +- TRIVIA - + +Metal Slug 4 was released in March 2002. Developed by Mega Enterprise, a South Korean company. + +Mega Enterprise got Copyright of SNK's games for South Korea in 1999. In 2006, the South Korean police had an claim for arrest warrant against Lee Sang Min, president of Mega Enterprise. Lee Sang Min escaped in China, abandoning its company (only a few people occupying the office). Mega Enterprise went out of business soon after. + +A hack of this game is known as "Metal Slug 4 Plus". + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Hyper Organizer : Sang Min Lee + +* Mega Entreprise : +Producer : Hong Ick Cho +Character Designer : Joo Hwan Sohn +Background Designer : Yong Hee Lee + +* Noise Factory : +Producer : Keiko Ijuu +Sub Planner : Masafumi Fujii, Kazuki Ito +Main Programmer : Hirosi Hisikawa +Sub Programmer : Kazuaki Ezato +Character Designer : Masahiro Maeda, Yosikazu Nisikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii +Background Designer : Reiko Nagasima, Nami Takasaki +Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka +Sound Producer : Studio Aqua, Toshikazu Tanaka. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.12, 2002) "Metal Slug 4 [Model NGH-263]" +[JP] Sony PS2 (Sep. 22, 2004) "Metal Slug 4 [Model SLPS-25376]" +[JP] Microsoft XBOX (Feb. 24, 2005) "Metal Slug 4 [Model ZY3-00002]" +[JP] Sony PS2 (Nov. 23, 2005) "Metal Slug 4 [SNK Best Collection] [Model SLPS-25571]" +[JP] Sony PSP (Feb. 22, 2007) "Metal Slug Complete [Model ULJS-00090]" +[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]" +[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]" +[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]" + +* COMPUTERS: +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug5h + +Metal Slug 5 (c) 2004 SNK Playmore. + +- TECHNICAL - + +[Model NGH-268] +708 Mega + +- TRIVIA - + +Released on February 17, 2004 in Japan and United States of America. + +For more information about the game itself, please see the original MVS version entry: "Metal Slug 5 [Model NGM-268]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslug5,mslug5b + +Metal Slug 5 (c) 2003 SNK Playmore. + +A research installation developing the next-generation of Metal Slugs is attacked by unknown forces and a disk containing Metal Slug secrets is stolen. Ordered to recover the disk, Marco and Tarma follow in hot pursuit. Meanwhile, Eri and Fio, investigating the Ptolemaic Army, a paramilitary syndicate active in archeological excavation, catch up with them at an ancient ruin, 'The Corridor of Fire'. The two try to storm and seize the site but are repulsed by the natives and giant Metal Slugs. This incident proves it was the Ptolemaic Army that stole the Metal Slug secrets. The military subsequently launches a second raid by the elite PF squad and Sparrows on the 'The Corridor of Fire' to recover the secrets and destroy the syndicate!!! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-268 + +Players: 2 +Control: 8-way Joystick +Buttons: 4 +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack + +- TRIVIA - + +Metal Slug 5 was released in November 2003. + +This new episode introduces a new 'slide' move to the legendary series (actioned holding down the B button). Players can also make a sliding shot by pushing the A button while sliding. + +Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 5 Original Sound Track) on 12/03/2004. + +A hack of this game is known as "Metal Slug 5 Plus". + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Producer : Moon +Directors : Moon, Heehaw +Sub directors : Undo, T. Hagihara +Main programmer : Undo +Sub programmers : Ick, Work Ram, Oidon +Character designers : Rinkn, Eglavr, Shio Shio Shio, Akr+Amk, Genies Kubota, Jyagadansyaku, Toad, Yuka +Background designers : Miyuki. O, Miyavi, Reiko Nagasima (as Reiko. N), Sayuri M, Misao Yoshida, Kenta +Sound produced by : Studio Aqua +Title designer : Naohisa Yamaguti + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Feb. 17, 2004) "Metal Slug 5 [Model NGH-268]" +[JP] Sony PS2 (Apr. 28, 2005) "Metal Slug 5 [Model SLPS-25495]" +[JP] Microsoft XBOX (jul.28, 2005) "Metal Slug 5 [Model B3K-00001]" +[JP] Sony PS2 (Mar. 09, 2006) "Metal Slug 5 [SNK Best Collection] [Model SLPS-25634]" +[JP] Sony PSP (Feb. 22, 2007) "Metal Slug Complete [Model ULJS-00090]" +[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]" +[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]" +[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]" + +* COMPUTERS: +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mslugx + +Metal Slug X - Super Vehicle-001 (c) 1999 SNK. + +Originally released to improve upon some of the problems the previous Metal Slug game ("Metal Slug 2 - Super Vehicle-001/II") had, most notably its notorious slowdown, this update also implemented several changes to beef up the gameplay, such as new enemies, a different end boss layout and a number of new weapons and secrets. The result is a better game and one of the finest chapters in this series. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0250 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> Character > [A] Shoot, [B] Jump, [C] Grenade +=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack + +- TRIVIA - + +Metal Slug X was released in March 1999. + +You can see up to 5 different sets of 12 characters, enemies and vehicles artwork images during the credits. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998. + +- SERIES - + +1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS) +2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS) +3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS) +4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC) +5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC) +6. Metal Slug 3 [Model NGM-256] (2000, MVS) +7. Metal Slug 4 [Model NGM-263] (2002, MVS) +8. Metal Slug 5 [Model NGM-268] (2003, MVS) +9. Metal Slug 6 (2006, MVS) +10. Metal Slug 3D (2006, PS2) +11. Metal Slug 7 (2008, NDS) + +- STAFF - + +Planners : Meeher, Akio +Enemy sequence : Narusawa, Arita +Character chief : Akio +Background chief : Susumu +Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi +Wizard : Andy +System modernize : Nakatsuka, Zen +Enemy's brain : Hirokun, Nishino +Tool engineer : Pierre +Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou) +Producer : Takashi Nishiyama +Exec. producer : Yoshihiko Kodo +Hyper organizer : Eikichi Kawasaki + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (may.27, 1999) "Metal Slug X - Super Vehicle-001 [Model NGH-250]" +[JP] Sony PlayStation (Jan. 25, 2001) "Metal Slug X - Super Vehicle-001 [Model SLPM-86456]" +[JP] Sony PlayStation (jul.25, 2002) "Metal Slug X - Super Vehicle-001 [SNK Best Collection] [Model SLPS-03449]" +[JP] Sony PSP (Feb. 22, 2006) "Metal Slug Complete [Model ULJS-00090]" +[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]" +[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]" +[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]" +[EU] Nintendo Wii [Virtual Console] (sept.13, 2012) + +* COMPUTERS: +PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mpang,mpangu,mpangr1,mpanga +Capcom CPS-II cart. published 25 years ago: + +Mighty! Pang (c) 2000 Mitchell Corp. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mighty! Pang [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mpangj +Capcom CPS-II cart. published 25 years ago: + +Mighty! Pang (c) 2000 Mitchell. + +Mighty! Pang is the fourth game in the superb Pang series. While the artistic design has been drastically changed, Mighty! Pang retains the same gameplay of its predecessors. The game features three modes of play: panic, tour and expert modes. + +Tour mode is the standard mode of play featuring 57 stages. The player goes on a tour of the world, popping balloons and picking up power-ups. Each location on the tour features a number of stages which feature a new background of a famous tourist attraction. Each stage is cleared by popping all of the balloons within that stage. + +Expert mode is a mode for advanced players. Play is broken up into stages like in tour mode but the stages are much more difficult. + +Panic mode is a basic one-stage mode of play where new balloons continuously fall from the sky. The single stage is a basic one with no platforms or barriers. Some of the smallest balloons will flash and shooting these balloons will pause all of the balloons in place for a short duration of time. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. + +- TRIVIA - + +Mighty Pang was released in October 2000 in the Japanese arcades. It was known as the 34th video game released on the CPS-II. It was also the first Mitchell game for this hardware. + +Released outside Japan as "Mighty! Pang [Blue Board]". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'. + +- SERIES - + +1. Pang (1989) +2. Super Pang (1990) +3. Pang! 3 [B-Board 94916-10] (1995) +4. Mighty! Pang [Green Board] (2000) +5. Pang - Magical Michael (2010, Nintendo DS) + +- STAFF - + +Planners : Futoshi Kuwahara, Taiji Miyajima +Lead programmers : Shigeru Komiya +Lead artist : Eiko Kato +Character designer : Satoshi Ida +Art supervisor : Tetuhiro Kuroda +Assistants : Kazue Matunaga, Makoto Kobayashi, Hiroki Narisawa, Daigo Ota +Music composer : Takafumi Wada +SE designer : Yoko Mizumoto +Executive producer : Roy Ozaki +Producer : Kouichi Niida + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spinmast + +Miracle Adventure (c) 1993 Data East Corp. + +Johnny & Tom, two treasure seekers must save their friend Mary from the evil Mad Doctor and his army of goofy-dressed henchmen, as well as gather the map pieces in order to find the biggest treasure in the world at the same time! Features hilarious cartoon-like character designs and sound effects, awesome looking giant bosses (check out the Chinese dragon!) & fast-paced platforming action! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-062 + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> [A] Shoot/Power Attack, [B] Jump, [C] Super Attack + +- TRIVIA - + +Miracle Adventure was released on December 16, 1993 in Japan. + +This game is known outside Japan as 'Spinmaster'. + +Miracle Adventure is Data East's first game developed and released for the SNK Neo-Geo MVS hardware. + +This game seems heavily inspired by Data East's classic game "Caveman Ninja" (the artwork style, some character's animations, as well as the weapon's power up styles are a little too similar!). + +The Mad Doctor also appeared as the final boss in Data East's "Tumble Pop". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Miracle Adventure. Tatakae Genshijin 3 - PCCB-00146) on February 18, 1994. + +- STAFF - + +Planners : Mitsutoshi, Atsushi Kaneko +Graphic Designers : Kazumi Enomoto, Atsushi Kaneko, Sachiko Moizumi, Yuzuru Tsukahara, Hiroki Narisawa, Kaori +Sound : Oww Furukawa, Tomoyoshi Sato (Tom), Seilah +Soft : K. Minegishi, Osapan, Kazumi Enomoto, Mya +Special Thanks : Tohru Kikuchi, Hitomi Hashimoto, Makoto Nozu, Jirou Ishii (The J.I.R.O), Yuuko Nakagawa, Masanori Tokoro, Gorillarman, Matoba Tomomi (Tomomi. Y!!), Sapporo Satellite + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (feb.18, 1994; "Miracle Adventure [Model NGH-062]") +Nintendo Wii [Virtual Console] [JP] (aug.3, 2010) +Nintendo Wii [Virtual Console] [US] (nov.22, 2010) +Nintendo Wii [Virtual Console] [EU] (nov.12, 2010) +Nintendo Wii [Virtual Console] [AU] (nov.12, 2010) +[MX] Zeebo [BR] (apr.16, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=missw96,missw96a,missw96b,missw96c +Arcade Video game published 29 years ago: + +Miss World '96 Nude (c) 1996 Comad. + +Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : OKI6295 (@ 12 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +30,000 pieces produced. + +Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way. + +Like many of Comad's games,the music is comprised of short MSM5205 samples and loops,which are bootlegs ripped from various well-known songs without the approval from the original music authors. + +Levels contain samples and loops from these music tracks : +'Oxygene Part IV' by Jean-Michel Jarre, +'Tonight Is The Night' by La Bouche, +'Let's All Chant' by Look Twice (a cover of the song by Michael Zager Band) + +This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police. + +- SERIES - + +1. Miss World '96 Nude (1996) +2. Miss World 2002 (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=msgundam,msgundam1,msgundamb +Arcade Video game published 32 years ago: + +Mobile Suit Gundam (c) 1993 Banpresto. + +Ten selectable mecha from the Gundam saga battle each other for space dominance! + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 16 Mhz) +Sound Chips: X1-010 (@ 16 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 2 + +- TRIVIA - + +Released in September 1993. + +Known in Japan as 'Kidou Senshi Gundam'. + +- SERIES - + +1. Mobile Suit Gundam (1993) +2. Mobile Suit Gundam EX Revue (1994) +3. Kidou Butouden G Gundam [Model SHVC-AGMJ-JPN] (1994, Super Famicom) +4. Final Shooting - Mobile Suit Gundam (1995) +5. Kidou Senshi Gundam W - Endless Duel (1996, Super Famicom) +6. Gundam Battle Assault (1998, PlayStation) +7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, PlayStation) +8. Mobile Suit Gundam - Journey to Jaburo (2000, PS2) +9. Kidou Senshi Gundam - Renpou vs. Zeon [Model GDL-0001] (2001) +10. Kidou Senshi Gundam - Renpou vs. Zeon DX [Model GDL-0006] (2001) +11. Mobile Suit Gundam - Jionic Front (2001, PS2) +12. Mobile Suit Z Gundam - AEUG Vs. Titan (2003) +13. Mobile Suit Gundam SEED (2003, Sony PS2) +14. Mobile Suit Gundam - Encounters in Space (2003, Sony PS2) +15. Mobile Suit Gundam - Pilots Locus (2004, GameCube) +16. Mobile Suit Gundam Vs. Gundam Z (2004, GameCube) +17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, PS2) +18. Mobile Suit Z Gundam - AEUG Vs. Titan DX (2004) +19. Mobile Suit Gundam - One Year War (2005, PS2) +20. Mobile Suit Gundam SEED - Federation VS ZAFT (2005) +21. Mobile Suit Gundam Climax U.C. (2006, PS2) +22. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II (2006) +23. Mobile Suit Gundam SEED Destiny - Federation VS ZAFT II Plus (2006, PS2) +24. Kidou Senshi Gundam - Senjou no Kizuna (2006) +25. Mobile Suit Gundam - Gundam VS. Gundam (2008) +26. Mobile Suit Gundam: Gundam vs. Gundam Next (2009) +27. Mobile Suit Gundam Extreme Vs. (2010) +28. Mobile Suit Gundam Extreme VS. Full Boost (2012) +29. Mobile Suit Gundam Extreme VS. Maxi Boost (2014) + +- STAFF - + +System programmers : Kazuyoshi Ishihara, Sou Kajiwara +Main programmer : Kazuyoshi Ishihara +Sub programmer : Masafumi Kaneko +Graphic designers : Yuichirou Takei, Tadahiro Negome, Mariko Suzuki; Yoshiyuki Shikano, Makoto Kobayashi, May. Du, Yukie Sugimoto, Kenji Inoue, Teiji Kobashi, Makoto Yamanaka, Takayuki Nanjyou, Kyousuke Shinba, Masaru Oshima +Sound effects : Kisao Shiomi +Music : Naoya Odi +Sound programmer : Hiroshi Yamada +Voice performance : Maruhiko +Hard : Noboru Kound, Tetuya Shimohira +Director : Makoto Kijiya +Producer : Takehiko Hoashi + +- CONTRIBUTE - + +Edit this entry +$end + +$info=downtown,downtownp,downtown2,downtownj +Arcade Video game published 36 years ago: + +Mokugeki (c) 1989 Seta Company, Limited. + +Overhead beat'em up. Save the city from the evil criminals and their morbidly obese enforcers! + +- TECHNICAL - + +Game ID: UD-2 + +Main CPU: Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) +Sound Chips: X1-010 (@ 8 Mhz) + +Players: 2 +Control: 8-way joystick (rotary). +Buttons: 2 + +- TRIVIA - + +Mokugeki was released in April 1989 in Japan. + +It was known outside Japan as DownTown, licensed to Romstar for US distribution. + +- STAFF - + +Produced by : Jun Fujimoto +Game designers : Team Tam Chan, Jun Fujimoto, Kazuaki Nakanishi, Kumulin Asako, Kasazy Miyuki +Game programmer : Kazuaki Nakanishi +Character designers : Asako Kumura, Miyuki Kasajima +Help character designer : Tomokazu Sunaga +Scroll & Map designer : Asako Kumura +Attribute data : Blue +Music by Goblin Sound. +Featuring : Zero Yotsumoto +Sound effects : Natsu System +PCM16 music system : Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari +Board design : Keiji Ishikawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=miexchng + +Money Idol Exchanger (c) 1997 Face. + +Handling money has never been so much fun! This incredibly original puzzle game lets you take control of hilariously designed characters in a cute Japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-0231 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Catch coins, [B] Throw coins + +- TRIVIA - + +Money Idol Exchanger was released in January 1997 in Japan. It's Face's last video game. + +This game is known outside Japan as Money Puzzle Exchanger. + +This game runs on the Neo-Geo MVS and was never released on the Neo-Geo AES home console. + +The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on 'Moujya'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997. + +- STAFF - + +Producer: Kengo Asai +Planner: Starman +Programmer: Piggy +Graphic Designers: Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko +Sound Director: Shigeaki Irie (Anithin') +Composers & Sound Programmers: Kennosuke Suemura, Norihiko Togashi +Character Designer & Animation Part: Atsuko Ishida +Animation studio: JC Staff + +Voice Cast: Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara, Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi + +Special Thanks: Satoshi Nakamura, ZK, Yamada Rokugatsu, Wakkey, Shinichi Kawaguchi, Naoko Ito + +- PORTS - + +* CONSOLES: +[JP] Nintendo Game Boy (aug.29, 1997) [Model DMG-AMEJ] +[JP] Sony PlayStation (nov.5, 1998) [Model SLPS-00963] +[JP] Sony PlayStation (mar.23, 2000) [Model SLPS-02644] +[JP] Sony PlayStation 3 (feb.13, 2008) "PSOne Classics: Money Idol Exchanger [Model NPJJ00137]" +[US] Sony PlayStation 3 (nov.16, 2010) "PSOne Classics: Money Idol Exchanger [Model NPUF30017]" + +* COMPUTERS: +[JP] PC-CD Windows 95/98/2000 (2001) +[US] PC Windows 10 Apps (Apr.5, 2019) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=moremore +Arcade Video game published 26 years ago: + +More More (c) 1999 SemiCom. + +More More is a collection of 17 different mini-games to challenge the player's skill. The player may select one game to attempt out of the four or five games that are active at each stage. If the player successfully meets the challenge in the game then he can continue to play. If the player achieves an 'excellent' rating in four games then they will receive an extra life. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette Colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Developed by 1st Team Exit. + +Looking inside the sample eprom you can read : 'YM-2151 and OKI program by Kim Jinwoo' + +- SERIES - + +1. More More (1999) +2. More More Plus - Puzzle Express (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=moremorp +Arcade Video game published 26 years ago: + +More More Plus - Puzzle Express (c) 1999 SemiCom. + +More More Plus is the sequel to "More More" with much improved graphics and the addition of three more games. The game features a collection of 20 different mini-games to challenge the player's skill. Unlike the previous game, players can now select any of the 20 games at any time. If the player successfully meets the challenge in the mini-game then he can continue to play. If the player achieves an "excellent" rating in four games then they will receive an extra life. The game is over once the player has lost of their lives. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Developed by 1st Team Exit. + +- SERIES - + +1. More More (1999) +2. More More Plus - Puzzle Express (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mspacmat +Arcade Video game published 44 years ago: + +Ms. Pac Attack (c) 1981. + +Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points. + +The main difference being the order of levels has been changed. As in the regular "Ms. Pac-Man" game, the maze turns invisible at a certain point. However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco 3-channel WSG (@ 96 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 288 pixels +Screen refresh : 60.61 Hz +Palette colors : 16 + +Players : 2 +Control : 4-way joystick +Buttons : 1 + +- TRIVIA - + +Ms. Pac Attack seems to be a hack of "Ms. Pac-Man Plus", as while the mazes are the same as Ms. Pac-Man Plus, they come out in a different order. + +While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, making the fruit unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be. + +Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts. + +- SCORING - + +Dot : 10 points +Energizer : 50 points +Ghosts : 200, 400, 800, 1600 points +Cherry : 100 points +Strawberry : 200 points +Peach : 500 points +Pretzel : 700 points +Apple : 1000 points +Pear : 2000 points +Banana : 5000 points + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mspacpls +Arcade Video game published 44 years ago: + +Ms. Pac-Man Plus (c) 1981 Two-Bits Score. + +Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco 3-channel WSG (@ 96 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 288 pixels +Screen refresh : 60.61 Hz +Palette colors : 16 + +Players : 2 +Control : 4-way joystick + +- TRIVIA - + +Ms. Pac-Man Plus seems to be the original "Ms. Pac-Man" hack, as the mazes here show up the same way they do in Ms. Pac-Man (each maze shows up in each rack between the intermissions). + +While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, meaning the fruit is unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be. + +Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts. + +- SCORING - + +Dot : 10 points +Energizer : 50 points +Ghosts : 200, 400, 800, 1600 points +Cherry : 100 points +Strawberry : 200 points +Peach : 500 points +Pretzel : 700 points +Apple : 1000 points +Pear : 2000 points +Banana : 5000 points + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mspacman,mspacmnf,mspacmab,mspacmab2,mspacmab3,mspacmbe,mspacmab4 +Arcade Video game published 43 years ago: + +Ms. Pac-Man (c) 1982 Midway. + +In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze. + +Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick. + +Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes. + +Ms Pac-Man features four different maze layouts, which alternate every two to four rounds : + +The first maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze two times before moving on to the next maze. + +The second maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are two sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze. + +The third maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze. + +The fourth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze four times before moving on to the next maze. + +After Round 13, the game alternates every four rounds between the third and fourth mazes. + +Finally, the ghosts' movement patterns are also completely different from those of the original game. + +As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present : + +1) Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky while Ms. Pac-Man enters from the other side being chased by Pinky. As the two of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2. + +2) Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5. + +3) Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man". + +No intermission is present between rounds after the 18th one. + +- TECHNICAL - + +[Upright model] +[No. 595] + +The upright model came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10, 000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them. + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco 3-channel WSG (@ 96 Khz) + +Players : 2 +Control : 4-way joystick + +- TRIVIA - + +Ms. Pac-Man was released on January 13, 1982 in the USA, even if the copyright year is 1981. + +Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original Pac-Man instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise. + +The logo for General Computer Corporation is present among the graphics, probably a leftover from the game's days as Crazy Otto. + +In its initial run, 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time. + +The game added a few improvements over the original : +* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels. +* A variety of different mazes used through the game. +* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it. +* Brand new sound effects, including a new 'death' sound and opening theme. + +It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple. + +After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat. + +Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998. + +Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001. + +Vancouver, Canada (Reuters) - Little 7-year old Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith DeRivera, who was onhand to congratulate the victor with a kiss on the cheek. + +A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters', in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'. + +Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man. + +Michael Jackson used to own this game (Midway upright). It was sold at the official Michael Jackson Auction on April 24th, 2009. + +- SCORING - + +Dot : 10 points +Power pill (energizer) : 50 points +Ghosts : 200, 400, 800, 1,600 points +Cherry : 100 points +Strawberry : 200 points +Peach : 500 points +Pretzel : 700 points +Apple : 1,000 points +Pear : 2,000 points +Banana : 5,000 points + +- TIPS AND TRICKS - + +* The most dangerous section of the first maze is the long path at the very top. It is safest to clear it when the ghosts are blue, or at least 3 of them occupy the bottom half of the maze. + +* There are a couple of dangerous sections in the second maze. The pathways above and below the T section at the top of the maze can be particularly easy to get trapped in. It is easiest to clear these when all 4 ghosts are close on your tail, or after eating one of the top two power pellets. The two sections directly above the lower escape tunnels on either side should also be cleared with caution. + +* The most dangerous section of the 3rd maze is the center of the bottom, directly below where you begin. It is advisable to clear it out as early as possible before the ghosts can organize and trap you. The top section of the maze presents the ghosts with many pathways to reach you, so use caution. + +* The most dangerous sections of the 4th maze is the section that you begin in, and the section directly above the ghosts' den. The very top section of the maze should also be cleared with caution. + +* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco). + +* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color. + +- SERIES - + +1. Pac-Man (1980, ARC) +2. Ms. Pac-Man (1981, ARC) +3. Super Pac-Man (1982, ARC) +4. Pac-Man Plus (1982, ARC) +5. Jr. Pac-Man (1983, ARC) +6. Professor Pac-Man (1983, ARC) +7. Pac-Land (1984, ARC) +8. Pac-Mania (1987, ARC) +9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear) +10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis) +11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) +12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2" +13. Pac-Man VR (1996, ARC) +14. Pac-Man World [Model SLUS-00439] (1999, PS) +15. Pac-Man - Adventures in Time (2000, PC) +16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) +17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC) +18. Pac-Man All-Stars (2002, PC) +19. Pac-Man Fever [Model SLUS-20197] (2002, PS) +20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) +21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC) +22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) +23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA) +24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" +25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) +26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS) +27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC) +28. Pac-Man Championship Edition (2007, XBLA) +29. Pac-Man Championship Edition DX (2010, XBLA, PSN) +30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii) +31. Pac-Man Battle Royale (2011, ARC) +32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]" +33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam) +34. Pac-Man Dash! (2013, Android/iOS) +35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC) +36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC) + +- STAFF - + +Co-Creator: Steve Golson + +- PORTS - + +* CONSOLES: +[US] Atari 2600 (1982) "Ms. Pac-Man [Model CX2675]" +[US] Atari 5200 (1983) "Ms. Pac-Man [Model CX5243]" +[US] Atari 7800 (1984) "Ms. Pac-Man [Model CX7807]" +[US] Atari XEGS (198?) + +Nintendo NES +[US] (1990) by Tengen +[US] (nov.1993) "Ms. Pac-Man [Model NES-M9-USA]" + +Sega Master System +[EU] (1991) "Ms. Pac-Man [Model 301030]" +[BR] (1991) by Tec Toy + +Sega Mega Drive / Genesis +[US] (1991) by Tengen +[EU] (1992) by Time Warner Interactive + +Nintendo SNES +[US] (sept.1996) "Ms. Pac-Man [Model SNS-AN8E-USA]" +[EU] (mar.27, 1997) "Ms. Pac-Man [Model SNSP-AN8P-EUR]" + +Sony PlayStation +[JP] (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]" +[AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]" +[US] (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]" +[EU] (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]" + +Nintendo 64 +[US] (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" + +Sega Dreamcast +[US] (june.25, 2000) "Namco Museum [Model T-1403N]" + +Sony PlayStation 2 +[US] (dec.4, 2001) "Namco Museum [Model SLUS-20273]" +[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" +[JP] (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" +[EU] (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" + +Nintendo GameCube +[US] (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]" +[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" +[EU] (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" + +Microsoft XBOX +[US] (oct.9, 2002) "Namco Museum" +[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" +[EU] (mar.24, 2006) "Namco Museum - 50th Anniversary" + +Microsoft XBOX 360 [XBLA] +[US] [EU] [JP] (jan.10, 2007) +[US] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" +[EU] (may.15, 2009) "Namco Museum - Virtual Arcade" +[AU] (june.3, 2009) "Namco Museum - Virtual Arcade" +[JP] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" +[KO] [EU] [AU] (feb.26, 2014) "Pac-Man Museum" as DLC. +[US] (feb.26, 2014) "Pac-Man Museum" as DLC. +[JP] (june.25, 2014) "Pac-Man Museum" as DLC. + +Sony PlayStation 3 [PSN] +[US] (feb.25, 2014) "Pac-Man Museum [Model NPUB-31383]" as DLC. +[EU] [AU] (feb.26, 2014) "Pac-Man Museum [Model NPEB-01892]" as DLC. +[KO] (feb.26, 2014) "Pac-Man Museum" as DLC. +[JP] (june.25, 2014) "Pac-Man Museum" as DLC. + +Microsoft XBOX One [XBOX Store] +[US] [EU] [AU] [JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man" + +Sony PlayStation 4 [PSN] +[US] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03957]" +[EU] [AU] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03864]" +[JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03671]" + +* HANDHELDS: +[US] Atari Lynx (1990) "Ms. Pac-Man [Model PA2057]" + +Nintendo Game Boy +[EU] (1993) "Ms. Pac-Man [Model DMG-N4]" +[US] (oct.1993) "Ms. Pac-Man [Model DMG-N4-USA]" + +[US] Sega Game Gear (1995) + +Nintendo Game Boy Color +[US] (1999) "Ms. Pac-Man - Special Color Edition [Model DMG-AQCE-USA]" +[EU] (1999) "Ms. Pac-Man - Special Colour Edition [Model DMG-AQCP-EUR]" + +Nintendo Game Boy Advance +[US] (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]" +[JP] (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]" +[EU] (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]" +[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" +[EU] (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" + +Sony PSP +[JP] (feb.24, 2005) "Namco Museum [Model ULJS-00012]" +[US] (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" + +* COMPUTERS: +[US] Atari 800 (1982) "Ms. Pac-Man [Model RX8043]" +[US] Apple II (1983) +[EU] Commodore C64 (1983) +[US] Commodore C64 (1983) "Ms. Pac-Man [Model RX8545]" +[US] PC [Booter] (1983) +[US] Commodore VIC-20 (1983) +[US] Texas Instruments TI-99/4A (1983) +Tandy Color Computer (1983) "Miss Gobbler" +Tandy Color Computer (1984) "Ms. Maze" +[EU] Sinclair ZX Spectrum (1984) + +PC [MS Windows] +[JP] (june.9, 1998) "Namco History Vol.3" +[US] (jul.31, 1998) "Microsoft Revenge of Arcade" +[US] (2000) "Microsoft Return of Arcade Anniversary Edition" +[US] (oct.25, 2005) "Namco Museum - 50th Anniversary" +[AU] (mar.27, 2006) "Namco Museum - 50th Anniversary" +[EU] (may.19, 2006) "Namco Museum - 50th Anniversary" + +Steam +[US] [EU] (feb.25, 2014) "Pac-Man Museum" as DLC. +[US] (apr.19, 2016) "Arcade Game Series - Ms. Pac-Man [Model 403410]" + +* OTHERS: +[US] VFD handheld game (1981) by Coleco +[US] LCD handheld game (1992) by Micro Games of America +[US] Arcade (1998) "Galaxy Games StarPak 2" +[US] Arcade (2001) "Ms. Pac-Man/Galaga - Class of 1981" +[US] Mobile Phones (june.13, 2003) +[US] Ms. Pac-Man TV Game (2004) by Jakk's Pacific +[US] Arcade (2005) "Pac-Man - 25th Anniversary Edition" +[US] Ms. Pac-Man TV Game Wireless Version (2005) by Jakk's Pacific +[US] Mobile Phone (jan.5, 2005) "Ms. Pac-Man for Prizes" +[US] Apple iPod (feb.27, 2007) "Ms. Pac-Man [Model 284736660]" +[US] Apple iPhone (jul.9, 2008) +[US] Blackberry (nov.23, 2009) "Ms. Pac-Man [Model 4532]" +[US] Windows Mobile (mar.23, 2010) "Ms. Pac-Man by Namco" +[US] Arcade (2010) "Pac-Man's Arcade Party": included in home cabaret and cocktail models only. +[US] Apple iPhone/iPad (feb.10, 2011) "Ms. Pac-Man for iPad [Model 404072981]" +[US] Android Market (mar.18, 2011) by Namco +[US] Arcade (2018) "Pac-Man's Pixel Bash": only available if the machine is set to Free Play. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mugsmash +Arcade Video game published 35 years ago: + +Mug Smashers (c) 1990 Electronic Devices. + +A sideways scrolling beat-em-up in the mould of "Final Fight", "Double Dragon" et. al. Mug Smashers features a colourful array of somewhat camp protagonists to the fighting genre. The usual array of fighting moves and occasional weapon pick-ups (such as knives, spanners and a gun) feature. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in December 1990. + +Developed in cooperation with 3-D Games from England. + +All music and sound effects are ripped from "The Combatribes". + +- STAFF - + +General manager : Paolo Di Nunno +Supervisor : Ben Boux +Software : Bruno Lacchini, Roberto Zeni +Art : Renato Panicacci +Harwdare : Fabio Veronessi, Marco Di Nunno + +- CONTRIBUTE - + +Edit this entry +$end + +$info=multchmp,multchmpk,multchmpa +Arcade Video game published 27 years ago: + +Multi Champ (c) 1998 ESD [Excellent Soft Design]. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Multi Champ was released in November 1998 in Korea. + +Multi Champ is ESD's first arcade video game. + +Among the songs played in the background are Beatles' songs, including 'Hey Jude', 'I Wanna Hold Your Hand' and 'Ob-La-Di, Ob-La-Da'. + +About ESD : Founded on April 1, 1998, Excellent Soft Design (ESD) started their business in the arcade game industry. Working not only in game development but in manufacturing and overseas sales activities, ESD is growing into one of today's leading game makers in Korea. + +- SERIES - + +1. Multi Champ (1998) +2. Multi Champ Deluxe (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mchampdx,mchampdxa,mchampdxb +Arcade Video game published 26 years ago: + +Multi Champ Deluxe (c) 1999 ESD [Excellent Soft Design]. + +This game contains 6 games : +A "Columns" clone. +A "Pang" clone. +A "Solitaire" clone. +A "Shanghai" clone. +A "Pac-Man" clone. +A "Tetris" clone. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 8-way Joystick +Buttons : 2 + +- TRIVIA - + +Released in November 1999 in Korea. + +- TIPS AND TRICKS - + +* Different background settings : in Service Mode/Menu Configurations/Option Back Type : +None = Tropical beach scenes provided. +Bikini only = 10 sexy women to choose from. +Nude only = 10 nude women to choose from. +Bikini + Nude = 20 women to choose from. + +- SERIES - + +1. Multi Champ (1998) +2. Multi Champ Deluxe (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ganryu + +武蔵巌流記 (c) 1999 Visco. +(Musashi Ganryuki) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0252 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (3 usables) +[JOYSTICK] 8-way [A] Sword attack, [B] Jump, [C] Chain attack + +- TRIVIA - + +The title of this game translates from Japanese as 'Musashi Ganryu Tale'. + +This game is known outside Japan as 'Ganryu'. + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + +On April 14th, 1612, Musashi defeated the famous - and some think superior - fencer Sasaki Ganryu Kojiro using a simple wooden sword which he carved from a boat oar on the way to the duel. Musashi had an opportunity to see Kojiro's sword sometime before the duel and knew of it's great length. Musashi carved the wooden sword to be of greater length. When Musashi arrived on the beach for the duel, he kept the wooden sword hidden behind him until the duel began. He jumped over a low strike of Kojiro, reaching about a meter off the ground and came down hard on Kojiro's head with his heavy wooden sword. Kojiro lay dying on the sand and Musashi left in a hurry without killing him. Some of Musashi's critics call him a coward for not killing him, but Musashi had proved his point as the killing of Kojiro was not the goal - defeating him was. This is why the Kojiro character in Musashi Ganryuki has a huge gash on his forehead. The storyline of Musashi Ganryuki is that Kojiro has come back from the dead to try and kill Musashi. + +- TIPS AND TRICKS - + +Here are the statistics for the two characters : +Musashi : Power 4 - Dexterity 2 - Vitality 4 +Suzume : Power 2 - Dexterity 5 - Vitality 3 + +- STAFF - + +Producer : Ume.W +Programmers : S. Kawakatsu +Sound : Yasuko Reeb +Graphic designers : Hanage, R.T, M.K, Mi, T. Nakahata, F. Onishi, T. Nakazawa, Mo, Sadaijin + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mbomberj +Arcade Video game published 32 years ago: + +Muscle Bomber - The Body Explosion (c) 1993 Capcom. + +A 1-on-1 fighting game in which players choose from 10 different wrestlers and take to the ring to try and defeat their larger-than-life opponents. Each wrestler has an assortment of moves, including his own special 'super slam'. The object of the game is to win and defend the championship by pinning or putting a submission hold on your opponent. + +There are 2 different game modes to select and play : Single Match or Tag Team 'Battle Royal'. In Single Match, players choose to be one of eight wrestlers including 'Mike Hagger', 'Alexander The Grater', 'El Stingray', 'King Rasta Mon', 'Titanic Tim', 'Gunloc', 'Biff Bolshevik' and 'The Great Oni' ('Jumbo Jack' and 'The Scorpion' cannot be selected in this game). + +Once a wrestler has been selected, players will compete in a world-wide tournament against the other 9 wrestlers (including 'Jumbo Jack' and 'The Scorpion') in respective matches. In each match, players must defeat each of their respective opponents by a pinfall, count-out or submission in order to proceed to each of the following matches. Once all opponents are defeated, the winner will be crowned champion and players will have to face all opponents again to defend their title. + +In Tag Team 'Battle Royal', players can choose to play as any 2 of the 10 wrestlers for their tag team, including 'Jumbo Jack' and 'The Scorpion'. Here, the player and his or her partner have to eliminate both of the 2 wrestlers on the opposing tag team, in order to win the match and proceed to the next. During these matches, if the player is eliminated before his or her partner is, the match will be declared no contest and it will be a draw. + +During each bout in this game, metal buckets and/or glass bottles will sometimes be thrown into the ring which can be picked by the players' wrestler(s) and used as weapons against their opponents. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +# of Players: Up to 4 +Type of controls (per player): 8-way joystick +# of buttons (per player): 3 +=> [1] Attack, [2] Jump, [3] Pin + +- TRIVIA - + +Muscle Bomber was released in July 1993 in the Japanese arcades. It was known there as the 27th video game made for CP-S system. It is known outside Japan as "Saturday Night Slam Masters". + +Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star'). + +Some characters in the game are based on real life wrestlers. Such examples are the Great Oni, who is based on legendary Japanese wrestler the Great Muta, El Stingray, who is based on Mexican wrestler Lizmark, Alexander the Grater is based on former WCW and IWGP world champion Big Van Vader, and Jumbo Flapjack is based on the late Canadian wrestler Earthquake. + +One of the wrestlers is Mike Haggar from the game Final Fight. Also, one of the wrestlers named Gunloc is related to Guile from Street Fighter II. Additionally his clone, named Biff, is a friend of Zangief from Street Fighter II. + +King Rasta Mon was the original design for Street Fighter II character Blanka, but rejected later on in favor of the most 'beast-like' design. + +Biff Slamkovich appears in the background of Ken's stage in "Street Fighter Alpha 2". + +Default highscore table : +CHAMP 100000 CAP +1st 95000 COM +2nd 90000 C P +3rd 85000 SYS +4th 80000 TEM +5th 75000 TOM + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on September 17, 1993. + +- SERIES - + +1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993) +3. Super Muscle Bomber - The International Blowout [Green Board] (1994) + +- STAFF - + +Planners : Tomy, Saddy, Koguma +Object Designers : Mount-S, Ikusan Z, Q (Q;clever), Imomushi, Kazz. Ist, Yorio, Tom, Chama(c), Rikagon +Scroll Designers : Buppo, Okachan, Taka +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono +Sound Designers : Masaki Izutani (T. Yomage), Toshio Kajino (Toshi), Syun Nishigaki (Syun), Kiyo, Nobuhiro Oouchi (Nobu. Oouchi) +Assists : Eripyon. N (Eripon), Ball Boy (Ball-Boy), Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. +Special Thanks : Yoshiki Okamoto (Kihaji), Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Akira Nishitani (Nin), K-Man, Meshi +USA Support : James Goddard (DJames "Mon"), Alex Jimenez, David Winstead (Dr. Dave W.) + +- PORTS - + +* CONSOLES: +FM Towns Marty [JP] (nov.1993) [Model HMF-161] +[JP] Nintendo Super Famicom (mar.30, 1994) [Model SHVC-ZW] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mbombrdj +Arcade Video game published 32 years ago: + +Muscle Bomber Duo - Heat Up Warriors (c) 1993 Capcom Company, Limited. + +- TECHNICAL - + +Capcom Play System Hardware (CP-S) +B-Board #: 91634B-2 + +Players: Up to 4 +Control (per player): 8-Way Joystick +Buttons (per player): 3 +=> [1] Grab, [2] Attack, [3] Jump + +- TRIVIA - + +Muscle Bomber Duo was released in December 1993 in the Japanese arcades. It was known there as the 28th video game made for this system. + +Exported as "Muscle Bomber Duo - Ultimate Team Battle [B-Board 91635B]". + +Mike Haggar from "Final Fight" appears on this game as selectable character. + +Default highscore table : +CHAMP 100000 CAP +1st 95000 COM +2nd 90000 C P +3rd 85000 SYS +4th 80000 TEM +5th 75000 TOM + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on September 17, 1993. + +- SERIES - + +1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993) +3. Super Muscle Bomber - The International Blowout [Green Board] (1994) + +- STAFF - + +Planners : Tomy, Saddy, Koguma +Object Designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon +Scroll Designers : Buppo, Okachan, Taka +Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono +Sound Designers : Masaki Izutani (T. Yomage), Toshio Kajino (Toshi), Syun Nishigaki (Syun), Kiyo, Nobu. Oouchi +Assists : Eripon, Ball Boy (Ball-Boy), Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T. +Special Thanks : Yoshiki Okamoto (Kihaji), Noritaka Funamizu (Poo), Akira Yasuda (Akiman), Akira Nishitani (Nin), K-Man, Meshi +USA Support : James Goddard (DJames "Mon"), Alex Jimenez, David Winstead (Dr. Dave W.) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mbombrd +Arcade Video game published 32 years ago: + +Muscle Bomber Duo - Ultimate Team Battle (c) 1993 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Muscle Bomber Duo - Heat Up Warriors [B-Board 91634B-2]". + +- TECHNICAL - + +Capcom Play System Hardware (CP-S) +B-Board #: 91635B + +- TRIVIA - + +Certain wrestlers had their names changed for non-Japanese audiences. They are as follows : +Zalazoff - Biff Slamkovich. +Colt - Gunloc. +Budo - Oni. +Stinger - El Stingray. +Sheep - Alexander The Grater. +Gomes - Rasta. +Kimala - Jumbo. +Astro - Scorpion. + +- SERIES - + +1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993) +3. Super Muscle Bomber - The International Blowout [Green Board] (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mnight,mnightj +Arcade Video game published 38 years ago: + +Mutant Night (c) 1987 UPL. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 5 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) + +Screen orientation : Horizontal +Video resolution : 256 x 192 pixels +Screen refresh : 60.00 Hz +Palette Colors : 768 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in December 1987. + +Licensed to Kawakus for distribution. + +In Act 9 there is a grey robot dragon which resembles Bub and Bob from Taito's "Bubble Bobble". + +- STAFF - + +Game designed by : Tsutomu Fuzisawa +Characters designers : Tsutomu Fuzisawa, Takashige Shichijyo, Akemi Tsunoda, Noriko Nihei +Programmer : Takashi Hayashi +BGM & Sound composer : Yukari Shimada +Data make : Tsutomu Fuzisawa, Takashige Shichijyo + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation 4 [PSN] (feb.16, 2017) "Arcade Archives - Mutant Night [Model CUSA-05976]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mutnat + +Mutation Nation (c) 1992 SNK [Shin Nihon Kikaku]. + +Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-014 + +[SNK MVS Neo-Geo Controls] +2 Players - 4 Buttons Per Player (2 usables) +=> [A] Attack/Special Attack [B] Jump + +- TRIVIA - + +Mutation Nation was released in March 1992. + +- TIPS AND TRICKS - + +The game includes different items which change the special attack : +* A : Spirit attack +* B : Explosion attack +* C : Thunder god's attack +* D : Tornado attack +* Golden : Deathblow (can be used only one time, after this the item disappears) + +- STAFF - + +Producer : Eikichi Kawasaki +Planner : Ishimotti +Programmer : Ooisaurus +Sound : Masahiko Hataya (Papaya) +Designers : Mioshi, Yokosuka!!, A. Miyazaki, 1610,last!!, Sk, Yumo, Tajiyan, J. Mikami +Special Thanks : Takashi Nishiyama (Nishiyama), Tama, Y. O, Yuki, Akira Goto, Jojoha Kitapy (Jojouha Kitapy) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]" +[US] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]" +[JP] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014]" +[US] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014E]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nam1975 + +NAM-1975 (c) 1990 SNK [Shin Nihon Kikaku]. + +NAM-1975 is a war themed shoot-em-up set during the final months of the Vietnam war and offers one or simultaneous two-player gameplay. The story begins with the two soldiers called Silver and Brown entering the war to rescue Dr. R. Muckly, an ex-scientist of the US Army who has been kidnapped by the 'Northside Terrorists'. Dr. Muckly's daughter, Nancy, has also been kidnapped and is presumed imprisoned. + +As the game progresses it's revealed that Dr. Muckly is a madman who is building a gigantic laser cannon with which to take over the world, players must fight through enemy-packed stages to reach and defeat the evil scientist. The game is an into-the-screen shoot-em-up with the action viewed from a third-person perspective. Players can move left and right, as well as run and somersault to avoid the incoming enemy fire. + +Players are initially armed with only a standard infinite-ammo machine gun and ten grenades. When certain enemies are killed, however, they drop more powerful guns or grenades that can be collected and used by the players. Weapons that can be picked up are: + +* Balcan (A more powerful machine gun) +* Flamethrower (for taking out ground units only) +* Missile Launcher. +* Grenades +* Spark Bomb +* Napalm Bomb. + +Occasionally, an enemy soldier will appear holding a hostage. If players kill the soldier and save the hostage, the hostage joins the player and shoots at enemies until either the player is killed or reaches the end of the stage. + +The final battle against Dr. Muckly does not allow continues and if players lose all of their lives during the battle, the game is over. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-001 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> [A] Machine gun, [B] Special weapon, [C] Run/Emergency control + +- TRIVIA - + +NAM-1975 was released on April 26 1990 in Japan. + +This is the first game developed for the SNK Neo-Geo MVS hardware + +One of NAM-1975's influences was the 1987 Stanley Kubrick film, Full Metal Jacket. There are even some scenes which mirror the film such as the screaming soldier in the intro with the 'Born To Kill' helmet, and a Vietnamese lady with an AK-47 (which is seen near the end of the movie). + +NAM-1975 was a blatant plagiarism of TAD Corp's "Cabal", released in September 1988. + +- STAFF - + +Producer : Eikichi Kawasaki +Main director : Dachipee +Sub director : Fukupee (New Face) +Programmer : ZAC, Kurasan (New Face) +Design chief : Satopee +Designers : Nakapee, Fukupee, Satopee, Ishipee, Miyopee, Kawapee (New Face), Sakapee (New Face), Yamapee (New Face) +Sound : Yoko. O +Hard : Fukusan + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991, "NAM-1975 [Model NGH-001]") +[US] SNK Neo-Geo AES (jul.1, 1991, "NAM-1975 [Model NGH-001]") +[JP] SNK Neo-Geo CD (sept.9, 1994, "NAM-1975 [Model NGCD-001]") +[US] SNK Neo-Geo CD (sept.9, 1994, "NAM-1975 [Model NGCD-001E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nastar +Arcade Video game published 36 years ago: + +Nastar (c) 1989 Taito. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga II". + +- TECHNICAL - + +Taito B System hardware +Game ID : B81 + +- TRIVIA - + +Nastar was released in March 1989 (even though the title screen says 1988). + +- SERIES - + +1. Rastan (1987) +2. Nastar (1989) +3. Warrior Blade - Rastan Saga Episode III (1992) + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nastarw +Arcade Video game published 36 years ago: + +Nastar Warrior (c) 1989 Taito America Corp. + +North American version. For more information about the game itself, please see the original Japanese version; "Rastan Saga II". + +- TECHNICAL - + +Taito B System hardware +Prom Sticker : B81 + +- TRIVIA - + +Nastar Warrior was released in March 1989 in North America. + +This game is known in Japan as "Rastan Saga II" and outside Japan as "Nastar". + +- SERIES - + +1. Rastan (1987) +2. Nastar Warrior (1988) +3. Warrior Blade - Rastan Saga Episode III (1991) + +- PORTS - + +* CONSOLES: +[US] Sega Genesis (1990) "Rastan Saga II" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nemo,nemor1 +Arcade Video game published 35 years ago: + +Nemo (c) 1990 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Nemo [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89624B-3 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nemoj,nemoja +Arcade Video game published 35 years ago: + +Nemo (c) 1990 Capcom Company, Limited. + +One night, as Nemo sleeps, he is visited in a dream by the King of Slumberland, who invites Nemo to come and play with the King's daughter, the Princess. Nemo finds himself unable to find the Princess however, so he and 'Flip', a strange companion who also turns up in the dream, decide to explore Slumberland and find the king. + +Nemo is a colourful and abstract platform shoot-em-up set in the dream world of Slumberland, a surreal world in which childrens' toys are running amok and must be destroyed. Nemo is armed with a magical staff that emits a burst of magic to destroy the many enemies, some of which require multiple hits. A number of power-ups also appear at regular intervals to aid Nemo in his quest through seven tough stages. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board # 89625B-1 + +Players: Up to 2 simultaneously. +Control: 8-Way Joystick per player. +Buttons: 2 per player. +=> Magic, Jump + +- TRIVIA - + +Nemo was released in November 1990 in Japan. It was known there as the 13th video game made for this system. + +Known Export release: "Nemo [B-Board 89624B-3]". + +Little Nemo in Slumberland was the original comicstrip from Winsor Mc Kay published in the New York Herald in 1904. He also made the first movie animation around 1910's. Tokyo Movie Shinsha (TMS) in 1990 got the rights to make an animated movie based in the comicstrip, later they gave the rights to Capcom to make the Arcade games. + +The second player in Nemo, Flip, appears in the music video of Tom Petty's 'Running down a Dream'. + +- TIPS AND TRICKS - + +* New Final Scenes : if you beat the game in one credit, you get special bonus scenes at the end. These parody two other Capcom classics, "Ghouls'n Ghosts" and "Final Fight". + +- STAFF - + +Planners : Noritaka Funamizu (Poo), Popo P, Chin +Chief object designer : Nemotani +Object designers : Hiramacho, Mizuho, Popo P, Chin +Chief scroll designer : Tanupooh +Scroll designers : Oyuu, Konomi (Powerful Konomi), Taiyaki +Chief programmer : CBX +Programmers : Cherry, Wakio +Sound composer : Shimopii +Character supporters : Popo P, Noritaka Funamizu (Poo), CBX +Character coordinator : Nemotani +Character effecter : Chin +Editors : Noritaka Funamizu (Poo), Popo P, Chin, CBX +Director : Yoshiki Okamoto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neobombe + +Neo Bomber Man (c) 1997 Hudson Soft. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0093 + +Players: 2 +Control: 8-way joystick +Buttons: 1 +=> [A] Bomb set/Kick bomb/Throw bomb + +- TRIVIA - + +Neo Bomber Man was released in May 1997 in Japan. + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + +- SERIES - + +1. Bomber Man (1984, MSX) +2. Bomber Man (1985, Famicom) +3. Bomber Man Special (1986, MSX) +4. Bomber Man (1990, Famicom Disk System) +5. Bomber Man (1991, Arcade) +6. Bomber Man II [Model HFC-2X] (1991, Famicom) +7. Bomber Man World (1992, Arcade) +8. Bomber Man '93 [Model HC92061] (1992, PC-Engine) +9. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System) +10. Super Bomber Man [Model SHVC-H6] (1993, Super Famicom) +11. Bomber Man '94 [Model HC93065] (1993, PC-Engine) +12. Super Bomber Man 2 [Model SHVC-M4] (1994, Super Famicom) +13. Super Bomber Man 3 [Model SNSP-AS6P] (1995, Super Famicom) +14. Super Bomber Man 4 [Model SHVC-A4BJ] (1996, Super Famicom) +15. Neo Bomber Man (1997, MVS) +16. Super Bomber Man 5 [Model SHVC-A5SJ] (1997, Super Famicom) +17. Bomber Man Online (2002, PC) +18. Bomber Man DS [Model NTR-P-ABMJ] (2005, DS) +19. Bomber Man Live (2007, XBLA) +20. Bomber Man Portable [Model ULJM-05034] (2006, PSP) +21. Custom Battler Bomber Man [Model NTR-P-YBAJ] (2008, DS) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neodrift + +Neo Drift Out - New Technology (c) 1996 Visco. + +Neo Drift Out - New Technology is a rally-themed racing game viewed from an overhead isometric perspective. Players choose to race in one of three Japanese rally-spec vehicles: the Mitsubishi Lancer, the Subaru Impreza and the Toyota Celica, with each car offering a different balance of Speed, Control and Body. + +The game consists of a short practice stage, followed by up to six race stages, each set in its own location and offering different driving conditions. To progress to the next race, players must reach the current stage's finish line within a set time limit. Failure to cross the line in time results in game over. Each stage also featues a mid-way checkpoint that must be reached within a set time. + +During a race, on-screen arrows advise players of upcoming corners and bends, and prompts warn them of hazards, these can include patches of ice, rocks, barrels, cones and ramps. Rival drivers also pose a hazard as they can ram into the player's car, causing it to spin out. Many stages include short-cuts and the six racing stages and their driving surfaces are: + +Stage 1: European - Urban street stage +Stage 2: African - Savanna stage set in the African wilderness +Stage 3: Snow Land - Asphalt stage with patches of snow +Stage 4: Southern Hemisphere - Rocky cliff-based island stage +Stage 5: Scandinavian - Snow and ice-covered stage +Stage 6: Great Britain - Verdant forest stage + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0213 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Accelerator [B] Brake + +- TRIVIA - + +Released in March 1996 in Japan. + +- SERIES - + +1. Drift Out (1991) +2. Drift Out '94 - The Hard Order (1994) +3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom) +3. Neo Drift Out - New Technology (1996) + +- STAFF - + +Executive producer : Tetsuo Akiyama +Producer : Don Gabacho +Code : Y. Nakayama, N. Sawa, Hagi. Saito, M. Honma, C. Ohmori +Gfx : T. Nakahata, M. Shimura, M. Hasegawa + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neomrdo + +Neo Mr. Do! (c) 1996 Visco Corp. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0207 + +Players : 2 +Control : 8-way joystick +Buttons : 1 +=> [A] Attack enemy + +- TRIVIA - + +Neo Mr. Do runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console. + +- SERIES - + +1. Mr. Do! (1982) +2. Mr. Do's Castle (1983) +3. Mr. Do's Wild Ride (1984) +4. Do! Run Run (1984) +5. Neo Mr. Do! (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neogeo,ng_mv1,ng_mv1f,ng_mv1fz,ng_mv2f,ng_mv4f +Arcade System published 35 years ago: + +Neo-Geo MVS (c) 1990 SNK Corp. + +A cartridge-based arcade system board. The MVS stands for Multi Video System, and as its name suggest, offers owners the ability to put up to six different arcade titles into a single cabinet, a key economic consideration for operators with limited floorspace. With its games stored on self-contained cartridges, a game cabinet can be exchanged for a different game title by swapping the game's ROM-cartridge and cabinet artwork. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 12 Mhz) +Sound CPU: Zilog Z80 (@ 4 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz) + +TOTAL RAM: 214 KB. +- Main Motorola 68000 RAM: 64 KB (32 KB x2). +- Video RAM: 84 KB. +-- Main VRAM: 64 KB (32 KB x2) +-- Palette memory: 16 KB (8 KB x2) +-- Fast video sprite RAM: 4 KB (2 KB x2) +- Zilog Z80 Sound RAM: 2 KB. +- Battery-backup save NVRAM: 64 KB. + +On-board ROM: 512 KB +- Zoom look-up table: 128 KB +- Fix layer graphics: 128 KB +- Zilog Z80 sound: 128 KB +- Motorola 68000 BIOS: 128 KB + +Display resolution: 320×224 px (many games only use the centermost 304 px) +Color palette: 65,536 (16-bit) (not RGB565, but RGB666, where the lowest bit of each channel is shared with one bit) +Maximum colors on screen: 4096 (12-bit) +Maximum sprites on screen: 380 +Minimum sprite size: 1x2 px +Maximum sprite size: 16x512 px +Maximum sprites per scanline: 96 +Simultaneous scroll planes: 3 +Aspect ratio: 4:3 + +- TRIVIA - + +Released on April 26, 1990 in Japan, the same day as the Neo-Geo AES console. + +MVS stand for 'Multi Video System', Neo-Geo means 'New World'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neocup98 + +NeoGeo Cup '98 - The Road to the Victory (c) 1998 SNK. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-244 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass +=> Defense > [A] Sliding, [B] Rough play/Tackle, [C] Action player shift + +- TRIVIA - + +NeoGeo Cup '98 was released in May 1998. It was actually a hack of "Super Sidekicks 3" made by SNK themselves. His subtitle is a homage for "Fatal Fury 3 - Road to the Final Victory" + +A serious bug: Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + +- TIPS AND TRICKS - + +* View The Name List : At title screen hold A+B+C and press Start to begin. + +* Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like attack & defense. Here are the 16 teams that have 3 strengths : Croatia, Nigeria, Italy, France, Holland, Brazil, Argentina, England, Germany, Spain, Denmark, Colombia, Mexico, Romania, Portugal, Yugoslavia + +- SERIES - + +1. Tokuten Oh [Model NGM-052] (1992) +2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994) +3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995) +4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996) +5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998) + +- STAFF - + +President : Eikichi Kawasaki +Director : H. Kawano +Planners : SNK R&D Center, Fighting Shooter +Chief programmer : Uzumasa SeVEN +Main programmers : EJ2OWRX, Yuritaro +Programmer : Toppo George +Sound : Ackey, Pearl Shibakichi +Designers : Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline +Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.30, 1998; "NeoGeo Cup '98 - The Road to the Victory [Model NGH-244]") +SNK Neo-Geo Pocket [JP] (Oct. 28, 1998; "NeoGeo Cup '98 - The Road to the Victory [Model NEOP00020]") +SNK Neo-Geo Pocket Color [JP] (Apr. 15, 1998; "NeoGeo Cup '98 Plus - The Road to the Victory [Model NEOP00390]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=newfant,newfanta +Arcade Video game published 30 years ago: + +New Fantasia (c) 1995 Comad. + +An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitized picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : OKI6295 (@ 12 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +70,000 pieces produced! One of the biggest success for Comad. + +This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police. + +The celebrity portraits : +Arnold Schwarzenegger (The Terminator) +Uncle Fester +Robin Williams (Toys) +Peter Weller (Robocop) +Yasser Arafat +Saddam Hussein + +- SERIES - + +1. Fantasia (1994) +2. Super Model (1994) +3. New Fantasia (1995) +4. Fantasia II (1997) +5. WOW Fantasia (2001) +6. WOW New Fantasia (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nightstr,nightstrj,nightstru +Arcade Video game published 36 years ago: + +Night Striker (c) 1989 Taito. + +Night Striker is a 3-D shoot-em-up rendered with fast moving, sprite-scaled graphics. Players must guide an armoured hover car through a number of scrolling levels - destroying waves of enemies in the process - in an attempt to rescue a scientist who has been kidnapped by a terrorist organization. A large guardian awaits players at the end of each level, with each one taking several hits to destroy. + +Instead of having a set number of lives, the player's vehicle is equipped with a shield that depletes whenever the player is hit by enemy fire or has collisions with either enemies or scenery. The player's shields are recharged at the end of every level. + +Night Striker takes its influences from many landmark games of the sprite scaling genre, all of which are Sega releases. The basic shoot-em-up gameplay is similar in style to both 1985's "Space Harrier" and 1987's "Thunder Blade". Some of the game's levels resemble those of 1988's "Galaxy Force II" as well as "Thunder Blade", while the game's level structure - a 'pyramid' of levels that allows players to chose their own route through the game with the use of end-of-level forked roads - is borrowed from the 1986 classic, "Out Run". + +- TECHNICAL - + +Taito Z System hardware +Prom Stickers : B91 + +Main CPU : (2x) Motorola 68000 +Sound CPU : Zilog Z80 +Sound Chips : Yamaha YM2610 + +Players : 1 +Control : stick +Buttons : 2 + +- TRIVIA - + +Night Striker was released in July 1989 in Japan and in October 1989 internationally. + +Only 303 Japanese versions were produced. + +The eerie and ambient game soundtrack is by Zuntata, an internal team of composers within Taito responsible for other great soundtracks including Darius Gaiden, Gun-Lock, G-Darius. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on November 11, 1989. + +A new version of the soundtrack was released in 1998 and is sprinkled with anecdotes (spoken in Japanese) about the game (Z-Replica Vol. 2 - Urban Trail Night Striker - ZTTL-0025). + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- UPDATES - + +The US version has the 'Winners Don't Use Drugs' screen. + +- TIPS AND TRICKS - + +* If you become 'out of control', you can shoot enemies until the continue screen appears. + +* When you are on the roads, you will get a 8X bonus score (this don't work on Sky, Rivers and Sea). + +- STAFF - + +Producer: Tohru Sugawara +Director: Kenshi Kaito +Software: Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi +Character designers: Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito +Hardware: Toshiyuki Sanada +Electric: Tomio Takeda +Mechanic: Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki +Designers: Shinobu Sekiguchi, Akio Nomura +Sound & music composed by (Zuntata): Masahiko Takaki +Executive producer: Keisuke Hasegawa + +- PORTS - + +* CONSOLES: +[JP] Sega Mega CD (may.28, 1993) "Night Striker [Model T-11014]" +[JP] Sony PlayStation (jul.28, 1995) "Night Striker [Model SLPS-00050]" +[JP] Sega Saturn (june.14, 1996) "Night Striker S [Model T-19901G]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nwarr,nwarru,nwarrud +Capcom CPS-II cart. published 30 years ago: + +Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +The original Japanese version featured an expanded epilogue on each character's ending. This was removed in the Export releases and only features the character art in the background. + +Also in these Export versions : +* Gallon is named Jon Talbain. +* Zabel Zarock is named Lord Raptor. +* Aulbath is named Rikuo. +* Phobos is named Huitzil. +* Lei-Lei is named Hsien-Ko. + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build Date: 950316 +* EUROPE release + +REVISION 2: +* Build Date: 950406 +* US release + +- PORTS - + +(North American and European releases only) + +* CONSOLES: +[EU] Sega Saturn (1996) "Night Warriors - Darkstalkers' Revenge [Model T-7009H-50]" +[US] Sega Saturn (feb.22, 1996) "Night Warriors - Darkstalkers' Revenge [Model T-1208H]" +Sony PlayStation 3 [PSN] [US] (mar.12, 2013) "Darkstalkers Resurrection" +Microsoft XBOX 360 [XBLA] [US] (mar.13, 2013) "Darkstalkers Resurrection" +Sony PlayStation 3 [PSN] [EU] (mar.13, 2013) "Darkstalkers Resurrection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nwarra +Capcom CPS-II cart. published 30 years ago: + +Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- PORTS - + +(Asian releases only) + +* CONSOLES: +Microsoft XBOX 360 [KO] (mar.14, 2013) "Darkstalkers Resurrection" +Microsoft XBOX 360 [AS] (mar.14, 2013) "Vampire Resurrection" +Sony PlayStation 3 [KO] (mar.14, 2013) "Darkstalkers Resurrection" +Sony PlayStation 3 [AS] (mar.14, 2013) "Vampire Resurrection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nwarrh +Capcom CPS-II cart. published 30 years ago: + +Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nwarrb +Capcom CPS-II cart. published 30 years ago: + +Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Hunter - Darkstalkers' Revenge [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nitd,nitdbl + +Nightmare in the Dark (c) 2000 Eleven / Gavaking. + +A peaceful (yet creepy looking!) gravekeeper embarks on a night-shift battle against zombies & other night dwellers in order to put an end to the grave robbing mystery before the local villagers panic! Features very nice graphics with cool backgrounds, great soundtrack & pretty fun gameplay in the same style as "Snow Bros. - Nick & Tom", "Tumble Pop" & "Zupapa!". The deceased must rest in peace, so be sure to remind them of this fact! :) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 0260 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> [A] Attack/Throw fireball, [B] Jump, [C] Attack/Throw fireball + +- TRIVIA - + +Released in January 2000. + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KING'. + +- TIPS AND TRICKS - + +* Alternate Costumes : At the beginning of the game (work at the continue screen too), hold the folowing buttons and press Start to choose an alternate costume : A = Blue, B = Red, C = Green, D = Yellow, AB = Grey, CD = Purple, AC = Orange, BD = Black. + +* Shoot the treasure chests with fire and they will churn out lots and lots of diamonds until they disappear. As long as you do not get hit, the diamonds will continue to go up in value until they finally reach 10,000 each. Grabbing the sacks will add multipliers (2X, 4X, up to 8X) that will further increase your score. + +* There are many cracks in the wood/stone of most levels. Some of these will reveal a fireball that will make your shot fly all over the board. Experiment with throwing at different angles to find these hidden spots. Most will clear the entire board as the ball flings out of control. + +- STAFF - + +Programmer : Hisanori Takeuchi (AM FACTORY) +Graphic designers : Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN) +Sound composer : Kim +Data convert : Tatsuya Watanabe (PAON) +Director : Akihiko Uto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ncombath + +Ninja Combat (c) 1991 Alpha Denshi Company, Limited. + +AES version. For more information about this game itself, please refer to the original MVS entry: "Ninja Combat [Model NGM-009]". + +- TECHNICAL - + +[Model NGH-009] +46 Mega + +- TRIVIA - + +This AES version was released on July 01, 1991 in Japan and United States of America. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ncombat + +Ninja Combat (c) 1990 Alpha Denshi Company, Limited. + +The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-009 + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 +=> [A] Attack/Super Attack, [B] Jump, [C] Special + +- TRIVIA - + +Ninja Combat was released in July 1990. + +- TIPS AND TRICKS - + +By holding the A button until the attack gauge reaches full and then releasing it, you can unleash a burst of magical energy that can affect many of the enemies on screen. However, this has an effect similar to what happens in Final Fight: when you use this power, it decreases some of your life gauge. + +By pressing the C button and then the A button, you can perform a special somersault attack that can be used to knock down a couple enemies in a row. + +Only the main 2 players, Joe and Hayabusa, can pick up special weapons like swords, hachets and maces. The other 3 players (Musashi, Kagerow, and Gembu), who become selectable after appearing as sub-bosses, do not. To let go of a special weapon that you've picked up, press the B button. + +- STAFF - + +Producer & Director : Tsutomu Maruyama +Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa +Character Designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama +Scroll Designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi +Music Composers & Sound Effects : Hideki Yamamoto, Hiroaki Shimizu + +Special Thanks : Yukio Gotoh, Yuka Watanabe, Akira Ushizawa + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991) "Ninja Combat [Model NGH-009]" +[US] SNK Neo-Geo AES (jul.1, 1991) "Ninja Combat [Model NGH-009]" +[JP] SNK Neo-Geo CD (oct.31, 1994) "Ninja Combat [Model ADCD-101]" +[JP] Sony PlayStation 2 (dec.18, 2008) "ADK Tamashii [Model SLPS-25906]" +[JP] Nintendo Wii [Virtual Console] (may.27, 2008) [Model EAMJ] +[US] Nintendo Wii [Virtual Console] (june.2, 2008) [Model EAME] +[EU] Nintendo Wii [Virtual Console] (june.13, 2008) [Model EAMP] +[AU] Nintendo Wii [Virtual Console] (june.13, 2008) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ncommand + +Ninja Commando (c) 1992 Alpha Denshi Company, Limited. + +3 ninjas are sent on a mission to stop a madman named Spider from trying to use a time machine to mess with history. The game is almost like a tongue-in-cheek reworking of "Time Soldiers", which Alpha Denshi made 5 years earlier, with ninjas as the protagonists this time. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-050 + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 +=> [A] Shoot, [B] Somersault, [C] Ninja Tricks + +- TRIVIA - + +Ninja Commando was released on April 30, 1992. + +- TIPS AND TRICKS - + +The more you press the A button repeatedly, the more firepower you'll produce. + +Press the A and B button together to fire shuri-ken (star-shaped blades). Unlike the main firepower, which is only straight ahead, the shuri-ken can be fired in all directions by moving the joystick in the opposite direction of which you wish to aim (example : to fire to the left, move the joystick to right and vice versa). This is also the best way to deal with a few of the bosses here : for example, on the stage set in feudal Japan, there are two giant sumo wrestlers who appear as sub-bosses. The main firepower seems to only have minor effect on them, but the shuri-ken are much more effective. + +The C button is for firing magical bursts of energy. One drawback is that, similar to "Final Fight" this can cause a little of your life energy to be drained, so it should be used very carefully. + +- STAFF - + +Producer: Tsutomu Maruyama +Director: Tsutomu Maruyama +Executive Producer : Kazuo Arai +Director Of Software : Eiji Fukatsu +System programmers : Makio Chiba, Satoshi Okada (SNK) +Programmers : Ryu Hiroyuki, Yuji Noguchi +Character Designers : Tsutomu Maruyama, Shinji Moriyama (as Sinji Moriyama), Takashi Hatono, Hidemi Nagatomo, Hideyuki Kusano +Music Composer : Yuka Watanabe + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (may.29, 1992) "Ninja Commando [Model NGH-050]" +[US] SNK Neo-Geo AES (may.29, 1992) "Ninja Commando [Model NGH-050]" +[JP] SNK Neo-Geo CD (oct.31, 1994) "Ninja Commando [Model ADCD-004]" +[JP] Sony PS2 (dec.18, 2008) "ADK Tamashii [Model SLPS-25906]" +[JP] Nintendo Wii [Virtual Console] (june.24, 2008) "Ninja Commando [Model EAPJ]" +[US] Nintendo Wii [Virtual Console] (jul.11, 2008) "Ninja Commando [Model EAPE]" +[AU] Nintendo Wii [Virtual Console] (jul.11, 2008) "Ninja Commando" +[EU] Nintendo Wii [Virtual Console] (jul.14, 2008) "Ninja Commando [Model EAPP]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=gaiden +Arcade Video game published 37 years ago: + +Ninja Gaiden (c) 1988 Tecmo. + +Export release. Game developed in Japan. See the original for more information; "Ninja Ryukenden". + +- TRIVIA - + +Even though the title screen says 1988, Ninja Gaiden was released in February 1989 in North America. + +- SERIES - + +1. Ninja Gaiden (1988) +2. Ninja Gaiden (1989, NES) +3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, NES) +4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, NES) +5. Ninja Gaiden (2004, XBOX) +6. Ninja Gaiden Black (2005, XBOX) +7. Ninja Gaiden Sigma (2007, PS3) +8. Ninja Gaiden Dragon Sword (2007, DS) +9. Ninja Gaiden II (2008, XBOX 360) +10. Ninja Gaiden Sigma 2 (2009, PS3) +11. Ninja Gaiden 3 (2012, PS3, XBOX 360) +12. Ninja Gaiden 3 - Razor's Edge (2012, Wii U; 2013, PS3, XBOX 360) + +- PORTS - + +* CONSOLES: +[US] Nintendo NES (mar.1989) "Ninja Gaiden [Model NES-NG-USA]" +Nintendo Wii [Virtual Console Arcade] [US] (dec.21, 2009) + +* Hanhelds : +Atari Lynx [US] (1991) "Ninja Gaiden [Model PA2039]" +Sega Game Gear [US] (1991) + +* COMPUTERS: +PC [MS-DOS] [US] (1990) + +* OTHERS: +Tiger Handheld LCD Game (1988) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kazan +Arcade Video game published 37 years ago: + +Ninja Kazan (c) 1988 Jaleco. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Iga Ninjutsuden - Goshin no Sho". + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ninjamas + +Ninja Master''s ~覇王忍法帖~ (c) 1996 SNK +(Ninja Master's Haoh Ninpou Chou) + +Criminally overlooked and combo-friendly medieval Japanese fighter with great animation. Ten selectable characters and two end bosses. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 217 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Light Punch, [B] Strong Punch, [C] Light Kick, [D] Strong Kick + +- TRIVIA - + +Ninja Master's Haoh Ninpou Chou was released in May 1996. + +The subtitle of this game translates from Japanese as 'Supreme Ninja Arts Scroll'. + +The main design, as well as some of the special moves of the character 'Karasu' seem to be quite inspired by the main character of the 1994 movie hit 'The Crow' which was in turn, based on the graphical novel of the same name by James O. Barr (Even the name 'Karasu' stands as the Japanese word for "crow"!). :) + +The character 'Nobunaga' is based on the real Japanese warrior 'Nobunaga Oda' who, during Japan's medieval period, overthrew the Ashikaga shogunate and ended a long period of internal strife by uniting half of Japan's provinces under his rule. In doing so he paved the way for the reunification of the country under the Tokugawa shogunate in the following century. His merciless use of power as well as his skill as a military strategist made him one of the most powerful & feared leaders in Japan. The image of him in the game as a warrior who wields the demons power may have been some sort of a criticism to his eager embrace of Western culture, religion & technology. + +The character 'Goemon' is based on Ishikawa Goemon, the most famous thief in Japan on the Edo era (about 400 years ago) known to steal large sums of money from bad people and give the money to the poor. In other words, he was Japan's very own version of Robin Hood! + +The character 'Sasuke' seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period. Another source of inspiration may have been 'Ninja Kamui' an old anime series whose main character Kamui was an incredibly skilled ninja who wanted to abandon his ways as a killer thus becoming a 'nukenin' (runaway ninja) and marked for death by his own clan that vows to pursue and eliminate him. + +Sountrack releases : +[JP] Ninja Master's Haoh Ninpou Chou - G.S.M 1500 Series - PCCB-00209, March 21, 1996, Pony Canyon / Scitron + +- TIPS AND TRICKS - + +* Play As Ranmaru And Nobunaga (Player 1) : Highlight Kamui and press Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up and hit C+D. + +* Play As Ranmaru And Nobunaga (Player 2) : Highlight Sasuke and press Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up and hit C+D. + +* Time Attack Mode : At the character select screen, highlight Kamui and press Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D. Now choose your character. + +* Successfully complete the game with a single credit within 8:30:00 minutes and the game shows you how to execute your character's 'finisher' move! + +- STAFF - + +Developed by ADK. + +Producer & Planner : Hiroyuki Toda +Chief Planner : Kazuhiro Shibata +Planners : Visitor Y. Oni, M. Honda +System Programmers : Eiji Fukatsu, Makio Chiba +Sound Programmer : Makio Chiba +Desgin Tool Programmer : Ryu Hiroyuki +Total Adviser : Kenichi Sakanishi +Chief Programmer -Main- Program : Teruaki Shirasawa +-Demo- Program : Maichikin +Chief Sprite Designer : Kazushige Hakamata +Sprite Designers : Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, Hiroshi Ohzono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu. T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H. Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki +Scroll Designers : Shinji Moriyama (Sinji Moriyama), Masako Sato, Kaori Kumagai, Kazunori Uchiumi +Demo Designers : Masato Mitsuya, Sinku +Sound : Hiroaki Kujirai, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu +Sound Effect : Hiroaki Kujirai (Kujirai Type-02) + +* Character Voices : +Sasuke : Kabao Kikkawa +Tenho : Shinobu Sekimoto +Kamui, Raiga, Unzen : Masahiko Yano +Natsume, Narration : Mayumi Minoda +Kasumi : Masami Katou +Goemon : T. Mukaiyama +Houoh : Yoshikatsu Fujio +Karasu : Kouichi Koba +Ranmaru : Yasue Ishii +Nobunaga : Masao Harada + +Market Research : Yukio Gotoh (Yukio Gotou) +Public Information : Taguchi-1, Satsuki Ito, Sugiyama Kiyotaka, Kayo Yamagata +Quality Controls : Nagata Shogatsu, Masao Tachikawa, Sugiyama Kiyotaka, Takagi, Uma +Special Thanks : Tomobe Seijin, Studio Bihou +Executive Producer : Kazuo Arai +BGM : Back Of My Mind, Hiroaki Kujirai + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.28, 1996) "Ninja Master's Haoh Ninpou Chou [Model NGH-012]" +[US] SNK Neo-Geo AES (june.28, 1996) "Ninja Master's Haoh Ninpou Chou [Model NGH-217]" +[JP] SNK Neo-Geo CD (sept.27, 1996) "Ninja Master's Haoh Ninpou Chou [Model ADCD-012]" +Sony Playstation 2 [JP] (dec.18, 2008) "ADK Tamashii [Model SLPS-25906]" +[JP] Nintendo Wii (jul.26, 2011) "Virtual Console" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ryukendn,ryukendna +Arcade Video game published 36 years ago: + +Ninja Ryukenden (c) 1989 Tecmo. + +Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it. + +- TECHNICAL - + +Game ID : 6215 + +Main CPU : Motorola 68000 (@ 9.216 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Ninja Ryukenden was released in February 1989 in Japan. + +The title of this game translates from Japanese as 'Legend of the Ninja Dragon Sword'. + +This game is known outside Japan as "Shadow Warriors" and in US as "Ninja Gaiden". + +This game is featured as a hidden bonus game in the XBOX title "Ninja Gaiden Black". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989. + +- SERIES - + +1. Ninja Ryukenden (1989) +2. Ninja Ryukenden (1988, Nintendo Famicom) +3. Ninja Ryukenden II - Ankoku no Jashin Ken (1990, Nintendo Famicom) +4. Ninja Ryukenden III - Yomi no Hakobune (1991, Nintendo Famicom) +5. Ninja Gaiden (2004, Microsoft XBOX) +6. Ninja Gaiden Black (2005, Microsoft XBOX) +7. Ninja Gaiden Sigma (2007, Sony PlayStation 3) +8. Ninja Gaiden Dragon Sword (2007, Nintendo DS) +9. Ninja Gaiden II (2008, Microsoft XBOX 360) +10. Ninja Gaiden Sigma 2 (2009, Sony PlayStation 3) +11. Ninja Gaiden 3 (2012, Sony PlayStation 3, Microsoft XBOX 360) +12. Ninja Gaiden 3 - Razor's Edge (2012, Nintendo Wii U; 2013 Sony PlayStation 3, Microsoft XBOX 360) + +- STAFF - + +Supervision, Script, Background, Dark corps design : Strong Shima +Musician : Mikio Saito (Metal Yuhki), Putaro, Ryuichi Nitta (Shitamachi Kajiya), Angirus +Art design : Bayashi + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (dec.9, 1988) "Ninja Ryukenden [Model TCF-NY]" +[JP] NEC PC-Engine (jan.24, 1991) "Ninja Ryukenden [Model HC92052]" +Nintendo Wii [Virtual Console Arcade] [JP] (jul.28, 2009) [Model E6PJ] + +* HANDHELDS: +[JP] Sega Game Gear (nov.1, 1991) "Ninja Gaiden [Model G-3215]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ninjakd2,ninjakd2a,ninjakd2b,ninjakd2c +Arcade Video game published 38 years ago: + +Ninja-Kid II (c) 1987 UPL. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 5 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Ninja-Kid II was released in July 1987 in Japan. + +This game is known in US as "Rad Action" and "JT 104". + +It was ported on consoles in Japan as 'Ninja-kun - Ashura no Shou' (translates from Japanese as 'Ninja Kid - Chronicle of Ashura'). + +- SERIES - + +1. Ninja-kun - Majou no Bouken (1984) +2. Vs. Ninja Jajamaru-kun (1985) +3. Ninja-Kid II (1987) + +- STAFF - + +Game designer : Tsutomu Fuzisawa +Program designer : Satoru Kinjo +Character designers : Tsutomu Fuzisawa, Akemi Tsunoda +Sound composer : Tsutomu Fuzisawa +BGM creator: Mecano Associates +Data maker : Takashi Hayashi + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (1988) "Ninja-Kun - Ashura no Shou [Model UPL-NJ]" +[JP] Sony PlayStation 4 [PSN] (2015) "Arcade Archives:Ninja-Kun - Ashura no Shou [Model CUSA-02310]" +[EU] [AU] Sony PlayStation 4 [PSN] (2016) "Arcade Archives: Ninja-Kid II [Model CUSA-03382]" + +* COMPUTERS: +[JP] MSX + +- CONTRIBUTE - + +Edit this entry +$end + +$info=nost,nostj,nostk +Arcade Video game published 32 years ago: + +Nostradamus (c) 1993 Face Company, Limited. + +A great vertical scrolling shooter. + +On July 1999, a nuclear catastrophe succumbed the planet earth in a absolute destruction and darkness, countries are underwater and ruined, only a few survivors have resisted the undermining and collapse of the humanity, two brave pilots will have the task of saving and defend the rest of world and help to rise from the ashes all the civilization. + +Players control one of the two aircraft piloted by a male pilot named 'Dalas' and a female pilot named 'Joanna' and must shoot down hordes of enemies and avoid his attacks while pick up 'power items' to then defeat the level boss to advance to next levels. + +- TECHNICAL - + +Game ID : LINDA25 + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 7 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 1 +=> Shoot + +- TRIVIA - + +Nostradamus was released in September 1993. + +Nostradamus, was a French apothecary and reputed seer who published collections of prophecies that have since become famous worldwide, known for his book Les Propheties, which appeared in 1555, since the publication of this book, which has rarely been out of print since his death, Nostradamus has attracted a following that, along with much of the popular press, credits him with predicting many major world events. + +- STAFF - + +Main programmer : M. Nagasawa +Enemy programmers : N. Maruyama, F. Ohtani +BG graphics designers : C. Mutsukura, H. Nasu, K. Igarashi +Obj graphics designers : N. Oikawa, K. Higeta, D. Furuuchi, H. Noma +Music composers : Mika Nozawa, Matsudaira Ako +Sound effects : A. Iwanaga +Spec & Director : K. Igarashi + +- CONTRIBUTE - + +Edit this entry +$end + +$info=omegafs +Arcade Video game published 36 years ago: + +Omega Fighter Special (c) 1989 UPL Company, Limited. [Universal PlayLand]. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=omegaf +Arcade Video game published 36 years ago: + +Omega Fighter (c) 1989 UPL. + +While similar to most vertical scrolling shooters, Omega Fighter is unique in its gameplay, level and enemy focus: rather than flying through multiple levels, the player faces an enormous space battle cruiser which contains every level. + +There are two weapons that the player picks up, and if the player picks up a different powerup, it will always reset to its lowest level: +(I) - Ion Laser: Shoots straight, pick up more to increase damage at a cost of decreasing length. Ideal for close combat. +(W) - Wide Shot: Shoots bullets in wider range when collecting more of them. Ideal for taking enemies from afar but deals less damage. + +There are also two items that are pressed by the bomb button, and players may pick up to two of them: +Silver - Activate to slow down everything on screen. Useful to dodge bullets and getting closer for higher score. +Gold - Destroy all enemies on screen, score depends on closeness to player prior to using the item. + +- TECHNICAL - + +Game ID : UPL-89016 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 5 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in September 1989. + +Soundtrack releases : +Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990] + +- STAFF - + +Staff : Iwatani, Nobuyuki Narita, Abe, Akemi Tsunoda, Nikei, Shigksa, T.T, Ohnuma +Composed by : Mecano Associates + +- CONTRIBUTE - + +Edit this entry +$end + +$info=opwolfb +Arcade Video game published 37 years ago: + +Operation Bear (c) 1988 Bear Corporation Korea. + +Bootleg version of "Operation Wolf". + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz), (2x) Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 60.00 Hz +Palette Colors : 8192 + +Players : 1 +Control : lightgun +Buttons : 2 + +- TRIVIA - + +This bootleg of Operation Wolf proved popular as a game in its own right and even outscored the original in location tests. The reason? The lightgun on Operation Bear was a free roaming replica machine gun on a chain, which could be carried more realistically than the mounted joystick of Operation Wolf. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zedblade + +Operation Ragnarok (c) 1994 NMK. + +Operation Ragnarok is a sideways scrolling shoot-em-up for one or two players. Players can chose from three different ships, each with varying speeds. + +As well as ship choices, there are three different selectable weapon systems available; one each for the front and rear firing weapons and one for projectile weapons (such as Homing Missiles). + +Some enemies and waves drop bonuses and weapon power-up items when destroyed. Hyper-Bombs (very powerful 'Smart Bombs') can also be picked up. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0076 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shot, [B] Bomb + +- TRIVIA - + +Operation Ragnarok was released in September 1994 in Japan. + +Operation Ragnarok is known outside Japan as Zed Blade. + +This game runs on the Neo-Geo MVS but was never released on the Neo-Geo AES home console. + +The game forbids the initials 'AAA' on the high score table. If you try, it gets changed to 'YOU'. + +- STAFF - + +Software : Ore Dayo +Graphic designers : Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei +Sound : Manabu Namiki (Santaruru) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=othunder,othundero,othunderu,othunderua,othunderj,othunderjsc +Arcade Video game published 37 years ago: + +Operation Thunderbolt (c) 1988 Taito Corp. + +Operation Thunderbolt is a light-gun controlled shoot-em-up in which one or two players take on the role of Special Forces operatives. They must take on a terrorist group that has seized a US passenger plane which is threatening to execute all hostages if their demands to release terrorist prisoners are not met within 24 hours. + +The plane landed in Africa and the hostages were removed and hidden at several different locations throughout the region. The CIA calls on Roy Adams, hero of the 'Operation Wolf' mission of the previous year, to find and rescue the American hostages. This time, Roy decides to take along a trusted comrade called Hardy Jones. + +The game is a direct sequel to "Operation Wolf" and as with the first game, players are constantly attacked by waves of enemy soldiers and vehicles. Enemies can throw hand grenades and knives, as well as launch missiles at the players, while enemy vehicles can also shoot missiles, launch rockets and use rapid-fire machine guns. The players' ammunition and grenades are limited but can be topped-up by shooting barrels and crates. + +While Operation Thunderbolt plays very similarly to it's prequel, scenes no longer simply scroll horizontally - every second of the game's eight stages feature 3D into-the-screen action. + +- TECHNICAL - + +Prom Stickers : B67 + +Main CPU : Motorola 68000 +Sound CPU : Zilog Z80 +Sound Chips : Yamaha YM2610 + +Players : 2 +Control : Lightgun +Buttons : 2 +=> Shoot, Grenade + +- TRIVIA - + +Operation Thunderbolt was released in December 1988 in Japan. It was then released in February 1989 in the US and in March 1989 in Europe. + +The game's plot is loosely based on a real life incident known as 'Operation Entebbe' which consisted of the hijacking of Air France Flight 139 which took place in June 27, 1976 and ended on July 4, 1976. One year later, Menahem Golam directed a movie based on the incident called 'Mivtsa Yonatan'. Coincidentally the English title of the film is called 'Operation Thunderbolt'. + +- UPDATES - + +Two different versions were released in US; the new one features some changed texts (during introduction). + +- SERIES - + +1. Operation Wolf (1987) +2. Operation Thunderbolt (1988) +3. Operation Wolf 3 (1994) +4. Operation Tiger (1998) +5. Operation Tiger - Second Mission (1999) + +- STAFF - + +Project reader : Masaki Ogata +Game designers : Junji Yarita, Hiroyuki Sakou +Game programmers : Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano +Music composer : Spratter. A +Sound editers : Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada +Character designers : Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh +PCB designer : Takashi Ohara +Mechanical designer : Itsuji Yamada +Cabinet designer : Atushi Iwaoka +Art designers : Hiroyasu Nagai, Osamu Matsuura + +- PORTS - + +* CONSOLES: +Amstrad GX4000 [EU] (1990) +[US] Nintendo SNES (oct.1994) "Operation Thunderbolt [Model SNS-36]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] Amstrad CPC (1989) +[EU] Sinclair ZX Spectrum (1989) +[EU] Commodore Amiga (1989) +[EU] Atari ST (1989) by Ocean +[US] Commodore C64 [EU] (1990) +Amstrad CPC+ [EU] (1990) +[EU] Atari ST (1991) by Hit Squad +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=opwolf,opwolfa,opwolfj,opwolfp,opwolfjsc +Arcade Video game published 38 years ago: + +Operation Wolf (c) 1987 Taito Corp. + +Operation Wolf is a light-gun controlled shoot-em-up in which the player takes on the role of Special Forces operative 'Roy Adams' and must infiltrate and capture six heavily fortified bases, with the ultimate aim of rescuing five trapped hostages and guiding them to safety. + +In order to complete each stage, the player must shoot as many enemy soldiers and vehicles as that stage requires. Enemy soldiers can throw hand grenades and knives, while enemy vehicles can shoot missiles and launch rockets. The player's ammunition and grenades are limited, but can be stocked up by shooting barrels and crates. Occasionally a high-powered machine gun power-up appears, allowing the player's gun to have unlimited ammo and an increased rate of fire for 10 seconds. Completing the 'Powder Magazine' stage fills the player's ammunition and grenade supplies to maximum. + +The hostages do not appear until the 'Concentration Camp' stage. Here, the player must protect them from harm as they run to safety. During the 'Airport' stage, the player must fend off enemy attacks as the hostages run toward the open hatch of an airplane as it taxis along a runway. A bonus is awarded based on the number of hostages that successfully board the plane. + +A damage bar is displayed to the right of the main play screen, this increases each time the player takes a hit. The damage bar also increases if a civilian or hostage is shot. Energy boost items randomly appear which, if shot, decrease damage by five points. In addition, the player recovers a large amount of damage after completing the Village stage, and a small amount after completing each of the others. If the damage bar fills completely or if the player runs out of ammunition and grenades, the game ends. Farm animals, in the form of chickens and pigs, will occasionally run across the screen; Shooting these will reveal bonus items such as health or ammunition. + +Once the game is completed, the player is returned to the first mission, but with an increased level of difficulty. The game's six stages are: +* Communication Setup +* Jungle +* Village +* Powder Magazine +* Concentration Camp +* Airport + +- TECHNICAL - + +Board Number : M4300189A +Prom Stickers : B20 + +Main CPU : Motorola 68000, Zilog Z80 (x2) (C-chip is a z80!) +Sound Chips : Yamaha YM2151, OKI MSM5205 (x2) + +Players : 1 +Control : lightgun +Buttons : 2 + +- TRIVIA - + +Operation Wolf was released in November 1987. + +Mark Twitty holds the official record for this game with 212350 points. + +A bootleg of this game is known as "Operation Bear". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on June 21, 1988. + +- TIPS AND TRICKS - + +* Time your grenade shots to wipe out more than one enemy vehicle at a time. It is rarely smart to use a grenade on a single vehicle. Grenades are not plentiful enough to use in this fashion. + +* When the large, blond enemy soldiers (with toting large machine guns) appear in stage four (Ammo Dump), shooting them in the face will take them down quickly. Otherwise, a grenade or lots of bullets will be required. Also in stage four, keep a stream of fire going just to the right corner of the mortar behind the sandbags. You will plug the guy shooting at you early and you will not be distracted by incoming mortar fire. + +* Each round cleared heals three damage points and the village round heals twenty damage points. If you are playing on a generous machine (mucho power drinks) or an easy machine and you are a great shot, you may have less than three damage points near the end of the first stage (enemy radar) or less than twenty damage points near the end of the village scene. If so, leave one helicopter alive. When it flies on screen, pump it with nine bullets. This gives you points and you can finish it with one shot if you need to. The helicopters often take just one damage point and take a long time to deliver their damage. All the while they do this, power drinks, grenades, and ammunition may show up so you can stock up before the round has to end. Blow-up the helicopter when you have three or twenty damage points depending on the round. + +* On the fifth stage (Concentration Camp), you are likely to finish this round shooting foot soldiers. If you are a good shot, wait until they flash. Sometimes, the enemies do not flash or shoot. The longer you delay the end of the round, the more likely you are to have ammo, grenades, and power drinks drift into the scene. + +* If you play a game that allows you to select the scene in which you fight, choose the village when you have 15-20 damage points so you can make the most of the village's healing bonus where twenty damage points will be removed. Also, do not select the ammo dump. It uses more ammo than it gives, delivers inevitable damage to you, and the three helicopters the ammo dump sends to reinforce the final round are nothing compared to the onslaught you face at the ammo dump. + +- SERIES - + +1. Operation Wolf (1987) +2. Operation Thunderbolt (1988) +3. Operation Wolf 3 (1994) +4. Operation Tiger (1998) +5. Operation Tiger - Second Mission (1999) + +- STAFF - + +Developed by East Technology. + +Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya +Direct of photography : Eigo Okajima +Music by : Hiroshi Tuda +Planned by : Eigo Okajima + +* Design : +All characters : Masaru Tamura, Op & Ed, Saori Ohkura +Title & Capture : Saori Ohkura +1st scene : Masaru Tamura, Natuko Tanahara +2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura +Extra scene : Masaru Tamura +3rd scene : Naoaki Wataya +4th scene : Naoaki Wataya +Final scene : Naoaki Wataya +States : Natuko Tanahara, Saori Ohkura +Effects : Masaru Tamura, Naoaki Wataya +All mechanics : Naoaki Wataya + +* Program : +Event : Katuhiko Hirano, Satoru Komiya +1st scene : Katuhiko Hirano +2nd scene : Satoru Komiya +Extra scene : Toshihiro Kimura +3rd scene : Katuhiko Hirano, Toshihiro Kimura +4th scene : Satoru Komiya +Final scene : Toshihiro Kimura +System : Katuhiko Hirano + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (mar.31, 1989) "Operation Wolf [Model TFC-OW]" +[JP] NEC PC-Engine (aug.31, 1990) "Operation Wolf [Model NAPH-1010]" +[EU] Sega Master System (1990) "Operation Wolf [Model 7039]" +[EU] Nintendo NES (1992) "Operation Wolf - Take No Prisoners" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +* COMPUTERS: +[EU] Atari ST (1988) +[EU] Sinclair ZX Spectrum (1988) +[EU] Commodore C64 (1988) +[EU] MSX (1988) +[EU] Amstrad CPC (1988) : Keyboard / Joystick version +[EU] Amstrad CPC (1989) : LightGun version +[AU] Commodore Amiga (1989) "Amiga Champions" +[JP] FM Towns PC (1990) "Operation Wolf [Model HMB-126]" +[US] PC [MS DOS] +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=opwolf3,opwolf3u,opwolf3j +Arcade Video game published 31 years ago: + +Operation Wolf 3 (c) 1994 Taito Corp. + +Operation Wolf 3 is a light-gun controlled shoot-em-up in which a terrorist organization known as 'SKULL' has taken over an island and are armed with nuclear missiles. Two agents, codenamed 'Hornet' and 'Queen Bee' (players one and two respectively) are dispatched by the United Nations taskforce, 'Federation for Freedom', and must take down the SKULL organisation and disarm the nuclear missiles. + +Unlike the limited ammo found in the first game in the series, players now have unlimited ammo. As long as the trigger is squeezed, weapons will fire on full automatic. Once the ammo meter is depleted, the rate of fire decreases sharply. When the trigger is released, the meter instantly refills. Players can also carry a limited supply of grenades, although only three bombs can be carried at any one time, as opposed to the nine of the first game. As players progress through the stages, various power-ups can be found, such as stronger weapons and extra grenades. + +A bonus round appears after every second stage. This consists of a shooting gallery and players must hit as many targets as possible to earn bonus points. + +The game's five stages are: +* Warehouse +* Expressway +* Wasteland +* The Tower of Them (Missile silo) +* Final stage - A nuclear missile has launched and must be destroyed mid-flight. + +- TECHNICAL - + +Game ID : D74 + +Main CPU : Motorola 68000 (@ 14.346 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610B (@ 8 Mhz) + +Players : 2 +Control : Lightgun +Buttons : 2 +=> Shoot, Grenade + +- TRIVIA - + +Operation Wolf 3 was released in September 1994. + +This arcade machine came in 2 different styles. Alternate artwork and alternate guns colour. + +- SERIES - + +1. Operation Wolf (1987) +2. Operation Thunderbolt (1988) +3. Operation Wolf 3 (1994) +4. Operation Tiger (1998) +5. Operation Tiger - Second Mission (1999) + +- STAFF - + +Cast : Eigo Okajima, Katuhiro Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya as Terrolists +Direct of Photography : Eigo Okajima +Design all Characters : Masaru Tamura +Design OP & ED : Saori Ohkura +Design title & Capture : Saori Ohkura +Design 1st Scene : Masaru Tamura, Natuko Tanahara +Design 2nd Scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura +Extra Scene : Masaru Tamura +Design 3rd, 4th & Final Scene : Naoaki Wataya +States : Natuko Tanahara, Saori Ohkura +Effects : Masaru Tamura, Naoaki Wataya +All Mechanics : Naoaki Wataya +Program Event : Katuhiko Hirano, Satoru Komiya +Program 1st Scene : Katuhiko Hirano +Program 2nd & 4th Scene : Satoru Komiya +Program Extra & Final Scene : Toshihiro Kimura +Program 3rd Scene : Katuhiko Hirano, Toshihiro Kimura +System : Katuhiko Hirano +Music by : Hiroshi Tuda +Planned by : Eigo Okajima + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zintrckb + +押し出し ジントリック (c) 1996 SNK. +(Oshidashi Zintrick) + +Bootleg release of Neo-Geo CD exclusive game "Oshidashi Zintrick [Model ADCD-104]". + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> Mode 1 : [A] Spin, [B] Shot, [C] Special attack +=> Mode 2 : [A] Shot, [B] Spin, [C] Special attack +=> Mode 3 : [A] Spin, [C] Special attack + +- TIPS AND TRICKS - + +* Play As Ryu Eagle (Ninja): +Put the machine in 'Free Play' mode (via dip switches), at the character selection screen, highlight Subberg, hold Up+B and press A. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=outzone,outzonea,outzoneb,outzonec,outzoneh,outzonecv +Arcade Video game published 35 years ago: + +Out Zone (c) 1990 Toaplan. + +A vertically scrolling run and gun game, in which the player controls a soldier who must fight his way through 7 increasingly difficult levels. At the end of each level a boss must be defeated before the player can progress any further. + +- TECHNICAL - + +Game ID : TP-018 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Out Zone was released in August 1990. + +Several characters from other Toaplan games make cameo appearances as powerups or bonuses : +* Six plane squadron from "Flying Shark" fly on the screen shooting enemies in an upside down V shape pattern. +* The "Truxton" ship follows the player helping out. +* ZIG-01 from "Zero Wing" flies on the screen dragging a bunch of '5000' points bonuses. +* Pipiru, Toaplan's mascot from "Zero Wing" can be summoned in level 1 from shooting a hole in a rock. It is vulnerable to all weapons, but it will bring a significant score bonus if safely taken to the level's boss. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990. + +- UPDATES - + +Out Zone new version uses different enemies in some stages and has extra bonuses compared to the old version. The music sequences are also in different orders between the sets. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- SERIES - + +1. Out Zone [TP-018] (1990) +2. Fixeight [TP-026] (1992) + +- STAFF - + +Music and sound created by : Tatsuya Uemura + +- CONTRIBUTE - + +Edit this entry +$end + +$info=overtop + +Over Top (c) 1996 ADK. + +You drive different vehicles in this 3D-like 2D game. The backgrounds are quiet nicely done. The task is to finish every race before certain time. There are many hidden shortcuts in this game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: 212 + +Players: 2 +Control: 8-way joystick +Buttons: 2 +=> [A] Accelerate speed, [B] Reduce speed + +- TRIVIA - + +Released in April 1996. + +- STAFF - + +Producer : Kazuo Arai +Editors : Mitsunari Ishida, M. Ohwada +Car Rendering : J. Seki, T. Kuroiwa +Sprite Editor : K. Ohnishi +Sprite Designers : H. Tsukano, K. Ohashi, E. Kuboshima +Scroll Chief : Rie Mori +Scroll Designers : Misako Ohno, M. Himeno, K. Uchiumi, Kaori Kumagai +Programmers : E-Chan, Donpei +System Programmers : Makio Chiba, Hideo Kamoda +Hard Engineer : Eiji Fukatsu +Character Maker Programmer : Hiroyuki Ryu +Sound Effects : Hideki Yamamoto +Music : Takao Ohshima, Keiichiroh Segawa +Public : Satsuki Itoh, Hajime Taguchi, Kiyotaka Sugiyama, Kayo Yamagata +Director : Takashi Egashira + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (may.24, 1996, "Over Top [Model ADH-011]") +SNK Neo-Geo CD (jul.5, 1996, "Over Top [Model ADCD-011]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=p47j,p47je +Arcade Video game published 37 years ago: + +P-47 - The Freedom Fighter (c) 1988 Jaleco. + +P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops. + +The game is broken up into four missions. Within these four missions, there are 2 parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU: Motorola 68000 (@ 12 Mhz) +Sound CPU: Motorola 68000 (@ 7 Mhz) +Sound Chips: Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players: 2 +Control: 8-way joystick. +Buttons: 2 + +- TRIVIA - + +P-47 was released in May 1988 in Japan. + +This game is known outside Japan as "P-47 - The Phantom Fighter". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988. + +- SCORING - + +Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss. + +ENEMY AIR UNIT +BOMBER, LARGE (FACES RIGHT) : 3,000 +BOMBER, LARGE (TAN) : 3,000 +BOMBER, MEDIUM (FACES RIGHT) : 2,000 +BOMBER, MEDIUM (FACES LEFT) : 1,500 +FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000 +FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000 +HELICOPTER, MEDIUM : 300 +HELICOPTER, POWER-UP : 500 +PLANE, JET : 200 +PLANE, JET (TAN) : 300 +PLANE, PROPELLER : 100 +PLANE, PROPELLER (TAN) : 200 +PLANE, ROCKET : 500 +ROCKET, V1 : 100 +ROCKET, TWO-FIN : 100 + +ENEMY GROUND UNITS +MOTORCYCLE : 2,000 +RAIL GUN, LARGE (GUN ONLY) : 1,000 +RAIL GUN, LARGE (TURRET) : 3,000 +RAIL GUN, SMALL : 1,000 +SELF-PROPELLED HOWITZER : 3,000 +TANK, LARGE : 600 +TANK, MEDIUM : 400 +TANK, VERY LARGE : 5,000 +TURRET, GROUND : 100 +TURRET, TRAIN : 400 +TRUCK, ANTI-AIRCRAFT : 200 +TRUCK, DEDICATED ANTI-AIRCRAFT : 400 +TRUCK, HALFTRACK : 300 +TRUCK, QUAD ANTI-AIRCRAFT : 500 +TRUCK, RADAR : 2,000 + +ENEMY BOSSES +BATTLESHIP, MAIN GUN : 5,000 +BATTLESHIP, SECONARY BATTERY : 2,000 +BATTLESHIP, TERTIARY BATTERY : 1,000 +BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500 +BOMBER, VERY LARGE : 20,000 +BOMBER, HUGE : 40,000 +RAIL GUN, LARGE : 10,000 +TANK, HUGE (GREEN) : 20,000 +TANK, HUGE (SILVER) : 50,000 + +In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are : +1 ITEM : 1,000 POINTS +2 ITEMS : 2,000 POINTS +3 ITEMS : 3,000 POINTS +4 ITEMS : 4,000 POINTS +5 ITEMS : 5,000 POINTS +6 ITEMS : 10,000 POINTS +7 ITEMS : 20,000 POINTS +8-10 ITEMS : 30,000 POINTS + +You will also score 10,000 points for completing a mission part. + +- TIPS AND TRICKS - + +As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything. + +* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground. + +* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter. + +* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location. + +* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower. + +* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses. + +* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over. + +* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable. + +* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men. + +* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well. + +* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival. + +- SERIES - + +1. P-47 - The Freedom Fighter (1988) +2. P-47 Aces (1995) + +- STAFF - + +Developed by Nihon Maicom Kaihatsu (NMK). + +Sound composer : Shizuyoshi Okamura + +- PORTS - + +* CONSOLES: +NEC PC-Engine (mar.1989) +Sega Mega Drive (1990) "The Freedom Star": Unreleased. + +* COMPUTERS: +Amstrad CPC (1989) +Atari ST (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=p47,p47a,p47bl +Arcade Video game published 37 years ago: + +P-47 - The Phantom Fighter (c) 1988 Jaleco. + +Export version. Game developed in Japan. See the original for more information; "P-47 - The Freedom Fighter". + +- TRIVIA - + +Released in May 1988. + +- SERIES - + +1. P-47 - The Phantom Fighter (1988) +2. P-47 Aces (1995) + +- PORTS - + +* COMPUTERS: +Sinclair ZX Spectrum (1989) +Commodore C64 (1989) +Commodore Amiga (1989) +Amstrad CPC (1989) +Atari ST (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pacplus +Arcade Video game kit published 43 years ago: + +Pac-Man Plus (c) 1982 Bally Midway. + +The ghosts are the same, if their edible forms are changed. The maze is familiar, if a bit off in color. The prizes in the center are a bit different. Be careful, however : Pac-Man may eat a power pill and find that Blinky, who is right in front of the energizer for him to immediately eat, is still red, and now Pac-Man is dead. Also, you might want to try eating the ghosts after eating the center prize. They'll return to their normal forms shortly after turning visible. + +- TECHNICAL - + +Conversion kit for Pac-Man or Ms. Pac-Man. +Kit ID: 0338 + +Players: 2 +Control: 4-way joystick +Buttons: 1 + +- TRIVIA - + +Pac-Man Plus was released on March 13, 1982 in the USA. It was developed by Bally Midway without the approval of Namco. Released as an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity. + +The programming is a lot like "Pac-Man" except that the maze is outlined in green instead of blue. The prizes that appear in the middle of the maze are cans of Coke, cocktails, green beans, cakes, gift-wrapped boxes, etc. Whenever Pac-Man eats an energizer, the ghosts not only turn blue but they also get apple stems on their heads. On later levels, sometimes only three of the ghosts turn blue. + +The game plays exactly like the original except that there are various events (apparently selected at random) that may or may not occur after Pac-Man eats one of the four power pellets. These events include but are not limited to : the maze's structure becoming temporarily invisible, the ghosts turning invisible while they are blue, or only three of the four ghosts turning blue. The prizes in the middle of the maze can also act as a power pellet. Another difference is that later in the game the maze's structure becomes permanently invisible. + +In the attract mode, the Game Over message underneath the ghost pen during demo play changes its color to match the maze outline as soon as Pac-Man's first energizer wears off. It changes back to red after Pac-Man is killed. + +Shannon Ryan holds the official record for this game with 3,213,900 points. + +- SCORING - + +The scoring system is very similar to the original Pac-Man game. + +Dots : 10 points +Energizers : 50 points +Ghosts after eating energizer : 200, 400, 800, 1,600 points +Ghosts after center prize : 400, 800, 1,600, 3,200 points +Soda Can : 100 points +Vitmo : 300 points +Peas : 500 points +Apple : 700 points +Grapes : 1,000 points +Galaxian : 2,000 points +Bread : 3,000 points +Pancakes : 5,000 points + +- SERIES - + +1. Pac-Man (1980, ARC) +2. Ms. Pac-Man (1981, ARC) +3. Super Pac-Man (1982, ARC) +4. Pac-Man Plus (1982, ARC) +5. Jr. Pac-Man (1983, ARC) +6. Professor Pac-Man (1983, ARC) +7. Pac-Land (1984, ARC) +8. Pac-Mania (1987, ARC) +9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear) +10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis) +11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC) +12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2" +13. Pac-Man VR (1996, ARC) +14. Pac-Man World [Model SLUS-00439] (1999, PS) +15. Pac-Man - Adventures in Time (2000, PC) +16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS) +17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC) +18. Pac-Man All-Stars (2002, PC) +19. Pac-Man Fever [Model SLUS-20197] (2002, PS) +20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX) +21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC) +22. Pac-Pix [Model NTR-APCE-USA] (2005, DS) +23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA) +24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]" +25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS) +26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS) +27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC) +28. Pac-Man Championship Edition (2007, XBLA) +29. Pac-Man Championship Edition DX (2010, XBLA, PSN) +30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii) +31. Pac-Man Battle Royale (2011, ARC) +32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]" +33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam) +34. Pac-Man Dash! (2013, Android/iOS) +35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC) +36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC) + +- PORTS - + +* OTHERS: +[US] Super Pac-Man TV game (2006) by Jakks Pacific +[US] Arcade Gold featuring Pac-Man (2007) by Jakks Pacific +[US] Retro Arcade featuring Pac-Man (2008) by Jakks Pacific +[US] Pac-Man Connect and Play (2012) by Bandai +[US] Arcade (2018) "Pac-Man's Pixel Bash" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pacman,pacmod,pacmanf,pacmanblb +Arcade Video game published 45 years ago: + +Pac-Man (c) 1980 Midway Mfg. Co. + +Export release by Bally/Midway for North America. Game developed by Namco and originally known as Puckman in Japan. For more information about the game itself, please see the original Japanese release entry, "Puckman [Upright model]". + +- TECHNICAL - + +Upright model +Game No. 932 + +- TRIVIA - + +Pac-Man was released by Midway Manufacturing, under license from Namco, in the USA on October 10, 1980. 96,000 units were produced in America. + +Reportedly, when Bally/Midway obtained the rights to Pac-Man, Namco was offering four different games, which ended up being licensed to Game Plan and Bally/Midway. Game Plan's Ken Anderson reports that he and Bally's Dave Marofske flipped a coin to see who would get first crack at the games. Game Plan won and chose a tank game (which they released as "Tank Battalion") over Pac-Man. The other game they got was released as "King & Balloon". Bally/Midway, meanwhile, took Pac-Man and "Rally-X". + +Midway made the following changes to the game (from the original Namco version): +- The game's name (and likewise its main character) has been changed to Pac-Man. Refer to the Namco Upright version entry, Trivia section, for details behind this name change. +- The name/nickname combinations for the ghosts in this version are: +Shadow - "Blinky" (red ghost) +Speedy - "Pinky" (pink ghost) +Bashful - "Inky" (cyan ghost) +Pokey - "Clyde" (orange ghost) +- Notice that the pink ghost's nickname remains unchanged from the Japanese version. +- Unlike the Japanese version, the American version has no DIP switch for alternate ghost names. + +The game's cult status in the early 80's was such that it inspired a hit single by 'Buckner and Garcia' called 'Pac-Man Fever'. Initially released as a single in December, 1981, it eventually reached #9 on the pop charts. It was so popular the label encouraged them to record an entire album with video game themed songs. The album 'Pac-Man Fever' was quickly released in January of 1982 featuring 8 songs based on Donkey Kong, Frogger, Asteroids, Centipede, and other popular games. + +The game also spawned a virtual cottage industry of best-selling how-to books strategy guides on how to beat the game by using patterns with names like the "Bazo's Breaker", the "Donut Dazzler" and the "GET pattern" (named after the first initials of the members of a team of players from Davis, California: George Huang, Ed Bazo, and Tom Fertado). + +A Pac-Man unit appears in the movie 'Getting There', in the 1982 movie 'Jekyll & Hyde - Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1983 movie 'Koyaanisqatsi - Life out of Balance', in the 1985 movie 'The Heavenly Kid', in the 1985 movie 'Better Off Dead', and in the 1986 movie 'The Color of Money'. + +A Pac-Man unit appears in the pilot of Season One of 'The A-Team'. It is where Amy (Melinda Culea) meets Murdock (Dwight Schultz) for the first time. + +MB (Milton Bradley) released a board game based on this video game in 1982 (Pac-Man Game, 'As Much Fun as the Action Packed Arcade Game of the Same Name'). In this board game, the dots in the maze are represented by white marbles. There are also yellow marbles representing the power pills in the maze. There are also two ghosts pawns of the same color in the game. The object is to roll the dice and move your Pac-Man playing piece around the maze gobbling up as many marbles as you can using the count on one die, and move either ghost pawn using the count on the other die. There are yellow dots imprinted on the game board to lay out the path each character must take; these dots do not count as spaces. Use the ghosts to try to catch your opponents. When this happens, that opponent is sent back home and surrenders two marbles to the player who moved the ghost. If a Pac-Man gobbles up a yellow marble, that player earns the right to gobble a ghost. When this happens, the gobbled ghost is returned to the ghost pen, the player takes two marbles away from any opponent, and the player's yellow marble is returned to the game board. Once the maze is cleared of white marbles, the game is over and the player with the most white marbles (yellow marbles do not count) is the winner. + +'Pac-Man' is also the nickname of the Filipino boxing champion Manny Pacquiao. The two-time world champion earned the distinction as the only boxer who has knocked down both future Mexican 'Hall of Famer' Marco Antonio 'Baby Face Assassin' Barrera (knocked out in 11th round) and Erik 'El Terrible' Morales (knocked out in 10th round). Pacquiao has been on the top 10 list of the best 'pound-for-pound' fighters in the world. + +In the multi-racial country of Malaysia, 'Pac-Man' is a slang term coined to describe men who only date ladies of other races. + +The name 'Pac-Man' has been given to a nebula, cataloged as NGC 281. The Pac-Man Nebula is an H II region in the constellation of Cassiopeia. It includes or is near the open cluster IC 1590, the double star HD 5005, and several Bok globules. The shape of the nebula resembles the famous video game icon, Pac-Man. It is visible in amateur telescopes from dark sky locations. + +The Cassini Robotic spacecraft (Cassini-Huygens) were captured images during a close pass to the moon of Saturn named 'Mimas', and collected by the composite infrared spectrometer (CIRS). The images show the fluctuating temperatures experienced by Mimas. The combined map with this images form a shape of this character Pac-Man. + +On May 21, 2010, to celebrate Pac-Man's 30th Anniversary, Google, the famous internet search engine, has created the first ever interactive Doodle! This doodle allowed people to play Pac-Man on the home page (at the place of the original logo). + +- UPDATES - + +Midway's new revision program for Pac-Man was released in December 1981; the new program increases the difficulty of the game and adds a new challenge to players already familiar with the original. + +- PORTS - + +NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco (Japanese version) upright entry. + +* CONSOLES: +Bally Astrocade "Muncher" +Emerson Arcadia "Gobbler" +Atari 2600 (1981) "Pac-Man [Model CX2646]" +Atari 5200 (1982) "Pac-Man [Model CX5208]" +Mattel Intellivision (1983) "Pac-Man [Model 70251]" +Nintendo NES (1987) by Tengen +Nintendo NES (nov.1993) "Pac-Man [Model NES-P7]" +Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]" +Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]" +Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]" +Sony PlayStation 2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]" +Microsoft XBOX (oct.9, 2002) "Namco Museum" +Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]" +Sony PlayStation 2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]" +Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" +Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" +Microsoft XBOX 360 [XBLA] (aug.9, 2006) +Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]" +Sony PlayStation 3 (jul.16, 2009) "Namco Museum Essentials [Model NPUB-30086]" +Nintendo Wii (nov.16, 2010) "Namco Museum Megamix" +Sony PlayStation 3 [PSN] (feb.25, 2014) "Pac-Man Museum [Model NPUB-31383]" +Microsoft XBOX 360 [XBLA] (feb.26, 2014) "Pac-Man Museum" +Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Pac-Man" +Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Pac-Man [Model CUSA-03955]" + +* HANDHELDS: +Sega Game Gear (1991) "Pac-Man [Model T-14018]" +Nintendo Game Boy (apr.1991) "Pac-Man [Model DMG-PC-USA]" +SNK Neo-Geo Pocket Color (jul.31, 1999) "Pac-Man [Model NEOP00551]" +Nintendo Game Boy Color (aug.1999) "Pac-Man - Special Color Edition [Model DMG-AACE-USA]" +Nintendo Game Boy Advance (jul.12, 2001) "Pac-Man Collection [Model AGB-APCE-USA]" +Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]" +Nintendo DS (sept.18, 2007) "Namco Museum DS [Model NTR-YNME-USA]" +Nintendo 3DS (jul.26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]" + +* COMPUTERS: +Tandy Color Computer (1981) "Pac-Tac" +Atari 400 (1982) +Atari 800 (1982) "Pac-Man [Model CXL4022]" +Commodore VIC-20 (1982) +PC [Booter] (1982) "PC-Man" +Tandy Color Computer (1982) "Ghost Gobbler" +Tandy Color Computer (1982) "Pack Maze" +Apple II (1983) +Commodore C64 (1983) by Thunder Mountain +Commodore C64 (1983) "Pac-Man [Model RX8502]" +PC [Booter] (1983) +PC [Booter] (1983) "Ascii Man", a part of the "Friendlyware PC Arcade" suite +PC [MS-DOS] (1983) +Tandy Color Computer (1983) "Pac Jaws" +Tandy Color Computer (1983) "Pac-Tac II" +Texas Instruments TI-99/4A (1983) "Pac-Man [Model RX8500]" +Tandy Color Computer (1990) "Pac-Dude" +Apple II GS (1992) "Pac Man GS" +Apple Macintosh (1992) "Mac-Man" +PC [MS Windows 95, CD-ROM] (1995) "Mac-Man", part of "Windows Arcade Pack" +PC [MS Windows 95, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade" +Tandy Color Computer 3 (1997) +PC [MS-DOS] (1997) "Champ Pac-Em" - CHAMProgramming +PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition" +PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary" +PC [MS Windows, Online] (2009) "Namco All Stars: Pac-Man and Dig Dug" by WildTangent Games +Apple iPhone/iPad (mar.31, 2010) "Pac-Man for iPad [Model 363297482]" +PC [MS Windows, Online] (aug.4, 2010) "Namco All-Stars: PAC-MAN" by WildTangent Games +Steam (feb.25, 2014) "Pac-Man Museum [Model 236470]" +Steam (apr.19, 2016) "Arcade Game Series - Pac-Man [Model 394160]" + +* OTHERS: +VFD handheld game (1981) by Coleco. +LCD handheld game (1992) by Micro Games of America +Arcade (1996) "Namco Classics Collection Vol.2" +LCD handheld color game (1999) released by Micro Games of America +Arcade (2000) "Ms. Pac-Man/Galaga - 20th Anniversary Class of 1981 Reunion" as a hidden game. +Namco Classics TV game (2003) by Jakks Pacific +Mobile Phones (june.13, 2003) +Arcade (2005) "Pac-Man - 25th Anniversary Edition" +Super Pac-Man TV game (2006) by Jakks Pacific +Arcade Gold featuring Pac-Man (2007) by Jakks Pacific +Retro Arcade featuring Pac-Man (2008) by Jakks Pacific +Apple iPhone/iPod (jul.9, 2008) "Pac-Man [Model 281656475]" +Android Market (sept.23, 2008) +BlackBerry (june.30, 2009) "Pac-Man [Model 967]" +Android (jan.11, 2010) +Windows Mobile (mar.15, 2010) +Apple iPhone/iPod (mar.31, 2010) "Pac-Man for iPad [Model 363297482]" +Arcade (2010) "Pac-Man's Arcade Party" +Android Market (2011) +Pac-Man Connect and Play (2012) by Bandai +Apple iPhone/iPod (mar.13, 2012) "Namco Arcade [Model 465606050]" +Android Market (apr.6, 2012) by Namco Networks America +Android (mar.22, 2013) "Pac-Man + Tournaments" +Arcade (2018) "Pac-Man's Pixel Bash" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho4k + +Pae Wang Jeon Seol - Legend of Warrior (c) 1996 SNK [Shin Nihon Kikaku]. + +Korean censored version of "Samurai Shodown IV - Amakusa's Revenge". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=palamed,palamedj +Arcade Video game published 35 years ago: + +Palamedes (c) 1990 Taito. + +- TECHNICAL - + +Taito L System hardware +Board Number : K1100610A +Prom Stickers : C63 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in October 1990. + +In the Tournament Mode, the green-beret soldier from "Operation Wolf" and the green dinosaur from "Bubble Bobble" can be seen. + +- SERIES - + +1. Palamedes (1990) +2. Palamedes 2 (1991, Nintendo Famicom) + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1990) +Nintendo Game Boy (1990) + +* COMPUTERS: +MSX2 (1990) +FM Towns PC (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pang,pangb,pangbold,pangba,pangb2,pangbb,pangbp,pangbc +Arcade Video game published 36 years ago: + +Pang (c) 1989 Mitchell Corp. + +Export release. Game developed in Japan. See the original Japanese release for more information; "Pomping World". + +- TRIVIA - + +Pang was released in December 1989 in Europe. + +A bootleg version was released in 1990. + +- SERIES - + +1. Pang (1989) +2. Super Pang (1990) +3. Pang! 3 [B-Board 94916-10] (1995) +4. Mighty! Pang [Green Board] (2000) +5. Pang - Magical Michael (2010, Nintendo DS) + +- PORTS - + +* CONSOLES: +Amstrad GX4000 [EU] (1990) +[EU] Sony PlayStation (june.1998) "Super Pang Collection [Model SLES-00043]" + +* HANDHELDS: +[EU] Nintendo Game Boy (1993) "Pang [Model DMG-AG-NOE]" +[AU] Sony PSP (jul.11, 2007) "Capcom Puzzle World" +[EU] Sony PSP (jul.13, 2007) "Capcom Puzzle World [Model ULES-00647]" + +* COMPUTERS: +[EU] Commodore Amiga (1989) +[EU] Amstrad CPC (1990) +[EU] Atari ST (1990) +[EU] Commodore C64 (1991) +[EU] Sinclair ZX Spectrum (1991) + +* OTHERS: +Mobile phone [Nokia 7650] (2003) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pang3j +Arcade Video game published 30 years ago: + +Pang! 3 - Kaitou Tachi no Karei na Gogo (c) 1995 Mitchell. + +The second sequel to the superb 1989 original, Pang! 3 retains the same gameplay of its predecessors but adds vastly improved graphics and a choice of three difficulty levels; Beginner, Normal and Panic. On both the 'Normal' and 'Panic' skill levels, players can choose from 4 different playable characters; each possessing different strengths and weaknesses, such as a double harpoon or quick shots. On the beginner level, players can only use the Mexican character. + +Another notable difference is in the game's use of backdrops : instead of the world landmarks of the first two games, Pang! 3 features classical works of art in the form of paintings and sculptures. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 94916-10 + +Players: Up to 2 +Control per player: 8-way joystick +Buttons per player: 3 + +- TRIVIA - + +Pang! 3 was released in May 1995 in the Japanese arcades. It was known there as the 31th video game made for this system. + +The subtitle of this game translates from Japanese as 'The Magnificent Afternoon of the Mysterious Thieves'. + +Known export releases : +[EU] "Pang! 3 [B-Board 94916-10]" +[US] "Buster Buddies [B-Board 94916-10]" + +Here is a detailed list of famous paintings appearing in this order : +'La Bohémienne Endormie' by Henri Julien Rousseau, 1897. +'The Scream' by Edvard Munch, 1893. +'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century. +'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888. +'Les Glaneuses' by Jean Francois Millet, 1857. +'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891. +'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881. +'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916. +'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485. +'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814. +'Mona Lisa' by Leonardo da Vinci, 1506. +'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'. + +- TIPS AND TRICKS - + +* Stage Select : select Normal mode while putting the joystick down. + +* Expert Mode : select Normal mode with 1P and 2P SHOT buttons simultaneously. + +* Win 500 points In Panic Mode : hold down the joystick and 500 points will be added to your score every few seconds. + +- SERIES - + +1. Pang (1989) +2. Super Pang (1990) +3. Pang! 3 - Kaitou Tachi no Karei na Gogo [CP-S No. 31] (1995) +4. Mighty! Pang (2000) + +- STAFF - + +Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan) +Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa +Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo. +Artists : Y.N, Akagi, Joe, A. Hamada +Music composer : Isao Abe (Oyaji) +Sound designers : Toshio Kajino, Hiroaki Kondo +Supervisor : Yoshiki Okamoto (Kihaji Okamoto) + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (mar.14, 1997) "Super Pang Collection [Model SLPS-00360]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pang3,pang3r1,pang3b,pang3b2,pang3b3,pang3b4,pang3b5 +Arcade Video game published 30 years ago: + +Pang! 3 (c) 1995 Mitchell. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pang! 3 - Kaitou Tachi no Karei na Gogo [B-Board 94916-10]". + +- TECHNICAL - + +Capcom Play System hardware (CP-S) +B-Board #: 94916-10 + +- TRIVIA - + +This game is known in North America as "Buster Buddies". + +Sheila Van Buren holds the official record for this game with 2,256,411 points. + +- SERIES - + +1. Pang (1989) +2. Super Pang (1990) +3. Pang! 3 [B-Board 94916-10] (1995) +4. Mighty! Pang [Green Board] (2000) +5. Pang - Magical Michael (2010, Nintendo DS) + +- PORTS - + +* CONSOLES: +[EU] Sony PlayStation (june.1998) "Super Pang Collection [Model SLES-00043]" + +* HANDHELDS: +[EU] Sony PSP (jul.13, 2007) "Capcom Puzzle World [Model ULES-00647]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=panicbom + +Panic Bomber - Bomber Man (c) 1995 Eighting. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-073 + +Players: 2 +Control: 8-way joystick +Buttons: 1 +=> [A] Change bombers formation + +- TRIVIA - + +Developed by Hudson Soft. The game was originally released on the PC-Engine CD as "Panic Bomber - Bomber Man [Model HCD4069]". + +Panic Bomber Bomber Man for Arcades was released in January 1995 on the Neo-Geo MVS but was never released on the Neo-Geo AES home console. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=peekaboo,peekaboou +Arcade Video game published 32 years ago: + +Peek-a-Boo! (c) 1993 Jaleco Company, Limited. + +- TECHNICAL - + +Jaleco Mega System 1-D hardware + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : OKI6295 (@ 12 Khz) + +Players : 2 +Control : paddle +Buttons : 4 + +- TRIVIA - + +Peek-a-Boo was released in May 1993. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pengo,pengoa,pengob,pengoc,pengoj,pengoja,pengojb,pengojbl +Arcade Video game published 43 years ago: + +Pengo (c) 1982 Sega. + +Pengo is an action game set in an overhead maze constructed of ice blocks. The player controls Pengo, a red penguin that lives in the Antarctic and fights the blob-like Sno-Bees. The objective of the game is for Pengo to survive a series of rounds by eliminating all Sno-Bees, while amassing bonuses by bringing together the three diamonds dispersed in the maze. + +The Maze itself is an interactive environment. Each section of wall is a block of ice that can be pushed onto the Sno-bees to destroy them. Pressing the button while pushing the joystick will cause Pengo to push the ice block in the direction he is facing. The block will slide until it hits either a wall or another ice block, crushing any Sno-Bees in its path. Crushing more than one Sno-Bee at once will increase the number of points awarded. + +As the player crushes the Sno-Bees, new ones hatch from eggs located within ice blocks. Each time a new one hatches, blocks containing eggs that have still not hatched yet are briefly identified by flashing the color of that round's Sno-Bees. A certain number of eggs will hatch immediately at the start of each round - this is also the maximum number of active Sno-Bees at any one time in the round. Eggs can be eliminated by crushing the ice blocks that contain them. If Pengo pushes a side wall at the edge of the screen, the water vibrates, any adjacent Sno-Bees will be briefly stunned and are eliminated if Pengo walks over them in this state. + +The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed but can be re-used by Pengo. + +After 60 seconds elapse in a round without a player or enemy death, the game enters into sudden death mode; the music tempo and movement of the Sno-Bees accelerates. If a single Sno-Bee remains in the round, a jingle plays and the Sno-Bee accelerates in an attempt to reach a corner, where it safely fades away. + +There are a total of 16 rounds in the game. After round 16 is cleared, the game loops back to round 1. + +- TECHNICAL - + +Game ID: 834-0386 + +Main CPU: Zilog Z80 (@ 3.02 Mhz) +Sound Chips: Namco 3-channel WSG (@ 96 Khz) + +Players: 2 +Control: 4-way joystick +Buttons: 1 (PUSH) + +Pengo is known to have two different marquees. One marquee depicts Pengo standing next to the game's logo, with one leg up on an ice block, and one hand pushing against the O in the logo; the Sega logo appears in small print directly underneath the O. The other marquee depicts Pengo pushing an ice block, with the Sega logo appearing on the lower right corner of the marquee in a larger print. + +- TRIVIA - + +Pengo was released in September 1982 in Japan, in October 1982 in North America, and in December 1982 in Europe. + +Pengo makes a cameo appearance in "Up'n Down". If a player manages to pass the first 4 rounds in under a minute each, he will appear in the water of round 5 riding a surfboard. + +The color for the Sno-Bees is different in each round and follows an eight-round pattern: green, red, yellow, pink, orange, yellow, light blue, yellow. + +Demonstration gameplay in the attract mode always plays Round 5, with the orange Sno-Bees. + +The song that is played during the brief intermissions that appear after every even-numbered round is cleared is "Ode to Joy" from the fourth movement of Beethoven's Ninth Symphony. + +Rodney Day holds the official record for this game with 1110370 points. + +A bootleg of this game is known as "Penta". + +- UPDATES - + +In Japanese versions: +- The maze is visibly drawn at the start of each round. +- The default top 5 high scores are all 20,000, and the default names are AAA, KKK, III, RRR, and AAA. +- The in-game theme music is an 8-bit interpretation of the 1969 Gershon Kingsly composition known as "Popcorn", made most famous in 1972 by the instrumental band Hot Butter. +- The total number of enemies in each round is as follows: 6 in rounds 1 and 2, 8 in rounds 3-7, 10 in rounds 8-11, and 12 in rounds 12-16. + +In export versions: +- The maze is loaded instantly at the start of each round +- The default top 5 high scores are all 0, and the default names are MMM, MMM, III, ZZZ, and UUU. +- Snappy original music is used as the in-game theme instead of the "Popcorn" song. +- The total number of enemies in each round is as follows: 6 in round 1, 8 in rounds 2-5, 9 in rounds 6 and 7, 10 in rounds 8 and 9, 11 in rounds 10 and 11, and 12 in rounds 12-16. + +In all Japanese versions except the non-encrypted one, rounds are referred to in-game as "Acts". + +Later versions correct a Test Menu Bug that is present in version Japan, 315-5010 type, Rev C. + +In Export versions except version World, 315-5007 type, rev A (formerly set 4 in mame): +- The curtain speed is fastest. +- The demo mode is different. +- Delay before player can move at the start of a stage changed from 64 frames to 16 frames. +- Delay before the next level loads after an intermission changed from 64 frames to 16 frames. +- Delay before the sky rapidly changes colors in the intro changed from 64 frames to 48 frames. + +Version World, 315-5007 type rev A introduced a number of changes to make the game flow faster than in other sets: +- Number of frames before the level completion time is shown changed from 32 to 8. +- Number of frames after a time bonus is calculated changed from 128 to 64. +- Number of frames before the screen wipes after the player has died changed from 128 to a single frame. + +- SCORING - + +Smashing an ice block : 30 points. +Smashing an ice block with a Sno-Bee inside : 500 points. +Walking over a stunned Snow-Bee : 100 points. +Killing a Snow-Bee with an ice block : 400 points. +Killing two Snow-Bees at once with one ice block : 1600 points. +Killing three Snow-Bees at once with one ice block : 3200 points. +Killing four Snow-Bees at once with one ice block : 6400 points. +Lining up the three diamond blocks with one or zero of them touching a wall : 10000 points. +Lining up the three diamond blocks with two or more touching a wall : 5000 points. +Completing screen in under 20 seconds : 5000 bonus points. +Completing screen in 20-29 seconds : 2000 bonus points. +Completing screen in 30-39 seconds : 1000 bonus points. +Completing screen in 40-49 seconds : 500 bonus points. +Completing screen in 50-59 seconds : 10 bonus points. +Completing screen in 60 seconds and over : no bonus points. + +- TIPS AND TRICKS - + +* The last remaining Sno-Bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear. + +* The indicator at the top of the screen tells you how many Sno-Bee eggs are still unhatched and hidden in ice blocks. + +* A certain number of Sno-Bee eggs will hatch immediately at the start of each round. This is also the maximum number of active Sno-Bees you can have at any one time during the round. In rounds 1-4, this number is three; in rounds 5-16, it is four. + +* Every time a Sno-Bee egg hatches, some ice blocks will flash, revealing the locations of Sno-Bee eggs that have not hatched yet. You can destroy the ice block to eliminate that Sno-Bee egg before it even hatches. + +* When you kill the last Sno-Bee you have a couple of seconds to crush up to four ice blocks for an extra 30 points each. + +* Concentrate your efforts on lining up the diamond blocks. The 10000 points are the biggest single score in the game, and stunning all the Sno-Bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100). + +* Lining up the three diamond have another side effect: the remaining ice blocks with a Sno-Bee inside will be flash to the end of screen. + +* Try to kill more than one Sno-Bee at a time, as two or more together are worth more points than killing them individually. + +* Easter Egg: +In the attract mode, push the two joys to up, press the two action buttons and one button of start game, and it will show the credits of the game. After a few seconds, the game will reset. The wait can be stopped pushing the 1P Start button. + +- SERIES - + +1. Pengo (1982) +2. Ge-sen Love Plus Pengo! (2012) +3. Finger Pengo (2011, iPhone/iPod) + +- STAFF - + +Developed by Coreland Technology. + +Directed by: Nobuo Kodera +Programed by: Akira Nakakuma +Designed by: Shinji Egi +Involved in the project: Tsutomu Iwane + +- PORTS - + +* CONSOLES: +[US] Atari 5200 (1983) "Pengo [Model CX5236]" +[US] Atari 2600 (1984) "Pengo [Model CX2690]" +Atari XEGS +[JP] Sega Game Gear (oct.6, 1990) [Model G-3202] +[EU] Sega Game Gear (1991) +[JP] Sega Mega Drive (dec.22, 1995) "Pepenga Pengo [Model G-4133]" +[JP] Sega Saturn (feb.28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]" +[JP] Nintendo Wii [Virtual Console] (aug.4, 2009) : Mega Drive version. + +* COMPUTERS: +[US] Atari 800 (1983) +[EU] BBC Micro (1983) +[US] Commodore C64 [EU] (1983) +[EU] Commodore C64 (1983) +[US] Commodore C64 (1983) "Petch" +[EU] Commodore C64 (1983) "Petch" +[US] Tandy Color Computer (1983) "Pengon" +[EU] Amstrad CPC (1986) "Troglo" +Atari 800 "Pengon" +Commodore 64 "Pengon" +Dragon 32 "Pengon" +Vic-20 "Pengon" : Unreleased, the only mention online is that the developer says he made it. +[JP] PC [MS Windows 98] (1998) "Memorial Selection [Model HCJ-0147]" + +* OTHERS: +[US] LCD handheld game (1982) : by Bandai. +[US] VFD portable game (1983) : by Bandai. +[US] Blackberry (aug.28, 2009) "Pengo Mobile [Model 3107]" +[US] Mobile phones (2003) +[US] Apple iPhone/iPod (feb.2, 2011) [Model 416880921] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=phantasm +Arcade Video game published 34 years ago: + +Phantasm (c) 1991 Jaleco. + +Phantasm is a scrolling platform shoot-em-up in which game's hero is ambushed by a criminal syndicate, who kidnap his girlfriend and shoot him dead. The hero's spirit is summoned by his girlfriend's father and given a mission to save her from the mysterious syndicate that now holds her hostage. Only then can he rest in peace. + +At the start of the game players choose to possess one of four enemy characters to begin their quest. When the possessed body is killed, providing there is a living enemy nearby (other than that of a boss) the player can possess them and continue playing. Each time this is done, it costs the player 'spirit energy'. Should the hero die when there are no enemies close by for the player to possess; the game is over. + +The hero must fight his way through six stages to infiltrate the syndicate's base, collecting a key on stages 2, 5, and 6 as he progresses. If he has all three keys upon reaching the final leg of Stage 6, the hero can unlock the girl's cell, possess her and help her to fight her way out of the base. If not, he must abandon her and face the syndicate's leader alone. Once the syndicate's leader is defeated the base blows up, so with the latter option, the girl is not saved. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Fire, [B] Jump + +- TRIVIA - + +Released in May 1991, this game is known outside Japan as "Avenging Spirit". + +A Korean bootleg/hack of this game is known as "Monky Elf". + +- TIPS AND TRICKS - + +* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending. + +- STAFF - + +Total Planner : Toku +Game Designer : Myaa +Programmer : T. Hata +Character Designers : Sanbo, H. Mamoru +B.G. Designers : Seven Star, C 57 +Sound Producer : Tykoon Mori +Sound Composer : Studio O.K. +Special Thanks To : Miyuki-Chan, Dark Elf + +- PORTS - + +* CONSOLES: +Nintendo Game Boy (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pipibibsbl,pipibibsbl3 +Arcade Video game published 33 years ago: + +Pipi & Bibis (c) 1992 Ryouta Kikaku. + +Bootleg of "Pipi & Bibis [TP-025]". + +- TRIVIA - + +Available since March 1992 on the black market. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=whoopee +Arcade Video game published 34 years ago: + +Pipi & Bibis (c) 1991 Toaplan Company, Limited. + +- TECHNICAL - + +[Teki Paki hardware] + +- TRIVIA - + +Pipi & Bibis was released in March 1992. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pirates,piratesb +Arcade Video game published 31 years ago: + +Pirates (c) 1994 NIX. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : OKI6295 (@ 8.08 Khz) + +Screen orientation : Horizontal +Video resolution : 288 x 224 pixels +Screen refresh : 60.00 Hz +Palette Colors : 8192 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in December 1994. + +- STAFF - + +Story board : Lourdes Marcos Diaz, Yolanda Plaza De Prado +Game programmers : Argimiro Salvador, Carlos Barahona, Fernando Yago +Graphic designer : Tomas Bases +Sound and music : Xavier Tobella +Hardware designers : Fernando Yago, Manuel Baena, Arthy +Game skill : Jordi Zudaire, Mikel Asurmendi +Coordinator : Fernando Yago + +- CONTRIBUTE - + +Edit this entry +$end + +$info=plgirls +Arcade Video game published 33 years ago: + +Play Girls (c) 1992 Hot-B. + +- TECHNICAL - + +Taito L System hardware + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Screen orientation : Vertical +Video resolution : 224 x 320 pixels +Screen refresh : 60.00 Hz +Palette Colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- SERIES - + +1. Play Girls (1992) +2. Play Girls 2 (1993) + +- STAFF - + +Producer : Hiroshi Omori +Designers : Tomosama, Fun +Programmers : Masato Kimura, Takumi Nakayama + +- PORTS - + +* COMPUTERS: +IBM PC (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=plgirls2,plgirls2b +Arcade Video game published 32 years ago: + +Play Girls 2 (c) 1993 Hot-B. + +- TECHNICAL - + +Taito L System hardware + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Screen orientation : Vertical +Video resolution : 224 x 320 pixels +Screen refresh : 60.00 Hz +Palette Colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- SERIES - + +1. Play Girls (1992) +2. Play Girls 2 (1993) + +- STAFF - + +Project leader : Yamaguchi +Producers : Hiroshi Omori, Ko....Shi To...En +Programmers : Yamaguchi, Y. Hirasawa, Y. Satoh +Graphic designers : R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pgoal + +Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-0219 + +Players: 2 +Control: 8-way joystick +Buttons: 4 +=> Offense > [A] Shoot, [B] Pass, [C] Trick play, [D] Save +=> Defense > [A] Steal ball, [B] Intercept, [C] Change player, [D] Save + +- TRIVIA - + +Pleasure Goal has an advert for "Ironclad" in it on the advertising boards. + +- STAFF - + +Executive producer: N. Tanaka +Planner: Ishimotti +Programmers: A. Ooi, K. Kawakubo, S. Yamane +Designers: Suitanakano, J. Mikami (J. Mikami.24), Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa +Sound: Sin Chan, Kaz Oshikiri + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=plotting,plottinga,plottingb,plottingu +Arcade Video game published 36 years ago: + +Plotting (c) 1989 Taito. + +Export version. For more information about the game itself please see the original Japanese version entry; "Flipull". + +- TECHNICAL - + +Taito L System hardware +Board Number : K1100440A +Prom Stickers : B96 + +- TRIVIA - + +Plotting was released in July 1989. + +This game is known in Japan as "Flipull". + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- PORTS - + +NOTE: These are ports released outside Japan and Asia. For Japanese and Asian ports, please see the original Japanese version entry, "Flipull". + +* CONSOLES: +[EU] Amstrad GX4000 (1990) +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* HANDHELDS: +[US] Nintendo Game Boy (apr.1990) "Flipull [Model DMG-FP-USA]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1990) +[EU] Commodore C64 (1990) +[EU] Commodore Amiga (1990) +[EU] Atari ST (1990) +[EU] Amstrad CPC+ (1990) +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=plumppop +Arcade Video game published 38 years ago: + +Plump Pop (c) 1987 Taito. + +Use a trampoline to bounce a baby animal into the blocks. You can choose from a cat, a dog and a pig. + +- TECHNICAL - + +Prom Stickers : A98 + +Main CPU : (2x) Zilog Z80 +Sound Chips : YM2203 + +Players : 2 +Control : dial +Buttons : 2 + +- TRIVIA - + +Plump Pop was released in November 1987 in Japan. + +- TIPS AND TRICKS - + +* Clouds can be walked upon. + +* Catch bonus items with your trampoline for extra points + +- STAFF - + +Directed by : Yoshihisa Nagata +Game designed by : Mitsukoh Kimura (M.K), Toshio Kohno, Onijust +Programmed by : Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata +Art designed by : Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa +Mechanical engineer : Yasunori Hatsuta +Designed by : Naoko Yoshida +Hardware designed by : Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa +Sound created by : Hisayoshi Ogura (OGR) + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=plusalph +Arcade Video game published 36 years ago: + +Plus Alpha (c) 1989 Jaleco. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in June 1989 in Japan. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Plus Alpha - PCCB-00015) on 15/12/1989. + +- STAFF - + +Main programmer : Papa Sekiya +Character programmer : Motoko +Special programmer : Yuma Yoshida +Main character designer : Rolling.N +Character designers : Otappie Etoh, U. Keijiro +Main scroll designer : Nekomasa +Scroll designers : Markun!, Otatuku +Opening designer : Nekomasa +Present designer : Markun! Takahashi +Ending designer : Otatuku Etoh +Sound : Tsukasa Tawada +Voice actress : Eppin Honda +Sound programmer : Panic Yunma +Game designer : Momonga + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pnickj +Arcade Video game published 31 years ago: + +Pnickies (c) 1994 Capcom Company, Limited. + +- TECHNICAL - + +Runs on the "CP System" hardware. +[B-Board #: 89625B-1 + +Players: Up to 2 simultaneously. +Control per player: 8-way joystick +Buttons per player: 2 + +- TRIVIA - + +Pnickies was released in June 1994 in the Japanese arcades. It was known there as the 29th video game made for this system. + +Developed by Compile. + +- SCORING - + +Two ball set : 100 points. +20 ball set : 10,050 points. +40 ball set : 75,050 points. +60 ball set : 400,050 points. +71 ball set : 1,000,050 points. +72 ball set : 10,557,336 points. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pnyaa,pnyaaa + +Pochi to Nyaa (c) 2003 Aiky. + +Pochi to Nyaa is a cutesy puzzle game where the objective is to match the colored invaders in chains much in the vein of the Sega game "Puyo Puyo Fever". Pochi to Nyaa features three different modes of play: story mode, vs. computer mode, and two player vs. mode. + +Story mode is a bare bones, single player game with three difficulty settings. The player works to build up chains in order to gain more time to play in one endless level. Once the timer runs out the game is over. + +Vs. Computer mode is more of a real story mode where the player takes on the role of the novice wizard Prim, who has foolishly been lured into the "Pochi and Nyaa Tournament" by the promises of pudding. Before each battle Prim engages her opponent in a brief dialogue in order to advance the storyline. The player advances to the next opponent after winning one round. If the player loses the round then it is game over. + +Vs. Player mode is a standard two player battle mode and begins with a character select screen. After the characters are selected there is a short dialogue to introduce the players' characters and then the battle begins. Whoever wins two round of gameplay is the victor. Unlike many other two player games, Pochi to Nyaa vs. mode is played on one credit and so once the winner is announced the game is over. + +In both single player mode games there is a brief introduction to the gameplay to assist the novice player. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0267 + +Players : 2 +Control : 8-way Joystick +Buttons : 3 +=> [A] Turn nyan counterclockwise, [B] Turn nyan clockwise, [C] Change fally nyan to spiky nyan + +- TRIVIA - + +Released in December 2003. + +The game is known outside Japan as "Pochi and Nyaa". + +'Pochi' is a common name for a 'dog', and 'Nyaa' is the typical sound for a 'cat', so the title translates as 'Puppy and miaw'. The title is a pun : there is an extra char, so it can be read as 'Pochitto Nyaa', and Pochitto is the sound for a button quickly pressed. + +This game was out first out on the Sega Naomi hardware in 2002, and was ported to the SNK Neo-Geo MVS at the end of 2003 (but was not released on the Neo-Geo AES home console). + +- STAFF - + +Producer : Masamitsu Niitani (Moo Niitani) +Sound Designer : Ichi, Masamitsu Niitani (Moo Niitani) +Instruction : Kashima Tadayuki +Sound Produce : Tanaka Katumi +Sound Direction and Design : Hayashi Kou (Oak-Sun Sound Design), Nagata Daisuke (Oak-Sun Sound Design), Hayashi Kou (Oak-Sun Sound Design), +Voice Actor : Masamitsu Niitani (Moo Niitani), Kemi +Development Cooperation : Oak-Sun Sound Design + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 (2004) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pkladies,pkladiesl,pkladiesla,pkladiesbl,pkladiesbl2,pkladiesblu +Arcade Video game published 36 years ago: + +Poker Ladies (c) 1989 Mitchell. + +- TECHNICAL - + +Main CPU : Zilog Z80 (@ 8 Mhz) +Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + +Screen orientation : Horizontal +Video resolution : 384 x 240 pixels +Screen refresh : 60.00 Hz +Palette Colors : 2048 + +Players : 1 + +- TRIVIA - + +Also licensed to Leprechaun. + +The graphics were developed by Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists) for the game "Mahjong Gakuen". He also helped develop the 'interaction' that happened in the bridge scenes, where by pressing a certain button you did kinky 'things' to the naked gals on the screen. Indeed, the effort put into "Mahjong Gakuen" could not be wasted for a Japanese release only, so Capcom developed "Poker Ladies" for worldwide release. The gameplay was also changed from a mahjong game to a poker game. This version was released by Mitchell instead of Capcom, and in the USA it was released by Leprechaun. + +The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2". + +- UPDATES - + +Leprechaun's Poker Ladies version has some differences : +* 3 hands instead of 4. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=popnpop,popnpopu,popnpopj +Taito F3 cart. published 27 years ago: + +Pop'n Pop (c) 1998 Taito. + +Pop'n Pop is a puzzle game using balloons. This is not only a puzzle game blended with a shooting invaders style game. + +Move the player character with the joystick and change the position and release the balloons upwards using the 2 push buttons. Line up 3 or more of the same color balloons to pop them and clear the round by bursting all the balloons. +Many bosses appear using a variety of tricks to impede your progress. + +There are 3 game modes. +- Puzzle Mode: Play by yourself or with another person to challenge the computer. +- VS CPU Mode: Play against the computer by yourself. +- 2 Player VS Mode: Play against your opponent with your selected characters. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E51 + +Players: 4 +Control: 8-way joystick +Buttons: 4 + +- TRIVIA - + +Pop'n Pop was developed by Dreams for Taito and released in February 1998 (even if the titlescreen says 1997). + +All the characters in Pop'n Pop were selected from previous Taito games. Bubby&Bobby from Rainbow Islands, Sayo&Miki from Kiki-KaiKai, Bob&Jim from Don-Doko-Don, and Tiki&PyuPyu from New Zealand Story. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- STAFF - + +Producers : Yoshihisa Nagata, Tsukasa Oshima +Director : Tomohiro Nishikado +Planners : Tomohiro Nishikado, Kenichi Hiza +Programmers : Kuniaki Watanabe, Shinya Sasaki, Kenichi Murohushi, Yasuhito Nagumo, Tomoaki Kasuya +Character designer : Atsushi Haruta +Graphic designer : Kazuhiro Fujii, Miyuki Sasaki, Nariyuki Sakamoto, Atsushi Haruta +Sound director : Kenichi Kamio +Sound data : Hiroshi Nishikawa (Light Link Music) +Design works : Hidetomo Ogino +Quality warranty : Nobuhiro Koyama +Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani + +- PORTS - + +* CONSOLES: +[EU] Sony PlayStation (1998) "Pop'n Pop [Model SLES-01971]" +[JP] Sony PlayStation (oct.22, 1998) "Pop'n Pop [Model SLES-01971]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" + +* HANDHELDS: +Nintendo Game Boy Color [US] (dec.17, 2000) "Yogi Bear - Great Balloon Blast [Model CGB-BBXE-USA]" +Nintendo Game Boy Color [EU] (2001) +Nintendo Game Boy Color [JP] (feb.16, 2001) "Pop'n Pop [Model CGB-BJPJ-JPN]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pspikes2 + +Power Spikes II (c) 1994 Video System. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0068 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] At service Toss/Hit ball, [B] Toss/Hit ball + +- TRIVIA - + +Power Spikes II was released in October 1994 in Japan. + +A very rare prototype version of this game is known as "Super Volley '94". + +- SERIES - + +1. Super Volleyball (1989) +2. Power Spikes (1991) +3. Power Spikes II (1994) + +- STAFF - + +Producer : Kouzi Furukawa +Project leaders : Takayuki Uesugi, T. Hosokawa +Publicity Manager : K. Siomi +Main programmer : Sugar +Sub programmers : You-Chan, Any L-2 +Chief designer : Takumi Matsui +Main designers : Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi +Sub designer : T. Sakon (as 'MSX Sakon') +Music composer : Soushi Hosoi (HOSO_Q) +Sound effects : Norie +Main sound programmer : M. Yamana +Sub sound programmer : H. Soyama + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pgear,pgearr1 +Capcom CPS-II cart. published 31 years ago: + +Powered Gear - Strategic Variant Armor Equipment (c) 1994 Capcom Company, Limited. + +An up-to-3-player side-scrolling beat'em up game where four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 3. +Control: 8-way joystick per player. +Buttons: 3 per player. +=> [1] Arm attack, [2] Jump, [3] Weapon attack + +- TRIVIA - + +Powered Gear - Strategic Variant Armor Equipment was released on September 16, 1994 in Japan. It was known as the 7th CPS-II game. + +This game is known outside Japan as "Armored Warriors". Here is a list of known export releases: +"Armored Warriors [Blue Board]" +"Armored Warriors [Grey Board]" + +Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on December 1, 1994. + +- UPDATES - + +Green Board releases : + +REVISION 1 : +* Build date : 940916 + +REVISION 2 : +* Build date : 941024 + +- TIPS AND TRICKS - + +* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following keys... +Beta-Cannon - Hold Up. +Gamma-Battler - Hold Left or Right. +Alpha-Fortress - Hold Down. + +* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following keys... +Bomber - Leftup +Death Drill - Up +Missile - Rightup +Laser blade - Left +Force claw - Right +Flame - Leftdown +Chain spark - Down +Laser - Rightdown + +Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work. + +- SERIES - + +1. Powered Gear - Strategic Variant Armor Equipment [Green Board] (1994) +2. Cyberbots - Fullmetal Madness (1995) + +- STAFF - + +Planners: Kiyo, T.H.T.Fuji, Tuchihashi Bakabon +Programmers: Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress +Mechanical and object designers: Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You-Tenkozow (You.Ten Kozow), Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky +Art designers: Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama +Sound composer: Takayuki Iwai (Anarchy Takapon) +Sound designer: Tomuyuki Kawakami (T.K NY) +Special adviser: Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh +Character designer: T.O.M +AD designers: Sensei, Sakomizu +Director: Yoshiki Okamoto (Kihaji Okamoto) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=preisle2 + +Prehistoric Isle 2 (c) 1999 Yumekobo. + +A side-scrolling shooter featuring helicopters and a great sequel to the previous game, filled with great details and good pre-rendered graphics combined with good sound effects. + +The plot takes us this time in the future where they have been a series of attacks in some parts of the world, leaving destruction in its wake, all this is caused once again by a invasion of legions of dinosaurs, to control this disastrous tragedy, we resort to the army, who sends two of his best helicopter armed with high-tech weapons, with which it hopes to eradicate the prehistoric menace. + +The players controls one of two types of helicopters, main difference is in the type of weaponry, both are re-powered by a series of power-ups which is obtained by eliminating the enemies, the Blue One has a wide and straight ahead shot and the bomb is a huge powerfull wave cannon and the Green One fires a spread shot and the bomb fires a multitude of grenades that eliminates effectively the enemies in front. There are to rescue and defend several civilians survivors of all the Jurassic army to earn points and power-ups to face the enemy boss of end phase and go the next level. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0255 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shoot, [B] Bomber + +- TRIVIA - + +Prehistoric Isle 2 was released in September 1999. + +This game is known in Japan as "Prehistoric Isle 2 - Genshi Tou". + +This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console. + +- TIPS AND TRICKS - + +* Challenge star : Successfully complete a stage without losing any lives. + +* Bonus Time : Build your weapon to maximum level, then select the same color again. Kill your enemies while in bonus time to increase the score multiplier up to x16. + +* Extra Bonus score: Near the end of stage, always are a TOUCH ME helicopter to rescue the civilians you pick un in the stage (not in stage 3 and 6). Instead of droping them there, avoid that helicopter and carry them to the end of the stage and beat the boss, obviously without dying. For every rescued civilian, you will get a 1x multiplier, so you can multiply the bonus by 5 if rescue all the civilians. + +- SERIES - + +1. Prehistoric Isle in 1930 (1989) +2. Prehistoric Isle 2 (1999) + +- STAFF - + +Executive producers : S. Takaoka, Tanaka +Producer(rq) : James. W +Planner : Barso +Direction helpers : Satoshi ito, H. Miyagami, J. Seki +Main programmer : Yuki +Programmers : Y. Takasaki, Buttaku99, Masumura +Tool programmer : Hiroaki Torii +Chief designers : Y. Yonezawa, T. Nagakubo +Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka +Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata +Sound designer & music composer : Masahiko Hataya + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sailormn,sailormnn,sailormno,sailormnh,sailormnnh,sailormnj,sailormnnj,sailormnk,sailormnnk,sailormnoh,sailormnoj,sailormnok,sailormnot,sailormnou,sailormnt,sailormnnt,sailormnu,sailormnnu +Arcade Video game published 30 years ago: + +Pretty Soldier Sailormoon (c) 1995 Banpresto. + +A 1 or 2-player sideways scrolling beat-em-up sees the Sailor Senshi fighting their way through five levels of anime-based combat. Each Sailor Soldier - chosen from a selection of 5, stiletto and mini skirt-wearing combatants - can punch, kick, jump, and throw their enemies; before finally reaching the traditional end-of-level boss. + +As with Capcom's "Final Fight", and indeed many other games of the genre, items that aid the player are either dropped by beaten enemies or revealed after hitting certain obstacles and containers. Food can be used to replenish lost health and various trinkets can be picked up for bonus points. Finally, magic crystals can be found and are needed to activate the 'special attack' move. This works in a similar way to Sega's "Shinobi", with every enemy on the screen taking a hit. + +Players must have at least one crystal to use the Special attack and up to 5 crystals can be carried at once. The more crystals the player holds when the special attack is utilized, the more effective it is against the game's enemies. Each level features its own unique, anime style animation. On level five, Sailor Soldier's signature attack move, from the original Japanese anime upon which the game is based, makes an appearance. + +- TECHNICAL - + +Game ID : BP945A + +Runs on the Cave 68000 System Hardware. + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen Orientation : Horizontal +Video Resolution : 320 x 240 Pixels +Screen Refresh : 57.55 Hz +Palette Colors : 32768 + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> [A] Attack, [B] Jump, [C] Special Attack + +- TRIVIA - + +Sailor Moon was released on March 22, 1995. + +This game was developed by Gazelle Co, Ltd., and is based on the Toei Manga cartoons and comics of the same name : +'Sailor Moon' : 'Moon Tiara Action'. +'Sailor Mercury' : 'Mercury Bubble Spray'. +'Sailor Mars' : 'Mars Fire Soul'. +'Sailor Jupiter' : 'Supreme Thunder'. +'Sailor Venus' : 'Twin Crescent Beam'. + +- UPDATES - + +The US version published and developed by Sega has the 'Winners Don't Use Drugs' screen. + +- TIPS AND TRICKS - + +Whenever Tuxedo Mask appears, pick up the rose he throws to regain full health. + +- STAFF - + +Supervisor: Naoko Takeuchi, Fumio Osano +Executive Producer: Kisaburoh Higashi +Producer: Johan Satoh +Total Co-ordinator: Toshifumi Kawashima +Director: Hiroyuki Fujimoto +Art Director: Satoshi Iwataki +Art Co-director: Toshinobu Komazawa +Graphic Designers: Mihoko Sudoh, Otokazu Eda, Yuhko Tataka, Shingo Ishikawa, Mikio Yamaguchi, Kumi Kayama, Noboru Inamoto, Junya Inoue, Masayuki Ohsumi, Tohru Iwataki +Animation Director: Kensei Sasaki +Animation art director: Kazuko Tadano +Animator: Hiromi Matsushita, Studio Live +Animation Digitizers: Miki Higuchi, Mutsuo Danki, Hiroko Koyano, Mayumi Onodera +Music Composer: Seiichi Sakurai +Sound Effects: Yoshitatsu Sakai +Hardware Supervisor: Hideki Ikinaga +Hardware Co-ordinator: Kazuhisa Takasu +Hardware Designer: Hiroyuki Nagayoshi +All program works by: Hiroyuki Fujimoto +Game Designers: Hiroyuki Fujimoto, Satoshi Iwataki + +* Character Voice [From the default hiscore table initials] : +[KOT]: Kotono Mitsuishi (Sailor Moon) +[AYA]: Aya Hisakawa (Sailor Mercury) +[MIC]: Michie Tomizawa (Sailor Mars) +[EMI]: Emi Shinohara (Sailor Jupiter) +[RIK]: Rika Fukami (Sailor Venus) + +Special Thanks To: Hiroshi Takeda, Iriya Azuma, Higuchi Munehisa, Haruhisa Udagawa, Akira Nagamatsu, Kunihito Hiramatsu, Masaki Onda + +- CONTRIBUTE - + +Edit this entry +$end + +$info=progearj,progearjbl,progearjd +Capcom CPS-II cart. published 24 years ago: + +Progear no Arashi (c) 2001 Capcom Company, Limited. + +In a time when the industrialization of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called 'The Professional Gear', or just 'Progear'. This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called 'the Motorouin' and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as 'The Punishment of the Sages'. + +A group of young pilots, actually children whose families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it 'Gun Flyer' and installed it in all of their planes. The Storm of Progear was about to begin! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 2 per player. +=> [1] Shot/Gunner shot, [2] Bomb + +- TRIVIA - + +Progear no Arashi was released in January 2001 in the Japanese arcades. It was known as the 35th game released on the CPS-II hardware. + +The title of this game translates from Japanese as 'Storm of Progear'. + +Developed by Cave, this is their first horizontal-scrolling shoot'em up. + +The game is known outisde Japan as just 'Progear'. Here is a list of known Export releases: +"Progear [Blue Board]" +"Progear [Grey Board]" + +- TIPS AND TRICKS - + +* The game features 2 different planes with their own statistics : +Gambler (Ring Reed) - blue plane : Weapon : Wide shot - Speed : Normal +Militant (Bolt Voiyer) - green plane : Weapon : Focus shot - Speed : Fast + +After choosing a plane, the player will pick a gunner from the three following : +Alpha gun flyer (Chain) : Explosion missile +Beta gun flyer (Nail) : Cannon ball +Gamma gun flyer (Rivet) : Homing missile + +* Extra Gun-flyer Formation forward : Press Button 1 and 2 the same time with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation. + +* Extra Gun-flyer Formation middle : Press Button 1 and 2 the same time when you decide a gunner to enable extra Gun-flyer formation. + +* Extra Gun-flyer Formation back : Press Button 1 or 2 the with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation. + +* Extra Character Costume : You can select an extra character costume on the character selection screen during holding Start Button. + +* To enable the 2nd loop of the game you need to use 2 bombs or less during the whole game. + +* The endings for each Pilot and Gunner combination changes depending on the Gunner's Data level at the end of the game. + +- STAFF - + +Developed by Cave. +Producer : Kenichi Takano +Director : Junya Inoue +Chief Programmer : Tsuneki Ikeda +Programmer : Satoshi Kohyama, Takashi Ichimura +Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai +Sound Producer : Junya Inoue +Music Composer : Yukinori Kikuchi +Sound Effecter : Ryuichi Yabuki +Special Assist : Toshiaki Tomizawa +Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka +Special Thanks : Yasushi Imai +Character & Mechanic Design : Junya Inoue + +Produced by Capcom. +Producer : Tatsuya Minami +Support Capcom R&D Dept. #3 : Tomoshi Sadamoto + +- CONTRIBUTE - + +Edit this entry +$end + +$info=progear,progearud +Capcom CPS-II cart. published 24 years ago: + +Progear (c) 2001 Capcom Ent., Inc. + +North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Progear no Arashi [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=psyforce,psyforcej +Arcade Video game published 29 years ago: + +Psychic Force (c) 1996 Taito Corporation. + +A great fighting game with eight selectable characters. + +The plot takes place in the year 2010, where selected individuals are blessed with the power of psychic abilities. All people imbued with this power are called "Psychiccers" and uses a specific element such as fire, ice or gravity in fighting. + +Time after Psychiccers are shunned by normal people because of their unnatural abilities and that most cases turn violent and deadly. All of that changes one day when a mysterious corporation known as "NOA" appears and offers Psychiccers a place in their company. Headed by a man named Keith Evans, the corporation seeks to create a perfect utopia for Psychiccers and that they'll eliminate anyone who stands in their way. + +Challenging NOA's ambition is a small independent group known as "Anti-NOA" and that one of its members, a young American Psychiccer named Burn Griffiths, seeks to confront and stop his old friend Keith from going through with his extreme plans of creating a Psychiccer-only world. + +- TECHNICAL - + +Taito FX-1A hardware +Prom Stickers : E22 + +Main CPU : PSX (@ 16.9344 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 6 + +- TRIVIA - + +Development name: Kaiser Knuckle 2. It was originally planned as a sequel to "Kaiser Knuckle" but was cancelled. Later, it was revived as Psychic Force. + +Even if the title screen says 1995, Psychic Force was released in April 1996 in Japan. + +Zuntata Records released a limited-edition soundtrack album for this game (Psychic Force Original Soundtracks - ZTTL-0001) on 11/10/1996. + +An OVA anime based on the game was released in 1997. + +- TIPS AND TRICKS - + +* Play As Keith : After inserting a credit, hold Button1+Button2+Button3+Start Button until game shows the character select screen. If input is successful, Keith appears in character select screen. + +- SERIES - + +1. Psychic Force (1996) +2. Psychic Force EX (1996) +3. Psychic Force 2012 (1998) + +- STAFF - + +Illustrator : Kenichi Ohnuki +Producer : Takeshi Kamimura +Planners : Takeshi Kamimura, Hiroshi Aoki +Programmers : Hiroshi Aoki, Tabby, Kousuke Usami, Isao Ooyama, Kumi Tsuchiya +Character coordinators : Yuji Sakamoto, Hiroto Nizato, Takayuki Isobe, Tsutomu Matsuda, Hiroshi Nishida +Music composer : Hideki Takahagi (Zuntata-J.A.M) +Sound effect coordinator : Ishikawa Babio (BABI) (Zuntata-J.A.M) +Sound programmer : Yasuhisa Watanabe (Zuntata) +Designer : Naoto Hashizume + +Cast : Mitsuaki Madono, Ayako Shiraishi, Minami Takayama, Kyousei Tsukui, Yousuke Akimoto, Ayusei Nakao + +Special Thanks: Seiji Kawakami, Minoru Masuyama, Kazuya Ishida, Toshihiro Fukui, Kei Shimizu, Yukiko Shinbo, Kozi Nakanowatari, Doya, Tereas, Saine Ohtori, Tohko Akiyama, Alumii Sateaux, Yda Furuya Yuji, Lak T.M., Kamasan + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (1996) "Psychic Force [Model SLPS-00520]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=puchicar,puchicarj,puchicaru +Taito F3 cart. published 28 years ago: + +Puchi Carat - Gemstone Ohkoku no Sekai (c) 1997 Taito Corp. + +Hit the ball with your paddle to destroy jewels in this simple but addictive puzzle game. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E46 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Puchi Carat was released in October 1997. + +The title of this game translates from Japanese as 'Small Karat - Gemstone Kingdom World'. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +- TIPS AND TRICKS - + +* PLAY AS PATORACO: +After inserting a coin, when C-Mond is teaching how to play, press A(x3) and Start. She will be available between Garnet and Shyst. + +* 3RD COSTUME: +Press A button and Start at the same time when selecting your character. + +- STAFF - + +Producer : Atsuchi Taniguchi +Director : Takahiro Fujito +Game designers : Atsuchi Taniguchi, Takahiro Fujito, Chiho Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nabuhiro Hosomi, Yasuhisa Watanabe (Zuntata) +Character graphics : Chino Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nobuhiro Hosomi +Sound : Yasuhisa Watanabe (Zuntata) +Programmers : Nichiaki Kaneko (I.T.L), Tomoaki Kasuyagi (I.T.L), Yasuhito Nagumo (I.T.L) +Character designer : Yasunobu Kousokabe + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (june.25, 1998) "Puchi Carat [Model SLPS-01435]" +[EU] Sony PlayStation (2000) "Puchi Carat [Model SLES-02070]" +Nintendo Game Boy Color [JP] (apr.23, 1999) "Puchi Carat [Model DMG-ACUJ-JPN]" +Nintendo Game Boy Color [EU] (dec.8, 2000) "Puchi Carat [Model DMG-AIQP-EUR]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=puckman,puckmod,puckmanf,puckmanh +Arcade Video game published 45 years ago: + +Puckman (c) 1980 Namco. + +Puckman is the seminal and hugely influential arcade game in which the player guides the legendary Puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four colored ghosts. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Puckman losing a life. When all of Puckman's lives are lost, the game is over. + +Power pills are situated in each corner of the rectangular maze and eating one of these makes Puckman temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by Puckman. But watch out...a flashing blue ghost indicates that the power pill is about to wear off and the ghosts are about to transform back to their former selves again. Once Puckman eats a blue ghost, this 'skinned' ghost then becomes visible as a pair of eyes only, will return to the ghost pen in the middle of the maze, regenerate into its former self, and return to the maze to continue its pursuit of Puckman. + +Each maze contains 240 dots and 4 power pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty (the action increases in speed and power pills decrease in effectiveness). + +Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that Puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Puckman, making escape a little easier. + +Between certain rounds, funny intermissions will be played featuring Puckman and the ghosts in funny situations. Three intermissions are present: +1) The red ghost chases Puckman across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant Puckman! This intermission is played after Round 2. +2) The red ghost is again chasing Puckman, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! This intermission is played after Round 5. +3) The red ghost chases Puckman across the screen once more, this time with his sheet sewn. They disappear at the left side and then the ghost reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after Rounds 9, 13 and 17. + +No intermission is present between rounds after the 18th one. + +- TECHNICAL - + +The original Namco Puckman Upright model came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for Pac-Man and Galaxian. The only actual design difference was the coin door. The Japanese version had a tall coin door with a single coin mech, while the U.S. version, Pac-Man, had a fat coin door with two coin mechs installed. However, the graphics on the Japanese machine were completely different from those of the U.S. machine. The marquee had the 'Puckman' logo off to the right-hand side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and Start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges. + +Main CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : Namco 3-channel WSG + +Players : 2 +Control : 4-way joystick + +- TRIVIA - + +The game was first introduced to the Japanese arcade market on May 22, 1980 and caught the hearts and imaginations of the public like no other game before it, and few since. It is still regarded as the hallmark of the 'golden age' of video games and an icon of 1980's popular culture. + +The game was originally known in Japan as Puckman, but due to the West's predilection with changing words to vulgarities by scratching part of the word off (in this case, changing the word 'Puck' to something rather less socially acceptable by scratching off part of the letter 'P'), the name was changed to Pac-Man for its release to the American arcade market in October 1980. The name 'Pac-Man' comes from the Japanese slang term 'paku-paku', which describes the motion of the mouth opening and closing during eating and translates to English as 'to eat'. + +Export releases: +[US] "Pac-Man [Model 932]" + +Toru Iwatani, author and designer of Puckman: "Puckman's character is difficult to explain even to the Japanese -- he is an innocent character. He hasn't been educated to discern between good and evil. He acts more like a small child than a grown-up person. Think of him as a child learning in the course of his daily activities. If someone tells him guns are evil, he would be the type to rush out and eat guns. But he would most probably eat any gun, even the pistols of policemen who need them." + +Puckman was, quite literally, conceived at lunchtime. Iwatani, then in his mid 20s, was very hungry and ordered himself a pizza for lunch. He took one slice, and, looking at the rest of the pizza, Puckman was born. However, in later years, Iwatini has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably also the world's most recognized video-game character of all time. It had its own cartoon, lunch box, board game, stickers and hundreds of other products. This was largely due to Puckman being the first truly distinctive video-game 'character', and it changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men. + +* A place in video game history: "Pac-Man is the most universally known arcade game," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Everybody knows about Pac-Man. And, I've noticed, almost everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it." + +* The great 25-cent escape: "People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it," Lindsey said. "People remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games. You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little looser in its style of game play - more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more: You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies." + +After all these years, the challenge of Pac-Man still remains. + +"You can also get into some really fun jams, when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds," Lindsey said. "It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game." + +After the 255th level, Puckman/Pac-Man presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed because there are not enough dots on screen to be eaten! This is the result of a bug in the routine drawing the fruits at the bottom of the screen, according to the round number. Indeed, the code works as follows: +1) it increases the last round number by one; +2) it checks if the result is smaller than 8 (in this case, you still would not have enough fruits to fill the line and some blank space must be drawn); +3) it checks if the result is larger than 19 (in this case, it has only to draw keys); +4) finally, it fills the bottom bar with the correct fruits. + +In particular, if the round number is smaller than 8, the game draws as many fruits as the previous round number. This produces an undesirable effect right after the 255th level. + +Indeed, 256 = 255+1 becomes 00 for the CPU (which expects to use the last 2 hexadecimal digits only, and 256 = 100 in hex)! + +Therefore, the game thinks to be in one of the first 7 levels (because 0 is smaller than 7), but it tries to draw 255 fruits (because the last round number was 255). Of course, there is no space for that many fruits to be displayed and the game starts to draw garbage on the main screen. +Fixing the original code (either through a cheat in emulation, or hacking the roms on the PCB) would results in a 256th level identical to the first one (cherries will appear) but harder, since ghosts will behave as they do in levels beyond the 19th. + +The alien spaceship 'Galaxian' makes an appearance as the prize in the 9th and 10th boards. + +Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in Puckman/Pac-Man (29 including 'Sue' from 'Ms. Pac-Man', 'Tim' from 'Jr. Pac-Man', 'Common' and 'Grey Common' from the Japanese version of 'Pac-Mania', and 'Funky' and 'Spunky' from the American version of 'Pac-Mania'). + +'Galaxian' boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick. + +Billy Mitchell, Rick Fothergill, Chris Ayra, Tim Balderramos and Donald Hayes all hold the official record for this game on 'Regular (TGTS)' settings with a perfect score of 3,333,360 points on July 3, 1999, July 31, 1999, February 16, 2000, December 4, 2004 and July 21, 2005, respectively. + +Chris Ayra holds the official record for the fastest time to get a perfect game on 'Regular' settings with 3:42:05 on April 2, 2002. + +Ron Corcoran holds the official record for this game on 'Speedup' settings with 1,321,020 points on May 13, 2001. + +- UPDATES - + +The attract mode's title sequence introduces the ghosts with name/nickname combinations displayed on the upper half of the screen. + +The default name/nickname combinations for the ghosts in the original Japanese version are : +Oikake - "Akabei" (translation: Chaser - "Red Guy") (red ghost) +Machibuse - "Pinky" (translation: Ambusher - "Pink Guy") (pink ghost) +Kimagure - "Aosuke" (translation: Fickle - "Blue Guy") (cyan ghost) +Otoboke - "Guzuta" (translation: Stupid - "Slow Guy") (orange ghost) + +The Japanese version also has a DIP switch for alternate name/nickname combinations for the ghosts. These alternate names are : +Urchin - "Macky" (red ghost) +Romp - "Micky" (pink ghost) +Stylist - "Mucky" (cyan ghost) +Crybaby - "Mocky" (orange ghost) + +The name/nickname combinations for the ghosts in the North American version are : +Shadow - "Blinky" (red ghost) +Speedy - "Pinky" (pink ghost) +Bashful - "Inky" (cyan ghost) +Pokey - "Clyde" (orange ghost) + +Unlike the Japanese version, the American version has no DIP switch for alternate ghost names. + +ADDITIONAL NOTES: + +In a later revision ("Japan Set 2" in Mame): +* At the top of the title screen, instead of 'Nickname', it says 'Ghost'. +* The 'Press Start' screen displays 1981 as the year of release, instead of 1980. + +- SCORING - + +Dot : 10 points. +Power pill (energizer) : 50 points. +Ghosts : 200, 400, 800, 1,600 points. +Cherry : 100 points. +Strawberry : 300 points. +Peach : 500 points. +Apple : 700 points. +Pineapple : 1,000 points. +Galaxian : 2,000 points. +Bell : 3,000 points. +Key : 5,000 points. + +- TIPS AND TRICKS - + +* The number of lives Puckman starts with depends on the 'Lives' dip switch setting (1, 2, 3, or 5; the default is 3). + +* An extra life is awarded based on the 'Extra Lives' dip switch setting (10,000, 15,000, 20,000, or None; the default is 10,000). + +* Fruits appear twice on each board. The first fruit appears after Puckman has eaten 70 dots; the second fruit appears once there are only 70 dots remaining in the maze. + +* At the beginning of a round, the ghosts won't immediately pursue Puckman. Use this time the best as you can. + +* Puckman can turn corners faster than the ghosts can, so turning many corners can help you escape ghosts. + +* The tunnel allows Puckman and the ghosts to instantly travel from one side of the maze to the other. While traveling through the tunnel, Puckman moves at normal speed, but the ghosts' speed is reduced in half. This provides Puckman with a good opportunity to put some distance between him and the ghosts, but be careful not to get trapped by another ghost entering the opposite side. + +* Stall Puckman from entering the tunnel and then, just before the ghosts reach him, send him through the tunnel. By attracting the ghosts to one side of the screen, you reduce Puckman's chances of meeting them when he emerges on the other side of the screen. + +* If you hold the joystick in a direction that is blocked by a wall, Puckman will turn in that direction as soon as he reaches a passage leading in that direction. Remember this to turn corners as fast as you can. + +* Remember that eating dots will slow Puckman down a little bit: avoid parts of the maze in which you've not been yet if you are trying to escape ghosts! + +* Try not to eat power pills until the ghosts are near. The longer Puckman waits, the closer the ghosts get, and the easier it is for Puckman to eat them once they have turned blue. + +* Mind that, as the levels increases, the ghost speed increases as well! + +* In later rounds, you're not going to be able to eat ghosts after eating a power pill, because the vulnerability time decreases to zero. This is when you need to learn how to avoid the ghosts understanding their movement and their moving patterns! + +* Right above the ghost pen, there are two paths leading upward to the upper part of the maze. The ghosts never travel upward through these holes while they're in their normal forms; they only do while they're blue after Puckman has eaten a power pill. Indeed, they only exit the area around the ghost pen from the sides or the bottom. These are not completely safe corners, since ghosts can travel downward through them, anyway they often represents a safe passage to flee from ghosts pursuing you around the ghost pen. + +* Ghosts' Movements : First of all, remember that ghosts are not always following you! Their movements follow two distinct phases: one in which they avoid Puckman and one in which they hunt him down. In the former phase, each ghost patrols his personal corner of the maze. In the latter one, they will try to find Puckman, following their personal 'behavior': +1) The red ghost tends to patrol the top-right corner of the maze and he follows Puckman always trying to minimize their respective distance. +2) The pink ghost tends to patrol the top-left corner of the maze and he follows Puckman trying to reach a position slightly in front of Puckman, in the direction he's moving. +3) The cyan ghost tends to patrol the bottom-right corner of the maze and he has the most complicated AI since he moves towards a point determined by both Puckman's position and the red ghost's position. +4) The orange ghost tends to patrol the bottom-left corner of the maze and he only tries to be close to Puckman, without hunting him directly. + +Ghosts alternate these two different behaviors (hiding and hunting) a few times in each round, then they start to pursue Puckman restlessly until all the dots are eaten, or they manage to catch him. + +Additionally, as soon as a certain number of dots has been cleared from the maze (this number decreases as the levels pass), the red ghost's speed will increase and he won't stop to search for Puckman anymore. + +- SERIES - + +1. Puckman (1980, ARC) +2. Super Pac-Man (1982, ARC) +3. Pac & Pal (1983, ARC) +4. Pac-Land (1984, ARC) +5. Pac-Mania (1987, ARC) +6. Hello! Pac-Man [Model SHVC-PN-JPN] (1994, Super Famicom, Mega Drive) +7. Pac-In-Time [Model SHVC-APTJ-JPN] (1994, Super Famicom; 1995, Game Boy) +8. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2" +9. Pac-Man World [Model SLPS-02345] (1999, PS) +10. Ms. Pac-Man Maze Madness [Model SLPS-03000] (2000, PS) +11. Pac-Man World 2 [Model SLPS-25141] (2002, PS2, PC) +12. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum [Model ULJS-00012]" +13. Pac 'n Roll [Model NTR-APNJ-JPN] (2005, DS) +14. Pac-Pix [Model NTR-APCJ-JPN] (2005, DS) +15. Pac-Man Arrangement Plus (2006, PSP) : part of "Namco Museum Vol.2 [Model ULJS-00047]" +16. Pac-Man Championship Edition (2007, XBLA) +17. Pac-Man Championship Edition DX (2010, XBLA, PSN) +18. Pac-Man Party [Model RVL-SP7J-JPN] (2010, Wii) +19. Pac-Man Battle Royale (2011, ARC) +20. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]" +21. Pac-Man Championship Edition DX+ (2013, XBLA, PSN) +22. Pac-World (2014, 3DS, Wii U, PS3) +23. Pac-World 2 (2014, 3DS, Wii U, PS3) + +- STAFF - + +Designed by : Toru Iwatani +Programmed by : Hideyuki Mokajima +Music & Sound by : Toshio Kai + +- PORTS - + +NOTE: For ports released in North America, please see the Midway Pac-Man (North American version) upright entry. + +* CONSOLES: +[JP] Atari 2600 (1983) +[JP] Nintendo Famicom (nov.2, 1984) "Pac-Man [Model NPM-4500]" +[EU] Nintendo NES (1990) +[AU] Nintendo NES (1990) +[JP] Nintendo Famicom Disk (may.18, 1990) "Pac-Man [Model NDS-PAC]" +[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]" +[AU] Sony PlayStation (1996) "Namco Museum Vol.1 [Model SCES-00243]" +[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]" +[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]" +[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary" +[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]" +[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" +[EU] [JP] [AU] Microsoft XBOX 360 [XBLA] (aug.9, 2006) +[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade" +[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade" +[JP] Microsoft XBOX 360 [XBLA] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]" +[JP] Sony PlayStation 3 (jan.29, 2009) "Namco Museum.comm [Model NPJB-00012]" +[EU] Sony PlayStation 3 (apr.1, 2010) "Namco Museum Essentials [Model NPEB-00104]" +[AU] Sony PlayStation 3 (apr.1, 2010) "Namco Museum Essentials" +[KO] [EU] [AU] Microsoft XBOX 360 [XBLA] (feb.26, 2014) "Pac-Man Museum" +[EU] [AU] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum [Model NPEB-01892]" +[KO] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum" +[JP] Microsoft XBOX 360 [XBLA] (june.25, 2014) "Pac-Man Museum" +[JP] Sony PlayStation 3 [PSN] (june.25, 2014) "Pac-Man Museum" +[EU] [AU] [JP] Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Pac-Man" +[EU] [AU] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Pac-Man [Model CUSA-03862]" +[JP] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Pac-Man [Model CUSA-03670]" + +* HANDHELDS: +[JP] Nintendo Game Boy (nov.16, 1990) "Pac-Man [Model DMG-PCA]" +[JP] Sega Game Gear (jan.29, 1991) "Pac-Man [Model T-14017]" +[EU] Nintendo Game Boy (1991) "Pac-Man [Model DMG-PC-NOE]" +[AU] Nintendo Game Boy (1991) "Pac-Man [Model DMG-PC-AUS]" +[EU] Nintendo Game Boy Color (1999) "Pac-Man - Special Colour Edition [Model DMG-AACP-EUR]" +[JP] SNK Neo-Geo Pocket Color (aug.26, 1999) "Pac-Man [Model NEOP00550]" +[EU] SNK Neo-Geo Pocket Color (oct.1, 1999) "Pac-Man [Model NEOP0055]" +[EU] Nintendo Game Boy Advance (dec.7, 2001) "Pac-Man Collection [Model AGB-APCP]" +[JP] Nintendo Game Boy Advance (jan.11, 2002) "Pac-Man Collection [Model AGB-APCJ-JPN]" +[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]" +[KO] Sony PSP (may.2, 2005) "Namco Museum [Model ULJS-45005]" +[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]" +[EU] Nintendo Game Boy Advance (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" +[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]" +[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]" +[JP] Nintendo 3DS (june.23, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]" +[AU] Nintendo 3DS (aug.25, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-AUS]" +[EU] Nintendo 3DS (aug.26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-EUR]" + +* COMPUTERS: +Exidy Sorcerer (1981) "Chomp" +[EU] BBC B (1982) by Acornsoft : Renamed "Snapper" after Acornsoft was sued. +[EU] Commodore C64 (1983) +[JP] Sharp X-1 (1983) +[EU] Sharp MZ-80K Pacman +[JP] Fujitsu FM-7 (1984) +[EU] Acorn Electron (1984) "Snapper" +[JP] MSX (1984) +[EU] MSX (1984) +[EU] Amstrad CPC (1985) +[EU] Thomson TO8 (1986) "Compilation Contacthoms" +Atari ST (1986) "Spook - Mighty Munchers" +[EU] Sinclair ZX Spectrum +[JP] Sharp X68000 (1988) +[JP] PC9801 (nov.13, 1992) by Wiz +[JP] PC [MS Windows, CD-ROM] (june.9, 1998) "Namco History Vol.3" +[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary" +[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary" +[AU] PC [Online] (feb.25, 2014) "Pac-Man Museum" +[EU] Steam (feb.25, 2014) "Pac-Man Museum" +[JP] PC [Online] (apr.20, 2016) "Arcade Game Series - Pac-Man" + +* OTHERS: +[JP] Arcade (1996) "Namco Classics Collection Vol.2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pulirula,pulirulaj,pulirulaa +Arcade Video game published 34 years ago: + +PuLiRuLa (c) 1991 Taito Corporation. + +PuLiRuLa is a six-level, sideways scrolling beat-em-up for 1 or 2 players that defies any logic in either its theme or its graphical approach; that places the players in a dream-like world populated by armies of strange and bizarre creatures. + +PuLiRuLa's plot centres around the world of 'Radishland'. Each of Radishland's six towns is kept running smoothly with the aid of a giant key, which is necessary to keep the world's 'time-flow' moving. The key is stolen by a mysterious enemy and the timeflow is disrupted. Players must fight their way through waves of increasingly abstract enemies in their quest to recover the key and restore time to Radishland. + +To aid players in their quest, they are each armed with a magical stick, with which they can hit and defeat the game's abstract enemies. Players are also armed with a limited number of smart bombs, capable of killing multiple enemies. The smart bombs are as visually unique as the rest of the game; taking the form of such things as a herd of running animals, a purple dancing blob-like man or a man in a giant microwave oven who captures and cooks any on-screen enemies. When killed, the enemies disappear and an animal or townsperson is released from inside the creature. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System). + +Prom Stickers: C98 + +Screen Orientation: Horizontal + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 +=> Magic, Jump + +- TRIVIA - + +PuLiRuLa was released in November 1991. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (PuLiRuLa - PCCB-00091) on July 17, 1992. + +- STAFF - + +Producer: Hidehiro Fujiwara +Character: Kat, Zawakichi, Carry An Hirrcky +Sound (Team Zuntata): Kazuko Umino (Karu.), Yasuhisa Watanabe (Yack) +Software: Iromust TMR, Exit Kardy, Magician Kaz +Hardware: Yasuhiro Shibuya +Designers: Mt. Mihara B. E. Umakboh +Character Designers: Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M +Model: E. Saton Go 2 + +- PORTS - + +* CONSOLES: +[JP] FM Towns Marty (1994) +Sega Saturn (aug.28, 1997) "PuLiRuLa [Arcade Gears Vol. 1] [Model T-26106G]" +[JP] Sony PlayStation (aug.28, 1997) "PuLiRuLa Arcade Gears [Model SLPS-00928]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pulstar + +Pulstar (c) 1995 Aicom. + +Pulstar is a sideways scrolling shoot-em-up set in the year 2248, in which the first recorded sign of alien life is discovered on Mars. A signal emanates from the red planet and from it an object is observed travelling at light-speed out of the Solar System. Earth scientists are wary of what this could mean and warn the world's defenses to prepare for a possible attack. + +Eight years later, an alien fleet follows the signal and begins attacking the human space craft awaiting them in Neptune's orbit. The battle spreads throughout the Solar System and within two years Neptune is destroyed, Jupiter is turned into a star and more than half of Earth's continents disappear from rising ocean levels and the planet's changing axis as a result. Kaoru Yamazaki, lone fighter pilot of the Dino246, is one of the few survivors of the Pulstar attack force, founded to save the Solar System from the alien invaders. + +Pulstar borrows many of its visual and gameplay elements from all three games in Irem's legendary "R-Type" series, including the Beam weapon and R-type's infamous pod attachment. Unlike "R-Type", however, Pulstar's pod cannot be detached from the front of the ship and merely acts as a shield to protect the player's ship. + +The game includes a weapon power bar which consists of two halves. The right-hand side of the bar turns blue when the fire button is held down and when released, it delivers a devastating beam of energy. The left-hand side turns red when the fire button is pressed repeatedly in quick succession, shooting out a barrage of smaller, rapid blasts. + +Pulstar consists of eight challenging levels, with the player able to start the game on any one of the first four. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0089 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Attack/Charge attack, [B] Restart the move + +- TRIVIA - + +Released in August 1995. + +Pulstar was one of the first games on the NEO-GEO to use state-of-the-art SGI rendered graphics like those found in Nintendo Super Famicom's "Donkey Kong Country". + +The pre-production name of this game was 'Reaction'. + +Tracy Miller holds the official record for this game with 68,350 points. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Pulstar - PCCB-00192) on 21/10/1995. + +- STAFF - + +Staff : Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, Yamadasan, Shion, F. Ryuze +Music composed by : Harumi Fujita, Yasuaki Fujita + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pzloop2 +Capcom CPS-II cart. published 24 years ago: + +Puzz Loop 2 (c) 2001 Mitchell Corp. + +European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Puzz Loop 2 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [Europe] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pzloop2j,pzloop2jr1,pzloop2jd +Capcom CPS-II cart. published 24 years ago: + +Puzz Loop 2 (c) 2001 Capcom Co. + +Gameplay is exactly the same as its predecessor, with the player needing to deplete all the colored balls before they hit the center of the screen. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Board: Green (Japan) + +Players: Up to 2. +Control: Spinner per player. +Buttons: 4 per player. + +- TRIVIA - + +Developed by Mitchell Corp., Puzz Loop 2 was released in February 2001 in the Japanese arcades. It was known as the 36th video game released for the CPS2 hardware. + +The most popular new feature of Puzz Loop 2 was the two-player versus mode. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'. + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 010205 + +REVISION 2: +* Build date: 010226 + +- SERIES - + +1. Puzz Loop (1998) +2. Puzz Loop 2 [CP-S II No. 36] (2001) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobble +Arcade Video game published 31 years ago: + +Puzzle Bobble (c) 1994 Taito Corp. + +Puzzle Bobble is an arcade puzzle game offering either one or two-player competitive play, in which the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen. + +This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of like-coloured bubbles, making them disappear. At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area. + +In the single-player game there are thirty-two rounds to complete. In the two-player 'versus' mode, the winner is the player who clears their arena first. Both players have an identical arrangement of coloured bubbles in each arena and when a player removes a large group of bubbles (four or more), some of them are transferred to the opponent's arena. + +Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clear. + +- TECHNICAL - + +Taito B System hardware + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610B (@ 8 Mhz) + +Players : 4 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Puzzle Bobble was released in June 1994. it was the first in the hugely successful puzzle series from Taito. + +The game was originally called Bubble Buster. The Bubble Buster title screen is buried in the game itself. + +This game is known in US as "Bust-A-Move". + +This game was re-released 6 months later (December 1994) on the SNK Neo-Geo MVS hardware as "Puzzle Bobble [MVS]". + +As well as typically cute Japanese animation (Bub and Bob from "Bubble Bobble" operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls. + +If you look closely at the bubbles, you'll notice that the enemies from Bubble Bobble are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble : +(Legend: Color of Bubble => Bubble Bobble Enemy Inside) +Blue => Zen-Chan +Yellow => Pulpul +Red => Invader +Green => Drunk +Purple => Monsta +Orange => Banebou +Black => Hidegonsu +White => Mighta + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +During the credits you can see one of the constellations form the image of a fish, that fish is a boss from the "Darius" series; also made by Taito. + +According to Twin Galaxies, the official electronic scoreboard, Kim Korpilahti holds the official records for this game with 16013660 points (difficulty 6) on November 6, 2004. + +Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on July 6, 2008. + +- SCORING - + +Pop bubbles of the same color : each bubble is worth 10 points. +Drop bubbles; the first bubble is 20, and each additional bubble scores double. +Thus; bubbles dropped score +1: 20 +2: 40 +3: 80 +4: 160 +5: 320 +6: 640 +7: 1280 +8: 2560 +9: 5120 +10: 10240 +11: 20480 +12: 40960 +13: 81920 +14: 163840 +15: 327680 +16: 655360 +17 or more: 1310720 + +Bonus points are awarded based on how fast you completed the stage. + +Time you completed points awarded +0-5 sec.: 50,000 +6 sec.: 49,160 +7 sec.: 48,320 +8 sec.: 47,480 +9 sec.: 46,640 +10 sec.: 45,800 +. +. +64 sec.: 440 +65+ seconds or greater: NO BONUS + +- TIPS AND TRICKS - + +There is a special bonus of a million points on rounds 9 and 13. This is achieved by linking up a number of ORANGE bubbles on round 9 and BLUE bubbles on round 13. + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- STAFF - + +Game designer : Seiichi Nakakuki +Programmer & Game designer : Tkhc.02 +Programmer & System designer : Tmr +Programmer & Play designer : Nob +Character & Game designer : Kazuhiro Kinoshita +Character designers : Komai Ryota, Miwa Kamiya +Music composed by : Kazuko Umino, Yasuko Yamada +Sound effects : Hideki Takahagi +Sound soft : Naoto Yagishita +Sound producer : Hiroshige Tonomura +Designers : Hiroyasu Nagai (Super Star Nagai), Takao Yoshiba (T. Yoshiba), Makoto Osaka (M. Osaka), Nobuaki Kuroki, Yuichi Onogi (Y. Onogi) +Supervisers : Masaki Yagi, Takuro Saito (T. Saito), G Rox, H. Kato, K. Tajima + +Special Thanks: Hisao Shimizu (H. Shimizu), Hidehiro Fujiwara (H. Fujiwara), M. Hashimoto (M. Hashimoto), Youichirou Kugimiya (Y. Kugimiya), Koji Terada (K. Terada), Takahiro Fujito (T. Fujito), Ryuichi Matsuse (R. Matsuse), Masami Kikuchi (M. Kikuchi), Chiho Maeda (C. Maeda), Masatoshi Tsuneoka (M. Tsuneoka), Yutaka Nagayama (Y. Nagayama), E. Matsunaga (E. Matsunaga), Yoshihiro Mori (Y. Mori), Takumi Toyoda (T. Toyoda), Takahiko Koike (T. Koike), VG Tokyo Staff, & Ebina Factory Staff, Ichiro Fujisue + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (jan.13, 1995) "Puzzle Bobble [Model SHVC-AYKJ]" : Re-released as Nintendo Power edition (dec.1, 1997) +[US] Nintendo Super NES (mar.1995) "Bust-A-Move [Model SNS-AYKE]" +[EU] Nintendo Super NES (june.29, 1995) "Puzzle Bobble: Bust-A-Move [Model SNSP-AYKP]" +[US] SNK Neo-Geo CD (1995) "Bust-A-Move [Model NGCD-083E]" +[JP] SNK Neo-Geo CD (apr.27, 1995) "Puzzle Bobble [Model NGCD-083]" +[US] Panasonic 3DO (1995) "Bust-A-Move [Model FZ-SM0252]" +[JP] Panasonic 3DO (nov.22, 1995) "Puzzle Bobble [Model FZ-SJ0252]" +[US] Sega Game Gear (1995) "Bust-A-Move" +[JP] Sega Game Gear (aug.2, 1996) "Puzzle Bobble [Model T-11047]" +[EU] SNK Neo-Geo Pocket (1999) "Puzzle Bobble Mini [Model NEOP0020]" +[JP] SNK Neo-Geo Pocket (mar.26, 1999) "Puzzle Bobble Mini [Model NEOP00200]" +[US] SNK Neo-Geo Pocket (apr.30, 1999) "Bust a Move Pocket [Model NEOP00201]" +[JP] Bandai WonderSwan (jul.1, 1999) "Puzzle Bobble [Model SWJ-SUN003]" +[JP] Sony PSP (dec.22, 2004) "Puzzle Bobble Pocket [Model ULJM-05011 (TCPS-10102)]" +[KO] Sony PSP (may.2, 2005) "Puzzle Bobble Pocket [Model UCKS-45016]" + +* COMPUTERS: +[US] PC [MS Windows 95, CD-ROM] (1999) + +* OTHERS: +[US] Mobile Phones (aug.4, 2003) +[US] Apple iPhone/iPad (sept.4, 2009) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobble2,pbobble2j,pbobble2o +Taito F3 cart. published 30 years ago: + +Puzzle Bobble 2 (c) 1995 Taito. + +Puzzle Bobble 2 is an arcade puzzle game offering one or two-player competitive play and is the first sequel to the hugely successful original. + +As with the first game, the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of three or more like-coloured bubbles, making them disappear. + +At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E10 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Puzzle Bobble 2 was released in July 1995. + +This game is known in United States, Canada, Mexico and Brazil as "Bust-A-Move Again". + +This game runs on the Taito F3 System hardware but it was re-released (licensed to SNK) on the SNK Neo-geo MVS hardware in 1999 as "Puzzle Bobble 2 [MVS]". + +If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble : +Legend : Color of Bubble => "Bubble Bobble" Enemy Inside +Blue => Zen-Chan +Yellow => Pulpul +Red => Invader +Green => Drunk +Purple => Monsta +Orange => Banebou +Black => Hidegonsu +White => Mighta + +On the last level, you will see characters from "Bubble Bobble" & "Rainbow Islands". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +Stepehn Krogman holds the official records for this game with 75275450 points (factory setting). + +Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on March 28, 1997. + +- SCORING - + +Pop a bubble : 10 points. + +Drop bubbles : the first bubble is 20, and each additional bubble scores double. +Thus : bubbles dropped score +1 20 +2 40 +3 80 +4 160 +5 320 +6 640 +7 1280 +8 2560 +9 5120 +10 10240 +11 20480 +12 40960 +13 81920 +14 163840 +15 327680 +16 655360 +17 or more 1310720 + +Unlike Puzzle Bobble, there is a way to get more than 1.31 million points. It's possible to get 2621440, 5242880, or even 10485760 points! To do this : +* You need 17 or more bubbles. +* One of these bubbles must touch exactly one bubble of a group of +similarly colored bubbles. +* The bubble that pops the similarly colored group of bubbles must +not touch the group of 17 or more bubbles. + +Bonus points : are awarded based on how fast you completed the stage. + +Time you completed points awarded +1-5 sec. 500,000 +6 sec. 494,600 +7 sec. 481,700 +8 sec. 469,400 +9 sec. 458,400 +. . +. . +46 sec. 14,100 +47 sec. as low as 300 or NO BONUS +48+ seconds or greater NO BONUS + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- STAFF - + +Game designer : Seiichi Nakakuki +Character designers : Kazuhiro Kinoshita, Baw Baw (Bawbaw), Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Miwa Kamiya, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp. +Programmers : Hiroshi Maruyama, Junichiro Noguchi +Sound (Zuntata) : Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu +Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori + +- PORTS - + +NOTE: These are only ports released outside North America. For North American ports, see "Bust-A-Move Again". + +* CONSOLES: +[EU] Sony PlayStation (1996) "Bust-A-Move 2 Arcade Edition [Model SLES-00278]" +[JP] Sony PlayStation (mar.29, 1996) "Puzzle Bobble 2 [Model SLPS-00284]" +Nintendo 64 [EU] (1998) "Bust-A-Move 2 - Arcade Edition [Model NUS-NBUP-EUR]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* HANDHELDS: +[EU] Nintendo Game Boy (1998) "Bust-A-Move 2 - Arcade Edition [Model DMG-ABUP-EUR]" +[JP] Nintendo Game Boy (apr.10, 1998) "Puzzle Bobble GB [Model DMG-AGPJ-JPN]" + +* COMPUTERS: +PC [MS Windows 95/MS-DOS, CD-ROM] [EU] (1997) "Bust-A-Move 2 Arcade Edition" +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" + +* OTHERS: +SNK Neo-Geo MVS [JP] (1999) "Puzzle Bobble 2 [Model NGM-0248]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobbl2n + +Puzzle Bobble 2 (c) 1999 SNK Corp. + +MVS conversion port of the original Taito F3 game of the same name. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-248 + +- TRIVIA - + +This game is known in North America as "Bust-A-Move Again [Model NGM-248]". + +Even though it is not shown on the title screen, the marquee and promotional fliers for the US version call the game "Bust-A-Move Again EX", which was probably used to differentiate from the original Taito F3 version released years earlier. + +The original US release of "Bust-A-Move Again" for the Taito F3 board removed all Puzzle Bobble style levels, story, characters and replaced Bub and Bob with generic human hands. However, this MVS port retains the original Puzzle Bobble 2 assets for the US release. + +This MVS version is a port from the 1995 version of "Puzzle Bobble 2" and is the first (and maybe the only at this time) port from 'coin-op to coin-op'! + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobble2x +Taito F3 cart. published 30 years ago: + +Puzzle Bobble 2X (c) 1995 Taito. + +Puzzle Bobble 2X is an expanded version of "Puzzle Bobble 2": +* Either or none of them can be chosen from the menu in the test section. +* It has a Christmas and a Happy New Year intro. +* It has the extra mode built-in. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E10 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Puzzle Bobble 2X was released in November 1995. + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (jul.26, 1996) "Puzzle Bobble 2X [Model T-1106G]" +[JP] Sega Saturn (apr.4, 1997) "Puzzle Bobble 2X + Space Invaders [Model T-1111G]" + +* COMPUTERS: +PC [Windows 95 Ver.1.0, CD-ROM] [US] (1998) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobble3,pbobble3u,pbobble3j +Taito F3 cart. published 29 years ago: + +Puzzle Bobble 3 (c) 1996 Taito. + +Link 3 or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E29 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Puzzle Bobble 3 was released in November 1996. + +One of the playable characters is an enemy character from "Real Puncher". + +Another of the characters is a homage to Capcom's Ryu, complete with Shouryuken and Hadoken motions when he gets good combos. In his winning pose (where he turns his back to the player), he has the Taito logo on his back. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'PB3'. + +Soundtrack releases : +Puzzle Bobble Variety / Zuntata [Zuntata Records - ZTTL-0009 - Mar 28, 1997] + +- UPDATES - + +The US version has both a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen. + +- TIPS AND TRICKS - + +* Alternative Game-play : press Shoot, Left, Right, Shoot on the title-screen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on a different stage layout. + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- STAFF - + +Game designers : Seiichi Nakakuki, T. Saito +Programmers : Nak (Njk Techno), Maru (Njk Techno) +Character designers : Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka +Music composer : Yukiharu Urita (Zuntata) +Designer : Kumi Mizobe +Round designers : Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori +Voice performers : Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi +Narration assists : Norihiro Furukawa (Zuntata), Richard H.B (Zuntata) + +- PORTS - + +* CONSOLES: +[EU] Sega Saturn (1997) "Bust-A-Move 3 [Model T-8155H-50]" +[JP] Sega Saturn (mar.28, 1997) "Puzzle Bobble 3 [Model T-1109G]" +[JP] Sega Saturn (aug.8, 1997) "Puzzle Bobble 3 for SegaNet [Model GS-7113]" +[US] Sega Saturn (dec.31, 1997) "Bust-A-Move 3 [Model T-31103H]" +[JP] Sony PlayStation (nov.6, 1997) "Puzzle Bobble 3 DX [Model SLPS-01065]" +[EU] Sony PlayStation (feb.27, 1998) "Bust-A-Move 3 DX [Model SLES-00991]" +[US] Sony PlayStation (feb.28, 1999) "Bust-A-Move '99 [Model SLUS-00725]" +Nintendo 64 [EU] (nov.1998) "Bust-A-Move 3 DX [Model NUS-NB3P]" +Nintendo 64 [JP] (mar.5, 1999) "Puzzle Bobble 64 [Model NUS-NPBJ]" +Nintendo 64 [US] (apr.30, 1999) "Bust-A-Move '99 [Model NUS-NB3E]" +[EU] Nintendo Game Boy (1998) "Bust A Move 3 DX [Model DMG-A3VP]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobble4,pbobble4u,pbobble4j +Taito F3 cart. published 28 years ago: + +Puzzle Bobble 4 (c) 1997 Taito. + +Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : E49 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Puzzle Bobble 4 was released internationally on December 19, 1997. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'. + +- UPDATES - + +The US version has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen. + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (aug.6, 1998) +[US] Sony PlayStation (oct.31, 1998) "Bust-A-Move 4 [Model SLUS-00754]" +[EU] Sony PlayStation (apr.15, 1999) "Bust-A-Move 4 [Model SLES-01389]" : Also released as a Value Series edition in 2001 and as an 'Acclaimed Range' edition in 2002. +[US] Nintendo Game Boy Color (june.1999) "Bust-A-Move 4 [Model DMG-AA4E]" +[JP] Sega Dreamcast (mar.16, 2000) "Puzzle Bobble 4 [Model T-42301M]" +[JP] Nintendo Game Boy Color (apr.28, 2000) "Puzzle Bobble 4 [Model DMG-AA4J]" +[US] Sega Dreamcast (may.31, 2000) "Bust-A-Move 4 [Model T-8117N]" +[EU] Sega Dreamcast (june.9, 2000) "Bust-A-Move 4 [Model T-8109D-05]" +NUON (2001) "Bust-A-Move 4": Unreleased. +[JP] Sony PlayStation (apr.25, 2002) "Simple 1500 Series Vol.93: The Puzzle Bobble 4 [Model SLPM-87057]" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (jan.31, 2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pbobblen,pbobblenb + +Puzzle Bobble (c) 1994 Taito Corp. + +MVS conversion port of the original Taito B System game of the same name. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-083 + +- TRIVIA - + +Puzzle Bobble for MVS was released in December 1994 (Taito's first game on this hardware). + +This game was originally released six months earlier (June 1994) on the Taito B System as "Puzzle Bobble". + +Perform well during the game and after the credits you will get a special contest image with a scrambled message. + +Stepehn Krogman holds the official records for this game with 13,874,390 points (difficulty 6) on November 6, 2004. + +Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on March 28, 1997. + +- UPDATES - + +The US version has : +* 'Recycle It, Don't Trash It!' screen added. +* Additional 'Winners Don't Use Drugs' screen added. + +- SERIES - + +1. Puzzle Bobble (1994) +1. Puzzle Bobble [MVS] (1994) +2. Puzzle Bobble 2 (1995) +2. Puzzle Bobble 2 [MVS] (1999) +3. Puzzle Bobble 2X (1995) +4. Puzzle Bobble 3 (1996) +5. Puzzle Bobble 4 (1997) +6. Super Puzzle Bobble (1999) +7. Azumanga Daioh Puzzle Bobble (2002) +8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2) +9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube) +10. Puzzle Bobble Vs. (2003, Nokia N-Gage) +11. Ultra Bust-a-Move (2004, Microsoft XBOX) +12. Puzzle Bobble Pocket (2005, Sony PSP) +13. Puzzle Bobble DS (2005, Nintendo DS) +14. Space Puzzle Bobble (2008, Nintendo DS) +15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pzlbreak,pzlbreaka +Arcade Video game published 28 years ago: + +Puzzle Break (c) 1997 SemiCom. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=puzzledp + +Puzzle de Pon! (c) 1995 Taito. + +Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages... +Level 03 : GET Aries +Level 06 : GET Taurus +Level 09 : GET Gemini +Level 12 : GET Cancer +Level 15 : GET Leo +Level 18 : GET Virgo +Level 21 : GET Libra +Level 24 : GET Scorpio +Level 27 : GET Sagittarius +Level 30 : GET Capricorn +Level 33 : GET Aquarius +Level 36 : GET Pisces +Level 39 : Sun + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0202 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 59.19 Hz +Palette colors : 4096 + +Players : 2 +Control : 8-way joystick +Buttons : 1 +=> [A] Ball firing + +- TRIVIA - + +Released in November 1995. + +Licensed to Visco. + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + +Ron Corcoran holds the official records for this game with 2,960,001 points (factory setting) on 12/20/1998. + +- SERIES - + +1. Puzzle de Pon! (1995) +2. Puzzle de Pon! R! (1997) + +- STAFF - + +Producer : Tetsuo Akiyama +Direction : Don Gabacho (Don Gabagyo) +Assistance : Yaushisa Itoi +Programmers : Basser Teramachi, Gold Finger Iwasawa +Designers : Bear Kill The Kuro, E-Ayasu (Speed King), Micoto. A. Bryant, Stealth The. Tajiman, Tamu +Sound music : Light Link Music, Kenichi Kamio + +- CONTRIBUTE - + +Edit this entry +$end + +$info=puzzldpr + +Puzzle de Pon! R! (c) 1997 Taito. + +Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages... +Level 03 : GET Aries +Level 06 : GET Taurus +Level 09 : GET Gemini +Level 12 : GET Cancer +Level 15 : GET Leo +Level 18 : GET Virgo +Level 21 : GET Libra +Level 24 : GET Scorpio +Level 27 : GET Sagittarius +Level 30 : GET Capricorn +Level 33 : GET Aquarius +Level 36 : GET Pisces +Level 39 : Sun + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0235 + +Players : 2 +Control : 8-way joystick +Buttons : 1 += > [A] Ball firing + +- TRIVIA - + +Licensed to Visco. + +This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console. + +- SERIES - + +1. Puzzle de Pon! (1995) +2. Puzzle de Pon! R! (1997) + +- STAFF - + +Producer : Tetsuo Akiyama +Direction : Don Gabacho (Don Gabagyo) +Assistance : Yaushisa Itoi +Programmers : Basser Teramachi, Gold Finger Iwasawa +Designers : Bear Kill The Kuro, E-Ayasu (Speed King), Micoto. A. Bryant, Stealth The. Tajiman, Tamu +Sound music : Light Link Music, Kenichi Kamio + +- CONTRIBUTE - + +Edit this entry +$end + +$info=uopoko,uopokoj +Arcade Video game published 27 years ago: + +Puzzle Uo Poko (c) 1998 Jaleco. + +Uo Poko is a puzzle game for one or two players (co-operative). The aim is to clear the screen of coloured glass balls by dropping like-coloured balls down onto them. Connecting three or more like-coloured balls creates a chain reaction and causes them to disappear. + +Balls are launched into the play area via a joystick controlled 'pinball-plunger' and as in Pinball, the further the plunger is pulled back, the further the coloured ball will travel. Mastering the strength and distance required is essential in order to drop each ball accurately onto its target. To allow players to learn how to use the plunger, the first two stages feature a guide line which shows exactly where a ball will drop. From the third stage onwards, players must use their judgement alone. + +Bonus points are awarded if a stage is completed quickly enough. If too much time is taken, however, the bottom of the stage will start to rise, pushing the balls already in play towards the top of the screen. If the top of the screen is reached, the game is over. + +Uo Poko features thirty stages of play. + +- TECHNICAL - + +Game ID : CV02 + +Cave 1st Generation Hardware + +Main CPU : MC68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 [Optional] +Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional] +Other : 93C46 EEPROM + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 57.55 Hz +Palette colors : 32768 + +Players : 2 +Control : 8-way joystick + +- TRIVIA - + +Released in February 1998 in Japan. + +- UPDATES - + +The Japanese version has an additional subtitle which can be translated as "Lots of Fish". + +- TIPS AND TRICKS - + +When the Submarine appears, launch a bubble above, if you succeed, a laser will start destroying the touched bubbles. + +- SERIES - + +1. Uo Poko - Lots of Fish (1998) +2. Himitsu no Hana Poko + +- STAFF - + +Developed by Cave. + +Sound composer : Ryuichi Yabuki + +- CONTRIBUTE - + +Edit this entry +$end + +$info=puzznic,puzznicj,puzznici,puzznicb,puzznicba,puzznicu +Arcade Video game published 36 years ago: + +Puzznic (c) 1989 Taito Corp. + +This is a puzzle game in which the aim is to move symbol-bearing blocks onto identically-symboled blocks in order to eliminate them. Blocks can only be moved left or right, or dropped downwards. + +The order in which the blocks are eliminated needs careful planning, as it's sometimes necessary to destroy three blocks at a time, or use blocks as bridges for other blocks. Some puzzle screens have moving background blocks that act as elevators, making careful timing essential. + +Should the player make a mistake and destroy or move the wrong blocks, each puzzle screen allows for a set number of 'retries' (depending on the dipswitch settings). A retry resets all tiles to their original positions. + +The game consists of eight levels, with each level consisting of four separate puzzle screens. Once a level has been completed, players can chose which level to tackle next. This translates into 36 separate puzzle screens to be completed in any one game, chosen from a total of 144 puzzle screens, giving the game much replay value. + +- TECHNICAL - + +Taito L System hardware +Prom Stickers : C20 + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Puzznic was released in October 1989. + +- UPDATES - + +On the Japanese version, we can play for Eurasian naked pictures. This feature was removed for Export versions. + +- PORTS - + +* CONSOLES: +NEC PC-Engine (1990) +Nintendo Famicom (1990) +Nintendo Game Boy +Sony PlayStation (2001) + +* COMPUTERS: +Sinclair ZX Spectrum (1990) +Commodore C64 (1990) +Amstrad CPC (1990) +Commodore Amiga (1990) +Atari ST (1990) +NEC PC-9801 (1990) +FM Towns PC (1990) +X68000 (1990) "Puzznick" + +* OTHERS: +Nokia N-Gage "Taito Memories": Unreleased. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qad +Arcade Video game published 33 years ago: + +Quiz & Dragons - Capcom Quiz Game (c) 1992 Capcom USA, Incorporated. + +USA Export release. Game developed in Japan. For more information about the game itself, please see the Japanese release entry; "Quiz & Dragons - Capcom Quiz Game [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89625B-1 + +- TRIVIA - + +Quiz & Dragons was released in July 1992 in the North American arcades. + +- PORTS - + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qadjr +Arcade Video game published 31 years ago: + +Quiz & Dragons - Capcom Quiz Game (c) 1994 Capcom Company, Limited. + +Japanese re-release. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +# of Players: Up to 2 simultaneous. +# of Buttons: 4 per player. + +- TRIVIA - + +The game was known as the 22th video game made for the CP System. + +This Japanese re-release hosts some major changes and improvements: +* Now you can roll the dice by yourself - No automatic roll. +* Characters start with only 3 points of life. +* Characters gain experience points and level up, increasing their maximum life points and gaining items. +* A Name Entry screen before you begin. +* You can now choose to use or keep the items for later quiz battles. +* Graphics and design changed to have the more Capcom-fighter hand-drawn look. +* Different musics. +* Different Capcom logo screen. +* Story changes. +* Much more animation added. +* Monster placement on the playfields is different. +* The questions are more Anime, Manga and Game-oriented. + +- STAFF - + +Music Composer: Isao Abe (Oyaji) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qzchikyu +Arcade Video game published 33 years ago: + +クイズ地球防衛軍 (c) 1992 Taito. +(Quiz Chikyuu Bouei-gun) + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : D19 + +Players : 2 +Buttons : 5 + +- TRIVIA - + +Released in February 1992 in Japan (even if the copyright year is 1991). + +The title of this game translates from Japanese as 'Quiz Earth Defense Force'. + +- STAFF - + +Sound composer : Yoshiro Horie + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qcrayon +Arcade Video game published 32 years ago: + +Quiz Crayon Shin-chan (c) 1993 Taito. + +A Japanese quiz game from Taito. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : D55 + +Players : 2 +Buttons : 5 + +- TRIVIA - + +Quiz Crayon Shin-chan was released in August 1993 in Japan. + +Crayon Shin-Chan is a famous Anime/manga series created in 1992 by Urusui Yoshito. + +Urusui Yoshito was a Japanese famous cartoonist, he worked in 'Crayon Shin-Chan' and many others mangas. He drawn Nohara Shinnosuke for character act like for many 5-year old children. This means it appears very naughty boy in his cartoon, and get quickly popular in the Japanese magazine called 'Manga Town'. Many Japanese people read it, and enjoyed Nohara Shin. That was very funy and makes great answer to Japanse Socality! So, Nohara Shin and Nohara family became heroes of Kazukabe City, Saitama. Also writer of Crayon Shin-chan, Urusui Yoshito died in 2009, Japanese people still enjoy it. + +- SERIES - + +1. Quiz Crayon Shin-chan (1993) +2. Crayon Shin-chan - Ora To Asobo (1993) + +- STAFF - + +Charater designer : Urusui Yoshito +Charater voice : Yajima Akiko +Sound composers : Shizuo Aizawa (Splatter A), Blastman.F, Yasuko Yamada (Zuntata) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=quizhq +Arcade Video game published 35 years ago: + +Quiz H.Q. (c) 1990 Taito. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : C53 + +Players : 2 +Buttons : 5 + +- TRIVIA - + +Quiz H.Q. was released in July 1990. + +The game is loosely based on the Chase HQ series. + +- STAFF - + +Producers : Fumio Horiuchi, Kougi Ohmae +Programmers : Vanarna, Shirou Yoshidan, Shinichirou Endoh, Kentrou Ueno, Ayako Yoshida +Sound : Kazuko Umino, Kayo Kawamoto, Hiroshige Tonomura +Hard : Yasuhiro Shibuya +Designer : Kumi Mizobe + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qjinsei +Arcade Video game published 32 years ago: + +クイズ人生劇場 (c) 1993 Taito. +(Quiz Jinsei Gekijoh) + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Game ID: D48 + +Players: 2 +Buttons: 5 + +- TRIVIA - + +Quiz Jinsei Gekijoh was released in March 1993 in Japan. + +The title of this game translates from Japanese as 'Quiz Human Life Theatre'. + +- STAFF - + +Sound composer : Yasuko Yamada +Voices : Kazuko Umino (karu), Norihiro Furukawa (Nakayama-Joutouhei), Shuichiro Nakazawa (SHU), Naoto Yagishita (YAG), Shiina Funakura + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qndream +Capcom CPS-II cart. published 29 years ago: + +Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 1996 Capcom. + +A quiz game where your goal is to befriend a number of female and obtain the crystals which are used to defeat the Devil King. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Board: Green (Japan) + +Players: Up to 2. +Buttons: 4 per player. + +- TRIVIA - + +Quiz Nanairo Dreams was released in August 1996 in the Japanese arcades. It was known as the 19th video game released for the CPS2 hardware. + +The title of this game translates from Japanese as 'Quiz Seven Color Dreams - Miracle of Rainbow Color Village'. + +One of Quiz Nanairo Dreams' very pretty girls (Saki) appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". + +Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997. + +- STAFF - + +Staff : Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki Kondo (X68K), Moe-T, Saru, Hiro, Umazono + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (june.27, 1997) [Model SLPS-00875] +[JP] Sega Saturn (june.27, 1997) [Model T-1220G] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qzshowby +Arcade Video game published 31 years ago: + +Quiz Sekai wa SHOW by Shobai (c) 1994 Taito. + +- TECHNICAL - + +Taito B System hardware +Prom Stickers : D72 + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610B (@ 8 Mhz) + +Players : 4 +Buttons : 4 + +- TRIVIA - + +Released in May 1994 in Japan only. + +The title of this game translates from Japanese as 'Quiz The World Show By Shobai'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qtono2j +Arcade Video game published 30 years ago: + +Quiz Tonosama no Yabou 2 - Zenkoku-ban (c) 1995 Capcom. + +A feudal Japanese quiz game from Capcom. + +- TECHNICAL - + +Runs on the "CP System" hardware. +[CP-S No. 30] + +# of Players (per player): 2 +#of Buttons (per player): 4 + +- TRIVIA - + +Quiz Tonosama no Yabou 2 was released in January 1995 in the Japanese arcades. It was known there as the 30th video game made for this system. + +The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord 2 - Nationwide Edition'. + +- SERIES - + +1. Quiz Tonosama no Yabou (1991) +2. Quiz Tonosama no Yabou 2 - Zenkoku-ban [B-Board 90629B-3] (1995) + +- STAFF - + +Staff : Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takayuki Iwai (Anarchy Takapon), Satomi, Syun Nishigaki (SYUN), Ryoji + +- CONTRIBUTE - + +Edit this entry +$end + +$info=qtorimon +Arcade Video game published 35 years ago: + +苦胃頭捕物帳 (c) 1990 Taito. +(Quiz Torimonochou) + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Game ID : F2-System No. 04 +Prom Stickers : C41 + +Players : 2 +Buttons : 4 + +- TRIVIA - + +Quiz Torimonochou was released in February 1990 in Japan. + +The title of this game translates from Japanese as 'Quiz Arrest Notebook'. + +Note: The large kanji pronounced as 'quiz' actually means 'suffering stomach head'. + +- STAFF - + +Sound composer: Masahiko Takagi, Yasuhisa Watanabe + +- PORTS - + +* COMPUTERS: +Sharp X68000 (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rdaction +Arcade Video game published 38 years ago: + +Rad Action (c) 1987 World Games. + +North American release. Game developed in Japan. See the original for more information; "Ninja Kid-II". + +- TECHNICAL - + +Game ID : UPL-87003 + +- TRIVIA - + +Rad Action was released in July 1987 by World Games in the USA. Licensed from UPL. + +- SERIES - + +1. Ninja-kun - Majou no Bouken (1984) +2. Vs. Ninja Jajamaru-kun (1985) +3. Rad Action (1987) + +- PORTS - + +* CONSOLES: +[US] Sony PlayStation 4 [PSN] (oct.27, 2015) "Arcade Archives - Ninja-Kid II [Model CUSA-03374]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rotd + +Rage of the Dragons (c) 2002 Playmore Corp. + +Rage of the Dragons is an original fighting game with 14 selectable fighters plus Abubo (sub-boss, hidden character) and Johann (final boss). + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-264 + +Players: 2 +Control: 8-way Joystick +Buttons: 4 +=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick + +- TRIVIA - + +Released in June 2002, Rage of the Dragons is the first fighting game developed by Evoga Entertainment. This game is a collaboration between Evoga (Mexico), Brezza Soft (Japan) and Noise Factory (Japan). + +Evoga tried to make a new "Double Dragon" game and attempted to acquire the rights to "Double Dragon" from Technos Japan but they refused to sell. Without the proper rights to use the Double Dragon property, Evoga decided to do a game that pays homage to the Double Dragon series instead. For example, William 'Billy' Lewis, James 'Jimmy' Lewis and 'Abubo' are analogous to the characters Billy Lee, Jimmy Lee and Abobo from "Double Dragon". One funny thing about these Evoga characters is that they appear in Noise Factory's "Matrimeele", which is based on the Power Instinct series by Atlus. + +Pupa Salgueiro & Cassandra Murata are the only characters in the game that have two super moves instead of just one. These being the Ultimate Quexada (for Pupa) and a ground version of the White Wave (for Cassandra). + +Linda, the famous lady with the whip in the Double Dragon games makes an appearance as one of Abubo's girlfriends in his intro pose as well as in the second Abubo cutscene. + +Alice Carroll's name seems curiously inspired in the famous children's book "Alice in Wonderland" and by the name of its author Lewis Carroll. Odd... + +Jones features many funny references to Bruce Lee such as his outfit (Bruce Lee's famous outfit in the 'Game of Death' movie), a few of his moves & poses, and a suspicious quote in his ending! :) + +The stage of Radel and Annie is a night club called 'Noise Factory' just as one of the 3 companies which worked on the game. + +On the parking lot stage, there is a TV screen displaying credits for a movie. It contains Engrish text 'Special Sanks' instead of 'Special Thanks'. + +Noise Factory released a limited-edition soundtrack album for this game (Rage of the Dragons Original Arrange Album) on 13/09/2002. + +- TIPS AND TRICKS - + +* Play as Abubo : at the character select screen, press quickly Up(x4), Down(x3), Left(x2), Right. A little melody indicates that the cheat worked and Abubo should appear on center. + +* The game encourages the use of team up attacks. In fact, by finishing each opponent with a team up attack will get you some nice grades & a respectable score! (perfect lifebars with this tip will get you a handsome SSS grade every time!!!) :) + +* Jones' air version of his First Impact combo is broken against Alice since the last hit will always miss! Beware! :/ + +* Johann, the last boss in the game cannot be dizzied since he lacks a dizzy animation, this can be seen by performing a team up attack on him. This makes this already cheap boss even harder to defeat! :/ + +* After each battle, a rank is determined based on your fighting level. Here are the different levels and the bonus points awarded to the player if he reaches them : +SSS : 100,000 points +SS : 75,000 points +S : 50,000 points +A : 25,000 points +B : 10,000 points +C : 7,500 points +D : 5,000 points +E : 0 point + +- STAFF - + +Producer : Boss +Directors : Angel Sword, Mamaro, Hidenari Mamoto +Sub. Directors : Mr. Vo, Tetsu +Planners : Mr. Vo, EDU +Main Programmer : Hidenari Mamoto +Sub. Programmers : Kazuaki Ezato, Hirosi Hisikawa +Character Designers : Super Dotter K', Mr. Vo, Mamero, Dessy, Nankin, Bel Mont, Hikaru Suf, Shio Shio Shio, Rinkenedu, Edu, Shuhey Kawasaki, Jaga Danshaku +Background Designers : Miyukichi, Kuramoyan, Reiko Nagasima (Reiko N), Fukkie, MR.Vo, Darb, Shin Ryu +Illustration : Ooma Bunshichiro +Sound Producer : Studio Aqua +Testers : Bel Mont, Orochi, Shin Ryu, G. Miyazaki, Y. Takahasi, S. Adati, Y. Karu, Y. Sinihara +Special Thanks : Y. Jinno, Keiko Ijuu, Muking, Tozani, Vic Dom Cas, Eri San, Moon Dragon, Zhila, Ryuushika, Rau, O-841, Kaiware + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 20, 2002) "Rage of the Dragons [Model NGH-264]" +[US] SNK Neo-Geo AES (Sep. 20, 2002) "Rage of the Dragons [Model NGH-264]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=bjourney + +Raguy (c) 1991 Alpha Denshi Company, Limited. + +Raguy is an environmentally-themed scrolling platform game for one or two players in which the peaceful home planet of Raguy has been invaded by the evil Daruma tribe. The Daruma are polluting the planet as they consume its dwindling resources and time is running out. + +Taking on the role of a heroic young man called 'Blue' (with the second player playing 'Princess Fa' in the two-player game), players must fight through fourteen stages, split over four different worlds, to defeat the Daruma and save the planet's eco system. + +Both Blue and Princess Fa have the ability to stun enemies by hitting them with a large leaf that serves as their default weapon. Once stunned, enemies can be picked up and thrown as projectiles at other enemies. Blue and Princess Fa can also shrink in size in order to access hidden areas, but they are not able to stun enemies while in shrunken form. If only one player is shrunk, they can be picked up by the other player and thrown as a projectile at enemies. Blue and the Princess can also jump on enemies' heads and propel them at other enemies, but if the enemy ricochets and hits the player, the player takes damage. + +As well as the default leaf weapon, other weapons in the form of either boomerangs or bombs can be picked up and all weapons can be powered-up three times. Other items that can aid the players' quest include a plant stem that increases player Speed and additional hearts that increase player health. + +Flowers are scattered throughout the stages and these are the game's currency to be used in the shops that occasionally appear. There are two different types of shop, offering either tips and advice for overcoming certain obstacles, or health, attribute and weapon power-ups. + +At the end of each world players must battle a large boss character. Once the boss has been defeated, the game offers a branching path with players able to choose their next route. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-022 + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 +=> [A] Throw Enemy, [B] Jump, [C] Change Size + +- TRIVIA - + +Raguy was released in March 1991 in Japan. + +This game is known outside Japan as Blue's Journey. + +- TIPS AND TRICKS - + +There are multiple endings to the game : +- Get a high score to live happily ever after. +- Get a very low score to get the cold shoulder from the princess. +- Beat the game while being cursed. +- If you challenged your rival early in the game he will challenge you again. Beat him to get the princess. Lose to lose the princess. A tie and the princess can't decide. + +- STAFF - + +Author / Planner : Takashi Hatono +Chief designer : Yohko Igarashi +Scroll designers : Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi +Sprite designers : Kazushige Hakamata, Hideyuki Yamada +Programmers : Osamu Iijima, Yuji Noguchi +Music composer : Yuka Watanabe +Sound effect : Hideki Yamamoto +Hard Wearer : Eiji Fukatsu +Sound programmer : Makio Chiba +Character voices : Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.01, 1991) "Raguy [Model NGH-022]" +[US] SNK Neo-Geo AES [EU] (jul.01, 1991) "Blue's Journey [Model NGH-022]" +[JP] SNK Neo-Geo CD (oct.31, 1994) "Raguy [Model ADCD-001]" +Nintendo Wii [Virtual Console] [JP] (oct.23, 2007) [Model EAFJ] +Nintendo Wii [Virtual Console] [US] (nov.09, 2007) [Model EAFE] +Nintendo Wii [Virtual Console] [EU] (nov.12, 2007) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=raimais,raimaisj,raimaisjo +Arcade Video game published 37 years ago: + +Raimais (c) 1988 Taito. + +A great maze chase game. + +The players take the lead of beautiful Rika Midorikawa, a heroine of bikers, in order to rescue her kidnapped brother, she must ride her 3 wheeled jet vehicle to challenge and explores the labyrinths while collect all the dots and pick the power-ups to defeat or avoid all the enemies in each stage, to open the exits and destroy the big bosses and win to rescue his captive brother. + +- TECHNICAL - + +Taito L System hardware +Prom Sticker : B36 + +Main CPU : (2x) Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 4-way joystick +Buttons : 2 + +- TRIVIA - + +Raimais was released in April 1988 in Japan. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on August 21, 1990. + +- UPDATES - + +The original Japanese version has a storyline and voices. They was removed on the Export versions (see Tips and Tricks section for more information). + +- SCORING - + +Energy Plates come in 8 colors: +White: 50 points +Orange: 60 points +Light blue: 70 points +Green: 80 points +Red: 90 points +Blue: 100 points +Purple: 110 points +Yellow: 120 points + +Metal Plates are different. Multiple passes are required to collect these. Every 8 rounds the number of passes increases by 1. +Round 1 to Round 8: 2 times +Round 16 to Round 9: 3 times +Round 17 to Round 24: 4 times +Round 25 to Round 32: 5 times + +The points awarded for Metal Plates are calculated by the round number x 50. So in the 10th round these will be 500 points. +Since Metal Plates have the highest points, to get a high score the player may choose mazes with plenty of this type of plate. + +- TIPS AND TRICKS - + +In each level the player starts from the bottom row. If the player collects every "Energy Plate" (the dots) in a stage, all enemies and the items the player did not take disappear. 8 gates will be opened, two in each direction, to proceed to the next stage. The direction chosen determines which maze is next. Taking either door in the same direction has the same outcome. One of them probably is a backup, in case the maze design blocks one of the gates. + +There are 4 different maze types associated with the 4 directions: +Up: Red Maze +Down: Blue Maze +Left: Gray Maze +Right: Green Maze + +The direction taken does not affect the stage design. For example, if Down is chosen on round 22nd, the same 23rd round will be seen. + +ITEMS LIST: +(S) Slow Down: Slows down enemies. +(L) Laser: Gives ability to fire a laser to destroy enemies. The laser can be fired with the item button. This item can be collected more than once to increase the fire rate (maximum 4). This ability is kept after losing a life, but not to the next maze. There is also automatic rapid-fire available by holding down the item button. +(A) Armour: Gives shield to protect player from dangers. Like the laser, the more items you take, the more hit points can be gained. +(P) Extend: Awards an extra life. +(B) Brake: Opens up 2 gates to advance to the next stage without requiring the current one be cleared. +(C) Crash: Clears dots on the screen. This works like passing over every dot on the screen once, so Metal Plates may still require more passes. +(O) Other Route: Opens an entrance to the reverse round where a giant boss may be hiding. +(R) Rainbow: Causes a random effect. Some possible effects are cleaning up all plates on the screen including Metal Plates, or giving a powerful shield. + +The Japanese version of the game has a storyline and 4 endings. The game checks several variables to determine which ending you get, the most important being whether or not you have the Light Mirror. However, beyond obtaining the mirror, there are two other variables that determine whether or not you can access the endings: +- Whether or not you’ve lost any lives: you must do a no-miss clear. +- How many stages you’ve completed: it must be under 17. + +So here are the different endings you can get: +1) Reach the last stage going through 17 stages or more and by having the Light Mirror. +2) Reach the last stage going through 17 stages or more and by not having the Light Mirror. +3) Reach the last stage going through 16 stages or less without losing a life, and by having the Light Mirror. +4) Reach the last stage going through 16 stages or less without losing a life, and not having the Light Mirror. + +This mirror can be obtained at the Reverse Round entrance at 23rd Round (down). + +- STAFF - + +Staff : Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hashimoto, Takashi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo + +- PORTS - + +* CONSOLES: +Nintendo Famicom Disc System [JP] (oct.28, 1988) "Yuu Maze [Model TFD-UMZ]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rainbow +Computer published 42 years ago: + +Rainbow 100-B (c) 1983 Digital Equipment Corp. [DEC] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rallybik +Arcade Video game published 37 years ago: + +Rally Bike (c) 1988 Taito Corp. + +Export release. Game developed in Japan. See the original for more information; "Dash Yarou". + +- TECHNICAL - + +Game ID : TP-012 +Board Number : M6100335A +Prom Stickers : B45 + +- TRIVIA - + +Released in May 1988. + +- STAFF - + +Music composed by : Ree Ohta + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1990) + +* COMPUTERS: +Sharp X68000 (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rambo3,rambo3p +Arcade Video game published 36 years ago: + +Rambo III (c) 1989 Taito Corp. + +Assume the role of Rambo and Colonel Sam Trautman as they fight the soviet army in Afghanistan. + +- TECHNICAL - + +Taito B System hardware +Board Number : K1100485A +Prom Stickers : B93 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in May 1989 in Japan and in September 1989 in Europe. + +Based on the movie of the same name. The movie 'Rambo III' is rated R by the Motion Picture Association of America. It is intended for mature audiences and parental guidance is advised. Children under 17 are not admitted unless they are accompanied by a parent or adult guardian. + +- TIPS AND TRICKS - + +* Level select : boot machine with service switch pressed. +Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. +Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + +- STAFF - + +Game programmers : T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, Takeshi Ishizashi +Character Designers : Takashi Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, A. Yamamoto, Kohzoh Igarashi, Tomita Takaaki, Y. Iwata +Game designer : Akira Saitoh +P.C.B. designer : Eikichi Takahashi +Designers : Kazuo Nakagawa, Hiroyasu Nagai +Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Pinch Punch + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rastan,rastana,rastanb +Arcade Video game published 38 years ago: + +Rastan (c) 1987 Taito. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga". + +- TECHNICAL - + +Prom Stickers : B04 + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> Slash, Jump + +- TRIVIA - + +Rastan was released in March 1987. It was originally known in Japan as "Rastan Saga". + +This export version has some differences from the original Japanese version: +- In the attract mode, a description of the objects appears instead of the original opening sequence. +- The game is hardest at some points. If you waste too many time without advancing in the stage, 8 bats will attack you (instead of 2 in the original version). +- Also in the original Japanese version, when the player complete a Round, the victory screen has text pertaining to the storyline. In the overseas versions, there is a generic victory screen with generic text (You are a brave warrior for having cleared such a stage). + +- SERIES - + +1. Rastan (1987) +2. Nastar (1989) +3. Warrior Blade - Rastan Saga Episode III (1992) + +- PORTS - + +* CONSOLES: +[EU] Sega Master System (1988) "Rastan [Model 7022]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" + +* COMPUTERS: +[EU] Commodore C64 (1988) +[EU] Sinclair ZX Spectrum (1988) +[EU] Amstrad CPC (1988) +[EU] Amstrad CPC (1988) "Taito Coin-Op Hits" +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rastanu,rastanua,rastanub +Arcade Video game published 38 years ago: + +Rastan (c) 1987 Taito America Corp. + +North American version. For more information about the game itself, please see the original Japanese version entry; "Rastan Saga". + +- TRIVIA - + +Rastan was released in March 1987 in North America by Taito America Corp. + +It was known in Japan as "Rastan Saga". + +- PORTS - + +* CONSOLES: +Sega Master System [US] (1988) "Rastan [Model 7022]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" + +* HANDHELDS: +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +Tandy Color Computer [US] (1988) "Warrior King" +[US] Commodore C64 (1988) +Apple IIGS (1990) +PC [MS-DOS, 5.25"] [US] (1990) +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rastsaga,rastsagaa,rastsagab,rastsagaabl +Arcade Video game published 38 years ago: + +Rastan Saga (c) 1987 Taito. + +Rastan Saga is a platform hack 'n' slash game in which a single player guides a barbarian hero through six fantasy-themed levels, fighting through hordes of mythological fantasy creatures, including orcs, skeletal warriors and multi-headed hydra. + +The hero is initially armed with only a standard sword but more powerful weapons can be picked up, as well as health potions and protective items that give increased protection against enemy attack, these can be either a shield, a mantle or a body armour. + +New weapons are picked up by hitting them with the current weapon. Collected weapons and power-ups will only last for a limited time and once an equip-able item has been picked up, an icon will appear on the lower right corner of the screen, indicating the item's effect. Rastan can only wield one weapon at a time (which consists of a mace, an axe and a fireball-shooting sword in addition to the standard sword), as well as only one type of armour, but other items (such as the necklace and ring) can be worn at the same time. + +Defeated enemies sometimes leave behind jewels that earn bonus points. In addition to the health potions, the rare golden sheep's head will restore Rastan's health completely. Players should be wary that some collectable items are cursed and will have a detrimental effect on the hero's health and performance. + +A powerful boss character awaits Rastan at the end of each stage. + +- TECHNICAL - + +Prom Stickers: B04 + +Main CPU : Motorola 68000, Zilog Z80 +Sound Chips : Yamaha YM2151, OKI MSM5205 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> Slash, Jump + +- TRIVIA - + +Rastan Saga was released in March 1987 in Japan. It was known outside Japan as simply "Rastan". + +Rastan was inspired by the 'Conan the Barbarian' saga novels, by Robert E Howard. In the background of the first stage, giant stone statues can be seen that bear more than a passing resemblance to the statues that featured in 'The Lord of the Rings - Fellowship of the Ring'. While the film appeared several years AFTER Rastan, the famous LotR concept artwork that featured in the deluxe addition of the book had been available for some time. + +The main character, Rastan, appears as a selectable character, 'Miracle Rastan', in "Champion Wrestler". + +The game contains several bonus items that are not normally dropped by enemies: A golden armature, a brown scroll and a yellow scroll. Graphics for these can be seen in the tile-sets and modifications to game's data tables can cause them to be dropped. The golden armature acts like the existing armature, the scrolls do nothing. + +The game contains a built in test mode, activated by the value of two bytes towards the end of the code roms. Invincibility can be selected, causing 'NO-HIT' to be displayed at the bottom of the title screen. The starting level can also be modified. + +The game forbids the initials 'SEX' on the high-score table. If you try, they get changed to 'AHA'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on November 21, 1988. +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- TIPS AND TRICKS - + +* If you die on the final stage, the game ends and you cannot continue; this means that the entire final level must be completed on a SINGLE credit. In order to make this even remotely possible you should deliberately die at the end of the fifth stage while fighting the boss (a multi-headed dragon). You should then use another credit to continue and defeat the dragon with your first man (with as little damage as possible). If you cannot defeat him with the first man and little damage, kill off the remaining men and start with a fresh credit. Always go after the special weapons where possible; if special weapons run out, jumping and striking doubles the damage done with the sword. Pushing up and the jump button will jump higher than pushing the jump button alone. + +* The game attract sequence does not reveal the purpose of the rod. If you are carrying it, killing an enemy of any type causes all other on-screen enemies of the same type to die. + +* If you are going for a high-score, always 'pick-up' the poisons. They are worth a lot of points. + +* The ring can always be obtained in the first level castle. Proceed past the 3 ropes, down the next long chain and then up the next long chain. Slowly nudge this chain offscreen and two enemies appear on the left-hand side, one of which always carries the ring. + +* Chains in castles can often be traversed upwards much quicker by repeatedly jumping against a nearby wall. Others needing to be traversed downwards can be missed by jumping off and falling. The level 4 boss is virtually impossible to defeat unless this tactic is used, in order to meet him carrying the hammer. + +* Repeated high vertical jumps are a good method to use to 'stall', when on slopes approaching bouncing fireballs. + +* Many players don't know that the 'mud' first encountered on level 2 does not actually kill you, it just causes you to sink down requiring many quick jumps to get out. + +- SERIES - + +1. Rastan Saga (1987) +2. Rastan Saga II (1989) +3. Warrior Blade - Rastan Saga Episode III (1992) + +- STAFF - + +Game designer : Nenko Nishimura +Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama +Character designer : Nenko Nishimura +Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki +Hardware engineer : Noboru Takeshita +Hardware designer : Masahiro Yamaguchi +Music composers And Sound Effects : Naoto Yagishita, Masahiko Takaki +Art advisor : Junji Yarita + +Special thanks to : K. Sanbe + +- PORTS - + +Japanese ports only. + +* CONSOLES: +Sony PS2 (2005) "Taito Memories Joukan [Model SLPM-66057]" + +* HANDHELDS: +Sega Game Gear (1991) "Rastan Saga [Model T-11037]" +Sony PSP (2006) "Taito Memories Pocket [Model ULJM-05076]" + +* COMPUTERS: +MSX2 (1988) "Rastan Saga [Model TMS-05]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rastsag2 +Arcade Video game published 36 years ago: + +Rastan Saga II (c) 1989 Taito. + +The sequel to Rastan. Defeat the monsters with various attack methods and three different weapons! + +In the land of Rastania stands a most sacred shrine called Sky Scraper. It is said that the man who rules Sky Scraper rules the Earth. An evil tribe is now trying to invade this holy place so that they might rule. To protect the shrine, a courageous young man has challenged the invaders... + +- TECHNICAL - + +Taito B System hardware +Prom Sticker : B81 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Even if the title screen says 1988, Rastan Saga II was released in March 1989 in Japan. + +Rastan Saga was a good game, but this sequel was not and got very bad reputation from Japanese gamers. + +This game is known outside Japan as "Nastar" and in US as "Nastar Warrior". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on August 21, 1990. +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: +Press Up and Attack to perform an upwards attack. +Press Down and Attack to perform a low attack. +Hold down the Jump button for a higher Jump. +If your life bar runs out, you will lose a life. +Collect items and weapons to gain more power. +You always start each stage equipped with a sword and shield. + +* WEAPONS LIST: +Sword & Shield: Normal Power/Normal Speed/Normal Range +Long Sword: High Power/Slow Speed/Long Range +Iron Claw: Low Power/Fast Speed/Short Range + +* ITEMS LIST: +Crest of Flame: Shoot fireballs from your sword +Crest of Time: Increases time by 50 seconds +Crest of Thunder: Shoots thunderbolts from sword +Crest of Champions: Destroys all on-screen enemies +Hydra Fang: Gives you a skeleton shield +Wizard's Cape: You take half damage from enemies +Harpy Wing: Increases speed +Blue Power Star: Recover 1 physical strength +Yellow Power Star: Recover 3 physical strength +Red Power Star: Recover full physical strength +Green Jewel: Turns all enemies into Blue Power Stars +Wise Man's Stone: Upgrade your character's level by 1 + +* LEVEL SELECT: +Boot machine with service switch pressed. +Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. +Message appears: SELECT BY DOWN SW, select level with joystick Down/Up and push Start button. + +- SERIES - + +1. Rastan Saga (1987) +2. Rastan Saga II (1989) +3. Warrior Blade - Rastan Saga Episode III (1992) + +- STAFF - + +Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi +Hardware designer : Eikichi Takahashi +Music composed by : Hisayoshi Ogura +Sound editor : Yasuhisa Watanabe +Graphic designer : Hiroyasu Nagai +Game and art designer : Hisaya Yabusaki + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (jul.6, 1990) "Rastan Saga II [Model TP02012]" +[JP] Sega Mega Drive (aug.10, 1990) "Rastan Saga II [Model T-11043]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rayforce,rayforcej +Taito F3 cart. published 31 years ago: + +Rayforce (c) 1994 Taito Corp. + +A great vertically scrolling shooter, featuring a lock-on secondary weapon. + +The player is provided with a powerful ship called the RVA-818 X-LAY, which is outfitted with two weapons: a primary weapon that fires straight lasers and increases in power when the player accumulates power-ups, and a secondary lock-on missile launcher, which can also be increased in power, that can target up to eight enemies at once by moving the targeting reticle. This weapon is used to attack enemies that appear on a lower plane than that of your aircraft, which are inaccessible to the player's primary weapon. + +The plot centers in the distant future, human governments, across the planet Earth, construct a massive supercomputer, named "Con-Human". The purpose of this computer is to govern the planet's environmental systems, verifying proper nutrients and care is provided to ensure the culture of humans and animal alike. + +However, disaster strikes when, after a cloned human's mind is linked with the system, Con-Human becomes sentient and insane. It begins to induce calamities across the planet, constructing corrupt clones of existing organisms, destroying its human masters and exterminating the nature it was intended to protect, apparently intending to replace everything with what Con-Human considers improved versions of themselves. + +After prolonged war, Con-Human has succeeded in exterminating 99.8% of humankind, with the remnants fleeing to space colonies. Meanwhile, Con-Human remakes the very interior of Earth. As a result, Earth, as humanity knew it, has utterly ceased to exist, transformed into a planet-sized mobile fortress that is in fact Con-Human's body. Con-Human intends to use the transformed Earth to seek out and destroy the colonies, erasing all remaining traces of old life from the universe and leaving only the new life that it personally created. Now, taking the full-scale offensive, mankind develops powerful ships, one of them the RVA-818 X-LAY starfighter, to fight the oppressive machine by destroying the now-infected Earth entirely. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers : D66 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Even if the title screen says 1993, Rayforce was released in January 1994 in Japan. + +Rayforce had great BGM and graphics, so it was very popular in the Japanese gamer community in its time. But not for long... When Street Fighter 2 was released, many a shoot'em up fan turned into an SF2 fan. + +The game producer, Yukio Abe, took inspiration for this game from its first work; "Master of Weapon". A lot of ideas were reused. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'BOO'. + +This game is known in European arcades as "Gunlock". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on April 21, 1994. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: +- Press the Fire button to fire your cannon. +- Target enemies at low altitude or on the ground using the Fire button, then press the Laser button to fire your lock-On laser at them. Destroy multiple targeted enemies for extra points. +- Pick up items for extra fire-power. + +* ITEMS LIST: +Green: Gives you an extra lock-on laser. +Yellow: Upgrades your cannon by one level. +Red: Collect three to upgrade your cannon by one level. + +- SERIES - + +1. Rayforce (1994) +2. Ray Storm (1996) +3. Ray Crisis (1998) + +- STAFF - + +Producer : Yukiwo Ishikawa (Yukio Abe) +Directors : Yukiwo Ishikawa (Yukio Abe), Tatsuo Nakamura +Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita +Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama +Character Graphics designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi +Screen Graphics designers : Hideyuki Kato, V.A.P, Peacock +Music & Sound effects : Tamayo Kawamoto (Zuntata) +Sound effects : Munehiro Nakanishi (Zuntata) +Sound direction : Hiroshige Tonomura (TONO) (Zuntata) +Design works : Kyoko Umezu +Hardware : Katsumi Kaneoka + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (sept.14, 1995) "Layer Section [Model T-1101G]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (1998) "Layer Section" +[US] PC [Windows, Steam] (Sept. 25, 2023) "Ray'z Arcade Chronology" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rbff2,rbff2k + +Real Bout Garou Densetsu 2 - The Newcomers (c) 1998 SNK Corp. + +23 of the finest South Town fighters in the 7th installment of this SNK game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-240 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes + +- TRIVIA - + +This game was shown at the 1998 AOU Amusement Expo show, in Japan. it was then released in March 1998. + +The title of the game translates from Japanese as 'Real Bout Hungry Wolf Legend 2'. + +This game is known outside Japan as 'Real Bout Fatal Fury 2 - The Newcomers'. + +Things that changed in this particular game : +* The game now features 'single plane' stages (like the ones seen in "Fatal Fury - King of Fighters", "Fatal Fury 2" & "Fatal Fury Special") in which you can slam enemies against background objects! +* The breakable objects system seen in Real Bout Special is gone. Also the "evil character" versions of some characters are gone as well. +* Newcomers in this game are : Li Xiangfei, Rick Strowd & Alfred. + +A serious bug : Using a USA bios ROM if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after game-over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu 2 The Newcomers / PCCB-00310) on April 17, 1998. + +- TIPS AND TRICKS - + +* Fight against Alfred : Begin game play in single player mode, finish off the first 10 fights with no losses, score over 750000 by the time the 10th fight is won, land 5 P.POWER moves or 7 S.POWER moves. You will fight Alfred in a desert type stage. + +* You may scope out each character's best records by tapping A button to move forward or B button to move back at the score ranking screen :). + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Executive Producer : Takashi Nishiyama +Producer : Hiroshi Matsumoto +Co-Producer : S. Itoh +Planners : Tsukamichi (Tsuka Michi+2), Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon +Design Front : Soe Soe (Soe-Soe), Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishidaman (G. Ishida Man DX), Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide, CG, Team CG. Works +Back Designers : Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao. J, Shimiji, Eiko +Demo Designers : Kaoruru, Uruuru, Kumiko. M +Sound : Sha-V, Miwa, Marino, Captain Beroou +Programmers : Boffffffng (as Bof), Kura, Air as G. Rok. (Konbu) +Supervisors : Kiyoshi Asai, SG Melon +Voice Actors : Satoshi Hashimoto, Nobuyuki Hiyama, Toshiyuki Morikawa, Kappei Yamaguchi, Atsushi Yamanishi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikoma, B. J. Love, Tanny Yamaguchi, Mami Kingetsu, Hiro Yuuki, Mi Yeon Jeong, Ji Hwan Ahn +Special Thanks : Sekotch, Anne, Uni & Buri (XO), Bashi, Shochan, Asami Don, Oh!Butch + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Apr. 29, 1998; "Real Bout Garou Densetsu 2 [Model NGH-240]") +[JP] SNK Neo-Geo CD (jul.23, 1998; "Real Bout Garou Densetsu 2 [Model NGCD-240]") +[JP] Sony PS2 (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]") +[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]") +[EU] Nintendo Wii [Virtual Console] (oct.04, 2012) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rbff2h + +Real Bout Garou Densetsu 2 (c) 1998 SNK [Shin Nihon Kikaku]. + +For more information about this game, please go to the original MVS release : "Real Bout Fatal Fury 2 - The Newcomers [Model NGM-240]". + +- TECHNICAL - + +[Model NGH-240] +539 Mega + +- TRIVIA - + +Real Bout Garou Densetsu 2 was released on April 29, 1998 in Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rbffspec,rbffspeck + +Real Bout Garou Densetsu Special (c) 1997 SNK Corp. + +'Hey, how's it goin', dude?' More old Fatal favorites return to the bout and bring the total of selectable fighters to 19. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-223 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes + +- TRIVIA - + +Even if the copyright year is 1996, this game was released to the public in January 1997. + +The title translates from Japanese as 'Real Bout Hungry Wolf Legend Special' + +This game is known outside Japan as 'Real Bout Fatal Fury Special'. + +Things that changed in this particular game : +* The game modifies the plane switching system a bit. +* Ring out system is modified into the instant dizzy system (By breaking background objects!). +* Newcomers in the game are Cheng Sinzan, Tung Fu Rue, Laurence Blood & Wolfgang Krauser. 'Evil' versions of some characters are available as well. + +Terry's theme in this game is a remixed version of Terry's familiar "Fatal Fury 2" music (Kurikinton). + +Soundtrack releases : +February 5, 1997 ; Real Bout Garou Densetsu Special [CD] [PCCB-00240] - Pony Canyon + +- UPDATES - + +MVS (Arcade) vs. AES (Neo-Geo) differences : +On the AES (Neo-Geo) Geese is a playable character by imputing a code. On the MVS (Arcade) version he was removed as a playable character for being too strong. + +- TIPS AND TRICKS - + +* Play as Shadow/EX Fighter: +Shadow/EX fighter is an evil version of the selected character with a different move-list set as well as a different ending than his/her original counterpart. This code only works with the following characters : Andy Bogard, Billy Kane, Blue Mary, Tung Fu Rue. +1) At the character selection screen, highlight the character of your choice, hold Start and press B(x2), C(x2). +2) While continuing to hold Start, hold B, pause one second and hold C. +3) While continuing to hold Start+B+C, press A or D to select the Shadow version of the character. +4) Pressing A or D will select a different color. + +* Fight against Geese Howard: +Begin game play in single player mode, win all rounds, do not score less than a 'B' rank in any battle and get more than 750,000 points befire fighting Wolfgang Krauser. You will fight Geese Howard in a special 'Nightmare' match. + +* You can see different sets of funny outtakes during the credits if you consecutively beat the game 5 or 6 times before they start to repeat themselves. + +* After the continue screen, if you input your initials as CAP, Michael Max will fly across the screen. + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Producers : Takashi Nishiyama, Hiroshi Matsumoto, S. Itoh +Planners : Takahisa Yariyama, Higashi Pon, Oh! Majaharu, Tsukamichi (Tsuka_Michi) +Obj Designers : Rio, Soe Soe (Soe. Soe. 96), Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidaman (Ishidamanace), Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku +Back Designers : Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!! +Demo Designers : Sezabon, N. Kuroki, Ogura_A_1 +Effects : Tashiboo, Akirya +Sound : Tate Norio, Konny, Toshio Shimizm (Shimizm), Ackey, Brother Hige, Mariko, Macky, Kyochan (Kyo_Chan), Miwa, Imo +Programmers : Bo_ffffffffng (as Bof), Naoyan Apchiba +Supervisors : Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka + +* Voice Actors : +Terry Bogard, Kim Kaphwan : Satoshi Hashimoto +Joe Higashi : Nobuyuki Hiyama +Bob Wilson, Hon Fu : Toshiyuki Morikawa +Jin Chonshu & Chonrei : Kappei Yamaguchi +Billy Kane : Atsushi Yamanishi +Laurence Blood : Hiroyuki Arita +Tung Fu Rue, Cheng Sinzan : Shigefumi Nakai +Andy Bogard : Keiichi Nanba +Mai Shiranui : Akoya Sogi +Duck King, Geese Howard : Kong Kuwata +Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii +Blue Mary : Harumi Ikoma +Franco Bash, Wolfgang Krauser, Announcer (English) : B. J. Love + +Special Thanks : Kura, MF_Yama. Remix, Shochan, Asami Don + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Feb. 05, 1997; "Real Bout Garou Densetsu Special [Model NGH-223]") +[JP] SNK Neo-Geo CD (Mar. 30, 1997; "Real Bout Garou Densetsu Special [Model NGCD-223]") +[JP] Sega Saturn (Dec. 25, 1997; "Real Bout Garou Densetsu Special [Model T-3117G]") +[JP] Sega Saturn (Dec. 25, 1997; "Real Bout Garou Densetsu Special [Model T-3119G]") +[JP] Nintendo Game Boy (Mar. 27, 1998; "Nettou Real Bout Garou Densetsu Special [Model DMG-ARBJ-JPN]") +[JP] Sega Saturn (Aug 06, 1998; "Real Bout Garou Densetsu Best Collection [Model T-3124G]") +[JP] Sony PS2 (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]") +[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]") + +* COMPUTERS: +PC (2001) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rbff1,rbff1a,rbff1k,rbff1ka + +Real Bout Garou Densetsu (c) 1995 SNK. + +16 characters, some old and some new, breathe new life into the Fatal Fury series. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-095 + +Players: 2 +Control: 8-way joystick +Buttons: 4 +=> [A] Punch [B] Kick [C] Power Attack [D] Move Between Planes + +- TRIVIA - + +Real Bout Garou Densetsu was released on December 21, 1995 in Japan. + +The title of the game translates from Japanese as 'Real Bout Hungry Wolf Legend'. + +This game is known outside Japan as 'Real Bout Fatal Fury'. + +Things that changed in this particular game : +* The game uses a different 4 button setup this time around (punch, kick, power attack & plane switch) This was done to make the plane change mechanics easier to master. +* Chain combos are easier to pull this time around as well. +* This is one of the very few 2-D fighters to feature ring outs! +* Newcomers in the game are : Kim Kaphwan, Duck King & Billy Kane. + +Pony Canyon released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu - PCCB-00203) on 07/02/1996. + +- TIPS AND TRICKS - + +An additional cut-scene can be seen by beating the game with either Terry or Andy Bogard. + +- SERIES - + +1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS) +2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS) +3. Garou Densetsu Special [Model NGM-058] (1993, MVS) +4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS) +5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS) +6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS) +7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS) +8. Fatal Fury - Wild Ambition (1999, ARC) +9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS) +10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC) + +- STAFF - + +Big boss : Eikichi Kawasaki +Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh +Planners : Tsuka-Michi, T. Yariyama, OH! Saba Meron +Obj. designers : Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman +Back. designers : Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan +Demo designers : Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan +effects : March Kaji, Kaoruru, Itokatsu, Tashiboo +Programmers : Tony Oki (Tony-MF-Oki), Bo-Ffffffffng +Sound : Toshio Shimizm (as Shimizm), SHA-V +Special advisers : Stg-Oyaji 145H, Masahiko. Sawa + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Keiichi Nanba +Joe Higashi : Nobuyuki Hiyama +Mai Shiranui : Akoya Sogi +Sokaku Mochizuki : Koji Ishii +Bob Wilson : Toshiyuki Morikawa +Blue Mary : Harumi Ikoma +Franco Bash : B. J. Love +Geese Howard : Kong Kuwata +Hon-Fu : Toshiyuki Morikawa +Ryuji Yamazaki : Koji Ishii +Kim Kaphwan : Satoshi Hashimoto +Jin Chonshu : Kappei Yamaguchi +Jin Chonrei : Kappei Yamaguchi +Billy Kane : Atsushi Yamanishi +Duck King : Kong Kuwata + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Jan. 26, 1996; "Real Bout Garou Densetsu [Model NGH-095]") +[JP] SNK Neo-Geo CD (Feb. 23, 1996; "Real Bout Garou Densetsu [Model NGCD-095]") +[JP] Sega Saturn (Sep. 20, 1996; "Real Bout Garou Densetsu [Model T-3105G]") +[JP] Sony PlayStation (Jan. 10, 1997; "Real Bout Garou Densetsu [Model SLPS-00640]") +[JP] Sony PlayStation (jul.23, 1998; "Real Bout Garou Densetsu [The Best] [Model SLPM-86108]") +[JP] Sega Saturn (Aug. 06, 1998; "Real Bout Garou Densetsu Best Collection [Model T-3124G]") +[JP] Sony PS2 (Feb. 22, 2007; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection Vol.6] [Model SLPS-25698]") +[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 2 [NeoGeo Online Collection The Best] [Model SLPS-25864]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=recordbr +Arcade Video game published 37 years ago: + +Recordbreaker (c) 1988 Taito. + +Export release. Game developed in Japan. See the original for more information; "Go for the Gold". + +- TECHNICAL - + +Board Number : K1100371A +Prom Stickers : B56 + +- TRIVIA - + +Released in September 1988. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rezon,rezono +Arcade Video game published 34 years ago: + +Rezon (c) 1991 Allumer, Limited. + +A reasonably playable, if wholly unremarkable sideways-scrolling shoot-em-up that unashamedly rips off Irem's legendary "R*Type". Unfortunately, Rezon lacks any of R*Type's innovations in either level design or the weapons available to the player. One attribute it does share with the Irem classic, however, is that it is extremely difficult. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 16 Mhz) +Sound Chips: X1-010 (@ 16 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +Rezon was released in September 1991 in Japan. + +- STAFF - + +Programmer : Jun Ichikawa +Assistants : Kenji Kikkawa, Hiroshi Yamanaka +Graphic designers : Yoshiyuki Shikano, Yukie Sugimoto, Manabu Namiki, Noriaki Yamaguchi, Tadahiro Negome +Music & sound : Hideyuki Ueno +Hardware : Noboru Kohno + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ridingf,ridingfu,ridingfj +Taito F3 cart. published 33 years ago: + +Riding Fight (c) 1992 Taito Corporation. + +A one or two player fighting/racing game that takes place on a 3-D rendered track, set in a futuristic city. Each player rides on a hover board and must jump, kick and punch the many enemies who constantly attack, as well as punching or jumping over trackside obstacles. An end-of-level boss awaits the players and must be destroyed before the players can progress to the next level. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. +Prom Stickers: D34 + +Screen Orientation: Horizontal + +Players: 2 +Control: Dial +Buttons: 2 +=> Attack, Jump + +- TRIVIA - + +Riding Fight was released in December 1992. + +The game graphics were an outsourcing work done by Natsume and VAP. + +- UPDATES - + +Ver. 1.0O + +Ver. 1.0A: USA version, has the "Recycle It, Don't Trash It!" screen. + +Ver. 1.0J: Japanese version. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ridheroh + +Riding Hero (c) 1991 SNK [Shin Nihon Kikaku]. + +AES release. See the original MVS entry for more information about the game itself. + +- TECHNICAL - + +Cartridge ID: NGH-006 +Cartridge Size: 46 Mega. + +- TRIVIA - + +Released on July 1, 1991 in Japan and in the US. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ridhero + +Riding Hero (c) 1990 SNK. + +A Hot Battle Awaits You On The Way To The W.G.P Racing Title! After getting the 'International A License', a young racer battles his way to the Suzuka 8 Hour Race. Featuring 3 ways to play! W.G.P mode, RPG mode or Multi Play mode. GO FOR THE GLORY! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-006 + +Players: 2 +Control: 8-way joystick +Buttons: 3 +=> [A] Accelerator, [B] Brake, [C] Turbo + +- TRIVIA - + +Released in July 1990. + +Riding Hero is the first Neo-Geo game to feature the 'Multi Play Function', this lets you 'link' cabinets together so players can race each other side by side. + +- STAFF - + +Producer : Eikichi Kawasaki +Director : Hiroshi Matsumoto +Programmer : H. Deep. T +Music : Synthesize Yamada +Sound Effects : Jojoha Kitapy (Jojoha Kitamura) +Character Designers : Kouichi Sakita, Takurin. K, Kimie. M, Masayo. S +Special Thanks: Kura, Masapee. K, Pao-Pao, Mr. Noric, Takayuki. M, Cock-A-Doodle-Doo + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991; "Riding Hero [Model NGH-006]") +[US] SNK Neo-Geo AES (jul.1, 1991; "Riding Hero [Model NGH-006]") +[JP] SNK Neo-Geo CD (may.26, 1995; "Riding Hero [Model NGCD-006]") +[US] SNK Neo-Geo CD (may.26, 1995; "Riding Hero [Model NGCD-006E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ringdest,ringdstd +Capcom CPS-II cart. published 31 years ago: + +Ring of Destruction - Slammasters II (c) 1994 Capcom Company, Limited. + +European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Muscle Bomber - The International Blowout [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [Europe] + +- TRIVIA - + +The names of several characters and the name of the game itself were changed in the Export releases. These changes re not reflected in the Tokyo stage, however. In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the Super Muscle Bomber logo. Below is a list of the name changes. +(Japanese name - Export version name) +Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie' +Mysterious Budo - Great Oni +El Stinger - El Stingray +Sheep The Royal - Alexander 'The Grater' +Kimala The Bouncer - Jumbo 'Flap' Jack +Lucky Colt - Gunlock +Titan The Great - Titanic Tim +'Missing IQ' Gomes - King Rasta 'Mon' +Astro - The Scorpion + +- SERIES - + +1. Saturday Night Slam Masters [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Ultimate Team Battle [CP-S No. 28] (1993) +3. Ring of Destruction - Slammasters II [CP-S II No. 06] (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ringdesta +Capcom CPS-II cart. published 31 years ago: + +Ring of Destruction - Slammasters II (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Muscle Bomber - The International Blowout [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ringrage,ringrageu,ringragej +Taito F3 cart. published 33 years ago: + +Ring Rage (c) 1992 Taito Corporation. + +8 selectable digitized wrestlers fight in tag team tournament, take part in Royal Rumble or survival match. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Prom Stickers: D21 + +Screen Orientation: Horizontal + +Players: 4 +Control: Dial +Buttons: 2 +=> Punch, Kick + +- TRIVIA - + +Ring Rage was released in August 1992. + +- UPDATES - + +The US version is slightly different, it has the "Winners Don't Use Drugs" screen. + +- PORTS - + +* CONSOLES: +Nintendo Game Boy + +- CONTRIBUTE - + +Edit this entry +$end + +$info=roboarmy,roboarmya + +Robo Army (c) 1991 SNK [Shin Nihon Kikaku]. + +Robo Army is a horizontally-scrolling beat-em-up for one or two players who take on the roles of two cybernetically-enhanced soldiers called Rocky and Maxima and must attempt to stop am invading cyber army called 'Hell Jeed' from enslaving the human race. + +The game uses three buttons: +A - Attack +B - Jump +C - Energy blast + +Hitting the jump and attack button simultaneously lets Rocky and Maxima attack behind them. Collecting energy balls makes the energy blast more powerful, similar to the magic potions in Sega's "Golden Axe". One major difference, however, is that the special attack here can be used several times to diminishing effect before it finally runs out. + +Players can often pick up a fallen robot's limb to club other robots to death with. Also, if players approach a weakened enemy and press forward and the A button at the right time, Maxima or Rocky will rip the enemy in half. + +Finally, a defeated enemy will occasionally drop a glowing icon of a human fist. Picking this up causes Rocky or Maxima to bend over and transform into a futuristic buggy-like vehicle. Any enemies Maxima and Rocky touch while in buggy form instantly explode while hitting the attack button allows them to speed across the screen to quickly run enemies down. The buggy only lasts for a limited time, however. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-032 + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> [A] Punch, [B] Jump, [C] Kick/Get Super-Powers with Cyber-Ball + +- TRIVIA - + +Robo Army was released on October 30, 1991 in Japan. + +Player 2's character appears as a striker character in "The King of Fighters 2000" as Rocky. + +- STAFF - + +Excutive Producer : Eikichi Kawasaki +Programmers : Oh!Butch, Arcbbcov, Shochan, Ma2, Kawaii +Sound : Yamapy-1, Konny +Production Designer : Kouichi Sakita +Designers : Takeshi Kimura, Take-P, Shimachan, UG Wada, Pinkey +Associate Producer : Hiroshi Matsumoto (Finish Hiroshi) +Planners : Akira Goto, Yarie + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (dec.20, 1991; "Robo Army [Model NGH-032]") +[US] SNK Neo-Geo AES (dec.20, 1991; "Robo Army [Model NGH-032]") +[JP] SNK Neo-Geo CD (apr.21, 1995; "Robo Army [Model NGCD-032]") +[US] SNK Neo-Geo CD (apr.21, 1995; "Robo Army [Model NGCD-032E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rockmanj +Arcade Video game published 30 years ago: + +Rockman - The Power Battle (c) 1995 Capcom. + +Have you ever pictured a Rockman game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Rockman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!). + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +Players: Up to 2 +Control per player: 8-way joystick +Buttons per player: 3 + +- TRIVIA - + +Rockman was released in September 1995 in the Japanese arcades. It was known there as the 32th video game made for this system. + +The game is known outside Japan as "Mega Man - The Power Battle". Here are some known export releases: +"Mega Man - The Power Battle [B-Board 91634B-2]" (Asia) +"Mega Man - The Power Battle [B-Board 91635B-2]" (USA) + +It was re-released on the new Capcom system (CPS-2) the same year as "Rockman - The Power Battle [Green Board]". + +Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on December 1, 1995. + +- TIPS AND TRICKS - + +* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the Makaimura series. This seems to happen at random. + +- SERIES - + +1. Rockman - The Power battle [CP-S No. 32] (1995) +2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996) + +- STAFF - + +Planners : Ohko 25th, Zanzo, (^_^") +Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi +Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo Pocket Color (jul.6, 2000) "Rockman - Battle & Fighters [Model NEOP00940]" +[JP] Sony PS2 (aug.5, 2004) "Rockman Power Battle Fighters [Model SLPM-62491]" + +* OTHERS: +Arcade (1995) "Rockman - The Power Battle [Green Board]": CPS-2 version of "Rockman - The Power Battle [CP-S No. 32]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rmancp2j +Capcom CPS-II cart. published 30 years ago: + +Rockman - The Power Battle (c) 1995 Capcom Company, Limited. + +CPS-2 version of "Rockman - The Power Battle [CP-S No. 32]". For more information about the game itself, please see the original CSP-1 release entry. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick (per player) +Buttons: 3 (per player) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rockman2j +Capcom CPS-II cart. published 29 years ago: + +Rockman 2 - The Power Fighters (c) 1996 Capcom. + +Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Mega Man controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. + +- TRIVIA - + +Rockman 2 - The Power Fighters was released in July 1996 in the Japanese arcades. It was known as the 17th video game released for the CPS-II hardware. + +The game is known outside Japan as "Mega Man 2 - The Power Fighters". Here is the list of known export releases: +"Mega Man 2 - The Power Fighters [Blue Board]" +"Mega Man 2 - The Power Fighters [Grey Board]" + +The music may seem familiar since the Japan-only Rockman Memories series uses the same music in some stages. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HKD'. + +Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on September 21, 1996. + +- TIPS AND TRICKS - + +* Execute a special move by pushing UP when releasing a charged attack. + +* Alternate ending sequence : Play the game with 2 characters instead of one. The ending sequence will change depending on the 2 characters you used. + +- SERIES - + +1. Rockman - The Power battle [CP-S No. 32] (1995) +2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996) + +- STAFF - + +Game designer : Ohko +Programmers : Teruaki Hirokado, Pon, You! +Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja +Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan +Sound effects : Moe.T +Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Masato Koda, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto +Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori +Producer : Yoshimi Ohnishi +General producer : Noritaka Funamizu + +- PORTS - + +* CONSOLES: +SNK Neo-Geo Pocket Color [JP] (jul.6, 2000; "Rockman - Battle & Fighters [Model NEOP00940]") +[JP] Sony PS2 (aug.5, 2004; "Rockman Power Battle Fighters [Model SLPM-62491]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rodland,rodlandj,rodlandjb,rodlanda,rodlandjb2 +Arcade Video game published 35 years ago: + +Rod-Land (c) 1990 Jaleco. + +Rod-Land is a cute and colourful platform game for one or two players in which two fairy sisters - 'Tam' and 'Rit' - must rescue their kidnapped mother from the 'Maboots Tower' fortress. + +The fairies are armed with the 'Rods of Sheesanomo' - two magical rods that enable the fairies to catch enemies in a force-field and slam them into the platforms to kill them - and must clear each level of enemies to move onto the next and eventually reach and infiltrate the Tower. + +As well as the magical rods used for attacking enemies, the fairies can also create a magical ladder - in a fashion very similar to that used in Taito's "Rainbow islands" - which can be utilised anywhere on a level and allows players to reach other platforms or escape from pursuing enemies. Each player can utilise only one magically-created ladder at any one time and the creation of a new ladder removes the previously-created one. + +A level is only completed when all enemies have been killed. Some defeated enemies drop bonus items, such as fruit, missiles and bombs. + +Each of the game's levels features brightly coloured flowers. If players manage to collect all of these, the 'Extra Game' mode begins. During this time-limited mode all of the level's enemies turn red and move much faster. If the enemies are killed in time, they drop an alphabetic letter that can be collected to spell the word 'EXTRA' and earn players an extra life. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 (Catch, Create magical ladder) + +- TRIVIA - + +Released in April 1990. + +This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai". + +Rod-Land contains a second episode (see 'Tips And Tricks' section) known in Japan as "Rod Land - Tozasareta Sekai". This time, the storyline has an alien pyramid landing in Fairland and in this episode, it is the girls' father that must be rescued. The gameplay is identical to that of the first episode, with only graphical differences separating the two. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990. + +- TIPS AND TRICKS - + +* One feature unique to Rod-Land is that the game's sequel is already included and becomes available upon completion of the first game. While the graphics, enemies and level layouts have been changed, gameplay is identical to the first game. + +- How to access 'Part 2 : The Unknown Pyramid', the Second Episode (note : this can also be unlocked via the dip switches settings)... +English version : after inserting a coin, press DOWN three times, then START. +Japanese version : after inserting a coin, press UP three times, then START. + +- How to access 'Part 1 : Rescue My Mom', the first episode, when the second is enabled (via dip switches settings)... +English version : after inserting a coin, press UP three times, then START. +Japanese version : after inserting a coin, press DOWN three times, then START. + +* The game has 3 endings, depending on the following: +- Enable the default 1st Story (Rescue My Mom) through the Arcade's DIP Switches and beat the 31 levels. +- Enable the 2nd Story (The Unknown Pyramid) through the Arcade's DIP Switches and beat the extra 31 levels. +- Enable the 1st or 2nd Story (depending on which is enabled as the default one) through the secret code and beat the extra level 32. + +- STAFF - + +Music composed by: Tsukasa Tawada + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1992) "Yousei Monogatari Rod Land [Model JF-39]" +Nintendo Game Boy (1993) +Sony PlayStation (2003) "Jaleco Collection Vol. 1 [Model SLPS-03562]": Port of the Famicom version. + +* COMPUTERS: +Amstrad CPC (1990) +Commodore C64 (1991) +Commodore Amiga (1991) +Atari ST (1991) +Sinclair ZX Spectrum (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=rygar,rygar2,rygar3 +Arcade Video game published 39 years ago: + +Rygar - Legendary Warrior (c) 1986 Tecmo. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Argos no Senshi - Legendary Warrior". + +- TRIVIA - + +Rygar was released in May 1986. + +The differences between the US and Japanese (Argus no Senshi) are : +* The demo sequences are different. +* The Japanese version seems to have more hidden powers, stars and an extra free life. +* The US version is more biased towards stars and explosions. + +- UPDATES - + +The differences between the US (set 1) and US (set 2) are : +* 'Set 2' has a bug in the code which lets p2 start a game when p1 is already playing. You need to set a dip-switch to enable this behavior (it is usually on by default). If you press '2' while p1 is playing a single player game, 'Set 2' will check that you have 1 or more credit before it registers that you're now in a 2 player game, but it won't deduct the credit. That's a bad bug and probably accounts for why a bug-fix version was released. +* In 'Set 2', if p2 starts while p1 is already playing, it says 'playre2' instead of 'player2' at the top right. +* The first screen of 'Set 2' says 'ALL RIGHT RESERVED' - missing an 'S' - that's fixed in 'Set 1' + +- SERIES - + +1. Rygar - Legendary Warrior (1986, Arcade) +2. Rygar [Model NES-RY-USA] (1987, NES) +3. Rygar - The Legendary Adventure (2002, PS2) +3. Rygar - The Battle of Argus (2009, Wii) + +- PORTS - + +* CONSOLES: +[US] Microsoft XBOX (sept.14, 2005) "Tecmo Classic Arcade" +[EU] Microsoft XBOX (oct.21, 2005) "Tecmo Classic Arcade" +[US]Sony PlayStation 4 [PSN] (aug.19, 2014) "Arcade Archives - Rygar [Model CUSA-00993]" + +* HANDHELDS: +[US] Atari Lynx (1990) "Rygar - Legendary Warrior [Model PA2043]" + +* COMPUTERS: +[EU] Commodore C64 (1987) +[EU] Amstrad CPC (1987) "Rygar let's fight!!!" +[EU] Sinclair ZX Spectrum (dec.1, 1987) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ryujin,ryujina +Arcade Video game published 32 years ago: + +Ryu Jin (c) 1993 Taito. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Taito B System hardware +Game ID : M6100663A + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in December 1993 in Japan. + +The title of this game translates from Japanese as 'Dragon God'. + +- TIPS AND TRICKS - + +* Basic shot for power : +Blue - Vulcan +Red - Laser + +* Usable fighter & Special attack : +Sword Breaker (Blue) - Fireball Bomb +Vaulge (Green) - Lightning Volt +Shamseel (Red) - Flash Bomb +Phalcyon (Purple) - Wave Attack + +- STAFF - + +Programmers : T. Kaki, T. Kim!!, K. Hirano +Graphic designers : K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura +Sound : H. Tsuda, T. Inohaya + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aof2a + +龍虎の拳2 (c) 1994 SNK [Shin Nihon Kikaku]. +(Ryuuko no Ken 2) + +Japanese AES version. For more information about the game, please see the original MVS version entry: "Art of Fighting 2 [Model NGM-056]". + +- TECHNICAL - + +[Model NGH-056] +178 Mega + +- TRIVIA - + +This Japanese AES was released in March 11, 1994 in Japan. + +In this AES version, the player can choose the difficulty level from EASY to MVS (hardest than HARD). The game speed from 85% to 130% and the language mode: JAPANESE, ENGLISH or SPANISH. + +- SERIES - + +1. Ryuuko no Ken [Model NGH-044] (1992) +2. Ryuuko no Ken 2 [Model NGH-056] (1994) +3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGH-096] (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aof2 + +龍虎の拳2 (c) 1994 SNK Corp. +(Ryuuko no Ken 2) + +12 selectable characters are available in this martial arts fighting game, each showing progressive damage on their bodies during the fight. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-056 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player +=> [A] Punch [B] Kick, [C] Throw, [D] Psyche + +- TRIVIA - + +Ryuuko no Ken 2 was released in March 1994 in Japan. + +This game is known outide Japan as Art of Fighting 2. + +Geese Howard's guest appearance (see 'Tips And Tricks' section) tries to tie this game's story with the Fatal Fury games. Apparently, this game takes place a few years before the events occurred in "Fatal Fury - King of Fighters" since Geese looks quite young and uses a very different fighting style (instead of his trademark Aikido which he learned in Japan). Another fact is the special ending when you defeat Geese (you get to see when he gives the order to eliminate Jeff Bogard who happens to be Terry & Andy Bogard's father, before he heads to Japan to learn that country's martial art techniques). This fact also explains why Ryo Sakazaki is so damn powerful in his "Fatal Fury Special" appearance (after all, he was already a powerful & skilled fighter and has had more time than most of the Fatal Fury characters to brush up on his techniques!). Obviously, all these storyline details were ignored in the King of Fighters series for the sake of convenience (All the "Art of Fighting" characters should be way older than the Fatal Fury characters in that game!). + +In Temjin's ending, Terry Bogard makes a guest appearance as a little boy! + +- UPDATES - + +The Japanese version features different voice actors for some characters (John Crawley, Robert Garcia & King). + +- TIPS AND TRICKS - + +Adjust the game difficulty setting up to level 8 in order to boost game's overall speed! + +It may be downright cheap & silly, but if you successfully manage to throw an opponent and then hit him with a special move as he gets up, you will dizzy your opponent! This can be done over and over again with most characters... :/ + +Beat opponents with a special move at the end of the decisive round to see a special 'defeat' animation (some auto-combos & special moves that lift the opponent of the ground won't work though). + +Defeat all opponents in two rounds only to fight a special battle against Fatal Fury's main villain & owner of Southtown : Geese Howard (Notice that it is possible to use continues & use different characters as long as you defeat your opponents in 'two rounds only'!). :) + +- SERIES - + +1. Ryuuko no Ken [Model NGM-044] (1992) +2. Ryuuko no Ken 2 [Model NGM-056] (1994) +3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996) + +- STAFF - + +Objects designers : Soe Soe (Forever Soe-soe), Pinkey!(Boomer), Terarin, Hori Pu- +Back up : Moriyan, Somatoreeno +Programmers : John guso, Ma2 +Directed by : Dog.Gotoh, Shigeti + +* Voice Actors : +Ryo, John : Masaki Usui +Robert, Micky, Lee : Kazuhiro Inage (Key Inage) +Yuri : Kaori Horie +Takuma : Eiji Tsuda +King : Harumi Ikoma +Temjin, Kisaragi : Yoshinori Shima +Big, Jack : ??? + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Mar. 11, 1994; "Ryuuko no Ken 2 [Model NGH-056]") +[US] SNK Neo-Geo AES (Mar. 11, 1994; "Art of Fighting 2 [Model NGH-056]") +[JP] SNK Neo-Geo CD (Sep. 09, 1994; "Ryuuko no Ken 2 [Model NGCD-056]") +[US] SNK Neo-Geo CD (1994; "Art of Fighting 2 [Model NGCD-056E]") +[JP] Nintendo Super Famicom (Dec. 21, 1994; "Ryuuko no Ken 2 [Model SHVC-AAFJ-JPN]") +[JP] Sony PS2 (may.11, 2006; "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]") +[US] Sony PS2 (may.17, 2006; "Art of Fighting Anthology [Model SLUS-21487]") +[JP] Sony PS2 (june.21, 2007; "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]") +Nintendo Wii [Virtual Console] [JP] (june.17, 2008; "Ryuuko no Ken 2 [Model EALJ]") +Nintendo Wii [Virtual Console] [EU] (jul.11, 2008; "Art of Fighting 2 [Model EALP]") +Nintendo Wii [Virtual Console] [US] (jul.28, 2008; "Art of Fighting 2 [Model EALE]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aof + +龍虎の拳 (c) 1992 SNK Corp. +(Ryuuko no Ken) + +An early Neo-Geo martial arts fighting game with 2 selectable characters in 1-player mode and 8 selectable characters in 2-player mode which also features a long-nosed end boss. Progressive damage is shown on each fighter's face for a dramatic effect. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-044 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player += > [A] Punching attack, [B] Kicking attack, [C] Throw enemy, [D] Taunt + +- TRIVIA - + +Ryuuko no Ken was released in September 1992 in Japan. + +The title of this game translates from Japanese as 'Dragon and Tiger Fist'. + +This game is known outside Japan as Art of fighting". A pirate version was known as "Fit of Fighting". + +SNK's second fighting-game franchise. It was the first fighting game by SNK to feature the character designs of former SNK illustrator Shinkiro, who would go on to do the character designs for the later "Fatal Fury" and "The King of Fighters" games. + +This is the first fighting game to feature the 'camera zoom' - where the camera zooms in when the fighters are close together and zooms out when the fighters move away from each other. This is also the first fighting game to utilize a 'spirit meter'. Every time a special move is executed the spirit meter is depleted accordingly. The more powerful the special move, the more it depletes. When it's empty special moves can't be done anymore, however, you can recharge the spirit meter by standing still and holding the A or B button leaving you totally defenseless. + +Robert Garcia design was inspired by the famous actor Steven Seagal. +Takuma Sakazaki desgin was inspired by Masutatsu Oyama. + +The Haou Shokou Ken was referred to as the Haou Ken (or as the game put it, the 'Haow-Ken'). Its similarity to Ryu's (of "Street Fighter" fame) Hadou Ken forced the name change. + +The character's fighting stance and their victory pose depends on how beaten up they are. + +Lee Pai Long is called Lee Piron in the game's source code. + +- TIPS AND TRICKS - + +* Play as Todoh, Jack, Lee, King, Micky and John: +Player 2 must join. + +* Play as Mr. Big and Mr. Karate: +Eeach them on 1P Game, then player 2 must join. + +* Move Command Delay: +Its possible to input the commands for any special or super move but it is not necessary to press the corresponding attack button right away, this allows you to delay any move for as long as you want in order to surprise an opponent! This trick also enables you to perform slower versions of some special moves such as projectile attacks. + +- SERIES - + +1. Ryuuko no Ken [Model NGM-044] (1992) +2. Ryuuko no Ken 2 [Model NGM-056] (1994) +3. Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096] (1996) + +- STAFF - + +Producer: Eikichi Kawasaki (E. Kawasaki) +Directors: Hiroshi Matsumoto (Finish Hiroshi), Akira Goto (Dog Akira), Matakichi. Chan, Mastang. 2 +Programmers: John Guso, Cross. Moon D.S.K +Object Designers: Hatarakuogsan, Muta Teizon, Osamu Kamada (Kama Kama), Tree. Village. Ken, Kylly Maclako, Pinkey. 2, Lionheart, Tony Oki (Tony. R. Oki), Mitsuo Kodama (Outim Amadok Eel), Toyohisa Tanabe (Toyochan), Yoshiko Kubo (7.7812.8270.Kubo), Tatsuya Shinkai (Ayustat Shin 25), I000.Taroh Age22, Gynos. Crash!, Dir Tetsuzan, 555 Zi5han, Ahokamen. Boke, Bo. Bo, Kiritao. Y, Gmhenson Jr +Back Designers: Muramama. 2, Take Pyon (Take. P), Shimachan, Moriyan, H. Skallter, UG Wada (Ug) +Sound: Paciorek, Masahiko Hataya (Papaya), Yasumasa Yamada (Yamapy-1), Yoshihiko Kitamura (Jojoha Kitapy), Toshio Shimizm (Shimizum) + +* Voice Actors: +Ryo Sakazaki: Masaki Usui +Robert Garcia: Eiji Yano +Ryuhaku Todoh: Takayuki Sakai +Jack Turner: ??? +Lee Pai Long: Eiji Yano +King : Harumi Ikoma +Micky Rogers: Michael Beard +John Crawley: Masaki Usui +Mr. Big: ??? +Mr. Karate: Takayuki Sakai + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec.11, 1992) "Ryuuko no Ken [Model NGH-044]" +[US] SNK Neo-Geo AES (Dec.11, 1992) "Art of Fighting [Model NGH-044]" +[JP] Nintendo Super Famicom (Oct.29, 1993) "Ryuuko no Ken [Model SHVC-RW]" +[US] Nintendo Super NES (Dec. 1993) "Art of Fighting [Model SNS-RW]" +[EU] Nintendo Super NES (Dec. 1993) "Art of Fighting [Model SNSP-RW]" +[US] Sega Genesis (Jan.13, 1994) "Art of Fighting [Model 1146]" +[JP] Sega Mega Drive (Jan.14, 1994) "Ryuuko no Ken [Model G-4113]" +[EU] Sega Mega Drive (1994) "Art of Fighting [Model 1146-50]" +[JP] NEC PC-Engine CD (Mar.26, 1994) "Ryuuko no Ken [Model HCD4061]" +[JP] SNK Neo-Geo CD (Sep.9, 1994) "Ryuuko no Ken [Model NGCD-044]" +[US] SNK Neo-Geo CD (1994) "Art of Fighting [Model NGCD-044E]" +[JP] Sony PS2 (may.11, 2006) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection Vol.4] [Model SLPS-25610]" +[JP] Sony PS2 (june.21, 2007) "Ryuuko no Ken - Ten Chi Jin [NeoGeo Online Collection The Best] [Model SLPS-25790]" +[US] Nintendo Wii [Virtual Console] (Oct.8, 2007) +[EU] Nintendo Wii [Virtual Console] (Nov.11, 2007) +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sci,scia,sciu,scij +Arcade Video game published 36 years ago: + +S.C.I. - Special Criminal Investigation (c) 1989 Taito corporation. + +A direct sequel to 1988's "Chase H.Q.", S.C.I. once again puts the player in charge of an unmarked police car - this time a red Nissan 300ZX [Z32] T-Top turbo - in which the player must chase and capture a criminal mastermind before the time limit expires. Graphically, S.C.I. is very similar to its predecessor, although there are slight improvements with both a better use of color and the introduction of some weather effects; such as the rainy thunderstorm on the stages #1 and #4. Unlike the first game, the player is armed with a gun; this is used to take out criminals and roadblocks as the player races against the time limit, and also to capture the criminal mastermind and make an arrest before the time limit expires. + +- TECHNICAL - + +This game was available in at least 3 different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q". +* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style. +* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties). +All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal (gas, but some versions featured also a brake pedal). + +Runs on Taito Z System hardware +Board Number: M4300140A +Prom Stickers: C09 + +Main CPU: (2x) Motorola 68000 (K1100492A, K1100491A) +Sound CPU: Zilog Z80 +Sound Chips: Yamaha YM2610 +Screen resolution: 320x240 (horizontal). + +Players: 1 +Control: Steering wheel (270 or 360 degree range; set in dip switches), 2-speed gear shifter (high and low) + 1 or 2 pedals (gas and brake; most cabinets have only one pedal - gas) +Buttons: 2 +=> A = shoot the gun, B = use turbo. + +- TRIVIA - + +S.C.I. - Special Criminal Investigation was released in October 1989. + +The player is given to control a red Nissan 300ZX [Z32] T-Top turbo, known in Japan as Nissan Fairlady Z Z32. + +Soundtrack releases: +S.C.I / Taito - Pony Canyon / Scitron - PCCB-00024 - April 21, 1990 + +- UPDATES - + +The Japanese version shows speed in a kilometer per hour, world and US version use a mile per hour. + +Nancy is called Karen in world and US versions. + +The Japanese version has a different voice and has less English text than in releases for the US and the rest of the world. Additionally, it has a territorial notice not allowing to play outside Japan, the cop siren is repainted to red and the message after stage #6 is spoken by a voice-over actor not mentioned in the staff roll. + +The US version has the "Winners Don't Use Drugs" screen. Moreover, it has a territorial notice not allowing to play outside Mexico, Canada and the US. + +- TIPS AND TRICKS - + +* A little known, serious bug is in this game: Start a new game, and accelerate VERY slowly until your score reaches 90. Now STOP and just let the time run out. Once your game ends, don't continue, just let the timer run down. Once that happens, you'll notice that your score will SKYROCKET to the ridiculous amount of 76,543,210 (cheater!). + +* The arrow on stages #3 and #4 always points right unlike its predecessor. + +* Don't turn left on the aforementioned stages: you'll not be able to catch the criminal. + +* You have only 1 turbo and 1 chance to complete stage #6. You'll have no option to continue the game after 30 seconds run out. + +* After you insert the coin and are on 'Push start button' screen, hold the start button to simulate car's ignition. Remember to release the button. + +* Don't error the coin: the game will lock up. + +- SERIES - + +1. Chase H.Q. (1988) +2. S.C.I. - Special Criminal Investigation (1989) +3. Super Chase - Criminal Termination (1993) +4. Ray Tracers (1997, Sony PlayStation) +5. Chase H.Q. 2 (2007) + +- STAFF - + +Project leader: George Jyuttute +Game design: Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa +Software: George K-5, Yuichi Kikuchi, David Uematsu, Kazunori Sako +Character design: Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kouzou Igarashi, Takatsuna Senba, Tetsuya Shinoda, Takayuki Ogawa +Sound creator: Zuntata +Hardware: Masahiro Yamaguchi, Yuzuru Yoshimura +Mechanical design: Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi +Design: Atsushi Iwaoka + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (Jan. 25, 1991) "S.C.I. - Special Criminal Investigation [Model TP03016]" +Amstrad GX4000 [JP] (1991) +[EU] Sega Master System (1992) "Special Criminal Investigation [Model 7079]" +[US] Sega Genesis (Oct. 22, 1992) "Chase H.Q. II [Model T-11106]" +[JP] Sega Mega Drive (Oct. 23, 1992) "Super H.Q. [Model T-11163]" +[JP] Sega Saturn (Jun. 9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]" +[JP] Sony PS2 (Jan. 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] Atari ST (1990) "Chase H.Q. II - Special Criminal Investigation" +Commodore Amiga [US] (1990) "Chase H.Q. II - Special Criminal Investigation" +[EU] Sinclair ZX Spectrum (1990) "Chase H.Q. II" +Amstrad CPC+ [EU] (1991) +[US] Commodore C64 [EU] (1990) "Chase H.Q. II - Special Criminal Investigation" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssmissin +Arcade Video game published 33 years ago: + +S.S Mission (c) 1992 Comad Industry Company, Limited. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : OKI6295 (@ 12.121 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +S.S Mission has a code rip-off off the original game "Thunder Dragon". + +- STAFF - + +Graphic designers : T.C Choi, W.H Seo, J.A Park, K.Y Chang +Producer : K.S An +Manager : H.N Yee +Game designer : M.W Kim +Programmers : J.S Na, Y.M Park +Scenario writer : J.V Kim +Sound creator : Y.J Youn + +- CONTRIBUTE - + +Edit this entry +$end + +$info=stg +Arcade Video game published 34 years ago: + +S.T.G - Strike Gunner (c) 1991 Tecmo. + +A vertically scrolling shooter. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in April 1991. + +- STAFF - + +Developed by Athena Co. Ltd. + +Written and designed by : Undead Tama +Screen play by : Undead Tama +Sound by : Sho +Produced by : Shin Nakamura +Directed by : Undead Tama + +- PORTS - + +* CONSOLES: +Nintendo Super Famicom (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sabotenb,sabotenba +Arcade Video game published 33 years ago: + +Saboten Bombers (c) 1992 NMK. + +A platform game with gameplay similar to Snow Bros. and Bubble Bobble. + +Saboten Bombers is a single screen platform game. The gameplay consists of throwing bombs at the enemies, and avoiding being hit by the enemy bombs. There are a variety of enemies and colorful backgrounds. The game has over 50 levels, and also a versus mode. The game has many collectables, the most notable of which is the cake which gives the player an extra life after collecting 8 pieces. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : (2x) OKI6295 (@ 24.242 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Saboten Bombers was released in April 1992. + +Licensed to Tecmo for distribution. + +The title of this game translates from Japanese as 'Cactus Bombers'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=stdragon,stdragona,stdragonb +Arcade Video game published 36 years ago: + +Saint Dragon (c) 1989 Jaleco. + +Saint Dragon is a horizontally-scrolling shoot-em-up in which the galaxy is under threat from a malevolent race of cyborgs. Half animal, half machine, the cyborgs have already conquered most of the galaxy and now have their sights set on the galaxy's last hope, 'The Planet of the Golden Dragon'. A lone mechanoid dragon, unhappy with the actions of his comrades, rebels and sets out to thwart their invasion. + +The Dragon is initially armed with a plasma bolts and fiery breath but tokens - resembling bronze-coloured eggs - can be shot to release power-ups to upgrade the dragon's firepower, offering either pulse torpedoes, a laser, bouncing bombs, ring lasers or a turret. + +Other tokens can upgrade the dragon's speed or initiate a hyper mode which temporarily gives the dragon maximum firepower and invulnerability. As well as the weapons, the dragon also has an armoured tail which follows the player's movement, allowing it to be used as a defensive shield. + +The game consists of six stages, each culminating in a battle with a large end-of-level guardian. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Saint Dragon was released in March 1989. + +The Kanji in the title screen actually reads 'Tenseiryuu', which aptly defines the game's title pretty well. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Saint Dragon - PCCB-00003) on 21/09/1989. + +- TIPS AND TRICKS - + +To make the 3rd level boss to show up, destroy the 6th big structure (the last one) that comes at the last part of the level. If you do not destroy it, the boss won't appear to fight you and you go straight to level 4. + +- STAFF - + +Produced by NMK. + +Music composed by: Shizuyoshi Okamura (Sizzla), Tecchan + +- PORTS - + +* CONSOLES: +NEC PC-Engine (1990) " Tenseiryuu - Saint Dragon [Model AC90001]" + +* COMPUTERS: +Sinclair ZX Spectrum (1990) "Saint Dragon [Model 001527]" +Commodore C64 (1990) +Amstrad CPC (1990) "Saint Dragon [Model 001213]" +Commodore Amiga (1990) +Atari ST (1990) +MSX (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samesame,samesame2,samesamecn +Arcade Video game published 36 years ago: + +Same! Same! Same! (c) 1989 Toaplan. + +A vertically scrolling shoot 'em up from Toaplan. + +- TECHNICAL - + +Game ID : TP-017 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Same! Same! Same! was released in November 1989 in Japan. + +The title of this game translates from Japanese as 'Shark! Shark! Shark!'. + +The game is known outside Japan as "Fire Shark!". + +Offical high score recorded: 10,000,000 points (reached counter stop) by gamer 'JAG-POW', posted on Basic-Magazine (Japanese arcade game magazine). + +- TIPS AND TRICKS - + +* Hidden Functions: If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- SERIES - + +1. Hi Sho Zame (1987) +2. Fighting Hawk (1988) +3. Same! Same! Same! (1989) + +- STAFF - + +Music created by: Masanori Yuge + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (nov.2, 1990) [Model T-40013] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samuraia +Arcade Video game published 32 years ago: + +Samurai Aces (c) 1993 Psikyo. + +Export release. Game developed in Japan. See the original for more information; "Sengoku Ace". + +- TRIVIA - + +Released in April 1993. + +- SERIES - + +1. Samurai Aces (1993) +2. Tengai - Sengoku Ace Episode II (1996) +3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP) + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 2") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho4 + +Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK. + +The 4th installment of the weapons-based one-on-one fighting series features seventeen selectable characters and two end bosses. Changes to the established formula include the removal of both aerial blocking and the switch-around move (the latter of which which allowed a player to move quickly behind their opponent's back). Dodges, which allowed players to evade/side-step attacks are also gone. + +Players can no longer charge up their own POW gauge but a new move called the 'CD combo' was added; players can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps. + +SNK also added a "suicide" move, allowing a player to forfeit a round. The advantage to this is that the one committing suicide will start the next round with a full "POW" gauge. Certain finishes also enable a "fatality" move in the vein of "Mortal Kombat". + +Some of the series' older characters were restored for the 4th game, including Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, although some have been redrawn to further enhance the cartoonish look. + +Joining the cast are the two ninja brothers: + +* Kazuki Kazama - member of the Kazama ninja clan specializing in fire jutsu, he deserts to rescue his younger sister, Hazuki, from Amakusa's clutches. + +* Sogetsu Kazama - older brother to Kazuki and Hazuki who uses water jutsu; unlike Kazuki, he stays with the clan and is ordered to assassinate his brother for leaving. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-0222 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick + +- TRIVIA - + +Samurai Spirits - Amakusa Kourin (translates from Japanese as 'Samurai Spirits - Amakusa's Descent') was released in October 1996 in Japan. + +This game is known outside Japan as 'Samurai Shodown IV - Amakusa's Revenge'. + +- TIPS AND TRICKS - + +* Beat the entire game in the time limit to see a picture of Wan-Fu or Sieger after the end credits. Who appears is entirely at random though. + +* In order to see a special win pose with the puppies, win with a double +perfect using Slash Galford. Galford will say, 'Arigato!' as the puppies +scamper across the screen. + +* I'm Not Afraid Of You! : think you are really good? Tap START 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! Note : a few characters are really hampered by the loss of weapon (e.g. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo). + +* Sepukku (Suicide) : press Back, then move your joystick a quarter circle from forwards to down and press START to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!). + +* Silly Name Trick : now this is weird! At the naming screen input 'AAA' as your name to make your character faint! + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +Executive producer : Eikichi Kawasaki +Producers : Y. Koudou, H. Kawano, Bad Apples +Planners : Head-Ken, Tomi Yan, Kouji Takaya, Guro +Support from : Masami Nakaoka, Eiji Shiroi, Y. Kawase, Araiichi, Nao.Q. +Back team : Yasupuu (as Yasu-Puu), Anta-Baka, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, N. Azumi, Chu +Programmers : Kura, Llaoyllakcuf, Dan-ABE +Sound : Yamapy-1, Jojoha Kitapy, Mitsuo, Sha-V + +* Voice Actors : +Tam Tam : Toshikazu Nishimura +Galford : Mantaro Koichi +Hanzo Hattori : Toshimitsu Arai +Jubei Yagyu : Kiyoshi Kobayashi +Sogetsu Kazama : Naoki Oikawa +Kazuki Kazama : Atsushi Yamanishi +Genjuro Kibagami : Kong Kuwata +Haohmaru : Masaki Usui +Charlotte : Harumi Ikoma +Tokisada Shirou Amakusa : Eiji Yano +Kyoshiro Senryou : Monster Maetsuka +Ukyo Tachibana : Eiji Yano +Basara Kubikiri : Masahiro Nonaka +Gaira Kafuin : Takeshi Watanabe +Shizumaru Hisame : Miho Kaneda +Nakoruru : Harumi Ikoma +Rimururu : Megumi Matsumoto +Zankuro Minazuki : Enma Ito + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Nov. 29, 1996) "Samurai Spirits - Amakusa Kourin [Model NGH-222]" +[JP] SNK Neo-Geo CD (Dec. 27, 1996) "Samurai Spirits - Amakusa Kourin [Model NGCD-222]" +[JP] Sega Saturn (Oct. 02, 1997) "Samurai Spirits - Amakusa Kourin [Model T-3116G]" +[JP] Sega Saturn (Oct. 02, 1997) "Samurai Spirits - Amakusa Kourin [Model T-3118G]" +[JP] Sony PlayStation (Dec. 25, 1997) "Samurai Spirits - Amakusa Kourin Special [Model SLPS-01171]" +[JP] Sega Saturn (Aug. 06, 1998) "Samurai Spirits Best Collection [Model T-3123G]" +[JP] SNK Neo-Geo Pocket (Dec. 25, 1998) "Samurai Spirits! [Model NEOP00080]" +[JP] SNK Neo-Geo Pocket (Dec. 25, 1998) "Samurai Spirits! [Special Box] [Model NEOP90010]" +[JP] Sony PlayStation (Apr. 24, 2003) "PSone Books: Samurai Spirits - Amakusa Kourin Special [Model SLPS-91513]" +[JP] Sony PS2 (jul.24, 2008) "NeoGeo Online Collection Vol.12: Samurai Spirits - Rokuban Shobu [Model SLPS-25839]" +[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "NeoGeo Online Collection The Best: Samurai Spirits - Rokuban Shobu [Model SLPS-25934]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho3h + +Samurai Spirits - Zankurou Musouken (c) 1995 SNK [Shin Nihon Kikaku]. + +Home (AES) release of "Samurai Spirits - Zankurou Musouken [Model NGM-087]". + +- TECHNICAL - + +GAME ID: NGH-087 +GAMe Size: 282 Mega + +- TRIVIA - + +Released on December 01, 1995 in Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho3 + +Samurai Spirits - Zankurou Musouken (c) 1995 SNK. + +To have no fear, to slice and die! To survive! Continuing the aesthetic tradition and high quality of the very successful series featuring 12 selectable characters to fight Zankuro, a very powerful demon samurai. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0087 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick + +- TRIVIA - + +Samurai Spirits - Zankurou Musouken was released in October 1995 in Japan. Literally 'Samurai Spirits - Zankuro's Matchless Sword'. + +This game is known outside Japan as 'Samurai Shodown III' and in Korea as "Fighters Swords". The full US name for the game is "Samurai Shodown III - Blades of Blood". + +Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'. + +Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin'). + +Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin'). + +- TIPS AND TRICKS - + +* Play as Zankuro : This tip only works in 2-Player mode. Select Haohmaru, hold START and then go to the following characters : Genjuro, Basara, Kyoshiro, Ukyo, Rimururu, Haohmaru, Shizumaru, Nakoruru, Hanzo, Amakusa, Gaira, Galford and Shizumaru. Wait until the timer reach 03 and then press A and B. + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +Executive producer : Eikichi Kawasaki +Programmers : Abe Jaron, Oh!Butch, Magic2papa +Back team : N. Azumi, Mayu K., Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has +Special effects by 'POW team'. + +* Voice Actors : +Haohmaru : Masaki Usui +Nakoruru : Harumi Ikoma +Rimururu : Tomo Sakurai +Hanzo Hattori : Toshimitsu Arai +Galford : Kazuhiro Inage (Key Inage) +Kyoshiro Senryou : Monster Maetsuka +Ukyo Tachibana, Tokisada Shirou Amakusa : Eiji Yano +Genjuro Kibagami : Kong Kuwata +Basara Kubikiri : Masahiro Nonaka +Shizumaru Hisame : Miho Kaneda +Gaira Kafuin : Kouji Suizu +Zankuro Minazuki : Hiroyuki Arita + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 01, 1995) "Samurai Spirits - Zankurou Musouken [Model NGH-087]" +[US] SNK Neo-Geo AES (Dec. 01, 1995) "Samurai Shodown III [Model NGH-087]" +[JP] SNK Neo-Geo CD (Dec. 29, 1995) "Samurai Spirits - Zankurou Musouken [Model NGCD-087]" +[US] SNK Neo-Geo CD (Dec. 29, 1995) "Samurai Shodown III [Model NGCD-087E]" +[JP] Nintendo Game Boy (Aug. 23, 1996) "Nettou Samurai Spirits - Zankuro Musouken [Model DMG-ASZJ-JPN]" +[JP] Sony PlayStation (Aug. 30, 1996) "Samurai Spirits - Zankurou Musouken [Model SLPS-00350]" +[JP] Sega Saturn (Nov. 08, 1996) "Samurai Spirits - Zankuro Musouken [Model T-3104G]" +[JP] Sega Saturn (Nov. 08, 1996) "Samurai Spirits - Zankuro Musouken [Model T-3106G]" +[JP] Sony PlayStation (Mar. 20, 1997) "Samurai Spirits - Zankurou Musouken [The Best] [Model SLPS-91024]" +[JP] Sega Saturn (Aug. 06, 1998) "Samurai Spirits Best Collection [Model T-3123G]" +[JP] Sony PlayStation (Apr. 24, 2003) "Samurai Spirits - Zankurou Musouken [PSone Book] [Model SLPS-91514]" +[JP] Sony PS2 (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]" +[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsh5sp,samsh5sph,samsh5spho + +Samurai Spirits Zero Special (c) 2004 SNK Playmore. + +An 'upgrade' of the Samurai Spirits Zero episode with its 24 fighters plus 4 more characters : Amakusa, Gaoh, Zankuro and Mizuki. It's probably the ultimate game released on MVS since SNK Playmore decided to develop its future games on AtomisWave. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-272 + +Players : 2 +Control : 8-way Joystick +Buttons : 4 +=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge + +- TRIVIA - + +Samurai Spirits Zero Special was released in April 2004 in Japan. + +This game is known outside Japan as 'Samurai Shodown V Special'. + +The original version of the game contain some bugs and characters don't have fatalities. To correct that, SNK Playmore released corrected cartridges (without any problems) which can be recognized by a small NeoGeo sticker on the top right + +On the game box, SNK put the following message : 'A final Farewell. To all of our customers, who have purchased NeoGeo rom cartridges up till now, thank you very much. We offer our most heartfelt gratitude for your loyal patronage over these 14 full years and hope for your continued support for our games on the many other platforms we will provide products for in the future. NeoGeo fans rule!'. + +Some rumors says that SNK Playmore wanted to release an other upgrade of "Samurai Shodown V" on NeoGeo MVS called "Samurai Shodown V Special Final" including 2 new characters, some new stages and the correction of all the original game's bugs. A location test occurred in Tokyo in october 2004 but then SNK Playmore denied developing this game. + +- TIPS AND TRICKS - + +* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! + +* The game has several last bosses: Amakusa, Zankuro, Gao and Muzuki. In order to reach the latter bosses, you need to perform a fatality on the former ones. If you don't, you'll instead get a bad ending. + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +* Voice Actors : +Announcer/Narrator : Satoshi Taki +Haohmaru : Masaki Usui +Nakoruru : Harumi Ikoma +Yoshitora Tokugawa : Hiro Yuki +Mina Majikina : Satsuki Yukino +Ukyo Tachibana : Eiji Yano +Rimururu : Hitomi Nabatame +Yunfei Liu : Satoshi Taki +Kusaregedo the demon : Go Shinomiya +Genjuro Kibagami : Kong Kuwata +Rera : Kyoko Hikami +Kyoshiro Senryo : Monster Maetsuka +Rasetsumaru : Tsuguo Nakajima (formerly Mogami) +Kazuki Kazama : Atsushi Yamanishi +Sogetsu Kazama : Naoki Oikawa +Enja : Shintarou Ohata +Suija : Ikuji Nose +Hanzo Hattori : Toshimitsu Arai +Galford : Mantaro Koichi +Shizumaru Hisame : Miho Kaneda +Jubei Yagyu : Kiyoshi Kobayashi +Basara : Masahiro Nonaka +Gaira Caffeine : Takeshi Watanabe +Charlotte : Harumi Ikoma +Tam Tam : Toshikazu Nishimura +Zankuro Minazuki : Kazuhiro Nakata +Shiro Tokisada Amakusa : Takashi Ohara +Rashoujin Mizuki : Shizuka Ito +Gaoh Kyougoku Hinowanokami : Kenji Utsumi + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.09, 2004; "Samurai Spirits Zero Special [Model NGH-272]") +[US] SNK Neo-Geo AES (jul.09, 2004; "Samurai Shodown V Special [Model NGH-272]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho5,samsho5a,samsho5h,samsho5b + +Samurai Spirits Zero (c) 2003 SNK Playmore. + +A 5th episode of the Samurai Shodown saga on Neo-Geo with 24 selectable characters plus Poppy (secret character) plus 3 bosses (Sankuro the mid-boss, Yumeji the sub-boss and the general Gaoh as final boss). + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-270 + +Players : 2 +Control : 8-way Joystick +Buttons : 4 +=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge + +- TRIVIA - + +Samurai Spirits Zero was released in October 2003 in Japan. Called ZERO because its story takes place before the first Samurai Spirits episode. + +This game is known outside Japan as Samurai Shodown V. + +Parts of Shiki's personality are homages to Rei Ayanami (a character from Evangelion) and Mugen no Jyuunin. As a matter of fact, one of her winquotes was taken word-for-word from a quote in Evangelion. + +Rera first appeared in a Nakoruru OVA titled 'Nakoruru - Ano hito kara no okurimono'. + +Sankuro's name and moves (which call out his henchmen), collectively, contain all the digits from one to nine. + +Yumeji's attacks are all borrowed from other characters (for most of them, she morphs into the character she is borrowing the move from). Her Shin Musou Ittou-ryuu Kagerou and Shin Musou Ittou-ryuu Sasame Yuki - Sen are all borrowed from Ukyo's Bust moves in SS4 (Ukyo only has his Slash moves from SS4 in SS5). She also borrows : Charlotte's Bayonette Lunge, Genjuro's Sanren Satsu, Hanzo's Ninpou Mozu Otoshi, Haohmaru's Ougi - Kogetsu Zan, Jubei's Yagyu Shingan Tou - Souha, Kyoshiro's Choubi Jishi, Nakoruru's Annu Mutsube, Rimururu's Rupush Kamui Weison Pekoru, Ukyo's Hiken Tsubame Gaeshi, Yoshitora's Yon no Tachi - Tsubaki. + +The creator of the manga 'Rurouni Kenshin', Nobuhiro Watsuki, helped to make 'Yoshitora Tokugawa'. Nobuhiro Watsuki has declared many times his love for the Samurai Spirits video-games. You can find some characters in his work strictly copied from these series. + +Card game : In December 2006, Sabertooth Games released a Samurai Shodown V collectable card game set for it's Universal Fighting System (UFS) game. + +- UPDATES - + +If you put the game in 'Japan territory' via the MVS bios setting, the story mode will be completed by little scenes of dialogs between the different characters. + +- TIPS AND TRICKS - + +* Costume Color Select : everyone has four outfit colors chosen by A, B, C or D. The (D) button ones seem to be the oddest ones. + +* Play as Poppy : on the character select screen highlight 'Kazuki' and then move Left, Right, Left(x2), Right(x2), Left(x2), Right and then button A to select (use buttons B to D instead for different colors). + +* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! + +* Secret Win Pose : if you get a Perfect win in the second round with Galford, one of Poppy's puppies will show up and run forward, only to stumble and land on it's stomach. + +* Pursuit Reset : pick Jubei and perform a Big Pursuit when unarmed (press Up+B+C when your opponent is down). The game will reset. + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +Illustrators : Dorio Takaya, Takkun, Sakuraitohru, Murasaki, Yukikage, Takahashi +Character designers : Nobuhiro Watsuki, Takuro Fuse, Ponkichi, Kentaro Maruta, Gunpom, C. Takahashi, Qon, Yuichi Nakatani, Shinosuke, Kusarehada, Takayanagi K', Takaomi, Shuhei Hayashi, Kano Toyo, Tomisu, Toshirou Hara, Taisuke Satoh, Yasuhiro Nightow +[Marehen Breaker] : Kazuhiro Mikuma, Kengo Tanaka +[Tachyon] : Miyazaki-Atu +[Mechanic Arms] : Manabu Sakai, Yoshiki Oyabu, Toshiharu Tagami +??? : Daisuke Shimada +??? : Morita Kazuro, Ken, Hide. H, M. Kawamura, Nakamura Yoshihiro +Music Compose : Suemura Kennosuke, Kuroiwa Haruhiko +Arrange & Sound Design : Suemura Kennosuke +Sound Effect : Miyazaki Seiji +Sound Director : Matsuo Atsuya, Hide. H +Producer : Yasuo Tanaka + +* Voice actors : +Announcer/Narrator : Satoshi Taki +Haohmaru : Masaki Usui +Nakoruru : Harumi Ikoma +Yoshitora Tokugawa : Hiro Yuki +Mina Majikina : Satsuki Yukino +Ukyo Tachibana : Eiji Yano +Rimururu : Hitomi Nabatame +Yunfei : Satoshi Taki +Kusaregedo the demon : Go Shinomiya +Genjuro Kibagami : Kong Kuwata +Rera : Kyoko Hikami +Kyoshiro Senryo : Monster Maetsuka +Rasetsumaru : Tsuguo Nakajima (formerly Mogami) +Kazuki Kazama : Atsushi Yamanishi +Sogetsu Kazama : Naoki Oikawa +Enja : Shintarou Ohata +Suija : Ikouji Nose +Hanzo Hattori : Toshimitsu Arai +Galford : Mantaro Koichi +Shizumaru Hisame : Miho Kaneda +Jubei Yagyu : Kiyoshi Kobayashi +Basara : Masahiro Nonaka +Gaira Caffeine : Takeshi Watanabe +Charlotte : Harumi Ikoma +Tam Tam : Toshikazu Nishimura +Sankuro Yorozu : Tomoyuki Shimura +Yumeji Kurokouchi : Mitsuki Saiga +Gaoh Kyougoku Hinowanokami : Kenji Utsumi + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 11, 2003) "Samurai Spirits Zero [Model NGH-270]" +[JP] Sony PS2 (jul.29, 2004) "Samurai Spirits Zero [Model SLPS-25346]" +[JP] Sony PS2 (2005) "Samurai Spirits Zero [SNK Best Collection]" +[JP] Sony PS2 (jul.24, 2008) "NeoGeo Online Collection Vol.12: Samurai Spirits - Rokuban Shobu [Model SLPS-25839]" +[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]" +[JP] Sony PS2 (june.18, 2009) "NeoGeo Online Collection The Best: Samurai Spirits - Rokuban Shobu [Model SLPS-25934]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samshoh + +Samurai Spirits (c) 1993 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-045] +118 Mega + +- TRIVIA - + +Released on August 11, 1993 in Japan. + +For more information about the game itself, please see the original MVS entry : "Samurai Shodown [Model NGM-045]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho + +Samurai Spirits (c) 1993 SNK. + +The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-045 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> With weapon : [A] Light attack, [B] Medium attack +=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick + +- TRIVIA - + +Samurai Spirits was released in July 1993 in Japan. + +The game is known outside Japan as 'Samurai Shodown' + +Samurai Spirits is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting". + +Samurai Spirits also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games. + +Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series. + +Samurai Spirits is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime... + +Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character. + +Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival. + +Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai. + +Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan. + +Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang. + +Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata. + +Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972). + +Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series. + +Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan. + +Nakoruru is a homage to Sailor Moon. + +A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised. + +Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993. + +- TIPS AND TRICKS - + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D. + +* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep! + +* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though! + +* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face. + +* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage! + +* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half! + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +Executive producer : Eikichi Kawasaki +Main producer : Rocket Queen +Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki +Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino +Back designers : Fukui Tomoaki, AAA, Keisen (Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino +Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N +Music : Tate Norio, Masahiko Hataya (Papaya) +Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino + +* Character designers : +Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu +Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu +Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino +Ukyo Tachibana : Kazu, The.Fool +Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross) +Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool +Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino +Kyoshiro Senryo : Kazu, Erina.Makino +Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros) +Haohmaru : K.Shintani-F91, Erina.Makino +Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool +Shirou Tokisada : Miki +Charlotte, Poppy : Kuwa.Bee +Mamahaha : Erina.Makino + +* Voice actors : +Haomaru, Hanzo Hattori, Galford, Earthquake : Masaki Usui +Jubei Yagyu, Wan-Fu : Takayuki Sakai +Ukyo Tachibana, Gen-an Shiranui, Shiro Tokisada Amakusa : Eiji Yano +Kyoshiro Senryo, Tam Tam : Kazuhiro Inage (Key Inage) +Nakoruru, Charlotte : Harumi Ikoma + +Special thanks : M.Mioshi, Yama.O, Yama.R, Yama.P, Honda.NR, Sk, Yokosuka. Boy, Morioka, Chika2, J.Mikami, Miyakami, Atsushi, Iwata Kun, Y.Yoshida, Yoshi.Kaneko, Speaker.R, Magi2spapa, Ma2, D.S.K + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Spirits [Model NGH-045]" +[US] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Shodown [Model NGH-045]" +[JP] Nintendo Game Boy (june.30, 1994) "Nettou Samurai Spirits [Model DMG-X4J]" +[JP] SNK Neo-Geo CD (Sep. 09, 1994) "Samurai Spirits [Model NGCD-045]" +[JP] Nintendo Super Famicom (Sep. 22, 1994) "Samurai Spirits [Model SHVC-A7SJ-JPN]" +[US] Nintendo Super NES (Nov.1994) "Samurai Shodown [Model SNS-P-A7SE]" +[EU] Nintendo Super NES (1994) "Samurai Shodown [Model SNS-P-A7SP]" +[US] Nintendo Game Boy (Nov.1994) "Samurai Shodown [Model DMG-X4]" +[JP] Sega Mega Drive (Nov. 19, 1994) "Samurai Spirits [Model G-4127]" +[EU] Sega Mega Drive (1994) "Samurai Shodown [Model 670-6282-50]" +[US] Sega Genesis (1994) "Samurai Shodown [Model T-103066]" +[JP] Sega Game Gear (Dec. 16, 1994) "Samurai Spirits [Model T-103027]" +[US] Sega Game Gear (1994) "Samurai Shodown" +[JP] Panasonic 3DO (Feb. 10, 1995) "Samurai Shodown [Model FZ-SJ3155]" +[US] Sega CD (1995) "Samurai Shodown [Model T-60175]" +[EU] Sega Mega-CD (1995) "Samurai Shodown" +[JP] Sony PlayStation (Mar. 26, 1998) "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]" +[JP] Sony PS2 (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]" +[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[KO] Nintendo Wii (Feb. 24, 2009) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSK-KOR]" +[US] Sony PS2 (Mar. 24, 2009) "Samurai Shodown Anthology [Model SLUS-21629]" +[US] Sony PSP (Mar. 24, 2009) "Samurai Shodown Anthology [Model ULUS-10401]" +[EU] Sony PSP (Mar. 27, 2009) "Samurai Shodown Anthology [Model ULES-01211]" +[EU] Nintendo Wii (Apr. 04, 2009) "Samurai Shodown Anthology [Model RVL-RSSE]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]" +[JP] Sony PSP (june.24, 2010) "SNK Arcade Classics Vol.1 [SNK Best Collection] [Model ULJS-00297]" +Sony PS3 [PlayStation Store] (Dec.2010) + +* COMPUTERS: +[JP] FM Towns (1995) "Samurai Spirits [Model JH-012]" + +* OTHERS: +[US] Mobile Phones (jul.15, 2004) "Samurai Shodown" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wofhfh +Arcade Video game published 26 years ago: + +Sangokushi II - Huo Fenghuang (c) 1999 Unknown. + +Chinese bootleg of "Sangokushi II". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wofa,wofabl +Arcade Video game published 33 years ago: + +Sangokushi II (c) 1992 Capcom Company, Limited. + +Asian version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the CP System hardware. +B-Board #: 91634B-2 + +- TRIVIA - + +Sangokushi II was released in October 1992 in Asia. It is known in Japan as "Tenchi wo Kurau II - Sekiheki no Tatakai" and in the rest of the world as "Warriors of Fate". + +The title of this game translates from Japanese as 'Annals of the Three Kingdoms II'. + +- SERIES - + +1. Tenchi wo Kurau (1989) +2. Sangokushi II (1992) + +- PORTS - + +* CONSOLES: +FM Towns Marty: ported by Koei. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=slammast,slammastu,slampic,slampic2 +Arcade Video game published 32 years ago: + +Saturday Night Slam Masters (c) 1993 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Muscle Bomber - The Body Explosion [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91635B-2 + +- TRIVIA - + +Saturday Night Slam Masters was released in July 1993 outside Japan. It is known in Japan as "Muscle Bomber - The Body Explosion". + +Certain wrestlers had their names changed from Japanese audiences. They are as follows : +Biff Slamkovich - Aleksey Zalazof. +Gunloc - Lucky Colt. +The Great Oni - Mysterious Budo. +El Stingray - El Stinger. +Alexander The Grater - Sheep The Royal. +King Rasta Mom - Missing IQ Gomes. +Jumbo Flap Jack - Kimala The Bouncer. +Scorpion - Astro. + +- SERIES - + +1. Saturday Night Slam Masters [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Ultimate Team Battle [CP-S No. 28] (1993) +3. Ring of Destruction - Slammasters II [CP-S II No. 06] (1994) + +- PORTS - + +* CONSOLES: +[AU] Nintendo SNES (1994) [Model SNSP-ZW] +[US] Nintendo SNES (june.1994) [Model SNS-ZW] +[EU] Nintendo SNES (sept.1994) [Model SNSP-ZW-EUR] +[US] Sega Genesis (1994) +[EU] Sega Mega Drive (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho2k,samsho2ka + +Saulabi Spirits (c) 1994 SNK [Shin Nihon Kikaku]. + +Korean release of "Samurai Shodown II". + +- TRIVIA - + +Sometimes also known as "Jin Saulabi Tu Hon". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=neobattl +Arcade Video game published 33 years ago: + +SD Gundam Neo Battling (c) 1992 Banpresto. + +A vertically scrolling shooter. + +- TECHNICAL - + +Game ID : BP923 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +SD Gundam Neo Battling was released in November 1992 in Japan only. + +SD stands from 'Super Deformed'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=selfeena +Arcade Video game published 34 years ago: + +Sel Feena (c) 1991 East Technology. + +- TECHNICAL - + +Taito B System hardware + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in September 1991. + +- STAFF - + +Directer : Shimachan +Programmers : H. Ikeda, Junia, Kim, T. Kakinuma, Tony.Snow, Y. Yoshiura +Sound : Tsuda +Character designers : Irisawa, Kanuma, Kawashima, Nagoshi, Sakai +Supervisor : Takioka +Special thanks to : A. Inoue, E. Ogura, Y. Katsumata + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sengoku3,sengoku3a + +Sengoku 3 (c) 2001 SNK. + +Sengoku 3 is a horizontally-scrolling beat-em-up for one or two players that differs from other games in the genre due to the complexity of its chain-combo based combat system. Rather than being limited to that standard one attack button, one jump button and a life-draining special move, Sengoku's button set-up is more akin to a one-on-one fighting game, with a light attack, heavy attack and long-ranged attack button, all of which can be utilised to create combos. + +Rather than simply mashing the attack buttons to create combo attacks, each of the game's four playable characters has an arsenal of special moves using directional inputs. Each character also has a super bar and several super moves that use varying levels of energy from this bar. + +Sengoku 3 also introduces throwing weapons to the series but rather than just picking up dropped items and using them immediately, the game allows players to stash ranged weapons (but only one type at a time) including shuriken, bombs and kunai. As well as hitting enemies from distance, these weapons can also be integrated into players' attack combos. + +Each stage end with a boss fight and two of the game's end-of-level bosses, once defeated, can later be selected as playable characters for the final two stages. The game's four playable characters (and two bosses who can become playable) are: + +* Kegatsura +A Ninja and the main character of Sengoku 3. He's slower and stronger than average. His first super move is a diagonal downward beam of energy from his sword. For his second super move, he energizes himself with electricity and dashes forwards, slicing anything in his path as he streaks across the screen. He can also use the classic ninja staple; the Izuna Drop. His ultimate move is a lightning spell. + +* Falcon +A Spanish Ninja adept at very long combos. His first super move is a flame projectile shaped like a phoenix. His second is a dashing move. If he connects with an enemy during the dash, he performs a quick combo ending with a powerful flaming sword uppercut. His ultimate is a fire spell. + +* Kurenai +A female Ninja, Kurenai is the fastest character but also the weakest. She has excellent combo potential and is good for keeping multiple enemies at bay. Her first special is a spinning tornado slash. Her second special involves her creating three duplicates and dashing in various directions, hitting anything in her vicinity. Her ultimate attack summons a bunch of kaede leaves that damage everything on screen. + +* Kongoh +Kongoh is the strongest and slowest character. His first super move involves him stunning his enemy and then throwing them. His second is merely him tossing his rod forward. His ultimate attack creates a rain of falling iron rods. + +* Byakki +Byakki is one of the bosses that joins the fight after the third mission. He summons a demon from the underworld during most of his attacks and his first super move makes the demon's claw rise from the ground, hitting any enemy near it multiple times. His second summons a demon who then slashes any enemies directly in front of it. In his ultimate attack, he summons the demon who then causes meteors to strike all the enemies on screen. + +* Okuni +Okuni is the second boss who, when defeated, becomes playable, also after the third mission. She mainly focuses on long range attacks and her combos are somewhat lacking. Her first move is a simple projectile wind burst. Her second is an electric attack using her fan. Her ultimate attack is a tornado of flower petals. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0261 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Weapon attack/Special attack 1, [B] Barehanded blast/Special attack 2, [C] Jump, [D] Projectile toss + +- TRIVIA - + +Released in October 2001. + +Developed by Noise Factory (their first game) for the original SNK Corp. (SNK's last official title). + +Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (Sengoku Densyo 2001 Original Soundtrack - SCDC-00102) on 18/07/2001. + +- TIPS AND TRICKS - + +* Play as Okuni and Byakki: Finish China (Easy), Italy (Hard), and Japan (Hard) - This tip was given on the original game flyer. + +Sengoku 3's greatest asset is the sheer number attacking options available to players. There are numerous ways to start a combo, the most obvious of which is to simply walk up to an enemy and start hitting the light attack button, but at any time during a light attack combo you can interrupt with a heavy attack - a slower, more powerful attack that usually brings a weapon into the picture - and depending on how many light attacks you've already executed, the heavy attack will be different. + +You can usually use two or three heavy attacks in succession, with the last one typically ending the combo, but in the same chain you can also go back to light attacks after a heavy attack. If your timing is good, it's possible to 'juggle' an enemy as they fly away from you using various techniques, like dashing by double-tapping the forward button. + +Dashing into an enemy damages them slightly, knocks them away from your character and sets up a juggle opportunity, even if the enemy you dash into is already airborne. By using these methods in combination with good timing, you can keep combos going for 20-30 hits. + +- SERIES - + +1. Sengoku Densyo [Model NGM-017] (1991) +2. Sengoku Densyo 2 [Model NGM-040] (1993) +3. Sengoku 3 [Model NGM-261] (2001) + +- STAFF - + +Producer, planner : Keiko Ijuu +Sub planners : Masahiro Maeda, Hidenari Mamoto +Main programmer : Hidenari Mamoto +Sub programmer : Kazuaki Ezato +Character designers : Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro +Background designers : Masafumi Fuji, Miyuki Okazaki +Sound producer -Studio Aqua- : Toshikazu Tanaka +Voice artists -Character Land- : Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sngkace,sngkacea +Arcade Video game published 32 years ago: + +Sengoku Ace (c) 1993 Psikyo. + +A vertically scrolling shooter. + +- TECHNICAL - + +Main CPU : Motorola 68EC020 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 (FIRE, BOMB) + +- TRIVIA - + +Released in April 1993. + +The title of this game translates from Japanese as 'Civil War Ace'. + +This game is known outside Japan as "Samurai Aces". + +Sengoku Ace is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo). + +Note : There are 22 different endings! + +- TIPS AND TRICKS - + +* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + +- SERIES - + +1. Sengoku Ace (1993) +2. Sengoku Blade - Sengoku Ace Episode II (1996) +3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP) + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (Dec. 02, 2004) "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Model SLPM-62563]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sengoku2 + +Sengoku Densyo 2 (c) 1993 SNK [Shin Nihon Kikaku]. + +The Mad Shogun rises again, this time taking over various periods in the time stream. Now you're permanently armed with a sword and must save different eras from the wrath of the Mad Shogun! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-040 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> On foot > [A] Slice [B] Sever [C] Jump [D] Change +=> On a horse > [A] Forward attack [B] Rear attack + +- TRIVIA - + +Sengoku Densyo 2 (translates from Japanese as 'Civil War Tradition 2') was released in Febuary 1993 in Japan. + +This game is known outside Japan as just 'Sengoku 2'. + +Reviews: +[FR] May 1993 - Consoles + No. 20: 83/100 (AES version) + +- SERIES - + +1. Sengoku Densyo [Model NGM-017] (1991) +2. Sengoku Densyo 2 [Model NGM-040] (1993) +3. Sengoku 3 [Model NGM-261] (2001) + +- STAFF - + +Producer : Yanbaru +Director : Sick Of +Programmers : Shinchan (as 'Shinchan-SSSS'), Nuckey Nuckey Fuji Nuckey +Graphic Designers : U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama +Music : Tate Norio +Sound effects : Yoko + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (Apr.9, 1993; "Sengoku Densyo 2 [Model NGH-040]") +SNK Neo-Geo CD (Mar.17, 1995; "Sengoku Densyo 2 [Model NGCD-040]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sengokuh + +Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-017] +55 Mega + +- TRIVIA - + +Released on July 1, 1991 in Japan. + +Related MVS version : "Sengoku [Model NGM-017]". + +Reviews: +September 1991 - Consoles + N.1 [FR]: 38/100 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sengoku + +Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku]. + +Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-017 + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> [A] Attack [B] Jump [C] Change + +- TRIVIA - + +Sengoku Densyo (translates from Japanese as 'Civil War Tradition') was released on February 12, 1991 in Japan. + +This game is known outside Japan as just Sengoku. + +The game includes different items which change the special attacks : +* Green : When 10 green items are collected, life gauge gain 1up +* Red : Samurai sword +* Blue : Double sword +* Purple : Holy sword +* Gold : Unknown effect + +In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK. + +- TIPS AND TRICKS - + +Hold the attack button for a couple seconds to launch a burst of energy from the player's fist. + +There are some samurais whose swords can be broken if the player bashes the attack button enough times. remember that this trick can be done when the player is in his normal form and bare-handed (no sword power-ups). + +- SERIES - + +1. Sengoku Densyo [Model NGM-017] (1991) +2. Sengoku Densyo 2 [Model NGM-040] (1993) +3. Sengoku 3 [Model NGM-261] (2001) + +- STAFF - + +Producer : Yanbaru +Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch +Sound : Tate Norio, Toshio Shimizm (as Shimizum) +Pictures : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of +Game Assistants : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori +Directors : Tama, Moonmin + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991) "Sengoku Densyo [Model NGH-017]" +[JP] Nintendo Super Famicom (Sept. 22, 1993) "Sengoku Densyo [Model SHVC-G5]" +[JP] Sega Mega CD (Dec. 28, 1993) "Sengoku Densyo [Model T-24034]" +[JP] SNK Neo-Geo CD (Mar. 17, 1995) "Sengoku Densyo [Model NGCD-017]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mercsj +Arcade Video game published 35 years ago: + +戦場の狼II (c) 1990 Capcom. +(Senjou no Ookami II) + +The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat. + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board ID: 89625B-1 + +Players: Up to 3 +Control per player: 8-way joystick +Buttons per player: 2 + +- TRIVIA - + +Senjou no Ookami II was released in March 1990 in Japan. It is known outside Japan as "Mercs". + +The title of this game translates from Japanese as 'Wolf of the Battlefield II'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on May 21, 1990. + +- TIPS AND TRICKS - + +* At the end of Stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice. + +- SERIES - + +1. Senjou no Ookami (1985) +2. Senjou no Ookami II [CP-S No. 09] (1990) + +- STAFF - + +Chief designer : S. Okano, Tokuro Fujiwara (A. Kume), Kijima +Character designers : Hitoshi Nishio, T. Hayashi +Sound : M. Gotoh +Sound programmer : Yoshihiro Sakaguchi (Y. Sakaguchi) +Programmers : M. Akahori, T. Ohta, Y. Matsui + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (sept.27, 1991) "Senjou no Ookami II [Model G-4051]" +[JP] Sega Saturn (nov.12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model T-1235G]" +[JP] Sony PlayStation (nov.12, 1998) "Capcom Generation Dai 4 Shou Kokou no Eiyuu [Model SLPS-01701]" +[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=shadoww,shadowwa +Arcade Video game published 37 years ago: + +Shadow Warriors (c) 1988 Tecmo. + +Export release. Game developed in Japan. See the original for more information; "Ninja Ryukenden". + +- TRIVIA - + +Even though the title screen says 1988, Shadow Warriors was released in February 1989 in Europe. + +- SERIES - + +1. Shadow Warriors (1988) +2. Shadow Warriors (1989, NES) +3. Shadow Warriors II - The Dark Sword of Chaos (1990, NES) +4. Ninja Gaiden (2004, Microsoft XBOX) +5. Ninja Gaiden Black (2005, Microsoft XBOX) +6. Ninja Gaiden Sigma (2007, PS3) +7. Ninja Gaiden Dragon Sword (2007, DS) +8. Ninja Gaiden II (2008, XBOX 360) +9. Ninja Gaiden Sigma 2 (2009, PS3) +10. Ninja Gaiden 3 (2012, PS3, XBOX 360) +11. Ninja Gaiden 3 - Razor's Edge (2013, XBOX 360, PS3, Wii U) + +- PORTS - + +* CONSOLES: +[EU] Nintendo NES (aug.15, 1991) "Shadow Warriors [Model NES-66-EUR]" +[EU] Sega Master System (1992) "Ninja Gaiden [Model 670-2262-50]" +Nintendo Wii [Virtual Console Arcade] [EU] [AU] (nov.13, 2009) "Ninja Gaiden" + +* HANDHELDS: +[EU] Sega Game Gear (1991) "Ninja Gaiden" +Sega Game Gear [BR] (1991) by Tec Toy + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1990) +[EU] Commodore C64 (1990) +[EU] Amstrad CPC (1990) +[EU] Commodore Amiga (1990) +[EU] Atari ST (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=matrim,matrimbl + +Shin Gouketsuji Ichizoku Toukon - Matrimelee (c) 2002 Playmore. + +Revived from the New Power Instinct series, the Goketsuji clan has appeared newly on the MVS Neo-Geo! In addition to the familiar 11 characters, individual fresh 4 join in the heated Head Decision Match. You will be overwhelmed by the spectacular graphics and the BGM. Attention to the memorial Marriage Battle over the right to the throne and get ready! + +- TECHNICAL - + +SNK Neo-Geo MVS harware +Game ID : NGM-266 + +Players : 2 +Control : 8-way Joystick +Buttons : 4 +=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick + +- TRIVIA - + +Developed by Noise Factory & Atlus. Also licensed to SNK Playmore for manufacture and distribution. + +Even if the copyright year shows 2002, this game was officialy released in public March 2003. + +The title of this game translates from Japanese as 'True Gouketsuji Family Fighting Spirit - Matrimelee' ('Gouketsuji' is literally means 'Overpowering Blood Temple Family'). + +Known outside Japan as 'Matrimelee', + +Some characters from the Power Instinct series received some minor name changes in this game : +Thin Nen => Chinen +Otane => Tane +Oume => Ume +Kurara => Clara +Annie => Anny +Pochi => Poochy + +Also the transformation sequences from previous games has been almost completely ditched in this game (with the only exceptions of super moves from Kanji, Clara & Princess Sissy; as well as one of Tane's win poses). + +While there have been a few fighting games that feature a vocal track as BGM (Roll's BGM in "Marvel vs. Capcom - Clash of Super Heroes", Arina's BGM in "Waku Waku 7" & Roomy's BGM in "Galaxy Fight - Universal Warriors" are but a few examples of this), the Japanese version of this game's BGM features an unprecedented number of excellent & quite hilarious vocal tracks for many stages. Chinen BGM is nothing short of awesome! + +Jones is the only selectable character from "Rage of the Dragons" that won't challenge you on the 3rd & 5th battle. This is odd... + +Abubo ("Rage of the Dragons"' sub-boss character) makes an unlikely cameo as one of Princess Sissy box surprises! + +Kang Jae-Mo ("Rage of the Dragons" wrestler) makes a hilarious cameo in one of Jones' super moves. + +Default highscore table (Ranking) : +RANK SCORE NAME +1ST 0500000 PLM +2ND 0450000 ATL +3RD 0400000 MTM +4TH 0350000 NEO +5TH 0300000 GEO + +Noise Factory released a limited-edition soundtrack album for this game (Shin Gouketsuji Ichizoku Toukon - Matrimelee / Original Soundtrack) on May 01, 2003. + +- UPDATES - + +The US version of this game completely removed all the vocal tracks from the Japanese version and are replaced with the BGM of the "Rage of the Dragons" guest characters, causing those tracks to be recycled quite a few times. Such strange issue had already been seen in a few previous Neo-Geo games such as the Magical Drop games. + +- TIPS AND TRICKS - + +* Enable "Rage of the Dragons" Characters : At the character selection screen, press Up(x4), Down(x3), Left(x2) and Right. The screen will go black and reappear with Lynn, Mr. Jones, Jimmy and Elias in the center of the character select screen. + +* Play As Princess Sissy : After you choose your character, press and hold A+B+C+D until the match begins and you'll play as Princess Sissy. + +- SERIES - + +1. Power Instinct (1993) +2. Power Instinct 2 (1994) +3. Gogetsuji Legends (1995) +4. Gouketsuji Ichizoku 3 - Groove on Fight [Model 610-0374-34] (1997) +5. Matrimelee (2003) +6. Shin Gouketsuji Ichizoku - Bonnou Kaihou (2006, Sony PlayStation 2) +7. Power Instinct V (2009) + +- STAFF - + +Producer : Keiko Ijuu +Directors : Keiko Ijuu, Marohie. M +Sub Directors : Hidenari Mamoto, 55 +Main Programmers : Hidenari Mamoto +Sub Programmers : Kazuaki Ezato, H. Hishikawa +Character Designers : Marochie. M, Super Dotter K', Dessy, Shio Shio Shio, Orie Kinugasa +Background Designers : Miyukichi, Miyavi, Kuramoyan +Illustration : Range Murata, Tomokazu Nakano, Ooma Bunshichiro +Sound Producer : Studio Aqua +Vocalists : Toshikazu Tanaka (Dencyu), Masanosuke Fujiwara, Momoeika, Ryuji Mutou, Moamo & Cheiko, Uchida, Nami Matsusima, Aya Fujimoto +Voice Actors : R. Riken, Shinya Moriguchi, Akihisa Muramoto, N. Chinatsu, Mina Yamamoto, Nahomi, Ikuro. I, Sayaka Mishimura, Aumi Jinga +Special Thanks: H. Yokoyama, A. Morita + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (may.29, 2003; "Shin Gouketsuji Ichizoku Toukon Matrimelee [Model NGH-2660]") +[US] SNK Neo-Geo AES (may.29, 2003; "Matrimelee [Model NGH-266]") +[JP] Sony PS2 (may.25, 2006; "Shin Goketsuji Ichizoku : Bonnou Kaihou [Model SLPM-66278]"): features an online mode, new characters and a card battle system called 'lusts cards system'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=samsho2 + +真 SAMURAI SPIRITS 覇王丸地獄変 (c) 1994 SNK Corporation. +(Shin Samurai Spirits - Haohmaru Jigoku Hen) + +Shin Samurai Spirits is a one-on-one fighting game featuring 15 weapon-wielding combatants, fighting to earn the right to face the game's powerful and difficult end boss. + +Building upon the success of the first game, SNK added several new characters and more moves. This is particularly evident in the addition of the POW meter, which acts as a super special-move meter. These moves not only cause severe damage to opponents but also break their weapons, forcing them to fight unarmed for a short time before a replacement weapon is issued. + +Gameplay was further expanded to include several new movement options, including the ability to roll forwards and backwards, to duck to avoid high attacks, or to do small hops to avoid low strikes. This was also the first game to incorporate an offensive blocking technique, or 'parry'. Via a command issued at the last second, players can deflect an incoming attack and leave their adversary open to counter-attack. + +Shin Samurai Spirits featured cameo appearances from other SNK characters, as well as a hidden boss who would occasionally come out to challenge players. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-063 + +Players : 2 +Control : 8-Way Joystick +Buttons : 4 +=> [A] Light Attack with weapon, [B] Medium Attack with weapon, [C] Light Kick, [D] Medium Kick + +- TRIVIA - + +Shin Samurai Spirits was released in October 1994. + +The title of the game translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell'. + +This game is known outside Japan as 'Samurai Shodown II'. + +Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work. + +Neinhalt Sieger's name translates from German as 'non-stop victory'. + +Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck. + +Ryuhaku Todo (of AOF) appears in Gen-An's ending. + +If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead. + +Kuroko's moves are largely borrowed from other characters. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994. + +- TIPS AND TRICKS - + +* Alternate Costumes Colors : Press D instead of A to choose your character. + +- SERIES - + +1. Samurai Spirits [Model NGM-045] (1993) +2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994) +3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995) +4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996) +5. Samurai Spirits 64 (1997) +6. Samurai Spirits 2 - Asura Zanmaden (1998) +7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX) +8. Samurai Spirits Zero [Model NGM-270] (2003) +9. Samurai Spirits Zero Special [Model NGM-272] (2004) +10. Samurai Spirits - Tenkaichi Kenkakuden (2005) +11. Samurai Shodown - Edge of Destiny (2008) + +- STAFF - + +Producer : Bad Apples +Executive producer : Eikichi Kawasaki +Main planner : K.Y. Hayate +Programmers : Nishidon, Oh!Butch, Abe, Cyber Kondo +Sound : Tate Norio, Yamapy-1 +Narration : Kiyoshi Kobayashi +Submissions : Babilu, Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora +Fixs : Keisen (as Tokimeki Keisen), Cyber Kondo, Y. Nishiguchi, Satomi.S + +* Front character : +Haohmaru : V Shintani, Masami Tanaka, Y. Koyasu +Nakoruru : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira +Hanzo Hattori : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen) +Galford : Makino Sakana, Pon. Yashamaru +Poppy : Kuwa.Bee +Wan-Fu : Babilu, Ryu!, Keisen (as K. Tokimeki Keisen), Y. Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji +Ukyo Tachibana : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Chu +Kyoshiro Senryo : Harleydavidson, Sleeping, Wolf, Kouji Takaya +Gen-An Shiranui : V Shintani, Masami Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora +Earthquake : Riding Monkey, K., Chu +Yubei Yagyu : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen), Masami Tanaka, Y. Koyasu, Rodem.Yam, Yozora +Charlotte : Kuwa.Bee, Yoshi.M.Kaneko +Genjuro Kibagami : Takachan.O, Masami Tanaka, Harleydavidson, Yoshimitsu, Kouji Takaya, Chu, E. Ohira +Cham Cham : V Shintani, Masami Tanaka, Riding Monkey, Takachan.O, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S +Paku Paku : Kuwa.Bee +Neinhalt Sieger : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Yoshimitsu, Yuhki.N +Nicotine Caffeine : Makino Sakana, Pon. Yashamaru, Mayu K., Y. Koyasu, Yozora, Koba.B +Rashoujin Mizuki : Kuwa.Bee, Masami Tanaka, riding Monkey, Y. Koyasu +Ambrosia : Riding Monkey, K. +Kuroko : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y. Koyasu + +* Back character : +Haohmaru : Yasupuu, Yuhki.N, Chu, Satomi.S +Nakoruru : N. Azumi, Y. Nishiguchi, Satomi.S +Hanzo Hattori : Yasupuu, K., Mayu K., Y. Nishiguchi +Galford : Mayu K., Chu +Wan-Fu : Okadasan +Ukyo Tachibana : Yasupuu, Yuhki.N, Satomi.S +Kyoshiro Senryo : N. Azumi, Kouji Takaya, Chu, E. Ohira +Gen-An Shiranui : Okadasan, Harleydavidson, Mayu K., Yuhki.N +Earthquake : Okadasan, Yoshimitsu +Yubei Yagyu : N. Azumi +Charlotte : Mayu K., Yuhki.N, Y. Nishiguchi +Genjuro Kibagami : Mayu K. +Cham Cham : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi +Neinhalt Sieger : Yoshimitsu, Chu +Nicotine Caffeine : Yoshimitsu, Keisen (as Tokimeki Keisen) +Rashoujin Mizuki : Okadasan, E. Ohira +Kuroko : Yuhki.N, Rodem.Yam, Chu + +* Planner : +Haohmaru : Tomi Yan +Nakoruru : Tomi Yan +Hanzo Hattori : K.Y. Hayate +Galford : Chu +Wan-Fu : Yukika +Ukyo Tachibana : Bad Apples +Kyoshiro Senryo : Yukika +Gen-An Shiranui : Bad Apples +Earthquake : Yukika +Yubei Yagyu : K.Y. Hayate +Charlotte : Bad Apples +Genjuro Kibagami : Yukika +Cham Cham : Bad Apples +Neinhalt Sieger : K.Y. Hayate +Nicotine Caffeine : Tomi Yan +Rashoujin Mizuki : Kouji Takaya +Kuroko : Yoshimitsu + +* Programm : +Haohmaru : Abe +Nakoruru : Oh!Butch +Hanzo Hattori : Abe +Galford : Abe +Wan-Fu : Abe +Ukyo Tachibana : Abe +Kyoshiro Senryo : Abe +Gen-An Shiranui : Oh!Butch +Earthquake : Oh!Butch +Yubei Yagyu : Abe +Charlotte : Abe +Genjuro Kibagami : Oh!Butch +Cham Cham : Abe +Neinhalt Sieger : Oh!Butch +Nicotine Caffeine : Oh!Butch +Rashoujin Mizuki : Oh!Butch, Abe +Kuroko : Oh!Butch + +* Voice actors : +Haohmaru : Masaki Usui +Nakoruru : Harumi Ikoma +Hanzo Hattori : Toshimitsu Arai +Galford : Kazuhiro Inage +Wan-Fu : Toshikazu Nishimura +Ukyo Tachibana : Eiji Yano +Kyoshiro Senryo : Monster Maetsuka (as Atsushi Maezuka) +Gen-An Shiranui : Eiji Yano +Earthquake : Masaki Usui +Yubei Yagyu : Kiyoshi Kobayashi +Charlotte : Harumi Ikoma +Genjuro Kibagami : Kong Kuwata +Cham Cham : Reiko Chiba +Paku Paku : Kenji Ikeda +Neinhalt Sieger : Kong Kuwata +Nicotine Caffeine : Monster Maetsuka (as Atsushi Maezuka) +Rashoujin Mizuki : Harumi Ikoma +Kuroko : Toshikazu Nishimura + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 02, 1994) "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGH-063]" +[US] SNK Neo-Geo AES (Dec. 02, 1994) "Samurai Shodown II [Model NGH-063]" +[JP] SNK Neo-Geo CD (Dec. 15, 1994) "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGCD-063]" +[US] SNK Neo-Geo CD (Dec. 15, 1994) "Samurai Shodown II [Model NGCD-063E]" +[JP] Sony PlayStation (Mar. 26, 1998) "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]" +[JP] Sony PS2 (jul.24, 2008) "NeoGeo Online Collection Vol.12: Samurai Spirits - Rokuban Shobu [Model SLPS-25839]" +[JP] Nintendo Wii [Virtual Console] (jul.23, 2008) "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model EAEJ]" +[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]" +[EU] Nintendo Wii [Virtual Console] (Aug. 07, 2008) "Samurai Shodown II [Model EAEP]" +[US] Nintendo Wii [Virtual Console] (Aug. 25, 2008) "Samurai Shodown II [Model EAEE]" +[JP] Sony PS2 (june.18, 2009) "NeoGeo Online Collection The Best: Samurai Spirits - Rokuban Shobu [Model SLPS-25934]" + +* HANDHELDS: +[US] SNK Neo-Geo Pocket Color (Apr. 30, 1999) "Samurai Shodown! 2 [Model NEOP00301]" +[JP] SNK Neo-Geo Pocket Color (june.10, 1999) "Samurai Spirits! 2 [Model NEOP00300]" +[JP] SNK Neo-Geo Pocket Color (june.20, 2000) "NGP Best Collection: Samurai Spirits! 2 [Model NEOP00307]" + +* COMPUTERS: +[JP] PC [MS Windows 9x] (1996) "Shin Samurai Spirits - Haohmaru Jigoku Hen" +[US] PC [MS Windows 9x] (2000) "Samurai Shodown II" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ragnagrd + +Shin-Oh-Ken (c) 1996 Saurus. + +Pre-rendered pixelation puts somewhat of a damper on this Japanese fantasy fighter. Eight selectable characters and three end bosses. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-0218 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Light Punch, [B] Light Kick, [C] Strong Punch, [D] Strong Kick + +- TRIVIA - + +Shin-Oh-Ken was released in May 1996 in Japan. + +The title of the game translates from Japanese as 'True King Fist'. + +This game is known outside Japan as Ragnagard. + +- TIPS AND TRICKS - + +* Play As Behemoth : In character select screen, highlight Syuten-Dozi and press B, C, B, C, B(x2), C, then press A or D to select. + +* Play As Eelis : In character select screen, highlight Benten and press C(x2), B(x2), C, B, C, then press A or D to select. + +* Play As Lucifer : In character select screen, highlight Susano and press B, C(x3), B(x3), C, then press A or D to select. + +- STAFF - + +Developed by System Vision. + +Game Designer : Hiroaki Fujimoto +Character Designer : Hiroaki Fujimoto +World Designers : Hiroaki Fujimoto, Motohiro Toshiro +Graphics : Hiroaki Fujimoto, Motohiro Toshiro, Koyama, Ryoumi Momota, Kyoosuke Motoya, Yasunori Hayashi +Animation : Kyoosuke Motoya, Hiroaki Fujimoto, Koyama +Fonts : Ryoumi Momota, M. Kihara, Zizi +Programmers : Zakky , Yas, Hideki Suzuki +Technical Adviser : Masaaki Yuuki +Music : Hideki Suzuki +Sound : Hideki Suzuki +Voices : Sawatari Mutuki, Haruki, Sayu Mitou, Ishikawa, Hiroaki Fujimoto, Kyoosuke Motoya +Tuning : Hiroaki Fujimoto, Masaaki Nagahora, Yuusuke Kunitomo +Sales Promoters : Osamu Nagano, Kimihiko Kobayashi, Miwa Izumi, Tomoo Yoda +Art Director : Koutarou Noumura +Director : Ryoumi Momota +Producers : Takahiro Shima, Yasushi Okahara +Executive Producer : Nobuyuki Tanaka + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.26, 1996) [Model NGH-218] +[US] SNK Neo-Geo AES (jul.26, 1996) [Model NGH-218] +[JP] SNK Neo-Geo CD (aug.23, 1996) [Model NGCD-218] +[JP] Sega Saturn (apr.4, 1997, "Shin-Oh-Ken [Model T-3113G]") +Nintendo Wii [Virtual Console] [JP] (oct.18, 2011) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=shippumd +Arcade Video game published 31 years ago: + +疾風魔法大作戦キングダム-グランドプリ (c) 1994 Eighting / Raizing. +(Shippuu Mahou Daisakusen - Kingdom-Grandprix) + +A vertically scrolling shooter with a racing theme. You have the choice of either firing (when the button is pressed) or boosting (when the button is held). + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Shippuu Mahou Daisakusen was released in September 1994 in Japan. + +The title of this game translates from Japanese as 'Hurricane Magic Great Military Operation'. + +This game is known outside Japan as "Kingdom Grandprix" (the subtitle became the title). + +- SERIES - + +1. Mahou Daisakusen (1993) +2. Shippuu Mahou Daisakusen - Kingdom-Grandprix (1994) +3. Great Mahou Daisakusen [Green Board] (2000) + +- STAFF - + +Voice : Hiroaki Ishikawa, Juurota Kosugi, Miki Ito, Rikako Aikawa +Graphics : Kazuyuki Nakashima, Kenichi Yokoh, Ryuichi Yamakawa +Program : Yuichi Toyama (Healthy Toyama), Yasunari Watanabe +Music Compose & S.E. : Hitoshi Sakimoto (YmoH.S), Masaharu Iwata (Rezon) +Special Thanks To: Atsuhiro Motoyama +Art Work : Akihiro Yamada + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=shocktr2 + +Shock Troopers - 2nd Squad (c) 1998 SNK. + +More of an update than a full-blown sequel, Shock Troopers - 2nd Squad picks up where the first game - released a year earlier - left off. Once again, one or two players face the might of a terrorist army who are threatening to destroy the world by launching a newly developed weapon-of-mass-destruction if their wishes - to be given absolute control of the newly-founded nation of Billberk - aren't granted. + +Like many Neo Geo sequels, 2nd Squad doesn't particularly do anything the original didn't do. There are some improvements, however; graphics have been given a brush up and level design is a little more imaginative than that of the already impressive original. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-246 + +Players: 2 +Control: 8-way joystick +Buttons: 3 => [A] Shot attack/Close range attack, [B] Bomb attack, [C] Jump/Get in a vehicle/Get out a vehicle +=> Leon > [A] Spread shot/Combat knife, [B] Power napalm +=> Angel > [A] Front shot/Tear gus, [B] Wide napalm +=> Lulu > [A] Wide shot/Revolver, [B] Normal bomb +=> Toy > [A] Laser shot/Stan gun, [B] Sonic bomb + +- TRIVIA - + +Released in October 1998. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999. + +- TIPS AND TRICKS - + +Here are the 4 characters with their codenames and statistics : +* Leon (aka Lion Heart) : Speed 1 - Attack 4 - Defense 4 - Evasion 1 +* Angel (aka Ceramic Arms) : Speed 2 - Attack 3 - Defense 2 - Evasion 3 +* Lulu (aka Lightning Eyes) : Speed 4 - Attack 1 - Defense 1 - Evasion 3 +* Toy (aka Ice Brain) : Speed 3 - Attack 2 - Defense 3 - Evasion 2 + +- SERIES - + +1. Shock Troopers [Model NGM-238] (1997) +2. Shock Troopers - 2nd Squad [Model NGM-246] (1998) + +- STAFF - + +Developed by Saurus. + +Exective producer : Nobuyuki Tanaka +Producer : Yasushi Okahara +Exective director : Kenji Ishimoto +Main planner : Mitsuki Pkc Saito +Sub planner : Hotlips +Chief programmer : Jo. +Programmers : Levin Takasaki, Dis, Buttaku H. K +Tool programmer : Hiroaki Torii +Technical adviser : Yuki +Chief front designer : Kurara Kiri +Front designers : Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto +Chief back designer : Miwako Kojima +Back designers : Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa +Character designer : Aki +Sound producer : Masahiko Hataya +Music composer : Masaki Kase (World Wide Wave) + +- PORTS - + +* COMPUTERS: +PC Windows [Steam] (September 28, 2016) +PC Windows [GOG] (2017) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=shocktro,shocktroa + +Shock Troopers (c) 1997 SNK. + +Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army. + +Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and assorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-238 + +Players: 2 +Control: 8-way joystick +Buttons: 4 +=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only) + +- TRIVIA - + +Released in November 1997. + +This game was not released on the Neo-Geo AES home console. + +The character Marie has the same voice as King from Art of Fighting. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999. + +- SERIES - + +1. Shock Troopers [Model NGM-238] (1997) +2. Shock Troopers - 2nd Squad [Model NGM-246] (1998) + +- STAFF - + +Developed by Saurus. + +Executive producer : Nobuyuki Tanaka +Executive director : Yasushi Okahara (Yasushi Okaharo) +Planner : kenji Ishimoto +Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto +B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka +Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato +Music composers & Sound effects : Masahiko hataya, Masaki kase + +* Voices : +Jackal : Taiyo Ofune +Milky : Reina Hayami +Loki : Kinnosuke Todoroki +Southern cross : Sinkichi Kaji +Marie bee : Suzue Isaribi +Rio : Isamu Kida +Maru : Kaeru Tsuchiya +Big mama : Towako Tendo +Cecilia : Yuka Utsumi +Commander : Meijin Takahashi + +- PORTS - + +* CONSOLES: +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +* COMPUTERS: +[US] Windows PC (Steam) (May 18, 2016) Shock Troopers +[US] Windows PC (GOG) (2017) Shock Troopers + +- CONTRIBUTE - + +Edit this entry +$end + +$info=silentd,silentdj,silentdu +Arcade Video game published 33 years ago: + +Silent Dragon (c) 1992 Taito Corporation. + +Four brawlers take up arms to destroy the evil gangs. + +- TECHNICAL - + +Taito B System hardware + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 4096 + +Players : 4 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Silent Dragon was released in April 1992. + +Silent Dragon was developed by an outside team called 'East Technology', PCBs are copyrighted 'ET' which stands for 'East Technology'. + +The third boss in this game is an homage to Jagi from the manga 'Hokuto no Ken'. + +- STAFF - + +Developed by East Technology. + +Programmers : E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd +Music composed by : T. Noaki +Sound effects : T. Noaki, H. Tsuda +Voices : Nozaki, Hasyepon, Irisawa, Sakai, Takeda +Character designers : K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda +Supervisor : N. Takioka + +- CONTRIBUTE - + +Edit this entry +$end + +$info=silkworm,silkwormj,silkwormp,silkwormb,silkwormb2 +Arcade Video game published 37 years ago: + +Silkworm (c) 1988 Tecmo. + +A shooter game where you control either a jeep or a helicopter and travel through the enemy terrain, shooting various enemies. + +- TECHNICAL - + +CPU PCB Number : A-41909, 6217A +GFX - Graphics PCB Number : B-41909, 6217B + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in March 1988 in Japan. + +- UPDATES - + +In the non-Japanese version (set 1 in MAME), the dipswitch for coin A corresponds to what is typically the left coin input, and dipswitch B corresponds to the right. +In the Japanese version (set 2 in MAME), the dipswitches are swapped, so that dipswitch B corresponds to the left coin, and A to the right. The 1st set also does not display the Japanese warning screen. + +- TIPS AND TRICKS - + +* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given two bonuses per player instead of one. + +* At the end of level 5 : When you arrive to the final enemy, around the hand pointing up of the statue there are two hidden icons. You can fire up with the jeep (or diagonal with the chopper), and you will see that your shots gets stopped by something invisible. If you keep firing, finally two new icons will appear (of course you don't have to kill the final enemy). Take this icon, and you will have a bonus. The bonus depends on your rank. If you have the Eagle rank you will earn 500,000 bonus points. If you don't have it, then you will earn 100,000 bonus points and the Eagle rank. + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1990) +Nintendo Super NES "Super Silkworm": Unreleased prototype. + +* COMPUTERS: +Amstrad CPC (1988) +Atari ST (1988) +Sinclair ZX Spectrum (1989) +Commodore C64 (1989) +Commodore Amiga (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=snowbros,snowbrosj,snowbrosa,snowbrosb,snowbrosc,snowbroswb +Arcade Video game kit published 35 years ago: + +Snow Bros. - Nick & Tom (c) 1990 Toaplan. + +One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels. + +The snowmen can throw snowballs at the enemies with the aim of encasing them completely in snow. The encased enemies can then be kicked in order to destroy them and this is achieved by standing next to the snowball and pressing the "kick out" button. This sends the giant snowball flying around the screen, killing any enemies that lay in its path. + +If players take too much time to complete a stage, an evil pumpkin head will appear and try to kill them. The pumpkin is invincible but can be stunned with snowballs. After a short time the evil pumpkin will spawn ghosts that can travel freely around the stage as they seek out Nick and Tom. These ghosts can't be killed or stunned, so the player's only hope is to avoid them while eliminating the remaining standard enemies, to move on to the next screen as soon as possible. + +When players defeat an enemy, it may drop a coloured potion bottle. These can be picked up and act as power-ups: +* Yellow = Long shot +* Red = Speed up +* Blue = Bigger snowballs (encases monsters quicker) +* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch. + +Every 10th level features a battle with a large end-of-level boss. + +- TECHNICAL - + +GAME ID: MIN16-02 + +Main CPU: Motorola 68000 (@ 8 Mhz) +Sound CPU: Zilog Z80 (@ 6 Mhz) +Sound Chips: YM3812 (@ 3 Mhz) + +Players: 2 +Control: 8-way joystick. +Buttons: 2 per player. + +- TRIVIA - + +Snow Bros. was released in April 1990. + +Like Taito's "Liquid Kids", Snow Bros. was licensed to Manchester's Ocean Software for conversion to both the Atari ST and the Commodore Amiga home computers but, again like "Liquid Kids", Ocean decided that the game wouldn't perform well at retail and the game was cancelled. It has since been released, in its entirety, to the emulation community and is a fine conversion. + +This game was released as a conversion kit only (often factory installed in a generic cabinet), so any such machine could be converted into a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge). The marquee for this title shows a 'Snow Bros.' logo, with two snowmen, and a couple of cartoon enemies in the background - in keeping with the game's 'cute' theme. + +Licensed to Romstar for USA distribution. + +A bootleg of this game is known as "The Winter Bobble". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990. + +- TIPS AND TRICKS - + +* Killing all the monsters on a level with a single snowball causes money bonuses, worth 10,000 points, to fall down, but sometimes a glowing cake bonus will appear instead. When the cake is collected, the game stops and four blue snowball creatures appear for a short time. If these enemies are killed, they each provide a letter : S,N,O or W. Collect all four of these letters for an extra life. The glowing cake can also appear at other times during the game. + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- SERIES - + +1. Snow Bros. - Nick & Tom (1990) +2. Snow Bros. 2 - With New Elves (1994) +3. Snow Brothers 3 - Magical Adventure (2002) + +- STAFF - + +Music composed by : Osamu Ohta + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (1991) +[JP] Nintendo Game Boy (1991) "Snow Bros. Jr." +[JP] Sega Mega Drive (1993) + +* COMPUTERS: +Commodore Amiga : Unreleased. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=snowbro2,snowbro2b,snowbro2b3 +Arcade Video game published 31 years ago: + +Snow Bros. 2 - With New Elves (c) 1994 Hanafram Company, Limited. + +A direct sequel to the 1990 original, Snow Bros. 2 plays identically to its predecessor; the only notable difference being the introduction of three new playable characters - the 'New Elves' of the game's subtitle. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz) + +Screen Orientation : Horizontal +Video Resolution : 320 x 240 Pixels +Screen Refresh : 60.00 Hz +Palette Colors : 65536 + +Players : 4 +Control : 8-Way Joystick +Buttons : 2 +=> Shoot, Jump + +- TRIVIA - + +Developed by Toaplan, Snow Bros. 2 - With New Elves was Released in April 1994 by Hanafram Co., Ltd. + +After the development of Snow Bros. 2, Toaplan faced a bankruptcy and closed its doors in the same year. + +This game is known in Japan as "Otenki Paradise - Snow Bros. 2" (translates from Japanese as 'Weather Paradise'). + +- UPDATES - + +On Japanese dipswitch settings (Otenki Paradise) and Korean dipswitch settings, the portraits on the character select screen are different. + +- SERIES - + +1. Snow Bros. - Nick & Tom (1990) +2. Snow Bros. 2 - With New Elves (1994) +3. Snow Brothers 3 - Magical Adventure (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=socbrawlh + +Soccer Brawl (c) 1992 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +Cartridge ID: NGH-031 +Cartridge Size: 46 Mega + +- TRIVIA - + +This AES version was released on March 13, 1992 in Japan. + +For more information about the game itself, please see the original MVS entry : "Soccer Brawl [Model NGM-031]". + +Reviews: +April 1992 - Joypad N.7 (Page 119) [FR]: 94/100 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=socbrawl + +Soccer Brawl (c) 1992 SNK. + +A futuristic soccer game. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-031 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (2 used) +=> Attack : [A] Kick/Power shoot, [B] Pass +=> Defense : [A] Sliding cut/Arm punch, [B] Heading + +- TRIVIA - + +Released in February 1992. + +- STAFF - + +Produced by : Eikichi Kawasaki +Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako +Back designers : M.K, S. Chinatsu +Programmers : Mantaru Hantaru, From A to Z +Music : Domitory Room102, Wolf.Gang Amadeus Yamada +Directed by : Fire Narisuke + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (Mar.12, 1992) "Soccer Brawl [Model NGH-031]" +SNK Neo-Geo CD (Mar.31, 1995) "Soccer Brawl [Model NGCD-031]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=soldivid,soldividk +Arcade Video game published 28 years ago: + +Sol Divide - Sword of Darkness (c) 1997 Psikyo. + +An excellent horizontal scrolling shoot-em-up. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Sol Divide Sword of Darkness was released in May 1997. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys. + +- TIPS AND TRICKS - + +* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select). + +- STAFF - + +Staff : Katsuya Terada, Shin Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (jul.02, 1998) "Sol Divide - Sword of Darkness [Model T-14423G]" +[JP] Sony PlayStation (jul.02, 1998) "Sol Divide - Sword of Darkness [Model SLPS-01463]" +[JP] Sony PS2 (Mar. 31, 2005) "Sol Divide & Dragon Blaze [Psikyo Shooting Collection Vol.3] [Model SLPM-62593]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=soldam,soldamj +Arcade Video game published 33 years ago: + +Soldam (c) 1992 Jaleco. + +Action Puzzle Game. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette Colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 (ROTATE LEFT, ROTATE RIGHT) + +- TRIVIA - + +Released in September 1992. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Soldam - PCCB-00108) on 01/1993. + +- STAFF - + +Chief programmer : Sas +Programmers : Shu, Karasawa +Graphic designers : Takarod, AP Sinya, Tatsuzo, Keijiroh +Game designer : Kurashima +Sound composers : Y. Suzuki, Atsuyoshi Isemura, Takashiba +Sound programmer : Panic Yunma +Project leader / Game designer : Momonga + +- PORTS - + +* CONSOLES: +Nintendo Game Boy (1993) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=solfigtr +Arcade Video game published 34 years ago: + +Solitary Fighter (c) 1991 Taito Corporation. + +Six street toughs battle for prize money in an underground fighting competition. Some stages have weapons to throw at the opponent. DOGOOOOOON! + +- TECHNICAL - + +Runs on the "Taito F2 System" Hardware. +Prom Stickers: C91 + +Screen Orientation: Horizontal + +Players: 2 +Control: 8-Way Joystick +Buttons: 3 +=> Punch, Jump, Kick + +- TRIVIA - + +Solitary Fighter was released on February 27, 1991. + +The game is the same as Violence Fight except for onscreen UI tweaks (diferent life & power meters) but also at random times a woman carrying a knife appears in the battle and stays close you the fighters, waiting to randomly attack the player before retreating. She can be attacked like an enemy to drive her off though. + +- SERIES - + +1. Violence Fight (1989) +2. Solitary Fighter (1991) + +- STAFF - + +Game Programmers: Takeshi Ishizashi, Akio Uematsu, PZR400 Mom +Game Designers: Takao Horiuti, Masakazu Iwahashi +Character Effects: Lin Chinkai +Sound Designers: Kazuko Umino (Zuntata) +Hard Designer: Takashi Ohara +Character Designers: Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko +Designer: Hiroyasu Nagai +Special Thanks: G C Hamer, Osaka RD + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sonicwi2 + +Sonic Wings 2 (c) 1994 Video System. + +The first sequel to the superb vertically scrolling shoot-em-up "Sonic Wings", players once again take control of a Jet fighter aircraft and take to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. The graphics are every bit as accomplished as those of the prequel and the game delivers a good level of challenge. + +The end-of-level bosses change from game-to-game; a nice touch that adds variety to an already solid game. + +Players can choose to play as any one of eight different fighter pilots, each of which pilots a different jet : +* American F-117A Nighthawk piloted by Robo-Keaton. +* American A-10 Thunderbolt II piloted by Mao Mao. +* Japanese Fighter-Support X piloted by Hien. +* Japanese F-15 Eagle piloted by Captain Silver. +* International F-14 Tomcat piloted by Cindy and Ellen. +* International YF-23 Black Widow II piloted by Spanky. +* French Rafale piloted by Steve. +* British Sea Harrier FRS2 piloted by Bobby. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-075 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Main shot, [B] Special weapon + +- TRIVIA - + +Sonic Wings 2 was released in July 1994 in Japan. This game is known outside Japan as Aero Fighters 2. + +This represents the second game in the Sonic Wings series and the first one on the Neo-Geo MVS. + +The game's storyline changes according to the pilots currently selected, this applies to the endings as well. So try out different pair combinations in order to see some truly wacky endings! + +In one part of the city in the Japan stage, you can see Red Rabbit (from "Rabio Lepus") on a sign, a poster of Mao Mao, a small sign with Mambu on it, and of course that infamous 'Heroin Magic' sign. Also, Check out the theme park in the U.S.A. stage. Among the rides, you can see the Red Rabbit, Tenukie, and Mambu. + +There are three last bosses in the game, but they appear randomly. The most common one is Lar, a giant black sphere with an eye. The second rarest one is Tenukii, a white sheet ghost. And the third and most difficult to get is Mambu, a giant sunfish. You can get three bad endings if you let the last bosses escape. + +There are a total of 47 endings in the game. Eight are for the individual character endings, twenty-eight are for the team endings, three are for the bad endings and eight for beating the 2nd loop with each character. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'OH!'. + +Soundtrack album releases : +[JP] Sonic Wings 2 (PCCB-00158) (16/12/94) [Pony Canyon/Scitron] + +- UPDATES - + +In the Japanese version of the game, Spanky is called Whity and Steve is called Angela. + +- SERIES - + +1. Sonic Wings (1992, ARC) +2. Sonic Wings 2 [Model NGM-075] (1994, ARC) +3. Sonic Wings 3 [Model NGM-097] (1995, ARC) +4. Sonic Wings Limited (1996, ARC) +5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64) + +- STAFF - + +Plan : Count IKuei +Program : Aiz!, You-Chan +Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko +Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira +Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, T. Sakon, Masako, Hiki, Takashi Tateishi (T. Tateishi) + +Special Thanks: Masahiko Kimura, M. Hihara + +- PORTS - + +* CONSOLES: +SNK Neo Geo AES [JP] (1994) "Sonic Wings 2 [Model NGH-075]" +SNK Neo-Geo CD (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sonicwi3 + +Sonic Wings 3 (c) 1995 Video System. + +The third game in this excellent series adheres to the solid shoot-em-up template set down by its predecessors. The player takes on the role of a Jet Fighter aircraft pilot whose mission is to combat world terrorism. The object of the game is to fly from country to country and destroy all opposition around the world, before flying into outer space to combat the menace responsible for the terrorism. Each pilot has his own storyline that ties in with the game. + +One enemy shot destroys the player's plane and releases a special power-up that the plane may have been carrying. If the player's final ship is destroyed, all power-ups and extra bombs are released and can be collected if the player chooses the 'continue' option, or if a second player is still active. However, on the final mission in Outer Space, the player is forced to start again at the beginning of the space mission, unless 2 players are active. + +Sonic Wings now features an array of 10 selectable pilots : +American Vought F4U Corsair piloted by Robo-Keaton. +American Northrop P-61 Black Widow piloted by the Blazers. +Japanese Mitsubishi A6M Zero-Sen piloted by Hien. +Japanese Aichi M6A1 Seiran piloted by Mao Mao. +Soviet Il-2 Stormovik piloted by Chaika and Pooshka. +Soviet Polikarpov I-16 piloted by Spanky. +German Dornier Do-335 Pfeil piloted by Malcolm ('Pfeil' is german for 'Arrow') +German Junkers Ju-87 Stuka piloted by Kowful and River. +British Westland Whirlwind piloted by Alex and Pictus. +British Fairy Swordfish piloted by Cindy and Ellen. + +There are also 2 secret planes (see the TIPS AND TRICKS section for details) : +The Aka Usagi (Red Rabbit) piloted by Kotomi. +The Diabloon piloted by The Man. + +Planes Spec. : +Vought F4U Corsair can have 3 power-ups and 5 bombs. +Northrop P-61 Black Widow can have 3 power-ups and 7 bombs. +Mitsubishi A6M Zero-Sen have 3 power-ups and 5 bombs. +Aichi M6A1 Seiran can have 2 power-ups and 5 bombs. +Il-2 Stormovik can have 2 power-ups and 7 bombs. +Polikarpov I-16 can have 4 power-ups and 6 bombs. +Dornier Do-335 Pfeil can have 3 power-ups and 4 bombs. +Junkers Ju-87 Stuka can have 4 power-ups and 7 bombs. +Westland Whirlwind can have 3 power-ups and 6 bombs. +Fairy Swordfish can have 1 power-up and 7 bombs. +Aka Usagi (Red Rabbit, see below) can have 2 power-ups and 4 bombs. +Diabloon (see below) can have 7 power-ups and 2 bombs. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-097 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shot, [B] Special weapon + +- TRIVIA - + +Sonic Wings 3 was released in October 1995 in Japan. + +This game is known outside Japan as "Aero Fighters 3". + +This represent the latest game in the Sonic Wings series for the Neo-Geo MVS. + +Malcolm from 1993's "Ta-o Taido" makes an appearance as a pilot. His plane has a special charged shot ability that is unique to him and Spanky (by holding Fire button). + +The strange ship that appears at the end of each level and warps away after the boss is defeated first appeared in "Turbo Force" as a regular enemy during Stage 2. + +There are four random last bosses in the game, two for the Sea stage and two for the Space stage. In the Sea level, the most common one is Bagarius, a large alien submarine. The rarer one is a Giant Squid, you can't attack it and it doesn't attack you. In the Space level, the most common one is Gurabura, a UFO. And the rarer one is Soh Takeko, a mahjong piece. You can get four bad endings if you let them escape. + +There are a total of 23 endings in the game. Twelve are for the individual character endings, six are for the team endings, four are for the bad endings and one when you beat the 2nd loop. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HEY'. + +Soundtrack album releases : +[JP] Sonic Wings 3 (PCCB-00193) (20/10/1995) [Pony Canyon/Scitron] + +- UPDATES - + +In the Japanese version of the game, Spanky is called Whity. + +- TIPS AND TRICKS - + +* Choose your next stage: +After beating the stage boss of level 1, 4 and 7, a checkered plane will appear. Destroy the plane's left or right wing to determine your next stage. + +* Play As Red Rabbit Kotomi (from "Rabio Lepus") : +1) Insert your coin(s) +2) Press and hold B+Start during all the following sequence. Now, at the character selection screen : +3) Press Down when the timer reaches 7 and when the nose of the plane points towards you. +4) Press Down when the timer reaches 5 and when the nose of the plane points towards you. +5) Press Down when the timer reaches 2 and when the nose of the plane points towards you. +6) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Red Rabbit will appear. + +* Play As Diabloon (from "Turbo Force") : +1) Insert your coin(s) +2) Press and hold B+Start during all the following sequence. Now, at the character selection screen : +3) Press Right. +4) Press Down when the timer reaches 7 and when the nose of the plane points towards you. +5) Press Down when the timer reaches 5 and when the nose of the plane points towards you. +6) Press Down when the timer reaches 2 and when the nose of the plane points towards you. +7) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Diabloon will appear. + +- SERIES - + +1. Sonic Wings (1992, ARC) +2. Sonic Wings 2 [Model NGM-075] (1994, ARC) +3. Sonic Wings 3 [Model NGM-097] (1995, ARC) +4. Sonic Wings Limited (1996, ARC) +5. Sonic Wings Assault [Model NUS-NSAJ] (1997, N64) + +- STAFF - + +Planner : Count IKuei +Programmers : Aiz!, You-Chan, Sysyou +Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon +Sound : Q, P, Noise + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sstrikerk +Arcade Video game published 32 years ago: + +Sorcer Striker (c) 1993 Unite Trading. + +Korean release. Licensed from Raizing. See the original Japanese release for more information about the game itself; "Mahou Daisakusen". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sstriker +Arcade Video game published 32 years ago: + +Sorcer Striker (c) 1993 Raizing. + +Export release. Game developed in japan, See the original for more information; "Mahou Daisakusen". + +- SERIES - + +1. Sorcer Striker (1993) +2. Kingdom Grandprix (1994) +3. Dimahoo [Blue Board] (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spacegun,spacegunj,spacegunu +Arcade Video game published 35 years ago: + +Space Gun (c) 1990 Taito Corp. + +As a member of a special Search And Rescue unit. you (and an optional friend) are told to investigate an S.O.S. distress signal that was sent from a space station. what you don't know is that a group of vicious aliens have taken the colonists hostage. luckily for you, you're armed with a plasma pulse gun and four sets of grenades that are quite special (aside from the common grenade that explodes, some will freeze, incinerate, and even slice and dice the aliens). + +- TECHNICAL - + +Taito Z System hardware +Prom Stickers : C57 + +Main CPU : (2x) Motorola 68000 +Sound Chips : Yamaha YM2610 + +Players : 2 +Control : lightgun +Buttons : 3 + +- TRIVIA - + +Space Gun was released in October 1990 + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +A Space Gun unit appears in the 1994 French movie 'La Vengeance d'une Blonde'. + +- TIPS AND TRICKS - + +* Using Bombs, each Bomb has a specific effect. +1) Fire: Aliens will burn. +2) Bomb: Aliens will explode. +3) Sword: Aliens will be cut. +4) Freeze: Aliens will be frozen. + +* Harder mode: If you stay at as low health as possible, the difficulty will be harder. And if you reach the time out, a powerful Alien will appear. + +* Good Ending: Your cockpit should not be destroyed in last stage. + +- STAFF - + +Producers : Yuji Iwasaki, Atsuchi Taniguchi +Software : Yuji Iwasaki, Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Kazutomo Ishida, Takashi Ishii +Sound (Zuntata) : Norihiro Furukawa (Wiz Master AKD.), Naoto Yagishita +Monster designers : T. Sekipon, H. Katochin, Atsuchi Taniguchi, V.A.P +Designers : Hiroyasu Nagai, A. Nomura, V.A.P, Peacock +Mechanical engineers : I. Yamada, Y. Tsuriya, T. Tsurumi +Hardware : M. Yamaguchi, K. Mimura, Y. Shibuya +Characters : T. Sekipon, H. Katochin, Atsuchi Taniguchi, H. Kuzirai, T. Matsumoto, Nobuhiro Hiramatsu, Yukiwo Ishikawa (Yukio Abe), V.A.P, Peacock + +- PORTS - + +* CONSOLES: +[EU] Sega Master System (1992) "Space Gun [Model 9010]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1992) +[EU] Commodore C64 (1992) +[EU] Amstrad CPC (1992) +[EU] Commodore Amiga (1992) +[EU] Atari ST (1992) +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spacedx,spacedxj,spacedxo,spcinvdj +Arcade Video game published 31 years ago: + +Space Invaders DX (c) 1994 Taito Corp. + +A modern and fitting tribute to Taito's 1978 seminal shoot-em-up, "Space Invaders". + +There are now 3 different game modes to choose from. These include a faithful recreation of the legendary original - available in both upright and cocktail versions - and replete with a simulation of the infamous "coloured plastic overlay" that was used to add the impression of full colour graphics to the original game. + +The 2 remaining game modes are 'Versus', with simultaneous split-screen 2-player action, and "Parody", which features characters and graphics from other well-known Taito games, such as "The New Zealand Story", "Bubble Bobble" and "Liquid Kids". Despite the graphical changes, the Parody version plays identically to the original game, and all modes retain the original, legendary sound effects. + +- TECHNICAL - + +This game was available in 3 different cabinet models : the single-control upright model with one control panel that 2 players must share, the dual-control upright, where the players have their own control, and stand next to one another, and the head-to-head cocktail, where the players sit on opposite sides of the cabinet and the screen flips its orientation for each player's turn. + +The 'Versus' game mode is available on the dual-control upright model only. + +Taito B System hardware +Prom Stickers : D89 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 4 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Space Invaders DX was released in September 1994. + +This game runs originally on the Taito B System hardware, but there is also an alternate version of this game released on Taito F3 System hardware (Game ID : D93). + +In ''Parody Game Mode'', a LOT of characters taken from early Taito games appear at each level, here is the list : +Level 1 - Characters from "The New Zealand Story". +Level 2 - Characters from "The Fairyland Story". +Level 3 - Characters from "Bubble Bobble". +Level 4 - Characters from "Rainbow Islands - The Story of Bubble Bobble 2". +Level 5 - Characters from "Mizubaku Adventure". +Level 6 - Characters from "Arkanoid". +Level 7 - Characters from "KiKiKaiKai". +Level 8 - Characters from "Darius". +Level 9 - Characters from "Don Doko Don". + +- UPDATES - + +Revision 1 : +* Software version : 2.0. +* Japanese release only. + +Revision 2 : +* Software version : 2.1. +* Japanese and American release (The US version has the "Winners Don't Use Drugs" and "Recycle It, Don't Trash It" screens). +* Added 'Configuration' menu and 'Factory setting' option in the operator menu. + +Revision 3 : +* Taito F3 System hardware. +* Software version : 2.6. +* Japanese release only. + +- SCORING - + +Bottom two rows: 10 pts +Middle two rows: 20 pts +Top row: 30 pts +Saucer: Mystery + +- SERIES - + +1. Space Invaders (1978, ARC) +2. Space Invaders Part II (1979, ARC) +3. Return of the Invaders (1985, ARC) +4. Majestic Twelve - The Space Invaders Part IV (1990, ARC) +5. Space Invaders DX (1994, ARC) +6. Akkanvader (1995, ARC) +7. Space Invaders Virtual Collection (1995, Virtual Boy) +8. Space Invaders X (2000, PS) +9. Space Invaders Anniversary (2003, ARC) +10. Space Invaders DS (2005, DS) +11. Space Invaders - Galaxy Beat (2005, PSP) +12. Space Invaders Extreme (2008, DS/PSP) +13. Space Invaders Extreme 2 (2009, DS) +14. Space Invaders Frenzy (2017, ARC) + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (mar.25, 1994) "Space Invaders - The Original Game [Model SHVC-IC]" +Nintendo Super NES [AU] (1997) "Space Invaders - The Original Game [Model SNSP-IC-AUS]" +Nintendo Super NES [EU] (1997) "Space Invaders - The Original Game [Model SNSP-IC-EUR]" +Nintendo Super NES [US] (nov.1997) "Space Invaders - The Original Game [Model SNS-IC-USA]" +Nuon [US] (june.1, 2000) "Space Invaders XL [Model 11109]" +[JP] NEC PC-Engine CD (jul.28, 2005) "Space Invaders - The Original Game [Model NAPR-1050]" +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[JP] Sega Saturn (dec.13, 1996) "Space Invaders [Model T-1107G]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=stakwin,stakwindev + +Stakes Winner - GI Kinzen Seihae no Michi (c) 1995 Saurus. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0088 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Slight acceleration, [B] Sharp acceleration + +- TRIVIA - + +Stakes Winner was released in September 1995 in Japan. + +The subtitle of the game translates from Japanese as 'Stakes Winner - Way of Joyful Success'. + +This game is known outside Japan as just Stakes Winner (no subtitle). + +- TIPS AND TRICKS - + +* Breeder's Cup Classic Race : Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs. + +* Prix De l'Arc de Triomphe Race : Win first place in Race 12 to race in Prix de l'Arc de Triomphe in Paris. + +- SERIES - + +1. Stakes Winner (1995) +2. Stakes Winner 2 (1996) + +- PORTS - + +* CONSOLES: +SNK Neo-Geo CD (1996) +Sega Saturn (1996, "Stakes Winner - GI kinzen Seihae no michi") +Sony PlayStation (1996, "Stakes Winner - GI Kanzen Seihahe no Michi") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=stakwin2 + +Stakes Winner 2 (c) 1996 Saurus. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0227 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 59.19 Hz +Palette colors : 4096 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Slight acceleration/Decelerate, [B] Sharp acceleration, [C] Special move + +- TRIVIA - + +Released in September 1996. + +This game is known in Japan as 'Stakes Winner 2 - Saikyou Uma Densetsu' (translates from Japanese as 'Stakes Winner 2 - Legend of the Mightiest Horse'). + +- TIPS AND TRICKS - + +* How to unlock the endings: The game has between 16 and 18 races depending on your performance. If you get a game over and change your horse, the race count will reset. Reset the count mid game or near the end to get the extra endings. Also, the endings are slightly different depending on the gender of the horse. +- Good Ending 1: Win in all the races. It doesn't matter on how many you participate in, it can be 1 out of 1 or 17 out of 17, but you need to win on every one of them. +- Good Ending 2: Participate in over 8 races and don't win all of them. +- Bad Ending 1: Participate in between 1 and 7 races and don't win all of them. +- Bad Ending 2: Participate in just 1 race and lose it. + +- SERIES - + +1. Stakes Winner (1995) +2. Stakes Winner 2 (1996) + +- STAFF - + +Game designer : Hajime Yasuhara, Yas +Chief programmer : Yas +Programmers : Yas, Takuya Kawamura +Technical adviser : Masaaki Yuuki +Chief designer : Ryoumi Momota +Graphics designers : Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama +Animation : Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama +Fonts : Ryoumi Momota +Cource designers : Hajime Yasuhara, Yasunori Hayashi +Title designers : Koutarou Noumura +Illustlation : Miso Suzuki +Music composers : Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki +Sound effects & Sound programmer : Hideki Suzuki +Voices : Rintarou Hamano +Tuning : Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama +English version : Bob Timbello +Sales promoters : Osamu Nagano, Miwa Izumi, Tomoo Yoda +Producer : Takahiro Shima +Executive producers : Nobuyuki Tanaka + +- PORTS - + +* CONSOLES: +Sega Saturn (1997, "Stakes Winner 2 - Saikyou Uma Densetsu") +Sony PlayStation (1997) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfach +Capcom CPS Changer game published 30 years ago: + +Street Fighter Alpha - Warriors' Dreams (c) 1995 Capcom Company, Limited. + +CPS Changer release of SFA. Identical to the Arcade release. + +- TRIVIA - + +SFA for CPS Changer was released in July 1995. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfa,sfar1,sfau,sfar2,sfar3,sfad +Capcom CPS-II cart. published 30 years ago: + +Street Fighter Alpha - Warriors' Dreams (c) 1995 Capcom USA. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +Street Fighter Alpha - Warriors' Dreams was released in June 1995 in North America and Europe. + +In these export versions, to maintain consistency with the previous games: +* Nash is named Charlie. +* Gouki is named Akuma. +* Vega is named M. Bison. + +Also, the original Japanese version plays an instrumental version of 'Itoshisato Setsunasato Kokorotsuyosato' during Dramatic Battle mode, the song which is played in the animated SFII movie during the 2-on-1 battle between Ryu and Ken with Vega (M. Bison in the export versions). It was not only changed in the export versions, but also in the home ports. + +- UPDATES - + +Blue Board revisions: + +NOTE: US releases also cover Canada. + +REVISION 1: +* Build date: 950605 +* EUROPE release. + +REVISION 2: +* Build date: 950627 +* US and EUROPE releases. + +REVISION 3: +* Build date: 950718 +* EUROPE release. + +REVISION 4: +* Build date: 950727 +* EUROPE release. + +- PORTS - + +Here is a list of ports released in North America, Europe, and Australia. + +* CONSOLES: +[US] Sony PlayStation (dec.21, 1995) "Street Fighter Alpha - Warriors' Dreams [Model SLUS-00197]" +[EU] Sony PlayStation (may.1996) "Street Fighter Alpha - Warriors' Dreams [Model SLES-00199]" +[US] Sega Saturn (1996) "Street Fighter Alpha - Warriors' Dreams [Model T-1206H]" +[EU] Sega Saturn (jan.25, 1996) "Street Fighter Alpha - Warriors' Dreams [Model T-7008H-50]" +Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" by THQ +[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" +[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" + +* HANDHELDS: +Nintendo Game Boy Color [EU] (1999) "Street Fighter Alpha - Warriors' Dreams [Model CGB-AFZP-EUR]" +Nintendo Game Boy Color [US] (mar.2000) "Street Fighter Alpha - Warriors' Dreams [Model CGB-AFZE-USA]" + +* COMPUTERS: +PC [Windows 9x, CD-ROM] [US] (june.14, 2000) + +* OTHERS: +Mobile Phones [US] (apr.2, 2005) "Street Fighter Alpha - Rapid Battle" +Windows Mobile [US] (dec.16, 2009) +BlackBerry [US] (dec.21, 2009) "Street Fighter Alpha [Model 5342]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfa2,sfa2u,sfa2ur1 +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Alpha 2 (c) 1996 Capcom. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +Street Fighter Alpha 2 was released in February 1996 in Europe and in March 1996 in the USA. + +In these export releases: +Nash is named Charlie. +Vega is named M. Bison. +Gouki is named Akuma. +Shin Gouki is named Shin Akuma. +Satsui no Hadou ni Mezameta Ryu is named Evil Ryu. + +In the original Japanese version, specific locations are displayed on the 'next stage' screen. All export versions just tell you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the non-Japanese versions, translated into English... +(Character : Stage location) +Ryu : Suzaku Castle, Japan +(Sagat vs.) Ryu : a big prairie, Australia +Ken : San Francisco Bay, USA +Chun-Li : Beijing, China +Sagat : Ayuthaya Temple Ruins, Thailand +Adon : Bank of the Chao Phraya River, Thailand +Birdie : London Station Underground, England +Charlie ('Nash' in Japan) : Detroit Highway, USA +Guy : Metro City, USA +Rose : Genova City Port, Italy +Sodom : Arizona Desert, USA +M. Bison ('Vega' in Japan) : Atop the VTOL, Brazil +(Charlie vs.) M. Bison : Guiana Highlands - Great Waterfalls, Venezuela +Akuma ('Gouki' in Japan) : Gokuentou, Japan +Dan : Temple Street, Hong Kong +Dhalsim : Bank of the Ganges River, India +Zangief : Bilsk Steelworks, USSR +Gen : Shanghai, China +Rolento : New York, USA +Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan + +- UPDATES - + +Blue Board revisions : + +REVISION 1 +* Build date: 960229 +* EUROPE release + +REVISION 2 +* Build date: 960306 +* US release + +REVISION 3 +* Build date: 960430 +* US release + +- PORTS - + +These are ports released in North America, Europe, and Australia. + +* CONSOLES: +[EU] Sega Saturn (1996) "Street Fighter Alpha 2 [Model T-7026H-50]" +[US] Sega Saturn (sept.30, 1996) "Street Fighter Alpha 2 [Model T-1213H]" +[US] Sony PlayStation (sept.30, 1996) "Street Fighter Alpha 2 [Model SLUS-00258]" +[US] Nintendo SNES (nov.1996) "Street Fighter Alpha 2 [Model SNS-AUZE-USA]" +[EU] Sony PlayStation (dec.1996) "Street Fighter Alpha 2 [Model SLES-00496]" +[EU] Nintendo SNES (dec.19, 1996) "Street Fighter Alpha 2 [Model SNSP-AUZP-EUR]" +Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" by THQ +[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" +[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" + +* COMPUTERS: +PC [MS Windows 9x, CD-ROM] [US] (nov.1, 1997) +PC [MS Windows 9x, CD-ROM] [EU] (1998) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfa3,sfa3u,sfa3ur1,sfa3ud,sfa3us +Capcom CPS-II cart. published 27 years ago: + +Street Fighter Alpha 3 (c) 1998 Capcom. + +North American & European release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +Bam Margera of MTV's 'Jackass' and 'Viva La Bam' has owned this game before in his house. In the episode of 'Viva La Bam' called "Uncivil War", one of the arcade cabinets in Bam's laundry room running "Street Fighter Alpha 3" can be briefly shown for a second. + +In all Export releases : +- Gouki is named Akuma. +- M. Bison is named Balrog. +- Nash is named Charlie. +- Vega is named M. Bison. +- Shin Vega is named Final Bison. +- Balrog is named Vega. + +In Europe and the Western Hemisphere : +- The Z-ISM is called A-ISM (representing Alpha). + +In the original Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in all Export versions, with the more specific info being removed instead of being translated. Here is the list: +Adon: Khmer Historic Ruins, Thailand +Akuma ('Gouki' in Japan): Oni Fang Cave, Japan +Balrog ('M. Bison' in Japan), M. Bison ('Vega' in Japan), Juni & Juli: Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the Export versions) +Birdie: Train Cemetery, England +Blanka: Madeira River branch - swampland, Brazil +Cammy: Mikonos Island, Greece +Charlie ('Nash' in Japan): Frankfort Hangar, U.S.A. +Chun-Li: Zhidan Plaza, China +Cody: Metro City - City Police Detention Center, U.S.A. +Dan: Hinode Park (translated from Japanese as 'Sunrise Park'), Japan +Dhalsim: In front of Jaunpur Monument, India +E. Honda: Higashikomagata - Katomi kontou, Japan +Gen: Victoria Harbor, Hong Kong +Guy: Under 22nd Street overhead, U.S.A. +Karin, Sakura: Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan (NOTE: In Sakura's version, the sky is daylight; in Karin's version, night has fallen.) +Ken: Hotel Masters, U.S.A. +R. Mika: Sardine Beach Special Ring, Japan +Rolento: New York Camouflaged Subway, U.S.A. +Rose: Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy +Ryu: Genbugahara (translated from Japanese as 'Genbu Plain'), Japan +Sagat: Nagpa Resting Shakyamuni the Buddha Statue, Thailand +Sodom: Manhattan Building 49 F, U.S.A. +Vega ('Balrog' in Japan): Requena Spiral Tower, Spain +Zangief: Akademu Gorodowa blast furnace, U.S.S.R. + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build date: 980629 +* US release + +REVISION 2: +* Build date: 980904 +* US and EUROPE releases + +- PORTS - + +NOTE: These are only ports released in North America, Europe, and Australia. For further details, please see the "Street Fighter Zero 3 Upper" entry. + +* CONSOLES: +[US] Sony PlayStation (apr.30, 1999) "Street Fighter Alpha 3 [Model SLUS-00821]" +[EU] Sony PlayStation (2000) "Street Fighter Alpha 3 [Model SLES-01863]" +[US] Sony PlayStation (2000) "Street Fighter Alpha 3 [Greatest Hits] [Model SLUS-00821GH]" +[US] Sega Dreamcast (may.31, 2000) "Street Fighter Alpha 3 [Model T-1203N]" +[EU] Sega Dreamcast (sept.29, 2000) "Street Fighter Alpha 3 [Model T-7005D-50]" +[AU] Sony PlayStation 2 (2006) "Street Fighter Alpha Anthology" +[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" +[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" + +* HANDHELDS: +[EU] Nintendo GBA (nov.29, 2002) "Street Fighter Alpha 3 [Model AGB-AZUP-EUR]" +[US] Nintendo GBA (dec.1, 2002) "Street Fighter Alpha 3 [Model AGB-AZUE-USA]" +[AU] Sony PSP (2006) "Street Fighter Alpha 3 MAX" by THQ +[US] Sony PSP (feb.7, 2006) "Street Fighter Alpha 3 MAX [Model ULUS-10062]" +[EU] Sony PSP (mar.10, 2006) "Street Fighter Alpha 3 MAX [Model ULES-00235]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfa3h,sfa3hr1 +Capcom CPS-II cart. published 27 years ago: + +Street Fighter Alpha 3 (c) 1998 Capcom Company, Ltd + +South American release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- TRIVIA - + +This Export version supports a card (possibly meaning 'ticket') dispenser, and when the game's options in test mode have the dispenser turned on, when there's no dispenser installed on the machine, a 'NO CARD' message will appear during the attract mode, and when you're playing the game. + +- UPDATES - + +Orange Board revisions : + +REVISION 1: +* Build date: 980629 + +REVISION 2: +* Build date: 980904 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfa3b +Capcom CPS-II cart. published 27 years ago: + +Street Fighter Alpha 3 (c) 1998 Capcom Company, Ltd + +Brazilian release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- TRIVIA - + +This Export version supports a card (possibly meaning 'ticket') dispenser, and when the game's options in test mode have the dispenser turned on, when there's no dispenser installed on the machine, a 'NO CARD' message will appear during the attract mode, and when you're playing the game. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2dkot2 +Arcade Video game published 33 years ago: + +Street Fighter II - Champion Edition [Double KO Turbo Two] (c) 1992 Unknown. + +- TRIVIA - + +This Street Fighter II- Champion Edition hack has : +1. Increased Game speed. +2. Pressing START changes character (the CPU does this too). +3. Dragon punches reach across the width of the playfield. +4. More fireballs! +5. Fireballs follow a sinusodial path. +6. Various special moves can be performed while airborne. +6. E. Honda's stage is dripping with blood. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2yyc +Arcade Video game published 33 years ago: + +Street Fighter II - Champion Edition [YYC] (c) 1992 HCR. + +YYC is a hack of the world version (920313) of "Street Fighter II' - Champion Edition". + +- TECHNICAL - + +Capcom Play System hardware (CPS) + +Players : 2 +Control : 8-way joystick +Buttons : 6 (LP, MP, HP, LK, MK, HK) + +- TRIVIA - + +In this hacked version of SFII CE : +1. Many 'Special' moves can be executed while in the air. +2. Ability to change characters while in play, by hitting the 1 & 2 Player START buttons. +3. Many distant attacks are launched in ZigZag. +4. Some players have faster moving speeds. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2ebbl,sf2stt,sf2ebbl2,sf2ebbl3 +Arcade Video game published 33 years ago: + +Street Fighter II - The World Warrior (c) 1992 TAB-Austria. + +TAB-Austria's bootleg. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2ja,sf2eb,sf2ua +Arcade Video game published 34 years ago: + +Street Fighter II - The World Warrior (c) 1991 Capcom Company, Limited. + +Re-release/Updated hardware. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [B-Board 90629B]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 90629B-2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2,sf2jc,sf2ee,sf2ub,sf2uc,sf2ud,sf2ue,sf2uf,sf2ug,sf2ui,sf2uk,sf2ed,sf2em,sf2en,sf2ea,sf2uh,sf2um,sf2ef +Arcade Video game published 34 years ago: + +Street Fighter II - The World Warrior (c) 1991 Capcom Company, Limited. + +Re-release/Updated hardware. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II - The World Warrior [B-Board 90629B]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 90629B-3 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2j,sf2jl,sf2jh,sf2jf,sf2j17 +Arcade Video game published 34 years ago: + +Street Fighter II - The World Warrior (c) 1991 Capcom. + +Street Fighter II - The World Warrior is the legendary fighting game that defined the fighting game genre. One or two players can choose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters. + +Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several fantastical 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being difficult to execute due to the complexity of the joystick and buttons combinations required, allows the fighter to inflict huge amounts of damage on their opponent. + +Street Fighter II is a fighting game in the truest sense of the word, with deceptively deep and strategic gameplay ensuring that experienced players would destroy simple 'button mashers' with relative ease. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board # 90629B + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Street Fighter II was released in February 1991 in the Japanese arcades. It was known as the 14th video game made for the CP System. + +Known re-releases: +"Street Fighter II - The World Warrior [B-Board 90629B-2]" +"Street Fighter II - The World Warrior [B-Board 90629B-3]" + +SFII was the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SFII is influenced - to a greater or lesser degree - by the Capcom legend. + +During the development of SFII (and before the release of Final Fight), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island. + +* With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname. + +* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke. + +* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a 'dash') and many operators from that era will probably relate to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo" (known as "Super Street Fighter II X - Grand Master Challenge" in Japan), the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition". + +The Ken music theme was certainly inspired by Cheap Trick's song; Mighty Wings (1986). + +* Each stage has background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background : +1) Ryu stage : The stage has red-orange sky and a yellow moon. +2) E. Honda stage : The walls are dark blue; the floor is royal blue. The big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple. +3) Blanka stage : The snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition". +4) Guile stage : The sky is daylight. There is teal tinted canopy on the jet. The symbol on the ground is blue. The missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers". +5) Ken stage : The boat is red; the 2 guys on top are wearing brown clothes and purple clothes. On the bottom are the bald man in grey shirt, a man in white bowler and white coat, a woman in pink dress, and a guy in the cyan shirt and brown pants. The guy in the trenchcoat and hat is blue. +6) Chun Li stage : The 2 customers wear blue, the meat store's roof is light blue and its sign is red, the meats hanging on the ceiling are pink, the man holding the chicken wears green, the "Shanghai Friend Corridor" is light blue with red letters, the water sign is green, and the ground is a bright beige. +7) Zangief stage : The floor is silver, and the area to the left is red. The 'Attention' flyers are tan with brown letters. +8) Dhalsim stage : The stage has red curtains, a teal stone floor, and a red carpet. +9) Balrog ([JP] M. Bison) stage : The stage floor is blue. The guy throwing confetti at win/lose wears orange, the car to the left is navy blue, and the car to the right is black. +10) Vega ([JP] Balrog) stage : The stage and floor are orange, and the Flamenco dancers are dressed in yellow. +11) Sagat stage : The Buddhist statue is silver, and the grass is a lighter shade of green than in later versions of the game. +12) M. Bison ([JP] Vega) stage : the sky is daylight. The palace roof is pale red, and the bell is olive-green with red trim. + +* Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior. (Vega is known as 'Balrog' in Japan. The name Balrog has its roots in Nordic mythology, while Vega is a Hispanic name.) + +The E in E. Honda's name stands for his first name, Edmund; the M in M. Bison's name stands for 'Major'. + +* About Chun Li : Chun Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters. + +* About M. Bison ('Vega' in Japan) : His design shares more than one detail with Kato, a character of the anime 'Doomed Megalopolis'. Like Kato, M. Bison is tall and thin, wears a red military uniform, keep wind his body with a black mantle when he's not fighting and possesses some obscure evil powers: even the star impressed on his hat (until Super Street Fighter II) is similar to the design of Kato. + +The cabinet and the main characters Ryu, Ken, Zangief Chun Li, Cammy, Blanka and M. Bison, make an appearance on the 2012 animation movie 'Wreck-It Ralph' from Walt Disney Animation Studios. + +- UPDATES - + +Here is the list of all versions : + +910129 +* WORLD release. + +910206 +* US release. + +910214 +* WORLD, US and JAPAN releases. + +910228 +* WORLD and US releases. + +910306 +* US and JAPAN releases. + +910318 +* WORLD and US releases. + +910411 +* US and JAPAN releases. + +910522 +* WORLD, US and JAPAN releases. + +911101 +* US release. + +911210 +* JAPAN release. + +920312 +* JAPAN release. + +ADDITIONAL NOTES : + +US versions have the "Winners Don't Use Drugs" screen. + +In the Japanese versions : +* Balrog is named 'M. Bison' (in this case, the M stands for 'Mike', see Trivia section above for further details). +* Vega is named 'Balrog'. +* M. Bison is named 'Vega'. +* Guile's deceased friend Charlie is named 'Nash'. +* Guile's wife Jane is named 'Julia'. +* Guile's daughter Amy is named 'Chris', however there is no mention of her name anywhere in Guile's Japanese ending. + +None of the endings are translated 100% accurately from Japanese to English, but most are pretty close : +* Blanka's ending : In the non-Japanese versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby. +In the Japanese versions there is no explanation of how, when, or where mother and son were separated. +Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost. +* Chun Li's ending : Chun Li refers to M. Bison's organization as 'Bison's drug'. This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game. +In the Japanese versions, she calls it 'the organization of evil'; there is no mention of drugs. +* Dhalsim's ending : In the Japanese versions, Dhalsim says that the photograph is of him a long time ago. +In the non-Japanese versions, he says it is him 'in his past life'. +Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken. +* Guile's ending : In the non-Japanese versions, Guile asks M. Bison if he remembers : him (Guile), him and Charlie and Cambodia. Bison says he remembers and that Guile was not the runt he was then. +None of this is said in the Japanese versions. +In the non-Japanese versions, after his wife Jane stops Guile from killing Bison, she says that killing him won't bring Charlie back, only make Guile a murderer, just like Bison. +In the Japanese versions, 'Julia' only says that killing 'Vega' won't bring 'Nash' back. She does not say that it would make Guile a murderer. + +- TIPS AND TRICKS - + +* Characters stats : If you enter the classic Konami code UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, MP, LP on the Player-2 side during the demo fight in attract mode, it makes a bunch of zeros appear. +First line contains 0001 0002 0003 0004 +Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 + +0001 = No idea, probably some sort of 'experience points' for 1P side. +0002 = The no. of coins put in in the left-hand slot. +0003 = Same as 0001, but for 2nd player. +0004 = Same as 0002, but for right-hand slot. +0005 = No. of times Ryu has been used. +0006 = No. of times Honda has been used. +0007 = No. of times Blanka has been used +0008 = No. of times Guile has been used. +0009 = No. of times Ken has been used. +0010 = No. of times Chun Li has been used. +0011 = No. of times Zangief has been used. +0012 = No. of times Dhalsim has been used. + +* Special Ending : Finish the game on 1 credit to see an additional credit sequence. + +* To get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu. + +* Guile Freeze Himself (aka 'Pose' and 'Statue') : Get close enough to your opponent to do an upside down kick. Charge back on the joystick. After charging back, press roundhouse to execute the upside down kick, while continuing to charge back. As soon as Guile kicks and starts to flip around to land on the ground, throw a Sonic Boom with fierce (this is why we have been charging back). Guile will freeze standing up on one leg (which is one of the frames of Guile's landing after the upside down kick). + +Un-freeze : You can 'un-freeze' at any time, even after the round ends (that makes it a good pause). To do so, execute a Flash Kick (charge down for 2 seconds then press up and any kick). + +* Guile's Handcuffs (aka 'Freeze the Enemy') : Though its not required, its easiest to do this move when the enemy is dizzy. Charge down for 2 seconds. Then press UP (as if you were doing a Flash Kick) and hit the Strong and Forward buttons, while trying to hit strong a split second before hitting forward. Basically what you are doing is throwing your opponent with strong, and while in middle of the throw, you do a Flash Kick. When this move is done, you see all of the frames of Guile's Strong throw, however instead of flying across the screen at the end of the throw, the enemy sticks to you. + +Un-handcuff : The 'un-handcuff' is the difficult part because it requires doing Guile's Shadow Throw. Charge back for 3 seconds then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing Sonic Booms and seeing how far forward you can walk and still throw the sonic boom. + +* Guile Invisible Throw (aka 'Shadow Throw', 'Magic Throw', 'Phantom Throw') : Charge back then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom. + +* Guile Reset the Machine (aka 'Blackout') : Do a throw with Strong. Then do a Flash Kick before the opponent hits the ground. You can also try doing this by doing a Flash Kick with Fierce and Roundhouse. + +* Dhalsim Invisible glitch : Throw a Yoga Fire (down, down-forward, forward) with both the Fierce and Forward buttons. This only works on versions 3 and 4 of the SFII boards. + +* Blanka Double Roll Bite (Blanka rolls slow, then fast then bites without landing) : Do a slow roll (with Jab). While rolling, charge for a second roll. Roll with Fierce before Blanka lands. While in the second roll, push the joystick forward and hit Fierce to bite. + +* Ken or Ryu Get Stuck on the car and bounce : Start the car bonus round. Break the left (or right) side of the car until it blocks. Face away from the car. Do a jump toward the car. Kick right after you jump but not at the same time as you jump. If you are lucky, you will be facing backwards. This is a tough one, so have patience. + +* Ken or Ryu Endless Hurricane Kick : Do a normal Hurricane kick then tap Roundhouse extremely fast (fast enough to do Honda's Hundred Hand Slap, Chun Li's Lightning Leg, or Blanka's Electricity) while Ken or Ryu is in the air. + +* Zangief Turbo Short : This is another glitch that is fun only to do once. If you hit your opponent with low Short, do another low Short, then hit Jab as fast as possible. If a 3rd low Short would have hit the opponent a Short will come out even though you are hitting Jab. If the short would have missed, Jab usually comes out even though short will from time to time. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planners: Akira Nishitani (Nin), Akira Yasuda (Akiman) +Character designers: S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki +Programmers: Shin, Marina, Macchan, Ecchro!! +Sound: Yoko Shimomura (Shimo-P), Isao Abe (Oyaji-Oyaji) +Special Thanks: CBX, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono + +- PORTS - + +* CONSOLES: +Nintendo Super Famicom/SNES +[JP] "Street Fighter II - The World Warrior [Model SHVC-S2]" (june.10, 1992) +[US] "Street Fighter II - The World Warrior [Model SNS-S2-USA]" (jul.1992) +[EU] "Street Fighter II - The World Warrior [Model SNSP-S2-NOE]" (Dec.17, 1992) + +Sony PlayStation +[EU] "Street Fighter Collection 2 [Model SLES-01721]" (1998) +[US] "Street Fighter Collection 2 [Model SLUS-00746]" (Oct.31, 1998) +[JP] "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" (Dec.3, 1998) + +Sega Saturn +[JP] "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" (Dec.3, 1998) + +Microsoft XBOX +[US] "Capcom Classics Collection" (Sep.27, 2005) +[EU] "Capcom Classics Collection" (Nov.18, 2005) + +Sony PlayStation 2 +[US] "Capcom Classics Collection [Model SLUS-21316]" (Sep.27, 2005) +[EU] "Capcom Classics Collection [Model SLES-53661]" (Nov.18, 2005) +[JP] "Capcom Classics Collection [Model SLPM-66317]" (Mar.2, 2006) + +* HANDHELDS: +Nintendo Game Boy +[EU] "Street Fighter II [Model DMG-ASFP-NOE]" (1995) +[JP] "Street Fighter II [Model DMG-ASFJ-JPN]" (Aug.11, 1995) +[US] "Street Fighter II [Model DMG-ASFE-USA]" (Sep.1995) + +Sony PSP +[JP] "Capcom Classics Collection [Model ULJM-05104]" (Sep.7, 2006) +[US] "Capcom Classics Collection Reloaded [Model ULUS-10134]" (Oct.24, 2006) +[EU] "Capcom Classics Collection Reloaded [Model ULES-00377]" (Nov.10, 2006) +[AU] "Capcom Classics Collection Reloaded" (Nov.16, 2006) + +* COMPUTERS: +[EU] Atari ST (1992) +[EU] Commodore Amiga (1992) +[EU] Commodore C64 (1992) +[US] [EU] PC [MS-DOS, 3.5"] (1992) +[EU] Sinclair ZX Spectrum (1992) +[JP] Sharp X68000 (1993) + +* OTHERS: +[JP] Mobile Phones (Dec.2004) +[US] Apple iPhone/iPod (Nov.4, 2010) "Capcom Arcade [Model 397347348]" +[US] Apple iPhone/iPod (Sep.15, 2011) "Street Fighter II Collection [Model 459660048]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2qp1 +Arcade Video game published 32 years ago: + +Street Fighter II - The World Warrior [Quicken Pt-1] (c) 1993 Testron, Incorporated. + +A hack of "Street Fighter II - The World Warrior". Here are the enhancements list: +* 1st & 2nd players select any characters. +* New moves. +* New patterns. +* Jumps higher. +* Runs faster & Faster moves. +* Transforming characters. +* Quicker game timer. +* Increased levels of difficulty. +* Characters fight in mid air. +* And much more... + +- TRIVIA - + +This hack was available as a 'enhancement kit' at $179 from Testron, Inc. in 1993. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2thndr,sf2thndr2 +Arcade Video game published 34 years ago: + +Street Fighter II - The World Warrior [Thunder Edition] (c) 1991 Unknown. + +A very rare hack of "Street Fighter II - The World Warrior". + +- TECHNICAL - + +This particular hack uses a modified B-board PAL which mirrors the CPS-B registers at an alternate address. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2v004 +Arcade Video game published 33 years ago: + +Street Fighter II! Champion Edition [V004] (c) 1992. + +V004 is a hack of "Street Fighter II' - Champion Edition". + +- TECHNICAL - + +Capcom Play System hardware (CPS) + +Players : 2 +Control : 8-way joystick +Buttons : 6 (LP, MP, HP, LK, MK, HK) + +- TRIVIA - + +In this hacked version of SFII CE : +1. All characters may perform any special move in the air. +2. The gameplay speed is much much faster. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m2 +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition (c) 1992 Mega Co. + +Pirate version. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2accp2 +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition [Accelerator Pt+.II] (c) 1992 Testron. + +Accelerator Pt+.II (aka Final Victory) is a hack of "Street Fighter II' - Champion Edition": +1. It is possible to change characters partway through the fight (with Start button). +2. All characters may perform any special move in the air. +3. M. Bison's Psycho Crusher does not make a sound when it is performed. +4. Ryu's dragon punch (with HP) moves across the entire screen. +5. Ryu's Hurricane kick (with HK) moves across the entire screen. +6. Ken and Ryu "Fireballs" LP : bounce slowly across screen. MP : angle downward. HP : angle upward. + +- TECHNICAL - + +Capcom Play System hardware (CPS) + +Players: 2 +Control: 8-way joystick +Buttons: 6 (LP, MP, HP, LK, MK, HK) + +- TRIVIA - + +This hack was available as a 'enhancement kit' at $149 from Testron, Inc. in 1992. + +The title screen advertises what appears to be Testron's telephone number, which is 607-326-7212. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2acc,sf2acca +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition [Accelerator!] (c) 1992 Testron. + +Another hack of "Street Fighter II' - Champion Edition". + +- TRIVIA - + +Released in September 1992. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2ceja,sf2cejb,sf2cejc,sf2dongb,sf2cet +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition (c) 1992 Capcom. + +This was the first official sequel to the legendary one-on-one fighting game, Street Fighter II - The World Warrior. + +As with its predecessor, battles take place over a series of 'best two-out-of-three' rounds. The objective of each round is to deplete the opponent's 'vitality' before the timer runs out. If both opponents knock each other out at the same time, or if the timer expires with both fighters having equal amounts of vitality remaining, a 'Double KO' or 'Draw Game" is declared and additional rounds will be played to sudden death. + +New gameplay additions included the ability to play as any of the four boss characters (increasing the playable roster from eight to twelve) and the option for both players to use the same characters in two-player fights, with an alternate colour scheme introduced to distinguish them from each other. Some minor gameplay revisions were also made to balance the characters out. + +Additionally, while in World Warrior one-player games could last up to ten rounds in the event of there being no clear winner (at which point the game made the player lose by default), in the "Champion Edition" this was reduced to just four rounds. + +Playable characters: +* Ryu - a Japanese martial artist seeking to hone his skills. +* E. Honda - a sumo wrestler from Japan. +* Blanka - a beast-man from Brazil who was raised in the jungle. +* Guile - a former USAF special forces operative from the US. +* Ken - Ryu's former training partner and rival, from the US. +* Chun-Li - a Chinese female martial artist and Interpol officer. +* Zangief - a pro wrestler from the former Soviet Union. +* Dhalsim - a yoga master from India with stretchable limbs. +* Balrog - an American boxer, similar in appearance real-life boxer, Mike Tyson. +* Vega - a Spanish cage fighter who uses a unique style of ninjutsu. +* Sagat - a Muay Thai master, scarred by Ryu at the end of a previous tournament. +* M. Bison - leader of the criminal organization, 'Shadaloo'. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +# of Players: Up to 2 simultaneously. +Control : 8-way joystick +Buttons : 6 +=> [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) +=> [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Street Fighter II' - Champion Edition was released in March 1992 in the Japanese arcades. It was known there as the 21st video game made for this system. + +Known export release: "Street Fighter II' - Champion Edition [B-Board 91635B-2]". + +In Japan, the apostrophe-like character on the game's official logo is actually a prime symbol and thus the official title is pronounced Street Fighter II Dash - Champion Edition. + +This game is an enhanced version of "Street Fighter II - The World Warrior" : +* Added an alternate color scheme for each character and the ability to select boss characters (Balrog, Vega, Sagat, M. Bison). +* Each stage had different background colors from the original (mainly time of day changes), here are the background changes : +1) Ryu stage : now has midnight blue sky instead of red-orange, and has yellow moon. +2) E. Honda stage : the walls are now yellow, the big picture (excluding the sun) is now blue-purple. The 'Victory' sign is now red-orange. The Hiragana Yu on the left is now red. +3) Blanka stage : the snake is now red, and the houses are now wood color. +4) Guile stage : The sky is now sunset. The tinted canopy on the jet is now purple. The symbol on the ground is now red, and the missile linings are now red. +5) Ken stage : The boat is now blue. The 2 guys on top are now wearing brown clothes and orange clothes. The guy in the trenchcoat and hat is now yellow. +6) Chun Li stage : The 2 customers now wear pink, the meat store's roof is now orange and its sign is now green, the meats on the ceiling are now brown, the "Shanghai Friend Corridor" sign is now pale green with red letters, and the ground is now a darker color. +7) Zangief stage : The floor is now gold and to the left is now copper. The "Attention" flyers are now red with yellow letters. +8) Dhalsim stage : The stage now has blue curtains, silver stone floor, and blue carpet. +9) Balrog ([JP] M. Bison) stage : The floor is now purple. +10) Vega ([JP] Balrog) stage : The stage now sports a dark blue hue, and the Flamenco dancers are now dressed in pink. +11) Sagat stage : Buddhist statue is now gold, and the grass is now a darker green. +12) M. Bison ([JP] Vega) stage : The sky is evening this time. + +* New moves were added for some characters. +* The portraits of Chun Li and M. Bison have been recolored. +* Overall hit damage was reduced (favoring combos attacks instead of special moves). +* Special moves were tweaked a bit (i.e. : the fighting styles of Ryu and Ken were distinguishable from one another) +* The main title screen was changed from black to blue. +* Various cosmetic enhancements were made to each character's physical appearance. +* Ryu's original SFII stage featured breakable 'Fuurinkazan' signs. These signs have been removed in this game and are not seen again until "Hyper Street Fighter II - The Anniversary Edition". +* In Ken's original SFII stage, there were two barrels and a stack of boxes which were a single breakable item. From "Street Fighter II' - Champion Edition" to "Super Street Fighter II Turbo" ("Super Street Fighter II X - Grand Master Challenge" in Japan), there is just a single barrel in Ken's stage. The two barrels and stack of boxes from the original SFII would later return in "Hyper Street Fighter II - The Anniversary Edition". +* Sagat's stage in the original SFII had a palm tree in the foreground. The palm tree is gone in this game and does not return. + +- UPDATES - + +Revision 1: +* Build date: 920322 + +Revision 2: +* Build date: 920513 + +Revision 3: +* Build date: 920803 + +- TIPS AND TRICKS - + +* Characters stats: If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear. +First line contains 0001 0002 0003 0004 +Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 + +0001 = No idea, probably some sort of 'experience points' for 1P side. +0002 = The no. of coins put in in the left-hand slot. +0003 = Same as 0001, but for 2nd player. +0004 = Same as 0002, but for right-hand slot. +0005 = No. of times Ryu has been used. +0006 = No. of times Honda has been used. +0007 = No. of times Blanka has been used. +0008 = No. of times Guile has been used. +0009 = No. of times Ken has been used. +0010 = No. of times Chun Li has been used. +0011 = No. of times Zangief has been used. +0012 = No. of times Dhalsim has been used. +0013 = No. of times Balrog (M. Bison in Japan) has been used. +0014 = No. of times Sagat has been used. +0015 = No. of times Vega (Balrog in Japan) has been used. +0016 = No. of times M. Bison (Vega in Japan) has been used. + +* Special Ending: finish the game on one credit to see an additional credit sequence. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planner: Akira Nishitani (Nin), Akira Yasuda (Akiman) +Character designers: S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki +Programmers: Shin., Marina, Macchan, Ecchro!! +Sound: Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji) + +Special Thanks: CBX, And, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono., Hirakin., Nac Kai, Erlingr Ogachy, James Goddard (DJames.) + +- PORTS - + +Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Street Fighter II' - Champion Edition [B-Board 91635B-2]". + +* CONSOLES: +[JP] NEC PC-Engine (june.12, 1993) "Street Fighter II' - Champion Edition [Model HE93002]" +[JP] Sega Mega Drive (sept.28, 1993) "Street Fighter II' Plus - Champion Edition [Model T-12033]" +[JP] Nintendo Super Famicom (jul.11, 1993) "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" +[JP] Sega Saturn (dec.3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" +[JP] Sony PlayStation (dec.3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" +[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" + +* COMPUTERS: +[JP] Sharp X68000 (nov.26, 1993) + +* OTHERS: +CPS Changer [JP] (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2ce,sf2ceua,sf2ceub,sf2ceuc,sf2ceea,sf2ceblp,sf2ceec +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition (c) 1992 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]". + +- TECHNICAL - + +Capcom Play System hardware (CP-S) +B-Board #: 91635B-2 + +- PORTS - + +Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]". + +* CONSOLES: +[AU] Nintendo SNES (1993) "Street Fighter II Turbo - Hyper Fighting" +[AU] Sega Mega Drive (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]" +[BR] Sega Mega Drive (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy +[EU] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]" +[US] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]" +[US] Sega Genesis (sept.27, 1993) "Street Fighter II' - Special Champion Edition [Model T-12016]" +[EU] Sega Mega Drive (oct.1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" +[BR] Sega Master System (1997) "Street Fighter II [Model 030.010]" by Tec Toy +[EU] Sony PlayStation (1998) "Street Fighter Collection 2 [Model SLES-01721]" +[US] Sony PlayStation (oct.31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +* COMPUTERS: +[US] PC [MS Windows, CD-ROM] (2003) "Capcom Arcade Hits Volume 1" + +* OTHERS: +[US] Mobile Phones (2008) +[US] Apple iPhone/iPad (nov.4, 2010) "Capcom Arcade [Model 397347348]" +[US] Apple iPhone/iPod (sept.15, 2011) "Street Fighter II Collection [Model 459660048]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2koryu +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition [Kouryu] (c) 1992 Yu. + +Kouryu is a hack of "Street Fighter II' - Champion Edition". + +- TIPS AND TRICKS - + +* Trick : 99 credits in kouryu for free! +1) Turn off the machine (so you have the default hi-scores) +2) Play a game and beat the hi-score ( its 99.999) +3) Enter 'WBH' as initials for 1st place. +4) You got 99 credits in game. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m3 +Arcade Video game: + +Street Fighter II' - Champion Edition [M3] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m4 +Arcade Video game: + +Street Fighter II' - Champion Edition [M4] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m5 +Arcade Video game: + +Street Fighter II' - Champion Edition [M5] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m6 +Arcade Video game: + +Street Fighter II' - Champion Edition [M6] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m7 +Arcade Video game: + +Street Fighter II' - Champion Edition [M7] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2m8 +Arcade Video game: + +Street Fighter II' - Champion Edition [M8] (c) 199? Unknown + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2rb,sf2rb2,sf2rb3 +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition [Rainbow] (c) 1992 Hung Hsi. + +- TECHNICAL - + +Capcom Play System hardware (CPS) + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz) + +Screen orientation : Horizontal +Video resolution : 384 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 4096 + +Players : 2 +Control : 8-way joystick +Buttons : 6 (LP, MP, HP, LK, MK, HK) + +- TRIVIA - + +Street Fighter II Rainbow is a special hacked version of "Street Fighter II' - Champion Edition". There are some special features in this program. First, the game has increased speed. Midair moves are also possible, just execute your favorite attack in the air. All fireballs (except Yoga Flame) are homing, meaning that they move toward the opponent, even when they jump. All jab fireballs are extremely slow. Strong fireballs are medium speed. Fierce fireballs are lightning fast, hitting instantaneously. You also have the ability to do multiple fireballs. In other words, you can throw a new fireball before the old one hits. You can climb the screen indefinitely, (jump, do a special move, jump, do a special move, etc.). Also, throws have seemingly unlimited vertical range. + +The best part of this game is the ability to switch characters in the middle of a round. This is done by pressing START on the player controller that you are. Starting with Ryu, the cycle is as follows : Ryu -> E. Honda -> Blanka -> Guile -> Ken -> Chun Li -> Zangief -> Dhalsim -> M. Bison -> Sagat -> Balrog -> Vega + +Ryu : +1. Fierce dragon punch goes across the screen (arcing dragon punch). +2. Roundhouse hurricane kick goes across the screen. + +E. Honda : Hundred hand slap often fires a Ken/Ryu fireball. + +Blanka : +1. Electricity often fires a Ken / Ryu fireball. +2. All Rolls arc up. You can do continuous rolls easily by charging for the next roll while rolling and executing it while in the air, at the end of the original roll. + +Guile : +1. Sonic booms are no charge. +2. Hit your opponent with slow and fast sonic booms at the same time. + +Ken : Roundhouse hurricane kick is fast and travels across the screen. It almost always will dizzy. + +Chun-Li : Lightning Kick sometimes releases a Ken/Ryu fireball. + +Zangief : +1. Hand Spin sometimes throws a fireball. +2. Try doing the handspin in the air and jumping afterwards. + +Dhalsim : Slide Roundhouse reaches across screen. He wals very fast. + +M. Bison : Psycho crusher is much faster. + +Sagat : Kick button based Tigers take the same effect as punch based fireballs. + +Balrog : Sliding Punches (with the punch buttons) make Ken/Ryu fireballs. Use jab for the best effect. + +Vega : Rolls throw Ken/Ryu fireball. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2red,sf2reda +Arcade Video game published 33 years ago: + +Street Fighter II' - Champion Edition [Red Wave] (c) 1992. + +Red Wave is a pirate version of "Street Fighter II' - Champion Edition". + +In this version of SFII CE: +1. It is possible to change characters partway through the fight by hold Start button (as a roulette). +2. Many 'Special' moves can be executed while in the air. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2hf,sf2hfu +Arcade Video game published 33 years ago: + +Street Fighter II' - Hyper Fighting (c) 1992 Capcom. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2]". + +- TECHNICAL - + +Capcom Play System hardware (CP-S) +B-Board #: 91635B-2 + +- TRIVIA - + +Street Fighter II' Hyper Fighting was released in December 1992 outside Japan. It is known in Japan as "Street Fighter II' Turbo - Hyper Fighting". + +- PORTS - + +Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2]". + +* CONSOLES: +[AU] Nintendo SNES (1993) "Street Fighter II Turbo - Hyper Fighting" +Sega Mega Drive [AU] (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]" +Sega Mega Drive [BR] (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy +[EU] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]" +[US] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]" +[US] Sega Genesis (sept.27, 1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" +[EU] Sega Mega Drive (oct.1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]" +[EU] Sony PlayStation (1998) "Street Fighter Collection 2 [Model SLES-01721]" +[US] Sony PlayStation (oct.31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]" +[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection" +[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]" +[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection" +[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]" +Microsoft XBOX 360 [XBLA] [EU] [US] (aug.2, 2006) + +* HANDHELDS: +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +* OTHERS: +Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]" +Apple iPhone/iPod [US] (sept.15, 2011) "Street Fighter II Collection [Model 459660048]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sf2hfj +Arcade Video game published 33 years ago: + +Street Fighter II' Turbo - Hyper Fighting (c) 1992 Capcom. + +This is the second SFII follow-up. Here's what's new: +* Gameplay is SIGNIFICANTLY sped up to intensify the pace of the game. +* More special moves (ie. Chun Li's fireball, Dhalsim's Yoga Teleport) are added for each character except for M. Bison. +* New color schemes are added for each character (but the color schemes for the stage backgrounds are still the same as they were for Champion Edition). +* The addition of mid-air special moves for Chun Li, Ryu and Ken are introduced. +* Platform graphics (resembling the medal ceremonies in the Olympics) are added to each character's ending, featuring the character you completed the game with at the first-place platform, M. Bison at the second-place platform, and Sagat at the third-place platform. The musical setting for this display is the music from the home stage of the character standing on the 1st-place platform (If you completed the game with Sagat or M. Bison, the one you used stands on the 1st-place platform, the other one on the 2nd-place platform, and Vega occupies the 3rd-place platform). + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +Players: Up to 2 simultaneously. +Control per player: 8-way joystick +Buttons per player: 6 += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Street Fighter II' Turbo - Hyper Fighting was released in December 1992 in the Japanese arcades. It was known there as the 24th video game made for this system. + +Exported as "Street Fighter II' - Hyper Fighting [B-Board 91635B-2]". + +This ROM upgrade to "Street Fighter II' - Champion Edition" was an idea by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII'CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game. + +The 'Hyper Fighting' upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II - The New Challengers", which was still being developed at the time and was planned to be the direct successor to SFII'CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforeseen upgrade is considered the best and most balanced game in the SFII series. + +- TIPS AND TRICKS - + +Special Ending : finish the game on one quarter to see additional credit sequence. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planners : Akira Nishitani (Nin), Akira Yasuda (Akiman) +Character Designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki +Programmers : Shin., Marina, Macchan, Ecchro!! +Sound : Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji) +Design Support : James Goddard (DJames.) +Special Thanks : CBX, And, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono, Hirakin, Nac Kai, Erlingr Ogachy, Zenji, Super Joe (Super Cheap Joe) + +- PORTS - + +Here is a list of ports released in Japan only. To see non-Japanese ports, please see the Export version entry; "Street Fighter II' - Hyper Fighting [B-Board 91635B-2]". + +* CONSOLES: +[JP] Nintendo Super Famicom (jul.11, 1993) "Street Fighter II Turbo - Hyper Fighting [Model SHVC-TI]" +[JP] Sega Mega Drive (Sep.28, 1993) "Street Fighter II' Plus - Champion Edition [Model T-12033]" +[JP] Sega Saturn (Dec.3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" +[JP] Sony PlayStation (Dec.3, 1998) "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" +[JP] Sony PS2 (Mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]" + +* HANDHELDS: +[JP] Sony PSP (Sep.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" + +* OTHERS: +[JP] CPS Changer (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfzch,sfzbch +Capcom CPS Changer game published 30 years ago: + +Street Fighter Zero (c) 1995 Capcom Co., Ltd. + +CPS Changer release of SFZ. Identical to the Arcade release. + +- TIPS AND TRICKS - + +OPTION MENU +Press Start 2 + Pause (F2 in MAME) at same time for 1 second. + +It Contains: Game config (difficulty, damage, time and sound test) & Button config (change buttons). + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz2alh,sfz2alj,sfz2al,sfz2alb,sfz2ald,sfz2alr1 +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Zero 2 Alpha (c) 1996 Capcom Company, Limited. + +An enhanced version of "Street Fighter Zero 2" released in arcades in Japan, southeast Asia, Brazil, and Hispanic regions. In North America and Europe, where its predecessor is known as "Street Fighter Alpha 2", this enhanced version appears on home consoles only. + +- TECHNICAL - + +Capcom Play System II hardware (CPS II) +Game ID : CP-S II No. 18 + +Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz) +Sound Chips : Q-Sound (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 6 += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Street Fighter Zero 2 Alpha was released in August 1996. + +This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Akuma Mode' and 'Survival'. + +- UPDATES - + +Here is the list of all versions : + +960805 +* Green Board [Japan] release. + +960813 +* Orange Board [South America] and Pink Board [Brazil] releases. + +960826 +* Grey Board [Asia] release. + +Unlike most other CPS2 titles, this one never had a Blue Board release in the arcades. + +ADDITIONAL NOTES : + +In the Green Board [Japan] release : +* Charlie is called 'Nash' +* M. Bison is called 'Vega' +* Akuma is called 'Gouki' +* Evil Ryu is called 'Satsui No Hadou Ni Mezameta Ryu' (translated as "Ryu in which the surge of the intent to kill has awakened") + +- TIPS AND TRICKS - + +* Two vs. One Battle: +Hold LK+MK+HK and press Start at the start screen. + +* Fight Your Mid Boss: +Win five rounds with a Super finish or Custom Combo finish, and don't lose a round before the sixth match. + +* Fight Shin Akuma: +Hold MK+MP and press Start at the start screen. + +* Survival Battle: +Hold LP+MP+HP and press Start at the start screen. + +* SFII' Versions Of Ryu, Ken, Sagat, M. Bison, Dhalsim, Zangief: +Highlight the character and press Start. + +* Evil Ryu: +Highlight Ryu and press Start twice. + +* SFII Costume Chun Li, SFII' Chun Li: +Highlight Chun Li and press Start once for SFII costume Chun Li, twice for SFII' Chun Li. + +* Choose A Win Pose: +Hold Start + any attack button after winning a round to determine your win pose. + +* Alternate Colors For Sakura: +Highlight Sakura and press Start(x5). + +* Stage Select: +Can only be done when a second player enters the game, therefore the message "Here Comes A New Challenger!!" must appear before returning to the select screen. On the select screen, highlight a character icon and hold Start for 2 seconds. Then choose your fighter. If you want the grassy Australia stage (the tall grass), hold Start on Sagat's icon for 2 seconds then select your character (do not let go of Start). To select the Venezuela stage (the waterfall), do the same steps you would do to select Australia, except hold Start on Charlie's icon instead of Sagat's. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka +Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie) +Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku +Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I = rassi, Takayuki Kosaka, Reiko Komatsu, Sagata +Visual planner : Haruo Murata (as "Mucchi") +Original artwork : Holyhomerun +Sound & voices : Hiroaki Kondo (X68K) +Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) +All sound produced by Arcade Sound Team. +Producer : Noritaka Funamizu (Poo) + +* Voice Actors : +Ryu : Katashi Ishizuka +Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi +Chun Li : Yuko Miyamura +Ken Masters, Guy : Tetsuya Iwanaga +Dhalsim : Yoshiharu Yamada +Sakura Kasugano : Yuko Sasamoto +Rolento Schugerg : Jin Yamanoi +Charlie : Toshiyuki Morikawa +Rose : Yuko Miyamura +Sagat : Miki Shinichiro +Akuma, Major Bison : Tomomichi Nishimura +Dan Hibiki : Osamu Hosoi + +- PORTS - + +Home versions have three different titles: +[JP] Street Fighter Zero 2 Dash +[EU] Street Fighter Alpha 2 Dash +[US] Street Fighter Alpha 2 Gold + +* CONSOLES: +[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]": Disc 2 +[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]": Disc 2 +[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00801]" +[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]": Disc 2 +[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00584]" +[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-10998]" +[AU] Sony PlayStation 2 (2006) "Street Fighter Alpha Anthology": by THQ +[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" +[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" +[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz2j,sfz2n,sfz2jd,sfz2jr1 +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Zero 2 (c) 1996 Capcom Company, Limited. + +Eighteen fighters go head-to-head this time around, featuring a few "Final Fight" alumni. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Street Fighter Zero 2 was released in February 1996 in the Japanese arcades. It was known there as the 15th video game released for the CPS2 hardware. + +Known Export releases: +"Street Fighter Alpha 2 [Blue Board]" +"Street Fighter Zero 2 [Grey Board]" +"Street Fighter Zero 2 [Orange Board]" +"Street Fighter Zero 2 [Pink Board]" + +Guy, Rolento and Sodom are from Capcom's "Final Fight" - Guy as a selectable character, Sodom as the second boss, and Rolento as the fourth boss. Guy's and Rolento's music are taken from "Final Fight". + +In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the "Final Fight" characters that have gone on to other games are there. + +In Rose's battle location there are represented the 'gondole', the typical elements of another and more famous Italian sea-town, Venice. This is clearly wrong cultural knowledge by Capcom's programmers. + +Here is a list of cameos in Ken's Yacht stage : +* Eliza (It's her birthday after all!) +* Captain Commando & Sho +* Strider Hiryu (wielding a teddy bear!) +* Lynn Kurosawa (from Alien Vs Predator) +* Morrigan, Felicia, Zabel Zarock ('Lord Raptor' outside Japan) & Lei-Lei ('Hsien-Ko' outside Japan) (these last two are pretty much alive in this cameo, unlike in the Vampire & Vampire Savior games!) :) +* Michelle Heart (from "Ares no Tsubasa" as another waitress!) +* A few thugs from "Final Fight" (working as waiters?!) + +Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the "Art of Fighting" series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in "Street Fighter Alpha 3"), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen" is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage. + +The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for "Street Fighter Alpha 3", changed it to E. Honda. + +The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm. + +Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on June 21, 1996. + +After the first release of SFZ2, an upgraded version of the game called "Street Fighter Zero 2 Alpha" was released in Japanese arcades in August 1996, and to home consoles in North America and Europe in 1997. It included some enhancements like new moves, a unique variation of Sakura, the survival mode, the dramatic battle and the player was able to fight with Zangief, Dhalsim and 'Satsui no Hadou Mezameta Ryu' (Evil Ryu). + +- UPDATES - + +Green Board revisions: + +REVISION 1: +* Buid date: 060227 + +REVISION 2: +* Buid date: 960430 + +- TIPS AND TRICKS - + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press punch or kick for the two standard outfits (punch is the original color). For two alternative outfits press two punch or two kick buttons together. + +* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume. + +* Play as Satsui no Hadou ni Mezameta Ryu (translated as 'Ryu in which the surge of the intent to kill has awakened'; known as 'Evil Ryu' in Export releases) : Highlight Ryu at the character selection screen, then press Start for one second. Then highlight Adon, Gouki, Adon, then return to Ryu. Then hold Start for one second, while holding start press any attack button. + +* Grass Stage : Select two-player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button. + +* Waterfall Stage : Select two-player mode. Hold Start at the character selection screen, then highlight Vega for five seconds. Then highlight any character, release Start and press any attack button. + +* Sally in Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is his wife Sally, known as Sari in the Street Fighter comic book series by Udon. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the beginning of every round). + +* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in "Street Fighter Zero 2 Alpha". + +* Fight against Shin Gouki : It only works with the character's first color (meaning the original color). Fight through the game without losing a single round. Get at least three perfect wins and three super special finishes. Shin Gouki appears as your last boss now. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka +Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie) +Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku +Object Designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata +Visual planners : Mucchi (Harvo. M) +Original artwork : Holyhomerun +Sound & voice : Hiroaki Kondo (X68K) +Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-) +All sound produce by Arcade Sound team. +Producer : Noritaka Funamizu (poo) + +* Voice Actors : +Ryu : Katashi Ishizuka +Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi +Chun-Li : Yuko Miyamura +Ken Masters, Guy : Tetsuya Iwanaga +Dhalsim : Yoshiharu Yamada +Sakura Kasugano : Yuko Sasamoto +Rolento Schugerg : Jin Yamanoi +Nash : Toshiyuki Morikawa +Rose : Yuko Miyamura +Sagat : Miki Shinichiro +Gouki, Vega : Tomomichi Nishimura +Dan Hibiki : Osamu Hosoi + +- PORTS - + +These are Japanese ports only. + +* CONSOLES: +[JP] Sony PlayStation (Aug.9, 1996) "Street Fighter Zero 2 [Model SLPS-00415]" +[JP] Sega Saturn (Sep.14, 1996) "Street Fighter Zero 2 [Model T-1212G]" +[JP] Nintendo Super Famicom (Dec.20, 1996) "Street Fighter Zero 2 [Model SHVC-AUZJ-JPN]" +[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" + +* COMPUTERS: +[JP] PC [MS Windows 9x, CD-ROM] (Mar.12, 1998) : Bundled with the original "Street Fighter Zero" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz2a,sfz2ad +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Zero 2 (c) 1996 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz2h +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Zero 2 (c) 1996 Capcom Company, Limited. + +South American release. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz2b,sfz2br1 +Capcom CPS-II cart. published 29 years ago: + +Street Fighter Zero 2 (c) 1996 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero 2 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- UPDATES - + +Pink Board releases : + +REVISION 1 +* Build date: 960304 + +REVISION 2 +* Build date: 960531 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz3j,sfz3jr1,sfz3jr2,sfz3jr2d +Capcom CPS-II cart. published 27 years ago: + +Street Fighter Zero 3 (c) 1998 Capcom Company, Limited. + +25 fighters mix it up to have a shot at Shin Vega in the height of his power! Featuring 3 fighting styles for each character. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Street Fighter Zero 3 was released in June 1998 in the Japananese arcades. It was known as the 29th video game released on the CPS2 hardware. + +Known export releases: +"Street Fighter Alpha 3 [Blue Board]" +"Street Fighter Zero 3 [Grey Board]" +"Street Fighter Alpha 3 [Orange Board]" +"Street Fighter Alpha 3 [Pink Board]" + +Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight" - Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses. + +The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time. + +In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of: Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Rockman Drink just under the Capcom Logo. + +Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character. + +The three ISMs have some symbolic meaning : +* X-ISM represents "Super Street Fighter II X - Grand Master Challenge". That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and Super Street Fighter II X, mainly because of the Zero 3 game engine. +* Z-ISM represents Zero. That is, it is closest to the style of the previous Zero games. +* V-ISM represents Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar. + +Even though "Super Street Fighter II X - Grand Master Challenge" is known as "Super Street Fighter II Turbo" outside Japan, X-ISM is still known as X-ISM in all export releases of Zero 3. + +Attack of the Vega Dolls: Each Vega doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team. +1) Enero (January) from Spain uses a microphone. +2) Fevrier (February) from France uses a gun. +3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team. +4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts. +5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3. +6) Juni (June) is German and fights unarmed. +7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are). +8) Santamu (August) is Vietnamese, but of African heritage. SANTAMU is the equivalent of Vietnamese's 8th month. However, the Vietnamese's spelling should be 'Thang Tam'. It's a compound word of 'month' & 'eight', obviously. She wields a spear and can also unleash a small monkey to attack for her. +9) Xiayu (September) is Chinese and wields the nunchaku. +10) Jianyu (October) is also Chinese and wields a staff. +11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes. +12) Decapre (December) is Russian and her appearance is similar to that of Cammy. + +Cammy had tried to save the Vega dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Vega otherwise. It is said that the inspiration of the Vega dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie. + +Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness. +In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him. + +The background music from Dan Hibiki's stage (Performance) samples "Welcome To My Mind", a song by techno group Psykosonik released in 1993. + +Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on September 21, 1998. + +An upgraded version of SFZ3 appeared as "Street Fighter Zero 3 Upper" in 2001. Previously hidden characters M. Bison, Juni and Juli are playable from the start. In addition, past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk are now playable as well. This brings the total count to 34 playable characters! + +An even further upgraded version of SFZ3, called "Street Fighter Zero 3 Double Upper" appeared for the Sony PSP in 2006, and adds Eagle (from the original Street Fighter), Yun (from SFIII), Maki (from the Super Famicom Final Fight 2) and newcomer Ingrid. This now brings the total count of playable characters to 38! + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 980629 + +REVISION 2: +* Build date: 980727 + +REVISION 3: +* Build date: 980904 + +Revision 1 had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage. + +- TIPS AND TRICKS - + +* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFZ3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below : +Cream - (default color) +Green - Classical Mode +Red - M. Bison, Juni and Juli become playable +Dark Blue - Mazi Mode +Purple - Saikyou Mode +Light Blue - Can select one of the three Battle Modes + +* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners. + +* Hidden Characters : The three hidden charactes are M. Bison, the boxer and Juni and Juli, two prototype 'dolls' created by Vega's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable... +1) To choose M. Bison, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button. +2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead. +3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead. + +* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use... +1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves. +2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. +3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. + +* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode... +1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Shin Vega for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending. +2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents. +3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles. + +* Secret Messages (this trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding. + +* Sally In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is his wife Sally, known as Sari in the Street Fighter comic book series by Udon. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (you must do this at the beginning of every round). + +* Alternate Sodom BGM : When fighting against Sodom (VS or CPU), you'll get to hear a different tune if it is on X-ISM mode. Apparently the tune is inspired on his boss tune in "Final Fight". + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Producer : Noritaka Funamizu (poo) +Director : Naoto Ohta, Mamoru Ohhashi, Buruma, Ohko Zero5 +Visual Planner : Haruo Murata +Programmers : CHam, Hard.Yas ~?-ism~, Pon, Hyper SHinchan, 24 ~Nishi~, Minomi ~Rocan-ism~, Reiko Toh, Senor, Knight Rider Giu, Ittetsu +Character Design : Akiman, Osusi +Title Design : Shoei +Object Design : Eri-N, Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo Jinzin, Ball Boy, Yuesuke, D-Durita, A.Iwasaki, Kaname, Fuzil & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Katasan, Yu-Ten Nakano, Tomohiko Ohsumi, Hiro, Rimichan, Reiko Komatsu, Kozuchi Tamura, Touichi Matsuo, Makoto Ishii +Scroll Design : Asae Nisituji-Ba, S.Mukai (Jijii), H.Yonezuka, Kohama Akeguro, Y.Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A.Ohnishi, N.Niiyama, C.Iwai, Sawatch, K.Yamahashi, H.Ohnishi +Main Music Compose : Anarchy Takapon +Sub Music Compose : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata +Sound Direction : Hiroaki Kondo (X68k) +Sound Design : Moe.t, Satoshi Ise +Test Play : Nuki, M.P Oni_Suzuki, SKill Smith-Bug, Skill SMith-TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akimon Murata +Special Thanks +Market Producer : Kouji Nakajima +General Producer : Noritaka Funamizu (poo), YOshiki Okamoto + +* Voice Actors : +Narrator : Greg Irwin +Ryu, Nash : Tohiyuki Morikawa +Ken, Guy : Tetsuya Iwanaga +Chun-Li : Yuko Miyamura +Dhalsim : Yohiharu Yamada +Blanka, Balrog : Yuji Ueda +E. Honda : Masashi Sugawara +Cammy, Juli, Juni : Akiko Komoto +M. Bison, Cody : Koichi Yamadera +Sagat : Miki Shinichiro +Gouki, Vega : Tomomichi Mishimura +Birdie, Gen, Adon, Zangief, Sodom : Wataru Takagi +Rolento : Jin Yamanoi +Rose : Michiko Neya +Dan : Osamu Hosoi +Sakura : Yuko Sasamoto +Karin : Miho Yamada +R. Mika : Junko Takeuchi + +- PORTS - + +NOTE: These are ports released in Japan only. For further details on most of these ports, please see the "Street Fighter Zero 3 Upper" entry. + +* CONSOLES: +[JP] Sony PlayStation (Dec.23, 1998) "Street Fighter Zero 3 [Model SLPS-01777]" +[JP] Sega Dreamcast (jul.8, 1999) "Street Fighter Zero 3 - Saikyooryuu Doujou [Model T-1203M]" +[JP] Sega Saturn (Aug.6, 1999) "Street Fighter Zero 3 [Model T-1247G]" +[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPM-66409]" + +* HANDHELDS: +[JP] Nintendo Game Boy Advance (Sep.27, 2002) "Street Fighter Zero 3 Upper [Model AGB-AZUJ-JPN]" +[JP] Sony PSP (Jan.19, 2006) "Street Fighter Zero 3 Double Upper [Model ULJM-05082]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfz3a,sfz3ar1 +Capcom CPS-II cart. published 27 years ago: + +Street Fighter Zero 3 (c) 1998 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Street Fighter Zero 3 [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 980701 + +REVISION 2: +* Build date: 980904 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfzj,sfzjr2,sfzjr1 +Capcom CPS-II cart. published 30 years ago: + +Street Fighter Zero (c) 1995 Capcom Co, Limited. + +The new look of the Street Fighter series, with ten characters including old favorites and new surprises. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Street Fighter Zero was released in June 1995 in the Japanese arcades. It was known there as the 11th video game released for the CPS2 hardware. + +Known Export releases: +"Street Fighter Alpha - Warriors' Dreams [Blue Board]" +"Street Fighter Zero [Grey Board]" +"Street Fighter Zero [Orange Board]" +"Street Fighter Zero [Pink Board]" + +The Zero series of games take place between the original Street Fighter and Street Fighter II. The scar on Sagat's chest in SFII is said to be from Ryu's Shouryuuken during the final battle in the original Street Fighter. In SF Zero, Sagat has the scar on his chest, so it must take place after the first Street Fighter. The character Nash was mentioned in Guile's ending in SFII. He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Zero series, it must take place before SFII. + +This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight M. Bison in the final battle. + +This game marks the first time Gouki's name is displayed on-screen in the game. + +Ryu / Guy stages : +The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name. +A poster for the animated feature film version of Street Fighter II can be seen on display. +The kanji on the small sign on the bath-house means 'Honda Bath'. +The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign. +In "Street Fighter Zero 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it. +In "Street Fighter II - The World Warrior" (and all its follow-ups), Honda's stage is inside of a bath house. + +Guy and Sodom are from Capcom's "Final Fight" - Guy as selectable character and Sodom as the second boss in Final Fight. Guy's music is taken from "Final Fight". + +Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan. + +Change of Race: In the original "Street Fighter", Birdie looked Caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Zero 3" win quotes (he was sick at the time of the first Street Fighter). + +Sony Music Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on August 21, 1995. + +- UPDATES - + +Green Board releases: + +REVISION 1: +* Build date: 950605 + +REVISION 2: +* Build date: 950627 + +REVISION 3: +* Build date: 950727 + +- TIPS AND TRICKS - + +* Play as Gouki: Put the cursor on the [?] on your side and hold Start, then press... +Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP). +Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP). + +* Play as Vega: Put the cursor on the [?] on your side and hold Start, then press... +Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP) +Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP) + +* Play as Dan: After inserting a coin, press and hold Start. Then on the character selection screen go to the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. To get the alternate costume (green) press HP, HK, MK, LK, LP, MP. + +* Dramatic Battle Mode : In 2-player mode, have Player 1 highlight Ryu and Player 2 highlight Ken at the character selection screen. +1) Have Player 1 hold Start and press Up, Up. +2) Release Start then press Up, Up, LP. +3) Have Player 2 hold Start and press Up, Up. +4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison. + +* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK. + +* Fight against Gouki: Highlight a fighter at the character selection screen. Hold Start+MP+MK until Akuma appears and beats up your opponent on the first stage. You will now fight him instead. + +* Fight against Dan: Select any player. End each match with the same winning quote. Do not lose any of your first five matches. When you reach your sixth opponent, the message 'Here comes a new challenger' will appear and you will fight Dan (Dan's stage is basically the same as Adon's and Sagat's, except it is sunset). After the match, the game will continue in its normal fashion. (NOTE : To select a winning quote, just hold down and a certain button combination of 3 total buttons when you win your second round. This varies from character to character, but every character can select 2 by holding down with 3 punches or down with 3 kicks). + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi), H. Itsuno (-Tomoshibi-) +Programmers : Cham Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Shinchan (as 'Hyper Shinchan'), Super Sailor (Vega), Matsushita -Adon- Masakazu +Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Daisuke Nakagawa, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda +Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka +Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Setsuo Yamamoto (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy) +Sound designers : Hiroaki Kondo (X68K), Ryoji +Producer : Iyono Pon + +* Voice Actors : +Ryu, Charlie : Toshiyuki Morikawa +Chun-Li : Yuko Miyamura +Ken, Guy : Tetsuya Iwanaga +Adon, Birdie, Sodom : Wataru Takagi +Rose : Yuko Miyamura +Sagat : Miki Shinichiro +Akuma, M. Bison : Tomomichi Nishimura + +- PORTS - + +Here is a list of Japanese ports. + +* CONSOLES: +[JP] Sony PlayStation (dec.22, 1995) "Street Fighter Zero [Model SLPS-00176]" +[JP] Sega Saturn (jan.26, 1996) "Street Fighter Zero [Model T-1206G]" +[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]" + +* HANDHELDS: +Nintendo Game Boy Color [JP] (mar.30, 2001) "Street Fighter Alpha - Warriors' Dreams [Model CGB-BFZJ-JPN]" + +* COMPUTERS: +PC [MS Windows 9x] [JP] (1997) : Bundled with "Street Fighter Zero 2" + +* OTHERS: +CPS Changer [JP] (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfza,sfzar1 +Capcom CPS-II cart. published 30 years ago: + +Street Fighter Zero (c) 1995 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 950605 + +REVISION 2: +* Build date: 950627 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfzh,sfzhr1 +Capcom CPS-II cart. published 30 years ago: + +Street Fighter Zero (c) 1995 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- UPDATES - + +Orange Board revisions : + +REVISION 1: +* Build date: 950627 + +REVISION 2: +* Build date: 750718 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sfzb,sfzbr1 +Capcom CPS-II cart. published 30 years ago: + +Street Fighter Zero (c) 1995 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter Zero [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- UPDATES - + +Pink Board revisions : + +REVISION 1: +* Build date: 950727 + +REVISION 2: +* Build date: 951109 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=striderj +Arcade Video game published 36 years ago: + +ストライダー飛竜 (c) 1989 Capcom Company, Limited. +(Strider Hiryu) + +Strider Hiryu is a multi-directional scrolling platform beat-em-up in which the player takes control of 'Strider Hiryu', a ninja-style warrior who must defeat a legendary being known as 'Grandmaster Meio'. + +Set in a dystopian future in the year 2048, Meio has been watching Earth from his own distant galaxy and has created a space station (known as 'The Third Moon') between Earth and its moon in order to rule over the Human race. + +Armed with a curved sword known as a 'Falchion', Strider must travel the globe to find and destroy Meio. Numerous power-ups can be obtained from metallic item boxes carried by certain enemies. These include an extension to Hiryu's attack range that lasts for one hundred slashes, two types of health aids (represented by the kanji used to write Hiryu's name), a max health extension, an extra life and a power-up that not only makes Hiryu invulnerable to attack, but also increases his own attack abilities via shadow images of himself for 30 seconds. + +Hiryu can also summon robotic companions known collectively as "options" that help him fight enemies. These consist of up to two mushroom-like droids, a saber-toothed tiger and a hawk. These are referred to as Options A, B and C respectively. + +Strider Hiryu is highly agile and has the ability to latch onto walls and ceilings using a metallic hook; a concept which set the game apart from other platformers and allowed for highly inventive level design. + +The game consists of five stages: +* Kazakh Soviet Sot Republic (called "St. Petersburgh" during the arcade game's attract sequence), +* Siberian Wilderness +* Aerial Battleship Ballog +* Amazonian Jungle +* The Third Moon. + +Each stage is divided into a number of smaller sections, with each section imposing its own time limit. Strider initially has a three-point health gauge (which can be increased to five points with health extension power-ups) and will lose a life when the health gauge is fully depleted. Lives are also lost by either falling into a bottomless pit, or failing to complete a section within the time limit. + +The game ends once all lives are lost, but continues are available. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89625B-2 + +Players: 2 (alternatively). +Control: 8-way joystick. +Buttons: 2. +=> [1] Slash, [2] Jump + +- TRIVIA - + +Strider Hiryu was originally released in March 1989 in Japan. It was known there as the third video game made for this system. It is known outside Japan as just "Strider". + +The title of this game translates from Japanese as 'Flying Dragon Strider'. + +Known re-releases: +"Strider Hiryu [B-Board 91634B-2]" (1991) + +Known export releases: +"Strider [B-Board 89624B-2]" +"Strider [B-Board 89624B-3]" + +Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes. + +Hiryu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga. + +As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population. + +Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes". +One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on May 21, 1989. + +- SCORING - + +When you complete a level, you get the following bonus points... +1: 5,000 points +2: 8,000 points +3: 10,000 points +4: 10,000 points +5: 30,000 points + +- TIPS AND TRICKS - + +1 - During the game you can have the maximum of 2 'helpers'. Every time you get a helper, it will use the 'last' slot available of your life meter, or be, if you receive a damage, you will lose this life-slot and will lose your helper. +2 - Try to 'link' your helper(s) in the 'left-side' slots, because you will lose the helpers only if you get a lot of damage. On the 1st stage, be with only 2 life-slots when catching the helpers, it will maintain they more safe. +3 - If you have only 2 life-slots, and both 2 helpers, try to find the 'tiger' icon, but don't catch it. Get damage until you have only 1 life-slot. Now catch the tiger icon. The tiger will help you a few seconds, and it is over you will own the 2 helpers, but it will use only one slot, the left-slot. You will lose it only if you die (time-over not included). +4 - If you lose a life by 'time-over', your stock of 'helpers' will maintain, and it will keep on the same "slot" of the helpers. + +- SERIES - + +1. Strider Hiryu [B-Board 89625B-2] (1989, Arcade) +2. Strider Hiryu 2 (1999, Arcade) +3. Strider (2014, PS4, Xbox One) + +- STAFF - + +Object Designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tissue (Tisshu), Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin +Scroll Designers : Teiki, Rie. Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro +Soft Programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kiyomi Kaneko (Kanekon), Dorompa. E, Ka~kuny, Check. Masa +Music by : Junko Tamiya +Planning Advisers : Tokuro Fujiwara (Arthur), Yossan +Game Planner : Hiroichi Yotsui (Isuke) + +- PORTS - + +All Japanese ports are listed here. To see non-Japanese ports, please see the 'outside Japan' version's entry; "Strider [B-Board 89624B-2]" + +* CONSOLES: +NEC PC Engine Arcade CD-ROM² [JP] (sept.22, 1994) "Strider Hiryu [Model NAPR-1041]" +[JP] Sega Mega Drive (sept.29, 1990) "Strider Hiryu [Model G-4037]" +[JP] Sony PlayStation (feb.24, 2000) "Strider Hiryu 1&2 [Model SLPS-02621]": Found on disc 2. +[JP] Sony PlayStation (oct.24, 2006) "Capcom Game Books Series: Strider Hiryu [Model SLPM-87401]" + +* COMPUTERS: +[JP] Sharp X68000 (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=striderjr +Arcade Video game published 34 years ago: + +Strider Hiryu (c) 1991 Capcom Company, Limited. + +Re-release of "Strider Hiryu [B-Board 89625B-2]". See this entry for more information about the game itself. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 91634B-2 + +- TRIVIA - + +This re-edition was released in 1991 in Japan only. The title screen copyright date is unchanged. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=strider +Arcade Video game published 36 years ago: + +Strider (c) 1989 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese version entry; "Strider Hiryu [B-Board 89625B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-2 + +- TRIVIA - + +On the title screen of these Export versions, Strider is written in English on top of the 'Hiryu' Kanji. The 'Hiryu' kanji are colored with a purple gradient. Instead of in the Japanese version's where Strider is written in katakana to the left of the 'Hiryu' kanji. The 'Hiryu' kanji starts out red, then catches on fire. + +Also, in the US version, Strider Hiryu is missing his yell when swinging his sword. + +The game was soon re-edited as "Strider [B-Board 89624B-3]". + +- SERIES - + +1. Strider [CP-S No. 03] (1989) +2. Strider 2 (1999) + +- PORTS - + +All released outside Japan are listed here. To see Japanese ports, please see the original Japanese entry of the game; "Strider Hiryu [B-Board 89625B-2]". + +* CONSOLES: +[US] Nintendo NES (jul.1989) "Strider [Model NES-HX-USA]" +[US] Sega Genesis (1990) "Strider" +[BR] Sega Mega Drive (1991) "Strider": by Tec Toy. +[EU] Sega Mega Drive (1991) "Strider" +[US] [EU] Sega Master System (1991) "Strider [Model 9005]" +[KO] Sega Master System (1993) "Strider": by Samsung. +[BR] Sega Master System(1993) "Strider": by Tec Toy. +[US] Sony PlayStation (jul.28, 2000) "Strider 2 [Model SLUS-01163]": Found on disc 2. +[EU] Sony PlayStation (dec.15, 2000) "Strider 2 [Model SLES-12867]": Found on disc 2. +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +* COMPUTERS: +[EU] Amstrad CPC (1989) +[EU] Atari ST (1989): Re-released as a Budget edition (1990). +[EU] [US] Commodore C64 (1989) +[EU] Commodore Amiga (1989) +[EU] PC [MS-DOS, 5.25"] (1989) +[EU] Sinclair ZX Spectrum (1989) +[EU] Amstrad CPC (1990): by Kixx. +[EU] Amstrad CPC (1990) "Les Aventuriers" +[EU] Amstrad CPC (1991) "Capcom Collection" +[EU] Atari ST (1991) "Capcom Collection" +[EU] Commodore C64 (1991) "Capcom Collection" +[EU] Commodore Amiga (1991) "Capcom Collection" +[EU] Sinclair ZX Spectrum (1991) "Capcom Collection" + +* OTHERS: +Tiger Handheld LCD Game [US] (19??) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=striderua +Arcade Video game published 36 years ago: + +Strider (c) 1989 Capcom USA, Incorporated. + +Re-release of "Strider [B-Board 89624B-2]". Refer to this entry for more information about the game itself. + +- TECHNICAL - + +Runs on the CP System hardware. +B-Board ID: 89624B-3 + +- TRIVIA - + +This re-release was available in North America only. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=s1945,s1945a,s1945j,s1945nj,s1945k,s1945bl,s1945n +Arcade Video game published 30 years ago: + +Strikers 1945 (c) 1995 Psikyo. + +In 1945, the second world war ended. Soon, there was peace, but an organization of high-ranking military officers from all over the world form a global army known as CANY. Their mission was to conquer the world. CANY activity was found in areas like the Soviet Union, America, Japan, and even Germany. It is revealed that CANY had weapons never seen before from rockets to mechanical walkers. The world quickly formed a group of pilots and planes called the Strikers whose mission is to rid of CANY from the world. + +- TECHNICAL - + +Main CPU : Motorola 68EC020 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YMF278B (@ 33.8688 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in June 1995. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to a smiley, and 'THAT IS WRONG' appears. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997. + +- TIPS AND TRICKS - + +* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + +* Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu. + +- SERIES - + +1. Strikers 1945 (1995) +2. Strikers 1945 II (1997) +3. Strikers 1945 Plus (1999) +4. Strikers 1999 (1999) + +- STAFF - + +Staff : Jun-ichi Niwa, Shin Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (june.28, 1996) "Strikers 1945 [Model T-14407G]" +[JP] Sony PlayStation (jul.19, 1996) "Strikers 1945 [Model SLPS-00407]" +[JP] Sony PlayStation 2 (Aug. 05, 2004) "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=s1945ii +Arcade Video game published 28 years ago: + +Strikers 1945 II (c) 1997 Psikyo. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> Shoot, Bomb + +- TRIVIA - + +Strikers 1945 II was released in October 1997. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys. + +Scitron / Gamest released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997. + +- TIPS AND TRICKS - + +* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select - buggy!, BG Test). + +- SERIES - + +1. Strikers 1945 (1995) +2. Strikers 1945 II (1997) +3. Strikers 1945 Plus (1999) +4. Strikers 1999 (1999) + +- STAFF - + +Staff : Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (oct.22, 1998; "Strikers 1945 II [Model T-20402G]") +[JP] Sony PlayStation (oct.22, 1998; "Strikers 1945 II [Model SLPS-01637]") +[JP] Sony PlayStation (sept.28, 2000; "Strikers 1945 II [SuperLite 1500 Series] [Model SLPM-86631]") +[JP] Sony PS2 (aug.05, 2004; "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]") +[JP] Sony PS2 (jul.14, 2005; "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Taito Best] [Model SLPM-62653]") +[EU] Sony PS2 (jul.16, 2004; "1945 I&II The Arcade Games [Model SLES-51741]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=s1945p + +Strikers 1945 Plus (c) 1999 Psikyo. + +After inserting quarters and hitting the Start button, the player chooses one of 6 planes (plus 1 hidden plane) or can opt for a random choice. + +The available fighters are : +* P-38 Lightning +* Vought XF5U 'Flying Pancake' +* Spitfire Mk. VI +* Zero Type 52 +* Focke Wulf Ta 152 +* Fiat G.56 +* XP-55 Ascender (Hidden) + +The first 4 stages are in random order, while the last 4 are sequential. Players collect weapon powerups, bombs, and gold bars for points. Each plane has a unique 'supershot' which is charged by damaging enemies and fired by holding then releasing the fire button. Supershots can be stored, although the number varies from plane to plane. Using a Bomb results in a large friendly fighter swooping onto the screen and blocking shots while returning fire for a few seconds. + +After the player beats the final boss, the game starts again from the beginning, albeit at a much higher difficulty level. All level are similar to the ones in Strikers 1945 II. Only one of the 4 bosses that are randomly chosen and the 6th boss is changed. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0254 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 224 pixels +Screen refresh : 59.19 Hz +Palette colors : 4096 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shot/Supershot, [B] Support attack + +- TRIVIA - + +Released in December 1999. + +This is an updated version of "Strikers 1945 II" and is exclusive to the Neo-Geo. This is Psikyo's first and only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console). + +The game forbids the initials 'SEX' or 'KKK' on the high score table. If you try, they get changed to 3 smileys. + +- TIPS AND TRICKS - + +* Play as Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B. + +* Play as Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear. + +- SERIES - + +1. Strikers 1945 (1995) +2. Strikers 1945 II (1997) +3. Strikers 1945 Plus (1999) +4. Strikers 1999 (1999) + +- STAFF - + +Composers : Masaki Izutani + +- CONTRIBUTE - + +Edit this entry +$end + +$info=s1945iii,s1945iiibl,s1945iiibla +Arcade Video game published 26 years ago: + +Strikers 1999 (c) 1999 Psikyo. + +Year 1999, fall. The countless super minimum machine group 'nano-machine', which came flying, invaded the principal weapon and military terminals of each country from outer space and began multiplication. This weapon group which is automated with the 'nano-machines' repeated attack with non discrimination and the metropoles of each country were in a devastating state. A fear of the extensive nuclear warfare with the strategy nuclear missile error morphism hit the world!!! Barely the unit of each country which prevents the invasion of the 'nano- machine' is summoned because of the unmanned weapon eradication maneuvers. So, fighting with the weapons of the entire world was not enough. The Strikers start the attack on the enemy center! By the way of the time of half a century, new legend of special force STRIKERS now starts! + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Strikers 1999 was released in October 1999 in Japan. + +Export releases: This game is known outside Japan as Strikers 1945 III. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys. + +The Chaos Queen is the only boss in the game that is pure organic, unlike the others, which are robotics. + +Scitron & Art released a limited-edition soundtrack album for this game (Strikers 1999 - SCDC-00004) on 21/01/2000. + +- TIPS AND TRICKS - + +* Maintenance Code : in test mode, enter this code... +8-1-6-5-0 Maintenance Mode +0-1-9-9-9 Secret Command Enabled (X-36 is available by pressing 'Up' on random box). +8-1-6-3-0 Secret Random Enabled (X-36 is available on Random Box with luck). +8-1-6-2-0 Secret All Disabled (X-36 is not available). +8-1-6-1-0 All Data Erased. +1-2-3-4-5 Reset Scores. + +* Technical Bonus : each boss, excluding the last one, has a weak point called 'the core' that is exposed outside for some few seconds. When the player airplane gets close to it at a fixed distance, it turns red. It is possible to defeat the boss quickly by attacking intensively the core at that point in time. The Technical Bonus is added if you destroy the core. + +* Super Shot : when an enemy plane is shot the energy accumulates in the level gauge. When there's enough energy accumulated in the level gauge the super shot can be discharged by pressing continously the shot button. While the super shot is discharging the energy of the level gauge keeps decreasing. When energy becomes 0 the super shot stops being able to shoot. In Strikers 1945 III a cancellation function was attached to the super shot so the energy at the level gauge can be preserved. + +- SERIES - + +1. Strikers 1945 (1995) +2. Strikers 1945 II (1997) +3. Strikers 1945 Plus (1999) +4. Strikers 1999 (1999) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=superchs,superchsj,superchsu,superchsp,superchsp2 +Arcade Video game published 32 years ago: + +Super Chase - Criminal Termination (c) 1993 Taito Corporation. + +- TECHNICAL - + +Board Number : K11E0740A +Prom Stickers : D46 + +Main CPU : Motorola 68EC020 (@ 16 Mhz), 68000 (@ 16 Mhz) +Sound CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Ensoniq ES5505 (@ 13.343 Mhz) + +Players : 2 +Control : Steering wheel +Buttons : 6 + +- TRIVIA - + +Even if abstract mode says TAITO 1992 (developement year), Super Chase was released in February 1993. + +The development name was 'Chase 3'. + +- UPDATES - + +The US version is slightly different, it has the 'Winners Don't Use Drugs' screen. + +- SERIES - + +1. Chase H.Q. (1988) +2. S.C.I. - Special Criminal Investigation (1989) +3. Super Chase - Criminal Termination (1993) +4. Ray Tracers (1997, Sony PlayStation) +5. Chase H.Q. 2 (2007) + +- STAFF - + +* Consoles : +Nintendo Super Famicom (1993) "Super Chase H.Q." + +- PORTS - + +* CONSOLES: +Nintendo Super Famicom (1993) "Super Chase H.Q." + +- CONTRIBUTE - + +Edit this entry +$end + +$info=scfinals,scfinalso,scfinalsoc +Taito F3 cart. published 32 years ago: + +Super Cup Finals (c) 1993 Taito. + +A soccer game from Taito. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Board Number : K11E0776A +Prom Stickers : D49 + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Super Cup Finals was released in November 1993. + +This game is also known as "Taito Cup Finals" and in Japan as "Hattrick Hero '93". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '!!!'. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection - ZTTL-0022) on 05/1998. + +- SERIES - + +1. Football Champ (1991) +2. Taito Cup Finals (1993) +3. Hattrick Hero '94 (1994) +4. Taito Power Goal (1994) + +- STAFF - + +Planner : Takeshi Kobori +Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani +Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi +Designers : Naoto Hashizume, Takeshi Kobori +Sound : Shuichiro Nakazawa (Zuntata) +Hardware : Katsumi Kaneoka + +* CAST : +Player & Gk : Masashi Tsuzura +Manager : Suminori Hase, Yuji Sakamoto +Referee : Shin Tanaka +Lady : Seiji Kawakami +Doctor : Hiroto Nizato +Nurse : Hiromi Mikami +Stunt : Tomohisa Yamashita + +Assistant : Shin Tanaka +Directors : Takeshi Kobori, Marutake + +- CONTRIBUTE - + +Edit this entry +$end + +$info=superg +Arcade Video game published 46 years ago: + +Super Galaxians (c) 1979 Zaccaria. + +Italian hack of "Galaxian". The game is faster than the original. + +- SCORING - + +Blue Galaxian : 30 points in formation, 60 points in flight +Purple Galaxian : 40 points in formation, 80 points in flight +Red Galaxian : 50 points in formation, 100 points in flight +Flagship : 60 points in formation, 150 points in flight +Flagship : 200 points in flight with one escort +Flagship : 300 points in flight with two escorts, Flagship killed before all escorts +Flagship : 800 points in flight with two escorts, Flagship killed after all escorts + +- CONTRIBUTE - + +Edit this entry +$end + +$info=sgemf,sgemfd +Capcom CPS-II cart. published 28 years ago: + +Super Gem Fighter - Mini Mix (c) 1997 Capcom. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pocket Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- PORTS - + +* CONSOLES: +[EU] Sony PlayStation (1998) [Model SLES-01378] +[US] Sony PlayStation (1998) [Model SLUS-00653] +[AU] Sony PlayStation 2 (2006) "Street Fighter Alpha Anthology" +[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]" +[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]" +[US] Sony PlayStation (feb.8, 2011) : PSOne Classics + +* OTHERS: +[US] Apple iPhone/iPod (jul.7, 2012) "Pocket Fighter [Model 472112905]" : released under the Japanese title. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=smbomb,smbombr1 +Capcom CPS-II cart. published 31 years ago: + +Super Muscle Bomber - The International Blowout (c) 1994 Capcom Company, Limited. + +Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 5 per player. +=> [1] Grab, [2] LP, [3] HP +=> [5] LK, [6] HK + +- TRIVIA - + +Super Muscle Bomber was released in August 1994 in the Japanese arcades. It was known as the 6th video game released on the CPS2 hardware. + +This game is known outside Japan as "Ring of Destruction - Slammasters II". Here is a list of known Export releases: +"Ring of Destruction - Slammasters II [Blue Board]" +"Ring of Destruction - Slammasters II [Grey Board]" +"Ring of Destruction - Slammasters II [Orange Board]" + +Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on Hokuto no Ken (aka Fist of the North Star). + +Sony Music Entertainment released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on October 21, 1994. + +- TIPS AND TRICKS - + +* BIFF +- SUPER 1 : Catch then Up, UpLeft, Left +- SUPER 2 : Catch then Up, UpLeft, Left then Catch + +* BLACK WIDOW +- SUPER 1 : Catch then Down, Left, Up +- SUPER 2 : Catch then Down, Left, Up then Catch + +* GRATER +- SUPER 1 : Catch then Right, UpRight, Up +- SUPER 2 : Catch then Right, UpRight, Up then Catch + +* GUNLOC +- SUPER 1 : Catch then Up, UpLeft, Left +- SUPER 2 : Catch then Up, UpLeft, Left then Catch + +* HAGGAR +- SUPER 1 : Catch then 360° +- SUPER 2 : Catch then 360° then Catch + +* JUMBO +- SUPER 1 : Catch then Half Circle toward +- SUPER 2 : Catch then Half Circle toward then Catch + +* ONI +- SUPER 1 : Catch then 360° +- SUPER 2 : Catch then 360° then Catch + +* ORTEGA +- SUPER 1 : Catch then Left, Down, DownLeft +- SUPER 2 : Catch then Left, Down, DownLeft then Catch + +* RASTA +- SUPER 1 : Catch then Down, Up +- SUPER 2 : Catch then Down, Up then Catch + +* SABER +- SUPER 1 : Catch then DownRight, UpRight +- SUPER 2 : Catch then DonwRight, UpRight then Catch + +* SCORPION +- SUPER 1 : Catch then Up, Down +- SUPER 2 : Catch then Up, Down then Catch + +* STINGRAY +- SUPER 1 : Catch then Right, Down, DownRight +- SUPER 2 : Catch then Right, Down, DownRight then Catch + +* TITAN +- SUPER 1 : Catch then DonwLeft, Down, Up +- SUPER 2 : Catch then DonwLeft, Down, Up then Catch + +* WRAITH +- SUPER 1 : Catch then Right, UpRight, Up +- SUPER 2 : Catch then Right, UpRight, Up then Catch + +- SERIES - + +1. Muscle Bomber - The Body Explosion [CP-S No. 27] (1993) +2. Muscle Bomber Duo - Heat Up Warriors [CP-S No. 28] (1993) +3. Super Muscle Bomber - The International Blowout [Green Board] (1994) + +- STAFF - + +Character Designer & Illustrator : Tetsuo Hara +Planners : Tomy, Ari +Object Designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K. Takechan, Hirohito, Kamameshi (Kamamesi), Rumichan +Scroll Designers : Ziggy, Miyao, Taka +Programmers : Kazuhito Nakai, Shaver, Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh) +Sound : Toshio Kajino, Syun Nishigaki (Shun), Isao Abe (Oyaji) +Assists : B G, Batayon, Hideo, Tora, Hin-Hans, Ponta, Hiroaki Kondo +Special Thanks : MB&MBD, Pacho Team, Lovelies, Shinchan-Men, Takuya Shiraiwa (Mr. Shira), Original Staff +Team USA Support : Alex Jimenez + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spang,spangj,spangbl,spangbl2 +Arcade Video game published 35 years ago: + +Super Pang (c) 1990 Mitchell Corp. + +Super Bang is a sequel to the 1989 original in which one or two players control characters armed with harpoon guns who must destroy the numerous different-sized balloons that bounce around each single-screen stage. When hit by a harpoon, the balloons break down into smaller fragments, in a similar fashion to Atari's 1979 classic, "Asteroids". + +Players can only fire the harpoon guns virtually upwards but can move left and right and climb the ladders that appear on many of the stages. The game has two different modes of play: + +* PANIC MODE +In this mode, players face an endless rain of bubbles and must simply last as long as possible. The default weapon is the bubble shot and cannot be changed at any time. Each time a bubble is popped, a rainbow bar at the bottom is slowly filled. Filling the bar all the way raises the level number and the bar depletes back to zero. As more bubbles are popped, both remaining and incoming bubbles move faster. A 'Panic' music plays when there's a very large amount of bubbles on the screen, but the normal music returns once enough bubbles are popped. + +There is also one special type of bubble that appears rarely. The bubble has a clock image engraved. Whenever the bubble bounces, the engraving changes to a star, and when the bubble bounces again, the engraving changes back to a clock. Popping the bubble when the clock engraving is present causes all bubbles to stop movement completely for 9 seconds, while popping the bubble when the star engraving is present causes all bubbles to be popped and the game screen gets cleared. + +* TOUR MODE +In this mode players move from stage to stage, travelling around the world. The introductory stage is set in Japan and is the only stage set in this location. After Japan, players travel to parts of Asia, Europe and the Americas. Each location has three stages, with each set at a different time of day: daytime, evening and night. The few exceptions to the three-stage rule are Venice (evening and night stages only), The Mayan Ruins and the Caribbean Sea (both having only day and evening stages). + +Each stage has a set layout, consisting of walls, destructible glass walls, invisible walls, ladders and ice. There are forty different stages in the Tour mode. + +- TECHNICAL - + +Main CPU: Zilog Z80 (@ 8 Mhz) +Sound Chips: OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 1 (FIRE) + +- TRIVIA - + +Super Pang was released in September 1990. + +This game was also released by Capcom for North America as "Super Buster Bros.". + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '???'. + +- TIPS AND TRICKS - + +* Stage Select on Tour Mode: Select Tour mode. Hold down the joystick and press fire button. + +* Win 500 Points in Panic Mode: Hold down the joystick and 500 points will be added to your score every few seconds by forcing the bubbles spawns. When the bubbles quota is reached on the screen, this trick don't work. + +* Win 100,000 Points in Panic Mode: If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100,000 points, but the speed of the balls will suddenly become extremely fast. + +- SERIES - + +1. Pang (1989) +2. Super Pang (1990) +3. Pang! 3 [B-Board 94916-10] (1995) +4. Mighty! Pang [Green Board] (2000) +5. Pang - Magical Michael (2010, Nintendo DS) + +- STAFF - + +Planners: Uda, Futoshi Kuwahara +Designers: Kurihara, Furukawa +Programmers: Shinohara, Nakai +Composer: Takaoka + +- PORTS - + +* CONSOLES: +[EU] Nintendo SNES (1992) "Super Pang [Model SNSP-SN]" +[JP] Nintendo Super Famicom (aug.7, 1992) "Super Pang [Model SHVC-SN]" +[JP] Sony PlayStation (mar.14, 1997) "Super Pang Collection [Model SLPS-00360]" +[EU] Sony PlayStation (june.1998) "Super Pang Collection [Model SLES-00043]" + +* HANDHELDS: +[AU] Sony PSP (jul.11, 2007) "Capcom Puzzle World" +[EU] Sony PSP (jul.13, 2007) "Capcom Puzzle World [Model ULES-00647]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spf2t,spf2td,spf2tu +Capcom CPS-II cart. published 29 years ago: + +Super Puzzle Fighter II Turbo (c) 1996 Capcom. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter 2 II [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board releases : + +REVISION 1: +* Build date: 960529 +* EUROPE release + +REVISION 2: +* Build date: 960620 +* US release + +- PORTS - + +Here is a list of ports released in regions where the arcade version was released as a Blue Board. + +* CONSOLES: +[EU] Sega Saturn (1997) "Super Puzzle Fighter II Turbo [Model T-7030H-50]" +[US] Sega Saturn (feb.28, 1997) "Super Puzzle Fighter II Turbo [Model T-1215H]" +[US] Sony PlayStation (nov.30, 1996) "Super Puzzle Fighter II Turbo [Model SLUS-00418]" +[EU] Sony PlayStation (jul.1997) "Super Puzzle Fighter II Turbo [Model SLES-00605]" +Microsoft XBOX 360 [XBLA] [US] [EU] (aug.29, 2007) "Super Puzzle Fighter II Turbo HD Remix" +Sony PlayStation 3 [PSN] [US] (aug.29, 2007) "Super Puzzle Fighter II Turbo HD Remix" +Sony PlayStation 3 [PSN] [EU] (may.29, 2008) "Super Puzzle Fighter II Turbo HD Remix" +Microsoft XBOX 360 [US] (mar.27, 2012) "Capcom Digital Collection" - XBLA version +[AU] Microsoft XBOX 360 (mar.29, 2012) "Capcom Digital Collection" - XBLA version +[EU] Microsoft XBOX 360 (mar.30, 2012) "Capcom Digital Collection" - XBLA version + +* HANDHELDS: +[EU] Nintendo GBA (mar.28, 2003) "Super Puzzle Fighter II [Model AGB-AZ8P-EUR]" +[US] Nintendo GBA (mar.31, 2003) "Super Puzzle Fighter II [Model AGB-AZ8E-USA]" + +* COMPUTERS: +PC [MS Windows 9x, CD-ROM] [US] (1998) + +* OTHERS: +Mobile Phones [US] (june.2006) "Super Puzzle Fighter II: Network Battle" +BlackBerry [US] (mar.3, 2010) "Super Puzzle Fighter II [Model 6466]" by Beeline Interactive, Inc. +Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spf2ta +Capcom CPS-II cart. published 29 years ago: + +Super Puzzle Fighter II Turbo (c) 1996 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter II X [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spf2th +Capcom CPS-II cart. published 29 years ago: + +Super Puzzle Fighter II Turbo (c) 1996 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Puzzle Fighter II X [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=spf2xj,spf2xjd +Capcom CPS-II cart. published 29 years ago: + +Super Puzzle Fighter II X (c) 1996 Capcom Co, Limited. + +Super Puzzle Fighter II X is a puzzle game for one or two players based upon Capcom's legendary "Street Fighter" and "Vampire" series of fighting games. + +Super Puzzle Fighter II X's gameplay is reminiscent of Sega's superb 1992 puzzle game, "Puyo Puyo" with players taking on the role of one of the famous Street Fighter characters, represented visually between the two play areas in the middle of the screen. The aim is to manipulate falling coloured gem blocks, matching the colours to gems already in the play area; before finally destroying them with orbs of a like colour. + +Gems can only be eliminated by coming into contact with a 'Crash Gem' of the same colour. This eliminates all adjacent gems of that colour, setting up the potential for huge chain reactions. + +As gems are eliminated, garbage blocks called 'Counter Gems' will drop into the opponent's playfield; these will eventually become normal gems, but only after they count down to zero (most Counter Gem countdowns start at '5' and are reduced by one each time a new pair of gems is dropped on that board), until that time they cannot be eliminated by normal means. The only way to eliminate Counter Gems before they become normal gems is to place a Crash Gem of that colour nearby so it eliminates at least one normal gem. If this is done, all Counter Gems immediately adjacent to the Crash Gem will be taken out as well. + +Additionally, gems of the same colour that form squares or rectangles (of at least two blocks tall and wide) in the pit become a giant Power Gem of that size and color; eliminating these as part of a combo increases the number of Counter Gems that would otherwise normally appear on the opponent's board. + +The only other type of piece to appear is a diamond, which eliminates all the normal, Power, Counter and Crash gems of whichever colour gem it lands on. This, too, will cause Counter Gems to appear on the opponent's board. + +Whenever a player destroys a number of blocks, their on-screen Street Fighter counter-part will be shown attacking the opponent character. The fighting move used is dependent on both the colour and number of blocks the player has destroyed. + +The available in-game characters, and games from which they are taken (based on first appearance) are : +* Ryu ("Street Fighter") +* Ken ("Street Fighter") +* Chun-Li ("Street Fighter II - The World Warrior") +* Sakura ("Street Fighter Zero 2 [CP-S II No. 15]") +* Morrigan ("Vampire - The Night Warriors [CP-S II No. 05]") +* Donovan ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]") +* Lei Lei ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]") +* Felicia ("Vampire - The Night Warriors [CP-S II No. 05]") + +Hidden characters: +* Gouki ("Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis]") +* Dan ("Street Fighter Zero [CP-S II No. 11]") +* Devilotte ("Cyberbots - Fullmetal Madness [CP-S II No. 10]") + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 2 per player. +=> ROTATE LEFT, ROTATE RIGHT + +- TRIVIA - + +Super Puzzle Fighter II X was released in May 1996 in the Japanese Arcades. It was known there as the 16th video game released for the CPS2 hardware. + +The title is derived from "Super Street Fighter II X - Grand Master Challenge", but most of the graphics, sounds, and presentation is inspired by "Street Fighter Zero". + +The game is known outside Japan as "Super Puzzle Fighter II Turbo". Here are some known Export releases : +"Super Puzzle Fighter II Turbo [Blue Board]" +"Super Puzzle Fighter II Turbo [Orange Board]" +"Super Puzzle Fighter II Turbo [Grey Board]" + +Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8). + +In the background of Chun-Li's stage, there is "Son Son" flying around on a cloud. +Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero". +Ryu's stage is a variation of this, with a bunch of strange stuff in the background. +Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero". +Dan's stage is a variation of this stage, set at a different time of day. +Gouki's stage is based on his "Street Fighter Zero 2" stage. + +Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on January 22, 1997. + +- TIPS AND TRICKS - + +* Play as Gouki : Move to Morrigan if you're player one or to Felicia if you're player two, then press and hold Start. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button. + +* Play as Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button. + +* Play as Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button. + +- STAFF - + +Game designers : Murasaki Umagoyasi, SPP Iorya +Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet +Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro +Character designers : Edayan, Goidanokei +Object designers : Masarusan N, Ino, Aska +Sound designer : Hiroaki Kondo (X68K) +Sound assists : Satoshi Ise +Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon) +Producers : Noritaka Funamizu, Saddy +Sound staff : Hideki Okugawa, Ryoji Yamamoto +Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu +Producer : Yoshimi Ohnishi +General producer : Noritaka Funamizu +Supervisor : Yoshiki Okamoto + +* Cast : +Felicia, Lei Lei, narration : Araki Kae +Devilot, Morrigan : Jinguuji Yayoi +Chun Li : Miyamura Yuko +Sakura : Sakamoto Yuko +Ryu : Hoshi Souichirou +Dan : Hosoi Osamu +Ken, Donovan : Iwanaga Tetsuya +Gouki : Tomomichi Nishimura + +- PORTS - + +Here is a list of ports released in Japan. For ports released outside Japan, please see the Export version entry; "Super Puzzle Fighter II Turbo [Blue Board]". + +* CONSOLES: +[JP] Sega Saturn (dec.6, 1996) "Super Puzzle Fighter II X [Model T-1213G]" +[JP] Sony PlayStation (dec.6, 1996) "Super Puzzle Fighter II X [Model SLPS-00611]" +[JP] Sega Dreamcast (jul.5, 2001) "Super Puzzle Fighter II X for Matching Service [Model T-1250M]" + +* HANDHELDS: +[JP] Nintendo GBA: Unreleased. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssi,ssia,ssib +Arcade Video game published 35 years ago: + +Super Space Invaders '91 (c) 1990 Taito Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Majestic Twelve - The Space Invaders Part IV". + +- TECHNICAL - + +Taito F2 System hardware +Prom Stickers : C64 + +- TRIVIA - + +Super Space Invaders '91 was released in November 1990. + +- SERIES - + +1. Space Invaders (1978, ARC) +2. Space Invaders Deluxe (1979, ARC) +3. Space Invaders II (1980, ARC) +4. Return of the Invaders (1985, ARC) +5. Super Space Invaders '91 (1990, ARC) +6. Space Invaders DX (1994, ARC) +7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC) +8. Space Invaders (1999, PS) +9. Space Invaders 25th Silver Anniversary (2003, ARC) +10. Space Invaders Revolution (2005, DS) +11. Space Invaders Evolution (2005, PSP) +12. Space Invaders Extreme (2008, DS/PSP) +13. Space Invaders Extreme 2 (2009, DS) +14. Space Invaders Frenzy (2017, ARC) + +- PORTS - + +* CONSOLES: +[EU] Sega Master System (1991) "Super Space Invaders [Model MK-27023]" +[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* HANDHELDS: +[US] Sega Game Gear (1992) "Super Space Invaders [Model T-48078]" +[EU] Sega Game Gear (1992) "Super Space Invaders [Model T-88028-50]" + +* COMPUTERS: +[US] Commodore C64 [EU] (1991) +[EU] Amstrad CPC (1991) +[EU] Atari ST (1991) +[EU] Commodore Amiga (1991) +Sinclair ZX Spectrum (1992) +[US] PC [MS-DOS] (1991) +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +* OTHERS: +[US] Nokia N-Gage "Taito Memories" : release cancelled + +- CONTRIBUTE - + +Edit this entry +$end + +$info=macross +Arcade Video game published 33 years ago: + +Super Spacefortress Macross (c) 1992 Banpresto. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in September 1992 in Japan. + +This game is known in Japan as "Chou-zikuu Yousai Macross" (translates from Japanese as 'Super Space Fortress Macross'). + +Superdimensional Fortress Macross was created as a filler show. Studio Nue was building up to make a series called Superdimensional Cavalry Southern Cross, but they released Macross first. It proved to be their biggest hit, so popular that they extended it from 24 to 35 episodes. They followed up with Superdimensional Century Orguss, which didn't do quite as well, but was still popular enough to spawn a six OVA sequel (Orguss II) in the early 90s. Ironicly, Southern Cross did poorly and was cancelled after only 23 episodes. + +Macross, however, has become a major anime staple. After the original series in 1982, there was a movie released in 1984 called 'Do You Remember Love?' This game is based on that movie. Later came a music special, 'Macross Flashback 2012', and then came 'Macross II' (see the history entry for "Super Spacefortress Macross II" for more details), 'Macross Plus' (1994, four OVAs and one movie), 'Macross 7' (1993, 49 TV episodes, 2 OVAs one movie), and 'Macross 7 Dynamite' (4 OVAs). + +The Macross movie was written in such a way that somebody could understand it without having seen any of the TV series. As such, a lot of events had to be changed, often quite a bit. As such, Studio Nue considered it to be an alternate timeline from the original series. In the first episode of 'Macross 7', it is established the DYRL was a movie made within the official Macross continuity. + +A number of leftover Valkyrie toys were later converted into Transformers toys on AUTOBOT named Jetfire. Because they were forbidden to use a Valkyrie in the Transformers TV show, the animated version was redesigned and renamed 'Skyfire'. The only time an animated version of Jetfire appeared was in the commercial for the Jetfire toy. + +Macross is also known worldwide as the first saga of Robotech (the other two sagas adapted are 'Southern Cross' and 'Genesis Climber Mospeada'). + +Default highscore table (TODAY's BEST SCORE) : +1 3210 1 HIKARU +2 2940 1 MAGS +3 2390 1 MINMAY +4 2020 1 MISA +5 1780 1 FOCKER +6 1130 1 CLODIA +7 1070 1 KAKIZAKI +8 850 1 BRITAI +9 380 1 MIRIA +10 170 1 BODDLEZE + +- SERIES - + +1. Super Spacefortress Macross (1992) +2. Super Spacefortress Macross II (1993) +3. Macross Plus (1996) + +- STAFF - + +Graphic designers : Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei +Software : Ore Dayo, Tommysan +Sound : Hide-Kaz, Papa, Manabu Namiki (Taro) +Hardware : Yuki, Drunker, Tuna Banan +Producer : Toshifumi Kawashima +Planner : Masahiko Takahashi + +- CONTRIBUTE - + +Edit this entry +$end + +$info=macross2,macross2g,macross2k +Arcade Video game published 32 years ago: + +Super Spacefortress Macross II (c) 1993 Banpresto. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Screen orientation : Horizontal +Video resolution : 384 x 224 pixels +Screen refresh : 57.00 Hz +Palette colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Releases in September 1993. + +This game is known in Japan as "Chou-zikuu Yousai Macross II" (translates from Japanese as 'Super Space Fortress Macross II'). + +The OVA series Macross II was created shortly after Japan's economic collapse in the early 90s. The amount of truly new material dropped off sharply, and sequels to old favorites that already had a built-in following were in vogue. It was made without the input of the original creators, Shoji Kawamori and Studio Nue, and the resulting series was fairly dire. + +The plug was going to be pulled after four episodes, but it sold well amongst anime fans in America (who were starved for Macross of ANY kind at the time), so the US anime company, US Renditions financed the creation of two more episodes. Macross II became the first work of anime to be financed by an American anime company. Fortunately, USR and their notoriously low-quality works are long-gone, the rights to most of their titles having gone to Manga Video, including Macross II. Macross II was officially declared an alternate timeline by Studio Nue, who then made Macross Plus as an official sequel to Macross. Hopefully this knowledge will not affect your game enjoyment ^_^! + +Default highscore table (TODAY'S GAMEST) : +BEGINNER COURSE 159000 GAMEST +MEDIUM COURSE 259000 GAMEST +EXPERT COURSE 309000 GAMEST + +- UPDATES - + +A special version of the game was sent to the GAMEST magazine for review. This version has an extra Pause feature when holding down a button, useful for capturing screenshots. + +- SERIES - + +1. Super Spacefortress Macross (1992) +2. Super Spacefortress Macross II (1993) +3. Macross Plus (1996) + +- STAFF - + +Software : Ore~, Tommy +Sound : Hide-Kaz, Abraham, Manabu Namiki (Taro), Mr. Takami +Graphic designers : Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi +Planner : Mor, Mug +Superviser : Yukichan +Producers : Toshifumi Kawashima + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2,ssf2u,ssf2ud,ssf2r1 +Capcom CPS-II cart. published 32 years ago: + +Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Etc.] + +- TRIVIA - + +In M. Bison's ending in the Export versions, Bison says 'Not even the 'Ancient One' dared to challenge me!'. In the original Japanese version, where he's known as Vega, he doesn't say anything like this. + +Localizations liberties were taken with Cammy's and Fei-Long's endings in the Export versions of SSFII, changing their whole context. + +Some of the voice samples of Cammy and Dee Jay were changed from the original version: +(Japanese version quote - Export version quote.) +* Cammy : 'Spiral Arrow' - 'Cannon Drill' +* Cammy : 'Cannon Spike' - 'Thrust Kick' +* Dee Jay : 'Slash' - 'Max Out' + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build date: 930911 +* WORLD and USA releases + +REVISION 2: +* Build date: 931005 +* WORLD release + +- PORTS - + +Here is a list of ports released in regions where the arcade version was released as a Blue Board. + +* CONSOLES: +[EU] Nintendo SNES (sept.1994) "Super Street Fighter II - The New Challengers [Model SNSP-XW-EUR]" +[US] Nintendo SNES (june.1994) "Super Street Fighter II - The New Challengers [Model SNS-XW-USA]" +[US] Sega Genesis (1994) "Super Street Fighter II - The New Challengers [Model T-12056]" +[EU] Sega Mega Drive (june.1994) "Super Street Fighter II - The New Challengers [Model 670-5448-50]" +[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]" : Disc 1 +[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]" : Disc 1 +[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00423]" +[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-00998]" + +* COMPUTERS: +[EU] Commodore Amiga (1995) +[US] [EU] PC [MS-DOS, CD-ROM] (1996) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2j,ssf2jr1,ssf2jr2 +Capcom CPS-II cart. published 32 years ago: + +Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited. + +The fourth game in the SFII series featured all new graphics, redone sounds, and above all, four characters new to the series. Here is a full list of changes from previous SFII games: + +* New title screen with new music. + +* Completely new portraits for all characters. M. Bison ('Vega' in Japan) now has a winged-skull on his hat instead of a star. + +* New endings for the bosses. The last part of Chun Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective. + +* Vega ('Balrog' in Japan) no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages. + +* Voice samples for all characters and announcer re-recorded with different actors. Each character now have their own unique voice so there is no more shared voice samples (e.g. the male 'KO' scream). + +* Background music playback is handled differently. The background music will play continuously from Round 1 to Round 2 until a character causes the KO sign to flash on Round 2, which will trigger the 'Heavy Damage' version of the music. From Round 3 onward, the music is played in the same format as in previous SFII games. + +* Four completely new stage backgrounds with new background music to accompany the New Challengers. + +* Color schemes for the twelve original stage backgrounds have changed once again : +1) Ryu stage: The sky is now near evening, and the moon is now white with a touch of light blue. +2) E. Honda stage: The walls are now light blue, and the big picture (excluding the sun) is now red-orange. +3) Blanka stage: The vine where the snake is coiled is now light green, and people to the right have changed a bit. The river behind the village is now a clear blue. +4) Guile stage: The sky is back to daytime, the canopy on the jet is now clear, and the people in the background are now dressed in blue. The symbol on the ground is back to blue, but the missile linings are still red. +5) Ken stage: The tugboat has been replaced with a yacht, the two guys on the top now wear orange clothes and white clothes. On the bottom, the first person now wears a green shirt and has gray hair, the second person now wears white t-shirt and yellow pants, the third person now has long hair and wears white top and pink skirt, the fourth person now wears light blue shirt and orange pants, and the guy in the trenchcoat and hat is now replaced by a new person in blue shirt and navy blue pants. +6) Chun Li stage: The sky is now sunset, the two customers now wear orange, the meat store's roof is now green with its sign back to red, the guy holding the chicken now wears blue, the "Shanghai Friend Corridor" sign is now red-orange with yellow letters, the guy to the right now wears green pants, and the water sign is now blue. +7) Zangief stage: The stage floor is now green, and the area to the left is back to red. In addition, the fence on the left foreground is now lowered a bit. +8) Dhalsim stage: The curtains and stone floor are now green, and the carpet is back to red. +9) Balrog ([JP] M. Bison) stage: While the stage floor is still purple, the 'Las Vegas' on the floor is now yellow. The car to the left is now blue, and the car to the right is now green. The guy throwing the confetti at win/lose now wears yellow, the guy next to the car to the left now wears purple and the guy next to the guy throwing the confetti has been redesigned. +10) Vega ([JP] Balrog) stage: The stage floor now shows off a green hue, and the fence now comes crashing down at the start of the fight. +11) Sagat stage: Buddhist statue is still gold, and now it's sunset. In addition, a big city is now visible in the distance. +12) M. Bison ([JP] Vega) stage: The sky is now back to daytime, and the guys sitting Indian style praying (and stands up angrily after breaking a big statue) are now dark-skinned. The roof of the palace is now red with green trim, and the linings on the giant bell that were previously red are now black. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +September 1993 was the first revision of the game, but most arcades didn't get the game until October 1993. It was known as the first CPS2 video game released. + +Known Export releases: +"Super Street Fighter II - The New Challengers [Blue Board]" +"Super Street Fighter II - The New Challengers [Grey Board]" +"Super Street Fighter II - The New Challengers [Orange Board]" + +While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer Dee Jay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped. + +Fei Long is Capcom's homage to Bruce Lee. + +Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994. + +Michael Jackson used to own this game (serial number: 21900255228). It was sold at the official Michael Jackson Auction on April 24, 2009. + +A special version of this game is known as "Super Street Fighter II - The Tournament Battle". + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 930910 + +REVISION 2: +* Build date: 930911 + +REVISION 3: +* Build date: 931005 + +- TIPS AND TRICKS - + +* Each character has eight outfit colors. Press LP to choose the original Street Fighter II color, MP for the Champion Edition color, HP for the Turbo (i.e. 'Hyper Fighting') color, any Kick button or the Start button for one of 4 new colors, or hold any button (except the Start button) for 3 seconds for the secret color. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi) +Character Designers : Kurisan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matsunaga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko. O, K. Crown, Hiroshi Shibata (Shibataro) +Programmers : Shin., Kid, Min, EGW, Aoi Mix, Tarabar Hori (Tarabar) +Music : Syun Nishigaki (Syun), Isao Abe (Oyaji) +Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino (Toshio) +Special Thanks : Akira Nishitani (Nin), Akira Yasuda (Akiman), CBX, David Winstead (Dr. Dave), Alex Jimenez (Raven Jimenez) + +- PORTS - + +Here is a list of ports released in Japan (where the arcade version was released as a Green Board) : + +* CONSOLES: +[JP] Nintendo Super Famicom (june.25, 1994) "Super Street Fighter II - The New Challengers [Model SHVC-XW]" +[JP] Sega Mega Drive (june.25, 1994) "Super Street Fighter II - The New Challengers [Model T-12043]" +[JP] FM Towns Marty(oct.28, 1994) "Super Street Fighter II - The New Challengers [Model HMF-162]" +[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]": Found on disc 1. +[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00800]" + +* COMPUTERS: +[JP] Sharp X68000 (sept.30, 1994) + +* OTHERS: +LCD handheld game (19??): released by Tiger Electronics. +LCD Barcodzz handheld game (19??): released by Tiger Electronics. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2a,ssf2ar1 +Capcom CPS-II cart. published 32 years ago: + +Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 930914 + +REVISION 2: +* Build date: 931005 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2tb,ssf2tbj,ssf2tbr1,ssf2tbd,ssf2tbh,ssf2tbj1,ssf2tba,ssf2tbu +Capcom CPS-II cart. published 32 years ago: + +Super Street Fighter II - The Tournament Battle (c) 1993 Capcom. + +An exclusive 8-player single-elimination tournament mode of "Super Street Fighter II - The New Challengers", only available when four SSFII cabinets are connected together and all of them configured to "Tournament" mode. This special mode consists of four simultaneous matches: the initial eliminations, the simifinals, and the finals. + +After the first set of matches is over, players are re-arranged accordingly based on their position: winners are sent to either of the two cabinets on the left and losers are sent to either of the two cabinets on the right. In the finals, the players competing for first place are sent to the first (leftmost) cabinet, the third-place players to the second cabinet, etc. + +- TECHNICAL - + +Capcom Play System II hardware (CPS II) + +Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz) +Sound Chips : Q-Sound (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 6 += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +SSFII The Tournament Battle was released in September 1993. + +If you have ever wondered why the characters in "Super Street Fighter II - The New Challengers" have a ridiculous eight costume colors, then now you will know. This special version is quite rare but allows eight players to fight in a tournament. The reason for the eight costume colors is so all eight players can choose the same character and not get confused about which one they are. + +- UPDATES - + +Here is the list of all revisions : + +930911 +* Blue Board (World) +* Green Board (Japan) + +931005 +* Green Board (Japan) +* Grey Board (Asia) +* Orange Board (South America) + +931119 +* Blue Board (World) + +- TIPS AND TRICKS - + +* Super Secret Colors : Hold down the button you use to select your character for three seconds or so and you can get what is called the 'super' secret color (Note: You can't use the 1P or 2P start buttons to get the secret color). + +- PORTS - + +This special "Tournament Battle" is available as the 'Tournament' game mode (selectable item on the Main Menu screen) only on the Nintendo Super NES/Super Famicom and Sega Genesis/Mega Drive ports of "Super Street Fighter II - The New Challengers". + +For information on release dates and regions where available, please see the "Super Street Fighter II - The New Challengers" entry, "Ports" section. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2t,ssf2tu,ssf2tur1 +Capcom CPS-II cart. published 31 years ago: + +Super Street Fighter II Turbo (c) 1994 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & World] + +- TRIVIA - + +Super Street Fighter II Turbo was released in February 1994 outside Japan. It is known in Japan as "Super Street Fighter II X - Grand Master Challege". + +In these Export versions, Gouki is named Akuma and all of Akuma's dialogue was removed instead of being translated. If Akuma wins a battle in SSF2 Turbo, he has no victory quotes. + +Akuma's ending was all completely removed from the Export versions, with only a credit roll if you beat the game with him, along with pictures of his defeated opponents. + +Some characters' endings are translated inaccurately. + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build date: 940223 +* WORLD and USA releases + +REVISION 2: +* Build date: 940323 +* USA release + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- PORTS - + +Here is a list of ports released in regions where the arcade version was released as a Blue Board. + +* CONSOLES: +[US] Panasonic 3DO (1994) "Super Street Fighter II Turbo [Model FZ-SM3851]" +[EU] Panasonic 3DO (1994) "Super Street Fighter II Turbo [Model FZ-SE3851]" +[EU] Commodore Amiga CD32 (1996) +[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]" : Disc 1 +[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]" : Disc 1 +[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00423]" +[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-00998]" +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[US] [EU] Microsoft XBOX 360 [XBLA] (nov.26, 2008) "Super Street Fighter II Turbo HD Remix" +[US] Sony PlayStation 3 [PSN] (nov.25, 2008) "Super Street Fighter II Turbo HD Remix" +[EU] Sony PlayStation 3 [PSN] (feb.19, 2009) "Super Street Fighter II Turbo HD Remix" + +* HANDHELDS: +[US] Nintendo GBA (oct.30, 2001) "Super Street Fighter II Turbo Revival [Model AGB-AG5E-USA]" +[EU] Nintendo GBA (nov.2, 2001) "Super Street Fighter II Turbo Revival [Model NTR-AXRP]" + +* COMPUTERS: +[US] Commodore Amiga (1995) +[EU] Commodore Amiga (1996) +[US] PC [MS-DOS, CD-ROM] (may.1995) by GameTek + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssf2xj,ssf2xjr1,ssf2xjr1d +Capcom CPS-II cart. published 31 years ago: + +Super Street Fighter II X - Grand Master Challenge (c) 1994 Capcom Company, Limited. + +Here is a list of changes from "Super Street Fighter II - The New Challengers" : +* Modified title screen with new music. +* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of the CPS1 SFII games. +* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior" and "Hyper Street Fighter II - The Anniversary Edition". +* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys). +* All bonus games have been removed. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce) += > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Super Street Fighter II X - Grand Master Challenge was released in February 1994 in the Japanese arcade. It was known as the 'third bis' video game released for the CPS2 hardware. + +The game is known outside Japan as "Super Street Fighter II Turbo". Here are some known Export releases: +"Super Street Fighter II Turbo [Blue Board]" +"Super Street Fighter II Turbo [Grey Board]" +"Super Street Fighter II Turbo [Orange Board]" + +Also a special 'Rent' version known as "Super Street Fighter II X - Grand Master Challenge [Yellow Board]" has been found. + +Originally all of the additional features that were added in this game (Gouki, Supers, etc.) were planned for the original SSFII, but were left out due to time restraints. + +Origins of Gouki ('Akuma' outside Japan) : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken). + +The creation of Gouki comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching Vega ('M. Bison' outside Japan), the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Vega, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a non-existent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer. + +Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Gouki is of one of several personalities. As regular Gouki (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defense or when challenged to a match - and any match is a deathmatch in his book). Shin-Gouki found in "Street Fighter Zero 2" is just regular Gouki not pulling his punches (it's the unnecessary roughness thing). Another note: Gouki lives and trains on the island of Gokuentou, reported to have been destroyed in "Street Fighter Zero 2" (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p + +All of Gouki's voice samples are actually recycled voice samples from the other male characters. + +In this Japanese version only, Gouki had two text endings, which translate as follows... +1) -If the last fight was against Vega- +Gouki : Evil Emperor, you say... nothing more than words. Real victory can only come from a fist. That is all. +There was no one to stop Gouki from that moment onwards. +2) -If the last fight was against Gouki- +Gouki : Something within... what's this ? +?? : I am the shadow of the condemned. You have killed the demon of this curse, and so you shall be condemned no more! +Gouki : I now reside in darkness. Even death is beneath me... excellent! +....That man returned to the darkness and disappeared. + +The character select music is a remixed version of the music found in the attract mode intro of the CPS1 SFII games. This is the first SFII game not to use some variation of the character select music from the CPS1 games. + +Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994. + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 940223 + +REVISION 2: +* Build date: 940311 + +- TIPS AND TRICKS - + +* Play as Old-version Characters : Select your character with LP, then enter the code below while the plane flies to the top of the screen then press LP again. If done correctly you should hear a sound and your character's costume colors in their portrait should change. Old-version characters have no super combos and cannot reduce throw damage... +Old Chun Li : Down(x3), Up +Old Dee Jay : Down(x2), Up(x2) +Old Bison : Down, Up(x2), Down +Old Dhalsim : Down, Up(x3) +Old Ken : Left(x3), Right +Old Fei Long : Left(x2), Right(x2) +Old Vega : Left, Right(x2), Left +Old T. Hawk : Right(x2), Left(x2) +Old Ryu : Right(x3), Left +Old Guile : Up, Down(x3) +Old Sagat : Up, Down(x2), Up +Old Cammy : Up(x2), Down(x2) +Old Honda : Up(x3), Down + +* Play as Gouki : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting. + +* Gouki as Final Boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega. + +* Each character has 8 outfit colors. Press LP to choose the new Super Turbo color, MP for the Champion Edition color, HP for the Hyper Fighting color, any Kick button or the Start button for one of four Super colors, or hold any attack button (except the Start button) for 3 seconds for the secret color. If you use the old version of a character, you will see that character's original "Street Fighter II" color. + +* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits. + +- SERIES - + +ORIGINAL +1. Street Fighter (1987) +2. Street Fighter II - The World Warrior [B-Board 90629B] (1991) +3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992) +4. Street Fighter II' Turbo - Hyper Fighting [B-Board 91634B-2] (1992) +5. Super Street Fighter II - The New Challengers [Green Board] (1993) +6. Super Street Fighter II X - Grand Master Challenge [Green Board] (1994) +7. Street Fighter III - New Generation (1997) +8. Street Fighter III - 2nd Impact: Giant Attack (1997) +9. Street Fighter III - 3rd Strike: Fight For The Future (1999) +10. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003) +11. Street Fighter IV (2008) +12. Super Street Fighter IV - Arcade Edition (2010) +13. Ultra Street Fighter IV (2014) +14. Street Fighter V - Type Arcade (2016) +15. Ultra Street Fighter II - The Final Challengers (2017, Switch) +16. Street Fighter VI - Type Arcade (2023) + +ZERO +1. Street Fighter Zero [Green Board] (1995) +2. Street Fighter Zero 2 [Green Board] (1996) +3. Street Fighter Zero 2 Alpha (1996) +4. Street Fighter Zero 3 [Green Board] (1998) +5. Street Fighter Zero 3 Upper [Model GDL-0002] (2001) + +EX +1. Street Fighter EX (1996, ARC) +2. Street Fighter EX Plus (1997, ARC) +3. Street Fighter EX2 (1998, ARC) +4. Street Fighter EX2 Plus (1999, ARC) +5. Street Fighter EX3 [Model SLPS-20003] (2000, PS2) + +- STAFF - + +Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi), Hassy, Kimo Kimo +Character designers : Akira Yasuda (Akiman), Kurisan, Hayashi, Tanuki, Erichan, Ikusan Z, Q, Yu-Suke, Youjiro, Inukichi, Fukumoyan, Buppo, Angus, SM, S. Kuwajima, Kisabon, Hiroki Ohnishi, Takky, Matsuchan, May, Kazu, Iwai, N-Gawa, RK., Shochan +Programmers : Shin., Min, Kid, Mitsu, Garamon, Domesan, Ouchi, Chabin, Kimoto, Inaba +Music : Syun Nishigaki (Syun), Isao Abe (Oyaji) +Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino +Special Thanks : CBX, EGW, Sado, Tetsuya Iijima (Iijima), M. Michi, E-Bou + +- PORTS - + +Here is a list of ports released in Japan (where the arcade version was released as a Green Board). + +* CONSOLES: +[JP] Panasonic 3DO (nov.13, 1994) "Super Street Fighter II X - Grand Master Challenge [Model FZ-SJ3851]" +[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]": Found on disc 1. +[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00800]" +[JP] Sega Dreamcast (dec.22, 2000) "Super Street Fighter II X for Matching Service [Model T-1236M]" + +* HANDHELDS: +[JP] Nintendo GBA (jul.13, 2001) "Super Street Fighter II X - Revival [Model AGB-AXRJ-JPN]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=superman,supermanj,supermanu +Arcade Video game published 37 years ago: + +Superman (c) 1988 Taito Corporation. + +Superman is a horizontal video game and may be played by one or two players interactively. The second player controlling a red Superman character, teams up with the first player in this battle against the evil Alien Powers. + +Each players uses a joystick to move his Superman character while walking or in flight. Two buttons aside each joystick are used to throw punches, kick or emit Superman's Heat Vision, a high-intensity laser which destroys all in its path. As Suprman picks up various colored crystals, he is awarded with addtitional energy and weapons including a Super Blast Punch and Mass Terminator. Items such as cars, gasoline cans, etc. can also be picked up and hurled at approaching enemies. + +The many stages in the game are located in different cities of the U.S. and provide the player with real variety: +1st round: New York +2nd round: San Francisco +3rd round: Las Vegas +4th round: Washington +5th round: Alien Space Ship + +- TECHNICAL - + +Taito X System hardware +Board Number : K1100390A +Prom Stickers : B61 + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +[1] PUNCH, [2] KICK + +- TRIVIA - + +Superman was released in December 1988 in North America and Europe. It was then released in February 1989 in Japan. + +The game begins with the brilliant musical score composed by John Williams for 'Superman... The Movie'. + +- STAFF - + +Directed by : Toshiyuki Nishimura +Game designer : Hidehiro Fujiwara +Programmers : Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono +Character designer : Nenko Nishimura +Art designers : Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura +Hardware : Noboru Yasukawa +Music sfx : Masahiko Takaki, Kazuyuki Ohnui, Shizuo Aizawa (Splatter A.), Takami Asano +Graphic designer : Natsuki Hirosawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=svc,svcboot + +SVC Chaos - SNK Vs. Capcom (c) 2003 Playmore Corp. + +A one-on-one fighting game - the collaboration between Capcom and SNK - pits seventeen well-known SNK combatants against seventeen of Capcom's most famous game characters. + +'SVC Chaos' primarily utilizes the command system of the "King of Fighters" series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, however, "Capcom vs. SNK 2", SvC features no air guards and lacks a 'groove system', instead focusing on quicker game play and online competition. + +Each character is equipped with a basic three-bar system for executing 'Exceeds' (special attacks), with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (For example, the player can no longer increase the damage of the 'Zujou Sashi' used by Choi Bounge by tapping the buttons). + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-269 + +Players : 2 +Control : 8-way Joystick +Buttons : 4 +=> [A] Weak punch [B] Weak kick [C] Strong punch [D] Strong kick + +- TRIVIA - + +Released in July 2003. + +Here are the 17 SNK characters (plus Evil Mr Karate) and their first appearance in video games : +Athena Asamiya - "Athena" +Choi Bounge - "The King of Fighters '94" +Earthquake - "Samurai Shodown" ("Samurai Spirits" in Japan) +Iori Yagami - "The King of Fighters '95" +Kasumi Todoh - "Art of Fighting 3 - The Path of the Warrior" ("Ryuuko no Ken Gaiden" in Japan) +Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan) +Kyo Kusanagi - "The King of Fighters '94" +Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan) +Genjyuro Kibagami - "Samurai Shodown II" ("Samurai Spirits II" in Japan) +Goenitz - "The King of Fighters '96" +Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan) +Mars People - "Metal Slug - Super Vehicle-001" +Mr Karate - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan) as Takuma Takazaki +Orochi Iori - "The King of Fighters '97" +Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan) +Shiki - "Samurai Shodown 64" ("Samurai Spirits 64" in Japan) +Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan) + +There are also 17 Capcom characters (plus Shin Akuma) and here are their first appearances: +Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan) +Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior" +Chun-Li - "Street Fighter II - The World Warrior" +Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan) +Demitri - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan) +Dhalsim - "Street Fighter II - The World Warrior" +Guile - "Street Fighter II - The World Warrior" +Hugo - "Final Fight" +Ken Masters - "Street Fighter" +M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior" +Red Arremer - "Ghosts'n Goblins" +Ryu - "Street Fighter" +Sagat - "Street Fighter" +Tessa - "Red Earth" ("Warzard" in Japan) +Vega (Balrog in Japan) - "Street Fighter II - The World Warrior" +Violent Ken - "Street Fighter Alpha 3" ("Street Fighter Zero 3" in Japan) +Zero - "Mega Man X" ("Rockman X" in Japan) + +The super bar is called the 'Groove Power Gauge'; a reference to "Capcom Vs. SNK 2 - Mark of the Millenium 2001". + +Bao (from the King of Fighters series) makes a cameo in a few of Hugo's pre-battle and win poses. + +The Athena that features in SVC Chaos is the original Athena character design that featured in the character's debut platform game, "Athena", instead of the usual Asimaya Athena that appears in virtually every other SNK game. Notably, a lot of her moves are now very different, and she wears noticeably less clothes due to the fact Athena loses her dress during Athena's intro. Athena's fighting moves are inspired by the manga/anime 'Saint Seiya'. + +The 'Sennou Ken' character is based on the psycho-controlled Ken in the SF animated movie. A lot of Mars People's moves are references to numerous UFO-based staples; Independence is a reference to the movie 'Independence Day', for example. + +The 'Dan Hibiki' character is once again used as a vehicle for numerous genre parodies. If you perform his super-taunt he parodies Joe Higashi and Yuri Sakazaki's taunts. Also, two of his new moves are parodies of the Kyokugen moves. In the first of these moves, Dan attempts to do one of the larger fireballs performed in one Ryo's desperation move, but it has the same range as his regular fireball. On the second move, Dan attempts to perform his own powerful punch similar to Ryo's Exceed move, but after the move charges and connects Dan grabs his arm in pain and then pretends it was nothing. + +While using Demitri, if you perform Midnight Bliss on Orochi Iori, Iori will turn into Miss X (from SNK Gal Fighters on the Neo Geo Pocket) as he's choking him. + +Suleputer released a limited-edition soundtrack album for this game on November 2003. + +Some well-known hacks of the game include : +"SVC Chaos - SNK Vs. Capcom Plus". +"SVC Chaos - SNK Vs. Capcom Super Plus". + +- TIPS AND TRICKS - + +* Random Select : On the character select screen, hold Start to activate a roulette-like feature. + +* Play as Geese : Hold Start and press Left(x3), Down, Left, Up, Right, Up, then press a button to select. + +* Play as Dan : Hold Start and press Down, Left(x7), then press a button to select. + +* Play as Goenitz : Hold Start and press Down(x3), Right, Down, Left(x3), then press a button to select. + +* Play as Demitri : Hold Start and press Right(x3), Left, Up, Right, Down, Up, then press a button to select. + +* Play as Mars People : Hold Start and press Up, Down, Right(x3), Up, Down, Left(x2), Down, then press a button to select. + +* Play as Zero : Hold Start and press Up, Right(x2), Left(x2), Down, Up(x3), Right, then press a button to select. + +* Play as Orochi Iori : Hold Start and press Up(x3), Down, Left, Right, Down, Left, then press a button to select. + +* Play as Violent Ken : Hold Start and press Up(x2), Down, Left(x2), Right, Left, Up, then press a button to select. + +* Fight against Red Arremer : +1) Finish 5 rounds with supers/specials. +2) Do not lose any rounds. +3) Finish off at least one character with block damage. +If done correctly, your character will be transported to Hell after the fight with Shin Akuma/Shin Mr. Karate, where he/she will have to fight Red Arremer. Note : Some people (like Dan and Demitri) have alternate endings for fighting and winning in Hell. + +* Fight either Mars People or Zero : Don't lose any rounds, Don't win any rounds by "Time Out", win 3 rounds by using an Exceed Move. + +* Fight Geese Howard or Demitri Maximoff : Don't lose any rounds, Don't win any rounds by "Time Out", win 1 round by using an Exceed Move. + +*Fight Goenitz or Dan Hibiki : Fail to meet either of the above requirements. + +Also your opponent on Stage 6 determines who you will fight in Stages 7 and 8. + +* Fight Orochi Iori (Stage 7) and Serious Mr. Karate (Stage 8) : Stage 6 opponent is a Capcom character. + +* Fight Violent Ken (Stage 7) and Shin Akuma (Stage 8) : Stage 6 opponent is an SNK character. + +* Fight Athena : Don't lose any rounds during Stages 1 through 7, Don't win any rounds by block damage. + +* Mid-Bosses : your performance in Stages 1 through 3 affects who you will fight in Stage 4. + +* Final Bosses : your performance in Stages 1 through 7 affects if you'll fight either Athena or Red Arremer (in Stage 9) after beating Stage 8 (Shin Akuma or Serious Mr. Karate). Your performance in Stage 8 will not affect any of these conditions. + +* See character's true/good ending : Defeat Athena or Red Arremer in Stage 9. If you lose to Athena or Red Arremer then you cannot continue. Many characters (such as Dan and Demitri) have different endings for beating either Athena or Red Arremer. + +* CPU Character Patterns : before you start the game the CPU randomly picks one of the predetermined patterns of opponents. This affects stages 1 through 3 and 5 & 6. Stage 4 is the predetermined mid-boss. Here are the predetermined pattern of fighters. +Pattern 1 : Kim, Dhalsim, Mai, Bison, Kyo +Pattern 2 : Vega, Earthquake, Chun-Li, Choi, Ryo +Pattern 3 : Shiki, Balrog, Kasumi, Sagat, Iori +Pattern 4 : Guile, Genjyuro, Tessa, Kim, Ken +Pattern 5 : Tessa, Sagat, Mr. Karate, Chun-Li, Ryo +Pattern 6 : Chun-Li, Kasumi, Hugo, Mr. Karate, Guile +Pattern 7 : Mr. Karate, Hugo, Shiki, Dhalsim, Terry +Pattern 8 : Choi, Mai, Vega, Genjyuro, Akuma +Pattern 9 : Kasumi, Chun-Li, Shiki, Tessa, Mai +Pattern 10 : Earthquake, Vega, Akuma, Ken, Ryu +Pattern 11 : Dhalsim, Hugo, Kyo, Balrog, Iori +Pattern 12 : Iori, Guile, Bison, Kim, Ken +Pattern 13 : Ryu, Balrog, Kim, Sagat, Ryo +Pattern 14 : Terry, Choi, Earthquake, Genjyuro, Guile +Pattern 15 : Kyo, Ken, Ryo, Ryu, Terry +Pattern 16 : Balrog, Vega, Sagat, Bison, Akuma + +So let's say the CPU randomly chooses Pattern 16 (which interesting enough follows the boss pattern of Street Fighter II plus Akuma), you would fight Balrog, Vega, and Sagat in stages 1 through 3, fight the mid-boss in stage 4, fight Bison and Akuma in stages 5 through 6, and then fight Orochi Iori and Serious Mr. Karate in stages 7 through 8 (since the stage 6 opponent was a Capcom character). + +- SERIES - + +1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color) +2. Capcom Vs. SNK - Millennium Fight 2000 [Model 841-0011C] (2000) +3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001) +4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 [Model GDL-0008] (2001) +5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003) + +- STAFF - + +Executive producer: Eikichi Kawasaki +Producer: Toshi Kita MA2 +Programmers: Leather, Narutaki, Cyber Kondo, M. Yusuke, Bok Mannami, Teruki's Dad +Main Visual: Cube +Demo designers: Ogura, Asuka, Norisato +Planners: Sayuri San, M. Ruyun, Big Front, T. Mieno, Tarukko, Amachan, Godzio, Bea +Music & Sound designers: Tate Norio, Masahiko Hataya, Yasumasa Yamada +Bug Checkers: Hanamichi, Iwao Futatsu, Yuta Lix Sawad (as lix), Minaru, K. Asakura, Gau, Masaru, K.K +Illustrator: Tatsuhiko Kanaoka (Falcoon) +Special assist: K-Natsui (Nuts), Akito K. +Voice announcements: Nobuyuki Hiyama + +* FRONT DESIGNERS: +Mai, Ryu, Chun-li, Akuma: C.A.C. Yamasaki +Balrog, Vega: Nagasima +Ryo, Mr. Karate, Guile, M. Bison: Kamada +Kim, Choi, Dhalsim, Hugo: Taku & Takukko +Earthquake, Akuma, Sagat: Type_R. Satoshi +Terry, Kasumi, Tessa: Mae +Kyo, Iori, Shiki: Sakaori +Chun-li: Atsuko +Genjyuro: Ryoko Tanaka +Genjyuro: Masurao_H. Macoto +Mr. Karate, M. Bison: Tamaguchi Ritsu (as Yamaguchiritsu) + +* BACK DESIGNERS: +Sanctuary, SF, Middle Boss, Boss: K +Factory, Railway: Y. Hirakawa +Chapel, Forest: Pusuke + +* VOICE ACTORS: +Kyo: Masahiro Nonaka +Ryu: Toshiyuki Morikawa +Iori, Orochi Iori: Kunihiko Yasui +Ken, Violent Ken, Choi: Monster Maetsuka +Ryo, Earthquake: Masaki Usui +Chun-Li: Jitukawa Mari +Terry, Kim: Satoshi Hashimoto +Guile: Nishikawa Takenosuke +Mai: Akoya Sogi +Dhalsim: Eiji Yano +Kasumi: Masae Yumi +Mr. Karate: Eiji Tsuda +Balrog: Sounosuke Nagashiro +Vega, Red Arremer: Narikinya Kiyotomi +Genjyuro, Geese Howard: Kong Kuwata +Sagat: Kouji Suizu +Goenitz: Minami Yoshinori +Akuma, Shin Akuma: Tomomichi Nishimura +Athena: Ito Nozoe +Hugo: Takagi Wataru +Tessa: Sakura Kie +Zero: Kazama Yuto +Dan: Hosoi Osamu + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Nov. 14, 2003) "SVC Chaos - SNK Vs. Capcom [Model NGH-269]" +[JP] Sony PS2 (Dec. 18, 2003) "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]" +[JP] Microsoft XBOX (Oct. 07, 2004) "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]" +[JP] Sony PS2 (Mar. 15, 2005) "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=syvalion,syvalionp,syvalionu,syvalionw +Arcade Video game published 37 years ago: + +Syvalion (c) 1988 Taito Corp. + +Control the mechanical dragon Syvalion and find your way through ever-changing magical dungeon. + +- TECHNICAL - + +Taito H System hardware +Prom Sticker : B51 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : trackball +Buttons : 1 + +- TRIVIA - + +Syvalion was released in October 1988 in Japan. + +Spin-off of the Darius Series! (at the middle of the Syvalion storyline, the Player helps the people of the planet 'Darius'). + +The Player character, Syvalion, makes an appearance in "Darius Brust (2009, PSP)". + +The producer of this game is Hisayoshi Ogura, a Famous Member of Taito's Sound Team Zuntata. He is known for the musical score at the "Darius" Series, "The Ninja Warriors", "Legend of Kage", "Zolid Infitiny". In 2007, he left Taito. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on March 21, 1989. +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999. + +- TIPS AND TRICKS - + +* When you start a new game, you can choose between Training and Expert mode. In the Expert Mode, the stages design are different. + +- STAFF - + +Produced by : Hisayoshi Ogura (OGR) +Music composed by : Yasuhisa Watanabe (YAC) +Staff : Fukio Mitsuji (MTJ), (T.S), (M.F), (G.K), (TSM), (NGI) + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (jul.24, 1992) "Syvalion [Model SHVC-SY]" +[EU] Nintendo SNES (1993) "Syvalion [Model SNSP-SY]" +[US] Nintendo SNES : release cancelled +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[JP] Sharp X68000 (sept.14, 1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cupfinal +Taito F3 cart. published 32 years ago: + +Taito Cup Finals (c) 1993 Taito. + +European release. Game developed in Japan. See the original for more information; "Hattrick Hero '93". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +- TRIVIA - + +Released in February 1993 in Europe. + +European version later re-released as "Super Cup Finals" (November 1993). + +- SERIES - + +1. Euro Champ '92 (1992) +2. Taito Cup Finals (1993) +3. International Cup '94 (1994) +4. Taito Power Goal (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=pwrgoal +Taito F3 cart. published 31 years ago: + +Taito Power Goal (c) 1994 Taito. + +European release. Game developed in Japan. See the original for more information; "Hattrick Hero '95". + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +- TRIVIA - + +Released in November 1994 in Europe. + +- SERIES - + +1. Euro Champ '92 (1992) +2. Taito Cup Finals (1993) +3. International Cup '94 (1994) +4. Taito Power Goal (1994) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tshingen +Arcade Video game published 37 years ago: + +Takeda Shingen (c) 1988 Jaleco. + +The honorable samurai fights to remove the evil samurai and their hordes of soldiers from Japan. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette Colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in August 1988 in Japan. + +"Shingen - Samurai-Fighter" is the English version. + +- PORTS - + +* CONSOLES: +NEC PC-Engine (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tforceh +Arcade Video game published 36 years ago: + +Task Force Harrier (c) 1989 UPL Company, Limited. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 3 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Task Force Harrier was released in October 1989. + +Licensed to American Sammy for US manufacture and distribution. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=truxton2 +Arcade Video game published 33 years ago: + +達人王 (c) 1992 Toaplan Company, Limited. +(Tatsujin Oh) + +Gameplay is similar to the previous Tatsujin. Tatsujin Oh has six huge areas, each with a boss at the end; the game loops these six areas forever. Lives are given out at 70000 points, then every 200000 points after; players start with three. + +There are power-ups to increase ship speed, add a smartbomb to your stock, and change/strengthen your current weapon. Red fires bombs in a small area around your ship, blue is a homing laser, and green fires wide-reaching salvos of green shots. + +- TECHNICAL - + +Game ID : TP-024 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz) + +Players : 2 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +Tatsujin Oh was released in October 1992 in Japan. + +The title of this game translates from Japanese as 'Master Ruler'. + +This game is known outside Japan as Truxton II. + +Toaplan Company, Limited was a video game developer from Japan. They were responsible for the creation of a wide array of relatively famous scrolling shooters and other arcade games. The company declared bankruptcy in 1994. + +- UPDATES - + +As with many Toaplan games, the original Japanese version is harder than export versions. Truxton II is like the original Truxton, where all regional versions are on a single board, controlled by a jumper; anything labeled Tatsujin Oh will be harder than anything labeled Truxton II (Europe and USA versions). + +- SERIES - + +1. Tatsujin [TP-013B] (1988) +2. Tatsujin Oh [TP-024] (1992) + +- STAFF - + +Staff : Lee Ota +Music composed by : Masahiro Yuge + +- PORTS - + +* CONSOLES: +FM Towns Marty (1993) "Tatsujin Oh" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=truxton +Arcade Video game published 37 years ago: + +Tatsujin (c) 1988 Taito Corp. + +Taking place somewhere in the near future of space travel, an alien armada is invading the player's home planet aboard 5 gargantuan asteroids. After surviving an attack on the player's cargo barge, players board and pilot one remaining fighter and challenge the aliens in a desperate attempt to quell the alien invasion and divert their asteroid fortresses in the process. + +Tatsujin is a vertical scrolling shooter arcade game, featuring 8 levels with non-stop action and 5 bosses. + +- TECHNICAL - + +Game ID : TP-013B +Prom Stickers : B65 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Tatsujin was released in October 1988 in Japan. + +The title of this game translates from Japanese as 'Master'. + +This game is known outside Japan as Truxton. + +Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- SERIES - + +1. Tatsujin [TP-013B] (1988) +2. Tatsujin Oh [TP-024] (1992) + +- STAFF - + +Developed by Toaplan. + +Staff : Lee Ota +Music composed by : Masahiro Yuge + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1989) "Tatsujin [Model G-4020]" +NEC PC-Engine (1992) "Tatsujin [Model TP-04022]" +FM Towns Marty "Tatsujin" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tknight +Arcade Video game published 36 years ago: + +Tecmo Knight (c) 1989 Tecmo. + +Export release. Game developed in Japan. See the original for more information; "Wild Fang". + +- TRIVIA - + +Released in May 1989. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tekipaki,tekipakit +Arcade Video game published 34 years ago: + +Teki-Paki (c) 1991 Toaplan. + +- TECHNICAL - + +Game ID : TP-020 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM3812 (@ 3.375 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in June 1991. + +This game in known in Japan and Asia as "Teki-Paki - Sennou Game" (subtitle translates from Japanese as 'Brainwashing Game'). + +Licensed to Romstar for USA. +Licensed to Honest Trading Co. for Hong Kong and to Spacy Co. Ltd for Taiwan. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991. + +- STAFF - + +Music composed by : Tomoaki Takanohashi + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wofch +Capcom CPS Changer game published 31 years ago: + +Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1994 Capcom Co., Ltd. + +CPS Changer release of Tenchi wo Kurau II. Identical to the Arcade release. + +- TIPS AND TRICKS - + +-Option Menu- +Press Start 2 + Pause (F2 in MAME) at same time for 1 second. + +It Contains: Game config (difficulty, damage, time and sound test). + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wofj +Arcade Video game published 33 years ago: + +Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1992 Capcom Company, Limited. + +Tenchi wo Kurau II is a horizontally-scrolling beat-em-up for up to three players set in the fictional land of Shang-Lo, a country ruled under an iron fist of violence by the dark lord, Akkila-Orkhan. + +Having reduced his own country to ruin and despair, Akkila-Orkhan is now looking to his neighboring countries for fresh lands to conquer. One man will rise up against this black tide. His name was Kuan-Ti, and with the aid of the five greatest warriors and the one wisest minds in his realm, Kuan-Ti will fight to defend his people and his lands. + +Players choose to play as one of five different fighters, each of which utilizes two buttons; 'Attack' and 'Jump'. Each fighter has one or more air throws, as well as a Special move (Down, Up, Attack) and a special attack. The latter is executed by pressing the Attack and Jump buttons simultaneously. This move is powerful enough to fell several enemies at once, with the trade-off that each time a special attack is executed, some of the player's health is lost. + +Holding down and tapping the attack button will perform a dashing attack. Powerful weapons, including swords, axes, maces and daggers, can found and used by the players. Health levels can be replenished by finding food that lies hidden in breakable containers. + +During the game players will occasionally find a 'gong bell' that will summon a War-Horse that can be mounted and ridden. The Horse greatly increases offensive attacks and, with the exception of Kadan, equips each character with a long-range weapon, regardless of whether or not they carried one before. Each character can also perform special moves while riding the horse. + +The game's five playable characters are: +* Kan-U: The most balanced character who specializes in bare-knuckle combat. +* Chou-Hi: The strongest but slowest character, he also fights bare fisted. His special can cause enemies to explode with a punch. +* Chou-Un: Fast and with good range, but less powerful than the other characters. Wears blue armour and fights with a sword that can cleave through enemies. +* Kou-Chuu: An old man who attacks with bow and arrows but lacks exceptional close range attacks. His dash attack into special combo move is powerful when mastered. +* Gi-En: Specialises in short-range combat, he posesses Guile's flash kick as his special attack and has the best combos. + +Tenchi wo Kurau II consists of nine standard stages and two additional bonus stages. + +- TECHNICAL - + +Capcom Play System Hardware (CP-S) +B-Board #: 91634B-2 + +# of Players: Up to 3 +Type of control (per player): 8-Way Joystick +# of Buttons (per player): 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +Tenchi wo Kurau II was released in October 1992 in the Japanese arcades. It was known there as the 23th video game made for the CP-S system. + +The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows II - Battle of Red Wall'. + +Known export releases: +"Warriors of Fate [B-Board 91635B-2]" (WORLD including USA) +"Sangokushi II [B-Board 91634B-2]" (Asia) + +This game is known in US as "Warriors of Fate" and in Asia as "Sangokushi II". + +The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku. + +Soundtrack releases : +Tenchi wo Kurau II -Sekiheki no Tatakai -G.S.M. Capcom 7- / Alfh Lyra [Pony Canyon / Scitron - PCCB-00133 - August 20, 1993] + +- TIPS AND TRICKS - + +Special Attack : Attack+Jump + +Every character can perform his own special move by the combination : Down, Up + Attack + +Press Down+Jump to perform a dash-attack spin against the enemies. + +During the game, sometimes you'll found a "gong bell" that will summon the Horse for the player. +The Horse gives great offensive attacks against the enemies, and also gives to every character a long-rage weapon (despite Kadan): also, some characters that didn't carry any weapons normally (Portor and Kassar) will get it after they'll go up the horse. +Every character can perform some special moves when it's riding the horse: +* Standard Special Attack (press attack+jump): You'll lose energy every time you'll perform it. +* Powerful slash with special wave: backward, forward + attack. Can slice apart some enemies. With Kadan you'll obtain a fire bolt. +* Dash: forward + Jump: It is also possible to combine the attack button to perform a long range attack after the dash (except for Kadan) +* Run and Slash: every direction (backward or forward) + jump (2 times rapidly): this move is similar to the standard special, but the player will not lose energy to perform it, it is possible to move while using it, and the enemies can be hit more than one time in this way: although, some enemies are able to block this attack, if they'll hit the player. + +Sometimes, the horse will be used even by some bosses, and the player can get it after the boss will get down. By the way, some bosses are able to use the horse too, and they can benefit from its usage like the player. + +Violent Boss Kill : if you'll finish the boss with a special move, you'll execute him in a very brutal way. Most of times the boss will be sliced apart, but you can also decapitate him with determined moves. + +- SERIES - + +1. Tenchi wo Kurau [B-Board 88622B-3] (1989) +2. Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2] (1992) + +- STAFF - + +Planners: Noritaka Funamizu (Poo), Kin +Programmers: Domesan, Xor, Tsu-Zy, 34-Sakontz +Character Designers: Fukumoyan, Kyochan, Tenman, Tama Chan, Tanuki, Ball Boy (Ballboy), Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume +Onnanoko Designer: Akira Yasuda (Akiman) +Sound: Masaki Izutani (T. Yomage), Toshio Kajino (Bull), Oyabun, Inu + +Special Thanks: Akira Nishitani (Nin), James Goddard (DJames.), Alex Jimenez + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation (mar.22, 1996) [Model SLPS-00203] +[JP] Sega Saturn (sept.6, 1996) [Model T-1207G] +[JP] Sony PlayStation (oct.24, 2006) [Model SLPM-87400]: Capcom Game Books Edition. +[JP] Sony PlayStation (oct.26, 2011) : PSOne Classics Edition + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dynwarj +Arcade Video game published 36 years ago: + +天地を喰らう (c) 1989 Capcom. +(Tenchi wo Kurau) + +Tenchi wo Kurau is a side-scrolling beat-em-up based on Japanese manga books of the same name and is a re-enactment of the historical battles between the Kingdom of Shu and the Yellow Turban rebels. Up to two players assume the roles of one of the four Chinese generals riding on horseback whose goal is to wipe out the 'Huang Ching', the organization responsible for the unrest of the Han Dynasty, and to eventually defeat the tyrant, Dong Zhuo. + +The game is controlled with three buttons: attack left, attack right, or use special tactics. Inserting more coins increases the maximum life of the player. The game features traditional RPG elements as completing stages and collecting yellow orbs increases the player character's experience points, eventually enabling them to level-up, this increases the character's vitality and weapon strength. Weapons are upgraded for every 3rd blue orb collected, treasure increases a player's score, while food packs replenish player vitality (health). + +Tenchi wo Kurau offers four selectable characters, each with their own varying amounts of attack power and initial vitality. As well as having weaponry exclusive to them, each character also has a unique partner character during certain special attacks. + +The game features a total of eight stages, with each one representing a corresponding province from the historic battles of the Manga stories on which the game is based. + +- TECHNICAL - + +Capcom Play System hardware (CPS) +B-Board ID: 88622B-3 + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. + +- TRIVIA - + +Tenchi wo Kurau was released in April 1989 in the Japanese arcades. It was known there as the 4th video game made for the CP-S system. It is known outside Japan as "Dynasty Wars". + +The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows'. + +Known Re-releases: "Tenchi wo Kurau [B-Board 91634B-2]" +Known Export releases: "Dynasty Wars [B-Board 88622B-3]" + +The background story and all characters are based on factual history : the Period of Three Kingdoms after the 'Hen' Dynasty in China. Character designs were based on a popular Japanese comic called 'Destruction of Heaven and Earth'. + +The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on May 21, 1989. + +- SERIES - + +1. Tenchi wo Kurau [B-Board 88622B-3] (1989) +2. Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2] (1992) + +- STAFF - + +Producer : Yoshiki Okamoto (Kihaji Okamoto) +Game designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka +Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki +Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita +Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi +Sound music : Manami Goto +Illustration : S. Shintani + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (1991) +NEC PC-Engine Super CD-ROM² [JP] (june.17, 1994) [Model NAPR1030] +[JP] Nintendo Game Boy (apr.22, 1994) [Model DMG-ETJ] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=dynwarjr +Arcade Video game published 34 years ago: + +Tenchi wo Kurau (c) 1991 Capcom Company, Limited. + +Re-release of "Tenchi wo Kurau [B-Board 88622B-3]". See this entry for more information about the game itself. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 91634B-2 + +- TRIVIA - + +This Re-edition was released in 1991 in Japan only. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tengai,tengaij +Arcade Video game published 29 years ago: + +Tengai - Sengoku Ace Episode II (c) 1996 Psikyo. + +Nice horizontal shoot'em up with 5 selectable characters who have their own storyline and ending. + +- TECHNICAL - + +Main CPU : Motorola 68EC020 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YMF278B (@ 33.8688 Mhz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> Fire, Special + +- TRIVIA - + +Tengai was released in April 1996. + +The title of this game translates from Japanese as 'Beyond The Heavens'. + +This game is known in Japan as "Sengoku Blade - Sengoku Ace Episode II", which literally means 'Civil War Blade - Civil War Ace Episode II'. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 3 smileys, and 'THAT all IS all WRONG' appears. + +Soundtrack releases (for limited edition) : +Sengoku Blade / Psikyo [Pony Canyon / Scitron - PCCB-00216 - May 17, 1996] + +- TIPS AND TRICKS - + +* Extra Features : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc... + +* Play As Ayin : at the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear. + +- SERIES - + +1. Samurai Aces (1993) +2. Tengai - Sengoku Ace Episode II (1996) +3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP) + +- STAFF - + +Music Composed by : Masaki Izutani + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (nov.22, 1996; "Sengoku Blade - Sengoku Ace Episode II [Model T-14410G]") +[JP] Sony PS2 (dec.02, 2004; "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Model SLPM-62563]") +[JP] Sony PS2 (dec.01, 2005; "Sengoku Ace & Sengoku Blade [Psikyo Shooting Collection Vol.2] [Taito Best] [Model SLPM-62563]") +[EU] Sony PS2 (dec.02, 2006; "Samurai Aces [Model SLES-53872]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kabukikl + +Tengai Makyou SHIN DEN (c) 1995 Hudson Soft. + +Japanese swordplay fighting game with 8 selectable characters and 4 end-bosses and random bonus items appearing in the playfield. A notable effort that has been overlooked by the arcade fighter community. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-092 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[Joystick] 8-way, [A] Weak Attack [B] Medium Attack [C] Weak Kick [D] Medium Kick + +- TRIVIA - + +Tengai Makyou SHIN DEN was released in June 1995 in Japan. + +The title od this game translates from Japanese as 'Region Beyond Heaven - The New Legend' + +This game is known outside Japan as 'Far East of Eden - Kabuki Klash'. + +Tengai Makyou SHIN DEN is Hudson's first game developed and released for the Neo-Geo MVS. This game is based in the world of the 'Far East of Eden' RPG series which has appeared on many console platforms. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tengai Makyou SHIN DEN - G.S.M. 1500 / PCCB-00191) on 17/11/1995. + +- STAFF - + +Executive producers : Tadahiro Nakano, Hiroshi Igaro +Producer : Takafumi Horio +Director : Osamu Kimura +System support : Mikio Ueyama +Graphic designer : Torajiro Tsujino +Sound director : Shigeaki Irie +Sound composers : Masaaki Nishizawa, Kennosuke Suemura, Eisaku Nanbu +Sound engineer : Sudou Hirokazu +Sound effect : Gen +Programmers : SP.R22, Ken23, Arrow +Object designers : A. Ono, M. Kusanagi, S. Ootomo, Popo, H. Ando, Tamasu, Urachu +Scroll designers : Kizarin, Mikiman7, Okachu, Yamame +Total planner : Oyabun +Project manager : Masa +Examiner : Hebisan, Daichan, Marika + +* CAST: +Manjimaru Sengoku : Kazu Ikura +Ziria : Mitsuo Iwata +Danjuro Kabuki : Kappei Yamaguchi +Yagumo : Ai Orikasa +Kinu : Azumi Inoue +Tsunade : Hiroko Emori +Taro Gokuraku : Shoichiro Akaboshi +Orochimaru : Kaneto Shiozawa +Manto Ace : Shigeru Chiba +Jyashinsai, Lucifeller : Seizou Katou + +Special Thanks: Tomonori Matsunaga, Syuichiro Nishiya, Kenji Fukuya, Kawausosan, Shinchan, Kazu + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo CD (Nov.1995) [Model NGCD-092] + +* COMPUTERS: +PC (2000) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=terracre,terracren,terracrea,terracreo +Arcade Video game published 40 years ago: + +Terra Cresta (c) 1985 Nichibutsu. + +Terra Cresta is a vertically-scrolling shoot-em-up set over a scrolling landscape of islands and enemy installations. The player pilots the 'Wing Galibur' and is under constant attack from enemy spaceship waves, ground-based guns and turrets, dinosaurs and three up to different mothercraft ships. + +Ground-based silos bearing numbers appear at regular intervals, these can be shot to release a ship upgrade component, which then attaches to the player's current ship, increasing both its size and firepower. Every numbered component the following abilities: + +1 (Alpha): This is the Wing Galibur, the default craft and the fleet’s lead ship. It fires twin projectiles from the front. + +2 (Beta): This doubles both the Galibur’s firepower and its size. + +3 (Gamma): Ship number three gives the Galibur tail guns, enabling it to shoot behind as well as in front. + +4 (Delta): The fourth ship provides a concussive beam that tears through smaller enemies and inflicts greater damage on larger enemies. + +5 (Epsilon): The fifth ship generates a force field behind the Galibur, protecting it from attacks from the rear. + +Using the 'Formation' button splits the ship components into a wide formation for limited time, giving increased fire power. The number of parts acquired determines the formation. For example, if the player has picked up two ship parts then a triangle is formed, with the player's main ship at the rear of the formation. During this, the components are invulnerable to all enemy fire, while Wing Galibur itself is not and if the Galibur itself is hit, the player will lose a life + +When all four numbered parts have been collected, the player's ship transforms into a firey Phoenix and is indestructible for a limited time. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), (2x) DAC + +Screen orientation : Vertical +Video resolution : 224 x 256 pixels +Screen refresh : 60.00 Hz +Palette colors : 256 + +Players : 1 +Control : 8-way joystick +Buttons : 2 +=> [A] Shoot, [B] Formation + +- TRIVIA - + +Terra Cresta was released in November 1985. + +You can become a phoenix like in the title screen if you collect all the ship parts :). + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on September 21, 1988. + +- UPDATES - + +New version uses a YM3526 (@ 4 Mhz) sound chip instead of a YM2203 + +- SERIES - + +1. Moon Cresta (1980) +2. Terra Cresta (1985) +3. Dangar - Ufo Robo (1986) +4. Terra Force (1987) +5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine) + +- STAFF - + +Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada +Music composed by : Kenji Yoshida + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (September 27, 1986) "Terra Cresta [Model NBF-TC]" +[US] Nintendo NES (March 1990) "Terra Cresta [Model NES-TQ-USA]" +[JP] Sony PS2 (October 27, 2005) "Terra Cresta [Oretachi Geasen Zoku] [Model SLPM-62661]" +[JP] Sony PlayStation 4 [PSN] (November 20, 2014) "Arcade Archives - Terra Cresta [Model CUSA-01254]" +[AS] Sony PlayStation 4 [PSN] (May 14, 2015) "Arcade Archives - Terra Cresta" +[US] Sony PlayStation 4 [PSN] (May 19, 2015) "Arcade Archives - Terra Cresta [Model CUSA-00983]" +[EU] [AU] Sony PlayStation 4 [PSN] (September 15, 2015) "Arcade Archives - Terra Cresta [Model CUSA-02658]" + +* COMPUTERS: +[EU] Amstrad CPC (1986) +[EU] Sinclair ZX Spectrum (1986) +[US] [EU] Commodore C64 (1987) +[JP] Sharp X68000 (November 20, 1992) "Moon Cresta + Terra Cresta [Model DP-3205023]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=terraf,terrafj,terrafb,terrafjb +Arcade Video game published 38 years ago: + +Terra Force (c) 1987 Nichibutsu. + +A standard shooter. All levels are divided in 2 parts : overworld with vertical orientation and underground with horizontal. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound CPU : Zilog Z80 (@ 3.072 Mhz) +Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 57.00 Hz +Palette colors : 2048 + +Players : 1 +Control : 8-way joystick +Buttons : 2 => [A] Shoot, [B] Bomb + +- TRIVIA - + +Released in December 1987. + +Terra Force uses the same innovative overworld/underground and perspective changing gameplay found in Nichibutsu's earlier game "Mag Max". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988. + +- TIPS AND TRICKS - + +* Terra Force power-ups +B : bomb power-up +L : laser firepower +S : speed-up +P : force field + +- SERIES - + +1. Moon Cresta (1980) +2. Terra Cresta (1985) +3. Dangar - Ufo Robo (1986) +4. Terra Force (1987) +5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine) + +- STAFF - + +Game designer : Shigeki Fujiwara +Game programmers : Kakefu, Shinya Okuda +Character designers : Takanori Tanaka, Yuki Yasuda +Title designer : Shinji Kubota +Sound composer : Noburu Yoshida +Sound programmer : Yoshinori Mitta +Hardware engineer : Isao Shiki + +- PORTS - + +* CONSOLES: +[JP] Sony PlayStation 4 [PSN] (nov.17, 2016) "Arcade Archives - Terra Force [Model CUSA-04470]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tetrisp2,tetrisp2j,tp2m32,tetrisp2ja,tetrisp2a +Arcade Video game published 28 years ago: + +Tetris Plus 2 (c) 1997 Jaleco. + +This game features some very nice gameplay. There's the addition of an ingame character who wanders on the blocks while you play. Secondly there's a storyline for the game. You get different bonuses on your journey as you keep going on. The game gets quite challenging after you've played some levels. + +- TECHNICAL - + +Players : 2 +Control : 8-way joystick +Buttons : 3 (ROTATE LEFT, ROTAGE RIGHT, BOMB) + +Alternate version runs on the Jaleco Mega System 32 hardware. + +- TRIVIA - + +Released in September 1997. + +- TIPS AND TRICKS - + +* Expert Level : Hold Start Button then input code : [Up, Right, Down, Left]x3 in Puzzle Mode Level Selection screen. If it's accepted, Expert Level item will appear. + +- SERIES - + +1. Tetris Plus (1995) +2. Tetris Plus 2 (1997) + +- STAFF - + +Developed by The Tetris Company. + +Character voices -Joshuko- : Sachiko Sugawara +Directors : Taro Sasahara, YU1 Sekine +Programmers : Shuji Ohno, Koichi Satoh +Graphic designers : Takashi Hashizume, Pyonkey Matsuo, Satoshi Higashida, Koichi Narita, Tatsuhiro Suzuki, Hiroshi Shigesawa, Ken Kogawa +Sound : Kenichi Kamio + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tgm2 +Arcade Video game published 25 years ago: + +Tetris The Absolute - The Grand Master 2 (c) 2000 Arika. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 60.00 Hz +Colors palette : 5120 + +Players : 2 +Control : 8-way Joystick +Buttons : 3 + +- TRIVIA - + +This game was released in December 2000 in Japan only. + +If you enter the initials, they will be changed to 'ARK', which stands for Arika, the company that made the game : +'666' +'A ' +'AA ' +'AAA' +'AHO' +'ASS' +'AUM' (Aum Shinrikyo, now known as Aleph, is a Japanese new religious movement organization) +'DIE' +'ETA' +'FUC' +'FUK' +'HIV' +'IRA' +'KKK' +'OSI' +'PEE' +'PIS' +'PLO' +'SEX' + +- TIPS AND TRICKS - + +* Maintenance Code : +4-1-5-7-3 All Data Initialized. +4-1-7-6-5 Best Score Erased. + +The following 4 are also tested for, but appear to be disabled : +1-3-5-7-9 +0-2-4-6-8 +4-1-3-7-3 +5-0-2-1-3 + +- SERIES - + +1) Tetris The Grand Master (1998) +2) Tetris The Absolute - The Grand Master 2 (2000) +3) Tetris The Absolute - The Grand Master 2 Plus (2000) +4) Tetris The Grand Master 3 - Terror-Instinct (2005) +5) Tetris The Grand Master 4 - The Masters of Round (2009) + +- STAFF - + +Sound Staff: Megaten, Rya +Background Design: Iwaroka, Matsumoto, Roki, Yamaguchi, Funato, Tanaka, Matsumura, Tanaoka, Dan, Ushiroda, Yamamoto, Tsuruha +Effect Design: Sakai +Programmer: Karasawa, Hashidate +Visual Design: Chiba +Director: Hashidate +Planner & Producer: Mihara + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tgm2p +Arcade Video game published 25 years ago: + +Tetris The Absolute - The Grand Master 2 Plus (c) 2000 Arika. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Screen orientation : Horizontal +Video resolution : 320 x 240 pixels +Screen refresh : 60.00 Hz +Colors palette : 5120 + +Players : 2 +Control : 8-way Joystick +Buttons : 3 + +- TRIVIA - + +This game was released in Japan only. + +If you enter the initials '666', 'A ', 'AA ', 'AAA', 'AHO', 'ASS', 'AUM', 'DIE', 'ETA', 'FUC', 'FUK', 'HIV', 'IRA', 'KKK', 'OSI', 'PEE', 'PIS', 'PLO', or 'SEX', they will be changed to 'ARK', which stands for Arika, the company that made the game. + +- SERIES - + +1) Tetris The Grand Master (1998) +2) Tetris The Absolute - The Grand Master 2 (2000) +3) Tetris The Absolute - The Grand Master 2 Plus (2000) +4) Tetris The Grand Master 3 - Terror-Instinct (2005) +5) Tetris The Grand Master 4 - The Masters of Round (2009) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tetrist +Arcade Video game kit published 37 years ago: + +Tetris (c) 1988 Sega Enterprises, Ltd. + +Nastar Conversion Kit. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tetristh +Arcade Video game published 37 years ago: + +Tetris (c) 1988 Sega Enterprises, Ltd. + +Taito H release. + +- TECHNICAL - + +Runs on the "Taito H" system hardware. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=astyanax,astyanaxa +Arcade Video game published 36 years ago: + +The Astyanax (c) 1989 Jaleco USA + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Lord of King". + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +- TRIVIA - + +Mythology note: In Greek mythology, Astyanax (means 'King of the city') was the son of Hector and Andromache. He was killed during the Trojan War by Neoptolemus, who threw the infant from a wall and told his mother 'Since my father (Achilles) killed his father (Hector) he might try to avenge the death. He also could become King of Troy and we want no more kings of Troy!'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ctribe,ctribeb,ctribeua,ctribeb2,ctribej,ctribeu1 +Arcade Video game published 35 years ago: + +The Combatribes (c) 1990 Technos. + +Three player simultaneous melee battle in which larger-than-life fighters battle against rival gang members. As well as being able to pick up objects such as motorcycles etc. and throw them at the enemies, players also have a number of interesting fighting moves that can be unleashed upon their opponents. These include picking up unconscious enemies and hitting OTHER enemies with them, as well as banging two enemies' heads together and smashing recumbent enemies' heads into the ground to finish them off. + +- TECHNICAL - + +Game ID : TA-0028 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz) + +Players : 3 +Control : 8-way joystick +Buttons : 2 +=> Attack, Jump + +- TRIVIA - + +Released in June 1990. + +One of the clown thugs in level 2 were inspired by the Joker character from the 1989 Batman film. + +In Act 3, an advertisement for "Block Out" appears on the two sets of TV screens. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991. + +- UPDATES - + +The US version is slightly different, it has the 'Winners Don't Use Drugs' screen. + +- STAFF - + +Software : Naritaka Nishimura, T. Saito, I. Kanakubo +Hardware : Kenji Nishikawa +Character designers : Koji Ogata, H. Shibata, T. Ando, T. Ohshumi +BG designers : Shinichi Saito, Masamichi Katagiri, Takehisa Izumiyama, Hideaki Sakamoto +Musics : Kazunaka Yamane +Sound effects : K. Mori +Music software : Michiya Hirasawa +Directed by : A. Tanimoto, Noriyuki Tomiyama + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (dec.23, 1992) "The Combatribes [Model SHVC-CR]" +[US] Nintendo Super NES (mar.??, 1993) "The Combatribes [Model SNS-CR]" +[US] Nintendo Wii [Virtual Console] (nov.20, 2009) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=flstory,flstoryo +Arcade Video game published 40 years ago: + +The Fairyland Story (c) 1985 Taito Corp. + +A precursor to 1986's "Bubble Bobble", the player controls a spell-casting elf who turns evil wizards, witches and other enemies into cakes and either pushes them from the platform ledges, or shoots then repeatedly to destroy them. If an enemy touches the player character, the elf becomes entrapped in a magic bubble and floats away. Each level takes place inside a variety of castles. + +- TECHNICAL - + +Board Number : M4300034B +Prom Stickers : A45 + +Main CPU : Zilog Z80 (@ 5.3665 Mhz), Motorola M68705 (@ 2 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : General Instrument AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC + +Players : 2 +Control : 2-way joystick +Buttons : 2 + +- TRIVIA - + +The Fairyland Story was released in July 1985. + +- TIPS AND TRICKS - + +INSTRUCTIONS: +- Insert Coin and select a one or two player game. +- Use Ptolemy's magic to turn monsters into cakes. Keep sprinkling magic on the cakes to destroy them, or drop them onto other monsters for bonus points. +- Destroy all the monsters to clear the level. +- If a monster touches Ptolemy, or a cake falls on her, a life will be lost. +- Enemy wizards can shrink Ptolemy. If they hit Ptolemy while she is already shrunk, a life will be lost. +- Ptolemy can stand on top of monsters. +- Picking up an item will cause various effects, including upgrading Ptolemy's magic. +- When all Ptolemy's lives are lost, the game will end. +- On levels 8 through to 98 there is a continue option. + +- STAFF - + +From highscore table : (KBT), (MAD), Onijust (ONJ), (KMJ), Ishida (ISD) + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" + +* COMPUTERS: +[JP] MSX (1987) +[JP] Sharp X68000 (sept.27, 1991) +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=daraku +Arcade Video game published 27 years ago: + +The Fallen Angels (c) 1998 Psikyo. + +A very solid 2-D fighting game with beautiful pre-rendered backgrounds. 8 selectable fighters and 2 end bosses. + +- TECHNICAL - + +Main CPU : SH-2 (@ 28.63635 Mhz) +Sound Chips : YMF278B (@ 28.63635 Mhz) + +Players: 2 +Control: 8-way joystick +Buttons: 4 +=> Weak Punch, Strong Punch, Weak Kick, Strong Kick + +- TRIVIA - + +The Fallen Angels was shown at the 1998 AOU Amusement Expo show, in Japan. It was then released in March 1998 in Japan. It was known in Japan as "Daraku Tenshi" (translates from Japanese as 'Fallen Angel'). + +Using the Bitmap Dump option in the test menu you can come across several title screens. "Gut Reaction", "Rubbin Out" and "A Blow For Freedom". There are 2 screens for "Gut Reaction". + +They also misspelt start as 'strat' in the test screen. + +Hidden within the graphic ROMs are the sprites of four characters that were taken out of the game. It is believed that the game may have not been entirely completed, given that four characters were cut from the game, the character bio's contain varying errors, and some of the staff went over to SNK (Cool and Harry appear very similar to KOF 99's K' and Maxiama characters). + +Pony Canyon released a limited-edition soundtrack album for this game (Daraku Tenshi: The Fallen Angels - PCCB-00305) on 01/04/1998. + +- TIPS AND TRICKS - + +* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Obj Test, Obj Dump etc.). + +- STAFF - + +Producer: Kouzou Fujimoto +Directer: Mitsuo Kodama +Planer: Deathler +Front designers: Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko +Back designers: Hajime Ito, Noriko Tomishima +Programmers: Takahiro Inoue, Shinaghiku 555, Naruto, Kazufumi Yoshida +Sound: Masaki Izutani, Kumi Tanioka +Character Designer: Shinichi Morioka + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kodja +Arcade Video game published 34 years ago: + +The King of Dragons (c) 1991 Capcom Company, Limited. + +The King of Dragons is a horizontally-scrolling hack 'n' slash beat-em-up for up to three players who must travel through the kingdom of Malus, defeating the army of monsters who have invaded their world, before finally defeating their leader, the red dragon Gildiss. + +The game's controls consist of a single attack button and a jump button. By pressing both buttons simultaneously, the character will unleash a magical attack that strikes all on-screen enemies at once, with the trade-off that each time a special attack is executed, some of the player's health is lost. + +King of Dragons features a level advancement system. Points scored for killing monsters and picking up gold count towards experience and the character gains levels at regular intervals. With each level, the character's health bar increases and other attributes, such as attack range, are also improved. At the point of levelling up, the character is also invulnerable for a few seconds. Along the way, different weapon and armour upgrades can be picked up. + +Player can choose from five playable characters, each with their own strengths and weaknesses: +* The Fighter is very good with melee attacks and defense but lacks magical ability. +* The Dwarf can dodge and block attacks, has decent melee attacks but little magic ability. +* The Elf is agile and uses his bow for ranged attacks but is not physically strong. +* The Cleric has good defense, melee attacks and magic (and can heal his comrades) but poor agility. +* The Wizard has poor defense but very good magical attacks and fast melee attacks. + +The fighter, cleric and dwarf can also use their shield to block certain attacks by tilting the joystick back right before the impact. The King of Dragons features sixteen stages of play. + +- TECHNICAL - + +Capcom Play System Hardware (CP-S) +B-Board #: 89625B-1 + +Players: Up to 3 simultaneous +Control per player: 8-Way Joystick +Buttons per player: 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +The King of Dragons was released in July 1991 in the Japanese arcades. It was known there as the 15th video game made for this system. + +Known re-release: "The King of Dragons [B-Board 90629B-3]" + +Derek, Ravel, Leger, Vargas and Aldo all returned in the Japan-only release Capcom World 2. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992. + +- TIPS AND TRICKS - + +* Strange Item : +Ice Star : sometimes in 2P mode at second stage, an ice star appears after breaking the wood cask. It seems it only restores energy like a fruit. +Gold Gauntlet : sometimes at fourth stage, a gold gauntlet appears after breaking the second-last chest. It seems useless. +Cutpurse's Sack : it's a small sack with a light blue question mark that is dropped by Cutpurses after they get hit during the game. A hidden trick or simply a Capcom's joke? + +* Gaining extra points : +1) Eat a fruit or a elixir at full energy: this gives 5000 experience points. +2) Hit flying objects like wolves archers arrows, skeletons lances and knights archers arrows. +3) Hit Cutpurse : they take away items like gold's sacks, rubys, pearls, gems, diamonds and fruits. +4) Kill all the green lizard spearmen during the battle with the Wyvern at fourteenth stage (they can release a lot of diamonds or precious). +5) Hit Gildiss fireballs : some of these turns into green apples that at full full energy gives 5000 experience points each-one. +6) Don't use magic attacks or magic crystals at bosses : these kinds of attacks are incredibly more powerful than normal attacks so a boss needs many less hits to kill him. + +* BOSSES and POWER-UP WEAPON STRATEGY : middle or end level bosses give experience points for each hit taken while normal monsters give experience points ONLY when they die (it has no matter how strong is the attack, they give ALWAYS the same experience points). +- With Elf, Fighter, Cleric and Dwarf : DON'T power-up your weapon during the game and ALWAYS use the LEVEL-1 WEAPON. So a boss needs many more hits to kill him (remember? more hits > more experience points). To gain extra point it has no matter if character power-up or not bow (for Elf) or shield (for Fighter, Cleric and Dwarf). +- With Wizard : DON'T power-up your weapon during the game and use the LEVEL-1 WEAPON until the wizard can take the LEVEL-5 WEAPON (a wood staff with metal headpiece and red gem/orange flame). This weapon isn't much powerful but a singular attack to a boss increases three times the experience points for each hit. + +* INFINITE WOLVES ARCHERS TRICK: At the beginning of the sixth stage on the beach, don't go forward but wait. After a few seconds a blue wolf archer appears and after you kill him, another appears then another one in sequence (then two wolves at a time, then three at a time and then four at a time) to infinity. One single wolf is equal to 1300 experience points, so the player can accumulate points and win a life every 450k points. If the player wants to squeeze millions of points he has to kill wolves very fast and win a life before the timer reaches zero. Then after he rises again with a new life, he starts again to kill wolves and repeats in the same method. +- In the early 'World revision' (July 1991). (Time doesn't run faster when the 'GO cursor' is flashing, so player can kill wolves without going forward (but he isn't forced to do it). +- In the World, Japanese (August 1991) and US revision (September 1991): Time runs faster when the 'GO cursor' is flashing, so the player is forced to go forward step by step, kill a pair of wolves and before the next 'GO cursor' is flashing once, go forward step by step again (this method is very hard). + +ADDITIONAL NOTES : Each character has a maximum of 24 level-up during all the game. This means a full bar of energy with 96 Health Point. + +- STAFF - + +Music Composer: Yoko Shimomura +Other staffs: Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio + +- PORTS - + +* CONSOLES: +[JP] Nintendo Super Famicom (mar.4, 1994) "The King of Dragons [Model SHVC-EI]" +[US] Nintendo SNES (apr.1994) "The King of Dragons [Model SNS-EI-USA]" +[EU] Nintendo SNES (aug.1994) "The King of Dragons [Model SNSP-EI-NOE]" +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]" +[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]" +[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]" +[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kod,kodu,kodj,kodb,kodr1,kodr2 +Arcade Video game published 34 years ago: + +The King of Dragons (c) 1991 Capcom Company, Limited. + +New release. For more information about the game itself, see the original Japanese release entry; "The King of Dragons [B-Board 89625B-1]". + +- TECHNICAL - + +B-Board #: 90629B-3 + +It contains a 4-Mbit EPROM instead of 4x1-Mbits EPROMs on the original B-Board 89625B-1. + +- TRIVIA - + +Here is a list of features found in these new revisions: +* A weaver effect of character sprites at the beginning of characters selection screen. +* A different sound effect is used when a character gains a level-up, enters a stage or rises again. +* More difficult (more enemies). +* Enemies appearance is very different from the early 'World revision' of the game (July 1991). +* Cleric is less powerful than in the early 'World revision'. It starts with 40 Health Point instead of 48. +* The first extra live is at 200k points instead of 100k. +* Time runs faster when the 'GO cursor' is flashing. +* Count down of time starts from 30 seconds when a life is lost. This happens every time a character is killed by enemies while remaining time is less than 30 seconds. +* Fruit restores only 12 Health Point (banana 10 Health Point, big red apple 24) instead of 16 in the early 'World revision'. +* A dead Boss restores only 12 Health Point instead of 16 in the early 'World revision'. +* Magic attacks and magic crystals destroy directly enemies flying objects (so you get more experience points). These are wolves archers arrows, skeletons lances and knights archers arrows. +* Mimic Chests release a pool of acid after breaking them. +* New enemies like green lizard spearmen and dark red lizard swordsmen. +* Player doesn't gain the extra strawberry after the killing of the Orc King (the Boss of the first stage). +* The gait of the Wyvern (the Boss of the third and of the fourteenth stage) is different; it has also only triple fireball/iceball attacks. +* Back attacks of the Hydra (the Boss of the fourth stage) are more powerful. +* Additional green apple no more available on the five stage. +* Frontal punch attack of the Cyclops (the Boss of the sixth and fifteenth stage) is faster than in the early 'World revision'. +* New different background music in the last duel with evil red dragon Gildiss. +* A new Gildiss attack : an animated breath of flame after he changes the direction he's facing during the battle. +* Added a new credit sequence with Gildiss and beauty fairy. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof94 + +The King of Fighters '94 (c) 1994 SNK. + +24 selectable characters in fixed teams of three clash to defeat Rugal Bernstein. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-055 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOY] 8-way. +[A] Light punch. +[B] Light kick. +[C] Strong punch. +[D] Strong kick. + +- TRIVIA - + +Released in August 1994. + +The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year. + +At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK - Millenium Fight 2000". When Guile fights Rugal that statue is shown and later destroyed by Guile. + +Kyo Kusanagi: +Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "Art of Fighting", coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game. + +Benimaru Nikaido: +This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned. + +Goro Daimon: +This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck. + +Terry Bogard: +When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today. + +Andy Bogard: +Compared to Andy's original form ("Fatal Fury - King of Fighters"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents. + +Joe Higashi: +Joe is a character who underwent a major image makeover from his transition from "Fatal Fury - King of Fighters". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today. + +Ryo Sakazaki: +Ryo (as can be said of all characters from "Art of Fighting") has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors. + +Robert Garcia: +Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his adversary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for. + +Takuma Sakazaki: +Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result. + +Yuri Sakazaki: +Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team. + +Heidern: +Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves. + +Ralf Jones: +In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of ikari or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent. + +Clark Steel: +At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandanna, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found. + +Athena Asamiya: +Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!). + +Sie Kensou: +Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has. + +Chin Gentsai: +When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men. + +Mai Shiranui: +Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version. + +King: +As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed. + +Heavy D!: +Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today. + +Lucky Glauber: +Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception. + +Brian Battler: +Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design. + +Kim Kaphwan: +At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two. + +Chang Koehan: +Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick. + +Choi Bounce: +Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy. + +An interesting thing about Chang and Choi: +Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF. + +Rugal Bernstein: +The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period. + +Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Brazil Stage's background music (Jungle Bouncer) samples "Surprise! You're Dead!", a song from Faith No More (1989). + +The background music from USA Stage (Slum No. 5), Japan Stage (Esaka) and the 2nd Rugal Stage (Showdown R & D) all contain voice samples from "Gutfest '89", a song from Digital Underground. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994. + +- TIPS AND TRICKS - + +* Select Victory Pose: +Press a Punch or Kick button immediately after winning a match. + +* Critical Hit Oddity: +A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's life-bar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :) + +* Beat the game without continuing to see all the characters grouped together on the The End screen. + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Executive producer : Eikichi Kawasaki +Producer : Takashi Nishiyama +Chief director : M. Kuwasashi +Sub director : Haruo Tomita, Yosisi Hashimoto +System director : Toyochan +System editor : Khozoh Nagashima (as K. -Mac- Nagashima) +Graphic director : Mitsuo Kodama +Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa +Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki +Programmers : Shinchan (as 'Shinchan-Gts'), S. Fujinuki +Sound : Masahiko Hataya (Papaya), Brother Hige, Pearl Sibakiti, Ackey + +* Voice Actors : +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Jun Hashimoto +Joe Higashi : Katsuhisa Namase +Athena Asamiya : Reiko Fukui +Sie Kensou : Eiji Yano +Brian Battler : Eiji Yano +Chin Gentsai : Toshikazu Nishimura +Kyo Kusanagi : Masahiro Nonaka +Benimaru Nikaido, Choi Bounce, Ralf Jones : Monster Maetsuka +Goro Daimon, Ryo Sakazaki : Masaki Usui +Heavy D! : Toshikazu Nishimura +Lucky Glauber, Robert Garcia : Kazuhiro Inage (Key Inage) +Kim Kaphwan : Satoshi Hashimoto +Chang Koehan : Hiroyuki Arita +Heidern : Toshimitsu Arai +Clark Steel : Yoshinori Shima +Mai Shiranui : Akoya Sogi +King : Harumi Ikoma +Yuri Sakazaki : Kaori Horie +Takuma Sakazaki : Eiji Tsuda +Rugal Bernstein : Toshimitsu Arai + +Special thanks : Y. Tozono, Hiroto Ikuta, Mitsuru, Shinsuke, Takayuki Mizono, Souji Takamori, Kentarou Isomura, Hiroto Kittaka, Masa Naganuma, Hideki G. Smith, Y.Gushiken, +Secret A., Ossan Kick S.O, M. Yamamoto, Hangyojin-F, Omega 1, Omega 2, Omega 3, Kiritao, Mermaid Blue, Kanitaro, Omega Z + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Oct. 01, 1994) "The King of Fighters '94 [Model NGH-055]" +[US] SNK Neo-Geo AES (Oct. 01, 1994) "The King of Fighters '94 [Model NGH-055]" +[JP] SNK Neo-Geo CD (Nov. 2, 1994) "The King of Fighters '94 [Model NGCD-055]" +[US] SNK Neo-Geo CD (1994) "The King of Fighters '94 [Model NGCD-055E]" +[JP] Sony PS2 (Dec. 28, 2004) "The King of Fighters '94 Re-Bout [Model SLPS-25448]" +[JP] Sony PS2 (Dec. 28, 2004) "The King of Fighters '94 Re-Bout [Model SLPS-25449]" +[JP] Nintendo Wii [Virtual Console] (Nov. 06, 2007) "The King of Fighters '94 [Model EAGJ]" +[EU] Nintendo Wii [Virtual Console] (Nov. 23, 2007) "The King of Fighters '94 [Model EAGP]" +[US] Nintendo Wii [Virtual Console] (Jan. 07, 2008) "The King of Fighters '94 [Model EAGE]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +Nintendo Wii (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +Sony PlayStation 2 (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +Sony PSP (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof95h + +The King of Fighters '95 (c) 1995 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-084] +250 Mega + +- TRIVIA - + +This AES version was released on September 01, 1995 in Japan (2 months after the original MVS release). + +For more information about this game itself, please visit the original MVS section : "The King of Fighters '95 [Model NGM-084]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof95,kof95a + +The King of Fighters '95 (c) 1995 SNK. + +8 teams comprised of 3 characters each square off again to take out Rugal Bernstein. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-084 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOY] 8-way. +[A] Weak punch. +[B] Weak kick. +[C] Strong punch. +[D] Strong kick. + +- TRIVIA - + +Released in July 1995. + +The background for the Japan Team is, in fact, a real place. + +Yuri's Chou Upper is very similar to Sakura's own Shou'ou Ken. + +Iori Yagami: +Since the KOF '95 project began with the concept of introducing Iori as Kyo's rival, he became known as a character who was a member of a rival school of martial arts that had a connection to the Ancient Arts of the Kusanagi. He was also given the ability to use a different color of flames other than Kyo's (red flames), along with various other characteristics. When you think of Iori Yagami, his intense personality most likely comes to mind. His moves are unique, and his singular choice of hairstyle, wardrobe, and manner of speaking was certainly a personality that broke the mold for characters in fighting games at that time. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most. His hair and his lines to provoke his opponents ('You think I'm scary, do you?') excited his fans to no end. What set him apart are his memorable lines: 'You cry! You scream! Then you die!', 'Think of me when you gaze at the moon', and a whole catalog of others too numerous to list here. + +Billy Kane: +Along with Eiji, Billy appears as Iori's 'teammate' (ha, ha) in KOF'95. With the three rivals to the heroes coincidentally appearing on a single team, the name of the 'Rival Team' was decided upon as an afterthought. But since we couldn't wait for the rest of the world to get used to that concept and given the insanity of Iori, the team had to disband after their single appearance in KOF'95. As memory serves, the designers for this team were so motivated to create this team that their finished product was quite impressive. As a matter of fact, the voice actors worked like busy beavers to give the characters their lines. These characters were portrayed by Mr. Namase in '95, Mr. Yamanishi in '97, '98 and '02 and Seijiro in '03. + +Omega Rugal: +After apparently dying in KOF '94, Rugal's resurrection in KOF '95 turned him, convincingly enough, into a cyborg (prosthetic arms) armed (pardon the pun) with the power of the Orochi. In the subsequent titles of KOF '98 and KOF 2002, Rugal was brought back not once but twice to conclude story-lines. Why? "He's the only character who truly represents the ultimate KOF boss". Among these, Omega Rugal from KOF '98 was the most powerful and had the flashiest moves, so he's one of our personal favorite boss characters of the series. + +Saisyu Kusanagi: +His first appearance was, of course, in KOF '94, but his presence in KOF '95 was never planned (because he was supposed to have died in '94). During the final stages of KOF '95, he suddenly was inserted as a mid-level boss. That's who Saisyu Kusanagi is. Given that spur of the moment appearance, it's quite unexpected that he's still a very popular character? no offense to him, mind you. During location tests for the game, not one of his fans read the Chinese characters for his name as 'Saisyu', and he came to be known as 'Shibafune'. + +Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '95 - PCCB-00187) on 19/08/1995. + +- TIPS AND TRICKS - + +* Play as Rugal and Saisyu Kusanagi: +At the team edit screen, the 15 second counter, press and hold Start. While holding start, push Up+B, Right+C, Left+A and Down+D. The two bosses should then appear on either side of the counter and the counter should reset back to 15. + +* Select Victory Pose: +Press a Punch or Kick button immediately after winning a match. + +* Beat the game on Hard or MVS mode without continuing to see a collage of all the teams after the credits. + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Executive producer: Eikichi Kawasaki +Producer: Takashi Nishiyama +Chief director: M. Kuwasashi +Sub director: Toyochan, Haruo Tomita, Namaan-Hiroto +System director: Toyochan +System editor: Khozoh Nagashima (K. -Mac- Nagashima) +Front designers: Tatsuya Shinkai, Tatsuru Murakemi (Ru!Murakemi), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Ha Gi Ha Ra, H. Otani, Miki Asakura, Yoshiko Ogata, Jacky Sato, Kazuhiro Toba (Toba), Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk +Back designers: Jetta, Hayashi K-34, Tsugumi, Sahori Etoh (Sahori-E24), Eri Kohjitani, Kaori Kusunoki (Kusunoki-084), Souzi Takamori +Programmers: Shinchan (Shinchan-R32), S. Fujinuki, Cyber Kondo +Sound-music: Masahiko Hataya (Papaya), Tate Norio, Brother Hige, Pearl Sibakiti, Ackey +Sound effects: Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan + +* Voice Actors: +Kyo Kusanagi: Masahiro Nonaka +Benimaru Nikaido: Monster Maetsuka +Goro Daimon: Masaki Usui +Yuri Sakazaki: Kaori Horie +Mai Shiranui: Akoya Sogi +King: Harumi Ikoma +Iori Yagami: Kunihiko Yasui +Billy Kane: Katsuhisa Namase +Eiji Kisaragi: Yoshinori Shima +Terry Bogard: Satoshi Hashimoto +Andy Bogard: Keiichi Nanba +Joe Higashi: Nobuyuki Hiyama +Ryo Sakazaki: Masaki Usui +Robert Garcia: Kazuhiro Inage (Key Inage) +Takuma Sakazaki: Eiji Tsuda +Athena Asamiya: Moe Nagasaki +Sie Kensou: Eiji Yano +Chin Gentsai: Toshikazu Nishimura +Kim Kaphwan: Satoshi Hashimoto +Choi Bounce: Monster Maetsuka +Chang Koehan: Hiroyuki Arita +Heidern: Toshimitsu Arai +Ralf Jones: Monster Maetsuka +Clark Steel: Yoshinori Shima +Saisyu Kusanagi: Keiichirou Sakaki +Omega Rugal: Toshimitsu Arai + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 01, 1995) "The King of Fighters '95 [Model NGH-084]" +[JP] SNK Neo-Geo CD (Sep. 29, 1995) "The King of Fighters '95 [Model NGCD-084]" +[JP] Sega Saturn (Mar. 28, 1996) "The King of Fighters '95 [Model T-3101G]" +[JP] Nintendo Game Boy (Apr. 26, 1996) "Nettou The King of Fighters '95 [Model DMG-AKFJ-JPN]" +[JP] Sony PlayStation (june.28, 1996) "The King of Fighters '95 [Model SLPS-00351]" +[JP] Sega Saturn (Dec. 31, 1996) "Gentei KOF Double Pack [Model T-3110G]" +[JP] Sony PlayStation (Mar. 28, 1997) "The King of Fighters '95 [The Best] [Model SLPS-91026]" +[JP] Sega Saturn (Oct. 01, 1998) "The King of Fighters Best Collection [Model T-3125G]" +[JP] Sony PS2 (Apr. 20, 2006) "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]" +[JP] Sony PS2 (Apr. 20, 2006) "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]" +[JP] Sony PS2 (june.21, 2007) "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]" +[US] Nintendo Wii (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +[US] Sony PS2 (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +[US] Sony PSP (Oct.2008) "The King of Fighters Collection: The Orochi Saga" +Nintendo Wii [Virtual Console] [US] (apr.26, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof96h + +The King of Fighters '96 (c) 1996 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-214] +362 Mega + +- TRIVIA - + +This AES version was released on September 27, 1996 in Japan and United States of America (2 months after the MVS release). + +For more information about the game itself, please go to the original MVS section : "The King of Fighters '96 [Model NGM-214]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof96 + +The King of Fighters '96 (c) 1996 SNK. + +The 3rd chapter in this groundbreaking series brings 27 classic SNK characters together against Goenitz, the final boss. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-214 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOY] 8-way. +[A] Weak Punch. +[B] Weak Kick. +[C] Strong Punch. +[D] Strong Kick. + +- TRIVIA - + +Released in July 1996. + +This is the first game to include special phrases and poses when two characters in particular fight. In this game, it happens only with Kyo Vs. Iori, Terry Vs. Geese and Ralf Jones vs Clark Steel. + +Ryo Sakazaki's fighting stance changed from the regular 'dukes up' to try and distance him from being thought of as a Ryu ripoff. His basic moves, however, remained unchanged. + +Yuri's Yuri Chou Mawashi Geri is a knock-off of Ryu's Tatsumaki Senpuu Kyaku. + +If you look at the game code for this game, you would have seen more moves that were originally planned for this game, but never made the cut (for some characters, these moves debuted in later games). +Among those moves that were cut were Kyo's Saishuu Kessen Ougi 'Mu Shiki', Daimon's Arashi no Yama, Robert's Muei Senpuu Juudan Kyaku, Ralf's Umanori Vulcan Punch, Clark's Running Three, Geese's Deadly Rave and Choi's Hou'ou Kyaku. + +Geese's music (Geese ni Katakori) is a remixed version of his Fatal Fury 1 theme music (Geese ni Kiss). +A remixed version of Big Shot! (originally Terry's theme music in "Fatal Fury 3 - Road to the Final Victory") was used as the Fatal Fury Team's music. + +About Leona: +Along with the extensive overhaul to the team lineup of KOF '96, Leona entered the series as a replacement for Heidern, leader of the Ikari Team. Introducing the plot element of Heidern's adopted daughter had been dreamed up by the game designers before the production of KOF '96, and the details surrounding her origins gradually came to include a crucial role as a descendant of the Orochi tribe. Designed with the ardent love of her designers, Leona's special moves are markedly unique compared to the other characters, and reveal the particular tastes of her designers. + +About Mature: +She used to be Rugal's secretary. For the chief game planner at the time, it seems that both she and Vice were given the image of the 'ruthless woman' and the 'cruel woman' respectively, but when they became actual characters things got a little hectic, and someone came up with, 'Rugal had a secretary, didn't he. Make it two and run with that'. So these two characters came into being (Talk about slacking off). Consequently, they received additional characteristics : they were actually spies sent to observe Rugal and the descendants of the Orochi 8ketsu Clan. + +About Vice: +If Mature was the 'ruthless woman', Vice was to be the 'cruel woman'. The official illustrations for Vice and Mature remain extremely popular, and we're glad we could supply our fans with these images that cannot be reduced to pixels. The period of development for KOF '96 dragged on right up to the time of its scheduled release. At the location test for this title, Mature and Vice were still not included in the game. It's not that they were hidden, but there wasn't enough time to insert them into this initial version (we can talk about this calmly now, but at the time...forget about it!). + +About Goenitz: +In spite of the fact of Goenitz's sole official appearance in '96, he continues to have a considerable following of fans to this day, making him one of KOF's most popular characters. With strength that surpasses Rugal, the boss character of '94 and '95, the episode of the young Goenitz taking out the eye of Rugal was added to the game's story. Rugal, in turn, relieved Heidern of one of his eyes, which makes us think that SNK sure seems to have a lot of one-eyed characters, witness Gilbert, Jubei Yagyu, and Ramon. If you look carefully at the Goenitz the designer drew at the time (with a little help), you'll notice the shiver-inducing moment in which Goenitz appears to have six fingers. + +About Geese Howard: +The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really... + +About Wolfgang Krauser: +In KOF '96 the Boss Team was formed! And with that, Krauser entered the tournament, teaming up with his half brother Geese... but at the time, in terms of memory limitations and the KOF system of that time, it was a tough environment to faithfully depict the Krauser of Fatal Fury. Developers still cringe remembering the numerous criticisms, big and small, regarding the Fatal Fury Team's treatment. KOF '96 saw the debut of Krauser as a player character, but in the ending sequence he did make a cameo in KOF '94. + +About Mr. BIG: +For a variety of reasons, the Krauser of KOF got a bad rap, but BIG received favorable reviews from the fans. BIG is an austere villain brimming over with adult appeal-that's the character of Mr. BIG. The behavior of the women who hang with him also is based on a certain video the designers of the time often watched. The woman mutters, "He's bad", but just what does that actually mean? The truth remains a deep mystery. During the development stage, a positive slide for his Super Special Moves included one labeled "Spinning Stick Thrust, Kind of Like an Anti-Air Assault". We'd like to think that the move wasn't scrapped because of the vagueness of its name, but it's too bad the general public never got to see it. It rocks! + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '96 - PCCB-00223) on 21/08/1996. + +- TIPS AND TRICKS - + +* Alternate costume colors: +Press D when selecting a fighter on the character selection screen. + +* Select victory pose: +Press a Punch or Kick button immediately after winning a match. + +* Finish the game using one of these combinations to see the special endings: +1) Chizuru, Kyo, Iori +2) Goenitz, and 2 more characters except Chizuru + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Producer: Takashi Nishiyama +Chief Director: Kuwayan +System Director: Toyochan +Sub Director: Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa +System Editor: Khozoh Nagashima (K. -Mac- Nagashima) +Front Designers: Tatsuru Murakemi (Tatsuru-Man), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Hagihara Shagiko, Naisyo...., Miki Asakura, Joe-Terry Sato, Kazuhiro Toba ('Toba'), ....., Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno (Kal Mizuno), Mitsuru Kawasaki, Kohrin, Nishida Mika, T. I-NO-U-E, 44Oka, Aska Tahara +Back Designers: Sahori Etoh ('Etosan'), Manoru, Bibidebabidebu, Tsugumi A., Eri Kohjitani, Kaori Kusunoki ('214 Kusu'), Souzi Takamori, M. Yokoyama, Muneki Raishi +Programmers: Shinchan ('Shinchan-R32'), S. Fujinuki, Cyber Kondo +Sound: SHA-V, Konny, Masahiko Hataya (Papaya), Toshio Shimizm ('Shimizm'), Yamapy-1, Tate Norio, Brother Hige, Ackey, Miwa + +* Voice Actors : +Kyo Kusanagi: Masahiro Nonaka +Benimaru Nikaido, Ralf Jones, Choi Bounce: Monster Maetsuka +Goro Daimon, Ryo Sakazaki: Masaki Usui +Mai Shiranui: Akoya Sogi +King: Harumi Ikoma +Kasumi Todoh, Vice, Leona: Masae Yumi +Iori Yagami: Kunihiko Yasui +Mature: Hiroko Tsuji +Terry Bogard, Kim Kaphwan: Satoshi Hashimoto +Andy Bogard: Keiichi Nanba +Joe Higashi: Nobuyuki Hiyama +Robert Garcia: Mantaro Koichi +Yuri Sakazaki: Kaori Horie +Athena Asamiya: Tamao Satou +Sie Kensou: Eiji Yano +Chin Gentsai: Toshikazu Nishimura +Clark Steel, Goenitz: Yoshinori Shima +Chang Koehan: Hiroyuki Arita +Geese Howard: Kong Kuwata +Mr. Big: Masaru Naka +Wolfgang Krauser: B. J. Love +Chizuru Kagura: Akiko Saitou + +Special Thanks To: Y. Inui, Team POW, Team Syunsuke '96, M. Yasuda, Kazu. Takinaka + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 27, 1996) "The King of Fighters '96 [Model NGH-214]" +[JP] SNK Neo-Geo CD (Oct. 25, 1996) "The King of Fighters '96 [Model NGCD-214]" +[JP] Sega Saturn (Dec. 31, 1996) "The King of Fighters '96 [Model T-3108G]" +[JP] Sega Saturn (Dec. 31, 1996) "The King of Fighters '96 [Model T-3109G]" +[JP] Sega Saturn (Dec. 31, 1996) "Gentei KOF Double Pack [Model T-3110G]" +[JP] SNK Neo-Geo CD (Feb. 14, 1997) "The King of Fighters '96 [NeoGeo Collection] [Model NGCD-229]" +[JP] Sony PlayStation (jul.04, 1997) "The King of Fighters '96 [Model SLPS-00834]" +[JP] Nintendo Game Boy (Aug. 08, 1997) "Nettou The King of Fighters '96 [Model DMG-AK6J-JPN]" +[JP] Sony PlayStation (jul.23, 1998) "The King of Fighters '96 [The Best] [Model SLPM-86110]" +[JP] Sega Saturn (Oct. 01, 1998) "The King of Fighters Best Collection [Model T-3125G]" +[JP] Sony PS2 (Apr. 20, 2006) "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]" +[JP] Sony PS2 (Apr. 20, 2006) "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]" +[JP] Sony PS2 (june.21, 2007) "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof97oro + +The King of Fighters '97 Oroshi Plus 2003 (c) 2003 Unknown. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof97pls + +The King of Fighters '97 Plus (c) 2003 Unknown. + +This hack "The King of Fighters '97" unlocks 6 new characters : Orochi Iori, Orochi Leona, Orochi Yashiro, Orochi Shermie, Orochi Chris and Orochi the final boss. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. + +Players : 2 +Control : 8-way Joystick +Buttons : 4 +=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof97h + +The King of Fighters '97 (c) 1997 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-232] +460 Mega + +- TRIVIA - + +This AES version was released on September 25, 1997 in Japan and United States of America (2 months after the original MVS release). + +For more information about this game itself, please visit the original MVS release : "The King of Fighters '97 [Model NGM-232]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof97,kof97k + +The King of Fighters '97 (c) 1997 SNK. + +9 teams of 3 and 2 solo entries pump the number of selectable characters up to 29 in a battle to defeat the evil Orochi and those infected with his blood. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-232 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Released in July 1997. + +Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Hien Rekkou' is a knock off of Ken's Shoryuu Reppa. + +Roddy and Cathy from "Top Hunter - Roddy & Cathy" appear in the Kowloon background at the extreme left. +Other characters appearing in the Kowloon stage are : Roddy Birts and Lenny Creston from "Art of Fighting 3 - The Path of the Warrior". +The American Sports team from "The King of Fighters '94". +Lee Pai Long, Tung Fu Rue and Jubei Yamada from "Art of Fighting" and "Fatal Fury Special" and King's Waitresses with Rugal's panther. + +The Terry's theme music was originally from "Real Bout Fatal Fury Special". +The Ryuji Yamazaki and Mary's Blues theme music was originally from "Real Bout Fatal Fury Special". +The Athena Asamiya thene music come from "Psycho Soldier". + +The name of the 3 characters instrumental in the defeat of Orochi have some relation to the original legend: +1) Kyo Kusanagi: The Kusanagi is the name of the sword that was used to kill the Great Serpent. +2) Iori Yagami: One of his moves, the Ya Sakazuki, means '8 wine cups', which were needed to get the Great Serpent drunk. +3) Chizuru Kagura: She was the last surviving member of the Yata clan and the mirror used to seal Orochi away was a homage to the mirror in the legend (in the legend, it was a mirror created by the Great Serpent's tears). + +In this iteration of KOF and the following games where he is a playable character, Choi Bounge gains a special throw (using the D button) where he pokes his claws up the opponents rear, this is actually supposed to be a Japanese prank, but the pranksters do not use claws. + +About Ryuji Yamazaki: +To bring the story that had grown too large and out of control back on track, the members of the Orochi 8ketsu Clan were teamed up in '97. By doing this, the dev. team thought, the story would reach its conclusion for the time being... but among the 3 new faces including Leona's father Gaidell, the dev. team lacked one more member for the 8ketsu. What should we do?... And along came Ryuji Yamazaki to bail us out of our predicament. A snake charmer that even looked like a snake, he became a popular villain. He once humbled himself, joined up with the Fatal Fury team, and blended into the world of KOF more than we had predicted. The game planner at that time really knocked himself out to provide new moves for Yamazaki. Idea after idea got a short trip to the circular file (Attract opponent after Snake Charmer move; Seven Serpent Dagger Throw, etc.), and those failures led to successful moves like the Sand Sweeper. + +About Blue Mary: +Receiving the strong support of fans in a magazine's popularity poll, Blue Mary made her name known to the public, appearing in KOF from '97. Losing to Blue Mary in the popularity contest, as a matter of fact, was Duck King. This popularity contest truly decided the fate of these 2. From '97 to '03, Mary became a regular to the series for the staff. Duck, on the other hand, hit the skids, and he was relegated to cameos at the side of screens, in backgrounds, or as a Striker character. Doesn't this fleeting episode make you think about the impermanence of everything? Since the designer in charge of Mary preferred her outfit in "Fatal Fury 3 - Road to the Final Victory", she's kept that look until now. It seems to have worked. + +About Yashiro Nanakase: +Yashiro's team was created to offset the remaining top 3 characters. With the combination of their use of 3 elements-Kyo and Chris representing fire, Benimaru and Shermie signifying lightning, and Daimon and Yashiro standing in for the earth-the concept for Yashiro and his cohorts as rivals to the series' heroes was further emphasized. It also explains the battle of hairstyles (and bands, too) between Yashiro and Iori. In consideration to events going on in the world today, designers have expiated some of Yashiro's more wicked ending lines-such as, 'Execution, accomplished.'-and tossed them into the dustbin of game history. Incidentally, some of the production codes for his Super Special Move commands consisted of moves like the '260 Million Slams'. Some of his dumped moves included 'Human Surfing'. + +About Shermie: +Shermie is a glamorous girl who works as a fashion designer and plays in a band as a hobby. But in fact she is one of the 4 Orochi leaders who's adept at body slams. Come to think of it, she's quite an enigmatic character. The material for Shermie the 'Raging Lightning Flash' comes from L the Third. And even more trivia : the character of Yashiro comes from Bl.. G... Xa..gle and the character of Chris is derived from A.T. V...ms. The design for Shermie was easily decided on. Given her long bangs that will absolutely never reveal her eyes, she was called Tesse from "Waku Waku 7" at one time. Her hidden eyes burn with a homicidal glare it is said, but there's no material that reveals what her face actually looks like. + +About Chris: +Chris can kill with an innocent smile on his face-kind of a creepy personality trait, come to think of it (but he looks so cute, doesn't he?). To pull things together and bring the story concerning the leaders of the Orochi and the 8-ketsu clan to its climax once and for all in '97, a lot of story elements were forced onto Chris who became the vessel fort the Orochi (this actually began from the early stages of production). And there's a story behind Chris's Super Special Move line, 'Ripping the chrysalis, the butterfly flutters'. + +About Orochi : At first, designers planned a rather extreme setting in which a buck-naked Chris battled with a glowing energy ball, but for better or worse went with the current design (A survey of the designers garnered a mere 2 votes for the design for a buck-naked Chris). Incidentally, his design codename was 'Chief'. A lot of people were against the name 'Orochi', too, but these days it has become a firmly established proper noun in gaming lingo. + +About Orochi Iori: +The powers that be, who created the stories for the boss characters to heat things up for the series with KOF '97, first decided to make the final boss an Orochi to conclude the series' "Orochi Saga". The stage bosses were an easy choice : the 3 remaining characters of the Four Orochi Deities. This was followed with the suggestion to make the final boss Iori, 'berserk with the Orochi blood rage'. So the 'Minor', 'Middle', and 'Major' bosses were decided, with the 'Orochi Iori' we know and love rounding off the quartet as the final boss. Because this character was originally designed as a player character at the time, he's designed to mow down the other characters with relative ease. + +About Orochi Leona: +If Iori appeared berserk with the Orochi blood, the other successor in the bloodline of the 8-ketsu Clan, Leona, was also destined to go berserk someday. That's how this character came about. But inexplicably the design team wanted to heat up battles against the computer. So various sequences such as televised broadcasts were added, and provided a turn of nail-biting events that sent players to a 'fork in the game' that would pit them up against either Orochi Iori or Orochi Leona in the end. But savvy players who knew how to get a character to appear would be able to select their particular routes. + +About Kyo Kusanagi Version '94 : Along with KOF '96 game system changes, Kyo got a new arsenal of different Special Moves, and the wielder of the 'Dark Thrust' was as popular as ever. And designers also added the KOF '94 version of Kyo Kusanagi to satisfy all our fans. Designers were apprehensive about returning to the old character design, but this all disappeared with the warm acceptance of fans. + +About Shingo Yabuki: +The code name for this character in the early stages was 'Shingo Suzuki'. The plainness of his name conversely suited Shingo quite well, we thought, but what do you think ? He was originally based on Kyo with the concept of becoming a comic, everyday guy foil, but in spite of our intention to promote him simply and plainly, he was splashed all over the place and his silhouette appeared in pre-promotion campaigns in magazines, becoming an extensively hyped character. And his voice was supplied by the famous Japanese voice actor Taketo Koyasu. And one more thing, Shingo is a character who can't shoot flames. And probably never will. + +The dialogue heard during the Title Screen music (4th Fire) goes as follows: +"They're back to the heat... For the answer they've long been searching for. +Is it their fate, or just a bloody coincidence? It shall be clear, as three powers will be as one... +Now, the fourth phase is about to begin! +The King of Fighters '97. +The story moves towards its violent destiny." + +A hack of this game is known as "The King of Fighters '97 Plus" and allows you to play evil versions of Leona, Iori and the Orochi team plus Orochi himself. +Another hack is known as "King of Gladiator". + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Pony Canyon released a 2 CD limited-edition soundtrack album for this game (The King of Fighters '97 - PCCB-00273) on 20/08/1997. + +- TIPS AND TRICKS - + +* Play as KOF94 style Kyo Kusanagi: +Highlight Kyo, hold START and press any button. + +* Play as Orochi Iori: +At the character select screen, highlight Iori, then hold Start and press Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C. + +* Play as Orochi Leona: +At the character select screen, highlight Leona, then hold Start and press Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D. + +* Play as Orochi New Team : enter the Orochi Leona code, then return to the character section screen, hold Start and press Up, Left, Down, Right, Up, Down, B+C. + +* Select victory pose : press a Punch or Kick button immediately after winning a match. + +* Preview Power Ase : hold Start while choosing your fighter order and a face will appear over each person. If the face is neutral, your power will get passed on. If the face is smiling, your power will get passed on, with one additional one. If the face is angry, you will lose your power. + +* Seven Iori in screen : play Iori vs Iori both in extra mode charge powers, both Iori should be in full screen gape one Iori should live power with (A) and rapidly max with (C), second Iori should press (A+B) rapidly (F,D,F+A) than rapidly round joystick clockwise 4,5 times. You can see seven Iori in screen. NOTE WHEN SECOND IORI WILL PRESS (A+B) FIRST IORI POWER SHOULD TOUCH TO THE SECOND. + +* Finish the game using one of these combinations to see the special endings : +1) Kyo, Shingo, and anyone except Iori or Benimaru +2) Kyo, Iori, Chizuru +3) Yuri, King, Mai +4) Ralf, Clark, Athena +5) Kyo, Terry, Ryo +6) Benimaru, Joe, Kim +7) Terry, Mary, Joe (only in the Japanese version) +8) Kyo, Mai, Billy (only in the Japanese version) +9) Yamazaki, Chang, Choi (only in the Japanese version) + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Producer: Takashi Nishiyama +Chief director: Toyohisa Tanabe +Sub director: Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. Hikida (Yanya) +System editor: Khozoh Nagashima (K. -Mac- Nagashima) +Front designers: 8Shiro-7Kase, C.A.C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, Miki Asakura, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Mitsuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara +Back designers: Sahori Etoh (Sahori), Pal Co. Ltd., Manoru, Kaori Kusunoki, Souzi Takamori, K, M. Yokoyama, Muneki Raishi, Kanamaru +Special effects: T Shin, Nishida Mika, K. Isomura, -------M--------, Kohrin +Programmers: S. Fujinuki, Cyber Kondo, Souta Ichino +Sound: SHA-V, Toshio Shimizm ('Shimizm'), Jojoha Kitapy, Yamapy-1, Tate Norio, Ackey, Kyo-Chan, Zoe, Marimo +Adjusters: Kiyoshi Asai, Tubolin-Sawa, NWO-Melon +Bug checkers: Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan + +* Voice Actors : +Kyo Kusanagi: Masahiro Nonaka +Benimaru Nikaido, Ralf Jones, Choi Bounce: Monster Maetsuka +Goro Daimon, Ryo Sakazaki: Masaki Usui +Terry Bogard: Satoshi Hashimoto +Andy Bogard: Keiichi Nanba +Joe Higashi: Nobuyuki Hiyama +Robert Garcia: Mantaro Koichi +Yuri Sakazaki: Kaori Horie +Leona: Masae Yumi +Clark Steel: Yoshinori Shima +Athena Asamiya: Yukina Kurisu +Sie Kensou: Eiji Yano +Chin Gentsai: Toshikazu Nishimura +Chizuru Kagura: Akiko Saitou +Mai Shiranui: Akoya Sogi +King: Harumi Ikoma +Kim Kaphwan: Satoshi Hashimoto +Chang Koehan: Hiroyuki Arita +Yashiro Nanakase: Makoto Awane +Shermie: Hazuki Nishikawa +Chris: Rio Ogata +Ryuji Yamazaki: Koji Ishii +Blue Mary: Harumi Ikoma +Billy Kane: Atsushi Yamanishi +Iori Yagami: Kunihiko Yasui +Shingo Yabuki: Takehito Koyasu +Yuki (Kyo's girlfriend): Tomoko Kojima + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 25, 1997; "The King of Fighters '97 [Model NGH-232]") +[JP] SNK Neo-Geo CD (Oct. 30, 1997; "The King of Fighters '97 [Model NGCD-232]") +[JP] Sega Saturn (mar.26, 1998; "The King of Fighters '97 [Model T-3120G]") +[JP] Sega Saturn (mar.26, 1998; "The King of Fighters '97 [Model T-3121G]") +[JP] Sony PlayStation (may.28, 1998; "The King of Fighters '97 [Model SLPM-86084]") +[JP] Sega Saturn (Oct. 01, 1998; "The King of Fighters Best Collection [Model T-3125G]") +[JP] SNK Neo-Geo Pocket (Oct. 28, 1999; "King of Fighters R-1 [Pocket Kakutou Series] [Model NEOP00010]") +[JP] Sony PlayStation (june.24, 1999; "The King of Fighters '97 [The Best] [Model SLPM-86245]") +[JP] Sony PlayStation (Mar. 27, 2003; "The King of Fighters '97 [PSone Books] [Model SLPS-91511]") +[JP] Sony PS2 (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Limited Edition] [Model SLPS-25535]") +[JP] Sony PS2 (Apr. 20, 2006, "The King of Fighters - Orochi Hen [NeoGeo Online Collection Vol.3] [Model SLPS-25605]") +[JP] Sony PS2 (june.21, 2007, "The King of Fighters - Orochi Hen [NeoGeo Online Collection The Best] [Model SLPS-25791]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof98h + +The King of Fighters '98 - Dream Match Never Ends (c) 1998 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-242] +683 Mega + +- TRIVIA - + +This AES version was released on September 23, 1998 in Japan. + +For more information about this game itself, please go to the original MVS release : "The King of Fighters '98 - The Slugfest [Model NGM-242]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof98,kof98a,kof98k,kof98ka + +The King of Fighters '98 - The Slugfest (c) 1998 SNK. + +The King of Fighters '98: The Slugfest is a one-on-one fighting game for one or two players, featuring 38 selectable characters. As with previous games in the series, players can choose between two different playing styles: Advance and Extra. + +* Extra is similar to KOF94 and is more suited to defensive play, as the fighters only have one power gauge and cannot run. They can instead sidestep to avoid incoming attacks and can also perform unlimited super moves when their energy is low. + +* Advanced mode gives the fighters the evasive roll introduced in "King of Fighters '96" and lets them store up to three full power gauges at once. This means they can choose to expend a gauge to get a damage boost, rather than letting it happen automatically. It also allows fighters to use more than one gauge to inflict more powerful versions of their super moves (instead of having to wait until their health is low). Fighters can also expend a gauge to quick roll out of an attack after successfully blocking it. + +Both the 'Extra' and 'Advanced' modes have been tweaked since the previous game. Unlike KOF '97, fighters will return to normal if they perform a Super Special Move in MAX state. Also, when a fighter loses a round, they are given a handicap in their favor. In Extra mode, the time it takes to charge their power gauge to its maximum level is shortened. In Advance mode, the fighter's stock capacity of Power Gauges is increased by one. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-242 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Released in July 1998. + +This game is known in Japan as "The King of Fighters '98 - Dream Match Never Ends". + +It is said that this game is a 'dream match' for more reasons than one - this KOF is said to exist only in Shingo's dream - each character in this dream match was Shingo's impression of these characters, based on either personal experience or his notes in his notebook. + +Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Shin! Chou Upper' is a knock off of Ryu's Shin Shoryuu Ken. She also has a movement similar to Terry's burn knuckle. Finally, her Forward+A is a parody of Sakura's Flower Kick. + +KOF98 contains pieces of music from older KOFs. +For example, the character select music when a second player joins in is straight from KOF 96 (it's called Roulette). +Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from : +Esaka? (Japan Team) : KOF 96 (Japan Team's theme music). +Esaka (95-style Kyo Kusanagi) : KOF 94 (Japan Team's theme music). +Kurikinton (Fatal Fury Team) : Fatal Fury 2 (Terry Bogard's theme music). +Art of Fight (Art of Fighting Team) : Art of Fighting (Ryo Sakazaki's and Ryuhaku Todo's theme music). +Rumbling in the City (Ikari Team) : KOF 96 (Ikari Team's theme music). +Shin! Senritsu no Dora (Psycho Soldier Team) : KOF95 (Psycho Soldier Team's theme music). +Fairy (Gals Fighters Team) : KOF 96 (Chizuru Kagura's theme music). +Seoul Town (Korea Team) : Real Bout Fatal Fury (Kim Kaphwan's theme music). +Bloody (New Face Team) : KOF 97 (New Face Team's theme music). +Rhythmic Hallucination (Orochi Yashiro) : KOF 97 (Orochi New Face Team's theme music). +C62 (Ryuji Yamazaki) : Real Bout Fatal Fury Special (Ryuji Yamazaki's theme music). +Blue Mary's Blues (Blue Mary) : Real Bout Fatal Fury Special (Blue Mary's theme music). +London March (Billy Kane) : Real Bout Fatal Fury Special (Billy Kane's theme music). +Arashi no Saxophone (Iori Yagami) : KOF 95 (Revenge Team's theme music). +Arashi no Saxophone 2 (Mature, Vice) : KOF 96 (Iori Team's theme music). +Slum No. 5 (USA Sports Team) : KOF 94 (USA Sports Team's theme music). +Still Green (Shingo Yabuki) : KOF 97 (Shingo Yabuki's theme music). +Ketchaku R&D (Omega Rugal) : first half from KOF 94 (Rugal Bernstein's theme music), second half from KOF 95 (Omega Rugal's theme music). +Ne! ('94 Gals Fighters Team) : KOF 94 (Gals Fighters Team's theme music). + +Also to note that the music that is played prior to facing Rugal (Kettou R&D) is also from KOF 94 (as the theme for Rugal's first form). + +When Choi Bounge appears, a 7 seconds sample from a song is played. This song is 'Choi Bounge Ondo', which appeared in the KOF 97 Arrange SoundTracks. The song became quite popular in Japan. + +Mr. Big from "Art of Fighting" makes a small cameo appearance in the USA Wharf background, during the first rounds. + +About Kyo Version 95: +Because the introduction of different versions for this character included as "hidden features" in KOF '97 was such a hit with fans, designers thought, another version of Kyo in KOF '98 would make the game more inviting. Designers also remember that both versions for Kyo Kusanagi for game tests were equally popular. This concept for different versions of this character subsequently became the basis for the 'Kyo clones'. + +In the Japan Street stage, during the second round if you look in the middle of the background where some shops are, you can see tiny moving people who look like Iori, Mai and Terry Bogard. In the third and fifth round, you can see two people doing hand signals, they look similar to Kyo Kusanagi & Shingo Yabuki. In the fourth round, you can see Mai and Terry. + +A serious bug: +Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neo+geo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after game over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that. + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Soundtrack releases: +[JP] Aug. 19, 1998; The King of Fighters '98 - Dream Match Never Ends [PCCB-00334] - Pony Canyon. +[JP] Sep. 18, 1998; The King of Fighters '98 - Dream Match Never Ends Arrange Sound Trax [PCCB-00337] - Pony Canyon. +(JP] Oct. 07, 1998; The King of Fighters '98 - Dream Match Never Ends Drama CD [PCCB-00339] - Pony Canyon. + +- UPDATES - + +At the Intro music (CIPHER) and the Staff Roll BGM (ZERO) a sample used says 'mot*er fu**er'. Apparently, this sample was removed in some non-Japanese carts. + +- TIPS AND TRICKS - + +* Orochi Team (Evil Chris, Evil Shermie, Evil Yashiro): +At the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro). + +* KOF94 Art of Fighting characters (Ryo, Robert, Yuri): +At the character select screen, hold Start and press any button on the Art of Fighting characters. + +* KOF95 style Kyo: +At the Character select screen, hold Start on Kyo and press any button. + +* Real Bout 2 characters (Mai, Terry, Andy, Billy): +At the Character select screen, hold Start on the respective characters and press any button. + +* View attitudes: +Hold Start at the match-up screen to view the attitudes of your opponents. + +* Select victory pose: +Immediately press A, B, C, or D after defeating your opponent. + +* Fight Vs Shingo Yabuki: +You must win the first three levels by 3-0. + +* Finish the game using one of these combinations to see the special endings: +1) Kyo, Shingo, Saisyu +2) Kyo, Iori, Chizuru +3) Kyo, Iori, Shingo +4) Kyo, Saisyu, Chris +5) Kyo, Terry, Ryo +6) Benimaru, Andy, Robert +7) Goro, Joe, Yuri +8) Terry, Clark, Lucky +9) Ryo, Yuri, Takuma +10) Yuri, Mai, Athena +11) Heidern, Ralf, Leona +12) Yashiro, Chris, Yamazaki +13) Rugal, Vice, Mature +14) Shermie, Vice, Mature +15) Shingo, Chris, Kensou +16) Kim, Saisyu, Takuma +17) Billy, Joe, Chang +18) Chin, Chang, Choi + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Producer: Takashi Nishiyama +Chief director: Toyohisa Tanabe +Sub director: Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. Hikida (Yanya), Tomonori Kamio +System editor: Khozoh Nagashima (K. Nagashima) +Demo designers: Kalkin Mizuno, Dandy, Matuisan!, M. Yokoyama, Masato +Special effects: Nishida Mika, Aoyama +Programmers: S. Fujinuki, Cyber Kondo, Souta Ichino +Sound: SHA-V, Tate Norio, Marimo +Adjuster: Kiyoshi Asai, Hataboh de Go!, M-Panic! Plus +Bug Checker: Anne, Sanpo, H. Shimmei, R. Tsune, 8097 :K.I (Non) + +* Front Designer: +Chief: Blaster-Lu +Kyo, Shingo: Akiko Yukawa +Ryo: Mitsuru Kawasaki, T. I-NO-U-E +Benimaru, Iori, Yamazaki: Miki Asakura +Robert, Lucky: Mitsuru Kawasaki +Daimon, Terry, Takuma: Shinsuke Yamamoto +Yuri, Brian: Mina Kawai +Leona, Ralf, Clark, Heidern: Dear Ichi Jerry +Andy, Athena, Chizuru, Mai, Rugal: C.A.C. Yamasaki +Joe, Billy: Hiroto Kittaka +Kim, Heavy D!: T. I-NO-U-E +Kensou, Chin, Choi: 44Oka +Chang, Mary, Saisyu: Tahara Ujyu- +Yashiro: Shio Shio Shio +Shermie, King: Miho Uematsu +Chris: Hiroto Kittaka +Mature/Vice: Shio Shio Shio, Miho Uematsu, Akiko Yukawa +Chief: Yurika + +* Back Designer: +JPN-Street Stage: Manoru +USA-Yard Stage: Tohru Nakanishi +China Stage: K.W +JPN-Temple Stage: Yurika +Korea Stage: Tsugumi A. +USA-Wharf Stage: Tsugumi A. +Mid-East Stage: Muneki Raishi +Rugal Stage: Souzi Takamori +Spain Stage: M.K + +* Voice Actors: +Kyo: Masahiro Nonaka +Daimon/Ryo: Masaki Usui +Benimaru/Ralf/Choi: Monster Maetsuka +Terry/Kim: Satoshi Hashimoto +Andy: Keiichi Nanba +Joe: Nobuyuki Hiyama +Robert: Mantaro Koichi +Yuri: Kaori Horie +Leona/Vice: Masae Yumi +Clark: Yoshinori Shima +Athena: Haruna Ikezawa +Kensou/Brian: Eiji Yano +Chin/Heavy D!: Toshikazu Nishimura +Chizuru: Akiko Saitou +Lucky: Kazuhiro Inage (Key Inage) +Mai: Akoya Sogi +Chang: Hiroyuki Arita +Yashiro: Makoto Awane +Shermie: Hazuki Nishikawa +Chris: Rio Ogata +Yamazaki: Koji Ishii +Billy: Atsushi Yamanishi +Rugal/Heidern: Toshimitsu Arai +Takuma: Eiji Tsuda +Saisyu: Keiichirou Sakaki +King/Mary/Announce: Harumi Ikoma +Mature: Hiroko Tsuji +Shingo: Takehito Koyasu +Iori: Kunihiko Yasui + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 23, 1998) "The King of Fighters '98 - Dream Match Never Ends [Model NGH-242]" +[JP] SNK Neo-Geo CD (Dec. 23, 1998) "The King of Fighters '98 - Dream Match Never Ends [Model NGCD-2420]" +[JP] SNK Neo-Geo CD (Dec. 23, 1998) "The King of Fighters '98 - Dream Match Never Ends [Limited Edition] [Model NGCD-24201]" +[JP] SNK Neo-Geo Pocket Color (Mar. 19, 1999) "King of Fighters R-2 [Pocket Kakutou Series] [Model NEOP00230]" +[JP] Sony PlayStation (Mar. 25, 1999) "The King of Fighters '98 - Dream Match Never Ends [Model SLPM-86201]" +[JP] Sega Dreamcast (june.24, 1999) "The King of Fighters - Dream Match 1999 [Model T-3101M]" +[JP] Sony PlayStation (Mar. 09, 2000) "The King of Fighters '98 - Dream Match Never Ends [SNK Best Collection] [Model SLPM-86435]" +[JP] Sega Dreamcast (Dec. 21, 2000) "The King of Fighters - Dream Match 1999 [Dreamcast Collection] [Model T-3105M]" +[JP] Sony PlayStation (Mar. 27, 2003) "The King of Fighters '98 - Dream Match Never Ends [PSone Books] [Model SLPS-91512]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof99h + +The King of Fighters '99 - Millennium Battle (c) 1999 SNK [Shin Nihon Kikaku]. + +- TECHNICAL - + +[Model NGH-251] +673 Mega + +- TRIVIA - + +This AES version was released on September 23, 1999 in Japan and United States of America. It includes a Neo-Geo KOF99 telephone card. + +Related Coin-Op video game: "The King of Fighters '99 - Millennium Battle [Model NGM-251]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof99,kof99k,kof99p,kof99e,kof99ka + +The King of Fighters '99 - Millennium Battle (c) 1999 SNK. + +Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-251 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Released on July 22, 1999 in Japan. + +The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition". + +About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of the Wolves" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic). + +About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity. + +About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team. + +About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', 'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old). + +About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans... + +About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test. + +About Kyo Kusanagi-1 : Actually Kyo Kusanagi-1 and Kyo Kusanagi-2 were not scheduled to appear in KOF '99 at the time. Nor were Kyo or Iori Yagami supposed to either. Designers initially decided to leave them out because of the new storyline and wanted to focus more attention on the new character of K'. But for various reasons, designers came to the conclusion that designer couldn't leave these popular characters in limbo, so they got a reprieve (and a new wardrobe, too). Designers also felt the old Kyo dressed in his school uniform was necessary and hurried to include him in the game (See Kyo Kusanagi-2 for more details). + +About Kyo Kusanagi-2 : Production was reaching its climax when the idea for including various Kyos was hit upon... While the staff kvetched - "Should the design for Kyo in a student's uniform come from KOF '94 or KOF '95?"; "We don't have time to think this over!" - the project head said : "Make two designs". The staff objected timidly : "Are you nuts? We don't have time for that!". So the project planner remarked, "OK, then. I'll design them". Having hung up his character-designing clothes years ago, the head planner whipped up designs Kyo Kusanagi-1 and Kyo Kusanagi-2 in no time. Naturally, designers were blown away by his mastery and speed rivaling that of a street-performing sketch artist. + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Soundtracks: +[JP] Aug. 18, 1999; The King of Fighters '99 [PCCB-00387] - Pony Canyon +[JP] Sep. 17, 1999; The King of Fighters '99 [Arrange Sound Trax] [PCCB-00393] - Pony Canyon +[JP] Oct. 06, 1999; The King of Fighters '99 [Drama CD] [PCCB-00394] - Pony Canyon + +- TIPS AND TRICKS - + +* Play as 'Real' Kyo Kusanagi or Iori Yagami (you need to get 'K.I' on the logo screen to be able to use Kyo or Iori). +1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2. +2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun. +3) Then you must defeat Kryzalid and a screen will show you how to do the code. +4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry. +5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry. + +* Fight Kyo Kusanagi or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear. + +* Display character order : hold Start when selecting your character's fighting order. + +* Select victory pose : press a Punch or Kick button immediately after winning a match. + +* (BUG) The Power of The 'Ko'ou Ken' : when using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special. + +* Finish the game using one of these combinations to see the special endings : +1) Kyo Kusanagi with anyone except Iori Yagami. +2) Iori Yagami with anyone except Kyo Kusanagi. + +There is a different ending for some predefined Teams if Krizalid will be defeated while using a specific fighter : +1) Fatal Fury Team (Mai) +2) Psycho Soldiers Team (Kensou) + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Producer : Takashi Nishiyama +Chief director : Hiroto Namada (as 'Namadachan'), T. Hosokawa +Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, K. Hikida (Yanya), Tomonori Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki +Design chief : Regeon.Toyanaka, (^_^) +Front designers : T. I-NO-U-E (K'/Kim), Shinsuke Yamamoto (Maxima/Terry), Miki Asakura (Benimaru/Chin), Mina Kawai (as Kawai.Sama) (Yuri/Takuma/Choi), Shio Shio Shio (Ryo/Robert), Winnie the Whipooh (Leona/Whip/Mary), Youki.T.Ohyama (Ralf), M.Endo (Clark), Akiko Yukawa (Shingo/Athena/Kasumi), Miho Uematsu (Xiangfei/King), Mitsuru Kawasaki (Kensou/Bao), Styleos (Kyo/Chang), Roppongi Marito (Jhun/Joe), C.A.C. Yamasaki (Krizalid/Andy/Mai/Iori) +Back designers : Manoru (Sewege.Sys), K. W (Park), Muneki Raishi (Alley), Tohru Nakanishi (Airport), Tsugumi A. (Museum), Nobuyuki Kobayashi (Boss) +Demo designers : Kalkin Mizuno, M. Yokoyama, Khozoh Nagashima (as K. -G3- Nagashima) +Special effects : Aooon +Programmers : Cyber Kondo, Souta Ichino, Abetak +Sound : Sha-V, Zoe, Marimo, Usako-X, Tate Norio, Toshio Shimizm (as 'Shimizm'), Hori-Hori +Adjusters : Kiyoshi Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto +Bug checkers : T. Seko, M. Sawa + +* Voice Actors : +K' : Yuuki Matsuda +Maxima : Katsuyuki Konishi +Benimaru Nikaido : Monster Maetsuka +Shingo Yabuki : Takehito Koyasu +Terry Bogard : Satoshi Hashimoto +Andy Bogard : Keiichi Nanba +Joe Higashi : Nobuyuki Hiyama +Mai Shiranui : Akoya Sogi +Ryo Sakazaki : Masaki Usui +Robert Garcia : Mantaro Koichi +Yuri Sakazaki : Kaori Horie +Takuma Sakazaki : Eiji Tsuda +Leona : Masae Yumi +Ralf Jones : Monster Maetsuka +Clark Steel : Yoshinori Shima +Whip : Shiho Kikuchi +Athena Asamiya : Haruna Ikezawa +Sie Kensou : Eiji Yano +Chin Gentsai : Toshikazu Nishimura +Bao : Kanako Nakano +King : Harumi Ikoma +Blue Mary : Harumi Ikoma +Kasumi Todoh : Masae Yumi +Li Xiangfei : Mami Kingetsu +Kim Kaphwan : Satoshi Hashimoto +Choi Bounce : Monster Maetsuka +Chang Koehan : Hiroyuki Arita +Jhun Hoon : Kazuya Ichijo +Kyo-1 : Masahiro Nonaka +Kyo-2 : Masahiro Nonaka +Krizalid : Yoshiyuki Iwamoto +Kyo Kusanagi : Masahiro Nonaka +Iori Yagami : Kunihiko Yasui + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 23, 1999) "The King of Fighters '99 - Millennium Battle [Model NGH-251]" +[JP] SNK Neo-Geo CD (Dec. 02, 1999) "The King of Fighters '99 - Millennium Battle [Model NGCD-251]" +[JP] Sony PlayStation (Mar. 23, 2000) "The King of Fighters '99 - Millennium Battle [Model SLPM-86462]" +[JP] Sega Dreamcast (Mar. 30, 2000) "The King of Fighters '99 Evolution [Model T-3102M]" +[JP] Sony PlayStation (Mar. 29, 2001) "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPM-86784]" +[JP] Sega Dreamcast (Oct. 25, 2001) "The King of Fighters '99 Evolution [SNK Best Buy] [Model T-3109M]" +[JP] Nintendo GBA (Jan. 01, 2002) "The King of Fighters EX - NeoBlood [Model AGB-AKOJ-JPN]" +[JP] Nintendo GBA (Jan. 01, 2002) "The King of Fighters EX - NeoBlood [Model AGB-S-FSKCKOJ]" +[JP] Sony PlayStation (jul.25, 2002) "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPS-03450]" + +* COMPUTERS: +PC [MS Windows] (2000) "The King of Fighters '99 Evolution" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kf2k5uni + +The King of Fighters 10th Anniversary 2005 Unique (c) 2004 Unknown. + +Pirate hack of "The King of Fighters 2002 - Challenge to Ultimate Battle". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2000,kof2000n + +The King of Fighters 2000 (c) 2000 SNK. + +34 characters, plus the popular striker system, await to be selected to team up and defeat the mighty Zero and his incredible bladed coat! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-257 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Released in July 2000. + +About Ramon: +This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These 3 points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time. + +About Vanessa: +Vanessa's entrance in KOF at the time put a stop to the parade of increasingly younger characters appearing in the game, especially the women characters who were all teenagers for the most part. This is the reason for creating the concept of a thirty-something woman who broke all the rules and overflowed with adult appeal. Her style has become the topic of many humorous comic strips. In her first appearance in the Sega Dreamcast version of KOF '99 as a Striker character, she was a bit irreverent. And in KOF 2000, she officially entered the tournament as a player character. Designers wanted to introduce her as a player character in KOF '99, but legend has it that she had to sit it out due to certain time constraints. + +About Lin: +This character was selected out of the encyclopedic character background materials (whose volume would rival the Encyclopedia Britannica!) of the supervising planners. Lin is tied to the Flying Brigands 'HIzoku', who were introduced as a KOF side story in the NESTS Chronicles, but without the knowledge of the staff, and when Ron showed up in the ending sequence, there were some awfully surprised designers. With all the special moves and actions for this character the programmers and planners had a rough time working on this character. He brought tears to the eyes of the developers, but not for the usual reasons. + +About Seth: +Seth was created as part of a set with Vanessa, appearing for the first time in the Sega Dreamcast version of KOF '99. His initial name was 'Dick'. The name had deep significance for his designer. Based on the strong wishes of the supervising designer, the powerful image of a big, dark, middle-aged man with a Mohawk haircut who used the arts of self-defense was decided on. Since Seth was created first, Vanessa's clothes were designed to match his. This made some people surmise things like Seth was Vanessa's husband. + +About Hinako Shijo : At first designers sought to create a character similar to Chie in the Japanese comic Jarinko Chie (Downtown Story) who used sumo moves. The supervising designer, however, succumbed to insistent requests to use 'a debutante', and Hinako gradually transformed into a wellborn young maiden. She was to fight barefoot, but that idea got eighty-sixed. The tape remaining on her fingers is a tiny remnant of her original concept. Since her appearance grew further and further away from that of a sumo wrestler, the names for her moves use those of actual sumo moves to preserve the essence of the sumo wrestler in her original character. + +About Kula Diamond: +To add dimensions to the villainous NESTS organization of the NESTS Chronicles and excitement to the story, the need to create an enemy for the huge and individualistic K' arose. Manipulator of the 'Anti-K' Arts', her ice symbolizes the foil to the flames of K'. That's what Kula Diamond's all about. During production Designers elicited the opinions of newly hired female designers regarding Kula's mannerisms to "make her girlish gestures appropriately girlish" (but left the actual design work to the veteran supervising designer). Designers think we succeeded in faithfully depicting a 14-year-old girl... Asking Kula's designer about his impressions at the time, he immediately answered : "Kula had an easy delivery. She didn't give me any pain". The actual work appeared difficult, but it seems he enjoyed his work. + +About Candy Diamond: +Candy is the robot you can see during Kula's Special Move displays, animated sequences, and as a Striker. Since Candy's not a player character she doesn't stand out like the other characters, but she does appear in the gut-wrenching episode that depicts her emotions for Kula when she's torched saving her mistress in the Kula ending of KOF 2000. If you haven't yet seen this, what're you waiting for? Hurry up and clear the game with Kula to find out! + +About Zero: +Zero is the boss of Krizalid from KOF '99, but his position in a company would be similar to that of 'division chief'. Because of his black beard and noble manner, designers are sure he's regarded as a rather scary 'division chief' in the organization. His guiltless betrayal of Krizalid speaks volumes about his true personality, in stark contrast to his dislike of traitors listed in his profile. Incidentally, The names of some of Zero's moves come from the Japanese anime 'Hokuto no Ken'. + +About Diana: +Diana's the Amazon featured in Kula's sequences. She used to be a top executive for NESTS but is portrayed as Kula's guardian in the background story. If you compared NESTS to a company... designers often use this metaphor, but designers don't have a clue which position would fit her or Foxy. Judging by her loathing of elite managers (college boys), designers could say she's a 'big-sister section chief' who climbed the corporate ladder with extremely hard work. Working with a "fabulous babe" boss like her would be whack (but a bit scary, though)! + +Robert's 'Ryuugeki Ken' is a knock-off of the Sonic Boom (It isn't in "The King of Fighters '99 - Millennium Battle" because of its looks, despite the charging motion). + +There are 2 symbolic things that tell you how the people at SNK were forseeing the end of their company. Kyo's theme is called 'Good Bye Esaka', Esaka is the avenue where the SNK building and Neo Geo Land are (Esaka means 'entrance to the hill'). The second thing is the destruction of the city that started all : South Town (Home of "Fatal Fury - King of Fighters" and "Art of Fighting" - however, note that in "Garou - Mark of The Wolves", Second South was rebuilt near South Town. Also noted is the fact that every Kyo theme before 'Tears' had 'Esaka' in it ('Esaka' in 94, 'Funky Esaka' in 95, 'Esaka?' in 96 and 'Esaka Forever' in 97). +The reason for those names is that in "The King of Fighters '94", Kyo's team stage is below a bridge in the Esaka area near SNK. In "The King of Fighters '95", they fight in front of Neo Geo Land, again, in Esaka in front of the SNK building. In "The King of Fighters '96", they fight in top of a bridge also in the Esaka area. In "The King of Fighters '97" there is no Esaka stage, however, this was supposed to be the last KOF as SNK planned to move to the Hyper NeoGeo 64, it was like a glorious farewell to KOF, however, things went different. Finally, in "The King of Fighters '98 - The Slugfest", the Esaka stage appears again; they fight below a bridge in front of the Neo Geo Land. + +* Origin of Alternate Strikers: +Another Benimaru (Benimaru): Alternate art for Benimaru. +Another K' (K'): Alternate art for K'. +Another Robert (Robert): Alternate art for Robert (inspired from the early "Art of Fighting" days). +Athena (Athena): Athena as she appeared in her first game, "Athena". +Baijang (Chin): (Not too sure, but it could be Tung Fu Rue's panda). +Billy Kane (Andy): "Fatal Fury - King of Fighters" (Andy is second banana for the good guys, Billy is second banana for the bad guys). +Chizuru Kagura (Mai): KOF, Mai's teammate in '97/'98. +Chris (Whip): KOF, part of the New Face Team. +Cosplayer Kyoko (Shingo): A girl dressing up as Kyo (in his old outfit), Kyoko is the 'feminine form' of Kyo (ie, what Christina would be to Chris) - Voice by Haruna Ikezwa. +Duck King (Joe): "Fatal Fury - King of Fighters". +Duke Edwards (Ramon): "Burning Fight" - Voice by Kong Kuwata. +Eiji Kisaragi (Lin): "Art of Fighting". +Fiolina Germi (Vanessa): "Metal Slug - Super vehicle-001". +Foxy (Kula): KOF, Kula's guardian. +Gai Tendou (Takuma): Main character in "Buriki One in Tokyo - World Grapple Tournament '99", where Ryo has a cameo - Voice by Nobuyuki Hiyama. +Geese Howard (Terry): Terry's old nemesis from "Fatal Fury - King of Fighters". +Goenitz (Leona): KOF, final boss in "The King of Fighters '96". +Goro Daimon (Seth): KOF '94-'98 (retired at the time to raise children). +Kaede (Ryo): "The Last Blade". +Kang Baedal (Jhun): Original design for Jhun - Voice by Eiji Takemoto. +Kaoru Watabe (Bao): KOF (Kaoru is an Athena fan who lost both her legs and her fan letter to Athena was what made her join the '97 tournament, Kaoru now has artificial legs, thanks to Athena) - Voice by Ayako Kawasumi. +Kensou (Kensou): Kensou as he appeared in his first game, "Psycho Soldier". +Kim Dong Hwan (Chang): "Garou - Mark of the Wolves", Kim's older son. +Kim Jae Hoon (Choi): "Garou - Mark of the Wolves", Kim's younger son. +Kim Sue-Il (Kim): "Kizuna Encounter - Super Tag Battle" - Voice by Yoshiaki Fujita. +Lilly Kane (Hinako): "Fatal Fury - King of Fighters", Billy's younger sister and Joe's girlfriend - Voice by Yumi Kakazu. +Li Xiangfei (Kasumi): "Fatal Fury - King of Fighters", Kasumi's teammate in '99. +Mature/Vice (Iori): Iori's teammates from '96/'98. +Nakoruru (Yuri): "Samurai Shodown". +Rocky (Maxima): Player 2's character from "Robo Army". +Ryuji Yamazaki (Mary): "Fatal Fury - King of Fighters", Mary's teammate in '97/'98. +Shermie (Clark): KOF, part of the New Face Team. +Shishi-Ou/King Lion (King): Main villain in "Savage Reign" - Voice by Katsuhisa Nakatsuka. +Sho Kirishima (Kyo): Original design for Kyo. +Yashiro Nanakase (Ralf): KOF, part of the New Face Team. + +* Maniac Striker Origins: +Another Iori (Iori): Alternate art for Iori. +Cool Choi (Choi): Alternate art for Choi. +G-Mantle (Ryo): This character is King, appears in "Art Of Figthing 2" previous her battle in history mode. +Neo & Geo (Ramon): They are not the SNK mascots :), they appear in the game "Quiz Daisousa Sen - The Last Count Down", where they are the private eyes Neo MacDonald and Geo Kentacky. +Thier last names are a spoof to two Fast Food restaurant chains. +Kentacky is the Japanese reading for Kentucky - Voice by Hiroyuki Arita. +Rugal Bernstein (Kula): KOF, considered to be the 'franchise boss' (much like Bison for SF). +Saisyu Kusanagi (Kyo): KOF, Kyo's father. +Smart Chang (Chang): Alternate art for Chang. +Unknown (Kasumi): "Art of Fighting", Kasumi's father (Ryuhaku Todo) - Voice by Arita Goto. + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Soundtracks: +[JP] Aug. 23, 2000; The King of Fighters 2000 [SCDC-00035] - Scitron + +- UPDATES - + +Japanese vs. USA differences: +- Blood has been removed. +- Mai's chest doesn't bounce. +- The team specific ending musics have been replaced with one generic track. +- The Ikari Team's ending has been modified. In the Japanese version, Whip raises a gun and shoots Zero. + +- TIPS AND TRICKS - + +* Enable the Mid-boss, Kula: +Put the cursor on Whip, press Start, put the cursor on Vanessa, press Start, put the cursor on Seth, press Start, put the cursor on Maxima, press Start, put the cursor on K', press Start, put the cursor on Random, press Start, now press Up, Down. Kula appears below the Random icon in 2 secs. + +* Enable the Maniac Strikers: +At the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down. These characters have Maniac Strikers : Chang, Choi, Iori, Kula, Kyo, Ramon and Ryo. + +* Todo as Special Striker: +To use Todo as your stiker, select Kasumi, then do the secret striker code Up, Left(x3), Right(x3), Down. It will show a blacken version of Todo (Kasumi's father from "Art of Fighting"). + +* Select victory pose: +Press a Punch or Kick button immediately after your opponent is defeated. + +* Alternate costume colors: +Highlight in order Kyo, Benimaru, K', Terry, Mary, Mai, Whip or Choi, then press C+D at the character selection screen. + +* Finish the game using one of these combinations to see the special endings: +1) Kyo, Iori, anyone except Kula and roulette selection. +2) Kula, any other characters. + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Cast +K': Yuki Matsuda +Vanessa: Kaori Minami +Maxima: Katsuyuki Konishi +Ramon: Eiji Takemoto +Lin: Takaya Kuroda +Benimaru: Atsushi Maezuka (Monster Maeduka) +Shingo: Takehito Koyasu +Seth: Hidetoshi Nakamura +Terry: Satoshi Hashimoto +Andy: Keiichi Nanba +Mary: Harumi Ikoma +Joe: Nobuyuki Hiyama +Ryo: Masaki Usui +Robert: Mantarou Koichi +Takuma: Eiji Tsuda +King: Harumi Ikoma +Mai: Akoya Sogi +Yuri: Kaori Horie +Kasumi: Masae Yumi +Hinako: Ayako Kawasumi +Leona: Masae Yumi +Ralf: Atsushi Maezuka (Monster Maeduka) +Clark: Yoshinori Shima +Whip: Shiho Kikuchi +Athena: Haruna Ikezawa +Kensou: Eiji Yano +Chin: Toshikazu Nishimura (Tosikazu Nisimura) +Bao: Kanako Nakano +Kim: Satoshi Hashimoto +Chang: Hiroyuki Arita +Jhun: Kazuya Ichijō +Choi: Atsushi Maezuka (Monster Maeduka) +Kyo: Masahiro Nonaka +Iori: Kunihiko Yasui +Zero: Kinta Futogane +Kula: Yumi Kakazu +Duke / Baedal: Eiji Takemoto +Fio: Kanako Morizumi +Cosplayer Kyoko: Haruna Ikezawa +Eiji / Goenitz: Yoshinori Shima +Daimon: Masaki Usui +Geese / Duck: Kong Kuwata +Yamazaki: Koji Ishii +Billy: Atsushi Yamanishi +Kaede: Kouji Suizu (Kouji Suitsu) +Tendou: Nobuyuki Hiyama +Yashiro: Makoto Awane +Shermie: Hazuki Nishikawa +Chris: Rio Ogata +Kaoru: Ayako Kawasumi +Nakoruru: Harumi Ikoma +Xiangfei: Mami Kingetsu +Lilly: Yumi Kakazu +Sue il: Yoshiaki Fujita +Dong Whan: Jun Hashimoto +Jae Hoon: Hiroki Asakawa +Syo: Mitsuo Iwata +Neo&Geo / G-Mantle: Hiroyuki Arita +Mature: Hiroko Tsuji +Vice: Masae Yumi +Rugal: Toshimitsu Arai +Unknown: Akira Goto +Saisyu: Keiichiro Sakagi +King Lion: Katsuhisa Nakatsuka +Foxy: Haruna Ikezawa +Diana: Kaori Minami +Staff +Producer: Yasumi Inui (Y.Inui) +Director: Region Toyonaka (Region-Toyonaka) +Chief Planner: Tomoyuki Hosokawa (T.Hosokawa), Kazuhiro Hikida (Yanya (K.Hikida)) +System Editor: Kaede, Hiroto Namada (Namarn) +Sequence Chief: Tomonori Kamio (T.Kamio) +Sub Planner: Haruo Tomita (Tomita Haruo), Y. Takeshi (Y-Takeshi), Syun-Jin, Godzio, Hiroyasu Eguchi (H-Eguchi) +Design Chief +Front: Chikara Yamasaki (Chikara-Akane-Y), Dear Tomchin +Back: Manoru (Manoru) +Demo: Komantare-Boo +Front Designer +K': T. Inoue (I NO U E) +Maxima: Shinsuke Yamamoto (S-Yamamoto) +Vanessa: T. Inoue (I NO U E) +Ramon: Mitsuru Kawasaki (Kawasaki Mitsuru) +Benimaru: Miki Asakura (M-Asakura) +Shingo: Akiko Yukawa +Lin: Shio Shio (Shio-Shio-Shio) +Seth: Shinsuke Yamamoto (S-Yamamoto) +Terry: Toshiyuki Kotani (Styleos) +Andy: Chikara Yamasaki (Chikara-Akane-Y) +Mary: Dear Tomchin +Joe: Hirofusa-Satoshi +Ryo: Shinsuke Yamamoto (S-Yamamoto) +Robert: Shio Shio (Shio-Shio-Shio) +King: Miho Uematsu +Takuma: Miho Uematsu +Leona: Dear Tomchin +Ralf: Dear Tomchin +Clark: Megumi Endo +Whip: Dear Tomchin +Athena: Akiko Yukawa +Kensou: Mitsuru Kawasaki (Kawasaki Mitsuru) +Chin: Miki Asakura (M-Asakura) +Bao: Mitsuru Kawasaki (Kawasaki Mitsuru) +Mai: Chikara Yamasaki (Chikara-Akane-Y) +Yuri: Momo-Kuri-Sakura +Kasumi: Akiko Yukawa +Hinako: Miho Uematsu +Kim: T. Inoue (I NO U E) +Jhun: Hirofusa-Satoshi +Choi: A T +Chang: A T +Kyo: Toshiyuki Kotani (Styleos) +Iori: Toshiyuki Kotani (Styleos) +Kula: Megumi Endo +Zero: Chikara Yamasaki (Chikara-Akane-Y) +Back Designer +Factory: K +Scrap Dump: Raishi (Raishi) +Garbage Dump: 2047 +Desert: N. Morohashi (N-Morohashi) +Korea: Manoru (Manoru) +Aquarium: Nobuyuki Kobayashi (Nobu-Kobayashi) +Temple: Kane' +Demo Designer: Masato Yokoyama (M.Yokoyama), Tomohiro Yukinari (Yukinari), Tsugumi Maeda (Tsugumi A), Khozoh Nagashima (K-"G4"-Nagashima) +Op. Title: Takayuki Mizuno (Takayuki.Mizuno) +Special Effect: Aooon (Aooon), Tohru Nakanishi (T Nakanishi) +Program: Souta Ichino, Abetak (Abetak), Kohji Mannami +Sound: Hideki Asanaka (SHA-V), Hiroshi Yamazoe (Zoe), Marimo (Marimo), USAKO-X, Yasuo Yamate (Tate-Norio) +Sampling CD - Samples courtesy of Spectrasonics' Distorted Reality, Distorted Reality2 +Adjuster: T. Seko (T.Seko), Masahiko Sawa (Error-Sawa-2000) +Bug Checker: Lix, Lumen Lunae, Jam, Garuru, Sakon, Hanayama-Kaoru +Color Edit Contest +K': Toraneko +Benimaru: Yoshitaka +Terry: Ai Haruyama +Mary: Ryui-Akio +Ryo: Roias +Whip: Yasunari Ito +Mai: Y. Yatsuda +Kensou: Minaminami +Choi: Bakso CB +Kyo: Saori Abe +Special Thanks To: Akira Mizuki, A.K.A, Kyo_K, Nobuyuki Yanai, Masaya Kobayashi, Shirow, Buchi', Tama', Rie Ishizuka, Takeaki Sasaki, Design Sec., TOKYO Publicity Sec., Toyohisa Tanabe (Toyochan), all SNK staff +Presented by: SNK + +- PORTS - + +* Consoles : +[JP] SNK Neo-Geo (Dec. 21, 2000) "The King of Fighters 2000 [Model NGH-257]" +[JP] Sega Dreamcast (Aug. 08, 2002) "The King of Fighters 2000 [Model T-47303M]" +[JP] Sony PS2 (Nov. 28, 2002) "The King of Fighters 2000 [Model SLPS-25156]" +[JP] Nintendo GBA (Jan. 01, 2003) "The King of Fighters EX 2 - Howling Blood [Model AGB-AEXJ-JPN]" +[JP] Sony PS2 (Nov. 17, 2004) "The King of Fighters 2000 [SNK Best Collection] [Model SLPS-25429]" +[JP] Sony PS2 (Apr. 17, 2007) "The King of Fighters - Nests [NeoGeo Online Collection Vol.7] [Model SLPS-25661]" +[JP] Sony PS2 (may.29, 2008) "The King of Fighters - Nests [NeoGeo Online Collection The Best] [Model SLPS-25865]" + +* Others : +Nokia N-Gage (2005) "The King of Fighters Extreme" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2001h + +The King of Fighters 2001 (c) 2002 Eolith Company, Limited. + +- TECHNICAL - + +[Model NGH-262] +681 Mega + +- TRIVIA - + +Released on March 14, 2002 in Japan and United States of America. + +MVS version : "The King of Fighters 2001 [Model NGH-262]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2001 + +The King of Fighters 2001 (c) 2001 Eolith. + +With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: NGM-262 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOY] 8-way. +[A] Light punch. +[B] Light kick. +[C] Strong punch. +[D] Strong kick. + +- TRIVIA - + +Released in October 2001. + +About Ron: +The planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulish objective to be able to manipulate the dead. Just when he'll be able to appear as a player character is a mystery even to us... + +About May Lee: +One reason of existence for May came from a consideration of the needs of our Korean fans. In addition to that, Eolith, a sponsor at the time, expressed their desire for a character like a 'Korean Athena'. This request asked for an 'idol-like visual fighter', or something along that line, and designers recall that it really threw us for a loop. Through trial and error, designers arrived at a character that was a long way from the original concept, but with this process May Lee, the perky tae kwon do fighter for justice, was born. Designers got her name from the person who was in charge of Eolith (Eolith Co., Ltd.) at the time. + +About Foxy: +Rumor has it that a lot of fans think Foxy died in KOF 2001, but she's alive and well (LAUGH). Initially there were no plans for her to become a player character, but her presence was needed as the story developed and she got the go-ahead. Originally Foxy was to be a character spun off from Diana, but it seems the plan just didn't work. In the end there just wasn't enough time; the graphics were worked out with great effort, but she got the boot as a result of time constraints. + +About K9999: +K9999 is Eolith's homage to Tetsuo from Akira. His voice actor also did Tetsuo. For various reasons K9999 is a scary character to deal with. Of course he's based on 'you know who' and has, well, similarities that we're happy a certain 'you know who' didn't object to. If you count the similarities between 'you know who' and the other 'you know who', you'd be counting from now to St. Swithun's Day. K9999 boasts a big following of fans in Korea and Japan, but no other character has such obstacles against him appearing in KOF again. + +About Angel: +Angel was realized through the overwhelming passion of her designer (LAUGH). You could say that there was just no stopping him. You can see his preferences in almost every aspect of her. She's a real rascal who has a lot of special moves like the 'Unchained Circle' and is one tough customer to deal with. Designers splurged on the voice for Angel in KOF 2001 and hired Mina Tominaga, a famous Japanese voice actress. Angel's designer was quite pleased with that... + +About Zero (The Original): +The supervising designer was dissatisfied with KOF 2000's Zero so he struggled with his disappointment and completed this character. Must have been that little mustache (LAUGH). And the character of Glaugan (King Lion) at his side also got nixed and wasn't used in KOF 2000 either. Talk about not getting your way! Along with polishing Zero, he was tortured with mission to realize his first boss character after leaving SNK that surpassed Krizalid's presence and strength. + +About Igniz: +Since all designer's sponsor had to say to us-about 100 times-about Igniz was "make him hot", "make him hot", and "make him hot", Designers made him, well, a real stud. The standards for handsome characters in fighting games for Asian fans are exacting; and there is a tendency for people here to shy away from ugly and comic characters. Designer think he serves so well as a foil, the lead character comes off all the better. + +Yuri's battle start pose is a knock-off of Felicia's battle start pose in "Vampire Savior - The Lord Of Vampire". Besides this, Yuri has the special attack of Gouki, the one that grabs your opponent and then the screen turns black as he gives you 30 hits in 3 seconds. This move is called the 'Yuri Chou Enbu' (means 'Yuri Super Flame Dance'). The move can only be made with the special gauge at max (with at least 1 striker - The sequence is: A, A Forward, B, C). Yuri will get Gouki's 'Messatsu' pose if you finish your opponent with it. It's a parody of Gouki's super finish splash screen (the one with the kanji 'ten' on it when he finishes his opponent with the Shun Goku Satsu). + +Athena, in one of her win poses, dances about and says 'Yattai!' in a very familiar way... She's parodying Chun-Li! + +The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game. + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Soundtracks: +[JP] Dec. 19, 2001; The King of Fighters 2001 - Original Sound Trax [SCDC-00143] + +A hack of this game is known as "Crouching Tiger Hidden Dragon 2003". + +- UPDATES - + +If you set the region to Korea in the MVS test menu, the voices of all of the Korea Team change and May Lee is renamed Lee Jinju + +- TIPS AND TRICKS - + +* Choose Your Winning Pose: +Press a button immediately after beating the opponent and before the 'You Win' mark appears. Each button gives a specific winning pose. + +* Secret ending: +Beat the game with an edit team, but K', Maxima, Whip, Kula, Angel and Foxy must be absent from it. + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Executive producers : Jeon Ju Young, Yosh Jinno +Producer : Chil Suk Choi +Director : Lee Seon Ho +Main engineer : S. Fujinuki +Engineers : Nakamura, Koji Shinza, T. Hayashi +Demo designers : Narisato, Asuka, Eimotsu +Script writer : Teampow +Chief planners : H. Iga, Hatarow +Sequence chief : M. Ruyun +Sub planners : Kaba, Ued_Aiko +Adjusters : T-2000, Yuta Lix Sawad (as Lix), Nakasan, Jun, U_Ske, Minaru, Fujiiri +Music & Sound designers : Masahiko Hataya (as WBM M. Hataya), Kidon (as WBM Kidon) +Title designers : Naohisa Yamaguti (Naohisa's Factory) + +* Front Designers : +K', Kyo, Shingo, Iori, Takuma, Angel : Styleos +Maxima, Lin, Benimaru, Seth, Mai, Hinako, Kensou, Kim, Choi, Zero, Igniz : C.A.C. Yamasaki +Whip, Leona, Ralf, Clark, Heidern, Mary, Kula, Foxy : Kii & Kuu +Drimon, Terry, Yuri : Dice +Vanessa : Kamada +Ramon, Joe, Athena, Chin : Taku & Takukko +Andy : C.A.C. Yamasaki, Taku & Takukko +Ryo, Robert, King : Kamada +Xangfei, Bad : Unotti +K9999 : Styleos, Dice, Unotti +Chang : Bandee, Taku & Takukko +May : C.A.C. Yamasaki, Kamada + +* Back Designers : +Japan stage : Guttyon +Italy stage : Mae +Mexico stage : Jaepe, Nobuyuki Kobayashi +America, brazil and Igniz stage : ???? +China stage : Masae M. +Korea and Zero stage : Nobuyuki Kobayashi + +* Voice Actors : +K' : Yuuki Matsuda +Iori Yagami : Kunihiko Yasui +Maxima : Katsuyuki Konishi +Vanessa : Kaori Minami +Whip : Shiho Kikuchi +Seth : Hidetoshi Nakamura +Lin : Takaya Kuroda +Ramon : Eiji Takemoto +Kyo Kusanagi : Masahiro Nonaka +Leona : Masae yumi +Benimaru Nikaido : Monster Maetsuka +Ralf Jones : Monster Maetsuka +Goro Daimon : Masaki Usui +Clark Steel : Yoshinori Shima +Shingo Yabuki : Takehito Koyasu +Heidern : Toshimitsu Arai +Terry Bogard : Satoshi Hashimoto +King : Harumi Ikoma +Andy Bogard : Keiichi nanba +Mai Shiranui : Akoya Sogi +Joe Higashi : Nobuyuki Hiyama +Hinako : Ayako Kawasumi +Blue Mary : Harumi Ikoma +Li Xiangfei : Mami Kingetsu +Ryo Sakazaki : Masaki Usui +Kula : Yumi Kakazu +Robert Garcia : Mantaro Koichi +Foxy : Haruna Ikezawa +Yuri Sakazaki : Kaori Horie +K9999 : Nozomu Sasaki +Takuma Sakazaki : Eiji Tsuda +Angel : Miina Tominaga +Athena Asamiya : Haruna Ikezawa +Zero : Toshimitsu Arai +Kensou : Eiji Yano +Igniz : Norio Wakamoto +Chin : Toshikazu Nishimura +Bao : Kanako Nakano +Kim Kaphwan : Satoshi Hashimoto +Chang : Hiroyuki Arita +Choi : Monster Maetsuka +May : Tomoko Kawakami +Ron : Takaya Kuroda +Krizalid : Eiji Yand +Diana : Haruna Ikezawa +Kogorou : Eiji Yand +Hizoku Bigmen (SAI) : Takaya Kuroda +Hizoku Women (LAN) : Yumi Kakazu +Hizoku Child (CHATO) : Yumi Kakazu +Announce : Mighty Inagaki + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Mar. 14, 2002) "The King of Fighters 2001 [Model NGH-262]" +[JP] Sega Dreamcast (Dec. 26, 2002) "The King of Fighters 2001 [Model T-47304M]" +[JP] Sony PS2 (Oct. 23, 2003) "The King of Fighters 2001 [Model SLPS-25266]" +[JP] Sony PS2 (Feb. 15, 2005) "SNK Best Collection: The King of Fighters 2001 [Model SLPS-25458]" +[JP] Sony PS2 (Apr. 17, 2007) "NeoGeo Online Collection Vol.7: The King of Fighters - Nests [Model SLPS-25661]" +[JP] Sony PS2 (May.29, 2008) "NeoGeo Online Collection The Best: The King of Fighters - Nests [Model SLPS-25865]" + +* COMPUTERS: +PC [MS Windows] (2003) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2002,kof2002b + +The King of Fighters 2002 - Challenge to Ultimate Battle (c) 2002 Playmore Corp. + +The King of Fighters 2002: Challenge to Ultimate Battle is a one-on-one fighting game for one or two players and is the ninth game in the series. + +The game discarded the 4-on-4 "Striker Match" format used in the previous three games in the series and returned to the 3-on-3 Battle format used prior to "King of Fighters '98". + +The King of Fighters 2002 also revamped the Power Gauge system into a format similar to the one used in KOF '97. As with previous games in the series, the Power Gauge is filled as the player attacks their opponent or performs Special Moves. The number of Power Gauges the player can stock up is increased by one with each member of the team. For example, the first member of the team can stock up to three Power Gauges, while the third member can stock up to five. + +A single Power Gauge stock can be used to either perform a Counter-attack and evasion technique while guarding against an opponent's attack, to use a Super Special Move, or to initiate the MAX Activation state. The same case also applies to the 1-on-1 format, in which the Power Gauge the player can stock up is also increased by one with each round loss (for example, on the first round, the player can stock up to three Power Gauges, while losing two rounds allows the player to stock up to five). + +During MAX Activation, the player's offensive and defensive strength is increased for a short period. In this state, a Super Special Move can be used without consuming Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves, that require two stocks while low on health. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-265 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick, + +- TRIVIA - + +Developed by Eolith Co., Ltd. + +Released in October 2002. + +About Kusanagi : As the NESTS Chronicles began, Kyo's school uniform changed to a white outfit but his trademark was his black school uniform (even though he's over 20!). Because of some desired the return of the old Kyo, he was inserted into the game at the last moment. In KOF 2003, KUSANAGI was treated as phantom that Chizuru produced with the power of the Mirror of the Yata. But you can't have Kyo without a school uniform. Maybe in Chizuru's mind Kyo will always be a high school student. + +About Orochi Yashiro : The characters commonly referred to as Shadow Yashiro, Shadow Shermie, and Shadow Chris were first formulated to balance out the Japan Team of Kyo, Benimaru, and Daimon. Needless to say, Yashiro was 'a character who used powerful body slams associated with the earth and earthquakes' in the same vein Daimon did. He's a dynamic guy who doesn't fret over tiny details, but his hobby is playing guitar in his band. The band's name has never been officially revealed, but it is known as 'C.Y.S.' He idolizes the guitarist Paul Gilbert, and has quite a detailed background story to him. + +About Orochi Shermie : If Yashiro offsets Daimon, Shermie is Benimaru's counterpart who ''manipulates lightning and thunderclap attacks''. But the supervising planner made sure, through trial and error, Shermie would simply not become a ''female Benimaru''. Various ideas were added to make her a new, unique character. The ''Moonless Thundercloud'' Shermie heaves up with a belch is an example of this, as is the ''Willow Whip'' move she uses to mow down opponents with flailing arms. Incidentally, these moves were called the ''Explosive Belch'' and the ''Back off, You Beasty'' moves during development. + +About Orochi Chris : Chris, of course, is Kyo's counterpart, 'a manipulator of flame'. At the inception of production, the plan was for Chris to use the 'Flame of Darkness (Black Flame)', but the black flames were hard to see so the designers settled for purple ones. When it came time to name Chris's arsenal of moves, we remember the director saying, 'The Dark Orochi Wave sounds good'. But other planners objected : 'It's dumb for an Orochi character to have 'Orochi Wave' as a move name. It's like saying, Call me Mr. Chris'. Regardless, the director won out. + +The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game. + +KOF2002 contains pieces of music from older KOFs. Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from : +Tears (Kyo Kusanagi) - "The King of Fighters '99 - Millennium Battle" (Kyo Kusanagi's theme music). +Kurikinton (Fatal Fury Team) - "Fatal Fury 2" (Terry Bogard's theme music). +Beauty & The Beast (Art of Fighting Team) - "The King of Fighters 2000" (Art of Fighting Team's theme music). +Jungle Bouncer (Ikari Team) - "The King of Fighters '94" (Ikari Team's theme music). +Psycho Soldier (Athena Asamiya) - "Psycho Soldier" (what part of the game?). +Diet (Gals Fighters Team) - "Art of Fighting 2" (Yuri Sakazaki's theme music). +Arashi no Saxophone 2 (Iori Team) - "The King of Fighters '96" (Iori Team's theme music). +Bloody (New Face Team) - "The King of Fighters '97" (New Face Team's theme music). +KD-0079 (Hero Team) - "The King of Fighters '99 - Millennium Battle" (Hero Team's theme music). +KD-0084 (2000 Team) - "The King of Fighters 2000" (Hero Team's theme music). +Seoul ni Ikou (Kim) - "Fatal Fury 2" (Kim theme music). + +Soundtrack releases: +[JP] Nov. 20, 2002; The King of Fighters 2002 Original Sound Trax [SCDC-00221] - Scitron + +Some known hacks of this game are known as : +"The King of Fighters 10th Anniversary - All Team Battle" +"The King of Fighters 10th Anniversary 2005 Unique" +"The King of Fighters 10th Anniversary Extra Plus" +"The King of Fighters Special Edition 2004" +"The King of Fighters 2002 Plus" +"The King of Fighters 2002 Magic Plus" +"The King of Fighters 2002 Magic Plus II" + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +- UPDATES - + +If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes. + +- TIPS AND TRICKS - + +* Play as Kusanagi : at the character selection screen, highlight Kyo and press Up, Down, Right, Left, Down, Up, Left, Right. + +* Orochi versions of Sherimie, Chris And Yashiro : just hold down Start on them at the character selection screen. This is better than having to use some power stocks to transform in battle with the normal versions. + +* Choose your winning pose : to get a specific winning pose, simply press any button just after beating the opponent. + +* Alternate costume colors : all characters have 4 alternate costume colors (by pressing A, B, C or D). + +* Roulette : press and hold Start at the character select screen and push any button (Press any direction on the joystick before pushing the button to select a random team). + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Executive producer : Jeon Ju Young +Producer : Chil Suk Choi +Director : Lee Seon Ho +Demo designers : Ogura, Norisato, Asuka +Planners : T-2000, Uri Uri, M. Ruyun, Ume-Zono +Music & Sound designers : Tate Norio, Masahiko Hataya (as WBM M. Hataya) +Adjusters & Bug checkers : T-2000, 4F01 Kuroemon, 4F02 Oomae, C>B K Kuboken, Yuta Lix Sawad, Yamachan Rakira, Ume-Zono +Main engineer : S. Fujinuki +Programmers : Narutaki, T. Hayashi, M. Yusuke + +* Front Designers : +Seth, Maxima, Benimaru, Billy, Chris, Andy, Mai, Yamazaki, May, Rugal : C.A.C. Yamasaki +Ryo, Robert, Vanessa, Kensou, Takuma : Kamada +Angel, Kyo, Iori, Kim, Vice, Yashiro : Kaori +Athena, Ramon, Joe, Chin, Chang, Choi : Taku & Takukko +Leona, Ralf, Clark, Shermie, Whip, Kula : ('_') + +* Back Designers : +Italy, Mexico, Nests stage : Nobuyuki Kobayashi (as Koba) +Cambodia, Boss stage : ??? +Holland : Masae M. +China : Guttyon +Korea : ??? + +* Voice Actors : +Kyo Kusanagi : Masahiro Nonaka +Benimaru Nikaido : Monster Maetsuka +Ralf Jones : Monster Maetsuka +Choi Bounce : Monster Maetsuka +Goro Daimon : Masaki Usui +Ryo Sakazaki : Masaki Usui +Terry Bogard : Satoshi Hashimoto +Kim Kaphwan : Satoshi Hashimoto +Andy Bogard : Keiichi Nanba +Joe Higashi : Nobuyuki Hiyama +Chang Koehan : Hiroyuki Arita +Athena Asamiya : Haruna Ikezawa +Kensou : Eiji Yano +Chin Gentsai : Toshikazu Nishimura +Leona : Masae Yumi +Vice : Masae Yumi +Clark Steel : Yoshinori Shima +Robert Garcia : Mantaro Koichi +Takuma Sakazaki : Eiji Tsuda +Mai Shiranui : Akoya Sogi +Yuri Sakazaki : Kaori Horie +May Lee Jinju : Tomoko Kawakami +Iori Yagami : Kunihiko Yasui +Mature : Hiroko Tsuji +Yamazaki : Koji Ishii +Blue Mary : Harumi Ikoma +Billy Kane : Atsushi Yamanishi +Yashiro Nanakase : Makoto Awane +Shermie : Hazuki Nishikawa +Chris : Rio Ogata +K' : Yuuki Matsuda +Maxima : Katsuyuki Konishi +Whip : Shiho Kikuchi +Vanessa : Kaori Minami +Seth : Hidetoshi Nakamura +Ramon : Eiji Takemoto (as Hidehumi Takemoto) +Kula Diamond : Yumi Kakazu +K9999 : Nozomu Sasaki +Angel : Mayumi Shintani +Kusanagi : Mitsuo Iwata +Rugal Bernstein : Norio Wakamoto +Athena's friend 1 : Masae Yumi +Athena's friend 2 : Hazuki Nishikawa +Candy : Masae Yumi +Diana : Haruna Ikezawa + +Announcement : Eiji Yano + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 18, 2002; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGH-265]") +Sega Dreamcast [JP] (june.19, 2003; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model T-47305M]") +[JP] Sony PS2 (Mar. 25, 2004; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model SLPS-25347]") +Sega Dreamcast [JP] (Nov. 11, 2004; "The King of Fighters 2002 - Challenge to Ultimate Battle [Dreamcast Collection] [Model T-47305M-1]") +[JP] Microsoft XBOX (Mar. 24, 2005; "The King of Fighters 2002 - Challenge to Ultimate Battle [Model ZQ6-00003]") +[JP] Sony PS2 (Nov. 23, 2005; "The King of Fighters 2002 - Challenge to Ultimate Battle [SNK Best Collection] [Model SLPS-25573]") +[JP] Sony PS2 (Feb. 26, 2009; "The King of Fighters 2002 - Unlimited Match [Model SLPS-25915]") +[JP] Sony PS2 (june.24, 2010; "The King of Fighters 2002 - Unlimited Match [Tougeki ver.] [Model SLPS-25983]") + +* OTHERS: +Arcade [JP] (Jan. 24, 2011; "The King of Fighters 2002 - Ultimated Match for Nesica Live") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2003h + +The King of Fighters 2003 (c) 2003 SNK Playmore. + +- TECHNICAL - + +[Model NGH-271] + +- TRIVIA - + +Released on March 18, 2004 in Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=kof2003,kf2k3bl,kf2k3bla + +The King of Fighters 2003 (c) 2003 SNK Playmore. + +A new edition of the KOF series with 32 selectable fighters plus Evil Kusanagi, Chizuru and Maki Kagura, Adelheid Bernstein and the final boss Mukai. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-271 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player. +=>[Joystick] 8-way, [A] Light punch [B] Light kick [C] Strong punch [D] Strong kick + +- TRIVIA - + +Released in November 2003, KOF2k3 represents the latest opus in the series to run on the SNK Neo-Geo MVS hardware. + +Two new systems have been adopted : 'Tactical Leader System' which sets up a leader favorably treated in capability in a team and 'Multi-Shift' in which player characters can be changed freely during 3 on 3 battle. + +About Ash Crimson : Unlike the usual KOF hero characters, Ash was designed with the intent to create an 'attractive evil character'. Because the supervising designer created a rough design that fit the desired appearance to a 'T', little was changed for this character's design. Incidentally, the team story quotes casually from Robert Browning's 'Spring Song', but no one on the staff took interest in this (Boo hoo). And the bit about Shanghai Crabs was the original material for the character 'Rojin'. + +About Duo Long : When speaking of the Flying Brigands, you have quite a collection of especially unique-looking characters, but Duo Long is, unlike those of his ilk so far, an orthodox, handsome character. The model for this character is a certain Romanian vampire and hunter with the same first letter for his name. A subtly embroidered dragon is depicted on the back of Duo Lon's costume, but according to the illustration's supervising designer Falcoon, this character sports a detailed character that follows the steady work of traditional craftsmen with the scales drawn one at a time... + +About Shen Woo : The first concept for this character was a wild and sexy guy. The development codename for him was ''The Third Man'', and along those lines he became Woo Shen, his name 'flip-flopping' to the current name, and the latter moniker seemed to stick. Because Ash has his particular appearance (LAUGH), Shen, no matter how you look at it, appears more like the main character. His character closely resembles certain aspects of Ralf and Yashiro in many ways, so designers toiled to create distinctive moves for this character. According to the supervising designer, 'What knotted my stomach most was the shortness of time we had for development'. + +About Tizoc : To tell the truth, Raiden was to appear in KOF 2003, but before the characters were finally decided on, Tizoc took his place. Along with the change to KOF 2003's game system, designers were able to create movements heretofore impossible with KOF until now, allowing us to add the style of Tizoc for that very reason. It's unclear whether there were plans or not to introduce Grant from "Garou - Mark of the Wolves" along with Tizoc for a friendly tag team battle. It may not be very well known, but the Japanese name for Tizoc is 'Griffon Mask'. But we felt Tizoc for the English version had a nice ring to it. + +About Gato : Keeping the demands of the Chinese market in mind, designers included a user of orthodox Chinese boxing in the game to follow our marketing plans and enter the battle with Tizoc from "Garou - Mark of the Wolves". Halfway through the development process, he became the character that was busy getting burned, frozen, and slapped around with a giant metal ball by other characters to experiment with the overhauled program. When Gato appeared, many groundless rumors circulated that 'Hotaru had made a comeback' and other such rumors to the same. Whatever command you enter, be aware that Hotaru Futaba is nowhere to be found in KOF 2003, and Gato is here to stay! + +About Malin : KOF 2003 saw the absence of Choi Bounge, so why not make a nimble and cute girl character?! And with that sentiment, Malin was born. It took quite an effort to arrive at the initial design for this character, but when we entered the actual work for KOF 2003, the creation of this character was a piece of cake. In the appearance sequence, the supervising designer poured his sincerity into the transformation scene. But the Arcadia magazine realized that she wasn't included in their feature articles and regretted their mistake. If you consider our preferences, designers insisted on the spelling for this character to be 'Malin' and not 'Marin'. This is the humble preference of the supervising designer and a mystery to us all. + +About Maki Kagura : If the younger sister Chizuru Kagura is the stork, the elder sister Maki Kagura's name comes from the tortoise (storks live a thousand years, but tortoises live 10,000). The background story for these two twins comes from KOF '96, but with their appearance in KOF 2003, some designers suggested Maki's hair be shortened to distinguish her from her kid sister. She appears in KOF 2003 as she always does (Her bangs are slightly different, however, so people who have confidence in their powers of observation, beware!). For the location test of KOF 2003, many players who defeated Chizuru were vanquished by the awesome elder sister Maki. So the fate of players was often decided with the appearance of Maki-you just don't mess around with this character! + +About Adelheid : To widen the worldview of KOF with the desire to add a separate story to the main tale, designers added this character devised as a set with her kid sister Rose. Designers think many picked up on this, but Adelheid is a common female name among Swiss and Germans, and is the name from which the diminutive of Heidi's derives. In the Adelheid stage of KOF 2003, the soundtrack begins with Chopin's 'Revolutionary Etude', but including something like this on the NEO-GEO system required a huge amount of memory which overwhelmed the voice data of other characters. Designers believe it was worth it, but producers may have dissed the supervising designers of other characters in the process. + +About Rose : If Hinako was the modern, unconventional 'na?f', Rose is the classic 'sophisticate' character. She has an overpowering sense of pride and high-handedness. She's also selfish and moody. If things don't go her way, watch out! But she's a real babe and not only that, she's rich! (Laugh). The voice actor for Rose also worked on Malin and Maki Kagura. Because she had a tough schedule providing the voice for three characters in one day, she was really put through a tough trial. The staff regrets this and gives their thanks from the bottom of the ocean. + +About Mukai : With the belief that a fighting game boss 'must be easy to understand', designers adopted the 'ability to fossilize' to give impact to Mukai's presence. Designers then matched the design of this character to this ability. So as far as the procedure of development is concerned, Mukai was quite an unorthodox creation. The concept and design came off without a hitch, but arriving at his name was a difficult process. He's among the first of the KOF series boss characters who would be graced with the Japanese honorific of '-san'. + +Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'. + +Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2003 Original Sound Trax - SCDC-00337) on 24/04/2004. + +Hacks of this game are known as : +"The King of Fighters 2004 Plus". +"The King of Fighters 2004 Ultra Plus". + +- TIPS AND TRICKS - + +* Play as Evil Kusanagi : Hold Down, then rotate control stick clockwise to Upleft then rotate counter-clockwise to Upright, then press any button. + +* Play as Chizuru and Maki : Hold Up, then rotate control stick counter-clockwise to Upright then rotate clockwise to Downleft, then press any button. + +* Final Bosses : To fight Adelheid, defeat Kusanagi (the mid-boss) without using a Desperation Move as your final hit that KOs him. To fight Chizuru/Maki followed by Mukai, defeat Kusanagi (the mid-boss) using a Desperation Move as your final hit that KOs him. + +* Endings : There are different endings for beating either Adelheid or Mukai. You can also see an extended ending for a non-Team-Edit team when you beat Mukai. Here are the teams with extended endings (the order the characters are selected does not matter) : +Ash, Duo Lon, Shen +Terry, Joe, Tizoc +Ryo, Robert, Yuri +Kim, Chang, Jhun +Leona, Ralf, Clark +Gato, Yamazaki, Billy +King, Mary, Mai +Shingo, Benimaru, Daimon +Athena, Hinkao, Malin +K', Maxima, Whip +Kyo, Iori, Chizuru +Kyo, Benimaru, Daimon (picture only after staff roll) +Mai, King, Yuri (picture only after staff roll) + +- SERIES - + +1. The King of Fighters '94 [Model NGM-055] (1994, Arcade) +2. The King of Fighters '95 [Model NGM-084] (1995, Arcade) +3. The King of Fighters '96 [Model NGM-214] (1996, Arcade) +4. The King of Fighters '97 [Model NGM-232] (1997, Arcade) +5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade) +6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade) +7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade) +8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade) +9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade) +10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade) +11. The King of Fighters NeoWave (2004, Arcade) +12. The King of Fighters Maximum Impact (2004, PS2) +13. The King of Fighters XI (2005, Arcade) +14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2) +15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade) +16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade) +17. The King of Fighters '98 - Ultimate Match (2008, Arcade) +18. The King of Fighters XII (2009, Arcade) +19. The King of Fighters XIII (2010, Arcade) +20. The King of Fighters XIII Climax (2012, Arcade) +21. The King of Fighters XIV (2016, Arcade) +22. The King of Fighters XV (2022, PS4) + +- STAFF - + +Executive Producer: Eikichi Kawasaki +Producer: Kazuya Hirata +Programmers: Teruki's Dad, Narutaki, Cyber Kondo, M. Usk, Bok Mannami, Pierrot, Muracchi +Demo Designers: Pasta, Ogura, Asuka +Director: Sayuri +Planners: M. Ruyun, Daizen, Aka (lv60), Ama-Sama, T. Mieno, Ukyao, Bea, Woo Cc +Music & Sound Designers: Tate Norio, Yasumasa Yamada, Masahiko Hataya +Bug Checkers: Kiyomatu@Teacher, Masaru, Wakatora, Sousukematsumoto, Momonga, Minaru, DGD, Iwao Futatsu, C>B, Watanabe Ug, Anotherkonishime, Kaz +Illustrator: Tatsuhiko Kanaoka (Falcoon) +Special Assist: Toshi Kita Maz, K-Natsui (Nuts) +Promotion: Akito K., Yuzuko + +* Voice Actors: +Ash: Sounosuke Nagashiro +Duo Lon: Tsunehito Maruo +Shen: Kouji Suizu +Terry, Kim: Satoshi Hashimoto +Joe: Nobuyuki Hiyama +Tizoc: Hikaru Hanada +Ryo, Daimon: Masaki Usui +Robert: Mantaro Koichi +Yuri: Kaori Horie +Chang: Hiroyuki Arita +Jhun: Kazuya Ichijo +Leona: Masae Yumi +Ralf, Benimaru: Monster Maetsuka +Clark: Yoshinori Shima +Gato, Yamazaki: Koji Ishii +Billy: Atsushi Yamanishi (Seijiro) +King, Mary: Harumi Ikoma +Mai: Akoya Sogi +Shingo, Announcement: Takehito Koyasu +Athena: Haruna Ikezawa +Hinako: Ayako Kawasumi +Malin, Maki, Rose: Kazuyo Inosako +K': Yuuki Matsuda +Maxima: Katsuyuki Konishi +Whip: Shiho Kikuchi +Kyo: Masahiro Nonaka +Iori: Kunihiko Yasui +Chizuru: Yukiko Sugawa +Kusanagi: Mitsuo Iwata +Adelheid: Tetsuya Tanaka +Mukai: Toshihiro Shigetsuka + +* Back Designers: +Before Gate, Steam Locomotive: Matsumusi +Town: Guttyon +Desert, Boss: Pusuke +Seaside, Sky Noah, Cave: Nobuyuki Kobayashi (Kobayashi) +Hunting Time: H. Y. +Bleed: Y. Hirakawa + +* Front Designers: +Duo Lon, Maxima: C.A.C. Yamakasi +Tizoc, Ryo, Yamazaki: Kamada +Adelheid, Ralf, Clark: ??? +K', Mukai: It +Athena, Whip: Ryoko Tanaka +Kyo, Leona, Mary: Reiko Masuyama +Malin, Jhun: Maiko Mishiro +Benimaru, Daimon, Iori, Kim, Hinako, Shingo, Ash: Aco Yamaoka +Billy, Mai, Duo Lon: Atsuko +Robert, Yamazaki: Tamaguchi Ritsu +Malin, Joe, Chang: Cinderella Lisa +Ash, Kusanagi: S.K. +Gato, Terry, Yuri: Taku & Takukko +Shen, King: Mae +Chizuru: Tairou +Maki: Mustang + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Mar. 18, 2004) "The King of Fighters 2003 [Model NGH-271]" +[US] SNK Neo-Geo AES (Mar. 18, 2004) "The King of Fighters 2003 [Model NGH-271]" +[JP] Sony PS2 (Oct. 28, 2004) "The King of Fighters 2003 [Model SLPS-25407]" +[JP] Microsoft XBOX (Aug. 25, 2005) "The King of Fighters 2003 [Model A2N-00002]" +[JP] Sony PS2 (Mar. 9, 2006) "The King of Fighters 2003 [SNK Best Collection] [Model SLPS-25635]" +[EU] Sony PS2 (Apr. ??, 2006) [Model SLES-53382] +[AU] Sony PlayStation 2 (Jan. 16, 2007) +[EU] Microsoft XBOX (Mar. 3, 2006) +[US] Sony PS2 (Feb. 8, 2005) "The King of Fighters 2003" [Model SLUS-20996] +[EU] Sony PS2 (Feb. 8, 2005) "The King of Fighters 2003" +[US] Microsoft XBOX (Aug. 31, 2005) "The King of Fighters 2003" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=lordofk,lordofkb,lordofkbp +Arcade Video game published 36 years ago: + +The Lord of King (c) 1989 Jaleco. + +The Lord of King is a scrolling platform hack 'n' slash game for one or two players, set in a fantasy world populated by creatures from Greek mythology. The world of Man has been overun by demon hoards and with no one to stand against the forces of evil, the people cower and tremble in fear. Finally, the gods decide to intervene and chose a brave young warrior by the name of Roche, whom they grant the mythical Fire Axe. Roche must embark on a journey to the Castle of Algerine in order to defeat the demon overlord, Argos, and restore peace to the world. + +Each player-character is armed with an axe as their primary means of attach. The axe has a power gauge that fills automatically when the player is not swinging it. When the gauge is filled, the axe will burst into flame, allowing for a stronger attack. This allows players to choose between faster weak swings or slow strong ones. Each hero is also capable of casting a thunder attack a magical spell that acts as a smart bomb and kills or hurts all on-screen enemies (the player must have at least one arrowhead in stock to perform a thunder attack). + +Power-ups can be found hidden inside destructable stone pillars that periodically rise up from the ground. These include crystals that earn extra points, red jewels that give players additional health, a shield for greater protection and a golden arrowhead that increases the strength of the player's thunder attack by up to four levels .periodically rise up from the ground. These include crystals that earn extra points, red jewels that give players additional health, a shield for greater protection and a golden arrowhead that increases the strength of the player's thunder attack by up to four levels (the player must have at least one arrowhead in stock to perform a thunder attack). + +The game consists of six stages, with a tough end-of-level guardian waiting ast the end of each. + +- TECHNICAL - + +Jaleco Mega System 1-A hardware + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Motorola 68000 (@ 7 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz) + +Players: 2 +Control: 8-way joystick +Buttons: 3 + +- TRIVIA - + +The Lord of King was released in November 1989 in the Japanese arcades. + +This game is known in US as "The Astyanax". In Greek mythology, Astyanax (meaning "protector of the city") was the son of Hector, the crown prince of Troy, and his wife, Princess Andromache of Cilician Thebe. + +- STAFF - + +Producer & Director : Tokuhiro Takemori +Game designers : Tokuhiro Takemori, Nenko +Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh +Programmed by : Satoru K. +Music composed by : Kiyoshi Yokoyama + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (1989) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tnzs,tnzso,tnzsj,tnzsjo,tnzsop,tnzsuo,tnzsoa,tnzsb,tnzs2, +Arcade Video game published 37 years ago: + +The New Zealand Story (c) 1988 Taito Corp. + +Set in Antipodean country of the game's title, The New Zealand Story is an eight-way scrolling platform game featuring Tiki the Kiwi bird. Tiki and his friends have been kidnapped by the evil 'Wally', a large blue leopard seal who wants the birds for his next meal. Tiki quickly escapes and sets about rescuing his trapped friends. + +The game's stages are made up of platforms with a caged kiwi bird awaiting rescue at the end of each. Touching the cage releases the trapped Kiwi and an open window appears, indicating the completion of the stage. + +Tiki starts the game armed with a bow and arrows, but weapon pick-ups can be found including bombs, a laser gun and bouncing fireballs. Tiki must jump between platforms, with the length of the button press dictating the strength of the jump. Some platforms have spikes and barbed plants are also scattered throughout the stages. Any contact with these results in the loss of a player life. + +During his quest Tiki can commandeer a variety of different vehicles, including balloons, blimps and UFOs. Vehicles can be found ready for use or can be stolen from an enemy. When using a vehicle, the jump button must either by tapped repeatedly or held down to keep it afloat (the method being dictated by the vehicle used). + +Some stages feature underwater sections; as soon as Tiki drops into water, he is suddenly wearing a snorkel. As he swims his oxygen level - indicated by a meter - gradually decreases. Before the air runs out Tiki must either jump out of the water, or find an air pocket to replenish his oxygen. + +The game features four main zones, each consisting of four rounds. A boss fight occurs at the end of each zone. The complex level design rewards exploration, with bonus items and alternate routes to be found, as well as secret level warps that transport the player to a later level. The warps are invisible until shot several times by the player (see 'TIPS AND TRICKS' for more details). + +- TECHNICAL - + +Prom Sticker : B53 + +Main CPU : (2x) Zilog Z80, I8X41 +Sound Chips : YM2203 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +See 'UPDATES' section for more information about the new hardware version... + +- TRIVIA - + +Released in September 1988, the hero of this game, Tiki the kiwi, also appears in other Taito games like "Liquid Kids" ("Mizubaku Daibouken") and "Bubble Symphony" ("Bubble Bobble II") as a guest star. + +Zoological Note : Unlike Tiki, a real Kiwi bird is a brown in color and is roughly the size as a domestic chicken. It is flightless and its distinctive plumage resembles hair more than feathers. The Kiwi bird lives only in New Zealand and, due to its rarity in the wild, is a protected species. + +- UPDATES - + +WORLD NEW VERSION : +* New hardware revision. +* Three Z80 and no M-Chip (8742 MPU). + +JAPAN VERSION : +* Standard hardware. +* Two Z80 and the M-Chip. + +WORLD OLD VERSION : +* Standard hardware. +* Harder gameplay. +* Old Taito logo. + +- TIPS AND TRICKS - + +The following is for the Japanese version of the game which, curiously, was the version that tended to be converted to the various home formats; regardless of territory + +Throughout the game there are several hidden 'Warp' gates, which take you to secret areas and later levels. + +Round 1-1 : In the last room of this stage, there are 3 identical platforms placed above one another. Go to the highest one, face left and jump about whilst shooting, after 5 shots a warp should appear. This takes you into a enclosed box on round 2-1, only this time it has got the 'E','X','T' letters. There is an escape warp to the right which you must shoot to make it appear. From here you are taken to round 1-4 (in an inaccessible area below the boss room) where you'll find the green 'E','N','D' letters, you now have your first extra life. To get to know more about round 1-4 (which is important in the game) keep on reading. + +Round 1-2 : In the start area, jump onto the second platform and shoot to your left 5 times. A warp should appear, enter it and you'll be taken to a room of the secret round (the secret round is a place where almost ALL of the secret rooms are found - like separate rooms in any level - and you can't visit more than one at a time, since they are all separated by closed walls). There are two large columns with water one to either side of you. Each has an open Warp above it. The right warp will take you to an upper place in level 1-2, where you simply collect some apples (for points) and then continue through the level normally. The left warp, which is the better of the two, takes you to a place under the level. Going from left to right, you find a place with upwards tunnels you can jump in. Go to the one full right, since there you will find the letters 'red E' and 'X'. Then, going all the way up, you are just near the cage at the end of the level. + +Round 1-3 : This level has two warps... +1) The first needs a vehicle and is just after you fly down to the big open area of this round. Fly downwards while staying close to, and facing the left-hand wall, keep firing towards the wall and about two thirds of the way down, the first Warp will appear. This will take you to a secret round where you collect the 'red E','X', 'T','green E' letters then on a hidden place of round 2-1,where you collect the 'N' and 'D' letters : EXTEND, and also you can choose to finish round 2-1 OR... +2) The second Warp is in the last room. Climb out of the water and head straight upwards - the trapped Kiwi is to your left). This will take you to a secret round, which also has got a secret warp in it! The round has the 'TEND' letters, exits to 1-4, and a Warp exit to 2-2. + +Round 1-4 : This round has a Warp, but it's only accessible from another Warp that appears on a LATER level (2-1). Once you have come to this level via the Warp on 2-1, go to the platform directly UNDERNEATH the Boss room (after you've collected the letter), the Warp is in the far left corner of the upper-most platform underneath the Boss room and takes you to level 2-4. +Note : The trick of using the 2-1 warp to go back to 1-4 infinitely doesn't work in the WORLD revision. The programmers added some blocks to the box so that the Kiwi cannot be sucker in the warp. + +Round 2-1 : This is one of the key rounds of the game, as it allows for one or two tricks and has two warps. The first one is in the right corner of the closed box at the end of the level. You can get inside the box from the warp on level 1-1. However, it's possible to enter the Warp from OUTSIDE the closed box by using a flying vehicle and, for preference the laser weapon or Fire Staff.. If you've only got arrows ,bombs, or a laser and no vehicle, take advantage of the microbes that appear nearby. Keep killing them any time they appear (if you move away from the screen where they appear they will appear more often) until the Fire Staff appears. Once opened, just jump in it from below. You will be taken BACK to the secret area in level 1-4. This means that you can effectively keep going BACK to level 1.4 through the Warp as many times as you wish, stocking up on points and bonus lives as you go. + +Should you chose NOT to do this, you can head for the second Warp. First, ensure that when you are at the enclosed box and that you also have a vehicle. Simply fly OVER the enclosed box and drop down behind the caged Kiwi. On your right there is a 'ladder', go up this and you'll be in a small, enclosed room; shoot the lower-left edge of the room and the Warp appears. This will take you to an independent secret level which has 2 possible exits. The first is at the end of the level - after the yellow lift you head down and left and drop through a hole in the floor - this takes you to level 2-3. The second exit is a warp. Stand on the yellow rising block and jump from it so you can stand on the wall to your right (you would do this anyway, to avoid the ceiling spikes and get to the exit...). Shoot 5 times and a Warp appears. This will take you to another secret level - with a number of enemies - and the letters 'Green E' and 'T'. Take the letters, kill all of the enemies and enter the Warp that subsequently appears. + +Round 2-2 : The only warp on this level is in the upper right-hand corner and can only be reached with a vehicle. This takes you to the end of the level. + +Round 2-3 : Also one warp on this round. This is found in the place left to the 'Red E' (bottom righ of the level). This will take you to a place with a 'Red E' and an 'X', and a warp from there to an advanced point on level 2-3. + +Round 2-4 : Before the Boss Room (the one with the octopus) shoot to the right - standing on the blocks over the spikes - and a warp will appear on the fifth block from the left. This leads to a secret level with enemies and the letters 'T' and 'Green E', and THEN to level 3-1, inside the 'box'. + +Round 3-2 : There is a warp near to the end of the level on the wall between the two 'pools' of water with waterfalls, This will take you to a room in the secret level, with a church for background. Nothing to take, just a warp on the floor that will take you to level 3-3. + +Round 4-1 : This round has got 3 warps, the maximum in this game. The first (and most rewarding) is over the last diagonal row of spikes, in the upper 'dry' part of the level (most of the level is underwater). Fly up there, shoot 5 times as usual and take the warp. It will take you to a place in the secret round and then to level 4-4. There are two further warps that can be found in a long, left-to-right section, just after you have passed the BIG masses of water. + +Round 4-4 : This level has two sub-areas, divided by a barrel at the end of the areas. In the area with the horizontal 'barrel', there is an empty space below it. Shoot it and a warp appears. This takes you to a room in level 2-4, with 2 letters, an 'E' and an 'X', and then you take a warp in that room that takes you to the second area of level 4-4. + +Round 5-1 : This is the last level known to have a warp. Walk on the floor with the small volcano until the last platforms on the left. Go up and then left, you will fall down to a place with some blocks and more volcanoes. Shoot to the right right, and take the warp. This takes you to a room in the secret round with 2 red E's and another Warp to a secret level room - with two X's - and from there to level 5-1 again, near the big room. + +* Heaven Rounds : The heaven levels are secret levels that can only reached when Tiki has lost all of his previous lives and is killed by a SOLID PROJECTYLE (such as arrows, stones, bombs, boomerangs, spears, etc.) If you drown ,fall on spikes or lava, get burned by laser, flames or UFO missiles, or are killed by contact with an enemy, a life is lost. The Heaven levels only appear after level 3.1. + +* Teddy Bear Cheat : In the demo mode during the attract mode, press fire 3 times, and a cute picture of a bear will appear in the bottom-left corner of the screen. + +- STAFF - + +Main staff : Kazutomo Ishida, Hisaya Yabusaki, Akira Ootsuki, Makoto Fujita, Koichi Ooyama +Sound effects : Hisayoshi Ogura, Yasuko Yamada, Yasuhisa Watanabe +One-time staff : Mitsukou Kimura, Naoko Toshimitsu + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (feb.23, 1990) "The New Zealand Story [Model TP02007]" +[JP] Sega Mega Drive (mar.3, 1990) "The New Zealand Story [Model T-11013]" +[EU] Nintendo NES [AU] (1991) "The New Zealand Story [Model NES-38]" +[US] Nintendo NES (mar.1991) "Kiwi Kraze [Model NES-2K-USA]" +[EU] Sega Master System (1992) "The New Zealand Story [Model 27035]" +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* HANDHELDS: +Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]" +[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]" +Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket" +[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]" +[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]" +[AU] Nintendo DS (jan.25, 2007) "New Zealand Story Revolution [Model NTR-ANZP-AUS]" +[EU] Nintendo DS (feb.2, 2007) "New Zealand Story Revolution [Model NTR-ANZP-EUR]" +[JP] Nintendo DS (may.31, 2007) "New Zealand Story DS [Model NTR-ANZJ-JPN]" +[US] Nintendo DS (feb.13, 2008) "New Zealand Story Revolution [Model NTR-ANZE-USA]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1989) +[US] Commodore C64 [EU] (1989) +[EU] Atari ST (1989) +[EU] Amstrad CPC (1989) +[EU] Commodore Amiga (1989) +FM Towns PC [JP] (1989) +[JP] Sharp X68000 (jul.15, 1989) +Amstrad CPC [FR] (1990) "Le Monde des Merveilles" +[EU] Amstrad CPC (1991) "Addicted To Fun - Rainbow Collection" +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ninjak,ninjakj,ninjaku +Arcade Video game published 34 years ago: + +The Ninja Kids (c) 1991 Taito Corporation. + +The Ninja Kids is a horizontally-scrolling hack 'n' slash beat-em-up for up to four players who must defeat a demented cult plotting to summon Satan. A karate sensei sends out his four ninja puppets to combat this looming threat. + +All four ninjas carry different weapons and have different fighting styles. As well as their weapons, each ninja also has a screen-filling magical attack based on one of four elements (earth, fire, wind and water). + +* Hanzo (blue) uses a fast katana that generates waves for extra range. He uses water magic. + +* Sasuke (yellow) wields a kusarigama (chain and sickle) for close and long-range attacks. He uses wind magic. + +* Akame (red) prefers to keep his distance while pelting enemies with shuriken and fire magic. + +* Genta (green) is quite powerful with his sansetsukon (three-part staff) and earth magic. + +As well as the standard jump and attack-based combat, double-tapping the joystick any direction makes the ninja puppets perform an evasive tumble that damages any enemies they come into contact with. + +Each of the game's stages is littered with background objects (such as litter bins, tables, etc.) and destroying these reveals hidden power-ups and bonus items. These range from health-restoring sushi to items that make the ninjas temporarily invincible, surrounding them with an elemental shield that allows them to mow down enemies. + +The Ninja Kids consists of five stages, with a tough boss battle at the end of each. + +- TECHNICAL - + +Runs on the "Taito F2 System" Hardware. + +Prom Stickers: C85 + +Screen Orientation: Horizontal + +Players: 4 +Control: 8-Way Joystick +Buttons: 2 +=> Attack, Jump + +- TRIVIA - + +Released in April 1991 in Japan (even if titlescreen says 1990). + +- UPDATES - + +The US version has the 'Winners Don't Use Drugs' screen. + +In the US version, all the references to 'Satan' were changed to the 'Evil One'. + +- STAFF - + +Game Director: Takeshi Ishizashi +Game Designer: Keppel Maekawa +Programmers: Takeshi Ishizashi, Fzr.Mom +Hardware Designers: Eikichi Takahashi, S. Watanabe +Character Designers: Pokeel Yamada, Jsunji Matsumoto +Sound Composers: Fumiaki Imaoka (FUMMY), Hiroshige Tonomura (TONO), Norihiro Furukawa (WIZ. MASTER), V. Ohashi (Underground Sound Guerrilla Team PINCH-PUNCH) (PINCH PUNCH) +Designer: Rintaro Doi +Special Thanks: Kawamoyan + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ninjaw,ninjawj,ninjawu,ninjaw1 +Arcade Video game published 37 years ago: + +The Ninjawarriors (c) 1988 Taito. + +Two ninjas fight an entire army to destroy an evil dictator in this horizontal action game, which features physical damage on our heroes. + +- TECHNICAL - + +Board Number: M4300086H +Prom Stickers: B31 + +Main CPU: (2x) Motorola 68000 (ID : K1100325A, K1100312A) (@ 8 Mhz) +Sound CPU: Zilog Z80 (ID : K1100313A) (@ 4 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz), (4x) Volume (@ 8 Mhz) + +Control: 8-way joystick +Buttons: 2 (DAGGER, SHURIKEN) + +- TRIVIA - + +Released in February 1988 in Japan (even if the title screen says 1987). + +Licensed by Romstar for US distribution. + +The strange resolution of this game was due to the original cabinet which had a wide screen made out of three monitors. + +Banglar, the main enemy who looks like Yoda from the star wars films makes a cameo appearance in "Aqua Jack" 2 years after appearing in The Ninja Warriors. + +Brian Chapel holds the official record for this game with 188,900 points. + +Pony Canyon / Scitron released a limited-edition soundtrack albums for this game: +The Ninja Warriors: G.S.M. Taito 1 - D28B0001 on June 21, 1988. +The Ninja Warriors - Famous Recording Series - PCCB-00074 on October 21, 1991. +The Ninja Warriors - Complete Album - PCCB-00116 on March 19, 1993. + +- SERIES - + +1. The Ninja Warriors (1988, Arcade) +2. The Ninjawarriors Again [Model SHVC-NI] (1994, Super Famicom) +3. The Ninja Saviors - Return of the Warriors (2019, Switch & Playstation 4) + +- STAFF - + +Produced by : Yojiro Suekado +Directed by : Masaki Ogata +Written by : Onijust +Executive producer : Hisao Yunoki +Director of software : Daisuke Sasaki +Programmers : Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki +Production designer : Yukiwo Ishikawa +Character designers : Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kohzoh Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa +Assistant character designers : Visual Arts Produtcion, Animation 20, Space Creative +Supervising editor : Tetsuro Kitagawa +Editors : Masami Kikuchi, Yukiwo Ishikawa +Costume designer : Hiroshi Wagatsuma +Hardware designer : Toshiyuki Sanada +Assistant hardware engineer : Satoru Shimomura +Music composed and directed by (Zuntata) : Hisayoshi Ogura +Assistant sound programmer (Zuntata) : Naoto Yagista +Sound editor (Zuntata) : Yasuhisa Watanabe +Sound hardware designer : Tsukasa Nakamura +Publicity supervisor : Hisayoshi Nakane +Game designed by : Onijust + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (june.30, 1989) "The Ninja Warriors [Model TP01002]" +[JP] Sega Mega CD (mar.12, 1993) "The Ninja Warriors [Model T-11024]" +[US] Sony PlayStation 4 [PSN] (sept.7, 2017) "Arcade Archives - The Ninja Warriors [Model CUSA-05116]" +[EU] [AU] Sony PlayStation 4 [PSN] (sept.7, 2017) "Arcade Archives - The Ninja Warriors [Model CUSA-09273]" +[JP] Sony PlayStation 4 [PSN] (sept.7, 2017) "Arcade Archives - The Ninja Warriors [Model CUSA-03708]" + +* COMPUTERS: +[EU] Sinclair ZX Spectrum (1989) +[US] [EU] Commodore C64 (1989) +[EU] Amstrad CPC (1989) +[EU] Commodore Amiga (1989) +[EU] Atari ST (1989) by Virgin Games +[EU] Atari ST (1990) by 16 Blitz Tronix + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aof3k + +The Path of the Warrior - Art of Fighting 3 (c) 1996 SNK. + +Korean release. For more information about the original game, please see the original Japanese release entry; "Art of Fighting - Ryuuko no Ken Gaiden [Model NGM-096]". + +- TRIVIA - + +This Korean release has various changes: + +* Wang Koh-San has been renamed to Park. + +* The only available languages in the game are English, Spanish and Portuguese; there was no Korean localization, and Japanese cannot be accessed. + +* The game will not switch its region to Japan if played in a Japanese system; you get the normal US release instead. This means that all Japanese graphics are unused in this version. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=punisherj +Arcade Video game published 32 years ago: + +The Punisher (c) 1993 Capcom Company, Limited. + +The Punisher is a side-scrolling beat-em-up based on the Marvel Comics character of the same name, in which one or two players take on the role of either 'The Punisher' or 'Nick Fury' and must battle through six dangerous locales filled with violent criminal gangs, leading to a final confrontation with criminal mastermind, 'The Kingpin'. + +As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, with the trade-off that each time a special attack is executed, some of the player's energy is lost. Energy levels can be replenished by finding food that lies hidden in some of the background objects that litter the levels. + +Many enemies carry weapons, such as axes, baseball bats, swords and knives and should players manage to knock these from the enemies' hands, the heroes can pick up the weapons and use them against the enemies. In keeping with their comic book counterparts, each player character also carries a handgun; this only comes into play when confronted with gun-wielding enemies, at which point the players' guns are drawn automatically. Once the gun-carrying enemies have been killed, the players' guns are automatically re-holstered. + +A large and powerful gang boss awaits the heroes at the end of each stage. The five gang bosses are Scully, Guardroid, Bonebreaker, Bushwacker and Guardroid 2. The sixth and final level takes place in The Kingpin's lair, ending with a showdown with the criminal mastermind himself. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91634B-2 + +# of players: Up to 2 simultaneous. +Type of control (per player): 8-Way Joystick +# of buttons (per player): 2 +=> [1] Attack, [2] Jump + +- TRIVIA - + +The Punisher was released in April 1993 in the Japanese arcades. It was known there as the 26th video game made for this system. + +Exported as "The Punisher [B-Board 91635B-2]". + +This game features the main characters from the comic books respectively titled 'The Punisher' (First appearance : Amazing Spider-Man 129, 1973) and 'Nick Fury' (First appearance : Sgt. Fury and his Howling Commandos 1, 1963), Agent of SHIELD, both published by Marvel Comics. The acronym SHIELD stands for 'Surpreme Headquarters International Espionage Law-enforcement Division'. + +Scully, the first of the boss villains here, is loosely based on a villain named Chester Scully who appeared in issues 22-23 (August and September, 1989) of the Punisher's first ongoing series, which ran from 1987 to 1995. The leaping kicks he uses in the game are an homage to the cover of the 23rd issue where his comic book counterpart is shown attacking the Punisher by kicking at him while jumping. + +Bushwacker, the 4th stage boss, is based on the homonymous Marvel's super villain (enemy of Daredevil, The Punisher and Wolverine). Although, there are some aesthetic differences from his appearance in the game and in the original comic: half of his face is horribly scared in the comic, while in the game his face seems in good conditions. Also, his special right arm, altered bionically to function as a gun, is still revealed on his real form on the comic, while in the game he can turn his arms from normal form to guns form, like a type of mutant morph (and this should sound incongruous, because he's a mutant's hunter on the Marvel's comics). He appear on the Capcom's game before he was hired by Kingpin for kill Punisher in the original Punisher comic series, so his presence fit perfectly in the game's plot. + +Jigsaw, the non-boss enemy appearing in the 2nd area of the final stage (elevator's top) is one of the most dangerous enemies of Punisher in the original comic series. Although, is showed different in the game - in the game he appears like a commando-mercenary, while in the comic he was a former killer of a notorious mobster family of New York. - By the way, his scared face (caused by the same Punisher in the comics) is identical to his original appearance on the comics. + +Bruno Costa, the bald gangster with sunglasses appearing in the scenes of attract mode and during the first stages of the game, is also showed in the comic, and he's the responsible of the massacre of the Frank's Castle family, like the game says. However, Punisher killed him in the comic's series, while in the game he's killed by Guardroid (the 2nd stage boss). + +Hidden Bonus Level : Looking in the game source code, there's a hidden second bonus game in stage directory. It shows an airplane hijacking or something and two of the generic game thugs burst through the winshield. They run across the screen to the left and then punisher shows up. There are several stewardesses on the floor as hostages and when you go over to them they get freed. But then the stage like instantly is interrupted and randomly takes you to the score screen after every stage and says 'Stage 7 complete' and then switches to an alternate credits screen with all the enemies in the game running across and doing random things. It's probably a part of the game not completed and not remove from the final product and still present in the source code. The only way to see this hidden stage is to browse the source code or using a cheat with emulator like MAME. + +Soundtrack releases : +Pony Canyon / Scitron - Tenchi wo Kurau II The Battle of Red Wall : G.S.M. Capcom 7 - PCCB-00133 - August 20, 1993. + +An unofficial Chinese version is known as "Biaofeng Zhanjing". + +- TIPS AND TRICKS - + +* Super Kick : Down, Up+Attack + +* Super Air Kick : Forward(x2), Jump, Down+Attack + +* Special Ending : finish the game without having to continue to see a different credit sequence (badguy parade). + +* On 2nd area of first stage, the enemy Cool will appear for few seconds from a open door, then he will flee : if you're fast, you can kill him before he disappear with the handgun that the players draw automatically in that moment. + +* When you're in the 2nd area of stage 2, the gangsters' mansion in Florida, there are 3 jail cells in which 3 girls are being held hostage. Break open the cells and then stand still. The girls will give the players thank-you hugs that restore energy to their lifebars. + +* At the end of the 2nd stage you'll fight against the Guardroid. At the end of the room where the battle is set, you'll found an huge bed and a painting in the wall. Destroy this objects for obtain extra weapons and energy that could help you during the fight + +* In the 3rd stage (the harbor) you'll encounter several cars, where gangster carrying machine gun will exit from there for attack the players. If you destroy those cars before they'll exit from there, they'll disappear in the explosion: also, you can see the poor driver carbonized after the car's explosion! + +* The Punisher and Nick Fury's personal handguns are usually drawn automatically whenever enemies carrying firearms - and also the robots called 'Pretty Boy' - turn up. With the exception of the robots, which are tougher to deal with, try to refrain from killing the enemies armed with guns until after you've killed some of those who aren't carrying guns. This certainly comes in useful during the showdown at the end with the Kingpin, who's drawn much larger here than he was in Sega's own "Spider-Man - The Videogame", made 2 years earlier. + +- STAFF - + +Game Designers : Akira Yasuda (Akiman), Maeda, Buchi, Jun Keiba, Junichi Ohno (Ohn) +Program Designers : Kazuhito Nakai, Tomohiro Ueno, Y. Kawabata, Mitsu, Y. Mikami (ZZR) +Character Designers : Eripyon. N, Matsunaga, Mayo Seriya, Daniel, Vlad T., Inukichi, Minobe Hiroaki (Minobeyan), Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan +Sound Designers : Yoko Shimomura (Pi B Shimomura), Isao Abe, Toshio Kajino, Syun Nishigaki, Nobuhiro Oouchi (Nobu. Oouchi) +Director : Noritaka Funamizu (Poo) +System Adviser : Jaboon +Illustration Designer : Sensei +Special Thanks : Tanuki, Yasushi Ikeda (Ikebomb), Yuko Takehara (Yuko), Koguma, Alex Jimenez (Alex), Scott + +- CONTRIBUTE - + +Edit this entry +$end + +$info=punisher,punisheru,punipic,punipic2,punipic3,punisherh +Arcade Video game published 32 years ago: + +The Punisher (c) 1993 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "The Punisher [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91635B-2 + +- TRIVIA - + +In these Export releases, the Super Kick results blood graphics on the enemy instead of blue flames in the original Japanese version. + +- PORTS - + +* CONSOLES: +[US] Sega Genesis (june.1, 1994) +[EU] Sega Mega Drive (1995) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=superspy + +The Super Spy (c) 1990 SNK. + +Infiltrate terrorist hideouts and beat up the bad guys in this gender-bending (but still good) first-person beat-em-up with RPG elements. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-011 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Punch/Use weapon, [B] Kick, [C] Choose weapon + +- TRIVIA - + +Released in October 1990. + +A few rooms in the game feature a G-Mantle poster hanging on the wall, this character was later used as a striker character in "The King of Fighters 2000". + +- STAFF - + +Boss : Eikichi Kawasaki +Programmers : Hiroshi & Tadashi, Magi2, Kura +Sound composer : Masahiko Hataya (Papaya) +Sound effects : Tarkun, Toshio Shimizm (as Shimizum) +Producer : Konny +Planner : Akira Goto +Front designers : Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura +Scroll designers : Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T + +Special thanks : Sakita, Tsuzaki, Shibahara, Higashi, Koshino, Yamaguchi, Taro + +- PORTS - + +* CONSOLES: +SNK Neo-Geo (jul.1,1991; "The Super Spy [Model NGH-011]") +SNK Neo-Geo CD (Sep. 9,1994; "The Super Spy [Model NGCD-011]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wintbob +Arcade Video game published 35 years ago: + +The Winter Bobble (c) 1990 Sakowa Project. + +Bootleg of "Snow Bros. - Nick & Tom". + +Two snowmen battle cute Japanese critters over 50 platform based screens. Turn the enemy critters into snowballs and then boot them around the platforms knocking down everything in their path. Pick up Sushi for extra points. When a screen is cleared of monsters you move on to the next level. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM3812 (@ 3 Mhz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette Colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=trally + +Thrash Rally (c) 1991 Alpha Denshi. + +Thrash Rally is a top-down perspective rally racing game for one or two players. Each race begins with players asked to choose a vehicle in which to race, with each offering a different balance between handling, acceleration, vehicle endurance and top speed. + +There are two racing modes on offer. The first, World Rally Championship, features rounds that take place over lap-based circuits, with each lap having to be completed within a set time limit. World Rally mode offers players a choice of six different rally cars. + +The second mode is the Paris-to-Dakar rally. This doesn’t feature laps but is a point-to-point race, with each stage having to be completed within a set time limit. In addition to the six rally cars of the World Rally mode, the Paris-to-Dakar Rally also allows players to race in either a buggy, a motorbike, or a truck. + +All tracks feature a variety of different road surfaces, such as snow, gravel, sand or water. Many of the tracks also feature a variety of jumps and chicanes, as well as track-based obstacles that should be avoided. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-038 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Accelerate, [B] Brake + +- TRIVIA - + +Released in November 1991. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (dec.20, 1991, "Thrash Rally [Model NGH-038]") +[US] SNK Neo-Geo AES (dec.20, 1991, "Thrash Rally [Model NGH-038]") +[JP] SNK Neo-Geo CD (oct.31, 1994, "Rally Chase [Model ADCD-003]") +[US] SNK Neo-Geo CD (1994, "Rally Chase [Model ADCD-003]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=3wonders,3wondersu,3wondersh,3wondersr1,3wondersb +Arcade Video game published 34 years ago: + +Three Wonders (c) 1991 Capcom Company, Limited. + +Export releases. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wonder 3 [B-Board 89625B-1]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89624B-3 + +- TRIVIA - + +These Export versions have some differences to the original Japanese version: +* The action game is called 'Midnight Wanderers' instead 'Roosters'. +* Midnight Wanderers is slightly easier in a few ways: the stage 1 mid-boss has a lower rate of fire, the stage 1 end-boss is less aggressive by shooting more and punching less. + +- PORTS - + +Here is a list of ports released outside Japan. For Japanese ports, please see the original Japanese version entry; "Wonder 3 [B-Board 89625B-1]". + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=thunderl,thunderla +Arcade Video game published 35 years ago: + +Thunder & Lightning (c) 1990 Seta. + +A ball and paddle game. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Thunder & Lightning was released in December 1990 in Japan. It was licensed to Romstar for US manufacture and distribution. + +- SERIES - + +1. Thunder & lightning (1990) +2. Block Carnival (1992) + +- PORTS - + +* CONSOLES: +[JP] Nintendo Famicom (1991) "Family Block [Model ATH-4T]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tdragon,tdragon1,tdragonb,tdragonb2,tdragonb3 +Arcade Video game published 34 years ago: + +Thunder Dragon (c) 1991 NMK. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 256 pixels +Screen refresh : 60.00 Hz +Palette colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in August 1991. + +Licensed to Tecmo for distribution. + +- UPDATES - + +A bootleg version uses the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =). + +- TIPS AND TRICKS - + +* Secret Message : Reset game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press P1 Button 2(x14). If you did this correctly, you should see another message '4th June. 1991'. And you are in the test mode. + +- SERIES - + +1. Thunder Dragon (1991) +2. Thunder Dragon 2 (1993) + +- STAFF - + +Producer : Yukio Tomonari +Director : Yosuke Ono +Game designer : Merry Tamio +Programmer : Lieut. Col. Ore +Scenario writer : Ikezu Kenzi +Sound creator : Hide-Kaz +Graphic designers : Ikezu Kenzi, Giant Ama + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tdragon2,tdragon2a +Arcade Video game published 32 years ago: + +Thunder Dragon 2 (c) 1993 NMK. + +A vertically scrolling shoot'em up. + +- TECHNICAL - + +Game ID : UPL-93091 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Screen orientation : Vertical +Video resolution : 224 x 384 pixels +Screen refresh : 57.00 Hz +Palette Colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in October 1993 in Japan. + +This game is also known as "Big Bang - Power Shooting". + +- SERIES - + +1. Thunder Dragon (1991) +2. Thunder Dragon 2 (1993) + +- STAFF - + +Planner : W.W. Miyakawa +Programmer : Ore-Dayo +Co-programmer : Ryu Kikuchi +Graphic designers : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami +Sound creator : Manabu Namiki (Taro) +Sound adviser : Hide-Kaz + +- CONTRIBUTE - + +Edit this entry +$end + +$info=thundfox,thundfoxu,thundfoxj +Arcade Video game published 35 years ago: + +Thunder Fox (c) 1990 Taito Corp. + +The world is being overrun by terrorists! Not to worry, since two super soldiers are on the case of wiping out this threat. Features nice graphics and sound, along with solid side-scrolling "Rolling Thunder" style action as well as some side scrolling shooter stages to mix things up. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System. (also known as the Taito F1 System). + +Prom Stickers : C28 + +Players : 2 +Control : 8-way joystick +Buttons : 3 (ATTACK, JUMP, SPECIAL WEAPON) + +- TRIVIA - + +Thunder Fox was released in August 1990. + +As odd as it may sound, this is one of the very few game that lets you use melee attacks with some firearms without actually firing a single shot, this allows you to use these only when you really need extra firepower! It is so strange that this idea is not used more often! :) + +- UPDATES - + +The US version has the 'Winners Don't Use Drugs' screen. + +- TIPS AND TRICKS - + +* Timer Bonus: If you destroy the bosses quickly, you can get bonus points. + +- STAFF - + +Game designer : Keppel Maekawa +Creators : Wolf Kato, Oki, Van Van, CZ-601, Takahiro Natani, Mizushima-ya.Mii, FZR-Mom +Character designers : Noritaka Kawamoto, Nishikawa, Morimoto, Kazama, Omae, Yamada, Kawagishi +Designer : Hiroyasu Nagai +Sound director : Hisayoshi Ogura (OGR.) +Music composer : Kazuko Umino (Karu.) +Sounds effects editor : (Pochi.) + +Special Thanks : Tyrant-Mac + +- PORTS - + +* CONSOLES: +[US] Sega Genesis (1991) +[JP] Sega Mega Drive (june.26, 1991) "Thunder Fox [Model T-11113]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tndrcade +Arcade Video game published 38 years ago: + +Thundercade / Twin Formation (c) 1987 Taito Corp. + +Export version. For more information about the game itself, please see the original Japanese version entry; "Tokushu Butai U.A.G.". + +- TECHNICAL - + +Game ID : UA-0 + +- TRIVIA - + +Thundercade was released in October 1987. + +It has a dip switch that let the operator change the game name to 'Twin Formation'. + +- PORTS - + +* CONSOLES: +[US] Nintendo NES (jul.1989) [Model NES-UD] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tokib +Arcade Video game published 35 years ago: + +Toki (c) 1990 Datsu Electronics. + +Bootleg of the TAD original. + +- TRIVIA - + +This pirate version was available on February 26, 1990 in Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssideki4 + +Tokuten Oh - Honoo no Libero (c) 1996 SNK. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-215 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass. +=> Defense > [A] Sliding, [B] Rough play, [C] Action player shift. + +- TRIVIA - + +Tokuten Oh - Honoo no Libero was released in October 1996 in Japan. + +The title translates from Japanese as 'Top Scorer - Flame of Libero'. + +This game is known outside Japan as 'The Ultimate 11 - SNK Football Championship'. + +- SERIES - + +1. Tokuten Oh [Model NGM-052] (1992) +2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994) +3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995) +4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996) +5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998) + +- STAFF - + +Cast : Mr.Rod, Kuwayan, Bug Stopper, I. Etsuko, Tsubo-Tsubo, Namaan-Hiroto, YNY with Catbrow +Camera : Kentarou +Light-1 : Hiroto +Light-2 : Lemon Angeler +Chief Director : RC-31Kai +Planners : Y. Romario, I. Etsuko, Galmaster Yanya +Programmers : CC8WRX, Toppo George +Sound-Music : Tate Norio, Miki +Art director : Newsea +Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako +Sponsor : Akai +Executive producer : Takashi Nishiyama +Music composer : Chan Chakorin +Hard designer : Kucchan +Programmers : Blbon, Takako + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Dec. 20, 1996) "Tokuten Oh - Honoo no Libero [Model NGH-215]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssideki2 + +得点王2 リアル ファイト フットボール (c) 1994 SNK. +(Tokuten Oh 2 - Real Fight Football) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-061 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short kick +=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift + +- TRIVIA - + +Tokuten Oh 2 was released in April 1994 in Japan. + +This game is known outside Japan as 'Super Sidekicks 2 - The World Championship'. + +- SERIES - + +1. Tokuten Oh [Model NGM-052] (1992) +2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994) +3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995) +4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996) +5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998) + +- STAFF - + +President : Eikichi Kawasaki +Chief programmer : Uzumasa +Main programmer : Ep82boy. +Programmers : Yuritan, T. Nakamura +Chief designer : Yellow Beat +Main designers : Mic-Senbey, Mina, Mittu!!! +Designers : Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche +Models : Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round +Sound : Jojoha Kitapy, Brother Hige, Akibon +Planners : Snk R&D Center, Rosanjin + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo (May.27, 1994) "Tokuten Oh 2 - Real Fight Football [Model NGH-061]" +[US] SNK Neo-Geo (1994) "Super Sidekicks 2 [Model NGH-061]" +[JP] SNK Neo-Geo CD (Sep.09, 1994) "Tokuten Oh 2 - Real Fight Football [Model NGCD-061]" +[US] SNK Neo-Geo CD (1994) "Super Sidekicks 2 [Model NGCD-061E]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssideki3 + +Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK. + +Super Sidekicks is the 3rd game in the famous Super Sidekicks series of soccer games. Featuring 6 competition modes for 64 world wide teams. Utilizes Digitized Trace Animation and 3-D camera angled shots for realistic on-the-fly action graphics. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-081 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass +=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift + +- TRIVIA - + +Tokuten Oh 3 was released in March 1995 in Japan. + +The title translates from Japanese as 'Top Scorer - Way of Glory'. + +This game is known outside Japan as 'Super Sidekicks 3 - The Next Glory'. + +- TIPS AND TRICKS - + +Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark + +- SERIES - + +1. Tokuten Oh [Model NGM-052] (1992) +2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994) +3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995) +4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996) +5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998) + +- STAFF - + +President : Eikichi Kawasaki +Director : H. Kawano +Planner : Snk R&D Center, Fighting Shooter +Chief programmer : Uzumasa Seven +Main programmers : Ej20Wrx, Yuritaro +Programmer : Toppo George +Sound : Ackey, Pearl Shibakichi +Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline +Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Apr. 07, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGH-081]" +[JP] SNK Neo-Geo CD (june.23, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGCD-081]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=ssideki + +得点王 (c) 1992 SNK. +(Tokuten Oh) + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-052 + +Players: 2 +Control: 8-way joystick. +Buttons: 2 per player. +=> Offense > [A] Long kick/Shoot, [B] Pass +=> Defense > [A] Slide, [B] Tackle + +- TRIVIA - + +Tokuten Oh was released in December 1992 in Japan. + +The title translates from Japanese as 'Top Scorer'. + +This game is known outside Japan as 'Super Sidekicks'. + +- SERIES - + +1. Tokuten Oh [Model NGM-052] (1992) +2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994) +3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995) +4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996) +5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998) + +- STAFF - + +Producer : Eikichi Kawasaki +Planner : Ishimotti +Sound : Jojoha Kitapy, Yoko +Designers : Mioshi, S.K., Younger Face, Eri Kohjitani, J. Mikami, Mori-P +Programmers : Mabushi, Narutaki, Ep82boy. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Feb. 19, 1993; "Tokuten Oh [Model NGH-052]") +[JP] SNK Neo-Geo CD (Mar.31, 1995; "Tokuten Oh [Model NGCD-052]") +Sony PlayStation Store (Dec.2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tophuntr + +Top Hunter - Roddy & Cathy (c) 1994 SNK. + +Top Hunter: Roddy & Cathy is a horizontally-scrolling beat-em-up for one or two players who take on the role of the galaxy's top bounty hunters, Roddy and Cathy, who are sent to put a stop to a colony of galactic pirates called the Klaptons, who threaten and plunder the cosmos. Four high-ranking Klaptons have taken control of four elemental planets and big rewards are offered for the capture of Sly, Misty, Mr. Bigman and Dr. Burn. + +The game's action takes place on two plains, with players able to jump between the foreground and background at will. This switching mechanic is integral to getting through some parts of the game. In addition to standard jump and attack mechanics, both players have the ability to extend their arms outwards. This ability can be used to grab items and enemies, some of which can then be thrown. The arm can also be extended vertically upwards, allowing players to pull themselves up onto ledges, pull items down to them, or pull handles to trigger events, such as dropping rocks onto enemies. + +Each stage has several collectables to be found, including health, weapon power-ups and extra time. At certain points during a stage, players may come across a Mecha; this is a bi-pedal mechanical walker that gives players more power. The mecha also has limited health, however and the player will be forced out of it when it starts flashing. + +Top Hunter: Roddy & Cathy is split into four planets: Forest, Ice, Wind, and Fire and players can choose which planet to tackle first. Depending on what stage is picked first, the layout of that stage will change. For example, if the player picks the Ice world before the Forest world, the Forest world's starting layout will be different. + +After completing all four worlds, the player is taken to the final stage, where they must fight a rematch with the four bosses before the final battle with the game's antagonist, Captain Klapton. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-046 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes + +- TRIVIA - + +Released in May 1994. + +The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize. + +Mashing the attack button will make Roddy and Cathy go into a combo, with Roddy eventually letting out a flurry of punches, while Cathy does a Hyakuretsukyaku/Lightning Kick move. Doing a quarter-circle forward motion and hitting the attack button precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken motion will make the player do a shoryuken/koho attack. The player can also do Terry Bogard's power wave as well. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Top Hunter - Shisekai Gakkyoku Zatsugidan - PCCB-00157) on July 21, 1994. + +- STAFF - + +Producer : Eikichi Kawasaki +Planners : Yasumi Tozono (Tozono), M. Matsuda, Y. Hashimoto +Front Designers : Tatsuya Shinkai, Khozoh Nagashima, C.A.C. Yamasaki, Mikarin Nishida +Back Designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki, Eri Kohjitani, Oda Nobunaga +Programmers : Carib, Shochan, Imasa. F, Data Tada +Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Masahiko Hataya (Papaya), Toshio Shimizm (Shimizm) +Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung +Special Thanks : James Hove, H. Tanaka, Miyagami, STG Oyaji + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.24, 1994) "Top Hunter - Roddy & Cathy [Model NGH-048]" +[JP] SNK Neo-Geo CD (Sep. 29, 1994) "Top Hunter - Roddy & Cathy [Model NGCD-048]" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=topland,toplandj +Arcade Video game published 37 years ago: + +Top Landing (c) 1988 Taito Corporation. + +A 3D flight simulation game were you can choose destinations like Paris, San Francisco, Tokyo, Osaka, Rio de Janeiro, Sydney, Fukuoka and Washington/Dulles. + +- TECHNICAL - + +Taito Air System hardware +Prom Stickers: B62 + +Main CPU: Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz) +Sound Chips: Yamaha YM2610 (@ 8 Mhz) +Mechadrive motor (only in cockpit cabinet) + +Players: 1 +Control: yoke and throttle (both with lock) +Buttons: 1 +=> [A] = door switch (only in cockpit cabinet) + +- TRIVIA - + +Released in September 1988. Top Landing was Taito's first 3D game! + +The runway edge shown before the title screen shows '1988 top landing'. + +The 1-3 stage soundtrack was re-used in "Jet de Go! Pocket" on Sony PSP. + +Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988. +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + +Unlike Midnight Landing, the pilot always responds 'roger' after control tower's boss' 'over' in telling the remaining distance. + +Both world and Japanese roms have English speech. + +The staff roll features a Chack'N cameo between T. Tsukano and Y. Ohnogi (software section), where the Monsta's sprite appears in the high score entry screen. + +You get 'the end' screen even after you complete the game. + +- UPDATES - + +Japanese rom has a territorial warning forbidding you to play Top Landing outside Japan. Other difference is non-English text appearing on the stage choice screen (the stewardess' text is also non-English) and after the stage choice. The introductory stage (takeoff) features instructions not written in English. The point subtraction reasons (shown after landing) aren't in English. Moreover, the yoke and throttle adjustment instructions aren't shown in English. + +- TIPS AND TRICKS - + +* When you are out of the course, the announcer and crewman don't say the 'arrive message'. + +* You can get a perfect score, unlike in Midnight Landing: you'll get 100 points for a perfect landing. + +* When you land at the Tokyo international airport, you are able to land a second time there. You can't score points for doing this, though. + +- SERIES - + +1. Midnight Landing (1987) +2. Top Landing (1988) +3. Landing Gear (1996) +4. Landing High Japan (1999) +5. Jet De GO! (2000, Sega Dreamcast) +6. Jet De GO! (2002, Sony PlayStation 2) +7. Jet De GO! Pocket (2005, Sony PSP) + +- STAFF - + +Chief: A. Iwai +Game design: S. Kawakami, Y. Kasahara +Software: T. Tsukano, Y. Ohnogi +Graphic design: Y. Ohnogi, Y. Kasahara +Character design: S. Kawakami +Hardware: S. Kubota, T. Tanaka, K. Kaneoka, E. Takahashi +Sound: Zuntata +Art design: S. Sekiguchi, N. Yoshida +Mechanic: Y. Hatsuda + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tpgolf + +Top Player's Golf (c) 1990 SNK. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID: NGM-003 + +Players: 2 +Control: 8-Way Joystick +Buttons: 2 + +- TRIVIA - + +Top Player's Golf was released on May 23, 1990. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (jul.1, 1991; "Top Player's Golf [Model NGH-003]") +[US] SNK Neo-Geo AES (jul.1, 1991; "Top Player's Golf [Model NGH-003]") +[JP] SNK Neo-Geo CD (sept.9, 1994; "Top Player's Golf [Model NGCD-003]") +[US] SNK Neo-Geo CD (sept.9, 1994; "Top Player's Golf [Model NGCD-003E]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=trstar,trstaro,trstarj,trstaroj +Taito F3 cart. published 32 years ago: + +Top Ranking Stars (c) 1993 Taito. + +6 boxers fight each other with their own special attack to win the world unity open weight boxing title match. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Players: 4 +Control: 8-way joystick. +Buttons: 4 per player. + +- TRIVIA - + +Released in July 1993. + +This game is known in US as "Prime Time Fighter". + +- STAFF - + +Project leader : George K-S +Game designers : Fumio Horiuchi, Masakazu Iwahashi +Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato +Base character designers : N. Korammer, Vap Corp. +Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp. +Art Designer : Hiroyasu Nagai (Super Psychicer Nagai) +Hardware designer : Katsumi Kaneoka +Sound designer : Yoshiro Horie +Executive producer : Keisuke Hasegawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=topspeed,topspeedu +Arcade Video game published 38 years ago: + +Top Speed (c) 1987 Taito corporation. + +Export version. For more information about the game, please see the original Japanese version entry: "Full Throttle". + +- TRIVIA - + +Top Speed was released in October 1987. Licensed to Romstar for US manufacture and distribution. + +Top Speed removes territorial notice. Both US and world roms have no warning before the game. Also, Full Throttle is replaced by Top Speed before staff roll (line: Full Throttle is over!). + +A Top Speed unit appears in the 1989 movie "The Wizard" (though it was erroneously referred to as Capcom's "F-1 Dream" in the movie). + +- CONTRIBUTE - + +Edit this entry +$end + +$info=toppyrap +Arcade Video game published 29 years ago: + +토피앤래피 (c) 1996 SemiCom. +(Toppy & Rappy) + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Players : 2 +Control : 8-way Joystick +Buttons : 3 + +- STAFF - + +Producer : J.Y. Jeon +Plan : Slime +Program : Mad1004 +Graphic : O.S. Hwang, S.H. Kim, K.H. Kim, Y.J. Hong +Music : S.K. Jeon +Effect : S.K. Jeon, B.G. Shin + +- CONTRIBUTE - + +Edit this entry +$end + +$info=arkatour,arkatour2 +Arcade Video game published 38 years ago: + +Tournament Arkanoid (c) 1987 Romstar. + +Tournament Arkanoid is an update of the original "Arkanoid" that was released exclusively in the United States. It has an entirely new set of levels, some more difficult than any levels of the original game. Otherwise, gameplay in general is entirely identical to the original. + +- TRIVIA - + +Tournament Arkanoid was released by Romstar, under license by Taito, in March 1987 in the USA. + +This game is basically "Arkanoid" with an entirely new set of levels. For more information on the game, please see the original Taito Japan entry. + +The layout of level 2 is a drawing of the US flag, with the stars represented by silver blocks. + +The layout of level 4 is a drawing of Chack'n from "Chack'n Pop". Chack'n's eyes are made out of indestructible gold blocks. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=aodk + +痛快GANGAN行進曲 (c) 1994 SNK Corp. +(Tsuukai Gangan Koushinkyoku) + +1-on-1 fighter featuring 8 selectable characters. + +The game's major innovation is the ability to walk into the background, in a similar manner to side-scrolling beat 'em ups such as "Streets of Rage" or "Final Fight" because of this, unlike many other 2-D fighting games, the game uses one action button to jump, it also does not use the 'D' button, (Which many of SNK's other fighters did), only 2 action buttons are used for attacking (punch and kick), instead grappling and grabbing opponents (Pressing the A & B buttons simultaneously) is the focus of the gameplay, opponents can counter being grabbed, as well as break free. Also featured is weapon play, again similar to beat 'em ups, weapons can be picked up and thrown, or used in special & standard attacks. Weapons are thrown in by background crowd members who will step forward to toss them into the ring. Another (strange) innovation of the game is that characters start to sweat -graphically- after a while. + +Characters have unusually high health for the genre, with multiple, different coloured, health bars in one bar similar to a method of health bars used for boss characters in games of the time, in addition to this, each character has a 'Crazy Meter' at the bottom of the screen, which is built up as characters attack, this gives the character a special, often very bizarre, attack that will kill the opponent outright, known as the GanGan Attack in Japan, and the Crazy Attack in the US. + +Battles are joined by irreverent, sometimes humorous pre-fight banter from characters, the dialog differs depending on whom each opponent is, and a clashing of 2 small images of the characters eyes, which clash in the center of the screen. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +MVS ID: NGM-074 +ADK ID: ADM-008 + +[SNK MVS Neo-Geo Controls] +2 players - 4 buttons per player (3 usables). +=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump + +- TRIVIA - + +Tsuukai Gangan Koushinkyoku was released in July 1994 in Japan. + +This game is known outside Japan as Aggressors of Dark Kombat. (A)ggressors of (D)ark (K)ombat = ADK. The title is also a kind of pun on "Mortal Kombat". + +The title of this game translates from Japanese as 'Thrilling Intense March'. GANGAN is also Japanese onomatopoeia for the sound of a large bell or a scolding voice. + +Criticism: Aggressors of Dark Kombat is a somewhat unknown title compared to SNK's other fighting franchises such as "Fatal Fury", "Art of Fighting" and their signature fighting title "The King of Fighters" and was not found in great numbers in arcades, nor did it's home console version sell well, and it is generally considered by reviewers and fans of the genre of the time, to be a mediocre title. Now, Aggressors of Dark Kombat is considered a cult game, recommended for all those gamers who wants a different game of those mentioned before. + +The game features 8 selectable characters, these characters are not named anywhere in-game, unusual for the genre, which usually gives the character's name in the menu, and almost always places it at some point around the character's health bar. 7 of the characters are new and also appears Kotaro Fuuma from "World Heroes". +* Joe Kusanagi - His nickname is 'Red Panther of Honmoku' and is the protagonist of this story. Joe is the most powerful and famous brawler of the Eastern zone of Japan (know as Kanto). Bored of doesn't find good opponents in his zone, he heard rumors about strong guys in the Western zone, so he travels there to confirm the rumor. Joe is the balanced character in the game, with many combo moves and various techniques. Apart of this game, he appears as a cameo in one of Kisarah's attacks in Neo Geo Battle Coliseum. +* Kisarah Westfield - Her nickname is 'Naive Tomboy'. An English school girl who is known as a femme fatale in Japanese schools. But Kisarah falls in love with Joe Kusanagi and now chases him to obligate Joe to be her boyfriend. She is the only female in this game, the most famous character, and one of the most versatile characters from this game. Kisarah appears as a selectable character in "Neo Geo Battle Coliseum" and as a SNK character card in "SNK vs. Capcom - Card Fighters DS". +* Goh Kidokoro - His nickname is 'Strong Spirit from Naniwa'. Goh is the most famous brawler in Western zone of Japan (known as Kansai) and he has his own gang. Goh got the news about the arrival of 'Red Panther from Honmoku' and now is waiting to fight against this new menace for his goal of nationwide conquest. Goh is the grappler from this game, with many powerful grabs and various powers. +* Kotaro Fuuma - His nickname is 'Angry Hurricane'. His story in the game is simply that he got lost during one of his travels through time and landed in 1994 Japan, where the game takes place, becoming involved in the ensuing fights. Like the rest of characters in AODK, Fuuma doesn't have powers (only his EnRyuuHa signature move from WH series makes the transition with him), but in return, he gains many combo moves and a teleport. +* Leonhalt Domador - His nickname is 'Black Bull'. A German brawler who escapes from his native country as a refugee. He comes to Japan to convert in the most strong fighter of all, no matter what for. Leonhalt is the tallest, slowest and the most powerful fighter from this game. Also he's the rival for Sheen Genus. +* Sheen Genus - His nickname is 'Rising Tiger'. A Canadian amateur wrestler who wants with his group to make his own professional Wrestling Federation, and now is searching strong people to join to him. Sheen is the wrestler of the game and is the rival of Leonhalt Domador. Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card. +* Lee Hae Gwan - His nickname is 'White Fang'. A Chinese martial artist who lives in Japan and works for a school. Now he searches for revenge against the brawler who makes disasters in his school: Leonhalt Domador. Lee is one of the fastest characters in the game, who has a good arsenal of kicks and various martial tricks. +* Bobby Nelson - His nickname is 'Brown Bullet'. An African-American boy who is a basketball player and wanted to be known and famous. To achieve his objective, Bobby is traveling the world, waiting to be discovered. Bobby is the fastest and smallest character in this game, and the only one who always have a weapon within (in this case, his basket ball). Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card, along with Sean Matsuda from "Street Fighter III". + +The game features written lyrics at the credits roll for each character, either it was not feasible to get vocal works for these songs, or it could be an attempt to invite gamers to have fun with these by attempting some sort of karaoke. The latter option seems highly probable due to the popularity of karaoke in Japan. + +Soundtrack releases : +[JP] October 21, 1994, "Tsuukai Gangan Koushinkyoku [GSM 1500 Series] [PCCB-00163] - Pony Canyon / Scitron + +- UPDATES - + +There are almost no differences between the Japanese release of this game & the International versions aside from the rather drastic name change, but it is worth taking notice that there is blood to be found when you use a critical hit on an opponent on the Japanese release only. + +- TIPS AND TRICKS - + +* Some throws that either break bones or hit the opponent's crotch will stun opponents for quite a long time, allowing you to get an easy chance for a big combo. + +* Beat the game 2 times in a row to see all the characters in a super deformed style at the end of the credits. + +* Beat the game 2 times in a row and without using a continue to get a longer Karaoke sequence and a group shot of chubby versions of the characters. + +- STAFF - + +Developed by ADK. + +Executive Producer : Kazuo Arai +Producer, Action Plan, Game Director : Tsutomu Maruyama +Director, Game Plan : Takashi Hatono +Second director, Algolism Plan : Kenji Sawatari +Marketing Researcher : Yukio Gotoh +System Planner : Tsutomu Maruyama +System Programmers : Eiji Fukatsu, Makio Chiba +Programmers : Hideo Kamoda, Teruaki Shirasawa, M. Ando, Satoru Kubota +Editor : Mitsunari Ishida +Sound Direction : Tsutomu Maruyama +Sound & Music : Hideki Yamamoto, Hiroaki Shimizu, Hiroaki Kujirai, K. Kasuga, Takeshi Muramatsu, Yuka Kurosawa +Art Director : Tsutomu Maruyama +Graphic Designers : Kazushige Hakamata, Hideyuki Toda, Kimitoshi Yokoo, Muneki Shiraishi, Hideyuki Yamada, Hajime Suzuki, H. Ozono, Tohru Okamura, Atsushi Kobayashi, M. Yoshikoshi, Masato Mitsuya, Y. Nishidate, R. Nakajima, Yasuyuki Sohara, Kenichi Sakanishi, Hideyuki Kusano, Masano Ohno, Takashi Egashira, Shinji Moriyama, Satsuki Ito, Masako Sato, K. Ohashi, K. Ohnishi, Takahiro Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara +Demo Character Design : Koji Fujita +Public Information : Koji Fujita, Hajime Taguchi +Character Voices : Naoki Ogata, Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il +Schedule Manager : Kenichi Sakanishi +Special Thanks : H. Ando, Yuji Noguchi, K. Ono + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo (aug.26, 1994) "Tsuukai Gangan Koushinkyoku [Model NGH-074]" +[US] SNK Neo-Geo (aug.24, 1994) "Aggressors of Dark Kombat [Model NGH-074]" +[JP] SNK Neo-Geo CD (jan.13, 1995) "Tsuukai Gangan Koushinkyoku [Model ADCD-008]" +[US] SNK Neo-Geo CD (1994) "Aggressors of Dark Kombat [Model ADCD-008E]" +[JP] Sony PS2 (dec.18, 2008) "ADK Tamashii [Model SLPS-25906]" +[JP] Nintendo Wii [Virtual Console] (may.10, 2011) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=tubeit +Arcade Video game published 32 years ago: + +Tube-It (c) 1993 Taito. + +Export version. For more information about the game, please see the original Japanese version entry; "Cachat". + +- TECHNICAL - + +Taito L System hardware + +Main CPU : Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 (ROTATE LEFT, ROTATE RIGHT) + +- TRIVIA - + +This game is known in Japan as "Cachat". + +- PORTS - + +* CONSOLES: +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=twineagl +Arcade Video game published 37 years ago: + +Twin Eagle - Revenge Joe's Brother (c) 1988 Seta Company, Limited. + +A vertical shoot-em-up that places the player's helicopter against multiple attacking targets in the air, sea, and land. Collecting the weapon and speed power-ups throughout the game is vital since the gameplay is quite difficult. + +The object of the game, which is not explained further, is to avenge Joe's brother - which is probably not assumed to be the player, but presumably a friend of the player who lost his brother to the enemy. (It uses bad English grammar on the subtitle of the screen, using "revenge" as a verb, as apposed to "avenge". That being said, it's a pretty tight game otherwise.) To do so, you must destroy the fortress on the very last level. When you start the game and it scrolls onto the starting screen, the background contains the different levels that you must survive. Ground and sea levels alternate with fighter jet levels. The starting position of the ground enemies and drones with helicopter blades do not vary from game to game; but fighter jets come on in random positions. + +- TECHNICAL - + +Board Number : M6100326A +Prom Stickers : UA2 + +Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shoot, [B] Bomb + +- TRIVIA - + +Twin Eagle was released in April 1988 in Japan by Taito. + +Licensed to Romstar for US distribution. + +The entire sound production was done by a freelancer sound team, Goblin Sound. A hard-to-find soundtrack CD was released by Seta in 1989 whose title is given as "Twin Eagle and Real Majhong 3" or "SETA GAME MUSIC SCENE ONE Twin EAGLE & SUPER REAL MAHJONG PIII #01". The rock song that plays during the fighter jet battles is called "Early Warning (Can't sleep over 3 hours)". It is not clear who the artist(s) are on it. It has verses with most of the lyrics in Japanese, but choruses in English. The bridge is in Japanese, with a vocal line and overdubbed vocals with different lyrics at the same time. There's a tasty eight-bar lead break in the song, too. The game only features a clip from the song, and is evidently a different take from the version on the CD. + +- TIPS AND TRICKS - + +* Power-up items : +1) M = Shot Multiplier +2) L = Slightly increased shot length +3) S = Slightly increased helicopter speed, cumulative +4) B = Extra bomb +5) Although it is ultra-rare, a floating icon can appear (instead of a balloon) which contains a full multi-shot power-up. This doesn't always show up, but when it does, it is (virtually?) always in the forest level before the city level at the end. + +* Completely destroying the bunkers before shooting any of the men behind them almost always yields a shot-multiplier power-up. One can regularly have the maximum number of shot multipliers by the end of the first level by using this trick. This does not seem to work past the first level; as the bunkers are usually missing in front of the men in later levels. When you run out of missiles, you still have your regular guns, which can do a lot of damage with enough power-ups. Fire as often as you can when you are using the guns, and keep firing. It is always good to pick up missiles, unless you are on the first level, and it could interfere with getting a red balloon. Part of the trick to playing the game is to scroll the screen from side to side and to pick off the enemies that are placed on opposite sides to harass you. + +* By learning the pattern of when and where enemies appear, you can neutralize them before they can do you any harm. This is especially true with hitting the helicopter drones as they come on screen, and nuking the screen just before the guided missile truck. It is best to use the nuke when your helicopter is positioned at the very bottom of the screen. Otherwise, it may only be partially effective; as it destroys only things ahead of you, and up to a certain angle to the side. + +* It is important to conserve nukes, unless you are dying a lot; or are being overwhelmed after just dying. Therefore, particularly if you are practiced, and have shot power-ups, taking out the guided missile trucks with your shots can save nukes. If you can shoot the trucks when fairly close while strafing from one side to another, you fairly consistently can get the guided missiles to pass harmlessly off the side of the screen. If you aren't so close and haven't taken them out with a nuke, they may circle the screen three times before finally going away. Depending on the situation, this may not be practical. If there are a lot of enemies on the screen, or don't have shot power-ups, nuking the truck may be your best option. + +* During the fighter jet sequences at the end of each level, you may see light-blue jets, gun-metal colored jets, and/or red jets. The first two can usually be taken out with shots, and are relatively easy. The gun-metal jets also shoot missiles as well as flashing-dot shots. The red jets fire a LOT of missiles and flashing-dot shots; and once one comes, others often come. Again, conserving nukes is important, so only use them if you have to; but if you are in a situation with the jets you won't otherwise survive, it is always better to use up nukes and survive than to save a nuke and die. It is pretty common to have to use a nuke to survive an attack of red jets. + +* The helicopter drones always come onto the top of the screen in groups, with each member of a group entering in nearly the same place. Then, they fly around a lot, making you dodge them, firing shots, and generally complicating the situation. It's usually good to try to hit them right as they come onto the screen; and while you can hit them later, your main focus should be hitting them as they come onto the screen. This should take much higher priority than hitting them later. Sometimes only hitting a few this way can make it much easier to survive when a lot come onto the screen. You can usually survive a wave of them by moving to one side, then the top of the screen, to the other side, and then back down; if other enemies aren't being a problem. The last member of a group of drones may linger on the screen more and fire more shots at you than the others. + +* Helicopters come to attack you head-on at various points in the game. They don't fire at you much if you can safely pass them. Near the beginning of level two, you face three in a row. You'll usually want to strafe them (although you can just dodge them, too), having some shot power-ups; but keep well back from them, as they like to release a lot of shots when they get near you. A common blunder is to dodge these three to the right, without enough of a head-start. + +* Destroying the bunker at the end isn't too hard; especially if you can manage to have some shot power-ups and bombs at that point. Be wary of the guided missile trucks as you approach it: a bomb can be well-used as you approach all the enemies just outside the bunker wall. Shoot at the wall to break it to enter. You will see one more guided missile truck, with hardly any other attackers. This you should be able to take out with shots. Once you get to the main bunker, there will be infantry in green fatigues shooting at you, and helicopter drones that just keep coming. Get rid of all the guys in green fatigues first; doing whatever is needed to survive the drones. Once they are gone, only a single nuke seems to be needed to destroy the bunker; or else a LOT of shooting. + +- SERIES - + +1. Twin Eagle - Revenge Joe's Brother (1988) +2. Twin Eagle II - The Rescue Mission (1994) + +- STAFF - + +Produced by : Jun Fujimoto +Game designed by : MTY, Yam +Game programmed by : MTY +Game sub programmed by : Kazuaki Nakanishi +System programmed by : H. Kobayashi, K. Yoshii +Graphic designed by : Sachiko +Character designers : K. Sato, A. Kumura, M. Kasajima, M. Takeda + +Music direction by Goblin Sound. +Music composers : Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa +Music performers : T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui +Sound edited by : T. Suzuki, T. Hasegawa + +Allugataya system : T. Hasegawa, T. Suzuki, K. Okuda +Game advised by : J. Narita +Graphic editer designed by : M. Watanabe +68K Chan : K. Ishikawa +Board designed by : Nobuyuki Nonaka +Pcm 16 : K. Oiyama +Vdc : T. Iwata, K. Oiyama +Vrc : Nobuyuki Nonaka +Sound filter : Shyachou, M. Tanaka +Eigiyou : T. Ishikawa, Y. Ota +Jimu : T. Watanabe, T. Hiroi, K. Komura, M. Tanaka +Koubai : M. Harada, M. Iwata +Koumu : Y. Ikegai +Seizou : A. Aranaga, T. Sasho, K. Tominaga +Character model maked by : M. Takeda, Kazuaki Nakanishi, S. Tanaka + +- PORTS - + +* CONSOLES: +[US] Nintendo NES (1989) "Twin Eagle - Revenge Joe's Brother [Model NES-2E-USA]" +[JP] Nintendo Famicom (1991) "Twin Eagle - Revenge Joe's Brother [Model VIS-2E]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=twinhawk,twinhawku +Arcade Video game published 36 years ago: + +Twin Hawk (c) 1989 Taito. + +Export release. Game developed in Japan. See the original for more information about the game itself; "Daisenpuu". + +- TECHNICAL - + +Taito X System hardware +Prom Stickers : B87 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Released in June 1989. + +There are several differences between Twin Hawk and its Japanese version Daisenpuu: +* Twin Hawk supports two simultaneous players. +* Daisenpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets. +* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively. +* In Daisenpuu, the planes are green for both players. +* In Twin Hawk, when you die, you continue the game at your current position. +To compensate this, they increased the health of bigger enemies and the rank/dynamic difficulty (enemies start shooting sooner and faster). +* In Daisenpuu, when you die, you continue the game at predefined positions. +* In Daisenpuu, big blue bullets are faster (like the ones in the first boss), making those attacks much more difficult to dodge. +* In Twin Hawk, small orange bullets (like the ones in the beginning) have worse visibility. In Daisenpuu they're more yellow and have better contrast against the background. + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=twinqix +Taito F3 cart. published 30 years ago: + +Twin Qix (c) 1995 Taito Corp. + +- TECHNICAL - + +Runs on the "Taito F3 System" Hardware. + +Players : 4 +Control : 8-way joystick +Buttons : 4 + +- TRIVIA - + +This game was cancelled before it was released. Only one Japanese prototype board is known to have been manufactured. + +The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'. In Japanese 'H' is often used as a shortening of the word 'hentai', meaning pervert. + +- SERIES - + +1. Qix (1981, ARC) +2. Qix II - Tournament (1982, ARC) +3. Super Qix (1987, ARC) +4. Ultimate Qix (1991, MD) +5. Twin Qix (1995, ARC) +6. Battle Qix (2002, ARC) +7. Qix ++ (2009, XBLA) + +- STAFF - + +Project leader : Keppel Maekawa +Software designer : Harumi. K +Game designers : Tukasa Oshima, Takafumi Kaneko +Character designer : Izumi Takemoto +Graphic designer : Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan +Sound : Nakayama Jotohei (Zuntata) +Printing designer : Kumi Mizobe +Hardware works : Takeshi Kinugasa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=twinkle,twinklea +Arcade Video game published 28 years ago: + +Twinkle (c) 1997 SemiCom. + +A sequel to "Hyper Pacman". The power-ups tossed throughout the mazes consist of vision goggles, helmet/laser helmets, speed, hyperspeed, jump shoes, bonus stages and free pac-men. The game ends after the 40th stage. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 57.50 Hz +Palette colors : 256 + +Players : 2 +Control : 8-way joystick +Buttons : 2 (JUMP, LASER) + +- SERIES - + +1. Hyper Pacman (1995) +2. Twinkle (1997) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=twinspri + +Twinkle Star Sprites (c) 1997 SNK. + +Twinkle Star Sprites is a competitive scrolling shooter game originally created by ADK. It was ADK's last production for the Neo-Geo platform. The gameplay, which can be characterized as a combination of a fixed shooter and a versus puzzle game, uses combinations of shots, as well as timed power-ups to attempt to damage the opponent. These attacks also serve as counters to the opponent's attack. + +An interesting & highly cute hybrid between a Vs style puzzle game & an overhead shooter, players may choose to play the Story Mode in order to see the misadventures of Load Ran & her faithful yet somewhat annoying Rabbicat as they try to find the Magical Twinkle Star & save their world from the evil Mevious & his henchmen. The other option is to play the Free Character Mode in which you are able to pick any character (see codes under Tips and Tricks) to play the game and see their very own comical ending. A second player may challenge you at any time. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0224 + +Players : 2 +Control : 8-way joystick +Buttons : 2b[A] Shoot/Use attack-stopper, [B] Bomb + +- TRIVIA - + +Twinkle Star Sprites was released in January 1997. + +The game's concept seems to be a funny parody of the Sailor Moon manga, however the game's comic relief 'Rabbicat' seems to be a parody of Tenchi Muyo's very own cute mascot & comic relief 'Ryo-Oh-Ki' the cabbit. + +Load Ran & Sprites feature different endings in the Free Character Mode, these endings are completely different to the one seen in the Story Mode. + +In the story mode, Mevious will either taunt or praise you if continues have been used during your game or not! + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Twinkle Star Sprites - PCCB-00247) on 21/02/1997. + +- TIPS AND TRICKS - + +There are two types of standard attacks: a normal shot and a charge-up shot. Each character starts with two bombs which enables him in the event of desperate plight, to clean with the screen while briefly acquiring a state of invincibility. The two players' playfields are separated by a vertical bar, each one having its own independent of the other. Series of enemies arrive from the top of the screen. The player is to successfully destroy them in chains (combos), which will send one or more fireball projectiles to the screen of his adversary (Normal Attack). Shooting at Normal Attacks several times reflects them back as glowing Reverse Attacks. If Reverse Attacks are reflected again, a number of powerful counterattacks in the shape of one or more indestructible enemies appear (Extra Attack). Reflecting many Reverse Attacks at once can instead summon a boss (Boss Attack). + +* The Extra Attacks and the Boss Attack vary from one character to another. + +* The power gauge fills as the player destroys enemies up to three levels. By holding down the fire button and releasing when a certain level is reached, the player can launch a character-specific charge shot to assist the player in clearing enemies from his screen. At Level 1, the charge shot is launched. At Level 2, the charge shot and three Extra Attacks against the opponent are launched. At Level 3 (Max Level), the charge shot and a Boss Attack are launched. Firing charge shots at Level 2 and above will decrease the power gauge. + +* 30–40 seconds into a round, a blue orb appears among a chain of enemies. If this orb is destroyed in a chain, the player achieves Fever status for the next several seconds. Chains created during Fever generate faster and more plentiful Normal Attacks per enemy destroyed, which can prove to be very dangerous to the opponent if large chains are made. + +* Both players are given five life points at the start of a round. + +* Colliding into an enemy costs 1 life point, but the player cannot be killed this way; if a player has one life point left, he will be left with one half of a life point. When this happens, his character is stunned for a short while and is reduced in speed and attack power for several seconds after recovery, all the while left more vulnerable to opponent attacks. + +* Getting hit by a Normal Attack, Reverse Attack, Extra Attack or the projectiles from a Boss cost 3 life points. + +* The match is over when a player loses all his life points. + +* When a player takes damage, his opponent recovers life points equal to half of the damage taken. + +* If a round lasts longer than 100 seconds or the player does not fire a shot for more than 30 seconds, a Death enemy appears. If a player is hit by this enemy, he will lose immediately (Death Attack). The Death can be destroyed as any other enemy, but always comes back, harder to kill. Additionally, if a player is successful in volleying the "death" character over to his opponent's side, and the death character touches the opponent, the opponent dies instantly. This is a possible, though difficult, way to win. This, of course, would require the player to be skilled enough to avoid obstacles and not fire for more than 30 seconds. + +* Special Codes: +Play As Sprites : At the character select screen, put the selector on Ran and press Up(x4), A. + +Play As Memory : At the character select screen, put the selector on Ran and press Down(x4), A. + +Play As Mevious : At the character select screen, put the selector on Griffon and press Up(x4), A. + +Play As Dark Ran : At the character select screen, put the selector on Griffon and press Down(x4), A. + +* After the Game Over screen, Load Ran & Rabbicat rate your performance and either praise you or give you advice to improve your score, get a very high score (1,000.000 and above) in order to attain the highest rating and make Load Ran blush. + +- STAFF - + +Developed by ADK. + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo CD (Feb.1997) "Twinkle Star Sprites [Model ADCD-013]" +[JP] Sega Saturn (Dec.1997) "Twinkle Star Sprites [Model T-37301G]" +Sega Dreamcast [JP] (Mar.2000) "Twinkle Star Sprites [Model T-3103M]" +[JP] Sony PS2 (Dec.2008) "ADK Tamashii [Model SLPS-25906]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=earthjkr,earthjkrp,earthjkra,earthjkrb +Arcade Video game published 32 years ago: + +U.N. Defense Force - Earth Joker (c) 1993 Visco Corp. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2151 (@ 4 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in May 1993. + +- STAFF - + +Producer : Tetsuo Akiyama +Assistant producer : Keisuke Usami +Director : Don Gabacho (Don Gabacyo) +Programmers : IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J +Character designers : K. Takahashi, T. Takahashi +Music composers : K. Fukumori, Space Creative + +- CONTRIBUTE - + +Edit this entry +$end + +$info=unsquad +Arcade Video game published 36 years ago: + +U.N. Squadron (c) 1989 Capcom USA, Incorporated. + +North American release. For more information on this game itself, refer to the original Japanese entry; "Area 88 [B-Board 88622B-3]". + +- TECHNICAL - + +Capcom Play System Hardware (CP-S) +B-Board: 89624B-2 + +- TRIVIA - + +U.N. Squadron was released in August 1989 in North America by Capcom USA. It is known in Japan as "Area 88". + +In this version, the special mission is missing. + +- SERIES - + +1. U.N. Squadron [CP-S No. 06] (1989) +2. Carrier Airwing [CP-S No. 12] (1990) + +- PORTS - + +All ports were listed in USA version including European ports. Please refer to the original Capcom entry for Japanese ports. + +* CONSOLES: +[US] Nintendo SNES (sept.1991) [Model SNS-E8] +[EU] Nintendo SNES (dec.10, 1992) [Model SNSP-E8] + +* COMPUTERS: +[EU] Amstrad CPC (1990) +[EU] Atari ST (1990) +[EU] Sinclair ZX Spectrum (1990) +[US] Commodore C64 [EU] (1990) +Commodore Amiga [US] (1990) +[EU] Amstrad CPC (1991) "Capcom Collection" +[EU] Atari ST (1991) "Capcom Collection" +[EU] Commodore C64 (1991) "Capcom Collection" +[EU] Commodore Amiga (1991) "Capcom Collection" +[EU] Sinclair ZX Spectrum (1991) "Capcom Collection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=usclssic +Arcade Video game published 36 years ago: + +U.S. Classic (c) 1989 Seta Company, Limited. + +A golf game from Seta. + +- TECHNICAL - + +Board Number : M6100430A +Prom Stickers : UE2 + +Main CPU : Motorola 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 1 +Control : trackball +Buttons : 1 + +- TRIVIA - + +U.S. Classic was released in March 1989 in Japan. + +Licensed to Romstar for US distribution. +Also licensed to Taito. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=cawingj +Arcade Video game published 35 years ago: + +U.S. Navy (c) 1990 Capcom. + +U.S. Navy is a horizontally-scrolling shoot-em-up for one or two players set in the 1990s, a decade of great change marked by growing friendships between old enemies and never before seen levels of co-operation between powerful nations of the world. However, in 1997, using new weapons designed in secrecy, the Middle Eastern country of 'Rabu' threatens to destroy this new and fragile peace. + +Players chose to pilot any one of three different jet fighters and must battle their way through ten enemy-packed stages. Each fighter has a fuel bar which is full at the start of each stage but gradually decreases, additional fuel is lost each time the fighter takes damage from an enemy. + +Bonus points and money based on player performance are awarded at the end of each stage, the money can then be used to upgrade the player jet's weapons and shields. + +The three player-selectable jet fighters are: +* F/A-18 Hornet - The most balanced aircraft available. It can handle air-to-air and air-to-ground sorties. +* F-14 Tomcat - Dedicated air-to-air fighter. Not as capable in air-to-ground combat but it is a formidable fighter. +* A-6 Intruder - Principle ground attack aircraft. It is not well suited for air-to-air. + +- TECHNICAL - + +Runs on the "CP System" hardware +B-Board ID: 89625B-1 + +Players: Up to 2 +Control per player: 8-way joystick +Buttons per player: 2 +=> [1] Shoot, [2] Special Weapon + +- TRIVIA - + +U.S. Navy was released in October 1990 in the Japanese arcades. It was known there as the 12th video game made for the CP-S system. + +Known export release: "Carrier Airwing [B-Board 89624B-3]" + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on March 21, 1991. + +- TIPS AND TRICKS - + +* Real Ending : beat the game in one credit. + +* Secret items : + +Mission 2 : +White Mech (10000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot. + +Mission 3 : +Rabbit (20000 pts) - Shoot on the 9th tree or release a bomb. +Cow (10000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on). +Man (6000 pts) - Shoot between the base of the mountain and the cuirassier. + +Mission 6 : +Snowman (4000 pts) - Shoot at the base of the 4th iceberg. + +Mission 7 : +Small bear (8000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano. + +Mission 8 : +Mech with a flag (20000 pts) - Release a bomb behind the second house. + +Mission 9 : +Red Mech (10000 pts) - Shoot at the base of the fortress wall. +Yashichi - Destroy the red turret located on a footbridge. + +Mission 10 : +Yashichi - Destroy the red turret located at the top of the engines. + +- SERIES - + +1. Area 88 [CP-S No. 06] (1989) +2. U.S. Navy [CP-S No. 12] (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=irrmaze + +Uchan Nanchan no Hono'o no Challenger - Ultra Denryu Iraira Bou (c) 1997 SNK. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +GAME ID: 0236 + +Players: 2 +Control: trackball +Buttons: 2 + +- TRIVIA - + +Ultra Denryu Iraira Bou was released in August 1997 in Japan. It was the first that required a trackball on the Neo-Geo MVS. It was never released on the Neo-Geo AES home console. + +The title translates from Japanese as 'Uchan Nanchan's Flame of the Challenger - Ultra Irritating Electric Stick'. Uchan Nanchan is a Japanese comedy team consisting of Uchimura Teruyoshi and Nanbara Kiyotaka. + +Based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'. + +This game is known outside Japan as 'The Irritating Maze'. + +- STAFF - + +Developed by Saurus. + +Producer: N. Tanaka +Directer: Yasushi Okahara +Designers: Miwako Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro +Programmers: Y. Sakamoto, M. Yuuki, A. 00I +Sound: Masahiko Hataya, H. Takei, H. Togashi, K. Matsueda + +- CONTRIBUTE - + +Edit this entry +$end + +$info=uecology +Capcom CPS-II cart. published 32 years ago: + +Ultimate Ecology (c) 1993 Capcom Company, Limited. + +Ultimate Ecology is a side-scrolling shoot-em-up for one or two players with an ecological theme, in which the player takes on the role of 'Ice P. Molly' and must battle a ruthless mega corporation called 'Goyolk K.K.' whose pollution-generating industrial machines are slowly destroying the eco system of the once-beautiful planet Elwood. + +The game features an interesting play mechanic with the addition of an extended metal arm mounted to the side of the player's ship. The arm has a powerful weapon on the end of it and can be rotated through 360 degrees. The rotatable weapon is also impervious to all enemy contact and can be used as a shield. + +The weapon comes in four different forms, each of which can be powered up before being fired by holding down the fire button for several seconds (these are known as 'charge shots'). The four weapons and their corresponding charge shots are: + +*Energy Ball* +Used for concentrated, rapid-fire attacks. High-energy balls can be fired using charge shots. + +*Hammer* +Normal shot is a penetration bomb, uses charge shots for long-range attacks. + +*Laser Sword* +Emits a continuous, powerful energy beam. Slashing it around increases both its reach and offensive power. + +*Foil* +Normal shot is a scatter bomb that bursts in several directions. It's charge shots include tracers and penetration bombs. + +In addition to the rotatable arm, the player's ship is also equipped with 'Sub-Weapons', these emit from the front of the player's ship and consist of three different weapon types: + +* Vulcan (standard forward-firing lasers) +* Bomb +* Homing missiles + +Both the sub and rotatable weapons can be powered-up by collecting the relevant icons. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. + +- TRIVIA - + +Ultimate Ecology was originally released in December 1993 in Japan. It was known as the third video game released on the CPS-II hardware. + +The game was actually designed by a Japanese gamer, who won a Capcom-sponsored competition to design a game for the arcade giant. + +The cabinet used an 8-way stick and 3 buttons, but the game was originally designed to use a spinner with push-to-fire like Forgotten Worlds. + +The game is known outside Japan as "Eco Fighters". Here is a list of known export releases: +"Eco Fighters [Blue Board]" +"Eco Fighters [Grey Board]" +"Eco Fighters [Orange Board]" + +Shinseisha/Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on January 22, 1994. + +- STAFF - + +Object Designers: S.Y, Imomushi, Chama(c), The Pin K, Dway Nishimura (Dway!), Ovava, Minobe Hiroaki (Minobeyan), Kakunaka +Scroll Designers: Go, Y.N, May, Ziggy, Oyami, Hiropon +Programmers: Yuuka, A. Komorini, Tilde Kaw, Commander Guchi, Some-P +Sound Designers: Toshio Kajino, Hiroaki Kondo +Music Composer: Syun Nishigaki (Syun) +Voices: Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa +Planners: Meshi, Konou, Etos +Special Thanks To: Sho, Sensei, Nezumi, Buppo, Shin, Aoi Mix, Tarabar Hori (Tarabar), Y. Ida, Takuya Shiraiwa (Mr. Shiraiwa), Gamest +Producer: Yoshiki Okamoto (Kihaji Okamoto) +Original Planner: Mori Keisuke + +- PORTS - + +* HANDHELDS: +[JP] Sony PSP (sept.7, 2006) "Capcom Classic Collection [Model ULJM-05104]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=umanclub +Arcade Video game published 33 years ago: + +Ultraman Club - Tatakae! Ultraman Kyoudai!! (c) 1992 Banpresto. + +- TECHNICAL - + +Game ID : BP922 + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in July 1992. + +The subtitle of this game translates from Japanese as 'Fight! Ultraman Brothers!'. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=undrfire,undrfireu,undrfirej +Arcade Video game published 31 years ago: + +Under Fire (c) 1994 Taito. + +Hoping to compete with Konami's "Lethal Enforcers". this Taito light gun shoot 'em-up has players assuming the role of a special operatives police officer against a vicious gang who's taken over various neighbourhoods, a convenience store, and even an amusement park. + +- TECHNICAL - + +Board Number : M43E0288 +Prom Stickers : D67 + +Main CPU : Motorola 68EC020 (@ 16 Mhz) +Sound CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : Ensoniq ES5505 (@ 15.238 Mhz) + +Players : 2 +Control : lightgun +Buttons : 3 + +- TRIVIA - + +Released in February 1994 (even if the title screen says 1993). + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.5 - ZTTL-0036) on 20/02/1999. + +- UPDATES - + +The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen. + +In the Japanese version, some ememies voices are replaced by 'Go to hell'. + +- TIPS AND TRICKS - + +* Save the hostage: If you save hostages, you can recover health. + +* Full Power Machine Gun: some part of the stages must have the 'Full Power Machine Gun' item, it have 120 ammo and no reload. + +* Blast anything: If you Blast anything on stage, you will get the 'Full Power Machine Gun' item too. + +- STAFF - + +Producers : Hisao Shimizu, Ichiro Fujisue +Directed by : Naomitsu Abe +Screenplay by : Yusuke Tsuda +Programmers : Masaki Yagi (Ymot Yagi), Iromust TMR, TKHC-1, NOB +Characters creators : Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yusuke Tsuda +Hardware designers : Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp. +Mechanical coordinators : Jun Nishiyama + +* Cast : Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yusuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue + +- CONTRIBUTE - + +Edit this entry +$end + +$info=mustang,mustangs,mustangb,mustangb2 +Arcade Video game published 35 years ago: + +US AAF Mustang (c) 1990 UPL. + +You take control of a US fighter-fighter plane. And keep going on, by shooting dozens of enemy plane. This side scrolling game has good BGs. + +- TECHNICAL - + +Game ID : UPL-90058 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz) + +Screen orientation : Horizontal +Video resolution : 256 x 224 pixels +Screen refresh : 60.00 Hz +Palette colors : 1024 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shoot, [B] Bomb + +- TRIVIA - + +Developed by Nihon Maicom Kaihatsu(NMK). + +Released in May 1990. + +Also licensed to Seoul Trading. + +- UPDATES - + +The bootleg version use the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =). + +- TIPS AND TRICKS - + +* Secret message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 14 times on player1 side. The release date will appear. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vfive +Arcade Video game published 32 years ago: + +V-Five (c) 1993 Toaplan. + +A vertically scrolling shoot 'em up from Toaplan. + +- TECHNICAL - + +Game ID : TP-027 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.375 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in December 1992 in Japan. + +This game is known outside Japan as "Grind Stormer". + +This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc., came about. + +- TIPS AND TRICKS - + +* Hidden Functions: If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +* Bomber Mode: Input code Right, Left, Button2, Left, Down, Button1, Up, Left on title screen after inserted a credit. Displayed 'BOMBER. Ver' and the game system is changed to "Grind Stormer"'s one. + +- STAFF - + +Director : Kenichi Takano +Programmers : Sigue Hayasato, Tsuneki Ikeda +Graphic designers : Y. Naora, Mikio Yamaguchi +Sound director : Masahiro Yuge +Presented by Toaplan. + +- PORTS - + +* CONSOLES: +[JP] Sega Mega Drive (1994) "V-Five [Model T-48173]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vampj,vampja,vampjr1 +Capcom CPS-II cart. published 31 years ago: + +Vampire - The Night Warriors (c) 1994 Capcom Co, Limited. + +Vampire - The Night Warriors is a one-on-one beat-em-up in which a powerful alien demon called 'Pyron' has invaded Earth to add to his collection of the planets that he has already devoured. Enter the world's most fearsome monsters who, ironically, are Mankind's last line of defense. + +The game features ten playable characters (Demitri Maximoff, Jon Talbain, Victor von Gerdenheim, Lord Raptor, Morrigan Aensland, Anakaris, Felicia, Oboro Bishamon, Rikuo and Sasquatch) with two non-playable boss characters - Huitzil and Pyron - as the final opponents of the single-player game. + +Night Warriors uses the gameplay system Capcom developed for their "Street Fighter II" series, but with several new gameplay additions, such as Air Blocking, Crouch Walking and Chain Combos. + +The game featured a 'Special' meter similar to the 'Super Combo' gauge from "Super Street Fighter II Turbo", in which players could fill the gauge to perform either a unique combo-type move or a powered-up version of one of their specials (called "EX", and a concept which would appear in later Night Warriors games as well as "Street Fighter III"). + +Unlike the 'Super Combo' gauge', the Special in Night Warriors gradually depletes unless players performs their super move. This prevents players from preserving their super moves for later use. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players : 2 +Control : 8-way joystick +Buttons : 6 +=> [1] LP (Jab), [2] MP (Short), [3] HP (Firece) +=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Vampire - The Night Warriors was released in June 1994 in Japan. It was known as the 5th CPS-II game. + +The game is known outside Japan as "Darkstalkers - The Night Warriors". Here are some known export releases: +"Darkstalkers - The Night Warriors [Blue Board]" +"Darkstalkers - The Night Warriors [Grey Board]" +"Darkstalkers - The Night Warriors [Orange Board]" + +Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on September 7, 1994. + +- UPDATES - + +Green Board revisions : + +REVISION 1 +* Build date: 940630 + +REVISION 2 +* Build date: 940705 + +- TIPS AND TRICKS - + +* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons. + +* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start. + +* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune. + +- SERIES - + +1. Vampire - The Night Warriors [Green Board] (1994, Arcade) +2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade) +3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade) +4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade) +5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade) +6. Darkstalkers 3 - Vampire Savior (1999, PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP) + +- STAFF - + +Planners : Junichi Ohno, Gyo, Jun Koike +Programmers : Atsushi Ohuchi, Akiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba +Object Designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, Takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon +Scroll Designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru +Sound Designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31) +Music Composers : Takayuki Iwai (Anarchy Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28) + +* Voice Actors : +Demitri : Nobuyuki Hiyama +Gallon, Zabel Zarock, Aulbath : Yuji Ueda +Morrigan : Yayoi Jinguji +Felicia : Kae Araki +Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru + +- PORTS - + +Here is a list of ports released in Japan only. + +* CONSOLES: +[JP] Sony PlayStation (mar.22, 1996) "Vampire - The Night Warriors [Model SLPS-00036]" +[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vhuntj,vhuntjr1,vhuntjr2 +Capcom CPS-II cart. published 30 years ago: + +Vampire Hunter - Darkstalkers' Revenge (c) 1995 Capcom Company, Limited. + +The second game in the Darkstalkers series includes 14 horrific fighters. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players : 2 +Control : 8-Way Joystick +Buttons : 6 +=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce) +=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +Vampire Hunter was released in March 1995 in Japanese arcades. It was known as the 9th video game released on the CPS-II hardware. + +The game was known outside Japan as Night Warriors, here is a list of known Export releases: +"Night Warriors - Darkstalkers' Revenge [Blue Board]" +"Night Warriors - Darkstalkers' Revenge [Grey Board]" +"Night Warriors - Darkstalkers' Revenge [Orange Board]" +"Night Warriors - Darkstalkers' Revenge [Pink Board]" + +Sony Records released a 2-CD limited-edition soundtrack album for this game (Vampire Hunter: Darkstalker's Revenge - SRCL-3197/8) on May 21, 1995. + +- UPDATES - + +Green Board releases: + +REVISION 1: +* Build Date: 950302 + +REVISION 2: +* Build Date: 950307 + +REVISION 3: +* Build Date: 950316 + +- TIPS AND TRICKS - + +* Alternate Costume Colors : highlight a fighter at the character selection screen. +1) Press Roundhouse to select the costume color from Darkstalkers. +2) Press Start to select the secondary costume color from Darkstalkers. +3) Press Jab+Forward to select the dark costume version. + +* Secret End Tune : beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start. + +* SPECIAL + +Anakaris : +1) (3/4 max) Naraku no Ana : Left, DownLeft, Down, DownRight, Right + 2 Kicks +2) (1/2 max) Pharaon Magic : MK, LP, Down, LK, MP +3) (Anywhere) Pharaon Split : LP, LP, Down, MK, HK + +Bishamon : +1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches +2) (Anywhere) Kasane Giri : Left, DownLeft, Down, DownRight + 2 Kicks + +Demitri : +1) (Far) Demon Blast : Down, Right, DownRight + 2 Kicks +2) (Close) Midnight Pleasure : Down, Right, DownRight + 2 Punches + +Donovan : +1) (Anywhere) Change Immortal : MP, LP, Left, LK, MK +2) (Anywhere) Press of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far) + +Felicia : +1) (3/4 max) Dancing Flash : Right, Down, DownRight + 2 Punches +2) (Anywhere) Please Help Me : Left, DownLeft, Down, DownRight, Right + 2 Kicks + +Jon Talbain ('Gallon' in Japan) : +1) (Anywhere) Mirage Body : Left, DownLeft, Down, DownRight, Right + 2 Kicks +2) (Anywhere) Dragon Cannon : Right, DownRight, Down, DownLeft, Left + 2 Punches + +Hsien-Ko ('Lei Lei' in Japan) : +1) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight + 2 Kicks +2) (Anywhere) Tenraiha : LK, HK, MP, MP, Up + +Lord Raptor ('Zabel Zarock' in Japan) : +1) (1/2 max) Evil Scream : Right, Left + 2 Punches +2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks +3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches + +Morrigan : +1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP +2) (Anywhere) Valkrie Turn : Right, RightDown, Down, DownLeft, Left, Kick, then (LK = close, MK = medium, HK = far) +3) (Anywhere) Astral Vision : LP, LP, Right, MP, HP + +Huitzil ('Phobos' in Japan) : +1)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks +2)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks + +Pyron : +1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks (Hold and release 2 Punches or 2 Kicks) + +Rikuo ('Aulbath' in Japan) : +1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Punches or 2 Kicks +2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punchs +3) (Anywhere) Sea Rage : Left, DownLeft, Down, DownRight + 2 Punchs +4) (Close) Direct Scissors : Down(x2) + 2 Punches (Only works HK or Start) + +Sasquatch : +1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches +2) (3/4 max) Big Ice Burn : Left, DownLeft, Down, DownRight + 2 Kicks + +Victor : +1) (Anywhere) Thunder Break : Down (2s), Up + 2 Punchs +2) (Corps to corps) Great Gerdenheim : Left, DownLeft, Down, DownRight + 2 Kicks (Press Punch to grab) + +- SERIES - + +1. Vampire - The Night Warriors [Green Board] (1994, Arcade) +2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade) +3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade) +4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade) +5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade) +6. Darkstalkers 3 - Vampire Savior (1999, PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP) + +- STAFF - + +Game Designers : Junichi Ohno (Ohn), Nohah +Sound Designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino +Music Composers : Takayuki Iwai (Anarchy Takapon), Hideki Okugawa (Hideki Ok), Akari Kaida (Akari. K -Lemon-) +Object Designers : Kurisan (Kuri), Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G. Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi. B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta +Scroll Designers : Kyo, Tamachan, Motokazz. S, Aya +Program Designers : Panda, T.J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora&Yume&Hide (Tora Papa & Yume & Hide Mama) +Producer : Yoshiki Okamoto (Kihaji Okamoto) + +* Voice Actors : +Demitri Maximoff, Donovan Baine, Pyron : Nobuyuki Hiyama +Jon Talbain, Lord Raptor, Rikuo : Yuji Ueda +Morrigan Aensland : Yayoi Jinguji +Felicia : Kae Araki +Victor Von Gerdenheim, Bishamon, Sasquatch, Anakaris, Narration : Kan Tokumaru +Hsien-Ko : Michiko Neya +Huitzil : Jurota Kosugi +Cecil : Kyoko Hikami + +Special Thanks : Noritaka Funamizu (Poo), Spikey, Haruo Murata (Mucchi), Alex Jimenez, Takuya Shiraiwa (Mr. Shiraiwa) + +- PORTS - + +(Japanese releases only) + +* CONSOLES: +[JP] Sega Saturn (feb.23, 1996) "Vampire Hunter - Darkstalkers' Revenge [Model T-1202G]" +[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" +[JP] Microsoft XBOX 360 (mar.14, 2013) "Vampire Resurrection [Model JES1-00280]" +Sony PlayStation 3 [JP] (mar.14, 2013) "Vampire Resurrection [Model BLJM-60567]" +Sony PlayStation 3 [PSN] [JP] (mar.17, 2013) "Vampire Resurrection [Model NPJB-00312]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vhuntjr1s +Capcom CPS-II cart. published 30 years ago: + +Vampire Hunter - Darkstalkers' Revenge [Stop version] (c) 1995 Capcom Company, Limited. + +- TRIVIA - + +Ultra rare version. Changes are little and unknown. + +For more information about the game itself, please see the original Japanese version entry: "Vampire Hunter - Darkstalkers' Revenge [Green Board]". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vhunt2,vhunt2r1,vhunt2d +Capcom CPS-II cart. published 28 years ago: + +Vampire Hunter 2 - Darkstalkers' Revenge (c) 1997 Capcom Company, Limited. + +Fourteen well-animated creatures from Hell rip, tear and otherwise fight for control of the nether-realms. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Vampire Hunter 2 was released in September 1997 only in Japan. It was known there as the 27th video game released for the CPS2 hardware. + +This game is not a actual sequel, but rather a redesigned version, using the newest Darkstalkers engine. It even includes a reworked version of "Vampire Savior 2"'s intro, which removes all references to Jedah, Bulleta, Q-Bee and Lilith. + +Capcom cheated with Vampire Hunter 2, since, chronologically, Anita would be in her teens by the time of Vampire Savior, but they removed Donovan from "Vampire Savior"'s storyline, bringing in Bulleta, instead. + +Huitzil (Phobos' name outside of Japan) is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and War. + +- UPDATES - + +Green Board revisions : + +REVISION 1: +* Build date: 970913 + +REVISION 2: +* Build date: 970929 + +- TIPS AND TRICKS - + +* Hidden Warriors: The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round. + +* Shoul Mode: On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Alternate Shoul Mode: on the character select screen, go to the character whom you would like to use first stage, then press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Marionette Mode: On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button. + +* Priest Bishamon: On the character select screen, go to Bishamon, hold Start and press any punch or kick button. + +- SERIES - + +1. Vampire - The Night Warriors [Green Board] (1994, Arcade) +2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade) +3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade) +4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade) +5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade) +6. Darkstalkers 3 - Vampire Savior (1999, PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP) + +- STAFF - + +* Voice Actors : +Demitri, Donovan, Pyron : Nobuyuki Hiyama +Gallon, Zabel Zarock, Aulbath : Yuuji Ueda +Morrigan : Yayoi Jinguji +Felicia : Kae Araki +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru +Lei Lei : Michiko Neya +Phobos : Jyurouta Kosugi +Cecil : Kyoko Hikami + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vsav,vsavd,vsavu +Capcom CPS-II cart. published 28 years ago: + +Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- TRIVIA - + +In the Export versions: +Bulleta is named B. B. Hood (Baby Bonnie Hood). +Lei-Lei is named Hsien-Ko. +Gallon is named Jon Talbain. +Zabel Zarock is named Lord Raptor. +Aulbath is named Rikuo. + +- PORTS - + +(North American and European ports only) + +* CONSOLES: +[EU] Sony PlayStation (nov.18, 1998) "Darkstalkers 3 [Model SLES-01719]" +[US] Sony PlayStation (nov.30, 1998) "Darkstalkers 3 [Model SLUS-00745]" +Sony PlayStation 3 [PSN] [US] (mar.12, 2013) "Darkstalkers Resurrection" +Microsoft XBOX 360 [XBLA] [US] (mar.13, 2013) "Darkstalkers Resurrection" +Sony PlayStation 3 [PSN] [EU] (mar.13, 2013) "Darkstalkers Resurrection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vsavj +Capcom CPS-II cart. published 28 years ago: + +Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited. + +Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2 +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Vampire Savior was released in May 1997 in the Japanese arcades. It was known there as the 22th video game released for the CPS2 hardware. + +Known export releases: +"Vampire Savior - The Lord of Vampire [Blue Board]" +"Vampire Savior - The Lord of Vampire [Grey Board]" +"Vampire Savior - The Lord of Vampire [Orange Board]" + +Secret Title: Darkstalkers - Jedah's Damnation (hosted in a gfx rom but not used in the game). Some Blue Board copies were hacked to use the 'Jedah's Damnation' title. + +Lilith was originally slightly different, in back-story, to the one we know now. She was what is occasionally referred to as a white-wing, with her angelic heritage hidden from view most of the time. This idea was dropped, due to, supposedly, too many angel characters in games. Briefly, She was redesigned as a hermaphrodite, but that too was dropped, most likely due to the fact it would have courted controversy, and instead she was made into part of Morrigan. + +Victor Entertainment released a limited-edition soundtrack album for this game (Vampire Savior : Capcom Game Soundtrack - VICL-60098, 60099) on August 21, 1997. + +- TIPS AND TRICKS - + +* Hidden Warriors : to reach your character's hidden warrior, you must finish the stage without losing any energy bats, and without timeouts. The KO move MUST be an EX Finish. Dark Force or ES Finishes may be acceptable, but an EX Finish is preferred. If you meet this condition, you'll get a 'Here comes a new challenger' prompt as you enter the fourth stage. Each character has their own boss character fights (i.e. Demitri's final boss is Morrigan, Jedah's final boss is Demitri, etc.), and after you finish the first 6 stages, you must defeat your character's boss character in Stage 7 to finish the game. If your character's final boss is Jedah, there will be a special intro scene. + +* Play as Original Jon Talbain ('Gallon' in Japan) : at the character select screen, highlight Jon Talbain ('Gallon') and press Start and all three punch buttons at the same time. + +* Shoul Mode : on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Alternate Shoul Mode : on the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Win Poses : by holding any attack button at the end of a fight, you may choose most of each character's win poses. However, there are a few that can't be seen with this trick, such as Felicia's perfect win pose. + +* Tricks : even though the Start button is mostly used as a taunt button, there are a few characters that can use it for some rather silly moves such as Sasquatch & Felicia. + +If you leap at the enemy's head without attacking while using Felicia, you'll sit on their heads as long as neither player moves at all. An extra taunt? :) + +* EX MOVES : + +Anakaris : +1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP +3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP +4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP + +B. B. Hood ('Bulleta' in Japan) : +1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks +3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks + +Bishamon : +1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches +2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks + +Demitri : +1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks +2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches +3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK + +Felicia : +1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks + +Hsein Ko ('Lei Lei' in Japan) : +1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks +3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up + +Jedah : +1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches +2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent + +Jon Talbain ('Gallon' in Japan) : +1) (Anywhere) Dragon Cannon : Left, DownLeft, Down, DownRight, Right + 2 Kicks +2) (Close) Moment Slice : LP, MP, Right, LK, MK + +Lilith : +1) (near) Bats : Right, Down, DownRight + 2 Kicks +2) (near) Luminous Vision : LP, LP, Right, LK, HP +3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks + +Lord Raptor ('Zabel Zarock' in Japan) : +1) (1/2 max) Evil Scream : Right, Left + 2 Punches +2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks +3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches + +Q-Bee : +1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches +2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks + +Morrigan : +1) (Sweep Distance) Darkness Illusion : LP, LP, Right, LK, HP +2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far) +3) (Anywhere) Shocked : Right, HP, MP, LP, Right +4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK + +Rikuo ('Aulbath' in Japan) : +1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Kicks or 2 Punches +2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punches +3) (Anywhere) Sea Rage - 8 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches +4) [Need 3 powers] (Close) Direct Scissors : Down(x2) + 2 Punches + +Sasquatch : +1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches +2) (3/4 screen max) Big Eisbahn : Left, DownLeft, Down, DownRight + 2 Kicks +3) (Close) Big Sledge : 720 degrees + 2 Kicks + +Victor : +1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks +2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks + +- SERIES - + +1. Vampire - The Night Warriors [Green Board] (1994, Arcade) +2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade) +3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade) +4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade) +5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade) +6. Darkstalkers 3 - Vampire Savior (1999, PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP) + +- STAFF - + +Main music composer : Takayuki Iwai (Anarchy Takapon) +Sub music composer : Masato Koda (Cipher) +Sound effects & Voice edit : Moe.T (Cipher) +Sound drivers : Yasushi Ikeda" A!Ohana" +Sound Tool : Tomohiro Masuda (Q~CVE) +Sound "Q_64M" hardware : Ida~~~~~~~N +Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You-Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi +Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki (1996), Kanno, Yuugen, Pokkemon +Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, Teruaki Hirokado, Hard.Yas (-Jedah-) +Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta) +Producer : Tetsuya Iijima +General producers : Noritaka Funamizu, Yoshiki Okamoto + +* Voice Actors : +Jedah : Isshin Chiba +Q-Bee, B. B. Hood : Miyuki Matsushita +Lilith : Hiroko Konishi +Demitri : Nobuyuki Hiyama +Morrigan : Yayoi Jinguji +Felicia : Kae Araki +Rikuo, Lord Raptor, Jon Talbain : Yuuji Ueda +Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru +Hsien-Ko : Michiko Neya +Emily : Kozue Yoshizumi + +- PORTS - + +(Japanese ports only) + +* CONSOLES: +[JP] Sega Saturn (apr.16, 1998) "Vampire Savior - The Lord of Vampire [Model T-1228G]" +[JP] Sony PlayStation (nov.5, 1998) "Vampire Savior EX Edition [Model SLPS-01700]" +[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" +[JP] Microsoft XBOX 360 (mar.14, 2013) "Vampire Resurrection [Model JES1-00280]" +Sony PlayStation 3 [JP] (mar.14, 2013) "Vampire Resurrection [Model BLJM-60567]" +Sony PlayStation 3 [PSN] [JP] (apr.17, 2013) "Vampire Resurrection [Model NPJB-00312]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vsava +Capcom CPS-II cart. published 28 years ago: + +Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- PORTS - + +(Asian ports only) + +* CONSOLES: +Microsoft XBOX 360 [AS] (mar.14, 2013) "Vampire Resurrection" +Microsoft XBOX 360 [KO] (mar.14, 2013) "Darkstalkers Resurrection" +Sony PlayStation 3 [AS] (mar.14, 2013) "Vampire Resurrection [Model BLAS-50562]" +Sony PlayStation 3 [KO] (mar.14, 2013) "Darkstalkers Resurrection" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vsavh,vsavb +Capcom CPS-II cart. published 28 years ago: + +Vampire Savior - The Lord of Vampire (c) 1997 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire Savior - The Lord of Vampire [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vsav2,vsav2d +Capcom CPS-II cart. published 28 years ago: + +Vampire Savior 2 - The Lord of Vampire (c) 1997 Capcom Company, Limited. + +Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls! + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +Vampire Savior 2 was released in September 1997 in the Japanese arcades. It was known there as the 26th video game released for the CPS2 hardware. + +During the intro, a fast montage of images appears in a snap second. If you slow down the emulation, you'll find that the images are actually sketches of various characters from the game (Notably, "Vampire Hunter 2" had a fast montage too, at the same point in the intro, but with different artwork). + +Donovan's appearance in this game is part of a lie by Capcom : In the original draft for Vampire Savior, Donovan would have been turned into a type of demon, while Anita, now in her teens, would be added to the roster, most likely as a 'new' character. However, instead, both characters were cut, and only restored, suddenly ageless, for Vampire Savior 2, without the changes. + +This game is not canon due to the above errata, and other chronological faults, like the inclusion of Pyron, who was destroyed in the original tournament. + +- TIPS AND TRICKS - + +* Hidden Warriors: the first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round. + +* Shoul Mode: on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Alternate Shoul Mode: on the character select screen, go to the character whom you would like to use in the first stage, press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button. + +* Marionette Mode: on the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button. + +* Priest Bishamon: on the character select screen, go to Bishamon, hold Start and press any punch or kick button. + +* Vampire Hunter 2 Phobos: Hold start and select Phobos. He will have the gameplay of Vampire Hunter 2. + +* EX MOVES + +Anakaris : +1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP +3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP +4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP + +Baby Bonnie Hood ('Bulleta' in Japan) : +1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks +3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks + +Bishamon : +1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches +2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks + +Demitri : +1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks +2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches +3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK + +Donovan : +1) (Anywhere) Immortal Transformation : MP, LP, Left, LK, MK +2) (Anywhere) Breath of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far) + +Felicia : +1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks + +Hsein Ko ('Lei Lei' in Japan) : +1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches +2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks +3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up + +Huitzil ('Phobos' in Japan) : +1)(Anywhere) Big Laser : Left, DownLeft, Down, DownRight, Right + 2 Punches +2)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks +3)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks + +Jedah : +1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches +2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent + +Lilith : +1) (near) Bats : Right, Down, DownRight + 2 Kicks +2) (near) Luminous Vision : LP, LP, Right, LK, HP +3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks + +Lord Raptor ('Zabel Zarock' in Japan) : +1) (1/2 max) Evil Scream : Right, Left + 2 Punches +2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks +3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches + +Pyron : +1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks + +Q-Bee : +1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches +2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks + +Morrigan : +1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP +2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far) +3) (Anywhere) Shocked : Right, HP, MP, LP, Right +4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK + +Victor : +1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks +2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks + +- SERIES - + +1. Vampire - The Night Warriors [Green Board] (1994, Arcade) +2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade) +3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade) +4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade) +5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade) +6. Darkstalkers 3 - Vampire Savior (1999, PlayStation) +7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP) + +- STAFF - + +Producer : Noritaka Funamizu +General producers : Noritaka Funamizu, Yoshiki Okamoto +Main music composers : Takayuki Iwai (Anarchy Takapon) +Sub music composers : Tetsuya Shibata (Cyber-T) +Sound effects & Voice edit : Moe.T (Cipher) +Sound drivers : Yasushi Ikeda" A!Ohana" +Sound tool : Tomohiro Masuda (Q~CVE) +Sound "Q_64M" hardware : Ida~~~~~~~N +Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You-Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui +Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki (1996), Kanno, Yuugen, Pokkemon +Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, Teruaki Hirokado, Hard.Yas (-Savior2-) +Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta) + +* Voice Actors : +Jedah : Isshin Chiba +Q-Bee, Bulleta : Miyuki Matsushita +Lilith : Hiroko Konishi +Demitri, Donovan, Pyron : Nobuyuki Hiyama +Zabel Zarock : Yuuji Ueda +Morrigan : Yayoi Jinguji +Felicia : Kae Araki +Victor, Bishamon, Anakaris : Kan Tokumaru +Lei Lei : Michiko Neya +Phobos : Jyurouta Kosugi +Cecil : Kyoko Hikami +Emily : Kozue Yoshizumi + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=varthj,varthjr,varthb,varthb2,varthb3 +Arcade Video game published 33 years ago: + +Varth - Operation Thunderstorm (c) 1992 Capcom Company, Limited. + +A shoot'em up from Capcom. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 88622B-3 + +Players : 2 +Control : 8-way joystick +Buttons : 2 (FIRE, BOMB) + +- TRIVIA - + +Varth was released in June 1992 in the Japanese arcades. It was known there as the 19th video game made for the CP-S system. + +Known export releases: +"Varth - Operation Thunderstorm [B-Board 89624B-3]" +"Varth - Operation Thunderstorm [B-Board 91635B-2]" + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on February 19, 1993. + +- STAFF - + +Planners: Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake +Scroll designers: Kintaro, Kuramoyan, Maru Chan, Mon Chan +Object designers: Kurata N, Manbou, Hanisawa, Ume +Programmers: Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside +Sound: T. Yomage, P, Bull +Directors: Kihaji Okamoto, Noritaka Funamizu (Poo), Akira Nishitani (Nin) +Producer: Kihaji Okamoto + +- PORTS - + +No port for this game ever appeared in Japan. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=varth,varthr1 +Arcade Video game published 33 years ago: + +Varth - Operation Thunderstorm (c) 1992 Capcom Company, Limited. + +Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Varth - Operation Thunderstorm [B-Board 88622B-3]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89624B-3 + +- PORTS - + +* CONSOLES: +Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" +[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]" + +* HANDHELDS: +[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=varthu +Arcade Video game published 33 years ago: + +Varth - Operation Thunderstorm (c) 1992 Romstar, inc. + +Export release for North America. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Varth - Operation Thunderstorm [B-Board 88622B-3]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 91635B-2 + +- TRIVIA - + +Published by Romstar under license from Capcom USA. + +- PORTS - + +Here is a list of ports released in North America only. + +* CONSOLES: +[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2" +[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]" + +* HANDHELDS: +[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=viewpoin,viewpoinp + +Viewpoint (c) 1992 Sammy. + +A excellent isometric shooter game. + +The player controlling a spaceship through futuristic and claustrophobics space corridors, while fighting on endless battles against swarms of assorted enemies and powerful giant mechanical bosses. You will have at your disposal a main weapon consisting a pulse laser which can be charged up for increased damage and three bombs: one that can make a wave of fire that starts from behind the player's ship and scrolls "up" the screen, another that makes a powerful circular nova-like blast, and one that shoots several mini-missiles capable of homing in on multiple targets. The game has 6 great stages in total. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 051 + +Players : 2 +Control : 8-way joystick +Buttons : 2 +=> [A] Shot/Charge shot, [B] Bomb + +- TRIVIA - + +Released in October 1992. This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware. + +Viewpoint was awarded both Best Graphics and Best Music in a Cartridge Game in Electronic Gaming Monthly's 1992 video game awards. + +The "One, Two, Three, Four, Hit It!" opening sound cue was sampled from the Kurtis Blow song "AJ Scratch" which appears on the 1984 Kurtis Blow album "Ego Trip". + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993. + +- STAFF - + +Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run +Programmers : S. Kinjo, M. Tani +Sound : Sizla, Masaki Kase, Megumi M. +Polygonizer : N. Yamaguchi +Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico +BG designers : Hiroppi T., K. Nishithuka + +- PORTS - + +* CONSOLES: +FM Towns Marty (1993) +Sega Mega Drive (1994) +SNK Neo-Geo CD (1995) +Sony PlayStation (1995) +Sega Saturn (1996) + +* COMPUTERS: +[JP] Sharp X68000 (1995) "Viewpoint" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=vimana,vimanan,vimanaj +Arcade Video game published 34 years ago: + +Vimana (c) 1991 Toaplan. + +Players control their ship over a constantly scrolling background; the scenery never stops moving until the final level is reached. Players have three weapons at their disposal: the standard shot, a charge shot and a bomb weapon. + +The standard shot weapon is a twin-shot weapon capable of strengthening in size and power with upgrades. However, the player has to tap the fire button to fire rapidly; once the button is held down, the ship charges a stronger version of the normal shot capable of spreading out across the entire screen in twelve directions. The player’s bomb weapon, the Circle Bomb, encircles the ship once activated and seeks out enemies upon an additional tap of the bomb button. + +There are a total of four items for the player to pick up shot strength, circle bomb, points, and and extra life. + +- TECHNICAL - + +Game ID : TP-019 + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- TRIVIA - + +Vimana was released in May 1991. It was licensed to Tecmo for Japanese, to Romstar for US and to Nova Apparate GMBH & Co for Europe distribution. + +The game was not good and was one of the rare flop from Toaplan. + +When you start the game, you'll see two elephants that the ship takes off from. On top of that they closely resemble Hindu drawings from India. The background for this game is based on a thousand's of years old book called the mahabarata that is regarded as a bible (sorta) for millions of Hindu's in India. When you read some of the verses in it you'll find funny descriptions of vehicles that the gods used that closely resemble modern aircraft of today. They are called Vimana's that carry *magical* axes and spears :). The mahabarata also describe what appears to be a technological war with missiles, nukes and huge flying fortresses and something which could be interpreted as radiation poisoning! The ancient Babylonian and Indian civilizations have often been an interesting pool for speculation and creative thinking regarding alien interference on earth in ancient times... + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991. + +- TIPS AND TRICKS - + +* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +* If you kill the second boss quickly, you can see a new boss called 'Toa'. + +- STAFF - + +Music composed by : Toshiaki Tomizawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=viofight,viofightu,viofightj +Arcade Video game published 36 years ago: + +Violence Fight (c) 1989 Taito Corp. + +Control different characters with various fighting styles and engage in single or two-player bouts. + +In the early 1950's, a game called Violence Fight was popular in the US crime world. Fighters from all over the USA would compete against each other to become that year's champion. The winner stood to make a considerable amount of money. + +In downtown LA, a manager called Blinks is training up a new fighter called Bad Blue. He is a strong contender to become the champion and desperately needs the prize money. + +- TECHNICAL - + +Taito B System Hardware +Prom Stickers : C16 + +Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 6 Mhz) +Sound Chips : YM2203 (@ 3 Mhz), OKI6295 (@ 8 Khz) + +Players : 2 +Control : 8-Way Joystick +Buttons : 3 +=> Punch, Jump, Kick + +- TRIVIA - + +Violence Fight was released in November 1989 in Europe and in December 1989 in Japan. It was then released in the US on April 25, 1990. + +You can see the Twin Towers (World Trade Center) on one of the night stages played on attract mode. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- TIPS AND TRICKS - + +* INSTRUCTIONS: +- Press the Punch and Kick buttons simultaneously to duck. +- Press Punch and Jump together or Kick and Jump together to execute special moves. +- When your opponent is tired, walk up and throw them with the Punch button. +- Boxes and barrels can also be lifted and thrown by using the Punch button. +- Proceed through six stages, each consisting of a three round bout. Win two rounds to proceed to the next stage. +- Each round has a time limit of 100 seconds. +- Every two stages you will reach a bonus stage. Winning the bonus stage will increase your punch or kick strength. +- If you are knocked down, rapidly press the buttons to get up quickly. + +* CHARACTERS LIST: + +Bad Blue +Height: 187 cm +Weight: 98 kg +Birthday: June 11, 1938 +Hometown: Los Angeles, California +Special Moves: Rolling kick, Stardust punch +Profile: Bad was Street Champion last year. He has a sharp fighting technique and is tipped to be this year's champion. + +Ben Smith +Height: 189 cm +Weight: 105 kg +Birthday: February 8, 1935 +Hometown: Carson City, Nevada +Special Moves: Tornado kick, Machinegun punch +Profile: The 'Eagle of Nevada', Ben is a former Marine. He is very agile and can make impressive jumps. + +Lick Joe +Height: 190 cm +Weight: 135 kg +Birthday: September 25, 1925 +Hometown: Ardmore, Oklahoma +Special Moves: Atomic chop, Drop kick +Profile: Lick Joe is a former professional wrestler, but had his licence revoked after killing or seriously injuring 13 other wrestlers. He is very strong but slow. + +Lee Chen +Height: 183 cm +Weight: 80 kg +Birthday: July 4, 1935 +Hometown: Miami, Florida +Special Moves: Whirlwind legs, Mantis hands +Profile: During his childhood, Lee was trained as an assassin in China. + +Ron Max +Height: 192 cm +Weight: 120 kg +Birthday: October 21, 1932 +Hometown: San Antonio, Texas +Special Moves: Health head-butt, Health blow +Profile: Ron has incredible destructive power and a head so hard that he can crack rocks with it. + +Tony Won +Height: 225 cm +Weight: 115 kg +Birthday: January 5, 1940 +Hometown: New York +Special Moves: Double knuckle, Health claw +Profile: Tony is the other favourite to win and he will do anything to ensure that he does. + +* LEVEL SELECT: +Boot machine with service switch pressed. +Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start. +Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button. + +- SERIES - + +1. Violence Fight (1989) +2. Solitary Fighter (1991) + +- STAFF - + +Game Programmers : Takeshi Ishizashi, Yumi Inoue +Game Designer : Yukihiko Sakamoto +PCB Designer : Eikichi Takahashi +Sound Designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabe +Cabinet Designer : Hiroyasu Nagai +Character Designers : Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto +Special Thanks : Nathuo Nichiai, Toshio Kouno + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]" +Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]" +[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2" +[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]" +[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]" + +* COMPUTERS: +[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2" +[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=volfied,volfiedu,volfiedj,volfiedjo,volfiedo,volfieduo +Arcade Video game published 36 years ago: + +Volfied (c) 1989 Taito Corp. + +Volfied is an abstract action shoot-em-up and is an update of Taito's 1981 classic, "Qix". Set in a distant galaxy, a space pilot returns to his home world of Volfied to find it under attack by an unknown alien force. The planet's few remaining inhabitants are hiding underground and have managed to get a signal through to the pilot asking for his help. The pilot must eliminate the alien threat and save his people. + +The player controls a craft (called 'The Monotros') that can move around the edges of a rectangle. Holding down the draw button allows the craft to move into unclaimed territory and draw lines in an attempt to create a closed rectangle. If completed, the captured area changes to a different background graphic. + +Each stage features a large enemy and several smaller enemies and when the player's spaceship succeeds in claiming a rectangular section, the side in which the main enemy is located is considered to be the 'outside'. Any smaller enemies ending up on the 'inside' are killed, resulting in point bonuses. Players are only in danger from enemies while they are actually drawing a line, although each level must be completed within a tight time limit. + +Grey boxes sometimes appear on the field that award a random power-up when collected (by being trapped 'inside' a completed rectangle). These range from extra speed or upgraded weapons, to a temporary enemy freeze. + +- TECHNICAL - + +Prom Stickers : C04 + +Main CPU : Motorola 68000, Zilog Z80 +Sound Chips : YM2203 + +Players : 2 +Control : 8-way joystick +Buttons : 1 + +- TRIVIA - + +Volfied was released in July 1989. + +- UPDATES - + +The US version has the "Winners Don't Use Drugs" screen. + +- STAFF - + +Game designer : Fukio Mitsuji (MTJ) +Software : Yoshinori Kobayashi (Y.K), Tsukano (TKN), OKI (OKI) +Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S), Genya Kuriki (KRK), Iwabuchi (IWB), TEC Team (TEC), V.P Team (V.P) +Sound : Hisayoshi Ogura (OGR) +Hardware : Ohara (OHR) +Instruction : Hiroyasu Nagai (NGI) + +- PORTS - + +* CONSOLES: +[JP] NEC PC-Engine (dec.27, 1989) "Volfied [Model TP01005]" +[US] Sega Genesis (1991) "Ultimate Qix" +[JP] Sega Mega Drive (jan.25, 1991) "Volfied [Model T-11103]" +Sony PlayStation (dec.20, 2001) "Simple 1500 Series Vol.80 - The Jintori - Volfied 1500 [Model SLPM-86971]" +[US] Sony PlayStation (dec.1, 2003) "Qix Neo [Model SLUS-01561]" +[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends" +[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]" +[US] Microsoft XBOX (oct.25, 2005) "Taito Legends" +[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]" +[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]" +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +* COMPUTERS: +FM Towns PC [US] (1991) +[US] Commodore C64 [EU] (1991) +[EU] Sinclair ZX Spectrum (1991) : advertised but never released. +[EU] Amstrad CPC (1991) : advertised but never released. +Commodore Amiga [US] (1991) +Atari ST (1991) +PC [MS-DOS, 5.25"] [US] (1991) +[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends" +[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wakuwak7 + +Waku Waku 7 (c) 1996 Sunsoft. + +A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : 0225 + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick + +- TRIVIA - + +Released in November 1996. + +'Waku Waku' is Japanese onomatopoiea for sounds of excitement. + +The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior". + +Pony Canyon released a limited-edition soundtrack album for this game (Waku Waku 7 - PCCB-00215) on 21/08/1996. + +- TIPS AND TRICKS - + +* Reverse Title : accumulate 7 credits and the title will be reversed (77 too). + +* Alternate Costume Colors : press B, C, or D when selecting a fighter on the character selection screen. + +* Choose Black Color : on character selection screen, press Down+A+B+C+D simultaneously. + +* Change Winning Mark : on character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal. + +* Change CPU Character Color : on character selection screen, press Upperright+Start+A simultaneously. + +* Widescreen Mode : on character selection screen, press Right+Start+C simultaneously. + +* Arina Stage Song Lyrics : when fighting Arina, before 'Round 1' appears, press Start, then A+D. + +- STAFF - + +Programmers : Yuichi Ueda, Shige. YTM. Inaba +Graphic Designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe +Sound Composers : Kazuo Nii, Noriaki Urata +Music Composer : Masato Araikawa +Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka +Voice Actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi, Naho Hattori, Yukitoshi Hirano +Music Coordinators : Atsushi Mihiro, Hideo Zaitsu +Waku Waku Director : Yuichi Ueda +Special Thanks : Kazuyuki Watanabe, Naoki Kodaka, Kazuyo Umemura, Tatsuo Mori, Kazuko Harman, Naomi Sakaguchi, Megumi Masuko, Noriaki Kitamutra + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (dec.27, 1996) [Model NGH-225] +[JP] Sega Saturn (june.20, 1997) [Model T-1515G] +[JP] Sega Saturn (june.20, 1997) [Model T-1516G] +[JP] Sony PS2 (june.26, 2008, "Sunsoft Collection [Model SLPS-25849]") +[JP] Sony PS2 (june.18, 2009, "The Best: Sunsoft Collection [Model SLPS-25936]") +[JP] Nintendo Wii [Virtual Console] (apr.27, 2010) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wrofaero +Arcade Video game published 32 years ago: + +War of Aero - Project MEIOU (c) 1993 Allumer, Ltd. + +- TECHNICAL - + +Game ID : 93111A + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Screen orientation : Vertical +Video resolution : 240 x 384 pixels +Screen refresh : 60.00 Hz +Palette Colors : 1536 + +Players : 2 +Control : 8-way joystick +Buttons : 3 + +- STAFF - + +Programmer : J. Ichikawa +Graphci designers : Y. Sugimoto, H. Kanemaru +Character designers : J. Ichikawa, H. Kanemaru +Sound programmer : H. Yamanaka +Sound : Y. Ogawa, H. Shiomi +Director : J. Ichikawa + +- CONTRIBUTE - + +Edit this entry +$end + +$info=warriorb +Arcade Video game published 33 years ago: + +Warrior Blade - Rastan Saga Episode III (c) 1992 Taito Corporation. + +Warrior Blade is a fantasy-themed hack-and-slash game for one or two players, featuring both horizontal and vertically scrolling levels. Unlike previous Rastan games that featured only Rastan himself, players can now choose to play as one of three different warriors: Rastan, Dewey (a hireling) or Sophia (a thief). + +Players must then fight their way through a multitude of enemy-packed levels set in a variety of different locations, such as castles, a forest, a swamp and on board a sinking ship. Certain levels also have the players riding on animals, such as horses and dragons. Coins and treasure items can be found in the numerous barrels and chests that litter the levels, as well as being dropped by some defeated enemies. Bonus points and vitality - depending on the amount of treasure collected - are awarded upon the level's completion. + +As well as coins and treasure, other bonus items can be found that give weapon and magical-weapon power-ups, as well as extra vitality (health). + +Level progression through the game is not linear. After the very first level, 'Depon Road', players are presented with a map of the Kingdom, and can choose which of four different routes they wish to take next. The available routes are; Castle (Northwest), Tower (Northeast), Ship (Southwest) and Palace (Southeast). + +- TECHNICAL - + +Prom Stickers: D24 + +Main CPU: Motorola 68000 @ 16MHz +Sound CPU: Zilog Z80 @ 4MHz +Sound Chips: YM2610, (4x) Volume + +Two screens +Screens Orientation: Horizontal +Video Resolution: 320 x 240 Pixels (640x240) +Screen Refresh: 60.00 Hz +Palette Colors: 8192 + +Players: 2 +Control: 8-way joystick +Buttons: 2 (SWING/FIRE, JUMP) + +- TRIVIA - + +Warrior Blade was released in May 1992 in Japan, even if the title screen says 1991 (development year). + +Unlike other games running on the Darius 2 Twin Screen hardware, Warrior Blade has a slightly different GFX set for the 2nd screen, as the game's programmers ran out of scr GFX space. + +Soundtrack releases: +Gaesen Oh - Scitron Game Music Mega Mix Vol.1 [KGCD-0001] (1994) +Nouvelle Vague -G.S.M. Taito 7- [PCCB-00086] (1995) +Z-REPLICA Vol.3 Legend THE RASTAN [ZTTL-0029] (1998) +ZUNTATA LIVE 1998 "güten Talk" from the earth ~AUDIO FILE~ [ZTTL-0031] (1998) +ZUNTATA LIVE 1998 "güten Talk" from the earth ~VISUAL FILE~ (1998) +ZUNTATA HISTORY L'ab-normal 2nd [ZTTL-0039] (1999) + +- SCORING - + +Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, some enemies require more then one hit to finish them off. Here is the scoring table : + +Archers : 100 Points +Bird : 300 Points +Copper Coin : 10 Points +Gold Coin : 100 Points +Lizard Soldiers : 700 Points +Lizards : 250 Points +Lizards with clubs : 250 Points +Natives : 200 Points +Plants : 50 Points +Priests : 200 Points +Shark : 350 Points +Silver Coin : 50 Points +Soldier on Dragon : 100 Points +Soldiers : 250 Points +Swordmen : 100 Points +Treasure : 500 Points +Undead (Mummies) : 100 Points +Wizard : 200 Points + +You also get points for clearing an area. In addition, you will also get a time bonus of the time remaining x 100. The only two areas you don't get the time bonus added on are Horseman's Forest and Wind Canyon. The clear bonuses are as follows : +DEPON RD : 1,000 points +HORSEMAN'S FOREST : 5,000 points +WIND CANYON : 5,000 points +All other areas are 10,000 points. + +- TIPS AND TRICKS - + +* Round Select Mode : +1) Hold Service Switch button, then reset the game. +2) Press : Service(x3), Start, Service, on displayed 'Service Switch Error' message. +3) Enter Round Select Mode in case of success. + +* The Bosses : There are seven bosses to deal with in this game. They are known as 'Area Guard' in the game. Here is the list with a couple of strategies : + +KING ZANANSTAFF : After you break through the tower floor, you will be deposited in a throne room. In front of your character will sit a skeletal man on a throne. After a few seconds of powering up, the battle will begin. +1) There are a couple of threats you must deal with against this boss. +a) The first threat is from the boss. He likes to throw blue fireballs at your character. They are easy to sidestep but are still a nuisance. +b) The second threat is from above. Skulls fall from the ceiling. After a couple of seconds, they form into skeleton warriors. Usually there are three to four around at any time. They can cause a lot of problems, especially when you are closing on King Zananstaff. +2) You first need to let the king throw his fireball and step away from it. Once he has done that, close on him real rapidly (unless you have a ranged weapon) and start pounding on him. You will know when your hits are registering because he will light up. +3) When he gets ready to throw another fireball (he will cock his arm back), get away from him and sidestep it. Also, by this time, you will have to deal with the skeleton warriors. It only takes one hit to bring them down but they could block your path and keep you in the fireballs path. +4) Repeat the above pattern until the king is destroyed. It should take 20 hits to bring him down. + +PYLEX = PYLON : After you complete your trek to the top of the spiral tower, this boss awaits. A fire will start and this boss will appear. He is skeletal looking with a demons head. Plus, he is on fire. +1) When this boss appears, get outside of his range. He has a pretty long reach so you will need to jump around and move constantly. +2) You won't get hurt by just running by him but if he hits you, be prepared for a big energy loss. +3) One of his favorite tactics is to jump up and imprison your character within his flaming rib cage. This also can do some heavy-duty damage. +4) The best way to take out this boss is to watch his hand on your side. When he raised it, go in and start hacking away at his rib cage. You will know your hits are registering because he will briefly turn blue. +5) After a couple of hits, he will jump up. Watch the shadow on the ground since that is an indicator of his impact point. Run or jump out of the way and continue the above pattern of slashing and backing off. +6) It takes 16 hits to turn this flaming skeleton into kindling. + +FINSTERNIS : Well, you couldn't go through a few bosses without having to deal with one knowledgeable in the mystic arts. Finsternis brings that reality to you. He appears as a robed man. +1) This battle opens up with Finsternis creating five rocks that go in orbit around him. You need to quickly break up these rocks or he will launch them at your character. +2) After you have busted the rocks, Finsternis will disappear and reappear on the other side of the screen. At the same time, he will launch two attacks : Scrolls and fire. The scrolls attack is just a bunch of scrolls being thrown at your character and it doesn't do a whole lot of damage. It's the mini fireballs that can do some serious damage. +3) After taking out the rocks, there is a slight delay before Finsternis disappears. Get some shots in on him. Again, he will briefly light up when you hit him. +4) When he reappears, be prepared for the scroll and fire bombardment. As soon as its finished, go in and unload upon him some more. If you managed to get enough hits the first time, this should finish him off. If not, he will disappear and reappear attacking with scrolls and fire from another location. +5) 16 hits will help this boss become part of the mystical universe. + +DESMOSTYLUS : This is one of the harder bosses to deal with. The reason is the fact you don't deal directly with the boss initially, but deal with the minions he creates. +1) After he has settled in his floating throne, he will create five water dragons. They look like snakes but have dragon heads. They will go in and out of the water and aim for your character. +2) In order to score hits on Desmostylus, you have to destroy his water dragons. There are usually three or four at any given moment until you have destroyed 16 of them. This isn't easy since they have the tendency to cover each other so if you get a shot on one, at one or two will have a shot at your character. This will definitely require a lot of maneuvering around so you don't get trapped. Once you have dispatched 16, all you need to do is give the boss a good whack. +3) After that, the rest is history as the boss gets committed to a watery grave. + +PAS=DE=DAUX : Another skeletal boss but one with a new twist. This one has two heads, one human and the other demonic. In addition, instead of hands, he has blades at the ends of his four arms. +1) This boss doesn't actually have any real surprises, he uses his four blades to deadly effect and also tries to corner your character against the side of the screen. +2) The best way to take out this boss is to wait until the arm is raised on your characters side. Then rush in and get a couple of good shots. Keep in mind, only the end of your weapon can do damage so don't crowd in too close to this boss. +3) Keep up the pattern and jump to the other side if you don't have room to maneuver on the side you're on. +4) One thing to keep in mind, after you get 14 hits on this boss, he will fall apart. Don't let this fool you though, he isn't finished yet. You still will need to get two more hits to totally finish this boss off. + +GIFFKRAKE : When you get to the other end of the ship, this boss awaits you. He will only briefly appear human before he transforms into a mutated octopus. +1) This boss doesn't move but his tentacles have a long range and can tag you for some big damage. +2) In order to get hits on this boss, you must first get through his tentacles. It only takes 4 hits to take a tentacle out but keep in mind that the other five tentacles will be gunning for your character. In addition, the tentacles will reattach to Giffkrake so you must be quick. +3) Once you have broken through the tentacle barrier, start beating on the main body. You may have to back off to deal with the tentacles. +4) Keep up this pattern. After 16 hits, Giffkrake will be seafood. + +LORD LUDERKAWN : This boss starts out as an armored warrior. Don't let that fool you because he soon turns into a demon. +1) This boss is pretty quick and it will take all of your skill to maneuver around to get hits in on him. +2) In addition, he has a nasty little breath weapon that can do major damage if your character is in its path. +3) Again, the best way to hit this boss is to ''dance'' around him. Get a couple of hits and maneuver away before he has a chance to counterstrike. +4) Continue to move in and out getting in hits if you can. After 16 hits, you can say bye-bye to the boss as he transforms back into the armored warrior. + +This game consists of an introductory and final area. In between are four areas and subareas you can choose from. You can choose any area that you haven't been through already. First, though, there are some basic strategies one must be aware of before playing the game. + +* Remember, you can move in eight directions on the screen. So if an enemy is in front of you, you can sidestep around that enemy and possibly can get a shot from the side or rear. + +* A lot of times, enemies will come at you in a tightly packed group before they spread out. Get in a hit while they are tightly packed and you can hit more then one in your one hit. This proves to be very valuable considering the fact that most enemies in this game require multiple hits to kill them. The difference between life and death could be that one extra hit. + +* Break open all barrels and crates along the way. There are many objects that can be of major use to your character. Items such as the Arms of Thunder which hits the enemy with a lightening bolt in addition to your regular hit. Healing potions to restore your vitality and actually to make you immune, for a time period, to enemy attacks. You also may find the crystal orb which allows you to have an indestructible wizard fight at your side. This is especially helpful when the screen is full of enemies. + +* When there are too many enemies to handle at once, sometimes jumping into the middle of the group and swinging wildly can do a lot of good. Since you know you will get a hit regardless of where you aim, you may be able to ''thin'' the herd and give yourself better odds in the process. + +* Each area has a timer attached to it. You can gain extra time by getting to specific parts of an area or by getting objects. You don't want to sit around too long in one area though. The enemy will not give up and continue to send in more troops to delay your movement even more. Sometimes a good strategy is to run. You run by double-tapping the joystick in the direction you wish to travel. Your run is only broken by an enemy or object in your way. You may not get as many points, but you can make it through levels quicker. + +* When you have the wizard with your character, the only way to regenerate magical energy is by picking coins and treasures. This basically means a lot of fighting and breaking up things. It is worth it, though, since the wizard has a very powerful arsenal of spells to assist your character. + +Now, we will go through each area and subarea you will have to go through to complete the game. You +ill have 50 on the timer for each level. Again, this number may go up or down dramatically depending on what events or actions take place. Ok, let's go adventuring. + +DEPON ROAD : This is your introduction to this world. There aren't a whole lot of threats to deal with in this area. +1) You will first be assaulted by eight plants. Usually an attack is powerful enough to take out two in one hit. +2) Depending on how fast you move through this area, you may also encounter lizards and lizards with clubs. + +CASTLE : The castle area consists of two subareas. It is in these areas that you will encounter a big variety of enemies. + +HORSEMAN's FOREST : Your character will be on horseback for this area. The major threats are mounted soldiers and archers. In addition, fallen logs will be scattered on the road also for you to jump. +1) The soldiers and archers are pretty easy to deal with. Just make sure you don't get in the line of fire of the archers since their arrows can cause your character some pain. The soldiers just swing their swords and attempt to hit your character. +2) You can use your mount as a weapon in addition to the attack your character makes. If you can bump one of the enemy riders on their mount, it will then only take one hit, instead of two, to knock them down. +3) When you see this character : ''!'', it means that get prepared to jump. If you fail to jump, your mount will stumble and your character will take damage. +4) There will be 20 mounted archers and soldiers for your character to deal with. + +THE ENCHANTED CASTLE OF ZANASTAFF : +1) You will first run into natives and priest before you even cross the bridge. They are easy to deal with, plus, if you're playing as Rastan, you will grab some and throw them. +2) Continue down the corridor and you will be attacked by mummies and soldiers. +3) Go up the stairs and attack the door to break it down. More enemy awaits, mostly soldiers and lizard soldiers. +4) Make sure you break open the barrels since you can get either Arms of Fire or Thunder. They help greatly in thinning the enemy ranks. You will soon come upon an area that has three gaps bordered by three thin platforms. Be careful crossing over this area. In addition, birds holding rocks will appear to make your trip even more perilous. +5) Jump on the chain and ride it to the top. Swing your sword before getting off the chain to take care of anybody too close to your landing spot. +6) Continue down this path until you get to the end. The floor will collapse and you will deal with the Area Guard : King Zananstaff. +7) When you defeat King Zananstaff, you will get the ''Crown of Ishulin''. This crown gives your character extra power in attacks. + +TOWER : The tower area consists of two subareas. + +WIND CANYON : In this subarea, you will be a dragon rider. Major threats are just the +mounted soldiers who try to knock you off your dragon. +1) The soldiers are real easy to deal with in this subarea. You have a lot of room to move about and you should be able to knock them off their mounts with little trouble. +2) Use your mount as a weapon. If a soldier is coming under your character, just bring your mount on top of him. + +MAHADIDEKARADI SPIRAL TOWER : +1) This battle basically has you battling your way up a huge tower. The usual enemies abound to prevent your getting any higher. +2) When you reach the top, the tower will catch on fire and Area Guard Pylex=Pylon will emerge to do battle. +3) When you defeat him, the ''Moon Crystal'' is your reward. The crystal gives your character extra magic power. + +PALACE : The Palace area consists of two subareas. + +KA FA MOUNTAIN : You will start this level by sliding down a huge mountain. To make your slide even more fun, boulders and chasms will be in your way. +1) Use the boulders to your advantage. You will only encounter lizard soldiers in this subarea. They pack themselves together pretty tightly so the boulders usually damage three or four of them. Makes your job a whole lot easier. +2) When you see this character : ''!'', get ready to jump over a chasm. If you don't, then it's goodnight to your character. +3) After getting to the bottom of the mountain, you will have to deal with a few lizards until you get to the Area Guard. +4) When you defeat Finsternis, you will advance to the next subarea. + +PALACE OF THE BLACK DEMON RELIGION : This subarea has a lot of floor level traps. These traps are spears or blades coming in and out of the lower part of the wall. +1) All manner of enemies will attack your character. You do, though, have extra help. This help is in the form of the traps that are along the floor. Cause your enemies to stay in those trapped areas and you won't have to do much in the way of killing them. +2) By that same thought, don't get caught in these traps. They will drain your energy very quickly if you are getting hit by two to three at a time. +3) You will go down two sets of chains to make it to the Area Guard Desmostylus. +4) Once you have cleared out the Area Guard, your reward is ''Brave Geran's Necklace''. This necklace gives your character extra speed. + +SHIP : This area consists of two subareas. + +HARBOR VILLAGE OF PESLO : +1) There are a lot of barrels and crates in this area. Make sure you break into all of them since there are a lot of good things to be had. +2) The usual enemies are around to make your life more interesting. Deal with them accordingly. +3) You will eventually come onto a pier. This is where you will battle the Area Guard Pas=De=Deux. +4) When you have eliminated the Area Guard you will head to the next subarea. + +PIRATE SHIP SOUTHERNKID : When you enter the ship, the floor will be covered with water. The big threat here are the sharks. They tend to not only attack in the water, but they also fly out of the water to attack. +1) Once you go up the chains to the next deck, the enemies will be the ones you have gotten used to battling. Be wary of holes in the deck since your character will have to jump over them. +2) Go up another chain and continue to battle toward the end of the ship. +3) When you make it to the end of the ship, part of the deck will collapse and the next Area Guard, Giffkrake will be there to greet your character. +4) Defeat him and your reward is ''The Horenon Daiamond Image''. This gives your character increased protection. + +THE TEMPLE OF GULESTOPALIS : After realizing that your character still needs the Treasure of Depon, your character embarks on a journey to the final conflict. +1) You will encounter light resistance as you get to the Area Guard Lord Luderkawn. +2) After defeating him, a volcano erupts destroying the area. Your characters sail off into the sunset. + +- SERIES - + +1. Rastan Saga (1987) +2. Rastan Saga II (1989) +3. Warrior Blade - Rastan Saga Episode III (1992) + +- STAFF - + +Game design director : PPR. Kaito +Software programmers : Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda +Character graphics designers : Makoto Fujita, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, Kohzoh Igarashi, Y. Kikuchi +All music composed and arrenged by : Masahiko Takaki (Zuntata) +Sound effects and data programmers : Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata) +Hardware system engineers : T. Ohhara, Toshiyuki Sanada, Yahachi Don Masao +Electric harness : Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki +Cabinet designers : Jun Nishiyama, Koji Enomoto, Kazu Tabuchi, I. Yama +Cabinet decoration : Hiroyasu Nagai (Excellent Nagai), Y. Aiura, Kyoko Umezu +P.C.B. inspector : Fumio Takeda +Produced by : PPR.Kaito +Project cooperation : Fujiwaran X, Sakou Menme + +- PORTS - + +* CONSOLES: +[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wof,wofu,wofr1,wofpic,wofr1bl +Arcade Video game published 33 years ago: + +Warriors of Fate (c) 1992 Capcom Company, Limited. + +World release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Tenchi wo Kurau II - Sekiheki no Tatakai [B-Board 91634B-2]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board: 91635B-2 + +- TRIVIA - + +Warriors of Fate was released in October 1992 outside Japan and Asia. It is known in Japan as "Tenchi wo Kurau II - Sekiheki no Tatakai" and in Asia as "Sangokushi II". + +There are quite a few things that were changed or taken out between the original Japanese version and Warriors of Fate. They are listed as follows : +* After the bonus stage, a scene with the 3rd emperor making comments was cut. +* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti. +* All names in-game were accompanied by their kanji. +* All names were changed and aren't even properly translated from the originals. +* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut. +* In stage 1, a short message from the advisor was taken out. +* In stage 1, the boss gave a short dialogue. +* In stage 3, during the opening the boss has a short dialogue. +* In stage 4, the boss had a short dialogue. +* In stage 5, Akkila-Orkhan has a short dialogue. +* In stage 5, the boss had a short dialogue. +* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut. +* In stage 6, there were additional lines between the player and Kuan-Ti. +* In stage 8, a short message from the advisor was taken out. +* In stage 8, the boss has a short dialogue. +* In stage 9, a short message from the advisor was taken out. +* In stage 9, there was a conversation between player and the boss. +* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get. +* Some weapons were generalized in the World version. +* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1. +* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!). + +- SERIES - + +1. Dynasty Wars [B-Board 88622B-3] (1989) +2. Warriors of Fate [B-Board 91635B-2] (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=weststry,weststrya +Arcade Video game published 34 years ago: + +West Story (c) 1991 Datsu Alliance. + +Pirate version of "Blood Bros.". + +- TRIVIA - + +Released in January 1991. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wgp,wgpj,wgpjoy,wgpjoya,wgpu +Arcade Video game published 35 years ago: + +WGP - Real Racing Feeling (c) 1990 Taito. + +- TECHNICAL - + +Board Number : K1100537A +Prom Stickers : C32 + +Main CPU : (2x) Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : stick +Buttons : 7 + +- TRIVIA - + +Even if the title screen says 1989, WGP was released in March 1990. + +- STAFF - + +Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori +Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino +Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi +Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda +Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack) +Graphic designer : Rintarou Doi +Cabinet designer : Shinobu Sekiguchi +Direction & Game designer : Hiroyuki Sakou + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wiggie +Arcade Video game published 31 years ago: + +Wiggie Waggie (c) 1994 Promat. + +A rip-off of Seta's "Thunder & Lightning" featuring naked women. + +- TECHNICAL - + +Wiggie Waggie & Super Bar run on a bootleg SETA board with an OKI M6295 replacing the X1-010 sound chip. + +Both games are based on "Thunder & Lightning" code. + +- TRIVIA - + +The game melodies are low sampling rated pieces of "Mehve To Corvette No Tatakai" music track from "Nausicaä of the Valley of Wind" anime, and "Funk Doll" music track from "Bubblegum Crisis" anime. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wildfang,wildfangs +Arcade Video game published 36 years ago: + +Wild Fang (c) 1989 Tecmo. + +Wild Fang is a sideways scrolling beat-em-up for 1 or 2 players with a medieval setting. Players take on a variety of orcs, ogres, demons and other mythical creatures in their bid to destroy Satan, decapitating each enemy they encounter in order to collect their skulls for points and power-ups. + +The player's character is an armor wearing beastmaster who sits atop of a fist-fighting giant. Upon the player's command, the player may switch his mount into a tiger and attack with his mace. Within each stage, there are also power-ups that allow the player to morph into a laser breathing dragon for a limited period of time. + +The player's life bar is represented by a fire breathing dragon in the upper corner. With each hit the player takes, the fire breath grows smaller. Once the life bar is depleted the player's mount is killed and the player travels on foot and fights with throwing daggers. If hit in this form then the player loses a life. The game is over when all of a players lives are lost. + +- TECHNICAL - + +Main CPU: Motorola 68000 (@ 9.216 Mhz) +Sound CPU: Zilog Z80 (@ 4 Mhz) +Sound Chips: (2x) Yamaha YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz) + +Players: 2 +Control: 8-way joystick. +Buttons: 3 + +- TRIVIA - + +Released in May 1989. + +Export releases: +Known as "Tecmo Knight". + +- STAFF - + +Programmers : Pochi, HB.M, EXP2148 +Graphic designers : Bruter, Noise, Yohkun, D.H.Max +Character designers : Bruter, Noise, S?nager, Yohkun +Sound creators : Mikio Saito (Metal Yuhki), Mayu +Hardware : Yoshida San +Directed by : Strong Shima + +- CONTRIBUTE - + +Edit this entry +$end + +$info=willowj +Arcade Video game published 36 years ago: + +Willow (c) 1989 Capcom Company, Limited. + +Willow is a sideways scrolling platform shoot-em-up game loosely based upon the movie of the same name. Players take on the role of one of two characters: Willow Ufgood or Madmartigan. The hero's mission is to rescue the baby Elora Danan from the evil Queen Bavmorda and bring her back safely. If the quest fails, the Queen will plunge the world into darkness and chaos. + +The game consists of 6 levels, each representing a scene from the movie. Defeated enemies drop gold coins that can be collected by the player. In addition, each level is littered with locked treasure chests that can be shot open and the treasure within collected. The gold can be used to purchase a number of weapons and character power-ups from a nearby shop (represented on screen by a wise old man). All power-ups will stay with the player until all lives are lost and the game is over. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 88622B-3 + +Players: Up to 2 simultaneously. +Control: 8-Way Joystick per player. +Buttons: 2 per player. +=> [1] Fire/Swing, [2] Jump + +- TRIVIA - + +Willow was released in June 1989 in the Japanese arcades. It was known there as the 5th video game made for the CP System. + +The gagem is licensed by Lucasfilm and based on the movie of the same name. + +Known Export releases: "Willow [B-Board 89624B-3]". + +- SCORING - + +Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, you get money for many of the monsters you kill. This money, though, will only remain around for a couple of seconds so you have to be quick to pick it up. Here is the scoring table : +Archer : 50 Points - 10 Golds +Axe Thrower : 200 Points - 10 Golds +Bat : 200 Points - 10 Golds +Devil Dog : 100 Points - 10 Golds +Eagle : 200 Points - 10 Golds +Fish : 200 Points - 200 Golds +Projectile thrower : 1500 Points - 100 Golds +Snake : 50 Points - 10 Golds +Snowball : 100 Points +Soldier : 50 Points - 100 Golds +Spear Thrower : 500 Points - 100 Golds +Troll : 500 Points - 100 + +The Bosses : +Sorcerer : 500 Points - 200 Golds +Devil Dog : 7000 Points - 10000 Golds +Sergeant Claw : 2100 Points - 400 Golds +Wizard : 6500 Points - 10000 Golds +Dragon : 10000 Points - 1000 Golds +Sorsha : 15000 Points - 10000 Golds +Two-headed Dragon : 20000 Points - 10000 Golds +Kael : 10000 Points - 10000 Golds +Bavmorda : 0 Points - 0 Golds + +In addition to the above, you can get money or items from the treasure chests. Attacking the chests is enough to open them. + +You will receive a bonus at the end of each stage. The bonus comes out to be : +1) Time (in seconds) x 100 x Stage Number +2) Life (in bars) x 100 x Stage Number + +I.E. : For Stage 2 you had 1:31 in time left and three bars of life, your bonus would be : +91 seconds x 100 x 2 = 18200 points for Time +3 bars x 100 x 2 = 600 points for Life +Grand Total Bonus : 18800 points + +- TIPS AND TRICKS - + +* DEBUG MODE: How to activate the debug features... +1) Set "Game Mode" Dip Switch to "Game". +2) Set both "Coin A" and "Coin B" Dip Switches to 1C_1C. +3) Reset the game. +4) Insert a coin. +5) Set "Game Mode" Dip Switch to "Test". +6) Set the debug Dip Switches to what you want. +7) Start a 1 player game. + +Some debug features : +- "Starting Level" is effective only when you start a new game (you must NOT continue play !) +- Once you set "Maximum magic/sword power" to "On", setting it to "Off" won't have any effect until you start a new game (you must NOT continue play !) +- "Slow Motion Delay" is effective only when "Slow Motion" is set to "On" +- Even if "Freeze" Dip Switch is set to "On" a message will be displayed to its end. +- I can't tell what kind of infos are displayed when "Display Debug Infos". Dip Switch is sry to "On" :(Any hint about them are welcome ! +- Both "Coin A" and "Coin B" Dip Switches must be set to "2 Coins/1 Credit" to make this mode available. If only one Dip Switch is set to it, it is the same as 2C_1C. +- When the "Stage Magic Continue" Dip Switch is set to "On", your magic and sword power will be increased at the end of the level if you haven't bought the magic/sword item. But you won't notice this before you use the character again. For example, magic power will be increased at the end of level 1 but you won't notice it before level 3, and sword power will be increased at the end of level 2 but you won't notice it before level 4. + +* The Bosses : There are nine bosses to deal with in this game. Watch the Boss Vitality meter to see how much damage you are doing to them. As you damage them, they will lose a bar off the meter. + +SORCERER (Vitality unknown) : +1) First, get off the bridge and onto the cliff. This will make the battle easier to fight. +2) Basically, just keep firing in his direction and jump to attack when needed. When he attacks, just jump over his spells. +3) This will take a while but keep pounding on him and you will send him back to school. + +DEVIL DOG (Vitality : 4) : At the end of Stage I, a sorcerer appears telling you to turn back. To prove +his point, he magically makes a regular Devil Dog grow to huge proportions. +1) The main attacks the dog makes are its flame breath and claws. You must keep mobile at all times to avoid the effects of these. +2) When the dog crouches, it is read to release a hot-breath torrent. This is the time to jump up and make your shots count. The pooch will flash every time a hit is scored. +3) The fire rolls along the ground so you may have to jump a couple of times to avoid it. Don't get too close to the paws or the dog will claw you. +4) Continue to watch the dog crouch down and attack. Eventually, you will have housebroken the animal. + +SERGEANT CLAW (Vitality unknown) : At the middle of Stage III, you will be on an island. Follow the gnome's advice regarding this boss. +1) When the Sergeant is standing up, none of your attacks will affect him. It is only when he is crouched down and attacked can you hit him. +2) You will have to power jump (diagonal + jump) over him to avoid his claw. +3) Continue to attack between his attacks when he is crouched down. Eventually, you will take him out. + +WIZARD (Vitality : 10) : This is the boss you have to deal with at the end of Stage III. +1) He has two major attacks. He will use fire demons and fire attacks on you. +2) The fire demons can be eliminated with regular attacks. You must, however, jump over the fire attacks which tend to cause a splash effect. +3) This boss spends most of his time in the air so you will have do power jumps in order to attack him. Just watch out for the fire demons he launches. +4) Continue this pattern and you will defeat the Wizard. + +DRAGON (Vitality unknown) : This is the boss you deal with halfway through Stage IV. +1) This bosses main attack is its fire breath. It will either hover over your character or shoot flames from an angle. The object is to keep moving so you don't get toasted. +2) The Dragon tends to fly in a pattern. It will stay high for a while, then it will swoop down to attempt to claw your character. Use of the power jump is strongly recommended. +3) You can get in three to four hits between fire breaths if you time things right. In addition, if you are under the Dragon, you can get in an additional one or two hits. +4) Keep moving around and striking and this Dragon should be dinner before you know it. + +SORSHA (Vitality : 12) : This is the boss at the end of Stage IV. +1) Sorsha's main claim is that she is fast and she is very nimble on the jump. The best attack is to trap her on a side and go to work. +2) When you have Sorsha near a side, attack rapidly to prevent her from getting in an attack. After she loses a couple of bars of vitality, she will jump out of the way. +3) Pursue her and get her trapped again. Watch out for her counterattacks since they can be rather devastating. +4) Continue this pattern to finish her off. + +TWO-HEADED DRAGON (Vitality : 16 per head) : This is the boss at the end of Stage V. +1) You will be on a wooden bridge while both heads assail you with their fiery breath. +2) The heads tend to fire at the same time. After they have fired, get up there and get in a few whacks. Because there are two heads, your hits will usually be spread out between them. Don't worry about going for a specific head right now. +3) The heads will bob back and forth. If you want to go after one head, then you must wait for the target head to be in front of the other one. +4) Power jumps will definitely save you on this one. Back up and when the heads fire, power jump over the rolling fire to get your attacks in. Watch out for the heads dropping suddenly since that usually means a bite attack. +5) Continue this pattern to finish the critter off. + +KAEL : (Vitality : 16) : This is the boss near the end of Stage VI. +1) Kael is a very tough warrior. What he lacks in maneuverability he makes up in attack power. +2) As with Sorsha, try to corner him along the edges so you can pound on him. He does, though, have more of a tendency to jump straight up to another platform, then try to get behind you. Watch for when he jumps up. +3) Continue to move around and trap him on the edges and this powerful warrior will be sent packing. + +BAUVMORDA (Vitality : 23) : This boss is the final boss of the game. +1) This is probably one of the toughest bosses you will ever have to face. Bauvmorda has quite an arsenal of attacks that can devastate your character if you're not ready. Follow the gnome's advice regarding protection. +2) Bauvmorda has a variety of attacks, some of them are : +a) She attacks with little crystal-like objects that rotate around her. +b) She attacks from above with fire. +c) She animates a BBQ grill thing when she is down to about 10 vitality. This thing attacks in conjunction with Bauvmorda's attacks. +3) During her crystal attacks, you will be doing a lot of power jumping. Try to get in shots where you can since there is little room to move between the crystals. +4) When Bauvmorda goes airborne, power jump up to attack her. Watch out for the objects that burst into flames. She will tend to go back and forth across the top. +5) When the BBQ grill gets animated, make sure you keep track of it since it is also attacking along with Bauvmorda. It takes too much time and firepower to destroy the grill. Time better spent tearing into Bauvmorda. +6) Continue with this pattern and the world will be safe again. + +You will start the game at Stage I (unless you are continuing). You will only have a basic attack and your wits when you start the game. In addition, each stage is timed so you will not only have to beat your enemies, you will also have to beat the clock. The only good news is that if you die, you don't lose any items or upgrades either on your continues or next man. Listed below are the Stages. + +STAGE I. Crossroad (Character : Willow) +* Head right until you get to the bridge. Climb up the cliff and cross the bridge. Go to the end and climb the cliff. +* Open the treasure chest for 200G then head to the left. You will see a couple of stone pedestals and a treasure chest at the end. Go over and collect 100G, then head back to the right. +* At the end of the cliff, drop off and you will be next to a gnome. Time to shop. After you exit the shop, go right across the bridge and you will have to tangle with the Sorcerer. +* After that battle, go right to the treasure chest and collect the Holy Water. Then go down the mountain. +* At the bottom, on a ledge is another gnome. Go chat with him. After you exit the shop, go to the right. Be quick since the rock will sink under your weight. +* Keep going right and at the end you will have to deal with the Devil Dog. + +STAGE II. Cherlindrea's Forest (Character : Madmartigan) +* Go right until you get under a balcony. Jump up and head to the left. Go all the way left to open the treasure chest and get the 200G. +* Go back right and get onto the next balcony (3rd level). Go left to get the next treasure chest of 100G then head right again. +* At the end of the walkway, fall off onto a ledge with a treasure chest to get 100G. Drop down to ground level and head right. +* Enter the shop (press up on the joystick) to do your business. Then exit and head right. +* Go up to the next level then power jump across the two sets of stairs. Continue to climb to the top and go right. +* Jump off the balcony and onto the cart. Your job is to now defend against the soldiers, archers, devil dogs, and eagles dropping rocks. +* After an adventuresome ride, the stage will end. + +STAGE III. Fin Raziel's Island (Character : Willow) +* Go up the cliff and head to the top left to chat with the gnome. After you are done shopping, go back down the cliff and head right. +* Upon the next two terraces are treasure chests. They each contain 100G. Finish climbing the mountain and to your right will be a series of stone pedestals. +* You will have to cross eight pedestals, each at varying heights. In addition, eagles will be around to make your journey that much harder. +* The second to last pedestal will sink down, make sure you jump off it to the next one. That one will sink also so quickly jump off it to the island. It's time to deal with Sergeant Claw. +* After you take care of the good Sergeant, a stone platform will connect the island you're on to the next island to the right. Go all the way to the end and chat with the gnome. +* Hop into the boat and cross the sea. Be ready for a hard fight with the soldiers, archers, and fish. +* At the end, you will tangle with the Wizard. + +STAGE IV. Sorsha's Camp (Character : Madmartigan) +* This stage starts with Madmartigan going up a hill. You will not only have to deal with the soldiers, but also snowballs that are rolling down the hill. At the top of the hill is a gnome. Heed his words about the dragon. +* After chatting with the gnome, you will go downhill again. Open the treasure chest for 100G and proceed right into the cave. At the end is the Dragon. +* After clearing out the dragon, jump up to the next platform and go left. Talk to the gnome. When you exit, continue to head right and jump up on the cave roof. Then power jump left and go to the end. +* You will see a brownie suspended in mid-air. Go over and get him down. From now on, you have an ally who attacks whenever you change the direction you are facing. The brownie's attacks can be quite devastating. +* Go back right and follow along the path. You will pass many tents so be prepared for a big fight with soldiers, spear throwers, and archers. The brownie should greatly help you out. +* Sorsha will be at the end waiting, take her down then jump on the sled with Willow. At the end of this track, make sure you jump to avoid the boulder. + +STAGE V. Tir Asleen Castle (Character : Willow or Madmartigan (some players prefer Willow due to distance attacks)) +* Head right until you get to the wall. Go up to the next level and get the Holy Water from the treasure chest. +* Head left until you get to the gnome. After doing your shopping, head right again and climb up to the next level. +* Go right to the door and press up to enter the next hallway. +* The main danger here are the walls that drop and the soldiers pushing spiked blocks toward your character. You will need to be quick with the trigger finger to get through this hallway. +* At the end of the path, cross the top platforms to reach the gnome in the upper, right corner. +* Go down and around the spiked pits. You will be heading to your left. Collect the 100G from the treasure chest. At the bottom, head right. +* Go across the wooden bridge to tangle with the Two-Headed Dragon. + +STAGE VI. Nockmaar Castle +* Head right. On the 2nd upper platform is a treasure chest containing 100G. Press up at the end of the walkway to enter the door. +* Keep going right and you will encounter another gnome. After chatting with him, you are faced with a pit of spikes. To the right, you will see a small wooden ledge. Timing is the key to this part. You will have five seconds to jump to the next wood ledge to the right. Do this until your reach the other side. +* Again, another bed of spikes awaits you. The ledges exist for about three seconds now. Cross over and you will be in front of two doors. This is the start of the maze. Going through the wrong door puts you at the beginning of the area it connects to. Go through the left door. The right door will put you back through this first area again. +* In this area, you will be cross pits with spiked ceilings that will descend into them. Again, timing is crucial to prevent damage. You will cross over several of these before you reach three doors. Take the left door. The middle door puts you back into the first area and the right door will make you do the second area again. +* The third area consists of two levels. Both are equally dangerous since you have the soldiers pushing the spiked blocks. Due to not have a ranged weapon, you may need to power jump over these guys. Continue to the right and you will encounter four doors. Two on the top and two on the bottom. Take the upper, right door. The upper, left door leads to the second area; the lower, left door leads to the first area; and the lower, right door leads back to the third area. +* You will tangle with Kael to get through this area. Go through the door and you will change over to Willow. +* Climb the platforms in front of you. You may have to power jump on a few since they are too high to just do a regular jump. Watch out for the projectile and axe throwers in this area. At the top platform, chat with the gnome to do your final stocking up. Then go in the door to deal with Bavmorda. + +After you take her down, the credits will roll and your game will be over. + +- STAFF - + +Planners: Kawanorider, Deru-Deru Itoh +Programmers: Yukio Arai (Professor Arai), Kyoko Tomita (Queen Tomita), Yokoyan, Ueyan +Character Designers: Frunky Kazu, Yokota Yokozo (Bakuhatsu Yokozo), Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan +Music Composer: Ogeretu Kun +Hard Designer: Kucchan +Direction: Yoshiki Okamoto (Kihaji Okamoto) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=willow,willowu,willowuo +Arcade Video game published 36 years ago: + +Willow (c) 1989 Capcom USA, Incorporated. + +Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Willow [B-Board 88622B-3]". + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board ID: 89624B-3 + +- UPDATES - + +There is an incorect Japan 'warning' on the first USA releases. Capcom USA soon removed this warning by releasing a new proper revision. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wits +Arcade Video game published 36 years ago: + +Wit's (c) 1989 Visco Corp. + +A game with play much like "Tron"'s Light Cycles game, but with the ability to jump and speed burst. + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 8 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 4 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Developed by Athena Corp. + +Wit's was released in October 1989. + +- STAFF - + +Producer : Sakae Nakamura +Game director : Crazy Tom +Game designers : Crazy Tom, Hironobu Tamai +Composer : Shotaro Sasaki +Manupilater : Kouichi Ishibashi +Programmer : Tom_boy +Character designers : Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi +Sound mixers : Enjoy Sasaki, Tarako Ishibashi +Hardware service : Drunkard Nonaka +Monitor : Sayuri Murakami, Zensack Yamamura + +- PORTS - + +* CONSOLES: +Nintendo Famicom (1990) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wonder3 +Arcade Video game published 34 years ago: + +Wonder 3 (c) 1991 Capcom Company, Limited. + +Wonder 3 is a multi-choice arcade game in which players can choose to play any one of three different, fully self-contained games. The three games are: + +* Midnight Wanderers - Quest for the Chariot +A horizontally-scrolling platform shoot-em-up in which one or two players control two Elves called 'Lou' and 'Siva'. The Elves are tasked with entering the Demon's castle to liberate the legendary Chariot of Light from the evil demon, Gaia. The Elves are initially armed with a relatively low-powered gun, but new more powerful weapons can be found in some of the numerous wooden chests that litter the levels. In addition, many of the game's enemies – and all mid and end-level bosses – drop heart-emblazoned playing cards when killed. Once enough of these cards have been collected, players are awarded an extra life. Some of the wooden chests also contain heart cards. + +* Chariot - Adventure Through the Sky +A horizontally-scrolling shoot-em-up. Chariot is set in the same world as the first game and despite being of a completely different genre, is a direct sequel to it. The two Elves must now fly the rescued 'Chariot of Light' through scrolling enemy-packed levels to defeat the demon Lar and rescue their kidnapped princess. Chariot borrows several gameplay elements from other shoot-em-ups. + +* Don't Pull +An action/puzzle game similar to "Pengo" and Capcom's own "Pirate Ship Higemaru", that involves pushing blocks to crush monsters. + +- TECHNICAL - + +Runs on the "CP System" hardware. +B-Board #: 89625B-1 + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 3 per player. +=> Roosters : [A] Attack, [B] Jump +=> Chariot : [A] Shot, [B] Tail shot +=> Don't Pull : [A] Push Block/Break Block, [B] Push Block/Break Block + +- TRIVIA - + +Wonder 3 was originally released in May 1991 in Japan. It was known there as the 16th video game made for this system. It is known outside Japan as "Three Wonders". + +This game is known outside Japan as "Three Wonders". Here are some known export releases : +"Three Wonders [B-Board 89624B-3]". + +The main character of the action game (Roosters) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes". + +The roar that the bosses make when they die is sampled from 'Return of the Jedi' - it's the bellow that Jabba the Hutt makes when Bib Fortuna rudely awakens him to the arrival of Luke Skywalker in his throne room. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on March 21, 1992. + +- STAFF - + +Game Designer : Udatoshi +Programmer : Koma Chan +Character Designer : Kurisan +B.G. Designer : Kuramoyan +Sound Composer : Masaki Izutani (T. Yomage) +Director : Yoshiki Okamoto (Kihaji Okamoto) + +- PORTS - + +Here is a list of ports released in Japan only. For ports released outside Japan, please see the Export version entry; "Three Wonders [B-Board 89624B-3]" + +* CONSOLES: +[JP] Sony PlayStation (apr.2, 1998) "Wonder 3 [Model SLPS-00927]" +[JP] Sega Saturn (mar.5, 1998) "Wonder 3 [Model T-26107G]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wh2j + +World Heroes 2 Jet (c) 1994 SNK. + +This update of World Heroes 2 introduces two new characters, Ryofu and Jack and 2 new modes of play - the Tournament and the Forging of Warriors. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-064 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Punch, [B] Kick, [C] Challenge + +- TRIVIA - + +Developed by ADK. ADK's name is 'Alpha Denshi Kikaku'. + +Released in April 1994. + +Jack the Ripper is based on the real Jack the Ripper, who brutally murdered and mutilated five prostitutes in London in 1888. +Ryofu is based on the real Lu Bu Fengxian, one of the famous warrior of the Three Kingdoms period. + +Soundtrack releases : +[JP] February 18, 1994 - World Heroes 2 Jet [GSM 1500 Series] [PCCB-00148] +[JP] August 19, 1994 - World Heroes 2 Jet Image Album [PCCB-00160] - Pony Canyon Scitron + +- TIPS AND TRICKS - + +* Endings : World Heroes 2 Jet is a very fun game, but only has 4 different endings available. Here is how to get each of these : +Ending 1 - Beat Zeus in 'Tournament Mode' in the second or third round with 25% of remaining energy or less in your character's lifebar. +Ending 2 - Beat Zeus in 'Tournament Mode' in the second or third round with 75% of remaining energy in your character's lifebar. +Ending 3 - Get a 'Perfect' against Zeus in 'Tournament Mode' in the second or third round (This is the true ending, since the developer's credits will appear only in this one!). +Ending 4 - Defeat 4 opponents in 'The Forging of Warriors Mode' to see this ending. + +* Alternate costume Colors : Press B or C when selecting a character. + +- SERIES - + +1. World Heroes [Model NGM-053] (1992) +2. World Heroes 2 [Model NGM-057] (1993) +3. World Heroes 2 Jet [Model NGM-064] (1994) +4. World Heroes Perfect [Model NGM-090] (1995) + +- STAFF - + +Producer & Planner : Kenji Sawatari +Producer & Director : Akira Ushizawa +Market Research : Yukio Gotoh +System Programmers : Eiji Fukatsu, Makio Chiba +Sound Programmer : Makio Chiba +Design-Tool Programmer : Ryu Hiroyuki +Main Programmers : Tat&MST, E-Chan, Puyo (Toshi) +Editor : Sho +Music & Sound Effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu +Chief Scroll Designers : Kenichi Sakanishi +Scroll Designers : Takashi Egashira, Mitsunari Ishida +Chief Sprite Designer : Hiroyuki Toda +Sprite Designers : Hideyuki Yamada, Muneki Shiraishi, Yokoo, Giga. S, Yasuyuki Sohara, West-Maison, Kazushige Hakamata (K-Hakamata), Yoshiaki Ono +Graphic Designers : Gensan, Rie Mori, Masato Mitsuya +Public Information : K. Fujita, S. Itoo II' +Game Adviser : Tsutomu Maruyama +Executive Producer : Kazuo Arai +Event Produce Take : Koji T. Shimizu, James Steins + +Special Thanks : Rulia 046, H. Ando (K-Fuuma), M. Honda, K. Takada, A. Kawamoto, M. Kamimura, F. Kawazoe, F. Sokabe, S. Miura, F. Miwa, S. Nakano, Endo, Taga, Hiroshi Ohzono, Nogu-P, M. Kosugi, T. Yamazaki + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.10, 1994) "World Heroes 2 Jet [Model NGH-064]" +[US] SNK Neo-Geo AES (june.10, 1994) "World Heroes 2 Jet [Model NGH-064]" +[JP] SNK Neo-Geo CD (nov.11, 1994) "World Heroes 2 Jet [Model ADCD-007]" +[JP] Nintendo Game Boy (feb.24, 1995) "Nettou World Heroes 2 Jet [Model DMG-AWJJ]" +[US] Nintendo Game Boy (aug.??, 1995) "World Heroes 2 Jet [Model DMG-AWJE]" +[EU] Nintendo Game Boy (??? ??, 1995) +[JP] Sony PS2 (oct.18, 2007) "World Heroes Gorgeous [Model SLPS-25782]" +[US] Sony PS2 (mar.11, 2008) "World Heroes Anthology [Model SLUS-21725]" +[AU] Sony PlayStation 2 (sept.25, 2008) "World Heroes Anthology" +[EU] Sony PS2 (nov.7, 2008) "World Heroes Anthology [Model SLES-55233]" +[JP] Sony PS2 (june.18, 2009) "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wh2 + +World Heroes 2 (c) 1993 ADK. + +14 characters and 2 end bosses do battle in normal or death match modes. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-057 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Punch, [B] Kick, [C] Body Slam + +- TRIVIA - + +World Heroes 2 was released in April 1993. + +Captain Kidd is based on the real Captain William Kidd (1645-1701). +Erick is loosely based on Erik the Red. +Mudman is similar to protagonist of Daijiro Morohoshi's "Mud Men" series in Monthly Sh?nen Champion Z?kan. +Ryoko is based on famous real-life judoka Ryoko Tani (formerly Ryoko Tamura). Fighter's History, released in the same year as this game, featured a character with the same basis and name (on a related note). +Shura is based on the legendary Muay Thai hero Nai Khanom Tom. +The last boss of this game was inspired by the character 'Baoh' from the manga of the same name. + +The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8! + +The 'Skinhead' Deathmatch level, like in the first game, does not feature any trap or hazard to look out for, however the loser in this particular ring will get his/her head shaven! :) + +Soundtrack releases: +[JP] June 18, 1993 - World Heroes 2 [GSM 1500 Series] [PCCB-00122] +[JP] Oct. 21, 1993 - World Heroes 2 Image Album [PCCB-00137] + +Literature: +[JP] Sep. 30, 1993 - World Heroes 2 [Gamest Extra No.99] + +- TIPS AND TRICKS - + +* Alternate Costume Colors : Press B button when selecting a character. + +* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy! + +* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though! + +- SERIES - + +1. World Heroes [Model NGM-053] (1992) +2. World Heroes 2 [Model NGM-057] (1993) +3. World Heroes 2 Jet [Model NGM-064] (1994) +4. World Heroes Perfect [Model NGM-090] (1995) + +- STAFF - + +Producer : Kenji Sawatari +Planner : Kenji Sawatari, Yokoo +Director : Akira Ushizawa +Assistant Director : Sho (Y. Ono) +Main Programmers : Tat&MST (Tat.MST), Marbo (Toshi), Wizard Nogup +System Programmers : Eiji Fukatsu, Makio Chiba, E-Chan +Sound Programmer : Makio Chiba +Character Maker : Ryu Hiroyuki +Character Designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Giga. S (R. Nakajima) +Scroll Designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara +Demo Designers : Rie Mori, Koji Fujita, Masato Mitsuya +Music And Sound Effects Composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe +Voice Cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzoh Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Giga. S (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK) +Graphic Adviser : Tsutomu Maruyama +Executive Producer : Kazuo Arai + +Special Guest : Koji T. Shimizu +Special Thanks : Yukio Gotoh, Shinichi Tamura, Hideo Kamoda, Teruaki Shirasawa, Akira IIdaka, Tomoko Oohira + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.4, 1993) "World Heroes 2 [Model ALH-006]" +[US] SNK Neo-Geo AES (june.4, 1993) "World Heroes 2 [Model NGH-057]" +[JP] NEC PC-Engine Super CD-ROM (june.4, 1994) "World Heroes 2 [Model HCD4063]" +[JP] Nintendo Super Famicom (jul.1, 1994) "World Heroes 2 [Model SHVC-JI]" +[US] Nintendo Super NES(sept.1994) +[JP] SNK Neo-Geo CD (apr.14, 1995) "World Heroes 2 [Model ADCD-006]" +[US] SNK Neo-Geo CD (1995) +[JP] Sony PS2 (oct.18, 2007) "World Heroes Gorgeous [Model SLPS-25782]" +[US] Sony PS2 (mar.11, 2008) "World Heroes Anthology [Model SLUS-21725]" +[AU] Sony PlayStation 2 (sept.25, 2008) "World Heroes Anthology" +[EU] Sony PS2 (nov.7, 2008) "World Heroes Anthology [Model SLES-55233]" +[JP] Sony PS2 (june.18, 2009) "NeoGeo Online Collection The Best: World Heroes Gorgeous [Model SLPS-25933]" +[JP] Nintendo Wii [Virtual Console] (nov.15, 2011) + +* COMPUTERS: +FM Towns PC + +- CONTRIBUTE - + +Edit this entry +$end + +$info=whp + +World Heroes Perfect (c) 1995 SNK. + +A new button layout for the final game in the series greets the 16 fighters, 1 hidden fighter and 2 end bosses. + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : [Model NGM-090] + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 4 Mhz) +Sound Chips : Yamaha YM2610 (@ 8 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 4 +=> [A] Weak Punch, [B] Normal Punch, [C] Weak Kick, [D] Normal Kick + +- TRIVIA - + +World Heroes Perfect was released in May 1995. The game was feveloped by ADK. ADK's name is 'Alpha Denshi Kikaku'. + +Son Gokuu is based on the famous mythological character known as Sun Wukong from "Journey to the West". + +Since World Heroes Perfect, ADK games has gone out of business and all intellectual properties and copyrights to the games and characters have passed to SNK Playmore. Hanzo, Fuuma, Mudman and Neo-Dio would then appear in the fighting game "NeoGeo Battle Coliseum" (along with Kisarah from Aggressors of Dark Kombat, also by ADK) as a result. + +Soundtrack Releases : +[JP] July 21, 1995 - World Heroes Perfect [PCCB-00185] - Pony Canyon / Scitron. +[JP] August 19, 1995 - World Heroes Perfect Arrange Sound Trax [PCCB-00188] - Pony Canyon / Scitron. + +- UPDATES - + +In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game. This also occurred in World Heroes 2 Jet. + +- TIPS AND TRICKS - + +* Alternate Costume Colors : Press D button when selecting a character. + +* Play Against Son Gokuu : Get 3 special stage finishes on the each round. If you're done correctly, you will fight Son Gokuu. + +* Play as Son Gokuu : At the character selection screen, Hold C and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Son Gokuu will appear left side of Jack the Ripper. + +* Play as Neo-Dio : At the character selection screen, Hold B and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Neo-Dio will appear right side of Ryofu. + +- SERIES - + +1. World Heroes [Model NGM-053] (1992) +2. World Heroes 2 [Model NGM-057] (1993) +3. World Heroes 2 Jet [Model NGM-064] (1994) +4. World Heroes Perfect [Model NGM-090] (1995) + +- STAFF - + +Producer & Planner : Muneki Shiraishi +Chief Planner : Takashi Hatono +Planner : Ken Kazama +Market Researcher : Yukio Gotoh +System Programmers : Eiji Fukatsu, Makio Chiba +Sound Programmers : Makio Chiba +Design-Tool Programmer : Ryu Hiroyuki +Main Programmers : MKY, Tat&MST, E-Chan, Syd, Maguro +Editor : Kobayan +Music & Sound Effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa +Chief Scroll Designers : Takashi Egashira +Scroll Designers : Hideyuki Kusano, Misako Ohno, Ryonosuke +Chief Sprite Designer : Gensan +Sprite Designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu +Effect Sprite Designer : West-Maison +Chief Demo Designer : M. Yoshikoshi +Demo Designer : G. Aoyagi +Public Information : Tsukasa, Ito, Detchi1 + +* Character Voices : +Event Produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh +Step Action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama +ADK Staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison + +Test Players : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi +Game Adviser : Akira Ushizawa +Special Thanks : Rulia 046 +Executive Producer : Kazuo Arai + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (june.30, 1995, "World Heroes Perfect [Model NGH-090]") +[US] SNK Neo-Geo AES (june.30, 1995, "World Heroes Perfect [Model NGH-090]") +[JP] SNK Neo-Geo CD (jul.21, 1995, "World Heroes Perfect [Model ADCD-009]") +[US] SNK Neo-Geo CD (jul.21, 1995, "World Heroes Perfect [Model ADCD-009E]") +[JP] Sega Saturn (aug.9, 1996, "World Heroes Perfect [Model T-3103G]") +[JP] Sony PS2 (oct.18, 2007, "World Heroes Gorgeous [Model SLPS-25782]") +[US] Sony PS2 (mar.11, 2008, "World Heroes Anthology [Model SLUS-21725]") +Sony PlayStation 2 [AU] (sept.25, 2008, "World Heroes Anthology") +[EU] Sony PS2 (nov.7, 2008, "World Heroes Anthology [Model SLES-55233]") +[JP] Sony PS2 (june.18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]") +[JP] Nintendo Wii [Virtual Console] (jan.11, 2011) +[EU] Nintendo Wii [Virtual Console] (oct.18, 2012) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wh1 + +World Heroes (c) 1992 Alpha Denshi Company, Limited. + +8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-053 + +Players : 2 +Control : 8-way joystick +Buttons : 3 +=> [A] Punch, [B] Kick, [C] Throw + +- TRIVIA - + +World Heroes was released on July 28, 1992. It is Alpha Denshi's first game in the fighting game genre. It was even the last game with the Alpha logo labeled within the game before the developer became ADK; however, the Alpha logo was last used on one of the arcade flyers of its sequel. + +Due to the game's success in the fighting game market, the game was followed by a sequel, World Heroes 2, less than a year later. + +The popular "Death Match" mode (removed from World Heroes 2 Jet and World Heroes Perfect) may have been inspired by the growing popularity of deathmatch style pro-wrestling in Japan at the time which was mostly made famous by Frontier Martial-Arts Wrestling. + +Hanzo is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown"). +Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603). +Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973). +Janne is based on the real Jeanne d'Arc who was burned in 1431. +Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917). +Brocken is loosely based on Rudolph von Stroheim from JoJo's Bizarre Adventure. +Muscle Power is most likely based on the real Hulk Hogan (1953-20XX). +J. Carn is based on the real Genghis Khan (1162-1229). + +The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series. + +The name of the Scientist who invents the time machine in the intro is Dr. Brown which might have been inspired by the character Dr. Emmett L. Brown (a.k.a. Doc) from the Back To The Future movies. + +Soundtrack releases: +[JP] Jan. 21, 1993 - World Heroes [GSM 1500 Series] [PCCB-00106] + +- SERIES - + +1. World Heroes [Model NGM-053] (1992) +2. World Heroes 2 [Model NGM-057] (1993) +3. World Heroes 2 Jet [Model NGM-064] (1994) +4. World Heroes Perfect [Model NGM-090] (1995) + +- STAFF - + +Producer and director : Kenji Sawatari +Planners : Kenji Sawatari, Kimitoshi Yokoo +Main programmers : Tat&MST (Tat), Marbo (Toshi), Yuji Noguchi +System programmers : Eiji Fukatsu, Makio Chiba, E-Chan +Sound programmer : Makio Chiba +Character designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi +Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida +Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe + +Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK) + +- PORTS - + +* CONSOLES: +[JP] SNK Neo-Geo AES (Sep. 11, 1992) "World Heroes [Model NGH-053]" +[JP] Nintendo Super Famicom (1993) "World Heroes [Model SHVC-WZ]" +[JP] Sega Mega Drive (1994) +[JP] SNK Neo-Geo CD (1995) "World Heroes [Model ADCD-005]" +[JP] Nintendo Wii [Virtual Console] (2007) +[JP] Sony PS2 (2007) "World Heroes Gorgeous [Model SLPS-25782]" +[JP] Sony PlayStation 2 (2008) "World Heroes Anthology" +[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]" +[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]" +[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]" +[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" +[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]" +[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" +[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]" +[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]" +[JP] Sony PS2 (2009) "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wwfsstar,wwfsstarj,wwfsstaru7,wwfsstarb,wwfsstaru4,wwfsstaru6,wwfsstarc,wwfsstarb2 +Arcade Video game published 36 years ago: + +WWF Superstars (c) 1989 Technos Japan Corporation. + +A tag-team wrestling game with 6 WWF superstars to choose from. + +- TECHNICAL - + +Game ID : TA-0024 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz) + +Players: Up to 2 +Control per player: 8-Way Joystick +Buttons per player: 2 +=> Punch, Kick + +- TRIVIA - + +WWF Superstars was released in July 1989. + +You can choose from the following 6 wrestlers : Hulk Hogan, Randy 'Macho Man' Savage, The Ultimate Warrior, Hacksaw Jim Duggan, The Big Boss Man and The Honky Tonk Man. If you manage to win the first three games you finally face Andre the Giant and 'The Million Dollar Man' Ted DiBiase. + +Andre and DiBiase have the only submission maneuvers in the game - The Canadian Backbreaker and The Million Dollar Dream Sleeperhold respectively. Both moves do a lot of damage, taking up 5 life squares unless your partner can rescue you from the hold. + +Billy Lee, the main character of the "Double Dragon" series, is visible among the first row of the cheering crowd. + +The game also features appearances from Virgil (the manager of Andre and DiBiase), 'Mean' Gene Okerlund (the announcer) and Miss Elizabeth (1960-2003) who appears in a cut-scene when you win the tag team titles. + +Wrestler's real names : +Hulk Hogan - Terry Gene Bollea +Randy Savage - Randall Mario "Randy" Poffo (1952-2011) +The Ultimate Warrior - Warrior (born James Brian "Jim" Hellwig but legally changed his name to Warrior in 1993) (1959-2014) +'Hacksaw' Jim Duggan - James Edward "Jim" Duggan, Jr. +The Big Boss Man - Raymond W. "Ray" Traylor, Jr. (1962-2004) +Honky Tonk Man - Roy Wayne Farris +Andre The Giant - André René Roussimoff (1946-1993) +Ted DiBiase - Theodore Marvin "Ted" DiBiase, Sr. + +At the time of the game's release, the actual WWF Tag Team Champions were The Brain Busters (Arn Anderson and Tully Blanchard) who are absent from the game. DiBiase and Andre (known as The Mega Bucks), never won the tag teams titles. + +Also at the time of release, 'Ravishing' Rick Rude (1958-1999) was the WWF Intercontinental Champion but he too is absent from the game. + +- UPDATES - + +The US version is slightly different, it has the "Winners Don't Use Drugs" screen. + +Only the Japanese version has stats and a biography of each wrestler during the attract mode. + +- TIPS AND TRICKS - + +* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase. +1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen. +2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite. + +- SERIES - + +1. WWF Superstars [Model TA-0024] (1989) +2. WWF WrestleFest [Model TA-0031] (1991) +3. WWF Superstars 2 (1992, Nintendo Game Boy) + +- STAFF - + +Director: Yoshihisa Kishimoto + +- PORTS - + +* CONSOLES: +Nintendo Game Boy (1991) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=wwfwfest,wwfwfestj,wwfwfestub,wwfwfestk,wwfwfestu,wwfwfestu1 +Arcade Video game published 34 years ago: + +WWF WrestleFest (c) 1991 Technos Japan Corporation. + +10 selectable wrestlers fight in a tag team tournament or take part in the Royal Rumble. + +- TECHNICAL - + +Game ID : TA-0031 + +Main CPU : Motorola 68000 (@ 12 Mhz) +Sound CPU : Zilog Z80 (@ 3.579545 Mhz) +Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz) + +Players : 4 +Control : 8-Way Joystick +Buttons : 2 +=> Punch, Kick + +- TRIVIA - + +WWF Wrestlefest was released in July 1991. + +Also licensed to Tecmo. + +The only WWF Technos game to not feature theme music for any of the individual wrestlers. + +The announcer is Michelle 'Mike' McGuirk, who would sometimes substitute for Howard Finkel, the WWF's longtime ring announcer. McGuirk worked as a ring announcer for the WWF between 1988 and 1993 before she left because, according to her, she refused sexual advances made upon her by WWF owner Vince McMahon. + +The game's announcer incorrectly announces Sergeant Slaughter's finishing move. Slaughter's finishing move (digging a knuckle into the opponent's temple) is announced as a 'Cobra Clutch', whereas that move is called 'The Torture Bar'. A Cobra Clutch looks totally different : DiBiase's Million Dollar Dream is a Cobra Clutch. + +You can beat the Legion of Doom and get their titles via a count-out in the Tag Team portion of the game (Saturday Night's Main Event). This is incorrect : in pro wrestling, a championship only changes hands via a pinfall or a submission. If the champion/champions are counted-out or are disqualified, they lose the match, but they hold on to their titles. + +The rules for the Royal Rumble are not quite correct. In WrestleFest, you can be eliminated by being thrown from the ring, or the traditional means (pin, submission, etc.). This is not correct. Ever since the WWF Royal Rumble started, the rules for elimination have never changed. The ONLY way to be eliminated is to be thrown over the top rope. No pinfalls, no submissions. In fact, the referee should not be in the ring during a Royal Rumble as he remains on the outside of the ring to confirm elimination has occurred. + +Although the rules for the steel cage match has changed over the years, the Steel Cage Matches in WrestleFest are not done correctly, by pro wrestling rules at the time of release. Again, there should not be a referee in the ring and pinfalls or submissions do not count. To win a steel cage match, you must be the first to escape the steel cage... either by breaking the door open and crawling out, or by climbing over the top (in both cases you win when your feet touch the ground first outside the ring). In the present day however, pinfalls do count and a referee is present although you still can win by escaping the cage. + +Crush and Smash are not the original members of Demolition. Crush joined the team in 1990 when Ax (Bill Eadie) suffered from ill health caused by an allergic reaction to shellfish and the WWF wanted to 'hide' his illness on television by adding a third member to the team to make them look stronger. This game was made just as Crush replaced him, but at the time of actual release, Demolition had already broken up. Smash was repackaged as The Repo Man while Crush turned face (good guy) and the 2 feuded for a while. + +Crush and Smash may not be played separately in the tag-team (Saturday Night's Main Event) game. You must pick them both for your tag team, to get either. Of course, you may play either of them in The Royal Rumble. + +You may not play either member of Legion of Doom under any circumstances: they are unavailable to pick for both games (Saturday Night's Main Event and The Royal Rumble). Much like the game's precursor, "WWF Superstars," the champions are reserved for the AI only. + +The real names of the wrestlers: +Hulk Hogan: Terry Bollea (1953) +The Ultimate Warrior: James Hellwig (1959-2014) +The Big Boss Man: Ray Traylor (1962-2004) +Earthquake: John Tenta (1963-2006) +Sergeant Slaughter: Robert Remus (1948) +The Million Dollar Man: Ted DiBiase (1954) +Jake The Snake: Aurelian Smith (1955) +Mr. Perfect: Curt Hennig (1958-2003) +Smash of Demolition: Barry Darsow (1959) +Crush of Demolition: Brian Adams (1964-2007) +Hawk of LOD: Michael Hegstrand (1957-2003) +Animal of LOD: Joe Laurinaitis (1960-2020) + +Each superstar has a trademark hold that can be done when your opponent's energy is low. +Hulk Hogan : Legdrop Off The Ropes +Ultimate Warrior : Gorilla Press +Big Boss Man : The Boss Man Slam +Earthquake : Earthquake Vertical Splash +Sergeant Slaughter : Cobra Clutch +Ted DiBiase : The Million Dollar Dream +Jake The Snake Roberts : The DDT +Mr. Perfect : Perfect-Plex +Smash of Demolition : Suplex +Crush of Demolition : Back Breaker +Hawk of LOD : Clothesline Off The Rope Turnbuckle +Animal of LOD : Clothesline Off The Rope Turnbuckle + +At the time of the game's release, the actual WWF Tag Team Champions were The Nasty Boys (Brian Knobbs and Jerry Sags) who are absent from the game, although the Legion of Doom would defeat the Nasties to claim their first WWF Tag Team Titles one month later at Summerslam 1991. + +- UPDATES - + +The US version is slightly different, it has the "Winners Don't Use Drugs" screen. + +- SERIES - + +1. WWF Superstars [Model TA-0024] (1989) +2. WWF WrestleFest [Model TA-0031] (1991) +3. WWF Superstars 2 (1992, Nintendo Game Boy) + +- STAFF - + +Character Designers: Hiroshi Shibata, Koji Sakuma, Michiaki Ishida, Makoto Shirai, Toru Tsuboya, Koji Minagawa +Character Design Assist: Koji Ogata +B.G. Designers: Takehisa Izumiyama, Toshiyuki Osumi +Programmers: Tatsumi Saito, Isamu Kanakubo, Genei Fukuhara, Teruhiro Maeda, Naritaka Nishimura +Hardware: Kenji Nishikawa +Editors: Hiroshi Sato, Ai Onoe, Yasuhiro Ohi +Sound Programmer: Yoshihiro Kameoka +Director: Shinichi Saito +Producer: Kunio Taki + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmcota,xmcotar1,xmcotar1d,xmcotau +Capcom CPS-II cart. published 31 years ago: + +X-Men - Children of the Atom (c) 1994 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board revisions : + +REVISION 1: +* Build date: 950105 +* US and EUROPE releases. + +REVISION 2: +* Build date: 950331 +* EUROPE release. + +- PORTS - + +(North American and European ports only) + +* CONSOLES: +[EU] Sega Saturn (1996) "X-Men - Children of the Atom [Model T-8108H-50]" +[US] Sega Saturn (1996) "X-Men - Children of the Atom [Model T-8108H]" +[EU] Sony PlayStation (1998) "X-Men - Children of the Atom [Model SLES-00198]" +[US] Sony PlayStation (feb.1998) "X-Men - Children of the Atom [Model SLUS-00044]" + +* COMPUTERS: +PC [MS-DOS] [US] (may.31, 1997) +PC [MS-DOS] [EU] (1997) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmcotaj1,xmcotaj,xmcotaj2,xmcotaj3 +Capcom CPS-II cart. published 31 years ago: + +X-Men - Children of the Atom (c) 1994 Capcom Company, Limited. + +X-Men: Children of the Atom is a one-on-one fighting game based around the Marvel comics characters. Released around the time of the mid-1990s X-Men animated series of the same name, the game's plot is based on the "Fatal Attractions" story arc from the comics as players control one of the X-Men or their enemies in their fight against the villain Magneto. + +Players can choose between one of six X-Men members or four of their enemies (for a total of ten selectable characters) and proceed to compete in a series of best-two-out-of-three bouts, before battling Juggernaut and then Magneto himself. + +The player has an X-Power gauge (similar to the Super Combo gauge in "Super Street Fighter II Turbo" and the Special gauge in "Darkstalkers") that builds as the player performs regular or special moves. X-Power gauge starts at Level 1 and reaches Level 2 when it becomes half-full, at which point an Aura will begin to surround the player's character until it becomes full and reaches MAX level. Players can then perform an "X-Ability", which consumes a small portion of the X-Power gauge, or a "Hyper X", which consumes a greater portion of the same gauge. Breaking one's fall from a throw or performing a counter-throw will also consume a portion of the X-Power gauge when performed. + +Other features introduced in this game include Super Jumps, the ability to roll away or towards an opponent after falling, the ability to determine the aim of a projectile move (such as Cyclops' optic blasts) and the ability to pursue an opponent after performing a throwing attack for additional attacks. + +After selecting a character, the player can choose between manual or automatic blocking. By selecting to automatically block attacks, some features will not be available during gameplay. + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. +=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce) +=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse) + +- TRIVIA - + +X-Men COTA was released in December 1994 in the Japanese arcades. It was known there as the 8th video game released for the CPS2 hardware. + +Known export releases: +"X-Men - Children of the Atom [Blue Board]" +"X-Men - Children of the Atom [Grey Board]" +"X-Men - Children of the Atom [Orange Board]" + +A special 'Rent' version is known to exists as "X-Men - Children of the Atom [Yellow Board]". + +It is the first fighting game produced by Capcom using characters under license from Marvel Comics, widely praised for its faithfulness in capturing the spirit of its namesake comics, by using colorful animation and voice actors (see Staff section for more information) from the 'X-Men' animated series. + +All characters are coming from Marvel comic books (except Akuma) : +Akuma ('Gouki' in Japan) - "Super Street Fighter II Turbo" (Super Street Fighter II X - Grand Master Challenge" in Japan) +Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1 +Cyclops (aka Scott Summers) - X-Men #1 +Juggernaut (aka Cain Marko) - X-Men #12 +Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1 +Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 +Omega Red (aka Arkady Rossovich) - X-Men #4 +Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2 +Sentinel - Uncanny X-Men #14 +Silver Samurai (aka Kenichiro Harada) - Daredevil #111 +Spiral (aka Rita Ricochet) - Longshot #1 +Storm (aka Ororo Munroe) - Giant Size X-Men #1 +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + +Unlike previous incarnations of X-Men video games, X-Men - Children of the Atom also allowed players to helm popular X-Men villains, such as Omega Red; the mutant hunting android Sentinel; Spiral, lackey of Mojo; and Silver Samurai. Also, because this game was released around the same time as "Super Street Fighter II Turbo", programmers also included Akuma (see Tips And Tricks section for more information). + +The game, along with SSFII Turbo, is considered as one of the first fighting games to popularize the now often-used ideas of 'Super Jumps', 'Super Combos', and 'Tech. Hit', which meant that an attempted grab or throw had been negated by the opponent. Furthermore, the game was the precursor to the Capcom 'Vs. series', with elements and characters from this game having been combined with "Street Fighter Alpha - Warriors' Dreams" to create "X-Men vs. Street Fighter". + +Sony Records released a limited-edition soundtrack album (X-Men Arcade Game Track - SRCL-3120) on March 24, 1995. + +- UPDATES - + +Green Board revisions : + +REVISION 1 : +* Software version : 1.00. +* Build date : 941208 + +REVISION 2 : +* Software version : 2.00. +* Build date : 941217 + +REVISION 3 : +* Software version : 2.10. +* Build date : 941219 + +REVISION 4 : +* Software version : 3.00 +* Build date : 950105 + +- TIPS AND TRICKS - + +* Play as Akuma (Player 1) : Highlight Spiral and wait 3 seconds, then move without stopping through : Silver Samurai, Psylocke, Colossus, Iceman, Colossus, Cyclops, Wolverine, Omega Red and stop on Silver Samurai. Wait 3 seconds there and press and hold : LK+HP+HK. + +* Play as Akuma (Player 2) : Highlight Storm and wait 3 seconds, then move without stopping through : Cyclops, Colossus, Iceman, the Sentinel, Omega Red, Wolverine, Psylocke, Silver Samurai and stop on Spiral. Wait 3 seconds there, then press and hold : LK+HP+HK. + +* Play as Juggernaut (Player 1 and 2) : Input Akuma code, then after the battle press Up/Left TWICE and you should see Juggernaut's face. + +* Play against Akuma : You must use 'manual block' and win every match without continuing. Defeat your opponents two rounds in a row (don't lose a round), having 'first attack' on each round. You must also win the final round of each battle with your Hyper-X. + +* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character. + +- STAFF - + +Game Planners : Akira Nishitani (Nin), Noritaka Funamizu (Poo), Hiratou K-Suke (X68K), Kiyo, Fuji, Tomita Otouto +Programmers : Aoi-Tokimeki, Tarabar Hori (Tarabar - Black), K. Nishi-Man, Sailor-Ponkichi, O.G.T. -Iron Liver, Mo Suzuki-Memorial, Min-T3, Hard. Yas (-466P+K-), Kaw. Hiroshima +Object Designers : Satoru Yamashita, Ino, Kuriotoko, Yue, Minobe Hiroaki (Minobe), M. Nakatani, Ari, Eripyon. N, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjiro, Sagat, Ta, Jun Matsumura (26), Hitoshi Nishio (Vip. T2), G. Kamina, Ushi, H. Yoshino, Eiji, Naoki Fukuda, H.S, Manish, Shinya Kitamura +Scroll Designers : Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko. O, Hiroko. N, Iwai, Kisabon, RK +Music Composers : Takayuki Iwai (Anarchy Takapon), Syun Nishigaki, Hideki Okugawa (Hideki Ok), Isao Abe (Oyaji) +Sound Designers : Hiroaki Kondo (X68K), Toshio Kajino + +* Voice Actors : +Psylocke, Storm, Spiral : Catherine Disher +Cyclops : Norman Spencer +Wolverine : Cathal J. Dodd +Beast : George Buza +Colossus, Iceman, Sentinel : Dan Hennessey +Silver Samurai : Yasushi Ikeda (Ike-Bomb) +Omega Red : Len Doncheff +Juggernaut : Rick Bennett +Magneto : Lorne Kennedy + +Special Thanks : Alex Jimenez, Eric Luther, Phillip Reed, Mark Ericsson, Dana Morshed, Mike Thomas, John Conroy, Paul T. Takaki, Kumino Asakura, Takuya Shiraiwa (Mr. Shiraiwa) + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (nov.22, 1995) "X-Men - Children of the Atom [Model T-1203G]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmcotaa,xmcotaar1,xmcotaar2 +Capcom CPS-II cart. published 31 years ago: + +X-Men - Children of the Atom (c) 1994 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 941217 + +REVISION 2: +* Build date: 950105 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmcotah,xmcotahr1 +Capcom CPS-II cart. published 31 years ago: + +X-Men - Children of the Atom (c) 1994 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men - Children of the Atom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- UPDATES - + +Orange Board revisions : + +REVISION 1: +* Build date: 950105 + +REVISION 2: +* Build date: 950331 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmcotajr +Capcom CPS-II cart. published 31 years ago: + +X-Men - Children of the Atom (c) 1994 Capcom Company, Limited. + +Japanese special 'Rent' version. For more information about the game itself, please see the first public release entry; "X-Men - Children of the Atom [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Yellow Board [Rent version] + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmvsf,xmvsfr1,xmvsfu,xmvsfur1,xmvsfu1d,xmvsfur2 +Capcom CPS-II cart. published 29 years ago: + +X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited. + +North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Blue Board [USA & Europe] + +- UPDATES - + +Blue Board releases: + +REVISION 1: +* Build date: 960910 +* US and EUROPE releases +* Version 1 + +REVISION 2: +* Build date: 961004 +* US and EUROPE releases +* Version 2 + +REVISION 3: +* Build date: 961023 +* US release +* Version 3 + +- PORTS - + +* CONSOLES: +[US] Sony PlayStation (1998) "X-Men vs. Street Fighter [Model SLUS-00627]" +[EU] Sony PlayStation (nov.1998) "X-Men vs. Street Fighter [Model SLES-01247]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmvsfj,xmvsfjr1,xmvsfjr2,xmvsfjr3,xmvsfjr4 +Capcom CPS-II cart. published 29 years ago: + +X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited. + +X-Men vs. Street Fighter is a one-on-one beat-em-up for one or two players and is Capcom's third fighting game to feature Marvel Comics characters, with characters from Marvel's X-Men franchise being pitted against the cast from Capcom's own Street Fighter series. + +The game uses a system similar to the style developed in "Marvel Super Heroes" and adds the tag team gameplay feature. Instead of the usual best-two-out-of-three round format, the game's matches consist of two-on-two battles between tag teams. The player controls one character at a time, while the other waits off-screen. The starting character can tag the waiting one in at any time by hitting the Hard Punch and Hard Kick buttons, which activates the 'Variable Attack'; the tag partner will jump in with an attack and taunt briefly. + +During their taunt, they are vulnerable to counter-attack. The dormant character will be able to recover a portion of their vitality, while the current character is fighting. If one character loses all of their vitality, then the tag partner will automatically come to play. A match is over when both members of a team are defeated or if the timer on the match clock reaches zero. + +There are other ways to bring the character's partner in; the "Variable Counter", which replaces the Infinity Counter of Marvel Super Heroes, breaks the player's guard to bring the teammate in with a counterattack at the cost of a level of super meter. Also, the "Variable Combination" is a two-character Hyper Combo (the super moves featured in the game) which costs two levels, and will switch the player's current character as long as neither character gets hit during their Hyper Combos. + +The X-Men characters come largely unchanged from "X-Men: Children of the Atom" and "Marvel Super Heroes", while three characters new to the series are introduced in the form of Rogue, Gambit and Sabretooth. The Street Fighter characters use their "Street Fighter Alpha 2" forms, although their special moves were given upgrades to match the larger-than-life atmosphere of the Marvel games (for example, Ryu's Hadouken is much larger than it is in other games). + +This game marks the first appearance of 'Shadaloo' depiction of Cammy, who would reappear in the console versions of "Street Fighter Alpha 2 Gold", as well as in "Street Fighter Alpha 3". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Green Board [Japan] + +Players: Up to 2. +Control: 8-way joystick per player. +Buttons: 6 per player. += > [1] LP, [2] MP, [3] HP += > [4] LK, [5] MK, [6] HK + +- TRIVIA - + +In August 1996, a prototype of the game was being tested at several arcades across the countries. One difference in this prototype is that Gambit has a different coat color, and his hair is much lighter. The left sleeve of Gambit's coat is white. This was possibly a graphics problem and was fixed in the final version. + +X-Men vs. Street Fighter was released in September 1996 in Japan. It was known there as the 20th video game released for the CPS2 hardware. + +Known export releases: +"X-Men vs. Street Fighter [Blue Board]" +"X-Men vs. Street Fighter [Grey Board]" +"X-Men vs. Street Fighter [Orange Board]" +"X-Men vs. Street Fighter [Pink Board]" + +9 characters are coming from Marvel comic books, followed by their first appearance : +Apocalypse (aka En Sabah Nur) - X-Factor #5 +Cyclops (aka Scott Summers) - X-Men #1 +Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266 +Juggernaut (aka Cain Marko) - X-Men #12 +Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1 +Rogue - Avengers Annual #10 +Sabretooth (aka Victor Creed) - Iron Fist #14 +Storm (aka Ororo Munroe) - Giant Size X-Men #1 +Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180 + +9 other characters come from several Street Fighter games : +Akuma ('Gouki' in Japan) - "Super Street Fighter II X - Grand Master Challege" in Japan; "Super Street Fighter II Turbo" in all other regions. +Cammy - "Super Street Fighter II - The New Challengers" +Charlie ('Nash' in Japan) - "Street Fighter Alpha - Warriors' Dreams" in the United States, Canada, and Europe; "Street Fighter Zero" in Japan, Southeast Asia, Brazil, and Hispanic regions +Chun-Li - "Street Fighter II - The World Warrior" +Dhalsim - "Street Fighter II - The World Warrior" +Ken Masters - "Street Fighter" +Major Bison ('Vega' in Japan) - "Street Fighter II - The World Warrior" +Ryu - "Street Fighter" +Zangief - "Street Fighter II - The World Warrior" + +In the game, teams are preselected and the player never encounter random teams. Here are the different teams the player will fight against : +* Cyclops and Ryu +* Zangief and Juggernaut +* Storm and Charlie +* Dhalsim and Sabretooth +* Rogue and Chun-Li +* Bison and Magneto +* Gambit and Ken +* Wolverine and Cammy + +Akuma is outside the teams as he is an hidden character (see 'Tips and Tricks' section). After defeating six of these teams, the player's team fights Apocalypse himself! In the end, the character who defeated Apocalypse remains under player control and the other one is the ultimate opponent for the one-on-one final battle. + +Blanka (of "Street Fighter II - The World Warrior" fame) can be seen hanging out within the background in the 'Death Valley' stage. + +Clarence E. Leung holds the official record for this game, on level 5-expert setting, with 2098100 points on March 16, 1999. + +Soundtrack releases : +X-Men vs. Street Fighter [Victor Entertainment - VICL-2176 - November 21, 1996] + +- UPDATES - + +Capcom released 3 different revisions of this game in the arcades, and they all have differences: + +Version 1 : +* Ryu and Akuma can recover from their hop kick in mid-air. +* Ryu's "Hurricane Super" can push the opposing player down, allowing the player to recover. + +Version 2 : +* Ryu and Akuma can not recover from their hop kick +* Sabretooth's jumping Infinite is a little more difficult to time. +* Dhalsim is no longer able to do a "Yoga Drill" the instant he leaves the floor. He actually has to jump a small distance before the Drill will come out. +* Ryu's "Hurricane Super" pushes the opposing player up rather than down. + +Version 3 : +* In this version, Capcom removed all of the Infinites they knew of. And some combos have also been removed. + +Green Board releases : + +REVISION 1: +* Build date: 960909 +* Version 1 + +REVISION 2: +* Build date: 960910 +* Version 1 + +REVISION 3: +* Build date: 961004 +* Version 2 + +REVISION 4: +* Build date: 961023 +* Version 3 + +- TIPS AND TRICKS - + +* Play as Akuma : At the character select screen, highlight Magneto or Juggernaut or Dhalsim or Bison and press Up. + +* Play as Alpha Chun Li : At the character select screen, highlight Chun Li, hold the Start button and press any action button. + +* Play as the Same Character : Enter the random selection code and if you can make it stop on the highlighted character, the highlight will remain there, enabling you to select the same character twice. This does some strange things to the life bars, so be careful. It may also screw up the palette for one of the characters on the selection grid, but this will not effect game play. + +* Alternate Costume Colors : Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume. + +* Random Fighter : At the character select screen, press and hold left or right for 3 seconds. Note : You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter. + +* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character. + +* Rogue's Additional Winning Pose : After you beat an opponent with Rogue, hold all three punches or kicks before she does her normal win pose (If done correctly, Rogue will turn around and say 'TA-DA!'). + +* In-game tip messages (These are all the tip messages that randomly appear when the player loses) : + +1) HP+HK simultaneously for the Cross-over Attack! You can switch your character at any time! + +2) Push LP+MP+HP while guarding for the Advancing Guard. Push the opponent back! + +3) When Air Combo starts to move hits the opponent, put the lever Up to chase him and execute a combo! + +4) Create a quick combo when fighting in the air! Switch your character when vitality is low! + +5) Back, Back/Down, Down, P before landing for the safe fall! Outsmart your opponent! + +6) By charging the gauge past level one, you can do a Hyper Combo! Make a comeback! + +7) Enter Down, Up or LK+MK+HK for a Super Jump! You can attack indefinitely while doing a Super Jump! + +8) Back, Back/Down, Down, HP+HK while guarding for the Counter! Your partner will assist you. + +9) When Level 2 or higher, enter Down, Forward/Down, Forward, HP+HK for the cross-over Combination move! + +10) Vitality recovers slowly while you're resting. When grabbed, enter Forward MP(HP) immediately! + +11) You'll escape from the throw move! Forward, Forward or LP+MP+HP for the forward dash! + +12) Get into the striking distance at once! X-MEN VS STREET FIGHTER COMING SOON + +- SERIES - + +Note: also called the 'Capcom vs.' series. + +1. X-Men vs. Street Fighter [Green Board] (1996) +2. Marvel Super Heroes vs. Street Fighter [Green Board] (1997) +3. Marvel vs. Capcom - Clash of Super Heroes [Green Board] (1998) +4. Marvel vs. Capcom 2 - New Age of Heroes (2000) +5. Marvel vs. Capcom 3 (2011) + +- STAFF - + +Planner : Atsushi Tomita +Assistants : Takayoshi Terada, Moriyoshi Teruya +Programmers : Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide +Character Designer : Akira Yasuda (Akiman) +Title Designer : Shoei +Object Designers : Minobe Hiroaki!, Rie Satou, Masanori Kondo, Kanako Takami, Miwaringo, Yosinori Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R. Naoi, Kako, Narancha, Shin, Ikusan Z (Ikusan), Kurose, G. Kamina, Kohichi Kikutani, Tomohiko Ohsumi +Scroll Designers : Chika Iwai (Iwai), Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuke, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani ('Isukesani20%'), Manga-Chop +Music Composer & Arranges : Yuki Iwai, Yuko K. Takehara (Yuko Kadota) +Sound & Voice Designers : Hiroaki Kondo (X68K), Takeshi Kitamura (Moe. T) +Producer : Tetsuya Iijima +General Producer : Noritaka Funamizu (Poo) + +* Voice Actors : +Cyclops : Norman Spencer +Wolverine : Cathal J. Dodd +Storm : Catherine Disher +Rogue : Lenore Zann +Gambit : Tony Daniels +Sabretooth : Don Francks +Juggernaut : Rick Bennett +Magneto, Apocalypse, Announcer : Lorne Kennedy +Ryu : Katashi Ishizuka +Cammy : Susan Hart +Ken Masters : Tetsuya Iwanaga +Chun-Li : Yuko Miyamura +Charlie : Toshiyuki Morikawa +Dhalsim : Yoshiharu Yamada +Zangief : Wataru Takagi +M. Bison, Akuma : Tomomichi Nishimura + +Special Thanks To : Sakomizu, Adviser Akitomo, Takuya Shiraiwa, Erik Suzuki, Kinu Nishimura, Jesus Rodriguez Bueno, Harumi Yamashita, Dana Moreshead, Alison Stroll, Rita Rokos, Darryl Williams, Marcello Fortino, David Alex Stinson, Joseph Calamari, Satoshi Ise + +- PORTS - + +* CONSOLES: +[JP] Sega Saturn (nov.27, 1997) "X-Men vs. Street Fighter [Model T-1226G]" +[JP] Sony PlayStation (feb.26, 1998) "X-Men vs. Street Fighter EX Edition [Model SLPS-01284]" +[JP] Sega Saturn (apr.16, 1998) "X-Men vs. Street Fighter [Model T-1227G]" + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmvsfa,xmvsfar1,xmvsfar2,xmvsfar3 +Capcom CPS-II cart. published 29 years ago: + +X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited. + +Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Grey Board [Asia] + +- UPDATES - + +Grey Board revisions : + +REVISION 1: +* Build date: 960910 +* Version 1 + +REVISION 2: +* Build date: 960919 +* Version 1 + +REVISION 3: +* Build date: 961004 +* Version 2 + +REVISION 4: +* Build date: 961023 +* Version 3 + +- PORTS - + +* COMPUTERS: +PC [MS Windows, CD-ROM] [KO] (2002) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmvsfh +Capcom CPS-II cart. published 29 years ago: + +X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited. + +South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Orange Board [South America] + +- UPDATES - + +Orange Board release: + +REVISION 1: +* Build date: 961004 +* Version 2 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=xmvsfb +Capcom CPS-II cart. published 29 years ago: + +X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited. + +Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]". + +- TECHNICAL - + +Runs on the "CP System II" hardware. +Pink Board [Brazil] + +- UPDATES - + +Pink Board revision: + +REVISION 1: +* Build date: 961023 +* Version 3 + +- CONTRIBUTE - + +Edit this entry +$end + +$info=yuyugogo +Arcade Video game published 34 years ago: + +Yuuyu no Quiz de Go! Go! (c) 1991 Taito. + +- TECHNICAL - + +Runs on the "Taito F2 System" hardware. + +Prom Stickers : C83 + +Players : 2 +Buttons : 5 + +- TRIVIA - + +Released in March 1991. + +The title of this game translates from Japanese as 'Leisure Quiz de Go! Go!'. + +Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999. + +- STAFF - + +Music composed by : Tamayo Kawamoto (Ray) + +- PORTS - + +* CONSOLES: +Super NES (1992) + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zerowing,zerowing1 +Arcade Video game published 36 years ago: + +Zero Wing (c) 1989 Toaplan. + +- TECHNICAL - + +Game ID : TP-015 + +Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz) +Sound Chips : YM3812 (@ 3.5 Mhz) + +Players : 2 +Control : 8-way joystick +Buttons : 2 + +- TRIVIA - + +Released in September 1989 in Japan. + +Zero Wing was created by most of the same team that previously worked on several projects at Toaplan, with members of the development staff recounting its history through various Japanese publications. + +Uemura stated that Zero Wing originally started as a project not intended for commercial launch to train new recruits at Toaplan, handling training for new hires while using his work and engine from Hellfire before ultimately deciding with releasing the game to the market, which made it a more practical learning experience for the new developers. However, Uemura felt that both stage design and characters were cobbled together, leading the game's world being kind of a mess and he also stated the project turned into a battle royale, as staff from both Hellfire and Truxton were mixed with the new recruits. + +Sound also proved to be very divisive as Uemura, Yuge and Tomizawa wrote several songs for the game with their own individual styles, though Uemura claimed this was due to dividing the work, while Yuge stated he would go to rest and drink after being stuck when composing for the title during work hours. + +Due to being a training project, Uemura stated the team had freedom to just fool around and several features were integrated into the title such as warps, which was taken from Slap Fight. Uemura also revealed that the reason for enemies spawning suicide bullets during loops of higher difficulty was in response to hardware limitations regarding sprites. + +Both the single-player and co-op versions were also planned from the beginning of development due to pressure to make two-player games at the time. + +The alien Pipiru was designed by Ogiwara, though Uemura claimed such character was not planned. + +Zero Wing was the last horizontal shoot'em up title to be developed by Toaplan. + +Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Zero King - PCCB-00001) on 21/09/1989. + +- TIPS AND TRICKS - + +* Hidden Functions: If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start. + +- STAFF - + +Producer: Toshiaki Ota +Designers: Sanae Nito, Yuko Tataka +Programmer: Hiroaki Furukawa +Artists: Miho Hayashi, Naoki Ogiwara, Shintaro Nakaoka +Musics & sounds: Tatsuya Uemura, Toshiaki Tomisawa, Masahiro Yuge + +- PORTS - + +* CONSOLES: +Sega Mega Drive (1991, "Zero Wing [Model T-40023]") +NEC PC-Engine CD (1992, "Zero Wing [Model NXCD1003]") + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zerozone +Arcade Video game published 32 years ago: + +Zero Zone (c) 1993 Comad Industry Company, Limited. + +A risque version of "Columns". + +- TECHNICAL - + +Main CPU : Motorola 68000 (@ 10 Mhz) +Sound CPU : Zilog Z80 (@ 1 Mhz) +Sound Chips : OKI6295 (@ 8 Khz) + +Players : 2 +Control : 4-way joystick +Buttons : 3 + +- TRIVIA - + +This game shares the music with "Las Vegas Girl - Girl '94", another Comad game. + +The samples 'Welcome' and 'You suck!' (originally 'You die!') were ripped from Data East's "Sly Spy". + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zingzip,zingzipbl +Arcade Video game published 33 years ago: + +Zing Zing Zip - The Shooting (c) 1992 Allumer, Limited. + +A vertically scrolling shooter where you control a plane to shoot larger planes, tanks and trains. + +- TECHNICAL - + +Runs on the Seta 1st Generation System Hardware. + +Game ID : UY + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Screen Orientation : Vertical +Video Resolution : 384 x 240 Pixels. +Screen Refresh : 60.00 Hz +Palette Colors : 5120 + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> Shoot, Bomb + +- TRIVIA - + +Zing Zing Zip was released in September 1992. + +Licensed to Tecmo. + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zombraid,zombraidp,zombraidpj +Arcade Video game published 30 years ago: + +Zombie Raid (c) 1995 American Sammy. + +Welcome to the extraordinary world of Zombie Raid. Players use specially designed sawed-off shotguns with pump action reload to fight their way through the graveyard, through castles and dungeons and even through the mad scientist's laboratory. Battle all kinds of ghastly creatures, like zombies and other frightful beings. You may feel like you're lost in a horror movie! + +A myriad of secrets have been programmed into the game for added dimension. Can you discover how to get extra life? Can you find a way to escape the forces? Can you defeat the evil? The challenges are endless! + +- TECHNICAL - + +Cabinet dimensions : 76'' High x 41'' Deep x 31'' Wide. +Cabinet weight : 400 lbs. +Monitor : 25''. + +Game ID : P0-122A (SZR-001) + +Main CPU : Motorola 68000 (@ 16 Mhz) +Sound Chips : X1-010 (@ 16 Mhz) + +Players : 2 +Control : lightgun +Buttons : 2 (SHOOT, RELOAD) + +- TRIVIA - + +Zombie Raid was released in September 1995 in USA and Japan. + +- TIPS AND TRICKS - + +* Crystal Codes: +Level 2: The Crystal Code is posted at the end of the level, on the 2 pillars framing the wrought iron gate (below the head with the horns). +Level 3: At end of level is elevator with zombies, after kill ALL elevator's zombies Red Crystal appear on screen. +Level 4: The Blue Crystal is hidden in a statuette on a pillar (the statuette resembles the level 2 famous head with the horns). +Level 5: The Green Crystal is obtained at the end of the level by killing the 2-heads monster. + +To fight the final boss, the Crystal Codes seen on level 2 should be inserted : Red, Green, Blue - if not it is assured death. + +In game are secret entrances where you will find special items: +1. At end of first graveyard is grave with your initials, behind this grave is tree and 'man with gun'. Shoot to this tree over 'man with gun' when screen move up. If you shot in right place on tree secret entrance will appear. In this secret entrance are items : +- LIGHTNING: lightning weapon. +- CRUCIFIX: restore full energy when you lost all energy. Item can be used once (automatic). + +2. In mission 3 when you enter to area after door opened by hidden lever, screen will move first to left, next to right. On left side one pillar is fault. Shot to this place where pillar should be - secret entrance will open. In this secret entrance are: +- SCOPE: crosshair. +- BOMB: bomb icon will appear in left-upper corner. Shot it and whole screen explode. Item can be used once. + +3. Again in mission 3, immediately after elevator shot to the wall right to the pillar. Secret entrance will open. In this secret entrance are items: +- AMMOx2: auto-reload. Now you can use fire button only, gun will reload automatically. +- BLUE POTION: extra life + +In game are more secret entrances but where ? + +Some extra shots: +1. Shot to the second well on mission 3 using shotgun weapon - ghostbusters ghost will appear in the well. +2. When you shot to the ground using right weapon (not lightning) flowers will appear. When you shot 3 flowers then a butterfly will appear on screen, shoot the butterfly, it gives extra items. +3. On first graveyard are black cats, when you kill cat he give extra energy. +4. In mission 3 when sewers end and screen move up and stop then shot to the center in middle wall - secret lever will appear. When you trigger this lever on screen will appear clown on cycle - no idea for what. + +Use FIRE weapon and you will easy finish game. + +- STAFF - + +Producer : Onijust (ONJ) +Programmers : Tomohiro Takahashi (TOM), Hiroaki Murase (MRS) +Graphic design : Isao Suwa (SUW), Ujita in U.S.A. (UJI), Noriyo Antako +Sound designer : Brian Schmidt +Game designer : George Matono +Executive producer : Yoshi Suzuki +Supervisors : Jim Miskell, Rick Rochetti +Technical supervisor : Kiyo Nishimura +Technical assistance : Gen Ozeki +Production coordinaor : Brad Faris +Cabinet coordinator : Pat O'Brien +Cabient designer : Tom Lenick +Artwork designer : Paul Faris +Electrical supervisor : John Jaron +Supervising engineer : Dave Pallotto +Mechanic coordinator : James Perales +Mechanic engineer : Bob Paneck +Game adviser : Dave Cane +Creature sound effects : Fred Young + +- CONTRIBUTE - + +Edit this entry +$end + +$info=zupapa + +Zupapa! (c) 2001 SNK [Shin Nihon Kikaku]. + +In this whimsical action game, you take control of an uber cute, long-eared, boxing-gloves wearing hero and his 4 little sidekicks (called 'Zooks' by the way!) in order to tackle colorful yet dangerous enemies in fun looking worlds such as Nightmare Land, Circus Land, Toy Land, Jungle Land, Dino Land, Japan Land, Sci-fi Land, Dragon Land & Virtual Land! Features very colorful graphics, nicely animated characters, fun bonus stages to mix things up and a simple yet really catchy soundtrack! Grab a friend for some truly awesome platforming fun! + +- TECHNICAL - + +Runs on the SNK "Neo-Geo MVS" hardware. +Game ID : NGM-070 + +Players : 2 +Control : 8-Way Joystick +Buttons : 2 +=> [A] Punch/Toss Zooks, [B] Jump + +- TRIVIA - + +This game runs on the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console. + +On February 22, 1994, SNK third party developer Face debuted Zupapa at the AOU Show in Japan, however the game was released by SNK for its MVS system in 2001. That is the reason the game was long thought to be a prototype-only title! So far, this is the only NeoGeo un-released prototype game that finally saw an actual official release. + +The game was finally released a few months after the 'success' of "Nightmare in the Dark" (because they are very similar, only graphics and levels change). They are so close that some players consider that Nightmare in the Dark is the adult version of the game (with dark graphics) and Zupapa the children version (with its cute animations). + +This is one of the very few Neo Geo games that does not show the names of its developers at the ending, it also deems this title as Episode 1 but chances of a sequel are next to none! Too bad... :( + +Default highscore table (RANKING) : +RANK NAME SCORE +1st KAT 100000 +2nd GON 80000 +3rd OKI 60000 +4th SET 40000 +5th HAR 20000 + +- TIPS AND TRICKS - + +* You can find a few power-ups in the different levels : +S : Increase Zupapa's speed. +P : Increase Zupapa's power. +J : Add points whenever Zupapa jumps. +A : Add points whenever Zupapa punches. +X2 : Double the score of all score items. + +* Destroy all enemies in any stage with a single Zook Bomb in order to be rewarded with a golden Zupapa trophy! + +* Do not throw the Zooks if you do not need to, otherwise they will run away from you making the current stage more tricky to clear! + +* After clearing the first world, when you start playing in the second world, at the end of each round when you've killed all the enemies, you are given a few seconds before being warped to the next stage. During this time you can keep jumping or pushing the punch button. Every time you push any of the buttons, you are awarded 100 points. Quite good for making high-score rewards. + +* When you throw those small kids at the enemies and they are out cold for a few seconds, try to kill them by touching them when several other enemies are in the needed radius, this will of course kill that enemy but also kill the others in the certain radius and you'll get extra fruits hence bonus. + +* Beat the game without continuing to see an extra congratulatory image in the ending. + +- CONTRIBUTE - + +Edit this entry +$end + diff --git a/bios/Other/rpix86/4DOS.COM b/bios/Other/rpix86/4DOS.COM new file mode 100644 index 00000000..1f053a5c Binary files /dev/null and b/bios/Other/rpix86/4DOS.COM differ diff --git a/bios/Other/splitwolf/lwmp/manifest.txt b/bios/Other/splitwolf/lwmp/manifest.txt new file mode 100644 index 00000000..d2904a45 --- /dev/null +++ b/bios/Other/splitwolf/lwmp/manifest.txt @@ -0,0 +1,2137 @@ +. +./.DS_Store +./dir1 +./dir1/.DS_Store +./dir1/SPR_BJ_CHAINATK1.BMP +./dir1/SPR_BJ_CHAINATK2.BMP +./dir1/SPR_BJ_CHAINATK3.BMP +./dir1/SPR_BJ_CHAINATK4.BMP +./dir1/SPR_BJ_CHAINREADY.BMP +./dir1/SPR_BJ_DEAD.BMP +./dir1/SPR_BJ_DIE_1.bmp +./dir1/SPR_BJ_DIE_2.bmp +./dir1/SPR_BJ_DIE_3.bmp +./dir1/SPR_BJ_FISTSATK1.bmp +./dir1/SPR_BJ_FISTSATK2.bmp +./dir1/SPR_BJ_FISTSATK3.bmp +./dir1/SPR_BJ_FISTSATK4.bmp +./dir1/SPR_BJ_FISTSREADY.bmp +./dir1/SPR_BJ_FLAGATK1.bmp +./dir1/SPR_BJ_FLAGATK2.bmp +./dir1/SPR_BJ_FLAGATK3.bmp +./dir1/SPR_BJ_FLAGATK4.bmp +./dir1/SPR_BJ_FLAGREADY.bmp +./dir1/SPR_BJ_JUMP1.BMP +./dir1/SPR_BJ_JUMP2.BMP +./dir1/SPR_BJ_JUMP3.BMP +./dir1/SPR_BJ_JUMP4.BMP +./dir1/SPR_BJ_KNIFEATK1.bmp +./dir1/SPR_BJ_KNIFEATK2.bmp +./dir1/SPR_BJ_KNIFEATK3.BMP +./dir1/SPR_BJ_KNIFEATK4.BMP +./dir1/SPR_BJ_KNIFEREADY.bmp +./dir1/SPR_BJ_M1.BMP +./dir1/SPR_BJ_M1_CHAIN.BMP +./dir1/SPR_BJ_M1_FISTS.bmp +./dir1/SPR_BJ_M1_FLAG.bmp +./dir1/SPR_BJ_M1_KNIFE.BMP +./dir1/SPR_BJ_M1_MG42.bmp +./dir1/SPR_BJ_M1_PISTOL.BMP +./dir1/SPR_BJ_M1_TANKGUN.bmp +./dir1/SPR_BJ_M1_TANKWHEEL.bmp +./dir1/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_M2.BMP +./dir1/SPR_BJ_M2_CHAIN.BMP +./dir1/SPR_BJ_M2_FISTS.bmp +./dir1/SPR_BJ_M2_FLAG.bmp +./dir1/SPR_BJ_M2_KNIFE.BMP +./dir1/SPR_BJ_M2_MG42.bmp +./dir1/SPR_BJ_M2_PISTOL.BMP +./dir1/SPR_BJ_M2_TANKGUN.bmp +./dir1/SPR_BJ_M2_TANKWHEEL.bmp +./dir1/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_M3.BMP +./dir1/SPR_BJ_M3_CHAIN.BMP +./dir1/SPR_BJ_M3_FISTS.bmp +./dir1/SPR_BJ_M3_FLAG.bmp +./dir1/SPR_BJ_M3_KNIFE.BMP +./dir1/SPR_BJ_M3_MG42.bmp +./dir1/SPR_BJ_M3_PISTOL.BMP +./dir1/SPR_BJ_M3_TANKGUN.bmp +./dir1/SPR_BJ_M3_TANKWHEEL.bmp +./dir1/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_M4.BMP +./dir1/SPR_BJ_M4_CHAIN.BMP +./dir1/SPR_BJ_M4_FISTS.bmp +./dir1/SPR_BJ_M4_FLAG.bmp +./dir1/SPR_BJ_M4_KNIFE.BMP +./dir1/SPR_BJ_M4_MG42.bmp +./dir1/SPR_BJ_M4_PISTOL.BMP +./dir1/SPR_BJ_M4_TANKGUN.bmp +./dir1/SPR_BJ_M4_TANKWHEEL.bmp +./dir1/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_MACHINEGUNATK1.BMP +./dir1/SPR_BJ_MACHINEGUNATK2.BMP +./dir1/SPR_BJ_MACHINEGUNATK3.BMP +./dir1/SPR_BJ_MACHINEGUNATK4.BMP +./dir1/SPR_BJ_MACHINEGUNREADY.BMP +./dir1/SPR_BJ_MG42_READY.bmp +./dir1/SPR_BJ_MG42ATK1.bmp +./dir1/SPR_BJ_MG42ATK2.bmp +./dir1/SPR_BJ_MG42ATK3.bmp +./dir1/SPR_BJ_MG42ATK4.bmp +./dir1/SPR_BJ_PAIN_1.BMP +./dir1/SPR_BJ_PAIN_1_CHAIN.BMP +./dir1/SPR_BJ_PAIN_1_FISTS.bmp +./dir1/SPR_BJ_PAIN_1_FLAG.bmp +./dir1/SPR_BJ_PAIN_1_KNIFE.bmp +./dir1/SPR_BJ_PAIN_1_MG42.bmp +./dir1/SPR_BJ_PAIN_1_PISTOL.BMP +./dir1/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir1/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir1/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_PAIN_2.BMP +./dir1/SPR_BJ_PAIN_2_CHAIN.BMP +./dir1/SPR_BJ_PAIN_2_FISTS.bmp +./dir1/SPR_BJ_PAIN_2_FLAG.bmp +./dir1/SPR_BJ_PAIN_2_KNIFE.bmp +./dir1/SPR_BJ_PAIN_2_MG42.bmp +./dir1/SPR_BJ_PAIN_2_PISTOL.BMP +./dir1/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir1/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir1/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir1/SPR_BJ_PISTOLATK1.BMP +./dir1/SPR_BJ_PISTOLATK2.BMP +./dir1/SPR_BJ_PISTOLATK3.BMP +./dir1/SPR_BJ_PISTOLATK4.BMP +./dir1/SPR_BJ_PISTOLREADY.BMP +./dir1/SPR_BJ_STAND.BMP +./dir1/SPR_BJ_STAND_CHAIN.BMP +./dir1/SPR_BJ_STAND_FISTS.bmp +./dir1/SPR_BJ_STAND_FLAG.bmp +./dir1/SPR_BJ_STAND_KNIFE.BMP +./dir1/SPR_BJ_STAND_MG42.bmp +./dir1/SPR_BJ_STAND_PISTOL.BMP +./dir1/SPR_BJ_STAND_TANKGUN.bmp +./dir1/SPR_BJ_STAND_TANKWHEEL.bmp +./dir1/SPR_BJ_STAND_TANKWHEEL_LAYER.bmp +./dir1/SPR_BJ_TANKGUNATK1.bmp +./dir1/SPR_BJ_TANKGUNATK2.bmp +./dir1/SPR_BJ_TANKGUNATK3.bmp +./dir1/SPR_BJ_TANKGUNATK4.bmp +./dir1/SPR_BJ_TANKGUNREADY.bmp +./dir1/SPR_BJ_TANKWHEELATK1.bmp +./dir1/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir1/SPR_BJ_TANKWHEELATK2.bmp +./dir1/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir1/SPR_BJ_TANKWHEELATK3.bmp +./dir1/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir1/SPR_BJ_TANKWHEELATK4.bmp +./dir1/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir1/SPR_BJ_TANKWHEELREADY.bmp +./dir1/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir1/SPR_BJ_W1.BMP +./dir1/SPR_BJ_W2.BMP +./dir1/SPR_BJ_W3.BMP +./dir1/SPR_BJ_W4.BMP +./dir1/SPR_DOG_PAIN_1.BMP +./dir1/SPR_DOG_PAIN_2.BMP +./dir1/SPR_FAKE_SHOOT.BMP +./dir1/SPR_FAKE_W1.BMP +./dir1/SPR_FAKE_W2.BMP +./dir1/SPR_FAKE_W3.BMP +./dir1/SPR_FAKE_W4.BMP +./dir1/SPR_GRD_SHOOT1.BMP +./dir1/SPR_GRD_SHOOT2.BMP +./dir1/SPR_GRD_SHOOT3.BMP +./dir1/SPR_MG42.bmp +./dir1/SPR_MUT_PAIN_1.BMP +./dir1/SPR_MUT_PAIN_2.BMP +./dir1/SPR_SODMPGRD_SHOOT1.BMP +./dir1/SPR_SODMPGRD_SHOOT2.BMP +./dir1/SPR_SODMPGRD_SHOOT3.BMP +./dir1/SPR_SODMPMUT_PAIN_1.bmp +./dir1/SPR_SODMPMUT_PAIN_2.bmp +./dir1/SPR_SODMPMUT_SHOOT1.bmp +./dir1/SPR_SODMPMUT_SHOOT2.bmp +./dir1/SPR_SODMPMUT_SHOOT3.bmp +./dir1/SPR_SODMPOFC_PAIN1.BMP +./dir1/SPR_SODMPOFC_PAIN2.BMP +./dir1/SPR_SODMPOFC_SHOOT1.BMP +./dir1/SPR_SODMPOFC_SHOOT2.BMP +./dir1/SPR_SODMPOFC_SHOOT3.BMP +./dir1/SPR_TANK.bmp +./dir1/SPR_TANK_NOGUN.bmp +./dir2 +./dir2/SPR_BJ_CHAINATK1.BMP +./dir2/SPR_BJ_CHAINATK2.BMP +./dir2/SPR_BJ_CHAINATK3.BMP +./dir2/SPR_BJ_CHAINATK4.BMP +./dir2/SPR_BJ_CHAINREADY.BMP +./dir2/SPR_BJ_DEAD.BMP +./dir2/SPR_BJ_DIE_1.bmp +./dir2/SPR_BJ_DIE_2.bmp +./dir2/SPR_BJ_DIE_3.bmp +./dir2/SPR_BJ_FISTSATK1.bmp +./dir2/SPR_BJ_FISTSATK2.bmp +./dir2/SPR_BJ_FISTSATK3.bmp +./dir2/SPR_BJ_FISTSATK4.bmp +./dir2/SPR_BJ_FISTSREADY.bmp +./dir2/SPR_BJ_FLAGATK1.bmp +./dir2/SPR_BJ_FLAGATK2.bmp +./dir2/SPR_BJ_FLAGATK3.bmp +./dir2/SPR_BJ_FLAGATK4.bmp +./dir2/SPR_BJ_FLAGREADY.bmp +./dir2/SPR_BJ_JUMP1.BMP +./dir2/SPR_BJ_JUMP2.BMP +./dir2/SPR_BJ_JUMP3.BMP +./dir2/SPR_BJ_JUMP4.BMP +./dir2/SPR_BJ_KNIFEATK1.bmp +./dir2/SPR_BJ_KNIFEATK2.bmp +./dir2/SPR_BJ_KNIFEATK3.bmp +./dir2/SPR_BJ_KNIFEATK4.bmp +./dir2/SPR_BJ_KNIFEREADY.bmp +./dir2/SPR_BJ_M1.BMP +./dir2/SPR_BJ_M1_CHAIN.BMP +./dir2/SPR_BJ_M1_FISTS.BMP +./dir2/SPR_BJ_M1_FLAG.bmp +./dir2/SPR_BJ_M1_KNIFE.BMP +./dir2/SPR_BJ_M1_MG42.bmp +./dir2/SPR_BJ_M1_PISTOL.BMP +./dir2/SPR_BJ_M1_TANKGUN.bmp +./dir2/SPR_BJ_M1_TANKWHEEL.bmp +./dir2/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_M2.BMP +./dir2/SPR_BJ_M2_CHAIN.BMP +./dir2/SPR_BJ_M2_FISTS.bmp +./dir2/SPR_BJ_M2_FLAG.bmp +./dir2/SPR_BJ_M2_KNIFE.BMP +./dir2/SPR_BJ_M2_MG42.bmp +./dir2/SPR_BJ_M2_PISTOL.BMP +./dir2/SPR_BJ_M2_TANKGUN.bmp +./dir2/SPR_BJ_M2_TANKWHEEL.bmp +./dir2/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_M3.BMP +./dir2/SPR_BJ_M3_CHAIN.BMP +./dir2/SPR_BJ_M3_FISTS.bmp +./dir2/SPR_BJ_M3_FLAG.bmp +./dir2/SPR_BJ_M3_KNIFE.BMP +./dir2/SPR_BJ_M3_KNIFEATK2_alt3.bmp +./dir2/SPR_BJ_M3_MG42.bmp +./dir2/SPR_BJ_M3_PISTOL.BMP +./dir2/SPR_BJ_M3_TANKGUN.bmp +./dir2/SPR_BJ_M3_TANKWHEEL.bmp +./dir2/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_M4.BMP +./dir2/SPR_BJ_M4_CHAIN.BMP +./dir2/SPR_BJ_M4_FISTS.bmp +./dir2/SPR_BJ_M4_FLAG.bmp +./dir2/SPR_BJ_M4_KNIFE.BMP +./dir2/SPR_BJ_M4_MG42.bmp +./dir2/SPR_BJ_M4_PISTOL.BMP +./dir2/SPR_BJ_M4_TANKGUN.bmp +./dir2/SPR_BJ_M4_TANKWHEEL.bmp +./dir2/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_MACHINEGUNATK1.BMP +./dir2/SPR_BJ_MACHINEGUNATK2.BMP +./dir2/SPR_BJ_MACHINEGUNATK3.BMP +./dir2/SPR_BJ_MACHINEGUNATK4.BMP +./dir2/SPR_BJ_MACHINEGUNREADY.BMP +./dir2/SPR_BJ_MG42ATK1.bmp +./dir2/SPR_BJ_MG42ATK2.bmp +./dir2/SPR_BJ_MG42ATK3.bmp +./dir2/SPR_BJ_MG42ATK4.bmp +./dir2/SPR_BJ_MG42READY.bmp +./dir2/SPR_BJ_PAIN_1.BMP +./dir2/SPR_BJ_PAIN_1_CHAIN.BMP +./dir2/SPR_BJ_PAIN_1_FISTS.bmp +./dir2/SPR_BJ_PAIN_1_FLAG.bmp +./dir2/SPR_BJ_PAIN_1_KNIFE.BMP +./dir2/SPR_BJ_PAIN_1_MG42.bmp +./dir2/SPR_BJ_PAIN_1_PISTOL.BMP +./dir2/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir2/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir2/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_PAIN_2.BMP +./dir2/SPR_BJ_PAIN_2_CHAIN.BMP +./dir2/SPR_BJ_PAIN_2_FISTS.bmp +./dir2/SPR_BJ_PAIN_2_FLAG.bmp +./dir2/SPR_BJ_PAIN_2_KNIFE.BMP +./dir2/SPR_BJ_PAIN_2_MG42.bmp +./dir2/SPR_BJ_PAIN_2_PISTOL.BMP +./dir2/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir2/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir2/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_PISTOLATK1.BMP +./dir2/SPR_BJ_PISTOLATK2.BMP +./dir2/SPR_BJ_PISTOLATK3.BMP +./dir2/SPR_BJ_PISTOLATK4.BMP +./dir2/SPR_BJ_PISTOLREADY.BMP +./dir2/SPR_BJ_STAND.BMP +./dir2/SPR_BJ_STAND_CHAIN.BMP +./dir2/SPR_BJ_STAND_FISTS.bmp +./dir2/SPR_BJ_STAND_FLAG.bmp +./dir2/SPR_BJ_STAND_KNIFE.BMP +./dir2/SPR_BJ_STAND_MG42.bmp +./dir2/SPR_BJ_STAND_PISTOL.BMP +./dir2/SPR_BJ_STAND_TANKGUN.bmp +./dir2/SPR_BJ_STAND_TANKWHEEL.bmp +./dir2/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir2/SPR_BJ_TANKGUNATK1.bmp +./dir2/SPR_BJ_TANKGUNATK2.bmp +./dir2/SPR_BJ_TANKGUNATK3.bmp +./dir2/SPR_BJ_TANKGUNATK4.bmp +./dir2/SPR_BJ_TANKGUNREADY.bmp +./dir2/SPR_BJ_TANKWHEELATK1.bmp +./dir2/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir2/SPR_BJ_TANKWHEELATK2.bmp +./dir2/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir2/SPR_BJ_TANKWHEELATK3.bmp +./dir2/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir2/SPR_BJ_TANKWHEELATK4.bmp +./dir2/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir2/SPR_BJ_TANKWHEELREADY.bmp +./dir2/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir2/SPR_BJ_W1.BMP +./dir2/SPR_BJ_W2.BMP +./dir2/SPR_BJ_W3.BMP +./dir2/SPR_BJ_W4.BMP +./dir2/SPR_BOSS_SHOOT1.bmp +./dir2/SPR_BOSS_SHOOT2.bmp +./dir2/SPR_BOSS_SHOOT3.bmp +./dir2/SPR_BOSS_W1.bmp +./dir2/SPR_BOSS_W2.bmp +./dir2/SPR_BOSS_W3.bmp +./dir2/SPR_BOSS_W4.bmp +./dir2/SPR_DOG_JUMP1.bmp +./dir2/SPR_DOG_JUMP2.bmp +./dir2/SPR_DOG_JUMP3.bmp +./dir2/SPR_DOG_PAIN_1.BMP +./dir2/SPR_DOG_PAIN_2.BMP +./dir2/SPR_DOG_W1_1.BMP +./dir2/SPR_FAKE_SHOOT.BMP +./dir2/SPR_FAKE_W1.BMP +./dir2/SPR_FAKE_W2.BMP +./dir2/SPR_FAKE_W3.BMP +./dir2/SPR_FAKE_W4.BMP +./dir2/SPR_FAT_SHOOT1.bmp +./dir2/SPR_FAT_SHOOT2.bmp +./dir2/SPR_FAT_SHOOT3.bmp +./dir2/SPR_FAT_SHOOT4.bmp +./dir2/SPR_FAT_W1.bmp +./dir2/SPR_FAT_W2.bmp +./dir2/SPR_FAT_W3.bmp +./dir2/SPR_FAT_W4.bmp +./dir2/SPR_GIFT_SHOOT1.bmp +./dir2/SPR_GIFT_SHOOT2.bmp +./dir2/SPR_GIFT_W1.bmp +./dir2/SPR_GIFT_W2.bmp +./dir2/SPR_GIFT_W3.bmp +./dir2/SPR_GIFT_W4.bmp +./dir2/SPR_GRD_PAIN_1.BMP +./dir2/SPR_GRD_PAIN_2.BMP +./dir2/SPR_GRD_SHOOT1.BMP +./dir2/SPR_GRD_SHOOT2.BMP +./dir2/SPR_GRD_SHOOT3.BMP +./dir2/SPR_GRETEL_SHOOT1.bmp +./dir2/SPR_GRETEL_SHOOT2.bmp +./dir2/SPR_GRETEL_SHOOT3.bmp +./dir2/SPR_GRETEL_W1.bmp +./dir2/SPR_GRETEL_W2.bmp +./dir2/SPR_GRETEL_W3.bmp +./dir2/SPR_GRETEL_W4.bmp +./dir2/SPR_HITLER_SHOOT1.BMP +./dir2/SPR_HITLER_SHOOT2.BMP +./dir2/SPR_HITLER_SHOOT3.BMP +./dir2/SPR_HITLER_W1.BMP +./dir2/SPR_HITLER_W2.BMP +./dir2/SPR_HITLER_W3.BMP +./dir2/SPR_HITLER_W4.BMP +./dir2/SPR_MECHA_SHOOT1.BMP +./dir2/SPR_MECHA_SHOOT2.BMP +./dir2/SPR_MECHA_SHOOT3.BMP +./dir2/SPR_MECHA_W1.BMP +./dir2/SPR_MECHA_W2.BMP +./dir2/SPR_MECHA_W3.BMP +./dir2/SPR_MECHA_W4.BMP +./dir2/SPR_MG42.bmp +./dir2/SPR_MUT_PAIN_1.BMP +./dir2/SPR_MUT_PAIN_2.BMP +./dir2/SPR_MUT_SHOOT1.BMP +./dir2/SPR_MUT_SHOOT2.BMP +./dir2/SPR_MUT_SHOOT3.BMP +./dir2/SPR_MUT_SHOOT4.BMP +./dir2/SPR_OFC_PAIN_1.BMP +./dir2/SPR_OFC_PAIN_2.BMP +./dir2/SPR_OFC_SHOOT1.BMP +./dir2/SPR_OFC_SHOOT2.BMP +./dir2/SPR_OFC_SHOOT3.BMP +./dir2/SPR_SCHABB_SHOOT1.bmp +./dir2/SPR_SCHABB_SHOOT2.bmp +./dir2/SPR_SCHABB_W1.bmp +./dir2/SPR_SCHABB_W2.bmp +./dir2/SPR_SCHABB_W3.bmp +./dir2/SPR_SCHABB_W4.bmp +./dir2/SPR_SODMPDOG_JUMP1.bmp +./dir2/SPR_SODMPDOG_JUMP2.bmp +./dir2/SPR_SODMPDOG_JUMP3.bmp +./dir2/SPR_SODMPDOG_W1_1.bmp +./dir2/SPR_SODMPGRD_PAIN_1.bmp +./dir2/SPR_SODMPGRD_PAIN_2.bmp +./dir2/SPR_SODMPGRD_SHOOT1.BMP +./dir2/SPR_SODMPGRD_SHOOT2.BMP +./dir2/SPR_SODMPGRD_SHOOT3.BMP +./dir2/SPR_SODMPMUT_PAIN_1.bmp +./dir2/SPR_SODMPMUT_PAIN_2.bmp +./dir2/SPR_SODMPMUT_SHOOT1.bmp +./dir2/SPR_SODMPMUT_SHOOT2.bmp +./dir2/SPR_SODMPMUT_SHOOT3.bmp +./dir2/SPR_SODMPOFC_PAIN_1.BMP +./dir2/SPR_SODMPOFC_PAIN_2.BMP +./dir2/SPR_SODMPOFC_SHOOT1.BMP +./dir2/SPR_SODMPOFC_SHOOT2.BMP +./dir2/SPR_SODMPOFC_SHOOT3.BMP +./dir2/SPR_SODMPSS_PAIN_1.bmp +./dir2/SPR_SODMPSS_PAIN_2.bmp +./dir2/SPR_SODMPSS_SHOOT1.bmp +./dir2/SPR_SODMPSS_SHOOT2.bmp +./dir2/SPR_SODMPSS_SHOOT3.bmp +./dir2/SPR_SS_PAIN_1.BMP +./dir2/SPR_SS_PAIN_2.BMP +./dir2/SPR_SS_SHOOT1.BMP +./dir2/SPR_SS_SHOOT2.BMP +./dir2/SPR_SS_SHOOT3.BMP +./dir2/SPR_TANK.bmp +./dir2/SPR_TANK_NOGUN.bmp +./dir2/SPR_TRANS_SHOOT1.bmp +./dir2/SPR_TRANS_SHOOT2.bmp +./dir2/SPR_TRANS_SHOOT3.bmp +./dir2/SPR_TRANS_W1.bmp +./dir2/SPR_TRANS_W2.bmp +./dir2/SPR_TRANS_W3.bmp +./dir2/SPR_TRANS_W4.bmp +./dir2/SPR_WILL_SHOOT1.bmp +./dir2/SPR_WILL_SHOOT2.bmp +./dir2/SPR_WILL_SHOOT3.bmp +./dir2/SPR_WILL_SHOOT4.bmp +./dir2/SPR_WILL_W1.bmp +./dir2/SPR_WILL_W2.bmp +./dir2/SPR_WILL_W3.bmp +./dir2/SPR_WILL_W4.bmp +./dir3 +./dir3/.DS_Store +./dir3/SPR_BJ_CHAINATK1.BMP +./dir3/SPR_BJ_CHAINATK2.BMP +./dir3/SPR_BJ_CHAINATK3.BMP +./dir3/SPR_BJ_CHAINATK4.BMP +./dir3/SPR_BJ_CHAINREADY.BMP +./dir3/SPR_BJ_DEAD.BMP +./dir3/SPR_BJ_DIE_1.bmp +./dir3/SPR_BJ_DIE_2.bmp +./dir3/SPR_BJ_DIE_3.bmp +./dir3/SPR_BJ_FISTSATK1.bmp +./dir3/SPR_BJ_FISTSATK2.bmp +./dir3/SPR_BJ_FISTSATK3.bmp +./dir3/SPR_BJ_FISTSATK4.bmp +./dir3/SPR_BJ_FISTSREADY.bmp +./dir3/SPR_BJ_FLAGATK1.bmp +./dir3/SPR_BJ_FLAGATK2.bmp +./dir3/SPR_BJ_FLAGATK3.bmp +./dir3/SPR_BJ_FLAGATK4.bmp +./dir3/SPR_BJ_FLAGREADY.bmp +./dir3/SPR_BJ_JUMP1.BMP +./dir3/SPR_BJ_JUMP2.BMP +./dir3/SPR_BJ_JUMP3.BMP +./dir3/SPR_BJ_JUMP4.BMP +./dir3/SPR_BJ_KNIFEATK1.bmp +./dir3/SPR_BJ_KNIFEATK2.bmp +./dir3/SPR_BJ_KNIFEATK3.bmp +./dir3/SPR_BJ_KNIFEATK4.bmp +./dir3/SPR_BJ_KNIFEREADY.bmp +./dir3/SPR_BJ_M1.BMP +./dir3/SPR_BJ_M1_CHAIN.BMP +./dir3/SPR_BJ_M1_FISTS.bmp +./dir3/SPR_BJ_M1_FLAG.bmp +./dir3/SPR_BJ_M1_KNIFE.BMP +./dir3/SPR_BJ_M1_MG42.bmp +./dir3/SPR_BJ_M1_PISTOL.BMP +./dir3/SPR_BJ_M1_TANKGUN.bmp +./dir3/SPR_BJ_M1_TANKWHEEL.bmp +./dir3/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_M2.BMP +./dir3/SPR_BJ_M2_CHAIN.BMP +./dir3/SPR_BJ_M2_FISTS.bmp +./dir3/SPR_BJ_M2_FLAG.bmp +./dir3/SPR_BJ_M2_KNIFE.BMP +./dir3/SPR_BJ_M2_MG42.bmp +./dir3/SPR_BJ_M2_PISTOL.BMP +./dir3/SPR_BJ_M2_TANKGUN.bmp +./dir3/SPR_BJ_M2_TANKWHEEL.bmp +./dir3/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_M3.BMP +./dir3/SPR_BJ_M3_CHAIN.BMP +./dir3/SPR_BJ_M3_FISTS.bmp +./dir3/SPR_BJ_M3_FLAG.bmp +./dir3/SPR_BJ_M3_KNIFE.BMP +./dir3/SPR_BJ_M3_MG42.bmp +./dir3/SPR_BJ_M3_PISTOL.BMP +./dir3/SPR_BJ_M3_TANKGUN.bmp +./dir3/SPR_BJ_M3_TANKWHEEL.bmp +./dir3/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_M4.BMP +./dir3/SPR_BJ_M4_CHAIN.BMP +./dir3/SPR_BJ_M4_FISTS.bmp +./dir3/SPR_BJ_M4_FLAG.bmp +./dir3/SPR_BJ_M4_KNIFE.BMP +./dir3/SPR_BJ_M4_MG42.bmp +./dir3/SPR_BJ_M4_PISTOL.BMP +./dir3/SPR_BJ_M4_TANKGUN.bmp +./dir3/SPR_BJ_M4_TANKWHEEL.bmp +./dir3/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_MACHINEGUNATK1.BMP +./dir3/SPR_BJ_MACHINEGUNATK2.BMP +./dir3/SPR_BJ_MACHINEGUNATK3.BMP +./dir3/SPR_BJ_MACHINEGUNATK4.BMP +./dir3/SPR_BJ_MACHINEGUNREADY.BMP +./dir3/SPR_BJ_MG42ATK1.bmp +./dir3/SPR_BJ_MG42ATK2.bmp +./dir3/SPR_BJ_MG42ATK3.bmp +./dir3/SPR_BJ_MG42ATK4.bmp +./dir3/SPR_BJ_MG42READY.bmp +./dir3/SPR_BJ_PAIN_1.BMP +./dir3/SPR_BJ_PAIN_1_CHAIN.BMP +./dir3/SPR_BJ_PAIN_1_FISTS.bmp +./dir3/SPR_BJ_PAIN_1_FLAG.bmp +./dir3/SPR_BJ_PAIN_1_KNIFE.BMP +./dir3/SPR_BJ_PAIN_1_MG42.bmp +./dir3/SPR_BJ_PAIN_1_PISTOL.BMP +./dir3/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir3/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir3/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_PAIN_2.BMP +./dir3/SPR_BJ_PAIN_2_CHAIN.BMP +./dir3/SPR_BJ_PAIN_2_FISTS.bmp +./dir3/SPR_BJ_PAIN_2_FLAG.bmp +./dir3/SPR_BJ_PAIN_2_KNIFE.BMP +./dir3/SPR_BJ_PAIN_2_MG42.bmp +./dir3/SPR_BJ_PAIN_2_PISTOL.BMP +./dir3/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir3/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir3/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_PISTOLATK1.BMP +./dir3/SPR_BJ_PISTOLATK2.BMP +./dir3/SPR_BJ_PISTOLATK3.BMP +./dir3/SPR_BJ_PISTOLATK4.BMP +./dir3/SPR_BJ_PISTOLREADY.BMP +./dir3/SPR_BJ_STAND.BMP +./dir3/SPR_BJ_STAND_CHAIN.BMP +./dir3/SPR_BJ_STAND_FISTS.bmp +./dir3/SPR_BJ_STAND_FLAG.bmp +./dir3/SPR_BJ_STAND_KNIFE.BMP +./dir3/SPR_BJ_STAND_MG42.bmp +./dir3/SPR_BJ_STAND_PISTOL.BMP +./dir3/SPR_BJ_STAND_TANKGUN.bmp +./dir3/SPR_BJ_STAND_TANKWHEEL.bmp +./dir3/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir3/SPR_BJ_TANKGUNATK1.bmp +./dir3/SPR_BJ_TANKGUNATK2.bmp +./dir3/SPR_BJ_TANKGUNATK3.bmp +./dir3/SPR_BJ_TANKGUNATK4.bmp +./dir3/SPR_BJ_TANKGUNREADY.bmp +./dir3/SPR_BJ_TANKWHEELATK1.bmp +./dir3/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir3/SPR_BJ_TANKWHEELATK2.bmp +./dir3/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir3/SPR_BJ_TANKWHEELATK3.bmp +./dir3/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir3/SPR_BJ_TANKWHEELATK4.bmp +./dir3/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir3/SPR_BJ_TANKWHEELREADY.bmp +./dir3/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir3/SPR_BJ_W1.BMP +./dir3/SPR_BJ_W2.BMP +./dir3/SPR_BJ_W3.BMP +./dir3/SPR_BJ_W4.BMP +./dir3/SPR_BOSS_SHOOT1.bmp +./dir3/SPR_BOSS_SHOOT2.bmp +./dir3/SPR_BOSS_SHOOT3.bmp +./dir3/SPR_BOSS_W1.bmp +./dir3/SPR_BOSS_W2.bmp +./dir3/SPR_BOSS_W3.bmp +./dir3/SPR_BOSS_W4.bmp +./dir3/SPR_DOG_JUMP1.bmp +./dir3/SPR_DOG_JUMP2.bmp +./dir3/SPR_DOG_JUMP3.bmp +./dir3/SPR_DOG_PAIN_1.BMP +./dir3/SPR_DOG_PAIN_2.BMP +./dir3/SPR_DOG_W1_1.BMP +./dir3/SPR_FAKE_SHOOT.BMP +./dir3/SPR_FAKE_W1.BMP +./dir3/SPR_FAKE_W2.BMP +./dir3/SPR_FAKE_W3.BMP +./dir3/SPR_FAKE_W4.BMP +./dir3/SPR_FAT_SHOOT1.bmp +./dir3/SPR_FAT_SHOOT2.bmp +./dir3/SPR_FAT_SHOOT3.bmp +./dir3/SPR_FAT_SHOOT4.bmp +./dir3/SPR_FAT_W1.bmp +./dir3/SPR_FAT_W2.bmp +./dir3/SPR_FAT_W3.bmp +./dir3/SPR_FAT_W4.bmp +./dir3/SPR_GIFT_SHOOT1.bmp +./dir3/SPR_GIFT_SHOOT2.bmp +./dir3/SPR_GIFT_W1.bmp +./dir3/SPR_GIFT_W2.bmp +./dir3/SPR_GIFT_W3.bmp +./dir3/SPR_GIFT_W4.bmp +./dir3/SPR_GRD_PAIN_1.BMP +./dir3/SPR_GRD_PAIN_2.BMP +./dir3/SPR_GRD_SHOOT1.BMP +./dir3/SPR_GRD_SHOOT2.BMP +./dir3/SPR_GRD_SHOOT3.BMP +./dir3/SPR_GRETEL_SHOOT1.bmp +./dir3/SPR_GRETEL_SHOOT2.bmp +./dir3/SPR_GRETEL_SHOOT3.bmp +./dir3/SPR_GRETEL_W1.bmp +./dir3/SPR_GRETEL_W2.bmp +./dir3/SPR_GRETEL_W3.bmp +./dir3/SPR_GRETEL_W4.bmp +./dir3/SPR_HITLER_SHOOT1.BMP +./dir3/SPR_HITLER_SHOOT2.BMP +./dir3/SPR_HITLER_SHOOT3.BMP +./dir3/SPR_HITLER_W1.BMP +./dir3/SPR_HITLER_W2.BMP +./dir3/SPR_HITLER_W3.BMP +./dir3/SPR_HITLER_W4.BMP +./dir3/SPR_MECHA_SHOOT1.BMP +./dir3/SPR_MECHA_SHOOT2.BMP +./dir3/SPR_MECHA_SHOOT3.BMP +./dir3/SPR_MECHA_W1.BMP +./dir3/SPR_MECHA_W2.BMP +./dir3/SPR_MECHA_W3.BMP +./dir3/SPR_MECHA_W4.BMP +./dir3/SPR_MG42.bmp +./dir3/SPR_MUT_PAIN_1.BMP +./dir3/SPR_MUT_PAIN_2.BMP +./dir3/SPR_MUT_SHOOT1.BMP +./dir3/SPR_MUT_SHOOT2.BMP +./dir3/SPR_MUT_SHOOT3.BMP +./dir3/SPR_MUT_SHOOT4.BMP +./dir3/SPR_OFC_PAIN_1.BMP +./dir3/SPR_OFC_PAIN_2.BMP +./dir3/SPR_OFC_SHOOT1.BMP +./dir3/SPR_OFC_SHOOT2.BMP +./dir3/SPR_OFC_SHOOT3.BMP +./dir3/SPR_SCHABB_SHOOT1.bmp +./dir3/SPR_SCHABB_SHOOT2.bmp +./dir3/SPR_SCHABB_W1.bmp +./dir3/SPR_SCHABB_W2.bmp +./dir3/SPR_SCHABB_W3.bmp +./dir3/SPR_SCHABB_W4.bmp +./dir3/SPR_SODMPDOG_JUMP1.bmp +./dir3/SPR_SODMPDOG_JUMP2.bmp +./dir3/SPR_SODMPDOG_JUMP3.bmp +./dir3/SPR_SODMPDOG_W1_1.bmp +./dir3/SPR_SODMPGRD_PAIN_1.BMP +./dir3/SPR_SODMPGRD_PAIN_2.BMP +./dir3/SPR_SODMPGRD_SHOOT1.BMP +./dir3/SPR_SODMPGRD_SHOOT2.BMP +./dir3/SPR_SODMPGRD_SHOOT3.BMP +./dir3/SPR_SODMPMUT_PAIN_1.bmp +./dir3/SPR_SODMPMUT_PAIN_2.bmp +./dir3/SPR_SODMPMUT_SHOOT1.bmp +./dir3/SPR_SODMPMUT_SHOOT2.bmp +./dir3/SPR_SODMPMUT_SHOOT3.bmp +./dir3/SPR_SODMPOFC_PAIN_1.BMP +./dir3/SPR_SODMPOFC_PAIN_2.BMP +./dir3/SPR_SODMPOFC_SHOOT1.BMP +./dir3/SPR_SODMPOFC_SHOOT2.BMP +./dir3/SPR_SODMPOFC_SHOOT3.BMP +./dir3/SPR_SODMPSS_PAIN_1.bmp +./dir3/SPR_SODMPSS_PAIN_2.bmp +./dir3/SPR_SODMPSS_SHOOT1.bmp +./dir3/SPR_SODMPSS_SHOOT2.bmp +./dir3/SPR_SODMPSS_SHOOT3.bmp +./dir3/SPR_SS_PAIN_1.BMP +./dir3/SPR_SS_PAIN_2.BMP +./dir3/SPR_SS_SHOOT1.BMP +./dir3/SPR_SS_SHOOT2.BMP +./dir3/SPR_SS_SHOOT3.BMP +./dir3/SPR_TANK.bmp +./dir3/SPR_TANK_NOGUN.bmp +./dir3/SPR_TRANS_SHOOT1.bmp +./dir3/SPR_TRANS_SHOOT2.bmp +./dir3/SPR_TRANS_SHOOT3.bmp +./dir3/SPR_TRANS_W1.bmp +./dir3/SPR_TRANS_W2.bmp +./dir3/SPR_TRANS_W3.bmp +./dir3/SPR_TRANS_W4.bmp +./dir3/SPR_WILL_SHOOT1.bmp +./dir3/SPR_WILL_SHOOT2.bmp +./dir3/SPR_WILL_SHOOT3.bmp +./dir3/SPR_WILL_SHOOT4.bmp +./dir3/SPR_WILL_W1.bmp +./dir3/SPR_WILL_W2.bmp +./dir3/SPR_WILL_W3.bmp +./dir3/SPR_WILL_W4.bmp +./dir4 +./dir4/SPR_BJ_CHAINATK1.BMP +./dir4/SPR_BJ_CHAINATK2.BMP +./dir4/SPR_BJ_CHAINATK3.BMP +./dir4/SPR_BJ_CHAINATK4.BMP +./dir4/SPR_BJ_CHAINREADY.BMP +./dir4/SPR_BJ_DEAD.BMP +./dir4/SPR_BJ_DIE_1.bmp +./dir4/SPR_BJ_DIE_2.bmp +./dir4/SPR_BJ_DIE_3.bmp +./dir4/SPR_BJ_FISTSATK1.bmp +./dir4/SPR_BJ_FISTSATK2.bmp +./dir4/SPR_BJ_FISTSATK3.bmp +./dir4/SPR_BJ_FISTSATK4.bmp +./dir4/SPR_BJ_FISTSREADY.bmp +./dir4/SPR_BJ_FLAGATK1.bmp +./dir4/SPR_BJ_FLAGATK2.bmp +./dir4/SPR_BJ_FLAGATK3.bmp +./dir4/SPR_BJ_FLAGATK4.bmp +./dir4/SPR_BJ_FLAGREADY.bmp +./dir4/SPR_BJ_JUMP1.BMP +./dir4/SPR_BJ_JUMP2.BMP +./dir4/SPR_BJ_JUMP3.BMP +./dir4/SPR_BJ_JUMP4.BMP +./dir4/SPR_BJ_KNIFEATK1.BMP +./dir4/SPR_BJ_KNIFEATK2.BMP +./dir4/SPR_BJ_KNIFEATK3.BMP +./dir4/SPR_BJ_KNIFEATK4.BMP +./dir4/SPR_BJ_KNIFEREADY.BMP +./dir4/SPR_BJ_M1.BMP +./dir4/SPR_BJ_M1_CHAIN.BMP +./dir4/SPR_BJ_M1_FISTS.bmp +./dir4/SPR_BJ_M1_FLAG.bmp +./dir4/SPR_BJ_M1_KNIFE.BMP +./dir4/SPR_BJ_M1_MG42.bmp +./dir4/SPR_BJ_M1_PISTOL.BMP +./dir4/SPR_BJ_M1_TANKGUN.bmp +./dir4/SPR_BJ_M1_TANKWHEEL.bmp +./dir4/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_M2.BMP +./dir4/SPR_BJ_M2_CHAIN.BMP +./dir4/SPR_BJ_M2_FISTS.bmp +./dir4/SPR_BJ_M2_FLAG.bmp +./dir4/SPR_BJ_M2_KNIFE.BMP +./dir4/SPR_BJ_M2_MG42.bmp +./dir4/SPR_BJ_M2_PISTOL.BMP +./dir4/SPR_BJ_M2_TANKGUN.bmp +./dir4/SPR_BJ_M2_TANKWHEEL.bmp +./dir4/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_M3.BMP +./dir4/SPR_BJ_M3_CHAIN.BMP +./dir4/SPR_BJ_M3_FISTS.bmp +./dir4/SPR_BJ_M3_FLAG.bmp +./dir4/SPR_BJ_M3_KNIFE.BMP +./dir4/SPR_BJ_M3_MG42.bmp +./dir4/SPR_BJ_M3_PISTOL.BMP +./dir4/SPR_BJ_M3_TANKGUN.bmp +./dir4/SPR_BJ_M3_TANKWHEEL.bmp +./dir4/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_M4.BMP +./dir4/SPR_BJ_M4_CHAIN.BMP +./dir4/SPR_BJ_M4_FISTS.bmp +./dir4/SPR_BJ_M4_FLAG.bmp +./dir4/SPR_BJ_M4_KNIFE.BMP +./dir4/SPR_BJ_M4_MG42.bmp +./dir4/SPR_BJ_M4_PISTOL.BMP +./dir4/SPR_BJ_M4_TANKGUN.bmp +./dir4/SPR_BJ_M4_TANKWHEEL.bmp +./dir4/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_MACHINEGUNATK1.BMP +./dir4/SPR_BJ_MACHINEGUNATK2.BMP +./dir4/SPR_BJ_MACHINEGUNATK3.BMP +./dir4/SPR_BJ_MACHINEGUNATK4.BMP +./dir4/SPR_BJ_MACHINEGUNREADY.BMP +./dir4/SPR_BJ_MG42ATK1.bmp +./dir4/SPR_BJ_MG42ATK2.bmp +./dir4/SPR_BJ_MG42ATK3.bmp +./dir4/SPR_BJ_MG42ATK4.bmp +./dir4/SPR_BJ_MG42READY.bmp +./dir4/SPR_BJ_PAIN_1.BMP +./dir4/SPR_BJ_PAIN_1_CHAIN.BMP +./dir4/SPR_BJ_PAIN_1_FISTS.bmp +./dir4/SPR_BJ_PAIN_1_FLAG.bmp +./dir4/SPR_BJ_PAIN_1_KNIFE.BMP +./dir4/SPR_BJ_PAIN_1_MG42.bmp +./dir4/SPR_BJ_PAIN_1_PISTOL.BMP +./dir4/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir4/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir4/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_PAIN_2.BMP +./dir4/SPR_BJ_PAIN_2_CHAIN.BMP +./dir4/SPR_BJ_PAIN_2_FISTS.bmp +./dir4/SPR_BJ_PAIN_2_FLAG.bmp +./dir4/SPR_BJ_PAIN_2_KNIFE.BMP +./dir4/SPR_BJ_PAIN_2_MG42.bmp +./dir4/SPR_BJ_PAIN_2_PISTOL.BMP +./dir4/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir4/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir4/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_PISTOLATK1.BMP +./dir4/SPR_BJ_PISTOLATK2.BMP +./dir4/SPR_BJ_PISTOLATK3.BMP +./dir4/SPR_BJ_PISTOLATK4.BMP +./dir4/SPR_BJ_PISTOLREADY.BMP +./dir4/SPR_BJ_STAND.BMP +./dir4/SPR_BJ_STAND_CHAIN.BMP +./dir4/SPR_BJ_STAND_FISTS.bmp +./dir4/SPR_BJ_STAND_FLAG.bmp +./dir4/SPR_BJ_STAND_KNIFE.BMP +./dir4/SPR_BJ_STAND_MG42.bmp +./dir4/SPR_BJ_STAND_PISTOL.BMP +./dir4/SPR_BJ_STAND_TANKGUN.bmp +./dir4/SPR_BJ_STAND_TANKWHEEL.bmp +./dir4/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir4/SPR_BJ_TANKGUNATK1.bmp +./dir4/SPR_BJ_TANKGUNATK2.bmp +./dir4/SPR_BJ_TANKGUNATK3.bmp +./dir4/SPR_BJ_TANKGUNATK4.bmp +./dir4/SPR_BJ_TANKGUNREADY.bmp +./dir4/SPR_BJ_TANKWHEELATK1.bmp +./dir4/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir4/SPR_BJ_TANKWHEELATK2.bmp +./dir4/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir4/SPR_BJ_TANKWHEELATK3.bmp +./dir4/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir4/SPR_BJ_TANKWHEELATK4.bmp +./dir4/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir4/SPR_BJ_TANKWHEELREADY.bmp +./dir4/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir4/SPR_BJ_W1.BMP +./dir4/SPR_BJ_W2.BMP +./dir4/SPR_BJ_W3.BMP +./dir4/SPR_BJ_W4.BMP +./dir4/SPR_BOSS_SHOOT1.bmp +./dir4/SPR_BOSS_SHOOT2.bmp +./dir4/SPR_BOSS_SHOOT3.bmp +./dir4/SPR_BOSS_W1.bmp +./dir4/SPR_BOSS_W2.bmp +./dir4/SPR_BOSS_W3.bmp +./dir4/SPR_BOSS_W4.bmp +./dir4/SPR_DOG_JUMP1.BMP +./dir4/SPR_DOG_JUMP2.BMP +./dir4/SPR_DOG_JUMP3.BMP +./dir4/SPR_DOG_PAIN_1.BMP +./dir4/SPR_DOG_PAIN_2.BMP +./dir4/SPR_DOG_W1_1.BMP +./dir4/SPR_FAKE_SHOOT.BMP +./dir4/SPR_FAKE_W1.BMP +./dir4/SPR_FAKE_W2.BMP +./dir4/SPR_FAKE_W3.BMP +./dir4/SPR_FAKE_W4.BMP +./dir4/SPR_FAT_SHOOT1.bmp +./dir4/SPR_FAT_SHOOT2.bmp +./dir4/SPR_FAT_SHOOT3.bmp +./dir4/SPR_FAT_SHOOT4.bmp +./dir4/SPR_FAT_W1.bmp +./dir4/SPR_FAT_W2.bmp +./dir4/SPR_FAT_W3.bmp +./dir4/SPR_FAT_W4.bmp +./dir4/SPR_GIFT_SHOOT1.bmp +./dir4/SPR_GIFT_SHOOT2.bmp +./dir4/SPR_GIFT_W1.bmp +./dir4/SPR_GIFT_W2.bmp +./dir4/SPR_GIFT_W3.bmp +./dir4/SPR_GIFT_W4.bmp +./dir4/SPR_GRD_PAIN_1.BMP +./dir4/SPR_GRD_PAIN_2.BMP +./dir4/SPR_GRD_SHOOT1.BMP +./dir4/SPR_GRD_SHOOT2.BMP +./dir4/SPR_GRD_SHOOT3.BMP +./dir4/SPR_GRETEL_SHOOT1.bmp +./dir4/SPR_GRETEL_SHOOT2.bmp +./dir4/SPR_GRETEL_SHOOT3.bmp +./dir4/SPR_GRETEL_W1.bmp +./dir4/SPR_GRETEL_W2.bmp +./dir4/SPR_GRETEL_W3.bmp +./dir4/SPR_GRETEL_W4.bmp +./dir4/SPR_HITLER_SHOOT1.BMP +./dir4/SPR_HITLER_SHOOT2.BMP +./dir4/SPR_HITLER_SHOOT3.BMP +./dir4/SPR_HITLER_W1.BMP +./dir4/SPR_HITLER_W2.BMP +./dir4/SPR_HITLER_W3.BMP +./dir4/SPR_HITLER_W4.BMP +./dir4/SPR_MECHA_SHOOT1.BMP +./dir4/SPR_MECHA_SHOOT2.BMP +./dir4/SPR_MECHA_SHOOT3.BMP +./dir4/SPR_MECHA_W1.BMP +./dir4/SPR_MECHA_W2.BMP +./dir4/SPR_MECHA_W3.BMP +./dir4/SPR_MECHA_W4.BMP +./dir4/SPR_MG42.bmp +./dir4/SPR_MUT_PAIN_1.BMP +./dir4/SPR_MUT_PAIN_2.BMP +./dir4/SPR_MUT_SHOOT1.BMP +./dir4/SPR_MUT_SHOOT2.BMP +./dir4/SPR_MUT_SHOOT3.BMP +./dir4/SPR_MUT_SHOOT4.BMP +./dir4/SPR_OFC_PAIN_1.BMP +./dir4/SPR_OFC_PAIN_2.BMP +./dir4/SPR_OFC_SHOOT1.BMP +./dir4/SPR_OFC_SHOOT2.BMP +./dir4/SPR_OFC_SHOOT3.BMP +./dir4/SPR_SCHABB_SHOOT1.bmp +./dir4/SPR_SCHABB_SHOOT2.bmp +./dir4/SPR_SCHABB_W1.bmp +./dir4/SPR_SCHABB_W2.bmp +./dir4/SPR_SCHABB_W3.bmp +./dir4/SPR_SCHABB_W4.bmp +./dir4/SPR_SODMPDOG_JUMP1.bmp +./dir4/SPR_SODMPDOG_JUMP2.bmp +./dir4/SPR_SODMPDOG_JUMP3.bmp +./dir4/SPR_SODMPDOG_W1_1.bmp +./dir4/SPR_SODMPGRD_PAIN_1.BMP +./dir4/SPR_SODMPGRD_PAIN_2.BMP +./dir4/SPR_SODMPGRD_SHOOT1.BMP +./dir4/SPR_SODMPGRD_SHOOT2.BMP +./dir4/SPR_SODMPGRD_SHOOT3.BMP +./dir4/SPR_SODMPMUT_PAIN_1.bmp +./dir4/SPR_SODMPMUT_PAIN_2.bmp +./dir4/SPR_SODMPMUT_SHOOT1.bmp +./dir4/SPR_SODMPMUT_SHOOT2.bmp +./dir4/SPR_SODMPMUT_SHOOT3.bmp +./dir4/SPR_SODMPOFC_PAIN_1.BMP +./dir4/SPR_SODMPOFC_PAIN_2.BMP +./dir4/SPR_SODMPOFC_SHOOT1.BMP +./dir4/SPR_SODMPOFC_SHOOT2.BMP +./dir4/SPR_SODMPOFC_SHOOT3.BMP +./dir4/SPR_SODMPSS_PAIN_1.bmp +./dir4/SPR_SODMPSS_PAIN_2.bmp +./dir4/SPR_SODMPSS_SHOOT1.bmp +./dir4/SPR_SODMPSS_SHOOT2.bmp +./dir4/SPR_SODMPSS_SHOOT3.bmp +./dir4/SPR_SS_PAIN_1.BMP +./dir4/SPR_SS_PAIN_2.BMP +./dir4/SPR_SS_SHOOT1.BMP +./dir4/SPR_SS_SHOOT2.BMP +./dir4/SPR_SS_SHOOT3.BMP +./dir4/SPR_TANK.bmp +./dir4/SPR_TANK_NOGUN.bmp +./dir4/SPR_TRANS_SHOOT1.bmp +./dir4/SPR_TRANS_SHOOT2.bmp +./dir4/SPR_TRANS_SHOOT3.bmp +./dir4/SPR_TRANS_W1.bmp +./dir4/SPR_TRANS_W2.bmp +./dir4/SPR_TRANS_W3.bmp +./dir4/SPR_TRANS_W4.bmp +./dir4/SPR_WILL_SHOOT1.bmp +./dir4/SPR_WILL_SHOOT2.bmp +./dir4/SPR_WILL_SHOOT3.bmp +./dir4/SPR_WILL_SHOOT4.bmp +./dir4/SPR_WILL_W1.bmp +./dir4/SPR_WILL_W2.bmp +./dir4/SPR_WILL_W3.bmp +./dir4/SPR_WILL_W4.bmp +./dir5 +./dir5/SPR_BJ_CHAINATK1.BMP +./dir5/SPR_BJ_CHAINATK2.BMP +./dir5/SPR_BJ_CHAINATK3.BMP +./dir5/SPR_BJ_CHAINATK4.BMP +./dir5/SPR_BJ_CHAINREADY.BMP +./dir5/SPR_BJ_DEAD.BMP +./dir5/SPR_BJ_DIE_1.bmp +./dir5/SPR_BJ_DIE_2.bmp +./dir5/SPR_BJ_DIE_3.bmp +./dir5/SPR_BJ_FISTSATK1.bmp +./dir5/SPR_BJ_FISTSATK2.bmp +./dir5/SPR_BJ_FISTSATK3.bmp +./dir5/SPR_BJ_FISTSATK4.bmp +./dir5/SPR_BJ_FISTSREADY.bmp +./dir5/SPR_BJ_FLAGATK1.bmp +./dir5/SPR_BJ_FLAGATK2.bmp +./dir5/SPR_BJ_FLAGATK3.bmp +./dir5/SPR_BJ_FLAGATK4.bmp +./dir5/SPR_BJ_FLAGREADY.bmp +./dir5/SPR_BJ_JUMP1.BMP +./dir5/SPR_BJ_JUMP2.BMP +./dir5/SPR_BJ_JUMP3.BMP +./dir5/SPR_BJ_JUMP4.BMP +./dir5/SPR_BJ_KNIFEATK1.BMP +./dir5/SPR_BJ_KNIFEATK2.BMP +./dir5/SPR_BJ_KNIFEATK3.BMP +./dir5/SPR_BJ_KNIFEATK4.BMP +./dir5/SPR_BJ_KNIFEREADY.BMP +./dir5/SPR_BJ_M1.BMP +./dir5/SPR_BJ_M1_CHAIN.BMP +./dir5/SPR_BJ_M1_FISTS.bmp +./dir5/SPR_BJ_M1_FLAG.bmp +./dir5/SPR_BJ_M1_KNIFE.BMP +./dir5/SPR_BJ_M1_MG42.bmp +./dir5/SPR_BJ_M1_PISTOL.BMP +./dir5/SPR_BJ_M1_TANKGUN.bmp +./dir5/SPR_BJ_M1_TANKWHEEL.bmp +./dir5/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_M2.BMP +./dir5/SPR_BJ_M2_CHAIN.BMP +./dir5/SPR_BJ_M2_FISTS.bmp +./dir5/SPR_BJ_M2_FLAG.bmp +./dir5/SPR_BJ_M2_KNIFE.BMP +./dir5/SPR_BJ_M2_MG42.bmp +./dir5/SPR_BJ_M2_PISTOL.BMP +./dir5/SPR_BJ_M2_TANKGUN.bmp +./dir5/SPR_BJ_M2_TANKWHEEL.bmp +./dir5/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_M3.BMP +./dir5/SPR_BJ_M3_CHAIN.BMP +./dir5/SPR_BJ_M3_FISTS.bmp +./dir5/SPR_BJ_M3_FLAG.bmp +./dir5/SPR_BJ_M3_KNIFE.BMP +./dir5/SPR_BJ_M3_MG42.bmp +./dir5/SPR_BJ_M3_PISTOL.BMP +./dir5/SPR_BJ_M3_TANKGUN.bmp +./dir5/SPR_BJ_M3_TANKWHEEL.bmp +./dir5/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_M4.BMP +./dir5/SPR_BJ_M4_CHAIN.BMP +./dir5/SPR_BJ_M4_FISTS.bmp +./dir5/SPR_BJ_M4_FLAG.bmp +./dir5/SPR_BJ_M4_KNIFE.BMP +./dir5/SPR_BJ_M4_MG42.bmp +./dir5/SPR_BJ_M4_PISTOL.BMP +./dir5/SPR_BJ_M4_TANKGUN.bmp +./dir5/SPR_BJ_M4_TANKWHEEL.bmp +./dir5/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_MACHINEGUNATK1.BMP +./dir5/SPR_BJ_MACHINEGUNATK2.BMP +./dir5/SPR_BJ_MACHINEGUNATK3.BMP +./dir5/SPR_BJ_MACHINEGUNATK4.BMP +./dir5/SPR_BJ_MACHINEGUNREADY.BMP +./dir5/SPR_BJ_MG42ATK1.bmp +./dir5/SPR_BJ_MG42ATK2.bmp +./dir5/SPR_BJ_MG42ATK3.bmp +./dir5/SPR_BJ_MG42ATK4.bmp +./dir5/SPR_BJ_MG42READY.bmp +./dir5/SPR_BJ_PAIN_1.BMP +./dir5/SPR_BJ_PAIN_1_CHAIN.BMP +./dir5/SPR_BJ_PAIN_1_FISTS.bmp +./dir5/SPR_BJ_PAIN_1_FLAG.bmp +./dir5/SPR_BJ_PAIN_1_KNIFE.BMP +./dir5/SPR_BJ_PAIN_1_MG42.bmp +./dir5/SPR_BJ_PAIN_1_PISTOL.BMP +./dir5/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir5/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir5/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_PAIN_2.BMP +./dir5/SPR_BJ_PAIN_2_CHAIN.BMP +./dir5/SPR_BJ_PAIN_2_FISTS.bmp +./dir5/SPR_BJ_PAIN_2_FLAG.bmp +./dir5/SPR_BJ_PAIN_2_KNIFE.BMP +./dir5/SPR_BJ_PAIN_2_MG42.bmp +./dir5/SPR_BJ_PAIN_2_PISTOL.BMP +./dir5/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir5/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir5/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_PISTOLATK1.BMP +./dir5/SPR_BJ_PISTOLATK2.BMP +./dir5/SPR_BJ_PISTOLATK3.BMP +./dir5/SPR_BJ_PISTOLATK4.BMP +./dir5/SPR_BJ_PISTOLREADY.BMP +./dir5/SPR_BJ_STAND.BMP +./dir5/SPR_BJ_STAND_CHAIN.BMP +./dir5/SPR_BJ_STAND_FISTS.bmp +./dir5/SPR_BJ_STAND_FLAG.bmp +./dir5/SPR_BJ_STAND_KNIFE.BMP +./dir5/SPR_BJ_STAND_MG42.bmp +./dir5/SPR_BJ_STAND_PISTOL.BMP +./dir5/SPR_BJ_STAND_TANKGUN.bmp +./dir5/SPR_BJ_STAND_TANKWHEEL.bmp +./dir5/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir5/SPR_BJ_TANKGUNATK1.bmp +./dir5/SPR_BJ_TANKGUNATK2.bmp +./dir5/SPR_BJ_TANKGUNATK3.bmp +./dir5/SPR_BJ_TANKGUNATK4.bmp +./dir5/SPR_BJ_TANKGUNREADY.bmp +./dir5/SPR_BJ_TANKWHEELATK1.bmp +./dir5/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir5/SPR_BJ_TANKWHEELATK2.bmp +./dir5/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir5/SPR_BJ_TANKWHEELATK3.bmp +./dir5/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir5/SPR_BJ_TANKWHEELATK4.bmp +./dir5/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir5/SPR_BJ_TANKWHEELREADY.bmp +./dir5/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir5/SPR_BJ_W1.BMP +./dir5/SPR_BJ_W2.BMP +./dir5/SPR_BJ_W3.BMP +./dir5/SPR_BJ_W4.BMP +./dir5/SPR_BOSS_SHOOT1.bmp +./dir5/SPR_BOSS_SHOOT2.bmp +./dir5/SPR_BOSS_SHOOT3.bmp +./dir5/SPR_BOSS_W1.bmp +./dir5/SPR_BOSS_W2.bmp +./dir5/SPR_BOSS_W3.bmp +./dir5/SPR_BOSS_W4.bmp +./dir5/SPR_DOG_JUMP1.BMP +./dir5/SPR_DOG_JUMP2.BMP +./dir5/SPR_DOG_JUMP3.BMP +./dir5/SPR_DOG_PAIN_1.BMP +./dir5/SPR_DOG_PAIN_2.BMP +./dir5/SPR_DOG_W1_1.BMP +./dir5/SPR_FAKE_SHOOT.BMP +./dir5/SPR_FAKE_W1.BMP +./dir5/SPR_FAKE_W2.BMP +./dir5/SPR_FAKE_W3.BMP +./dir5/SPR_FAKE_W4.BMP +./dir5/SPR_FAT_SHOOT1.bmp +./dir5/SPR_FAT_SHOOT2.bmp +./dir5/SPR_FAT_SHOOT3.bmp +./dir5/SPR_FAT_SHOOT4.bmp +./dir5/SPR_FAT_W1.bmp +./dir5/SPR_FAT_W2.bmp +./dir5/SPR_FAT_W3.bmp +./dir5/SPR_FAT_W4.bmp +./dir5/SPR_GIFT_SHOOT1.bmp +./dir5/SPR_GIFT_SHOOT2.bmp +./dir5/SPR_GIFT_W1.bmp +./dir5/SPR_GIFT_W2.bmp +./dir5/SPR_GIFT_W3.bmp +./dir5/SPR_GIFT_W4.bmp +./dir5/SPR_GRD_PAIN_1.BMP +./dir5/SPR_GRD_PAIN_2.BMP +./dir5/SPR_GRD_SHOOT1.BMP +./dir5/SPR_GRD_SHOOT2.BMP +./dir5/SPR_GRD_SHOOT3.BMP +./dir5/SPR_GRETEL_SHOOT1.bmp +./dir5/SPR_GRETEL_SHOOT2.bmp +./dir5/SPR_GRETEL_SHOOT3.bmp +./dir5/SPR_GRETEL_W1.bmp +./dir5/SPR_GRETEL_W2.bmp +./dir5/SPR_GRETEL_W3.bmp +./dir5/SPR_GRETEL_W4.bmp +./dir5/SPR_HITLER_SHOOT1.BMP +./dir5/SPR_HITLER_SHOOT2.BMP +./dir5/SPR_HITLER_SHOOT3.BMP +./dir5/SPR_HITLER_W1.BMP +./dir5/SPR_HITLER_W2.BMP +./dir5/SPR_HITLER_W3.BMP +./dir5/SPR_HITLER_W4.BMP +./dir5/SPR_MECHA_SHOOT1.BMP +./dir5/SPR_MECHA_SHOOT2.BMP +./dir5/SPR_MECHA_SHOOT3.BMP +./dir5/SPR_MECHA_W1.BMP +./dir5/SPR_MECHA_W2.BMP +./dir5/SPR_MECHA_W3.BMP +./dir5/SPR_MECHA_W4.BMP +./dir5/SPR_MG42.bmp +./dir5/SPR_MUT_PAIN_1.BMP +./dir5/SPR_MUT_PAIN_2.BMP +./dir5/SPR_MUT_SHOOT1.BMP +./dir5/SPR_MUT_SHOOT2.BMP +./dir5/SPR_MUT_SHOOT3.BMP +./dir5/SPR_MUT_SHOOT4.BMP +./dir5/SPR_OFC_PAIN_1.BMP +./dir5/SPR_OFC_PAIN_2.BMP +./dir5/SPR_OFC_SHOOT1.BMP +./dir5/SPR_OFC_SHOOT2.BMP +./dir5/SPR_OFC_SHOOT3.BMP +./dir5/SPR_SCHABB_SHOOT1.bmp +./dir5/SPR_SCHABB_SHOOT2.bmp +./dir5/SPR_SCHABB_W1.bmp +./dir5/SPR_SCHABB_W2.bmp +./dir5/SPR_SCHABB_W3.bmp +./dir5/SPR_SCHABB_W4.bmp +./dir5/SPR_SODMPDOG_JUMP1.bmp +./dir5/SPR_SODMPDOG_JUMP2.bmp +./dir5/SPR_SODMPDOG_JUMP3.bmp +./dir5/SPR_SODMPDOG_W1_1.bmp +./dir5/SPR_SODMPGRD_PAIN_1.BMP +./dir5/SPR_SODMPGRD_PAIN_2.BMP +./dir5/SPR_SODMPGRD_SHOOT1.BMP +./dir5/SPR_SODMPGRD_SHOOT2.BMP +./dir5/SPR_SODMPGRD_SHOOT3.BMP +./dir5/SPR_SODMPMUT_PAIN_1.bmp +./dir5/SPR_SODMPMUT_PAIN_2.bmp +./dir5/SPR_SODMPMUT_SHOOT1.bmp +./dir5/SPR_SODMPMUT_SHOOT2.bmp +./dir5/SPR_SODMPMUT_SHOOT3.bmp +./dir5/SPR_SODMPOFC_PAIN_1.BMP +./dir5/SPR_SODMPOFC_PAIN_2.BMP +./dir5/SPR_SODMPOFC_SHOOT1.BMP +./dir5/SPR_SODMPOFC_SHOOT2.BMP +./dir5/SPR_SODMPOFC_SHOOT3.BMP +./dir5/SPR_SODMPSS_PAIN_1.bmp +./dir5/SPR_SODMPSS_PAIN_2.bmp +./dir5/SPR_SODMPSS_SHOOT1.bmp +./dir5/SPR_SODMPSS_SHOOT2.bmp +./dir5/SPR_SODMPSS_SHOOT3.bmp +./dir5/SPR_SS_PAIN_1.BMP +./dir5/SPR_SS_PAIN_2.BMP +./dir5/SPR_SS_SHOOT1.BMP +./dir5/SPR_SS_SHOOT2.BMP +./dir5/SPR_SS_SHOOT3.BMP +./dir5/SPR_TANK.bmp +./dir5/SPR_TANK_NOGUN.bmp +./dir5/SPR_TRANS_SHOOT1.bmp +./dir5/SPR_TRANS_SHOOT2.bmp +./dir5/SPR_TRANS_SHOOT3.bmp +./dir5/SPR_TRANS_W1.bmp +./dir5/SPR_TRANS_W2.bmp +./dir5/SPR_TRANS_W3.bmp +./dir5/SPR_TRANS_W4.bmp +./dir5/SPR_WILL_SHOOT1.bmp +./dir5/SPR_WILL_SHOOT2.bmp +./dir5/SPR_WILL_SHOOT3.bmp +./dir5/SPR_WILL_SHOOT4.bmp +./dir5/SPR_WILL_W1.bmp +./dir5/SPR_WILL_W2.bmp +./dir5/SPR_WILL_W3.bmp +./dir5/SPR_WILL_W4.bmp +./dir6 +./dir6/SPR_BJ_CHAINATK1.BMP +./dir6/SPR_BJ_CHAINATK2.BMP +./dir6/SPR_BJ_CHAINATK3.BMP +./dir6/SPR_BJ_CHAINATK4.BMP +./dir6/SPR_BJ_CHAINREADY.BMP +./dir6/SPR_BJ_DEAD.BMP +./dir6/SPR_BJ_DIE_1.bmp +./dir6/SPR_BJ_DIE_2.bmp +./dir6/SPR_BJ_DIE_3.bmp +./dir6/SPR_BJ_FISTSATK1.bmp +./dir6/SPR_BJ_FISTSATK2.bmp +./dir6/SPR_BJ_FISTSATK3.bmp +./dir6/SPR_BJ_FISTSATK4.bmp +./dir6/SPR_BJ_FISTSREADY.bmp +./dir6/SPR_BJ_FLAGATK1.bmp +./dir6/SPR_BJ_FLAGATK2.bmp +./dir6/SPR_BJ_FLAGATK3.bmp +./dir6/SPR_BJ_FLAGATK4.bmp +./dir6/SPR_BJ_FLAGREADY.bmp +./dir6/SPR_BJ_JUMP1.BMP +./dir6/SPR_BJ_JUMP2.BMP +./dir6/SPR_BJ_JUMP3.BMP +./dir6/SPR_BJ_JUMP4.BMP +./dir6/SPR_BJ_KNIFEATK1.BMP +./dir6/SPR_BJ_KNIFEATK2.BMP +./dir6/SPR_BJ_KNIFEATK3.BMP +./dir6/SPR_BJ_KNIFEATK4.BMP +./dir6/SPR_BJ_KNIFEREADY.BMP +./dir6/SPR_BJ_M1.BMP +./dir6/SPR_BJ_M1_CHAIN.BMP +./dir6/SPR_BJ_M1_FISTS.bmp +./dir6/SPR_BJ_M1_FLAG.bmp +./dir6/SPR_BJ_M1_KNIFE.BMP +./dir6/SPR_BJ_M1_MG42.bmp +./dir6/SPR_BJ_M1_PISTOL.BMP +./dir6/SPR_BJ_M1_TANKGUN.bmp +./dir6/SPR_BJ_M1_TANKWHEEL.bmp +./dir6/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_M2.BMP +./dir6/SPR_BJ_M2_CHAIN.BMP +./dir6/SPR_BJ_M2_FISTS.bmp +./dir6/SPR_BJ_M2_FLAG.bmp +./dir6/SPR_BJ_M2_KNIFE.BMP +./dir6/SPR_BJ_M2_MG42.bmp +./dir6/SPR_BJ_M2_PISTOL.BMP +./dir6/SPR_BJ_M2_TANKGUN.bmp +./dir6/SPR_BJ_M2_TANKWHEEL.bmp +./dir6/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_M3.BMP +./dir6/SPR_BJ_M3_CHAIN.BMP +./dir6/SPR_BJ_M3_FISTS.bmp +./dir6/SPR_BJ_M3_FLAG.bmp +./dir6/SPR_BJ_M3_KNIFE.BMP +./dir6/SPR_BJ_M3_MG42.bmp +./dir6/SPR_BJ_M3_PISTOL.BMP +./dir6/SPR_BJ_M3_TANKGUN.bmp +./dir6/SPR_BJ_M3_TANKWHEEL.bmp +./dir6/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_M4.BMP +./dir6/SPR_BJ_M4_CHAIN.BMP +./dir6/SPR_BJ_M4_FISTS.bmp +./dir6/SPR_BJ_M4_FLAG.bmp +./dir6/SPR_BJ_M4_KNIFE.BMP +./dir6/SPR_BJ_M4_MG42.bmp +./dir6/SPR_BJ_M4_PISTOL.BMP +./dir6/SPR_BJ_M4_TANKGUN.bmp +./dir6/SPR_BJ_M4_TANKWHEEL.bmp +./dir6/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_MACHINEGUNATK1.BMP +./dir6/SPR_BJ_MACHINEGUNATK2.BMP +./dir6/SPR_BJ_MACHINEGUNATK3.BMP +./dir6/SPR_BJ_MACHINEGUNATK4.BMP +./dir6/SPR_BJ_MACHINEGUNREADY.BMP +./dir6/SPR_BJ_MG42ATK1.bmp +./dir6/SPR_BJ_MG42ATK2.bmp +./dir6/SPR_BJ_MG42ATK3.bmp +./dir6/SPR_BJ_MG42ATK4.bmp +./dir6/SPR_BJ_MG42READY.bmp +./dir6/SPR_BJ_PAIN_1.BMP +./dir6/SPR_BJ_PAIN_1_CHAIN.BMP +./dir6/SPR_BJ_PAIN_1_FISTS.bmp +./dir6/SPR_BJ_PAIN_1_FLAG.bmp +./dir6/SPR_BJ_PAIN_1_KNIFE.BMP +./dir6/SPR_BJ_PAIN_1_MG42.bmp +./dir6/SPR_BJ_PAIN_1_PISTOL.BMP +./dir6/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir6/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir6/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_PAIN_2.BMP +./dir6/SPR_BJ_PAIN_2_CHAIN.BMP +./dir6/SPR_BJ_PAIN_2_FISTS.bmp +./dir6/SPR_BJ_PAIN_2_FLAG.BMP +./dir6/SPR_BJ_PAIN_2_KNIFE.BMP +./dir6/SPR_BJ_PAIN_2_MG42.bmp +./dir6/SPR_BJ_PAIN_2_PISTOL.BMP +./dir6/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir6/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir6/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_PISTOLATK1.BMP +./dir6/SPR_BJ_PISTOLATK2.BMP +./dir6/SPR_BJ_PISTOLATK3.BMP +./dir6/SPR_BJ_PISTOLATK4.BMP +./dir6/SPR_BJ_PISTOLREADY.BMP +./dir6/SPR_BJ_STAND.BMP +./dir6/SPR_BJ_STAND_CHAIN.BMP +./dir6/SPR_BJ_STAND_FISTS.bmp +./dir6/SPR_BJ_STAND_FLAG.bmp +./dir6/SPR_BJ_STAND_KNIFE.BMP +./dir6/SPR_BJ_STAND_MG42.bmp +./dir6/SPR_BJ_STAND_PISTOL.BMP +./dir6/SPR_BJ_STAND_TANKGUN.bmp +./dir6/SPR_BJ_STAND_TANKWHEEL.bmp +./dir6/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir6/SPR_BJ_TANKGUNATK1.bmp +./dir6/SPR_BJ_TANKGUNATK2.bmp +./dir6/SPR_BJ_TANKGUNATK3.bmp +./dir6/SPR_BJ_TANKGUNATK4.bmp +./dir6/SPR_BJ_TANKGUNREADY.bmp +./dir6/SPR_BJ_TANKWHEELATK1.bmp +./dir6/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir6/SPR_BJ_TANKWHEELATK2.bmp +./dir6/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir6/SPR_BJ_TANKWHEELATK3.bmp +./dir6/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir6/SPR_BJ_TANKWHEELATK4.bmp +./dir6/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir6/SPR_BJ_TANKWHEELREADY.bmp +./dir6/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir6/SPR_BJ_W1.BMP +./dir6/SPR_BJ_W2.BMP +./dir6/SPR_BJ_W3.BMP +./dir6/SPR_BJ_W4.BMP +./dir6/SPR_BOSS_SHOOT1.bmp +./dir6/SPR_BOSS_SHOOT2.bmp +./dir6/SPR_BOSS_SHOOT3.bmp +./dir6/SPR_BOSS_W1.bmp +./dir6/SPR_BOSS_W2.bmp +./dir6/SPR_BOSS_W3.bmp +./dir6/SPR_BOSS_W4.bmp +./dir6/SPR_DOG_JUMP1.BMP +./dir6/SPR_DOG_JUMP2.BMP +./dir6/SPR_DOG_JUMP3.BMP +./dir6/SPR_DOG_PAIN_1.BMP +./dir6/SPR_DOG_PAIN_2.BMP +./dir6/SPR_DOG_W1_1.BMP +./dir6/SPR_FAKE_SHOOT.BMP +./dir6/SPR_FAKE_W1.BMP +./dir6/SPR_FAKE_W2.BMP +./dir6/SPR_FAKE_W3.BMP +./dir6/SPR_FAKE_W4.BMP +./dir6/SPR_FAT_SHOOT1.bmp +./dir6/SPR_FAT_SHOOT2.bmp +./dir6/SPR_FAT_SHOOT3.bmp +./dir6/SPR_FAT_SHOOT4.bmp +./dir6/SPR_FAT_W1.bmp +./dir6/SPR_FAT_W2.bmp +./dir6/SPR_FAT_W3.bmp +./dir6/SPR_FAT_W4.bmp +./dir6/SPR_GIFT_SHOOT1.bmp +./dir6/SPR_GIFT_SHOOT2.bmp +./dir6/SPR_GIFT_W1.bmp +./dir6/SPR_GIFT_W2.bmp +./dir6/SPR_GIFT_W3.bmp +./dir6/SPR_GIFT_W4.bmp +./dir6/SPR_GRD_PAIN_1.BMP +./dir6/SPR_GRD_PAIN_2.BMP +./dir6/SPR_GRD_SHOOT1.BMP +./dir6/SPR_GRD_SHOOT2.BMP +./dir6/SPR_GRD_SHOOT3.BMP +./dir6/SPR_GRETEL_SHOOT1.bmp +./dir6/SPR_GRETEL_SHOOT2.bmp +./dir6/SPR_GRETEL_SHOOT3.bmp +./dir6/SPR_GRETEL_W1.bmp +./dir6/SPR_GRETEL_W2.bmp +./dir6/SPR_GRETEL_W3.bmp +./dir6/SPR_GRETEL_W4.bmp +./dir6/SPR_HITLER_SHOOT1.BMP +./dir6/SPR_HITLER_SHOOT2.BMP +./dir6/SPR_HITLER_SHOOT3.BMP +./dir6/SPR_HITLER_W1.BMP +./dir6/SPR_HITLER_W2.BMP +./dir6/SPR_HITLER_W3.BMP +./dir6/SPR_HITLER_W4.BMP +./dir6/SPR_MECHA_SHOOT1.BMP +./dir6/SPR_MECHA_SHOOT2.BMP +./dir6/SPR_MECHA_SHOOT3.BMP +./dir6/SPR_MECHA_W1.BMP +./dir6/SPR_MECHA_W2.BMP +./dir6/SPR_MECHA_W3.BMP +./dir6/SPR_MECHA_W4.BMP +./dir6/SPR_MG42.bmp +./dir6/SPR_MUT_PAIN_1.BMP +./dir6/SPR_MUT_PAIN_2.BMP +./dir6/SPR_MUT_SHOOT1.BMP +./dir6/SPR_MUT_SHOOT2.BMP +./dir6/SPR_MUT_SHOOT3.BMP +./dir6/SPR_MUT_SHOOT4.BMP +./dir6/SPR_OFC_PAIN_1.BMP +./dir6/SPR_OFC_PAIN_2.BMP +./dir6/SPR_OFC_SHOOT1.BMP +./dir6/SPR_OFC_SHOOT2.BMP +./dir6/SPR_OFC_SHOOT3.BMP +./dir6/SPR_SCHABB_SHOOT1.bmp +./dir6/SPR_SCHABB_SHOOT2.bmp +./dir6/SPR_SCHABB_W1.bmp +./dir6/SPR_SCHABB_W2.bmp +./dir6/SPR_SCHABB_W3.bmp +./dir6/SPR_SCHABB_W4.bmp +./dir6/SPR_SODMPDOG_JUMP1.bmp +./dir6/SPR_SODMPDOG_JUMP2.bmp +./dir6/SPR_SODMPDOG_JUMP3.bmp +./dir6/SPR_SODMPDOG_W1_1.bmp +./dir6/SPR_SODMPGRD_PAIN_1.BMP +./dir6/SPR_SODMPGRD_PAIN_2.BMP +./dir6/SPR_SODMPGRD_SHOOT1.BMP +./dir6/SPR_SODMPGRD_SHOOT2.BMP +./dir6/SPR_SODMPGRD_SHOOT3.BMP +./dir6/SPR_SODMPMUT_PAIN_1.bmp +./dir6/SPR_SODMPMUT_PAIN_2.bmp +./dir6/SPR_SODMPMUT_SHOOT1.bmp +./dir6/SPR_SODMPMUT_SHOOT2.bmp +./dir6/SPR_SODMPMUT_SHOOT3.bmp +./dir6/SPR_SODMPOFC_PAIN_1.BMP +./dir6/SPR_SODMPOFC_PAIN_2.BMP +./dir6/SPR_SODMPOFC_SHOOT1.BMP +./dir6/SPR_SODMPOFC_SHOOT2.BMP +./dir6/SPR_SODMPOFC_SHOOT3.BMP +./dir6/SPR_SODMPSS_PAIN_1.bmp +./dir6/SPR_SODMPSS_PAIN_2.bmp +./dir6/SPR_SODMPSS_SHOOT1.bmp +./dir6/SPR_SODMPSS_SHOOT2.bmp +./dir6/SPR_SODMPSS_SHOOT3.bmp +./dir6/SPR_SS_PAIN_1.BMP +./dir6/SPR_SS_PAIN_2.BMP +./dir6/SPR_SS_SHOOT1.BMP +./dir6/SPR_SS_SHOOT2.BMP +./dir6/SPR_SS_SHOOT3.BMP +./dir6/SPR_TANK.bmp +./dir6/SPR_TANK_NOGUN.bmp +./dir6/SPR_TRANS_SHOOT1.bmp +./dir6/SPR_TRANS_SHOOT2.bmp +./dir6/SPR_TRANS_SHOOT3.bmp +./dir6/SPR_TRANS_W1.bmp +./dir6/SPR_TRANS_W2.bmp +./dir6/SPR_TRANS_W3.bmp +./dir6/SPR_TRANS_W4.bmp +./dir6/SPR_WILL_SHOOT1.bmp +./dir6/SPR_WILL_SHOOT2.bmp +./dir6/SPR_WILL_SHOOT3.bmp +./dir6/SPR_WILL_SHOOT4.bmp +./dir6/SPR_WILL_W1.bmp +./dir6/SPR_WILL_W2.bmp +./dir6/SPR_WILL_W3.bmp +./dir6/SPR_WILL_W4.bmp +./dir7 +./dir7/SPR_BJ_CHAINATK1.BMP +./dir7/SPR_BJ_CHAINATK2.BMP +./dir7/SPR_BJ_CHAINATK3.BMP +./dir7/SPR_BJ_CHAINATK4.BMP +./dir7/SPR_BJ_CHAINREADY.BMP +./dir7/SPR_BJ_DEAD.BMP +./dir7/SPR_BJ_DIE_1.bmp +./dir7/SPR_BJ_DIE_2.bmp +./dir7/SPR_BJ_DIE_3.bmp +./dir7/SPR_BJ_FISTSATK1.bmp +./dir7/SPR_BJ_FISTSATK2.bmp +./dir7/SPR_BJ_FISTSATK3.bmp +./dir7/SPR_BJ_FISTSATK4.bmp +./dir7/SPR_BJ_FISTSREADY.bmp +./dir7/SPR_BJ_FLAGATK1.bmp +./dir7/SPR_BJ_FLAGATK2.bmp +./dir7/SPR_BJ_FLAGATK3.bmp +./dir7/SPR_BJ_FLAGATK4.bmp +./dir7/SPR_BJ_FLAGREADY.bmp +./dir7/SPR_BJ_JUMP1.BMP +./dir7/SPR_BJ_JUMP2.BMP +./dir7/SPR_BJ_JUMP3.BMP +./dir7/SPR_BJ_JUMP4.BMP +./dir7/SPR_BJ_KNIFEATK1.bmp +./dir7/SPR_BJ_KNIFEATK2.bmp +./dir7/SPR_BJ_KNIFEATK3.bmp +./dir7/SPR_BJ_KNIFEATK4.bmp +./dir7/SPR_BJ_KNIFEREADY.bmp +./dir7/SPR_BJ_M1.BMP +./dir7/SPR_BJ_M1_CHAIN.BMP +./dir7/SPR_BJ_M1_FISTS.bmp +./dir7/SPR_BJ_M1_FLAG.bmp +./dir7/SPR_BJ_M1_KNIFE.BMP +./dir7/SPR_BJ_M1_MG42.bmp +./dir7/SPR_BJ_M1_PISTOL.BMP +./dir7/SPR_BJ_M1_TANKGUN.bmp +./dir7/SPR_BJ_M1_TANKWHEEL.bmp +./dir7/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_M2.BMP +./dir7/SPR_BJ_M2_CHAIN.BMP +./dir7/SPR_BJ_M2_FISTS.bmp +./dir7/SPR_BJ_M2_FLAG.bmp +./dir7/SPR_BJ_M2_KNIFE.BMP +./dir7/SPR_BJ_M2_MG42.bmp +./dir7/SPR_BJ_M2_PISTOL.BMP +./dir7/SPR_BJ_M2_TANKGUN.bmp +./dir7/SPR_BJ_M2_TANKWHEEL.bmp +./dir7/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_M3.BMP +./dir7/SPR_BJ_M3_CHAIN.BMP +./dir7/SPR_BJ_M3_FISTS.bmp +./dir7/SPR_BJ_M3_FLAG.bmp +./dir7/SPR_BJ_M3_KNIFE.BMP +./dir7/SPR_BJ_M3_MG42.bmp +./dir7/SPR_BJ_M3_PISTOL.BMP +./dir7/SPR_BJ_M3_TANKGUN.bmp +./dir7/SPR_BJ_M3_TANKWHEEL.bmp +./dir7/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_M4.BMP +./dir7/SPR_BJ_M4_CHAIN.BMP +./dir7/SPR_BJ_M4_FISTS.bmp +./dir7/SPR_BJ_M4_FLAG.bmp +./dir7/SPR_BJ_M4_KNIFE.BMP +./dir7/SPR_BJ_M4_MG42.bmp +./dir7/SPR_BJ_M4_PISTOL.BMP +./dir7/SPR_BJ_M4_TANKGUN.bmp +./dir7/SPR_BJ_M4_TANKWHEEL.bmp +./dir7/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_MACHINEGUNATK1.BMP +./dir7/SPR_BJ_MACHINEGUNATK2.BMP +./dir7/SPR_BJ_MACHINEGUNATK3.BMP +./dir7/SPR_BJ_MACHINEGUNATK4.BMP +./dir7/SPR_BJ_MACHINEGUNREADY.BMP +./dir7/SPR_BJ_MG42ATK1.bmp +./dir7/SPR_BJ_MG42ATK2.bmp +./dir7/SPR_BJ_MG42ATK3.bmp +./dir7/SPR_BJ_MG42ATK4.bmp +./dir7/SPR_BJ_MG42READY.bmp +./dir7/SPR_BJ_PAIN_1.BMP +./dir7/SPR_BJ_PAIN_1_CHAIN.BMP +./dir7/SPR_BJ_PAIN_1_FISTS.bmp +./dir7/SPR_BJ_PAIN_1_FLAG.bmp +./dir7/SPR_BJ_PAIN_1_KNIFE.BMP +./dir7/SPR_BJ_PAIN_1_MG42.bmp +./dir7/SPR_BJ_PAIN_1_PISTOL.BMP +./dir7/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir7/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir7/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_PAIN_2.BMP +./dir7/SPR_BJ_PAIN_2_CHAIN.BMP +./dir7/SPR_BJ_PAIN_2_FISTS.bmp +./dir7/SPR_BJ_PAIN_2_FLAG.bmp +./dir7/SPR_BJ_PAIN_2_KNIFE.BMP +./dir7/SPR_BJ_PAIN_2_MG42.bmp +./dir7/SPR_BJ_PAIN_2_PISTOL.BMP +./dir7/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir7/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir7/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_PISTOLATK1.BMP +./dir7/SPR_BJ_PISTOLATK2.BMP +./dir7/SPR_BJ_PISTOLATK3.BMP +./dir7/SPR_BJ_PISTOLATK4.BMP +./dir7/SPR_BJ_PISTOLREADY.BMP +./dir7/SPR_BJ_STAND.BMP +./dir7/SPR_BJ_STAND_CHAIN.BMP +./dir7/SPR_BJ_STAND_FISTS.bmp +./dir7/SPR_BJ_STAND_FLAG.bmp +./dir7/SPR_BJ_STAND_KNIFE.BMP +./dir7/SPR_BJ_STAND_MG42.bmp +./dir7/SPR_BJ_STAND_PISTOL.BMP +./dir7/SPR_BJ_STAND_TANKGUN.bmp +./dir7/SPR_BJ_STAND_TANKWHEEL.bmp +./dir7/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir7/SPR_BJ_TANKGUNATK1.bmp +./dir7/SPR_BJ_TANKGUNATK2.bmp +./dir7/SPR_BJ_TANKGUNATK3.bmp +./dir7/SPR_BJ_TANKGUNATK4.bmp +./dir7/SPR_BJ_TANKGUNREADY.bmp +./dir7/SPR_BJ_TANKWHEELATK1.bmp +./dir7/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir7/SPR_BJ_TANKWHEELATK2.bmp +./dir7/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir7/SPR_BJ_TANKWHEELATK3.bmp +./dir7/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir7/SPR_BJ_TANKWHEELATK4.bmp +./dir7/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir7/SPR_BJ_TANKWHEELREADY.bmp +./dir7/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir7/SPR_BJ_W1.BMP +./dir7/SPR_BJ_W2.BMP +./dir7/SPR_BJ_W3.BMP +./dir7/SPR_BJ_W4.BMP +./dir7/SPR_BOSS_SHOOT1.bmp +./dir7/SPR_BOSS_SHOOT2.bmp +./dir7/SPR_BOSS_SHOOT3.bmp +./dir7/SPR_BOSS_W1.bmp +./dir7/SPR_BOSS_W2.bmp +./dir7/SPR_BOSS_W3.bmp +./dir7/SPR_BOSS_W4.bmp +./dir7/SPR_DOG_JUMP1.BMP +./dir7/SPR_DOG_JUMP2.BMP +./dir7/SPR_DOG_JUMP3.BMP +./dir7/SPR_DOG_PAIN_1.BMP +./dir7/SPR_DOG_PAIN_2.BMP +./dir7/SPR_DOG_W1_1.BMP +./dir7/SPR_FAKE_SHOOT.BMP +./dir7/SPR_FAKE_W1.BMP +./dir7/SPR_FAKE_W2.BMP +./dir7/SPR_FAKE_W3.BMP +./dir7/SPR_FAKE_W4.BMP +./dir7/SPR_FAT_SHOOT1.bmp +./dir7/SPR_FAT_SHOOT2.bmp +./dir7/SPR_FAT_SHOOT3.bmp +./dir7/SPR_FAT_SHOOT4.bmp +./dir7/SPR_FAT_W1.bmp +./dir7/SPR_FAT_W2.bmp +./dir7/SPR_FAT_W3.bmp +./dir7/SPR_FAT_W4.bmp +./dir7/SPR_GIFT_SHOOT1.bmp +./dir7/SPR_GIFT_SHOOT2.bmp +./dir7/SPR_GIFT_W1.bmp +./dir7/SPR_GIFT_W2.bmp +./dir7/SPR_GIFT_W3.bmp +./dir7/SPR_GIFT_W4.bmp +./dir7/SPR_GRD_PAIN_1.BMP +./dir7/SPR_GRD_PAIN_2.BMP +./dir7/SPR_GRD_SHOOT1.BMP +./dir7/SPR_GRD_SHOOT2.BMP +./dir7/SPR_GRD_SHOOT3.BMP +./dir7/SPR_GRETEL_SHOOT1.bmp +./dir7/SPR_GRETEL_SHOOT2.bmp +./dir7/SPR_GRETEL_SHOOT3.bmp +./dir7/SPR_GRETEL_W1.bmp +./dir7/SPR_GRETEL_W2.bmp +./dir7/SPR_GRETEL_W3.bmp +./dir7/SPR_GRETEL_W4.bmp +./dir7/SPR_HITLER_SHOOT1.BMP +./dir7/SPR_HITLER_SHOOT2.BMP +./dir7/SPR_HITLER_SHOOT3.BMP +./dir7/SPR_HITLER_W1.BMP +./dir7/SPR_HITLER_W2.BMP +./dir7/SPR_HITLER_W3.BMP +./dir7/SPR_HITLER_W4.BMP +./dir7/SPR_MECHA_SHOOT1.BMP +./dir7/SPR_MECHA_SHOOT2.BMP +./dir7/SPR_MECHA_SHOOT3.BMP +./dir7/SPR_MECHA_W1.BMP +./dir7/SPR_MECHA_W2.BMP +./dir7/SPR_MECHA_W3.BMP +./dir7/SPR_MECHA_W4.BMP +./dir7/SPR_MG42.bmp +./dir7/SPR_MUT_PAIN_1.BMP +./dir7/SPR_MUT_PAIN_2.BMP +./dir7/SPR_MUT_SHOOT1.BMP +./dir7/SPR_MUT_SHOOT2.BMP +./dir7/SPR_MUT_SHOOT3.BMP +./dir7/SPR_MUT_SHOOT4.BMP +./dir7/SPR_OFC_PAIN_1.BMP +./dir7/SPR_OFC_PAIN_2.BMP +./dir7/SPR_OFC_SHOOT1.BMP +./dir7/SPR_OFC_SHOOT2.BMP +./dir7/SPR_OFC_SHOOT3.BMP +./dir7/SPR_SCHABB_SHOOT1.bmp +./dir7/SPR_SCHABB_SHOOT2.bmp +./dir7/SPR_SCHABB_W1.bmp +./dir7/SPR_SCHABB_W2.bmp +./dir7/SPR_SCHABB_W3.bmp +./dir7/SPR_SCHABB_W4.bmp +./dir7/SPR_SODMPDOG_JUMP1.bmp +./dir7/SPR_SODMPDOG_JUMP2.bmp +./dir7/SPR_SODMPDOG_JUMP3.bmp +./dir7/SPR_SODMPDOG_W1_1.bmp +./dir7/SPR_SODMPGRD_PAIN_1.BMP +./dir7/SPR_SODMPGRD_PAIN_2.BMP +./dir7/SPR_SODMPGRD_SHOOT1.BMP +./dir7/SPR_SODMPGRD_SHOOT2.BMP +./dir7/SPR_SODMPGRD_SHOOT3.BMP +./dir7/SPR_SODMPMUT_PAIN_1.bmp +./dir7/SPR_SODMPMUT_PAIN_2.bmp +./dir7/SPR_SODMPMUT_SHOOT1.bmp +./dir7/SPR_SODMPMUT_SHOOT2.bmp +./dir7/SPR_SODMPMUT_SHOOT3.bmp +./dir7/SPR_SODMPOFC_PAIN_1.BMP +./dir7/SPR_SODMPOFC_PAIN_2.BMP +./dir7/SPR_SODMPOFC_SHOOT1.BMP +./dir7/SPR_SODMPOFC_SHOOT2.BMP +./dir7/SPR_SODMPOFC_SHOOT3.BMP +./dir7/SPR_SODMPSS_PAIN_1.bmp +./dir7/SPR_SODMPSS_PAIN_2.bmp +./dir7/SPR_SODMPSS_SHOOT1.bmp +./dir7/SPR_SODMPSS_SHOOT2.bmp +./dir7/SPR_SODMPSS_SHOOT3.bmp +./dir7/SPR_SS_PAIN_1.BMP +./dir7/SPR_SS_PAIN_2.BMP +./dir7/SPR_SS_SHOOT1.BMP +./dir7/SPR_SS_SHOOT2.BMP +./dir7/SPR_SS_SHOOT3.BMP +./dir7/SPR_TANK.bmp +./dir7/SPR_TANK_NOGUN.bmp +./dir7/SPR_TRANS_SHOOT1.bmp +./dir7/SPR_TRANS_SHOOT2.bmp +./dir7/SPR_TRANS_SHOOT3.bmp +./dir7/SPR_TRANS_W1.bmp +./dir7/SPR_TRANS_W2.bmp +./dir7/SPR_TRANS_W3.bmp +./dir7/SPR_TRANS_W4.bmp +./dir7/SPR_WILL_SHOOT1.bmp +./dir7/SPR_WILL_SHOOT2.bmp +./dir7/SPR_WILL_SHOOT3.bmp +./dir7/SPR_WILL_SHOOT4.bmp +./dir7/SPR_WILL_W1.bmp +./dir7/SPR_WILL_W2.bmp +./dir7/SPR_WILL_W3.bmp +./dir7/SPR_WILL_W4.bmp +./dir8 +./dir8/SPR_BJ_CHAINATK1.BMP +./dir8/SPR_BJ_CHAINATK2.BMP +./dir8/SPR_BJ_CHAINATK3.BMP +./dir8/SPR_BJ_CHAINATK4.BMP +./dir8/SPR_BJ_CHAINREADY.BMP +./dir8/SPR_BJ_DEAD.BMP +./dir8/SPR_BJ_DIE_1.bmp +./dir8/SPR_BJ_DIE_2.bmp +./dir8/SPR_BJ_DIE_3.bmp +./dir8/SPR_BJ_FISTSATK1.bmp +./dir8/SPR_BJ_FISTSATK2.bmp +./dir8/SPR_BJ_FISTSATK3.bmp +./dir8/SPR_BJ_FISTSATK4.bmp +./dir8/SPR_BJ_FISTSREADY.bmp +./dir8/SPR_BJ_FLAGATK1.bmp +./dir8/SPR_BJ_FLAGATK2.bmp +./dir8/SPR_BJ_FLAGATK3.bmp +./dir8/SPR_BJ_FLAGATK4.bmp +./dir8/SPR_BJ_FLAGREADY.bmp +./dir8/SPR_BJ_JUMP1.BMP +./dir8/SPR_BJ_JUMP2.BMP +./dir8/SPR_BJ_JUMP3.BMP +./dir8/SPR_BJ_JUMP4.BMP +./dir8/SPR_BJ_KNIFEATK1.bmp +./dir8/SPR_BJ_KNIFEATK2.bmp +./dir8/SPR_BJ_KNIFEATK3.bmp +./dir8/SPR_BJ_KNIFEATK4.bmp +./dir8/SPR_BJ_KNIFEREADY.bmp +./dir8/SPR_BJ_M1.BMP +./dir8/SPR_BJ_M1_CHAIN.BMP +./dir8/SPR_BJ_M1_FISTS.bmp +./dir8/SPR_BJ_M1_FLAG.bmp +./dir8/SPR_BJ_M1_KNIFE.BMP +./dir8/SPR_BJ_M1_MG42.bmp +./dir8/SPR_BJ_M1_PISTOL.BMP +./dir8/SPR_BJ_M1_TANKGUN.bmp +./dir8/SPR_BJ_M1_TANKWHEEL.bmp +./dir8/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_M2.BMP +./dir8/SPR_BJ_M2_CHAIN.BMP +./dir8/SPR_BJ_M2_FISTS.bmp +./dir8/SPR_BJ_M2_FLAG.bmp +./dir8/SPR_BJ_M2_KNIFE.BMP +./dir8/SPR_BJ_M2_MG42.bmp +./dir8/SPR_BJ_M2_PISTOL.BMP +./dir8/SPR_BJ_M2_TANKGUN.bmp +./dir8/SPR_BJ_M2_TANKWHEEL.bmp +./dir8/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_M3.BMP +./dir8/SPR_BJ_M3_CHAIN.BMP +./dir8/SPR_BJ_M3_FISTS.bmp +./dir8/SPR_BJ_M3_FLAG.bmp +./dir8/SPR_BJ_M3_KNIFE.BMP +./dir8/SPR_BJ_M3_MG42.bmp +./dir8/SPR_BJ_M3_PISTOL.BMP +./dir8/SPR_BJ_M3_TANKGUN.bmp +./dir8/SPR_BJ_M3_TANKWHEEL.bmp +./dir8/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_M4.BMP +./dir8/SPR_BJ_M4_CHAIN.BMP +./dir8/SPR_BJ_M4_FISTS.bmp +./dir8/SPR_BJ_M4_FLAG.bmp +./dir8/SPR_BJ_M4_KNIFE.BMP +./dir8/SPR_BJ_M4_MG42.bmp +./dir8/SPR_BJ_M4_PISTOL.BMP +./dir8/SPR_BJ_M4_TANKGUN.bmp +./dir8/SPR_BJ_M4_TANKWHEEL.bmp +./dir8/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_MACHINEGUNATK1.BMP +./dir8/SPR_BJ_MACHINEGUNATK2.BMP +./dir8/SPR_BJ_MACHINEGUNATK3.BMP +./dir8/SPR_BJ_MACHINEGUNATK4.BMP +./dir8/SPR_BJ_MACHINEGUNREADY.BMP +./dir8/SPR_BJ_MG42ATK1.bmp +./dir8/SPR_BJ_MG42ATK2.bmp +./dir8/SPR_BJ_MG42ATK3.bmp +./dir8/SPR_BJ_MG42ATK4.bmp +./dir8/SPR_BJ_MG42READY.bmp +./dir8/SPR_BJ_PAIN_1.BMP +./dir8/SPR_BJ_PAIN_1_CHAIN.BMP +./dir8/SPR_BJ_PAIN_1_FISTS.bmp +./dir8/SPR_BJ_PAIN_1_FLAG.bmp +./dir8/SPR_BJ_PAIN_1_KNIFE.BMP +./dir8/SPR_BJ_PAIN_1_MG42.bmp +./dir8/SPR_BJ_PAIN_1_PISTOL.BMP +./dir8/SPR_BJ_PAIN_1_TANKGUN.bmp +./dir8/SPR_BJ_PAIN_1_TANKWHEEL.bmp +./dir8/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_PAIN_2.BMP +./dir8/SPR_BJ_PAIN_2_CHAIN.BMP +./dir8/SPR_BJ_PAIN_2_FISTS.bmp +./dir8/SPR_BJ_PAIN_2_FLAG.bmp +./dir8/SPR_BJ_PAIN_2_KNIFE.BMP +./dir8/SPR_BJ_PAIN_2_MG42.bmp +./dir8/SPR_BJ_PAIN_2_PISTOL.BMP +./dir8/SPR_BJ_PAIN_2_TANKGUN.bmp +./dir8/SPR_BJ_PAIN_2_TANKWHEEL.bmp +./dir8/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_PISTOLATK1.BMP +./dir8/SPR_BJ_PISTOLATK2.BMP +./dir8/SPR_BJ_PISTOLATK3.BMP +./dir8/SPR_BJ_PISTOLATK4.BMP +./dir8/SPR_BJ_PISTOLREADY.BMP +./dir8/SPR_BJ_STAND.BMP +./dir8/SPR_BJ_STAND_CHAIN.BMP +./dir8/SPR_BJ_STAND_FISTS.bmp +./dir8/SPR_BJ_STAND_FLAG.bmp +./dir8/SPR_BJ_STAND_KNIFE.BMP +./dir8/SPR_BJ_STAND_MG42.bmp +./dir8/SPR_BJ_STAND_PISTOL.BMP +./dir8/SPR_BJ_STAND_TANKGUN.bmp +./dir8/SPR_BJ_STAND_TANKWHEEL.bmp +./dir8/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp +./dir8/SPR_BJ_TANKGUNATK1.bmp +./dir8/SPR_BJ_TANKGUNATK2.bmp +./dir8/SPR_BJ_TANKGUNATK3.bmp +./dir8/SPR_BJ_TANKGUNATK4.bmp +./dir8/SPR_BJ_TANKGUNREADY.bmp +./dir8/SPR_BJ_TANKWHEELATK1.bmp +./dir8/SPR_BJ_TANKWHEELATK1_NOGUN.bmp +./dir8/SPR_BJ_TANKWHEELATK2.bmp +./dir8/SPR_BJ_TANKWHEELATK2_NOGUN.bmp +./dir8/SPR_BJ_TANKWHEELATK3.bmp +./dir8/SPR_BJ_TANKWHEELATK3_NOGUN.bmp +./dir8/SPR_BJ_TANKWHEELATK4.bmp +./dir8/SPR_BJ_TANKWHEELATK4_NOGUN.bmp +./dir8/SPR_BJ_TANKWHEELREADY.bmp +./dir8/SPR_BJ_TANKWHEELREADY_NOGUN.bmp +./dir8/SPR_BJ_W1.BMP +./dir8/SPR_BJ_W2.BMP +./dir8/SPR_BJ_W3.BMP +./dir8/SPR_BJ_W4.BMP +./dir8/SPR_BOSS_SHOOT1.bmp +./dir8/SPR_BOSS_SHOOT2.bmp +./dir8/SPR_BOSS_SHOOT3.bmp +./dir8/SPR_BOSS_W1.bmp +./dir8/SPR_BOSS_W2.bmp +./dir8/SPR_BOSS_W3.bmp +./dir8/SPR_BOSS_W4.bmp +./dir8/SPR_DOG_JUMP1.BMP +./dir8/SPR_DOG_JUMP2.BMP +./dir8/SPR_DOG_JUMP3.BMP +./dir8/SPR_DOG_PAIN_1.BMP +./dir8/SPR_DOG_PAIN_2.BMP +./dir8/SPR_DOG_W1_1.BMP +./dir8/SPR_FAKE_SHOOT.BMP +./dir8/SPR_FAKE_W1.BMP +./dir8/SPR_FAKE_W2.BMP +./dir8/SPR_FAKE_W3.BMP +./dir8/SPR_FAKE_W4.BMP +./dir8/SPR_FAT_SHOOT1.bmp +./dir8/SPR_FAT_SHOOT2.bmp +./dir8/SPR_FAT_SHOOT3.bmp +./dir8/SPR_FAT_SHOOT4.bmp +./dir8/SPR_FAT_W1.bmp +./dir8/SPR_FAT_W2.bmp +./dir8/SPR_FAT_W3.bmp +./dir8/SPR_FAT_W4.bmp +./dir8/SPR_GIFT_SHOOT1.bmp +./dir8/SPR_GIFT_SHOOT2.bmp +./dir8/SPR_GIFT_W1.bmp +./dir8/SPR_GIFT_W2.bmp +./dir8/SPR_GIFT_W3.bmp +./dir8/SPR_GIFT_W4.bmp +./dir8/SPR_GRD_PAIN_1.BMP +./dir8/SPR_GRD_PAIN_2.BMP +./dir8/SPR_GRD_SHOOT1.BMP +./dir8/SPR_GRD_SHOOT2.BMP +./dir8/SPR_GRD_SHOOT3.BMP +./dir8/SPR_GRETEL_SHOOT1.bmp +./dir8/SPR_GRETEL_SHOOT2.bmp +./dir8/SPR_GRETEL_SHOOT3.bmp +./dir8/SPR_GRETEL_W1.bmp +./dir8/SPR_GRETEL_W2.bmp +./dir8/SPR_GRETEL_W3.bmp +./dir8/SPR_GRETEL_W4.bmp +./dir8/SPR_HITLER_SHOOT1.BMP +./dir8/SPR_HITLER_SHOOT2.BMP +./dir8/SPR_HITLER_SHOOT3.BMP +./dir8/SPR_HITLER_W1.BMP +./dir8/SPR_HITLER_W2.BMP +./dir8/SPR_HITLER_W3.BMP +./dir8/SPR_HITLER_W4.BMP +./dir8/SPR_MECHA_SHOOT1.BMP +./dir8/SPR_MECHA_SHOOT2.BMP +./dir8/SPR_MECHA_SHOOT3.BMP +./dir8/SPR_MECHA_W1.BMP +./dir8/SPR_MECHA_W2.BMP +./dir8/SPR_MECHA_W3.BMP +./dir8/SPR_MECHA_W4.BMP +./dir8/SPR_MG42.bmp +./dir8/SPR_MUT_PAIN_1.BMP +./dir8/SPR_MUT_PAIN_2.BMP +./dir8/SPR_MUT_SHOOT1.BMP +./dir8/SPR_MUT_SHOOT2.BMP +./dir8/SPR_MUT_SHOOT3.BMP +./dir8/SPR_MUT_SHOOT4.BMP +./dir8/SPR_OFC_PAIN_1.BMP +./dir8/SPR_OFC_PAIN_2.BMP +./dir8/SPR_OFC_SHOOT1.BMP +./dir8/SPR_OFC_SHOOT2.BMP +./dir8/SPR_OFC_SHOOT3.BMP +./dir8/SPR_SCHABB_SHOOT1.bmp +./dir8/SPR_SCHABB_SHOOT2.bmp +./dir8/SPR_SCHABB_W1.bmp +./dir8/SPR_SCHABB_W2.bmp +./dir8/SPR_SCHABB_W3.bmp +./dir8/SPR_SCHABB_W4.bmp +./dir8/SPR_SODMPDOG_JUMP1.bmp +./dir8/SPR_SODMPDOG_JUMP2.bmp +./dir8/SPR_SODMPDOG_JUMP3.bmp +./dir8/SPR_SODMPDOG_W1_1.bmp +./dir8/SPR_SODMPGRD_PAIN_1.BMP +./dir8/SPR_SODMPGRD_PAIN_2.BMP +./dir8/SPR_SODMPGRD_SHOOT1.BMP +./dir8/SPR_SODMPGRD_SHOOT2.BMP +./dir8/SPR_SODMPGRD_SHOOT3.BMP +./dir8/SPR_SODMPMUT_PAIN_1.bmp +./dir8/SPR_SODMPMUT_PAIN_2.bmp +./dir8/SPR_SODMPMUT_SHOOT1.bmp +./dir8/SPR_SODMPMUT_SHOOT2.bmp +./dir8/SPR_SODMPMUT_SHOOT3.bmp +./dir8/SPR_SODMPOFC_PAIN_1.BMP +./dir8/SPR_SODMPOFC_PAIN_2.BMP +./dir8/SPR_SODMPOFC_SHOOT1.BMP +./dir8/SPR_SODMPOFC_SHOOT2.BMP +./dir8/SPR_SODMPOFC_SHOOT3.BMP +./dir8/SPR_SODMPSS_PAIN_1.bmp +./dir8/SPR_SODMPSS_PAIN_2.bmp +./dir8/SPR_SODMPSS_SHOOT1.bmp +./dir8/SPR_SODMPSS_SHOOT2.bmp +./dir8/SPR_SODMPSS_SHOOT3.bmp +./dir8/SPR_SS_PAIN_1.BMP +./dir8/SPR_SS_PAIN_2.BMP +./dir8/SPR_SS_SHOOT1.BMP +./dir8/SPR_SS_SHOOT2.BMP +./dir8/SPR_SS_SHOOT3.BMP +./dir8/SPR_TANK.bmp +./dir8/SPR_TANK_NOGUN.bmp +./dir8/SPR_TRANS_SHOOT1.bmp +./dir8/SPR_TRANS_SHOOT2.bmp +./dir8/SPR_TRANS_SHOOT3.bmp +./dir8/SPR_TRANS_W1.bmp +./dir8/SPR_TRANS_W2.bmp +./dir8/SPR_TRANS_W3.bmp +./dir8/SPR_TRANS_W4.bmp +./dir8/SPR_WILL_SHOOT1.bmp +./dir8/SPR_WILL_SHOOT2.bmp +./dir8/SPR_WILL_SHOOT3.bmp +./dir8/SPR_WILL_SHOOT4.bmp +./dir8/SPR_WILL_W1.bmp +./dir8/SPR_WILL_W2.bmp +./dir8/SPR_WILL_W3.bmp +./dir8/SPR_WILL_W4.bmp +./Format.txt +./hands2.bmp +./SPR_BJ_BACKPACK.bmp +./SPR_BJ_CGIB_DEAD.bmp +./SPR_BJ_CGIB_DIE_1.bmp +./SPR_BJ_CGIB_DIE_2.bmp +./SPR_BJ_CGIB_DIE_3.bmp +./SPR_BJ_FALL.bmp +./SPR_BJ_RGIB_DEAD.bmp +./SPR_BJ_RGIB_DIE_1.bmp +./SPR_BJ_RGIB_DIE_2.bmp +./SPR_BJ_RGIB_DIE_3.bmp +./SPR_BLOODKITCHEN.bmp +./SPR_BLOODSINK.bmp +./SPR_BLOODWELL.BMP +./SPR_CHAINATK1.BMP +./SPR_CHAINATK2.BMP +./SPR_CHAINATK3.BMP +./SPR_CHAINATK4.BMP +./SPR_CHAINREADY.BMP +./SPR_DEFUSEBOMB_DEFUSED.bmp +./SPR_DEFUSEBOMB_IDLE1.bmp +./SPR_DEFUSEBOMB_IDLE2.bmp +./SPR_DOG_CGIB_DEAD.bmp +./SPR_DOG_CGIB_DIE_1.bmp +./SPR_DOG_CGIB_DIE_2.bmp +./SPR_DOG_CGIB_DIE_3.bmp +./SPR_DOG_RGIB_DEAD.bmp +./SPR_DOG_RGIB_DIE_1.bmp +./SPR_DOG_RGIB_DIE_2.bmp +./SPR_DOG_RGIB_DIE_3.bmp +./SPR_EBARREL_DEAD.bmp +./SPR_EBARREL_DIE1.bmp +./SPR_EBARREL_DIE2.bmp +./SPR_EBARREL_DIE3.bmp +./SPR_EBARREL_STAND.bmp +./SPR_FISTSATK1.bmp +./SPR_FISTSATK2.bmp +./SPR_FISTSATK3.bmp +./SPR_FISTSATK4.bmp +./SPR_FISTSREADY.bmp +./SPR_FLAG_ANIM1.bmp +./SPR_FLAG_ANIM2.bmp +./SPR_FLAG_ANIM3.bmp +./SPR_FLAG_ANIM4.bmp +./SPR_FLAG_ANIM5.bmp +./SPR_FLAG_ANIM6.bmp +./SPR_FLAGATK1.bmp +./SPR_FLAGATK2.bmp +./SPR_FLAGATK3.bmp +./SPR_FLAGATK4.bmp +./SPR_FLAGREADY.bmp +./SPR_GRD_CGIB_DEAD.bmp +./SPR_GRD_CGIB_DIE_1.bmp +./SPR_GRD_CGIB_DIE_2.bmp +./SPR_GRD_CGIB_DIE_3.bmp +./SPR_GRD_RGIB_DEAD.bmp +./SPR_GRD_RGIB_DIE_1.bmp +./SPR_GRD_RGIB_DIE_2.bmp +./SPR_GRD_RGIB_DIE_3.bmp +./SPR_HEART1.bmp +./SPR_HEART2.bmp +./SPR_HPILLAR_IDLE.bmp +./SPR_HPILLAR_SKULL1.bmp +./SPR_HPILLAR_SKULL2.bmp +./SPR_HSOUL1.bmp +./SPR_HSOUL2.bmp +./SPR_HSOUL3.bmp +./SPR_HSOUL4.bmp +./SPR_HSOUL5.bmp +./SPR_KNIFEATK1.BMP +./SPR_KNIFEATK2.BMP +./SPR_KNIFEATK3.BMP +./SPR_KNIFEATK4.BMP +./SPR_KNIFEREADY.BMP +./SPR_MACHINEGUNATK1.BMP +./SPR_MACHINEGUNATK2.BMP +./SPR_MACHINEGUNATK3.BMP +./SPR_MACHINEGUNATK4.BMP +./SPR_MACHINEGUNREADY.BMP +./SPR_MG42ATK1.BMP +./SPR_MG42ATK2.BMP +./SPR_MG42ATK3.BMP +./SPR_MG42ATK4.BMP +./SPR_MG42READY.BMP +./SPR_MUT_CGIB_DEAD.bmp +./SPR_MUT_CGIB_DIE_1.bmp +./SPR_MUT_CGIB_DIE_2.bmp +./SPR_MUT_CGIB_DIE_3.bmp +./SPR_MUT_CGIB_DIE_4.bmp +./SPR_MUT_RGIB_DEAD.bmp +./SPR_MUT_RGIB_DIE_1.bmp +./SPR_MUT_RGIB_DIE_2.bmp +./SPR_MUT_RGIB_DIE_3.bmp +./SPR_MUT_RGIB_DIE_4.bmp +./SPR_OFC_CGIB_DEAD.bmp +./SPR_OFC_CGIB_DIE_1.bmp +./SPR_OFC_CGIB_DIE_2.bmp +./SPR_OFC_CGIB_DIE_3.bmp +./SPR_OFC_CGIB_DIE_4.bmp +./SPR_OFC_RGIB_DEAD.bmp +./SPR_OFC_RGIB_DIE_1.bmp +./SPR_OFC_RGIB_DIE_2.bmp +./SPR_OFC_RGIB_DIE_3.bmp +./SPR_OFC_RGIB_DIE_4.bmp +./SPR_PISTOLATK1.BMP +./SPR_PISTOLATK2.BMP +./SPR_PISTOLATK3.BMP +./SPR_PISTOLATK4.BMP +./SPR_PISTOLREADY.BMP +./SPR_RAMPAGEAMMO.bmp +./SPR_RESPAWN_1.bmp +./SPR_RESPAWN_2.bmp +./SPR_RESPAWN_3.bmp +./SPR_RESPAWN_4.bmp +./SPR_RESPAWN_5.bmp +./SPR_SODMPDOG_CGIB_DEAD.bmp +./SPR_SODMPDOG_CGIB_DIE_1.bmp +./SPR_SODMPDOG_CGIB_DIE_2.bmp +./SPR_SODMPDOG_CGIB_DIE_3.bmp +./SPR_SODMPDOG_CGIB_DIE_4.bmp +./SPR_SODMPDOG_RGIB_DEAD.bmp +./SPR_SODMPDOG_RGIB_DIE_1.bmp +./SPR_SODMPDOG_RGIB_DIE_2.bmp +./SPR_SODMPDOG_RGIB_DIE_3.bmp +./SPR_SODMPDOG_RGIB_DIE_4.bmp +./SPR_SODMPGRD_CGIB_DEAD.bmp +./SPR_SODMPGRD_CGIB_DIE_1.bmp +./SPR_SODMPGRD_CGIB_DIE_2.bmp +./SPR_SODMPGRD_CGIB_DIE_3.bmp +./SPR_SODMPGRD_RGIB_DEAD.bmp +./SPR_SODMPGRD_RGIB_DIE_1.bmp +./SPR_SODMPGRD_RGIB_DIE_2.bmp +./SPR_SODMPGRD_RGIB_DIE_3.bmp +./SPR_SODMPMUT_RGIB_DEAD.bmp +./SPR_SODMPMUT_RGIB_DIE_1.bmp +./SPR_SODMPMUT_RGIB_DIE_2.bmp +./SPR_SODMPMUT_RGIB_DIE_3.bmp +./SPR_SODMPMUT_RGIB_DIE_4.bmp +./SPR_SODMPOFC_CGIB_DEAD.bmp +./SPR_SODMPOFC_CGIB_DIE_1.bmp +./SPR_SODMPOFC_CGIB_DIE_2.bmp +./SPR_SODMPOFC_CGIB_DIE_3.bmp +./SPR_SODMPOFC_CGIB_DIE_4.bmp +./SPR_SODMPOFC_RGIB_DEAD.bmp +./SPR_SODMPOFC_RGIB_DIE_1.bmp +./SPR_SODMPOFC_RGIB_DIE_2.bmp +./SPR_SODMPOFC_RGIB_DIE_3.bmp +./SPR_SODMPOFC_RGIB_DIE_4.bmp +./SPR_SODMPSS_CGIB_DEAD.bmp +./SPR_SODMPSS_CGIB_DIE_1.bmp +./SPR_SODMPSS_CGIB_DIE_2.bmp +./SPR_SODMPSS_CGIB_DIE_3.bmp +./SPR_SODMPSS_RGIB_DEAD.bmp +./SPR_SODMPSS_RGIB_DIE_1.bmp +./SPR_SODMPSS_RGIB_DIE_2.bmp +./SPR_SODMPSS_RGIB_DIE_3.bmp +./SPR_SS_CGIB_DEAD.bmp +./SPR_SS_CGIB_DIE_1.bmp +./SPR_SS_CGIB_DIE_2.bmp +./SPR_SS_CGIB_DIE_3.bmp +./SPR_SS_RGIB_DEAD.bmp +./SPR_SS_RGIB_DIE_1.bmp +./SPR_SS_RGIB_DIE_2.bmp +./SPR_SS_RGIB_DIE_3.bmp +./SPR_TANKGUNATK1.bmp +./SPR_TANKGUNATK2.bmp +./SPR_TANKGUNATK3.bmp +./SPR_TANKGUNATK4.bmp +./SPR_TANKGUNREADY.bmp +./SPR_TANKWHEELATK1.bmp +./SPR_TANKWHEELATK2.bmp +./SPR_TANKWHEELATK3.bmp +./SPR_TANKWHEELATK4.bmp +./SPR_TANKWHEELREADY.bmp +./SPR_TBARREL_DEAD.bmp +./SPR_TBARREL_DIE1.bmp +./SPR_TBARREL_DIE2.bmp +./SPR_TBARREL_DIE3.bmp +./SPR_TBARREL_STAND.bmp +./SPR_WBARREL_DEAD.bmp +./SPR_WBARREL_DIE1.bmp +./SPR_WBARREL_DIE2.bmp +./SPR_WBARREL_DIE3.bmp +./SPR_WBARREL_DIE4.bmp +./SPR_WBARREL_STAND.bmp diff --git a/bios/Other/splitwolf/lwmp/pics/FACE1APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE1APIC.BMP new file mode 100644 index 00000000..515080ef Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE1APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE1BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE1BPIC.BMP new file mode 100644 index 00000000..783fd338 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE1BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE1CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE1CPIC.BMP new file mode 100644 index 00000000..0dcd3914 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE1CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE2APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE2APIC.BMP new file mode 100644 index 00000000..41c81372 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE2APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE2BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE2BPIC.BMP new file mode 100644 index 00000000..694ac577 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE2BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE2CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE2CPIC.BMP new file mode 100644 index 00000000..819e8ac0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE2CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE3APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE3APIC.BMP new file mode 100644 index 00000000..cf855331 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE3APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE3BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE3BPIC.BMP new file mode 100644 index 00000000..4f5ba9a6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE3BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE3CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE3CPIC.BMP new file mode 100644 index 00000000..9b686b76 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE3CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE4APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE4APIC.BMP new file mode 100644 index 00000000..c36916bb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE4APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE4BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE4BPIC.BMP new file mode 100644 index 00000000..65e96489 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE4BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE4CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE4CPIC.BMP new file mode 100644 index 00000000..b01c2902 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE4CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE5APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE5APIC.BMP new file mode 100644 index 00000000..6086e9e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE5APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE5BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE5BPIC.BMP new file mode 100644 index 00000000..c57b3cc4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE5BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE5CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE5CPIC.BMP new file mode 100644 index 00000000..812e9494 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE5CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE6APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE6APIC.BMP new file mode 100644 index 00000000..af4bc0f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE6APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE6BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE6BPIC.BMP new file mode 100644 index 00000000..cfe76a3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE6BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE6CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE6CPIC.BMP new file mode 100644 index 00000000..b6badbfe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE6CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE7APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE7APIC.BMP new file mode 100644 index 00000000..ed366e18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE7APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE7BPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE7BPIC.BMP new file mode 100644 index 00000000..8fac654e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE7BPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE7CPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE7CPIC.BMP new file mode 100644 index 00000000..4360d969 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE7CPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACE8APIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACE8APIC.BMP new file mode 100644 index 00000000..6f0229d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACE8APIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEBPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEBPIC.bmp new file mode 100644 index 00000000..7c2b1bc9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEBPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACECPIC.BMP b/bios/Other/splitwolf/lwmp/pics/FACECPIC.BMP new file mode 100644 index 00000000..f04e88d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACECPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEFPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEFPIC.bmp new file mode 100644 index 00000000..7159973d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEFPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEHPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEHPIC.bmp new file mode 100644 index 00000000..f95f78b1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEHPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEIPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEIPIC.bmp new file mode 100644 index 00000000..c65400cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEIPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEMPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEMPIC.bmp new file mode 100644 index 00000000..a0262b14 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEMPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACERPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACERPIC.bmp new file mode 100644 index 00000000..f916556b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACERPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEVPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEVPIC.bmp new file mode 100644 index 00000000..35b2f42b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEVPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEZHPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEZHPIC.bmp new file mode 100644 index 00000000..0590ae0c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEZHPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FACEZPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FACEZPIC.bmp new file mode 100644 index 00000000..ae97e60e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FACEZPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/FISTSPIC.bmp b/bios/Other/splitwolf/lwmp/pics/FISTSPIC.bmp new file mode 100644 index 00000000..d404cb78 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/FISTSPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/GOTGATLINGPIC.BMP b/bios/Other/splitwolf/lwmp/pics/GOTGATLINGPIC.BMP new file mode 100644 index 00000000..48cf399c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/GOTGATLINGPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN.BMP new file mode 100644 index 00000000..66170038 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT1.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT1.BMP new file mode 100644 index 00000000..75ccf6c6 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT5.BMP new file mode 100644 index 00000000..f875aab1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT5.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT6.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT6.BMP new file mode 100644 index 00000000..28476f0e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_CHAIN_HURT6.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE.BMP new file mode 100644 index 00000000..6fd694bf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT1.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT1.BMP new file mode 100644 index 00000000..7edb9ed0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT2.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT2.BMP new file mode 100644 index 00000000..ccbbba8b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT3.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT3.BMP new file mode 100644 index 00000000..a3a9be05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT4.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT4.BMP new file mode 100644 index 00000000..47b0d007 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT5.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT5.BMP new file mode 100644 index 00000000..e8189fab Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT5.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT6.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT6.BMP new file mode 100644 index 00000000..87bcf74d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_KNIFE_HURT6.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40.BMP new file mode 100644 index 00000000..9cd5b24a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40_HURT1.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40_HURT1.BMP new file mode 100644 index 00000000..afca7c0b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40_HURT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_MP40_HURT2.BMP 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b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT2.BMP new file mode 100644 index 00000000..30b71dd7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT3.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT3.BMP new file mode 100644 index 00000000..7f2f40c5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT4.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT4.BMP new file mode 100644 index 00000000..42e74202 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT5.BMP b/bios/Other/splitwolf/lwmp/pics/L_BJWINSPIC_PISTOL_HURT5.BMP new file mode 100644 index 00000000..f2e334d7 Binary files /dev/null and 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--git a/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL.BMP new file mode 100644 index 00000000..1191da60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT1.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT1.BMP new file mode 100644 index 00000000..901039ab Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT2.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT2.BMP new file mode 100644 index 00000000..ddc72e06 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT3.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUY2PIC_PISTOL_HURT3.BMP new file mode 100644 index 00000000..b9281b67 Binary files /dev/null and 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00000000..a7e30863 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT1.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT1.BMP new file mode 100644 index 00000000..009e0f50 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT2.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT2.BMP new file mode 100644 index 00000000..a5b8d25f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT3.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT3.BMP new file mode 100644 index 00000000..44014aa3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT4.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT4.BMP new file mode 100644 index 00000000..915e9d78 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT5.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT5.BMP new file mode 100644 index 00000000..4174bf8f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT5.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT6.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT6.BMP new file mode 100644 index 00000000..ddfdf68c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT6.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT7.BMP b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT7.BMP new file mode 100644 index 00000000..0378f8a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/L_GUYPIC_PISTOL_HURT7.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/MUTANTBJPIC.BMP b/bios/Other/splitwolf/lwmp/pics/MUTANTBJPIC.BMP new file mode 100644 index 00000000..04998bf1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/MUTANTBJPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/N_INFL.bmp b/bios/Other/splitwolf/lwmp/pics/N_INFL.bmp new file mode 100644 index 00000000..7fabeec5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/N_INFL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/N_INFR.bmp b/bios/Other/splitwolf/lwmp/pics/N_INFR.bmp new file mode 100644 index 00000000..2fd9a1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/N_INFR.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEBPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEBPIC.bmp new file mode 100644 index 00000000..ce45a52c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEBPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACECPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACECPIC.bmp new file mode 100644 index 00000000..e13d8be7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACECPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEFPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEFPIC.bmp new file mode 100644 index 00000000..1cfc876d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEFPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEHPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEHPIC.bmp new file mode 100644 index 00000000..318678b8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEHPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEIPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEIPIC.bmp new file mode 100644 index 00000000..66986250 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEIPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEMPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEMPIC.bmp new file mode 100644 index 00000000..0fa65fc2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEMPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACERPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACERPIC.bmp new file mode 100644 index 00000000..04439a09 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACERPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEVPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEVPIC.bmp new file mode 100644 index 00000000..1e9ddb74 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEVPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEZHPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEZHPIC.bmp new file mode 100644 index 00000000..2666bb0d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEZHPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SFACEZPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SFACEZPIC.bmp new file mode 100644 index 00000000..72470da8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SFACEZPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/STATUSBARPIC.BMP b/bios/Other/splitwolf/lwmp/pics/STATUSBARPIC.BMP new file mode 100644 index 00000000..3ddf0d9e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/STATUSBARPIC.BMP differ diff --git a/bios/Other/splitwolf/lwmp/pics/SWTITLE2PIC.bmp b/bios/Other/splitwolf/lwmp/pics/SWTITLE2PIC.bmp new file mode 100644 index 00000000..0e228ae8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SWTITLE2PIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/pics/SWTITLEPIC.bmp b/bios/Other/splitwolf/lwmp/pics/SWTITLEPIC.bmp new file mode 100644 index 00000000..1533035d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/pics/SWTITLEPIC.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKFLAGHITSND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGHITSND.wav new file mode 100644 index 00000000..cd45fee2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGHITSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKFLAGMISSEDSND.ogg b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGMISSEDSND.ogg new file mode 100644 index 00000000..0c47c155 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGMISSEDSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKFLAGSND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGSND.wav new file mode 100644 index 00000000..cd45fee2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKFLAGSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND.wav new file mode 100644 index 00000000..ee10a204 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND_old.ogg b/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND_old.ogg new file mode 100644 index 00000000..96570692 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKMG42SND_old.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHCHARGESND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHCHARGESND.wav new file mode 100644 index 00000000..cd45fee2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHCHARGESND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHHITSND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHHITSND.wav new file mode 100644 index 00000000..cd45fee2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHHITSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHMISSEDSND - Copy.ogg b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHMISSEDSND - Copy.ogg new file mode 100644 index 00000000..0c47c155 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKPUNCHMISSEDSND - Copy.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ATKTANKGUNSND.wav b/bios/Other/splitwolf/lwmp/sounds/ATKTANKGUNSND.wav new file mode 100644 index 00000000..84ba3d64 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ATKTANKGUNSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/BJDIESND.wav b/bios/Other/splitwolf/lwmp/sounds/BJDIESND.wav new file mode 100644 index 00000000..2f82e81c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/BJDIESND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/BJFALLSND.WAV b/bios/Other/splitwolf/lwmp/sounds/BJFALLSND.WAV new file mode 100644 index 00000000..7149c828 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/BJFALLSND.WAV differ diff --git a/bios/Other/splitwolf/lwmp/sounds/BJRESPAWNSND.wav b/bios/Other/splitwolf/lwmp/sounds/BJRESPAWNSND.wav new file mode 100644 index 00000000..110d51c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/BJRESPAWNSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/CHAINGUNGIBSND.wav b/bios/Other/splitwolf/lwmp/sounds/CHAINGUNGIBSND.wav new file mode 100644 index 00000000..9d2b5ad6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/CHAINGUNGIBSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/DROPFLAGSND.wav b/bios/Other/splitwolf/lwmp/sounds/DROPFLAGSND.wav new file mode 100644 index 00000000..05880522 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/DROPFLAGSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/EBARRELDEATHSND.ogg b/bios/Other/splitwolf/lwmp/sounds/EBARRELDEATHSND.ogg new file mode 100644 index 00000000..bddd8580 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/EBARRELDEATHSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/GETBACKPACKSND.ogg b/bios/Other/splitwolf/lwmp/sounds/GETBACKPACKSND.ogg new file mode 100644 index 00000000..e1605a15 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/GETBACKPACKSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/GETFLAGSND.WAV b/bios/Other/splitwolf/lwmp/sounds/GETFLAGSND.WAV new file mode 100644 index 00000000..9c492b7b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/GETFLAGSND.WAV differ diff --git a/bios/Other/splitwolf/lwmp/sounds/GETHEARTSND.wav b/bios/Other/splitwolf/lwmp/sounds/GETHEARTSND.wav new file mode 100644 index 00000000..a970b7d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/GETHEARTSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/GETRAMPAGEAMMOSND.wav b/bios/Other/splitwolf/lwmp/sounds/GETRAMPAGEAMMOSND.wav new file mode 100644 index 00000000..6c6e3508 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/GETRAMPAGEAMMOSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/GIBEXPLODESND.ogg b/bios/Other/splitwolf/lwmp/sounds/GIBEXPLODESND.ogg new file mode 100644 index 00000000..6062114f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/GIBEXPLODESND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/HEALTH01.WAV b/bios/Other/splitwolf/lwmp/sounds/HEALTH01.WAV new file mode 100644 index 00000000..4d4f5d38 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/HEALTH01.WAV differ diff --git a/bios/Other/splitwolf/lwmp/sounds/HSKULLCLEARSND.WAV b/bios/Other/splitwolf/lwmp/sounds/HSKULLCLEARSND.WAV new file mode 100644 index 00000000..9c492b7b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/HSKULLCLEARSND.WAV differ diff --git a/bios/Other/splitwolf/lwmp/sounds/HSKULLSPAWNSND.wav b/bios/Other/splitwolf/lwmp/sounds/HSKULLSPAWNSND.wav new file mode 100644 index 00000000..110d51c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/HSKULLSPAWNSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/MG42USESND.ogg b/bios/Other/splitwolf/lwmp/sounds/MG42USESND.ogg new file mode 100644 index 00000000..03029712 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/MG42USESND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/REALTAKEDMGSND.wav b/bios/Other/splitwolf/lwmp/sounds/REALTAKEDMGSND.wav new file mode 100644 index 00000000..3d025b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/REALTAKEDMGSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ROCKETGIBSND.ogg b/bios/Other/splitwolf/lwmp/sounds/ROCKETGIBSND.ogg new file mode 100644 index 00000000..6062114f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ROCKETGIBSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKFASTMOVINGSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKFASTMOVINGSND.wav new file mode 100644 index 00000000..de8bc0c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKFASTMOVINGSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKIDLESND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKIDLESND.wav new file mode 100644 index 00000000..872a1dd7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKIDLESND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKIGNITIONSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKIGNITIONSND.wav new file mode 100644 index 00000000..2f51b2ab Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKIGNITIONSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKIILSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKIILSND.wav new file mode 100644 index 00000000..bb66895e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKIILSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKMOVINGSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKMOVINGSND.wav new file mode 100644 index 00000000..fac84ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKMOVINGSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKREVSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKREVSND.wav new file mode 100644 index 00000000..020c1398 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKREVSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKSTARTSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKSTARTSND.wav new file mode 100644 index 00000000..7d2a959b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKSTARTSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKSTOPSND.wav b/bios/Other/splitwolf/lwmp/sounds/TANKSTOPSND.wav new file mode 100644 index 00000000..f519a16e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKSTOPSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TANKUSEGUNSND.ogg b/bios/Other/splitwolf/lwmp/sounds/TANKUSEGUNSND.ogg new file mode 100644 index 00000000..03029712 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TANKUSEGUNSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/TBARRELDEATHSND.ogg b/bios/Other/splitwolf/lwmp/sounds/TBARRELDEATHSND.ogg new file mode 100644 index 00000000..bddd8580 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/TBARRELDEATHSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/WBARRELDEATHSND.ogg b/bios/Other/splitwolf/lwmp/sounds/WBARRELDEATHSND.ogg new file mode 100644 index 00000000..622d17aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/WBARRELDEATHSND.ogg differ diff --git a/bios/Other/splitwolf/lwmp/sounds/ZOMBIEATTACKSND.wav b/bios/Other/splitwolf/lwmp/sounds/ZOMBIEATTACKSND.wav new file mode 100644 index 00000000..26257de9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sounds/ZOMBIEATTACKSND.wav differ diff --git a/bios/Other/splitwolf/lwmp/sprites/Format.txt b/bios/Other/splitwolf/lwmp/sprites/Format.txt new file mode 100644 index 00000000..d8eb5099 --- /dev/null +++ b/bios/Other/splitwolf/lwmp/sprites/Format.txt @@ -0,0 +1,317 @@ + +// +// static sprites +// + "SPR_STAT_0","SPR_STAT_1","SPR_STAT_2","SPR_STAT_3", + "SPR_STAT_4","SPR_STAT_5","SPR_STAT_6","SPR_STAT_7", + + "SPR_STAT_8","SPR_STAT_9","SPR_STAT_10","SPR_STAT_11", + "SPR_STAT_12","SPR_STAT_13","SPR_STAT_14","SPR_STAT_15", + + "SPR_STAT_16","SPR_STAT_17","SPR_STAT_18","SPR_STAT_19", + "SPR_STAT_20","SPR_STAT_21","SPR_STAT_22","SPR_STAT_23", + + "SPR_STAT_24","SPR_STAT_25","SPR_STAT_26","SPR_STAT_27", + "SPR_STAT_28","SPR_STAT_29","SPR_STAT_30","SPR_STAT_31", + + "SPR_STAT_32","SPR_STAT_33","SPR_STAT_34","SPR_STAT_35", + "SPR_STAT_36","SPR_STAT_37","SPR_STAT_38","SPR_STAT_39", + + "SPR_STAT_40","SPR_STAT_41","SPR_STAT_42","SPR_STAT_43", + "SPR_STAT_44","SPR_STAT_45","SPR_STAT_46","SPR_STAT_47", + +#ifdef SPEAR + "SPR_STAT_48","SPR_STAT_49","SPR_STAT_50","SPR_STAT_51", +#endif + +// +// guard +// + "SPR_GRD_S_1","SPR_GRD_S_2","SPR_GRD_S_3","SPR_GRD_S_4", + "SPR_GRD_S_5","SPR_GRD_S_6","SPR_GRD_S_7","SPR_GRD_S_8", + + "SPR_GRD_W1_1","SPR_GRD_W1_2","SPR_GRD_W1_3","SPR_GRD_W1_4", + "SPR_GRD_W1_5","SPR_GRD_W1_6","SPR_GRD_W1_7","SPR_GRD_W1_8", + + "SPR_GRD_W2_1","SPR_GRD_W2_2","SPR_GRD_W2_3","SPR_GRD_W2_4", + "SPR_GRD_W2_5","SPR_GRD_W2_6","SPR_GRD_W2_7","SPR_GRD_W2_8", + + "SPR_GRD_W3_1","SPR_GRD_W3_2","SPR_GRD_W3_3","SPR_GRD_W3_4", + "SPR_GRD_W3_5","SPR_GRD_W3_6","SPR_GRD_W3_7","SPR_GRD_W3_8", + + "SPR_GRD_W4_1","SPR_GRD_W4_2","SPR_GRD_W4_3","SPR_GRD_W4_4", + "SPR_GRD_W4_5","SPR_GRD_W4_6","SPR_GRD_W4_7","SPR_GRD_W4_8", + + "SPR_GRD_PAIN_1","SPR_GRD_DIE_1","SPR_GRD_DIE_2","SPR_GRD_DIE_3", + "SPR_GRD_PAIN_2","SPR_GRD_DEAD", + + "SPR_GRD_SHOOT1","SPR_GRD_SHOOT2","SPR_GRD_SHOOT3", + +// +// dogs +// + "SPR_DOG_W1_1","SPR_DOG_W1_2","SPR_DOG_W1_3","SPR_DOG_W1_4", + "SPR_DOG_W1_5","SPR_DOG_W1_6","SPR_DOG_W1_7","SPR_DOG_W1_8", + + "SPR_DOG_W2_1","SPR_DOG_W2_2","SPR_DOG_W2_3","SPR_DOG_W2_4", + "SPR_DOG_W2_5","SPR_DOG_W2_6","SPR_DOG_W2_7","SPR_DOG_W2_8", + + "SPR_DOG_W3_1","SPR_DOG_W3_2","SPR_DOG_W3_3","SPR_DOG_W3_4", + "SPR_DOG_W3_5","SPR_DOG_W3_6","SPR_DOG_W3_7","SPR_DOG_W3_8", + + "SPR_DOG_W4_1","SPR_DOG_W4_2","SPR_DOG_W4_3","SPR_DOG_W4_4", + "SPR_DOG_W4_5","SPR_DOG_W4_6","SPR_DOG_W4_7","SPR_DOG_W4_8", + + "SPR_DOG_DIE_1","SPR_DOG_DIE_2","SPR_DOG_DIE_3","SPR_DOG_DEAD", + "SPR_DOG_JUMP1","SPR_DOG_JUMP2","SPR_DOG_JUMP3", + + + +// +// ss +// + "SPR_SS_S_1","SPR_SS_S_2","SPR_SS_S_3","SPR_SS_S_4", + "SPR_SS_S_5","SPR_SS_S_6","SPR_SS_S_7","SPR_SS_S_8", + + "SPR_SS_W1_1","SPR_SS_W1_2","SPR_SS_W1_3","SPR_SS_W1_4", + "SPR_SS_W1_5","SPR_SS_W1_6","SPR_SS_W1_7","SPR_SS_W1_8", + + "SPR_SS_W2_1","SPR_SS_W2_2","SPR_SS_W2_3","SPR_SS_W2_4", + "SPR_SS_W2_5","SPR_SS_W2_6","SPR_SS_W2_7","SPR_SS_W2_8", + + "SPR_SS_W3_1","SPR_SS_W3_2","SPR_SS_W3_3","SPR_SS_W3_4", + "SPR_SS_W3_5","SPR_SS_W3_6","SPR_SS_W3_7","SPR_SS_W3_8", + + "SPR_SS_W4_1","SPR_SS_W4_2","SPR_SS_W4_3","SPR_SS_W4_4", + "SPR_SS_W4_5","SPR_SS_W4_6","SPR_SS_W4_7","SPR_SS_W4_8", + + "SPR_SS_PAIN_1","SPR_SS_DIE_1","SPR_SS_DIE_2","SPR_SS_DIE_3", + "SPR_SS_PAIN_2","SPR_SS_DEAD", + + "SPR_SS_SHOOT1","SPR_SS_SHOOT2","SPR_SS_SHOOT3", + +// +// mutant +// + "SPR_MUT_S_1","SPR_MUT_S_2","SPR_MUT_S_3","SPR_MUT_S_4", + "SPR_MUT_S_5","SPR_MUT_S_6","SPR_MUT_S_7","SPR_MUT_S_8", + + "SPR_MUT_W1_1","SPR_MUT_W1_2","SPR_MUT_W1_3","SPR_MUT_W1_4", + "SPR_MUT_W1_5","SPR_MUT_W1_6","SPR_MUT_W1_7","SPR_MUT_W1_8", + + "SPR_MUT_W2_1","SPR_MUT_W2_2","SPR_MUT_W2_3","SPR_MUT_W2_4", + "SPR_MUT_W2_5","SPR_MUT_W2_6","SPR_MUT_W2_7","SPR_MUT_W2_8", + + "SPR_MUT_W3_1","SPR_MUT_W3_2","SPR_MUT_W3_3","SPR_MUT_W3_4", + "SPR_MUT_W3_5","SPR_MUT_W3_6","SPR_MUT_W3_7","SPR_MUT_W3_8", + + "SPR_MUT_W4_1","SPR_MUT_W4_2","SPR_MUT_W4_3","SPR_MUT_W4_4", + "SPR_MUT_W4_5","SPR_MUT_W4_6","SPR_MUT_W4_7","SPR_MUT_W4_8", + + "SPR_MUT_PAIN_1","SPR_MUT_DIE_1","SPR_MUT_DIE_2","SPR_MUT_DIE_3", + "SPR_MUT_PAIN_2","SPR_MUT_DIE_4","SPR_MUT_DEAD", + + "SPR_MUT_SHOOT1","SPR_MUT_SHOOT2","SPR_MUT_SHOOT3","SPR_MUT_SHOOT4", + +// +// officer +// + "SPR_OFC_S_1","SPR_OFC_S_2","SPR_OFC_S_3","SPR_OFC_S_4", + "SPR_OFC_S_5","SPR_OFC_S_6","SPR_OFC_S_7","SPR_OFC_S_8", + + "SPR_OFC_W1_1","SPR_OFC_W1_2","SPR_OFC_W1_3","SPR_OFC_W1_4", + "SPR_OFC_W1_5","SPR_OFC_W1_6","SPR_OFC_W1_7","SPR_OFC_W1_8", + + "SPR_OFC_W2_1","SPR_OFC_W2_2","SPR_OFC_W2_3","SPR_OFC_W2_4", + "SPR_OFC_W2_5","SPR_OFC_W2_6","SPR_OFC_W2_7","SPR_OFC_W2_8", + + "SPR_OFC_W3_1","SPR_OFC_W3_2","SPR_OFC_W3_3","SPR_OFC_W3_4", + "SPR_OFC_W3_5","SPR_OFC_W3_6","SPR_OFC_W3_7","SPR_OFC_W3_8", + + "SPR_OFC_W4_1","SPR_OFC_W4_2","SPR_OFC_W4_3","SPR_OFC_W4_4", + "SPR_OFC_W4_5","SPR_OFC_W4_6","SPR_OFC_W4_7","SPR_OFC_W4_8", + + "SPR_OFC_PAIN_1","SPR_OFC_DIE_1","SPR_OFC_DIE_2","SPR_OFC_DIE_3", + "SPR_OFC_PAIN_2","SPR_OFC_DIE_4","SPR_OFC_DEAD", + + "SPR_OFC_SHOOT1","SPR_OFC_SHOOT2","SPR_OFC_SHOOT3", + +#ifndef SPEAR +// +// ghosts +// + "SPR_BLINKY_W1","SPR_BLINKY_W2","SPR_PINKY_W1","SPR_PINKY_W2", + "SPR_CLYDE_W1","SPR_CLYDE_W2","SPR_INKY_W1","SPR_INKY_W2", + +// +// hans +// + "SPR_BOSS_W1","SPR_BOSS_W2","SPR_BOSS_W3","SPR_BOSS_W4", + "SPR_BOSS_SHOOT1","SPR_BOSS_SHOOT2","SPR_BOSS_SHOOT3","SPR_BOSS_DEAD", + + "SPR_BOSS_DIE1","SPR_BOSS_DIE2","SPR_BOSS_DIE3", + +// +// schabbs +// + "SPR_SCHABB_W1","SPR_SCHABB_W2","SPR_SCHABB_W3","SPR_SCHABB_W4", + "SPR_SCHABB_SHOOT1","SPR_SCHABB_SHOOT2", + + "SPR_SCHABB_DIE1","SPR_SCHABB_DIE2","SPR_SCHABB_DIE3","SPR_SCHABB_DEAD", + "SPR_HYPO1","SPR_HYPO2","SPR_HYPO3","SPR_HYPO4", + +// +// fake +// + "SPR_FAKE_W1","SPR_FAKE_W2","SPR_FAKE_W3","SPR_FAKE_W4", + "SPR_FAKE_SHOOT","SPR_FIRE1","SPR_FIRE2", + + "SPR_FAKE_DIE1","SPR_FAKE_DIE2","SPR_FAKE_DIE3","SPR_FAKE_DIE4", + "SPR_FAKE_DIE5","SPR_FAKE_DEAD", + +// +// hitler +// + "SPR_MECHA_W1","SPR_MECHA_W2","SPR_MECHA_W3","SPR_MECHA_W4", + "SPR_MECHA_SHOOT1","SPR_MECHA_SHOOT2","SPR_MECHA_SHOOT3","SPR_MECHA_DEAD", + + "SPR_MECHA_DIE1","SPR_MECHA_DIE2","SPR_MECHA_DIE3", + + "SPR_HITLER_W1","SPR_HITLER_W2","SPR_HITLER_W3","SPR_HITLER_W4", + "SPR_HITLER_SHOOT1","SPR_HITLER_SHOOT2","SPR_HITLER_SHOOT3","SPR_HITLER_DEAD", + + "SPR_HITLER_DIE1","SPR_HITLER_DIE2","SPR_HITLER_DIE3","SPR_HITLER_DIE4", + "SPR_HITLER_DIE5","SPR_HITLER_DIE6","SPR_HITLER_DIE7", + +// +// giftmacher +// + "SPR_GIFT_W1","SPR_GIFT_W2","SPR_GIFT_W3","SPR_GIFT_W4", + "SPR_GIFT_SHOOT1","SPR_GIFT_SHOOT2", + + "SPR_GIFT_DIE1","SPR_GIFT_DIE2","SPR_GIFT_DIE3","SPR_GIFT_DEAD", +#endif +// +// "Rocket", smoke and small explosion +// + "SPR_ROCKET_1","SPR_ROCKET_2","SPR_ROCKET_3","SPR_ROCKET_4", + "SPR_ROCKET_5","SPR_ROCKET_6","SPR_ROCKET_7","SPR_ROCKET_8", + + "SPR_SMOKE_1","SPR_SMOKE_2","SPR_SMOKE_3","SPR_SMOKE_4", + "SPR_BOOM_1","SPR_BOOM_2","SPR_BOOM_3", + +// +// Angel of Death's DeathSparks(tm) +// +#ifdef SPEAR + "SPR_HROCKET_1","SPR_HROCKET_2","SPR_HROCKET_3","SPR_HROCKET_4", + "SPR_HROCKET_5","SPR_HROCKET_6","SPR_HROCKET_7","SPR_HROCKET_8", + + "SPR_HSMOKE_1","SPR_HSMOKE_2","SPR_HSMOKE_3","SPR_HSMOKE_4", + "SPR_HBOOM_1","SPR_HBOOM_2","SPR_HBOOM_3", + + "SPR_SPARK1","SPR_SPARK2","SPR_SPARK3","SPR_SPARK4", // BATMAN: needle in vswap +#endif + +#ifndef SPEAR +// +// gretel +// + "SPR_GRETEL_W1","SPR_GRETEL_W2","SPR_GRETEL_W3","SPR_GRETEL_W4", + "SPR_GRETEL_SHOOT1","SPR_GRETEL_SHOOT2","SPR_GRETEL_SHOOT3","SPR_GRETEL_DEAD", + + "SPR_GRETEL_DIE1","SPR_GRETEL_DIE2","SPR_GRETEL_DIE3", + +// +// fat face +// + "SPR_FAT_W1","SPR_FAT_W2","SPR_FAT_W3","SPR_FAT_W4", + "SPR_FAT_SHOOT1","SPR_FAT_SHOOT2","SPR_FAT_SHOOT3","SPR_FAT_SHOOT4", + + "SPR_FAT_DIE1","SPR_FAT_DIE2","SPR_FAT_DIE3","SPR_FAT_DEAD", + +// +// bj +// + "SPR_BJ_W1","SPR_BJ_W2","SPR_BJ_W3","SPR_BJ_W4", + "SPR_BJ_JUMP1","SPR_BJ_JUMP2","SPR_BJ_JUMP3","SPR_BJ_JUMP4", +#else +// +// THESE ARE FOR 'SPEAR OF DESTINY' +// + +// +// Trans Grosse +// + "SPR_TRANS_W1","SPR_TRANS_W2","SPR_TRANS_W3","SPR_TRANS_W4", + "SPR_TRANS_SHOOT1","SPR_TRANS_SHOOT2","SPR_TRANS_SHOOT3","SPR_TRANS_DEAD", + + "SPR_TRANS_DIE1","SPR_TRANS_DIE2","SPR_TRANS_DIE3", + +// +// Wilhelm +// + "SPR_WILL_W1","SPR_WILL_W2","SPR_WILL_W3","SPR_WILL_W4", + "SPR_WILL_SHOOT1","SPR_WILL_SHOOT2","SPR_WILL_SHOOT3","SPR_WILL_SHOOT4", + + "SPR_WILL_DIE1","SPR_WILL_DIE2","SPR_WILL_DIE3","SPR_WILL_DEAD", + +// +// UberMutant +// + "SPR_UBER_W1","SPR_UBER_W2","SPR_UBER_W3","SPR_UBER_W4", + "SPR_UBER_SHOOT1","SPR_UBER_SHOOT2","SPR_UBER_SHOOT3","SPR_UBER_SHOOT4", + + "SPR_UBER_DIE1","SPR_UBER_DIE2","SPR_UBER_DIE3","SPR_UBER_DIE4", + "SPR_UBER_DEAD", + +// +// Death Knight +// + "SPR_DEATH_W1","SPR_DEATH_W2","SPR_DEATH_W3","SPR_DEATH_W4", + "SPR_DEATH_SHOOT1","SPR_DEATH_SHOOT2","SPR_DEATH_SHOOT3","SPR_DEATH_SHOOT4", + + "SPR_DEATH_DIE1","SPR_DEATH_DIE2","SPR_DEATH_DIE3","SPR_DEATH_DIE4", + "SPR_DEATH_DIE5","SPR_DEATH_DIE6","SPR_DEATH_DEAD", + +// +// Ghost +// + "SPR_SPECTRE_W1","SPR_SPECTRE_W2","SPR_SPECTRE_W3","SPR_SPECTRE_W4", + "SPR_SPECTRE_F1","SPR_SPECTRE_F2","SPR_SPECTRE_F3","SPR_SPECTRE_F4", + +// +// Angel of Death +// + "SPR_ANGEL_W1","SPR_ANGEL_W2","SPR_ANGEL_W3","SPR_ANGEL_W4", + "SPR_ANGEL_SHOOT1","SPR_ANGEL_SHOOT2","SPR_ANGEL_TIRED1","SPR_ANGEL_TIRED2", + + "SPR_ANGEL_DIE1","SPR_ANGEL_DIE2","SPR_ANGEL_DIE3","SPR_ANGEL_DIE4", + "SPR_ANGEL_DIE5","SPR_ANGEL_DIE6","SPR_ANGEL_DIE7","SPR_ANGEL_DEAD", + +#endif + +// +// player attack frames +// + "SPR_KNIFEREADY","SPR_KNIFEATK1","SPR_KNIFEATK2","SPR_KNIFEATK3", + "SPR_KNIFEATK4", + + "SPR_PISTOLREADY","SPR_PISTOLATK1","SPR_PISTOLATK2","SPR_PISTOLATK3", + "SPR_PISTOLATK4", + + "SPR_MACHINEGUNREADY","SPR_MACHINEGUNATK1","SPR_MACHINEGUNATK2","SPR_MACHINEGUNATK3", + "SPR_MACHINEGUNATK4", + + "SPR_CHAINREADY","SPR_CHAINATK1","SPR_CHAINATK2","SPR_CHAINATK3", + "SPR_CHAINATK4", + + #ifdef BATMAN + "SPR_FENCE", "SPR_RIDDLE", "SPR_DISK", "SPR_VIDEO", "SPR_CASS", "SPR_DCOP", + "SPR_HCOP", "SPR_HCOP1", "SPR_COP", "SPR_ANIM0", "SPR_ANIM1", "SPR_CCAR", + "SPR_FENCE1", "SPR_ANI0", "SPR_ANI1", "SPR_ANI2", "SPR_SIGN", "SPR_SIGN1", + "SPR_STOP", "SPR_AN0", "SPR_AN1", "SPR_HOS", "SPR_TABLE", "SPR_WET", + "SPR_WET1", "SPR_PASS", "SPR_PASS1", "SPR_COLUMN", "SPR_CAM", "SPR_DIRT", + "SPR_RAIL1", "SPR_RAIL2", "SPR_RAIL3", "SPR_RAIL4", "SPR_DOOR", "SPR_RAIL5", + "SPR_SUBD", "SPR_PHB", "SPR_EMP", "SPR_BIN", "SPR_CAN", "SPR_VEN", "SPR_VEN2", "SPR_MAS", + "SPR_WIFE", "SPR_TV", "SPR_TV2", "SPR_TUBE",7 diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_BACKPACK.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_BACKPACK.bmp new file mode 100644 index 00000000..bcc59881 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_BACKPACK.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DEAD.bmp new file mode 100644 index 00000000..bea3c9bd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_1.bmp new file mode 100644 index 00000000..ada14338 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_2.bmp new file mode 100644 index 00000000..bd0d78d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_3.bmp new file mode 100644 index 00000000..b9aeb585 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_FALL.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_FALL.bmp new file mode 100644 index 00000000..91a143df Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_FALL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DEAD.bmp new file mode 100644 index 00000000..4fbce7ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_1.bmp new file mode 100644 index 00000000..dd061e9f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_2.bmp new file mode 100644 index 00000000..3f9a3f75 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_3.bmp new file mode 100644 index 00000000..6183e702 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BJ_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODKITCHEN.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODKITCHEN.bmp new file mode 100644 index 00000000..109228ed Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODKITCHEN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODSINK.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODSINK.bmp new file mode 100644 index 00000000..40f767e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODSINK.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODWELL.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODWELL.BMP new file mode 100644 index 00000000..6d7052fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_BLOODWELL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK1.BMP new file mode 100644 index 00000000..c70a7cb2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK2.BMP new file mode 100644 index 00000000..927329d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK3.BMP new file mode 100644 index 00000000..d7c41d6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK4.BMP new file mode 100644 index 00000000..b6cef18c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINREADY.BMP new file mode 100644 index 00000000..9eb50d21 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_CHAINREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_DEFUSED.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_DEFUSED.bmp new file mode 100644 index 00000000..98170552 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_DEFUSED.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE1.bmp new file mode 100644 index 00000000..9bbf60cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE2.bmp new file mode 100644 index 00000000..94b3d3d9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DEFUSEBOMB_IDLE2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_CGIB_DEAD.bmp new file mode 100644 index 00000000..35c05fd4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_CGIB_DIE_1.bmp new file mode 100644 index 00000000..924865d6 Binary files /dev/null and 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file mode 100644 index 00000000..f73f6892 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_2.bmp new file mode 100644 index 00000000..083fc66c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_3.bmp new file mode 100644 index 00000000..ae6ce944 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_DOG_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DEAD.bmp new file mode 100644 index 00000000..3960cc5e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE1.bmp new file mode 100644 index 00000000..e85fd21c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE2.bmp new file mode 100644 index 00000000..81b17099 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE3.bmp new file mode 100644 index 00000000..d8ef282c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_DIE3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_STAND.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_STAND.bmp new file mode 100644 index 00000000..7d8c2a18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_EBARREL_STAND.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK1.bmp new file mode 100644 index 00000000..95e2107c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK2.bmp new file mode 100644 index 00000000..95e2107c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK3.bmp new file mode 100644 index 00000000..49b2717f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK4.bmp new file mode 100644 index 00000000..49b2717f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSREADY.bmp new file mode 100644 index 00000000..75a67d4f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK1.bmp new file mode 100644 index 00000000..68438eda Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK2.bmp new file mode 100644 index 00000000..ff846f14 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK3.bmp new file mode 100644 index 00000000..68438eda Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK4.bmp new file mode 100644 index 00000000..68438eda Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGREADY.bmp new file mode 100644 index 00000000..8395d885 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM1.bmp new file mode 100644 index 00000000..5cf7fe1a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM2.bmp new file mode 100644 index 00000000..a3a48ada Binary files /dev/null and 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Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_FLAG_ANIM6.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DEAD.bmp new file mode 100644 index 00000000..89ac0e11 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_1.bmp new file mode 100644 index 00000000..76ce157a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_2.bmp new file mode 100644 index 00000000..2fc9e105 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_3.bmp new file mode 100644 index 00000000..48c83057 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DEAD.bmp new file mode 100644 index 00000000..a402fbe9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_1.bmp new file mode 100644 index 00000000..11df9f1f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_2.bmp new file mode 100644 index 00000000..cc1ac124 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_3.bmp new file mode 100644 index 00000000..a4095988 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_GRD_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HEART1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HEART1.bmp new file mode 100644 index 00000000..6850a591 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HEART1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HEART2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HEART2.bmp new file mode 100644 index 00000000..8324cd9c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HEART2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HPILLAR_IDLE.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HPILLAR_IDLE.bmp new file mode 100644 index 00000000..1dd0c681 Binary files /dev/null and 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00000000..075312cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL3.bmp new file mode 100644 index 00000000..8cc9e2d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL4.bmp new file mode 100644 index 00000000..c65fddfd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL5.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL5.bmp new file mode 100644 index 00000000..538d19ed Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_HSOUL5.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_KNIFEATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_KNIFEATK1.BMP new file mode 100644 index 00000000..1500bb03 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00000000..443dcc78 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_KNIFEREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..8614e5ba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..7a96c930 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..484bb5a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MACHINEGUNATK4.BMP 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differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_1.bmp new file mode 100644 index 00000000..daf2ed87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_2.bmp new file mode 100644 index 00000000..03b1b7c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_3.bmp new file mode 100644 index 00000000..e5fbcb66 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_MUT_CGIB_DIE_4.bmp new file mode 100644 index 00000000..cd41bc0f Binary files 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and b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_1.bmp new file mode 100644 index 00000000..339269e7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_2.bmp new file mode 100644 index 00000000..5e50e50d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_3.bmp new file mode 100644 index 00000000..ce03877c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_OFC_RGIB_DIE_4.bmp 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/dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_RESPAWN_5.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DEAD.bmp new file mode 100644 index 00000000..8a03a9a0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_1.bmp new file mode 100644 index 00000000..9bfcb4d7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_2.bmp new file mode 100644 index 00000000..a744a694 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPDOG_CGIB_DIE_3.bmp 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b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPGRD_RGIB_DIE_3.bmp new file mode 100755 index 00000000..ca152845 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPGRD_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DEAD.bmp new file mode 100644 index 00000000..d2c9328d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_1.bmp new file mode 100644 index 00000000..10b277c0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_2.bmp new file mode 100644 index 00000000..8cdb4bbc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_3.bmp new file mode 100644 index 00000000..2d221881 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_4.bmp new file mode 100644 index 00000000..d1990ac5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPMUT_RGIB_DIE_4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DEAD.bmp new file mode 100644 index 00000000..63203c4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_1.bmp new file mode 100755 index 00000000..7171809b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_2.bmp new file mode 100755 index 00000000..b70b17ee Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_3.bmp new file mode 100755 index 00000000..8e082f25 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_4.bmp new file mode 100755 index 00000000..f29a6b32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_CGIB_DIE_4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DEAD.bmp new file mode 100755 index 00000000..5fb04b89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_1.bmp new file mode 100755 index 00000000..339269e7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_2.bmp new file mode 100755 index 00000000..5e50e50d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_3.bmp new file mode 100755 index 00000000..ce03877c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_4.bmp new file mode 100755 index 00000000..6e43b5cb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPOFC_RGIB_DIE_4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DEAD.bmp new file mode 100755 index 00000000..4f4a766b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_1.bmp new file mode 100755 index 00000000..114ea47f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_2.bmp new file mode 100755 index 00000000..b7288f02 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_3.bmp new file mode 100755 index 00000000..ce28690d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DEAD.bmp new file mode 100755 index 00000000..5fc31beb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_1.bmp new file mode 100755 index 00000000..13fea9d6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_2.bmp new file mode 100755 index 00000000..0a00bcac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_3.bmp new file mode 100755 index 00000000..5e2d14fc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SODMPSS_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DEAD.bmp new file mode 100644 index 00000000..1699ccea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_1.bmp new file mode 100644 index 00000000..cbee0a4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_2.bmp new file mode 100644 index 00000000..864311e0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_3.bmp new file mode 100644 index 00000000..82a4510a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_CGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DEAD.bmp new file mode 100644 index 00000000..e8ed3f01 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_1.bmp new file mode 100644 index 00000000..cc6cf690 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_2.bmp new file mode 100644 index 00000000..5d272859 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_3.bmp new file mode 100644 index 00000000..d8614996 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_SS_RGIB_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK1.bmp new file mode 100644 index 00000000..b5206cc0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK2.bmp new file mode 100644 index 00000000..5c60957e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK3.bmp new file mode 100644 index 00000000..7911f12b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK4.bmp new file mode 100644 index 00000000..2baf5a89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNREADY.bmp new file mode 100644 index 00000000..2baf5a89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK1.bmp new file mode 100644 index 00000000..a1a16194 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK2.bmp new file mode 100644 index 00000000..a8a855e3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK3.bmp new file mode 100644 index 00000000..667c7525 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK4.bmp new file mode 100644 index 00000000..e380e02e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELREADY.bmp new file mode 100644 index 00000000..9bdd076f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DEAD.bmp new file mode 100644 index 00000000..3960cc5e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE1.bmp new file mode 100644 index 00000000..d931838a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE2.bmp new file mode 100644 index 00000000..81b17099 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE3.bmp new file mode 100644 index 00000000..d8ef282c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_DIE3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_STAND.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_STAND.bmp new file mode 100644 index 00000000..c0a3a8a9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_TBARREL_STAND.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DEAD.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DEAD.bmp new file mode 100644 index 00000000..0eeaf5c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DEAD.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE1.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE1.bmp new file mode 100644 index 00000000..500db184 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE2.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE2.bmp new file mode 100644 index 00000000..ae1a0cfd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE3.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE3.bmp new file mode 100644 index 00000000..1f6908e8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE4.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE4.bmp new file mode 100644 index 00000000..0eeaf5c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_DIE4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_STAND.bmp b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_STAND.bmp new file mode 100644 index 00000000..2941cad6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/SPR_WBARREL_STAND.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..0b42daa6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..faca50a6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK3.BMP new file mode 100644 index 00000000..36502f9f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK4.BMP new file mode 100644 index 00000000..0b42daa6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINREADY.BMP new file mode 100644 index 00000000..0b42daa6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_CHAINREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DEAD.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..80f030e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..1c1c3312 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..80f030e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..80f030e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..80f030e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..7c967459 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..a3c51cfc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK3.bmp new file mode 100644 index 00000000..7c967459 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK4.bmp new file mode 100644 index 00000000..7c967459 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGREADY.bmp new file mode 100644 index 00000000..d56b8384 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_JUMP1.BMP new file mode 100644 index 00000000..41f0ac2c Binary files /dev/null and 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file mode 100644 index 00000000..6b56a8fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK2.bmp new file mode 100644 index 00000000..8db0061e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK3.BMP new file mode 100644 index 00000000..6b56a8fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK4.BMP new file mode 100644 index 00000000..54c0f732 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEREADY.bmp new file mode 100644 index 00000000..54c0f732 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_KNIFEREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1.BMP new file mode 100644 index 00000000..d4d5aa9b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..6d346c95 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..47969625 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..96cd18f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..25ca0bf0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..838b6a6a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..91decb73 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..29b158f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2.BMP new file mode 100644 index 00000000..c85448fb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_CHAIN.BMP new file mode 100644 index 00000000..0e0d537c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FISTS.bmp new file mode 100644 index 00000000..a257e83e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..b5414cfb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..9c488cb3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..7f3432cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..2c3be30e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..4e2ea5c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3.BMP new file mode 100644 index 00000000..b5903a3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..4deff17c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..d94df251 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..d727b603 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..bad3dfdc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..82b7668a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..0e55e824 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..29b158f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4.BMP new file mode 100644 index 00000000..76432de9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..589f405f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..9c31e2a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..4514e4ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..3e01fbbf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..74588c18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..08eb67bc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..4925bd4f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..3d67662a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..b53f4aa4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..a17fc268 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..3d67662a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..3d67662a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..8d612f77 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..6799ae57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42_READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42_READY.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_MG42_READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..dbf9fa05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..2c2b8e74 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..6a7a8568 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..e7e67521 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_KNIFE.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_KNIFE.bmp new file mode 100644 index 00000000..3737ba75 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_KNIFE.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..47945dd7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..88a3215a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..349debeb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..82f0248d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..7ae129d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..5c6f1d00 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..91a8a286 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..b29a05ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..528b9355 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_KNIFE.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_KNIFE.bmp new file mode 100644 index 00000000..c1618190 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_KNIFE.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..a6a4aaa7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..ee5ff82a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..a36fa213 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..44f8d029 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..0fb7de03 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..8922195c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..83484c7a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..a3100ecf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..e181285b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..e181285b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..160cd87b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..1210e67b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..e02d58ae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..7379b8e4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..62946d25 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..c3b11b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..fb7eb544 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..4b5002bc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL_LAYER.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL_LAYER.bmp new file mode 100644 index 00000000..29b158f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_STAND_TANKWHEEL_LAYER.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..4e55f014 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..8c276370 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..b4942ebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..545fbea3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..bc68fba2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..af3097d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..3c9709c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..95acb75b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..4ed98d18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..c7f6e39f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..e02b5ec0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..f7f0201c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..4c98399d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W1.BMP new file mode 100644 index 00000000..1e10c6d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W2.BMP new file mode 100644 index 00000000..e27cf84f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W3.BMP new file mode 100644 index 00000000..0580a466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W4.BMP new file mode 100644 index 00000000..22be2518 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..39f4d447 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..b9f62b62 Binary files /dev/null and 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100644 index 00000000..7a9be9f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_FAKE_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_FAKE_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_FAKE_W4.BMP new file mode 100644 index 00000000..fa134161 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_FAKE_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT1.BMP new file mode 100644 index 00000000..671fc09d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT2.BMP new file mode 100644 index 00000000..e8b1e53b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT3.BMP new file mode 100644 index 00000000..5ab9b5e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_GRD_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MG42.bmp new file mode 100644 index 00000000..cf2589d0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_1.BMP new file mode 100644 index 00000000..2f45f8b3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_2.BMP new file mode 100644 index 00000000..ea8e712b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_MUT_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..fd3d8d40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..b4d24efa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..2a90ff69 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPGRD_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_1.bmp new file mode 100644 index 00000000..bfba44a5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_2.bmp new file mode 100644 index 00000000..7fa72b8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT1.bmp new file mode 100644 index 00000000..39c7203f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..55e5a9ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..c625bfa6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN1.BMP new file mode 100644 index 00000000..a791054f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN2.BMP new file mode 100644 index 00000000..1314c79d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_PAIN2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT1.BMP new file mode 100644 index 00000000..27b4bdad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT2.BMP new file mode 100644 index 00000000..d44bce5e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT3.BMP new file mode 100644 index 00000000..09d246cb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_SODMPOFC_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK.bmp new file mode 100644 index 00000000..d3691fda Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK_NOGUN.bmp new file mode 100644 index 00000000..521d7274 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir1/SPR_TANK_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..b83969f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..1fef4e7a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK3.BMP new file mode 100644 index 00000000..3e9cb42d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK4.BMP new file mode 100644 index 00000000..b83969f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINREADY.BMP new file mode 100644 index 00000000..b83969f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_CHAINREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DEAD.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..2da2df7e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..e325b2c5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..2da2df7e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..2da2df7e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..2da2df7e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..216f7d3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..023e9279 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK3.bmp new file mode 100644 index 00000000..216f7d3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK4.bmp new file mode 100644 index 00000000..216f7d3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGREADY.bmp new file mode 100644 index 00000000..08ac4fc7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP1.BMP new file mode 100644 index 00000000..41f0ac2c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP2.BMP new file mode 100644 index 00000000..08e1a35d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP3.BMP new file mode 100644 index 00000000..e5fb50d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP4.BMP new file mode 100644 index 00000000..026c5877 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_JUMP4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK1.bmp new file mode 100644 index 00000000..f7098d4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK2.bmp new file mode 100644 index 00000000..d381bd21 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK3.bmp new file mode 100644 index 00000000..f7098d4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK4.bmp new file mode 100644 index 00000000..f7098d4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEREADY.bmp new file mode 100644 index 00000000..f7098d4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_KNIFEREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1.BMP new file mode 100644 index 00000000..a354833c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..92daf9ce Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FISTS.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FISTS.BMP new file mode 100644 index 00000000..e6a80fd9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FISTS.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..99519864 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..117d582f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..fc1521fe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..c6c3f54f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..feb7e389 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2.BMP new file mode 100644 index 00000000..b8a2554b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_CHAIN.BMP new file mode 100644 index 00000000..43cce37a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FISTS.bmp new file mode 100644 index 00000000..7cec092f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..247d224d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..5e7b7ec7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..f1358f6c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..627eaa70 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..52da2cad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3.BMP new file mode 100644 index 00000000..0002ab8e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..0a82b39d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..f34af1aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..2c818dc5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..c0931a24 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFEATK2_alt3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFEATK2_alt3.bmp new file mode 100644 index 00000000..f7098d4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_KNIFEATK2_alt3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..bf7a9b72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..c6c3f54f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..feb7e389 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4.BMP new file mode 100644 index 00000000..d2ce081b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..47f009ec Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..8b0d5fd1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..e23807f8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..be5122c0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..d23e866d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..316cb9db Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..1fc65834 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..0bd44d18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..0bd44d18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..cc87e8f9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..0bd44d18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..0bd44d18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..c4422d6e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..94b65042 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..b2c96d6f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..fc9c2bb6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..a8e660ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..34d41cf2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..1387776d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..c87f828b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..e0e4fa94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..843eb905 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..5288fa99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..81cb5f0d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..2be8a720 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..6091be72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..10013c38 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..ae7ebc2c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..58213f1f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..cb8046dc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..4c37954e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..883bdadc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..a7060713 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..2ab03d0e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..15b0c532 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..cef99a94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..c2e561aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..15b0c532 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..88dd1d28 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..05c389d9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..88cf1bf6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..891d4164 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..5271dec7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..22939529 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..f7106147 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..7d24a91e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..daa5525a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..423f0fe4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..e15a08f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..eb91b51a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..c96bd1e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..79822110 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..d49cd210 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..178ea696 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..3a5ed727 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..54bd98fe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..1d771000 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..54bd98fe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..cebfb8e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..4bf88312 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..b051dc42 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W1.BMP new file mode 100644 index 00000000..1e10c6d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W2.BMP new file mode 100644 index 00000000..e27cf84f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W3.BMP new file mode 100644 index 00000000..0580a466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W4.BMP new file mode 100644 index 00000000..22be2518 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..b999b5d8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..2f0da112 Binary files /dev/null and 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mode 100644 index 00000000..27d0336b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..a5f6d4e7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP1.bmp new file mode 100644 index 00000000..7903c013 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP2.bmp new file mode 100644 index 00000000..1e71905c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP3.bmp new file mode 100644 index 00000000..dde6a2f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_JUMP3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..1078efcd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..e53299af Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..72fda398 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..5a821d51 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..3ad45763 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..ea28a579 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..b6e7abaf Binary files /dev/null and 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new file mode 100644 index 00000000..44b73025 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..abe5e796 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W1.bmp new file mode 100644 index 00000000..c5f67138 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W2.bmp new file mode 100644 index 00000000..5c08648b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_FAT_W3.bmp 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..1b41677b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..aaf6eeb1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..6b169eb4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..0b2d48a5 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GRETEL_W3.bmp new file mode 100644 index 00000000..9a0a2f26 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GRETEL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GRETEL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GRETEL_W4.bmp new file mode 100644 index 00000000..07760ee7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_GRETEL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_HITLER_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_HITLER_SHOOT1.BMP new file mode 100644 index 00000000..a8c7166a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_HITLER_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_HITLER_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_HITLER_SHOOT2.BMP new file mode 100644 index 00000000..894b3d76 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_PAIN_2.bmp new file mode 100644 index 00000000..7b71c78b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..ef445fca Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..3c988258 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..d1f7d226 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..cb6597d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..1103fbbb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPOFC_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPOFC_PAIN_1.BMP new file mode 100644 index 00000000..8a9a1b18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPOFC_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPOFC_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPOFC_PAIN_2.BMP new file 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--git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..8c412a01 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..28c99d60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..0cd7f2a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_SODMPSS_SHOOT2.bmp new file mode 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..e0721fcf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..24d68513 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..58901984 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..d3dc26b2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..22d1adf8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W1.bmp new file mode 100644 index 00000000..47518a50 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W2.bmp new file mode 100644 index 00000000..e7999b45 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W3.bmp new file mode 100644 index 00000000..db86282f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W4.bmp new file mode 100644 index 00000000..728088bf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir2/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..a0950da2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..1c703e71 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..e95213e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..f2ca89c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..e95213e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..e95213e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..e95213e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..c47baf22 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..a869d15c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_FLAGATK3.bmp 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file mode 100644 index 00000000..73336ee6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK2.bmp new file mode 100644 index 00000000..f5d3fb93 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK3.bmp new file mode 100644 index 00000000..73336ee6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK4.bmp new file mode 100644 index 00000000..73336ee6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEREADY.bmp new file mode 100644 index 00000000..73336ee6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_KNIFEREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1.BMP new file mode 100644 index 00000000..f04bd717 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..466bc58d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..292f050a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..99879e54 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..03a9c175 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M1_PISTOL.BMP 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b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..4954c4ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..273f37fe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..9b738667 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3.BMP new file mode 100644 index 00000000..d89698ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..35fcaa73 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..4375ef55 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..7444e4d0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..bb4c2a65 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..6d4bae2f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..b0a11756 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..237983e6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4.BMP new file mode 100644 index 00000000..8203fd1f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..4caae902 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..9918b1ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..1a6aad6f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..df028778 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..d4158295 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..938441da Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..8870fc1c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..641a76aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..641a76aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..d0bd5e5b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..641a76aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..641a76aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..f28f4591 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..e235d874 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..1b74af66 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..361a6621 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..a65406f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..bab3d5f5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..c3b85b1c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..a6fa4f14 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..5bc08160 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..11ec30ce Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..ac5c7644 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..a885688f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..78c102b7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..c7d14e88 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..d1adf067 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..7a600a3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..c6ec34cb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..efe3d1ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..a9b12337 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..19c7007d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..347d9d88 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..95022b21 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..67a41918 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..aa5a1d3e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..5e48b6f2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..67a41918 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..67a41918 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..a530f3b2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..59d59498 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..368887ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..356c4e12 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..d00fbb22 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..c30d52c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..85a72c0e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..01de0659 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..8870fc1c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..365b40d8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..b7f71c20 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..dca69556 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..6802ba9e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..e390b376 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..8592a969 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..95bd8899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..141239ef Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..03fe6b81 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..7c1f3043 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..03fe6b81 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..0210b281 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..c6f6f5a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W1.BMP new file mode 100644 index 00000000..1e10c6d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W2.BMP new file mode 100644 index 00000000..e27cf84f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W3.BMP new file mode 100644 index 00000000..0580a466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W4.BMP new file mode 100644 index 00000000..22be2518 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..ad958fd4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..04767e5d Binary files /dev/null and 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mode 100644 index 00000000..70fb1b91 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..5f9b98ba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP1.bmp new file mode 100644 index 00000000..6de1009d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP2.bmp new file mode 100644 index 00000000..48a7a2d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP3.bmp new file mode 100644 index 00000000..1a3dbc24 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_JUMP3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..e15f69de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..67289491 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..f295a2a7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..a2f66c77 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..f16d2e08 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..802b0019 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..7ad909b7 Binary files /dev/null and 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new file mode 100644 index 00000000..b23cd99f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..588fa9bf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W1.bmp new file mode 100644 index 00000000..620e6041 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W2.bmp new file mode 100644 index 00000000..2aa44e14 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_FAT_W3.bmp 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..d4fcbff1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..a447fa6c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..60226c1a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..f753d51e Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_PAIN_2.BMP new file mode 100644 index 00000000..729eaab9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..5d12ccb2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..8227a741 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..69a13cc6 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..e88ab1dd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..4dc27b4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_1.BMP new file mode 100644 index 00000000..cdbe46be Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_2.BMP new file mode 100644 index 00000000..7918a51a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT1.BMP new file mode 100644 index 00000000..a3b469a1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT2.BMP new file mode 100644 index 00000000..e801a8b8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT3.BMP new file mode 100644 index 00000000..3bcbbaa0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPOFC_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..0115dc7c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..36860a3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..f9362e13 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT2.bmp new file mode 100755 index 00000000..f361b1a2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT3.bmp new file mode 100755 index 00000000..0635146c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SODMPSS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_1.BMP new file mode 100644 index 00000000..9f4b6cb4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_2.BMP new file mode 100644 index 00000000..9ce8fa92 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT1.BMP new file mode 100644 index 00000000..cef94c96 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT2.BMP new file mode 100644 index 00000000..44303432 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT3.BMP new file mode 100644 index 00000000..0b12684e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_SS_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TANK.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TANK.bmp new file mode 100644 index 00000000..3762954d Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_SHOOT3.bmp new file mode 100644 index 00000000..ad84dee1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W1.bmp new file mode 100644 index 00000000..e0b53830 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W2.bmp new file mode 100644 index 00000000..7c791d0a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W3.bmp new file mode 100644 index 00000000..9997edb2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..a37be150 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..741bb988 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..e924a378 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..29a70e9c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..24b59515 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W1.bmp new file mode 100644 index 00000000..1ac94a63 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W2.bmp new file mode 100644 index 00000000..c1bdc7bb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W3.bmp new file mode 100644 index 00000000..1ea30f2f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W4.bmp new file mode 100644 index 00000000..cfc49d95 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir3/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..6ae42c79 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..3858536d Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..28d0723e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..0ad53d7b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..28d0723e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..28d0723e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..28d0723e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..2e2bd350 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..a5313806 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK3.bmp new file mode 100644 index 00000000..2e2bd350 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK4.bmp new file mode 100644 index 00000000..2e2bd350 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGREADY.bmp new file mode 100644 index 00000000..87734ea0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP1.BMP new file mode 100644 index 00000000..178ea123 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP2.BMP new file mode 100644 index 00000000..60266beb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP3.BMP new file mode 100644 index 00000000..efa26c5f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP4.BMP new file mode 100644 index 00000000..e0a0fb4f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_JUMP4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK1.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK2.BMP new file mode 100644 index 00000000..cf13d3f5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK3.BMP new file mode 100644 index 00000000..f22c0e44 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK4.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEREADY.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_KNIFEREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1.BMP new file mode 100644 index 00000000..b677d7cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..cee59359 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..392c0b62 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..a1e835db Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..0c725bc1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..0c725bc1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..d4e2f7f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..94d0f4e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2.BMP new file mode 100644 index 00000000..554922e6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_CHAIN.BMP new file mode 100644 index 00000000..a9becbb6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FISTS.bmp new file mode 100644 index 00000000..580d018b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..0dbae3af Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..cc60cc99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..cc60cc99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..2bbc34a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..b9df7af9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3.BMP new file mode 100644 index 00000000..d6c1bf65 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..0804011d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..3ee114b2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..fa6682cb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..47c786c1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..47c786c1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..d4e2f7f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..94d0f4e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4.BMP new file mode 100644 index 00000000..ea703b52 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..f70ac5f0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..231c295c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..82aacb05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..fc86ed65 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..fc86ed65 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..2bbc34a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..b9df7af9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..c8a7a332 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..c8a7a332 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..6b1a774e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..c8a7a332 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..c8a7a332 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..8575c2c0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..6c56e872 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..ef955dfa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..673d57be Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..c90b6f75 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..0fd142ae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..3dc3a342 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..0211d3c2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..ef955dfa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..faa0da91 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..c90b6f75 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..7eac97cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..46360f12 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..437e5b97 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..0f6064ca Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..d010af04 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..3f7b5aae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..63258c87 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..2fb7d865 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..abd1b27f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..67e5fbb4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..ae999b90 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..e1d5c2cf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..80d9e3a4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..e1d5c2cf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..2bbc34a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..b9df7af9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..1f743426 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..e9f51c73 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..3dd4f049 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..83fc03d4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..ffe51aa7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..c57deadd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..8ce0991b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..ad526fd4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..0f3eebc2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..d3720cb1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..2491b02e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..d4e2f7f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..94d0f4e2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W1.BMP new file mode 100644 index 00000000..45142e05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W2.BMP new file mode 100644 index 00000000..026eada4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W3.BMP new file mode 100644 index 00000000..2a3dde8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W4.BMP new file mode 100644 index 00000000..324b1c3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..69ec2d6b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..9b81f9ac Binary files /dev/null and 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mode 100644 index 00000000..f8955dc4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..334b202d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP1.BMP new file mode 100644 index 00000000..31158b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP2.BMP new file mode 100644 index 00000000..f1a6880c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP3.BMP new file mode 100644 index 00000000..5fbdfc4c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..707c969e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..afa1c761 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..2a33723c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..b6331b27 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..ec126b28 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..2b260ed8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..22d63033 Binary files /dev/null and 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new file mode 100644 index 00000000..003e75fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..66da3b4c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W1.bmp new file mode 100644 index 00000000..756841db Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W2.bmp new file mode 100644 index 00000000..439a1c12 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_FAT_W3.bmp 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..cca23dc5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..cc989b99 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..6c35cef7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..b3764cb6 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GRETEL_W3.bmp new file mode 100644 index 00000000..9b4f7894 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GRETEL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GRETEL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GRETEL_W4.bmp new file mode 100644 index 00000000..bf6a0881 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_GRETEL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_HITLER_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_HITLER_SHOOT1.BMP new file mode 100644 index 00000000..02b8a2a0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_HITLER_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_HITLER_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_HITLER_SHOOT2.BMP new file mode 100644 index 00000000..34a2e642 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_PAIN_2.BMP new file mode 100644 index 00000000..825049cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..be859762 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..f40f86e1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..5f5f2292 Binary files /dev/null and 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--git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..7f4b74ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..3862309f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..5235c11e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_SODMPSS_SHOOT2.bmp new file mode 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..d6c9341a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..9c7b6918 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..b6f3462e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..0b8198ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..9e4252fb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W1.bmp new file mode 100644 index 00000000..6273cc4b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W2.bmp new file mode 100644 index 00000000..238e6255 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W3.bmp new file mode 100644 index 00000000..dd5ca64f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W4.bmp new file mode 100644 index 00000000..6ed5c94d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir4/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..89c8d7f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..e4a24390 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..a23193f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..7714fcb9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..0ca9c256 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..a23193f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..a23193f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..a176623e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..b47746f6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_FLAGATK3.bmp 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file mode 100644 index 00000000..163fa6ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK2.BMP new file mode 100644 index 00000000..7714fcb9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK3.BMP new file mode 100644 index 00000000..92b7ae85 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK4.BMP new file mode 100644 index 00000000..163fa6ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEREADY.BMP new file mode 100644 index 00000000..163fa6ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_KNIFEREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1.BMP new file mode 100644 index 00000000..45142e05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..89c8d7f7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..4df4dbfb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..1f666eea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..19177805 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..19975f53 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..5bf8494b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..61b64904 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..6f1ee51c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..598b07e8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..d079bfa3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..53507050 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..8d9923bc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3.BMP new file mode 100644 index 00000000..2a3dde8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..acd21a2e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..cb4f5e0a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..bdeee68e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..1ae54b26 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..898b3a7b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..5bf8494b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..61b64904 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4.BMP new file mode 100644 index 00000000..324b1c3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..c949c673 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..6103a32f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..dc771a53 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..88784fa6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..ac23ef56 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..53507050 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..8d9923bc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..04dea4ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..04dea4ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..ad5a683e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..04dea4ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..04dea4ad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..1e7d29aa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..79f623b0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..ecea7b2f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..70772cbd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..948e9119 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..380e8e77 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..9f452dba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..c2e80a41 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..efd45d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..868edb32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..8e114654 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..736f1d32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..ecea7b2f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..70772cbd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..948e9119 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..74c5b1c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..9f452dba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..c2e80a41 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..efd45d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..868edb32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..ce7f029e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..cec05541 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..99cb6336 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..fb58afe6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..db588eb8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..99cb6336 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..99cb6336 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..67c813b2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..40678fa9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..84aa2d15 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..69ccc64d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..3fd11969 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..6091da57 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..99cb6336 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..53507050 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..8d9923bc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..05407122 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..e8d275c5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..2a392c40 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..03e794af Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..8d096b4a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..da42c243 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..63095043 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..a3b31a7d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..85504c2c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..71efe2c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..9d9f8d08 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..5bf8494b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..61b64904 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W1.BMP new file mode 100644 index 00000000..45142e05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W2.BMP new file mode 100644 index 00000000..026eada4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W3.BMP new file mode 100644 index 00000000..2a3dde8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W4.BMP new file mode 100644 index 00000000..324b1c3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..5855a6fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..0c61dbac Binary files /dev/null and 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mode 100644 index 00000000..92f80bbf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..dfe2b46d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP1.BMP new file mode 100644 index 00000000..d3ab927d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP2.BMP new file mode 100644 index 00000000..4d3f1a72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP3.BMP new file mode 100644 index 00000000..9bc40858 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..3d40adcd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..48580f6e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..2359d581 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..9f9ebf1d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..9f9ebf1d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..0e229269 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..09b999e2 Binary files /dev/null and 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new file mode 100644 index 00000000..226ca621 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..de8eed23 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W1.bmp new file mode 100644 index 00000000..dca79ff4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W2.bmp new file mode 100644 index 00000000..8787633e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_FAT_W3.bmp 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..967b67f5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..77bc8787 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..f6428e8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..8a9d2f2a Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_PAIN_2.BMP new file mode 100644 index 00000000..f99360cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..3659ee56 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..12aae8ab Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..0e2c5843 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..1f99e906 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..aaf326ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_1.BMP new file mode 100644 index 00000000..7692e8ac Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_2.BMP new file mode 100644 index 00000000..d4211328 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT1.BMP new file mode 100644 index 00000000..557999f9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT2.BMP new file mode 100644 index 00000000..c82f07d6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT3.BMP new file mode 100644 index 00000000..11c60458 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPOFC_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..1f1d7c5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..a7244ac3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..2ef2d359 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT2.bmp new file mode 100755 index 00000000..1ad19be6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT3.bmp new file mode 100755 index 00000000..e73e9182 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SODMPSS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_1.BMP new file mode 100644 index 00000000..c330edc4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_2.BMP new file mode 100644 index 00000000..a9945618 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT1.BMP new file mode 100644 index 00000000..8833a9af Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT2.BMP new file mode 100644 index 00000000..1d40460d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT3.BMP new file mode 100644 index 00000000..ed0b6b27 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_SS_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TANK.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TANK.bmp new file mode 100644 index 00000000..7bfa91a7 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_SHOOT3.bmp new file mode 100644 index 00000000..f43731a9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W1.bmp new file mode 100644 index 00000000..cd303185 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W2.bmp new file mode 100644 index 00000000..8ccc08a3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W3.bmp new file mode 100644 index 00000000..2f1df6d2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..f16990c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..54f1548c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..b5a49466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..b6ca4b2a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..ec36bd2a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W1.bmp new file mode 100644 index 00000000..1b4a832e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W2.bmp new file mode 100644 index 00000000..a8067467 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W3.bmp new file mode 100644 index 00000000..059247fc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W4.bmp new file mode 100644 index 00000000..fa50e64d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir5/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..b8e1da72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..7fa97621 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..5cd3538a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..22e9717e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..9cb9360d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..5cd3538a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..5cd3538a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..e3ac6738 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..f8eab701 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK3.bmp new file mode 100644 index 00000000..e3ac6738 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK4.bmp new file mode 100644 index 00000000..e3ac6738 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGREADY.bmp new file mode 100644 index 00000000..8019f36f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP1.BMP new file mode 100644 index 00000000..178ea123 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP2.BMP new file mode 100644 index 00000000..60266beb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP3.BMP new file mode 100644 index 00000000..efa26c5f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP4.BMP new file mode 100644 index 00000000..e0a0fb4f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_JUMP4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK1.BMP new file mode 100644 index 00000000..02bdb48b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK2.BMP new file mode 100644 index 00000000..8c407fb2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK3.BMP new file mode 100644 index 00000000..68f1be45 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK4.BMP new file mode 100644 index 00000000..02bdb48b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEREADY.BMP new file mode 100644 index 00000000..02bdb48b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_KNIFEREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1.BMP new file mode 100644 index 00000000..47c0c858 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..b8e1da72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..d7bbf0cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..edb99626 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..05c58d3b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..fbc0620e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..f5e570a9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..910c71eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2.BMP new file mode 100644 index 00000000..da6c1f91 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_CHAIN.BMP new file mode 100644 index 00000000..2076fb16 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FISTS.bmp new file mode 100644 index 00000000..ccefa411 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..0b6b0596 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..fec2addc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..001efee0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..f86d929a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..023878b0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3.BMP new file mode 100644 index 00000000..7f82b8ba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..32e297d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..617e6b3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..19cf74d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..80de8893 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..b621e05c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..81a27f33 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..910c71eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4.BMP new file mode 100644 index 00000000..f7ae8e38 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..0f940d4b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..eec421dd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..e8babf3e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..ed4a72d9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..de76db58 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..f86d929a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..023878b0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..51590c04 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..f848f842 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..aa505018 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..f848f842 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..51590c04 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..82069c96 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..f33553b5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..b7d16798 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..cd68a6ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..a32a6d60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..97c8e736 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..17dc4726 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..93a90085 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..044d65d0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..0b8de4fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..be428e4d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..0fa22c32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..b7d16798 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..cd68a6ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..a32a6d60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FLAG.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FLAG.BMP new file mode 100644 index 00000000..d580a866 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_FLAG.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..17dc4726 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..93a90085 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..044d65d0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..a8e9080c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..218cd3ba Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..7425db58 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..b1f22517 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..262ceb66 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..51620d72 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..b1f22517 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..b1f22517 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..851ccba4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..6f0ce056 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..bd271a12 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..5e88cad3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..48b42c53 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..098ba97b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..b1f22517 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..f86d929a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..023878b0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..422b5421 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..67d838a2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..d24fee4e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..0c121c74 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..42d252e8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..430e34c3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..71879830 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..cdbd4651 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..cf7811f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..f77228b4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..49f5a389 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..f86d929a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..023878b0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W1.BMP new file mode 100644 index 00000000..45142e05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W2.BMP new file mode 100644 index 00000000..026eada4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W3.BMP new file mode 100644 index 00000000..2a3dde8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W4.BMP new file mode 100644 index 00000000..324b1c3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..856f5c7e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..ac13f792 Binary files /dev/null and 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mode 100644 index 00000000..d6a11f34 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..6007198c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP1.BMP new file mode 100644 index 00000000..8dedc8b7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP2.BMP new file mode 100644 index 00000000..fd20e1df Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP3.BMP new file mode 100644 index 00000000..dbf03c1f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..a54a75a2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..6c9433e0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..5bfd1602 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..4b625fb0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..4b4113f0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..6cc0716c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..9160a8db Binary files /dev/null and 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new file mode 100644 index 00000000..2e5d3cc3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..2e5d3cc3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W1.bmp new file mode 100644 index 00000000..f107407d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W2.bmp new file mode 100644 index 00000000..e79bf110 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W3.bmp new file mode 100644 index 00000000..5ca7a80a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W4.bmp new file mode 100644 index 00000000..d5a592bd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_FAT_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT1.bmp new file mode 100644 index 00000000..9eb44bdb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT2.bmp new file mode 100644 index 00000000..4068632c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..af44c93b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..10a9ae9d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..b7b62f1b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..8b347037 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRD_SHOOT2.BMP new file mode 100644 index 00000000..a05f4498 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRD_SHOOT3.BMP new file mode 100644 index 00000000..0b9dfd5e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRD_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_SHOOT1.bmp new file mode 100644 index 00000000..5e715103 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_SHOOT2.bmp new file mode 100644 index 00000000..95e2e461 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_W3.bmp new file mode 100644 index 00000000..1805e1f2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_W4.bmp new file mode 100644 index 00000000..d861738a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_GRETEL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_SHOOT1.BMP new file mode 100644 index 00000000..2a1d4b95 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_SHOOT2.BMP new file mode 100644 index 00000000..77ebe79b Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_W3.BMP new file mode 100644 index 00000000..7258884a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_W4.BMP new file mode 100644 index 00000000..1e1b9d16 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_HITLER_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_MECHA_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_MECHA_SHOOT1.BMP new file mode 100644 index 00000000..6361f4fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_MECHA_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_MECHA_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_MECHA_SHOOT2.BMP new file mode 100644 index 00000000..d319c9a0 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_PAIN_2.BMP new file mode 100644 index 00000000..a80fa9d9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..43957462 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..896735c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..38c3de17 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..878d74db Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..7f7b84f2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_1.BMP new file mode 100644 index 00000000..fe58d465 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_2.BMP new file mode 100644 index 00000000..a362c440 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT1.BMP new file mode 100644 index 00000000..5a41bb5a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT2.BMP new file mode 100644 index 00000000..2b7b3ef0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT3.BMP new file mode 100644 index 00000000..cdff17a1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPOFC_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..5e90d502 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..05127a6e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..7610657c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_SODMPSS_SHOOT2.bmp new file mode 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..50b9bc8b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..a798d15a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..5624d6c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..2673fa6b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..3010916c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W1.bmp new file mode 100644 index 00000000..b0e9e727 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W2.bmp new file mode 100644 index 00000000..5ce73635 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W3.bmp new file mode 100644 index 00000000..342b863a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W4.bmp new file mode 100644 index 00000000..88a970ca Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir6/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..3a119fdd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..692f32eb Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..e9115665 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..114a471a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..e9115665 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..e9115665 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..e9115665 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..cda85571 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..b82b5c44 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_FLAGATK3.bmp 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file mode 100644 index 00000000..fce3e4f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK2.bmp new file mode 100644 index 00000000..e6aa8885 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK3.bmp new file mode 100644 index 00000000..fce3e4f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK4.bmp new file mode 100644 index 00000000..fce3e4f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEREADY.bmp new file mode 100644 index 00000000..fce3e4f3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_KNIFEREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1.BMP new file mode 100644 index 00000000..1a00043c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..3a119fdd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..7292e643 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..96670dfc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..dc5e0ada Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..2cafde55 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..01e77593 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..94c522e0 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..07c9e0fa Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..a5666178 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..62b32e19 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..3391c4c7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..b3d0739e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3.BMP new file mode 100644 index 00000000..99919db1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..1f1bac18 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..307e15d7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..93dd41b9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..114565d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..3efec460 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..01e77593 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..94c522e0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4.BMP new file mode 100644 index 00000000..c9d8c985 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..b0c4568b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..8f654634 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..56e5765a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..1d5bad7b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..0c0c6f1b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..3391c4c7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..05c63fb7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..de0008f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..de0008f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..ad6a8d2a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..de0008f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..de0008f4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..a67dae19 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..fd2bfb20 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..fa309011 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..6379d17c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..029143a8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..8e809aaf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..596a7e38 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..2ca0d27b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..fc4dde9a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..4c302e8d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..d6b7abbb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..5d56411d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..4102c552 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..4df3829c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..1a0b37b4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..6650f25e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..bb5935bb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..71dddc1f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..2948b933 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..23256d01 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..ef1a0c00 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..2a38bc88 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..854aabb2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..440508c0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..fa62ea8f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..bf26a5b3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..bf26a5b3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..ae78e815 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..bc7cd822 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..227fdaa2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..840dcf0d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..7621e792 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..553f0899 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..aa8deddd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..3391c4c7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..e953d26b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..6246df91 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..e060853f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..6c7009eb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..4809f98e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..fc534126 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..4809f98e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..ff3d9504 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..069712be Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..fa539cb7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..af8dba06 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..e76bf334 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..3391c4c7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..a1a21687 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W1.BMP new file mode 100644 index 00000000..1e10c6d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W2.BMP new file mode 100644 index 00000000..e27cf84f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W3.BMP new file mode 100644 index 00000000..0580a466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W4.BMP new file mode 100644 index 00000000..22be2518 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..46e85b4c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..60fcce7f Binary files /dev/null and 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mode 100644 index 00000000..066ecfc1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..0e1bcb32 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP1.BMP new file mode 100644 index 00000000..52159baf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP2.BMP new file mode 100644 index 00000000..4522699f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP3.BMP new file mode 100644 index 00000000..a07ebae3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_JUMP3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_1.BMP new file mode 100644 index 00000000..c328226a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_2.BMP new file mode 100644 index 00000000..f82f7c3c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_W1_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_W1_1.BMP new file mode 100755 index 00000000..cd53d5e5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_DOG_W1_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..e9a5f7ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..3a150b60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..b7764d4b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..37082cb1 Binary files /dev/null and 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new file mode 100644 index 00000000..24f57111 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..08e8d805 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W1.bmp new file mode 100644 index 00000000..dc8a24ff Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W2.bmp new file mode 100644 index 00000000..7af6a263 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W3.bmp new file mode 100644 index 00000000..006adfe6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W4.bmp new file mode 100644 index 00000000..ea6309cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_FAT_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT1.bmp new file mode 100644 index 00000000..ffe74084 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT2.bmp new file mode 100644 index 00000000..de5b41bb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..eaea5b15 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..79c718b9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..e67f13cb Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..1f766e42 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRD_SHOOT2.BMP new file mode 100644 index 00000000..173b85c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRD_SHOOT3.BMP new file mode 100644 index 00000000..f96df23d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRD_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_SHOOT1.bmp new file mode 100644 index 00000000..b8b3da84 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_SHOOT2.bmp new file mode 100644 index 00000000..9927597c Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_W3.bmp new file mode 100644 index 00000000..80d0e26e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_W4.bmp new file mode 100644 index 00000000..4581ee05 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_GRETEL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_SHOOT1.BMP new file mode 100644 index 00000000..97b4a1bf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_SHOOT2.BMP new file mode 100644 index 00000000..315daa00 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_W3.BMP new file mode 100644 index 00000000..390f207a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_W4.BMP new file mode 100644 index 00000000..f847c66c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_HITLER_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_SHOOT1.BMP new file mode 100644 index 00000000..9a02bdae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_SHOOT2.BMP new file mode 100644 index 00000000..b16aecfe Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_W3.BMP new file mode 100644 index 00000000..09560fde Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_W4.BMP new file mode 100644 index 00000000..3b85068c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MECHA_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MG42.bmp new file mode 100644 index 00000000..fe9f565a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MUT_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MUT_PAIN_1.BMP new file mode 100644 index 00000000..6fa9ca29 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_MUT_PAIN_1.BMP differ diff --git 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_PAIN_2.BMP new file mode 100644 index 00000000..374ad876 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT1.BMP new file mode 100644 index 00000000..8b7babad Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT2.BMP new file mode 100644 index 00000000..4f8407b8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPGRD_SHOOT3.BMP new file mode 100644 index 00000000..626cb8b3 Binary files /dev/null and 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a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT2.bmp new file mode 100644 index 00000000..388947ab Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT3.bmp new file mode 100644 index 00000000..ab7cee4f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPMUT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_1.BMP new file mode 100644 index 00000000..eaacf5c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_2.BMP new file mode 100644 index 00000000..a5e4514c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT1.BMP new file mode 100644 index 00000000..7f7bc65d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT2.BMP new file mode 100644 index 00000000..d843aa36 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT3.BMP new file mode 100644 index 00000000..61e65b96 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPOFC_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..c07dbcde Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..6d084cf6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..b9c65c55 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT2.bmp new file mode 100755 index 00000000..449e096a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT3.bmp new file mode 100755 index 00000000..f6982b22 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SODMPSS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_1.BMP new file mode 100644 index 00000000..d627c2ae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_2.BMP new file mode 100644 index 00000000..e68ad723 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT1.BMP new file mode 100644 index 00000000..d91e878b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT2.BMP new file mode 100644 index 00000000..30616ca7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT3.BMP new file mode 100644 index 00000000..260ec4d2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_SS_SHOOT3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TANK.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TANK.bmp new file mode 100644 index 00000000..08939c3f Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_SHOOT3.bmp new file mode 100644 index 00000000..acf68d31 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W1.bmp new file mode 100644 index 00000000..81cdcfdc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W2.bmp new file mode 100644 index 00000000..a712494e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W3.bmp new file mode 100644 index 00000000..6b0662cf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W4.bmp new file mode 100644 index 00000000..b11c7957 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_TRANS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT1.bmp new file mode 100644 index 00000000..de4cece3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT2.bmp new file mode 100644 index 00000000..a68a4a83 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT3.bmp new file mode 100644 index 00000000..6cdab0f0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT4.bmp new file mode 100644 index 00000000..3691ee8a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W1.bmp new file mode 100644 index 00000000..df497ad9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W2.bmp new file mode 100644 index 00000000..cc183da4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W3.bmp new file mode 100644 index 00000000..59a872c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W4.bmp new file mode 100644 index 00000000..aa0f51c5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir7/SPR_WILL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_CHAINATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_CHAINATK1.BMP new file mode 100644 index 00000000..a6f3f94d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_CHAINATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_CHAINATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_CHAINATK2.BMP new file mode 100644 index 00000000..b28542b6 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DEAD.BMP new file mode 100644 index 00000000..c4788c6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DEAD.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_1.bmp new file mode 100644 index 00000000..bd4dd6ea Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_2.bmp new file mode 100644 index 00000000..e2e03d94 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_3.bmp new file mode 100644 index 00000000..35fea875 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_DIE_3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK1.bmp new file mode 100644 index 00000000..73325d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK2.bmp new file mode 100644 index 00000000..0d77aad9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK3.bmp new file mode 100644 index 00000000..73325d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK4.bmp new file mode 100644 index 00000000..73325d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSREADY.bmp new file mode 100644 index 00000000..73325d5c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FISTSREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK1.bmp new file mode 100644 index 00000000..fae1a33b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK2.bmp new file mode 100644 index 00000000..a35cd9d1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK3.bmp new file mode 100644 index 00000000..fae1a33b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK4.bmp new file mode 100644 index 00000000..fae1a33b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGREADY.bmp new file mode 100644 index 00000000..3aa1c568 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_FLAGREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_JUMP1.BMP new file mode 100644 index 00000000..41f0ac2c Binary files /dev/null and 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file mode 100644 index 00000000..5b57a1b1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK2.bmp new file mode 100644 index 00000000..09977c8e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK3.bmp new file mode 100644 index 00000000..5b57a1b1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK4.bmp new file mode 100644 index 00000000..5b57a1b1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEREADY.bmp new file mode 100644 index 00000000..5b57a1b1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_KNIFEREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1.BMP new file mode 100644 index 00000000..ef1890f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_CHAIN.BMP new file mode 100644 index 00000000..a6f3f94d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FISTS.bmp new file mode 100644 index 00000000..5958b31c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FLAG.bmp new file mode 100644 index 00000000..55b893a7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_KNIFE.BMP new file mode 100644 index 00000000..4ab04b3c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_MG42.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_PISTOL.BMP new file mode 100644 index 00000000..749d8898 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKGUN.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL.bmp new file mode 100644 index 00000000..b86f0b69 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..f9a6c073 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2.BMP new file mode 100644 index 00000000..4e2da220 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_CHAIN.BMP new file mode 100644 index 00000000..e16d27d5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FISTS.bmp new file mode 100644 index 00000000..ae2458c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FLAG.bmp new file mode 100644 index 00000000..38086aaf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_KNIFE.BMP new file mode 100644 index 00000000..064fb8e9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_MG42.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_PISTOL.BMP new file mode 100644 index 00000000..272c77c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKGUN.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL.bmp new file mode 100644 index 00000000..a44b720b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..7fc2e721 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3.BMP new file mode 100644 index 00000000..a89b3f7a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_CHAIN.BMP new file mode 100644 index 00000000..01cbb22d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FISTS.bmp new file mode 100644 index 00000000..d8f90491 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FLAG.bmp new file mode 100644 index 00000000..32fa4951 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_KNIFE.BMP new file mode 100644 index 00000000..0358917d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_MG42.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_PISTOL.BMP new file mode 100644 index 00000000..1fb9d148 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKGUN.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL.bmp new file mode 100644 index 00000000..7710911f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..f9a6c073 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M3_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4.BMP new file mode 100644 index 00000000..62f0b0de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_CHAIN.BMP new file mode 100644 index 00000000..23e9e4a5 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FISTS.bmp new file mode 100644 index 00000000..c9a1b2fd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FLAG.bmp new file mode 100644 index 00000000..1e038498 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_KNIFE.BMP new file mode 100644 index 00000000..4ef3d67c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_MG42.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_PISTOL.BMP new file mode 100644 index 00000000..87eb422f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKGUN.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL.bmp new file mode 100644 index 00000000..540092ed Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..7fc2e721 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_M4_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK1.BMP new file mode 100644 index 00000000..f3787c89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK2.BMP new file mode 100644 index 00000000..f3787c89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK3.BMP new file mode 100644 index 00000000..f294d0e1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK4.BMP new file mode 100644 index 00000000..f3787c89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNREADY.BMP new file mode 100644 index 00000000..f3787c89 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MACHINEGUNREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK1.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK2.bmp new file mode 100644 index 00000000..648f5815 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK3.bmp new file mode 100644 index 00000000..344dabd6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK4.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42ATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42READY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42READY.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_MG42READY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1.BMP new file mode 100644 index 00000000..5cd2a7ee Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_CHAIN.BMP new file mode 100644 index 00000000..b682eebe Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FISTS.bmp new file mode 100644 index 00000000..fe52beb7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FLAG.bmp new file mode 100644 index 00000000..efa85bbd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_KNIFE.BMP new file mode 100644 index 00000000..5bbe8582 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_MG42.bmp new file mode 100644 index 00000000..1ab72d19 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_PISTOL.BMP new file mode 100644 index 00000000..966bc140 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKGUN.bmp new file mode 100644 index 00000000..d1ab95b2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL.bmp new file mode 100644 index 00000000..a65753bf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..7547796e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_1_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2.BMP new file mode 100644 index 00000000..70e6e8a8 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_CHAIN.BMP new file mode 100644 index 00000000..212c83dd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FISTS.bmp new file mode 100644 index 00000000..94afb7f2 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FLAG.bmp new file mode 100644 index 00000000..c541fcf9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_KNIFE.BMP new file mode 100644 index 00000000..e11ab872 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_MG42.bmp new file mode 100644 index 00000000..17915a78 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_PISTOL.BMP new file mode 100644 index 00000000..503e153b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKGUN.bmp new file mode 100644 index 00000000..e50688f1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL.bmp new file mode 100644 index 00000000..5ce4058f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..962f3f47 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PAIN_2_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK1.BMP new file mode 100644 index 00000000..07faa270 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK2.BMP new file mode 100644 index 00000000..40e1156c Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK3.BMP new file mode 100644 index 00000000..71fbcad9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK4.BMP new file mode 100644 index 00000000..07faa270 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLATK4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLREADY.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLREADY.BMP new file mode 100644 index 00000000..07faa270 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_PISTOLREADY.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND.BMP new file mode 100644 index 00000000..99d5dd73 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_CHAIN.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_CHAIN.BMP new file mode 100644 index 00000000..7d58bc6d Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_CHAIN.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FISTS.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FISTS.bmp new file mode 100644 index 00000000..e0811ead Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FISTS.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FLAG.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FLAG.bmp new file mode 100644 index 00000000..d14c2798 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_FLAG.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_KNIFE.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_KNIFE.BMP new file mode 100644 index 00000000..12c07667 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_KNIFE.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_MG42.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_MG42.bmp new file mode 100644 index 00000000..e3a644de Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_MG42.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_PISTOL.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_PISTOL.BMP new file mode 100644 index 00000000..07faa270 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_PISTOL.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKGUN.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL.bmp new file mode 100644 index 00000000..09de715e Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp new file mode 100644 index 00000000..4f1a941f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_STAND_TANKWHEEL_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK1.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK2.bmp new file mode 100644 index 00000000..cd8f73d7 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK3.bmp new file mode 100644 index 00000000..1b52960b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK4.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNREADY.bmp new file mode 100644 index 00000000..faa047cd Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKGUNREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1.bmp new file mode 100644 index 00000000..4b33f72a Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1_NOGUN.bmp new file mode 100644 index 00000000..12eb91cf Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK1_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2.bmp new file mode 100644 index 00000000..e40cdf60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2_NOGUN.bmp new file mode 100644 index 00000000..2aa5fb3f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK2_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3.bmp new file mode 100644 index 00000000..3967b216 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3_NOGUN.bmp new file mode 100644 index 00000000..d1a6ed8f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK3_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4.bmp new file mode 100644 index 00000000..fec11e03 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4_NOGUN.bmp new file mode 100644 index 00000000..fdc00ac3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELATK4_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY.bmp new file mode 100644 index 00000000..dc2f1503 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY_NOGUN.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY_NOGUN.bmp new file mode 100644 index 00000000..7fc2e721 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_TANKWHEELREADY_NOGUN.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W1.BMP new file mode 100644 index 00000000..1e10c6d3 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W2.BMP new file mode 100644 index 00000000..e27cf84f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W3.BMP new file mode 100644 index 00000000..0580a466 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W3.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W4.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W4.BMP new file mode 100644 index 00000000..22be2518 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BJ_W4.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_SHOOT1.bmp new file mode 100644 index 00000000..81bd92cc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_SHOOT2.bmp new file mode 100644 index 00000000..5e5b5970 Binary files /dev/null and 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mode 100644 index 00000000..6f6f3e60 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_W4.bmp new file mode 100644 index 00000000..bb4ce7c9 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_BOSS_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP1.BMP new file mode 100644 index 00000000..06310402 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP2.BMP new file mode 100644 index 00000000..2583d0c6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_DOG_JUMP3.BMP 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differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_SHOOT.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_SHOOT.BMP new file mode 100644 index 00000000..9209127f Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_SHOOT.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W1.BMP new file mode 100644 index 00000000..bd7598ae Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W2.BMP new file mode 100644 index 00000000..8d28f4c4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W2.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W3.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAKE_W3.BMP new file mode 100644 index 00000000..c5e361c7 Binary files /dev/null and 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new file mode 100644 index 00000000..2d45d255 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_SHOOT3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_SHOOT4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_SHOOT4.bmp new file mode 100644 index 00000000..84d6bff4 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_SHOOT4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W1.bmp new file mode 100644 index 00000000..7481cd38 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W2.bmp new file mode 100644 index 00000000..d5376f9b Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_FAT_W3.bmp 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diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W1.bmp new file mode 100644 index 00000000..98b630c0 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W2.bmp new file mode 100644 index 00000000..1e394e00 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W3.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W3.bmp new file mode 100644 index 00000000..505cd150 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GIFT_W4.bmp new file mode 100644 index 00000000..b16494f3 Binary files /dev/null and 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b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GRETEL_W3.bmp new file mode 100644 index 00000000..4e006d23 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GRETEL_W3.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GRETEL_W4.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GRETEL_W4.bmp new file mode 100644 index 00000000..26d85069 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_GRETEL_W4.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_HITLER_SHOOT1.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_HITLER_SHOOT1.BMP new file mode 100644 index 00000000..079036a6 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_HITLER_SHOOT1.BMP differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_HITLER_SHOOT2.BMP b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_HITLER_SHOOT2.BMP new file mode 100644 index 00000000..145157d7 Binary files /dev/null and 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--git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_1.bmp new file mode 100755 index 00000000..779e8fa1 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_2.bmp new file mode 100755 index 00000000..c98eb275 Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_PAIN_2.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_SHOOT1.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_SHOOT1.bmp new file mode 100755 index 00000000..004dbcbc Binary files /dev/null and b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_SHOOT1.bmp differ diff --git a/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_SHOOT2.bmp b/bios/Other/splitwolf/lwmp/sprites/dir8/SPR_SODMPSS_SHOOT2.bmp new file mode 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+ "vgadict.sdm": [ + "c28f04668180386f42009eb3a3910437c893c8c0" + ], + "vgagraph.sdm": [ + "9da7d00d1d68c0b24bf120f9927df53ff663a64f" + ], + "vgahead.sdm": [ + "5765612af995804854d34696d152a7ee6f20dd18" + ], + "vswap.sdm": [ + "90158daca3d629b388b96f688e6084c11762f680" + ], "ecwolf.pk3": [ "f3f2a11f3ecd91cd62d74c3acfad68a4cc6ddbd9", "9259b87edfe9b9f6d0749788a75a6ccf158f50aa", @@ -262465,6 +287988,7 @@ ], "kyra.dat": [ "dda6002f09035101a4bf004c1623f8490d739aa1", + "1a754b9e73fd06b0ad40b5ccb246f3ad7d5b68d3", "31b0b9418af2f9dd4e4094aada05d48eb355975b" ], "lure.dat": [ @@ -262476,10 +288000,12 @@ "e431e718e3c784532422ea2654d5fc6042a95c09" ], "mm.dat": [ + "ccbbd746d0413b4183aaf72e2b45c453978aa7b0", "d3ae68a09f8c60a32ce42736ed8d276825fbf446", "0816fe29b57911b28cbf774348f5492062326a85" ], "nancy.dat": [ + "198e3dbf47cf8c0ffc65d92094f7d78ec5e6a4ed", "18fb24c236adb974ade847794044914a81d539aa", "7c8907d33da59afd4e4b62eee67541910e0b78d9", "6a49b675c8fe03c281bda22ad3070f0a78699284" @@ -262489,15 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"e813795cbc79e87facf7d1560c1f5946eab72167" + ], "squirreljme-0.3.0-fast.jar": [ "7c4cd0a5451eedeac9b328f48408dbc312198ccf" ], @@ -262946,6 +288479,9 @@ "xf551-7.7.rom": [ "f6a785b3823462e2f906dffb241503686490a481" ], + "arcadedb.yaml": [ + "002308e952d454a2efdfd6ebf5f5817f1d742637" + ], "antimicro.exe": [ "51c6beb0bf32da2fd79f0970d7752b12dcd8fac0" ], @@ -263374,6 +288910,27 @@ "tilepatch.bin": [ "fa950979aaa1d4c947473f158f770f3f3c8c45da" ], + "Burnin' Rubber + BASIC (FR).cpr": [ + "958437ad6292ecd368e8c6c963cb3ae7d48b9406" + ], + "Burnin' Rubber + BASIC (SP).cpr": [ + "076939a2cd7593b5e56c775d7a4752f2d138ff6c" + ], + "albireo.rom": [ + "9dd652574638682876a55febe3dca7b5bb3ad222" + ], + "fw-v3-u5.rom": [ + "bb9b4c487fa6e338d6b8f78b6fc10a3912263e22" + ], + "unidos.rom": [ + "e78a94ab8de917270179b80b071d3e90d98ea5dc" + ], + "unitools.rom": [ + "982e523b2d5b5c9873526a7363fcac4cbc1b6dfd" + ], + "SEGABOOT_MBROM1.XBE": [ + "463486813206ca44f1d90eb0ef372ef2661b4dfe" + ], "00000000.tmd": [ 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], "gameinit.dat": [ "2e100cdd8b2d5492ff4ef8f1ba487364aabc687f" @@ -264477,15 +290039,9 @@ "GENMIDI.GS.wopl": [ "538d220d87b86b997f539265eb12a6c319e17a1c" ], - "gs-by-papiezak-and-sneakernets.wopn": [ - "eaca5d7a9fe1db6094990be0d8916b7f97920db1" - ], "uzdoom.sf2": [ "4394193fb95c1e59916efe9ac3a47952ab5002f5" ], - "uzdoom.pk3": [ - "dd2364da2cc8b49e32330ba9abff80727b4ea0a0" - ], "cs16client-extras.pk3": [ "ab0c9f66e9e9be4af96c20d5ce3a9d684eeff2c2" ], @@ -264995,9 +290551,6 @@ "rom_config.ini": [ "c939bb0c356b3388ee371959e0af2d71ffbfb6dc" ], - "gngeo_data.zip": [ - "a110c33cdb3bbe17f8dd561f6a5c0160a7dd9dfa" - ], "cmc42.xor": [ "4b1b4ba452735c55b39d215d926a5d9a55fec754" ], @@ -265468,6 +291021,64 @@ "ppge_atlas.meta": [ "f99a13464a4dae347628f0ebb320e767e48e3a96" ], + "jpn0.pgf": [ + "8b0b4b978e647856cc2e441b60774746223b4949" + ], + "kr0.pgf": [ + "b7ab295d15bd8c103c42eab7fb7c7ec447915b40" + ], + "ltn0.pgf": [ + "834245b3aa53fa2aed62751890268371f0d92eb8" + ], + "ltn1.pgf": [ + 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"3b052ef5efe80e0d45b39146032b7e9c6f7ce234", + "3c333035": "24cb6032438d26d9fa7d4ba3775b0f1088b58e4c", "c080726f": "ab035b7804089690018318e4a05f9a8fc59421ff", "4a155ef2": "4f41fd97db57a0efeabc122ec209c151699648c6", "83fcaac4": "8ecd7378026cfd6880c9d93fcdc09e92f48ce490", "b1a4256c": "d8d8bf397239442cb8f15e5b4aa461c3a9643727", "29fc56aa": "2bb4c2879137a90f422ce9e498352c775c6d772e", + "73ee14d2": "95a8b0460576158da39a51b53091eae2c6880aad", "99de839c": "f0fc40ca8df563191dda683bae76522f16f0f535", "808c4dd3": "27f7a95739e373d06365fb8b60613885c9d36bd8", "311c7a4c": "31979d04ef9e74f15902608fb648db5215139f1d", @@ -301844,6 +331536,26 @@ "430d67f5": "4327d6bb924b4e40fa7ff035bdfb73a879c31836", "04849dc3": "8337ada0962de33ee3eb8ebbf9d5d0c898f41fd2", "7134943f": "95d303f2ace5e42a22aaf6979148dc7cb4a38e9f", + "121f1948": "b47d9397c4dc00a4ea079053167d317118c26b0a", + "e5cdd50d": "a74ed16c272962af4646b049f26c383ba384e1e1", + "41502deb": "457494b0d6961773686bf1a3555c0bc595ef8ec4", + "7b685cb5": 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Majora's Mask built on the decompilation, + by HarbourMasters. The game runs from assets extracted out of the user's + N64 or GameCube Collector's Edition ROM into mm.o2r, plus the port's own + archive 2ship.o2r, on the libultraship runtime. ZAPDTR and OTRExporter + perform the extraction inside the executable. + + RetroBat installs the 5.0.1 release ("Battler Bravo"): its 2ship.7z carries + the 2ship.exe, 2ship.o2r, gamecontrollerdb.txt and assets tree of + 2Ship-Battler-Bravo-Win64.zip byte for byte, so the profile is pinned to the + 5.0.1 tag. Its launcher passes the ROM on the command line when mm.o2r is + absent (only a .z64, .n64 or .v64 file, else it copies the ROM beside the + executable), and deletes mm.o2r first when the major version stored in it + differs from the one in 2ship.o2r, so the archive is regenerated. + ref: emulatorLauncher Generators/PortsLauncher.Configuration.cs:1528-1564 + + Startup: + 1. 2ship.o2r is located in the application directories and its stored + port version must equal the build in major, minor and patch. A + missing or outdated 2ship.o2r shows an error and exits + (mm/2s2h/BenPort.cpp:149-153, 345-370). + 2. mm.o2r is regenerated when its stored major version differs from the + build (mm/2s2h/BenPort.cpp:282, 958-960). + 3. Without mm.o2r a ROM given on the command line is extracted. + Otherwise .z64, .n64 and .v64 files in the install and data folders + are offered, then a file dialog. With no mm.o2r at the end the port + shows an error and exits (mm/2s2h/BenPort.cpp:447-540). + 4. mm.o2r is added to the archive manager (mm/2s2h/BenPort.cpp:612-616). + A mods folder is created beside it when absent + (mm/2s2h/BenPort.cpp:256-262). + + ROM check: the size must be 32, 54 or 64 MiB, the data is converted to + big-endian order whatever the dump format, the word at 0x10 picks the + version (0x5354631C US 1.0, 0xB443EB08 US GC), and a CRC-32C of the whole + converted image must be 0x96F49400 or 0xBB434787. Compressed files are + refused. The extraction reads assets/xml/, assets/filelists and + assets/Config_.xml from the install folder, which ship with the + release (1329 files). + ref: mm/2s2h/Extractor/Extract.cpp:54-66, 298-299, 307-357, 580-616, + mm/2s2h/Extractor/Extract.h:19-21 + + The two SHA-1 values below are those the repository publishes for the + .z64 forms of the two accepted ROMs (docs/supportedHashes.json). The code + itself only checks the CRC-32C, so .n64 and .v64 dumps of the same ROMs + are accepted too. + + libultraship is a submodule pinned at 5.0.1 to + 7cb10226e7875ec48ceec2f841d00afd84eef964. Its citations are at that + revision. + +files: + - name: "mm.us.rev1.rom.z64" + category: game_data + system: 2ship + required: true + size: 33554432 + sha1: "d6133ace5afaa0882cf214cf88daba39e266c078" + description: "The Legend of Zelda: Majora's Mask (USA) N64 ROM" + source_ref: "mm/2s2h/Extractor/Extract.cpp:54, 63-66, 307-317, docs/supportedHashes.json:2-5" + note: "No file name is fixed. Picked from the install folder, a file dialog or the command line. Read only to build mm.o2r, which is used from then on." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "mm.us.gc.rom.z64" + category: game_data + system: 2ship + required: false + sha1: "9743aa026e9269b339eb0e3044cd5830a440c1fd" + description: "The Legend of Zelda: Majora's Mask (USA) ROM from the GameCube Collector's Edition" + source_ref: "mm/2s2h/Extractor/Extract.cpp:55, 63-66, 307-317, docs/supportedHashes.json:6-9" + note: "Accepted in place of the N64 ROM and extracted to the same mm.o2r with the GC_US asset tables." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "2ship.o2r" + path: "2ship/2ship.o2r" + category: game_data + system: 2ship + required: true + bundled: true + size: 1139531 + sha1: "f9baf625f5fbedf98470a0acee4958ceb0d55f41" + md5: "1e05eb39b5d76e1b5476ab7c2456f979" + description: "Port archive: shaders, textures and data added by the port" + source_ref: "mm/2s2h/BenPort.cpp:149-153, 345-370" + note: "Its stored version must equal the executable's, so only the copy from the same release works. Hash of the copy in 2Ship-Battler-Bravo-Win64.zip." + unsourceable: "ships inside the 2 Ship 2 Harkinian release, and the collection does not hold it" + + - name: "gamecontrollerdb.txt" + path: "2ship/gamecontrollerdb.txt" + category: game_data + system: 2ship + required: false + bundled: true + size: 603494 + sha1: "cb03bd16cd6cf008478681e5c9fc5a2689b1e5e4" + md5: "3155b5fd0be37137f422c3c0f032c13f" + description: "SDL game controller mapping database" + source_ref: "libultraship src/ship/Context.cpp:277-283" + note: "A load failure is logged and SDL keeps its built-in mappings. Hash of the copy in 2Ship-Battler-Bravo-Win64.zip." + unsourceable: "ships inside the 2 Ship 2 Harkinian release, and other revisions under the same name must not stand in" diff --git a/emulators/advmame-0.94.yml b/emulators/advmame-0.94.yml new file mode 100644 index 00000000..c69e5f8b --- /dev/null +++ b/emulators/advmame-0.94.yml @@ -0,0 +1,769 @@ +emulator: AdvanceMAME 0.94 +type: standalone +core_classification: frozen_snapshot +source: "https://files.retropie.org.uk/archives/advancemame-0.94.0.tar.gz" +upstream: "https://www.mamedev.org" +profiled_date: "2026-10-20" +core_version: "0.94.0" +mame_version: "0.94" +display_name: "Arcade (AdvanceMAME 0.94)" +mode: standalone + +cores: + - advmame-0.94 + +systems: + - snk-neogeo-mvs + - igs-pgm + - sega-stv + - sega-megaplay + - sega-megatech + - deco-cassette + - nintendo-playch10 + - nintendo-nss + - super-kaneko-nova + - konami-gx + - konami-gv + - century-cvs + - capcom-zn1 + - capcom-zn2 + - tecmo-tps + - taito-fx1 + - eighting-zn1 + - atlus-zn1 + - atari-zn1 + - acclaim-zn1 + - hyper-neogeo64 + - arcadia-systems + - exidy-maxaflex + - brezzasoft-crystal + - imax-macs + +notes: | + AdvanceMAME 0.94.0, the MAME 0.94 core (src/version.c:1) under the Advance + video, input and sound layer. The source is the release tarball that + RetroPie builds (RetroPie scriptmodules/emulators/advmame-0.94.sh:16, + sha1 3fc69e03c653981217018561b918f84ebf5f30b3). The amadvance/advancemame tag + advancemame-0_94_0 (c4f96090a417c642ac168a14e83ed403c57949c4) carries the + Advance layer alone, the MAME tree under src/ exists only in the tarball. + The RetroPie patches rename the configuration file to advmame-0.94.rc, + adjust the Pi framebuffer output and add extern qualifiers + (RetroPie scriptmodules/emulators/advmame-0.94.sh:25-30, + RetroPie scriptmodules/emulators/advmame-1.4.sh:25-44). None of them + changes what is read. + + In this release a BIOS root set is a GAME entry flagged NOT_A_DRIVER + (src/driver.h:487). The root sets are not listed in src/driver.c: they are + reached through the clone_of pointer of the games that name them as + parent. Twenty-five such sets have registered children and are listed + below. taitogn is flagged NOT_A_DRIVER and registered + (src/drivers/zn.c:4422, src/driver.c:2560), but no game names it as + parent, so no load reaches its ROMs. + + ROM archives are searched under dir_rom, $home/rom:$data/rom by default + (advance/osd/fileio.c:74, advance/linux/file.c:249-256), in the forms + DIR/GAME/ROM, then DIR/GAME.zip/ROM (src/fileio.c:922-941,1025-1028). $home + is $ADVANCE, or $HOME/.advance when that variable is unset + (advance/linux/file.c:83-99). RetroPie sets dir_rom to + $romdir/mame-advmame:$romdir/arcade + (RetroPie scriptmodules/emulators/advmame.sh:100), so the BIOS archives + sit beside the games, not in the BIOS directory. Each ROM is looked up + along the parent chain (src/common.c:1193-1195), so a child game reads its + BIOS from the root set's own archive. Inside an archive a member is + matched by name, then by its printable CRC32 (src/fileio.c:1080-1091). + + No BIOS ROM carries ROM_OPTIONAL or a no-good-dump marker, so a missing one + counts as an error and the load stops with "required files are missing, + the game cannot be run" (src/common.c:940-962,1081-1084). A wrong length + or checksum is only a warning (src/common.c:1018-1060). + + Where a system offers several BIOS revisions, SYSTEM_BIOS_ADD names them + and misc_bios selects one by number or short name, "default" selecting + entry 0 (advance/osd/glue.c:653-655,2881, src/common.c:859-895). Only ROMs + of the selected revision are read (src/common.c:1459). Neo Geo lists MVS + revisions alone, the Universe, debug and AES entries being commented out + (src/drivers/neogeo.c:1540-1543,1559-1562). + + The support files are read from $home, then $data + (advance/osd/fileio.c:82,88-90, advance/linux/file.c:204-235,249-256). make + install copies event.dat and history.dat into $data + (advance/advance.mak:29-32). support/hiscore.dat ships in the tarball but + is not installed. A language file is opened under the name misc_languagefile + carries, english.lng by default (advance/osd/glue.c:657-658,2870). The + release ships none, and without one the built-in English strings are used + (src/ui_text.c:259). No controller file is read, options.controller being + pinned to zero (advance/osd/glue.c:650). blitmax.h, startup.h and help.dat + are compiled into the binary (advance/osd/video.c:1293,1301, + advance/osd/ui.c:1392). Samples and artwork are per-game archives under + dir_sample and dir_artwork, named after the driver + (src/sound/samples.c:191-193, src/artwork.c:1986-1987,2092). + +files: + # Support files ($home or $data) + - name: hiscore.dat + required: false + category: game_data + sha1: "f247f8a80c7669df564cf1ac6f42c8100caa406c" + md5: "303449713237a451424cf23c9e8c09fc" + size: 153596 + source_ref: "src/hiscore.c:18,103,223-225" + note: >- + High score definitions, selected by misc_hiscorefile + (advance/osd/glue.c:742,2873,2947). Absent, hs_open finds no entry and + no high score is restored or saved. The hash is that of + support/hiscore.dat in the release tarball. + + - name: history.dat + required: false + category: game_data + sha1: "5206c85cad323acb885e28e1109b8e842919b7dd" + md5: "ef258890848afdac0c07f016c2ac9294" + size: 4208286 + source_ref: "src/datafile.c:331,585-599" + note: >- + Game history text, selected by misc_historyfile + (advance/osd/glue.c:741,2878,2948) and read when the history menu is + opened (src/usrintrf.c:2938-2962). Absent, the menu shows the + history missing message. support/history.dat, installed by + advance/advance.mak:31. + + - name: mameinfo.dat + required: false + category: game_data + source_ref: "src/datafile.c:331,625-629" + note: >- + Driver information text, selected by misc_infofile + (advance/osd/glue.c:743,2886,2949). load_driver_history appends its + entry to the history text (src/datafile.c:585-656). The release ships + none. + + - name: cheat.dat + required: false + category: game_data + source_ref: "src/cheat.c:8442,8619-8622" + note: >- + Cheat definitions, selected by misc_cheatfile + (advance/osd/glue.c:740,2871,2935) and read only when misc_cheat is on, + which it is not by default (advance/osd/glue.c:608,2869). Absent, the + cheat menu reads "cheat database not found" (src/cheat.c:2482). + + - name: event.dat + required: false + category: game_data + sha1: "8c34c85f92bc6771d789e880953a1cc43341485e" + md5: "ee99bb541116967f8785a5bc09932475" + size: 22066 + source_ref: "advance/osd/safequit.c:165-181,260" + note: >- + Event and safequit definitions, selected by misc_eventfile and read + straight from $home then $data rather than through the file type + table. Absent, the exit menu always prompts instead of checking coin + and play state. support/event.dat, installed by + advance/advance.mak:30. + + # SNK Neo Geo MVS + - name: neogeo.zip + required: true + category: bios_zip + system: snk-neogeo-mvs + source_ref: "src/drivers/neogeo.c:1530-1544,1549-1558,6158-6172,6791" + note: >- + Eight MVS BIOS variants selected with misc_bios (euro, euro-s1, us, + us-e, asia, japan, japan-s2, japan-s1), euro by default. sm1.sm1, + 000-lo.lo and sfix.sfx are loaded whichever variant is selected. + contents: + - name: sp-s2.sp1 + description: Europe MVS (Ver. 2) + size: 131072 + crc32: "9036d879" + sha1: "4f5ed7105b7128794654ce82b51723e16e389543" + - name: sp-s.sp1 + description: Europe MVS (Ver. 1) + size: 131072 + crc32: "c7f2fa45" + sha1: "09576ff20b4d6b365e78e6a5698ea450262697cd" + - name: usa_2slt.bin + description: US MVS (Ver. 2?) + size: 131072 + crc32: "e72943de" + sha1: "5c6bba07d2ec8ac95776aa3511109f5e1e2e92eb" + - name: sp-e.sp1 + description: US MVS (Ver. 1) + size: 131072 + crc32: "2723a5b5" + sha1: "5dbff7531cf04886cde3ef022fb5ca687573dcb8" + - name: asia-s3.rom + description: Asia MVS (Ver. 3) + size: 131072 + crc32: "91b64be3" + sha1: "720a3e20d26818632aedf2c2fd16c54f213543e1" + - name: vs-bios.rom + description: Japan MVS (Ver. 3) + size: 131072 + crc32: "f0e8f27d" + sha1: "ecf01eda815909f1facec62abf3594eaa8d11075" + - name: sp-j2.rom + description: Japan MVS (Ver. 2) + size: 131072 + crc32: "acede59c" + sha1: "b6f97acd282fd7e94d9426078a90f059b5e9dd91" + - name: sp1.jipan.1024 + description: Japan MVS (Ver. 1) + size: 131072 + crc32: "9fb0abe4" + sha1: "18a987ce2229df79a8cf6a84f968f0e42ce4e59d" + - name: sm1.sm1 + description: Z80 sound BIOS + size: 131072 + crc32: "97cf998b" + sha1: "977387a7c76ef9b21d0b01fa69830e949a9a9626" + - name: 000-lo.lo + description: Y zoom control + size: 65536 + crc32: "e09e253c" + sha1: "2b1c719531dac9bb503f22644e6e4236b91e7cfc" + - name: sfix.sfx + description: fix layer tiles + size: 131072 + crc32: "354029fc" + sha1: "4ae4bf23b4c2acff875775d4cbff5583893ce2a1" + + # IGS PGM + - name: pgm.zip + required: true + category: bios_zip + system: igs-pgm + source_ref: "src/drivers/pgm.c:1231-1242,2465" + contents: + - name: pgm_p01s.rom + description: 68000 BIOS + size: 131072 + crc32: "e42b166e" + sha1: "2a9df9ec746b14b74fae48b1a438da14973702ea" + - name: pgm_t01s.rom + description: text layer tiles + size: 2097152 + crc32: "1a7123a0" + sha1: "cc567f577bfbf45427b54d6695b11b74f2578af3" + - name: pgm_m01s.rom + description: samples + size: 2097152 + crc32: "45ae7159" + sha1: "d3ed3ff3464557fd0df6b069b2e431528b0ebfa8" + + # Sega ST-V + - name: stvbios.zip + required: true + category: bios_zip + system: sega-stv + source_ref: "src/drivers/stv.c:4228-4243,4244-4246,4248-4261,5114" + note: >- + Seven BIOS variants selected with misc_bios (japan, japana, us, + japanb, taiwan, europe, unknown), japan by default. + contents: + - name: epr19730.ic8 + description: Japan (bios epr19730) + size: 524288 + crc32: "d0e0889d" + sha1: "fae53107c894e0c41c49e191dbe706c9cd6e50bd" + - name: mp17951a.s + description: Japan (bios mp17951a) + size: 524288 + crc32: "2672f9d8" + sha1: "63cf4a6432f6c87952f9cf3ab0f977aed2367303" + - name: mp17952a.s + description: USA (bios mp17952a) + size: 524288 + crc32: "d1be2adf" + sha1: "eaf1c3e5d602e1139d2090a78d7e19f04f916794" + - name: 20091.bin + description: Japan (bios 20091) + size: 524288 + crc32: "59ed40f4" + sha1: "eff0f54c70bce05ff3a289bf30b1027e1c8cd117" + - name: mp17953a.ic8 + description: Taiwan (bios mp17953a) + size: 524288 + crc32: "a4c47570" + sha1: "9efc73717ec8a13417e65c54344ded9fc25bf5ef" + - name: mp17954a.s + description: Europe (bios mp17954a) + size: 524288 + crc32: "f7722da3" + sha1: "af79cff317e5b57d49e463af16a9f616ed1eee08" + - name: stv110.bin + description: unknown (debug?) + size: 524288 + crc32: "3dfeda92" + sha1: "8eb33192a57df5f3a1dfb57263054867c6b2db6d" + + # Sega Mega Play + - name: megaplay.zip + required: true + category: bios_zip + system: sega-megaplay + source_ref: "src/drivers/segac2.c:4280-4283,4288-4291,4292-4295,4838" + note: >- + Two BIOS variants selected with misc_bios (ver1, ver2), ver1 by + default. The ver2 ROM is named megaplay.bin in this release. + contents: + - name: ep15294.ic2 + description: Megaplay Bios (Ver. 1) + size: 131072 + crc32: "aa8dc2d8" + sha1: "96771ad7b79dc9c83a1594243250d65052d23176" + - name: megaplay.bin + description: Megaplay Bios (Ver. 2) + size: 131072 + crc32: "f97c68aa" + sha1: "bcabc879950bca1ced11c550a484e697ec5706b2" + + # Sega Mega-Tech + - name: megatech.zip + required: true + category: bios_zip + system: sega-megatech + source_ref: "src/drivers/segac2.c:3827-3830,4761" + contents: + - name: epr12664.20 + description: BIOS + size: 32768 + crc32: "f71e9526" + sha1: "1c7887541d02c41426992d17f8e3db9e03975953" + + # DECO Cassette System + - name: decocass.zip + required: true + category: bios_zip + system: deco-cassette + source_ref: "src/drivers/decocass.c:700-705,706-719,721-724,726-729,1153" + note: >- + Two main CPU BIOS variants selected with misc_bios (bios0, bios1), + bios0 by default. The audio CPU, MCU and PROMs are loaded whichever + variant is selected. + contents: + - name: rms8.cpu + description: rms8.cpu + size: 4096 + crc32: "23d929b7" + sha1: "063f83020ba3d6f43ab8471f95ca919767b93aa4" + - name: dsp3.p0b + description: dsp3.p0b & dsp3.p1b + size: 2048 + crc32: "b67a91d9" + sha1: "681c040be0f0ed1ba0a50161b36d0ad8e1c8c5cb" + - name: dsp3.p1b + description: dsp3.p0b & dsp3.p1b + size: 2048 + crc32: "3bfff5f3" + sha1: "4e9437cb1b76d64da6b37f01bd6e879fb399e8ce" + - name: rms8.snd + description: audio CPU + size: 2048 + crc32: "b66b2c2a" + sha1: "0097f38beb4872e735e560148052e258a26b08fd" + - name: cass8041.bin + description: MCU + size: 1024 + crc32: "a6df18fd" + sha1: "1f9ea47e372d31767c936c15852b43df2b0ee8ff" + - name: dsp8.3m + description: PROM + size: 32 + crc32: "238fdb40" + sha1: "b88e8fabb82092105c3828154608ea067acbf2e5" + - name: dsp8.10d + description: PROM + size: 32 + crc32: "3b5836b4" + sha1: "b630bb277d9ec09d46ef26b944014dd6165b35d8" + - name: rms8.j3 + description: DRAM banking and timing PROM + size: 32 + crc32: "51eef657" + sha1: "eaedce5caf55624ad6ae706aedf82c5717c60f1f" + + # Nintendo PlayChoice-10 + - name: playch10.zip + required: true + category: bios_zip + system: nintendo-playch10 + source_ref: "src/drivers/playch10.c:754-756,758-766,1610-1613,1621" + note: >- + A single BIOS, no variant table. + contents: + - name: pch1-c.8t + size: 16384 + crc32: "d52fa07a" + sha1: "55cabf52ae10c050c2229081a80b9fe5454ab8c5" + - name: pch1-c.8p + description: BIOS tiles + size: 8192 + crc32: "30c15e23" + sha1: "69166afdb2fe827c7f1919cdf4197caccbd961fa" + - name: pch1-c.8m + description: BIOS tiles + size: 8192 + crc32: "c1232eee" + sha1: "beaf9fa2d091a3c7f70c51e966d885b1f9f0935f" + - name: pch1-c.8k + description: BIOS tiles + size: 8192 + crc32: "9acffb30" + sha1: "b814f10ef23f2ca445fabafcbf7f25e2d454ba8c" + - name: pch1-c.6f + description: PROM + size: 256 + crc32: "e5414ca3" + sha1: "d2878411cda84ffe0afb2e538a67457f51bebffb" + - name: pch1-c.6e + description: PROM + size: 256 + crc32: "a2625c6e" + sha1: "a448b47c9289902e26a3d3c4c7d5a7968c385e81" + - name: pch1-c.6d + description: PROM + size: 256 + crc32: "1213ebd4" + sha1: "0ad386fc3eab5e53c0288ad1de33639a9e461b7c" + + # Nintendo Super System + - name: nss.zip + required: true + category: bios_zip + system: nintendo-nss + source_ref: "src/drivers/nss.c:264-274,275-277,410" + contents: + - name: spc700.rom + description: SPC700 IPL ROM + size: 64 + crc32: "38000b6b" + sha1: "9f3af3d51c229e67daa68041492afa27287aad31" + - name: nss-c.dat + description: BIOS CPU + size: 32768 + crc32: "a8e202b3" + sha1: "b7afcfe4f5cf15df53452dc04be81929ced1efb2" + - name: nss-ic14.02 + description: BIOS CPU + size: 32768 + crc32: "e06cb58f" + sha1: "62f507e91a2797919a78d627af53f029c7d81477" + + # Super Kaneko Nova System + - name: skns.zip + required: true + category: bios_zip + system: super-kaneko-nova + source_ref: "src/drivers/suprnova.c:1224-1230,1675" + note: >- + Four region BIOS ROMs, all loaded into the same region. + contents: + - name: sknsj1.u10 + description: Japan + size: 524288 + crc32: "7e2b836c" + sha1: "92c5a7a2472496028bff0e5980d41dd294f42144" + - name: sknse1.u10 + description: Europe + size: 524288 + crc32: "e2b9d7d1" + sha1: "b530a3bb9dedc8cfafcba9f1f10277590be04a15" + - name: sknsa1.u10 + description: Asia + size: 524288 + crc32: "745e5212" + sha1: "caba649ab2d83b2d7e007eecee0fc582c019df38" + - name: sknsu1.u10 + description: USA + size: 524288 + crc32: "384d21ec" + sha1: "a27e8a18099d9cea64fa32db28d01101c2a78815" + + # Konami System GX + - name: konamigx.zip + required: true + category: bios_zip + system: konami-gx + source_ref: "src/drivers/konamigx.c:2174-2174,2176-2179,3473" + contents: + - name: 300a01.34k + description: BIOS + size: 131072 + crc32: "d5fa95f5" + sha1: "c483aa98ff8ef40cdac359c19ad23fea5ecc1906" + + # Konami Baby Phoenix/GV System + - name: konamigv.zip + required: true + category: bios_zip + system: konami-gv + source_ref: "src/drivers/konamigv.c:773-775,777-781,853" + contents: + - name: 999a01.7e + description: BIOS + size: 524288 + crc32: "ad498d2d" + sha1: "02a82a2fe1fba0404517c3602324bfa64e23e478" + + # Century Electronics CVS + - name: cvs.zip + required: true + category: bios_zip + system: century-cvs + source_ref: "src/drivers/cvs.c:423-430,1401" + contents: + - name: 5b.bin + description: sound CPU + size: 2048 + crc32: "f055a624" + sha1: "5dfe89d7271092e665cdd5cd59d15a2b70f92f43" + - name: 82s185.10h + description: PROM + size: 2048 + crc32: "c205bca6" + sha1: "ec9bd220e75f7b067ede6139763ef8aca0fb7a29" + - name: 82s123.10k + description: PROM + size: 32 + crc32: "b5221cec" + sha1: "71d9830b33b1a8140b0fe1a2ba8024ba8e6e48e0" + + # Capcom ZN1 + - name: cpzn1.zip + required: true + category: bios_zip + system: capcom-zn1 + source_ref: "src/drivers/zn.c:3091-3093,3095-3097,4320" + contents: + - name: coh-1000c.353 + size: 524288 + crc32: "50033af6" + sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a" + + # Capcom ZN2 + - name: cpzn2.zip + required: true + category: bios_zip + system: capcom-zn2 + source_ref: "src/drivers/zn.c:3326-3328,3330-3332,4338" + contents: + - name: coh-3002c.353 + size: 524288 + crc32: "e860ea8b" + sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504" + + # Tecmo TPS + - name: tps.zip + required: true + category: bios_zip + system: tecmo-tps + source_ref: "src/drivers/zn.c:3679-3681,3683-3685,4381" + contents: + - name: coh-1002m.353 + size: 524288 + crc32: "69ffbcb4" + sha1: "03eb2febfab3fcde716defff291babd9392de965" + + # Taito FX1 + - name: taitofx1.zip + required: true + category: bios_zip + system: taito-fx1 + source_ref: "src/drivers/zn.c:3861-3863,3865-3867,4403" + contents: + - name: coh-1000t.353 + size: 524288 + crc32: "e3f23b6e" + sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d" + + # Eighting/Raizing PS Arcade 95 + - name: psarc95.zip + required: true + category: bios_zip + system: eighting-zn1 + source_ref: "src/drivers/zn.c:4115-4117,4119-4121,4429" + contents: + - name: coh-1002e.353 + size: 524288 + crc32: "910f3a8b" + sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689" + + # Atlus PSX + - name: atluspsx.zip + required: true + category: bios_zip + system: atlus-zn1 + source_ref: "src/drivers/zn.c:4286-4288,4290-4292,4441" + contents: + - name: coh-1001l.353 + size: 524288 + crc32: "6721146b" + sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e" + + # Atari PSX + - name: atpsx.zip + required: true + category: bios_zip + system: atari-zn1 + source_ref: "src/drivers/zn.c:4201-4203,4205-4207,4361" + contents: + - name: coh-1000w.353 + size: 524288 + crc32: "45e8a4b4" + sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7" + + # Acclaim PSX + - name: acpsx.zip + required: true + category: bios_zip + system: acclaim-zn1 + source_ref: "src/drivers/zn.c:4224-4226,4228-4230,4370" + contents: + - name: coh-1000a.353 + size: 524288 + crc32: "8d8d0764" + sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb" + + # SNK Hyper Neo Geo 64 + - name: hng64.zip + required: true + category: bios_zip + system: hyper-neogeo64 + source_ref: "src/drivers/hng64.c:1450-1456,1755" + contents: + - name: brom1.bin + description: R4300 BIOS + size: 524288 + crc32: "a30dd3de" + sha1: "3e2fd0a56214e6f5dcb93687e409af13d065ea30" + - name: from1.bin + description: unused BIOS ROM + size: 524288 + crc32: "6b933005" + sha1: "e992747f46c48b66e5509fe0adf19c91250b00c7" + - name: rom1.bin + description: unused BIOS ROM + size: 130866 + crc32: "4a6832dc" + sha1: "ae504f7733c2f40450157cd1d3b85bc83fac8569" + + # Arcadia Systems + - name: ar_bios.zip + required: true + category: bios_zip + system: arcadia-systems + source_ref: "src/drivers/arcadia.c:221-236,240-242,244-248,965" + note: >- + Three BIOS variants selected with misc_bios (onep211, onep300, + tenp211), onep211 by default. kick13.rom is loaded whichever variant + is selected. + contents: + - name: kick13.rom + description: Amiga Kickstart 1.3 + size: 262144 + crc32: "c4f0f55f" + sha1: "891e9a547772fe0c6c19b610baf8bc4ea7fcb785" + - name: scpa211l + description: OnePlay 2.11 + size: 65536 + crc32: "95b84504" + sha1: "99999fc40909001b37aa1b543918118becc81800" + - name: scpa211h + description: OnePlay 2.11 + size: 65536 + crc32: "be9dbdc5" + sha1: "1554da09f051ec53937d65d4e451de51bc0c69e5" + - name: scpav3_0.1l + description: OnePlay 3.00 + size: 65536 + crc32: "e4f38fab" + sha1: "01c2eb5965070893be6734eb1372576727716476" + - name: scpav3_0.1h + description: OnePlay 3.00 + size: 65536 + crc32: "2d8e1a06" + sha1: "be187f34624aeda110017c4a09242f7c00ef56a4" + - name: gcp-1-lo + description: TenPlay 2.11 + size: 65536 + crc32: "65d9b9cf" + sha1: "5c60a0dd4a0a7d9b938ce6b0446a6ad2ecaf07ec" + - name: gcp-1-hi + description: TenPlay 2.11 + size: 65536 + crc32: "67d44523" + sha1: "f3e3699132cdf741518accb890c04d17374c4049" + - name: gcp-2-lo + description: TenPlay 2.11 + size: 65536 + crc32: "e776198d" + sha1: "694ca4cc99ed84a95d18201c94a3332f8599654f" + - name: gcp-2-hi + description: TenPlay 2.11 + size: 65536 + crc32: "1d7594ae" + sha1: "6173bbfecf18d7d9ee6bc2b6753ca9d42fabd781" + - name: gcp-3-lo + description: TenPlay 2.11 + size: 65536 + crc32: "87229e0d" + sha1: "0b18544801e529f954b9e03226bd2e5475f36351" + - name: gcp-3-hi + description: TenPlay 2.11 + size: 65536 + crc32: "3e7364be" + sha1: "26e10d0ddc031a891138db36ce4f1732722e6847" + + # Exidy Max-A-Flex + - name: maxaflex.zip + required: true + category: bios_zip + system: exidy-maxaflex + source_ref: "src/drivers/maxaflex.c:518-527,583" + contents: + - name: atarixl.rom + description: main CPU ROM + size: 16384 + crc32: "1f9cd270" + sha1: "ae4f523ba08b6fd59f3cae515a2b2410bbd98f55" + - name: maxaflex.uc + description: microcontroller + size: 2048 + crc32: "fe9cf53c" + sha1: "4b02bc2f0c8a1eab799814fac82d5812c0160206" + - name: maxprom.prm + description: PROM + size: 512 + crc32: "edf5c950" + sha1: "9ad046ea41a61585dd8d2f2d4167a3cc39d2928f" + + # Brezzasoft Crystal System + - name: crysbios.zip + required: true + category: bios_zip + system: brezzasoft-crystal + source_ref: "src/drivers/crystal.c:838-841,908" + contents: + - name: mx27l1000.u14 + size: 131072 + crc32: "beff39a9" + sha1: "b6f6dda58d9c82273f9422c1bd623411e58982cb" + + # I'Max Multi Amenity Cassette System + - name: macsbios.zip + required: true + category: bios_zip + system: imax-macs + source_ref: "src/drivers/macs.c:307-311,312-316,416" + contents: + - name: macsos_l.u43 + description: BIOS low byte + size: 524288 + crc32: "0b5aed5e" + sha1: "042e705017ee34656e2c6af45825bb2dd3447747" + - name: macsos_h.u44 + description: BIOS high byte + size: 524288 + crc32: "538b68e4" + sha1: "a0534147791e94e726f49451d0e95671ae0a87d5" diff --git a/emulators/advmame-1.4.yml b/emulators/advmame-1.4.yml new file mode 100644 index 00000000..dd524f7c --- /dev/null +++ b/emulators/advmame-1.4.yml @@ -0,0 +1,784 @@ +emulator: AdvanceMAME 1.4 +type: standalone +core_classification: frozen_snapshot +source: "https://github.com/amadvance/advancemame" +upstream: "https://www.mamedev.org" +profiled_date: "2026-10-20" +source_commit: "237ca5c898e51e1b7a70ce52bccf008aa722e924" +pin_frozen: "RetroPie builds the advancemame-1.4 release tarball, whose src/ tree is this tag. Later commits are not part of that build." +core_version: "1.4" +mame_version: "0.106" +display_name: "Arcade (AdvanceMAME 1.4)" +mode: standalone + +cores: + - advmame-1.4 + +systems: + - snk-neogeo-mvs + - igs-pgm + - sega-stv + - sega-megaplay + - sega-megatech + - deco-cassette + - nintendo-playch10 + - nintendo-nss + - super-kaneko-nova + - konami-gx + - konami-gv + - century-cvs + - capcom-zn1 + - capcom-zn2 + - tecmo-tps + - taito-fx1 + - eighting-zn1 + - atlus-zn1 + - atari-zn1 + - acclaim-zn1 + - hyper-neogeo64 + - arcadia-systems + - exidy-maxaflex + - brezzasoft-crystal + - imax-macs + +notes: | + AdvanceMAME 1.4, the MAME 0.106 core (src/version.c:12) under the Advance + video, input and sound layer. RetroPie builds the release tarball + advancemame-1.4.tar.gz + (RetroPie scriptmodules/emulators/advmame-1.4.sh:16), whose src/ tree is + identical to the tag advancemame-1.4 pinned here. The RetroPie patches + rename the configuration file to advmame-1.4.rc, adjust the Pi + framebuffer output and add extern qualifiers + (RetroPie scriptmodules/emulators/advmame-1.4.sh:25-51). None of them + changes what is read. + + Twenty-seven BIOS root sets, each a NOT_A_DRIVER entry + (src/driver.h:180). Twenty-six are registered in src/mamedriv.c and listed + below. src/drivers/macs.c:613 declares macs2bios, which src/mamedriv.c + never registers and whose two ROMs are NO_DUMP, so no load reaches it. + taitogn is a plain game in this release (src/drivers/zn.c:4623), not a + root set. + + ROM archives are searched under dir_rom, $home/rom:$data/rom by default + (advance/osd/fileio.c:74, advance/linux/file.c:249-256), in the forms + DIR/GAME/ROM, then DIR/GAME.zip/ROM (src/fileio.c:1045-1064,1157-1160). + $home is $ADVANCE, or $HOME/.advance when that variable is unset + (advance/linux/file.c:83-99). RetroPie sets dir_rom to + $romdir/mame-advmame:$romdir/arcade + (RetroPie scriptmodules/emulators/advmame.sh:100), so the BIOS archives + sit beside the games, not in the BIOS directory. Each ROM is looked up + along the parent chain (src/romload.c:478-482), so a child game reads its + BIOS from the root set's own archive. Inside an archive a member is + matched by name, then by its printable CRC32 (src/fileio.c:1213-1223). + + No BIOS ROM carries ROM_OPTIONAL or a no-good-dump marker, so a missing one + counts as an error and the load aborts with "required files are missing, + the game cannot be run" (src/romload.c:248-271,384-388). A wrong length or + checksum is only a warning (src/romload.c:327-370). + + Where a system offers several BIOS revisions, SYSTEM_BIOS_ADD names them + and misc_bios selects one by number or short name, "default" selecting + entry 0 (advance/osd/glue.c:655-657,2874, src/romload.c:167-200). Only ROMs + of the selected revision are read (src/romload.c:747). Neo Geo lists MVS + revisions alone, the Universe, debug and AES entries being commented out + (src/drivers/neogeo.c:1378-1381,1397-1400). + + The support files are read from $home, then $data + (advance/osd/fileio.c:81,88-90, advance/linux/file.c:204-235,249-256). A + language file is opened under the name misc_languagefile carries, + english.lng by default (advance/osd/glue.c:659-662,2869). The release + ships none, and without one the built-in English strings are used + (src/ui_text.c:263). misc_historyfile and misc_infofile are discarded when + found in a configuration file (advance/osd/emu.c:516-517) and the core has + no history reader, so history.dat, though installed by + advance/advance.mak:31, is never opened. No controller file is read, + options.controller being pinned to zero (advance/osd/glue.c:652). + blitmax.h, startup.h and help.dat are compiled into the binary + (advance/osd/video.c:1393,1401, advance/osd/ui.c:1395). Samples and + artwork are per-game archives under dir_sample and dir_artwork, named + after the driver (src/sound/samples.c:198-200, + src/artwork.c:2055-2056,2161). + +files: + # Support files ($home or $data) + - name: hiscore.dat + required: false + category: game_data + sha1: "fd33f94a131986478bf10a1ed9ac02d63f52d4af" + md5: "fb2013a6505d34a5a7a6d94389f3a956" + size: 166246 + source_ref: "src/hiscore.c:28,133-147,313" + note: >- + High score definitions, selected by misc_hiscorefile + (advance/osd/glue.c:743,2872,2934). Absent, no entry matches and no + high score is restored or saved. support/hiscore.dat, installed by + advance/advance.mak:32. + + - name: cheat.dat + required: false + category: game_data + source_ref: "src/cheat.c:8504,8681-8684" + note: >- + Cheat definitions, selected by misc_cheatfile + (advance/osd/glue.c:742,2870,2922) and read only when misc_cheat is on, + which it is not by default (advance/osd/glue.c:611,2868). Absent, the + cheat menu reads "cheat database not found" (src/cheat.c:2536). + + - name: event.dat + required: false + category: game_data + sha1: "8c34c85f92bc6771d789e880953a1cc43341485e" + md5: "ee99bb541116967f8785a5bc09932475" + size: 22066 + source_ref: "advance/osd/safequit.c:165-181,260" + note: >- + Event and safequit definitions, selected by misc_eventfile and read + straight from $home then $data rather than through the file type + table. Absent, the exit menu always prompts instead of checking coin + and play state. support/event.dat, installed by + advance/advance.mak:30. + + # SNK Neo Geo MVS + - name: neogeo.zip + required: true + category: bios_zip + system: snk-neogeo-mvs + source_ref: "src/drivers/neogeo.c:1368-1382,1387-1396,7320-7334,7934" + note: >- + Eight MVS BIOS variants selected with misc_bios (euro, euro-s1, us, + us-e, asia, japan, japan-s2, japan-s1), euro by default. sm1.sm1, + 000-lo.lo and sfix.sfx are loaded whichever variant is selected. + contents: + - name: sp-s2.sp1 + description: Europe MVS (Ver. 2) + size: 131072 + crc32: "9036d879" + sha1: "4f5ed7105b7128794654ce82b51723e16e389543" + - name: sp-s.sp1 + description: Europe MVS (Ver. 1) + size: 131072 + crc32: "c7f2fa45" + sha1: "09576ff20b4d6b365e78e6a5698ea450262697cd" + - name: usa_2slt.bin + description: US MVS (Ver. 2?) + size: 131072 + crc32: "e72943de" + sha1: "5c6bba07d2ec8ac95776aa3511109f5e1e2e92eb" + - name: sp-e.sp1 + description: US MVS (Ver. 1) + size: 131072 + crc32: "2723a5b5" + sha1: "5dbff7531cf04886cde3ef022fb5ca687573dcb8" + - name: asia-s3.rom + description: Asia MVS (Ver. 3) + size: 131072 + crc32: "91b64be3" + sha1: "720a3e20d26818632aedf2c2fd16c54f213543e1" + - name: vs-bios.rom + description: Japan MVS (Ver. 3) + size: 131072 + crc32: "f0e8f27d" + sha1: "ecf01eda815909f1facec62abf3594eaa8d11075" + - name: sp-j2.rom + description: Japan MVS (Ver. 2) + size: 131072 + crc32: "acede59c" + sha1: "b6f97acd282fd7e94d9426078a90f059b5e9dd91" + - name: sp1.jipan.1024 + description: Japan MVS (Ver. 1) + size: 131072 + crc32: "9fb0abe4" + sha1: "18a987ce2229df79a8cf6a84f968f0e42ce4e59d" + - name: sm1.sm1 + description: Z80 sound BIOS + size: 131072 + crc32: "97cf998b" + sha1: "977387a7c76ef9b21d0b01fa69830e949a9a9626" + - name: 000-lo.lo + description: Y zoom control + size: 65536 + crc32: "e09e253c" + sha1: "2b1c719531dac9bb503f22644e6e4236b91e7cfc" + - name: sfix.sfx + description: fix layer tiles + size: 131072 + crc32: "354029fc" + sha1: "4ae4bf23b4c2acff875775d4cbff5583893ce2a1" + + # IGS PGM + - name: pgm.zip + required: true + category: bios_zip + system: igs-pgm + source_ref: "src/drivers/pgm.c:2208-2219,3908" + contents: + - name: pgm_p01s.rom + description: 68000 BIOS + size: 131072 + crc32: "e42b166e" + sha1: "2a9df9ec746b14b74fae48b1a438da14973702ea" + - name: pgm_t01s.rom + description: text layer tiles + size: 2097152 + crc32: "1a7123a0" + sha1: "cc567f577bfbf45427b54d6695b11b74f2578af3" + - name: pgm_m01s.rom + description: samples + size: 2097152 + crc32: "45ae7159" + sha1: "d3ed3ff3464557fd0df6b069b2e431528b0ebfa8" + + # Sega ST-V + - name: stvbios.zip + required: true + category: bios_zip + system: sega-stv + source_ref: "src/drivers/stv.c:3077-3091,3092-3094,3096-3111,4026" + note: >- + Nine BIOS variants selected with misc_bios (japan, japana, us, japanb, + taiwan, europe, unknown, dev1061, japanc), japan by default. + contents: + - name: epr19730.ic8 + description: Japan (bios epr19730) + size: 524288 + crc32: "d0e0889d" + sha1: "fae53107c894e0c41c49e191dbe706c9cd6e50bd" + - name: mp17951a.s + description: Japan (bios mp17951a) + size: 524288 + crc32: "2672f9d8" + sha1: "63cf4a6432f6c87952f9cf3ab0f977aed2367303" + - name: mp17952a.s + description: USA (bios mp17952a) + size: 524288 + crc32: "d1be2adf" + sha1: "eaf1c3e5d602e1139d2090a78d7e19f04f916794" + - name: 20091.bin + description: Japan (bios 20091) + size: 524288 + crc32: "59ed40f4" + sha1: "eff0f54c70bce05ff3a289bf30b1027e1c8cd117" + - name: mp17953a.ic8 + description: Taiwan (bios mp17953a) + size: 524288 + crc32: "a4c47570" + sha1: "9efc73717ec8a13417e65c54344ded9fc25bf5ef" + - name: mp17954a.s + description: Europe (bios mp17954a) + size: 524288 + crc32: "f7722da3" + sha1: "af79cff317e5b57d49e463af16a9f616ed1eee08" + - name: stv110.bin + description: Unknown (debug?) + size: 524288 + crc32: "3dfeda92" + sha1: "8eb33192a57df5f3a1dfb57263054867c6b2db6d" + - name: stv1061.bin + description: Development (bios 1.061) + size: 524288 + crc32: "728dbca3" + sha1: "0ed2030177f0aa8285645c395ae9ad9f568ab1d6" + - name: epr-17740.bin + description: Japan (bios epr17740) + size: 524288 + crc32: "5c5aa63d" + sha1: "06860d96923b81afbc21e0ad32ee19487d8ff6e7" + + # Sega Mega Play + - name: megaplay.zip + required: true + category: bios_zip + system: sega-megaplay + source_ref: "src/drivers/megaplay.c:679-682,687-690,691-694,867" + note: >- + Two BIOS variants selected with misc_bios (ver1, ver2), ver1 by + default. + contents: + - name: ep15294.ic2 + description: Megaplay Bios (Ver. 1) + size: 131072 + crc32: "aa8dc2d8" + sha1: "96771ad7b79dc9c83a1594243250d65052d23176" + - name: epr-a15294.ic2 + description: Megaplay Bios (Ver. 2) + size: 131072 + crc32: "f97c68aa" + sha1: "bcabc879950bca1ced11c550a484e697ec5706b2" + + # Sega Mega-Tech + - name: megatech.zip + required: true + category: bios_zip + system: sega-megatech + source_ref: "src/drivers/megatech.c:454-457,866" + contents: + - name: epr12664.20 + description: BIOS + size: 32768 + crc32: "f71e9526" + sha1: "1c7887541d02c41426992d17f8e3db9e03975953" + + # DECO Cassette System + - name: decocass.zip + required: true + category: bios_zip + system: deco-cassette + source_ref: "src/drivers/decocass.c:701-706,707-720,722-725,727-730,1191" + note: >- + Two main CPU BIOS variants selected with misc_bios (bios0, bios1), + bios0 by default. The audio CPU, MCU and PROMs are loaded whichever + variant is selected. + contents: + - name: rms8.cpu + description: rms8.cpu + size: 4096 + crc32: "23d929b7" + sha1: "063f83020ba3d6f43ab8471f95ca919767b93aa4" + - name: dsp3.p0b + description: dsp3.p0b & dsp3.p1b + size: 2048 + crc32: "b67a91d9" + sha1: "681c040be0f0ed1ba0a50161b36d0ad8e1c8c5cb" + - name: dsp3.p1b + description: dsp3.p0b & dsp3.p1b + size: 2048 + crc32: "3bfff5f3" + sha1: "4e9437cb1b76d64da6b37f01bd6e879fb399e8ce" + - name: rms8.snd + description: audio CPU + size: 2048 + crc32: "b66b2c2a" + sha1: "0097f38beb4872e735e560148052e258a26b08fd" + - name: cass8041.bin + description: MCU + size: 1024 + crc32: "a6df18fd" + sha1: "1f9ea47e372d31767c936c15852b43df2b0ee8ff" + - name: dsp8.3m + description: PROM + size: 32 + crc32: "238fdb40" + sha1: "b88e8fabb82092105c3828154608ea067acbf2e5" + - name: dsp8.10d + description: PROM + size: 32 + crc32: "3b5836b4" + sha1: "b630bb277d9ec09d46ef26b944014dd6165b35d8" + - name: rms8.j3 + description: DRAM banking and timing PROM + size: 32 + crc32: "51eef657" + sha1: "eaedce5caf55624ad6ae706aedf82c5717c60f1f" + + # Nintendo PlayChoice-10 + - name: playch10.zip + required: true + category: bios_zip + system: nintendo-playch10 + source_ref: "src/drivers/playch10.c:783-786,791-795,796-804,1648-1651,1659" + note: >- + Two BIOS variants selected with misc_bios (dual, single), dual by + default. Tiles and PROMs are loaded whichever variant is selected. + contents: + - name: pch1-c.8t + description: Dual Monitor Version + size: 16384 + crc32: "d52fa07a" + sha1: "55cabf52ae10c050c2229081a80b9fe5454ab8c5" + - name: pck1-c.8t + description: Single Monitor Version + size: 16384 + crc32: "503ee8b1" + sha1: "3bd20bc71cac742d1b8c1430a6426d0a19db7ad0" + - name: pch1-c.8p + description: BIOS tiles + size: 8192 + crc32: "30c15e23" + sha1: "69166afdb2fe827c7f1919cdf4197caccbd961fa" + - name: pch1-c.8m + description: BIOS tiles + size: 8192 + crc32: "c1232eee" + sha1: "beaf9fa2d091a3c7f70c51e966d885b1f9f0935f" + - name: pch1-c.8k + description: BIOS tiles + size: 8192 + crc32: "9acffb30" + sha1: "b814f10ef23f2ca445fabafcbf7f25e2d454ba8c" + - name: pch1-c.6f + description: PROM + size: 256 + crc32: "e5414ca3" + sha1: "d2878411cda84ffe0afb2e538a67457f51bebffb" + - name: pch1-c.6e + description: PROM + size: 256 + crc32: "a2625c6e" + sha1: "a448b47c9289902e26a3d3c4c7d5a7968c385e81" + - name: pch1-c.6d + description: PROM + size: 256 + crc32: "1213ebd4" + sha1: "0ad386fc3eab5e53c0288ad1de33639a9e461b7c" + + # Nintendo Super System + - name: nss.zip + required: true + category: bios_zip + system: nintendo-nss + source_ref: "src/drivers/nss.c:515-523,524-526,657" + contents: + - name: spc700.rom + description: SPC700 IPL ROM + size: 64 + crc32: "44bb3a40" + sha1: "97e352553e94242ae823547cd853eecda55c20f0" + - name: dsp1data.bin + description: DSP1 data ROM + size: 2048 + crc32: "4b02d66d" + sha1: "1534f4403d2a0f68ba6e35186fe7595d33de34b1" + - name: nss-c.dat + description: BIOS CPU + size: 32768 + crc32: "a8e202b3" + sha1: "b7afcfe4f5cf15df53452dc04be81929ced1efb2" + - name: nss-ic14.02 + description: BIOS CPU + size: 32768 + crc32: "e06cb58f" + sha1: "62f507e91a2797919a78d627af53f029c7d81477" + + # Super Kaneko Nova System + - name: skns.zip + required: true + category: bios_zip + system: super-kaneko-nova + source_ref: "src/drivers/suprnova.c:1269-1276,1744" + note: >- + Five region BIOS ROMs, all loaded into the same region. + contents: + - name: sknsj1.u10 + description: Japan + size: 524288 + crc32: "7e2b836c" + sha1: "92c5a7a2472496028bff0e5980d41dd294f42144" + - name: sknse1.u10 + description: Europe + size: 524288 + crc32: "e2b9d7d1" + sha1: "b530a3bb9dedc8cfafcba9f1f10277590be04a15" + - name: sknsa1.u10 + description: Asia + size: 524288 + crc32: "745e5212" + sha1: "caba649ab2d83b2d7e007eecee0fc582c019df38" + - name: sknsu1.u10 + description: USA + size: 524288 + crc32: "384d21ec" + sha1: "a27e8a18099d9cea64fa32db28d01101c2a78815" + - name: sknsk1.u10 + description: Korea + size: 524288 + crc32: "ff1c9f79" + sha1: "a51e598d43e76d37da69b1f094c111273bdfc94a" + + # Konami System GX + - name: konamigx.zip + required: true + category: bios_zip + system: konami-gx + source_ref: "src/drivers/konamigx.c:2136-2136,2138-2141,3485" + contents: + - name: 300a01.34k + description: BIOS + size: 131072 + crc32: "d5fa95f5" + sha1: "c483aa98ff8ef40cdac359c19ad23fea5ecc1906" + + # Konami Baby Phoenix/GV System + - name: konamigv.zip + required: true + category: bios_zip + system: konami-gv + source_ref: "src/drivers/konamigv.c:968-970,972-976,1058" + contents: + - name: 999a01.7e + description: BIOS + size: 524288 + crc32: "ad498d2d" + sha1: "02a82a2fe1fba0404517c3602324bfa64e23e478" + + # Century Electronics CVS + - name: cvs.zip + required: true + category: bios_zip + system: century-cvs + source_ref: "src/drivers/cvs.c:420-430,1401" + contents: + - name: 5b.bin + description: sound CPU + size: 2048 + crc32: "f055a624" + sha1: "5dfe89d7271092e665cdd5cd59d15a2b70f92f43" + - name: 82s185.10h + description: PROM + size: 2048 + crc32: "c205bca6" + sha1: "ec9bd220e75f7b067ede6139763ef8aca0fb7a29" + - name: 82s123.10k + description: PROM + size: 32 + crc32: "b5221cec" + sha1: "71d9830b33b1a8140b0fe1a2ba8024ba8e6e48e0" + + # Capcom ZN1 + - name: cpzn1.zip + required: true + category: bios_zip + system: capcom-zn1 + source_ref: "src/drivers/zn.c:3123-3125,3127-3129,4513" + contents: + - name: coh-1000c.353 + size: 524288 + crc32: "50033af6" + sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a" + + # Capcom ZN2 + - name: cpzn2.zip + required: true + category: bios_zip + system: capcom-zn2 + source_ref: "src/drivers/zn.c:3358-3360,3362-3364,4531" + contents: + - name: coh-3002c.353 + size: 524288 + crc32: "e860ea8b" + sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504" + + # Tecmo TPS + - name: tps.zip + required: true + category: bios_zip + system: tecmo-tps + source_ref: "src/drivers/zn.c:3801-3803,3805-3807,4578" + contents: + - name: coh-1002m.353 + size: 524288 + crc32: "69ffbcb4" + sha1: "03eb2febfab3fcde716defff291babd9392de965" + + # Taito FX1 + - name: taitofx1.zip + required: true + category: bios_zip + system: taito-fx1 + source_ref: "src/drivers/zn.c:4036-4038,4040-4042,4603" + contents: + - name: coh-1000t.353 + size: 524288 + crc32: "e3f23b6e" + sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d" + + # Eighting/Raizing PS Arcade 95 + - name: psarc95.zip + required: true + category: bios_zip + system: eighting-zn1 + source_ref: "src/drivers/zn.c:4308-4310,4312-4314,4630" + contents: + - name: coh-1002e.353 + size: 524288 + crc32: "910f3a8b" + sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689" + + # Atlus PSX + - name: atluspsx.zip + required: true + category: bios_zip + system: atlus-zn1 + source_ref: "src/drivers/zn.c:4479-4481,4483-4485,4642" + contents: + - name: coh-1001l.353 + size: 524288 + crc32: "6721146b" + sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e" + + # Atari PSX + - name: atpsx.zip + required: true + category: bios_zip + system: atari-zn1 + source_ref: "src/drivers/zn.c:4394-4396,4398-4400,4558" + contents: + - name: coh-1000w.353 + size: 524288 + crc32: "45e8a4b4" + sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7" + + # Acclaim PSX + - name: acpsx.zip + required: true + category: bios_zip + system: acclaim-zn1 + source_ref: "src/drivers/zn.c:4417-4419,4421-4423,4567" + contents: + - name: coh-1000a.353 + size: 524288 + crc32: "8d8d0764" + sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb" + + # SNK Hyper Neo Geo 64 + - name: hng64.zip + required: true + category: bios_zip + system: hyper-neogeo64 + source_ref: "src/drivers/hng64.c:1425-1431,1718" + contents: + - name: brom1.bin + description: R4300 BIOS + size: 524288 + crc32: "a30dd3de" + sha1: "3e2fd0a56214e6f5dcb93687e409af13d065ea30" + - name: from1.bin + description: unused BIOS ROM + size: 524288 + crc32: "6b933005" + sha1: "e992747f46c48b66e5509fe0adf19c91250b00c7" + - name: rom1.bin + description: unused BIOS ROM + size: 130866 + crc32: "4a6832dc" + sha1: "ae504f7733c2f40450157cd1d3b85bc83fac8569" + + # Arcadia Systems + - name: ar_bios.zip + required: true + category: bios_zip + system: arcadia-systems + source_ref: "src/drivers/arcadia.c:333-348,352-354,356-360,717" + note: >- + Three BIOS variants selected with misc_bios (onep300, onep211, + tenp211), onep300 by default. kick12.rom is loaded whichever variant + is selected. + contents: + - name: kick12.rom + description: Amiga Kickstart 1.2 + size: 262144 + crc32: "a6ce1636" + sha1: "11f9e62cf299f72184835b7b2a70a16333fc0d88" + - name: scpav3_0.1h + description: OnePlay 3.00 + size: 65536 + crc32: "2d8e1a06" + sha1: "be187f34624aeda110017c4a09242f7c00ef56a4" + - name: scpav3_0.1l + description: OnePlay 3.00 + size: 65536 + crc32: "e4f38fab" + sha1: "01c2eb5965070893be6734eb1372576727716476" + - name: scpa211h + description: OnePlay 2.11 + size: 65536 + crc32: "be9dbdc5" + sha1: "1554da09f051ec53937d65d4e451de51bc0c69e5" + - name: scpa211l + description: OnePlay 2.11 + size: 65536 + crc32: "95b84504" + sha1: "99999fc40909001b37aa1b543918118becc81800" + - name: gcp-1-hi + description: TenPlay 2.11 + size: 65536 + crc32: "67d44523" + sha1: "f3e3699132cdf741518accb890c04d17374c4049" + - name: gcp-1-lo + description: TenPlay 2.11 + size: 65536 + crc32: "65d9b9cf" + sha1: "5c60a0dd4a0a7d9b938ce6b0446a6ad2ecaf07ec" + - name: gcp-2-hi + description: TenPlay 2.11 + size: 65536 + crc32: "1d7594ae" + sha1: "6173bbfecf18d7d9ee6bc2b6753ca9d42fabd781" + - name: gcp-2-lo + description: TenPlay 2.11 + size: 65536 + crc32: "e776198d" + sha1: "694ca4cc99ed84a95d18201c94a3332f8599654f" + - name: gcp-3-hi + description: TenPlay 2.11 + size: 65536 + crc32: "3e7364be" + sha1: "26e10d0ddc031a891138db36ce4f1732722e6847" + - name: gcp-3-lo + description: TenPlay 2.11 + size: 65536 + crc32: "87229e0d" + sha1: "0b18544801e529f954b9e03226bd2e5475f36351" + + # Exidy Max-A-Flex + - name: maxaflex.zip + required: true + category: bios_zip + system: exidy-maxaflex + source_ref: "src/drivers/maxaflex.c:518-527,583" + contents: + - name: atarixl.rom + description: main CPU ROM + size: 16384 + crc32: "1f9cd270" + sha1: "ae4f523ba08b6fd59f3cae515a2b2410bbd98f55" + - name: maxaflex.uc + description: microcontroller + size: 2048 + crc32: "fe9cf53c" + sha1: "4b02bc2f0c8a1eab799814fac82d5812c0160206" + - name: maxprom.prm + description: PROM + size: 512 + crc32: "edf5c950" + sha1: "9ad046ea41a61585dd8d2f2d4167a3cc39d2928f" + + # Brezzasoft Crystal System + - name: crysbios.zip + required: true + category: bios_zip + system: brezzasoft-crystal + source_ref: "src/drivers/crystal.c:854-857,923" + contents: + - name: mx27l1000.u14 + size: 131072 + crc32: "beff39a9" + sha1: "b6f6dda58d9c82273f9422c1bd623411e58982cb" + + # I'Max Multi Amenity Cassette System + - name: macsbios.zip + required: true + category: bios_zip + system: imax-macs + source_ref: "src/drivers/macs.c:384-388,394-402,612" + contents: + - name: macsos_l.u43 + description: BIOS low byte + size: 524288 + crc32: "0b5aed5e" + sha1: "042e705017ee34656e2c6af45825bb2dd3447747" + - name: macsos_h.u44 + description: BIOS high byte + size: 524288 + crc32: "538b68e4" + sha1: "a0534147791e94e726f49451d0e95671ae0a87d5" + + # Barcrest MPU4 Video + - name: bctvidbs.zip + required: true + category: bios_zip + source_ref: "src/drivers/mpu4.c:2011-2012,2014-2017,2175" + contents: + - name: vid.p1 + size: 65536 + crc32: "e996bc18" + sha1: "49798165640627eb31024319353da04380787b10" diff --git a/emulators/ags.yml b/emulators/ags.yml new file mode 100644 index 00000000..ff986e7e --- /dev/null +++ b/emulators/ags.yml @@ -0,0 +1,44 @@ +emulator: Adventure Game Studio +type: standalone +core_classification: game_engine +source: "https://github.com/adventuregamestudio/ags" +source_branch: release-3.6.0 +source_commit: "6802bad8dc3189462003d4a169fc591f64cfb9b6" +profiled_date: "2026-10-20" +core_version: "3.6.0.60" +display_name: "Adventure Game Studio (AGS)" +cores: + - ags +systems: + - ags +mode: standalone + +notes: | + Runtime engine of Adventure Game Studio, ACI_VERSION_STR 3.6.0.60 + (Common/core/def_version.h:4). RetroPie builds Engine/ from the + release-3.6.0 branch and passes either the game's .exe or the sibling + directory of the same name. + + Everything the engine opens belongs to the game. The data file is found by + scanning the given directory for *.ags, ac2game.dat or *.exe + (Common/game/main_game_file.cpp:130-140). Beside it the engine reads + audio.vox, or music.vox for games older than 3.2 + (Common/ac/gamesetupstructbase.h:188-192), speech.vox or sp_.vox + (Engine/ac/speech.cpp:102), .tra translations + (Engine/ac/translation.cpp:57), sprindex.dat (Common/ac/spritefile.cpp:33) + and agsfnt.ttf or agsfnt.wfn fonts (Common/font/ttffontrenderer.cpp:114, + Common/font/wfnfontrenderer.cpp:147-152), all shipped inside or next to + the game. acsetup.cfg (Engine/main/config.cpp:47) is the user's + configuration. + + MIDI goes through SDL_sound's Timidity decoder, fetched at commit + 253b00ca with SDLSOUND_DECODER_MIDI on (CMake/FetchSDL_Sound.cmake) since + RetroPie sets AGS_USE_LOCAL_SDL2_SOUND=OFF. MIDI_init tries $TIMIDITY_CFG, + then /etc/timidity.cfg, /etc/timidity/freepats.cfg and finally + timidity.cfg in the working directory (SDL_sound src/SDL_sound_midi.c:23-51). + That is the host's GUS patch set, and without it MIDI tracks stay silent + while the game runs. RetroPie also writes the Allegro DIGMID set + digmid.dat as bin/patches.dat, but the 3.6 engine no longer links the + Allegro MIDI driver and nothing in Engine/ or Common/ opens patches.dat. + +files: [] diff --git a/emulators/alephone.yml b/emulators/alephone.yml new file mode 100644 index 00000000..5b85eb16 --- /dev/null +++ b/emulators/alephone.yml @@ -0,0 +1,297 @@ +emulator: Aleph One +type: standalone +core_classification: game_engine +source: "https://github.com/Aleph-One-Marathon/alephone" +upstream: "https://github.com/Aleph-One-Marathon/alephone" +profiled_date: "2026-10-20" +source_commit: "07a9c36aff403d143a0608815f725631a01e382c" +core_version: "1.11 (20250829)" +display_name: "Marathon (Aleph One)" +cores: + - alephone +systems: [marathon, marathon-2, marathon-infinity] +mode: standalone + +notes: | + Engine of Bungie's Marathon trilogy, developed from the Marathon 2 source + release. Profiled at tag release-20250829 (A1_DATE_VERSION, + Source_Files/Misc/alephversion.h:27-29), the release RetroPie builds on + Debian 11 and later. Older systems get release-20250302 + (scriptmodules/ports/alephone.sh, _get_version_alephone). RetroPie + downloads the three scenario archives of the same release into + $romdir/ports/alephone and starts `alephone `. + + The folder given on the command line goes on the data search path + (Source_Files/shell.cpp:405-411). Every MML file under its Scripts/ is + parsed at start (Source_Files/shell.cpp:1600-1610), and string set 129 + there renames the data files the engine looks up. Without it the engine + searches for files literally named Map, Shapes, Sounds and Images + (Source_Files/Misc/DefaultStringSets.cpp:86-101). A scenario counts as + present when Map, Shapes, and Images or the external resources file are + found. Otherwise the engine asks for another folder + (Source_Files/Files/preprocess_map_sdl.cpp:68-74, + Source_Files/shell.cpp:463-480). A missing Sounds or Physics file is + ignored (Source_Files/Files/preprocess_map_sdl.cpp:87-103). + + Music/NN.ogg holds the level music of the Marathon 1 data, played when a + level names a song index (Source_Files/Sound/Music.cpp:260-275). Plugins/ + carries HUD plugins listed in the plugin menu + (Source_Files/XML/Plugins.cpp:509-512). Demos/*.filA are replays played + from the title screen (Source_Files/Misc/vbl.cpp:1380-1395). Fonts, + the base MML and the default theme are installed with the engine from its + own data/ folder. No file is hashed. + + The files below are the release-20250829 scenario archives + (Marathon-20250829-Data.zip, Marathon2-20250829-Data.zip, + MarathonInfinity-20250829-Data.zip), distributed freely by the Aleph One + project. + +files: + # Marathon (Marathon/) + - name: Marathon.mml + category: game_data + system: marathon + path: "Marathon/Scripts/Marathon.mml" + required: true + sha1: f40d598d451df36f123a0e4d04bf5d5896d2eb6b + source_ref: "Source_Files/shell.cpp:1600-1610" + note: "Names Map.scen, Shapes.shps, Sounds.sndz, Physics.phys and Marathon.appl through string set 129." + - name: Default Preferences.xml + category: game_data + system: marathon + path: "Marathon/Scripts/Default Preferences.xml" + required: false + sha1: 7f91cdd48f7acc66221c5fac671ea353a7d80c85 + source_ref: "Source_Files/shell.cpp:1600-1610" + - name: Map.scen + category: game_data + system: marathon + path: "Marathon/Map.scen" + required: true + size: 3864064 + sha1: 37f97bb2482a9bec3016100f93756707af087dcb + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-85" + - name: Shapes.shps + category: game_data + system: marathon + path: "Marathon/Shapes.shps" + required: true + size: 6481664 + sha1: 0a32105b48c117a2182440d7236f1ee91fb40e59 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-74, 93-97" + - name: Marathon.appl + category: game_data + system: marathon + path: "Marathon/Marathon.appl" + required: true + size: 948096 + sha1: a7abadf86280a87c82a203af9f2ecc9aff87ccf3 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-79, Source_Files/RenderOther/images.cpp:1040-1050" + note: "External resources file standing in for Images, which the Marathon 1 data does not have." + - name: Sounds.sndz + category: game_data + system: marathon + path: "Marathon/Sounds.sndz" + required: false + size: 1021824 + sha1: 0f4c1f1c0d1103ca79c83d862d4f50226380ce99 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:99-103" + - name: Physics.phys + category: game_data + system: marathon + path: "Marathon/Physics.phys" + required: false + size: 7848 + sha1: e5ed815c253a2e6bb70b46924d38ba13f73ef484 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:87-91" + note: "Marathon 1 physics. Without it the engine runs the level with its built-in Marathon 2 physics." + - name: "Music/" + type: directory + category: game_data + system: marathon + path: "Marathon/Music/" + required: false + source_ref: "Source_Files/Sound/Music.cpp:260-275" + note: "Level music, 00.ogg to 15.ogg." + - name: "Plugins/" + type: directory + category: game_data + system: marathon + path: "Marathon/Plugins/" + required: false + source_ref: "Source_Files/XML/Plugins.cpp:509-512" + note: "Basic M1 HUD and Enhanced HUD plugins." + + # Marathon 2: Durandal (Marathon 2/) + - name: Filenames.mml + category: game_data + system: marathon-2 + path: "Marathon 2/Scripts/Filenames.mml" + required: true + sha1: b2d1fa9a65b2be0d5a647f694eb32f54101b5b37 + source_ref: "Source_Files/shell.cpp:1600-1610" + note: "Names Shapes.shpA, Sounds.sndA, Map.sceA, Physics Models/Standard.phyA, Music.ogg and Images.imgA through string set 129." + - name: Marathon 2.mml + category: game_data + system: marathon-2 + path: "Marathon 2/Scripts/Marathon 2.mml" + required: false + sha1: ed7726736ebc7540a396612b929f026b1005a752 + source_ref: "Source_Files/shell.cpp:1600-1610" + - name: Default Preferences.xml + category: game_data + system: marathon-2 + path: "Marathon 2/Scripts/Default Preferences.xml" + required: false + sha1: 9848f63dd8a8c66c593f4c95e04cb66078d5b0a7 + source_ref: "Source_Files/shell.cpp:1600-1610" + - name: Map.sceA + category: game_data + system: marathon-2 + path: "Marathon 2/Map.sceA" + required: true + size: 20478336 + sha1: 8bd51b5734013ac659c699484471baaf916ab5d9 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-85" + - name: Shapes.shpA + category: game_data + system: marathon-2 + path: "Marathon 2/Shapes.shpA" + required: true + size: 10016800 + sha1: 1950a0b08cf18e6ee8d82e17d9300c8109ee7288 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-74, 93-97" + - name: Images.imgA + category: game_data + system: marathon-2 + path: "Marathon 2/Images.imgA" + required: true + size: 4060032 + sha1: 1deedb05e0db70c88e32f213df4c601fb393fa3e + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-74, Source_Files/RenderOther/images.cpp:990-1000" + - name: Sounds.sndA + category: game_data + system: marathon-2 + path: "Marathon 2/Sounds.sndA" + required: false + size: 14183536 + sha1: 965423878c7a73d893bc17793206edbfe820a3c3 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:99-103" + - name: Standard.phyA + category: game_data + system: marathon-2 + path: "Marathon 2/Physics Models/Standard.phyA" + required: false + size: 11102 + sha1: 64b794d5b1cef3f5eb6b8886ef720a244335bc11 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:87-91" + - name: Music.ogg + category: game_data + system: marathon-2 + path: "Marathon 2/Music.ogg" + required: false + size: 763501 + sha1: afcef78a0ff02fa96bf63f904610a5abc173fb5e + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:105-108" + note: "Title screen music." + - name: "Demos/" + type: directory + category: game_data + system: marathon-2 + path: "Marathon 2/Demos/" + required: false + source_ref: "Source_Files/Misc/vbl.cpp:1380-1395" + - name: "Plugins/" + type: directory + category: game_data + system: marathon-2 + path: "Marathon 2/Plugins/" + required: false + source_ref: "Source_Files/XML/Plugins.cpp:509-512" + + # Marathon Infinity (Marathon Infinity/) + - name: Filenames.mml + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Scripts/Filenames.mml" + required: true + sha1: 2595e19a67a467a06b357220a34694bf412db603 + source_ref: "Source_Files/shell.cpp:1600-1610" + note: "Names Shapes.shpA, Sounds.sndA, Map.sceA, Physics Models/Standard.phyA, Music.ogg and Images.imgA through string set 129." + - name: Marathon Infinity.mml + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Scripts/Marathon Infinity.mml" + required: false + sha1: 1f93c9e3f42c8e4b97d770ffb66e18e3ce444e5b + source_ref: "Source_Files/shell.cpp:1600-1610" + - name: Default Preferences.xml + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Scripts/Default Preferences.xml" + required: false + sha1: 4814e1b516a4a8fc4240a599c60884e4e136b293 + source_ref: "Source_Files/shell.cpp:1600-1610" + - name: Map.sceA + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Map.sceA" + required: true + size: 20753920 + sha1: 9cc6bc8796102637ecdf151020a247d54dc6a3ce + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-85" + - name: Shapes.shpA + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Shapes.shpA" + required: true + size: 11383292 + sha1: 11398892f9d7df0c5e5bf88d71954911229b5c3e + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-74, 93-97" + - name: Images.imgA + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Images.imgA" + required: true + size: 4783360 + sha1: e76cc2063a1dacf28bee759bb3d1a9cb41b2def8 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:68-74, Source_Files/RenderOther/images.cpp:990-1000" + - name: Sounds.sndA + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Sounds.sndA" + required: false + size: 18507212 + sha1: fc1c72d7dcfe957755e9f919e9e0c224fca2d4bc + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:99-103" + - name: Standard.phyA + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Physics Models/Standard.phyA" + required: false + size: 11102 + sha1: 64b794d5b1cef3f5eb6b8886ef720a244335bc11 + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:87-91" + - name: Music.ogg + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Music.ogg" + required: false + size: 834960 + sha1: aa8a88d760a4472081823a47dc83c19444a280ce + source_ref: "Source_Files/Files/preprocess_map_sdl.cpp:105-108" + note: "Title screen music." + - name: "Demos/" + type: directory + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Demos/" + required: false + source_ref: "Source_Files/Misc/vbl.cpp:1380-1395" + - name: "Plugins/" + type: directory + category: game_data + system: marathon-infinity + path: "Marathon Infinity/Plugins/" + required: false + source_ref: "Source_Files/XML/Plugins.cpp:509-512" diff --git a/emulators/arcadeduck.yml b/emulators/arcadeduck.yml new file mode 100644 index 00000000..84eddf91 --- /dev/null +++ b/emulators/arcadeduck.yml @@ -0,0 +1,238 @@ +emulator: ArcadeDuck +type: standalone +core_classification: community_fork +source: "https://github.com/StillJC/ArcadeDuck" +upstream: "https://github.com/stenzek/duckstation" +source_commit: "26caf9cd27915a331fa32dc174489383b308ecad" +profiled_date: "2026-10-20" +core_version: "latest (26caf9c)" +display_name: "Arcade - Sony ZN-1, Namco System 11, Konami GV/GQ (ArcadeDuck)" +cores: + - arcadeduck +systems: + - konami-gv + - konami-gq + - namco-system11 + - capcom-zn1 + - videosystem-zn1 + - atlus-zn1 + - eighting-zn1 + - atari-zn1 + - acclaim-zn1 + - tecmo-tps + - taito-fx1 +mode: standalone + +notes: | + DuckStation fork that runs the PlayStation based arcade boards. RetroBat + installs the "latest" release of StillJC/ArcadeDuck unchanged: its + ArcadeDuck.exe and resources/arcadedb.yaml are byte for byte the release + archive arcadeduck-windows-x64-release.zip, built from 26caf9c. + + A game is a MAME style non-merged set identified by its archive name alone + through resources/arcadedb.yaml, read from the resources folder beside the + executable. Without that file no archive is recognised and nothing boots. + ref: src/core/arcade/arcade_database.cpp:28, 1137-1154, 1319, + src/core/system.cpp:1599-1616 + + Arcade boots skip the PlayStation BIOS scan: each board handler loads and + checks its own BIOS. The PS1 BIOS search inherited from DuckStation only runs + for a standard boot, which the RetroBat launcher never requests since it + refuses anything but a .zip set. + ref: src/core/system.cpp:1772-1773, emulatorLauncher Generators/ArcadeDuck.Generator.cs:46-48 + + Board firmware is read from the BIOS directory (EmuFolders::Bios, the + [BIOS] SearchDirectory setting). RetroBat points it at the folder of the game + when the firmware archive sits there, else at the RetroBat bios folder. + ref: src/core/settings.cpp:1791, src/core/arcade/arcade_machine_handler.cpp:140-141, + emulatorLauncher Generators/ArcadeDuck.Generator.cs:104-128 + + Each member of a firmware archive is found by name, case insensitive, and + must match the size and CRC32 listed in arcadedb.yaml, then the SHA-1 when + one is listed. Any mismatch stops the boot. + ref: src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, + src/core/arcade/systems/namco/system11/namco_system11.cpp:198-240 + + Konami GV uses a fixed archive name and member, hardcoded in bios.cpp rather + than read from the database. Konami GQ takes its BIOS member 420b03.27p from + the game archive itself, so no separate file is read for it. + ref: src/core/bios.cpp:169-184, 233-358, 360-410, + src/core/arcade/arcade_machine_handler.cpp:36-38, 76 + + arcadedb.yaml also declares coh3002c.zip (Capcom ZN-2), sys573.zip (Konami + System 573) and gq863.zip (Konami Twinkle), but no machine handler exists for + those boards at this revision, so their sets never get to the point of opening + a firmware archive. + ref: src/core/arcade/arcade_machine_handler.cpp:952-978 + + Only the members a handler reads are listed under each archive: the 512 KiB + main BIOS and the motherboard CAT702 security key for the ZN boards, c76.bin + for Namco System 11. The uPD78081 MCU ROM of the ZN boards is undumped and + emulated without it. + ref: src/core/arcade/systems/sony/zn/sony_zn.cpp:442 + +files: + - name: "arcadedb.yaml" + path: "resources/arcadedb.yaml" + required: true + bundled: true + size: 1723653 + sha1: "002308e952d454a2efdfd6ebf5f5817f1d742637" + md5: "b65d86f7bdb0041b8891e064ff7933e4" + description: "Arcade set, board and firmware database" + source_ref: "src/core/arcade/arcade_database.cpp:28, 1137-1154, src/arcadeduck-qt/qthost.cpp:1944-1951" + note: "Hashes are those of the copy in the release archive, written with CRLF line endings. The repository copy at 26caf9c holds the same text with LF endings." + + - name: "konamigv.zip" + system: konami-gv + required: true + category: bios_zip + description: "Konami GV BIOS" + source_ref: "src/core/bios.cpp:169-176, 233-358, src/core/arcade/arcade_machine_handler.cpp:36-38" + contents: + - name: "999a01.7e" + size: 524288 + crc32: "ad498d2d" + sha1: "02a82a2fe1fba0404517c3602324bfa64e23e478" + + - name: "namcoc76.zip" + system: namco-system11 + required: true + category: bios_zip + description: "Namco System 11 C76 firmware" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:140-145, src/core/arcade/systems/namco/system11/namco_system11.cpp:198-240, 548-556, data/resources/arcadedb.yaml:69" + note: "c76.bin is the internal ROM of the C76 sound and I/O MCU." + contents: + - name: "c76.bin" + size: 16384 + crc32: "399faac7" + sha1: "ceb184ef0486caf715dd997101999785f67a40b8" + + - name: "coh1000c.zip" + system: capcom-zn1 + required: true + category: bios_zip + description: "Capcom ZN-1 (COH-1000C) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:227-233, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 2836-2844, data/resources/arcadedb.yaml:110" + note: "The handler always asks for BIOS variant j, the Japanese mask ROM m534002c-13.ic353. msm27c402zb.ic353, the e variant listed beside it, is never read." + contents: + - name: "m534002c-13.ic353" + size: 524288 + crc32: "50033af6" + sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a" + - name: "cp01.ic652" + size: 8 + crc32: "bb7ba033" + sha1: "966f3aee5d00e1312c455f855915d621e6cb0672" + + - name: "coh1002v.zip" + system: videosystem-zn1 + required: true + category: bios_zip + description: "Video System ZN-1 (COH-1002V) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:300-303, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 2961-2969, data/resources/arcadedb.yaml:294" + contents: + - name: "coh-1002v.ic353" + size: 524288 + crc32: "5ff165f3" + sha1: "8f59314c1093446b9bcb06d232244da6df78e206" + - name: "kn01.ic652" + size: 8 + crc32: "1ce271df" + sha1: "b01479dc75a4a8a86bee7ac7cd10af2bda332544" + + - name: "coh1001l.zip" + system: atlus-zn1 + required: true + category: bios_zip + description: "Atlus ZN-1 (COH-1001L) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:367-370, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3063, data/resources/arcadedb.yaml:264" + contents: + - name: "m534002c-17.ic353" + size: 524288 + crc32: "6721146b" + sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e" + - name: "at01.ic652" + size: 8 + crc32: "181668b3" + sha1: "8d2fe1facb4473cc20b4b477aaf881f9280939cf" + + - name: "coh1002e.zip" + system: eighting-zn1 + required: true + category: bios_zip + description: "Eighting/Raizing ZN-1 (COH-1002E) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:451-454, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3219, 3352, data/resources/arcadedb.yaml:324" + contents: + - name: "m27c402cz-54.ic353" + size: 524288 + crc32: "910f3a8b" + sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689" + - name: "et01.ic652" + size: 8 + crc32: "a7dd922e" + sha1: "1069c1d9015028a51a1b314cfacb014ea90aa425" + + - name: "coh1000w.zip" + system: atari-zn1 + required: true + category: bios_zip + description: "Time Warner / Atari ZN-1 (COH-1000W) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:539-542, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3435, data/resources/arcadedb.yaml:235" + contents: + - name: "msm27c402zb.ic353" + size: 524288 + crc32: "45e8a4b4" + sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7" + - name: "tw01.ic652" + size: 8 + crc32: "1cac067e" + sha1: "8e87941bfb374172628c8a37647e3a66b7166aa8" + + - name: "coh1000a.zip" + system: acclaim-zn1 + required: true + category: bios_zip + description: "Acclaim ZN-1 (COH-1000A) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:614-617, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3574, data/resources/arcadedb.yaml:206" + contents: + - name: "m534002c-15.ic353" + size: 524288 + crc32: "8d8d0764" + sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb" + - name: "ac01.ic652" + size: 8 + crc32: "c425eaf5" + sha1: "decf77ab50f7f58c641c3214a11647924f3a8998" + + - name: "coh1002m.zip" + system: tecmo-tps + required: true + category: bios_zip + description: "Tecmo TPS (COH-1002M) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:709-712, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3905, data/resources/arcadedb.yaml:355" + contents: + - name: "m534002c-61.ic353" + size: 524288 + crc32: "69ffbcb4" + sha1: "03eb2febfab3fcde716defff291babd9392de965" + - name: "mg01.ic652" + size: 8 + crc32: "50dc8322" + sha1: "cef4011c6c06d6fce546e1db5d9fbae155eabf57" + + - name: "coh1000t.zip" + system: taito-fx1 + required: true + category: bios_zip + description: "Taito FX-1 (COH-1000T) BIOS" + source_ref: "src/core/arcade/arcade_machine_handler.cpp:836-839, src/core/arcade/systems/sony/zn/sony_zn.cpp:783-860, 2774-2783, 3687, 3795, data/resources/arcadedb.yaml:175" + contents: + - name: "m534002c-14.ic353" + size: 524288 + crc32: "e3f23b6e" + sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d" + - name: "tt01.ic652" + size: 8 + crc32: "daac13e7" + sha1: "96d94f2b06fb7ecd91454969f4959a583ffb9d5a" diff --git a/emulators/basiliskii.yml b/emulators/basiliskii.yml index e0c15f7f..f23856f4 100644 --- a/emulators/basiliskii.yml +++ b/emulators/basiliskii.yml @@ -8,6 +8,7 @@ core_version: "1.0" display_name: "Apple - Macintosh 68k (Basilisk II)" cores: - basiliskii + - basilisk systems: - apple-macintosh - macintosh-ii diff --git a/emulators/bizhawk.yml b/emulators/bizhawk.yml new file mode 100644 index 00000000..d429f0b2 --- /dev/null +++ b/emulators/bizhawk.yml @@ -0,0 +1,1989 @@ +emulator: BizHawk +type: standalone +core_classification: other +source: "https://github.com/TASEmulators/BizHawk" +source_commit: "427556b5ef3ac437eba754d90c5e7e9096c9a8df" +profiled_date: "2026-10-20" +core_version: "2.11" +display_name: "Multi-system (BizHawk EmuHawk)" +cores: + - bizhawk +systems: + - 3do + - apple-ii + - atari-7800 + - atari-lynx + - coleco-colecovision + - commodore-amiga + - commodore-c64 + - fairchild-channel-f + - gce-vectrex + - mattel-intellivision + - microsoft-msx + - nec-pc-engine-cd + - nec-pc-fx + - nintendo-3ds + - nintendo-64dd + - nintendo-ds + - nintendo-gb + - nintendo-gba + - nintendo-gbc + - nintendo-nes + - nintendo-satellaview + - nintendo-snes + - philips-videopac + - sega-32x + - sega-game-gear + - sega-master-system + - sega-mega-drive + - sega-saturn + - sinclair-zx-spectrum + - sony-playstation + - texas-instruments-ti-83 +mode: standalone +verification: sha1 + +notes: | + EmuHawk, the BizHawk front end, as RetroBat installs it: bizhawk.7z holds + the 2.11 release, whose assemblies carry the informational version + "2.11+427556b5ef3ac437eba754d90c5e7e9096c9a8df" (EmuHawk.exe, + dll/BizHawk.Common.dll). Its Firmware folder is empty. + + Every firmware the cores can ask for is declared in FirmwareDatabase.cs as a + slot (system and id, for example PSX+U) with one or more options, each a + file of fixed size and SHA-1 with a status. At startup and on each load the + firmware folder is walked recursively, every file whose length matches a + known firmware size is hashed, and each slot takes the present option of + best status. Only Ideal and Acceptable options are taken this way. + Unacceptable and Bad options, and slots whose only option has a placeholder + hash (3DS keys, DSi firmware and NAND), are never found by the scan. The + file name plays no part. + ref: src/BizHawk.Client.Common/fwmanager/FirmwareManager.cs:143-174, + src/BizHawk.Emulation.Common/Database/FirmwareOption.cs:15-16, + src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:35-71 + + A user specification (FirmwareUserSpecifications, keyed "System+Id") then + overrides the scan for its slot with a named file, whatever its hash. A + known file bound to another slot is flagged, an unknown one is used as is. + ref: src/BizHawk.Client.Common/fwmanager/FirmwareManager.cs:176-222, + src/BizHawk.Emulation.Common/Database/FirmwareID.cs:11 + + RetroBat sets the global firmware path to its bios folder and, per system, + writes a user specification for each fixed name it finds there. Entries + below carry that name when RetroBat writes one for their slot, with + BizHawk's recommended name as an alias. Every other entry keeps the + recommended name, which is only a label: the scan finds it anywhere under + the bios folder by hash. + ref: emulatorLauncher Generators/Bizhawk.Generator.cs:278-284, 425-711 + + For PlayStation RetroBat prefers psxonpsp660.bin, then ps1_rom.bin, for all + three regions unless the bizhawk_psx_original_bios option is set, and only + then scph5501.bin, scph5500.bin and scph5502.bin. BizHawk rates both of + the first two Unacceptable, so they reach the core only through that + specification. + ref: emulatorLauncher Generators/Bizhawk.Generator.cs:620-665, + src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:508-511 + + RetroBat writes the DSi NAND specifications as "NDS+NAND (EUR)" and so on, + while the slots are keyed NDS+NAND_EUR. Those keys never match, the NAND + slots have no hash to scan for, and the DSi NAND is never loaded under + RetroBat, so no entry is listed for it. + ref: emulatorLauncher Generators/Bizhawk.Generator.cs:568-583, + src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:402-407 + + required follows what the core does on a default configuration for that + system's content. GetFirmwareOrThrow stops the load, GetFirmware lets the + core continue. Slots picked by a setting (3DO and Amiga models other than + the defaults, Channel F II, N64DD dev and USA IPLs, MSX Japan), add-on + chips and cartridges (SNES coprocessors, Satellaview, Saturn KOF95 and + Ultraman carts, ST-V) and boot ROMs the cores replace by default (Game Boy + family, GBA, NDS with melonDS's built-in BIOS) are optional. Only the + preferred option of a required slot is marked required, the others are + alternatives. A required slot whose options are all rated Acceptable + (Mega CD for each region, TI-83) needs one of them and marks none. GEN+Boot, MSX+bios_test_ext, O2+BIOS-C52, PCFX+SCSIROM and + SAT+E are declared but requested by no core at this revision. + + FirmwareDatabase.cs also declares three Game Boy boot ROM patch pairs. + When a slot's option is missing but its base is present, EmuHawk writes the + patched file next to the base and uses it, so those targets need no copy. + ref: src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:73-78, 215-246, + src/BizHawk.Client.Common/fwmanager/FirmwareManager.cs:19-70 + +files: + - name: "psxonpsp660.bin" + aliases: ["PSXONPSP660.BIN"] + system: sony-playstation + required: false + size: 524288 + sha1: "96880d1ca92a016ff054be5159bb06fe03cb4e14" + description: "PSX on PSP" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:471, 508-510, emulatorLauncher Generators/Bizhawk.Generator.cs:623-630" + note: "Unacceptable in all three PSX slots, so the scan never takes it. RetroBat names it for PSX+U, PSX+J and PSX+E when it exists, ahead of every other PlayStation BIOS." + + - name: "ps1_rom.bin" + aliases: ["PSX_rom.bin"] + system: sony-playstation + required: false + size: 524288 + sha1: "c40146361eb8cf670b19fdc9759190257803cab7" + description: "PSX BIOS (Version 5.0 06/23/03 A)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:472, 511, emulatorLauncher Generators/Bizhawk.Generator.cs:632-638" + note: "Unacceptable in PSX+U. RetroBat names it for all three PSX slots when psxonpsp660.bin is absent." + + - name: "aes_keys.txt" + system: nintendo-3ds + required: false + description: "3DS AES keys" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:141, src/BizHawk.Emulation.Cores/Consoles/Nintendo/3DS/Encore.cs:89, emulatorLauncher Generators/Bizhawk.Generator.cs:432-434" + note: "Slot 3DS+aes_keys has a placeholder hash, so only RetroBat's specification of this name reaches it." + + - name: "seeddb.bin" + system: nintendo-3ds + required: false + description: "3DS title seed database" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:142, src/BizHawk.Emulation.Cores/Consoles/Nintendo/3DS/Encore.cs:95, emulatorLauncher Generators/Bizhawk.Generator.cs:435-437" + note: "Slot 3DS+seeddb has a placeholder hash, so only RetroBat's specification of this name reaches it." + + - name: "dsi_firmware.bin" + aliases: ["DSi_Firmware.bin"] + system: nintendo-ds + required: false + size: 131072 + description: "DSi firmware" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:399, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:457, emulatorLauncher Generators/Bizhawk.Generator.cs:567-569" + note: "Slot NDS+firmwarei has a placeholder hash, so only RetroBat's specification of this name reaches it. Read in DSi mode with real BIOS files." + + - name: "32X_G_BIOS.BIN" + system: sega-32x + required: false + size: 256 + sha1: "dbebd76a448447cb6e524ac3cb0fd19fc065d944" + validation: [size, sha1] + description: "32x 68k BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:81, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:37-42, emulatorLauncher Generators/Bizhawk.Generator.cs:690" + note: "Firmware slot 32X+G. RetroBat names it in FirmwareUserSpecifications when 32X_G_BIOS.BIN exists in the bios folder." + + - name: "32X_M_BIOS.BIN" + system: sega-32x + required: false + size: 2048 + sha1: "1e5b0b2441a4979b6966d942b20cc76c413b8c5e" + validation: [size, sha1] + description: "32x SH2 MASTER BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:82, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:37-42, emulatorLauncher Generators/Bizhawk.Generator.cs:693" + note: "Firmware slot 32X+M. RetroBat names it in FirmwareUserSpecifications when 32X_M_BIOS.BIN exists in the bios folder." + + - name: "32X_S_BIOS.BIN" + system: sega-32x + required: false + size: 1024 + sha1: "4103668c1bbd66c5e24558e73d4f3f92061a109a" + validation: [size, sha1] + description: "32x SH2 SLAVE BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:83, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:37-42, emulatorLauncher Generators/Bizhawk.Generator.cs:696" + note: "Firmware slot 32X+S. RetroBat names it in FirmwareUserSpecifications when 32X_S_BIOS.BIN exists in the bios folder." + + - name: "panafz1.bin" + system: 3do + required: true + size: 1048576 + sha1: "34bf189111295f74d7b7dfc1f304d98b8d36325a" + validation: [size, sha1] + description: "Panasonic FZ-1 (U)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:89, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_U." + + - name: "panafz1_dev_0.9.bin" + system: 3do + required: false + size: 1048576 + sha1: "de3c55490733e6c69724d87e149b52ed955638ed" + validation: [size, sha1] + description: "Panasonic FZ-1 (U) v0.9 dev build" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:90, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_U. Alternative to the preferred option of the slot." + + - name: "panafz1_dev.bin" + system: 3do + required: false + size: 1048576 + sha1: "4cb4ee36e0f5bc0995d34992b4f241c420d49b2e" + validation: [size, sha1] + description: "Panasonic FZ-1 (U) dev build" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:91, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_U. Alternative to the preferred option of the slot." + + - name: "panafz1e.bin" + system: 3do + required: false + size: 1048576 + sha1: "1d0db81e171ebc1d07cefc8ce8ab082306186e56" + validation: [size, sha1] + description: "Panasonic FZ-1 (E)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:94, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_E." + + - name: "panafz1e-unencrypted.bin" + system: 3do + required: false + size: 1048576 + sha1: "4696951e492e5526772a860ea2c0f35411a80927" + validation: [size, sha1] + description: "Panasonic FZ-1 (E) (unencrypted)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:95, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_E." + + - name: "panafz1j.bin" + system: 3do + required: false + size: 1048576 + sha1: "ec7ec62d60ec0459a14ed56ebc66761ef3c80efc" + validation: [size, sha1] + description: "Panasonic FZ-1 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:98, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_J." + + - name: "panafz1j - norsa.bin" + system: 3do + required: false + size: 1048576 + sha1: "a417587ae3b0b8ef00c830920c21af8bee88e419" + validation: [size, sha1] + description: "Panasonic FZ-1(J)(RSA check disabled)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:99, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ1_J." + + - name: "panafz10.bin" + system: 3do + required: false + size: 1048576 + sha1: "3c912300775d1ad730dc35757e279c274c0acaad" + validation: [size, sha1] + description: "Panasonic FZ-10 (U)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:102, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ10_U." + + - name: "panafz10-norsa.bin" + system: 3do + required: false + size: 1048576 + sha1: "f05e642322c03694f06a809c0b90fc27ac73c002" + validation: [size, sha1] + description: "Panasonic FZ-10 (U) (RSA check disabled)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:103, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ10_U." + + - name: "panafz10e-anvil.bin" + system: 3do + required: false + size: 1048576 + sha1: "a900371f0cdcdc03f79557f11d406fd71251a5fd" + validation: [size, sha1] + description: "Panasonic FZ-10 (E) [ANVIL]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:106, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ10_E." + + - name: "panafz10e-anvil-norsa.bin" + system: 3do + required: false + size: 1048576 + sha1: "2765c7b4557cc838b32567d2428d088980295159" + validation: [size, sha1] + description: "Panasonic FZ-10 (E) [ANVIL] (RSA check disabled)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:107, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ10_E." + + - name: "panafz10j.bin" + system: 3do + required: false + size: 1048576 + sha1: "fe7f9c9c6a98910013bf13f2cf798de9fea52acd" + validation: [size, sha1] + description: "Panasonic FZ-10 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:110, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Panasonic_FZ10_J." + + - name: "goldstar.bin" + system: 3do + required: false + size: 1048576 + sha1: "c4a2e5336f77fb5f743de1eea2cda43675ee2de7" + validation: [size, sha1] + description: "Goldstar GDO-101P" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:113, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Goldstar_GDO101P." + + - name: "goldstar_fc1_enc.bin" + system: 3do + required: false + size: 1048576 + sha1: "8ef7503c948314d242da47b7fdc272f68dac2aee" + validation: [size, sha1] + description: "Goldstar FC-1 (encrypted)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:116, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Goldstar_FC1." + + - name: "sanyotry.bin" + system: 3do + required: false + size: 1048576 + sha1: "b01c53da256dde43ffec4ad3fc3adfa8d635e943" + validation: [size, sha1] + description: "Sanyo IMP-21J Try" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:119, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Sanyo_IMP21J_Try." + + - name: "sanyo_hc21_b3_unenc.bin" + system: 3do + required: false + size: 1048576 + sha1: "c389af32bcadf0d86826927dc3d20b7072f90069" + validation: [size, sha1] + description: "Sanyo HC-21 B3 (unencrypted)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:122, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Sanyo_HC21." + + - name: "sanyo_hc21_alpha.bin" + system: 3do + required: false + size: 1048576 + sha1: "29c40515dc1174ff13975baa59eb532083e4a3d3" + validation: [size, sha1] + description: "Sanyo HC-21 (alpha 3/21/94)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:123, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Sanyo_HC21." + + - name: "3do_arcade_saot.bin" + system: 3do + required: false + size: 524288 + sha1: "520d3d1b5897800af47f92efd2444a26b7a7dead" + validation: [size, sha1] + description: "Shootout At Old Tucson" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:126, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+Shootout_At_Old_Tucson." + + - name: "3do_devkit_1.0fc2.bin" + system: 3do + required: false + size: 1048576 + sha1: "bd325c869e1dde8a3872fc21565e0646a3d5b525" + validation: [size, sha1] + description: "3DO-NTSC-1.0fc2 encrypted development kit" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:129, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:143" + note: "Firmware slot 3DO+3DO_NTSC_1fc2." + + - name: "panafz1-kanji.bin" + system: 3do + required: false + size: 933636 + sha1: "acd39a8fee1b9d2950d5ab447846c11fb31af63e" + validation: [size, sha1] + description: "Kanji ROM for Panasonic FZ-1 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:132, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:158" + note: "Firmware slot 3DO+Kanji_ROM_Panasonic_FZ1." + + - name: "panafz1j-kanji.bin" + system: 3do + required: false + size: 1048576 + sha1: "884515605ee243577ab20767ef8c1a7368e4e407" + validation: [size, sha1] + description: "Kanji ROM for Panasonic FZ-1 (J) / Panasonic FZ-10 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:133, 137, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:158" + note: "Firmware slot 3DO+Kanji_ROM_Panasonic_FZ1, 3DO+Kanji_ROM_Panasonic_FZ10." + + - name: "panafz10ja-anvil-kanji.bin" + system: 3do + required: false + size: 1048576 + sha1: "2e857b957803d0331fd229328df01f3ffab69eee" + validation: [size, sha1] + description: "Kanji ROM for: Panasonic FZ-10 (J) [ANVIL]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:136, src/BizHawk.Emulation.Cores/Consoles/3DO/Opera.cs:158" + note: "Firmware slot 3DO+Kanji_ROM_Panasonic_FZ10." + + - name: "amiga-os-130.rom" + system: commodore-amiga + required: true + size: 262144 + sha1: "891e9a547772fe0c6c19b610baf8bc4ea7fcb785" + validation: [size, sha1] + description: "Kickstart v1.3 r34.005 (1987-12)(Commodore)(A500-A1000-A2000-CDTV)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:146, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A500." + + - name: "amiga-os-120.rom" + system: commodore-amiga + required: false + size: 262144 + sha1: "11f9e62cf299f72184835b7b2a70a16333fc0d88" + validation: [size, sha1] + description: "Kickstart v1.2 r33.180 (1986-10)(Commodore)(A500-A1000-A2000)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:147, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A500. Alternative to the preferred option of the slot." + + - name: "amiga-os-310-a600.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "3b7f1493b27e212830f989f26ca76c02049f09ca" + validation: [size, sha1] + description: "Kickstart v3.1 r40.063 (1993-07)(Commodore)(A500-A600-A2000)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:148, 153, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A500, Amiga+A600. Alternative to the preferred option of the slot." + + - name: "amiga-os-205-a600.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "02843c4253bbd29aba535b0aa3bd9a85034ecde4" + validation: [size, sha1] + description: "Kickstart v2.05 r37.350 (1992-04)(Commodore)(A600HD)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:151, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A600." + + - name: "amiga-os-204.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "c5839f5cb98a7a8947065c3ed2f14f5f42e334a1" + validation: [size, sha1] + description: "Kickstart v2.04 r37.175 (1991-05)(Commodore)(A500+)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:152, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A600." + + - name: "amiga-os-310-a1200.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "e21545723fe8374e91342617604f1b3d703094f1" + validation: [size, sha1] + description: "Kickstart v3.1 r40.068 (1993-12)(Commodore)(A1200)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:156, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A1200." + + - name: "amiga-os-300-a1200.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "70033828182fffc7ed106e5373a8b89dda76faa5" + validation: [size, sha1] + description: "Kickstart v3.0 r39.106 (1992-09)(Commodore)(A1200)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:157, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A1200." + + - name: "amiga-os-310-a4000.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "5fe04842d04a489720f0f4bb0e46948199406f49" + validation: [size, sha1] + description: "Kickstart v3.1 r40.068 (1993-12)(Commodore)(A4000)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:160, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A4000." + + - name: "amiga-os-300-a4000.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "f0b4e9e29e12218c2d5bd7020e4e785297d91fd7" + validation: [size, sha1] + description: "Kickstart v3.0 r39.106 (1992-09)(Commodore)(A4000)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:161, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A4000." + + - name: "amiga-os-310-a4000t.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "b0ec8b84d6768321e01209f11e6248f2f5281a21" + validation: [size, sha1] + description: "Kickstart v3.1 r40.070 (1994-02)(Commodore)(A4000T)[!]" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:162, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+A4000." + + - name: "amiga-os-310-cd32.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "3525be8887f79b5929e017b42380a79edfee542d" + validation: [size, sha1] + description: "Kickstart v3.1 r40.060 (1993-05)(Commodore)(CD32)[!].rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:165, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+CD32." + + - name: "amiga-os-310-cd32-ext.rom" + system: commodore-amiga + required: false + size: 524288 + sha1: "5bef3d628ce59cc02a66e6e4ae0da48f60e78f7f" + validation: [size, sha1] + description: "CD32 Extended-ROM r40.60 (1993)(Commodore)(CD32).rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:167, src/BizHawk.Emulation.Cores/Computers/Amiga/UAE.cs:115-117" + note: "Firmware slot Amiga+CD32ext." + + - name: "7800 BIOS (U).rom" + aliases: ["A78_NTSC_bios.bin"] + system: atari-7800 + required: false + size: 4096 + sha1: "d9d134bb6b36907c615a594cc7688f7bfcef5b43" + validation: [size, sha1] + description: "NTSC Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:174, src/BizHawk.Emulation.Cores/Consoles/Atari/A7800Hawk/A7800Hawk.cs:102, emulatorLauncher Generators/Bizhawk.Generator.cs:460" + note: "Firmware slot A78+Bios_NTSC. RetroBat names it in FirmwareUserSpecifications when 7800 BIOS (U).rom exists in the bios folder." + + - name: "7800 BIOS (E).rom" + aliases: ["A78_PAL_BIOS.bin"] + system: atari-7800 + required: false + size: 16384 + sha1: "5a140136a16d1d83e4ff32a19409ca376a8df874" + validation: [size, sha1] + description: "PAL Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:175, src/BizHawk.Emulation.Cores/Consoles/Atari/A7800Hawk/A7800Hawk.cs:101, emulatorLauncher Generators/Bizhawk.Generator.cs:457" + note: "Firmware slot A78+Bios_PAL. RetroBat names it in FirmwareUserSpecifications when 7800 BIOS (E).rom exists in the bios folder." + + - name: "A78_highscore.bin" + system: atari-7800 + required: false + size: 4096 + sha1: "a3af676991391a6dd716c79022d4947206b78164" + validation: [size, sha1] + description: "Highscore Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:176, src/BizHawk.Emulation.Cores/Consoles/Atari/A7800Hawk/A7800Hawk.cs:100, emulatorLauncher Generators/Bizhawk.Generator.cs:454" + note: "Firmware slot A78+Bios_HSC. RetroBat names it in FirmwareUserSpecifications when A78_highscore.bin exists in the bios folder." + + - name: "AppleIIe.rom" + system: apple-ii + required: true + size: 16384 + sha1: "b8ea90abe135a0031065e01697c4a3a20d51198b" + validation: [size, sha1] + description: "Apple II e" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:180, 181, src/BizHawk.Emulation.Cores/Computers/AppleII/AppleII.cs:43, emulatorLauncher Generators/Bizhawk.Generator.cs:446" + note: "Firmware slot AppleII+AppleIIe. RetroBat names it in FirmwareUserSpecifications when AppleIIe.rom exists in the bios folder." + + - name: "AppleIIe_DiskII.rom" + system: apple-ii + required: true + size: 256 + sha1: "d4181c9f046aafc3fb326b381baac809d9e38d16" + validation: [size, sha1] + description: "Disk II" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:183, 184, src/BizHawk.Emulation.Cores/Computers/AppleII/AppleII.cs:44, emulatorLauncher Generators/Bizhawk.Generator.cs:443" + note: "Firmware slot AppleII+DiskII. RetroBat names it in FirmwareUserSpecifications when AppleIIe_DiskII.rom exists in the bios folder." + + - name: "C64_Kernal.bin" + system: commodore-c64 + required: true + size: 8192 + sha1: "1d503e56df85a62fee696e7618dc5b4e781df1bb" + validation: [size, sha1] + description: "Kernal Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:187, src/BizHawk.Emulation.Cores/Computers/Commodore64/C64.cs:256-263, 377" + note: "Firmware slot C64+Kernal." + + - name: "C64_Basic.bin" + system: commodore-c64 + required: true + size: 8192 + sha1: "79015323128650c742a3694c9429aa91f355905e" + validation: [size, sha1] + description: "Basic Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:188, src/BizHawk.Emulation.Cores/Computers/Commodore64/C64.cs:256-263, 376" + note: "Firmware slot C64+Basic." + + - name: "C64_Chargen.bin" + system: commodore-c64 + required: true + size: 4096 + sha1: "adc7c31e18c7c7413d54802ef2f4193da14711aa" + validation: [size, sha1] + description: "Chargen Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:189, src/BizHawk.Emulation.Cores/Computers/Commodore64/C64.cs:256-263, 378" + note: "Firmware slot C64+Chargen." + + - name: "C64_Drive-1541.bin" + system: commodore-c64 + required: true + size: 16384 + sha1: "ab16f56989b27d89babe5f89c5a8cb3da71a82f0" + validation: [size, sha1] + description: "1541 Disk Drive Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:190, src/BizHawk.Emulation.Cores/Computers/Commodore64/C64.cs:256-263, 383" + note: "Firmware slot C64+Drive1541." + + - name: "C64_Drive-1541ii.bin" + system: commodore-c64 + required: false + size: 16384 + sha1: "d3b78c3dbac55f5199f33f3fe0036439811f7fb3" + validation: [size, sha1] + description: "1541-II Disk Drive Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:191, src/BizHawk.Emulation.Cores/Computers/Commodore64/C64.cs:256-263, 386" + note: "Firmware slot C64+Drive1541II." + + - name: "sl131253.bin" + aliases: ["ChannelF_SL31253.rom"] + system: fairchild-channel-f + required: true + size: 1024 + sha1: "81193965a374d77b99b4743d317824b53c3e3c78" + validation: [size, sha1] + description: "Channel F BIOS (PSU1)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:194, src/BizHawk.Emulation.Cores/Consoles/Fairchild/ChannelF/ChannelF.cs:28, emulatorLauncher Generators/Bizhawk.Generator.cs:468" + note: "Firmware slot ChannelF+ChannelF_sl131253. RetroBat names it in FirmwareUserSpecifications when sl131253.bin exists in the bios folder." + + - name: "sl131254.bin" + aliases: ["ChannelF_SL31254.rom"] + system: fairchild-channel-f + required: true + size: 1024 + sha1: "8f70d1b74483ba3a37e86cf16c849d601a8c3d2c" + validation: [size, sha1] + description: "Channel F BIOS (PSU2)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:195, src/BizHawk.Emulation.Cores/Consoles/Fairchild/ChannelF/ChannelF.cs:29, 34, emulatorLauncher Generators/Bizhawk.Generator.cs:471" + note: "Firmware slot ChannelF+ChannelF_sl131254. RetroBat names it in FirmwareUserSpecifications when sl131254.bin exists in the bios folder." + + - name: "sl90025.bin" + aliases: ["ChannelF_sl90025.rom"] + system: fairchild-channel-f + required: false + size: 1024 + sha1: "759e2ed31fbde4a2d8daf8b9f3e0dffebc90dae2" + validation: [size, sha1] + description: "Channel F II BIOS (PSU1)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:196, src/BizHawk.Emulation.Cores/Consoles/Fairchild/ChannelF/ChannelF.cs:33, emulatorLauncher Generators/Bizhawk.Generator.cs:474" + note: "Firmware slot ChannelF+ChannelF_sl90025. RetroBat names it in FirmwareUserSpecifications when sl90025.bin exists in the bios folder." + + - name: "colecovision.rom" + aliases: ["Coleco_Bios.bin"] + system: coleco-colecovision + required: true + size: 8192 + sha1: "45bedc4cbdeac66c7df59e9e599195c778d86a92" + validation: [size, sha1] + description: "Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:199, src/BizHawk.Emulation.Cores/Consoles/Coleco/ColecoVision.cs:33, emulatorLauncher Generators/Bizhawk.Generator.cs:482" + note: "Firmware slot Coleco+Bios. RetroBat names it in FirmwareUserSpecifications when colecovision.rom exists in the bios folder." + + - name: "gba_bios.bin" + aliases: ["GBA_bios.rom"] + system: nintendo-gba + required: false + size: 16384 + sha1: "300c20df6731a33952ded8c436f7f186d25d3492" + validation: [size, sha1] + description: "Bios (World)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:202, 205, src/BizHawk.Emulation.Cores/Consoles/Nintendo/GBA/MGBAHawk.cs:28, emulatorLauncher Generators/Bizhawk.Generator.cs:504" + note: "Firmware slot GBA+Bios. RetroBat names it in FirmwareUserSpecifications when gba_bios.bin exists in the bios folder." + + - name: "GBA_bios_Debug-(J).rom" + system: nintendo-gba + required: false + size: 16384 + sha1: "aa98a2ad32b86106340665d1222d7d973a1361c7" + validation: [size, sha1] + description: "Bios (J Debug)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:203, 206, src/BizHawk.Emulation.Cores/Consoles/Nintendo/GBA/MGBAHawk.cs:28" + note: "Firmware slot GBA+Bios." + + - name: "gb_bios.bin" + aliases: ["GB_dmg.bin"] + system: nintendo-gb + required: false + size: 256 + sha1: "4ed31ec6b0b175bb109c0eb5fd3d193da823339f" + validation: [size, sha1] + description: "Game Boy Boot Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:210, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146, emulatorLauncher Generators/Bizhawk.Generator.cs:490" + note: "Firmware slot GB+World. RetroBat names it in FirmwareUserSpecifications when gb_bios.bin exists in the bios folder." + + - name: "GB_mgb.bin" + system: nintendo-gb + required: false + size: 256 + sha1: "4e68f9da03c310e84c523654b9026e51f26ce7f0" + validation: [size, sha1] + description: "Game Boy Boot Rom (Pocket)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:213, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146" + note: "Firmware slot GB+World." + + - name: "sgb_boot.bin" + aliases: ["GB_sgb.bin"] + system: nintendo-gb + required: false + size: 256 + sha1: "aa2f50a77dfb4823da96ba99309085a3c6278515" + validation: [size, sha1] + description: "Super Game Boy Boot Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:223, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146, emulatorLauncher Generators/Bizhawk.Generator.cs:493" + note: "Firmware slot GB+SGB. RetroBat names it in FirmwareUserSpecifications when sgb_boot.bin exists in the bios folder." + + - name: "sgb2_boot.bin" + aliases: ["GB_sgb2.bin"] + system: nintendo-gb + required: false + size: 256 + sha1: "93407ea10d2f30ab96a314d8eca44fe160aea734" + validation: [size, sha1] + description: "Super Game Boy 2 Boot Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:225, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146, emulatorLauncher Generators/Bizhawk.Generator.cs:496" + note: "Firmware slot GB+SGB2. RetroBat names it in FirmwareUserSpecifications when sgb2_boot.bin exists in the bios folder." + + - name: "gbc_bios.bin" + aliases: ["GBC_cgb.bin"] + system: nintendo-gbc + required: false + size: 2304 + sha1: "1293d68bf9643bc4f36954c1e80e38f39864528d" + validation: [size, sha1] + description: "Game Boy Color Boot Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:233, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146, emulatorLauncher Generators/Bizhawk.Generator.cs:512" + note: "Firmware slot GBC+World. RetroBat names it in FirmwareUserSpecifications when gbc_bios.bin exists in the bios folder." + + - name: "GBC_cgbE.bin" + system: nintendo-gbc + required: false + size: 2304 + sha1: "f5f33729a956131d9c44310f0ae3bb0599e9ec3e" + validation: [size, sha1] + description: "Game Boy Color Boot Rom (Late Revision)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:235, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146" + note: "Firmware slot GBC+World." + + - name: "GBC_agb.bin" + system: nintendo-gbc + required: false + size: 2304 + sha1: "fa5287e24b0fa533b3b5ef2b28a81245346c1a0f" + validation: [size, sha1] + description: "Game Boy Color Boot Rom (GBA)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:238, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146" + note: "Firmware slot GBC+AGB." + + - name: "GBC_agb0.bin" + system: nintendo-gbc + required: false + size: 2304 + sha1: "0daac31acb6cb346fc954368acb02acb3adcc3ab" + validation: [size, sha1] + description: "Game Boy Color Boot Rom (GBA, Early Revision)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:240, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.cs:136-146" + note: "Firmware slot GBC+AGB." + + - name: "GEN_boot.md" + system: sega-mega-drive + required: false + size: 2048 + sha1: "3f50b76b0529db7f79c396b5e808cc0786ffc311" + validation: [size, sha1] + description: "Genesis Boot Rom (World)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:249" + note: "Firmware slot GEN+Boot. No core requests GEN+Boot at this revision." + + - name: "MCD_eu_100.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "f891e0ea651e2232af0c5c4cb46a0cae2ee8f356" + validation: [size, sha1] + description: "Mega CD EU (v1.00)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:270, 300, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:70" + note: "Firmware slot GEN+CD_BIOS_EU. The core needs one of the 5 options of this slot, none of them preferred." + + - name: "MCD_eu_200.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "7063192ae9f6b696c5b81bc8f0a9fe6f0c400e58" + validation: [size, sha1] + description: "Mega CD II EU (v2.00)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:278, 301, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:70" + note: "Firmware slot GEN+CD_BIOS_EU. The core needs one of the 5 options of this slot, none of them preferred." + + - name: "MCD_eu_200w.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "f5f60f03501908962446ee02fc27d98694dd157d" + validation: [size, sha1] + description: "Mega CD II EU (v2.00w)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:281, 304, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:70" + note: "Firmware slot GEN+CD_BIOS_EU. The core needs one of the 5 options of this slot, none of them preferred." + + - name: "MM_eu_221x.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "75548ac9aaa6e81224499f9a1403b2b42433f5b7" + validation: [size, sha1] + description: "Multi Mega EU (v2.21x)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:284, 307, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:70" + note: "Firmware slot GEN+CD_BIOS_EU. The core needs one of the 5 options of this slot, none of them preferred." + + - name: "MCD_eu_221.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "9de4eda59f544db2d5fd7e6514601f7b648d8eb4" + validation: [size, sha1] + description: "Mega CD EU (v2.21)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:298, 309, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:70" + note: "Firmware slot GEN+CD_BIOS_EU. The core needs one of the 5 options of this slot, none of them preferred." + + - name: "MCD_aiwa_jp_211c.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "219d284dcf63ce366a4dc6d1ff767a0d2eea283d" + validation: [size, sha1] + description: "Mega CD Aiwa JP (v2.11c)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:255, 311, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_2_jp_200c.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "d203cfe22c03ae479dd8ca33840cf8d9776eb3ff" + validation: [size, sha1] + description: "Mega CD 2 JP (v2.00c)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:267, 312, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_100g.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "6a40a5cec00c3b49a4fd013505c5580baa733a29" + validation: [size, sha1] + description: "Mega CD JP (v1.00g)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:271, 315, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_100l.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "0d5485e67c3f033c41d677cc9936afd6ad618d5f" + validation: [size, sha1] + description: "Mega CD JP (v1.00l)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:272, 316, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_100o.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "9e1495e62b000e1e1c868c0f3b6982e1abbb8a94" + validation: [size, sha1] + description: "Mega CD JP (v1.00o)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:273, 317, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_100p.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "4846f448160059a7da0215a5df12ca160f26dd69" + validation: [size, sha1] + description: "Mega CD JP (v1.00p)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:274, 318, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_as_100s.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "e4193c6ae44c3cea002707d2a88f1fbcced664de" + validation: [size, sha1] + description: "Mega CD AS (v1.00s)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:276, 320, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_100s.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "230ebfc49dc9e15422089474bcc9fa040f2c57eb" + validation: [size, sha1] + description: "Mega CD JP (v1.00s)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:277, 321, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "WM_jp_m2.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "b3f32e409bd5508c89ed8be33d41a58d791d0e5d" + validation: [size, sha1] + description: "Wondermega M2 JP" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:286, 322, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "WM_jp_100W.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "3fc9358072f74bd24e3e297ea11b2bf15a7af891" + validation: [size, sha1] + description: "Wondermega JP (v1.00W)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:287, 323, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "LA_jp_105.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "b3b1d880e288b6dc79eec0ff1b0480c229ec141d" + validation: [size, sha1] + description: "LaserActive JP (v1.05)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:291, 324, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "LA_jp_102.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "26237b333db4a4c6770297fa5e655ea95840d5d9" + validation: [size, sha1] + description: "LaserActive JP (v1.02)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:292, 325, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_111b.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "204758d5a64c24e96e1a9fe6bd82e1878fef7ade" + validation: [size, sha1] + description: "Mega CD JP (v1.11b)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:295, 326, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_reva.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "062e6a912e3683f7f127cbfd6314b44f93c42db7" + validation: [size, sha1] + description: "Mega CD JP (Rev A)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:296, 327, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "MCD_jp_beta.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "f30d109d1c2f7c9feaf38600c65834261db73d1f" + validation: [size, sha1] + description: "Mega CD JP (Beta)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:297, 328, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:72" + note: "Firmware slot GEN+CD_BIOS_JP. The core needs one of the 15 options of this slot, none of them preferred." + + - name: "SCD_m1_us_100.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "c5c24e6439a148b7f4c7ea269d09b7a23fe25075" + validation: [size, sha1] + description: "Sega CD Model 1 US (v1.00)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:256, 330, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "SCD_m1_us_110.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "f4f315adcef9b8feb0364c21ab7f0eaf5457f3ed" + validation: [size, sha1] + description: "Sega CD Model 1 US (v1.10)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:258, 332, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "SCD_m2_us_200.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "5a8c4b91d3034c1448aac4b5dc9a6484fce51636" + validation: [size, sha1] + description: "Sega CD Model 2 US (v2.00)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:259, 333, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "SCD_m2_us_200w.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "5adb6c3af218c60868e6b723ec47e36bbdf5e6f0" + validation: [size, sha1] + description: "Sega CD Model 2 US (v2.00w)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:261, 335, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "SCD_m2_us_211x.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "328a3228c29fba244b9db2055adc1ec4f7a87e6b" + validation: [size, sha1] + description: "Sega CD Model 2 US (v2.11x)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:263, 337, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "GCDX_us_221x.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "2b125c0545afa089b617f2558e686ea723bdc06e" + validation: [size, sha1] + description: "Genesis CDX US (v2.21x)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:265, 339, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "XEye_us.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "651f14d5a5e0ecb974a60c0f43b1d2006323fb09" + validation: [size, sha1] + description: "X'Eye US" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:288, 341, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "LA_us_104.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "aa811861f8874775075bd3f53008c8aaf59b07db" + validation: [size, sha1] + description: "LaserActive US (v1.04)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:290, 342, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "LA_us_102.bin" + system: sega-mega-drive + required: false + size: 131072 + sha1: "8af162223bb12fc19b414f126022910372790103" + validation: [size, sha1] + description: "LaserActive US (v1.02)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:293, 343, src/BizHawk.Emulation.Cores/Consoles/Sega/PicoDrive/PicoDrive.cs:71" + note: "Firmware slot GEN+CD_BIOS_US. The core needs one of the 9 options of this slot, none of them preferred." + + - name: "GG_majesco.gg" + system: sega-game-gear + required: false + size: 1024 + sha1: "914aa165e3d879f060be77870d345b60cfeb4ede" + validation: [size, sha1] + description: "GG BIOS (USA/Majesco)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:346, src/BizHawk.Emulation.Cores/Consoles/Sega/gpgx64/GPGX.cs:257, 267" + note: "Firmware slot GG+Majesco." + + - name: "exec.bin" + aliases: ["INTV_EROM.bin"] + system: mattel-intellivision + required: true + size: 8192 + sha1: "5a65b922b562cb1f57dab51b73151283f0e20c7a" + validation: [size, sha1] + description: "Executive Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:349, src/BizHawk.Emulation.Cores/Consoles/Intellivision/Intellivision.cs:56, emulatorLauncher Generators/Bizhawk.Generator.cs:520" + note: "Firmware slot INTV+EROM. RetroBat names it in FirmwareUserSpecifications when exec.bin exists in the bios folder." + + - name: "grom.bin" + aliases: ["INTV_GROM.bin"] + system: mattel-intellivision + required: true + size: 2048 + sha1: "f9608bb4ad1cfe3640d02844c7ad8e0bcd974917" + validation: [size, sha1] + description: "Graphics Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:350, src/BizHawk.Emulation.Cores/Consoles/Intellivision/Intellivision.cs:57, emulatorLauncher Generators/Bizhawk.Generator.cs:523" + note: "Firmware slot INTV+GROM. RetroBat names it in FirmwareUserSpecifications when grom.bin exists in the bios folder." + + - name: "lynxboot.img" + aliases: ["Atari_LYNX_boot.img"] + system: atari-lynx + required: true + size: 512 + sha1: "e4ed47fae31693e016b081c6bda48da5b70d7ccb" + validation: [size, sha1] + description: "Boot Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:353, src/BizHawk.Emulation.Cores/Consoles/Atari/lynx/Lynx.cs:33, emulatorLauncher Generators/Bizhawk.Generator.cs:531" + note: "Firmware slot Lynx+Boot. RetroBat names it in FirmwareUserSpecifications when lynxboot.img exists in the bios folder." + + - name: "MSX_cbios_main_msx1.rom" + system: microsoft-msx + required: false + size: 32768 + sha1: "2f997e8a57528518c82ab3693fdae243dbbcc508" + validation: [size, sha1] + description: "MSX BIOS (C-BIOS v0.29a)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:356" + note: "Firmware slot MSX+bios_test_ext. No core requests MSX+bios_test_ext at this revision." + + - name: "MSX.rom" + system: microsoft-msx + required: true + size: 32768 + sha1: "409e82adac40f6bdd18eb6c84e8b2fbdc7fb5498" + validation: [size, sha1] + description: "MSX BIOS and BASIC" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:359, src/BizHawk.Emulation.Cores/Computers/MSX/MSX.cs:105-118" + note: "Firmware slot MSX+bios_basic_usa." + + - name: "MSX_1.0.rom" + system: microsoft-msx + required: false + size: 32768 + sha1: "3656bb3bbc17d280d2016fe4f6ff3cded3082a41" + validation: [size, sha1] + description: "MSX 1.0 BIOS and BASIC" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:360, src/BizHawk.Emulation.Cores/Computers/MSX/MSX.cs:105-118" + note: "Firmware slot MSX+bios_basic_usa. Alternative to the preferred option of the slot." + + - name: "MSX_jpn.rom" + system: microsoft-msx + required: false + size: 32768 + sha1: "302afb5d8be26c758309ca3df611ae69cced2821" + validation: [size, sha1] + description: "MSX 1.0 JPN BIOS and BASIC" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:361, src/BizHawk.Emulation.Cores/Computers/MSX/MSX.cs:111" + note: "Firmware slot MSX+bios_basic_jpn." + + - name: "64DD_IPL_v12_JPN.bin" + system: nintendo-64dd + required: true + size: 4194304 + sha1: "bf861922dcb78c316360e3e742f4f70ff63c9bc3" + validation: [size, sha1] + description: "N64DD JPN IPL v1.2 (Retail)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:367, 370, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Ares64/Ares64.cs:107-115" + note: "Firmware slot N64DD+IPL_JPN." + + - name: "64DD_IPL_DEV.bin" + system: nintendo-64dd + required: false + size: 4194304 + sha1: "10c4173c2a7eb09c6579818f72ef18fa0b6d32de" + validation: [size, sha1] + description: "N64DD Development IPL" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:371, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Ares64/Ares64.cs:112" + note: "Firmware slot N64DD+IPL_DEV." + + - name: "64DD_IPL_USA.bin" + system: nintendo-64dd + required: false + size: 4194304 + sha1: "3c5b93ca231550c68693a14f03cea8d5dbd1be9e" + validation: [size, sha1] + description: "N64DD Prototype USA IPL" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:372, src/BizHawk.Emulation.Cores/Consoles/Nintendo/Ares64/Ares64.cs:113" + note: "Firmware slot N64DD+IPL_USA." + + - name: "bios7.bin" + aliases: ["NDS_Bios7.bin"] + system: nintendo-ds + required: false + size: 16384 + sha1: "24f67bdea115a2c847c8813a262502ee1607b7df" + validation: [size, sha1] + description: "ARM7 BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:375, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:440-457, emulatorLauncher Generators/Bizhawk.Generator.cs:550" + note: "Firmware slot NDS+bios7. RetroBat names it in FirmwareUserSpecifications when bios7.bin exists in the bios folder." + + - name: "bios9.bin" + aliases: ["NDS_Bios9.bin"] + system: nintendo-ds + required: false + size: 4096 + sha1: "bfaac75f101c135e32e2aaf541de6b1be4c8c62d" + validation: [size, sha1] + description: "ARM9 BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:376, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:440-457, emulatorLauncher Generators/Bizhawk.Generator.cs:553" + note: "Firmware slot NDS+bios9. RetroBat names it in FirmwareUserSpecifications when bios9.bin exists in the bios folder." + + - name: "dsi_bios7.bin" + aliases: ["NDS_Bios7i.bin"] + system: nintendo-ds + required: false + size: 65536 + sha1: "c7c7570bfe51c3c7c5da3b01331b94e7e7cb4f53" + validation: [size, sha1] + description: "ARM7i BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:379, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:129, 471, emulatorLauncher Generators/Bizhawk.Generator.cs:561" + note: "Firmware slot NDS+bios7i. RetroBat names it in FirmwareUserSpecifications when dsi_bios7.bin exists in the bios folder." + + - name: "dsi_bios9.bin" + aliases: ["NDS_Bios9i.bin"] + system: nintendo-ds + required: false + size: 65536 + sha1: "719b9eef33692406d7170ff526069615759c4dfc" + validation: [size, sha1] + description: "ARM9i BIOS" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:381, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:470, emulatorLauncher Generators/Bizhawk.Generator.cs:564" + note: "Firmware slot NDS+bios9i. RetroBat names it in FirmwareUserSpecifications when dsi_bios9.bin exists in the bios folder." + + - name: "firmware.bin" + aliases: ["NDS_Firmware_1.bin"] + system: nintendo-ds + required: false + size: 262144 + sha1: "ede9add041614eaa232059c63d8613b83fe4e954" + validation: [size, sha1] + description: "NDS Firmware" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:388, 394, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:440-457, emulatorLauncher Generators/Bizhawk.Generator.cs:556" + note: "Firmware slot NDS+firmware. RetroBat names it in FirmwareUserSpecifications when firmware.bin exists in the bios folder." + + - name: "NDS_Firmware_2.bin" + system: nintendo-ds + required: false + size: 262144 + sha1: "2ef20b45d12cf00657d4b1bd37a5cc8506923440" + validation: [size, sha1] + description: "NDS Firmware" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:389, 395, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:440-457" + note: "Firmware slot NDS+firmware." + + - name: "NDS_Lite_Firmware.bin" + system: nintendo-ds + required: false + size: 262144 + sha1: "87dae2500e889737af51f4a5b5845770a62482f5" + validation: [size, sha1] + description: "NDS-Lite Firmware" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:390, 396, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.cs:440-457" + note: "Firmware slot NDS+firmware." + + - name: "disksys.rom" + aliases: ["FDS_disksys-nintendo.rom"] + system: nintendo-nes + required: true + size: 8192 + sha1: "57fe1bdee955bb48d357e463ccbf129496930b62" + validation: [size, sha1] + description: "Bios (Nintendo)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:411, 414, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.cs:21, 372-373, emulatorLauncher Generators/Bizhawk.Generator.cs:590" + note: "Firmware slot NES+Bios_FDS. RetroBat names it in FirmwareUserSpecifications when disksys.rom exists in the bios folder." + + - name: "FDS_disksys-twinfc.rom" + system: nintendo-nes + required: false + size: 8192 + sha1: "e4e41472c454f928e53eb10e0509bf7d1146ecc1" + validation: [size, sha1] + description: "Bios (TwinFC)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:412, 415, src/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.cs:21, 372-373" + note: "Firmware slot NES+Bios_FDS. Alternative to the preferred option of the slot." + + - name: "o2rom.bin" + aliases: ["O2_Odyssey2.bin"] + system: philips-videopac + required: true + size: 1024 + sha1: "b2e1955d957a475de2411770452eff4ea19f4cee" + validation: [size, sha1] + description: "Odyssey 2 Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:418, src/BizHawk.Emulation.Cores/Consoles/Magnavox/Odyssey2/O2Hawk.cs:65, emulatorLauncher Generators/Bizhawk.Generator.cs:598" + note: "Firmware slot O2+BIOS-O2. RetroBat names it in FirmwareUserSpecifications when o2rom.bin exists in the bios folder." + + - name: "c52.bin" + aliases: ["O2_PhillipsC52.bin"] + system: philips-videopac + required: false + size: 1024 + sha1: "a6120aed50831c9c0d95dbdf707820f601d9452e" + validation: [size, sha1] + description: "Phillips C52 Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:419, emulatorLauncher Generators/Bizhawk.Generator.cs:601" + note: "Firmware slot O2+BIOS-C52. No core requests O2+BIOS-C52 at this revision. RetroBat names it in FirmwareUserSpecifications when c52.bin exists in the bios folder." + + - name: "g7400.bin" + aliases: ["O2_G7400_bios.bin"] + system: philips-videopac + required: false + size: 1024 + sha1: "5130243429b40b01a14e1304d0394b8459a6fbae" + validation: [size, sha1] + description: "G7400 Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:420, src/BizHawk.Emulation.Cores/Consoles/Magnavox/Odyssey2/O2Hawk.cs:65, emulatorLauncher Generators/Bizhawk.Generator.cs:604" + note: "Firmware slot O2+BIOS-G7400. RetroBat names it in FirmwareUserSpecifications when g7400.bin exists in the bios folder." + + - name: "PCECD_3.0-(J).pce" + system: nec-pc-engine-cd + required: true + size: 262144 + sha1: "79f5ff55dd10187c7fd7b8daab0b3ffbd1f56a2c" + validation: [size, sha1] + description: "Super CD Bios (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:423, src/BizHawk.Emulation.Cores/Consoles/NEC/PCE/TurboNyma.cs:52" + note: "Firmware slot PCECD+Bios." + + - name: "PCECD_gecard.pce" + system: nec-pc-engine-cd + required: false + size: 32768 + sha1: "014881a959e045e00f4db8f52955200865d40280" + validation: [size, sha1] + description: "Games Express CD Card (Japan)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:424, src/BizHawk.Emulation.Cores/Consoles/NEC/PCE/TurboNyma.cs:54" + note: "Firmware slot PCECD+GE-Bios." + + - name: "pcfx.rom" + aliases: ["PCFX_bios.bin"] + system: nec-pc-fx + required: true + size: 1048576 + sha1: "1a77fd83e337f906aecab27a1604db064cf10074" + validation: [size, sha1] + description: "PCFX BIOS 1.00" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:428, 430, src/BizHawk.Emulation.Cores/Consoles/NEC/PCFX/Tst.cs:38, emulatorLauncher Generators/Bizhawk.Generator.cs:615" + note: "Firmware slot PCFX+BIOS. RetroBat names it in FirmwareUserSpecifications when pcfx.rom exists in the bios folder." + + - name: "PCFX_v101.bin" + system: nec-pc-fx + required: false + size: 1048576 + sha1: "8b662f7548078be52a871565e19511ccca28c5c8" + validation: [size, sha1] + description: "PCFX BIOS 1.01" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:429, 431, src/BizHawk.Emulation.Cores/Consoles/NEC/PCFX/Tst.cs:38" + note: "Firmware slot PCFX+BIOS. Alternative to the preferred option of the slot." + + - name: "fx-scsi.rom" + aliases: ["PCFX_fx-scsi.rom"] + system: nec-pc-fx + required: false + size: 524288 + sha1: "65482a23ac5c10a6095aee1db5824cca54ead6e5" + validation: [size, sha1] + description: "PCFX SCSI ROM" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:433, 434, emulatorLauncher Generators/Bizhawk.Generator.cs:612" + note: "Firmware slot PCFX+SCSIROM. No core requests PCFX+SCSIROM at this revision. RetroBat names it in FirmwareUserSpecifications when fx-scsi.rom exists in the bios folder." + + - name: "scph5501.bin" + aliases: ["PSX_3.0(A).bin"] + system: sony-playstation + required: true + size: 524288 + sha1: "0555c6fae8906f3f09baf5988f00e55f88e9f30b" + validation: [size, sha1] + description: "PSX BIOS (Version 3.0 11/18/96 A)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:458, 476, src/BizHawk.Emulation.Cores/Consoles/Sony/PSX/Octoshock.cs:155, emulatorLauncher Generators/Bizhawk.Generator.cs:641" + note: "Firmware slot PSX+U. RetroBat names it in FirmwareUserSpecifications when scph5501.bin exists in the bios folder." + + - name: "scph5500.bin" + aliases: ["PSX_3.0(J).bin"] + system: sony-playstation + required: true + size: 524288 + sha1: "b05def971d8ec59f346f2d9ac21fb742e3eb6917" + validation: [size, sha1] + description: "PSX BIOS (Version 3.0 09/09/96 J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:457, 477, src/BizHawk.Emulation.Cores/Consoles/Sony/PSX/Octoshock.cs:155, emulatorLauncher Generators/Bizhawk.Generator.cs:644" + note: "Firmware slot PSX+J. RetroBat names it in FirmwareUserSpecifications when scph5500.bin exists in the bios folder." + + - name: "scph5502.bin" + aliases: ["PSX_3.0(E).bin"] + system: sony-playstation + required: true + size: 524288 + sha1: "f6bc2d1f5eb6593de7d089c425ac681d6fffd3f0" + validation: [size, sha1] + description: "PSX BIOS (Version 3.0 01/06/97 E)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:459, 478, src/BizHawk.Emulation.Cores/Consoles/Sony/PSX/Octoshock.cs:155, emulatorLauncher Generators/Bizhawk.Generator.cs:647" + note: "Firmware slot PSX+E. RetroBat names it in FirmwareUserSpecifications when scph5502.bin exists in the bios folder." + + - name: "SAT_1.00-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "2b8cb4f87580683eb4d760e4ed210813d667f0a2" + validation: [size, sha1] + description: "Bios v1.00 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:517, 523, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:47" + note: "Firmware slot SAT+J. Alternative to the preferred option of the slot." + + - name: "sega_101.bin" + aliases: ["SAT_1.01-(J).bin"] + system: sega-saturn + required: true + size: 524288 + sha1: "df94c5b4d47eb3cc404d88b33a8fda237eaf4720" + validation: [size, sha1] + description: "Bios v1.01 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:520, 524, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:47, emulatorLauncher Generators/Bizhawk.Generator.cs:670" + note: "Firmware slot SAT+J. RetroBat names it in FirmwareUserSpecifications when sega_101.bin exists in the bios folder." + + - name: "mpr-17933.bin" + aliases: ["SAT_1.00-(U+E).bin"] + system: sega-saturn + required: true + size: 524288 + sha1: "faa8ea183a6d7bbe5d4e03bb1332519800d3fbc3" + validation: [size, sha1] + description: "Bios v1.00 (U+E)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:518, 526, 529, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:48, emulatorLauncher Generators/Bizhawk.Generator.cs:673" + note: "Firmware slot SAT+U, SAT+E. No core requests SAT+E at this revision. RetroBat names it in FirmwareUserSpecifications when mpr-17933.bin exists in the bios folder." + + - name: "SAT_1.00a-(U+E).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "3bb41feb82838ab9a35601ac666de5aacfd17a58" + validation: [size, sha1] + description: "Bios v1.00a (U+E)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:519, 527, 530, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:48" + note: "Firmware slot SAT+U, SAT+E. Alternative to the preferred option of the slot. No core requests SAT+E at this revision." + + - name: "mpr-18811-mx.ic1" + aliases: ["SAT_KoF95.bin"] + system: sega-saturn + required: false + size: 2097152 + sha1: "a67cd4f550751f8b91de2b8b74528ab4e0c11c77" + validation: [size, sha1] + description: "King of Fighters cartridge" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:531, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:52, emulatorLauncher Generators/Bizhawk.Generator.cs:679" + note: "Firmware slot SAT+KOF95. RetroBat names it in FirmwareUserSpecifications when mpr-18811-mx.ic1 exists in the bios folder." + + - name: "mpr-19367-mx.ic1" + aliases: ["SAT_Ultraman.bin"] + system: sega-saturn + required: false + size: 2097152 + sha1: "56c1b93da6b660bf393fbf48ca47569000ef4047" + validation: [size, sha1] + description: "Ultraman cartridge" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:532, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:53, emulatorLauncher Generators/Bizhawk.Generator.cs:682" + note: "Firmware slot SAT+ULTRAMAN. RetroBat names it in FirmwareUserSpecifications when mpr-19367-mx.ic1 exists in the bios folder." + + - name: "SAT_STV_17740-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "06860d96923b81afbc21e0ad32ee19487d8ff6e7" + validation: [size, sha1] + description: "ST-V BIOS EPR-17740 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:540, 550, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_17740A-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "f9b282fd27693e9891843597b2e1823da3d23c7b" + validation: [size, sha1] + description: "ST-V BIOS EPR-17740A (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:539, 551, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_17951A-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "63cf4a6432f6c87952f9cf3ab0f977aed2367303" + validation: [size, sha1] + description: "ST-V BIOS EPR-17951A (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:538, 552, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_19730-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "fae53107c894e0c41c49e191dbe706c9cd6e50bd" + validation: [size, sha1] + description: "ST-V BIOS EPR-19730 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:537, 553, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_20091-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "eff0f54c70bce05ff3a289bf30b1027e1c8cd117" + validation: [size, sha1] + description: "ST-V BIOS EPR-20091 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:536, 554, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_23603-(J).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "1a31b6b1a4257fcb6ac6a91e67dd798f91505f48" + validation: [size, sha1] + description: "ST-V BIOS EPR-23603 (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:535, 555, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_17742A-(T).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "23185beb1ce9c09b8719e57d1adb7b28c8141fd5" + validation: [size, sha1] + description: "ST-V BIOS EPR-17742A (T)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:546, 557, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_17953A-(T).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "9efc73717ec8a13417e65c54344ded9fc25bf5ef" + validation: [size, sha1] + description: "ST-V BIOS EPR-17953A (T)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:545, 558, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_19854-(T).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "b55cdcb45b2a5b0b35e352cf7625f0bd659084df" + validation: [size, sha1] + description: "ST-V BIOS EPR-19854 (T)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:544, 559, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:49" + note: "Firmware slot SAT+STV_J." + + - name: "SAT_STV_17741A-(U).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "cc41d30de06160083d77e0dc5d69e61fec7fdcb5" + validation: [size, sha1] + description: "ST-V BIOS EPR-17741A (U)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:542, 561, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:50" + note: "Firmware slot SAT+STV_U." + + - name: "SAT_STV_17952A-(U).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "eaf1c3e5d602e1139d2090a78d7e19f04f916794" + validation: [size, sha1] + description: "ST-V BIOS EPR-17952A (U)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:541, 562, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:50" + note: "Firmware slot SAT+STV_U." + + - name: "SAT_STV_17954A-(E).bin" + system: sega-saturn + required: false + size: 524288 + sha1: "af79cff317e5b57d49e463af16a9f616ed1eee08" + validation: [size, sha1] + description: "ST-V BIOS EPR-17954A (E)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:543, 564, src/BizHawk.Emulation.Cores/Consoles/Sega/Saturn/Saturnus.cs:51" + note: "Firmware slot SAT+STV_E." + + - name: "[BIOS] Sega Master System (USA, Europe) (v1.3).sms" + aliases: ["SMS_us_1.3.sms"] + system: sega-master-system + required: false + size: 8192 + sha1: "c315672807d8ddb8d91443729405c766dd95cae7" + validation: [size, sha1] + description: "SMS BIOS 1.3 (USA, Europe)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:567, 575, src/BizHawk.Emulation.Cores/Consoles/Sega/SMS/SMS.cs:162-167, emulatorLauncher Generators/Bizhawk.Generator.cs:539" + note: "Firmware slot SMS+Export. The core needs one of the 3 options of this slot, none of them preferred. RetroBat names it in FirmwareUserSpecifications when [BIOS] Sega Master System (USA, Europe) (v1.3).sms exists in the bios folder." + + - name: "SMS_us_1.0b.sms" + system: sega-master-system + required: false + size: 8192 + sha1: "29091ff60ef4c22b1ee17aa21e0e75bac6b36474" + validation: [size, sha1] + description: "SMS BIOS 1.0 (USA) (Proto)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:569, 576, src/BizHawk.Emulation.Cores/Consoles/Sega/SMS/SMS.cs:162-167" + note: "Firmware slot SMS+Export. The core needs one of the 3 options of this slot, none of them preferred." + + - name: "SMS_m404.sms" + system: sega-master-system + required: false + size: 8192 + sha1: "4a06c8e66261611dce0305217c42138b71331701" + validation: [size, sha1] + description: "SMS BIOS (USA) (M404) (Proto)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:570, 577, src/BizHawk.Emulation.Cores/Consoles/Sega/SMS/SMS.cs:162-167" + note: "Firmware slot SMS+Export. The core needs one of the 3 options of this slot, none of them preferred." + + - name: "[BIOS] Sega Master System (Japan) (v2.1).sms" + aliases: ["SMS_jp_2.1.sms"] + system: sega-master-system + required: true + size: 8192 + sha1: "a8c1b39a2e41137835eda6a5de6d46dd9fadbaf2" + validation: [size, sha1] + description: "SMS BIOS 2.1 (Japan)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:568, 578, src/BizHawk.Emulation.Cores/Consoles/Sega/SMS/SMS.cs:162-167, emulatorLauncher Generators/Bizhawk.Generator.cs:542" + note: "Firmware slot SMS+Japan. RetroBat names it in FirmwareUserSpecifications when [BIOS] Sega Master System (Japan) (v2.1).sms exists in the bios folder." + + - name: "SMS_kr.sms" + system: sega-master-system + required: false + size: 131072 + sha1: "2feafd8f1c40fdf1bd5668f8c5c02e5560945b17" + validation: [size, sha1] + description: "SMS BIOS (Kr)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:571, 579, src/BizHawk.Emulation.Cores/Consoles/Sega/SMS/SMS.cs:162-167" + note: "Firmware slot SMS+Korea." + + - name: "SNES_SGB_(JU).sfc" + system: nintendo-snes + required: false + size: 262144 + sha1: "6ed55c4368333b57f6a2f8bbd70ccd87ed48058e" + validation: [size, sha1] + description: "Super Game Boy Rom (JU)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:582, 589, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:45" + note: "Firmware slot SNES+Rom_SGB." + + - name: "SNES_SGB_RevA_(JU).sfc" + system: nintendo-snes + required: false + size: 262144 + sha1: "6380a5913ace3041a305fbaf822b5a8847fea7ed" + validation: [size, sha1] + description: "Super Game Boy Rom (JU, Rev A)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:583, 590, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:45" + note: "Firmware slot SNES+Rom_SGB." + + - name: "SNES_SGB_RevABeta_(JU).sfc" + system: nintendo-snes + required: false + size: 262144 + sha1: "4ed5621a9022e1d94b673cc0f68ea24764e8d6bb" + validation: [size, sha1] + description: "Super Game Boy Rom (JU, Rev A Beta)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:584, 591, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:45" + note: "Firmware slot SNES+Rom_SGB." + + - name: "SNES_SGB_RevB_(World).sfc" + system: nintendo-snes + required: false + size: 262144 + sha1: "973e10840db683cf3faf61bd443090786b3a9f04" + validation: [size, sha1] + description: "Super Game Boy Rom (World, Rev B)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:585, 592, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:45" + note: "Firmware slot SNES+Rom_SGB." + + - name: "SNES_SGB2_(J).sfc" + system: nintendo-snes + required: false + size: 524288 + sha1: "e5b2922ca137051059e4269b236d07a22c07bc84" + validation: [size, sha1] + description: "Super Game Boy 2 Rom (J)" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:586, 593, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:44" + note: "Firmware slot SNES+Rom_SGB2." + + - name: "SNES_cx4.rom" + system: nintendo-snes + required: false + size: 3072 + sha1: "a002f4efba42775a31185d443f3ed1790b0e949a" + validation: [size, sha1] + description: "CX4 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:594, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+CX4." + + - name: "SNES_dsp1.rom" + system: nintendo-snes + required: false + size: 8192 + sha1: "188d471fefea71eb53f0ee7064697ff0971b1014" + validation: [size, sha1] + description: "DSP1 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:595, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+DSP1." + + - name: "SNES_dsp1b.rom" + system: nintendo-snes + required: false + size: 8192 + sha1: "78b724811f5f18d8c67669d9390397eb1a47a5e2" + validation: [size, sha1] + description: "DSP1b Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:596, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+DSP1b." + + - name: "SNES_dsp2.rom" + system: nintendo-snes + required: false + size: 8192 + sha1: "198c4b1c3bfc6d69e734c5957af3dbfa26238dfb" + validation: [size, sha1] + description: "DSP2 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:597, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+DSP2." + + - name: "SNES_dsp3.rom" + system: nintendo-snes + required: false + size: 8192 + sha1: "558da7cb3bd3876a6ca693661ffc6c110e948cf9" + validation: [size, sha1] + description: "DSP3 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:598, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+DSP3." + + - name: "SNES_dsp4.rom" + system: nintendo-snes + required: false + size: 8192 + sha1: "af6478aecb6f1b67177e79c82ca04c56250a8c72" + validation: [size, sha1] + description: "DSP4 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:599, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+DSP4." + + - name: "SNES_st010.rom" + system: nintendo-snes + required: false + size: 53248 + sha1: "6472828403de3589433a906e2c3f3d274c0ff008" + validation: [size, sha1] + description: "ST010 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:600, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+ST010." + + - name: "SNES_st011.rom" + system: nintendo-snes + required: false + size: 53248 + sha1: "fecbae2cec76c710422486baa186ffa7ca1cf925" + validation: [size, sha1] + description: "ST011 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:601, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+ST011." + + - name: "SNES_st018.rom" + system: nintendo-snes + required: false + size: 163840 + sha1: "91383b92745cc7cc4f15409ac5bc2c2f699a43f1" + validation: [size, sha1] + description: "ST018 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:602, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:166-208" + note: "Firmware slot SNES+ST018." + + - name: "Satellaview_BS-X.sfc" + system: nintendo-satellaview + required: false + size: 1048576 + sha1: "604556b2e62860af18db5a77f2956ebc75450020" + validation: [size, sha1] + description: "BS-X Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:605, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_BSX." + + - name: "Satellaview_Mahjong.sfc" + system: nintendo-satellaview + required: false + size: 1048576 + sha1: "8417556b5ce22fb9bc4026fe28f7aee348a76fd9" + validation: [size, sha1] + description: "Joushou Mahjong Tenpai Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:606, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_Mahjong." + + - name: "Satellaview_GNEXT.sfc" + system: nintendo-satellaview + required: false + size: 1572864 + sha1: "356a3d60e9fabff4b4cec66277c9a6b717c958ce" + validation: [size, sha1] + description: "SD Gundam G-Next Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:607, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_GNEXT." + + - name: "Satellaview_RPG_Tsukuru.sfc" + system: nintendo-satellaview + required: false + size: 2097152 + sha1: "95f31dfb31200e31e80007cc66a32e2c1a7b02be" + validation: [size, sha1] + description: "RPG Tsukūru 2 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:608, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_RPG_Tsukuru." + + - name: "Satellaview_SameGame.sfc" + system: nintendo-satellaview + required: false + size: 1048576 + sha1: "a6ad0f89c3e75327d70aa0f0239c7b06f151e0a4" + validation: [size, sha1] + description: "SameGame Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:609, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_SameGame." + + - name: "Satellaview_Derby_Stallion_96.sfc" + system: nintendo-satellaview + required: false + size: 3145728 + sha1: "24af9a5a78635ec493bbbc2540ab98bd161c5798" + validation: [size, sha1] + description: "Derby Stallion 96 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:610, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_DS96." + + - name: "Satellaview_Ongaku_Tsukuru.sfc" + system: nintendo-satellaview + required: false + size: 1048576 + sha1: "337e0c4bdbf544787b543a1fb83afba7526191b9" + validation: [size, sha1] + description: "Ongaku Tsukūru: Kanadēru Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:611, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_Ongaku_Tsukuru." + + - name: "Satellaview_SoundNovel_Tsukuru.sfc" + system: nintendo-satellaview + required: false + size: 3145728 + sha1: "a9b124948a19bb5a295ec208fca8180476bdfebb" + validation: [size, sha1] + description: "Sound-Novel Tsukūru Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:612, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_SoundNovel_Tsukuru." + + - name: "Satellaview_Bass_Tsuri.sfc" + system: nintendo-satellaview + required: false + size: 4194304 + sha1: "357ac4826297a6496035e3951cacda55dcae4b1b" + validation: [size, sha1] + description: "Itoi Shigesato no Bass Tsuri No. 1 Rom" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:613, src/BizHawk.Emulation.Cores/Consoles/Nintendo/BSNES/BsnesCore.cs:108-116" + note: "Firmware slot BSX+Rom_Tsuri." + + - name: "TI83_102.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "ce08f6a808701fc6672230a790167ee485157561" + validation: [size, sha1] + description: "TI-83 Rom v1.02" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:616, 625, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83_103.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "8399e384804d8d29866caa4c8763d7a61946a467" + validation: [size, sha1] + description: "TI-83 Rom v1.03" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:617, 626, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83_104.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "33877ff637dc5f4c5388799fd7e2159b48e72893" + validation: [size, sha1] + description: "TI-83 Rom v1.04" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:618, 627, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83_106.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "3d65c2a1b771ce8e5e5a0476ec1aa9c9cdc0e833" + validation: [size, sha1] + description: "TI-83 Rom v1.06" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:619, 628, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83_107.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "ef66dad3e7b2b6a86f326765e7dfd7d1a308ad8f" + validation: [size, sha1] + description: "TI-83 Rom v1.07" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:620, 629, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83_108.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "9c74f0b61655e9e160e92164db472ad7ee02b0f8" + validation: [size, sha1] + description: "TI-83 Rom v1.08" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:621, 630, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83p_103b.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "37eaeeb9fb5c18fb494e322b75070e80cc4d858e" + validation: [size, sha1] + description: "TI-83 Plus Rom v1.03" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:622, 631, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "TI83p_112.rom" + system: texas-instruments-ti-83 + required: false + size: 262144 + sha1: "6615df5554076b6b81bd128bf847d2ff046e556b" + validation: [size, sha1] + description: "TI-83 Plus Rom v1.12" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:623, 632, src/BizHawk.Emulation.Cores/Calculators/TI83/TI83.cs:21" + note: "Firmware slot TI83+Rom. The core needs one of the 8 options of this slot, none of them preferred." + + - name: "Vectrex_Bios.bin" + aliases: ["VEC_Bios.bin"] + system: gce-vectrex + required: true + size: 4096 + sha1: "b9bbf5bb0eac52d039a4a993a2d8064b862c9e28" + validation: [size, sha1] + description: "Bios" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:635, src/BizHawk.Emulation.Cores/Consoles/GCE/Vectrex/VectrexHawk.cs:56, emulatorLauncher Generators/Bizhawk.Generator.cs:704" + note: "Firmware slot VEC+Bios. RetroBat names it in FirmwareUserSpecifications when Vectrex_Bios.bin exists in the bios folder." + + - name: "VEC_Minestorm.vec" + system: gce-vectrex + required: true + size: 8192 + sha1: "65d07426b520ddd3115d40f255511e0fd2e20ae7" + validation: [size, sha1] + description: "Game" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:636, src/BizHawk.Emulation.Cores/Consoles/GCE/Vectrex/VectrexHawk.cs:57, emulatorLauncher Generators/Bizhawk.Generator.cs:705" + note: "Firmware slot VEC+Minestorm. RetroBat names it in FirmwareUserSpecifications when VEC_Minestorm.vec exists in the bios folder." + + - name: "ZX_pentagon.rom" + system: sinclair-zx-spectrum + required: false + size: 32768 + sha1: "a584272f21dc82c14b7d4f1ed440e23a976e71f0" + validation: [size, sha1] + description: "Russian Pentagon Clone ROM" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:639, src/BizHawk.Emulation.Cores/Computers/SinclairSpectrum/ZXSpectrum.cs:200-208, 258-259" + note: "Firmware slot ZXSpectrum+PentagonROM." + + - name: "ZX_trdos.rom" + system: sinclair-zx-spectrum + required: false + size: 16384 + sha1: "282eb7bc819aad2a12fd954e76f7838a4e1a7929" + validation: [size, sha1] + description: "TRDOS ROM" + source_ref: "src/BizHawk.Emulation.Common/Database/FirmwareDatabase.cs:640, src/BizHawk.Emulation.Cores/Computers/SinclairSpectrum/ZXSpectrum.cs:200-208, 258-259" + note: "Firmware slot ZXSpectrum+TRDOSROM." diff --git a/emulators/bsyndrome.yml b/emulators/bsyndrome.yml new file mode 100644 index 00000000..7fa271a4 --- /dev/null +++ b/emulators/bsyndrome.yml @@ -0,0 +1,204 @@ +emulator: Bermuda Syndrome +type: standalone +core_classification: game_engine +source: "https://github.com/cyxx/bermuda" +upstream: "https://github.com/cyxx/bermuda" +source_commit: "c3aaa0337daca116eab5804456673bd01396bbb4" +profiled_date: "2026-10-20" +core_version: "0.1.7" +display_name: "Bermuda Syndrome (bs)" +cores: [bsyndrome] +systems: [bsyndrome] + +notes: | + Rewrite of the engine of Bermuda Syndrome (Century Interactive, BMG, 1995) + by Gregory Montoir, from the reversing of the original Windows executable. + It runs the original data files, retail or demo. RetroBat installs bs.exe + with the 0.1.7 README beside it, the release the 0.1.7 tag builds. + + RetroBat starts bs.exe with --datapath=/DATA, + --savepath=/bsyndrome and --musicpath=/bsyndrome/MUSIC, and + stops when the DATA folder is missing. + ref: emulatorLauncher Generators/PortsLauncher.Configuration.cs:131-166 + + Data path (default DATA): either a directory, listed once and searched by + name without regard to case, or a single romfs image ("-rom1fs-" + signature). Scene files are looked up under SCN/, every name the scripts + give with a leading "..\" is taken from the data root, so the expected + tree is the game folder itself: SCN/, WGP/, MENU/, MIDI/, DATA/ for the + videos, and the bermuda.* files at its root. + ref: main.cpp:13-28, fs.cpp:230-305 + + Version detection: SCN/-00.SCN marks the demo, otherwise SCN/-01.SCN + (German) or SCN/_01.SCN (English and French) is the startup scene, and + with none of them the engine stops with "Unable to find startup scene + file". bermuda.wgp and bermuda.spr are loaded at startup, bermuda.ovr only + for the full game. + ref: game.cpp:33-51, resource.cpp:44-60 + + Music path (default MUSIC): when a scene asks for one of the game's MIDI + tracks, trackNN.ogg is tried first, NN being the CD audio track that + replaces it (title.mid 01 through complete.mid 12, musik.mid of the demo + 03). Without the .ogg the MIDI file of the data tree is played. The tracks + are rips of the retail CD soundtrack, 22 kHz stereo Vorbis per the README. + ref: game.cpp:1074-1119, mixer_sdl.cpp:64-76, README.TXT:21-23 + + gamecontrollerdb.txt is read from the working directory when present + (systemstub_sdl.cpp:168). RetroBat ships none. + +files: + - name: "_01.SCN" + path: "DATA/SCN/_01.SCN" + category: game_data + system: bsyndrome + required: true + description: "Startup scene of the English and French releases" + source_ref: "game.cpp:33-51" + note: "The German release has -01.SCN instead and the demo -00.SCN. The rest of the SCN, WGP, MENU and MIDI trees is opened by name as scenes call for it." + unsourceable: "retail game data the collection does not hold, and a same-named file of another release must not stand in" + + - name: "bermuda.wgp" + path: "DATA/bermuda.wgp" + category: game_data + system: bsyndrome + required: true + description: "Bag background image" + source_ref: "resource.cpp:51" + unsourceable: "retail game data the collection does not hold, and a same-named file of another release must not stand in" + + - name: "bermuda.spr" + path: "DATA/bermuda.spr" + category: game_data + system: bsyndrome + required: true + description: "Common sprites" + source_ref: "resource.cpp:60" + unsourceable: "retail game data the collection does not hold, and a same-named file of another release must not stand in" + + - name: "bermuda.ovr" + path: "DATA/bermuda.ovr" + category: game_data + system: bsyndrome + required: true + description: "Overlay data of the full game" + source_ref: "resource.cpp:45-49" + note: "Not read by the demo." + unsourceable: "retail game data the collection does not hold, and a same-named file of another release must not stand in" + + - name: "LOGO.AVI" + path: "DATA/DATA/LOGO.AVI" + category: game_data + system: bsyndrome + required: false + description: "Logo video" + source_ref: "game.cpp:138, 1043-1058" + note: "INTRO.AVI and FINAL.AVI sit beside it. A missing video is skipped." + unsourceable: "retail game data the collection does not hold, and a same-named file of another release must not stand in" + + - name: "track01.ogg" + path: "MUSIC/track01.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 01, played in place of title.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track02.ogg" + path: "MUSIC/track02.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 02, played in place of flyaway.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track03.ogg" + path: "MUSIC/track03.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 03, played in place of jungle1.mid and of the demo musik.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track04.ogg" + path: "MUSIC/track04.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 04, played in place of sadialog.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track05.ogg" + path: "MUSIC/track05.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 05, played in place of caves.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track06.ogg" + path: "MUSIC/track06.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 06, played in place of jungle2.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track07.ogg" + path: "MUSIC/track07.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 07, played in place of darkcave.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track08.ogg" + path: "MUSIC/track08.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 08, played in place of waterdiv.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track09.ogg" + path: "MUSIC/track09.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 09, played in place of merian1.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track10.ogg" + path: "MUSIC/track10.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 10, played in place of telquad.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track11.ogg" + path: "MUSIC/track11.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 11, played in place of gameover.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" + + - name: "track12.ogg" + path: "MUSIC/track12.ogg" + category: game_data + system: bsyndrome + required: false + description: "CD audio track 12, played in place of complete.mid" + source_ref: "game.cpp:1078-1112" + unsourceable: "rip of the retail CD soundtrack the collection does not hold, and a same-named track of another game must not stand in" diff --git a/emulators/capriceforever.yml b/emulators/capriceforever.yml new file mode 100644 index 00000000..0abad517 --- /dev/null +++ b/emulators/capriceforever.yml @@ -0,0 +1,126 @@ +emulator: CaPriCe Forever +type: standalone +core_classification: other +source: "https://www.retrobat.org/repo/win64/stable/emulators/capriceforever.7z" +upstream: closed-source +profiled_date: "2026-10-20" +core_version: "26.4" +display_name: "Amstrad - CPC / PLUS (CaPriCe Forever)" +cores: + - capriceforever +systems: + - amstrad-cpc +mode: standalone + +notes: | + Closed source Amstrad CPC and PLUS emulator for Windows. The build read here + is the one RetroBat installs, capriceforever.7z sha256 + 54c9f7f3df96011bdbd09e72413fed798a395c241e8c2d05eb6af075a15b79b4, release + 26.4 of 1 April 2026 (History.txt, version resource 26.4.0.0). Caprice.exe + md5 a33e841c80e9fd9067a1c373492cd53b is a 32-bit Delphi program, cited by + file offset. + + The machine ROMs are compiled into the executable as named defaults. The + 464, 664 and 6128 OS and BASIC, AMSDOS and the Multiface Two ROM sit in the + data section byte for byte equal to the usual dumps (os464.rom at 0x7f5348, + basic464.rom at 0x7f9348, os6128.rom at 0x80d348, basic6128.rom at 0x811348, + os664.rom at 0x815348, basic664.rom at 0x819348, amsdos.rom at 0x7e1348, + the first 8 KiB of MF2.rom at 0x821348). A slot left blank in a device file + takes the built-in image, and the names "Default OS", "Default BASIC", + "Default AMSDOS", "Default Multiface Two", "Default Silicon Disc 1.3" and + "Default DK'Tronics Speech" select them explicitly. + ref: Caprice.exe 0x75d82c, 0x7314ad, 0x75d864, 0x75d884, 0x75d8a0 + + RetroBat writes Device.ini on every launch: CPC_6128_UK, or PLUS_6128_UK for + the gx4000 system, LowerROM and UpperROM0 blank, UpperROM7 "Default + AMSDOS", UpperROM1 a built-in Silicon Disc or DK'Tronics image or Empty, and + CartridgeFilename the launched .cpr. No slot it writes names a file, so + nothing outside the program is read for a RetroBat launch. + ref: emulatorLauncher Generators/CapriceForever.Generator.cs:277-405 + + Files in Roms\ (16512 bytes, a 128 byte AMSDOS header then the 16 KiB + image) are offered by name for the lower and upper ROM slots, and .cpr + files in Cartridges\ for the cartridge port. The package ships four ROMs + and three PLUS system cartridges there. Only the bundled device template + "PLUS 6128 UK.ini" names one of them (the UK cartridge), and RetroBat + replaces that choice with the launched game. + ref: Caprice.exe 0x72fb01, 0x7332cb, 0x726d86 + +files: + - name: "Burnin' Rubber + BASIC (UK).cpr" + path: "Cartridges/Burnin' Rubber + BASIC (UK).cpr" + system: amstrad-cpc + required: false + bundled: true + size: 131156 + sha1: "405e341437fab8db477606238af0c20eca2e39ee" + md5: "39b565e648172980aa552293e667070f" + description: "Amstrad PLUS system cartridge, English" + source_ref: "Caprice.exe 0x7332cb, 0x726d86" + note: "Named by the bundled Settings/PLUS 6128 UK.ini template." + + - name: "Burnin' Rubber + BASIC (FR).cpr" + path: "Cartridges/Burnin' Rubber + BASIC (FR).cpr" + system: amstrad-cpc + required: false + bundled: true + size: 131148 + sha1: "958437ad6292ecd368e8c6c963cb3ae7d48b9406" + md5: "2adf22a2046a18bd39de90ad01c15998" + description: "Amstrad PLUS system cartridge, French" + source_ref: "Caprice.exe 0x7332cb, 0x726d86" + + - name: "Burnin' Rubber + BASIC (SP).cpr" + path: "Cartridges/Burnin' Rubber + BASIC (SP).cpr" + system: amstrad-cpc + required: false + bundled: true + size: 131148 + sha1: "076939a2cd7593b5e56c775d7a4752f2d138ff6c" + md5: "75632137fcbe51eaec1f47a22e55d6a3" + description: "Amstrad PLUS system cartridge, Spanish" + source_ref: "Caprice.exe 0x7332cb, 0x726d86" + + - name: "albireo.rom" + path: "Roms/albireo.rom" + system: amstrad-cpc + required: false + bundled: true + size: 16512 + sha1: "9dd652574638682876a55febe3dca7b5bb3ad222" + md5: "9afe71e4c38040864576358a71474ab6" + description: "Albireo ROM (AMSDOS header, title ALBIREO ROM)" + source_ref: "Caprice.exe 0x72fb01, 0x720ff1" + + - name: "unidos.rom" + path: "Roms/unidos.rom" + system: amstrad-cpc + required: false + bundled: true + size: 16512 + sha1: "e78a94ab8de917270179b80b071d3e90d98ea5dc" + md5: "a9d1b46e49701c85d9a3a66ff725c6e6" + description: "UniDOS ROM" + source_ref: "Caprice.exe 0x72fb01, 0x720ff1" + + - name: "unitools.rom" + path: "Roms/unitools.rom" + system: amstrad-cpc + required: false + bundled: true + size: 16512 + sha1: "982e523b2d5b5c9873526a7363fcac4cbc1b6dfd" + md5: "83c6ecbf655b8f3c65e46a46c6bc7161" + description: "UniTools ROM for UniDOS" + source_ref: "Caprice.exe 0x72fb01, 0x720ff1" + + - name: "fw-v3-u5.rom" + path: "Roms/fw-v3-u5.rom" + system: amstrad-cpc + required: false + bundled: true + size: 16512 + sha1: "bb9b4c487fa6e338d6b8f78b6fc10a3912263e22" + md5: "96c5c16e8db2f5c7d6c3c160d686725a" + description: "Firmware V3-U5 ROM (AMSDOS header title V3-U5 ROM)" + source_ref: "Caprice.exe 0x72fb01, 0x720fd8" diff --git a/emulators/capricerpi.yml b/emulators/capricerpi.yml new file mode 100644 index 00000000..31d35428 --- /dev/null +++ b/emulators/capricerpi.yml @@ -0,0 +1,63 @@ +emulator: CapriceRPI +type: standalone +core_classification: community_fork +source: "https://github.com/KaosOverride/CapriceRPI" +upstream: "https://sourceforge.net/projects/caprice32/" +source_commit: "7d86ebdc6a5e645220c6f30cf407ac57c3256054" +profiled_date: "2026-10-20" +core_version: "1.3c" +display_name: "Amstrad - CPC (CapriceRPI)" +cores: + - capricerpi +systems: + - amstrad-cpc +mode: standalone + +notes: | + Raspberry Pi port by KaosOverride of Ulrich Doewich's Caprice32 4.1.0, + the SDL 1.2 code base, not the later ColinPitrat line the libretro core + follows. RetroPie builds src/ with RELEASE=TRUE and launches + capriceRPI %ROM% with no other option. + + The CPC 464, 664 and 6128 firmware and AMSDOS are compiled in from + src/roms/*.h (bin2c output). setup_builtin_roms copies the model's 32 KB + image into the lower ROM (src/roms/builtin_roms.h:9-27), and the + fopen of cpc464.rom, cpc664.rom and cpc6128.rom that Caprice32 had is + commented out in emulator_patch_ROM (src/cap32.cpp:2805-2822) and in the + model switch (src/cap32.cpp:1474-1479). AMSDOS is copied into slot 7 from + amsdos_rom for the 664 and 6128, or for a 464 when a disk forces it + (src/cap32.cpp:2973-2979). The embedded images hash to md5 + a993f85b88ac4350cf4d41554e87fe4f (464), 5a384a2310f472c7857888371c00ed66 + (664), b96280dc6c95a48857b4b8eb931533ae (6128) and + 25629dfe870d097469c217b95fdc1c95 (AMSDOS). + + cap32.cfg is never read. getConfigValueInt and getConfigValueString have + their file parsing commented out and return the default + (src/cap32.cpp:4060-4122), so expansion slots 2 to 15, the Multiface II + ROM and every path keep their built-in defaults. The ROM path is + /rom (src/cap32.cpp:4342-4344), chAppPath being getcwd() despite + the comment (src/cap32.cpp:4799). + + The only external ROM is ParaDOS. The --parados option, with an optional + drive layout 1 to 4, names parados.rom in slot 7 (src/cap32.cpp:2982-2984, + 4751-4757). The loader reads 16 KB and keeps it when the first byte is + 0x01 or 0x02, retrying past a 128-byte header, and otherwise clears the + slot and carries on (src/cap32.cpp:2986-3016). With a drive layout the + last two bytes of the image are rewritten as ParaDOS's configuration + byte and checksum (src/cap32.cpp:3021-3052). + + Disks, tapes and snapshots are user content. printer.dat and screen.png + are written beside the working directory (src/cap32.cpp:4329-4340). + +files: + - name: parados.rom + system: amstrad-cpc + path: "rom/parados.rom" + required: false + size: 16384 + description: "ParaDOS disc ROM, loaded into expansion slot 7 with --parados" + source_ref: "src/cap32.cpp:2982-3016, 4342-4344, 4751-4757" + note: >- + Read from the rom directory under the working directory, only when + --parados is given. RetroPie's launch line does not pass it. A missing + or invalid file leaves AMSDOS in slot 7. diff --git a/emulators/chihiro-ds.yml b/emulators/chihiro-ds.yml new file mode 100644 index 00000000..02104b00 --- /dev/null +++ b/emulators/chihiro-ds.yml @@ -0,0 +1,206 @@ +emulator: Chihiro-DS +type: standalone +core_classification: community_fork +source: "https://www.retrobat.org/repo/win64/stable/emulators/chihiro-ds.7z" +upstream: closed-source +profiled_date: "2026-10-20" +core_version: "1.0 (Mar 14 2025)" +display_name: "Sega - Chihiro (Chihiro-DS)" +cores: + - chihiro-gun + - chihiro-ds +systems: + - sega-chihiro + - microsoft-xbox +mode: standalone + +notes: | + Cxbx-Reloaded derivative built for the Chihiro light gun games, used by + RetroBat as its "chihiro-gun" emulator from emulators\chihiro-ds and paired + with DemulShooter. No source is published. The build read here is the one + RetroBat installs, chihiro-ds.7z sha256 + d20a9ffc6822c719f25d9b46c66249bf7efc9729cfddd10bda4f8629c96d48a5, whose + binaries carry "Chihiro-DS 1.0 (Mar 14 2025)". cxbxr-ldr.exe md5 + d3675f7bb270072f33d9106497dd9bbc is the print DemulShooter lists for + "Chihiro-DS 1.0". cxbxr-emu.dll (md5 62f492f14b2af4bef7329ef269355a78) is + cited by virtual address. + ref: emulatorLauncher Generators/Cxbx.Generator.cs:104-110, 202-214, + emulatorLauncher Installer.cs:46 + + Every file name, path and error message in cxbxr-emu.dll that concerns a + file matches Cxbx-Reloaded develop with CHIHIRO_WORK enabled, as it stood + between CI-6f32d89 (6f32d89545cf0ad5a7d44ecedaf963005d7f84dc, December + 2024) and CI-ec9934a (April 2025), which agree on every file loading path. That source is cited below with the CI-6f32d89 + prefix as the reading of the logic the strings belong to. The only file the + fork adds is wm2_loader.dll. + + Every path below is relative to the data directory. RetroBat's settings.ini + template sets DataStorageToggle to 1, the folder holding cxbx.exe. EmuDisk + and EmuMu are created there at startup, and the Chihiro files live in + EmuDisk\Chihiro (this build predates the EmuMediaBoard folder). + ref: CI-6f32d89 src/common/Settings.cpp:880-915, + CI-6f32d89 src/common/FilePaths.cpp:82-109, + cxbxr-emu.dll 0x1061c648 + + A title is Chihiro when its XBE type says so or a boot.id sits beside it. + Launched directly, such a title needs the media board ROM: a missing file, + an unreadable one or one that is not 2 MB ends the run. When either SEGABOOT + file is missing both are rewritten from the two 1 MB halves of the ROM, then + SEGABOOT_MBROM1.XBE is launched and boots the title. boot.id is read again by + the media board for the region flags, and its absence ends the run. + ref: CI-6f32d89 src/core/kernel/init/CxbxKrnl.cpp:517-586, + CI-6f32d89 src/devices/chihiro/MediaBoard.cpp:46-57, + cxbxr-emu.dll 0x10623190, 0x1062b60c, 0x1062b618 + + The four JVS base board images are memory mapped read/write when the + system is Chihiro. Byte 0x1F00 of the QC firmware holds the board region and + is rewritten in place to one the title's boot.id accepts, which is why the + copy RetroBat ships differs from the dump by that byte. + ref: CI-6f32d89 src/core/hle/JVS/JVS.cpp:127-142, + CI-6f32d89 src/core/hle/JVS/JVS.cpp:169-210, + CI-6f32d89 src/core/hle/JVS/JVS.cpp:246-262 + + The package also carries chihiro_xbox_bios.bin, ver1305.bin, 315-6215.bin, + sp5001.bin, sp5001-b.bin and sp5002-a.bin in EmuDisk\chihiro, plus a + "chihiro (old)" copy of the folder. No string in the binaries names any of + them and nothing opens them. + +files: + - name: fpr21042_m29w160et.bin + path: "EmuDisk/Chihiro/fpr21042_m29w160et.bin" + system: sega-chihiro + required: true + size: 2097152 + validation: [size] + description: "Chihiro media board flash ROM" + note: >- + Checked for existence, opened and size checked before a Chihiro title is + started, each failure ending the run. Read to write out the two SEGABOOT + files when either is missing, and launched when a Chihiro title reboots + with an empty launch path. + source_ref: "cxbxr-emu.dll 0x10624bb4, 0x10623190" + + - name: SEGABOOT_MBROM0.XBE + path: "EmuDisk/Chihiro/SEGABOOT_MBROM0.XBE" + system: sega-chihiro + required: false + size: 1048576 + sha1: "2f7ac75e738e2e4f83ffb0cbc06127195a7e8336" + md5: "853d40e7a80d659613885d93abbec463" + description: "SEGABOOT, old revision" + note: >- + Mounted as the mbrom0 device. Written from the first megabyte of the media + board ROM when either SEGABOOT file is missing. The copy RetroBat ships is + that first megabyte. + source_ref: "cxbxr-emu.dll 0x10624b98" + + - name: SEGABOOT_MBROM1.XBE + path: "EmuDisk/Chihiro/SEGABOOT_MBROM1.XBE" + system: sega-chihiro + required: false + bundled: true + size: 1048576 + sha1: "463486813206ca44f1d90eb0ef372ef2661b4dfe" + md5: "aff2008c8404b9661dc2f52d34c494e0" + description: "SEGABOOT, current revision" + note: >- + Mounted as the mbrom1 device and launched as the XBE that boots a Chihiro + title. Written from the second megabyte of the media board ROM when either + SEGABOOT file is missing. The copy RetroBat ships is not that half: it + differs in about 660000 bytes from the second megabyte of the ROM it ships + beside it. Hashes are those of the shipped copy. + source_ref: "cxbxr-emu.dll 0x10624b7c" + + - name: ic10_g24lc64.bin + path: "EmuDisk/Chihiro/ic10_g24lc64.bin" + system: sega-chihiro + required: true + min_size: 7937 + description: "Base board QC microcontroller firmware" + note: >- + Memory mapped read/write at JVS setup, the run ends when it cannot be + opened. Byte 0x1F00 is dereferenced right after and rewritten to USA, + export or Japan when the title's boot.id rejects the stored region. + source_ref: "cxbxr-emu.dll 0x1061c648, 0x1061c620" + + - name: pc20_g24lc64.bin + path: "EmuDisk/Chihiro/pc20_g24lc64.bin" + system: sega-chihiro + required: true + description: "Base board SC microcontroller firmware" + note: "Memory mapped read/write at JVS setup, the run ends when it cannot be opened." + source_ref: "cxbxr-emu.dll 0x1061c648, 0x1061c634" + + - name: ic11_24lc024.bin + path: "EmuDisk/Chihiro/ic11_24lc024.bin" + system: sega-chihiro + required: true + description: "Base board configuration EEPROM" + note: >- + Memory mapped read/write at JVS setup, the run ends when it cannot be + opened. Writes from JvsEEPROM_Write are synced to disk at once. + source_ref: "cxbxr-emu.dll 0x1061c648, 0x1061c688" + + - name: backup_ram.bin + path: "EmuDisk/Chihiro/backup_ram.bin" + system: sega-chihiro + required: false + has_builtin: true + size_note: "Created as 128 KB of zeros when absent, then memory mapped" + description: "Base board backup memory" + source_ref: "cxbxr-emu.dll 0x1061c648, 0x1061c69c" + + - name: xboxdash.xbe + path: "EmuDisk/Partition2/xboxdash.xbe" + system: microsoft-xbox + required: false + description: "Xbox dashboard executable" + note: >- + Launched when an Xbox title reboots with an empty launch path and by the + Open Dashboard menu entry. When it is missing the console's unrecoverable + error screen is shown. + source_ref: "cxbxr-emu.dll 0x105f8c60" + + - name: EEPROM.bin + path: "EEPROM.bin" + system: microsoft-xbox + required: false + has_builtin: true + size: 256 + validation: [size] + description: "Xbox EEPROM image" + note: >- + Opened at startup and mapped read/write, created with defaults when + absent, and a file that is not 256 bytes ends the run. RetroBat ships one + in the package and writes the language into it only for the xbox system. + source_ref: "cxbxr-emu.dll 0x105f6084, 0x105f5d84" + + - name: keys.bin + path: "keys.bin" + system: microsoft-xbox + required: false + size: 32 + validation: [size] + description: "Xbox EEPROM and certificate keys" + note: "Two 16 byte keys, the EEPROM key then the certificate key. Any other length is refused with a warning." + source_ref: "cxbxr-emu.dll 0x105f6094, 0x105f60a4" + + - name: wm2_loader.dll + path: "wm2_loader.dll" + required: false + bundled: true + unsourceable: "Host library shipped inside the Chihiro-DS package, not emulation data" + size: 121856 + description: "Chihiro-DS loader library" + note: >- + Loaded with LoadLibraryW("./wm2_loader.dll") just before the XBE entry + point is called, on every launch. A failure logs a warning and the title + starts anyway. + source_ref: "cxbxr-emu.dll 0x103e0260, 0x10622b38" + +exclusion_note: > + ntdll.dll and the XInput libraries tried in turn (xinput1_4, xinput1_3, + xinput9_1_0) are Windows components, and cxbxr-emu.dll is the emulator's own + build output. boot.id and default.xbe belong to the title. The Partition0.bin + to Partition7.bin images under EmuDisk are created and formatted by the + emulator. diff --git a/emulators/coolcv.yml b/emulators/coolcv.yml new file mode 100644 index 00000000..b0927cec --- /dev/null +++ b/emulators/coolcv.yml @@ -0,0 +1,40 @@ +emulator: CoolCV +type: standalone +core_classification: other +source: "https://files.retropie.org.uk/archives/coolcv.tar.gz" +upstream: "http://nanochess.org/" +profiled_date: "2026-10-20" +core_version: "0.6.2" +display_name: "Coleco - ColecoVision / Adam (CoolCV)" +cores: + - coolcv +systems: + - coleco-colecovision + - coleco-adam + - sega-sg1000 +mode: standalone + +notes: | + ColecoVision emulator by Oscar Toledo G., closed source. RetroPie installs + the Raspberry Pi build coolcv_pi from its own archive (coolcv.tar.gz, sha1 + ac7f040106411a406de8a3cc66115e11cc778de4), an unstripped ARM ELF (sha1 + 4ddb4ff9c2b6375c6dbeb8a29ebbd19121a8f715) whose coolcv.txt names v0.6.2 + of Nov 27 2015. The binary is the only reference read here. + + The three system ROMs are compiled into the binary as .data objects and + no code path opens a ROM file for them. coleco_bios at 0x562e0 (8192 + bytes, md5 2c66f5911e5b42b8ebe113403548eee7) is the ColecoVision OS7 BIOS, + eos_rom at 0x582e0 (8192 bytes, md5 01df3140909f09aa9aac4f88890f676c) is + the Adam EOS and wp_rom at 0x5a2e0 (32768 bytes, md5 + 4fe4f6800076ea3d897d4285653447bd) is the Adam SmartWriter. The changelog + in coolcv.txt records the change in v0.3 ("Now coleco.rom is + integrated"), and the string table carries no BIOS file name. + + Every other file is user content or written by the emulator: cartridges + (.rom, .col, .bin, or a .zip holding one, through the bundled minizip), + Adam .dsk and .ddp images, coolcv_mapping.txt created on the first run, + /var/tmp/coolcv_snapshot.bin for snapshots, the cartridge EEPROM save + named by eeprom_filename, and video%03d.avi, audio%03d.wav and + image%03d.png captures. + +files: [] diff --git a/emulators/cxbx-reloaded-2023.yml b/emulators/cxbx-reloaded-2023.yml new file mode 100644 index 00000000..cbab8465 --- /dev/null +++ b/emulators/cxbx-reloaded-2023.yml @@ -0,0 +1,99 @@ +emulator: Cxbx-Reloaded (31ff15b) +type: standalone +core_classification: frozen_snapshot +source: "https://github.com/Cxbx-Reloaded/Cxbx-Reloaded" +profiled_date: "2026-10-20" +source_commit: "31ff15ba1d91a9a00221546c665efb133889f53a" +core_version: "CI-31ff15b" +display_name: "Microsoft - Xbox / Sega Chihiro (Cxbx-Reloaded 31ff15b)" +cores: + - chihiro +systems: + - sega-chihiro + - microsoft-xbox +mode: standalone + +notes: | + The Cxbx-Reloaded build RetroBat installs as its "chihiro" emulator + (chihiro.7z sha256 + bff3c1c75a1ccaa3019ee628172f8ebca21795d770d46d206090b36043e85c71). Its + cxbx.exe, cxbxr-emu.dll and cxbxr-ldr.exe all carry the version string + "31ff15b (Dec 21 2023)", the merge of pull request 2440 on the develop + branch. RetroBat launches it from emulators\chihiro with /load and the XBE, + or the default.xbe of a title directory. + ref: emulatorLauncher Generators/Cxbx.Generator.cs:99-110, 122-243 + + At this revision the Chihiro support sits behind CHIHIRO_WORK, which no + project file defines, so the release build has none of it: no JVS base + board, no boot.id detection, no media board ROM extraction, and an XBE + detected as Chihiro ends the run with "Emulating Chihiro mode does not work + yet". The binary holds that message and none of the media board or base + board file names the later builds read. Titles run here only as Xbox or + debug XBEs. + ref: src/core/kernel/init/CxbxKrnl.cpp:573-639, 668-699, 721-731 + + The kernel is reimplemented and XBE code executes natively, so no flash ROM + or MCPX image is read. Every path below is relative to the data directory. + RetroBat's settings.ini template sets DataStorageToggle to 1, the folder + holding cxbx.exe. EmuDisk and EmuMu are created under it at startup, and + the hard disk partitions inside EmuDisk are created and formatted by the + emulator. + ref: src/common/Settings.cpp:880-915, src/common/FilePaths.cpp:82-109 + + The media board names Chihiro\fpr21042_m29w160et.bin and + Chihiro\SEGABOOT_MBROM0.XBE / SEGABOOT_MBROM1.XBE stay in the file layer, + reached on a reboot to firmware when the system is Chihiro or when a title + opens the mbrom0: or mbrom1: devices. Neither happens once Chihiro mode is + refused, so they are not listed. + ref: src/core/kernel/support/EmuFile.cpp:355-357, 555-566, + src/core/kernel/exports/EmuKrnlHal.cpp:546-556 + +files: + - name: EEPROM.bin + path: "EEPROM.bin" + system: microsoft-xbox + required: false + has_builtin: true + size: 256 + validation: [size] + description: "Xbox EEPROM image" + note: >- + Opened at startup and mapped read/write, created and filled with + defaults when absent. A file that is not 256 bytes ends the run. Section + CRCs are recomputed on every load, the hard disk key and game region are + taken from it, and the stored checksum is compared with the HMAC of the + confounder and hard disk key keyed with the EEPROM key of keys.bin. A + mismatch only logs a warning and sets the LED sequence. + source_ref: "src/common/EmuEEPROM.cpp:93-193, src/common/FilePaths.cpp:106, src/core/kernel/init/CxbxKrnl.cpp:1080" + + - name: keys.bin + path: "keys.bin" + system: microsoft-xbox + required: false + size: 32 + validation: [size] + description: "Xbox EEPROM and certificate keys" + note: >- + Two 16 byte keys, the EEPROM key then the certificate key, as written by + dump-xbox. Any other length is refused with a warning, and an absent + file only costs reading save data from a real console. + source_ref: "src/common/FilePaths.cpp:111-144, src/core/kernel/init/CxbxKrnl.cpp:1078" + + - name: xboxdash.xbe + path: "EmuDisk/Partition2/xboxdash.xbe" + system: microsoft-xbox + required: false + description: "Xbox dashboard executable" + note: >- + Launched when a title reboots with an empty launch path and by the Open + Dashboard menu entry. When it is missing the console's unrecoverable + error screen is shown. Titles run without it. + source_ref: "src/core/kernel/exports/EmuKrnlHal.cpp:546-556, src/gui/WndMain.cpp:2107-2112, src/common/xbe/Xbe.cpp:62-96" + +exclusion_note: > + ntdll.dll and the XInput libraries tried in turn (xinput1_4, xinput1_3, + xinput9_1_0) are Windows components, and cxbxr-emu.dll is the emulator's own + build output. Partition0.bin to Partition7.bin under EmuDisk are created and + formatted by the emulator. default.xbe belongs to the title. + ref: src/common/input/XInputPad.cpp:100-120, + src/core/kernel/support/EmuFile.cpp:228-246 diff --git a/emulators/darkplaces.yml b/emulators/darkplaces.yml new file mode 100644 index 00000000..26aa7cdc --- /dev/null +++ b/emulators/darkplaces.yml @@ -0,0 +1,81 @@ +emulator: DarkPlaces +type: standalone +core_classification: game_engine +source: "https://github.com/xonotic/darkplaces" +upstream: "https://github.com/xonotic/darkplaces" +source_branch: div0-stable +profiled_date: "2026-10-20" +source_commit: "ddabe55ae766087df0b82d214ca4b6d79a443345" +core_version: "div0-stable" +display_name: "Quake (DarkPlaces)" +cores: + - darkplaces-quake +systems: [quake] +mode: standalone + +notes: | + Quake engine by LadyHavoc, maintained by the Xonotic project. RetroPie + builds the div0-stable branch with two patches touching gl_textures.c + and makefile.inc only (scriptmodules/ports/darkplaces-quake.sh). It runs + `darkplaces-sdl -basedir $romdir/ports/quake -game `, where is + the folder of the pak0.pak picked in the ports menu (runcommand.sh + %QUAKEDIR%). The menu lists id1, hipnotic, rogue and dopa when their + pak0.pak exists, and the install drops the shareware id1/pak0.pak of + quake106.zip (scriptmodules/libretrocores/lr-tyrquake.sh, + game_data_lr-tyrquake, _add_games_lr-tyrquake). + + The default game mode reads id1 under the base directory + (common.c:1450). -game hipnotic and -game rogue switch to the mission + pack modes, which add their own folder after id1 (common.c:1451-1452, + 1515-1540, fs.c:1433-1446). Any other -game folder is added on top as a + mod (fs.c:1448-1462, 2154-2168). FS_AddGameDirectory mounts every .pak + in a folder in sorted order, then every .pk3, so names past pak9.pak are + accepted (fs.c:1266-1308). gfx/pop.lmp, present only in the registered + id1/pak1.pak, sets the registered cvar (fs.c:1484-1505). No pak is + hashed or checked against a file count. + + gfx.wad is read from the mounted paks (wad.c:125-131), and a missing + gfx/palette.lmp falls back to the internal palette (palette.c:301-306). + quake.rc, default.cfg and progs.dat also come from the paks, so a base + folder without them leaves the engine at its console. + +files: + - name: "pak0.pak" + category: game_data + system: quake + path: "id1/pak0.pak" + required: true + source_ref: "fs.c:1266-1308, 1433-1434; common.c:1450" + note: "Shareware and registered Quake data, one file in both releases. RetroPie installs the shareware copy from quake106.zip." + - name: "pak1.pak" + category: game_data + system: quake + path: "id1/pak1.pak" + required: false + source_ref: "fs.c:1266-1308, 1484-1505" + note: "Registered episodes 2 to 4." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + - name: "pak0.pak" + category: game_data + system: quake + path: "hipnotic/pak0.pak" + required: false + source_ref: "common.c:1451, 1515-1540; fs.c:1440-1446" + note: "Scourge of Armagon data. Loaded with -game hipnotic." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + - name: "pak0.pak" + category: game_data + system: quake + path: "rogue/pak0.pak" + required: false + source_ref: "common.c:1452, 1515-1540; fs.c:1440-1446" + note: "Dissolution of Eternity data. Loaded with -game rogue." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + - name: "pak0.pak" + category: game_data + system: quake + path: "dopa/pak0.pak" + required: false + source_ref: "fs.c:1448-1462, 2154-2168" + note: "Dimension of the Past data, added on top of id1 with -game dopa." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" diff --git a/emulators/dgen.yml b/emulators/dgen.yml new file mode 100644 index 00000000..d4885840 --- /dev/null +++ b/emulators/dgen.yml @@ -0,0 +1,39 @@ +emulator: DGen/SDL +type: standalone +core_classification: other +source: "https://sourceforge.net/p/dgen/dgen" +profiled_date: "2026-10-20" +source_commit: "1c196e63d3e35704a97a2cef60def9df3c9fd1ce" +core_version: "1.33" +display_name: "Sega - Mega Drive - Genesis (DGen/SDL)" +mode: standalone +cores: + - dgen +systems: + - sega-megadrive + - sega-genesis + +notes: | + Mega Drive emulator for SDL by Joe Groff and Phil K. Hornung, carried on by + zamaz. Release 1.33 is the v1.33 tag of the project's git tree. It emulates + the 68000, the Z80, the VDP, the YM2612 and the SN76489 and nothing more: the + tree holds no SH-2, no Sega CD hardware and no TMSS boot ROM. + + A cartridge is opened as given, then under the roms subdirectory of the DGen + home ($HOME/.dgen), or under str_rom_path when the configuration sets one. It + is unpacked through libarchive when compressed, de-interleaved when it is an + SMD dump, and refused unless "SEGA" stands at offset 0x100. + ref: romload.c:14-19,47-124, system.c:293-340, system.h:23-24, rc.cpp:554-560 + + The only other files read are dgenrc, save states, battery RAM and demos, + all written by the emulator itself under the DGen home. + ref: main.cpp:132-196,352-366, system.h:45-47 + +exclusion_note: > + Nothing to obtain. No BIOS or firmware is opened. The RetroPie scriptmodule + help asks for bios_CD_U.bin, bios_CD_E.bin and bios_CD_J.bin, but no code + path of this release names them, and a Sega CD image is refused by the + "SEGA" header test. + ref: romload.c:83-115 + +files: [] diff --git a/emulators/dosbox-pure-unleashed.yml b/emulators/dosbox-pure-unleashed.yml index 43b68e98..bbe53799 100644 --- a/emulators/dosbox-pure-unleashed.yml +++ b/emulators/dosbox-pure-unleashed.yml @@ -12,6 +12,7 @@ display_name: "DOS (DOSBox Pure Unleashed)" cores: - dosbox-pure-unleashed - dosboxpure + - dosbox-pure systems: - dos mode: standalone diff --git a/emulators/dosbox-sdl2.yml b/emulators/dosbox-sdl2.yml new file mode 100644 index 00000000..71c04729 --- /dev/null +++ b/emulators/dosbox-sdl2.yml @@ -0,0 +1,34 @@ +emulator: DOSBox (SDL2 fork) +type: standalone +core_classification: other +source: "https://github.com/duganchen/dosbox" +upstream: "https://sourceforge.net/projects/dosbox/" +profiled_date: "2026-10-20" +source_commit: "e6b88ad03202d1f74e329f54f213d3b070bd6202" +core_version: "0.74-2" +display_name: "DOS (DOSBox SDL2)" +cores: [dosbox-sdl2] +systems: [dos] + +notes: | + Dugan Chen's port of DOSBox SVN to SDL2, kept in sync with SVN revision + 4250 (README.md:3), with a FluidSynth MIDI driver added + (src/gui/midi_fluidsynth.h). RetroPie builds the master branch, renames the + configuration directory to ~/.dosbox-sdl2 and points fluid.soundfont at the + FluidR3_GM.sf2 that the distribution's fluid-soundfont-gm package installs. + + No BIOS or ROM is read. The machine BIOS is emulated in code. Keyboard + layouts and EGA code pages are looked up as files first, through the + mounted drive and then the host path (keyboard.sys, keybrd2.sys, + keybrd3.sys, .kl, EGA*.CPI), and fall back to the copies compiled + into the binary (src/dos/dos_keyboard_layout.cpp:40-58,271-304,759-783, + src/dos/dos_codepages.h). The PCjr cartridge loader reads system.rom from + the drive of the cartridge being booted, which is user content + (src/dos/dos_programs.cpp:803-811). + + The FluidSynth driver loads the soundfont named by fluid.soundfont, any + path, and starts without one when it is empty or fails to load + (src/gui/midi_fluidsynth.h:116-136). A MIDI device that fails to open is + replaced by the first handler that opens (src/gui/midi.cpp:189-213). + +files: [] diff --git a/emulators/dsda-doom.yml b/emulators/dsda-doom.yml new file mode 100644 index 00000000..597b97d5 --- /dev/null +++ b/emulators/dsda-doom.yml @@ -0,0 +1,237 @@ +emulator: dsda-doom +type: standalone +core_classification: game_engine +source: "https://github.com/kraflab/dsda-doom" +profiled_date: "2026-10-20" +source_commit: "e443ff7a3e6090a1ff92ad7a426916c4fd35ecc5" +core_version: "0.29.4" +display_name: "Doom (dsda-doom)" +cores: [dsda-doom] +systems: [doom, heretic, hexen, chex] + +notes: | + Doom source port derived from PrBoom+, by Ryan Krafnick (kraflab). Plays + Doom, Doom II, Final Doom, Heretic, Hexen, Chex Quest, Hacx, REKKR and the + Freedoom IWADs from one binary. The profiled tag is v0.29.4. v0.29.3 reads + the same files: between the two tags d_main.c, m_misc.c and + MUSIC/flplayer.c are unchanged in what they open, and SDL/i_system.c only + switches to a bounded snprintf in the path search. + + dsda-doom.wad holds the engine's own lumps (the WAD_DATA name, + prboom2/CMakeLists.txt:29). M_LoadDefaults requires it through + I_RequireFile, which aborts with "Unable to find required file" when the + search fails (prboom2/src/m_misc.c:817-818, + prboom2/src/SDL/i_system.c:622-629). D_DoomMainSetup then adds it as an + autoload source ahead of the IWAD (prboom2/src/d_main.c:2021), and its + lumps are tagged LUMP_PRBOOM so a PWAD can override them + (prboom2/src/w_wad.c:170-178). The tree ships the inputs, not the file: + data/CMakeLists.txt builds it with the dsda_rdatawad tool from the raw + palette, lumps, PPM graphics and WAV sounds under data/. + + Every file is located by I_FindFileInternal, which tries in order the + executable directory, the config directory, the working directory, + $DOOMWADDIR, the build-time DOOMWADDIR, the build-time path of + dsda-doom.wad, the SDL base path and ../share/games/doom under it, + $HOME/doom, $HOME, $XDG_DATA_HOME/games/doom, every $XDG_DATA_DIRS entry + under games/doom then doom, and last every entry of $DOOMWADPATH. Existence + is the only test, and the requested extension is appended only when the + name as written is missing (prboom2/src/SDL/i_system.c:471-620). + + The IWAD is -iwad when given, else the first name of standard_iwads found + on that path (prboom2/src/d_main.c:163-191, 1152-1189). A GAMEINFO lump in + a loaded PWAD can name the IWAD instead, and a PWAD with Doom 1 maps + switches the search to episode_iwads (prboom2/src/d_main.c:195-209, + 1850-1904). Nothing found stops startup with "IdentifyVersion: IWAD not + found" (prboom2/src/d_main.c:1906-1910). CheckIWAD reads the lump + directory and sets the game mode from the map lumps it counts, so a WAD + under any name plays (prboom2/src/d_main.c:933-1043). AddIWAD takes the + game from the file name: heretic.wad and heretic1.wad select Heretic, + hexen.wad selects Hexen, and the Chex, REKKR, Hacx, TNT, Plutonia, French + Doom II and Freedoom missions are keyed on their names too + (prboom2/src/d_main.c:1048-1130). No hash of any IWAD is read. + + Hexen needs the v1.1 IWAD: a hexen.wad without MAP05 is refused as the + shareware release, one without CLUS1MSG as v1.0 + (prboom2/src/d_main.c:2046-2057). nerve.wad is a PWAD loaded with -file, + and its name alone switches the mission to No Rest for the Living + (prboom2/src/d_main.c:899-902). + + MIDI music goes through the fluidsynth player by default + (prboom2/src/dsda/configuration.c:742-745, prboom2/src/SDL/i_sound.c:1059-1070). + It loads snd_soundfont when that setting names one, empty by default, + and otherwise the SNDFONT lump, which dsda-doom.wad carries from + data/lumps/soundfont/sndfont.lmp (prboom2/src/MUSIC/flplayer.c:275-303, + prboom2/src/dsda/configuration.c:750-752, prboom2/data/CMakeLists.txt:59). + No soundfont file is read in the default configuration. The OPL player + takes its instruments from the GENMIDI lump of the IWAD. + + RetroPie installs dsda-doom.wad beside the binary, the first directory + searched, and launches "dsda-doom -iwad " with DOOMWADDIR set to its + ports/doom directory. + +files: + - name: "dsda-doom.wad" + category: game_data + description: "dsda-doom engine data WAD" + required: true + size: 3674257 + sha1: "d527dd01b1e572ce017537ca1f2f6d35f4af90ce" + md5: "88c577edc68096f26a31a4f03777ada8" + crc32: "53e51c09" + source_ref: "prboom2/src/m_misc.c:817-818, prboom2/src/SDL/i_system.c:622-629, prboom2/src/d_main.c:2021, prboom2/CMakeLists.txt:29" + note: > + Existence is the only test. Hashes are those of the file dsda_rdatawad + builds from data/ at this tag on Linux, which matches the copy in the + v0.29.4 macOS release archive byte for byte. The copy in the Windows + archive differs (3674386 bytes). Other versions carry different lumps. + + # ================================================================ + # IWADs (user-supplied). One is needed to start a game. + # ================================================================ + + # ---- Doom ---- + + - name: "doom.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:170, 197, 974-985, 1034-1039" + note: "Registered and Ultimate Doom share the name and are told apart by the E4 maps." + + - name: "doom1.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:171, 198" + note: "Shareware Doom." + + - name: "doomu.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:172, 199" + + - name: "doom2.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:166, 1102-1103" + + - name: "doom2f.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:165, 1104-1105" + note: "French Doom II. The name selects the French language." + + - name: "plutonia.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:167, 1108-1109" + + - name: "tnt.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:168, 1106-1107" + + - name: "bfgdoom.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:186, 1017-1020" + note: "BFG Edition of Doom, recognised by its DMENUPIC lump." + + - name: "bfgdoom2.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:185, 1017-1020" + note: "BFG Edition of Doom II, recognised by its DMENUPIC lump." + + - name: "nerve.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:899-902" + note: "No Rest for the Living. A PWAD given with -file on top of Doom II." + + # ---- Freedoom (free) ---- + + - name: "freedoom1.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:175, 201, 1099-1100" + + - name: "freedoom2.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:174, 1114-1116" + + - name: "freedm.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:176, 1114-1116" + + # ---- Heretic ---- + + - name: "heretic.wad" + category: game_data + system: heretic + required: false + source_ref: "prboom2/src/d_main.c:188, 206, 1064-1068" + + - name: "heretic1.wad" + category: game_data + system: heretic + required: false + source_ref: "prboom2/src/d_main.c:191, 208, 1079-1085" + note: "Shareware Heretic." + + # ---- Hexen ---- + + - name: "hexen.wad" + category: game_data + system: hexen + required: false + source_ref: "prboom2/src/d_main.c:189, 1070-1077, 2046-2057" + note: "v1.1 only. The shareware and v1.0 IWADs are refused." + + # ---- Chex Quest ---- + + - name: "chex.wad" + category: game_data + system: chex + required: false + source_ref: "prboom2/src/d_main.c:178, 203, 1093-1094" + + - name: "chex3v.wad" + category: game_data + system: chex + required: false + source_ref: "prboom2/src/d_main.c:179, 1095-1096" + + - name: "chex3d2.wad" + category: game_data + system: chex + required: false + source_ref: "prboom2/src/d_main.c:180, 1110-1111" + + # ---- Standalone IWADs ---- + + - name: "hacx.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:182, 1112-1113" + + - name: "rekkrsa.wad" + category: game_data + system: doom + required: false + source_ref: "prboom2/src/d_main.c:183, 204, 1097-1098" + note: "REKKR: Sunken Land." diff --git a/emulators/dusklight.yml b/emulators/dusklight.yml new file mode 100644 index 00000000..aea0a641 --- /dev/null +++ b/emulators/dusklight.yml @@ -0,0 +1,101 @@ +emulator: Dusklight +type: standalone +core_classification: game_engine +source: "https://github.com/TwilitRealm/dusklight" +upstream: "https://github.com/TwilitRealm/dusklight" +source_commit: "40457c6adb381928e4b5fef6ed459ed291edd5e2" +profiled_date: "2026-10-20" +core_version: "v2.0.3" +display_name: "The Legend of Zelda: Twilight Princess (Dusklight)" +cores: [dusklight] +systems: [dusklight] + +notes: | + PC port of The Legend of Zelda: Twilight Princess built on the zeldaret/tp + decompilation, on the Aurora runtime. The game reads its data straight from + the user's disc image at run time, there is no extraction step. + + RetroBat installs v2.0.3: dusklight.exe in its dusklight.7z carries + "Revision: 40457c6adb381928e4b5fef6ed459ed291edd5e2" and the version + string v2.0.3, the commit the v2.0.3 tag points to. The launcher passes the + image (or the first line of an .m3u) as the positional argument, writes it + to backend.isoPath in data/config.json and forces portable mode through + data_location.json. + ref: emulatorLauncher Generators/PortsLauncher.Configuration.cs:580-640 + + Disc check. The positional argument is the dvd option. Its header is + inspected (platform magic, game ID, disc number, revision) against the + accepted catalog. A match opens the image and starts the game, anything + else falls back to the prelaunch screen, where the user can pick another + image. Booting without an image that passes the check is fatal. + ref: src/m_Do/m_Do_main.cpp:561-571, 792-817, 885-899, + src/dusk/iso_validate.cpp:30-63, 126-131 + + The full check is optional and runs from the prelaunch screen: an XXH3-128 + over the reconstructed logical image, whatever the container format, must + equal the catalog value. A mismatch is reported, not fatal. Accepted + values: GZ2E01 14e886f08e548a000afde98a3195e788, GZ2J01 + 5967dc7a6a553652f4d2050aeef6f368, GZ2P01 9ef597588b0035ca9e91b333fa9a8a7e, + RZDE01 rev 0 b3d91fbea59e5c66934d04c01566728e, RZDE01 rev 2 + c3ec420921a1b36d6ae43f576491d25c, RZDJ01 d3866821c7fc6999e6e8bbef8b6875aa, + RZDP01 6095a924a57e5fb4294ac96fb85a09a1. RZDK01 (Wii, Korea) is recognised + and refused as an unsupported version. Revision is 0 unless stated. + ref: src/dusk/iso_validate.cpp:30-63, 119-124, src/dusk/ui/prelaunch.cpp:143-147, + borealis src/disc.cpp:140-151, 163-220, 261-340 + + The res/ tree (fonts and RmlUi documents), the SDL3, Dawn and nod + libraries and initial_pipeline_cache.db are program components of the + release. Borealis is a submodule pinned at v2.0.3 to + 4ac5e7052a8c49a122f8d57f626b5c75c5ca6968, its citation is at that + revision. + +files: + - name: "GZ2E01.iso" + category: game_data + system: dusklight + required: true + description: "The Legend of Zelda: Twilight Princess (USA) GameCube disc image" + source_ref: "src/dusk/iso_validate.cpp:31-34, src/m_Do/m_Do_main.cpp:795-817" + note: "No file name is fixed. Any image the nod library opens. The GameCube discs of Japan (GZ2J01) and Europe (GZ2P01) are accepted the same way." + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "GZ2J01.iso" + category: game_data + system: dusklight + required: false + description: "The Legend of Zelda: Twilight Princess (Japan) GameCube disc image" + source_ref: "src/dusk/iso_validate.cpp:35-38" + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "GZ2P01.iso" + category: game_data + system: dusklight + required: false + description: "The Legend of Zelda: Twilight Princess (Europe) GameCube disc image" + source_ref: "src/dusk/iso_validate.cpp:39-42" + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "RZDE01.iso" + category: game_data + system: dusklight + required: false + description: "The Legend of Zelda: Twilight Princess (USA) Wii disc image, revision 0 or 2" + source_ref: "src/dusk/iso_validate.cpp:43-52" + note: "Played with the GameCube HUD and behaviour, the decompilation matching only the GameCube build." + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "RZDJ01.iso" + category: game_data + system: dusklight + required: false + description: "The Legend of Zelda: Twilight Princess (Japan) Wii disc image" + source_ref: "src/dusk/iso_validate.cpp:53-56" + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "RZDP01.iso" + category: game_data + system: dusklight + required: false + description: "The Legend of Zelda: Twilight Princess (Europe) Wii disc image" + source_ref: "src/dusk/iso_validate.cpp:57-60" + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" diff --git a/emulators/fbzx.yml b/emulators/fbzx.yml new file mode 100644 index 00000000..cdd3d55e --- /dev/null +++ b/emulators/fbzx.yml @@ -0,0 +1,200 @@ +emulator: FBZX +type: standalone +core_classification: other +source: "https://github.com/rastersoft/fbzx" +profiled_date: "2026-10-20" +source_commit: "8d6b4cbe5fec121015e98cf545e9b3b811de2a71" +core_version: "3.9.1" +display_name: "Sinclair - ZX Spectrum (FBZX)" +mode: standalone +cores: + - fbzx +systems: + - sinclair-zxspectrum + +notes: | + ZX Spectrum emulator for SDL by Sergio Costas. Emulates the 48K, the 128K, + the Amstrad +2, the +2A/+3 and the Spanish 128K, with Interface 1 and + microdrives. The GitHub tree stops at 3.9.1 plus two commits, the last one + pointing at the project's move to GitLab. RetroPie builds this head on x86 + and the 2.11.1 tag (fc1da080a17c400d8f9fdc316cbe8c1362a371c9) elsewhere. + 2.11.1 is the C code base that 3.x rewrote in C++, and its ROM loader opens + the same names in the same order with the same fallbacks. + ref: src/emulator.cpp:49-160, and lines 63-195 of the tag's emulator.c + + Every ROM is opened through myfopen, which tries the relative path from the + working directory, then under /usr/share, then under /usr/local/share. + make install copies the ROMs the project ships to share/spectrum-roms, and + RetroPie starts the emulator from inside $md_inst/share so the relative path + resolves there. + ref: src/llscreen.cpp:113-133, Makefile:30-34 + + A reset loads the ROM set of the current model, read in 16 KiB pages, and a + missing page ends the program with "Can't load file". The model is the 48K + unless the configuration file or the machine menu picks another one, and a + snapshot can switch it too. The Interface 1 ROM is loaded after every model + and its absence also ends the program. + ref: src/computer.cpp:53,186, src/emulator.cpp:68-158,308-326, src/cargador.cpp:593-599 + + The +2A/+3 model tries plus3-41-0.rom to plus3-41-3.rom (ROM 4.1) first, + then plus3-40-0.rom to plus3-40-3.rom (ROM 4.0), then the legacy names + plus3-0.rom to plus3-3.rom. The project ships only the legacy names, holding + the 4.0 ROM. + ref: src/emulator.cpp:103-134 + + fbzx/keymap.bmp, installed to share/fbzx, is the keyboard picture shown from + the help menu, and its absence only shows "Keymap picture not found". + ref: src/menus.cpp:1761, src/llscreen.cpp:486-498 + +files: + - name: "48.rom" + path: "spectrum-roms/48.rom" + system: sinclair-zxspectrum + required: true + bundled: true + size: 16384 + crc32: "ddee531f" + md5: "4c42a2f075212361c3117015b107ff68" + sha1: "5ea7c2b824672e914525d1d5c419d71b84a426a2" + description: "ZX Spectrum 48K ROM" + note: "Default model, loaded at the first reset." + source_ref: "src/emulator.cpp:74-82, src/computer.cpp:53,186" + + - name: "128-0.rom" + path: "spectrum-roms/128-0.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "e76799d2" + md5: "b4d2692115a9f2924df92a3cbfb358fb" + sha1: "4f4b11ec22326280bdb96e3baf9db4b4cb1d02c5" + description: "ZX Spectrum 128K ROM 0" + source_ref: "src/emulator.cpp:83-92" + + - name: "128-1.rom" + path: "spectrum-roms/128-1.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "b96a36be" + md5: "6e09e5d3c4aef166601669feaaadc01c" + sha1: "80080644289ed93d71a1103992a154cc9802b2fa" + description: "ZX Spectrum 128K ROM 1" + source_ref: "src/emulator.cpp:83-92" + + - name: "plus2-0.rom" + path: "spectrum-roms/plus2-0.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "5d2e8c66" + md5: "4ed7af4636308b8a48d7a35e6c5b546b" + sha1: "72703f9a3e734f3c23ec34c0727aae4ccbef9a91" + description: "Amstrad +2 ROM 0" + source_ref: "src/emulator.cpp:93-102" + + - name: "plus2-1.rom" + path: "spectrum-roms/plus2-1.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "98b1320b" + md5: "b3db95931cc844efaeb82db9c171b9f3" + sha1: "de8b0d2d0379cfe7c39322a086ca6da68c7f23cb" + description: "Amstrad +2 ROM 1" + source_ref: "src/emulator.cpp:93-102" + + - name: "plus3-0.rom" + path: "spectrum-roms/plus3-0.rom" + aliases: ["plus3-40-0.rom"] + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "17373da2" + md5: "9833b8b73384dd5fa3678377ff00a2bb" + sha1: "e319ed08b4d53a5e421a75ea00ea02039ba6555b" + description: "Spectrum +3 ROM 4.0, page 0" + note: "Read under plus3-40-0.rom before the legacy name." + source_ref: "src/emulator.cpp:113-125" + + - name: "plus3-1.rom" + path: "spectrum-roms/plus3-1.rom" + aliases: ["plus3-40-1.rom"] + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "f1d1d99e" + md5: "0f711ceb5ab801b4701989982e0f334c" + sha1: "c9969fc36095a59787554026a9adc3b87678c794" + description: "Spectrum +3 ROM 4.0, page 1" + source_ref: "src/emulator.cpp:113-125" + + - name: "plus3-2.rom" + path: "spectrum-roms/plus3-2.rom" + aliases: ["plus3-40-2.rom"] + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "3dbf351d" + md5: "3b6dd659d5e4ec97f0e2f7878152c987" + sha1: "22e50c6ba4157a3f6a821bd9937cd26e292775c6" + description: "Spectrum +3 ROM 4.0, page 2" + source_ref: "src/emulator.cpp:113-125" + + - name: "plus3-3.rom" + path: "spectrum-roms/plus3-3.rom" + aliases: ["plus3-40-3.rom"] + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "04448eaa" + md5: "a148bcc575e51389e84fdf5d555c3196" + sha1: "65f031caa8148a5493afe42c41f4929deab26b4e" + description: "Spectrum +3 ROM 4.0, page 3" + source_ref: "src/emulator.cpp:113-125" + + - name: "128-spanish-0.rom" + path: "spectrum-roms/128-spanish-0.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "453d86b2" + md5: "c1231a70b8129311216acb7479b031d5" + sha1: "968937b1c750f0ef6205f01c6db4148da4cca4e3" + description: "Spanish 128K ROM 0" + source_ref: "src/emulator.cpp:135-144" + + - name: "128-spanish-1.rom" + path: "spectrum-roms/128-spanish-1.rom" + system: sinclair-zxspectrum + required: false + bundled: true + size: 16384 + crc32: "6010e796" + md5: "4f341936594cbcab75cfa62ce96e3682" + sha1: "bea3f397cc705eafee995ea629f4a82550562f90" + description: "Spanish 128K ROM 1" + source_ref: "src/emulator.cpp:135-144" + + - name: "if1-2.rom" + path: "spectrum-roms/if1-2.rom" + aliases: ["if1-v2.rom"] + system: sinclair-zxspectrum + required: true + bundled: true + size: 8192 + crc32: "bb66dd1e" + md5: "31b704ae925305e74f50699271fddd9a" + sha1: "5cfb6bca4177c45fefd571734576b55e3a127c08" + description: "Interface 1 ROM, second edition" + note: "Loaded after every model, if1-v2.rom being the legacy name tried next." + source_ref: "src/emulator.cpp:147-158" diff --git a/emulators/fs-uae.yml b/emulators/fs-uae.yml new file mode 100644 index 00000000..e201471b --- /dev/null +++ b/emulators/fs-uae.yml @@ -0,0 +1,64 @@ +emulator: FS-UAE 3.1 +type: standalone +core_classification: other +source: "https://github.com/FrodeSolheim/fs-uae" +profiled_date: "2026-10-20" +source_commit: "596d803944f6498c305ac48d338f6252cbde7ecb" +core_version: "3.1.64" +display_name: "Commodore - Amiga (FS-UAE 3.1)" +cores: [fs-uae] +systems: [commodore-amiga] + +notes: | + FS-UAE 3.1.64 by Frode Solheim, the build published in the stable + repository of the author's openSUSE Build Service project for Debian 11 + and 12 and Ubuntu 20.04 to 25.04 (BASEVERSION.FS:1). RetroPie installs + that package rather than building the source. Its launcher refuses to + start without kick13.rom in the BIOS directory and starts the emulator + with --kickstart_file pointing at it, an A500 configuration and the + floppies of the game. + + A kickstart_file other than "internal" is expanded, resolved against the + ROM search paths and handed to UAE as kickstart_rom_file, and + kickstart_ext_file the same way as the extended ROM + (src/fs-uae/config.c:80-101). Unless kickstart_file is "internal", the + Kickstarts directory and AmigaForever/Amiga Files/Shared/rom under the base + directory are scanned for .rom and .bin files, so that a model chosen + without a kickstart_file finds its ROM there (src/fs-uae/config.c:121-140, + src/fs-uae/main.c:431-470). + + load_kickstart opens the named file and falls back to roms/kick.rom, + kick.rom, ../shared/rom/kick.rom and ../System/rom/kick.rom under the data + path, then to a guess from the ROM list (src/memory.cpp:1583-1612). A ROM + that is not in the table still loads, a known one is only logged by name + (src/memory.cpp:2374-2385). With no ROM at all the error is logged and the + built-in AROS replacement is loaded instead (src/memory.cpp:2374-2379, + 1512-1581), whose ext and rom halves come from share/fs-uae in the + installed package. + + rom.key is looked for next to the kickstart file and in each scanned + directory, to decrypt Cloanto ROMs (src/rommgr.cpp:803-819, + src/fs-uae/main.c:443-461). + +files: + - name: "kick13.rom" + system: commodore-amiga + required: true + hle_fallback: true + size: 262144 + crc32: "c4f0f55f" + sha1: "891e9a547772fe0c6c19b610baf8bc4ea7fcb785" + source_ref: "src/rommgr.cpp:141-142, src/fs-uae/config.c:80-101" + note: >- + KS ROM v1.3 (A500, A1000, A2000), ROM id 6, the one the A500 quickstart + selects. The RetroPie launcher exits with a dialog when the file is + absent from the BIOS directory, so the game never starts. FS-UAE alone + loads the AROS replacement in its place. + + - name: "rom.key" + system: commodore-amiga + required: false + source_ref: "src/rommgr.cpp:803-819, src/fs-uae/main.c:443-461" + note: >- + Cloanto Amiga Forever key, read from the directory of the kickstart + file. Needed only when that kickstart is an encrypted Cloanto dump. diff --git a/emulators/fury.yml b/emulators/fury.yml index c1f61881..a844f846 100644 --- a/emulators/fury.yml +++ b/emulators/fury.yml @@ -10,7 +10,7 @@ profiled_date: "2026-10-04" source_commit: "ec5824db81817866f70da326d3811bb0f52b3517" core_version: "20260807-10669-ec5824db8" display_name: "Ion Fury" -cores: [fury] +cores: [fury, ionfury] systems: [fury] notes: | diff --git a/emulators/gemrb.yml b/emulators/gemrb.yml new file mode 100644 index 00000000..535b6b38 --- /dev/null +++ b/emulators/gemrb.yml @@ -0,0 +1,61 @@ +emulator: GemRB +type: standalone +core_classification: game_engine +source: "https://github.com/gemrb/gemrb" +upstream: "https://github.com/gemrb/gemrb" +profiled_date: "2026-10-20" +source_commit: "ef32a9a8b837ddf4f3a9508b23710146ada2d5fe" +core_version: "0.9.2" +display_name: "Infinity Engine (GemRB)" +cores: + - gemrb +systems: [] +mode: standalone + +notes: | + Reimplementation of BioWare's Infinity Engine, running Baldur's Gate, + Baldur's Gate II, Icewind Dale, Icewind Dale II and Planescape: Torment + from their original data. Profiled at tag v0.9.2, the build RetroBat ships + (gemrb_core.dll reports GemRB v0.9.2). RetroBat writes GemRB.cfg with + GamePath set to the game folder and GameType taken from its extension, + then runs gemrb.exe -c GemRB.cfg + (emulatorLauncher/Generators/GemRB.Generator.cs). RetroPie builds tag + v0.8.6 and writes one GemRB.cfg per game, GamePath under + $romdir/ports// (scriptmodules/ports/gemrb.sh). v0.8.6 reads the + same two files from GamePath, chitin.key at gemrb/core/Interface.cpp:1570 + and dialog.tlk at 1679 of that tag. + + GamePath defaults to the current directory, and when it holds no + chitin.key the engine tries .. and ../.. before falling back to the demo + game it installs under its own data directory + (gemrb/core/Interface.cpp:886-912). The game's resources are then + indexed through chitin.key, which names the BIF archives under data/ and + the CD folders (gemrb/core/Interface.cpp:1081-1090, 1106-1115). Every game + ships its own chitin.key and dialog.tlk, so both entries below stand for + the copy in the folder of the game being run. + + GUIScripts, unhardcoded/ and override/ are the engine's own Python and + table data, installed with the program and read from GemRBPath + (gemrb/core/Interface.cpp:1048-1058, 1094-1102). No file is hashed. + +files: + - name: chitin.key + category: game_data + required: true + source_ref: "gemrb/core/Interface.cpp:886-912, 1106-1115" + note: "Resource index of the game in GamePath. GemRB stops when it cannot open it." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + + - name: dialog.tlk + category: game_data + required: true + source_ref: "gemrb/core/Interface.cpp:1233-1246" + note: "String table, read from GamePath, then from the language folder of Enhanced Edition installs. GemRB stops when neither opens." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + + - name: dialogf.tlk + category: game_data + required: false + source_ref: "gemrb/core/Interface.cpp:1248-1266" + note: "Female string table, read only when dialog.tlk declares one. Without it the engine falls back to dialog.tlk." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" diff --git a/emulators/genesis_plus_gx.yml b/emulators/genesis_plus_gx.yml index f88cf856..93184be1 100644 --- a/emulators/genesis_plus_gx.yml +++ b/emulators/genesis_plus_gx.yml @@ -10,7 +10,6 @@ display_name: "Sega - MS/GG/MD/CD (Genesis Plus GX)" cores: - genesis_plus_gx - genesisplusgx - - genesisplusgx-expanded - genplus - "genesisplusgx_ex" systems: diff --git a/emulators/genesis_plus_gx_expanded.yml b/emulators/genesis_plus_gx_expanded.yml new file mode 100644 index 00000000..956c09fd --- /dev/null +++ b/emulators/genesis_plus_gx_expanded.yml @@ -0,0 +1,127 @@ +emulator: Genesis Plus GX Expanded +type: libretro +core_classification: enhanced_fork +source: "https://github.com/BillyTimeGames/Genesis-Plus-GX-Expanded-Rom-Size" +upstream: "https://github.com/ekeeke/Genesis-Plus-GX" +profiled_date: "2026-10-20" +source_commit: "dea3528cc0e3f54098e1fb91e3ae7e0e5d90a590" +upstream_commit: "e366ca817f5b750ad06a8e2c5976d79b3758ea0a" +core_version: "v1.7.4" +display_name: "Sega - MS/GG/MD/CD (Genesis Plus GX Expanded)" +cores: + - genesis_plus_gx_expanded + - genesisplusgx-expanded +built_by: + - batocera + - retrobat +systems: + - sega-megadrive + - sega-megacd + - sega-mastersystem + - sega-gamegear + - sega-sg1000 + - sega-pico + +notes: | + Fork of Genesis Plus GX branched from ekeeke's tree at e366ca8 (May 2022). + Makefile.libretro builds it with MAXROMSIZE 93554432 for Sega Channel + dumps and large hacks, and it adds a Paprium mapper (core/cart_hw/paprium.h). + RapidEdwin08/Genesis-Plus-GX-Expanded-Rom-Size, which Batocera builds as + genesisplusgx-expanded at 181e8f93, carries the same core/, libretro/ and + Makefile.libretro as this pin. RetroBat ships genesis_plus_gx_expanded_libretro.dll + from its own core repository, and its strings carry the same file names and + the Paprium track list. + + The system files are those of the mainline core, under the same names and + read the same way: fill_pathname_join builds all twelve paths from the + system directory (libretro/libretro.c:3581-3592). The Mega CD boot ROM of the + disc's region is required, the Master System, Game Gear and Mega Drive boot + ROMs are read only with the genesis_plus_gx_bios option, and the lock-on + ROMs only with the matching lock-on cartridge. + + The Paprium mapper streams its music from a paprium folder next to the + game, MP3 tracks named after the soundtrack (core/cart_hw/paprium.h:158-261). + Those belong to the game release. The paprium.wav reader sits under if(0) + (core/cart_hw/paprium.h:2748-2760) and never runs. + +files: + - name: bios_CD_U.bin + system: sega-megacd + region: [north-america, latin-america] + required: true + note: "Sega CD (NTSC-U) boot ROM. Loaded for REGION_USA, which get_region sets for every disc whose security byte at 0x20b is neither 0x64 nor 0xa1 (core/loadrom.c:1056-1070)." + source_ref: "core/loadrom.c:408" + + - name: bios_CD_E.bin + system: sega-megacd + region: [europe, oceania] + required: true + note: "Mega CD (PAL) boot ROM. Loaded for REGION_EUROPE, set by security byte 0x64 (core/loadrom.c:1059-1061)." + source_ref: "core/loadrom.c:411" + + - name: bios_CD_J.bin + system: sega-megacd + region: [japan] + required: true + note: "Mega CD (NTSC-J) boot ROM. Loaded for every other region code." + source_ref: "core/loadrom.c:414" + + - name: bios_U.sms + system: sega-mastersystem + region: [north-america, europe] + required: false + note: "Master System (NTSC-U) boot ROM, loaded for REGION_USA when the bios option is on." + source_ref: "core/loadrom.c:510" + + - name: bios_E.sms + system: sega-mastersystem + required: false + note: "Master System (PAL) boot ROM, loaded for REGION_EUROPE when the bios option is on." + source_ref: "core/loadrom.c:513" + + - name: bios_J.sms + system: sega-mastersystem + region: [japan] + required: false + note: "Master System (NTSC-J) boot ROM, loaded for the Japanese region codes when the bios option is on." + source_ref: "core/loadrom.c:516" + + - name: bios.gg + system: sega-gamegear + required: false + note: "Game Gear boot ROM, 1 KB Majesco image or a larger one, loaded when the bios option is on." + source_ref: "core/loadrom.c:479" + + - name: bios_MD.bin + system: sega-megadrive + required: false + note: "Mega Drive TMSS boot ROM. 2 KB read, accepted when \"GENESIS OS\" sits at 0x120." + source_ref: "libretro/libretro.c:3713-3721" + + - name: ggenie.bin + system: sega-megadrive + required: false + note: "Game Genie ROM, read when the Game Genie lock-on is selected." + source_ref: "core/cart_hw/ggenie.c:64, libretro/libretro.c:3581" + + - name: areplay.bin + system: sega-megadrive + required: false + note: "Action Replay (Pro) ROM, read when the Action Replay lock-on is selected." + source_ref: "core/cart_hw/areplay.c:64, libretro/libretro.c:3582" + + - name: sk.bin + system: sega-megadrive + required: false + size: 2097152 + validation: [size] + note: "Sonic & Knuckles ROM for the lock-on cartridge, kept only when the read fills 2 MB." + source_ref: "core/cart_hw/md_cart.c:762" + + - name: sk2chip.bin + system: sega-megadrive + required: false + size: 262144 + validation: [size] + note: "Sonic & Knuckles UPMEM ROM, read after sk.bin and kept only when the read fills 256 KB." + source_ref: "core/cart_hw/md_cart.c:768" diff --git a/emulators/ghostship.yml b/emulators/ghostship.yml new file mode 100644 index 00000000..0013f1ad --- /dev/null +++ b/emulators/ghostship.yml @@ -0,0 +1,128 @@ +emulator: Ghostship +type: standalone +core_classification: game_engine +source: "https://github.com/HarbourMasters/Ghostship" +upstream: "https://github.com/HarbourMasters/Ghostship" +source_commit: "deb091c29caff57dd986398087b058f16b11911e" +profiled_date: "2026-10-20" +core_version: "3.0.0" +display_name: "Super Mario 64 (Ghostship)" +cores: [ghostship] +systems: [ghostship] + +notes: | + PC port of Super Mario 64 built on the decompilation, by HarbourMasters. + The game runs from assets extracted out of the user's N64 ROM into + sm64.o2r, plus the port's own archive ghostship.o2r, on the libultraship + runtime. Torch (submodule Torch) performs the extraction inside the + executable. + + RetroBat installs the 3.0.0 release: its ghostship.7z carries the + Ghostship.exe, ghostship.o2r, config.yml, gamecontrollerdb.txt and + assets/ymls tree of Nautilus-Alfa-Win64.zip byte for byte, so the profile + is pinned to the 3.0.0 tag. Its launcher passes the ROM on the command line + when sm64.o2r is absent (only a .z64 file), and deletes sm64.o2r first + when the portVersion inside it names another major.minor than the + executable, so the archive is regenerated from the ROM. + + Startup: + 1. ghostship.o2r is located in the application directories and handed to + the resource manager (src/port/Engine.cpp:229-230, 250-255). + 2. RunExtract checks sm64.o2r. It is regenerated when its portVersion + differs from the build in major or minor, or when its version file + holds neither ROM revision (src/port/Engine.cpp:673-682, 170-192). + 3. Without sm64.o2r a ROM given on the command line is extracted. + Otherwise .z64 files next to the executable are offered, then a file + dialog filtered on *.z64. A file whose SHA-1 is not in mGameList is + refused, and with no sm64.o2r at the end the port shows an error and + exits (src/port/GameExtractor.cpp:37-40, 114, src/port/Engine.cpp:1056-1088). + 4. LoadResourceFiles adds sm64.o2r, then every .otr, .o2r and .zip under + mods/ and every directory there (src/port/Engine.cpp:488-518). + + The ROM SHA-1 is computed by Torch over the whole file with no byte order + conversion, so only big-endian .z64 dumps match + (Torch src/n64/Cartridge.cpp:21, Torch src/Companion.cpp:2491-2493). Torch then + reads config.yml from the application bundle path, which maps each + accepted hash to an asset tree under assets/ymls/ and to sm64.o2r. Without + config.yml Torch logs "No config file found" and writes nothing + (src/port/GameExtractor.cpp:295-299, Torch src/Companion.cpp:1350-1354). + config.yml and the 842 assets/ymls files ship with the release. + + The renderer loads its shader from the archives and aborts when it is + missing (libultraship src/fast/backends/gfx_direct3d11.cpp:1586-1598). + The shaders are only in ghostship.o2r, packed from port/ by "torch pack port + ghostship.o2r o2r" (CMakeLists.txt:990-996). + + tcc.dll and the .tcc tree serve the script mod compiler, and + shaderc_shared.dll the Vulkan shader compiler. Both are program components + of the release. + + Torch and libultraship are submodules of the repository, pinned at 3.0.0 + to 106621f0f0f9731b8739bec95227c2c5887492df and + 6b861a64d29d9fe95d100be228eb6d190231cc0d. Their citations above are at + those revisions. + +files: + - name: "baserom.us.z64" + category: game_data + system: ghostship + required: true + sha1: "9bef1128717f958171a4afac3ed78ee2bb4e86ce" + validation: [sha1] + description: "Super Mario 64 (USA) ROM in big-endian .z64 order" + source_ref: "src/port/GameExtractor.cpp:37-40, 114, 122-129, config.yml:42-48" + note: "Picked through a file dialog filtered on *.z64 or passed on the command line on Windows, Linux and macOS. Android and iOS read baserom.us.z64 from the application directory. Either ROM produces sm64.o2r, and the ROM is not read again once sm64.o2r exists." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "baserom.jp.z64" + category: game_data + system: ghostship + required: false + sha1: "8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51" + validation: [sha1] + description: "Super Mario 64 (Japan) ROM in big-endian .z64 order" + source_ref: "src/port/GameExtractor.cpp:37-40, config.yml:4-10" + note: "Accepted in place of the US ROM and extracted to the same sm64.o2r. The file name is whatever the user picks." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "ghostship.o2r" + path: "ghostship/ghostship.o2r" + category: game_data + system: ghostship + required: true + bundled: true + size: 384109 + sha1: "95300becccd0660d606c71dab5b457d52098dbe7" + md5: "ad8f2494ce4bb346485f03903b611464" + description: "Port archive packed from port/: Direct3D, OpenGL, Vulkan and Metal shaders and the menu textures" + source_ref: "src/port/Engine.cpp:229-230, 250-255, libultraship src/fast/backends/gfx_direct3d11.cpp:1586-1598" + note: "Located across the application directories. No version check runs on it at this tag, but the renderer aborts without the shader it carries. Hash of the copy in Nautilus-Alfa-Win64.zip." + unsourceable: "ships inside the Ghostship release, and the collection does not hold it" + + - name: "config.yml" + path: "ghostship/config.yml" + category: game_data + system: ghostship + required: true + bundled: true + size: 1396 + sha1: "29a8661b29923bc329459ff2ec9ea43e6e0c6bdb" + md5: "a196a1b5beb1ac9e0ef5fc9047a8f789" + description: "Torch extraction table: accepted ROM hashes, their asset tree under assets/ymls/ and the output archive" + source_ref: "src/port/GameExtractor.cpp:295-299, Torch src/Companion.cpp:1350-1354" + note: "Read from the application bundle path during an extraction only, together with the assets/ymls tree. Without it no sm64.o2r is written and the port exits. Hash of the copy in Nautilus-Alfa-Win64.zip." + unsourceable: "ships inside the Ghostship release, and a same-named file of another port must not stand in" + + - name: "gamecontrollerdb.txt" + path: "ghostship/gamecontrollerdb.txt" + category: game_data + system: ghostship + required: false + bundled: true + size: 607874 + sha1: "48e5b33c476ad7a93d41e33b9d2ffcb82009dad2" + md5: "2cccea5a3f80fbcbe7e8fb6d29e22a03" + description: "SDL game controller mapping database" + source_ref: "libultraship src/libultraship/libultra/os.cpp:21-27, CMakeLists.txt:998-999" + note: "A load failure is logged and SDL keeps its built-in mappings. The build downloads it from gabomdq/SDL_GameControllerDB. Hash of the copy in Nautilus-Alfa-Win64.zip." + unsourceable: "ships inside the Ghostship release, and other revisions under the same name must not stand in" diff --git a/emulators/gngeopi.yml b/emulators/gngeopi.yml new file mode 100644 index 00000000..55c20e78 --- /dev/null +++ b/emulators/gngeopi.yml @@ -0,0 +1,198 @@ +emulator: GnGeo-Pi +type: standalone +core_classification: community_fork +source: "https://github.com/ymartel06/GnGeo-Pi" +profiled_date: "2026-10-20" +source_commit: "b94571c6097b67cfc9db5eaffb98cdc8bcb55c6e" +core_version: "0.85" +display_name: "SNK - Neo Geo (GnGeo-Pi)" +mode: standalone +cores: + - gngeopi +systems: + - snk-neogeo-mvs + - snk-neogeo-aes + +notes: | + Raspberry Pi build of Gngeo by Yannick Martel, imported as the Gngeo 0.8 + tree of Mathieu Peponas (gngeo/configure.in:3) and released as 0.85. The + repository is not a git fork of any Gngeo history. RetroPie builds + gngeo/, installs it to its own prefix and launches it with + "-i $romdir/neogeo -B /neogeobios". + + -B sets biospath, an option the code defines and never reads. The BIOS + archive is opened from rompath, the -i directory, as neogeo.zip. The same + archive is opened as the parent of every game whose definition names + neogeo as parent, and a missing parent ends the load. + ref: gngeo/src/conf.c:416-425, gngeo/src/roms.c:1217-1235,1364-1375 + + Members of neogeo.zip are found by exact name only, dr_load_bios passing no + CRC. 000-lo.lo is read for every game. The board fix layer is read as + sfix.sfx then sfix.sfix, unless the game's definition loads it itself. The + 68K BIOS follows the system option (arcade by default) and the country + option (europe by default): unibios reads uni-bios.rom from the archive or + loose from rompath, home reads aes-bios.bin, and arcade reads vs-bios.rom, + usa_2slt.bin, asia-s3.rom or sp-s2.sp1 for japan, usa, asia and any other + country. A member that is not found ends the load. + ref: gngeo/src/roms.c:1237-1308, gngeo/src/unzip.c:186-215, + gngeo/src/conf.c:119-142, gngeo/src/emu.h:34-43 + + Game definitions come from gngeo_data.zip, the datafile installed to the + package data directory, as rom/.drv: 237 definitions, each giving the + parent and every member with its region, size and CRC32. A game member is + looked up by name or CRC32 in the game archive, then in the parent. A miss + in the audio BIOS, fix BIOS or 68K BIOS regions is tolerated, any other miss + ends the load. 58 definitions name a BIOS member: sfix.sfix (CRC32 + c2ea0cfd) in the fix BIOS region, sm1.sm1 (CRC32 94416d67) in the audio + BIOS region for neogeo, irrmaze and the svc bootlegs, and board BIOS images + that live in the game's own archive (236-bios.bin for irrmaze, 271-bios.bin + for kf2k3pcb, sp-4x.sp1 for ms5pcb and svcpcb). + ref: gngeo/src/resfile.c:70-117, gngeo/src/roms.c:1347-1362,1428-1460, + gngeo/src/roms.h:8-17,25-40 + + The CMC42 and CMC50 key tables are read from the same datafile, the older + direct reads from the author's home directory being commented out. The + datafile also holds the menu skin. + ref: gngeo/src/neocrypt.c:618-656, gngeo/src/menu.c:535-537 + +files: + - name: "neogeo.zip" + system: snk-neogeo-mvs + required: true + category: bios_zip + description: "Neo Geo system ROMs" + note: >- + Opened from rompath, the ROM directory, for the BIOS and again as the + parent archive of most games. Its absence ends the load with "Can't open + BIOS". The container is never hashed. + source_ref: "gngeo/src/roms.c:1224-1235,1364-1375" + + - name: "000-lo.lo" + archive: neogeo.zip + system: snk-neogeo-mvs + required: true + description: "Zoom lookup table" + note: "Read by name for every game, and a miss ends the load." + source_ref: "gngeo/src/roms.c:1237-1241" + + - name: "sfix.sfx" + aliases: ["sfix.sfix"] + archive: neogeo.zip + system: snk-neogeo-mvs + required: true + size: 131072 + crc32: "c2ea0cfd" + description: "Board fix layer tiles" + note: >- + Read as sfix.sfx then sfix.sfix, 0x20000 bytes converted. Skipped when the + game definition lists sfix.sfix itself, which it then finds by name or by + CRC32 c2ea0cfd. The CRC is the one the shipped definitions carry. + source_ref: "gngeo/src/roms.c:1243-1258,1424-1428" + + - name: "sp-s2.sp1" + archive: neogeo.zip + system: snk-neogeo-mvs + required: true + description: "MVS 68K BIOS, Europe" + note: >- + Default selection, arcade system with country europe or any value other + than japan, usa and asia. + source_ref: "gngeo/src/roms.c:1286-1307, gngeo/src/conf.c:416-417" + + - name: "vs-bios.rom" + archive: neogeo.zip + system: snk-neogeo-mvs + required: false + description: "MVS 68K BIOS, Japan" + note: "Read when the system is arcade and the country japan." + source_ref: "gngeo/src/roms.c:1287-1290" + + - name: "usa_2slt.bin" + archive: neogeo.zip + system: snk-neogeo-mvs + required: false + description: "MVS 68K BIOS, USA" + note: "Read when the system is arcade and the country usa." + source_ref: "gngeo/src/roms.c:1291-1293" + + - name: "asia-s3.rom" + archive: neogeo.zip + system: snk-neogeo-mvs + required: false + description: "MVS 68K BIOS, Asia" + note: "Read when the system is arcade and the country asia." + source_ref: "gngeo/src/roms.c:1294-1296" + + - name: "aes-bios.bin" + archive: neogeo.zip + system: snk-neogeo-aes + required: false + description: "AES 68K BIOS" + note: "Read when the system option is home." + source_ref: "gngeo/src/roms.c:1284-1285" + + - name: "uni-bios.rom" + archive: neogeo.zip + system: snk-neogeo-mvs + required: false + size: 131072 + description: "Universe BIOS" + note: >- + Read when the system option is unibios, first from neogeo.zip, then as a + loose file in rompath of which 0x20000 bytes are read. Any Universe BIOS + release renamed to uni-bios.rom is accepted. + source_ref: "gngeo/src/roms.c:1261-1281" + + - name: "sm1.sm1" + archive: neogeo.zip + system: snk-neogeo-mvs + required: false + size: 131072 + crc32: "94416d67" + description: "Audio board BIOS" + note: >- + Listed in the audio BIOS region by the neogeo, irrmaze, svcboot, + svcplus, svcplusa and svcsplus definitions. A miss in that region is + tolerated. + source_ref: "gngeo/src/roms.c:1438-1456, gngeo/src/roms.h:8" + + - name: "gngeo_data.zip" + system: snk-neogeo-mvs + required: true + bundled: true + category: game_data + size: 220778 + sha1: "91575955d0ac81735064256d0f5ac1850387bd71" + md5: "60f938bb73e1512c2904924c1971fc56" + description: "Romset definitions, CMC key tables and menu skin" + note: >- + Installed to the package data directory by make install and named by the + datafile option. Without a definition for the game the load ends with + "Can't find rom driver". + source_ref: "gngeo/src/conf.c:425, gngeo/src/resfile.c:70-117, gngeo/src/roms.c:1355-1360, gngeo/gngeo.dat/Makefile.am:1-2" + + - name: "cmc42.xor" + path: "rom/cmc42.xor" + archive: gngeo_data.zip + system: snk-neogeo-mvs + required: true + bundled: true + category: game_data + size: 2304 + crc32: "86af55af" + sha1: "4b1b4ba452735c55b39d215d926a5d9a55fec754" + description: "CMC42 graphics decryption key tables" + source_ref: "gngeo/src/neocrypt.c:618-636" + + - name: "cmc50.xor" + path: "rom/cmc50.xor" + archive: gngeo_data.zip + system: snk-neogeo-mvs + required: true + bundled: true + category: game_data + size: 2816 + crc32: "eb67fc2d" + sha1: "e947c634549a63a746725a1330df7ae778dde305" + description: "CMC50 graphics and M1 decryption key tables" + source_ref: "gngeo/src/neocrypt.c:637-656" diff --git a/emulators/jynx.yml b/emulators/jynx.yml new file mode 100644 index 00000000..ffe1a879 --- /dev/null +++ b/emulators/jynx.yml @@ -0,0 +1,82 @@ +emulator: Jynx +type: standalone +core_classification: other +source: "https://github.com/jonathan-markland/Jynx" +profiled_date: "2026-10-20" +source_commit: "c1247f2c957b78d3ca6f2b814ee346a298f3573c" +core_version: "1.0.8" +display_name: "Camputers - Lynx (Jynx)" +cores: + - jynx +systems: + - camplynx +mode: standalone + +notes: | + Camputers Lynx 48K and 96K emulator for Windows by Jonathan Markland. + RetroBat installs Jynx-Windows-64bit.exe with file version 1.0.8.0 and a PE + link time of 2014-09-16 20:11 UTC, twenty minutes after the commit that sets + the version to 1.0.8 (c1247f2). The v1.0.8a tag two days later only changes + 6845 port handling. + + At startup LoadROMS reads all six chip images, whichever model is selected + (Portable/LynxEmulatorGuest.cpp:166-177). The Windows host opens each one by + its fixed leaf name in the folder of the executable + (ForWindows/MainForm.cpp:719-742). Load8KBChipFile accepts a file only when + it is exactly 8192 bytes, and a missing or differently sized file throws "One + or more of the ROM files are missing", which ends the program + (Portable/LynxEmulatorGuest.cpp:181-209). No checksum is computed. + + The 96K third ROM is a 4 KB chip on the board (lynx9644.ic44), so the 8192 + byte lynx96-3.rom is that dump followed by 4 KB of padding. + JynxEmulatorSettings.config is written by the program and read back, + snapshots and TAP files are user content. + +files: + - name: lynx48-1.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Lynx 48K ROM 1, at 0x0000" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:171, 181-209" + + - name: lynx48-2.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Lynx 48K ROM 2, at 0x2000" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:172, 181-209" + + - name: lynx96-1.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Lynx 96K ROM 1, at 0x0000" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:173, 181-209" + + - name: lynx96-2.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Lynx 96K ROM 2, at 0x2000" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:174, 181-209" + + - name: lynx96-3.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Lynx 96K ROM 3, at 0x4000" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:175, 181-209" + + - name: lynx96-3-scorpion.rom + system: camplynx + required: true + size: 8192 + validation: [size] + description: "Scorpion ROM v2.1 for the Lynx 96K, replaces ROM 3" + source_ref: "ForWindows/MainForm.cpp:719-742, Portable/LynxEmulatorGuest.cpp:176, 181-209" diff --git a/emulators/jzintv.yml b/emulators/jzintv.yml new file mode 100644 index 00000000..b34f27c3 --- /dev/null +++ b/emulators/jzintv.yml @@ -0,0 +1,88 @@ +emulator: jzIntv +type: standalone +core_classification: other +source: "http://spatula-city.org/~im14u2c/intv/" +upstream: "http://spatula-city.org/~im14u2c/intv/" +version_source: + url: "http://spatula-city.org/~im14u2c/intv/" + pattern: 'jzintv-(\d{8})-src\.zip' +profiled_date: "2026-10-20" +core_version: "20200712" +display_name: "Mattel - Intellivision (jzIntv)" +cores: + - jzintv +systems: + - intellivision +mode: standalone + +notes: | + Intellivision emulator by Joe Zbiciak, published as dated archives on + the author's site rather than a public repository. Profiled from + jzintv-20200712-src.zip (release notes for SVN r2110). RetroPie builds + that archive from its own mirror (scriptmodules/emulators/jzintv.sh). + RetroBat ships jzintv.exe from the official jzintv-20200712-win32-sdl1.zip, + byte for byte (sha1 e666df50), which reports SVN revision 2108. + + The EXEC, GROM and ECS names default to exec.bin, grom.bin and ecs.bin + (cfg/cfg.c:625-628) and are overridden by -e, -g and -E + (cfg/cfg.c:687-689). Each is opened through path_fopen on the ROM search + path, built from --rom-path, then JZINTV_ROM_PATH, then DEFAULT_ROM_PATH + (cfg/cfg.c:870, 917-920), which is the current directory and ../rom on + Windows and Linux (config.h:239, 288). RetroPie passes + --rom-path=$biosdir. RetroBat passes the full path of exec.bin and + grom.bin in its bios folder with -e and -g, refuses to start when either + is missing, and adds -E with ecs.bin only when the jzintv_useECS option + is set and the file exists (emulatorLauncher/Generators/Jzintv.Generator.cs). + + No hash is checked on any of the three images. The read length is the + only gate, and the size of exec.bin picks the machine: 8192 bytes is the + original EXEC, 8704 bytes the Intellivision II EXEC2 with its extra 256 + words at $0400, 16384 bytes the INTV88 / TutorVision WBEXEC + (cfg/cfg.c:1114-1150). + + The Intellivoice SP0256-012 mask ROM is compiled in (ivoice/ivoice.c:511, + 1958). ivoice_init also tries sp0256_0.bin to sp0256_F.bin in the current + directory for extra speech ROM pages (ivoice/ivoice.c:1498-1539, + 2005-2012). No released hardware needs one, and a missing page is + skipped silently. + + Palette files (--gfx-palette, cfg/cfg.c:965-985) and keyboard hack files + (--kbdhackfile, cfg/cfg.c:135-140) are user configuration. RetroBat + writes its own keyboard hack file from the controller mapping. Cartridge + metadata is matched against a compiled-in table by CRC32 of the game + (cfg/cfg.c:1280-1295). + +files: + - name: exec.bin + system: intellivision + required: true + min_size: 8192 + validation: [size] + description: "Executive ROM, 4K 16-bit words at $1000" + source_ref: "cfg/cfg.c:625, 688, 1114-1150" + note: >- + A missing file or fewer than 8192 bytes stops the emulator. 8704 and + 16384 byte images select the Intellivision II and TutorVision + variants. + + - name: grom.bin + system: intellivision + required: true + min_size: 2048 + validation: [size] + description: "Graphics ROM, 2K bytes at $3000" + source_ref: "cfg/cfg.c:626, 689, 1152-1161" + note: "A missing file or fewer than 2048 bytes stops the emulator." + + - name: ecs.bin + system: intellivision + required: false + min_size: 24576 + validation: [size] + description: "Entertainment Computer System ROM, 12K 16-bit words" + source_ref: "cfg/cfg.c:628, 687, 1312-1318, 1356-1385" + note: >- + Read only when ECS support is on, from -s1 or from cartridge metadata + that marks the game as using the ECS. For a game merely enhanced by + the ECS a missing file turns ECS support off. For a game that requires + it, or with -s1, the emulator stops. diff --git a/emulators/kega-fusion.yml b/emulators/kega-fusion.yml new file mode 100644 index 00000000..974d935a --- /dev/null +++ b/emulators/kega-fusion.yml @@ -0,0 +1,148 @@ +emulator: Kega Fusion +type: standalone +core_classification: other +source: "https://www.carpeludum.com/kega-fusion/" +upstream: closed-source +author: "Steve Snake" +profiled_date: "2026-10-20" +core_version: "3.64" +display_name: "Sega - Master System / Mega Drive / Mega CD / 32X (Kega Fusion)" +cores: + - kega-fusion +systems: + - sega-megadrive + - sega-megacd + - sega-32x + - sega-mastersystem + - sega-gamegear + - sega-sg1000 + - sega-sf7000 +mode: standalone + +notes: | + Sega 8 and 16-bit emulator by Steve Snake, distributed as a closed Windows + binary. The build read is Fusion.exe 3.64 (NOMAPLE), dated 6 March 2010, + sha1 4842ddbfbdfeb909b134f28ce25f02ab59b38453, the copy RetroBat installs as + kega-fusion (version 0.10.03.06). The executable is not packed, offsets + below are virtual addresses in it. + + Every system ROM is a path stored in Fusion.ini, kept in a settings table + of key name, buffer and type (0x5b16a8-0x5b1d10): SMSUSABIOS, SMSJAPBIOS, + SMSEURBIOS, GGBIOS, SF7000IPL, GenesisBIOS, SCDUSABIOS, SCDJAPBIOS, + SCDEURBIOS, 32XM68KBIOS, 32XMSH2BIOS and 32XSSH2BIOS. Before the ini is + read the 8-bit, SF-7000 and Genesis paths are cleared (0x44b3ed-0x44b40b) + and the Mega CD and 32X ones get defaults: C:\SegaCDBIOS\us_scd1_9210.bin, + jp_mcd1_9111.bin and eu_mcd1_9210.bin, and c:\32XBios\32X_G_BIOS.bin, + 32X_M_BIOS.bin and 32X_S_BIOS.bin (0x44b662-0x44b74d). Those are the only + file names the binary fixes. Each file is opened with fopen "rb" and read + with a fixed count, no length, checksum or header is compared. + + RetroBat's generator writes SCDEURBIOS, SCDUSABIOS and SCDJAPBIOS as + bios_CD_E.bin, bios_CD_U.bin and bios_CD_J.bin, and the three 32X keys as + 32X_G_BIOS.BIN, 32X_M_BIOS.BIN and 32X_S_BIOS.BIN in its bios folder, each + only when the file exists. GenesisBIOS receives the bios folder itself, so + the fopen fails and no TMSS ROM is loaded. The 8-bit keys are not written. + ref: emulatorlauncher Generators/KegaFusion.Generator.cs:99-128 + + CDTray.raw, Cursor_8.raw, STATIC_8.RAW and gg_nor.all are looked up by name + in an archive embedded in the executable (0x47a530), not on disk. Plugins + (*.rpi) and the KGV1 video codec ship with the program. Fusion.ini, battery + saves (.srm, .brm, .crm) and states are written by the program. + +files: + - name: us_scd1_9210.bin + aliases: [bios_CD_U.bin] + system: sega-megacd + region: [north-america] + required: true + description: "Sega CD (USA) boot ROM" + note: "Opened from SCDUSABIOS when a disc starts in the USA region and read as 128 KB. A failed open shows \"Please configure USA BIOS in OPTIONS->SET CONFIG->SEGA CD\" under the title \"BIOS Not Found\" and writes 60 FE, a branch to itself, at the reset vector, so nothing boots." + source_ref: "Fusion.exe 0x44b662-0x44b670 (default path), 0x478877-0x4788d6 (open, message, fread 0x20000)" + + - name: jp_mcd1_9111.bin + aliases: [bios_CD_J.bin] + system: sega-megacd + region: [japan] + required: true + description: "Mega CD (Japan) boot ROM" + note: "Opened from SCDJAPBIOS for the Japanese region, same 128 KB read and same lock when it is missing, with the JAP message." + source_ref: "Fusion.exe 0x44b676 (default path), 0x4788f9-0x478959 (open, message, fread 0x20000)" + + - name: eu_mcd1_9210.bin + aliases: [bios_CD_E.bin] + system: sega-megacd + region: [europe] + required: true + description: "Mega CD (Europe) boot ROM" + note: "Opened from SCDEURBIOS for the European region, same 128 KB read and same lock when it is missing, with the EUR message." + source_ref: "Fusion.exe 0x44b68a (default path), 0x478979-0x4789d6 (open, message, fread 0x20000)" + + - name: 32X_G_BIOS.bin + system: sega-32x + required: false + hle_fallback: true + description: "32X 68000 BIOS" + note: "First 256 bytes read from 32XM68KBIOS. When any of the three 32X files fails to open, the loaded images are discarded and replacement code held in the executable is copied over all three areas." + source_ref: "Fusion.exe 0x44b718-0x44b724 (default path), 0x4c81ae-0x4c81ed (fread 0x100), 0x4c8287-0x4c833c (built-in replacement)" + + - name: 32X_M_BIOS.bin + system: sega-32x + required: false + hle_fallback: true + description: "32X master SH-2 BIOS" + note: "2 KB read from 32XMSH2BIOS. Same all-or-nothing replacement as the 68000 BIOS." + source_ref: "Fusion.exe 0x44b730-0x44b73c (default path), 0x4c81f1-0x4c8238 (fread 0x800), 0x4c8287-0x4c833c" + + - name: 32X_S_BIOS.bin + system: sega-32x + required: false + hle_fallback: true + description: "32X slave SH-2 BIOS" + note: "1 KB read from 32XSSH2BIOS. Same all-or-nothing replacement as the 68000 BIOS." + source_ref: "Fusion.exe 0x44b743-0x44b74d (default path), 0x4c823c-0x4c8283 (fread 0x400), 0x4c8287-0x4c833c" + + - name: bios_MD.bin + system: sega-megadrive + required: false + description: "Mega Drive TMSS boot ROM" + note: "Read as 2 KB from GenesisBIOS when that path is set, and skipped when the open fails. The code fixes no file name, the user picks it in the Genesis settings." + source_ref: "Fusion.exe 0x46eaf3-0x46eb4c" + + - name: bios_U.sms + system: sega-mastersystem + region: [north-america] + required: false + description: "Master System (USA) boot ROM" + note: "Read from SMSUSABIOS, up to 512 KB, for the USA region unless SMSBIOSDisable is set. A missing file leaves the cartridge to start directly. No file name is fixed by the code." + source_ref: "Fusion.exe 0x47d541-0x47d5b9" + + - name: bios_J.sms + system: sega-mastersystem + region: [japan] + required: false + description: "Master System (Japan) boot ROM" + note: "Read from SMSJAPBIOS for the Japanese region, same rules as the USA image." + source_ref: "Fusion.exe 0x47d5bb-0x47d60a" + + - name: bios_E.sms + system: sega-mastersystem + region: [europe] + required: false + description: "Master System (Europe) boot ROM" + note: "Read from SMSEURBIOS for the European region, same rules as the USA image." + source_ref: "Fusion.exe 0x47d60c-0x47d659" + + - name: bios.gg + system: sega-gamegear + required: false + description: "Game Gear boot ROM" + note: "Read from GGBIOS, up to 512 KB, in Game Gear mode unless SMSBIOSDisable is set, and skipped when the open fails. No file name is fixed by the code." + source_ref: "Fusion.exe 0x47d65b-0x47d6a8" + + - name: SF7000.ROM + system: sega-sf7000 + required: false + size: 8192 + description: "Sega SF-7000 IPL" + note: "Read as 8 KB from SF7000IPL when the SF-7000 is emulated and mirrored to fill 16 KB. A missing file is skipped without a message. No file name is fixed by the code." + source_ref: "Fusion.exe 0x47d4c8-0x47d52f" diff --git a/emulators/linuxloader.yml b/emulators/linuxloader.yml new file mode 100644 index 00000000..30b50640 --- /dev/null +++ b/emulators/linuxloader.yml @@ -0,0 +1,375 @@ +emulator: Linux Loader +type: standalone +core_classification: embedded_hle +source: "https://github.com/lindbergh-loader/linuxloader" +upstream: "https://github.com/lindbergh-loader/linuxloader" +source_commit: "9aa6e3e45ccfbbc60eb0f975aa9d3d158a13706c" +profiled_date: "2026-10-20" +core_version: "3.0.12" +display_name: "Sega - Lindbergh (Linux Loader)" +cores: + - linuxloader +systems: + - sega-lindbergh +mode: standalone +notes: | + The successor of Lindbergh Loader from the same team, in a repository of its + own, built for Linux and for 32-bit Windows. RetroBat installs the Windows + release as linuxloader.exe with an ll-deps folder beside it + (emulatorlauncher Installer.cs:85, emulatorlauncher Program.cs:114) and + runs it from that folder with -g /disk0[/], plus -c, -o and -d for the + configuration, controls and controller database files it writes there + (emulatorlauncher Linuxloader.Generator.cs:144-181, 196-213). + + On Linux the launcher puts linuxloader.so in LD_PRELOAD, found in /app/lib32, + the AppImage lib32, the -L directory, ll-deps, the loader directory, then the + system 32-bit library folders, and runs the game ELF + (src/loader/mainShared.c:355-380, 1149-1168). On Windows there is no Linux + runtime at all. src/loader/elfLoader maps the game ELF itself and resolves + every DT_NEEDED library through SymbolResolver + (src/loader/elfLoader/symbolResolver.cpp:249-371). Libraries listed in + src/loader/elfLoader/elfLoader.cpp:360-401 are answered by a Windows DLL + (libCg.so by Cg.dll, libCgGL.so by CgGL.dll, libopenal.so.0 and .1 by + openal32.dll, libz.so.1 by zlib1.dll, libgcc_s.so.1 by libgcc_s_dw2-1.dll) + or by the loader's own bridges (libc, libpthread, libGL, libasound, X11, + libsegaapi, libkswapapi and the rest marked INTERNAL). Any other library is + loaded as a native 32-bit Linux shared object from the search path: the + executable folder, ll-deps, the -L directory, the game folder, its lib + subfolder, ../dso/q2satl_lind/release and data/drv/cri/lindbergh/libs + (symbolResolver.cpp:153-226). A missing libstdc++ ends the run, any other + missing library is logged and its symbols stay unresolved + (symbolResolver.cpp:364-371). The Windows release ships these as ll-deps, + copied from libs/win32/ll-deps plus the MinGW libgcc_s_dw2-1.dll + (scripts/windows/windows-build.sh:6-7). + + The Lindbergh hardware is emulated in the loader with no firmware file. + The fopen hooks answer /dev/zero or NUL for the baseboard, EEPROM, serial + ports and PCI config space (src/loader/redirections/filesystemShared.c:200-280, + 319-420). eeprom.bin is opened from the working directory and created when + absent (src/loader/hardware/lindbergh/eepromSettings.c:251-256), sram.bin + defaults to the working directory and is created on first open + (src/loader/config/config.c:133-134, hardware/lindbergh/baseBoard.c:64-78), + and card reader files InidCrd%03d.crd or InidCard%02d.crd are written from + scratch (hardware/lindbergh/cardReader.c:249-253, 386-397). linuxloader.ini + and controls.ini are optional, each falling back to built-in defaults + (src/loader/mainShared.c:945-1020). + + Shaders come from the game dump. The Cg 2.0 runtime is loaded only for the + titles whose patches recompile them: Harley-Davidson, Quiz Answer x Answer, + Rambo, The House of the Dead EX and Too Spicy + (src/loader/patching/patch.c:527, 2553, 2587, 2621, 2655, 3090, 3156). + Primeval Hunt runs through Mesa's Zink driver by default + (PRIMEVAL_HUNT_USE_ZINK, src/loader/config/config.c:166, 387). + + The boot logos and console fonts are compiled in. resources/lindberghLogo.h + and resources/font.h carry the same bytes as the Lindbergh Loader + built-ins (sha1 c800e91a, 9a888a49, 6fcc3fff and e0814d3d). The originals + are read from the game folder only with DISABLE_BUILTIN_LOGOS or + DISABLE_BUILTIN_FONT (src/loader/config/config.c:167-168, 372-373). + +files: + # -- NVIDIA Cg runtime -- + - name: libCg2.so + system: sega-lindbergh + required: true + bundled: true + size: 3314624 + sha1: "23b85ca78122d862553c1b54200158cbccf30d65" + validation: [signature] + description: "NVIDIA Cg 2.0.0.12 runtime used to recompile the game shaders, Linux build" + source_ref: "src/loader/graphics/shaderPatches.c:1157-1264, src/loader/graphics/shaderPatches.c:1266-1285" + note: >- + Searched at LIBCG_PATH, then $LINUX_LOADER_CURRENT_DIR/ll-deps/libCg2.so, + $LINUX_LOADER_CURRENT_DIR/libCg2.so, $LINUX_LOADER_DEPS_PATH/libCg2.so, + /app/lib32/libCg2.so and the AppImage lib32. The loader reads 8 bytes at + 0x226d84 and requires "2.0.0.12". A missing file or another version ends + the run for the titles that recompile shaders. Upstream vendors it as + libs/linux_x86/libCg.so and the build scripts copy it as libCg2.so + (scripts/linux/make-linux.sh:8, scripts/appimage/make-appimage.sh:132). + - name: cg2.dll + system: sega-lindbergh + required: true + bundled: true + size: 2445312 + sha1: "44459da64df180900a483fecc1128e775634de1e" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "NVIDIA Cg 2.0 runtime used to recompile the game shaders, Windows build" + source_ref: "src/loader/graphics/shaderPatches.c:1266-1285, libs/win32/ll-deps/cg2.dll" + note: >- + LoadLibraryA("cg2.dll") through the default DLL directories, which + include ll-deps. Failure to load it or to find cgCreateContext and the + other entry points ends the run. No version check on this build. + - name: libCg.so + system: sega-lindbergh + required: true + bundled: true + size: 11841940 + sha1: "9637cd9d774db008018851ab0889701d3dd74df4" + description: "NVIDIA Cg 3.1 runtime linked by the game binaries, Linux build" + source_ref: "src/loader/mainShared.c:488-604, scripts/linux/make-linux.sh:7" + note: >- + Resolved by the dynamic linker for the game ELF. Upstream ships it in + libs/linux_x86/Cg-3.1.zip, unpacked into ll-deps. + - name: libCgGL.so + system: sega-lindbergh + required: true + bundled: true + size: 465532 + sha1: "b2ca278a7c4dd446ce1b16d90e24648b9d2b819e" + description: "NVIDIA Cg 3.1 OpenGL runtime linked by the game binaries, Linux build" + source_ref: "src/loader/mainShared.c:488-604, scripts/linux/make-linux.sh:7" + note: "Same origin and mechanism as libCg.so." + - name: cg.dll + system: sega-lindbergh + required: true + bundled: true + size: 8531264 + sha1: "e7da9515c4b2cd3894f018e3ff63d2ce7f4a094c" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "NVIDIA Cg runtime answering libCg.so on Windows" + source_ref: "src/loader/elfLoader/elfLoader.cpp:362, src/loader/elfLoader/symbolResolver.cpp:262-300" + note: >- + The game ELF's libCg.so is mapped to Cg.dll and looked up in the search + path, ll-deps included, then by LoadLibraryA. + - name: cgGL.dll + system: sega-lindbergh + required: true + bundled: true + size: 359232 + sha1: "5b98e1e973873ef47b337161e67b590286410dbb" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "NVIDIA Cg OpenGL runtime answering libCgGL.so on Windows" + source_ref: "src/loader/elfLoader/elfLoader.cpp:363, src/loader/elfLoader/symbolResolver.cpp:262-300" + note: "The game ELF's libCgGL.so is mapped to CgGL.dll, found the same way as cg.dll." + + # -- Linux libraries the game binaries link -- + - name: libstdc++.so.5 + system: sega-lindbergh + required: true + bundled: true + size: 761316 + sha1: "c3480f87336de0407490f4776d78c2baf9d3d965" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "GNU C++ runtime 5 linked by the older game binaries" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, libs/win32/ll-deps/libstdc++.so.5" + note: >- + On Windows loaded as a native Linux shared object from the search path. + A game that needs it and does not find it stops with "Critical library + not found". On Linux it comes from the system, and the Linux build + script copies the host's copy into ll-deps (scripts/linux/make-linux.sh:14). + - name: libstdc++.so.6 + system: sega-lindbergh + required: true + bundled: true + size: 4045434 + sha1: "5ccc8d96d9de310a597a98cc57947b0bcdcbe238" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "GNU C++ runtime 6 linked by the newer game binaries" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, libs/win32/ll-deps/libstdc++.so.6" + note: "Same handling as libstdc++.so.5 on Windows. On Linux the system copy is used." + - name: libncurses.so.5 + system: sega-lindbergh + required: false + bundled: true + size: 161188 + sha1: "1dd354eb156031d848e947df070d0b436647bfef" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "ncurses 5 linked by some game binaries" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, libs/win32/ll-deps/libncurses.so.5" + note: >- + Loaded as a native shared object on Windows. A missing copy is logged and + the symbols it would provide stay unresolved. + - name: libpcsclite.so.1 + system: sega-lindbergh + required: false + bundled: true + size: 50588 + sha1: "152c306568e1761981ffaa31f030859fe6eb3ec5" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "PC/SC smart card library linked by the card reader titles" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, libs/win32/ll-deps/libpcsclite.so.1" + note: "Loaded as a native shared object on Windows, missing copy logged." + - name: libcrypto.so.0.9.7 + system: sega-lindbergh + required: false + bundled: true + size: 1043780 + sha1: "0ee8ed2a8fb49926b96f1e5237f573dcfb8ed67e" + description: "OpenSSL 0.9.7 crypto library linked by the networked games" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, scripts/linux/make-linux.sh:10" + note: >- + Same bytes in libs/linux_x86 and libs/win32/ll-deps. Resolved by the + dynamic linker on Linux and loaded as a native shared object on Windows. + Shipped in ll-deps of both release archives and in the AppImage. + - name: libssl.so.0.9.7 + system: sega-lindbergh + required: false + bundled: true + size: 852432 + sha1: "60c2838da6cd97810ff11c5c7e7fdc203a4c2762" + description: "OpenSSL 0.9.7 TLS library linked by the networked games" + source_ref: "src/loader/elfLoader/symbolResolver.cpp:302-371, scripts/linux/make-linux.sh:11" + note: "Paired with libcrypto.so.0.9.7, same bytes in both upstream folders, and shipped with it in both release archives and the AppImage." + - name: libopenal.so.0 + system: sega-lindbergh + required: false + bundled: true + size: 649860 + sha1: "91d69bba438f321d6e3ebb60b3e89b1edd63de17" + description: "OpenAL runtime preloaded for Quiz Answer x Answer, Linux build" + source_ref: "src/loader/mainShared.c:32, src/loader/mainShared.c:1160-1166" + note: >- + When the ELF is q2satl_lind the launcher looks it up with + findPreloadLibrary and adds it to LD_PRELOAD. Absent, it prints that + sound may be missing and the game runs. Shipped in ll-deps of the Linux archive + and in the AppImage. + - name: openal32.dll + system: sega-lindbergh + required: false + bundled: true + size: 845045 + sha1: "b33c59e506e44c8d79e812794bcde858772bc6d2" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "OpenAL runtime answering libopenal.so.0 and .1 on Windows" + source_ref: "src/loader/elfLoader/elfLoader.cpp:360-361, libs/win32/ll-deps/openal32.dll" + - name: zlib1.dll + system: sega-lindbergh + required: false + bundled: true + size: 85504 + sha1: "4861e064669c9c9c8f910431a7812feb32b32c63" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "zlib answering libz.so.1 on Windows" + source_ref: "src/loader/elfLoader/elfLoader.cpp:365, libs/win32/ll-deps/zlib1.dll" + - name: libgcc_s_dw2-1.dll + system: sega-lindbergh + required: false + bundled: true + unsourceable: "copied from the MinGW toolchain into ll-deps of the Windows release, and not collected" + description: "MinGW GCC runtime answering libgcc_s.so.1 and libgcc.so on Windows" + source_ref: "src/loader/elfLoader/elfLoader.cpp:373-374, scripts/windows/windows-build.sh:7" + note: "Not in the repository. The build script copies it from the MinGW toolchain into ll-deps." + - name: opengl32.dll + path: zink/opengl32.dll + system: sega-lindbergh + required: false + bundled: true + size: 157184 + sha1: "6d59e04c9c691848ec52eb21c3e69ec376e9de87" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "Mesa OpenGL front end used to run Primeval Hunt through Zink on Windows" + source_ref: "src/loader/mainW.cpp:141-155, libs/win32/ll-deps/zink/opengl32.dll" + note: >- + Loaded from /zink/ for Primeval Hunt while + PRIMEVAL_HUNT_USE_ZINK is on, its default. If it fails to load the + loader prints "Failed to load OpenGL!" and exits. Every other game uses + the system opengl32.dll. + - name: libgallium_wgl.dll + path: zink/libgallium_wgl.dll + system: sega-lindbergh + required: false + bundled: true + size: 27537920 + sha1: "5d843698d8fd0c834771fd3625cff4d33e6c3958" + unsourceable: "ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected" + description: "Mesa Gallium driver loaded by the Zink opengl32.dll" + source_ref: "src/loader/mainW.cpp:141-145, libs/win32/ll-deps/zink/libgallium_wgl.dll" + note: "The zink folder is added to the DLL search path before opengl32.dll is loaded." + + # -- Lindbergh boot program -- + - name: segaboot + system: sega-lindbergh + required: false + description: "Sega Lindbergh boot and hardware check program" + source_ref: "src/loader/mainShared.c:861-864, src/loader/mainShared.c:1170-1172" + note: >- + Run as "segaboot -t" under -s or --segaboot, from the game folder. A + 32-bit x86 Linux ELF, /usr/sbin/segaboot on the system CompactFlash card. + The Windows build creates tmp\segaboot for it (src/loader/mainW.cpp:121-124). + + # -- Lindbergh boot assets, replaced by built-in copies -- + - name: logo.tga + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Lindbergh boot logo, read from /usr/lib/boot on the original system" + source_ref: "src/loader/redirections/filesystemShared.c:324-336" + note: >- + Read from the game folder only when DISABLE_BUILTIN_LOGOS is set. + Otherwise the lindberghLogo array of resources/lindberghLogo.h answers + the read. + - name: logo_red.tga + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Lindbergh Red boot logo, read from /usr/lib/boot on the original system" + source_ref: "src/loader/redirections/filesystemShared.c:338-350" + note: >- + Read from the game folder only when DISABLE_BUILTIN_LOGOS is set. + Otherwise the lindberghLogoRed array answers the read. + - name: LucidaConsole_12.tga + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Lucida Console font texture" + source_ref: "src/loader/redirections/filesystemShared.c:352-364" + note: >- + Read from the game folder only when DISABLE_BUILTIN_FONT is set. + Otherwise the fontTGA array of resources/font.h answers the read, one + atlas shared by all four font paths. + - name: LucidaConsole_12.abc + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Lucida Console font metrics" + source_ref: "src/loader/redirections/filesystemShared.c:366-378" + note: >- + Read from the game folder only when DISABLE_BUILTIN_FONT is set. + Otherwise the fontABC array of resources/font.h answers the read. + - name: SEGA_KakuGothic-DB-Roman_12.tga + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Sega Kaku Gothic console font texture" + source_ref: "src/loader/redirections/filesystemShared.c:387-399" + note: >- + Read from the game folder only when DISABLE_BUILTIN_FONT is set. + Otherwise the same fontTGA atlas answers the read. + - name: SEGA_KakuGothic-DB-Roman_12.abc + system: sega-lindbergh + required: false + hle_fallback: true + has_builtin: true + description: "Sega Kaku Gothic console font metrics" + source_ref: "src/loader/redirections/filesystemShared.c:401-413" + note: >- + Read from the game folder only when DISABLE_BUILTIN_FONT is set. + Otherwise the same fontABC table answers the read. + + # -- Lindbergh runtime configuration -- + - name: lindbergrc + system: sega-lindbergh + required: false + description: "Lindbergh development configuration read by Sega's lxmaster and segaboot" + source_ref: "src/loader/redirections/filesystemShared.c:319-322" + unsourceable: >- + Pushed from a developer host onto development units. A retail system + card ships none. + note: >- + The fopen hook rewrites /root/lindbergrc to lindbergrc in the game + folder. The loader neither creates the file nor substitutes for it. + - name: gamecontrollerdb.txt + system: sega-lindbergh + category: game_data + required: false + description: "SDL gamepad mappings added on top of SDL's own table" + source_ref: "src/loader/mainShared.c:456-477, src/loader/input/sdlInput.c:216-223" + note: >- + Loaded from the path given by -d or --controllerdb, passed through + LINUX_LOADER_CONTROLS_DB_PATH. A missing file is logged and only the + mappings SDL carries remain. diff --git a/emulators/love-0.10.2.yml b/emulators/love-0.10.2.yml new file mode 100644 index 00000000..00211ec6 --- /dev/null +++ b/emulators/love-0.10.2.yml @@ -0,0 +1,29 @@ +emulator: LOVE 0.10.2 +type: standalone +core_classification: game_engine +source: "https://github.com/love2d/love" +upstream: "https://github.com/love2d/love" +profiled_date: "2026-10-20" +source_commit: "9e139779956ddba89333eece8104bd7b1b4ff2e7" +core_version: "0.10.2" +display_name: "LOVE 2D game framework (0.10.2)" +cores: + - love-0.10.2 +systems: [] +mode: standalone + +notes: | + Lua 2D game framework at tag 0.10.2, kept by RetroPie beside the 11.x + package for games written against the 0.10 API + (scriptmodules/ports/love-0.10.2.sh). RetroPie runs `love %ROM%` with a + .love archive or a game directory. + + boot.lua first tries the executable itself as a fused archive, then the + path given on the command line (src/scripts/boot.lua:275-296), and stops + with "No code to run" when neither holds main.lua + (src/scripts/boot.lua:500-506). conf.lua and every asset come from the + game. boot.lua and nogame.lua are compiled in as headers, and the default + font is Vera.ttf compiled in (src/modules/font/Font.cpp:34-41). Nothing + is read from a BIOS or system directory. + +files: [] diff --git a/emulators/love.yml b/emulators/love.yml new file mode 100644 index 00000000..8f195e8c --- /dev/null +++ b/emulators/love.yml @@ -0,0 +1,35 @@ +emulator: LOVE +type: standalone +core_classification: game_engine +source: "https://github.com/love2d/love" +upstream: "https://github.com/love2d/love" +profiled_date: "2026-10-20" +source_commit: "6eb8d546736d5915a8b5af30b2cf33456dfdcb1a" +core_version: "11.5" +display_name: "LOVE 2D game framework" +cores: + - love +systems: [] +mode: standalone + +notes: | + Lua 2D game framework. A game is a .love archive or a directory holding + main.lua, passed on the command line. RetroPie builds tag 11.5 + (scriptmodules/ports/love.sh) and runs `love %ROM%`. RetroBat ships the + 11.4 Windows build (love.7z, changes.txt and love.dll name 11.4) and runs + love.exe with the game path, or the game itself when it is a fused .exe + (emulatorLauncher/Generators/Love.Generator.cs). Between 11.4 and 11.5 + boot.lua is unchanged and the filesystem module only gains PhysfsIo, a + stream wrapper for archive I/O. + + boot.lua first tries the executable itself as a fused archive, then the + path given on the command line (src/modules/love/boot.lua:50-94), and + stops with "No code to run" when neither holds main.lua + (src/modules/love/boot.lua:322-328). conf.lua and every asset come from + the game. The boot, callbacks and no-game scripts are compiled in as Lua + headers, and the default font is Vera.ttf compiled in + (src/modules/font/Font.cpp:34-42). Nothing is read from a BIOS or system + directory. The save directory is created by the engine under the user's + data folder. + +files: [] diff --git a/emulators/lzdoom.yml b/emulators/lzdoom.yml new file mode 100644 index 00000000..e14ac72e --- /dev/null +++ b/emulators/lzdoom.yml @@ -0,0 +1,416 @@ +emulator: LZDoom +type: standalone +core_classification: game_engine +source: "https://github.com/drfrag666/gzdoom" +profiled_date: "2026-10-20" +source_commit: "4ce19a12164ebd6802b7fb2f94d700a6e736d0fb" +core_version: "3.88b" +display_name: "LZDoom" +cores: [lzdoom] +systems: [doom, heretic, hexen, strife, chex] + +notes: | + Legacy branch of GZDoom 3.x maintained by drfrag for older GPUs and + OpenGL 2 hardware, built as lzdoom. The profiled revision is tag 3.88b, + the one RetroPie builds. version.h names the engine resources: BASEWAD + lzdoom.pk3 and OPTIONALWAD game_support.pk3 (src/version.h:90-91). + + Engine resources (built from the wadsrc directories by add_pk3): + lzdoom.pk3 searched first in the program directory, fatal + "Cannot find lzdoom.pk3" when absent + ref: src/d_main.cpp:2530-2534, wadsrc/CMakeLists.txt:3 + game_support.pk3 loaded after lzdoom.pk3 when found + ref: src/d_main.cpp:2537, src/d_iwad.cpp:757-763 + lights.pk3 autoloadlights, false by default + brightmaps.pk3 autoloadbrightmaps, false by default + ref: src/d_main.cpp:228-229, 2164-2178 + A GAMEINFO lump can switch the last two on. Neither is read for a + shareware IWAD. game_widescreen_gfx.pk3 and game_conpics_gfx.pk3 are + looked up too, both on by default (src/d_main.cpp:230-231, 2179-2190), + but no wadsrc directory of this tree builds them. + + BaseFileSearch tries the program directory first for these files, then + the name as given, then the FileSearch.Directories of the configuration + (src/d_main.cpp:1793-1830). On Linux those default to $HOME/.config/lzdoom, + SHARE_DIR, /usr/local/share/doom, /usr/local/share/games/doom, + /usr/share/doom, /usr/share/games/doom and $DOOMWADDIR + (src/gameconfigfile.cpp:153-172). + + Game data is a user-supplied IWAD. iwadinfo.txt declares each known IWAD + with the lumps it must contain, its file name and the support files it + loads. Each IWADSearch directory (".", $DOOMWADDIR, $HOME/.config/lzdoom + and the four share directories on Linux, src/gameconfigfile.cpp:126-149) + is scanned for the names of the Names block and for any .iwad, .ipk3 or + .ipk7 file, and each candidate is identified by its lumps, not by its name + (src/d_iwad.cpp:319-367, 466-499, 509-527). The Names block also lists + doomu.wad, bfgdoom2.wad, doom2bfg.wad, bfgdoom.wad, doombfg.wad, + doomxbox.wad, doom2xbox.wad, tntunity.wad, plutoniaunity.wad, + freedoomu.wad, freedoom.wad, hereticsr.wad, hexendemo.wad, hexdemo.wad, + strife0.wad, strife.wad and blasphem.wad + (wadsrc_extra/static/iwadinfo.txt:568-618). -iwad adds the named file, + trying .wad, .pk3, .iwad, .ipk3 and .ipk7 when it has no extension, and + the first usable one wins (src/d_iwad.cpp:566-602, 638-650). An IWAD that + declares Required is dropped unless the IWAD it names was found, and Load + files are read from the IWAD's own directory (src/d_iwad.cpp:610-635, + 772-788). Startup stops with "Cannot find a game IWAD" when nothing is + identified (src/d_iwad.cpp:693-696). No hash is read. + + MIDI music goes through FluidSynth with fluid_patchset "lzdoom" + (src/sound/music/music_config.cpp:118). The soundfont manager reads every + file of SoundfontSearch.Directories, keeping SF2, WOPL, WOPN and zipped + GUS patch sets by their header, and falls back to + $PROGDIR/soundfonts/lzdoom.sf2 when it found none + (src/gameconfigfile.cpp:175-202, src/sound/music/i_soundfont.cpp:330-380, + 428-431). The OPL and OPN banks are read only with adl_use_custom_bank or + opn_use_custom_bank, off by default (src/sound/music/music_config.cpp:92-99, + 253-260). + + RetroPie installs lzdoom.pk3, game_support.pk3, lights.pk3, brightmaps.pk3 + and soundfonts/ beside the binary and launches "lzdoom -iwad " with + DOOMWADDIR set to its ports/doom directory. + +files: + # ================================================================ + # Engine resources + # ================================================================ + + - name: "lzdoom.pk3" + category: game_data + required: true + size: 1267891 + sha1: "195596bcfc97eee8ffaa049a912c8cb54a539416" + md5: "fa846e2dc4663d262cc52daff5bdd69a" + crc32: "1d2b3316" + source_ref: "src/version.h:90, src/d_main.cpp:2530-2534, wadsrc/CMakeLists.txt:3" + note: > + Fonts, menus, ZScript, textures. Fatal if absent. Existence is the only + test. The pk3s are zipped at build time and their bytes change from one + build to the next: the hashes are those of the copy in the 3.88b Linux + release package (lzdoom_3.88b_amd64.deb). + + - name: "game_support.pk3" + category: game_data + required: false + size: 223259 + sha1: "f645d7a3a00321c84490243690caa4415b3803f2" + md5: "e11fb785ff8d616092a85154a6a19535" + crc32: "4c14b502" + source_ref: "src/version.h:91, src/d_main.cpp:2537, src/d_iwad.cpp:757-763, wadsrc_extra/CMakeLists.txt:3" + note: "Holds iwadinfo.txt and the per-game filters. Copy from the 3.88b Linux release package." + + - name: "lights.pk3" + category: game_data + required: false + size: 22679 + sha1: "7f64f0d306c05e7c1740da1b9e565f041449a934" + md5: "199fa1fac48ab6be2249fb33e1190a32" + crc32: "4a8b1d81" + source_ref: "src/d_main.cpp:229, 2167-2172, wadsrc_lights/CMakeLists.txt:3" + note: "Dynamic light definitions, read when autoloadlights is set. Copy from the 3.88b Linux release package." + + - name: "brightmaps.pk3" + category: game_data + required: false + size: 245255 + sha1: "e33baca425c3087b973cc87cdedb051482e7a606" + md5: "19c17b0ccbe5568aacb4ed517524c5de" + crc32: "a0d2703c" + source_ref: "src/d_main.cpp:228, 2173-2178, wadsrc_bm/CMakeLists.txt:3" + note: "Brightmap textures, read when autoloadbrightmaps is set. Copy from the 3.88b Linux release package." + + - name: "game_widescreen_gfx.pk3" + category: game_data + required: false + size: 5041332 + sha1: "31e1ee26c1213207ebaddd15475315c8c9193dc9" + md5: "094baa608b85fbe636933b4098e7e1f1" + crc32: "b6a6ff19" + source_ref: "src/d_main.cpp:230, 2179-2184" + note: > + Widescreen HUD and menu graphics, read by default when present. Not + built from this tree. The 3.88b Windows release archive + (LZDoom_3.88b_x64.zip) ships this copy. + + - name: "game_conpics_gfx.pk3" + category: game_data + required: false + source_ref: "src/d_main.cpp:231, 2185-2190" + note: "Looked up by default when present. Neither this tree nor any 3.88b release package ships it." + + - name: "lzdoom.sf2" + category: game_data + path: "soundfonts/lzdoom.sf2" + required: false + size: 3283278 + sha1: "9dba9212f2e34446ab034595665809f09f303d63" + source_ref: "src/sound/music/i_soundfont.cpp:428-431, src/sound/music/music_config.cpp:118, src/CMakeLists.txt:1223" + note: "Default soundfont, used when the soundfont directories hold none. Committed in the tree as soundfont/lzdoom.sf2 and copied next to the executable." + + - name: "GENMIDI.GS.wopl" + category: game_data + path: "fm_banks/GENMIDI.GS.wopl" + required: false + size: 118767 + sha1: "538d220d87b86b997f539265eb12a6c319e17a1c" + source_ref: "src/CMakeLists.txt:1225, src/gameconfigfile.cpp:175-202, src/sound/music/i_soundfont.cpp:352-356" + note: "OPL3 bank copied next to the executable, read only with adl_use_custom_bank." + + - name: "gs-by-papiezak-and-sneakernets.wopn" + category: game_data + path: "fm_banks/gs-by-papiezak-and-sneakernets.wopn" + required: false + size: 274864 + sha1: "12e77c61ae107b7dbcebb230fe45ec7791a07877" + source_ref: "src/CMakeLists.txt:1227, src/gameconfigfile.cpp:175-202, src/sound/music/i_soundfont.cpp:357-361" + note: "OPN2 bank copied next to the executable, read only with opn_use_custom_bank." + + # ================================================================ + # IWADs (user-supplied). One is needed to start a game. + # All source refs point to wadsrc_extra/static/iwadinfo.txt. + # ================================================================ + + # ---- Doom ---- + + - name: "doom.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:315, 363, 378, 393, 576" + note: "The Ultimate DOOM, DOOM Registered, the BFG and XBox editions all use this name and are told apart by their lumps." + + - name: "doom1.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:402-412, 577" + note: "DOOM Shareware." + + - name: "doom2.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:489, 518, 545, 571" + + - name: "doom2f.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:532, 572" + + - name: "nerve.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:494, 523, 558, 562, 617" + note: "No Rest for the Living, which requires DOOM 2. Also loaded from the IWAD directory by the BFG and XBox editions of DOOM 2." + + - name: "doomunity.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:331, 584" + + - name: "doom2unity.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:503, 585" + + - name: "nerveunity.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:508" + note: "Loaded from the IWAD directory by DOOM 2: Unity Edition." + + - name: "extras.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:338, 508" + note: "Loaded from the IWAD directory by the Unity editions." + + - name: "soundtrack" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:338, 508" + note: "Loaded from the IWAD directory by the Unity editions." + + - name: "doom_complete.pk3" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:350, 570" + note: "WadSmoosh merge of the Doom IWADs." + + - name: "plutonia.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:447, 461, 573" + + - name: "tnt.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:420, 434, 574" + + - name: "sigil_v1_21.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:468-478, 616" + note: "Sigil, which requires The Ultimate DOOM." + + - name: "sigil_shreds.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:473" + note: "Loaded from the IWAD directory by Sigil." + + # ---- Freedoom (free) ---- + + - name: "freedoom1.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:292, 589" + + - name: "freedoom2.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:280, 590" + + - name: "freedm.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:268, 593" + + # ---- Heretic ---- + + - name: "heretic.wad" + category: game_data + system: heretic + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:231, 243, 594" + note: "Heretic and Shadow of the Serpent Riders share the name and are told apart by their lumps." + + - name: "heretic1.wad" + category: game_data + system: heretic + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:250-260, 596" + note: "Heretic Shareware." + + - name: "blasphemer.wad" + aliases: ["blasphem.wad"] + category: game_data + system: heretic + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:219, 605-606" + + # ---- Hexen ---- + + - name: "hexen.wad" + category: game_data + system: hexen + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:181, 597" + + - name: "hexdd.wad" + category: game_data + system: hexen + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:188-199, 598" + note: "Deathkings expansion, which requires hexen.wad." + + # ---- Strife ---- + + - name: "strife1.wad" + category: game_data + system: strife + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:144, 601" + + - name: "sve.wad" + category: game_data + system: strife + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:130, 134, 602" + note: "Veteran Edition, which requires Strife: Quest for the Sigil." + + - name: "voices.wad" + category: game_data + system: strife + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:135, 148" + note: "Loaded from the IWAD directory by Strife." + + # ---- Chex Quest ---- + + - name: "chex.wad" + category: game_data + system: chex + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:118, 607" + + - name: "chex3.wad" + category: game_data + system: chex + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:105, 608" + + # ---- Standalone commercial and community IWADs ---- + + - name: "hacx.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:81, 611" + + - name: "hacx2.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:69, 612" + + - name: "action2.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:93, 609" + + - name: "harm1.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:57, 610" + + - name: "square.pk3" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:33" + note: "Absent from the Names block: picked up only when named with -iwad." + + - name: "square1.pk3" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:45, 613" + + - name: "delaweare.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:22, 614" + + - name: "rotwb.wad" + category: game_data + system: doom + required: false + source_ref: "wadsrc_extra/static/iwadinfo.txt:9, 615" diff --git a/emulators/magicengine.yml b/emulators/magicengine.yml new file mode 100644 index 00000000..4df3ff8a --- /dev/null +++ b/emulators/magicengine.yml @@ -0,0 +1,95 @@ +emulator: MagicEngine +type: standalone +core_classification: other +source: "https://www.magicengine.com/" +upstream: closed-source +author: "David Michel, Cedric Michel" +profiled_date: "2026-10-20" +core_version: "1.1.3" +display_name: "NEC - PC Engine / CD-ROM / SuperGrafx (MagicEngine)" +cores: + - magicengine +systems: + - nec-pc-engine + - nec-pc-engine-cd + - nec-supergrafx +mode: standalone + +notes: | + PC Engine emulator by David and Cedric Michel, distributed as a closed + Windows binary. The build read is pce.exe 1.1.3, dated 17 June 2008, sha1 + b58461eca2614326bd776d12b01c4ab2e7d0f579, the copy RetroBat installs as + magicengine (version 0.08.06.17). + + RetroBat starts it as pce.exe "" with the emulator folder as working + directory and runs it only for the pcengine and supergrafx HuCard systems. + The generator writes pce.ini (paths for cheats, screenshots and + saved_games, video, language) and the controller section, and sets no + system ROM. A HuCard carries its whole program, so this route reads the + game file, pce.ini and the games.idx index the program keeps in its own + folder, nothing else. + ref: emulatorlauncher Generators/MagicEngine.Generator.cs:20-83, + retrobat system/templates/emulationstation/es_systems.cfg (pcengine, + supergrafx) + + pce.exe is a loader. 0x426ec0, called from 0x401712, decrypts about + 1.2 MB held in .data at 0x4484c0 (0x2491e eight-byte blocks of a SAFER + style cipher whose exp and log tables sit at 0x448220 and 0x448320), + inflates it with 0x426b00 into a 0x1f8d50-byte buffer, applies the + relocation list that follows and jumps to offset 0x1000. That routine was + run under an x86 emulator to obtain the program image, and the addresses + below are addresses in that image relocated to base 0x10000000. The pce.cfg RetroBat ships is the binary keyboard and + gamepad layout (ME10CONFIG) and names no file. + + System cards are four paths of the [pce] section, system_card_1 to + system_card_4, defaulting to syscard1.pce, syscard2.pce, syscard3.pce and + ge.pce (0x100118a7-0x10011910, setter 0x100094e0, getter 0x10008b00). + default_system_card picks the card a CD boots with: 0 automatic, 1 to 4 + one of the four files, 5 to 7 Magic System 1.0, 2.0 or 3.0, a system card + BIOS built into the program. Automatic means the third path, syscard3.pce. + The chosen file goes through the HuCard loader (0x10082630, 0x10082250) + with no size or hash check, and when it cannot be opened the boot falls + back to Magic System 3.0 (0x10007752-0x10007f79, 0x100826b0). A card + named on the command line after -cd is loaded the same way without that + fallback. The internal HuCard database names the dumps it recognises as + system cards by CRC32: 3f9f95a4 (1.0), 52520bc6 (2.0), 283b74e0 (2.1), + 6d9a73ef and 2b5b75fe (3.0), 51a12d90 (Game Express), which drives the + title shown and not the boot (0x10142e40-0x10143c20). arcade_card only + turns the Arcade Card hardware on and loads no file. CD saves go to + backup.dat and backup.idx, written by the program. + RetroBat does not route pcenginecd to MagicEngine today, so these files + only matter when it is run on a CD by hand. + +files: + - name: syscard3.pce + system: nec-pc-engine-cd + required: false + hle_fallback: true + description: "Super CD-ROM2 System Card 3.0" + note: "system_card_3, the card an automatic CD boot loads. Opened by the relative name unless the ini sets a path, read through the HuCard loader without a size or hash check. When it cannot be opened the boot uses the built-in Magic System 3.0." + source_ref: "pce.exe image 0x100118e7-0x100118f3 (default), 0x10007752-0x10007f65 (automatic choice and fallback), 0x10082630" + + - name: syscard2.pce + system: nec-pc-engine-cd + required: false + hle_fallback: true + description: "CD-ROM2 System Card 2.x" + note: "system_card_2, loaded when default_system_card is 2 or the card is picked in the boot menu. Falls back to Magic System 3.0 when it cannot be opened." + source_ref: "pce.exe image 0x100118b8-0x100118de (default), 0x10007f2c-0x10007f65" + + - name: syscard1.pce + system: nec-pc-engine-cd + required: false + hle_fallback: true + description: "CD-ROM2 System Card 1.0" + note: "system_card_1, loaded when default_system_card is 1 or the card is picked in the boot menu. Falls back to Magic System 3.0 when it cannot be opened." + source_ref: "pce.exe image 0x100118a7-0x100118c1 (default), 0x10007f2c-0x10007f65" + + - name: ge.pce + aliases: [gexpress.pce] + system: nec-pc-engine-cd + required: false + hle_fallback: true + description: "Games Express System Card" + note: "system_card_4, loaded when default_system_card is 4 or the card is picked in the boot menu. Falls back to Magic System 3.0 when it cannot be opened." + source_ref: "pce.exe image 0x100118f8-0x10011910 (default), 0x10007f2c-0x10007f65" diff --git a/emulators/mame.yml b/emulators/mame.yml index f26bce6c..749a983c 100644 --- a/emulators/mame.yml +++ b/emulators/mame.yml @@ -13,6 +13,7 @@ display_name: "Arcade (MAME)" cores: - mame - imame4all + - mame64 systems: - snk-neogeo-mvs - snk-neogeo-aes diff --git a/emulators/mame2014.yml b/emulators/mame2014.yml new file mode 100644 index 00000000..f434fdb1 --- /dev/null +++ b/emulators/mame2014.yml @@ -0,0 +1,489 @@ +emulator: MAME 2014 +type: libretro +core_classification: frozen_snapshot +source: "https://github.com/libretro/mame2015-libretro" +upstream: "https://github.com/mamedev/mame/tree/mame0160" +logo: "https://raw.githubusercontent.com/mamedev/mame/master/docs/source/images/MAMElogo.svg" +profiled_date: "2026-10-20" +source_commit: "c8fe6c7399f24466808b67933b2b96feea188e0b" +core_version: "0.160" +display_name: "Arcade (MAME 2014)" +mame_version: "0.160" + +cores: + - mame2014 +built_by: + - retrobat +systems: + - snk-neogeo-mvs + - snk-neogeo-aes + - igs-pgm + - sega-naomi + - sega-naomi2 + - sega-naomigd + - sammy-atomiswave + - sega-stv + - sega-lindbergh + - sega-hikaru + - sega-chihiro + - sega-triforce + - deco-cassette + - nintendo-playch10 + - sega-megaplay + - sega-megatech + - nintendo-sfcbox + - nintendo-nss + - philips-cdi + - commodore-cubo + - namco-system246 + - namco-system256 + - namco-system573 + - konami-viper + - taito-gnet + - super-kaneko-nova + - capcom-zn1 + - capcom-zn2 + - konami-gv + - panasonic-3do + - hyper-neogeo64 + - konami-twinkle + +notes: | + The core of libretro/mame2015-libretro as it stood before the repository + and the core were renamed MAME 2015 (commit 3e77b40c, 2019-01-19). RetroBat + ships mame2014_libretro.dll from its own core repository, a build that + reports library_version "0.160 c8fe6c7" and library_name "MAME 2014", so + this profile reads the tree at c8fe6c7. + + Same MAME 0.160 code as mame2015: between c8fe6c7 and the mame2015 pin no + driver ROM definition, romload.c or hiscore.c changes. What differs is the + directory name. libretro_shared.h sets core to "mame2014", and + Set_Path_Option builds samples, artwork, cheat, ini and hash under + system_dir/mame2014/ (cfg, nvram, hi, input, states, snaps, diff under + save_dir/mame2014/). The rom path is the content folder only, so BIOS root + sets sit beside the games. 69 BIOS root sets. + + hiscore.dat is opened by emu_file("hiscore", ".dat") with no search path + (the libretro path code is under #if 0), so it is read from the working + directory of the frontend. + +files: + # Data files + - name: hiscore.dat + required: false + category: game_data + sha1: "68e94fb579f46f3255ef7c34c0322f3f0f3c8e20" + md5: "7e31f0b84f6ea6f9ffec0cd968decf9f" + size: 216250 + source_ref: "src/emu/hiscore.c:122-138, 330-338" + note: >- + high score definitions, external file, not embedded. metadata/hiscore.dat of the core repository. Opened by + emu_file with no search path, so from the working directory of the frontend. is_mem_range reads only + "cpu:addr:len:start:end" lines under a "gamename:" header. + + # SNK Neo Geo MVS/AES + - name: neogeo.zip + required: true + category: bios_zip + system: snk-neogeo-mvs + source_ref: "src/mame/drivers/neogeo.c:1529" + + # IGS PGM + - name: pgm.zip + required: true + category: bios_zip + system: igs-pgm + source_ref: "src/mame/drivers/pgm.c:4147" + + # Sega Naomi / Naomi 2 / Naomi GD-ROM / Atomiswave + - name: naomi.zip + required: true + category: bios_zip + system: sega-naomi + source_ref: "src/mame/drivers/naomi.c:8960" + + - name: naomi2.zip + required: true + category: bios_zip + system: sega-naomi2 + source_ref: "src/mame/drivers/naomi.c:8965" + + - name: naomigd.zip + required: true + category: bios_zip + system: sega-naomigd + source_ref: "src/mame/drivers/naomi.c:8966" + + - name: awbios.zip + required: true + category: bios_zip + system: sammy-atomiswave + source_ref: "src/mame/drivers/naomi.c:9275" + + - name: hod2bios.zip + required: false + category: bios_zip + source_ref: "src/mame/drivers/naomi.c:8961" + note: "game-specific BIOS for House of the Dead 2" + + - name: f355dlx.zip + required: false + category: bios_zip + source_ref: "src/mame/drivers/naomi.c:8962" + note: "game-specific BIOS for Ferrari F355 Challenge deluxe" + + - name: f355bios.zip + required: false + category: bios_zip + source_ref: "src/mame/drivers/naomi.c:8963" + note: "game-specific BIOS for Ferrari F355 Challenge twin" + + - name: airlbios.zip + required: false + category: bios_zip + source_ref: "src/mame/drivers/naomi.c:8964" + note: "game-specific BIOS for Airline Pilots deluxe" + + # Sega ST-V + - name: stvbios.zip + required: true + category: bios_zip + system: sega-stv + source_ref: "src/mame/drivers/stv.c:3042" + + # Sega Hikaru / Chihiro / Triforce / Lindbergh + - name: hikaru.zip + required: true + category: bios_zip + system: sega-hikaru + source_ref: "src/mame/drivers/hikaru.c:744" + + - name: chihiro.zip + required: true + category: bios_zip + system: sega-chihiro + source_ref: "src/mame/drivers/chihiro.c:2192" + + - name: triforce.zip + required: true + category: bios_zip + system: sega-triforce + source_ref: "src/mame/drivers/triforce.c:1021" + + - name: lindbios.zip + required: true + category: bios_zip + system: sega-lindbergh + source_ref: "src/mame/drivers/lindbergh.c:569" + + # DECO Cassette + - name: decocass.zip + required: true + category: bios_zip + system: deco-cassette + source_ref: "src/mame/drivers/decocass.c:1647" + + # Nintendo arcade + - name: playch10.zip + required: true + category: bios_zip + system: nintendo-playch10 + source_ref: "src/mame/drivers/playch10.c:1639" + + - name: nss.zip + required: true + category: bios_zip + system: nintendo-nss + source_ref: "src/mame/drivers/nss.c:1058" + + - name: sfcbox.zip + required: true + category: bios_zip + system: nintendo-sfcbox + source_ref: "src/mame/drivers/sfcbox.c:572" + + # Sega Mega Drive arcade + - name: megaplay.zip + required: true + category: bios_zip + system: sega-megaplay + source_ref: "src/mame/drivers/megaplay.c:942" + + - name: megatech.zip + required: true + category: bios_zip + system: sega-megatech + source_ref: "src/mame/drivers/megatech.c:1393" + + # Philips CD-i + - name: cdibios.zip + required: true + category: bios_zip + system: philips-cdi + source_ref: "src/mame/drivers/cdi.c:611" + + # Commodore Cubo (CD32-based) + - name: cubo.zip + required: true + category: bios_zip + system: commodore-cubo + source_ref: "src/mame/drivers/cubo.c:1362" + + # Namco boards + - name: sys246.zip + required: true + category: bios_zip + system: namco-system246 + source_ref: "src/mame/drivers/namcops2.c:672" + + - name: sys256.zip + required: true + category: bios_zip + system: namco-system256 + source_ref: "src/mame/drivers/namcops2.c:705" + + - name: sys573.zip + required: true + category: bios_zip + system: namco-system573 + source_ref: "src/mame/drivers/ksys573.c:4678" + + # Konami + - name: kviper.zip + required: true + category: bios_zip + system: konami-viper + source_ref: "src/mame/drivers/viper.c:2609" + + - name: konamigv.zip + required: true + category: bios_zip + system: konami-gv + source_ref: "src/mame/drivers/konamigv.c:822" + + - name: konamigx.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/konamigx.c:3775" + + - name: gq863.zip + required: true + category: bios_zip + system: konami-twinkle + source_ref: "src/mame/drivers/twinkle.c:1330" + + # Taito + - name: taitogn.zip + required: true + category: bios_zip + system: taito-gnet + source_ref: "src/mame/drivers/taitogn.c:1081" + + - name: taitotz.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/taitotz.c:2951" + + - name: taitofx1.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4906" + + # PSX-based arcade boards (ZN) + - name: cpzn1.zip + required: true + category: bios_zip + system: capcom-zn1 + source_ref: "src/mame/drivers/zn.c:4800" + + - name: cpzn2.zip + required: true + category: bios_zip + system: capcom-zn2 + source_ref: "src/mame/drivers/zn.c:4823" + + - name: atpsx.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4853" + + - name: acpsx.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4862" + + - name: tps.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4873" + + - name: vspsx.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4896" + + - name: psarc95.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4935" + + - name: atluspsx.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/zn.c:4961" + + # Super Kaneko Nova System + - name: skns.zip + required: true + category: bios_zip + system: super-kaneko-nova + source_ref: "src/mame/drivers/suprnova.c:1734" + + - name: mac2bios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/macs.c:747" + + - name: macsbios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/macs.c:746" + + # Panasonic 3DO + - name: 3dobios.zip + required: true + category: bios_zip + system: panasonic-3do + source_ref: "src/mame/drivers/3do.c:253" + + # Hyper Neo-Geo 64 + - name: hng64.zip + required: true + category: bios_zip + system: hyper-neogeo64 + source_ref: "src/mame/drivers/hng64.c:1991" + + # Arcadia Systems + - name: ar_bios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/arcadia.c:963" + + # American Laser Games + - name: alg_bios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/alg.c:772" + + # Aleck64 (N64-based) + - name: aleck64.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/aleck64.c:1161" + + # Atari System 1 + - name: atarisy1.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/atarisy1.c:2368" + + # Exidy Max-A-Flex + - name: maxaflex.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/maxaflex.c:536" + + # Crystal System + - name: crysbios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/crystal.c:1134" + + # Galaxy Games + - name: galgbios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/tmaster.c:1850" + + # Aristocrat MK5/MK6 + - name: aristmk5.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/aristmk5.c:739" + + - name: aristmk6.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/aristmk6.c:224" + + - name: mk6nsw11.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/aristmk6.c:225" + + # Pinball + - name: allied.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/allied.c:711" + + - name: gp_110.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/gp_1.c:531" + + - name: gts1.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/gts1.c:978" + + - name: gts1s.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/gts1.c:981" + + # Other BIOS root sets + - name: bubsys.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/nemesis.c:2707" + + - name: isgsm.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/segas16b.c:7501" + + - name: iteagle.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/iteagle.c:315" + + - name: pyson.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/pyson.c:251" + + - name: sammymdl.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/sigmab98.c:2277" + + - name: shtzone.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/shtzone.c:121" + + - name: su2000.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/su2000.c:296" + + - name: tourvis.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/tourvis.c:612" + + - name: v4bios.zip + required: true + category: bios_zip + source_ref: "src/mame/drivers/mpu4vid.c:3655" diff --git a/emulators/mame4all.yml b/emulators/mame4all.yml new file mode 100644 index 00000000..807fcd2b --- /dev/null +++ b/emulators/mame4all.yml @@ -0,0 +1,123 @@ +emulator: MAME4ALL-Pi +type: standalone +core_classification: frozen_snapshot +source: "https://github.com/RetroPie/mame4all-pi" +upstream: "https://sourceforge.net/projects/mame4allpi/" +profiled_date: "2026-10-20" +source_commit: "c6bfd2aef331b5a5e157c15d8bf8a77393c85689" +core_version: "0.37b5" +display_name: "Arcade (MAME4ALL-Pi)" +mode: standalone +cores: + - mame4all +systems: + - arcade + - snk-neogeo-mvs + +notes: | + Raspberry Pi port by Squid of Franxis' MAME4ALL, itself MAME 0.37b5 + (readme.txt:5, src/version.cpp:1). RetroPie builds the tree with make, + installs mame, mame.cfg.template, hiscore.dat, cheat.dat, clrmame.dat, + folders/ and skins/ to its own directory, and launches mame with the + game's base name. Its mame.cfg sets rompath to the mame-mame4all and + arcade ROM directories and samplepath to their samples/ folders. + + main() moves to the directory holding the binary before anything is + opened, so every relative path below is read from there. mame.cfg comes + from that directory. + ref: src/rpi/rpi.cpp:123-126, src/rpi/config.cpp:93 + + ROMs and samples are looked up in each rompath or samplepath entry as a + / folder, then .zip. A clone also searches its parent's set, + and every Neo Geo game names neogeo as parent so that the BIOS does not + have to sit in each archive. rompath defaults to ".;roms", samplepath to + ".;samples". + ref: src/rpi/fileio.cpp:349-446, src/common.cpp:140-162, src/rpi/config.cpp:273-274, + src/drivers/neogeo.cpp:4580-4586 + + hiscore.dat is opened for every game, history.dat and mameinfo.dat when + the game information screen is shown, cheat.dat only with cheat=yes. All + four are opened by bare name from the binary's directory: the cheat + branch builds a path from the cheat directory option and then opens the + bare name instead. + ref: src/rpi/fileio.cpp:950-971, src/cpuintrf.cpp:626-628, + src/usrintrf.cpp:2546, src/mame.cpp:621-623 + + Paths below are written under mame4all/, which stands for the binary's + directory. clrmame.dat is installed beside them and never opened. The + skins/ bitmaps and folders/Favorites.ini belong to the game list front + end. + ref: src/rpi/gp2x_frontend.cpp:85,107,131 + +files: + - name: neogeo.zip + system: snk-neogeo-mvs + required: true + category: bios_zip + description: "Neo Geo BIOS set, parent of every Neo Geo game" + note: >- + Opened from rompath as the parent set. neo-geo.rom, ng-sm1.rom and + ng-sfix.rom are declared in every Neo Geo game through the + NEO_BIOS_SOUND and NEO_SFIX macros, so a game cannot load without + them. The Irritating Maze carries its own im_bios.rom in its set. + source_ref: "src/drivers/neogeo.cpp:1137-1173, src/drivers/neogeo.cpp:4501-4510, src/drivers/neogeo.cpp:4586" + contents: + - name: neo-geo.rom + description: 68K BIOS + size: 131072 + crc32: "9036d879" + - name: ng-sm1.rom + description: Z80 sound BIOS + size: 131072 + crc32: "97cf998b" + - name: ng-sfix.rom + description: fix layer tiles + size: 131072 + crc32: "354029fc" + + - name: hiscore.dat + path: "mame4all/hiscore.dat" + required: false + category: game_data + bundled: true + size: 50821 + md5: "5567b18ff76cf4406c915d9d5deac2f4" + sha1: "830660c510bb185c3278320b2ccbf5f536a1a649" + crc32: "158abd35" + description: "High score memory ranges, HISCORE.DAT version 7.0" + note: >- + Read with every game. Without it no score is saved. The values are + those of the file the repository installs. + source_ref: "src/hiscore.cpp:18, src/hiscore.cpp:253-255, src/cpuintrf.cpp:626-628, src/rpi/fileio.cpp:950-962" + + - name: cheat.dat + path: "mame4all/cheat.dat" + required: false + category: game_data + bundled: true + size: 1522317 + md5: "c5b456237958c7a7c120a8ad710786a0" + sha1: "c0f20911b6f929ecd8302863d9ced3e5ba9c6b97" + crc32: "ae2b9dbb" + description: "Pugsy's cheat database of 18 May 2000" + note: >- + Read only when the cheat option is on (cheat=no in the installed + mame.cfg). The cheatfile option renames it. The values are those of + the file the repository installs. + source_ref: "src/cheat.cpp:210, src/cheat.cpp:616-618, src/rpi/config.cpp:379-382, src/rpi/fileio.cpp:965-971" + + - name: history.dat + path: "mame4all/history.dat" + required: false + category: game_data + description: "Game history database" + note: "Read for the game information screen. Not installed." + source_ref: "src/datafile.cpp:52, src/datafile.cpp:541, src/rpi/config.cpp:384" + + - name: mameinfo.dat + path: "mame4all/mameinfo.dat" + required: false + category: game_data + description: "Driver information database" + note: "Read with history.dat for the game information screen. Not installed." + source_ref: "src/datafile.cpp:53, src/datafile.cpp:568, src/rpi/config.cpp:386" diff --git a/emulators/nosgba.yml b/emulators/nosgba.yml new file mode 100644 index 00000000..a3c2d5d3 --- /dev/null +++ b/emulators/nosgba.yml @@ -0,0 +1,217 @@ +emulator: no$gba +type: standalone +core_classification: embedded_hle +source: "https://problemkaputt.de/gba.htm" +upstream: "https://problemkaputt.de/gba.htm" +version_source: + url: "https://problemkaputt.de/gba.htm" + pattern: 'no\$gba v(\d+(?:\.\d+)+)' +profiled_date: "2026-10-20" +core_version: "3.04" +display_name: "Nintendo - GBA/DS/DSi (no$gba)" +cores: + - nosgba +systems: + - nintendo-gba + - nintendo-ds + - nintendo-dsi + - sony-pocketstation +mode: standalone + +notes: | + Freeware gaming build of Martin Korth's Game Boy Advance, Nintendo DS and + DSi emulator for Windows, closed source. RetroBat installs it as nosgba and + starts NO$GBA.EXE with the ROM. Its NO$GBA.EXE (220079 bytes, sha1 + 935b857bc1249479124247612755eeb2a247f23c) is the one in no$gba-w.zip of + v3.04, 23 Mar 2021, byte for byte. The official zip also carries + DSI-SD.ZIP, which RetroBat leaves out. Everything below is read from that + executable after removing its UPX layer. Addresses are virtual addresses of + the unpacked image (base 0x400000). + + Every file is opened by bare name. Before each open the program builds its + own folder from the module path and makes it the current directory + (0x431741, 0x4316ea), so all of them sit next to NO$GBA.EXE. + + The boot ROMs come from one table of six slots (0x471a81-0x471b80), loaded + by one routine (0x4357c6-0x4358a1). For each slot it clears the buffer, then + tries a list of (file, offset) pairs in order. The first file that opens and + is longer than its offset gives the bytes, read at that offset for the slot + size. No size is checked beyond that. The lists: + GBA, 16 KiB: NO$GBA.ROM at 0, BIOSGBA.ROM at 0, GBA.ROM at 0. + NDS ARM7, 16 KiB: NO$GBA.ROM at 0x4000, BIOSNDS.ROM at 0, BIOSNDS7.ROM at 0. + NDS ARM9, 4 KiB: NO$GBA.ROM at 0x8000, BIOSNDS.ROM at 0x4000, BIOSNDS9.ROM at 0. + DSi ARM7, 64 KiB: BIOSDSI.ROM at 0, BIOSDSI7.ROM at 0. + DSi ARM9, 64 KiB: BIOSDSI.ROM at 0x10000, BIOSDSI9.ROM at 0. + PocketStation, 16 KiB: POCKSTAT.ROM at 0. + NO$GBA.ROM, BIOSNDS.ROM and BIOSDSI.ROM are therefore concatenations of the + single images, GBA then ARM7 then ARM9. + + After a slot loads, two 32-bit words are computed over it: the sum of its + dwords, and a value seeded with 0x42494f53 that takes each dword plus the + count of dwords left, XORs it in and rotates right by one. The GBA, NDS ARM7, + NDS ARM9 and PocketStation slots carry the expected pair, the DSi slots carry + none. A mismatch only raises "Incorrect GBA/NDS BIOS version!" and the image + stays in use (0x43586a-0x43589a, 0x4358f0-0x43591e). The md5 and sha1 given + below are those of the dumps that produce the expected pair. + + Without a GBA image the slot receives a 236-byte stub held in the executable + (0x43578c-0x4357c5) and the BIOS calls run as x86 code, the default of the + "Emulate BIOS Functions" option. Only the BIOS sound functions then stop with + "Sorry, no$gba needs a copy of the original GBA BIOS". The NDS slots stay + zero and the calls are emulated the same way. The ARM7 image is what + decrypts the secure area of an encrypted cartridge dump and CodeBreaker + codes ("Encrypted Cartridge, requires files BiosNds7.rom and BiosNds9.rom"). + Without a PocketStation image a built-in clone named pockclon is expanded in + its place (0x435750-0x435771). DSi mode needs the DSi images for their RSA + keys and stops with "Missing DSi BIOS dump (need RSA keys)" without them. + + The DSi eMMC and SD card are files named from the emulated unit number, 1 for + the first machine: the name is written over a template as "DSi-", the digit, + then "mmc" or "sd" (0x43acea-0x43ad2d). The eMMC image must carry the + nocash footer with the CID and console ID ("Missing footer in .mmc file"). + The template string itself reads New3DS-#.mmc, from the 3DS mode. + + Written rather than obtained: NO$GBA.INI (generated config), NO$GBA.INP (key + setup), saves under BATTERY, snapshots under SLOT, QUIKSAVE.SNA, and + FIRMnnnn.BIN and BIOS dumps the xboo cable tools write. NO$GBA.CHT is a + cheat list the user writes, help.htm and help.txt are documentation, and + no$gba.key is the registration file of the debug version. + +files: + - name: BIOSGBA.ROM + aliases: ["GBA.ROM"] + system: nintendo-gba + required: false + hle_fallback: true + size: 16384 + md5: "a860e8c0b6d573d191e4ec7db1b1e4f6" + sha1: "300c20df6731a33952ded8c436f7f186d25d3492" + on_mismatch: warn + description: "Game Boy Advance BIOS" + note: > + Tried after NO$GBA.ROM and before GBA.ROM. Expected checksum pair + 0xbaae187f, 0xc98cfa1d, which the retail GBA BIOS gives. Needed for the + BIOS sound functions and the Nintendo logo boot. + source_ref: "NO$GBA.EXE v3.04 0x471a81-0x471aac (slot), 0x4357c6-0x43589a (load and checksum), 0x43578c-0x4357c5 (stub when absent)" + + - name: BIOSNDS7.ROM + system: nintendo-ds + required: false + hle_fallback: true + size: 16384 + md5: "df692a80a5b1bc90728bc3dfc76cd948" + sha1: "24f67bdea115a2c847c8813a262502ee1607b7df" + on_mismatch: warn + description: "Nintendo DS ARM7 BIOS" + note: > + Tried after NO$GBA.ROM at 0x4000 and BIOSNDS.ROM at 0. Expected checksum + pair 0xbc180972, 0x36b3e1b2. Carries the key that decrypts encrypted + cartridge secure areas and CodeBreaker codes. + source_ref: "NO$GBA.EXE v3.04 0x471ab1-0x471adc (slot), 0x4357c6-0x43589a (load and checksum)" + + - name: BIOSNDS9.ROM + system: nintendo-ds + required: false + hle_fallback: true + size: 4096 + md5: "a392174eb3e572fed6447e956bde4b25" + sha1: "bfaac75f101c135e32e2aaf541de6b1be4c8c62d" + on_mismatch: warn + description: "Nintendo DS ARM9 BIOS" + note: > + Tried after NO$GBA.ROM at 0x8000 and BIOSNDS.ROM at 0x4000. Expected + checksum pair 0xbb212bf7, 0x1bec1d77. + source_ref: "NO$GBA.EXE v3.04 0x471ae1-0x471b0c (slot), 0x4357c6-0x43589a (load and checksum)" + + - name: FIRMWARE.BIN + system: nintendo-ds + required: false + hle_fallback: true + max_size: 524288 + description: "Nintendo DS firmware flash" + note: > + Read whole into a buffer of 256 KiB, or 512 KiB when the file is larger. + A file over 512 KiB stops the program with "Unexpected Error". Absent, a + 256 KiB buffer stands in. No hash is checked. + source_ref: "NO$GBA.EXE v3.04 0x4356a8-0x4356e8 (load), 0x4358a2-0x4358d3 (buffer size), 0x4348fa (error)" + + - name: BIOSDSI7.ROM + system: nintendo-dsi + required: false + size: 65536 + description: "Nintendo DSi ARM7 BIOS" + note: > + Tried after BIOSDSI.ROM at 0. No checksum. DSi mode stops without it + since it holds the RSA keys. + source_ref: "NO$GBA.EXE v3.04 0x471b11-0x471b38 (slot), 0x4357c6-0x435802 (load)" + + - name: BIOSDSI9.ROM + system: nintendo-dsi + required: false + size: 65536 + description: "Nintendo DSi ARM9 BIOS" + note: "Tried after BIOSDSI.ROM at 0x10000. No checksum." + source_ref: "NO$GBA.EXE v3.04 0x471b39-0x471b60 (slot), 0x4357c6-0x435802 (load)" + + - name: WIFI-DSI.BIN + system: nintendo-dsi + required: false + hle_fallback: true + description: "DSi wifi firmware flash" + note: > + Read whole. Absent, a 128 KiB buffer stands in. No hash is checked. + source_ref: "NO$GBA.EXE v3.04 0x435701-0x435741 (load), 0x4358d4-0x4358ef (buffer)" + + - name: AR6002G.ROM + system: nintendo-dsi + required: false + description: "Atheros AR6002 wifi chip ROM" + note: > + Read for a DSi when the byte at firmware offset 0x1fd is not 2. Absent, + the ROM area is filled with 0x55. + source_ref: "NO$GBA.EXE v3.04 0x46014c-0x4601bd" + + - name: AR6013G.ROM + system: nintendo-dsi + required: false + description: "Atheros AR6013 wifi chip ROM" + note: "Read for a DSi when the byte at firmware offset 0x1fd is 2. Absent, the ROM area is filled with 0x55." + source_ref: "NO$GBA.EXE v3.04 0x46014c-0x4601bd" + + - name: DSi-1.mmc + system: nintendo-dsi + required: false + description: "DSi eMMC image with nocash footer" + note: > + eMMC of the first emulated DSi. The footer has to carry the CID and the + console ID. No hash or size is checked. + source_ref: "NO$GBA.EXE v3.04 0x43acea-0x43ad65" + + - name: DSi-1.sd + system: nintendo-dsi + required: false + size: 125698048 + md5: "a5feb3d3fc0cdf0f663ef1a80ba39e72" + sha1: "b473e101c7d22c15272f3cfce7c30b01f67839b4" + description: "DSi SD card image" + note: > + SD card of the first emulated DSi. The official zip ships a blank + FAT16 one as DSI-1.SD inside DSI-SD.ZIP. The hashes are those of that + file, the code checks none. + source_ref: "NO$GBA.EXE v3.04 0x43acea-0x43ad65" + + - name: POCKSTAT.ROM + system: sony-pocketstation + required: false + hle_fallback: true + size: 16384 + md5: "3bcdcef3d9aa7af85cd45e29986d11c8" + sha1: "6ae880493ddde880827d1e9f08e9cb2c38f9f2ec" + on_mismatch: warn + description: "PocketStation BIOS" + note: > + Expected checksum pair 0x27e94c07, 0x63beca34, given by the image ending + in J061. An image ending in J110 is checked against 0xb16ce96c, + 0xbedf0d0f instead, and one with POCKBIOS at 0x40 is not checked. + Absent, a built-in clone is used. + source_ref: "NO$GBA.EXE v3.04 0x471b61-0x471b80 (slot), 0x43582b-0x435863 (variant tests), 0x435750-0x435771 (clone)" diff --git a/emulators/np2pi.yml b/emulators/np2pi.yml new file mode 100644 index 00000000..06324efa --- /dev/null +++ b/emulators/np2pi.yml @@ -0,0 +1,192 @@ +emulator: np2pi +type: standalone +core_classification: community_fork +source: "https://github.com/eagle0wl/np2pi" +upstream: "https://np2.yui.ne.jp" +profiled_date: "2026-10-20" +source_commit: "2e995768b55e97acfaac32d45fbb8351645cba62" +core_version: "0.83" +display_name: "NEC - PC-98 (np2pi)" +mode: standalone +cores: + - np2pi +systems: + - nec-pc-98 + +notes: | + Raspberry Pi build by eagle0wl of Yui's Neko Project II 0.83 + (np2ver.h:1), the SDL front end compiled with sdl/makefile.rpi and + sdl/raspberrypi/compiler.h. That header defines SUPPORT_SASI and + SUPPORT_SCSI but not SUPPORT_PC9821, and bios/bios.c defines + BIOS_SIMULATE, so bios9821.rom and itf.rom are never opened: the ITF + image is the itfrom.res table compiled into the binary. + ref: sdl/raspberrypi/compiler.h:136-139, bios/bios.c:16-21, + bios/bios.c:257-268, bios/bios.c:302-318 + + Every file below is opened from the working directory. datadir is "./", + file_setcd(datadir) makes it the base of file_getcd, and getbiospath + falls back to file_getcd while the biospath key of np2.cfg is empty, as + it is by default. np2.cfg itself is read and written there. + ref: sdl/np2.c:48, sdl/np2.c:152, sdl/dosio.c:180-195, pccore.c:98-111, + sdl/ini.c:318, sdl/ini.c:412-416 + + RetroPie launches np2 from its pc98 configuration directory, where it + links 2608_bd.wav, 2608_hh.wav, 2608_rim.wav, 2608_sd.wav, + 2608_tom.wav, 2608_top.wav, bios.rom, FONT.ROM and sound.rom from the + pc98 folder of its BIOS directory, and TakaoGothic as default.ttf. The + paths below follow that folder. The other files are read only when + placed in the working directory itself. + + Fonts are filled in order and each source only supplies the glyphs still + missing: the fontfile key of np2.cfg (empty by default), FONT.BMP, + FONT.ROM, then the PC-8801 KANJI1.ROM, KANJI2.ROM and PC88.FNT. Glyphs + still missing after that are drawn from default.ttf through SDL_ttf into + font.tmp, which is reused on later runs. default.ttf is a desktop font, + not a machine ROM. + ref: pccore.c:251, font/font.c:113-188, font/fontdata.c:8-12, + font/fontpc88.c:81-193, sdl/fontmng.c:12-16 + +files: + - name: "bios.rom" + path: "pc98/bios.rom" + system: nec-pc-98 + description: "PC-9801 system BIOS, E8000h-FFFFFh" + min_size: 98304 + validation: [size] + required: false + hle_fallback: true + note: >- + The first 0x18000 bytes are read to E8000h. A shorter file, or no + file, leaves the built-in BIOS simulation in place. + source_ref: "bios/bios.c:226-256, common/strres.c:53" + + - name: "FONT.BMP" + path: "pc98/FONT.BMP" + system: nec-pc-98 + description: "PC-98 character generator as a 2048x2048 monochrome bitmap" + required: false + hle_fallback: true + note: "First font source tried from the working directory." + source_ref: "font/font.c:179, font/fontdata.c:11, font/fontpc98.c:11-16" + + - name: "FONT.ROM" + path: "pc98/FONT.ROM" + system: nec-pc-98 + description: "PC-98 character generator in the Virtual98 layout" + min_size: 288768 + validation: [size] + required: false + hle_fallback: true + note: "Read when glyphs are still missing after FONT.BMP. 0x46800 bytes are read, a shorter file is ignored." + source_ref: "font/font.c:180, font/fontdata.c:12, font/fontv98.c:8, font/fontv98.c:30-51" + + - name: "KANJI1.ROM" + path: "pc98/KANJI1.ROM" + system: nec-pc-98 + description: "PC-8801 first level kanji ROM" + min_size: 131072 + validation: [size] + required: false + hle_fallback: true + note: "Read after FONT.ROM for the ANK and first level kanji glyphs still missing, 0x20000 bytes." + source_ref: "font/font.c:181, font/fontdata.c:9, font/fontpc88.c:94-133" + + - name: "KANJI2.ROM" + path: "pc98/KANJI2.ROM" + system: nec-pc-98 + description: "PC-8801 second level kanji ROM" + min_size: 131072 + validation: [size] + required: false + hle_fallback: true + note: "Read for the second level kanji glyphs still missing, 0x20000 bytes." + source_ref: "font/font.c:181, font/fontdata.c:10, font/fontpc88.c:135-152" + + - name: "PC88.FNT" + path: "pc98/PC88.FNT" + system: nec-pc-98 + description: "PC-8801 ANK font" + min_size: 6144 + validation: [size] + required: false + hle_fallback: true + note: "Read for the ANK glyphs still missing, 0x1800 bytes." + source_ref: "font/font.c:181, font/fontdata.c:8, font/fontpc88.c:154-187" + + - name: "sound.rom" + path: "pc98/sound.rom" + system: nec-pc-98 + description: "FM sound board BIOS" + min_size: 16384 + validation: [size] + required: false + hle_fallback: true + note: >- + Each board first tries its own image, sound14.rom, sound26.rom, + sound86.rom, sound118.rom or soundSPB.rom, then sound.rom, reading + 0x4000 bytes. Without one a 9-byte stub is written to the ROM window. + source_ref: "sound/soundrom.c:11-16, sound/soundrom.c:19-81, cbus/board26k.c:87, cbus/board86.c:178" + + - name: "2608_bd.wav" + path: "pc98/2608_bd.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, bass drum" + required: false + source_ref: "sound/rhythmc.c:8, sound/rhythmc.c:57-68" + + - name: "2608_sd.wav" + path: "pc98/2608_sd.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, snare drum" + required: false + source_ref: "sound/rhythmc.c:9, sound/rhythmc.c:57-68" + + - name: "2608_top.wav" + path: "pc98/2608_top.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, top cymbal" + required: false + source_ref: "sound/rhythmc.c:10, sound/rhythmc.c:57-68" + + - name: "2608_hh.wav" + path: "pc98/2608_hh.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, hi-hat" + required: false + source_ref: "sound/rhythmc.c:11, sound/rhythmc.c:57-68" + + - name: "2608_tom.wav" + path: "pc98/2608_tom.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, tom" + required: false + source_ref: "sound/rhythmc.c:12, sound/rhythmc.c:57-68" + + - name: "2608_rim.wav" + path: "pc98/2608_rim.wav" + system: nec-pc-98 + description: "YM2608 rhythm sample, rim shot" + required: false + source_ref: "sound/rhythmc.c:13, sound/rhythmc.c:57-68" + + - name: "sasi.rom" + path: "pc98/sasi.rom" + system: nec-pc-98 + description: "SASI controller BIOS" + min_size: 4096 + validation: [size] + required: false + hle_fallback: true + note: "Read when a SASI disk is attached, 0x1000 bytes. Otherwise the built-in stub is copied." + source_ref: "cbus/sasiio.c:442-465" + + - name: "scsi.rom" + path: "pc98/scsi.rom" + system: nec-pc-98 + description: "SCSI controller BIOS" + min_size: 16384 + validation: [size] + required: false + hle_fallback: true + note: "Read when a SCSI disk is attached, 0x4000 bytes. Otherwise the built-in stub is copied." + source_ref: "cbus/scsiio.c:208-233" diff --git a/emulators/opengoal.yml b/emulators/opengoal.yml new file mode 100644 index 00000000..4cb3684e --- /dev/null +++ b/emulators/opengoal.yml @@ -0,0 +1,84 @@ +emulator: OpenGOAL +type: standalone +core_classification: game_engine +source: "https://github.com/open-goal/jak-project" +upstream: "https://github.com/open-goal/jak-project" +source_commit: "6445b4a50a7540df512e3c82c62216521421410c" +profiled_date: "2026-10-20" +core_version: "v0.3.8" +display_name: "Jak and Daxter (OpenGOAL)" +cores: [opengoal] +systems: [opengoal] + +notes: | + Native port of the Jak and Daxter games built from the decompiled GOAL + code. gk runs the game, goalc compiles GOAL source, and extractor turns the + user's PS2 ISO into the data gk loads. + + RetroBat installs v0.3.8: the gk.exe, goalc.exe and extractor.exe of its + opengoal.7z are byte identical to opengoal-windows-v0.3.8.zip, and its data + tree has the same files, so the profile is pinned to that tag. The + launcher reads the game name (jak1, jak2 or jak3) from the first line of + the ROM file, then checks data/out//iso. When that folder is missing + it runs "extractor.exe -g -e -d -c " with the ISO path set in + the system options, and refuses to start without one. It then starts + gk.exe -g with its own config folder. + + extractor (decompiler/extractor/main.cpp): + 1. -e takes a file whose extension is .iso and which is larger than + 1000000000 bytes, unpacks it into iso_data/_temp and computes an XXH64 + over the hashes of all its files (decompiler/extractor/extractor_util.cpp:278-304, + decompiler/extractor/main.cpp:295-317). + 2. validate needs a DGO folder in the extraction. It reads the serial + from the boot ELF name (SCUS_971.24 gives SCUS-97124) and hashes that + ELF with XXH64, then looks both up in extractor_iso_database + (decompiler/extractor/main.cpp:35-110, decompiler/extractor/extractor_util.cpp:30-166, 229-251). A missing DGO + folder stops extraction. Any other mismatch only fails the run under + -v, which RetroBat does not pass, and leaves the data in + iso_data/_temp instead of iso_data/ (decompiler/extractor/main.cpp:318-335). + 3. -d decompiles with the config of the detected release, -c compiles + goal_src into data/out/. + + The database knows Jak 1 as SCUS-97124 (Black Label and Greatest Hits), + SCES-50361, SCPS-15021 and SCPS-56003, Jak 2 as SCUS-97265, SCES-51608, + SCPS-15057 and SCKA-20010, and Jak 3 as SCUS-97330, SCUS-97516, + SCKA-20040 and SCES-52460. The contents hashes it stores are XXH64 + values over per file hashes, not hashes of the ISO file, so no entry + below carries one. + + At run time gk reads only what the extractor and compiler built: + out//iso, listed by the fake ISO file system, and out//fr3 + for the renderer (game/overlord/common/fake_iso.cpp:57-71, + game/graphics/pipelines/opengl.cpp:90). The data folder of the release + (goal_src, decompiler/config, custom_assets, game/assets, launcher) is + program source and configuration the compiler reads, shipped with every + build. goal_src/jakx is present, but the extractor accepts only jak1, jak2 + and jak3 at this tag (decompiler/extractor/main.cpp:16-18, 289-292). + +files: + - name: "jak1.iso" + category: game_data + system: opengoal + required: true + description: "Jak and Daxter: The Precursor Legacy PS2 disc image" + source_ref: "decompiler/extractor/main.cpp:295-335, decompiler/extractor/extractor_util.cpp:30-79, 278-294" + note: "No file name is fixed. Accepted serials SCUS-97124, SCES-50361, SCPS-15021 and SCPS-56003, identified by the boot ELF name and its XXH64. Read once by the extractor, which builds out/jak1 for gk." + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "jak2.iso" + category: game_data + system: opengoal + required: true + description: "Jak II PS2 disc image" + source_ref: "decompiler/extractor/main.cpp:295-335, decompiler/extractor/extractor_util.cpp:80-123, 278-294" + note: "No file name is fixed. Accepted serials SCUS-97265, SCES-51608, SCPS-15057 and SCKA-20010, identified by the boot ELF name and its XXH64. Read once by the extractor, which builds out/jak2 for gk." + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" + + - name: "jak3.iso" + category: game_data + system: opengoal + required: true + description: "Jak 3 PS2 disc image" + source_ref: "decompiler/extractor/main.cpp:295-335, decompiler/extractor/extractor_util.cpp:124-163, 278-294" + note: "No file name is fixed. Accepted serials SCUS-97330, SCUS-97516, SCKA-20040 and SCES-52460, identified by the boot ELF name and its XXH64. Read once by the extractor, which builds out/jak3 for gk." + unsourceable: "retail disc image the collection does not hold, and a same-named image of another game must not stand in" diff --git a/emulators/openttd.yml b/emulators/openttd.yml new file mode 100644 index 00000000..7fe0fc5a --- /dev/null +++ b/emulators/openttd.yml @@ -0,0 +1,385 @@ +emulator: OpenTTD +type: standalone +core_classification: game_engine +source: "https://github.com/OpenTTD/OpenTTD" +profiled_date: "2026-10-20" +source_commit: "61342620bc4c0971b28b3578379b53d04d2f11f1" +core_version: "14.1" +display_name: "Transport Tycoon Deluxe (OpenTTD)" +mode: standalone +cores: + - openttd +systems: + - transport-tycoon-deluxe + +notes: | + Open source reimplementation of Transport Tycoon Deluxe. RetroPie + installs the distribution's openttd package (14.1 on Debian trixie, + 13.0 on bookworm), whose recommends pull in the OpenGFX, OpenSFX and + OpenMSX base sets, and moves the user's openttd folders under + ~/.config, ~/.local/share and ~/.local into its ports configuration. + This profile reads the 14.1 tag. + + Graphics, sounds and music come from base sets. Each set is a .obg, + .obs or .obm description found in the baseset folder of any search + path, naming its files and their MD5. A file is looked up in the + baseset folders under the path the description gives, with a lowercase + retry. A set missing any file is neither listed nor picked + automatically. A file whose MD5 differs keeps the set usable and is + reported as corrupt at start. For a GRF the MD5 covers the data + section, which is the whole file in the original container format. + ref: src/base_media_func.h:84-158, src/base_media_func.h:345-372, + src/gfxinit.cpp:475-495, + src/fileio.cpp:215-230, src/gfxinit.cpp:125-136, + src/newgrf_config.cpp:255-277 + + The descriptions of the original game's files ship with OpenTTD in + media/baseset: orig_dos.obg, orig_dos_de.obg and orig_win.obg for the + graphics, orig_dos.obs and orig_win.obs for SAMPLE.CAT, orig_dos.obm, + orig_win.obm and orig_tto.obm for the music. ORIG_EXTRA.GRF, also named + by the graphics sets, is built and installed with OpenTTD. The MD5 + values below are the ones those descriptions carry. + + Without any usable graphics set OpenTTD offers to download OpenGFX from + its content service, and fails with no network. A missing sound or music + set falls back to no_sound.obs and no_music.obm, which ship with it. + ref: src/openttd.cpp:717-745, src/openttd.cpp:781-812, + src/bootstrap_gui.cpp:362-371 + + Paths below are written under openttd/, which stands for any OpenTTD + search path, the personal data folder being the usual one. + +files: + - name: "TRG1.GRF" + path: "openttd/baseset/TRG1.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, base" + required: false + md5: "9311676280e5b14077a8ee41c1b42192" + source_ref: "media/baseset/orig_dos.obg:20, media/baseset/orig_dos_de.obg:20" + + - name: "TRGI.GRF" + path: "openttd/baseset/TRGI.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, logos" + required: false + md5: "da6a6c9dcc451eec88d79211437b76a8" + source_ref: "media/baseset/orig_dos.obg:21, media/baseset/orig_dos_de.obg:21" + + - name: "TRGC.GRF" + path: "openttd/baseset/TRGC.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, sub-arctic climate" + required: false + md5: "ed446637e034104c5559b32c18afe78d" + source_ref: "media/baseset/orig_dos.obg:22, media/baseset/orig_dos_de.obg:22" + + - name: "TRGH.GRF" + path: "openttd/baseset/TRGH.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, sub-tropical climate" + required: false + md5: "ee6616fb0e6ef6b24892c58c93d86fc9" + source_ref: "media/baseset/orig_dos.obg:23, media/baseset/orig_dos_de.obg:23" + + - name: "TRGT.GRF" + path: "openttd/baseset/TRGT.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, toyland" + required: false + md5: "e30e8a398ae86c03dc534a8ac7dfb3b6" + source_ref: "media/baseset/orig_dos.obg:24" + + - name: "TRGT.GRF" + path: "openttd/baseset/TRGT.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS graphics, toyland, German CD" + required: false + md5: "fcde1d7e8a74197d72a62695884b909e" + note: "The German DOS CD differs from the other DOS releases only in this file." + source_ref: "media/baseset/orig_dos_de.obg:24" + + - name: "TRG1R.GRF" + path: "openttd/baseset/TRG1R.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows graphics, base" + required: false + md5: "b04ce593d8c5016e07473a743d7d3358" + source_ref: "media/baseset/orig_win.obg:20" + + - name: "TRGIR.GRF" + path: "openttd/baseset/TRGIR.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows graphics, logos" + required: false + md5: "0c2484ff6be49fc63a83be6ab5c38f32" + source_ref: "media/baseset/orig_win.obg:21" + + - name: "TRGCR.GRF" + path: "openttd/baseset/TRGCR.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows graphics, sub-arctic climate" + required: false + md5: "3668f410c761a050b5e7095a2b14879b" + source_ref: "media/baseset/orig_win.obg:22" + + - name: "TRGHR.GRF" + path: "openttd/baseset/TRGHR.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows graphics, sub-tropical climate" + required: false + md5: "06bf2b7a31766f048baac2ebe43457b1" + source_ref: "media/baseset/orig_win.obg:23" + + - name: "TRGTR.GRF" + path: "openttd/baseset/TRGTR.GRF" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows graphics, toyland" + required: false + md5: "de53650517fe661ceaa3138c6edb0eb8" + source_ref: "media/baseset/orig_win.obg:24" + + - name: "SAMPLE.CAT" + path: "openttd/baseset/SAMPLE.CAT" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS sound samples" + required: false + md5: "422ea3dd074d2859bb51639a6e0e85da" + source_ref: "media/baseset/orig_dos.obs:14" + + - name: "SAMPLE.CAT" + path: "openttd/baseset/SAMPLE.CAT" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows sound samples" + required: false + md5: "9212e81e72badd4bbe1eaeae66458e10" + source_ref: "media/baseset/orig_win.obs:14" + + - name: "GM.CAT" + path: "openttd/baseset/GM.CAT" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe DOS music catalogue" + required: false + md5: "7a29d2d0c4f7d2e03091ffa9b2bdfffb" + source_ref: "media/baseset/orig_dos.obm:44" + + - name: "GM-TTO.CAT" + path: "openttd/baseset/GM-TTO.CAT" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Original music catalogue" + required: false + md5: "26e85ff84b0063aa5da05dd4698fc76e" + source_ref: "media/baseset/orig_tto.obm:63" + + - name: "GM_TT00.GM" + path: "openttd/baseset/GM_TT00.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Tycoon DELUXE Theme" + required: false + md5: "45cfec1b9d8c7a0ad45e755833cbf221" + source_ref: "media/baseset/orig_win.obm:44, media/baseset/orig_win.obm:68" + + - name: "GM_TT01.GM" + path: "openttd/baseset/GM_TT01.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Snarl Up" + required: false + md5: "ab14ed3392d848abd2a2e90a9d75d121" + source_ref: "media/baseset/orig_win.obm:45, media/baseset/orig_win.obm:69" + + - name: "GM_TT02.GM" + path: "openttd/baseset/GM_TT02.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Easy Driver" + required: false + md5: "dd4f696e4be5987ce738257b08b50171" + source_ref: "media/baseset/orig_win.obm:46, media/baseset/orig_win.obm:70" + + - name: "GM_TT03.GM" + path: "openttd/baseset/GM_TT03.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Little Red Diesel" + required: false + md5: "a1bfde23343df9e4063419bf29c166b8" + source_ref: "media/baseset/orig_win.obm:47, media/baseset/orig_win.obm:71" + + - name: "GM_TT04.GM" + path: "openttd/baseset/GM_TT04.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, City Groove" + required: false + md5: "4e6943aa0c455203d76c79389054747d" + source_ref: "media/baseset/orig_win.obm:48, media/baseset/orig_win.obm:72" + + - name: "GM_TT05.GM" + path: "openttd/baseset/GM_TT05.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Aliens Ate My Railway" + required: false + md5: "cee281cb85a2e2343552d97640545a47" + source_ref: "media/baseset/orig_win.obm:49, media/baseset/orig_win.obm:73" + + - name: "GM_TT06.GM" + path: "openttd/baseset/GM_TT06.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Stoke It" + required: false + md5: "26d1de5efa8675f94065784e9d539e49" + source_ref: "media/baseset/orig_win.obm:50, media/baseset/orig_win.obm:74" + + - name: "GM_TT07.GM" + path: "openttd/baseset/GM_TT07.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Don't Walk!" + required: false + md5: "6f2691e17558f552ec4c565e4ab7139c" + source_ref: "media/baseset/orig_win.obm:51, media/baseset/orig_win.obm:75" + + - name: "GM_TT08.GM" + path: "openttd/baseset/GM_TT08.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Sawyer's Tune" + required: false + md5: "a42bf2cb3340a822f1a69646fc7a487d" + source_ref: "media/baseset/orig_win.obm:52, media/baseset/orig_win.obm:76" + + - name: "GM_TT09.GM" + path: "openttd/baseset/GM_TT09.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Fell Apart On Me" + required: false + md5: "eb35761a58a8df3c59ed8929cce13916" + source_ref: "media/baseset/orig_win.obm:53, media/baseset/orig_win.obm:77" + + - name: "GM_TT10.GM" + path: "openttd/baseset/GM_TT10.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Can't Get There From Here" + required: false + md5: "42fecd686720a785d20a78590c466a82" + source_ref: "media/baseset/orig_win.obm:54, media/baseset/orig_win.obm:78" + + - name: "GM_TT11.GM" + path: "openttd/baseset/GM_TT11.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Hard Drivin'" + required: false + md5: "50ef1ef02e49d2112786dd45e69dc3ee" + source_ref: "media/baseset/orig_win.obm:55, media/baseset/orig_win.obm:79" + + - name: "GM_TT12.GM" + path: "openttd/baseset/GM_TT12.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Road Hog" + required: false + md5: "4ce707a0e0e72419f0681dd9bd95271b" + source_ref: "media/baseset/orig_win.obm:56, media/baseset/orig_win.obm:80" + + - name: "GM_TT13.GM" + path: "openttd/baseset/GM_TT13.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Hold That Train!" + required: false + md5: "e765753be29d889ec818f38009103619" + source_ref: "media/baseset/orig_win.obm:57, media/baseset/orig_win.obm:81" + + - name: "GM_TT14.GM" + path: "openttd/baseset/GM_TT14.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Broomer's Oil Rag" + required: false + md5: "270e2d63bd32b95a4d007ce15a6ce45f" + source_ref: "media/baseset/orig_win.obm:58, media/baseset/orig_win.obm:82" + + - name: "GM_TT15.GM" + path: "openttd/baseset/GM_TT15.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Goss Groove" + required: false + md5: "89e116a1c0c69f1845cc903a9bfbe460" + source_ref: "media/baseset/orig_win.obm:59, media/baseset/orig_win.obm:83" + + - name: "GM_TT16.GM" + path: "openttd/baseset/GM_TT16.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Small Town" + required: false + md5: "f824e2371b3bedfe61aad4b9c62dd6be" + source_ref: "media/baseset/orig_win.obm:60, media/baseset/orig_win.obm:84" + + - name: "GM_TT17.GM" + path: "openttd/baseset/GM_TT17.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Cruise Control" + required: false + md5: "1b23eebb0796c1ab99cd97fa7082cf7b" + source_ref: "media/baseset/orig_win.obm:61, media/baseset/orig_win.obm:85" + + - name: "GM_TT18.GM" + path: "openttd/baseset/GM_TT18.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Stroll On" + required: false + md5: "15650de3bad645d0e88c4f5c7a2df92a" + source_ref: "media/baseset/orig_win.obm:62, media/baseset/orig_win.obm:86" + + - name: "GM_TT19.GM" + path: "openttd/baseset/GM_TT19.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Funk Central" + required: false + md5: "7aec079e15bd09588660b85545ac4dfc" + source_ref: "media/baseset/orig_win.obm:63, media/baseset/orig_win.obm:87" + + - name: "GM_TT20.GM" + path: "openttd/baseset/GM_TT20.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Jammit" + required: false + md5: "1509097889dee617aa1e9a1738a5a930" + source_ref: "media/baseset/orig_win.obm:64, media/baseset/orig_win.obm:88" + + - name: "GM_TT21.GM" + path: "openttd/baseset/GM_TT21.GM" + system: transport-tycoon-deluxe + category: game_data + description: "Transport Tycoon Deluxe Windows music, Movin' On" + required: false + md5: "a8d0aaad02e1a762d8d54cf81da56bab" + source_ref: "media/baseset/orig_win.obm:65, media/baseset/orig_win.obm:89" diff --git a/emulators/osmose.yml b/emulators/osmose.yml new file mode 100644 index 00000000..bd116473 --- /dev/null +++ b/emulators/osmose.yml @@ -0,0 +1,38 @@ +emulator: Osmose (RetroPie) +type: standalone +core_classification: community_fork +source: "https://github.com/RetroPie/osmose-rpi" +profiled_date: "2026-10-20" +source_commit: "7775add582ad2595e876ca38d4675510f2df866e" +core_version: "0.8.1+rpi20130302" +display_name: "Sega - Master System / Game Gear (Osmose)" +mode: standalone +cores: + - osmose +systems: + - sega-master-system + - sega-game-gear + +notes: | + Bruno Vedder's OsmOse 0.8.1 as ported to the Raspberry Pi by palerider, + with badman12345's joystick quit option (readme.rpi:1-13, + Version.h:3). RetroPie builds the tree with make and launches + osmose with the ROM and -tv -fs. + + The cartridge is mapped directly at reset. No BIOS image is loaded: + the memory control port handler only prints whether the program + enables or disables the BIOS ROM. + ref: IOMapper.cpp:124-131 + + The ROM is read as a plain file or as the first entry of a zip + archive. Battery RAM comes from ./osmose_files/bbr/.bbr when + present, and save states, screenshots, tile dumps and sound captures + are written under ./osmose_files/. The configuration is + ~/.osmose/osmose.ini, written with defaults when absent. The on + screen font is the bitmap compiled into TextWriter.cpp. + ref: MemoryMapper.cpp:120-140, MemoryMapper.cpp:545-553, + MemoryMapper.cpp:705-712, OsmoseConfiguration.cpp:26-58, + OsmoseConfiguration.cpp:145, TextWriter.cpp:48 + +exclusion_note: "no BIOS or system file, the cartridge runs directly" +files: [] diff --git a/emulators/pcsx2-legacy.yml b/emulators/pcsx2-legacy.yml index 26b135f7..737600ea 100644 --- a/emulators/pcsx2-legacy.yml +++ b/emulators/pcsx2-legacy.yml @@ -11,6 +11,7 @@ display_name: "Sony - PlayStation 2 (PCSX2 Legacy)" cores: - pcsx2-legacy - PCSX2-LEGACY + - pcsx2-16 systems: - sony-playstation-2 mode: standalone diff --git a/emulators/pcsx_rearmed_standalone.yml b/emulators/pcsx_rearmed_standalone.yml new file mode 100644 index 00000000..8924ddcf --- /dev/null +++ b/emulators/pcsx_rearmed_standalone.yml @@ -0,0 +1,55 @@ +emulator: PCSX-ReARMed (standalone) +type: standalone +core_classification: embedded_hle +source: "https://github.com/notaz/pcsx_rearmed" +profiled_date: "2026-10-20" +source_commit: "8b6c163575e6ce9a0537553e0d4ed4225315955e" +core_version: "r26" +display_name: "Sony - PlayStation (PCSX-ReARMed standalone)" +mode: standalone +cores: + - pcsx-rearmed +systems: + - sony-playstation + +notes: | + notaz's own SDL front end of PCSX-ReARMed, the pcsx binary built by the + repository's configure and make, not the libretro core. RetroPie + builds it from master, creates a bios folder in its install directory, + links SCPH1001.BIN from its BIOS directory into that folder and runs + ./pcsx -cdfile from the install directory. + + The BIOS folder is /.pcsx/bios/. home is "." when a .pcsx folder + exists in the working directory, which RetroPie provides, and the bios + folder of the working directory then replaces it. + ref: frontend/main.c:85-102, frontend/main.c:505-520, frontend/main.h:25-37 + + The front end names no BIOS file. At start it lists every regular file + or link of exactly 512 KiB or 4 MiB in that folder, the menu offers them + beside HLE, and the choice is saved in the configuration. Until a + configuration has been saved the menu selects the first file the + directory listing returns, and a launch with -cdfile that never opens + the menu runs with HLE. psxMemReset reads the first 0x80000 bytes of + the selected file and falls back to HLE when it cannot be read whole. + ref: frontend/menu.c:2581-2632, frontend/menu.c:2535-2550, + frontend/menu.c:1655-1661, frontend/main.c:452, + libpcsxcore/psxmem.c:291-333 + + cheatpops.db, a cwcheat list read from the working directory when a disc + is inserted, is optional and not installed by RetroPie. + ref: frontend/main.c:312-321, frontend/main.c:398-401 + +files: + - name: "SCPH1001.BIN" + system: sony-playstation + description: "PlayStation BIOS, any 512 KiB image, named as RetroPie links it" + size: 524288 + validation: [size] + required: false + hle_fallback: true + note: >- + The code accepts any file name. SCPH1001.BIN is the one name RetroPie + links into the bios folder, so it is the only image this install can + list. A 4 MiB file is also listed, and only its first 512 KiB are + loaded. + source_ref: "frontend/menu.c:2619-2628, libpcsxcore/psxmem.c:314-327" diff --git a/emulators/pdark.yml b/emulators/pdark.yml new file mode 100644 index 00000000..3df59e72 --- /dev/null +++ b/emulators/pdark.yml @@ -0,0 +1,89 @@ +emulator: Perfect Dark (PC port) +type: standalone +core_classification: game_engine +source: "https://github.com/fgsfdsfgs/perfect_dark" +upstream: "https://github.com/fgsfdsfgs/perfect_dark" +source_branch: port +source_commit: "618a1f33865cc98c6fff95c9a5df8162443a643c" +profiled_date: "2026-10-20" +core_version: "port 2025-06-14" +display_name: "Perfect Dark (PC port)" +cores: [pdark] +systems: [pdark] + +notes: | + PC port of Perfect Dark built on the decompilation, by fgsfds. Each build + plays one ROM revision, chosen at configure time (CMakeLists.txt:35, + 86-97): pd.x86_64.exe for ntsc-final, pd.pal.x86_64.exe for pal-final and + pd.jpn.x86_64.exe for jpn-final. Game data is read out of that ROM at + run time, nothing is extracted ahead. + + RetroBat installs the three executables, built on 2025-06-14 at 10:06, a + few minutes after the last commit of the port branch that day, which is + the pin. Its launcher picks the executable from the pdark_region option or + from the ROM file name, and copies the ROM to data/pd..z64 in the + install folder when that file is missing. + ref: emulatorLauncher Generators/PortsLauncher.Generator.cs:107-130, + emulatorLauncher Generators/PortsLauncher.Configuration.cs:1257-1290 + + Files are read from the base directory: --basedir, else data beside the + executable in portable mode, else ./data when it exists, else data under + the home path (port/src/fs.c:18, 96-121). At this revision the home path + test reads a failed size lookup as success, so data beside the executable + is not reached outside portable mode. RetroBat starts the port from its + install folder, where ./data exists. The ROM is pd..z64 there unless + --rom-file names another path. A missing ROM, an archive, a size other + than 33554432 bytes, or a header whose game code and title do not match + the build ends the program with an error. No hash is checked. + ref: port/src/romdata.c:26-50, 186-209, 382-401 + + pd.gbc, the Game Boy Color Perfect Dark, is checked at startup for its + size, title, licensee and checksum bytes. When it passes, the game acts + as if the cartridge sat in a Transfer Pak, which unlocks the cheats tied + to it (port/src/romdata.c:53-54, 404-448, port/src/main.c:112, + src/game/pak.c:5992-6007, src/game/cheats.c:406, 436). + +files: + - name: "pd.ntsc-final.z64" + path: "data/pd.ntsc-final.z64" + category: game_data + system: pdark + required: true + size: 33554432 + description: "Perfect Dark (USA) (Rev 1) N64 ROM, game code NPDE" + source_ref: "port/src/romdata.c:26-33, 191-209, 382-391" + note: "Read by pd.x86_64.exe, the NTSC v1.1 build." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "pd.pal-final.z64" + path: "data/pd.pal-final.z64" + category: game_data + system: pdark + required: false + size: 33554432 + description: "Perfect Dark (Europe) N64 ROM, game code NPDP" + source_ref: "port/src/romdata.c:26-27, 34-39, 191-209, 382-391" + note: "Read only by pd.pal.x86_64.exe." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "pd.jpn-final.z64" + path: "data/pd.jpn-final.z64" + category: game_data + system: pdark + required: false + size: 33554432 + description: "Perfect Dark (Japan) N64 ROM, game code NPDJ" + source_ref: "port/src/romdata.c:26-27, 40-45, 191-209, 382-391" + note: "Read only by pd.jpn.x86_64.exe." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" + + - name: "pd.gbc" + path: "data/pd.gbc" + category: game_data + system: pdark + required: false + size: 4194304 + description: "Perfect Dark (Game Boy Color) ROM" + source_ref: "port/src/romdata.c:53-54, 404-448" + note: "Optional. Its presence unlocks the Transfer Pak cheats." + unsourceable: "retail ROM the collection does not hold, and a same-named dump of another game must not stand in" diff --git a/emulators/phoenix.yml b/emulators/phoenix.yml new file mode 100644 index 00000000..0239cb85 --- /dev/null +++ b/emulators/phoenix.yml @@ -0,0 +1,71 @@ +emulator: Phoenix +type: standalone +core_classification: other +source: "http://www.arts-union.ru" +upstream: "http://www.arts-union.ru" +profiled_date: "2026-10-20" +core_version: "2.8.JAG" +display_name: "3DO, Atari Jaguar (Phoenix)" +mode: standalone +cores: + - phoenix +systems: + - 3do + - atari-jaguar + +notes: | + Closed-source 3DO and Atari Jaguar emulator by Altmer (Arts-Union), the + author of FreeDO. This profile reads the build RetroBat installs, + PhoenixEmuProject.exe 2.8.JAG (x86-64, dated 2023-01-05), with objdump and + the strings it carries. + + Phoenix names no BIOS file. Every dump is registered in phoenix.config.xml + under a platform and a dump type: BIOS, CD-ROM, FMV-ROM, FONT-ROM and NVRAM + for 3DO, BIOS and CARTRIDGE for Jaguar. emulatorlauncher rewrites that file + before each launch, registering the game and, as the BIOS, panafz10.bin for + 3DO or "[BIOS] Atari Jaguar (World).j64" for Jaguar from the RetroBat bios + folder (emulatorLauncher Generators/Phoenix.Generator.cs:23-95). + + The 3DO machine is emulated at hardware level (MADAM, CLIO, the CEL engine + and the ARM CPU) and starts from the BIOS dump. Its md5 is compared with + two values, the PAL Anvil BIOS a48e6746 and the same image with RSA + disabled cf11bbb5 (function at 0x4a10d0, strings at 0xb03a38 and + 0xb03a60), which the 2.8.J changelog lists as PAL BIOS support. FMV-ROM is + the video module ROM, which the 1.2 changelog describes as viewable only, + and FONT-ROM the kanji font of Japanese consoles. Two further md5 values + (0xb03bd0, 0xb03bf8) are compared against the CD-ROM dump and set per game + video parameters. + + Jaguar cartridges run through the boot ROM, and the File menu offers to add + a header, or a generic header, to a headerless cartridge + dump so that the boot ROM accepts it. + +files: + - name: panafz10.bin + system: 3do + required: true + description: "3DO BIOS" + note: >- + Any BIOS dump is accepted, registered as the 3DO BIOS. The name is the + one RetroBat registers. + + - name: panafz10e-anvil.bin + system: 3do + required: false + md5: "a48e6746bd7edec0f40cff078f0bb19f" + description: "PAL Anvil BIOS" + note: "Recognized by md5 for PAL operation (0xb03a38, compared at 0x4a1144)." + + - name: panafz10e-anvil-norsa.bin + system: 3do + required: false + md5: "cf11bbb5a16d7af9875cca9de9a15e09" + description: "PAL Anvil BIOS, RSA check disabled" + note: "Recognized by md5 for PAL operation (0xb03a60, compared at 0x4a120d)." + + - name: "[BIOS] Atari Jaguar (World).j64" + system: atari-jaguar + required: true + description: "Jaguar boot ROM" + note: >- + Registered as the Jaguar BIOS. The name is the one RetroBat registers. diff --git a/emulators/pisnes.yml b/emulators/pisnes.yml new file mode 100644 index 00000000..68a7bd6f --- /dev/null +++ b/emulators/pisnes.yml @@ -0,0 +1,41 @@ +emulator: PiSNES +type: standalone +core_classification: frozen_snapshot +source: "https://github.com/RetroPie/pisnes" +upstream: "https://sourceforge.net/projects/pisnes/" +profiled_date: "2026-10-20" +source_commit: "a5b427f255f922cfa65e29c4285b3d565a4c9044" +core_version: "1.39" +display_name: "Nintendo - SNES (PiSNES)" +mode: standalone +cores: + - pisnes +systems: + - nintendo-snes + +notes: | + Raspberry Pi port by Squid of Snes9x 1.39 (readme.txt:1-7, + snes9x.h:44). RetroPie builds the tree with make, installs snes9x, + snes9x.gui, snes9x.cfg.template and skins/, and launches snes9x with + the ROM. + + main() moves to the binary's directory and reads snes9x.cfg there. + ref: unix/unix.cpp:232, unix/unix.cpp:260-272 + + The object list builds dsp1.o and leaves out the Super FX, C4, SA-1 and + SPC7110 sources, which is why the readme names Star Fox and Yoshi's + Island as not working. The SPC7110 graphics pack folders spc7110.cpp + would read (SPL4-SP7, SMHT-SP7, FEOEZSP7, SJUMPSP7, MISC-SP7) are + therefore never opened. S9xLoadSDD1Data, the S-DD1 graphics pack reader, + is compiled and never called. No BS-X or Sufami Turbo BIOS is loaded by + this version. + ref: Makefile:33-39, readme.txt:9, spc7110.cpp:178-210, unix/unix.cpp:1239-1350 + + The ROM is read as a file or from a zip archive. The .srm battery + save and a .pat Game Genie or Pro Action Replay list beside the + ROM are user files. skins/rpimenu16.bmp is the game list front end + background. + ref: unix/unix.cpp:376, snes9x.cpp:515-545, unix/frontend.cpp:169 + +exclusion_note: "no BIOS or coprocessor ROM is read, the SPC7110 pack reader is not built and the S-DD1 one is never called" +files: [] diff --git a/emulators/ppsspp-1.5.4.yml b/emulators/ppsspp-1.5.4.yml new file mode 100644 index 00000000..d643db9d --- /dev/null +++ b/emulators/ppsspp-1.5.4.yml @@ -0,0 +1,405 @@ +emulator: PPSSPP 1.5.4 +type: standalone +core_classification: frozen_snapshot +source: "https://github.com/hrydgard/ppsspp" +profiled_date: "2026-10-20" +source_commit: "a1e74d0d4f89ba3fa2d4fe64bac7a0fa16fc146f" +core_version: "v1.5.4" +display_name: "Sony - PlayStation Portable (PPSSPP 1.5.4)" +mode: standalone +cores: + - ppsspp-1.5.4 +systems: + - sony-psp + +notes: | + PPSSPP at the v1.5.4 tag, offered by RetroPie on VideoCore Raspberry Pi + systems only. The package reuses the ppsspp build steps: cmake + builds PPSSPPSDL and copies assets/ beside it, both are installed to + the package directory, and PPSSPPSDL is launched from there with the + ROM. ~/.config/ppsspp, the memory stick root, is moved into the psp + configuration directory. + + The PSP kernel is high level emulated, so no firmware image is read. + + On Linux, assets are read through the VFS from /assets/, + then the binary directory, /usr/share/ppsspp/assets/ and ./assets/. + flash0: is /assets/flash0/. Paths below are written under + ppsspp-1.5.4/, which stands for the binary's directory. + ref: UI/NativeApp.cpp:329-335, UI/NativeApp.cpp:356-363 + + The 19 font slots of the sceFont registry are filled from the game's + USRDIR, then ms0:/PSP/flash0/font/ on the memory stick, then flash0:. + The repository ships open replacements for jpn0.pgf, kr0.pgf and + ltn0.pgf to ltn15.pgf. zh_gb.pgf, the Chinese font, is marked + ignoreIfMissing and is not shipped. A Sony font placed under the memory + stick override path takes precedence over the replacement. + ref: Core/HLE/sceFont.cpp:88-108, Core/HLE/sceFont.cpp:638-698 + + The PPGe atlas draws the emulated system dialogs. The UI atlas, + langregion.ini and gamecontrollerdb.txt serve the host program, as do + the translations under assets/lang and the post processing shaders + under assets/shaders. + ref: Core/Util/PPGeDraw.cpp:186-190, UI/NativeApp.cpp:630-633, + Core/Config.cpp:270-280, SDL/SDLJoystick.cpp:23-36, + ext/native/i18n/i18n.cpp:67, GPU/Common/PostShader.cpp:38 + +files: + - name: "ppge_atlas.zim" + path: "ppsspp-1.5.4/assets/ppge_atlas.zim" + system: sony-psp + description: "PPGe texture atlas for the emulated system dialogs" + required: false + bundled: true + size: 867257 + md5: "f46570c34bcf6a01cf20b93add725c3b" + sha1: "f907477c2527028449310f21bb5fdb4c756f673f" + crc32: "9317d985" + note: >- + Without it PanicAlert reports the file missing and PPGe draws + nothing, while emulation goes on. + source_ref: "Core/Util/PPGeDraw.cpp:186-190, ext/native/image/zim_load.cpp:124-135" + + - name: "jpn0.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/jpn0.pgf" + system: sony-psp + description: "Open replacement PGF font, Japanese font, FTT-NewRodin Pro DB slot" + required: false + bundled: true + size: 4367080 + md5: "a9c9e37be81056c4ff16f97c5ea8a149" + sha1: "8b0b4b978e647856cc2e441b60774746223b4949" + crc32: "bd8cde31" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:91, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn0.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn0.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 0" + required: false + bundled: true + size: 67660 + md5: "d9dad4b1e7c365a2136d3469e46e8cd8" + sha1: "834245b3aa53fa2aed62751890268371f0d92eb8" + crc32: "192668bf" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:92, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn1.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn1.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 1" + required: false + bundled: true + size: 63504 + md5: "8b875d8686e59808fc343f5facabcd5d" + sha1: "d02bcde33ab32d425aec47fdc9bc95c5c98c5e16" + crc32: "a83f7c44" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:93, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn2.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn2.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 2" + required: false + bundled: true + size: 76692 + md5: "97c1849edee2142c5f93af694f6ecd8e" + sha1: "0f562d1e5ea3b3d56be45b528541ef418020ba0f" + crc32: "bbeab2b8" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:94, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn3.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn3.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 3" + required: false + bundled: true + size: 71900 + md5: "c0b6d1ce4b089142f1b9214d0a1f6d23" + sha1: "dcc285d1a6fb8235af5108f37387fee756e309a8" + crc32: "d1ec59b5" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:95, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn4.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn4.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 4" + required: false + bundled: true + size: 78920 + md5: "056e25c9f8a91408e60b27424488eec2" + sha1: "c88737077233918442fdc8102a52590ca0a23d6f" + crc32: "3bea67ea" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:96, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn5.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn5.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 5" + required: false + bundled: true + size: 76216 + md5: "7fe820db034066902ed20b0e2b23aa52" + sha1: "8b92f492049f9a0792a8ddcece54cc780a17403a" + crc32: "6ef95466" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:97, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn6.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn6.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 6" + required: false + bundled: true + size: 88716 + md5: "00de7bc98fd827834155aeaa52a6ff50" + sha1: "6392abaf7bc864d10a36742e4a024e7713e7fa12" + crc32: "b86d8513" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:98, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn7.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn7.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 7" + required: false + bundled: true + size: 84860 + md5: "60837a1f537774e2513777ed441579fb" + sha1: "b32c3cae7c8d4139606038988b4b4b12f78185d8" + crc32: "1ad81696" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:99, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn8.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn8.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 8" + required: false + bundled: true + size: 51432 + md5: "83c3ac2c5f3eb1f29c50509d5fac12db" + sha1: "01626c31bec0587fbda5860f50b5e3a2aa55fc12" + crc32: "293fc32a" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:100, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn9.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn9.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 9" + required: false + bundled: true + size: 50116 + md5: "88edad985862a859c1e3fb2ac8a5def3" + sha1: "326be7cfe61cbddaaa9549563554971b6292f6aa" + crc32: "cf796bad" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:101, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn10.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn10.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 10" + required: false + bundled: true + size: 55788 + md5: "1860058c8bf459230c070f2551b694fb" + sha1: "a9f99612b599a4ce08ae2f83fe136a1e82fccc34" + crc32: "4d2b37ef" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:102, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn11.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn11.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 11" + required: false + bundled: true + size: 54572 + md5: "6787304ff1b6e408bf087895f27a8fd8" + sha1: "4ce3fd3d22106831d1f758929da384f2b51934a8" + crc32: "3e1802bc" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:103, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn12.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn12.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 12" + required: false + bundled: true + size: 58352 + md5: "3137ec03ad4ccb0bee2ef063570a53e9" + sha1: "8082f8cb91fcd5f17af7dc6312cdb90f0f3887f7" + crc32: "ee171181" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:104, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn13.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn13.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 13" + required: false + bundled: true + size: 57660 + md5: "8aa1799e6dc507fd81ba8e4e0a1ac8ec" + sha1: "ab3ee89579a6755a965e45919f4d771c80f62657" + crc32: "a02763c5" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:105, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn14.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn14.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 14" + required: false + bundled: true + size: 63388 + md5: "41e32b026f85db942e2e10bdf3d2694e" + sha1: "f7818e4560ad459fcb64b9bd17414816af5ed058" + crc32: "f64e87aa" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:106, Core/HLE/sceFont.cpp:667-698" + + - name: "ltn15.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/ltn15.pgf" + system: sony-psp + description: "Open replacement PGF font, Latin font slot 15" + required: false + bundled: true + size: 62364 + md5: "93ea5b6541d131cb582ca609e918f0a9" + sha1: "95285a9b90ee0375d843a07dd718d287f8733547" + crc32: "32fa42cc" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:107, Core/HLE/sceFont.cpp:667-698" + + - name: "kr0.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/kr0.pgf" + system: sony-psp + description: "Open replacement PGF font, Korean font, AsiaNHH slot" + required: false + bundled: true + size: 883164 + md5: "7e2a70c5ff07e4d8859d64798ffbb499" + sha1: "b7ab295d15bd8c103c42eab7fb7c7ec447915b40" + crc32: "73473af5" + note: >- + Read from flash0: when neither the game nor the memory stick + provides the font. + source_ref: "Core/HLE/sceFont.cpp:108, Core/HLE/sceFont.cpp:667-698" + + - name: "compat.ini" + path: "ppsspp-1.5.4/assets/compat.ini" + system: sony-psp + category: game_data + description: "Per game compatibility settings" + required: false + bundled: true + size: 8886 + md5: "501d056e79b455ba53fe72c3be70aeab" + sha1: "47a8b96012b525c896d1d054585853ebf827a55d" + crc32: "6c897d98" + note: >- + Read for every game, then the user copy in the memory stick SYSTEM + folder overrides it. + source_ref: "Core/Compatibility.cpp:24-40" + + - name: "langregion.ini" + path: "ppsspp-1.5.4/assets/langregion.ini" + system: sony-psp + description: "Language and region name mapping" + required: false + bundled: true + size: 1212 + md5: "2c7ed57910d8f31715feb8f215080d3b" + sha1: "9ba05906cd40659f339bbcd5ae2e8badc21dd69d" + crc32: "d0bf8c07" + unsourceable: "host configuration installed with the binary" + note: >- + Read when the system locale has no translation file of its own. + source_ref: "Core/Config.cpp:270-280" + + - name: "ui_atlas.zim" + path: "ppsspp-1.5.4/assets/ui_atlas.zim" + system: sony-psp + description: "Texture atlas of the PPSSPP user interface" + required: false + bundled: true + size: 1684804 + md5: "cf54479fffd1980c9fb01aed532f2220" + sha1: "991424050a2e361b8b4ceb5aba0540bb00505e6a" + crc32: "3f2d4e98" + unsourceable: "host user interface installed with the binary" + note: >- + PanicAlert when missing. Only the Windows build exits, the others + continue without the UI texture. + source_ref: "UI/NativeApp.cpp:630-633" + + - name: "gamecontrollerdb.txt" + path: "ppsspp-1.5.4/assets/gamecontrollerdb.txt" + system: sony-psp + description: "SDL game controller mappings" + required: false + bundled: true + size: 50682 + md5: "65ccdaac2c2cffbc3b8f84d334daa17c" + sha1: "b992498c1bf643060190ee74a0821b98aaee1f5c" + crc32: "93896085" + unsourceable: "host controller database installed with the binary" + note: >- + Read by the SDL front end at start. A missing file only drops the + mappings. + source_ref: "SDL/SDLJoystick.cpp:23-36" + + - name: "zh_gb.pgf" + path: "ppsspp-1.5.4/assets/flash0/font/zh_gb.pgf" + system: sony-psp + description: "Chinese PGF font, FTT-NewRodin Pro DB" + required: false + note: >- + First registry slot, flagged ignoreIfMissing and not shipped. Read + from the game's USRDIR, the memory stick override path or flash0: + when present. + source_ref: "Core/HLE/sceFont.cpp:88-90, Core/HLE/sceFont.cpp:667-698" diff --git a/emulators/psxmame.yml b/emulators/psxmame.yml new file mode 100644 index 00000000..dcc29620 --- /dev/null +++ b/emulators/psxmame.yml @@ -0,0 +1,191 @@ +emulator: pSxMAME +type: standalone +core_classification: enhanced_fork +source: "https://github.com/mamedev/mame" +upstream: "https://github.com/mamedev/mame" +profiled_date: "2026-10-20" +source_commit: "0fdce58484202265b0794a77652bb5e3da9c56af" +core_version: "0.133" +display_name: "Arcade PSX boards (pSxMAME)" +mode: standalone +cores: + - psxmame +systems: + - arcade + +notes: | + MAME build reduced to the PlayStation based arcade boards, with the ZiNc + GPU and SPU plugins added. RetroBat installs it for its zinc system. The + mame.exe in that package announces itself as "pSxMAME 20090903" and no + source tree for that build is published, so this profile reads the + binary and checks it against MAME 0.133, the release whose ROM + definitions it carries: every BIOS root set below sits in the binary with + the same names and the same "c:#s:#" hash strings, those of + the mame0133 tag. + + The binary keeps 12 of the 36 BIOS root sets of that release: the nine of + zn.c, plus taitogn.c, ksys573.c and konamigv.c. emulatorlauncher runs + `mame.exe -skip_gameinfo -rompath /psxmame/bios; + ... ` (emulatorLauncher Generators/PSXMame.Generator.cs:20-110). + + A ROM missing from its set is fatal unless it is optional or has no good + dump (src/emu/romload.c:427-449, src/emu/romload.c:594). Of a set with + BIOS options only the selected option is read, the first one by default + (src/emu/romload.c:330-380, src/emu/romload.c:933). The archive is never + hashed, its members are, so the hashes sit in contents. + +files: + - name: "cpzn1.zip" + system: arcade + required: true + category: bios_zip + description: "ZN1" + source_ref: "src/mame/drivers/zn.c:4362, src/mame/drivers/zn.c:2773-2775" + contents: + - name: "coh-1000c.353" + size: 524288 + crc32: "50033af6" + sha1: "486d92ff6c7f1e54f8e0ef41cd9116eca0e10e1a" + + - name: "cpzn2.zip" + system: arcade + required: true + category: bios_zip + description: "ZN2" + source_ref: "src/mame/drivers/zn.c:4381, src/mame/drivers/zn.c:3032-3034" + contents: + - name: "coh-3002c.353" + size: 524288 + crc32: "e860ea8b" + sha1: "66e7e1d4e426466b8f48a2ba055a91b475569504" + + - name: "atpsx.zip" + system: arcade + required: true + category: bios_zip + description: "Atari PSX" + source_ref: "src/mame/drivers/zn.c:4408, src/mame/drivers/zn.c:4243-4245" + contents: + - name: "coh-1000w.353" + size: 524288 + crc32: "45e8a4b4" + sha1: "815488d8563c85f97fbc3384ff21f08e4c88b7b7" + + - name: "acpsx.zip" + system: arcade + required: true + category: bios_zip + description: "Acclaim PSX" + source_ref: "src/mame/drivers/zn.c:4417, src/mame/drivers/zn.c:4266-4268" + contents: + - name: "coh-1000a.353" + size: 524288 + crc32: "8d8d0764" + sha1: "7ee83d317190bb1cef2f8f01c81eaaae47150ebb" + + - name: "tps.zip" + system: arcade + required: true + category: bios_zip + description: "TPS" + source_ref: "src/mame/drivers/zn.c:4428, src/mame/drivers/zn.c:3476-3478" + contents: + - name: "coh-1002m.353" + size: 524288 + crc32: "69ffbcb4" + sha1: "03eb2febfab3fcde716defff291babd9392de965" + + - name: "vspsx.zip" + system: arcade + required: true + category: bios_zip + description: "Video System PSX" + source_ref: "src/mame/drivers/zn.c:4450, src/mame/drivers/zn.c:3713-3715" + contents: + - name: "coh-1002v.353" + size: 524288 + crc32: "5ff165f3" + sha1: "8f59314c1093446b9bcb06d232244da6df78e206" + + - name: "taitofx1.zip" + system: arcade + required: true + category: bios_zip + description: "Taito FX1" + source_ref: "src/mame/drivers/zn.c:4460, src/mame/drivers/zn.c:3762-3764" + contents: + - name: "coh-1000t.353" + size: 524288 + crc32: "e3f23b6e" + sha1: "e18907cf8c6ba54d96edba0a9a00487a90219e0d" + + - name: "psarc95.zip" + system: arcade + required: true + category: bios_zip + description: "PS Arcade 95" + source_ref: "src/mame/drivers/zn.c:4483, src/mame/drivers/zn.c:4039-4041" + contents: + - name: "coh-1002e.353" + size: 524288 + crc32: "910f3a8b" + sha1: "cd68532967a25f476a6d73473ec6b6f4df2e1689" + + - name: "atluspsx.zip" + system: arcade + required: true + category: bios_zip + description: "Atlus PSX" + source_ref: "src/mame/drivers/zn.c:4502, src/mame/drivers/zn.c:4328-4330" + contents: + - name: "coh-1001l.353" + size: 524288 + crc32: "6721146b" + sha1: "9511d24bfe25eb180fb2db0835b131cb4a12730e" + + - name: "taitogn.zip" + system: arcade + required: true + category: bios_zip + description: "Taito GNET" + source_ref: "src/mame/drivers/taitogn.c:1286, src/mame/drivers/taitogn.c:1070-1081" + note: >- + flash.u30 is G-NET BIOS v1, the default option, and flashv2.u30 is v2, + read only when that option is chosen. + contents: + - name: "coh-3002t.353" + size: 524288 + crc32: "03967fa7" + sha1: "0e17fec2286e4e25deb23d40e41ce0986f373d49" + - name: "flash.u30" + size: 2097152 + crc32: "c48c8236" + sha1: "c6dad60266ce2ff635696bc0d91903c543273559" + - name: "flashv2.u30" + size: 2097152 + crc32: "cae462d3" + sha1: "f1b10846a8423d9fe021191c5876190857c3d2a4" + + - name: "sys573.zip" + system: arcade + required: true + category: bios_zip + description: "System 573 BIOS" + source_ref: "src/mame/drivers/ksys573.c:4697, src/mame/drivers/ksys573.c:3186" + contents: + - name: "700a01.22g" + size: 524288 + crc32: "11812ef8" + sha1: "e1284add4aaddd5337bd7f4e27614460d52b5b48" + + - name: "konamigv.zip" + system: arcade + required: true + category: bios_zip + description: "Baby Phoenix/GV System" + source_ref: "src/mame/drivers/konamigv.c:895, src/mame/drivers/konamigv.c:785-787" + contents: + - name: "999a01.7e" + size: 524288 + crc32: "ad498d2d" + sha1: "02a82a2fe1fba0404517c3602324bfa64e23e478" diff --git a/emulators/quake3.yml b/emulators/quake3.yml new file mode 100644 index 00000000..c17e6f1d --- /dev/null +++ b/emulators/quake3.yml @@ -0,0 +1,113 @@ +emulator: Quake 3 (Raspberry Pi) +type: standalone +core_classification: game_engine +source: "https://github.com/raspberrypi/quake3" +upstream: "https://github.com/ioquake/ioq3" +profiled_date: "2026-10-20" +source_commit: "8d89a2a3c1707bf0f75b2ea26645b872e97c0b95" +core_version: "1.35" +display_name: "Quake III Arena (Raspberry Pi port)" +cores: [quake3] +systems: [quake3] +verification: existence + +notes: | + The Raspberry Pi Foundation's ioquake3 1.35 snapshot with an OpenGL ES + renderer for the VideoCore GPU (VERSION=1.35, Makefile:194). RetroPie + builds it with build_rpi_raspbian.sh and installs ioquake3.arm and + ioq3ded.arm, then links $md_inst/baseq3 to $romdir/ports/quake3. + + BASEGAME = "baseq3" (code/qcommon/q_shared.h:37). fs_basepath defaults to + the directory of the binary (code/sys/sys_main.c:474-479, 574), and + FS_Startup mounts baseq3 under fs_basepath and fs_homepath (~/.q3a), + then fs_game when set (code/qcommon/files.c:2762-2773, 2785-2787). + + FS_CheckPak0 compares the pak checksum of baseq3/pak0.pk3 through + pak8.pk3 to pak_checksums[] (code/qcommon/files.c:178-188, 2886-2910). + This snapshot predates the Team Arena checksums: missionpack is only + an ordinary mod directory here. A mismatch prints a warning and the pak + stays mounted. A missing pak prints a message too, but the fatal error + that follows is commented out (code/qcommon/files.c:2918-2943), so the + point release paks are optional. What stops the engine is a missing + default.cfg (code/qcommon/files.c:3328-3329), which only pak0.pk3 + carries. + + demoq3/pak0.pk3 with DEMO_PAK0_CHECKSUM is recognised and printed as a + demo pak (code/qcommon/files.c:177, 2870-2884). RetroPie instead + extracts its Q3DemoPaks.zip, the demo pak0.pk3 with the 1.32 point + release paks, flat into baseq3/. The demo pak then fails the pak0 + checksum with a warning and runs. + +files: + - name: "pak0.pk3" + category: game_data + system: quake3 + path: "baseq3/pak0.pk3" + required: true + source_ref: "code/qcommon/files.c:179 (pak_checksums[0]=1566731103u), 2890 (per-index checksum compare), 3328-3329 (fatal without default.cfg)" + note: "Retail Quake III Arena base pak. Engine prints a warning on checksum mismatch, does not refuse the file." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + + - name: "pak1.pk3" + category: game_data + system: quake3 + path: "baseq3/pak1.pk3" + required: false + source_ref: "code/qcommon/files.c:180 (pak_checksums[1]=298122907u), 2918-2943 (absence reported, not fatal)" + + - name: "pak2.pk3" + category: game_data + system: quake3 + path: "baseq3/pak2.pk3" + required: false + source_ref: "code/qcommon/files.c:181 (pak_checksums[2]=412165236u), 2918-2943 (absence reported, not fatal)" + + - name: "pak3.pk3" + category: game_data + system: quake3 + path: "baseq3/pak3.pk3" + required: false + source_ref: "code/qcommon/files.c:182 (pak_checksums[3]=2991495316u), 2918-2943 (absence reported, not fatal)" + + - name: "pak4.pk3" + category: game_data + system: quake3 + path: "baseq3/pak4.pk3" + required: false + source_ref: "code/qcommon/files.c:183 (pak_checksums[4]=1197932710u), 2918-2943 (absence reported, not fatal)" + + - name: "pak5.pk3" + category: game_data + system: quake3 + path: "baseq3/pak5.pk3" + required: false + source_ref: "code/qcommon/files.c:184 (pak_checksums[5]=4087071573u), 2918-2943 (absence reported, not fatal)" + + - name: "pak6.pk3" + category: game_data + system: quake3 + path: "baseq3/pak6.pk3" + required: false + source_ref: "code/qcommon/files.c:185 (pak_checksums[6]=3709064859u), 2918-2943 (absence reported, not fatal)" + + - name: "pak7.pk3" + category: game_data + system: quake3 + path: "baseq3/pak7.pk3" + required: false + source_ref: "code/qcommon/files.c:186 (pak_checksums[7]=908855077u), 2918-2943 (absence reported, not fatal)" + + - name: "pak8.pk3" + category: game_data + system: quake3 + path: "baseq3/pak8.pk3" + required: false + source_ref: "code/qcommon/files.c:187 (pak_checksums[8]=977125798u), 2918-2943 (absence reported, not fatal)" + + - name: "pak0.pk3" + category: game_data + system: quake3 + path: "demoq3/pak0.pk3" + required: false + source_ref: "code/qcommon/files.c:177 (DEMO_PAK0_CHECKSUM=2985612116u), 2870-2884 (demoq3 pak0 checksum compare)" + note: "Demo pak, recognised under demoq3/ by this checksum and counted as baseq3/pak0.pk3." diff --git a/emulators/raine.yml b/emulators/raine.yml new file mode 100644 index 00000000..2fcd91cb --- /dev/null +++ b/emulators/raine.yml @@ -0,0 +1,277 @@ +emulator: RAINE +type: standalone +core_classification: other +source: "https://github.com/zelurker/raine" +upstream: "https://github.com/zelurker/raine" +profiled_date: "2026-10-20" +source_commit: "8e25d5d8907ae459181610912b0030c955683015" +core_version: "0.97.5" +display_name: "Arcade (RAINE)" +mode: standalone +cores: + - raine +systems: + - arcade + - snk-neogeo-mvs + - snk-neogeo-cd + +notes: | + Multi-system arcade emulator by Emmanuel Anne, built on SDL2. RetroBat + installs a package whose raine.exe reports 0.97.5 and carries the joystick + dead zone setting added on 2025-03-15, one day before the build date, so the + pin is the last commit before that build. Its hiscore.dat, command.dat and + history.dat are byte for byte the ones at that commit. + + emulatorlauncher runs `raine.exe -n -fs 0|1 ` from the package folder + and rewrites config/raine32_sdl.cfg first: rom_dir_0 is the folder of the + game, rom_dir_1 the RetroBat bios folder, neocd_bios points at + bios/neocdz.zip, emudx and artwork stay under the package, and the Neo-Geo + BIOS selection defaults to 25 + (emulatorLauncher Generators/Raine.Generator.cs:76-142). + + A set is loaded from each rom_dir in turn as .zip, .7z or a + / folder (source/loadroms.c:258-275). Inside an archive a ROM is found + by CRC32 first and by name second (source/files.c:370-403). A ROM missing + from the set and its parents ends the load with a fatal error + (source/loadroms.c:1301-1316). The Windows build has curl and, before + giving up, offers to download a missing archive from archive.org, neogeo.zip + included (source/loadroms.c:1200-1240). + + Files read from the shared folder go through get_shared, which tries the + current directory, then the share path, then share path config/ + (source/files.c:50-95). On Windows the share path is the folder of the + executable (source/raine.c:378). + +files: + - name: "neogeo.zip" + system: snk-neogeo-mvs + required: true + category: bios_zip + description: "Neo-Geo BIOS set" + note: >- + Parent of every MVS set (ROMOF("neogeo") in the drivers). The board ROMs + come from rom_neogeo and the 68K BIOS from the rom_bios list, picked by + the [neogeo] bios index (source/neocd/neocd.c:159-161). Index 0 is + sp-s2.sp1, RetroBat writes 25 by default, uni-bios_3_2.rom. The + selected BIOS, sm1.sm1, 000-lo.lo and sfix.sfix are read for every MVS + game, and a missing one ends the load. Members are matched by CRC32, + so sp-s3.sp1 answers for asia-s3.rom. + source_ref: "source/games/neogeo.c:22-61, source/games/neogeo.c:65-74, source/games/neogeo.c:224-229" + contents: + - name: "sp-s2.sp1" + size: 131072 + crc32: "9036d879" + - name: "sp-s.sp1" + size: 131072 + crc32: "c7f2fa45" + - name: "sp-u2.sp1" + size: 131072 + crc32: "e72943de" + - name: "sp-e.sp1" + size: 131072 + crc32: "2723a5b5" + - name: "asia-s3.rom" + size: 131072 + crc32: "91b64be3" + - name: "vs-bios.rom" + size: 131072 + crc32: "f0e8f27d" + - name: "sp-j2.sp1" + size: 131072 + crc32: "acede59c" + - name: "sp1.jipan.1024" + size: 131072 + crc32: "9fb0abe4" + - name: "sp-45.sp1" + size: 524288 + crc32: "03cc9f6a" + - name: "japan-j3.bin" + size: 131072 + crc32: "dff6d41f" + - name: "sp-1v1_3db8c.bin" + size: 131072 + crc32: "162f0ebe" + - name: "uni-bios_3_1.rom" + size: 131072 + crc32: "0c58093f" + - name: "uni-bios_3_0.rom" + size: 131072 + crc32: "a97c89a9" + - name: "uni-bios_2_3.rom" + size: 131072 + crc32: "27664eb5" + - name: "uni-bios_2_2.rom" + size: 131072 + crc32: "2d50996a" + - name: "uni-bios_2_1.rom" + size: 131072 + crc32: "8dabf76b" + - name: "uni-bios_2_0.rom" + size: 131072 + crc32: "0c12c2ad" + - name: "uni-bios_1_3.rom" + size: 131072 + crc32: "b24b44a0" + - name: "uni-bios_1_2.rom" + size: 131072 + crc32: "4fa698e9" + - name: "uni-bios_1_1.rom" + size: 131072 + crc32: "5dda0d84" + - name: "uni-bios_1_0.rom" + size: 131072 + crc32: "0ce453a0" + - name: "neodebug.rom" + size: 131072 + crc32: "698ebb7d" + - name: "neo-epo.sp1" + size: 131072 + crc32: "d27a71f1" + - name: "neo-po.sp1" + size: 131072 + crc32: "16d0c132" + - name: "236-bios.sp1" + size: 131072 + crc32: "853e6b96" + - name: "uni-bios_3_2.rom" + size: 131072 + crc32: "a4e8b9b3" + - name: "uni-bios_3_3.rom" + size: 131072 + crc32: "24858466" + - name: "uni-bios_4_0.rom" + size: 131072 + crc32: "a7aab458" + - name: "sm1.sm1" + size: 131072 + crc32: "94416d67" + - name: "000-lo.lo" + size: 131072 + crc32: "5a86cff2" + - name: "sfix.sfix" + size: 131072 + crc32: "c2ea0cfd" + + - name: "neocd.bin" + system: snk-neogeo-cd + required: true + size: 524288 + description: "Neo-Geo CD BIOS" + note: >- + Path from [neocd] neocd_bios (source/raine.c:571). Left empty, neocd.bin + then neocd.zip are looked up through get_shared. A path ending in zip is + opened and its neocd.bin member read by name, anything else is read raw, + 0x80000 bytes. Nothing found opens a file dialog once, then the program + exits. The image is byte swapped when the word at 0x582 reads f94e and + rejected unless it then reads 4ef9. RetroBat sets neocd_bios to + neocdz.zip in its bios folder, which must hold a neocd.bin member. + source_ref: "source/neocd/neocd.c:335-385" + + - name: "hiscore.dat" + category: game_data + required: false + bundled: true + size: 82413 + sha1: "4c1d58f7c1830694933e472ec1289060f7083fa9" + md5: "c996961db77b48b54a2daa3cda12da0d" + description: "High score save definitions" + source_ref: "source/hiscore.c:23, source/hiscore.c:302" + + - name: "history.dat" + category: game_data + required: false + bundled: true + size: 1991177 + sha1: "ce810602b74214726059bbd12e8010dc077aef3d" + md5: "4941042df918f0f1370e2b70d0f7d0de" + description: "Game history text" + source_ref: "source/history.c:56, source/emumain.c:640-645" + + - name: "command.dat" + category: game_data + required: false + bundled: true + size: 1479437 + sha1: "0b358f637e01b10f7a4d45b774ebf7950fcec466" + md5: "0ed03c88b93b036f2f0035f32b200f27" + description: "Move lists" + source_ref: "source/history.c:56, source/emumain.c:640-645" + + - name: "gamecontrollerdb.txt" + category: game_data + required: false + bundled: true + size: 504115 + sha1: "9963636d2f9decc72e36bb3c5a9f568ad6a74710" + md5: "0727c8530c51fbd030c710d2af4389cb" + description: "SDL gamepad mappings" + note: >- + Added to SDL when present, followed by config/userdb.txt. The RetroBat + package carries a different revision of this file. + source_ref: "source/sdl/control.c:2373-2382" + + - name: "dkongm.dx2" + path: "emudx/dkongm.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX sound pack, Donkey Kong" + note: "Without it dkong and dkongjp run with no sound and a warning." + source_ref: "source/emudx.c:29-46, source/games/dkong.c:832-837" + + - name: "dkongg.dx2" + path: "emudx/dkongg.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX graphics pack, Donkey Kong" + source_ref: "source/games/dkong.c:839-860" + + - name: "froggerm.dx2" + path: "emudx/froggerm.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX sound pack, Frogger" + note: "Without it the EmuDX Frogger runs with no sound and a warning." + source_ref: "source/games/frogger.c:1444-1449" + + - name: "froggerg.dx2" + path: "emudx/froggerg.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX graphics pack, Frogger" + source_ref: "source/games/frogger.c:1451-1458" + + - name: "galdxm.dx2" + path: "emudx/galdxm.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX sound pack, Galaxian" + source_ref: "source/games/frogger.c:1263, source/games/galaga.c:1082" + + - name: "galdxg.dx2" + path: "emudx/galdxg.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX graphics pack, Galaxian" + source_ref: "source/games/frogger.c:1466-1473" + + - name: "pacmang.dx2" + path: "emudx/pacmang.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX graphics pack, Pac-Man" + source_ref: "source/games/pengo.c:1853-1860" + + - name: "mspacmang.dx2" + path: "emudx/mspacmang.dx2" + system: arcade + category: game_data + required: false + description: "EmuDX graphics pack, Ms. Pac-Man bootleg" + source_ref: "source/games/pengo.c:1853-1860" diff --git a/emulators/realrtcw.yml b/emulators/realrtcw.yml new file mode 100644 index 00000000..09e8d88a --- /dev/null +++ b/emulators/realrtcw.yml @@ -0,0 +1,91 @@ +emulator: RealRTCW +type: standalone +core_classification: enhanced_fork +source: "https://github.com/wolfETPlayer/RealRTCW" +upstream: "https://github.com/wolfETPlayer/RealRTCW" +profiled_date: "2026-10-20" +source_commit: "ad529d588e4dec717aff0779f9d1555eddc1e2be" +core_version: "5.2" +display_name: "RealRTCW" +mode: standalone +cores: + - rtcw +systems: [return-to-castle-wolfenstein] + +notes: | + Single-player overhaul of Return to Castle Wolfenstein built on the iortcw + SP engine. RetroBat installs RealRTCW.x64.exe with its renderer and game + module DLLs, which report RealRTCW 5.2, the tag dated the same day as the + package build. emulatorlauncher runs it with fs_homepath set to roms/rtcw + and fs_game set to the folder of the .rtcw file, and refuses to start + unless roms/rtcw/Main holds z_zrealrtcw_ui.pk3, pak0.pk3 and + sp_pak1.pk3 to sp_pak4.pk3 + (emulatorLauncher Generators/PortsLauncher.Configuration.cs:1362-1420). + + BASEGAME is "main" and the Windows home path is RealRTCW\5.1. On Windows the + Steam install of RTCW (app 9010) is added as a search path, found through + its Main\pak0.pk3. + ref: code/qcommon/q_shared.h:58-72, code/sys/sys_win32.c:157-163 + + The engine stops with a fatal error when main/pak0.pk3 is missing, or + present with a checksum other than 1886207346. A demo pak0 under demomain/ + (checksum 2985661941) is accepted with a warning and skips the point-release + check. Otherwise the four point-release paks are required: a missing one is + fatal, a checksum outside the five language tables only prints a warning. + ref: code/qcommon/files.c:180-225, code/qcommon/files.c:3782-3889, + code/qcommon/files.c:3904-4034 + + The mod's own assets ship as further pk3 archives that the engine loads + from main/ in name order like any other pak, without naming or checking + them. + +files: + - name: "pak0.pk3" + category: game_data + system: return-to-castle-wolfenstein + path: "main/pak0.pk3" + required: true + source_ref: "code/qcommon/files.c:183-185, 3927-3949, 4011-4029" + note: "RTCW retail base. Checksum 1886207346, fatal when missing or when the checksum differs." + unsourceable: "retail data the collection does not hold, and a same-named file of another game must not stand in" + + - name: "sp_pak1.pk3" + category: game_data + system: return-to-castle-wolfenstein + path: "main/sp_pak1.pk3" + required: true + source_ref: "code/qcommon/files.c:188, 196, 204, 212, 220, 3782-3889" + note: "Fatal when missing. One checksum per language (en/fr/gm/it/sp), and a mismatch prints a warning." + + - name: "sp_pak2.pk3" + category: game_data + system: return-to-castle-wolfenstein + path: "main/sp_pak2.pk3" + required: true + source_ref: "code/qcommon/files.c:189, 197, 205, 213, 221, 3782-3889" + note: "Fatal when missing." + + - name: "sp_pak3.pk3" + category: game_data + system: return-to-castle-wolfenstein + path: "main/sp_pak3.pk3" + required: true + source_ref: "code/qcommon/files.c:190, 198, 206, 214, 222, 3782-3889" + note: "Fatal when missing." + + - name: "sp_pak4.pk3" + category: game_data + system: return-to-castle-wolfenstein + path: "main/sp_pak4.pk3" + required: true + source_ref: "code/qcommon/files.c:191-192, 199-200, 207-208, 215-216, 223-224, 3782-3889" + note: "Fatal when missing. GOTY edition pak, one checksum (4131017020) for every language." + + - name: "pak0.pk3" + description: "Single-player demo" + category: game_data + system: return-to-castle-wolfenstein + path: "demomain/pak0.pk3" + required: false + source_ref: "code/qcommon/files.c:181, 3920-3925, 3993-4008, 4032-4033" + note: "Checksum 2985661941. Stands in for main/pak0.pk3 with a warning, and the point-release check is skipped." diff --git a/emulators/rosalies-mupen-gui.yml b/emulators/rosalies-mupen-gui.yml index 77efbb79..f56707b8 100644 --- a/emulators/rosalies-mupen-gui.yml +++ b/emulators/rosalies-mupen-gui.yml @@ -11,6 +11,7 @@ cores: - rosalies-mupen-gui - RMG - com.github.Rosalie241.RMG + - mupen64 systems: - nintendo-64 - nintendo-64dd diff --git a/emulators/rpix86.yml b/emulators/rpix86.yml new file mode 100644 index 00000000..51c14bb8 --- /dev/null +++ b/emulators/rpix86.yml @@ -0,0 +1,43 @@ +emulator: rpix86 +type: standalone +core_classification: other +source: "http://rpix86.patrickaalto.com/rdown.html" +upstream: ~ +profiled_date: "2026-10-20" +core_version: "0.19" +display_name: "DOS (rpix86)" +cores: [rpix86] +systems: [dos] +verification: existence + +notes: | + Patrick Aalto's x86 DOS emulator for the Raspberry Pi, freeware and closed + source. Profiled from the binary RetroPie installs, + files.retropie.org.uk/archives/rpix86.tar.gz (sha256 8591b715f7c5...ad328d), + an ARM EABI5 executable whose banner reads "rpix86 (Raspberry Pi x86 + emulator) v 0.19" with "BIOS date: Jun 28 2015". The BIOS, VGA and sound + emulation are inside the binary. Its strings name no ROM, font or patch + file, only the shell below, /boot/config.txt (overscan defaults), the + input and serial devices, and the log and screenshot files it writes. + + C:\ is the directory given with -d, the working directory by default + (usage text). The emulator looks for its shell as C:\4DOS.COM or + C:\4DOS\4DOS.COM. When neither exists it stops with "Unable to find + 4DOS.COM command interpreter (shell)" and offers to fetch it with + "wget http://rpix86.patrickaalto.com/4DOS.COM". RetroPie runs the binary + from its install directory and unpacks + files.retropie.org.uk/archives/4dos.zip (sha256 801441f3f65e...5b636a, + 4DOS 7.50 from JP Software) there (scriptmodules/emulators/rpix86.sh). + +files: + - name: "4DOS.COM" + path: "4DOS.COM" + system: dos + description: "4DOS 7.50 command interpreter, the emulated DOS shell" + required: true + size: 257520 + sha1: "a44f65d6318582501d22e27831eb2b1f0df58f79" + md5: "fc3a0078a13d98e611a62c1d6724f8c5" + crc32: "8300d4cb" + source_ref: "rpix86 0.19 binary, strings C:\\4DOS.COM and C:\\4DOS\\4DOS.COM" + note: "Same bytes at rpix86.patrickaalto.com/4DOS.COM, the URL the binary downloads from, and in RetroPie's 4dos.zip. Read from the emulated C: root, not a BIOS directory." diff --git a/emulators/scummvm-sdl1.yml b/emulators/scummvm-sdl1.yml new file mode 100644 index 00000000..61b43c94 --- /dev/null +++ b/emulators/scummvm-sdl1.yml @@ -0,0 +1,553 @@ +emulator: ScummVM (SDL1) +type: standalone +core_classification: game_engine +source: "https://github.com/scummvm/scummvm" +upstream: "https://github.com/scummvm/scummvm" +logo: "https://raw.githubusercontent.com/scummvm/scummvm/master/icons/scummvm.svg" +profiled_date: "2026-10-20" +source_commit: "fed42f2068dcafc6aafa1c28c77e4c88def74b66" +core_version: "2026.3.0" +display_name: "ScummVM (SDL1)" +cores: [scummvm-sdl1] +systems: [scummvm] +verification: existence + +notes: | + Standalone ScummVM at tag v2026.3.0, as RetroPie's scummvm-sdl1 package + builds it: ./configure --enable-release --enable-vkeybd with SDL1 + (SDL_CONFIG=sdl-config), and --opengl-mode=none on the Raspberry Pi. The + package then runs make install with --prefix set to its install + directory. RetroPie's scummvm package builds the same tag the same way + against SDL2 and reads the same files. + + Paths below are relative to that install prefix. configure sets datadir + to ${datarootdir}/scummvm and passes it to the code as DATA_PATH + (configure:391, configure:7462). OSystem_SDL::addSysArchivesToSearchSet + adds DATA_PATH to the search set, four levels deep, then the current + directory (backends/platform/sdl/sdl.cpp:639-652). base/main.cpp:281-291 + also adds the extrapath. RetroPie's launch script passes + --extrapath=/extra unless scummvm.ini already sets one, and + copies the virtual keyboard packs there. Every file is opened by name + through this search set, so any of these directories, or the game + directory, serves it. + + make install copies DIST_FILES_THEMES, DIST_FILES_VKEYBD, + DIST_FILES_ENGINEDATA, DIST_FILES_ENGINEDATA_BIG and + DIST_FILES_SOUNDFONTS to datadir (ports.mk:8-26, Makefile.common:400-471). + The engine data list depends on the engines configure enables. A release + build enables the engines marked yes in their configure.engine. Hashes + below are those of the files in the tagged tree. + + Files the build does not read at this configuration: cryo.dat, + macventure.dat and monkey4-patch.m4b belong to engines that default to + off. fonts-imgui.dat needs ImGui, which RetroPie disables. wwwroot.zip + needs SDL_net, which RetroPie's dependencies do not install. The engine + GLSL shaders are installed only with USE_OPENGL_SHADERS. + + The MT-32 emulator reads the CM-32L pair first, then the MT-32 pair + (audio/softsynth/mt32.cpp:286-301). ScummVM does not ship them. + Without them MT-32 music is not available. Path extra/ is where + RetroPie points the extrapath. + + An engine data file marked required is one whose engine refuses to start + a game without it. Other engines and the launcher run without it. + +files: + # MT-32 and CM-32L ROMs, not shipped with ScummVM. + - name: "CM32L_CONTROL.ROM" + path: "extra/CM32L_CONTROL.ROM" + required: false + source_ref: "audio/softsynth/mt32.cpp:293" + note: "Roland CM-32L control ROM, tried before the MT-32 pair. Must be paired with CM32L_PCM.ROM." + + - name: "CM32L_PCM.ROM" + path: "extra/CM32L_PCM.ROM" + required: false + source_ref: "audio/softsynth/mt32.cpp:293" + note: "Roland CM-32L PCM sample ROM." + + - name: "MT32_CONTROL.ROM" + path: "extra/MT32_CONTROL.ROM" + required: false + source_ref: "audio/softsynth/mt32.cpp:298-301, audio/softsynth/mt32.cpp:581-584" + note: "Roland MT-32 control ROM. Must be paired with MT32_PCM.ROM." + + - name: "MT32_PCM.ROM" + path: "extra/MT32_PCM.ROM" + required: false + source_ref: "audio/softsynth/mt32.cpp:298-301, audio/softsynth/mt32.cpp:581-584" + note: "Roland MT-32 PCM sample ROM." + + # GUI themes and launcher data. + - name: "scummremastered.zip" + path: "share/scummvm/scummremastered.zip" + required: false + bundled: true + size: 96612 + sha1: "6bb54dde77f7c2968f1fcfb9f1de0eeebfda0dec" + md5: "e5232366f07efcd7a9f5358812addbd1" + source_ref: "gui/gui-manager.cpp:87-100, gui/ThemeEngine.cpp:2003-2017" + note: "Default GUI theme (gui_theme defaults to scummremastered). Without it the launcher falls back to the built-in theme." + + - name: "scummmodern.zip" + path: "share/scummvm/scummmodern.zip" + required: false + bundled: true + size: 68063 + sha1: "e09657fec585c1b7fb1c4ce0fcdbf7e4dd13d121" + md5: "20549cceb5c91e0c7900965777052b77" + source_ref: "gui/ThemeEngine.cpp:2003-2017" + note: "Modern GUI theme, listed by listUsableThemes from the search path." + + - name: "scummclassic.zip" + path: "share/scummvm/scummclassic.zip" + required: false + bundled: true + size: 16342 + sha1: "f987edf629a10e020c228714067dad9b7ca2fe1f" + md5: "247382a8001da6a71e1e34d23bbe7de1" + source_ref: "gui/ThemeEngine.cpp:2003-2017" + note: "Classic GUI theme." + + - name: "residualvm.zip" + path: "share/scummvm/residualvm.zip" + required: false + bundled: true + size: 97266 + sha1: "fda75a8f762fe93b5da33bc61a236d69530365cb" + md5: "53ce2b27f1ec22efb72328f96f70e30a" + source_ref: "gui/ThemeEngine.cpp:2003-2017" + note: "ResidualVM GUI theme." + + - name: "gui-icons.dat" + path: "share/scummvm/gui-icons.dat" + required: false + bundled: true + size: 3315855 + sha1: "38e74e6994924781487a0d39cc53dc4708a90c1c" + md5: "9c59e0e9875434456ec1b7eb8e51666f" + source_ref: "gui/gui-manager.cpp:118" + note: "Game icons shown in the launcher grid view." + + - name: "shaders.dat" + path: "share/scummvm/shaders.dat" + required: false + bundled: true + size: 657234 + sha1: "c67ec35c3f6e2ba7f09b8f61a78df7f713ff040c" + md5: "f073f17187d0bfa3e7ebb7f328847969" + source_ref: "gui/shaderbrowser-dialog.cpp:88, backends/graphics/opengl/opengl-graphics.cpp:423" + note: "Scaler shader pack, read by the OpenGL graphics manager only." + + - name: "translations.dat" + path: "share/scummvm/translations.dat" + required: false + bundled: true + size: 3693914 + sha1: "e5b6f6d6473e2d6aa0a250fd9983b573ebf6fbe4" + md5: "a206e54bac1af13559ac8b2d9e550577" + source_ref: "common/translation.cpp:282-300" + note: "GUI translations. Installed because the build keeps USE_TRANSLATION. Without it the GUI stays in English." + + - name: "pred.dic" + path: "share/scummvm/pred.dic" + required: false + bundled: true + size: 126481 + sha1: "20f9a6a9838e3189774ea7ac6b8e62d6720dc683" + md5: "5e4442498b8c6a0f815b4030b2a52acb" + source_ref: "gui/predictivedialog.cpp:119-127" + note: "Dictionary of the predictive text input dialog. The dialog runs without it, with no word prediction." + + - name: "vkeybd_default.zip" + path: "share/scummvm/vkeybd_default.zip" + required: false + bundled: true + size: 184946 + sha1: "4d787bd5a071c729c4f374e6e7c7d7b06d7f9f63" + md5: "bf51a61f07625ea20e891058afaa892c" + source_ref: "backends/events/default/default-events.cpp:74-77, backends/vkeybd/virtual-keyboard.cpp:118-128" + note: "Default virtual keyboard pack, built in because RetroPie passes --enable-vkeybd. RetroPie also copies it to extra/." + + - name: "vkeybd_small.zip" + path: "share/scummvm/vkeybd_small.zip" + required: false + bundled: true + size: 86470 + sha1: "e813795cbc79e87facf7d1560c1f5946eab72167" + md5: "95a179198a8fa032c751e476042c8849" + source_ref: "backends/events/default/default-events.cpp:74-77" + note: "Smaller virtual keyboard pack, loaded when vkeybd_pack_name selects it. RetroPie also copies it to extra/." + + - name: "Roland_SC-55.sf2" + path: "share/scummvm/Roland_SC-55.sf2" + required: false + bundled: true + size: 3283278 + sha1: "9dba9212f2e34446ab034595665809f09f303d63" + md5: "dbb97c34404b753724a66fe0108a32e1" + source_ref: "base/commandLine.cpp:349-351, audio/softsynth/fluidsynth.cpp:284-310" + note: "Default FluidSynth soundfont. Installed because RetroPie pulls libfluidsynth-dev in. FluidSynth music is off when no soundfont is found." + + # Engine data shared by every engine. + - name: "achievements.dat" + path: "share/scummvm/achievements.dat" + required: false + bundled: true + size: 249239 + sha1: "379f9def6d0de4b4bad18b0177df81783a51f17b" + md5: "73cf5bd61896442a990e363f284a0bc2" + source_ref: "engines/achievements.cpp:100-115" + note: "Achievement messages. Missing file disables achievement messages with a warning." + + - name: "classicmacfonts.dat" + path: "share/scummvm/classicmacfonts.dat" + required: false + bundled: true + size: 626103 + sha1: "768b6231c6068e3d9b4f2cc6b1b1e5485578fde1" + md5: "d4264d4573f22d290e033e1d834d7221" + source_ref: "graphics/macgui/macfontmanager.cpp:218-228" + note: "Classic Macintosh bitmap fonts. Missing file falls back to built-in fonts." + + - name: "encoding.dat" + path: "share/scummvm/encoding.dat" + required: false + bundled: true + size: 179670 + sha1: "11d3873337827195bc16c3d3175ad00f1777ed95" + md5: "f2e88b2faec499a4914c3a0bcffc7db1" + source_ref: "common/str-enc.cpp:142-145" + note: "CJK code page tables. Missing file disables CJK text conversion with a warning." + + - name: "helpdialog.zip" + path: "share/scummvm/helpdialog.zip" + required: false + bundled: true + size: 207764 + sha1: "386d8a89e180f8abab53e5d5926b6a81ee4b31dd" + md5: "a9584a928c0f52ef28b33d8702983c35" + source_ref: "gui/helpdialog.cpp:69" + note: "Images for the in-app help dialog." + + - name: "macgui.dat" + path: "share/scummvm/macgui.dat" + required: false + bundled: true + size: 65656 + sha1: "1eed577281b8819367d1ee99b1a76ff3e1920735" + md5: "d97f2965013b343dd3d4fdbbc7192f15" + source_ref: "graphics/macgui/datafiles.cpp:81-84" + note: "Macintosh window borders for the MacGUI engines. Missing file logs a warning." + + # Per-engine data. Each engine refuses to start a game without its file. + - name: "access.dat" + path: "share/scummvm/access.dat" + required: true + bundled: true + size: 520352 + sha1: "775b12b7e787bbaaeb73aa45b1ad3bb383e041ef" + md5: "4f9dd40b455876d5c54b5ebd93aec88c" + source_ref: "engines/access/resources.cpp:42-48" + note: "Access engine (Amazon: Guardians of Eden, Martian Memorandum)." + + - name: "bagel.dat" + path: "share/scummvm/bagel.dat" + required: true + bundled: true + size: 20584 + sha1: "f83084c72b1ff8e16f9c013e5ef7cfbb5f3cc835" + md5: "f6d90885f6962f89de02e34031111599" + source_ref: "engines/bagel/spacebar/baglib/bagel.cpp:111-118" + note: "BAGEL engine (The Space Bar)." + + - name: "cryomni3d.dat" + path: "share/scummvm/cryomni3d.dat" + required: true + bundled: true + size: 70416 + sha1: "3971847e26be0abad8196caf03e5852a81ddbdea" + md5: "7224c7a94074addeb69015b1346695d2" + source_ref: "engines/cryomni3d/cryomni3d.cpp:79-86" + note: "Cryo Omni3D engine (Versailles 1685)." + + - name: "darkseed.dat" + path: "share/scummvm/darkseed.dat" + required: false + bundled: true + size: 37183 + sha1: "343172f1bfff8cb8c4abefa95e211379f39583b7" + md5: "9a9cfe40dcca517f130d4430bd1af643" + source_ref: "engines/darkseed/darkseed.cpp:62-71" + note: "Darkseed engine. Read only for the Chinese release, which does not start without it." + + - name: "drascula.dat" + path: "share/scummvm/drascula.dat" + required: true + bundled: true + size: 259625 + sha1: "05c97e92439b67aea8f6eb7fc96db023edf62124" + md5: "b304979ed642a6dcaf26f43f8a37a1de" + source_ref: "engines/drascula/drascula.cpp:985-1000" + note: "Drascula: The Vampire Strikes Back." + + - name: "got.gfx" + path: "share/scummvm/got.gfx" + required: false + bundled: true + size: 288199 + sha1: "0c9603da78b980bcf391bbf5f9103a5a642c4ee8" + md5: "a29f591769bd731df0d9ddd3a191fe8c" + source_ref: "engines/got/gfx/gfx_chunks.cpp:120-130" + note: "God of Thunder graphics. Without it the engine extracts them from got.exe." + + - name: "got.aud" + path: "share/scummvm/got.aud" + required: false + bundled: true + size: 11313 + sha1: "209ab6d86a7c44f241689c5511b2027f7ad2c7c4" + md5: "d13cc3c481e84e787ec8aa86dffc565f" + source_ref: "engines/got/sound.cpp:38, engines/got/sound.cpp:194-198" + note: "God of Thunder menu music (GOT.AUD). Missing file logs a warning." + + - name: "hadesch_translations.dat" + path: "share/scummvm/hadesch_translations.dat" + required: false + bundled: true + size: 431 + sha1: "17aae444b3010e72e092635d25d3b93c104b0ad2" + md5: "7857da7e56a11e0749fb45100c323b3c" + source_ref: "engines/hadesch/hadesch.cpp:475-477" + note: "Hades Challenge string translations." + + - name: "hugo.dat" + path: "share/scummvm/hugo.dat" + required: true + bundled: true + size: 186866 + sha1: "74a5fa172f5327fedc145cb9eccc8fd050b9cfb9" + md5: "a865e70f1b0998a500f522dab441c8fc" + source_ref: "engines/hugo/hugo.cpp:455-466" + note: "Hugo trilogy." + + - name: "kyra.dat" + path: "share/scummvm/kyra.dat" + required: true + bundled: true + size: 2026288 + sha1: "1a754b9e73fd06b0ad40b5ccb246f3ad7d5b68d3" + md5: "325ee8f363f38d7f6449bbf64a7f6f10" + source_ref: "engines/kyra/resource/staticres.cpp:147-198, engines/kyra/resource/resource.h:1252" + note: "Kyrandia, Lands of Lore and Eye of the Beholder engines. Opened as KYRA.DAT." + + - name: "lure.dat" + path: "share/scummvm/lure.dat" + required: true + bundled: true + size: 768832 + sha1: "516347ec0ec2a397265d1b2fb053aa3758382e09" + md5: "6f90cf73f36453d332d5c9cee311f81c" + source_ref: "engines/lure/lure.cpp:56-58" + note: "Lure of the Temptress." + + - name: "mort.dat" + path: "share/scummvm/mort.dat" + required: true + bundled: true + size: 76302 + sha1: "0b9d0fa2a18eadf61aeddc19128ef90898ab7206" + md5: "3cfb16d7bab4d77606b3b1274b8ae870" + source_ref: "engines/mortevielle/mortevielle.cpp:299-301" + note: "Mortevielle." + + - name: "nancy.dat" + path: "share/scummvm/nancy.dat" + required: true + bundled: true + size: 254950 + sha1: "198e3dbf47cf8c0ffc65d92094f7d78ec5e6a4ed" + md5: "575504ef7071c7fbfa2e3e1609f6bfc5" + source_ref: "engines/nancy/nancy.cpp:661-668" + note: "Nancy Drew engine." + + - name: "neverhood.dat" + path: "share/scummvm/neverhood.dat" + required: true + bundled: true + size: 23804 + sha1: "490012c996ba0c56dd8d077e1418ee53b1e96397" + md5: "dfaab12ffb265646f31f51b6904246d1" + source_ref: "engines/neverhood/neverhood.cpp:91, engines/neverhood/staticdata.cpp:44-49" + note: "The Neverhood." + + - name: "prince_translation.dat" + path: "share/scummvm/prince_translation.dat" + required: false + bundled: true + size: 168060 + sha1: "57403a286c4d251384442a507d285b2dc5ce330e" + md5: "993adab2fd44277d5fd7aa5971e7099c" + source_ref: "engines/prince/prince.cpp:336-342" + note: "The Prince and the Coward. Read only for the fan translated releases, which do not start without it." + + - name: "queen.tbl" + path: "share/scummvm/queen.tbl" + required: true + bundled: true + size: 1100505 + sha1: "7bafa28dfd9b3be17430d467d8787d8204437ba0" + md5: "93c6d6379eb0290ce93854a6888ec3f4" + source_ref: "engines/queen/resource.cpp:147-166" + note: "Flight of the Amazon Queen resource table. Only the English floppy release (PEM10) has a built-in table." + + - name: "sky.cpt" + path: "share/scummvm/sky.cpt" + required: true + bundled: true + size: 419427 + sha1: "fa03ede717223eaf011491d2066e37eb112e735b" + md5: "9d00157b1cebd6368cbf88135c098f40" + source_ref: "engines/sky/compact.cpp:125-140" + note: "Beneath a Steel Sky. The engine also checks the file size against SKY_CPT_SIZE." + + - name: "supernova.dat" + path: "share/scummvm/supernova.dat" + required: true + bundled: true + size: 523211 + sha1: "8a571cfc431b5fe794f0262f0e55f72927ab27b4" + md5: "89664136c503a30894d5c713be5bfe90" + source_ref: "engines/supernova/supernova.cpp:464-482" + note: "Mission Supernova." + + - name: "teenagent.dat" + path: "share/scummvm/teenagent.dat" + required: true + bundled: true + size: 403315 + sha1: "0d488164930332bae3aa1ad38cef44abbe3d00a6" + md5: "4594620989a0bfd8b120da2de7ac30de" + source_ref: "engines/teenagent/resources.cpp:306-316" + note: "Teen Agent." + + - name: "titanic.dat" + path: "share/scummvm/titanic.dat" + required: true + bundled: true + size: 3197968 + sha1: "15f51828f08fdbe01b56123e96312b5859a968c0" + md5: "4b2fb71201dc3795cff45df6200a1918" + source_ref: "engines/titanic/support/files_manager.cpp:39-43" + note: "Starship Titanic." + + - name: "tony.dat" + path: "share/scummvm/tony.dat" + required: true + bundled: true + size: 24584 + sha1: "a5e19f364bda6a0d2330495114c9ad665bb79ad0" + md5: "891022a4e2917bb54b5cdc9a46f5b3df" + source_ref: "engines/tony/tony.cpp:180-190" + note: "Tony Tough and the Night of Roasted Moths." + + - name: "toon.dat" + path: "share/scummvm/toon.dat" + required: true + bundled: true + size: 20996 + sha1: "85bb688125d66f2797a41f153ce1fa177027a83f" + md5: "2b71a5d9aa19219d46711e8a77451f0f" + source_ref: "engines/toon/toon.cpp:5417-5428" + note: "Toonstruck." + + - name: "ultima.dat" + path: "share/scummvm/ultima.dat" + required: true + bundled: true + size: 15981464 + sha1: "e049932518390257f4d49b1691cad229e6060079" + md5: "e359fb7f14c4cb072b6e9300a23a6d62" + source_ref: "engines/ultima/shared/engine/data_archive.cpp:84-90, engines/ultima/ultima4/ultima4.cpp:128, engines/ultima/nuvie/nuvie.cpp:99" + note: "Ultima engines (Ultima I, IV, VI and the Nuvie games)." + + - name: "ultima8.dat" + path: "share/scummvm/ultima8.dat" + required: true + bundled: true + size: 238149 + sha1: "6319d3a245297697c1e4def78dc231a3f30708bb" + md5: "e5b95811b05b9f0f593b49c860391200" + source_ref: "engines/ultima/ultima8/ultima8.cpp:177-182" + note: "Ultima VIII and Crusader." + + - name: "wintermute.zip" + path: "share/scummvm/wintermute.zip" + required: true + bundled: true + size: 4520 + sha1: "5302f543384b21fb55466118a6966e5ef46b85f6" + md5: "9783248899f9cb531f0a3e0a711ab8b3" + source_ref: "engines/wintermute/base/base_file_manager.cpp:396-400" + note: "Wintermute engine system font and placeholder images." + + - name: "mm.dat" + path: "share/scummvm/mm.dat" + required: true + bundled: true + size: 268022 + sha1: "ccbbd746d0413b4183aaf72e2b45c453978aa7b0" + md5: "e4ff5ad05afe5d1591678df2001e639c" + source_ref: "engines/mm/mm1/globals.cpp:60-64, engines/mm/xeen/files.cpp:70-75" + note: "Might and Magic 1 and the Xeen games." + + - name: "freescape.dat" + path: "share/scummvm/freescape.dat" + required: true + bundled: true + size: 30124 + sha1: "c6b3d3152e4e2ff4c9bf55e103bb39ed7faca2bd" + md5: "71697f90fb0c7747616dbb0799ce966b" + source_ref: "engines/freescape/assets.cpp:115-121" + note: "Freescape engine (Driller, Dark Side, Total Eclipse, Castle Master)." + + - name: "myst3.dat" + path: "share/scummvm/myst3.dat" + required: true + bundled: true + size: 358287 + sha1: "5fbf7b1a596219f0daab60a8ceb2f1e59e042243" + md5: "54e9056211f2fff255b6f66a3fe39a8d" + source_ref: "engines/myst3/database.cpp:460-463" + note: "Myst III: Exile." + + - name: "grim-patch.lab" + path: "share/scummvm/grim-patch.lab" + required: true + bundled: true + size: 9341 + sha1: "3c43b7a0125f88a9f83ae4307dca57867ffd637c" + md5: "32b777b824f02b1e1259903740964058" + source_ref: "engines/grim/resource.cpp:126-129" + note: "Grim Fandango. The full game does not start without it, the demo does not read it." + + - name: "fonts.dat" + path: "share/scummvm/fonts.dat" + required: true + bundled: true + size: 6449829 + sha1: "1eaef39122559500fbbc705c9425500311d23e03" + md5: "6df29d218962e155d0a2114006af45c0" + source_ref: "engines/glk/screen.cpp:72-73, engines/scumm/he/font_he.cpp:267-274, engines/zvision/zvision.cpp:296" + note: "TrueType fonts. The Glk engine does not start without it, SCUMM HE and ZVision fall back to other fonts." + + - name: "fonts-cjk.dat" + path: "share/scummvm/fonts-cjk.dat" + required: false + bundled: true + size: 38277312 + sha1: "b46f5a744387d1991d66a06292811f217ae063e2" + md5: "18b8811c1bbc297be45f38c3bd6a0728" + source_ref: "graphics/fonts/ttf.cpp:965-976" + note: "CJK TrueType fonts, a fallback when a game asks for a font the other bundles lack." + diff --git a/emulators/singe2.yml b/emulators/singe2.yml new file mode 100644 index 00000000..3f617744 --- /dev/null +++ b/emulators/singe2.yml @@ -0,0 +1,44 @@ +emulator: Singe 2 +type: standalone +core_classification: game_engine +source: "https://singeengine.com" +upstream: "https://singeengine.com" +profiled_date: "2026-10-20" +core_version: "2.10" +display_name: "Laserdisc (Singe 2)" +mode: standalone +cores: + - singe2 +systems: + - arcade-laserdisc + +notes: | + Somewhat Interactive Nostalgic Game Engine by Scott Duensing, the Lua + laserdisc game engine, released as v2.10 on 2024-03-26 (CHANGELOG). The + program is GPLv3 but no public source tree was reachable, so this profile + reads the Windows binary RetroBat installs, Singe-v2.10-Windows-x86_64.exe + (sha1 5a4883ff55da7d4690a8763e6f3ff443ec1d5293). + + emulatorlauncher links the game folder next to the executable and runs + `Singe-v2.10-Windows-x86_64.exe -k -w|-x -y [-z] [-n] -v